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Bestiary

Bestiary

Games so good they sneak up on you.™

Chicago
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Colonial Gothic Bestiary all contents © 2013 by Rogue Games Inc. No part of this book may be reproduced with-
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If you have purchased the PDF version of this game, you do have permission to print one copy of it for your use.

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Credits

Written by Richard Iorio II


Additional Material by Gabriel Brouillard, Jennifer Brozek, William Butler, Brendan Davis, Graeme Davis,
& Bryce Whiteacre.
Editing and development by Graeme Davis
Proofreading by David Carol & Jillian Ryan,
Layout and pre-press by Richard Iorio II
Art by Mikuláš Aleš, Dave Allsop, A. E. Brehm, Mike Burns, Storn Cook, John Singleton Copley, Cog-
work Creations, Gary Dupis,Josu Goñi Etxabe, Pearson Scott Foresman, Wenceslaus Hollar, Robert Bruce
Horsfall, Ernest Ingersoll, Paul Jamin, Kimagu, Carl Wilheim Kolbe, Kunstkai, Fredy Lopez Jr., Bradley
K McDevitt, McLeod, Matthius Merian, Henri Meyer, Labeauce et Minne, Pierre Denys de Montfort,
Gustav Mützel, Thomas Paschke, Joseph Pennell, Jeff Preston, Philippe Semeria, De Sève, David Hunter
Strother & Jae Young
12° Developer Richard Iorio II
Colonial Gothic Line Developer Graeme Davis
12° created by Richard Iorio II & James Maliszewski
Visit the Rogue Games on the web: www.rogue-games.net

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6
Table of Contents

INTRODUCTION 9 Sentient Tree 81


Using Monsters 10 Shark 83
CREATURES 11 Slime 84
Alligator 12 Snake, Giant 86
Ant, Giant 13 Spider, Giant 87
Banshee 14 Tuurnegait 88
Basilisk 16 Walrus 89
Baykok 18 Wampus Cat 90
Bobcat 19 Wasp, Giant 91
Boo Hag 20 Whale 92
Choking Vine 22 Wolverine 93
Chupacabra 24 Wraith 94
Coyote 26 Yunwi Djunsti 96
Dead Mold 27 APPENDIX 97
Demon, Air 28 Creature Types 98
Demon, Earth 30 Alphabetical Index 103
Demon, Ether 32 Index by Type 104
Demon, Fire 34 The Adventure Continues 106
Demon, Metal 37
Demon, Water 38
Devil Dog 40
Dog, Flying 41
Flock of Death 42
Gargoyle 45
Ghast 46
Goatman 49
Golem, Clay 50
Golem, Iron 51
Gorgon 52
Harpy 54
Homunculus 56
Horned One 57
Jersey Devil 59
Kraken 61
Lamia 62
Mammoth 64
Mestabeok 66
Mishipeshu 67
Mummy 68
Mummy Priest 69
Nee-ba-naw’-baigs 70
Night Beast 71
Pig or Wild Boar 72
Poltergeist 73
Revenant 74
Sabertooth Tiger 76
Sasquatch 78
Scorpion, Giant 80

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8
Introduction

W
elcome to the COLONIAL GOTHIC BESTI-
ARY. Within these pages are descriptions
and game statistics for over 50 creatures,
ranging from domestic and wild animals
to creatures from myth, folklore, and realms beyond mor-
tal reckoning. In addition you will find an appendix de-
scribing each of the creature types used in this book along
with two indices listing all the creatures described here
and in the COLONIAL GOTHIC 2ND EDITION RULEBOOK.
The first index is alphabetical; in the second, the creatures
are organized by class to aid in finding the right creature,
of the right type, quickly and easily.
The New World is vast, and parts of it are only now beginning to be
explored. Native traditions and whispered tales speak of creatures outside the
realm of nature and beyond science’s understanding. Strange things lurk in
the trackless forests and haunt the shadows of colonial settlements. Only the
bravest will prevail against them.

Using Monsters
Colonial Gothic is primarily a game of supernatural horror, although
it also supports an action-adventure style of gaming, and even a foray into
full-blown historical fantasy. The primary difference between these styles lies
in the way that creatures and other supernatural elements are used.
A supernatural horror adventure normally features only one monster – a
handful at most – and is designed to play that creature for its full psycho-
logical effect. Action adventure, on the other hand, throws large numbers
of creatures at the Heroes and treats them like any other enemy. Consider,
for example, the difference between the movies Alien and Aliens: the first
is a horror adventure with a single alien stalking a small crew through their
spaceship, while the second is an action adventure focusing on a heavi-
ly-armed group of characters dealing with seemingly endless waves of the
creatures.
As in all things, the decision on how to use the creatures in this book lies
with the GM, taking into account the preferred gaming style of the group.
There is no right or wrong way: the only measure of success is the entertain-
ment that the group enjoys from the adventure.

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Creatures
Bestiary

Alligator
Type: Animal
Might 9, Nimble 12, Vigor 8, Reason 8, Resolution 9, Vitality 40
Skills: Athletics [+11]; Brawl [+10]; Dodge [+12]
Attacks: Bite d12+9
Traits:
Attack Bonus: While in water alligators have a +1 to all combat related
tests.
Fear −2: The Fear modifier is applied to a target’s Resolution when
making a Fear Test.
Fierce: When an alligator takes damage it must make a successful Res-
olution Test or become enraged, resulting in the following temporary
alterations to its Abilities: Might +2, Vigor +2, Reason −2, Resolution
−2, Vitality +15. While in this state the alligator is immune to all Fear
effects and ignores any modifiers associated with lost Vitality. Rage lasts
for d12 rounds. When the rage passes, the alligator’s Abilities return to
normal and its current Vitality is reduced by 15 points. If this brings the
Alligator to zero Vitality or below, it dies immediately.
Natural Armor: Alligators have a thick skin that confers AV 6. The first
6 points of damage from any attack are ignored.
Size +3: Alligators average about 12 feet in length, although there are
rumors of much larger individuals being found.
Alligators are found in the swamps and waterways of southeastern
North America, from the Great Dismal Swamp in North Carolina
down to Florida and west across French Louisiana to the borders
of Texas in New Spain. They commonly lurk at or near the water’s
edge and ambush unwary prey with lightning-fast lunges
before dragging them into the water to drown.
They have been known to range up to
200 feet onto dry
land, often resting
hidden in bankside
vegetation, and will
attack if surprised or
threatened.

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Creatures

Ant, Giant
Type: Animal, Giant
Might 8, Nimble 5, Vigor 8, Reason 5, Resolution 5, Vitality 40
Skills: Athletics [+10]; Brawl [+10]
Attacks: Bite d12+8
Traits:
Natural Armor: The giant ant’s thick carapace gives them protection
equal to AV 8. The first 8 points of damage from any attack are ignored.
Size +1: Giant ants can be up to 8 feet in length, with mandibles two feet
long.
Ants can be found in almost any terrain except the frozen tundra, and giant
ants may be encountered in almost any remote location. They typically forage
alone, but upon finding a food source – or a challenging enemy – they can re-
lease a pheromone that summons others to help them. Each round in which
a giant ant suffers damage, the GM rolls a d12: a result of 10+ indicates that
another giant ant has appeared.
A colony of giant ants contains a population of thousands, so evasion and
flight are the Heroes’ best options when they find themselves faced with an
increasing number of giant ants summoned by the deaths of their comrades.
Magically enlarged ants will summon their normal-sized cousins instead;
these will rarely be a threat to human-sized creatures.

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Bestiary

Banshee
Type: Undead
Abilities:
Might 1 , Nimble 14, Vigor 7, Reason 5, Resolution 12,Vitality 20, Plasm 60
Skills: Stealth [+12]
Attacks: Touch (see below), Moan (see below)
Traits:
Fear −4: The Fear modifier is applied to a target’s Resolution Test when
they make a Fear Test.
Insubstantial: Costs 2 Plasm/round. While insubstantial, the ban-
shee cannot attack or be attacked physically. All physical attacks pass
through the banshee harmlessly, causing no damage.

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Creatures
Manifest: A banshee is able to enter the physical world.
Moan: 40 foot radius, costs 4 Plasm per use. Everyone within the
area of effect must make a successful Resolution Test or lose 12
Vitality and 12 Sanity.
Plasm: A banshee must expend 1 Plasm per minute to remain in the
physical world. Once the banshee’s Plasm is reduced to 0 it is no lon-
ger able to manifest. Plasm is regained at the rate of 12 Plasm per day.
Touch: The touch of a banshee is painfully cold. Its icy grip causes 6
Vitality damage and the loss of 3 Vitality per round for 12 rounds.
If the victim fails an Opposed Test between the victim’s Vigor and
the banshee’s Resolution, the victim loses 6 points of Vigor (12 if
a Dramatic Failure). If Vigor is reduced to 0, the target dies. Lost
Vigor is regained at a rate of 1 point per week.
Undead: Immune to smoke, heat, cold, diseases, poison, and fear, and
cannot die from suffocation.
Banshees are the spirits of women who died violent deaths at the
hands of a man. Their rage drives them to return seeking vengeance.
They have been known to haunt a particular location or family for gen-
erations: this is usually the place of their death or the descendants of the
man who murdered them.

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Bestiary

16
Creatures

Basilisk
Type: Old World Legend
Might 8, Nimble 10, Vigor 8, Reason 7, Resolution 11, Vitality 57
Skills: Brawl [+10]; Dodge [+10]
Attacks: Claws d12+10; Breathe Fire [DV 2(30), R 5/15/30, ROF 1/1]; Gaze (see
below)
Traits:
Fear −4: The Fear modifier is applied to a target’s Resolution Test when
they make a Fear Test.
Fierce: Basilisks are naturally aggressive. When a basilisk takes damage it
must make a successful Resolution Test or become enraged, resulting in
the following temporary alterations to its Abilities: Might +2, Vigor +2,
Reason −2, Resolution −2, Vitality +15. While in this state the basilisk is
immune to all Fear effects and ignores any modifiers associated with lost
Vitality. Rage lasts for d12 rounds. When the rage passes, the basilisk’s
Abilities return to normal and its current Vitality is reduced by 15 points.
If this brings the basilisk to zero Vitality or below, it dies immediately.
Gaze: R 50’, ROF 1/1. On a successful hit the target must make a Vigor
Test or be paralyzed for 1 day. A Dramatic Failure means that the target
dies.
Moan — Hiss: Effective only against animals. Any animal within a 50-
foot radius must make a Vigor Test. Failure costs them half their Vitali-
ty; Dramatic Failure causes them to die instantly.
Weakness — Weasels: For some reason as yet unknown to science, basi-
lisks are especially vulnerable to weasels. A weasel’s attacks cause double
damage to a basilisk.
A basilisk looks like a rooster with the tail of a snake. Like the scorpion
it prefers dry places, and it is said to be native to the vast deserts of Arabia.
None has been reported in the New World, although similar creatures might
lurk in the deserts of New Spain – and there is always a chance that one
might be brought to the Colonies by an incautious or malevolent naturalist.
According to legend, basilisks are hatched from roosters’ eggs, making
them fabulously rare. Science has yet to test the veracity of this tradition, but
it is true that a basilisk has yet to be captured and examined scientifically.
Their alleged ability to turn a victim to stone seems to be myth, but basilisks
are dangerous creatures nonetheless. Basilisks are aggressive beyond all reason
and will attack any creature they encounter.

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Bestiary

Baykok
Type: Local Legend
Might 10, Nimble 10, Vigor 10, Reason 5, Resolution 5, Vitality 50
Attacks: War club 2(40), Bow [DV 2(60), R 15/30/60, ROF 2/1]
Skills: Shooting [+12]; Melee [+12]
Traits:
Damage Reduction: Half damage from firearms and piercing weapons.
Fear −2: The Fear modifier is applied to a target’s Resolution when they
make a Fear Test.
Paralyzing Gaze: Everyone who looks upon the baykok must make a
successful Resist Test or be frozen in place (speech is still allowed). The
test may be repeated every round until it is passed; thereafter the indi-
vidual is immune to the Paralyzing Gaze for the next 24 hours.
Second Wind: Once per day, the creature can heal itself of a number of
points of damage equal to its original Vitality score.
Undead: Immune to smoke, heat, cold, disease, poison, fear, and suffocation.
A baykok is the animated skeletal remains of a native warrior who died
from starvation or exposure to the elements. It looks like a tattered, partially
fleshless skeleton dressed in the rags of native garb; only the points of red
light in its eyes betray its true nature. It is said to inhabit the immense for-
ests of the Great Lakes region, preying upon those who have lost their way,
devouring the livers of its victims. They prefer to attack warriors and others
whom they consider worthy opponents.

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Creatures

Bobcat
Type: Animal
Might 5, Nimble 10, Vigor 5, Reason 5, Resolution 7, Vitality 25
Skills: Athletics [+9]; Brawl [+8]; Dodge [+8]; Observe [+8]; Stealth [+10]
Attacks: Bite d12+5; Claws d12+10
Traits:
Hypersensitivity: Bobcats are
particularly sensitive to their
surroundings, and gain a +2
bonus on Investigation and
Observe Tests.
Night Vision: Bobcats are able
to see in the dark as easily as
they see in full daylight, and
they ignore all penalties while
fighting in the dark.
Size −1: Bobcats range in size
from 3 to 4 feet long.
Bobcats – and their northern
cousin the Canadian Lynx – are
found throughout the wood-
en regions of North America.
These cats have sharp senses and
prefer to avoid humans whenever
possible, attacking only when
cornered or trapped. Bobcats are
excellent climbers, and can swim
at need, although normally they
avoid water. They are sometimes
hunted or trapped for their skins,
which have some value but are in
lower demand than beaver skins.

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Bestiary

Boo Hag
Type: Local Legend
Might 10, Nimble 16, Vigor 13, Reason 12, Resolution 12, Vitality 65
Skills: Intimidate [+12]; Brawl [+11]; Resist [+12]
Attacks: Drain Vitality (see below); Scream of Fear (see below)
Traits:
Disguise: a boo hag can masquerade as a normal human by wearing a
stolen skin. Onlookers may make a Reason test to penetrate the boo
hag’s disguise; if the skin belonged to someone they knew, the TN is
modified by a number which the GM judges to be in proportion to
how well they knew the creature’s victim.
Drain Vitality: The touch of a boo hag can drain 5d12 Vitality from one
victim and restore an equal number of lost Vitality points to the boo
hag. Requires a successful Brawl Test; the victim is allowed a Resist

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Creatures
Roll to avoid being drained. The boo hag cannot increase its Vitality
above its starting level or drain more Vitality than a victim possesses.
Victims drained to zero Vitality are killed.
Fear −5: The Fear modifier is applied to a target’s Resolution when they
make a Fear Test.
Infernal: Boo hags are immune to normal weapons, but weapons that
have been blessed by a religious figure cause them double damage.
Insubstantial: A boo hag can shift its body from a solid state to a gaseous
state. In this state, all physical attacks pass through the creature harm-
lessly, causing no damage. While in this state, the creature is unable to
make any physical attacks.
Scream of Fear: Anyone hearing the scream of a boo hag must make a
Resolution test. If Failed they lose 1 Sanity (2 Sanity plus an Action
Point on a critical failure).
Rejuvenate: A boo hag can immediately convert drained Vitality into
power and do so on a one to one basis.
Weakness – Faith: Boo hags are instinctively fearful of the Faithful. A boo
hag will not attack a character with Study (Theology) skill who success-
fully makes a skill test opposed by the boo hag’s Resolution, choosing to
attack other potential victims or to flee if no targets are available.
Weakness – Blue: For some reason that is not clearly understood, boo
hags dislike the color blue. They cannot pass through a door or window
whose frame is painted blue, even if it is open.
Weakness – Daylight: Unless a boo hag is protected by a stolen skin, day-
light causes it intense pain. An unprotected boo hag loses 2d12 Vitality
per round from exposure to sunlight. When its Vitality reaches zero it is
destroyed.
The boo hag is found in the low country of South Carolina and Georgia, and
area inhabited by the Gullah people. It appears not to be native to North America,
but to have come to the New World along with the Gullahs’ African ancestors.
In its natural form a boo hag is a hideous, skinless creature that can disguise
itself as another person by stealing their skin and wearing it like a garment.
The boo hag gains sustenance from the breath of its victims, which it usu-
ally gains by riding them at night. Boo hags prefer to attack sleeping victims,
and although they can fight if forced to do so, they will usually flee if they
can, either choosing another victim or returning when the current victim’s
guard is down. Boo hags commonly use their Insubstantial ability to gain
access to their victims, slipping through the narrowest of holes and cracks.

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Bestiary

Choking Vine
Type: Plant
Might 10, Nimble 10, Vigor 7-10, Reason 3, Resolution 2, Vitality 35-50
Skills: Brawl [+12]
Attacks: Constriction 20/round; Drain 2 Vitality/round
Traits:
Constriction: In order to use this ability, the choking vine must make
a successful Brawl Test to grab its opponent. Those trapped can try to
break out by making a successful Might Test. For every round trapped
in the plant’s grip, the victim suffers a cumulative -1 penalty to the Test.
For example, if the opponent has been in the embrace for 3 rounds he
would suffer a −3 to the Test. The damage from this ability is equal to
the creature’s Might + Vigor.
Drain Vitality: Each round that the vine chokes a victim it drains 2
Vitality.
Multiple Attacks: Choking vines have a number of vines equal to twice
their Vigor.
Speed: Choking vines gain a +1 to their Initiative Test.
North America is home to many species, both plant and animal, that are
as yet unknown to European science. Choking vines are found in the deepest
forests and swamps of Lower Louisiana, and in similar places such as the
Great Dismal Swamp of North Carolina.
At first glance, a choking vine looks like a tree which stands around 10
feet high, with a trunk about 3 feet in diameter. Its drooping limbs are highly
flexible vines about 20 feet long. When the tree senses the vibrations of a
potential prey approaching, it lashes out and seizes its victim. Each vine is 20
feet long, and all vines are attached to a central trunk which is 10 feet high
and 3 feet in diameter.
Heroes can attempt a Difficult Observe Test (TN -2) to notice that the
ground around the base of the tree is littered with overgrown and half-bur-
ied bones from its previous victims.

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Creatures

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Bestiary

Chupacabra
Type: Local Legend
Might 3, Nimble 6, Vigor 4, Reason 3, Resolution 6, Vitality 22
Skills: Brawl [+6]; Dodge [+6]; Observe [+8]
Attacks: Bite d12+5; Claws d12+4
Traits:
Bony Spurs: Anyone touching a chupacabra, in combat or in any other
circumstances, suffers a 1DV attack.
Gaze/Screech: When threatened or attacked, a chupacabra emits a pierc-
ing shriek and its eyes glow a fiery red. Everyone who sees its eyes must
make a successful Vigor Test or suffer from nausea (-1 penalty to all
tests) until the creature is killed.
Leaper: A chupacabra can jump up to 10 feet.
Size: -2
Stench: Optional. Some witnesses have reported that chupacabras have
an unpleasant, sulfurous odor. All within hand-to-hand range of a ch-
upacabra suffer a -1 penalty to all tests because of the distraction caused
by the creature’s smell.
The chupacabra, or “goat-sucker,” is a contemporary legend; the first indi-
vidual was sighted in 1995 in Puerto Rico. In a Colonial Gothic campaign,
the creatures might be found in New Spain, the Caribbean, and adjacent
parts of Spanish South America.
The chupacabra is a strange, hairless, dog-like creature with a row of
spines running down its back. Its skin is variously described as leathery or
scaly, and a brownish-green color. Its eyes, claws, and canine teeth are report-
ed to larger than those of a dog.
Chupacabras attack sheep, goats and smaller livestock, draining their
blood and sometimes mauling their bodies. They will usually avoid confron-
tation with humans, although they have been known to stand their ground
over a kill.
Recent theories hold that reported chupacabras are most likely coyotes
(or coyote-wolf or dog-wolf hybrids) suffering from a form of mage that
causes emaciation and loss of fur. At the GM’s option, this might also be the
case in a Colonial Gothic campaign, in which case they should be treat-
ed as a coyote (p. “Coyote” on page 26) or dog (Colonial Gothic 2nd
Edition Rulebook, p. 228) with its Vigor and Vitality scores halved. What-
ever the truth behind the legend, academic renown surely awaits a natural
scientist who can solve the mystery once and for all.

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Creatures

25
Bestiary

Coyote
Type: Animal
Might 5, Nimble 9, Vigor 5, Reason 8, Resolution 8, Vitality 25
Skills: Athletics [+9]; Brawl [+8]; Dodge [+8]; Observe [+8]; Stealth [+9]
Attacks: Bite d12+5
Traits:
Combat Fear: Coyotes are gripped by an inexplicable fear whenever
facing a dangerous or frightening situation. After Initiative is rolled, but
before they take their first action in combat, they must make a Reso-
lution Test. If the creature fails the Test, it is shaken for the rest of the
encounter, suffering a –2 penalty on attack and Skill Tests. If the Test
succeeds, the coyote overcomes its momentary fear and negates the ill
effects.
Scent: Coyotes are able to smell an opponent within an 80 foot range
(160ft upwind, 40 ft downwind).
Size −1: Coyotes range in size from 3 to 4 feet long.
Coyotes are found throughout North and Central America. Like the fox
in Europe and the jackal in Africa, they are highly adaptable, scavenging and
hunting small game. They are usually found in pairs of small family groups
consisting of parents and 1-4 offspring. In colonial settlements, they will
mainly be found raiding henhouses and scavenging from middens. Coyotes
are not fierce and will avoid combat with human-sized opponents whenever
they can.
Native tales celebrate
Coyote as a cunning trickster,
although his ambition and
overconfidence often lead to
humiliating disasters. It is aid
that some native magicians
can shapeshift into coyote
form.

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Creatures

Dead Mold
Type: Plant
Might 3, Nimble 5, Vigor 5, Reason 1, Resolution 1, Vitality 20
Skills: Brawl [+10]
Attacks: Drain 5 Vitality/round
Traits:
Drain Vitality: Every round that the mold is on a victim it drains 5 Vitality.
Immunity: Dead mold is immune to physical attacks, cold, water, electric-
ity and ice. It is vulnerable only to fire. Burning the mold causes normal
burning damage both to the mold and to whoever or whatever it is on.
Stench: Dead mold has a terrible odor. Any creature that has a sense of smell
suffers a −1 penalty to all Tests while within hand-to-hand range of it.
Weakness – Fire: Fire causes dead mold double damage.
Unfathomable – Movement Sense: Dead molds are able to sense the vibra-
tions made by the movement of potential prey within 15 feet.
Dead molds prefer dark, humid places such as caves, tunnels, and crypts.
When a dead mold senses a potential victim it will hurl itself at it, requiring
a successful Brawl Test to hit and attach itself. It will start to drain its victim’s
Vitality the next round. The Vitality drain continues until the victim is dead
or the mold is destroyed.

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Bestiary

Demon, Air
Type: Demon
Might 6, Nimble 13, Vigor 9, Reason 10, Resolution 9, Taint 45
Skills: Brawl [+7]; Lore [+10]; Resist [+11]; Spell — Quicken [+12]; Sense
[+11]; Spell — Refresh [+10]; Spell – Produce Element [+10]; Spell – Air
Bolt [+11]; Stealth [+12]
Attacks: Brawl.

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Creatures
Traits:
Fear −4: The Fear modifier is applied to a target’s Resolution when they
make a Fear Test.
Infernal: Demons have an aura of evil that requires all within 10 feet to
make a Fear Test. Those who fail the Test feel uncomfortable and desire
to get away as quickly as possible. They will flee for a number of rounds
equal to the demon’s Resolution. Air demons are immune to normal
weapons, but weapons that have been blessed by a religious figure cause
them double damage.
Insubstantial: Unless Manifested (see below), the demon cannot attack
or be attacked physically. All physical attacks pass through the banshee
harmlessly, causing no damage.
Manifest: The demon is able to enter into the physical world, and this
allows it to make physical attacks. Cost: 1 Taint/minute.
Spellcaster: The demon is able to work magic, and has at least one spell
it is able to perform. The demon fuels its spells with Taint rather than
Vitality. In the case of Arcane Spells, the demon fuels the Sanity cost
with Resolve.
Taint: Taint fuels a demon when it manifests in the physical world. It
costs 1 Taint per minute to manifest. Taint also acts in place of Vitality:
damage suffered is subtracted from a demon’s Taint score. When its
Taint is reduced to 0, the demon disappears from the physical world and
cannot reappear for a number of days equal to its Resolution.
Air demons are known for their ability to hide, and are often employed by
more powerful demons as assassins and spies. When manifested, air demons
are humanoids between six and seven feet tall. Their slender build makes
them easy to underestimate physically. Air demons can pass for human in
low light, but their snow-white skin and eyes can give away their true nature.
They are natural schemers, often involved in complex plans to bring ruin to
the world.

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Bestiary

Demon, Earth
Type: Demon
Might 10, Nimble 5, Vigor 11, Reason 11, Resolution 7, Taint 55
Skills: Brawl [+12]; Intimidate [+13]; Lore [+7]; Sense [+7]; Spell – Produce
Element [+8]; Spell – Earth Bolt [+10]; Stealth [+5]
Attacks: Head Butt 11 damage; Crush (see below)
Traits:
Fear -4: The Fear modifier is applied to a target’s Resolution when they
make a Fear Test.
Crush: The earth demon must make a successful Brawl Test to grab its
opponent. The victim can try to escape by making a successful Might
Test. For every round trapped in the demon’s grip the opponent suffers
a cumulative -1 penalty to the Test. For example, a victim who has been
crushed for 3 rounds would suffer a -3 penalty to the Test. The earth
demon’s crush attack causes damage equal to the creature’s Might +
Vigor each round.
Infernal: Demons have an aura of evil that requires all within 10 feet to
make a Fear Test. Those who fail the Test feel uncomfortable and desire
to get away as quickly as possible. They will flee for a number of rounds
equal to the demon’s Resolution. Earth demons are immune to normal
weapons, but weapons that have been blessed by a religious figure cause
them double damage.
Manifest: The demon is able to enter into the physical world, and this
allows it to make physical attacks. Cost: 1 Taint/minute.
Spellcaster: The demon is able to work magic, and has at least one spell
it is able to perform. The demon fuels its spells with Taint rather than
Vitality. In the case of Arcane Spells, the demon fuels the Sanity cost
with Resolve.
Taint: Taint fuels a demon when it manifests in the physical world. It
costs 1 Taint per minute to manifest. Taint also acts in place of Vitality:
damage suffered is subtracted from a demon’s Taint score. When its
Taint is reduced to 0, the demon disappears from the physical world
and cannot reappear for a number of days equal to its Resolution.

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Creatures
Solid and strong, earth demons are commonly seen as slow-witted crea-
tures used as soldiers by more intelligent demons. The truth is that while
earth demons can be slow, they are just as intelligent as any other class of
demon; they have been known to use the prejudices of others against them,
acting as though slow-witted until they have a chance to surprise their oppo-
nents. Standing close to eight feet in height, their bodies resemble rock piles:
a fact they frequently use to their advantage.

31
Bestiary

Demon, Ether
Type: Demon
Might 12, Nimble 12, Vigor 13, Reason 17, Resolution 15, Taint 75
Skills: Diplomacy [+12]; Lore [+12]; Shoot [+11]; Study – History [+12];
Study – Law [+12]; Study – Tactics[+10]; Resist [+12]; Ritual – Align [+12];
Ritual – Burn [+12]; Ritual – Cloak [+12]; Spell – Produce Element [+10]
Attacks: By weapon; Breathe Ether; Taint Aura (see below)

32
Creatures
Traits:
Breathe Ether: the demon is able to exhale a blast of Ether, the element
that fuels magic. Used in hand-to-hand combat, this attack requires
a successful Shoot test: a successful hit causes 1d12 damage (2d12 on a
Critical Success). If the victim is a spellcaster the attack also disrupts
their ability to use magic, imposing a penalty of −1 (−2 on a Critical
Success) to all Ritual Magic tests for 1d12 rounds.
Fear −3: The Fear modifier is applied to a target’s Resolution when they
make a Fear Test.
Infernal: Demons have an aura of evil that requires all within 10 feet to
make a Fear Test. Those who fail the Test feel uncomfortable and desire
to get away as quickly as possible. They will flee for a number of rounds
equal to the demon’s Resolution. Ether demons are immune to normal
weapons, but weapons that have been blessed by a religious figure cause
them double damage.
Insubstantial: The creature can shift its body from a solid state to a
gaseous state. In this state, all physical attacks pass through the creature
harmlessly, causing no damage. While in this state, the creature is unable
to make any physical attacks.
Manifest: The demon is able to enter into the physical world, and this
allows it to make physical attacks. Cost: 1 Taint/minute.
Spellcaster: The demon is able to work magic, and has at least one spell
it is able to perform. The demon fuels its spells with Taint rather than
Vitality.
Taint: Taint fuels a demon when it manifests in the physical world. It costs
1 Taint per minute to manifest. Taint also acts in place of Vitality: damage
suffered is subtracted from a demon’s Taint score. When its Taint is reduced
to 0, the demon disappears from the physical world and cannot reappear for
a number of days equal to its Resolution.
Ether demons most commonly appear as tall, thin humans with white hair
and pale blue skin. They are the scholars and loremasters of the demon world,
extremely intelligent and skilled in magic. Although they are capable of lead-
ing other demons and have been known to assemble demonic followers for
specific purposes, they usually prefer to work alone. They are subtle creatures,
and their schemes are often extremely complex.

33
Bestiary

Demon, Fire
Type: Demon
Might 5, Nimble 10, Vigor 10, Reason 11, Resolution 12, Taint 60
Skills: Resist [+12]; Spell — Produce Element [+11]; Spell — Ball, Fire [+13];
Spell – Burn [+11]
Attacks: Brawl [+12]; Breathe Fire; spells (see below)

34
Creatures
Traits:
Breathe Fire: Requires a successful Nimble Test to hit. Range 50 feet,
damage 2(30).
Fear −4: The Fear modifier is applied to a target’s Resolution when they
make a Fear Test.
Infernal: Demons have an aura of evil that requires all within 10 feet to
make a Fear Test. Those who fail the Test feel uncomfortable and desire
to get away as quickly as possible. They will flee for a number of rounds
equal to the demon’s Resolution. Fire demons are immune to normal
weapons, but weapons that have been blessed by a religious figure cause
them double damage.
Insubstantial: The creature can shift its body from a solid state to a
gaseous state. In this state, all physical attacks pass through the creature
harmlessly, causing no damage. While in this state, the creature is unable
to make any physical attacks.
Manifest: The demon is able to enter into the physical world, and this
allows it to make physical attacks. Cost: 1 Taint/minute.
Spellcaster: The demon is able to work magic, and has at least one spell
it is able to perform. The demon fuels its spells with Taint rather than
Vitality.
Taint: Taint fuels a demon when it manifests in the physical world. It
costs 1 Taint per minute to manifest. Taint also acts in place of Vitality:
damage suffered is subtracted from a demon’s Taint score. When its
Taint is reduced to 0, the demon disappears from the physical world and
cannot reappear for a number of days equal to its Resolution.
Fire demons are the least sophisticated Demons, delighting in wanton de-
struction for its own sake. They seldom lead other demons, although they oc-
casionally appear in packs of 2-4 individuals. They appear as living, self-willed
flames, up to 6 feet in height, that do not require fuel and can move freely.

35
Bestiary

36
Creatures

Demon, Metal
Type: Demon
Might 13, Nimble 13, Vigor 15, Reason 14, Resolution 13, Taint 65
Skills: Resist [+12]; Spell — Produce Element [+11]; Spell — Ball, Fire [+10];
Spell – Burn [+11]
Attacks: Claws d12+13 or Heavy Saber 6(70)
Traits:
Body Spikes: The demon’s skin is made up of sharp metal shards which
act as armor and can also cause damage to an attacker. The demon has a
natural AV of 6. The first 6 points of damage from any attack are ig-
nored. Any creature attacking a Metal Demon hand-to-hand must make
a successful Nimble Test each round to avoid taking damage equal to the
demon’s Vigor score.
Fear -3: The Fear modifier is applied to a target’s Resolution when they
make a Fear Test.
Infernal: Demons have an aura of evil that requires all within 10 feet to
make a Fear Test. Those who fail the Test feel uncomfortable and desire
to get away as quickly as possible. They will flee for a number of rounds
equal to the demon’s Resolution. Metal Demons are immune to normal
weapons, but weapons that have been blessed by a religious figure cause
them double damage.
Manifest: The demon is able to enter into the physical world, and this
allows it to make physical attacks. Cost: 1 Taint/minute.
Taint: Taint fuels a demon when it manifests in the physical world. It
costs 1 Taint per minute to manifest. Taint also acts in place of Vitality:
damage suffered is subtracted from a demon’s Taint score. When its
Taint is reduced to 0, the demon disappears from the physical world and
cannot reappear for a number of days equal to its Resolution.
Metal demons stand over seven feet tall and are covered with metallic
spikes’ looking something like suits of medieval armor designed by a mad-
man. They are warriors by nature, and delight in violence. Although their
claws can inflict serious damage, they prefer to fight with metallic weapons,
especially long and jagged swords that count as heavy sabers.

37
Bestiary

Demon, Water
Type: Demon
Might 8, Nimble 11, Vigor 10, Reason 7, Resolution 10, Taint 50
Skills: Brawl [+10]; Sense [+9]; Spell — Bolt, Water [+9]; Spell — Produce
Element [+8]; Stealth [+12]
Attacks: Constriction 18/round; Spells (see below)

38
Creatures
Traits:
Fear −4: The Fear modifier is applied to a target’s Resolution when they
make a Fear Test.
Constriction: A water demon must make a successful Brawl Test to
grab an opponent. A successful Might Test is required to escape, with a
cumulative −1 penalty per round of constriction (−0 on the first round, −1
on the second round, etc.).
Infernal: Demons have an aura of evil that requires all within 10 feet to
make a Fear Test. Those who fail the Test feel uncomfortable and desire
to get away as quickly as possible. They will flee for a number of rounds
equal to the demon’s Resolution. Water Demons are immune to normal
weapons, but weapons that have been blessed by a religious figure cause
them double damage.
Insubstantial: Unless Manifested (see below), the demon cannot attack
or be attacked physically. All physical attacks pass through the banshee
harmlessly, causing no damage.
Manifest: The demon is able to enter into the physical world, and this
allows it to make physical attacks. Cost: 1 Taint/minute.
Spellcaster: The demon is able to work magic, and has at least one spell
it is able to perform. The demon fuels its spells with Taint rather than
Vitality.
Taint: Taint fuels a demon when it manifests in the physical world. It
costs 1 Taint per minute to manifest. Taint also acts in place of Vitality:
damage suffered is subtracted from a demon’s Taint score. When its
Taint is reduced to 0, the demon disappears from the physical world and
cannot reappear for a number of days equal to its Resolution.
Water demons resemble self-willed, animated waves of water, and have no
human-like features. They are among the lowlier demons, and their personali-
ties are often sullen and bitter as a result.

39
Bestiary

Devil Dog
Type: Devil
Might 10, Nimble 12, Vigor 5, Reason 4, Resolution 8, Taint 40
Skills: Brawl [+9]; Dodge [+12]; Observe [+12]; Sense [+8]
Attacks: Bite d12+10
Traits:
Fear −2: The Fear modifier is applied to a target’s Resolution when they
make a Fear Test.
Horrific Visage: This Trait is always “on” and affects every character who
sees the devil dog in its natural form. Failing a Resolution Test results
in loss of 1 Sanity (4 Sanity on a Dramatic Failure).
Shape Change: Devil dogs can take the appearance of natural dogs of
any size and breed.
Taint: Taint fuels a devil dog when it manifests in the physical world. It
costs 1 Taint per minute to manifest. Taint also acts in place of Vitality:
damage suffered is subtracted from a devil dog’s Taint score. When its
Taint is reduced
to 0, the devil
dog disappears
from the phys-
ical world and
cannot reappear
for a number of
days equal to its
Resolution.
Devil dogs are
infernal beings,
even though they
do not have the
Infernal trait. They
may be encountered
as pets and com-
panions of powerful
devils, evil sorcerers,
or other intelligent
evil creatures. In their true form, they look like primordial bull terriers with
luminous eyes and multiple rows of teeth that jut out at every angle. Their
white coats are speckled with pink or brown.

40
Creatures

Dog, Flying
Type: Local Legend
Might 2, Nimble 4, Vigor 2, Reason 2, Resolution 6, Vitality 10
Skills: Observe [+4]
Attacks: Bite d12+ 2
Traits:
Flight: Flying dogs can fly 60 feet per round.
Light Sensitivity: Flying dogs are mainly nocturnal. Abrupt exposure
to bright light (sunlight of equivalent) blinds them for 10 rounds. They
suffer a -1 TN penalty to attacks and Observe and Investigations Tests
while in brightly-lit areas.
Night Vision: Flying dogs are able to see in the dark as easily as they see
in full daylight, and they ignore all penalties while fighting in the dark.
These large black dogs fly by running through the air as if they were on
solid ground, and are seen as they follow the spring and fall migration of
ducks and geese. They will attack smaller livestock if they see an opportunity,
and will even attack humans in the absence of other prey. The most effective
way to deal with them is simply to go indoors and wait for them to leave.
They rarely remain long in a single area, and never persist in chasing a quarry
that has reached safety.
Flying dogs are most commonly encountered in northern Maine southern
Quebec. Flying dogs are encountered in packs of at least five individuals. On
a few occasions, dozens of these creatures have gathered to hunt down the
entire populations of villages north of Trois-Rivières.

41
Bestiary

Flock of Death
Type: Devil
Might 5, Nimble 13, Vigor 5, Reason 10, Resolution 11, Taint 55
Skills: Brawl [+8]; Dodge [+12]; Observe [+11]; Sense [+12]; Track [+12]
Attacks: Claws d12+13

42
Creatures
Traits:
Damage Reduction: The flock of death takes half damage from all attacks
involving heat and fire.
Fear -2: The Fear modifier is applied to a target’s Resolution when they
make a Fear Test.
Flight: 60 feet per round.
Infernal: These creatures have an aura of evil that requires all within 10
feet to make a Fear Test. Those who fail the Test feel uncomfortable
and desire to get away as quickly as possible. They will flee for a number
of rounds equal to the devil’s Resolution. They are immune to normal
weapons, but weapons that have been blessed by a religious figure cause
them double damage.
Manifest: The flock is able to enter into the physical world and make
physical attacks. Cost: 1 Taint/minute.
Scent: Range 80 ft ( 160 ft upwind, 40 ft downwind).
Shift: The flock of death can shift its position by 5 ft as an Action, by
making a successful Resolution Test. A Dramatic Success allows the
Flock to shift 10 feet. Failure prevents shifting, and a Dramatic Failure
causes the Flock to lose 5 Taint.
Taint: Taint fuels a flock of death when it manifests in the physical
world. It costs 1 Taint per minute to manifest. Taint also acts in place
of Vitality: damage suffered is subtracted from a flock of death’s Taint
score. When its Taint is reduced to 0, the flock of death disappears from
the physical world and cannot reappear for a number of days equal to its
Resolution.
The hunters and trackers of Hell, the flocks of death resemble gigantic,
naked eagles with a wingspan of 14 feet. They usually manifest in the phys-
ical world when they have been summoned by a devil, sorcerer, or other evil
creature, although occasionally a few of them may break through from the
Infernal Realms on their own and spend their time hunting and tormenting
mortals until they are banished or destroyed.

43
Bestiary

44
Creatures

Gargoyle
Type: Enchanted Creature
Might 10, Nimble 9, Vigor 9, Reason 10, Resolution 11, Vitality 55
Attacks: Bite d12+Might, Claws d12+Nimble
Skills: Brawl [+11]; Dodge [+10]; Observe [+11]; Track [+10]
Traits:
Fear -3: The Fear modifier is applied to a target’s Resolution when they
make a Fear Test.
Fierce: When a gargoyle takes damage it must make a successful Res-
olution Test or become enraged, resulting in the following temporary
alterations to its Abilities: Might +2, Vigor +2, Reason -2, Resolution -2,
Vitality +15. While in this state the gargoyle is immune to all Fear effects
and ignores any modifiers associated with lost Vitality. Rage lasts for d12
rounds. When the rage passes, the gargoyle’s Abilities return to normal
and its current Vitality is reduced by 15 points. If this brings the gargoyle
to zero Vitality or below, it dies immediately.
Flight: 60 feet per round.
Horrific Visage: This Trait is always “on” and affects every character who
sees the gargoyle. Failing a Resolution Test results in loss of 1 Sanity (4
Sanity on a Dramatic Failure).
Natural Armor: Gargoyles have a thick skin that confers AV 6. The first 6
points of damage from any attack are ignored.
Night Vision: Gargoyles are able to see in the dark as well as in full day-
light, and ignore all penalties for darkness.
Gargoyles are human-sized creatures with batlike wings and tough, stony
skin. They are sometimes used as guards and servants by evil magicians.
Despite their appearance they are not demonic in nature. They are not native
to the New World; those so far encountered in North America have been
brought there by European masters.

45
Bestiary

Ghast
Type: Undead
Might 10, Nimble 10, Vigor 10, Reason 6, Resolution 9, Vitality 50
Skills: Brawl [+10]; Observe [+11]
Attacks: Claws d12+10

46
Creatures
Traits:
Fierce: Ghasts are naturally aggressive. When a ghast takes damage it
must make a successful Resolution Test or become enraged, resulting
in the following temporary alterations to its Abilities: Might +2, Vigor
+2, Reason −2, Resolution −2, Vitality +15. While in this state the ghast
is immune to all Fear effects and ignores any modifiers associated with
lost Vitality. Rage lasts for d12 rounds. When the rage passes, the ghast’s
Abilities return to normal and the ghast’s current Vitality is reduced by
15 points. If this brings the ghast to zero Vitality or below, it dies imme-
diately.
Hypersensivity: The ghast is particularly sensitive to its surroundings, and
gains a +2 bonus on Investigation and Observe Tests.
Leaper: Ghasts gains a +5 bonus on all Athletics ( Jump) Tests or any
other Tests where the GM rules that this trait is applicable. A ghast can
leap up to Might x2 feet.
Light Sensitivity: The ghast’s eyes are unable to adjust to bright light.
Abrupt exposure to bright light (such as sunlight) blinds the ghast for
10 rounds, and it suffers a −1 TN penalty on attacks, Investigation Tests,
and Observe Tests as long as it remains in a brightly lit area.
Night Vision: Ghasts are able to see in the dark as well as in full daylight,
and ignore all penalties for darkness.
Scent: Ghasts are able to smell an opponent within 60 feet (120 feet
downwind, 30 feet upwind.)
Stench: Ghasts emit a terrible odor. Any creature with a sense of smell
that comes within hand-to-hand range of the creature suffers a −1 penal-
ty to all Tests.
Undead: Immune to smoke, heat, cold, diseases, poison, fear, and cannot
die from suffocation.
Ghasts live underground, away from the light. They are warlike creatures
that hunt in packs of 3-6 individuals, although larger groups are occasion-
ally encountered. Some believe that they were once human, but suffered a
curse that made them undead and twisted both their minds and their bodies.
Others maintain that they may be created from dead bodies by the darkest
necromancy. Their faces are somewhat human – albeit missing the nose –
their hides are deathly pale, and their legs are somewhat like those of a rabbit
or kangaroo, ending in hooves.

47
Bestiary

48
Creatures

Goatman
Type: Local Legend
Might 16, Nimble 10, Vigor 16, Reason 13, Resolution 11, Vitality 80
Skills: Brawl [+12]; Dodge [+12]; Stealth [+10]
Attacks: Punch 16; Bite 8; Mighty Kick d12+16 (2 Actions with no penalty)
Traits:
Great Leap: The Goatman’s great leap allows him to remove himself
from all brawl and melee attacks in a single action as long as he is not
prone or grappled. The great leap also makes him more difficult to hit
with missile weapons: all distances are treated as one step greater in the
round when the goatman leaps.
Weakness - Sunlight: The goatman is a nocturnal creature, frightened of
bright light and the sun and weaker during the day (starting Vitality 50).
There have been reports of goatmen from Maryland, Kentucky, and Texas
in New Spain, but its full range is unclear. Witnesses describe an upright,
bipedal creature, but their accounts differ in other details. Since the goatman
shuns the light, perhaps this is not surprising.
Some have claimed that the goatman has a human body and a goat’s head,
like a medieval image of Satan. Others insist that the goatman has a goat’s
lower body with a human head and torso of a human, like the satyr of Greek
myth. Others still describe a hairy humanoid roughly six feet tall, something
like a sasquatch (see p. “Sasquatch” on page 78).
Reports on the true nature of the goatman are similarly confused. It s
voice can sound like the crying of an infant, which has led some to believe
it to be the angry spirit of a murdered child; others claim it is an unnatural
human-goat hybrid conceived in similar circumstances to the Minotaur of
Greek myth, or an unfortunate suffering from a natural deformation. One
Kentucky legend claims it is the blasted form of a farmer who sacrificed goats
to Satan in exchange for demonic power.
Whatever their origins and nature, goatmen appear to be solitary creatures
who go about their obscure business under cover of darkness and attack those
who disturb them.

49
Bestiary

Golem, Clay
Type: Enchanted Creature
Might 12, Nimble 3, Vigor 6, Reason 3, Resolution 5, Vitality 55
Skills: Brawl [+12]; Defend [+12]
Attacks: Smash 5(60)
Traits:
Blend: Effective Stealth Skill 10 while unmoving in rocky surroundings
or darkness.
Damage Reduction: Half damage from bladed weapons.
Fear −1: The Fear modifier is applied to a target’s Resolution when they
make a Fear Test.
Immunity – Air, Sleep: The golem does not require air and is immune to
drowning and suffocation. It does not need to sleep.
Weakness: Double damage from clubs and other blunt weapons.
Clay golems are large (6-10 ft tall), roughly humanoid forms sculpted
from clay and animated by magic. They have a rudimentary intelligence but
are not self-willed: they obey the commands of their creator at all times.
They are famously literal-minded, so creators must be very careful in their
instructions.
Clay Golems come from Jewish tradition. The most famous golem was
created by the 16th-century Polish rabbi Elijah Ba’al Shem of Chelm: the
rabbi equipped his creation with a safeguard in the form of the Hebrew
word emet (truth) inscribed on its
forehead, and restored it to dead
clay by erasing the first letter so
the inscription read met (dead).
A Hero who tries to do this while
engaged in combat with a clay go-
lem must use an Action and make
a successful Nimble Test, opposed
by the golem’s own Nimble score.
Any golem encountered in
North America will probably be
the creation of a magician versed
in Jewish mysticism. It may or may
not have an inscription on its fore-
head allowing it to be destroyed.

50
Creatures

Golem, Iron
Type: Enchanted Creature
Might 10, Nimble 12, Vigor 10, Reason 3, Resolution 10, Vitality 85
Skills: Defend [+10]; Melee [+12];
Attacks: By weapon or Smash 5(60); Drain Vitality (see below)
Traits:
Blend: Effective Stealth Skill 10 while unmoving in a place where an
antique suit of armor is not an unexpected sight.
Fear −3: The Fear modifier is applied to a target’s Resolution when they
make a Fear Test.
Natural Armor: The golem’s iron body provides AV 5. The first 5 points of
damage from any attack are ignored.
Damage Reduction: Half damage from firearms, immune to arrows.
Drain Vitality: The touch of an iron golem can drain 5d12 Vitality from
one victim and restore an equal number of lost Vitality points to the
golem. Requires a successful Melee Test; the victim is allowed a Resist
Roll to avoid being drained. The golem cannot increase its Vitality above
its starting level or drain more Vitality than a victim possesses. Victims
drained to zero Vitality are killed.
Immunity – Air, Sleep: The golem does not
require air and is immune to drowning and suf-
focation. It does not need to sleep.
Iron golems are usually human-sized and re-
semble animated suits of plate armor. Iron golems
are usually armed with medieval-style swords but
can also deliver crushing damage with their met-
al fists. Like clay golems, iron golems obey the
commands of their creators at all times but are very
literal-minded. They can be stealthy, but if they are
not kept well oiled they can squeak as they move.
The first iron golems were created in the 15th
century by European magicians, building on the
Jewish magic that created the clay golem. When
encountered in North America, they are usually the
creations of magicians versed in European hermetic
magic, or relics brought from the Old World and
somehow controlled by their new owners.

51
Bestiary

Gorgon
Type: Old World Legend
Might 5, Nimble 9, Vigor 9, Reason 11, Resolution 15, Vitality 35
Skills: Brawl [+9]; Diplomacy [+12]; Empathy [+11]; Intimidation [+12];
Observe [+11]; Spell – Arcane (Geas +12)
Attacks: Bite d12+5; Claws d12+9 or by weapon; Hair d12+Poison; Gaze (see below)

52
Creatures
Traits:
Fear −4: The Fear modifier is applied to a target’s Resolution Test when
they make a Fear Test.
Fierce: When a gorgon takes damage she must make a successful Reso-
lution Test or become enraged, resulting in the following temporary al-
terations to her Abilities: Might +2, Vigor +2, Reason −2, Resolution −2,
Vitality +15. While in this state the gorgon is immune to all Fear effects
and ignores any modifiers associated with lost Vitality. Rage lasts for d12
rounds. When the rage passes, the gorgon’s Abilities return to normal
and her current Vitality is reduced by 15 points. If this brings the gorgon
to zero Vitality or below, she dies immediately.
Gaze: R 50’, ROF 1/1. On a successful hit the target must make a Vigor
Test or be paralyzed for 1 day. A Dramatic Failure means that the target
dies. The gaze attack is only effective when the gorgon is seen directly: it
is quite safe to view one in a mirror.
Hair: Characters in hand-to-hand combat with a gorgon can be attacked
by its air once per round.
Horrific Visage: This Trait is always “on” and affects every character who
sees the gorgon. Failing a Resolution Test results in loss of 1 Sanity (4
Sanity on a Dramatic Failure).
Poison: Damage 1d12 to Vigor, halved on a successful Vigor Test.
According to Greek myth, the gorgons were three sisters who were turned
into horrific monsters by a vengeful Athena. Medusa, the most famous of the
three, was slain by the hero Perseus, but her sisters Euryale and Stheno still
live.
A gorgon is a hag-like monster with brass claws, long fangs, and a hideous
face framed by a mass of hair twined with writhing, venomous snakes. They
hate all mortals – especially man – and will attack on sight. Gorgons have
been known to use weapons, including swords and bows, but will attack using
their claws and teeth if there is no weapon to hand.
Although the gorgons have not been reported in North America, they
might be brought there by an evil magician who is well versed in Classical
lore. The promise of slaughter – especially the slaughter of men who mistreat
women – could induce them to leave their native Greece for the New World.

53
Bestiary

Harpy
Type: Old World Legend
Might 8, Nimble 10, Vigor 8, Reason 5, Resolution 8, Vitality 40
Skills: Brawl [+9]; Dodge [+10]; Observe [+13]; Track [+11]
Attacks: Bite d12+8;Claws d12+10
Traits:
Brittle Bones: The bones of harpies are weak and cannot withstand hard
or sudden impacts (falling, being struck by blunt weapons and the like).
Blunt weapons cause them double damage, and they take an additional
1d12 points of damage from any fall greater than 10 feet.
Fear −2: The Fear modifier is applied to a target’s Resolution when
making a Fear Test.

54
Creatures
Fierce: When a harpy takes damage it must make a successful Resolution
Test or become enraged, resulting in the following temporary alterations
to its Abilities: Might +2, Vigor +2, Reason -2, Resolution -2, Vitality +15.
While in this state the harpy is immune to all Fear effects and ignores any
modifiers associated with lost Vitality. Rage lasts for a number of rounds
equal to Resolution x 2. When the rage passes, the harpy’s Abilities return
to normal and its current Vitality is reduced by 15 points. If this brings the
harpy to zero Vitality or below, it dies immediately.
Flight: 70 feet per round.
Natural Armor: Harpies’ tough feathers give them AV 5. The first 5 points
of damage from any attack are ignored.
Night Vision: Harpies are able to see in darkness as easily as in full day-
light. They ignore all penalties for fighting in the dark.
Scent: Harpies are able to smell an opponent within 60 feet (120 feet if
opponent is upwind, 30 feet if opponent is downwind).
Harpies are servants of the Olympian Gods of ancient Greece, who sent
them to torment mortals as a punishment for pride and lack of piety. Over
the centuries, a few mortals learned how to summon them for their own
purposes, and the knowledge of how to do so has survived in a handful of
forbidden tomes.
When they are encountered in the Thirteen Colonies, harpy will nor-
mally be under the command (but not necessarily the complete control) of
a summoner who is well versed in the darker side of Classical scholarship.
When their appointed task is complete, any surviving witnesses will see them
disappear as they return magically to their home, which is variously rumored
to be Hades, or Tartarus, or some forsaken and nameless Greek isle.
If their summoner is killed before their task is complete, each harpy must
make a successful Resolution check: those that fail disappear instantly, while
those that pass will attempt to kill every mortal they see before disappearing
in their turn.

55
Bestiary

Homunculus
Type: Enchanted Creature
Might 4, Nimble 10, Vigor 4, Reason 4, Resolution 7, Vitality 20
Skills: Brawl [+7]; Dodge [+11]; Empathy [+8]; Resist [+6]; Sense [+6]
Attacks: Claws d12+10; Drain Vitality
Traits:
Drain Vitality: The touch of a homunculus can drain 2d12 Vitality equal
to Resolution from one victim and restore an equal number of lost
Vitality points to the homunculus. Requires a successful Brawl Test; the
victim is allowed a Resist Roll to avoid being drained. The homunculus
cannot increase its Vitality above its starting level or drain more Vitali-
ty than a victim possesses. Victims drained to zero Vitality are killed.
Fear −2: The Fear modifier is applied
to a target’s Resolution when they
make a Fear Test.
Flight: 40 feet per round.
Horrific Visage: This Trait is always
“on” and affects every character who
sees the homunculus. Failing a Reso-
lution Test results in loss of 1 Sanity
(4 Sanity on a Dramatic Failure).
Size (−2): Homunculi are no more
than 2 feet tall.
Unfathomable (Transference): A
Homunculus is able to give up to
Vitality equal Resolution of Vitality
per round to the Alchemist who cre-
ated it. It must touch the alchemist in
order to do so.
Resembling a small baby with bat-like wings and a face that looks as
though it were fashioned from melted wax, a homunculus (Latin: “little
humanoid”) is an alchemical creation and can only come to life via the skill
of an alchemist. Homunculi can act as guards, spies, and general servants for
the alchemist who created them.
When encountered in North America, homunculi are normally under the
control of an individual who is versed in the European tradition of alchemy.

56
Creatures

Horned One
Type: Devil
Might 13, Nimble 10, Vigor 13, Reason 6, Resolution 12, Taint 60
Attacks: Bite d12+13; Claws d12+10; Gore 11
Skills: Brawl [+12]; Defend [+11]; Intimidation [+10]; Resist [+10]; Sense [+9]

57
Bestiary
Traits:
Damage Reduction: Horned ones takes half damage from all attacks
involving heat and fire.
Fear -2: The Fear modifier is applied to a target’s Resolution when they
make a Fear Test.
Fierce: When a horned one takes damage it must make a successful
Resolution Test or become enraged, resulting in the following tempo-
rary alterations to its Abilities: Might +2, Vigor +2, Reason -2, Resolu-
tion -2, Vitality +15. While in this state the devil is immune to all Fear
effects and ignores any modifiers associated with lost Vitality. Rage
lasts for d12 rounds. When the rage passes, the devil’s Abilities return to
normal and its current Vitality is reduced by 15 points. If this brings the
horned one to zero Vitality or below, it dies immediately.
Infernal: These creatures have an aura of evil that requires all within 10
feet to make a Fear Test. Those who fail the Test feel uncomfortable
and desire to get away as quickly as possible. They will flee for a number
of rounds equal to the devil’s Resolution.They are immune to normal
weapons, but weapons that have been blessed by a religious figure cause
them double damage.
Manifest: A horned one is able to enter into the physical world and
make physical attacks. Cost: 1 Taint/minute.
Natural Armor: Horned ones possess natural armor giving them AV 10.
The first 10 points of damage from any attack are ignored.
Taint: Taint fuels a horned one when it manifests in the physical world.
It costs 1 Taint per minute to manifest. Taint also acts in place of Vital-
ity: damage suffered is subtracted from the devil’s Taint score. When its
Taint is reduced to 0, the creature disappears from the physical world
and cannot reappear for a number of days equal to its Resolution.
Horned ones are the foot soldiers of Hell. They stand just under 7 feet
tall and are humanoid, with horned heads, sharp teeth, and clawed hands.
Their bodies are covered with bony plates. Horned Ones glory in destruction
but are not particularly imaginative: they are normally encountered fighting
for some more intelligent creature such as a more powerful devil or an evil
sorcerer.

58
Creatures

Jersey Devil
Type: Local Legend
Might 9, Nimble 10, Vigor 8, Reason 5, Resolution 5, Vitality 42
Skills: Track [+7]
Attacks: Bite d12+9
Traits:
Fear −2: All characters who see the Jersey devil must make a Fear rest
with a −2 penalty, even if they themselves are not engaged in combat
with it.
Flight: The Jersey Devil can fly 90 feet per round.
Horrific Visage: This Trait is always “on” and affects every character who
sees the Jersey Devil. Failing a Resolution Test results in loss of 1 Sanity
(4 Sanity on a Dramatic Failure).

59
Bestiary
Moan: The Jersey Devil’s growl is a terrifying sound. All within a 50
foot radius must make a Fear test. Even those who succeed will lose 1
Sanity and suffer a −1 TN to all tests for 5 rounds. Failure costs the tar-
get 2 Sanity and a −2 TN to all tests for 5 rounds. Dramatic failure costs
the target loose 4 Sanity and causes them to be paralyzed with fear and
unable to do anything for 5 rounds.)
Second Wind: Once per day, the creature can heal itself of a number of
points of damage equal to its original Vitality score.
Sometimes known as the Leeds Devil, the Jersey Devil is rumored to
inhabit the Pine Barrens of southern regions New Jersey. Those who have
seen it describe it as eight feet tall with a long neck, crane-like legs ending in
hooves, large bat-like wings, and a dog-like head. It is a vicious creature with
a taste for human flesh.
There are many tales of the creature’s origins. Most connect it to a local
merchant named Leeds and his wife Deborah. According to the most com-
mon story, Mrs. Leeds was in labor with her thirteenth child and invoked
the Devil’s name during her travails: when the baby was born, it turned into
this misshapen creature and fled the house. Some say it killed and ate the
family first. Another version of the story tells that Mrs. Leeds was unhappy
to find herself pregnant for a thirteenth time and cursed her baby with the
words “may it be a devil.”
Other stories view the Jersey devil as a divine punishment upon its
parents: for Mr. Leeds’ harsh treatment of the family’s servants, or for Mrs.
Leeds’ refusal to renounce her Quaker faith in favor of her husband’s Pu-
ritanism. A final version tells that, despite its appearance, Deborah Leeds
cared for her monstrous offspring until her death, when it flew into the
swamps of the Pine Barrens and has remained there ever since. Attempts
to track down the Leeds family or their successors have failed, and the tales
cannot be verified.
Fewer know of a Lenape legend which tells of a malevolent creature
named Ehangelikgik, an enemy of Mani, the Supreme Being, and a ser-
vant of the great evil known as Machtalappajo. These creatures – for there
is more than one – stalk the land and hunt the righteous so that the world
is prepared for the coming of Machtalappajo. This creature is ancient, and a
danger to all.

60
Creatures

Kraken
Type: Animal, Giant
Might 15, Nimble 14, Vigor 17, Reason 5, Resolution 13, Vitality 80
Skills: Athletics [+12]; Brawl [+12]
Attacks: Bite d12+15; Constriction 32/round
Traits:
Extra Attacks: Krakens have a total of 9 attacks: 8 Tentacles and 1 Bite.
Constriction: A kraken must make a successful Brawl Test to grab an
opponent. A successful Might Test is required to escape, with a cumula-
tive −1 penalty per round of constriction (−0 on the first round, −1 on the
second round, etc.).
Fear −4: All characters who see a kraken fighting must make a Fear test
with a −4 penalty, even if they themselves are not engaged in combat
with it.
Horrific Visage: This Trait is always “on” and affects every character who
sees the Kraken. Failing a Resolution Test results in loss of 1 Sanity (4
Sanity on a Dramatic Failure).
Size (+5): Krakens are said to be 20 feet in length, though some rumors
state they can be as huge as 40 feet. According to legend, rare individuals
might be twice that size.
Unfathomable - Tentacles: Kraken have a total of 8 tentacles measuring some
40 feet in length that inflict Constriction damage (see above).
Although they are rare, these gigantic cephalopods can drag a longboat
underwater or crush the hull of a ship with their massive tentacles. Sightings
of these creatures have been reported across the Atlantic, from Iceland to
southern Africa, sine
the earliest time.
Some have been
observed in mortal
combat with whales;
this has led some
natural scientists to
suggest that they
mistake the shape
of a ship’s hull, seen
from below, for that
of a whale.

61
Bestiary

Lamia
Type: Old World Legend
Might 8, Nimble 10, Vigor 8, Reason 5, Resolution 8, Vitality 40
Skills: Brawl [+9]; Observe [+10]; Track [+10]
Attacks: Bite d12+8; Constriction 16/round; Strangle 8/round or weapon
Traits:
Constriction: A lamia must make a successful Brawl Test to grab her
opponent in the coils of her serpentine lower body. The victim can try
to escape by making a successful Might Test. For every round trapped
in the lamia’s coils, the opponent suffers a cumulative −1 to the Test. For
example, a victim who has been constricted for 3 rounds would suffer a
−3 penalty to the Test. The lamia’s constriction causes damage equal to
the creature’s Might + Vigor each round.
Fear −2: The Fear modifier is applied to a target’s Resolution when
making Fear Tests.

62
Creatures
Horrific Visage: This Trait is always “on” and affects every character who
sees the lamia. Failing a Resolution Test results in loss of 1 Sanity (4
Sanity on a Dramatic Failure).
Strangle: A lamia must make a successful Brawl Test to lock her hands
around her opponent’s throat. While strangling, she may not use her
Claw attack. The victim can try to escape by making a successful Might
Test. For every round trapped in the lamia’s grip, the opponent suffers a
cumulative −1 penalty: for example, a victim who has been strangled for
3 rounds would suffer a −3 penalty to the Test. The victim also suffers a
similar penalty to all tests involving Reason and Resolution while being
strangled. Strangulation causes damage equal to the creature’s Might
each round.
In Greek myth, Lamia was turned into a hideous, snake-bodied monster
by the goddess Hera. She hunts and devours the small and weak, especially
children. Some scholars believe that Lamia was not a unique individual, but
the ancestress of a race of violent serpent-folk. Lamias are always female.
They seem human from the waist up, but have the lower bodies of huge
snakes in place of legs. They attack by tearing with their teeth, throttling with
their powerful hands, and constricting with the coils of their lower bodies.
They are cunning predators with a taste for human flesh.
Although they are not native to the New World, a lamia might travel
there of her own accord, or be brought there from Greece by a malevolent
scholar who is versed in Classical lore. They may use weapons such as swords,
clubs, or knives, but forego their Strangle attack in order to do so.

63
Bestiary

Mammoth
Type: Animal (extinct)
Might 12, Nimble 6, Vigor 12, Reason 6, Resolution 7, Vitality 60
Skills: Brawl [+12]; Intimidate [+10]; Observe [+10]
Attacks: Tusks d12+12; Stomp 60
Traits:
Fear −3: The Fear modifier is applied to a target’s Resolution when
making a Fear Test.
Fierce: Mammoths are naturally aggressive. When a mammoth takes
damage it must make a successful Resolution Test or become enraged,
resulting in the following temporary alterations to its Abilities: Might
+2, Vigor +2, Reason −2, Resolution −2, Vitality +15. While in this state
the mammoth is immune to all Fear effects and ignores any modifiers
associated with lost Vitality. Rage lasts for d12 rounds. When the rage
passes, the mammoth’s Abilities return to normal and its current Vital-
ity is reduced by 15 points. If this brings the mammoth to zero Vitality
or below, it dies immediately.
Size +3: Mammoths are large creatures measuring 12 feet in height.
Smash: A mammoth can seize a human-sized or smaller opponent with
its trunk on a successful Brawl Test. The victim can attempt a Might
Test to escape. If the Might Test is failed, the mammoth lifts its victim
and hurls him violently to the ground, causing damage equal to the
creature’s Might×2.
Thick Fur Coat: A mammoth’s thick hide and dense coat give it +4 TN
on Tests against extreme cold. Its fur and hide give it AV 5. The first 5
points of damage from any attack are ignored.
These shaggy relatives of African and Indian elephants walked the frozen
north centuries ago. At present, it is not known whether any survive. Ex-
plorers have found their corpses frozen in the wilds of Siberia, but so far no
one has encountered a living example. They may yet walk the remote and
unexplored Arctic tundra of Siberia and northern Canada, along with other
survivors of a former age. Perhaps science will provide a way to revive an in-
dividual found frozen in a river or glacier. Such an achievement would surely
make the name of the natural scientist behind it.

64
Bestiary

Mestabeok
Type: Local Legend
Might 13, Nimble 5, Vigor 9, Reason 8, Resolution 5, Vitality 55
Skills: Athletics [+12]; Brawl [+12]; Empathy [+5]; Heal [+10], Lore [+10];
Melee [+12]; Observe [+10]; Sense [+8]; Survival [+4]
Attacks: Mallet d12+13
Traits: None
Most often seen near the St-Maurice River in central Quebec, this race
of immortal giants is recorded in the tales of the Atikamekw. The mes-
tabeoks have existed for countless ages, and according to the Atikamekw
they toiled long and hard to make the land what it is, using magic and huge
tools to carve the river valleys, raise the mountains, and plant the first forests.
With most of their work now done, the mestabeoks are rarely seen.
A mestabeok looks like a giant Native American carrying a mallet, a
stone chisel and a plethora of magical trinkets such as beads, a necklace, or a
smoking pipe. Once it becomes aware of the presence of others, it will try to
leave at once, avoiding all contact with mortals.

66
Creatures

Mishipeshu
Type: Local Legend
Might 12, Nimble 11, Vigor 10, Reason 8, Resolution 8, Vitality 60
Skills: Athletics [+12]; Brawl [+12]
Attacks: Bite d12+12; Claws d12+11; Horns 13
Traits:
Damage Reduction – Physical: The mishipeshu suffers only half normal
damage from physical attacks of all kinds.
Gills: The mishipeshu can breathe underwater as well as in air.
Natural Armor: The mishipeshu’s scales give it AV2. The first 2 points
of damage from any attack (after damage reduction – see above) are
ignored.
Spellcaster: A mishipeshu is able to work magic. It knows the following
spells with 4 Power Ranks in each: Rainmaking (Colonial Gothic 2nd
Edition Rulebook, p.p. 125-6, Covering Cloud (The Grimoire, p. 17),
and Thunder (The Grimoire, p. 24). At the GM’s option, a mishipeshu
may know other weather and water based spells.
The mishipeshu – sometimes called the underwater panther by European
explorers – is a strange hybrid of reptile and feline. It is said to be about six
feet in length, with a long tail and large, clawed paws. Its body is covered in
scales, and its head is adorned with a pair of horns that look somewhat like a
cat’s ears.
The natives of the Great Lakes speak of the mishipeshu as though it is
unique and say that is inhabits, while other tribes believe there are whole
communities of these creatures. It is certainly true that tales of lake monsters
and sea serpents abound throughout the New World.
Mishipeshu are believed to be powerful water spirits, able to command
the weather, which must be propitiated by anyone wanting to cross their
home waters. Offerings of tobacco are considered especially acceptable. They
are very protective of mineral deposits in and around their home waters, and
are relentless in pursuing anyone who tries to take away metals (especially
copper) from their territory.

67
Bestiary

Mummy
Type: Undead
Might 13, Nimble 6, Vigor 13, Reason 5, Resolution 18, Vitality 65
Skills: Brawl [+12]; Sense [+12]
Attacks: Fist d12+13
Traits:
Disease: Optional. The touch of this creature causes Lung Fever (Colo-
nial Gothic 2nd edition Rulebook, p. 61).
Fear −5: The Fear modifier is applied to a target’s Resolution Test when
they make a Fear Test.
Horrific Visage: This Trait is always “on” and affects every character who
sees the mummy. Failing a Resolution Test results in loss of 1 Sanity (4
Sanity on a Dramatic Failure).
Natural Armor: A mummy’s wrappings and embalmed skin give it AV2.
The first 2 points of damage from any attack are ignored.
Undead: Immune to smoke, heat, cold, diseases, poison, fear, and cannot
die from suffocation.
Weakness – Fire): Mummies’ wrappings and desiccated flesh make them
vulnerable to fire. Mummies suffer double damage from fire.
Recent explorations in Egypt
have led to the discovery of countless
mummies. Some now reside in muse-
ums, while others have been shipped
to scholars in all parts of the world. A
man (or woman) of science who can
host the unwrapping of a mummy
is a person of consequence indeed.
Rumors persist of cursed treasures
and bandaged avengers who punish
the despoilers of their sacred tombs,
but surely this can be no more than
superstition.
According to tidings from New
Spain, it seems the ancient Egyptians
were not alone in the practice of mummifying their dead. Atzec and Inca
mummies have been found that, while less heavily wrapped (AV 1), are oth-
erwise identical to their Egyptian counterparts.

68
Creatures

Mummy Priest
Type: Undead
Might 13, Nimble 10, Vigor 13, Reason 15, Resolution 18, Vitality 65
Skills: Magic (2 Spells with 4 Power Ranks in each), Sense [+12]
Attacks: Fist d12+13
Traits:
Disease: The touch of the creature causes Mummy Rot (see text box).
Fear −5: The Mummy Priest is able to cause Fear in its targets. The Fear
modifier is applied to a target’s Resolution Test when they make a Fear
Test.
Horrific Visage: The Mummy Priest has a terrifying appearance, and
those looking upon it are struck with fear that shakes their resolve. This
ability is always “on”, meaning that whenever your Hero comes into con-
tact with the Mummy they are affected by the creature’s appearance. The
effect of this horrific visage is such that the opponent must make a Will
Test, with Failure causing them to lose 1 Sanity (4 Sanity on a Dramatic
Failure).
Spellcaster: The Mummy Priest is able to work magic.
Undead: Immune to smoke, heat, cold, diseases, poison, fear, and cannot
die from suffocation.
Weakness – Fire: Mummies’ Mummy Rot
wrappings and desiccated flesh This disease is contracted when a character is touched
by a mummy; there is no natural cure. To resist the
make them vulnerable to fire. disease requires a Vitality Test. Failure indicates
Mummies suffer double damage that the character has contracted the disease, which
from fire. manifests in a number of days equal to the character’s
Vitality. Once the incubation phase of Mummy Rot
Animated by the same evil is over, the character loses 1 Vitality point per day, and
magic that powers their lesser once their Vitality is reduced to 0, their body turns to
cousins, mummy priests can also dust. While the character is suffering from the dis-
ease, their body takes on a dry and flaky appearance.
cast spells. Given the necessary
materials and a few weeks of unin-
terrupted time, a mummy priest can create mummies from any corpse that is
reasonably intact.

69
Bestiary

Nee-ba-naw’-baigs
Type: Local Legend
Might 12, Nimble 12, Vigor 10, Reason 8, Resolution 8, Vitality 55
Skills: Athletics [+12]; Brawl [+12]; Diplomacy [+12]
Attacks: See below.
Traits:
Gills: Nee-ba-naw’-baigs can breathe underwater as well as in air.
Shape Change: A nee-ba-naw’-baigs can change at will from a formless
being of water to a beautiful native maiden. It its water state, all physi-
cal attacks pass through the creature harmlessly, causing no damage, but
the creature is equally unable to make any physical attacks.
Spellcaster: A nee-ba-
naw’-baigs is able cast
the spells Beauty’s
Face (The Grimoire,
p. 2) with 3 Power
Ranks. Female char-
acters are immune to
this effect.
A nee-ba-naw’-
baigs is a water spirit
that feeds on the souls
of those it drowns. In
its natural form it is
an insubstantial water
spirit. When it needs
to feed it takes on the
appearance of a young
native girl frolicking in
the water. It uses magic
and its Diplomacy skill
to draw a male victim
close enough to grapple
and then seeks to drown
him, drawing its suste-
nance from the Vitality that its victim loses.

70
Creatures

Night Beast
Type: Other
Might 9, Nimble 11, Vigor 12, Reason 5, Resolution 11,Vitality 50
Skills: Brawl [+10]; Dodge [+11]; Observe [+9]; Stealth [+11]
Attacks: Bite d12+9
Traits:
Flight: 50 feet per round.
Horrific Visage: This Trait is always “on” and affects every character who
sees the night beast. Failing a Resolution Test results in loss of 1 Sanity
(4 Sanity on a Dramatic Failure).
Night Vision: Night beasts are able to see in the dark as easily as they see
in full daylight, and they ignore all penalties while fighting in the dark.
Night beasts are horrific creatures which look like a blasphemous hybrid
of bat and insect. They
have furred yet in-
sect-like bodies some
eight feet long, topped
by bat-like heads with
long, curved beaks.
Their rear legs are also
insect-like but end
in webbed feet. Their
forelimbs are like
human arms, and they
have bat-like wings.
Night beasts haunt
swamps, deep woods,
and other desolate
areas, preying on what-
ever victims they can
find. Many believe that
they are not natural
creatures, but the result
of some magical or
alchemical experiment
that went terribly awry.

71
Bestiary

Pig or Wild Boar


Type: Animal
Might 5, Nimble 4, Vigor 5, Reason 2, Resolution 8, Vitality 22
Skills: Brawl [+5]; Observe [+5]
Attacks: Gore 5
Traits:
Fierce: Domestic pigs are placid creatures, but wild boars are naturally
aggressive. When a Wild Boar takes damage it must make a successful
Resolution Test or become enraged, resulting in the following tempo-
rary alterations to its Abilities: Might +2, Vigor +2, Reason −2, Resolu-
tion −2, Vitality +15. While in this state the Boar is immune to all Fear
effects and ignores any modifiers associated with lost Vitality. Rage lasts
for d12 rounds. When the rage passes, the Boar’s Abilities return to nor-
mal and the Boar’s current Vitality is reduced by 15 points. If this brings
the Boar to zero Vitality or below, it dies immediately.
Domestic pigs are common in colonial settlements, but the fierce Wild
Boar is rarer. Christopher Columbus brought a few individuals to the West
Indies in 1493, and some of their descendents were brought to the North
American mainland in the mid-16th century by Hernando de Soto and oth-
ers. Interbreeding with escaped feral pigs, they have established themselves
in the wilds of Florida and southern Louisiana, but are not commonly en-
countered. The same statistics can be used for the javelina or collared peccary,
which is common in the Spanish southwest.
Like most wild creatures, pigs will avoid contact with humans if they
can. However, they can be deadly foes if they or their young are surprised or
threatened.

72
Creatures

Poltergeist
Type: Undead
Might 6, Nimble 12, Vigor 8, Reason 3, Resolution 12, Plasm 60
Skills: Throw [+12]
Attacks: Bite/Scratch 4; Telekinesis (see below)
Traits:
Fear −2: The Fear modifier is applied to a target’s Resolution Test when
they make a Fear Test.
Insubstantial: The poltergeist cannot attack or be attacked physically.
All physical attacks pass through the poltergeist harmlessly, causing no
damage.
Plasm: A poltergeist must expend 1 Plasm per minute to remain in the
physical world. Once the wraith’s Plasm is reduced to 0 it is no longer able
to manifest. Plasm is regained at the rate of 12 Plasm per day.
Telekinesis: Tuurngaits can move objects up to 50 pounds in weight.
Thrown objects cause damage equal to Resolution.
Undead: Immune to smoke, heat, cold, diseases, poison, fear, and cannot
die from suffocation.
Poltergeists are formless ghosts which can only interact with the physical
world in two ways: by making
noise and by using telekinesis to
throw physical objects. They are
well known in the Old World
(their name comes from the Ger-
man “noisy ghost”) and they have
been reported in the Colonies.
Perhaps the best-known case is
that of the New Castle Lithobo-
lia, or stone-throwing devil, in
New Hampshire (see Colonial
Gothic Gazetteer, p. 22.
Poltergeists are unlike most
other ghosts in that they never
manifest physically and they tend to haunt a person (often an adolescent)
rather than a location. Partly because of this, it can be difficult to establish
whether an incident is a genuine poltergeist attack or the work of a clever
trickster.

73
Bestiary

Revenant
Type: Undead
Might 10, Nimble 10, Vigor 10, Reason 5, Resolution 10, Taint 50
Attacks: Bite d12+10; Claws d12+10 or by weapon
Skills: Brawl [+11]
Traits:
Drain: The bite of a revenant drains 5 Vitality per round from the victim.
Fear −2: The Fear modifier is applied to a target’s Resolution Test when
they make a Fear Test.
Infernal: This creature emits an aura of evil that requires all within 10
feet of it to make a Fear Test. Upon failing this Test, the person feels
uncomfortable, as well as having a desire to get away as quickly as pos-
sible. They will flee for a number of rounds equal to the revenant’s Res-
olution. Infernal creatures are immune to normal weapons, but weapons
that have been blessed by a religious figure cause them double damage.
Taint: Taint fuels a revenant when it manifests in the physical world. It
costs a revenant 1 Taint per minute to manifest. Taint also acts in place
of Vitality: damage suffered is subtracted from a revenant’s Taint score.
When its Taint is reduced to 0, a revenant disappears from the physical
world and cannot reappear for a number of days equal to its Resolution.
Undead: Immune to smoke, heat, cold, diseases, poison, fear, and cannot
die from suffocation.
Weaknesses: Fire causes a revenant double damage; removing the heart
of a revenant kills it instantly.
It is said that the most evil and violent of mortals will never rest easily in
their graves. Whether by a pact with the Dark Powers or through their own
strength of will, revenants rise again and again to terrorize the living.

74
Bestiary

Sabertooth Tiger
Type: Animal (extinct)
Might 10, Nimble 10, Vigor 10, Reason 8, Resolution 8, Vitality 50
Skills: Athletics [+12]; Brawl [+12]; Dodge [+12]; Observe [+12]; Stealth [+12]
Attacks: Bite d12+10; Claws d12+10
Traits:
Fear −4: The Fear modifier is applied to a target’s Resolution when
making a Fear Test.
Fierce: Sabertooth tigers are naturally aggressive. When a sabertooth
takes damage it must make a successful Resolution Test or become
enraged, resulting in the following temporary alterations to its Abilities:
Might +2, Vigor +2, Reason −2, Resolution −2, Vitality +15. While in this
state the sabertooth is immune to all Fear effects and ignores any modifi-
ers associated with lost Vitality. Rage lasts for d12 rounds. When the rage
passes, the sabertooth’s Abilities return to normal and the sabertooth’s
current Vitality is reduced by 15 points. If this brings the sabertooth to
zero Vitality or below, it dies immediately.

76
Creatures

Night Vision: Sabertooths are able to see in the dark as easily as full day-
light, and they ignore all penalties for fighting in the dark.
Piercing Attack: The Sabertooth’s bite attack (only) ignores any AV of less
than 5.
Scent: Sabertooths are able to smell an opponent within a 90-foot range
(180 feet upwind, 45 feet downwind).
Size +2: Sabertooths measure 6-9 feet in length, making them the largest
cat known to science.
Fossil remains recovered from many parts of the world indicate that saber-
tooths roamed many parts of the world in the past. Reports from the wilder
parts of Spanish California suggest that they may not be completely extinct
there. These huge cats are fearless predators and will attack humans and larger
prey without a second thought. California sabertooths seem to hunt in prides
like the African lion, and are capable of bringing down the largest prey; their
massive canines are thought to be capable of piercing even the hide of a
mammoth. Tracking them and capturing specimens for scientific examination
will be dangerous work indeed.

77
Bestiary

Sasquatch
Type: Local Legend
Might 8, Nimble 8, Vigor 8, Reason 9, Resolution 9, Vitality 40
Skills: Brawl [+9]; Observe [+10]; Track [+9]; Stealth [+12]; Track [+10]
Attacks: (degrees of success/2)+Brawl
Traits:
Combat Fear: Sasquatch are gripped by an inexplicable fear whenever
facing a dangerous or frightening situation. After Initiative is rolled, but
before they take their first action in combat, they must make a Resolu-
tion Test. If the sasquatch fails the Test, it is shaken for the rest of the
encounter, suffering a −2 penalty on attack and Skill Tests. If the Test
succeeds, the sasquatch overcomes its momentary fear and negates the
ill effects.
Hypersensitivity: +2 bonus to Investigation and Observe tests.
Natural Armor: The thick, matted fur of a sasquatch confers AV 1. The
first point of damage from any attack is ignored.
Scent: Sasquatch are able to smell an opponent within an 80 foot range
(160ft upwind, 40 ft downwind).
Size: +1. Sasquatch normally stand between eight and nine feet tall.
Stench: Optional. The skunk ape of Florida and North Carolina is re-
nowned for its foul smell, and sasquatches encountered there may have
this trait if the GM chooses. All within hand-to-hand range of a skunk
ape suffer a −1 penalty to all tests because of the distraction caused by
the creature’s smell.
Natives and explorers across North America have reported sightings
of tall, hairy “wild men” in the dense forests. These creatures are known by
various local names – sasquatch, bigfoot, skookum, skunk ape, grassman, and
nuk-luk, among others – but all match the same description: a bipedal, ape-
like being seven to nine feet tall, its whole body covered in matted hair. They
seem similar in many ways to the yetis or abominable snowmen who are
reputed to live in the high Himalayas, and natural scientists wonder whether
they belong to the same species. Because both races are so elusive, the matter
has not yet been investigated.
Sasquatch (singular and plural) are shy creatures, and will normally avoid
contact with humans. Often the only sign of their presence will be a large
but human-looking footprint or a tuft of hair caught on a thorny bush.
Occasionally an explorer will come across a pelt or a bone which the locals

78
Creatures

claim came from a sasquatch, but science has yet to take formal notice of the
creature’s existence.
Equally little is known of the creature’s habits. Some natural scientists
have speculated that their society is similar to that of the African gorilla,
which is just now being studied. These creatures move in groups composed
of a dominant male, a handful of females, and their various young – although
the question of whether sasquatch behave similarly remains unresolved.

79
Bestiary

Scorpion, Giant
Type: Animal, Giant
Might 10, Nimble 6, Vigor 6, Reason 3, Resolution 10, Vitality 40
Skills: Brawl [+10]; Survival [+8]
Attacks: Claws (2) d12+10; Grapple 10/round; Sting (see below)
Traits:
Fear −2: The Fear modifier is applied to a target’s Resolution when they
make a Fear Test.
Grapple: A creature successfully struck by a giant scorpion’s claw must
make a successful Nimble Test or be grappled. The giant scorpion
automatically does Might damage each round and gains a TN bonus of
+4 to strike the grappled victim with its other claw or tail. A success-
ful Might Test is required to escape, with a cumulative −1 penalty per
round of grappling (-0 on the first round, −1 on the second round, etc.).
Natural Armor: Giant scorpions have a tough carapace that gives them
AV 5. The first 5 points of damage from any attack are ignored.
Size +1: Giant scorpions are 8 feet long.
Sting: The giant scorpion’s tail is equipped with a poisonous stinger.
Anyone successfully hit by the creature’s tail must make a successful
Opposed Vigor Test or be poisoned, suffering damage equal to the
Degree of Success×5.
Giant scorpions may be found in the deserts of New Spain. They can also
be summoned by magical adepts who are versed in the lore of the ancient
Egyptian goddess Serqet. Giant scorpions are aggressive predators that will
attack any prey smaller than themselves on sight.

80
Creatures

Sentient Tree
Type: Plant
Might 5-10, Nimble 7, Vigor 5-10, Reason 9, Resolution 11,Vitality 25-50
Skills: Brawl [+7 to +11]; Tracking [+10]; Observe [+9]; Resist [+12]; Sense
[+12]
Attacks: Claws d12+7; Constriction Might+Vigor/round; Stomp Vigor x 5
Traits:
Claws: The lashing branches of sentient trees are treated as claws
Constriction: Sentient trees can grab opponents and crush them in their
branches. In order to use this ability, the living tree must make a success-
ful Brawl Test to grab its opponent. Those trapped can try to break out
by making a successful Might Test. For every round trapped in the grip
of the creature, the opponent suffers a cumulative −1 to the Test. For ex-
ample, if the opponent has been in the hug for 3 rounds he would suffer
a −3 to the Test. The damage from this ability is equal to the creature’s
Might + Vigor per round.
Fierce: Upon taking damage, or sensing trees nearby being harmed, a
sentient tree must make a Resolution Test or become enraged, result-
ing in the following temporary alterations to its Abilities: Might +2,
Vigor +2, Reason −2, Resolution −2, Vitality +15. While in this state
the living tree is
immune to all Fear
effects and ignores
any modifiers asso-
ciated with lost Vi-
tality. Rage lasts for
d12 rounds. When
the rage passes, the
living tree’s Abili-
ties return to nor-
mal and its current
Vitality is reduced
by 15 points. If this
brings the living
tree to zero Vitality
or below, it dies
immediately.

81
Bestiary
Frailty – Fire: Sentient trees take a –2 penalty on all fire-related Vigor Tests.
Lethargy: Sentient trees move slowly, and suffer a –2 TN penalty to all
Nimble or Nimble-based Tests.
Rejuvenation: Sentient trees
are able to heal damage
suffered, and can regrow
lost limbs. They can regain
d12 Vitality as an action; to
regrow a missing limb takes
d12 days.
Size 4 to 8: Sentient trees
stand between 16 and 35
feet high. A 16-foot speci-
men has might 5 and Vigor
5: both are increased by 1
point per 3 feet of addition-
al height.
Stomp: Stomp can only be
used against creatures that
are at least 2 Ranks smaller
than the living tree.
Sentient trees are thought
by most men of science to be
mere fanciful legends. But as
in other parts of the world,
there are said to be trees in
some deep, ancient forests
that are somehow more than
trees – that can move and take
action to protect their homes
and the trees around them.
Other tales are also told, of
magicians who can cause trees to move and act upon their commands. The
most powerful of the ancient Druids were said to have this power, and some
say the secret is also known to certain native priests and shamans.

82
Creatures

Shark
Type: Animal
Might 8, Nimble 11, Vigor 8, Reason 4, Resolution 11, Vitality 40
Skills: Athletics [+9]; Brawl [+9]
Attacks: Bite d12+8
Traits:
Fear −1: The Fear modifier is applied to a target’s Resolution when they
make a Fear Test.
Fierce: Sharks are naturally aggressive. When a shark takes damage it
must make a successful Resolution Test or become enraged, resulting
in the following temporary alterations to its Abilities: Might +2, Vigor
+2, Reason −2, Resolution −2, Vitality +15. While in this state the shark
is immune to all Fear effects and ignores any modifiers associated with
lost Vitality. Rage lasts for d12 rounds. When the rage passes, the shark’s
Abilities return to normal and its current Vitality is reduced by 15 points.
If this brings the shark to zero Vitality or below, it dies immediately.
Scent: Sharks are able to smell an opponent within a 90-foot range (180
feet up-current, 45 feet down-current).
Size −2 – +5: Sharks range from a couple of feet in length to more than
20 ft. The statistics above reflect an average-sized shark about 10 feet
long. For larger and smaller sharks, refer to Table 7.2 on p. 219 of the
Colonial Gothic second edition rulebook.
The fiercest of all the ocean’s predators, sharks can be found in all oceans
of the world. Those
6 feet long or larger
(size 0 – +5) can be
a serious threat to
swimmers or sailors
who have fallen over-
board. A shark can
detect the struggles
of a swimmer from
over half a mile away,
and it is said that
they can smell blood
in the water from a
similar distance.

83
Bestiary

Slime
Type: Other
Might 7, Nimble 11, Vigor 7, Reason 3, Resolution 3, Vitality 35
Skills: Brawl [+10]; Dodge [+10]
Attacks: Engulf 14; Drain (see below)

84
Creatures
Traits:
Blend: Effective Stealth Skill 10 while in water or damp conditions.
Damage Reduction: Edged weapons, blunt weapons, and attacks based on
cold, water, and electricity cause a slime only 1 point of damage per attack.
Drain: A creature engulfed by a slime loses 5 Vitality and 1 Vigor per
round until the victim is either freed or dead. Lost Vitality and Vigor
points can be healed normally.
Elasticity: Slimes are amorphous and highly flexible, allowing them to
squeeze through very tight spaces. A slime can pass through any open-
ing or passage six inches wide or less, although it does at half its normal
movement rate.
Engulf: A slime must make a successful Brawl Test to grab an oppo-
nent. A successful Might Test is required to escape, with a cumulative −1
penalty per round (−0 on the first round, −1 on the second round, etc.).
Damage is equal to the creature’s Might + Vigor, plus Drain (see above).
Horrific Visage: This Trait is always “on” and affects every character who
sees the night beast. Failing a Resolution Test results in loss of 1 Sanity
(4 Sanity on a Dramatic Failure).
Poison: The slime’s exterior is poisonous. All who touch it suffer 2 Damage
per round for 10 rounds and a −1 penalty to all Tests for the same period.
Spawn: A slime divides after fully digesting (i.e. killing) a human-sized
creature or a number of smaller creatures equal to the weight of a human
body. This process creates a new slime with full Ability scores.
Stench: Slimes have a terrible odor, and it is so powerful that any within
hand-to-hand range suffers a −1 penalty to all Tests.
Weakness–Fire: Slimes suffer double damage from all fire and heat-based
attacks.
Slimes are the stuff of nightmare. Able to stand as tall as a man or spread
themselves thinly over an area as wide as a cavern floor, they are formless bags
of translucent, watery gel. Where any color is visible, it can vary from yellow
and green through brown to black. Slimes are normally found in moist areas
such as damp caves and deep swamps.
According to some natural scientists, slimes appear to be enormously en-
larged versions of the tiny creatures that, through the use of powerful lenses,
have been discovered living in drops of water: however, science has been
unable to account for their unusual size. They follow only two impulses: to
engulf and digest any prey they can find, and to reproduce by dividing their
bodies in two.

85
Bestiary

Snake, Giant
Type: Animal, Giant
Might 11, Nimble 8, Vigor 8, Reason 4, Resolution 1o, Vitality 45
Skills: Brawl [+11]
Attacks: Constriction 19/round
Traits:
Constriction: The giant snake must make a successful Brawl Test to grab
its opponent. The victim can try to escape by making a successful Might
Test. For every round trapped in the grip of the creature, the opponent
suffers a cumulative −1 to the Test. For example, a victim who has been
constricted for 3 rounds would
suffer a −3 penalty to the Test. The
giant snake’s constriction causes
damage equal to the creature’s
Might + Vigor each round.
Elasticity: The giant snake is able
to squeeze into and through very
tight spaces. Consequently, the
creature can squeeze through an
opening or passage one-fifth as
wide and tall as its height in feet.
It does so very slowly compared to
its normal movement rate.
Fear −2: The Fear modifier is ap-
plied to a target’s Resolution when
they make a Fear Test.
Size +3: Giant snakes average 14
feet in length.
Giant snakes can be found in
dark and fetid swamps and jungles
throughout the world, and have
sparked numerous myths and legends. They can also appear as pets and
servants of evil sorcerers in the service of snake gods such as the Egyptian
Apophis and certain dark native deities.

86
Creatures

Spider, Giant
Type: Animal, Giant
Might 8, Nimble 12, Vigor 8, Reason 7, Resolution 9, Vitality 50
Skills: Athletics [+12]; Brawl [+9]
Attacks: Bite d12+8 plus poison (see below)
Traits:
Fear −4: The Fear modifier is applied to a target’s Resolution when they
make a Fear Test.
Horrific Visage: This ability is always “on” and affects every character who
sees the giant spider. Failing a Resolution Test results in loss of 1 Sanity
(4 Sanity on a Dramatic Failure).
Poison: Damage 1d12 to Vigor, halved on a successful Vigor Test.
Size +2: Giant Spiders are 10 feet in length.
Web: Web can be thrown up to 50 feet. Victims caught in the web can
break free on a successful Opposed Test between the victim’s Might and
the web’s elasticity (14). Failing the Test results in the victim becoming
more entangled: Might is reduced by one point for further attempts to
break free. Once Might is reduced to 0, the victim is completely entan-
gled and helpless.
Giant spiders can be encountered in deep forests and caves; they can also
appear as a result of sorcery or as pets and servants of priests of evil spider
cults. They are normally solitary creatures, killing and eating everything that
ventures into their domain.

87
Bestiary

Tuurnegait
Type: Local Legend
Might 1, Nimble 3, Vigor 1, Reason 4, Resolution 5, Plasm 25
Skills: Brawl [+3]; Observe [+4]; Stealth [+5]
Attacks: Telekinesis (see below)
Traits:
Flight: Tuurngaits can fly 30 feet per round.
Night Vision: Flying dogs are able to see in the dark as easily as they see
in full daylight, and they ignore all penalties while fighting in the dark.
Plasm: Tuurngaits have 25 Plasm, which is regained at the rate of 5
points per round.
Summon Flies: Tuurngaits can summon a choking cloud of flies that
covers a diameter equal to their Resolution in feet. All living creatures
within the cloud suffer a −4TN penalty to all tests because of the dis-
traction and impaired vision.
Telekinesis: Tuurngaits can move objects up to 50 pounds in weight.
Thrown objects cause damage equal to Resolution.
These spirits of the Arctic north appear as translucent puppets flying, or
rather hanging, from the night sky by endless strings. Some claim that they
are mischievous creatures and can cause fresh vegetables to rot, poison wells
and summon swarms of flies. Tuurngaits are neither good nor evil, but seek
amusement by playing pranks. They are attracted to good fiddlers and will
make them play almost to exhaustion, tormenting anyone who refuses with
humiliating and often painful pranks.
Tuurngaits can speak in any human language but only speak to demand
something from their victims. Tuurngaits may be alone, but most of the time
they travel in groups of three to five.

88
Creatures

Walrus
Type: Animal
Might 8, Nimble 5, Vigor 8, Reason 4, Resolution 7, Vitality 40
Skills: Athletics [+10]; Brawl [+8]; Dodge [+9]; Intimidate [+6]; Observe [+8]
Attacks: Tusks d12+8
Traits:
Attack Bonus: While in the water walruses have a +1 to all combat-related
tests.
Damage Reduction (Cold): Walruses take half damage from cold (none on
a successful Vigor Test).
Fear −1: The Fear modifier is applied to the target’s Resolution when
making a Fear Test.
Lethargy: Walruses have
trouble reacting quickly
to danger. Consequently,
they suffer a −2 TN to all
Nimble or Nimble-based
Tests.
Size +3: Averaging 12 feet
in length, walruses can
weigh up to a ton.
Native to the icy waters
of the Arctic, walruses are
large marine mammals that
use their tusks to dig shellfish
and other prey out of the sea
bottom; they also prey on
crabs and other crustaceans,
and scavenge on anything
they can find. They have been
hunted since the earliest
times for their meat, blubber,
and hides.

89
Bestiary

Wampus Cat
Type: Local Legend
Might 8, Nimble 8, Vigor 8, Reason 8, Resolution 10,Vitality 40
Skills: Athletics [+10]; Brawl [+10]; Dodge [+10]; Observe [+12]; Stealth [+12]
Attacks: Bite d12+8; Claws d12+8
Traits:
Fear −3: The Fear modifier is applied to a target’s Resolution when they
make a Fear Test.
Horrific Visage: This Trait is always “on” and affects every character who
sees the wampus cat. Failing a Resolution Test results in loss of 1 Sanity
(4 Sanity on a Dramatic Failure).
Night Vision: Wampus cats are able to see in the dark as easily as full
daylight, and they ignore all penalties for fighting in the dark.
Scent: Wampus cats are able to smell an opponent within a 90-foot
range (180 feet upwind, 45 feet downwind).
Spellcaster: A wampus cat can cast the spell Curse (Colonial Gothic
2nd Edition Rulebook, pp. 122-123) with 4 Power Ranks.
Stench: Those who have encountered wampus cats say that they smell
like a mixture of skunk and wet dog. All within hand-to-hand range of
a wampus cat suffer a -1 penalty to all tests because of the distraction
caused by the creature’s smell.
The wampus cat is a hideous, deformed feline creature with luminous
yellow eyes that walks upright like a human. It is found mainly in the Cher-
okee territory of Georgia and South Carolina, but has also been reported as
far afield as Virginia. According to Cherokee tradition, the first wampus cat
was a Cherokee woman who disguised herself in a cougar skin to spy on the
men of her tribe and overhear the sacred stories they told on a hunting trip:
stories that only initiated male hunters were permitted to hear. Through a
shaman’s curse she became a half-human, half-feline creature whose bizarre
appearance could drive a person insane. Cast out from among her people,
she was condemned to roam the night.
Wampus cats haunt the fringes of human settlements at night, stealing
small livestock and children. They are particularly feared for their scream,
which – like the wail of the Scottish banshee – is said to be an omen of im-
minent death. Its scream is all a wampus cat needs to cast the Curse spell.

90
Creatures

Wasp, Giant
Type: Animal, Giant
Might 5, Nimble 13, Vigor 8, Reason 5, Resolution 5, Vitality 30
Skills: Brawl [+7]; Dodge [+12]; Observe [+9]
Attacks: Sting d12+5 plus poison (see below)
Traits:
Flight: Giant wasps can fly 70 feet per round.
Horrific Visage: This ability is always “on” and affects every character who
sees the giant wasp. Failing a Resolution Test results in loss of 1 Sanity
(4 Sanity on a Dramatic Failure).
Hypersensitivity: Giant wasps
are particularly sensitive to
their surroundings, and gain
a +2 bonus on Investigation
and Observe Tests.
Poison: A wasp’s sting
delivers a powerful paralytic
venom. Any creature struck
by it must make a successful
Vigor Test or be paralyzed
for d12 hours.
Size +1: Giant wasps measure
just over 8 feet in length.
Speed: Giant wasps have
extremely fast reactions, and gain a +1 bonus to Initiative Tests.
Giant wasps can be found in deep, primordial forests. Their nests, made of
wood pulp like those of their smaller cousins, are usually built in cave mouths
and similar locations. Lone wasps can be encountered hunting up to five
miles from their nest; a colony can consist of 50 or more individuals.
Giant wasps are fearless, and will attack any creature their own size or
smaller on sight. They will also attack anything that comes within sight of
their nest, regardless of its size.

91
Bestiary

Whale
Type: Animal
Might 14, Nimble 10, Vigor 14, Reason 8, Resolution 15, Vitality 50
Attacks: Bite d12+14; Ram 14; Tail Buffet 28
Skills: Athletics [+12]; Brawl [+12]
Traits:
Fear −3: The Fear modifier is applied to a target’s Resolution when they
make a Fear Test.
Fierce: When a Whale takes damage it must make a successful Reso-
lution Test or become enraged,
resulting in the following tem-
porary alterations to its Abilities:
Might +2, Vigor +2, Reason −2,
Resolution −2, Vitality +15. While
in this state the Whale is immune
to all Fear effects and ignores
any modifiers associated with
lost Vitality. Rage lasts for d12
rounds. When the rage passes, the
Whale’s Abilities return to normal
and the Whale’s current Vitality is
reduced by 15 points. If this brings
the Whale to zero Vitality or
below, it dies immediately.
Natural Armor: Whales are
protected by a layer of hide and
blubber that gives them AV 10.
The first 10 points of damage from
any attack are ignored.
Size +4: Whales vary in size. The
statistics above reflect a creature 16 feet in length.
Whales are found throughout the world’s oceans. Some are predators;
the most dangerous to humans is the orca or killer whale, which is reflected
in the statistics above. Others are peaceful filter feeds which are hunted for
their blubber and oil, and can wreck boats and even smaller ships in their
attempts to avoid capture.

92
Creatures

Wolverine
Type: Animal
Might 6, Nimble 4, Vigor 12, Reason 3, Resolution 10, Vitality 45
Skills: Observe [+8]
Attacks: Bite d12+6; Claws d12+4
Traits:
Fierce: When a wolverine takes damage it must make a successful Res-
olution Test or become enraged, resulting in the following temporary
alterations to its Abilities: Might +2, Vigor +2, Reason −2, Resolution −2,
Vitality +15. While in this state the wolverine is immune to all Fear effects
and ignores any modifiers associated with lost Vitality. Rage lasts for d12
rounds. When the rage passes, the wolverine’s Abilities return to normal
and its current Vitality is reduced by 15 points. If this brings the wolverine
to zero Vitality or below, it dies imme-
diately.
Hypersensitivity: Wolverines are partic-
ularly sensitive to their surroundings,
and gain a +2 bonus on Investigation
and Observe Tests.
Scent: Wolverines are able to smell an
opponent within an 80 foot range (160 ft
upwind, 40 ft downwind).
Size −1: Wolverines range in size from
3 to 4 feet long.
Also known as the glutton, carcajou,
skunk bear, or quickhatch, the wolverine is
a stocky creature about the same size as a medium-sized dog. They are solitary
creatures who survive by hunting and scavenging. They are most commonly
found in the northern forests of the Thirteen Colonies and New France, al-
though they have a European relative which is found across the northern parts
of Scandinavia and Russia.
Wolverines are fearless and remarkably strong for their size. They will
defend a kill against wolves or a bear, and on rare occasions a wolverine has
been seen to attack and kill an adult deer. They emit a strong odor, although
not as strong as that of a skunk.
While not as valuable as deer or beaver, wolverine skins are very effective
against cold and some hunters and trappers use them as coat linings.

93
Bestiary

Wraith
Type: Undead
Might 8, Nimble 8, Vigor 8, Reason 8, Resolution 12, Plasm 60
Skills: Brawl [+8]
Attacks: Touch d12+8 plus Drain (see below).
Traits:
Drain: The touch of a Wraith drains Vigor. Each round a Wraith
touches a target, the victim loses 1 Vitality. To break the grip of a
Wraith requires a successful Might Test.
Fear −2: The Fear modifier is applied to a target’s Resolution Test when
they make a Fear Test.
Horrific Visage: This Trait is always “on” and affects every character who
sees the wraith. Failing a Resolution Test results in loss of 1 Sanity (4
Sanity on a Dramatic Failure).
Insubstantial: Costs 2 Plasm/round. While insubstantial, the wraith
cannot attack or be attacked physically. All physical attacks pass
through the wraith harmlessly, causing no damage.
Manifest: The creature is able to enter the physical world.
Night Vision: The wraith is able to see in the dark as easily as in full
daylight, and ignores all penalties for darkness.
Plasm: The wraith must expend 1 Plasm per minute to remain in the
physical world. Once the wraith’s Plasm is reduced to 0 it is no longer
able to manifest. Plasm is regained at the rate of 12 Plasm per day.
Undead: Immune to smoke, heat, cold, diseases, poison, fear, and cannot
die from suffocation.
Some philosophers and divines are fond of saying that evil never dies;
wraiths are literal proof of this assertion. Kept in existence by foul magic or
undying rage, wraiths are the spirits of the most evil and violent of mortals.
They are driven by a blinding hatred of the living and will attack them at
every opportunity.

94
Creatures

95
Bestiary

Yunwi Djunsti
Type: Local Legend
Might 8, Nimble 12, Vigor 8, Reason 10, Resolution 8, Vitality 40
Attacks: See below.
Skills: Athletics [+12]; Brawl [+12]; Stealth [+12]
Traits:
Invisibility: Yunwi djunsti can become invisible at will for a number of
rounds equal to their Resolution. Invisible creatures gain a +2 bonus to
Initiative and a -4 adjustment to the TN of all rolls to hit them. Twins
are immune to this effect.
Bad Luck: Anyone who sees a yunwi djunsti suffers from bad luck. Once
per session, after seeing a yunwi djunsti, the GM can force a player to
reroll any one roll of the game master’s choice. The bad luck lasts until
the player breaks the curse by making a Dramatic Success on a reroll.
In addition, a Luck spell (Colonial Gothic 2nd Edition Rulebook, p.
116) cast on a character afflicted by this ability breaks the bad luck but
has no other effect. Twins are naturally immune to the bad luck of the
yunwi djunsti.
Speed: Yunwi djunsti are extremely quick. Their movement rate is dou-
ble normal and they gain a +1 bonus to Initiative tests.
Telekinesis: Yunwi djunsti can move objects up to 80 pounds in weight.
Thrown object cause damage equal to Resolution.
These North American “little people” live in the Cherokee lands of Geor-
gia and South Carolina. It is said that there are four kinds: two friendly and
two hostile. The friendly tribes live among the rocks of remote mountains
and in azalea bushes, while the hostile tribes make their homes in scrub bush
or in the open. Yunwi djunsti stand about two and half feet tall and look
exactly like natives save for their strange white clothing. They can always
communicate in the native language of the person who sees them.
The yunwi djunsti are known for being mischievous, using their pow-
ers of invisibility to play pranks that can range from humiliating to deadly.
Those who accept their pranks with good humor and treat the yunwi djunsti
with kindness may find themselves being helped from time to time by some
unseen force. To look upon a yunwi djunsti usually brings bad luck, and
sometimes death.

96
Appendix

T
he second index in
this book lists crea-
tures by their type,
to help GMs who are
creating their own
adventures. The following pag-
es offer brief descriptions of each
creature type, along with notes on
where and why they might be en-
countered in North America.
Bestiary

Creature Types
Animals
The New World abounds with wildlife, both familiar and unfamiliar. In
recent centuries, the European colonists have brought animals of their own,
and some have escaped and turned feral.
Many of these – especially the smaller species – avoid humans when
possible, but do fight for their lives if trapped or cornered. Large predators,
on the other hand, fear no human and regards lone individuals as legitimate
prey.
The Colonial Gothic gamemaster uses animals for a number of dif-
ferent purposes. The Heroes might hunt or trap them for survival or profit.
They serve as the innocent sources of mysterious rustlings in the under-
growth that ratchet up the tension during the course of an adventure. They
might be the forms adopted by shapeshifting magicians, both native and
colonial – or minions that they magically control. Finally, larger and more
aggressive creatures are threats in their own right.
Two creatures of this type – the Mammoth and the Sabertooth Tiger –
are known to be extinct today, but in the 18th century science did not know
that. They might still exist in remote areas (the majority of North America
is remote), and colonial-era natural scientists setting out in search of them
always need skilled assistants (such as the Heroes).
Demons
Demons, or daemons in the archaic style, are creatures from outside the
physical world. Alchemists believe they are personifications of alchemical
principles, native to “outside realms” in which one element, or principle,
dominates over all others – as compared to our world, where the elements
exist in a harmonious balance.
There are four main ways in which creatures of this type manifest in the
physical world. Most commonly, they are summoned by a magician or alche-
mist for the purpose of performing a specific task, using some variation of
the Summon spell (Colonial Gothic 2nd Edition Rulebook,p. 128).
They might also be flung into this world accidentally, as a result of a mag-
ical or alchemical mishap involving large quantities of their native element.
In this case, they may be confused or injured, and their main goal is to find a
way back to their native realm.

98
Appendix
Produce Element
Most demons have the ability to cast this spell
Range: 30
Duration: Instant
Performed On: Area equal to the caster’s Resolution
Vitality Cost: 4
Successfully casting this Spell produces one of the five elements in an area equal to the caster’s
Resolution (double the area for a Dramatic Success). A sorcerer who learns this spell is able
to produce one element. For every 2 Power Ranks in this spell, the caster is able to produce an
additional element. Depending on the element produced, the effects will differ as follows:
• Air: Gust of wind, which strikes for 2(30) damage, and extinguishes any flames.
• Earth: Produce stones, which cause 2(30) in damage and destroy any objects
in the area. The stones remain and weigh a number of pounds equal to the
caster’s Will.
• Ether: Creates a magical burst of light that causes 2(30) damage, and blinds all
within the area for a number of Rounds equal to the caster’s Will.
• Fire: Produces a burst of flame which causes 2(30) damage and ignites anything
flammable. Any flammable material which the Spell ignited burns for a num-
ber of Rounds equal to the caster’s Will.
• Metal: Produces a spike which emerges from the earth and strikes for 2(30)
damage to all within the area.
• Water: Produces a deluge of water that strikes for 2(30) damage, as well as
soaking all within the area. If water is cast into a large enough container the
water produced is equal to a number of gallons equal to the caster’s Will.
Failing to cast this Spell does not produce the element, while a Dramatic Failure has the spell
affect the caster.

Thirdly, demons might wander into this world through small rents in the
fabric of reality, either accidentally or deliberately. Rents are normally found
in areas where one element or principle predominates: for example, a rent
leading to the realm of fire might be found in the heart of a volcano, or one
leading to the realm of water is found within an erupting geyser.
Finally, demons occasionally voyage to the physical world for a specific
purpose. This is often unguessable to the mortals they encounter, and they do
not take kindly to anyone seeking to impede or question them.
Devils
Devils are the agents of Hell, and visit this world only to bring evil and
suffering. They may be summoned by mortal servants of darkness, such as evil
priests and magicians, or they may come of their own accord to accomplish
some dark purpose.
It is not easy for a devil to gain access to the physical world, and those
summoned usually try to escape the control of their summoner and set out
to spread evil on their own behalf. All are accomplished deceivers, and some
have been known to masquerade as gods to take control of a coven or cult.

99
Bestiary
Enchanted Creatures
Those exceptionally skilled in the magical and alchemical arts some-
times imbue dead materials with a semblance of life and intelligence. These
creatures most commonly act as servants and bodyguards for their creator.
If their creator should die, they are left without a clear purpose and might
wander from their homes, causing fear and dismay by their mere appearance.
The arts of creating and enchanting such creatures have been known in
the Old World since ancient times, and may be brought to the New World
by seasoned magicians or through the importation of arcane books. On rare
occasions, an enchanted creature has been found in an inactive state and
brought across the ocean as a piece of art or a historical curiosity, only to be
reanimated by accident or evil design.
Giant Creatures
There are many creatures that, while innocuous in their natural state, are
deadly when encountered at a larger scale. Giant creatures may be natu-
ral inhabitants of remote regions or uncharted ocean depths; they may be
created by sorcery or summoned from the mists of antiquity; or they may be
creatures of normal size encountered by Heroes who have been magically
reduced by a sorcerous foe.
Local Legends
The North American colonies are haunted by many strange creatures;
every colony and every tribe has its own legends of mysterious and frighten-
ing beasts. These creatures are encountered whenever the Heroes are within
their home range. At the GM’s option they may be encountered elsewhere,
provided there is a good reason for their presence in that place: an escaped
“specimen” captured by colonial scientists, for example, or a creature sum-
moned by a native shaman from another area.
Old World Legends
Across most of the Old World, these creatures are regarded as the stuff of
legend. Most educated minds agree that, if they did exist outside the realm
of myth and superstition, they are now long extinct. However, this is not
necessarily the case.
Since its first discovery by Europeans, North America has seen wave after
wave of immigrants from every part of the Old World, and it is possible
among these a few know how to contact these creatures, or whose families
have been haunted by them for centuries. It is also possible that some of

100
Appendix
these creatures may have arrived in mortal guise, seeking new pastures for
reasons known only to them.
Whenever such a creature is encountered on this side of the ocean, one
may be sure that it is not here by accident. They are seldom, if ever, encoun-
tered outside the larger colonies, and those habitually dealing with them are
almost always well-versed in Classical lore and mysticism.
Plants
The continent of North America is vast and barely explored. Within
its endless forests all manner of plants new to science are found. Many are
bizarre and even dangerous to those lacking a deep knowledge of local flora.
Most native tribes are familiar with the dangerous plants and animals of their
territory, but even they are surprised from time to time.
As well as appearing naturally, dangerous plants may be created – acci-
dentally or otherwise – by both magical and alchemical arts. The disposal of
alchemical waste, in particular, presents a number of surprising and calami-
tous effects if carried out with insufficient care.
Undead
Every human culture has their traditions of ghosts and walking dead.
Some are created by unspeakable magic, while others arise filled with an
unsated need for vengeance. Evil living, divine curses, and any number of
other causes are also blamed. Some of the undead creatures described in this
volume are native to the New World, some have come here from their native
lands along with their living counterparts, and some are common to all places
and cultures.

101
Bestiary
Other
This book is filled with creatures defying reason, and even in this enlight-
ened age a few remain that also defy classification. It is to be hoped that in
the years to come science is able to explain and classify all of them, but for
these creatures that task has yet to be accomplished.

102
Index

Alphabetical Index
The prefix “R” before a page number indicates that the creature is described
in the Colonial Gothic 2nd Edition Rulebook.

Alligator 12 Horned One 57


Ant, Giant 13 Horse r232
A-senee-wi-wakw r223 Jersey Devil 59
Apotamkin r224 Jogah r232
Badger r224 Kraken 61
Banshee 14 Lamia 62
Basilisk 17 Mammoth 64
Bat r224 Mestabeok 66
Baykok 18 Mishipeshu 67
Bear, Black r225 Mummy 68
Bear, Brown r225 Mummy Priest 69
Beaver r226 Nee-ba-naw’-baigs 70
Bobcat 19 Night Beast 71
Boo Hag 20 Owl r232
Cat, Large r226 Pig or Wild Boar 72
Cat, Small r226 Pim-skwa-wagen-owd r233
Chepi r226 Pok-wejee-men r233
Choking Vine 22 Poltergeist 73
Chupacabra 24 Rat r233
Coyote 26 Raven r234
Dead Mold 27 Revenant 74
Demon, Air 28 Sabertooth Tiger 76
Demon, Earth 30 Sasquatch 78
Demon, Ether 32 Scorpion, Giant 80
Demon, Fire 34 Sentient Tree 81
Demon, Metal 37 Shark 83
Demon, Water 38 Skeleton r234
Devil Dog 40 Slime 84
Devil, Imp r227 Snake, Giant 86
Devil, Tormentor r227 Snake, Poisonous r234
Dog r228 Spider, Giant 87
Dog, Flying 41 Spirit r234
Eagle r 228 Tuurnegait 88
Ewah r228 Vampire r235
Flock of Death 42 Walrus 89
Gargoyle 45 Wampus Cat 90
Ghast 46 Wasp, Giant 91
Ghost r228 Wendigo r237
Ghoul r230 Werewolf r237
Goatman 49 Whale 92
Golem, Clay 50 Wolf r238
Golem, Iron 51 Wolverine 93
Gorgon 52 Wraith 94
Harpy 54 Yunwi Djunsti 96
Headless r230 Zombie r238
Homunculus 56
Honochenokeh r231

103
Bestiary

Index by Type
The prefix “R” before a page number indicates that the creature is de-
scribed in the Colonial Gothic 2nd Edition Rulebook.

ANIMALS GIANT ANIMALS


Alligator 12 Ant, Giant 13
Badger r224 Kraken 61
Bat r224 Scorpion, Giant 80
Bear, Black r225 Snake, Giant 86
Bear, Brown r225 Spider, Giant 87
Beaver r226 Wasp, Giant 91
Bobcat 19 LOCAL LEGENDS
Cat, Large r226 A-senee-wi-wakw r223
Cat, Small r226 Apotamkin r224
Coyote 26 Baykok 18
Dog r228 Boo Hag 20
Eagle r228 Chepi r226
Ewah r228 Chupacabra 24
Horse r232 Dog, Flying 41
Mammoth 64 Goatman 49
Owl r232 Headless r230
Pig or Wild Boar 72 Honochenokeh r231
Rat r233 Jersey Devil 59
Raven r234 Jogah r232
Sabertooth Tiger 76 Mestabeok 66
Shark 83 Mishipeshu 67
Snake, Poisonous r234 Nee-ba-naw’-baigs 70
Walrus 89 Pim-skwa-wagen-owd r233
Whale 92 Pok-wejee-men r233
Wolf r238 Sasquatch 78
Wolverine 93 Spirit r234
DEMONS Tuurnegait 88
Demon, Air 28 Wampus Cat 90
Demon, Earth 30 Wendigo r237
Demon, Ether 32 Yunwi Djunsti 96
Demon, Fire 34 OLD WORLD LEGENDS
Demon, Metal 37 Basilisk 17
Demon, Water 38 Gorgon 52
DEVILS Harpy 54
Devil Dog 40 Lamia 62
Devil, Imp r227 Werewolf r237
Devil, Tormentor r227 PLANTS
Flock of Death 42 Choking Vine 22
Horned One 57 Dead Mold 27
ENCHANTED CREATURES Sentient Tree 81
Gargoyle 45 UNDEAD
Golem, Clay 50 Banshee 14
Golem, Iron 51 Ghast 46
Homunculus 56 Ghost r228

104
Index
Ghoul r230
Mummy 68
Mummy Priest 69
Poltergeist 73
Skeleton r234
Revenant 74
Wraith 94
Vampire r235
Zombie r238
OTHER
Night Beast 71
Slime 84

105
The Adventure Continues
The Colonial Gothic rulebook is your passport to a whole world of adventure in the Thirteen
Colonies and beyond.
All Colonial Gothic products are fully compatible with this edition.
The Gazetteer is your guide to the Thirteen Colonies and their mysteries. 5 stars, Amazon.com
The Flames of Freedom Campaign plunges the players into the secret side of the Revolu-
tionary War.
In Boston Besieged (10/10, Paizo.com), a kidnapping leads to a desperate struggle that ends
with the British driven from the city.
The Philadelphia Affair (10/10, RoleplayersChronicle.com) uncovers a deadly plot that
threatens the Continental Congress.
Each book contains detailed city maps and source material, along with dozens of adventure
seeds.
The French and Indian War gives players and GMs all
the information they need to fight the French with Braddock
and Washington, walk the woods with Hawkeye and Uncas, and
storm the heights of Quebec with General Wolfe. 9/10, Role-
playersChronicle.com
New France opens up a new region and a new point of
view. Explore early Canada, fight British aggression, and face
new threats in three time periods. 5 stars, BarnesAndNoble.
com
The Grimoire offers expanded magic rules and a selection of
new spells and monsters. 9/10, RoleplayersChronicle.com
Organizations Book 1: The Templars traces the secret his-
tory of this most mysterious of orders and follows their activities in
the New World. It includes Templar secrets and rules for Templar
PCs and NPCs. 9/10, RoleplayersChronicle.com
Locations describes four towns from Massachusetts to
Florida, with their people, places, and secrets lovingly detailed. Each place can be a short stop
along the way or a long-term campaign base. 5 stars, DriveThruRPG.com.
Colonial Gothic is also supported by a range of ebooks in a range of formats including PDF
and Kindle. Find them at your favorite online store or visit www.rogue-games.net.
Pulp Fanasty as envisioned by
Robert E. Howard,
Clark Ashton Smith
& H.P. Lovecraft.
(no elfs, dwarfs & fuzZy foOted goblin like creatures neEd apPly)

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