A number of creatures, generated from the 'Botein' version/seed. This is player version of the information, and includes only an outline/guess at the Monster's full powers and stats. The monsters are sorted by power ranking, from weakest to strongest.


Northern Hundessicate
Power Level: -10
Entropy, Fear, Mind, Mirror
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 20
Health: 5
Init: -1
DefenseMod: 1
AttackMod: -6

Traits:
Aspect: Mummified: Made out of dried flesh and cloth. Immune to almost all poisons, weakness to fire, bonus to resist ice. Has night vision.
Frame: Hound
Size: Small Sized: -2 attack, +2 def, -5 HealthMax
Health: Sickly: This creature is in terrible condition, and can be pushed into the grave with a few good shoves. -10 health.
Reflex: Slow Reflexes: This creature has the reflexes of a librarian. Init -2, Attack/Def -1
Strength: Underdeveloped: This creature is weak for its size and appearance. Farmers should still be afraid of it. -1 atk, -2 dmg.
Attack: Unspeakable Word: Speaks a word from the Void. Shatters understanding and sanity of a single target at up to Medium Range. Target makes a hard Will save, and on fail suffers -5 Malus and cannot regain poise for 10 rounds. Can be stacked. Using it is a Stance action.
Weakness: Vulnerable to Bear Urine: Cannot stand Bear Urine. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
Weakness: Blinding hunger: Once it starts feeding, finds it extremely difficult to stop. If it is being attacked or is facing imminent harm, can make Hard Will Saves to break free of this compulsion. Can make one such save per round.
Weakness: Avoidance Salt: Strongly avoids and will not approach Salt
Appearance: Has human skulls attached to its body near its joints. The skulls still have flaps of dried flesh on them, and will gibber wildly during combat.
Appearance: The creature's heart emits a Amber glow that shines through its skin and slowly pulses.
NumAppearing: Packs of 3
Spore: Glass and porcelain cracks more often. You might wake up in the morning to find a window with a long crack in it, or an old plate that has split in half.
VictimChoice: Taste for sickly people
VictimWound: Likes eating the eyes of its victims




Northern Hundessicate
Skill: *
Muscle: *
Toughness: *

Historical Notes:
The beast looks like a small hound made up of mummified flesh. The creature first came to the attention of the WitchHammers when one plagued a caravan on the Thulian Road. The creature started its attacks by assaulting several people who had taken sick. Many of the dead were found with their eyes missing. The few survivors of the attacks remembered good glass windows and porcelain plates cracked for no reason. One family woke up and found their whole plate collection cracked in half.

The first group of WitchHammers to hunt the creature were found with their eyes torn out and their faces lacerated by small cuts. Their fingernails were covered in their own blood.

After these attempts, the beast was killed by Shannon and his highly trained WitchHammers. In his report on the battle, he noted its Unspeakable Word power that it used to kill the previous WitchHammers. In the end, the creature was defeated. Its main weakness were a severe vulnerability to Bear Urine, an insatiable hunger for meat that it pursues even at the cost of its own safety, and an immense antipathy to WarMaterialVariants.


Southern Toadbauble
Power Level: -9
Mystic, Mind
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 30
Health: 5
Init: -5
DefenseMod: 2
AttackMod: -7

Traits:
Aspect: Gems: Made out of an assemblage of animated gems and wire. Bonus to resist fire. Immune to most poisons. Has 1 natural armor.
Frame: Toad
Size: Medium Sized
Health: Delicate: This creature is oddly delicate, and a few solid blows will kill it. -5 health.
Reflex: Terrible Reflexes: This creature is somewhat slow and fumbling. Init -5, Attack/Def -2
Strength: Weak: This creature is surprisingly weak for its size and appearance. Farmers should still be afraid of it. -2 atk, -4 dmg.
Ability: Aura of Reliable Murder: If this creature rolls a 5 or less on a D20, re-rolls and takes the next roll.
Weakness: Vulnerable to Gold weapons: Will do 3X damage. In addition, cannot use its abilities next turn. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
Weakness: Sensitive nose: Strong odors cause this creature distraction and pain. Depending on the strength and offensiveness of the odor, takes a -1 to a -10 Malus and cannot use abilities.
Weakness: Vulnerable to Bear Urine: Cannot stand Bear Urine. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
Appearance: It continually cries tears of Crimson blood.
NumAppearing: Packs of 3
Spore: Leaves behind owl like pellets of bone, hair, fur, and feathers. Also bits of metal, buckles, coins from people it has eaten.
Smell: Wet Dog
VictimChoice: Taste for depressed people
VictimWound: Eats the flesh and muscles, and then carves strange sigils on the bones of the victim.




Southern Toadbauble
Skill: *
Muscle: *
Toughness: **

Historical Notes:
The beast is a medium sized creature, made up of glowing gems and silver wire in the shape of a toad. The creature first came to the attention of the WitchHammers when one destroyed a caravan on the Eastern Road. The creature started its attacks by slaughtering broken down and depressed people. Many of the dead were found with their flesh ripped open and strange sigils carved onto their undamaged bones. The few survivors of the attacks remembered after each attack they found dense pellets containing bones and hair and crushed bits of metal and coin.



After these attempts, the beast was killed by Cabezia and his WitchHammers. In his report on the battle, he noted its power that it used to kill the previous WitchHammers. In the end, the creature was defeated. Its main weakness were a severe vulnerability to Gold, an overly fragile sense of smell that could cause it pain from strong odors, and a severe vulnerability to Bear Urine.


Entropic Spookworm
Power Level: -6
Entropy, Elusive
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 40
Health: 5
Init: 5
DefenseMod: 6
AttackMod: -3

Traits:
Aspect: Ghost: Made out of ectoplasm and a cold and drifting light. Immune to poisons. Can escape anything but an airtight room, has night vision.
Frame: Worm
Size: Small Sized: -2 attack, +2 def, -5 HealthMax
Health: Sickly: This creature is in terrible condition, and can be pushed into the grave with a few good shoves. -10 health.
Reflex: Very Fast Reflexes: This creature has the reflexes of a top level fencer or athlete. +5 Init, +4 Attack/Def
Strength: Weak: This creature is surprisingly weak for its size and appearance. Farmers should still be afraid of it. -2 atk, -4 dmg.
Attack: Entropic Gaze: This attack is applied by Gaze.
Weakness: Avoidance Hearths: Strongly avoids and will not approach Hearths
Weakness: Spheresome Aura: For esoteric magical reasons, the form of the Sphere is baneful to this creature. The creature is deathly afraid of spheres, and can be warded off, terrified, and "burned" by them. Note the sphere does not have to be perfect, but a lop-sided oval simply will not be effective. The Creature takes a -1 to -10 Malus based on the visual impressiveness of the sphere and how close it is to the beast.
Appearance: One of its eyes is a Opal
Appearance: Its eyes are made of Jade
NumAppearing: Solitary
Spore: Musical instruments warp. Even when repaired, they go out of tune again within minutes.
Spore: Toads rain from the sky every 2-3 days.
Smell: Peaches
VictimChoice: Taste for Babies
VictimWound: Takes a large hank of the victim's hair. Does not usually kill, but drains their life force over time and at a distance using the link of the hair.




Entropic Spookworm
Skill: *
Muscle: *
Toughness: **

Historical Notes:
The beast is a small worm made up of ectoplasm. The creature first came to the attention of the WitchHammers when one plagued a caravan on the Imperial Road. The creature started its attacks by slaying babies. Many of the dead were found shriveled and dry with much of their hair missing. The few survivors of the attacks remembered fiddle strings broke and drums became infested with insects. One man's trombone rusted straight through. Additionally, toads rained from the sky before its predations.

The first group of WitchHammers to hunt the creature were found withered and aged beyond all recognition. Their shields and other armor was rusted as though it had been left out in the elements for months or years.

After these attempts, the beast was killed by Cabezia and his highly trained WitchHammers. In his report on the battle, he noted its Entropic Gaze power that it used to kill the previous WitchHammers. In the end, the creature was defeated. Its main weakness were an immense antipathy to WarMaterialVariants and a strange but immense fear of spheres.


Odious Chelgrian Penguin
Power Level: -6
Sleep, Music, Ice, Mirror
Main Action Deck
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Stats:
Poise: 48
Health: 5
Init: 3
DefenseMod: 2
AttackMod: -3

Traits:
Aspect: Flesh
Frame: Penguin
Size: Medium Sized
Health: Sickly: This creature is in terrible condition, and can be pushed into the grave with a few good shoves. -10 health.
Reflex: Fast Reflexes: This creature has the reflexes of a trained fencer or athlete. +3 Init, +2 Attack/Def
Strength: Weak: This creature is surprisingly weak for its size and appearance. Farmers should still be afraid of it. -2 atk, -4 dmg.
Ability: Mirror Twin: Can reach into a mirror, pond, or other reflective surface and pull out a twin of itself. The mirror twin has the same stats as the original, but will "pop" after taking a single wound. Can summon 2 mirror twins per day. Mirror twins fade at sunrise.
Attack: Limb Enervation: Affected area is enervated for rest of combat. Arm is weak and useless, leg is crippled, etc.
Weakness: Vain: Loves to look at self. Can become entranced by mirrors or still pools of water.
Weakness: Vulnerable to strobing or flashing light: Movements will be jerky and imprecise. -5 Malus, and acts last in round.
Appearance: Its tongue is long and deeply forked.
Appearance: Limned with a glow of black power
NumAppearing: Packs of 2
Spore: Leaves patches of Silver slime as it brushes past rocks and vegetation
Spore: Strange and unreadable signs are found written in spider's webs
Smell: Rotting meat
VictimChoice: Taste for Horses
VictimWound: Only eats the Lungs of its victims




Odious Chelgrian Penguin
Skill: *
Muscle: *
Toughness: ***

Historical Notes:
The beast is a medium sized creature, made up of warped flesh in the shape of a penguin. The creature first came to the attention of the WitchHammers when one plagued a caravan on the Thulian Road. The creature started its attacks by slaying their horses. Many of the dead were found with their Lungs missing. The few survivors of the attacks remembered scouts found weird patches of Silver slime brushed across rocks and trees. Additionally, weird runes and signs were found written in spider's webs.

The first group of WitchHammers to hunt the creature were found with their limbs horribly blackened and twisted. It was as though parts of their body had just rotted and decayed away.

After these attempts, the beast was killed by Ortega and his WitchHammers. In his report on the battle, he noted its Limb Enervation power that it used to kill the previous WitchHammers. In the end, the creature was defeated. Its main weakness were a love of its own image that can leave it entranced for hours and a severe weakness to flashing or strobing lights.


Uqbarian Bush Crocodile
Power Level: 5
Nature, Poison, Mind, Entropy
Main Action Deck
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Stats:
Poise: 25
Health: 10
Init: 0
DefenseMod: 6
AttackMod: -7

Traits:
Aspect: Vines: Made out of animated vines, leaves, and flowers. Immune to many poisons. Has 1 Natural armor and + 10 hp.
Frame: Crocodile
Size: Small Sized: -2 attack, +2 def, -5 HealthMax
Health: Delicate: This creature is oddly delicate, and a few solid blows will kill it. -5 health.
Reflex: Human Reflexes: This creature has the reflexes of an average, active human being.
Strength: Weak: This creature is surprisingly weak for its size and appearance. Farmers should still be afraid of it. -2 atk, -4 dmg.
Ability: Renfielder: The creature can claim the mind of a human being. The process takes 1-3 days, and leaves the unfortunate soul a willing and obedient (if somewhat scatterbrained and insane) tool of the creature. The creature can communicate telepathically with its Renfield, even over a distance of miles, and the Renfield will obey without hesitation. A creature will never have more than 3 Renfields at a time, as it appears to take an investment of power to maintain the connection. Renfields have poor combat stats, and are most useful for mis-directions, distractions, and other oblique tactics.
Attack: Malevolent Vibration: Emits an extremely low/high pitch vibration. Causes teeth and eye to bleed, and general cellular disruption when nearby. Good old bloody stool. Drives dogs and animals insane.
Weakness: Tasteless: Has no mouth feel; cannot taste or other wise use its mouth to tell what it is eating.
Weakness: Music Appreciator: The creature can be hypnotized by the sound of beautiful and intricate music. The creature becomes lost in the notes, and inattentive to combat and threats to its life. Malus' range from -1 to -10, depending on the quality of the music. If the creature is not actively in combat, it can also be lulled into complete inaction by music. Wind instruments and stringed instruments are best for this, but even drums can have some effect.
Weakness: Spheresome Aura: For esoteric magical reasons, the form of the Sphere is baneful to this creature. The creature is deathly afraid of spheres, and can be warded off, terrified, and "burned" by them. Note the sphere does not have to be perfect, but a lop-sided oval simply will not be effective. The Creature takes a -1 to -10 Malus based on the visual impressiveness of the sphere and how close it is to the beast.
Appearance: Its tongue is long and deeply forked.
Appearance: Has an emaciated belly.
NumAppearing: Packs of 4
Spore: Its passing drains the water from plants and trees, leaving brown and dehydrated husks. In areas where it has spent time the vegetation is particularly dry and dead.
Smell: No smell at all
VictimChoice: Taste for elderly people
VictimWound: Twists and crushes victims together to make horrific flesh-castles.




Uqbarian Bush Crocodile
Skill: *
Muscle: *
Toughness: **

Historical Notes:
Shaped like a crocodile made out of vines, this small sized beast is a large danger. The creature first came to the attention of the WitchHammers when one plagued a caravan on the Eastern Road. The creature started its attacks by assaulting the elderly. Many of the dead were found torn and twisted together into horrific flesh-castles. The few survivors of the attacks remembered crops and trees became withered and dry. They would crumble at the slightest touch.

The first group of WitchHammers to hunt the creature were found with several dozen different causes of death. Blood had dried around their teeth and eyes while their skin and internal organs had been turned to pulp.

After these attempts, the beast was killed by Cabezia and his WitchHammers. In his report on the battle, he noted its Malevolent Vibration power that it used to kill the previous WitchHammers. Furthermore, he noted previously unknown abilities that the beast displayed during its losing fight. The creature could enslave human servitors to aid it in its attacks. In the end, the creature was defeated though. Its main weakness were an inability to taste or sense poison, a weakness for beautiful music, and a strange but immense fear of spheres.


Thulian Carcelk
Power Level: 8
Entropy, Air
Main Action Deck
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Stats:
Poise: 25
Health: 20
Init: 0
DefenseMod: 2
AttackMod: -2

Traits:
Aspect: Rotting: Made out of rotting and bloated flesh. Immune to almost all poisons. Has +5 Health. Has night vision.
Frame: Elk
Size: Small Sized: -2 attack, +2 def, -5 HealthMax
Health: Normal Health: This creature has no health advantages, outside of those provided by its shape and aspect.
Reflex: Human Reflexes: This creature has the reflexes of an average, active human being.
Strength: Strong: This creature is stronger than most men. Its grip is painful. +2 dmg.
Attack: Paralyzing Touch: This attack is applied by Touch.
Weakness: Vulnerable to light: Hates all light. Depending on the severity of the light, takes -1 to -10 Malus. A torch or a full moon would be -2, full sun would be -10.
Weakness: Vulnerable to Urine: Cannot stand Urine. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
Appearance: Continually cries Umber tears
NumAppearing: Packs of 4
Spore: Leaves deer-like pellets that are a bright Silver color.
Spore: Birds flock to the region, and sit in creepy rows along tree branches and roofs.
Smell: Week old dumpster
VictimChoice: Drawn to Adepts: Drawn to Adepts
VictimWound: Consumes victims entirely, except for their hair.




Thulian Carcelk
Skill: *
Muscle: *
Toughness: ***

Historical Notes:
The beast is a small elk made up of rotting flesh. The creature first came to the attention of the WitchHammers when one destroyed The village of Strathyre. The creature started its attacks by hunting down the magically talented. Many of the dead were found with only the hair remaining uneaten. The few survivors of the attacks remembered scouts found pellets colored a garish Silver color. Additionally, birds flocked to the area and say in rows along tree branches and roofs.

The first group of WitchHammers to hunt the creature were found with their wrists and throat cut by a single claw.

After these attempts, the beast was killed by Shannon and his WitchHammers. In his report on the battle, he noted its Paralyzing Touch power that it used to kill the previous WitchHammers. In the end, the creature was defeated though. Its main weakness were a severe weakness to light and illumination and a severe vulnerability to Urine.


Lemurian Lamblant
Power Level: 8
Nature, Poison, Elusive
Main Action Deck
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Stats:
Poise: 25
Health: 15
Init: 0
DefenseMod: 6
AttackMod: -5

Traits:
Aspect: Vines: Made out of animated vines, leaves, and flowers. Immune to many poisons. Has 1 Natural armor and + 10 hp.
Frame: Lamb
Size: Small Sized: -2 attack, +2 def, -5 HealthMax
Health: Normal Health: This creature has no health advantages, outside of those provided by its shape and aspect.
Reflex: Human Reflexes: This creature has the reflexes of an average, active human being.
Strength: Underdeveloped: This creature is weak for its size and appearance. Farmers should still be afraid of it. -1 atk, -2 dmg.
Attack: Jellyfish Back-Hair: The back of the creature is covered with gently waving, angel hair strands that deliver Petrifying Poison. The "hair" can reach out to several yards away, though it is not particularly swift in attacking. Adds an extra attack against enemies at short range.
Defense: Tree Merge: Can enter and merge with a tree. Merging takes a full round; once merged can either stay in the tree or gate to another tree within 100 yards. Has limited senses while inside the tree; like looking through a pane of thick dark glass.
Weakness: Fetish: Carries a Silver Ring that is enormously precious to it. If this can be taken, the creature will be frantic, fearful, and unable to use abilities.
Weakness: Music Appreciator: The creature can be hypnotized by the sound of beautiful and intricate music. The creature becomes lost in the notes, and inattentive to combat and threats to its life. Malus' range from -1 to -10, depending on the quality of the music. If the creature is not actively in combat, it can also be lulled into complete inaction by music. Wind instruments and stringed instruments are best for this, but even drums can have some effect.
Weakness: Blood thirsty: Cannot resist the smell and taste of blood. Will continue to pursue and target a wounded character until they are dead. Once it has a source of blood, will continue drinking it until it is empty. To break free before finishing all the blood, must make a hard Will save. Can make one such save per round.
Appearance: Its eyes are made of Emeralds
NumAppearing: Packs of 4
Spore: Wisp Lights: When the creature is in a region, you can see wisp-like dances of light at night. They appear, move randomly for a bit, fade out, re-appear, fade out.
Spore: Large toad stools grow up around the region in odd and out of the way spots. Smaller ones grow up near the areas the creature has been.
Smell: No smell at all
VictimChoice: Grave Hunter: Likes to dig bodies and carrion out of grave yards.
VictimWound: Face smoother: People killed by the creature have their faces turn into smooth skin without features, eyes, noses, etc.




Lemurian Lamblant
Skill: *
Muscle: *
Toughness: ***

Historical Notes:
The beast is a small sized creature, made up of vines in the shape of a lamb. The creature first came to the attention of the WitchHammers when one plagued a caravan on the Eastern Road. The creature started its attacks by slaying the newly dead and buried. Many of the dead were found with their faces perfectly smooth. The few survivors of the attacks remembered seeing strange wisps of light floating in the forests at night. Additionally, a giant toad stool was found behind a rotten tree and trails of smaller toad stools were found across the ground.

The first group of WitchHammers to hunt the creature were found with hundreds of tiny and inflamed strings on their hands and face.

After these attempts, the beast was killed by Cabezia and his WitchHammers. In his report on the battle, he noted its Jellyfish Back-Hair power that it used to kill the previous WitchHammers. The beast was even more difficult to kill as it merged into and hid within trees. In the end, the creature was defeated. Its main weakness were a small Silver Ring that it cannot live without, a weakness for beautiful music, and an insatiable thirst for blood that it pursues even at the cost of its own safety.


Snap Draufgangerfrost
Power Level: 9
Ice, Agile, Air
Main Action Deck
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Stats:
Poise: 33
Health: 20
Init: 9
DefenseMod: 9
AttackMod: 0

Traits:
Aspect: Ice: Made out of animated ice and frost-bitten flesh. Bonus to resist ice. Freezes anything in close contact with it. Immune to most poisons.
Frame: Wolf
Size: Small Sized: -2 attack, +2 def, -5 HealthMax
Health: Tough: This creature does not die easily, and will fiercely hold on to life. To put it down will require multiple grievous wounds. +15 Health.
Reflex: Fast Reflexes: This creature has the reflexes of a trained fencer or athlete. +3 Init, +2 Attack/Def
Strength: Normal Strength: This creature has no unnatural strength advantage, outside of those provided by its shape and aspect.
Ability: Monstrous Reflexes: +5 initiative, +5 defense
Weakness: Vulnerable to light: Hates all light. Depending on the severity of the light, takes -1 to -10 Malus. A torch or a full moon would be -2, full sun would be -10.
Weakness: Vulnerable to strobing or flashing light: Movements will be jerky and imprecise. -5 Malus, and acts last in round.
Weakness: Animal Intelligence: IQ 40
Appearance: Blindfold: Wears a blindfold of cloth coverings its eyes. Does not seem to impede is senses.
NumAppearing: Packs of 4
Spore: Birds commit suicide. They collide with windows and house walls, or commit mass drownings in ponds. They really seem to want to die.
VictimChoice: Taste for depressed people
VictimWound: Grinds up the teeth of its victims and then eats the dust.




Snap Draufgangerfrost
Skill: *
Muscle: *
Toughness: ****

Historical Notes:
The beast is a small wolf made up of living ice. The creature first came to the attention of the WitchHammers when one destroyed a caravan on the Estovokian Road. The creature started its attacks by hunting down broken down and depressed people. Many of the dead were found with their teeth missing. The few survivors of the attacks remembered birds killed themselves in a steady stream of collisions with walls and trees. Some drowned themselves in ponds and wells.



After these attempts, the beast was killed by Phrandal and his WitchHammers. In his report on the battle, he noted its power that it used to kill the previous WitchHammers. In the end, the creature was defeated. Its main weakness were a severe weakness to light and illumination, a severe weakness to flashing or strobing lights, and a rather impressive level of stupidity.


Wretched Idiran Jellshell
Power Level: 9
Mutant, Acid, Agile, Entropy
Main Action Deck
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Stats:
Poise: 33
Health: 10
Init: 2
DefenseMod: 10
AttackMod: 0

Traits:
Aspect: Black Ooze: Made out of a Black jelly like substance with smaller, darker nodules inside. Immune to most poisons. Half damage from crushing weapons. Has +10 Health. Can escape through any hole that is at least one inch wide.
Frame: Snail
Size: Small Sized: -2 attack, +2 def, -5 HealthMax
Health: Delicate: This creature is oddly delicate, and a few solid blows will kill it. -5 health.
Reflex: Fast Reflexes: This creature has the reflexes of a trained fencer or athlete. +3 Init, +2 Attack/Def
Strength: Normal Strength: This creature has no unnatural strength advantage, outside of those provided by its shape and aspect.
Attack: Deadly Leap: Initiates combat by making an unexpectedly impressive leap (medium range, +10 attack, knockdown). Can also leap from person to person.
Ability: Grows from corpses: Gains additional Health and Poise by consuming corpses. Estimate that each corpse consumed in the last week adds 1 Health and 2 Poise. The creature grows slightly larger as well.
Weakness: Sensitive ears: Loud, jarring sounds cause this creature to distraction and pain. Depending on the loudness and dissonance of the sound, takes a -1 to a -10 Malus and cannot use abilities.
Weakness: Motion Sight: Cannot see creatures that are motionless. The less motion/movement a person makes, the more difficult it will be for this creature to see/target them. Can use scent and sound and intuition if it knows/suspects a character is at a certain area but "invisible".
Weakness: Blinding hunger: Once it starts feeding, finds it extremely difficult to stop. If it is being attacked or is facing imminent harm, can make Hard Will Saves to break free of this compulsion. Can make one such save per round.
Appearance: Blindfold: Wears a blindfold of cloth coverings its eyes. Does not seem to impede is senses.
Appearance: Continually cries Black tears
NumAppearing: Packs of 2
Spore: The nearest creek runs blood-red for a night and a day. Fish and frogs turn up dead on its banks.
Spore: Cows stop giving milk
Smell: Wet Dog
VictimChoice: Loves wine and alcohol
VictimWound: Preferentially eats the hands of its victims




Wretched Idiran Jellshell
Skill: **
Muscle: *
Toughness: ***

Historical Notes:
First dissected by Phrandal in 702, the creature is a snail made out of caustic ooze. It is of a small size. The creature first came to the attention of the WitchHammers when one destroyed a caravan on the Southern Road. The creature started its attacks by assaulting alcoholics. Many of the dead were found with their hands and wrists missing. The few survivors of the attacks remembered the creeks ran blood red before the attacks began. Additionally, their cows stopped giving milk.

The first group of WitchHammers to hunt the creature were found clawed and crushed into the ground as though a great weight had landed upon them.

After these attempts, the beast was killed by Shannon and his WitchHammers. In his report on the battle, he noted its Deadly Leap power that it used to kill the previous WitchHammers. Furthermore, he noted previously unknown abilities that the beast displayed during its losing fight. The creature could devour corpses to add their bone and muscle to its own. In the end, the creature was defeated. Its main weakness were sensitive ears that made loud noises very painful, an inability to see creatures that are perfectly still and motionless, and an insatiable hunger for meat that it pursues even at the cost of its own safety.


Minor Thulian Carcbull
Power Level: 10
Entropy, Brutal
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 40
Health: 20
Init: 0
DefenseMod: 0
AttackMod: 0

Traits:
Aspect: Rotting: Made out of rotting and bloated flesh. Immune to almost all poisons. Has +5 Health. Has night vision.
Frame: Bull
Size: Medium Sized
Health: Delicate: This creature is oddly delicate, and a few solid blows will kill it. -5 health.
Reflex: Human Reflexes: This creature has the reflexes of an average, active human being.
Strength: Strong: This creature is stronger than most men. Its grip is painful. +2 dmg.
Attack: Fury X: Can attack multiple enemies within range all at once.
Weakness: Over-calculator: Has difficulty sorting out scenes with many moving objects. A fall of leaves or a spray of marbles are extremely distracting to the creature and prevent it from focusing. Takes a -1 to -10 Malus depending on amount of visual chaff it is facing.
Weakness: Vulnerable to light: Hates all light. Depending on the severity of the light, takes -1 to -10 Malus. A torch or a full moon would be -2, full sun would be -10.
Appearance: Wears a featureless Gold mask over its face.
Appearance: Continually screams
NumAppearing: Packs of 4
Spore: Tramps down odd geometric patterns in crops and fields
Spore: Makes weird stick-dolls and hangs them from trees before it rests for the day.
VictimChoice: Grave Hunter: Likes to dig bodies and carrion out of grave yards.
VictimWound: Eats the flesh and muscles, and then carves strange sigils on the bones of the victim.




Minor Thulian Carcbull
Skill: *
Muscle: *
Toughness: ****

Historical Notes:
Shaped like a bull made out of rotting flesh, this medium sized beast is a large danger. The creature first came to the attention of the WitchHammers when one plagued a caravan on the Thulian Road. The creature started its attacks by slaughtering the newly dead and buried. Many of the dead were found with their flesh ripped open and strange sigils carved onto their undamaged bones. The few survivors of the attacks remembered they found odd geometric patterns in their crops and fields before the attacks occurred. Additionally, finding odd stick-dolls hanging in trees nearby.

The first group of WitchHammers to hunt the creature were found laying in a rough semi-circle on the ground. Several of them seem to have died from one blow.

After these attempts, the beast was killed by Cabezia and his WitchHammers. In his report on the battle, he noted its Fury X power that it used to kill the previous WitchHammers. In the end, the creature was defeated. Its main weakness were an obsessive mind that forced it to count and calculate small objects and a severe weakness to light and illumination.


Damnable Chelgrian Necroman
Power Level: 11
Entropy, Brutal, Mind, Sleep
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 62
Health: 5
Init: 7
DefenseMod: 6
AttackMod: 6

Traits:
Aspect: Bone: Made out of bone, scraps of sinew, and magic. Immune to almost all poisons, bonus vs fire and ice. Has night vision. Half damage from piercing weapons.
Frame: Man
Size: Medium Sized
Health: Delicate: This creature is oddly delicate, and a few solid blows will kill it. -5 health.
Reflex: Olympian Reflexes: This creature has amazing reflexes. In the entire world there are only a few humans who could best it without magic. +7 init, +6 attack/def.
Strength: Strong: This creature is stronger than most men. Its grip is painful. +2 dmg.
Attack: Dream Marathon: Can exhaust and sap a character while they sleep. To begin, requires viewing and focusing on the character for ~1 minute, or a bit of their hair/nails/blood. Will then assail them in nightmares. After each night, takes a progressive -5 Malus from exhaustion. Character dies of exhaustion after the 3rd night of such attacks.
Weakness: Spheresome Aura: For esoteric magical reasons, the form of the Sphere is baneful to this creature. The creature is deathly afraid of spheres, and can be warded off, terrified, and "burned" by them. Note the sphere does not have to be perfect, but a lop-sided oval simply will not be effective. The Creature takes a -1 to -10 Malus based on the visual impressiveness of the sphere and how close it is to the beast.
Weakness: Vulnerable to light: Hates all light. Depending on the severity of the light, takes -1 to -10 Malus. A torch or a full moon would be -2, full sun would be -10.
Appearance: Never actually touches the ground. Floats a centimeter above the ground at all times.
Appearance: Glowing Silver eyes
NumAppearing: Solitary
Spore: Thick clouds blot out the sky in the region. There are no sunny days.
Spore: Blood curdling howls and screeches at night
Smell: Peaches
VictimChoice: Taste for Men
VictimWound: Consumes victims entirely, except for their hair.




Damnable Chelgrian Necroman
Skill: **
Muscle: *
Toughness: *****

Historical Notes:
Shaped like a man made out of bone, this medium sized beast is a large danger. The creature first came to the attention of the WitchHammers when one destroyed a caravan on the Imperial Road. The creature started its attacks by hunting down the men. Many of the dead were found with only the hair remaining uneaten. The few survivors of the attacks remembered thick gray clouds blotted out the sky and there was no real sun for days. Additionally, there were blood curdling howls and screeches during the nights.

The first group of WitchHammers to hunt the creature were found dead of seeming exhaustion. Their muscles were tense and their eyes were bloodshot.

After these attempts, the beast was killed by Cabezia and his WitchHammers. In his report on the battle, he noted its Dream Marathon power that it used to kill the previous WitchHammers. In the end, the creature was defeated. Its main weakness were a strange but immense fear of spheres and a severe weakness to light and illumination.


Valusian Ice Swine
Power Level: 13
Ice, Mind, Mirror, Mutant
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 15
Health: 20
Init: -5
DefenseMod: 0
AttackMod: 0
DamageMod: 1

Traits:
Aspect: Ice: Made out of animated ice and frost-bitten flesh. Bonus to resist ice. Freezes anything in close contact with it. Immune to most poisons.
Frame: Pig
Size: Small Sized: -2 attack, +2 def, -5 HealthMax
Health: Solid: This creature is tougher than it looks, and more resistant to harm than a natural beast. +5 Health.
Reflex: Terrible Reflexes: This creature is somewhat slow and fumbling. Init -5, Attack/Def -2
Strength: Very Strong: This creature is as strong as a professional weight lifter. It can hurl stones and bodies across a room. +1 atk, +4 dmg.
Ability: Mirror Twin: Can reach into a mirror, pond, or other reflective surface and pull out a twin of itself. The mirror twin has the same stats as the original, but will "pop" after taking a single wound. Can summon 2 mirror twins per day. Mirror twins fade at sunrise.
Ability: Extra Arm Joints: The creature's arms have an extra set of joints, allowing them to reach and bend much further than normal.
Attack: Monstrous Bash: Can make a knock back attack, knocks a hit target back by 4 spaces.
Weakness: Vain: Loves to look at self. Can become entranced by mirrors or still pools of water.
Weakness: Fishes for compliments: Loves to be complimented. No matter what, will spare a person and hold off on attacking so long as they are being flattered.
Weakness: Tasteless: Has no mouth feel; cannot taste or other wise use its mouth to tell what it is eating.
Appearance: Has human skulls attached to its body near its joints. The skulls still have flaps of dried flesh on them, and will gibber wildly during combat.
Appearance: Ram Horns: The creature has a thick and curling set of ram's horns on its head
NumAppearing: Packs of 2
Spore: Tramps down odd geometric patterns in crops and fields
VictimChoice: Taste for Men
VictimWound: Prefers to cripple its victims before eating them alive




Valusian Ice Swine
Skill: *
Muscle: *
Toughness: **

Historical Notes:
The beast is a small sized creature, made up of living ice in the shape of a pig. The creature first came to the attention of the WitchHammers when one plagued a caravan on the Western Road. The creature started its attacks by slaughtering the men. Many of the dead were found hamstrung and ripped apart. The few survivors of the attacks remembered they found odd geometric patterns in their crops and fields before the attacks occurred.

The first group of WitchHammers to hunt the creature were found with many broken bones and contusions. One hunter's corpse was deeply embedded in a splintered tree.

After these attempts, the beast was killed by Cabezia and his highly trained WitchHammers. In his report on the battle, he noted its Monstrous Bash power that it used to kill the previous WitchHammers. Furthermore, he noted previously unknown abilities that the beast displayed during its losing fight. The creature could pull a twin of itself out of mirrors and attack at odd angles using an extra set of arm joints. In the end, the creature was defeated. Its main weakness were a love of its own image that can leave it entranced for hours, a love of flattery and compliments that makes it forget all else, and an inability to taste or sense poison.


Accursed Akkadian Pangloom
Power Level: 14
Entropy, Elusive, Air, Mind
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 33
Health: 10
Init: 3
DefenseMod: 6
AttackMod: -3

Traits:
Aspect: Shadow: Made out of animated shadows and unholy light. Bonus to stealth, bonus to resist ice. Immune to poisons. Can escape anything but an airtight room, has night vision.
Frame: Panther
Size: Small Sized: -2 attack, +2 def, -5 HealthMax
Health: Solid: This creature is tougher than it looks, and more resistant to harm than a natural beast. +5 Health.
Reflex: Fast Reflexes: This creature has the reflexes of a trained fencer or athlete. +3 Init, +2 Attack/Def
Strength: Weak: This creature is surprisingly weak for its size and appearance. Farmers should still be afraid of it. -2 atk, -4 dmg.
Ability: Telepathic: This creature can read a target's mind at up to Long range. Can communicate with the target if it wishes, though often it will not. Mechanically, this can be reflected by letting the GM make use of meta-knowledge gained from player's table talk. Additionally, gives a +5 bonus vs target in all contests.
Ability: Night Vision: Can see in complete darkness without any difficulty.
Defense: Danger Sense: Excellent ability to detect immediate threats. It is not that its senses are necessarily better; rather it just has a sharp mind for detecting danger and putting warning signs together.
Weakness: Fishes for compliments: Loves to be complimented. No matter what, will spare a person and hold off on attacking so long as they are being flattered.
Weakness: Sensitive ears: Loud, jarring sounds cause this creature to distraction and pain. Depending on the loudness and dissonance of the sound, takes a -1 to a -10 Malus and cannot use abilities.
Weakness: Fetish: Carries a Stick doll that is enormously precious to it. If this can be taken, the creature will be frantic, fearful, and unable to use abilities.
Appearance: Has two sets of eyes, set one on top of another.
Appearance: Faceless. Does not have a face, just a rough mass of undifferentiated tissue.
NumAppearing: Solitary
Spore: Blood curdling howls and screeches at night
VictimChoice: Taste for bitter, angry old men
VictimWound: Takes the skulls of victims and piles them in little pyramids.




Accursed Akkadian Pangloom
Skill: *
Muscle: *
Toughness: ***

Historical Notes:
Shaped like a panther made out of living shadow, this small sized beast is a great danger. The creature first came to the attention of the WitchHammers when one destroyed The village of Calamonte. The creature started its attacks by hunting down a club of crotchety old men. Many of the dead were found with their skulls were piled in heaps. The few survivors of the attacks remembered there were blood curdling howls and screeches during the nights.



After these attempts, the beast was killed by Phrandal and his WitchHammers. In his report on the battle, he noted its power that it used to kill the previous WitchHammers. Furthermore, he noted a range of previously unknown abilities that the beast displayed during its losing fight. The creature could could hear the very thoughts of nearby people. The beast was even more difficult to kill as it was a wary and cunning foe. In the end, the creature was defeated. Its main weakness were a love of flattery and compliments that makes it forget all else, sensitive ears that made loud noises very painful, and a small Stick doll that it cannot live without.


Uqbarian Vine Scorpion
Power Level: 14
Nature, Poison, Entropy, Mutant
Main Action Deck
Printable Main Action Deck
TailStabGroup Action Deck
Printable TailStabGroup Action Deck

Stats:
Poise: 33
Health: 15
Init: 3
DefenseMod: 8
AttackMod: -4

Traits:
Aspect: Vines: Made out of animated vines, leaves, and flowers. Immune to many poisons. Has 1 Natural armor and + 10 hp.
Frame: Scorpion
Size: Small Sized: -2 attack, +2 def, -5 HealthMax
Health: Delicate: This creature is oddly delicate, and a few solid blows will kill it. -5 health.
Reflex: Fast Reflexes: This creature has the reflexes of a trained fencer or athlete. +3 Init, +2 Attack/Def
Strength: Weak: This creature is surprisingly weak for its size and appearance. Farmers should still be afraid of it. -2 atk, -4 dmg.
Attack: Snake-mouth Tail: Has a tail with a snake mouth on the end. The tail can make its own attacks.
Ability: Long Neck: The creature's neck is absurdly elongated and agile. It can use bite attacks from medium range.
Attack: Mono Horn: Has a single heavy horn that can be used for charges, goring, and tossing
Defense: Does not bleed: This creature does not bleed as you would expect, and is immune to bleed damage.
Weakness: Blinding hunger: Once it starts feeding, finds it extremely difficult to stop. If it is being attacked or is facing imminent harm, can make Hard Will Saves to break free of this compulsion. Can make one such save per round.
Weakness: Dumb: IQ 70
Weakness: Motion Sight: Cannot see creatures that are motionless. The less motion/movement a person makes, the more difficult it will be for this creature to see/target them. Can use scent and sound and intuition if it knows/suspects a character is at a certain area but "invisible".
Appearance: Mouth is over-sized, and stretches all the way back to the creature's ears.
Appearance: Glowing Silver eyes
NumAppearing: Packs of 4
Spore: Monstrous frog-like croaking heard several times during the night, loud enough to shake walls and tea cups
VictimChoice: Loves wine and alcohol
VictimWound: Eats the skin from victims.




Uqbarian Vine Scorpion
Skill: *
Muscle: *
Toughness: ***

Historical Notes:
The beast is a small sized creature, made up of vines in the shape of a scorpion. The creature first came to the attention of the WitchHammers when one plagued a caravan on the Northern Road. The creature started its attacks by hunting down alcoholics. Many of the dead were found without any skin. The few survivors of the attacks remembered there were wall-shaking croaking sounds during the nights.

The first group of WitchHammers to hunt the creature were found gored to death by a giant tusk and with many broken bones.

After these attempts, the beast was killed by Phrandal and his WitchHammers. In his report on the battle, he noted its Mono Horn power that it used to kill the previous WitchHammers. Furthermore, he noted previously unknown abilities that the beast displayed during its losing fight. The creature could strike at great distance with its absurdly long neck. The beast was even more difficult to kill as its wounds would immediately seal up and never bleed. In the end, the creature was defeated. Its main weakness were an insatiable hunger for meat that it pursues even at the cost of its own safety, a rather dull and stupid mind, and an inability to see creatures that are perfectly still and motionless.


Azadian Scorpion
Power Level: 18
Sleep, Music, Entropy, Brutal
Main Action Deck
Printable Main Action Deck
TailStabGroup Action Deck
Printable TailStabGroup Action Deck

Stats:
Poise: 45
Health: 20
Init: -5
DefenseMod: -4
AttackMod: 2

Traits:
Aspect: Flesh
Frame: Scorpion
Size: Huge Sized: +4 attack, -2 def, +20 HealthMax
Health: Sickly: This creature is in terrible condition, and can be pushed into the grave with a few good shoves. -10 health.
Reflex: Terrible Reflexes: This creature is somewhat slow and fumbling. Init -5, Attack/Def -2
Strength: Strong: This creature is stronger than most men. Its grip is painful. +2 dmg.
Attack: Maul: Makes 2 attacks against same target. If both attacks hit, does extra damage.
Weakness: Music Appreciator: The creature can be hypnotized by the sound of beautiful and intricate music. The creature becomes lost in the notes, and inattentive to combat and threats to its life. Malus' range from -1 to -10, depending on the quality of the music. If the creature is not actively in combat, it can also be lulled into complete inaction by music. Wind instruments and stringed instruments are best for this, but even drums can have some effect.
Weakness: Vulnerable to strobing or flashing light: Movements will be jerky and imprecise. -5 Malus, and acts last in round.
Weakness: Sun Vulnerability: Is impaired while in sunlight (-4 to attack and defense)
Appearance: Has only a single eye.
Appearance: One of its eyes is a Ruby
NumAppearing: Packs of 2
Spore: Cloud-free. Clouds are never seen where this creature is.
Spore: Storm clouds blow through but do not bring rain. The clouds have odd colors hiding in them, greens and purples.
VictimChoice: Prefers to attack sleeping targets
VictimWound: Takes the skulls of victims and piles them in little pyramids.




Azadian Scorpion
Skill: *
Muscle: *
Toughness: *****

Historical Notes:
First dissected by Ortega in 642, the creature is a scorpion made out of warped flesh. It is of a huge size. The creature first came to the attention of the WitchHammers when one destroyed The village of Coll. The creature started its attacks by assaulting those who were asleep. Many of the dead were found with their skulls were piled in heaps. The few survivors of the attacks remembered not a single normal cloud was seen in the sky for days. Additionally, Storm clouds with odd colors settled over head. However no rain came down at all.

The first group of WitchHammers to hunt the creature were found savagely mauled.

After these attempts, the beast was killed by Phrandal and his WitchHammers. In his report on the battle, he noted its Maul power that it used to kill the previous WitchHammers. In the end, the creature was defeated though. Its main weakness were a weakness for beautiful music, a severe weakness to flashing or strobing lights, and a severe vulnerability to Bear Urine.


Zhaibarian Elk
Power Level: 19
Sleep, Music, Poison, Mirror
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 55
Health: 10
Init: 5
DefenseMod: 4
AttackMod: 4

Traits:
Aspect: Flesh
Frame: Elk
Size: Medium Sized
Health: Sickly: This creature is in terrible condition, and can be pushed into the grave with a few good shoves. -10 health.
Reflex: Very Fast Reflexes: This creature has the reflexes of a top level fencer or athlete. +5 Init, +4 Attack/Def
Strength: Normal Strength: This creature has no unnatural strength advantage, outside of those provided by its shape and aspect.
Attack: Jellyfish Hair: Head is covered with waving, angel hair strands that deliver Petrifying Poison. The "hair" can reach out to several yards away, though it is not particularly swift in attacking. Adds an extra attack against enemies at short range.
Weakness: Soft Underbelly. Takes 3x damage when prone or if attacker is beneath it.
Weakness: Hates reflection: Hates the sight of its reflection in a mirror. Will flee from its reflection in blind fear and panic.
Appearance: Faceless. Does not have a face, just a rough mass of undifferentiated tissue.
NumAppearing: Packs of 2
Spore: Cracks start appearing in objects in the same region as the creature. The more related or associated or "touched" by the creature, the more and deeper the cracks. This includes mirrors, tables, walls, floors, ceilings, stone, farm equipment, plates, etc. It also includes skin, nails, teeth, etc. Only in the worst cases does this actually have a mechanical effect, it is more annoying than anything.
Smell: Cabbage
VictimChoice: Prefers to attack sleeping targets
VictimWound: Burns downs buildings, to help conceal its crimes. Also because it likes fire. Can make use of the panic and confusion of fire, too.




Zhaibarian Elk
Skill: *
Muscle: *
Toughness: *****

Historical Notes:
The beast looks like a medium elk made up of warped flesh. The creature first came to the attention of the WitchHammers when one destroyed a caravan on the Southern Road. The creature started its attacks by slaying those who were asleep. Many of the dead were found inside a burned down building. Their bodies were charred and twisted. The few survivors of the attacks remembered long and jagged cracks appearing in walls and floors and everyday objects.

The first group of WitchHammers to hunt the creature were found with hundreds of tiny and inflamed insect bites on their hands and face.

After these attempts, the beast was killed by Shannon and his WitchHammers. In his report on the battle, he noted its Jellyfish Hair power that it used to kill the previous WitchHammers. In the end, the creature was defeated though. Its main weakness were a soft underbelly that was easily wounded and a hatred of its own image that makes flee in terror from mirrors.


Callow Murderous Goribauble
Power Level: 20
Mystic, Mind, Entropy
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 33
Health: 10
Init: 3
DefenseMod: 8
AttackMod: 3
DamageMod: 4

Traits:
Aspect: Gems: Made out of an assemblage of animated gems and wire. Bonus to resist fire. Immune to most poisons. Has 1 natural armor.
Frame: Gorilla
Size: Small Sized: -2 attack, +2 def, -5 HealthMax
Health: Solid: This creature is tougher than it looks, and more resistant to harm than a natural beast. +5 Health.
Reflex: Fast Reflexes: This creature has the reflexes of a trained fencer or athlete. +3 Init, +2 Attack/Def
Strength: Very Strong: This creature is as strong as a professional weight lifter. It can hurl stones and bodies across a room. +1 atk, +4 dmg.
Ability: Aura of Reliable Murder: If this creature rolls a 5 or less on a D20, re-rolls and takes the next roll.
Weakness: Vulnerable to strobing or flashing light: Movements will be jerky and imprecise. -5 Malus, and acts last in round.
Weakness: Sensitive ears: Loud, jarring sounds cause this creature to distraction and pain. Depending on the loudness and dissonance of the sound, takes a -1 to a -10 Malus and cannot use abilities.
Weakness: Fetish: Carries a Small gem stone that is enormously precious to it. If this can be taken, the creature will be frantic, fearful, and unable to use abilities.
Appearance: Wears knotted strings of human bone wrapped around its body: +1 Armor
Appearance: Gold Horn: The creature has a single >Gold horn rising from its head.
NumAppearing: Packs of 3
Spore: There is a region wide increase in vermin. In particular, Rats can be found in much greater numbers.
Spore: Cloud-free. Clouds are never seen where this creature is.
VictimChoice: Taste for Women
VictimWound: Cripples victims and lays worm sized young inside of them.




Callow Murderous Goribauble
Skill: **
Muscle: **
Toughness: ***

Historical Notes:
First dissected by Ortega in 693, the creature is a gorilla made out of glowing gems and silver wire. It is of a small size. The creature first came to the attention of the WitchHammers when one plagued a caravan on the Estovokian Road. The creature started its attacks by slaughtering the women. Many of the dead were found with strange worms crawling inside them. The few survivors of the attacks remembered Rats were particularly bold and numerous before the attacks. Additionally, not a single normal cloud was seen in the sky for days.



After these attempts, the beast was killed by Shannon and his WitchHammers. In his report on the battle, he noted its power that it used to kill the previous WitchHammers. Furthermore, he noted previously unknown abilities that the beast displayed during its losing fight. The creature could always seem to hit the target it was aiming at with at least a glancing blow. In the end, the creature was defeated though. Its main weakness were a severe weakness to flashing or strobing lights, sensitive eyes that make bright lights very painful, and a small Small gem stone that it cannot live without.


Eastern Babelly
Power Level: 21
Mutant, Acid, Mind, Sleep
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 40
Health: 20
Init: 0
DefenseMod: 0
AttackMod: -5

Traits:
Aspect: Red Ooze: Made out of a Red jelly like substance with smaller, darker nodules inside. Immune to most poisons. Half damage from crushing weapons. Has +10 Health. Can escape through any hole that is at least one inch wide.
Frame: Baboon
Size: Medium Sized
Health: Normal Health: This creature has no health advantages, outside of those provided by its shape and aspect.
Reflex: Human Reflexes: This creature has the reflexes of an average, active human being.
Strength: Weak: This creature is surprisingly weak for its size and appearance. Farmers should still be afraid of it. -2 atk, -4 dmg.
Attack: Dream Marathon: Can exhaust and sap a character while they sleep. To begin, requires viewing and focusing on the character for ~1 minute, or a bit of their hair/nails/blood. Will then assail them in nightmares. After each night, takes a progressive -5 Malus from exhaustion. Character dies of exhaustion after the 3rd night of such attacks.
Ability: Power from corpses: Gains power from corpses. Estimate of 1 Atk/Def, and 2 Poise per corpse consumed in the last day.
Weakness: Vulnerable to Wolf Urine: Cannot stand Wolf Urine. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
Weakness: Fetish: Carries a Small gem stone that is enormously precious to it. If this can be taken, the creature will be frantic, fearful, and unable to use abilities.
Appearance: One of its eyes is a Jade
Appearance: Has an emaciated belly.
NumAppearing: Solitary
Spore: Bats swarm thickly at night, harassing people, cattle, and windows with unusual fierceness.
Spore: Showers of falling stars are seen at night, mostly in the hours just before dawn.
VictimChoice: Loves wine and alcohol
VictimWound: Impales victims on tree branches to make feeding easier.




Eastern Babelly
Skill: *
Muscle: *
Toughness: ****

Historical Notes:
Shaped like a baboon made out of caustic ooze, this medium sized beast is a great danger. The creature first came to the attention of the WitchHammers when one destroyed a caravan on the Western Road. The creature started its attacks by hunting down alcoholics. Many of the dead were found impaled on tree branches and half eaten. The few survivors of the attacks remembered bats plagued them. They would swarm at night and harass any person or animal outside at night. Additionally, showers of falling stars were seen in the hours just before dawn.

The first group of WitchHammers to hunt the creature were found dead of seeming exhaustion. Their muscles were tense and their eyes were bloodshot.

After these attempts, the beast was killed by Phrandal and his WitchHammers. In his report on the battle, he noted its Dream Marathon power that it used to kill the previous WitchHammers. In the end, the creature was defeated. Its main weakness were a severe vulnerability to Wolf Urine and a small Small gem stone that it cannot live without.


Lesser Bleeding Bullstal
Power Level: 21
Mirror, Mystic, Agile, Mind
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 33
Health: 40
Init: 3
DefenseMod: 4
AttackMod: 0

Traits:
Aspect: Glass: Made out of animated and oddly fluid glass. Immune to most poisons. Increased damage from crushing weapons.
Frame: Bull
Size: Small Sized: -2 attack, +2 def, -5 HealthMax
Health: Very Tough: This creature does not die easily, and will fiercely hold on to life. To put it down will require multiple grievous wounds. +25 Health.
Reflex: Fast Reflexes: This creature has the reflexes of a trained fencer or athlete. +3 Init, +2 Attack/Def
Strength: Normal Strength: This creature has no unnatural strength advantage, outside of those provided by its shape and aspect.
Attack: Malevolent Vibration: Emits an extremely low/high pitch vibration. Causes teeth and eye to bleed, and general cellular disruption when nearby. Good old bloody stool. Drives dogs and animals insane.
Ability: Heat Vision: Can see heat, and uses that to locate prey.
Weakness: Vulnerable to strobing or flashing light: Movements will be jerky and imprecise. -5 Malus, and acts last in round.
Weakness: Bell Fear: The creature hates and fears the sound of bells. The larger and purer the bell tone, the more the creature will quake and the more pain it feels in its bones. Malus ranges from -1 to -10, depending on the size and closeness of the bell tone.
Weakness: Avoidance Fire: Strongly avoids and will not approach Fire
Appearance: Glowing Red eyes
NumAppearing: Packs of 3
Spore: Water nearby goes bad. Has a foul, rotten egg smell
Spore: Storm clouds blow through but do not bring rain. The clouds have odd colors hiding in them, greens and purples.
VictimChoice: Drawn to Adepts: Drawn to Adepts
VictimWound: Only eats its victim's femurs.




Lesser Bleeding Bullstal
Skill: *
Muscle: *
Toughness: *****

Historical Notes:
The beast is a small bull made up of flowing glass. The creature first came to the attention of the WitchHammers when one plagued a caravan on the Western Road. The creature started its attacks by slaughtering the magically talented. Many of the dead were found without their femurs. The few survivors of the attacks remembered the town well went bad and gave off a terribly foul stench. Additionally, Storm clouds with odd colors settled over head. However no rain came down at all.

The first group of WitchHammers to hunt the creature were found with several dozen different causes of death. Blood had dried around their teeth and eyes while their skin and internal organs had been turned to pulp.

After these attempts, the beast was killed by Cabezia and his WitchHammers. In his report on the battle, he noted its Malevolent Vibration power that it used to kill the previous WitchHammers. In the end, the creature was defeated. Its main weakness were a severe weakness to flashing or strobing lights, a fear and pain of the pure sound of bells, and an immense antipathy to WarMaterialVariants.


Miserable Acherite Jamcube
Power Level: 21
Mutant, Acid, Mystic, Mind
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 40
Health: 30
Init: 0
DefenseMod: 0
AttackMod: -3

Traits:
Aspect: Silver Ooze: Made out of a Silver jelly like substance with smaller, darker nodules inside. Immune to most poisons. Half damage from crushing weapons. Has +10 Health. Can escape through any hole that is at least one inch wide.
Frame: Cube
Size: Medium Sized
Health: Normal Health: This creature has no health advantages, outside of those provided by its shape and aspect.
Reflex: Human Reflexes: This creature has the reflexes of an average, active human being.
Strength: Underdeveloped: This creature is weak for its size and appearance. Farmers should still be afraid of it. -1 atk, -2 dmg.
Ability: Aura of Doom: When attacking, add 10 to the attack roll when rolling a 17, 18, 19, or 20. This supersedes the normal critical hit bonuses.
Defense: Partial Invisibility (except mouth) : The creature is invisible, with the exception of its mouth. Can move and attack while in this state.
Weakness: Music Appreciator: The creature can be hypnotized by the sound of beautiful and intricate music. The creature becomes lost in the notes, and inattentive to combat and threats to its life. Malus' range from -1 to -10, depending on the quality of the music. If the creature is not actively in combat, it can also be lulled into complete inaction by music. Wind instruments and stringed instruments are best for this, but even drums can have some effect.
Weakness: Blinding hunger: Once it starts feeding, finds it extremely difficult to stop. If it is being attacked or is facing imminent harm, can make Hard Will Saves to break free of this compulsion. Can make one such save per round.
Weakness: Over-calculator: Has difficulty sorting out scenes with many moving objects. A fall of leaves or a spray of marbles are extremely distracting to the creature and prevent it from focusing. Takes a -1 to -10 Malus depending on amount of visual chaff it is facing.
Appearance: Limned with a glow of black power
NumAppearing: Packs of 2
Spore: Quiet, too quiet: Wild animals desert the area within a few mile radious of the creature. Birds, deer, small animals, cats, squirrels; they all flee to less unsettling climes. Traveling outdoors becomes unsettling and eerie without the normal sounds.
Spore: Vultures follow a few hours behind the creature.
Smell: Cat urine
VictimChoice: Taste for elderly people
VictimWound: Cripples victims and lays worm sized young inside of them.




Miserable Acherite Jamcube
Skill: *
Muscle: *
Toughness: *****

Historical Notes:
The beast is a medium cube made up of caustic ooze. The creature first came to the attention of the WitchHammers when one destroyed The village of Rowardennan. The creature started its attacks by preying upon the elderly. Many of the dead were found with strange worms crawling inside them. The few survivors of the attacks remembered all the wild animals and game in the area disappearing. Additionally, flocks of vultures circled through the air for days.



After these attempts, the beast was killed by Phrandal and his WitchHammers. In his report on the battle, he noted its power that it used to kill the previous WitchHammers. Furthermore, he noted previously unknown abilities that the beast displayed during its losing fight. The creature could land devastating and fatal blows with regularity. The beast was even more difficult to kill as it twisted light around itself to hide all but its mouth. In the end, the creature was defeated. Its main weakness were a weakness for beautiful music, an insatiable hunger for meat that it pursues even at the cost of its own safety, and an obsessive mind that forced it to count and calculate small objects.


Hyberborean Swineberg
Power Level: 22
Ice, Mind, Mutant, Acid
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 30
Health: 10
Init: -5
DefenseMod: -2
AttackMod: -5

Traits:
Aspect: Ice: Made out of animated ice and frost-bitten flesh. Bonus to resist ice. Freezes anything in close contact with it. Immune to most poisons.
Frame: Pig
Size: Medium Sized
Health: Sickly: This creature is in terrible condition, and can be pushed into the grave with a few good shoves. -10 health.
Reflex: Terrible Reflexes: This creature is somewhat slow and fumbling. Init -5, Attack/Def -2
Strength: Underdeveloped: This creature is weak for its size and appearance. Farmers should still be afraid of it. -1 atk, -2 dmg.
Ability: Renfielder: The creature can claim the mind of a human being. The process takes 1-3 days, and leaves the unfortunate soul a willing and obedient (if somewhat scatterbrained and insane) tool of the creature. The creature can communicate telepathically with its Renfield, even over a distance of miles, and the Renfield will obey without hesitation. A creature will never have more than 3 Renfields at a time, as it appears to take an investment of power to maintain the connection. Renfields have poor combat stats, and are most useful for mis-directions, distractions, and other oblique tactics.
Attack: Tentacles: The creature has a nodule of waving tentacles sprouting from either side of its torso. Allows it an extra whip/grab attack each round.
Attack: Acid Bolt: Spits a bolt of elemental damage. Long range, single target.
Defense: Danger Oracle: Has magical warning of the one, next thing that threatens its life.
Defense: False Death: When it is killed, only seems to die. It heart stops, its blood and organs spill out. However, unless thoroughly chopped, burned, and desecrated, its remains will reform at the beginning of the next night and it will hunt again.
Weakness: Vulnerable to light: Hates all light. Depending on the severity of the light, takes -1 to -10 Malus. A torch or a full moon would be -2, full sun would be -10.
Weakness: Vulnerable to Milk: Cannot stand Milk. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
Appearance: Casts no shadow
NumAppearing: Packs of 2
Spore: Water nearby freezes, and is oddly difficult to unfreeze. Will takes ~12 hours to unfreeze in temperate climes.
Smell: Sulfur
VictimChoice: Taste for depressed people
VictimWound: Brings victims bodies back to its lair to snack on later.




Hyberborean Swineberg
Skill: *
Muscle: *
Toughness: ***

Historical Notes:
The beast is a medium pig made up of living ice. The creature first came to the attention of the WitchHammers when one destroyed The village of Ben Nevis. The creature started its attacks by slaying broken down and depressed people. Many of the dead were found torn apart in a nearby cave. The few survivors of the attacks remembered the nearby creeks froze overnight and did not thaw out for days.

The first group of WitchHammers to hunt the creature were found with hundreds of tiny sucker marks on their exposed flesh. Several hunters had been torn in two by some immense power.
The second group of WitchHammers to hunt the creature were found with a bucket sized chunk of their abdomen melted away. Their hands and face were pock marked with dozens of small acid burns.

After these attempts, the beast was killed by Shannon and his WitchHammers. In his report on the battle, he noted its Tentacles and Acid Bolt power that it used to kill the previous WitchHammers. Furthermore, he noted a range of previously unknown abilities that the beast displayed during its losing fight. The creature could enslave human servitors to aid it in its attacks. The beast was even more difficult to kill as it could somehow sense whenever something threatened its life. In the end, the creature was defeated. Its main weakness were a severe weakness to light and illumination and a severe vulnerability to Milk.


Vanheim Larvasoul
Power Level: 23
Entropy, Elusive, Poison, Nature
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 25
Health: 5
Init: 0
DefenseMod: 2
AttackMod: 0

Traits:
Aspect: Ghost: Made out of ectoplasm and a cold and drifting light. Immune to poisons. Can escape anything but an airtight room, has night vision.
Frame: Maggot
Size: Small Sized: -2 attack, +2 def, -5 HealthMax
Health: Normal Health: This creature has no health advantages, outside of those provided by its shape and aspect.
Reflex: Human Reflexes: This creature has the reflexes of an average, active human being.
Strength: Very Strong: This creature is as strong as a professional weight lifter. It can hurl stones and bodies across a room. +1 atk, +4 dmg.
Ability: Poison Mist Aura: Poisonous mist seeps up out of the ground near the creature. Its lair will be dangerous with this mist. Can "send" the mist a limited distance (miles) if it concentrates for extended period of time.
Attack: Heart Bleed Touch: This attack is applied by Touch.
Weakness: Hates reflection: Hates the sight of its reflection in a mirror. Will attack its reflection in a blind rage until it has been smashed to pieces.
Weakness: Blood thirsty: Cannot resist the smell and taste of blood. Will continue to pursue and target a wounded character until they are dead. Once it has a source of blood, will continue drinking it until it is empty. To break free before finishing all the blood, must make a hard Will save. Can make one such save per round.
Appearance: Has three eyes.
NumAppearing: Solitary
Spore: By ones and twos, children grow sick. Some waste away for weeks, others die. Will get better if the creature is killed.
Smell: Ozone
VictimChoice: Loves wine and alcohol
VictimWound: Trepanates its victims, removing and eating the most succulent parts of the frontal cortex. Leaves the victims alive but disassociated and weird and with memory problems.




Vanheim Larvasoul
Skill: *
Muscle: *
Toughness: **

Historical Notes:
Shaped like a maggot made out of ectoplasm, this small sized beast is a great danger. The creature first came to the attention of the WitchHammers when one destroyed a caravan on the Eastern Road. The creature started its attacks by slaughtering alcoholics. Many of the dead were found with jagged wounds in their forehead and important pieces of brain missing. The few survivors of the attacks remembered children wasted away and often died.

The first group of WitchHammers to hunt the creature were found with their bodies red and swollen. On further examination their hearts were found to be cut to ribbons even though the surrounding flesh was uninjured.

After these attempts, the beast was killed by Cabezia and his highly trained WitchHammers. In his report on the battle, he noted its Heart Bleed Touch power that it used to kill the previous WitchHammers. In the end, the creature was defeated. Its main weakness were a hatred of its own image that makes it destroy mirrors before all else and an insatiable thirst for blood that it pursues even at the cost of its own safety.


Detestable Northern Carafboon
Power Level: 24
Mirror, Mystic, Agile, Brutal
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 33
Health: 20
Init: 3
DefenseMod: 4
AttackMod: 3

Traits:
Aspect: Glass: Made out of animated and oddly fluid glass. Immune to most poisons. Increased damage from crushing weapons.
Frame: Baboon
Size: Small Sized: -2 attack, +2 def, -5 HealthMax
Health: Tough: This creature does not die easily, and will fiercely hold on to life. To put it down will require multiple grievous wounds. +15 Health.
Reflex: Fast Reflexes: This creature has the reflexes of a trained fencer or athlete. +3 Init, +2 Attack/Def
Strength: Olympian strength: This creature is as strong as any mortal in the world. It can hurl stones and bodies across a room. +2 atk, +6 dmg.
Attack: Fury X: Can attack multiple enemies within range all at once.
Weakness: Sensitive nose: Strong odors cause this creature distraction and pain. Depending on the strength and offensiveness of the odor, takes a -1 to a -10 Malus and cannot use abilities.
Weakness: Sensitive ears: Loud, jarring sounds cause this creature to distraction and pain. Depending on the loudness and dissonance of the sound, takes a -1 to a -10 Malus and cannot use abilities.
Weakness: Bell Fear: The creature hates and fears the sound of bells. The larger and purer the bell tone, the more the creature will quake and the more pain it feels in its bones. Malus ranges from -1 to -10, depending on the size and closeness of the bell tone.
Appearance: Eyes never point in same direction
Appearance: Ram Horns: The creature has a thick and curling set of ram's horns on its head
NumAppearing: Solitary
Spore: Tramps down odd geometric patterns in crops and fields
Spore: Creepy cats are seen out at night. They congregate in groups of 20-40, quickly dispersing when anyone notices them.
Smell: No smell at all
VictimChoice: Taste for Children
VictimWound: Twists and crushes victims together to make horrific flesh-castles.




Detestable Northern Carafboon
Skill: *
Muscle: *
Toughness: ****

Historical Notes:
First dissected by Cabezia in 755, the creature is a baboon made out of flowing glass. It is of a small size. The creature first came to the attention of the WitchHammers when one plagued a caravan on the Zhaibarian Road. The creature started its attacks by preying upon young children. Many of the dead were found torn and twisted together into horrific flesh-castles. The few survivors of the attacks remembered they found odd geometric patterns in their crops and fields before the attacks occurred. Additionally, cats started acting odd and were seen roaming in large packs at night.

The first group of WitchHammers to hunt the creature were found laying in a rough semi-circle on the ground. Several of them seem to have died from one blow.

After these attempts, the beast was killed by Cabezia and his WitchHammers. In his report on the battle, he noted its Fury X power that it used to kill the previous WitchHammers. In the end, the creature was defeated though. Its main weakness were an overly fragile sense of smell that could cause it pain from strong odors, sensitive ears that made loud noises very painful, and a fear and pain of the pure sound of bells.


Estovokian Kugel Snail
Power Level: 24
Mutant, Acid, Agile, Mirror
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 33
Health: 20
Init: 7
DefenseMod: 15
AttackMod: 3

Traits:
Aspect: Green Ooze: Made out of a Green jelly like substance with smaller, darker nodules inside. Immune to most poisons. Half damage from crushing weapons. Has +10 Health. Can escape through any hole that is at least one inch wide.
Frame: Snail
Size: Small Sized: -2 attack, +2 def, -5 HealthMax
Health: Normal Health: This creature has no health advantages, outside of those provided by its shape and aspect.
Reflex: Fast Reflexes: This creature has the reflexes of a trained fencer or athlete. +3 Init, +2 Attack/Def
Strength: Very Strong: This creature is as strong as a professional weight lifter. It can hurl stones and bodies across a room. +1 atk, +4 dmg.
Ability: Monstrous Reflexes: +5 initiative, +5 defense
Ability: Long Neck: The creature's neck is absurdly elongated and agile. It can use bite attacks from medium range.
Weakness: Fetish: Carries a Small gem stone that is enormously precious to it. If this can be taken, the creature will be frantic, fearful, and unable to use abilities.
Weakness: Vulnerable to Coral weapons: Will do 3X damage. In addition, cannot use its abilities next turn. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
Appearance: Its eyes are made of Pearls
Appearance: Has human skulls attached to its body near its joints. The skulls still have flaps of dried flesh on them, and will gibber wildly during combat.
NumAppearing: Packs of 3
Spore: Glass and porcelain cracks more often. You might wake up in the morning to find a window with a long crack in it, or an old plate that has split in half.
VictimChoice: Taste for Alpaca
VictimWound: Cripples victims before burying them alive. Comes back to eat the buried body in a few days, after it has ripened.




Estovokian Kugel Snail
Skill: ***
Muscle: *
Toughness: ****

Historical Notes:
First dissected by Phrandal in 635, the creature is a snail made out of caustic ooze. It is of a small size. The creature first came to the attention of the WitchHammers when one destroyed a caravan on the Zhaibarian Road. The creature started its attacks by assaulting their Alpaca. Many of the dead were found stuffed into crude and shallow graves. The few survivors of the attacks remembered good glass windows and porcelain plates cracked for no reason. One family woke up and found their whole plate collection cracked in half.



After these attempts, the beast was killed by Cabezia and his WitchHammers. In his report on the battle, he noted its power that it used to kill the previous WitchHammers. Furthermore, he noted previously unknown abilities that the beast displayed during its losing fight. The creature could fight and dodge with unearthly speed and strike at great distance with its absurdly long neck. In the end, the creature was defeated though. Its main weakness were a small Small gem stone that it cannot live without and a severe vulnerability to Coral.


Terrifying Carcgoat
Power Level: 25
Entropy, Mystic, Brutal, Elusive
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 25
Health: 10
Init: 0
DefenseMod: 6
AttackMod: -5

Traits:
Aspect: Rotting: Made out of rotting and bloated flesh. Immune to almost all poisons. Has +5 Health. Has night vision.
Frame: Goat
Size: Small Sized: -2 attack, +2 def, -5 HealthMax
Health: Normal Health: This creature has no health advantages, outside of those provided by its shape and aspect.
Reflex: Human Reflexes: This creature has the reflexes of an average, active human being.
Strength: Underdeveloped: This creature is weak for its size and appearance. Farmers should still be afraid of it. -1 atk, -2 dmg.
Attack: Heart Bleed Breath: This attack is applied by Breath.
Ability: Fade: Can Phase out of this reality, for 1-3 turns. While phased out, is visible in outline, but is untouchable by normal means. Can move through walls and other barriers. Usable once per hour on itself. If it wishes, can apply this effect to enemies that it wounds.
Attack: Fear Aura: Has a fear aura over and above that most monsters do.
Defense: Shadow Armor: Wears armor made out of solid shadows. Provides 4 DR. Touching the armor drains heat from you, like a strong wind in Alaska. Drains 5 Poise per round of significant touch.
Weakness: Vulnerable to strobing or flashing light: Movements will be jerky and imprecise. -5 Malus, and acts last in round.
Weakness: Hates reflection: Hates the sight of its reflection in a mirror. Will flee from its reflection in blind fear and panic.
Weakness: Bell Fear: The creature hates and fears the sound of bells. The larger and purer the bell tone, the more the creature will quake and the more pain it feels in its bones. Malus ranges from -1 to -10, depending on the size and closeness of the bell tone.
Appearance: The creature has horizontal pupils, like a goat does.
Appearance: Wears knotted strings of human bone wrapped around its body: +1 Armor
NumAppearing: Solitary
Spore: There is a region wide increase in vermin. In particular, Worms can be found in much greater numbers.
Spore: At Noon and for several minutes after, a pillar of darkness surrounds this creature. Pillar is large enough to cover out to Short range away from the creature, and the pillar stretches for miles up into the air.
VictimChoice: Drawn to Adepts: Drawn to Adepts
VictimWound: Grinds up the teeth of its victims and then eats the dust.




Terrifying Carcgoat
Skill: *
Muscle: *
Toughness: **

Historical Notes:
First dissected by Phrandal in 755, the creature is a goat made out of rotting flesh. It is of a small size. The creature first came to the attention of the WitchHammers when one plagued a caravan on the Zhaibarian Road. The creature started its attacks by slaughtering the magically talented. Many of the dead were found with their teeth missing. The few survivors of the attacks remembered Worms were particularly bold and numerous before the attacks. Additionally, a fearful pillar of darkness that was seen in the distance. The pillar faded a few minutes after midday.

The first group of WitchHammers to hunt the creature were found with their bodies red and swollen. On further examination their hearts were found to be cut to ribbons even though the surrounding flesh was uninjured.

After these attempts, the beast was killed by Shannon and his WitchHammers. In his report on the battle, he noted its Heart Bleed Breath power that it used to kill the previous WitchHammers. Furthermore, he noted previously unknown abilities that the beast displayed during its losing fight. The creature could fade out of sync with the world and avoid all harm. The beast was even more difficult to kill as it was protected by a layer of cold and shadowy armor. In the end, the creature was defeated. Its main weakness were a severe weakness to flashing or strobing lights, a hatred of its own image that makes flee in terror from mirrors, and a fear and pain of the pure sound of bells.


Vanheim Cryscrow
Power Level: 25
Ice, Air, Mind, Mirror
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 33
Health: 30
Init: 3
DefenseMod: 4
AttackMod: 2

Traits:
Aspect: Ice: Made out of animated ice and frost-bitten flesh. Bonus to resist ice. Freezes anything in close contact with it. Immune to most poisons.
Frame: Crow
Size: Small Sized: -2 attack, +2 def, -5 HealthMax
Health: Very Tough: This creature does not die easily, and will fiercely hold on to life. To put it down will require multiple grievous wounds. +25 Health.
Reflex: Fast Reflexes: This creature has the reflexes of a trained fencer or athlete. +3 Init, +2 Attack/Def
Strength: Very Strong: This creature is as strong as a professional weight lifter. It can hurl stones and bodies across a room. +1 atk, +4 dmg.
Ability: Telepathic: This creature can read a target's mind at up to Long range. Can communicate with the target if it wishes, though often it will not. Mechanically, this can be reflected by letting the GM make use of meta-knowledge gained from player's table talk. Additionally, gives a +5 bonus vs target in all contests.
Weakness: Vain: Loves to look at self. Can become entranced by mirrors or still pools of water.
Weakness: Animal Intelligence: IQ 40
Weakness: Soft Underbelly. Takes 3x damage when prone or if attacker is beneath it.
Appearance: Has long, thin spikes of iron piercing all the way through its body. The spikes stick out a few inches from the skin on either side, but do not seem to impede its movement.
NumAppearing: Solitary
Spore: Likes to nest in abandoned human buildings
Smell: Wet Dog
VictimChoice: Taste for Horses
VictimWound: Chops the victim into slices, e.g. like packaged lunch meat




Vanheim Cryscrow
Skill: *
Muscle: *
Toughness: ****

Historical Notes:
The beast is a small crow made up of living ice. The creature first came to the attention of the WitchHammers when one destroyed a caravan on the Western Road. The creature started its attacks by hunting down their horses. Many of the dead were found with their their bodies clawed apart into fine slices. The few survivors of the attacks remembered foul odors and strange noises coming from a house that had been abandoned recently.



After these attempts, the beast was killed by Cabezia and his WitchHammers. In his report on the battle, he noted its power that it used to kill the previous WitchHammers. In the end, the creature was defeated though. Its main weakness were a love of its own image that can leave it entranced for hours, a rather impressive level of stupidity, and a soft underbelly that was easily wounded.


Idiran Etherphant
Power Level: 26
Entropy, Elusive, Mind
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 25
Health: 30
Init: 0
DefenseMod: 2
AttackMod: -2

Traits:
Aspect: Ghost: Made out of ectoplasm and a cold and drifting light. Immune to poisons. Can escape anything but an airtight room, has night vision.
Frame: Elephant
Size: Small Sized: -2 attack, +2 def, -5 HealthMax
Health: Solid: This creature is tougher than it looks, and more resistant to harm than a natural beast. +5 Health.
Reflex: Human Reflexes: This creature has the reflexes of an average, active human being.
Strength: Strong: This creature is stronger than most men. Its grip is painful. +2 dmg.
Attack: Mind Wipe: A hard mind save that is conveyed by touch. Failed saves disables all of the person's memories over a 3 round period. If the person survives, they will start to regain their lost memories (or at least most of them) will after a 72 hour period.
Weakness: Vulnerable to Urine: Cannot stand Urine. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
Weakness: Skin Shield: Needs to wear the skin of other creatures in order to survive in the world. Otherwise loses powers, takes Malus.
Weakness: Bell Fear: The creature hates and fears the sound of bells. The larger and purer the bell tone, the more the creature will quake and the more pain it feels in its bones. Malus ranges from -1 to -10, depending on the size and closeness of the bell tone.
Appearance: Its tongue is long and deeply forked.
Appearance: Glowing Ice Blue eyes
NumAppearing: Solitary
Spore: Leaves behind owl like pellets of bone, hair, fur, and feathers. Also bits of metal, buckles, coins from people it has eaten.
VictimChoice: Does not target farmers
VictimWound: Only eats its victim's femurs.




Idiran Etherphant
Skill: *
Muscle: *
Toughness: ****

Historical Notes:
Shaped like a elephant made out of ectoplasm, this small sized beast is a large danger. The creature first came to the attention of the WitchHammers when one plagued a caravan on the Estovokian Road. The creature started its attacks by slaughtering everyone but farmers. Many of the dead were found without their femurs. The few survivors of the attacks remembered after each attack they found dense pellets containing bones and hair and crushed bits of metal and coin.

The first group of WitchHammers to hunt the creature were found with their throats cut. They had a look of panic and confusion on their faces.

After these attempts, the beast was killed by Shannon and his highly trained WitchHammers. In his report on the battle, he noted its Mind Wipe power that it used to kill the previous WitchHammers. In the end, the creature was defeated though. Its main weakness were a severe vulnerability to Urine, a vile skin that it wore in order to exist and function in our world, and a fear and pain of the pure sound of bells.


Akkadian Cubelatin
Power Level: 26
Mutant, Acid, Mind, Entropy
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 15
Health: 25
Init: -5
DefenseMod: 0
AttackMod: -2

Traits:
Aspect: Black Ooze: Made out of a Black jelly like substance with smaller, darker nodules inside. Immune to most poisons. Half damage from crushing weapons. Has +10 Health. Can escape through any hole that is at least one inch wide.
Frame: Cube
Size: Small Sized: -2 attack, +2 def, -5 HealthMax
Health: Normal Health: This creature has no health advantages, outside of those provided by its shape and aspect.
Reflex: Terrible Reflexes: This creature is somewhat slow and fumbling. Init -5, Attack/Def -2
Strength: Very Strong: This creature is as strong as a professional weight lifter. It can hurl stones and bodies across a room. +1 atk, +4 dmg.
Attack: Unspeakable Word: Speaks a word from the Void. Shatters understanding and sanity of a single target at up to Medium Range. Target makes a hard Will save, and on fail suffers -5 Malus and cannot regain poise for 10 rounds. Can be stacked. Using it is a Stance action.
Ability: Tremor Sense: Can sense vibrations passing through the ground and uses that to locate hidden prey.
Attack: Hallucinations: Causes unsettling hallucinations to those nearby. Worms and ants under the skin. The sense that you are already dead and rotting. Color inversion. Wild and strong emotions
Defense: Cowardly: In combat, flee if things seem remotely dangerous.
Weakness: Vulnerable to Silver weapons: Will do 3X damage. In addition, cannot use its abilities next turn. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
Weakness: Sun Vulnerability: Is impaired while in sunlight (-4 to attack and defense)
Weakness: Lair Soil: Needs to build lair and return to it once every 12 hours. Building a lair takes 12 hours. For every 4 hours over, takes -1 Malus and 1 health damage.
Appearance: Has human skulls attached to its body near its joints. The skulls still have flaps of dried flesh on them, and will gibber wildly during combat.
Appearance: Has long, thin spikes of iron piercing all the way through its body. The spikes stick out a few inches from the skin on either side, but do not seem to impede its movement.
NumAppearing: Solitary
Spore: Cracks start appearing in objects in the same region as the creature. The more related or associated or "touched" by the creature, the more and deeper the cracks. This includes mirrors, tables, walls, floors, ceilings, stone, farm equipment, plates, etc. It also includes skin, nails, teeth, etc. Only in the worst cases does this actually have a mechanical effect, it is more annoying than anything.
Spore: Fires rage more hotly and tend to burn out of control. Random fires start occasionally.
Smell: Burning Pine Wood
VictimChoice: Rot Hungry: Cannot resist carrion. Will seek out rotting meat and plants. If it can, will let victim's bodies rot before consuming.
VictimWound: Removes and eats the bones from victims, leaving limp and splayed open bodies.




Akkadian Cubelatin
Skill: *
Muscle: *
Toughness: ***

Historical Notes:
First dissected by Shannon in 713, the creature is a cube made out of caustic ooze. It is of a small size. The creature first came to the attention of the WitchHammers when one plagued a caravan on the Southern Road. The creature started its attacks by assaulting the newly dead and buried. Many of the dead were found without any bones. The few survivors of the attacks remembered long and jagged cracks appearing in walls and floors and everyday objects. Additionally, there was a series of unlucky and unexplained fires. Several houses burned down and a patch of woods went up in flames.

The first group of WitchHammers to hunt the creature were found with their eyes torn out and their faces lacerated by small cuts. Their fingernails were covered in their own blood.
The second group of WitchHammers to hunt the creature were found with their skin a bloody mess. They seem to have clawed themselves to death with some assistance from the creature's jaws.

After these attempts, the beast was killed by Cabezia and his highly trained WitchHammers. In his report on the battle, he noted its Unspeakable Word and Hallucinations power that it used to kill the previous WitchHammers. Furthermore, he noted previously unknown abilities that the beast displayed during its losing fight. The creature could sense opponents by their footfalls on the ground. The beast was even more difficult to kill as it immediately fled once it realized it was in danger. In the end, the creature was defeated though. Its main weakness were a severe vulnerability to Silver, a severe vulnerability to Cow Urine, and a need to return to the soil of its lair every half-day.


Northern Ghost Scorpion
Power Level: 26
Entropy, Elusive, Mystic
Main Action Deck
Printable Main Action Deck
TailStabGroup Action Deck
Printable TailStabGroup Action Deck

Stats:
Poise: 33
Health: 30
Init: 3
DefenseMod: 4
AttackMod: -3

Traits:
Aspect: Ghost: Made out of ectoplasm and a cold and drifting light. Immune to poisons. Can escape anything but an airtight room, has night vision.
Frame: Scorpion
Size: Small Sized: -2 attack, +2 def, -5 HealthMax
Health: Very Tough: This creature does not die easily, and will fiercely hold on to life. To put it down will require multiple grievous wounds. +25 Health.
Reflex: Fast Reflexes: This creature has the reflexes of a trained fencer or athlete. +3 Init, +2 Attack/Def
Strength: Underdeveloped: This creature is weak for its size and appearance. Farmers should still be afraid of it. -1 atk, -2 dmg.
Ability: Aura of Reliable Murder: If this creature rolls a 5 or less on a D20, re-rolls and takes the next roll.
Ability: Ventriloquism: Can throw its voice at up to Long range. Can use the voice for dialog, or to fake sounds such as a cry for help or the cracking of branches and the like.
Weakness: Vulnerable to strobing or flashing light: Movements will be jerky and imprecise. -5 Malus, and acts last in round.
Weakness: Skin Shield: Needs to wear the skin of other creatures in order to survive in the world. Otherwise loses powers, takes Malus.
Appearance: Continually cries Amber tears
Appearance: Has three eyes.
NumAppearing: Packs of 3
Spore: Storm clouds blow through but do not bring rain. The clouds have odd colors hiding in them, greens and purples.
Smell: Mold
VictimChoice: Taste for Babies
VictimWound: Preferentially eats the hands of its victims




Northern Ghost Scorpion
Skill: *
Muscle: *
Toughness: ****

Historical Notes:
The beast is a small scorpion made up of ectoplasm. The creature first came to the attention of the WitchHammers when one destroyed The village of Cantareros. The creature started its attacks by preying upon babies. Many of the dead were found with their hands and wrists missing. The few survivors of the attacks remembered Storm clouds with odd colors settled over head. However no rain came down at all.



After these attempts, the beast was killed by Shannon and his WitchHammers. In his report on the battle, he noted its power that it used to kill the previous WitchHammers. Furthermore, he noted previously unknown abilities that the beast displayed during its losing fight. The creature could always seem to hit the target it was aiming at with at least a glancing blow and pitch its voice as though it were in a different location. In the end, the creature was defeated. Its main weakness were a severe weakness to flashing or strobing lights and a vile skin that it wore in order to exist and function in our world.


Murderous Marmashell
Power Level: 28
Mutant, Acid, Mystic, Entropy
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 15
Health: 20
Init: -6
DefenseMod: 6
AttackMod: -7

Traits:
Aspect: Umber Ooze: Made out of a Umber jelly like substance with smaller, darker nodules inside. Immune to most poisons. Half damage from crushing weapons. Has +10 Health. Can escape through any hole that is at least one inch wide.
Frame: Snail
Size: Small Sized: -2 attack, +2 def, -5 HealthMax
Health: Normal Health: This creature has no health advantages, outside of those provided by its shape and aspect.
Reflex: Terrible Reflexes: This creature is somewhat slow and fumbling. Init -5, Attack/Def -2
Strength: Underdeveloped: This creature is weak for its size and appearance. Farmers should still be afraid of it. -1 atk, -2 dmg.
Ability: Aura of Reliable Murder: If this creature rolls a 5 or less on a D20, re-rolls and takes the next roll.
Attack: Second Head: Has an extra action slot for bite/breath actions. +5 Health
Defense: Spell Immunity 2: No damage from spells, +10 to saving throw and immediate saving throw.
Weakness: Sun Death: Takes damage while in sunlight.
Weakness: Sensitive nose: Strong odors cause this creature distraction and pain. Depending on the strength and offensiveness of the odor, takes a -1 to a -10 Malus and cannot use abilities.
Appearance: Has human skulls attached to its body near its joints. The skulls still have flaps of dried flesh on them, and will gibber wildly during combat.
Appearance: Has stumps instead of hands/feet. Does not interfere with its deadliness.
NumAppearing: Packs of 2
Spore: Plants and trees grow thorns on its passing
Spore: Cloud-free. Clouds are never seen where this creature is.
VictimChoice: Taste for Dog
VictimWound: Eats the fat off the victim, leaves most of the rest.




Murderous Marmashell
Skill: *
Muscle: *
Toughness: **

Historical Notes:
The beast looks like a small snail made up of caustic ooze. The creature first came to the attention of the WitchHammers when one destroyed The village of Coya. The creature started its attacks by preying upon their Dog. Many of the dead were found with their skin and fat chewed away. The few survivors of the attacks remembered fruit trees and other crops grew wicked thorns. Additionally, not a single normal cloud was seen in the sky for days.

The first group of WitchHammers to hunt the creature were found with violent bite marks on their head and shoulders.

After these attempts, the beast was killed by Shannon and his WitchHammers. In his report on the battle, he noted its Second Head power that it used to kill the previous WitchHammers. The beast was even more difficult to kill as it simply shrugged off all mystical attacks. In the end, the creature was defeated. Its main weakness were a severe vulnerability to the sun and an overly fragile sense of smell that could cause it pain from strong odors.


Azadian Wormoss
Power Level: 30
Entropy, Brutal, Ice
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 55
Health: 80
Init: -2
DefenseMod: -3
AttackMod: -2

Traits:
Aspect: Bone: Made out of bone, scraps of sinew, and magic. Immune to almost all poisons, bonus vs fire and ice. Has night vision. Half damage from piercing weapons.
Frame: Worm
Size: Huge Sized: +4 attack, -2 def, +20 HealthMax
Health: Nigh-Unkillable: This creature refuses to die, and must be hacked apart. It will shrug off wounds that would kill a normal beast. +50 Health.
Reflex: Slow Reflexes: This creature has the reflexes of a librarian. Init -2, Attack/Def -1
Strength: Weak: This creature is surprisingly weak for its size and appearance. Farmers should still be afraid of it. -2 atk, -4 dmg.
Attack: Cold Aura: The area around the creature is intensely cold. Has a slight effect at medium range, and doubles the effect at close range. At medium range the cold causes a cumulative -1 Malus and a -2 to max Poise. Takes effect at end of round.
Weakness: Sun Vulnerability: Is impaired while in sunlight (-4 to attack and defense)
Weakness: Music Appreciator: The creature can be hypnotized by the sound of beautiful and intricate music. The creature becomes lost in the notes, and inattentive to combat and threats to its life. Malus' range from -1 to -10, depending on the quality of the music. If the creature is not actively in combat, it can also be lulled into complete inaction by music. Wind instruments and stringed instruments are best for this, but even drums can have some effect.
Weakness: Skin Shield: Needs to wear the skin of other creatures in order to survive in the world. Otherwise loses powers, takes Malus.
Appearance: It has shark teeth in its mouth.
Appearance: Faceless. Does not have a face, just a rough mass of undifferentiated tissue.
NumAppearing: Solitary
Spore: Toads rain from the sky every 2-3 days.
Smell: Cinnamon
VictimChoice: Taste for Cow
VictimWound: Trepanates its victims, removing and eating the most succulent parts of the frontal cortex. Leaves the victims alive but disassociated and weird and with memory problems.




Azadian Wormoss
Skill: *
Muscle: *
Toughness: **********

Historical Notes:
The beast is a huge worm made up of bone. The creature first came to the attention of the WitchHammers when one destroyed The village of Callander. The creature started its attacks by slaughtering their Cow. Many of the dead were found with jagged wounds in their forehead and important pieces of brain missing. The few survivors of the attacks remembered toads rained from the sky before its predations.

The first group of WitchHammers to hunt the creature were found curled up on themselves for warmth. Some had gruesome wounds while others seem to have simply froze to death.

After these attempts, the beast was killed by Cabezia and his WitchHammers. In his report on the battle, he noted its Cold Aura power that it used to kill the previous WitchHammers. In the end, the creature was defeated though. Its main weakness were a severe vulnerability to Bear Urine, a weakness for beautiful music, and a vile skin that it wore in order to exist and function in our world.


Azadian Gloomtle
Power Level: 31
Entropy, Elusive, Air, Mystic
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 48
Health: 5
Init: 2
DefenseMod: 8
AttackMod: 2

Traits:
Aspect: Shadow: Made out of animated shadows and unholy light. Bonus to stealth, bonus to resist ice. Immune to poisons. Can escape anything but an airtight room, has night vision.
Frame: Turtle
Size: Medium Sized
Health: Delicate: This creature is oddly delicate, and a few solid blows will kill it. -5 health.
Reflex: Fast Reflexes: This creature has the reflexes of a trained fencer or athlete. +3 Init, +2 Attack/Def
Strength: Normal Strength: This creature has no unnatural strength advantage, outside of those provided by its shape and aspect.
Ability: Fade: Can Phase out of this reality, for 1-3 turns. While phased out, is visible in outline, but is untouchable by normal means. Can move through walls and other barriers. Usable once per hour on itself. If it wishes, can apply this effect to enemies that it wounds.
Attack: Fire Starter: Can set things on fire by staring at it for several seconds. Usable 5 times per day. Can be avoided by taking cover, dodging at close range, or possibly other means.
Defense: Immune to pain: This creatures takes 1/3 the normal Malus for health damage.
Weakness: Sun Death: Takes damage while in sunlight.
Weakness: Bell Fear: The creature hates and fears the sound of bells. The larger and purer the bell tone, the more the creature will quake and the more pain it feels in its bones. Malus ranges from -1 to -10, depending on the size and closeness of the bell tone.
Weakness: Skin Shield: Needs to wear the skin of other creatures in order to survive in the world. Otherwise loses powers, takes Malus.
Appearance: One of its eyes is a Opal
Appearance: Ram Horns: The creature has a thick and curling set of ram's horns on its head
NumAppearing: Packs of 3
Spore: Nightmares spread throughout the region, becoming worse the more closely someone has come to the creature. The nighmares involve being eaten alive, insects, rot, cannabilism, etc. Difficult to get more than a few hours of uneasy sleep due to the nightmares. Afflicted people will be haggard and short tempered.
Spore: By ones and twos, children grow sick. Some waste away for weeks, others die. Will get better if the creature is killed.
Smell: Burning Sugar
VictimChoice: Taste for Women
VictimWound: Drains every drop of blood from its victims.




Azadian Gloomtle
Skill: **
Muscle: *
Toughness: ****

Historical Notes:
First dissected by Shannon in 813, the creature is a turtle made out of living shadow. It is of a medium size. The creature first came to the attention of the WitchHammers when one destroyed a caravan on the Zhaibarian Road. The creature started its attacks by assaulting the women. Many of the dead were found without a single drop of blood left in their body. The few survivors of the attacks remembered terrible dreams and nightmares. Additionally, children wasted away and often died.

The first group of WitchHammers to hunt the creature were found with severe burns on their faces and weapon arms.

After these attempts, the beast was killed by Cabezia and his WitchHammers. In his report on the battle, he noted its Fire Starter power that it used to kill the previous WitchHammers. Furthermore, he noted previously unknown abilities that the beast displayed during its losing fight. The creature could fade out of sync with the world and avoid all harm. The beast was even more difficult to kill as it was completely immune to the pain of its wounds. In the end, the creature was defeated though. Its main weakness were a severe vulnerability to the sun, a fear and pain of the pure sound of bells, and a vile skin that it wore in order to exist and function in our world.


Nariscene Gloomowl
Power Level: 31
Entropy, Elusive, Air, Brutal
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 33
Health: 30
Init: 3
DefenseMod: 4
AttackMod: -5

Traits:
Aspect: Shadow: Made out of animated shadows and unholy light. Bonus to stealth, bonus to resist ice. Immune to poisons. Can escape anything but an airtight room, has night vision.
Frame: Owl: Does not actually fly. Instead it hop-walks along the ground.
Size: Small Sized: -2 attack, +2 def, -5 HealthMax
Health: Very Tough: This creature does not die easily, and will fiercely hold on to life. To put it down will require multiple grievous wounds. +25 Health.
Reflex: Fast Reflexes: This creature has the reflexes of a trained fencer or athlete. +3 Init, +2 Attack/Def
Strength: Weak: This creature is surprisingly weak for its size and appearance. Farmers should still be afraid of it. -2 atk, -4 dmg.
Attack: Heart Ripper: This creature can rip the heart out of a person's chest. Difficult to land the attack though, the target usually must be restrained or badly injured for it to hit. (-10 attack)
Ability: Aura of Reliable Murder: If this creature rolls a 5 or less on a D20, re-rolls and takes the next roll.
Attack: Blood Rage: Becomes enraged and furious as it draws and tastes blood. Gains a +2 bonus each time it causes a wound. The bonus fades very quickly out of combat.
Defense: Prudent: In combat, will retreat if things do not look good. Will try again later when the odds are better.
Weakness: Vulnerable to Poison: Will do 3X damage. In addition, cannot use its abilities next turn. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
Weakness: Praise the Sun: The creature is confused idealist and ascribes to a somewhat counterproductive ideology. It believes itself to be evil and fears the good and true. It can sense those who have pure hearts, and against them it suffers a -1 to -10 Malus and it is unwilling/psychologically blocked from using its powers. The pureness of a given character's heart is a GM's decision, though NPCs can also be enlisted to help with this.
Weakness: Avoidance Fire: Strongly avoids and will not approach Fire
Appearance: Its tongue is long and deeply forked.
NumAppearing: Solitary
Spore: Its passing drains the water from plants and trees, leaving brown and dehydrated husks. In areas where it has spent time the vegetation is particularly dry and dead.
Spore: Dogs bark and whine all night for no reason.
VictimChoice: Grave Hunter: Likes to dig bodies and carrion out of grave yards.
VictimWound: Takes the skulls of victims and piles them in little pyramids.




Nariscene Gloomowl
Skill: *
Muscle: *
Toughness: ****

Historical Notes:
The beast is a small sized creature, made up of living shadow in the shape of a owl. The creature first came to the attention of the WitchHammers when one destroyed The village of Castrobarto. The creature started its attacks by slaughtering the newly dead and buried. Many of the dead were found with their skulls were piled in heaps. The few survivors of the attacks remembered crops and trees became withered and dry. They would crumble at the slightest touch. Additionally, dogs bark and whine all night for no reason.

The first group of WitchHammers to hunt the creature were found with their hearts messily removed from their chests.
The second group of WitchHammers to hunt the creature were found torn into many tiny pieces and.

After these attempts, the beast was killed by Cabezia and his highly trained WitchHammers. In his report on the battle, he noted its Heart Ripper and Blood Rage power that it used to kill the previous WitchHammers. Furthermore, he noted previously unknown abilities that the beast displayed during its losing fight. The creature could always seem to hit the target it was aiming at with at least a glancing blow. The beast was even more difficult to kill as it fled once it realized the battle had turned against it. In the end, the creature was defeated. Its main weakness were a severe vulnerability to Poison, an unlikely fear of those with good and pure hearts, and an immense antipathy to WarMaterialVariants.


Maddening Phialwolf
Power Level: 31
Mirror, Mystic, Agile, Mutant
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 48
Health: 10
Init: 4
DefenseMod: 2
AttackMod: 4

Traits:
Aspect: Glass: Made out of animated and oddly fluid glass. Immune to most poisons. Increased damage from crushing weapons.
Frame: Wolf
Size: Medium Sized
Health: Normal Health: This creature has no health advantages, outside of those provided by its shape and aspect.
Reflex: Fast Reflexes: This creature has the reflexes of a trained fencer or athlete. +3 Init, +2 Attack/Def
Strength: Very Strong: This creature is as strong as a professional weight lifter. It can hurl stones and bodies across a room. +1 atk, +4 dmg.
Attack: Gibbering Mouths: Has a score of mouths attached to its body, all gibbering insanities. Extra action slot for these attacks.
Defense: Weapon shattering body: Metal weapons will shatter upon striking the creature. They will still do damage, but are only good for one successful attack. Works via Karma.
Weakness: Tasteless: Has no mouth feel; cannot taste or other wise use its mouth to tell what it is eating.
Weakness: Sensitive ears: Loud, jarring sounds cause this creature to distraction and pain. Depending on the loudness and dissonance of the sound, takes a -1 to a -10 Malus and cannot use abilities.
Weakness: Music Appreciator: The creature can be hypnotized by the sound of beautiful and intricate music. The creature becomes lost in the notes, and inattentive to combat and threats to its life. Malus' range from -1 to -10, depending on the quality of the music. If the creature is not actively in combat, it can also be lulled into complete inaction by music. Wind instruments and stringed instruments are best for this, but even drums can have some effect.
Appearance: Vestigial Wings: The creature has small, raggedy wings on its back
Appearance: The creature's skin is covered in glowing Silver runes.
NumAppearing: Packs of 2
Spore: Vultures follow a few hours behind the creature.
Spore: Musical instruments warp. Even when repaired, they go out of tune again within minutes.
Smell: Cabbage
VictimChoice: Loves wine and alcohol
VictimWound: Face smoother: People killed by the creature have their faces turn into smooth skin without features, eyes, noses, etc.




Maddening Phialwolf
Skill: *
Muscle: *
Toughness: ****

Historical Notes:
Shaped like a wolf made out of flowing glass, this medium sized beast is a great danger. The creature first came to the attention of the WitchHammers when one plagued a caravan on the Thulian Road. The creature started its attacks by hunting down alcoholics. Many of the dead were found with their faces perfectly smooth. The few survivors of the attacks remembered flocks of vultures circled through the air for days. Additionally, fiddle strings broke and drums became infested with insects. One man's trombone rusted straight through.

The first group of WitchHammers to hunt the creature were found having torn their own ears and eyes out.

After these attempts, the beast was killed by Cabezia and his highly trained WitchHammers. In his report on the battle, he noted its Gibbering Mouths power that it used to kill the previous WitchHammers. The beast was even more difficult to kill as it employed some strange magic that shattered their weapons whenever they touched its body. In the end, the creature was defeated. Its main weakness were an inability to taste or sense poison, sensitive eyes that make bright lights very painful, and a weakness for beautiful music.


Valusian Necrotle
Power Level: 31
Entropy, Brutal, Mind, Mutant
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 40
Health: 5
Init: 4
DefenseMod: 12
AttackMod: 2

Traits:
Aspect: Bone: Made out of bone, scraps of sinew, and magic. Immune to almost all poisons, bonus vs fire and ice. Has night vision. Half damage from piercing weapons.
Frame: Turtle
Size: Small Sized: -2 attack, +2 def, -5 HealthMax
Health: Sickly: This creature is in terrible condition, and can be pushed into the grave with a few good shoves. -10 health.
Reflex: Very Fast Reflexes: This creature has the reflexes of a top level fencer or athlete. +5 Init, +4 Attack/Def
Strength: Normal Strength: This creature has no unnatural strength advantage, outside of those provided by its shape and aspect.
Ability: Renfielder: The creature can claim the mind of a human being. The process takes 1-3 days, and leaves the unfortunate soul a willing and obedient (if somewhat scatterbrained and insane) tool of the creature. The creature can communicate telepathically with its Renfield, even over a distance of miles, and the Renfield will obey without hesitation. A creature will never have more than 3 Renfields at a time, as it appears to take an investment of power to maintain the connection. Renfields have poor combat stats, and are most useful for mis-directions, distractions, and other oblique tactics.
Ability: Keen Eyes: Extremely good eye sight. Can see prey that is miles away, and usually notices hidden or camouflaged creatures.
Attack: Second Head: Has an extra action slot for bite/breath actions. +5 Health
Defense: Partial Invisibility (except mouth) : The creature is invisible, with the exception of its mouth. Can move and attack while in this state.
Weakness: Sensitive ears: Loud, jarring sounds cause this creature to distraction and pain. Depending on the loudness and dissonance of the sound, takes a -1 to a -10 Malus and cannot use abilities.
Weakness: Sun Vulnerability: Is impaired while in sunlight (-4 to attack and defense)
Appearance: Its tongue is long and deeply forked.
Appearance: Has human skulls attached to its body near its joints. The skulls still have flaps of dried flesh on them, and will gibber wildly during combat.
NumAppearing: Solitary
Spore: The moon takes on a Black tint at night in this region. The closer the creature is, the deeper and more vibrant the color of the moon is.
Spore: Musical instruments warp. Even when repaired, they go out of tune again within minutes.
VictimChoice: Drawn to Adepts: Drawn to Adepts
VictimWound: Removes the teeth from its victim before killing them. Keeps stolen teeth in its mouth where they merge with the monster; can display its hundreds of teeth later.




Valusian Necrotle
Skill: **
Muscle: *
Toughness: ***

Historical Notes:
First dissected by Phrandal in 668, the creature is a turtle made out of bone. It is of a small size. The creature first came to the attention of the WitchHammers when one destroyed a caravan on the Estovokian Road. The creature started its attacks by assaulting the magically talented. Many of the dead were found with their teeth missing. The few survivors of the attacks remembered the moon took on a Black tinge at night. Additionally, fiddle strings broke and drums became infested with insects. One man's trombone rusted straight through.

The first group of WitchHammers to hunt the creature were found with violent bite marks on their head and shoulders.

After these attempts, the beast was killed by Cabezia and his WitchHammers. In his report on the battle, he noted its Second Head power that it used to kill the previous WitchHammers. Furthermore, he noted previously unknown abilities that the beast displayed during its losing fight. The creature could enslave human servitors to aid it in its attacks and see its hunters from incredibly long distances. In the end, the creature was defeated. Its main weakness were sensitive eyes that make bright lights very painful and a severe vulnerability to Bear Urine.


Acherite Leonsoul
Power Level: 32
Entropy, Elusive, Mystic, Mirror
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 48
Health: 5
Init: 4
DefenseMod: 7
AttackMod: -1

Traits:
Aspect: Ghost: Made out of ectoplasm and a cold and drifting light. Immune to poisons. Can escape anything but an airtight room, has night vision.
Frame: Lion
Size: Medium Sized
Health: Delicate: This creature is oddly delicate, and a few solid blows will kill it. -5 health.
Reflex: Fast Reflexes: This creature has the reflexes of a trained fencer or athlete. +3 Init, +2 Attack/Def
Strength: Weak: This creature is surprisingly weak for its size and appearance. Farmers should still be afraid of it. -2 atk, -4 dmg.
Ability: Fade: Can Phase out of this reality, for 1-3 turns. While phased out, is visible in outline, but is untouchable by normal means. Can move through walls and other barriers. Usable once per hour on itself. If it wishes, can apply this effect to enemies that it wounds.
Ability: Mirror Twin: Can reach into a mirror, pond, or other reflective surface and pull out a twin of itself. The mirror twin has the same stats as the original, but will "pop" after taking a single wound. Can summon 2 mirror twins per day. Mirror twins fade at sunrise.
Attack: Shredding Claw: This attack is applied by Claw.
Defense: Immunity to Poison: No damage from Poison
Defense: Elusive: Deceptively fast. bonus to dodge and move
Weakness: Vulnerable to light: Hates all light. Depending on the severity of the light, takes -1 to -10 Malus. A torch or a full moon would be -2, full sun would be -10.
Weakness: Bell Fear: The creature hates and fears the sound of bells. The larger and purer the bell tone, the more the creature will quake and the more pain it feels in its bones. Malus ranges from -1 to -10, depending on the size and closeness of the bell tone.
Appearance: Wears a featureless white mask over its face.
Appearance: Crown of shadow
NumAppearing: Packs of 3
Spore: Crops wither and die in a 1 mile radius. Takes a few days to gradually come into effect.
Spore: Nightmares spread throughout the region, becoming worse the more closely someone has come to the creature. The nighmares involve being eaten alive, insects, rot, cannabilism, etc. Difficult to get more than a few hours of uneasy sleep due to the nightmares. Afflicted people will be haggard and short tempered.
Smell: Burning Sugar
VictimChoice: Taste for Men
VictimWound: Victim's head is twisted around 180 degrees. Neck broken too of course.




Acherite Leonsoul
Skill: *
Muscle: *
Toughness: ****

Historical Notes:
Shaped like a lion made out of ectoplasm, this medium sized beast is a great danger. The creature first came to the attention of the WitchHammers when one destroyed a caravan on the Southern Road. The creature started its attacks by slaying the men. Many of the dead were found with their necks brutally broken. The few survivors of the attacks remembered crops withered and died over several days. Additionally, terrible dreams and nightmares.

The first group of WitchHammers to hunt the creature were found lacerated with dozens of deep and bloody cuts. Their armor lay in shreds around them.

After these attempts, the beast was killed by Ortega and his WitchHammers. In his report on the battle, he noted its Shredding Claw power that it used to kill the previous WitchHammers. Furthermore, he noted previously unknown abilities that the beast displayed during its losing fight. The creature could pull a twin of itself out of mirrors. The beast was even more difficult to kill as it simply shrugged off all Elemental Variant attacks and it was so damnably fast and difficult to hit. In the end, the creature was defeated. Its main weakness were a severe weakness to light and illumination and a fear and pain of the pure sound of bells.


Idiran Manorpse
Power Level: 32
Entropy, Mystic, Mind, Elusive
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 62
Health: 30
Init: 7
DefenseMod: 6
AttackMod: 1

Traits:
Aspect: Rotting: Made out of rotting and bloated flesh. Immune to almost all poisons. Has +5 Health. Has night vision.
Frame: Man
Size: Medium Sized
Health: Tough: This creature does not die easily, and will fiercely hold on to life. To put it down will require multiple grievous wounds. +15 Health.
Reflex: Olympian Reflexes: This creature has amazing reflexes. In the entire world there are only a few humans who could best it without magic. +7 init, +6 attack/def.
Strength: Weak: This creature is surprisingly weak for its size and appearance. Farmers should still be afraid of it. -2 atk, -4 dmg.
Attack: Petrifying Touch: This attack is applied by Touch.
Ability: Death Curse: As the creature dies, it will try to pull down a powerful curse upon its most hated foe. This requires that the creature has a turn before death, can speak, and can see its target, and that the target can hear the curse. The curse will cause the target health problems and ill luck, and is usually fatal in 13 to 41 days. Some clever people have been able to outwit a poorly worded or inexact curse.
Defense: Partial Invisibility (except eyes) : The creature is invisible, with the exception of its eyes. Can move and attack while in this state.
Weakness: Sun Death: Takes damage while in sunlight.
Weakness: Vulnerable to Coral weapons: Will do 3X damage. In addition, cannot use its abilities next turn. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
Weakness: Vulnerable to Man Urine: Cannot stand Man Urine. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
Appearance: Has stumps instead of hands/feet. Does not interfere with its deadliness.
NumAppearing: Packs of 2
Spore: There is a region wide increase in vermin. In particular, Gray Moths can be found in much greater numbers.
Spore: No fish are caught at all. They seem to have deserted the creeks and streams.
VictimChoice: Drawn to Adepts: Drawn to Adepts
VictimWound: Takes a large hank of the victim's hair. Does not usually kill, but drains their life force over time and at a distance using the link of the hair.




Idiran Manorpse
Skill: *
Muscle: *
Toughness: *******

Historical Notes:
The beast is a medium man made up of rotting flesh. The creature first came to the attention of the WitchHammers when one destroyed a caravan on the Zhaibarian Road. The creature started its attacks by slaughtering the magically talented. Many of the dead were found shriveled and dry with much of their hair missing. The few survivors of the attacks remembered Gray Moths were particularly bold and numerous before the attacks. Additionally, fisherman came back with empty catches and the fish seemed to have deserted the water entirely.

The first group of WitchHammers to hunt the creature were found turned into perfect granite statues.

After these attempts, the beast was killed by Cabezia and his WitchHammers. In his report on the battle, he noted its Petrifying Touch power that it used to kill the previous WitchHammers. Furthermore, he noted previously unknown abilities that the beast displayed during its losing fight. The creature could place a baneful curse upon the WitchHammer who had defeated it. The beast was even more difficult to kill as it twisted light around itself to hide all but its eyes. In the end, the creature was defeated. Its main weakness were a severe vulnerability to the sun, a severe vulnerability to Coral, and a severe vulnerability to Man Urine.


Vanheim Witherscorp
Power Level: 32
Entropy, Fear, Mind, Sleep
Main Action Deck
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TailStabGroup Action Deck
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Stats:
Poise: 15
Health: 30
Init: -5
DefenseMod: 0
AttackMod: -4

Traits:
Aspect: Mummified: Made out of dried flesh and cloth. Immune to almost all poisons, weakness to fire, bonus to resist ice. Has night vision.
Frame: Scorpion
Size: Small Sized: -2 attack, +2 def, -5 HealthMax
Health: Very Tough: This creature does not die easily, and will fiercely hold on to life. To put it down will require multiple grievous wounds. +25 Health.
Reflex: Terrible Reflexes: This creature is somewhat slow and fumbling. Init -5, Attack/Def -2
Strength: Normal Strength: This creature has no unnatural strength advantage, outside of those provided by its shape and aspect.
Attack: Dream Marathon: Can exhaust and sap a character while they sleep. To begin, requires viewing and focusing on the character for ~1 minute, or a bit of their hair/nails/blood. Will then assail them in nightmares. After each night, takes a progressive -5 Malus from exhaustion. Character dies of exhaustion after the 3rd night of such attacks.
Attack: Choking Aura: The air is thick and heavy. Gloom and despair flow out from the creature. Cannot regain Poise while at short range with this creature.
Weakness: Spheresome Aura: For esoteric magical reasons, the form of the Sphere is baneful to this creature. The creature is deathly afraid of spheres, and can be warded off, terrified, and "burned" by them. Note the sphere does not have to be perfect, but a lop-sided oval simply will not be effective. The Creature takes a -1 to -10 Malus based on the visual impressiveness of the sphere and how close it is to the beast.
Weakness: Dumb: IQ 70
Appearance: Continually gibbers
Appearance: Perfectly reflective Red eyes
NumAppearing: Solitary
Spore: Livestock in the region becomes sick and covered with sores.
Spore: Leaves a trail of bloody footprints on the ground. Does not need to have stepped in blood, this is just a mystical reaction between its monstrous essence and the ground. The footprints are not always present; they tend to appear around times when the creature is agitated or exerting itself.
Smell: Burning Sugar
VictimChoice: Taste for Llama
VictimWound: Impales victims on tree branches to make feeding easier.




Vanheim Witherscorp
Skill: *
Muscle: *
Toughness: ***

Historical Notes:
The beast is a small sized creature, made up of mummified flesh in the shape of a scorpion. The creature first came to the attention of the WitchHammers when one destroyed The village of Newtonmore. The creature started its attacks by assaulting their Llama. Many of the dead were found impaled on tree branches and half eaten. The few survivors of the attacks remembered their livestock became sick and covered in foul sores. Additionally, long trails of bloody footprints were found criss crossing the land.

The first group of WitchHammers to hunt the creature were found dead of seeming exhaustion. Their muscles were tense and their eyes were bloodshot.
The second group of WitchHammers to hunt the creature were found curled up on the ground with expressions of utmost despair on their faces and bloody wounds across their bodies.

After these attempts, the beast was killed by Ortega and his WitchHammers. In his report on the battle, he noted its Dream Marathon and Choking Aura power that it used to kill the previous WitchHammers. In the end, the creature was defeated. Its main weakness were a strange but immense fear of spheres and a rather dull and stupid mind.


Azadian Pengossifer
Power Level: 32
Entropy, Brutal, Ice, Mind
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Stats:
Poise: 40
Health: 5
Init: 0
DefenseMod: 4
AttackMod: 0

Traits:
Aspect: Bone: Made out of bone, scraps of sinew, and magic. Immune to almost all poisons, bonus vs fire and ice. Has night vision. Half damage from piercing weapons.
Frame: Penguin
Size: Medium Sized
Health: Delicate: This creature is oddly delicate, and a few solid blows will kill it. -5 health.
Reflex: Human Reflexes: This creature has the reflexes of an average, active human being.
Strength: Strong: This creature is stronger than most men. Its grip is painful. +2 dmg.
Ability: Immense Intelligence: These creatures are extremely intelligent, so much so that they are often thought to have magical or oracular powers. In practice, the difference is somewhat moot, as their vast knowledge, perfect recall, and incisive thinking allows them to be one or three steps ahead of most opponents. Will see through almost all traps, and can be expected to have contingency plans set up for most events. You should try to have at least 3 three surprises set up when facing these creatures, as it will usually predict the first two.
Ability: Telepathic: This creature can read a target's mind at up to Long range. Can communicate with the target if it wishes, though often it will not. Mechanically, this can be reflected by letting the GM make use of meta-knowledge gained from player's table talk. Additionally, gives a +5 bonus vs target in all contests.
Defense: Black Glass Armor: Enormous bonus vs fire attacks. Can shatter when well struck
Weakness: Obsessive solver: Cannot resist thinking about riddles or other logic problems. If told a riddle, will be distracted (-5) until it solves the riddle (moderate int save).
Weakness: Skin Shield: Needs to wear the skin of other creatures in order to survive in the world. Otherwise loses powers, takes Malus.
Appearance: Wears a featureless Silver mask over its face.
NumAppearing: Packs of 2
Spore: Fruit in the region rots into piles of mold and sludge over the course of a few hours.
Spore: At Noon and for several minutes after, a pillar of darkness surrounds this creature. Pillar is large enough to cover out to Short range away from the creature, and the pillar stretches for miles up into the air.
Smell: Burning Sugar
VictimChoice: Taste for Children
VictimWound: Eats the fat off the victim, leaves most of the rest.




Azadian Pengossifer
Skill: *
Muscle: *
Toughness: ***

Historical Notes:
First dissected by Shannon in 635, the creature is a penguin made out of bone. It is of a medium size. The creature first came to the attention of the WitchHammers when one destroyed The village of Borneiro. The creature started its attacks by preying upon young children. Many of the dead were found with their skin and fat chewed away. The few survivors of the attacks remembered apples and pears rotted over night into piles of putrid sludge. Additionally, a fearful pillar of darkness that was seen in the distance. The pillar faded a few minutes after midday.



After these attempts, the beast was killed by Ortega and his WitchHammers. In his report on the battle, he noted its power that it used to kill the previous WitchHammers. Furthermore, he noted previously unknown abilities that the beast displayed during its losing fight. The creature could could hear the very thoughts of nearby people. The beast was even more difficult to kill as it was protected by a strange armor of black glass. In the end, the creature was defeated. Its main weakness were an obsessive desire to solve riddles and other logic problems and a vile skin that it wore in order to exist and function in our world.


Murderous Gloomshell
Power Level: 33
Entropy, Elusive, Air, Mystic
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Stats:
Poise: 45
Health: 15
Init: -1
DefenseMod: 5
AttackMod: 0

Traits:
Aspect: Shadow: Made out of animated shadows and unholy light. Bonus to stealth, bonus to resist ice. Immune to poisons. Can escape anything but an airtight room, has night vision.
Frame: Snail
Size: Large Sized: +2 attack, -1 def, +10 HealthMax
Health: Sickly: This creature is in terrible condition, and can be pushed into the grave with a few good shoves. -10 health.
Reflex: Human Reflexes: This creature has the reflexes of an average, active human being.
Strength: Underdeveloped: This creature is weak for its size and appearance. Farmers should still be afraid of it. -1 atk, -2 dmg.
Ability: Aura of Reliable Murder: If this creature rolls a 5 or less on a D20, re-rolls and takes the next roll.
Ability: Mirror Travel: The creature can travel through mirrors. It can step easily into any mirror, and then exit through any mirror within 12 miles. Exiting a mirror is slower and takes a full 3 rounds. Does not work if there are no other mirrors within range.
Ability: Long Neck: The creature's neck is absurdly elongated and agile. It can use bite attacks from medium range.
Attack: Corrosive Aura: Deals 1 health damage at end of round to all creatures in medium range.
Attack: Ill Luck Aura: Bad luck plagues everyone within Long range of the creature. Impose a -2 Malus on all tasks. The aura is especially hard on equipment, causing it to break, leak, or malfunction. Especially deadly to complex or delicate machines.
Weakness: Sensitive nose: Strong odors cause this creature distraction and pain. Depending on the strength and offensiveness of the odor, takes a -1 to a -10 Malus and cannot use abilities.
Weakness: Spheresome Aura: For esoteric magical reasons, the form of the Sphere is baneful to this creature. The creature is deathly afraid of spheres, and can be warded off, terrified, and "burned" by them. Note the sphere does not have to be perfect, but a lop-sided oval simply will not be effective. The Creature takes a -1 to -10 Malus based on the visual impressiveness of the sphere and how close it is to the beast.
Appearance: Has three eyes.
NumAppearing: Packs of 3
Spore: Vultures follow a few hours behind the creature.
Spore: Storm clouds blow through but do not bring rain. The clouds have odd colors hiding in them, greens and purples.
VictimChoice: Rot Hungry: Cannot resist carrion. Will seek out rotting meat and plants. If it can, will let victim's bodies rot before consuming.
VictimWound: Cracks all the bones of its victims and then twists their body into spirals.




Murderous Gloomshell
Skill: *
Muscle: *
Toughness: ****

Historical Notes:
Shaped like a snail made out of living shadow, this large sized beast is a large danger. The creature first came to the attention of the WitchHammers when one plagued a caravan on the Southern Road. The creature started its attacks by hunting down the newly dead and buried. Many of the dead were found with broken bones and horribly twisted bodies. The few survivors of the attacks remembered flocks of vultures circled through the air for days. Additionally, Storm clouds with odd colors settled over head. However no rain came down at all.

The first group of WitchHammers to hunt the creature were found as bloody piles that were barely recognizable as human beings. The top few inches of their body had simply dissolved away.
The second group of WitchHammers to hunt the creature were found torn to pieces. At least two of them seem to have died from catastrophic malfunctions of their equipment.

After these attempts, the beast was killed by Cabezia and his WitchHammers. In his report on the battle, he noted its Corrosive Aura and Ill Luck Aura power that it used to kill the previous WitchHammers. Furthermore, he noted previously unknown abilities that the beast displayed during its losing fight. The creature could always seem to hit the target it was aiming at with at least a glancing blow, travel through mirrors, and strike at great distance with its absurdly long neck. In the end, the creature was defeated. Its main weakness were an overly fragile sense of smell that could cause it pain from strong odors and a strange but immense fear of spheres.


Southern Frostwolf
Power Level: 33
Ice, Mind, Sleep, Nature
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Stats:
Poise: 47
Health: 10
Init: 8
DefenseMod: 8
AttackMod: -1

Traits:
Aspect: Ice: Made out of animated ice and frost-bitten flesh. Bonus to resist ice. Freezes anything in close contact with it. Immune to most poisons.
Frame: Wolf
Size: Small Sized: -2 attack, +2 def, -5 HealthMax
Health: Solid: This creature is tougher than it looks, and more resistant to harm than a natural beast. +5 Health.
Reflex: Olympian Reflexes: This creature has amazing reflexes. In the entire world there are only a few humans who could best it without magic. +7 init, +6 attack/def.
Strength: Weak: This creature is surprisingly weak for its size and appearance. Farmers should still be afraid of it. -2 atk, -4 dmg.
Attack: Dream Marathon: Can exhaust and sap a character while they sleep. To begin, requires viewing and focusing on the character for ~1 minute, or a bit of their hair/nails/blood. Will then assail them in nightmares. After each night, takes a progressive -5 Malus from exhaustion. Character dies of exhaustion after the 3rd night of such attacks.
Attack: Control Crows: Able to control crows and direct them to swarm, buffet, and attack.
Defense: Mind Cloud: Can cause brief visual hallucinations at up to long range. For instance, could make someone think they were selecting one potion instead of another. Or, if firing a ranged weapon into a melee, could make them target the wrong opponent. Usable once per round out to long range. Hard Mind save to resist or notice the effect.
Weakness: Dumb: IQ 70
Weakness: Lair Soil: Needs to build lair and return to it once every 12 hours. Building a lair takes 12 hours. For every 4 hours over, takes -1 Malus and 1 health damage.
Appearance: Blind white eyes
Appearance: Wears knotted strings of human bone wrapped around its body: +1 Armor
NumAppearing: Solitary
Spore: Birds commit suicide. They collide with windows and house walls, or commit mass drownings in ponds. They really seem to want to die.
Spore: Vultures follow a few hours behind the creature.
Smell: Flowers
VictimChoice: Taste for sickly people
VictimWound: Victims are torn into two pieces, with the middle eaten out.




Southern Frostwolf
Skill: *
Muscle: *
Toughness: ****

Historical Notes:
The beast is a small sized creature, made up of living ice in the shape of a wolf. The creature first came to the attention of the WitchHammers when one destroyed a caravan on the Eastern Road. The creature started its attacks by slaying several people who had taken sick. Many of the dead were found bloodily torn into two pieces. The few survivors of the attacks remembered birds killed themselves in a steady stream of collisions with walls and trees. Some drowned themselves in ponds and wells. Additionally, flocks of vultures circled through the air for days.

The first group of WitchHammers to hunt the creature were found dead of seeming exhaustion. Their muscles were tense and their eyes were bloodshot.
The second group of WitchHammers to hunt the creature were found gruesomely shredded by hundreds of small bird bites.

After these attempts, the beast was killed by Phrandal and his highly trained WitchHammers. In his report on the battle, he noted its Dream Marathon and Control Crows power that it used to kill the previous WitchHammers. The beast was even more difficult to kill as it had an insidious aura that clouded and befuddled the minds of its attackers. In the end, the creature was defeated. Its main weakness were a rather dull and stupid mind and a need to return to the soil of its lair every half-day.


Western Spidergaunt
Power Level: 33
Entropy, Vermin, Agile, Mirror
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Stats:
Poise: 40
Health: 10
Init: 5
DefenseMod: 6
AttackMod: 5

Traits:
Aspect: Rotting: Made out of rotting and bloated flesh. Immune to almost all poisons. Has +5 Health. Has night vision.
Frame: Spider
Size: Small Sized: -2 attack, +2 def, -5 HealthMax
Health: Normal Health: This creature has no health advantages, outside of those provided by its shape and aspect.
Reflex: Very Fast Reflexes: This creature has the reflexes of a top level fencer or athlete. +5 Init, +4 Attack/Def
Strength: Olympian strength: This creature is as strong as any mortal in the world. It can hurl stones and bodies across a room. +2 atk, +6 dmg.
Attack: Bug Spray: Fires a cone of Small Snakes out of its mouth at high pressure, hitting targets at up to Medium distance. The Small Snakes then proceed to act as a mook. Usable twice per day.
Ability: Monstrous Speed: Has an extra action slot.
Weakness: Vulnerable to Silver weapons: Will do 3X damage. In addition, cannot use its abilities next turn. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
Weakness: Vulnerable to strobing or flashing light: Movements will be jerky and imprecise. -5 Malus, and acts last in round.
Weakness: Hates reflection: Hates the sight of its reflection in a mirror. Will flee from its reflection in blind fear and panic.
Appearance: The creature has bull-frog shaped sac at the base of the neck which inflates and deflates at odd moments. The sac is a vivid Black color.
NumAppearing: Packs of 2
Spore: Quiet, too quiet: Wild animals desert the area within a few mile radious of the creature. Birds, deer, small animals, cats, squirrels; they all flee to less unsettling climes. Traveling outdoors becomes unsettling and eerie without the normal sounds.
Smell: Wet Dog
VictimChoice: Taste for elderly people
VictimWound: Face smoother: People killed by the creature have their faces turn into smooth skin without features, eyes, noses, etc.




Western Spidergaunt
Skill: **
Muscle: *
Toughness: ***

Historical Notes:
The beast is a small sized creature, made up of rotting flesh in the shape of a spider. The creature first came to the attention of the WitchHammers when one destroyed The village of Floristal. The creature started its attacks by slaughtering the elderly. Many of the dead were found with their faces perfectly smooth. The few survivors of the attacks remembered all the wild animals and game in the area disappearing.

The first group of WitchHammers to hunt the creature were found chewed to death by thousands and thousands of tiny bites and stings.

After these attempts, the beast was killed by Cabezia and his WitchHammers. In his report on the battle, he noted its Bug Spray power that it used to kill the previous WitchHammers. Furthermore, he noted a range of previously unknown abilities that the beast displayed during its losing fight. The creature could strike and maul with terrifying speed. In the end, the creature was defeated. Its main weakness were a severe vulnerability to Silver, a severe weakness to flashing or strobing lights, and a hatred of its own image that makes flee in terror from mirrors.


Chelgrian Ghost Beetle
Power Level: 33
Entropy, Elusive, Mystic, Mutant
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Stats:
Poise: 25
Health: 15
Init: 0
DefenseMod: 11
AttackMod: -2

Traits:
Aspect: Ghost: Made out of ectoplasm and a cold and drifting light. Immune to poisons. Can escape anything but an airtight room, has night vision.
Frame: Bug
Size: Small Sized: -2 attack, +2 def, -5 HealthMax
Health: Solid: This creature is tougher than it looks, and more resistant to harm than a natural beast. +5 Health.
Reflex: Human Reflexes: This creature has the reflexes of an average, active human being.
Strength: Strong: This creature is stronger than most men. Its grip is painful. +2 dmg.
Attack: Choking Aura: The air is thick and heavy. Gloom and despair flow out from the creature. Cannot regain Poise while at short range with this creature.
Ability: Long Legs: The creature's legs are absurdly elongated. The creature moves quickly and is surprisingly agile.
Defense: Shadow Armor: Wears armor made out of solid shadows. Provides 4 DR. Touching the armor drains heat from you, like a strong wind in Alaska. Drains 5 Poise per round of significant touch.
Weakness: Animal Intelligence: IQ 40
Weakness: Sun Death: Takes damage while in sunlight.
Weakness: Blinding hunger: Once it starts feeding, finds it extremely difficult to stop. If it is being attacked or is facing imminent harm, can make Hard Will Saves to break free of this compulsion. Can make one such save per round.
Appearance: Has a thick and distended abdomen.
NumAppearing: Solitary
Spore: Leaves patches of charred and blackened ground in areas where it has stayed for more than a few minutes.
Smell: Flowers
VictimChoice: Does not target virgins
VictimWound: Preferentially eats the feet of its victims




Chelgrian Ghost Beetle
Skill: *
Muscle: *
Toughness: ***

Historical Notes:
The beast looks like a small bug made up of ectoplasm. The creature first came to the attention of the WitchHammers when one plagued a caravan on the Thulian Road. The creature started its attacks by hunting down everyone but virgins. Many of the dead were found with their feet missing. The few survivors of the attacks remembered burned circles and trails were found in the turf.

The first group of WitchHammers to hunt the creature were found curled up on the ground with expressions of utmost despair on their faces and bloody wounds across their bodies.

After these attempts, the beast was killed by Ortega and his highly trained WitchHammers. In his report on the battle, he noted its Choking Aura power that it used to kill the previous WitchHammers. Furthermore, he noted a range of previously unknown abilities that the beast displayed during its losing fight. The creature could move great distance on its absurdly long legs. In the end, the creature was defeated. Its main weakness were a rather impressive level of stupidity, a severe vulnerability to the sun, and an insatiable hunger for meat that it pursues even at the cost of its own safety.


Zhaibarian Bog Swan
Power Level: 35
Nature, Vermin, Air, Poison
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Stats:
Poise: 53
Health: 45
Init: 3
DefenseMod: 1
AttackMod: 1

Traits:
Aspect: Fungus: Made out of decomposing and rotted plant matter, like an animated compost heap. Immune to many poisons. Has +10 Health.
Frame: Swan
Size: Large Sized: +2 attack, -1 def, +10 HealthMax
Health: Tough: This creature does not die easily, and will fiercely hold on to life. To put it down will require multiple grievous wounds. +15 Health.
Reflex: Fast Reflexes: This creature has the reflexes of a trained fencer or athlete. +3 Init, +2 Attack/Def
Strength: Underdeveloped: This creature is weak for its size and appearance. Farmers should still be afraid of it. -1 atk, -2 dmg.
Ability: Poison Mist Aura: Poisonous mist seeps up out of the ground near the creature. Its lair will be dangerous with this mist. Can "send" the mist a limited distance (miles) if it concentrates for extended period of time.
Attack: Rust Bite: This attack is applied by Bite.
Weakness: Vain: Loves to look at self. Can become entranced by mirrors or still pools of water.
Weakness: Vulnerable to Mercury: Cannot stand Mercury. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
Weakness: Sensitive ears: Loud, jarring sounds cause this creature to distraction and pain. Depending on the loudness and dissonance of the sound, takes a -1 to a -10 Malus and cannot use abilities.
Appearance: Is grossly fat.
Appearance: Glowing Red eyes
NumAppearing: Packs of 2
Spore: Fruit in the region rots into piles of mold and sludge over the course of a few hours.
VictimChoice: Taste for depressed people
VictimWound: Prefers to drown victims, and then eats the water-logged bodies.




Zhaibarian Bog Swan
Skill: *
Muscle: *
Toughness: *******

Historical Notes:
The beast is a large sized creature, made up of fungus in the shape of a swan. The creature first came to the attention of the WitchHammers when one destroyed a caravan on the Southern Road. The creature started its attacks by slaughtering broken down and depressed people. Many of the dead were found drowned and half-eaten. The few survivors of the attacks remembered apples and pears rotted over night into piles of putrid sludge.

The first group of WitchHammers to hunt the creature were found most of their weapons and armor entirely gone. The hunters were covered in a fine layer of red rust.

After these attempts, the beast was killed by Cabezia and his WitchHammers. In his report on the battle, he noted its Rust Bite power that it used to kill the previous WitchHammers. Furthermore, he noted previously unknown abilities that the beast displayed during its losing fight. The creature could summon up a poisonous mist out of the ground. In the end, the creature was defeated though. Its main weakness were a love of its own image that can leave it entranced for hours, a severe vulnerability to Mercury, and sensitive ears that made loud noises very painful.


Hyberborean Phlogelf
Power Level: 35
Fire, Mind
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Stats:
Poise: 40
Health: 10
Init: 0
DefenseMod: 4
AttackMod: 0

Traits:
Aspect: Fire: Made out of animated tongues of fire with a slightly more solid/jellied core. Bonus to resist fire. Quickly burns anything in close contact with it. Difficult to hide at night, though it can tamp down its flames when needed. Immune to most poisons.
Frame: Elf
Size: Medium Sized
Health: Normal Health: This creature has no health advantages, outside of those provided by its shape and aspect.
Reflex: Human Reflexes: This creature has the reflexes of an average, active human being.
Strength: Normal Strength: This creature has no unnatural strength advantage, outside of those provided by its shape and aspect.
Ability: Immense Intelligence: These creatures are extremely intelligent, so much so that they are often thought to have magical or oracular powers. In practice, the difference is somewhat moot, as their vast knowledge, perfect recall, and incisive thinking allows them to be one or three steps ahead of most opponents. Will see through almost all traps, and can be expected to have contingency plans set up for most events. You should try to have at least 3 three surprises set up when facing these creatures, as it will usually predict the first two.
Attack: Entrancing Fist: This attack is applied by Fist.
Defense: Black Glass Armor: Enormous bonus vs fire attacks. Can shatter when well struck
Weakness: Motion Sight: Cannot see creatures that are motionless. The less motion/movement a person makes, the more difficult it will be for this creature to see/target them. Can use scent and sound and intuition if it knows/suspects a character is at a certain area but "invisible".
Weakness: Sensitive ears: Loud, jarring sounds cause this creature to distraction and pain. Depending on the loudness and dissonance of the sound, takes a -1 to a -10 Malus and cannot use abilities.
Appearance: Crown of fire
NumAppearing: Packs of 3
Spore: By ones and twos, children grow sick. Some waste away for weeks, others die. Will get better if the creature is killed.
Spore: No fish are caught at all. They seem to have deserted the creeks and streams.
VictimChoice: Taste for bitter, angry old men
VictimWound: Preferentially eats the hands and feet of its victims




Hyberborean Phlogelf
Skill: *
Muscle: *
Toughness: ***

Historical Notes:
The beast is a medium elf made up of animated fire. The creature first came to the attention of the WitchHammers when one plagued a caravan on the Imperial Road. The creature started its attacks by slaughtering a club of crotchety old men. Many of the dead were found with their hands and feet missing. The few survivors of the attacks remembered children wasted away and often died. Additionally, fisherman came back with empty catches and the fish seemed to have deserted the water entirely.

The first group of WitchHammers to hunt the creature were found with expressions of bliss in their dead eyes despite the fact their chests were torn open.

After these attempts, the beast was killed by Cabezia and his WitchHammers. In his report on the battle, he noted its Entrancing Fist power that it used to kill the previous WitchHammers. Furthermore, he noted previously unknown abilities that the beast displayed during its losing fight. The creature could reason and think at levels far beyond the common cunning of a beast. In the end, the creature was defeated. Its main weakness were an inability to see creatures that are perfectly still and motionless and sensitive ears that made loud noises very painful.


Zhaibarian Swamp Deodand
Power Level: 35
Nature, Vermin, Mystic, Acid
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Stats:
Poise: 48
Health: 10
Init: 3
DefenseMod: 8
AttackMod: 2

Traits:
Aspect: Fungus: Made out of decomposing and rotted plant matter, like an animated compost heap. Immune to many poisons. Has +10 Health.
Frame: Man
Size: Medium Sized
Health: Sickly: This creature is in terrible condition, and can be pushed into the grave with a few good shoves. -10 health.
Reflex: Fast Reflexes: This creature has the reflexes of a trained fencer or athlete. +3 Init, +2 Attack/Def
Strength: Strong: This creature is stronger than most men. Its grip is painful. +2 dmg.
Attack: Petrifying Bite: This attack is applied by Bite.
Ability: Aura of Doom: When attacking, add 10 to the attack roll when rolling a 17, 18, 19, or 20. This supersedes the normal critical hit bonuses.
Attack: Spit Acid
Defense: Turtle Shell: Carries a large, thick, turtle like shell on its back.
Weakness: Vulnerable to Lead weapons: Will do 3X damage. In addition, cannot use its abilities next turn. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
Weakness: Vulnerable to Mercury: Cannot stand Mercury. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
Weakness: Motion Sight: Cannot see creatures that are motionless. The less motion/movement a person makes, the more difficult it will be for this creature to see/target them. Can use scent and sound and intuition if it knows/suspects a character is at a certain area but "invisible".
Appearance: Its tongue is long and deeply forked.
NumAppearing: Packs of 3
Spore: Makes weird stick-dolls and hangs them from trees before it rests for the day.
VictimChoice: Taste for sickly people
VictimWound: Likes to make a nest/bed out of its victims. Naps there for a while after a kill.




Zhaibarian Swamp Deodand
Skill: **
Muscle: *
Toughness: ****

Historical Notes:
The beast is a medium sized creature, made up of fungus in the shape of a man. The creature first came to the attention of the WitchHammers when one destroyed The village of Livingstone. The creature started its attacks by slaying several people who had taken sick. Many of the dead were found with enormous cavities torn in their chest and abdomen. The few survivors of the attacks remembered finding odd stick-dolls hanging in trees nearby.

The first group of WitchHammers to hunt the creature were found turned into perfect granite statues.
The second group of WitchHammers to hunt the creature were found with a face and chest that looked like raw steak. The skin and muscle had been dissolved in uneven chunks.

After these attempts, the beast was killed by Ortega and his highly trained WitchHammers. In his report on the battle, he noted its Petrifying Bite and Spit Acid power that it used to kill the previous WitchHammers. Furthermore, he noted previously unknown abilities that the beast displayed during its losing fight. The creature could land devastating and fatal blows with regularity. The beast was even more difficult to kill as it was covered in a thick bone-shell. In the end, the creature was defeated. Its main weakness were a severe vulnerability to Lead, a severe vulnerability to Mercury, and an inability to see creatures that are perfectly still and motionless.


Acherite Ectocrab
Power Level: 36
Entropy, Elusive, Brutal
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 70
Health: 10
Init: 9
DefenseMod: 14
AttackMod: 5

Traits:
Aspect: Ghost: Made out of ectoplasm and a cold and drifting light. Immune to poisons. Can escape anything but an airtight room, has night vision.
Frame: Crab
Size: Medium Sized
Health: Normal Health: This creature has no health advantages, outside of those provided by its shape and aspect.
Reflex: Monstrous reflexes: This creature's movements are unnaturally precise and fast. It a fair fight, it would eventually bring down any un-aided human within a pass or two. +9 init, +8 atk/def
Strength: Underdeveloped: This creature is weak for its size and appearance. Farmers should still be afraid of it. -1 atk, -2 dmg.
Attack: Bone Breaking Touch: This attack is applied by Touch.
Weakness: Hates reflection: Hates the sight of its reflection in a mirror. Will attack its reflection in a blind rage until it has been smashed to pieces.
Weakness: Skin Shield: Needs to wear the skin of other creatures in order to survive in the world. Otherwise loses powers, takes Malus.
Weakness: Sensitive ears: Loud, jarring sounds cause this creature to distraction and pain. Depending on the loudness and dissonance of the sound, takes a -1 to a -10 Malus and cannot use abilities.
Appearance: The creature's heart emits a Green glow that shines through its skin and slowly pulses.
NumAppearing: Packs of 2
Spore: Blood curdling howls and screeches at night
Smell: Ozone
VictimChoice: Taste for sickly people
VictimWound: Usually kills by slitting or tearing open the victim's throat.




Acherite Ectocrab
Skill: ***
Muscle: *
Toughness: ******

Historical Notes:
The beast is a medium sized creature, made up of ectoplasm in the shape of a crab. The creature first came to the attention of the WitchHammers when one destroyed The village of Hormiguera. The creature started its attacks by slaughtering several people who had taken sick. Many of the dead were found with their neck torn open. The few survivors of the attacks remembered there were blood curdling howls and screeches during the nights.

The first group of WitchHammers to hunt the creature were found with their limbs all floppy and their bones broken in dozens of places. They had no surface injuries and seem to have died purely from internal trauma.

After these attempts, the beast was killed by Ortega and his WitchHammers. In his report on the battle, he noted its Bone Breaking Touch power that it used to kill the previous WitchHammers. In the end, the creature was defeated though. Its main weakness were a hatred of its own image that makes it destroy mirrors before all else, a vile skin that it wore in order to exist and function in our world, and sensitive eyes that make bright lights very painful.


Southern Corruptiger
Power Level: 36
Nature, Vermin, Mind, Mirror
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 55
Health: 55
Init: 0
DefenseMod: 0
AttackMod: 1

Traits:
Aspect: Fungus: Made out of decomposing and rotted plant matter, like an animated compost heap. Immune to many poisons. Has +10 Health.
Frame: Tiger
Size: Huge Sized: +4 attack, -2 def, +20 HealthMax
Health: Tough: This creature does not die easily, and will fiercely hold on to life. To put it down will require multiple grievous wounds. +15 Health.
Reflex: Human Reflexes: This creature has the reflexes of an average, active human being.
Strength: Weak: This creature is surprisingly weak for its size and appearance. Farmers should still be afraid of it. -2 atk, -4 dmg.
Attack: Control Plants: Able to control plants and roots. Extra action slot for this. More difficult to spot in nature.
Weakness: Sensitive ears: Loud, jarring sounds cause this creature to distraction and pain. Depending on the loudness and dissonance of the sound, takes a -1 to a -10 Malus and cannot use abilities.
Weakness: Vulnerable to Lye: Cannot stand Lye. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
Weakness: Vulnerable to Glass weapons: Will do 3X damage. In addition, cannot use its abilities next turn. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
Appearance: Blind white eyes
Appearance: One of its eyes is a Emerald
NumAppearing: Solitary
Spore: Mirrors warp where ever it goes
Spore: Toads rain from the sky every 2-3 days.
Smell: Rotting meat
VictimChoice: Taste for Dog
VictimWound: Cripples victims and lays worm sized young inside of them.




Southern Corruptiger
Skill: *
Muscle: *
Toughness: ********

Historical Notes:
The beast is a huge sized creature, made up of fungus in the shape of a tiger. The creature first came to the attention of the WitchHammers when one destroyed The village of Bajeles. The creature started its attacks by assaulting their Dog. Many of the dead were found with strange worms crawling inside them. The few survivors of the attacks remembered their mirrors warped and cracked before the attacks. Additionally, toads rained from the sky before its predations.

The first group of WitchHammers to hunt the creature were found covered in roots and vines that were slowly drawing their bodies into the ground.

After these attempts, the beast was killed by Shannon and his highly trained WitchHammers. In his report on the battle, he noted its Control Plants power that it used to kill the previous WitchHammers. In the end, the creature was defeated. Its main weakness were sensitive ears that made loud noises very painful, a severe vulnerability to Lye, and a severe vulnerability to Glass.


Entropic Gobgaunt
Power Level: 36
Entropy, Elusive, Mystic
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 40
Health: 10
Init: 5
DefenseMod: 6
AttackMod: 5

Traits:
Aspect: Rotting: Made out of rotting and bloated flesh. Immune to almost all poisons. Has +5 Health. Has night vision.
Frame: Goblin
Size: Small Sized: -2 attack, +2 def, -5 HealthMax
Health: Solid: This creature is tougher than it looks, and more resistant to harm than a natural beast. +5 Health.
Reflex: Very Fast Reflexes: This creature has the reflexes of a top level fencer or athlete. +5 Init, +4 Attack/Def
Strength: Olympian strength: This creature is as strong as any mortal in the world. It can hurl stones and bodies across a room. +2 atk, +6 dmg.
Ability: Fade: Can Phase out of this reality, for 1-3 turns. While phased out, is visible in outline, but is untouchable by normal means. Can move through walls and other barriers. Usable once per hour on itself. If it wishes, can apply this effect to enemies that it wounds.
Attack: Entropic Breath: This attack is applied by Breath.
Weakness: Music Appreciator: The creature can be hypnotized by the sound of beautiful and intricate music. The creature becomes lost in the notes, and inattentive to combat and threats to its life. Malus' range from -1 to -10, depending on the quality of the music. If the creature is not actively in combat, it can also be lulled into complete inaction by music. Wind instruments and stringed instruments are best for this, but even drums can have some effect.
Weakness: Vulnerable at New Moon: Moves very slowly and cannot use special abilities at New Moon. Also suffers a -5 Malus.
Appearance: Faceless. Does not have a face, just a rough mass of undifferentiated tissue.
Appearance: Continually gibbers
NumAppearing: Solitary
Spore: Its passing drains the water from plants and trees, leaving brown and dehydrated husks. In areas where it has spent time the vegetation is particularly dry and dead.
VictimChoice: Taste for Men
VictimWound: Impales victims on tree branches to make feeding easier.




Entropic Gobgaunt
Skill: **
Muscle: *
Toughness: ***

Historical Notes:
The beast looks like a small goblin made up of rotting flesh. The creature first came to the attention of the WitchHammers when one destroyed The village of Loch Earn. The creature started its attacks by slaying the men. Many of the dead were found impaled on tree branches and half eaten. The few survivors of the attacks remembered crops and trees became withered and dry. They would crumble at the slightest touch.

The first group of WitchHammers to hunt the creature were found withered and aged beyond all recognition. Their shields and other armor was rusted as though it had been left out in the elements for months or years.

After these attempts, the beast was killed by Phrandal and his highly trained WitchHammers. In his report on the battle, he noted its Entropic Breath power that it used to kill the previous WitchHammers. Furthermore, he noted previously unknown abilities that the beast displayed during its losing fight. The creature could fade out of sync with the world and avoid all harm. In the end, the creature was defeated. Its main weakness were a weakness for beautiful music and an immense vulnerability to WarMaterialVariants.


Southern Larvagloom
Power Level: 36
Entropy, Elusive, Air, Mystic
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 48
Health: 35
Init: 3
DefenseMod: 2
AttackMod: 4

Traits:
Aspect: Shadow: Made out of animated shadows and unholy light. Bonus to stealth, bonus to resist ice. Immune to poisons. Can escape anything but an airtight room, has night vision.
Frame: Maggot
Size: Medium Sized
Health: Very Tough: This creature does not die easily, and will fiercely hold on to life. To put it down will require multiple grievous wounds. +25 Health.
Reflex: Fast Reflexes: This creature has the reflexes of a trained fencer or athlete. +3 Init, +2 Attack/Def
Strength: Very Strong: This creature is as strong as a professional weight lifter. It can hurl stones and bodies across a room. +1 atk, +4 dmg.
Ability: Aura of Doom: When attacking, add 10 to the attack roll when rolling a 17, 18, 19, or 20. This supersedes the normal critical hit bonuses.
Ability: Anti-light: This creature can snuff out light with its gaze or touch. As a free action can snuff out a torch,fire,etc.
Weakness: Vulnerable to Alcohol: Cannot stand Alcohol. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
Weakness: Tasteless: Has no mouth feel; cannot taste or other wise use its mouth to tell what it is eating.
Appearance: Has three eyes.
NumAppearing: Packs of 2
Spore: Tramps down odd geometric patterns in crops and fields
Spore: Vultures follow a few hours behind the creature.
Smell: Ozone
VictimChoice: Does not target beautiful men
VictimWound: Only eats its victim's femurs.




Southern Larvagloom
Skill: *
Muscle: *
Toughness: ******

Historical Notes:
The beast is a medium sized creature, made up of living shadow in the shape of a maggot. The creature first came to the attention of the WitchHammers when one destroyed The village of Auchterarder. The creature started its attacks by slaughtering everyone but beautiful men. Many of the dead were found without their femurs. The few survivors of the attacks remembered they found odd geometric patterns in their crops and fields before the attacks occurred. Additionally, flocks of vultures circled through the air for days.



After these attempts, the beast was killed by Phrandal and his highly trained WitchHammers. In his report on the battle, he noted its power that it used to kill the previous WitchHammers. Furthermore, he noted previously unknown abilities that the beast displayed during its losing fight. The creature could land devastating and fatal blows with regularity and extinguish torches or fires with a single glance. In the end, the creature was defeated. Its main weakness were a severe vulnerability to Alcohol and an inability to taste or sense poison.


Lemurian Ursebauble
Power Level: 36
Mystic, Mind
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 40
Health: 15
Init: 0
DefenseMod: 4
AttackMod: 0

Traits:
Aspect: Gems: Made out of an assemblage of animated gems and wire. Bonus to resist fire. Immune to most poisons. Has 1 natural armor.
Frame: Bear
Size: Medium Sized
Health: Delicate: This creature is oddly delicate, and a few solid blows will kill it. -5 health.
Reflex: Human Reflexes: This creature has the reflexes of an average, active human being.
Strength: Normal Strength: This creature has no unnatural strength advantage, outside of those provided by its shape and aspect.
Attack: Petrifying Touch: This attack is applied by Touch.
Defense: Spell Immunity 2: No damage from spells, +10 to saving throw and immediate saving throw.
Weakness: Tasteless: Has no mouth feel; cannot taste or other wise use its mouth to tell what it is eating.
Weakness: Vulnerable to Glass weapons: Will do 3X damage. In addition, cannot use its abilities next turn. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
Appearance: Never actually touches the ground. Floats a centimeter above the ground at all times.
NumAppearing: Solitary
Spore: Food nearby goes bad, shrivels
Smell: Cinnamon
VictimChoice: Taste for Men
VictimWound: Eats the fat off the victim, leaves most of the rest.




Lemurian Ursebauble
Skill: *
Muscle: *
Toughness: ****

Historical Notes:
First dissected by Ortega in 693, the creature is a bear made out of glowing gems and silver wire. It is of a medium size. The creature first came to the attention of the WitchHammers when one destroyed a caravan on the Western Road. The creature started its attacks by slaying the men. Many of the dead were found with their skin and fat chewed away. The few survivors of the attacks remembered their food went bad and shriveled up.

The first group of WitchHammers to hunt the creature were found turned into perfect granite statues.

After these attempts, the beast was killed by Shannon and his WitchHammers. In his report on the battle, he noted its Petrifying Touch power that it used to kill the previous WitchHammers. The beast was even more difficult to kill as it simply shrugged off all mystical attacks. In the end, the creature was defeated though. Its main weakness were an inability to taste or sense poison and a severe vulnerability to Glass.


Valusian Witherworm
Power Level: 37
Entropy, Fear, Mind, Sleep
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 40
Health: 45
Init: 0
DefenseMod: 0
AttackMod: 4

Traits:
Aspect: Mummified: Made out of dried flesh and cloth. Immune to almost all poisons, weakness to fire, bonus to resist ice. Has night vision.
Frame: Worm
Size: Medium Sized
Health: Steel: This creature does not die easily, and must be hacked apart. It will shrug off wounds that would kill a normal beast. +35 Health.
Reflex: Human Reflexes: This creature has the reflexes of an average, active human being.
Strength: Monstrous strength: This creature has a strength completely out of proportion to its physical form. It can crush hands and skulls with its grip, or knock through walls with its body. +3 atk, +8 dmg.
Attack: Dream Marathon: Can exhaust and sap a character while they sleep. To begin, requires viewing and focusing on the character for ~1 minute, or a bit of their hair/nails/blood. Will then assail them in nightmares. After each night, takes a progressive -5 Malus from exhaustion. Character dies of exhaustion after the 3rd night of such attacks.
Ability: Vertigo Aura: The creature has an aura of disorientation and vertigo around it. Each turn, make an Easy Will save if within medium range. Once failed, overcome by vertigo until away from the creature for several minutes. When moving or turning, 50/50 chance of character actually moving in opposite direction.
Weakness: Vulnerable to Glass weapons: Will do 3X damage. In addition, cannot use its abilities next turn. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
Weakness: Fetish: Carries a Stick doll that is enormously precious to it. If this can be taken, the creature will be frantic, fearful, and unable to use abilities.
Weakness: Sun Death: Takes damage while in sunlight.
Appearance: Perfectly reflective Gray eyes
Appearance: Skin is is drooping and melted, like a candle that has been warmed
NumAppearing: Packs of 2
Spore: Leaves deer-like pellets that are a bright Red color.
VictimChoice: Taste for Babies
VictimWound: Hides remains in shallow graves. Sometimes never found, sometimes found by dogs or other animals.




Valusian Witherworm
Skill: *
Muscle: *
Toughness: ******

Historical Notes:
Shaped like a worm made out of mummified flesh, this medium sized beast is a large danger. The creature first came to the attention of the WitchHammers when one destroyed a caravan on the Zhaibarian Road. The creature started its attacks by slaughtering babies. Many of the dead were found bloated and in shallow graves. The few survivors of the attacks remembered scouts found pellets colored a garish Red color.

The first group of WitchHammers to hunt the creature were found dead of seeming exhaustion. Their muscles were tense and their eyes were bloodshot.

After these attempts, the beast was killed by Ortega and his WitchHammers. In his report on the battle, he noted its Dream Marathon power that it used to kill the previous WitchHammers. In the end, the creature was defeated. Its main weakness were a severe vulnerability to Glass, a small Stick doll that it cannot live without, and a severe vulnerability to the sun.


Entropic Ursenight
Power Level: 37
Entropy, Elusive, Air, Poison
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 48
Health: 10
Init: 3
DefenseMod: 2
AttackMod: 2

Traits:
Aspect: Shadow: Made out of animated shadows and unholy light. Bonus to stealth, bonus to resist ice. Immune to poisons. Can escape anything but an airtight room, has night vision.
Frame: Bear
Size: Medium Sized
Health: Sickly: This creature is in terrible condition, and can be pushed into the grave with a few good shoves. -10 health.
Reflex: Fast Reflexes: This creature has the reflexes of a trained fencer or athlete. +3 Init, +2 Attack/Def
Strength: Normal Strength: This creature has no unnatural strength advantage, outside of those provided by its shape and aspect.
Attack: Entropic Claw: This attack is applied by Claw.
Ability: Poison Mist Aura: Poisonous mist seeps up out of the ground near the creature. Its lair will be dangerous with this mist. Can "send" the mist a limited distance (miles) if it concentrates for extended period of time.
Attack: Mind Wipe: A hard mind save that is conveyed by touch. Failed saves disables all of the person's memories over a 3 round period. If the person survives, they will start to regain their lost memories (or at least most of them) will after a 72 hour period.
Weakness: Praise the Sun: The creature is confused idealist and ascribes to a somewhat counterproductive ideology. It believes itself to be evil and fears the good and true. It can sense those who have pure hearts, and against them it suffers a -1 to -10 Malus and it is unwilling/psychologically blocked from using its powers. The pureness of a given character's heart is a GM's decision, though NPCs can also be enlisted to help with this.
Weakness: Spheresome Aura: For esoteric magical reasons, the form of the Sphere is baneful to this creature. The creature is deathly afraid of spheres, and can be warded off, terrified, and "burned" by them. Note the sphere does not have to be perfect, but a lop-sided oval simply will not be effective. The Creature takes a -1 to -10 Malus based on the visual impressiveness of the sphere and how close it is to the beast.
Weakness: Motion Sight: Cannot see creatures that are motionless. The less motion/movement a person makes, the more difficult it will be for this creature to see/target them. Can use scent and sound and intuition if it knows/suspects a character is at a certain area but "invisible".
Appearance: Vestigial Wings: The creature has small, raggedy wings on its back
NumAppearing: Packs of 2
Spore: Crops wither and die in a 1 mile radius. Takes a few days to gradually come into effect.
Spore: By ones and twos, children grow sick. Some waste away for weeks, others die. Will get better if the creature is killed.
Smell: Cinnamon
VictimChoice: Taste for sickly people
VictimWound: Impales victims on tree branches to make feeding easier.




Entropic Ursenight
Skill: *
Muscle: *
Toughness: ****

Historical Notes:
The beast is a medium bear made up of living shadow. The creature first came to the attention of the WitchHammers when one plagued a caravan on the Southern Road. The creature started its attacks by slaying several people who had taken sick. Many of the dead were found impaled on tree branches and half eaten. The few survivors of the attacks remembered crops withered and died over several days. Additionally, children wasted away and often died.

The first group of WitchHammers to hunt the creature were found with their throats cut. They had a look of panic and confusion on their faces.

After these attempts, the beast was killed by Ortega and his WitchHammers. In his report on the battle, he noted its Mind Wipe power that it used to kill the previous WitchHammers. Furthermore, he noted previously unknown abilities that the beast displayed during its losing fight. The creature could summon up a poisonous mist out of the ground. In the end, the creature was defeated though. Its main weakness were an unlikely fear of those with good and pure hearts, a strange but immense fear of spheres, and an inability to see creatures that are perfectly still and motionless.


Karpashian Greed Crocodile
Power Level: 37
Mystic, Mind, Mutant, Mirror
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 35
Health: 35
Init: -2
DefenseMod: 3
AttackMod: -6

Traits:
Aspect: Gems: Made out of an assemblage of animated gems and wire. Bonus to resist fire. Immune to most poisons. Has 1 natural armor.
Frame: Crocodile
Size: Medium Sized
Health: Very Tough: This creature does not die easily, and will fiercely hold on to life. To put it down will require multiple grievous wounds. +25 Health.
Reflex: Slow Reflexes: This creature has the reflexes of a librarian. Init -2, Attack/Def -1
Strength: Weak: This creature is surprisingly weak for its size and appearance. Farmers should still be afraid of it. -2 atk, -4 dmg.
Attack: Telekinesis: Can move and throws things up to human size by using just its concentration. Usable 10 times per day. Can be avoided by taking cover, dodging at close range, or possibly other means.
Attack: Snake Legs: The rear third of the creature is that of a giant snake. Adds an extra action slot for the tail to grasp and crush.
Defense: Spell Immunity 2: No damage from spells, +10 to saving throw and immediate saving throw.
Weakness: Tasteless: Has no mouth feel; cannot taste or other wise use its mouth to tell what it is eating.
Weakness: Vulnerable to Man Urine: Cannot stand Man Urine. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
Weakness: Motion Sight: Cannot see creatures that are motionless. The less motion/movement a person makes, the more difficult it will be for this creature to see/target them. Can use scent and sound and intuition if it knows/suspects a character is at a certain area but "invisible".
Appearance: Has three eyes.
Appearance: Has baby-sized hands growing out over its entire body.
NumAppearing: Packs of 2
Spore: Mirrors warp where ever it goes
Smell: Smoke
VictimChoice: Taste for Horses
VictimWound: Prefers to drown victims, and then eats the water-logged bodies.




Karpashian Greed Crocodile
Skill: *
Muscle: *
Toughness: *****

Historical Notes:
The beast looks like a medium crocodile made up of glowing gems and silver wire. The creature first came to the attention of the WitchHammers when one plagued a caravan on the Zhaibarian Road. The creature started its attacks by slaughtering their horses. Many of the dead were found drowned and half-eaten. The few survivors of the attacks remembered their mirrors warped and cracked before the attacks.

The first group of WitchHammers to hunt the creature were found slammed head first into a nearby tree. The head was shattered down to the spine by repeated impacts.
The second group of WitchHammers to hunt the creature were found crushed to pulp by some gigantic constricting appendage.

After these attempts, the beast was killed by Ortega and his WitchHammers. In his report on the battle, he noted its Telekinesis and Snake Legs power that it used to kill the previous WitchHammers. In the end, the creature was defeated. Its main weakness were an inability to taste or sense poison, a severe vulnerability to Man Urine, and an inability to see creatures that are perfectly still and motionless.


Thulian Scorpion
Power Level: 38
Sleep, Music, Entropy, Mind
Main Action Deck
Printable Main Action Deck
TailStabGroup Action Deck
Printable TailStabGroup Action Deck

Stats:
Poise: 35
Health: 10
Init: -2
DefenseMod: -1
AttackMod: 6

Traits:
Aspect: Flesh
Frame: Scorpion
Size: Medium Sized
Health: Normal Health: This creature has no health advantages, outside of those provided by its shape and aspect.
Reflex: Slow Reflexes: This creature has the reflexes of a librarian. Init -2, Attack/Def -1
Strength: Unstoppable strength: This creature has a strength completely out of proportion to its physical form. It can bend plate metal like putty, or throw a church bell across town. Even a glancing blow from the creature can be fatal. +6 atk, +15 dmg.
Attack: Unspeakable Word: Speaks a word from the Void. Shatters understanding and sanity of a single target at up to Medium Range. Target makes a hard Will save, and on fail suffers -5 Malus and cannot regain poise for 10 rounds. Can be stacked. Using it is a Stance action.
Weakness: Over-calculator: Has difficulty sorting out scenes with many moving objects. A fall of leaves or a spray of marbles are extremely distracting to the creature and prevent it from focusing. Takes a -1 to -10 Malus depending on amount of visual chaff it is facing.
Weakness: Skin Shield: Needs to wear the skin of other creatures in order to survive in the world. Otherwise loses powers, takes Malus.
Weakness: Fetish: Carries a River Stone that is enormously precious to it. If this can be taken, the creature will be frantic, fearful, and unable to use abilities.
Appearance: This creature is luminescent, and at night can be seen with flickering patterns of fire-fly light running across its body.
Appearance: Its eyes are made of Jade
NumAppearing: Solitary
Spore: The moon takes on a Umber tint at night in this region. The closer the creature is, the deeper and more vibrant the color of the moon is.
VictimChoice: Taste for Cattle
VictimWound: Only eats its victim's femurs.




Thulian Scorpion
Skill: *
Muscle: *
Toughness: ***

Historical Notes:
The beast looks like a medium scorpion made up of warped flesh. The creature first came to the attention of the WitchHammers when one destroyed The village of Gayatos. The creature started its attacks by slaughtering their cattle. Many of the dead were found without their femurs. The few survivors of the attacks remembered the moon took on a Umber tinge at night.

The first group of WitchHammers to hunt the creature were found with their eyes torn out and their faces lacerated by small cuts. Their fingernails were covered in their own blood.

After these attempts, the beast was killed by Cabezia and his WitchHammers. In his report on the battle, he noted its Unspeakable Word power that it used to kill the previous WitchHammers. In the end, the creature was defeated. Its main weakness were an obsessive mind that forced it to count and calculate small objects, a vile skin that it wore in order to exist and function in our world, and a small River Stone that it cannot live without.


Uqbarian Gem Panther
Power Level: 38
Mystic, Mind, Agile
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 15
Health: 30
Init: 0
DefenseMod: 11
AttackMod: 1

Traits:
Aspect: Gems: Made out of an assemblage of animated gems and wire. Bonus to resist fire. Immune to most poisons. Has 1 natural armor.
Frame: Panther
Size: Small Sized: -2 attack, +2 def, -5 HealthMax
Health: Very Tough: This creature does not die easily, and will fiercely hold on to life. To put it down will require multiple grievous wounds. +25 Health.
Reflex: Terrible Reflexes: This creature is somewhat slow and fumbling. Init -5, Attack/Def -2
Strength: Olympian strength: This creature is as strong as any mortal in the world. It can hurl stones and bodies across a room. +2 atk, +6 dmg.
Attack: Telekinesis: Can move and throws things up to human size by using just its concentration. Usable 10 times per day. Can be avoided by taking cover, dodging at close range, or possibly other means.
Ability: Monstrous Reflexes: +5 initiative, +5 defense
Weakness: Sensitive ears: Loud, jarring sounds cause this creature to distraction and pain. Depending on the loudness and dissonance of the sound, takes a -1 to a -10 Malus and cannot use abilities.
Weakness: Vulnerable to Poison: Will do 3X damage. In addition, cannot use its abilities next turn. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
Appearance: Wears dried bits of human hide over its body
NumAppearing: Packs of 2
Spore: Blood curdling howls and screeches at night
VictimChoice: Taste for Hog
VictimWound: Likes eating the eyes of its victims




Uqbarian Gem Panther
Skill: **
Muscle: *
Toughness: ***

Historical Notes:
The beast is a small sized creature, made up of glowing gems and silver wire in the shape of a panther. The creature first came to the attention of the WitchHammers when one destroyed The village of Loch Lomond. The creature started its attacks by slaying their Hog. Many of the dead were found with their eyes missing. The few survivors of the attacks remembered there were blood curdling howls and screeches during the nights.

The first group of WitchHammers to hunt the creature were found slammed head first into a nearby tree. The head was shattered down to the spine by repeated impacts.

After these attempts, the beast was killed by Ortega and his highly trained WitchHammers. In his report on the battle, he noted its Telekinesis power that it used to kill the previous WitchHammers. In the end, the creature was defeated. Its main weakness were sensitive ears that made loud noises very painful and a severe vulnerability to Poison.


Maddening Corrupwolf
Power Level: 38
Nature, Vermin, Mind, Air
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 25
Health: 20
Init: 1
DefenseMod: 2
AttackMod: 0

Traits:
Aspect: Fungus: Made out of decomposing and rotted plant matter, like an animated compost heap. Immune to many poisons. Has +10 Health.
Frame: Wolf
Size: Small Sized: -2 attack, +2 def, -5 HealthMax
Health: Solid: This creature is tougher than it looks, and more resistant to harm than a natural beast. +5 Health.
Reflex: Human Reflexes: This creature has the reflexes of an average, active human being.
Strength: Very Strong: This creature is as strong as a professional weight lifter. It can hurl stones and bodies across a room. +1 atk, +4 dmg.
Ability: Immense Intelligence: These creatures are extremely intelligent, so much so that they are often thought to have magical or oracular powers. In practice, the difference is somewhat moot, as their vast knowledge, perfect recall, and incisive thinking allows them to be one or three steps ahead of most opponents. Will see through almost all traps, and can be expected to have contingency plans set up for most events. You should try to have at least 3 three surprises set up when facing these creatures, as it will usually predict the first two.
Ability: Hover: Floats 6-12 inches off the ground. Has normal movement speed, but is not impeded by ice, coals, bear traps, or any similar obstacle. Its feet still move as though they were walking/running on solid ground.
Attack: Gibbering Mouths: Has a score of mouths attached to its body, all gibbering insanities. Extra action slot for these attacks.
Weakness: Sensitive ears: Loud, jarring sounds cause this creature to distraction and pain. Depending on the loudness and dissonance of the sound, takes a -1 to a -10 Malus and cannot use abilities.
Weakness: Sun Death: Takes damage while in sunlight.
Weakness: Vulnerable to Man Urine: Cannot stand Man Urine. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
Appearance: Mouth is over-sized, and stretches all the way back to the creature's ears.
NumAppearing: Packs of 2
Spore: Heavy and unseasonal fogs sweep the area, only burning off by midday.
Spore: Most birds flee the region the creature is in.
VictimChoice: Drawn to Adepts: Drawn to Adepts
VictimWound: Cracks all the bones of its victims and then twists their body into spirals.




Maddening Corrupwolf
Skill: *
Muscle: *
Toughness: ***

Historical Notes:
Shaped like a wolf made out of fungus, this small sized beast is a great danger. The creature first came to the attention of the WitchHammers when one destroyed The village of Dingwall. The creature started its attacks by slaughtering the magically talented. Many of the dead were found with broken bones and horribly twisted bodies. The few survivors of the attacks remembered heavy and unseasonal fogs appeared which would not burn off until midday. Additionally, birds fled several days before the attacks and were not seen again for weeks.

The first group of WitchHammers to hunt the creature were found having torn their own ears and eyes out.

After these attempts, the beast was killed by Phrandal and his highly trained WitchHammers. In his report on the battle, he noted its Gibbering Mouths power that it used to kill the previous WitchHammers. Furthermore, he noted previously unknown abilities that the beast displayed during its losing fight. The creature could reason and think at levels far beyond the common cunning of a beast and move across the ground without ever touching it as though carried on a river of air. In the end, the creature was defeated though. Its main weakness were sensitive eyes that make bright lights very painful, a severe vulnerability to the sun, and a severe vulnerability to Man Urine.


Uqbarian Swanorpse
Power Level: 38
Entropy, Air, Mirror
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 75
Health: 15
Init: 9
DefenseMod: 7
AttackMod: 10

Traits:
Aspect: Rotting: Made out of rotting and bloated flesh. Immune to almost all poisons. Has +5 Health. Has night vision.
Frame: Swan
Size: Large Sized: +2 attack, -1 def, +10 HealthMax
Health: Sickly: This creature is in terrible condition, and can be pushed into the grave with a few good shoves. -10 health.
Reflex: Monstrous reflexes: This creature's movements are unnaturally precise and fast. It a fair fight, it would eventually bring down any un-aided human within a pass or two. +9 init, +8 atk/def
Strength: Strong: This creature is stronger than most men. Its grip is painful. +2 dmg.
Ability: Mirror Twin: Can reach into a mirror, pond, or other reflective surface and pull out a twin of itself. The mirror twin has the same stats as the original, but will "pop" after taking a single wound. Can summon 2 mirror twins per day. Mirror twins fade at sunrise.
Attack: Paralyzing Touch: This attack is applied by Touch.
Weakness: Skin Shield: Needs to wear the skin of other creatures in order to survive in the world. Otherwise loses powers, takes Malus.
Weakness: Blinding hunger: Once it starts feeding, finds it extremely difficult to stop. If it is being attacked or is facing imminent harm, can make Hard Will Saves to break free of this compulsion. Can make one such save per round.
Appearance: Has three sets of eyes, set one on top of another.
Appearance: Limned with a glow of black power
NumAppearing: Packs of 2
Spore: Likes to nest in abandoned human buildings
Smell: Wet Dog
VictimChoice: Taste for Children
VictimWound: Kills and then beheads its victims. It keeps their dried heads on a cord around its waist.




Uqbarian Swanorpse
Skill: ***
Muscle: *
Toughness: ******

Historical Notes:
The beast looks like a large swan made up of rotting flesh. The creature first came to the attention of the WitchHammers when one plagued a caravan on the Northern Road. The creature started its attacks by hunting down young children. Many of the dead were found with their heads ripped off and the rest of them not looking too good either. The few survivors of the attacks remembered foul odors and strange noises coming from a house that had been abandoned recently.

The first group of WitchHammers to hunt the creature were found with their wrists and throat cut by a single claw.

After these attempts, the beast was killed by Phrandal and his WitchHammers. In his report on the battle, he noted its Paralyzing Touch power that it used to kill the previous WitchHammers. In the end, the creature was defeated. Its main weakness were a vile skin that it wore in order to exist and function in our world and an insatiable hunger for meat that it pursues even at the cost of its own safety.


Karpashian Mothcay
Power Level: 38
Nature, Vermin, Mind, Poison
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 48
Health: 35
Init: 3
DefenseMod: 6
AttackMod: 2

Traits:
Aspect: Fungus: Made out of decomposing and rotted plant matter, like an animated compost heap. Immune to many poisons. Has +10 Health.
Frame: Bug
Size: Medium Sized
Health: Tough: This creature does not die easily, and will fiercely hold on to life. To put it down will require multiple grievous wounds. +15 Health.
Reflex: Fast Reflexes: This creature has the reflexes of a trained fencer or athlete. +3 Init, +2 Attack/Def
Strength: Normal Strength: This creature has no unnatural strength advantage, outside of those provided by its shape and aspect.
Ability: Renfielder: The creature can claim the mind of a human being. The process takes 1-3 days, and leaves the unfortunate soul a willing and obedient (if somewhat scatterbrained and insane) tool of the creature. The creature can communicate telepathically with its Renfield, even over a distance of miles, and the Renfield will obey without hesitation. A creature will never have more than 3 Renfields at a time, as it appears to take an investment of power to maintain the connection. Renfields have poor combat stats, and are most useful for mis-directions, distractions, and other oblique tactics.
Attack: Polymorphic Claw: This attack is applied by Claw.
Weakness: Vulnerable to strobing or flashing light: Movements will be jerky and imprecise. -5 Malus, and acts last in round.
Weakness: Vulnerable at Midnight Hour: Moves very slowly and cannot use special abilities at Midnight Hour. Also suffers a -5 Malus.
Weakness: Fetish: Carries a Stick doll that is enormously precious to it. If this can be taken, the creature will be frantic, fearful, and unable to use abilities.
Appearance: Eyes never point in same direction
NumAppearing: Packs of 2
Spore: Paranoia Aura: Over time, people in the region become distrustful, fearful, and aggressive. At its peak, can lead to assaults and murders.
Smell: Burning Pine Wood
VictimChoice: Grave Hunter: Likes to dig bodies and carrion out of grave yards.
VictimWound: Usually kills by slitting or tearing open the victim's throat.




Karpashian Mothcay
Skill: *
Muscle: *
Toughness: ******

Historical Notes:
The beast looks like a medium bug made up of fungus. The creature first came to the attention of the WitchHammers when one plagued a caravan on the Imperial Road. The creature started its attacks by hunting down the newly dead and buried. Many of the dead were found with their neck torn open. The few survivors of the attacks remembered angry and fearful looks from their neighbors even before the killings began.

The first group of WitchHammers to hunt the creature were found with their throats cut. Their bodies were oddly transformed though and their faces had an odd and animalistic cast to them.

After these attempts, the beast was killed by Ortega and his WitchHammers. In his report on the battle, he noted its Polymorphic Claw power that it used to kill the previous WitchHammers. Furthermore, he noted previously unknown abilities that the beast displayed during its losing fight. The creature could enslave human servitors to aid it in its attacks. In the end, the creature was defeated. Its main weakness were a severe weakness to flashing or strobing lights, an immense vulnerability to WarMaterialVariants, and a small Stick doll that it cannot live without.


Thulian Babulp
Power Level: 39
Mutant, Acid, Brutal, Mystic
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 55
Health: 45
Init: 5
DefenseMod: 4
AttackMod: -1

Traits:
Aspect: Green Ooze: Made out of a Green jelly like substance with smaller, darker nodules inside. Immune to most poisons. Half damage from crushing weapons. Has +10 Health. Can escape through any hole that is at least one inch wide.
Frame: Baboon
Size: Medium Sized
Health: Very Tough: This creature does not die easily, and will fiercely hold on to life. To put it down will require multiple grievous wounds. +25 Health.
Reflex: Very Fast Reflexes: This creature has the reflexes of a top level fencer or athlete. +5 Init, +4 Attack/Def
Strength: Weak: This creature is surprisingly weak for its size and appearance. Farmers should still be afraid of it. -2 atk, -4 dmg.
Attack: Fury X: Can attack multiple enemies within range all at once.
Ability: Bright Eyes: The creature's eyes can shine with a blinding Gray light. Looking at its face a bit like staring into a spotlight at close range. Inflicts a -6 Malus to all creatures in its facing at short range, and a -3 Malus to all creatures in its facing at Medium Range. These penalties can be reduced/removed with appropriate eye wear, avoiding/blocking its gaze, or other abilities.
Weakness: Sensitive nose: Strong odors cause this creature distraction and pain. Depending on the strength and offensiveness of the odor, takes a -1 to a -10 Malus and cannot use abilities.
Weakness: Vulnerable to Poison: Will do 3X damage. In addition, cannot use its abilities next turn. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
Appearance: Has an emaciated belly.
Appearance: Skin is transparent, and you can see the organs and bone moving beneath the skin.
NumAppearing: Packs of 2
Spore: Likes to nest in ponds and underwater
VictimChoice: Does not target children
VictimWound: Victim's faces are chewed off




Thulian Babulp
Skill: *
Muscle: *
Toughness: *******

Historical Notes:
Shaped like a baboon made out of caustic ooze, this medium sized beast is a large danger. The creature first came to the attention of the WitchHammers when one plagued a caravan on the Northern Road. The creature started its attacks by hunting down everyone but children. Many of the dead were found their faces gruesomely chewed off. The few survivors of the attacks remembered strange smells coming from a nearby pond.

The first group of WitchHammers to hunt the creature were found laying in a rough semi-circle on the ground. Several of them seem to have died from one blow.

After these attempts, the beast was killed by Cabezia and his highly trained WitchHammers. In his report on the battle, he noted its Fury X power that it used to kill the previous WitchHammers. Furthermore, he noted a range of previously unknown abilities that the beast displayed during its losing fight. The creature could blind enemies with an immense light that flowed from its body. In the end, the creature was defeated though. Its main weakness were an overly fragile sense of smell that could cause it pain from strong odors and a severe vulnerability to Poison.


Akkadian Wormbauble
Power Level: 39
Mystic, Mind, Entropy, Air
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 33
Health: 10
Init: 3
DefenseMod: 8
AttackMod: 3

Traits:
Aspect: Gems: Made out of an assemblage of animated gems and wire. Bonus to resist fire. Immune to most poisons. Has 1 natural armor.
Frame: Worm
Size: Small Sized: -2 attack, +2 def, -5 HealthMax
Health: Solid: This creature is tougher than it looks, and more resistant to harm than a natural beast. +5 Health.
Reflex: Fast Reflexes: This creature has the reflexes of a trained fencer or athlete. +3 Init, +2 Attack/Def
Strength: Olympian strength: This creature is as strong as any mortal in the world. It can hurl stones and bodies across a room. +2 atk, +6 dmg.
Ability: Renfielder: The creature can claim the mind of a human being. The process takes 1-3 days, and leaves the unfortunate soul a willing and obedient (if somewhat scatterbrained and insane) tool of the creature. The creature can communicate telepathically with its Renfield, even over a distance of miles, and the Renfield will obey without hesitation. A creature will never have more than 3 Renfields at a time, as it appears to take an investment of power to maintain the connection. Renfields have poor combat stats, and are most useful for mis-directions, distractions, and other oblique tactics.
Ability: Aura of Doom: When attacking, add 10 to the attack roll when rolling a 17, 18, 19, or 20. This supersedes the normal critical hit bonuses.
Attack: Paralyzing Touch: This attack is applied by Touch.
Weakness: Soft Underbelly. Takes 3x damage when prone or if attacker is beneath it.
Weakness: Sensitive ears: Loud, jarring sounds cause this creature to distraction and pain. Depending on the loudness and dissonance of the sound, takes a -1 to a -10 Malus and cannot use abilities.
Appearance: Has an emaciated belly.
NumAppearing: Packs of 2
Spore: No fish are caught at all. They seem to have deserted the creeks and streams.
Spore: Most birds flee the region the creature is in.
Smell: Burning Pine Wood
VictimChoice: Taste for depressed people
VictimWound: Usually kills by slitting or tearing open the victim's throat.




Akkadian Wormbauble
Skill: **
Muscle: *
Toughness: ***

Historical Notes:
First dissected by Shannon in 791, the creature is a worm made out of glowing gems and silver wire. It is of a small size. The creature first came to the attention of the WitchHammers when one destroyed a caravan on the Northern Road. The creature started its attacks by slaying broken down and depressed people. Many of the dead were found with their neck torn open. The few survivors of the attacks remembered fisherman came back with empty catches and the fish seemed to have deserted the water entirely. Additionally, birds fled several days before the attacks and were not seen again for weeks.

The first group of WitchHammers to hunt the creature were found with their wrists and throat cut by a single claw.

After these attempts, the beast was killed by Phrandal and his WitchHammers. In his report on the battle, he noted its Paralyzing Touch power that it used to kill the previous WitchHammers. Furthermore, he noted previously unknown abilities that the beast displayed during its losing fight. The creature could enslave human servitors to aid it in its attacks and land devastating and fatal blows with regularity. In the end, the creature was defeated. Its main weakness were a soft underbelly that was easily wounded and sensitive ears that made loud noises very painful.


Acherite Snoblob
Power Level: 39
Ice, Mind, Entropy, Brutal
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 48
Health: 25
Init: 3
DefenseMod: 2
AttackMod: 2

Traits:
Aspect: Ice: Made out of animated ice and frost-bitten flesh. Bonus to resist ice. Freezes anything in close contact with it. Immune to most poisons.
Frame: Blob
Size: Medium Sized
Health: Solid: This creature is tougher than it looks, and more resistant to harm than a natural beast. +5 Health.
Reflex: Fast Reflexes: This creature has the reflexes of a trained fencer or athlete. +3 Init, +2 Attack/Def
Strength: Normal Strength: This creature has no unnatural strength advantage, outside of those provided by its shape and aspect.
Attack: Malevolent Vibration: Emits an extremely low/high pitch vibration. Causes teeth and eye to bleed, and general cellular disruption when nearby. Good old bloody stool. Drives dogs and animals insane.
Attack: Razor Sharp Bite: This attack is applied by Bite.
Defense: Pierce Resistant: Half damage from piercing weapons
Weakness: Music Appreciator: The creature can be hypnotized by the sound of beautiful and intricate music. The creature becomes lost in the notes, and inattentive to combat and threats to its life. Malus' range from -1 to -10, depending on the quality of the music. If the creature is not actively in combat, it can also be lulled into complete inaction by music. Wind instruments and stringed instruments are best for this, but even drums can have some effect.
Weakness: Motion Sight: Cannot see creatures that are motionless. The less motion/movement a person makes, the more difficult it will be for this creature to see/target them. Can use scent and sound and intuition if it knows/suspects a character is at a certain area but "invisible".
Appearance: Bundled up in layers of dirty and fetid gray cloth. Looks and smells like a particularly dedicated hobo.
Appearance: It continually cries tears of Crimson blood.
NumAppearing: Packs of 2
Spore: Likes to nest in abandoned human buildings
VictimChoice: Prefers to attack sleeping targets
VictimWound: Eats the fat off the victim, leaves most of the rest.




Acherite Snoblob
Skill: *
Muscle: *
Toughness: *****

Historical Notes:
First dissected by Ortega in 791, the creature is a blob made out of living ice. It is of a medium size. The creature first came to the attention of the WitchHammers when one destroyed a caravan on the Southern Road. The creature started its attacks by preying upon those who were asleep. Many of the dead were found with their skin and fat chewed away. The few survivors of the attacks remembered foul odors and strange noises coming from a house that had been abandoned recently.

The first group of WitchHammers to hunt the creature were found with their armor and skin in ribbons. Deep and precise cuts had opened their arteries and half severed their limbs.

After these attempts, the beast was killed by Cabezia and his WitchHammers. In his report on the battle, he noted its Razor Sharp Bite power that it used to kill the previous WitchHammers. The beast was even more difficult to kill as it seemed barely hurt by their pointy swords and arrows. In the end, the creature was defeated. Its main weakness were a weakness for beautiful music and an inability to see creatures that are perfectly still and motionless.


Abysian Snoose
Power Level: 40
Ice, Agile, Brutal
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 60
Health: 20
Init: 5
DefenseMod: 3
AttackMod: 6

Traits:
Aspect: Ice: Made out of animated ice and frost-bitten flesh. Bonus to resist ice. Freezes anything in close contact with it. Immune to most poisons.
Frame: Moose
Size: Large Sized: +2 attack, -1 def, +10 HealthMax
Health: Sickly: This creature is in terrible condition, and can be pushed into the grave with a few good shoves. -10 health.
Reflex: Very Fast Reflexes: This creature has the reflexes of a top level fencer or athlete. +5 Init, +4 Attack/Def
Strength: Normal Strength: This creature has no unnatural strength advantage, outside of those provided by its shape and aspect.
Ability: Monstrous Speed: Has an extra action slot.
Attack: Deadly Tusks: Has sharp tusks that can be used for charges or impaling or ripping bites
Weakness: Vulnerable to Lye: Cannot stand Lye. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
Weakness: Fetish: Carries a Gold Ring that is enormously precious to it. If this can be taken, the creature will be frantic, fearful, and unable to use abilities.
Appearance: Blind white eyes
NumAppearing: Packs of 2
Spore: Water nearby freezes, and is oddly difficult to unfreeze. Will takes ~12 hours to unfreeze in temperate climes.
Smell: Week old dumpster
VictimChoice: Drawn to Adepts: Drawn to Adepts
VictimWound: Likes to make a nest/bed out of its victims. Naps there for a while after a kill.




Abysian Snoose
Skill: *
Muscle: *
Toughness: ******

Historical Notes:
Shaped like a moose made out of living ice, this large sized beast is a great danger. The creature first came to the attention of the WitchHammers when one destroyed The village of Bulco. The creature started its attacks by preying upon the magically talented. Many of the dead were found with enormous cavities torn in their chest and abdomen. The few survivors of the attacks remembered the nearby creeks froze overnight and did not thaw out for days.

The first group of WitchHammers to hunt the creature were found gored to death with multiple tusk wounds.

After these attempts, the beast was killed by Ortega and his highly trained WitchHammers. In his report on the battle, he noted its Deadly Tusks power that it used to kill the previous WitchHammers. Furthermore, he noted previously unknown abilities that the beast displayed during its losing fight. The creature could strike and maul with terrifying speed. In the end, the creature was defeated. Its main weakness were a severe vulnerability to Lye and a small Gold Ring that it cannot live without.


Uqbarian Jamshell
Power Level: 40
Mutant, Acid, Nature, Fear
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 30
Health: 85
Init: -3
DefenseMod: 7
AttackMod: -3

Traits:
Aspect: Umber Ooze: Made out of a Umber jelly like substance with smaller, darker nodules inside. Immune to most poisons. Half damage from crushing weapons. Has +10 Health. Can escape through any hole that is at least one inch wide.
Frame: Snail
Size: Small Sized: -2 attack, +2 def, -5 HealthMax
Health: Unkillable: This creature refuses to die, and must be hacked apart. To put it down will require many grievous wounds. +70 Health.
Reflex: Slow Reflexes: This creature has the reflexes of a librarian. Init -2, Attack/Def -1
Strength: Strong: This creature is stronger than most men. Its grip is painful. +2 dmg.
Ability: Corrupting Spores: The creature sheds small, purplish spores into the air. These spores can colonize the human body, and if not promptly treated they can develop into an infection that will gradually enslave the host. The afflicted move and think slowly and become insensible to pain. While in this state they will obey the creature's phermonic promptings. Eventually the fungal infection grows to the point that the victim is rooted to the ground, and become an uneven pillar of spores and molting flesh. If the creature has been in an inhabited area for 1+ weeks, it will be aided by 3-6 of these afflicted humans.
Attack: Fear Scream: Has a banshee like scream that causes save vs flee in terror.
Weakness: Soft Underbelly. Takes 3x damage when prone or if attacker is beneath it.
Weakness: Bell Fear: The creature hates and fears the sound of bells. The larger and purer the bell tone, the more the creature will quake and the more pain it feels in its bones. Malus ranges from -1 to -10, depending on the size and closeness of the bell tone.
Weakness: Sensitive nose: Strong odors cause this creature distraction and pain. Depending on the strength and offensiveness of the odor, takes a -1 to a -10 Malus and cannot use abilities.
Appearance: This creature is luminescent, and at night can be seen with flickering patterns of fire-fly light running across its body.
NumAppearing: Packs of 2
Spore: Most birds flee the region the creature is in.
Spore: Unsettled earth; there are minor quakes and trembles in the ground every few hours. They are losely correlated with the creature's activity/emotional state/feeding.
Smell: Burning Pine Wood
VictimChoice: Taste for Women
VictimWound: Takes a large hank of the victim's hair. Does not usually kill, but drains their life force over time and at a distance using the link of the hair.




Uqbarian Jamshell
Skill: *
Muscle: *
Toughness: ********

Historical Notes:
The beast looks like a small snail made up of caustic ooze. The creature first came to the attention of the WitchHammers when one plagued a caravan on the Eastern Road. The creature started its attacks by assaulting the women. Many of the dead were found shriveled and dry with much of their hair missing. The few survivors of the attacks remembered birds fled several days before the attacks and were not seen again for weeks. Additionally, small but persistent earthquakes and tremblors.

The first group of WitchHammers to hunt the creature were found spread out over 100 yards of trail. They had terrible wounds in their back and were obviously killed while in panicked flight.

After these attempts, the beast was killed by Shannon and his WitchHammers. In his report on the battle, he noted its Fear Scream power that it used to kill the previous WitchHammers. Furthermore, he noted previously unknown abilities that the beast displayed during its losing fight. The creature could uses it fungal spores to infect and enslave human servitors. In the end, the creature was defeated. Its main weakness were a soft underbelly that was easily wounded, a fear and pain of the pure sound of bells, and an overly fragile sense of smell that could cause it pain from strong odors.


Eastern Octoacier
Power Level: 40
Ice, Mirror, Elusive
Main Action Deck
Printable Main Action Deck
Main6 Action Deck
Printable Main6 Action Deck
Main7 Action Deck
Printable Main7 Action Deck

Stats:
Poise: 30
Health: 10
Init: -5
DefenseMod: -2
AttackMod: 4

Traits:
Aspect: Ice: Made out of animated ice and frost-bitten flesh. Bonus to resist ice. Freezes anything in close contact with it. Immune to most poisons.
Frame: Octopod
Size: Medium Sized
Health: Normal Health: This creature has no health advantages, outside of those provided by its shape and aspect.
Reflex: Terrible Reflexes: This creature is somewhat slow and fumbling. Init -5, Attack/Def -2
Strength: Terrifying strength: This creature has a strength completely out of proportion to its physical form. It can bend plate metal like putty, or throw a church bell across town. +5 atk, +12 dmg.
Ability: Mirror Twin: Can reach into a mirror, pond, or other reflective surface and pull out a twin of itself. The mirror twin has the same stats as the original, but will "pop" after taking a single wound. Can summon 2 mirror twins per day. Mirror twins fade at sunrise.
Attack: Flash Freeze Tentacle: This attack is applied by Tentacle.
Defense: Prudent: In combat, will retreat if things do not look good. Will try again later when the odds are better.
Weakness: Vulnerable to light: Hates all light. Depending on the severity of the light, takes -1 to -10 Malus. A torch or a full moon would be -2, full sun would be -10.
Weakness: Vulnerable to strobing or flashing light: Movements will be jerky and imprecise. -5 Malus, and acts last in round.
Weakness: Blinding hunger: Once it starts feeding, finds it extremely difficult to stop. If it is being attacked or is facing imminent harm, can make Hard Will Saves to break free of this compulsion. Can make one such save per round.
Appearance: Has human skulls attached to its body near its joints. The skulls still have flaps of dried flesh on them, and will gibber wildly during combat.
NumAppearing: Packs of 2
Spore: The moon takes on a Gray tint at night in this region. The closer the creature is, the deeper and more vibrant the color of the moon is.
Spore: Mirrors warp where ever it goes
VictimChoice: Rot Hungry: Cannot resist carrion. Will seek out rotting meat and plants. If it can, will let victim's bodies rot before consuming.
VictimWound: Brings victims bodies back to its lair to snack on later.




Eastern Octoacier
Skill: *
Muscle: *
Toughness: ***

Historical Notes:
First dissected by Shannon in 680, the creature is a octopod made out of living ice. It is of a medium size. The creature first came to the attention of the WitchHammers when one plagued a caravan on the Zhaibarian Road. The creature started its attacks by slaying the newly dead and buried. Many of the dead were found torn apart in a nearby cave. The few survivors of the attacks remembered the moon took on a Gray tinge at night. Additionally, their mirrors warped and cracked before the attacks.

The first group of WitchHammers to hunt the creature were found with their extremities swollen and blackened. They seem to have been frozen (and clawed) to death.

After these attempts, the beast was killed by Ortega and his WitchHammers. In his report on the battle, he noted its Flash Freeze Tentacle power that it used to kill the previous WitchHammers. Furthermore, he noted previously unknown abilities that the beast displayed during its losing fight. The creature could pull a twin of itself out of mirrors. The beast was even more difficult to kill as it fled once it realized the battle had turned against it. In the end, the creature was defeated. Its main weakness were a severe weakness to light and illumination, a severe weakness to flashing or strobing lights, and an insatiable hunger for meat that it pursues even at the cost of its own safety.


Western Scorpessicate
Power Level: 41
Entropy, Fear, Brutal, Mystic
Main Action Deck
Printable Main Action Deck
TailStabGroup Action Deck
Printable TailStabGroup Action Deck

Stats:
Poise: 48
Health: 25
Init: 3
DefenseMod: 2
AttackMod: 2

Traits:
Aspect: Mummified: Made out of dried flesh and cloth. Immune to almost all poisons, weakness to fire, bonus to resist ice. Has night vision.
Frame: Scorpion
Size: Medium Sized
Health: Tough: This creature does not die easily, and will fiercely hold on to life. To put it down will require multiple grievous wounds. +15 Health.
Reflex: Fast Reflexes: This creature has the reflexes of a trained fencer or athlete. +3 Init, +2 Attack/Def
Strength: Strong: This creature is stronger than most men. Its grip is painful. +2 dmg.
Attack: Fury X: Can attack multiple enemies within range all at once.
Defense: Mind Cloud: Can cause brief visual hallucinations at up to long range. For instance, could make someone think they were selecting one potion instead of another. Or, if firing a ranged weapon into a melee, could make them target the wrong opponent. Usable once per round out to long range. Hard Mind save to resist or notice the effect.
Weakness: Praise the Sun: The creature is confused idealist and ascribes to a somewhat counterproductive ideology. It believes itself to be evil and fears the good and true. It can sense those who have pure hearts, and against them it suffers a -1 to -10 Malus and it is unwilling/psychologically blocked from using its powers. The pureness of a given character's heart is a GM's decision, though NPCs can also be enlisted to help with this.
Weakness: Hates reflection: Hates the sight of its reflection in a mirror. Will attack its reflection in a blind rage until it has been smashed to pieces.
Appearance: Glowing Black eyes
NumAppearing: Solitary
Spore: Cloud-free. Clouds are never seen where this creature is.
Spore: Storm clouds blow through but do not bring rain. The clouds have odd colors hiding in them, greens and purples.
Smell: Flowers
VictimChoice: Prefers to attack sleeping targets
VictimWound: Cracks the open the bones of its victims and eats their marrow




Western Scorpessicate
Skill: *
Muscle: *
Toughness: *****

Historical Notes:
The beast is a medium sized creature, made up of mummified flesh in the shape of a scorpion. The creature first came to the attention of the WitchHammers when one destroyed The village of Albandi. The creature started its attacks by slaughtering those who were asleep. Many of the dead were found with their bones cracked open. The few survivors of the attacks remembered not a single normal cloud was seen in the sky for days. Additionally, Storm clouds with odd colors settled over head. However no rain came down at all.

The first group of WitchHammers to hunt the creature were found laying in a rough semi-circle on the ground. Several of them seem to have died from one blow.

After these attempts, the beast was killed by Cabezia and his WitchHammers. In his report on the battle, he noted its Fury X power that it used to kill the previous WitchHammers. In the end, the creature was defeated. Its main weakness were an unlikely fear of those with good and pure hearts and a hatred of its own image that makes it destroy mirrors before all else.


Zemblan Wolfottle
Power Level: 41
Mirror, Mystic, Agile, Entropy
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 40
Health: 35
Init: 2
DefenseMod: 0
AttackMod: 0

Traits:
Aspect: Glass: Made out of animated and oddly fluid glass. Immune to most poisons. Increased damage from crushing weapons.
Frame: Wolf
Size: Medium Sized
Health: Very Tough: This creature does not die easily, and will fiercely hold on to life. To put it down will require multiple grievous wounds. +25 Health.
Reflex: Human Reflexes: This creature has the reflexes of an average, active human being.
Strength: Strong: This creature is stronger than most men. Its grip is painful. +2 dmg.
Ability: Fast: Moves 2x human speed. ++Init
Ability: Dome of Night: This creature can extend an intangible, aetheric dome out to medium range. This dome will block all sun light and other light from passing the dome. From outside, the dome appears completely dark. From inside the Dome, the outside world appears completely dark. Note that if there are no light sources within the Dome, the area inside the Dome will also be completely dark.
Attack: Ill Luck Aura: Bad luck plagues everyone within Long range of the creature. Impose a -2 Malus on all tasks. The aura is especially hard on equipment, causing it to break, leak, or malfunction. Especially deadly to complex or delicate machines.
Weakness: Vulnerable to Obsidian weapons: Will do 3X damage. In addition, cannot use its abilities next turn. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
Weakness: Blinding hunger: Once it starts feeding, finds it extremely difficult to stop. If it is being attacked or is facing imminent harm, can make Hard Will Saves to break free of this compulsion. Can make one such save per round.
Appearance: Faceless. Does not have a face, just a rough mass of undifferentiated tissue.
Appearance: Has only a single eye.
NumAppearing: Solitary
Spore: Creepy cats are seen out at night. They congregate in groups of 20-40, quickly dispersing when anyone notices them.
VictimChoice: Grave Hunter: Likes to dig bodies and carrion out of grave yards.
VictimWound: Preferentially eats the hands of its victims




Zemblan Wolfottle
Skill: *
Muscle: *
Toughness: *****

Historical Notes:
The beast looks like a medium wolf made up of flowing glass. The creature first came to the attention of the WitchHammers when one destroyed a caravan on the Eastern Road. The creature started its attacks by preying upon the newly dead and buried. Many of the dead were found with their hands and wrists missing. The few survivors of the attacks remembered cats started acting odd and were seen roaming in large packs at night.

The first group of WitchHammers to hunt the creature were found torn to pieces. At least two of them seem to have died from catastrophic malfunctions of their equipment.

After these attempts, the beast was killed by Shannon and his WitchHammers. In his report on the battle, he noted its Ill Luck Aura power that it used to kill the previous WitchHammers. Furthermore, he noted previously unknown abilities that the beast displayed during its losing fight. The creature could run and act with incredible quickness. In the end, the creature was defeated though. Its main weakness were a severe vulnerability to Obsidian and an insatiable hunger for meat that it pursues even at the cost of its own safety.


Abysian Cangrejo
Power Level: 41
Sleep, Music, Agile, Entropy
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 40
Health: 35
Init: 1
DefenseMod: 6
AttackMod: 0

Traits:
Aspect: Flesh
Frame: Crab
Size: Medium Sized
Health: Very Tough: This creature does not die easily, and will fiercely hold on to life. To put it down will require multiple grievous wounds. +25 Health.
Reflex: Human Reflexes: This creature has the reflexes of an average, active human being.
Strength: Strong: This creature is stronger than most men. Its grip is painful. +2 dmg.
Ability: Monstrous Speed: Has an extra action slot.
Ability: Fast: Moves 2x human speed. ++Init
Weakness: Skin Shield: Needs to wear the skin of other creatures in order to survive in the world. Otherwise loses powers, takes Malus.
Weakness: Hates reflection: Hates the sight of its reflection in a mirror. Will attack its reflection in a blind rage until it has been smashed to pieces.
Appearance: Shadow moves slightly differently than creature itself, and can expand/shrink without regard to lighting
NumAppearing: Solitary
Spore: Blood curdling howls and screeches at night
Spore: Cracks start appearing in objects in the same region as the creature. The more related or associated or "touched" by the creature, the more and deeper the cracks. This includes mirrors, tables, walls, floors, ceilings, stone, farm equipment, plates, etc. It also includes skin, nails, teeth, etc. Only in the worst cases does this actually have a mechanical effect, it is more annoying than anything.
VictimChoice: Drawn to Adepts: Drawn to Adepts
VictimWound: Snack Saver: Saves tasty bits of people by burying bits in small holes a few feet deep. Rarely leaves these snacks for more than 48 hours.




Abysian Cangrejo
Skill: *
Muscle: *
Toughness: *****

Historical Notes:
The beast is a medium sized creature, made up of warped flesh in the shape of a crab. The creature first came to the attention of the WitchHammers when one destroyed The village of Redonda. The creature started its attacks by slaughtering the magically talented. Many of the dead were found with organs torn out and buried nearby. The few survivors of the attacks remembered there were blood curdling howls and screeches during the nights. Additionally, long and jagged cracks appearing in walls and floors and everyday objects.



After these attempts, the beast was killed by Cabezia and his WitchHammers. In his report on the battle, he noted its power that it used to kill the previous WitchHammers. Furthermore, he noted previously unknown abilities that the beast displayed during its losing fight. The creature could run and act with incredible quickness. In the end, the creature was defeated though. Its main weakness were a vile skin that it wore in order to exist and function in our world and a hatred of its own image that makes it destroy mirrors before all else.


Murderous Witherblob
Power Level: 42
Entropy, Fear, Mystic, Mutant
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 40
Health: 70
Init: -2
DefenseMod: -1
AttackMod: -1

Traits:
Aspect: Mummified: Made out of dried flesh and cloth. Immune to almost all poisons, weakness to fire, bonus to resist ice. Has night vision.
Frame: Blob
Size: Medium Sized
Health: Nigh-Unkillable: This creature refuses to die, and must be hacked apart. It will shrug off wounds that would kill a normal beast. +50 Health.
Reflex: Slow Reflexes: This creature has the reflexes of a librarian. Init -2, Attack/Def -1
Strength: Strong: This creature is stronger than most men. Its grip is painful. +2 dmg.
Ability: Aura of Doom: When attacking, add 10 to the attack roll when rolling a 17, 18, 19, or 20. This supersedes the normal critical hit bonuses.
Attack: Tentacles: The creature has a nodule of waving tentacles sprouting from either side of its torso. Allows it an extra whip/grab attack each round.
Weakness: Vulnerable to Salt Water: Cannot stand Salt Water. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
Weakness: Skin Shield: Needs to wear the skin of other creatures in order to survive in the world. Otherwise loses powers, takes Malus.
Weakness: Vulnerable to Man Urine: Cannot stand Man Urine. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
Appearance: Speaks a stream of nonsense phrases as it attacks. Doesn't seem to understand the words; seems to be parroted phrases that it has overheard.
NumAppearing: Solitary
Spore: Creepy cats are seen out at night. They congregate in groups of 20-40, quickly dispersing when anyone notices them.
VictimChoice: Grave Hunter: Likes to dig bodies and carrion out of grave yards.
VictimWound: Face smoother: People killed by the creature have their faces turn into smooth skin without features, eyes, noses, etc.




Murderous Witherblob
Skill: *
Muscle: *
Toughness: ********

Historical Notes:
First dissected by Phrandal in 705, the creature is a blob made out of mummified flesh. It is of a medium size. The creature first came to the attention of the WitchHammers when one destroyed a caravan on the Southern Road. The creature started its attacks by preying upon the newly dead and buried. Many of the dead were found with their faces perfectly smooth. The few survivors of the attacks remembered cats started acting odd and were seen roaming in large packs at night.

The first group of WitchHammers to hunt the creature were found with hundreds of tiny sucker marks on their exposed flesh. Several hunters had been torn in two by some immense power.

After these attempts, the beast was killed by Phrandal and his WitchHammers. In his report on the battle, he noted its Tentacles power that it used to kill the previous WitchHammers. Furthermore, he noted previously unknown abilities that the beast displayed during its losing fight. The creature could land devastating and fatal blows with regularity. In the end, the creature was defeated though. Its main weakness were a severe vulnerability to Salt Water, a vile skin that it wore in order to exist and function in our world, and a severe vulnerability to Man Urine.


Abysian Panther
Power Level: 42
Sleep, Music, Mystic, Fire
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 55
Health: 25
Init: 5
DefenseMod: 6
AttackMod: 1

Traits:
Aspect: Flesh
Frame: Panther
Size: Medium Sized
Health: Tough: This creature does not die easily, and will fiercely hold on to life. To put it down will require multiple grievous wounds. +15 Health.
Reflex: Very Fast Reflexes: This creature has the reflexes of a top level fencer or athlete. +5 Init, +4 Attack/Def
Strength: Weak: This creature is surprisingly weak for its size and appearance. Farmers should still be afraid of it. -2 atk, -4 dmg.
Ability: Light Bringer: The creature's body can shine with a blinding Black light. Looking at it is a bit like staring into a spotlight at close range. Inflicts a -8 Malus to all creatures at short range, and a -4 Malus to all creatures at Medium Range. These penalties can be reduced/removed with appropriate eye wear or other abilities.
Ability: Ventriloquism: Can throw its voice at up to Long range. Can use the voice for dialog, or to fake sounds such as a cry for help or the cracking of branches and the like.
Attack: Hallucinations: Causes unsettling hallucinations to those nearby. Worms and ants under the skin. The sense that you are already dead and rotting. Color inversion. Wild and strong emotions
Defense: 20 lbs of Vermin in 10 lbs bag: Creature is full of Small Snakes. When the creature is damaged, these vermin will pour out of it and attack anything nearby.
Weakness: Sensitive nose: Strong odors cause this creature distraction and pain. Depending on the strength and offensiveness of the odor, takes a -1 to a -10 Malus and cannot use abilities.
Weakness: Sun Vulnerability: Is impaired while in sunlight (-4 to attack and defense)
Appearance: Crown of Wood
Appearance: Has only a single eye.
NumAppearing: Solitary
Spore: Storm clouds blow through but do not bring rain. The clouds have odd colors hiding in them, greens and purples.
Smell: Cabbage
VictimChoice: Taste for Babies
VictimWound: Preferentially eats the feet of its victims




Abysian Panther
Skill: *
Muscle: *
Toughness: ******

Historical Notes:
Shaped like a panther made out of warped flesh, this medium sized beast is a great danger. The creature first came to the attention of the WitchHammers when one destroyed The village of Inverbervie. The creature started its attacks by slaughtering babies. Many of the dead were found with their feet missing. The few survivors of the attacks remembered Storm clouds with odd colors settled over head. However no rain came down at all.

The first group of WitchHammers to hunt the creature were found with their skin a bloody mess. They seem to have clawed themselves to death with some assistance from the creature's jaws.

After these attempts, the beast was killed by Ortega and his WitchHammers. In his report on the battle, he noted its Hallucinations power that it used to kill the previous WitchHammers. Furthermore, he noted a range of previously unknown abilities that the beast displayed during its losing fight. The creature could blind enemies with an immense light that flowed from its body and pitch its voice as though it were in a different location. The beast was even more difficult to kill as it was full of Small Snakes. In the end, the creature was defeated. Its main weakness were an overly fragile sense of smell that could cause it pain from strong odors and a severe vulnerability to Cow Urine.


Poisonous Cubeulp
Power Level: 42
Mutant, Acid, Poison, Nature
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 25
Health: 50
Init: 0
DefenseMod: 2
AttackMod: -2

Traits:
Aspect: Silver Ooze: Made out of a Silver jelly like substance with smaller, darker nodules inside. Immune to most poisons. Half damage from crushing weapons. Has +10 Health. Can escape through any hole that is at least one inch wide.
Frame: Cube
Size: Small Sized: -2 attack, +2 def, -5 HealthMax
Health: Very Tough: This creature does not die easily, and will fiercely hold on to life. To put it down will require multiple grievous wounds. +25 Health.
Reflex: Human Reflexes: This creature has the reflexes of an average, active human being.
Strength: Strong: This creature is stronger than most men. Its grip is painful. +2 dmg.
Attack: Snake-mouth Tail: Has a tail with a snake mouth on the end. The tail can make its own attacks.
Defense: Growing Problem: Each time this creature is hit, it grows larger. Ignores Malus from damage while this is in effect. For each 10 points of damage it takes, grows by 1 size level, gains +2 attack & +20 Health. Stops after 3 steps, when the creature is huge, has +6 attack, and 30 more HP than initially.
Weakness: Sensitive nose: Strong odors cause this creature distraction and pain. Depending on the strength and offensiveness of the odor, takes a -1 to a -10 Malus and cannot use abilities.
Weakness: Vulnerable to Cow Urine: Cannot stand Cow Urine. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
Weakness: Blinding hunger: Once it starts feeding, finds it extremely difficult to stop. If it is being attacked or is facing imminent harm, can make Hard Will Saves to break free of this compulsion. Can make one such save per round.
Appearance: Speaks a stream of nonsense phrases as it attacks. Doesn't seem to understand the words; seems to be parroted phrases that it has overheard.
NumAppearing: Packs of 2
Spore: Leaves deer-like pellets that are a bright Red color.
VictimChoice: Taste for bitter, angry old men
VictimWound: Never eats the Nose of its victims




Poisonous Cubeulp
Skill: *
Muscle: *
Toughness: *****

Historical Notes:
The beast is a small cube made up of caustic ooze. The creature first came to the attention of the WitchHammers when one destroyed a caravan on the Imperial Road. The creature started its attacks by slaughtering a club of crotchety old men. Many of the dead were found with only their Nose remaining. The few survivors of the attacks remembered scouts found pellets colored a garish Red color.

The first group of WitchHammers to hunt the creature were found with multiple snake bites on their face and throat. Black lines of poison flowed out from the bites.

After these attempts, the beast was killed by Ortega and his WitchHammers. In his report on the battle, he noted its Snake-mouth Tail power that it used to kill the previous WitchHammers. The beast was even more difficult to kill as it grew larger each time it was wounded. In the end, the creature was defeated. Its main weakness were an overly fragile sense of smell that could cause it pain from strong odors, a severe vulnerability to Cow Urine, and an insatiable hunger for meat that it pursues even at the cost of its own safety.


Akkadian Larvasoul
Power Level: 43
Entropy, Elusive, Ice, Mirror
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 70
Health: 25
Init: 5
DefenseMod: 2
AttackMod: 8

Traits:
Aspect: Ghost: Made out of ectoplasm and a cold and drifting light. Immune to poisons. Can escape anything but an airtight room, has night vision.
Frame: Maggot
Size: Huge Sized: +4 attack, -2 def, +20 HealthMax
Health: Delicate: This creature is oddly delicate, and a few solid blows will kill it. -5 health.
Reflex: Very Fast Reflexes: This creature has the reflexes of a top level fencer or athlete. +5 Init, +4 Attack/Def
Strength: Normal Strength: This creature has no unnatural strength advantage, outside of those provided by its shape and aspect.
Attack: Flash Freeze Touch: This attack is applied by Touch.
Ability: Heat Vision: Can see heat, and uses that to locate prey.
Weakness: Vulnerable to Wolf Urine: Cannot stand Wolf Urine. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
Weakness: Vain: Loves to look at self. Can become entranced by mirrors or still pools of water.
Appearance: Continually gibbers
NumAppearing: Solitary
Spore: Inscribes odd geometric patterns in walls. If it has the time for it, will scrawl these patterns across an entire wall or room.
Spore: Cattle go mad, braining them selves against trees and writhing in agonized heaps on the ground.
Smell: Sulfur
VictimChoice: Loves wine and alcohol
VictimWound: Chops the victim into slices, e.g. like packaged lunch meat




Akkadian Larvasoul
Skill: **
Muscle: *
Toughness: *******

Historical Notes:
The beast is a huge sized creature, made up of ectoplasm in the shape of a maggot. The creature first came to the attention of the WitchHammers when one plagued a caravan on the Southern Road. The creature started its attacks by slaying alcoholics. Many of the dead were found with their their bodies clawed apart into fine slices. The few survivors of the attacks remembered they found odd geometric inscribed in dense patterns along walls and stones. Additionally, their cattle went mad and began braining them selves against trees and writhing in agonized heaps on the ground.

The first group of WitchHammers to hunt the creature were found with their extremities swollen and blackened. They seem to have been frozen (and clawed) to death.

After these attempts, the beast was killed by Shannon and his WitchHammers. In his report on the battle, he noted its Flash Freeze Touch power that it used to kill the previous WitchHammers. Furthermore, he noted previously unknown abilities that the beast displayed during its losing fight. The creature could sense opponents just by their body heat. In the end, the creature was defeated though. Its main weakness were a severe vulnerability to Wolf Urine and a love of its own image that can leave it entranced for hours.


Estovokian Carcrat
Power Level: 43
Entropy, Brutal, Mind, Mystic
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 77
Health: 25
Init: 7
DefenseMod: 4
AttackMod: 7

Traits:
Aspect: Rotting: Made out of rotting and bloated flesh. Immune to almost all poisons. Has +5 Health. Has night vision.
Frame: Rat
Size: Huge Sized: +4 attack, -2 def, +20 HealthMax
Health: Sickly: This creature is in terrible condition, and can be pushed into the grave with a few good shoves. -10 health.
Reflex: Olympian Reflexes: This creature has amazing reflexes. In the entire world there are only a few humans who could best it without magic. +7 init, +6 attack/def.
Strength: Underdeveloped: This creature is weak for its size and appearance. Farmers should still be afraid of it. -1 atk, -2 dmg.
Attack: Maul: Makes 2 attacks against same target. If both attacks hit, does extra damage.
Ability: Life Sense: Can sense all living creatures within 1 mile.
Defense: Partial Invisibility (except eyes) : The creature is invisible, with the exception of its eyes. Can move and attack while in this state.
Defense: Immunity to Acid: No damage from Acid
Weakness: Spheresome Aura: For esoteric magical reasons, the form of the Sphere is baneful to this creature. The creature is deathly afraid of spheres, and can be warded off, terrified, and "burned" by them. Note the sphere does not have to be perfect, but a lop-sided oval simply will not be effective. The Creature takes a -1 to -10 Malus based on the visual impressiveness of the sphere and how close it is to the beast.
Weakness: Sun Death: Takes damage while in sunlight.
Appearance: One of its eyes is a Ruby
Appearance: Small candles and pooled wax cover the shoulders of the creature. The candles burn with an eerie Silver light, and will never go out so long as the creature is alive.
NumAppearing: Solitary
Spore: Toads rain from the sky every 2-3 days.
VictimChoice: Taste for Babies
VictimWound: Victims are torn into two pieces, with the middle eaten out.




Estovokian Carcrat
Skill: **
Muscle: *
Toughness: *******

Historical Notes:
Shaped like a rat made out of rotting flesh, this huge sized beast is a great danger. The creature first came to the attention of the WitchHammers when one destroyed a caravan on the Eastern Road. The creature started its attacks by preying upon babies. Many of the dead were found bloodily torn into two pieces. The few survivors of the attacks remembered toads rained from the sky before its predations.

The first group of WitchHammers to hunt the creature were found savagely mauled.

After these attempts, the beast was killed by Cabezia and his WitchHammers. In his report on the battle, he noted its Maul power that it used to kill the previous WitchHammers. Furthermore, he noted previously unknown abilities that the beast displayed during its losing fight. The creature could could sense the very life essence of the hunting WitchHammers. The beast was even more difficult to kill as it twisted light around itself to hide all but its eyes and it simply shrugged off all Elemental Variant attacks. In the end, the creature was defeated. Its main weakness were a strange but immense fear of spheres and a severe vulnerability to the sun.


Zemblan Iguanacay
Power Level: 44
Nature, Vermin, Poison, Mind
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 33
Health: 50
Init: 3
DefenseMod: 7
AttackMod: 0

Traits:
Aspect: Fungus: Made out of decomposing and rotted plant matter, like an animated compost heap. Immune to many poisons. Has +10 Health.
Frame: Iguana
Size: Small Sized: -2 attack, +2 def, -5 HealthMax
Health: Steel: This creature does not die easily, and must be hacked apart. It will shrug off wounds that would kill a normal beast. +35 Health.
Reflex: Fast Reflexes: This creature has the reflexes of a trained fencer or athlete. +3 Init, +2 Attack/Def
Strength: Strong: This creature is stronger than most men. Its grip is painful. +2 dmg.
Attack: Poisoned Quills: Body is covered in poisoned quills, which give +3 defense. Can launch quill at a single target in Medium range, inflicting Poison.
Ability: One Mean Cat: Visually, the creature appears to be a cute/appealing animal, such as a Squirrel. This is true even if the creature attacks. A character can try to dispel the illusion with a Medium will save, once per turn.
Defense: Spell Immunity 1: Half damage from spells, +5 to saving throw and immediate saving throw.
Weakness: Music Appreciator: The creature can be hypnotized by the sound of beautiful and intricate music. The creature becomes lost in the notes, and inattentive to combat and threats to its life. Malus' range from -1 to -10, depending on the quality of the music. If the creature is not actively in combat, it can also be lulled into complete inaction by music. Wind instruments and stringed instruments are best for this, but even drums can have some effect.
Weakness: Vulnerable to strobing or flashing light: Movements will be jerky and imprecise. -5 Malus, and acts last in round.
Appearance: Has two sets of eyes, set one on top of another.
NumAppearing: Solitary
Spore: Crops wither and die in a 1 mile radius. Takes a few days to gradually come into effect.
VictimChoice: Does not target the elderly
VictimWound: Only eats the Lungs of its victims




Zemblan Iguanacay
Skill: *
Muscle: *
Toughness: ******

Historical Notes:
Shaped like a iguana made out of fungus, this small sized beast is a great danger. The creature first came to the attention of the WitchHammers when one destroyed a caravan on the Western Road. The creature started its attacks by preying upon everyone but the elderly. Many of the dead were found with their Lungs missing. The few survivors of the attacks remembered crops withered and died over several days.

The first group of WitchHammers to hunt the creature were found punctured by several dozen quills.

After these attempts, the beast was killed by Shannon and his WitchHammers. In his report on the battle, he noted its Poisoned Quills power that it used to kill the previous WitchHammers. Furthermore, he noted previously unknown abilities that the beast displayed during its losing fight. The creature could make itself appear to be a Squirrel until they saw through the illusion. The beast was even more difficult to kill as it shrugged off the worst of their mystical attacks. In the end, the creature was defeated. Its main weakness were a weakness for beautiful music and a severe weakness to flashing or strobing lights.


Abysian Rot Scorpion
Power Level: 45
Entropy, Mirror
Main Action Deck
Printable Main Action Deck
TailStabGroup Action Deck
Printable TailStabGroup Action Deck

Stats:
Poise: 65
Health: 40
Init: -2
DefenseMod: 0
AttackMod: 1

Traits:
Aspect: Rotting: Made out of rotting and bloated flesh. Immune to almost all poisons. Has +5 Health. Has night vision.
Frame: Scorpion
Size: Huge Sized: +4 attack, -2 def, +20 HealthMax
Health: Solid: This creature is tougher than it looks, and more resistant to harm than a natural beast. +5 Health.
Reflex: Slow Reflexes: This creature has the reflexes of a librarian. Init -2, Attack/Def -1
Strength: Weak: This creature is surprisingly weak for its size and appearance. Farmers should still be afraid of it. -2 atk, -4 dmg.
Ability: Mirror Twin: Can reach into a mirror, pond, or other reflective surface and pull out a twin of itself. The mirror twin has the same stats as the original, but will "pop" after taking a single wound. Can summon 2 mirror twins per day. Mirror twins fade at sunrise.
Attack: Combat Master: Inhumanely skilled at combat, with precise movements and immense speed. + atk/def, ++poise
Weakness: Sensitive nose: Strong odors cause this creature distraction and pain. Depending on the strength and offensiveness of the odor, takes a -1 to a -10 Malus and cannot use abilities.
Weakness: Hates reflection: Hates the sight of its reflection in a mirror. Will flee from its reflection in blind fear and panic.
Appearance: Is grossly fat.
NumAppearing: Solitary
Spore: Livestock in the region becomes sick and covered with sores.
VictimChoice: Taste for Horses
VictimWound: Trepanates its victims, removing and eating the most succulent parts of the frontal cortex. Leaves the victims alive but disassociated and weird and with memory problems.




Abysian Rot Scorpion
Skill: *
Muscle: *
Toughness: ********

Historical Notes:
The beast is a huge scorpion made up of rotting flesh. The creature first came to the attention of the WitchHammers when one plagued a caravan on the Western Road. The creature started its attacks by assaulting their horses. Many of the dead were found with jagged wounds in their forehead and important pieces of brain missing. The few survivors of the attacks remembered their livestock became sick and covered in foul sores.

The first group of WitchHammers to hunt the creature were found cut and pummeled to death. Several had been disarmed before death and had their weapons lying yards away.

After these attempts, the beast was killed by Shannon and his WitchHammers. In his report on the battle, he noted its Combat Master power that it used to kill the previous WitchHammers. Furthermore, he noted previously unknown abilities that the beast displayed during its losing fight. The creature could pull a twin of itself out of mirrors. In the end, the creature was defeated. Its main weakness were an overly fragile sense of smell that could cause it pain from strong odors and a hatred of its own image that makes flee in terror from mirrors.


Western Goatsoul
Power Level: 45
Entropy, Elusive, Agile, Mind
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 48
Health: 15
Init: 8
DefenseMod: 7
AttackMod: 5

Traits:
Aspect: Ghost: Made out of ectoplasm and a cold and drifting light. Immune to poisons. Can escape anything but an airtight room, has night vision.
Frame: Goat
Size: Medium Sized
Health: Solid: This creature is tougher than it looks, and more resistant to harm than a natural beast. +5 Health.
Reflex: Fast Reflexes: This creature has the reflexes of a trained fencer or athlete. +3 Init, +2 Attack/Def
Strength: Olympian strength: This creature is as strong as any mortal in the world. It can hurl stones and bodies across a room. +2 atk, +6 dmg.
Ability: Monstrous Reflexes: +5 initiative, +5 defense
Attack: Dominate Minor Animal: Lets the creature take control of one type of animal, e.g. dogs, cats, birds, lizards, livestock, etc.
Weakness: Vulnerable to Fire: Will do 3X damage. In addition, cannot use its abilities next turn. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
Weakness: Blood thirsty: Cannot resist the smell and taste of blood. Will continue to pursue and target a wounded character until they are dead. Once it has a source of blood, will continue drinking it until it is empty. To break free before finishing all the blood, must make a hard Will save. Can make one such save per round.
Weakness: Hates reflection: Hates the sight of its reflection in a mirror. Will attack its reflection in a blind rage until it has been smashed to pieces.
Appearance: Glowing Red eyes
NumAppearing: Solitary
Spore: Bats swarm thickly at night, harassing people, cattle, and windows with unusual fierceness.
Spore: Leaves behind owl like pellets of bone, hair, fur, and feathers. Also bits of metal, buckles, coins from people it has eaten.
VictimChoice: Loves wine and alcohol
VictimWound: Preferentially eats the hands and feet of its victims




Western Goatsoul
Skill: **
Muscle: *
Toughness: ****

Historical Notes:
The beast looks like a medium goat made up of ectoplasm. The creature first came to the attention of the WitchHammers when one destroyed a caravan on the Thulian Road. The creature started its attacks by slaughtering alcoholics. Many of the dead were found with their hands and feet missing. The few survivors of the attacks remembered bats plagued them. They would swarm at night and harass any person or animal outside at night. Additionally, after each attack they found dense pellets containing bones and hair and crushed bits of metal and coin.

The first group of WitchHammers to hunt the creature were found bitten and pecked to death by small animals.

After these attempts, the beast was killed by Shannon and his highly trained WitchHammers. In his report on the battle, he noted its Dominate Minor Animal power that it used to kill the previous WitchHammers. Furthermore, he noted a range of previously unknown abilities that the beast displayed during its losing fight. The creature could fight and dodge with unearthly speed. In the end, the creature was defeated. Its main weakness were a severe vulnerability to Fire, an insatiable thirst for blood that it pursues even at the cost of its own safety, and a hatred of its own image that makes it destroy mirrors before all else.


Estovokian Babauble
Power Level: 45
Mystic, Mind, Entropy, Fear
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 75
Health: 5
Init: 15
DefenseMod: 18
AttackMod: 10

Traits:
Aspect: Gems: Made out of an assemblage of animated gems and wire. Bonus to resist fire. Immune to most poisons. Has 1 natural armor.
Frame: Baboon
Size: Small Sized: -2 attack, +2 def, -5 HealthMax
Health: Delicate: This creature is oddly delicate, and a few solid blows will kill it. -5 health.
Reflex: Terrifying reflexes: This creature's movements are a blur of death. It moves like the wind, and is incredibly precise and agile. +15 init, +12 atk/def. Has an extra action slot at -15 init.
Strength: Strong: This creature is stronger than most men. Its grip is painful. +2 dmg.
Attack: Entropic Fist: This attack is applied by Fist.
Ability: Oatmeal Air: The creature can "thicken" the air around it, making movement slow and laborious as in nightmare. Movement reduced by half for all enemies within Long range. Also imposes a -2 Malus to combat for creatures at Short range.
Weakness: Dumb: IQ 70
Weakness: Soft Underbelly. Takes 3x damage when prone or if attacker is beneath it.
Weakness: Hates reflection: Hates the sight of its reflection in a mirror. Will attack its reflection in a blind rage until it has been smashed to pieces.
Appearance: Perfectly reflective Silver eyes
Appearance: Crown of fire
NumAppearing: Solitary
Spore: Fires rage more hotly and tend to burn out of control. Random fires start occasionally.
Smell: Cabbage
VictimChoice: Drawn to Adepts: Drawn to Adepts
VictimWound: Removes and eats the bones from victims, leaving limp and splayed open bodies.




Estovokian Babauble
Skill: *****
Muscle: *
Toughness: *****

Historical Notes:
The beast is a small baboon made up of glowing gems and silver wire. The creature first came to the attention of the WitchHammers when one destroyed a caravan on the Northern Road. The creature started its attacks by assaulting the magically talented. Many of the dead were found without any bones. The few survivors of the attacks remembered there was a series of unlucky and unexplained fires. Several houses burned down and a patch of woods went up in flames.

The first group of WitchHammers to hunt the creature were found withered and aged beyond all recognition. Their shields and other armor was rusted as though it had been left out in the elements for months or years.

After these attempts, the beast was killed by Shannon and his highly trained WitchHammers. In his report on the battle, he noted its Entropic Fist power that it used to kill the previous WitchHammers. Furthermore, he noted previously unknown abilities that the beast displayed during its losing fight. The creature could thicken the very air so that its foes were unable to move or escape. In the end, the creature was defeated though. Its main weakness were a rather dull and stupid mind, a soft underbelly that was easily wounded, and a hatred of its own image that makes it destroy mirrors before all else.


Idiran Octoelatin
Power Level: 45
Mutant, Acid, Mind, Nature
Main Action Deck
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Main6 Action Deck
Printable Main6 Action Deck
Main7 Action Deck
Printable Main7 Action Deck

Stats:
Poise: 25
Health: 35
Init: 0
DefenseMod: 6
AttackMod: 1

Traits:
Aspect: Umber Ooze: Made out of a Umber jelly like substance with smaller, darker nodules inside. Immune to most poisons. Half damage from crushing weapons. Has +10 Health. Can escape through any hole that is at least one inch wide.
Frame: Octopod
Size: Small Sized: -2 attack, +2 def, -5 HealthMax
Health: Solid: This creature is tougher than it looks, and more resistant to harm than a natural beast. +5 Health.
Reflex: Human Reflexes: This creature has the reflexes of an average, active human being.
Strength: Very Strong: This creature is as strong as a professional weight lifter. It can hurl stones and bodies across a room. +1 atk, +4 dmg.
Ability: Renfielder: The creature can claim the mind of a human being. The process takes 1-3 days, and leaves the unfortunate soul a willing and obedient (if somewhat scatterbrained and insane) tool of the creature. The creature can communicate telepathically with its Renfield, even over a distance of miles, and the Renfield will obey without hesitation. A creature will never have more than 3 Renfields at a time, as it appears to take an investment of power to maintain the connection. Renfields have poor combat stats, and are most useful for mis-directions, distractions, and other oblique tactics.
Ability: Long Neck: The creature's neck is absurdly elongated and agile. It can use bite attacks from medium range.
Attack: Control Crows: Able to control crows and direct them to swarm, buffet, and attack.
Defense: Ice Armor: Creatures has an inch thick layer of living ice that shields it from blows. Has Armor +1, and an extra 10 points of bonus health.
Weakness: Dumb: IQ 70
Weakness: Music Appreciator: The creature can be hypnotized by the sound of beautiful and intricate music. The creature becomes lost in the notes, and inattentive to combat and threats to its life. Malus' range from -1 to -10, depending on the quality of the music. If the creature is not actively in combat, it can also be lulled into complete inaction by music. Wind instruments and stringed instruments are best for this, but even drums can have some effect.
Appearance: Has thin, luminous threads of Gold running through its skin
NumAppearing: Solitary
Spore: Old injuries act up. The elderly suffer from limps, aches, and pains.
Spore: Makes weird stick-dolls and hangs them from trees before it rests for the day.
VictimChoice: Taste for Babies
VictimWound: Cracks the open the bones of its victims and eats their marrow




Idiran Octoelatin
Skill: *
Muscle: *
Toughness: ****

Historical Notes:
First dissected by Phrandal in 791, the creature is a octopod made out of caustic ooze. It is of a small size. The creature first came to the attention of the WitchHammers when one plagued a caravan on the Imperial Road. The creature started its attacks by slaying babies. Many of the dead were found with their bones cracked open. The few survivors of the attacks remembered old men and women complained especially bitterly about pain from their aches and old wounds. Additionally, finding odd stick-dolls hanging in trees nearby.

The first group of WitchHammers to hunt the creature were found gruesomely shredded by hundreds of small bird bites.

After these attempts, the beast was killed by Phrandal and his WitchHammers. In his report on the battle, he noted its Control Crows power that it used to kill the previous WitchHammers. Furthermore, he noted a range of previously unknown abilities that the beast displayed during its losing fight. The creature could enslave human servitors to aid it in its attacks and strike at great distance with its absurdly long neck. In the end, the creature was defeated. Its main weakness were a rather dull and stupid mind and a weakness for beautiful music.


Vanheim Etherbull
Power Level: 46
Entropy, Elusive, Mind
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 55
Health: 35
Init: 5
DefenseMod: 4
AttackMod: 7

Traits:
Aspect: Ghost: Made out of ectoplasm and a cold and drifting light. Immune to poisons. Can escape anything but an airtight room, has night vision.
Frame: Bull
Size: Medium Sized
Health: Tough: This creature does not die easily, and will fiercely hold on to life. To put it down will require multiple grievous wounds. +15 Health.
Reflex: Very Fast Reflexes: This creature has the reflexes of a top level fencer or athlete. +5 Init, +4 Attack/Def
Strength: Olympian strength: This creature is as strong as any mortal in the world. It can hurl stones and bodies across a room. +2 atk, +6 dmg.
Attack: Hallucinations: Causes unsettling hallucinations to those nearby. Worms and ants under the skin. The sense that you are already dead and rotting. Color inversion. Wild and strong emotions
Weakness: Fishes for compliments: Loves to be complimented. No matter what, will spare a person and hold off on attacking so long as they are being flattered.
Weakness: Vulnerable at Rain: Moves very slowly and cannot use special abilities at Rain. Also suffers a -5 Malus.
Appearance: Has two sets of eyes, set one on top of another.
Appearance: Has long, thin spikes of iron piercing all the way through its body. The spikes stick out a few inches from the skin on either side, but do not seem to impede its movement.
NumAppearing: Solitary
Spore: Dogs bark and whine all night for no reason.
Smell: Week old dumpster
VictimChoice: Drawn to Adepts: Drawn to Adepts
VictimWound: Only eats its victim's femurs.




Vanheim Etherbull
Skill: **
Muscle: *
Toughness: ******

Historical Notes:
The beast is a medium sized creature, made up of ectoplasm in the shape of a bull. The creature first came to the attention of the WitchHammers when one plagued a caravan on the Southern Road. The creature started its attacks by slaughtering the magically talented. Many of the dead were found without their femurs. The few survivors of the attacks remembered dogs bark and whine all night for no reason.

The first group of WitchHammers to hunt the creature were found with their skin a bloody mess. They seem to have clawed themselves to death with some assistance from the creature's jaws.

After these attempts, the beast was killed by Phrandal and his WitchHammers. In his report on the battle, he noted its Hallucinations power that it used to kill the previous WitchHammers. In the end, the creature was defeated though. Its main weakness were a love of flattery and compliments that makes it forget all else and an immense vulnerability to WarMaterialVariants.


Abysian Ectopillar
Power Level: 46
Entropy, Elusive, Mirror, Ice
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 90
Health: 5
Init: 15
DefenseMod: 12
AttackMod: 12

Traits:
Aspect: Ghost: Made out of ectoplasm and a cold and drifting light. Immune to poisons. Can escape anything but an airtight room, has night vision.
Frame: Caterpillar
Size: Medium Sized
Health: Sickly: This creature is in terrible condition, and can be pushed into the grave with a few good shoves. -10 health.
Reflex: Terrifying reflexes: This creature's movements are a blur of death. It moves like the wind, and is incredibly precise and agile. +15 init, +12 atk/def. Has an extra action slot at -15 init.
Strength: Strong: This creature is stronger than most men. Its grip is painful. +2 dmg.
Ability: Mirror Twin: Can reach into a mirror, pond, or other reflective surface and pull out a twin of itself. The mirror twin has the same stats as the original, but will "pop" after taking a single wound. Can summon 2 mirror twins per day. Mirror twins fade at sunrise.
Attack: Heart Freeze Touch: This attack is applied by Touch.
Weakness: Hates reflection: Hates the sight of its reflection in a mirror. Will attack its reflection in a blind rage until it has been smashed to pieces.
Weakness: Blinding hunger: Once it starts feeding, finds it extremely difficult to stop. If it is being attacked or is facing imminent harm, can make Hard Will Saves to break free of this compulsion. Can make one such save per round.
Appearance: Eyes never point in same direction
Appearance: Deep and horrible scars criss cross the creature's body.
NumAppearing: Packs of 2
Spore: Mirrors shatter where it goes
Smell: Sulfur
VictimChoice: Grave Hunter: Likes to dig bodies and carrion out of grave yards.
VictimWound: Twists and crushes victims together to make horrific flesh-castles.




Abysian Ectopillar
Skill: ****
Muscle: *
Toughness: ******

Historical Notes:
The beast looks like a medium caterpillar made up of ectoplasm. The creature first came to the attention of the WitchHammers when one destroyed The village of Valdearenas. The creature started its attacks by slaying the newly dead and buried. Many of the dead were found torn and twisted together into horrific flesh-castles. The few survivors of the attacks remembered their mirrors shattered in the days before the attacks.

The first group of WitchHammers to hunt the creature were found with their bodies red and swollen. On further examination their hearts were found to be black and lacerated.

After these attempts, the beast was killed by Shannon and his WitchHammers. In his report on the battle, he noted its Heart Freeze Touch power that it used to kill the previous WitchHammers. Furthermore, he noted previously unknown abilities that the beast displayed during its losing fight. The creature could pull a twin of itself out of mirrors. In the end, the creature was defeated. Its main weakness were a hatred of its own image that makes it destroy mirrors before all else and an insatiable hunger for meat that it pursues even at the cost of its own safety.


Nauseating Swineseed
Power Level: 46
Nature, Poison, Mind, Air
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 48
Health: 55
Init: 3
DefenseMod: 6
AttackMod: -3

Traits:
Aspect: Vines: Made out of animated vines, leaves, and flowers. Immune to many poisons. Has 1 Natural armor and + 10 hp.
Frame: Pig
Size: Medium Sized
Health: Very Tough: This creature does not die easily, and will fiercely hold on to life. To put it down will require multiple grievous wounds. +25 Health.
Reflex: Fast Reflexes: This creature has the reflexes of a trained fencer or athlete. +3 Init, +2 Attack/Def
Strength: Weak: This creature is surprisingly weak for its size and appearance. Farmers should still be afraid of it. -2 atk, -4 dmg.
Ability: Poison Mist Aura: Poisonous mist seeps up out of the ground near the creature. Its lair will be dangerous with this mist. Can "send" the mist a limited distance (miles) if it concentrates for extended period of time.
Ability: Immense Intelligence: These creatures are extremely intelligent, so much so that they are often thought to have magical or oracular powers. In practice, the difference is somewhat moot, as their vast knowledge, perfect recall, and incisive thinking allows them to be one or three steps ahead of most opponents. Will see through almost all traps, and can be expected to have contingency plans set up for most events. You should try to have at least 3 three surprises set up when facing these creatures, as it will usually predict the first two.
Weakness: Blood thirsty: Cannot resist the smell and taste of blood. Will continue to pursue and target a wounded character until they are dead. Once it has a source of blood, will continue drinking it until it is empty. To break free before finishing all the blood, must make a hard Will save. Can make one such save per round.
Weakness: Sensitive ears: Loud, jarring sounds cause this creature to distraction and pain. Depending on the loudness and dissonance of the sound, takes a -1 to a -10 Malus and cannot use abilities.
Appearance: Has only a single eye.
Appearance: Ram Horns: The creature has a thick and curling set of ram's horns on its head
NumAppearing: Solitary
Spore: Leaves behind owl like pellets of bone, hair, fur, and feathers. Also bits of metal, buckles, coins from people it has eaten.
Spore: Most birds flee the region the creature is in.
VictimChoice: Taste for Men
VictimWound: Preferentially eats the hands of its victims




Nauseating Swineseed
Skill: *
Muscle: *
Toughness: *******

Historical Notes:
The beast is a medium sized creature, made up of vines in the shape of a pig. The creature first came to the attention of the WitchHammers when one destroyed The village of Fochabers. The creature started its attacks by slaughtering the men. Many of the dead were found with their hands and wrists missing. The few survivors of the attacks remembered after each attack they found dense pellets containing bones and hair and crushed bits of metal and coin. Additionally, birds fled several days before the attacks and were not seen again for weeks.



After these attempts, the beast was killed by Ortega and his highly trained WitchHammers. In his report on the battle, he noted its power that it used to kill the previous WitchHammers. Furthermore, he noted previously unknown abilities that the beast displayed during its losing fight. The creature could summon up a poisonous mist out of the ground and reason and think at levels far beyond the common cunning of a beast. In the end, the creature was defeated though. Its main weakness were an insatiable thirst for blood that it pursues even at the cost of its own safety and sensitive eyes that make bright lights very painful.


Murderous Crabrime
Power Level: 47
Ice, Entropy, Mystic, Brutal
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 45
Health: 20
Init: -5
DefenseMod: 2
AttackMod: 2

Traits:
Aspect: Ice: Made out of animated ice and frost-bitten flesh. Bonus to resist ice. Freezes anything in close contact with it. Immune to most poisons.
Frame: Crab
Size: Huge Sized: +4 attack, -2 def, +20 HealthMax
Health: Sickly: This creature is in terrible condition, and can be pushed into the grave with a few good shoves. -10 health.
Reflex: Terrible Reflexes: This creature is somewhat slow and fumbling. Init -5, Attack/Def -2
Strength: Strong: This creature is stronger than most men. Its grip is painful. +2 dmg.
Attack: Life Draining Breath: This attack is applied by Breath.
Ability: Aura of Doom: When attacking, add 10 to the attack roll when rolling a 17, 18, 19, or 20. This supersedes the normal critical hit bonuses.
Defense: Unyielding: This creatures takes no Malus for health damage. It is deadly until the moment it is dead.
Weakness: Fetish: Carries a Dried up organ that is enormously precious to it. If this can be taken, the creature will be frantic, fearful, and unable to use abilities.
Weakness: Sensitive ears: Loud, jarring sounds cause this creature to distraction and pain. Depending on the loudness and dissonance of the sound, takes a -1 to a -10 Malus and cannot use abilities.
Weakness: Soft Underbelly. Takes 3x damage when prone or if attacker is beneath it.
Appearance: Its eyes are made of Rubies
NumAppearing: Packs of 2
Spore: Creeks and streams run dry for no reason.
Spore: Leaves deer-like pellets that are a bright Red color.
Smell: Rotting meat
VictimChoice: Taste for Goat
VictimWound: Impales victims on tree branches to make feeding easier.




Murderous Crabrime
Skill: *
Muscle: *
Toughness: *****

Historical Notes:
Shaped like a crab made out of living ice, this huge sized beast is a large danger. The creature first came to the attention of the WitchHammers when one destroyed a caravan on the Northern Road. The creature started its attacks by preying upon their Goat. Many of the dead were found impaled on tree branches and half eaten. The few survivors of the attacks remembered the creeks and streams all ran dry. Additionally, scouts found pellets colored a garish Red color.

The first group of WitchHammers to hunt the creature were found dried up to little more than cicada-like husks with no blood or lymph or water left in them.

After these attempts, the beast was killed by Shannon and his WitchHammers. In his report on the battle, he noted its Life Draining Breath power that it used to kill the previous WitchHammers. Furthermore, he noted a range of previously unknown abilities that the beast displayed during its losing fight. The creature could land devastating and fatal blows with regularity. The beast was even more difficult to kill as it showed no pain or ill result from its wounds right up until it died. In the end, the creature was defeated though. Its main weakness were a small Dried up organ that it cannot live without, sensitive eyes that make bright lights very painful, and a soft underbelly that was easily wounded.


Lemurian Ooze Crawfish
Power Level: 47
Mutant, Acid, Agile, Nature
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 40
Health: 45
Init: 5
DefenseMod: 11
AttackMod: -5

Traits:
Aspect: Gray Ooze: Made out of a Gray jelly like substance with smaller, darker nodules inside. Immune to most poisons. Half damage from crushing weapons. Has +10 Health. Can escape through any hole that is at least one inch wide.
Frame: Crawfish
Size: Medium Sized
Health: Very Tough: This creature does not die easily, and will fiercely hold on to life. To put it down will require multiple grievous wounds. +25 Health.
Reflex: Human Reflexes: This creature has the reflexes of an average, active human being.
Strength: Weak: This creature is surprisingly weak for its size and appearance. Farmers should still be afraid of it. -2 atk, -4 dmg.
Ability: Monstrous Reflexes: +5 initiative, +5 defense
Attack: Acid Blood: Attacks that do 5+ health dmg cause a splashback acid attack
Defense: Regeneration 2: Regenerates 4 health and 8 poise per turn.
Weakness: Over-calculator: Has difficulty sorting out scenes with many moving objects. A fall of leaves or a spray of marbles are extremely distracting to the creature and prevent it from focusing. Takes a -1 to -10 Malus depending on amount of visual chaff it is facing.
Weakness: Fishes for compliments: Loves to be complimented. No matter what, will spare a person and hold off on attacking so long as they are being flattered.
Appearance: Skin has constant ripples and irregular pulses as though something were moving around underneath the skin
NumAppearing: Solitary
Spore: Vultures follow a few hours behind the creature.
Smell: Burning Bone
VictimChoice: Loves wine and alcohol
VictimWound: Grinds up the teeth of its victims and then eats the dust.




Lemurian Ooze Crawfish
Skill: *
Muscle: *
Toughness: ******

Historical Notes:
Shaped like a crawfish made out of caustic ooze, this medium sized beast is a large danger. The creature first came to the attention of the WitchHammers when one destroyed The village of Rona. The creature started its attacks by hunting down alcoholics. Many of the dead were found with their teeth missing. The few survivors of the attacks remembered flocks of vultures circled through the air for days.

The first group of WitchHammers to hunt the creature were found with both hands dissolved away too the wrist.

After these attempts, the beast was killed by Shannon and his WitchHammers. In his report on the battle, he noted its Acid Blood power that it used to kill the previous WitchHammers. Furthermore, he noted a range of previously unknown abilities that the beast displayed during its losing fight. The creature could fight and dodge with unearthly speed. The beast was even more difficult to kill as it rapidly regenerated any wounds they had dealt it. In the end, the creature was defeated. Its main weakness were an obsessive mind that forced it to count and calculate small objects and a love of flattery and compliments that makes it forget all else.


Chelgrian Rime Ziraph
Power Level: 48
Ice, Mind, Entropy
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 70
Health: 5
Init: 9
DefenseMod: 8
AttackMod: 5

Traits:
Aspect: Ice: Made out of animated ice and frost-bitten flesh. Bonus to resist ice. Freezes anything in close contact with it. Immune to most poisons.
Frame: Giraffe
Size: Medium Sized
Health: Sickly: This creature is in terrible condition, and can be pushed into the grave with a few good shoves. -10 health.
Reflex: Monstrous reflexes: This creature's movements are unnaturally precise and fast. It a fair fight, it would eventually bring down any un-aided human within a pass or two. +9 init, +8 atk/def
Strength: Underdeveloped: This creature is weak for its size and appearance. Farmers should still be afraid of it. -1 atk, -2 dmg.
Attack: Paralyzing Breath: This attack is applied by Breath.
Ability: Night Vision: Can see in complete darkness without any difficulty.
Ability: Immense Intelligence: These creatures are extremely intelligent, so much so that they are often thought to have magical or oracular powers. In practice, the difference is somewhat moot, as their vast knowledge, perfect recall, and incisive thinking allows them to be one or three steps ahead of most opponents. Will see through almost all traps, and can be expected to have contingency plans set up for most events. You should try to have at least 3 three surprises set up when facing these creatures, as it will usually predict the first two.
Attack: Malevolent Vibration: Emits an extremely low/high pitch vibration. Causes teeth and eye to bleed, and general cellular disruption when nearby. Good old bloody stool. Drives dogs and animals insane.
Weakness: Music Appreciator: The creature can be hypnotized by the sound of beautiful and intricate music. The creature becomes lost in the notes, and inattentive to combat and threats to its life. Malus' range from -1 to -10, depending on the quality of the music. If the creature is not actively in combat, it can also be lulled into complete inaction by music. Wind instruments and stringed instruments are best for this, but even drums can have some effect.
Weakness: Sensitive ears: Loud, jarring sounds cause this creature to distraction and pain. Depending on the loudness and dissonance of the sound, takes a -1 to a -10 Malus and cannot use abilities.
Appearance: Small candles and pooled wax cover the shoulders of the creature. The candles burn with an eerie Green light, and will never go out so long as the creature is alive.
Appearance: Perfectly reflective Amber eyes
NumAppearing: Solitary
Spore: Toads rain from the sky every 2-3 days.
Smell: Flowers
VictimChoice: Grave Hunter: Likes to dig bodies and carrion out of grave yards.
VictimWound: Victim's head is twisted around 180 degrees. Neck broken too of course.




Chelgrian Rime Ziraph
Skill: **
Muscle: *
Toughness: *****

Historical Notes:
First dissected by Shannon in 644, the creature is a giraffe made out of living ice. It is of a medium size. The creature first came to the attention of the WitchHammers when one plagued a caravan on the Estovokian Road. The creature started its attacks by assaulting the newly dead and buried. Many of the dead were found with their necks brutally broken. The few survivors of the attacks remembered toads rained from the sky before its predations.

The first group of WitchHammers to hunt the creature were found with their wrists and throat cut by a single claw.
The second group of WitchHammers to hunt the creature were found with several dozen different causes of death. Blood had dried around their teeth and eyes while their skin and internal organs had been turned to pulp.

After these attempts, the beast was killed by Cabezia and his highly trained WitchHammers. In his report on the battle, he noted its Paralyzing Breath and Malevolent Vibration power that it used to kill the previous WitchHammers. Furthermore, he noted previously unknown abilities that the beast displayed during its losing fight. The creature could see its hunters even in the dimmest of light and reason and think at levels far beyond the common cunning of a beast. In the end, the creature was defeated. Its main weakness were a weakness for beautiful music and sensitive ears that made loud noises very painful.


Zhaibarian Elfsore
Power Level: 48
Nature, Vermin, Poison, Mutant
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 40
Health: 35
Init: 0
DefenseMod: 10
AttackMod: 3

Traits:
Aspect: Fungus: Made out of decomposing and rotted plant matter, like an animated compost heap. Immune to many poisons. Has +10 Health.
Frame: Elf
Size: Medium Sized
Health: Tough: This creature does not die easily, and will fiercely hold on to life. To put it down will require multiple grievous wounds. +15 Health.
Reflex: Human Reflexes: This creature has the reflexes of an average, active human being.
Strength: Olympian strength: This creature is as strong as any mortal in the world. It can hurl stones and bodies across a room. +2 atk, +6 dmg.
Attack: Polymorphic Fist: This attack is applied by Fist.
Defense: Regeneration: Regenerates 1 health and 2 poise per turn.
Defense: Iron Skin: Has 3 armor. Skin appears normal, until you hit it. Then it is like hitting a cast iron skillet.
Defense: Immunity to Poison: No damage from Poison
Weakness: Tasteless: Has no mouth feel; cannot taste or other wise use its mouth to tell what it is eating.
Weakness: Sensitive ears: Loud, jarring sounds cause this creature to distraction and pain. Depending on the loudness and dissonance of the sound, takes a -1 to a -10 Malus and cannot use abilities.
Appearance: Long, Face covering hair: The creature has a long, thick mat of hair that descends from its head to cover most of its face.
NumAppearing: Packs of 2
Spore: Cloud-free. Clouds are never seen where this creature is.
Spore: Blood curdling howls and screeches at night
Smell: Yeast
VictimChoice: Taste for Men
VictimWound: Victim's head is twisted around 180 degrees. Neck broken too of course.




Zhaibarian Elfsore
Skill: **
Muscle: *
Toughness: *****

Historical Notes:
The beast is a medium sized creature, made up of fungus in the shape of a elf. The creature first came to the attention of the WitchHammers when one destroyed a caravan on the Eastern Road. The creature started its attacks by assaulting the men. Many of the dead were found with their necks brutally broken. The few survivors of the attacks remembered not a single normal cloud was seen in the sky for days. Additionally, there were blood curdling howls and screeches during the nights.

The first group of WitchHammers to hunt the creature were found with their throats cut. Their bodies were oddly transformed though and their faces had an odd and animalistic cast to them.

After these attempts, the beast was killed by Cabezia and his WitchHammers. In his report on the battle, he noted its Polymorphic Fist power that it used to kill the previous WitchHammers. The beast was even more difficult to kill as it regenerated the wounds they had dealt it, it used its iron like hide to shattered many of their weapons, and it simply shrugged off all Elemental Variant attacks. In the end, the creature was defeated. Its main weakness were an inability to taste or sense poison and sensitive ears that made loud noises very painful.


Karpashian Creeptiger
Power Level: 49
Nature, Poison, Mind, Brutal
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 40
Health: 55
Init: -2
DefenseMod: 4
AttackMod: 3

Traits:
Aspect: Vines: Made out of animated vines, leaves, and flowers. Immune to many poisons. Has 1 Natural armor and + 10 hp.
Frame: Tiger
Size: Large Sized: +2 attack, -1 def, +10 HealthMax
Health: Very Tough: This creature does not die easily, and will fiercely hold on to life. To put it down will require multiple grievous wounds. +25 Health.
Reflex: Slow Reflexes: This creature has the reflexes of a librarian. Init -2, Attack/Def -1
Strength: Strong: This creature is stronger than most men. Its grip is painful. +2 dmg.
Attack: Control Plants: Able to control plants and roots. Extra action slot for this. More difficult to spot in nature.
Ability: Blood Belly: The creature stores the blood of its victims in a reservoir about its stomach. Until that reservoir has been emptied, will not take Malus from damage. Depending on how successful the creature's hunting has been, can contains up to 10 gallons (30 Health) worth of blood. Will rapidly lose these excess HP if the blood-belly is punctured.
Weakness: Vulnerable to Salt Water: Cannot stand Salt Water. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
Weakness: Vulnerable to Wolf Urine: Cannot stand Wolf Urine. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
Weakness: Vulnerable to Iron weapons: Will do 3X damage. In addition, cannot use its abilities next turn. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
Appearance: Skin has constant ripples and irregular pulses as though something were moving around underneath the skin
NumAppearing: Solitary
Spore: Fruit in the region rots into piles of mold and sludge over the course of a few hours.
Smell: Ozone
VictimChoice: Loves wine and alcohol
VictimWound: Eats the skin from victims.




Karpashian Creeptiger
Skill: *
Muscle: *
Toughness: *******

Historical Notes:
The beast looks like a large tiger made up of vines. The creature first came to the attention of the WitchHammers when one plagued a caravan on the Estovokian Road. The creature started its attacks by preying upon alcoholics. Many of the dead were found without any skin. The few survivors of the attacks remembered apples and pears rotted over night into piles of putrid sludge.

The first group of WitchHammers to hunt the creature were found covered in roots and vines that were slowly drawing their bodies into the ground.

After these attempts, the beast was killed by Phrandal and his WitchHammers. In his report on the battle, he noted its Control Plants power that it used to kill the previous WitchHammers. Furthermore, he noted previously unknown abilities that the beast displayed during its losing fight. The creature could store the blood and powers of its victims in a giant reservoir in its belly. In the end, the creature was defeated though. Its main weakness were a severe vulnerability to Salt Water, a severe vulnerability to Wolf Urine, and a severe vulnerability to Iron.


Eastern Vine Turtle
Power Level: 49
Nature, Poison, Mutant, Air
Main Action Deck
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Stats:
Poise: 55
Health: 50
Init: 4
DefenseMod: 17
AttackMod: 6

Traits:
Aspect: Vines: Made out of animated vines, leaves, and flowers. Immune to many poisons. Has 1 Natural armor and + 10 hp.
Frame: Turtle
Size: Medium Sized
Health: Iron: This creature does not die easily, and must be hacked apart. To put it down will require multiple grievous wounds. +30 Health.
Reflex: Very Fast Reflexes: This creature has the reflexes of a top level fencer or athlete. +5 Init, +4 Attack/Def
Strength: Very Strong: This creature is as strong as a professional weight lifter. It can hurl stones and bodies across a room. +1 atk, +4 dmg.
Attack: Poisoned Quills: Body is covered in poisoned quills, which give +3 defense. Can launch quill at a single target in Medium range, inflicting Paralyzing Poison.
Defense: Regeneration: Regenerates 1 health and 2 poise per turn.
Weakness: Fetish: Carries a Stick doll that is enormously precious to it. If this can be taken, the creature will be frantic, fearful, and unable to use abilities.
Weakness: Vulnerable to Mercury: Cannot stand Mercury. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
Weakness: Blinding hunger: Once it starts feeding, finds it extremely difficult to stop. If it is being attacked or is facing imminent harm, can make Hard Will Saves to break free of this compulsion. Can make one such save per round.
Appearance: Is grossly fat.
Appearance: Eyes never point in same direction
NumAppearing: Packs of 2
Spore: Creeks and streams run dry for no reason.
Spore: Vultures follow a few hours behind the creature.
Smell: Peaches
VictimChoice: Taste for sickly people
VictimWound: Eats the skin from victims.




Eastern Vine Turtle
Skill: ****
Muscle: *
Toughness: ********

Historical Notes:
First dissected by Ortega in 650, the creature is a turtle made out of vines. It is of a medium size. The creature first came to the attention of the WitchHammers when one destroyed a caravan on the Thulian Road. The creature started its attacks by hunting down several people who had taken sick. Many of the dead were found without any skin. The few survivors of the attacks remembered the creeks and streams all ran dry. Additionally, flocks of vultures circled through the air for days.

The first group of WitchHammers to hunt the creature were found punctured by several dozen quills.

After these attempts, the beast was killed by Shannon and his WitchHammers. In his report on the battle, he noted its Poisoned Quills power that it used to kill the previous WitchHammers. The beast was even more difficult to kill as it regenerated the wounds they had dealt it. In the end, the creature was defeated. Its main weakness were a small Stick doll that it cannot live without, a severe vulnerability to Mercury, and an insatiable hunger for meat that it pursues even at the cost of its own safety.


Estovokian Seedowl
Power Level: 49
Nature, Poison, Air, Mind
Main Action Deck
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Stats:
Poise: 60
Health: 60
Init: 5
DefenseMod: 7
AttackMod: 6

Traits:
Aspect: Vines: Made out of animated vines, leaves, and flowers. Immune to many poisons. Has 1 Natural armor and + 10 hp.
Frame: Owl: Does not actually fly. Instead it hop-walks along the ground.
Size: Large Sized: +2 attack, -1 def, +10 HealthMax
Health: Iron: This creature does not die easily, and must be hacked apart. To put it down will require multiple grievous wounds. +30 Health.
Reflex: Very Fast Reflexes: This creature has the reflexes of a top level fencer or athlete. +5 Init, +4 Attack/Def
Strength: Normal Strength: This creature has no unnatural strength advantage, outside of those provided by its shape and aspect.
Attack: Control Plants: Able to control plants and roots. Extra action slot for this. More difficult to spot in nature.
Weakness: Blood thirsty: Cannot resist the smell and taste of blood. Will continue to pursue and target a wounded character until they are dead. Once it has a source of blood, will continue drinking it until it is empty. To break free before finishing all the blood, must make a hard Will save. Can make one such save per round.
Weakness: Sensitive nose: Strong odors cause this creature distraction and pain. Depending on the strength and offensiveness of the odor, takes a -1 to a -10 Malus and cannot use abilities.
Weakness: Sensitive ears: Loud, jarring sounds cause this creature to distraction and pain. Depending on the loudness and dissonance of the sound, takes a -1 to a -10 Malus and cannot use abilities.
Appearance: Is grossly fat.
NumAppearing: Packs of 2
Spore: Toads rain from the sky every 2-3 days.
VictimChoice: Taste for Horses
VictimWound: Eats the flesh and muscles, and then carves strange sigils on the bones of the victim.




Estovokian Seedowl
Skill: **
Muscle: *
Toughness: *********

Historical Notes:
Shaped like a owl made out of vines, this large sized beast is a large danger. The creature first came to the attention of the WitchHammers when one plagued a caravan on the Thulian Road. The creature started its attacks by preying upon their horses. Many of the dead were found with their flesh ripped open and strange sigils carved onto their undamaged bones. The few survivors of the attacks remembered toads rained from the sky before its predations.

The first group of WitchHammers to hunt the creature were found covered in roots and vines that were slowly drawing their bodies into the ground.

After these attempts, the beast was killed by Ortega and his highly trained WitchHammers. In his report on the battle, he noted its Control Plants power that it used to kill the previous WitchHammers. In the end, the creature was defeated. Its main weakness were an insatiable thirst for blood that it pursues even at the cost of its own safety, an overly fragile sense of smell that could cause it pain from strong odors, and sensitive eyes that make bright lights very painful.


Murderous Baubleworm
Power Level: 50
Mystic, Mind, Entropy, Ice
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 70
Health: 65
Init: 5
DefenseMod: 6
AttackMod: 8

Traits:
Aspect: Gems: Made out of an assemblage of animated gems and wire. Bonus to resist fire. Immune to most poisons. Has 1 natural armor.
Frame: Worm
Size: Huge Sized: +4 attack, -2 def, +20 HealthMax
Health: Steel: This creature does not die easily, and must be hacked apart. It will shrug off wounds that would kill a normal beast. +35 Health.
Reflex: Very Fast Reflexes: This creature has the reflexes of a top level fencer or athlete. +5 Init, +4 Attack/Def
Strength: Strong: This creature is stronger than most men. Its grip is painful. +2 dmg.
Ability: Aura of Doom: When attacking, add 10 to the attack roll when rolling a 17, 18, 19, or 20. This supersedes the normal critical hit bonuses.
Attack: Ice Breathe: Breathes a torrent of elemental damage. Medium range, wide cone.
Weakness: Spheresome Aura: For esoteric magical reasons, the form of the Sphere is baneful to this creature. The creature is deathly afraid of spheres, and can be warded off, terrified, and "burned" by them. Note the sphere does not have to be perfect, but a lop-sided oval simply will not be effective. The Creature takes a -1 to -10 Malus based on the visual impressiveness of the sphere and how close it is to the beast.
Weakness: Vulnerable to light: Hates all light. Depending on the severity of the light, takes -1 to -10 Malus. A torch or a full moon would be -2, full sun would be -10.
Weakness: Vulnerable to strobing or flashing light: Movements will be jerky and imprecise. -5 Malus, and acts last in round.
Appearance: Has stumps instead of hands/feet. Does not interfere with its deadliness.
Appearance: Wears dried bits of human hide over its body
NumAppearing: Solitary
Spore: Storm clouds blow through but do not bring rain. The clouds have odd colors hiding in them, greens and purples.
Spore: Unsettled earth; there are minor quakes and trembles in the ground every few hours. They are losely correlated with the creature's activity/emotional state/feeding.
VictimChoice: Taste for elderly people
VictimWound: Cracks the open the bones of its victims and eats their marrow




Murderous Baubleworm
Skill: **
Muscle: *
Toughness: **********

Historical Notes:
The beast is a huge sized creature, made up of glowing gems and silver wire in the shape of a worm. The creature first came to the attention of the WitchHammers when one destroyed The village of Fornelo. The creature started its attacks by hunting down the elderly. Many of the dead were found with their bones cracked open. The few survivors of the attacks remembered Storm clouds with odd colors settled over head. However no rain came down at all. Additionally, small but persistent earthquakes and tremblors.

The first group of WitchHammers to hunt the creature were found with their arms and chest frozen through into a solid block of ice.

After these attempts, the beast was killed by Shannon and his highly trained WitchHammers. In his report on the battle, he noted its Ice Breathe power that it used to kill the previous WitchHammers. Furthermore, he noted a range of previously unknown abilities that the beast displayed during its losing fight. The creature could land devastating and fatal blows with regularity. In the end, the creature was defeated. Its main weakness were a strange but immense fear of spheres, a severe weakness to light and illumination, and a severe weakness to flashing or strobing lights.


Idiran Krahen
Power Level: 51
Sleep, Music, Air, Mutant
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 25
Health: 35
Init: 0
DefenseMod: 2
AttackMod: 1

Traits:
Aspect: Flesh
Frame: Crow
Size: Small Sized: -2 attack, +2 def, -5 HealthMax
Health: Very Tough: This creature does not die easily, and will fiercely hold on to life. To put it down will require multiple grievous wounds. +25 Health.
Reflex: Human Reflexes: This creature has the reflexes of an average, active human being.
Strength: Olympian strength: This creature is as strong as any mortal in the world. It can hurl stones and bodies across a room. +2 atk, +6 dmg.
Attack: Storm Lord: Can summon down a bolt of lightning, even out of a clear blue sky. Usable 2 times per day. The lightning is inaccurate, and as with natural lightning will be drawn to any trees, water, metal, etc. that is nearby. Can be targeted up to Medium range away from the creature. Does health and poise damage to all targets within medium range, save for half. Does double that at close range, and quadruple that if it hits a target directly.
Attack: Second Head: Has an extra action slot for bite/breath actions. +5 Health
Defense: Regeneration: Regenerates 1 health and 2 poise per turn.
Weakness: Motion Sight: Cannot see creatures that are motionless. The less motion/movement a person makes, the more difficult it will be for this creature to see/target them. Can use scent and sound and intuition if it knows/suspects a character is at a certain area but "invisible".
Weakness: Bell Fear: The creature hates and fears the sound of bells. The larger and purer the bell tone, the more the creature will quake and the more pain it feels in its bones. Malus ranges from -1 to -10, depending on the size and closeness of the bell tone.
Appearance: It has shark teeth in its mouth.
NumAppearing: Solitary
Spore: Water nearby goes bad. Has a foul, rotten egg smell
Smell: Cat urine
VictimChoice: Taste for Children
VictimWound: Preferentially eats the feet of its victims




Idiran Krahen
Skill: *
Muscle: *
Toughness: ****

Historical Notes:
First dissected by Ortega in 755, the creature is a crow made out of warped flesh. It is of a small size. The creature first came to the attention of the WitchHammers when one destroyed a caravan on the Zhaibarian Road. The creature started its attacks by slaughtering young children. Many of the dead were found with their feet missing. The few survivors of the attacks remembered the town well went bad and gave off a terribly foul stench.

The first group of WitchHammers to hunt the creature were found charred and electrocuted with their armor and weaponry melted down in rivulets all around them. A large pool of molten iron solidified around their feet where their greaves melted down.
The second group of WitchHammers to hunt the creature were found with violent bite marks on their head and shoulders.

After these attempts, the beast was killed by Cabezia and his highly trained WitchHammers. In his report on the battle, he noted its Storm Lord and Second Head power that it used to kill the previous WitchHammers. The beast was even more difficult to kill as it regenerated the wounds they had dealt it. In the end, the creature was defeated though. Its main weakness were an inability to see creatures that are perfectly still and motionless and a fear and pain of the pure sound of bells.


Estovokian Barrow Okse
Power Level: 51
Entropy, Fear, Mystic, Brutal
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 30
Health: 35
Init: -5
DefenseMod: -2
AttackMod: 1

Traits:
Aspect: Mummified: Made out of dried flesh and cloth. Immune to almost all poisons, weakness to fire, bonus to resist ice. Has night vision.
Frame: Bull
Size: Medium Sized
Health: Tough: This creature does not die easily, and will fiercely hold on to life. To put it down will require multiple grievous wounds. +15 Health.
Reflex: Terrible Reflexes: This creature is somewhat slow and fumbling. Init -5, Attack/Def -2
Strength: Olympian strength: This creature is as strong as any mortal in the world. It can hurl stones and bodies across a room. +2 atk, +6 dmg.
Attack: Choking Aura: The air is thick and heavy. Gloom and despair flow out from the creature. Cannot regain Poise while at short range with this creature.
Attack: Rampage: Starts battle with +3 attk/def. This bonus decreases by 1 at end of each round, as the creature tires. So it would be +3 at first round, +1 after 2 rounds, -1 after 4 rounds, etc.
Defense: 20 lbs of Vermin in 10 lbs bag: Creature is full of Green Butterflies. When the creature is damaged, these vermin will pour out of it and attack anything nearby.
Weakness: Sun Death: Takes damage while in sunlight.
Weakness: Over-calculator: Has difficulty sorting out scenes with many moving objects. A fall of leaves or a spray of marbles are extremely distracting to the creature and prevent it from focusing. Takes a -1 to -10 Malus depending on amount of visual chaff it is facing.
Weakness: Vulnerable to Steel weapons: Will do 3X damage. In addition, cannot use its abilities next turn. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
Appearance: Has stumps instead of hands/feet. Does not interfere with its deadliness.
NumAppearing: Solitary
Spore: Leaves a trail of bloody footprints on the ground. Does not need to have stepped in blood, this is just a mystical reaction between its monstrous essence and the ground. The footprints are not always present; they tend to appear around times when the creature is agitated or exerting itself.
Spore: Water nearby goes bad. Has a foul, rotten egg smell
VictimChoice: Taste for depressed people
VictimWound: Cripples victims before burying them alive. Comes back to eat the buried body in a few days, after it has ripened.




Estovokian Barrow Okse
Skill: *
Muscle: *
Toughness: *****

Historical Notes:
The beast is a medium sized creature, made up of mummified flesh in the shape of a bull. The creature first came to the attention of the WitchHammers when one plagued a caravan on the Southern Road. The creature started its attacks by assaulting broken down and depressed people. Many of the dead were found stuffed into crude and shallow graves. The few survivors of the attacks remembered long trails of bloody footprints were found criss crossing the land. Additionally, the town well went bad and gave off a terribly foul stench.

The first group of WitchHammers to hunt the creature were found curled up on the ground with expressions of utmost despair on their faces and bloody wounds across their bodies.

After these attempts, the beast was killed by Shannon and his WitchHammers. In his report on the battle, he noted its Choking Aura power that it used to kill the previous WitchHammers. The beast was even more difficult to kill as it was full of ColorVariants Butterflies. In the end, the creature was defeated. Its main weakness were a severe vulnerability to the sun, an obsessive mind that forced it to count and calculate small objects, and a severe vulnerability to Steel.


Poisonous Goriphial
Power Level: 52
Mirror, Mystic, Agile, Entropy
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 70
Health: 15
Init: 10
DefenseMod: 8
AttackMod: 6
DamageMod: 4

Traits:
Aspect: Glass: Made out of animated and oddly fluid glass. Immune to most poisons. Increased damage from crushing weapons.
Frame: Gorilla
Size: Medium Sized
Health: Solid: This creature is tougher than it looks, and more resistant to harm than a natural beast. +5 Health.
Reflex: Monstrous reflexes: This creature's movements are unnaturally precise and fast. It a fair fight, it would eventually bring down any un-aided human within a pass or two. +9 init, +8 atk/def
Strength: Underdeveloped: This creature is weak for its size and appearance. Farmers should still be afraid of it. -1 atk, -2 dmg.
Ability: Fast: Moves 2x human speed. ++Init
Attack: Limb Enervation: Affected area is enervated for rest of combat. Arm is weak and useless, leg is crippled, etc.
Attack: Poison Tipped Stinger
Defense: Mask form: Can assume a human form. Transforming to human or back takes 1 full round.
Weakness: Avoidance Silver: Strongly avoids and will not approach Silver
Weakness: Sensitive nose: Strong odors cause this creature distraction and pain. Depending on the strength and offensiveness of the odor, takes a -1 to a -10 Malus and cannot use abilities.
Weakness: Animal Intelligence: IQ 40
Appearance: One of its eyes is a Jade
NumAppearing: Solitary
Spore: Mirrors shatter where it goes
Smell: Ozone
VictimChoice: Drawn to Adepts: Drawn to Adepts
VictimWound: Likes to make a nest/bed out of its victims. Naps there for a while after a kill.




Poisonous Goriphial
Skill: **
Muscle: **
Toughness: ******

Historical Notes:
The beast is a medium sized creature, made up of flowing glass in the shape of a gorilla. The creature first came to the attention of the WitchHammers when one plagued a caravan on the Zhaibarian Road. The creature started its attacks by preying upon the magically talented. Many of the dead were found with enormous cavities torn in their chest and abdomen. The few survivors of the attacks remembered their mirrors shattered in the days before the attacks.

The first group of WitchHammers to hunt the creature were found with their limbs horribly blackened and twisted. It was as though parts of their body had just rotted and decayed away.
The second group of WitchHammers to hunt the creature were found with stinger and poison wounds.

After these attempts, the beast was killed by Shannon and his highly trained WitchHammers. In his report on the battle, he noted its Limb Enervation and Poison Tipped Stinger power that it used to kill the previous WitchHammers. Furthermore, he noted previously unknown abilities that the beast displayed during its losing fight. The creature could run and act with incredible quickness. The beast was even more difficult to kill as it masked itself in human form to avoid hunters. In the end, the creature was defeated. Its main weakness were an immense antipathy to WarMaterialVariants, an overly fragile sense of smell that could cause it pain from strong odors, and a rather impressive level of stupidity.


Elder Warping Elkphial
Power Level: 52
Mirror, Mystic, Agile, Mind
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 55
Health: 15
Init: 5
DefenseMod: 4
AttackMod: 4

Traits:
Aspect: Glass: Made out of animated and oddly fluid glass. Immune to most poisons. Increased damage from crushing weapons.
Frame: Elk
Size: Medium Sized
Health: Delicate: This creature is oddly delicate, and a few solid blows will kill it. -5 health.
Reflex: Very Fast Reflexes: This creature has the reflexes of a top level fencer or athlete. +5 Init, +4 Attack/Def
Strength: Strong: This creature is stronger than most men. Its grip is painful. +2 dmg.
Attack: Petrifying Breath: This attack is applied by Breath.
Attack: Hallucinations: Causes unsettling hallucinations to those nearby. Worms and ants under the skin. The sense that you are already dead and rotting. Color inversion. Wild and strong emotions
Defense: Unyielding: This creatures takes no Malus for health damage. It is deadly until the moment it is dead.
Weakness: Motion Sight: Cannot see creatures that are motionless. The less motion/movement a person makes, the more difficult it will be for this creature to see/target them. Can use scent and sound and intuition if it knows/suspects a character is at a certain area but "invisible".
Weakness: Over-calculator: Has difficulty sorting out scenes with many moving objects. A fall of leaves or a spray of marbles are extremely distracting to the creature and prevent it from focusing. Takes a -1 to -10 Malus depending on amount of visual chaff it is facing.
Appearance: A half dozen grape-sized gems float and orbit around the creature's head.
Appearance: Wears knotted strings of human bone wrapped around its body: +1 Armor
NumAppearing: Solitary
Spore: Leaves behind owl like pellets of bone, hair, fur, and feathers. Also bits of metal, buckles, coins from people it has eaten.
VictimChoice: Taste for Horses
VictimWound: Consumes victims entirely, except for their hair.




Elder Warping Elkphial
Skill: *
Muscle: *
Toughness: *****

Historical Notes:
The beast is a medium elk made up of flowing glass. The creature first came to the attention of the WitchHammers when one destroyed a caravan on the Zhaibarian Road. The creature started its attacks by slaughtering their horses. Many of the dead were found with only the hair remaining uneaten. The few survivors of the attacks remembered after each attack they found dense pellets containing bones and hair and crushed bits of metal and coin.

The first group of WitchHammers to hunt the creature were found with their skin a bloody mess. They seem to have clawed themselves to death with some assistance from the creature's jaws.

After these attempts, the beast was killed by Shannon and his highly trained WitchHammers. In his report on the battle, he noted its Hallucinations power that it used to kill the previous WitchHammers. The beast was even more difficult to kill as it showed no pain or ill result from its wounds right up until it died. In the end, the creature was defeated. Its main weakness were an inability to see creatures that are perfectly still and motionless and an obsessive mind that forced it to count and calculate small objects.


Chelgrian Pestilin
Power Level: 54
Nature, Vermin, Mutant, Mind
Main Action Deck
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Stats:
Poise: 43
Health: 80
Init: 3
DefenseMod: 4
AttackMod: 3

Traits:
Aspect: Fungus: Made out of decomposing and rotted plant matter, like an animated compost heap. Immune to many poisons. Has +10 Health.
Frame: Goblin
Size: Small Sized: -2 attack, +2 def, -5 HealthMax
Health: Unkillable: This creature refuses to die, and must be hacked apart. To put it down will require many grievous wounds. +70 Health.
Reflex: Fast Reflexes: This creature has the reflexes of a trained fencer or athlete. +3 Init, +2 Attack/Def
Strength: Olympian strength: This creature is as strong as any mortal in the world. It can hurl stones and bodies across a room. +2 atk, +6 dmg.
Ability: Corrupting Spores: The creature sheds small, purplish spores into the air. These spores can colonize the human body, and if not promptly treated they can develop into an infection that will gradually enslave the host. The afflicted move and think slowly and become insensible to pain. While in this state they will obey the creature's phermonic promptings. Eventually the fungal infection grows to the point that the victim is rooted to the ground, and become an uneven pillar of spores and molting flesh. If the creature has been in an inhabited area for 1+ weeks, it will be aided by 3-6 of these afflicted humans.
Attack: Control Plants: Able to control plants and roots. Extra action slot for this. More difficult to spot in nature.
Weakness: Music Appreciator: The creature can be hypnotized by the sound of beautiful and intricate music. The creature becomes lost in the notes, and inattentive to combat and threats to its life. Malus' range from -1 to -10, depending on the quality of the music. If the creature is not actively in combat, it can also be lulled into complete inaction by music. Wind instruments and stringed instruments are best for this, but even drums can have some effect.
Weakness: Animal Intelligence: IQ 40
Appearance: Long, Face covering hair: The creature has a long, thick mat of hair that descends from its head to cover most of its face.
Appearance: Blindfold: Wears a blindfold of cloth coverings its eyes. Does not seem to impede is senses.
NumAppearing: Solitary
Spore: Leaves patches of Gray slime as it brushes past rocks and vegetation
Smell: Ozone
VictimChoice: Taste for Llama
VictimWound: Likes to make a nest/bed out of its victims. Naps there for a while after a kill.




Chelgrian Pestilin
Skill: *
Muscle: *
Toughness: *********

Historical Notes:
First dissected by Shannon in 690, the creature is a goblin made out of fungus. It is of a small size. The creature first came to the attention of the WitchHammers when one plagued a caravan on the Imperial Road. The creature started its attacks by assaulting their Llama. Many of the dead were found with enormous cavities torn in their chest and abdomen. The few survivors of the attacks remembered scouts found weird patches of Gray slime brushed across rocks and trees.

The first group of WitchHammers to hunt the creature were found covered in roots and vines that were slowly drawing their bodies into the ground.

After these attempts, the beast was killed by Shannon and his highly trained WitchHammers. In his report on the battle, he noted its Control Plants power that it used to kill the previous WitchHammers. Furthermore, he noted previously unknown abilities that the beast displayed during its losing fight. The creature could uses it fungal spores to infect and enslave human servitors. In the end, the creature was defeated. Its main weakness were a weakness for beautiful music and a rather impressive level of stupidity.


Southern Rot Caballo
Power Level: 55
Entropy, Mutant, Elusive, Mystic
Main Action Deck
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Stats:
Poise: 60
Health: 55
Init: 6
DefenseMod: 3
AttackMod: 7

Traits:
Aspect: Rotting: Made out of rotting and bloated flesh. Immune to almost all poisons. Has +5 Health. Has night vision.
Frame: Horse
Size: Large Sized: +2 attack, -1 def, +10 HealthMax
Health: Very Tough: This creature does not die easily, and will fiercely hold on to life. To put it down will require multiple grievous wounds. +25 Health.
Reflex: Very Fast Reflexes: This creature has the reflexes of a top level fencer or athlete. +5 Init, +4 Attack/Def
Strength: Normal Strength: This creature has no unnatural strength advantage, outside of those provided by its shape and aspect.
Attack: Entropic Bite: This attack is applied by Bite.
Ability: Long Neck: The creature's neck is absurdly elongated and agile. It can use bite attacks from medium range.
Ability: Fade: Can Phase out of this reality, for 1-3 turns. While phased out, is visible in outline, but is untouchable by normal means. Can move through walls and other barriers. Usable once per hour on itself. If it wishes, can apply this effect to enemies that it wounds.
Weakness: Hates reflection: Hates the sight of its reflection in a mirror. Will attack its reflection in a blind rage until it has been smashed to pieces.
Weakness: Sensitive ears: Loud, jarring sounds cause this creature to distraction and pain. Depending on the loudness and dissonance of the sound, takes a -1 to a -10 Malus and cannot use abilities.
Appearance: Wears a cloak made of small, multi-colored bits of cloth that have all been sewn together
NumAppearing: Solitary
Spore: Old injuries act up. The elderly suffer from limps, aches, and pains.
VictimChoice: Taste for depressed people
VictimWound: Hangs victims from tree branches to make feeding easier.




Southern Rot Caballo
Skill: **
Muscle: *
Toughness: ********

Historical Notes:
The beast is a large horse made up of rotting flesh. The creature first came to the attention of the WitchHammers when one destroyed a caravan on the Northern Road. The creature started its attacks by hunting down broken down and depressed people. Many of the dead were found hung on tree branches and half eaten. The few survivors of the attacks remembered old men and women complained especially bitterly about pain from their aches and old wounds.

The first group of WitchHammers to hunt the creature were found withered and aged beyond all recognition. Their shields and other armor was rusted as though it had been left out in the elements for months or years.

After these attempts, the beast was killed by Ortega and his WitchHammers. In his report on the battle, he noted its Entropic Bite power that it used to kill the previous WitchHammers. Furthermore, he noted previously unknown abilities that the beast displayed during its losing fight. The creature could strike at great distance with its absurdly long neck. In the end, the creature was defeated. Its main weakness were a hatred of its own image that makes it destroy mirrors before all else and sensitive ears that made loud noises very painful.


Western Baublemoth
Power Level: 56
Mystic, Mind, Elusive, Nature
Main Action Deck
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Stats:
Poise: 75
Health: 5
Init: 15
DefenseMod: 22
AttackMod: 5

Traits:
Aspect: Gems: Made out of an assemblage of animated gems and wire. Bonus to resist fire. Immune to most poisons. Has 1 natural armor.
Frame: Bug
Size: Small Sized: -2 attack, +2 def, -5 HealthMax
Health: Sickly: This creature is in terrible condition, and can be pushed into the grave with a few good shoves. -10 health.
Reflex: Terrifying reflexes: This creature's movements are a blur of death. It moves like the wind, and is incredibly precise and agile. +15 init, +12 atk/def. Has an extra action slot at -15 init.
Strength: Weak: This creature is surprisingly weak for its size and appearance. Farmers should still be afraid of it. -2 atk, -4 dmg.
Ability: Renfielder: The creature can claim the mind of a human being. The process takes 1-3 days, and leaves the unfortunate soul a willing and obedient (if somewhat scatterbrained and insane) tool of the creature. The creature can communicate telepathically with its Renfield, even over a distance of miles, and the Renfield will obey without hesitation. A creature will never have more than 3 Renfields at a time, as it appears to take an investment of power to maintain the connection. Renfields have poor combat stats, and are most useful for mis-directions, distractions, and other oblique tactics.
Ability: Fade: Can Phase out of this reality, for 1-3 turns. While phased out, is visible in outline, but is untouchable by normal means. Can move through walls and other barriers. Usable once per hour on itself. If it wishes, can apply this effect to enemies that it wounds.
Attack: Tooth Spitter: Can spit its teeth in a surprisingly adept manner. Can hit 2 targets out to medium range.
Attack: Iron Grip: The creature's grip is extremely powerful, and almost impossible for a human to escape. Can easily crush a person to death.
Attack: Force Strike: Can carry out its attacks at a short/moderate distance. No physical contact needed to wound/choke/stab/etc.
Defense: Mask form: Can assume a human form. Transforming to human or back takes 1 full round.
Defense: Unyielding: This creatures takes no Malus for health damage. It is deadly until the moment it is dead.
Weakness: Vulnerable to Man Urine: Cannot stand Man Urine. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
Weakness: Vulnerable to Cow Urine: Cannot stand Cow Urine. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
Weakness: Fetish: Carries a Silver Ring that is enormously precious to it. If this can be taken, the creature will be frantic, fearful, and unable to use abilities.
Appearance: Never actually touches the ground. Floats a centimeter above the ground at all times.
Appearance: Crown of Lead
NumAppearing: Solitary
Spore: Birds commit suicide. They collide with windows and house walls, or commit mass drownings in ponds. They really seem to want to die.
Spore: No fish are caught at all. They seem to have deserted the creeks and streams.
Smell: Cat urine
VictimChoice: Grave Hunter: Likes to dig bodies and carrion out of grave yards.
VictimWound: Likes to make a nest/bed out of its victims. Naps there for a while after a kill.




Western Baublemoth
Skill: *****
Muscle: *
Toughness: *****

Historical Notes:
The beast is a small bug made up of glowing gems and silver wire. The creature first came to the attention of the WitchHammers when one destroyed a caravan on the Thulian Road. The creature started its attacks by hunting down the newly dead and buried. Many of the dead were found with enormous cavities torn in their chest and abdomen. The few survivors of the attacks remembered birds killed themselves in a steady stream of collisions with walls and trees. Some drowned themselves in ponds and wells. Additionally, fisherman came back with empty catches and the fish seemed to have deserted the water entirely.

The first group of WitchHammers to hunt the creature were found with terrible piercing wounds. Upon examination a single large tooth was found embedded in each wound.
The second group of WitchHammers to hunt the creature were found with their muscles crushed to pulp and their bones crushed to splinters. One warrior had his waist reduced to the size of a donut. The jelly filling was spilling out of his mouth and other orifices.
The third group of WitchHammers to hunt the creature were found with brutal contusions and broken bones as though hit by a sledge hammer. The skin was not broken and they seem to have succumbed to internal injuries.

After these attempts, the beast was killed by Ortega and his WitchHammers. In his report on the battle, he noted its Tooth Spitter, Iron Grip, and Force Strike power that it used to kill the previous WitchHammers. Furthermore, he noted previously unknown abilities that the beast displayed during its losing fight. The creature could enslave human servitors to aid it in its attacks and fade out of sync with the world and avoid all harm. The beast was even more difficult to kill as it masked itself in human form to avoid hunters and it showed no pain or ill result from its wounds right up until it died. In the end, the creature was defeated. Its main weakness were a severe vulnerability to Man Urine, a severe vulnerability to Cow Urine, and a small Silver Ring that it cannot live without.


Lemurian Barrow Scorpion
Power Level: 56
Entropy, Fear, Mind, Sleep
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TailStabGroup Action Deck
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Stats:
Poise: 40
Health: 80
Init: -5
DefenseMod: -2
AttackMod: -2

Traits:
Aspect: Mummified: Made out of dried flesh and cloth. Immune to almost all poisons, weakness to fire, bonus to resist ice. Has night vision.
Frame: Scorpion
Size: Medium Sized
Health: Unkillable: This creature refuses to die, and must be hacked apart. To put it down will require many grievous wounds. +70 Health.
Reflex: Terrible Reflexes: This creature is somewhat slow and fumbling. Init -5, Attack/Def -2
Strength: Strong: This creature is stronger than most men. Its grip is painful. +2 dmg.
Attack: Dream Marathon: Can exhaust and sap a character while they sleep. To begin, requires viewing and focusing on the character for ~1 minute, or a bit of their hair/nails/blood. Will then assail them in nightmares. After each night, takes a progressive -5 Malus from exhaustion. Character dies of exhaustion after the 3rd night of such attacks.
Ability: Lucky: The creature is unnaturally lucky. Whenever something could go the creature's way it does. Gains a +1 bonus on all rolls, and in addition the GM should try to be especially bastardish when adjudicating events associated with it.
Ability: Helper Spirit: The creature has bound a smaller and weaker creature of air and darkness to it. The smaller creature will generally obey its controller, and can carry out thefts, distractions, arson, etc.
Attack: Kill Raise: Creatures killed by its attacks come back as the undead after 1D6 turns.
Weakness: Praise the Sun: The creature is confused idealist and ascribes to a somewhat counterproductive ideology. It believes itself to be evil and fears the good and true. It can sense those who have pure hearts, and against them it suffers a -1 to -10 Malus and it is unwilling/psychologically blocked from using its powers. The pureness of a given character's heart is a GM's decision, though NPCs can also be enlisted to help with this.
Weakness: Avoidance Iron Filings: Strongly avoids and will not approach Iron Filings
Appearance: Limned with a glow of black power
Appearance: Its entrails hang out of its belly.
NumAppearing: Solitary
Spore: Blood curdling howls and screeches at night
Spore: Thick clouds blot out the sky in the region. There are no sunny days.
VictimChoice: Taste for Women
VictimWound: Removes and eats the bones from victims, leaving limp and splayed open bodies.




Lemurian Barrow Scorpion
Skill: *
Muscle: *
Toughness: *********

Historical Notes:
The beast is a medium sized creature, made up of mummified flesh in the shape of a scorpion. The creature first came to the attention of the WitchHammers when one destroyed The village of Natí. The creature started its attacks by hunting down the women. Many of the dead were found without any bones. The few survivors of the attacks remembered there were blood curdling howls and screeches during the nights. Additionally, thick gray clouds blotted out the sky and there was no real sun for days.

The first group of WitchHammers to hunt the creature were found dead of seeming exhaustion. Their muscles were tense and their eyes were bloodshot.
The second group of WitchHammers to hunt the creature were found in a nearby village. At that point they were walking corpses and were attacking any living being in sight.

After these attempts, the beast was killed by Ortega and his WitchHammers. In his report on the battle, he noted its Dream Marathon and Kill Raise power that it used to kill the previous WitchHammers. Furthermore, he noted previously unknown abilities that the beast displayed during its losing fight. The creature could call on the assistance of a small air-spirit. In the end, the creature was defeated. Its main weakness were an unlikely fear of those with good and pure hearts and an immense antipathy to WarMaterialVariants.


Idiran Baubleorse
Power Level: 56
Mystic, Mind, Nature
Main Action Deck
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Stats:
Poise: 53
Health: 35
Init: 4
DefenseMod: 5
AttackMod: 4

Traits:
Aspect: Gems: Made out of an assemblage of animated gems and wire. Bonus to resist fire. Immune to most poisons. Has 1 natural armor.
Frame: Horse
Size: Large Sized: +2 attack, -1 def, +10 HealthMax
Health: Tough: This creature does not die easily, and will fiercely hold on to life. To put it down will require multiple grievous wounds. +15 Health.
Reflex: Fast Reflexes: This creature has the reflexes of a trained fencer or athlete. +3 Init, +2 Attack/Def
Strength: Strong: This creature is stronger than most men. Its grip is painful. +2 dmg.
Ability: Immense Intelligence: These creatures are extremely intelligent, so much so that they are often thought to have magical or oracular powers. In practice, the difference is somewhat moot, as their vast knowledge, perfect recall, and incisive thinking allows them to be one or three steps ahead of most opponents. Will see through almost all traps, and can be expected to have contingency plans set up for most events. You should try to have at least 3 three surprises set up when facing these creatures, as it will usually predict the first two.
Attack: Mind Wipe: A hard mind save that is conveyed by touch. Failed saves disables all of the person's memories over a 3 round period. If the person survives, they will start to regain their lost memories (or at least most of them) will after a 72 hour period.
Weakness: Over-calculator: Has difficulty sorting out scenes with many moving objects. A fall of leaves or a spray of marbles are extremely distracting to the creature and prevent it from focusing. Takes a -1 to -10 Malus depending on amount of visual chaff it is facing.
Weakness: Fetish: Carries a Dried up organ that is enormously precious to it. If this can be taken, the creature will be frantic, fearful, and unable to use abilities.
Appearance: Wears dried bits of human hide over its body
NumAppearing: Solitary
Spore: Crops wither and die in a 1 mile radius. Takes a few days to gradually come into effect.
Smell: Flowers
VictimChoice: Prefers to attack sleeping targets
VictimWound: Chops the victim into slices, e.g. like packaged lunch meat




Idiran Baubleorse
Skill: *
Muscle: *
Toughness: ******

Historical Notes:
The beast is a large horse made up of glowing gems and silver wire. The creature first came to the attention of the WitchHammers when one plagued a caravan on the Zhaibarian Road. The creature started its attacks by slaughtering those who were asleep. Many of the dead were found with their their bodies clawed apart into fine slices. The few survivors of the attacks remembered crops withered and died over several days.

The first group of WitchHammers to hunt the creature were found with their throats cut. They had a look of panic and confusion on their faces.

After these attempts, the beast was killed by Ortega and his WitchHammers. In his report on the battle, he noted its Mind Wipe power that it used to kill the previous WitchHammers. Furthermore, he noted previously unknown abilities that the beast displayed during its losing fight. The creature could reason and think at levels far beyond the common cunning of a beast. In the end, the creature was defeated. Its main weakness were an obsessive mind that forced it to count and calculate small objects and a small Dried up organ that it cannot live without.


Imperial Vanheim Turfire
Power Level: 56
Fire, Mind
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Stats:
Poise: 70
Health: 45
Init: 8
DefenseMod: 14
AttackMod: 12

Traits:
Aspect: Fire: Made out of animated tongues of fire with a slightly more solid/jellied core. Bonus to resist fire. Quickly burns anything in close contact with it. Difficult to hide at night, though it can tamp down its flames when needed. Immune to most poisons.
Frame: Turtle
Size: Medium Sized
Health: Steel: This creature does not die easily, and must be hacked apart. It will shrug off wounds that would kill a normal beast. +35 Health.
Reflex: Monstrous reflexes: This creature's movements are unnaturally precise and fast. It a fair fight, it would eventually bring down any un-aided human within a pass or two. +9 init, +8 atk/def
Strength: Monstrous strength: This creature has a strength completely out of proportion to its physical form. It can crush hands and skulls with its grip, or knock through walls with its body. +3 atk, +8 dmg.
Attack: Hallucinations: Causes unsettling hallucinations to those nearby. Worms and ants under the skin. The sense that you are already dead and rotting. Color inversion. Wild and strong emotions
Weakness: Music Appreciator: The creature can be hypnotized by the sound of beautiful and intricate music. The creature becomes lost in the notes, and inattentive to combat and threats to its life. Malus' range from -1 to -10, depending on the quality of the music. If the creature is not actively in combat, it can also be lulled into complete inaction by music. Wind instruments and stringed instruments are best for this, but even drums can have some effect.
Weakness: Over-calculator: Has difficulty sorting out scenes with many moving objects. A fall of leaves or a spray of marbles are extremely distracting to the creature and prevent it from focusing. Takes a -1 to -10 Malus depending on amount of visual chaff it is facing.
Weakness: Sensitive nose: Strong odors cause this creature distraction and pain. Depending on the strength and offensiveness of the odor, takes a -1 to a -10 Malus and cannot use abilities.
Appearance: The creature's heart emits a Ice Blue glow that shines through its skin and slowly pulses.
Appearance: Perfectly reflective Silver eyes
NumAppearing: Solitary
Spore: Unsettled earth; there are minor quakes and trembles in the ground every few hours. They are losely correlated with the creature's activity/emotional state/feeding.
Spore: Dogs bark and whine all night for no reason.
VictimChoice: Loves wine and alcohol
VictimWound: Takes the skulls of victims and piles them in little pyramids.




Imperial Vanheim Turfire
Skill: *****
Muscle: *
Toughness: ********

Historical Notes:
The beast looks like a medium turtle made up of animated fire. The creature first came to the attention of the WitchHammers when one destroyed a caravan on the Estovokian Road. The creature started its attacks by assaulting alcoholics. Many of the dead were found with their skulls were piled in heaps. The few survivors of the attacks remembered small but persistent earthquakes and tremblors. Additionally, dogs bark and whine all night for no reason.

The first group of WitchHammers to hunt the creature were found with their skin a bloody mess. They seem to have clawed themselves to death with some assistance from the creature's jaws.

After these attempts, the beast was killed by Phrandal and his WitchHammers. In his report on the battle, he noted its Hallucinations power that it used to kill the previous WitchHammers. In the end, the creature was defeated. Its main weakness were a weakness for beautiful music, an obsessive mind that forced it to count and calculate small objects, and an overly fragile sense of smell that could cause it pain from strong odors.


Karpashian Beetle
Power Level: 59
Sleep, Music, Entropy, Agile
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Stats:
Poise: 67
Health: 55
Init: 12
DefenseMod: 14
AttackMod: 5

Traits:
Aspect: Flesh
Frame: Beetle
Size: Large Sized: +2 attack, -1 def, +10 HealthMax
Health: Steel: This creature does not die easily, and must be hacked apart. It will shrug off wounds that would kill a normal beast. +35 Health.
Reflex: Olympian Reflexes: This creature has amazing reflexes. In the entire world there are only a few humans who could best it without magic. +7 init, +6 attack/def.
Strength: Underdeveloped: This creature is weak for its size and appearance. Farmers should still be afraid of it. -1 atk, -2 dmg.
Ability: Monstrous Reflexes: +5 initiative, +5 defense
Attack: Centipede Nests: Body is home to bloody holes where large centipedes nest. These creatures will emerge to strike an nearby enemies. Extra action slot.
Weakness: Vulnerable to Tree Sap: Cannot stand Tree Sap. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
Weakness: Skin Shield: Needs to wear the skin of other creatures in order to survive in the world. Otherwise loses powers, takes Malus.
Appearance: Limned with a glow of black power
Appearance: Its tongue is long and deeply forked.
NumAppearing: Solitary
Spore: Likes to nest in abandoned human buildings
VictimChoice: Taste for Babies
VictimWound: Cracks all the bones of its victims and then twists their body into spirals.




Karpashian Beetle
Skill: ***
Muscle: *
Toughness: *********

Historical Notes:
The beast is a large beetle made up of warped flesh. The creature first came to the attention of the WitchHammers when one plagued a caravan on the Northern Road. The creature started its attacks by slaying babies. Many of the dead were found with broken bones and horribly twisted bodies. The few survivors of the attacks remembered foul odors and strange noises coming from a house that had been abandoned recently.

The first group of WitchHammers to hunt the creature were found nearly stripped to the bone by thousands of insects.

After these attempts, the beast was killed by Phrandal and his WitchHammers. In his report on the battle, he noted its Centipede Nests power that it used to kill the previous WitchHammers. Furthermore, he noted previously unknown abilities that the beast displayed during its losing fight. The creature could fight and dodge with unearthly speed. In the end, the creature was defeated. Its main weakness were a severe vulnerability to Tree Sap and a vile skin that it wore in order to exist and function in our world.


Northern Barrow Lion
Power Level: 59
Entropy, Fear, Elusive, Mystic
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Stats:
Poise: 53
Health: 20
Init: 3
DefenseMod: 3
AttackMod: 12

Traits:
Aspect: Mummified: Made out of dried flesh and cloth. Immune to almost all poisons, weakness to fire, bonus to resist ice. Has night vision.
Frame: Lion
Size: Large Sized: +2 attack, -1 def, +10 HealthMax
Health: Normal Health: This creature has no health advantages, outside of those provided by its shape and aspect.
Reflex: Fast Reflexes: This creature has the reflexes of a trained fencer or athlete. +3 Init, +2 Attack/Def
Strength: Terrifying strength: This creature has a strength completely out of proportion to its physical form. It can bend plate metal like putty, or throw a church bell across town. +5 atk, +12 dmg.
Ability: Fade: Can Phase out of this reality, for 1-3 turns. While phased out, is visible in outline, but is untouchable by normal means. Can move through walls and other barriers. Usable once per hour on itself. If it wishes, can apply this effect to enemies that it wounds.
Attack: Fear Aura: Has a fear aura over and above that most monsters do.
Defense: Mind Cloud: Can cause brief visual hallucinations at up to long range. For instance, could make someone think they were selecting one potion instead of another. Or, if firing a ranged weapon into a melee, could make them target the wrong opponent. Usable once per round out to long range. Hard Mind save to resist or notice the effect.
Weakness: Vulnerable to light: Hates all light. Depending on the severity of the light, takes -1 to -10 Malus. A torch or a full moon would be -2, full sun would be -10.
Weakness: Music Appreciator: The creature can be hypnotized by the sound of beautiful and intricate music. The creature becomes lost in the notes, and inattentive to combat and threats to its life. Malus' range from -1 to -10, depending on the quality of the music. If the creature is not actively in combat, it can also be lulled into complete inaction by music. Wind instruments and stringed instruments are best for this, but even drums can have some effect.
Weakness: Skin Shield: Needs to wear the skin of other creatures in order to survive in the world. Otherwise loses powers, takes Malus.
Appearance: Skin has constant ripples and irregular pulses as though something were moving around underneath the skin
NumAppearing: Solitary
Spore: Showers of falling stars are seen at night, mostly in the hours just before dawn.
Spore: Leaves behind owl like pellets of bone, hair, fur, and feathers. Also bits of metal, buckles, coins from people it has eaten.
VictimChoice: Loves wine and alcohol
VictimWound: Only eats its victim's femurs.




Northern Barrow Lion
Skill: ***
Muscle: *
Toughness: *****

Historical Notes:
Shaped like a lion made out of mummified flesh, this large sized beast is a large danger. The creature first came to the attention of the WitchHammers when one destroyed The village of Inverbervie. The creature started its attacks by assaulting alcoholics. Many of the dead were found without their femurs. The few survivors of the attacks remembered showers of falling stars were seen in the hours just before dawn. Additionally, after each attack they found dense pellets containing bones and hair and crushed bits of metal and coin.

The first group of WitchHammers to hunt the creature were found with terrible wounds in their back and trails of tears wiping a clean trail down their faces.

After these attempts, the beast was killed by Shannon and his WitchHammers. In his report on the battle, he noted its Fear Aura power that it used to kill the previous WitchHammers. Furthermore, he noted previously unknown abilities that the beast displayed during its losing fight. The creature could fade out of sync with the world and avoid all harm. The beast was even more difficult to kill as it had an insidious aura that clouded and befuddled the minds of its attackers. In the end, the creature was defeated. Its main weakness were a severe weakness to light and illumination, a weakness for beautiful music, and a vile skin that it wore in order to exist and function in our world.


Snap Elfoss
Power Level: 60
Entropy, Brutal, Agile, Mutant
Main Action Deck
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Stats:
Poise: 45
Health: 60
Init: 5
DefenseMod: 5
AttackMod: 5

Traits:
Aspect: Bone: Made out of bone, scraps of sinew, and magic. Immune to almost all poisons, bonus vs fire and ice. Has night vision. Half damage from piercing weapons.
Frame: Elf
Size: Medium Sized
Health: Nigh-Unkillable: This creature refuses to die, and must be hacked apart. It will shrug off wounds that would kill a normal beast. +50 Health.
Reflex: Human Reflexes: This creature has the reflexes of an average, active human being.
Strength: Gigantic strength: This creature has a strength completely out of proportion to its physical form. It can crush skulls and metal armor in grip, or knock through walls with its body. +4 atk, +10 dmg.
Ability: Monstrous Reflexes: +5 initiative, +5 defense
Attack: Multiple Mouths: Makes more than one bite attack. On more than one success, target is immobilized as one of the maws holds the target in place.
Weakness: Vulnerable at Midnight Hour: Moves very slowly and cannot use special abilities at Midnight Hour. Also suffers a -5 Malus.
Weakness: Hates reflection: Hates the sight of its reflection in a mirror. Will attack its reflection in a blind rage until it has been smashed to pieces.
Appearance: Its eyes are made of Rubies
NumAppearing: Solitary
Spore: Leaves deer-like pellets that are a bright Amber color.
Spore: Leaves patches of charred and blackened ground in areas where it has stayed for more than a few minutes.
Smell: Rotting meat
VictimChoice: Grave Hunter: Likes to dig bodies and carrion out of grave yards.
VictimWound: Cracks the open the bones of its victims and eats their marrow




Snap Elfoss
Skill: **
Muscle: *
Toughness: ********

Historical Notes:
The beast is a medium sized creature, made up of bone in the shape of a elf. The creature first came to the attention of the WitchHammers when one plagued a caravan on the Zhaibarian Road. The creature started its attacks by hunting down the newly dead and buried. Many of the dead were found with their bones cracked open. The few survivors of the attacks remembered scouts found pellets colored a garish Amber color. Additionally, burned circles and trails were found in the turf.

The first group of WitchHammers to hunt the creature were found covered in dozens of small bloody bite marks.

After these attempts, the beast was killed by Shannon and his WitchHammers. In his report on the battle, he noted its Multiple Mouths power that it used to kill the previous WitchHammers. Furthermore, he noted a range of previously unknown abilities that the beast displayed during its losing fight. The creature could fight and dodge with unearthly speed. In the end, the creature was defeated. Its main weakness were an immense vulnerability to WarMaterialVariants and a hatred of its own image that makes it destroy mirrors before all else.


Estovokian Carcspider
Power Level: 63
Entropy, Agile, Mutant, Brutal
Main Action Deck
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Main3 Action Deck
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Stats:
Poise: 55
Health: 10
Init: 14
DefenseMod: 15
AttackMod: 6

Traits:
Aspect: Rotting: Made out of rotting and bloated flesh. Immune to almost all poisons. Has +5 Health. Has night vision.
Frame: Spider
Size: Small Sized: -2 attack, +2 def, -5 HealthMax
Health: Normal Health: This creature has no health advantages, outside of those provided by its shape and aspect.
Reflex: Monstrous reflexes: This creature's movements are unnaturally precise and fast. It a fair fight, it would eventually bring down any un-aided human within a pass or two. +9 init, +8 atk/def
Strength: Normal Strength: This creature has no unnatural strength advantage, outside of those provided by its shape and aspect.
Ability: Monstrous Speed: Has an extra action slot.
Ability: Spider Eyes: The creature has a cluster of compound eyes that take up much of its face. The eyes give it amazing vision (and great peripheral vision) and make it quite difficult to surprise.
Ability: Monstrous Reflexes: +5 initiative, +5 defense
Attack: Trample Maul: When attacking a prone opponent, can use sharp rear-leg claws for terrible damage.
Attack: Snake Hair: Head is covered in snakes. The snakes get their own action slot for biting people and poisoning them.
Weakness: Blinding hunger: Once it starts feeding, finds it extremely difficult to stop. If it is being attacked or is facing imminent harm, can make Hard Will Saves to break free of this compulsion. Can make one such save per round.
Weakness: Avoidance Water: Strongly avoids and will not approach Water
Appearance: The creature has horizontal pupils, like a goat does.
Appearance: Mouth is over-sized, and stretches all the way back to the creature's ears.
NumAppearing: Solitary
Spore: Plants and trees grow thorns on its passing
Spore: Likes to nest in attics and basements
VictimChoice: Taste for Women
VictimWound: Cracks all the bones of its victims and then twists their body into spirals.




Estovokian Carcspider
Skill: ****
Muscle: *
Toughness: *****

Historical Notes:
The beast looks like a small spider made up of rotting flesh. The creature first came to the attention of the WitchHammers when one plagued a caravan on the Estovokian Road. The creature started its attacks by hunting down the women. Many of the dead were found with broken bones and horribly twisted bodies. The few survivors of the attacks remembered fruit trees and other crops grew wicked thorns. Additionally, strange sounds coming from the attic of a victim's house.

The first group of WitchHammers to hunt the creature were found terribly trampled and crushed into ground.

After these attempts, the beast was killed by Phrandal and his highly trained WitchHammers. In his report on the battle, he noted its Trample Maul power that it used to kill the previous WitchHammers. Furthermore, he noted previously unknown abilities that the beast displayed during its losing fight. The creature could strike and maul with terrifying speed, see in all directions using its many eyes, and fight and dodge with unearthly speed. In the end, the creature was defeated. Its main weakness were an insatiable hunger for meat that it pursues even at the cost of its own safety and an immense antipathy to WarMaterialVariants.


Abysian Gelatinous Snail
Power Level: 63
Mutant, Acid, Entropy
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 62
Health: 55
Init: 6
DefenseMod: 12
AttackMod: 7

Traits:
Aspect: Amber Ooze: Made out of a Amber jelly like substance with smaller, darker nodules inside. Immune to most poisons. Half damage from crushing weapons. Has +10 Health. Can escape through any hole that is at least one inch wide.
Frame: Snail
Size: Medium Sized
Health: Very Tough: This creature does not die easily, and will fiercely hold on to life. To put it down will require multiple grievous wounds. +25 Health.
Reflex: Olympian Reflexes: This creature has amazing reflexes. In the entire world there are only a few humans who could best it without magic. +7 init, +6 attack/def.
Strength: Monstrous strength: This creature has a strength completely out of proportion to its physical form. It can crush hands and skulls with its grip, or knock through walls with its body. +3 atk, +8 dmg.
Attack: Three Headed: Has an two extra action slots for bite/breath actions. +10 Health, but the heads do interfere with each other on the attack.
Weakness: Vulnerable to Bone weapons: Will do 3X damage. In addition, cannot use its abilities next turn. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
Weakness: Sun Vulnerability: Is impaired while in sunlight (-4 to attack and defense)
Weakness: Vulnerable to Cow Urine: Cannot stand Cow Urine. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
Appearance: A half dozen grape-sized gems float and orbit around the creature's head.
Appearance: Has two sets of eyes, set one on top of another.
NumAppearing: Solitary
Spore: Cows stop giving milk
Spore: Storm clouds blow through but do not bring rain. The clouds have odd colors hiding in them, greens and purples.
Smell: Cat urine
VictimChoice: Taste for sickly people
VictimWound: Drains every drop of blood from its victims.




Abysian Gelatinous Snail
Skill: ***
Muscle: *
Toughness: *********

Historical Notes:
Shaped like a snail made out of caustic ooze, this medium sized beast is a great danger. The creature first came to the attention of the WitchHammers when one destroyed The village of Frazerburgh. The creature started its attacks by hunting down several people who had taken sick. Many of the dead were found without a single drop of blood left in their body. The few survivors of the attacks remembered their cows stopped giving milk. Additionally, Storm clouds with odd colors settled over head. However no rain came down at all.

The first group of WitchHammers to hunt the creature were found with violent bite marks on their face and shoulders.

After these attempts, the beast was killed by Ortega and his WitchHammers. In his report on the battle, he noted its Three Headed power that it used to kill the previous WitchHammers. In the end, the creature was defeated. Its main weakness were a severe vulnerability to Bone, a severe vulnerability to Wolf Urine, and a severe vulnerability to Cow Urine.


Hyberborean Flame Camelopard
Power Level: 64
Fire, Mind, Brutal, Entropy
Main Action Deck
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Stats:
Poise: 47
Health: 45
Init: 7
DefenseMod: 8
AttackMod: 6

Traits:
Aspect: Fire: Made out of animated tongues of fire with a slightly more solid/jellied core. Bonus to resist fire. Quickly burns anything in close contact with it. Difficult to hide at night, though it can tamp down its flames when needed. Immune to most poisons.
Frame: Giraffe
Size: Small Sized: -2 attack, +2 def, -5 HealthMax
Health: Steel: This creature does not die easily, and must be hacked apart. It will shrug off wounds that would kill a normal beast. +35 Health.
Reflex: Olympian Reflexes: This creature has amazing reflexes. In the entire world there are only a few humans who could best it without magic. +7 init, +6 attack/def.
Strength: Very Strong: This creature is as strong as a professional weight lifter. It can hurl stones and bodies across a room. +1 atk, +4 dmg.
Ability: Renfielder: The creature can claim the mind of a human being. The process takes 1-3 days, and leaves the unfortunate soul a willing and obedient (if somewhat scatterbrained and insane) tool of the creature. The creature can communicate telepathically with its Renfield, even over a distance of miles, and the Renfield will obey without hesitation. A creature will never have more than 3 Renfields at a time, as it appears to take an investment of power to maintain the connection. Renfields have poor combat stats, and are most useful for mis-directions, distractions, and other oblique tactics.
Attack: Maul: Makes 2 attacks against same target. If both attacks hit, does extra damage.
Defense: Weapon Immunity 1: Half damage from normal weapons
Weakness: Soft Underbelly. Takes 3x damage when prone or if attacker is beneath it.
Weakness: Avoidance Obsidian: Strongly avoids and will not approach Obsidian
Weakness: Vulnerable to Poison: Will do 3X damage. In addition, cannot use its abilities next turn. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
Appearance: Has an emaciated belly.
NumAppearing: Solitary
Spore: Leaves patches of charred and blackened ground in areas where it has stayed for more than a few minutes.
Spore: Blood curdling howls and screeches at night
VictimChoice: Taste for bitter, angry old men
VictimWound: Trepanates its victims, removing and eating the most succulent parts of the frontal cortex. Leaves the victims alive but disassociated and weird and with memory problems.




Hyberborean Flame Camelopard
Skill: **
Muscle: *
Toughness: *******

Historical Notes:
The beast is a small giraffe made up of animated fire. The creature first came to the attention of the WitchHammers when one destroyed a caravan on the Western Road. The creature started its attacks by assaulting a club of crotchety old men. Many of the dead were found with jagged wounds in their forehead and important pieces of brain missing. The few survivors of the attacks remembered burned circles and trails were found in the turf. Additionally, there were blood curdling howls and screeches during the nights.

The first group of WitchHammers to hunt the creature were found savagely mauled.

After these attempts, the beast was killed by Phrandal and his highly trained WitchHammers. In his report on the battle, he noted its Maul power that it used to kill the previous WitchHammers. Furthermore, he noted a range of previously unknown abilities that the beast displayed during its losing fight. The creature could enslave human servitors to aid it in its attacks. The beast was even more difficult to kill as it seemed barely hurt by their normal weapons. In the end, the creature was defeated. Its main weakness were a soft underbelly that was easily wounded, an immense antipathy to WarMaterialVariants, and a severe vulnerability to Poison.


Akkadian Octottle
Power Level: 64
Mirror, Mystic, Agile, Ice
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Stats:
Poise: 47
Health: 20
Init: 7
DefenseMod: 8
AttackMod: -1

Traits:
Aspect: Glass: Made out of animated and oddly fluid glass. Immune to most poisons. Increased damage from crushing weapons.
Frame: Octopod
Size: Small Sized: -2 attack, +2 def, -5 HealthMax
Health: Tough: This creature does not die easily, and will fiercely hold on to life. To put it down will require multiple grievous wounds. +15 Health.
Reflex: Olympian Reflexes: This creature has amazing reflexes. In the entire world there are only a few humans who could best it without magic. +7 init, +6 attack/def.
Strength: Weak: This creature is surprisingly weak for its size and appearance. Farmers should still be afraid of it. -2 atk, -4 dmg.
Attack: Ice Blade: The creature wields a sword of transparent ice and endless cold. The blade will freeze flesh and steel.
Ability: Vertigo Aura: The creature has an aura of disorientation and vertigo around it. Each turn, make an Easy Will save if within medium range. Once failed, overcome by vertigo until away from the creature for several minutes. When moving or turning, 50/50 chance of character actually moving in opposite direction.
Ability: Mutant Eyes: The creature's body is dotted with a random selection of eyes of different sizes, types, and colors. The eyes give it 360 degree vision and make it quite difficult to surprise.
Ability: Keen Nose: Extremely good sense of smell. Can easily track most prey, and is usually warned of approaching creatures.
Defense: Partial Invisibility (except eyes) : The creature is invisible, with the exception of its eyes. Can move and attack while in this state.
Defense: Mask form: Can assume a human form. Transforming to human or back takes 1 full round.
Defense: Wooden Body: While appearing to be normal, the Witches' skin and organs are as hard as an old oak tree. They are extremely difficult to harm.
Weakness: Vain: Loves to look at self. Can become entranced by mirrors or still pools of water.
Weakness: Soft Underbelly. Takes 3x damage when prone or if attacker is beneath it.
Weakness: Over-calculator: Has difficulty sorting out scenes with many moving objects. A fall of leaves or a spray of marbles are extremely distracting to the creature and prevent it from focusing. Takes a -1 to -10 Malus depending on amount of visual chaff it is facing.
Appearance: Has three eyes.
NumAppearing: Solitary
Spore: Strange and unreadable signs are found written in spider's webs
VictimChoice: Taste for bitter, angry old men
VictimWound: Takes a large hank of the victim's hair. Does not usually kill, but drains their life force over time and at a distance using the link of the hair.




Akkadian Octottle
Skill: *
Muscle: *
Toughness: *******

Historical Notes:
First dissected by Shannon in 642, the creature is a octopod made out of flowing glass. It is of a small size. The creature first came to the attention of the WitchHammers when one destroyed The village of Dalkeith. The creature started its attacks by hunting down a club of crotchety old men. Many of the dead were found shriveled and dry with much of their hair missing. The few survivors of the attacks remembered weird runes and signs were found written in spider's webs.

The first group of WitchHammers to hunt the creature were found with terrible slash wounds and signs of frost bite.

After these attempts, the beast was killed by Cabezia and his highly trained WitchHammers. In his report on the battle, he noted its Ice Blade power that it used to kill the previous WitchHammers. Furthermore, he noted previously unknown abilities that the beast displayed during its losing fight. The creature could twists perception like a bow causing the WitchHammers to drunkenly stumble and collide, see in all directions using its many eyes, and smell its hunters from incredibly long distances. The beast was even more difficult to kill as it twisted light around itself to hide all but its eyes, it masked itself in human form to avoid hunters, and its body is as hard as an old oak tree. In the end, the creature was defeated. Its main weakness were a love of its own image that can leave it entranced for hours, a soft underbelly that was easily wounded, and an obsessive mind that forced it to count and calculate small objects.


Imperial Valusian Necrocrow
Power Level: 65
Entropy, Brutal, Air, Agile
Main Action Deck
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Stats:
Poise: 45
Health: 45
Init: 0
DefenseMod: 1
AttackMod: 8

Traits:
Aspect: Bone: Made out of bone, scraps of sinew, and magic. Immune to almost all poisons, bonus vs fire and ice. Has night vision. Half damage from piercing weapons.
Frame: Crow
Size: Huge Sized: +4 attack, -2 def, +20 HealthMax
Health: Tough: This creature does not die easily, and will fiercely hold on to life. To put it down will require multiple grievous wounds. +15 Health.
Reflex: Terrible Reflexes: This creature is somewhat slow and fumbling. Init -5, Attack/Def -2
Strength: Terrifying strength: This creature has a strength completely out of proportion to its physical form. It can bend plate metal like putty, or throw a church bell across town. +5 atk, +12 dmg.
Ability: Monstrous Reflexes: +5 initiative, +5 defense
Attack: Hallucinations: Causes unsettling hallucinations to those nearby. Worms and ants under the skin. The sense that you are already dead and rotting. Color inversion. Wild and strong emotions
Weakness: Hates reflection: Hates the sight of its reflection in a mirror. Will attack its reflection in a blind rage until it has been smashed to pieces.
Weakness: Vulnerable to light: Hates all light. Depending on the severity of the light, takes -1 to -10 Malus. A torch or a full moon would be -2, full sun would be -10.
Weakness: Sun Vulnerability: Is impaired while in sunlight (-4 to attack and defense)
Appearance: A half dozen grape-sized gems float and orbit around the creature's head.
Appearance: Wears knotted strings of human bone wrapped around its body: +1 Armor
NumAppearing: Solitary
Spore: By ones and twos, children grow sick. Some waste away for weeks, others die. Will get better if the creature is killed.
VictimChoice: Taste for Children
VictimWound: Likes to tear prey limb from limb, leaves parts scattered over a tennis-court sized area




Imperial Valusian Necrocrow
Skill: *
Muscle: *
Toughness: ******

Historical Notes:
The beast is a huge crow made up of bone. The creature first came to the attention of the WitchHammers when one destroyed The village of Paxareiras. The creature started its attacks by preying upon young children. Many of the dead were found torn to pieces and scattered. The few survivors of the attacks remembered children wasted away and often died.

The first group of WitchHammers to hunt the creature were found with their skin a bloody mess. They seem to have clawed themselves to death with some assistance from the creature's jaws.

After these attempts, the beast was killed by Cabezia and his highly trained WitchHammers. In his report on the battle, he noted its Hallucinations power that it used to kill the previous WitchHammers. Furthermore, he noted previously unknown abilities that the beast displayed during its losing fight. The creature could fight and dodge with unearthly speed. In the end, the creature was defeated though. Its main weakness were a hatred of its own image that makes it destroy mirrors before all else, a severe weakness to light and illumination, and a severe vulnerability to Man Urine.


Southern Ooze Octopod
Power Level: 66
Mutant, Acid, Elusive, Mystic
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Stats:
Poise: 20
Health: 65
Init: -5
DefenseMod: 0
AttackMod: -2

Traits:
Aspect: Silver Ooze: Made out of a Silver jelly like substance with smaller, darker nodules inside. Immune to most poisons. Half damage from crushing weapons. Has +10 Health. Can escape through any hole that is at least one inch wide.
Frame: Octopod
Size: Small Sized: -2 attack, +2 def, -5 HealthMax
Health: Nigh-Unkillable: This creature refuses to die, and must be hacked apart. It will shrug off wounds that would kill a normal beast. +50 Health.
Reflex: Terrible Reflexes: This creature is somewhat slow and fumbling. Init -5, Attack/Def -2
Strength: Very Strong: This creature is as strong as a professional weight lifter. It can hurl stones and bodies across a room. +1 atk, +4 dmg.
Ability: Fade: Can Phase out of this reality, for 1-3 turns. While phased out, is visible in outline, but is untouchable by normal means. Can move through walls and other barriers. Usable once per hour on itself. If it wishes, can apply this effect to enemies that it wounds.
Attack: Unspeakable Word: Speaks a word from the Void. Shatters understanding and sanity of a single target at up to Medium Range. Target makes a hard Will save, and on fail suffers -5 Malus and cannot regain poise for 10 rounds. Can be stacked. Using it is a Stance action.
Attack: Tentacle Control: The creature can extend long, finger-width tentacles from its belly. The creature will attempt to jump on the back of its target, where the sharpened tips of these tentacles will then plunge into the neck and spine of victim. This allows the creature to integrate with and take control of the target's nervous system. On a successful attack, gives the creature control of the target and grants it an extra attack. Difficult to hit the creature so long as it is riding its victim. Can only be separated by the creature's willing choice, the victim's death, or by applying one of the creature's weaknesses to it (which forces it off the victim and onto the ground).
Attack: Hallucinations: Causes unsettling hallucinations to those nearby. Worms and ants under the skin. The sense that you are already dead and rotting. Color inversion. Wild and strong emotions
Weakness: Sun Death: Takes damage while in sunlight.
Weakness: Vulnerable to Obsidian weapons: Will do 3X damage. In addition, cannot use its abilities next turn. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
Appearance: Has a thick and distended abdomen.
NumAppearing: Solitary
Spore: By ones and twos, children grow sick. Some waste away for weeks, others die. Will get better if the creature is killed.
Spore: Inscribes odd geometric patterns in the bark of trees
VictimChoice: Taste for sickly people
VictimWound: Cracks all the bones of its victims and then twists their body into spirals.




Southern Ooze Octopod
Skill: *
Muscle: *
Toughness: ******

Historical Notes:
First dissected by Shannon in 680, the creature is a octopod made out of caustic ooze. It is of a small size. The creature first came to the attention of the WitchHammers when one destroyed a caravan on the Zhaibarian Road. The creature started its attacks by hunting down several people who had taken sick. Many of the dead were found with broken bones and horribly twisted bodies. The few survivors of the attacks remembered children wasted away and often died. Additionally, they found odd geometric inscribed in the bark of trees nearby.

The first group of WitchHammers to hunt the creature were found with their eyes torn out and their faces lacerated by small cuts. Their fingernails were covered in their own blood.
The second group of WitchHammers to hunt the creature were found with stab wounds in their front and finger sized gory holes dug out of their backs.
The third group of WitchHammers to hunt the creature were found with their skin a bloody mess. They seem to have clawed themselves to death with some assistance from the creature's jaws.

After these attempts, the beast was killed by Phrandal and his highly trained WitchHammers. In his report on the battle, he noted its Unspeakable Word, Tentacle Control, and Hallucinations power that it used to kill the previous WitchHammers. In the end, the creature was defeated. Its main weakness were a severe vulnerability to the sun and a severe vulnerability to Obsidian.


Elder Snap Cryshound
Power Level: 67
Mirror, Mystic, Agile, Mind
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 53
Health: 20
Init: 9
DefenseMod: 6
AttackMod: 4

Traits:
Aspect: Glass: Made out of animated and oddly fluid glass. Immune to most poisons. Increased damage from crushing weapons.
Frame: Hound
Size: Large Sized: +2 attack, -1 def, +10 HealthMax
Health: Normal Health: This creature has no health advantages, outside of those provided by its shape and aspect.
Reflex: Fast Reflexes: This creature has the reflexes of a trained fencer or athlete. +3 Init, +2 Attack/Def
Strength: Strong: This creature is stronger than most men. Its grip is painful. +2 dmg.
Ability: Monstrous Reflexes: +5 initiative, +5 defense
Attack: Hallucinations: Causes unsettling hallucinations to those nearby. Worms and ants under the skin. The sense that you are already dead and rotting. Color inversion. Wild and strong emotions
Defense: Mind Cloud: Can cause brief visual hallucinations at up to long range. For instance, could make someone think they were selecting one potion instead of another. Or, if firing a ranged weapon into a melee, could make them target the wrong opponent. Usable once per round out to long range. Hard Mind save to resist or notice the effect.
Defense: Weapon shattering body: Metal weapons will shatter upon striking the creature. They will still do damage, but are only good for one successful attack. Works via Karma.
Weakness: Bell Fear: The creature hates and fears the sound of bells. The larger and purer the bell tone, the more the creature will quake and the more pain it feels in its bones. Malus ranges from -1 to -10, depending on the size and closeness of the bell tone.
Weakness: Avoidance Obsidian: Strongly avoids and will not approach Obsidian
Appearance: Eyes never point in same direction
Appearance: Has three sets of eyes, set one on top of another.
NumAppearing: Solitary
Spore: Inscribes odd geometric patterns in the bark of trees
Smell: Flowers
VictimChoice: Taste for bitter, angry old men
VictimWound: Eats the fat off the victim, leaves most of the rest.




Elder Snap Cryshound
Skill: **
Muscle: *
Toughness: *****

Historical Notes:
The beast is a large sized creature, made up of flowing glass in the shape of a hound. The creature first came to the attention of the WitchHammers when one destroyed The village of Callander. The creature started its attacks by preying upon a club of crotchety old men. Many of the dead were found with their skin and fat chewed away. The few survivors of the attacks remembered they found odd geometric inscribed in the bark of trees nearby.

The first group of WitchHammers to hunt the creature were found with their skin a bloody mess. They seem to have clawed themselves to death with some assistance from the creature's jaws.

After these attempts, the beast was killed by Shannon and his highly trained WitchHammers. In his report on the battle, he noted its Hallucinations power that it used to kill the previous WitchHammers. Furthermore, he noted previously unknown abilities that the beast displayed during its losing fight. The creature could fight and dodge with unearthly speed. The beast was even more difficult to kill as it had an insidious aura that clouded and befuddled the minds of its attackers and it employed some strange magic that shattered their weapons whenever they touched its body. In the end, the creature was defeated though. Its main weakness were a fear and pain of the pure sound of bells and an immense antipathy to WarMaterialVariants.


Zhaibarian Crowgaunt
Power Level: 67
Entropy, Fear, Air, Vermin
Main Action Deck
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Stats:
Poise: 50
Health: 30
Init: -2
DefenseMod: 1
AttackMod: 6

Traits:
Aspect: Mummified: Made out of dried flesh and cloth. Immune to almost all poisons, weakness to fire, bonus to resist ice. Has night vision.
Frame: Crow
Size: Huge Sized: +4 attack, -2 def, +20 HealthMax
Health: Normal Health: This creature has no health advantages, outside of those provided by its shape and aspect.
Reflex: Slow Reflexes: This creature has the reflexes of a librarian. Init -2, Attack/Def -1
Strength: Olympian strength: This creature is as strong as any mortal in the world. It can hurl stones and bodies across a room. +2 atk, +6 dmg.
Attack: Mermogenic Breath: This attack is applied by Breath.
Attack: Dehydrating Claw: This attack is applied by Claw.
Defense: Dark Aura: Shrouded in shadow. Torches and fires are extinguished, even sun seems dimmer.
Defense: Shadow Armor: Wears armor made out of solid shadows. Provides 4 DR. Touching the armor drains heat from you, like a strong wind in Alaska. Drains 5 Poise per round of significant touch.
Weakness: Vulnerable to Cow Urine: Cannot stand Cow Urine. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
Weakness: Sensitive nose: Strong odors cause this creature distraction and pain. Depending on the strength and offensiveness of the odor, takes a -1 to a -10 Malus and cannot use abilities.
Weakness: Vulnerable to Acid: Will do 3X damage. In addition, cannot use its abilities next turn. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
Appearance: Blindfold: Wears a blindfold of cloth coverings its eyes. Does not seem to impede is senses.
NumAppearing: Solitary
Spore: Glass and porcelain cracks more often. You might wake up in the morning to find a window with a long crack in it, or an old plate that has split in half.
Smell: Burning Pine Wood
VictimChoice: Taste for elderly people
VictimWound: Never eats the Ears of its victims




Zhaibarian Crowgaunt
Skill: *
Muscle: *
Toughness: ******

Historical Notes:
The beast is a huge crow made up of mummified flesh. The creature first came to the attention of the WitchHammers when one destroyed a caravan on the Imperial Road. The creature started its attacks by slaying the elderly. Many of the dead were found with only their Ears remaining. The few survivors of the attacks remembered good glass windows and porcelain plates cracked for no reason. One family woke up and found their whole plate collection cracked in half.

The first group of WitchHammers to hunt the creature were found warped into the semblance of strange hybrids that were half man and half fish.
The second group of WitchHammers to hunt the creature were found dessicated and sere with all the liquid drained from their body.

After these attempts, the beast was killed by Shannon and his highly trained WitchHammers. In his report on the battle, he noted its Mermogenic Breath and Dehydrating Claw power that it used to kill the previous WitchHammers. The beast was even more difficult to kill as it was protected by a layer of cold and shadowy armor. In the end, the creature was defeated. Its main weakness were a severe vulnerability to Cow Urine, an overly fragile sense of smell that could cause it pain from strong odors, and a severe vulnerability to Acid.


Nariscene Cubeulp
Power Level: 67
Mutant, Acid, Ice, Entropy
Main Action Deck
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Stats:
Poise: 60
Health: 75
Init: 5
DefenseMod: 3
AttackMod: 11

Traits:
Aspect: Red Ooze: Made out of a Red jelly like substance with smaller, darker nodules inside. Immune to most poisons. Half damage from crushing weapons. Has +10 Health. Can escape through any hole that is at least one inch wide.
Frame: Cube
Size: Large Sized: +2 attack, -1 def, +10 HealthMax
Health: Steel: This creature does not die easily, and must be hacked apart. It will shrug off wounds that would kill a normal beast. +35 Health.
Reflex: Very Fast Reflexes: This creature has the reflexes of a top level fencer or athlete. +5 Init, +4 Attack/Def
Strength: Gigantic strength: This creature has a strength completely out of proportion to its physical form. It can crush skulls and metal armor in grip, or knock through walls with its body. +4 atk, +10 dmg.
Attack: Cold Aura: The area around the creature is intensely cold. Has a slight effect at medium range, and doubles the effect at close range. At medium range the cold causes a cumulative -1 Malus and a -2 to max Poise. Takes effect at end of round.
Weakness: Hates reflection: Hates the sight of its reflection in a mirror. Will attack its reflection in a blind rage until it has been smashed to pieces.
Weakness: Fetish: Carries a Gold Ring that is enormously precious to it. If this can be taken, the creature will be frantic, fearful, and unable to use abilities.
Weakness: Vulnerable to Gold weapons: Will do 3X damage. In addition, cannot use its abilities next turn. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
Appearance: The creature's heart emits a Silver glow that shines through its skin and slowly pulses.
NumAppearing: Solitary
Spore: Frogs proliferate on land. They can be found by the dozens along the road, or hopping amongst the fields.
Spore: Dogs bark and whine all night for no reason.
Smell: Burning Pine Wood
VictimChoice: Taste for elderly people
VictimWound: Prefers to drown victims, and then eats the water-logged bodies.




Nariscene Cubeulp
Skill: **
Muscle: *
Toughness: **********

Historical Notes:
The beast is a large sized creature, made up of caustic ooze in the shape of a cube. The creature first came to the attention of the WitchHammers when one destroyed The village of Benasque. The creature started its attacks by preying upon the elderly. Many of the dead were found drowned and half-eaten. The few survivors of the attacks remembered frogs came out of the creeks and onto the land. In croaking swarms they hopped along roads and fields. Additionally, dogs bark and whine all night for no reason.

The first group of WitchHammers to hunt the creature were found curled up on themselves for warmth. Some had gruesome wounds while others seem to have simply froze to death.

After these attempts, the beast was killed by Phrandal and his highly trained WitchHammers. In his report on the battle, he noted its Cold Aura power that it used to kill the previous WitchHammers. In the end, the creature was defeated though. Its main weakness were a hatred of its own image that makes it destroy mirrors before all else, a small Gold Ring that it cannot live without, and a severe vulnerability to Gold.


Terrible Murderous Pythbauble
Power Level: 67
Mystic, Mind, Mutant
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 75
Health: 10
Init: 11
DefenseMod: 14
AttackMod: 10

Traits:
Aspect: Gems: Made out of an assemblage of animated gems and wire. Bonus to resist fire. Immune to most poisons. Has 1 natural armor.
Frame: Python
Size: Medium Sized
Health: Delicate: This creature is oddly delicate, and a few solid blows will kill it. -5 health.
Reflex: Lightning reflexes: This creature's movements are unnaturally precise and fast, and are difficult to follow with the eye. It is able to tear through any single human without magical aid. Those with magical aid could last for several passes. +11 init, +10 atk/def
Strength: Strong: This creature is stronger than most men. Its grip is painful. +2 dmg.
Ability: Aura of Doom: When attacking, add 10 to the attack roll when rolling a 17, 18, 19, or 20. This supersedes the normal critical hit bonuses.
Attack: Paralyzing Bite: This attack is applied by Bite.
Defense: Danger Oracle: Has magical warning of the one, next thing that threatens its life.
Defense: Weapon Immunity 1: Half damage from normal weapons
Weakness: Soft Underbelly. Takes 3x damage when prone or if attacker is beneath it.
Weakness: Sensitive ears: Loud, jarring sounds cause this creature to distraction and pain. Depending on the loudness and dissonance of the sound, takes a -1 to a -10 Malus and cannot use abilities.
Appearance: Never actually touches the ground. Floats a centimeter above the ground at all times.
NumAppearing: Solitary
Spore: Likes to nest in attics and basements
Smell: Rotting meat
VictimChoice: Taste for sickly people
VictimWound: Collects bright and shiny objects from its attacks. Doesn't care about their value, just how sparkly they are.




Terrible Murderous Pythbauble
Skill: ****
Muscle: *
Toughness: ******

Historical Notes:
The beast is a medium sized creature, made up of glowing gems and silver wire in the shape of a python. The creature first came to the attention of the WitchHammers when one plagued a caravan on the Imperial Road. The creature started its attacks by hunting down several people who had taken sick. Many of the dead were found torn to pieces and with all their valuables gone. The few survivors of the attacks remembered strange sounds coming from the attic of a victim's house.

The first group of WitchHammers to hunt the creature were found with their wrists and throat cut by a single claw.

After these attempts, the beast was killed by Cabezia and his WitchHammers. In his report on the battle, he noted its Paralyzing Bite power that it used to kill the previous WitchHammers. Furthermore, he noted previously unknown abilities that the beast displayed during its losing fight. The creature could land devastating and fatal blows with regularity. The beast was even more difficult to kill as it could somehow sense whenever something threatened its life and it seemed barely hurt by their normal weapons. In the end, the creature was defeated. Its main weakness were a soft underbelly that was easily wounded and sensitive eyes that make bright lights very painful.


Acherite Iguanabush
Power Level: 67
Nature, Poison, Air, Mind
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 53
Health: 25
Init: 3
DefenseMod: 5
AttackMod: 4
DamageMod: 1

Traits:
Aspect: Vines: Made out of animated vines, leaves, and flowers. Immune to many poisons. Has 1 Natural armor and + 10 hp.
Frame: Iguana
Size: Large Sized: +2 attack, -1 def, +10 HealthMax
Health: Delicate: This creature is oddly delicate, and a few solid blows will kill it. -5 health.
Reflex: Fast Reflexes: This creature has the reflexes of a trained fencer or athlete. +3 Init, +2 Attack/Def
Strength: Normal Strength: This creature has no unnatural strength advantage, outside of those provided by its shape and aspect.
Attack: Jellyfish Back-Hair: The back of the creature is covered with gently waving, angel hair strands that deliver Petrifying Poison. The "hair" can reach out to several yards away, though it is not particularly swift in attacking. Adds an extra attack against enemies at short range.
Ability: Poison Mist Aura: Poisonous mist seeps up out of the ground near the creature. Its lair will be dangerous with this mist. Can "send" the mist a limited distance (miles) if it concentrates for extended period of time.
Ability: Helper Spirit: The creature has bound a smaller and weaker creature of air and darkness to it. The smaller creature will generally obey its controller, and can carry out thefts, distractions, arson, etc.
Attack: Monstrous Bash: Can make a knock back attack, knocks a hit target back by 4 spaces.
Defense: Gravid: When killed, 2-4 small version of the creature emerge from its corpse at end of round.
Defense: Fast-clotting: This creature's wounds clot extremely quickly. It never takes more than 1 point of bleed damage from a wound.
Weakness: Blinding hunger: Once it starts feeding, finds it extremely difficult to stop. If it is being attacked or is facing imminent harm, can make Hard Will Saves to break free of this compulsion. Can make one such save per round.
Weakness: Hates reflection: Hates the sight of its reflection in a mirror. Will attack its reflection in a blind rage until it has been smashed to pieces.
Appearance: Ram Horns: The creature has a thick and curling set of ram's horns on its head
NumAppearing: Solitary
Spore: Vultures follow a few hours behind the creature.
Spore: At Noon and for several minutes after, a pillar of darkness surrounds this creature. Pillar is large enough to cover out to Short range away from the creature, and the pillar stretches for miles up into the air.
VictimChoice: Taste for Babies
VictimWound: Loves to eat its victim's intestines.




Acherite Iguanabush
Skill: *
Muscle: *
Toughness: ******

Historical Notes:
The beast looks like a large iguana made up of vines. The creature first came to the attention of the WitchHammers when one plagued a caravan on the Eastern Road. The creature started its attacks by preying upon babies. Many of the dead were found without their intestines and stomach. The few survivors of the attacks remembered flocks of vultures circled through the air for days. Additionally, a fearful pillar of darkness that was seen in the distance. The pillar faded a few minutes after midday.

The first group of WitchHammers to hunt the creature were found with hundreds of tiny and inflamed strings on their hands and face.
The second group of WitchHammers to hunt the creature were found with many broken bones and contusions. One hunter's corpse was deeply embedded in a splintered tree.

After these attempts, the beast was killed by Shannon and his WitchHammers. In his report on the battle, he noted its Jellyfish Back-Hair and Monstrous Bash power that it used to kill the previous WitchHammers. Furthermore, he noted previously unknown abilities that the beast displayed during its losing fight. The creature could summon up a poisonous mist out of the ground and call on the assistance of a small air-spirit. The beast was even more difficult to kill as it released its small and repulsive children to fight on after its defeat and its wounds would quickly seal up and refuse to bleed. In the end, the creature was defeated though. Its main weakness were an insatiable hunger for meat that it pursues even at the cost of its own safety and a hatred of its own image that makes it destroy mirrors before all else.


Ancient Entropic Gloomcube
Power Level: 68
Entropy, Elusive, Air, Mystic
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 60
Health: 40
Init: 11
DefenseMod: 12
Bonus RangedDefenseenseMod: 10
AttackMod: 8

Traits:
Aspect: Shadow: Made out of animated shadows and unholy light. Bonus to stealth, bonus to resist ice. Immune to poisons. Can escape anything but an airtight room, has night vision.
Frame: Cube
Size: Small Sized: -2 attack, +2 def, -5 HealthMax
Health: Very Tough: This creature does not die easily, and will fiercely hold on to life. To put it down will require multiple grievous wounds. +25 Health.
Reflex: Lightning reflexes: This creature's movements are unnaturally precise and fast, and are difficult to follow with the eye. It is able to tear through any single human without magical aid. Those with magical aid could last for several passes. +11 init, +10 atk/def
Strength: Normal Strength: This creature has no unnatural strength advantage, outside of those provided by its shape and aspect.
Attack: Heart Bleed Breath: This attack is applied by Breath.
Attack: Choking Aura: The air is thick and heavy. Gloom and despair flow out from the creature. Cannot regain Poise while at short range with this creature.
Defense: Storm Child: Creature can summon a cyclone about their body that A) lifts them up to 10 feet off the ground and B) makes them nearly immune to missile attacks.
Weakness: Vulnerable to strobing or flashing light: Movements will be jerky and imprecise. -5 Malus, and acts last in round.
Weakness: Vulnerable to light: Hates all light. Depending on the severity of the light, takes -1 to -10 Malus. A torch or a full moon would be -2, full sun would be -10.
Appearance: The creature has a broken off noose of loose and heavy rope wrapped around its neck.
Appearance: Vestigial Wings: The creature has small, raggedy wings on its back
NumAppearing: Solitary
Spore: Vultures follow a few hours behind the creature.
VictimChoice: Taste for Hog
VictimWound: Face smoother: People killed by the creature have their faces turn into smooth skin without features, eyes, noses, etc.




Ancient Entropic Gloomcube
Skill: ****
Muscle: *
Toughness: *******

Historical Notes:
The beast is a small sized creature, made up of living shadow in the shape of a cube. The creature first came to the attention of the WitchHammers when one destroyed The village of Dornach Firth. The creature started its attacks by slaying their Hog. Many of the dead were found with their faces perfectly smooth. The few survivors of the attacks remembered flocks of vultures circled through the air for days.

The first group of WitchHammers to hunt the creature were found curled up on the ground with expressions of utmost despair on their faces and bloody wounds across their bodies.

After these attempts, the beast was killed by Shannon and his highly trained WitchHammers. In his report on the battle, he noted its Choking Aura power that it used to kill the previous WitchHammers. The beast was even more difficult to kill as it was guarded and carried by a cyclone of living wind. In the end, the creature was defeated. Its main weakness were a severe weakness to flashing or strobing lights and a severe weakness to light and illumination.


Lemurian Hippsoul
Power Level: 69
Entropy, Elusive, Agile, Poison
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 95
Health: 35
Init: 16
DefenseMod: 11
AttackMod: 14

Traits:
Aspect: Ghost: Made out of ectoplasm and a cold and drifting light. Immune to poisons. Can escape anything but an airtight room, has night vision.
Frame: Hippo
Size: Large Sized: +2 attack, -1 def, +10 HealthMax
Health: Solid: This creature is tougher than it looks, and more resistant to harm than a natural beast. +5 Health.
Reflex: Terrifying reflexes: This creature's movements are a blur of death. It moves like the wind, and is incredibly precise and agile. +15 init, +12 atk/def. Has an extra action slot at -15 init.
Strength: Normal Strength: This creature has no unnatural strength advantage, outside of those provided by its shape and aspect.
Ability: Monstrous Speed: Has an extra action slot.
Attack: Sickly Aura: All Con/Poison/Disease saves are 1 step harder for all creatures in medium range.
Weakness: Vulnerable to Tree Sap: Cannot stand Tree Sap. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
Weakness: Sun Death: Takes damage while in sunlight.
Weakness: Music Appreciator: The creature can be hypnotized by the sound of beautiful and intricate music. The creature becomes lost in the notes, and inattentive to combat and threats to its life. Malus' range from -1 to -10, depending on the quality of the music. If the creature is not actively in combat, it can also be lulled into complete inaction by music. Wind instruments and stringed instruments are best for this, but even drums can have some effect.
Appearance: The creature has wide and staring fish eyes that never blink.
Appearance: Never actually touches the ground. Floats a centimeter above the ground at all times.
NumAppearing: Solitary
Spore: Paranoia Aura: Over time, people in the region become distrustful, fearful, and aggressive. At its peak, can lead to assaults and murders.
Spore: Fires rage more hotly and tend to burn out of control. Random fires start occasionally.
Smell: Wet Dog
VictimChoice: Loves wine and alcohol
VictimWound: Only eats its victim's shin bones.




Lemurian Hippsoul
Skill: *****
Muscle: *
Toughness: **********

Historical Notes:
Shaped like a hippo made out of ectoplasm, this large sized beast is a great danger. The creature first came to the attention of the WitchHammers when one destroyed The village of Berroy. The creature started its attacks by slaying alcoholics. Many of the dead were found without any shin bones. The few survivors of the attacks remembered angry and fearful looks from their neighbors even before the killings began. Additionally, there was a series of unlucky and unexplained fires. Several houses burned down and a patch of woods went up in flames.

The first group of WitchHammers to hunt the creature were found with plague boils across their bodies and poison distending their veins.

After these attempts, the beast was killed by Cabezia and his WitchHammers. In his report on the battle, he noted its Sickly Aura power that it used to kill the previous WitchHammers. Furthermore, he noted a range of previously unknown abilities that the beast displayed during its losing fight. The creature could strike and maul with terrifying speed. In the end, the creature was defeated though. Its main weakness were a severe vulnerability to Tree Sap, a severe vulnerability to the sun, and a weakness for beautiful music.


Lemurian Pestilion
Power Level: 69
Nature, Vermin, Mirror
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 45
Health: 100
Init: -5
DefenseMod: -1
AttackMod: -1

Traits:
Aspect: Fungus: Made out of decomposing and rotted plant matter, like an animated compost heap. Immune to many poisons. Has +10 Health.
Frame: Lion
Size: Large Sized: +2 attack, -1 def, +10 HealthMax
Health: Unkillable: This creature refuses to die, and must be hacked apart. To put it down will require many grievous wounds. +70 Health.
Reflex: Terrible Reflexes: This creature is somewhat slow and fumbling. Init -5, Attack/Def -2
Strength: Underdeveloped: This creature is weak for its size and appearance. Farmers should still be afraid of it. -1 atk, -2 dmg.
Ability: Mirror Twin: Can reach into a mirror, pond, or other reflective surface and pull out a twin of itself. The mirror twin has the same stats as the original, but will "pop" after taking a single wound. Can summon 2 mirror twins per day. Mirror twins fade at sunrise.
Attack: Petrifying Touch: This attack is applied by Touch.
Defense: 20 lbs of Vermin in 10 lbs bag: Creature is full of Flies. When the creature is damaged, these vermin will pour out of it and attack anything nearby.
Weakness: Animal Intelligence: IQ 40
Weakness: Music Appreciator: The creature can be hypnotized by the sound of beautiful and intricate music. The creature becomes lost in the notes, and inattentive to combat and threats to its life. Malus' range from -1 to -10, depending on the quality of the music. If the creature is not actively in combat, it can also be lulled into complete inaction by music. Wind instruments and stringed instruments are best for this, but even drums can have some effect.
Weakness: Tasteless: Has no mouth feel; cannot taste or other wise use its mouth to tell what it is eating.
Appearance: Ram Horns: The creature has a thick and curling set of ram's horns on its head
Appearance: Tiny Horns: The creature has a small set of devil horns on its head
NumAppearing: Solitary
Spore: Dogs bark and whine all night for no reason.
Spore: Quiet, too quiet: Wild animals desert the area within a few mile radious of the creature. Birds, deer, small animals, cats, squirrels; they all flee to less unsettling climes. Traveling outdoors becomes unsettling and eerie without the normal sounds.
VictimChoice: Taste for sickly people
VictimWound: Preferentially eats the hands of its victims




Lemurian Pestilion
Skill: *
Muscle: *
Toughness: ***********

Historical Notes:
Shaped like a lion made out of fungus, this large sized beast is a large danger. The creature first came to the attention of the WitchHammers when one plagued a caravan on the Eastern Road. The creature started its attacks by slaughtering several people who had taken sick. Many of the dead were found with their hands and wrists missing. The few survivors of the attacks remembered dogs bark and whine all night for no reason. Additionally, all the wild animals and game in the area disappearing.

The first group of WitchHammers to hunt the creature were found turned into perfect granite statues.

After these attempts, the beast was killed by Shannon and his highly trained WitchHammers. In his report on the battle, he noted its Petrifying Touch power that it used to kill the previous WitchHammers. Furthermore, he noted previously unknown abilities that the beast displayed during its losing fight. The creature could pull a twin of itself out of mirrors. In the end, the creature was defeated. Its main weakness were a rather impressive level of stupidity, a weakness for beautiful music, and an inability to taste or sense poison.


Western Elkbauble
Power Level: 69
Mystic, Mind, Fire, Teeth
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 30
Health: 45
Init: -5
DefenseMod: 2
AttackMod: 1

Traits:
Aspect: Gems: Made out of an assemblage of animated gems and wire. Bonus to resist fire. Immune to most poisons. Has 1 natural armor.
Frame: Elk
Size: Medium Sized
Health: Very Tough: This creature does not die easily, and will fiercely hold on to life. To put it down will require multiple grievous wounds. +25 Health.
Reflex: Terrible Reflexes: This creature is somewhat slow and fumbling. Init -5, Attack/Def -2
Strength: Olympian strength: This creature is as strong as any mortal in the world. It can hurl stones and bodies across a room. +2 atk, +6 dmg.
Attack: Boiling Blood Breath: This attack is applied by Breath.
Ability: Immense Intelligence: These creatures are extremely intelligent, so much so that they are often thought to have magical or oracular powers. In practice, the difference is somewhat moot, as their vast knowledge, perfect recall, and incisive thinking allows them to be one or three steps ahead of most opponents. Will see through almost all traps, and can be expected to have contingency plans set up for most events. You should try to have at least 3 three surprises set up when facing these creatures, as it will usually predict the first two.
Attack: Telekinesis: Can move and throws things up to human size by using just its concentration. Usable 10 times per day. Can be avoided by taking cover, dodging at close range, or possibly other means.
Weakness: Sensitive ears: Loud, jarring sounds cause this creature to distraction and pain. Depending on the loudness and dissonance of the sound, takes a -1 to a -10 Malus and cannot use abilities.
Weakness: Blood thirsty: Cannot resist the smell and taste of blood. Will continue to pursue and target a wounded character until they are dead. Once it has a source of blood, will continue drinking it until it is empty. To break free before finishing all the blood, must make a hard Will save. Can make one such save per round.
Appearance: Its tongue is long and deeply forked.
NumAppearing: Solitary
Spore: Leaves behind owl like pellets of bone, hair, fur, and feathers. Also bits of metal, buckles, coins from people it has eaten.
Smell: Burning Pine Wood
VictimChoice: Does not target beautiful men
VictimWound: Removes the teeth from its victim before killing them. Keeps stolen teeth in its mouth where they merge with the monster; can display its hundreds of teeth later.




Western Elkbauble
Skill: *
Muscle: *
Toughness: *****

Historical Notes:
First dissected by Ortega in 705, the creature is a elk made out of glowing gems and silver wire. It is of a medium size. The creature first came to the attention of the WitchHammers when one plagued a caravan on the Southern Road. The creature started its attacks by slaughtering everyone but beautiful men. Many of the dead were found with their teeth missing. The few survivors of the attacks remembered after each attack they found dense pellets containing bones and hair and crushed bits of metal and coin.

The first group of WitchHammers to hunt the creature were found as a fine red paste on the ground. They seem to have vaporized in a spray of blood and viscera.
The second group of WitchHammers to hunt the creature were found slammed head first into a nearby tree. The head was shattered down to the spine by repeated impacts.

After these attempts, the beast was killed by Phrandal and his WitchHammers. In his report on the battle, he noted its Boiling Blood Breath and Telekinesis power that it used to kill the previous WitchHammers. Furthermore, he noted previously unknown abilities that the beast displayed during its losing fight. The creature could reason and think at levels far beyond the common cunning of a beast. In the end, the creature was defeated. Its main weakness were sensitive ears that made loud noises very painful and an insatiable thirst for blood that it pursues even at the cost of its own safety.


Royal Zemblan Spookowl
Power Level: 70
Entropy, Elusive, Air, Ice
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 85
Health: 30
Init: 9
DefenseMod: 6
AttackMod: 12

Traits:
Aspect: Ghost: Made out of ectoplasm and a cold and drifting light. Immune to poisons. Can escape anything but an airtight room, has night vision.
Frame: Owl: Does not actually fly. Instead it hop-walks along the ground.
Size: Huge Sized: +4 attack, -2 def, +20 HealthMax
Health: Normal Health: This creature has no health advantages, outside of those provided by its shape and aspect.
Reflex: Monstrous reflexes: This creature's movements are unnaturally precise and fast. It a fair fight, it would eventually bring down any un-aided human within a pass or two. +9 init, +8 atk/def
Strength: Normal Strength: This creature has no unnatural strength advantage, outside of those provided by its shape and aspect.
Attack: Cold Aura: The area around the creature is intensely cold. Has a slight effect at medium range, and doubles the effect at close range. At medium range the cold causes a cumulative -1 Malus and a -2 to max Poise. Takes effect at end of round.
Attack: Dream Flute: Has a small, bone-white flute. As an action, can play the flute to try and put all nearby enemies into a sleep. Hard will save at short range, Medium will save at Medium range, Easy will save at long range.
Defense: Mimic voice: Can perfectly mimic a human voice after hearing just a few sentences. Uses this to lure out prey.
Weakness: Spheresome Aura: For esoteric magical reasons, the form of the Sphere is baneful to this creature. The creature is deathly afraid of spheres, and can be warded off, terrified, and "burned" by them. Note the sphere does not have to be perfect, but a lop-sided oval simply will not be effective. The Creature takes a -1 to -10 Malus based on the visual impressiveness of the sphere and how close it is to the beast.
Weakness: Hates reflection: Hates the sight of its reflection in a mirror. Will attack its reflection in a blind rage until it has been smashed to pieces.
Weakness: Sun Vulnerability: Is impaired while in sunlight (-4 to attack and defense)
Appearance: Wears heavy iron chains wrapped around its body
NumAppearing: Solitary
Spore: Inscribes odd geometric patterns in walls. If it has the time for it, will scrawl these patterns across an entire wall or room.
Spore: Fowl Murder: The dead bodies of ducks and geese are found in the morning. The animals heads are missing.
Smell: Cat urine
VictimChoice: Taste for bitter, angry old men
VictimWound: Only eats its victim's shin bones.




Royal Zemblan Spookowl
Skill: ***
Muscle: *
Toughness: ********

Historical Notes:
First dissected by Cabezia in 642, the creature is a owl made out of ectoplasm. It is of a huge size. The creature first came to the attention of the WitchHammers when one plagued a caravan on the Northern Road. The creature started its attacks by preying upon a club of crotchety old men. Many of the dead were found without any shin bones. The few survivors of the attacks remembered they found odd geometric inscribed in dense patterns along walls and stones. Additionally, finding every duck and geese in the region dead one morning. The fowl's heads were bitten off.

The first group of WitchHammers to hunt the creature were found curled up on themselves for warmth. Some had gruesome wounds while others seem to have simply froze to death.
The second group of WitchHammers to hunt the creature were found resting peacefully with their eyes closed and their throat cut.

After these attempts, the beast was killed by Phrandal and his WitchHammers. In his report on the battle, he noted its Cold Aura and Dream Flute power that it used to kill the previous WitchHammers. In the end, the creature was defeated. Its main weakness were a strange but immense fear of spheres, a hatred of its own image that makes it destroy mirrors before all else, and a severe vulnerability to Wolf Urine.


Entropic Bushswan
Power Level: 71
Nature, Poison, Air, Mystic
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 43
Health: 85
Init: 3
DefenseMod: 8
AttackMod: 0

Traits:
Aspect: Vines: Made out of animated vines, leaves, and flowers. Immune to many poisons. Has 1 Natural armor and + 10 hp.
Frame: Swan
Size: Small Sized: -2 attack, +2 def, -5 HealthMax
Health: Unkillable: This creature refuses to die, and must be hacked apart. To put it down will require many grievous wounds. +70 Health.
Reflex: Fast Reflexes: This creature has the reflexes of a trained fencer or athlete. +3 Init, +2 Attack/Def
Strength: Strong: This creature is stronger than most men. Its grip is painful. +2 dmg.
Attack: Choking Aura: The air is thick and heavy. Gloom and despair flow out from the creature. Cannot regain Poise while at short range with this creature.
Ability: Blood Belly: The creature stores the blood of its victims in a reservoir about its stomach. Until that reservoir has been emptied, will not take Malus from damage. Depending on how successful the creature's hunting has been, can contains up to 10 gallons (30 Health) worth of blood. Will rapidly lose these excess HP if the blood-belly is punctured.
Defense: From Hell's Heart: When killed, becomes a Ghost Aspected creature of the same size. Goes back up to full Health and Poise.
Weakness: Vulnerable to Wolf Urine: Cannot stand Wolf Urine. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
Weakness: Vulnerable to Obsidian weapons: Will do 3X damage. In addition, cannot use its abilities next turn. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
Appearance: Crawling with fleas and other insects
Appearance: This creature is luminescent, and at night can be seen with flickering patterns of fire-fly light running across its body.
NumAppearing: Solitary
Spore: Likes to nest in attics and basements
Spore: There is a region wide increase in vermin. In particular, Green Butterflies can be found in much greater numbers.
Smell: Smoke
VictimChoice: Taste for Horses
VictimWound: Usually kills by slitting or tearing open the victim's throat.




Entropic Bushswan
Skill: *
Muscle: *
Toughness: *********

Historical Notes:
Shaped like a swan made out of vines, this small sized beast is a great danger. The creature first came to the attention of the WitchHammers when one plagued a caravan on the Southern Road. The creature started its attacks by slaughtering their horses. Many of the dead were found with their neck torn open. The few survivors of the attacks remembered strange sounds coming from the attic of a victim's house. Additionally, ColorVariants Butterflies were particularly bold and numerous before the attacks.

The first group of WitchHammers to hunt the creature were found curled up on the ground with expressions of utmost despair on their faces and bloody wounds across their bodies.

After these attempts, the beast was killed by Phrandal and his WitchHammers. In his report on the battle, he noted its Choking Aura power that it used to kill the previous WitchHammers. Furthermore, he noted previously unknown abilities that the beast displayed during its losing fight. The creature could store the blood and powers of its victims in a giant reservoir in its belly. The beast was even more difficult to kill as it returned as a ghost to further assault its killers. In the end, the creature was defeated. Its main weakness were a severe vulnerability to Wolf Urine and a severe vulnerability to Obsidian.


Hyberborean Witherlarva
Power Level: 75
Entropy, Fear, Mutant, Nature
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 60
Health: 55
Init: 5
DefenseMod: 3
AttackMod: 11

Traits:
Aspect: Mummified: Made out of dried flesh and cloth. Immune to almost all poisons, weakness to fire, bonus to resist ice. Has night vision.
Frame: Maggot
Size: Large Sized: +2 attack, -1 def, +10 HealthMax
Health: Steel: This creature does not die easily, and must be hacked apart. It will shrug off wounds that would kill a normal beast. +35 Health.
Reflex: Very Fast Reflexes: This creature has the reflexes of a top level fencer or athlete. +5 Init, +4 Attack/Def
Strength: Gigantic strength: This creature has a strength completely out of proportion to its physical form. It can crush skulls and metal armor in grip, or knock through walls with its body. +4 atk, +10 dmg.
Attack: Entropic Breath: This attack is applied by Breath.
Ability: Spider Eyes: The creature has a cluster of compound eyes that take up much of its face. The eyes give it amazing vision (and great peripheral vision) and make it quite difficult to surprise.
Defense: Chameleon: Nearly perfectly blends with surroundings when both are still. Is much easier to see when moving.
Weakness: Blood thirsty: Cannot resist the smell and taste of blood. Will continue to pursue and target a wounded character until they are dead. Once it has a source of blood, will continue drinking it until it is empty. To break free before finishing all the blood, must make a hard Will save. Can make one such save per round.
Weakness: Bell Fear: The creature hates and fears the sound of bells. The larger and purer the bell tone, the more the creature will quake and the more pain it feels in its bones. Malus ranges from -1 to -10, depending on the size and closeness of the bell tone.
Appearance: Tiny Horns: The creature has a small set of devil horns on its head
Appearance: Its tongue is long and deeply forked.
NumAppearing: Solitary
Spore: Glass and porcelain cracks more often. You might wake up in the morning to find a window with a long crack in it, or an old plate that has split in half.
Spore: Musical instruments warp. Even when repaired, they go out of tune again within minutes.
Smell: Smoke
VictimChoice: Does not target virgins
VictimWound: Drains every drop of blood from its victims.




Hyberborean Witherlarva
Skill: **
Muscle: *
Toughness: ********

Historical Notes:
Shaped like a maggot made out of mummified flesh, this large sized beast is a great danger. The creature first came to the attention of the WitchHammers when one destroyed The village of Scone. The creature started its attacks by slaying everyone but virgins. Many of the dead were found without a single drop of blood left in their body. The few survivors of the attacks remembered good glass windows and porcelain plates cracked for no reason. One family woke up and found their whole plate collection cracked in half. Additionally, fiddle strings broke and drums became infested with insects. One man's trombone rusted straight through.

The first group of WitchHammers to hunt the creature were found withered and aged beyond all recognition. Their shields and other armor was rusted as though it had been left out in the elements for months or years.

After these attempts, the beast was killed by Cabezia and his highly trained WitchHammers. In his report on the battle, he noted its Entropic Breath power that it used to kill the previous WitchHammers. The beast was even more difficult to kill as it blended in nearly perfectly with the surrounding woods. In the end, the creature was defeated. Its main weakness were an insatiable thirst for blood that it pursues even at the cost of its own safety and a fear and pain of the pure sound of bells.


Eastern Crocogaunt
Power Level: 75
Entropy, Mind, Agile, Air
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 25
Health: 10
Init: 0
DefenseMod: 2
AttackMod: 5

Traits:
Aspect: Rotting: Made out of rotting and bloated flesh. Immune to almost all poisons. Has +5 Health. Has night vision.
Frame: Crocodile
Size: Small Sized: -2 attack, +2 def, -5 HealthMax
Health: Normal Health: This creature has no health advantages, outside of those provided by its shape and aspect.
Reflex: Human Reflexes: This creature has the reflexes of an average, active human being.
Strength: Unstoppable strength: This creature has a strength completely out of proportion to its physical form. It can bend plate metal like putty, or throw a church bell across town. Even a glancing blow from the creature can be fatal. +6 atk, +15 dmg.
Ability: Renfielder: The creature can claim the mind of a human being. The process takes 1-3 days, and leaves the unfortunate soul a willing and obedient (if somewhat scatterbrained and insane) tool of the creature. The creature can communicate telepathically with its Renfield, even over a distance of miles, and the Renfield will obey without hesitation. A creature will never have more than 3 Renfields at a time, as it appears to take an investment of power to maintain the connection. Renfields have poor combat stats, and are most useful for mis-directions, distractions, and other oblique tactics.
Ability: Monstrous Speed: Has an extra action slot.
Ability: Helper Spirit: The creature has bound a smaller and weaker creature of air and darkness to it. The smaller creature will generally obey its controller, and can carry out thefts, distractions, arson, etc.
Attack: Fear Gaze: This attack is applied by Gaze.
Defense: Danger Sense: Excellent ability to detect immediate threats. It is not that its senses are necessarily better; rather it just has a sharp mind for detecting danger and putting warning signs together.
Defense: Chameleon: Nearly perfectly blends with surroundings when both are still. Is much easier to see when moving.
Weakness: Blinding hunger: Once it starts feeding, finds it extremely difficult to stop. If it is being attacked or is facing imminent harm, can make Hard Will Saves to break free of this compulsion. Can make one such save per round.
Weakness: Sensitive ears: Loud, jarring sounds cause this creature to distraction and pain. Depending on the loudness and dissonance of the sound, takes a -1 to a -10 Malus and cannot use abilities.
Appearance: The creature's skin is covered in glowing Amber runes.
NumAppearing: Solitary
Spore: Crops wither and die in a 1 mile radius. Takes a few days to gradually come into effect.
VictimChoice: Taste for Women
VictimWound: Cripples victims before burying them alive. Comes back to eat the buried body in a few days, after it has ripened.




Eastern Crocogaunt
Skill: *
Muscle: *
Toughness: **

Historical Notes:
The beast is a small crocodile made up of rotting flesh. The creature first came to the attention of the WitchHammers when one plagued a caravan on the Imperial Road. The creature started its attacks by preying upon the women. Many of the dead were found stuffed into crude and shallow graves. The few survivors of the attacks remembered crops withered and died over several days.

The first group of WitchHammers to hunt the creature were found spread out over 100 yards of trail. They had terrible wounds in their back and were obviously killed while in panicked flight. They had expressions of utmost horror on their dead visages.

After these attempts, the beast was killed by Ortega and his WitchHammers. In his report on the battle, he noted its Fear Gaze power that it used to kill the previous WitchHammers. Furthermore, he noted previously unknown abilities that the beast displayed during its losing fight. The creature could enslave human servitors to aid it in its attacks, strike and maul with terrifying speed, and call on the assistance of a small air-spirit. The beast was even more difficult to kill as it was a wary and cunning foe. In the end, the creature was defeated though. Its main weakness were an insatiable hunger for meat that it pursues even at the cost of its own safety and sensitive ears that made loud noises very painful.


Nariscene Edderkopp
Power Level: 76
Sleep, Music, Entropy, Mind
Main Action Deck
Printable Main Action Deck
Main3 Action Deck
Printable Main3 Action Deck
Main4 Action Deck
Printable Main4 Action Deck

Stats:
Poise: 65
Health: 65
Init: -2
DefenseMod: 0
AttackMod: 10

Traits:
Aspect: Flesh
Frame: Spider
Size: Huge Sized: +4 attack, -2 def, +20 HealthMax
Health: Steel: This creature does not die easily, and must be hacked apart. It will shrug off wounds that would kill a normal beast. +35 Health.
Reflex: Slow Reflexes: This creature has the reflexes of a librarian. Init -2, Attack/Def -1
Strength: Monstrous strength: This creature has a strength completely out of proportion to its physical form. It can crush hands and skulls with its grip, or knock through walls with its body. +3 atk, +8 dmg.
Ability: Immense Intelligence: These creatures are extremely intelligent, so much so that they are often thought to have magical or oracular powers. In practice, the difference is somewhat moot, as their vast knowledge, perfect recall, and incisive thinking allows them to be one or three steps ahead of most opponents. Will see through almost all traps, and can be expected to have contingency plans set up for most events. You should try to have at least 3 three surprises set up when facing these creatures, as it will usually predict the first two.
Attack: Combat Master: Inhumanely skilled at combat, with precise movements and immense speed. + atk/def, ++poise
Weakness: Sun Vulnerability: Is impaired while in sunlight (-4 to attack and defense)
Weakness: Refined Humor: Hates puns and other low humor. Will be distracted and enraged each turn it hears a pun or other low humor.
Appearance: Glowing Black eyes
NumAppearing: Solitary
Spore: Webs: Leaves behind large, thick-roped spider webs. These webs often contain the remains of past victims.
Smell: Cat urine
VictimChoice: Prefers to attack sleeping targets
VictimWound: Impales victims on tree branches to make feeding easier.




Nariscene Edderkopp
Skill: **
Muscle: *
Toughness: **********

Historical Notes:
Shaped like a spider made out of warped flesh, this huge sized beast is a great danger. The creature first came to the attention of the WitchHammers when one plagued a caravan on the Zhaibarian Road. The creature started its attacks by slaying those who were asleep. Many of the dead were found impaled on tree branches and half eaten. The few survivors of the attacks remembered large and unusual webs found in the nearby woods. After the killings started bodies were sometimes found in the webs.

The first group of WitchHammers to hunt the creature were found cut and pummeled to death. Several had been disarmed before death and had their weapons lying yards away.

After these attempts, the beast was killed by Ortega and his highly trained WitchHammers. In his report on the battle, he noted its Combat Master power that it used to kill the previous WitchHammers. In the end, the creature was defeated. Its main weakness were a severe vulnerability to Wolf Urine and an intolerable hatred of puns and low humor.


Nariscene Bush Crow
Power Level: 76
Nature, Poison, Air, Mutant
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 45
Health: 65
Init: 0
DefenseMod: 3
AttackMod: -1

Traits:
Aspect: Vines: Made out of animated vines, leaves, and flowers. Immune to many poisons. Has 1 Natural armor and + 10 hp.
Frame: Crow
Size: Large Sized: +2 attack, -1 def, +10 HealthMax
Health: Steel: This creature does not die easily, and must be hacked apart. It will shrug off wounds that would kill a normal beast. +35 Health.
Reflex: Human Reflexes: This creature has the reflexes of an average, active human being.
Strength: Underdeveloped: This creature is weak for its size and appearance. Farmers should still be afraid of it. -1 atk, -2 dmg.
Ability: Poison Mist Aura: Poisonous mist seeps up out of the ground near the creature. Its lair will be dangerous with this mist. Can "send" the mist a limited distance (miles) if it concentrates for extended period of time.
Attack: Injecting Proboscis: This creature does not have a bite attack, but rather a proboscis that injects Petrifying Poison.
Attack: Control Plants: Able to control plants and roots. Extra action slot for this. More difficult to spot in nature.
Attack: Jellyfish Hair: Head is covered with waving, angel hair strands that deliver Paralyzing Poison. The "hair" can reach out to several yards away, though it is not particularly swift in attacking. Adds an extra attack against enemies at short range.
Defense: Detachable limbs: Even when separated, limbs will continue to fight. Claws will scrabble along like spiders, will scamper into brush, etc. Can rejoin with main body if given a few minutes of peace.
Weakness: Music Appreciator: The creature can be hypnotized by the sound of beautiful and intricate music. The creature becomes lost in the notes, and inattentive to combat and threats to its life. Malus' range from -1 to -10, depending on the quality of the music. If the creature is not actively in combat, it can also be lulled into complete inaction by music. Wind instruments and stringed instruments are best for this, but even drums can have some effect.
Weakness: Tasteless: Has no mouth feel; cannot taste or other wise use its mouth to tell what it is eating.
Appearance: Wears knotted strings of human bone wrapped around its body: +1 Armor
NumAppearing: Solitary
Spore: Dogs bark and whine all night for no reason.
Spore: Inscribes odd geometric patterns in the bark of trees
VictimChoice: Taste for Horses
VictimWound: Consumes victims entirely, except for their hair.




Nariscene Bush Crow
Skill: *
Muscle: *
Toughness: ********

Historical Notes:
The beast is a large sized creature, made up of vines in the shape of a crow. The creature first came to the attention of the WitchHammers when one destroyed a caravan on the Imperial Road. The creature started its attacks by hunting down their horses. Many of the dead were found with only the hair remaining uneaten. The few survivors of the attacks remembered dogs bark and whine all night for no reason. Additionally, they found odd geometric inscribed in the bark of trees nearby.

The first group of WitchHammers to hunt the creature were found crumpled up in agony from multiple venom injections.
The second group of WitchHammers to hunt the creature were found covered in roots and vines that were slowly drawing their bodies into the ground.
The third group of WitchHammers to hunt the creature were found with hundreds of tiny and inflamed insect bites on their hands and face.

After these attempts, the beast was killed by Shannon and his WitchHammers. In his report on the battle, he noted its Injecting Proboscis, Control Plants, and Jellyfish Hair power that it used to kill the previous WitchHammers. Furthermore, he noted previously unknown abilities that the beast displayed during its losing fight. The creature could summon up a poisonous mist out of the ground. The beast was even more difficult to kill as its limbs refused to stop fighting even after being severed. In the end, the creature was defeated. Its main weakness were a weakness for beautiful music and an inability to taste or sense poison.


Nauseating Corruptoad
Power Level: 77
Nature, Vermin, Mind, Air
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 63
Health: 70
Init: 3
DefenseMod: 6
AttackMod: 8

Traits:
Aspect: Fungus: Made out of decomposing and rotted plant matter, like an animated compost heap. Immune to many poisons. Has +10 Health.
Frame: Toad
Size: Huge Sized: +4 attack, -2 def, +20 HealthMax
Health: Iron: This creature does not die easily, and must be hacked apart. To put it down will require multiple grievous wounds. +30 Health.
Reflex: Fast Reflexes: This creature has the reflexes of a trained fencer or athlete. +3 Init, +2 Attack/Def
Strength: Very Strong: This creature is as strong as a professional weight lifter. It can hurl stones and bodies across a room. +1 atk, +4 dmg.
Attack: Mind Wipe: A hard mind save that is conveyed by touch. Failed saves disables all of the person's memories over a 3 round period. If the person survives, they will start to regain their lost memories (or at least most of them) will after a 72 hour period.
Ability: Hover: Floats 6-12 inches off the ground. Has normal movement speed, but is not impeded by ice, coals, bear traps, or any similar obstacle. Its feet still move as though they were walking/running on solid ground.
Ability: Poison Mist Aura: Poisonous mist seeps up out of the ground near the creature. Its lair will be dangerous with this mist. Can "send" the mist a limited distance (miles) if it concentrates for extended period of time.
Attack: Ink Vomit: Vomits a viscous black ink when threatened. The ink blinds, encumbers, and makes the ground slippery. Takes hours to scrub out of skin and clothes.
Defense: Turtle Shell: Carries a large, thick, turtle like shell on its back.
Weakness: Vulnerable at Night: Moves very slowly and cannot use special abilities at Night. Also suffers a -5 Malus.
Weakness: Vulnerable to light: Hates all light. Depending on the severity of the light, takes -1 to -10 Malus. A torch or a full moon would be -2, full sun would be -10.
Weakness: Blinding hunger: Once it starts feeding, finds it extremely difficult to stop. If it is being attacked or is facing imminent harm, can make Hard Will Saves to break free of this compulsion. Can make one such save per round.
Appearance: The creature's skin is covered in glowing Gray runes.
NumAppearing: Solitary
Spore: Musical instruments warp. Even when repaired, they go out of tune again within minutes.
Smell: Cabbage
VictimChoice: Taste for Men
VictimWound: Preferentially eats the feet of its victims




Nauseating Corruptoad
Skill: **
Muscle: *
Toughness: **********

Historical Notes:
The beast is a huge sized creature, made up of fungus in the shape of a toad. The creature first came to the attention of the WitchHammers when one plagued a caravan on the Eastern Road. The creature started its attacks by slaughtering the men. Many of the dead were found with their feet missing. The few survivors of the attacks remembered fiddle strings broke and drums became infested with insects. One man's trombone rusted straight through.

The first group of WitchHammers to hunt the creature were found with their throats cut. They had a look of panic and confusion on their faces.
The second group of WitchHammers to hunt the creature were found covered in a slippery black ichor.

After these attempts, the beast was killed by Cabezia and his highly trained WitchHammers. In his report on the battle, he noted its Mind Wipe and Ink Vomit power that it used to kill the previous WitchHammers. Furthermore, he noted a range of previously unknown abilities that the beast displayed during its losing fight. The creature could move across the ground without ever touching it as though carried on a river of air. The beast was even more difficult to kill as it was covered in a thick bone-shell. In the end, the creature was defeated though. Its main weakness were an immense vulnerability to WarMaterialVariants, a severe weakness to light and illumination, and an insatiable hunger for meat that it pursues even at the cost of its own safety.


Akkadian Baubleshell
Power Level: 77
Mystic, Mind, Mutant, Nature
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 20
Health: 45
Init: -3
DefenseMod: 17
AttackMod: -2

Traits:
Aspect: Gems: Made out of an assemblage of animated gems and wire. Bonus to resist fire. Immune to most poisons. Has 1 natural armor.
Frame: Snail
Size: Small Sized: -2 attack, +2 def, -5 HealthMax
Health: Iron: This creature does not die easily, and must be hacked apart. To put it down will require multiple grievous wounds. +30 Health.
Reflex: Slow Reflexes: This creature has the reflexes of a librarian. Init -2, Attack/Def -1
Strength: Monstrous strength: This creature has a strength completely out of proportion to its physical form. It can crush hands and skulls with its grip, or knock through walls with its body. +3 atk, +8 dmg.
Attack: Three Headed: Has an two extra action slots for bite/breath actions. +10 Health, but the heads do interfere with each other on the attack.
Ability: Squeezable: Can squeeze itself into incredibly tight areas. Anything large then 2 inch by 2 inch is open to the creature, though it does move more slowly when squeezing
Attack: Tentacles: The creature has a nodule of waving tentacles sprouting from either side of its torso. Allows it an extra whip/grab attack each round.
Attack: Mind Wipe: A hard mind save that is conveyed by touch. Failed saves disables all of the person's memories over a 3 round period. If the person survives, they will start to regain their lost memories (or at least most of them) will after a 72 hour period.
Defense: Mind Cloud: Being near this creature interferes with the creation of short term memory. After ~1 minute, creatures within long range of it have to make a hard Will save or forget the events of previous minute.
Defense: Weapon Immunity 1: Half damage from normal weapons
Defense: Conch Shell: Carries a large, thick, conch like shell. Gives it 4 armor.
Weakness: Motion Sight: Cannot see creatures that are motionless. The less motion/movement a person makes, the more difficult it will be for this creature to see/target them. Can use scent and sound and intuition if it knows/suspects a character is at a certain area but "invisible".
Weakness: Bell Fear: The creature hates and fears the sound of bells. The larger and purer the bell tone, the more the creature will quake and the more pain it feels in its bones. Malus ranges from -1 to -10, depending on the size and closeness of the bell tone.
Weakness: Avoidance Silver: Strongly avoids and will not approach Silver
Appearance: Ram Horns: The creature has a thick and curling set of ram's horns on its head
Appearance: Has an emaciated belly.
NumAppearing: Solitary
Spore: Birds commit suicide. They collide with windows and house walls, or commit mass drownings in ponds. They really seem to want to die.
Spore: By ones and twos, children grow sick. Some waste away for weeks, others die. Will get better if the creature is killed.
VictimChoice: Taste for Children
VictimWound: Prefers to drown victims, and then eats the water-logged bodies.




Akkadian Baubleshell
Skill: ***
Muscle: *
Toughness: *****

Historical Notes:
The beast is a small sized creature, made up of glowing gems and silver wire in the shape of a snail. The creature first came to the attention of the WitchHammers when one plagued a caravan on the Northern Road. The creature started its attacks by assaulting young children. Many of the dead were found drowned and half-eaten. The few survivors of the attacks remembered birds killed themselves in a steady stream of collisions with walls and trees. Some drowned themselves in ponds and wells. Additionally, children wasted away and often died.

The first group of WitchHammers to hunt the creature were found with violent bite marks on their face and shoulders.
The second group of WitchHammers to hunt the creature were found with hundreds of tiny sucker marks on their exposed flesh. Several hunters had been torn in two by some immense power.
The third group of WitchHammers to hunt the creature were found with their throats cut. They had a look of panic and confusion on their faces.

After these attempts, the beast was killed by Phrandal and his highly trained WitchHammers. In his report on the battle, he noted its Three Headed, Tentacles, and Mind Wipe power that it used to kill the previous WitchHammers. Furthermore, he noted previously unknown abilities that the beast displayed during its losing fight. The creature could squeeze through incredibly tight spaces. The beast was even more difficult to kill as it seemed barely hurt by their normal weapons and it was protected by an enormous conch-like shell. In the end, the creature was defeated. Its main weakness were an inability to see creatures that are perfectly still and motionless, a fear and pain of the pure sound of bells, and an immense antipathy to WarMaterialVariants.


Western Searman
Power Level: 78
Fire, Agile, Brutal, Mystic
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 55
Health: 45
Init: 5
DefenseMod: 6
Bonus RangedDefenseenseMod: 5
AttackMod: 1

Traits:
Aspect: Fire: Made out of animated tongues of fire with a slightly more solid/jellied core. Bonus to resist fire. Quickly burns anything in close contact with it. Difficult to hide at night, though it can tamp down its flames when needed. Immune to most poisons.
Frame: Man
Size: Medium Sized
Health: Steel: This creature does not die easily, and must be hacked apart. It will shrug off wounds that would kill a normal beast. +35 Health.
Reflex: Very Fast Reflexes: This creature has the reflexes of a top level fencer or athlete. +5 Init, +4 Attack/Def
Strength: Underdeveloped: This creature is weak for its size and appearance. Farmers should still be afraid of it. -1 atk, -2 dmg.
Ability: Monstrous Speed: Has an extra action slot.
Attack: Blood Rage: Becomes enraged and furious as it draws and tastes blood. Gains a +2 bonus each time it causes a wound. The bonus fades very quickly out of combat.
Defense: Mind Cloud: Can cause brief visual hallucinations at up to long range. For instance, could make someone think they were selecting one potion instead of another. Or, if firing a ranged weapon into a melee, could make them target the wrong opponent. Usable once per round out to long range. Hard Mind save to resist or notice the effect.
Defense: Displacement: Is in a subtly different position than it appears to be. Difficult to hit, especially with ranged weapons.
Defense: Fire Cloak: This creature's skin can blaze out into shifting layers of fire, burning as hot as a bonfire. Creatures in short range take 2 fire damage at end of round. Grappling the creature causes 5 fire damage at end of round. Bonus defense when fighting at short (+5) or medium range (+2)
Weakness: Vulnerable at Dawn: Moves very slowly and cannot use special abilities at Dawn. Also suffers a -5 Malus.
Weakness: Vulnerable to Gold weapons: Will do 3X damage. In addition, cannot use its abilities next turn. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
Weakness: Vulnerable to Glass weapons: Will do 3X damage. In addition, cannot use its abilities next turn. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
Appearance: Has thin, luminous threads of Gold running through its skin
Appearance: Crown of Obsidian
NumAppearing: Solitary
Spore: Creeks and streams run dry for no reason.
VictimChoice: Taste for Cattle
VictimWound: Victim's head is twisted around 180 degrees. Neck broken too of course.




Western Searman
Skill: *
Muscle: *
Toughness: *******

Historical Notes:
First dissected by Cabezia in 813, the creature is a man made out of animated fire. It is of a medium size. The creature first came to the attention of the WitchHammers when one destroyed The village of Ardila. The creature started its attacks by preying upon their cattle. Many of the dead were found with their necks brutally broken. The few survivors of the attacks remembered the creeks and streams all ran dry.

The first group of WitchHammers to hunt the creature were found torn into many tiny pieces and.

After these attempts, the beast was killed by Phrandal and his WitchHammers. In his report on the battle, he noted its Blood Rage power that it used to kill the previous WitchHammers. Furthermore, he noted a range of previously unknown abilities that the beast displayed during its losing fight. The creature could strike and maul with terrifying speed. The beast was even more difficult to kill as it had an insidious aura that clouded and befuddled the minds of its attackers, it magically distorted its appearance to dodge many fatal blows, and it flared up into a scorching hot bonfire when approached. In the end, the creature was defeated. Its main weakness were an immense vulnerability to WarMaterialVariants, a severe vulnerability to Gold, and a severe vulnerability to Glass.


Chelgrian Crabherb
Power Level: 81
Nature, Poison, Mutant, Mind
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 52
Health: 65
Init: 7
DefenseMod: 18
AttackMod: 11

Traits:
Aspect: Vines: Made out of animated vines, leaves, and flowers. Immune to many poisons. Has 1 Natural armor and + 10 hp.
Frame: Crab
Size: Small Sized: -2 attack, +2 def, -5 HealthMax
Health: Nigh-Unkillable: This creature refuses to die, and must be hacked apart. It will shrug off wounds that would kill a normal beast. +50 Health.
Reflex: Olympian Reflexes: This creature has amazing reflexes. In the entire world there are only a few humans who could best it without magic. +7 init, +6 attack/def.
Strength: Unstoppable strength: This creature has a strength completely out of proportion to its physical form. It can bend plate metal like putty, or throw a church bell across town. Even a glancing blow from the creature can be fatal. +6 atk, +15 dmg.
Attack: Polymorphic Touch: This attack is applied by Touch.
Ability: One Mean Cat: Visually, the creature appears to be a cute/appealing animal, such as a Ferret. This is true even if the creature attacks. A character can try to dispel the illusion with a Medium will save, once per turn.
Weakness: Motion Sight: Cannot see creatures that are motionless. The less motion/movement a person makes, the more difficult it will be for this creature to see/target them. Can use scent and sound and intuition if it knows/suspects a character is at a certain area but "invisible".
Weakness: Soft Underbelly. Takes 3x damage when prone or if attacker is beneath it.
Appearance: This creature is luminescent, and at night can be seen with flickering patterns of fire-fly light running across its body.
Appearance: Is grossly fat.
NumAppearing: Solitary
Spore: Its passing drains the water from plants and trees, leaving brown and dehydrated husks. In areas where it has spent time the vegetation is particularly dry and dead.
VictimChoice: Taste for Men
VictimWound: Victim's faces are chewed off




Chelgrian Crabherb
Skill: *****
Muscle: *
Toughness: *********

Historical Notes:
First dissected by Cabezia in 690, the creature is a crab made out of vines. It is of a small size. The creature first came to the attention of the WitchHammers when one destroyed The village of Toranzo. The creature started its attacks by preying upon the men. Many of the dead were found their faces gruesomely chewed off. The few survivors of the attacks remembered crops and trees became withered and dry. They would crumble at the slightest touch.

The first group of WitchHammers to hunt the creature were found with their throats cut. Their bodies were oddly transformed though and their faces had an odd and animalistic cast to them.

After these attempts, the beast was killed by Cabezia and his highly trained WitchHammers. In his report on the battle, he noted its Polymorphic Touch power that it used to kill the previous WitchHammers. Furthermore, he noted previously unknown abilities that the beast displayed during its losing fight. The creature could make itself appear to be a Ferret until they saw through the illusion. In the end, the creature was defeated. Its main weakness were an inability to see creatures that are perfectly still and motionless and a soft underbelly that was easily wounded.


Poisonous Pestibeetle
Power Level: 81
Nature, Vermin, Entropy, Poison
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 33
Health: 40
Init: 3
DefenseMod: 8
AttackMod: 0

Traits:
Aspect: Fungus: Made out of decomposing and rotted plant matter, like an animated compost heap. Immune to many poisons. Has +10 Health.
Frame: Beetle
Size: Small Sized: -2 attack, +2 def, -5 HealthMax
Health: Very Tough: This creature does not die easily, and will fiercely hold on to life. To put it down will require multiple grievous wounds. +25 Health.
Reflex: Fast Reflexes: This creature has the reflexes of a trained fencer or athlete. +3 Init, +2 Attack/Def
Strength: Strong: This creature is stronger than most men. Its grip is painful. +2 dmg.
Ability: Poison Mist Aura: Poisonous mist seeps up out of the ground near the creature. Its lair will be dangerous with this mist. Can "send" the mist a limited distance (miles) if it concentrates for extended period of time.
Attack: Agonizing Gaze: This attack is applied by Gaze.
Attack: Poison Tipped Stinger
Attack: Dominate Minor Animal: Lets the creature take control of one type of animal, e.g. dogs, cats, birds, lizards, livestock, etc.
Defense: Bludgeon Resistant: Half damage from bludgeoning weapons
Defense: Danger Oracle: Has magical warning of the one, next thing that threatens its life.
Defense: Trapped Gasses: This creatures has nauseating gasses trapped beneath its skin. When wounded, these escape, sickening those around it (Hard Con Save or -10). Can only trigger three times in a fight.
Weakness: Blood thirsty: Cannot resist the smell and taste of blood. Will continue to pursue and target a wounded character until they are dead. Once it has a source of blood, will continue drinking it until it is empty. To break free before finishing all the blood, must make a hard Will save. Can make one such save per round.
Weakness: Over-calculator: Has difficulty sorting out scenes with many moving objects. A fall of leaves or a spray of marbles are extremely distracting to the creature and prevent it from focusing. Takes a -1 to -10 Malus depending on amount of visual chaff it is facing.
Appearance: Eyes never point in same direction
Appearance: Blindfold: Wears a blindfold of cloth coverings its eyes. Does not seem to impede is senses.
NumAppearing: Solitary
Spore: Livestock in the region becomes sick and covered with sores.
Spore: Nearby Metal rusts. The effect is very slight one mile out, but becomes stronger as you get closer to the creature. Spending more than a minute in combat will make metal weapons and armor brittle.
Smell: Burning Bone
VictimChoice: Taste for bitter, angry old men
VictimWound: Preferentially eats the hands of its victims




Poisonous Pestibeetle
Skill: *
Muscle: *
Toughness: *****

Historical Notes:
The beast is a small sized creature, made up of fungus in the shape of a beetle. The creature first came to the attention of the WitchHammers when one destroyed a caravan on the Western Road. The creature started its attacks by slaying a club of crotchety old men. Many of the dead were found with their hands and wrists missing. The few survivors of the attacks remembered their livestock became sick and covered in foul sores. Additionally, metal plows and other implments rusted and became unusable.

The first group of WitchHammers to hunt the creature were found splayed out on the ground in a rictus of pure pain. Their wounds were minor; it appears the heart gave out.
The second group of WitchHammers to hunt the creature were found with stinger and poison wounds.
The third group of WitchHammers to hunt the creature were found bitten and pecked to death by small animals.

After these attempts, the beast was killed by Phrandal and his WitchHammers. In his report on the battle, he noted its Agonizing Gaze, Poison Tipped Stinger, and Dominate Minor Animal power that it used to kill the previous WitchHammers. Furthermore, he noted previously unknown abilities that the beast displayed during its losing fight. The creature could summon up a poisonous mist out of the ground. The beast was even more difficult to kill as it could somehow sense whenever something threatened its life and it released nauseating gasses whenever it was wounded. In the end, the creature was defeated though. Its main weakness were an insatiable thirst for blood that it pursues even at the cost of its own safety and an obsessive mind that forced it to count and calculate small objects.


Karpashian Hippstal
Power Level: 84
Mirror, Mystic, Agile, Ice
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 70
Health: 20
Init: 15
DefenseMod: 13
AttackMod: 11

Traits:
Aspect: Glass: Made out of animated and oddly fluid glass. Immune to most poisons. Increased damage from crushing weapons.
Frame: Hippo
Size: Medium Sized
Health: Normal Health: This creature has no health advantages, outside of those provided by its shape and aspect.
Reflex: Monstrous reflexes: This creature's movements are unnaturally precise and fast. It a fair fight, it would eventually bring down any un-aided human within a pass or two. +9 init, +8 atk/def
Strength: Olympian strength: This creature is as strong as any mortal in the world. It can hurl stones and bodies across a room. +2 atk, +6 dmg.
Ability: Monstrous Reflexes: +5 initiative, +5 defense
Ability: Mirror Travel: The creature can travel through mirrors. It can step easily into any mirror, and then exit through any mirror within 12 miles. Exiting a mirror is slower and takes a full 3 rounds. Does not work if there are no other mirrors within range.
Attack: Cold Snap: Can send out a pulse of cold that flash freezes all objects within Medium Range. The closer you are, the more cold you get. Water will ice over, hair and eye brows will be laden with ice crystals, glass and parchment will be covered with a layer of frost, and mechanical items might lock or break. Medium Con Save at close range or take damage and Malus until your clothes and limbs are de-iced. Usable twice per day.
Attack: Razor Sharp Bite: This attack is applied by Bite.
Defense: Pierce Resistant: Half damage from piercing weapons
Defense: Danger Oracle: Has magical warning of the one, next thing that threatens its life.
Weakness: Music Appreciator: The creature can be hypnotized by the sound of beautiful and intricate music. The creature becomes lost in the notes, and inattentive to combat and threats to its life. Malus' range from -1 to -10, depending on the quality of the music. If the creature is not actively in combat, it can also be lulled into complete inaction by music. Wind instruments and stringed instruments are best for this, but even drums can have some effect.
Weakness: Vulnerable to strobing or flashing light: Movements will be jerky and imprecise. -5 Malus, and acts last in round.
Appearance: Has three sets of eyes, set one on top of another.
Appearance: It continually cries tears of Crimson blood.
NumAppearing: Solitary
Spore: Leaves behind owl like pellets of bone, hair, fur, and feathers. Also bits of metal, buckles, coins from people it has eaten.
Spore: Heavy and unseasonal fogs sweep the area, only burning off by midday.
Smell: Burning Sugar
VictimChoice: Taste for Cattle
VictimWound: Takes a large hank of the victim's hair. Does not usually kill, but drains their life force over time and at a distance using the link of the hair.




Karpashian Hippstal
Skill: ****
Muscle: *
Toughness: ******

Historical Notes:
The beast is a medium hippo made up of flowing glass. The creature first came to the attention of the WitchHammers when one destroyed The village of Sarroca. The creature started its attacks by preying upon their cattle. Many of the dead were found shriveled and dry with much of their hair missing. The few survivors of the attacks remembered after each attack they found dense pellets containing bones and hair and crushed bits of metal and coin. Additionally, heavy and unseasonal fogs appeared which would not burn off until midday.

The first group of WitchHammers to hunt the creature were found with the top layer of their face and body frozen through. They died with a uniform look of surprise on their face.
The second group of WitchHammers to hunt the creature were found with their armor and skin in ribbons. Deep and precise cuts had opened their arteries and half severed their limbs.

After these attempts, the beast was killed by Ortega and his highly trained WitchHammers. In his report on the battle, he noted its Cold Snap and Razor Sharp Bite power that it used to kill the previous WitchHammers. Furthermore, he noted a range of previously unknown abilities that the beast displayed during its losing fight. The creature could fight and dodge with unearthly speed. The beast was even more difficult to kill as it seemed barely hurt by their pointy swords and arrows and it could somehow sense whenever something threatened its life. In the end, the creature was defeated though. Its main weakness were a weakness for beautiful music and a severe weakness to flashing or strobing lights.


Uqbarian Beetle
Power Level: 85
Sleep, Music, Vermin, Mystic
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 75
Health: 50
Init: 9
DefenseMod: 11
AttackMod: 12

Traits:
Aspect: Flesh
Frame: Bug
Size: Large Sized: +2 attack, -1 def, +10 HealthMax
Health: Iron: This creature does not die easily, and must be hacked apart. To put it down will require multiple grievous wounds. +30 Health.
Reflex: Monstrous reflexes: This creature's movements are unnaturally precise and fast. It a fair fight, it would eventually bring down any un-aided human within a pass or two. +9 init, +8 atk/def
Strength: Very Strong: This creature is as strong as a professional weight lifter. It can hurl stones and bodies across a room. +1 atk, +4 dmg.
Attack: Mermogenic Bite: This attack is applied by Bite.
Ability: Light Bringer: The creature's body can shine with a blinding Amber light. Looking at it is a bit like staring into a spotlight at close range. Inflicts a -8 Malus to all creatures at short range, and a -4 Malus to all creatures at Medium Range. These penalties can be reduced/removed with appropriate eye wear or other abilities.
Attack: Acid Bolt: Spits a bolt of elemental damage. Long range, single target.
Attack: Centipede Nests: Body is home to bloody holes where large centipedes nest. These creatures will emerge to strike an nearby enemies. Extra action slot.
Defense: Does not bleed: This creature does not bleed as you would expect, and is immune to bleed damage.
Weakness: Fishes for compliments: Loves to be complimented. No matter what, will spare a person and hold off on attacking so long as they are being flattered.
Weakness: Skin Shield: Needs to wear the skin of other creatures in order to survive in the world. Otherwise loses powers, takes Malus.
Appearance: Has a pelt of snow-white fur. +2 saves against ice powers.
NumAppearing: Solitary
Spore: Cows stop giving milk
VictimChoice: Taste for elderly people
VictimWound: Victim's head is twisted around 180 degrees. Neck broken too of course.




Uqbarian Beetle
Skill: ****
Muscle: *
Toughness: *********

Historical Notes:
The beast is a large bug made up of warped flesh. The creature first came to the attention of the WitchHammers when one plagued a caravan on the Thulian Road. The creature started its attacks by preying upon the elderly. Many of the dead were found with their necks brutally broken. The few survivors of the attacks remembered their cows stopped giving milk.

The first group of WitchHammers to hunt the creature were found with a bucket sized chunk of their abdomen melted away. Their hands and face were pock marked with dozens of small acid burns.
The second group of WitchHammers to hunt the creature were found nearly stripped to the bone by thousands of insects.

After these attempts, the beast was killed by Shannon and his highly trained WitchHammers. In his report on the battle, he noted its Acid Bolt and Centipede Nests power that it used to kill the previous WitchHammers. Furthermore, he noted previously unknown abilities that the beast displayed during its losing fight. The creature could blind enemies with an immense light that flowed from its body. The beast was even more difficult to kill as its wounds would immediately seal up and never bleed. In the end, the creature was defeated though. Its main weakness were a love of flattery and compliments that makes it forget all else and a vile skin that it wore in order to exist and function in our world.


Hateful Acherite Turumbra
Power Level: 86
Entropy, Elusive, Air, Agile
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 67
Health: 60
Init: 6
DefenseMod: 12
AttackMod: 11

Traits:
Aspect: Shadow: Made out of animated shadows and unholy light. Bonus to stealth, bonus to resist ice. Immune to poisons. Can escape anything but an airtight room, has night vision.
Frame: Turtle
Size: Medium Sized
Health: Nigh-Unkillable: This creature refuses to die, and must be hacked apart. It will shrug off wounds that would kill a normal beast. +50 Health.
Reflex: Olympian Reflexes: This creature has amazing reflexes. In the entire world there are only a few humans who could best it without magic. +7 init, +6 attack/def.
Strength: Gigantic strength: This creature has a strength completely out of proportion to its physical form. It can crush skulls and metal armor in grip, or knock through walls with its body. +4 atk, +10 dmg.
Ability: Monstrous Speed: Has an extra action slot.
Attack: Kill Raise: Creatures killed by its attacks come back as the undead after 1D6 turns.
Attack: Giant Crab claws: Extra damage. On a hit, can grab to keep doing more damage on the next turn.
Defense: Partial Invisibility (except eyes) : The creature is invisible, with the exception of its eyes. Can move and attack while in this state.
Weakness: Sensitive ears: Loud, jarring sounds cause this creature to distraction and pain. Depending on the loudness and dissonance of the sound, takes a -1 to a -10 Malus and cannot use abilities.
Weakness: Sun Death: Takes damage while in sunlight.
Weakness: Fetish: Carries a Silver Ring that is enormously precious to it. If this can be taken, the creature will be frantic, fearful, and unable to use abilities.
Appearance: Blindfold: Wears a blindfold of cloth coverings its eyes. Does not seem to impede is senses.
Appearance: Tiny Horns: The creature has a small set of devil horns on its head
NumAppearing: Solitary
Spore: Blood curdling howls and screeches at night
Spore: Vultures follow a few hours behind the creature.
VictimChoice: Taste for Cattle
VictimWound: Drains every drop of blood from its victims.




Hateful Acherite Turumbra
Skill: ****
Muscle: *
Toughness: *********

Historical Notes:
Shaped like a turtle made out of living shadow, this medium sized beast is a large danger. The creature first came to the attention of the WitchHammers when one plagued a caravan on the Southern Road. The creature started its attacks by slaughtering their cattle. Many of the dead were found without a single drop of blood left in their body. The few survivors of the attacks remembered there were blood curdling howls and screeches during the nights. Additionally, flocks of vultures circled through the air for days.

The first group of WitchHammers to hunt the creature were found in a nearby village. At that point they were walking corpses and were attacking any living being in sight.
The second group of WitchHammers to hunt the creature were found sliced and cut into dozens of pieces. Hands and limbs littered the battlefield.

After these attempts, the beast was killed by Phrandal and his highly trained WitchHammers. In his report on the battle, he noted its Kill Raise and Giant Crab claws power that it used to kill the previous WitchHammers. Furthermore, he noted a range of previously unknown abilities that the beast displayed during its losing fight. The creature could strike and maul with terrifying speed. In the end, the creature was defeated. Its main weakness were sensitive eyes that make bright lights very painful, a severe vulnerability to the sun, and a small Silver Ring that it cannot live without.


Northern Babelatin
Power Level: 89
Mutant, Acid, Mind
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 80
Health: 90
Init: 9
DefenseMod: 8
AttackMod: 10

Traits:
Aspect: Red Ooze: Made out of a Red jelly like substance with smaller, darker nodules inside. Immune to most poisons. Half damage from crushing weapons. Has +10 Health. Can escape through any hole that is at least one inch wide.
Frame: Baboon
Size: Medium Sized
Health: Unkillable: This creature refuses to die, and must be hacked apart. To put it down will require many grievous wounds. +70 Health.
Reflex: Monstrous reflexes: This creature's movements are unnaturally precise and fast. It a fair fight, it would eventually bring down any un-aided human within a pass or two. +9 init, +8 atk/def
Strength: Very Strong: This creature is as strong as a professional weight lifter. It can hurl stones and bodies across a room. +1 atk, +4 dmg.
Ability: Immense Intelligence: These creatures are extremely intelligent, so much so that they are often thought to have magical or oracular powers. In practice, the difference is somewhat moot, as their vast knowledge, perfect recall, and incisive thinking allows them to be one or three steps ahead of most opponents. Will see through almost all traps, and can be expected to have contingency plans set up for most events. You should try to have at least 3 three surprises set up when facing these creatures, as it will usually predict the first two.
Attack: Acid Blood: Attacks that do 5+ health dmg cause a splashback acid attack
Weakness: Vulnerable to strobing or flashing light: Movements will be jerky and imprecise. -5 Malus, and acts last in round.
Weakness: Music Appreciator: The creature can be hypnotized by the sound of beautiful and intricate music. The creature becomes lost in the notes, and inattentive to combat and threats to its life. Malus' range from -1 to -10, depending on the quality of the music. If the creature is not actively in combat, it can also be lulled into complete inaction by music. Wind instruments and stringed instruments are best for this, but even drums can have some effect.
Appearance: It has shark teeth in its mouth.
Appearance: Has thin, luminous threads of Mithril running through its skin
NumAppearing: Solitary
Spore: Fowl Murder: The dead bodies of ducks and geese are found in the morning. The animals heads are missing.
Spore: Leaves deer-like pellets that are a bright Red color.
VictimChoice: Taste for Women
VictimWound: Face smoother: People killed by the creature have their faces turn into smooth skin without features, eyes, noses, etc.




Northern Babelatin
Skill: ***
Muscle: *
Toughness: *************

Historical Notes:
Shaped like a baboon made out of caustic ooze, this medium sized beast is a large danger. The creature first came to the attention of the WitchHammers when one plagued a caravan on the Western Road. The creature started its attacks by hunting down the women. Many of the dead were found with their faces perfectly smooth. The few survivors of the attacks remembered finding every duck and geese in the region dead one morning. The fowl's heads were bitten off. Additionally, scouts found pellets colored a garish Red color.

The first group of WitchHammers to hunt the creature were found with both hands dissolved away too the wrist.

After these attempts, the beast was killed by Phrandal and his WitchHammers. In his report on the battle, he noted its Acid Blood power that it used to kill the previous WitchHammers. Furthermore, he noted previously unknown abilities that the beast displayed during its losing fight. The creature could reason and think at levels far beyond the common cunning of a beast. In the end, the creature was defeated. Its main weakness were a severe weakness to flashing or strobing lights and a weakness for beautiful music.


Magnificent Zhaibarian Cryspython
Power Level: 90
Ice, Elusive, Mystic, Mind
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 40
Health: 85
Init: -4
DefenseMod: 1
AttackMod: 2

Traits:
Aspect: Ice: Made out of animated ice and frost-bitten flesh. Bonus to resist ice. Freezes anything in close contact with it. Immune to most poisons.
Frame: Python
Size: Medium Sized
Health: Unkillable: This creature refuses to die, and must be hacked apart. To put it down will require many grievous wounds. +70 Health.
Reflex: Terrible Reflexes: This creature is somewhat slow and fumbling. Init -5, Attack/Def -2
Strength: Monstrous strength: This creature has a strength completely out of proportion to its physical form. It can crush hands and skulls with its grip, or knock through walls with its body. +3 atk, +8 dmg.
Ability: Fade: Can Phase out of this reality, for 1-3 turns. While phased out, is visible in outline, but is untouchable by normal means. Can move through walls and other barriers. Usable once per hour on itself. If it wishes, can apply this effect to enemies that it wounds.
Ability: Lucky: The creature is unnaturally lucky. Whenever something could go the creature's way it does. Gains a +1 bonus on all rolls, and in addition the GM should try to be especially bastardish when adjudicating events associated with it.
Attack: Mind Wipe: A hard mind save that is conveyed by touch. Failed saves disables all of the person's memories over a 3 round period. If the person survives, they will start to regain their lost memories (or at least most of them) will after a 72 hour period.
Defense: Danger Oracle: Has magical warning of the one, next thing that threatens its life.
Defense: Elusive: Deceptively fast. bonus to dodge and move
Defense: Weapon Immunity 2: Max of 1 damage normal weapons
Weakness: Tasteless: Has no mouth feel; cannot taste or other wise use its mouth to tell what it is eating.
Weakness: Vulnerable to Alcohol: Cannot stand Alcohol. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
Weakness: Animal Intelligence: IQ 40
Appearance: Limned with a glow of black power
Appearance: Blindfold: Wears a blindfold of cloth coverings its eyes. Does not seem to impede is senses.
NumAppearing: Solitary
Spore: Inscribes odd geometric patterns in walls. If it has the time for it, will scrawl these patterns across an entire wall or room.
Smell: Cat urine
VictimChoice: Grave Hunter: Likes to dig bodies and carrion out of grave yards.
VictimWound: Face smoother: People killed by the creature have their faces turn into smooth skin without features, eyes, noses, etc.




Magnificent Zhaibarian Cryspython
Skill: *
Muscle: *
Toughness: *********

Historical Notes:
The beast looks like a medium python made up of living ice. The creature first came to the attention of the WitchHammers when one destroyed a caravan on the Western Road. The creature started its attacks by slaughtering the newly dead and buried. Many of the dead were found with their faces perfectly smooth. The few survivors of the attacks remembered they found odd geometric inscribed in dense patterns along walls and stones.

The first group of WitchHammers to hunt the creature were found with their throats cut. They had a look of panic and confusion on their faces.

After these attempts, the beast was killed by Cabezia and his highly trained WitchHammers. In his report on the battle, he noted its Mind Wipe power that it used to kill the previous WitchHammers. Furthermore, he noted previously unknown abilities that the beast displayed during its losing fight. The creature could fade out of sync with the world and avoid all harm. The beast was even more difficult to kill as it could somehow sense whenever something threatened its life, it was so damnably fast and difficult to hit, and it stubbornly refused to be killed by normal weapons. In the end, the creature was defeated. Its main weakness were an inability to taste or sense poison, a severe vulnerability to Alcohol, and a rather impressive level of stupidity.


Greater Azadian Tigorpse
Power Level: 90
Entropy, Brutal, Mystic, Mind
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 75
Health: 20
Init: 15
DefenseMod: 16
AttackMod: 12

Traits:
Aspect: Bone: Made out of bone, scraps of sinew, and magic. Immune to almost all poisons, bonus vs fire and ice. Has night vision. Half damage from piercing weapons.
Frame: Tiger
Size: Small Sized: -2 attack, +2 def, -5 HealthMax
Health: Tough: This creature does not die easily, and will fiercely hold on to life. To put it down will require multiple grievous wounds. +15 Health.
Reflex: Terrifying reflexes: This creature's movements are a blur of death. It moves like the wind, and is incredibly precise and agile. +15 init, +12 atk/def. Has an extra action slot at -15 init.
Strength: Strong: This creature is stronger than most men. Its grip is painful. +2 dmg.
Ability: Aura of Reliable Murder: If this creature rolls a 5 or less on a D20, re-rolls and takes the next roll.
Attack: Deadly Tusks: Has sharp tusks that can be used for charges or impaling or ripping bites
Attack: Entrancing Claw: This attack is applied by Claw.
Attack: Shadow Spirit: The creature's shadow can dis-engage from it, and then move and attack on its own. The shadow has the same stats as the original, but has .2X of its Health and a -5 Malus. Both the Creature and its Shadow can exist independently of each other, and if one is killed the other can re-generate its partner with 24 hours.
Defense: Mask form: Can assume a human form. Transforming to human or back takes 1 full round.
Defense: 20 lbs of Vermin in 10 lbs bag: Creature is full of Beetles. When the creature is damaged, these vermin will pour out of it and attack anything nearby.
Weakness: Over-calculator: Has difficulty sorting out scenes with many moving objects. A fall of leaves or a spray of marbles are extremely distracting to the creature and prevent it from focusing. Takes a -1 to -10 Malus depending on amount of visual chaff it is facing.
Weakness: Vulnerable at Midnight Hour: Moves very slowly and cannot use special abilities at Midnight Hour. Also suffers a -5 Malus.
Weakness: Vulnerable to Mercury: Cannot stand Mercury. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
Appearance: Blindfold: Wears a blindfold of cloth coverings its eyes. Does not seem to impede is senses.
NumAppearing: Solitary
Spore: Unsettled earth; there are minor quakes and trembles in the ground every few hours. They are losely correlated with the creature's activity/emotional state/feeding.
Smell: Week old dumpster
VictimChoice: Taste for depressed people
VictimWound: Likes to make a nest/bed out of its victims. Naps there for a while after a kill.




Greater Azadian Tigorpse
Skill: *****
Muscle: *
Toughness: *******

Historical Notes:
First dissected by Shannon in 668, the creature is a tiger made out of bone. It is of a small size. The creature first came to the attention of the WitchHammers when one destroyed The village of Brora. The creature started its attacks by slaughtering broken down and depressed people. Many of the dead were found with enormous cavities torn in their chest and abdomen. The few survivors of the attacks remembered small but persistent earthquakes and tremblors.

The first group of WitchHammers to hunt the creature were found gored to death with multiple tusk wounds.
The second group of WitchHammers to hunt the creature were found with expressions of bliss in their dead eyes despite the fact their chests were torn open.
The third group of WitchHammers to hunt the creature were found dried and dessicated and drained of all life.

After these attempts, the beast was killed by Ortega and his WitchHammers. In his report on the battle, he noted its Deadly Tusks, Entrancing Claw, and Shadow Spirit power that it used to kill the previous WitchHammers. Furthermore, he noted previously unknown abilities that the beast displayed during its losing fight. The creature could always seem to hit the target it was aiming at with at least a glancing blow. The beast was even more difficult to kill as it masked itself in human form to avoid hunters and it was full of Beetles. In the end, the creature was defeated. Its main weakness were an obsessive mind that forced it to count and calculate small objects, an immense vulnerability to WarMaterialVariants, and a severe vulnerability to Mercury.


Ancient Snap Witherbeetle
Power Level: 94
Entropy, Fear, Agile, Brutal
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 77
Health: 55
Init: 7
DefenseMod: 8
AttackMod: 13

Traits:
Aspect: Mummified: Made out of dried flesh and cloth. Immune to almost all poisons, weakness to fire, bonus to resist ice. Has night vision.
Frame: Beetle
Size: Huge Sized: +4 attack, -2 def, +20 HealthMax
Health: Very Tough: This creature does not die easily, and will fiercely hold on to life. To put it down will require multiple grievous wounds. +25 Health.
Reflex: Olympian Reflexes: This creature has amazing reflexes. In the entire world there are only a few humans who could best it without magic. +7 init, +6 attack/def.
Strength: Olympian strength: This creature is as strong as any mortal in the world. It can hurl stones and bodies across a room. +2 atk, +6 dmg.
Ability: Monstrous Speed: Has an extra action slot.
Attack: Razor Sharp Bite: This attack is applied by Bite.
Attack: Ill Luck Aura: Bad luck plagues everyone within Long range of the creature. Impose a -2 Malus on all tasks. The aura is especially hard on equipment, causing it to break, leak, or malfunction. Especially deadly to complex or delicate machines.
Defense: Partial Invisibility (except features): The creature is invisible, with the exception of its eyes and mouth. Can move and attack while in this state.
Weakness: Vulnerable to Acid: Will do 3X damage. In addition, cannot use its abilities next turn. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
Weakness: Vulnerable to Man Urine: Cannot stand Man Urine. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
Appearance: Wears heavy iron chains wrapped around its body
Appearance: Never actually touches the ground. Floats a centimeter above the ground at all times.
NumAppearing: Solitary
Spore: Fruit in the region rots into piles of mold and sludge over the course of a few hours.
Spore: Heavy and unseasonal fogs sweep the area, only burning off by midday.
VictimChoice: Taste for Women
VictimWound: Chops the victim into slices, e.g. like packaged lunch meat




Ancient Snap Witherbeetle
Skill: ****
Muscle: *
Toughness: **********

Historical Notes:
Shaped like a beetle made out of mummified flesh, this huge sized beast is a great danger. The creature first came to the attention of the WitchHammers when one plagued a caravan on the Eastern Road. The creature started its attacks by preying upon the women. Many of the dead were found with their their bodies clawed apart into fine slices. The few survivors of the attacks remembered apples and pears rotted over night into piles of putrid sludge. Additionally, heavy and unseasonal fogs appeared which would not burn off until midday.

The first group of WitchHammers to hunt the creature were found with their armor and skin in ribbons. Deep and precise cuts had opened their arteries and half severed their limbs.

After these attempts, the beast was killed by Ortega and his highly trained WitchHammers. In his report on the battle, he noted its Razor Sharp Bite power that it used to kill the previous WitchHammers. Furthermore, he noted previously unknown abilities that the beast displayed during its losing fight. The creature could strike and maul with terrifying speed. The beast was even more difficult to kill as it twisted light around itself to hide all but its eyes and mouth. In the end, the creature was defeated. Its main weakness were a severe vulnerability to Acid and a severe vulnerability to Man Urine.


Karpashian Skilpadde
Power Level: 95
Sleep, Music, Mind, Air
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 85
Health: 45
Init: 8
DefenseMod: 12
AttackMod: 17

Traits:
Aspect: Flesh
Frame: Turtle
Size: Huge Sized: +4 attack, -2 def, +20 HealthMax
Health: Tough: This creature does not die easily, and will fiercely hold on to life. To put it down will require multiple grievous wounds. +15 Health.
Reflex: Monstrous reflexes: This creature's movements are unnaturally precise and fast. It a fair fight, it would eventually bring down any un-aided human within a pass or two. +9 init, +8 atk/def
Strength: Gigantic strength: This creature has a strength completely out of proportion to its physical form. It can crush skulls and metal armor in grip, or knock through walls with its body. +4 atk, +10 dmg.
Ability: Telepathic: This creature can read a target's mind at up to Long range. Can communicate with the target if it wishes, though often it will not. Mechanically, this can be reflected by letting the GM make use of meta-knowledge gained from player's table talk. Additionally, gives a +5 bonus vs target in all contests.
Ability: Low Flight: At will, can rise up to 5 feet off the ground. Has normal movement speed, but can use this ability to avoid difficulties with vegetation, loose gravel, ice, coals, bear traps, or any similar obstacle. Its feet still move as though they were walking/running on solid ground.
Attack: Dream Marathon: Can exhaust and sap a character while they sleep. To begin, requires viewing and focusing on the character for ~1 minute, or a bit of their hair/nails/blood. Will then assail them in nightmares. After each night, takes a progressive -5 Malus from exhaustion. Character dies of exhaustion after the 3rd night of such attacks.
Attack: Entrancing Bite: This attack is applied by Bite.
Attack: Malevolent Vibration: Emits an extremely low/high pitch vibration. Causes teeth and eye to bleed, and general cellular disruption when nearby. Good old bloody stool. Drives dogs and animals insane.
Weakness: Praise the Sun: The creature is confused idealist and ascribes to a somewhat counterproductive ideology. It believes itself to be evil and fears the good and true. It can sense those who have pure hearts, and against them it suffers a -1 to -10 Malus and it is unwilling/psychologically blocked from using its powers. The pureness of a given character's heart is a GM's decision, though NPCs can also be enlisted to help with this.
Weakness: Avoidance Iron Filings: Strongly avoids and will not approach Iron Filings
Weakness: Skin Shield: Needs to wear the skin of other creatures in order to survive in the world. Otherwise loses powers, takes Malus.
Appearance: Vestigial Wings: The creature has small, raggedy wings on its back
Appearance: Perfectly reflective Green eyes
NumAppearing: Solitary
Spore: No fish are caught at all. They seem to have deserted the creeks and streams.
Spore: Leaves behind owl like pellets of bone, hair, fur, and feathers. Also bits of metal, buckles, coins from people it has eaten.
VictimChoice: Taste for Women
VictimWound: Consumes victims entirely, except for their hair.




Karpashian Skilpadde
Skill: *****
Muscle: *
Toughness: **********

Historical Notes:
The beast is a huge turtle made up of warped flesh. The creature first came to the attention of the WitchHammers when one destroyed The village of Pedrarias. The creature started its attacks by hunting down the women. Many of the dead were found with only the hair remaining uneaten. The few survivors of the attacks remembered fisherman came back with empty catches and the fish seemed to have deserted the water entirely. Additionally, after each attack they found dense pellets containing bones and hair and crushed bits of metal and coin.

The first group of WitchHammers to hunt the creature were found dead of seeming exhaustion. Their muscles were tense and their eyes were bloodshot.
The second group of WitchHammers to hunt the creature were found with expressions of bliss in their dead eyes despite the fact their chests were torn open.
The third group of WitchHammers to hunt the creature were found with several dozen different causes of death. Blood had dried around their teeth and eyes while their skin and internal organs had been turned to pulp.

After these attempts, the beast was killed by Shannon and his highly trained WitchHammers. In his report on the battle, he noted its Dream Marathon, Entrancing Bite, and Malevolent Vibration power that it used to kill the previous WitchHammers. Furthermore, he noted previously unknown abilities that the beast displayed during its losing fight. The creature could could hear the very thoughts of nearby people. In the end, the creature was defeated. Its main weakness were an unlikely fear of those with good and pure hearts, an immense antipathy to WarMaterialVariants, and a vile skin that it wore in order to exist and function in our world.


Valusian Shellelly
Power Level: 96
Mutant, Acid, Poison, Air
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 80
Health: 70
Init: 10
DefenseMod: 22
AttackMod: 15

Traits:
Aspect: Black Ooze: Made out of a Black jelly like substance with smaller, darker nodules inside. Immune to most poisons. Half damage from crushing weapons. Has +10 Health. Can escape through any hole that is at least one inch wide.
Frame: Snail
Size: Medium Sized
Health: Nigh-Unkillable: This creature refuses to die, and must be hacked apart. It will shrug off wounds that would kill a normal beast. +50 Health.
Reflex: Lightning reflexes: This creature's movements are unnaturally precise and fast, and are difficult to follow with the eye. It is able to tear through any single human without magical aid. Those with magical aid could last for several passes. +11 init, +10 atk/def
Strength: Gigantic strength: This creature has a strength completely out of proportion to its physical form. It can crush skulls and metal armor in grip, or knock through walls with its body. +4 atk, +10 dmg.
Attack: Snake-mouth Tail: Has a tail with a snake mouth on the end. The tail can make its own attacks.
Ability: Wreathe of Eyes: The creature has a band of 41 eyes around its head. The eyes give it 360 degree vision and is quite difficult to surprise.
Defense: Discharge, Electric: The creature unleashes a wave of electricity from its skin. Usable 3 times per day. Will badly, badly shock anything connected to them, including through metallic weapons.
Defense: Does not bleed: This creature does not bleed as you would expect, and is immune to bleed damage.
Defense: Turtle Shell: Carries a large, thick, turtle like shell on its back.
Weakness: Vulnerable at Rain: Moves very slowly and cannot use special abilities at Rain. Also suffers a -5 Malus.
Weakness: Hates reflection: Hates the sight of its reflection in a mirror. Will flee from its reflection in blind fear and panic.
Weakness: Music Appreciator: The creature can be hypnotized by the sound of beautiful and intricate music. The creature becomes lost in the notes, and inattentive to combat and threats to its life. Malus' range from -1 to -10, depending on the quality of the music. If the creature is not actively in combat, it can also be lulled into complete inaction by music. Wind instruments and stringed instruments are best for this, but even drums can have some effect.
Appearance: Mouth is over-sized, and stretches all the way back to the creature's ears.
Appearance: Has an emaciated belly.
NumAppearing: Solitary
Spore: Quiet, too quiet: Wild animals desert the area within a few mile radious of the creature. Birds, deer, small animals, cats, squirrels; they all flee to less unsettling climes. Traveling outdoors becomes unsettling and eerie without the normal sounds.
Spore: Fruit in the region rots into piles of mold and sludge over the course of a few hours.
VictimChoice: Taste for depressed people
VictimWound: Preferentially eats the feet of its victims




Valusian Shellelly
Skill: *******
Muscle: *
Toughness: ***********

Historical Notes:
Shaped like a snail made out of caustic ooze, this medium sized beast is a large danger. The creature first came to the attention of the WitchHammers when one destroyed a caravan on the Thulian Road. The creature started its attacks by hunting down broken down and depressed people. Many of the dead were found with their feet missing. The few survivors of the attacks remembered all the wild animals and game in the area disappearing. Additionally, apples and pears rotted over night into piles of putrid sludge.

The first group of WitchHammers to hunt the creature were found with multiple snake bites on their face and throat. Black lines of poison flowed out from the bites.

After these attempts, the beast was killed by Cabezia and his highly trained WitchHammers. In his report on the battle, he noted its Snake-mouth Tail power that it used to kill the previous WitchHammers. Furthermore, he noted previously unknown abilities that the beast displayed during its losing fight. The creature could see in all directions using its many eyes. The beast was even more difficult to kill as it badly shocked one of the WitchHammers through his mace and its wounds would immediately seal up and never bleed. In the end, the creature was defeated. Its main weakness were an immense vulnerability to WarMaterialVariants, a hatred of its own image that makes flee in terror from mirrors, and a weakness for beautiful music.


Vanheim Frostscorp
Power Level: 96
Ice, Entropy, Mutant, Elusive
Main Action Deck
Printable Main Action Deck
TailStabGroup Action Deck
Printable TailStabGroup Action Deck

Stats:
Poise: 53
Health: 65
Init: 4
DefenseMod: 4
AttackMod: 7

Traits:
Aspect: Ice: Made out of animated ice and frost-bitten flesh. Bonus to resist ice. Freezes anything in close contact with it. Immune to most poisons.
Frame: Scorpion
Size: Large Sized: +2 attack, -1 def, +10 HealthMax
Health: Iron: This creature does not die easily, and must be hacked apart. To put it down will require multiple grievous wounds. +30 Health.
Reflex: Fast Reflexes: This creature has the reflexes of a trained fencer or athlete. +3 Init, +2 Attack/Def
Strength: Terrifying strength: This creature has a strength completely out of proportion to its physical form. It can bend plate metal like putty, or throw a church bell across town. +5 atk, +12 dmg.
Attack: Three Headed: Has an two extra action slots for bite/breath actions. +10 Health, but the heads do interfere with each other on the attack.
Ability: Long: The mid section of this creature is absurdly elongated (e.g. dachshund). More Health, more agility.
Ability: Keen Nose: Extremely good sense of smell. Can easily track most prey, and is usually warned of approaching creatures.
Attack: Cold Aura: The area around the creature is intensely cold. Has a slight effect at medium range, and doubles the effect at close range. At medium range the cold causes a cumulative -1 Malus and a -2 to max Poise. Takes effect at end of round.
Defense: Cowardly: In combat, flee if things seem remotely dangerous.
Defense: Elusive: Deceptively fast. bonus to dodge and move
Weakness: Sensitive ears: Loud, jarring sounds cause this creature to distraction and pain. Depending on the loudness and dissonance of the sound, takes a -1 to a -10 Malus and cannot use abilities.
Weakness: Skin Shield: Needs to wear the skin of other creatures in order to survive in the world. Otherwise loses powers, takes Malus.
Appearance: Has two sets of eyes, set one on top of another.
Appearance: Has thin, luminous threads of Gold running through its skin
NumAppearing: Solitary
Spore: Leaves behind owl like pellets of bone, hair, fur, and feathers. Also bits of metal, buckles, coins from people it has eaten.
Smell: Peaches
VictimChoice: Prefers to attack sleeping targets
VictimWound: Only eats the Lungs of its victims




Vanheim Frostscorp
Skill: **
Muscle: *
Toughness: *********

Historical Notes:
First dissected by Cabezia in 693, the creature is a scorpion made out of living ice. It is of a large size. The creature first came to the attention of the WitchHammers when one destroyed a caravan on the Northern Road. The creature started its attacks by hunting down those who were asleep. Many of the dead were found with their Lungs missing. The few survivors of the attacks remembered after each attack they found dense pellets containing bones and hair and crushed bits of metal and coin.

The first group of WitchHammers to hunt the creature were found with violent bite marks on their face and shoulders.
The second group of WitchHammers to hunt the creature were found curled up on themselves for warmth. Some had gruesome wounds while others seem to have simply froze to death.

After these attempts, the beast was killed by Ortega and his WitchHammers. In his report on the battle, he noted its Three Headed and Cold Aura power that it used to kill the previous WitchHammers. Furthermore, he noted previously unknown abilities that the beast displayed during its losing fight. The creature could twist and crush its victims with its absurdly long body and smell its hunters from incredibly long distances. The beast was even more difficult to kill as it immediately fled once it realized it was in danger and it was so damnably fast and difficult to hit. In the end, the creature was defeated. Its main weakness were sensitive ears that made loud noises very painful and a vile skin that it wore in order to exist and function in our world.


Azadian Ratsore
Power Level: 98
Nature, Vermin, Entropy, Mutant
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 77
Health: 70
Init: 7
DefenseMod: 4
AttackMod: 14

Traits:
Aspect: Fungus: Made out of decomposing and rotted plant matter, like an animated compost heap. Immune to many poisons. Has +10 Health.
Frame: Rat
Size: Huge Sized: +4 attack, -2 def, +20 HealthMax
Health: Iron: This creature does not die easily, and must be hacked apart. To put it down will require multiple grievous wounds. +30 Health.
Reflex: Olympian Reflexes: This creature has amazing reflexes. In the entire world there are only a few humans who could best it without magic. +7 init, +6 attack/def.
Strength: Monstrous strength: This creature has a strength completely out of proportion to its physical form. It can crush hands and skulls with its grip, or knock through walls with its body. +3 atk, +8 dmg.
Attack: Prehensile Tongue: Has a long, thick tongue that can extend to deliver attacks and abilities. Extra action slot for tongue abilities.
Defense: Wooden Body: While appearing to be normal, the Witches' skin and organs are as hard as an old oak tree. They are extremely difficult to harm.
Defense: 20 lbs of Vermin in 10 lbs bag: Creature is full of Ants. When the creature is damaged, these vermin will pour out of it and attack anything nearby.
Weakness: Sun Vulnerability: Is impaired while in sunlight (-4 to attack and defense)
Weakness: Sensitive ears: Loud, jarring sounds cause this creature to distraction and pain. Depending on the loudness and dissonance of the sound, takes a -1 to a -10 Malus and cannot use abilities.
Appearance: Has only a single eye.
Appearance: Never actually touches the ground. Floats a centimeter above the ground at all times.
NumAppearing: Solitary
Spore: Likes to nest in attics and basements
Smell: Burning Sugar
VictimChoice: Taste for elderly people
VictimWound: Drains every drop of blood from its victims.




Azadian Ratsore
Skill: ***
Muscle: *
Toughness: *************

Historical Notes:
The beast looks like a huge rat made up of fungus. The creature first came to the attention of the WitchHammers when one destroyed The village of Melrose. The creature started its attacks by preying upon the elderly. Many of the dead were found without a single drop of blood left in their body. The few survivors of the attacks remembered strange sounds coming from the attic of a victim's house.

The first group of WitchHammers to hunt the creature were found beaten and strangled with thick ichor a coating their wounds.

After these attempts, the beast was killed by Shannon and his WitchHammers. In his report on the battle, he noted its Prehensile Tongue power that it used to kill the previous WitchHammers. The beast was even more difficult to kill as its body is as hard as an old oak tree and it was full of Ants. In the end, the creature was defeated. Its main weakness were a severe vulnerability to Bear Urine and sensitive eyes that make bright lights very painful.


Hyberborean Crawfish
Power Level: 99
Sleep, Music, Mystic, Poison
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 105
Health: 65
Init: 15
DefenseMod: 16
AttackMod: 20

Traits:
Aspect: Flesh
Frame: Crawfish
Size: Huge Sized: +4 attack, -2 def, +20 HealthMax
Health: Steel: This creature does not die easily, and must be hacked apart. It will shrug off wounds that would kill a normal beast. +35 Health.
Reflex: Terrifying reflexes: This creature's movements are a blur of death. It moves like the wind, and is incredibly precise and agile. +15 init, +12 atk/def. Has an extra action slot at -15 init.
Strength: Monstrous strength: This creature has a strength completely out of proportion to its physical form. It can crush hands and skulls with its grip, or knock through walls with its body. +3 atk, +8 dmg.
Ability: Aura of Reliable Murder: If this creature rolls a 5 or less on a D20, re-rolls and takes the next roll.
Attack: Poison Claw: This attack is applied by Claw.
Defense: Partial Invisibility : The creature is mostly transparent and difficult to make out even when moving. Can move and attack while in this state.
Weakness: Soft Underbelly. Takes 3x damage when prone or if attacker is beneath it.
Weakness: Vain: Loves to look at self. Can become entranced by mirrors or still pools of water.
Weakness: Vulnerable to Tree Sap: Cannot stand Tree Sap. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
Appearance: Mouth is over-sized, and stretches all the way back to the creature's ears.
Appearance: Has an emaciated belly.
NumAppearing: Solitary
Spore: Paranoia Aura: Over time, people in the region become distrustful, fearful, and aggressive. At its peak, can lead to assaults and murders.
VictimChoice: Loves wine and alcohol
VictimWound: Victims are torn into two pieces, with the middle eaten out.




Hyberborean Crawfish
Skill: *******
Muscle: *
Toughness: *************

Historical Notes:
The beast looks like a huge crawfish made up of warped flesh. The creature first came to the attention of the WitchHammers when one plagued a caravan on the Southern Road. The creature started its attacks by slaughtering alcoholics. Many of the dead were found bloodily torn into two pieces. The few survivors of the attacks remembered angry and fearful looks from their neighbors even before the killings began.

The first group of WitchHammers to hunt the creature were found dead and in obvious pain from a dozen poisons.

After these attempts, the beast was killed by Phrandal and his WitchHammers. In his report on the battle, he noted its Poison Claw power that it used to kill the previous WitchHammers. The beast was even more difficult to kill as it twisted light around itself to be nearly invisible. In the end, the creature was defeated. Its main weakness were a soft underbelly that was easily wounded, a love of its own image that can leave it entranced for hours, and a severe vulnerability to Tree Sap.


Vampiric Gloomaffe
Power Level: 100
Entropy, Elusive, Air, Mind
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 90
Health: 80
Init: 11
DefenseMod: 12
AttackMod: 9

Traits:
Aspect: Shadow: Made out of animated shadows and unholy light. Bonus to stealth, bonus to resist ice. Immune to poisons. Can escape anything but an airtight room, has night vision.
Frame: Giraffe
Size: Huge Sized: +4 attack, -2 def, +20 HealthMax
Health: Steel: This creature does not die easily, and must be hacked apart. It will shrug off wounds that would kill a normal beast. +35 Health.
Reflex: Lightning reflexes: This creature's movements are unnaturally precise and fast, and are difficult to follow with the eye. It is able to tear through any single human without magical aid. Those with magical aid could last for several passes. +11 init, +10 atk/def
Strength: Weak: This creature is surprisingly weak for its size and appearance. Farmers should still be afraid of it. -2 atk, -4 dmg.
Ability: Immense Intelligence: These creatures are extremely intelligent, so much so that they are often thought to have magical or oracular powers. In practice, the difference is somewhat moot, as their vast knowledge, perfect recall, and incisive thinking allows them to be one or three steps ahead of most opponents. Will see through almost all traps, and can be expected to have contingency plans set up for most events. You should try to have at least 3 three surprises set up when facing these creatures, as it will usually predict the first two.
Attack: Life Draining Breath: This attack is applied by Breath.
Defense: Shadow Cloak: This creature is wreathed in shifting shadows. Extremely difficult to notice or to target when in dim light.
Defense: Ice Armor: Creatures has an inch thick layer of living ice that shields it from blows. Has Armor +1, and an extra 10 points of bonus health.
Weakness: Music Appreciator: The creature can be hypnotized by the sound of beautiful and intricate music. The creature becomes lost in the notes, and inattentive to combat and threats to its life. Malus' range from -1 to -10, depending on the quality of the music. If the creature is not actively in combat, it can also be lulled into complete inaction by music. Wind instruments and stringed instruments are best for this, but even drums can have some effect.
Weakness: Sensitive ears: Loud, jarring sounds cause this creature to distraction and pain. Depending on the loudness and dissonance of the sound, takes a -1 to a -10 Malus and cannot use abilities.
Weakness: Lair Soil: Needs to build lair and return to it once every 12 hours. Building a lair takes 12 hours. For every 4 hours over, takes -1 Malus and 1 health damage.
Appearance: Speaks a stream of nonsense phrases as it attacks. Doesn't seem to understand the words; seems to be parroted phrases that it has overheard.
NumAppearing: Solitary
Spore: Cloud-free. Clouds are never seen where this creature is.
Spore: Large toad stools grow up around the region in odd and out of the way spots. Smaller ones grow up near the areas the creature has been.
VictimChoice: Does not target women
VictimWound: Grinds up the teeth of its victims and then eats the dust.




Vampiric Gloomaffe
Skill: ****
Muscle: *
Toughness: *************

Historical Notes:
First dissected by Shannon in 755, the creature is a giraffe made out of living shadow. It is of a huge size. The creature first came to the attention of the WitchHammers when one destroyed The village of Matienzo. The creature started its attacks by slaying everyone but women. Many of the dead were found with their teeth missing. The few survivors of the attacks remembered not a single normal cloud was seen in the sky for days. Additionally, a giant toad stool was found behind a rotten tree and trails of smaller toad stools were found across the ground.

The first group of WitchHammers to hunt the creature were found dried up to little more than cicada-like husks with no blood or lymph or water left in them.

After these attempts, the beast was killed by Shannon and his highly trained WitchHammers. In his report on the battle, he noted its Life Draining Breath power that it used to kill the previous WitchHammers. Furthermore, he noted previously unknown abilities that the beast displayed during its losing fight. The creature could reason and think at levels far beyond the common cunning of a beast. The beast was even more difficult to kill as it was protected by a a layer of living ice armor. In the end, the creature was defeated. Its main weakness were a weakness for beautiful music, sensitive eyes that make bright lights very painful, and a need to return to the soil of its lair every half-day.


Hateful Snap Babelatin
Power Level: 101
Mutant, Acid, Agile, Mind
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 80
Health: 110
Init: 5
DefenseMod: 2
AttackMod: 13

Traits:
Aspect: Silver Ooze: Made out of a Silver jelly like substance with smaller, darker nodules inside. Immune to most poisons. Half damage from crushing weapons. Has +10 Health. Can escape through any hole that is at least one inch wide.
Frame: Baboon
Size: Huge Sized: +4 attack, -2 def, +20 HealthMax
Health: Unkillable: This creature refuses to die, and must be hacked apart. To put it down will require many grievous wounds. +70 Health.
Reflex: Very Fast Reflexes: This creature has the reflexes of a top level fencer or athlete. +5 Init, +4 Attack/Def
Strength: Gigantic strength: This creature has a strength completely out of proportion to its physical form. It can crush skulls and metal armor in grip, or knock through walls with its body. +4 atk, +10 dmg.
Ability: Monstrous Speed: Has an extra action slot.
Attack: Dominate Minor Animal: Lets the creature take control of one type of animal, e.g. dogs, cats, birds, lizards, livestock, etc.
Weakness: Sensitive ears: Loud, jarring sounds cause this creature to distraction and pain. Depending on the loudness and dissonance of the sound, takes a -1 to a -10 Malus and cannot use abilities.
Weakness: Animal Intelligence: IQ 40
Weakness: Vulnerable to Milk: Cannot stand Milk. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
Appearance: Mouth is over-sized, and stretches all the way back to the creature's ears.
NumAppearing: Solitary
Spore: Cracks start appearing in objects in the same region as the creature. The more related or associated or "touched" by the creature, the more and deeper the cracks. This includes mirrors, tables, walls, floors, ceilings, stone, farm equipment, plates, etc. It also includes skin, nails, teeth, etc. Only in the worst cases does this actually have a mechanical effect, it is more annoying than anything.
Spore: Frogs proliferate on land. They can be found by the dozens along the road, or hopping amongst the fields.
VictimChoice: Taste for Children
VictimWound: Likes to tear prey limb from limb, leaves parts scattered over a tennis-court sized area




Hateful Snap Babelatin
Skill: ***
Muscle: *
Toughness: **************

Historical Notes:
The beast is a huge baboon made up of caustic ooze. The creature first came to the attention of the WitchHammers when one destroyed The village of Solaguren. The creature started its attacks by assaulting young children. Many of the dead were found torn to pieces and scattered. The few survivors of the attacks remembered long and jagged cracks appearing in walls and floors and everyday objects. Additionally, frogs came out of the creeks and onto the land. In croaking swarms they hopped along roads and fields.

The first group of WitchHammers to hunt the creature were found bitten and pecked to death by small animals.

After these attempts, the beast was killed by Cabezia and his highly trained WitchHammers. In his report on the battle, he noted its Dominate Minor Animal power that it used to kill the previous WitchHammers. Furthermore, he noted a range of previously unknown abilities that the beast displayed during its losing fight. The creature could strike and maul with terrifying speed. In the end, the creature was defeated. Its main weakness were sensitive ears that made loud noises very painful, a rather impressive level of stupidity, and a severe vulnerability to Milk.


Zemblan Marmablob
Power Level: 102
Mutant, Acid, Nature, Mystic
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 53
Health: 65
Init: 3
DefenseMod: 1
AttackMod: 9

Traits:
Aspect: Black Ooze: Made out of a Black jelly like substance with smaller, darker nodules inside. Immune to most poisons. Half damage from crushing weapons. Has +10 Health. Can escape through any hole that is at least one inch wide.
Frame: Blob
Size: Large Sized: +2 attack, -1 def, +10 HealthMax
Health: Very Tough: This creature does not die easily, and will fiercely hold on to life. To put it down will require multiple grievous wounds. +25 Health.
Reflex: Fast Reflexes: This creature has the reflexes of a trained fencer or athlete. +3 Init, +2 Attack/Def
Strength: Gigantic strength: This creature has a strength completely out of proportion to its physical form. It can crush skulls and metal armor in grip, or knock through walls with its body. +4 atk, +10 dmg.
Ability: Corrupting Spores: The creature sheds small, purplish spores into the air. These spores can colonize the human body, and if not promptly treated they can develop into an infection that will gradually enslave the host. The afflicted move and think slowly and become insensible to pain. While in this state they will obey the creature's phermonic promptings. Eventually the fungal infection grows to the point that the victim is rooted to the ground, and become an uneven pillar of spores and molting flesh. If the creature has been in an inhabited area for 1+ weeks, it will be aided by 3-6 of these afflicted humans.
Ability: Reality Melter: The creature can focus its gaze and its will on an object in order to change it. A staff can be remade into a snake that wriggles away, or a gleaming sword into a flock of doves, or a set of black-spiked armor into a mass of beetles. Mechanically, this attack destroys one piece of equipment without any save.
Attack: Corrosive Aura: Deals 1 health damage at end of round to all creatures in medium range.
Attack: Whip tail: Has a tail that can deliver stinging blows. Also an extra action slot for the tail.
Defense: Nondescript: Fogs the minds of observers so that they do not notice the creature. Have to make a hard Will save to notice the creature, so long as it is not doing anything obtrusive. Can make additional easy Will saves if someone else is pointing the creature out to you.
Defense: Spell Immunity 1: Half damage from spells, +5 to saving throw and immediate saving throw.
Weakness: Soft Underbelly. Takes 3x damage when prone or if attacker is beneath it.
Weakness: Vulnerable to Iron weapons: Will do 3X damage. In addition, cannot use its abilities next turn. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
Appearance: Shadow moves slightly differently than creature itself, and can expand/shrink without regard to lighting
Appearance: Has a thick and distended abdomen.
NumAppearing: Solitary
Spore: Likes to nest in abandoned human buildings
VictimChoice: Taste for Cattle
VictimWound: Loves to eat its victim's intestines.




Zemblan Marmablob
Skill: **
Muscle: *
Toughness: *********

Historical Notes:
The beast is a large sized creature, made up of caustic ooze in the shape of a blob. The creature first came to the attention of the WitchHammers when one plagued a caravan on the Zhaibarian Road. The creature started its attacks by assaulting their cattle. Many of the dead were found without their intestines and stomach. The few survivors of the attacks remembered foul odors and strange noises coming from a house that had been abandoned recently.

The first group of WitchHammers to hunt the creature were found as bloody piles that were barely recognizable as human beings. The top few inches of their body had simply dissolved away.
The second group of WitchHammers to hunt the creature were found with terrible and bloody whip wounds across their face and hands.

After these attempts, the beast was killed by Shannon and his WitchHammers. In his report on the battle, he noted its Corrosive Aura and Whip tail power that it used to kill the previous WitchHammers. Furthermore, he noted previously unknown abilities that the beast displayed during its losing fight. The creature could uses it fungal spores to infect and enslave human servitors and nearly naked and bereft of any weapons. The beast was even more difficult to kill as it used a weird mental trick that allowed it to hide even in plain sight and it shrugged off the worst of their mystical attacks. In the end, the creature was defeated. Its main weakness were a soft underbelly that was easily wounded and a severe vulnerability to Iron.


Magnificent Eastern Witherswan
Power Level: 103
Entropy, Fear, Air, Agile
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 55
Health: 90
Init: 0
DefenseMod: -1
AttackMod: 5

Traits:
Aspect: Mummified: Made out of dried flesh and cloth. Immune to almost all poisons, weakness to fire, bonus to resist ice. Has night vision.
Frame: Swan
Size: Large Sized: +2 attack, -1 def, +10 HealthMax
Health: Unkillable: This creature refuses to die, and must be hacked apart. To put it down will require many grievous wounds. +70 Health.
Reflex: Human Reflexes: This creature has the reflexes of an average, active human being.
Strength: Olympian strength: This creature is as strong as any mortal in the world. It can hurl stones and bodies across a room. +2 atk, +6 dmg.
Ability: Monstrous Speed: Has an extra action slot.
Ability: Keen Eyes: Extremely good eye sight. Can see prey that is miles away, and usually notices hidden or camouflaged creatures.
Ability: Death Curse: As the creature dies, it will try to pull down a powerful curse upon its most hated foe. This requires that the creature has a turn before death, can speak, and can see its target, and that the target can hear the curse. The curse will cause the target health problems and ill luck, and is usually fatal in 13 to 41 days. Some clever people have been able to outwit a poorly worded or inexact curse.
Attack: Heart Freeze Gaze: This attack is applied by Gaze.
Attack: Ill Luck Aura: Bad luck plagues everyone within Long range of the creature. Impose a -2 Malus on all tasks. The aura is especially hard on equipment, causing it to break, leak, or malfunction. Especially deadly to complex or delicate machines.
Attack: Kill Raise: Creatures killed by its attacks come back as the undead after 1D6 turns.
Defense: Partial Invisibility (except mouth) : The creature is invisible, with the exception of its mouth. Can move and attack while in this state.
Defense: Prudent: In combat, will retreat if things do not look good. Will try again later when the odds are better.
Weakness: Over-calculator: Has difficulty sorting out scenes with many moving objects. A fall of leaves or a spray of marbles are extremely distracting to the creature and prevent it from focusing. Takes a -1 to -10 Malus depending on amount of visual chaff it is facing.
Weakness: Dumb: IQ 70
Appearance: Tiny Horns: The creature has a small set of devil horns on its head
Appearance: Has two sets of eyes, set one on top of another.
NumAppearing: Solitary
Spore: Food nearby goes bad, shrivels
Smell: Peaches
VictimChoice: Grave Hunter: Likes to dig bodies and carrion out of grave yards.
VictimWound: Loves to eat its victim's intestines.




Magnificent Eastern Witherswan
Skill: *
Muscle: *
Toughness: ***********

Historical Notes:
The beast looks like a large swan made up of mummified flesh. The creature first came to the attention of the WitchHammers when one destroyed The village of Dufftown. The creature started its attacks by hunting down the newly dead and buried. Many of the dead were found without their intestines and stomach. The few survivors of the attacks remembered their food went bad and shriveled up.

The first group of WitchHammers to hunt the creature were found with their bodies red and swollen. On further examination their hearts were found to be black and lacerated.
The second group of WitchHammers to hunt the creature were found torn to pieces. At least two of them seem to have died from catastrophic malfunctions of their equipment.
The third group of WitchHammers to hunt the creature were found in a nearby village. At that point they were walking corpses and were attacking any living being in sight.

After these attempts, the beast was killed by Shannon and his WitchHammers. In his report on the battle, he noted its Heart Freeze Gaze, Ill Luck Aura, and Kill Raise power that it used to kill the previous WitchHammers. Furthermore, he noted previously unknown abilities that the beast displayed during its losing fight. The creature could strike and maul with terrifying speed, see its hunters from incredibly long distances, and place a baneful curse upon the WitchHammer who had defeated it. The beast was even more difficult to kill as it twisted light around itself to hide all but its mouth and it fled once it realized the battle had turned against it. In the end, the creature was defeated. Its main weakness were an obsessive mind that forced it to count and calculate small objects and a rather dull and stupid mind.


Terrible Warping Elkcaust
Power Level: 104
Fire, Mind, Entropy, Mystic
Main Action Deck
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Stats:
Poise: 90
Health: 50
Init: 15
DefenseMod: 12
AttackMod: 12

Traits:
Aspect: Fire: Made out of animated tongues of fire with a slightly more solid/jellied core. Bonus to resist fire. Quickly burns anything in close contact with it. Difficult to hide at night, though it can tamp down its flames when needed. Immune to most poisons.
Frame: Elk
Size: Medium Sized
Health: Iron: This creature does not die easily, and must be hacked apart. To put it down will require multiple grievous wounds. +30 Health.
Reflex: Terrifying reflexes: This creature's movements are a blur of death. It moves like the wind, and is incredibly precise and agile. +15 init, +12 atk/def. Has an extra action slot at -15 init.
Strength: Normal Strength: This creature has no unnatural strength advantage, outside of those provided by its shape and aspect.
Attack: Hallucinations: Causes unsettling hallucinations to those nearby. Worms and ants under the skin. The sense that you are already dead and rotting. Color inversion. Wild and strong emotions
Ability: Extra power during Dawn: Gains +10 atk/def during Dawn. Prefers to do its hunting then.
Ability: Renfielder: The creature can claim the mind of a human being. The process takes 1-3 days, and leaves the unfortunate soul a willing and obedient (if somewhat scatterbrained and insane) tool of the creature. The creature can communicate telepathically with its Renfield, even over a distance of miles, and the Renfield will obey without hesitation. A creature will never have more than 3 Renfields at a time, as it appears to take an investment of power to maintain the connection. Renfields have poor combat stats, and are most useful for mis-directions, distractions, and other oblique tactics.
Attack: Unspeakable Word: Speaks a word from the Void. Shatters understanding and sanity of a single target at up to Medium Range. Target makes a hard Will save, and on fail suffers -5 Malus and cannot regain poise for 10 rounds. Can be stacked. Using it is a Stance action.
Defense: Spell Immunity 1: Half damage from spells, +5 to saving throw and immediate saving throw.
Weakness: Sensitive ears: Loud, jarring sounds cause this creature to distraction and pain. Depending on the loudness and dissonance of the sound, takes a -1 to a -10 Malus and cannot use abilities.
Weakness: Vulnerable to Wolf Urine: Cannot stand Wolf Urine. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
Weakness: Vulnerable to Bear Urine: Cannot stand Bear Urine. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
Appearance: Continually screams
NumAppearing: Solitary
Spore: Leaves behind owl like pellets of bone, hair, fur, and feathers. Also bits of metal, buckles, coins from people it has eaten.
Spore: Heavy and unseasonal fogs sweep the area, only burning off by midday.
VictimChoice: Taste for Cattle
VictimWound: Snack Saver: Saves tasty bits of people by burying bits in small holes a few feet deep. Rarely leaves these snacks for more than 48 hours.




Terrible Warping Elkcaust
Skill: ****
Muscle: *
Toughness: **********

Historical Notes:
First dissected by Cabezia in 644, the creature is a elk made out of animated fire. It is of a medium size. The creature first came to the attention of the WitchHammers when one destroyed a caravan on the Thulian Road. The creature started its attacks by slaughtering their cattle. Many of the dead were found with organs torn out and buried nearby. The few survivors of the attacks remembered after each attack they found dense pellets containing bones and hair and crushed bits of metal and coin. Additionally, heavy and unseasonal fogs appeared which would not burn off until midday.

The first group of WitchHammers to hunt the creature were found with their skin a bloody mess. They seem to have clawed themselves to death with some assistance from the creature's jaws.
The second group of WitchHammers to hunt the creature were found with their eyes torn out and their faces lacerated by small cuts. Their fingernails were covered in their own blood.

After these attempts, the beast was killed by Shannon and his WitchHammers. In his report on the battle, he noted its Hallucinations and Unspeakable Word power that it used to kill the previous WitchHammers. Furthermore, he noted previously unknown abilities that the beast displayed during its losing fight. The creature could gain increased power during Dawn and enslave human servitors to aid it in its attacks. The beast was even more difficult to kill as it shrugged off the worst of their mystical attacks. In the end, the creature was defeated. Its main weakness were sensitive ears that made loud noises very painful, a severe vulnerability to Wolf Urine, and a severe vulnerability to Bear Urine.


Thulian Gloomlarva
Power Level: 109
Entropy, Elusive, Air, Mind
Main Action Deck
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Stats:
Poise: 82
Health: 25
Init: 7
DefenseMod: 11
AttackMod: 16

Traits:
Aspect: Shadow: Made out of animated shadows and unholy light. Bonus to stealth, bonus to resist ice. Immune to poisons. Can escape anything but an airtight room, has night vision.
Frame: Maggot
Size: Large Sized: +2 attack, -1 def, +10 HealthMax
Health: Solid: This creature is tougher than it looks, and more resistant to harm than a natural beast. +5 Health.
Reflex: Olympian Reflexes: This creature has amazing reflexes. In the entire world there are only a few humans who could best it without magic. +7 init, +6 attack/def.
Strength: Gigantic strength: This creature has a strength completely out of proportion to its physical form. It can crush skulls and metal armor in grip, or knock through walls with its body. +4 atk, +10 dmg.
Attack: Combat Master: Inhumanely skilled at combat, with precise movements and immense speed. + atk/def, ++poise
Ability: Soundless world aura: There is no sound when within short range of the creature. Eerie. +3 creature attack as this throws off the normal cues a person would use to defend. Also interferes with attempts to coordinate while fighting the creature. (optional, up to GM) As a meta-game effect, players who's PCs who are inside the aura can't talk with other players. They can gesticulate wildly, write notes, but not communicate about battle.
Ability: Anti-light: This creature can snuff out light with its gaze or touch. As a free action can snuff out a torch,fire,etc.
Ability: Rotting Stench: A gagging, rotting stench causes enemies within short range to take -5 Atk and Def.
Defense: Nondescript: Fogs the minds of observers so that they do not notice the creature. Have to make a hard Will save to notice the creature, so long as it is not doing anything obtrusive. Can make additional easy Will saves if someone else is pointing the creature out to you.
Defense: Fire Cloak: This creature's skin can blaze out into shifting layers of fire, burning as hot as a bonfire. Creatures in short range take 2 fire damage at end of round. Grappling the creature causes 5 fire damage at end of round. Bonus defense when fighting at short (+5) or medium range (+2)
Defense: Swarmin Vermin: Creature is surrounded/clothed by a swarm of Fat Maggots. The swarm can act as a defense, or can be split and then sent to attack. Can be sent to attack anywhere in the region, though will not then be available for defense. Any losses to the swarm are repaired in 24 hours.
Weakness: Vulnerable to Alcohol: Cannot stand Alcohol. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
Weakness: Sun Death: Takes damage while in sunlight.
Weakness: Fishes for compliments: Loves to be complimented. No matter what, will spare a person and hold off on attacking so long as they are being flattered.
Appearance: Has three eyes.
NumAppearing: Solitary
Spore: Birds commit suicide. They collide with windows and house walls, or commit mass drownings in ponds. They really seem to want to die.
VictimChoice: Taste for Horses
VictimWound: Removes and eats the bones from victims, leaving limp and splayed open bodies.




Thulian Gloomlarva
Skill: *****
Muscle: *
Toughness: ********

Historical Notes:
First dissected by Shannon in 644, the creature is a maggot made out of living shadow. It is of a large size. The creature first came to the attention of the WitchHammers when one destroyed The village of Solaguren. The creature started its attacks by slaughtering their horses. Many of the dead were found without any bones. The few survivors of the attacks remembered birds killed themselves in a steady stream of collisions with walls and trees. Some drowned themselves in ponds and wells.

The first group of WitchHammers to hunt the creature were found cut and pummeled to death. Several had been disarmed before death and had their weapons lying yards away.

After these attempts, the beast was killed by Phrandal and his WitchHammers. In his report on the battle, he noted its Combat Master power that it used to kill the previous WitchHammers. Furthermore, he noted previously unknown abilities that the beast displayed during its losing fight. The creature could drain all sound from the air around it, extinguish torches or fires with a single glance, and exude a rotting stench that choked all nearby. The beast was even more difficult to kill as it used a weird mental trick that allowed it to hide even in plain sight, it flared up into a scorching hot bonfire when approached, and it was guarded by a swarm of Fat Maggots. In the end, the creature was defeated. Its main weakness were a severe vulnerability to Alcohol, a severe vulnerability to the sun, and a love of flattery and compliments that makes it forget all else.


Valusian Bullbauble
Power Level: 112
Mystic, Mind, Fire, Air
Main Action Deck
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Stats:
Poise: 95
Health: 90
Init: 11
DefenseMod: 12
AttackMod: 9

Traits:
Aspect: Gems: Made out of an assemblage of animated gems and wire. Bonus to resist fire. Immune to most poisons. Has 1 natural armor.
Frame: Bull
Size: Huge Sized: +4 attack, -2 def, +20 HealthMax
Health: Nigh-Unkillable: This creature refuses to die, and must be hacked apart. It will shrug off wounds that would kill a normal beast. +50 Health.
Reflex: Lightning reflexes: This creature's movements are unnaturally precise and fast, and are difficult to follow with the eye. It is able to tear through any single human without magical aid. Those with magical aid could last for several passes. +11 init, +10 atk/def
Strength: Weak: This creature is surprisingly weak for its size and appearance. Farmers should still be afraid of it. -2 atk, -4 dmg.
Attack: Hallucinations: Causes unsettling hallucinations to those nearby. Worms and ants under the skin. The sense that you are already dead and rotting. Color inversion. Wild and strong emotions
Ability: Light Bringer: The creature's body can shine with a blinding Black light. Looking at it is a bit like staring into a spotlight at close range. Inflicts a -8 Malus to all creatures at short range, and a -4 Malus to all creatures at Medium Range. These penalties can be reduced/removed with appropriate eye wear or other abilities.
Ability: Renfielder: The creature can claim the mind of a human being. The process takes 1-3 days, and leaves the unfortunate soul a willing and obedient (if somewhat scatterbrained and insane) tool of the creature. The creature can communicate telepathically with its Renfield, even over a distance of miles, and the Renfield will obey without hesitation. A creature will never have more than 3 Renfields at a time, as it appears to take an investment of power to maintain the connection. Renfields have poor combat stats, and are most useful for mis-directions, distractions, and other oblique tactics.
Attack: Fire Starter: Can set things on fire by staring at it for several seconds. Usable 5 times per day. Can be avoided by taking cover, dodging at close range, or possibly other means.
Attack: Mind Fog: The creature exudes a thick mist that clouds the mind. So long as you are in the mist and breathing it/have significant skin contact with it, must make an easy Will Save at start of round or forget what you are doing for the round. If the creature is moving quickly, the mist will not be able to gather and pool enough to have an effect. If the creature stays in an area for 3 rounds, the mist will build up and extend to Short range around the creature. Staying in an area of 5 minutes or longer will extend the mist to Medium range, while a full day is required for Long range. The mist impairs sight and will cause a -1 to -5 penalty for ranged attacks/senses depending on how far through the mist you are peering.
Weakness: Vulnerable to Wolf Urine: Cannot stand Wolf Urine. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
Weakness: Vulnerable to Acid: Will do 3X damage. In addition, cannot use its abilities next turn. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
Appearance: A half dozen grape-sized gems float and orbit around the creature's head.
Appearance: Blindfold: Wears a blindfold of cloth coverings its eyes. Does not seem to impede is senses.
NumAppearing: Solitary
Spore: Plants and trees grow thorns on its passing
VictimChoice: Prefers to attack sleeping targets
VictimWound: Cracks the open the bones of its victims and eats their marrow




Valusian Bullbauble
Skill: ****
Muscle: *
Toughness: **************

Historical Notes:
The beast is a huge bull made up of glowing gems and silver wire. The creature first came to the attention of the WitchHammers when one plagued a caravan on the Thulian Road. The creature started its attacks by preying upon those who were asleep. Many of the dead were found with their bones cracked open. The few survivors of the attacks remembered fruit trees and other crops grew wicked thorns.

The first group of WitchHammers to hunt the creature were found with severe burns on their faces and weapon arms.
The second group of WitchHammers to hunt the creature were found with their throats cleanly slit and expressions of peace on their faces. They did not seem to have realized they were dead even at the end.

After these attempts, the beast was killed by Phrandal and his WitchHammers. In his report on the battle, he noted its Fire Starter and Mind Fog power that it used to kill the previous WitchHammers. Furthermore, he noted previously unknown abilities that the beast displayed during its losing fight. The creature could blind enemies with an immense light that flowed from its body and enslave human servitors to aid it in its attacks. In the end, the creature was defeated. Its main weakness were a severe vulnerability to Wolf Urine and a severe vulnerability to Acid.


Murderous Snorse
Power Level: 120
Ice, Mystic, Mutant, Agile
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Stats:
Poise: 77
Health: 40
Init: 8
DefenseMod: 5
AttackMod: 10

Traits:
Aspect: Ice: Made out of animated ice and frost-bitten flesh. Bonus to resist ice. Freezes anything in close contact with it. Immune to most poisons.
Frame: Horse
Size: Huge Sized: +4 attack, -2 def, +20 HealthMax
Health: Solid: This creature is tougher than it looks, and more resistant to harm than a natural beast. +5 Health.
Reflex: Olympian Reflexes: This creature has amazing reflexes. In the entire world there are only a few humans who could best it without magic. +7 init, +6 attack/def.
Strength: Strong: This creature is stronger than most men. Its grip is painful. +2 dmg.
Ability: Aura of Doom: When attacking, add 10 to the attack roll when rolling a 17, 18, 19, or 20. This supersedes the normal critical hit bonuses.
Ability: Long Legs: The creature's legs are absurdly elongated. The creature moves quickly and is surprisingly agile.
Attack: Gibbering Mouths: Has a score of mouths attached to its body, all gibbering insanities. Extra action slot for these attacks.
Attack: Snake Legs: The rear third of the creature is that of a giant snake. Adds an extra action slot for the tail to grasp and crush.
Attack: Freezing Bite: This attack is applied by Bite.
Defense: Weapon Immunity 2: Max of 1 damage normal weapons
Defense: Spell Immunity 2: No damage from spells, +10 to saving throw and immediate saving throw.
Defense: From Hell's Heart: When killed, becomes a Ghost Aspected creature of the same size. Goes back up to full Health and Poise.
Weakness: Vulnerable to light: Hates all light. Depending on the severity of the light, takes -1 to -10 Malus. A torch or a full moon would be -2, full sun would be -10.
Weakness: Sun Vulnerability: Is impaired while in sunlight (-4 to attack and defense)
Appearance: Never actually touches the ground. Floats a centimeter above the ground at all times.
Appearance: Has only a single eye.
NumAppearing: Solitary
Spore: Likes to nest in ponds and underwater
Spore: Large toad stools grow up around the region in odd and out of the way spots. Smaller ones grow up near the areas the creature has been.
Smell: Week old dumpster
VictimChoice: Drawn to Adepts: Drawn to Adepts
VictimWound: Cripples victims and lays worm sized young inside of them.




Murderous Snorse
Skill: ***
Muscle: *
Toughness: *********

Historical Notes:
Shaped like a horse made out of living ice, this huge sized beast is a large danger. The creature first came to the attention of the WitchHammers when one destroyed a caravan on the Northern Road. The creature started its attacks by slaying the magically talented. Many of the dead were found with strange worms crawling inside them. The few survivors of the attacks remembered strange smells coming from a nearby pond. Additionally, a giant toad stool was found behind a rotten tree and trails of smaller toad stools were found across the ground.

The first group of WitchHammers to hunt the creature were found having torn their own ears and eyes out.
The second group of WitchHammers to hunt the creature were found crushed to pulp by some gigantic constricting appendage.
The third group of WitchHammers to hunt the creature were found frozen into man shaped ice cubes. They did not defrost for weeks.

After these attempts, the beast was killed by Phrandal and his highly trained WitchHammers. In his report on the battle, he noted its Gibbering Mouths, Snake Legs, and Freezing Bite power that it used to kill the previous WitchHammers. Furthermore, he noted previously unknown abilities that the beast displayed during its losing fight. The creature could land devastating and fatal blows with regularity and move great distance on its absurdly long legs. The beast was even more difficult to kill as it stubbornly refused to be killed by normal weapons, it simply shrugged off all mystical attacks, and it returned as a ghost to further assault its killers. In the end, the creature was defeated. Its main weakness were a severe weakness to light and illumination and a severe vulnerability to Wolf Urine.


Nariscene Necrowl
Power Level: 124
Entropy, Brutal, Air, Agile
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 110
Health: 90
Init: 15
DefenseMod: 14
AttackMod: 22

Traits:
Aspect: Bone: Made out of bone, scraps of sinew, and magic. Immune to almost all poisons, bonus vs fire and ice. Has night vision. Half damage from piercing weapons.
Frame: Owl: Does not actually fly. Instead it hop-walks along the ground.
Size: Huge Sized: +4 attack, -2 def, +20 HealthMax
Health: Nigh-Unkillable: This creature refuses to die, and must be hacked apart. It will shrug off wounds that would kill a normal beast. +50 Health.
Reflex: Terrifying reflexes: This creature's movements are a blur of death. It moves like the wind, and is incredibly precise and agile. +15 init, +12 atk/def. Has an extra action slot at -15 init.
Strength: Terrifying strength: This creature has a strength completely out of proportion to its physical form. It can bend plate metal like putty, or throw a church bell across town. +5 atk, +12 dmg.
Ability: Monstrous Speed: Has an extra action slot.
Attack: Soul Eat: Deals death blow by eating the soul of its target. Gains the target's knowledge, and a portion of its strength. Leaves a mindless, soulless, vegetative husk behind. Might or might not eat the husk too.
Defense: Detachable limbs: Even when separated, limbs will continue to fight. Claws will scrabble along like spiders, will scamper into brush, etc. Can rejoin with main body if given a few minutes of peace.
Defense: Ice Armor: Creatures has an inch thick layer of living ice that shields it from blows. Has Armor +1, and an extra 10 points of bonus health.
Weakness: Hates reflection: Hates the sight of its reflection in a mirror. Will attack its reflection in a blind rage until it has been smashed to pieces.
Weakness: Sun Vulnerability: Is impaired while in sunlight (-4 to attack and defense)
Appearance: Shadow moves slightly differently than creature itself, and can expand/shrink without regard to lighting
Appearance: Has stumps instead of hands/feet. Does not interfere with its deadliness.
NumAppearing: Solitary
Spore: Livestock in the region becomes sick and covered with sores.
Spore: No fish are caught at all. They seem to have deserted the creeks and streams.
Smell: No smell at all
VictimChoice: Taste for Women
VictimWound: Usually kills by slitting or tearing open the victim's throat.




Nariscene Necrowl
Skill: *******
Muscle: *
Toughness: ***************

Historical Notes:
The beast looks like a huge owl made up of bone. The creature first came to the attention of the WitchHammers when one plagued a caravan on the Southern Road. The creature started its attacks by slaying the women. Many of the dead were found with their neck torn open. The few survivors of the attacks remembered their livestock became sick and covered in foul sores. Additionally, fisherman came back with empty catches and the fish seemed to have deserted the water entirely.

The first group of WitchHammers to hunt the creature were found still alive although without any mind or volition left. They wasted away and died several weeks later despite the best efforts of the rescuers.

After these attempts, the beast was killed by Phrandal and his WitchHammers. In his report on the battle, he noted its Soul Eat power that it used to kill the previous WitchHammers. Furthermore, he noted a range of previously unknown abilities that the beast displayed during its losing fight. The creature could strike and maul with terrifying speed. The beast was even more difficult to kill as its limbs refused to stop fighting even after being severed and it was protected by a a layer of living ice armor. In the end, the creature was defeated. Its main weakness were a hatred of its own image that makes it destroy mirrors before all else and a severe vulnerability to Cow Urine.


Royal Zemblan Girossifer
Power Level: 138
Entropy, Brutal, Air, Mind
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 110
Health: 85
Init: 15
DefenseMod: 14
AttackMod: 23

Traits:
Aspect: Bone: Made out of bone, scraps of sinew, and magic. Immune to almost all poisons, bonus vs fire and ice. Has night vision. Half damage from piercing weapons.
Frame: Giraffe
Size: Huge Sized: +4 attack, -2 def, +20 HealthMax
Health: Nigh-Unkillable: This creature refuses to die, and must be hacked apart. It will shrug off wounds that would kill a normal beast. +50 Health.
Reflex: Terrifying reflexes: This creature's movements are a blur of death. It moves like the wind, and is incredibly precise and agile. +15 init, +12 atk/def. Has an extra action slot at -15 init.
Strength: Unstoppable strength: This creature has a strength completely out of proportion to its physical form. It can bend plate metal like putty, or throw a church bell across town. Even a glancing blow from the creature can be fatal. +6 atk, +15 dmg.
Attack: Maul: Makes 2 attacks against same target. If both attacks hit, does extra damage.
Ability: Helper Spirit: The creature has bound a smaller and weaker creature of air and darkness to it. The smaller creature will generally obey its controller, and can carry out thefts, distractions, arson, etc.
Attack: Unspeakable Word: Speaks a word from the Void. Shatters understanding and sanity of a single target at up to Medium Range. Target makes a hard Will save, and on fail suffers -5 Malus and cannot regain poise for 10 rounds. Can be stacked. Using it is a Stance action.
Defense: Shadow Armor: Wears armor made out of solid shadows. Provides 4 DR. Touching the armor drains heat from you, like a strong wind in Alaska. Drains 5 Poise per round of significant touch.
Defense: Dark Aura: Shrouded in shadow. Torches and fires are extinguished, even sun seems dimmer.
Weakness: Tasteless: Has no mouth feel; cannot taste or other wise use its mouth to tell what it is eating.
Weakness: Music Appreciator: The creature can be hypnotized by the sound of beautiful and intricate music. The creature becomes lost in the notes, and inattentive to combat and threats to its life. Malus' range from -1 to -10, depending on the quality of the music. If the creature is not actively in combat, it can also be lulled into complete inaction by music. Wind instruments and stringed instruments are best for this, but even drums can have some effect.
Weakness: Hates reflection: Hates the sight of its reflection in a mirror. Will attack its reflection in a blind rage until it has been smashed to pieces.
Appearance: Blindfold: Wears a blindfold of cloth coverings its eyes. Does not seem to impede is senses.
Appearance: Has human skulls attached to its body near its joints. The skulls still have flaps of dried flesh on them, and will gibber wildly during combat.
NumAppearing: Solitary
Spore: Thick clouds blot out the sky in the region. There are no sunny days.
Spore: There is a region wide increase in vermin. In particular, Beetles can be found in much greater numbers.
VictimChoice: Taste for Horses
VictimWound: Trepanates its victims, removing and eating the most succulent parts of the frontal cortex. Leaves the victims alive but disassociated and weird and with memory problems.




Royal Zemblan Girossifer
Skill: *******
Muscle: *
Toughness: ***************

Historical Notes:
The beast is a huge sized creature, made up of bone in the shape of a giraffe. The creature first came to the attention of the WitchHammers when one destroyed a caravan on the Northern Road. The creature started its attacks by slaying their horses. Many of the dead were found with jagged wounds in their forehead and important pieces of brain missing. The few survivors of the attacks remembered thick gray clouds blotted out the sky and there was no real sun for days. Additionally, Beetles were particularly bold and numerous before the attacks.

The first group of WitchHammers to hunt the creature were found savagely mauled.

After these attempts, the beast was killed by Ortega and his highly trained WitchHammers. In his report on the battle, he noted its Maul power that it used to kill the previous WitchHammers. Furthermore, he noted previously unknown abilities that the beast displayed during its losing fight. The creature could call on the assistance of a small air-spirit. The beast was even more difficult to kill as it was protected by a layer of cold and shadowy armor and it was surrounded by an aura of shadow and darkness that made it difficult to see. In the end, the creature was defeated. Its main weakness were an inability to taste or sense poison, a weakness for beautiful music, and a hatred of its own image that makes it destroy mirrors before all else.