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GRENDEL (Gaur)

bovine-head, scaly skin

C B A P I W F
45% [4] 50% [6] 40% [4] 45% [5] 40% [4] 40% [4] 35% [3]
Int Mov DTh PTh Par Dod RFa
+8 10 6 (12/18/22) 7 (13/19/25) 55% 50% (Natural) Basic (Low)

Athletics +10, Awareness +10, Intimidate +10, Simple Melee +10

ATTACK PROFILE
Mutated Hooves: 55% Distance (melee engaged) Damage (6) Pummeling, Powerful, Slow
Javelin: 45% Distance (ranged 8 yards) Load (1 AP) Damage (4) Throwing, Weak

TRAITS
GORING CHARGE: When you Charge, you may add an additional 3 Damage to your next melee-
based Attack Action on this same Turn.
PACK MENTALITY: When three or more of these creatures are alive during combat, they may
flip the results to succeed at Skill Tests.
WANTON HUNGER: When these creatures are encountered, roll 1D6 Chaos Die. If the result is
face 1-5, their hunger has been sated. If the result is face 6, their hunger has not yet been sated
and they are in a state of frenzy. When sated, they add +1 to both Damage and Peril Condition
Tracks. When in a state of frenzy, they add an additional 1D6 Fury Die to Damage.

TAINT OF CHAOS
FORESTWALKER: Increase your Movement by 3.

TRAPPINGS
Animalbane (1), Fire-hardened spear, Javelin (3)

GRENDEL (Canis)
dog-like legs, emaciated body

C B A P I W F
45% [4] 50% [6] 40% [4] 45% [5] 40% [4] 40% [4] 35% [3]
Int Mov DTh PTh Par Dod RFa
+8 10 6 (12/18/24) 7 (13/19/25) 55% 50% (Natural) Basic (Low)

Athletics +10, Awareness +10, Intimidate +10, Simple Melee +10

ATTACK PROFILE
Mutated Hooves: 55% Distance (melee engaged) Damage (6) Pummeling, Powerful, Slow

TRAITS
PACK MENTALITY: When three or more of these creatures are alive during combat, they may
flip the results to succeed at Skill Tests.
WANTON HUNGER: When these creatures are encountered, roll 1D6 Chaos Die. If the result is
face 1-5, their hunger has been sated. If the result is face 6, their hunger has not yet been sated
and they are in a state of frenzy. When sated, they add +1 to both Damage and Peril Condition
Tracks. When in a state of frenzy, they add an additional 1D6 Fury Die to Damage.
WAR BRAY: Anytime you succeed at a Litany of Hatred, foes temporarily suffer a -2 to their
Damage and Peril Thresholds. Anytime you succeed at Inspiring Words, allies temporarily add +2 to
their Damage and Peril Thresholds.

TAINT OF CHAOS
HALF-BEAST: You use 6+[AB] to determine your Movement on foot.

TRAPPINGS
None

MUTATED COMMONER
Eyestalks

C B A P I W F
45% [4] 35% [3] 50% [6] 54% [5] 40% [4] 40% [5] 40% [4]
Int Mov DTh PTh Par Dod RFa
+8 9 3 (9/15/21) 10 (16/22/28) 55% 60% (Natural) Basic (Low)

Resolve +10, Simple Melee +10, Stealth +10, Survival +10, Toughness +10

ATTACK PROFILE
Cudgel: 55% Distance (melee engaged) Damage (4) Light, Powerful, Weak

TRAITS
DARK SENSE: These creatures can see in the dark.
PACK MENTALITY: When three or more of these creatures are alive during combat, they may
flip the results to succeed at Skill Tests.
SALT OF THE EARTH: These creatures have factored in +3 to their Peril Threshold.
SNIVELING WHELP: These creatures can only use 2 AP during combat.

TAINT OF CHAOS
EYESTALKS: You permanently gain 9% to Perception

TRAPPINGS
Cudgel, Tattered rags

MUTATED COMMONER
Tentacles on hands

C B A P I W F
45% [4] 35% [3] 50% [6] 45% [4] 40% [4] 40% [5] 40% [4]
Int Mov DTh PTh Par Dod RFa
+7 9 3 (9/15/21) 10 (16/22/28) 55% 60% (Natural) Basic (Low)

Resolve +10, Simple Melee +10, Stealth +10, Survival +10, Toughness +10

ATTACK PROFILE
Demonic tentacles: 55% Distance (melee engaged or 1 yard) Damage (NONE) Entangling,
Ineffective, Reach
Torch: 55% Distance (melee engaged) Damage (Special) Immolate, Ineffective, Slow

TRAITS
CRIPPLING CONSTRICTOR: When these creatures maintain a Chokehold, they deal Damage
as if they were using a bare-handed weapon.
PACK MENTALITY: When three or more of these creatures are alive during combat, they may
flip the results to succeed at Skill Tests.
SALT OF THE EARTH: These creatures have factored in +3 to their Peril Threshold.
SNIVELING WHELP: These creatures can only use 2 AP during combat.

TAINT OF CHAOS
Demonic Tentacles: Attacks made bare-handed are instead treated as if you were fighting with a
bullwhip. However, you can no longer use one of your hands, nor wield two-handed weapons.

TRAPPINGS
Tattered rags, Torch (3)

MUTATED COMMONER
Thick fur

C B A P I W F
45% [4] 35% [3] 50% [6] 45% [4] 40% [4] 40% [5] 40% [4]
Int Mov DTh PTh Par Dod RFa
+4 9 3 (9/15/21)) 10 (16/22/28) 45% 60% (Natural) Basic (Low)

Resolve +10, Simple Ranged +10, Stealth +10, Survival +10, Toughness +10

ATTACK PROFILE
Bolas: 55% Distance (ranged 5 yards) Load (1AP) Damage (NONE) Entangling, Ineffective,
Throwing
Dirk: 45% Distance (melee engaged) Damage (6) Fast, Finesse, Light, Weak

TRAITS
DARK SENSE: These creatures can see in the dark.
PACK MENTALITY: When three or more of these creatures are alive during combat, they may
flip the results to succeed at Skill Tests.
SALT OF THE EARTH: These creatures have factored in +3 to their Peril Threshold.
SNIVELING WHELP: These creatures can only use 2 AP during combat.

TAINT OF CHAOS
MANGY CUR: This is a cosmetic change only.

TRAPPINGS
Bolas, Dirk, Tattered rags

THE MUTANTS IN THE HOODED MAN

C B A P I W F
45% [4] 40% [4] 50% [6] 45% [4] 40% [4] 35% [4] 40% [4]
Int Mov DTh PTh Par Dod RFa
+8 9 4 (10/16/20) 10 (16/22/28) 55% 60% (Natural) Basic (Low)

Disguise +10, Resolve +10, Simple Melee +10, Stealth +10, Toughness +10

ATTACK PROFILE
Cudgel: 55% Distance (melee engaged) Damage (4) Light, Powerful, Weak
Dirk: 55% Distance (melee engaged) Damage (6) Fast, Finesse, Light, Weak

TRAITS
PACK MENTALITY: When three or more of these creatures are alive during combat, they may
flip the results to succeed at Skill Tests.
SALT OF THE EARTH: These creatures have factored in +3 to their Peril Threshold.
SNIVELING WHELP: These creatures can only use 2 AP during combat.

ADDITIONAL TRAITS BY MUTANT


FAGOR: These creatures have factored in +3 to their Initiative.
GRAT: These creatures can crawl upon both vertical and horizontal surfaces with ease. In addition,
they can initiate a ranged Chokehold at a Distance of 3+[PB], with a Load of 1 AP.
OTTO: You can never be forced off your feet or knocked Prone onto the ground by the elements,
your enemies or even Magick. Finally, you will have a Corpulent build on the Build table.
WILHEM: When these creatures use a Litany of Hatred, they inflict 1D10+[BB] mental Peril.

TAINT OF CHAOS BY MUTANT


FAGOR: By spending a Fortune Point, you can cause any one foe you can see you to remain
Helpless for one minute.
GRAT: Whenever you climb, you may flip the results to succeed at Athletics Tests.
OTTO: Change your build to Corpulent and reduce your Movement by 6. However, you can hover
1 yard off the ground.
WILHEM: By spending a Fortune Point, you may provoke Fear in others.

TRAPPINGS
Cudgel, Dirk, Various clothing

HANS JINKERST (Basic Tier Charlatan)

C B A P I W F
40% [4] 40% [4] 45% [4] 45% [6] 35% [4] 40% [6] 50% [7]
Int Mov DTh PTh Par Dod RFa
+9 7 8 (14/20/26) 9 (15/21/27) 50% NONE Basic (High)

Counterfeit +10, Disguise +10, Eavesdrop +10, Gamble +10, Guile +10, Intimidate +10, Resolve +10, Rumor
+10, Scrutinize +10, Simple Melee +10

ATTACK PROFILE
Rapier: 50% Distance (melee engaged) Damage (5) Fast, Finesse, Weak
Dirk: 50% Distance (melee engaged) Damage (4) Fast, Finesse, Light, Weak

TRAITS
CONFIDENCE TRICK: Effect: You may flip the results to succeed at Guile Tests. When you
succeed, it is always considered a Critical Success. Furthermore, you can influence a number of
people with the Guile Skill equal to your [FB] times three this includes using Dirty Tricks during
combat.
DOPPELGANGER: When masquerading as someone of a Social Class other than your own, you
gain a +20 Base Chance to Disguise Tests.
FORKED TONGUE: When you attempt to deceive someone of a Social Class other than your
own, you gain a +20 Base Chance to Guile Tests.
HOLDOUT: You always succeed at Skulduggery Tests to conceal objects no larger than a knife
about your person.

TRAPPINGS
Blood-stained clothing, Dirk, Krts (18), Mail armor, Rapier, Ritual scroll (Call Demonic Servant)

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KRTZ
Made from a ragged weed that grows in gardens, Krtz is a drug with soporific effects. Often used to soothe choleric
babes or insomniacs, Krtz is the go-to when a restful night is needed.

Special: This Deliriant takes effect after a half hour. In addition, it only affects creatures classified as
Humanoids (including player races).
Effect: If subjected to one dose, the creature suffers a -1 to both Damage and Peril Condition
Tracks, and 1D10+1 mental Peril. If subjected to two doses, the creature suffers a -2 to both
Damage and Peril Condition Tracks, and 2D10+2 mental Peril. If subjected to three doses, the
creature suffers a -3 to both Damage and Peril Condition Tracks, and 3D10+3 mental Peril. If for
some reason you are Incapacitated! from this drug, you fall unconscious for six hours.

SIGIL DEMON (Lower Demon)

C B A P I W F
50% [5] 45% [4] 40% [7] 45% [6] 35% [3] 40% [5] 40% [5]
Int Mov DTh PTh Par Dod RFa
+9 10 6 (12/18/24) 8 (14/20/26) 70% 70% (Natural) Intermediate (Medium)

Athletics +10, Awareness +20, Bargain +20, Coordination +20, Folklore +20, Guile +20, Interrogation +20,
Intimidate +20, Resolve +10, Simple Melee +20, Toughness +20

ATTACK PROFILE
Demonic Claws: 70% Distance (melee engaged or 1 yard) Damage (5) Fast, Vicious, Reach
Rows of Teeth: 70% Distance (melee engaged) Damage (4) Entangling, Fast, Pummeling

TRAITS
CRIPPLING CONSTRICTOR: When these creatures maintain a Chokehold, they deal Damage
as if they were using a bare-handed weapon.
FOUL MUTATION: When these creatures are encountered, roll 1D6 Chaos Dice if of Basic Risk
Factor; 2D6 Chaos Dice if of Intermediate Risk Factor; 3D6 if of Advanced Risk Factor; 4D6 if of
Elite Risk Factor. For every face 6, add one Taint of Chaos to the creature.
HORROR OF THE PIT: These creatures do not need to breathe and are immune to Chokehold.
In addition, PCs whose Order Ranks exceed their Chaos Ranks reduce their Damage by -3 when
striking these creatures.
INESCAPABLE: When these creatures use a Chokehold, they are able to maintain it for 0 AP and
use other Actions In Combat.
REANIMATOR: When this creatures Turn begins, they move one step up the Damage Condition
Track positively. Other Traits cover how these creatures are permanently Slain!.
SANITY-BLASTING: When first encountered, these creatures provoke one of the three brands of
Madness: if of Basic Risk Factor, they provoke Stress; if of Intermediate Risk Factor, they provoke
Fear; if of Advanced or Elite Risk Factor, they provoke Horror.
SIGIL-BOUND: When this creature is no longer in sight of the sigil it was summoned to, roll 3D6
every minute that passes. If all three dice show face 6, the creature is banished back to the Abyss,
until summoned once again. For every 3 yards that the demon moves away from the sigil, add an
additional 1D6 Chaos Dice to the roll. If this creatures sigil is destroyed, it is immediately Slain!.

TAINT OF CHAOS
BLACK NAILS: Attacks made bare-handed gains the Fast Quality.
CANCEROUS PROTECTION: You permanently gain a +2 to Damage Threshold.
FANGED MAW: Attacks made bare-handed gains the Entangling Quality.

TRAPPINGS
None

ROADWARDEN (Intermediate Tier Reeve/Barrister)

C B A P I W F
50% [6] 40% [5] 45% [4] 45% [5] 35% [3] 40% [6] 40% [5]
Int Mov DTh PTh Par Dod RFa
+8 7 9 (15/21/27) 9 (15/21/27) 70% (Defensive) NONE Intermediate (Medium)

Bargain +20, Guile +20, Interrogate +10, Intimidate +10, Leadership +10, Martial Melee +10, Martial
Ranged +10, Resolve +20, Rumor +10, Scrutinize +20, Simple Melee +10, Survival +10, Toughness +10

ATTACK PROFILE
Arbalest Crossbow: 60% Distance (ranged 14 yards) Load (2 AP) Damage (4) Fast,
Punishing
Mortuary sword: 60% Distance (melee engaged) Damage (7) Fast, Finesse, Weak

TRAITS
DETERMINATION: When you attempt an Extended Test to take your time, you gain an
additional +10 Base Chance to your Skill Test.
I AM THE LAW!: You may flip the results to succeed at Intimidate Tests. When you succeed, it is
always considered a Critical Success. Furthermore, you always influence a number of people with the
Intimidate Skill equal to three times your [BB] this includes use of Litany of Hatred during
combat.
MENACING DEMEANOR: When you succeed at an Intimidate Test, you inflict 1D10+1 mental
Peril.
POUND OF FLESH: You may flip the results to succeed at Intimidate Tests. When you succeed,
it is always considered a Critical Success. In addition, when you successfully Intimidate someone,
you inflict 1D10+your [WB] in mental Peril. Finally, you may substitute Fellowship in place of
Brawn when determining Base Chance of success with the Intimidate Skill.
TRUE GRIT: You are immune to the effects of Knockout! And Stunning Blow.

TRAPPINGS
Arbalest crossbow, Crossbow bolts (9), Destrier horse, Mail armor, Manacles, Mortuary sword,
Rope (10 yards), Wooden shield

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