Critter List: C - E
(Select a critter's name to see its description and powers)
|
BOD |
QUI |
STR |
CHA |
INT |
WIL |
ESS |
REA |
INIT |
ATTACKS |
Centaur |
10 |
4 (x5) |
7 |
- |
3/5 |
3 |
6 |
4 |
4+2D6 |
6S, +1 Reach |
Cerberus Hound |
6 |
4 (x5) |
6 |
- |
2/6 |
4 |
6Z |
5 |
5+3D6 |
8M |
Chimera |
5/4 |
6 (x5) |
5 |
- |
1/3 |
4 |
5Z |
5 |
5+2D6 |
6M |
Chupacabras |
5 |
4 (x4) |
3 |
- |
3/5 |
6 |
2D6 |
5 |
5+1D6 |
3L |
Cobra, King |
5(8*) |
6 (x1) |
5(8*) |
- |
1/4 |
2(4*) |
6 |
6 |
6+1D6(2d6*) |
6M |
Cockatrice |
3 |
5 (x3) |
4 |
- |
2/3 |
2 |
6Z |
4 |
4+1D6 |
8M |
Corps Cadavre |
2 |
1 (x2) |
2 |
- |
1 |
6 |
0 |
1 |
1+1D6 |
Humanoid |
Corpselight |
F |
F+5 (x3) |
- |
- |
F-3 |
F |
(4D6)A |
F |
F+10+2D6 |
(Force)M, -1 Reach |
Crested Barbarian |
5 |
4 (x4) |
4 |
- |
2/3 |
2 |
6 |
3 |
3+1D6 |
4M |
|
BOD |
QUI |
STR |
CHA |
INT |
WIL |
ESS |
REA |
INIT |
ATTACKS |
Devil Rat |
2 |
5 (x3) |
1 |
5 |
2/5 |
3 |
4Z |
5 |
5+1D6 |
4L, -1 Reach |
Devilfish |
9 |
3 (x5) |
10 |
- |
2/3 |
4 |
6Z |
4 |
4+1D6 |
5M |
Domovoi |
F-3 |
F-2 (x5) |
F-5 |
F |
F |
F |
F/A |
F-1 |
F+9+1D6 |
(F-1)L, -1 Reach |
Dour |
5 |
4 (x3) |
5 |
3 |
2/4 |
3 |
5 |
5 |
5+1D6 |
4M/Humanoid, +1 Reach |
Drake (Fire) |
4 |
4 (x4) |
4 |
- |
2/4 |
3 |
6Z |
5 |
5+1D6 |
6M |
Drake (Ice) |
4 |
4 (x4) |
4 |
- |
2/3 |
3 |
6Z |
5 |
5+1D6 |
6M |
Dzoo-Noo-Qua |
9/4 |
5 (x2) |
10 |
1 |
3/3 |
4 |
2D6 |
4 |
4+2D6 |
7S, +1 Reach |
|
BOD |
QUI |
STR |
CHA |
INT |
WIL |
ESS |
REA |
INIT |
ATTACKS |
Each-Uisge |
10/1 |
4 (x6) |
8 |
- |
2/4 |
3 |
6 |
4 |
4+3D6 |
6S, +1 Reach |
Ekyelebenle |
5 |
6 (x2) |
6 |
- |
1/5 |
4 |
6Z |
6 |
6+3D6 |
6M |
Embracer |
8 |
4 (x3) |
8 |
- |
2/3 |
3 |
6Z |
5 |
5+1D6 |
7S, +1 Reach |
Enwontzane |
8 |
3 (x4) |
7 |
- |
2/4 |
4 |
6Z |
4 |
4+1D6 |
10S, +1 Reach |
Eyekiller |
7 |
4 (x3) |
7 |
- |
3/4 |
3 |
6Z |
4 |
4+1D6 |
6S |
BOD |
The first number is the Body rating. The second represents armor, if any, which functions as both Ballistic and Impact armor. |
QUI |
The first number is the Quickness rating. The second is the movement multiplier for running. If the creature flies, swims, or moves in some other manner, the multiplier for such movement should be noted in its description. |
STR |
Exceptions to the standard rules regarding Strength are exceedingly rare, but will be noted in the description if they apply. |
CHA |
Only intelligent creatures capable of social interaction possess a Charisma Rating. For all other critters, Charisma is irrelevant. |
INT |
The first number is the rating used for Intelligence Tests and for resisting spells. The second number is used for Perception Tests. |
WIL |
Willpower. Very few exceptions to standard rules, if any. |
ESS |
Essence. If a capital A follows the number, the critter is a spirit, existing primarily in astral space. If a capital Z follows the number, the critter is a dual being. Critters with variable Essence have a range of ratings. |
REA |
Reaction. Used for physical attacks. |
INIT |
Calculated as Reaction plus Initiative dice as with player characters. Initiative also determines the maximum number of Combat Pool dice the critter can use in a single Combat Phase. |
ATTACKS |
This lists the Damage Code for the critter. Damage is Physical unless otherwise noted. The notation "Humanoid" means the critter can use weapons and follows the normal combat rules for characters, inflicting (STR)M Stun unarmed damage. If the critter has a Reach bonus or penalty, it will be noted here. |
|
|
Centaur
The centaur is half-horse, half-primate, standing roughly 2 meters tall at the shoulder and weighing an average of 300 kilograms. It moves on its four horse legs and has a pair of powerfully muscled arms ending in three-fingered hands with opposable thumbs. Their degree of intelligence remains open to debate, but they are known to make and use rough tools and weapons. Centaurs have excellent night vision and rarely attack unless provoked.
|
BOD |
QUI |
STR |
CHA |
INT |
WIL |
ESS |
REA |
INIT |
ATTACKS |
Centaur |
10 |
4 (x5) |
7 |
- |
3/5 |
3 |
6 |
4 |
4+2D6 |
6S, +1 Reach |
Powers: Enhanced Senses (Low-Light Vision, Thermographic Vision), Magic Sense, Search
Weaknesses: None
Cerberus Hound
The cerberus hound is a three-headed black dog standing just over a meter tall at the shoulder and weighing 110 kilo-grams. Carnivores by nature, they hunt deer, goats, and sheep, along with the occasional metahuman. They rely on their acute senses to track prey and sheer strength to pursue their prey for long distances without tiring.
|
BOD |
QUI |
STR |
CHA |
INT |
WIL |
ESS |
REA |
INIT |
ATTACKS |
Cerberus Hound |
6 |
4 (x5) |
6 |
- |
2/6 |
4 |
6Z |
5 |
5+3D6 |
8M |
Powers: Concealment (Personal), Corrosive Saliva, Enhanced Physical Attribute (Strength, three times per day, for (Essence)D6 turns), Enhanced Reaction (three times per day for (Essence)D6 turns), Enhanced Senses (Improved Hearing and Smell, Low-Light Vision, Thermographic Vision), Immunity (Cold, Fire), Movement (Self Only)
Weaknesses: None
Notes: Because the cerberus hound can bite with each of its three heads, one Complex Action in a Combat Turn gives it three attacks, but all of these must be made against the same target.
Chimera
Resembling a wingless western dragon, the chimera can grow up to 3.7 meters long, with coloring ranging from dark gray to brown to light yellow-brown or tan. The chimera is a lithe, fast carnivore that will eat anything it can catch. Solitary and highly territorial, the chimera has a venomous bite.
|
BOD |
QUI |
STR |
CHA |
INT |
WIL |
ESS |
REA |
INIT |
ATTACKS |
Chimera |
5/4 |
6 (x5) |
5 |
- |
1/3 |
4 |
5Z |
5 |
5+2D6 |
6M |
Powers: Concealment (Personal), Immunity (Poisons), Venom
Weaknesses: Vulnerability (Iron)
Chupacabras
The chupacabras is a 1.2-meter-tall bipedal reptile resembling a cross between an iguana and a monkey. Its scales are green and covered with coarse hair. It possesses an iguana’s spiky head crest, large red eyes, a short tail and opposable thumbs. It lives in tropical forests in the Caribbean (and is rumored to live on Madagascar). This secretive creature feeds on blood, preferring goats and cattle (its name means “goat-sucker” in Spanish), and occasionally attacks metahumans in isolated areas. Females bear one live infant.
Named for a creature associated with UFO sightings in the twentieth century, the chupacabras is believed by some to be engineered because of the creature’s genetic similarity to primates. Chupacabras tissues show a pattern similar to HMHVV, but the creatures do not carry the disease.
|
BOD |
QUI |
STR |
CHA |
INT |
WIL |
ESS |
REA |
INIT |
ATTACKS |
Chupacabras |
5 |
4 (x4) |
3 |
- |
3/5 |
6 |
2D6 |
5 |
5+1D6 |
3L |
Powers: Concealment (Personal), Essence Drain, Immunity (Pathogens, Poisons), Paralyzing Touch
Weaknesses: Allergy (Sunlight, Mild), Essence Loss, Vulnerability (Fire)
Cobra, King
Both mundane and Awakened variants are found in Philippine forests. They prey on small- to medium-sized mammals and reptiles, including snakes. Mundane versions are 4-6 meters long, while Awakened cobras may grow up to 8 meters.
|
BOD |
QUI |
STR |
CHA |
INT |
WIL |
ESS |
REA |
INIT |
ATTACKS |
Cobra, King |
5(8*) |
6 (x1) |
5(8*) |
- |
1/4 |
2(4*) |
6 |
6 |
6+1D6(2d6*) |
6M |
*These statistics apply to the Awakened variant.
Powers: All cobras possess Enhanced Senses (Smell, Thermographic Vision), while Awakened cobras also make use of the following powers: Hypnotic Stare, Immunity (Poisons), Silence
Weaknesses: None
Notes: A cobra that inflicts a Light wound or worse has injected a nonmagical venom that does 6S damage at 10-minute intervals.
Cockatrice
The cockatrice is a long-legged, birdlike creature, mostly yellow, with a bright red coxcomb and a horny beak. Its total body length from head to tail is just over 3 meters, and it weighs an average of 40 kilograms. Though capable of limited flight, the cockatrice is awkward in the air and is much better suited to running. It prefers to chase its prey, often rising briefly into the air and striking downward with its taloned feet.
|
BOD |
QUI |
STR |
CHA |
INT |
WIL |
ESS |
REA |
INIT |
ATTACKS |
Cockatrice |
3 |
5 (x3) |
4 |
- |
2/3 |
2 |
6Z |
4 |
4+1D6 |
8M |
Powers: Immunity (Own Touch), Paralyzing Touch
Weaknesses: None
Corps Cadavre
The corps cadavre is a type of zombie, the animated body of a deceased metahuman. Because it is already dead, the corps cadavre is immune to certain magical attacks that normally affect living beings. It cannot exist without being magically sustained, but it can function independently of its creator to a certain extent.
|
BOD |
QUI |
STR |
CHA |
INT |
WIL |
ESS |
REA |
INIT |
ATTACKS |
Corps Cadavre |
2 |
1 (x2) |
2 |
- |
1 |
6 |
0 |
1 |
1+1D6 |
Humanoid |
Powers: Immunity (Mana Powers and Spells, Pathogens, Poisons)
Weaknesses: Allergy (Sunlight, Moderate)
Notes: Attributes noted are average for a corps cadavre. As corps cadavres were originally characters, these Attributes may vary. Target modifiers for wounds suffered do not accumulate. A Deadly wound renders the corps cadavre incapable of further action.
Corpselight
The corpselight (also known as a will-o’-the-wisp) appears as a floating ball of light slightly less than half a meter in diameter — usually cold white, sometimes blue-tinged, with an intensity of 10 candles. It generally floats no more than 2 meters off the ground. They appear only at night, most often in deserted areas.
|
BOD |
QUI |
STR |
CHA |
INT |
WIL |
ESS |
REA |
INIT |
ATTACKS |
Corpselight |
F |
F+5 (x3) |
- |
- |
F-3 |
F |
(4D6)A |
F |
F+10+2D6 |
(Force)M, -1 Reach |
Powers: Essence Drain, Immunity (Normal Weapons), Materialization, Movement, Psychokinesis, Regeneration
Weaknesses: Essence Loss
Notes: When initially encountered, a corpselight has a 2D6 Essence Rating. This means that its normal maximum Essence Rating is 12; however, its Essence Drain power can theoretically increase this to 24. F = current Essence. Minimum Essence 7, Max 27. Astral Initiative is F+20+2D6.
Crested Barbarian
Orange-tinted skin and thick brown fur give the crested barbarian the look of a large ape, standing 1.6 meters tall and weighing approximately 95 kilograms. These scavenging animals function in social groups of six to fifteen adults led by an alpha male. Though normally docile, many crested barbarians carry an infection akin to VITAS-3, making their bites a deadly hazard.
|
BOD |
QUI |
STR |
CHA |
INT |
WIL |
ESS |
REA |
INIT |
ATTACKS |
Crested Barbarian |
5 |
4 (x4) |
4 |
- |
2/3 |
2 |
6 |
3 |
3+1D6 |
4M |
Powers: Enhanced Physical Attribute (Strength, once per day, for (1/2 Essence)D6 turns), Enhanced Senses (Improved Smell, Low-Light Vision), Fear, Pestilence (Roll 1D6; on a result of 6, the individual possesses this power and carries VITAS-3)
Weaknesses: None
Devil Rat
Completely hairless, the nocturnal devil rat grows up to a meter in length (including its tail) and weighs as much as 4 kilograms. Hunting in packs of up to thirty individuals, their prolific breeding rate, combined with their innate immunity to most poisons, makes exterminating them nearly impossible.
|
BOD |
QUI |
STR |
CHA |
INT |
WIL |
ESS |
REA |
INIT |
ATTACKS |
Devil Rat |
2 |
5 (x3) |
1 |
5 |
2/5 |
3 |
4Z |
5 |
5+1D6 |
4L, -1 Reach |
Powers: Animal Control (Mundane Rats), Concealment (Personal), Immunity (Pathogens, Poisons)
Weaknesses: Allergy (Sunlight, Mild)
Notes: Roll 2D6 to determine if any given devil rat has the Pestilence (VITAS-3) power. On a result of 11 or 12, they are carriers, and are generally immune.
Devilfish
This nocturnal, Awakened version of the manta ray can achieve a “wingspan” of 8 meters. Its dorsal surface is black, with white markings on the ventral. Not normally aggressive toward larger creatures, its most distinctive feature is its ability to leap from the water and glide for up to 100 meters.
|
BOD |
QUI |
STR |
CHA |
INT |
WIL |
ESS |
REA |
INIT |
ATTACKS |
Devilfish |
9 |
3 (x5) |
10 |
- |
2/3 |
4 |
6Z |
4 |
4+1D6 |
5M |
Powers: Fear, Venom
Weaknesses: None
Domovoi
This Spirit of Man manifests as a short, hairy-bodied, bearded humanoid, usually clad in peasant garments or rags. A free-willed servant spirit, it takes up residence in a secluded part of a home — usually a barn, cellar, or attic. At night, it performs such menial services as cleaning and tidying. It also uses its powers to defend its adopted home.
Roll 2D6 to determine Force. Astral Initiative is F+20+1D6.
|
BOD |
QUI |
STR |
CHA |
INT |
WIL |
ESS |
REA |
INIT |
ATTACKS |
Domovoi |
F-3 |
F-2 (x5) |
F-5 |
F |
F |
F |
F/A |
F-1 |
F+9+1D6 |
(F-1)L, -1 Reach |
Powers: Accident (Domain), Concealment (Personal), Enhanced Physical Attribute (Quickness, 4x/day, for (Essence x Essence) turns), Enhanced Sense (Low-Light Vision), Fading, Guard, Influence, Materialization, Search, Shadow Cloak
Weaknesses: None
Dour
An Awakened chimpanzee, the dour is short, stocky and muscular, with long arms and a human-like face. It stands just over a meter tall and weighs 70 kilograms. Largely nocturnal, the dour prefers caverns, caves and abandoned mines, where it uses its acute low-light vision to hunt rats and other rodents. Some live in trees, spending the daylight hours in lairs they dig beneath the roots.
|
BOD |
QUI |
STR |
CHA |
INT |
WIL |
ESS |
REA |
INIT |
ATTACKS |
Dour |
5 |
4 (x3) |
5 |
3 |
2/4 |
3 |
5 |
5 |
5+1D6 |
4M/Humanoid, +1 Reach |
Powers: Enhanced Sense (Low-Light Vision)
Weaknesses: Allergy (Sunlight, Nuisance)
Drake (Fire)
Not to be confused with true or bred drakes, the firedrake is a large lizard that resembles a western dragon, but it has no wings. Though it typically moves on all fours, it can also rear up on its hind legs, balancing with its tail. Its scales range from red-brown on the back to light tan on the belly, and it can breathe fire. A fast and aggressive carnivore, the firedrake will attack anything that enters its hunting area.
|
BOD |
QUI |
STR |
CHA |
INT |
WIL |
ESS |
REA |
INIT |
ATTACKS |
Drake (Fire) |
4 |
4 (x4) |
4 |
- |
2/4 |
3 |
6Z |
5 |
5+1D6 |
6M |
Powers: Enhanced Sense (Wide-Band Hearing), Immunity (Fire), Innate Spell (Flamethrower)
Weaknesses: None
Drake (Ice)
Not to be confused with true or bred drakes, the icedrake resembles a western dragon, but it has no wings. It can grow as long as 1.5 meters. Like its cousin the firedrake, the icedrake moves on all fours, but it can also balance on its rear limbs and tail. An aggressive and fearless hunter, the icedrake will attack larger creatures without hesitation. It protects itself by emanating an aura of cold, intense enough to damage any creature foolish enough to come near.
|
BOD |
QUI |
STR |
CHA |
INT |
WIL |
ESS |
REA |
INIT |
ATTACKS |
Drake (Ice) |
4 |
4 (x4) |
4 |
- |
2/3 |
3 |
6Z |
5 |
5+1D6 |
6M |
Powers: Cold Aura, Enhanced Sense (Vision), Immunity (Cold)
Weaknesses: Allergy (Fire, Mild)
Dzoo-Noo-Qua
A troll infected with HMHVV, the dzoo-noo-qua is frequently covered with horns, spikes and bony plates of dermal armor. The average dzoo-noo-qua is just under 3 meters tall and weighs 120 kilograms. Primarily nocturnal, these creatures often live in caves, sewers or abandoned buildings. Dzoo-noo-qua are not intelligent, as the viral infection causes the intellect to deteriorate to animal level.
|
BOD |
QUI |
STR |
CHA |
INT |
WIL |
ESS |
REA |
INIT |
ATTACKS |
Dzoo-Noo-Qua |
9/4 |
5 (x2) |
10 |
1 |
3/3 |
4 |
2D6 |
4 |
4+2D6 |
7S, +1 Reach |
Powers: Enhanced Sense (Thermographic Vision), Essence Drain, Infection, Magical Guard (Self Only), Regeneration. Some also have Magical Skills.
Weaknesses: Allergy (Sunlight, Mild), Essence Loss
Each-Uisge
This aquatic mammal, named after a Scottish legend, resembles a horse, standing a meter and a half tall at the shoulder and weighing approximately 385 kilograms. Its body hair is short, save for a flowing mane and tail, usually black. It moves on horse-like legs and can walk and run freely on land as well as swim and dive. Though it can clamp onto its victims with its sharp teeth and drag them underwater, it prefers to compel its prey to leap on its back, where its sticky secretions bind the victim in place. The each-uisge then gallops into the water and remains submerged long enough to drown its prey. It then scrapes its back against rocks or the riverbed to dislodge the corpse and devours it.
|
BOD |
QUI |
STR |
CHA |
INT |
WIL |
ESS |
REA |
INIT |
ATTACKS |
Each-Uisge |
10/1 |
4 (x6) |
8 |
- |
2/4 |
3 |
6 |
4 |
4+3D6 |
6S, +1 Reach |
Powers: Binding, Compulsion, Engulf, Enhanced Senses (Low-Light Vision, Sonar), Movement (Self Only)
Weaknesses: Dietary Requirement (Metahuman Flesh)
Ekyelebenle
These Awakened green mambas grow up to 6 meters long and are native to the savannahs of sub-Saharan Africa. Ekyelebenle are extremely aggressive and will chase anything dwarf-sized or smaller. They spit poison for defense and hunting, and bite multiple times in each attack.
|
BOD |
QUI |
STR |
CHA |
INT |
WIL |
ESS |
REA |
INIT |
ATTACKS |
Ekyelebenle |
5 |
6 (x2) |
6 |
- |
1/5 |
4 |
6Z |
6 |
6+3D6 |
6M |
Powers: Enhanced Senses (Smell, Thermographic Vision), Immunity (Poisons, Pathogens), Magical Guard (Self Only), Venom
Weaknesses: None
Notes: An ekyelebenle that inflicts a Light wound or worse has injected its venom. Mamba poison inflicts 5S damage at 5, 10, and 20-minute intervals. The snakes can also spit this poison up to 5 meters. If the spitting ekyelebenle wins an Opposed (Reaction) Test, the target is blinded for 2D6 hours divided by the target's successes on a Body (5) Test. If the character achieves no successes on this test, the blinding is permanent.
Embracer
Completely hairless, with smooth red skin that has an almost metallic sheen, the embracer stands up to 1.9 meters tall, with approximately the same proportions as the mountain gorilla. The omnivorous embracers are solitary hunters who are constantly hungry and therefore always hunting. Though they have sharp teeth, their most dangerous mode of attack is to grab their prey in a bear hug and squeeze it to death.
|
BOD |
QUI |
STR |
CHA |
INT |
WIL |
ESS |
REA |
INIT |
ATTACKS |
Embracer |
8 |
4 (x3) |
8 |
- |
2/3 |
3 |
6Z |
5 |
5+1D6 |
7S, +1 Reach |
Powers: Corrosive Secretions, Immunity (Fire), Movement (Decrease)
Weaknesses: Allergy (Cold, Mild)
Enwontzane
Enwontzane are nocturnal, arboreal predators related to the sasquatch which are native to the forests of coastal West Africa. They stand nearly 3 meters tall and weigh more than 400 kilograms. Due to their size, aggression and appetites, they will feed on anything ork-sized or smaller. Family groups of up to ten individuals live and hunt together, and mating pairs have one infant per year.
|
BOD |
QUI |
STR |
CHA |
INT |
WIL |
ESS |
REA |
INIT |
ATTACKS |
Enwontzane |
8 |
3 (x4) |
7 |
- |
2/4 |
4 |
6Z |
4 |
4+1D6 |
10S, +1 Reach |
Powers: Adaptive Coloration
Weaknesses: None
Eyekiller
This large, birdlike creature averages 7 meters long, stands 2.5 meters tall at the shoulder and weighs 200 kilograms. The feathers covering its head are contoured in a sound-conducting pattern, similar to the head feathers of owls, that helps it track its prey. Its feet are tipped with sharp talons, and it can generate an electrical impulse strong enough to stun an average person or cause cardiac arrest in a weak or sickly individual.
|
BOD |
QUI |
STR |
CHA |
INT |
WIL |
ESS |
REA |
INIT |
ATTACKS |
Eyekiller |
7 |
4 (x3) |
7 |
- |
3/4 |
3 |
6Z |
4 |
4+1D6 |
6S |
Powers: Enhanced Senses (Low-Light Vision, Hearing), Innate Spell (Lightning Bolt)
Weaknesses: None
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