Scarecrow Undead
At harvest time, when death revisits the twilit world and summer’s blossoms bow their withered heads, eerie scarecrows loom in silent vigil over empty fields. With immortal patience, these stoic sentinels hold their posts through wind, storm, and flood, bound to their master’s command, eager to terrify prey with its sackcloth visage and rend victims with its razor-sharp claws.
Claw (6)
Bleeding 1
Fleshgolem Undead
A flesh golem is a grisly assortment of humanoid body parts stitched and bolted together into a muscled brute imbued with formidable strength. Powerful enchantments protect it, deflecting spells and all but the most potent weapons.
Claw (6)
Bleeding 1, Poison 1
Skelett Undead
Ein wandelndes Skelett, von dunkler Magie belebt.
Knochengriff (8)
Vergiftet 1
Kalter Atem (6)
Geschockt 2, 5 Meter Reichweite
Werewolf Magical
The werewolf is a creature that is half wolf, half human. At full moon, the "normal" human transforms into a wolf, which can grow up to two steps tall and is extremely aggressive. Anyone can become a werewolf as soon as they are bitten by an already infected werewolf.
Bite (8)
Piercing 1, Bleeding 1
Claws (8)
Bleeding 1
Shimmer whale Magical
The shimmer whale is a 50-step long massive whale that is able to adapt its skin colour to its surroundings in dangerous situations. Due to the "shimmering" as the whalers call it, the whale can hardly be located. This is an animal that can use magic instinctively.
Ram (10)
The whale is able to ram its victims, sometimes entire ships. The roll causes piercing 2. If the roll succeeds with more than 5 successes, the whale devours its victim.
Wild Magic (10)
The whale casts a spell of elemental magic, a casting of the Ginae or the Duglaraan. The spell is cast intuitively and appears with a power according to the successes of this roll.
Bork Magical
These giant pigs are actually of a good-natured nature. However, if their habitat is restricted or they are driven into a trap, they fight back. They are magical creatures, and are proficient in magically ramming enemies.
Magic ramming (7)
The Bork charges at its victim, combining movement with attack. Piercing 2
Ram (6)
Piercing 1
Bite (5)
Piercing 1
Fel'war Magical
These magical creatures are more common on the steppes of the [[quitaron|Quitaron]]. The bird of prey hunts mainly small rodents, but sometimes larger animals are also on its menu.
Talons (6)
Bleeding 1
Beak (5)
Bleeding 1
Air Blast (5)
A magical gush of air pushes the victim D6 metres backwards and causes power wounds and shock 1.
Stone Elemental Magical
The stone elemental, as a servant of the [[tador-titan-des-steins|Tador]], grows from a rock or stone when it awakens. Stone elementals usually appear as bulky humanoid figures that can grow to a height of 4 steps.
Rockfall (8)
When the stone elemental attacks, it can hurl parts of its own substance at its opponents. For every three wounds it inflicts on itself, all enemies in a 45° cone suffer 1d6 hits. The cone extends faith level*2 steps. If the attack is unsuccessful, only the stone elemental suffers damage, the enemies remain unharmed.
Rock slap (6)
The Stone Elemental can hurl a large boulder from its own substance. The boulder hits a target up to 20 paces away and causes 3 hits per success. The stone elemental inflicts 2d6 wounds to itself. If the roll fails, only the stone elemental suffers the damage and the target remains unharmed.
Rock growth (6)
The stone elemental causes sharp rocks to grow out of the ground in a circle with a faith level step radius. This circle can be up to 20 steps away from the stone elemental. If an enemy ends their turn on the spikes, they take three hits.
If an opponent tries to move through the spikes, he must make a Deftness roll. If they fail, they take three hits.
Water elemental Magical
The water elemental is an elemental being that is under the favour of either the Ginae or the Duglaraan. Water elementals only exist naturally on the elemental plane and can only be summoned to this world by elementalists.
Mirror image (8)
If the roll for Mirror Image is successful, the water elemental creates an exact clone of itself, which retains all its stats. The ability costs 1D6 arcana, which is subtracted BEFORE cloning.
Blow (8)
Piercing 1
Growth (6)
The water elemental grows and doubles both its maximum and its current wounds. Once the maximum wounds reach 100, it stops growing.
Grip (8)
If the water elemental attacks a victim, it pulls the victim into its body. The victim receives two wounds of suffocation damage in each of his combat rounds, but can free himself with a Strength or Acrobatics check after the damage.
Sethlarn Magical
The Sethlarn are a magical kind of dragon-like beings. Their shape is that of [[die-drachen|Dragons]], but their leathery skin is coarse and black. Their eyes gleam a pale yellow. They reach a height of three steps, and a wingspan of five steps.
Claws (10)
Piercing 1, Bleeding 1
Dark Magic (8)
The Sethlarn are proficient in the spells of Black and Lizard magic, which they use intuitively. If this roll succeeds, the effect of a spell with power corresponding to the successes takes effect.
Imps Magical
The Imps are small 30cm high humanoid beings of scrawny gnarled shape and small red sparkling eyes. Their wrinkled skin is covered with small nodules and is grey to brown in colour. Even though they seem to be, they are not related to the Bolden.
Claws (5)
Bleeding 1
Elemental magic (10)
The Imp casts a spell of elemental magic that is suited to his element. The successes of this casting yield the power of the spell.
Ganark Magical
Ganark is a creature that can be found in enchanted forests. In terms of habitus he resembles a goblin, it gives him entertainment to confuse strangers.
Confuse (8)
The victim is confused for 1d3 combat rounds. The minimum roll of all rolls is raised by the number of successes Ganark achieves on this Confuse roll.
Scratch (4)
Ganark scratches the victim (piercing 1)
Blur (6)
Ganark refracts the light around him and blurs his form. For Power rounds, attacks against him are difficult rolls (minimum roll +1).
Bolds Magical
Only rarely do you see bolts in the forests and towns of Tirakan. Gifted people ascribe to them an origin in the fairy worlds, while the normal people despise bolts as bad luck bringers and charlatans. Whether it will ever be clarified where the origin of the bolts lies may be doubted. In fact, there are many bolts in the fairy world.
Wild Magic (8)
The Bold casts a spell of elemental magic, wizardry or shamanism. The successes of this roll represent the power of the spell.
Nymphs Magical
Nymphs are servants of the [[die-titanen|Titaness]] [[ginae-titanin-des-wassers|Ginae]], one-and-a-half-step-tall female figures who bear the characteristics of aquatic creatures on their bodies. Their favourite pastime is playing the harp or the sea shell flute and giving wet kisses.
Ginaes Influence (6)
Nymphs can call upon the Titaness Ginae and request her intervention.
Water Magic (10)
Nymphs can cast spells of elemental magic and sorcery related to water. The successes of this casting indicate the power of the spell.
Slimehopper Magical
The shape of a slimy hopper is most similar to that of a small bold, which moves stoutly and close to the ground. The name comes from the way it moves, the slime hopper moves with a hopping, almost staggering gait. Its dark body is covered with a slime that the slimehopper produces itself. The slime burns on the skin and causes a distinct reddening.
Burning slime (6)
If one is covered in the slime of the slimehopper, the slime causes a wound per combat round until it is wiped off. The affected area burns terribly.
Suffocation (4)
If the slime hop is in distress, it tries to jump into the face of the attacker. If it succeeds (a success on this action), the victim takes two wounds per combat round until it has freed itself from the slimehopper with a test of strength.
Giants Magical
There are giants both in the northern forests near the [[tal-des-vergessens|Valley of Oblivion]] and in the south near the [[xordai|Xordai]] territories. These gigantic, human-like beings live their own culture, have their own language, and keep away from [[menschen|Humans]].
Blow (12)
Shocked 1
Ventriculum Magical
One of the strangest creatures in Tirakan is the ventriculum. Although observers of the past centuries classified it as an undead being, it must be considered a purely magical entity. Nevertheless, the ventriculum consists of the dead remains of a human being that have been magically brought to life.
Telekinesis (8)
By means of concentration, the ventriculum is able to move objects within a radius of 10 steps up to a weight of 50 stones. For every one arcana per 3 stones, the weight can also exceed this 50 stones.
The object can be moved at any speed, so that objects with great speed can also be hurled against a victim. The damage is determined by the game master and depends on the type and speed of the object. Living beings can also be moved.
Mind control (6)
The ventriculum controls the mind of an intelligent being. Here the ventriculum can completely control the actions of the victim, but must spend one of its actions each combat round to maintain control.
Dyspnoe (6)
The ventriculum is capable of magically strangling a victim. To maintain the strangle, an action must be expended each combat round. The strangled victim takes a wound in the first combat round. The damage doubles every combat round.
Jump (8)
Within one action, the ventriculum may jump to any visible position within 10 steps.
Lightning storm (12)
Lightning streams from the nerve endings of the ventriculum, which in a cone of 90 degrees at a range of 10 paces strikes all living creatures within it according to the successes of this throw per round of combat. To maintain the lightning storm, the ventriculum must expend one action per round.
Chronar's blessing Magical
This butterfly, known as [[chronar-gott-der-zeit|Chronar]]'s Blessing, is very rare on Tirakan. It is said to land at night on the heads of the seriously ill or wounded, heal them or accompany them into the realm of the dead to relieve their pain.
Baba's Creeping Hut Magical
Baba built a hut atop the rotting stump of a giant tree that was felled long ago. It was only after she embedded a magic gemstone in the hut that the whole thing was imbued with a semblance of life. When she wills it to do so, the hut pulls its gigantic roots free of the earth and shambles around like a spidery behemoth, shaking the ground with every step. The hut attacks with its flailing and stomping roots. It can also use its roots to fling large rocks.
Rootslash (10)
Root Attack
Rockthrow (8)
Rocktoss
Basilisk Magical
Of all the creatures known to us, none is more dangerous and deadly than the basilisk - otherwise known as "the king of snakes". This creature is born from a chicken egg hatched by a crow. The venom of the basilisk is deadly.
Bite (10)
Piercing 1, Poison 6
Deadly gaze (10)
The gaze of the basilisk is both paralysing and deadly. If the gaze hits someone directly, it causes 20 hits. If it hits someone via a reflection, it causes 2D6 hits and paralyses the victim indefinitely.
Unicorn Magical
The unicorn (from [[silkanda|silk.]] licorne - the pure) is an animal that resembles the horse in shape and size, but is more slenderly built and wears a horn on its forehead.
Wild Magic (12)
The unicorn can cast spells of elemental magic, white magic and shamanism. The successes of this roll become the power of the spell.
Common flying lizard Magical
The common flying lizard has two legs and two leathery wings. On the ground they have to support themselves with their wings, but in the air these slender lizards are nimble and fast flyers. Their skin, covered with small green scales, offers them quite good protection, and particularly strong flying lizards can also be clad in light metal-reinforced leather armour.
Bite (8)
Piercing 1, Bleeding 1
Claws (8)
Durchschlag 2
Shadow Crawler Magical
Created by the black magician Ortan, the Shadow Crawlers are humanoid creatures. They live in the northern forests of [[asgoran|Asgoran]], where they were artificially created by magic.
Claws (6)
Piercing 1
Shadow Cloud (8)
The Shadow Crawler spits a cloud of pure shadow that engulfs all light in a sphere with a radius equal to the success of the roll. This total darkness increases the minimum roll of all characters except the Shadow Crawler by 4.
The sphere remains in place for 2 combat rounds and does no damage. Night vision does not prevent the penalty to the minimum roll.
Tree Blight Magical
Awakened plants gifted with the powers of intelligence and mobility, blights plague lands tainted by darkness. Drinking the darkness from the soil, a blight carries out the will of an ancient evil and seeks to spread that evil wherever it can.
Root Whip (7)
Poison 1
Ensouled Statue Magical
Sometimes a spirit or magical presence is banished into a statue. These statues are made of stone, chiselled by their creator. But the spirit of the past lives in them and awakens them to ghostly life. The soul of their model connects with the stone body and comes to life.
Temporal Grip (5)
The statue grabs the victim. If the throw is successful, it places its cold hands on the victim's body and looks into the victim's eyes.
At that moment, the victim seems to disappear. However, the victim is not dead, but has been transported back 200 years.
The victim is allowed to throw at the resistance once per hour. If the throw is successful, the victim is transported back to the present. If the throw fails, the victim remains in time.
Blink (8)
The animated statue teleports to the desired destination. This can be up to Power metres away. The action is only possible if no one is looking at the statue.
Silver Moonfish Animal
This fish species is extremely rare, solitary and only found on the high seas. The body of this fish is strangely disc-shaped, with a diameter of up to two steps, and the fins are round. Its scales are light blue in colour, but almost transparent.
Striped horse Animal
Like the horse of the northern steppes, the striped horses populate the steppes of the [[die-stamme-der-barbaren|barbarians]]. The colour of the body is divided into white and dark brown stripes, which give the striped horse its distinctive appearance.
Bite (8)
Piercing 0
Hoofs (8)
Shocked 1
Dragsberg Barn Devil Animal
The Dragsberg barn devils are probably the largest domestic cat species of Tirakan and originate from the duchy of Dragsberg in [[asgoran|Asgoran]]. A Dragsberg barn devil grows 1 to 1.40 steps long. They have a 3-4 finger long fur of various colours, 2 and 3-coloured animals are the rule, and a long bushy tail.
Scratch (4)
The claws of the barn devil are very unpleasant when they are pulled through the face.
Bite (5)
Piercing 0
Wolf Animal
There are wolves everywhere in the temperate regions of Tirakan. These pack animals are usually reserved, and stay away from people. When cornered or threatened, they become aggressive and can also attack humans.
Bite (7)
Bleeding 1
Call for the pack (4)
The wolf howls loudly. Every success calls one wolf into the combat after 1d3 combat rounds, if there are other wolves near.
Riding dragon Animal
The riding dragon is not a true dragon, merely a large flying lizard with a grained head. These rare animals can be trained to be faithful mounts if caught as young, or if a clutch of eggs is discovered and can be secured.
Claws (8)
Piercing 1, Bleeding 1
Fire beam (10)
Riding dragons are capable of spitting a jet of fire about 10 steps long. Anyone within the range of this beam receives the hits of this throw with penetration 0.
Large cave spider Animal
The large cave spider is found in all areas of the central Tirakan. It reaches a height of 3 steps and, despite its weight, is extremely skilful at moving through passages.
Bite (8)
Poison 1
Web (8)
Shocked 1
Swarm eater Animal
The swarm eater is mainly native to the shallow regions of the large inland lake of [[yavon|Yavon]]. However, individual specimens can also be found in other areas of the long river. When fully grown, these fish reach a length of about one step. They are characterised by a green-brown striped upper side and a silvery underside. The tail fin is slightly rounded at the top.
High Seas Serpent Animal
A disgusting snake species that occurs mainly on the east coast, around [[echsen|Lizard]] Island, where it has almost taken over the entire water landscape. It is about 3-6 steps long and has a light greenish glow. It has gills on its otherwise snake-like head, and its mouth is adorned with interlocking fangs.
Bite (10)
Piercing 1, Bleeding 1
Hadidim-Lizard Animal
Hadidim lizards are large flying lizards with a wingspan of up to 2 steps. They feed mainly on fish, but are not averse to the odd seabird. Hadidim lizards are only found on the narrow coastal strip and at the lakes and oases of [[al-bah-jira|Al Bah JiRa]]. They rarely pose a threat to [[menschen|Humans]], unless someone is foolish enough to try to steal the eggs of a hadidim mother from her nest.
Bite (8)
Piercing 1
Goat Animal
This animal, which the scholars have classified in the family of the so-called hoofed animals (first mention in the old Codex Bestiarius in the [[viertes-zeitalter-das-zeitalter-der-menschen|first millenium before the new age]]) is related to the sheep, which is better known in the north. Recent research shows that the goat seems to have evolved from these sheep in the south of Tirakan (a thesis that is highly controversial, especially among the religious scholars).
Kick (6)
Piercing 0
Bite (8)
Piercing 0
Zwarl Animal
A distinctly large, obese furry beast that moves on two legs. It can measure up to 4 steps in height, but is no less strongly built in width. A full-grown Zwarl weighs about 2 pounds.
Blow (10)
The blow hits up to three enemies within a range of 2 metres. It causes Shocked 1.
Roll (8)
When the Zwarl is in distress, it rolls over its opponents. He can reach up to three opponents if they stand in a line up to five steps away. He inflicts the wounds of this roll on each opponent.
Augura Animal
Auguras are giant, owl-like birds. Although they are not magical, their size enables them to inflict terrifying wounds with their claws and beaks. They inhabit the snow-covered plains of Bitrheimr. They have very keen senses and are easily disturbed by any disturbance to their peace. They become aggressive very quickly.
Bite (6)
Piercing 1
Talons (7)
Piercing 1, Bleeding 1
Evade (4)
See Evasion player rule
Mammoth Animal
Mammoth refers to a genus of [[elefant|elephants]] that are widespread in the colder regions of Tirakan. The scholars under the young, slightly crazy zoologist Bernhard of [[yavon|Yavon]] assume that they evolved from a group of elephants via several intermediate forms that increasingly specialised in grass food and adapted to the cold.
Trample (12)
Piercing 0
Charge (8)
Piercing 0
Swamp turtoll Animal
This is what 2 steps tall, yellow-eyed toads are called. These mystical animals are as rare as they are dangerous. In their insatiable hunger, they pounce on any life form that crosses their path and is not twice as massive as themselves. To kill its victim, the swamp turtoll sprays it with a viscous, highly corrosive acid, which is capable of destroying even the iron of armour.
Spit (8)
The toad spits a yellowish corrosive liquid at a 90 degree angle 5 steps away. The liquid causes one wound per combat round until it is washed away. It also reduces the condition of all affected pieces of armour by 1 protection.
Three-horned rhinoceros Animal
Supposedly, if you believe those newfangled young scholars who study strange subjects like zoology, the three-horned rhinoceros is a relative of the elephant and the mammoth. But look at this animal! No trunk! The essential feature of the animals are the 3 horns. The front horn grows from the nasal bone, the middle and the rear horn from the fore skull.
Charge (10)
Piercing 1
Trample (10)
Piercing 0
Nahrz'gu Animal
The Nahrz'gu are herbivores found in the northern plains and forests. They reach a shoulder height of just under 1.7 steps and are a sturdy variety of aurochs. They have long shaggy fur and thick forward curved horns.
Charge (10)
Shock 1
Kinstarchel Animal
Kinstarchel are the name given to wild dwarf cattle in [[hadewald|Hadewald]]. The largest specimens of this species rarely reach a shoulder height of more than 2 ells. The small, sturdy animals are silver-grey to pitch-black in colour and roam in herds through woods remote from people. Kinstarchels are always popular hunting targets. Because they are becoming increasingly rare, efforts have recently been made to domesticate kinstarchel. However, this has so far proved difficult, as the captured specimens often die of a strange disease after a few months.
Sheep Animal
Sheep are mostly woolly farm animals, sometimes just over one step high. Their colour varies from white to grey to black. Besides the wool breeds, there are also breeds with less wool which are primarily bred for meat production.
Bleat (10)
The bleating of a whole herd of sheep can be quite a confusion for a character.
Kick (6)
Piercing 0
Bite (8)
Piercing 0
Tree ripper Animal
A full-grown animal measures about three steps long and weighs about five centners. Its strong legs make it an excellent climber and fast runner. The tree-ripper feeds mainly on small animals and carrion, but does not shy away from attacking other creatures in bad times. Basically, any creature smaller than itself is a possible addition to its diet.
Claws (5)
Piercing 1
Choke (10)
With its strong arms, the tree ripper is able to strangle its victim and also move. The strangle has piercing 0. It takes a difficult test of strength to free oneself from the grip.
Hell taipan Animal
The hell taipan is a slender snake up to 3 steps long, dark brown, rarely olive green, in colour. It is found in the southern regions of [[yadosien|Yadosia]], through [[al-bah-jira|Al Bah JiRa]] to the lands of the [[ogrut|O'Grut]] and the [[ancatir|Ancatir]].
Bite (8)
Piercing 4, Poison 2
Swamp crow Animal
This is an exceptionally large-bodied variety of the widely known common crow. Its home is the swamps in eastern [[yadosien|Yadosia]]. Hikers travelling in this place should take care of their luggage, because it can easily happen that in a careless moment a marsh crow glides down from the sky, snatches it and carries it to its hiding place.
Steal (8)
If the crow succeeds in the roll, the person stolen from can make a perception roll, the minimum roll of which is increased by the number of successes of the crow. If the perception roll succeeds, the crow is caught in the act, otherwise it manages to steal without being noticed.
Pecking (6)
Bleeding 1
Lion Animal
An adult male lion can reach a good 1.5 steps in shoulder height when fully grown and its mouth is adorned with two powerful sabre teeth.
Bite (8)
Piercint 1, Bleeding 1
Claws (6)
Piercing 1, Bleeding 2
Sand viper Animal
These nasty snakes inhabit the great desert of [[al-bah-jira|Al Bah JiRa]]. Mostly they lie hidden in the sand, where they lie in waiting for passing animals or even people. If an unfortunate person should come within reach of a lurking sand viper, he will see a scaly, horned abomination with a length of 2 steps and a thickness of 1 foot spring up seemingly out of nowhere and bite at him. The highly effective poison will kill him within four hours if he does not manage to get an antidote by then.
Bite (8)
Poison 2
Brown Tiger Animal
Far away from its cousin, the yellow tiger, the brown tiger lives in the highest north of Tirakan. What distinguishes it from all other tigers is its dark fur. Furthermore, it has enormous fangs, which are the largest in the realm of the big cats.
Claws (10)
Piercing 1
Bite (10)
Piercing 1, Bleeding 1
Cave worm Animal
These worms, up to three steps long, live in tunnels and pits mainly under the surface of Tirakan. Their mouths are peppered with sharp, long teeth. Although the worms are blind, they have an excellent sense of smell and hearing. Morgala leaders are known to use trained worms as mounts and in battle, and to use them to dig tunnels.
Bite (12)
Piercing 2, Bleeding 1
Roll over (14)
If the worm is in distress, it will roll over everything in its path in a straight line at 10 steps. The hits of this throw are divided among all the victims rolled over and cause Pierce 1.
Further chatter Animal
In the 7th century, the [[gnomartige|Gnomes]] also draw military attention to this strange bird that lives on small islands in the rocky sea. Its feathers are yellow and green and its beak is strangely crooked. The special thing about them is that when several of them are together and you whisper a word to one of them, all the other birds automatically repeat it to the person you are talking to.
Yellow Tiger Animal
As its name suggests, its fur between the stripes is yellowish and lighter than that of the other tigers. The tropical lands of the [[ancatir|Ancatir]] and the [[ogrut|O'Grut]], crossed by numerous rivers, are his home.
Claws (8)
Piercing 1, Bleeding 1
Bite (10)
Piercing 1, Bleeding 1
Phantomwarrior Paranormal
A phantom warrior is the undead spirit of a soldier or other skilled person-at-arms (i.e. a professional killer) who has died in violent conflict or before completing an assigned task. Although incorporeal, a phantom warrior carries ghostly armour, shield and weapon. A phantom warrior's memory of the days before his death is hazy at best.
Sword Attack (10)
Piercing 1