Copyright © All rights reserved. Made By Serif. Terms of use | Privacy Policy

CREATURE

Description

Passive Powers

Active Powers

Alignment / Notes

Level 1

Amoeba

Huge single celled jelly-like blob.

1) Fear fire. Shaman must back away from any fire.

1) Envelop limb/head. The spirit will envelop a chosen limb immobilising it for 3 seconds

Neutral

Swarm

Vast collection of insects

1) Shields Shamans other spirits so that they cannot be attacked

1) 30 seconds itch.

Neutral

Treeman / Ent

Large humanoids resembling trees. Very slow and dull of reflexes

1) Fear fire. Shaman must back away from any fire.

1) Take root. Immunity to knock back effects

Neutral

Troll

Ugly and loathsome humanoids.

1) Immunity to ingested poisons

1) Spit acid. Triple to player. 6 to monster - if in face blinds for 1 min.

Neutral

Level 2

Amphisbaena

Huge 2-headed snake

1) Heat Vision 10'

1) Shaman my bite a victim doing poison damage equal to his level

Neutral

2) Trip. Spirit can constrict victim's legs forcing them to fall over.

Fen Worm

Vast 25' long worm.

1) Swim

1) Can carry shaman and up to 20 others as a boat. (1hr per level/20knots)

Neutral

Owl, Giant

Look like a barn owl but 7' tall

1) Silent Flight. Shaman can fly with a silence zone of 10' around them

1) Zone of silence

Good

2) Racial histories

3) Identify artefact

Sandclam

Huge 5' clam

1) None

1) Shaman can leave his clam (draw 5' ward like line) if transgressed the clam will snap shut on victims legs causing shamans level in damage to legs.

Neutral

Sunworm

Large fat maggot, no eyes or appendages.

1) Sunlight. Light area as torch on/off

1) Electrical charge double (4) through. (quad (8) to metal armoured characters)

Neutral

Level 3

Bloodsedge

Looks like ordinary bracken bush.

1) None

1) Entangle victim for 30 seconds.

Neutral

Gold worm

Small 6 golden worm

1) Detect Treasure 50'

1) Corrode. As shatter spell

Neutral

Pegasus

Beautiful winged horse.

1) Fly

1) No goodly animal / monster will attack.

Good

2) Talk to animal

Level 4

Bat (giant)

Giant 10' bat

1) Shaman can fly

1) Shaman and 1 other can fly

Neutral

Griffon

Front half is a huge bird of prey with wings. Back half is a lion

1) No animal will attack

1) Shaman can ride as a horse for long journeys; with one passenger.

Neutral

2) Windblast

Hippogriff

Head and wings of giant eagle and body of a horse

1) Fly

1) Trample. Victim takes four 4's (6 to monster) and is knocked to the floor.

Good

Level 5

Bog Octopus

Massive 10' brown and green octopus.

1) Shaman can walk on any swampy ground

1) Knock back 10 up to 8 targets.

Neutral

2) Enveloping crush. 1 target is held for 10 seconds taking a single /triple to monster through every second.

Leech, Monstrous

Vast 20' leech

1) Shamans touch can drain bp's for a living target. 5 bps every second. The bp can be used to heal the shaman.

1) Catatonia

Neutral

Scorpion, Giant

Huge 10' Scorpion

1) Night Vision

1) Strength drain

Evil

Spider, Giant

Huge 10' Spider

1) Spider climb

1) Power/level drain

Evil

Wyvern

Resembles a dragon, but slightly smaller

1) Flight with two passengers

1) Bite 8 through

Evil

Level 6

Lash worm

Has two distinctive parts a root or anchor which houses the vital organs and a lash that it can flick out and smash into victims

1) PC can stand motionless for his level in hours

1) Shaman can knock back any who come within 10' area around him. This knock back is 10'

Neutral

Manticore

Lion-like body and head with bat wings and scorpion tail.

1) Immunity to poison

1) Remove poison effects

Evil

2) Fly

3) Poison sting natural (sleep for 15mins).

Minotaur

Ferocious creatures of anarchy and chaos with a voracious appetite for warm flesh.

1) Blood Lust. The Shaman will go into an uncontrollable frenzy if he sees blood.

1) Ram for 10 to player/20 to monster Knock back 20'

Evil

2) Transmute flesh to healing. For every five mouthfuls of fresh meat consumed by the shaman he will cure himself 10lp's and 10bp's

Level 7

Good Dragon Spirit

These Huge and powerful spirits are capable of carrying up to 6 people (including shaman).

1) The Shaman has a massive aura of power around him. No non-fantastic animals will ever attack the shaman (even if influenced by magic) they will flee from him.

1) Will carry shaman and 5 others for 1hr x level

Good

2) Travels at speed of normal dragon without tiring.

3) Can bite for a 10 (15 to monsters)

Neutral Dragon Spirit

These Huge and powerful spirits are capable of carrying up to 6 people (including shaman).

1) The Shaman has a massive aura of power around him. No non-fantastic animals will ever attack the shaman (even if influenced by magic) they will flee from him.

1) Will carry shaman and 5 others for 1hr x level

Neutral

2) Travels at speed of normal dragon without tiring.

3) Can bite for a 10 (15 to monsters)

Evil Dragon Spirit

These Huge and powerful spirits are capable of carrying up to 6 people (including shaman).

1) The Shaman has a massive aura of power around him. No non-fantastic animals will ever attack the shaman (even if influenced by magic) they will flee from him.

1) Will carry shaman and 5 others for 1hr x level

Evil

2) Travels at speed of normal dragon without tiring.

3) Can bite for a 10 (15 to monsters)

Jabberwocky

Large beasts with fully manipulative forelimbs. They have long scrawny necks and large ugly heads. Although they have wings they cannot fly.

1) Regenerate to consciousness. If unconscious (0 to -9bp) The shaman will regenerate 1 BP every 10 seconds back to 5bps.

1) Cause fear.

Evil

2) Corrosive Spit

Level 8

Chimera

About 15' long with three heads. Usually a cat, snake and goat. It also has a scorpion's tail. It also has bird like wings.

1) Fly

1) Bite 5.

Evil

2) Tail Sting. Poison damage at shamans level

3) Ram. Knock back 20' and break bone (ribs).

4) Roar of terror. Cause terror under 10'

Hydra

Reptilian body with or without legs, with typically 7 heads.

1) See through Darkness

1) Regenerate limb/head. Shaman's limb or head will grow back if it is severed. Needs to be severed to heal. This heal is total.

Evil

2) Breathe Fire. As wind blast but triple (5 to monster) damage given.

Level 9

Basilisk

Huge 8-legged reptile with wide head and powerful jaws

1) Shaman will keep flicking his tongue tasting the air (grants smell skill)

1) Petrifying gave. Turn victim to stone. WP to resist.

Evil

Unicorn

Wonderful white horse with a magical horn atop their head.

1) Detect Magic

1) Immunity to all magic spells

Good

Level 10

Baalrukh

A raging spirit of fire, almost as powerful as the named spirits

1) Immunity to Fire

1) Immunity to non-magical weapons and attacks

Evil

2) Breathe fire as windblast 10 through.

Mabrathrax

A foetid spirit of disease, almost as powerful as the named spirits

1) all strikes cause infected wounds

1) Pus stream. As wind blast but all enveloped gain a random disease.

Evil

2) Immunity to disease (but still exhibit the symptoms)

2) Foetid wound next wound will wither the location hit. (can be any form of attack)

3) The shaman rolls a random disease and becomes a carrier


Mardagg

The embodiment of death. Cloaked skeleton who carries a scythe.

1) Immunity to all instant death spells

1) Touch of death

Evil

Viydagg

Young and Beautiful woman dressed in long white flowing robes, decked with flowers

1)Immunity to non-magical attacks

1) Touch of undead banishment (any level)

Good

2) Restore Life suspended victim back to full hits.

3) Resurrect and person who is not blessed or a follower of a deity.

Spirit generated skills - PASSIVE.

Some animal spirits grant skills passively to a shaman. This does not mean the shaman does know how to use those skills. He is being directed by his spirit or  whispered to by their spirit. Once any of a spirit's Active powers is used any passive skill granted by the spirit is lost until the shaman re-contacts the spirit after the adventure.

Spirit generated skills - ACTIVE.

Some spirits will grant skills when activated. These skills will last a maximum of 1enc/15mins before being lost.

No Evil spirits may be contacted if a shaman has a good spirit and vice versa.