Denizens & Danger

Hit Points are a measure of health. Each attack that "succeeds" against you reduces your hit points.

Damage is the amount of hit points subtracted from a target after a successful attack.

Armor Class is how much damage is subtracted/deflected from a successful hit. The percentage subtracted is your armor class multiplied by three.

Dexterity is how agile a person is, and relates to how often an attack will be successful.

UNDEAD AND SUPERNATURAL CREATURES

AERIAL SERVANT
Capabilities. Aerial servants do the bidding of their Theurgist masters, using their powers to manipulate physical objects to perform their tasks. Although obedient, they are more aware of their fate than most undead and sometimes may struggle to rebel and obstruct. They are much like ghosts in other respects.

Statistics
Armor Class 0
Dexterity 15-22
Damage 6-12
Hit Points 40-60

Vulnerabilities. Only harmed by Magic Damage.

DAEMON
Capabilities. Creatures from another realm, they close in to attack with sharp fiery talons. They are extremely tough and are naturally immune to any damage caused by fire although they can drown in lava.

Statistics
Armor Class 19
Dexterity 14-21
Damage 12-18
Hit Points 80-100

Special Abilities. Their touch does Fire Damage. Immune to Grant Peace. Immune to Fire Damage. Blunt weapons do half-damage.

Vulnerabilities. Can be killed with a physical attack.

GHOST
Capabilities. These beings are trapped in the vicinity of their deaths, but not restrained by any physical obstacles. It is quite clear that they are immune to direct physical attacks, but spells and magical weapons do damage them. They are violently jealous of those still living, and use their invisibility as a natural defense.

Statistics (Ghost)
Armor Class 16
Dexterity 15-21
Damage 0
Hit Points 80-90

Statistics (Fiery Skull)
Armor Class 0
Dexterity 12-15
Damage 1-3
Hit Points 2-5

Special Abilities. Their skulls turn into flames and pursue their victims. They cannot be killed with Blunt or Blade Damage, and are immune to magical "instant death" attacks, except Grant Peace.

Vulnerabilities. Can be killed by magic weapons, and are susceptible to magical attacks against the undead.

GHOUL
Capabilities. The ghouls that roam Pagan have lost all memories of their human past. Although dim of sight and thought, their broken nails are sharp as knives and carry deadly pestilence, their wounds mend quickly and fear is unknown to them.

Statistics
Armor Class 15
Dexterity 14-16
Damage 6-12
Hit Points 35-50

Special Abilities. They learn from experience what angles of attack work best against you. They are immune to magical "instant death" attacks, except Grant Peace.

Vulnerabilities. Kicking them stuns them for a moment. They are susceptible to most magical attacks against the undead, and can be killed with a physical attack or Grant Peace.

GOLEM
Capabilities. Summoned by magic, Golems are powerful forces entirely under the control of their masters. Without either thought or fear, they are a formidable force to behold.

Statistics
Armor Class 18
Dexterity 7-8
Damage 15-25
Hit Points 150-175

Special Abilities. They are immune to fire damage, resistant to stuns, and Blunt weapons only do half damage.

Vulnerabilities. Can be killed with a powerful physical attack.

MINION OF THE LURKER
Capabilities. These sea creatures were once humans who drowned in the murky waters of the Lurker's realm. Changed beyond recognition, they hold no memories of their lives on land. They sometimes approach the surface of the water, but the light hurts their sensitive eyes and they must soon descend. No one has ever been able to harm a Minion, but they will snatch the bodies of people foolish enough to enter the water, and drag them beneath the surface.

Statistics
Armor Class 30
Dexterity 20-22
Damage 1-5
Hit Points 78-83

SKELETON WARRIOR
Capabilities. These skeletons are swift and warlike. They retain the armor and swords from their mortal years, as well as the memories and skills of how to use them.

Statistics
Armor Class 17
Dexterity 15-20
Damage 7-13
Hit Points 35-45

Special Abilities. They will resurrect unless killed by a powerful magic weapon, and are immune to magical "instant death" attacks.

Vulnerabilities. They are susceptible to magical attacks against the undead, and can be killed with a Blade or Blunt Damage, and also Grant Peace.

COMMON BEASTS

KITH
Capabilities. Wild kiths are quite dangerous when they rear up on their abdomens to strike with their fangs. This attack not only causes great damage, but leaves the victim suffering the effects of their lingering poison.

Statistics
Armor Class 20
Dexterity 14-18
Damage 12-16
Hit Points 85-105

Special Abilities. Stun resistant, and Blunt weapons only do half-damage.

Vulnerabilities. Can be killed with a physical attack.

MANDRILL
Capabilities. Quick and vicious, these small, flying creatures react immediately and violently to any perceived attack upon their territory.

Statistics
Armor Class 3
Dexterity 15-23
Damage 3-5
Hit Points 18-22

Special Abilities. They hover near their target and bite.

SKELLOT
Capabilities. These small, crawling creatures are another animal that Pagans have learned to tolerate. Slow-moving and foul-smelling, they find their way into hovels and palaces alike in their single-minded search for food.

Statistics
Armor Class 0
Dexterity 8-12
Damage 1-2
Hit Points 2-7

Special Abilities. They bite.

Vulnerabilities. Can be squished underfoot.

SPIDER
Capabilities. Spiders are more of a nuisance than a serious threat to any fighter. Generally using its coloring as camouflage in low-lying plants and grass, spiders are primarily disliked for fouling things such as food supplies and bedrolls.

Statistics
Armor Class 0
Dexterity 8-12
Damage 1
Hit Points 2-6

Special Abilities. They bite.

Vulnerabilities. Can be squished underfoot.

TORAX
Capabilities. Toraxen are usually docile beasts except when provoked. Their powerful jaws deliver a bite that is their only means of attack, but which can easily cripple or kill. The coarse, thick hide that protects them from predators also proves useful against weapons.

Statistics
Armor Class 28
Dexterity 8-12
Damage 7-14
Hit Points 40-55

Special Abilities. Use their heads as battering rams. They are stun resistant, and Blunt weapons only do half-damage.

Vulnerabilities. Can be killed with determined physical attacks.

UNUSUAL CREATURES

CHANGELING
Capabilities. Mimicking the appearance and skills of their foes, these violent little doppelgangers use their enemies' own strengths against them. When harmed, they can flawlessly disguise themselves as trees or bushes.

Statistics in natural form
Armor Class 11
Dexterity 12-16
Damage 7-10
Hit Points 30-45

Statistics as Avatar
Armor Class 15
Dexterity 5-10
Damage 7-10
Hit Points 30-45

Special Abilities. They shapeshift, often taking the form of their opponents.

Vulnerabilities. Also mimic their opponent's or "borrowed" shapes weaknesses. Can be killed with a physical attack.

INVISIBLE BEING
Capabilities. It is fortunate that the Invisible Ones are so rare, for they are indeed deadly. Entirely invisible except for the occasional glow of their eyes, they react quite violently to intrusion.

Statistics
Armor Class 5
Dexterity 8-12
Damage 4-6
Hit Points 15-25

Special Abilities. Invisibility.

Vulnerabilities. Eyes sometimes light up, giving away their position. Can be killed with a physical attack.

SEEKER
Capabilities. These monstrous peculiarities have long been accepted as a natural phenomenon of Pagan, but the truth is that they resulted from early magical experiments, prior even to recorded history. Although they were created for the sole purpose of violence and destruction, their vision is poorer than one might think, and their memory is understandably short. Therefore they spend most of their time lost and confused -- until they spot their victims.

Statistics
Armor Class 14
Dexterity 17-25
Damage 12-16
Hit Points 75-100

Special Abilities. They have a much longer reach than any opponent they may face.

Vulnerabilities. Can be killed with physical attack. Very susceptible to fire.

TROLL
Capabilities. Denizens of the darker areas of Pagan, these vaguely man-shaped have recently ventured into the villages and populated areas. Ponderous, stupid and huge, their enormous strength gives them a natural talent for carnage. One blow of a club can easily crush an unprotected skull.

Statistics
Armor Class 18
Dexterity 7-10
Damage 10-28
Hit Points 150-225

Special Abilities. They are stun resistant, and blunt weapons do half-damage.

Vulnerabilities. You can lure them repeatedly through a fire until they burn to death. Can be killed with a physical attack. Blunt weapons to half-damage.

PEOPLE

GUARD
Capabilities. Highly trained, well-equipped and not reluctant to use their bardiches, these soldiers guard the cities and surrounding areas from all possible threats. Generally they won't go out of their way to pick fights with armed opponents, but they gladly fight whenever provoked.

Statistics
Armor Class 25
Dexterity 15-25
Damage 8-15
Hit Points 35-65

Special Abilities. Highly trained with the bardiche.

Vulnerabilities. Can be killed with a determined physical attack by a well-armed opponent.

PEASANT ADULT
Capabilities. Peasants are not generally armed, but that doesn't mean that they are helpless. Beren is quick to answer any call of distress, and ruthlessly disposes of malefactors he deems a threat to the peace and quiet of his jurisdiction.

Statistics
Armor Class 10
Dexterity 10-15
Damage 2-5
Hit Points 10-20

Special Abilities. Can call upon Beren for aid.

Vulnerabilities. Extremely vulnerable.

PEASANT CHILD
Children are rarely hostile.

Statistics
Armor Class 5
Dexterity 1
Damage 7-14
Hit Points 10-15

Special Abilities. When driven to attack, they gather together in large numbers.

Vulnerabilities. Too young to defend or attack well.

SORCERER
Capabilities. Sorcerers almost never carry weapons, and are generally too busy to start fights. When threatened, however, they quickly prove that they are more dangerous than the most highly-armed soldier.

Statistics
Armor Class 12
Dexterity 12-16
Damage 5-10
Hit Points 17-24

Special Abilities. Whatever spells they happen to have prepared.

Vulnerabilities. Can be killed with a physical attack.

THEURGIST
Capabilities. Like sorcerers, Theurgists are too busy to look for trouble ... usually. Occasionally a Theurgist has a bad day, and then nearby travelers should beware his wrath.

Statistics
Armor Class 12
Dexterity 12-16
Damage 5-10
Hit Points 17-24

Special Abilities. Whatever spells they happen to have prepared. They will often simply teleport away, disdaining violence.

Vulnerabilities. Can be killed with a physical attack.


PERILS

Item Points of Damage
Chaos Gem Bursts into Fire Gems
Death Disk 5-20
Electric Gateway 5-10
Exploding Chest 5-20
Fall, 10-Foot 2
Fall, 11-Foot 4
Fall, 12-Foot 8
Fall, 13-Foot Fatal
Fire 5-10
Fire Gem 5-20
Fire Mortar 5-20
Fire Mushroom 5-20
Fire Shooter 5-20
Fire Spout 5-20
Floor Spike 3-5
Force Field 5-10
Lava, Red 1-2
Lightning 100
Oil Flask (Green) 5-20
Oil Flask (Gray) 20-32
Meteor 10-30
Poison 1 (instantaneous)
Spiked Roller 2-5
Stalactite 15