Fate Cards Humanoids HP
Fate Cards Humanoids HP
Fate Cards Humanoids HP
Humanoids & Monstrous Humanoids Compatible with the Fate Core RPG 01
Bugbear Bruno Balixa
Bugbear Scale: Great (+4)
Concept: Large Bullying Goblinoids
Trouble: No One Else Can Do the Job Right
Other Your Pain is My Joy; This Will Hurt Those Who Love
Aspects: You the Most; Follow Or Be Crushed
Skills: • Great (+4): Provoke, Stealth
• Good (+3): Fight, Physique
• Fair (+2): Notice, Shoot
Stunts: —
Extras: Light Armor and Shield Armor: 2
One-Handed Weapons Weapon: 2
Javelins Weapon: 2 for Shoot
Phys St: 4
Mntl St: 2
Size: About 7' tall.
Humanoids & Monstrous Humanoids Compatible with the Fate Core RPG 02
Centaur Jeff Ward
Centaur Scale: Superb (+5)
Concept: Body of a Horse, Brain of a Man
Trouble: New Ways Are Threatening
Other Outsiders Do Not Mean Well; Violence Solves Most
Aspects: Problems; Good Fences Make Bad Neighbors
Skills: • Superb (+5): Provoke
• Great (+4): Athletics, Shoot
• Good (+3): Fight, Physique, Rapport
• Fair (+2): Notice, Investigate (Hunter's tracking
skills), Lore (Nature), Will
Stunts: Run Like the Wind Can move two zones in a conflict
for free without rolling, instead of one, provided
there are no situation aspects restricting movement.
Tough As Nails Once per session at the cost of a fate
point, you can reduce the severity of a moderate
consequence that's physical in nature to a mild
consequence (if your mild consequence slot is free),
or erase a mild consequence altogether.
Extras: Sword Weapon: 2
Javelins Weapon: 2 for Shoot
Hooves Weapon: 1
Phys St: 4
Mntl St: 3
Size: Horse length, about 8' tall.
Humanoids & Monstrous Humanoids Compatible with the Fate Core RPG 03
Cyclops Bruno Balixa
Cyclops Scale: Fantastic (+6)
Concept: Barbarous One-Eyed Giant
Trouble: You Can Never Look Back, Only Forward
Other I Never Forget a Face or Scent; Driven to a Blind
Aspects: Rage; A Flash of the Future
Skills: • Superb (+5): Physique
• Great (+4): Notice, Fight
• Good (+3): Investigate, Provoke
• Fair (+2): Athletics
Stunts: Heavy Hitter When you succeed with style on a
Fight attack and choose to reduce the result by one
to gain a boost, you gain a full situation aspect with
a free invocation instead.
Take the Blow You can use Physique to defend
against Fight attacks made with fists or blunt
instruments, though you always take 1 shift of stress
on a tie.
Extras: Mighty Club Weapon: 2
Mighty Rage Can inflict a severe mental
consequence of "Enraged Past Reason" on self to
gain a +2 to Physique for the rest of the scene; only
once per scene, only if severe slot is unfilled.
What Is To Come When spending a fate point for a
reroll, the cyclops may choose to leave one die as it
is, and only reroll the other three.
Phys St: 4 + additional mild physical consequence
Mntl St: 2
Size: 9' tall.
Optional: A more civilized Cyclops should have Physique
reduced to Great (+4), and have Fair (+2) Empathy.
Change High Concept to One-Eyed Giant Oracle.
Humanoids & Monstrous Humanoids Compatible with the Fate Core RPG 04
Dark Creeper Tadas Sidlauskas
Dark Creeper Scale: Great (+4)
Concept: Mysterious Creepers in the Darkness
Trouble: Hate and Fear the Light
Other One Knife in the Dark Can Defeat a Dozen Warriors;
Aspects: The Dark Reveals Your Weaknesses; Our Master
Makes Us Complete
Skills: • Great (+4): Stealth
• Good (+3): Athletics, Notice
• Fair (+2): Fight
Stunts: Sneak Attack Use Stealth as Fight when attacking an
unaware foe.
Magics of the Dark Use Stealth to create advantages
involving creating darkness, and as Notice or Lore to
detect the presence of magic.
Extras: Poisoned Blades On success with Fight, places
Poisoned boost on target; success with style places
as lasting aspect with one free invoke.
Swathed in Many Rags Armor: 1
Dying Burst When taken out physically, combusts in
a bright flash. All in zone must make a Physique roll
against Great (+4) difficulty or be Blinded (as a
boost); other Dark Creepers are automatically
Blinded, with no roll to resist.
Phys St: 2
Mntl St: 2
Size: Almost 4' tall.
Humanoids & Monstrous Humanoids Compatible with the Fate Core RPG 05
Dark Stalker Matt Bulahao
Dark Stalker Scale: Fantastic (+6)
Concept: Masters of the Underground Dark
Trouble: My Helpers Are a Bunch of Little Creeps
Other I Am The Knife in the Dark; Two Blades, No Waiting;
Aspects: My Magic Will Beat Your Magic
Skills: • Superb (+5): Fight, Stealth
• Great (+4): Athletics, Lore, Physique
• Good (+3): Notice, Will
Stunts: Dark Magic Use Stealth to create advantages by
creating darkness or fog, and as Lore or Notice to
detect the presence of magic.
Dark Secrets Use Lore to create advantages
regarding knowing of secret or hidden tunnels.
Dark Counters Use Stealth to resist magical attacks,
Lore to dispel enemies' magical protections.
Extras: Short Swords Weapon: 2
Second Blade On success with style on Fight, can
create a boost without reducing shifts of damage, or
choose to inflict an extra point of stress.
Poisoned Blades On success with Fight, places
Weakened boost on target; success with style places
as lasting aspect with one free invoke. Note that this
and Second Blade can't be used on the same attack.
Dying Explosion When taken out physically, attacks
all in zone with Stealth against their Physique or
Athletics (target's choice).
Phys St: 4
Mntl St: 4
Size: 6' tall, extremely thin.
Humanoids & Monstrous Humanoids Compatible with the Fate Core RPG 06
Derro Philip Atherton
Derro Scale: Great (+4)
Concept: Insane Gnome-Like Dwellers in the Deeps
Trouble: Life in the Sun Eludes Me
Other The Terror We Cannot Remember—Or Forget;
Aspects: Deadlier Weapons Are Made By The Mad; Do You
Hold the Secret?
Skills: • Great (+4): Provoke, Stealth
• Good (+3): Crafts, Shoot
• Fair (+2): Fight, Notice
Stunts: Create Darkness Use Stealth to create advantages
dealing with darkness.
Tricks and Distractions Use Provoke to create
advantages by creating noises, flashes of darkness,
and other distractions.
Extras: Madness Immune to confusion, insanity, and similar
effects.
Strange Weapons Weapon: 2 for both Fight and
Shoot; on a success with style with either, roll a Fate
Die:
• + Everyone in same zone as target must make Fair
(+2) difficulty Athletics check or take one physical
stress.
• 0 Target suffers a lasting aspect with one free
invoke. GM's choice of Confused, Weakened, or
Hallucinating.
• - Target takes 1 additional stress from the attack.
Phys St: 2
Mntl St: 2
Size: 3' tall.
Humanoids & Monstrous Humanoids Compatible with the Fate Core RPG 07
Dhampir Matt Morrow
Dhampir Scale: Great (+4)
Concept: Half-Vampire
Trouble: Nobody Likes a Half-Undead Abomination
Other An Inherited Craving for Blood; Divine Healing Hurts
Aspects: Me; Deception Keeps Me Alive
Skills: • Great (+4): Deceive
• Good (+3): Physique, Provoke
• Fair (+2): Fight, Notice, Rapport
Stunts: Sense Undead +2 Notice when sensing the
presence of something undead.
Extras: Necromantic Healing Divine harm spells heal
instead.
Resistant to Life Draining and Paralysis
Phys St: 4
Mntl St: 2
Size: Human-sized.
Optional: Can be as varied as humans; feel free to add
additional skills or change these! High Concept may
also be expanded with a profession or background,
and weapons and armor given.
Humanoids & Monstrous Humanoids Compatible with the Fate Core RPG 08
Doppelganger Jeff Ward
Doppelganger Scale: Great (+4)
Concept: Shape-Changing Supernatural Infiltrators
Trouble: It's All Just a Game For Me
Other Selfish and Greedy; You Think You Know What I
Aspects: Know You Think; Really I'm Not Actually Your Friend
But I Am
Skills: • Great (+4): Deceive, Stealth
• Good (+3): Contacts (of the person they're
imitating), Investigate, Notice
• Fair (+2): Fight, Physique, Will
Stunts: Shape-Shifting Mind Reader +2 Deceive and Stealth
to pretend to be the person they are masquerading
as, or to hide by appearing as someone else.
Used to Pretending to Be Someone Else Additional
mild mental consequence, only for resisting
attempts to 'unmask' them.
Extras: Immune to Charm and Sleep Spells
Claws Weapon: 2 in natural form.
Phys St: 3
Mntl St: 3 + additional mild mental consequence, only for
resisting attempts to 'unmask'.
Size: Varies.
Optional: Note that doppelgangers may choose to leave the
person they're masquerading as alive, so they can
go back to them and do more mind reading if
necessary.
Humanoids & Monstrous Humanoids Compatible with the Fate Core RPG 09
Drow Ryan Sumo
Drow Scale: Great (+4)
Concept: Sadistic and Decadent Elves of Evil
Trouble: The Subjugated Aren't Always Weak
Other Enslave the Weak, Exploit the Strong; She Who Runs
Aspects: Away Lives to Stab in the Back; Doing My Best To
Keep You in the Dark
Skills: • Great (+4): Deceive, Provoke
• Good (+3): Fight, Notice, Stealth
• Fair (+2): Investigate, Rapport, Shoot, Will
Stunts: Lies Upon Lies +2 to create a Deceive advantage
against someone who has believed one of your lies
already during this session.
Backup Weapon Whenever someone's about to hit
you with a disarmed situation aspect or similar,
spend a fate point to declare you have a backup
weapon. Instead of a situation aspect, your
opponent gets a boost, representing the
momentary distration you suffer having to switch.
Eavesdropper On a successful Investigate roll to
create an advantage by eavesdropping on a
conversation, you can discover or create one
additional aspect (though this doesn't give you an
extra free invocation).
Fey Magic Use Deceive to create advantages
dealing with darkness and light.
Extras: Resistant to Charm and Sleep
Weapons Usually dagger and hand crossbow, both
weapon: 1.
Light Armor Armor: 1
Poison On success with style in combat, place lasting
aspect of Sleep Poison on target with one free
invoke.
Phys St: 2
Mntl St: 3
Size: About 5' tall.
Humanoids & Monstrous Humanoids Compatible with the Fate Core RPG 10
Duergar Simon Buckroyd
Duergar Scale: Great (+4)
Concept: Dwarves of the Deep Dark
Trouble: At Home Neither Above Nor Below
Other A Burning Hatred for Surface Dwarves; Twisted
Aspects: Sense of Honor; Metal is the Only Thing We Respect
Skills: • Great (+4): Fight, Physique
• Good (+3): Crafts, Shoot
• Fair (+2): Lore, Will
Stunts: Broadly Built +2 to resist attempts to knock down.
Deep Magic For a fate point, become Invisible or
increase Physique by +2 for remainder of scene, also
adding +1 to Fight weapon value.
Extras: Immune to Poisons and Illusions
Chainmail & Shield Armor: 2
Warhammer Weapon: 2
Crossbow Weapon: 2
Phys St: 4
Mntl St: 3
Size: 4-5' tall.
Humanoids & Monstrous Humanoids Compatible with the Fate Core RPG 11
Malcolm
Ettin McClinton
Ettin Scale: Fantastic (+6)
Concept: Stupid-Looking Two-Headed Giant
Trouble: Two Heads Aren't Always Better Than One
Other You Need Not Bleed to Succeed; Seeing Both Sides;
Aspects: Don't Pooh-Pooh My Bear Friends
Skills: • Fantastic (+6): Notice, Physique
• Superb (+5): Fight
• Great (+4): Provoke
• Good (+3): Shoot, Will
Stunts: Two Heads, No Waiting When armed with two
weapons, +2 Fight. May split attack result between
two targets, comparing split value to each's defense.
Extras: Massive Flails Weapon: 3; has two of them.
Tough Skin Armor: 2
Javelins Weapon: 2 for Shoot.
Phys St: 4 + additional mild physical consequence
Mntl St: 4
Size: About 13' tall.
Optional: Often have trained bears, sometimes work with orcs
and/or goblins.
Humanoids & Monstrous Humanoids Compatible with the Fate Core RPG 12
Foxfolk (Kitsune) Tadas Sidlauskas
Foxfolk (Kitsune) Scale: Superb (+5)
Concept: Well-Mannered Vulpine Humanoid
Trouble: Sometimes, The Joke's On You
Other Charming and Dangerous; The Magic in Me;
Aspects: Surprisingly Strong Sense of Smell
Skills: • Superb (+5): Deceive
• Great (+4): Fight, Rapport
• Good (+3): Notice, Provoke, Will
• Fair (+2): Athletics, Physique, Stealth
Stunts: Shapeshifting Disguise +2 Deceive and Stealth as
appropriate when appearing to be someone else.
Fey Magic Uses Deceive to create advantages by
creating minor illusions disguising self or small
objects.
Extras: Multiple Forms Can become a fox, a humanoid fox,
or a human.
Phys St: 3
Mntl St: 4
Size: Human-sized, slightly smaller in humanoid fox form.
Humanoids & Monstrous Humanoids Compatible with the Fate Core RPG 13
Gargoyle Bruno Balixa
Gargoyle Scale: Great (+4)
Concept: Flying Statue-Like Creature
Trouble: Selfish and Vengeful
Other Never Let Something Go; Unmoving Until it Suits
Aspects: Me to Scare You; A Sign of Darkness and Evil
Skills: • Great (+4): Physique
• Good (+3): Fight, Notice
• Fair (+2): Athletics, Provoke
Stunts: Swoop Attack Move, attack, continue moving; +2 to
defences when doing so.
Carry Off On success with style when doing a Swoop
Attack, can place lasting Grabbed aspect on target,
with one free invoke.
The High Ground +2 to Provoke when attempting
to maneuver foes in order to give yourself a
battlefield advantage.
Extras: Stony Hide Immune to non-magical weapons,
except picks; armor 2.
Claws Weapon: 2
Phys St: 4
Mntl St: 2
Size: About 5' tall, 12' wingspan.
Humanoids & Monstrous Humanoids Compatible with the Fate Core RPG 14
Malcolm
Giant, Cloud McClinton
Giant, Cloud Scale: Epic (+7)
Concept: Proud Cloud-Dwelling Giant
Trouble: Only Fools Rush In
Other Big and Beautiful; A Society of Vendettas; A Size and
Aspects: Ego Worthy of Respect
Skills: • Epic (+7): Physique, Provoke
• Fantastic (+6): Fight, Notice
• Superb (+5): Athletics, Resources, Will
• Great (+4): Contacts, Crafts, Shoot, Lore
Stunts: Missile Catcher May use Physique to defend against
missiles large enough to catch.
Rock Throwing Weapon: 3 for Shoot, must have
Holding a Big Rock aspect.
The Fog of War Use Lore to create advantages by
obscuring areas with fog.
Can't Quite Fly Levitation gives +2 Athletics for
climbing and to keep from falling.
Extras: Immense Weapon Weapon: 4
Amazingly Tough Armor: 3
Phys St: 4 + additional mild and moderate physical
consequences
Mntl St: 4 + additional mild mental consequence
Size: 16-19' tall.
Humanoids & Monstrous Humanoids Compatible with the Fate Core RPG 15
Giant, Fire Nicole Cardiff
Giant, Fire Scale: Fantastic (+6)
Concept: Militaristic Fire-Loving Giant
Trouble: Cold Chills Me to the Bone
Other Loyalty Over Independence; With a Winning
Aspects: Strategy, We Have No Need For Tactics; Those Who
Fight Alongside Monsters
Skills: • Fantastic (+6): Fight, Physique
• Superb (+5): Shoot
• Great (+4): Notice, Provoke
• Fair (+2): Will
Stunts: Missile Catcher May use Physique to defend against
missiles large enough to catch.
Rock Throwing Weapon: 3 for Shoot, must have
Holding a Big Rock aspect.
Heat Can heat things it holds, using Physique to
create advantages relating to them being hot.
Good Climber +2 Athletics for climbing.
Extras: Immune to Fire and Heat
Armor Armor: 4
Giant Sword Weapon: 4
Phys St: 4 + additional mild physical consequence
Mntl St: 3
Size: 12-16' tall.
Humanoids & Monstrous Humanoids Compatible with the Fate Core RPG 16
Giant, Frost Jason Rainville
Giant, Frost Scale: Fantastic (+6)
Concept: Berserker Giants of the Frozen Lands
Trouble: Fire Melts This Icy Heart
Other Brutality is the Way of the Tribe; Bullies Leading
Aspects: Predators; Why Fight Fair When You Can Ambush?
Skills: • Fantastic (+6): Physique
• Superb (+5): Provoke
• Great (+4): Fight, Shoot
• Good (+3): Notice, Will
• Fair (+2): Stealth
Stunts: Missile Catcher May use Physique to defend against
missiles large enough to catch.
Rock Throwing Weapon: 3 for Shoot, must have
Holding a Big Rock aspect.
Snowy Ways +2 Stealth in snowy or icy areas.
Battle Rage +2 Fight to attack, but -2 for defence
when frost giant has a Berserk aspect.
Extras: Immune to Cold
Armor Armor: 3
Huge Axes and Spears Weapon: 3
Avalanche Can trigger an avalanche by pushing the
correct boulders. This is a Superb attack that lasts 5
+ the result of a four Fate-die roll exchanges. Use
Athletics to defend. Affects a wide area; the GM
may choose to create advantages instead of causing
damaging attacks for some or all of the attacks,
resulting in aspects such as Pinned Under a Boulder,
Lost My Sword, and so forth; optionally, the GM
might choose to allow the players to voluntarily take
such aspects to mitigate stress, allowing them to
soak 1 to 2 stress, depending on how badly they
inconvenience the characters.
Phys St: 4 + additional mild physical consequence
Mntl St: 4
Size: 12-15' tall.
Humanoids & Monstrous Humanoids Compatible with the Fate Core RPG 17
Giant, Hill David Rabbitt
Giant, Hill Scale: Superb (+5)
Concept: Brutish and Stupid Giants of the Hills
Trouble: Insecure and Greedy
Other Everything I Have Was Stolen; Never Start a Fight
Aspects: You Won't Win; Only the Strong Will Lead or Survive
Skills: • Superb (+5): Physique
• Great (+4): Athletics, Notice
• Good (+3): Fight, Shoot
• Fair (+2): Provoke
Stunts: Missile Catcher May use Physique to defend against
missiles large enough to catch.
Rock Throwing Weapon: 3 for Shoot, must have
Holding a Big Rock aspect.
Extras: Tough Hide Armor: 3
Huge Club Weapon: 3
Phys St: 4 + additional mild physical consequence
Mntl St: 2
Size: About 10' tall.
Humanoids & Monstrous Humanoids Compatible with the Fate Core RPG 18
Giant, Stone Malcolm McClinton
Giant, Stone Scale: Fantastic (+6)
Concept: Stone-Like Giants of the Mountains
Trouble: Valuable Territory
Other What Has Been Hewn In Stone; Just Wants to be
Aspects: Left Alone; Hidden in Plain Sight
Skills: • Fantastic (+6): Physique
• Superb (+5): Fight, Provoke
• Great (+4): Crafts (stonework and inlays)
• Good (+3): Resources (precious stones and ores)
• Fair (+2): Notice, Shoot, Will
Stunts: Missile Catcher May use Physique to defend against
missiles large enough to catch.
Rock Throwing Weapon: 3 for Shoot, must have
Holding a Big Rock aspect.
Looks Like a Boulder (Great (+4) Stealth when
pretending to be a boulder, if boulders are
reasonable in the area.
Extras: Stone-Like Body Armor: 4
Avalanche Can trigger an avalanche by pushing the
correct boulders. This is a Superb attack that lasts 5
+ the result of a four Fate-die roll exchanges. Use
Athletics to defend. Affects a wide area; the GM may
choose to create advantages instead of causing
damaging attacks for some or all of the attacks,
resulting in aspects such as Pinned Under a Boulder,
Lost My Sword, and so forth; optionally, the GM
might choose to allow the players to voluntarily take
such aspects to mitigate stress, allowing them to
soak one or two stress, depending on how badly
they inconvenience the characters.
Phys St: 4 + additional mild physical consequence
Mntl St: 3
Size: About 12' tall.
Humanoids & Monstrous Humanoids Compatible with the Fate Core RPG 19
Giant, Storm Eric Quigley
Giant, Storm Scale: Legendary (+8)
Concept: Powerful Nobility Amongst Giants
Trouble: One Must Control Their Rage, Lest It Become Their
Master
Other The Storm is My Playground and Lightning My Toy;
Aspects: High Castles Have a Long Way to Fall; No One Can
Tell Me What To Do
Skills: • Epic (+7): Physique
• Fantastic (+6): Fight
• Superb (+5): Rapport, Provoke
• Great (+4): Deceive, Resources
• Good (+3): Lore, Shoot, Will
• Fair (+2): Athletics, Empathy, Notice
Stunts: Weather Control Use Lore to create weather-related
advantages and to use winds to push things.
Great Size Fists are weapon: 2; however, Notice is -2
against 'small ones' (i.e., those less than 10' tall).
A Noble's Detachment Armor: 2 against mental
damage from social attacks.
Missile Catcher May use Physique to defend against
missiles large enough to catch.
Extras: Immune to Electricity
Can Breathe Water
Lightning Control Weapon: 4 for shoot if the scene
has an aspect indicating a storm is happening.
Phys St: 4 + additional mild and moderate physical
consequences
Mntl St: 4
Size: About 21' tall.
Optional: When armed and armored for battle, has armor: 4
and weapon: 5 (usually sword or spear).
Humanoids & Monstrous Humanoids Compatible with the Fate Core RPG 20
Gnoll Storn Cook
Gnoll Scale: Great (+4)
Concept: Evil Hyena-Men
Trouble: To The Victor Goes The Spoils...and There Can Be
Only One
Other The Weak Obey the Strong; We Don't Fight For Lost
Aspects: Causes; Slaves and Meat Are the Same
Skills: • Great (+4): Provoke
• Good (+3): Notice, Physique
• Fair (+2): Fight, Investigate (tracking), Shoot
Stunts: Shield Use +2 Fight for either attack or defence, but
not both in the same exchange.
Extras: Light Armor Armor: 1
Spear or Axe Weapon: 2
Longbow Weapon: 3 for Shoot.
Phys St: 4
Mntl St: 2
Size: About 7' tall.
Optional: Often accompanied by hyenas.
Humanoids & Monstrous Humanoids Compatible with the Fate Core RPG 21
Goblin Eric Quigley
Goblin Scale: Great (+4)
Concept: Sneaky Dirty-Fighting Goblin
Trouble: Slave To Those Whom I Fear
Other Two Against One is My Kind of Fight; Strategic
Aspects: Withdrawal; Equalizers R Us
Skills: • Great (+4): Deceive
• Good (+3): Stealth
• Fair (+2): Notice, Shoot
• Average (+1): Fight, Physique
Stunts: Sneak Attack Use Stealth to attack from ambush or
by surprise.
Dirty Tricks Use Deceive to create combat-related
advantages via feints, distracting an opponent so
another goblin can attack, and so forth, but -2 to all
non-combat uses of Deceive.
Extras: Poisoned Weapons Weapon: 1; on success with
style with an attack, inflict the lasting aspect
Poisoned! with one free invoke.
Improvised Armor Armor: 2 with aspect Weak Spots.
Phys St: 3
Mntl St: 2
Size: About 4' tall.
Optional: Poisoned Weapons can be switched out for
Befouled Weapons Infecting wounds instead of
poisoning, or Jagged Weapons Causing bleeding
wounds.
Humanoids & Monstrous Humanoids Compatible with the Fate Core RPG 22
Goblin Leader Eric Quigley
Goblin Leader Scale: Great (+4)
Concept: The Best of the Worst
Trouble: Not As Fear-Inspiring as I Want
Other Others Are Meant to Do the Hard Work; Everyone
Aspects: Follows My Lead; If You Can't Beat 'Em, Hide
Skills: • Great (+4): Deceive
• Good (+3): Physique, Stealth
• Fair (+2): Fight, Notice, Shoot
• Average (+1): Provoke, Will
Stunts: Sneak Attack Use Stealth to attack from ambush or
by surprise.
Dirty Tricks Use Deceive to create combat-related
advantages via feints, distracting an opponent so
another goblin can attack, and so forth, but -2 to all
non-combat uses of Deceive.
Extras: Wicked Poisoned Sword Weapon: 2; on success with
style with an attack, inflict the lasting aspect
Poisoned! with one free invoke.
Halfway Decent Armor Armor: 2
Phys St: 4
Mntl St: 3
Size: About 4' tall.
Humanoids & Monstrous Humanoids Compatible with the Fate Core RPG 23
Goblin Shaman Eric Quigley
Goblin Shaman Scale: Great (+4)
Concept: Goblin Healer and Magician
Trouble: Goblins Only Respect Power
Other Be Hex-tra Careful Around Me; Tricky and
Aspects: Unexpected; Divine Madness
Skills: • Great (+4): Provoke
• Good (+3): Lore, Will
• Fair (+2): Deceive, Fight, Notice
• Average (+1): Athletics, Crafts, Stealth
Stunts: Shaman Magic Use Lore to create advantages for
other goblins or against foes; examples include
tripping, boosted courage, etc. Also uses as Shoot
to create fire.
Healer Use Lore to begin healing of consequences;
on a success with style, can reduce consequence by
a level. Can spend fate point to erase another
goblin's physical or mental stress in combat.
Extras: Speak With Spirits Can use Empathy and Rapport
with spirits.
Minor Summoning For a fate point, can summon a
minor 'monster' to help—wolf, wolverine, eagle,
something else of that nature.
Phys St: 2
Mntl St: 4
Size: About 4' tall.
Optional: Staff (weapon: 1), Leather armor (armor: 1)
Humanoids & Monstrous Humanoids Compatible with the Fate Core RPG 24
Green Hag Felipe Gaona
Green Hag Scale: Superb (+5)
Concept: Cannibal Crone With a Hatred For Beauty
Trouble: Limited By My One Track Mind
Other I Feel More Powerful in My Swamp; The Helpless
Aspects: Taste Better; Purity Must Be Fouled
Skills: • Superb (+5): Deceive
• Great (+4): Fight, Physique
• Good (+3): Lore, Stealth
• Fair (+2): Will, Notice, Crafts
Stunts: Illusion Magic Use Deceive to disguise self as a
beautiful maiden, and as Provoke to create
advantages from illusions, false lights and sounds,
and so forth.
Weakness On success with style in Fight, places
Weakened lasting aspect on target with one free
invoke.
Extras: Tough Skin Armor: 2
Claws Weapon: 1
Phys St: 4
Mntl St: 3
Size: 5-6' tall.
Optional: Three hags together can work powerful magic.
Treat them as having Fantastic (+6) Lore as a group,
and Hag Magic Use Lore to scry, control the
weather, place curses, polymorph victims, and send
dreams.
Humanoids & Monstrous Humanoids Compatible with the Fate Core RPG 25
Grippli Eric Quigley
Grippli Scale: Good (+3)
Concept: Intelligent Tree Frog
Trouble: A Little Frog in a Big World
Other I Have All I Need to Survive; Bigger Is Just Easier For
Aspects: Me to Hit; The Wetlands Are My Range
Skills: • Great (+4): Lore (survival and healing), Shoot
• Good (+3): Athletics, Investigate (tracking), Stealth
• Fair (+2): Fight, Rapport
Stunts: Forest Stealth +2 Stealth in forests or swamps.
Frog's Legs.+2 Athletics for overcoming obstacles
by jumping or climbing.
Extras: Poisons Success with style in Fight or Shoot places a
lasting aspect with one free invoke on the
target—GM chooses, but Weakened, Dizzy, or
Sleepy are common. Normal success places
corresponding boost.
Animal Friends Can use Rapport with animals.
Phys St: 2
Mntl St: 2
Size: 1-2' tall.
Optional: Grippli are often on good terms with neighboring
elves, satyrs, nymphs—or even goblins or boggards.
Humanoids & Monstrous Humanoids Compatible with the Fate Core RPG 26
Harpy Jacqui Davis
Harpy Scale: Superb (+5)
Concept: Winged Tormentor of Adventurers
Trouble: A Taste For the Exotic
Other The Sound of Rushing Wings; Siren of the Sky; What
Aspects: Is That Scent?
Skills: • Superb (+5): Athletics
• Great (+4): Fight, Provoke
• Good (+3): Lore, Notice, Will
• Fair (+2): Deceive, Physique, Stealth
Stunts: Siren Song Use Provoke to place Under My Spell
lasting aspect on target; target cannot attack the
harpy while this aspect remains.
Extras: Sharp Talons Weapon: 2
The Sound of Fear May spend a fate point to make
an automatically successful weapon: 4 mental attack
against one target.
Special: Harpies naturally smell of gore and decay; they use
perfumes and ointments to mask this.
Phys St: 3
Mntl St: 4
Size: 6' tall, 15' wingspan.
Humanoids & Monstrous Humanoids Compatible with the Fate Core RPG 27
Hobgoblin Storn Cook
Hobgoblin Scale: Great (+4)
Concept: Disciplined and Tough Goblinoid Warrior
Trouble: Magic and Elves Scare Us
Other Tactics Over Strategy; Can't Deal With the
Aspects: Unexpected; A Culture Built on Slaves
Skills: • Great (+4): Fight, Physique
• Good (+3): Athletics, Provoke, Stealth
• Fair (+2): Lore (tactics), Will
Stunts: Hold the Line +2 to Will against mental attacks while
in formation.
Drilled and Practiced When fighting in a group,
hobgoblins can assist as part of their attack—that is,
if one rolls well, that hobgoblin can "give" some of
their roll to another who didn't roll as well.
Extras: Armor Armor: 2
Sword or Axe Weapon: 2
Phys St: 4
Mntl St: 2
Size: About 6' tall.
Humanoids & Monstrous Humanoids Compatible with the Fate Core RPG 28
Hobgoblin Archer Storn Cook
Hobgoblin Archer Scale: Great (+4)
Concept: Weak and Cowardly Goblinoid Warrior
Trouble: Not As Tough As a Regular Hobgoblin
Other Loyalty Is a Fleeting Thing; Revenge is Best Served
Aspects: From Afar; Flees From Melee Attacks
Skills: • Great (+4): Shoot, Stealth
• Good (+3): Athletics, Physique, Provoke
• Fair (+2): Fight, Lore (tactics)
Stunts: Formation Shooting When shooting in a group,
hobgoblin archers can assist as part of their
attack—that is, if one rolls well, that hobgoblin can
"give" some of their roll to another who didn't roll as
well.
Extras: Light Armor Armor: 1
Short Bow Weapon: 2 for Shoot
Short Sword Weapon: 1
Poisoned Arrows Success with style on Shoot places
lasting aspect on target with one free invoke: choose
from Weakened, Paralyzed, or Confused depending
on type of poison. Regular success places a
corresponding Boost.
Phys St: 4
Mntl St: 2
Size: About 6' tall.
Humanoids & Monstrous Humanoids Compatible with the Fate Core RPG 29
Hobgoblin Leader Storn Cook
Hobgoblin Leader Scale: Superb (+5)
Concept: The Toughest and Smartest of the Goblinoid
Warriors
Trouble: Everybody Thinks This Job is Easy
Other You Have to Take What You Want; I've Beaten
Aspects: Better; A Cunning Plan For Every Occasion
Skills: • Superb (+5): Lore (tactics)
• Great (+4): Fight, Physique
• Good (+3): Athletics, Provoke, Will
• Fair (+2): Ride, Shoot
Stunts: Do You Goons Want to Live Forever?! Spend a fate
point to clear lowest filled stress box on each ally; no
more than once per scene.
There Are No Failures, Only Opportunities Once per
session, gain a Boost from a failure.
Extras: Heavy Armor Armor: 3
Sword Weapon: 2
Heavy Crossbow or Composite Bow Weapon: 2 for
Shoot.
Phys St: 4
Mntl St: 4
Size: About 6' tall.
Humanoids & Monstrous Humanoids Compatible with the Fate Core RPG 30
Kobold Bruno Balixa
Kobold Scale: Fair (+2)
Concept: Tiny and Barbaric Dragonfolk
Trouble: Slightly More Beloved Than Cockroaches
Other Set a Trap to...Ah, Just Set a Trap; There's Always
Aspects: More; All Hail King T- Wait, Can We Use That?
Skills: • Good (+3): Stealth
• Fair (+2): Crafts (traps), Deceive
• Average (+1): Fight, Provoke, Shoot
Stunts: Masters of Traps Use Crafts to attack when running
away or luring attackers toward them; targets can
defend with Notice or Athletics.
Ambush Tactics Use Stealth as Fight or Shoot when
attacking from ambush.
Swarming Fighters +2 Fight for defense when they
outnumber their foes by 50% or more.
Fast +2 Athletics to run away.
Extras: —
Phys St: 2
Mntl St: 2
Size: About 3' tall.
Humanoids & Monstrous Humanoids Compatible with the Fate Core RPG 31
Kobold Leader Bruno Balixa
Kobold Leader Scale: Fair (+2)
Concept: Semi-Capable Leader of Kobold Hordes
Trouble: Bloodline is More Important Than Ability
Other The Only 'Sane' Man; There's Always a Bigger Boss;
Aspects: The Benefits of Perspective
Skills: • Good (+3): Deceive
• Fair (+2): Fight, Provoke, Stealth
• Average (+1): Physique, Shoot, Will
Stunts: Kowtow Use Deceive as Rapport to create
advantages based on perceived obedience.
Extras: Halfway Decent Weapon Weapon: 1
Duke of Plaza-Toro When fleeing, may switch die
roll with the kobold who got the best roll.
Minion Sacrifice Once per scene, when hit by an
attack, may use a consequence of another kobold as
if it were the leader's own.
Phys St: 3
Mntl St: 3
Size: About 3' tall.
Humanoids & Monstrous Humanoids Compatible with the Fate Core RPG 32
Kobold Shaman Bruno Balixa
Kobold Shaman Scale: Fair (+2)
Concept: Crazy Magic-Spouting Kobold
Trouble: Kobolds Think Having a Shaman is Great...With a
Little Paprika
Other These Utterances Are Not in Vain; You Only See
Aspects: What I Want You to See; Not As Crazy As I Seem
Skills: • Good (+3): Provoke
• Fair (+2): Deceive, Shoot
• Average (+1): Lore, Stealth, Will
Stunts: Trap Magic When a kobold successfully uses
Masters of Traps (see Kobold card), the shaman can
make a Shoot attack against the target. The attack
originates from the trap.
Minor Illusions Use Deceive to assist another kobold
with an attack or defense.
Extras: Magic Shield Compel Crazy Magic-Spouting Kobold
to block an attack automatically.
Phys St: 2
Mntl St: 3
Size: About 3' tall.
Optional: Summon Basilisk Friend or Foe? Once per
campaign, may summon a basilisk (see Basilisk card
from the Aberrations deck); roll a Fate Die—on a (+),
the basilisk goes after the shaman's foes, and on
anything else it eats the shaman, then goes after
anyone and everyone nearby. If the shaman
succeeds in controlling the basilisk, raise Lore to
Good (+3), and increase Scale to Good (+3) as well.
Humanoids & Monstrous Humanoids Compatible with the Fate Core RPG 33
Lamia Bruno Balixa
Lamia Scale: Superb (+5)
Concept: Cursed Female-Animal Hybrid
Trouble: Hatred For Servants of Those Who Cursed Us
Other Sowers of Madness and Discord; You Won't See Me
Aspects: Coming; Power and Intellect Earn Fear and Respect
Skills: • Superb (+5): Stealth
• Great (+4): Notice, Physique
• Good (+3): Fight, Provoke, Will
• Fair (+2): Deceive
Stunts: Lamia Magic Use Stealth to disguise self or create
illusions, and as Rapport to create advantages on
others regarding charm or suggestion.
Extras: Tough Skin Armor: 2
Claws & Dagger Weapon: 1
Will Drain On success with style with Fight, place
lasting Weakened Will aspect on target with one
free invoke; out of combat, may use Stealth to
create advantage for same effect.
Phys St: 4
Mntl St: 4
Size: 6'+ tall, 8'+ long.
Optional: Type of animal body may vary; GM may wish to
assign other aspects, stunts, or extras based on body
type.
Humanoids & Monstrous Humanoids Compatible with the Fate Core RPG 34
Lamia Matriarch Gary Dupuis
Lamia Matriarch Scale: Fantastic (+6)
Concept: Oldest and Strongest Lamia of a Group
Trouble: Pride is a Deadly Sin
Other Evil Flows in These Veins; An Agent of Chaos; My
Aspects: Brood Will Die For Me
Skills: • Fantastic (+6): Deceive
• Superb (+5): Physique, Provoke
• Great (+4): Fight, Notice, Stealth, Will
• Good (+3): Shoot
Stunts: Lamia Magic Use Deceive to disguise self or create
illusions, and as Rapport to create advantages on
others regarding charm or suggestion; Shoot is
magically-based.
Shapechanger +2 Deceive and Stealth when
appropriate if changed into the shape of a
human/demi-human/humanoid.
Resistant to Divine Magic Uses Deceive to resist
clerical/divine magic.
Extras: Tough Skin Armor: 2
Claws & Scimitars Weapon: 2
Will Drain On success with style with Fight, place
lasting Weakened Will aspect on target with one
free invoke; out of combat, may use Deceive to
create advantage for same effect.
Special: Clerical "turn undead" abilities also affect a lamia
matriarch
Phys St: 4 + additional mild physical consequence
Mntl St: 4
Size: 6'+ tall, 8'+ long.
Optional: Type of animal body may vary; GM may wish to
assign other aspects, stunts, or extras based on body
type.
Humanoids & Monstrous Humanoids Compatible with the Fate Core RPG 35
Lizardfolk Jeff Ward
Lizardfolk Scale: Great (+4)
Concept: Tribal Humanoid Lizards
Trouble: Sluggish in the Cold
Other The Primitive Life; Only the Careful Survive; The
Aspects: Environment Is My Weapon
Skills: • Great (+4): Stealth
• Good (+3): Fight, Physique
• Fair (+2): Athletics, Provoke
Stunts: Pull Underwater On success with style on a Fight
attack, place lasting Pulled Under aspect on target if
in deep enough water.
Strong Swimmer +2 Athletics for swimming checks.
Extras: Semi-Aquatic Does not need to make drowning
checks.
Scaly Body Armor: 2
Primitive Weapons Weapon: 2
Phys St: 4
Mntl St: 2
Size: About 6' tall.
Optional: Replace Strong Swimmer with Fast Climber and Pull
Underwater with Pull Over Cliff to make a mountain-
dwelling lizardfolk. For desert, use Burrow Into Sand
and Pull Into Sand.
Humanoids & Monstrous Humanoids Compatible with the Fate Core RPG 36
Locathah Gary Dupuis
Locathah Scale: Great (+4)
Concept: Simple and Friendly Fish-folk
Trouble: Too Trusting For Their Own Good
Other Jokes That Are Never Funny; Enslaved By Darker
Aspects: Forces;; Never Abandon a Friend
Skills: • Great (+4): Investigate (tracking), Lore (undersea)
• Good (+3): Fight, Stealth
• Fair (+2): Athletics, Notice, Shoot
• Average (+1): Physique
Stunts: Natural Swimmers +1 Athletics underwater for
movement purposes.
Extras: Water Breathers
Spears and Crossbows Weapon: 2
Phys St: 3
Mntl St: 2
Size: About 6' tall.
Humanoids & Monstrous Humanoids Compatible with the Fate Core RPG 37
Medusa Jason Rainville
Medusa Scale: Fantastic (+6)
Concept: Petrifying Femme Fatale
Trouble: Overconfident Talker
Other Hair With Reptilian Minds of Its Own; A Look That
Aspects: Will Stop You in Your Tracks; What Lurks in Shadows
Skills: • Superb (+5): Rapport
• Great (+4): Provoke, Stealth
• Good (+3): Fight, Notice, Shoot
• Fair (+2): Physique, Will
Stunts: Snakes' Eyes +2 Notice against people trying to
sneak up on her.
Extras: Petrifying Gaze Rapport attack against Notice or
Stealth; weapon: 5, consequences taken must relate
to partial petrification. Ignores armor.
Snake Hair If in a grapple, may inflict one stress on
an opponent even if she fails her attack roll, unless
the opponent succeeds with style.
Poison Snakes May poison her weapons; poisoned
weapon causes Weakness lasting aspect on foe with
one free invoke on a success with style; normal
success gives Weakness as a Boost.
Phys St: 3
Mntl St: 3
Size: 5-6' tall.
Optional: Medusae may be skilled in other magic. Many use a
longbow (Weapon: 3 for Shoot).
Humanoids & Monstrous Humanoids Compatible with the Fate Core RPG 38
Merfolk Simon Buckroyd
Merfolk Scale: Good (+3)
Concept: Fish-Tailed People of the Sea
Trouble: Not Part of Your World
Other Fast and Powerful in the Water; The Sea is Our
Aspects: Sovereign Kingdom; Herders and Hunters of Fish
Skills: • Good (+3): Notice, Shoot
• Fair (+2): Athletics, Lore (undersea), Rapport
• Average (+1): Empathy, Fight, Physique
Stunts: Quickly Darting Through the Water +2 Athletics to
defend in combat underwater.
Extras: Built for the Pressures of the Deep Armor: 1
Amphibious Breathes both water and air.
Trident and Crossbow Weapon: 2
Net Use Shoot to create advantages involving
entangling foes. If an aspect is on two foes
indicating they are close together, may attack them
both with one roll.
Phys St: 3
Mntl St: 2
Size: 6-8' long.
Optional: Some individuals may have Fish Summoning Can
summon and control fish, using Lore against the
fish's peak skill. For a more siren-like mermaid,
switch Shoot and Rapport.
Humanoids & Monstrous Humanoids Compatible with the Fate Core RPG 39
Merrow Gary Dupuis
Merrow Scale: Superb (+5)
Concept: Sea Ogre
Trouble: Bullies Are Too Lazy For Strategy
Other My Family The Gang; Cruel and Savage; I'll Take That
Aspects:
Skills: • Superb (+5): Physique
• Great (+4): Fight, Provoke
• Good (+3): Notice
• Fair (+2): Stealth, Will
Stunts: Grab On success with style with Fight, place lasting
Grabbed aspect on target with one free invoke.
Sea Sneakers +2 Stealth in water.
Extras: Tough Skin Armor: 2
Iron-Tearing Claws Weapon: 3
Phys St: 4 + additional mild physical consequence
Mntl St: 3
Size: 16' tall, rarely as big as 20'.
Optional: The biggest may have Epic (+7) Physique, giving an
additional moderate physical consequence. These
sometimes hunt whales.
Humanoids & Monstrous Humanoids Compatible with the Fate Core RPG 40
Malcolm
Minotaur McClinton
Minotaur Scale: Superb (+5)
Concept: Bull-Headed Labyrinth Monster
Trouble: Lost Outside of a Maze
Other The Most Dangerous Game of Hide-and-Seek;
Aspects: You'll Never Get the Drop On Me; My Anger Will
Terrify You
Skills: • Superb (+5): Athletics, Physique
• Great (+4): Fight, Lore (Mazes), Notice
• Good (+3): Provoke, Will
Stunts: Charge and Gore Use Athletics to attack by moving
a zone first; no movement penalty to attack.
Hide and Seek Uses Lore as Stealth when in a maze.
Sudden Startling Appearance +2 Provoke when
emerging from Stealth to scare someone.
Extras: Maze Sense Cannot become lost in a maze, even if
confused.
Axe and Horns Weapon: 3
Phys St: 4 + additional mild physical consequence
Mntl St: 4
Size: About 7' tall.
Humanoids & Monstrous Humanoids Compatible with the Fate Core RPG 41
Morlock Tadas Sidlauskas
Morlock Scale: Great (+4)
Concept: Animalistic Underground Dweller
Trouble: All I Want is Fresh Meat
Other Climbs Almost Like a Spider; Used to Crowded
Aspects: Spaces; I Fight Better in the Dark
Skills: • Great (+4): Athletics, Stealth
• Good (+3): Fight, Notice
• Fair (+2): Deceive, Physique
Stunts: Leap and Attack Move a zone and attack at no
penalty. Can take a +2 to Fight for either the attack,
or for defending against counterattacks that
exchange.
Stealth Attack Use Stealth for Fight when attacking
from hiding.
Extras: Immune to Poison and Disease
Master Climber Climbs any non-smooth surface
without needing to make Athletics checks.
Claws and Teeth Weapon: 2
Phys St: 3
Mntl St: 2
Size: About 5' tall.
Optional: A favored tactic is to lure victims to somewhere that
a stronger predator will attack them, then scavenge
the remains afterward.
Humanoids & Monstrous Humanoids Compatible with the Fate Core RPG 42
Ogre Eric Quigley
Ogre Scale: Superb (+5)
Concept: Savage and Sadistic Giant
Trouble: Just The Dumb Muscle
Other Hatred of Civilization; Fear and Torture is Play; Killing
Aspects: Doesn't Require Imagination
Skills: • Superb (+5): Physique
• Great (+4): Fight, Provoke
• Good (+3): Athletics
Stunts: Take the Blow You can use Physique to defend
against Fight attacks made with fists or blunt
instruments, though you always take 1 shift of stress
on a tie.
Tough as Nails Once per session at the cost of a fate
point, you can reduce the severity of a moderate
consequence that's physical in nature to a mild
consequence (if your mild consequence slot is free),
or erase a mild consequence altogether.
Amazingly Self-Centered and Cruel+2 Will to resist
any deal that requires them to give something up or
not to hurt someone.
Extras: Huge Club Weapon: 3
Javelins Weapon: 2
Phys St: 4 + additional mild physical consequence
Mntl St: 2
Size: About 10' tall.
Optional: Hideously Deformed Automatic Provoke attack on
anyone first seeing.
Humanoids & Monstrous Humanoids Compatible with the Fate Core RPG 43
Orc David Rabbitte
Orc Scale: Great (+4)
Concept: Standard Fantasy Humanoid #1
Trouble: Overly Aggressive
Other Undisciplined Troops; We're Only as Good as Our
Aspects: Leader is Clever; When Battle Ends, Our Fun Begins
Skills: • Great (+4): Physique
• Good (+3): Fight, Provoke
Stunts: Bruiser +2 Provoke to intimidate physically weaker
creatures.
Ferocious +2 Will to resist fear and intimidation
when already in combat.
Extras: Weapons Weapon: 2, usually sword or axe.
Light Armor Armor: 1
Phys St: 4
Mntl St: 2
Size: About 6' tall.
Humanoids & Monstrous Humanoids Compatible with the Fate Core RPG 44
Orc King Eric Quigley
Orc King Scale: Superb (+5)
Concept: Strong and Cunning Orc Leader
Trouble: Delusions of Grandeur
Other Easily Underestimated; Play One Side Against the
Aspects: Other; Orcs Are Hard to Keep in Line Without Force
Skills: • Superb (+5): Physique, Fight
• Great (+4): Deceive, Provoke
• Good (+3): Athletics, Empathy, Shoot
• Fair (+2): Contacts, Notice, Will
Stunts: Crafty Fighter +2 Fight to create advantages by
tricking or deceiving a foe.
Such Useful Minions When working with other orcs
under his command, may swap rolls with one of
them when desired.
Extras: Good Sword Weapon: 3
Good Armor Armor: 2
Phys St: 4 + additional mild physical consequence
Mntl St: 3
Size: 6-7' tall.
Humanoids & Monstrous Humanoids Compatible with the Fate Core RPG 45
Sahuagin Malcolm McClinton
Sahuagin Scale: Great (+4)
Concept: Devil-Men of the Ocean Deeps
Trouble: All Other Races Are Unworthy
Other Pain Only Makes Me Angrier; Merciless as Sharks;
Aspects: Tactically Adaptable
Skills: • Great (+4): Fight, Provoke
• Good (+3): Physique, Shoot
• Fair (+2): Deceive, Notice
Stunts: Shark Telepathy +2 Rapport to deal with sharks.
Extras: Armored Scales Armor: 2
Trident Weapon: 2
Heavy Crossbows Weapon: 3, must take an
exchange to reload.
Net Use Shoot to create advantages involving
entangling foes. If an aspect is on two foes
indicating they are close together, may attack them
both with one roll.
Phys St: 4
Mntl St: 2
Size: About 6' tall.
Humanoids & Monstrous Humanoids Compatible with the Fate Core RPG 46
Sea Hag Matt Bulahao
Sea Hag Scale: Great (+4)
Concept: Sea-Dwelling Witch With An Evil Eye
Trouble: Without Fear, I Am Nothing
Other An Unusual Magical Presence; Sowing Dissension to
Aspects: Reap Terror; A Sisterhood of Evil
Skills: • Great (+4): Physique, Stealth
• Good (+3): Fight, Lore, Provoke
• Fair (+2): Athletics, Physique, Will
Stunts: Hideously Revolting When first seen clearly,
automatically creates advantage with Provoke at +2,
making Weakened aspect.
The Unseen Eye May use Provoke from hiding;
when doing so, gains +2 Provoke.
Extras: The Evil Eye Place an aspect on a target with
Provoke; may then compel that aspect to place
target in a coma.
Phys St: 3
Mntl St: 3
Size: About 6' tall.
Optional: Three hags together can work powerful magic.
Treat them as having Fantastic (+6) Lore as a group,
and Hag Magic Use Lore to scry, control the
weather, place curses, polymorph victims, and send
dreams.
They sometimes ally with Green Hags (see Green
Hag card).
Humanoids & Monstrous Humanoids Compatible with the Fate Core RPG 47
Skulk Brian Brinlee
Skulk Scale: Great (+4)
Concept: Thieving Chameleon of Urban Spaces
Trouble: I Don't Like Pain—It Hurts Me!
Other I'm Disguised but My Items Aren't; The World Owes
Aspects: Me a Living; The Only Life Worth Anything is Mine
Skills: • Great (+4): Stealth
• Good (+3): Athletics, Notice
• Fair (+2): Deceive, Fight, Investigate
Stunts: Chameleon +2 Stealth to hide; can hide in plain
sight.
Ambush Use Stealth for Fight when attacking from
hiding.
Extras: Dagger Weapon: 1; may be poisoned, making it
weapon: 3 on first attack, 2 on second, then 1
thereafter.
Phys St: 2
Mntl St: 2
Size: About 6' tall, skinny.
Optional: Skulks may have other skills—some are rogues or
mages. They usually use little equipment.
Humanoids & Monstrous Humanoids Compatible with the Fate Core RPG 48
Skum Bruno Balixa
Skum Scale: Great (+4)
Concept: Once-Proud Slaves of the Aboleth
Trouble: Fallen So Far, Forgotten So Much
Other Human Females Make Useful Broodmothers; A
Aspects: Strange and Alien Mind; Savage Fighters When
Faced With Death
Skills: • Great (+4): Physique
• Good (+3): Fight, Notice
• Fair (+2): Athletics, Provoke
Stunts: Strong Swimmers +2 Athletics for swimming.
Horrific Appearance +2 to Provoke attacks.
Extras: Immune to Aging
Trident Weapon: 2
Claws and Teeth Weapon: 1
Leathery Skin Armor: 1
Water and Air Breather
Phys St: 4
Mntl St: 2
Size: 6-7' tall.
Humanoids & Monstrous Humanoids Compatible with the Fate Core RPG 49
Svirfneblin Tadas Sidlauskas
Svirfneblin Scale: Great (+4)
Concept: Gnomes Warped By the Deep Depths
Trouble: Insanity is Hard to Relate To
Other Our Cities Are Hidden For A Reason; Your Eyes Will
Aspects: Deceive You—Don't Trust Them; Many Strange
Mushroom Potions
Skills: • Great (+4): Deceive, Stealth
• Good (+3): Crafts (alchemy), Will
• Fair (+2): Athletics, Notice, Shoot
Stunts: Illusion Magic +2 Deceive when disguising objects
or themselves.
Hardy +2 Physique to defend against poisons,
diseases, etc.
Magic Resistant Use Deceive to defend against
magical attacks.
Extras: Cannot be located or tracked with magic
Crossbow Weapon: 2 for Shoot.
Phys St: 2
Mntl St: 4
Size: About 3' tall.
Optional: Crossbow quarrels may be dipped in mushroom
potions; compel Many Strange Mushroom Potions
to place effects on targets.
Humanoids & Monstrous Humanoids Compatible with the Fate Core RPG 50
Tengu Eric Quigley
Tengu Scale: Good (+3)
Concept: Birdlike Race With a Penchant For Swordplay
Trouble: I Take What I Want
Other To See Without Being Seen; Gifted Linguists; Show-
Aspects: offs in Combat
Skills: • Good (+3): Athletics, Fight
• Fair (+2): Notice, Stealth
• Average (+1): Lore (languages), Physique, Shoot
Stunts: Flashy Swordplay +2 Fight to create advantage.
Extras: Sword Weapon: 2, usually rapier or other light blade.
Short Bow Weapon: 2
Phys St: 3
Mntl St: 2
Size: 5-6' tall.
Humanoids & Monstrous Humanoids Compatible with the Fate Core RPG 51
Troglodyte Eric Quigley
Troglodyte Scale: Great (+4)
Concept: Cannibalistic and Stinky Lizard People
Trouble: Mindlessly Attacks or Flees When Panicked
Other Can't You Smell That Smell; Demon Worshippers;
Aspects: We Have Been Here Since the Beginning
Skills: • Superb (+5): Provoke
• Good (+3): Fight
• Fair (+2): Athletics, Notice, Physique
Stunts: Finely Attuned Nose +2 Notice to smell things; can
distinguish individuals by smell.
Extras: Horrific Smell +2 Provoke (already factored in), but
must make a Provoke attack against any potential
allies, with consequences resulting in reduced loyalty
to the troglodytes.
Stone Clubs and Javelins Weapon: 2
Phys St: 4
Mntl St: 2
Size: About 5' tall.
Humanoids & Monstrous Humanoids Compatible with the Fate Core RPG 52
Troll Bruno Balixa
Troll Scale: Superb (+5)
Concept: Loathsome, Rubbery, and Hard to Kill Monster
Trouble: Fire and Acid Prevent Regeneration
Other You're Not Scarier Than Me; I Will Hurt You More
Aspects: Than You Will Hurt Me; A Lair With Many Hiding
Places
Skills: • Superb (+5): Physique
• Great (+4): Fight, Provoke
• Good (+3): Notice, Will
Stunts: Grab and Bite On success with style using Fight,
spend a fate point to make another attack at +2.
Extras: Regeneration Once per scene, may remove a mild
physical consequence or reduce a higher physical
consequence by a step; doing so again costs a fate
point.
Ridiculously Hard to Kill Additional physical stress
box.
Really Ridiculously Hard to Kill Armor: 2
But You're Not Weapon: 2 claws
You Can't Keep a Bad Troll Down If not killed with
acid or fire, or treated with such after 'killing', will
recover next scene. All stress will be cleared, and
Regeneration effects applied.
Phys St: 5 + additional mild physical consequence
Mntl St: 4
Size: About 12' tall.
Optional: Crawling Limbs Severed limbs continue moving;
treat a severed limb as having Fair (+2) Fight, one
stress, and being unable to take consequences.
Regeneration can be used to reattach a severed
limb.
Skrag Sea troll; as above, but +2 Athletics for
swimming.
Humanoids & Monstrous Humanoids Compatible with the Fate Core RPG 53
Yeti Gary Dupuis
Yeti Scale: Superb (+5)
Concept: The Abominable Snowman
Trouble: Yet(i) Another Creature Vulnerable to Fire
Other Always Use the Buddy System; Adventurers Are a
Aspects: Dish Best Served Cold; Chillingly Fearsome Gaze
Skills: • Superb (+5): Athletics, Physique
• Great (+4): Fight, Notice, Provoke
• Good (+3): Will
Stunts: Amazing Climber +2 Athletics to overcome
obstacles by climbing.
White Furred Great (+4) Stealth in snowy and icy
areas.
Lunge and Grab Run up, attack, continue
running—allows immediate Stealth roll to disappear
again if an appropriate aspect is on the scene, such
as Blizzard or Crags and Hiding Places.
Extras: Immune to Cold
Radiates Cold Anyone striking it who is not immune
to cold takes one stress, unless they have an aspect
that protects them.
Amazingly Tough Hide Armor: 3
Rending Claws Weapon: 3
Special: Most yeti are peaceful; the rare violent ones are
driven out of their tribes. For non-violent yeti,
replace Provoke with Rapport, and Adventurers Are
a Dish Best Served Cold with A Cold Outside Hides a
Warm Heart.
Phys St: 4 + additional minor physical consequence
Mntl St: 4
Size: About 8' tall.
Humanoids & Monstrous Humanoids Compatible with the Fate Core RPG 54
Open Game Content may only be Used under and in terms of the Open Game License
Version 1.0a (OGL).
This entire work is designated as Open Game Content under the OGL, with the exception
of all artwork. These trademarks, and the Trade Dress of this work (font, layout, style of
artwork, etc.) are reserved as Product Identity.
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000
Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
Definitions: (a)"Contributors" means the copyright and/or trademark owners who have
contributed Open Game Content; (b)"Derivative Material" means copyrighted material
including derivative works and translations (including into other computer languages),
potation, modification, correction, addition, extension, upgrade, improvement,
compilation, abridgment or other form in which an existing work may be recast,
transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell,
broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content"
means the game mechanic and includes the methods, procedures, processes and routines
to the extent such content does not embody the Product Identity and is an enhancement
over the prior art and any additional content clearly identified as Open Game Content by
the Contributor, and means any work covered by this License, including translations and
derivative works under copyright law, but specifically excludes Product Identity. (e)
"Product Identity" means product and product line names, logos and identifying marks
including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic
elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses,
formats, poses, concepts, themes and graphic, photographic and other visual or audio
representations; names and descriptions of characters, spells, enchantments, personalities,
teams, personas, likenesses and special abilities; places, locations, environments, creatures,
equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs;
and any other trademark or registered trademark clearly identified as Product identity by
the owner of the Product Identity, and which specifically excludes the Open Game
Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used
by a Contributor to identify itself or its products or the associated products contributed to
the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use,
Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of
Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.
The License: This License applies to any Open Game Content that contains a notice
indicating that the Open Game Content may only be Used under and in terms of this
License. You must affix such a notice to any Open Game Content that you Use. No terms
may be added to or subtracted from this License except as described by the License itself.
No other terms or conditions may be applied to any Open Game Content distributed
using this License.
Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of
the terms of this License.
Grant and Consideration: In consideration for agreeing to use this License, the Contributors
grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms
of this License to Use, the Open Game Content.
Representation of Authority to Contribute: If You are contributing original material as Open
Game Content, You represent that Your Contributions are Your original creation and/or
You have sufficient rights to grant the rights conveyed by this License.
Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this
License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content
You are copying, modifying or distributing, and You must add the title, the copyright date,
and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game
Content you Distribute.
Use of Product Identity: You agree not to Use any Product Identity, including as an
indication as to compatibility, except as expressly licensed in another, independent
Agreement with the owner of each element of that Product Identity. You agree not to
indicate compatibility or co-adaptability with any Trademark or Registered Trademark in
conjunction with a work containing Open Game Content except as expressly licensed in
another, independent Agreement with the owner of such Trademark or Registered
Trademark. The use of any Product Identity in Open Game Content does not constitute a
challenge to the ownership of that Product Identity. The owner of any Product Identity
used in Open Game Content shall retain all rights, title and interest in and to that Product
Identity.
Identification: If you distribute Open Game Content You must clearly indicate which
portions of the work that you are distributing are Open Game Content.
Updating the License: Wizards or its designated Agents may publish updated versions of
this License. You may use any authorized version of this License to copy, modify and
distribute any Open Game Content originally distributed under any version of this License.
Copy of this License: You MUST include a copy of this License with every copy of the Open
Game Content You Distribute.
Use of Contributor Credits: You may not market or advertise the Open Game Content
using the name of any Contributor unless You have written permission from the
Contributor to do so.
Inability to Comply: If it is impossible for You to comply with any of the terms of this License
with respect to some or all of the Open Game Content due to statute, judicial order, or
governmental regulation then You may not Use any Open Game Material so affected.
Termination: This License will terminate automatically if You fail to comply with all terms
herein and fail to cure such breach within 30 days of becoming aware of the breach. All
sublicenses shall survive the termination of this License.
Reformation: If any provision of this License is held to be unenforceable, such provision
shall be reformed only to the extent necessary to make it enforceable.
COPYRIGHT NOTICE
Open Game License v 1.0a (c) 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathon
Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave
Arneson.
System Reference Document (c) 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan
Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman,
Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by
E. Gary Gygax and Dave Arneson.
Modern System Reference Document Copyright 2002-2004, Wizards of the Coast, Inc.;
Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan,
Stan!, Christopher Perkins, Rodney Thompson, and JD Wiker, based on material by
Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R.
Cordell, John Tynes, Andy Collins, and JD Wiker.
Castles & Crusades: Players Handbook, Copyright 2004, Troll Lord Games; Authors Davis
Chenault and Mac Golden.
Labyrinth LordTM Copyright 2007-2009, Daniel Proctor. Author Daniel Proctor.
Pathfinder Roleplaying Game Core Rulebook. (c) 2009, Paizo Publishing, LLC; Author: Jason
Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
Pathfinder Roleplaying Game Bestiary. (c) 2009, Paizo Publishing, LLC; Author: Jason
Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
Pathfinder Roleplaying Game Bestiary 2. (c) 2010, Paizo Publishing, LLC; Authors Wolfgang
Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim
Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason,
Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley
Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based
on material by Jonathan Tweet, Monte Cook, and Skip Williams.
Pathfinder Roleplaying Game Bestiary 3. (c) 2011, Paizo Publishing, LLC; Authors: Jesse
Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary,
Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on
material by Jonathan Tweet, Monte Cook, and Skip Williams.
Book of Fiends. (c) 2003, Green Ronin Publishing; Authors: Aaron Loeb, Erik Mona, Chris
Pramas, Robert J. Schwalb.
Pathfinder Adventure Path #47: Ashes at Dawn. (c)2011 Paizo Publishing, LLC; Author: Neil
Spicer.
Tome of Horrors. (c) 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark
Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis
Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.
Kobold Quarterly Issue 7, (c) 2008, Open Design LLC, www.koboldquarterly.com; Authors:
John Baichtal, Wolfgang Baur, Ross Byers, Matthew Cicci, John Flemming, Jeremy Jones,
Derek Kagemann, Phillip Larwood, Richard Pett, and Stan!
The Tome of Horrors III, (c) 2005, Necromancer Games, Inc.; Author Scott Greene.
Adherer from the Tome of Horrors, Revised, (c) 2002, Necromancer Games, Inc.; Authors
Scott Greene and Clark Peterson, based on original material by Guy Shearer.
Amphisbaena from the Tome of Horrors, Revised, (c) 2002, Necromancer Games, Inc.;
Author Scott Greene, based on original material by Gary Gygax.
Angel, Monadic Deva from the Tome of Horrors, Revised, (c) 2002, Necromancer Games,
Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.
Animal Lord from the Tome of Horrors, Revised, (c) 2002, Necromancer Games,Inc.; Author
Scott Greene, based on original material by Gary Gygax.
Ascomid from the Tome of Horrors, Revised, (c) 2002, Necromancer Games, Inc.; Author
Scott Greene, based on original material by Gary Gygax.
Atomie from the Tome of Horrors, Revised, (c) 2002, Necromancer Games, Inc.; Author
Scott Greene, based on original material by Gary Gygax.
Aurumvorax from the Tome of Horrors, Revised, (c) 2002, Necromancer Games, Inc.; Author
Scott Greene, based on original material by Gary Gygax.
Axe Beak from the Tome of Horrors, Revised, (c) 2002, Necromancer Games, Inc.; Author
Scott Greene, based on original material by Gary Gygax.
Baphomet from the Tome of Horrors Complete (c) 2011, Necromancer Games, Inc.,
published and distributed by Frog God Games; Author: Scott Greene, based on original
material by Gary Gygax.
Bat, Mobat from the Tome of Horrors, Revised, (c) 2002, Necromancer Games, Inc.; Authors
Scott Peterson and Clark Peterson, based on original material by Gary Gygax.
Beetle, Slicer from the Tome of Horrors, Revised, (c) 2002, Necromancer Games, Inc.; Author
Scott Greene, based on original material by Gary Gygax.
Blindheim from the Tome of Horrors, Revised, (c) 2002, Necromancer Games, Inc.; Author
Scott Greene, based on original material by Roger Musson.
Basidirond from the Tome of Horrors, (c) 2002, Necromancer Games, Inc.; Author Scott
Greene, based on original material by Gary Gygax.
Brownie from the Tome of Horrors, Revised, (c) 2002, Necromancer Games, Inc.; Author:
Scott Greene, based on original material by E. Gary Gygax.
Bunyip from the Tome of Horrors, Revised, (c) 2002, Necromancer Games, Inc.; Author
Scott Greene, based on original material by Dermot Jackson.
Carbuncle from the Tome of Horrors, Revised, (c) 2002, Necromancer Games, Inc.; Authors
Scott Greene, based on original material by Albie Fiore.
Caryatid Column from the Tome of Horrors, Revised, (c) 2002, Necromancer Games, Inc.;
Author Scott Greene, based on original material by Jean Wells.
Cave Cricket from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; Authors
Scott Greene and Clark Peterson, based on original material by Gary Gygax.
Cave Fisher from the Tome of Horrors, (c) 2002, Necromancer Games, Inc.; Author Scott
Greene, based on original material by Lawrence Schick.
Crab, Monstrous from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.;
Author Scott Greene, based on original material by Gary Gygax.
Crayfish, Monstrous from the Tome of Horrors, (c) 2002, Necromancer Games, Inc.; Author
Scott Greene, based on original material by Gary Gygax.
Crypt Thing from the Tome of Horrors, Revised, (c) 2002, Necromancer Games, Inc.; Author
Scott Greene, based on original material by Roger Musson.
Crystal Ooze from the Tome of Horrors, (c) 2002, Necromancer Games, Inc.; Author Scott
Greene, based on original material by Gary Gygax.
Daemon, Ceustodaemon (Guardian Daemon) from the Tome of Horrors, Revised, (c) 2002,
Necromancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary
Gygax.
Daemon, Derghodaemon from the Tome of Horrors, Revised, (c) 2002, Necromancer
Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.
Daemon, Hydrodaemon from the Tome of Horrors, Revised, (c) 2002, Necromancer
Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.
Daemon, Piscodaemon from the Tome of Horrors, Revised, (c) 2002, Necromancer Games,
Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.
Dark Creeper from the Tome of Horrors, (c) 2002, Necromancer Games, Inc.; Author Scott
Greene, based on original material by Rik Shepard.
Dark Stalker from the Tome of Horrors, (c) 2002, Necromancer Games, Inc.; Author Scott
Greene, based on original material by Simon Muth.
Dire Ghoul WOlf from the Tome of Horrors, Revised (c) 2002, Necromancer Games, Inc.;
authors Clark Peterson and Scott Greene.
Dracolisk from the Tome of Horrors, (c) 2002, Necromancer Games, Inc.; Author Scott
Greene, based on original material by Gary Gygax.
Dust Digger from the Tome of Horrors, Revised, (c) 2002, Necromancer Games, Inc.; Author
Scott Greene, based on original material by Gary Gygax.
Eye of the Deep from the Tome of Horrors, (c) 2002, Necromancer Games, Inc.; Author
Scott Greene, based on original material by Gary Gygax.
Flail Snail from the Tome of Horrors, Revised, (c) 2002, Necromancer Games, Inc.; Author
Scott Greene, based on original material by Simon Tilbrook.
Flumph from the Tome of Horrors, Revised, (c) 2002, Necromancer Games, Inc.; Author
Scott Greene, based on original material by Ian McDowell and Douglas Naismith.
Fly, Giant from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; Author
Scott Greene, based on original material by Gary Gygax.
Froghemoth from the Tome of Horrors, (c) 2002, Necromancer Games, Inc.; Author Scott
Greene, based on original material by Gary Gygax.
Foo Creature from the Tome of Horrors, Revised, (c) 2002, Necromancer Games, Inc.;
Author Scott Greene, based on original material by Gary Gygax.
Forlarren from the Tome of Horrors, Revised, (c) 2002, Necromancer Games, Inc.; Author
Scott Greene, based on original material by Ian Livingstone.
Genie, Marid from the Tome of Horrors Complete (c) 2011, Necromancer Games, Inc.,
published and distributed by Frog God Games; Author: Scott Greene, based on original
material by Gary Gygax.
Giant Slug from the Tome of Horrors, (c) 2002, Necromancer Games, Inc.; Author Scott
Greene, based on original material by Gary Gygax.
Giant, Wood from the Tome of Horrors, Revised, (c) 2002, Necromancer Games, Inc.;
Author Scott Greene, based on original material by Wizards of the Coast.
Gloomwing from the Tome of Horrors, Revised, (c) 2002, Necromancer Games, Inc.; Author
Scott Greene, based on original material by Gary Gygax.
Golem, Wood from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.;
Authors Scott Greene and Patrick Lawinger.
Grippli from the Tome of Horrors Complete (c) 2011, Necromancer Games, Inc., published
and distributed by Frog God Games; Author: Scott Greene, based on original material by
Gary Gygax.
Groaning Spirit from the Tome of Horrors, (c) 2002, Necromancer Games, Inc.; author Scott
Greene and Clark Peterson, based on original material by Gary Gygax.
Gryph from the Tome of Horrors, Revised, (c) 2002, Necromancer Games, Inc.; Author Scott
Greene, based on original material by Peter Brown.
Hangman Tree from the Tome of Horrors, Revised, (c) 2002, Necromancer Games, Inc.;
Author Scott Greene, based on original material by Gary Gygax.
Hippocampus from the Tome of Horrors, Revised, (c) 2002, Necromancer Games, Inc.;
Author Scott Greene and Erica Balsley, based on original material by Gary Gygax.
Huecuva from the Tome of Horrors, Revised, (c) 2002, Necromancer Games, Inc.; Author
Scott Greene, based on original material by Underworld Oracle.
Ice Golem from the Tome of Horrors, (c) 2002, Necromancer Games, Inc.; Author Scott
Greene.
Iron Cobra from the Tome of Horrors, (c) 2002, Necromancer Games, Inc.; Author Scott
Greene, based on original material by Philip Masters.
Jackalwere from the Tome of Horrors, Revised, (c) 2002, Necromancer Games, Inc.; Author
Scott Greene, based on original material by Gary Gygax.
Jubilex from the Tome of Horrors, Revised, (c) 2002, Necromancer Games, Inc.; Author Scott
Greene, based on original material by Gary Gygax.
Kamadan from the Tome of Horrors, Revised, (c) 2002, Necromancer Games, Inc.; Author
Scott Greene, based on original material by Nick Louth.
Kech from the Tome of Horrors, Revised, (c) 2002, Necromancer Games, Inc.; Author Scott
Greene, based on original material by Gary Gygax.
Kelpie from the Tome of Horrors, Revised, (c) 2002, Necromancer Games, Inc.; Author Scott
Greene, based on original material by Lawrence Schick.
Korred from the Tome of Horrors, Revised, (c) 2002, Necromancer Games, Inc.; Author
Scott Greene, based on original material by Gary Gygax.
Leprechaun from the Tome of Horrors, Revised, (c) 2002, Necromancer Games, Inc.; Author
Scott Greene, based on original material by Gary Gygax.
Lurker Above from the Tome of Horrors, (c) 2002, Necromancer Games, Inc.; author Scott
Greene, based on original material by Gary Gygax.
Magma ooze from the Tome of Horrors, Revised, (c) 2002, Necromancer Games, Inc.;
Author Scott Greene.
Marid from the Tome of Horrors III, (c) 2005, Necromancer Games, Inc.; Author Scott
Greene.
Mihstu from the Tome of Horrors, Revised, (c) 2002, Necromancer Games, Inc.; Author:
Scott Greene, based on original material by E. Gary Gygax.
Mite from the Tome of Horrors, (c) 2002, Necromancer Games, Inc.; Author Scott Greene,
based on original material by Ian Livingstone and Mark Barnes.
Mongrelman from the Tome of Horrors, Revised, (c) 2002, Necromancer Games, Inc.;
Author Scott Greene, based on original material by Gary Gygax.
Nabasu Demon from the Tome of Horrors, (c) 2002, Necromancer Games, Inc.; Author
Scott Greene, based on original material by Gary Gygax.
Necrophidius from the Tome of Horrors, Revised, (c) 2002, Necromancer Games, Inc.;
Author: Scott Greene, based on original material by Simon Tillbrook.
Nereid from the Tome of Horrors, Revised, (c) 2002, Necromancer Games, Inc.; Author
Scott Greene, based on original material by Gary Gygax.
Pech from the Tome of Horrors, Revised, (c) 2002, Necromancer Games, Inc.; Author Scott
Greene, based on original material by Gary Gygax.
Phycomid from the Tome of Horrors, Revised, (c) 2002, Necromancer Games, Inc.; Author
Scott Greene, based on original material by Gary Gygax.
Poltergeist from the Tome of Horrors, Revised, (c) 2002, Necromancer Games, Inc.; Author
Scott Greene, based on original material by Lewis Pulsipher.
Quickling from the Tome of Horrors, Revised, (c) 2002, Necromancer Games, Inc.; Author
Scott Greene, based on original material by Gary Gygax.
Quickwood from the Tome of Horrors, Revised, (c) 2002, Necromancer Games, Inc.; Author
Scott Greene, based on original material by Gary Gygax.
Rot Grub from the Tome of Horrors, (c) 2002, Necromancer Games, Inc.; Author Scott
Greene and Clark Peterson, based on original material by Gary Gygax.
Russet Mold from the Tome of Horrors, (c) 2002, Necromancer Games, Inc.; Author Scott
Greene, based on original material by Gary Gygax.
Sandman from the Tome of Horrors, Revised, (c) 2002, Necromancer Games, Inc.; Author:
Scott Greene, based on original material by Roger Musson.
Scarecrow from the Tome of Horrors, Revised, (c) 2002, Necromancer Games, Inc.; Author:
Scott Greene, based on original material by Roger Musson.
Shadow Demon from the Tome of Horrors, (c) 2002, Necromancer Games, Inc.; Author
Scott Greene, based on original material by Neville White.
Skulk from the Tome of Horrors, Revised, (c) 2002, Necromancer Games, Inc.; Author Scott
Greene, based on original material by Simon Muth.
Slime Mold from the Tome of Horrors, Revised, (c) 2002, Necromancer Games, Inc.; Author
Scott Greene, based on original material by Gary Gygax.
Slithering Tracker from the Tome of Horrors, Revised, (c) 2002, Necromancer Games, Inc.;
Author Scott Greene, based on original material by Gary Gygax.
Slug, Giant from the Tome of Horrors, (c) 2002, Necromancer Games, Inc.; author Scott
Greene, based on original material by Gary Gygax.
Soul Eater from the Tome of Horrors, Revised, (c) 2002, Necromancer Games, Inc.; Author
Scott Greene, based on original material by David Cook.
Spriggan from the Tome of Horrors, Revised, (c) 2002, Necromancer Games, Inc.; Author
Scott Greene and Erica Balsley, based on original material by Roger Moore and Gary
Gygax.
Tenebrous Worm from the Tome of Horrors, Revised, (c) 2002, Necromancer Games, Inc.;
Author Scott Greene, based on original material by Gary Gygax.
Tentamort from the Tome of Horrors, Revised, (c) 2002, Necromancer Games, Inc.; Author
Scott Greene, based on original material by Mike Roberts.
Tick, Giant from the Tome of Horrors, (c) 2002, Necromancer Games, Inc.; author Scott
Greene, based on original material by Gary Gygax.
Tick, Giant & Dragon from the Tome of Horrors, Revised, (c) 2002, Necromancer Games,
Inc.; Author Scott Greene, based on original material by Gary Gygax.
Trapper from the Tome of Horrors, (c) 2002, Necromancer Games, Inc.; author Scott
Greene, based on original material by Gary Gygax.
Troll, Ice from the Tome of Horrors, Revised, (c) 2002, Necromancer Games, Inc.; Author
Scott Greene, based on original material by Russell Cole.
Troll, Rock from the Tome of Horrors, Revised, (c) 2002, Necromancer Games, Inc.; Author
Scott Greene.
Turtle, Giant Snapping from the Tome of Horrors, (c) 2002, Necromancer Games, Inc.;
author Scott Greene, based on original material by Gary Gygax.
Vegepygmy from the Tome of Horrors, (c) 2002, Necromancer Games, Inc.; Author Scott
Greene, based on original material by Gary Gygax.
Wolf-In-Sheep's-Clothing from the Tome of Horrors, Revised, (c) 2002, Necromancer
Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
Wood Golem from the Tome of Horrors, (c) 2002, Necromancer Games, Inc.; Authors Scott
Greene and Patrick Lawinger.
Yellow Musk Creeper from the Tome of Horrors, (c) 2002, Necromancer Games, Inc.;
Author Scott Greene, based on original material by Albie Fiore.
Yellow Musk Zombie from the Tome of Horrors, (c) 2002, Necromancer Games, Inc.; Author
Scott Greene, based on original material by Albie Fiore.
Yeti from the Tome of Horrors, (c) 2002, Necromancer Games, Inc.; Author Scott Greene,
based on original material by Gary Gygax.
Zombie, Juju from the Tome of Horrors, Revised, (c) 2002, Necromancer Games, Inc.;
Author Scott Greene, based on original material by Gary Gygax.
Fate Core System and Fate Accelerated Edition © 2013 by Evil Hat Productions, LLC.
Developed, authored, and edited by Leonard Balsera, Brian Engard, Jeremy Keller, Ryan
Macklin, Mike Olson, Clark Valentine, Amanda Valentine, Fred Hicks, and Rob Donoghue
Creature Decks: 54 Humanoids & Monstrous Humanoids Compatible with the Fate Core
RPG (c) 2014, Inkwell Ideas, Inc.
END OF LICENSE
Fate(TM) is a trademark of Evil Hat Productions, LLC. The Powered by Fate logo is (c) Evil
Hat Productions, LLC and is used with permission.