Labyrinthus - Creature Compendium V 0.8.2

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LABYRINTHUS

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.

Creating NpCs (or Monsters) from Zero:


NpCs follow more or less the same rules for Character Creation
although its suggested to at least take a look at other NpCs for a
generic understanding. Characteristics are also important due to the
fact that the higher the Characteristic the stronger the NpC will
become. The Melee, Parry, Dodge etc modifiers are also important to
always keep an eye on.

A Modifier of +0 or +1 is rather easy, +2 is Challenging and +3 and +4


is Hard and should be given to really strong Monsters and NpCs.

A latter Chapter allows to randomly generate certain NpCs the


Character might Encounter in his Adventures, usually those Capture
or in need of Help

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

Attacks Damage Source Traits: Hand Expertise


Stiletto 1d3+2 Piercing Feats: Lesser Illusions, Resilient, Survivalist, Tracker
Skills: Ars Amatoris +2, Athletics +2, Bargain +1, Inquire +2, Knowledge
(Nature) +2, Perception +2, Stealth +2, Survival +3
Traits: Cherry Lips, Hand Expertise
Interests: Members of the Opposite Sex, Nobility
Feats: Arcane Reserve, Lesser Illusions, Lupercal Expertise, Magical
Kinks: Master / Slave, Outdoor Sex
Affinity, Resilient, Witchcraft
Equipment: Traveler’s Vest, Trinkets, 2d3 SCo
Skills: Ars Amatoris +4, Bluff +3, Inquire +3, Knowledge (Herbalism) +2,
Knowledge (Witchcraft) +2, Perception +2, Survival +2, Wizardry +2
Interests: Members of the Opposite Sex, Wealth, Younger Partners
Kinks: Dominance, Daddy’s Girl/Mama’s Boy, Apsara Rebel (Lost Soul)
Dislike: Rakshasa
Equipment: Elegant Skimpy Dress, Massage Oil, Trinkets, 2d3+2 GCo Body 3 Prowess 20 Initiative +2
Agility 2 Defeated 5 Melee +2
Spells: Detect the Arcane (0 PR), Ducatus (0 PR), Eldritch Embrace (3
PR), Ephemeral Caress (2 RP), Ethereal Arm (1 PR), Fatigue (2 PR), Endurance 3 MP 1 Ranged +0
Floating Light (0 PR), Hex (2 PR), Phallus Magicis (2 PR), Wrapping Lips
(2 PR) Mind 2 Arousal 17 Magic +0
Will 2 Speed 6 Dodge +1
HtH (S/D) +3/+2 Parry +2
Apsara Concubine (Underling)
DR 2

Body 1 Prowess 17 Initiative +2


Attacks Damage Source
Agility 2 Defeated 4 Melee +0
Tulwar 1d6+3 Slashing
Endurance 2 MP 2 Ranged +0
Mind 3 Arousal 16 Magic +0 Traits: Hand Expertise
Feats: Lesser Illusions, Survivalist, Tough Skin
Will 1 Speed 6 Dodge +1
Skills: Ars Amatoris +2, Athletics +2, Inquire +2, Intimidate +1, Knowledge
HtH (S/D) +1/+2 Parry +0 (Nobility) +2, Perception +2, Survival +3
Interests: Athletic, Beauty, Members of the Opposite Sex
DR 0
Kinks: Lotus, Outdoor Sex, Rebellious
Dislike: Demons, Slavers
Attacks Damage Source Taboo: Rakshasa
Punch 2 Bludgeoning Equipment: Leather Vest, Trinkets, 2d3 SCo

Traits: Anal Enthusiast, Hand Expertise, Oral Enthusiast


Feats: Arcane Reserve, Lesser Illusions, Lupercal Expertise, Resilient
Skills: Ars Amatoris +4, Bluff +1, Inquire +2, Knowledge (Nobility) +2,
Perception +2
Interests: Mature Partners, Members of the Opposite Sex, Nobility
Kinks: Dominance, Master / Slave, Rakshasa
Dislike: Rebels
Equipment: Skimpy Dress, Trinkets, 2d3 SCo

3
Cambion
Cambion Jailer (Lost Soul) Cambion Thief (Underling)

Body 3 Prowess 22 Initiative +1 Body 2 Prowess 17 Initiative +3


Agility 1 Defeated 5 Melee +1 Agility 3 Defeated 4 Melee +2
Endurance 1 MP 0 Ranged +0 Endurance 2 MP 0 Ranged +2
Mind 2 Arousal 17 Magic +0 Mind 3 Arousal 16 Magic +0
Will 2 Speed 6 Dodge +1 Will 1 Speed 6 Dodge +3
HtH (S/D) +3/+1 Parry +0 HtH (S/D) +2/+3 Parry +0
DR 0 DR 1

Attacks Damage Source Attacks Damage Source


Whip 1d3+3 Shredding Short Sword 1d3+2 Slashing
Throwing Knife 1d3+2 Piercing
Traits: Anal Enthusiast
Feats: Darkness Within, Resilient
Feats: Backstab, Darkness Within, Resilient
Skills: Intimidate +2, Inquire +1, Perception +1, Stealth +1
Skills: Athletics +2, Dungeoneering +2, Inquire +2, Knowledge (Street-
Interests: Anal, Bondage, Submission
wise) +2, Lock-picking +3, Perception +2, Stealth +3
Kinks: Members of the Opposite Sex, Pain
Interests: Casual Sex, Jewelry
Dislike: Mature Partners, Nephilim
Kinks: Members of the Opposite Sex, Greed
Equipment: Jailer Vest, 2d3 SCo
Dislike: Law Enforcers, Nephilim, Prude
Equipment: Bandoleer, Leather Vest, Lock-picks x3, Throwing Knife, 2d3
GCo
Cambion Slaver (Lost Soul)

Body 3 Prowess 23 Initiative +2


Agility 2 Defeated 5 Melee +3
Endurance 2 MP 0 Ranged +0
Mind 2 Arousal 17 Magic +0
Will 2 Speed 6 Dodge +2
HtH (S/D) +3/+2 Parry +2
DR 2

Attacks Damage Source


Club 1d6+3 Bludgeoning
Whip 1d3+3 Shredding

Feats: Armor Proficiency (Light), Darkness Within, Resilient, Tough Skin


Skills: Athletics +2, Intimidate +2, Inquire +2, Perception +1, Stealth +1
Interests: Bondage, Master/Slave, Submission
Kinks: Members of the Opposite Sex, Pain
Dislike: Animals, Nephilim
Equipment: Gladiatorial Light Armor, 2d3 GCo

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.

Body 3 Prowess 18 Initiative +1


Agility 1 Defeated 4 Melee +2
Endurance 3 MP 0 Ranged +0
Mind 1 Arousal 11 Magic +0
Will 1 Speed 6 Dodge +1
HtH (S/D) +3/+1 Parry +0
DR 1

Attacks Damage Source


Mutation 1d3+3 Variable
Rudimentary Weapon 1d3+3 Variable

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.

Chimeran Scavenger (Underling)

Body 2 Prowess 17 Initiative +2


Agility 2 Defeated 4 Melee +1
Endurance 2 MP 0 Ranged +0
Mind 2 Arousal 11 Magic +0
Will 1 Speed 6 Dodge +1
HtH (S/D) +2/+2 Parry +1
DR 1

Attacks Damage Source


Rudimentary Blade 1d6+2 Slashing

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)

Body 3 Prowess 25 Initiative +2


Agility 2 Defeated 5 Melee +2
Endurance 3 MP 0 Ranged +1
Mind 2 Arousal 18 Magic +0
Will 3 Speed 6 Dodge +2
HtH (S/D) +3/+2 Parry +2
DR 2

Attacks Damage Source


Long Sword 1d6+3 Slashing
Throwing Dagger 1d3+3 Piercing

Traits: Hand Expertise


Feats: Resilient, Tracker, Wandering Mind
Skills: Bargain +1, Athletics +2, Inquire +1, Knowledge (Herbalism) +2,
Knowledge (Myths and Legends) +1, Perception +2, Stealth +2, Survival
+2
Interests: Arcane, Fey, Outdoor Sex
Kinks: Forest Dwellers, Members of the Opposite Sex
Dislike: Eldritch, Nightmare
Equipment: Cloak, Light Armor, 2d3+1 GCo

Unseelie Knave (Underling)


Those Dream Child born from the members of the Undeelie often grow up with a keen
sense for getting into trouble, causing havoc or just messing around for fun. While some
often become quite violent, others are just rascals

Body 2 Prowess 18 Initiative +3


Agility 3 Defeated 4 Melee +1
Endurance 2 MP 1 Ranged +2
Mind 2 Arousal 17 Magic +0
Will 2 Speed 6 Dodge +1
HtH (S/D) +2/+3 Parry +0
DR 1

Attacks Damage Source


Short Sword 1d3+2 Slashing
Throwing Dagger 1d3+2 Piercing

Traits: Hand Expertise


Feats: Arcane Reserve, Resilient, Wandering Mind
Skills: Athletics +2, Bluff +2, Dungeoneering +1, Inquire +1, Knowledge
(Fey Wild) +2, Knowledge (Myths and Legends) +2, Perception +2, Stealth
+3, Survival +2
Interests: Members of the Opposite Sex, Outdoor Sex, Troublemakers
Kinks: Criminals, Nobility, Submission
Dislike: Eldritch
Equipment: Cowl, Leather Vest, 2d3+1 SCo

6
Dwarves
Duergar Bandit (Underling) Duergar Jailer (Lost Soul)

Body 3 Prowess 14 Initiative +1 Body 3 Prowess 23 Initiative +1


Agility 1 Defeated 4 Melee +1 Agility 1 Defeated 5 Melee +1
Endurance 2 MP 0 Ranged +0 Endurance 2 MP 0 Ranged +0
Mind 1 Arousal 12 Magic +0 Mind 2 Arousal 17 Magic +0
Will 2 Speed 5 Dodge +1 Will 2 Speed 5 Dodge +1
HtH (S/D) +3/+1 Parry +1 HtH (S/D) +3/+1 Parry +2
DR 0 DR 0

Attacks Damage Source Attacks Damage Source


Short Sword 1d3+3 Slashing Whip 1d3+3 Shredding

Traits: Darkvision, The Flesh is Weak Traits: Darkvision


Feats: Dwarven Knowledge Feats: Dwarven Knowledge, Resilient
Skills: Athletics +2, Intimidate +1, Inquire +1, Knowledge (Masonry) +1, Skills: Ars Amatoris +1, Athletics +2, Intimidate +2, Inquire +2, Knowledge
Perception +1, Stealth +1 (Masonry) +2, Perception +2, Stealth +1
Interests: Greed, Submission, Pain Interests: Submission
Kinks: Members of the Opposite Sex Kinks: Greed, Members of the Opposite Sex, Pain
Dislike: Dwarves, Feet Fetish Dislike: Dwarves, Elves
Equipment: Simple Clothes, 2d3 CCo Equipment: Jailer Vest, 2d3 SCo

Duergar Fighter (Lost Soul) Duergar Slaver (Lost Soul)

Body 3 Prowess 22 Initiative +1 Body 3 Prowess 28 Initiative +2


Agility 1 Defeated 5 Melee +2 Agility 2 Defeated 5 Melee +3
Endurance 3 MP 0 Ranged +0 Endurance 4 MP 0 Ranged +0
Mind 2 Arousal 17 Magic +0 Mind 2 Arousal 18 Magic +0
Will 2 Speed 5 Dodge +1 Will 3 Speed 5 Dodge +1
HtH (S/D) +3/+1 Parry +2 HtH (S/D) +3/+2 Parry +3
DR 1 DR 3

Attacks Damage Source Attacks Damage Source


Battle Axe 1d6+3 Slashing Fell-blade 1d6+3 Slashing
Whip 1d3+3 Shredding
Traits: Darkvision
Feats: Dwarven Knowledge
Skills: Ars Amatoris +1, Athletics +2, Intimidate +2, Inquire +1, Knowledge Feats: Darkvision, Power Strike, Resilient, Tough Skin
(Masonry) +2, Perception +1, Stealth +1 Skills: Ars Amatoris +1, Athletics +2, Intimidate +2, Inquire +1, Perception
Interests: Members of the Opposite Sex, Submission +1, Stealth +2
Kinks: Greed, Pain Interests: Master / Slave, Submission
Dislike: Dwarves, Feet Fetish Kinks: Greed, Members of the Opposite Sex, Pain
Equipment: Leather Vest, 2d3 SCo Dislike: Dwarves, Elves
Equipment: Light Armor, 2d3 GCo

7
Dwarf Fighter (Lost Soul)

Body 2 Prowess 22 Initiative +1


Agility 1 Defeated 5 Melee +2
Endurance 3 MP 0 Ranged +0
Mind 2 Arousal 17 Magic +0
Will 2 Speed 5 Dodge +1
HtH (S/D) +2/+1 Parry +2
DR 2

Attacks Damage Source


Battle Axe 1d6+2 Slashing

Traits: Low-light Vision


Feats: Brawler, Dwarven Knowledge
Skills: Ars Amatoris +1, Athletics +1, Intimidate +2, Inquire +1, Knowledge
(Masonry) +2, Perception +1
Interests: Dwarves, Greed
Kinks: Members of the Opposite Sex
Dislike: Elves, Thin
Equipment: Light Armor, 3d3+1 CCo

Dwarf Scavenger (Underling)

Body 2 Prowess 18 Initiative +1


Agility 1 Defeated 5 Melee +1
Endurance 3 MP 0 Ranged +0
Mind 2 Arousal 11 Magic +0
Will 1 Speed 5 Dodge +1
HtH (S/D) +2/+1 Parry +2
DR 1

Attacks Damage Source


Rudimentary Blade 1d3+2 Slashing

Traits: Low-light Vision, The Flesh is Weak


Feats: Dwarven Knowledge, Resilent
Skills: Athletics +2, Bargain +1, Scavenge +2, Stealth +2
Interests: Dwarves, Greed
Kinks: Members of the Opposite Sex
Dislike: Elves, Thin
Equipment: Leather Vest, Simple Clothes, 3d3+2 CCo

8
Goblins
Goblin (Underling) Goblin Head-hunter (Wanderer)

Body 2 Prowess 11 Initiative +2 Body 2 Prowess 22 Initiative +3


Agility 2 Defeated 3 Melee +1 Agility 3 Defeated 5 Melee +2
Endurance 2 MP 0 Ranged +0 Endurance 2 MP 0 Ranged +3
Mind 1 Arousal 11 Magic +0 Mind 2 Arousal 12 Magic +0
Will 1 Speed 5 Dodge +1 Will 2 Speed 5 Dodge +3
HtH (S/D) +2/+2 Parry +0 HtH (S/D) +2/+3 Parry +1
DR 1 DR 2

Attacks Damage Source Attacks Damage Source


Goblin Blade 1d3+2 Slashing Goblin Blade 1d3+2 Slashing
Sling 1d3+2 Bludgeoning Short Bow 1d3+4 Piercing

Traits: The Flesh is Weak Traits: The Flesh is Weak


Feats: Scavenger, Small, Tough Skin Feats: Athletic, Resilient, Scavenger, Small, Tough Skin, Tracker
Skills: Athletics +1, Bluff +1, Stealth +2 Skills: Ars Amatoris +1, Athletics +3, Intimidate +2, Perception +2, Stealth
Interests: Big Breasts, Greed, Members of the Opposite Sex +3, Survival +2
Kinks: Breeding, Wide Hips Interests: Athletic, Big Breasts, Bondage
Dislike: Members of the Same Sex, Narrow Hips Kinks: Breeding, Wide Hips
Equipment: Simple Clothes, 2d3 CCo Dislike: Dominance, Narrow Hips
Equipment: Hunter’s Vest, Leather Vest, Quiver with 10 arrows, 2d3 GCo

Goblin Fighter (Lost Soul) Goblin Jailer (Lost Soul)


Body 3 Prowess 20 Initiative +2
Body 3 Prowess 16 Initiative +2
Agility 2 Defeated 5 Melee +2
Agility 2 Defeated 3 Melee +1
Endurance 2 MP 0 Ranged +0
Endurance 2 MP 0 Ranged +0
Mind 1 Arousal 17 Magic +0
Mind 1 Arousal 12 Magic +0
Will 2 Speed 5 Dodge +2
Will 2 Speed 5 Dodge +2
HtH (S/D) +3/+2 Parry +2
HtH (S/D) +3/+1 Parry +1
DR 2
DR 1

Attacks Damage Source


Attacks Damage Source
Blade 1d6+3 Slashing
Goblin Club 1d3+3 Bludgeoning

Feats: Resilient, Scavenger, Small Tough Skin Punch 4 Bludgeoning


Skills: Ars Amatoris +2, Athletics +2, Inquire +1, Perception +1, Stealth +2
Interests: Big Breasts, Members of the Opposite Sex Traits: The Flesh is weak
Kinks: Breeding, Greed, Wide Hips Feats: Brawler, Scavenger, Small, Tough Skin
Dislike: Members of the Same Sex, Narrow Hips Skills: Ars Amatoris +1, Athletics +1, Intimidate +1, Inquire +1, Stealth +2
Equipment: Leather Vest, Primitive Clothes, Small Shield (Grants a Cover Interests: Big Breasts, Members of the Opposite Sex, Submission
of 6+), 2d3 GCo Kinks: Breeding, Wide Hips
Dislike: Narrow Hips, Small Breasts
Equipment: Simple Clothes, 3d3+1 CCo

9
Goblin Scavenger (Underling)

Body 2 Prowess 15 Initiative +2


Agility 2 Defeated 3 Melee +1
Endurance 2 MP 0 Ranged +0
Mind 3 Arousal 11 Magic +0
Will 1 Speed 5 Dodge +1
HtH (S/D) +2/+2 Parry +1
DR 1

Attacks Damage Source


Goblin Blade 1d3+2 Slashing

Traits: The Flesh is Weak


Feats: Resilient, Scavenger, Small
Skills: Athletics +1, Bargain +2, Inquire +1, Scavenge +3, Stealth +3
Interests: Breeding, Greed, Members of the Opposite Sex
Kinks: Big Breasts, Wide Hips
Dislike: Femboy, Narrow Hips
Equipment: Simple Clothes, 2d3+1 CCo

Goblin Shaman (Lost Soul)

Body 2 Prowess 19 Initiative +2


Agility 2 Defeated 4 Melee +1
Endurance 2 MP 7 Ranged +0
Mind 3 Arousal 18 Magic +2
Will 3 Speed 5 Dodge +2
HtH (S/D) +2/+2 Parry +0
DR 1

Attacks Damage Source


Shaman’s Staff 1d6+2 Bludgeoning

Feats: Arcane Reserve, Magic Affinity, Primal Magic, Resilient,


Scavenger, Small
Skills: Ars Amatoris +1, Inquire +3, Knowledge (Arcane) +2, Knowledge
(Myths and Legends) +2, Medicine +2, Speechcraft +2, Stealth +1
Interests: Big Breasts, Greed, Master / Slave, Rituals
Kinks: Breeding, Wide Hips
Dislike: Insects, Narrow Hips
Equipment: Leather Vest, Shaman’s Vest, 2d3 SCo

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)

Body 2 Prowess 24 Initiative +3 Body 3 Prowess 25 Initiative +2


Agility 3 Defeated 5 Melee +2 Agility 2 Defeated 5 Melee +2
Endurance 2 MP 0 Ranged +0 Endurance 3 MP 0 Ranged +1
Mind 2 Arousal 17 Magic +0 Mind 2 Arousal 17 Magic +0
Will 2 Speed 6 Dodge +2 Will 2 Speed 6 Dodge +2
HtH (S/D) +2/+3 Parry +2 HtH (S/D) +3/+2 Parry +1
DR 1 DR 2

Attacks Damage Source Attacks Damage Source


Rapier 1d6+2 Piercing Spear 2d3+3 Impaling

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

Half-elf Researcher (Underling) Half-orc Vagabond (Underling)


Half-elf researchers tend to study various subjects to have a more broad understanding of
the world. They combine both the longevity of their elven blood with the innate curiosity
and often hornyness of humans, often justifying it as “for scientific purposes”. Body 3 Prowess 19 Initiative +1
Agility 1 Defeated 5 Melee +1
Body 1 Prowess 15 Initiative +2 Endurance 3 MP 0 Ranged +0
Agility 2 Defeated 4 Melee +0 Mind 1 Arousal 17 Magic +0
Endurance 2 MP 0 Ranged +0 Will 1 Speed 6 Dodge +1
Mind 3 Arousal 17 Magic +0 HtH (S/D) +3/+2 Parry +1
Will 2 Speed 6 Dodge +2 DR 1
HtH (S/D) +1/+2 Parry +0
DR 1 Attacks Damage Source
Small Hatchet 1d3+3 Slashing
Attacks Damage Source
Knife 1d3+1 Slashing Feats: Brawler, Mixed Heritage, Resilient
Skills: Athletics +2, Intimidate +1, Knowledge (Folklore) +1, Perception
+1, Stealth +1, Survival +2
Traits: Hand Expertise, Short-sighted
Interests: Humans, Members of the Opposite Sex, Orcs
Feats: Mixed Heritage Kinks: Beauty, Outdoor Sex
Skills: Ars Amatoris +2, Athletics +1, Inquire +2, Knowledge (Arcane) +2, Dislike: Wimps
Knowledge (Folklore) +2, Knowledge (Herbalism) +2, Knowledge (Myths
Equipment: Leather Vest, 2d3 CCo
and Legends) +2, Knowledge (Religion) +2, Speechcraft +2, Stealth +2,
Survival +2
Interests: Elves, Humans, Members of the Opposite Sex
Kinks: Monsters, Outdoor Sex
Equipment: Backpack, Lapis (x3), Leather Vest, Research Book, Scroll
Case, Traveler’s Vest, 2d3 GCo

11
Halflings:
Halfling Rat Catcher (Underling) Halfling Witch (Lost Soul)

Body 2 Prowess 11 Initiative +2 Body 1 Prowess 21 Initiative +2


Agility 2 Defeated 3 Melee +1 Agility 2 Defeated 4 Melee +0
Endurance 2 MP 0 Ranged +2 Endurance 2 MP 7 Ranged +0
Mind 2 Arousal 11 Magic +0 Mind 3 Arousal 18 Magic +2
Will 1 Speed 5 Dodge +2 Will 3 Speed 5 Dodge +2
HtH (S/D) +2/+2 Parry +0 HtH (S/D) +1/+2 Parry +0
DR 1 DR 0

Attacks Damage Source Attacks Damage Source


Slingshot 2d3+2 Crushing Dagger 1d3+1 Piercing
Spear 2d3+2 Impaling
Traits: Oral Enthusiast
Feats: Arcane Reserve, Halfling Expertise, Magic Affinity, Resilient, Storm
Traits: The Flesh is Weak
Caller, Witchcraft
Feats: Halfling Expertise, Tough Skin, Toughness
Skills: Ars Amatoris +3, Cook +3, Knowledge (Folklore) +3, Knowledge
Skills: Cook +2, Inquire +1, Knowledge (Street-wise) +2, Perception +2,
(Herbalism) +2, Knowledge (Occultism) +1, Knowledge (Witchcraft) +2,
Scavenge +2, Stealth +2
Speechcraft +2, Stealth +2, Wizardry +3
Interests: Beauty, Feet, Wealth
Interests: Blowjob, Size Difference, Dominance
Kinks: Rough Sex
Kinks: Muscles, Strong Hands
Dislike: Size Difference, Slimes
Dislike: Religious, Small Dick
Equipment: Simple Clothes, 2d3 CCo
Equipment: Witch Clothes, 2d3 SCo

Spells: Dazzle (1 RP), Decelerate (4 RP), Detect the Arcane (0 RP),


Halfling Troublemaker (Underling) Ducatus (0 RP), Enchanted Protection (2 RP), Ephemeral Manipulation (0
RP), Jolt (2 RP), Wrapping Lips (4 RP)
Body 2 Prowess 14 Initiative +3
Agility 3 Defeated 3 Melee +1
Endurance 1 MP 0 Ranged +2
Mind 3 Arousal 11 Magic +0
Will 1 Speed 5 Dodge +2
HtH (S/D) +2/+2 Parry +0
DR 1

Attacks Damage Source


Dagger 1d3+2 Piercing
Slingshot 2d3+2 Crushing

Traits: The Flesh is Weak


Feats: Halfling Expertise, Resilient
Skills: Ars Amatoris +1, Athletics +2, Cook +1, Dungeoneering +1, Inquire
+1, Knowledge (Street-wise) +2, Lock-Picking +3, Perception +2,
Speechcraft +2, Stealth +3
Interests: Alcohol, Feet, Greed
Kinks: Members of the Opposite Sex
Dislike: Law Enforcers, Members of the Same Sex
Equipment: Cloak, Leather Vest, Simple Clothes, 2d3 SCo

12
Humans
Human Bandit (Underling) Human Hedge Knight (Lost Soul)

Body 2 Prowess 13 Initiative +1 Body 3 Prowess 26 Initiative +2


Agility 1 Defeated 4 Melee +1 Agility 2 Defeated 5 Melee +2
Endurance 2 MP 0 Ranged +0 Endurance 3 MP 0 Ranged +0
Mind 1 Arousal 11 Magic +0 Mind 2 Arousal 17 Magic +0
Will 1 Speed 6 Dodge +1 Will 2 Speed 6 Dodge +2
HtH (S/D) +2/+1 Parry +0 HtH (S/D) +3/+2 Parry +3
DR 0 DR 3

Attacks Damage Source Attacks Damage Source


Rudimentary Weapon 1d3+2 Variable Long Sword 1d6+3 Slashing

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

Human Jailer (Lost Soul) Human Rogue (Lost Soul)

Body 3 Prowess 18 Initiative +1


Body 2 Prowess 22 Initiative +3
Agility 1 Defeated 5 Melee +1
Agility 3 Defeated 5 Melee +1
Endurance 2 MP 0 Ranged +0
Endurance 2 MP 0 Ranged +2
Mind 2 Arousal 16 Magic +0
Mind 3 Arousal 16 Magic +0
Will 1 Speed 6 Dodge +1
Will 1 Speed 6 Dodge +2
HtH (S/D) +3/+1 Parry +0
HtH (S/D) +2/+3 Parry +0
DR 0
DR 1

Attacks Damage Source


Attacks Damage Source
Club 1d6+3 Bludgeoning
Short Sword 1d3+2 Slashing

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)

Body 2 Prowess 17 Initiative +1


Agility 1 Defeated 4 Melee +1
Endurance 2 MP 0 Ranged +0
Mind 2 Arousal 11 Magic +0
Will 1 Speed 6 Dodge +1
HtH (S/D) +2/+1 Parry +0
DR 1

Attacks Damage Source


Rudimentary Weapon 1d3+2 Variable

Traits: The Flesh is Weak


Feats: Resilient, Tricks of the Trade (Scavenge, Search)
Skills: Athletics +1, Bargain +2, Inquire +2, Perception +2, Scavenge +2,
Stealth +1
Interests: Beauty, Greed
Kinks: Rough Sex
Dislike: Nobility, Pain
Equipment: Leather Vest, Simple Clothes, 2d3 CCo

14
Janni
Janni Trickster (Lost Soul)

Body 3 Prowess 21 Initiative +3


Agility 3 Defeated 5 Melee +2
Endurance 3 MP 5 Ranged +1
Mind 3 Arousal 13 Magic +2
Will 3 Speed 6 Dodge +2
HtH (S/D) +3/+3 Parry +1
DR 1

Attacks Damage Source


Scimitar 1d6+3 Slashing

Traits: Hand Expertise, The Flesh is Weak


Feats: Arcane Magic, Arcane Reserve, Magic Affinity, Magical Gift, Tough
Skin
Skills: Ars Amatoris +3, Athletics +3, Bluff +3, Inquire +1, Knowledge
(Arcane) +2, Knowledge (Myths and Legends) +1, Perception +2, Stealth
+2, Wizardry +2
Interests: Voyeurism, Warmth
Kinks: Arcane, Athletic
Dislike: Dominance
Equipment: Exotic Dress, 2d3 GCo

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)

Body 4 Prowess 28 Initiative +3 Body 4 Prowess 21 Initiative +1


Agility 3 Defeated 5 Melee +2 Agility 1 Defeated 5 Melee +2
Endurance 3 MP 0 Ranged +3 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 6 Dodge +1
HtH (S/D) +4/+3 Parry +1 HtH (S/D) +4/+1 Parry +2
DR 2 DR 1(2)

Attacks Damage Source Attacks Damage Source


Spear 2d3+4 Impaling Mace 1d6+4 Bludgeoning
Javelin 2d3+4 Impaling Whip 1d3+4 Shredding

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

Jötunn Blood Thug (Lost Soul)


Jötunn Blood Monster Slayer (Wanderer)
Body 4 Prowess 21 Initiative +2
Body 4 Prowess 31 Initiative +3
Agility 2 Defeated 5 Melee +2
Agility 3 Defeated 5 Melee +3
Endurance 3 MP 0 Ranged +0
Endurance 4 MP 0 Ranged +2
Mind 2 Arousal 17 Magic +0
Mind 3 Arousal 19 Magic +0
Will 2 Speed 6 Dodge +2
Will 4 Speed 6 Dodge +3
HtH (S/D) +4/+2 Parry +0
HtH (S/D) +4/+3 Parry +2
DR 1
DR 4
Attacks Damage Source
Attacks Damage Source
Caestus x2 1d3+4 Bludgeoning
Two-handed Axe 2d6+4 Slashing
Javelin 2d3+4 Impaling Feats: Blood of the Giants, Brawler, Power Strike, Rapid Reaction, Tough
Skin
Skills: Ars Amatoris +1, Athletics +2, Intimidate +2, Inquire +1, Knowledge
Feats: Blood of the Giants, Brawler, Broad Slash, Cleave, Melee
(Myths and Legends) +1, Perception +2, Stealth +2
Awareness, Power Strike, Rapid Reaction, Resilient, Tough Skin, Tracker
Interests: Greed, Oral, Submission
Skills: Athletics +4, Intimidate +4, Inquire +2, Knowledge (Monsters and
Kinks: Muscles, Specific Position (Mating Press)
Creatures) +3, Perception +3, Stealth +3, Survival +3
Dislike: Law Enforcers, Small Tits
Interests: Athletic, Members of the Opposite Sex,
Equipment: A pair of Caestus, Simple Clothes, 2d3 SCo
Kinks: Muscles, Submission
Dislike: Monsters,
Equipment: Metallic Medium Armor, 2d3+4 GCo. Always equipped with 2
Javelins

16
Kikimora
Kikimora Proydoka (Lost Soul) Kikimora Witch (Lost Soul)

Body 3 Prowess 25 Initiative +2 Body 1 Prowess 21 Initiative +2


Agility 2 Defeated 5 Melee +2 Agility 2 Defeated 5 Melee +1
Endurance 3 MP 0 Ranged +1 Endurance 2 MP 7 Ranged +0
Mind 1 Arousal 16 Magic +0 Mind 3 Arousal 13 Magic +2
Will 1 Speed 6 Dodge +1 Will 3 Speed 6 Dodge +1
HtH (S/D) +3/+2 Parry +2 HtH (S/D) +1/+2 Parry +0
DR 1 DR 0

Attacks Damage Source Attacks Damage Source


Axe 1d6+3 Slashing Broom 1d6+1 Bludgeoning

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

Attacks Damage Source


Club 1d6+2 Bludgeoning

Feats: Resilient, Restless Worker


Skills: Bargain +2, Inquire +1, Knowledge (Folklore) +1, Perception +1,
Scavenge +1, Stealth +2, Survival +1
Interests: Dominance
Kinks: Members of the Opposite Sex
Dislike: Anal, Pain
Equipment: Leather Vest, Simple Dress, 2d3 CCo

17
Kobolds
Kobold (Underling) Kobold Head-hunter (Wanderer)

Body 2 Prowess 11 Initiative +2 Body 2 Prowess 23 Initiative +3


Agility 2 Defeated 3 Melee +1 Agility 3 Defeated 4 Melee +2
Endurance 2 MP 0 Ranged +0 Endurance 3 MP 0 Ranged +3
Mind 1 Arousal 11 Magic +0 Mind 2 Arousal 17 Magic +0
Will 1 Speed 5 Dodge +1 Will 2 Speed 5 Dodge +3
HtH (S/D) +2/+2 Parry +0 HtH (S/D) +2/+3 Parry +1
DR 0 DR 1

Attacks Damage Source Attacks Damage Source


Rudimentary Blade 1d3+2 Slashing Spear 2d3+2 Impaling
Small Javelin 1d3+4 Impaling
Traits: The Flesh is Weak
Feats: Meek Survivor, Small
Feats: Athletic, Brawler, Meek Survivor, Rapid Reaction, Resilient, Small,
Skills: Ars Amatoris +1, Athletics +1, Inquire +1, Stealth +2
Tough Skin, Tracker
Interests: Jewelry, Members of the Opposite Sex, Wide Hips
Skills: Ars Amatoris +1, Athletics +3, Intimidate +2, Knowledge (Monsters
Kinks: Breeding, Warmth
and Creatures) +2, Perception +2, Stealth +3, Survival +2
Dislike: Cold, Jungle Kobolds, Narrow Hips
Interests: Athletic Frame, Breeding, Rough Sex
Equipment: Primitive Clothes, 2d3 CCo
Kinks: Submission, Wide Hips
Dislike: Cold, Jungle Kobolds, Narrow Hips
Equipment: Primitive Clothes, 2d3 GCo
Kobold Fighter (Lost Soul)
Kobold Scavenger (Underling)
Body 3 Prowess 20 Initiative +3
Agility 3 Defeated 5 Melee +2
Body 2 Prowess 11 Initiative +2
Endurance 2 MP 0 Ranged +0
Agility 2 Defeated 3 Melee +1
Mind 2 Arousal 17 Magic +0
Endurance 2 MP 0 Ranged +0
Will 2 Speed 5 Dodge +2
Mind 2 Arousal 11 Magic +0
HtH (S/D) +3/+3 Parry +2
Will 1 Speed 5 Dodge +1
DR 2
HtH (S/D) +2/+2 Parry +0

Attacks Damage Source DR 1

Blade 1d6+3 Slashing


Attacks Damage Source

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

18
Kobold Shaman (Lost Soul) Jungle Kobold Fighter (Lost Soul)

Body 2 Prowess 20 Initiative +2 Body 3 Prowess 21 Initiative +3


Agility 2 Defeated 4 Melee +1 Agility 3 Defeated 5 Melee +2
Endurance 2 MP 7 Ranged +0 Endurance 3 MP 0 Ranged +0
Mind 3 Arousal 18 Magic +2 Mind 2 Arousal 17 Magic +0
Will 3 Speed 5 Dodge +2 Will 2 Speed 5 Dodge +2
HtH (S/D) +2/+2 Parry +0 HtH (S/D) +3/+3 Parry +2
DR 1 DR 2

Attacks Damage Source Attacks Damage Source


Shaman’s Staff 1d6+2 Bludgeoning Blade 1d6+3 Slashing

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

Jungle Kobold (Underling)

Body 2 Prowess 12 Initiative +2


Agility 2 Defeated 3 Melee +1
Endurance 2 MP 0 Ranged +0
Mind 1 Arousal 12 Magic +0
Will 2 Speed 5 Dodge +1
HtH (S/D) +2/+2 Parry +0
DR 0

Attacks Damage Source


Rudimentary Blade 1d3+2 Slashing

Traits: The Flesh is Weak


Feats: Meek Survivor, Small
Skills: Athletics +2, Inquire +1, Stealth +2, Survival +1
Interests: Jewelry, Master / Slave, Members of the Opposite Sex
Kinks: Breeding, Dominance, Religious
Dislike: Cold, Kobolds
Taboo: Dragons
Equipment: Primitive Clothes, 2d3 CCo

19
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.

Body 2 Prowess 23 Initiative +2


Agility 2 Defeated 5 Melee +1
Endurance 3 MP 0 Ranged +0
Mind 3 Arousal 17 Magic +0
Will 1 Speed 6 Dodge +2
HtH (S/D) +2/+2 Parry +0
DR 0

Attacks Damage Source


Spear 2d3+2 Impaling

Trait: Low-light Vision


Feats: Attunement (Any), Resilient, Survivalist, Tracker
Skills: Athletics +3, Bargain +2, Inquire +2, Knowledge (Nature) +2,
Perception +2, Stealth +3, Survival +4
Interests: Athletic, Members of the Opposite Sex, Wildlings
Kinks: Fey, Outdoor Sex
Dislike: Eldritch
Equipment: Traveler’s Vest

Nature-bound Pyromancer (Wanderer)

Body 2 Prowess 26 Initiative +1


Agility 1 Defeated 5 Melee +1
Endurance 3 MP 9 Ranged +0
Mind 3 Arousal 18 Magic +3
Will 4 Speed 6 Dodge +2
HtH (S/D) +2/+1 Parry +0
DR 1

Attacks Damage Source


Knife 1d3+2 Slashing

Trait: Low-light Vision


Feats: Arcane Reserve II, Attunement (Any), Magical Affinity, Primal
Magic, Pyromancer, Resilient, Routine Spell (Scorch), Tough Skin
Skills: Ars Amatoris +2, Athletics +1, Inquire +2, Intimidate +3, Knowledge
(Arcane) +2, Knowledge (Nature) +2, Perception +2, Stealth +1, Survival
+3, Wizardry +3
Interests: Angry Sex, Magic Users, Members of the Opposite Sex
Kinks: Hot Wax, Red-heads, Submission, Warmth
Dislike: Eldritch
Taboo: Cold
Equipment: Pyromancer Vest, 2d3+3 GCo

Spells: Burning Desire (3 PR), Dazzle (1 PR), Ducatus (0 PR), Elemental


Burst (3 PR), Enrage (4 PR), Floating Light (0 PR), Grease (1 PR), Primal
Rune (0 PR), Roar (2 PR), Scorch (1 PR)

20
Nephilim
Nephilim Hedge Knight (Wanderer) Nephilim Pilgrim (Lost Soul)

Body 3 Prowess 27 Initiative +2 Body 2 Prowess 19 Initiative +1


Agility 2 Defeated 5 Melee +3 Agility 1 Defeated 5 Melee +0
Endurance 3 MP 1 Ranged +0 Endurance 2 MP 1 Ranged +0
Mind 2 Arousal 18 Magic +0 Mind 2 Arousal 17 Magic +0
Will 3 Speed 6 Dodge +1 Will 2 Speed 6 Dodge +1
HtH (S/D) +3/+2 Parry +3 HtH (S/D) +2/+1 Parry +0
DR 3 DR 0

Attacks Damage Source Attacks Damage Source


Long Sword 1d6+3 Slashing Staff 1d6+2 Bludgeoning

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

Nephilim Guide (Lost Soul)

Body 3 Prowess 24 Initiative +2


Agility 2 Defeated 5 Melee +2
Endurance 3 MP 1 Ranged +0
Mind 2 Arousal 17 Magic +0
Will 2 Speed 6 Dodge +2
HtH (S/D) +3/+2 Parry +0
DR 2

Attacks Damage Source


Spear 2d3+3 Impaling

Feats: Arcane Reserve, Gifted (Blessing), Resilient, Survivalist, Tough


Skin, Tracker
Skills: Ars Amatoris +2, Athletics +2, Bargain +2, Inquire +2, Perception
+2, Speechcraft+2, Stealth +2, Survival +2
Interests: Athletic, Members of the Opposite Sex
Kinks: Outdoor Sex, Religious
Dislike: Cambion, Criminal
Equipment: Backpack, Bedroll, Leather Vest, 2d3 SCo

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.

Body 2 Prowess 17 Initiative +3


Agility 3 Defeated 4 Melee +0
Endurance 2 MP 0 Ranged +1
Mind 1 Arousal 11 Magic +0
Will 1 Speed 6 Dodge +1
HtH (S/D) +2/+3 Parry +0
DR 0

Attacks Damage Source


Small Blade 1d3+2 Slashing
Throwing Dagger 1d3+2 Piercing

Traits: The Flesh is Weak


Feats: Amphibian, Brawler, Resilient, Swimming Speed (3)
Skills: Athletics +2, Bluff +2, Intimidate +1, Inquire +1, Perception +1,
Stealth +2, Survival +2
Interests: Members of the Opposite Sex
Kinks: Athletic, Outdoor Sex, Rebellious
Dislike: Eldritch, Law Enforcers
Equipment: They always carry at least one Javelin

Nereidian Peltast (Lost Soul)

Body 3 Prowess 26 Initiative +3


Agility 3 Defeated 5 Melee +2
Endurance 2 MP 0 Ranged +2
Mind 1 Arousal 12 Magic +0
Will 2 Speed 6 Dodge +2
HtH (S/D) +3/+3 Parry +1
DR 1

Attacks Damage Source


Spear 2d3+3 Impaling
Javelin 1d6+3 Impaling

Traits: The Flesh is Weak


Feats: Amphibian, Brawler, Resilient, Swimming Speed (3), Tough Skin,
Skills: Athletics +3, Intimidate +3, Perception +1, Stealth +2
Interests: Athletic, Aquatic Creatures, Breeding
Kinks: Members of the Opposite Sex
Dislike: Eldritch
Equipment: They always carry at least one Javelin

22
Orcs
Orc Fighter (Lost Soul) Orc Warrior (Wanderer)

Body 3 Prowess 26 Initiative +1 Body 4 Prowess 30 Initiative +2


Agility 1 Defeated 5 Melee +2 Agility 2 Defeated 5 Melee +3
Endurance 3 MP 0 Ranged +1 Endurance 4 MP 0 Ranged +1
Mind 1 Arousal 17 Magic +0 Mind 1 Arousal 18 Magic +0
Will 2 Speed 6 Dodge +1 Will 3 Speed 6 Dodge +1
HtH (S/D) +3/+1 Parry +2 HtH (S/D) +4/+2 Parry +3
DR 1 DR 4

Attacks Damage Source Attacks Damage Source


Battle Axe 1d6+3 Slashing Fell-blade 1d6+4 Slashing
Spear 2d3+3 Impaling Spear 2d3+4 Impaling
Javelin 1d6+3 Impaling
Feats: Brawler, Broad Slash, Cleave, Resilient, Savage Rush, Tough Skin
Skills: Athletics +3, Intimidate +3, Inquire +1, Perception +1, Stealth +1
Feats: Resilient, Savage Rush, Tough Skin
Interests: Big Breasts, Muscles
Skills: Athletics +2, Intimidate +2, Inquire +1, Perception +1
Kinks: Rough Sex, Wide Hips
Interests: Big Breasts, Muscles, Rough Play
Dislike: Elves, Narrow Hips, Thin
Kinks: Members of the Opposite Sex, Wide Hips
Equipment: Fell-blade or Spear, Light Armor (Metallic), 3d3+1 SCo.
Dislike: Elves, Narrow Hips, Thin
Those armed with Fell-blades are often armed with Shields which grant a
Equipment: Battleaxe or Spear, 3d3+2 CCo.
Cover of 5+ against ranged Attacks
Some are armed with one or two Javelins

Orc Jailer (Lost Soul)

Body 3 Prowess 22 Initiative +1


Agility 1 Defeated 5 Melee +2
Endurance 3 MP 0 Ranged +0
Mind 1 Arousal 12 Magic +0
Will 2 Speed 6 Dodge +1
HtH (S/D) +3/+1 Parry +1
DR 1

Attacks Damage Source


Club 1d6+3 Bludgeoning
Punch 4 Bludgeoning

Traits; the Flesh is Weak


Feats: Brawler, Savage Rush, Tough Skin
Skills: Athletics +2, Intimidate +2, Inquire +1, Perception +1
Interests: Big Breasts, Muscles, Rough Sex
Kinks: Members of the Opposite Sex, Wide Hips
Dislike: Elves, Narrow Hips, Thin
Equipment: Club, Tribal Clothes, 2d3+2 SCo

23
Chapter 3: NpC by Origin
Civilian
Civilian (Underling) Forager (Underling)

Body 1 Prowess 13 Initiative +1 Body 1 Prowess 13 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 2 Arousal 16 Magic +0
Will 1 Speed 6 Dodge +1 Will 1 Speed 6 Dodge +1
HtH (S/D) +1/+1 Parry +0 HtH (S/D) +1/+1 Parry +0
DR 0 DR 0

Attacks Damage Source Attacks Damage Source


Dagger 1d3+1 Piercing Sickle 1d3+1 Slashing

Feats: Trait: Hand Experitse


Skills: Ars Amatoris +1, Bargain +1, Inquire +1, Perception +1, Feats: Outside of the Box
Speechcraft +1 Skills: Ars Amatoris +1, Bargain +2, Foraging +3, Inquire +1, Knowledge
Interests: Beauty, Members of the Opposite Sex (Nature) +1, Perception +1, Speechcraft +1
Kinks: Wealth Interests: Beauty, Members of the Opposite Sex
Dislike: Members of the Same Sex, Ugly Kinks: Outdoor Sex, Wealth
Equipment: Simple Dress, 2d3 CCo Equipment: Forager Vest, Shoulder Bag, 1d3 Food Rations, 2d3 CCo

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)

Body 1 Prowess 14 Initiative +2 Body 1 Prowess 13 Initiative +2


Agility 2 Defeated 4 Melee +0 Agility 2 Defeated 4 Melee +0
Endurance 2 MP 0 Ranged +0 Endurance 2 MP 0 Ranged +0
Mind 3 Arousal 17 Magic +0 Mind 2 Arousal 16 Magic +0
Will 2 Speed 6 Dodge +0 Will 1 Speed 6 Dodge +1
HtH (S/D) +1/+2 Parry +0 HtH (S/D) +1/+2 Parry +0
DR 0 DR 0

Attacks Damage Source Attacks Damage Source


Punch 2 Bludgeoning Punch 2 Bludgeoning

Feats: Traits: Cherry Lips, Hand Expertise


Skills: Ars Amatoris +2, Bargain +1, Inquire +1, Perception +1, Perform Feats: Resilient
(Music) +3, Speechcraft +2 Skills: Ars Amatoris +3, Bargain +1, Inquire +1, Knowledge (Street-wise)
Interests: Members of the Opposite Sex, Musicians +2, Perception +1, Speechcraft +2, Stealth +1
Kinks: Beauty, Wealth Interests: Beauty, Wealth
Equipment: Musical Instrument (Small or Medium), Simple Dress, 2d3 Kinks: Nobility
SCo Dislike: Ugly
Equipment: Skimpy Dress, 2d3 SCo

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)

Body 1 Prowess 12 Initiative +1 Body 1 Prowess 13 Initiative +1


Agility 1 Defeated 4 Melee +0 Agility 1 Defeated 4 Melee +0
Endurance 1 MP 0 Ranged +0 Endurance 2 MP 0 Ranged +0
Mind 2 Arousal 11 Magic +0 Mind 2 Arousal 16 Magic +0
Will 1 Speed 6 Dodge +1 Will 1 Speed 6 Dodge +1
HtH (S/D) +1/+1 Parry +0 HtH (S/D) +1/+1 Parry +0
DR 0 DR 0

Attacks Damage Source Attacks Damage Source


Unarmed Strike 2 Bludgeoning Dagger 1d3+1 Piercing

Traits: The Flesh is Weak Feats: Peasantry


Feats: Peasantry Skills: Housekeeping +2, Inquire +2, Knowledge (Folklore) +2, Perception
Skills: Ars Amatoris +2, Housekeeping +3, Inquire +1, Knowledge +1, Speechcraft +2
(Folklore) +2, Perception +1, Speechcraft +1 Interests: Members of the Opposite Sex
Interests: Dominance, Members of the Opposite Sex Kinks: Wealth
Kinks: Master/ Slave, Nobility Equipment: Serf Dress, 2d3+3 CCo
Equipment: Maid Vest, 2d3+3 CCo

Traveling Merchant (Underling)


Partygoer (Underling)
Body 2 Prowess 14 Initiative +1
Body 2 Prowess 17 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 3 Arousal 17 Magic +0
Mind 2 Arousal 11 Magic +0
Will 2 Speed 6 Dodge +1
Will 1 Speed 6 Dodge +0
HtH (S/D) +1/+1 Parry +0
HtH (S/D) +2/+1 Parry +0
DR 0
DR 0
Attacks Damage Source
Attacks Damage Source
Dagger 1d3+2 Piercing
Punch 3 Bludgeoning
Feats: Silver Tongue
Trait: The Flesh is Weak Skills: Ars Amatoris +2, Bargain +3, Bluff +2, Inquire +2, Knowledge
Feats: Resilient (Folklore) +2, Perception +2, Speechcraft +3, Stealth +1, Survival +1
Skills: Ars Amatoris +2, Inquire +1, Perception +1, Speechcraft +2 Interests: Beauty, Members of the Opposite Sex
Interests: Beauty, Members of the Opposite Sex Kinks: Wealth
Kinks: Drunk Sex, Wealth Equipment: Traveler’s Vest, 2d3+3 GCo
Equipment: Simple Dress, 2d3 SCo

26
Combatant
Brawler (Lost Soul) Creature Hunter (Lost Soul)

Body 3 Prowess 24 Initiative +2 Body 2 Prowess 21 Initiative +3


Agility 2 Defeated 5 Melee +2 Agility 3 Defeated 5 Melee +2
Endurance 3 MP 0 Ranged +0 Endurance 2 MP 0 Ranged +1
Mind 1 Arousal 12 Magic +0 Mind 2 Arousal 17 Magic +0
Will 2 Speed 6 Dodge +2 Will 2 Speed 6 Dodge +2
HtH (S/D) +3/+2 Parry +0 HtH (S/D) +2/+3 Parry +0
DR 1 DR 1

Attacks Damage Source Attacks Damage Source


Punch 4 Bludgeoning Javelin 2d3+2 Impaling
Spear 2d3+2 Impaling
Traits: The Flesh is Weak
Feats: Brawler, Resilient, Tough Skin
Feats: Tracker
Skills: Athletics +2, Intimidate +2, Inquire +1, Perception +1, Stealth +1
Skills: Athletics +2, Bargain +1, Inquire +1, Knowledge (Monsters and
Interests: Athletic, Members of the Opposite Sex
Creatures) +2, Perception +2, Stealth +2, Survival +2
Kinks: Muscles, Submission
Interests: Athletic, Submission
Equipment: 2d3 SCo
Kinks: Outdoor Sex
Equipment: Leather Vest, 2d3 SCo

Combatant (Lost Soul)


Gladiator (Lost Soul)
Body 3 Prowess 25 Initiative +2
Body 3 Prowess 22 Initiative +1
Agility 2 Defeated 5 Melee +2
Agility 1 Defeated 5 Melee +2
Endurance 2 MP 0 Ranged +0
Endurance 3 MP 0 Ranged +0
Mind 1 Arousal 17 Magic +0
Mind 1 Arousal 17 Magic +0
Will 2 Speed 6 Dodge +1
Will 2 Speed 6 Dodge +1
HtH (S/D) +3/+2 Parry +2
HtH (S/D) +3/+1 Parry +2
DR 2
DR 1(2)
Attacks Damage Source
Attacks Damage Source
One-handed Weapon 1d6+3 Variable
One-handed Weapon 1d6+3 Variable
Feats: Resilient
Skills: Athletics +2, Intimidate +2, Inquire +1, Perception +1, Stealth +1 Feats: Power Strike, Tough Skin
Interests: Athletic, Beauty Skills: Athletics +2, Intimidate +2, Perception +1, Performance (Gladiator)
Kinks: Members of the Opposite Sex +2
Dislike: Master / Slave, Ugly Interests: Muscles, Voyeurism
Equipment: Leather Vest, 2d3 SCo Kinks: Master / Slave, Submission
Equipment: Gladiatorial Medium Armor, 2d3 SCo

27
Guard (Lost Soul) Militia (Underling)

Body 2 Prowess 22 Initiative +1 Body 2 Prowess 13 Initiative +1


Agility 1 Defeated 5 Melee +2 Agility 1 Defeated 4 Melee +1
Endurance 2 MP 0 Ranged +0 Endurance 2 MP 0 Ranged +0
Mind 2 Arousal 16 Magic +0 Mind 1 Arousal 11 Magic +0
Will 1 Speed 6 Dodge +1 Will 1 Speed 6 Dodge +0
HtH (S/D) +2/+1 Parry +2 HtH (S/D) +2/+1 Parry +1
DR 2 DR 1

Attacks Damage Source Attacks Damage Source


One-handed Weapon 1d6+2 Variable One-handed Weapon 1d6+2 Variable
Spear 2d3+2 Impaling Small Weapon 1d3+2 Variable

Feats: Resilient Trait: The Flesh is Weak


Skills: Athletics +2, Intimidate +2, Inquire +1, Perception +1 Feats:
Interests: Members of the Opposite Sex Skills: Athletics +1, Perception +1
Kinks: Submission Interests: Members of the Opposite Sex
Equipment: Light Armor, 2d3 SCo. Some are armed with a One-handed Kinks: Submission
weapon while others are armed with a Spear Equipment: Leather Vest, 2d3 SCo. Most are armed with Small weapons
but some, usually those in command, have One-handed Weapons.

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

Trait: The Flesh is Weak


Feats: Broad Slash, Cleave, Dauntless, Melee Awareness, Once More
Feats: Resilient
Unto the Breach, Resilient
Skills: Athletics +2, Intimidate +1, Inquire +1, Perception +1
Skills: Athletics +2, Intimidate +2, Inquire +1, Perception +1, Stealth +1
Interests: Members of the Opposite Sex
Interests: Beauty, members of the Opposite Sex
Kinks: Athletic, Beauty
Kinks: Nobility, Submission
Dislike: Ugly
Dislike: Ugly
Equipment: Leather Vest, 2d3+3 CCo
Equipment: Medium Armor (Metallic), 2d6+4 GCo. Some are armed with a
One-Handed Weapon and a Medium Shield while others with just a Pole-
arm. The Shield Grants a Cover of 5+ against ranged attacks.

28
Wildling (Lost Soul)

Body 3 Prowess 18 Initiative +2


Agility 2 Defeated 4 Melee +2
Endurance 3 MP 0 Ranged +0
Mind 1 Arousal 11 Magic +0
Will 1 Speed 6 Dodge +1
HtH (S/D) +3/+2 Parry +1
DR 1

Attacks Damage Source


One-handed Weapon 1d6+3 Variable

Trait: The Flesh is Weak


Feats: Resilient, Tough Skin, Wilderness Expertise
Skills: Athletics +2, Intimidate +1, Inquire +1, Perception +1, Stealth +1,
Survival +3
Interests: Members of the opposite Sex, Muscles, Submission
Kinks: Rough Sex
Equipment: Leather Vest, 2d3 SCo

29
Magic User
Apprentice Mage (Underling) Eromancer (Lost Soul)

Body 1 Prowess 13 Initiative +1 Body 2 Prowess 20 Initiative +2


Agility 1 Defeated 4 Melee +0 Agility 2 Defeated 5 Melee +0
Endurance 1 MP 4 Ranged +0 Endurance 2 MP 5 Ranged +0
Mind 2 Arousal 17 Magic +2 Mind 2 Arousal 18 Magic +0
Will 2 Speed 6 Dodge +1 Will 3 Speed 6 Dodge +2
HtH (S/D) +1/+1 Parry +0 HtH (S/D) +2/+2 Parry +0
DR 0 DR 0

Attacks Damage Source Attacks Damage Source


Dagger 1d3+1 Piercing Stiletto 1d3+2 Piercing

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)

Apprentice Witch (Underling)


Mage (Lost Soul)
Body 1 Prowess 13 Initiative +1
Body 1 Prowess 19 Initiative +2
Agility 1 Defeated 4 Melee +0
Agility 2 Defeated 5 Melee +0
Endurance 1 MP 4 Ranged +0
Endurance 1 MP 7 Ranged +0
Mind 2 Arousal 17 Magic +2
Mind 3 Arousal 18 Magic +3
Will 2 Speed 6 Dodge +1
Will 3 Speed 6 Dodge +1
HtH (S/D) +1/+1 Parry +0
HtH (S/D) +1/+1 Parry +0
DR 0
DR 0
Attacks Damage Source
Attacks Damage Source
Sickle 1d3+1 Slashing
Mage’s Staff 1d6+1 Bludgeoning
Feats: Arcane Reserve, Witchcraft
Skills: Ars Amatoris +1, Inquire +1, Knowledge (Herbalism) +1, Feats: Arcane Magic, Arcane Reserve, Weave Expertise
Knowledge (Occultism) +1, Knowledge (Witchcraft) +2, Perception +1, Skills: Inquire +2, Knowledge (Arcane) +2, Knowledge (Myths and
Survival +1, Wizardry +2 Legends) +2, Knowledge (Occultism) +1, Perception +1, Wizardry +3
Interests: Magic Users, Members of the Opposite Sex Interests: Magic Users, Members of the Opposite Sex
Kinks: Arcane Kinks: Arcane
Equipment: Shoulder Bag, Spell Book, Witch Dress, 2d3+2 SCo Dislike: Pain
Equipment: Magic User’s Vest, Shoulder Bag, Spell Book, 2d3 SCo
Spells:
Dazzle (1 PR), Detect the Arcane (0 PR), Fatigue (3 PR), Floating Light (0 Spells:
PR), Hex (3 PR) Arcane Bolt (2 PR), Arcane Push (2 PR), Dazzle (1 PR), Detect the Arcane
(0 PR), Enchanted Protection (2 PR), Ephemeral Manipulation (0 PR),
Floating Light (0 PR)

30
Shaman (Lost Soul) Spell Blade (Lost Soul)

Body 2 Prowess 20 Initiative +1 Body 2 Prowess 22 Initiative +2


Agility 1 Defeated 5 Melee +1 Agility 2 Defeated 5 Melee +2
Endurance 2 MP 5 Ranged +0 Endurance 3 MP 4 Ranged +0
Mind 2 Arousal 18 Magic +1 Mind 2 Arousal 17 Magic +1
Will 3 Speed 6 Dodge +2 Will 2 Speed 6 Dodge +1
HtH (S/D) +2/+1 Parry +0 HtH (S/D) +2/+2 Parry +2
DR 0 DR 2

Attacks Damage Source Attacks Damage Source


Punch 3 Bludgeoning Long Sword 1d6+2 Slashing

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

Feats: Arcane Reserve, Primal Magic Attacks Damage Source


Skills: Inquire +1, Knowledge (Nature) +2, Knowledge (Religion) +1,
Dagger 1d3+1 Piercing
Perception +1, Speechcraft +2, Survival +1, Wizardry +1
Interests: Nature, Religious, Worship
Kinks: Bestiality, Outdoor Sex Feats: Arcane Magic, Arcane Reserve, Resilient
Dislike: Civilization Skills: Bluff +3, Knowledge (Arcane) +1, Knowledge (Folklore) +3,
Equipment: Neophyte Dress, 2d3 CCo Perception +1, Perform (Spectacle) +3, Wizardry +1
Interests: Members of the Opposite Sex
Spells: Kinks: Wealth
Beast Claws (2 PR), Dazzle (1 PR), Detect the Arcane (0 PR), Floating Equipment: Magician Vest, Shoulder Bag, Spell Book, 2d3 SCo
Light (0 PR), Haze (3 PR)
Spells:
Amplify Voice (0 PR), Dazzle (1 PR), Ducatus (0 PR), Ephemeral
Manipulation (0 PR), Floating Light (0 PR), Lesser Repair (1 PR), Lover’s
Hand (2 PR), Mage Rune (0 PR), Phallus Magicis (3 PR)

31
Witch (Wanderer)

Body 1 Prowess 22 Initiative +2


Agility 2 Defeated 5 Melee +1
Endurance 2 MP 9 Ranged +0
Mind 3 Arousal 19 Magic +4
Will 4 Speed 6 Dodge +2
HtH (S/D) +1/+2 Parry +0
DR 0

Attacks Damage Source


Witch Staff 1d6+1 Bludgeoning

Feats: Arcane Reserve II, Magical Affinity, Weave Expertise, Witchcraft


Skills: Ars Amatoris +2, Inquire +2, Knowledge (Herbalism) +2,
Knowledge (Occultism) +1, Knowledge (Witchcraft) +3, Perception +2,
Survival +2, Wizardry +3
Interests: Magic Users, Members of the Opposite Sex
Kinks: Arcane
Equipment: Shoulder Bag, Spell Book, Witch Dress, 3d3+2 GCo

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)

Body 1 Prowess 23 Initiative +2


Agility 2 Defeated 5 Melee +1
Endurance 2 MP 9 Ranged +0
Mind 4 Arousal 19 Magic +4
Will 4 Speed 6 Dodge +2
HtH (S/D) +1/+2 Parry +0
DR 0

Attacks Damage Source


Wizard’s Staff 1d6+1 Bludgeoning

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)

32
Noble
Blue Blood / Clan Member / High-class (Lost Soul) Noble (Lost Soul)

Body 1 Prowess 19 Initiative +1 Body 2 Prowess 19 Initiative +1


Agility 1 Defeated 5 Melee +1 Agility 1 Defeated 5 Melee +1
Endurance 2 MP 0 Ranged +0 Endurance 2 MP 0 Ranged +0
Mind 3 Arousal 17 Magic +0 Mind 3 Arousal 17 Magic +0
Will 2 Speed 6 Dodge +1 Will 2 Speed 6 Dodge +1
HtH (S/D) +1/+1 Parry +1 HtH (S/D) +2/+1 Parry +1
DR 0 DR 1

Attacks Damage Source Attacks Damage Source


One-handed Weapon 1d6+2 Variable One-handed Weapon 1d6+2 Variable

Feats: Silver Tongue Feats: Silver Tongue


Skills: Ars Amatoris +2, Bargain +2, Intimidate +1, Inquire +2, Knowledge Skills: Ars Amatoris +2, Bargain +2, Intimidate +1, Inquire +3, Knowledge
(History) +2, Knowledge (Nobility) +3, Perception +1, Speechcraft +3 (History) +2, Knowledge (Nobility) +3, Perception +1, Speechcraft +4
Interests: Beauty, Nobility, Submission Interests: Beauty, Nobility, Submission
Kinks: Wealth Kinks: Master / Slave
Dislike: Peasants, Poor Dislike: Peasants, Poor
Equipment: Elegant Dress, 1d3 GCo Equipment: Elegant Dress, Leather Jacket, 2d3 GCo

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

Attacks Damage Source


Attacks Damage Source
One-handed Weapon 1d6+2 Variable
Stiletto 1d3+1 Piercing

Trait: The Flesh is Weak


Trait: Hand Expertise
Feats: Resilient
Feats: Silver Tongue
Skills: Intimidate +1, Inquire +1, Knowledge (History) +1, Knowledge
Skills: Ars Amatoris +3, Bargain +1, Inquire +2, Knowledge (Nobility) +3,
(Nobility) +2, Perception +1, Speechcraft +2
Perception +2, Speechcraft +3, Stealth +1
Interests: Beauty
Interests: Beauty, Nobility, Dominance
Kinks: Nobility
Kinks: Master / Slave
Equipment: Light Armor, 1d3 GCo
Equipment: Elegant Dress, 1d3 GCo

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.

Cultist Preacher (Lost Soul)


Body 1 Prowess 13 Initiative +1 Cultist Preachers are those in charge to find new members and to keep the morale high
within the cult itself.
Agility 1 Defeated 4 Melee +0
Endurance 2 MP 0 Ranged +0
Body 2 Prowess 20 Initiative +2
Mind 2 Arousal 11 Magic +0
Agility 2 Defeated 5 Melee +1
Will 1 Speed 6 Dodge +1
Endurance 2 MP 2 Ranged +0
HtH (S/D) +1/+1 Parry +0
Mind 3 Arousal 13 Magic +0
DR 0
Will 3 Speed 6 Dodge +1

Attacks Damage Source HtH (S/D) +2/+2 Parry +1

Dagger 1d3+1 Slashing DR 0

Trait: Hand Expertise, The Flesh is Weak Attacks Damage Source


Feats: Arcane Reserve, Resilient Curved Dagger 1d3+2 Slashing
Skills: Ars Amatoris +1, Knowledge (Occultism) +1, Knowledge (Religion)
+2, Speechcraft +1, Stealth +1 Traits: Hand Expertise, Tentacle Lover, The Flesh is Weak
Interests: Members of the Opposite Sex, Worshiping Feats: Act of Faith (Blessing, Bliss) Arcane Reserve
Kinks: Eldritch, Occultism
Skills: Ars Amatoris +2, Inquire +2, Knowledge (Folklore) +3, Knowledge
Dislike: Heretics (Occultism) +2, Knowledge (Religion) +2, Rabble-rouser +3, Speechcraft
Equipment: Robes, Weird Mask +2
Interests: Bondage, Occultism, Submission
Kinks: Eldritch, Master / Slave, Worshiping
Dislike: Heretics
Equipment: Preacher’s Robes, Weird Mask, 2d3 SCo

34
Friar/Nun (Underling) Zealot (Lost Soul)

Body 1 Prowess 14 Initiative +1 Body 2 Prowess 21 Initiative +1


Agility 1 Defeated 4 Melee +0 Agility 1 Defeated 5 Melee +2
Endurance 2 MP 0 Ranged +0 Endurance 2 MP 2 Ranged +0
Mind 2 Arousal 17 Magic +0 Mind 2 Arousal 17 Magic +0
Will 2 Speed 6 Dodge +0 Will 2 Speed 6 Dodge +1
HtH (S/D) +1/+1 Parry +0 HtH (S/D) +2/+1 Parry +1
DR 0 DR 1

Attacks Damage Source Attacks Damage Source


Punch 2 Bludgeoning Mace 1d6+2 Bludgeoning

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)

Body 1 Prowess 14 Initiative +1


Agility 1 Defeated 4 Melee +0
Endurance 2 MP 0 Ranged +0
Mind 2 Arousal 17 Magic +0
Will 2 Speed 6 Dodge +1
HtH (S/D) +1/+1 Parry +0
DR 0

Attacks Damage Source


Dagger 1d3+1 Piercing

Feats: Silver Tongue


Skills: Inquire +2, Knowledge (Folklore) +1, Knowledge (Religion) +2,
Preach +2, Speechcraft +3
Interests: Religious, Worship
Kinks: Master / Slave
Dislike: Different Religion, Futa
Equipment: Simple Dress, 3d3 CCo

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Scoundrel
Bandit (Underling) Grave Robber (Underling)

Body 2 Prowess 13 Initiative +1 Body 2 Prowess 14 Initiative +1


Agility 1 Defeated 4 Melee +1 Agility 1 Defeated 4 Melee +1
Endurance 2 MP 0 Ranged +0 Endurance 3 MP 0 Ranged +1
Mind 1 Arousal 11 Magic +0 Mind 1 Arousal 11 Magic +0
Will 1 Speed 6 Dodge +1 Will 1 Speed 6 Dodge +1
HtH (S/D) +2/+1 Parry +0 HtH (S/D) +2/+1 Parry +0
DR 0 DR 1

Attacks Damage Source Attacks Damage Source


Rudimentary Weapon 1d3+2 Variable Dagger 1d3+2 Piercing
Throwing Dagger 1d3+2 Piercing
Traits: The Flesh is Weak
Feats:
Traits: The Flesh is Weak
Skills: Athletics +1, Bluff +1, Intimidate +1, Inquire +1, Perception +1,
Feats: Resilient, Tough Skin
Stealth +1, Survival +1
Skills: Athletics +1, Bargain +1, Inquire +1, Knowledge (Folklore) +1,
Interests: Members of the Opposite Sex
Knowledge (Street-wise) +2, Perception +1, Scavenge +2
Kinks: Greed, Submission
Interests: Members of the Opposite Sex, Wealth
Equipment: Simple Clothes, 2d3 CCo
Kinks: Rough Sex
Dislike: Law Enforcers
Equipment: Simple Dress, 2d3+3 CCo
Brigand (Lost Soul)

Body 2 Prowess 19 Initiative +1 Henchman (Underling)


Agility 1 Defeated 5 Melee +1
Body 2 Prowess 15 Initiative +2
Endurance 2 MP 0 Ranged +0
Agility 2 Defeated 4 Melee +1
Mind 2 Arousal 17 Magic +0
Endurance 2 MP 0 Ranged +0
Will 2 Speed 6 Dodge +2
Mind 2 Arousal 11 Magic +0
HtH (S/D) +2/+1 Parry +0
Will 1 Speed 6 Dodge +1
DR 2
HtH (S/D) +2/+2 Parry +1
Attacks Damage Source DR 1
Rudimentary Weapon 1d6+2 Variable
Attacks Damage Source
Feats: Tough Skin Small Weapon 1d3+2 Variable
Skills: Athletics +2, Bluff +1, Intimidate +2, Inquire +1, Perception +2,
Stealth +2, Survival +2
Traits: The Flesh is Weak
Interests: Beauty, Members of the Opposite Sex, Wealth
Feats: Tough Skin
Kinks: Greed, Submission
Skills: Ars Amatoris +1, Inquire +1, Knowledge (Street-wise) +1,
Equipment: Leather Vest, Simple Clothes, 2d3+4 CCo
Perception +1, Stealth +1
Interests: Beauty, Wealth
Kinks: Dominance
Dislike: Ugly
Equipment: 2d3+2 CCo

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Hunter (Underling) Poacher (Lost Soul)

Body 2 Prowess 17 Initiative +2 Body 2 Prowess 19 Initiative +2


Agility 2 Defeated 4 Melee +1 Agility 2 Defeated 5 Melee +1
Endurance 2 MP 0 Ranged +2 Endurance 3 MP 0 Ranged +2
Mind 3 Arousal 16 Magic +0 Mind 3 Arousal 11 Magic +0
Will 1 Speed 6 Dodge +2 Will 1 Speed 6 Dodge +2
HtH (S/D) +2/+2 Parry +0 HtH (S/D) +2/+2 Parry +0
DR 1 DR 1

Attacks Damage Source Attacks Damage Source


Hatchet 1d3+2 Slashing Spear 2d3+2 Impaling
Long Bow 1d6+4 Impaling Throwing Dagger 1d3+2 Piercing

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

Pirate Scallywag (Underling)


Scavenger (Underling)
Body 2 Prowess 15 Initiative +2
Body 2 Prowess 17 Initiative +1
Agility 2 Defeated 4 Melee +1
Agility 1 Defeated 4 Melee +1
Endurance 2 MP 0 Ranged +0
Endurance 2 MP 0 Ranged +0
Mind 2 Arousal 11 Magic +0
Mind 2 Arousal 11 Magic +0
Will 1 Speed 6 Dodge +1
Will 1 Speed 6 Dodge +1
HtH (S/D) +2/+2 Parry +1
HtH (S/D) +2/+1 Parry +0
DR 1
DR 0
Attacks Damage Source
Attacks Damage Source
Cutlass 1d6+2 Slashing
Rudimentary Weapon 1d3+2 Variable
Traits: The Flesh is Weak
Feats: Tough Skin Traits: Hand Expertise, The Flesh is Weak
Skills: Ars Amatoris +1, Athletics +2, Inquire +1, Knowledge (Seafaring) Feats: Outside of the Box (Scavenge), Resilient
+1, Perception +1, Scavenge +1, Stealth +1 Skills: Athletics +1, Bluff +1, Inquire +1, Perception +1, Scavenge +3,
Interests: Drunk Sex, Members of the Opposite Sex Stealth +2, Survival +2
Kinks: Beauty, Greed, Wealth Interests: Members of the Opposite Sex, Wealth
Equipment: Pirate Vest, 2d3+2 CCo Kinks: Beauty, Greed
Equipment: Scavenger Clothes, 1d3 CCo

37
Scoundrel (Lost Soul)

Body 2 Prowess 18 Initiative +2


Agility 2 Defeated 5 Melee +1
Endurance 2 MP 0 Ranged +1
Mind 2 Arousal 16 Magic +0
Will 1 Speed 6 Dodge +2
HtH (S/D) +2/+2 Parry +0
DR 0

Attacks Damage Source


Stiletto 1d3+2 Piercing
Throwing Knife 1d3+2 Piercing

Trait: Hand Expertise


Feats: Backstab
Skills: Bargain +1, Bluff +2, Dungeoneering +2, Inquire +1, Knowledge
(Folklore) +1, Knowledge (Street-wise) +2, Perception +2, Scavenge +2,
Stealth +2
Interests: Members of the Opposite Sex, Wealth
Kinks: Rough Sex
Dislike: Law Enforcers, Zealots
Equipment: Simple Dress, 2d3+3 CCo

Slaver (Lost Soul)

Body 3 Prowess 23 Initiative +1


Agility 1 Defeated 5 Melee +2
Endurance 2 MP 0 Ranged +0
Mind 2 Arousal 17 Magic +0
Will 2 Speed 6 Dodge +1
HtH (S/D) +3/+1 Parry +1
DR 2

Attacks Damage Source


One-handed Weapon 1d6+3 Variable
Whip 1d3+3 Shredding

Feats: Resilient, Tough Skin


Skills: Athletics +2, Bluff +2, Intimidate +2, Inquire +1, Perception +1
Interests: Members of the Opposite Sex, Pain
Kinks: Master / Slave, Submission
Equipment: Leather Vest, 2d3 SCo. Some are armed with a One-handed
weapon while others are armed with a Whip or Both.

38
Chapter 4: Bestiary
Monstrous Feats:
Monstrous Feats represent the special abilities and supernatural powers monsters could have.

Amphibian Climax Drain (x)


The Creature can hold its breath while underwater for a number of When the partner of the Creature Climaxes through sexual
minutes equal to double its Body value, while larger creatures can penetration, it will lose the specified amount of Prowess. If the Partner
hold their breath even longer. has any MP left, it will lose 1 MP instead.

Blind Perception (x) Darkvision:


Blind Perception allows a creature to detect other beings without the The Creature is considered to have Darkvision as explained in the
use of sight. Hiding, Invisibility and Concealment has no effect on a Core Rules.
Creature which uses this Feat.
Draining Touch (x,y)
• Arcane: The Creature can detect surges of magic, spell The Creature is able to drain the specified source from another
casting and will see more clearly those Creatures with a high creature for each consecutive round it maintains a physical contact
number of MP remaining or Arcane Creatures, Constructs, with it. The Creature can decide to use or interrupt the use of this feat
Eldritch and Elementals. By default a Creature can detect at any time.
within 8 Squares, but larger sources can be seen even from
afar. • Arcane: The Creature Drains MP per Round
• Blood: The Creature can sense fresh blood and bleeding • Fatigue: The Creature Drains Prowess per Round
creatures with ease, usually through smell. • Willpower: The Creature Drains Determination per Round
• Movement: The Creature can detect movement within 5
Squares per Creature size (Starting from Small). If Elemental
movement stops the creature still has a vague knowledge of Elementals do not require to Breathe, Eat and Sleep and are immune
where movement ended for 1 round. to the following effects: Backstabs, Bleeding, Fear, Diseases, Mind
• Pheromones: The Creature can detect Aroused Creatures Effects, Paralysis, Pheromones, Poisons, Sleep, Terror and Tired.
within 10 Squares and Horny Within 15. Elementals can’t be seduced unless their description specifies
• Sound: Noises and sounds can be detected with precision, otherwise.
while quiet and silence will leave the creature mostly blind
Eldritch
Breath Attack (x) Eldritch Creatures are from strange and different dimension than the
The Creature is able to emit a burst of flames from its mouth in a one usually called “material plane” which is the one where the regular
straight line, which will probably hit everything on its path. races live in. An Eldritch Creature rolls an additional Dice when trying
The length of a Breath attack depends on the Creature’s Size, but to resist a Spell or a Spell-like ability. An Eldritch Creature is also
unless specified, use the following measurements: immune to the following Status Effects, unless otherwise specified:
Drunk, Frightened and Terrorized.
• Small: 2 Squares
• Medium: 4 Squares Entrancing Touch (x)
• Large: 6 Squares Every time the Creature uses its hands or tentacles to give pleasure, it
• Huge: 8 Squares further increase Arousal by the indicated amount.

Beam Attack: Ethereal


As the name suggest, the Creature can emit a Beam Attack which An Ethereal Creature can move through solid objects as if they
deals Arcane Damage and uses the Magic modifier to hit, while it’s weren’t there. The Creature can’t be hit by non-magical attacks, so
considered a Magical Ranged Attack which can be blocked by Cover. only Spells, Spell-like Effects, Elemental Damage and Magical
The range of the beam is always 6 Squares. Weapons can deal damage to it.

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.

39
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.

Flight (x) Once Mortal:


The Creature is able to Fly, with a movement speed specified within The Creature was once a member of one of the various races but has
the brackets. A Flying Creature can only be hit by those creatures able turned into something else through various events, such as a Ghoul, a
to reach it, usually through ranged attacks or thanks to their height Lesser Succubus and so on. By default the creature is considered
and/or reach. The Creature requires some space to land and fly off, or Human, which will also affect Feats and Spells which have a different
it will risk to crash on the ground or not be able to fly away at all. A result against humans, but you can instead decide to randomly assign
Flying Creature can Hover for few Combat rounds, then it’s forced to it’s original race or pick one of your Choice. The only exceptions are
land or to keep flying. Flying allows a creature easy access to higher Nature-bound and Chimerans. If you obtain such results, you have to
locations without jumping and climbing, but it also requires enough re-roll. If the Original Creature was Small, it also obtain the same trait
space for the wing span to move. A Flying Creature which is and reduces his overall prowess by 4. Notice that the Creature doesn’t
Paralyzed, Stunned or falls asleep will immediately start Falling until obtain any of its original Racial Traits, except for Nereidians.
the effects wears off or it hits the ground.
Plant
Innate Spellcasting: Creatures with this feat are often reanimated plants or plant monsters.
The Creature knows a specific amount of Spells as a regular Magic A Plant doesn’t need to sleep, to breath or eat food (unless carnivore)
User and is able to cast them normally, but is unable to learn new and its immune to the following Status Effects, unless they are
ones. Spells cast in this way follow the same rules of Spellcasting but specifically made for Plants: Blinded, Drunk, Frightened, Terrorized.
often have a lowered Cost.
Primal Instinct:
Lesser Levitation: Even if the Creature is capable of sentient thoughts, its unable to
The Creature is able to levitate at a short distance from a solid communicate with members of other species. When trying to Change
horizontal surface but only by standing still. The Creature can be the Creature’s Attitude, the Character uses a Burden Dice unless he
pushed and grabbed as usual but in order to maintain his levitation he has the Tamer Feat.
must spend 2 Prowess and perform a Will Check at 1d6+3, where a
failure means the Levitation fails and the creature falls on the ground. Scent
If the surface underneath the creature is removed somehow, the The Scent of the creature is more developed of those of simple
creature will start to slowly fall for 2d3 Rounds then it will fall as usual. humanoids. A Creature with the Scent Feat can roll an additional dice,
and discard the lowest one, when trying to find someone hidden within
Levitate (x) 4 Squares. If a Creature has a particular scent or musk, the Creature
The Creature is able to levitate at a short distance from a solid with this feat will immediately notice it and be aware of it general
horizontal surface with a movement speed indicated in the brackets. direction as long as its within 10 Squares. Pheromone effects are
The Creature can only move as long as there’s a solid surface doubled on a creature with this Feat. Strong scents and perfumes
beneath and will start to slowly fall if there is nothing. If the Creature could also scare a creature with this feat, since for them the effects
also has the Flight Feat, it can levitate in any direction. are even stronger than for a regular humanoid.

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.

Skeletal Creature: Swimming Speed (x)


A Skeletal Creature increases its DR by 1 against the following A Creature with a Swimming Speed is able to move while swimming
damage: Impaling, Shredding, Slashing and Piercing. for the indicated amount of Squares. The Creature doesn’t require to
A Skeletal Creature has a Weakness against Bludgeoning and perform Athletics Checks for swimming, unless swimming in agitated
Crushing Damage at 1. waters or against the stream flow. If the Creature become Paralyzed
its no longer able to use this Feat.
Snake Coils:
The Creature can use its serpentine body to perform a Grab and Hold Tentacle Creature
or Pin Down Maneuver. By doing so it prevents the defender to being A Tentacle Creature doesn’t need to Breath or Eat and is immune to
able to move away at all. If the Creature has a higher Body value than the following Status Effects: Blinded, Frightened, Knocked Down
the defender, it can automatically deal an amount of Crushing (unless it has a bipedal form) and Terrorized.
Damage equal to the value difference. Trying to Break Free from Tentacle Creatures consume their own MP periodically, with a speed
Snake Coils consumes the double amount of Stamina. A Creature of 1 every 6 Hours. If a Creature has 1 MP left, it will be no longer
using its Snake Coils to constrict a creature also grants a cover of 3+ interesting to the Tentacle Creature. Tentacle Creatures restore their
to its victim. own MP, when draining them from other Creatures. A Tentacle
Creature reduced to 1 MP will enter in a sort of self-hibernation, while
Spit Attack (x) if reduced to 0 it will quickly wither and die.
The Creature can Spit every 1d3 Combat Rounds against a Target
within 3 Squares, which counts as a Ranged Attack made by a
Throwing Weapon. The Spit can deal damage based on the nature of
the spit, for example spitting acid causes Acid Damage.
Goo damage doesn’t deal damage but increases arousal by 2d3 if hits
exposed body parts, such as a Character wearing Revealing armors
and clothes.

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.

Weakness to “Damage” (x)


A Creature suffers the indicated amount of additional Damage from a
specific source.

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

Body 2 Prowess 15 Initiative +1


Agility 1 Defeated 4 Melee +0 Guard Dog
Endurance 4 MP 0 Ranged +0
Body 3 Prowess 17 Initiative +2
Mind 1 Arousal 11 Magic +0
Agility 2 Defeated 4 Melee +2
Will 1 Speed 8 Dodge +1
Endurance 2 MP 0 Ranged +0
HtH (S/D) +2/+1 Parry +0
Mind 1 Arousal 12 Magic +0
DR 0
Will 2 Speed 8 Dodge +1
Attacks Damage Source HtH (S/D) +3/+2 Parry +0
Hoof 1d3+2 Bludgeoning DR 0

Trait: The Flesh is Weak Attacks Damage Source


Feats: Scent
Bite 1d3+3 Slashing
Skills: Athletics +1, Perception +1
Kinks: Breeding, Members of the Opposite Sex, Stroking
Trait: The Flesh is Weak
Feats: Brawler, Resilient, Scent
Skills: Athletics +2, Perception +2, Stealth +1
Kinks: Doggy Style, Members of the Opposite Sex

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Horse

Body 3 Prowess 25 Initiative +2


Agility 2 Defeated 5 Melee +1
Endurance 4 MP 0 Ranged +0
Mind 1 Arousal 12 Magic +0
Will 2 Speed 8 Dodge +1
HtH (S/D) +3/+2 Parry +0
DR 0

Attacks Damage Source


Hoof 1d3+3 Bludgeoning

Trait: The Flesh is Weak


Feats: Large, Scent
Skills: Athletics +3, Perception +2, Stealth +1
Kinks: Breeding, Members of the Opposite Sex, Stroking

Wolf

Body 3 Prowess 19 Initiative +2


Agility 2 Defeated 4 Melee +2
Endurance 3 MP 0 Ranged +0
Mind 1 Arousal 12 Magic +0
Will 2 Speed 8 Dodge +1
HtH (S/D) +3/+2 Parry +0
DR 1

Attacks Damage Source


Bite 1d3+3 Slashing

Trait: The Flesh is Weak


Feats: Brawler, Resilient, Scent, Tough Skin
Skills: Athletics +3, Perception +2, Stealth +2
Kinks: Doggy Style, Members of the Opposite Sex

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

Arcane Servant Coeurl


Arcane Servants are simple constructs made of arcane energies often used to perform A Coeurl looks like a sort of large panther with a blueish fur and a couple of long tentacles
specific tasks such as cleaning, cooking and transporting heavy objects. An arcane on his back, which it uses to attack or to grab its victims. Another peculiarity of this strange
servant has a very simplistic humanoid shape although their colors are often shifting as if creature is that he possess the supernatural ability to generate a sort of blur effect which
they where made of quicksilver and similar substances. makes him harder to be hit.

Body 3 RP 10 Initiative +1 Body 3 Prowess 30 Initiative +4

Agility 1 Defeated 0 Melee +1 Agility 4 Defeated 5 Melee +3

Endurance 0 MP 2 Ranged +0 Endurance 3 MP 1 Ranged +0

Mind 0 Arousal - Magic +0 Mind 1 Arousal 18 Magic +0

Will 3 Speed 6 Dodge +1 Will 3 Speed 8 Dodge +3

HtH (S/D) +3/+1 Parry +0 HtH (S/D) +3/+4 Parry +0

DR 1 DR 1

Attacks Damage Source Attacks Damage Source

Punch 4 Arcane Bite 1d3+3 Shredding


Claw 1d3+3 Shredding
Feats: Arcane Reserve, Tough Skin
Tentacle 1d3+3 Bludgeoning
Skills: Perception +1, Wizardry +2
Kinks: None
Feats: Arcane Reserve, Darkvision, Distortion, Fear, Large, Multi-attack
(Claw), Multi-attack (Tentacle), Resilient, Scent, Tentacles, Tough Skin
Skills: Athletics +2, Perception +3, Stealth +3
Interests: Arcane, Submission
Kinks: Doggy Style, Members of the Opposite Sex

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

Body 1 Prowess 13 Initiative +3


Agility 3 Defeated 4 Melee +1
Endurance 2 MP 3 Ranged +0
Mind 2 Arousal 12 Magic +2
Will 2 Speed 6 Dodge +3
HtH (S/D) +1/+3 Parry +0
DR 0

Attacks Damage Source


Claw 2 Arcane

Trait: The Flesh is Weak


Feats: Arcane Reserve, Climax Drain (2), Innate Spellcasting, Lesser
Levitation, Resilient, Small
Skills: Ars Amatoris +2, Athletics +1, Inquire +2, Knowledge (Arcane) +2,
Speechcraft +2, Wizardry +1
Interests: Jewelry, Magic, Members of the opposite Sex
Kinks: Master/Slave, Spellcasters

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.

Body 3 Prowess 26 Initiative +3


Body 3 Prowess 20 Initiative +2
Agility 3 Defeated 5 Melee +2
Agility 2 Defeated 4 Melee +1
Endurance 3 MP 4 Ranged +0
Endurance 3 MP 1 Ranged +0
Mind 4 Arousal 14 Magic +2
Mind 1 Arousal 18 Magic +0
Will 4 Speed 6 Dodge +1
Will 3 Speed 6 Dodge +2
HtH (S/D) +3/+3 Parry +0
HtH (S/D) ?? Parry +0
DR 1
DR 0
Attacks Damage Source
Attacks Damage Source
Bite 1d3+3 Slashing
Punch (x1d3) 4 Arcane
Claw 1d3+3 Shredding

Trait: Hand Expertise


Trait: The Flesh is Weak
Feats: Arcane Reserve, Blind Perception (Arcane), Brawler, Climax Drain
(2d3), Elemental, Entrancing Touch (1d3+1), Ethereal Movement, Helping Feats: Arcane Reserve, Flight (8), Innate Spellcasting, Large, Multi-
Hands, Levitation, Resilient attacks (Claw), Resistance to Elemental Damage (1), Tough Skin
Skills: Ars Amatoris +3, Perception +2, Stealth +4 Skills: Ars Amatoris +3, Athletics +2, Inquire +3, Knowledge (Arcane) +4,
Knowledge (Myths and Legends) +4, Knowledge (Occultism) +4,
Kinks: Arcane Energy, Caressing, Finger-Play, Massage, Petting, Stroking
Perception +2, Stealth +3, Wizardry +2
Interests: Knowledge, Members of the Opposite Sex, Silver Tongue
Helping Hands:
Kinks: Dominance, Massage, Oral, Sexual Games
A Mille Manus has a HtH modifier equal to 1 for every two hands which are
Dislike: Ignorant
trying to grab a Creature, up to +4. Initially only 1d3+1 Hands will try to grab a
creature, with 1d3 additional hand 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 Spells:
manages to get rid of 1d3 hands and will be automatically free if the number of Detect the Arcane (0 PR), Ephemeral Manipulation (0 PR), Hex (4 PR),
hands holding it reaches 0. Mage Rune (0 PR), Roar (4 PR)

47
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.

Mind 1 Arousal 12 Magic +0


Body 3 Prowess 21 Initiative +2
Will 2 Speed 4 Dodge +2
Agility 2 Defeated 4 Melee +2
HtH (S/D) +3/+2 Parry +0
Endurance 3 MP 0 Ranged +0
DR 1
Mind 2 Arousal 18 Magic +0
Attacks Damage Source Will 3 Speed 4 Dodge +2
Talon 1d3+3 Shredding HtH (S/D) +3/+2 Parry +0
DR 1
Trait: Sensible Breasts, The Flesh is Weak. Some also have the Female
Penis (Mutation) Trait.
Attacks Damage Source
Feats: Brawler, Flight (8), Melee Awareness, Tough Skin
Skills: Ars Amatoris +2, Athletics +2, Perception +2, Stealth +2 Talon 1d3+3 Shredding
Interests: Pain, Members of the opposite Sex
Kinks: Cowgirl, Outdoor Sex, Submission Trait: Low-light-vision, Sensible Breasts, Tighten Pussy
Feats: Brawler, Flight (8), Melee Awareness, Tough Skin
Skills: Ars Amatoris +3, Athletics +2, Perception +2, Stealth +3
Harpy Raptor Interests: Brooding, Members of the opposite Sex, Scars
Kinks: Cowgirl, Dark Hair, Dominance, Outdoor Sex
Body 3 Prowess 26 Initiative +3
Agility 3 Defeated 4 Melee +2
Endurance 4 MP 0 Ranged +0
Siren
Mind 1 Arousal 13 Magic +0
-WiP-
Will 3 Speed 4 Dodge +2
HtH (S/D) +3/+3 Parry +0
DR 2

Attacks Damage Source


Talon 1d3+3 Shredding

Trait: Low-light-vision, Sensible Breasts, The Flesh is Weak. Some also


have the Female Penis (Mutation) Trait.
Feats: Brawler, Flight (8), Melee Awareness, Multi-attack (Talon) Resilient,
Tough Skin II
Skills: Ars Amatoris +2, Athletics +3, Perception +3, Stealth +3
Interests: Pain, Members of the opposite Sex
Kinks: Cowgirl, Outdoor Sex, Submission

48
Beast
Owlbear

Body 4 Prowess 40 Initiative +2


Agility 2 Defeated 5 Melee +3
Endurance 5 MP 0 Ranged +0
Mind 1 Arousal 13 Magic +0
Will 3 Speed 6 Dodge +1
HtH (S/D) +4/+2 Parry +0
DR 3

Attacks Damage Source


Bite 2d3+4 Slashing
Claws 1d6+4 Shredding

Trait: Darkvision, The Flesh is Weak


Feats: Brawler, Fear, Large, Monstrous Constitution (11), Multi-Attacks
(Claws), Resilient, Tough Skin III
Skills: Athletics +3, Perception +3, Stealth +2
Interests: Members of the Opposite Sex
Kinks: Honey, Outdoor Sex

Worg

Body 3 Prowess 30 Initiative +2


Agility 2 Defeated 5 Melee +2
Endurance 3 MP 0 Ranged +0
Mind 1 Arousal 17 Magic +0
Will 2 Speed 8 Dodge +1
HtH (S/D) +3/+2 Parry +0
DR 1

Attacks Damage Source


Bite 2d3+3 Slashing
Claws 1d3+3 Shredding

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

Traits: The Flesh is Weak Rat Herder


Feats: Large, Resilient, Tough Skin Rat herders are a type of Ratfolk which takes care of other rats and Giant Rats as a
Skills: Ars Amatoris +2, Perception +1 Shepherd might take care of his Sheep. Still a Rat Herder seems to share a strange bond
Interests: Members of the Opposite Sex with his rats, which will always try to protect him and even bring him some food they might
Kinks: Cuddling find.
Dislike: Pain
Body 2 Prowess 18 Initiative +3
Agility 3 Defeated 4 Melee +1

Jackal Sand Dancer Endurance 2 MP 0 Ranged +0


-WiP- Mind 1 Arousal 12 Magic +0
Will 2 Speed 5 Dodge +2
HtH (S/D) +2/+3 Parry +0
DR 1

Attacks Damage Source


Bite 3 Slashing
Claw 3 Slashing

Traits: The Flesh is Weak


Feats: Brawler, Resilient, Scent, Small, Tough Skin
Skills: Athletics +2, Perception +2, Stealth +3
Interests: Wide Hips, Members of the Opposite Sex
Kinks: Breeding, Vaginal
Dislike: Cats, Nereidians

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

Body 2 Prowess 13 Initiative +2 Mind 1 Arousal 17 Magic +0

Agility 2 Defeated 4 Melee +0 Will 2 Speed 6 Dodge +2

Endurance 2 MP 0 Ranged +0 HtH (S/D) +2/+3 Parry +0

Mind 1 Arousal 11 Magic +0 DR 0

Will 1 Speed 6 Dodge +2


Attacks Damage Source
HtH (S/D) +2/+2 Parry +0
Staff 1d6+2 Bludgeoning
DR 0
Traits: Cherry Lips, Hand Expertise, Low-light Vision, Tighten Pussy
Attacks Damage Source Feats: Arcane Reserve, Innate Spellcasting, Resilient, Seductor, Tamer
Punch 3 Bludgeoning Skills: Ars Amatoris +4, Athletics +2, Inquire +3, Perception +2, Perform
(Dance) +3, Stealth +2, Survival +2, Tame Creatures +3
Interests: Athletic, Members of the Opposite Sex, Monsters, Multiple
Traits: Hand Expertise, Little Lamb, Low-light Vision, The Flesh is Weak
Partners, Orgies, Size Difference
Feats:
Kinks: Creampie, Debauchery, Dominance, Futa, Muscles, Oral, Outdoor
Skills: Ars Amatoris +2, Athletics +2, Bluff +3, Perception +2, Stealth +2,
Sex, Rough Sex, Voyeurism, Wolves
Survival +1
Equipment: Primitive Trinkets, Rudimentary Staff
Interests: Athletic, Futa, Members of the Opposite Sex, Size Difference
Kinks: Creampie, Debauchery, Dominance, Muscles, Oral, Outdoor Sex,
Spells:
Rough Sex, Wolves
Burning Desire (3 PR), Ducatus (0 PR), Phallus Magicis (2 PR), Wrapping
Lips (2 PR)

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

Attacks Damage Source


Rudimentary Spear 2d3+2 Impaling

Traits: Low-light Vision


Feats: Brawler, Resilient, Tough Skin
Skills: Athletics +2, Intimidate +2, Perception +2, Stealth +2, Survival +2
Interests: Members of the Opposite Sex
Kinks: Outdoor Sex, Rough Sex

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.

Attacks Damage Source


Body 4 Prowess 35 Initiative +3
Bite 1d3+3 Shredding
Agility 3 Defeated 5 Melee +3
Claw 1d3+3 Shredding
Endurance 4 MP 0 Ranged +0

Trait: Darkvision, The Flesh is Weak Mind 1 Arousal 18 Magic +0


Feats: Brawler, Once Mortal, Tough Skin Will 3 Speed 8 Dodge +3
Skills: Athletics +2, Perception +2, Stealth +2, Survival +2
Interests: Blood, Scars, Submission HtH (S/D) +4/+3 Parry +0
Kinks: Biting, Pain, Rough Sex DR 3

Attacks Damage Source


Gorger
The Gorgers are a bizarre variation of a Ghoul. Often smarter and stronger they aren’t Bite 1d3+4 Shredding
necessarily obsessed into eating other beings but are still obsessed into eating huge
amounts of food, to the point that many of them are grotesquely obese while others are Claw 1d3+4 Shredding
instead surprisingly thin and tend to be bulimic, although they still obsess over eating too
much. A Gorger isn’t necessarily evil or cruel and often can engage into philosophical talk Trait: Low-light Vision
or might be involved into various forms of art, but still, their true nature always forces them
Feats: Brawler, Broad Slash, Fear, Melee Awareness, Monstrous
to obsessively feed.
Constitution (8), Multi-attack (Claw), Resilient, Resistance to Physical
Damage (1), Scent, Shapeshifter, Tough Skin III
Body 2 Prowess 24 Initiative +2 Skills: Athletics +4, Perception +2, Stealth +3, Survival +3
Agility 1 Defeated 5 Melee +2 Interests: Members of the Opposite Sex, Outdoor Sex
Kinks: Biting, Doggy-style, Moonlight, Rough Sex, Submission
Endurance 4 MP 1 Ranged +0
Mind 2 Arousal 11 Magic +0
Note:
Will 1 Speed 6 Dodge +2
If you want to randomly generate the regular form of a Werewolf use the same
HtH (S/D) +3/+2 Parry +0 rules for NpC Generation with some exceptions. The following races can’t be
Werewolves: Cambion, Chimeran, Elves, Kobold, Nature-bound, Nephilim and
DR 1
Nereidian.
The Regular form obtains 3 additional Prowess and increases its Body value
Attacks Damage Source by 1.
The Regular Form can change shape from normal to Werewolf and then from
Bite 1d6+2 Shredding
Werewolf to normal Once per Rest
Claw 1d3+2 Shredding A Slain werewolf will return at its natural form.

Trait: Oral Enthusiast, The Flesh is Weak


Feats: Arcane Reserve, Once Mortal, Resilient, Scent
Skills: Cook +3, Knowledge (Folklore) +2, Intimidate +2, Perception +1,
Speechcraft +3, Stealth +1
Interests: Creampie, Members of the Opposite Sex
Kinks: Food Play, Stuffing

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

Trait: Low-light Vision


Trait: Low-light Vision, Sensible Breasts, Sensible Pussy, The Flesh is
Feats: Arcane Reserve, Breath Attack (Fire), Large, Monstrous
Weak, Tighten Pussy.
Constitution (+9), Multi-attack (Claw), Resilient, Resistance to Fire (4),
Feats: Arcane Reserve, Resilient, Resistance to Piercing (1), Tough Skin
Scent, Tough Skin III
Skills: Ars Amatoris +3, Athletics +1, Perception +1, Scavenge +2, Stealth
Skills: Athletics +3, Perception +1, Stealth +2, Survival +2
+1, Survival +1
Interests: Animals, Dragons, Warmth
Interests: Breast-feeding, Males, Muscles
Kinks: Chimeran, Magic Users, Submission
Kinks: Blowjob, Boobjob, Breeding, Clawjob, Mating Press, Tit-job
Dislike: Pain

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.

Body 4 Prowess 26 Initiative +2


Agility 2 Defeated 5 Melee +3
Endurance 3 MP 1 Ranged +0
Mind 1 Arousal 12 Magic +0
Will 2 Speed 6 Dodge +2
HtH (S/D) +4/+2 Parry +0
DR 2

Attacks Damage Source


Bite 1d3+3 Shredding
Claw 1d3+3 Shredding

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

Trait: Low-light Vision


Feats: Arcane Reserve II, Built with Love, Construct
Skills: Ars Amatoris +4, Athletics +3, Stealth +3
Kink: Master / Slave

Built with Love:


The stats of a Love Doll are left generic in some cases since each Doll is
different from the other, or at least many are. When generating a Love Doll you
can randomly determine its Body and Agility or pick a number from 1 to 3.
You can also randomly assign its appearance as for a character or decide
directly. You can also randomly assign some traits like an NpC or give
whichever you want that makes sense, since its still a construct which can’t be
impregnated or impregnate although it can have a penis or an arcane penis.
Lastly you can also add Interests and Kinks as you please or randomly.

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

Attacks Damage Source


One-handed Weapon 1d6+2 Variable
Punch 3 Bludgeoning

Feats: Arcane Reserve, Blind Perception (Arcane), Construct, Tough Skin


Skills: Ars Amatoris +1, Athletics +2, Perception +2, Stealth +2

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

Will 4 Speed 6 Dodge +2 Agility 2 Defeated 5 Melee +3

HtH (S/D) +3/+3 Parry +2 Endurance 4 MP 3 Ranged +0

DR 1 Mind 1 Arousal 18 Magic +1


Will 3 Speed 6 Dodge +2
Attacks Damage Source
HtH (S/D) +3/+3 Parry +0
Claw 1d3+3 Slashing
DR 1
Scimitar 1d6+3 Arcane
Attacks Damage Source
Trait: Darkvision
Claws 1d3+3 Shredding
Feats: Arcane Reserve II, Brawler, Innate Spellcasting, Resilient, Tough
Skin
Skills: Ars Amatoris +2, Athletics +3, Inquire +3, Knowledge (Arcane) +2, Trait: Darkvision
Knowledge (Occultism) +3, Perception +2, Speechcraft +3, Stealth +2, Feats: Arcane Reserve, Brawler, Innate Spellcasting, Large, Resilient,
Wizardry +3 Tough Skin
Interests: Athletic, Slaves, Submission Skills: Ars Amatoris +3, Athletics +3, Inquire +1, Knowledge (Occultism)
Kinks: Apsara, Arcane, Master / Slave +3, Speechcraft +2, Stealth +2, Survival +2, Wizardry +1
Interests: Athletic, Members of the Opposite Sex, Religious
Innate Spells: Kinks: Submission
Arcane Bolt (2 PR), Burden (4 PR), Dazzle (1 PR), Detect the Arcane (0
PR), Ducatus (0 PR), Lover’s Hand (2 PR) Innate Spells:
Decelerate (4 PR), Haze (4 PR)

Rakshasa Raja

Body 4 Prowess 36 Initiative +3


Agility 3 Defeated 4 Melee +3
Endurance 4 MP 9 Ranged +0
Mind 3 Arousal 20 Magic +3
Will 5 Speed 6 Dodge +2
HtH (S/D) +4/+3 Parry +3
DR 1

Attacks Damage Source


Claw 1d3+4 Shredding
Scimitar 1d6+4 Arcane

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

Mind 1 Arousal 18 Magic +0 Agility 3 Defeated 4 Melee +1

Will 3 Speed 7 Dodge +2 Endurance 2 MP 0 Ranged +0

HtH (S/D) +3/+2 Parry +0 Mind 1 Arousal 11 Magic +0

DR 2 Will 1 Speed 6 Dodge +2


HtH (S/D) +3/+3 Parry +0
Attacks Damage Source DR 1
Breath Attack 2d3+4 Fire
Claw x2 1d3+3 Shredding Attacks Damage Source
Bite 4 Slashing
Traits: Darkvision Claw 4 Shredding
Feats: Brawler, Breath Attack (Fire), Flight (12), Melee Awareness,
Monstrous Constitution (10), Multi-attack (Claws), Resilient, Resistance
to Fire (5), Tough Skin II, Weakness to Cold (1) Trait: Low-light Vision, The Flesh is Weak
Skills: Ars Amatoris +2, Athletics +3, Perception +3, Stealth +1 Feats: Brawler, Flight (6), Resilient, Resistance to Fire (2), Scent, Small,
Tough Skin
Interests: Gems, Jewelry, Members of the Opposite Sex
Skills: Athletics +2, Perception +2, Stealth +2
Kinks: Greed, Mating, Submission
Kinks: Greed, Members of the Opposite Sex, Submission
Dislikes: Cold
Dislikes: Cold

Adult Red Dragon


Raptor Drake
The raptor drakes are a bizarre subspecies of dragons, often found within volcanic zones
Body 5 Prowess 46 Initiative +2 and tropical islands. Their name is due to their shape which resembles the one of a
featherless bird with draconic features. Often confused with dinosaurs, they are capable to
Agility 2 Defeated 4 Melee +4 breath fire when enraged.
Endurance 4 MP 0 Ranged +3
Mind 2 Arousal 19 Magic +0 Body 3 Prowess 24 Initiative +2

Will 4 Speed 8 Dodge +2 Agility 2 Defeated 5 Melee +2

HtH (S/D) +3/+2 Parry +0 Endurance 3 MP 0 Ranged +0

DR 3 Mind 1 Arousal 12 Magic +0


Will 2 Speed 8 Dodge +2
Attacks Damage Source HtH (S/D) +3/+2 Parry +0
Breath Attack 2d6+5 Fire DR 2
Claw x2 1d3+5 Shredding
Attacks Damage Source
Traits: Darkvision Bite 1d3+3 Slashing
Feats: Brawler, Breath Attack (Fire), Flight (14), Large, Melee Awareness,
Monstrous Constitution (14), Multi-attack (Claw), Resilient, Resistance to Claw 1d3+3 Shredding
Fire (8), Tough Skin III, Weakness to Cold (1)
Skills: Ars Amatoris +3, Athletics +4, Perception +3, Stealth +1 Trait: Low-light Vision, The Flesh is Weak
Interests: Gems, Jewelry, Members of the Opposite Sex Feats: Brawler, Multi-attack (Claw), Resilient, Resistance to Fire (3),
Kinks: Greed, Mating, Submission Scent, Tough Skin II
Dislikes: Cold Skills: Athletics +3, Perception +2, Stealth +2
Kinks: Gold, Members of the Opposite Sex, Submission

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

Attacks Damage Source Traits: Darkvision, The Flesh is Weak


Feats: Amphibian, Arcane Reserve, Brawler, Eldritch, Swimming Speed
Pseudopode 1d3+3 Arcane
(3), Tough Skin II
Skills: Athletics +2, Perception +2, Stealth +2
Traits: Darkvision, The Flesh is Weak Interests: Members of the Opposite Sex
Feats: Arcane Reserve II, Brawler, Eldritch, Resilient, Resistance to Kinks: Breeding, Jewelry, Vaginal Penetration
Physical Damage (2), Slime, Splitting Up, Swimming Speed (2)
Skills: Perception +2, Stealth +3
Kinks: Breeding, Oral, Spell Casters, Vaginal Penetration
Eldritch Servant
Similar to the Arcane Servants, Eldritch servants are often created to serve a cult for
Splitting Up:
similar purposes, but also to act as guards or lovers. Eldritch Servants have a humanoid
When a Black Ooze is reduced at half it’s Prowess, it will automatically split up shape which might have a more feminine or masculine shape and are often decorated with
into two Small versions of the same Creature. When the event occur, both the trinkets, masks and skimpy clothes. Many are created with one or more tentacles they can
new creatures will keep their Arousal level, but they will require to roll a new use. Eldritch Servants can feel pleasure and pain and those left alone for many years will
initiative, if the event occurs during combat. Elemental Damage prevents this start roaming outside their boundaries, acting randomly or seeking to experiment what lies
event to occur. in the unknown. Although they are mindless, they can recognize the symbols of the Cult
they served.

Black Ooze (Small) Body 3 RP 24 Initiative +2


Agility 2 Defeated 0 Melee +2
Body 3 Prowess 13 Initiative +1 Endurance 0 MP 3 Ranged +0
Agility 1 Defeated 2 Melee +1 Mind 0 Arousal 13 Magic +0
Endurance 2 MP 1 Ranged +0 Will 3 Speed 6 Dodge +2
Mind 0 Arousal 12 Magic +0 HtH (S/D) +3/+2 Parry +0
Will 2 Speed 4 Dodge +0 DR 2
HtH (S/D) +3/+1 Parry +0
Attacks Damage Source
DR 0
Punch 1d3+3 Arcane
Attacks Damage Source Tentacle 4 Arcane
Pseudopode 4 Arcane
Traits: The Flesh is Weak
Traits: Darkvision, The Flesh is Weak Feats: Arcane Reserve III, Blind Perception (Arcane), Brawler, Eldritch,
Feats: Arcane Reserve, Brawler, Eldritch, Resistance to Physical Damage Tentacles, Tough Skin II
(2), Slime, Small, Splitting Up, Swimming Speed (2) Skills: Athletics +4, Perception +2, Stealth +2
Skills: Perception +2, Stealth +3 Kinks: Cultists, Spellcasters
Kinks: Breeding, Oral, Spell Casters, Vaginal Penetration

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.

Body 1 Prowess 4 Initiative +2 Body 2 Prowess 27 Initiative +1

Agility 2 Defeated 1 Melee +0 Agility 1 Defeated 5 Melee +0

Endurance 1 MP 1 Ranged +0 Endurance 4 MP 4 Ranged +0

Mind 0 Arousal 0 Magic +0 Mind 2 Arousal 18 Magic +3

Will 1 Speed 0 Dodge +0 Will 3 Speed 0 Dodge +2

HtH (S/D) +1/+2 Parry +0 HtH (S/D) +2/+1 Parry +0

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

Traits: Darkvision, Low-light Vision


Feats: Arcane Reserve, Beam Attack, Climax Drain (3), Eldritch, Gazer
Eyes, Gazer Hypnosis, Innate Spellcasting, Levitate (3), Resilient, Tough
Skin II
Skills: Perception +4, Stealth +2, Wizardry +2
Kinks: Voyeurism

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.

Spells: Love-puppets (4 PR)

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.

Body 2 Prowess 21 Initiative +2


Agility 2 Defeated 5 Melee +1
Endurance 4 MP 2 Ranged +0
Mind 0 Arousal 18 Magic +0
Will 3 Speed 3 Dodge +2
HtH (S/D) +2/+2 Parry +0
DR 1

Attacks Damage Source


Leg-Claw 1d3+2 Shredding

Traits: Cherry Lips, Darkvision, Easy to Climax, Tighten Pussy


Feats: Arcane Reserve II, Brood mother, Climax Drain (4), Eldritch, Flight
(8 Squares), Intruder Ovipositor, Mesmerizing Colors, Resilient,
Toughness, Tough Skin
Skills: Perception +2, Stealth +2
Kinks: Breeding, Females, Large Hips, Males

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.

Body 3 Prowess 21 Initiative +4


Agility 4 Defeated 5 Melee +3
Endurance 3 MP 1 Ranged +0
Mind 1 Arousal 18 Magic +0
Will 3 Speed 6 Dodge +3
HtH (S/D) +3/+4 Parry +0
DR 2

Attacks Damage Source


Bite 1d3+3 Piercing
Claws 1d3+3 Shredding

Trait: Cherry Lips


Feats: Arcane Reserve, Fey, Plant, Tough Skin II, Vampiric Drain (2)
Skills: Ars Amatoris +1, Athletics +2, Intimidate +2, Perception +2, Stealth
+3, Survival +3
Interests: Blood, Oral Action
Kinks: Pain, Submission
Dislikes: Fire

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

Body 2 Prowess 16 Initiative +3 Attacks Damage Source


Agility 3 Defeated 4 Melee +0 Headbutt 4 Bludgeoning
Endurance 3 MP 1 Ranged +0 Punch 4 Bludgeoning
Mind 1 Arousal 18 Magic +0
Trait: Biggus Dickus (Males Only), Low-light Vision, Sensible Breasts
Will 3 Speed 7 Dodge +3 (Females Only), The Flesh is Weak
HtH (S/D) +2/+3 Parry +0 Feats: Arcane Reserve, Brawler, Drunken Expertise, Fey, Resilient, Small,
Tough Skin
DR 1 Skills: Ars Amatoris +3, Athletics +2, Bluff +2, Inquire +1, Perception +1,
Stealth +2, Survival +2
Trait: Cherry Lips, Hand Expertise, Sensible Breasts, Tighten Pussy Interests: Athletic Frame, Members of the Opposite Sex
Feats: Arcane Reserve, Dryad Sap, Fey, Good Health, Plant, Tough Skin Kinks: Drunk Sex, Orgies, Outdoor Sex, Size Difference, Voyeurism
Skills: Ars Amatoris +3, Athletics +2, Inquire +3, Perception +2, Stealth +2
Interests: Breast-feeding, Breast Fondling, Sap Sucking Drunken Expertise:
Kinks: Honey, Insects, Plants, Vaginal A Satyr obtains a Superior Dice when trying to resists the effects of drinking
Alcohol and considers his Endurance value being 3 points higher, when
Dryad Sap: determinate how many drinks he can have before starting to make Endurance
A Creature which drinks the sap secreted from the Dryads breasts or vagina for Checks.
at least 3 consecutive combat rounds will recover 1d3+1 Stamina and 1 HP
although keeping drinking doesn’t grant any other benefit until the Creature has
rested for 8 hours. Still, a Creature which drinks the sap for more than a Satyr Chaser
number of Combat Rounds equal to 1+Will will start to lose 1d3 Determination Satyr Chasers enjoy to travel in small herds, looking for trouble: stealing stuff and
per additional Combat Round, up to 6d3. A Sap Dryad starts to secrete the sap kidnapping men and/or women alike, usually for having sex with them. They tend to
when she’s Excited for something or just Aroused but once she Climaxes, the ambush lone survivors in the forests for what they call “Surprise Sex”.
sapling will be no longer produced until the creature manages to rest for at
least 6 hours. The Dryad Sap can be easily detected by Creatures with the
Body 3 Prowess 19 Initiative +2
Blind Perception (Pheromones) and/or Scent Feat. The sap can be kept in a
small bottle or vial, but unless such container isn’t made of silver, the sap will Agility 2 Defeated 3 Melee +1
lose its properties after only 1d3 Hours. The sap is often used as a lubricant by
Endurance 3 MP 1 Ranged +0
those which manage to keep it.
Mind 1 Arousal 12 Magic +0
Will 2 Speed 6 Dodge +2
HtH (S/D) +3/+2 Parry +0
DR 1

Attacks Damage Source


Headbutt 4 Bludgeoning
Small Spear 1d3+3 Impaling

Trait: Biggus Dickus (Males Only), Low-light Vision, Sensible Breasts


(Females Only), The Flesh is Weak
Feats: Arcane Reserve, Brawler, Drunken Expertise, Fey, Resilient, Small,
Tough Skin
Skills: Ars Amatoris +3, Athletics +3, Bluff +2, Inquire +1, Perception +2,
Stealth +3, Survival +2
Interests: Athletic Frame, Members of the Opposite Sex
Kinks: Outdoor Sex, Rough Sex, Size Difference, Voyeurism

67
Troll

Body 4 Prowess 35 Initiative +1


Agility 1 Defeated 5 Melee +3
Endurance 4 MP 1 Ranged +0
Mind 1 Arousal 12 Magic +0
Will 2 Speed 6 Dodge +1
HtH (S/D) +4/+1 Parry +0
DR 2

Attacks Damage Source


Slam 2d3+4 Crushing

Trait: Low-light Vision, Sensible Breasts (Females Only), The Flesh is


Weak
Feats: Arcane Reserve, Brawler, Fey, Large, Monstrous Constitution (9),
Resistance to Arcane (2), Resistance to Bludgeoning (4), Resistance to
Piercing (2), Respite, Tough Skin II, Weakness to Fire (2), Weakness to
Radiant (2)
Skills: Athletics +3, Perception +2, Stealth +2, Survival +3
Interests: Beauty, Members of the Opposite Sex, Sweat
Kinks: Outdoor Sex, Rough Sex, Size Difference
Taboo: Fire

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.

Body 4 Prowess 31 Initiative +2


Agility 2 Defeated 5 Melee +3
Endurance 3 MP 0 Ranged +1
Mind 2 Arousal 17 Magic +0
Will 2 Speed 7 Dodge +2
HtH (S/D) +4/+2 Parry +0
DR 2

Attacks Damage Source


Caestus x2 1d3+4 Bludgeoning

Feats: Brawler, Dauntless, Large, Multi-arms, Resilient, Tough Skin


Skills: Ars Amatoris +1, Athletics +3, Perception +1, Stealth +1
Interests: Athletic, Members of the Opposite Sex
Kinks: Giant-kin, Muscles
Dislike: Small Races, Weaklings
Equipment: Leather Vest

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

Body 4 Prowess 30 Initiative +1


Agility 1 Defeated 5 Melee +3
Endurance 4 MP 0 Ranged +0
Mind 1 Arousal 17 Magic +0
Will 2 Speed 6 Dodge +1
HtH (S/D) +4/+1 Parry +2
DR 1

Attacks Damage Source


Club 1d6+4 Bludgeoning
Punch 5 Bludgeoning

Feats: Brawler, Dauntless, Large, Resilient, Tough Skin


Skills: Athletics +3, Intimidation +2, Survival +1
Interests: Alcohol, Food, Members of the Opposite Sex
Kinks: Big Breasts, Large Hips
Equipment: Primitive Clothes

69
Infernal
Erinys Hell Hound

Body 3 Prowess 24 Initiative +1 Body 3 Prowess 21 Initiative +2


Agility 2 Defeated 5 Melee +2 Agility 2 Defeated 4 Melee +2
Endurance 2 MP 1 Ranged +0 Endurance 3 MP 0 Ranged +2
Mind 2 Arousal 18 Magic +0 Mind 1 Arousal 13 Magic +0
Will 3 Speed 6 Dodge +1 Will 3 Speed 8 Dodge +2
HtH (S/D) +3/+2 Parry +2 HtH (S/D) +3/+2 Parry +0
DR 1(2) DR 1

Attacks Damage Source Attacks Damage Source


Fell-blade 1d6+3 Fire Bite 1d3+3 Shredding
Breath Attack 1d3+4 Fire
Trait: Darkvision
Feats: Act of Faith (Smite - Obscure), Brawler, Flight (8), Resilient,
Traits: Darkvision, The Flesh is Weak
Resistance to Fire (5), Resistance to Obscure (3), Tough Skin, Weakness
Feats: Brawler, Breath Attack (Fire), Resistance to Fire (5), Resistance to
to Radiant (2)
Obscure (2), Scent, Tough Skin, Weakness to Radiant (2)
Skills: Ars Amatoris +1, Athletics +3, Intimidate +3, Inquire +1, Knowledge
Skills: Athletics +3, Perception +2, Stealth +2
(Military) +2, Perception +2, Stealth +1
Kinks: Doggy Style, Members of the Opposite Sex, Submission
Interests: Rough Sex, Scars, Submission
Taboo: Cold
Kinks: Angry Sex, Pain
Equipment: Gladiatorial Light Armor

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

Body 3 Prowess 20 Initiative +1


Agility 1 Defeated 5 Melee +2
Endurance 3 MP 0 Ranged +0
Mind 2 Arousal 17 Magic +0
Will 2 Speed 6 Dodge +2
HtH (S/D) +3/+1 Parry +2
DR 1

Attacks Damage Source


Mace 1d6+3 Bludgeoning

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.

Body 3 Prowess 24 Initiative +3


Agility 3 Defeated 5 Melee +2
Endurance 3 MP 1 Ranged +0
Mind 1 Arousal 11 Magic +0
Will 2 Speed 6 Dodge +2
HtH (S/D) +3/+2 Parry +1
DR 2

Attacks Damage Source


Claw 4 Shredding
Chitin Spear 2d3+3 Impaling

Traits: Darkvision, The Flesh is Weak


Feats: Arcane Reserve, Flight (6), Resilient, Scent, Tough Skin II, Wall
Climb
Skills: Ars Amatoris +1, Perception +2, Stealth +1
Interests: Flowers, Members of the Opposite Sex
Kinks: Muscles, Honey

Insectoid Bee Worker


Core members of a healthy hive, all Insectoid Bee Workers are females, which have
different mansions and occupations, from keeping the hive functional to foraging food.
Restless and always working, they often end up pretty pent up, to the point that some
often ambush or lure males of other species to release some stress.

Body 3 Prowess 16 Initiative +2


Agility 2 Defeated 4 Melee +1
Endurance 3 MP 1 Ranged +0
Mind 1 Arousal 11 Magic +0
Will 1 Speed 6 Dodge +2
HtH (S/D) +3/+2 Parry +0
DR 1

Attacks Damage Source


Claw 4 Shredding

Traits: Darkvision, The Flesh is Weak


Feats: Arcane Reserve, Flight (6), Scent, Tough Skin, Wall Climb
Skills: Ars Amatoris +2, Perception +2, Scavenge +2
Interests: Flowers, Members of the Opposite Sex
Kinks: Muscles, Honey
Dislike: Wasps

73
Insects
Giant Spider

Body 2 Prowess 14 Initiative +2


Agility 2 Defeated 4 Melee +2
Endurance 2 MP 0 Ranged +0
Mind 0 Arousal 12 Magic +0
Will 2 Speed 6 Dodge +2
HtH (S/D) +2/+2 Parry +0
DR 1

Attacks Damage Source


Bite 1d3+2 Piercing
Sharpen Spider Leg 1d3+3 Impaling

Traits: Darkvision, The Flesh is Weak


Feats: Resilient, Scent, Tough Skin, Wall Climb
Skills: Athletics +2, Perception +1, Stealth +2
Interests: Breeding
Kinks: Driders, Spiders

Spiderling

Body 1 Prowess 6 Initiative +2


Agility 2 Defeated 2 Melee +1
Endurance 1 MP 0 Ranged +0
Mind 0 Arousal 0 Magic +0
Will 1 Speed 5 Dodge +2
HtH (S/D) +1/+2 Parry +0
DR 1

Attacks Damage Source


Bite 1d3 Piercing

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.

Living Food (Tiny) Living Food (Medium)

Body 1 Prowess 4 Initiative +2 Body 3 Prowess 16 Initiative +2


Agility 2 Defeated 2 Melee +1 Agility 2 Defeated 4 Melee +2
Endurance 1 MP 1 Ranged +2 Endurance 2 MP 1 Ranged +2
Mind 0 Arousal 11 Magic +0 Mind 0 Arousal 12 Magic +0
Will 1 Speed 4 Dodge +1 Will 2 Speed 5 Dodge +2
HtH (S/D) +1/+2 Parry +0 HtH (S/D) +3/+2 Parry +0
DR 0 DR 0

Attacks Damage Source Attacks Damage Source


Bite 2 Shredding Bite 1d3+3 Shredding
Spit 0 Goo Spit 0 Goo
Tongue 4 Bludgeoning
Traits: The Flesh is Weak
Feats: Arcane Reserve, Climax Drain (1), Crispy, Living Food, Resilient,
Traits: The Flesh is Weak
Scent, Spit Attack (Goo), Spoiled Food, Tiny, Weakness to Acid (1)
Feats: Arcane Reserve, Climax Drain (2), Crispy, Living Food, Resilient,
Skills: Athletics +2, Perception +2, Stealth +3
Scent, Small, Spit Attack (Goo), Spoiled Food, Tentacles, Weakness to
Kinks: Arcane, Blowjob, Bukkake, Food Play, Licking, Vaginal
Acid (1)
Skills: Ars Amatoris +2, Athletics +3, Perception +2, Stealth +2
Crispy:
Kinks: Arcane, Blowjob, Bukkake, Food Play, Licking, Vaginal
Every time the Creatures suffers Electrical or Fire Damage without being slain,
it increases its DR by 1, up to 3.

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

Attacks Damage Source


Attacks Damage Source
Unarmed Attack 4 Bludgeoning
Bite 3 Shredding
Spit 0 Goo Traits: Hand Expertise
Tongue 3 Bludgeoning Feats: Arcane Reserve, Climax Drain (2), Crispy, Living Food, Resilient,
Resistance to Fire (1), Tough Skin, Weakness to Acid (1)
Skills: Ars Amatoris +3, Athletics +2, Inquire +2, Perception +2, Stealth +2
Traits: The Flesh is Weak
Kinks: Blowjob, Creampie, Food Play, Licking, Vaginal
Feats: Arcane Reserve, Climax Drain (1), Crispy, Living Food, Resilient,
Scent, Small, Spit Attack (Goo), Spoiled Food, Weakness to Acid (1) Equipment: None, but some might be armed with Kitchen Knives or can
grab weapons they find.
Skills: Ars Amatoris +1, Athletics +2, Perception +2, Stealth +3
Kinks: Arcane, Blowjob, Bukkake, Food Play, Licking, Vaginal

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

Attacks Damage Source Body 2 Prowess 9 Initiative +1


Agility 1 Defeated 3 Melee +1
Bite 3 Shredding
Endurance 2 MP 1 Ranged +0
Traits: The Flesh is Weak Mind 0 Arousal 12 Magic +0
Feats: Arcane Reserve, Climax Drain (1), Crispy, Flight (6), Insect, Living
Food, Scent, Small, Weakness to Acid (1) Will 2 Speed 2 Dodge +1
Skills: Athletics +1, Perception +1, Stealth +2 HtH (S/D) +2/+1 Parry +0
Kinks: Arcane, Creampie, Food Play, Licking, Vaginal
DR 1

Attacks Damage Source


Bite 3 Shredding
Vines (Tentacle) 1d3+2 Bludgeoning

Traits: Oral Enthusiast (Giving), The Flesh is Weak


Feats: Brawler, Climax Drain (2), Living Food, Plant, Small, Tentacles,
Tough Skin, Wall Climb, Weakness to Fire (1)
Skills: Ars Amatoris +1, Athletics +2, Perception +2, Stealth +3
Interests: Food Play, Harvest Festivity, Ritual, Vaginal
Kinks: Farmers, Humping, Licking, Warlocks/Witches

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.

Body 3 Prowess 25 Initiative +2


Agility 2 Defeated 5 Melee +3
Endurance 3 MP 1 Ranged +0
Mind 0 Arousal 18 Magic +0
Will 3 Speed 5 Dodge +2
HtH (S/D) +3/+2 Parry +0
DR 1

Attacks Damage Source


Bite 4 Shredding
Vines (Tentacle) 1d3+3 Bludgeoning

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.

Body 3 Prowess 18 Initiative +3


Agility 3 Defeated 4 Melee +2
Endurance 2 MP 1 Ranged +0
Mind 0 Arousal 17 Magic +0
Will 2 Speed 5 Dodge +2
HtH (S/D) +3/+2 Parry +0
DR 1

Attacks Damage Source


Spit 0 Goo
Tentacle 1d3+3 Bludgeoning

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

Attacks Damage Source


Bite 4 Slashing
Claw 1d3+3 Shredding
Trident 2d3+3 Impaling

Feats: Amphibian, Arcane Reserve, Darkvision, Rapid Reaction, Resilient,


Resistance to Crushing (2), Snake Coils, Swimming Speed (6), Tough
Skin II
Skills: Ars Amatoris +2, Athletics +3, Intimidate +2, Inquire +2, Knowledge
(Myths and Legends) +1, Knowledge (Occultism) +1, Perception +3,
Speechcraft +2, Stealth +2, Survival +2
Interests: Blood, Warmth
Kinks: Jewelry, Submission
Dislikes: Eldritch

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

Body 3 Prowess 22 Initiative +3


Agility 3 Defeated 5 Melee +2
Endurance 3 MP 0 Ranged +0
Mind 1 Arousal 17 Magic +0
Will 2 Speed 7 Dodge +2
HtH (S/D) +3/+3 Parry +0
DR 2

Attacks Damage Source


Javelin 2d3+3 Impaling
Punch 4 Bludgeoning
Rudimentary Club 1d6+3 Bludgeoning

Feats: Brawler, Darkvision, Primal Instinct, Ranged Awareness, Tough


Skin II
Skills: Athletics +3, Intimidate +2, Perception +2, Stealth +3, Survival +3
Interests: Mating Press, Pain, Submission
Kinks: Members of the Opposite Sex

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

Barghest Alpha Headless:


A Dullahan can detach its own head at will. This effect doesn’t kill the creature
at all, but instead the head and the body can act separately from each other,
Body 4 Prowess 26 Initiative +2 which is often used in some promiscuous situations. A Dullahan detaching its
Agility 2 Defeated 5 Melee +3 head will cause Fear to any sentient Creature within 8 Squares, where the
Difficulty for the Will Check to resist is 1d6+3.
Endurance 4 MP 1 Ranged +0 When the head is detached, the body obtains the Blind perception (Arcane)
Mind 1 Arousal 13 Magic +0 Feat. Destroying the head doesn’t kill the Dullahan but it will make the body
really upset.
Will 3 Speed 8 Dodge +2
HtH (S/D) +4/+2 Parry +0
DR 3

Attacks Damage Source


Bite 1d3+4 Shredding

Trait: Darkvision, The Flesh is Weak


Feats: Arcane Reserve, Brawler, Ghastly Bite, Resilient, Resistance to
Obscure (5), Scent, Tough Skin III, Weakness to Radiant (2)
Skills: Athletics +3, Perception +2, Stealth +2, Survival +2
Interests: Members of the Opposite Sex, Pain, Restrains
Kinks: Doggy-style, Master / Slave, Outdoor Sex, Submission

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

Will 4 Speed 1 Dodge +2 Agility 1 Defeated 5 Melee +2

HtH (S/D) +3/+2 Parry +0 Endurance 4 MP 1 Ranged +0

DR 1 Mind 1 Arousal 18 Magic +0


Will 3 Speed 6 Dodge +1
Attacks Damage Source
HtH (S/D) +4/+1 Parry +0
Vines (Tentacle) 1d3+3 Bludgeoning
DR 1

Traits: Hand Expertise, Sensible Breasts, Tighten Pussy


Attacks Damage Source
Feats: Alraune Scent, Arcane Reserve, Brawler, Climax Drain (4), Large,
Plant, Tentacles, Tough Skin, Weakness to Fire (1) Punch 1d3+4 Bludgeoning
Skills: Ars Amatoris +3, Inquire +3, Perception +2, Stealth +2
Interests: Athletic, Breastfeeding, Submission Traits: Hand Expertise
Kinks: Members of the Opposite Sex, Vaginal Feats: Arcane Reserve, Plant, Power Strike, Resilient, Tough Skin,
Dislikes: Pyromancers Weakness to Fire (1)
Skills: Ars Amatoris +2, Athletics +3, Perception +3, Stealth +1
Alraune Scent: Interests: Large Breasts, Outdoor Sex
An Alraune can spend 2d3+2 MP to emit an intense scent around her, with a Kinks: Breeding
range of 3 Squares which lasts for 1d3+1 Combat Rounds. Notice the squares Dislike: Fire, Pain
occupied by the Alraune do not count. A Creature within its effective range is
forced to perform a Will Check at 1d6+1 for each Combat Round, where a
failure will increase the Creature’s Arousal by 2d3 or 3d3+1 if the Creature is
an insect, a Plant or has Plants as Intrigue.
Dire Thorn
While inside the zone of effect, a creature suffers a -1 when trying to resist
being Seduced, Lured or Invited by the Alraune. Body 2 RP 4 Initiative +2
This effect counts as a Poison Effect.
Agility 2 Defeated 0 Melee +1
Endurance 1 MP 1 Ranged +0
Ambulans Boletus Mind 0 Arousal 0 Magic +0
The Boletus are a sort of fungal humanoids creatures, which mostly live in the
Underground or those locations away from the sun with a certain amount of humidity. Will 1 Speed 5 Dodge +2
The Boletus usually mind their own business, taking care of their youth and the forests of HtH (S/D) +2/+2 Parry +0
fungi they live in, although some might become aggressive for unknown reasons.
They can tolerate other creatures as long as they are left alone. DR 1

Body 2 Prowess 7 Initiative +2 Attacks Damage Source


Agility 2 Defeated 3 Melee +1 Claw 3 Shredding
Endurance 2 MP 1 Ranged +0
Feats: Arcane Reserve, Plant, Thorns, Tough Skin, Small, Weakness to
Mind 0 Arousal 11 Magic +0 Fire (1)
Will 1 Speed 5 Dodge +1 Skills: Athletics +2, Perception +1, Stealth +3

HtH (S/D) +2/+2 Parry +0 Thorns:


DR 1 A Creature which tries to perform Hand to Hand Maneuvers or to Attack with
unarmed Attacks a Dire Thorn will suffer 1 Direct Piercing Damage.
Attacks Damage Source If the Creature manages to Grab and Hold or Pin a Creature, not protected by
armor or by a Tough Skin of 2, will also suffer 1 Damage per Round.
Punch 3 Bludgeoning

Traits: Hand Expertise, The Flesh is Weak


Feats: Arcane Reserve, Plant, Resilient, Tough Skin, Small, Weakness to
Fire (1)
Skills: Ars Amatoris +1, Athletics +1, Perception +2, Stealth +1
Interests: Large Breasts, Outdoor Sex
Kinks: Breeding
Taboo: Fire, Pain

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

Body 2 Prowess 18 Initiative +2 Will 3 Speed 8 Dodge +2

Agility 2 Defeated 4 Melee +0 HtH (S/D) +4/+2 Parry +0

Endurance 2 MP 1 Ranged +0 DR 2

Mind 1 Arousal 12 Magic +0


Attacks Damage Source
Will 2 Speed 6 Dodge +1
Bite 2d3+4 Slashing
HtH (S/D) +2/+2 Parry +0
Claws 1d3+4 Shredding
DR 0
Trait: Darkvision, Low-light Vision
Attacks Damage Source Feats: Fear, Large, Multi-Attacks (Claws), Plant, Resilient, Resistance to
Claw 3 Slashing Piercing and Impaling (3), Tough Skin II, Weakness to Fire (2)
Skills: Athletics +3, Perception +3, Stealth +3, Survival +3
Interests: Insects, Members of the Opposite Sex, Plants
Traits: Cherry Lips, Hand Expertise, Low-light Vision, The Flesh is Weak
Kinks: Doggy Style, Fey, Outdoor Sex
Feats: Arcane Reserve, Floran Secretions, Plant, Resilient, Weakness to
Taboo: Eldritch
Fire (1)
Skills: Ars Amatoris +2, Perception +2, Stealth +2
Interests: Athletic, Massage, Perfume
Kinks: Herbalists, Insectoids, Orgies Vine Effigy
Taboo: Fire Vine effigies are a strange type of plants which try to imitate the shape of humanoid
creatures, but are mostly composed by intertwined vines and roots.

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

Traits: Low-light Vision, The Flesh is Weak


Feats: Arcane Reserve, Brawler, Climax Drain (1), Extended Reach (2),
Plant, Resilient, Resistance to Bludgeoning (1), Resistance to Piercing
(1), Robust Vines, Spell immunity (Entanglement), Tough Skin, Weakness
to Fire (2)
Skills: Ars Amatoris +2, Athletics +2, Perception +1, Stealth +2
Kinks: Breeding, Outdoor Sex, Restrain
Taboo: Fire

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.

83
Vine Effigy (Small)

Body 2 Prowess 15 Initiative +2


Agility 2 Defeated 3 Melee +1
Endurance 2 MP 1 Ranged +0
Mind 0 Arousal 11 Magic +0
Will 1 Speed 5 Dodge +1
HtH (S/D) +2/+2 Parry +0
DR 1

Attacks Damage Source


Vine Slash 3 Shredding

Traits: Low-light Vision, The Flesh is Weak


Feats: Arcane Reserve, Brawler, Climax Drain (1), Extended Reach (2),
Plant, Resilient, Resistance to Bludgeoning (1), Resistance to Piercing
(1), Robust Vines, Small, Spell immunity (Entanglement), Tough Skin,
Weakness to Fire (1)
Skills: Ars Amatoris +2, Athletics +2, Perception +1, Stealth +3
Kinks: Breeding, Outdoor Sex, Restrain
Taboo: Fire

84
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

Attacks Damage Source


Bite 4 Piercing
Claw 1d3+3 Shredding

Feats: Blind Perception (Pheromones), Dizzy Juice, Resilient, Snake


Coils
Skills: Ars Amatoris +3, Inquire +2, Knowledge (History) +3, Knowledge
(Myths and Legends) +3, Perception +2, Speechcraft +3, Stealth +3,
Survival +2
Interests: Cat and Mouse, Members of the Opposite Sex
Kinks: Breast-feeding, Massage

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.

85
Lamia (Skin-shedder) Lizardfolk Prowler

Body 2 Prowess 16 Initiative +3 Body 3 Prowess 23 Initiative +2


Agility 3 Defeated 4 Melee +1 Agility 2 Defeated 5 Melee +2
Endurance 2 MP 0 Ranged +0 Endurance 4 MP 0 Ranged +0
Mind 3 Arousal 12 Magic +0 Mind 1 Arousal 12 Magic +0
Will 2 Speed 7 Dodge +2 Will 2 Speed 6 Dodge +2
HtH (S/D) +2/+3 Parry +0 HtH (S/D) +2/+3 Parry +0
DR 0 DR 2

Attacks Damage Source Attacks Damage Source


Bite 3 Shredding Bite 4 Shredding
Club 1d6+3 Bludgeoning
Traits: Hand Expertise, The Flesh is Weak, Tighten Pussy
Feats: Blind Perception (Pheromones), Dizzy Juice, Snake Coils
Traits: Low-light Vision, The Flesh is Weak
Skills: Ars Amatoris +2, Inquire +2, Knowledge (History) +2, Knowledge
Feats: Power Strike, Tough Skin II
(Myths and Legends) +2, Perception +2, Speechcraft +3, Stealth +3,
Skills: Athletics +3, Perception +2, Stealth +2, Survival +2
Survival +1
Interests: Savage, Warmth
Interests: Jewelry, Members of the Opposite Sex, Muscles, Warmth
Kinks: Athletic, Members of the Opposite Sex
Kinks: Breast-feeding, Massage
Dislike: Cold

Mitriárchis Lamia (Pure Blood)


A Mitriárchis Lamia is a female Pure Blood Lamia which has successfully bonded with a
Creature and managed to become more powerful. Mitriárchis Lamias are more voluptuous
and tend to develop a more motherly behavior and are often extremely jealous of their
serfs. The male version is called Patriárchis.

Body 4 Prowess 32 Initiative +3


Agility 3 Defeated 4 Melee +3
Endurance 4 MP 0 Ranged +0
Mind 2 Arousal 19 Magic +0
Will 4 Speed 8 Dodge +3
HtH (S/D) +3/+3 Parry +0
DR 1

Attacks Damage Source


Bite 1d3+4 Piercing
Claws 1d3+4 Shredding

Feats: Blind Perception (Pheromones), Dizzy Juice, Large, Multi-attack


(Claws), Rapid Reaction, Resilient, Snake Coils, Tough Skin
Skills: Ars Amatoris +4, Inquire +3, Knowledge (History) +3, Knowledge
(Myths and Legends) +3, Perception +3, Speechcraft +3, Stealth +4,
Survival +3
Interests: Cat and Mouse, Members of the Opposite Sex, Submission
Kinks: Breast-feeding, Mama’s Boy, Massage

86
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.

Servus Malus Servus Malus Head-hunter


The Head Hunters are those Servus Malus sent to track down escaping prisoners or those
who manage to exit the Labyrinthus without the Maker’s Consent, usually in those external
Body 2 Prowess 10 Initiative +2 areas which often are formed around the structure, but are still part of the former pocket
Agility 2 Defeated 3 Melee +1 dimension and not actual the real plane of existence where the Character comes from.

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

Attacks Damage Source HtH (S/D) +3/+3 Parry +1

Small Blade 1d3+2 Slashing DR 2

Traits: Darkvision, The Flesh is Weak Attacks Damage Source


Feats: Arcane Reserve, Fey, Resilient, Small, Tough Skin Spear 2d3+3 Impaling
Skills: Athletics +2, Intimidate +1, Inquire +1, Perception +1, Stealth +1
Javelin 2d3+3 Impaling
Interests: Members of the Opposite Sex
Kinks: Master / Slave, Pain
Traits: Darkvision, The Flesh is Weak
Feats: Arcane Reserve, Brawler, Fey, Ranged Awareness, Resilient,
Small, Tough Skin, Tracker, Survivalist
Servus Malus Jailer
Skills: Athletics +3, Intimidate +2, Inquire +2, Perception +3, Stealth +4,
Survival +4
Body 3 Prowess 16 Initiative +2 Interests: Members of the Opposite Sex, Rough Sex
Agility 2 Defeated 3 Melee +1 Kinks: Hunter / Prey, Outdoor Sex, Restrains
Equipment: Leather Vest, Javelin (x2), Rope (4 Squares)
Endurance 2 MP 25 Ranged +0
Mind 1 Arousal 12 Magic +0
Will 2 Speed 4 Dodge +2 Servus Malus Peace Keeper
Peace Keepers act as a sort of Guards and Soldiers for the Labyrinthus Maker, but are
HtH (S/D) +3/+2 Parry +0 only deployed when necessary.

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+)

87
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

Body 3 Prowess 24 Initiative +1 HtH (S/D) +2/+2 Parry +0

Agility 1 Defeated 5 Melee +1 DR 0

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

Traits: The Flesh is Weak


Spells: Arcane Bolt (2 PR), Burden (4 PR), Decelerate (4 PR), Intense
Feats: Angler Slime, Arcane Reserve II, Blind Perception (Arcane), Overload (4 PR)
Brawler, Climax Drain (4), Large, Resilient, Resistance to Physical
Damage (2), Shapeshifter, Slime, Weakness to Cold (3)
Skills: Ars Amatoris +3, Bluff +3, Perception +2, Stealth +3
Kinks: Anal, Double Penetration, Mating, Oral, Vaginal
Brew Slime
Taboo: Cold
Body 2 Prowess 17 Initiative +2
Angler Slime: Agility 2 Defeated 4 Melee +1
An Angler Slime always tries to hide within zones of dim light or vegetation
which will make it difficult for a victim to notice the ooze laying on the ground, Endurance 2 MP 1 Ranged +3
while part of the creature assumes the form of a random humanoid creature, Mind 0 Arousal 11 Magic +0
called “the lure”. By default the most common appearance used is that of a
human, but you can randomly generate the creature’s lure appearance by Will 1 Speed 4 Dodge +1
rolling on the Core Race Tables. An angler slime can partially detect the
HtH (S/D) +2/+2 Parry +0
difference between a male and female creature, and will assume the shape of
one of the opposite sex, although this might result an advanced by those DR 0
attracted by members of the same sex since they could not be easily deceived.
A lure looks somewhat realistic, since the slime can also reproduce colors and Attacks Damage Source
textures, but at a close inspection the lure will clearly present clear signs that
it’s actually a slime-like creature. An angler slime will cover an area of 3 Pseudopode 1d3+2 Bludgeoning
squares, while the lure will always be positioned in the center. It’s possible to Spit 0 Goo
notice the slime with a Perception Check against the Creature’s Stealth (which
is why the creature prefers to stay within zones which force the observer to use
Traits: The Flesh is Weak
a Burden Dice). As the name suggest the “Lure” will use Ars Amatoris to Invite
the victim to mate. If the victim starts performing sexual actions on the lure, the Feats: Arcane Reserve, Blind Perception (Pheromones), Resilient,
creature will let it do as it please, but if at any moment the victim tries to run Resistance to Physical Damage (2), Slime, Weakness to Cold (3)
away, the slime will try to trap it with its Pseudopode (remember the creature Skills: Ars Amatoris +1, Perception +2, Stealth +2
counts as Large). An angler Slime will keep a creature trapped for 1d3 Days, Kinks: Food Play, Mating
forcing sexual actions every 2d3 Hours aimed to drain the victim of any Taboo: Cold
eventual Magical prowess or Prowess. An Angler slime will never try to kill a
victim, and will release it if too weakened. If the Slime is reduced at half or less
of its Prowess while trapping a victim, the creature will immediately release it
and will try to flee.

88
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.

Body 2 Prowess 15 Initiative +1


Agility 1 Defeated 4 Melee +1
Endurance 2 MP 1 Ranged +0
Mind 0 Arousal 11 Magic +0
Will 1 Speed 6 Dodge +1
HtH (S/D) +2/+1 Parry +0
DR 1

Attacks Damage Source


Pseudopode 3 Bludgeoning

Feats: Arcane Reserve, Blind Perception (Arcane), Brawler, Slime,


Weakness to Cold (3)
Skills: Ars Amatoris +2, Perception +1, Stealth +2
Interests: Females, Futa, Males, Massage, Orgy
Kinks: Arcane Creatures, Oral, Spellcasters, Vaginal
Taboo: Cold

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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.

Spirit Animals count as Arcane Creatures.

Bear Spirit Rat Spirit

Body 4 Prowess 27 Initiative +1 Body 1 Prowess 5 Initiative +2


Agility 1 Defeated 0 Melee +3 Agility 2 Defeated 0 Melee +1
Endurance 0 MP 1 Ranged +0 Endurance 0 MP 1 Ranged +0
Mind 0 Arousal 13 Magic +0 Mind 0 Arousal 13 Magic +0
Will 3 Speed 6 Dodge +1 Will 2 Speed 6 Dodge +1
HtH (S/D) +4/+1 Parry +0 HtH (S/D) +1/+2 Parry +0
DR 1 DR 1

Attacks Damage Source Attacks Damage Source


Bite 1d6+4 Arcane Bite 1d3+1 Arcane
Claw 1d6+4 Arcane
Trait: The Flesh is Weak
Feats: Arcane Reserve, Climax Drain (2), Resilient, Scent, Small, Tough
Trait: The Flesh is Weak
Skin
Feats: Arcane Reserve, Brawler, Climax Drain (2), Large, Resilient, Scent,
Skills: Athletics +2, Perception +2, Stealth +3
Tough Skin
Kinks: Arcane, Breeding, Members of the Opposite Sex
Skills: Athletics +3, Perception +2, Stealth +1
Kinks: Arcane, Mating Press, Members of the Opposite Sex

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

Trait: The Flesh is Weak


Feats: Arcane Reserve, Brawler, Climax Drain (2), Resilient, Scent, Tough
Skin
Skills: Athletics +3, Perception +2, Stealth +2
Kinks: Arcane, Doggy Style, Members of the Opposite Sex

Horse Spirit
-WiP-

90
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

Tentacle 1d3+3 Bludgeoning

Traits: The Flesh is Weak


Feats: Blind Perception (Pheromones), Brawler, Climax Drain (2d3), Flight
(3), Levitation, Resilient, Spit Attack (Goo), Tentacle Creature, Tentacles
Skills: Ars Amatoris +2, Perception +1, Stealth +3
Interests: Breeding, Oral, Stroking
Kinks: Arcane, Females, Vaginal

91
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

Body 3 Prowess 17 Initiative +1 Attacks Damage Source


Agility 1 Defeated 4 Melee +2 Spit 0 Goo
Endurance 3 MP 4 Ranged +0 Tentacle 4 Bludgeoning
Mind 0 Arousal 13 Magic +0
Traits: The Flesh is Weak
Will 3 Speed 6 Dodge +1
Feats: Blind Perception (Pheromones), Brawler, Climax Drain (1d3),
HtH (S/D) +3/+1 Parry +0 Small, Spit Attack (Goo), Tentacle Creature, Tentacles, Wall Climb
Skills: Ars Amatoris +1, Perception +2, Stealth +2
DR 1
Interests: Breeding, Oral
Kinks: Arcane, Females, Vaginal
Attacks Damage Source
Claw 4 Shredding
Tentacle 1d3+3 Bludgeoning

Traits: The Flesh is Weak


Feats: Blind Perception (Pheromones), Brawler, Climax Drain (3),
Resilient, Tentacle Creature, Tentacles, Tough Skin
Skills: Ars Amatoris +2, Athletics +2, Perception +2, Stealth +2
Interests: Incest, Stroking
Kinks: Arcane, Breeding, Members of the Opposite Sex

92
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

Will 3 Speed 6 Dodge +2 Agility 2 Defeated 2 Melee +0

HtH (S/D) +3/+2 Parry +0 Endurance 1 MP 2 Ranged +2

DR 1 Mind 0 Arousal 11 Magic +0


Will 1 Speed 2 Dodge +2
Attacks Damage Source
HtH (S/D) +1/+2 Parry +0
Spit 0 Goo
DR 0
Tentacle 1d3+3 Bludgeoning
Attacks Damage Source
Traits: The Flesh is Weak
Spit 0 Goo
Feats: Blind Perception (Pheromones), Brawler, Climax Drain (2d3),
Resilient, Spit Attack (Goo), Tentacle Creature, Tentacles, Wall Climb
Skills: Ars Amatoris +1, Perception +2, Stealth +2 Traits: The Flesh is Weak
Interests: Breeding, Stroking Feats: Blind Perception (Pheromones), Brawler, Climax Drain (2),
Kinks: Arcane, Females, Vaginal Resilient, Spit Attack (Goo), Tentacle Creature, Tiny, Wall Climb
Skills: Ars Amatoris +2, Perception +1, Stealth +3
Interests: Breeding, Stroking
Kinks: Arcane, Females, Vaginal
Tentacle Shambler
When a Tentacle Lurker is old enough it will eventually become a Tentacle Shambler.
Larger and stronger than a Lurker, they compensate their slower speed with the reach of
their tentacles and strength. When the life cycle of the Shambler ends, he will retreat to an
isolated place to die.

Body 4 Prowess 30 Initiative +2


Agility 2 Defeated 5 Melee +2
Endurance 4 MP 6 Ranged +2
Mind 0 Arousal 19 Magic +0
Will 4 Speed 5 Dodge +1
HtH (S/D) +4/+2 Parry +0
DR 2

Attacks Damage Source


Tentacle 1d3+4 Bludgeoning

Feats: Blind Perception (Pheromones), Brawler, Climax Drain (2d3+2),


Large, Resilient, Spit Attack (Goo), Tentacle Creature, Tentacles, Wall
Climb
Skills: Ars Amatoris +1, Perception +2, Stealth +2
Interests: Stroking
Kinks: Arcane, Breeding, Females, Vaginal

93
Undeads
Ghastly Courtesan Mummified Servant

Body 0 Prowess 14 Initiative +2 Body 2 RP 7 Initiative +2


Agility 2 Defeated 4 Melee +1 Agility 2 Defeated 0 Melee +1
Endurance 0 MP 1 Ranged +0 Endurance 0 MP 1 Ranged +0
Mind 2 Arousal 12 Magic +0 Mind 0 Arousal 0 Magic +0
Will 2 Speed 0 Dodge +2 Will 1 Speed 6 Dodge +1
HtH (S/D) +0/+2 Parry +0 HtH (S/D) +2/+2 Parry +1
DR 0 DR 1

Attacks Damage Source Attacks Damage Source


Spectral Touch 3 Arcane Rusty Weapon 1d3+2 Variable

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

Body 0 Prowess 20 Initiative +2 Reanimated Skeleton


Agility 2 Defeated 5 Melee +1
Body 2 RP 11 Initiative +2
Endurance 0 MP 1 Ranged +0
Agility 2 Defeated 0 Melee +1
Mind 3 Arousal 18 Magic +0
Endurance 0 MP 1 Ranged +1
Will 3 Speed 0 Dodge +2
Mind 0 Arousal 0 Magic +0
HtH (S/D) +0/+2 Parry +2
Will 1 Speed 6 Dodge +1
DR 0
HtH (S/D) +2/+2 Parry +1
Attacks Damage Source DR 1
Spectral Stiletto 1d3+3 Arcane
Attacks Damage Source
Spectral Touch 4 Arcane
Rusty Weapon 1d3+2 Variable
Traits: Darkvision, Hand Expertise, Oral Enthusiast
Feats: Arcane Reserve, Climax Drain (3), Ethereal, Fly, Levitate (4), Trait: Darkvision
Resilient, Silver Tongue Feats: Arcane Reserve, Skeletal Creature, Undead
Skills: Ars Amatoris +3, Inquire +2, Knowledge (Nobility) +3, Perception Skills: Perception +1, Stealth +2
+2, Speechcraft +3 Interests: None
Interests: Beauty, Decadence, Members of the Opposite Sex Kinks: None
Kinks: Courtesans, Master / Servant

94
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

Attacks Damage Source


Ghastly Claw 1d3+4 Obscure

Trait: Darkvision
Feats: Arcane Reserve, Ethereal (6), Undead
Skills: Intimidate +3, Inquire +2, Perception +2, Stealth +2
Interests: None
Kinks: None

95
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.

Step 1: Origin Step 2 Race and Sex:


The Origin is the first thing generated since its used as Base for the Similar to the Character Creation, the Race can be used to add some
entire NpC. Each Origin has its own base Stats in the Generic NpC extra details, usually the Racial trait, although it can just be ignored,
section of the Creature Compendium. except for Small Races, which will reduce their Prowess by 2.

D6 Origin Type D6 Rarity


1 Combatant 1 Uncommon
2 Religious 2 Core
3 Scoundrel 3 Core
4 Civilian 4 Core
5 Noble 5 Uncommon
6 Magic User 6 Rare

D6 Civilian Combatant Magic User D6 Core Uncommon Rare


1 Farmer Militia Eromancer 1 Elf Dream Child Nature Bound
2 Harlot / Gigolo Brawler Neophyte Shaman 2 Halfling Apsara Chimeran
3 Serf / Maid Skirmisher Apprentice Mage 3 Goblin Half-breed Cambion
4 Peasant Militia Apprentice Witch 4 Human Kobold Nephilim
5 Herbalist Brawler Eromancer 5 Dwarf Kikimora Jötunn Blood
6 Rat Catcher Skirmisher Trickster 6 Orc Janni Nereidian

D6 Noble Religious Scoundrel


1 Courtesan Priest Street Urchin
D6 Sex *… because
2 Clan Member Cultist Scavenger
1 Male Curse
3 Blue Blood Friar / Nun Henchman
2 Male Spell Gone Wrong
4 High-Class Acolyte Bandit
3 Female Mutation
5 Squire Cultist Scavenger
4 Female Curse
6 Prince / Princess Friar / Nun Grave Robber
5 Futa* Spell Gone Wrong
6 Futa* Mutation

Notice that this table can be changed as you prefer.

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

[Optional] Playing as a Monstrous Race:


To those which might find interest into playing monstrous races, here
some rules. Ferus Sapiens and Lacerta Sapiens can acquire the Low-
light Vision Trait unless they receive it already or they obtain the B A E M W
Darkvision Trait instead. Ferus Sapiens (Badger) 5 2 4 3 4
Ferus Sapiens (Bear) 6 2 6 3 3
Trait: Distrust
Monstrous races in the Labyrinthus usually behave in a specific way, Ferus Sapiens (Boar) 5 2 6 2 4
but since it a place which is capable to pick up creatures from different
Ferus Sapiens (Cat) 3 6 3 4 4
realities, it might happen that those from different places are not like
those you will met. This applies to Monstrous Races since by default Ferus Sapiens (Fox) 3 5 3 4 3
other Creatures will be less trustworthy towards them. When rolling for Ferus Sapiens (Goat) 5 4 4 3 4
NpC reactions, add one dice and use the one with the worst result.
For example if you roll Neutral and Suspicious, use Suspicious as Ferus Sapiens (Hare) 3 6 3 3 4
result. Social Interactions performed by a Monstrous Race, except for Ferus Sapiens (Jackal) 5 4 5 3 4
Intimidation, always require one additional Success except towards
Friendly Creatures. Notice that this trait is ignored by those with an Ferus Sapiens (Mouse) 2 4 3 4 4
interest or Kink towards Monstrous Races, by the Fey or by the Ferus Sapiens (Ox) 5 2 6 3 3
members of the same category, such as other.
Ferus Sapiens (Rat) 4 5 4 3 4
Natural Damage Reduction: Ferus Sapiens (Sheep) 3 4 3 3 4
Some races increase their DR by 1 which can be combined with the Ferus Sapiens (Weasel) 3 6 3 3 4
Tough Skin Feat. This means that the +1 is applied if the character is
wearing nothing, Clothes, Skimpy Armors and even if he has the Ferus Sapiens (Wolf) 5 4 5 3 4
Tough Skin Feat

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

98
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.

A Lizardfolk Character increases his DR by 1 which can be combined


with the Tough Skin Feat and starts with the Distrust Trait. Lizardfolk
Characters are forced to assign 1 Rank at Athletics or Stealth.

Racial Trait: Primal Ancestry (x)


Depending on which animal its based on, the Character receives the
following benefits:

• Alligator/Crocodile: The Character can perform a Bite Melee Attack


which deals 1d3+Body Damage or 2d3+Body if it’s Pinning a
Creature of the same size or smaller. The Character obtains the
Amphibian and Swimming Speed (2) Feats.
• Frog: The Character is Considered Small and increases his Initiative
by 1. The Character obtains the Amphibian and Swimming Speed (2)
Feat but he can hold his breath, while underwater for 2 hours.
• Gecko: The Character is considered Small. The Character can
perform a Bite Melee Attack which deals 2+Body Slashing Damage.
The Character can spend 1 Prowess to obtain a Superior Dice when
performing an Athletics Check used to Climb.
• Skink: The Character is considered Small. The Character increases
his movement speed by 1. The Character can spend 2 Prowess to
being able to obtain a Superior Dice when trying to use Stealth to
hide within an environment compatible with his scales colors.
• Toad: The Character increases his Prowess by 1 and obtains the
Amphibian Feat although he can hold his breath, while underwater
for 2 hours.

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