Xivilai
Daedra; Major; Soul Type (1000)
Stats
| Characteristic | Value | Attribute | Value | Skill | Value |
|---|---|---|---|---|---|
| Strength | 60 | Hit Points | 50 | Combat | 100 |
| Endurance | 55 | Wound Thr. | 23 | Magic | 90 |
| Agility | 40 | Magicka | 80 | Evade | 60 |
| Intelligence | 40 | Stamina | 5 | Observe | 55 |
| Willpower | 60 | Initiative | +11 | Stealth | 40 |
| Perception | 35 | Action Pts. | 3 | Knowledge | 60 |
| Personality | 30 | Speed | 14m | Social | 60 |
| Morale | 90 | Size | Std. | Physical | 85 |
Weapons & Armor
- Has one of:
- • Daedric Cleaver: 1d12+4; Slashing, Magic, Unwieldy,
- Proven; Reach 3m, 2H
- • Daedric Executioner: 1d12+4; Splitting, Magic, Unwieldy,
- Shield Splitter, Proven; Reach 3m, 2H
- • Daedric Great-Mace: 1d12+4; Crushing, Magic, Unwieldy,
- Concussive, Shield Splitter, Proven; Reach 3m, 2H
- • Daedric War-Comet: 1d12+4; Crushing, Magic, Flail,
- Unwieldy, Concussive, Shield Splitter, Proven; 3m Reach,
- 2H
- Also has:
- • Natural Toughness (4)
- • Claws: 1d4; Slashing, Magic; 1m Reach
- • Fangs: 1d6; Splitting, Magic, Feed; 1m Reach
- Has one of:
- • Steel Broadsword: 1d8+1; Slashing; Reach 2m, 1H
- • Steel War Axe: 1d8+1; Splitting, Unwieldy; Reach 2m, 1H
- • Steel Mace: 1d8+1; Crushing, Unwieldy; Reach 2m, 1H
- Also has:
- • Full Leather Armor: AR 3 / 1 Fire; Medium
- • Cloth Cloak: Used to conceal themselves from natural
- daylight.
- Encountering Vampire Fledglings
- Often panicked or near-feral, Vampire Fledglings are mortals v
- unfortunate, or fortunate, enough to have recently succumbed v
- to a vampiric disease. Many are created unintentionally by more t
- powerful vampires in the rare instances that their prey survives r
- and, in these cases, they are often maddened or panicked. m
- Fledglings lack the grace and tact that their more experienced l
- kin possess and are more likely to savagely quench their thirst a
- for blood. They also lack a full grasp of their newfound powers a
- and are unable to call upon the more powerful abilities that
- vampirism grants them.
- L
- •
- Vampire
- Possessed of an insatiable thirst for blood, these cursed undead oft
- use guile, trickery, and foul magicks to sustain themselves.
- Humanoid, Vampire, Undead, Any Race; Average;
- Black Soul (1500)
- Strength 40 Hit Points 32 Combat 80
- Endurance 60 Wound Thr. 16 Magic 70
- Agility 50 Magicka 40 Evade 60
- Intelligence 40 Stamina 6 Observe 70
- Willpower 50 Initiative +14 Stealth 80
- Perception 50 Action Pts. 3 Knowledge 60
- Personality 30 Speed 14m Social 50
- Morale 65 Size Std. Physical 60
- • Claws: 1d4; Slashing, Magic; 1m Reach
- • Fangs: 1d8; Splitting, Magic, Feed; 1m Reach
- Has one of:
- • Steel Longsword: 1d8(1d10)+1; Slashing; Reach 2m, 1.5H
- • Steel Battle Axe: 1d8(1d10)+1; Splitting, Unwieldy; Reach
- 2m, 1.5H
- • Steel Warhammer: 1d8(1d10)+1; Crushing, Unwieldy;
- Reach 2m, 1.5H
- Also has:
- • Partial Vampiric Armor: AR 5 / 1 Magic; Medium, Magic
- • Cloth Cloak: Used to conceal themselves from natural
- daylight.
- • Claws: 1d4; Slashing, Magic; 1m Reach
- • Fangs: 1d8; Splitting, Magic, Feed; 1m Reach
- Has one of: •
- • Malachite Longsword: 1d8(1d10)+3; Slashing, Magic;
- Reach 2m, 1.5H
- • Malachite Battle Axe: 1d8(1d10)+3; Splitting, Magic,
- Unwieldy; Reach 2m, 1.5H
- • Malachite Warhammer: 1d8(1d10)+3; Crushing, Unwieldy, •
- Magic; Reach 2m, 1.5H
- Also has:
- • Full Vampiric Armor: AR 7 / 3 Magic; Light, Magic
- • Silk Cloak: Used to conceal themselves from natural daylight.
- •
- • Claws: 1d4+2; Slashing, Poison, Exploit Weakness, Magic; •
- 1m Reach •
- • Fangs: 1d12; Splitting, Magic, Feed; 1m Reach •
- • Natural Toughness (4) •
- Has one of: •
- • Malachite Longsword: 1d8(1d10)+3; Slashing, Magic; •
- Reach 2m, 1.5H
- • Malachite Battle Axe: 1d8(1d10)+3; Splitting, Magic,
- Unwieldy; Reach 2m, 1.5H
- • Malachite Warhammer: 1d8(1d10)+3; Crushing, Unwieldy, Sp
- Magic; Reach 2m, 1.5H •
- Also has:
- • Full Vampiric Armor: AR 7 / 3 Magic; Light, Magic •
- • Silk Cloak: Used to conceal themselves from natural daylight.
- •
- • Claws: 1d10; Slashing; 1m Reach
- • Fangs: 1d8; Splitting; 1m Reach
- • Natural Toughness (4), Natural Toughness (2) in non-beast
- form.
- • Claws: 1d10+2; Slashing, Exploit Weakness, Magic; 1m
- Reach
- • Fangs: 1d8+2; Splitting; 1m Reach
- • Natural Toughness (4), Natural Toughness (2) in non-beast
- form.
- • Claws: 1d10; Slashing; 1m Reach
- • Tusks: 1d8; Slashing; 1m Reach
- • Natural Toughness (8), Natural Toughness (4) in non-beast
- form.
- • Claws: 1d10; Slashing, Magic; 1m Reach •
- • Tusks: 1d8; Slashing, Exploit Weakness, Magic; 1m Reach •
- • Natural Toughness (10), Natural Toughness (4) in non-beast
- form. •
- •
- • Claws: 1d12; Slashing or Crushing; 1m Reach •
- • Fangs: 1d10; Splitting or Crushing; 1m Reach •
- • Natural Toughness (6), Natural Toughness (3) in non-beast
- form. En
- • Claws: 1d12+2; Slashing or Crushing, Exploit Weakness, •
- Magic; 1m Reach •
- • Fangs: 1d10+2; Splitting or Crushing; 1m Reach
- • Natural Toughness (6), Natural Toughness (3) in non-beast •
- form.
- • Dwemer Spider Claws: 1d6+2; Slashing, Magic, Exploit
- Weakness, Small; Reach 1m
- • Spark: 1d6 Shock; Magic, Range (3/6/12)
- • Dwemer Plating: AR 5 / Magic 2; Full, Magic
- Has one of:
- • Dwemer Constructor Claws: 1d6+2; Splitting, Magic;
- Reach 2m
- • Dwemer Constructor Drill: 1d8+2; Splitting, Magic, Shield
- Splitter; Reach 1m
- • Dwemer Constructor Hammer: 1d8+2; Crushing, Magic;
- Reach 1m
- Also has:
- • Dwemer Plating: AR 5 / Magic 2; Full, Magic
- • Dwemer Ballista: 1d12; Crushing(6), Complex, Magic, al
- Reload (4, min 1); Range (25/155/305) wh
- ▪ Includes 20 Dwemer Ballista Bolts (+2 dmg) Th
- • Dwemer Plating: AR 5 / Magic 2; Full, Magic at
- Has one of:
- • Dwemer Sphere Blade: 1d8+1; Slashing, Magic; Reach 2m
- • Dwemer Sphere Mace: 1d6+1; Crushing, Unwieldy, Magic,
- Reach 2m
- • Dwemer Sphere Spear: 1d8+1; Impaling, Unwieldy, Magic,
- Reach 2-3m
- May have one of:
- • Dwemer Crossbow: 1d10; Crushing (4), Magic, Complex,
- Reload (0); Range (25/105/255)
- ▪ Includes 12 Dwemer Bolts (+2 dmg)
- • Dwemer Sphere Shield: BR 10 / MR 6; Medium, Magic
- Also has:
- • Dwemer Plating: AR 5 / Magic 2; Full, Magic
- • Minor Spark: 1d4 Shock; Magic, Reach 1m
- • Shocking Bolt: 1d4 Shock; Magic, Range (3/6/12)
- • Dwemer Plating: AR 5 / Magic 2; Full, Magic
- Has two of:
- • Dwemer Centurion Great Axe: 1d12+2; Splitting, Unwieldy
- Shield Splitter, Concussive, Magic; Reach 3m
- • Dwemer Centurion Greatsword: 1d12+2; Slashing, Con-
- cussive, Magic; Reach 3m
- • Dwemer Centurion Maul: 1d12+2; Crushing, Unwieldy,
- Shield Splitter, Concussive, Magic; Reach 3m
- • Dwemer Centurion Lance: 1d12+2; Splitting, Crushing
- (3), Mounted, Unwieldy; Reach 2-3m
- • Dwemer Ballista: 1d12; Complex, Magic, Reload (4, min
- 1), Crushing (6); Range(25/155/305)
- ▪ Includes 20 Dwemer Ballista Bolts (+2 dmg)
- Also has:
- • Heavy Dwemer Plating: AR 10 / Magic 5; Full, Magic
- • Dwemer Colossus Fist: 2d12+2; Crushing, Unwieldy,
- Concussive, Shield Splitter, Magic; Reach 2-4m
- • Enkindling Projector: 2d10 Fire; Magic, Range (10/35/55)
- • Heavy Dwemer Plating: AR 15 / MR 7; Full, Magic
- • Bite: 2d12; Splitting, Magic; Reach 2-4m (Front only)
- • Talons: 2d10; Slashing, Magic; Reach 2-3m
- • Tail: 2d12; Crushing, Magic, Concussive, Shieldsplitter;
- Reach 3-4m (Rear only)
- • Scaled Hide: AR 12 / Magic 12; Full •
- •
- • Bite: 2d10; Splitting, Magic; Reach 2-4m (Front only)
- • Talons: 2d8; Slashing, Magic; Reach 2-3m
- • Tail: 2d10; Crushing, Magic, Concussive, Shieldsplitter;
- Reach 3-4m (Rear only)
- •
- • Scaled Hide: AR 9 / Magic 9; Full
- • Bite: 2d12; Splitting, Magic; Reach 2-4m (Front only)
- • Talons: 2d10; Slashing, Magic; Reach 2-3m •
- • Tail: 2d12; Crushing, Magic, Concussive, Shieldsplitter;
- Reach 3-4m (Rear only)
- • Scaled Hide: AR 13 / Magic 13; Full •
- • Bite: 2d12; Splitting, Magic; Reach 2-4m (Front only)
- • Talons: 2d10; Slashing, Magic; Reach 2-3m Tr
- • Tail: 2d12; Crushing, Magic, Concussive, Shieldsplitter; •
- Reach 3-4m (Rear only)
- • Scaled Hide: AR 15 / Magic 15; Full
- • Bite: 2d12; Splitting, Magic; Reach 2-4m (Front only)
- • Talons: 2d10; Slashing, Magic; Reach 2-3m
- • Tail: 2d12; Crushing, Magic, Concussive, Shieldsplitter;
- Reach 3-4m (Rear only)
- • Natural Toughness (7)
Special Abilities
- • Brutal Cleave (1 SP): As part of an All Out Attack, the
- Xivilai can strike up to 3 targets in melee reach as a single
- attack. Any targets struck suffer Damaged (3) on the affected
- Hit Location. Roll once for the attack, and resolve damage
- separately against all struck targets.
- • Killing Blow (1-3 SP): Before rolling melee damage, the
- Xivilai can spend SP to increase the damage by +3 for each
- Stamina Point spent, up to a maximum of 3 SP.
- • Refresh Spells (1 SP): The xivilai can spend a Stamina
- Point to either regain magicka points up to half their MP
- max or refresh all their used spellcasts used with the Spellcaster
- trait.
- “Ah, the Xivilai. Are there any Daedra, in all the infinite worlds
- than those impertinent and unruly louts? It is true that their combi
- agents in certain rare situations, but for most purposes they are sa
- Vampires
- Forced to forever thirst for the blood of mortals, Vampires foul
- creatures born of the hateful magics of the Prince of Domination,
- Molag Bal. Some are no more than ravenous beasts stalking the
- countryside and back alleys for their next victim, while others are
- well hidden within the nobility of Tamriel and lead luxurious lives.
- Their affliction is seen as a curse by most, but some recognize it a
- a pathway to incredible, and terrible, power.
- Vampire Fledgling
- Freshly turned and near-feral, these newly-turned vampires have
- an uncontrollable thirst for blood.
- Humanoid, Vampire, Undead, Any Race; Minor;
- Black Soul (1500)
- Strength 40 Hit Points 25 Combat 60
- Endurance 50 Wound Thr. 13 Magic 40
- Agility 50 Magicka 35 Evade 50
- Intelligence 35 Stamina 5 Observe 60
- Willpower 40 Initiative +13 Stealth 60
- Perception 50 Action Pts. 3 Knowledge 40
- Personality 30 Speed 14m Social 40
- Morale 50 Size Std. Physical 50
- • Feed (1 AP): The vampire feeds on a restrained, helpless, or
- enthralled target as a standard attack with their fangs, re-
- gaining HP equal to the damage dealt after mitigation. If a
- point of damage is dealt successfully, the target’s Endurance
- characteristic is reduced by 10 until after their next long
- rest. The vampire can choose to use this ability to Coup de
- Grâce the target as long as the conditions are met, in which
- case they regain the target’s remaining HP. Doing so costs
- 2 AP and the vampire cannot take actions until their AP is
- refreshed.
- • Exsanguinate (2 AP): The vampire can use their fangs to
- Coup de Grâce the target as long as the conditions are met,
- in which case they regain the target’s remaining HP. After
- doing so, the vampire loses any remaining AP for the round.
- • Vampiric Drain (1 AP + 11 MP): As a primary action, the
- vampire attacks, dealing 2d6 magic damage to a target within
- 4m, restoring their own HP by the amount of damage
- successfully dealt (after any reduction). If this spell is affecte
- by a reflect spell or effect, it has no net effect.
- Encountering Vampires
- More experienced in the foul gifts of their curse, Vampires have
- learned to control their powers and use them to further their
- own goals. Many Vampires live on the fringes of society, living
- as outcasts amongst their own kind and preying upon any
- unfortunate mortal who they come across. Others integrate
- themselves into Tamrielic society, living relatively normal lives
- and feeding in secret. Many Vampires will seek power and
- dominion over others, perhaps influenced by Molag Bal’s curse,
- and will have a retinue of weak-willed thrall in their service.
- While not at the apex of their power, Vampires can still prove
- to be a dangerous threat to low-level parties who are unprepared
- to face them. They are often smart and selfish, but typically find
- themselves living in covens of their own kind in service to a
- stronger, more powerful vampire. Others may be upstanding
- members of society with a dark secret. In combat, Vampires are
- often “spell swords,” using both martial combat and blood-magic
- to dispatch their foes.
- Master Vampire S
- •
- Experienced, charismatic, and deadly, these bloodthirsty undead
- will stop at nothing to maintain and increase their dark power.
- Humanoid, Vampire, Undead, Any Race; Major;
- Black Soul (1500)
- Strength 50 Hit Points 34 Combat 100
- Endurance 65 Wound Thr. 18 Magic 90
- Agility 60 Magicka 50 Evade 80
- Intelligence 50 Stamina 6 Observe 80 •
- Willpower 70 Initiative +19 Stealth 90
- Perception 60 Action Pts. 3 Knowledge 70
- Personality 45 Speed 19m Social 65
- Morale 75 Size Std. Physical 70 •
- • Feed (1 AP): The vampire feeds on a restrained, helpless, or •
- enthralled target as a standard attack with their fangs, re-
- gaining HP equal to the damage dealt after mitigation. If a •
- point of damage is dealt successfully, the target’s Endurance
- characteristic is reduced by 10 until after their next long
- rest. The vampire can choose to use this ability to Coup de Va
- Grâce the target as long as the conditions are met, in which Ch
- case they regain the target’s remaining HP. Doing so costs Va
- 2 AP and the vampire cannot take actions until their AP is Ad
- refreshed. ta
- • Exsanguinate (2 AP): The vampire can use their fangs to Le
- Coup de Grâce the target as long as the conditions are met,
- in which case they regain the target’s remaining HP. After
- En
- Th
- doing so, the vampire loses any remaining AP for the round.
- of
- • Master of Blood & Night: The vampire lord knows all
- to
- non-legendary Nox Arcana & Hemomancy abilities.
- po
- for even the most experienced adventurers. They almost always
- control a small army of thralls and lesser vampires, and the •
- pursuit of their ambitions typically have dire consequences for
- mortals.
- It is recommended that GMs use Vampire Lords as the ultimate
- challenge a party may face during their journeys. GMs should •
- outfit them with powerful custom weapons, armor, and en-
- chanted gear; the provided list of equipment are suggestions,
- but GMs should not feel constrained by it. It may be best to
- “build-up” a Vampire Lord over the course of a campaign, with
- the party steadily fighting tougher and tougher vampiric foes
- until finally facing their foul master.
- Even alone, the Vampire Lord is an extremely difficult foe for
- any party to fight. Their immunity to normal weapons means
- that the unprepared party is doomed, and their complete mas-
- tery over both Nox Arcana and Hemomancy means they have
- powerful magical abilities to call upon in addition to any other
- forms of magic they may know. Furthermore, simply being in
- the presence of a Vampire Lord can cause a debilitating panic
- effect. Their weakness to sunlight is the only chink Vampire
- Lords have in their impressive arsenal, so providing parties the
- means to exploit this in some way can provide for interesting
- encounter design.
- Lycanthropes
- Cursed to undergo a harrowing change of form under the influence
- of the moons, Lycanthropes are mortals who have been touched by
- the powers of The Huntsman, Hircine. They come in a variety of
- shapes and sizes, from swift wolves, strong boars, savage bears, to
- even more exotic beasts. They often live on the fringes of Tamrielic
- society, being almost universally despised, and their condition is
- considered a curse by most. Some, however, see the transformation
- as a gift and fully give themselves to the beast within.
- The profiles in this section can represent the beast form of any
- NPC cursed with lycanthropy. In these cases, the GM should
- choose a NPC profile from Chapter 3: People to represent the
- humanoid form of this character.
- Werewolf
- As swift as they are savage, these werebeasts often hunt in packs to
- ambush any unfortunate mortals that cross their path in the
- wilderness of Tamriel.
- Humanoid, Beast, Lycanthrope; Major; Black
- Soul (1500)
- Strength 55 Hit Points 45 Combat 95
- Endurance 70 Wound Thr. 15 Magic -
- Agility 50 Magicka 30 Evade 60
- Intelligence 30 Stamina 7 Observe 70
- Willpower 35 Initiative +13 Stealth 60
- Perception 50 Action Pts. 3 Knowledge 10
- Personality 30 Speed 15m Social 10
- Morale 85 Size Std. Physical 95
- • Consume (2 AP): The werewolf consumes part of the corpse
- of a dead creature. They regain the consumed creature’s EB.
- • Consume Heart (3 AP): The werewolf consumes the heart
- of a dead creature. They regain twice the consumed creature’s
- EB.
- • Latch On (1 SP): If the creature successfully Bites a target
- which results in a grapple, it latches on as a free action. As
- a result, the grappled character receives a -20 penalty to their
- attempts to break free. Alternatively, the grappled target can
- instead end the grapple as a free action. In doing so, they
- suffer the Bleeding (2) Condition and must test for Disease.
- Werewolf Vargr
- Older and more experienced than their packmates, they have fully
- given themselves to the beast within to become the ultimate ambush
- hunter.
- Humanoid, Beast, Lycanthrope; Extreme; Black
- Soul (1500)
- Strength 55 Hit Points 45 Combat 105
- Endurance 70 Wound Thr. 15 Magic -
- Agility 50 Magicka 30 Evade 70
- Intelligence 30 Stamina 7 Observe 80
- Willpower 35 Initiative +13 Stealth 70
- Perception 50 Action Pts. 3 Knowledge 10
- Personality 30 Speed 20m Social 10
- Morale 85 Size Std. Physical 105
- • Consume (2 AP): The werewolf consumes part of the corpse
- of a dead creature. They regain the consumed creature’s EB.
- • Consume Heart (3 AP): The werewolf consumes the heart
- of a dead creature. They regain four times the consumed
- creature’s EB.
- • Latch On (1 SP): If the creature successfully Bites a target
- which results in a grapple, it latches on as a free action. As
- a result, the grappled character receives a -20 penalty to their
- attempts to break free. Alternatively, the grappled target can
- instead end the grapple as a free action. In doing so, they
- suffer the Bleeding (2) Condition and must test for Disease.
- • Thrill of the Chase (Once per round): Uses the Dash Action
- to move towards an enemy without spending AP.
- • Call of the Wolf (Once per day): As a Primary Action, the
- werewolf howls. All who can hear within 20m must make
- a +10 panic test.
- “I accepted this curse at a young age. I was impressionable. My pac
- to be strong, and I relished the strength the curse gave me. I would
- ness, and I was not good at disguising what I was. Eventually they d
- My packleader failed me. He did not protect me. He cared too much ab
- erywhere I went I heard the shouts of crowds, saw the bright torches
- secret was discovered.”
- Wereboar
- Hardy, unpredictable, and hard to take-down, these man-boars are
- known to gore their victims with their sharp tusks before devouring
- them.
- Humanoid, Beast, Lycanthrope; Major; Black
- Soul (1500)
- Strength 55 Hit Points 50 Combat 95
- Endurance 80 Wound Thr. 16 Magic -
- Agility 45 Magicka 30 Evade 55
- Intelligence 30 Stamina 8 Observe 65
- Willpower 35 Initiative +11 Stealth 45
- Perception 45 Action Pts. 3 Knowledge 10
- Personality 30 Speed 13m Social 10
- Morale 85 Size Std. Physical 95
- • Consume (2 AP): The wereboar consumes part of the corpse
- of a dead creature. They regain the consumed creature’s EB.
- • Consume Heart (3 AP): The wereboar consumes the heart
- of a dead creature. They regain twice the consumed creature’s
- EB
- • Gore (1 SP): As part of a successfully damaging attack with
- their tusks, the wereboar can spend a Stamina Point to im-
- mediately deal a bonus SB damage.
- • Consume (2 AP): The wereboar consumes part of the corpse
- of a dead creature. They regain the consumed creature’s EB.
- • Consume Heart (3 AP): The wereboar consumes the heart Enco
- of a dead creature. They regain four times the consumed Stro
- creature’s EB Were
- • Gore (1 SP): As part of a successfully damaging attack with expe
- their tusks, the wereboar can spend a Stamina Point to im- mon
- mediately deal a bonus SB damage. batt
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- Werebear T
- •
- Humanoid, Beast, Lycanthrope; Major; Black •
- Soul (1500) •
- Strength 60 Hit Points 47 Combat 100
- Endurance 75 Wound Thr. 16 Magic - •
- Agility 45 Magicka 30 Evade 55 •
- Intelligence 30 Stamina 7 Observe 65 •
- Willpower 35 Initiative +11 Stealth 25
- Perception 45 Action Pts. 3 Knowledge 10
- Personality 30 Speed 14m Social 10
- Morale 85 Size Std. Physical 100
- • Consume (2 AP): The werebear consumes part of the corpse st
- of a dead creature. They regain the consumed creature’s EB. of
- • Consume Heart (3 AP): The werebear consumes the heart la
- of a dead creature. They regain twice the consumed creature’s th
- EB Sk
- • Maul (1 AP + 2 SP): The werebear performs a melee attack th
- as a Primary Action that deals 2d8 Crushing damage to a kn
- target creature within 1 meter. Additionally, all creatures on
- within reach that are Medium or smaller must succeed on Pl
- an Acrobatics or Athletics test or be knocked prone. ha
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- Werebear Brute Tra
- •
- Humanoid, Beast, Lycanthrope; Extreme; Black •
- Soul (1500) •
- Strength 60 Hit Points 47 Combat 110
- Endurance 75 Wound Thr. 16 Magic - •
- Agility 45 Magicka 30 Evade 65 •
- Intelligence 30 Stamina 7 Observe 75 •
- Willpower 35 Initiative +11 Stealth 25
- Perception 45 Action Pts. 3 Knowledge 10
- Personality 30 Speed 14m Social 10
- Morale 85 Size Std. Physical 110
- • Consume (2 AP): The werebear consumes part of the corpse
- of a dead creature. They regain the consumed creature’s EB. Enco
- • Consume Heart (3 AP): The werebear consumes the heart Whil
- of a dead creature. They regain four times the consumed Brut
- creature’s EB of e
- • Maul (1 AP + 2 SP): The were bear performs a melee attack beas
- as a Primary Action that deals 2d8 Crushing damage to a pack
- target creature within 1 meter. Additionally, all creatures hunt
- within reach that are Medium or smaller must succeed on them
- an Acrobatics or Athletics test or be knocked prone. ease
- • Aspect of Strength (1-3 SP): Before rolling melee damage, A GM
- the werebear can spend SP to increase the damage by +4 for shou
- each Stamina Point spent, up to a maximum of 3 SP. crea
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- Dwemer Spiders
- Dwemer Spiders are small, arachnid-like animunculi, that are very
- common in Dwemer ruins.
- Animunculi, Construct; Minor
- Strength 30 Hit Points 15 Combat 40
- Endurance 30 Wound Thr. 9 Magic -
- Agility 40 Magicka - Evade 40
- Intelligence 20 Stamina 3 Observe 40
- Willpower 5 Initiative +9 Stealth 50
- Perception 30 Action Pts. 3 Knowledge -
- Personality 5 Speed 11m Social -
- Morale 100 Size Small Physical 40
- • Static Field (1 AP + 1 SP): As a Secondary Action, the
- Dwemer Spider can charge up and create an electrical field
- around itself, dealing 1d4 shock damage to any character
- within 1m at the start of their turn. At the start of each of
- the Dwemer Spider’s turns, they can attempt a +20 En-
- durance test to refresh the effect for free.
- • Repair (1 AP): The Dwemer Constructor repairs a nearby
- Dwemer Construct within 1m for 1d4+6 hit points as a
- Secondary Action.
- • Infused Ammunition (1 SP): As part of an attack, the on
- Dwemer Ballista can envelope its bolt with flames, causing of
- its attack to deal an extra 3 fire damage. th
- • Sundering Bolt (1 SP): As part of an All Out Attack, the as
- Dwemer Ballista charges a shot, allowing it to sunder armor. de
- Any targets struck suffer Damaged (1) on the affected Hit Lo
- Location. •
- •
- •
- •
- Dwemer Sphere
- A sphere of Dwemer alloy rolls forward before splitting to reveal a
- humanoid shaped construct body, it is armed and appears dangerous.
- Animunculi, Construct; Average
- Strength 40 Hit Points 20 Combat 60
- Endurance 40 Wound Thr. 12 Magic -
- Agility 55 Magicka - Evade 60
- Intelli-
- 20 Stamina 4 Observe 55
- gence
- Willpower 5 Initiative +11 Stealth 55
- Perception 45 Action Pts. 3 Knowledge -
- Personality 5 Speed 14m Social -
- Morale 100 Size Std. Physical 40
- • Rapid Fire (1 AP + 1 SP): As an attack, the Dwemer Sphere
- can fire at up to 3 targets with it’s Centurion Crossbow as
- a single attack.
- • Shift Form (1 AP): As a Secondary Action the Dwemer
- Sphere shifts to it’s sphere form or shifts back. In sphere
- form all attacks hit the sphere location, its Speed becomes
- 16, its Evade becomes 70, and it can only use the Steam
- Roll special ability.
- • Steamroll (1 AP + 1 SP): While in sphere form, the Dwemer
- Sphere moves in a straight line as an attack. Any characters
- it comes within 1m of must test Evade or take 1d10 damage
- and be knocked prone.
- Dwemer Sentry
- A small spherical animunculi that changes form with a small “head”
- extending above it.
- Animunculi, Construct; Minor
- Strength 20 Hit Points 10 Combat 30
- Endurance 20 Wound Thr. 6 Magic -
- Agility 30 Magicka - Evade 50
- Intelligence 20 Stamina 2 Observe 60
- Willpower 5 Initiative +9 Stealth 30
- Perception 40 Action Pts. 3 Knowledge -
- Personality 5 Speed 8m Social -
- Morale 60 Size Small Physical 20
- • Shift Form (1 AP): As a Secondary Action the Dwemer
- Sentry shifts to it’s sphere form or shifts back. In sphere form
- all attacks hit the sphere location, its Speed becomes 10, its
- Evade becomes 60, and it is unable to attack.
- • Lock In (1 AP): If there is a sentry platform within 1m, the
- Dwemer Sentry may lock itself into or out of it as a Secondary
- Action. While locked in, the damage of their Shock attacks
- increases to 1d10, but they cannot move or perform any
- defensive reactions.
- Dwemer Centurion
- A huge, roughly humanoid shaped Dwemer construct with weapons
- where its arms should be. As it moves it hisses with the sound of
- steam and pistons.
- Animunculi, Construct; Major
- Strength 65 Hit Points 50 Combat 85
- Endurance 60 Wound Thr. 18 Magic -
- Agility 25 Magicka - Evade 35
- Intelligence 20 Stamina 6 Observe 55
- Willpower 5 Initiative +7 Stealth 25
- Perception 35 Action Pts. 3 Knowledge -
- Personality 5 Speed 10m Social -
- Morale 90 Size Huge Physical 75
- • Rapid Spin (2 SP): As part of an all-out attack, the Dwemer
- Centurion can strike every target within melee range as a
- single attack. Roll once for the attack, and resolve damage
- separately against all struck targets.
- • Static Field (1 AP + 2 SP): As a Secondary Action, the
- Dwemer Centurion can charge up and create an electrical
- field around itself, dealing 1d8 shock damage to any char-
- acter within 1m at the start of their turn. At the start of each
- of the Dwemer Centurion’s turns, they can attempt a +20
- Endurance test to refresh the effect for free.
- • Steam Breath (1 AP + 1 SP): As an attack, Dwemer Cen-
- turion can quickly cool itself by unleashing a wave of scalding
- steam, which is a 15m cone that deals 1d12 fire damage to
- all targets.
- Dwemer Colossus
- This enormous Dwemer construct has exaggerated proportions that
- still resemble that of a humanoid. One arm ends in a strange cylin-
- der that spins and burns with fire, the other is a huge fist.
- Animunculi, Construct; Extreme
- Strength 80 Hit Points 170 Combat 110
- Endurance 85 Wound Thr. 24 Magic -
- Agility 25 Magicka - Evade 25
- Intelligence 20 Stamina 8 Observe 45
- Willpower 5 Initiative +6 Stealth 25
- Perception 25 Action Pts. 3 Knowledge -
- Personality 5 Speed 12m Social -
- Morale 100 Size Enrms. Physical 100
- • Quake (2 SP): Instead of moving, the Dwemer Colossus
- can instead jump. It’s landing generates a shockwave around
- it. All creatures within 5m must pass a +0 Acrobatics test or
- be knocked prone, creatures within 2m attempt the test at
- -10 and suffer 1d8 damage that ignores armor on a failure.
- • Steam Breath (1 AP + 1 SP): As an attack, Dwemer Colossus
- can quickly cool itself by unleashing a wave of scalding
- steam, which is a 15m cone that deals 1d12 fire damage to
- all targets.
- • Sweeping Strike (1 SP): As part of an all-out attack, the
- Dwemer Colossus can strike up to 5 targets with it’s Dwemer
- Colossus Fist as a single attack. Roll once for the attack, and
- resolve damage separately against all struck targets.
- • Volcanic Bombardment (1 AP + 5 SP): As an attack the
- Dwemer Colossus charges its Enkindling Projector, launching
- a huge ball of fire towards a location within 50m, dealing
- 3d10 fire damage to any characters caught within a 2m wide
- line. Upon reaching it’s target location, it explodes, dealing
- 3d10 fire damage to any characters caught with 10m and
- persists for 10 rounds, dealing 1d10 fire damage to any
- characters who pass through it or end their turn there.
- “Verano was with some bodyguards he must have had waiting for him.
- was me they were afraid of until I saw the Dwarven constructs swarmi
- ano, but wasn’t making much headway until Boldekh and the bear arriv
- who ran toward Mudan. Bad mistake: its gates exploded with magical f
- New Rules
- Character Option: Dragon’s
- Blood
- The blood of the dragon flows through you and they shall know
- you as Dragonborn.
- Cost: 300 XP + Burn 10 Luck
- Requirements: Can only be taken at character creation with
- express GM permission
- Benefits:
- • Blood of Kings: Character has the ability to wear the Amulet
- of Kings.
- • Voice of the Dragon: Character can purchase the Storm
- Voice elite advance at the cost for a Nord.
- • Eyes of the Dragon: Character has an innate ability to read
- dragon script. They also gain a +20 bonus when resisting
- Illusion effects.
- • Soul of the Dragon: When the character slays a Dovah,
- they absorb their soul. They may spend a dragon soul instead
- of burning 5 luck to gain the benefits of a burn luck effect.
- They can also be used to learn new Words of Power from
- the Storm Voice Elite Advance in place of XP.
- Note: This character option was adapted from TutorialTuna’s
- “Additional Player Options” homebrew document. You can find
- a link to his homebrew repository in the Additional Resources sec-
- tion of the appendix.
- Dovah T
- •
- Massive, flying beasts, Dovah are extremely rare and beyond
- dangerous. They are the preeminent masters of Thu’um on the
- Mundus and view the world’s lordship as their birthright.
- •
- Dragon; Legendary; Dragon Soul (1)
- Strength 100 Hit Points 200 Combat 130 •
- Endurance 100 Wound Thr. 29 Magic 90 •
- Agility 10 Magicka 80 Evade 10 •
- Intelligence 80 Stamina 10 Observe 80 •
- Willpower 90 Initiative +15 Stealth 10 •
- Perception 60 Action Pts. 3 Knowledge 100 •
- •
- Personality 40 Speed 12m Social 40
- •
- Morale 100 Size Enrms. Physical 100
- Additional Skills •
- • Thu’um: 110 •
- • Buffet of the Wing (1 AP + 1 SP): As a Primary Action the
- dragon buffets its wings, forcing all creatures in a 10m cone •
- in front of the dragon to make a -20 Strength test or be
- knocked prone. •
- • Flyby (1 AP): As a Secondary Action, the Dragon flies with
- bewildering speed and cannot be targeted by Attacks of
- Opportunity for one round while Flying.
- • Nirn’s Harsh Embrace (1 AP + 2 SP): After making a
- successful melee attack with their Talons, the Dragon can
- spend 2 Stamina Points to then grab the target, provided it
- is sized Large or Smaller. The Dragon then can test Physical
- to fly up to 20m upwards. This is treated as a Grapple, and
- the Dragon can choose to drop the target at any point, caus-
- ing the usual amount of falling damage to be incurred.
- • Dragon Tongue (1 SP): The Dragon can use an Action to
- Shout. They know all common shouts, but only know a
- single legendary shout of the GM’s choice.
- Encountering Dovah
- The Dovah, commonly known as Dragons, are legendary beasts
- of Aedric origin. They are living calamities, capable of destroying
- entire armies and burning cities by themselves.
- Dovah consider themselves to be the progeny of Bormahu,
- known as Akatosh or Auri-El to mortals, and thus view the
- domination of Mundus as their birthright. In ages long since
- forgotten they ruled the world under the leadership of the black
- dragon Alduin, the Firstborn of Akatosh. Their reign only ended
- thanks to the intervention of the Divines on behalf of
- mortalkind.
- Dovah are the deadliest creatures within this book and GMs
- should use them sparingly, if at all. Only the strongest, most
- experienced, and best-equipped parties even have a chance of
- defeating one in battle, and even then the likelihood of the
- party’s death is high.
- Caution should be taken by any GM who wishes to use these
- veritable demigods. If they are used, they should almost certainly
- serve as a final and greatest foe for legendary heroes to face
- Lesser Dovah
- Massive, flying beasts, Dovah are extremely rare and beyond
- dangerous. They are the preeminent masters of Thu’um on the
- Mundus and view the world’s lordship as their birthright.
- Dragon; Legendary; Dragon Soul (1)
- Strength 70 Hit Points 150 Combat 100
- Endurance 70 Wound Thr. 20 Magic 90
- Agility 10 Magicka 80 Evade 10
- Intelligence 80 Stamina 7 Observe 80
- Willpower 90 Initiative +15 Stealth 10
- Perception 60 Action Pts. 3 Knowledge 100
- Personality 40 Speed 12m Social 40
- Morale 100 Size Huge Physical 100
- Additional Skills
- • Thu’um: 80
- • Buffet of the Wing (1 AP + 1 SP): As a Primary Action the •
- dragon buffets its wings, forcing all creatures in a 10m cone •
- in front of the dragon to make a -20 Strength test or be •
- knocked prone. •
- • Flyby (1 AP): As a Secondary Action, the Dragon flies with •
- bewildering speed and cannot be targeted by Attacks of •
- Opportunity for one round while Flying. •
- • Nirn’s Harsh Embrace (1 AP + 2 SP): After making a •
- successful melee attack with their Talons, the Dragon can
- spend 2 Stamina Points to then grab the target, provided it •
- is sized Large or Smaller. The Dragon then can test Physical
- to fly up to 20m upwards. This is treated as a Grapple, and
- the Dragon can choose to drop the target at any point, caus-
- ing the usual amount of falling damage to be incurred. •
- • Lesser Dragon Tongue (1 SP): The Dragon can use an
- Action to Shout. They know all common shouts.
- •
- Encountering Lesser Dovah
- The Dovah, commonly known as Dragons, are legendary beasts
- of Aedric origin. They are living calamities, capable of destroying
- entire armies and burning cities by themselves.
- Dovah consider themselves to be the progeny of Bormahu,
- known as Akatosh or Auri-El to mortals, and thus view the
- domination of Mundus as their birthright. In ages long since
- forgotten they ruled the world under the leadership of the black
- dragon Alduin, the Firstborn of Akatosh. Their reign only ended
- thanks to the intervention of the Divines on behalf of
- mortalkind.
- Dovah are the deadliest creatures within this book and GMs
- should use them sparingly, if at all. Only the strongest, most
- experienced, and best-equipped parties even have a chance of
- defeating one in battle, and even then the likelihood of the
- party’s death is high.
- Lesser Dovah are often younger and/or less experienced than
- the standard Dovah. They are weaker and aren’t quite as capable
- when wielding the thu’um as a weapon.
- Elder Dovah T
- •
- Massive, flying beasts, Dovah are extremely rare and beyond
- dangerous. They are the preeminent masters of Thu’um on the
- Mundus and view the world’s lordship as their birthright.
- •
- Dragon; Legendary; Dragon Soul (1)
- Strength 100 Hit Points 250 Combat 150 •
- Endurance 100 Wound Thr. 30 Magic 90 •
- Agility 10 Magicka 80 Evade 10 •
- Intelligence 80 Stamina 10 Observe 80 •
- Willpower 90 Initiative +15 Stealth 10 •
- Perception 60 Action Pts. 3 Knowledge 100 •
- •
- Personality 40 Speed 12m Social 40
- •
- Morale 100 Size Enrms. Physical 100
- •
- Additional Skills
- • Thu’um: 120 •
- • Buffet of the Wing (1 AP + 1 SP): As a Primary Action the •
- dragon buffets its wings, forcing all creatures in a 10m cone
- in front of the dragon to make a -20 Strength test or be
- knocked prone.
- • Flyby (1 AP): As a Secondary Action, the Dragon flies with
- bewildering speed and cannot be targeted by Attacks of
- Opportunity for one round while Flying.
- • Nirn’s Harsh Embrace (1 AP + 2 SP): After making a
- successful melee attack with their Talons, the Dragon can
- spend 2 Stamina Points to then grab the target, provided it
- is sized Large or Smaller. The Dragon then can test Physical
- to fly up to 20m upwards. This is treated as a Grapple, and
- the Dragon can choose to drop the target at any point, caus-
- ing the usual amount of falling damage to be incurred.
- • Dragon Tongue (1 SP): The Dragon can use an Action to
- Shout. They know all common shouts and two legendary
- shouts of the GM’s choice.
- Encountering Elder Dovah
- The Dovah, commonly known as Dragons, are legendary beasts
- of Aedric origin. They are living calamities, capable of destroying
- entire armies and burning cities by themselves.
- Dovah consider themselves to be the progeny of Bormahu,
- known as Akatosh or Auri-El to mortals, and thus view the
- domination of Mundus as their birthright. In ages long since
- forgotten they ruled the world under the leadership of the black
- dragon Alduin, the Firstborn of Akatosh. Their reign only ended
- thanks to the intervention of the Divines on behalf of
- mortalkind.
- Dovah are the deadliest creatures within this book and GMs
- should use them sparingly, if at all. Only the strongest, most
- experienced, and best-equipped parties even have a chance of
- defeating one in battle, and even then the likelihood of the
- party’s death is high.
- Caution should be taken by any GM who wishes to use these
- veritable demigods. If they are used, they should almost certainly
- serve as a final and greatest foe for legendary heroes to face.
- Elder Dovah are a force to be reckoned with, and see an increase
- to their ability to wield the Thu’um. They are only bested by
- their Ancient counterparts.
- Ancient Dovah
- Massive, flying beasts, Dovah are extremely rare and beyond
- dangerous. They are the preeminent masters of Thu’um on the
- Mundus and view the world’s lordship as their birthright.
- Dragon; Legendary+; Dragon Soul (1)
- Strength 100 Hit Points 300 Combat 150
- Endurance 100 Wound Thr. 32 Magic 90
- Agility 10 Magicka 80 Evade 10
- Intelligence 80 Stamina 10 Observe 80
- Willpower 90 Initiative +15 Stealth 10
- Perception 60 Action Pts. 3 Knowledge 100
- Personality 40 Speed 12m Social 40
- Morale 100 Size Enrms. Physical 100
- Additional Skills
- • Thu’um: 130
- • Buffet of the Wing (1 AP + 1 SP): As a Primary Action the
- dragon buffets its wings, forcing all creatures in a 10m cone •
- in front of the dragon to make a -20 Strength test or be •
- knocked prone. •
- • Flyby (1 AP): As a Secondary Action, the Dragon flies with •
- bewildering speed and cannot be targeted by Attacks of •
- Opportunity for one round while Flying. •
- • Nirn’s Harsh Embrace (1 AP + 2 SP): After making a •
- successful melee attack with their Talons, the Dragon can •
- spend 2 Stamina Points to then grab the target, provided it •
- is sized Large or Smaller. The Dragon then can test Physical •
- to fly up to 20m upwards. This is treated as a Grapple, and
- the Dragon can choose to drop the target at any point, caus- •
- ing the usual amount of falling damage to be incurred.
- • Dragon Tongue (1 SP): The Dragon can use an Action to
- Shout. They know all common and legendary shouts, with
- the exception of Dragonrend. •
- •
- •
- Encountering Ancient Dovah
- The Dovah, commonly known as Dragons, are legendary beasts
- of Aedric origin. They are living calamities, capable of destroying
- entire armies and burning cities by themselves.
- Dovah consider themselves to be the progeny of Bormahu,
- known as Akatosh or Auri-El to mortals, and thus view the
- domination of Mundus as their birthright. In ages long since
- forgotten they ruled the world under the leadership of the black
- dragon Alduin, the Firstborn of Akatosh. Their reign only ended
- thanks to the intervention of the Divines on behalf of
- mortalkind.
- Dovah are the deadliest creatures within this book and GMs
- should use them sparingly, if at all. Only the strongest, most
- experienced, and best-equipped parties even have a chance of
- defeating one in battle, and even then the likelihood of the
- party’s death is high.
- Caution should be taken by any GM who wishes to use these
- veritable demigods. If they are used, they should almost certainly
- serve as a final and greatest foe for legendary heroes to face.
- Ancient Dovah are fierce, near-deific foes. Unless adventurers
- are certain that they have an advantage against these creatures,
- they would do best to run the opposite direction. This is not
- flavor text, this is me speaking directly to you.
- Skeletal Dragon
- Skeletal Dragons are an insult to the dovah. They are abominations;
- corpses of a great Dovah raised by powerful necromantic magic.
- Dragon, Undead; Legendary
- Strength 70 Hit Points 180 Combat 110
- Endurance 70 Wound Thr. 20 Magic 90
- Agility 10 Magicka 80 Evade 10
- Intelligence 80 Stamina 7 Observe 80
- Willpower 90 Initiative +15 Stealth 10
- Perception 60 Action Pts. 3 Knowledge 100
- Personality 40 Speed 12m Social 40
- Morale 100 Size Enrms. Physical 100
- Additional Skills
- • Thu’um: 110
- • Rattlebones (1 AP + 2 SP): The skeletal dragon can ignore
- a single damaging hit with a non-crushing or magical weapon
- that strikes its Body as a Reaction.
- Ayleid Mage
- Ayleid mages are trained in the arcane arts, making them a more
- imposing threat than their ungifted brethren.
Traits
- • Sun-Scarred (3): Any damage inflicted on a character with
- this trait after mitigation by an attack that counts as sunlight
- is increased by 3 before calculating the effects of the damage.
- If this character is exposed to normal sunlight they lose 1
- SP each hour. Cloud cover or other such weather halves the
- rate of SP loss. The character must spend an hour in a dark
- place before they can remove levels of fatigue/regain SP lost
- in this manner.
- • Dawn-Cursed (3): While in direct sunlight, the character
- suffers 3 damage per round which ignores all damage miti-
- gation. If the character covers themselves completely with
- clothing and a hood with sufficient coverage, this damage
- is reduced to 3 per hour in the sunlight.
- • Blood of Bal: The vampire can see through the eyes and
- hear through the ears of their thralls whenever they wish,
- and their thralls no longer suffer the Int penalty involved
- with their enthrallment.
- • Dark Sight
- • Weakness (Fire, 4)
- • Immunity (Normal Weapons)
- • Undead
- • Diseased (-20, Vampiric Strain)
- • Silver-Scarred (4), Silver-Scarred (2) in non-beast form.
- • Unnatural Senses (Smell, 6), Unnatural Senses (Smell, 3)
- in non-beast form
- • Diseased (-20, Wereboar Lycanthropy)
- • Immunity (Disease)
- • Restless: The character only restores half the health, magicka,
- and stamina they normally would while resting.
- • Dark Sight
- • Quadruped
- • Strong Jaws: A Bite attack made by this character that deals
- damage automatically starts a Grapple. The test to contest
- this Grapple is made against the original test made by the
- attacker. If the target Counter Attacks a Bite attack, the
- Counter Attack ignores the creature’s AR and Natural
- Toughness trait.
- • Bestial Leap: Penalties from jumping are halved.
- • Savage: Rolls damage twice and uses the highest result.
- Wereboar Gore-Tusk Tra
- •
- Humanoid, Beast, Lycanthrope; Extreme; Black •
- Soul (1500) •
- Strength 55 Hit Points 60 Combat 95
- Endurance 80 Wound Thr. 19 Magic - •
- Agility 45 Magicka 30 Evade 55 •
- Intelligence 30 Stamina 8 Observe 75 •
- Willpower 35 Initiative +11 Stealth 55
- Perception 45 Action Pts. 3 Knowledge 10
- Personality 30 Speed 13m Social 10
- Morale 85 Size Std. Physical 95
- • Mechanical
- • Tonal Reinforcement
- • Catfall: Reduce the distance that the character falls by 3
- meters when calculating fall damage.
- • Climber: The character can climb walls and ceilings as if
- open ground.
- • Crawler: The character is not slowed by terrain.
- • Dark Sight: The character an see and act normally in areas
- with no light.
- • Overcharge: The character explodes when destroyed, dealing
- 1d6 shock damage to all creatures within 1m.
- • Weakness (Shock, 3)
- Dwemer Constructor
- A strange animunculi with spider-like legs and an armored humanoid
- shaped torso, it has a a number of strange devices attached to its
- arms.
- Animunculi, Construct; Minor
- Strength 30 Hit Points 18 Combat 50
- Endurance 35 Wound Thr. 9 Magic -
- Agility 35 Magicka - Evade 35
- Intelligence 30 Stamina 3 Observe 40
- Willpower 5 Initiative +8 Stealth 35
- Perception 20 Action Pts. 3 Knowledge -
- Personality 5 Speed 9m Social -
- Morale 100 Size Std. Physical 50
- • Mechanical
- • Tonal Reinforcement
- • Catfall: Reduce the distance that the character falls by 3
- meters when calculating fall damage.
- • Climber: The character can climb walls and ceilings as if
- open ground.
- • Crawler: The character is not slowed by terrain.
- • Dark Sight: The character an see and act normally in areas
- with no light.
- • Weakness (Shock, 3)
- Dwemer Ballista T
- •
- A four legged animunculi with an oversized crossbow for a body. •
- •
- Animunculi, Construct; Average •
- Strength 30 Hit Points 18 Combat 50 •
- Endurance 35 Wound Thr. 9 Magic - En
- Agility 40 Magicka - Evade 40 On
- Intelligence 20 Stamina 3 Observe 40 Ba
- Willpower 5 Initiative +8 Stealth 40 Ar
- Perception 20 Action Pts. 3 Knowledge -
- Personality 5 Speed 11m Social - Th
- Morale 100 Size Std. Physical 30 su
- Dw
Spells
- • Frost Bite 6: 13 MP; 2d8 Frost; Attack, Overload (+WpB
- to Damage), Melee (1m)
- • Frost Bolt 4: 10 MP; 1d10 Frost; Ranged (100m), Overload
- (+WB to Damage), Attack
- • Frost Storm 4: 15 MP; 1d10 Frost; Ranged (100m), AoE
- (7m, Sphere), Upkeep, Attack
- • Paralyze 3: 25 MP; Upkeep, Direct, Attack; Target character
- within 50m must test Wp at +0 or be Paralyzed for 1 round.
- • Silence 5: 19 MP; Upkeep, Direct, Attack; Target character
- within 50m must test Wp at -20 or be Silenced for 1 round.
- Vampire Lord T
- •
- The pinnacle of vampiric power, they have been “blessed” by the
- Prince of Domination himself and are often nigh-unstoppable.
- Their mastery of foul magic and dominating presence makes them
- extremely deadly, and their ambitions know no bounds.
- Humanoid, Vampire, Undead, Any Race; Extreme;
- Black Soul (1500)
- •
- Strength 60 Hit Points 47 Combat 110
- Endurance 70 Wound Thr. 22 Magic 100
- Agility 65 Magicka 60 Evade 85
- Intelligence 60 Stamina 8 Observe 90
- Willpower 80 Initiative +21 Stealth 90 •
- Perception 70 Action Pts. 4 Knowledge 80
- Personality 45 Speed 20m Social 65
- Morale 90 Size Std. Physical 80
- •
Encountering Xivilai
• Innate Magic: Can cast spells even if hands are occupied. ar • From Beyond • Powerful: The Xivilai can wield two handed weapons in one hand, and ignores the Unwieldy trait when parrying. • Resistance (Fire, 3) • Weakness (Frost, 3) • Savage: Rolls an additional damage dice and take the highest. • Spell Absorption (4) Spells • Shock Bolt 5: 12 MP; 2d6 Shock; Ranged (100m), Attack, Overload (+WB to dmg) • Shock Bite 7: 15 MP; 2d10 Shock; M Attack (1m), Overload (+WB to Dmg) • Fire Bolt 7: 16 MP; 2d10 Shock; Ranged (100m), Attack, Overload (+WB to dmg) • Shield 5: 13 MP; Upkeep, Defensive Overload; Target character within 50m gains a magical barrier with 5 HP for physical damage for 1 round. (See original spell for details). • Dispel Touch 3: 13 MP; Remove magical effects from any source of SL 3 or lower from target within 1m. Constant enchantments reactivate after 1d4 rounds. • Summon Clannfear: 13 MP; Upkeep, Mindlock(1); See original spell for details A race of tall, muscular, and grey-skinned daedra, the Xivilai is notable for being a free daedra, not bound to any prince. They may be found under the service of any prince however, as they may be persuaded into joining their ranks. Xivilai society is without castes like that of the Dremora, and it values strength and power above all things. Scheming, back- stabbing, and betrayal are extremely common in their ruthless society. They live within their own area of Oblivion, within the sway of Peryite. In battle, they will usually summon a clannfear, and stay back blasting with their powerful spells until they feel the time to charge into melee is right. Charming, seductive, deadly, and domineering, Master Vampires are near the apex of their power and are amongst the deadliest foes an adventurer can face. They are almost always accompanied by a retinue of thrall and lesser vampires who serve their will without question and seldom face threats alone. When they must enter the fray, they possess powerful vampiric abilities and blood magic that can easily make short-work of their foes. Some will live secluded lives away from society, though never without some semblance of opulence, while others may live amongst Tamrielic society as rich and powerful nobles. Alone they can be a deadly threat for any party unprepared to face them, but their control of a cadre of thralls, lesser vampires, and other foul creatures makes them especially dangerous. They should be outfitted with appropriately powerful equipment, perhaps as opulent as they are functional, and most Master Vampires will carry themselves with an aura of superiority. They typically see all those before them, including player characters, as beneath them, and will often send their minions to fight their battles rather than sully themselves against lesser foes. GMs should not use Master Vampires lightly and they serve best as the boss-level creatures for a party to face at the end of a quest- line or dungeon. By far the most common form of lycanthrope found across Tamriel, Werewolves are swift and deadly hunters who often use stealth to ambush their prey. They often form packs of their own kind, away from greater Tamrielic society, and these typically become tightly-knit clans who hunt alongside one another. This behavior makes them all the more deadly to face; a lone Werewolf is dangerous, but a pack can easily be overwhelming even for experienced hunters. Werewolves are feared across Tamriel, and many rural communities have stories of foul man-wolves killing children who wander too close to the town’s edge on the night of a full moon. GMs using the base Werewolf should be aware of their strengths and weaknesses; they are stealthy and agile, but generally weaker than other forms of lycanthrope. Operating in packs, therefore, can make them much harder foes for a party to encounter. The social stigma related to lycanthropy can also lead some to try and hide their affliction, while others may fully embrace the “gifts” of Lord Hircine, providing interesting quest-making opportunities for the creative GM. In any case, a well-equipped party with silver weapons should be able to take on a Werewolf, or even a small pack of them. However, Werewolf-hunters should be mindful that they don’t contract a lycanthropic disease themselves! Stronger, faster, and more deadly than the average werewolf, Werewolf Vargr’s often take on the form of pack-leaders amongst their kind. They have fully given themselves to the beast within, guiding less-experienced members of their pack to more fully embrace Hircine’s gifts. Werewolf Vargrs are experienced and deadly foes, representing the pinnacle of swift and agile ambush hunters amongst their kind. GMs should consider using Werewolf Vargrs as pack leaders, rather than having them be encountered on their own. While faster and stronger than the average werewolf, their true ferocity is unlocked when fighting alongside others of their kind. The creative GM may want to make a Werewolf Vargr unique, especially if they play a prominent role in a quest or campaign. A silvered mane, scars, or missing teeth can make such a creature stand out from the rest and provide a party of werewolf-hunters an ultimate prize to pursue. Most commonly found amongst the forests and craggy-mountains of High Rock and Hammerfell, Wereboars are possessed of thick skin, sharp tusks, and extreme aggression. While they will sometimes attempt to ambush their prey, Wereboars typically attempt to overwhelm their victims with sheer brute strength. They shake-off blows that would kill other creatures with ease, and are known to ignore horrific wounds in pursuit of a kill. While groups of Wereboars do sometimes form loose packs, they are most often found by themselves. GMs who want their parties to encounter Wereboars should consider where the party is on Tamriel; Wereboars are uncom- mon outside of High Rock and the mountainous regions of Hammerfell, so if the party is to encounter one outside of these regions some thought as to why the beast is there may be useful. Furthermore, the Wereboar’s sheer endurance and high natural toughness can make them very hard to take down, especially if the party lacks silver weapons. Only parties outfitted for a lengthy, brutal fight have a chance at taking one of these ill- tempered beasts down. Spiders are the worker class of dwemer constructs and typically found in large numbers all over dwemer ruins. They typically have eight articulated legs and a round central body, which is where the name of Dwemer Spider comes from, beyond that they almost always have a soul gem mounted somewhere on their central body which they can use to their power electrical abilities. As the worker class, these constructs tend to fight in groups rather than taking on foes on their own. In many cases they are not aggressive, being more focused on the maintenance of their domains. However when attacked they are perfectly willing to fight until they are destroyed, many of them are capable of setting off a chain reaction when close to their end, so adven- turers should be wary of getting caught between a group of them. Constructors are a relatively rare form of Dwemer Animunculi, usually only found in especially large Dwemer complexes or in locations that were once dedicated to the construction of the Dwemer constructs themselves. These strange constructs appear to share certain design similarities with both Dwemer Spiders and the larger Dwemer Centurions but they serve an entirely different purpose, whilst most constructs were created as war engines or guards, the Constructor is a builder. They are capable of maintaining other Dwemer Constructs even in the midst of battle and even creating the smaller constructs in a staggeringly short amount of time thanks to reserves of dwemer alloy. Dwemer Spheres are another common form of Dwemer construct. They typically move around in sphere form allowing them to navigate the specially designed pipework most dwemer ruins contain. However when they enter a state of combat readiness, the sphere splits and a mechanical humanoid torso, head and arms emerge, each arm ends in a weapon or shield their heads are typically stylized visages of their dwemeri creators. They are not sentient and thus technically do not have any kind of intelligence, however their creators provided them with the ability to handle complex tactical situations. They remain in the ancient ruins of Dwemer civilization and are typically very aggressive toward anything entering their masters domain despite the disappearance of the dwemer. Dwemer Sentries are the smallest of the animunculi, similar in appearance to miniature dwemer spheres when in their sphere form, they lack the obvious combat configuration seen on many other Dwemer constructs when in their transformed form. However, when their “head” a small metal device with a single “eye” is extended, they’re quite capable of dealing with unpre- pared foes with bolts of lightning and static shocks. The purpose of Dwemer Sentries was to patrol their master’s home and alert them to the presence of intruders. Whilst their masters are now long gone, they continue to carry out this task diligently, following intruders and making sure the more combat effective animunculi are alerted and able to deal with them effectively. Some Dwemer ruins even have specific platforms for these small constructs to lock themselves into, at which point they become even more deserving of their name. Dwemer Centurions are incredibly powerful foes due to their sheer size, durability, and strength. They can be outfitted to hit hard both in melee and at range, and their defenses can weather all but the most devastating attacks. In combat Dwemer Centurions are aggressive and single- minded. They will focus on the greatest threat that is easily within their reach, and rarely attempt to defend against opponents other than their selected target, instead relying on their natural defenses. When faced with groups, they tend to utilize their rapidly spinning torsos. The Colossus is the rarest of the different Dwemer Animunculi, with very few examples ever having been encountered, they are huge engines and represent an incredible feat of engineering. Little is known of them, even their existence is obscure knowledge that only a scholar of dwemer technology would know anything about. Their immense size means they are only found in the largest of Dwemer ruins. They resemble a considerably larger, bulkier version of the Dwemer Centurion. A colossus is a formidable opponent indeed, quite capable of protecting whatever ruin it is found in from almost any threat. Skeletal Dragons are not found naturally, but instead are created by powerful necromancers. As such, they often behave according to whatever instructions were given by their master who raised them.
Loot
- If slain while permanently bound to Mundus, a Xivilai’s
- weapons and armor will be recoverable, otherwise the Xivilai’s
- body and equipment vanish back to Oblivion.
- Additionally, if slain while permanently bound to Mundus,
- a character can make a -40 Alchemy test to salvage the
- Daedra’s Heart, which is a Legendary Restoration ingredient.
- 148
- of Oblivion, more pompous and filled with unwarranted conceit
- nation of brute strength and low cunning makes them effective
- dly unreliable.”
-
- Lyranth the Foolkiller Answers Your Questions
- Special Abilities
- Feed (1 AP): The vampire feeds on a restrained, helpless, or
- enthralled target as a standard attack with their fangs, re-
- gaining HP equal to the damage dealt after mitigation. If a
- point of damage is dealt successfully, the target’s Endurance
- characteristic is reduced by 10 until after their next long
- rest. The vampire can choose to use this ability to Coup de
- s Grâce the target as long as the conditions are met, in which
- case they regain the target’s remaining HP. Doing so costs
- 2 AP and the vampire cannot take actions until their AP is
- refreshed.
- Exsanguinate (2 AP): The vampire can use their fangs to
- Coup de Grâce the target as long as the conditions are met,
- in which case they regain the target’s remaining HP. After
- doing so, the vampire loses any remaining AP for the round.
- Traits
- Sun-Scarred (2): Any damage inflicted on a character with
- this trait after mitigation by an attack that counts as sunlight
- is increased by 2 before calculating the effects of the damage.
- If this character is exposed to normal sunlight they lose 1
- SP each hour. Cloud cover or other such weather halves the
- rate of SP loss. The character must spend an hour in a dark
- place before they can remove levels of fatigue/regain SP lost
- in this manner.
- Dawn-Cursed (1): While in direct sunlight, the character
- suffers 1 damage per round which ignores all damage miti-
- gation. If the character covers themselves completely with
- clothing and a hood with sufficient coverage, this damage
- is reduced to 1 per hour in the sunlight.
- Dark Sight
- Weakness (Fire, 2)
- Resist Normal Weapons (2)
- Undead
- Diseased (-20, Vampiric Strain)
- Spells
- Frost Bite 3: 7 MP; 1d8 Frost; Attack, Overload (+WpB to
- Damage), Melee (1m)
- Variant: Bloodkin Vampire Fledgling
- Choose a Bloodline from the Rules Compendium. Bloodkin
- Vampire Fledglings gain a passive ability from the chosen
- bloodline.
- 151
- Vampire Fledglings are often the servants of more powerful
- ampires, serving a GM as a step-up in difficulty from the
- ampire thrall they may also be in control of. In this context,
- hey may be desperate to prove themselves to their master and
- eckless in their attacks against adventurers. Other Fledglings
- ay stalk the streets of the town or city they call home at night,
- ooking for their next victim. The savaged corpses of the slain
- re all they leave behind to be found when the sun rises, offering
- n inquisitive party a potential mystery to solve.
- oot
- A Character can make a +0 Alchemy test to harvest a portion
- of “Vampire Fledgling Dust”, which is a Rare Illusion or
- Restoration Ingredient, chosen when the vampire dust is
- used.
- Bat Form (1 AP + 1 SP): As a Secondary Action, the Vampire
- gains the Flyer (10) trait, changes their size to Tiny (-20 to
- en
- hit by larger characters or at range), and reduces their max
- HP to 5. This effect ends after 3 rounds unless the character
- spends 1 SP, which refreshes the effect for another 3 rounds.
- This ability ends immediately and the Vampire reverts to
- their true form if the HP is reduced to 0.
- Traits
- Sun-Scarred (3): Any damage inflicted on a character with
- this trait after mitigation by an attack that counts as sunlight
- is increased by 3 before calculating the effects of the damage.
- If this character is exposed to normal sunlight they lose 1
- SP each hour. Cloud cover or other such weather halves the
- rate of SP loss. The character must spend an hour in a dark
- place before they can remove levels of fatigue/regain SP lost
- in this manner.
- Dawn-Cursed (2): While in direct sunlight, the character
- suffers 2 damage per round which ignores all damage miti-
- gation. If the character covers themselves completely with
- clothing and a hood with sufficient coverage, this damage
- is reduced to 2 per hour in the sunlight.
- Dark Sight
- Weakness (Fire, 2)
- Resist Normal Weapons (3)
- Undead
- Diseased (-20, Vampiric Strain)
- Spells
- Frost Bite 5: 11 MP; 2d6 Frost; Attack, Overload (+WpB
- to Damage), Melee (1m)
- Frost Bolt 3: 8 MP; 1d8 Frost; Ranged (100m), Overload
- (+WB to Damage), Attack
- Paralyze 2: 18 MP; Upkeep, Direct, Attack; Target character
- within 50m must test Wp at +10 or be Paralyzed for 1 round.
- Silence 4: 16 MP; Upkeep, Direct, Attack; Target character
- within 50m must test Wp at -10 or be Silenced for 1 round.
- Variant: Bloodkin Vampire
- Choose a Bloodline from the Rules Compendium. Bloodkin
- Vampires gain a passive ability from the chosen bloodline.
- Additionally, they gain the corresponding bloodline power and
- talent from the Child of the Night Elite advance.
- d
- 153
- GMs running campaigns involving Vampires should take the
- time to consider the context in which their party will face them;
- will the party face a cave full of these bloodthirsty undead
- outright, or will they instead be investigating mysterious
- disappearances and blood-drained bodies with no obvious culprit
- in sight? GMs should not be afraid to get creative to make their
- Vampires unique and to craft encounters appropriate for their
- party or game-style.
- A Character can make a +0 Alchemy test to harvest a portion
- of “Vampire Dust”, which is a Very Rare Illusion or Restora-
- tion Ingredient, chosen when the vampire dust is used.
- pecial Abilities
- Feed (1 AP): The vampire feeds on a restrained, helpless, or
- enthralled target as a standard attack with their fangs, re-
- gaining HP equal to the damage dealt after mitigation. If a
- point of damage is dealt successfully, the target’s Endurance
- characteristic is reduced by 10 until after their next long
- rest. The vampire can choose to use this ability to Coup de
- Grâce the target as long as the conditions are met, in which
- case they regain the target’s remaining HP. Doing so costs
- 2 AP and the vampire cannot take actions until their AP is
- refreshed.
- Exsanguinate (2 AP): The vampire can use their fangs to
- Coup de Grâce the target as long as the conditions are met,
- in which case they regain the target’s remaining HP. After
- doing so, the vampire loses any remaining AP for the round.
- Vampiric Drain (1 AP + 11 MP): The vampire drains 2d6
- magic damage to a target within 4m, restoring their own
- HP by the amount of damage successfully dealt (after any
- reduction). If this spell is affected by a reflect spell or effect,
- it has no net effect.
- Blood Grasp (1 AP + 10 MP): The vampire forces a target
- within a 15m range to make a -10 Str test. On a failure, the
- vampire can force the target to move up to 10m closer to
- them. This forced movement can trigger Attacks of Oppor-
- tunity.
- Shrouding Mist (1 AP + 1 SP): The vampire calls upon the
- eternal darkness to cause the surrounding area in a 2 kilo-
- meter radius to be consumed by a heavy fog. This imposes
- a -10 penalty to all Observe tests and any vampire within
- the area has their Dawn-Cursed trait value reduced by 1 for
- as long as the fog remains. The fog lasts for 5 hours and
- cannot be ended early unless affected by a more powerful
- magic. This ability takes five minutes to cast.
- Bat Form (1 AP + 1 SP): They gain the Flyer (10) trait,
- change their size to Tiny (-20 to hit by larger characters or
- at range), and reduce their max HP to 5. The effect ends
- after 3 rounds unless the character spends 1 SP, which re-
- freshes the effect for another 3 rounds. The ability ends
- immediately and the vampire reverts to their true form if
- the HP is reduced to 0.
- “Centuries of slaughter lie in my wake. What hope do you
- think you have?”
-
- Lord Falgravn
- Variant: Bloodkin Master Vampire
- Choose a Bloodline from the Rules Compendium. Bloodkin
- Master Vampires gain a passive ability from the chosen bloodline.
- Additionally, they gain the corresponding bloodline power and
- talent from the Child of the Night Elite advance and one Leg-
- endary Nox Arcana or Hemomancy ability.
- A Character can make a +0 Alchemy test to harvest a portion
- of “Master Vampire Dust”, which is a Extremely Rare Illusion
- or Restoration Ingredient, chosen when the vampire dust is
- used.
- raits
- Sun-Scarred (3): Any damage inflicted on a character with
- this trait after mitigation by an attack that counts as sunlight
- is increased by 3 before calculating the effects of the damage.
- If this character is exposed to normal sunlight they lose 1
- SP each hour. Cloud cover or other such weather halves the
- rate of SP loss. The character must spend an hour in a dark
- place before they can remove levels of fatigue/regain SP lost
- in this manner.
- Dawn-Cursed (3): While in direct sunlight, the character
- suffers 3 damage per round which ignores all damage miti-
- gation. If the character covers themselves completely with
- clothing and a hood with sufficient coverage, this damage
- is reduced to 3 per hour in the sunlight.
- Blood of Bal: The vampire can see through the eyes and
- hear through the ears of their thralls whenever they wish,
- and their thralls no longer suffer the Int penalty involved
- with their enthrallment.
- Dark Sight
- Frightening (+0)
- Flyer (3)
- Weakness (Fire, 4)
- Immunity (Normal Weapons)
- Undead
- Diseased (-20, Vampiric Strain)
- Venomous Claws: Attacks with their claws force the target
- to make a +0 Endurance test, gaining the Paralyzed condi-
- tion for 1 round on a failure.
- ells
- Frost Bite 6: 13 MP; 2d8 Frost; Attack, Overload (+WpB
- to Damage), Melee (1m)
- Frost Bolt 4: 10 MP; 1d10 Frost; Ranged (100m), Overload
- (+WB to Damage), Attack
- Frost Storm 4: 15 MP; 1d10 Frost; Ranged (100m), AoE
- (7m, Sphere), Upkeep, Attack
- Paralyze 3: 25 MP; Upkeep, Direct, Attack; Target character
- within 50m must test Wp at +0 or be Paralyzed for 1 round.
- Silence 5: 19 MP; Upkeep, Direct, Attack; Target character
- within 50m must test Wp at -20 or be Silenced for 1 round.
- riant: Bloodkin Vampire Lord
- oose a Bloodline from the Rules Compendium. Bloodkin
- mpire Lord gain a passive ability from the chosen bloodline.
- ditionally, they gain the corresponding bloodline power and
- lent from the Child of the Night Elite advance and both
- gendary abilities from Nox Arcana or Hemomancy.
- countering Vampire Lords
- e true pinnacle of vampiric power, Vampire Lords are some
- the deadliest individuals on the face of Nirn. They have been
- uched by the foul corruption of Molag Bal directly and are
- ssessed of truly terrifying abilities that are more than a match
- A Character can make a +0 Alchemy test to harvest a portion
- of “Vampire Lord Dust”, which is a Legendary Illusion or
- Restoration Ingredient, chosen when the vampire dust is
- used.
- GMs should consider the treasure a Vampire Lord has in
- their sanctum.
- “I hope you fight well, blood is so much tastier when terri-
- fied! I will taste your agony!”
-
- Lady Thorn
- Traits
- Silver-Scarred (4), Silver-Scarred (2) in non-beast form.
- Unnatural Senses (Smell, 6), Unnatural Senses (Smell, 3)
- in non-beast form
- Diseased (-20, Werewolf Lycanthropy)
- Immunity (Disease)
- Restless: The character only restores half the health, magicka,
- and stamina they normally would while resting.
- Dark Sight
- Quadruped
- Strong Jaws: A Bite attack made by this character that deals
- damage automatically starts a Grapple. The test to contest
- this Grapple is made against the original test made by the
- attacker. If the target Counter Attacks a Bite attack, the
- Counter Attack ignores the creature’s AR and Natural
- Toughness trait.
- Bestial Leap: Penalties from jumping are halved.
- Savage: Rolls damage twice and uses the highest result.
- A character can make a -10 Survival test to skin the beast.
- Lycan hide is valued at 500 drakes. Failing the test ruins the
- hide, halving its value.
- A character can make a +0 Survival test to remove a Werewolf
- Claw from the beast’s hand, which is an uncommon
- Destruction ingredient.
- 159
- Traits
- Silver-Scarred (4), Silver-Scarred (2) in non-beast form.
- Unnatural Senses (Sight, Hearing, Smell, 30), Unnatural
- Senses (Smell, 3) in non-beast form
- Immunity (Disease)
- Diseased (-20, Werewolf Lycanthropy)
- Restless: The character only restores half the health, magicka,
- and stamina they normally would while resting.
- Dark Sight
- Quadruped
- Strong Jaws: A Bite attack made by this character that deals
- damage automatically starts a Grapple. The test to contest
- this Grapple is made against the original test made by the
- attacker. If the target Counter Attacks a Bite attack, the
- Counter Attack ignores the creature’s AR and Natural
- Toughness trait.
- Bestial Leap: Penalties from jumping are halved.
- Savage: Rolls damage twice and uses the highest result.
- A character can make a -10 Survival test to skin the beast.
- Lycan hide is valued at 500 drakes. Failing the test ruins the
- hide, halving its value.
- A character can make a +0 Survival test to remove a Werewolf
- Vargr Claw from the beast’s hand, which is a Very Rare
- Destruction ingredient.
- kleader was a family friend and elder in our village. I wanted
- not have called it a curse, then. But with youth comes reckless-
- iscovered my true nature, and I was driven from the village
- out his own status to risk it for my sake. I was alone. Ev-
- of the angry mob. I never lingered long in one place before my
-
- A Werewolf’s Confession
- A character can make a -10 Survival test to skin the beast.
- Lycan hide is valued at 500 drakes. Failing the test ruins the
- hide, halving its value.
- A character can make a +0 Survival test to remove a Wereboar
- Tusk from the beast’s maw, which is an Uncommon Restoration
- ingredient.
- 62
- its
- Silver-Scarred (4), Silver-Scarred (2) in non-beast form.
- Immunity (Disease)
- Diseased (-20, Wereboar Lycanthropy)
- Restless: The character only restores half the health, magicka,
- and stamina they normally would while resting.
- Dark Sight
- Quadruped
- Strong Jaws: Bite attack made by this character that deals
- damage automatically starts a Grapple. The test to contest
- this Grapple is made against the original test made by the
- attacker. If the target Counter Attacks a Bite attack, the
- Counter Attack ignores the creature’s AR and Natural
- Toughness trait.
- Bestial Leap: Penalties from jumping are halved.
- Savage: Rolls damage twice and uses the highest result.
- Tough(3): Increases WT by 3 in both forms. This is already
- included in the WT for this profile.
- Magic Resistant: Re-rolls failed tests to resist Magic.
- Thick Skull: Immune to the Stun and Dazed conditions.
- Aspect of Tenacity: Penalties from passive wound effects
- are halved.
- untering Wereboar Gore-Tusks
- nger and more aggressive than the common Wereboar,
- boar Gore-Tusks are worthy opponents for even the most
- rienced and well-equipped monster hunters. Like the com-
- Wereboar, Gore-Tusks are powerhouses on the field pf
- le and prefer to meet their foes head-on, overwhelming
- with sheer strength and resistance to damage.
- r rarity outside of High Rock & Hammerfell, their
- ptionally high natural toughness, and the sheer strength of
- r traits should give any GM who wishes to use this creature
- heir table pause. Gore-Tusks will make short work of an
- equipped or low-level party as they can simply shrug-off most
- cks, and even those attacks that do connect are unlikely to
- e a wound. As with the standard variant, only parties out-
- ed for a lengthy, brutal fight have a chance at taking one of
- e ill-tempered beasts down.
- character can make a -10 Survival test to skin the beast.
- can hide is valued at 500 drakes. Failing the test ruins the
- de, halving its value.
- character can make a +0 Survival test to remove a Wereboar
- re-Tusk’s Tusk from the beast’s maw, which is a Very Rare
- storation ingredient.
- raits
- Silver-Scarred (4), Silver-Scarred (2) in non-beast form.
- Immunity (Disease)
- Diseased (-20, Werebear Lycanthropy)
- Restless: The character only restores half the health, magicka,
- and stamina they normally would while resting.
- Dark Sight
- Quadruped
- Strong Jaws: A Bite attack made by this character that deals
- damage automatically starts a Grapple. The test to contest
- this Grapple is made against the original test made by the
- attacker. If the target Counter Attacks a Bite attack, the
- Counter Attack ignores the creature’s AR and Natural
- Toughness trait.
- Bestial Leap: Penalties from jumping are halved.
- Savage: Rolls damage twice and uses the highest result.
- Vicious(8): The werebear treats their SB as by 8 for the
- purposes of resolving damage.
- countering Werebears
- ssessed of great strength and a savage temperament, Werebears
- alk the northern of Tamriel. Werebears are a rare sight outside
- Skyrim and the islands to it’s north, and even amongst those
- nds these beasts are almost thought to be folklore. Some say
- ey roam in packs, others say that canis root, a herb native to
- yrim, can be used to ward them off, and yet others still deny
- eir existence entirely. However, experienced northern hunters
- ow these beasts are no myth, and know that to encounter
- e often means certain death.
- ayers who come across these beasts should be prepared for a
- rd fight. While not as tough as a Wereboar or as fast as a
- rewolf, Werebears possess a thick hide and powerful natural
- apons. Their natural toughness is enough to soak up many
- tacks, while their fangs and claws can make short work of the
- l-prepared adventurer. GM’s should also make note of the
- cious trait Werebears have, which can make their attacks do
- en more damage than would otherwise be expected.
- r a low-level party, Werebears can be deadly, and they can
- ove challenging for even well-seasoned adventurers. A GM
- o wants to use these beasts at their table should consider
- ese when designing encounters that involve these creatures.
- ot
- A character can make a -10 Survival test to skin the beast.
- Lycan hide is valued at 500 drakes. Failing the test ruins the
- hide, halving its value.
- A character can make a +0 Survival test to remove a Werebear
- Paw from the beast, which is an Uncommon Alteration
- ingredient.
- its
- Silver-Scarred (4), Silver-Scarred (2) in non-beast form.
- Immunity (Disease)
- Diseased (-20, Werebear Lycanthropy)
- Restless: The character only restores half the health, magicka,
- and stamina they normally would while resting.
- Dark Sight
- Quadruped
- Strong Jaws: A Bite attack made by this character that deals
- damage automatically starts a Grapple. The test to contest
- this Grapple is made against the original test made by the
- attacker. If the target Counter Attacks a Bite attack, the
- Counter Attack ignores the creature’s AR and Natural
- Toughness trait.
- Bestial Leap: Penalties from jumping are halved.
- Savage: Rolls damage twice and uses the highest result.
- Vicious(8): The werebear treats their SB as by 8 for the
- purposes of resolving damage.
- Might of the Bear: When the werebear makes an attack
- with their claws, they apply Damaged (1) to the hit location
- if the die result (before bonuses) is 11, or Damaged (2) if
- the die result is 12.
- untering Werebear Brutes
- e the more common Werebear is a deadly foe, Werebear
- es are terrifying forces of nature who can make short work
- ven the most seasoned adventurers. Some of these hulking
- ts stalk the frozen north of Tamriel alone, while others lead
- s of their kind to terrorize remote villages. They are relentless
- ers and possessed of powerful natural weapons, allowing
- to tackle even the most powerful of quarry with relative
- .
- who wishes to use the Werebear Brute at their table
- ld first consider how well-equipped their party is. These
- tures get a flat +2 to damage rolls made with their natural
- ons, Maul gives them an edge against groups of adventurers,
- Aspect of Strength can be used to make their already for-
- ble attacks even deadlier. Furthermore, Might of the Bear
- res that even well-armored foes quickly find their armor
- ing them when fighting this beast.
- the Werewolf Vargr and Werebear Gore-Tusk, Werebear
- es are best used as boss-type foes or as a great challenge for
- ving band of experienced beast-hunters to overcome.
- character can make a -10 Survival test to skin the beast.
- can hide is valued at 500 drakes. Failing the test ruins the
- de, halving its value.
- character can make a +0 Survival test to remove a Werebear
- ute’s Paw from the beast, which is a Very Rare Alteration
- gredient.
- Variant: Gas Spider
- Traits
- Remove the Spark weapon and the Overcharge trait.
- Replace Static Field with;
- ▪ Release Poison (1 SP + 1 AP): The Dwemer Spider
- expels the contents of its gas bag, dealing 1d6 poison
- damage that ignores armor to all creatures within 2m.
- This ability can only be used once.
- A character can attempt a +0 Profession (Engineering or
- Smithing) test over a short rest to recover 1d4 pieces of
- dwemer scrap metal worth 90 Drakes and 2 ENC each.
- On a -10 Profession (Engineering or Smithing) or +0
- Mysticism test, a character can extract a petty soul gem from
- the animunculi’s chassis over the course of a short rest.
- A character can attempt a -20 Alchemy test to extract DoS+1
- doses of Dwarven Oil, which is a Very Rare Alteration
- ingredient.
- A character can attempt a +0 Profession (Engineering or
- Smithing) test over a short rest to recover 2d4 pieces of
- dwemer scrap metal worth 90 Drakes and 2 ENC each.
- On a -10 Profession (Engineering or Smithing) or +0
- Mysticism test, a character can extract a petty soul gem from
- the animunculi’s chassis over the course of a short rest.
- A character can attempt a -20 Alchemy test to extract DoS+2
- doses of Dwarven Oil, which is a Very Rare Alteration
- ingredient.
- 8
- raits
- Mechanical
- Tonal Reinforcement
- Crawler: The character is not slowed by terrain.
- Dark Sight: The character an see and act normally in areas
- with no light.
- Weakness (Shock, 3)
- countering Dwemer Ballista
- e of the most dangerous Steam Animunculi is the Dwarven
- llista, which fires a bolt that can penetrate even the thickest
- mor.
- e Dwemer created the ballistae as guardians and ranged
- pport for their homes and armies respectively, and whilst the
- emer are long since dead, the ballista maintain their vigil
- er their masters ancient homes. These Animunculi are rarely
- one, usually other centurions are close by and quickly alerted
- en a ballista becomes aware of intruders.
- e ballista’s bolts are incredibly powerful and capable of firing
- ranges that exceed smaller crossbows and bows alike which
- kes them a daunting foe to face unless the foe can sneak up
- them, to be hit by one of their bolts typically spells the end
- the target, or at least scars worthy of a story or two. Despite
- is, they take a long time to reload which can create an opening,
- suming whatever support the ballista had has already been
- alt with.
- ot
- A character can attempt a +0 Profession (Engineering or
- Smithing) test over a short rest to recover 2d4 pieces of
- dwemer scrap metal worth 90 Drakes and 2 ENC each.
- On a -10 Profession (Engineering or Smithing) or +0
- Mysticism test, a character can extract a lesser soul gem from
- the animunculi’s chassis over the course of a short rest.
- A character can recover 1d10 of the bolts the ballista uses,
- these are too large to use as bolts, but they can be modified
- with a +0 Smithing test to be used as Dwemer Javelin instead.
- A character can attempt a -20 Alchemy test to extract DoS+2
- doses of Dwarven Oil, which is a Very Rare Alteration
- ingredient.
- Traits
- Mechanical
- Tonal Reinforcement
- Dark Sight: The character an see and act normally in areas
- with no light.
- Nimble: This character can disengage from melee combat
- as a free action.
- Sphere: This creature has one Leg hit location.
- Weakness (Shock, 3)
- A character can attempt a +0 Profession (Engineering or
- Smithing) test over a short rest to recover 2d4 pieces of
- dwemer scrap metal worth 90 Drakes and 2 ENC each.
- On a -10 Profession (Engineering or Smithing) or +0
- Mysticism test, a character can extract a common soul gem
- from the animunculi’s chassis over the course of a short rest.
- A character can attempt a -20 Alchemy test to extract DoS+2
- doses of Dwarven Oil, which is a Very Rare Alteration
- ingredient.
- 70
- Traits
- Mechanical
- Tonal Reinforcement
- Dark Sight: The character an see and act normally in areas
- with no light.
- Nimble: This character can disengage from melee combat
- as a free action.
- Sphere: This creature has one Leg hit location.
- Weakness (Shock, 3)
- A character can attempt a +0 Profession (Engineering or
- Smithing) test over a short rest to recover 1d4 pieces of
- dwemer scrap metal worth 90 Drakes and 2 ENC each.
- On a -10 Profession (Engineering or Smithing) or +0
- Mysticism test, a character can extract a petty soul gem from
- the animunculi’s chassis over the course of a short rest.
- A character can attempt a -10 Alchemy test to extract 1 dose
- of Dwarven Oil, which is a Very Rare Alteration ingredient.
- 1
- Traits
- Mechanical
- Tonal Reinforcement
- Dark Sight: The character an see and act normally in areas
- with no light.
- Thick Skull: The character is immune to the Stunned and
- Dazed conditions.
- Weakness (Shock, 3)
- A character can attempt a +0 Profession (Engineering or
- Smithing) test over a short rest to recover 4d4 pieces of
- dwemer scrap metal worth 90 Drakes and 2 ENC each.
- On a -10 Profession (Engineering or Smithing) or +0
- Mysticism test, a character can extract a greater soul gem
- from the animunculi’s chassis over the course of a short rest.
- A character can attempt a -20 Profession (Engineering or
- Smithing) test over a short rest to recover the Dwemer
- Centurions dynamo core, worth 300 Drakes and 2 ENC.
- A character can attempt a -20 Alchemy test to extract DoS+3
- dose of Dwarven Oil, which is a Very Rare Alteration
- ingredient.
- 2
- Traits
- Mechanical
- Tonal Reinforcement
- Colossal Strikes: The character cannot be parried, but targets
- gain a +10 on tests to Evade its melee attacks.
- Dark Sight: The character can see and act normally in areas
- with no light.
- Frightening: At the start of an encounter with this character,
- all opposed characters must test Panic at +0.
- Thick Skull: The character is immune to the Stunned and
- Dazed conditions.
- Warded (3): Roll d10 when this character is affected by a
- magic component. On a roll of 3 or less, ignore it.
- Weakness (Shock, 3)
- A character can attempt a +0 Profession (Engineering or
- Smithing) test over a long rest to recover 4d12 pieces of
- dwemer scrap metal worth 90 Drakes and 2 ENC each.
- On a -10 Profession (Engineering or Smithing) or +0
- Mysticism test, a character can extract a grand soul gem
- from the animunculi’s chassis over the course of a short rest.
- A character can attempt a -20 Profession (Engineering or
- Smithing) test over a short rest to recover the Dwemer
- Colossus’ dynamo core, worth 300 Drakes and 2 ENC.
- A character can attempt a -20 Alchemy test to extract DoS+5
- dose of Dwarven Oil, which is a Very Rare Alteration
- ingredient.
- When I dropped into their midst, they ran off. I thought it
- ng out of Mudan. I tried to fight past them to get at Ver-
- ed. We took out the spiders and turned toward Verano,
- lame as a Dwarven colossus strode out.”
-
- Naryu’s Journal
- Rite of Undeath: Skeletal
- Dragon
- This ritual follows the standard rules for the Rite of Undeath
- defined in Chapter 6 of the Rules Compendium. The specific
- rules for raising a Skeletal Dragon are as follows:
- Skeletal Dragons require 2000 Magicka to raise and require 5
- hours of ritual time. A Skeletal Dragon requires the complete
- corpse of a dovah, the bones of which must be laid out in a
- space large enough to contain the bones laid out and ready for
- magical assembly. The process of laying the bones out in this
- way takes 3 hours, during which the bones must be treated with
- 2000 drakes worth of oils and ointments.
- Once the proper preparations have been made, invoking the
- incantations and ritualistic motions to successfully raise the
- skeletal dragon requires passing a -30 Necromancy test in place
- of the standard difficulty test for this ritual. On a failure, repeating
- the ritual requires all costs to be re-spent, including retreating
- the bones with the materials, and the bones must be meticu-
- lously examined for the 3 hours that the character would have
- used to arrange the bones in the first attempt at the ritual.
- “FUS RO DAH!”
-
- A powerful Tongue reciting Unrelenting Force
- raits
- Dragon Fear: The sight of a dragon invokes a primal fear
- in any creature. The first time a creature sees a dragon causes
- them to make a -20 Horror test. Any subsequent sightings
- invoke a -20 Panic test.
- Dragon’s Hide: Dragons are immune to the Forceful Impact
- advantage.
- Immunity (Paralysis, Panic, Horror)
- Weakness ([Shock, Frost, or Fire], 5)
- Resistance (Poison, 5)
- Immune to Normal Weapons
- Undying: Immune to disease and the effects of aging.
- Magic Resistant: Re-rolls failed tests to resist Magic.
- Thick Skull: Immune to Stun and Dazed.
- Flyer (20)
- Airborne Grace: Agility-based tests made while flying gain
- a +50 bonus.
- Dark Sight
- Colossal Strikes: Cannot be parried, but targets gain a +10
- on tests to Evade its melee attacks.
- Strong Jaws: A Bite attack that deals damage automatically
- starts a Grapple. The test to contest this Grapple is made
- against the original test made by the attacker. If the target
- Counter Attacks a Bite attack, the Counter Attack ignores
- the creature’s AR and Natural Toughness trait.
- Weak Point (Underbelly): This creature’s AR is not applied
- to its underbelly. Precision Strikes can be made targeting
- this location in addition to the standard hit locations.
- Special Hit Location: Hits to the arms instead target the
- dragon’s wings.
- Innate Thu’um: Shouting only costs 1 SP regardless of the
- number of words used.
- A character can make a -20 survival test to harvest enough
- Dragon Scales to craft a set of Full Dragonscale armor,
- weighing 28 ENC in total. This can alternatively be used to
- craft 2 sets of Partial Dragonscale armor or 3 Dragonscale
- Shields.
- A character, over a long rest, can use 1 Dragon Scale to create
- a piece of Dragon Scale Armor or a Dragon Scale Shield, 2
- can be used to make a cuirass or tower shield. Doing this
- requires a successful -40 Survival or Profession (Smith) test.
- A character can make a -20 Alchemy test to harvest a dose
- of “Dragon’s Blood”, which is valued at 1000 Drakes, and
- is a Legendary Restoration, Alteration, & Destruction in-
- gredient.
- In a Dragon’s lair, the characters can find its hoard, worth
- 10 rolls on the treasure table, multiply any drakes by 100.
- A character can make a -10 survival test to harvest enough
- dragon bones to craft a set of Full Dragonbone armor,
- weighing 35 ENC in total. This can alternatively be used to
- craft 2 sets of Partial Dragonbone or 3 Dragonbone weapons
- or shields.
- aits
- Dragon Fear: The sight of a dragon invokes a primal fear
- in any creature. The first time a creature sees a dragon causes
- them to make a -20 Horror test. Any subsequent sightings
- invoke a -20 Panic test.
- Dragon’s Hide: Dragons are immune to the Forceful Impact
- advantage.
- Immunity (Paralysis, Panic, Horror)
- Weakness ([Shock, Frost, or Fire], 5)
- Resistance (Poison, Normal Weapons, 5)
- Undying: Immune to disease and the effects of aging.
- Magic Resistant: Re-rolls failed tests to resist Magic.
- Thick Skull: Immune to Stun and Dazed.
- Flyer (20)
- Dark Sight
- Colossal Strikes: Cannot be parried, but targets gain a +10
- on tests to Evade its melee attacks.
- Strong Jaws: A Bite attack that deals damage automatically
- starts a Grapple. If the target Counter Attacks a Bite attack,
- the Counter Attack ignores the creature’s AR and Natural
- Toughness trait.
- Weak Point (Underbelly): This creature’s AR is not applied
- to its underbelly. Precision Strikes can be made targeting
- this location in addition to the standard hit locations.
- Special Hit Location: Hits to the arms instead target the
- dragon’s wings.
- A character can make a -20 survival test to harvest enough
- Dragon Scales to craft a set of Full Dragonscale armor,
- weighing 28 ENC in total. This can alternatively be used to
- craft 2 sets of Partial Dragonscale armor or 3 Dragonscale
- Shields.
- A character, over a long rest, can use 1 Dragon Scale to create
- a piece of Dragon Scale Armor or a Dragon Scale Shield, 2
- can be used to make a cuirass or tower shield. Doing this
- requires a successful -40 Survival or Profession (Smith) test.
- A character can make a -20 Alchemy test to harvest a dose
- of “Dragon’s Blood”, which is valued at 1000 Drakes, and
- is a Legendary Restoration, Alteration, & Destruction in-
- gredient.
- In a Dragon’s lair, the characters can find its hoard, worth
- 10 rolls on the treasure table, multiply any drakes by 100.
- A character can make a -10 survival test to harvest enough
- dragon bones to craft a set of Full Dragonbone armor,
- weighing 35 ENC in total. This can alternatively be used to
- craft 2 sets of Partial Dragonbone or 3 Dragonbone weapons
- or shields.
- raits
- Dragon Fear: The sight of a dragon invokes a primal fear
- in any creature. The first time a creature sees a dragon causes
- them to make a -20 Horror test. Any subsequent sightings
- invoke a -20 Panic test.
- Dragon’s Hide: Dragons are immune to the Forceful Impact
- advantage.
- Immunity (Paralysis, Panic, Horror)
- Weakness ([Shock, Frost, or Fire], 5)
- Resistance (Poison, 5)
- Immune to Normal Weapons
- Undying: Immune to disease and the effects of aging.
- Magic Resistant: Re-rolls failed tests to resist Magic.
- Thick Skull: Immune to Stun and Dazed.
- Flyer (20)
- Dark Sight
- Colossal Strikes: Cannot be parried, but targets gain a +10
- on tests to Evade its melee attacks.
- Strong Jaws: A Bite attack that deals damage automatically
- starts a Grapple. If the target Counter Attacks a Bite attack,
- the Counter Attack ignores the creature’s AR and Natural
- Toughness trait.
- Weak Point (Underbelly): This creature’s AR is not applied
- to its underbelly. Precision Strikes can be made targeting
- this location in addition to the standard hit locations.
- Special Hit Location: Hits to the arms instead target the
- dragon’s wings.
- Innate Thu’um: Shouting only costs 1 SP no matter how
- many words they use.
- A character can make a -20 survival test to harvest enough
- Dragon Scales to craft a set of Full Dragonscale armor,
- weighing 28 ENC in total. This can alternatively be used to
- craft 2 sets of Partial Dragonscale armor or 3 Dragonscale
- Shields.
- A character, over a long rest, can use 1 Dragon Scale to create
- a piece of Dragon Scale Armor or a Dragon Scale Shield, 2
- can be used to make a cuirass or tower shield. Doing this
- requires a successful -40 Survival or Profession (Smith) test.
- A character can make a -20 Alchemy test to harvest a dose
- of “Dragon’s Blood”, which is valued at 1000 Drakes, and
- is a Legendary Restoration, Alteration, & Destruction in-
- gredient.
- In a Dragon’s lair, the characters can find its hoard, worth
- 10 rolls on the treasure table, multiply any drakes by 100.
- A character can make a -10 survival test to harvest enough
- dragon bones to craft a set of Full Dragonbone armor,
- weighing 35 ENC in total. This can alternatively be used to
- craft 2 sets of Partial Dragonbone or 3 Dragonbone weapons
- or shields.
- aits
- Dragon Fear: The sight of a dragon invokes a primal fear
- in any creature. The first time a creature sees a dragon causes
- them to make a -20 Horror test. Any subsequent sightings
- invoke a -20 Panic test.
- Dragon’s Hide: Dragons are immune to the Forceful Impact
- advantage.
- Immunity (Paralysis)
- Weakness ([Shock, Frost, or Fire], 5)
- Resistance (Poison, 5)
- Immune to Normal Weapons
- Undying: Immune to disease and the effects of aging.
- Magic Resistant: Re-rolls failed tests to resist Magic.
- Thick Skull: Immune to Stun and Dazed.
- Flyer (20)
- Dark Sight
- Colossal Strikes: Cannot be parried, but targets gain a +10
- on tests to Evade its melee attacks.
- Strong Jaws: A Bite attack that deals damage automatically
- starts a Grapple. If the target Counter Attacks a Bite attack,
- the Counter Attack ignores the creature’s AR and Natural
- Toughness trait.
- Weak Point (Underbelly): This creature’s AR is not applied
- to its underbelly. Precision Strikes can be made targeting
- this location in addition to the standard hit locations.
- Special Hit Location: Hits to the arms instead target the
- dragon’s wings.
- Innate Voice: Shouting only costs 1 SP no matter how many
- words they use.
- A character can make a -20 survival test to harvest enough
- Dragon Scales to craft a set of Full Dragonscale armor,
- weighing 28 ENC in total. This can alternatively be used to
- craft 2 sets of Partial Dragonscale armor or 3 Dragonscale
- Shields.
- A character, over a long rest, can use 1 Dragon Scale to create
- a piece of Dragon Scale Armor or a Dragon Scale Shield, 2
- can be used to make a cuirass or tower shield. Doing this
- requires a successful -40 Survival or Profession (Smith) test.
- A character can make a -20 Alchemy test to harvest a dose
- of “Dragon’s Blood”, which is valued at 1000 Drakes, and
- is a Legendary Restoration, Alteration, & Destruction in-
- gredient.
- In a Dragon’s lair, the characters can find its hoard, worth
- 10 rolls on the treasure table, multiply any drakes by 100.
- A character can make a -10 survival test to harvest enough
- dragon bones to craft a set of Full Dragonbone armor,
- weighing 35 ENC in total. This can alternatively be used to
- craft 2 sets of Partial Dragonbone or 3 Dragonbone weapons
- or shields.
- Traits
- Dragon Fear: The sight of a dragon invokes a primal fear
- in any creature. The first time a creature sees a dragon causes
- them to make a -20 Horror test. Any subsequent sightings
- invoke a -20 Panic test.
- Immunity (Paralysis)
- Weakness (Magic, 5)
- Immune to Normal Weapons
- Undying: Immune to disease and the effects of aging.
- Thick Skull: Immune to Stun and Dazed.
- Dark Sight
- Colossal Strikes: Cannot be parried, but targets gain a +10
- on tests to Evade its melee attacks.
- Strong Jaws: A Bite attack that deals damage automatically
- starts a Grapple. If the target Counter Attacks a Bite attack,
- the Counter Attack ignores the creature’s AR and Natural
- Toughness trait.
- Special Hit Location: Hits to the arms instead target the
- dragon’s wings.
- Undead
- Skeletal
- A character can make a -10 survival test to harvest enough
- dragon bones to craft a set of Full Dragonbone armor,
- weighing 35 ENC in total. This can alternatively be used to
- craft 2 sets of Partial Dragonbone or 3 Dragonbone weapons
- or shields.
- If fought in their place of burial, the characters can find its
- hoard, worth 10 rolls on the treasure table, multiply any
- drakes by 100.
- “We barely made it out alive, and you want to go back in?”
-
- Hafnar Ice-Fist, after encountering a skeletal dragon
- Spells
- Frost Bolt 3: 8 MP; 1d8 Frost, R Attack (100m), Overload
- (+WB to Dmg)
- Frost Ball 3: 12 MP; 1d8 Frost; 100 m Range, AoE (2m,
- Sphere) Overload (+WB to Dmg)