All posts by Phil "Grimace" Hatfield

Hill Giant

Many think that, due to Hill Giants somewhat dopey appearance, that they are simple-minded. But they have a clever intelligence that will take advantage of you if given the chance.
Scale: Large (5)
Move: 12
Fear: 16
Health Points: 58

STR 5D+1
Brawling +3D
CON 4D+1
DEX 3D
Melee Combat +3D
Thrown Weapons +3D+1
INT 2D

Armor
Hides — Slahing / +1 Piercing / +1 Blunt

Weapons:
Thrown Rock STR+2D Blunt
Club STR+1D Blunt

Special
Can hurl large rocks up to 20 meters, or smaller rocks much further (up to 3x that distance)

Usually keeps a couple of Dire Wolves (see stats in #d6creatures ) as guard dogs around the homestead, and will bring one with them if they know they will be contending with a dangerous foe.

Griffon

Creatures as they are called, can sometimes be rather majestic looking, and I always felt this one was quite majestic looking.

Scale: Large (3)
Move: 12 on Ground, 30 in Air
Fear: 14
Health Points: 49

STR 4D+1
Brawling +1D+2
CON 3D+1
DEX 4D
Dodge +1D+2
INT 1D+1

Attack:
2 Claw attacks and 1 Bite attack
Claw STR+1D (Slashing)
Bite STR+4D (Piercing)

Notes
Griffons love horse flesh, and will jump at the chance to hunt them if they see or smell the animals. Griffons can be trained as ride mounts if obtained as fledglings.

Goblins

Those pesky little devils that many people just use as cannon fodder in their games, but can be crafty enough to be troublesome.

Scale: Human (-1)
Move: 6
Fear: 2
Health Points: 6

STR 1D
CON 1D
DEX 2D
Melee Combat +2
INT 2D+1

Armor:
Small Shield +2 Slashing / +2 Piercing / +2 Blunt

Weapons:
Mace STR+1D+1 Blunt
Spear STR+2D Pierce

Notes:
Goblins have 20 meter infravision. Suffers –2 pips to skill use if take actions in full, broad daylight

Gnoll

Scale: Human (1)
Move: 9
Fear: 4
Health Points: 14

STR 4D
Brawling +1
CON 2D
DEX 3D
Melee Combat +1
Brawling Parry +1
INT 2D

Armor:
Hides +1 Slashing / — Piercing / +1 Blunt
Shield +1D Slashing / +1D Piercing / +1D Blunt

Attack: either 1 weapon attack or 1 claw attack
Claw Attack STR+1D+2
OR
Weapons: one of the following
Longsword STR+2D Slashing
Halberd STR+2D+2 Slashing
Battle axe STR+2D+1 Slashing

Fierce, mean tempered, hyena style humanoids. They are intelligent enough to be a threat in combat as they work in packs.

Githyanki

These are vicious creatures in a fantasy game, with lots of power.
Scale: Large (2)
Move: 10
Fear: 14
Health Points: 70

STR 6D
Brawling +3D+2
CON 5D
DEX 3D+2
Melee Combat +4D
Melee Parry +3D
INT 4D+1

Armor:
Magical Splint Mail +3D+1 Slashing / +3D+2 Piercing / +3D Blunt

Weapons:
Magical Silver Two-Handed sword STR+6D
Magical Longsword STR+4D+1

Special Notes:
The weapons wielded by the Githyanki are cursed and may only be wielded by the creature. Others attempting to wield it find themselves overcome with the desire to kill anyone and everyone. It is also very difficult to simply cast the weapon aside, requiring a Difficult Willpower roll to do so.

Most Githyanki will only wield the magical longsword, though some may wield the larger weapon.

Some of the Githyanki encountered may be combination fighters and magic users, with the Magic Power of 3D.

Gibberling

Scale: Human (0)
Move: 9
Fear: 2
Health Points: 7

STR 1D+2
Brawling +2
CON 1D
DEX 3D
Melee Combat +2
INT 2D

Weapons:
Short Sword STR+1D+1

Specials
always attack in large number (starting with 40 or more) and always attack until dead.
Gibberlings never check for Fear/Fame.

They are particularly afraid of fire and may initially run away from it, but only to attack from a different angle, away from the direction of the fire.

20 meter infravision

Galeb Duhr

Move: 6
Scale: Large
Fear: 18
Health Points: 63
STR 6D
Brawling +1D
CON 4D+1
DEX 2D
INT 4D

Magic Power: 20D (limited)

Attacks:
Two Rocks Claws
Claw STR+2 (Blunt)

Special Abilities
Can use Magic Power to cast the following spells: Wall of Stone, Pass Wall, Stone Shape, Move Earth

May also animate stones within 6 meters of creature

Suffers double damage from cold attacks

Not affected by lightning or fire attacks

Notes:
These creatures hide among other boulders to blend in, sometimes in caves, other times on rocky hillsides or rocky fields. This doubles as camouflage for it but also provides them with assistance if they require it. They are not particularly fast nor agile, but if they manage to land a blow, the target will definitely feel it!

Elves

Move: 12
Scale: Human (0)
Fear: 2
Health Points: 7
STR 2D+1
CON 2D+2
DEX 4D
Missile Weapon +1D
Melee Combat +1D
INT 3D+1

Equipment:

Armor:
Elven Chain mail +1D+2/+2D+1/+1D
Shield (1-4 frontal) +1D/+1D/+1D

Weapons
Sword Damage: STR+2D (Slashing)
Spear Damage: STR+2D (Piercing)
Longbow Damage 3D+2

Notations:
suffers only –1D penalty for sight based actions in darkness outside, instead of normal –2D penalty.

Dire Wolf

Move: 18
Scale: Human (1)
Fear: 6
Health Points: 24

STR 3D
Brawling +1D

CON 3D+2

DEX 4D
Dodge +2D
Running +3D

INT 1D

Attack:
Bite STR+2D

Notes
Dire Wolves usually travel in packs of 3-8 (1D6+2) and have learned to coordinate their attacks. This makes it so the first 2 Dire Wolves that attack do so normally and distract the targets, but the next 2 Dire Wolves that attack will do so from another direction, gaining +1D to their Brawling skill for their attack.