Creatures of Alana
GM-Info!
Work in progress!
Slightly NSFW!
FEATURED
Candle-Headed Swamp Lurker
A moss-wreathed serpent the girth of a boathook, its melted-wax skull burns with cold blue flame that never gutters. It coils beneath mire-water, snaring trespassers with fetid tendrils before pumping paralytic sap into the wound. Candle-Headed Swamp Lurker (Large)WFRP4e
Cypher
WS 45 | BS – | S 45 | T 45 | I 20 | Ag 40 | Dex 25 | Int 14 | WP 30 | Fel 10
Move 6 | Wounds 38 | TB 4 | SB 4 Traits Amphibious; Fear (1), Night Vision; Size (Large), Weapon (Damaging, Snare 2)
Skills Stealth (Mire) 55, Perception 30, Swim 55
Talents Hardy, Strider (Swamp)
Armour Scaly hide (Armour 2, Body only)
Natural Weapons Tendril-Strangle (Damaging, Snare 2) – SB+4
Venom (Average Toxicity, Resist: Endurance) causes Paralysis (p.187 CRB)
Move 6 | Wounds 38 | TB 4 | SB 4 Traits Amphibious; Fear (1), Night Vision; Size (Large), Weapon (Damaging, Snare 2)
Skills Stealth (Mire) 55, Perception 30, Swim 55
Talents Hardy, Strider (Swamp)
Armour Scaly hide (Armour 2, Body only)
Natural Weapons Tendril-Strangle (Damaging, Snare 2) – SB+4
Venom (Average Toxicity, Resist: Endurance) causes Paralysis (p.187 CRB)
Level 4 - Armor 2 - Health 12
Modifications: Stealth in murky water 5; resisting poisons 5
Movement: Short (swim or slither)
Attacks: Tendril-strangle (melee) inflicts 6 Corrosive dmg; target must beat Level 4 Speed defense or become Immobilised (Snare) until they take an action to break free.
Special: Once per 10 min it exudes paralytic venom; victims failing a Might defense become Stunned for one round.
Interaction: Skittish but territorial; repelled by bright fire.
Use & GM intrusion: A submerged log grabs a PC’s ankle - surprise! On intrusion, the cube’s blue flame flares, blinding everyone within Immediate distance for one round.
Movement: Short (swim or slither)
Attacks: Tendril-strangle (melee) inflicts 6 Corrosive dmg; target must beat Level 4 Speed defense or become Immobilised (Snare) until they take an action to break free.
Special: Once per 10 min it exudes paralytic venom; victims failing a Might defense become Stunned for one round.
Interaction: Skittish but territorial; repelled by bright fire.
Use & GM intrusion: A submerged log grabs a PC’s ankle - surprise! On intrusion, the cube’s blue flame flares, blinding everyone within Immediate distance for one round.
Iron-Veined Cliffmancer
A living shard of the mountain, runnels of glowing ore coursing through crystal flesh. It warps its own gravity, climbing sheer rock in any direction and hurling boulders by flexing tectonic muscle. Iron-Veined Cliffmancer (Enormous)WFRP4e
Cypher
WS 55 | BS 35 | S 65 | T 70 | I 30 | Ag 25 | Dex 20 | Int 40 | WP 45 | Fel 15
Move 6 | Wounds 55 | TB 7 | SB 6 Traits Armor (5), Fear (2), Large (+1 Size step), Regenerate (1/rd), Tracker; Size (Enormous)
Skills Athletics 65, Climb 85, Cool 55, Intimidate 70, Perception 43
Talents Dirty Fighting, Mighty Missile
Armour Iron-crystal plates (5 all)
Weapons Seismic Stomp (Impact) – SB+10, Riven Boulder (thrown 20 y, Impact) – SB+6
Move 6 | Wounds 55 | TB 7 | SB 6 Traits Armor (5), Fear (2), Large (+1 Size step), Regenerate (1/rd), Tracker; Size (Enormous)
Skills Athletics 65, Climb 85, Cool 55, Intimidate 70, Perception 43
Talents Dirty Fighting, Mighty Missile
Armour Iron-crystal plates (5 all)
Weapons Seismic Stomp (Impact) – SB+10, Riven Boulder (thrown 20 y, Impact) – SB+6
Level 8 - Armor 5 - Health 32
Modifications: Climb or cling to sheer stone 10; Might-based tasks 10; Intimidation 9
Movement: Short (on any surface can throw itself Long by “repelling” gravity.
Attacks:Seismic Stomp (Immediate area) deals 10 dmg and knocks creatures prone.
Riven Boulder (Long range) deals 10 dmg, destroys light cover.
Special: Regenerates 2 health per round while touching natural rock.
Interaction: Taciturn earth-spirit; bargains in rare ores.
Use & GM intrusion: A stray stomp opens a crevasse, separating the party.
Movement: Short (on any surface can throw itself Long by “repelling” gravity.
Attacks:
Interaction: Taciturn earth-spirit; bargains in rare ores.
Use & GM intrusion: A stray stomp opens a crevasse, separating the party.
Mirror-Skinned Dreamstalker
Urban legends speak of mirrored silhouettes slipping between reflections at midnight. They savour mortal dreams, drawing sleepers into phantasmal labyrinths and feasting on terror-tinged reverie. Mirror-Skinned Dreamstalker (Small)WFRP4e
Cypher
WS 35 | BS – | S 25 | T 30 | I 45 | Ag 45 | Dex 40 | Int 60 | WP 55 | Fel 40
Move 5 (Teleport 10) | Wounds 15 | TB 3 | SB 2 Traits Magic (1), Night Vision, Phasing (counts as Ethereal when in dim light), Stealthy
Skills Cool 65, Dodge 55, Intimidate 50, Perception 55, Stealth (Urban) 75
Talents Instinctive Diction, Sixth Sense
Armour None
Psychic Attack Harrowing Glare (Accurate, 10 y, Opposed WP) – WPB+4 psychic damage; target must pass WP or become Entangled in its own nightmares (p.189 CRB)
Move 5 (Teleport 10) | Wounds 15 | TB 3 | SB 2 Traits Magic (1), Night Vision, Phasing (counts as Ethereal when in dim light), Stealthy
Skills Cool 65, Dodge 55, Intimidate 50, Perception 55, Stealth (Urban) 75
Talents Instinctive Diction, Sixth Sense
Armour None
Psychic Attack Harrowing Glare (Accurate, 10 y, Opposed WP) – WPB+4 psychic damage; target must pass WP or become Entangled in its own nightmares (p.189 CRB)
Level 5 - Armor 1 - Health 15
Modifications: Speed defense while in dim light 7; Intellect defense (illusions) 7; Stealth (urban) 8
Movement: Short; may teleport from one reflective surface to another within Short range each round (no action).
Attacks: Harrowing glare (Intellect) deals 5 Psychic dmg; on failed Intellect defense the target is Confused for one round.
Special: In dim light the stalker is Insubstantial (treat physical attacks as hindered by two steps).
Interaction: Trades in secrets harvested from nightmares.
Use & GM intrusion: A PC’s mirrored blade suddenly reflects their older self - 1 Might point drained as the stalker tastes their fear.
Movement: Short; may teleport from one reflective surface to another within Short range each round (no action).
Attacks: Harrowing glare (Intellect) deals 5 Psychic dmg; on failed Intellect defense the target is Confused for one round.
Special: In dim light the stalker is Insubstantial (treat physical attacks as hindered by two steps).
Interaction: Trades in secrets harvested from nightmares.
Use & GM intrusion: A PC’s mirrored blade suddenly reflects their older self - 1 Might point drained as the stalker tastes their fear.
Rune-Carved Grove Guardian
A towering effigy of oak, bones of fossilised ivory and bark branded with glowing sigils of the gods. Roots surge like spears to repel defilers; storms gather over its canopy at a thought. Rune-Carved Grove Guardian (Monstrous)WFRP4e
Cypher
WS 65 | BS 25 | S 75 | T 80 | I 25 | Ag 20 | Dex 25 | Int 55 | WP 65 | Fel 30
Move 5 | Wounds 80 | TB 8 | SB 7 Traits Implacable, Size (Monstrous), Terror (2), Weather-Controlling (may call Heavy Rain or Gust, CRB p.193)
Skills Endurance 85, Intimidate 85, Lore (Magick) 65, Perception 45
Talents Menacing, Robust (2)
Armour Living Bark (Armour 3 all)
Natural Weapons Root-Spike (Hack, Penetrating) – SB+9
Move 5 | Wounds 80 | TB 8 | SB 7 Traits Implacable, Size (Monstrous), Terror (2), Weather-Controlling (may call Heavy Rain or Gust, CRB p.193)
Skills Endurance 85, Intimidate 85, Lore (Magick) 65, Perception 45
Talents Menacing, Robust (2)
Armour Living Bark (Armour 3 all)
Natural Weapons Root-Spike (Hack, Penetrating) – SB+9
Level 9 - Armor 3 - Health 45
Modifications: Endurance 11; Intimidation 11; tasks to influence plants 11
Movement: Short (cannot sprint)
Attacks: Root-spike (melee, reach Immediate) 11 dmg, Pierce
Special: Once per hour calls Weather: selects heavy rain, gusting wind, or lightning storm (treat as an asset or hindrance for related tasks, GM choice).
Interaction: Stoic; will speak only to those bearing a druidic token.
Use & GM intrusion: Summons a wall of living branches, splitting the battlefield.
Movement: Short (cannot sprint)
Attacks: Root-spike (melee, reach Immediate) 11 dmg, Pierce
Special: Once per hour calls Weather: selects heavy rain, gusting wind, or lightning storm (treat as an asset or hindrance for related tasks, GM choice).
Interaction: Stoic; will speak only to those bearing a druidic token.
Use & GM intrusion: Summons a wall of living branches, splitting the battlefield.
Ashen-Breathed Ember Wraith
A ragged, barbed skeleton mantled in smoky wings; its hollow ribs cradle a core of magma. Each exhalation is a storm of cinders that scour flesh and spirit alike. Ashen-Breathed Ember Wraith (Average, Undead)WFRP4e
Cypher
WS 55 | BS 40 | S 40 | T 40 | I 45 | Ag 50 | Dex 40 | Int 45 | WP 60 | Fel 25
Move 7 (Fly 12) | Wounds 30 | TB 4 | SB 4 Traits Daemonic, Fear (2), Flight (8), Soul-Draining (Successful melee heals W = damage dealt/2)
Skills Dodge 60, Endurance 50, Intimidate 65, Melee (Basic) 65, Ranged (Breath) 55
Talents Frightening, Skirmisher
Armour Ethereal cinders (counts as Armour 1 all, ignores non-magical weapons)
Weapons Claws (Damaging, Fast) – SB+6
Breath Ash-Storm (15 y cone, Damaging) – SB+4 fire; anyone hit must test Endurance or suffer Blind for 1d10 – WPB rounds
Move 7 (Fly 12) | Wounds 30 | TB 4 | SB 4 Traits Daemonic, Fear (2), Flight (8), Soul-Draining (Successful melee heals W = damage dealt/2)
Skills Dodge 60, Endurance 50, Intimidate 65, Melee (Basic) 65, Ranged (Breath) 55
Talents Frightening, Skirmisher
Armour Ethereal cinders (counts as Armour 1 all, ignores non-magical weapons)
Weapons Claws (Damaging, Fast) – SB+6
Breath Ash-Storm (15 y cone, Damaging) – SB+4 fire; anyone hit must test Endurance or suffer Blind for 1d10 – WPB rounds
Level 6 - Armor 1 (ignores non-magical) - Health 18
Modifications: Speed defense (flying) 7; Intimidation 8; resist cold 8
Movement: Short flight (Long in open space) Attacks:Claws 8 dmg (ignores mundane armor)
Ash-storm breath (cone Immediate) 6 Fire dmg; targets must beat Level 6 Might defense or suffer the Blind condition for one minute.
Special: Soul-drain - when the wraith inflicts damage with claws it heals half that amount.
Interaction: Hungers for remorseful memories.
Use & GM intrusion: Breath attack also snuffs all non-magical flames.
Movement: Short flight (Long in open space) Attacks:
Interaction: Hungers for remorseful memories.
Use & GM intrusion: Breath attack also snuffs all non-magical flames.
Star-Marked Tide Strider
A squid-like being whose ten glimmering arms trace constellations in shifting colour. It glides above the surf as readily as it swims below, collecting fallen meteor-shards to crunch between crystal beaks. Star-Marked Tide Strider (Large)WFRP4e
Cypher
WS 45 | BS – | S 50 | T 45 | I 35 | Ag 50 | Dex 40 | Int 35 | WP 40 | Fel 25
Move 6 (Swim 8, Hover 6) | Wounds 40 | TB 4 | SB 5 Traits Amphibious, Night Vision, Size (Large)
Skills Athletics 60, Dodge 60, Lore (Stars) 45, Perception 45, Swim 70
Talents Lightning Reflexes, Rover
Armour Rubbery hide (Armour 2 body, 1 elsewhere)
Natural Weapons Meteoric Tentacles (Damaging, Impale, Entangling) – SB+7; if Entangled, target also suffers one Fatigue
Move 6 (Swim 8, Hover 6) | Wounds 40 | TB 4 | SB 5 Traits Amphibious, Night Vision, Size (Large)
Skills Athletics 60, Dodge 60, Lore (Stars) 45, Perception 45, Swim 70
Talents Lightning Reflexes, Rover
Armour Rubbery hide (Armour 2 body, 1 elsewhere)
Natural Weapons Meteoric Tentacles (Damaging, Impale, Entangling) – SB+7; if Entangled, target also suffers one Fatigue
Level 5 - Armor 2 - Health 15
Modifications: Swimming 7; dodging ranged attacks 6
Movement: Short (land), Short (hover), Long (swim)
Attacks: Meteoric tentacle lash 7 dmg; on a failed Speed defense the target is Grabbed and takes 2 dmg each subsequent round.
Special: Gains an asset on navigation checks under open night skies.
Interaction: Curious trader of fallen star-metal.
Use & GM intrusion: Tentacle fling sends a PC sailing Short distance, possibly off a ship’s deck.
Movement: Short (land), Short (hover), Long (swim)
Attacks: Meteoric tentacle lash 7 dmg; on a failed Speed defense the target is Grabbed and takes 2 dmg each subsequent round.
Special: Gains an asset on navigation checks under open night skies.
Interaction: Curious trader of fallen star-metal.
Use & GM intrusion: Tentacle fling sends a PC sailing Short distance, possibly off a ship’s deck.
Clockwork Mire Tick Swarm
Hundreds of brass-and-chitin mites clatter through the bog on stilt-legs, each the size of a thumbnail. They drill into prey, siphoning blood and alchemical sludge to power their tiny gears.Clockwork Mire Tick Swarm (Tiny, Swarm)
WFRP4e
Cypher
WS 35 | BS – | S 10 | T 30 | I 20 | Ag 50 | Dex – | Int – | WP 25 | Fel –
Move 6 | Wounds 25 | TB 3 | SB 1 Traits Armor (1), Swarm (Tiny), Venomous (leeching oil – Failure on Endurance causes Blinded for 1 minute), Weapon (Fast, Undamaging)
Skills Dodge 60, Stealth (Swamp) 70
Talents None (mindless)
Armour Chitin (1 all)
Swarm Bite Automatic SB wounds per round to anyone sharing its space; counts as Undamaging but ignores TB
Move 6 | Wounds 25 | TB 3 | SB 1 Traits Armor (1), Swarm (Tiny), Venomous (leeching oil – Failure on Endurance causes Blinded for 1 minute), Weapon (Fast, Undamaging)
Skills Dodge 60, Stealth (Swamp) 70
Talents None (mindless)
Armour Chitin (1 all)
Swarm Bite Automatic SB wounds per round to anyone sharing its space; counts as Undamaging but ignores TB
Level 4 - Armor 1 - Health 20 (treat as swarm)
Modifications: Stealth (swamp) 7; Speed defense vs area effects 2
Movement: Short scuttle or climb
Attacks: Swarm bite 4 dmg ignoring Armor; living targets must beat Level 4 Might defense or become Impaired for ten minutes (blood drained).
Special: Area fire or cold attacks deal 3 extra damage to the swarm.
Interaction: Mindless; can be diverted with fresh meat or spilled oil.
Use & GM intrusion: The ticks jam into exposed joints - PC’s actions hindered for one round.
Movement: Short scuttle or climb
Attacks: Swarm bite 4 dmg ignoring Armor; living targets must beat Level 4 Might defense or become Impaired for ten minutes (blood drained).
Special: Area fire or cold attacks deal 3 extra damage to the swarm.
Interaction: Mindless; can be diverted with fresh meat or spilled oil.
Use & GM intrusion: The ticks jam into exposed joints - PC’s actions hindered for one round.
Cheerful Cleaning Cubelet
A fist-sized, perfectly clear cube of bouncy slime that wobbles about humming bubbly tunes. It loves "polishing" dirty armour, erupting in squeaky glee when it leaves metal spotless (and ever-so-slightly pitted). Most folk keep one in a bucket as a camp cleaner or optimistic mascot. Cheerful Cleaning Cubelet (Tiny)WFRP4e
Cypher
WS 15 | BS – | S 10 | T 20 | I 25 | Ag 30 | Dex 15 | Int 18 | WP 35 | Fel 40
Move 4 | Wounds 6 | TB 2 | SB 1 Traits Amorphous, Domesticated, Size (Tiny), Stealthy (looks like a puddle), Weapon (Corrosive, Undamaging)
Skills Entertain (Mimic Songs) 45, Charm Animal 50, Stealth (Any) 40
Talents Hardy, Robust (1)
Armour None (jelly flesh counts as Armour 0, non-metal weapons count the Undamaging quality against it)
Natural Weapons Cheerful Engulf (Corrosive, Undamaging, Snare 2) – SB+2, objects left inside for 1 Minute take 1 Wound ignoring TB and Armour as they are "cleaned away".
Special Helpful Slime: Spend an action to remove 1 Condition such as Filth, Mud, or minor Rust from a willing creature’s gear.
Move 4 | Wounds 6 | TB 2 | SB 1 Traits Amorphous, Domesticated, Size (Tiny), Stealthy (looks like a puddle), Weapon (Corrosive, Undamaging)
Skills Entertain (Mimic Songs) 45, Charm Animal 50, Stealth (Any) 40
Talents Hardy, Robust (1)
Armour None (jelly flesh counts as Armour 0, non-metal weapons count the Undamaging quality against it)
Natural Weapons Cheerful Engulf (Corrosive, Undamaging, Snare 2) – SB+2, objects left inside for 1 Minute take 1 Wound ignoring TB and Armour as they are "cleaned away".
Special Helpful Slime: Spend an action to remove 1 Condition such as Filth, Mud, or minor Rust from a willing creature’s gear.
Level 1 - Armor 0 - Health 3
Modifications: Charm (being adorable) 3; stealth (pretending to be puddle) 2
Movement: Short hop/slide
Attacks: Cheerful engulf tickles instead of harms - 1 Corrosive dmg each round to unattended grime or rust, not creatures.
Special: Spend one round to remove Dirt, Filth, or similar narrative condition from an object or willing creature. Immune to bludgeoning; slashing weapons simply pass through.
Interaction: Utterly friendly; communicates via happy burbles.
Use & GM intrusion: The cubelet cleans a crucial map, dissolving inked terrain labels!
Movement: Short hop/slide
Attacks: Cheerful engulf tickles instead of harms - 1 Corrosive dmg each round to unattended grime or rust, not creatures.
Special: Spend one round to remove Dirt, Filth, or similar narrative condition from an object or willing creature. Immune to bludgeoning; slashing weapons simply pass through.
Interaction: Utterly friendly; communicates via happy burbles.
Use & GM intrusion: The cubelet cleans a crucial map, dissolving inked terrain labels!
Flesh-Warped Gutter Hulk
A mound of sewer-filth and mismatched limbs, forever knitting together even as purple warp-pustules burst across its hide. It smashes walls with equal parts hunger and spite. Flesh-Warped Gutter Hulk (Large)WFRP4e
Cypher
WS 45 | BS - | S 60 | T 60 | I 15 | Ag 25 | Dex 20 | Int 18 | WP 35 | Fel 5
Move 5 | Wounds 48 | TB 6 | SB 6 Traits Fear(1), Large; Regenerate (1/rd)
Skills Intimidate 65, Melee (Brawling) 60, Perception 25
Talents Dirty Fighting, Frenzy
Armour Warted hide (Armour 2 body, 1 elsewhere)
Natural Weapons Warp-Claw (Hack, Impact) - SB+8
Move 5 | Wounds 48 | TB 6 | SB 6 Traits Fear(1), Large; Regenerate (1/rd)
Skills Intimidate 65, Melee (Brawling) 60, Perception 25
Talents Dirty Fighting, Frenzy
Armour Warted hide (Armour 2 body, 1 elsewhere)
Natural Weapons Warp-Claw (Hack, Impact) - SB+8
Level 6 - Armor 2 - Health 24
Modifications: Smash barriers 8; Intimidation 8; Initiative 4
Movement: Short (cannot climb)
Attacks: Warp-claw 8 dmg; on critical hit also inflicts 2 Speed damage ignoring Armor (mutagenic bile).
Special: Regenerates 2 health per round; fire halts this for that round.
Interaction: Single-minded hunger; may obey whoever feeds it fresh corpses.
Use & GM intrusion: The hulk's swing collapses a sewer wall, flooding the chamber.
Movement: Short (cannot climb)
Attacks: Warp-claw 8 dmg; on critical hit also inflicts 2 Speed damage ignoring Armor (mutagenic bile).
Special: Regenerates 2 health per round; fire halts this for that round.
Interaction: Single-minded hunger; may obey whoever feeds it fresh corpses.
Use & GM intrusion: The hulk's swing collapses a sewer wall, flooding the chamber.
Crystalline Frost Seraph
Icy pinions sweep auroral light across the tundra while crystalline feathers sing hymns that still the wind. Travellers who follow that light find either salvation or judgement. Crystalline Frost Seraph (Average)WFRP4e
Cypher
WS 45 | BS 40 | S 40 | T 40 | I 55 | Ag 55 | Dex 45 | Int 60 | WP 70 | Fel 60
Move 6 (Fly 10) | Wounds 32 | TB 4 | SB 4 Traits Flight (8), Magic (1), Night Vision
Skills Charm 70, Cool 80, Dodge 65, Language (Celestial) 70, Lore (Ice) 65, Ranged (Breath) 55
Talents Bookish, Holy Aura (counts as Bless p.197)
Armour Crystal plumage (Armour 2 all)
Weapons Icy Blade (Damaging, Accurate) - SB+6 (counts as Magical)
Breath Blizzard Hymn (cone 15 y, Accurate) - SB+4; targets struck must pass Endurance or gain the Prone Condition & become Entangled in ice shackles
Move 6 (Fly 10) | Wounds 32 | TB 4 | SB 4 Traits Flight (8), Magic (1), Night Vision
Skills Charm 70, Cool 80, Dodge 65, Language (Celestial) 70, Lore (Ice) 65, Ranged (Breath) 55
Talents Bookish, Holy Aura (counts as Bless p.197)
Armour Crystal plumage (Armour 2 all)
Weapons Icy Blade (Damaging, Accurate) - SB+6 (counts as Magical)
Breath Blizzard Hymn (cone 15 y, Accurate) - SB+4; targets struck must pass Endurance or gain the Prone Condition & become Entangled in ice shackles
Level 7 - Armor 2 - Health 21
Modifications: Social interactions (benevolent) 9; defending against heat 9; Speed defense (flying) 8
Movement: Short ground, Long flight
Attacks:Icy blade 9 dmg, Pierce
Blizzard hymn (cone Immediate) 6 Cold dmg; hindered Speed actions for one round.
Special: Once per hour may Bless allies in Immediate range, granting +1 Armor for ten minutes.
Interaction: Will test mortals' motives before offering aid.
Use & GM intrusion: Hymn's aurora mesmerises a PC - loses next action unless they spend 3 Intellect.
Movement: Short ground, Long flight
Attacks:
Interaction: Will test mortals' motives before offering aid.
Use & GM intrusion: Hymn's aurora mesmerises a PC - loses next action unless they spend 3 Intellect.
Blood-Inked Time Leech
A blind, parchment-thin lamprey that flickers in and out of reality, tattooed with shifting crimson chronoglyphs. It slithers beneath sand to latch onto ankles and drink the years away. Blood-Inked Time Leech (Small)WFRP4e
Cypher
WS 40 | BS - | S 20 | T 30 | I 35 | Ag 50 | Dex 30 | Int 38 | WP 55 | Fel 10
Move 7 (Burrow 5, Teleport 10) | Wounds 18 | TB 3 | SB 2 Traits Fear(2), Phase-Shifting; Stealthy
Skills Dodge 60, Endurance 40, Perception 45, Stealth (Desert) 75
Talents Ambusher, Shadow Step
Armour Leathery skin (Armour 1 all)
Natural Weapons Chronophage Bite (Snare 2, Undamaging) - On hit, victim tests WP or ages 1d10 years and gains Fatigued; armour offers no protection
Move 7 (Burrow 5, Teleport 10) | Wounds 18 | TB 3 | SB 2 Traits Fear(2), Phase-Shifting; Stealthy
Skills Dodge 60, Endurance 40, Perception 45, Stealth (Desert) 75
Talents Ambusher, Shadow Step
Armour Leathery skin (Armour 1 all)
Natural Weapons Chronophage Bite (Snare 2, Undamaging) - On hit, victim tests WP or ages 1d10 years and gains Fatigued; armour offers no protection
Level 5 - Armor 1 - Health 15
Modifications: Stealth (desert burrow) 8; Speed defense (phase-shift) 6
Movement: Short (surface), Short burrow, may teleport Short once per round
Attacks: Chronophage bite 5 dmg; target must pass Intellect defense or ages visibly - loses 2 points from a stat pool of GM's choice.
Special: In bright daylight it is visible only as drifting red glyphs; attacks against it are hindered.
Interaction: Cannot speak; empathically craves the “taste” of long lives.
Use & GM intrusion: A bitten heirloom weapon crumbles to rust as decades pass in seconds.
Movement: Short (surface), Short burrow, may teleport Short once per round
Attacks: Chronophage bite 5 dmg; target must pass Intellect defense or ages visibly - loses 2 points from a stat pool of GM's choice.
Special: In bright daylight it is visible only as drifting red glyphs; attacks against it are hindered.
Interaction: Cannot speak; empathically craves the “taste” of long lives.
Use & GM intrusion: A bitten heirloom weapon crumbles to rust as decades pass in seconds.
Mist-Glow Mender
A palm-sized, buoyant jellyfish whose bell shimmers like moonlit fog. It drifts a hand-span above seawater, humming soft chords that close small wounds and calm frayed nerves. Islanders cherish the creature as a living lantern and travelling apothecary. Mist-Glow Mender (Small, Amphibious)WFRP4e
Cypher
WS 15 | BS - | S 20 | T 25 | I 45 | Ag 45 | Dex 40 | Int 35 | WP 50 | Fel 45
Move 3 (Float 6) | Wounds 10 | TB 2 | SB 2 Traits Amphibious; Flight (3), Night Vision, Magic (1), Size (Small), Stealthy Skills Charm 60, Endurance 45, Heal 60, Perception 55, Stealth (Coast) 65 Talents Sixth Sense, Petty Magic, Suave Natural Weapons Gentle Tentacle (Undamaging, Fast) - SB Special Luminous Reprieve (Petty Spell): once per scene may heal 1d5 + WPB Wounds to one touched ally and grant +10 to their next Cool Test. Armour None (jelly flesh counts as Armour 0)
Move 3 (Float 6) | Wounds 10 | TB 2 | SB 2 Traits Amphibious; Flight (3), Night Vision, Magic (1), Size (Small), Stealthy Skills Charm 60, Endurance 45, Heal 60, Perception 55, Stealth (Coast) 65 Talents Sixth Sense, Petty Magic, Suave Natural Weapons Gentle Tentacle (Undamaging, Fast) - SB Special Luminous Reprieve (Petty Spell): once per scene may heal 1d5 + WPB Wounds to one touched ally and grant +10 to their next Cool Test. Armour None (jelly flesh counts as Armour 0)
Level 3 - Armor 0 - Health 9
Modifications: Healing tasks 5; stealth in dim light 5
Movement: Short (hover or swim)
Attacks: Gentle tentacle (melee) inflicts 2 light bludgeoning; on a hit the target may instead restore 2 points to any Pool (once per character per day).
Special:
Calming Aura - Allies within Immediate range gain an asset on Intellect defense rolls against fear or panic effects.
Glow Pulse - Once per hour sheds soft light in Short radius; while glowing, the mender can transfer 3 points of healing to a touched creature (action).
Interaction: Benevolent and curious; responds to music or gentle humming.
Use & GM intrusion: A wounded mist-glow pulses too brightly, drawing sand sharks from beneath the dunes - or revealing hidden foes in the darkness.
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