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Fantasy age bestiary pdf download

Fantasy age bestiary pdf download

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Download PDF - Fantasy blogger.com [d49ox] Download Fantasy blogger.com Type: PDF Date: November Size: 9MB Author: Leeroy This document was of monsters, beasts, demons, and spirits are here for use in your Fantasy AGE campaigns. From small crea- tures and animals to harass low-level characters to giant and terrible monsters Download Fantasy Age Bestiary PDF/ePub or read online books in Mobi eBooks. Click Download or Read Online button to get Fantasy Age Bestiary book now. This site is like a Fantasy Age Bestiary. Download Fantasy Age Bestiary full books in PDF, epub, and Kindle. Read online free Fantasy Age Bestiary ebook anywhere anytime directly on your device. Fast Format: page, full-color PDF [ MB download] What does every fantasy RPG campaign need? Monsters! Monsters! Monsters! The Fantasy AGE Bestiary gives Game Masters a ... read more




Free delivery and returns on eligible orders of £20 or more. Order the full-colour hardback in the store and get the PDF for free. Or order the standalone PDF now! The Bestiary has already been described. It's just a bunch of orcs. Add Comment. Please, Sign In to add comment. Public Pastes. JSON 10 min ago JSON 18 min ago Python 20 min ago 0. Their first surprise is that a large force of bakwanee have attacked the settlement and now occupy it. Fly-by Attack: Bakwanee like to attack while buzzing by their opponents. Bakwanee using the Fly action can move part of their allowed distance, use the Attack action, and then finish flying their remaining allowed distance. Normally, they would need to fly and then attack, or attack and then fly. Many Hands: With four arms to work with, bakwanee can quickly reload missile weapons. They can reload bows and crossbows as a free action.


Weapon Groups: Bows, Light Blades, Spears, Staves Equipment: Crossbow, dagger, two-handed spear. Threat: Minor Their second surprise is that there is something wrong with the bakwanee. They are slow and sickly, and indeed many have died already. The more interesting question is, what made the bakwanee sick? Did they eat or drink something in the town that poisoned them? Beer with too many hops, fouled water, or tainted ham? If so, figuring out exactly what that was could pay big dividends down the road if the bakwanee come in force. Basilisks are so venomous that they sicken everything by their very presence, and even their gaze can poison their prey. Extremely aggressive compared to most lizards, basilisks will attack any creature that enters their hunting grounds, poisoning them and leaving the body to eat later.


While the extreme nature of their venom and the magical ability to poison with a look indicate that basilisks are not purely natural in origin, there is no consensus on where they come from. They may be the creation of some terrible demon, the result of a magical mishap, or created by the fallout from some mythic conflict. Some religions have adopted them as a symbol of evil, while other groups claim they are a guardian set by a lost race or god. The average basilisk is between six and eight feet long, with a color that varies from a bright, venomous green to a mottled greenishbrown.


These combine to give the creature a terrifying appearance. Basilisks are slung low to the ground and move surprisingly fast. Basilisks prefer to hibernate and lair underground, in a cool, dark place, and are often encountered in caves and ruins. Like many lizards, however, they will often leave these lairs to sun themselves during the day. Generally found in warm climates, they find humid, tropical regions and dry, desert regions equally comfortable. The hunting ground of a basilisk is fairly easy to identify, as their very presence sickens the plants in the area, leaving dead grass, shrubs, and even trees.


These poisoned areas can take months or even years to recover after a basilisk moves on. Basilisks will generally attempt to ambush their prey. They will stay still until a target has come close enough, and then either lock in their poisonous gaze or charge, depending on their exact positioning and the terrain. Basilisks have been known to rear up on their hind legs and stabilize themselves with their tail William looked on the battle in awe. William had never seen such a fight before, but he had no doubt of the outcome. Sir Ranulf would certainly triumph. Twisting in the saddle as the basilisk slid past him, Ranulf finally saw an opening, and plunged his spear into the back of its neck, pinning it to the ground.


He held it down with the spear as the creature thrashed in the dirt. Sir Ranulf turned, lifted his visor, and smiled at the youth, raising his spear in salute… and then suddenly fell sideways from the saddle, convulsing. Ranulf had taken no wound! venomous relations In addition to larger and deadlier versions, there are a number of species that are believed to be related to basilisks. A species of large snakes with similar poison, sometimes called lindworms, can be found in temperate regions. The cockatrice is another related species. Along with these related animals, some basilisks have unique qualities, such as being amphibious use the Aquatic special quality or having a chameleon-like camouflage Blending. adventure hooks The following adventure hooks can help introduce and use basilisks in an adventure or campaign. a deadly cure Sickness is sweeping across the land.


People are already dying in the hundreds, with thousands sure to follow, as the plague spreads. There seems to be no hope, as this magical illness resists any attempts to treat or quarantine it. However, one mad alchemist claims he has a solution. He can create a cure for the disease, an elixir that will free a victim of the plague with just a few drops. However, in order to make this cure, the heroes will need to bring him basilisk venom—and the venom will only stay potent for three days after the basilisk dies. mystery of the abbey In the abbey at Melik, three priests have dropped dead. Examination of the priests reveals that they died of basilisk venom. But how could they have come in contact with it? It is clear that there is a basilisk somewhere within the abbey, but where?


And was the contact accidental, or did some madman use a basilisk as a tool for murder? poisoned harvest The village of Stonecroft is dying. Upstream of the village, a basilisk has laired near the river that makes up the main water source for the villagers. Already crops are dying, and it is only a matter of time before the village wells become tainted. The heroes must travel upstream, find, and slay the basilisk before the lands downstream of its lair become a poisoned wasteland. For 3 SP, this poisonous aura effects every creature within 10 yards of the basilisk. Raking Claws: The basilisk can make two claws attacks as a single major action. Both of these attacks can generate stunt points.


Venomous Gaze Stunt: For 2 SP per target, the basilisk can attempt to lock eyes with its prey during an encounter. The basilisk must be able to see the target directly to use the stunt. Each target must succeed in an opposed Willpower Self-Discipline test vs. Failure results in the target taking 4d6 Penetrating Damage. Threat: Major 15 beastkin t here are forests that neither elves nor humans have been able to tame. These dark and ancient places are the homes of the beastkin, savage humanoids with the head and hooves of goats. In the shadows of great, gnarled trees, tribes of beastkin roam and hunt. They fight other creatures of the forest as well as each other. Sometimes, a strong leader rises among the beastkin and then they leave the forest to kill and burn. If met with enough force, they melt back into the forest. Those that pursue them inside usually regret it, because beastkin are masters of the ambush.


The origins of beastkin are mysterious. Some scholars maintain that they were the result of the breeding experiments of crazed sorcerers. The beastkin have never heard these stories—no one is foolish enough to tell them such things— but they would laugh at the notion and then eat the heart of the storyteller. According to the beastkin, they are as old as the forests themselves. Older than humanity. Beastkin worship a variety of dark gods and demons. This varies from forest to forest and even tribe to tribe. Each tribe has a cluster of seers who guide its movements and advise the chief. They read the entrails of sacrificed enemies to divine the will of the gods and demons. Beastkin are superstitious and place great faith in their seers, some of whom have magical talent to back up their position in the tribe. mixing it up The classic beastkin are a cross between goats and humans, so the easiest way to make variants is to use different animals.


This can simply be a cosmetic change if you like. The stats remain the same but you have beastkin in your campaign with, for example, wolf, mastiff, or ape features instead of or in addition to the goatkin features. You can customize them easily enough by changing their focuses. You might give apekin the Might focus instead of Jumping, for example. You can also make beastkin that mix characteristics from different creatures. Roll once or twice for a tougher monster on the Beastkin Characteristics table to add new characteristics to beastkin. adventure hooks The following adventure hooks can be used to introduce beastkin into your campaign. I know you are headstrong and pay little heed to my words. Just this once, stop your fidgeting and give me your attention. Across the border there is a forest. On a bright summer day, it looks shady and inviting.


Please, by all the gods, just stay away from that forest! Beastkin lurk there still, and the first day you meet one will be your last. An overwhelming force of beastkin attacked their home glades and drove them out. Their food supplies are also nearly exhausted. If the PCs choose to help, the first order of business is to find a place of refuge for the centaurs, somewhere they can rest, heal, and replenish their supplies. Once the centaurs are in better shape, they are keen to reclaim their glades. With just the PCs and the centaurs, it would be difficult to defeat them. The beastkin have made other enemies in recent months, however.


With further investigation and diplomacy, the PCs can create an alliance to defeat the beastkin. The centaurs could then return to their homeland. with this axe, he rules Bands of beastkin begin roaming into human lands. Their numbers are small at first but they keep coming and it turns into a full blown crisis. The local military and militias are soon overstretched and still no one can answer the question at hand: Why are the beastkin here? The beastkin are not pooling their forces. The move from place to place, as if they looking for something, but what? Long ago these human lands were part of a great forest that was cleared as civilization spread.


Somewhere among the towns and cities lies the hidden tomb of ancient beastkin hero, dead for millennia now. Lately, this hero has appeared in the dreams of hundreds of beastkin shamans. The vision says that the tribe that finds his tomb and claims his axe will lead the beastkin to uncounted victories. If the PCs can find out what the beastkin seek, they have a chance to find the tomb first and either destroy the axe or carry it far away. They may re-roll Dexterity Stealth tests when attempting to surprise opponents. The results of the second roll must be kept. Weapon Groups: Axes, Bludgeons, Brawling, Spears Equipment: Battle Axe, Light Leather Armor, Medium Shield, Throwing Spear Threat: Minor abducted two babies they are twins. The PCs must track the raiders down and rescue the babies. Questioning the villagers reveals that nothing like this has happened before. The PCs may have heard stories about beastkin but prisoners in such stories are adults captured for sacrifice or for eating.


In fact, stealing the twins was not the idea of the beastkin at all, but that of priest who is convinced the children are fated to play an important part in the prophecy of the dark god he worships. The beastkin tribe worships the same foul deity and its shamans were willing to make a deal with the priest. The beastkin are supposed to meet the priest in an ancient ring of stones in the forest, a place of power used for rituals since time immemorial. Some bouda believe their ancestors were humans who learned magic to change into hyenas, while others think the hyena form is the true one and their ancestors learned to mimic humans. It is true that bouda are more comfortable in their hyena form and look forward to the time each day when they can make the change. For most groups of bouda, this is at night. It is then they change form and go out to hunt while their human neighbors sleep.


Bouda are hunters by nature and prefer fresh meat. Bouda hunters always bring back the bodies of their kills or acquisitions so everyone in the group can feed. If they are not careful to dispose of the bones when they must eat human bodies, this can be their undoing. They usually live in family groups among the larger human population. They must be careful to avoid detection, which is why they prefer nocturnal expeditions in their hyena form. Sometimes bouda families will band together to make a whole village of their own. Such places appear like normal human villages during the day, but something quite different after dark. Bouda villages are suspicious of strangers and encourage them to move on quickly. Some bouda groups are actively war-like, organizing to raid caravans and rival communities. They specialize in surprise attacks conducted in the middle of the night, when their dark sight and natural stealth gives them maximum advantage.


While most bouda prefer to fight with their teeth and claws when in hyena form, some choose to arm themselves with spears as well. They find them useful in dealing with more heavily armored enemies. You could use dwarves, gnomes, and halflings, too if you wanted a smaller version. They may have different cultures than other bouda groups, and there may be enmity between them. Some groups may see their abilities as a blessing and others a curse. Some bouda are said to be able to mesmerize people with their eyes. To create such a creature, add the following special quality.


The target must win an opposed test of Willpower Self-Discipline vs. A mesmerized character can take no actions on their next turn. gnolls The bouda as presented here are inspired by African mythology. Fantasy has its own tradition of hyena-headed humanoids known commonly as gnolls. If you remove the Werehyena special quality, you can use these stats for gnolls easily enough. Suitable weapon groups and focuses are axes, bows, bludgeons, and heavy blades. to go on four legs Some powerful or unusual bouda may possess the ability to assume a fully animal form—that of a large hyena. They have but one form, you see, but the gods have blessed us with two. They must hide behind walls at night, while we roam free. These individuals gain the following special quality: Hyena Form: This bouda possesses the ability to turn into a large hyena. The transformation requires an activate action when in bouda form or an activate and move action in human form. When in hyena form increase Speed by 4 and increase Bite and Claw damage by 1d6.


adventure hooks The following adventure hooks can be used to introduce bouda into your campaign. the blacksmith The local townsfolk have begun to suspect the blacksmith is a bouda. This is a common folk belief, though there is no obvious tie between shapechangers and smiths. The town leaders ask the PCs to look into the blacksmith and find out if he is indeed a bouda. If they put him under surveillance, the PCs discover that he is up to something. He leaves his house late at night and returns before dawn. Is he out hunting in hyena form? To complicate matters further, there is a bouda family in the town as well, and they have grown concerned about the rumors floating through the taverns. They may become allies of the PCs if they seem trustworthy. They just want the paranoia to calm down, so they can go about their business.


grave robbers The priests of a local church ask the PCs to investigate recent depredations in their graveyard. Corpses the priest are burying are simply disappearing. A day or two after the funeral, the graves are discovered to be dug up and empty. If the PCs manage to follow the tracks or lay an ambush, they discover it is a bouda family behind the grave robberies. They are starving, and using the corpses to get by. The PCs must decide if they want to help the bouda find a less loathsome source of food or punish them for their desecration. A god of war will have a church with one answer and a god of mercy another! Quick Bite Stunt: A bouda can perform a special Quick Bite stunt for 2 SP, which allows them to make a bite attack against the same target. This attack does not generate stunt points. Tough Hide: Bouda have a natural AR of 3.


Werehyena: Bouda can change from one form to another with an activate action. When in human form, they lose the Quick Bite Stunt and Tough Hide special qualities and their Speed becomes Weapon Groups: Brawling, Bludgeons, Spears Equipment: Spear optional. Threat: Minor the enemy within A bouda war party comes to an already troubled region to take advantage of the situation be it a natural disaster, invasion, war, or what have you. There are already many refugees on the roads, so the bouda send scouts in human form ahead to infiltrate the towns and villages. These spies pass information back to the war party, which always seems to attack at the right time and place.


The local militias cannot catch them. The raiders are never where they are expected to be. The PCs must discover the nature of the threat and root out the spies, so the war party can be defeated. Although burrowers spend most of their time alone, they sometimes work in packs while still in their adolescence or when prey is particularly easy to find. Young burrowers are also more cautious, so they tend to hunt prey before moving in for the kill, but the longer they hunt, the more likely their prey will detect them and escape.


As they age, burrowers become more direct and aggressive, charging through the earth to attack from surprise or lying in wait for prey to come near and then rising up for the kill. Like many large hunters, burrowers are patient and remain motionless for hours or even days if they expect prey to pass by or come out of hiding. In addition to attacking creatures on the surface of the world, burrowers also plague caverns and tunnels underground. Reports of burrower infestations in the deep tunnels under dwarven strongholds and in other underground civilizations are relatively common. The destruction burrowers leave is unmistakable. Bellow: A bellowing burrower can perform a special Bellow stunt for 3 SP. stinger-tail burrowers Stinger-tail burrowers are a bit thinner and longer than normal burrowers, but they have a maneuverable tail with a huge stinger on the end. They can use this tail to attack anyone near them with its long, sword-like tip that can also deliver a powerful dose of poison for 2 SP.


In addition to the normal burrower traits, add the following. The poison slows and partially paralyzes the victim, who suffers an additional 2d6 of penetrating damage and a —3 penalty to Dexterity, Fighting, and Accuracy until the end of the encounter or until the victim receives magical healing. The thing attacked the caravan on the road by bursting up under the horses. It can detect the movement of a creature up to 20 yards away using its Perception Touching focus for any tests. It can detect larger animals, like horses, or wagons at two or three times that distance, respectively. Favored Stunts: Mighty Blow, Swallow 5 SP , Tremor 2 SP Swallow Stunt: For 5 SP on a bite attack, the burrower can swallow a man-sized or smaller target whole. The victim can make an opposed Dexterity Acrobatics vs. Strength Might test to roll or dive out of the way at the last moment; otherwise the target is swallowed and takes 2d6 damage per round until they are freed or they die.


Large and in Charge: The size and bulk of a burrower is truly impressive. It is immune to the combat stunts Skirmish and Knock Prone. Tentacles: The tentacles that surround the mouth of a burrower allow it to make four melee attacks with a single major action and these attacks can reach targets up to 4 yards away. Tremor: As a major action or for 2 SP, the burrower can rise up and slam its bulk onto the ground with great force and knock all targets within 4 yards to the ground. dungeon of death The PCs are exploring a dungeon, catacombs, or some other underground location. Not only will the holes slow travel along the road—the chance of a burrower attack is high. But who knows? The heroes need to make it past the burrowers on the way up, deal with the bandits, then get them home for trial on the same route!


Fewer people, however, know about the folk-trap, the pit plant, or the flesh-eating tree. These carnivorous plants have long been the bane of humans, animals, and other creatures larger than the prey of their smaller cousins. Usually found far from civilization, within deep jungles, they may occasionally spread to the edges of border towns and outposts. Left unchecked, they remain a danger to any explorers or scouts who might venture into the unknown. While normal plants will not move, aside from slight reactions to sunlight and water, carnivorous plants have a basic intelligence. Sensing vibrations or heat, they are able to attack animals and humanoids. While such plants are all capable of capturing and digesting large animals, they employ different methods of performing these tasks.


The folk-trap lies in wait with its jaws across the ground, akin to an oversized bear trap. Over time, leaves and mulch will cover its maw until a haphazard foot steps with some weight on it, at which point it snaps shut, trapping the victim within. By contrast the pit plant has its roots and much of its body underground, and a large frond-like appendage rising above a cavernous and dark maw underneath. The frond has two purposes, first of all it prevents rainwater entering the pit plant itself and diluting the horrific digestive acids found within, and it also provides a shelter from the rain for animals and people to use, with the valve-like mouth of the plant allowing creatures to slide within, but have difficulty escaping.


Pit plants tend to germinate in soft earth in which they can easily grow and expand. A flesh-eating trees seeks out prey with its tendril-like vines, drawing them into its waiting maw to be digested. These plants are capable of movement, though they prefer to remain relatively stationary and draw prey to them. Flesh-eating trees are believed by some to be demons in plant form. forest of death The three primary types of carnivorous plant are the pit plant, the folk-trap, and the flesh-eating tree. These come in a range of sizes, and the heroes may encounter one which may only be able to capture smaller creatures, or one capable of trapping ogres or even dragons.


It should be noted that the pit plant and folk-trap are, in game terms, traps. These rules elaborate on how they differ from those listed in the basic rules. Pit Plant: This creature acts as a pit trap from page of the Fantasy AGE Basic Rulebook, but the floor of the pit is covered with acid. For every round the victim remains in the pit plant, they take 1d6 penetrating damage as its digestive juices eat away at them and their gear. Folk-Trap: The maw of this creature acts as a trap for anyone who steps on it, suddenly snapping shut and grabbing at anyone unfortunate enough to activate it. Folk-traps can be destroyed with attacks and possess 25 Health, Defense 6, and an Armor Rating of 2.


They will not attempt to defend themselves against attacks, but in the rare case an attack misses the folk-trap, it will automatically hit any target trapped by it. Siân is no doubt a goner. I heard her screams in the early hours, and if I concentrate, I can smell it digesting her. Fire-based damage counts as penetrating against it. Pull: At the beginning of each of its turns, the tree may pull any grabbed target 10 yards closer to its waiting maw. Favored Stunts: Skirmish, Swallow 4 SP , Knock Prone, Tendril Grab 2 SP Tendrils: The tree may lash out with a tendril to strike a target up to 30 yards away.


It can make three tendril attacks as a major action. In addition, for 2 SP it may perform a Tendril Grab stunt. Grabbed targets suffer a —2 penalty to all tests while grabbed and must spend a minor action and succeed at an opposed Strength Might test to break free. Heat Sense: The tree can sense heat, an ability it uses to target warm living bodies, but avoid fire. It can sense any warm bodies within 30 yards, though it may need to succeed in an opposed Perception Touch vs. Dexterity Stealth test to locate an individual clever enough to mask its body heat. Each tendril has 25 Health, Defense 13, and Armor Rating 2. When destroyed a tendril releases any grabbed target and the flesh-eating tree loses 10 Health. Special Qualities Threat: Major The exact nature of a carnivorous plant may suggest customizing it with various special qualities and increased abilities.


For example, a demon-possessed tree might have higher Intelligence and various magical or supernatural special qualities. adventure hooks The following adventure hooks can help you introduce carnivorous plants to a Fantasy AGE campaign. Noted alchemist and botanist Tidlin Drewbog was grandmother to a large family. She died five years ago, and her research greenhouse has fallen into disrepair. Can they brave a deadly greenhouse of hungry plants and whatever other threats may lurk in such deadly greenery? carnivorous plants - sisterhood of the travelling plants Folks in the region are dying, their mangled bodies being discovered in the morning, and the culprit has yet to be discovered.


The killers are several young flesh-eating tree sold ten years ago to various locals by two con artists, the Qalba sisters. Finally nearing maturity, the trees have graduated from birds and rodents to larger prey, moving about at night to attack travelers. The trees are unable yet to pull a fully-grown victim into their trunk, so the bodies have been crushed against the trunks of the plant and partially devoured. Can the PCs discover the source of the mystery, find the killer plants, and deal with them before things get any worse? Shipwrecked deep upriver, surrounded by insects, spiders, birds of paradise, and trees, it may not be obvious at first, but there are no large animal tracks—any such creatures died out long ago.


Now, each step puts the adventurers in danger as they may come across pit plants, folk-traps, or worse in these wilds they never intended to roam on the way back to civilization. A typical chimera, if such a thing can truly be said to exist, has three heads, though chimeras with fewer or more heads are not unknown. Territorial in the extreme, chimera stake out large areas as their hunting grounds and stalk anything that lives there or wanders through. In such an instance, the chimera slinks off to find something smaller or weaker on which to take out its frustration.


Somewhere in its territory, a chimera has a den of some sort. Although not particularly intelligent, chimera are prideful and greedy. These traits make the chimera susceptible to guile and bribes in the form of food or valuables. interchangeable parts Chimera combine the features of two or three different animals, usually powerful predators. Roll a d6 and consult the first column and another d6 and consult the second column on the Chimera Combinations table to create a random combination. You may also feel free to choose a combination you like rom the options presented there.


The names of the various creatures on this table are broad examples. Chimera are creatures out of legend. They were created by one of the old, mad gods in his attempt to pervert the creations of the first gods by taking the worst aspects of a few creatures, distilling them down, and combining them into a single abomination. Always on the hunt, endlessly hungry, and unfailingly cruel, chimera are creatures to be feared wherever they appear. Word of the threat travels quickly and either the PCs decide to be heroes on their own or are hired by the kingdom to deal with the problem—hopefully without irreparable damage to the bridge. the king is dead An Epic see Beefing Up Adversaries, page 3 chimera lands in the city during a royal procession and eats the monarch, then declares itself king. More powerful and intelligent than other chimera and possibly possessing spellcasting abilities , the new king settles into the royal palace and begins ruling exactly how one might expect a chimera to rule.


Special Qualities Favored Stunts: Knock Prone 1 SP , Mighty Blow, Poisonous Bite 2 SP Breath Weapon: A dragon-headed chimera can spew flame, ice, or some other element either in a wide arc 4 years long and 6 yards wide or a narrow stream 8 yards long and 2 yards wide as a major action. Those caught in the area must make a TN 16 Dexterity Acrobatics test. All of these attacks can generate stunt points. Tough Hide: The chimera has a natural AR of 7. Threat: Major 25 charnel knight c harnel knights are powerful undead warriors, champions of dark powers who lead the walking dead and other evil forces in brutal campaigns of conquest and terror. Their skeletal forms are animated with great strength and encased in full plate armor. Their mere presence on the battlefield causes soldiers to flee, and it is an act of courage to even raise a blade against them. Charnel knights can be created in three different ways. Some are chosen by evil gods or demon princes, usually at their moment of death upon a battlefield.


They have been loyal servants in life and now carry that on in death. Other charnel knights transform themselves through rituals that require them to undertake the darkest of deeds. The details of these rituals vary but all require the aspirant to kill hundreds of innocents in their quest for immortality of a sort. Lastly, there are those who are cursed to become charnel knights. They are often great heroes who betray what they once stood for, such as templars who break their vows and kin slayers. It is sometimes possible for such charnel knights to redeem themselves but few attempt it. Most are seduced by the power and the fear that they wield in their new forms.


Charnel knights are much more dangerous than the mindless walking dead. They maintain their knowledge and memories in full, making them canny opponents. Since most charnel knights were soldiers of some sort in their mortal lives, they have an understanding of tactics that can confound their enemies. Over time each also gathers a retinue of walking dead from slain warriors of proven skill. These undead soldiers are much tougher opponents than the average zombie and they serve as bodyguards and shock troops. Retinues can range in size from a dozen to several hundred. Some charnel knights become so powerful that other charnel knights serve them as sub-commanders. Groups of charnel knights who form their own orders in mockery of chivalry are also known and feared. orders of evil Charnel knights usually have a dark power who acts as a patron and you can use these evil gods and demon princes to customize the knights in your campaign.


For example, you could give a charnel knight in service of a God of Fire a body that is perpetually engulfed in flame, which has the same effect as the Burning Shield spell. Some charnel knights like to fight mounted. For this reason undead mounts are preferred. They are a little slower than their mortal counterparts but such creatures have no problem being ridden by charnel knights. To create such a mount, pick a suitable animal and reduce its speed by one third. Then add the following two special qualities. Deathly Fortitude: Undead mounts have a natural AR of 4 and do not need to breathe, sleep, rest, eat, or drink normally. Mindless Aggression: Undead mounts never flee from battle unless commanded, though they can be tricked or manipulated. adventure hooks You can use the following adventure hooks to introduce charnel knights into your campaign.


I did face him on the field but our blades did not clash. To be in his presence is to feel the weight of death crushing your spirit. I wanted to charge him, to take his head from his shoulders, but my feet remained rooted to the spot. The battle swept us apart and all I could feel was relief. The shame came later. Fantasy AGE's rules system is known as the Adventure Game Engine or AGE. It was You can also download a PDF version of the sheet from bltadwin. ru The Fantasy AGE Bestiary gives Game Masters a plethora of new foes to Duty Unto Death is a complete free adventure, including player. Fantasy bltadwin. ru - Free download as PDF File. pdf , Text File. txt or read online for free. Jump into the action and download the Modern AGE Quickstart!


free downloads available to fans of the Dragon Age RPG, as well as Fantasy AGE and. Publisher Blurb Fantasy Age is the AGE system reworked from the version used in Dragon Age to provide players and GMs with a broader fantasy experience.



What does every fantasy RPG campaign need? The Fantasy AGE Bestiary gives Game Masters a plethora of new foes to challenge their players, from classics like the basilisk and minotaur to new monsters like the eldritch crown and shard lord. Each creature is fully detailed, with background information, adventure hooks, game stats, and variants. This beautiful, full-color hardback is the first sourcebook for the Fantasy AGE RPG and an indispensable resource for Game Masters. Tags: FiveGoldAndAParty , Adventure Game Engine AGE , Adversaries , Bestiaries , Blue Rose , FAGE , fantasy , Fantasy AGE , Monsters , PDF , PDFs , Sourcebooks , Titansgrave.


Cart: 0 Log in or Create an Account. com Storefront Departments Merch NEW! com Storefront Departments - Merch NEW! Fantasy AGE Bestiary PDF. Share this item: Tweet. Pin It. More About the Fantasy AGE Bestiary: Free PDF Preview: Gatorkin SKU: GRRe Tags: FiveGoldAndAParty , Adventure Game Engine AGE , Adversaries , Bestiaries , Blue Rose , FAGE , fantasy , Fantasy AGE , Monsters , PDF , PDFs , Sourcebooks , Titansgrave. Home » PDF » Fantasy AGE Bestiary PDF.



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Fantasy Age Bestiary. Download Fantasy Age Bestiary full books in PDF, epub, and Kindle. Read online free Fantasy Age Bestiary ebook anywhere anytime directly on your device. Fast Download Fantasy Age Bestiary PDF/ePub or read online books in Mobi eBooks. Click Download or Read Online button to get Fantasy Age Bestiary book now. This site is like a 12/09/ · Download Fantasy AGE Bestiary Book in PDF, Epub and Kindle What does every fantasy RPG campaign need? Monsters! Monsters! Monsters! The Fantasy AGE Bestiary The Fantasy AGE Bestiary is the best way to add new foes to your Fantasy AGE RPG campaign. More than 50 monsters along with animals, adventure hooks. Fantasy AGE's rules system is of monsters, beasts, demons, and spirits are here for use in your Fantasy AGE campaigns. From small crea- tures and animals to harass low-level characters to giant and terrible monsters Download PDF - Fantasy blogger.com [d49ox] Download Fantasy blogger.com Type: PDF Date: November Size: 9MB Author: Leeroy This document was ... read more



They may derive some pleasure from defeating him. It snarled as it stood within the circle, waiting for our orders. stampede Whether hired to investigate or chancing upon the scene while traveling, the characters spot creatures of all sorts stampeding out of a swamp—everything from swamp deer and birds to snakes and alligators. HTML 1 hour ago the blacksmith The local townsfolk have begun to suspect the blacksmith is a bouda.



However, other versions could easily use weapons more appropriate to their role or that of their god. A new AGE is upon us! Typically, they have increased Dexterity, Fighting, and Strength, add the Strength Bludgeons and Dexterity Initiative focuses, add the Fantasy age bestiary pdf download and Shield Style Novice talent, and are armed with maces and medium shields. It is clear that there is a basilisk somewhere within the abbey, but where? Can the PCs discover the source of the mystery, find the killer plants, and deal with them before things get any worse?

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