Labyrinthus - Creature Compendium V 0.8.2
Labyrinthus - Creature Compendium V 0.8.2
Labyrinthus - Creature Compendium V 0.8.2
Creature Compendium
v.0.8.2
Written By:
GM Bertus
Art By:
GM Bertus
1
Chapter 1: Core Rules
NpCs and Monsters stat blocks follow the same rules as Characters Creatures with an Endurance value at 0:
with some few Exceptions. A Creature with an Endurance value at 0 usually is a Construct or an
First of all, many Feats are not included in their Feat list to reduce the Undead. A living Creature which reaches an Endurance value of 0, is
amount of stuff to read, such as Armor Proficiency, Melee Proficiency automatically Slain.
or similar Feats which can be simply shown in their stats.
NpCs and Monsters also have often a Generic Set of Interests, Kinks, Creatures with a Mind value at 0:
Dislikes and Taboo for a fast reading, but if you are creating an Creatures with a Mind value of 0 usually are capable to have a real
adventure or dungeon, feel free to modify them as you prefer. thought process, commonly Constructs and simple Undeads such as
Zombies and Skeletons. A Creature with a Mind value at 0 is immune
NpC Ranking: to any Mind effect or spell-like ability and can’t be Seduced nor it has
NpCs have a fourth ranking which is “Underling”. an Arousal Value. A Creature with a Mind value at 0 usually will
Underling NpCs follow similar rules for being created with the automatically fail any Mind Check since it usually mean nothing due to
exception that they will have less starting prowess and are weaker on its immunities. Constructs don’t have a real Mind but have Directives.
purpose than an average Character (usually).
The rest of the ranking is mostly specified to let the Player and/or GM Resistance Points:
know their overall difficulty Resistance Points (RP) work the same way as Prowess, in a way that
they represent how durable a non-living Creature is. Usually
Underling < Lost Soul < Wanderer < Survivor Constructs and Undeads have a certain amount of RP, which will be
reduced by suffering Damage. Since Resistance Points are not
Prowess, any Effect, Spell or Attack which should affect Prowess,
Medium-sized Underling have a Prowess of 10+Modifiers doesn’t work on Resistance Points. A Creature which reaches half of
Small-sized Underlings have a Prowess of 8+Modifiers its RP is considered Damaged and suffers a -1 to all Attacks and to his
Dodge and Parry. A Creature which reaches 0 RP is destroyed or just
Underlings are defeated at 4 or 3 Prowess. shuts-down.
Notice that the Ranking is only mentioned within few Feats or when a
Spell Caster is trying to Counter a Spell.
2
Chapter 2: NpCs by Race
Apsara
Apsara Charmer (Wanderer) Apsara Guide (Lost Soul)
Apsara Charmers use their charms and knowledge of eromantic spells and ars amatoris
skill at their advantage, usually to trick others into giving them money, food or whatever
they could be in need. Charmers are often no longer young and more mature, although Body 2 Prowess 24 Initiative +2
their beauty is still intact, since they take care of their body with many lotions and balms. Agility 2 Defeated 5 Melee +1
Endurance 3 MP 1 Ranged +0
Body 2 Prowess 24 Initiative +2
Mind 3 Arousal 17 Magic +0
Agility 2 Defeated 4 Melee +1
Will 2 Speed 6 Dodge +2
Endurance 2 MP 8 Ranged +0
HtH (S/D) +2/+2 Parry +0
Mind 3 Arousal 18 Magic +0
DR 0
Will 3 Speed 6 Dodge +2
HtH (S/D) +2/+2 Parry +0 Attacks Damage Source
DR 0 Spear 2d3+2 Impaling
3
Cambion
Cambion Jailer (Lost Soul) Cambion Thief (Underling)
4
Chimeran
Chimeran Dreg (Underling)
Chimeran Dregs have often suffered long enough to the point their mind breaks or they
simply devolve mentally to more primal instincts and can barely communicate with each
other. They look for food, seek shelter and try to capture members of other species to
breed with, even by force. Although they are clearly sterile, in some occasion they might
manage to impregnate or being impregnated generating a mutant or, surprisingly, a
healthy kid.
Traits: Low-light Vision, Sterile (Usually), The Flesh is Weak. They always
have at least 6 Casual Chimeran Mutations. Females might also have the
Female Penis Mutation.
Feats: Magical Resistance, Resilient, Tough Skin
Skills: Athletics +2, Intimidation +2, Perception +2, Scavenge +2, Stealth
+2, Survival +2
Interests: Members of the Opposite Sex, Submission
Kinks: Beauty, Breeding, Rough Sex
Equipment: 2d3+1 CCo. Some might have mutations which allow them to
deal damage, such as sharp teeth, claws, talons and so on.
Traits: Low-light Vision, The Flesh is Weak. They always have at least 4
Casual Chimeran Mutations
Feats: Magical Resistance, Resilient
Skills: Athletics +2, Bargain +1, Perception +1, Speechcraft +1, Scavenge
+1, Stealth +2
Interests: Beauty
Kinks: Members of the Opposite Sex
Dislike: Humiliation, Pain
Equipment: Leather Vest, 2d3+1 CCo
5
Dream Child
Dream Child Wanderer (Lost Soul)
6
Dwarves
Duergar Bandit (Underling) Duergar Jailer (Lost Soul)
7
Dwarf Fighter (Lost Soul)
8
Goblins
Goblin (Underling) Goblin Head-hunter (Wanderer)
9
Goblin Scavenger (Underling)
Spells: Bark Skin (2 RP), Dazzle (1 RP), Detect the Arcane (0 RP), Floating
Light (0 RP), Jolt (2 RP), Roar (4 RP)
10
Half-breed:
Half-elf Duelist (Lost Soul) Half-orc Fighter (Lost Soul)
Feats: Dauntless, Melee Awareness, Mixed Heritage, Rapid Reaction, Feats: Dauntless, Melee Awareness, Mixed Heritage, Power Strike,
Riposte Attack, Resilient Resilient, Tough Skin
Skills: Ars Amatoris +2, Athletics +2, Inquire +1, Knowledge (Street-wise) Skills: Athletics +3, Intimidate +2, Knowledge (Folklore) +2, Perception
+2, Perception +2, Speechcraft +2 +1, Stealth +2, Survival +2
Interests: Elves, Humans, Members of the Opposite Sex Interests: Humans, Members of the Opposite Sex, Orcs
Kinks: Athletic, Nobility Kinks: Muscles, Outdoor Sex
Dislike: Half-orcs, Pain Dislike: Half-elves, Wimps
Equipment: Leather Vest, 2d3 GCo Equipment: Leather Vest, 2d3 GCo
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Halflings:
Halfling Rat Catcher (Underling) Halfling Witch (Lost Soul)
12
Humans
Human Bandit (Underling) Human Hedge Knight (Lost Soul)
Traits: The Flesh is Weak Feats: Armor Proficiency (Medium), Melee Awareness, Resilient, Tricks of
Feats: Resilient, Tricks of the Trade (Any) the Trade (Intimidate and Speechcraft)
Skills: Athletics +1, Bluff +1, Intimidate +1, Inquire +1, Perception +1, Skills: Ars Amatoris +2, Athletics +3, Intimidate +2, Inquire +2, Knowledge
Stealth +1 (Military) +2, Knowledge (Nobility) +2, Perception +2, Speechcraft +2,
Interests: Greed, Submission Survival +2
Kinks: Members of the Opposite Sex Interests: Beauty, Humans
Dislikes: Law Enforcers Kinks: Nobility
Equipment: Simple Clothes, 2d3 CCo Dislike: Cambion, Demons, Infernal
Equipment: Medium Armor (Metallic), 2d3+2 GCo
Feats: Tricks of the Trade (Intimidate and Perception) Throwing Dagger 1d3+2 Piercing
Skills: Intimidate +2, Inquire +2, Perception +2
Interests: Blowjob, Master / Slave Traits: Hand Expertise
Kinks: Submission Feats: Burglar, Resilient, Tricks of the Trade (Perception, Stealth)
Equipment: Jailer Vest, 3d3+2 CCo Skills: Ars Amatoris +2, Athletics +2, Bargain +1, Inquire +2, Perception
+2, Stealth +3
Interests: Beauty, Greed
Kinks: Nobility, Rough Sex, Wealth
Equipment: Leather Vest, Simple Clothes, 2d3 SCo
13
Human Scavenger (Underling)
14
Janni
Janni Trickster (Lost Soul)
Spells:
Dazzle (1 RP), Detect the Arcane (0 RP), Decelerate (2 RP), Ephemeral
Manipulation (0 RP), Grease (2 RP), Intense Overload (3 RP), Lover’s
Hand (2 RP), Phallus Magicis (3 RP)
15
Jötunn Blood
Jötunn Blood Head-hunter (Wanderer) Jötunn Blood Slaver (Lost Soul)
Feats: Blood of the Giants, Brawler, Power Strike, Rapid Reaction, Feats: Blood of the Giants, Brawler, Power Strike, Tough Skin
Resilient, Tough Skin, Tracker Skills: Ars Amatoris +1, Athletics +3, Intimidate +2, Inquire +2, Knowledge
Skills: Athletics +3, Intimidate +2, Inquire +1, Knowledge (Monsters and (Myths and Legends) +1, Perception +1, Speechcraft +1
Creatures) +2, Perception +3, Stealth +3, Survival +3 Interests: Blowjob, Pain, Submission
Interests: Members of the Opposite Sex, Muscles, Submission Kinks: Master / Slave
Kinks: Monsters, Restrains Dislike: Femboy, Small Breasts
Dislike: Dominance Equipment: Gladiatorial Light Armor, 2d3+4 SCo
Equipment: Leather Vest, Tribal Clothes, 2d3+2 GCo
16
Kikimora
Kikimora Proydoka (Lost Soul) Kikimora Witch (Lost Soul)
Feats: Resilient, Restless Worker Traits: The Flesh is Weak, Tighten Pussy
Skills: Bargain +2, Inquire +1, Knowledge (Folklore) +1, Perception +1, Feats: Arcane Reserve, Cryomancer, Restless Worker, Witchcraft
Scavenge +1, Stealth +2, Survival +1 Skills: Ars Amatoris +2, Bargain +2, Cook +3, Inquire +2, Knowledge
Interests: Members of the Opposite Sex, Outdoor Sex (Folklore) +3, Knowledge (Herbalism) +2, Knowledge (Witchcraft) +3,
Kinks: Rough Sex, Submission, Witches (or Warlocks) Perception +2, Speechcraft +3, Stealth +1, Wizardry +3
Dislike: Nobles Interests: Dominance, Muscles, Nobility
Equipment: Leather Vest, Traveler’s Vest, 2d3 SCo Kinks: Massage, Toyboys
Dislike: Mature Partners
Equipment: Shawl, Witch Dress, 2d3 SCo
Kikimora Scavenger (Underling)
Spells: Dazzle (1 RP), Detect the Arcane (0 RP), Ducatus (0 RP),
Enchanted Protection (2 RP), Ephemeral Manipulation (0 RP), Frostbite (2
Body 2 Prowess 20 Initiative +2 RP), Glittering Dust (4 RP), Hex (4 RP), Wrapping Lips (4 RP)
Agility 2 Defeated 4 Melee +1
Endurance 2 MP 0 Ranged +0
Mind 1 Arousal 17 Magic +0
Will 2 Speed 6 Dodge +1
HtH (S/D) +2/+1 Parry +0
DR 1
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Kobolds
Kobold (Underling) Kobold Head-hunter (Wanderer)
Feats: Meek Survivor, Resilient, Small Tough Skin Rudimentary Blade 1d3+2 Slashing
Skills: Ars Amatoris +2, Athletics +2, Inquire +1, Perception +1, Stealth +2
Interests: Breeding, Jewelry, Members of the Opposite Sex Traits: The Flesh is Weak
Kinks: Submission, Wide Hips, Warmth Feats: Meek Survivor, Small, Tough Skin
Dislike: Cold, Jungle Kobolds, Narrow Hips Skills: Ars Amatoris +1, Athletics +2, Bargain +2, Inquire +1, Scavenge +3,
Equipment: Leather Vest, Primitive Clothes, Small Shield, 2d3 GCo Stealth +2, Survival +2
Interests: Breeding, Jewelry, Members of the Opposite Sex
Kinks: Wide Hips, Warmth
Dislike: Cold, Jungle Kobolds, Narrow Hips
Equipment: Primitive Clothes, 2d3 CCo
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Kobold Shaman (Lost Soul) Jungle Kobold Fighter (Lost Soul)
Feats: Arcane Reserve, Meek Survivor, Primal Magic, Resilient, Small Feats: Meek Survivor, Resilient, Small Tough Skin
Skills: Ars Amatoris +3, Inquire +2, Knowledge (Arcane) +2, Knowledge Skills: Ars Amatoris +2, Athletics +2, Inquire +1, Perception +1, Stealth +2
(Myths and Legends) +2, Medicine +1, Stealth +2, Wizardry +2 Interests: Jewelry, Master / Slave, Members of the Opposite Sex
Interests: Nobles, Jewelry, Rituals, Worship Kinks: Breeding, Religious, Submission
Kinks: Breeding, Wide Hips Dislike: Cold, Kobolds, Narrow Hips
Dislike: Cold, Jungle Kobolds, Narrow Hips Taboo: Dragons
Equipment: Leather Vest, Shaman’s Vest, 2d3 SCo Equipment: Leather Vest, Primitive Clothes, Small Shield, 2d3 GCo
Spells: Detect the Arcane, Ephemeral Manipulation, Floating Light, Haze,
Jolt, Lover’s Hands (Lesser), Roar
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Nature-bound
Nature-bound Guide (Lost Soul)
Due to their supernatural connection with certain type of environments, Nature-bounds are
often exceptionally good guides, which offer a safe passage or assistance in exchange for
food or coins. A Nature-bound Guide will only operate within the environment he’s attuned
with and will never go futher.
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Nephilim
Nephilim Hedge Knight (Wanderer) Nephilim Pilgrim (Lost Soul)
Feats: Arcane Reserve, Armor Proficiency (Medium), Gifted (Smite-Holy), Feats: Arcane Reserve, Gifted (Blood of the Martyr)
Melee Awareness, Resilient Skills: Bargain +2, Inquire +2, Knowledge (Folklore) +2, Knowledge
Skills: Ars Amatoris +2, Athletics +3, Intimidate +2, Inquire +2, Knowledge (Religion) +2, Perception +1, Speechcraft+2, Survival +2
(Military) +2, Knowledge (Nobility) +2, Perception +2, Survival +2 Interests: Members of the Opposite Sex
Interests: Beauty, Members of the Opposite Sex Kinks: Religious
Kinks: Knights, Nobility, Peasants Dislike: Cambion
Dislike: Cambions, Demons Taboo: Demons, Eldritch, Infernal
Equipment: Medium Armor (Metallic), Medium Shield (Grants a cover of Equipment: Shoulder Bag, Traveler’s Vest, 2d3+1 CCo
5+), 2d3+2 GCo
21
Nereidian
Naiadan Troublemaker (Underling)
Although the Naiadan are less serious than their cousins, they often tend to cause trouble
to others due to their “pranks” since often tend to get things too far or don’t understand
social interactions with other very well. Troublemakers are usually young-adults which just
want to do whatever they want, no matter what and they don’t care of the consequences.
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Orcs
Orc Fighter (Lost Soul) Orc Warrior (Wanderer)
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Chapter 3: NpC by Origin
Civilian
Civilian (Underling) Forager (Underling)
Fisherman (Underling)
Entertainer (Dancer, Underling)
Body 2 Prowess 14 Initiative +1
Body 2 Prowess 19 Initiative +3
Agility 1 Defeated 4 Melee +0
Agility 3 Defeated 4 Melee +0
Endurance 2 MP 0 Ranged +0
Endurance 3 MP 0 Ranged +0
Mind 2 Arousal 16 Magic +0
Mind 2 Arousal 17 Magic +0
Will 1 Speed 6 Dodge +1
Will 2 Speed 6 Dodge +1
HtH (S/D) +2/+1 Parry +0
HtH (S/D) +2/+3 Parry +0
DR 0
DR 0
Attacks Damage Source
Attacks Damage Source
Knife 1d3+2 Slashing
Punch 3 Bludgeoning
Feats: Outside of the Box
Skills: Ars Amatoris +1, Bargain +1, Fishing +3, Inquire +1, Knowledge Feats: Athletic, Resilient
(Nature) +1, Perception +1, Speechcraft +1 Skills: Ars Amatoris +3, Inquire +1, Perception +1, Perform (Dance) +3,
Interests: Beauty, Members of the Opposite Sex Speechcraft +2
Kinks: Outdoor Sex, Wealth Interests: Athletic, Dancers, Members of the Opposite Sex
Equipment: Simple Dress, 2d3 CCo Kinks: Beauty, Wealth
Equipment: Dancer Dress, 2d3 SCo
24
Entertainer (Musician, Underling) Harlot/Gigolo (Underling)
Farmer (Underling)
Herbalist (Underling)
Body 2 Prowess 14 Initiative +1
Body 1 Prowess 14 Initiative +1
Agility 1 Defeated 4 Melee +0
Agility 1 Defeated 4 Melee +0
Endurance 2 MP 0 Ranged +0
Endurance 2 MP 0 Ranged +0
Mind 2 Arousal 16 Magic +0
Mind 3 Arousal 17 Magic +0
Will 1 Speed 6 Dodge +1
Will 2 Speed 6 Dodge +1
HtH (S/D) +2/+1 Parry +0
HtH (S/D) +1/+1 Parry +0
DR 0
DR 0
Attacks Damage Source
Attacks Damage Source
Dagger 1d3+2 Piercing
Sickle 1d3+1 Slashing
Feats: Peasantry
Skills: Bargain +1, Inquire +1, Knowledge (Farming) +3, Knowledge Feats: Peasantry
(Folklore) +2, Perception +1, Speechcraft +1 Skills: Bargain +1, Inquire +1, Knowledge (Alchemy) +1, Knowledge
Interests: Members of the Opposite Sex, Wealth (Herbalism) +3, Knowledge (Folklore) +3, Perception +1, Speechcraft +2,
Kinks: Beauty Survival +2
Dislike: Members of the Same Sex, Ugly Interests: Members of the Opposite Sex, Wilderness
Equipment: Simple Dress, 2d3 CCo Kinks: Outdoor Sex
Equipment: Herbalist Dress, 2d3+2 SCo
25
Maid (Underling) Serf (Underling)
26
Combatant
Brawler (Lost Soul) Creature Hunter (Lost Soul)
27
Guard (Lost Soul) Militia (Underling)
Knight (Wanderer)
Skirmisher (Underling)
Body 3 Prowess 29 Initiative +2
Body 3 Prowess 17 Initiative +1
Agility 2 Defeated 5 Melee +3
Agility 1 Defeated 4 Melee +1
Endurance 3 MP 0 Ranged +0
Endurance 2 MP 0 Ranged +0
Mind 2 Arousal 18 Magic +0
Mind 1 Arousal 11 Magic +0
Will 3 Speed 6 Dodge +1
Will 1 Speed 6 Dodge +1
HtH (S/D) +3/+2 Parry +3
HtH (S/D) +3/+1 Parry +1
DR 5
DR 1
Attacks Damage Source
Attacks Damage Source
One-handed Weapon 1d6+3 Variable
One-handed Weapon 1d6+3 Variable
Pole-arm 2d6+3 Variable
28
Wildling (Lost Soul)
29
Magic User
Apprentice Mage (Underling) Eromancer (Lost Soul)
Feats: Arcane Magic, Arcane Reserve Feats: Arcane Magic, Arcane Reserve, Weave Expertise
Skills: Inquire +1, Knowledge (Arcane) +2, Knowledge (Myths and Skills: Ars Amatoris +3, Inquire +2, Knowledge (Arcane) +2, Knowledge
Legends) +1, Perception +1, Wizardry +2 (Eroticism) +2, Knowledge (Occultism) +2, Perception +1, Wizardry +2
Interests: Magic Users, Members of the Opposite Sex Interests: Members of the Opposite Sex
Kinks: Arcane Kinks: Eromancers, Magic Users
Dislike: Pain Equipment: Skimpy Dress, Shoulder Bag, Spell Book, 2d3 SCo
Equipment: Apprentice Vest, Shoulder Bag, Spell Book, 2d3 SCo
Spells:
Spells: Dazzle (1 PR), Detect the Arcane (0 PR), Ducatus (0 PR), Ephemereal
Arcane Bolt (2 PR), Arcane Push (2 PR), Dazzle (1 PR), Detect the Arcane Caress (2 PR), Ephemeral Manipulation (0 PR), Floating Light (0 PR),
(0 PR), Floating Light (0 PR) Lover’s Hand (1 PR), Mirror Sensation (2 PR), Phallus Magicis (2 PR),
Wrapping Lips (2 PR)
30
Shaman (Lost Soul) Spell Blade (Lost Soul)
Feats: Arcane Reserve, Primal Magic, Silver Tongue Feats: Arcane Magic, Arcane Reserve, Brawler, Tough Skin
Skills: Inquire +2, Knowledge (Nature) +2, Knowledge (Religion) +2, Skills: Ars Amatoris +2, Athletics +2, Inquire +2, Knowledge (Arcane) +2,
Perception +2, Speechcraft +2, Survival +2, Wizardry +2 Knowledge (Folklore) +2, Perception +2, Stealth +1, Wizardry +2
Interests: Nature, Religious, Worship Interests: Athletic, Members of the Opposite Sex
Kinks: Bestiality, Outdoor Sex Kinks: Arcane Creatures, Magic Users
Dislike: Civilization Equipment: Backpack, Leather Vest, Spell Book, 2d3+2 SCo
Equipment: Shaman’s Dress, 3d3+4 CCo
Spells:
Spells: Arcane Push (2 PR), Dazzle (1 PR), Detect the Arcane (0 PR), Enchanted
Bark Skin (2 PR), Beast Claws (2 PR), Dazzle (1 PR), Detect the Arcane (0 Protection (2 PR), Ephemeral Manipulation (0 PR), Floating Light (0 PR),
PR), Ephemeral Manipulation (0 PR), Floating Light (0 PR), Haze (3 PR), Weapon Enchantment (3 PR)
Jolt (2 PR), Roar (3 PR)
Trickster (Underling)
Shaman Neophyte (Underling) Tricksters is a term used to indicate a very untalented magic user or a
charlatan, which uses simple tricks and sleight of hand to let other thinks he
can do magic while they often are unable to do so or are just using illusory
Body 1 Prowess 14 Initiative +1
magic which is just a bunch of bright colors. They are usually tolerated during
Agility 1 Defeated 4 Melee +1 fairs and festivities since they are easier to keep under control.
Endurance 2 MP 4 Ranged +0
Body 1 Prowess 18 Initiative +1
Mind 2 Arousal 17 Magic +1
Agility 1 Defeated 4 Melee +0
Will 2 Speed 6 Dodge +1
Endurance 2 MP 4 Ranged +0
HtH (S/D) +1/+1 Parry +0
Mind 3 Arousal 17 Magic +0
DR 0
Will 2 Speed 6 Dodge +1
Attacks Damage Source HtH (S/D) +1/+1 Parry +0
Punch 2 Bludgeoning DR 0
31
Witch (Wanderer)
Spells:
Arcane Bolt (1 PR), Burden (2 PR), Dazzle (1 PR), Detect the Arcane (0
PR), Distrust (4 PR), Enchanted Protection (1 PR), Ephemeral
Manipulation (0 PR), Fatigue (2 PR), Floating Light (0 PR), Hex (2 PR),
Phallus Magicis (2 PR)
Wizard (Wanderer)
Feats: Arcane Magic, Arcane Reserve II, Magical Affinity, Weave Expertise
Skills: Inquire +3, Knowledge (Arcane) +3, Knowledge (Myths and
Legends) +2, Knowledge (Occultism) +3, Perception +1, Wizardry +4
Interests: Magic Users, Members of the Opposite Sex
Kinks: Arcane
Dislike: Pain
Equipment: Magic User’s Vest, Shoulder Bag, Spell Book, 3d3+2 GCo
Spells:
Arcane Bolt (1 PR), Arcane Push (1 PR), Arcane Strike (3 PR), Dazzle (1
PR), Detect the Arcane (0 PR), Elemental Burst (3 PR), Enchanted
Protection (1 PR), Ephemeral Manipulation (0 PR), Floating Light (0 PR),
Jolt (1 PR)
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Noble
Blue Blood / Clan Member / High-class (Lost Soul) Noble (Lost Soul)
Squire (Underling)
Courtesan (Lost Soul)
Body 2 Prowess 17 Initiative +1
Body 1 Prowess 16 Initiative +1
Agility 1 Defeated 4 Melee +1
Agility 1 Defeated 5 Melee +0
Endurance 2 MP 0 Ranged +0
Endurance 1 MP 0 Ranged +0
Mind 2 Arousal 11 Magic +0
Mind 3 Arousal 17 Magic +0
Will 1 Speed 6 Dodge +0
Will 2 Speed 6 Dodge +0
HtH (S/D) +2/+1 Parry +1
HtH (S/D) +1/+1 Parry +0
DR 2
DR 0
33
Religious
Acolyte (Underling) Cultist Guardian (Lost Soul)
Guardians are often employed to keep in check the regular Cultists and protect those of a
higher ranks from harm.
Body 1 Prowess 13 Initiative +1
Agility 1 Defeated 4 Melee +0 Body 3 Prowess 23 Initiative +2
Endurance 2 MP 0 Ranged +0 Agility 2 Defeated 5 Melee +2
Mind 2 Arousal 16 Magic +0 Endurance 2 MP 0 Ranged +0
Will 1 Speed 6 Dodge +0 Mind 2 Arousal 12 Magic +0
HtH (S/D) +1/+1 Parry +0 Will 2 Speed 6 Dodge +1
DR 0 HtH (S/D) +3/+2 Parry +2
DR 1(2)
Attacks Damage Source
Punch 2 Bludgeoning Attacks Damage Source
Spear 2d3+3 Impaling
Feats: Silver Tongue
Skills: Knowledge (Folklore) +1, Knowledge (Religion) +2, Speechcraft +1
Interests: Members of the Opposite Sex, Trait: Hand Expertise, The Flesh is Weak
Kinks: Worshiping Feats: Arcane Reserve, Brawler, Resilient, Toughness, Tough Skin
Dislike: Heretics Skills: Ars Amatoris +1, Athletics +2, Intimidate +2, Inquire +1, Knowledge
Equipment: Acolyte Robe (Occultism) +2, Knowledge (Religion) +2, Perception +2, Speechcraft +1,
Stealth +1
Interests: Members of the Opposite Sex, Worshiping
Kinks: Eldritch, Occultism
Cultist (Underling) Dislike: Heretics
Some of those who end up in the Labyrinthus become cultists of ancient cults hidden Equipment: Gladiatorial Armor (Light), Robes, Weird Mask, 2d3 SCo
within, while others were already Cultists before reaching this strange place. Most of the
Cultists can be found nearby certain religious locations, such as Altars, Shrines and so on.
34
Friar/Nun (Underling) Zealot (Lost Soul)
Feats: Silver Tongue Feats: Act of Faith (Blessing, Smite), Arcane Reserve
Skills: Knowledge (Folklore) +2, Knowledge (Religion) +2, Speechcraft +2 Skills: Ars Amatoris +1, Intimidate +2, Inquire +2, Knowledge (Myths and
Interests: Celibacy, Members of the Opposite Sex Legends) +2, Knowledge (Religions) +2, Perception +1, Speechcraft +2
Kinks: Worshiping Interests: Religious
Dislike: Members of other Religions, Heretics Kinks: Submission, Worshiping
Equipment: Friar or Nun Robe Taboo: Members of other Religions, Heretics
Equipment: Leather Vest, Simple Dress, 2d3 SCo
Priest (Underling)
35
Scoundrel
Bandit (Underling) Grave Robber (Underling)
36
Hunter (Underling) Poacher (Lost Soul)
Feats: Resilient, Tough Skin, Tracker, Wilderness Expertise Traits: The Flesh is Weak
Skills: Ars Amatoris +1, Athletics +2, Inquire +1, Knowledge (Nature) +2, Feats: Tough Skin, Tracker, Wilderness Expertise
Perception +3, Stealth +3, Survival +3 Skills: Ars Amatoris +1, Athletics +2, Intimidate +2, Knowledge (Nature)
Interests: Athletic, Doggy Style +2, Perception +2, Stealth +2, Survival +3
Kinks: Outdoor Sex Interests: Greed, Submission
Equipment: 2d3+2 SCo Kinks: Fey, Outdoor Sex
Equipment: 2d3+2 SCo, Throwing Dagger (x2), Traveler’s Vest
37
Scoundrel (Lost Soul)
38
Chapter 4: Bestiary
Monstrous Feats:
Monstrous Feats represent the special abilities and supernatural powers monsters could have.
Construct
A Construct is often an animated object, or a creature artificially made.
Constructs don’t need to breath, eat and sleep and are immune to the
following effects: Backstabs, Bleeding, Fear, Diseases, Mind Effects,
Paralysis, Pheromones, Poisons, Sleep, Terror and Tired. Constructs
can’t be “Seduced” unless their Directive allows them to do so.
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Ethereal Movement: Living Food:
The Creature can move through solid obstacles by spending 1 PR per Living food Creatures are immune to the following status effects:
Square they move through, but only up to a total of 4 Squares. Blinded, Frightened, Stunned, Terrorized and Tired.
It’s possible to also spend 1 MP to obtain the same Effect. Living Food Creatures don’t need to breathe.
If the creature is unable to reach a clear space, it will suffer 2d3 Points A Slain Living Food Creature can be harvested to Create Rations with
of Direct Damage and will then be expelled back. If trying to move a Mind Check at 1d6+3 or by using the Cook Custom Skill at 1d6+1,
through an Arcane Barrier, the Creature needs a Counter Will Check but eating such ration increases corruption by 1d3. Two Tiny
versus the Creator of the Barrier, if there is one or against 1d6+3. A Creatures are enough for a single Small Ration, Two Small Creatures
Failure prevents the Creature to move through the Arcane Barrier. The are enough to produce a Ration while Medium Creatures can grant up
Creature is considered Ethereal while moving, but when the effect to two rations and Large up to four.
stops, it’s considered as a regular Creature as usual.
Low-light Vision:
Fear: The Creature is considered to have Low-light Vision as explained in
The Creature Causes Fear, as Explained at Page 39 of the Core the Core Rules.
Rules.
Monstrous Constitution (x):
Fey: The Creature increases its total Prowess by the number indicated
A Fey Creature can also spend 1 Prowess to roll an additional dice between the brackets.
when trying to resist a Mind Effect or 2 when resisting other Spells. If
facing Nightmare Creatures or Spells with the Nightmare Descriptor, a Multi-attack (x):
Fey rolls will instead only obtain a Burden Dice, when trying to resist By spending 2 Actions, the Creature can perform 2 Attacks with the
Spells, Special Abilities and Effects caused by them (IE: Fear, or indicated Weapon or Natural Weapon (IE: Claws) while suffering a -1
hostile Spells) to both rolls.
40
Shapeshifter Slime
A Shapeshifter is a creature which can change its form at will or during Slimes do not require to Breathe or Sleep and are immune to the
specific events, like a full moon for some lycanthropes. The duration following Status Effects: Blinded, Frightened, Knocked Down,
and effects of the shape-shifting is often explained in the creature’s Paralyzed, Poisoned, Stunned, Terrorized and Tired.
description, but usually the creature must spend 2 Prowess to change Slimes can attach to many solid surfaces except for glass, ice or those
form even if returning to its original form only requires 1. surfaces extremely cold or covered by certain liquids such as water.
A Shapeshifter slain while in a different form will transform back to its
original one. Slimy Tongue:
Mimics can instead shape their form to various items and object, but The Creature has a surprisingly long tongue which can extend from its
even if they will look like they are made of the same material, they are body, and move around, allowing the Creature to ignore Cover and
actually organic. A Mimic increases his DR by 1 while transformed into which is used to deal damage, grab opponents but it also secretes a
an Object, to imitate the density of such form. It's possible to notice strange goo. When the tongue hits an exposed body part of a
the item has something wrong with a Knowledge Check related to the creature, it will increase its arousal by 1. The tongue can also be used
material the mimic is trying to imitate, for example a Mimic imitating a to give pleasure, in which case any action performed by the tongue
pillar requires Knowledge (Masonry). also increases the target’s arousal by 1. The tongue can be used for
Shapeshifting counts as a Spell-like Ability. Vaginal Penetration and Oral Action, other than the common use of
any tongue. A Small Creature has a Reach of 1 Square with its
Size (x) Tongue, a Medium-sized of 2, a Large and Huge of 3.
Certain Creatures can be bigger or smaller than the Characters, and
different sizes also obtain different modifiers. Swarm:
The Creature is compose by a multitude of tiny creatures which move
• Tiny Creature Prowess: 2+END+WILL. within a specific pattern. To make things simpler they count as a single
The Creature obtains an Extra +1 to Stealth, increases its creature, while the Creature’s Prowess or Resistance Points simply
Dodge by 1 and doesn’t have a specific movement value indicates the number of Creatures which compose the swarm.
assigned (usually 1). Swarms don’t suffer damage the same way from regular weapons, but
• Small Creature Prowess: 10+END+WILL. suffer an amount of damage depending on the weapon used, which is
The Creature obtains an Extra +1 to Stealth, has a 1 Damage from Unarmed Attacks and 1d3 from One Handed
movement speed of 5 Squares. Weapons or larger. Single-target spells count as One Handed
• Large Creature Prowess: 20+END+WILL. Weapons while spells and special attacks, such as a Breath Attack,
The Creature suffers a -1 when trying to Dodge Ranged which can hit an entire square will deal their full damage to a swarm.
Attacks and usually has a movement speed of 7 Squares. A Swarm can move through a space occupied by other creatures,
• Huge Creature Prowess: 25+END+WILL. except for Slimes. A Swarm can’t be defeated, but when it’s reduced
The Creature suffers a -1 when trying to Dodge Ranged to 5 o less Prowess or Resistance Points, it will collapse and the
Attacks and usually has a movement speed of 8 Squares. creatures will flee.
41
Tentacles
The Creature has one or more tentacles which can use to attack it’s
opponents or to perform sexual actions.
Unless Specified otherwise (IE: from traits and mutations) a Small
Creature can only use 1 Tentacle per turn to attack. A Medium-sized
Creature can attack with 1d3 Tentacles per Round with a Reach of 2
Squares even against different Creatures with a -1 to each attack,
while a Large or Huge can attack up to 2d3 with a reach of 3 Squares
and the same penalty. Every 2 Tentacles used on an opponent, the
Creature obtains a +1 to the HtH Rolls based on Strength on such
target, but using Tentacles for HtH maneuvers doesn’t count towards
the limit a Creature can use them for attacks. Notice that having
Tentacles doesn’t automatically makes you a Tentacle Creature.
Tentacles are often considered an erogenous zone for the creature.
Terror:
The Creature Causes Terror, as Explained at Page 39 of the Core
Rules.
Undead:
The Creature is an Undead: a creature risen from the dead which
often mindlessly obey to the order of his master.
Undeads are immune to the following Status Effects, unless Specified
Otherwise: Aroused, Blinded, Distracted, Drunk, Frightened, Horny,
Lured, Paralyzed, Poisoned, Stunned, Terrorized and Tired.
Wall Climb:
The Creature can move up to half his movement value on vertical
surfaces, except for glass and ice or covered by certain liquids.
Example:
Weakness to Fire (2) causes a Creature to increase the damage
suffered from sources which deal Fire Damage by 2.
42
List of Creatures:
Animals:
Black Bear Giant Rat
A surprisingly big rat, with a nasty attitude. Common in any dungeon, ancient ruins and
abandoned mansion explored by adventurers.
Body 4 Prowess 22 Initiative +1
Agility 1 Defeated 4 Melee +2 Body 1 Prowess 9 Initiative +2
Endurance 4 MP 0 Ranged +0 Agility 2 Defeated 3 Melee +1
Mind 1 Arousal 16 Magic +0 Endurance 2 MP 0 Ranged +0
Will 1 Speed 6 Dodge +1 Mind 1 Arousal 11 Magic +0
HtH (S/D) +4/+1 Parry +0 Will 1 Speed 6 Dodge +1
DR 1 HtH (S/D) +1/+2 Parry +0
DR 0
Attacks Damage Source
Bite 1d3+4 Slashing Attacks Damage Source
Bite 1d3+1 Slashing
Feats: Brawler, Resilient, Scent, Tough Skin
Skills: Athletics +2, Perception +1, Stealth +1
Kinks: Food Play, Honey, Members of the Opposite Sex Trait: The Flesh is Weak
Feats: Resilient, Scent, Small
Skills: Athletics +2, Perception +1, Stealth +2
Kinks: Breeding, Members of the Opposite Sex
Donkey
Dislikes: Cats
43
Horse
Wolf
44
Arcane
Arcane Lover Challenger of Strength
Arcane Lovers are created by lonely wizards and witches, to resemble their ideal partners A Challenger of Strength appears as a muscular or athletic humanoid made of arcane
or to try experimenting with something new. An Arcane Lover is usually friendly and keen energies. The Creature’s face has no details except for a vague note of nose and a define
to obey at the request of spell casters or other sentient creatures which want to engage in jawline if it appears as a male. A Challenger of Strength can appear as a male or female
a sexual intercourse, while those left alone for too many years, might start roaming and with out without any genitalia of sort. The Creature will never leave the area of the
around, looking for someone to have sex with, even reaching a point where they might Sanctuary from where it emerged and will always try to fend off those which try to despoil
become overly obsessive or even frustrated. the shrine. A Challenger of Strength isn’t really interested to have an intercourse with
others, but the shrine could let it do so depending on the outcome of the challenge as
additional reward or punishment.
Body 3 RP 15 Initiative +2
Agility 2 Defeated 0 Melee +1 Body 4 RP 25 Initiative +2
Endurance 0 MP 2 Ranged +0 Agility 2 Defeated 4 Melee +3
Mind 0 Arousal 18 Magic +0 Endurance 4 MP 1 Ranged +0
Will 3 Speed 6 Dodge +1 Mind 0 Arousal 20 Magic +0
HtH (S/D) +3/+2 Parry +0 Will 5 Speed 6 Dodge +3
DR 1 HtH (S/D) +4/+2 Parry +0
DR 1
Attacks Damage Source
Punch 3 Bludgeoning Attacks Damage Source
Punch 5 Arcane
Traits: Hand Expertise. Some might have the Biggus Dickus trait or the
Tighten Pussy Trait.
Feats: Arcane Reserve II, Brawler, Climax Drain (2), Resilient, Scent, Feats: Arcane Reserve, Blind Perception (Heat), Brawler, Elemental,
Tough Skin Resilient, Tough Skin, Toughness
Skills: Ars Amatoris +4, Perception +1 Skills: Athletics +4, Perception +2
Kinks: Arcane, Spellcasters Kinks: Athletics, Strength
DR 1 DR 1
Distortion:
A Coeurl has a Concealment of 5+, unless is unconscious, asleep or petrified.
45
Drifter Imp Lord
A drifter looks like a giant floating headless eel, although it possesses a sort of mouth and
two eyes, one above the other and a couple of slimy antennae which uses to taste its
surrounding, similar to a snail. The Creature also posses s a couple of tentacles on both Body 4 Prowess 21 Initiative +3
sides of his body which usually uses to better navigate the air and even to grab items and Agility 3 Defeated 4 Melee +2
creatures to observe. Drifters prefer to mind their own business and float around without
any real direction, hence the name, but can become aggressive if attacked or annoyed by Endurance 3 MP 7 Ranged +0
other creatures. A Drifter will naturally try to devour Tentacle Lurkers, and Tentacle
Crawlers and Wiggle Worms while will stay away from Shamblers, Coitus Nocturnis and Mind 2 Arousal 19 Magic +3
Infesters. Drifters seems to enjoy tormenting floaters by poking them and biting their
tentacles off.
Will 4 Speed 6 Dodge +3
HtH (S/D) +4/+3 Parry +0
Body 3 Prowess 25 Initiative +2 DR 1
Agility 2 Defeated 5 Melee +2
Attacks Damage Source
Endurance 3 MP 2 Ranged +0
Claw 4 Arcane
Mind 0 Arousal 18 Magic +0
Will 3 Speed 1 Dodge +2 Feats: Arcane Magic, Arcane Reserve II, Climax Drain (3), Lesser
HtH (S/D) +3/+2 Parry +0 Levitation, Resilient, Small, Tough Skin
Skills: Ars Amatoris +3, Athletics +2, Inquire +3, Knowledge (Arcane) +3,
DR 2 Speechcraft +3, Wizardry +3
Interests: Jewelry, Magic, Members of the opposite Sex
Attacks Damage Source Kinks: Master/Slave, Spellcasters
Bite 1d3+3 Shredding
Spells:
Tentacle 1d3+3 Arcane Arcane Bolt (2 PR), Dazzle (1 PR), Eldritch Embrace (3 PR), Enchanted
Protection (2 PR), Ephemeral Manipulation (0 PR), Floating Light (0 PR),
Feats: Arcane Reserve II, Brawler, Darkvision, Flight (6), Levitation, Multi- Invisibility (3 PR), Phallus Magicis (4 PR)
attack (Tentacle), Resilient, Scent, Tentacles, Tough Skin II
Skills: Perception +3, Stealth +3
Interests: Double Penetration, Members of the Opposite Sex, Stroking
Kinks: Arcane Creatures, Blowjobs, Floating Sex, Tailjob, Titjob
Taboo: Tentacle Creature
Imp
Spells:
Dazzle (1 PR), Ephemeral Manipulation (0 PR), Arcane Bolt (2 PR), Phallus
Magicis (4 PR)
46
Mille Manus Sphinx
Mille Manus appear as a sort of arcane cloud with many hands and arms (hence the name Sphinxes are a peculiar type of creatures, which resemble a lion with part of the torso and
which means Thousand Hands), but each one of them seems to not being attached to head of a human (or a catlike human) and the wings of an eagle.
anything, even if they all stay within the creature’s shape. The shape of the hands and A common misconception is to think that Sphinxes are female-only creature, while it has
arms seems to vary from creature to creature, even if they usually appear to be similar of been already proven that males do also exist. A Sphinx is a smart creature which
those of humans or similar humanoids, where some look more feminine and other looks manages to even learn how to read, speak different languages and even cast spells. Due
more masculine. In other occasions the creature has both masculine and feminine hands to their magical nature they live extremely long lives, which often spend guarding ancient
or even weird types of hands with fewer fingers. Mille Manus aren’t really aggressive and libraries where they read everything they can. They like to toy with their prey but also
tends to attach to a victim to absorb its magical energy while giving in exchange enjoy a good conversation. The Myth that a Sphinx will request to answer a riddle or
unexpected pleasure as long as the victim remains calm or doesn’t try to cause harm. complete a game of wits or kill the challengers is a sort of silly rumor created by those
This creature doesn’t really speak any language, but those more older can understand and Sphinx which preferred to remain alone, bu the truth is that these creatures tend to suffer
even speak with simple concepts or by just pointing out directions. When this Creature solitude more than others, to the point they might become obsessive towards new visitors,
talks, some of the hands move to form a sort of stylized face which will focus towards fearing that they will be left alone again, although they usually manage to hide their
those who are trying to communicate, while the voice tone is usually warm and with a sort feelings under their famous hieratic behavior.
of weird echo.
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Avians
Harpy Raven Harpy
Raven Harpies are the less aggressive of their species. With feathers as black as the night
but with a skin as pale as snow, these creatures prefer to stay alone or in small flocks of
Body 3 Prowess 19 Initiative +2 two or three individuals. Raven Harpies are also smart enough to learn a rudimentary form
Agility 2 Defeated 4 Melee +2 of speech which often use to communicate with others. Raven Harpies can be mostly
found within dark and gloomy places, such as graveyards, dark forests, abandoned
Endurance 2 MP 0 Ranged +0 manors and so on.
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Beast
Owlbear
Worg
Trait: Darkvision
Feats: Fear, Large, Multi-Attacks (Claws), Resilient, Scent, Tough Skin
Skills: Athletics +3, Perception +3, Stealth +2
Interests: Members of the Opposite Sex, Pain
Kinks: Doggy Style, Submission
49
Beastfolk
The Beastfolk have different origins depending from which place they come from, usually different worlds or realities have their own version but those found in the Labyrinthus seems to
have some traits in common. While being anthropomorphic creatures is clearly the most obvious detail, the second is that Beastfolk apparently are just some savage creatures, but the
truth is that they are often more smart than the occasional observer would thing, even if they still remain creatures of instinct. Beastfolk can’t talk a regular language and they simply
communicate with the members of the same species with a language of their own, which usually consists in different sounds as regular animals would do. Yet the Beastfolk are smart
enough to be taught the Sign Language and even recognize certain words if they are used to heard them. A Beastfolk which uses the Sign Language usually uses simple concepts to
communicate and will never understand complex arguments. The Beastfolk usually have a behavior similar to the animal they resemble, so Rabbit Beastfolk will be extremely shy and
run away at the first occasion, while Wolves will be territorial instead. Most of the Beastfolk can walk on two or four legs and have a sort of paws or claws with something similar to an
opposable thumb even if it’s not granted, while others are surprisingly more close to regular humanoids and often walk only on two legs, such as Holstaurs and Minotaurs.
Holstaur Minotaur
The Holstaurs are a different breed of minotaurs which are considered the complete
opposite: while Minotaurs are often fierce and violent, the Holstaurs are extremely gentle
with any creature they met and even shy to the point that they will mostly walk away rather Body 4 Prowess 30 Initiative +2
than disturbing. Holstaurs have extremely simple minds and are the less intelligent among Agility 2 Defeated 4 Melee +2
the various Beastfolk, to the point that they can barely learn even sign language. Still,
Holstaurs can become very attached to those who treat them well, which allows farmers of Endurance 4 MP 0 Ranged +0
various sorts to being able to have small herds of Holstaurs which are often used for
physical labor or even milk production. Holstaurs are both males and females, although Mind 1 Arousal 17 Magic +0
the latter are more common to the point that females with functioning penises aren’t an
unusual mutation at all.
Will 2 Speed 7 Dodge +1
HtH (S/D) +4/+2 Parry +2
Body 4 Prowess 30 Initiative +1 DR 2
Agility 1 Defeated 6 Melee +0
Attacks Damage Source
Endurance 5 MP 0 Ranged +0
Battle Axe 1d6+4 Slashing
Mind 1 Arousal 11 Magic +0
Punch 5 Bludgeoning
Will 1 Speed 6 Dodge +0
HtH (S/D) +4/+1 Parry +0 Feats: Brawler, Fear, Large, Resilient, Tough Skin II
DR 1 Skills: Athletics +3, Intimidate +3, Perception +1, Stealth +1
Interests: Wide Hips, Members of the Opposite Sex
Attacks Damage Source Kinks: Big Breasts, Cowgirl
Dislike: Religious
Punch 1d3+4 Bludgeoning
50
Blackpaw Lambs Blackpaw Longlegs Lamb
The Blackpaw Lambs are a sub-species of Sheep Beastfolk with the peculiar detail to The Longlegs Lambs are what can be described as a sort of shaman or priestess, since
possess a white wool, like other sheepfolk, but also a darker skin tone over their hands only females can become one, although they mostly act more like entertainers and
and hooves, hence the name. Often confused with regular Sheepfolk, the Blackpaw dancers. Longlegs Lambs have a deep knowledge of their bodies and how to satisfy both
Lambs acts in similar ways but are often more keen to pretend to be innocent and then men and women, to the point they enjoy traveling around looking for those in need of
trying to indulge in depraved activities or to surround members of the opposite sex and some intimacy or “human warmth”. Although they are still Beastfolks which can’t really
playing with them in a very sexual way, or simply trying to sneak away from their Herder communicate, they seem more intelligent and with a strong empathy towards those who
and finding someone which will mount them. According to Scholar this is a sort or feel alone or sad. Longlegs Lambs are always cheerful and try to celebrate a very simple
behavioral echo which urges them into acting demure but being extremely horny while lifestyle.
alone or when unseen by those in charge.
Body 2 Prowess 25 Initiative +3
Blackpaw Lamb Agility 3 Defeated 5 Melee +1
Endurance 2 MP 4 Ranged +0
51
Children of the Bone Lord Lurking Goat
The so called Children of the Bone Lord are a type of Beastfolk based on Not exceptionally strong but stealthy and deadly if underestimated, a Lurking Goat is not a
creature to take on alone.
Goats, with the peculiar detail that they all have a black fur but with a white don
on the center of their heads: rounded for males and heart-shaped for females.
These creatures where the result of an ancient cult associated to the Body 2 Prowess 24 Initiative 4
mysterious deity (or Devil) called “The Bone Lord” although nothing much is Agility 4 Defeated 5 Melee +2
know about, except for the fact that is often depicted as a dark figure with a
goat-skull as face. The Cultists of the Cult used to sacrifice Black Goats to their Endurance 3 MP 0 Ranged +0
god as way to appease him, but one day, due to scarcity of food, the desperate
Mind 1 Arousal 17 Magic +0
folk started eating the Goats which where supposed to be sacrificed to their
god. This caused the population to fall into a sort of cannibalistic rage and after Will 2 Speed 6 Dodge +3
few years the women started to give birth to human-goat hybrids, which slowly
HtH (S/D) +2/+4 Parry 0
replaced the Cultists. The Children of the Bone Lord are carnivore and
aggressive in nature, but also quite cunning to the point they often spy on other DR 1
sentient creatures to learn from them, even to talk with few words, as exception
to all the other Beastfolk. Attacks Damage Source
Knife 1d3+2 Slashing
Prowler Goat
Prowler Goats are hunters in training. They have some basic concepts for the hunt but Traits: Low-light Vision
lack in patience and coordination. Feats: Backstab, Black-widow or Lady Killer, Brawler, Rapid Reaction,
Resilient, Tough Skin
Skills: Athletics +3, Inquire +2, Perception +2, Stealth +4, Survival +3
Body 3 Prowess 17 Initiative +2
Interests: Members of the Opposite Sex
Agility 2 Defeated 4 Melee +2 Kinks: Restrains, Rough Sex, Submission
Endurance 2 MP 0 Ranged +0
Mind 1 Arousal 16 Magic +0
Will 1 Speed 6 Dodge +1
HtH (S/D) +3/+2 Parry +0
DR 1
52
Blood-cursed
Blood-cursed Creatures, as the name suggests, are originated from ancient Curses or Hexes gone wrong or by a poorly attempt to remove them with inadequate
tools or methods. Others are just the result of the meddling with Blood Magic which is why if often considered prohibited or simply too dangerous.
Ghoul Vampire
According to Scholars, Ghouls are those who were cursed by the Gods because they fed -WiP-
off the members of their own same species (usually humans). While to some this might be
probable, the reality is often that it’s the result of a Curse, use of Dark Magic or Blood
Magic, or the perpetration of terrible behaviors, not necessarily cannibalism, which will Vampire’s Thrall
slowly corrupt the mind of a sentient being. Ghouls usually are unable to communicate -WiP-
with long sentences due to their nature but can still understand each other, although some
are lucky enough to maintain a more higher degree of intelligence. Ghouls are obsessed
with eating the flesh of the living and/or the freshly slain creatures although they are also
known to kidnap males and females for reproduction. Vampire Lord
-WiP-
Body 3 Prowess 16 Initiative +2
Agility 2 Defeated 4 Melee +2
Werewolf
Endurance 3 MP 0 Ranged +0 Werewolves are blood-cursed Creatures which turn into a hybrid wolf-humanoid at will or
without a control over it, depending on their age. Young Werewolves often turn into save
Mind 1 Arousal 11 Magic +0 beasts by feeling angered or frustrated, while elder werewolves learn to control their
emotions and become able to shape-shift when necessary. Usually young werewolves
Will 1 Speed 6 Dodge +2
when in their hybrid form are also extremely horny due to their inhibitions being released
HtH (S/D) +3/+2 Parry +0 and tend to release all such pent-up desire on those which they find attractive, while
massacring anyone in their path. Being bitten or scratched by a werewolf doesn’t turn into
DR 1 one, since is usually more hereditary, but it hurts a lot. When a Werewolf is slain it will
transform back to its original form.
53
Chimera
Chimera Cythian (Blue)
Blue Cythian are more voluptuous and gentle in behavior, if compared to the Black ones.
Blue Cythian enjoy a simple life, but are often captured to be used as exotic pets by other
Body 4 Prowess 40 Initiative +1 powerful Creatures such as Succubi and Incubi, Rakshasa, or Wizards with strange
Agility 1 Defeated 5 Melee +3 fetishes.
Endurance 4 MP 1 Ranged +2
Body 2 Prowess 19 Initiative +1
Mind 1 Arousal 18 Magic +0
Agility 1 Defeated 4 Melee +0
Will 3 Speed 6 Dodge +2
Endurance 4 MP 1 Ranged +0
HtH (S/D) +4/+1 Parry +0
Mind 1 Arousal 11 Magic +0
DR 3
Will 1 Speed 6 Dodge +1
HtH (S/D) +2/+1 Parry +0
Attacks Damage Source
DR 1
Bite 2d3+4 Shredding
Claw 2d3+4 Shredding
Attacks Damage Source
Headbutt 1d6+4 Crushing
Claw 3 Slashing
Cythian (Black)
One of the many perverse experiments done by sorcerers are the Cythians. These strange
creatures are a peculiar amalgamation of humanoid features on Insects, which might Manticore
appear similar to other insectoids with the difference that they are technically mammals, -WiP-
although they obviously classify as Chimeras. The first being created where the Black
Cythians which resulted being a little too feral and over-possessive, but also good fighters
due to their more resilient chitin and sharper claws. Although the Cythians where
supposed to be only females, to keep their numbers under control and only to satisfy
certain urges, some of them have been observed to being able to mutate into growing a
functioning pair of testicles and penis, mostly the Black ones. Among one of their favourite
activities, other than being aggressive for no reason and to chase creatures for fun, they
tend to capture strong males (and sometimes females) to be used as sex slaves.
Trait: Darkvision, The Flesh is Weak, Tighten Pussy. Some might have a
Feminine Penis (Mutation)
Feats: Arcane Reserve, Brawler, Multi-attacks (Claw), Resilient,
Resistance to Piercing (1), Tough Skin II
Skills: Ars Amatoris +1, Athletics +3, Perception +3, Scavenge +2, Stealth
+3, Survival +3
Interests: Blowjob, Breeding, Pain, Rough Sex
Kinks: Clawjob, Hunter / Prey, Submission
54
Constructs
Clockwork Handmaiden Flesh Golem
-WiP-
Body 4 RP 24 Initiative +1
Agility 1 Defeated 0 Melee +2
Crawling Claws
Despite the name, Crawling Claws are mostly (if not entirely) composed by regular Endurance 0 MP 2 Ranged +0
humanoid hands, although it depends by whom created them. Crawling Claws are not a
single creature but more of a sort of swarm of severed hands which crawl around in a sort Mind 1 Arousal 12 Magic +0
cohesive scheme. Crawling Claws don’t feel arousal but are created with the instinct for
Will 2 Speed 6 Dodge +1
capturing victims or to just molest them sexually. They also often tend to rip clothes and
armors so while someone might let them do what they want, losing important equipment HtH (S/D) +4/+1 Parry +0
might become easily problematic.
DR 2
Body 2 RP 18 Initiative +3
Attacks Damage Source
Agility 3 Defeated 0 Melee +1
Slam 1d3+4 Bludgeoning
Endurance 0 MP 2 Ranged +0
Mind 0 Arousal 0 Magic +0 Trait: Low-light Vision, The Flesh is Weak
Will 0 Speed 6 Dodge +1 Feats: Arcane Reserve II, Brawler, Construct, Resistance to Electrical (5),
Tough Skin II
HtH (S/D) +2/+3 Parry +0 Skills: Ars Amatoris +1, Athletics +3, Perception +1, Stealth +1
DR 0 Interest: Beauty, Members of the Opposite Sex
Kink: Daddy’s Girl or Mama’s Boy, Master / Slave
Taboo: Fire
Attacks Damage Source
Claw 3 Shredding
Lover Doll
Trait: Hand Expertise Lover Dolls might appear similar to Flesh Golems, since some are created in a similar way
Feats: Arcane Reserve II, Blind Perception (Pheromones), Brawler, of attaching different body parts, but with more precision and attention to detail, to reduce
Construct, Multi-attacks (Claw), Multitude of Hands, Swarm, Wall Climb the scars or visible stitching, often covered by skimpy clothing, while others are created in
a similar way of a Clockwork Handmaiden but more complex. As the name suggest, a
Skills: Ars Amatoris +3, Athletics +3, Stealth +2 Lover Doll’s purpose is to love its creator or anyone met, and are also usually used for
sex, since to some people, the Arcane Lover doesn’t feel the same way of a real human or
Multitude of Hands: because the lack of resources to summon one. Sadly, all things left alone will slowly
Crawling Claws act more as an uncoordinated swarm. Although they count as become weird or even partially insane and it’s not unsurprising that some Love Dolls found
Tiny Creatures if separated from each other, when together they are enough to after decades will end up murdering those they have sex with.
count as a Medium-sized Creature. The Swarm occupies an entire square and
when not moving it can perform a combination of 3 Actions such as Attacking, Body d3 RP 15 Initiative ?
Performing HtH maneuvers and performing sexual actions. Usually the Claws
Agility d3 Defeated 0 Melee +0
will perform the first attempt by using their (dexterity) modifier, then Strength.
For each success, a hand (or claw) successfully manages to attach to the Endurance 0 MP 2 Ranged +0
Character. The swarm obtains a +1 to its HtH modifier (Strength) for each hand
attached, up to a +3. Still any additional hand can start ripping clothes or Mind 1 Arousal ? Magic +0
armors, by removing 3 integrity per round on clothes or 2 on armors. If the Will 1 Speed 6 Dodge +2
Character is wearing a Skimpy Armor or Clothes, they will simply try to undress
the parts covering the chest and groin. Other might also decide to start HtH (S/D) +?/+? Parry +0
groping, caressing or stimulating the characters when exposed. Using the DR 1
Lover’s Hand Spell on the Creature will reduce the number of active claws
equal to the number of hands generated, for the duration of the spell, since the
claws will be busy trying to react to such unusual event. Attacks Damage Source
Slam ? Bludgeoning
55
Mannequin
Mannequins are the most simplistic type of constructs which can be animated. As the
name suggest they look like generic mannequins, with runes carved on their bodies. Some
are decorated to resemble a specific humanoid creature and even dressed with clothes
and accessories.
Body 2 RP 12 Initiative +2
Agility 2 Defeated 0 Melee +1
Endurance 0 MP 1 Ranged +0
Mind 0 Arousal 0 Magic +0
Will 0 Speed 5 Dodge +2
HtH (S/D) +2/+2 Parry +0
DR 1
Purifier
-WiP-
Statue of Shub-n’arig
-WiP-
56
Demons
Incubus / Succubus (Lesser) Incubus / Succubus
Lesser Succubus and Incubus were once members of other races which performed a
complex ritual to become a demon or were slowly turned into a Succubus or Incubus
through time. More common than true Succubus and Incubus, they are often summoned Body 3 Prowess 26 Initiative +4
by inexperienced wizards which think to have managed to bind a greater demon instead of Agility 4 Defeated 4 Melee +2
a lesser one. Obviously a Lesser Incubus and Succubus will never reveal their status.
In appearance they might resemble their original race, although they often end up having Endurance 3 MP 5 Ranged +0
those additional details commonly linked to demon-hood, such as horns, a “devilish” tail
and small bat wings, but in truth that’s just the effect of Corruption. The only actual true Mind 3 Arousal 19 Magic +2
traits are a smoother skin, more voluptuous or athletic forms and the shape of their eye
pupils, which is less prominent in those races which already have a different shape, such
Will 4 Speed 6 Dodge +3
as Kobolds. HtH (S/D) +3/+4 Parry +0
DR 2
Body 2 Prowess 19 Initiative +2
Agility 2 Defeated 4 Melee +1 Attacks Damage Source
Endurance 2 MP 4 Ranged +0 Claw 1d3+3 Shredding
Mind 3 Arousal 13 Magic +2 Whip 1d3+3 Shredding
Will 3 Speed 6 Dodge +2
Trait: Cherry Lips, Darkvision, Hand Expertise
HtH (S/D) +2/+2 Parry +0
Feats: Arcane Reserve II, Brawler, Climax Drain (6), Innate Spellcasting,
DR 1 Levitate (4), Once Mortal, Resilient, Sublime Adaptation, Sublime
Obsession, Tough Skin II
Attacks Damage Source Skills: Ars Amatoris +4, Athletics +2, Inquire +3, Knowledge (Occultism)
+2, Perception +2, Speechcraft +4, Stealth +3, Wizardry +2
Claw 1d3+2 Slashing Interests: Members of the Opposite Sex, Rough Sex
Whip 1d3+2 Shredding Kinks: Creampie, Debauchery, Submission
Dislike: Zealots
Trait: Cherry Lips, Hand Expertise, Low-light Vision, The Flesh is Weak
Feats: Arcane Reserve II, Brawler, Climax Drain (3), Innate Spellcasting, Innate Spells:
Levitate (4), Once Mortal, Resilient, Tough Skin Arcane Bolt (2 PR), Burning Desire (3 PR), Dazzle (1 PR), Ducatus (0 PR),
Ephemeral Caress (2 PR), Lover’s Hands (1 PR), Mirror Sensation (2 PR),
Skills: Ars Amatoris +3, Athletics +2, Inquire +2, Knowledge (Occultism)
Phallus Magicis (2 PR), Wrapping Lips (2 PR)
+1, Perception +2, Speechcraft +2, Stealth +2, Wizardry +1
Interests: Members of the Opposite Sex, Submission
Sublime Adaptation:
Kinks: Debauchery
Although Succubi and Incubi often have a specific appearance, they possess
Dislike: Zealots
the innate ability to re-shape their bodies to better adapt to their victim’s
Interests and Kinks. By Spending 3 PR the Creature can alter details of its own
Innate Spells:
body such as skin color, muscularity, shape of body parts (IE: breasts, ass,
Arcane Bolt (2 PR), Dazzle (1 PR), Ducatus (0 PR), Lover’s Hands (1 PR),
genitals, etc), specific details such as elven ears or orc tusks and even grow an
Phallus Magicis (2 PR), Wrapping Lips (2 PR)
additional functioning penis and balls, of any form. The process requires 1
minute and it’s considered a Spell with a Prowess Cost of 3 and with the
[Arcane] and [Transmutation] Descriptors. The Spell can also slightly increase
or reduce the Creature’s height and remove it’s tails and wings (if Present).
The Detect the Arcane Spell can be used to notice that the creature is under
transmutation magic but it can’t discern the true form. Creatures with an
Arcane Perception will also notice that the Creature is under the effect of a
spell and it will be more flashy than others. The Spell lasts 12 hours.
Sublime Obsession:
A Creature which manages to suffer from an Incubus/Succubus’ Climax Drain,
must perform a Will Check at 1d6+4. If the Check is failed, the Creature will
temporarily obtain a Kink towards it, regardless on which form it happened, so
if the Incubus/Succubus was using its shape-shifting magic, the victim will have
a kink toward such form. Every 2d3+3 Days the Victim is forced to perform a
Will Check at 1d6+1, where if failed it will lose 1d3 Determination and it will
actively seek the Incubus/Succubus (or its altered form) to have sex with. Each
time the Check is failed, the difficulty is increased by 1 (up to +4) and the days
passed are reduced by 1, down to 2d3-4. If a Character reaches 0
Determination it will become the Incubus/Succubus Thrall unless the creature
already has enough. A Succubus or Incubus can only have a number of Thralls
equal to its Will Value. This effect is considered a Curse but a Creature is
unaware of such effect unless examined by specific spells and by performing a
Knowledge (Occultism) Check at 1d6+3. If the Creature manages to stay away
from the Incubus/Succubus for a Week, the effect will weaken and then simply
end. Becoming a Succubus or Incubus Pet removes the Curse, but the
Character will still feel the urge to return to him or her after some time.
57
Rakshasa Tikbalang
Often confused by Beastmen, the Tikbalang are a type of demon which resemble a large
humanoid with horse head and legs (and genitals for those interested), although his arms
Body 3 Prowess 26 Initiative +3 are more longer and his eye pupils resemble those of a goat. A Tikbalang is a trickster
Agility 3 Defeated 4 Melee +3 demon which also enjoys chasing his victims forcing them to finish into dangerous
situations or pushing them towards hazards where they could be trapped.
Endurance 3 MP 4 Ranged +0
Mind 3 Arousal 19 Magic +2 Body 3 Prowess 31 Initiative +2
Rakshasa Raja
Trait: Darkvision
Feats: Arcane Magic, Arcane Reserve II, Brawler, Monstrous Constitution
(10), Resilient, Tough Skin
Skills: Ars Amatoris +4, Athletics +3, Inquire +3, Knowledge (Arcane) +3,
Knowledge (Occultism) +4, Perception +3, Speechcraft +4, Stealth +2,
Wizardry +4
Interests: Athletic, Nobility, Slaves, Submission
Kinks: Apsara, Arcane, Master / Slave, Wealth
Innate Spells:
Arcane Bolt (2 PR), Burden (4 PR), Dazzle (1 PR), Detect the Arcane (0
PR), Ducatus (0 PR), Elemental Burst (3 PR), Enchanted Protection (2
PR), Intense Overload (3 PR), Love Puppets (6 PR), Lover’s Hand (2 PR),
Scorch (2 PR)
58
Dragons
Young-adult Red Dragon Pseudo-dragon
A pseudo-dragon is a peculiar creature. They are born from dragons but usually when
something went wrong during the brood. They are rather small and will never grow as
Body 3 Prowess 36 Initiative +2 much as others of their kin but are still dangerous nonetheless.
Agility 2 Defeated 4 Melee +3
Endurance 4 MP 0 Ranged +3 Body 3 Prowess 17 Initiative +3
59
Eldritch
Black Ooze Deep One
A Black Ooze is a slime-like creature from unknown dimensions with the only purpose to
mate and procreate more Black Oozes. While it might appear as a slime, the creature is
completely black or with dark-purple highlights and often presents eyes and mouths which Body 3 Prowess 21 Initiative +2
briefly appears over its body. Although the creature is not particularly dangerous per se, it Agility 2 Defeated 5 Melee +2
tends to split up when damaged enough, which will cause some trouble while facing the
largest ones. Endurance 4 MP 1 Ranged +0
Mind 1 Arousal 12 Magic +0
Body 3 Prowess 26 Initiative +1
Will 2 Speed 6 Dodge +2
Agility 1 Defeated 3 Melee +2
HtH (S/D) +3/+2 Parry +0
Endurance 4 MP 2 Ranged +0
DR 2
Mind 0 Arousal 13 Magic +0
Will 3 Speed 6 Dodge +1 Attacks Damage Source
HtH (S/D) +3/+1 Parry +0 Bite 1d3+3 Slashing
DR 0 Claw 1d3+3 Shredding
60
Floating Eye Gazer
As the name suggest, these creatures are basically floating eyes. While their actual form A Gazer is a spherical creature with a black or dark purple skin and many tentacles ending
may vary from a sort of snake-like creature with small wings and a big eye instead of their with an eye. The rest of the body presents a large central eye and small pseudopodes he
heads, to small spheres with a central eye and long eyelashes. Floating Eyes are uses to grab tiny items or to absorb psychic energies released during sexual intercourse
harmless but they are used to bot spy on unaware creatures or by those Spellcaster with a and orgasms. Although is not really aggressive in nature, can be easily provoked or
thing for vanity and or voyeurism. Floating Eyes are simple Creatures which can’t be angered by those which attack it or resist its hypnotic Gaze. A Gazer doesn’t talk and can
seduced, but they will still observe other Creatures showing themselves or having sex. vaguely understand other’s creatures languages although they usually do what they want.
DR 0 DR 2
Feats: Arcane Reserve, Blind Perception (Arcane), Blind Perception Attacks Damage Source
(Pheromones), Eldritch, Flight (6), Levitation, Tiny
Beam Attack 1d3+3 Arcane
Skills: Perception +3, Stealth +3
Gazer Eyes:
A Gazer possess different tentacles which end with an eye, which allows him to
watch in different directions at the same time. This means that unless the
creature is completely focused on watching something, he’s not considered to
have a “Back” side, preventing the use of Backstab or Sneak Attacks on him.
Up to 1d3 Eyes per turn can emit a Beam Attack, although suffering a -1 to
their roll. Each Beam can be directed to different targets. The Beams can be
blocked by Cover, but doing so will damage the cover itself. An eye used to
emit a Beam is considered Blinded until the end of the round, which means
that a Gazer never uses all his eyes and switches constantly to be able to have
some still able to see.
Gazer Hypnosis:
The Central Eye of a gazer can be used to hypnotize other creatures. The
Gazer can target a creature he can see within 4 Squares and both must
perform a Counter Will Check, where a failure means the victim has been
hypnotized. For each consecutive round the Victim fails the Will Check it will
increase it will become Aroused, then Horny. While aroused the Victim can’t do
nothing and will start undressing or at least remove clothes/armor from its most
erogenous zones, usually the chest and the crotch. When Horny the Victim will
start masturbating slowly, increasing the peace until climaxing.
A Gazer will attach its pseudopodes on the hypnotized victim until it climaxes,
which is the only way it can use the Climax Drain Feat. A Creature Which
climaxes in this way must perform an endurance Check at 1d6+3 or faint for
1d3 Hours. Gazers are not interested into capturing their victims and they will
simply move away looking for the next target.
A Creature with the Dominance or Voyeurism Kinks will use a Burden Dice to
resist the Hypnosis effects, while those with a Kink into Hypnosis will
automatically fail every Check. The Hypnosis can be interrupted if the Gazer is
distracted somehow or even defeated while the effect is active. Destroying the
Gazer’s eye will interrupt the effect and prevent the creature to use the ability.
61
Gazer Hybrid Intruder Brood Mother
-WiP- The eldritch creature known as “Intruder” is a species which uses other creatures to give
birth to their spawn, by laying eggs into females and allow the males to fertilize them. An
intruder Brood Mother looks like a gorgeous butterfly-like or moth-like creature, with large
wings which present vibrant and mesmerizing colors. While some appear as a humanoid-
Gazer Tyrant insect hybrid, most of them have just an insect-like appearance. The Brood Mothers use
-WiP- their appearance to lure their victim and to stun them long enough to prevent any
resistance, allowing the creature to easily impregnate them with their ovipositor, although
they still have to get stimulated first through sexual actions. Brood Mothers are usually
hostile only towards other Brood Mothers within their territory, usually the nest they live in,
or when they try to steal the nest of another Brood Mother after their own was destroyed or
abandoned. A Brood Mother which impregnated a female, will often take care of her while
waiting for the drones to fertilize the eggs, although some will just impregnate and leave.
Brood Mother:
An Intruder Brood Mother can also be impregnated by by those with a
functioning penis, even drones, but she often avoids to let drones impregnate
her since they are weaker and often from her same brood. A Brood Mother is
considered to have an Endurance of 0 when mating, since it’s harder for her to
being impregnated, but if the process is successful, she might generate a new
Brood Mother, although the gestation is way longer and will prevent her to
generate new eggs.
Intruder Ovipositor:
A Brood Mother will use her ovipositor as a sort of penis to stimulate her victim
but also herself. If you are using Pregnancy Rules, when the Creature
Climaxes she will also lay 2d3 eggs inside the victim’s womb. The Eggs will
partially grow by passively draining the victim’s arcane energies waiting for
being fertilized. If the Eggs are not fertilized within 2d3+2 Days, they will wither
and be slowly absorbed by the victim’s organism without any complication.
A Victim will absorb a withered egg per day, and is considered to have eaten a
small ration when Taking a Break.
Mesmerizing Colors:
A Brood Mother can use her wings to release a small cloud of colorful
pheromones which will fascinate any creature observing and/or just breathing
the spores. A Brood Mother can release a cloud of pheromones by spending 5
MP, every 1d3+2 Minutes. Those who breathe the pheromones, must perform
an Endurance Check at 1d6+4 or increase their arousal by 2d3+2. The Cloud
is released all around the Creature and will remain effective for 1d3 Combat
Rounds. A Brood Mother can also use her colorful wings to mesmerize a victim
within 6 squares, by spending 1 MP or 3 Prowess. When doing so, the victim
must pass a Will Check at 1d6+3 or become Mesmerized for 1d3 Minutes.
62
Intruder Drone Mimic
Intruder drones are usually less attractive than Brood Mothers, looking more as sort of Mimics have always been a serious threat in every reality they are found, so it was not
hybrid between a fly and a was, although some look more as a hybrid between a surprising that some managed to find their way into the Labyrinthus. The only difference is
bumblebee and a dragonfly. Drones have the only function to fertilize the eggs laid by that the Labyrinthus itself slowly changes its inhabitants if they stay for too long, Mimics
Brood Mothers although some often try to impregnate directly the Brood Mother to included. From Flesh-eating monsters many have turned in something almost symbiotic
produce a new one, usually when the other is becoming older. with the place they are in, and are often a hindering to the lost souls that find them, rather
than a real threat unless they manage to grow older and fiercer. According to some
people, the Mimics have been mutated by those same perverted wizards which seek
Body 3 Prowess 9 Initiative +3 shelter in the Labyrinthus, and placed with a specific purpose in selected zones. The
Mimics found in the Labyrinthus have something in common with Slimes due to their
Agility 3 Defeated 3 Melee +1
shape-shifting abilities but also because when a Mimic moves around to change place, it
Endurance 2 MP 1 Ranged +0 often assumes the form of an irregular mass, which quickly crawls away. Only elder
Mimics have the patience and experience to being able to move while maintaining their
Mind 0 Arousal 11 Magic +0 chosen form, usually by using small insect-like legs to move around which are then
absorbed back inside their bodies.
Will 1 Speed 3 Dodge +2
HtH (S/D) +3/+3 Parry +0 Body 3 Prowess 25 Initiative +1
DR 1 Agility 1 Defeated 4 Melee +3
Endurance 3 MP 1 Ranged +0
Attacks Damage Source
Mind 0 Arousal 13 Magic +0
Leg-Claw 1d3+3 Shredding
Will 3 Speed 2 Dodge +1
Traits: Low-light Vision, The Flesh is Weak HtH (S/D) +3/+1 Parry +2
Feats: Arcane Reserve, Brawler, Climax Drain (2), Eldritch, Fertilize, Flight
(6 Squares), Small, Toughness, Tough Skin DR 1
Skills: Perception +2, Stealth +2
Kinks: Breeding, Females, Large Hips Attacks Damage Source
Bite 1d3+3 Shredding
Fertilize:
If you are using Pregnancy Rules, the Drone can fertilize the eggs present in Tentacle 1d3+3 Arcane
the victim’s womb, but he is the one which has to perform the Endurance Tongue 4 Arcane
Check, instead of the victim. This is due to the fact that only the healthiest
Drones must fertilize the eggs. If the victim has Traits, Feats and similar effects
Traits: The Flesh is Weak
which increase the Chance of Pregnancy they are still taken into consideration
for the Pregnancy Check. Fertilized Eggs will take 2d3+4 Days to mature at Feats: Arcane Reserve, Blind Perception (Pheromones), Brawler, Climax
which point the victim will give birth to Intruders’ Maggots. Drain (4), Eldritch, Resilient, Shapeshifter (Mimic), Slime, Slimy Tongue,
Tentacles, Tough Skin
The Maggots are considered Tiny creatures and will immediately try to dig a
hole tor est or will try to flee in search for a point to hide. Skills: Perception +3, Stealth +4
Interests: Arcane, Licking, Surprise Sex
Kinks: Double Penetration, Vaginal penetration
63
Mimicling Yrgl Hound
A lesser version of a Mimic, a Mimicling is smaller and more keen to just perform naughty Yrgl Hounds are strange canine-like creatures which posses a muscular frame but are
things than do harm, even if they are capable to defending themselves. Mimiclings are completely hair-less. The Yrgl Hound skin has different colors, usually degrees of purple,
only capable to transform into small objects and items and they often tend to transform blue or red and is soft to the touch under their belly and more thicker on the rest of the
into vaguely phallic objects, knowing that some humanoids could use them for personal body. A Yrgl hound has no visible eyes yet its able to detect the presence of other
satisfaction. Others will lurk upon sleeping creatures and try to have their way with them creatures though their Arcane Aura, even if they can detect pheromones when they open
without them noticing, even if it’s common for Lost Souls adventurers to wake up from their mouths. A Yrgl Hound possess a surprisingly strong and extendable tongue, which
sleep to find a Mimicling having some fun time with their genitals. they use to both grab their opponents but also to give pleasure or taste the presence of
pheromones to understand if the creature is in heat or willingly to mate. Yrgl Hounds are
extremely territorial but also loyal to their Alpha or those which train them, usually Cultists
Body 2 Prowess 9 Initiative +1 or other degenerates.
Agility 1 Defeated 3 Melee +1
Body 3 Prowess 21 Initiative +3
Endurance 1 MP 1 Ranged +2
Agility 3 Defeated 5 Melee +3
Mind 0 Arousal 12 Magic +0
Endurance 3 MP 3 Ranged +0
Will 2 Speed 2 Dodge +1
Mind 1 Arousal 13 Magic +0
HtH (S/D) +2/+1 Parry +0
Will 3 Speed 8 Dodge +3
DR 0
HtH (S/D) +3/+3 Parry +0
Attacks Damage Source DR 1
Bite 3 Shredding
Attacks Damage Source
Tongue 3 Arcane
Bite 1d3+3 Shredding
Spit 0 Goo
Tongue 4 Arcane
Traits: The Flesh is Weak
Feats: Arcane Reserve, Blind Perception (Pheromones), Brawler, Climax Trait: The Flesh is Weak
Drain (2), Eldritch, Shapeshifter (Mimic), Slime, Slimy Tongue, Small, Spit Feats: Arcane Reserve, Blind Perception (Arcane), Blind Perception
Attack (Goo) (Pheromones), Brawler, Eldritch, Innate Spellcasting, Slimy Tongue
Skills: Perception +2, Stealth +3 Skills: Athletics +3, Perception +2, Stealth +2
Interests: Sex Toys, Sleep Sex Interests: Arcane, Licking, Stroking
Kinks: Arcane, Licking Kinks: Ritual, Submissive Partner, Vaginal
Spells:
Star Spawn Dazzle (1 PR)
-WiP-
64
Fey
Black Troll Deerling
Black Trolls are small and cruel creatures which find strength in numbers but will flee if Similar to Centaurs but kind in nature, the Deerling are creatures which have the torso of a
things go badly for them, although they can become extremely aggressive when scared. slim humanoid and the lower body of a deer. Small and nimble in comparison to their
They are rather vindictive but also gullible and stupid, so a smart adventurer might try to brutish cousins, the Deerlings usually enjoy a simpler lifestyle, far from civilization and
outsmart them easily. Black Trolls often roam forests and similar dank places looking for other non-Fey Creatures. Although they can be easily startled and are suspicious by
males or (mostly) females to kidnap and breed with. Black trolls have a primitive mindset nature, they are also quite curious about new and unusual things, which they prefer to
and barely use any utensil at all, mostly sticks and stones to beat up intruders or each observe while hidden.
other. Although they are not loyal to anyone bu them, they often ruled by a spellcaster or a
warrior of the Unseelie Court or at least they try to appease him or her with gifts and
slaves. Body 2 Prowess 15 Initiative +3
Agility 3 Defeated 4 Melee +1
Body 2 Prowess 10 Initiative +1
Endurance 2 MP 1 Ranged +0
Agility 1 Defeated 3 Melee +2
Mind 1 Arousal 11 Magic +0
Endurance 2 MP 0 Ranged +0
Will 1 Speed 8 Dodge +2
Mind 1 Arousal 11 Magic +0
HtH (S/D) +2/+3 Parry +1
Will 2 Speed 5 Dodge +2
DR 1
HtH (S/D) +2/+1 Parry +0
DR 0 Attacks Damage Source
Hoof 3 Bludgeoning
Attacks Damage Source
Punch 3 Bludgeoning
Club 1d3+2 Bludgeoning
Spear 2d3+2 Impaling
Punch 3 Bludgeoning
Traits: Low-light Vision, The Flesh is Weak
Trait: Darkvision, The Flesh is Weak Feats: Arcane Reserve, Fey, Tough Skin
Feats: Brawler, Fey, Small, Weakness to Fire (2) Skills: Ars Amatoris +2, Athletics +2, Inquire +1, Perception +2, Stealth +2,
Skills: Athletics +2, Perception +1, Stealth +2 Survival +3
Interests: Athletic, Big Breasts, Wide Hips Interests: Foreplay, Members of the Opposite Sex, Outdoor Sex
Kinks: Breeding, Members of the Opposite Sex, Submission Kinks: Cuddling, Voyeurism
Taboo: Fire
Faun
Centaur
Body 2 Prowess 20 Initiative +3
Body 3 Prowess 29 Initiative +2 Agility 3 Defeated 4 Melee +1
Agility 3 Defeated 5 Melee +2 Endurance 3 MP 1 Ranged +0
Endurance 3 MP 0 Ranged +0 Mind 2 Arousal 18 Magic +0
Mind 1 Arousal 17 Magic +0 Will 3 Speed 6 Dodge +3
Will 2 Speed 8 Dodge +1 HtH (S/D) +2/+3 Parry +0
HtH (S/D) +3/+3 Parry +2 DR 1
DR 1
Attacks Damage Source
Attacks Damage Source Claw 1d3+2 Slashing
Hoof 1d3+3 Bludgeoning
Punch 4 Bludgeoning Trait: Low-light Vision
Feats: Arcane Reserve, Fey, Plant, Resilient, Tough Skin, Weakness to
Spear 2d3+3 Impaling Fire (1)
Skills: Ars Amatoris +2, Athletics +3, Inquire +2, Perception +2, Stealth +2,
Feats: Brawler, Fey, Large, Resilient, Tough Skin Survival +2
Skills: Ars Amatoris +1, Athletics +3, Intimidate +2, Inquire +1, Perception Interests: Members of the Opposite Sex
+1, Speechcraft +1, Stealth +1 Kinks: Outdoor Sex
Interests: Drunk Sex, Members of the Opposite Sex Dislikes: Eldritch, Fire
Kinks: Athletics, Outdoor Sex, Size Difference
65
Glaistig Redcap
Glaisitg are often confused as regular gorgeous women or nymphs, but are actually quite One of the most common members of the Unseelie Court, Redcaps are vicious creature
different and mostly evil. At a first glance a Glaistig looks like a gorgeous woman, usually with a sadistic nature and an obsession for blood, to the point they might even end up
bathing inside a pond, but her true features are her goat-like legs which usually covers living among Ghouls and Gorgers. Redcaps are keen to invent cruel contraptions that will
with a dress or by remaining partially submerged into water. Glaistig lure their victims to cripple or injury their prey rather than killing them.
them and then try to drown them, while others prefer to simply toy with them a little and
then leave their victim after they obtained what they wanted. Glaisitg like to spill and drink
blood but not as often and obsessively as vampires, but are certainly aroused by it unless Body 2 Prowess 15 Initiative +3
it’s excessive.
Agility 3 Defeated 4 Melee +2
Endurance 3 MP 1 Ranged +0
Body 2 Prowess 19 Initiative +3
Mind 1 Arousal 12 Magic +0
Agility 2 Defeated 4 Melee +1
Will 2 Speed 6 Dodge +1
Endurance 2 MP 0 Ranged +0
HtH (S/D) +2/+3 Parry +1
Mind 3 Arousal 18 Magic +0
DR 1
Will 3 Speed 6 Dodge +2
HtH (S/D) +2/+2 Parry +0
DR 0 Attacks Damage Source
Cruel Sickle 1d3+2 Shredding
Attacks Damage Source
Bite 1d3+2 Shredding Trait: The Flesh is Weak
Feats: Arcane Reserve, Bloody Frenzy, Fey, Tough Skin
Sharp Nails 1d3+2 Shredding
Skills: Ars Amatoris +1, Athletics +2, Intimidate +2, Perception +2, Stealth
+2, Survival +2
Trait: Sensible Breasts Interests: Blood, Oral Action, Scars
Feats: Amphibian, Brawler, Fey, Resilient, Swimming Speed (2), Kinks: Creampie, Gangbang, Pain, Submission
Toughness
Skills: Ars Amatoris +3, Athletics +2, Inquire +1, Knowledge (Myths and Bloody Frenzy:
Legends) +2, Speechcraft +3, Stealth +3 A Redcap Reduced to half his Prowess, rounded up, increases his damage
Interests: Aquatic, Oral, Members of the Opposite Sex, Wealth dealt by 1, obtains a +2 to resist seduction (or a -2 if Blood is involved) and
Kinks: Blood, Toyboys suffers a -1 to Dodge.
Equipment: Green Gown
Rose Dryad
Extremely dangerous for the unaware wanderer, a Rose Dryad is a strange breed of such
creatures, since it has a wild but beautiful appearance which often uses to attract new
victims. Rose Dryads to some could appear as cruel and sadistic, but to them spilling and
draining blood is important to keep the surrounding flourishing. While they like to feed on
blood like a vampire, which makes their petals of a brighter red and making them
extremely excited, they also spill blood on the ground, especially within bushes of thorns
Nymph and roses for a better nutrients. This is why zones where a Rose Dryad live are gorgeous
-WiP- places but with sinister details hidden within the bushes, such as bones and remains of
their victims, used as fertilizer.
66
Sap Dryad Satyr
Sap Dryads are a rare and peculiar type of Dryad which produces a sweet sap, similar to
honey, when aroused and excited. According to the folklore the sap produced by such
Dryads has healing properties while to others its a powerful aphrodisiac which often Body 3 Prowess 16 Initiative +2
causes many adventurers and ruthless village folks to constantly look for them, often Agility 2 Defeated 3 Melee +0
causing more harm than good. Sap Dryads are shy and gentle creatures, which prefer to
live alone in the forests or nearby hills with a high presence of flowers. Many creature seek Endurance 3 MP 1 Ranged +0
a Sap Dryad for mating with her, not only sentient creatures such as Humans or Elves, but
also many other animals and monsters, due to the scent of the sap. This often results in Mind 1 Arousal 11 Magic +0
the Dryads living in extremely dangerous locations or within Rose Dryads, which are more
than happy to have something around which attracts new victims. Sap Dryads can learn to
Will 1 Speed 6 Dodge +1
understand the language spoken in the zones they live in, but are unable to talk at all and HtH (S/D) +3/+2 Parry +0
are often considered to be creature with a simple mind. Sap Dryads really enjoy listening
to other creatures singing or playing instruments. DR 1
67
Troll
Respite:
The first time a Troll is Defeated it will immediately recover 2d3 Prowess during
his next Turn. If the amount is high enough for his total Prowess to be higher
than 5, the Troll is no longer considered Defeated and can act as usual. This
can occur only Once per Rest.
68
Giants
Gegeines
The Gegenees are a race of giants from southern lands. A Gegeines looks like a tanned
muscular humanoid with four arms, which makes their torso slightly more longer than
usual, but all their hands have only three fingers. Bold and arrogant, the Gegeines are
easy to please but also easy to anger and they often prefer to solve problems through the
use of strength. The Gegeines often enslave other races, usually Jötunn Blood and Orcs
since they appreciate races which are keen to become stronger.
Multi Arms:
The Creature can hold more objects with his hands and can even perform
attacks on creature he manages to Hold or Pin. The creature can spend 2
actions to perform 4 attacks, with a -1 to each.
Ogre
69
Infernal
Erinys Hell Hound
Infernal Chaser
Golden Calf
Body 3 Prowess 28 Initiative +2
Body 4 Prowess 35 Initiative +2 Agility 2 Defeated 5 Melee +3
Agility 2 Defeated 5 Melee +3 Endurance 4 MP 0 Ranged +0
Endurance 4 MP 4 Ranged +0 Mind 3 Arousal 18 Magic +0
Mind 3 Arousal 18 Magic +2 Will 3 Speed 6 Dodge +2
Will 3 Speed 6 Dodge +1 HtH (S/D) +3/+2 Parry +2
HtH (S/D) +4/+2 Parry +2 DR 3
DR 2
Attacks Damage Source
Attacks Damage Source Spear 2d3+3 Impaling
Claw 1d3+4 Shredding
Trait: Darkvision
Fell-blade 1d6+4 Slashing Feats: Brawler, Melee Awareness, Resilient, Resistance to Fire (5),
Resistance to Obscure (3), Tough Skin, Tracker, Weakness to Radiant (1)
Trait: Darkvision, Hand Expertise Skills: Ars Amatoris +2, Athletics +3, Intimidate +2, Inquire +3, Perception
Feats: Act of Faith (Bliss, Dies Irae - Radiant), Arcane Reserve II, Brawler, +3, Stealth +3, Survival +3
Large, Monstrous Constitution (8), Resistance to Elemental (2), Interests: Sadism, Submission
Resistance to Radiant (4), Tough Skin II, Weakness to Obscure (3) Kinks: Master / Slave, Pain
Skills: Ars Amatoris +3, Athletics +3, Bluff +3, Inquire +2, Knowledge Equipment: Light Armor
(Occultism) +3, Perception +2, Speechcraft +3, Stealth +1, Wizardry +1
Interests: Members of the Opposite Sex, Pain
Kinks: Debauchery, Master / Slave, Submission, Worship
70
Infernal Jailer
Trait: Darkvision
Feats: Brawler, Resistance to Fire (5), Resistance to Obscure (3), Tough
Skin, Weakness to Radiant (1)
Skills: Ars Amatoris +2, Athletics +2, Intimidate +2, Inquire +3, Perception
+3, Stealth +1
Interests: Sadism, Submission
Kinks: Master / Slave, Pain
71
Insectoids
While many scholars and sages thinks that the Insectoids where created by Wizards and Witches, the reality is that they have obtained a remarkable evolutionary boost through the
proximity of large formations of pure arcane crystals to their original hive or place where they used to live, allowing the tiny creatures to grow in size and reach levels of intelligence
similar to those of animals or even to other sentient beings, such as humans and elves to the point that some even learn how to talk. Regardless of their intelligence, the Insectoids are
still bounded to the original behavior of the creatures they originated from and are usually unable to improve their societies or even accept change and those who can become outcasts.
Aracnoid Girtablilu
Often know as Man-spiders or Driders, the Aracnoid have the upper body of a humanoid, The Girtablilu are similar to the Aracnoids with the exception that their lower body is that of
usually resembling a human or an elf while the lower part is the same of a spider. a scorpion instead of a spider, and are usually more aggressive and territorial.
Aracnoids are creatures of instinct which enjoy hunting but also toying with their prey or
with eventual creatures they might want to mate with. While the males are slightly smaller
and stronger, the females are taller but more slim. Aracnoids can learn how to talk but with Body 3 Prowess 26 Initiative +2
brief sentences.
Agility 2 Defeated 5 Melee +2
Endurance 4 MP 0 Ranged +0
Body 3 Prowess 25 Initiative +3
Mind 2 Arousal 17 Magic +0
Agility 3 Defeated 5 Melee +2
Will 2 Speed 6 Dodge +1
Endurance 3 MP 1 Ranged +0
HtH (S/D) +3/+3 Parry +2
Mind 1 Arousal 18 Magic +0
DR 2
Will 3 Speed 6 Dodge +3
HtH (S/D) +3/+3 Parry +0 Attacks Damage Source
DR 2 Claw 4 Shredding
Scorpion’s Tail 2d3+3 Impaling
Attacks Damage Source
Spear 2d3+3 Impaling
Bite 1d3+3 Piercing
Claw 1d3+3 Shredding Trait: Darkvision
Feats: Brawler, Large, Rapid Reaction, Tough Skin II, Wall Climb
Trait: Darkvision Skills: Perception +2, Stealth +2, Survival +2
Feats: Arcane Reserve, Brawler, Rapid Reaction, Resilient, Scent, Tough Interests: Members of the Opposite Sex
Skin II, Wall Climb Kinks: Rough Sex, Submission
Skills: Ars Amatoris +2, Athletics +1, Intimidate +2, Inquire +2, Perception
+2, Scavenge +1, Stealth +3
Interests: Bondage, Breeding, Silk
Insectoid Bee Drone
Kinks: Members of the Opposite Sex
The Insectoid Bee Drones are all males and their only purpose is to mate with the queen
to produce a healthy brood. They usually compete with each other in any occasion to
prove their mettle but it’s not rare for them to seek someone to mate with outside of the
Aracnoid Fuzzylegs hive, if they have difficulties to win the queen’s favor. Other will simply leave the hive in
search for another one or simply die off, since the workers and warriors won’t let them stay
The Fuzzylegs are smaller and weaker than regular aracnoids and as the name suggest
in the hive.
they are exceptionally hairy, which is quite soft to touch. Fuzzylegs are less intelligent but
more emotional and often prefer minding their own business or to stalk those creatures
they might think are interesting or attractive. Although quite suspicious is often easy to Body 4 Prowess 23 Initiative +2
befriend a Fuzzyleg even if they can become quite possessive or jealous, which is the only
occasion they can be aggressive. Agility 2 Defeated 5 Melee +2
Endurance 3 MP 1 Ranged +0
Body 3 Prowess 18 Initiative +3
Mind 1 Arousal 11 Magic +0
Agility 3 Defeated 4 Melee +2
Will 1 Speed 6 Dodge +1
Endurance 2 MP 1 Ranged +0
HtH (S/D) +4/+2 Parry +0
Mind 1 Arousal 18 Magic +0
DR 1
Will 1 Speed 6 Dodge +3
HtH (S/D) +3/+3 Parry +0 Attacks Damage Source
DR 1 Claw 5 Shredding
Attacks Damage Source Traits: Darkvision, Hand Expertise, The Flesh is Weak
Feats: Arcane Reserve, Brawler, Flight (6), Resilient, Scent, Tough Skin,
Bite 1d3+3 Piercing Wall Climb
Claw 4 Shredding Skills: Ars Amatoris +3, Perception +1, Stealth +2
Interests: Members of the Opposite Sex, Wide Hips
Feats: Arcane Reserve, Brawler, Darkvision, Rapid Reaction, Resilient, Kinks: Breeding, Royalty
Scent, Tough Skin, Wall Climb Dislike: Wasps
Skills: Ars Amatoris +3, Athletics +1, Intimidate +1, Inquire +2, Perception
+2, Scavenge +3, Stealth +3
Interests: Foreplay, Hugging, Silk
Kinks: Cuddling, Embraced Sex
Dislike: Threesome, Foursome, Orgies
72
Insectoid Bee Warrior / Marauder
Most of the Insectoid Bee Warriors are males, although females can become warriors too,
due to the fact that they are expendable. Those males which don’t become warriors often
end up as Drones with the only purpose to mate with the Queen. Warriors often use
rudimentary weapons and basic tactics and ambushes. Most of the Warriors are sterile so
they often end up mating with each other although is often something they do in private
and with partners they trust will keep the thing secret or they will be cast off the hive and
left alone. Those which remain without a Hive will quickly become Marauders, forming
their own small squads or teaming up even with wasps.
73
Insects
Giant Spider
Spiderling
Trait: Darkvision
Feats: Resilient, Small, Tough Skin, Wall Climb
Skills: Athletics +2, Perception +1, Stealth +3
Interests: None
Kinks: None
74
Living Food
Typical of those bizarre wizard towers where magic seems to touch everything and making its exploration a really strange adventure, Living Food has found its way even in the
Labyrinthus, although it has been tainted by its lewdness or was just simply created by its Maker that way. Living Food usually doesn’t have a specific form or shape if not of the food
being reanimated, although in some occasions the creature could be formed by different types of food amalgamated with each other to form something resembling a humanoid or an
undefined mass of food moving together.
Spoiled Food:
Bakery Lord / Lady
A Bakery Lord (or Lady) is a rather complex type of living food made of the same dough of
If a Living Food Creature suffers damage from poisons or Poison Damage, it
bread (although some versions use gingerbread dough or biscuit dough) which resemble
will become spoiled and will deal 1 additional Poison Damage from its attacks. an attractive and athletic humanoid even if some version the shape is more delicate or
rounded. The Creature has a certain degree of intellect and it might even talk but most of
them simply prefer to remain silent. The personality of a Bakery Lord or Lady is often
decided by its creator.
Living Food (Small)
Body 3 Prowess 22 Initiative +2
Body 2 Prowess 9 Initiative +2
Agility 2 Defeated 4 Melee +2
Agility 2 Defeated 3 Melee +1
Endurance 2 MP 1 Ranged +0
Endurance 1 MP 1 Ranged +2
Mind 1 Arousal 18 Magic +0
Mind 0 Arousal 11 Magic +0
Will 3 Speed 6 Dodge +1
Will 1 Speed 5 Dodge +2
HtH (S/D) +3/+2 Parry +1
HtH (S/D) +2/+2 Parry +0
DR 1
DR 0
75
Caramel Courtesan / Pudding Courtesan Pile-o-food
Caramel and Pudding Courtesans are made by those Wizards and Witches with a bizarre A Conglomerate of too many Living Food Creatures is often called a Pile-o-food. The
sense of humor, in response of the creation of the Bakery Lords and Ladies. They are Creature also forms when too many Living Food Creatures are slain in the same spot and
obtained by mixing slimes to a large amount of caramel or pudding, although some are their remains are still active. Piles-o-food can devour other living food to regenerate
created by just adding candies and sugar. Caramel Courtesans are peaceful by nature but themselves.
also extremely horny, so they will always chase creatures they find interesting and try to
mate with them, even by force. Some of them even become affectionate to their “partners”
and follow them everywhere, although it’s easy to outrun one they will eventually catch up Body 3 Prowess 31 Initiative +2
by detecting their scent. Common Courtesans are usually look like female humanoids or
Agility 1 Defeated 5 Melee +2
humanoids with feminine traits, although is not rare to find those more masculine or with a
penis regardless of their appearance. Caramel Courtesans don’t talk, but are somewhat Endurance 4 MP 1 Ranged +2
capable to understand emotions.
Mind 0 Arousal 18 Magic +0
Body 2 Prowess 19 Initiative +2 Will 3 Speed 4 Dodge +2
Agility 2 Defeated 4 Melee +1 HtH (S/D) +3/+2 Parry +0
Endurance 4 MP 1 Ranged +0 DR 0
Mind 0 Arousal 12 Magic +0
Attacks Damage Source
Will 2 Speed 3 Dodge +2
Spit 0 Goo
HtH (S/D) +2/+2 Parry +0
Tentacle 1d6+3 Bludgeoning
DR 0
Feats: Arcane Reserve, Climax Drain (3), Crispy, Devour Kin, Large,
Traits: The Flesh is Weak Living Food, Resilient, Scent, Spit Attack (Goo), Spoiled Food, Tentacles,
Feats: Arcane Reserve, Brawler, Climax Drain (2d3), Crispy, Living Food, Weakness to Acid (1)
Low-light Vision, Resistance to Physical Damage (2), Scent, Slime, Skills: Athletics -1, Perception +2, Stealth +2
Weakness to Cold (1) Kinks: Arcane, Blowjob, Bukkake, Food Play, Licking, Vaginal
Skills: Ars Amatoris +3, Athletics +1, Inquire +1, Perception +1, Stealth +2
Interests: Arcane, Bukkake, Creampie Devour Kin:
Kinks: Blowjob, Licking, Vaginal A Pile-o-food can consume another Living Food Creature of a lower size,
recovering 2 Prowess per Creature size starting from Tiny. This requires two
actions
Honey-bee / Syrup-bee
The so called “Honey-bees” or “Syrup-bees” are a curious type of Living Food, made of
Honeycombs with insect-like features although not necessarily of a bee. These creatures
feed off honey and other types of sweet food, even fruits or candies if they found some.
Twisted Pumpkin
According to the Folklore, Twisted Pumpkins were created by a lonely witch with a
perverse sense of humor. The Twisted Pumpkins were firstly created to mess with the
Body 2 Prowess 9 Initiative +3 local peasants which were too prude for the Witch taste, creating sneaky monsters which
would have caught the female farmers and had some fun with them with them, but the
Agility 3 Defeated 3 Melee +1 creation went partially wrong since the Pumpkins never listened to the Witch orders and
instead had their way with her (which she was surprisingly okay with). It took some time
Endurance 2 MP 1 Ranged +0 and the word spread of a strange ceremony held during autumnal harvest festivities and
Mind 0 Arousal 11 Magic +0 after some years, another jealous witch managed to steal the formula and ran away, but
where she went, nobody knows. A Twisted Pumpkin looks like a large Pumpkin at first
Will 1 Speed 5 Dodge +2 glance, but when animated it reveals a mouth with a large tongue and eyes, emitting a
strange orange or greenish glow. A Twisted Pumpkin which manages to drain enough
HtH (S/D) +2/+3 Parry +0 Mana (at least three times its initial value), will form a cocoon with large leaves and after
1d3 days it will emerge as a Shambling Pumpkin.
DR 0
76
Shambling Pumpkin
Shambling Pumpkins are an elder version of a Twisted Pumpkin, which usually managed
to drain enough Mana from a victim. Almost as tall as a human, these creatures are even
more lustful than their counterparts, due to the fact that they are at the end of their life
cycle. A Shambling Pumpkin which drain enough Mana (at least three times its initial
value) will then create a sort of cocoon with large leaves and it will then open when
matured enough revealing 1d3+1 tiny Twisted Pumpkins which will use the corpse of their
predecessor to feast and grow, continuing the Twisted Pumpkin life-cycle. Unlike the
Twisted Pumpkins, a Shambling Pumpkin has vaguely female or male characteristics,
usually to better attract mates to drain Mana from.
Feats: Brawler, Climax Drain (2), Living Food, Plant, Resilient, Tentacles,
Tough Skin, Wall Climb, Weakness to Fire (1)
Skills: Ars Amatoris +2, Athletics +3, Perception +2, Stealth +2
Interests: Food Play, Harvest Festivity, Licking, Multiple Penetration,
Ritual, Vaginal
Kinks: Creampie, Farmers, Warlocks/Witches
Dislike: Fire
Stuffed Meat
Living Food Creatures infested by tentacles are often called “Stuffed Meat” although they
aren’t necessarily made of meat. This type of predatory creature often hides among other
types of living food or all alone in those kitchens and dining rooms left alone for too long.
Feats: Brawler, Climax Drain (3), Living Food, Resilient, Spit Attack (Goo),
Tentacle Creature, Tentacles, Tough Skin, Wall Climb, Weakness to
Electrical (1)
Skills: Ars Amatoris +2, Athletics +1, Perception +1, Stealth +3
Kinks: Anal, Food Play, Multiple Penetration, Oral, Vaginal
77
Merfolk
Mermaid Swamp Creature
-WiP-
Body 4 Prowess 30 Initiative +2
Agility 2 Defeated 5 Melee +3
Naga
Even if some people often declare that the Naga are a sub-species of Lamia, is actually Endurance 4 MP 1 Ranged +0
the other way around. The Naga are even older than the Nereidian and knew about the
secrets hidden in the depths of the ocean way before they were even theorized. The Naga Mind 1 Arousal 18 Magic +0
and Nereidians often fought against each other but also managed to trade from time to
Will 3 Speed 6 Dodge +2
time until the nefarious event which caused the Nereidians to become what they are today.
Ironically, it was those Naga which started to live on the surface as long as possible that in HtH (S/D) +4/+2 Parry +0
the end turned into Lamias. A Naga has a serpentine shape, but posses traits more close
to fishes and are even capable to breath underwater and to travel to certain depths without DR 2
problems. The Naga are enigmatic creatures, one moment they could offer you help and
later they could decide to chase you down for unknown reasons but are also known for a
strange obsession for jewels.
Attacks Damage Source
Claw 1d3+4 Shredding
Body 3 Prowess 27 Initiative +3
Trait: Darkvision
Agility 3 Defeated 5 Melee +2
Feats: Amphibian, Arcane Reserve, Brawler, Monstrous Constitution (4),
Endurance 3 MP 1 Ranged +1 Resilient, Resistance to Piercing(2), Swimming Speed (6), Tough Skin II
Mind 2 Arousal 18 Magic +0 Skills: Ars Amatoris +2, Athletics +3, Intimidate +2, Perception +2, Stealth
+3, Survival +2
Will 3 Speed 6 Dodge +2 Interests: Members of the Opposite Sex
HtH (S/D) +3/+3 Parry +2 Kinks: Humans, Outdoor Sex, Submission
DR 2
Octomermaid
-WiP-
78
Molokk
The origins of the Molokk are unclear to many due to the lack of records of such creatures in the past history and the impossibility to communicate with them.
According to theories the Molokk were cannibalistic Humans of a prehistoric age who adapted to live in the underground, becoming taller and stronger but also blinded by sunlight, while
to others they are a sort of experiment gone awfully wrong, made by a wizard which tried to combine the genes of orcs and dwarves. The Molokk are barely intelligent, just above
animals, but they still posses a spark of intuition and adaptability which makes them extremely dangerous to the point that even Jötunn Blood and Orcs are concerned when fighting
against them. In appearance they look like brutish humanoid with deformed bodies, large frames and disproportionate arms. They are capable of walking on two legs but also on four
legs like sophisticated primates and posses a surprisingly endurance against pain. The Molokk use hit and run tactics, usually ambushing from unpredictable directions such as from
below. They are capable to dig tunnels below encampments just to cause the ground to collapse in their tunnels, catching the unaware preys by surprise or by just bursting out and
attacking everyone in the dead of night. They are also know to kidnap males and females which they use for food or as playthings, especially when there is a shortage within their tribes.
Male and female Molokk hunt together without distinction, driven by their hunger and/or lust or just by the sake of causing havoc. They seem to be common in certain zones of the
Labyrinthus which could confirm the theory that they were humans once, which turned into brutish savages after millennia of being entrapped in this strange environment.
Molokk Scout
79
Nightmares
Opposed to the Dreamworld there is the Nether, which contains all the negative emotions from the dreams of sentient creatures. Many of the Creatures from the
nether are often a distorted version of an Arcane Creature or the amalgamation of specific strong emotions, such as fear or wrath.
Barghest Dullahan
The Barghest are a sort of fur-less canine creature, with sharp teeth and green glowing
eyes, which usually live in dark forest and similar haunted places. Barghest are often
domesticated by dark wizards, necromancers and vampires. A Barghest is slightly more Body 3 Prowess 29 Initiative +2
intelligent than a common wolf or dog, but not as intelligent as a Worg Agility 2 Defeated 5 Melee +3
Endurance 4 MP 1 Ranged +1
Body 3 Prowess 18 Initiative +2
Mind 2 Arousal 19 Magic +0
Agility 2 Defeated 4 Melee +2
Will 4 Speed 6 Dodge +1
Endurance 3 MP 1 Ranged +0
HtH (S/D) +3/+2 Parry +3
Mind 1 Arousal 12 Magic +0
DR 4
Will 1 Speed 8 Dodge +1
HtH (S/D) +3/+2 Parry +0 Attacks Damage Source
DR 2 Fell-axe 1d6+3 Fire
Fell-sword 1d6+3 Fire
Attacks Damage Source
Bite 1d3+3 Shredding Trait: Cherry Lips, Darkvision, Hand Expertise
Feats: Arcane Reserve, Brawler, Fey, Headless, Melee Awareness, Power
Trait: Darkvision, The Flesh is Weak Strike, Resilient, Riposte Attack, Resistance to Obscure (5), Weakness to
Feats: Arcane Reserve, Brawler, Ghastly Bite, Resilient, Resistance to Radiant (2)
Obscure (5), Scent, Tough Skin II, Weakness to Radiant (2) Skills: Athletics +3, Intimidate +3, Inquire +2, Knowledge (Nobility) +2,
Skills: Athletics +3, Perception +2, Stealth +2, Survival +2 Perception +2, Stealth +2, Survival +2
Interests: Members of the Opposite Sex, Pain, Restrains Interests: Members of the Opposite Sex, Nobles, Pain
Kinks: Doggy-style, Master / Slave, Outdoor Sex, Submission Kinks: Auto-fellatio, Debauchery, Head-play, Restrains, Scars,
Submission
Ghastly Bite: Dislike: Eldritch
When a Barghest rolls a 6 when trying to bite a Creature, change the damage
type to obscure. The Bite of a Barghest counts as Magical, for the purpose to Equipment: Heavy Armor. Some are armed with a Sword, others with the
hitting Ethereal Creatures. Axe. 2D6+5 GCo
80
Schnappergheist Ungula Crudelis
A Schnappergheist might appear as a sort of specter or wraith, since it looks like a sort of A more twisted and vicious version of the Mille Manus is the Ungula Crudelis (Vile Claw),
floating humanoid without legs. Still, the Schnappergheist isn’t ethereal although it can similar in concept but with a dreadful aspect. This Creature loos more like a floating ball of
move through solid objects from time to time, it prefers to hide within the darkness, while dark goo with many arms and claws stretching from it, constantly seeking for a prey to
lurking on its prey. A Schnappergheist possesses two slender arms which can extend snatch. The Creature often infest the more dark and isolated places with a high presence
rather far from its body, hence the name, and has a large glowing mouth but no visible of dark magic or haunted locations, hunting for everything alive to drain from its life force
eyes. The Creature is not blind but can still see and also posses the ability to partially and essence and leaving nothing but a husk behind. While an Ungula Crudelis seems to
shapeshift its body. A Schnappergheist isn’t male or female and can adapt his physiology be taste the fear of living creatures it despises direct illumination and the sunlight will
and behavior to better mimic a man or a woman, still after many years it tends to stick with actually burn it quickly. The creature enjoys chasing sentient victims to increase their fear,
one of the two, usually the one it was more successful with. especially of those which already had bad experiences of being chased and dragged
somewhere against their will or overpowered for cruel purposes but it usually only kills
animals and creatures which provoke them while keeping alive its victims so it could chase
Body 0 Prowess 20 Initiative +3 them again later. Even so, there are some people which actively seek for such encounters
for the thrill of being chased or similar sensations, but an intercourse as planned is not
Agility 3 Defeated 5 Melee +2
always guaranteed. Ungula Crudelis are more keen to talk with a more deep and raspy
Endurance 0 MP 3 Ranged +2 voice if they want to do so, while the faces mimicked by their hands are usually more cruel
in appearance.
Mind 3 Arousal 19 Magic +0
Will 4 Speed 0 Dodge +1 Body 3 Prowess 27 Initiative +2
HtH (S/D) -/+3 Parry +0 Agility 2 Defeated 5 Melee +2
DR 0 Endurance 4 MP 1 Ranged +0
Mind 2 Arousal 19 Magic +0
Attacks Damage Source
Will 4 Speed 0 Dodge +3
Claw 5 Arcane
HtH (S/D) ?? Parry +0
Tongue 0 Goo
DR 1
Trait: Darkvision, Hand Expertise
Feats: Arcane Reserve III, Brawler, Climax Drain (4), Entrancing Touch (3), Attacks Damage Source
Ethereal Movement, Extended Reach (2), Flight (6), Levitation (6), Claws 4 Obscure
Resilient, Resistance to Physical Damage (2), Shapeshifter, Shifting Body,
Weakness to Radiant (2)
Trait: Hand Expertise
Skills: Ars Amatoris +3, Perception +2, Stealth +4
Feats: Arcane Reserve, Blind Perception (Arcane), Blind Perception
Interests: Cunnilingus, Massage, Submission
(Fear), Brawler, Draining Touch (1 Fatigue), Elemental, Entrancing Touch
Kinks: Handjob, Finger-Play, Master / Slave, Stroking, Vaginal
(1d3), Ethereal Movement, Extended Reach (2), Helping Claws, Levitation
(6), Resilient
Shifting Body: Skills: Perception +3, Stealth +4
The peculiar nature of the Schnappergheist grants the Creature a 5+ Kinks: Cruelty, Fear, Pain
Concealment. The Creature can also shape its form to look more masculine or
feminine, even by growing breasts, a penis and so on, although it can’t
Helping Claws:
impregnate. The Creature can obtain specific traits related to body parts such
An Ungula Crudelis has a HtH modifier equal to 1 for every two claws which
as Biggus Dickus and Tighten pussy.
are trying to grab a Creature, up to +4. Initially only 1d3+1 claws will try to grab
a creature, with 1d3 additional claw every turn if the victim doesn’t try to resist
or only 1 if its trying to resist. For Each Successful resist attempt, the victim
manages to get rid of 1d3 claws and will be automatically free if the number of
claws holding it reaches 0.
81
Plants
Alraune Boletus Custodis
The Custodis are taller and stronger than regular Boletus Creature, and often act as
guardians for the colonies of boletuses, although some might decide to wander around,
Body 3 Prowess 28 Initiative +2 when they are the sole survivors, or because they just decide to move around.
Agility 2 Defeated 5 Melee +2 A Custodis seems slightly more intelligent than the others of their kind but usually their
intelligence is more in par with those of a clever animal.
Endurance 3 MP 1 Ranged +0
Mind 0 Arousal 19 Magic +0 Body 4 Prowess 23 Initiative +1
82
Floran Sapiens Topiary Beast
Similar to the Beastfolk, the Floran Sapiens are the result of arcane experiments, although
there are always some scholars which insist that some flowers, exposed to the correct
source of Primal Magic and time, might evolve into primitive yet intelligent creatures. As Body 4 Prowess 31 Initiative +2
the name suggest, the humanoid-like creatures have shapes and forms which resemble Agility 2 Defeated 5 Melee +3
more those of a flower, but are able to walk on two legs and have rudimentary hands
which allows them to create rudimentary utensils and weapons. Most of the Floran are Endurance 4 MP 0 Ranged +0
non-hostile by nature but some might become aggressive depending on their environment.
Mind 1 Arousal 18 Magic +0
Endurance 2 MP 1 Ranged +0 DR 2
Floran Secretions:
Although the Floran often present differences which might be associated to Body 3 Prowess 19 Initiative +1
mammalian males and females, they don’t have a real sex, since they don’t Agility 1 Defeated 4 Melee +2
reproduce in such way. Still, those which present a more “feminine shape”
have a sort of pseudo vagina and breasts which are also erogenous zones Endurance 3 MP 1 Ranged +0
while “males” have pseudo-penises. Such details can secrete a semi-liquid Mind 0 Arousal 12 Magic +0
substance which works both as lubricant and as a pheromone.
The scent of such substance often attracts other Florans to mate in a sort of Will 2 Speed 6 Dodge +1
orgy but which are also extremely arousing to other plant-creatures and insect- HtH (S/D) +3/+1 Parry +0
like creatures. There are no real downsides into ingesting such secretions such
they often taste sour or sweet, but in subjects with a weak constitution might DR 1
have the same effects of opiates. Floran secretions can be conserved into
specific containers and used by other creatures as lubricant or for crafting Attacks Damage Source
perfumes, oils used for massage or for treating sunburn.
Vine Slash 1d3+3 Shredding
Robust Vines:
When a Vine Effigy performs HtH maneuvers against creatures of medium-size
or smaller, they ignore the “Defender Always Wins” rule, which means if they
obtain a Tie against a Creature when performing a HtH maneuver, they are the
ones considered to have won.
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Vine Effigy (Small)
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Reptile
Giant Lizard Lamia (Pure Blood)
Lamias, also know as Snake People, can be described as half humanoid and half snake.
While all the Lamias share a similar appearance of being a half snake-half human, a
Body 3 Prowess 17 Initiative +2 fundamental detail allows to tell if a Lamia is a “Pure Blood” or a “Skin-shedder”. Pure
Agility 2 Defeated 4 Melee +2 Blood Lamias have snake heads a complete snake skin, humanoid arms and flat chests,
although some females are able to have “breasts” to lure their targets which instead of
Endurance 3 MP 0 Ranged +0 functioning as a feeding method for newborns, they secrete a sort of liquid which
increases arousal but also compromises the mental capabilities of its victims. Although
Mind 1 Arousal 12 Magic +0 some scholars would say its effects are similar to alcohol, its actually a sort of poison.
Pure Blood Lamias are stronger and cunning than their inferior counterpart, but their
Will 2 Speed 6 Dodge +1 aspect is often what causes their prey to not trust them. Skin-shedders are Lamias which,
HtH (S/D) +3/+2 Parry +0 according to the legends, used to shed their upper’s body skin so often, they looked more
human-like. Skin-shedders have a more human-like upper body, arms and even head
DR 1 which is hairless. To compensate this detail and to being able to trick unsuspecting
observers, they often wear complicated head-dresses or wigs. Most Skin-Shedders have
the same fake breasts, but their liquid is weaker and more sweet.
Attacks Damage Source Despite the legends, Lamias are not a Female-only race but females are able to grow a
Bite 1d3+3 Shredding penis when there is a lack of males or no males at all, although the new brood will be
weaker and with a shorter life span, forcing them to procreate with other species or to find
a new suitable male soon. This details is theorized to be the real origin of the Skin-
Trait: The Flesh is Weak shedders.
Feats: Brawler, Resilient, Scent, Tough Skin
Skills: Athletics +3, Perception +1, Stealth +2 Body 3 Prowess 25 Initiative +3
Kinks: Members of the Opposite Sex, Warmth
Agility 3 Defeated 5 Melee +2
Endurance 3 MP 0 Ranged +0
Mind 2 Arousal 18 Magic +0
Will 3 Speed 7 Dodge +2
HtH (S/D) +3/+3 Parry +0
DR 0
Dizzy Juice:
A Female Lamia can secrete a sweet substance from her breasts when
Aroused, which often offers to her victims or to Male Lamias as part of the
mating ritual. Being breast-feed the juice increases the target’s Arousal by
1d3+1 per Combat Round spent drinking it. When the victim has spent at least
1+Will Combat Rounds being breast-fed he must perform a Will Check at
1d6+4 or 1 Determination for every consecutive Combat Round Spent drinking
it and consider its Mind value to be reduced at 1 (unless it was already at such
value) fr 2d3 Hours. A Female Lamia can usually secrete Milk for 3d3+5
Combat Rounds then she has to stop and wait at least 2d3 Hours.
Male Lamias are immune to all the effects, except for the arousal increase
While Breast-feeding, the Lamia increases her arousal by 1d3+2 per Combat
Round. Skin-shedder Milk has a difficulty for the mind Check reduced at
1d6+2.
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Lamia (Skin-shedder) Lizardfolk Prowler
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Servus Malus
Also know as Evil Minions or just “minions”, the Servus Malus are cruel and mischievous creatures even worse than goblin. Servus Malus don’t have a specific shape or form, yet they
seem to be a collective of creatures of different sizes and appearance, but they are all considered as part of the same species. Only few Scholars and Savants are aware that the Servus
Malus are servitors of the Unseelie Court, but they are often hired by other powerful creatures sworn to the forces of evil, such as Black Guards, Witches and Tyrants.
Endurance 1 MP 1 Ranged +0
Body 3 Prowess 23 Initiative +3
Mind 1 Arousal 11 Magic +0
Agility 3 Defeated 4 Melee +2
Will 1 Speed 5 Dodge +1
Endurance 3 MP 1 Ranged +2
HtH (S/D) +2/+2 Parry +1
Mind 3 Arousal 12 Magic +0
DR 1
Will 2 Speed 5 Dodge +3
DR 1
Body 3 Prowess 25 Initiative +1
Attacks Damage Source Agility 1 Defeated 4 Melee +3
Dagger 1d3+2 Piercing Endurance 4 MP 1 Ranged +0
Whip 1d3+2 Shredding Mind 1 Arousal 18 Magic +0
Will 3 Speed 5 Dodge +1
Traits: Darkvision, The Flesh is Weak
Feats: Arcane Reserve, Fey, Resilient, Small, Tough Skin HtH (S/D) +3/+1 Parry +3
Skills: Athletics +2, Intimidate +2, Inquire +2, Perception +1, Stealth +1 DR 4
Interests: Members of the Opposite Sex
Kinks: Bondage, Master / Slave, Pain Attacks Damage Source
Fell-blade 1d6+3 Slashing
Traits: Darkvision
Feats: Arcane Reserve, Brawler, Fey, Resilient, Small, Tough Skin
Skills: Athletics +3, Intimidate +3, Inquire +2, Perception +2, Stealth +2,
Survival +2
Interests: Beauty, Members of the Opposite Sex
Kinks: Master / Slave, Pain, Submission
Equipment: Medium Armor, Medium Shield (Grants a cover of 5+)
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Slimes
Angler Slime Arcane Slime
Angler Slimes are often confused with Slimerlings due to their ability to assume a
humanoid form, although their original shape is similar to regular slimes but more
translucent. Angler Slimes are often pink or purple, and prefer to lay on the ground by Body 2 Prowess 20 Initiative +2
covering a large surface, to the point they will resemble a sort of large semi-transparent Agility 2 Defeated 4 Melee +1
puddle. When an angler slime detects a creature, it will partially emerge, imitating the form
of a naked humanoid and it will try to lure the creature into mating. Angler Slimes are Endurance 3 MP 4 Ranged +0
known for their draining abilities and often force their victims to climax multiple times,
especially Spellcasters or Arcane Creatures. The older the slime is, the more forms it can Mind 0 Arousal 14 Magic +3
assume, usually of those it managed to mate with.
Will 4 Speed 5 Dodge +1
Endurance 1 MP 2 Ranged +0
Attacks Damage Source
Mind 0 Arousal 13 Magic +0
Pseudopode 1d3+2 Arcane
Will 3 Speed 2 Dodge +1
HtH (S/D) +3/+1 Parry +0 Traits: The Flesh is Weak
Feats: Arcane Reserve II, Blind Perception (Arcane), Innate Spellcasting,
DR 0 Magic Affinity, Resilient, Resistance to Physical Damage (3), Slime,
Weakness to Cold (2)
Attacks Damage Source Skills: Ars Amatoris +1, Perception +1, Stealth +2, Wizardry +1
Kinks: Arcane, Mating
Pseudopode 1d3+2 Bludgeoning
Taboo: Cold
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Slimerling
The Slimerlings are a sort of semi-sapient slime which can be found in zones rich of
arcane energies or can form as result of strange spells or energy surges. Slimerlings have
humanoid forms and usually try to imitate the shape of other more intelligent creatures
until they find something they like but are always gender-less despite their ability to
assume a more feminine or masculine form and can mate with both. Like arcane slimes,
the Slimerling are attracted by creatures with a high amount of magical prowess and spell
casters. Slimerlings don’t speak but some of them are able to understand language or at
least a rudimentary communication.
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Spirit Animal
Spirit Animals are Creatures made of pure arcane energies which assume the form of animal the summoner is familiar with. Spirit Animals are commonly found protecting specific zones
of primal magic but are also summoned by shamans and wizards as aid in battle or as guardians. Interestingly enough, those found in the Labyrinthus are often tainted by it in a way or
another.
Wolf Spirit
Deer Spirit
Body 3 Prowess 17 Initiative +2
-WiP-
Agility 2 Defeated 0 Melee +2
Endurance 0 MP 1 Ranged +0
Dog Spirit Mind 0 Arousal 13 Magic +0
Will 3 Speed 8 Dodge +2
Body 3 Prowess 14 Initiative +2
HtH (S/D) +3/+2 Parry +0
Agility 2 Defeated 0 Melee +2
DR 1
Endurance 0 MP 1 Ranged +0
Mind 0 Arousal 12 Magic +0 Attacks Damage Source
Will 3 Speed 8 Dodge +1 Bite 1d3+3 Arcane
HtH (S/D) +3/+2 Parry +0
Trait: The Flesh is Weak
DR 1
Feats: Arcane Reserve, Brawler, Climax Drain (2), Resilient, Scent, Tough
Skin
Attacks Damage Source Skills: Athletics +3, Perception +2, Stealth +3
Bite 1d3+3 Arcane Kinks: Arcane, Doggy Style, Members of the Opposite Sex
Horse Spirit
-WiP-
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Tentacle Creatures
Coitus Nocturnus Infested Animal (Medium)
These peculiar creatures resemble more a sort of spherical creature made of tentacles, Infested Animals are the result of the mating of a Tentacle Creature with a Mammal Animal
although a side of said sphere resembles a humanoid face, without eyes, a nose or similar usually dogs, wolves and deer, or similar medium-sized creatures, although in other
details but a pair of voluptuous lips, similar to those of a sensual woman. The Coitus occasions even pigs and sheep can be found.
Nocturnus, as the name suggests, is a creature which prowls during nighttime or in
absence of direct light, lurking the abandoned tunnels seeking for a prey to feed on. A
Body 3 Prowess 18 Initiative +2
Coitus Nocturnus feeds by stimulating orgasms to its victim, feeding on their body fluids
secreted during the intercourse. They drain a creature’s magical energies when they Agility 2 Defeated 4 Melee +2
climax, and use such energies to sustain themselves, while the actual sperm is mostly
digested as additional source of food, although is not really necessary for them to survive. Endurance 2 MP 3 Ranged +0
They own their name since most of the encounters with these creatures happen during
night time, when the victim is sleeping and then suddenly wakes up with the creature Mind 0 Arousal 12 Magic +0
wrapped around their groin.
Will 2 Speed 8 Dodge +2
HtH (S/D) +3/+2 Parry +0
Body 3 Prowess 18 Initiative +3
DR 1
Agility 3 Defeated 4 Melee +2
Endurance 2 MP 4 Ranged +2
Attacks Damage Source
Mind 0 Arousal 18 Magic +0 Bite 4 Shredding
Will 3 Speed 6 Dodge +2
Tentacle 1d3+3 Bludgeoning
HtH (S/D) +3/+3 Parry +0
DR 0 Traits: The Flesh is Weak
Feats: Blind Perception (Pheromones), Brawler, Climax Drain (2),
Resilient, Tentacle Creature, Tentacles, Tough Skin
Attacks Damage Source
Skills: Athletics +2, Stealth +2
Pseudopode 4 Bludgeoning Interests: Incest, Outdoor Sex
Kinks: Arcane, Breeding, Members of the Opposite Sex
Traits: Cherry Lips, Oral Enthusiast
Feats: Arcane Reserve II, Blind Perception (Arcane), Blind Perception
(Pheromones), Brawler, Resilient, Climax Drain (1d3+1), Spit Attack (Goo),
Tentacle Creature, Tentacles, Wall Climb
Infested Animal (Small)
Not even smaller animals, such as Cats, Rats and Badgers are safe from the relentless
Skills: Ars Amatoris +3, Athletics +3, Perception +3, Stealth +4
libido of tentacle creatures, usually Tentacle Crawlers.
Interests: Arcane, Stroking
Kinks: Blowjob, Vaginal
Body 2 Prowess 11 Initiative +3
Agility 3 Defeated 3 Melee +1
Floater Endurance 1 MP 3 Ranged +0
Floaters are another variant of Tentacle Creatures with the ability to float, as the name
suggest. A Floater looks like a bloated sphere with tentacles growing from its lower side, Mind 0 Arousal 12 Magic +0
which are usually inactive while the creature wanders around and barely move by the
Will 2 Speed 6 Dodge +1
movement, but will try to grab everything the Creature perceives as suitable for mating.
Floaters often hide on the ceilings or within zones with other plants which might conceal HtH (S/D) +2/+3 Parry +0
their tentacles, waiting for a prey to pass by then catch it when it’s close enough.
DR 1
Body 3 Prowess 22 Initiative +1
Attacks Damage Source
Agility 1 Defeated 4 Melee +2
Bite 3 Shredding
Endurance 4 MP 4 Ranged +0
Tentacle 3 Bludgeoning
Mind 0 Arousal 12 Magic +0
Will 2 Speed 1 Dodge +0 Traits: The Flesh is Weak
Feats: Blind Perception (Pheromones), Brawler, Climax Drain (2), Tentacle
HtH (S/D) +3/+1 Parry +0
Creature, Tentacles, Tough Skin
DR 1 Skills: Athletics +2, Stealth +2
Interests: Incest, Outdoor Sex
Attacks Damage Source Kinks: Arcane, Breeding, Members of the Opposite Sex
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Infested Slime Infested Spawn (Small)
A Strange hybrid between slimes and tentacles, the Infested Slimes are active hunters
while regular slimes often just wait for something they might find interesting to get close.
Body 2 Prowess 11 Initiative +2
Infested Slimes often carry wiggle worms inside their bodies although such event is mostly
a convenience for the wiggle worms while the slime often uses the wiggle worms as Agility 2 Defeated 3 Melee +1
distraction for unaware victims.
Endurance 2 MP 3 Ranged +0
Body 3 Prowess 20 Initiative +2 Mind 0 Arousal 11 Magic +0
Agility 2 Defeated 5 Melee +3 Will 1 Speed 5 Dodge +2
Endurance 3 MP 1 Ranged +2 HtH (S/D) +2/+2 Parry +0
Mind 0 Arousal 12 Magic +0 DR 1
Will 2 Speed 5 Dodge +2
Attacks Damage Source
HtH (S/D) +3/+2 Parry +0
Bite 3 Shredding
DR 0
Tentacle 3 Bludgeoning
Attacks Damage Source
Traits: The Flesh is Weak
Tentacle 1d3+3 Bludgeoning Feats: Blind Perception (Pheromones), Brawler, Climax Drain (2),
Spit 0 Goo Resilient, Tentacle Creature, Tentacles, Tough Skin
Skills: Ars Amatoris +2, Athletics +2, Perception +1, Stealth +3
Traits: The Flesh is Weak Interests: Incest, Stroking
Feats: Arcane Reserve, Blind Perception (Pheromones), Brawler, Kinks: Arcane, Breeding, Members of the Opposite Sex
Resistance to Physical Damage (3), Slime, Tentacle Creature, Tentacles,
Wall Climb, Weakness to Cold (3), Wiggle Worm Host
Skills: Ars Amatoris +1, Perception +2, Stealth +2 Tentacle Crawler
Kinks: Mating, Submission Tentacle Crawler are the second stage of the life cycle of a Wiggle Worm. Resembling a
Dislike: Cold sort of starfish, they are yet not strong enough to travel alone and often ambush unaware
victims in groups, usually jumping from concealed locations or from the ceiling.
Wiggle Worm Host:
Crawlers try to attach to their victims and will quickly try to mate with them or at least
An Infested Slime usually carries 1d3+1 Wiggle Worms, which will leave its stimulate them to reduce their resistance.
body by their own or will emerge if the Creature is Slain. While inside the
Worms can’t be targeted by attacks and won’t attack either.
Body 3 Prowess 11 Initiative +2
Agility 2 Defeated 3 Melee +1
Infested Spawn (Medium) Endurance 2 MP 3 Ranged +2
An Infested Spawn a strange hybrid which is often born from the mating of a Tentacle
Creature and a Humanoid Creature. Infested Spawns resemble the race of their mothers, Mind 0 Arousal 12 Magic +0
since often are generated by those females impregnated by tentacle creatures, but the
same may occur by those males which received the Blessing of the Sprawling Mother or Will 2 Speed 5 Dodge +1
through female penises obtained from curses and/or corruption. An infested Spawn HtH (S/D) +3/+2 Parry +0
doesn’t talk but can understand other’s languages. Feminine Infested Spawn will always
produce more Infested Spawns but the new generations will be unable to reproduce at all. DR 1
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Tentacle Lurker Wiggle Worm
Tentacle Lurkers are the most common type of Tentacle Creature which can be found in Wiggle Worms are simple creatures which wander alone or in company of other Wiggle
the Labyrinthus. Without a specific shape or form, they mostly look like a mass of tentacles Worms, looking for sources of food. The worms are mostly incapable of defending
which crawls on the floor. A Lurker is the second life-stage of a Wiggle Worm. themselves except for the ability to spit a substance which increases the arousal of the
victim. Wiggle Worms are the first life stage of more complex tentacle creatures, but due to
their simple and appearance, they are often kept as pets or conjured by magic users to
Body 3 Prowess 19 Initiative +2 quickly satiate certain urges but they often forget that the spell doesn’t send them away
afterwards, which often is the cause of tentacle infestation in such places, if they are not
Agility 2 Defeated 5 Melee +2
quickly eradicated.
Endurance 3 MP 5 Ranged +3
Mind 0 Arousal 13 Magic +0 Body 1 Prowess 4 Initiative +2
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Undeads
Ghastly Courtesan Mummified Servant
Traits: Darkvision, Hand Expertise, Oral Enthusiast, The Flesh is Weak Trait: Darkvision
Feats: Arcane Reserve, Climax Drain (3), Ethereal, Fly, Levitate (4) Feats: Arcane Reserve, Loyal Servant, Undead, Weakness to Fire (1)
Skills: Ars Amatoris +3, Inquire +1, Perception +2, Stealth +3 Skills: Perception +1, Stealth +2
Interests: Members of the Opposite Sex, Oral Action
Kinks: Master / Servant Loyal Servant:
A Character can spend 1 additional MP to being able to try to control up to 4
Mummified Servants with the Control Undeads Act of Faith instead of only 2.
Ghastly Noble
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Vengeful Spirit
Body 0 RP 15 Initiative +3
Agility 3 Defeated 0 Melee +2
Endurance 0 MP 1 Ranged +0
Mind 2 Arousal 0 Magic +0
Will 3 Speed 0 Dodge +3
HtH (S/D) +0/+3 Parry +0
DR 0
Trait: Darkvision
Feats: Arcane Reserve, Ethereal (6), Undead
Skills: Intimidate +3, Inquire +2, Perception +2, Stealth +2
Interests: None
Kinks: None
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Chapter 5: Random NpC Generation
Randomly Generating NPCs works more or less as generating a New Character, with the exception that you will use the pre-made stats of
Generic NpCs which are described in the Creature Compendium. Still, you can add extra Traits, Kinks, Interests and so on, to make them more
unique.
96
Step 3: Kinks, Interests, Dislike and Taboo Step 6: Behavior and Quirks
Use the same tables from Character creation to Add and/or Replace Use the following tables to give the NpCs a Behavior and a Quirk.
up to 5 between Kinks, interests, Dislike and Taboo.
You can randomly generate them or pick those which might make 2D6 Behavior
more sense. If an Option has two choices, roll off or pick one.
2 Shy
3 Broody
Step 4: Extra Traits 4 Hot-head
Use the Following tables to add 1d3 Extra Traits to the NpC (Futa can
5 Overconfident
pick from both). You can always add the Flesh is Weak trait instead.
6 Rude
D6 Female Male 7 Arrogant
1 Tighten Pussy Strong Seed 8 Rebellious
2 Fertile Womb Biggus Dickus 9 Cheek-and-tongue
3 Sensible Breasts Sensible Penis 10 Cheerful
4 Sensible Pussy Biggus Dickus 11 Compliant
5 Boob Expertise Sensible Penis 12 Patient
6 Vaginal Elasticity Strong Seed
You can also use the Generic table to Pick from or Instead of using 2D6 Quirk
those above. 2 Likes to Gamble
3 Likes to sing but its clearly not good at it
D6 Generic A Generic B
4 Is rather vulgar
1 Anal Elasticity Cherry Lips
5 Is very superstitious
2 Left-handed Shortsighted
6 Often quotes proverbs/religious passages
3 Hand Expertise Fragile
7 Likes violence
4 Creature Lover The Flesh is Weak
8 Likes to keeps things clean and tidy
5 Daredevil Easy to Climax
9 Uses allusions on purpose or without noticing
6 Oral Enthusiast Anal Enthusiast
10 Jokes when nervous
11 Likes to Challenge others at what its good at
12 Honest to a fault
[Optional] Step 5: Appearance
If you want to further customize an NpC you can also select or
randomly roll on the same Appearance Tables from Character
Creation.
97
Chapter 6: Optional Rules
A list of rules that you can just ignore, but are still made just for fun
B A E M W
Avis Sapiens (Bluebird) 3 4 3 2 3
Avis Sapiens (Civet) 4 5 3 4 4
Avis Sapiens (Crow) 3 5 3 2 3
Avis Sapiens (Civet) 4 4 4 4 4
Avis Sapiens (Magpie) 3 4 3 3 3
Avis Sapiens (Parrot) 3 4 3 3 4
Avis Sapiens (Raven) 4 4 4 2 4
B A E M W
Lacerta Sapiens (Alligator) 5 4 5 2 3
Lacerta Sapiens (Crocodile) 6 3 5 2 4
Lacerta Sapiens (Frog) 3 5 4 3 3
Lacerta Sapiens (Gecko) 3 5 4 3 4
Lacerta Sapiens (Toad) 4 2 5 3 3
Lacerta Sapiens (Skink) 3 6 3 3 4
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Avis Sapiens: Ferus Sapiens:
The Avis Sapiens are the mostly rare of the sapiens species, usually because In some realities the Ferus Sapiens, commonly know as Beastfolk, have an
they live secluded from other races or in exotic locations. advanced intelligence often similar to one of other common races and are able
Although they can learn to speak the language of other races their to think and speak just like them. Some might be considered en par with
pronunciation often sounds bizarre. humans while others are slightly less intelligent but still capable of a cognitive
thought.
Avis Sapiens Characters start with the Distrust Trait. Avis Sapiens
Characters are forced to assign 1 Rank at Perception. Beastfolk Characters increase their Prowess by 1 and Start with the
Avis Sapiens starts with 7 XP instead of 8. Distrust Trait. Beastfolk Characters are forced to assign 1 Rank at
Athletics or Stealth.
Racial Trait: Pseudo-wings
Despite their appearance, Avis Sapeins don’t have real wings, since Racial Trait: Wildborn (x)
they grow long feathers under their upper arms but also posses a Depending on which animal its based on, the Character receives the
feathered tail. Avis Sapiens are able to glide down while only wearing following benefits:
up to a light armor and land safely, but they require enough space to
maneuver since if they stop their momentum they will start to fall. • Badger: The Character is Considered Small. The Character
increases his DR by1, which can be combined with the Tough Skin
If they encounter a current of hot air while gliding, they will be pushed
Feat, and can perform a Bite Melee Attack which deals 1d3+Body
upward. Gliding for long distances consumes 1 Prowess every Minute. Slashing Damage. The Character obtains the Low-light Vision Trait.
• Bear: The Character can perform a Bite Melee Attack which deals
Racial Trait: Windborn (x) 1d3+Body Slashing Damage and increases the Damage dealt with
Depending on which bird its based on, the Character receives the his Unarmed Attacks by 1. The Character is considered to have a
following benefits: Body value of 1 point higher when performing HtH maneuvers or
when trying to Break Free.
• Boar: The Character increases his Prowess by 1 and his DR by 1,
• Bluebird: The Character obtains 1 Rank at the custom Skill Perform
which can be combined with the Tough Skin Feat.
(Sing). The Character increases his Initiative value by 1.
The Character is defeated at 4 Prowess instead of 5.
• Civet/Howl: The Character obtains the Darkvision Trait. The
• Bunny/Hare: The Character is considered Small. The Character
Character can perform a Bite Melee Attack or Claw Melee attack
increases his movement speed by 2 and Initiative by 1. The
which both deal 2+Body Slashing Damage.
Character can spend 1 Prowess to obtain a Superior Dice for
• Crow: The Character is considered Small. The Character obtains the
Survival Checks for Plains and Hills (Rabbit) or Hills and Forests
Low-light vision Trait. The Character obtains 1 Rank at Survival
(Hare)
(Plains).
• Cat: The Character is considered Small. The Character increases
• Magpie: The Character is considered Small. The Character can
the damage dealt with his Unarmed Attacks by 1. The Character
spend 2 Prowess to obtain a superior dice when trying to find shiny
obtains the Darkvision Trait and can Spend 1 Prowess to obtain a
items, such as coins, items made of metal and so on, but also traps
Superior Dice when performing Checks in relation to Falling and Fall
which involve metal somehow.
Damage.
• Parrot: The Character is forced to use a Burden Dice when trying to
• Fox: The Character is considered Small. The Character can perform
hide within a non-colorful environment but can spend 1 Prowess to
a Bite Melee Attack dealing 2+Body Slashing Damage. Fox
obtain a Superior Dice when trying to seduce a Target. Has no effect
Beastfolks can spend 1 Prowess to obtain a Superior Dice when
on blind Creatures or those creatures which don’t rely on sight or
performing Bluff or Speechcraft Checks.
which can’t see colors (IE: through Darkvision).
• Goat/Sheep: The Character can perform a Headbutt melee attack
• Raven: The Character obtains +1 Prowess. The Character can
which deals 1d3+Body Bludgeoning Damage or can perform the
perform a Bite Melee Attack or Claw Melee attack which both deal
attack during a charge to increase the damage to 2d3+Body while
2+Body Slashing Damage.
suffering a -1 to Dodge for the rest of the Round. The Character can
spend 1 Prowess to obtain a Superior Dice when performing an
Athletic Checks for Climbing Slopes.
• Ox: The Character obtains 1 additional Prowess. The Character can
perform a Headbutt melee attack which deals 1d3+Body
Bludgeoning Damage or can perform the attack during a charge to
increase the damage to 2d3+Body while suffering a -1 to Dodge for
the rest of the Round.
• Rat/Mouse: The Character is considered Small. The Character
increases his Movement speed by 1 and can spend 1 Prowess to
obtain a Superior Dice when trying to dodge Mechanical Traps.
• Weasel: The Character is considered Small. The Character can
perform a Bite Melee Attack which deals 1d3+Body Slashing
Damage. The Character can spend 1 Prowess to being able to
obtain a Superior Dice when trying to Break Free from a HtH
maneuver and when trying to dodge Mechanical Traps.
• Wolf/Jackal: The Character increases his Prowess by 1 and can
perform a Bite Melee Attack which deals 1d3+Body Slashing
Damage. The Character obtains a Superior Dice when performing
Fear Checks while there are Friendly allies in sight.
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Lacerta Sapiens:
The Lacerta Sapiens, or Lizardfolk, are often descendant of ancient
civilizations or were created just as sapient as many other races by gods or
more advanced races even if they prefer to live reclusive lives, away from the
warm-blood.
100