No one is sure how long ago the Downfall occurred. But in the countless eons since, there have been further alterations to the Third Creation. Typically this results in further degradation of the physical Substance of these beings, but also can effect their Spirit and more often, their Souls. But however corrupt or cursed their souls may be, the presence of a Soul ensures that these monstrosities remain a part of the Third Creation.
The Codex of Creation separates Monsters into Metaraces, based on those that are Cursed and those that are Mutants.
Many of the monsters that plague the Realm of Strife where once humanoids like any other, but due to effects of a powerful curse become something monstrous to behold.
Lycanthrope
Lycanthropes are beings of the third creation that have been infected with an ancient and powerful curse. The origins of this curse are unknown, but if unchecked it can spread rampantly and even afflict entire communities. Lycanthropy is said to “bring the beast out of the man” and causes a shape-shifting effect on those infected, turning them into a hybrid form of humanoid and beast. This transformation is hideous to behold, and takes a few moments as the body stretches and rearranges itself. Often this is the only chance those nearby have to escape a gruesome death. The most common type of Lycanthrope seems to be that of a Werewolf, but many known variants exist based on different types of beasts. Regardless of the variant, the initial stages of the curse seem to be connected to lunar cycles. While Humanoids are the most susceptible to being infected by the curse, Greenskins have been infected on occasion. Anthromorphs are immune to the Curse of Lycanthropy, likely due to the bestial form they already possess. There is no record of any creature outside of the Third Creation ever having been infected, and other Cursed creatures such as Vampires also seem to be immune. Some of the known variants or “sub-species” of Lycanthrope are:
Werewolf
Werebear
Wereboar
Wererat
Werecat
Lycanthropes are further classified based on the followings stages:
Lunar
All Lycanthropes begin in the Lunar stage. Lunar Lycanthropes only turn during full moons and have little to no recollection of their activities while turned. While turned they are mindless and hungry, seeking only to kill and eat. Luckily most do not survive an encoutner with Lunar Lycanthrope, preventing the curse from spreading to quickly.
Feral
Feral Lycanthropes lose all control and are permanently turned, becoming malevolent and bloodthirsty beasts. They live not only to kill and eat, but also to spread their curse, making them extremely dangerous. Little to nothing of their previous life remains and it becomes nearly impossible for them to ever comeback from this Feral state.
Quelled
Quelled Lycanthropes are those who have resisted the curse and in time learned to control it. Some even gain mastery over their curse and can turn at will. Quelled Lycanthropes largely retain their former selves while turned and can use their hybrid form to great advantage, however there is always a risk that turning may cause a Quelled Lycanthrope to become Feral (advanced 5%, elder 2%, ancient 0%). As such all but the most ancient of Quelled Lycanthropes will only turn if the need is dire. Often Quelled Lycanthropes will live togtehr in remote communities, assisting one another with their mutual condition and preventing their Curse form spreading.
Additional Rules…
The Lycanthropy Curse is passed on when a Lycanthrope wounds (draws blood) but does not kill a victim. It doesn’t matter if they are in their humanoid or hybrid form, the curse can still be passed on.
The Curse allows a single Natural resist roll upon infection (not demonically induced). If resisted the victim may have no knowledge of what they resisted (particularly if infected by the humanoid form of a Lycanthrope)
When slain in hybrid form Lycanthropes revert back to their original form.
Any target with 12″ that has LoS when a Lycanthrope turns must pass an Resolve test or roll 1d6 where:
1-3 = can’t move or take any action until passing an Resolve test or taking damage
4-5 = must move directly away from Lycanthrope until passing an Resolve Test or taking damage
6 = gain +2 damage but -5 hit for physical attacks against the Lycanthrope for the remainder of battle and need not take another Resolve test from a Lycanthropes transformation
Gorgon
The gorgon curse effects only females, transforming them into monsters with serpents for hair. Most dangerous of their powers is the ability to petrify flesh with their cursed gaze.
More coming soon…
Mutants
Mutants are beings of the Third Creation that we mutated by errant magic, powerful biological forces, or some other unknown power. Regardless of the source of the mutation, it alters their original form in heinous and monstrous ways, often granting otherworldly abilities and power, or sometimes just enormous size.
Cthulid
The Cthulid are a race of powerful but reclusive psionic beings. They come in a variety of forms, but always bearing tentacles of some kind. Their souls have been utterly corrupted by some ancient and unknown being, and they seek to enslave and enthrall what they seeas the lesser races of the Third Creation. Their evil and malice is only matched by their hunger for ripe brain tissue.
more coming soon…
Wilderkin
The Wilderkin are believed to be humanoids that were mutated by powerful primal and elemental forces, taking on characteristics of the lands in which they inhabited in ancient times. This has granted them some extraordinary abilities, but also diminished their intelligence to the point where they could easily be mistaken for primitive creature of the second creature. Common examples would be Yetis, Sasquatch, and Bogmen.
more coming soon…
Ogre, Mutant
Among the Greenskin races, their are several known mutated versions of Ogres. Most common are the Goliath Ogres, said to have been mutated with giant’s blood. Towering over their pure blood cousins they make for an impressive foe, particularly so when equipped for war such as dreaded Besieger. Mutant subspecies such as the Cyclops or Triclops are even more rare, and as such, even more dangerous. The more aberrant the form, the less likely the creature possesses any semblance of intelligence.
Codex of Monsters
The Codex of Monsters is the master list of all Monsters available for encounters and roleplaying for Realm of Strife GMs. While the framework for all known and theorized Monsters exists, not all entries are currently complete. The Codex of Monsters continues to expand as designers create new entries.
If you are looking for a Monster that does not appear in this list please contact us and request that an entry be added to the codex and we will endeavor to publish your request in a timely manner.
Move 4; Str 14; Agil 16; Stam 16; Int 13; Wis 10; Avd 10; Per 16; Res 12; Init 12; Cha 6
Can understand common but can only speak through telepathy (at range equal to 2x Intellect)
Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Darksight II: Can see in natural darkness at a range (in table top inches) equal to 2x their Perception. In total darkness (no-light) everything appears as shades of grey while dim light allows for discernment of color. In bright light Perception is cut in half.
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions
Hide, Thick x7
Claw x2 (2d6+2 damage)
Necrotic Gaze (action, single target, LoS required, uses the lesser of the targets Natural or Demonic Resistance, deals 3d6+2 damage and unnaturally rots the victims flesh reducing the value of any type of healing by 50%, must be cured like a disease or is automatically cured after the effects of a Holy based heal) Telepathic Insight (instant, single target, LoS required, roll to hit versus Mental Resistance, if failing the Nothic learns a fact, weakness, or secret about the target)
Thorny II: Body is covered in natural thorns, bone spikes, or other sharp protrusions that cause 2 auto damage each time someone attacks in base contact Sneaky I: Can enter battle hidden & +3 Advantage to avoid being detected
Often drops a small magical trinket that is the key to unlocking their hidden stash of magical artifacts
The cursed and malformed Nothic is all that remains of a once powerful and noble Wizard who broke their sacred oath and delved into the unfathomable depths of chaos found on the outer edges of creation. Their reward for such folly was immortality, telepathy, and insanity. Nothics are spiny hunchbacked creatures whose face is dominated by a single oversized eye, whose gaze can rot flesh right off the bone, making for a tasty snack. Though intelligent, they are thoroughly mad and possess aims and goals that they do not truly understand themselves. They are driven by an insatiable desire to collect magical items and artifacts in a futile effort to reverse their ancient curse. Though they long ago lost the ability to speak, they can communicate telepathically and speak directly into the minds of those they interact with. Such is their madness, that to most a Nothics voice it is a nonsensical collection of whispers and raving lunacy. However, in exchange for meat or magic, a Nothic can sometimes be reasoned with.
Third
Monster
Triclops
Mutant
Ogre
Triclops
Brute
yes
Realm (Eden), Alignment (Evil), Polarity (Chaos)
Tropical/Temperate
Hill, Mountain
14
299 (173+28d8)
83
8
Huge (Upright)
4; Crushing Blow 2, Toughness 1, Reach +1
+13 Hit; 7% Crit. (94+); +1 Damage
+16 Hit; 8% Crit. (93+)
+3 Hit; 3% Crit. (98+)
+3 Hit; 3% Crit. (98+)
AC 52; Armor 40; Dodge 12; Noisy 6; Double Layer 5 Triple Wardoff (can attempt to ward-off up to three times) OR Triple Fork (instead of warding off can counter a single incoming attack with a 75% disarm, coutns as an out-of-turn instant)
Move 7; Str 15; Agil 15; Stam 15; Int 6; Wis 6; Avd 12; Per 18; Res 12; Init 12; Cha 1
Ogrish & broken Common
Conventional: Relies on conventional senses, typically eyesight but also hearing and smell
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions
Mail, Plated x6 over Leather x5
Huge Trident x3 (2d10+4 damage, can throw at range = strength), treat as Rank2 Trident Specialist (+5 hit, +1 damage, +5% Crit Hit, -5% Crit Miss)
Carries up to 6 additional tridents slung on its back for throwing
Tripod Punt (instant, 1d12 dam, up to 8" knock back, 50% knock down, can only use if, in base contact with more than one opponent) Whirling Tridents (instant, if activated before moving, inflicts a single trident hit to all targets in a 1.5" radius along the entire length of movement but sacrifices all actions)
Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) Stocky: no movement penalties for wearing triple layer armor and ignore ALL Difficult Terrain movement penalties
3d8 GP
An overgrown aberrant subspecies of Ogre, similar in appreance to a Cyclops, but possesssing three arms, three legs, and three eyes. -concept by Daryl Wile, "Armsman" backer from the 2014 Kickstarter Campaign
AC 34; Armor 24; Dodge 10 Despite their size, Yeti's can easily conceal their presence in snowy conditions or terrain. They use this natural defense to their advantage and often ambush thier prey.
Move 6; Str 18; Agil 10; Stam 18; Int 7; Wis 8; Avd 10; Per 15; Res 10; Init 9; Cha 2
Yeti
Conventional: Relies on conventional senses, typically eyesight but also hearing and smell
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions
Fur, Coarse/Dense x8
Claw x2 (2d8 damage, 31% chance [70+] that claws count as Mammoth Strike)
Chilling Breath (Breath II, once/3 rounds, 3d10+3 Frost Damage, targets are Slowed for 1 round, if failing a Stamina test targets are Slowed for 1 round, also automatically extinguishes any source of non-magical flame or counts as a Freeze Magic dispel against magical flame)
Icy Gaze (instant, single target, LoS required, if target fails an Elemental Resistance check it is Frozen for up to 1 day, if resisted of having suffered the effects the target is immune to Icy Gaze for 1 day) Pummel (action, hits a single target with a series of overhand blows the first does 1d8 damage, the second does 2d8, the 3rd does 3d8 any attack that misses prevents any further attacks)
Immune (Frost): Immune to this type of damage and any associated effects Sneaky II (Snowy Terrain): Can enter battle hidden, moves at full speed while hidden & +3 Advantage to avoid being detected Breath II: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits an 8" length by 3" width cone (or cone template), use Ranged attack modifiers against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away)
Fear of Fire (while Yeti Den Mother's do not take any additional damage from Fire, they are innately afraid of it and if failing a Resolve test will flee or avoid any signficant source of fire within 6", alternately if Chilling Breath is availabel they will sue it to extinguish the flame)
AC 31; Armor 21; Dodge 10 Despite their size, Yeti's can easily conceal their presence in snowy conditions or terrain. They use this natural defense to their advantage and often ambush thier prey.
Move 5; Str 16; Agil 12; Stam 16; Int 6; Wis 7; Avd 10; Per 13; Res 8; Init 8; Cha 2
Yeti
Conventional: Relies on conventional senses, typically eyesight but also hearing and smell
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions
Fur, Coarse/Dense x7
Claw x2 (2d6 damage, 21% chance [80+] that claws count as Mammoth Strike)
Icy Gaze (instant, single target, LoS required, if target fails an Elemental Resistance check it is Frozen for up to 1 hour, if resisted of having suffered the effects the target is immune to Icy Gaze for 1 day) Pummel (action, hits a single target with a series of overhand blows, the first does 1d6 damage, the second does 2d6 and the 3rd does 3d6, if damage would Shatter a Frozen effect it is doubled, any attack that misses prevents any further attacks)
Immune (Frost): Immune to this type of damage and any associated effects Sneaky II (Snowy Terrain): Can enter battle hidden, moves at full speed while hidden & +3 Advantage to avoid being detected
Fear of Fire (while Yeti's do not take any additional damage from Fire, they are innately afraid of it and if failing a Resolve test will flee or avoid any signficant source of fire within 6")