Lizards, snakes and insects

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Lizards and Kindred

The following are included in this section: basilisks, crocodiles, giant land turtles, Gila monsters, hydras, land iguanas, salamanders, saurime, and Wyvern. Except for Wyverns and saurime, these species will be unintelligent.

BASILISK (COCKATRICE)

Natural Habitat: All habitats except Plains and Oceans
Frequency: Uncommon
Number: 1-2 (1)
Description: The Basilisk is a fat reptilian creature about 5 feet long and 2 feet in height. These are slow, heavily-armoured lizards with limited intelligence. They have strong jaws with two-inch fangs. They are man-eaters, but infinitely prefer fish when they can get it. Basilisks are usually brownish in colour with lighter underbellies.
Talents, Skills and Magic: A basilisk has no skills or magical abilities except that it can turn a target to stone with a glance. Anyone who is within 50 feet of the basilisk may be attacked in this manner. The basilisk performs a Fire Action and attacks the targeted figure as if from a Thrown Weapon (BC of 60%). A basilisk also breathes a cone of poison gas 5 feet by 3 feet wide as its base.
Movement Rates: Running: 125
PS 6-12 MD None AG 7-11 MA None
EN 12-14 FT 15-20 WP 12-16 PC 15-20
PB 5-7 TMR 2 NA Skin absorbs 6 DP
Weapons: The basilisk does not use weapons, but may bite (Base Chance of 40%, Damage + 3) during Close Combat and may use its gaze in Ranged, Melee and Close Combat and breath in Melee or Close Combat. Any hit scored with its breath does D + 10 Damage due to poisoning (not absorbed by armour or shields). If a basilisk's gaze is reflected back at itself, it is killed.
Comments: Basilisks are solitary creatures, but they are willing to serve others in exchange for lavish supplies of food (12 pounds or more per day).

CROCODILE

Natural Habitat: Marsh, Lakes, Rivers
Frequency: Common
Number: 1-50 (20)
Description: Crocodiles are heavily scaled lizards with small sharp teeth. They attain lengths of 8 feet, and weights of up to 180 pounds. Their scales are a very dark greenish-brown that blends in well with the muddy water that they love to inhabit.
Talents, Skills and Magic: Crocodiles have no special talents, skills or magic.
Movement Rates: Running: 50; Swimming: 150
PS 17-19 MD 5-8 AG 7-9 MA None
EN 7-9 FT 15-18 WP 7-9 PC 8-10
PB 7-9 TMR 1/3 NA Scales absorb 6 DP
Weapons: Crocodiles cannot attack except in Close Combat and they attack with two claws (Base Chance of 50%, [D - 6] Damage) and their bite (Base Chance of 10%, [D + 1] Damage).
Comments: Crocodiles often lurk just below the surface of murky waters, waiting for a titbit to enter the water. On land, however, crocodiles are rather timid, and they will slip off into the water if they sense something approaching. If a crocodile's jaws are grasped while they are still closed, it only takes a PS of 12 to hold them closed, rendering the Crocodile's bite useless. The crocodile's skin is used to make primitive armour (equal to leather) and the teeth (about 60) are valuable (100 Silver Pennies each) as charms.

GIANT TORTOISE

Natural Habitat: Marsh (or beach)
Frequency: Rare
Number: 1-30 (6)
Description: Giant Tortoises have the form of an ordinary turtle, with a thick green shell and claws instead of webbed digits. They are about 5 feet long, and weigh about 700 pounds.
Talents, Skills and Magic: Giant Tortoises can withdraw their head, tail, and limbs inside their shell in times of danger. They have no magical or other special abilities. If the Tortoise is not withdrawn into its shell, there is a 80% chance that any blow will strike the shell anyway. If the Tortoise is inside its shell, all strikes will be softened by the shell.
Movement Rates: Running or Swimming: 100
PS 20-25 MD None AG 5-7 MA None
EN 15-17 FT 22-24 WP 10-11 PC 13-15
PB 7-9 TMR 2 NA Shell absorbs 8 DP
Weapons: The Tortoise can only attack by biting in Close Combat. Its Base Chance is 25% and its Damage is [D - 2].
Comments: Despite their name, Tortoise spend much of their time in the water, where they will frequently be found. A Tortoise is capable of carrying a large burden (up to 200 lb.) if one is willing to keep a pace that the Tortoise can follow.

GILA MONSTER

Natural Habitat: Waste
Frequency: Rare
Number: 1-8 (1)
Description: Gila Monsters are black and yellow lizards with short, thin limbs and a striped stubby tail.
Talents, Skills and Magic: The Gila monster has no special talents, skills, or magic.
Movement Rates: Running: 100
PS 3-4 MD 8-10 AG 7-8 MA None
EN 4-5 FT 8-10 WP 7-9 PC 15-17
PB 7-9 TMR 2 NA Hide absorbs 2 DP
Weapons: Gila monsters can bite in Close Combat, but they cannot attack in Ranged or Melee Combat. The Base Chance for their bite is 50%, and it does [D - 3] Damage. If the bite penetrates any armour that might be worn to do actual damage to Fatigue or Endurance, the target takes 2 DP per pulse (not absorbed by armour) for the next D10 pulses, or until an antidote to the Gila monster's poison is administered.

HYDRA

Natural Habitat: Marsh, Caverns
Frequency: Very Rare
Number: 1-3 (1)
Description: A Hydra is a nine-headed snake. They are 12 to 15 feet long, and have thick green scales. Hydras also have a foul smell and venomous breath. Hydras are four-hex creatures.
Talents, Skills and Magic: If a hydra is hit in combat for four or more points of damage (after subtracting for the defensive benefits of the hydra's scales) there is a 70% chance that one of the hydra's heads has been destroyed. Two pulses after a head is destroyed, two more grow back, and on the beginning of the next pulse after that they can attack in combat. One of the hydra's original nine heads will be immortal. This head cannot be killed, and does not regenerate as do the others. Instead, if a hydra has no Endurance remaining, the head is assumed to have been cut off. If the head is cut off, it can no longer move or attack except in Close Combat. The only way to kill one of the hydra's mortal heads is to burn it while it is regenerating (a successful strike with a torch will do this). Each time a head regenerates, the Hydra gains three points of Endurance. (Note that this will occasionally mean that a hydra will have more Endurance points at the end of a battle than before). In any event, if a hydra's Endurance is ever reduced to zero or below, all of the heads die except the immortal one mentioned above.
Movement Rates: Crawling: 200
PS 18-22 MD 19-24 AG 14-16 MA None
EN 30-35 FT 40-45 WP 18-23 PC 14-17
PB 4-6 TMR 4 NA Scales absorb 7 DP
Weapons: A hydra can attack once with each of its heads. Up to six heads can attack without penalty in either Close or Melee Combat. The Base Chance for one of a hydra's heads is 55%, and each bite does [D + 2] Damage. In addition, if a bite penetrates target's armour to do damage to Fatigue or Endurance, the target takes 5 DP per pulse for the next D10 pulses due to the hydra's poison, which is deadly. Only antidotes specifically designed for hydra poison will be effective against their venom.
Comments: Hydras are vicious, but they are not overly intelligent. They will attack anything that approaches their lair. A hydra's poison lasts even after the creature dies, and can be absorbed through the skin without a puncture.

IGUANA

Natural Habitat: Woods and Waste
Frequency: Uncommon
Number: 1-4 (2)
Description: Iguanas are large lizards, sometimes reaching more than 3 feet in length. They are sandy to brown in colour, and have ridges along their back. They have a short, thick tail, and wrinkled skin around their neck. Giant iguanas may be up to 3 times normal size and have double or triple PS, EN, and FT.
Talents, Skills and Magic: Iguanas have no magical abilities or special talents.
Movement Rates: Crawling: 250
PS 9-11 MD None AG 14-16 MA None
EN 4-6 FT 8-10 WP 6-8 PC 10-12
PB 6-8 TMR 5 NA Hide absorbs 3 DP
Weapons: Iguanas can only attack in Close Combat. They get one attack with their bite, which has a Base Chance of 50%, and does [D + 4] Damage.

SALAMANDER

Natural Habitat: Waste (particularly deserts)
Frequency: Rare
Number: 1-2 (1)
Description: A salamander is a three foot long lizard, reddish brown in colour, with fiery red eyes.
Talents, Skills and Magic: Salamanders have the ability to set things on fire by concentrating their gaze. The action is deliberate, in that something will not be burnt unless the salamander wishes to burn it. Only flammable items can be ignited. If a salamander concentrates its gaze on a living creature, the creature takes [D + 12] Damage. The gaze can be resisted, and only one creature can be stared at , at any one time. Treat the gaze as a Fire action on the Tactical Display.
Movement Rates: Running: 350
PS 14-17 MD 8-10 AG 17-20 MA None
EN 12-14 FT 15-20 WP 21-24 PC 18-21
PB 5-7 TMR 7 NA Scales absorb 4 DP
Weapons: A salamander can use its gaze in Close, Ranged, and Melee Combat (range: 200 feet). In addition, a salamander can make a bite attack in Close Combat with a Base Chance of 40%, doing [D + 2] Damage.
Comments: Salamanders love to set things on fire in a seemingly random fashion.

SAURIME (LIZARD MAN)

Natural Habitat: Marsh, Caverns (near water)
Frequency: Rare
Number: 1-50 (8)
Description: Saurime are basically humanoid, but they are reptilian in outward appearance. They have heavy scales along the entire body, and have a long, heavy tail that they can use as a weapon to knock down their victims. They also have claws and a long forked tongue. They are about 7 feet tall, and are greenish-yellow in colour.
Talents, Skills and Magic: Saurime can fight normally under water, but they must come up for air eventually, although they can hold their breath for periods of more than 5 minutes. They have their own language, but will rarely speak anything comprehensible to men. They do not normally use magic, although intelligence varies widely.
Movement Rates: Swimming: 300; Running: 100
PS 23-26 MD 8-11 AG 8-12 MA 10-15
EN 14-16 FT 20-24 WP 14-18 PC 10-14
PB 8-11 TMR 6/2 NA Scales absorb 6 DP
Weapons: Lizard men generally use simple weapons like spears or clubs. The larger the weapon, the more the Saurime prefer it as they greatly enjoy using their strength to the utmost. Saurime will use shields if they find them or capture them. Their claws have a Base Chance of 35% of doing [D + 1] Damage.
Comments: Saurime will eat anything and they feed on marsh birds and underwater creatures, but they have a fondness for human flesh.

WYVERN (MERE DRAGON)

Natural Habitat: Rough (hills mostly), Woods, Marsh
Frequency: Uncommon
Number: 1-5 (2)
Description: Wyverns are distant cousins of dragons, but are smaller and not blessed with the intelligence of dragons. Usually, 6 to 10 feet tall, the Wyvern is portrayed as a one-hex character with its tail extending into its rear hex a short distance (just enough so that it can knock a character standing in that hex off their feet). Wyverns are slate grey in colour and have tough armoured hides.
Talents, Skills and Magic: Wyverns, unlike their larger cousins, are non-magical. Their shrivelled front limbs are not suitable for grasping much except already subdued prey. The Wyvern's tail contains a scorpion-like sting which may be used to infect a target in the hex the Wyvern is facing with poison (the sting is used in an over-the-head-attack). It may not be used to attack characters behind it.
Movement Rates: Running: 75; Flying: 150
PS 20-30 MD 10-12 AG 12-16 MA 8-10
EN 25-35 FT 30-40 WP 10-16 PC 18-25
PB 3-5 TMR 1/3 NA Hide absorbs 8 DP
Weapons: In addition to its tail which may be used in Melee (Base Chance of 45%, quick-acting poison instead of Damage, no Rank) the Wyvern may bite in Melee and Close Combat (Base Chance of 40% Damage of [D + 4], no Rank). A Wyvern may not sting and bite in the same pulse. A Wyvern can attempt to knock down a character in his rear hex using his tail. This type of attack is executed like a Shield Attack.
Comments: Wyverns do not know magic, but crave magical items and will often be found to be hoarding or wearing same. Dragons despise Wyverns and Wyverns fear dragons and the two will never be found in each other's company. Wyverns are, by nature, somewhat cowardly.


Snakes

All snakes included in this section are non-intelligent and extremely hostile. Most are poisonous. They include: asps, king cobras, mambas, pythons, and spitting najas. Snakes tend to lie in wait for prey and will usually strike only from ambush or if startled.

ASP

Natural Habitat: Rough, Plains
Frequency: Rare
Number: 1-7 (1)
Description: The asp measures up to 20 feet in length. It has a triangular head, flattened towards the rear, and a short, thin tail.
Talents, Skills and Magic: Asps have no talents, skills or magic.
Movement Rates: Crawling: 150
PS 2-3 MD None AG 16-19 MA None
EN 1-2 FT 3-4 WP 14-18 PC 14-17
PB 8-10 TMR 3 NA None
Weapons: The asp can only attack in Close Combat (Base Chance of 65%, [D - 3] Damage). If they do any effective damage, the damage is not scored against their victim but rather they suffer 2 DP per pulse until they take an antidote to the venom.
Comments: These snakes hibernate together during the winter, and thus very large groups may be found during hibernation.

KING COBRA

Natural Habitat: Plains, Woods, Marsh, Rough
Frequency: Rare
Number: 1-8 (1)
Description: Growing to 20 feet, the king cobra is the largest of all poisonous snakes. It is usually dark brown in colour, With a collapsible hood behind its head with a sort of horseshoe marking on its back. The king cobra is the mortal enemy of the mongoose.
Talents, Skills and Magic: Cobras possess no talents, skills or magic.
Movement Rates: Crawling: 200
PS 20-25 MD None AG 15-18 MA None
EN 12-14 FT 15-20 WP 14-18 PC 12-17
PB 7-9 TMR 4 NA None
Weapons: Despite its size, the king cobra cannot attack unless it is in Close Combat. In Close Combat it attacks via its bite (Base Chance of 75 %, + 4 Damage). Damage done does not count, but if any actual damage would have been inflicted, the victim is poisoned, and suffers 2 DP per Pulse, as per nerve venom.

MAMBA

Natural Habitat: Woods, Marsh
Frequency: Rare
Number: 1-4 (1)
Description: These snakes are not very large (less than 3 feet), but their poison fangs grow to great size. They come in either green or black, with the former a forest species, and the latter a marsh snake.
Talents, Skills and Magic: Mambas possess no talents, skills or magic.
Movement Rates: Crawling: 100
PS 2-3 MD None AG 12-15 MA None
EN 4-5 FT 6-8 WP 14-18 PC 12-16
PB 8-11 TMR 2 NA None
Weapons: The mamba cannot attack in Melee Combat. In Close Combat it can bite (Base Chance 50%, - 2 Damage). Damage is only used to determine if the snake did in fact penetrate armour with its fangs for the purpose of injecting its poison. Mamba poison is among the most deadly found in nature: a victim takes 4 DP per Pulse until an antidote is taken.

PYTHON

Natural Habitat: Woods, Marsh
Frequency: Rare
Number: 1-2 (1)
Description: The python is green and black, and sometimes reaches a length of 33 feet.
Talents, Skills and Magic: The Python can climb trees (large ones) although slowly. It has no magical abilities, skills or talents.
Movement Rates: Crawling: 150
PS 45-50 MD None AG 8-12 MA None
EN 25-30 FT 30-35 WP 12-16 PC 14-18
PB 6-9 TMR 3 NA Scales absorb 3 DP
Weapons: Pythons may only attack in Close Combat. Pythons attack by biting (Base Chance of 65%, + 6 Damage). If the bite penetrates armour, it hangs on, and at the next opportunity wraps it self around its adversary, crushing the life out of it. Wrap: Base Chance of 80%, + 8 Damage per Pulse the snake squeezes, no roll needed to hit once initial squeeze has been made. Once the snake is squeezing, it can no longer bite until it has squeezed its prey to death.

SPITTING NAJA

Natural Habitat: Rough, Woods
Frequency: Rare
Number: 1-2 (1)
Description: The spitting naja is a form of Cobra, without the hood, but with the ability-to spit their venom. Their scales are usually dark brown in colour.
Talents, Skills and Magic: The spitting naja possesses no talents, skills or magic.
Movement Rates: Crawling: 150
PS 10-12 MD None AG 16-18 MA None
EN 8-10 FT 12-17 WP 12-16 PC 11-16
PB 8-11 TMR 3 NA Scales absorb 1 DP
Weapons: In Melee Combat, spitting najas can only spit (Base Chance of 40%), If they hit, (aiming at the eye) the person hit is blinded until the eye is thoroughly washed. Unless the eye is washed promptly, the blindness becomes permanent. In Close Combat, the naja gets a bite (Base Chance of 65%, - 2 Damage for purposes of armour penetration). The bite's damage is not actually sustained, but is rather used to determine if the snake has penetrated armour so as to allow its venom to work. The venom does 1 DP per Pulse (in addition to blinding the victim) until an antidote is administered.


Insects and Spiders

The species included in this section tend to be non-lethal to human-sized beings individually, but most will be found, if at all, in large numbers. They include the Black Widow Spider, the Fire Ant, the Killer Bee, scorpions and tarantulas.

BLACK WIDOW SPIDER

Natural Habitat: Waste, Rough
Frequency: Very Rare
Number: 1-4 (1)
Description: Black widows are small, black spiders with thin hairless legs and a red hourglass marking on their backs. They are 2-3 inches long.
Talents, Skills and Magic: Black widows have no special talents, skills or magical abilities. They are not tool users, but they do spin webs.
Movement Rates: Running: 75
PS 1 MD None AG 18-20 MA None
EN 1 FT None WP 4-6 PC 10-12
PB 3-5 TMR 1 NA None
Weapons: A Black Widow spider can only attack in Close Combat, using its bite with a Base Chance of 30%. If a hit is indicated, do not check for damage, but instead follow this procedure: Roll D10; if the die roll is greater than the bitten creature's Armour Protection Rating, then the creature has been bitten and suffers the effects of the spider's poison: otherwise there is no effect. A black widow's poison does 3 DP/Pulse for D10 Pulses until an antidote is applied.

FIRE ANT

Natural Habitat: Plains
Frequency: Uncommon
Number: 500-5000 (500)
Description: A Fire Ant is a bright red ant about 2 inches long.
Talents, Skills and Magic: Fire Ants have no magic, skills, talents or other special abilities. They are not tool users, but they will use twigs and leaves to cross bodies of water.
Movement Rates: Running: 150
PS 1 MD None AG 11-13 MA None
EN 1 FT None WP 5-7 PC 10-12
PB 2-4 TMR 3 NA None
Weapons: A Fire Ant can only attack in Close Combat. It bites with a Base Chance of 25%. If the bite hits, roll D10. If the number rolled is more than the bitten character's Armour Protection Rating, the character takes 2 DP. Otherwise there is no effect.
Comments: Fire Ants tend to form into columns that eat through anything in their way. These insects dislike the smell of oil, and if it is put in the ants' path, they will go around it if possible.

KILLER BEE

Natural Habitat: Woods, Plains
Frequency: Uncommon
Number: 1-300 (200)
Description: A killer bee looks like a normal bee except that it is about an inch and a half long.
Talents, Skills and Magic: Killer bees have no magic abilities or special talents or skills. They are not tool users, but do build hives.
Movement Rates: Flying: 500
PS 1 MD None AG 20-22 MA None
EN 1 FT None WP 7-9 PC 15-17
PB 6-8 TMR 10 NA None
Weapons: Killer bees can only attack in Close Combat in which they can sting with a Base Chance of 50%. If a bee succeeds in stinging roll D10. If the roll is more than the armour protection rating of the stung character, the character takes D-6 Damage (not absorbed by armour). As soon as a bee hits a character (not necessarily penetrating armour via the die roll above) it dies.

SCORPION

Natural Habitat: Waste, Rough
Frequency: Rare
Number: 1-20 (1)
Description: A scorpion is a black-coloured insect about 4 inches long. The most prominent feature of a scorpion is its tail, which stretches over its back.
Talents, Skills and Magic: Scorpions have no special talents, skills or magic.
Movement Rates: Crawling: 150
PS 1 MD None AG 18-20 MA None
EN 1 FT 1 WP 8-10 PC 11-13
PB 4-5 TMR 3 NA None
Weapons: A Scorpion can only attack in Close Combat, in which it uses its tail with a Base Chance of 65%. If the tail hits, roll D10. If the die roll is more than the Armour Protection Rating of the character stung, the character takes 4 DP / Pulse for D5 Pulses, or until an antidote is applied.
Comments: An alchemist can use a Scorpion's tail to distil poison, and so a scorpion can be sold for about 50 Silver Pennies in a major town.

TARANTULA

Natural Habitat: Waste
Frequency: Rare
Number: 1-6 (1)
Description: Tarantulas are large, very hairy spiders about 4 inches across.
Talents, Skills and Magic: Tarantulas have no special talents, skills, or magic abilities. They do not tool users and do not build webs.
Movement Rates: Running: 75
PS 1 MD None AG 16-18 MA None
EN 1 FT None WP 4-6 PC 9-11
PB 2-4 TMR 1 NA None
Weapons: Tarantulas only attack in Close Combat, biting with a Base Chance of 25%. If a creature is bitten, roll D10, and if the roll is greater than or equal to the bitten creature's Armour Protection Rating, the creature suffers D-4 Damage due to the tarantula's poison.