Monstrous Creations

1st edition? 2nd edition? It doesnt matter! Let's just talk Palladium Fantasy.

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Reagren Wright
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Re: Monstrous Creations

Unread post by Reagren Wright »

Nope its in 1st edition. Great book, lots of details about Changelings, the Old Kingdom Mountains,
a great epic adventure, crystal magic, lots of NPCS, the black wall, and the circle of absolute '
elemental power. It came out in 1993 and was the last of the Fantasy 1st edition books (2nd
edition came out in 96).
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Reagren Wright
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Re: Monstrous Creations

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Found on page 41 of IEW

THE REAL KLEM, PRIEST OF THE SCAR

True Name: Klement Kras
Occupation: Former leader of the Church of the Scar
Alignments: Anarchist
Race.: Kobold
O.C.C.: Priest of Light (Thoth)
Experience Level: 15th
Hit Points: 95 S.D.C.: 16
P.P.E: 116
Appearance: He is a weary, old, hermit. He dresses like a person who lives in the wilderness.
Attributes: I.Q. 11, M.E. 10, M.A. 7, P.S. 11, P.P. 10, P.E. 20, P.B. 5, Spd 10/5 digging.
Age: 150 years old, Sex: Male, Height: 3 feet, 3 inch (0.99 m) tall,
Weight: 73 lbs (33 kg).
Natural Abilities: Nightvision 400 feet (122 m), day vision 40 feet (12 m),
underground tunneling 98%, underground architecture 95%, and underground sense of
direction 98%
Clerical Abilities: All Prayers 98%, Miracles 37%, Healing Touch, Exorcism 98%,
Remove Curse 98%, Resurrection 40%, and Turn Dead 98%,
Spell Magic: Tongues, Cloud of Slumber, Armor of Ithan, Energy Bolt, Befuddle, Globe
of Daylight, See the Invisible, Impervious to Fire, Extinguish Fire, Fear, Cleanse, Sense Evil,
Manipulate Objects, and Weightlessness.
Combat Training: Expert
Attacks per Melee: 5 (2 initial +3 from hand to hand attacks)
Combat Bonuses: +1 to initiative, +2 to strike, +3 to parry, +3 to dodge, +2 to pull
punch, and +2 to roll with punch/fall, disarm, and +2 to spell strength.
Saving Throws: +10% to save vs. coma & death, +3 to save vs. magic & poison, and
+5 to save vs. horror factor.
Combat Skills: Punch 1D4, Snap Kick 1D6, Crescent Kick 2D4+2, Tripping/Leg Hook
(cannot be paired, must dodge or knockdown), Body Flip/Throw 1D6 plus P.S. damage bonus
(lose initiative and 1 attack or action), Paired Weapons, Critical strike from behind, Critical
strike on an unmodified roll of 18-20, or by weapon.
Skills:
Priest of Light Skills: Dance 98%, Speak Dwarf 98%, Language: Gobblely & Faerie
Folk 98%, Literacy: Dwarf, Mathematics: Basic, Lore: Demon & Monster, Lore: Religion
(Church of the Scar, Church of Light & Dark, Dragonwright, Church of Light, Deevil Worship,
Cult of the Old Ones) 98%, Land Navigation 98%, Wilderness Survival 98%, W.P. Knife (+5 to
strike/parry & +6 to throw), Hand to Hand: Basic (6th level), then changed to Hand to
Hand: Expert (8th level).
O.C.C: Related Skills: Horsemanship: General 98%/95%, Language: Giantese 98%,
History (human, dwarf, elf, kobold, goblin, ogre), Holistic Medicine 98%/98%, Identify Plants
& Fruits 98%, Art (paint) 98%, Play Guitar 98%, Lore: Faerie Folk 98%, Locate Secret
Compartments/Doors 75%, Hand to Hand: Expert (8th level), Play Flute 55%, and Sing
55%.
Secondary Skills: Prowl 98%, Public Speaking 98%, Brewing 98%/98%, Heraldry
90%/95%, Interrogation Techniques 85%, Anthropology (Monster Races) 85%, Custom &
Culture: Old Kingdom Mountains 85%, Gemology 80%, W.P. Blunt (+4 to strike/parry), Law
60%,Writing 55%, Meditation 60%, Outdoormanship, and Track & Trap Animals 35%/45%. .
Money: He owns a mere 50 gold coins. He sells his holistic healing services to make
extra money to trade or buy supplies when he needs too.
Weapons: A woodsman axe, 2D6+2 damage (use more as a tool) and cudgel 2D4.
Armor: He owns a single suit of kobold designed chain mail A.R. 14 and 54 S.D.C. He
only wears it if he expects to be in a fight.
Equipment: He owns the basic essentials in order to live in the wilderness.
Last edited by Reagren Wright on Sun Apr 29, 2012 4:15 pm, edited 1 time in total.
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Reagren Wright
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Re: Monstrous Creations

Unread post by Reagren Wright »

This awesome guy is found on page 41-44 of IEW.

TOM II, THE GREAT PRIEST’S CHAMPION

True Name: Tomtom Werd’kli
Alias: Tom the Immortal, Goblin Chopper. Big Bad Slice and Dice.
Occupation: Champion of the Church of the Scar, Bodyguard for the Great Priest
Alignments: Anarchist
Race.: Rahu-Man
O.C.C.: Mercenary Warrior, Former Shepherd
Experience Level: 20th Mercenary Warrior, 8th level Mercenary Warrior
Hit Points: 270 S.D.C.: 154
P.P.E: 365
I.S.P.: 177
Appearance: Tom II is large for a Rahu-Man. He looks like a rahu-man in the prime of
his life. He wears the clothes of a champion and only wears armor when its required of him.
Attributes: I.Q. 17, M.E. 24, M.A. 5, P.S. 28, P.P. 22, P.E. 22, P.B. 12, Spd 8. His P.S.
and P.E. are supernatural.
Age: 1000 years old, Sex: Male, Height: 18 feet (5.48 m) tall, Weight: 1000 lbs (450 kg)
Psionics: Astral Projection, Empathy, See Aura, Sense Evil, See the Invisible, Sixth
Sense, Telepathy, and Total Recall.
Natural Abilities: Horror Factor 10 (16 by reputation), four arms (paired weapons),
superior I.Q., and supernatural strength and endurance
Special Abilities: Immortality/Resurrection. He cannot be killed. He can
bio-regenerate 3D6 S.D.C. and 2D6 hit points every six hours. If he is slain, he falls into a
deep healing trance for 8D6 hours, in which his healing abilities speed up, occurring now
every hour until his hit points are return to a positive number. His S.D.C. is also restored
while in the trance, but he will not awaken from the trance even if his S.D.C. is restored to
his original score. He only awakens the moment his hit points become a positive number.
While in the healing trance, his body will completely restore itself, including growth of new
arms, legs, and other appendages. Even if he is atomized, decapitated, or blown to bits he
will completely be restore to full health (max hit points and S.D.C.) within 48 hours. Note:
Normal healing magic/abilities can be used on Tom to avoid waiting for his slow regenerative
capabilities.
Second Wind: When Tom loses half his hit points, he feels like the wind is knocked
out of him. His fighting abilities become impaired. He can continue to fight, but all his
combat bonuses and attack per melee round are reduced by one-half. If he continues to
fight, and he is reduce to zero hit points or less (up to -330 hit points), he magically gains
his second wind. During this time increase his attacks per melee to 12 and all combat
bonuses return to their normal score. When the battle stops, the immortal rahu-man
collapses into a coma and begins to heal himself.
Combat Training: Expert
Attacks per Melee: 10 (4 initial +5 from hand to hand attacks +1 from boxing)
Combat Bonuses: +2 to initiative, +7 to strike, +16 to parry, +12 to dodge, +16 to
damage, +8 to pull punch, +5 to roll with punch/fall, and disarm.
Saving Throws: He needs a 12 or better to save vs. psionics, impervious to disease,
sickness and radiation, he takes one-third damage, effect, and penalty from natural poison
& toxins, he takes ½ damage, effect, and penalty from mortal made poison and toxins,
+100% to save vs. coma & death, +5 to save vs. psionics, +7 to save vs. insanity, +4 to
save vs. magic, +7 to save vs. poison, +7 to save vs. possession, and +12 to save vs.
horror factor.
Combat Skills: A Restrained Punch 2D6, a Full Strength Punch or Kick 4D6 damage,
Power Punch 1D4x10 damage (counts as two attacks), Tripping/Leg Hook (cannot be paired,
must dodge or knockdown), Body Flip/Throw 5D6 plus P.S. damage bonus (lose initiative and
1 attack or action), Paired Weapons, Critical strike from behind x3), Critical strike on an
unmodified roll of 18-20, Knockout/stun on an unmodified roll of 18-20, Death Blow on an
unmodified roll of 20 (if desired) or by weapon.
Other Bonuses: +3% to all skills.
Skills:
Peasant/Vagabond O.C.C. Skills: Animal Husbandry 88%, Cook 78%, Athletics
(general), Physical Laborer, Speak Elf/Dragonese, Giantese, and Dwarf 98%, Language:
Faerie Folk & Gobbley 98%, Wilderness Survival 83%, W.P. Staff (+3 to strike/parry), W.P.
Knife (+3 to strike/parry & +8 to throw), and Hand to Hand: Basic.
Peasant O.C.C: Related Skills: Herding 73%, Lore: Farm 73%, Identity Plants & Fruits
73%, Track & Track Animal 63%/73%, Skin & Prepare Animal Hides 73%, Land Navigation
71%, Outdoormanship, and Brewing 58%/63%.
Mercenary Warrior O.C.C. Skills: Climbing 98%, Language: Western & Southern 98%,
W.P. Shield (+1 to strike/+5 to parry), W.P. Sword (+6 to strike/+5 to parry), W.P. Battle Axe
(+1D6 to damage, +5 to strike/parry), and W.P. Blunt (+5 to strike/parry). .
Mercenary O.C.C: Related Skills: Boxing, W.P. Polearm (+4 to damage, +5 to
strike/parry), W.P. Chain (+5 to strike/+3 to parry), Recognize Weapon Quality 98%,
Intelligence 98%, Lore: Demon & Monster 98%, Lore: Faerie Folk 98%, W.P. Targeting
(critical on an unmodified roll of 19-20, +4 to throw), W.P. Spear (+5 to strike/parry, and +8
to throw), Detect Ambush 98%, Surveillance 93%, Field Armorer 83%, and W.P. Archery (+5
to strike, +1 to parry, Rate of Fire 6).
Secondary Skills: Lore: Custom & Culture: Old Kingdom Mountains 73%, Lore: Custom
& Culture: The Valley 73%, Dowsing 68%, Gardening 71%, Holistic Medicine 73%/63%, Sing
73%, Swimming 73%, General Repair/Maintenance 68%, Gemology 78%, Use & Recognize
Poison 65%/59%, Preserve Food 73%, Detect Concealment/Traps 58%.
Money: He has 3D6 x 200 gold coins that he has hidden in his home. He has another
2D6 x50 in gold stored in a secret cave in the mountains.
Weapons: Two matching magical dwarven crafted giant size long sword,
Damage: 3D6+5, Bonuses: +2 to strike/parry, +2 to damage, Magic Quality: Eternal
Sharpness (+3 to damage).
Two matching magical dwarven crafted giant size short swords, Damage: 3D4+3,
Bonuses: +2 to strike/parry), Magical Quality: Eternal Sharpness (+3 to damage). Note:
Because the swords are magic in nature, don't forget to include his punch damage + P.S.
damage bonus as well as the weapon's damage.
Armor: He is always clothed in leather of iron. A.R.: 15, 300 S.D.C.
Equipment: The Church and the Great Priest provide for him anything he requires or
requests.
Last edited by Reagren Wright on Sun Apr 29, 2012 4:15 pm, edited 1 time in total.
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Reagren Wright
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Location: LaPorte, In USA

Re: Monstrous Creations

Unread post by Reagren Wright »

Another interesting character. Found on page 44-46 of IEW.

KNEMM THE TITAN

True Name: Nemus Isarius
Occupation: The Crystal King’s Old Partner, Retired adventurer
Alignments: He is Anarchist, but the necklace makes him appear to be scrupulous
Race.: Titan
O.C.C.: Knight
Experience Level: 20th
Hit Points: 102 S.D.C.: 98
P.P.E: 70
I.S.P.: 105
Appearance: A giant noble warrior with silver hair and warm eyes. He does not wear
his armor or wield his sword. They are instead on display in his cave. He seems honest,
friendly, and helpful.
Attributes: I.Q. 13, M.E. 5, M.A. 15, P.S. 28, P.P. 18, P.E. 22, P.B. 29, Spd 16
Age: 1170 years old, Sex: Male, Height: 13 feet (3.96 m) tall,
Weight: 600 lbs (270 kg).
Insanity: He is obsessed with getting even with the Crystal King, yet he is still loyal
to him as his only true partner. He is also bound by promises, oaths, and dreams. He refuses
to fight unless he is by the Crystal King’s side, but he will fight to defend himself.
Psionics: Object Read and Sense Evil.
Natural Abilities: Superior physical strength, prowess, endurance, and beauty.
Nightvision 90 feet (27.4 m), excellent, overall vision and hearing, see the invisible,
bio-regenerate 4D6 hit points/S.D.C. per minute, turn dead 6D6 at will (80%), impervious to
vampire’s bite, and dimensional teleport 45% (+10% on a ley line and +20% at a nexus).
Knight Family Skills: Military (Intelligence 98%, Wilderness Survival 98%, Surveillance
98%).
Combat Training: Expert
Attacks per Melee: 8 (3 initial +5 from hand to hand attacks)
Combat Bonuses: +3 to initiative, +4 to strike, +7 to parry, +7 to dodge, +16 to
damage, +4 to pull punch, and +4 to roll with punch/fall, and disarm.
Saving Throws: He needs a 12 or better to save vs. psionics, +14% to save vs.
coma & death, +4 to save vs. magic & poison, and +10 to save vs. horror factor.
Combat Skills: Open hand slap does 1D6 points of damage, Restrained Punch 2D6, a
Full Strength Punch/Kick does 3D6 damage, Power Punch 6D6 damage (counts as two
attacks), Tripping/Leg Hook (cannot be paired, must dodge or knockdown), Body Flip/Throw
2D6 plus P.S. damage bonus (lose initiative and 1 attack or action), Paired Weapons, Critical
strike from behind (x3), Critical strike on an unmodified roll of 18-20, Knockout/stun on an
unmodified roll of 18-20, Death Blow on an unmodified roll of 20 (if desired) or by weapon.
Other Abilities: 90% charm/impress.
Skills:
Knight O.C.C. Skills: Dance 98%, Heraldry 98%/98%, Forced March, Land Navigation
98%, Speak Elf/Dragonese 98%, Language: Giantese and Western 98%, Literacy:
Elf/Dragonese 98%, Military Etiquette 98%, Mathematics: Basic 98%, W.P. Lance, W.P.
Sword (+6 to strike/+5 to parry), W.P. Shield (+1 to strike/+5 to parry), and W.P. Blunt (+5
to strike/parry), and Hand to Hand: Expert
O.C.C: Related Skills: Language: Gobblely and Dwarf 98%, Track Humanoid 98%,
Forgery 98%, Lore: Demon & Monster 98%, First Aid 98%, Track & Trap Animals 98%98%,
Recognize Weapon Quality 98%, Language: Faerie Folk 98%, Lore: Faerie Folk 98%,
Language: Eastern 98%, and Language: Wolfen 90%.
Secondary Skills: Climbing 98%/98%, Gemology 98%, Cook 98%, Singing 98%,
Language: Northern 98%, Language: Southern 90%, and Use and Recognize Poison
44%/36%.
Money: None, he lives off the land. His obsession prevents him from improving his lot
in life.
Weapons: A giant size flamberge (4D6). He keeps the sword in his cave. He usually
carries with him a large knife which he uses for hunting (damage 2D4).
Armor: Specifically crafted Giant size plate armor (A.R.: 17 and 350 S.D.C.). it
weights 120 lbs (54 kg) and he almost never wears it. He keeps in a place of honor in his
cave.
Equipment: He owns the basic essentials in order to live in the wilderness.
The Deceiver (a crystal necklace). He has bound himself to this crystal device.
Reduce Psychic Alter (makes him appear not to have psychic powers. Cost: 2 I.S.P. per
hour. Duration: 1 hour per I.S.P., Alter Apparent Alignment (Cost: 5 I.S.P. per hour.
Duration: 1 hour per I.S.P., Mask I.S.P. & Psionics. Cost: 7 I.S.P., Duration: 10 minutes per
level of experience (power also affects any crystal device he is wearing), Projection of
Truth: Enables the owner to speak any lie he desires without detection or revelation (even
by magic or psionic). Everything he says will give the impression that he is telling the truth.
Cost: 10 I.S.P. Duration: 5 minutes, Charismatic Aura (identical to the same spell), Cost: 10
I.S.P., Duration: One hour, Alter Aura (same as psionic ability), Cost: 2 I.S.P. Duration: One
hour per level of experience. Value: 400,000 or more.

Inside his cave is the iconic Crystal Gobblet (see page IEW 102-103). No one can bind
themselves to this crystal device.
Last edited by Reagren Wright on Sun Apr 29, 2012 4:15 pm, edited 1 time in total.
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Reagren Wright
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Location: LaPorte, In USA

Re: Monstrous Creations

Unread post by Reagren Wright »

THE BIG MAN

True Name: Darnel Wrak
Alias: Darnel the Book Seller
Occupation: Owner of Darnel’s Town and Country Books, Leader of the Syndicate
(Thieves/Assassins Guild of Alpine Burg.
Alignments: Aberrant
Race.: Dwarf
O.C.C.: Merchant and Thief
Experience Level: 10th level Merchant, 16th level Thief.
Hit Points: 112 S.D.C.: 25
P.P.E: 11
Appearance: As Daniel the Bookseller he appears to be a quite old, absentminded,
and grouchy (especially toward elves and guardsmen). He dresses in old shabby clothes.
Nobody has seen him as the Big Man, but when he is on the prowl in the services of the
Syndicate. He will be disguised and typically armed to the teeth.
Attributes: I.Q. 12, M.E. 7, M.A. 18, P.S. 15, P.P. 15, P.E. 13, P.B. 4, Spd 8/3 digging.
Age: 220 years old, Sex: Male, Height: 3 feet (0.91 m) tall,
Weight: 120 lbs (54 kg)
Natural Abilities: Nightvision 90 feet (27.4 m), Underground tunneling 98%,
Underground architecture 98%, Underground Sense of Direction 98%, Blacksmith &
Metalworking 98%, and Gemology 98%.
Special Ability: Ambidextrous
Combat Training: Basic
Attacks per Melee: 8 (2 initial +5 from hand to hand attacks +1 from ambidextrous)
Combat Bonuses: +2 to strike, +4 to parry, +3 to dodge, +4 to damage, +4 to pull
punch, and +4 to roll with punch/fall.
Saving Throws: +1 to save vs. magic, +2 to save vs. possession, and +6 to save vs. horror factor.
Combat Skills: Punch 1D4, Power Blow 2D4 (cost two attacks), Snap Kick 1D6, Body
Flip/Throw 1D6 plus P.S. damage bonus (lose initiative and 1 attack or action), Paired
Weapons, Critical strike from behind, and Critical strike on an unmodified roll of 19-20.
Other Bonuses: 50% trust/intimidate.
Skills:
Thief O.C.C. Skills: Prowl 98%, Mathematics: Basic 98%, Pick Locks 98%, Pick Pocket
98%, Speak Dwarf 98%, Language: Elf/Dragon & Southern 98%, Locate Secret
Compartment/Door 98%, Streetwise 98%, W.P. Targeting (critical strike on an unmodified roll
of 19-20, +4 to throw), and W.P. Battle Axe (+1D6 damage, +5 to strike/parry & +7 to
throwing axes).
Thief O.C.C: Related Skills: Disguise 98%, Intelligence 98%, Forgery 98%, Use &
Recognize Poison 98%/90%, Imitate Voice & Sounds 98%, Find Contraband 98%, First Aid
98%, Bartering 94%, Art (painting) 98%, Lore: Demon &Monster 90%, Ventriloquism 54%,
and Climbing 80%/70%.
Merchant O.C.C. Skills: Appraise Goods 98%, Language: Western & Eastern 90%,
Literacy: Elf/Dragon 90%, Public Speaking 90%, W.P. Knives (+4 to strike/parry & +9 to
throw), and W.P. Archery (++6 to strike, +1 to parry, Rate of Fire 7).
Merchant O.C.C: Related Skills: Literacy: Dwarf 90%, Lore: Custom & Culture: The
Valley 90%, Lore: Faerie Folk 87%, W.P. Blunt (+4 to strike/parry), Lore: Farm 60%, and
Carpentry 55%.
Secondary Skills: W.P. Sword (+6 to strike/+5 to parry), Land Navigation 98%,
Sewing 98%, Writing 98%, Detect Concealment/Traps 98%, Detect Ambush 98%, Wardrobe
& Grooming 98%, Law 90%, Play Flute 75%, Play Guitar 75%, Gambling (standard) 50%, and
Gambling (dirty tricks) 36%.
Money: His personal wealth is about 100,000 gold, but he has access to the
Syndicate’s two million worth in gems, gold, jewelry, and rare articles. The Syndicate also
has half a million on deposit in banks in River City.
Weapons: Matching pair of magic throwing axes, Damage: 2D4, Magical
Qualities: Return to Wielder.
Magic War Hammer, Damage: 4D6, Magic Quality: Thunder Hammer.
Armor: Leather of iron. A.R.: 15, 300 S.D.C. He wears whenever he plans to go out
into battle.
Equipment: He has access to the possessions held by the Syndicate as well as
secret stash of all sorts of thieves tool and items. He prized possession is a Cloak of
Shadows (+20% to prowl).
Last edited by Reagren Wright on Sun Apr 29, 2012 4:16 pm, edited 1 time in total.
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Reagren Wright
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Location: LaPorte, In USA

Re: Monstrous Creations

Unread post by Reagren Wright »

One of the most interesting PF NPC of all time. Found on pages 67-72 of IEW

SIR ARCHIE, THE CRYSTAL COURT SORCERER

True Name: Archimedes Magellan
Occupation: Court Wizard for the Crystal King.
Alignments: Unprincipled
Race.: Elf
O.C.C.: Diabolist and Wizard
Experience Level: 9th level Diabolist and 9th level Wizard
Hit Points: 105 S.D.C.: 14
P.P.E: 236
I.S.P.: 112
Appearance: He is a little less than average height for an elf, and rather thin. He also
looks to be the equivalent of a human in his mid to late forties, but it’s the weathered look
of experience, and he still has a bright fire burning in his eyes. He dresses in the simple
leather jacket (leather of iron) and slacks. He wears a crystal necklace and bracelet. He
also wears many ornate rings that suggest magic. He has a number of wards permanently
fixed to his chest. He wields a crystal long sword that is bright green, with a hint of yellow
at the core of the blood. The sword hilt has a red gem at the base and at the point where
the blade begins.
Attributes: I.Q. 19, M.E. 17, M.A. 11, P.S. 13, P.P. 15, P.E. 18, P.B. 20. Spd 12
Age: 562 years old, Sex: Male, Height: 6 foot, 3 inches (1.91 m) tall,
Weight: 160 lbs (72 kg)
Natural Abilities: Nightvision 60 feet (18.3 m).
Psionics: Object Read, Healing Touch, Sense Evil, Psychic Diagnosis, Psychic Surgery,
and Presence Sense.
Ward Magic: The following wards are “tattooed” into his chest. They are affixed with
Permanence Wards and dragon bone. The bits of bone show through the skin surface of his
chest. Protection from Fire (normal fire does 1/3 normal damage, while magic does only half
damage), Protection from Cold (can endure cold twice as long as normal without ill effect,
and takes only half penalty and damage from cold, including magic), Protection from Energy
(all energy attacks, including magic inflict half damage), Protection from Invisibility (see the
invisible), Protection from Dark (possesses nightvision even in magic darkness, 60 feet/18.3
m), Protection from Sleep (impervious to magic and psionic induced sleep, and has no need
to sleep ever), Protection from Charm (+3 to save vs. all magical and psionic charm,
including the mind control of vampires), Protection from Fear (+4 to save vs. fear be it
magical, psionic, or horror factor), Protection from Hate (+2 to save vs. mind and mood
altering magic or psionic that evoke feelings of anger, hatred, revenge, and berserker rage),
and Inflict Knowledge (bestows the knowledge to read, speak, and understand all
languages, and recognize enchantments 80%).
Diabolist Abilities: Knows all power words, Literacy: Runes98%, Mystic Symbology
98%, Recognize & Understand Circles 63% (73% to recognize and understand the function
and operation of protection circles), Use Magic Circles 80% (90% to use protection circles),
Identify Energized Wards 75% (37% when trying to sense which ward in a sequence are still
potent and dangerous), Recognize Magic 70% (90% if magic symbols or runes are involved),
Energize 3 wards or ward phrases per P.E. point per 24 hours. He knows how to use all
circles of protection, all summoning circles, all power circles, and the Circle of Legend:
Permanent Metamorphosis (from Secret Complex of the Old Ones, page 169 of Old Ones 2nd
edition) that is currently active/turned on/magically empowered. He cannot create or
activate a magic circle.
Spell Magic: He knows all spell magic from levels 1-5th, as well as seal, exorcism,
dispel magic barriers, teleport (superior), dimensional teleport, and resurrection.
Wizard Abilities: Scroll Conversion 31%, See and Use Ley Lines, Ley Line Drifting, Ley
Line Rejuventation, and Recognize Enchantment 85%.
Combat Training: Basic
Attacks per Melee: 6 (2 initial +4 from hand to hand attacks). For those using P.P.E.
Channeling, Archie could cast a spell of 45 P.P.E. per action for a max of 270 P.P.E using up
all action for the melee.
Combat Bonuses: +1 to strike, +2 to parry, +2 to dodge, +2 to damage, +2 to pull
punch, and +2 to roll with punch/fall, +1 to ward magic strength, and +3 to spell strength.
Saving Throws: +6% to save vs. coma/death, +5 to save vs. magic, +2 to save vs.
poison/disease, +1 to save vs. psionic and insanity, and +4 to save vs. horror factor. Note:
Don’t forget to include the bonuses from his permanent ward magic.
Combat Skills: Punch 1D4, Power Blow 2D4 (cost two attacks), Snap Kick 1D6, Body
Flip/Throw 1D6 plus P.S. damage bonus (lose initiative and 1 attack or action), Critical strike
from behind, Critical strike on an unmodified roll of 19-20, or by weapon.
Other Bonuses: +5% to all skills and 50% charm/impress
Skills:
Diabolist O.C.C. Skills: Art (paint) 90%, Cryptography 75%, Speak Elf/Dragonese
98%, Language: Dwarf, Gobblely, and Eastern 98%, Literacy: Elf 98%, Literacy: Dwarf &
Eastern 90%, Lore: Magic 95%/85%/80%, Mathematics: Basic 98%, Sculpt & Whittling 90%,
W.P. Sword (+4 to strike/+3 to parry), and Hand to Hand: Basic.
Diabolist O.C.C: Related Skills: Lore: Religion (Church of the Scar, Church of Light,
Dragonwright, Sect of Rurga, Northern Religion, and Cult of the Old Ones) 87%, Forgery
75%, Holistic Medicine 87%/77%, Identify Plants & Fruits 60%, Locate Secret
Compartment/Doors 40%, and Brewing 45%/50%.
Wizard O.C.C. Skills: Research 98%, Language: Western & Faerie Speak 98%,
Literacy: Dwarf & Western 95%, Lore: Demon & Monster 90%, and W.P. Staff (+3 to
strike/parry).
Wizard O.C.C: Related Skills: Lore: Faerie Folk 85%, History (elf, dwarf, humans,
changelings, rahu-men, bear man), History (Changeling Inquisition and Prestida Kings) 95%,
Astrology 57%, Astronomy & Navigation 98%, Language: Giantese 98%, Dance 85%, Imitate
Voice & Sounds 71%/65%, Dowsing 40%, and Lore: Farm 35%
Secondary Skills: Carpentry 75%, Heraldry 65%/70%, Swimming 98%, Preserve Food
80%, Language: Northern & Southern 75%, Prowl 45%, and Land Navigation 53%.
Money: His personal wealth is about 100,000 gold, but he has access to the
Syndicate’s two million worth in gems, gold, jewelry, and rare articles. The Syndicate also
has half a million on deposit in banks in River City.
Weapons: Crystal Sword, Damage: 5D6+10, Bonus: +1 to strike, +2 to parry
(Cost 1 I.S.P.), Combat Awareness: +1 to initiative, +1 to dodge, and cannot be surprised,
Protection from Energy Attacks (half damage, including magic attacks), Impervious to
Possession & Mind Control (I.S.P. 14 per 24 hour period), Hypnotic Suggestion (Identical to
the psionic power, 2 I.S.P. per each hypnotic suggestion), and Psionic Protection (+1 to
save vs. psionic when not activated, +3 to save vs. psionic when activated). Cost:
500,000-1 million gold.
Armor: Leather of iron. A.R.: 15, 300 S.D.C. or Cloak of Iron. A.R.: 14, 250 S.D.C.
Equipment: At his home in River City, he has the equivalent of a few million gold
worth of magic components, herbs, and components for ward and circle making, two pairs
of faerie wings, two or three scrolls of every spell he knows, and countless books of magic
and history. He also has a half a dozen suits of leather of iron and cloak of armor, and a
flying carpet. He has a similar stock on the other side of his dimensional rift circle.
Crystal Communicator Headband, Detect Psionics (Cost: 1 I.S.P., Duration: 2 melees
per level of owner), Telepathy (identical to the psionic ability, I.S.P. 2, Duration: 3 melees),
Short Range Call-one way telepathic message to a specific individual within ½ mile (0.8 km),
when communicating with another headband, range 5 miles/8 km (Cost: I.S.P. 5, Duration: 4
melees), Long Range Telepathy (same as psionic power with a range of 5 miles/8 km, when
communicating with another headband, range: 50 miles/80 km (Cost: I.S.P. 10, Duration: 2
melees), Long Range Call-one way telepathic message, to a specific individual within 30
miles/48 km. When calling someone with another headband, range increases to 300
miles/480 km (Cost: I.S.P. 12 per one melee), World Wide Call/Communication-one way call
can be made to any one individual anywhere in the world, two way communication is
possible only if both characters are wearing a crystal communicator (Cost: I.S.P. 24 per one
melee). Value: 100,000+ gold.
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Re: Monstrous Creations

Unread post by Reagren Wright »

One of the greatest Palladium NPC. Found on page 76-101 of IEW.

THE CRYSTAL KING

True Name: Sir Leonnon Kelaan
Occupation: Ruler of the Valley at the Top of the World
Alignments: Anarchist (bordering on miscreant)
Race.: Elf, thinks he is a changeling
O.C.C.: Knight & Noble
Experience Level: 10th level Knight, 15th level Noble
Hit Points: 91 S.D.C.: 20
P.P.E: 30
I.S.P.: 127. He has access to the 901,450 I.S.P. stored in the Crystal Fortress.
Appearance: He is an elf who has taken on a changeling appearance, shaved his head
and mannerisms. Yet he looks like a 500 year old elf (40-50 years old by human standards). He
dresses and has the look of a king.
Attributes: I.Q. 15, M.E. 28, M.A. 13, P.S. 16, P.P. 22, P.E. 11, P.B. 16. Spd 12
Age: 1003 years old, Sex: Male, Height: 6 foot, 7 inches (2.00 m) tall,
Weight: 200 lbs (90 kg)
Insanity: The Crystal Fortress controls the king. He is plagued by the fears and insanity
of the original crystal master (a changeling). He believes himself to be a changeling. He is
paranoid and suffers from a version of agoraphobia (fear of open spaces). He will not leave the
Crystal Fortress. If he tries to leave The Valley, a profound, weakness overcomes him and he will
collapse, too weak to even talk. This will occur within a half mile (0.8 km) of The Valley’s outer
perimeter. He must be carried or dragged to remove him from the influence of the Crystal
Fortress. The confused king misses the outside world, and he lives vicariously through his
Knights, and through other stories of adventure.
Natural Abilities: Nightvision 60 feet (18.3 m).
Psionic Bio-Regeneration: The fortress is intent on keeping him alive. The fortress will
expend it’s I.S.P. (901,450 I.S.P.) to restore his hit points/S.D.C. in the form of super
bio-regeneration. The number of hit points/S.D.C. it can restore is virtually unlimited, but the
Fortress can only restore 3D6x10 of the King’s hit points/S.D.C and I.S.P. per melee round.
Whenever the king is hurt, he will automatically bio-regenerate.
Psionics: He personally knows Mind Bond, Astral Projection, Clairvoyance, Empathy, Mind
Block, Object Read, See Aura, Sixth Sense, and Telepathy, but can use ALL abilities when
tapped into the Crystal Fortress; all at 12th level. Note: Ever before he bonded with the Crystal
Fortress, the Crystal King was a Major Psychic with one major super psionic. Note: For additional
information on the Crystal Fortress, read page 88-100)
Family Skills: Old Nobility: Public Speaking 90%, Interrogation Techniques 80%, and
Surveillance 85%.
Knight Skills: Way of the Horse and Way of the Lance.
Combat Training: Expert
Attacks per Melee: 6 (2 initial +4 from hand to hand attacks).
Combat Bonuses: +1 to initiative, +6 to strike, +7 to parry, +7 to dodge, +4 to damage,
+6 to pull punch, +2 to roll with punch/fall, and disarm.
Saving Throws: He needs a 10 or better to save vs. psionics (12 if he is outside the
fortress). Impervious to mind control and possession (+6 outside the fortress), +7 to save vs.
psionic, +11 to save vs. insanity, and +12 to save vs. horror factor.
Combat Skills: Punch 1D4, Power Blow 2D4 (cost two attacks), Karate Kick 2D4,
Roundhouse Kick 3D6, Tripping/Leghook (cannot be paired, must dodge or knockdown), Body
Flip/Throw 1D6 plus P.S. damage bonus (lose initiative and 1 attack or action), Paired Weapons,
Critical strike from behind, Critical strike on an unmodified roll of 18-20, or by weapon.
Other Bonuses: 30% charm/impress
Skills:
Knight O.C.C. Skills: Dance 95%, Heraldry 85%/90%, Horsemanship: Knight 90%/80%,
Land Navigation 86%, Speak Elf/Dragonse 98%, Language: Southern & Dwarf 98%, Literacy: Elf
98%, Military Etiquette 98%, Mathematics: Basic 98%, W.P. Shield (+4 to strike/parry), W.P.
Battle Axe (+1D6 damage, +3 to strike/parry), W.P. Chain (+4 to strike/+2 to parry), and Hand
to Hand: Expert.
Knight O.C.C: Related Skills: Language: Giantese & Faerie 98%, Recognize Weapon
Quality 85%, Lore: Demon & Monster 85%, Gemology 85%, Art (paint) 95%, W.P. Polearm (+4 to
damage, +4 to strike/parry), W.P. Spear (+4 to strike/parry & +3 to throw), Lore: Faerie Folk
72%, Lore: Religion (Church of the Scar, Church of the Light & Dark, Sect of Rurga,
Dragonwright, and Cult of the Great One) 60%, and History (elf, human, dwarf, changeling,
titan, and rahu-men) 50%.
Noble O.C.C. Skills: Language: Southern 98%, Literacy: Dwarf 98%, Play Flute 98%, Sing
98%, W.P. Knife (+5 to strike/parry & +6 to throw), W.P. Archery (+8 to strike, +1 to parry, Rate
of Fire 9).
Noble O.C.C: Related Skills: Law 98%, Play Harp 98%, Astrology 60%, General
Repair/Maintenance 95%, Lore: Farm 60%, and Astronomy & Navigation 55%.
Secondary Skills: Climbing 98%, Swimming 98%, Track & Trap Animals 95%/98%, Prowl
98%, Track Humanoid 75%, Sailing 60%45%, and Detect Ambush 35%.
Money: The limited wealth and resources of The Valley are his to command, however he
need little and rarely leaves the Fortress. All crystal artifacts are the king’s by right and must be
surrendered to him when found. The king may then decide
Weapons: Crystal Sword, Damage: 5D6+10, Bonus: +1 to strike, +2 to parry (Cost
1 I.S.P.), Combat Awareness: +1 to initiative, +1 to dodge, and cannot be surprised, Protection
from Energy Attacks (half damage, including magic attacks), Impervious to Possession & Mind
Control (I.S.P. 14 per 24 hour period), Energy Bolt (same as the spell, Cost: 6 I.S.P.), and
Crystal Shield (+4 to parry), Cost: 10 I.S.P. for every 10 melees. Cost: 500,000-1 million gold.
Holy Battle Axe, Damage: 3D6, Holy Abilities: +6 damage to mortals/double damage to
supernatural beings/creatures of magic & sense evil.
Lance. Standard weapon.
Armor: Crystal Armor: A.R.: 18 and 300 S.D.C., I.S.P. 1 point for every two melees. When
energized it is weightless and noiseless. No movement penalty. Note: For additional information,
see page 101.
Equipment: He has access to everything within the Crystal Fortress and anything he
wants in the Valley.
Last edited by Reagren Wright on Sun Apr 29, 2012 4:16 pm, edited 1 time in total.
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Re: Monstrous Creations

Unread post by Reagren Wright »

she can be found on page 79-80 on IEW

THE QUEEN

Name: Elana or the Crystal Queen
True Name: Yllynni Ryan
Occupation: Queen of the Valley at the Top of the World, Advisor to the King and Bonafiet.
Alignments: Principled
Race.: Human (she is not from the Palladium World, she is a dimensional traveler)
O.C.C.: Scholar
Experience Level: 8th level
Hit Points: 38 S.D.C.: 5
P.P.E: 9
Appearance: She is a charm and beautiful older woman. Her hair is stark white, her skin is
finely wrinkled, but she is not in the least frail and still has an attractive figure. She looks to be
around 50 years old. She dresses like a middle age female noble.
Attributes: I.Q. 20, M.E. 12, M.A. 24, P.S. 6, P.P. 7, P.E. 11, P.B. 23. Spd 12
Age: 93 years old, Sex: Female, Height: 5 foot, 6 inches (1.68 m) tall,
Weight: 120 lbs (54 kg)
Natural Abilities: Living at the fortress has slowed the natural aging process thus double
her life expectancy.
Combat Training: Non-combatant. She has no auto parry.
Attacks per Melee: 2 attacks/5 non-combat actions.
Combat Bonuses: +1 to dodge
Combat Skills: Punch 1D4 or by weapon.
Other Bonuses: +6% to all skills, 80% trust/intimidate, and 65% charm/impress.
Skills:
Scholar O.C.C. Skills: Mathematics: Basic 98%, Research 96%, Speak Native Language
(unknown) 98%, Language: Elf/Dragonese & Western 98%, Literacy: Native Language
(unknown) & Elf/Dragonese 96%, Lore: Magic 98%/91%/86%, and W.P. Sword (+3 to strike/+2
to parry).
Scholar O.C.C: Related Skills: Anthropology (Ancients) 96%, History (elf, human, dwarf,
changeling, titan, rahu-men) 96%, Language: Dwarf, Eastern, Gobblely, Southern 98%, Literacy:
Dwarf, Western, Eastern, Southern 91%, Lore: Custom & Culture: The Valley 96%, Holistic
Medicine 76%/66%, Forgery 61%, Language: Faerie Folk 91%, Language: Giantese & Northern
76%.
Secondary Skills: Identify Plants & Fruits 71%, Pick Locks 76%, Locate Secret
Compartment/Doors 61%, Mathematics: Advance 91%, Literacy: Northern 76%, W.P. Paired
Weapons, and Shield (+2 to parry).
Money: She has little need for currency and has everything provided for her at the
Crystal Palace.
Weapons: She has learned how to use a small sword and small shield, but she never
carries them with her.
Armor: When traveling or training she will wear soft leather. A.R.: 10, 20 S.D.C.
Equipment: She has access to everything within the Crystal Fortress. She has a
wondrous library of books. Among the many rare tomes and parchment she owns, the most
famed and valuable is an ancient, unedited edition of the Tristine Chronicles written in
Elf/Dragonese. The outer casing of the book is encrusted in jewels worth a million gold. The
pages are decorated with drawings and gold leaf. The book is approximately 10,000 years old
and may have belonged to a king or aristocrat of the Old Elf Empire. Approximate value 4D6
million gold.
Last edited by Reagren Wright on Sun Apr 29, 2012 4:16 pm, edited 1 time in total.
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Re: Monstrous Creations

Unread post by Reagren Wright »

Very cool Paladin. Found on page 80 of IEW.

SLANDEL

Name: Sir “Mad” Slandel
True Name: William Turnkey
Occupation: The Queen’s Champion and Protector.
Alignments: Principled
Race.: Elf
O.C.C.: Paladin
Experience Level: 10th level
Hit Points: 69 S.D.C.: 47
P.P.E: 27
I.S.P.: 64
Appearance: He is a very happy, good natured person. As a Paladin he embodied the
code of chivalry even though he pretends to be anarchist and a non-conformist. He wears light
armor so maintains full mobility while in combat. He will engage in a fight with whatever is
available. He often sings during a fight, making up the song during the conflict.
Attributes: I.Q. 16, M.E. 17, M.A. 16, P.S. 16, P.P. 16, P.E. 16, P.B. 16. Spd 16
Age: 103 years old, Sex: Male, Height: 6 foot (1.8 m) tall, Weight: 200 lbs (90 kg)
Natural Abilities: Nightvision 60 feet (18 m).
Paladin Abilities: Demon Deathblow (cost 2D6 P.P.E.). Ignore N.A.R. and inflicts double
damage when used against an evil supernatural being. Causes damage even if the being is
impervious to normal weapons. It renders bio-regeneration inactive for 1D4 hours. Must be
performed by a melee attack/weapon. Counts as two attacks.
Family Skills: New Knight: Athlete, Boxing, and Fencing (+1D6 to sword damage, +1 to strike/parry).
Psionic Abilities: Object Read and Sense Evil.
Combat Training: Martial Arts
Attacks per Melee: 7 (2 initial +4 hand to hand +1 from boxing)
Combat Bonuses: +3 on initiative, +3 to strike, +7 to parry, +7 to dodge, +1 to damage,
+4 to pull punch, +5 to roll with punch/impact, and disarm.
Saving Throws: He needs a 12 or better to save vs. psionics, +1 to save vs. psionics and
insanity, +4% to save vs. coma/death, +1 to save vs. magic & poison, and +8 to save vs. horror
factor.
Combat Skills: Karate Punch 2D4, Power Punch 4D4 (count as two attacks),
Elbow/Forearm 1D6, Knee 1D6, Karate Kick 2D6, Snap Kick 1D6, Crescent Kick 2D4+2,
Roundhouse Kick 3D6, Tripping/Leg Hook (cannot be paired, must dodge or knockdown), Jump
Kick 6D6, Flying Jump Kick 4D6, Body Flip/Throw 1D6 plus P.S. damage bonus (lose initiative and
1 attack/action), All Holds, Paired Weapons, Leap Attack (double damage), Knockout on an
unmodified roll of 20, Critical strike from behind, and Critical strike on an unmodified roll of
18-20.
Other Bonuses: +2% to all skills, 40% trust/intimidate, and 30% charm/impress.
Skills:
Paladin O.C.C. Skills: Dance 92%, Heraldry 89%/94%, Horsemanship: Paladin 97%/92%,
Land Navigation 88%, Speak Elf/Dragonese 98%, Language: Eastern & Dwarven 98%, Literacy:
Elf/Dragonese 98%, Mathematics: Basic 98%, W.P. Lance, W.P. Shield (+4 to parry), W.P. Sword
(+4 to strike/parry),W.P. Paired Weapons, W.P. Knife (+4 to strike/parry +5 to parry), and Hand
to Hand: Martial Arts/Paladin.
Paladin O.C.C: Related Skills: Public Speaking 92%, Singing 92%, Law 98%, Recognize
Weapon Quality 87%, Track Humanoid 82%, Langauge: Western & Southern 98%, Track & Trap
Animals 62%/72%, Lore: Faerie Folk 62%, and Intelligence 41%.
Secondary Skills: Climbing 92%, Swimming 98%, First Aid 97%, Gemology 77%, Prowl
57%, Play Lute 57%, Clowning 26%, and Jesting 33%.
Money: He has 2800 gold pieces on him.
Weapons: The Great Crystal Sword, A two handed crystal sword, Damage:
5D6+10, Bonus: +1 to strike, +2 to parry (Cost 1 I.S.P.), Combat Awareness: +1 to initiative, +1
to dodge, and cannot be surprised, Protection from Energy Attacks (half damage, including
magic attacks), Impervious to Resist Fatigue (Once per day, Cost: I.S.P. 12 per 24 hour period),
Call Lightning (Identical to the spell, Range: 300 feet/91 m, Damage: 1D6x10, Cost: 12 I.S.P.),
and Crystal Skin (A.R. 16 and 120 S.D.C., deflects energy attacks, no damage,. Cost: 24 I.S.P.
for 10 melees). Cost: 750,000-1.5 million gold.
Old Reliable, A dwarf made flamberge, Damage: 3D6+4, Bonuses: +4 to damage, +1 to
parry).
A matching short sword (2D4) and broad sword (2D4+1).
A silver lance and large silver plated kite shield.
Armor: He only wears light armor, his favorite of course is studded leather, A.R.: 12, 38
S.D.C.
Equipment: He has access to most equipment that is held within the Crystal Fortress. He
always returns what he borrows.
Last edited by Reagren Wright on Sun Apr 29, 2012 4:17 pm, edited 1 time in total.
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Re: Monstrous Creations

Unread post by Reagren Wright »

By the way this guy, the previous one, and the girl coming next are on the cover of IEW. This
guy is one page 80-81 of IEW.

SIR BONAFIET

True Name: Claude Bonafiet
Occoupatin: The Crystal King’s Champion and Protector
Alignments: Scrupulous
Race.: Changeling, but he appears as an elf.
O.C.C.: Scholar and Knight
Experience Level: 5th level Scholar and 10th level Knight
Hit Points: 75 S.D.C.: 31
P.P.E: 23
I.S.P.: 138
Appearance: He makes himself appear as elf warrior. He more than often wears the
Crystal Armor. He takes on the King’s appearance to act as his double when needed.
Attributes: I.Q. 13, M.E. 28, M.A. 21, P.S. 15, P.P. 14, P.E. 15, P.B. 5/but appears 23 Spd 17
Age: 980 years old, Sex: Male, Height: 6 foot, 6 inches (2.00 m) tall,
Weight: 210 lbs (94.5 kg)
Natural Abilities: Shape changing ability.
Family Skills: New Knight: Athlete, Prowl 85%, and Fencing (+1D6 to sword damage, +1 to strike/parry).
Psionic Abilities: Healing Touch, Mind Block, Object Read, Nightvision, Sense Evil, Summon
Inner Strength, Telekinetic Punch, and Total Recall.
Combat Training: Expert
Attacks per Melee: 6 (2 initial +4 hand to hand)
Combat Bonuses: +1 on initiative, +2 to strike, +3 to parry, +3 to dodge, +3 to damage,
+6 to pull punch, +2 to roll with punch/impact, and disarm.
Saving Throws: He needs a 12 or better to save vs. psionics, +7 to save vs. psionics. +9
to save vs. telepathic probes & mind control, +11 to save vs. insanity, and +8 to save vs. horror
factor.
Combat Skills: Punch 1D4, Power Punch 4D4 (count as two attacks), Karate Kick 2D6,
Snap Kick 1D6, Tripping/Leg Hook (cannot be paired, must dodge or knockdown), Body
Flip/Throw 1D6 plus P.S. damage bonus (lose initiative and 1 attack/action), All Holds, Paired
Weapons, Critical strike from behind, and Critical strike on an unmodified roll of 18-20.
Other Bonuses: 55% trust/intimidate, and 65% charm/impress.
Skills:
Scholar O.C.C. Skills: Mathematics: Basic 85%, Speak Elf/Dragonese 98%, Language:
Eastern & Dwarven 75%, Literacy: Elf/Dragonese 78%, Language: Eastern 65%, Lore: Demon &
Monster 60%, and W.P. Targeting (critical strike on an unmodified roll of 19-20, +4 to throw).
Scholar O.C.C: Related Skills: Holistic Medicine 57%/47%, Lore: Faerie Folk 59%,
Language: Gobblely & Giantese 72%, Imitate Voice & Sounds 82%/76%, Lore: Farm 57%, and
History (elf, dwarf, human, changeling, titan, and gnome 52%.
Knight O.C.C. Skills: Dance 95%, Heraldry 87%/92%, Forced March, Land Navigation 86%,
Language: Western & Southern 98%, Military Etiquette 90%, W.P. Lance, W.P, Shield (+4 to
parry), W.P. Sword (+4 to strike/parry),W.P. Paired Weapons, and Hand to Hand: Expert.
Knight O.C.C Related Skills: Public Speaking 90%, Language: Faerie Folk 98%, Disguise
98%, Impersonation 98%91%, Lore: Custom & Culture: The Valley 80%, Language: Northern
75%, and Intelligence 48%.
Secondary Skills: Cook 80%, Gemology 75%, Play Panpipes 85%, Climbing 90/80%, Locate
Secret Compartment/Door 65%, Ventriloquism 48%, Language: Wolfen 65%, and W.P. Blunt (+1
to strike/parry).
Money: He has about 2000 gold coins, but has little use for it. He spends most of his time
at the Crystal Palace where all his needs are provided for. He also has access to the wealth of
the Fortress.
Weapons: A Crystal Sword, Damage: 5D6+10, Bonus: +1 to strike, +2 to parry
(Cost 1 I.S.P.), Combat Awareness: +1 to initiative, +1 to dodge, and cannot be surprised,
Protection from Energy Attacks (half damage, including magic attacks), Impervious to Resist
Fear (Five minute per level of the owner, +4 to save vs. all type of fear (horror factor) and add
+1 to the owners initiative roll, can be done three times a day, Cost: 10 I.S.P. per use),
Enhanced Awareness (gives himself and everyone he regards as allies within 20 feet (6 m) radius
of the sword receive +1 to all saves, +1 to initiative, +1 to parry and dodge, Cost: 1 I.S.P. per
melee), and Crystal Shield (+4 to parry, Cost: 24 per 10 melees) Cost: 500,000-1 million gold.
Armor: He has access to the Crystal Armor (A.R.: 18, 300 S.D.C., Cost: 1 I.S.P. per two
melees). If the King needs the armor, he will wear Full Plate (A.R. 17 and 160 S.D.C.).
Equipment: He has access to most equipment that is held within the Crystal Fortress. He
always returns what he borrows.
Crystal Communicator Headband, Detect Psionics (Cost: 1 I.S.P., Duration: 2 melees
per level of owner), Telepathy (identical to the psionic ability, I.S.P. 2, Duration: 3 melees),
Short Range Call-one way telepathic message to a specific individual within ½ mile (0.8 km),
when communicating with another headband, range 5 miles/8 km (Cost: I.S.P. 5, Duration: 4
melees), Long Range Telepathy (same as psionic power with a range of 5 miles/8 km, when
communicating with another headband, range: 50 miles/80 km (Cost: I.S.P. 10, Duration: 2
melees), Long Range Call-one way telepathic message, to a specific individual within 30 miles/48
km. When calling someone with another headband, range increases to 300 miles/480 km (Cost:
I.S.P. 12 per one melee), World Wide Call/Communication-one way call can be made to any one
individual anywhere in the world, two way communication is possible only if both characters are
wearing a crystal communicator (Cost: I.S.P. 24 per one melee). Value: 100,000+ gold.
Last edited by Reagren Wright on Sun Apr 29, 2012 4:17 pm, edited 1 time in total.
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Location: LaPorte, In USA

Re: Monstrous Creations

Unread post by Reagren Wright »

Found on page 81-82 IEW.

SIR MOLDERI

True Name: Molly Dorfman
Occupation: Defender of the Palace
Alignments: Scrupulous
Race.: Human
O.C.C.: Knight
Experience Level: 6th level
Hit Points: 43 S.D.C.: 24
P.P.E: 7
I.S.P.: 29
Appearance: She is a tall, gangly woman. She wears an illustration of the palace on he
breastplate and shield. She also wears a crystal headband, necklace, wristband, and two crystal
finger brands (she only bonded with the sword, headband, and necklace). The rest are worn as
badges of honor. A crystal sword hilt and a short sword hang from her sword belt. The sword hilt
has a single green gem at its center and, when activated, the blade is sky blue in color, with a
hint of a not so pale blue at the core. She is likely to be wearing a half suit of chain mail,
without a helmet.
Attributes: I.Q. 10, M.E. 7, M.A. 15, P.S. 14, P.P. 22, P.E. 12, P.B. 8, Spd 19
Age: 36 years old, Sex: Male, Height: 6 foot, 1 inch (1.85 m) tall, Weight: 150 lbs (67.5 kg)
Family Skills: New Knight: Athlete, Streetwise 54%, and W.P. Archery (+4 to strike, +1 to
parry, +1 to disarm. Rate of Fire 5)
Psionic Abilities: Object Read and Sense Magic
Combat Training: Expert
Attacks per Melee: 5 (2 initial +3 hand to hand)
Combat Bonuses: +1 on initiative, +4 to strike, +8 to parry, +8 to dodge, +4 to pull
punch, and +3 to roll with punch/impact.
Saving Throws: She needs a 12 or better to save vs. psionics and +4 to save vs. horror
factor.
Combat Skills: Punch 1D4, Power Punch 4D4 (count as two attacks), Karate Kick 2D6,
Snap Kick 1D6, Tripping/Leg Hook (cannot be paired, must dodge or knockdown), All Holds,
Critical strike from behind, and Critical strike on an unmodified roll of 18-20.
Skills:
Knight O.C.C. Skills: Dance 75%, Heraldry 65%/70%, Forced March, Land Navigation 70%,
Speak Eastern 98%, Language: Elf/Dragonese & Faerie Folks 85%, Literacy: Eastern 80%,
Military Etiquette 80%, Mathematics: Basic 90%, W.P. Lance, W.P, Shield (+2 to parry), W.P.
Sword (+3 to strike/+2 to parry),W.P. Paired Weapons, and Hand to Hand: Expert.
Knight O.C.C Related Skills: Public Speaking 70%%, Literacy: Elf/Dragonese 70%, Lore:
Demon & Monster 65%, Lore: Faerie Folk 65%, Recognize Weapon Quality 65%, Track & Trap
Animals 50%/60%, Climbing 70%/60%, W.P. Targeting (Critical strike on an unmodified roll of
19-20, +2 throw), Sailing 65%/50%, and Wilderness Survival 35%.
Secondary Skills: W.P. Knives (+2 to strike/+3 to parry/+5 to throw), Swimming 80%,
Lore: Custom & Culture: The Valley 60%, Detect Ambush 60%, and Carpentry 35%.
Money: She is paid well and has acquired large sums of money and treasures in her
adventures, but she is a spendthrift. She never has more than 100 gold at any time and if she
does, she’ll find something to spend it on.
Weapons: A Crystal Sword, Damage: 5D6+10, Bonus: +1 to strike, +2 to parry
(Cost 1 I.S.P.), Combat Awareness: +1 to initiative, +1 to dodge, and cannot be surprised,
Protection from Energy Attacks (half damage, including magic attacks), Impervious to Resist
Charm (+2 to save vs. all types of charms, including faerie magic; furthermore the owner is not
impressed by beautiful or charming people, Cost: 12 per 24 hours), Stop Object (any object
weighting 50 lbs/22.5 kg or less can be stopped from moving, even in mid flight: Cost 5 I.S.P. for
2 melees), and Crystal Skin (A.R. 16 and 120 S.D.C., deflects energy attacks, Cost: 24 I.S.P.
per 10 melees).
Pair of Silver Daggers, Damage: 1D6
Pair of Dwarven Short Swords, Damage: 2D4, Bonus: +2 to damage, +1 to strike/parry).
Crossbow
Heater Shield
Armor: Half suit of chain male, A.R. 9, 20 S.D.C.).
Equipment: She has access to most equipment that is held within the Crystal Fortress.
She always returns what she borrows.
Crystal Communicator Headband, Detect Psionics (Cost: 1 I.S.P., Duration: 2 melees
per level of owner), Telepathy (identical to the psionic ability, I.S.P. 2, Duration: 3 melees), ]
Short Range Call-one way telepathic message to a specific individual within ½ mile (0.8 km),
when communicating with another headband, range 5 miles/8 km (Cost: I.S.P. 5, Duration: 4
melees), Long Range Telepathy (same as psionic power with a range of 5 miles/8 km, when
communicating with another headband, range: 50 miles/80 km (Cost: I.S.P. 10, Duration: 2
melees), Long Range Call-one way telepathic message, to a specific individual within 30 miles/48
km. When calling someone with another headband, range increases to 300 miles/480 km (Cost:
I.S.P. 12 per one melee), World Wide Call/Communication-one way call can be made to any one
individual anywhere in the world, two way communication is possible only if both characters are
wearing a crystal communicator (Cost: I.S.P. 24 per one melee). Value: 100,000+ gold.
The Protector Necklace, Nightvision (Can see 30 feet/9 m, even in magic darkness, Cost:
4 I.S.P. for 10 melees), See the Invisible (identical to psionic ability, cost: 8 I.S.P for 10 melees),
Resist Cold (one hour per level of owner, cold does half damage, Cost: 2 I.S.P can be used once
a day), Impervious to Fire (immune to normal fire and heat, magic fire does half damage, Cost:
12 I.S.P. per 24 hour period), Absorb Lightning/Energy Attacks (normal and magical lightning or
other forms of energy attacks do no damage, Cost: 10 I.S.P. for 20 melees), and Breathe
without air (same as wizard spell, Cost: 10 I.S.P. for 1 hour).
Last edited by Reagren Wright on Sun Apr 29, 2012 4:18 pm, edited 1 time in total.
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Re: Monstrous Creations

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Found on page 82 of IEW

SIR BLAINE

True Name: Jeremiah Blaintrum
Occupation: A Silent Knight
Alignments: Anarchist
Race.: Human
O.C.C.: Soldier
Experience Level: 6th level
Hit Points: 34 S.D.C.: 29
P.P.E: 8
I.S.P.: 35
Appearance: When he is not dressed in the crystal armor, he dresses more causal then
the other Crystal Knights.
Attributes: I.Q. 11, M.E. 15, M.A. 11, P.S. 24, P.P. 13, P.E. 15, P.B. 12, Spd 19
Age: 27 years old, Sex: Male, Height: 6 foot (1.8 m) tall, Weight: 180 lbs (81 kg)
Psionic Abilities: Object Read and Resist Fatigue
Combat Training: Basic
Attacks per Melee: 5 (2 initial +3 hand to hand)
Combat Bonuses: +1 to strike, +3 to parry, +3 to dodge, +9 to damage, +3 to pull punch,
and +2 to roll with punch/impact.
Saving Throws: He needs a 12 or better to save vs. psionics and +3 to save vs. horror factor.
Combat Skills: Punch 1D4, Power Punch 2D4 (count as two attacks), Snap Kick 1D6, All
Holds, Critical strike from behind, and Critical strike on an unmodified roll of 19-20.
Skills:
Soldier O.C.C. Skills: Climbing 75%, Forced March, Body Building & Weightlifting, Speak
Southern 98%, Language: Elf/Dragonese & Dwarven 80%, Military Etiquette 85%, W.P. Shield (+2
to parry), W.P. Sword (+3 to strike/+2 to parry), W.P. Paired Weapons, and Hand to Hand: Basic.
Soldier O.C.C Related Skills: Recognize Weapon Quality 65%, Surveillance 60%, Land
Navigation 60%, Track Humanoid 60%, W.P. Archery (+4 to strike, +1 to parry, +2 to disarm,
Rate of Fire 5), W.P. Targeting (Critical strike on an unmodified roll of 19-20, +2 throw), First Aid
80%, Fishing 60%, Lore: Custom & Culture: The Valley 65%, Wilderness Survival 55%, and Lore:
Farm 30%.
Secondary Skills: Swimming 80%, Gemology 55%, W.P. Knife (+2 to strike/+3 to parry &
Throw), Prowl 55%, Detect Ambush 45%, and Detect Concealment/Traps 40%.
Money: He has a hefty purse filled with 3000 gold pieces worth of gems and gold. He has
another 6000 gold stashed in a secret hiding place.
Weapons: A Crystal Sword, Damage: 5D6+10, Bonus: +1 to strike, +2 to parry
(Cost 1 I.S.P.), Combat Awareness: +1 to initiative, +1 to dodge, and cannot be surprised,
Protection from Energy Attacks (half damage, including magic attacks), Resist Pain (take only
half damage from all types of physical attacks, including poison & magic: Cost: 12 I.S.P. per use,
can be done three times a day), Energy Bolt (psionic energy bolt, range: 100 feet/30.5 m,
damage: 4D6, Bonus: +5 to strike, Cost: 6 I.S.P.), and Bio-Manipulation (same as psionic ability,
Cost: 10 I.S.P). Note: The sword has a miscreant personality. He doesn't use it unless he has
too.
Long Sword.
Armor: He has access to the Crystal Armor (A.R.: 18, 300 S.D.C., Cost: 1 I.S.P. per two
melees). He wears Chain Male when he doesn’t wear the Crystal Armor (A.R. 13, 44 S.D.C.C).
Equipment: He has access to most equipment that is held within the Crystal Fortress. He
spends his time returning what he borrows.
Crystal Communicator Headband, Detect Psionics (Cost: 1 I.S.P., Duration: 2 melees
per level of owner), Telepathy (identical to the psionic ability, I.S.P. 2, Duration: 3 melees), ]
Short Range Call-one way telepathic message to a specific individual within ½ mile (0.8 km),
when communicating with another headband, range 5 miles/8 km (Cost: I.S.P. 5, Duration: 4
melees), Long Range Telepathy (same as psionic power with a range of 5 miles/8 km, when
communicating with another headband, range: 50 miles/80 km (Cost: I.S.P. 10, Duration: 2
melees), Long Range Call-one way telepathic message, to a specific individual within 30 miles/48
km. When calling someone with another headband, range increases to 300 miles/480 km (Cost:
I.S.P. 12 per one melee), World Wide Call/Communication-one way call can be made to any one
individual anywhere in the world, two way communication is possible only if both characters are
wearing a crystal communicator (Cost: I.S.P. 24 per one melee). Value: 100,000+ gold.
Last edited by Reagren Wright on Sun Apr 29, 2012 4:18 pm, edited 1 time in total.
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Re: Monstrous Creations

Unread post by Reagren Wright »

Last of the Crystal Knights. Found on page 82-83

SIR BELVEDAR

True Name: Angrel Belver
Occupation: Crystal Knight
Alignments: Principled
Race.: Dwarf
O.C.C.: Mind Mage
Experience Level: 9th level
Hit Points: 60 S.D.C.: 19
P.P.E: 11
I.S.P.: 199
Appearance: He is large even for a dwarf. He is strong, agile and has a fantastic
endurance, yet he is painfully slow.
Attributes: I.Q. 14, M.E. 15, M.A. 3, P.S. 23, P.P. 21, P.E. 22, P.B. 6, Spd 3
Age: 98 years old, Sex: Male, Height: 4 foot, 3 inches (1.30 m) tall, Weight: 220 lbs (99 kg).
Natural Abilities: Nightvision 90 feet (27.4 m), underground tunneling 85%, underground
architecture 75%, underground sense of direction 85%, blacksmith/metal working 95%, and
gemology 80%.
Healing Psionics: Exorcism, Healing Touch, Lust of Life, Psychic Diagnosis, Psychic Purification, and Psychic Surgery.
Physical Psionics: Alter Aura, Detect Psionics, Float, Impervious to Cold, Impervious to
Fire, Levitation, Mind Block, Resist Fatigue, Summon Inner Strength, Telekinetic Punch,
Telekinetic Leap, and Teleport Object
Sensitive Psionics: Astral Projection, Clairvoyance, Commune with Spirits, Dispel Spirits,
Empathy, Object Read, Presence Sense, See Aura, See the Invisible Sense Dimensional Anomaly,
Sense Evil, Sense Magic, Sixth Sense, Speed Reading, Telepathy, and Total Recall
Super Psionics: Advance Trance State, Bio-Manipulation, Bio-Regeneration (Super),
Catatonic Strike, Cause Insanity, Cure Insanity, Empathic Transmission, Group Mind Block,
Hydrokinesis, Hypnotic Suggestion, Induce Nightmare, Insert Memory, Invisible Haze, Mental
Illusion, Mentally Posses Others, Mind Block Auto Defense, Mind Bolt, Mind Bond, Mind Wipe,
P.P.E. Shield, Psi-Shield, Psi-Sword (Damage: 10D6), Pyrokinesis, Telekinesis (Super), and
Telekinetic Force Field.
Combat Training: Basic
Attacks per Melee: 6 (2 initial +4 hand to hand)
Combat Bonuses: +4 to strike, +5 to parry, +5 to dodge, +10 to damage, +2 to pull
punch, and +2 to roll with punch/impact.
Saving Throws: He needs a 10 or better to save vs. psionics, +14% to save vs.
coma/death, +5 to save vs. magic, +4 to save vs. poison, +6 to save vs. mind control, +7 to
save vs. possession, and +7 to save vs. horror factor.
Combat Skills: Punch 1D4, Power Punch 2D4 (count as two attacks), Snap Kick 1D6, Body
Flip/Throw 1D6 plus P.S. damage bonus (lose initiative and 1 attack/action), All Holds, Critical
strike from behind, and Critical strike on an unmodified roll of 19-20.
Skills:
Mind Mage O.C.C. Skills: Speak Dwarf 98%, Language: Elf/Dragon & Southern,
Mathematics: Basic 98%, W.P. Sword (+3 to strike/parry), W.P. Shield (+3 to parry), and Hand to
Hand: Basic.
Mind Mage O.C.C Related Skills: Literacy: Dwarf & Elf/Dragonese 85%, Land Navigation
72%, Lore: Custom & Culture: The Valley 85%, Intelligence 76%, Paired Weapons, History (elf,
human, dwarf, rahu-men, changeling, and kobold) 50%, and Locate Secret Compartment/Doors
30%.
Secondary Skills: W.P. Archery (+5 to strike, +1 to parry, +2 to disarm, Rate of Fire 6),
Cook 75%, General Repair/Maintenance 95%, First Aid 90%, Prowl 55%, and Climbing 50%.
Money: He rarely carries more than 400 gold with him at any time, but he does have
savings of about 14,000 gold pieces that are kept in Alpine Burg.
Weapons: A Crystal Sword, Damage: 5D6+10, Bonus: +1 to strike, +2 to parry
(Cost 1 I.S.P.), Combat Awareness: +1 to initiative, +1 to dodge, and cannot be surprised,
Protection from Energy Attacks (half damage, including magic attacks), Luck: Fighting (+1 to
dodge, +1 to initiative, take half damage from falls and “accidents”, Cost: I.S.P. 18 per 24
hours), Blind (identical to the magic spell, Cost: 10 I.S.P for 5 melees), Crystal Skin (A.R. 16 and
120 S.D.C., deflects energy attacks, no damage, Cost: 24 I.S.P. for 10 melees). Cost:
750,000-1.5 million gold.
Crossbow,
Equipment: He has access to most equipment that is held within the Crystal Fortress. He
spends his time returning what he borrows.
Last edited by Reagren Wright on Sun Apr 29, 2012 4:18 pm, edited 1 time in total.
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Re: Monstrous Creations

Unread post by Reagren Wright »

This guy is one of Palladium Fantasy's most powerful mages, simply because of his bodyguards.
He is found on page 112-115 of IEW.

BOELAERIAN, MASTER OF SHADOWS

True Name: Bill Loraine
Occupation: Owner of Magic Shop in Ogre Village
Alignments: Diabolic
Race.: Human
O.C.C.: Summoner and Wizard
Experience Level: 15th level Wizard and 9th level Summoner
Hit Points: 135 S.D.C.: 5
P.P.E: 377
Appearance: He is horribly disfigured. His hair and teeth are gone, bones are twisted. His
joints and fingers have become hideously gnarled and his body is covered with scars. His attire
is standard for a magic user.
Attributes: I.Q. 23, M.E. 10, M.A. 19, P.S. 10, P.P. 15, P.E. 14, P.B. 2, Spd 7
Age: 123 years old, Sex: Male, Height: 5 foot, 7 inches (1.70 m) tall, Weight: 140 lbs (63 kg).
Insanity: He is obsessed with finding a way to restore his youth. His goal is to find a potion of youth.
Natural Abilities: He has a strong will to live.
Wizard Abilities: Scroll Conversion 47%, See and Use Ley Lines, Ley Line Drifting, Ley Line
Rejuventation, Recognize Enchantment 98%, and Recognize Magic 98%
Summoner Abilities: Understand, create and use all types of circles, Decipher Circle 65%,
Knows all Power Words, Mystic Symbology 98%, Recognize Runes and Wards 69%, and
Summoner Control (Four lesser, one greater and two lesser, or two greater beings and no lesser).
Spell Magic: He knows all spells from levels 1-11, plus Amulet, Sanctum, and Talisman.
Circle Magic: All protection and summoning circles. He does not know power circles or
spells of legend.
Combat Training: Basic
Attacks per Melee: 7 (2 initial +5 hand to hand)
Combat Bonuses: +2 to strike, +3 to parry, +3 to dodge, +4 to damage, +4 to pull punch,
and +4 to roll with punch/impact, +5 to spell strength, and +1 to circle strength.
Saving Throws: +6 to save vs. magic, +4 to save vs. possession & mind control, +11 to
save vs. horror factor, and +1 to all other saving throws (doesn’t include bonuses from holy
weapon).
Combat Skills: Punch 1D4, Power Punch 2D4 (count as two attacks), Snap Kick 1D6, Body
Flip/Throw 1D6 plus P.S. damage bonus (lose initiative and 1 attack/action), All Holds, Critical
strike from behind, and Critical strike on an unmodified roll of 19-20.
Other Bonuses: +9% to all skills and 55% trust/intimidate.
Skills:
Wizard O.C.C. Skills: Speak Western 98%, Language: Elf/Dragon & Dwarven 98%,
Literacy: Western & Elf/Dragonese 98%, Research 98%, Lore: Magic 98%/98%/98%, Lore:
Demon & Monster 98%, Mathematics: Basic 98%, W.P. Staff (+5 to strike/parry), and Hand to
Hand: Basic.
Wizard O.C.C Related Skills: Lore: Geomancy 98%, History (elf, dwarf, human, goblin,
kobold, changeling) 98%, Anthropology (Ancients) 98%, Language: Gobblely & Eastern 98%,
Literacy: Eastern & Dwarven 98%, Use and Recognize Poison 93%/85%, Lore: Religion (Deevil
Worship, Demon Worship, Church of the Scar, Church of Taut, Kirgism, Death Cult of Utu) 98%,
Anthropology (Human) 98%, Chemistry 98%, and History (Millennium of Purification) 84%.
Summoner O.C.C. Skills: Gemology 94%, History (changeling, demons, deevils, titans,
dragons, and ogres) 98%, Language: Demonogogian & Southern 98%, Literacy: Demonogogian &
Southern 98%, Lore: Custom & Culture: The Old Kingdom Mountains 98%, Preserve Food 98%,
W.P. Knife (+3 to strike & +4 to parry/throw), and W.P. Blunt (+4 to strike/parry).
Summoner O.C.C. Related Skills: Brewing 89%/94%, Holistic Medicine 86%/76%, Biology
98%, Botany 98%, Forgery 74%, Lore: Faerie Folk 98%, Language: Wolfen 98%, Language:
Giantese 98%, Archeology 94%74%, Literacy: Wolfen 74%, and Lore: Undead 56%.
Secondary Skills: Prowl 98%, Horsemanship: General 98%, Pick Pocket 98%, Pick Locks
98%, Lore: Farm 98%, Cryptography 94%, Astronomy & Navigation 98%, Astrology 57%,
Wilderness Survival 84%, Appraise Goods 84%, Language: Northern 84%, Literacy: Northern
74%, History (Elf/Dwarf War) 79%, and Language: Faerie Folk 69%.
Money: The value of the contents of his magic ship is 1D4 millions in gold, plus he has
another 500,000 worth of gold and gems. He never carries more than 1000 worth of gold with
him and he rarely has use for gold and gems in the village.
Weapons: Gryl-Greater Rune Dagger (Diabolic) I.Q. 12, Damage: 4D6+4, Bonus: +2
to parry, Standard Rune Abilities, Magical Abilities-Clerical Abilities (Heal Wounds 2D6 hit
point/SDC at 6x per 24 hours; Remove Curse 56% for once a day, Turn Dead 55% 4D6 for 4
hours, Animate Dead 64% 2D6 at four hours, twice a day), Psionic Abilities (All sensitive powers
and Catatonic Strike & Telekinetic Force Field 100 I.S.P), and Soul Drinker.
Iron Staff-Greater Holy Weapon, Damage: 2D6+8, Bonuses: Standard Abilities, Magic
Abilities-Healing Touch (2D6 hit points/SDC 6x per 24 hours), Does Double damage to
supernatural beings and creatures of magic, Magic Bonuses (+1 to save vs. magic, +2 to save
vs. horror factor, +2 to save vs. poison & disease), and Sense Evil (20 feet/6 m).
Equipment: Inside his magic shop he has 80% of the components and ingredients to make
any circle of protection or summoning. His lab is well stock full of supplies and equipment used
by mages.
Minions: Four Shadow Beasts, He is usually accompanied by one or two Shadow
Beasts wherever he goes (at night of course), but he seldom has more than four around at any
given time. All the Shadow Beasts are creatures he actually summoned. The will of the Shadow
Beasts have all been broken.
Eight Baal-Rogs (7th level). These greater demons have been his companions for over 30
years. The demons are found of playing checkers and enjoy his evil schemes, acts of cruelty
and treachery. They are not under his control, but pretend to be to give the mage confidence
and to fool his enemies. They will do whatever he asks them to do and more. Rarely more than
two or three show themselves at any one time, when they are not present they are causing
mischief throughout the Old Kingdom Mountains but never venture into the Valley. They don’t do
anything to attract attention to Boelaerian.
Last edited by Reagren Wright on Sun Apr 29, 2012 4:18 pm, edited 1 time in total.
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Re: Monstrous Creations

Unread post by Reagren Wright »

The ghosts mentioned on page 121-122 of IEW now fall under the category of Classic Ghosts
(page 52-53 of Monsters and Animals). So it doesn't matter what levels they were in life. Their
Entities now so play accordingly or give them extra psionics if you want.
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Re: Monstrous Creations

Unread post by Reagren Wright »

Found on page 126-127 of IEW.

THE ENRY ISLAND ASSASSIN

Name: Thadeus
True Name: Dahmoel Mikail Levard
Occupation: Member of the League of Pirates
Alignments: Anarchist
Race.: Human
O.C.C.: Priest of Light & Dark (Sebek)
Experience Level: 6th
Hit Points: 34 S.D.C.: 5
P.P.E: 54
Appearance: Very, good looking and slim. He dresses modestly as a priest, but will also be
seen in very nondescript peasant garb.
Attributes: I.Q. 15, M.E. 10, M.A. 20, P.S. 9, P.P. 21, P.E. 10, P.B. 22, Spd 16
Age: 35 years old, Sex: Male, Height: 5 foot, 6 inches (1.68 m) tall, Weight: 145 lbs (65 kg).
Priestly Abilities: Prayer of Strength 62%, Prayer of Communion 63%, Prayer of
Intervention 63%, Prayer of Contagious Scripture 50%, Prayer of Dream 60%, Prayer of
Sanctified Vestments 45%, Miracles 32%, Healing Touch, Exorcism 42%, Remove Curse 42%,
Resurrection 13%, and Turn Dead 50%,
Spell Magic: Tongues, Chameleon, Breathe Without Air, Befuddle, Climb, Drain P.P.E. from
Followers, and Make Weapons Holy.
Combat Training: Basic
Attacks per Melee: 5 (2 initial +3 hand to hand)
Combat Bonuses: +4 to strike, +5 to parry, +5 to dodge, +2 to pull punch, and +2 to roll
with punch/impact, and +1 to spell strength.
Saving Throws: +3 to save vs. horror factor.
Combat Skills: Punch 1D4, Power Punch 2D4 (count as two attacks), Karate Kick 2D4, All
Holds, Critical strike from behind, and Critical strike on an unmodified roll of 19-20.
Other Bonuses: 60% trust/intimidate and 60% charm/impress.
Skills:
Priest of Light: Dance 80%, Speak Southern 98%, Language: Eastern & Elf/Dragonese
90%, Literacy: Southern 80%, Mathematics: Basic 95%, Lore: Demon & Monster 70%, Lore:
Religion (Church of Light, Anti-Thoth Cult, Church of Seven Waters, Elementalism, Jungle Gods,
and Church of Light & Dark) 80%, Land Navigation 70%, Wilderness Survival 70%, W.P. Mount
Weapons/Blowguns (+2 to strike), and Hand to Hand: Basic.
Priest O.C.C Related Skills: Holistic Medicine 84%/74%, Use & Recognize Poison
48%/40%, Identify Plants & Fruits 55%, Imitate Voice & Sounds 66^/60%, Lore: Faerie Folk
75%, Sailing 80%/65%, W.P. Targeting (critical strike on an unmodified roll of 19-20 and +2 to
throw), Literacy Elf/Dragonese 60%, and Lore: Custom & Culture: Enry Island 60%.
Secondary Skills: Prowl 55%, Swimming 80%, Language: Faerie Folk 70%, Streetwise
44%, First Aid 75%, Brewing 60%/65%, Find Contraband 34%, and W.P. Knife (+1 to strike/parry
& +3 to throw).
Money: None aside from his weapons and his clothes.
Weapons: Blowpipe and a dozen darts (1 point) with a variety of poisons. He has 4 darts
tipped with blackroot poison (damage 4D6+10, unless make save vs. poison). The production of
Blackroot is fatal.
Equipment: None
Last edited by Reagren Wright on Sun Apr 29, 2012 4:19 pm, edited 1 time in total.
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Re: Monstrous Creations

Unread post by Reagren Wright »

Found on page 127 of IEW

CAPTAIN KIRSTEN

True Name: Kirsten Timiro
Occupation: Lady Pirate. Member of the League of Pirates
Alignments: Anarchist
Race: Human
O.C.C.: Pirate
Experience Level: 7th
Hit Points: 34 S.D.C.: 9
P.P.E: 9
Appearance: Extremely attractive, tall and athletic. She is extremely lithe on her feet.
Attributes: I.Q. 15, M.E. 8, M.A. 20, P.S. 14, P.P. 15, P.E. 8, P.B. 22, Spd 10
Age: 30, Sex: Female, Height: 5 foot, 10 inches (1.78 m) tall, Weight: 131 lbs (59 kg).
Combat Training: Expert
Attacks per Melee: 5 (2 initial +3 hand to hand)
Combat Bonuses: +1 to initiative, +2 to strike, +3 to parry, +3 to dodge, +2 to pull
punch, and +2 to roll with punch/impact.
Saving Throws: +3 to save vs. horror factor.
Combat Skills: Punch 1D4, Power Punch 2D4 (count as two attacks), Karate Kick 2D4,
Crescent Kick 2D4+2, Tripping/Leg Hook (cannot be paired, must dodge or knockdown), Paired
Weapons, All Holds, Critical strike from behind, and Critical strike on an unmodified roll of 18-20.
Other Bonuses: 60% trust/intimidate and 60% charm/impress.
Skills:
Pirate O.C.C. Skills: Speak Southern 98%, Seamanship 65%, Rope Works 75%,
Castaway/Shipwreck 58%, Climbing 85%/75%, Swimming 90%, W.P. Blunt (+3 to strike/parry),
W.P. Grappling Hook (+2 to strike/entangle, +5% to climb), W.P. Sword (+3 to strike/+2 to
parry), W.P. Knife (+2 to strike, +3 to parry, +5 to throw), and Hand to Hand: Expert
Pirate O.C.C Related Skills: Literacy: Southern 70%, Sailing 75%/60%, Astronomy &
Navigation 65%, General Repair/Maintenance 85%, Language: Elf/Dragon, Faerie Folk, and
Western 80%, Lore: Sea 65%, Language: Eastern 65%, Fishing 50%, Use and Recognize Poison
37%/29%, and Streetwise 33%.
Secondary Skills: Locate Secret Compartments/Doors 50%, Pick Pocket 65%, Palming
55%, Recognize Weapon Quality 70%, W.P. Targeting (Critical strike on an unmodified roll of
19-20, +2 to throw), and W.P. Blowgun/Mouth Weapon (+1 to strike).
Money: 75,000 gold in high quality gems, 1500 gold coins.
Weapons: Flaming Cutlass, Damage: 4D6,
Six Magic Daggers, Damage: 1D6, Magic Qualities: One invisible, One eternally sharp, One
turns holder fire resistant, and Three returns to wielder when thrown.
A blowpipe and a dozen darts (1 point) with a variety of poisons.
Blackjack, Damage: 1D6
Equipment: Chameleon Cloak (same as magic spell), Boots of Speed (double natural speed)
Last edited by Reagren Wright on Sun Apr 29, 2012 4:19 pm, edited 2 times in total.
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Re: Monstrous Creations

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Found page 127 of IEW

CAPTAIN GOLDTHIRST

True Name: Flynn Sandcastger
Occupation: Leader of the League of Pirates
Alignments: Aberrant
Race.: Human
O.C.C.: Pirate
Experience Level: 12th
Hit Points: 49 S.D.C.: 11
P.P.E: 7
Appearance: He was once athletic in his youth, now he is a little overweight, but not
obese. He is still a strong, imposing figure. He has a long grey hair and a full beard. He wears
lots of jewelry.
Attributes: I.Q. 15, M.E. 11, M.A. 15, P.S. 19, P.P. 12, P.E. 12, P.B. 10, Spd 8
Age: 55, Sex: Male, Height: 6 foot, 2 inches (1.88 m) tall, Weight: 220 lbs (99 kg).
Combat Training: Expert
Attacks per Melee: 6 (2 initial +4 hand to hand)
Combat Bonuses: +1 to initiative, +2 to strike, +5 to parry, +5 to dodge, +7 to damage,
+4 to pull punch, +2 to roll with punch/impact, and disarm.
Saving Throws: +4 to save vs. horror factor and +1 to all saving throws.
Combat Skills: Punch 1D4, Power Punch 2D4 (count as two attacks), Karate Kick 2D4,
Crescent Kick 2D4+2, Tripping/Leg Hook (cannot be paired, must dodge or knockdown), Body
Flip/Throw 1D6 plus P.S. damage bonus (lose initiative and 1 attack/action), Paired Weapons, All
Holds, Critical strike from behind, Knockout/stun on an unmodified roll of 18-20, and Critical
strike on an unmodified roll of 18-20.
Skills:
Pirate O.C.C. Skills: Speak Western 98%, Seamanship 85%, Rope Works 98%,
Castaway/Shipwreck 73%, Climbing 98%/98%, Swimming 98%, W.P. Blunt (+5 to strike/parry),
W.P. Grappling Hook (+4 to strike/entangle, +5% to climb), W.P. Sword (+5 to strike/+4 to
parry), W.P. Knife (+4 to strike, +5 to parry/throw), and Hand to Hand: Expert.
Pirate O.C.C Related Skills: Literacy: Western 95%, Gemology 90%, Use & Recognize
Poison 77%/69%, Astronomy & Navigation 90%, Intelligence 78%, Language: Southern, Eastern,
Northern, and Elf/Dragonese 98%, Sailing 85%770%, General Repair & Maintenance 85%, Locate
Secret Compartment/Doors 45%, First Aid 70%, Disguise 30%, and Concealment 24%.
Secondary Skills: Recognize Weapon Quality 85%, Forgery 80%, Pick Locks 90%, Pick
Pocket 90%, Prowl 75%, Fishing 65%, Singing 55%, and Palming 30%.
Value: The Western Empire has placed a bounty of one million gold pieces if he is
captured and brought to justice alive.
Money: The gold jewelry he usually wears is worth 15,000 gold. He has an additional 6
million in gold distributed at banks in Free Port, Timiro, and the Western Empire under assumed
names.
Weapons: A rune dark red short sword, Alignment: Aberrant, I.Q. 9, Damage: 4D6,
Magic Abilities: Standard rune abilities, Bonuses: +1 to strike/parry.
Armor: Studded Leather of Iron, A.R. 15 and 60 S.D.C.
Equipment: Gold Fin, A Corsair ship from Bizantium and its cargo which includes the
equivalent of a million gold pieces in gold bullion, gold coins, jewelry, and gems. The ship flies his
pirate flag, a white skull on a black flag. The skull has a eye patch over one eye socket, and a
western gold coin (100 gp) over the other.
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Re: Monstrous Creations

Unread post by Reagren Wright »

Found on page 137-138

The Circle of Absolute Elemental Power
P.P.E. 5000
Double the normal recovery of P.P.E. as long as the circle is active.
Receive a one time extra bonus of 100 additional P.P.E.
Everything else is the same.
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Re: Monstrous Creations

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A very complex man. 127-140 on page IEW

NOAH

True Name: Noah
Alias: Evil Lord Axel
Occupation: Leader of the Changeling Colony.
Alignments: Unprincipled
Race.: Changeling, but he appears to be an Elf
O.C.C.: Wizard and Summoner
Experience Level: 15th Level Wizard, 11th level Summoner
Hit Points: 135 S.D.C.: 14
P.P.E: 458
Appearance: He appears to be an elf of middle age. He has a grey mustache and beard,
and long gray hair. He has a gentle, soft featured face, usually smiling and always kind. He
wears peasant clothing with a simple robe or cloak over them, and leather boots. He uses a plain
wooden staff as a walking stick.
Attributes: I.Q. 15, M.E. 21, M.A. 19, P.S. 12, P.P. 13, P.E. 6, P.B. 5, Spd 4
Age: 200, but looks 580, Sex: Male, Height: 6 foot, 3 inches (1.91 m) tall, Weight: 180 lbs (81 kg).
Natural Abilities: Shape Changing.
Wizard Abilities: Scroll Conversion 38%, See and Use Ley Lines, Ley Line Drifting, Ley Line
Rejuventation, Recognize Enchantment 98%, and Recognize Magic 95%
Summoner Abilities: Understand, create and use all types of circles, Decipher Circle 64%,
Knows all Power Words, Mystic Symbology 98%, Recognize Runes and Wards 70%, and
Summoner Control (five lesser, one greater and three lesser, or two greater beings and one
lesser).
Spell Magic: Armor of Ithan, Cloud of Slumber, Decipher Magic, Fly as the Eagle, Globe of
Daylight, Magic Pigeon, Sense Magic, Mystic Portal, and Tongues.
Circle Magic: All protection, summoning, and powers circles.
Combat Training: Non-Combatant (no auto parry)
Attacks per Melee: 3 attacks and 6 non-combat actions.
Combat Bonuses: +1 to dodge, +5 to spell strength, and +1 to circle strength.
Saving Throws: +5 to save vs. magic, +3 to possession, +3 to save vs. psionics, +4 to
save vs. insanity, +5 to save vs. telepathic probes, +7 to save vs. mind control, and +14 to
save vs. horror factor.
Combat Skills: Punch 1D4
Other Bonuses: 55% trust/intimidate.
Skills:
Wizard O.C.C. Skills: Speak Elf/Dragonese 98%, Language: Southern & Eastern 98%,
Literacy: Southern & Elf/Dragonese 98%, Research 98%, Lore: Magic 98%/98%/98%, Lore:
Demon & Monster 98%, Mathematics: Basic 98%, and W.P. Staff (+5 to strike/parry).
Wizard O.C.C Related Skills: Language: Faerie Folk 98%, Literacy: Eastern 98%,
Astronomy & Navigation 98%, History (elf, dwarf, human, changeling, goblin, and titan) 98%,
Anthropology (Ancients) 98%, Lore: Faerie Folk 98%, Lore: Farm 98%, Holistic Medicine
98%/98%, Sailing 98%/95%, Carpentry 85%, Fishing 70%, and Botany 65%.
Summoner O.C.C. Skills: Gemology 95%, History (Millennium of Purification) 98%,
Language: Demonogogian & Dwarven 98%, Literacy: Demonogogian & Dwarven 98%, Lore:
Custom & Culture: The Florency Islands 98%, Preserve Food 98%, W.P. Sword (+4 to
strike/parry), and W.P. Knives (+4 to strike, +5 to parry, +4 to throw).
Summoner O.C.C. Related Skills: Public Speaking 95%, Imitate Voice & Sounds 98%/98%,
Disguise 98%, Forgery 75%, Use & Recognize Poison 68%/60%, Land Navigation 80%, Brewing
90%/95%, Astrology 58%, Lore: Custom & Culture: The Old Kingdom Mountains 92%, History
(Prestida Kings and Changeling Inquistion) 95%, and Cryptography 40%.
Secondary Skills: Horsemanship: General 98%/95%, Pick Pocket 98%, Pick Locks 98%,
Ventriloquism 76%, Cook 98%, Wilderness Survival 98%, Identify Plants & Fruits 85%, Swimming
98%, Outdoormanship, Lore: Geomancy 77%, Lore: Custom & Culture: Islands and the Edge of
the World 67%, Law 65%, Dowsing 40%, and Archeology 55%/35%.
Money: Noah is a simple man, and refuses to acquire wealth. Anything he has acquired or
will acquire will be donated to the Colony, or to some well deserving individual. He has been
known to give fortunes away to street urchins.
Weapons: Common wooden staff
Equipment: None
Last edited by Reagren Wright on Sun Apr 29, 2012 4:20 pm, edited 1 time in total.
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Re: Monstrous Creations

Unread post by Reagren Wright »

The Ultimate Villain of IEW and the most dangerous mage of Palladium Fantasy. Found on page
129-141 of IEW.

EVIL LORD AXEL

True Name: Noah
Occupation: Leader of a Changeling Colony.
Alignments: Unprincipled
Race.: Changeling, but he appears to be an Elf
O.C.C.: Wizard and Summoner
Experience Level: 15th Level Wizard, 15th level Summoner
Hit Points: 154 S.D.C.: 14
P.P.E: 596
Appearance: He always appears as a changeling, pale face, bald, no facial features. He is
dressed in black with a red lined caped. He does not wear jewelry.
Attributes: I.Q. 15, M.E. 21, M.A. 19, P.S. 12, P.P. 13, P.E. 6, P.B. 5, Spd 4
Age: 200, but looks 580, Sex: Male, Height: 6 foot, 3 inches (1.91 m) tall, Weight: 180 lbs (81 kg).
Natural Abilities: Shape Changing, Impervious to poison, gases, drugs, disease, heat, fire,
cold (even magic), and the destructive magic of the Circle of Absolute Elemental Power. He can
bio-regenerate 1D6x10 hit points/S.D.C. four times per day. No elemental, not even greater
elementals or spirits of light (angels) can raise a finger or cast a spell against him. No elemental
can come within 100 miles (160 km) of the circle or its maker.
Wizard Abilities: Scroll Conversion 38%, See and Use Ley Lines, Ley Line Drifting, Ley Line
Rejuventation, Recognize Enchantment 98%, and Recognize Magic 95%
Summoner Abilities: Understand, create and use all types of circles, Decipher Circle 64%,
Knows all Power Words, Mystic Symbology 98%, Recognize Runes and Wards 90%, and
Summoner Control (seven lesser, one greater and five lesser, two greater beings and three
lesser, three greater and one lesser, or so on).
Warlock Magic: All elemental magic spells at 10th level.
Spell Magic: Armor of Ithan, Cloud of Slumber, Decipher Magic, Fly as the Eagle, Globe of
Daylight, Magic Pigeon, Sense Magic, Mystic Portal, and Tongues.
Circle Magic: All protection, summoning, powers circles, and the Circle of Legend of
Absolute Elemental Power.
Combat Training: Non-Combatant (no auto parry)
Attacks per Melee: 3 attacks and 6 non-combat actions. For those using P.P.E.
Channeling, Axel can cast his spell magic of 75 P.P.E. per action for a max of 225 P.P.E using up
all action for the melee. As for Elemental Magic, he can spend 45 P.P.E. per action for a max of
135 P.P.E. using up all actions for the melee.
Combat Bonuses: +1 to dodge, +5 to spell strength, +2 to circle strength, and +3 to
elemental spell strength.
Saving Throws: +5 to save vs. magic, +3 to possession, +3 to save vs. psionics, +4 to
save vs. insanity, +5 to save vs. telepathic probes, +7 to save vs. mind control, and +14 to
save vs. horror factor.
Combat Skills: Punch 1D4
Other Bonuses: 55% trust/intimidate.
Skills:
Wizard O.C.C. Skills: Speak Elf/Dragonese 98%, Language: Southern & Eastern 98%,
Literacy: Southern & Elf/Dragonese 98%, Research 98%, Lore: Magic 98%/98%/98%, Lore:
Demon & Monster 98%, Mathematics: Basic 98%, and W.P. Staff (+5 to strike/parry).
Wizard O.C.C Related Skills: Language: Faerie Folk 98%, Literacy: Eastern 98%,
Astronomy & Navigation 98%, History (elf, dwarf, human, changeling, goblin, and titan) 98%,
Anthropology (Ancients) 98%, Lore: Faerie Folk 98%, Lore: Farm 98%, Holistic Medicine
98%/98%, Sailing 98%/95%, Carpentry 85%, Fishing 70%, and Botany 65%.
Summoner O.C.C. Skills: Gemology 95%, History (Millennium of Purification) 98%,
Language: Demonogogian & Dwarven 98%, Literacy: Demonogogian & Dwarven 98%, Lore:
Custom & Culture: The Florency Islands 98%, Preserve Food 98%, W.P. Sword (+5 to
strike/parry), and W.P. Knives (+5 to strike, +5 to parry, +6 to throw).
Summoner O.C.C. Related Skills: Public Speaking 95%, Imitate Voice & Sounds 98%/98%,
Disguise 98%, Forgery 95%, Use & Recognize Poison 88%/80%, Land Navigation 96%, Brewing
98%/98%, Astrology 70%, Lore: Custom & Culture: The Old Kingdom Mountains 98%, History
(Prestida Kings and Changeling Inquistion) 98%, and Cryptography 60%.
Secondary Skills: Horsemanship: General 98%/95%, Pick Pocket 98%, Pick Locks 98%,
Ventriloquism 76%, Cook 98%, Wilderness Survival 98%, Identify Plants & Fruits 85%, Swimming
98%, Outdoormanship, Lore: Geomancy 77%, Lore: Custom & Culture: Islands and the Edge of
the World 67%, Law 65%, Dowsing 40%, and Archeology 55%/35%.
Money: He has amassed about 2D4x10,000 gold worth of precious stones and metals.
Weapons: Common wooden staff and a ceremonial dagger (1D6+1).
Equipment: None
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Re: Monstrous Creations

Unread post by Reagren Wright »

All done for now folks :( . Ill be back when I have something new critters or 1st edition conversion to post :mrgreen: .
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Re: Monstrous Creations

Unread post by Reagren Wright »

Thanks man. Considering I just did Undead Hunter, Witch Hunter, Beastmaster, and Holy
Crusader I feel I just wrote a 2nd edition to Yin Sloth :lol: . Yes I love to see you continue
your work on After the Bomb and all Mutant Animals. I doubt we will see any further develops
in that line of Palladium Books.
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Re: Monstrous Creations

Unread post by Reagren Wright »

Okay I said I was going to take a break, but a friend of mine said two things and it got my
creative juice flowing. UNDEAD and FAIRY FOLK. So this is what I came up with. As always
use them if you like.

UNDINES

The words faerie folk and undead are usually never uttered in the same sentence. One is a
malevolent supernatural being the other is a creature of magic. The undines are both. They
are undead faerie creatures. The vile fey never speak of how they came to be living
undead. One rumor claims they were punished during the Time of a Thousand Magicks for
playing a prank on Tolmet the Cruel. The other legend proclaims they were favorite minions
of Netosa, the Old One. Unlike true undead, all Undine are full of life, able to express
emotion and free will, sing and dance, even reproduce. They delight in inflict misery and
suffering upon all thing good and beautiful, especially benevolent kinfolk. Good faeries,
pixies, sprites, etc are to be captured, mutilated, sacrificed, disemboweled, have their flesh
eaten, their blood drank, and finally their bones worn as decorative jewelry. This
punishment applies nearly to all faerie folk accept the most vile bogies, toad stools, hags,
etc, and even then they have to worry about if their undead kin will turn on them. Though
undine crave the blood of their faerie kin, they simply ravish in drinking the blood of
humanoids, particularly humans, elves, and changelings. One undine alone can drink ten
times his weight in blood (that’s about 3.75 pints of blood, one-third of a single person
blood supply!). These malevolent creatures seek out to collect valuable items that
humanoids covert just to lead them into deadly ambushes. Undines set up their faerie
mounds right in the middle of unholy/desiccated cemeteries, burial grounds, or any places
with a collection of dead bodies (swamps, quicksand, etc). When so desired, they call upon
the dead to rise up and defend their grounds, so it’s not uncommon for defends to find
themselves under attack by several dozen of animate dead as well as ghouls, wild vampires,
and zombies. The undine are master of taxidermy only they use humanoids instead of
animals. The only humanoids to earn the favor and allegiance of the Undine are
necromancers. The fey themselves are almost miniature versions of the death mage who
can always count on their support. One necromancer can be worrisome, fifty-to two
hundred undead faerie folk is an ungodly nightmare.

Race.: Undead Faerie Folk
Alignments: Miscreant or Diabolic.
The Eight Attributes: I.Q. 3D6, M.E. 2D6, M.A. 1D6, P.S. 1D6, P.P. 3D6+6, P.E.
4D6+6, P.B. 1D6+4, Spd 3D6 running and 3D6x10+40 flying. All attributes are supernatural.
Hit Points: P.E. attribute x 6
S.D.C.: 1D4x10
Natural A.R.: 10
Horror Factor/Awe: 12 or 18 if encounter more than six.
P.P.E.: 1D6x100, plus can automatically draw on the P.P.E. around them from ley lines and nexus points.
Magic Spells: Animate & Control the Dead, Command Ghouls, Consume Power &
Knowledge, Create Zombie, Death Bolt (Rifts® Necromancer spell), Death Strike, Fear,
Heavy Breathing, Hide Among the Dead (Rifts® Necromancer spell), Maggots, Poison Touch
(Rifts® Necromancer spell), Recognize the Undead, Shadow Meld, Sickness, Spoil, Strength
of the Dead, Summon the Dead (Rifts® Necromancer spell), Summon Vampires, Talking
Bones (Rifts® Necromancer spell), and Turn Dead. All fey magic is cast equal to a 10th
wizard and/or necromancer requiring a 16 or better to save against. G.M. Note: If you don’t
like using the Rifts Necromancy Spells, replace those spells with any found on page 37-38 in
Adventure of the High Seas, 2nd edition.
Psionics: None
R.C.C. Skills: Speak Faerie and Gobblely 98%, Speak Elf/Dragonese and one human
tongue 80%, speak one additional language at the base skill with a +25% bonus. Other
skills includes play musical instrument (three) 98%, sing 90%, lore: demon & monster 85%,
lore: undead 90%, dance 80%, land navigation 70%, brewing 70%, holistic medicine 65%,
track humanoid 50%, prowl 65%, lore: magic 60%, biology 70%, lore: faerie folk 90%, skin
& prepare animal hides 70%, mathematics: basic 75%, sewing 65%, cook 65%, track & trap
animals 75%, preserve animals/humanoids 80%, and ventriloquism 75%. Skills do not
increase.
Natural Abilities: Supernatural strength and endurance, nightvision 1000 feet (305
m), normal day vision, never tire or fatigue, do not breath air, bio-regenerate at a rate of
2D6 hit points/S.D.C per minute, impervious to horror factor, possession, charm, and mind
control, impervious to normal fire and heat (magic fire only inflicts 1/3 normal damage),
impervious to disease, poison, toxins, drugs, etc), take only 1/3 normal damage from
conventional weapons.
Special Abilities: Decaying Stench: Undines smell like decaying flesh and any mortal
who comes within 10 feet (3 m) chokes, gags, and his eyes water. This reaction imposes
the following penalties whenever someone engages them in melee combat; -3 to initiative,
-1 to strike and parry, and -20% to perform a skill. The person must also roll under his P.E.
attribute score once every minute to avoid vomiting from the stench. Even characters with
a P.E. of 18 or higher must roll a 17 or lower to save, despite their high endurance. The
nose can only tolerate the horrific smell for so long.
Attacks Per Melee: Two physical hand to hand attack or three using magic.
Damage: Restrained Punch: 1D4 points of damage, Full Strength Punch: 1D6
damage, Power Punch (counts as two attacks) 2D6 damage, Bite 1D6 damage, plus save
vs. poison (14 or better) or the victim takes an additional 2D6 points of damage, and
suffers an intense fever and nausea within 10 minutes. Victim feels week, lose melee
attack, -1 to strike, -2 to parry and dodge, and -40% on all skill performance and Spd
attribute for 2D6 hours. Even if the victim make the saving throw, the bites wound makes a
nasty boil and itches like crazy (-2 to initiative and minus one attack per melee round for
4D6 hours). Multiple bites cause a cumulative effect.
Faerie Folk Weapons: Undines utilize faerie folk weapons (bows and arrows,
spears, swords, etc) but they are made out of the bones of other small faerie folk. These
weapons inflict TRIPLE the normal damage because of the fey’s diminutive yet supernatural
strength and the magical nature of how they are constructive.
Bonuses: +2 on initiative, +1 to strike, +2 to parry, +3 to auto dodge in flight, +2 to
roll with impact, +2 to save vs. magic, +5 to save vs. necromancy spells, and +10 to save
vs. horror factor.
Vulnerabilities: Same means used to protect oneself from all faerie folk, however
they are not affected by tricks that will make them laugh (turning clothes inside out is not
funny, turning a human guts out is). Salt burns just like holy water. Magic and holy weapon
inflict full damage. Silver weapons inflict double damage against them. They are repelled by
holy symbols and holy water.
Value: Their wings are just as valuable as living faerie folk.
Average Life Span: Immortal until slain.
Habitat: Anywhere
Language: See above.
Enemies: Living humanoids of all sorts. They hate anything beautiful and good. They
go out of their way to kill (sacrifice) good faerie folk and creature of magic (unicorns, ki-lin,
wind-puffs). In their mind if it bleeds, it is to be killed and feed upon.
Allies: Undead, necromancers, and evil faerie folk.
Physical Appearance: A diminutive, man or woman with elf like features with patches of missing skin, revealing bare muscle and bones. Their skin retains a yellowish or greenish gaunt look to them. They are always seen in the buff with tiny bone weapons and jewelry (made from the skeletons of good faerie folk). Their butterfly like wings are jet black in
color.
Size: 6 inches tall 152 m) tall.
Weight: Six ounces (0.25 kg).
Rifts® Conversion Notes: Becomes an M.D.C creature in Mega-Damage settings with
P.E. attribute x5. In the Rifts® Earth setting, Undines live in huge cemeteries and places of
interment that are considered unholy and desecrated. They associate with other powerful
evil supernatural beings
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Re: Monstrous Creations

Unread post by Reagren Wright »

Okay I was watching LotR-TT and RotK and I'm tired of watching the dwarf fall off the
horse. Time to give being shorter than four feet a horse to ride.

PACK RUNNER

When dwarves started trying to live on the surface, one of the first animals they
encountered where Pack Runners. They are a miniature horse (pony) that is very strong,
have a heavy coat, short legs, and are considered quite intelligent. Though too small for a
human or elf to ride, they are used by dwarves, goblins, kobolds, and gnomes for riding and
driving. Humans use them to pull carts, plowing fields, and pack purposes. During the Age of
Elves, the need for mining minerals increased so thousands of Pack Runners were brought
beneath the surface to work underground, sometimes spending their entire lives beneath
the surface and producing generations of offspring. The horses were normally stabled
underground and fed on a diet with a high proportion of chopped hay and maize, coming to
the surface once a month to romp around. When the Elf/Dwarf started, the horses became
mounts used in hundreds of battles. When the war came to end, the entire population was
decimated with less than 300 surviving. The surviving animals were brought to the surface
and released into the Old Kingdom Lowlands. Instead of dying off, the horses thrived and
survived. In the last 400 years, the Timiro Kingdom has been collecting these animals, now
they are ridden by small children at horse shows, in riding schools and for pleasure. They
are seen working in fairs or carnivals to provide short rides for visitors. Today Pack Runners
are slowly being reintroduced to the world. However, they continue to function as horse
mounts for goblins and kobold communities. Pack Runners are generally gentle,
good-tempered, and very intelligent by nature. They can be very opinionated or "cheeky",
and can be impatient, snappy, and sometimes become uncooperative. Due in part to their
intelligence and size, they are easily spoiled and can be very headstrong if not well-trained.

Armor Rating: A.R. 5
Hit Points: 3D6+10
S.D.C.: 2D6+12
Average P.P.E.: 6D6.
Appearance: A hardy and strong miniature horse, with a small head, a dished face,
widely-spaced eyes and small and alert ears. The breed has a short, muscular neck,
compact, stocky bodies, and short, strong legs. Both males and females long thick manes
and tails and a dense double winter coat. Their coats come in a variety of colors.
Natural Abilities: It can pull three times its own weight for nearly one hundred miles
(160 km) and carry about 300 lbs (135 kg), nightvision 60 feet (18.2 m), can function
underground without difficulty, leap 3 feet (.9 m) high or 6 feet (1.82 m) across, swim 60%,
and Sensitive to the Supernatural and Potential Psychic Energy (P.P.E.), Range of
Sensitivity: 1200 feet (365 m).
Speed: 28 (14 mph/22.54 km), but maximum speed is 44 (30.8 mph/49.58 m). The
horses pulling speed is half its normal speed. A Pack Runner can maintain its average running
speed for 10 hours with minimal strain/exhaustion (needs four-five of rest). It can maintain
its maximum speed for 15+3D6 minutes. Note: If the horse is made to travel its maximum
distance without stopping, after the animal rests it will spending 2-3 hours grazing or
needing to be feed, before it can take off again. If the horse is not allowed to eat, it will
become unruly and lash out (its hungry).
Attacks Per Melee: Three
Damage: Front kick does 1D6 points of damage, rear does 2D4 points of damage, and
bite for one point of damage. Like other horse, Pack Runners instinctively leap over and run
around humanoids and most other animals.
Bonuses: +2 on initiative, +1 to strike, and +1 to dodge.
Magic: None
Psionics: Natural Sensitivity but no actual powers.
Value: Untrained 500-1000 gold, 750-3000 gold trained.
Average Life Span: 20-30 years.
Habitat: Native to the Old Kingdom Lowlands and low attitude of the Old Kingdom
Mountains. They can be also be found anyplace where dwarves can be found, especially the
Timiro Kingdom and Northolme.
Language: None.
Enemies: Predators of horses (lions, cougars, hyena, wolves). They are cautious
around tall humanoids but with time and patience, they can be taught to trust
Allies: Benevolent faerie folk and trust worthy humanoids, especially dwarves.
Size: 7-9 hands (24-36 inches, 60-91cm) high at the withers (shoulder).
Weight: 200-300 lbs (90-135 kg).
Last edited by Reagren Wright on Thu Jan 19, 2012 5:43 pm, edited 1 time in total.
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Re: Monstrous Creations

Unread post by Reagren Wright »

And of course for gnomes.

DUDJE

Six thousand years ago, a gnome village in the Ophid Grasslands was being threatened by a
vicious band of orcs. The high priestess prayed to the goddess Epim for help. Hours before
the orcs attacks, a heard of pygmy horses appeared just outside the villages. The gnomes
put all their belongings on these horses and rode to safety. Today the descendants of those
horses still thrive in gnome villages found throughout the world. Despite this, their numbers
have declined. Only around 800 horses are known to be grazing the Ophid Grasslands.
Gnomes are the only humanoids able to ride these dwarf miniature horses. They are too
small to be used by any other humanoid race for any other function other than a family pet,
however they still retain natural horse behavior, including a natural fight or flight instinct,
and must be treated like an equine, even if they primarily serve as a companion animal.
While Dudje can live indoors, they are still real horses and are healthier when allowed to live
outdoors (with proper shelter and room to run).

Armor Rating: A.R. 5
Hit Points: 1D6+10
S.D.C.: 1D6+12
Average P.P.E.: 4D6.
Appearance: A stout, miniature horse, with short limbs and face. The breed is the
size of a medium size dog. Their coats come in a variety of colors.
Natural Abilities: Nightvision 30 feet (9.1 m), swim 60%, leap 1 foot ((.3 m) up and 2
feet (.6 m) across and Sensitive to the Supernatural and Potential Psychic Energy (P.P.E.),
Range of Sensitivity: 1200 feet (365 m).
Speed: 18 (12.6 mph/20.2 km), but maximum speed is 36 (25.2 mph/40.5 m). The
horses pulling speed is half its normal speed. A Dudje can maintain its average running
speed for 5 hours with minimal strain/exhaustion (needs four-five of rest). It can maintain
its maximum speed for 10+3D6 minutes. Note: If the horse is made to travel its maximum
distance without stopping, after the animal rests it will spending 2-3 hours grazing or
needing to be feed, before it can take off again. If the horse is not allowed to eat, it will
become unruly and lash out (its hungry).
Attacks Per Melee: Two
Damage: Front kick does 1D4 points of damage, rear does 1D6 points of damage, and
bite for one point of damage. Like other horse, Dudje instinctively leap over and run around
humanoids and most other animals.
Bonuses: +1 on initiative, +1 to strike, and +1 to dodge.
Magic: None
Psionics: Natural Sensitivity but no actual powers.
Value: Untrained 500-1000 gold, trained 750-1500 gold.
Average Life Span: 15-20 years.
Habitat: Native to the Ophid Grassland and Northern Hinterlands. Can be found any
place in the world where Gnomes living on the surface can be found.
Language: None.
Enemies: Various predators of horses. They are cautious around humanoids but with
time and patience, they can be taught to trust.
Allies: Benevolent faerie folk and gnomes.
Size: 16-20 inches at the withers (shoulder).
Weight: 50-60 lbs (22.5-27 kg).
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Re: Monstrous Creations

Unread post by Reagren Wright »

Well I guess I can let the cat out of the bag. Some of my infamous fantasy monsters creations
will be appearing in Rifter #57. I have no idea which ones, likely not the ones you see here on
the message board. Couple of months ago I sent a manuscript in sort of a Monsters and
Animals type, and some from that manuscript will be in the upcoming Rifter. Guess that makes
them semi-cannon, more so then those you see here on the message board. The inspiration of
course comes from fans and friends. Hope those who enjoy the monsters here enjoy those in
the Rifter. And the best part, art work!!! Can't wait to see what they will look like. What I can
say is many of the monsters/animals come from folklore and legend, many from the good old U.S.A.
There was also some faerie folk, undead, and some very uniques. No idea what Wayne picked
out, but he did say he select a group, no idea which ones. So long hard work, lots of research,
and hours in front of a computer have paid off again. Hope this inspires other writers out there
to put your best foot forward as well. This will be my fourth time at the well but this time I'm
so excited to see the artwork combined with my details. I just can't wait. Which reminds me
time to renew the Rifter subscription, hope those who read this post go out an get the next
Rifter. I promise you will enjoy it. Oh and I will be back hard at work on this post again in
the near future :D .
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Re: Monstrous Creations

Unread post by pblackcrow »

Congrats.
Ankh, udja, seneb.
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Re: Monstrous Creations

Unread post by Reagren Wright »

Rifter #57 Cover. All I can say is WOW :D . I'll detail more info when I get back home and not at this library computer.
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Re: Monstrous Creations

Unread post by Reagren Wright »

On the cover of Rifter #57 is a creature called the Makara, very nasty indeed. I'm not sure which
of the other 19 monsters they have included. I'm as anxious to see the monsters as the rest of
you. So if you are fans of this post go out and help Palladium Books out and buy Rifter #57.
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Re: Monstrous Creations

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Reagren Wright wrote:PACK RUNNER

Quick question...How much can they pull and carry? Uh, considering a mule can carry a light load for a mule is up to 230 pounds; a medium load, 231–460 pounds; and a heavy load, 461–690 pound. And mule can also drag 3,450 lbs pounds. Could it be said that they are the same?
Ankh, udja, seneb.
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Re: Monstrous Creations

Unread post by Reagren Wright »

pblackcrow wrote:
Reagren Wright wrote:PACK RUNNER

Quick question...How much can they pull and carry? Uh, considering a mule can carry a light load for a mule is up to 230 pounds; a medium load, 231–460 pounds; and a heavy load, 461–690 pound. And mule can also drag 3,450 lbs pounds. Could it be said that they are the same?


Its listed under their natural abilities. They can pull three times their own weight for nearly one
hundred miles (160 km) and carry about 300 lbs (135 kg). They weigh about 200-300 lbs (90-135
kg) so that means 800-900 lbs (360-405 kg) they can pull, tow, etc. Carry weight is light because
these guys are only (2-3 feet at the shoulder). In truth they are extra strong miniature horses.
Hope that helps out :D.
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Re: Monstrous Creations

Unread post by pblackcrow »

Reagren Wright wrote:
pblackcrow wrote:
Reagren Wright wrote:PACK RUNNER

Quick question...How much can they pull and carry? Uh, considering a mule can carry a light load for a mule is up to 230 pounds; a medium load, 231–460 pounds; and a heavy load, 461–690 pound. And mule can also drag 3,450 lbs pounds. Could it be said that they are the same?


Its listed under their natural abilities. They can pull three times their own weight for nearly one
hundred miles (160 km) and carry about 300 lbs (135 kg). They weigh about 200-300 lbs (90-135
kg) so that means 800-900 lbs (360-405 kg) they can pull, tow, etc. Carry weight is light because
these guys are only (2-3 feet at the shoulder). In truth they are extra strong miniature horses.
Hope that helps out :D.

ok...thanks.
Ankh, udja, seneb.
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Re: Monstrous Creations

Unread post by Reagren Wright »

I've recently done some editing to some of my posts. However, new things will be arriving. I'm thinking of do some more
faerie folk. Just looking at their history and legends, there is a wealth of knoweledge and creativity to play with. Might be a
while but they will be comign soon.
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Re: Monstrous Creations

Unread post by Reagren Wright »

Well after some time off I'm back with my favorite thing (well besides monsters as seen in Rifter #57) but faerie folk.

KORRIGANS

Korrigans are siren-like female nymphs who inhabit springs and rivers, but also any abandoned
water source once frequented by humans. These enchanting females are very beautiful after
dusk and throughout the night, but the coming rays of dawn reveal their true form, that of an
ugly hag with burning red eyes and pale white hair. The Korrigan are natural deceivers, speaking
few truths when possible. They always pretend to be something they are not, often claiming to
be nymphs of the forests and springs. This is commonly a ruse in order to acquire the affections
of a mortal lover. Often they grant the person the ability to live underwater in exchange for
wonders beneath the surface, usually a treasure they are guarding for some other more
formidable evil or one they’ve collected over countless ages. When they have the mortal at his
weakest, most often beneath the surface, the cancel the spell and cause their lover to drown.
Nothing delights the korrigan more than watching mortals drown. The second thing they are fond
of is stealing children of humans, elves, and occasionally dwarves. What they do with these
kidnapped children is still a mystery for their remains are never found. Korrigans inhabit water
but they also enjoy frequenting desecrated holy sites. They absolutely hate any devout
individual and detest all religions.

Race.: Faerie Folk
Alignments: Anarchist and any evil
The Eight Attributes: I.Q. 1D6+4, M.E. 1D6+2, M.A. 1D6+4, P.S. 2D6, P.P. 3D6+12, P.E.
2D6+4, P.B. 1D6+14 (during night), 1D6+2 (during day), Spd 2D6+24 (on land), 2D6+6 (in
water).
Hit Points: P.E. attribute x3
S.D.C.: 6D6
Natural A.R.: 10
Horror Factor/Awe: 10 (during night), 13 (during day).
P.P.E.: 1D6x100, plus can automatically draw on the P.P.E. around them from ley lines and nexus points.
Magic: Dowsing, breathe underwater, charm, change the current, color water,
compulsion, mesmerism, oracle, speak underwater, and water of life. Remember the spell
strength, duration, range, and damage is equal to a 10th level wizard/warlock.
Psionics: None.
R.C.C. Skills: Dowsing 90%, identify plants & fruits 90%, holistic medicine 70%, astronomy
& navigation 90%, astrology 75%, imitate voice 65%, wilderness survival 90%, faerie lore 98%,
lore: religion 50%, first aid 90%, sing 90%, dance 98%, ventriloquism 60%, wardrobe & grooming
80%, seduction 75%. Skills do not increase.
Natural Abilities: Swim 100%, does not breathe air, completely invisible in water
(merge/disappear within a contained or natural body of water, must show herself to attack),
nightvision 90 feet (27.4 m), keen normal vision, see the invisible, turn invisible at will,
metamorphosis-animal or human (unlimited duration), sense evil (same as wizard), sense the
location of water 90%, and sense the location of a ley line 70%.
Attacks per Melee: Three hand to hand attacks per melee or two using magic.
Bonuses: +1 on initiative, +2 to strike, +3 to parry & dodge, +1 to save vs. magic, and
+4 to save vs. horror factor.
Vulnerability: Same means used to protect oneself from all faerie folk. They really can’t
stand to be the presence of a cross (same effect as it has on a vampire) and it reduces their
spell magic ability to 1st level and requiring a saving throw of 12 or better.
Average Life Span: Immortal until slain.
Habitat: Anywhere
Languages: Speaks all languages
Enemies: They hate priests, churches, and anyone who wears holy symbols (good or
evil). They are indifferent toward good faerie folk and humanoids in general. They absolute
loathe canine races.
Allies: They can be persuaded by powerful evildoers to function as guardians for their
personal belongings in exchange for whatever they desire. They simply adore changelings and
were-beasts. They are quick to form alliances with them whenever possible. They associate
with all sorts of evil faerie folk, especially bogies and toad stolls.
Physical Appearance: A beautiful female human with beautiful hair and red flashing eyes.
They wear little or no clothing at all. They are attractive when seen at dusk or night, but by
day their eyes are red, their hair white, and their skin wrinkled, and take on the look of a hag.
Size: About average human female size
Weight: 20 lbs (9 kg).
Note: They never wear armor and have no need for weapons.
Rifts® Conversion Notes: Becomes an MDC creature in Mega-Damage settings with
1D6x10 M.D.C. On Rifts® Earth, they can be found all over the world near bodies of water,
abandoned fountains and wells, and unsanctified cemeteries/unholy burial grounds pretending to
lamenting over the deceased loved ones. They also like to be close nearby places where large
gatherings of children are present.
Last edited by Reagren Wright on Sun Apr 29, 2012 4:21 pm, edited 1 time in total.
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Re: Monstrous Creations

Unread post by Reagren Wright »

KILLMOULIS

These ugly cousins to the brownie are among the friendlier faerie folk in the world. He actually
seeks out humanoids to aid and assist them whenever possible. He is most fond working to help
millers, for nothing excites him more hard work and the smell of grinding of food. The first thing
one notice about a killmoulis is he has an enormous nose but no mouth. Because of this in order
to eat the creature inhales his food through his nose. Hence the other reason he enjoys working
for millers because he needs to grind their food almost to a powder in order to safely “snort” it
up his nose. Although kilmoulis believe in hard work hard, the faerie in them can’t help but
delight in playing tricks and pranks. While his pranks may be a hindrance, the help he provide is
generally enough help to offset the food he eat and the disturbances he causes. However, those
who do not take kindly or appreciate his hard work will soon find the kilmoulis vengeance is
anything but a practical joke.

Race.: Faerie Folk
Alignments: Any, usually unprincipled. Very rare to be evil.
The Eight Attributes: I.Q. 2D6+4, M.E. 2D6+3, M.A. 4D6, P.S. 2D6, P.P. 3D6, P.E. 2D6+4,
P.B. 1D6+4, Spd 4D6.
Hit Points: P.E. attribute x3
S.D.C.: 4D6
Natural A.R.: 6
Horror Factor/Awe: 10
P.P.E.: 1D6x100, plus can automatically draw on the P.P.E. around them from ley lines and nexus points.
Magic Spells: Dowsing, manipulate objects, mend wood, mend stone, sleep, purification,
and wood to stone. Remember the spell strength, duration, range, and damage is equal to a
10th level wizard/warlock.
Psionics: None
R.C.C. Skills: Speak Faerie and Gobblely 98%, can learn one human tongue at the base
skill level +10% (player character can learn two), masonry 80%, faerie folk lore 70%, jesting
85%, custom & culture 80%, dance 80%, holistic medicine 70%, identify plants/fruits 85%, land
navigation 75%, preserve food 80%, brewing 65%, physical labor, prowl 65%, gambling
(standard) 60%, climb 75%, pottery 70%, bartering 70%, general repair/maintenance 80%,
mathematics: basic 75%, and carpentry 75%. Skills do not increase.
Natural Abilities: Nightvision 90 feet (27.4 m), hold breath for 3D4 minutes, need only 3
hours of sleep every 36 hours, keen normal vision, superior sense of smell, track by smell 90%,
smell common odors/food one mile (1.6 km) away, recognize a person by their scent 80%,
recognize poison, toxins, and decaying matter 90%.
Attacks Per Melee: Three physical hand to hand attack or two using magic.
Bonuses: +1 on initiative and +2 on all saving throws.
Vulnerabilities: Same means used to protect oneself from all faerie folk. All Killmoulis lack
an orifice for their mouth so they must hold their breath and eat through their large nasal cavity.
Eating requires them to hold their breath.
Value: None, they make great workers on a farm and don’t need to be paid in gold.
However, they will eat their weight in food every 24 hours.
Average Life Span: Immortal until slain.
Habitat: Any place humanoids can be found living off the land. They avoid cities and small towns.
Language: See above.
Enemies: They don’t take kindly those who don’t appreciate their work. They try to avoid
combat whenever possible. They are distrustful of their evil kin and other creatures of magic,
especially those who are evil in alignment.
Allies: Good faerie folk and friendly humanoids.
Physical Appearance: A diminutive, handsome man or woman with elf like features.
Size: Under 1 foot (.3 m) tall.
Weight: 6D6 lbs.
Rifts® Conversion Notes: Becomes an M.D.C creature in Mega-Damage settings with P.E.
attribute x2. In the Rifts® Earth setting, Killmouls seek out villagers and settlers to assist when
possible and in way that allows them to do so unnoticed. They avoid going into large towns and
any place where soldiers and mages frequent.
Last edited by Reagren Wright on Sun Apr 29, 2012 4:21 pm, edited 1 time in total.
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Re: Monstrous Creations

Unread post by Reagren Wright »

PORTUNES

The tiny portunes are said to be a farmers best friend and his neighbors worst nightmare. These
overly friendly faerie folk look for humanoid farms to take up residence in (3D6+6 on average).
Once they take up a residence in the barn (stable, silo, etc) they immediate set to work putting
right, repairing anything broken, taking care of the animals, etc. Before long the farmer and his
family suddenly realizes that someone else is running his farm. Portunes do not attempt to hide
their involvement in fact they openly reveal themselves. As long as the farmer and his family
show their appreciation, them they can expect good fortunes on their farm. Unfortunately their
neighbors will not as the Portunes will target them for all their pranks and insults. Portunes are
known to grabbing the bridle of a horse and lead the horse and its rider into a pond. They untie
the knots of everything they find. They let loose the animals, often riding on their backs, and
whatever else they can do to be complete nuisances to everyone but the farmer they’ve take
up residence in. It isn’t long before the neighbors come with their fire and pitchforks. More often
than not the Portunes good nature and pranks result in the farmer they take residence in being
destroyed. Portunes do not live in a standard faerie mound, but take up residence in a humanoid
farm dwelling. This place will be as heavily defended as a typical faerie mound. No one not even
the farmer and his family (maybe the children if their good) will be allowed into this residence.
Portunes are well skilled in using faerie weapons.

Race.: Faerie Folk
Alignments: Any, usually unprincipled or anarchist.
The Eight Attributes: I.Q. 3D6, M.E. 2D6, M.A. 4D6, P.S. 1D4, P.P. 3D6+6, P.E. 2D6, P.B.
2D6, Spd 6D6 (running)
Hit Points: P.E. attribute x2
S.D.C.: 2D6
Natural A.R.: 8
Horror Factor/Awe: 8
P.P.E.: 1D6x100, plus can automatically draw on the P.P.E. around them from ley lines and nexus points.
Magic Spells: Cleanse, cloud of slumber, control the beast, dowsing, increase weight,
repel animals, mend wood, purification, spider webs, and Faerie Dance. Remember the spell
strength, duration, range, and damage is equal to a 10th level wizard/warlock.
Psionics: None
R.C.C. Skills: Speak Faerie and Gobblely 98% and one human tongue at base skill +15%,
identify plants & fruits 80%, land navigation 80%, farm lore 90%, animal husbandry 85%,
whittling & sculpting 70%, wilderness survival 80%, rope works 95%, climbing 85%, preserve
food 70%, track animals 80%, faerie lore 90%, horse trade 90%, herding cattle 80%, sing 98%,
dance 98%, play musical instruments (any) 80%, cook 65%, sew 75%, brewing 70%, holistic
medicine 65%, general repair & maintenance 80%, dowsing 50%, teamster 60%, physical labor,
prowl 98%, and one W.P. of choice. Skills do not increase.
Natural Abilities: Nightvision 60 feet (18.2 m), keen normal vision and superior hearing
(cannot be surprised or snuck up from behind), see the invisible, can jump 10 feet (3 m) up and
20 feet (6 m) across without a running start, horsemanship: general 92%, and locate
secret/compartments 60%.
Attacks Per Melee: Two physical hand to hand attack or three using magic.
Damage: Faerie folk weapons.
Bonuses: +3 on initiative, +1 to parry, +4 to dodge, +2 to roll with impact, +3 to save vs.
magic, +2 to save vs. all other saving throws, and +4 to save vs. horror factor.
Vulnerabilities: Same means used to protect oneself from all faerie folk.
Value: None, but every farmer and peasant would love to have one around.
Average Life Span: Immortal until slain.
Habitat: Anywhere
Language: See above.
Enemies: Evil faerie folk, goblins, orcs, ogres, trolls, and giant kind.
Allies: Good faerie folk and other good creatures of magic. They have a fondness for
humans and elves. They go out of their way to help good people in need, however they simply
adore horses.
Physical Appearance: A small, elderly man with a wrinkled face and pointed ears. They
usually dress in the everyday farmer clothes.
Size: 4 inches (10.16 cm) tall.
Weight: Three ounces (85 grams)
Rifts® Conversion Notes: Becomes an M.D.C. creature in Mega-Damage settings with P.E.
attribute x3. In the magical enhanced world of Rifts® Earth, Portunes possess all domestic skills
at 90% in addition to the R.C.C. skills mentioned previously.
Note: Portunes will not feed the people who farm they taken up residence in any faerie
food nor will they prank them in any manner. However, if they reject their generosity or rebuke
their aid then all bets are off.
Last edited by Reagren Wright on Sun Apr 29, 2012 4:21 pm, edited 1 time in total.
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Re: Monstrous Creations

Unread post by JuliusCreed »

Nicely done, Reagren... and welcome back!
Sure, lions and tigers are stronger...
But I've never seen a wolf jump through hoops in a circus
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Re: Monstrous Creations

Unread post by Reagren Wright »

Rifter #57 and #58 are both loaded with monsters and NPCS of my designed. Some might seem
familiar :wink: but most are nothing like you've ever seen before. Hope you enjoy using them in
your games as much as I enjoyed creating them for fan pleasure, and of course for G.M. to throw
at their parties :demon:.
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Re: Monstrous Creations

Unread post by Justthis Guy »

This makes me want to get those Rifters. I have avoided getting them since I am a Fantasy only guy. I think I might just just go to the Drive thru or PB books site and get those before too long. There is a decided lack of monsters for PFRPG in my opinion, and Reagren, your works a great addition to the canon. Grats on the published creations.
The answer to Life the Universe and Everything is 42!!! but just what is the question? hmm . .
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Re: Monstrous Creations

Unread post by JuliusCreed »

Justthis Guy wrote:This makes me want to get those Rifters. I have avoided getting them since I am a Fantasy only guy. I think I might just just go to the Drive thru or PB books site and get those before too long. There is a decided lack of monsters for PFRPG in my opinion, and Reagren, your works a great addition to the canon. Grats on the published creations.


If the lack of monsters in PFRPG has you down, try bringing a few beasties in from other Palladium titles. Imagine the surprise on your player's faces when their wandering through the Old Kingdom and a rampaging Rhino-Buffalo comes charging at them. Or perhaps they're wandering through some ancient ruins and happen across a group of Hounds from Nightspaw.... errrr, NightBANE. Just because they're not in the PFRPG books doesn't mean they cant be in the PFRPG world. Who knows how many of the beasts and monsters mentioned in Rifts, Wormwood, Phase World and various other titles have some possible origins in the Palladium Fantasy world. It's your Megaverse... do what you want with it!
Sure, lions and tigers are stronger...
But I've never seen a wolf jump through hoops in a circus
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Re: Monstrous Creations

Unread post by drewkitty ~..~ »

The only things I see wrong with RW's posts is it he seams to be confused about whether they are Races or Classes.

Typically classes has a skills list as a per of them.
May you be blessed with the ability to change course when you are off the mark.
Each question should be give the canon answer 1st, then you can proclaim your house rules.
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Re: Monstrous Creations

Unread post by Justthis Guy »

JuliusCreed wrote:
Justthis Guy wrote:This makes me want to get those Rifters. I have avoided getting them since I am a Fantasy only guy. I think I might just just go to the Drive thru or PB books site and get those before too long. There is a decided lack of monsters for PFRPG in my opinion, and Reagren, your works a great addition to the canon. Grats on the published creations.


If the lack of monsters in PFRPG has you down, try bringing a few beasties in from other Palladium titles. Imagine the surprise on your player's faces when their wandering through the Old Kingdom and a rampaging Rhino-Buffalo comes charging at them. Or perhaps they're wandering through some ancient ruins and happen across a group of Hounds from Nightspaw.... errrr, NightBANE. Just because they're not in the PFRPG books doesn't mean they cant be in the PFRPG world. Who knows how many of the beasts and monsters mentioned in Rifts, Wormwood, Phase World and various other titles have some possible origins in the Palladium Fantasy world. It's your Megaverse... do what you want with it!


therein lies the rub . . the only books I have are PFRPG books and a Rifts conversion book I picked up on the 1/2 of 1/2 of 1/2 box. I did create a beastie of my own once . . it came gallumping through the woods .. it was a jabberwocky from Lewis carol's mind, in the tulgey woods. There was a logger from the looging camp too, Bander . . he got snatched while in the woods . . so did his eldest son, Bander . . . ;)
The answer to Life the Universe and Everything is 42!!! but just what is the question? hmm . .
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Re: Monstrous Creations

Unread post by Reagren Wright »

Time to explain my reasoning. Paladins are an O.C.C. An occupation you can be. Elves are a R.C.C.
a race of beings that can choose an O.C.C. If I call Faerie Folk a R.C.C. its because in my way of
thinking they are one. Yes Faerie Folk are creatures of magic, but since you can play one in a
campaign as opposed to a Sphinx (which in some other games I suppose you could play as well) I
call them an R.C.C. Sorry to cause any confusion with folks but that's how my brain works :D .
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Re: Monstrous Creations

Unread post by drewkitty ~..~ »

Reagren Wright wrote:Time to explain my reasoning. Paladins are an O.C.C. An occupation you can be. Elves are a R.C.C.
a race of beings that can choose an O.C.C. If I call Faerie Folk a R.C.C. its because in my way of
thinking they are one. Yes Faerie Folk are creatures of magic, but since you can play one in a
campaign as opposed to a Sphinx (which in some other games I suppose you could play as well) I
call them an R.C.C. Sorry to cause any confusion with folks but that's how my brain works :D .

Elves are a race.
Fairy folks are assorted races
humans are a race

Racial Char Classes are Classes that only one Race can take, or a Class a single Race must take.

Race ≠ RCC


PF is no place to be frelling up as bad as Rifts is. So use the words correctly here in the PF forum. If you want to use them incorrectly go over to the rifts forum.
May you be blessed with the ability to change course when you are off the mark.
Each question should be give the canon answer 1st, then you can proclaim your house rules.
Reading and writing (literacy) is how people on BBS interact.
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Re: Monstrous Creations

Unread post by Reagren Wright »

Well okay, I've gone through my posts and "edited" them to make everyone happy. So we shouldn't have any more
misunderstandings. Just doing this for fun folks didn't realized everything had to be so perfect. When I first started posting
back in (10 Jan 2008) on this topic it was just to share some creations of mine with other PFRPG fans out there. Nothing
more and nothing less. Its still that way today. Now I'm told type them up right or get off the board. I appologize for the
confusion and mistakes on my part. There is nothing I can do for how they will appear in Rifter #58. Wayne and the guys
don't really edit the material in the Rifters. So just cross the R.C.C. part off when you get the book. But if it bothers you so
much don't buy it at all. In the meantime its back to working on other things. I might return if I have anything new (or old)
to share 8-) .
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Re: Monstrous Creations

Unread post by Stone Gargoyle »

Is itjust your material from this topic that will be put in Rifter #58?
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
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Re: Monstrous Creations

Unread post by Reagren Wright »

What's in those books are new monsters and NPCS. Anything that "might" have been similar no
longer exists on this post.
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Re: Monstrous Creations

Unread post by Stone Gargoyle »

Reagren Wright wrote:What's in those books are new monsters and NPCS. Anything that "might" have been similar no
longer exists on this post.

Ah.
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Re: Monstrous Creations

Unread post by Reagren Wright »

The Leviathan is now a cannon creature found in Rifts Lemuria (probably spelled it wrong).
So I decided let put its partner the behemoth in as well. Besides I just love hippos. One of
the coolest animals on this planet.

BEHEMOTH

Behold now behemoth, which I made with thee; he eateth grass as an ox.
Lo now, his strength [is] in his loins, and his force [is] in the navel of his belly.
He moveth his tail like a cedar: the sinews of his thighs are wrapped together.
His bones [are as] strong pieces of brass; his bones [are] like bars of iron.
He [is] the chief of the ways of God: he that made him can make his sword to approach [unto him].
Surely the mountains bring him forth food, where all the beasts of the field play.
He lieth under the shady trees, in the covert of the reed, and fens.
The shady trees cover him [with] their shadow; the willows of the brook compass him about.
Behold, he drinketh up a river, [and] hasteth not: he trusteth that he can draw up Jordan into his mouth.
He taketh it with his eyes: [his] nose pierceth through snares.


It is among the largest non magical creatures to walk on land. The behemoth is a gigantic
species of hippopotamus. This herbivore has supernatural strong bones and muscles but
unlike its cousin it prefers to live in the swamp. Here the creature spends 86% of its day
underwater. Although aquatic by nature, it is not a graceful swimmer. Nonetheless its skill
allows it to move quickly through the water-much faster than a human can paddle a boat or
swim. About 2 hours before sunset, the behemoth ventures out of the water and begins to
feed on terrestrial grasses, yet it will consume aquatic plants and fruit that falls from trees
(they absolute love sweet potatoes). Although exclusively an herbivore behemoths are very
aggressive animals, especially when young calves are present. Because of their sheer size
and power, they fear almost nothing and attack anything that enters their territory.
Behemoth are very aggressive toward elves whom they commonly attack whether in boats
or on land with no apparent provocation.

In spite of their clumsy-looking bodies, Behemoths can spin around rapidly and climb steep
river banks. They can even gallop for short distances. Whenever they encounter an
obstacle, they simply push them aside. If this action doesn’t work, maybe after several
minutes they will decide to go around. Unlike their cousins, Behemoths do not live in herds.
Bulls live alone, staking out territories about 3000 feet (914 m) in length. Other bulls are
allowed in a bull's stretch, as long as they behave submissively toward the bull. Females and
their calves are also allowed on these stretches as well. If anything enter the region and
does not give the bull proper submission, it will charge with its gapping maw open wide. The
two canine teeth (tusks) often grow as long as three feet (.9 m) while the incisors (sharp
front teeth) can reach two feet (.6 m). With skin 10 inches (25.4 cm) thick, they are nearly
impervious to conventional injury. Their bite is powerful enough to kill an ogre or crush a
boat in half. When in combat, both male and females use their incisors to parry attacks, and
their lower canines to inflict damage.

Behemoth mothers are very protective of their calves. They are also strict about how they
expect the calf to behave. Continued misbehavior earns a harsh nip or even a smack from
the cow’s head that can be hard enough to knock a calf off its feet. Calves are more than
likely to behave non-aggressively toward humanoids and other life forms.

Behemoths have long been avoided by all races, but in the last century Western Alchemist
have discovered that the blood Behemoth sweat can be used to make numerous healing
elixirs. As a result, the empire is now funding expeditions into the Yin Sloth Jungles to
search for these hyper aggressive creatures. This is producing a growing long list of
casualties nonetheless the empire is still seeking adventurers and slavers to meet its
demands for Behemoth sweet blood and meat.

Race: Monstrous Animal
Alignment: Considered miscreant
The Eight Attributes: I.Q. 1D6 (low animal intelligence), M.E. 1D6, M.A. 1D4, P.S.
18+3D6 (supernatural), P.P. 2D6, P.E. 18+3D6, P.B. 1D6+4, Spd 2D6 on land, but can perform
a short burst of speed at 25 mph (40.25 km) lasting only 1D4 minutes/20 mph (32 km) in
water.
Hit Points: 2D6x10 + P.E. attribute score.
S.D.C.: 3D6x10
Natural Armor Rating: 14
Horror Factor: 15
P.P.E.: 6D6 + P.E. attribute score.
Magic: None
Psionics: None.
Natural Abilities: Supernatural strength and endurance, open mouth to a 150 degree
angle, swim 90%, hold breath for 2D6 minutes, average day vision, nightvision 40 feet (12
m), keen sense of smell, and superior sense of hearing, recognize shapes underwater (can
tell if it’s a humanoid, a specific type of fish, plant, boat, etc) 82%, estimate an object’s
location while in water 44%, estimate an objects distance, direction, and speed while in
water 64%, and bio-regenerate 6D6 hit points/S.D.C. six times a day (once every hour).
Special Abilities: Hyper Aggression; the appearance of humanoids (elves in
particular) trigger behemoths into a fury, causing them to attack the source of their anger
until its dead, motionless (playing dead or being extremely submissive), or flees the
immediate area. While in this hyper aggressive state the animals enjoys the following
bonuses: +4 to roll with punch/fall, +1 to strike and parry, and a one-time bonus of 30 extra
S.D.C. and 4D6 extra hit points. The extra S.D.C. and hit points cannot be bio-regenerated.
The hyper state can only be done once every 24 hours.
Hardened Skin; the skin is so strong and thick, it only takes half damage from arrows,
bolts, and normal melee weapons and one-third the normal damage from hand held projectile
weapons even if they penetrate is natural armor rating. Energy attacks, (including magical
ones), magic weapons, and modern range weapons if they penetrate the natural armor
rating inflict normal damage. Supernatural strength attacks inflict full damage if they
by-pass the natural armor rating, but only half damage if they fail to do so. That is how
resilient a Behemoth’s skin really is.
Blood Sweat; this mysterious reddish brown liquid seeping out of the skin is the
source of their bio-regenerative capabilities. It can only be produced six times a day.
Fecal Scatter: Just before a confrontation, a bull rapid switches its tail as he
produces feces. This action scatters the waste for 1D6 yards/meters. This produces the
same effect as a 1st level Cloud of Stench.
Damage: Supernatural P.S., Bite is the equivalent of a full strength punch with a
bonus of 2D6, stomp is equal to a restrained punch, a head butt is equal to half the normal
full strength punch damage, and trample/charge is equal to a power punch blow.
Bonuses: +2 to strike, +2 to parry, +3 to save vs. poison & disease, and +12 to save
vs. horror factor. Additional bonuses in water: +1 to initiative, +3 to strike, +1 to dodge,
and no minuses/penalties apply when blinded or in total darkness. Bite inflicts double
damage on an unmodified roll of 19-20.
Value: Meat (one lbs of flesh 300-500 gold, cannot be more than 48 hours). Preserve
Food has an accumulative -10% penalty every 24 hours after the first forty-eight. Western
Alchemists will pay 6000 gold per oz of sweated blood (not the blood produced by open
wounds, yes they can tell the difference). The sweated blood can be used to make Potions
of Healing, Healing (superior), and the newly discovered Potion of Renewal (restores 4D6 hit
points and 1D4x10 S.D.C. simultaneously, can be used to help reattached lost fingers, toes,
eyes, ears, noses, etc. Will not restore lost limbs or internal organs. Cost: 3000 gold per oz.
Very rare. Tusks 400 gold, but to native tribes in Yin Sloth Jungle they are considered
priceless.
Average Life Span: 80-100 years
Habitat: Swamps of the Yin Sloth Jungle and possibly the western half of the remote
regions of Land of the South Winds. Those found in the regions of Mount Nimiro have all
been slain and eaten.
Language: None, but they seemingly understand Faerie Speak, which can be used to
calm their aggression.
Enemies: They simply hate elves for reasons no one knows. They are mindlessly
aggressive toward all humanoids. Dragons are avoided as are true giants.
Allies: Faerie Folk are the only beings considered friendly and behemoth will peacefully coexist with.
Physical Appearance: They are a giant species of hippopotamus. The animal’s upper
parts are purplish-gray to blue-black while the under parts and areas around the eyes and
ears can be brownish-pink. The animal’s eyes appear to be on short eye stalks. Their stub
tail is typically 22 inches (55 cm) long.
Size: Adults males can reach 22 feet (6.7 m) in length and stand 7¼ feet (2.2 m) tall
at the shoulder. Females are several inches shorter.
Weight: Some very large bull can reach 13,000 lbs (5850 kg) or 6.5 tons. Females
generally weight between 8500 and 10,000 lbs (3825 to 4500 kg).
Rifts® Conversion Notes: Becomes a M.D.C. creature in Mega-Damage settings with
1D6x100+200 M.D.C., but when the creature becomes frenzied its M.D.C. increases by 30
percent. In the Rifts® Earth setting, Behemoth can be found in any fresh water swampland
far removed from humanoid civilization, especially in Africa and Dinosaur Swamp).  
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