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Bleak Forest

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Creature Compendium

Created by Johnathan L Bingham

All creatures for Escape the Bleak Forest and Hail Three Wyrd Sisters

Forest Giant
Everything here has a BAM!. Not everything here should be fought.

Revised to the Bleak Forest Engine errata · October 2026

Contents

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Using This Compendium

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This compendium lists every creature currently available to both Escape the Bleak Forest and Bleak Forest: Hail Three Wyrd Sisters. In Escape the Bleak Forest, creatures are met through the Danger Die and the encounter tables in Playing the Game. In Hail Three Wyrd Sisters, the natural roster continues alongside the Abrikoth and their servants. Stat blocks apply unchanged in both games.

Every stat block is built from the same rules, set out below, so the you can build new creatures the same way.

Reading a Stat Block

Field Meaning
BAM! The difficulty to hit, influence or otherwise act against the creature. A creature with Might never has a BAM! below its tier minimum.
Frequency Common, Uncommon, Rare or Exotic. Matches the encounter table the creature appears on; Exotic creatures appear only by scenario or by the Narrator’s choice.
Type Creature category; sets shared traits (see Creature Types).
Size Physical scale; sets the Corpus and Vitality modifiers (see Size).
Number How many appear together.
Corpus / Anima / Spiritus Dice range with the norm (the typical score) in brackets. Corpus already includes the Size modifier.
Vitality The norm creature’s Vitality, with its working shown.
Might The creature’s Might, its tier, and the attribute it applies to.
Armour Armour Rating.
Disposition Default attitude toward the characters (Hostile, Wary, Curious, Friendly, Helpful).
Move Tactical movement rate, with Flight, Swimming or burrowing where it has them.
Attacks Attacks per round and their damage.
Skills and Abilities Special rules, named attacks and traits (see Common Traits).
Loot What the creature yields; harvesting checks use Wits (Survival) unless stated.
Notes Behaviour, tactics and narrative hooks.

Building Rules

Vitality. Vitality = 12 + Size Vitality modifier + Corpus, Anima and Spiritus modifiers (Character Rules attribute table) + Toughness. The minimum is 1. The 24-point Vitality cap applies only to player characters; creatures have no cap. A Mindless creature (Anima and Spiritus of 1) adds no Anima or Spiritus modifier. An Incorporeal creature has no Corpus and no Size modifier: its Vitality is 12 + Anima and Spiritus modifiers + Toughness.

Scores above 18. Use the Character Rules modifiers:

Might. Might = the highest attribute score − 18.

Might effects apply only to the attribute that has it. The tier also sets a minimum BAM!:
See Might in Character Rules.

Attacks. A creature’s second and later attacks in a round follow the successive-attack steps in Playing the Game. Each level of the Multiple Attacks trait removes one step (see diminishing returns).

Recovery. Unless noted otherwise, creatures regain Vitality as characters do: 1 point per Tick of undisturbed rest.

Morale. Unless an entry says otherwise, a creature reduced to 0 Vitality makes an Anima save, Average (13), or flees. A group makes the same save when it takes its first casualty and again when it has lost half its number (Playing the Game). Giants make these saves at Moderate Advantage.

Size

Size Corpus modifier Vitality modifier Height or length Weight
Tiny −2 −8 0.25–0.75 m 0.5–3.5 kg
Small −1 −6 0.75–1.25 m 3.5–30 kg
Medium +0 +0 1.25–2.5 m 30–225 kg
Large +1 +6 2.5–5 m 225 kg–2 t
Huge +2 +12 5–10 m 2–15 t
Gargantuan +5 +18 10–20 m 15–125 t
Colossal +7 +24 20 m + 125 t +

The Corpus modifier is added to the creature’s Corpus dice and norm; every stat block in this compendium already includes it. The Vitality modifier is added to Vitality.

Creature Types

Animal. Creatures of the natural world. They have no innate magic and can feel but are not self-aware. Anima is usually 1–12 and dispositions are usually Wary or Curious. Animals with Anima above 1 can be influenced with Guile and can become Soul Bound.

Demonic. Malevolent spirits from hellish planes who torment, tempt and corrupt mortals and treat all other life as something to toy with and discard. All have True Names and can be summoned, banished and bound with Conjuration. Most are harmed fully only by cold iron or magic.

Draconic. Large, intelligent, highly magical reptiles. Dispositions vary, but all are avaricious: a draconic creature will negotiate if offered enough treasure (treat it as Curious at minimum unless provoked). Shared traits: Armour I or better; Immunity to mundane flame; Keen Sight. Draconic creatures with Corpus 19+ have Might.

Elemental. Sentient beings made of the fundamental elements. Emotionless and implacable once set on a course. All have True Names and can be summoned, banished and bound with Conjuration. Each has Elemental Form for its element. An Elder Elemental is one of the four great Elementals raised to Might Tier II–III (see the note under Elemental).

Fae. Quixotic beings from the fey lands, varied in form and temper but always magical, with a taste for mischief or malice. All have True Names and can be summoned, banished and bound with Conjuration. Most suffer Bane (Cold Iron).

Giant. Huge magical humanoids born of the world and of the forest’s primal nature. Shared traits: Armour I or better; Might set by Corpus; Immunity to Frightened; terrain-bound (a giant will not pursue beyond its native terrain); morale saves at Moderate Advantage.

Magical Creature. Creatures that mix natural and fantastic features. Shared traits: Armour I or II where it suits their form; at least one innate special ability. Not subject to True Name binding unless Spiritus is 12+. Can become Soul Bound if Anima is above 1 and the creature is not Hostile by nature.

Undead. Creatures animated after death, mindless or highly intelligent, corporeal or incorporeal. Shared traits: Immunity to poison, disease and Fatigue; no need for food, water or sleep; Hostile unless bound or compelled. Intelligent undead (Anima 4+) have True Names and can be bound with Conjuration. Mindless undead (Anima 1–3) cannot be affected by Guile.

Common Traits

Traits named in Skills and Abilities work as follows. Conditions such as Restrained, Frightened, Knocked Prone, Sickened and Slowed are defined under Special Conditions in Character Rules.

Trait Effect
Armour I–III Natural armour equal to light (1), medium (2) or heavy (3) armour.
Augmented Senses No visual organs, but no impairment: suffers no penalty in complete darkness and cannot be Blinded.
Bane (material) I–II Weapons of the named material (usually Cold Iron or Silver) ignore the creature’s Resistance and Intangible protection. I: full damage +1. II: double damage. Cold iron and silver weapons cost two and three times a standard weapon.
Charge If the creature starts its turn at Near range or further and moves straight at its target, its first attack gains Moderate Advantage and +1d6 damage (or as listed).
Dark Vision I–III Sees in complete darkness (not magical darkness). I: Minor Advantage on sight-based checks in darkness. II: Moderate Advantage. III: Major Advantage.
Disease I–III A degenerative disease that drains a stated attribute. I: loses 1 point per Full Rest until treated; Corpus save, Average (13), each Full Rest to halt it; cured by Purge (2nd Order Healing) or an Uncommon remedy. II: loses 1d2 per Full Rest; Corpus save, Difficult (16); on a failure a second attribute (Narrator’s choice) also loses 1; cured by Purge at Challenging (19) or a Rare remedy. III: loses 1d3 per Full Rest; Corpus save, Challenging (19), or also suffers a Moderate Condition; cured only by a 3rd Order Healing power. If the attribute reaches 0, the victim dies.
Drain Statistic I–III On a successful attack, the target loses points from a stated attribute. I: 1. II: 1d2. III: 1d3.
Elemental Affinity I–III Attuned to one element (Air, Earth, Fire or Water): Minor (I), Moderate (II) or Major (III) Advantage on saves against that element and on reactions with its elementals.
Elemental Form Made entirely of one element and immune to damage from it.
Envelop Swallows or engulfs a target, which is Restrained and may make a Corpus save each round to escape.
Evasion I–III Attacks against the creature are at Moderate (I), Major (II) or Extreme (III) Disadvantage while it is moving freely (in flight, for most).
Flight I–V Flies at movement 3 (I), 6 (II), 9 (III), 12 (IV) or 15 (V).
Gore I–III A punishing goring or slashing attack with a 50% chance of also dealing Corpus damage: 1 (I), 1d2 (II) or 1d3 (III).
Grapple On a successful grapple, the target is Restrained until it wins an opposed Corpus check.
Immortality (Partial) Naturally immortal unless killed by violence or trauma, or returns after death unless a stated condition is met.
Immortality (True) Cannot die permanently except by extraordinary means; a destroyed body reassembles over time.
Immunity Full immunity to the listed effects.
Impair I–III An effect that imposes Minor (I), Moderate (II) or Major (III) Disadvantage unless a save is made.
Incorporeal No physical body and no Corpus score. Vitality = 12 + Anima and Spiritus modifiers (+ Toughness). Its Intangible tier sets what can harm it.
Intangible I–III Insubstantial. I: immune to physical attacks but harmed by energy (fire, water, wind, lightning) and magic. II: harmed only by magical or psionic attacks. III: harmed only by one specific effect, named in the entry.
Keen Scent / Keen Sight Cannot be surprised in natural settings, and has Moderate Advantage to track by scent or spot by sight.
Magic Aptitude I–III Casts in one or more arcane disciplines with a Focus at Competent (I), Accomplished (II) or Adept (III).
Magic Resistance I–III Minor (I), Moderate (II) or Major (III) Advantage on saves against magic.
Mindless Anima and Spiritus of 1 (or Anima 1–3 for undead). Immune to charm, fear, illusion and psionics, and to Guile.
Multiple Attacks I–III Each level removes one successive-attack step from its second and later attacks in a round.
Pack Hunter (n+) When the stated number of the creature’s pack are within Close range of the same target, each gains Moderate Advantage on attacks against it.
Poison I–III A poisonous attack. The target makes a Corpus save against the creature’s BAM! or takes: 1d2 Vitality (I), 1d6 Vitality (II) or 1d6 Corpus (III) each round for 1d6 rounds.
Psionics I–III Uses psionic powers with a Focus at Competent (I), Accomplished (II) or Adept (III).
Pummel I–III A crushing blow that ignores 1 (I), 2 (II) or all (III) points of armour.
Regeneration I–III Regains 1 (I), 2 (II) or 3 (III) Vitality at the start of each round, unless the entry names what stops it.
Resistance Mundane weapons deal half damage, or none, as the entry states.
Shapeshift I–III Changes form as a Standard action. I: one other form. II: two other forms. III: any form of a similar size. Attributes and Vitality carry over unless the entry gives another form’s stats.
Summoning I–III Calls another creature of its type, as a Conjuration Summoning Focus at Competent (I), Accomplished (II) or Adept (III).
Swarm One creature made of many: it fills a 3 m area, takes half damage from single-target attacks and double damage from area effects.
Swimming I–IV Swims at movement 3 (I), 6 (II), 9 (III) or 12 (IV).
Teleportation I–III Moves instantly within Near (I), Far (II) or Distant (III) range.
Toughness I–IV Adds Vitality: +2 (I), +4 (II), +8 (III), +16 (IV).
Water Breathing I–II Breathes water only (I), or both water and air (II).
Weakness I–III Vulnerable to an element, force or material: +2 damage (I), ×1.5 damage (II) or double damage (III).

Encounter Tables

Every result on the Playing the Game encounter tables has an entry here, under the same name, unless it is narrative.

PtG table d20 Entries
Common I 1–6 Animal, Small (Cat / Fox / Owl / Raven / Serpent / Toad)
Common I 7–13 Animal, Medium (Boar / Large Bat / Large Cat / Large Centipede / Giant Rat / Giant Spider / Wolf)
Common I 14–18 Animal, Large (Black Bear / Brown Bear / Insect Swarm / Giant Frog / Giant Snake)
Common I 19–20 Animal, Huge (Giant Beetle); Demon (Imp)
Common II 1–6 Fae (Brownie / Changeling / Dwarf / Elf / Fairy / Goblin)
Common II 7–20 Harpy; Lambent Moth; Wildings; Apparition; Draugr; Ghoul; Skeleton; Zombie; Fae (Boggart); Ratling; Berserker; Carrion Crowe; Dark Walker; Fungal Folk
Uncommon 1–12 Dire Wolf; Giant Boar; Sabretooth Cat; Cave Bear; Demon (Cambion); Demon (Hellhound); Elemental (Gnome / Salamander / Sylph / Undine); Fae (Barghest / Sidhe Cat)
Uncommon 13–20 Abomination Ape; Bleak Hound; Hag; Moth Folk; Troll; Warg; Shade; Wight
Rare 1–5 Dragon (Young); Demon (Greater); Lych; Hag (coven of three); Elemental (Elder): see the Elemental note
Rare 6–12 Wild Hunt (Rider): run as an event; Fae Lord (Sidhe Noble); Bleak Leviathan (narrative, no stat block); Revenant (Named Dead)
Rare 13–20 Wyvern; Giant (Forest); Draconic Worm; Wyrd Sister and The Forest Itself (narrative, no stat block)
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Animals

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Creatures of the natural world. They have no innate magic and can feel but are not self-aware. Anima is usually 1–12 and dispositions are usually Wary or Curious. Animals with Anima above 1 can be influenced with Guile and can become Soul Bound.

Animal, Small (Cat)

Sly and elusive, cats are small predators that hunt at night when small prey is about. They avoid larger creatures but are curious and may be approached if there is no hostile intent.

BAM! Easy (10) Frequency Common
Type Animal Size Small
Number 1d2 Disposition Curious
Corpus 1d3−1 (1) Anima 3d6 (11)
Spiritus 3d6 (12) Might None
Armour 0 Move 12
Vitality 3 (12 base; Size −6; Corpus −4; Anima +0; Spiritus +1)
Attacks 2 per round (bite or scratch, 1 each)
Skills and Abilities Athleticism at Master rank (climbing, balance, leaping); Dark Vision II.
Loot None
Notes A Soul Bound cat shares its Dark Vision and adds its Spiritus modifier (if positive) to yours.

Animal, Small (Fox)

Crepuscular hunters, foxes are most active in the twilight hours.

BAM! Easy (10) Frequency Common
Type Animal Size Small
Number 1d2 Disposition Curious
Corpus 1d3−1 (1) Anima 3d6 (12)
Spiritus 2d6 (6) Might None
Armour 0 Move 12
Vitality 1 (12 base; Size −6; Corpus −4; Anima +1; Spiritus −2)
Attacks 2 per round (bite or scratch, 1 each)
Skills and Abilities Athleticism at Grand Master rank; Dark Vision II.
Loot Pelt (2cp if carefully skinned); fox tooth (1, counts as Tusk/Canine tooth, Common)
Notes A Soul Bound fox shares its eyesight and adds its Anima modifier (if positive) to yours.

Animal, Small (Owl)

Reclusive, timid nocturnal hunters, owls are very rarely seen in daylight. They are highly intelligent and rumoured to guard secrets and treasures of great value.

BAM! Easy (10) Frequency Common
Type Animal Size Small
Number 1d2 Disposition Curious
Corpus 1d3−1 (1) Anima 3d6 (11)
Spiritus 3d6 (12) Might None
Armour 0 Move 6; Flight IV (12)
Vitality 3 (12 base; Size −6; Corpus −4; Anima +0; Spiritus +1)
Attacks 2 per round (beak or talon, 1 each)
Skills and Abilities Flight IV; Dark Vision II; Keen Sight.
Loot None
Notes A Soul Bound owl shares its eyesight and adds its Spiritus modifier (if positive) to yours.

Animal, Small (Raven)

Highly intelligent and curious, ravens are always looking for interesting objects to take back to their nests.

BAM! Easy (10) Frequency Common
Type Animal Size Small
Number 1d2 Disposition Curious
Corpus 1d3−1 (1) Anima 3d6 (14)
Spiritus 2d6 (6) Might None
Armour 0 Move 6; Flight IV (12)
Vitality 2 (12 base; Size −6; Corpus −4; Anima +2; Spiritus −2)
Attacks 2 per round (beak or talon, 1 each)
Skills and Abilities Flight IV; Wiles (Skulduggery) at Master rank.
Loot Feathers (1d3, Common component, 1cp each); raven foot (counts as Bat Wing, Common)
Notes A Soul Bound raven adds its Anima modifier (if positive) to yours.

Animal, Small (Serpent)

Cold-blooded and reclusive, serpents coil beneath the leaf litter and strike without warning, injecting venom before retreating into shadow.

BAM! Easy (10) Frequency Common
Type Animal Size Small
Number 1d2 Disposition Wary
Corpus 1d3−1 (1) Anima 3d6 (12)
Spiritus 2d6 (6) Might None
Armour 0 Move 9
Vitality 1 (12 base; Size −6; Corpus −4; Anima +1; Spiritus −2)
Attacks 1 per round (bite)
Skills and Abilities Bite (Close, 1 Vitality); Poison I.
Loot Snake venom (1 dose, Common component, 8cp; Wits (Survival) Easy (10) to extract without waste)
Notes A Soul Bound serpent lets you see through its eyes while it is within Far range.

Animal, Small (Toad)

Squat and patient, toads lurk in damp undergrowth near stagnant pools. Their mottled skin secretes a mild irritant.

BAM! Easy (10) Frequency Common
Type Animal Size Small
Number 1d2 Disposition Curious
Corpus 1d3−1 (1) Anima 3d6 (11)
Spiritus 2d6 (6) Might None
Armour 0 Move 6
Vitality 1 (12 base; Size −6; Corpus −4; Anima +0; Spiritus −2)
Attacks 1 per round (bite, 1)
Skills and Abilities Skin toxin: a creature that bites or grabs it makes a Corpus save, Easy (10), or is Sickened for 1 round. Camouflage: Moderate Advantage to remain unseen in undergrowth.
Loot Frog/Toad skin (1, Common component, 2cp); toad venom (1 dose, counts as Spider Venom, Common; Wits (Survival) Easy (10))
Notes A Soul Bound toad senses water and underground damp within Far range, and the direction of rot or disease.

Animal, Medium (Boar)

Reclusive but easily riled, boars are fierce when cornered.

BAM! Average (13) Frequency Common
Type Animal Size Medium
Number 1d2 Disposition Wary
Corpus 3d6 (12) Anima 2d6 (8)
Spiritus 2d6 (8) Might None
Armour 0 Move 9
Vitality 13 (12 base; Corpus +1; Anima −1; Spiritus −1; Toughness I +2)
Attacks 1 per round (gore 1d6)
Skills and Abilities Gore I; Charge; Toughness I.
Loot Tusk (1d2, Common component, 4cp each); boar meat (1d3 rations)
Notes A Soul Bound boar shares its Toughness with you.

Animal, Large (Insect Swarm)

A droning cloud of biting, stinging insects that moves as a single creature.

BAM! Average (13) Frequency Common
Type Animal Size Large
Number 1 Disposition Wary
Corpus 3d6+1 (13) Anima 1
Spiritus 1 Might None
Armour 0 Move Flight II (6)
Vitality 19 (12 base; Size +6; Corpus +1 (Mindless: no Anima or Spiritus modifier))
Attacks 1 per round (Envelop)
Skills and Abilities Swarm; Flight II; Envelop; Impair I (an enveloped target makes a Corpus save or suffers Minor Disadvantage on all checks); Mindless.
Loot None
Notes More nuisance than threat. An enveloped target stays covered for 1d6 rounds or until the swarm is driven off by fire, smoke or strong wind.

Animal, Medium (Large Bat)

Giant bats with two-metre wingspans roost in caves and hollow trees. They are not aggressive unless disturbed in their roosts.

BAM! Average (13) Frequency Common
Type Animal Size Medium
Number 1d3 Disposition Wary
Corpus 2d6 (7) Anima 3d6 (11)
Spiritus 3d6 (11) Might None
Armour 0 Move 3; Flight III (9)
Vitality 11 (12 base; Corpus −1; Anima +0; Spiritus +0)
Attacks 1 per round (bite 1d6)
Skills and Abilities Dark Vision III (echolocation); Flight III; Disease I.
Loot Bat wing (1d2, Common component, 2cp each)
Notes Large bats are timid but attack if cornered.

Animal, Medium (Large Cat)

A general category for leopards, panthers and other big cats. Most hunt alone; lions are found in prides.

BAM! Average (13) Frequency Common
Type Animal Size Medium
Number 1d2 Disposition Wary
Corpus 4d6 (14) Anima 3d6 (8)
Spiritus 3d6 (8) Might None
Armour 1 Move 12
Vitality 12 (12 base; Corpus +2; Anima −1; Spiritus −1)
Attacks 2 per round (bite or claw 1d6+1)
Skills and Abilities Dark Vision I; Ambush: Moderate Advantage on an attack from hiding.
Loot Fur (1, Common component, 2cp); claw (1d2, Common component, 3cp each)
Notes Aggressive in their territory, but they flee once reduced to half Vitality.

Animal, Medium (Large Centipede)

Large, many-legged arthropods that feed on decaying matter. Centipedes fight only when disturbed in their nest or feeding ground, and flee at the first opportunity.

BAM! Average (13) Frequency Common
Type Animal Size Medium
Number 1d3 Disposition Wary
Corpus 3d6 (11) Anima 1
Spiritus 1 Might None
Armour 2 Move 12
Vitality 14 (12 base; Corpus +0; Toughness I +2 (Mindless: no Anima or Spiritus modifier))
Attacks 1 per round (bite 1d2)
Skills and Abilities Poison I; Toughness I; Mindless.
Loot Chitin (1d3, Common component, 1cp each); centipede venom (1 dose, counts as Spider Venom, Common, 6cp; Wits (Survival) Easy (10))
Notes Centipede venom is meant to paralyse prey so the centipede can feed.

Animal, Medium (Giant Rat)

Dog-sized rats that infest ruins, burrows and battlefields. Bold in numbers and filthy with disease, they are the forest’s scavengers.

BAM! Average (13) Frequency Common
Type Animal Size Medium
Number 1d6 Disposition Wary
Corpus 2d6 (7) Anima 2d6 (7)
Spiritus 1d6+1 (4) Might None
Armour 1 Move 12
Vitality 7 (12 base; Corpus −1; Anima −1; Spiritus −3)
Attacks 1 per round (bite 1d3+1)
Skills and Abilities Disease I (1-in-6 chance per bite); Pack Hunter (3+); Dark Vision I.
Loot Bone (1d3, Common component, 1cp each); handling the carcass risks Disease I (Corpus save, Average (13))
Notes Giant rats flee when fewer than half remain. Fire drives them off automatically.

Animal, Large (Giant Snake)

Giant snakes live only in warm places: hot springs, sun-baked clearings, the hearts of rotting logs. Some are kept as guards.

BAM! Average (13) Frequency Common
Type Animal Size Large
Number 1 Disposition Wary
Corpus 3d6+3 (14) Anima 2d6+1 (8)
Spiritus 1d6+1 (4) Might None
Armour 2 Move 9
Vitality 16 (12 base; Size +6; Corpus +2; Anima −1; Spiritus −3)
Attacks 2 per round (bite 1d6; constrict)
Skills and Abilities Poison II (Corpus save each round until a save succeeds or a cure is applied); Grapple (constrict).
Loot Snake venom (1d3 doses, Common component, 8cp each); hide (2sp whole if undamaged)
Notes They cannot abide cold: below 5 °C they suffer Moderate Disadvantage on Corpus checks, and below freezing they are Slowed until warmed.

Animal, Medium (Giant Spider)

Hound-sized spiders that string webs across hollows and paths and wait for something to blunder in.

BAM! Average (13) Frequency Common
Type Animal Size Medium
Number 1d6 Disposition Wary
Corpus 2d6+1 (8) Anima 2d6+1 (8)
Spiritus 1d6+1 (4) Might None
Armour 1 Move 12 (including on walls and ceilings)
Vitality 7 (12 base; Corpus −1; Anima −1; Spiritus −3)
Attacks 1 per round (bite 1d3+1)
Skills and Abilities Venom: Corpus save, Average (13), or Restrained for 1d3 rounds. Web: a creature entering a webbed area makes a Corpus save, Average (13), or is Restrained; fire destroys a web at once. Dark Vision I.
Loot Spider web (1d3, Common component, 1cp each); spider venom (1 dose, Common, 6cp; Wits (Survival) Easy (10) to extract safely)
Notes Giant spiders retreat if prey breaks free or fights back hard. The smell of smoke makes them withdraw immediately.

Animal, Medium (Wolf)

Pack hunters of the Bleak Forest, wolves are cautious in small numbers but bold when the pack is large.

BAM! Average (13) Frequency Common
Type Animal Size Medium
Number 1d6 Disposition Wary
Corpus 3d6 (11) Anima 2d6 (7)
Spiritus 1d6+1 (4) Might None
Armour 1 Move 12
Vitality 8 (12 base; Corpus +0; Anima −1; Spiritus −3)
Attacks 1 per round (bite 1d6)
Skills and Abilities Pack Hunter (2+); Keen Scent; Dark Vision I.
Loot Fur (1, Common component, 2cp); wolf fang (1, counts as Tusk/Canine tooth, 4cp)
Notes The pack breaks off if half its number are downed or the pack leader falls. A pack of four or more will try to surround a lone traveller.

Animal, Large (Black Bear)

Large omnivores that forage for roots, grubs and carrion. Black bears are not aggressive unless attacked or protecting cubs.

BAM! Average (13) Frequency Common
Type Animal Size Large
Number 1 (or a sow with 1d2 cubs) Disposition Curious
Corpus 3d6+3 (14) Anima 2d6 (7)
Spiritus 1d6+1 (4) Might None
Armour 1 (thick hide) Move 9
Vitality 16 (12 base; Size +6; Corpus +2; Anima −1; Spiritus −3)
Attacks 2 per round (claw 1d6+1; bite 1d6)
Skills and Abilities Bear hug: on a critical hit the target is grappled (Grapple) and bitten automatically each round until it wins an opposed Corpus check.
Loot Fur (1, Common component, 2cp); claw (1d3, Common component, 3cp each); bear grease (1 dose, counts as Tallow, Common)
Notes A black bear backs off from loud noise or a determined show of force unless cubs are present.

Animal, Large (Brown Bear)

Large omnivores that defend their territory aggressively.

BAM! Difficult (16) Frequency Common
Type Animal Size Large
Number 1 Disposition Wary
Corpus 4d6+1 (16) Anima 2d6 (7)
Spiritus 1d6+1 (4) Might None
Armour 2 (thick hide) Move 9
Vitality 19 (12 base; Size +6; Corpus +3; Anima −1; Spiritus −3; Toughness I +2)
Attacks 2 per round (claw 1d6+2; bite 1d6+1)
Skills and Abilities Bear hug (as Black Bear); Toughness I.
Loot Fur (1, Common component, 3cp); claw (1d3, Common component, 3cp each); bear grease (1 dose, counts as Tallow, Common)
Notes Brown bears charge intruders who come within Near range of a kill or a den.

Animal, Large (Dire Wolf)

Pony-sized wolves of the deep forest, heavier and far bolder than their common kin.

BAM! Difficult (16) Frequency Uncommon
Type Animal Size Large
Number 1d6-1 (minimum 1) Disposition Hostile
Corpus 3d6+4 (15) Anima 2d6+1 (8)
Spiritus 1d6+1 (4) Might None
Armour 2 Move 12
Vitality 16 (12 base; Size +6; Corpus +2; Anima −1; Spiritus −3)
Attacks 2 per round (bite 1d6+2)
Skills and Abilities Pack Hunter (2+); Keen Scent; hamstring: on a critical hit the target is Knocked Prone. Dark Vision I.
Loot Dire wolf pelt (Uncommon, 1sp); fang (1d2, counts as Tusk/Canine tooth, 4cp each)
Notes Dire wolves test a group by circling, then strike at the weakest. They break off only when the pack leader falls.

Animal, Large (Giant Boar)

Huge, short-tempered boars the size of an ox. They attack anything that comes too close and often fight to the death.

BAM! Difficult (16) Frequency Uncommon
Type Animal Size Large
Number 1d3 Disposition Hostile
Corpus 4d6+1 (16) Anima 2d6 (7)
Spiritus 1d6+1 (4) Might None
Armour 2 Move 9
Vitality 21 (12 base; Size +6; Corpus +3; Anima −1; Spiritus −3; Toughness II +4)
Attacks 1 per round (gore 1d6+3)
Skills and Abilities Gore II; Charge (+1d6 damage); Toughness II; never checks morale.
Loot Great tusk (1d2, Uncommon component, 1sp each); boar meat (2d6 rations)
Notes A giant boar grows more enraged as it is wounded. It stays on its feet until it fails a Critical Damage check.

Animal, Large (Giant Frog)

Bloated, mottled frogs as big as a cart, lurking at the edges of fens and black pools.

BAM! Average (13) Frequency Common
Type Animal Size Large
Number 1d3 Disposition Hostile
Corpus 3d6+2 (13) Anima 2d6 (7)
Spiritus 1d6+1 (4) Might None
Armour 1 Move 6; Swimming III (9); leap up to Near range
Vitality 15 (12 base; Size +6; Corpus +1; Anima −1; Spiritus −3)
Attacks 1 per round (tongue or bite 1d6)
Skills and Abilities Tongue: Near range; on a hit the target is pulled to the frog and grappled (Grapple). Swallow: a grappled Small or Medium target is swallowed on the next round (Envelop) and takes 1d3 each round. Leap. Water Breathing II.
Loot Frog/Toad skin (1d3, Common component, 2cp each)
Notes Cutting a swallowed victim free takes 6 or more damage from inside or out. A frog that loses half its Vitality spits out what it holds and dives.

Animal, Large (Sabretooth Cat)

Large, aggressive cats that hunt big prey on open ground and at the forest’s edges.

BAM! Difficult (16) Frequency Uncommon
Type Animal Size Large
Number 1d3 Disposition Wary
Corpus 3d6+3 (14) Anima 2d6+1 (8)
Spiritus 2d6 (7) Might None
Armour 1 Move 12
Vitality 18 (12 base; Size +6; Corpus +2; Anima −1; Spiritus −1)
Attacks 2 per round (bite or claw 1d6+2)
Skills and Abilities Ambush: Moderate Advantage on an attack from hiding; Charge; Dark Vision I.
Loot Sabre tooth (1d2, Common component, 4cp); fur (1, Uncommon-quality hide, 1sp)
Notes Unlike their smaller kin, sabretooth cats fight aggressively and usually to the death.

Animal, Huge (Cave Bear)

Large, aggressive cousins of the brown bear. They are always Hostile to intruders in their territory.

BAM! Difficult (16) Frequency Uncommon
Type Animal Size Huge
Number 1d2 Disposition Hostile
Corpus 4d6+4 (18) Anima 2d6 (7)
Spiritus 1d6+1 (4) Might None
Armour 2 (thick hide) Move 9
Vitality 26 (12 base; Size +12; Corpus +4; Anima −1; Spiritus −3; Toughness I +2)
Attacks 2 per round (claw 1d6+4; bite 1d6+2)
Skills and Abilities Bear hug (as Black Bear, bite 1d6+2); Toughness I.
Loot Fur (1, Common component, 2cp); claw (1d3, Common component, 3cp each); bear grease (1 dose, counts as Tallow, Common)
Notes A cave bear guards its den to the death.

Animal, Huge (Giant Beetle)

Giant beetles are intimidating but rarely aggressive; they feed on decaying matter and, if left alone, go about their business. Their carapaces make fine shields.

BAM! Difficult (16) Frequency Common
Type Animal Size Huge
Number 1 Disposition Curious
Corpus 4d6+2 (18) Anima 1
Spiritus 1 Might None
Armour 3 Move 6; burrow 3
Vitality 32 (12 base; Size +12; Corpus +4; Toughness II +4 (Mindless: no Anima or Spiritus modifier))
Attacks 1 per round (mandibles 1d6+2)
Skills and Abilities Toughness II; Mindless; burrow.
Loot Carapace (1; 1gp to a craftsman as shield material; Common component)
Notes If it loses half its Vitality, a giant beetle burrows into the ground to escape.

Animal, Huge (Giant Eagle)

Eagles with wingspans wider than a cottage, nesting on crags above the canopy.

BAM! Challenging (19) Frequency Rare
Type Animal Size Huge
Number 1 Disposition Wary
Corpus 3d6+4 (15) Anima 3d6 (11)
Spiritus 3d6 (11) Might None
Armour 1 (feathers and dense bone) Move 6; Flight V (15)
Vitality 26 (12 base; Size +12; Corpus +2; Anima +0; Spiritus +0)
Attacks 2 per round (talon 1d6+2)
Skills and Abilities Screech: all creatures within 10 m make an Anima save, Average (13), or suffer Moderate Disadvantage on their next check. Keen Sight (cannot be surprised in daylight). Flight V.
Loot Giant feathers (1d3, Rare component: Magic Feather)
Notes Proud and territorial; they rarely attack unless provoked or guarding a nest. A Soul Bound giant eagle shares its Keen Sight and can carry a rider.

Animal, Huge (Mammoth)

Shaggy, tusked giants that roam the frozen margins of the forest in small herds.

BAM! Challenging (19) Frequency Uncommon
Type Animal Size Huge
Number 1d3 Disposition Wary (Hostile if calves are present)
Corpus 5d6+6 (24) Anima 2d6 (7)
Spiritus 2d6 (7) Might 6 (Tier II (Dread), Corpus)
Armour 3 (thick hide and fur) Move 9
Vitality 38 (12 base; Size +12; Corpus +8; Anima −1; Spiritus −1; Toughness III +8)
Attacks 2 per round (tusk gore 1d6+5)
Skills and Abilities Tusk gore: Corpus save, Average (13), or Knocked Prone. Trample: after a Charge, the target makes a Corpus save, Difficult (16), or takes 2d6+4 and is Knocked Prone. Charge; Toughness III.
Loot Ivory (2d6sp); Magic hide (Rare, 1d3)
Notes A mammoth charges anyone who comes within Near range without a successful Guile check. It fights until it and its calves are safe.

Animal, Huge (Woolly Rhinoceros)

Armoured, short-sighted beasts that charge at any unfamiliar scent.

BAM! Difficult (16) Frequency Uncommon
Type Animal Size Huge
Number 1d2 Disposition Wary
Corpus 4d6+5 (19) Anima 1d6+1 (4)
Spiritus 1d6+1 (4) Might 1 (Tier I (Imposing), Corpus)
Armour 3 (thick hide) Move 9 (Charge 12 for one round)
Vitality 25 (12 base; Size +12; Corpus +5; Anima −3; Spiritus −3; Toughness I +2)
Attacks 1 per round (horn gore 1d6+4)
Skills and Abilities Gore I (Corpus save, Difficult (16), or 1 Corpus damage); Charge (from Near range); Keen Scent; Toughness I; never checks morale.
Loot Horn (1, Uncommon component; 2gp to a specialist buyer); thick hide (5sp in strips)
Notes Approach from downwind (Wiles check, Difficult 16) to avoid triggering a charge.
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Demons

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Malevolent spirits from hellish planes who torment, tempt and corrupt mortals and treat all other life as something to toy with and discard. All have True Names and can be summoned, banished and bound with Conjuration. Most are harmed fully only by cold iron or magic.

Demon (Cacodemon)

Malevolent spirits that love to torment mortals. Cacodemons often take an animal guise, usually a goat or a hound, and prefer to work on the mind, fomenting strife and turmoil.

BAM! Difficult (16) Frequency Rare
Type Demonic Size Medium
Number 1 Disposition Wary
Corpus 2d6+1 (8) Anima 3d6+2 (13)
Spiritus 3d6+2 (13) Might None
Armour 0 Move 9
Vitality 13 (12 base; Corpus −1; Anima +1; Spiritus +1)
Attacks 2 per round (by weapon or animal form)
Skills and Abilities Shapeshift I (one animal form, usually goat or hound). Spirit form: when its body is destroyed it becomes Intangible II and can make no physical attacks. Bane I (Cold Iron); Dark Vision II.
Loot Demon Blood (Lesser) (1 dose; Wits (Survival) Difficult (16) to harvest before it dissipates)
Notes Destroying its animal body releases the spirit, which can take a new body after 24 hours. The spirit form can be harmed only by magic; reduced to 0 Vitality, it is destroyed.

Demon (Cambion)

The offspring of a mortal and a demon. Cambions look human, but some trait usually betrays their heritage: an unusual skin tone or eye colour, claw-like nails, sharp incisors.

BAM! Average (13) Frequency Uncommon
Type Demonic Size Medium
Number 1d3 Disposition Wary
Corpus 3d6 (11) Anima 3d6+1 (12)
Spiritus 3d6+1 (12) Might None
Armour 0 or by armour worn Move 9
Vitality 14 (12 base; Corpus +0; Anima +1; Spiritus +1)
Attacks 2 per round (by weapon)
Skills and Abilities By weapon; Dark Vision I. May have skills and Degrees as a character, with a leaning toward Conjuration or Occultism.
Loot By equipment (mundane arms and armour, personal effects)
Notes Being half mortal, cambions are harmed normally by mundane weapons.

Demon (Hellhound)

Demonic hunting beasts with smouldering hides, loosed through a weakened veil or summoned to run down a quarry.

BAM! Difficult (16) Frequency Uncommon
Type Demonic Size Large
Number 1d3 Disposition Hostile
Corpus 3d6+3 (14) Anima 2d6 (7)
Spiritus 2d6 (7) Might None
Armour 2 (scaled hide) Move 12
Vitality 18 (12 base; Size +6; Corpus +2; Anima −1; Spiritus −1)
Attacks 2 per round (bite 1d6+2)
Skills and Abilities Fire breath: 3 m cone within Near range, 1d6 fire, Corpus save, Difficult (16), for half; costs 2 Vitality; once per 3 rounds. Immunity (fire); Keen Scent; Dark Vision II; Bane I (Cold Iron); never checks morale.
Loot Demon Blood (Lesser) (1d3 doses; Wits (Survival) Difficult (16) to harvest without burning yourself)
Notes Hellhounds track by scent. Magic weapons and spells affect them normally.

Demon (Imp)

Small, spiteful demons that serve greater demons as familiars and scouts.

BAM! Average (13) Frequency Common
Type Demonic Size Small
Number 1 Disposition Curious
Corpus 1d3−1 (1) Anima 3d6+3 (14)
Spiritus 3d6+3 (14) Might None
Armour 0 Move 6; Flight II (6)
Vitality 6 (12 base; Size −6; Corpus −4; Anima +2; Spiritus +2)
Attacks 2 per round (bite 1d3; tail sting 1d3 + Poison I)
Skills and Abilities Resistance: mundane weapons deal half damage. Bane (Cold Iron): full damage. Flight II; Dark Vision II.
Loot Imp claw (1, Common component; Wits (Survival) Easy (10) to harvest; the body dissolves in 1d6 rounds)
Notes Imps cannot start violence unless ordered to or directly attacked. Speaking an imp’s name three times forces a Spiritus save, Average (13), or it reveals who sent it.

Demon, Lesser

Major spirits given physical form: horned, hulking and wreathed in a stench of sulphur.

BAM! Challenging (19) Frequency Rare
Type Demonic Size Large
Number 1 Disposition Hostile
Corpus 3d6+4 (15) Anima 3d6 (11)
Spiritus 3d6+2 (13) Might None
Armour 2 (unnatural resilience) Move 9
Vitality 21 (12 base; Size +6; Corpus +2; Anima +0; Spiritus +1)
Attacks 2 per round (claw 1d6+3)
Skills and Abilities Dread aura: all creatures within 10 m make a Spiritus save, Average (13), or suffer Moderate Disadvantage on all checks for 1d3 rounds. Resistance: mundane weapons deal half damage. Bane I (Cold Iron). Magic Aptitude II; Immunity (fire, poison); Dark Vision II.
Loot Demon Blood (Lesser) (1d6 doses); 1d3 other Rare components (Narrator’s choice)
Notes A lesser demon must be banished, destroyed with cold iron or magic, or undone by meeting the narrative condition tied to its summoning.

Demon (Greater)

A demon of rank and terrible patience. It does not hunt mortals; it collects them. When it notices you, it makes one offer, and the offer always sounds reasonable.

BAM! Challenging (19) Frequency Rare
Type Demonic Size Large
Number 1 Disposition Wary (it prefers bargains to battle)
Corpus 4d6+3 (17) Anima 3d6+4 (15)
Spiritus 5d6+6 (23) Might 5 (Tier II (Dread), Spiritus)
Armour 3 (infernal hide) Move 9; Flight III (9)
Vitality 34 (12 base; Size +6; Corpus +3; Anima +2; Spiritus +7; Toughness II +4)
Attacks 2 per round (claw 1d6+4) or one spell
Skills and Abilities Magic Aptitude III (Arcana, Conjuration); Summoning II (lesser demons); Teleportation II; Resistance: mundane weapons deal half damage; Bane I (Cold Iron); Immunity (fire, poison); Magic Resistance II; Toughness II; Dark Vision III.
Loot Demon Blood (Greater) (1d3 doses, Rare component); a bargain-token or contract tied to a soul it holds
Notes Use the PtG Rare Encounter entry: it makes one offer, refusing costs something, accepting costs more. It can be bound only with its Resonant True Name and a circle.
Sigil

Draconic Creatures

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Large, intelligent, highly magical reptiles. Dispositions vary, but all are avaricious: a draconic creature will negotiate if offered enough treasure (treat it as Curious at minimum unless provoked). Shared traits: Armour I or better; Immunity to mundane flame; Keen Sight. Draconic creatures with Corpus 19+ have Might.

Dragon (Young)

A dragon barely a century old, already long as a longhouse and vain beyond measure. It hoards whatever it does not understand.

BAM! Challenging (19) Frequency Rare
Type Draconic Size Huge
Number 1 Disposition Curious (avarice before appetite)
Corpus 5d6+6 (23) Anima 3d6+3 (14)
Spiritus 3d6+4 (15) Might 5 (Tier II (Dread), Corpus)
Armour 3 (scaled hide) Move 9; Flight IV (12)
Vitality 43 (12 base; Size +12; Corpus +7; Anima +2; Spiritus +2; Toughness III +8)
Attacks 2 per round (bite 1d6+5; claw 1d6+3)
Skills and Abilities Fire breath: 5 m cone within Near range, 2d6 fire, Corpus save, Challenging (19), for half; costs 4 Vitality; once per 3 rounds. Wing buffet: all within Close range make a Corpus save, Difficult (16), or are Knocked Prone. Flight IV; Toughness III; Keen Sight; Dark Vision II.
Loot Dragon scales (1d6, Rare component); Dragon Blood (1d3 doses, Rare component); hoard (3d6gp equivalent, and the curious things it has collected)
Notes Use the PtG Rare Encounter entry. A young dragon will trade, and it can be talked out of a fight by anyone who can prove something it holds is valuable.

Draconic Worm

A blind, wingless dragon that tunnels beneath the forest floor. Tremors and sinking ground herald it long before it surfaces.

BAM! Challenging (19) Frequency Rare
Type Draconic Size Huge
Number 1 Disposition Hostile
Corpus 5d6+4 (22) Anima 2d6 (7)
Spiritus 3d6 (11) Might 4 (Tier I (Imposing), Corpus)
Armour 3 (plated hide) Move 6; burrow 9
Vitality 37 (12 base; Size +12; Corpus +6; Anima −1; Spiritus +0; Toughness III +8)
Attacks 2 per round (bite 2d6+3; tail slam 1d6+4)
Skills and Abilities Burrow: moves through earth at full speed. Erupt: when it surfaces beneath a target, all within Close range make a Corpus save, Difficult (16), or are Knocked Prone and take 1d6. Swallow (Envelop) a Medium or smaller target on a critical bite. Augmented Senses; Toughness III; Immunity (Knocked Prone).
Loot Worm scales (1d6, Rare component; counts as Dragon scales); 1d3 worm teeth (Rare component)
Notes Use the PtG Rare Encounter entry. Detect its approach with a Wits check, Average (13); on a success you choose to flee, lure it away, or stand.

Lindwyrm

A legless, serpentine dragon of rivers and fens that hoards shiny objects beneath the water.

BAM! Challenging (19) Frequency Exotic
Type Draconic Size Huge
Number 1 Disposition Hostile
Corpus 4d6+6 (20) Anima 3d6+1 (12)
Spiritus 3d6+3 (14) Might 2 (Tier I (Imposing), Corpus)
Armour 3 (scaled hide) Move 9; Swimming IV (12)
Vitality 36 (12 base; Size +12; Corpus +5; Anima +1; Spiritus +2; Toughness II +4)
Attacks 2 per round (bite 1d6+5; tail sweep)
Skills and Abilities Constrict: after a successful bite, Corpus save, Challenging (19), or Restrained and takes 1d6+3 each round. Tail sweep: all within Close range make a Corpus save, Difficult (16), or are Knocked Prone. Water Breathing II; Toughness II; Dark Vision II.
Loot Lindwyrm scales (1d6, Rare component; Ward of the Dragon); jaws (1d3, Rare component); possible hoard (2d6gp in jewellery and coins)
Notes Lindwyrm scales are a Ward of the Dragon component.

Wyvern

Aggressive aerial predators with a venomous sting: territorial, but not mindless.

BAM! Challenging (19) Frequency Rare
Type Draconic Size Huge
Number 1 Disposition Hostile
Corpus 4d6+7 (21) Anima 2d6 (7)
Spiritus 2d6+2 (9) Might 3 (Tier I (Imposing), Corpus)
Armour 3 (scale and chitin) Move 6; Flight V (15)
Vitality 33 (12 base; Size +12; Corpus +6; Anima −1; Spiritus +0; Toughness II +4)
Attacks 2 per round (bite 1d6+4; tail sting 1d3+2 + Poison II)
Skills and Abilities Wing buffet: all within Close range make a Corpus save, Average (13), or are Knocked Prone. Flight V; Toughness II; Dark Vision II.
Loot Wyvern scales (1d6, Rare component; Ward of the Dragon); venom (1d6 doses, Uncommon, or a Rare component for potent poison); wyvern tooth (Rare component)
Notes Use the PtG Rare Encounter entry. A wyvern opens with a swoop, stings prone targets, then withdraws to altitude. A Wits or Guile check (Difficult 16) can redirect it before it commits.
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Elementals

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Sentient beings made of the fundamental elements. Emotionless and implacable once set on a course. All have True Names and can be summoned, banished and bound with Conjuration. Each has Elemental Form for its element. An Elder Elemental is one of the four great Elementals raised to Might Tier II–III (see the note under Elemental).

Elder Elementals. The PtG Rare Encounter “Elemental (Elder)” is one of the four great Elementals above, grown ancient. Raise its highest attribute to 23–25 (Might 5–7, Tier II) or 26+ (Tier III), add Toughness III, make it Huge, and give it one domain-wide power (a storm, an earthquake, a firestorm or a flood across the hex) usable once per encounter. It has a grievance: something was taken from it or its domain was violated.

Elemental (Air)

A howling vortex given will, freed from a storm or a natural whirlwind.

BAM! Challenging (19) Frequency Rare
Type Elemental Size Large
Number 1 Disposition Wary (Hostile if disturbed)
Corpus 3d6+3 (14) Anima 3d6+2 (13)
Spiritus 3d6+2 (13) Might None
Armour 0 Move 12; Flight IV (12)
Vitality 22 (12 base; Size +6; Corpus +2; Anima +1; Spiritus +1)
Attacks 2 per round (wind slam 1d6+1)
Skills and Abilities Wind slam: Corpus save, Average (13), or Knocked Prone. Cyclone: all within 5 m take 1d3 and make a Corpus save, Difficult (16), or are thrown 5 m; costs 3 Vitality; once per 3 rounds. Elemental Form (air); Intangible I; Immunity (poison); Flight IV.
Loot Air Salts (1d3, Rare component; Wits (Survival) Difficult (16) during dissolution)
Notes Capricious and hard to bind. Cold iron disrupts it for a round. Reduced to 0 Vitality it dissipates, reforming after 24 hours unless banished.

Elemental (Earth)

A lumbering mass of stone and soil that moves with grinding slowness and hits with devastating force.

BAM! Challenging (19) Frequency Rare
Type Elemental Size Large
Number 1 Disposition Wary (Hostile in its territory)
Corpus 4d6+5 (19) Anima 2d6 (7)
Spiritus 2d6 (7) Might 1 (Tier I (Imposing), Corpus)
Armour 4 (stone body; edged and piercing weapons deal half damage) Move 6 (through earth and stone at full speed)
Vitality 23 (12 base; Size +6; Corpus +5; Anima −1; Spiritus −1; Toughness I +2)
Attacks 2 per round (slam 2d6+3)
Skills and Abilities Slam: Corpus save, Difficult (16), or Knocked Prone. Earth tremor: all on the ground within Near range make a Corpus save, Difficult (16), or are Knocked Prone; costs 3 Vitality; once per 3 rounds. Earth step. Elemental Form (earth); Immunity (poison); Toughness I.
Loot Earth Salts (1d3, Rare component; Wits (Survival) Difficult (16) during dissolution)
Notes Fire and lightning deal normal damage. It cannot enter buildings and ignores difficult terrain.

Elemental (Fire)

A frenzied pillar of flame that burns whatever it touches.

BAM! Challenging (19) Frequency Rare
Type Elemental Size Large
Number 1 Disposition Hostile
Corpus 3d6+3 (14) Anima 3d6+1 (12)
Spiritus 3d6+2 (13) Might None
Armour 0 Move 12
Vitality 22 (12 base; Size +6; Corpus +2; Anima +1; Spiritus +1)
Attacks 2 per round (fire touch 1d6+2)
Skills and Abilities Fire touch: Corpus save, Average (13), or catch fire (1d3 each round until extinguished). Fire jet: 5 m cone within Near range, 1d6 fire, Corpus save, Difficult (16), for half; costs 3 Vitality. Ignition: flammable objects within Close range catch fire. Elemental Form (fire); Intangible I; Immunity (poison); Weakness III (water, cold, ice).
Loot Fire Salts (1d3, Rare component; Wits (Survival) Difficult (16) during dissolution)
Notes Water can extinguish it. It cannot enter water of any depth.

Elemental (Water)

A surging column of water that guards rivers, springs and wells.

BAM! Challenging (19) Frequency Rare
Type Elemental Size Large
Number 1 Disposition Wary (Hostile if its water is fouled)
Corpus 2d6+2 (9) Anima 3d6+2 (13)
Spiritus 3d6+3 (14) Might None
Armour 0 Move 6; Swimming IV (12)
Vitality 21 (12 base; Size +6; Corpus +0; Anima +1; Spiritus +2)
Attacks 2 per round (water jet 1d6)
Skills and Abilities Water jet: Near range, Corpus save, Average (13), or Knocked Prone. Drowning grip (Grapple): the target makes a Corpus save, Difficult (16), each round or loses 1 Corpus; costs 2 Vitality. Elemental Form (water); Intangible I on land, corporeal in water; Water Breathing II; Immunity (fire); Weakness III (lightning).
Loot Water Salts (1d3 doses, Rare component; Wits (Survival) Difficult (16) during dissolution)
Notes Cold iron disrupts it for a round. Silver cast into its water may earn a bargain.

Elemental (Gnome)

Minor earth elementals, curious and territorial about particular patches of earth or stone.

BAM! Difficult (16) Frequency Uncommon
Type Elemental Size Small
Number 1d6 Disposition Curious
Corpus 2d6 (7) Anima 3d6 (11)
Spiritus 3d6 (11) Might None
Armour 1 (earth-hardened skin) Move 6; earth step through soil (not stone) at half speed
Vitality 5 (12 base; Size −6; Corpus −1; Anima +0; Spiritus +0)
Attacks 1 per round (earth spike 1d3+1)
Skills and Abilities Stone sense: detects vibration through earth within Far range and cannot be surprised underground. Elemental Affinity I (earth).
Loot 1 lodestone per gnome (if offered freely); Earth Salts (1 dose, Uncommon; Wits (Survival) Average (13))
Notes Gnomes respond well to offerings of iron or lodestone. They can be summoned with Conjuration.

Elemental (Salamander)

Lizard-like fire elementals found near volcanic vents and burning buildings, or summoned by conjurers.

BAM! Difficult (16) Frequency Uncommon
Type Elemental Size Medium
Number 1d3 Disposition Wary
Corpus 3d6 (11) Anima 2d6 (7)
Spiritus 2d6+2 (9) Might None
Armour 1 (fire-hardened scales) Move 9
Vitality 11 (12 base; Corpus +0; Anima −1; Spiritus +0)
Attacks 2 per round (flame touch 1d6 fire)
Skills and Abilities Flame touch: Corpus save, Average (13), or catch fire (1d3 each round). Heat aura: a creature that starts its turn within Close range takes 1 fire damage. Immunity (fire); Weakness III (water, cold).
Loot Fire Salts (1 dose per salamander); salamander scales (Uncommon, fire-related component)
Notes Its touch ignites materials automatically.

Elemental (Sylph)

Gentle air spirits that turn dangerous when angered.

BAM! Average (13) Frequency Uncommon
Type Elemental Size Medium
Number 1d2 Disposition Curious
Corpus 1d6+1 (4) Anima 3d6+3 (14)
Spiritus 3d6+3 (14) Might None
Armour 0 Move 9; Flight III (9)
Vitality 13 (12 base; Corpus −3; Anima +2; Spiritus +2)
Attacks 1 per round (wind gust 1d3)
Skills and Abilities Wind gust: Near range, Corpus save, Easy (10), or pushed back 3 m. Beguiling voice: Spiritus save, Average (13), or Charmed for 1d3 rounds; costs 2 Vitality. Weather sense (knows the weather 24 hours ahead). Intangible I; Bane (Cold Iron); Flight III.
Loot Air Salts (1 dose; Wits (Survival) Average (13))
Notes Sylphs can be bargained with using gifts of silver or beautiful objects.

Elemental (Undine)

Water spirits of springs, rivers and wells, fiercely protective of their source.

BAM! Average (13) Frequency Uncommon
Type Elemental Size Medium
Number 1d2 Disposition Curious
Corpus 2d6+1 (8) Anima 3d6+2 (13)
Spiritus 3d6+2 (13) Might None
Armour 0 Move 6; Swimming IV (12)
Vitality 13 (12 base; Corpus −1; Anima +1; Spiritus +1)
Attacks 1 per round (water jet 1d6)
Skills and Abilities Water jet: Near range, Corpus save, Average (13), or Knocked Prone. Drown: a target makes a Corpus save, Difficult (16), or begins drowning. Intangible I on land only; Water Breathing II; Weakness III (fire); Bane (Cold Iron).
Loot Water Salts (1 dose; Wits (Survival) Average (13))
Notes Undines can be bargained with through offerings of silver cast into their water.
Sigil

Fae

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↑ Contents

Quixotic beings from the fey lands, varied in form and temper but always magical, with a taste for mischief or malice. All have True Names and can be summoned, banished and bound with Conjuration. Most suffer Bane (Cold Iron).

Fae (Barghest)

A spectral black hound the size of a pony, with faintly glowing white eyes. Barghests are harbingers of doom, drawn to those whose fate is closing in.

BAM! Difficult (16) Frequency Uncommon
Type Fae Size Large
Number 1 Disposition Curious
Corpus 3d6+3 (14) Anima 3d6+2 (13)
Spiritus 3d6+3 (14) Might None
Armour 0 Move 9
Vitality 23 (12 base; Size +6; Corpus +2; Anima +1; Spiritus +2)
Attacks 2 per round (chill bite 1d6)
Skills and Abilities Mournful howl: all within 10 m make a Spiritus save, Average (13), or are Frightened, with a 60% chance of dropping whatever they hold; costs 2 Vitality. Intangible II; Bane (Cold Iron); Dark Vision III.
Loot Grave Dust (1d3, Common component); black dog fur (1 tuft, counts as Bat Wing, Common); the spectral residue dissipates in 1 Watch
Notes Solitary and purposeful: a guardian of a place or a harbinger for a particular target, it fulfils its task without deviation.

Fae (Boggart)

The spiteful inverse of the brownie. A boggart attaches itself to a household or a traveller and sours everything: milk turns, knots slip, boots fill with water, and small things vanish. It is rarely seen, but sounds like a giggling child behind the wall.

BAM! Average (13) Frequency Common
Type Fae Size Small
Number 1 Disposition Wary
Corpus 1d3 (2) Anima 3d6+2 (13)
Spiritus 3d6+1 (12) Might None
Armour 0 Move 12
Vitality 4 (12 base; Size −6; Corpus −4; Anima +1; Spiritus +1)
Attacks 1 per round (bite or pinch 1d2)
Skills and Abilities Mischief: once per Watch, one action of the household or party fails as an item breaks, spills or goes missing (Narrator’s choice). Vanish: becomes invisible at will (costs 1 Vitality). Mysticism at Apprentice rank. Bane I (Cold Iron).
Loot Fae Dust (Lesser) (1 dose); 1d3 small stolen objects (roll Loot I once per object)
Notes A boggart cannot be driven off by force while it is unseen. It leaves if named aloud, if given a gift of clothing, or if the people it plagues move house and do not speak of it.

Fae (Brownie)

Benevolent fae that attach themselves to households, doing chores and small kindnesses in secret. Rarely seen, they look like half-metre humanoids covered in silky fur, with sharp claws and needle-like fangs.

BAM! Average (13) Frequency Common
Type Fae Size Small
Number 1 Disposition Friendly
Corpus 1d3 (2) Anima 3d6+2 (13)
Spiritus 3d6+2 (13) Might None
Armour 0 Move 12
Vitality 4 (12 base; Size −6; Corpus −4; Anima +1; Spiritus +1)
Attacks 1 per round (bite 1d2)
Skills and Abilities Mysticism at Apprentice to Expert rank; Vanish (as Boggart). Bane I (Cold Iron).
Loot Fae Dust (Lesser) (1 dose if it dies violently). Killing a brownie brings bad luck: Spiritus save, Difficult (16), or you are Cursed until you complete a Challenge (Minor Disadvantage on Spiritus saves).
Notes Brownies attach themselves to a person or place and quietly make life easier.

Fae (Changeling)

Small fae that look like human children: cunning and malevolent.

BAM! Average (13) Frequency Common
Type Fae Size Small
Number 1 Disposition Wary
Corpus 2d6 (7) Anima 3d6+3 (14)
Spiritus 3d6+2 (13) Might None
Armour 0 Move 12
Vitality 8 (12 base; Size −6; Corpus −1; Anima +2; Spiritus +1)
Attacks 1 per round (by weapon)
Skills and Abilities Guise: assumes the appearance of any human with unsettling precision; a Wits check, Challenging (19), sees through it. Bane (Cold Iron): +2 damage, and it must make a Spiritus save, Average (13), to keep its guise.
Loot Fae Dust (Lesser) (1 dose); whatever the changeling stole from its victim (roll Loot I once)
Notes Changelings slip into a family in place of a stolen child.

Fae (Dwarf)

Stocky, grey-skinned fae smiths who live beneath stone and under the roots of old trees. They forge wonders and drive hard bargains, and they never forget a debt.

BAM! Average (13) Frequency Common
Type Fae Size Small
Number 1d3 Disposition Wary
Corpus 3d6+1 (12) Anima 3d6+1 (12)
Spiritus 3d6+1 (12) Might None
Armour 2 (dwarf-forged mail) Move 9; earth step through stone at half speed
Vitality 9 (12 base; Size −6; Corpus +1; Anima +1; Spiritus +1)
Attacks 2 per round (hammer or axe 1d6+1)
Skills and Abilities Smithcraft: can repair or reforge any item, given 1 Watch and materials. Stone sense (as Gnome). Magic Aptitude I (Sigilcraft). Dark Vision III. Unusually for fae, dwarves handle iron and suffer no Bane.
Loot Dwarf-forged item (1, treat as Quality; 1-in-6 chance it carries a minor enchantment); 1d3 Uncommon components (metal or stone)
Notes Dwarves trade fairly but literally. Cheating a dwarf earns the enmity of every dwarf in the region.

Fae (Elf)

Ancient fae who have walked the Bleak Forest since long before mortals came. Alien in motivation and memory, they may offer knowledge of the forest, always at a cost.

BAM! Average (13) Frequency Common
Type Fae Size Medium
Number 1d3 Disposition Wary
Corpus 3d6 (11) Anima 3d6+3 (14)
Spiritus 3d6+3 (14) Might None
Armour 1 (or by armour; rarely more than leather) Move 12
Vitality 16 (12 base; Corpus +0; Anima +2; Spiritus +2)
Attacks 2 per round (bow or sword, 1d6 or 1d6+1)
Skills and Abilities Keen Sight (cannot be surprised in natural settings); woodland step (no movement penalty in forest; leaves no trail); Magic Aptitude II; Immunity (mundane disease, fae charm); Bane I (Cold Iron, +2 damage).
Loot Elven-made items (treat as Quality); 1d3 Uncommon components
Notes Elves keep bargains to the letter and expect the same.

Fae (Fairy)

Mischievous, easily offended winged fae no bigger than a hand. They remember kindness and cruelty equally.

BAM! Average (13) Frequency Common
Type Fae Size Tiny
Number 1d6 Disposition Curious
Corpus 1 Anima 3d6+4 (15)
Spiritus 3d6+4 (15) Might None
Armour 0 Move 3; Flight III (9)
Vitality 4 (12 base; Size −8; Corpus −4; Anima +2; Spiritus +2)
Attacks 1 per round (only when threatened)
Skills and Abilities Glamour: one target makes a Spiritus save, Average (13), or sees a false vision for 1d6 rounds; costs 2 Vitality. Pixie dust: grants or removes one Minor Condition on a sleeping creature; costs 1 Vitality. Invisibility at will (costs 1 Vitality). Flight III; Intangible I; Bane (Cold Iron); damaged by fire.
Loot Fae Dust (Lesser) (1d3 doses, if harvested from a dead or willing fairy)
Notes Fairies never attack directly unless a companion is threatened. Cold iron makes them flee at once.

Fae (Goblin)

Small humanoid fae with a slight knack for magic. They dwell in burrows and caves, delight in mischief against non-fae, and love shiny things: coloured glass, gems and gold.

BAM! Average (13) Frequency Common
Type Fae Size Small
Number 2d6 (a warren holds 3d6) Disposition Wary (Hostile in their warren)
Corpus 1d6 (3) Anima 3d6 (11)
Spiritus 2d6 (7) Might None
Armour 1 (scavenged leather) Move 9
Vitality 2 (12 base; Size −6; Corpus −3; Anima +0; Spiritus −1)
Attacks 1 per round (knife or short spear 1d3+1)
Skills and Abilities Pack Hunter (3+); Skulk: Moderate Advantage on Wiles checks in tunnels and undergrowth; Dark Vision II; Bane I (Cold Iron).
Loot 1d3cp in mixed coin; 1d3 shiny trinkets (roll Loot I once per trinket); Guano (1d3, Common component, 1cp each)
Notes Goblins flee when their leader falls or when a third of them are down. A gift of something shiny buys a Guile check at Moderate Advantage.

Fae (Sidhe Cat)

Shadowy cats the size of a leopard that appear at dawn and dusk to feed on the energies of those who cross their path.

BAM! Average (13) Frequency Uncommon
Type Fae Size Medium
Number 1 Disposition Curious
Corpus 2d6+1 (8) Anima 3d6+2 (13)
Spiritus 3d6+3 (14) Might None
Armour 0 Move 9
Vitality 14 (12 base; Corpus −1; Anima +1; Spiritus +2)
Attacks 2 per round (bite or claw 1d6+1)
Skills and Abilities Life feed: each time it deals damage it gains 1 Vitality (up to +6 above its maximum). Intangible II; Bane (Cold Iron); Dark Vision III.
Loot Sidhe Cat Whiskers (1d2, Uncommon component); spectral fur (1 swatch, counts as Fae Dust (Lesser)); the body fades in 1 Watch
Notes Sidhe cats serve the Unseelie court.

Fae (Will o’ Wisp)

Spirits of the hopelessly lost, condemned to lead others to ruin with a light that looks like safety.

BAM! Average (13) Frequency Uncommon
Type Fae Size Tiny
Number 1 Disposition Curious
Corpus None (Incorporeal) Anima 3d6+3 (14)
Spiritus 3d6+4 (15) Might None
Armour 0 Move Flight III (9)
Vitality 16 (12 base; Anima +2; Spiritus +2)
Attacks 1 per round (only if it cannot flee)
Skills and Abilities Beguile: Spiritus save, Average (13), or follow the wisp for 1 Watch toward dangerous terrain; costs 1 Vitality. Shock touch: 1d3+1 Spiritus damage; costs 1 Vitality. Light mimicry: appears as a torch, lantern or campfire from Distant range. Incorporeal; Intangible III (only cold iron and Banish Entity affect it).
Loot Fae Dust (Lesser) (1 dose, only if contained during dissolution: Conjuration, Formidable (22))
Notes A wisp can be bargained with only by offering a living creature to take the bargainer’s place as its prey.

Fae Lord (Sidhe Noble)

A noble of the Seelie or Unseelie court, beautiful and terrible, who has noticed you and will not be unnoticed in return.

BAM! Challenging (19) Frequency Rare
Type Fae Size Medium
Number 1 (with 1d6 fae attendants) Disposition Curious (until slighted)
Corpus 3d6+2 (13) Anima 4d6+6 (20)
Spiritus 5d6+7 (24) Might 6 (Tier II (Dread), Spiritus)
Armour 2 (glamoured mail) Move 12; Teleportation II
Vitality 30 (12 base; Corpus +1; Anima +5; Spiritus +8; Toughness II +4)
Attacks 2 per round (blade 1d6+3) or one spell
Skills and Abilities Command: a target within Near range makes an Anima save, Challenging (19), or obeys one short command; costs 3 Vitality. Glamour (as Fairy, any number of targets). Magic Aptitude III; Psionics II; Magic Resistance III; Teleportation II; Toughness II; Bane II (Cold Iron); Immortality (Partial).
Loot A fae-wrought item (Rare; its gift always carries a condition); Fae Dust (Greater) (1d3 doses, Rare component)
Notes Use the PtG Rare Encounter entry: it demands a service, a wager or a secret, and keeps exactly the terms agreed.
Sigil

Giants

Sigil

↑ Contents

Huge magical humanoids born of the world and of the forest’s primal nature. Shared traits: Armour I or better; Might set by Corpus; Immunity to Frightened; terrain-bound (a giant will not pursue beyond its native terrain); morale saves at Moderate Advantage.

Giant (Fire)

Soot-skinned giants of the burnt places and smouldering bogs, who carry braziers on chains and smelt the bones of their kills.

BAM! Difficult (16) Frequency Rare
Type Giant Size Large
Number 1d2 Disposition Hostile
Corpus 4d6+4 (18) Anima 2d6+1 (8)
Spiritus 2d6+2 (9) Might None
Armour 2 (heat-blackened hide and chain) Move 9
Vitality 23 (12 base; Size +6; Corpus +4; Anima −1; Spiritus +0; Toughness I +2)
Attacks 2 per round (burning maul 1d6+4 + 1d3 fire)
Skills and Abilities Burning maul: Corpus save, Average (13), or catch fire (1d3 each round). Hurl embers: Far range, 1d6+2 fire to all within 3 m; costs 2 Vitality. Heat haze: ranged attacks against it are at Moderate Disadvantage. Immunity (fire); Weakness III (cold); Toughness I.
Loot Slag-iron ingots (1d3, Uncommon component); Fire Salts (1d3 doses, Uncommon); 2d6sp in fused coin
Notes Fire giants are slow to anger and slower to stop. Dousing their braziers ends the heat haze.

Giant (Forest)

Giant humanoids of the deep forest who love the taste of human flesh and are cunning enough to set crude traps.

BAM! Difficult (16) Frequency Rare
Type Giant Size Large
Number 1d3 Disposition Hostile
Corpus 4d6+4 (18) Anima 2d6 (7)
Spiritus 2d6 (7) Might None
Armour 2 (thick skin, hide clothing) Move 12
Vitality 22 (12 base; Size +6; Corpus +4; Anima −1; Spiritus −1; Toughness I +2)
Attacks 2 per round (club 1d6+4)
Skills and Abilities Club: Corpus save, Average (13), or Knocked Prone. Throw boulder: Far range, 1d6+3, Corpus save, Difficult (16), or Knocked Prone. Grab (Grapple): a held target takes 1d6+3 each round; Corpus save, Challenging (19), to escape. Keen Scent; Toughness I.
Loot Crude valuables (2d6sp in mixed coins, gems and bones); possibly a rare item taken from a previous victim
Notes Use the PtG Rare Encounter entry: a forest giant may trade for food or something impressive, and will answer one question about its territory for tribute.

Giant (Frost)

Solitary, ancient and malevolent apex predators of the most frozen reaches of the forest. They have been known to bargain, at terrible cost.

BAM! Challenging (19) Frequency Exotic
Type Giant Size Huge
Number 1 Disposition Hostile
Corpus 5d6+6 (24) Anima 2d6+1 (8)
Spiritus 2d6+1 (8) Might 6 (Tier II (Dread), Corpus)
Armour 3 (ice-hardened skin and armour) Move 9 (no penalty in snow or ice)
Vitality 34 (12 base; Size +12; Corpus +8; Anima −1; Spiritus −1; Toughness II +4)
Attacks 2 per round (ice club 1d6+5 + 1d3 cold)
Skills and Abilities Blizzard breath: 5 m cone within Near range, 1d6 cold and Corpus save, Challenging (19), or Slowed for 1d3 rounds; costs 4 Vitality; once per 3 rounds. Throw ice boulder: Far range, 2d6. Immunity (cold); Weakness III (fire); Toughness II.
Loot Ice Salts (1d6 doses, Rare component); valuables encased in ice (3d6gp equivalent); possibly a legendary weapon
Notes The example creature in Character Rules (Corpus 24, Might 6) is the Frost Giant.
Sigil

Magical Creatures

Sigil

↑ Contents

Creatures that mix natural and fantastic features. Shared traits: Armour I or II where it suits their form; at least one innate special ability. Not subject to True Name binding unless Spiritus is 12+. Can become Soul Bound if Anima is above 1 and the creature is not Hostile by nature.

Abomination Ape

Four-armed, white-furred and full of fury. Abomination apes are more cunning than most primates and hostile to anything they meet. They prefer mountains but haunt deep forest too.

BAM! Difficult (16) Frequency Uncommon
Type Magical Creature Size Large
Number 1d2 Disposition Hostile
Corpus 3d6+3 (17) Anima 3d6 (8)
Spiritus 2d6 (6) Might None
Armour 2 Move 9 (climb 9)
Vitality 18 (12 base; Size +6; Corpus +3; Anima −1; Spiritus −2)
Attacks 2 per round (fists 1d6+1), or one pummel
Skills and Abilities Pummel II: once per round, instead of its other attacks, it pummels one target within Close range for 2d6 + its Corpus modifier, ignoring 2 points of armour.
Loot Fur (1, Common component, 2cp); claw (1d3, Common component, 3cp each)
Notes They attack until they have killed or driven off their opponents, or are killed themselves.

Berserker

Battle-mad warriors touched by an ancient and terrible will. They fight in a barely controlled frenzy, dealing devastating blows with reckless abandon, and they attack without provocation.

BAM! Difficult (16) Frequency Common
Type Magical Creature Size Medium
Number 1d2 Disposition Hostile
Corpus 3d6+3 (14) Anima 2d6+1 (8)
Spiritus 2d6 (7) Might None
Armour 1 (furs) or by armour worn Move 9
Vitality 12 (12 base; Corpus +2; Anima −1; Spiritus −1)
Attacks 2 per round (axe or sword 1d6+2)
Skills and Abilities Frenzy: from its first wound until the fight ends it gains Moderate Advantage on attacks and ignores Minor and Moderate Conditions, but attacks against it also gain Moderate Advantage. Immunity (Frightened); never checks morale while frenzied.
Loot By equipment (crude arms, scraps; 1d3sp equivalent); Bone (1d3, Common component)
Notes When a frenzy ends, the berserker collapses Exhausted for 1 Watch.

Bleak Hound

Shadow-touched predators that hunt in packs, drawn to fear and the scent of blood.

BAM! Average (13) Frequency Uncommon
Type Magical Creature Size Medium
Number 1d6 Disposition Hostile
Corpus 2d6+1 (8) Anima 2d6 (7)
Spiritus 2d6 (7) Might None
Armour 1 (dense fur and shadow-flesh) Move 12
Vitality 9 (12 base; Corpus −1; Anima −1; Spiritus −1)
Attacks 2 per round (bite 1d6+1)
Skills and Abilities Shadow step: teleport within Near range as a free action; costs 2 Vitality. Pack Hunter (3+); Dark Vision III; cannot be surprised.
Loot None (they dissolve into shadow at 0 Vitality)
Notes Their remains are useless.

Carrion Crowe

Gaunt, black-feathered humanoids with taloned hands and beaked faces. Carrion Crowes haunt places of death and decay, circle dying prey, and strike when it is most vulnerable.

BAM! Average (13) Frequency Common
Type Magical Creature Size Medium
Number 1d3 Disposition Hostile
Corpus 3d6 (11) Anima 3d6 (11)
Spiritus 2d6 (7) Might None
Armour 1 Move 6; Flight III (9)
Vitality 11 (12 base; Corpus +0; Anima +0; Spiritus −1)
Attacks 2 per round (talons 1d6)
Skills and Abilities Prey on the weak: Moderate Advantage on attacks against a target at half Vitality or less, or with any Condition. Death sense: knows the location of any creature at half Vitality or less within Far range. Flight III; Keen Sight.
Loot Black feathers (1d3, counts as Feather, Common, 1cp each); carrion blood (1 dose, counts as Zombie Flesh, Common)
Notes Crowes avoid healthy, alert groups and shadow them instead, waiting for the first wound.

Dark Walker

Entities of living shadow, called up by strong negative emotion or breaking through from a shadow-world.

BAM! Average (13) Frequency Common
Type Magical Creature Size Medium
Number 1d3 Disposition Hostile
Corpus 3d6 (11) Anima 2d6 (7)
Spiritus 2d6 (7) Might None
Armour 0 Move 9
Vitality 10 (12 base; Corpus +0; Anima −1; Spiritus −1)
Attacks 2 per round (shadow strike 1d6 Anima damage)
Skills and Abilities Shadow strike: ignores armour; Corpus save, Average (13), for half. Darkness shroud: Near-range area becomes magical darkness for 1d3 rounds (sight-based checks at Extreme Disadvantage); costs 2 Vitality. Intangible I; Immunity (mind effects); Weakness I (fire, magical light); Dark Vision III.
Loot None (they dissolve into darkness)
Notes A light source in its area cancels the shroud.

Fungal Folk

Colonial organisms controlled by a single mycelial network. They feel neither pain nor fear, and slowly break down anything they kill into the network.

BAM! Average (13) Frequency Common
Type Magical Creature Size Medium
Number 1d6 Disposition Hostile
Corpus 2d6 (7) Anima 1d3+1 (3)
Spiritus 2d6 (7) Might None
Armour 1 (dense mycelium; piercing weapons deal half damage) Move 6
Vitality 7 (12 base; Corpus −1; Anima −3; Spiritus −1)
Attacks 2 per round (club strike 1d6−1)
Skills and Abilities Spore cloud: all within 5 m make a Corpus save, Average (13), or are Poisoned for 1d6 rounds; costs 3 Vitality; once per 3 rounds. Regeneration I (in soil or forest litter). Mindless; Weakness III (fire).
Loot Fungal Spores (1d6 doses, Common component); Toadstool (1d3, Common component)
Notes Fire is the surest counter.

Griffin

Proud, territorial beasts with an eagle’s head and wings on a lion’s body.

BAM! Difficult (16) Frequency Rare
Type Magical Creature Size Large
Number 1d2 Disposition Wary
Corpus 3d6+3 (14) Anima 3d6+1 (12)
Spiritus 3d6+1 (12) Might None
Armour 2 (feather and hide) Move 9; Flight V (15)
Vitality 22 (12 base; Size +6; Corpus +2; Anima +1; Spiritus +1)
Attacks 2 per round (talon rake 1d6+2) or beak 1d6+3
Skills and Abilities Diving strike: a Charge from the air gains Moderate Advantage and +1d3 damage. Keen Sight (cannot be surprised). Flight V; never checks morale.
Loot Griffin feathers (1d6, Rare component: Magic Feather); griffin claw (Rare component); hide (2gp)
Notes A griffin can become Soul Bound only if raised from young by someone with Anima 14+. A griffin companion can carry a rider.

Hag

Ancient sorceresses of great cunning who prefer bargaining to fighting: they have centuries of patience, and they collect debts.

BAM! Difficult (16) Frequency Uncommon
Type Magical Creature Size Medium
Number 1 (or a coven of three) Disposition Wary
Corpus 3d6 (11) Anima 3d6+3 (14)
Spiritus 3d6+3 (14) Might None
Armour 1 (iron-hard skin) Move 9
Vitality 16 (12 base; Corpus +0; Anima +2; Spiritus +2)
Attacks 2 per round (claw 1d6+1) or one hex
Skills and Abilities Hex: Far range, one target makes a Spiritus save, Difficult (16), or loses 1d3 from one attribute for 1 Watch; costs 4 Vitality. Glamour: appears human; a Wits check, Challenging (19), sees through it. Magic Aptitude II (Occultism, Sigilcraft); Magic Resistance I; Immunity (mundane disease).
Loot Grimoire (1d3 Arcana spells); 1d3 Rare components; possibly an item tied to past dealings
Notes A hag’s true form shows only in running water or a cold-iron mirror. Coven: three hags within Near range of one another share one hex per round at Challenging (19), and a coven can work a ritual as a single Expert caster (PtG Rare Encounter: Hag Coven).

Harpy

Shrieking bird-women that swoop, strike and withdraw, preying on the isolated.

BAM! Average (13) Frequency Common
Type Magical Creature Size Small
Number 1d6 Disposition Hostile
Corpus 2d6−1 (6) Anima 3d6+2 (13)
Spiritus 2d6 (7) Might None
Armour 0 Move 6; Flight IV (12)
Vitality 4 (12 base; Size −6; Corpus −2; Anima +1; Spiritus −1)
Attacks 2 per round (talon 1d3+1)
Skills and Abilities Shriek: all within Near range make a Spiritus save, Average (13), or are Confounded for 1d3 rounds; costs 2 Vitality; once per 3 rounds. Dive: Moderate Advantage on its first attack from the air, then it returns to the air. Flight IV.
Loot Harpy feathers (1d3, Uncommon component; substitute for Magic Feather)
Notes Their shrieks are heard before they are seen. Harpies cannot be Soul Bound.

Lambent Moth

Gentle, ancient spirits in moth form, drawn to places of dying and dreaming. A moth drawn to you may be an omen.

BAM! Average (13) Frequency Common
Type Magical Creature Size Small
Number 1d3 Disposition Curious
Corpus 1d3−1 (1) Anima 3d6+3 (14)
Spiritus 3d6+3 (14) Might None
Armour 0 Move 3; Flight III (9)
Vitality 6 (12 base; Size −6; Corpus −4; Anima +2; Spiritus +2)
Attacks 1 per round (only in self-defence)
Skills and Abilities Luminous wings: light Close range as a bright torch; can dim at will. Dream touch: Spiritus save, Average (13), or a waking dream (Moderate Disadvantage on all checks for 1d6 rounds); costs 1 Vitality. Resistance: mundane weapons and fire deal half damage. Sees invisible and intangible creatures. Dark Vision II.
Loot Lambent Moth Wings (1d3 doses, Uncommon component) if harvested carefully
Notes Lambent moths do not harm intentionally.

Lycanthrope (Werebear)

In human form, werebears may be wise hermits or dangerous recluses. They keep their intelligence in bear form, but change involuntarily at the full moon.

BAM! Difficult (16) Frequency Rare
Type Magical Creature Size Large
Number 1 Disposition Wary (human form); Hostile (bear form, especially at full moon)
Corpus 3d6+7 (18) Anima 2d6+1 (8)
Spiritus 2d6+1 (8) Might None
Armour 2 (thick hide) Move 9
Vitality 22 (12 base; Size +6; Corpus +4; Anima −1; Spiritus −1; Toughness I +2)
Attacks 2 per round in bear form (claw 1d6+3; bite 1d6+2); 1 in human form
Skills and Abilities Bear hug (Grapple): a Prone or grappled target takes 1d6+4 each round; Corpus save, Challenging (19), to break free. Bite: a survivor who fails a Corpus save has a 50% chance of lycanthropy. Shapeshift I (human or bear; forced at full moon). Regeneration I (stopped by silver or fire). Resistance: only silver and magic weapons deal full damage. Bane I (Silver). Toughness I.
Loot Werebear blood (1d3 doses, Uncommon component) if harvested before the body reverts
Notes Stats are for bear form. In human form it is Medium, with Corpus 3d6+3 (14).

Lycanthrope (Wereboar)

Aggressive, territorial lycanthropes that keep little human reason in boar form and defend their rooting grounds to the death.

BAM! Difficult (16) Frequency Rare
Type Magical Creature Size Medium
Number 1d3 Disposition Hostile
Corpus 3d6+2 (13) Anima 2d6 (7)
Spiritus 2d6 (7) Might None
Armour 1 (thick skin) Move 9 (Charge 12)
Vitality 13 (12 base; Corpus +1; Anima −1; Spiritus −1; Toughness I +2)
Attacks 2 per round (gore 1d6+2; bite 1d6+1)
Skills and Abilities Gore: Corpus save, Average (13), or Knocked Prone. Charge (from Near range; +1d6 damage). Bite: 30% chance of lycanthropy on a failed Corpus save. Shapeshift I. Regeneration I. Resistance: only silver and magic weapons deal full damage. Bane II (Silver). Toughness I; never checks morale in boar form.
Loot Wereboar tusk (1d2, Uncommon component) if harvested
Notes Silver kills them.

Lycanthrope (Werewolf)

The most cunning lycanthropes, keeping full intelligence and tactical skill in wolf form. They hunt in coordinated packs.

BAM! Difficult (16) Frequency Rare
Type Magical Creature Size Medium
Number 1d3 Disposition Hostile
Corpus 3d6+1 (12) Anima 3d6 (11)
Spiritus 2d6+1 (8) Might None
Armour 1 (thick fur) Move 12
Vitality 14 (12 base; Corpus +1; Anima +0; Spiritus −1; Toughness I +2)
Attacks 2 per round (claw 1d6+1; bite 1d6+2)
Skills and Abilities Bite: 50% chance of lycanthropy on a failed Corpus save, Challenging (19). Howl: all who hear it make a Spiritus save, Average (13), or suffer Moderate Disadvantage on all checks for 1d3 rounds; costs 2 Vitality. Shapeshift I. Regeneration I. Keen Scent; Pack Hunter (2+). Resistance: only silver and magic weapons deal full damage. Bane II (Silver). Toughness I.
Loot Werewolf claw (1d3, Uncommon component) if harvested before reversion
Notes Wolfsbane (Uncommon component) imposes Moderate Disadvantage on all of a werewolf’s checks.

Moon-beast

Pale, stone-skinned beasts that emerge on moonlit nights and return to stone by day. They are drawn to the magically sensitive.

BAM! Average (13) Frequency Common
Type Magical Creature Size Medium
Number 1d3 Disposition Hostile to the living (Wary toward undead and fae)
Corpus 3d6+2 (13) Anima 3d6+2 (13)
Spiritus 3d6+3 (14) Might None
Armour 2 (stone-like skin) Move 9
Vitality 16 (12 base; Corpus +1; Anima +1; Spiritus +2)
Attacks 2 per round (moonfire strike 1d6+2)
Skills and Abilities Moonfire strike: Spiritus save, Average (13), or Confounded for 1 round. Lunar gaze: Near range, Spiritus save, Difficult (16), or Dizzied and loses its next action; costs 3 Vitality; once per 3 rounds. Moon sight (sees in darkness as in daylight). Psionics I; never checks morale.
Loot Moon-stone shard (1d2 per beast, Rare component), harvestable at dawn when they revert
Notes They cannot be tracked by normal means. Sunlight, even magical, leaves them Stunned for 1d3 rounds.

Moth Folk

Intelligent, contemplative archivists of dreams, who may be bargained with for forgotten knowledge but defend their dream-libraries fiercely.

BAM! Average (13) Frequency Uncommon
Type Magical Creature Size Medium
Number 1d3 Disposition Curious
Corpus 2d6+1 (8) Anima 3d6+2 (13)
Spiritus 3d6+2 (13) Might None
Armour 1 (dense wing carapace) Move 6; Flight III (9)
Vitality 13 (12 base; Corpus −1; Anima +1; Spiritus +1)
Attacks 1 per round (wing slash 1d3+1)
Skills and Abilities Scale dust: 5 m cone, Corpus save, Average (13), or Blinded for 1 round and Dizzied for 1d3 rounds; costs 2 Vitality. Dream lore: can share knowledge from dreams and memories. Flight III; Dark Vision II; Immunity (mundane disease).
Loot Wing dust (1d3 doses, Uncommon component; counts as Blight Owl Feather); possibly a dream-fragment (written lore of value)
Notes Moth folk are not naturally aggressive.

Moth (Psyche)

Rare moths prized by psionicists. They seek out creatures of high Spiritus and observe them.

BAM! Average (13) Frequency Uncommon
Type Magical Creature Size Small
Number 1 Disposition Curious
Corpus 1d3−1 (1) Anima 3d6+4 (15)
Spiritus 3d6+4 (15) Might None
Armour 0 Move 3; Flight III (9)
Vitality 6 (12 base; Size −6; Corpus −4; Anima +2; Spiritus +2)
Attacks 1 per round (soul touch 1d3 Spiritus damage)
Skills and Abilities Soul touch: Spiritus save, Average (13), for half. Psychic bond: a telepathic link with a willing creature for 1 Watch; costs 2 Vitality. Memory sip: Spiritus save, Difficult (16), or it reads one memory from the past day; costs 3 Vitality. Psionics II; Flight III; Immunity (mind effects); Intangible I.
Loot Psyche moth wing (1 dose; counts as Sidhe Cat Whiskers, Uncommon)
Notes One that lingers near you may become a Psionic Focus Object if you win its trust (Spiritus check, Formidable 22).

Nightmare

Infernal steeds that roam loose in the Bleak Forest when their masters are destroyed, ferociously territorial and unbreakable by mundane horsemanship.

BAM! Difficult (16) Frequency Rare
Type Magical Creature Size Large
Number 1 Disposition Hostile
Corpus 3d6+4 (15) Anima 3d6+2 (13)
Spiritus 3d6+6 (20) Might 2 (Tier I (Imposing), Spiritus)
Armour 1 (shadow-flesh) Move 15; Flight III (9)
Vitality 28 (12 base; Size +6; Corpus +2; Anima +1; Spiritus +5; Toughness I +2)
Attacks 2 per round (flaming hoof 1d6+3 + 1d3 fire)
Skills and Abilities Terror aura: creatures within Near range make a Spiritus save, Average (13), each round or suffer Moderate Disadvantage on all checks. Shadow step: teleport within Far range; costs 3 Vitality. Resistance: only magic weapons deal full damage. Immunity (fire); Toughness I; Dark Vision III.
Loot Nightmare mane (1d3 strands, Rare component); nightmare shoe (iron; 3sp to a knowledgeable smith)
Notes A powerful psionicist or demon-binder might claim one.

Ratling

Cunning, cowardly rat-folk that flee when outnumbered and return with reinforcements. They collect small bright objects.

BAM! Average (13) Frequency Common
Type Magical Creature Size Small
Number 1d6 Disposition Hostile
Corpus 2d6−1 (6) Anima 3d6 (11)
Spiritus 2d6 (7) Might None
Armour 1 (scavenged leather) Move 9
Vitality 3 (12 base; Size −6; Corpus −2; Anima +0; Spiritus −1)
Attacks 2 per round (bite 1d3+1 + Disease I; knife 1d3+1)
Skills and Abilities Skitter: moves through any gap a rat could fit and through enemies without penalty. Pack Hunter (3+); Dark Vision II.
Loot 1d3cp in mixed coin; 50% chance of one Common component (random)
Notes Ratlings serve a Rat King if one is in the area.

Rat King

An ancient, malevolent amalgam of rat-spirit and humanoid cunning, wrapped in a writhing swarm. It commands every rodent within a hex.

BAM! Difficult (16) Frequency Rare
Type Magical Creature Size Medium
Number 1 Disposition Hostile
Corpus 2d6+2 (9) Anima 3d6+3 (14)
Spiritus 3d6+3 (14) Might None
Armour 2 (while its swarm is active; 0 otherwise) Move 9
Vitality 16 (12 base; Corpus +0; Anima +2; Spiritus +2)
Attacks 2 per round (bite 1d6) or one swarm
Skills and Abilities Rat swarm: all within 3 m take 1d6 and make a Corpus save, Average (13), or are Diseased (Disease I); costs 2 Vitality. Command ratlings: controls up to 2d6 Ratlings within Far range. Psychic scream: all within Near range make an Anima save, Difficult (16), or are Dizzied for 1 round; costs 3 Vitality. Immunity (disease, poison); Dark Vision II.
Loot 2d6sp in mixed coin; 1d3 Uncommon components; Rat King’s tail (Rare component; counts as Mandrake Root)
Notes If the King is destroyed, all Ratlings in the area flee at once.

Sphynx (Lunar)

A riddle-keeper, not a hunter: a winged, lion-bodied guardian of forgotten names that wakes only under the moon.

BAM! Challenging (19) Frequency Exotic
Type Magical Creature Size Large
Number 1 Disposition Wary
Corpus 2d6+2 (9) Anima 3d6+4 (15)
Spiritus 4d6+8 (22) Might 4 (Tier I (Imposing), Spiritus)
Armour 2 (stone-like hide; double damage from sunlight) Move 9; Flight III (9)
Vitality 28 (12 base; Size +6; Corpus +0; Anima +2; Spiritus +6; Toughness I +2)
Attacks 2 per round (claw 1d6+2) or one gaze
Skills and Abilities Riddle: Anima save, Challenging (19), or answers truthfully for 1 round; costs 3 Vitality. Lunar gaze: Near range, Spiritus save, Formidable (22), or lose 1 Spiritus permanently; costs 4 Vitality; once per encounter. Moon sight (sees through magical darkness and invisibility). Magic Aptitude II; Resistance: mundane weapons deal half damage; Toughness I; never checks morale.
Loot Moon-silver dust (1d3, Rare component); a single True Name, if it chooses to give one
Notes It never attacks first. It poses one riddle: answer correctly and it reveals one True Name; answer wrongly and make a Spiritus save, Challenging (19), or lose 1d3 Spiritus permanently. Refusing the riddle makes it attack. It cannot be bargained with, only answered.

Troll

Hulking, rubbery-hided brutes that are all but unkillable by ordinary means.

BAM! Difficult (16) Frequency Uncommon
Type Magical Creature Size Large
Number 1d2 Disposition Hostile
Corpus 3d6+5 (17) Anima 2d6 (7)
Spiritus 1d6 (3) Might None
Armour 3 (rubbery hide; blunt weapons deal half damage) Move 9
Vitality 21 (12 base; Size +6; Corpus +3; Anima −1; Spiritus −3; Toughness II +4)
Attacks 2 per round (claw 1d6+3; bite 1d6+2)
Skills and Abilities Rend (Grapple): a held target takes 1d6+3 each round; Corpus save, Challenging (19), to break free. Regeneration II (not on a round it took fire or acid damage). Weakness III (fire, acid; also stops Regeneration for 1d3 rounds). Toughness II; never checks morale.
Loot Troll hide (1d3 strips, Uncommon component; used in potions of hardening); troll blood (2 doses, Uncommon component for regeneration effects)
Notes Once at 0 Vitality, a troll must be burned or dissolved in acid, or it regenerates to full within 1d3 rounds and returns.

Tsaer Bat

Supernatural bats that feed on life-force rather than blood, drawn to weakened or sleeping prey.

BAM! Difficult (16) Frequency Uncommon
Type Magical Creature Size Small
Number 1d6 Disposition Hostile
Corpus 2d6−1 (6) Anima 2d6 (7)
Spiritus 2d6 (7) Might None
Armour 0 Move 3; Flight IV (12)
Vitality 4 (12 base; Size −6; Corpus −2; Anima −1; Spiritus −1; Toughness I +2)
Attacks 2 per round (bite 1d3 + drain)
Skills and Abilities Drain: heals the bat by the damage dealt. Shriek: all within Near range make a Corpus save, Easy (10), or are Dizzied for 1 round; costs 1 Vitality. Evasion I (in flight). Dark Vision III (echolocation; unaffected by magical darkness). Flight IV; Toughness I.
Loot Bat wing (1d3 per bat, Common component)
Notes Cold iron disrupts the drain: a bite that damages a creature holding cold iron heals nothing.

Warg

Massive, intelligent wolves with a cruel cunning, sometimes ridden by goblins or directed by dark spirits.

BAM! Average (13) Frequency Uncommon
Type Magical Creature Size Large
Number 1d6 Disposition Hostile
Corpus 3d6+3 (14) Anima 2d6 (7)
Spiritus 1d6 (3) Might None
Armour 2 (thick pelt) Move 12
Vitality 16 (12 base; Size +6; Corpus +2; Anima −1; Spiritus −3)
Attacks 2 per round (bite 1d6+2)
Skills and Abilities Hamstring: on a critical hit or against a Prone target, Corpus save, Average (13), or Slowed for 1d6 rounds. Pack Hunter (2+); Keen Scent; never checks morale while the pack leader lives.
Loot Warg pelt (3sp whole); claw (1d3, Common component)
Notes Their morale breaks only when the pack leader falls.

Wildings

Feral half-humans, the degenerate descendants of those utterly lost to the Bleak Forest. They can be told from humans by their filed teeth and wild eyes.

BAM! Average (13) Frequency Common
Type Magical Creature Size Medium
Number 2d6 Disposition Hostile
Corpus 3d6 (11) Anima 2d6 (7)
Spiritus 1d6+1 (4) Might None
Armour 1 (rough hides) Move 9
Vitality 8 (12 base; Corpus +0; Anima −1; Spiritus −3)
Attacks 2 per round (claw 1d6; bite 1d6−1)
Skills and Abilities Frenzy: at half Vitality or less it gains Moderate Advantage on attacks, and attacks against it also gain Moderate Advantage. Dark Vision I; never checks morale while frenzied.
Loot Bone scraps (1d3, Common component); crude weapon (club or knife, poor condition)
Notes They attack anything that enters their territory.

Wild Hunt (Rider)

A host of spectral riders pursuing a quarry named by an ancient pact. If you are not the quarry, the Hunt ignores you, unless you get in its way.

BAM! Difficult (16) Frequency Rare
Type Magical Creature Size Medium
Number 2d6+4 riders and the Huntsman Disposition Hostile toward its quarry; other creatures are incidental
Corpus 3d6+3 (14) Anima 3d6+3 (14)
Spiritus 3d6+4 (15) Might None
Armour 2 (spectral barding) Move 15; Flight V (15)
Vitality 20 (12 base; Corpus +2; Anima +2; Spiritus +2; Toughness I +2)
Attacks 2 per round (spectral lance 1d6+3, ignores armour)
Skills and Abilities Quarry sense: tracks its quarry unerringly across any terrain. Resistance: only magic weapons deal full damage. Toughness I; Flight V; never checks morale.
Loot Nothing: the Hunt dissolves at dawn
Notes Run the Hunt as an event with the PtG Rare Encounter procedure; use this block only if someone fights. The Huntsman uses the same block with Spiritus 4d6+8 (22, Might 4), Toughness II, and the Horn of the Hunt: everyone who hears it makes a Spiritus save, Challenging (19), or is drawn toward the Hunt (costs 3 Vitality; once per night). Standing between the Hunt and its quarry makes you the new quarry.
Sigil

Undead

Sigil

↑ Contents

Creatures animated after death, mindless or highly intelligent, corporeal or incorporeal. Shared traits: Immunity to poison, disease and Fatigue; no need for food, water or sleep; Hostile unless bound or compelled. Intelligent undead (Anima 4+) have True Names and can be bound with Conjuration. Mindless undead (Anima 1–3) cannot be affected by Guile.

Apparition

The shades of unfortunate souls bound forever to the Bleak Forest. They cannot touch or be touched by the physical world, but they can speak with the living and grant visions, at a cost.

BAM! Difficult (16) Frequency Common
Type Undead Size Medium
Number 1 Disposition Curious
Corpus None (Incorporeal) Anima 3d6+2 (13)
Spiritus 3d6+3 (14) Might None
Armour 0 Move 9 (passes through solid matter)
Vitality 15 (12 base; Anima +1; Spiritus +2)
Attacks None (it cannot harm the living physically)
Skills and Abilities Vision at a cost: it shows a willing listener one true vision of the past, a hidden place, or a Fragment, in exchange for something of theirs: 1 Spiritus (returns after a Full Rest), a memory, or a promise it will hold them to. Wail: when attacked, all within Near range make a Spiritus save, Average (13), or are Frightened for 1d3 rounds. Incorporeal; Intangible III (only cold iron, a specific ritual, or speaking its True Name harms it).
Loot None. Its lingering presence may reveal a hidden cache or secret nearby (Conjuration, Average (13), to sense it).
Notes Most apparitions want something: to be named, to be remembered, or to have a wrong put right. Granting it can end the haunting.

Death Knight

Warriors bound to undying service by an oath not yet fulfilled or a bargain with a dark power. They speak and reason, but they are implacable.

BAM! Challenging (19) Frequency Rare
Type Undead Size Medium
Number 1d3 Disposition Hostile
Corpus 4d6+5 (19) Anima 3d6+2 (13)
Spiritus 3d6+4 (15) Might 1 (Tier I (Imposing), Corpus)
Armour 4 (spectral plate) Move 9
Vitality 24 (12 base; Corpus +5; Anima +1; Spiritus +2; Toughness II +4)
Attacks 2 per round (spectral blade 1d6+4)
Skills and Abilities Spectral blade: Spiritus save, Average (13), or lose 1 Spiritus. Aura of dread: at the start of the encounter, and again when it drops below half Vitality, all within Near range make a Spiritus save, Difficult (16), or are Frightened for 1d3 rounds. Death grip (Grapple): Corpus save, Challenging (19), or lose 1 Corpus each round while held. Resistance: only magic weapons deal full damage. Implacable: cannot be swayed by Guile. Immunity (poison, disease, charm, fear); Toughness II; Dark Vision II.
Loot Spectral armour (15gp if de-consecrated with a Conjuration check); 1d3 Rare components
Notes Destroyed with silver and a proper Conjuration ritual (Challenging 19), a Death Knight is ended for good; otherwise its oath raises it again.

Draugr

Armoured dead who guard their burial mounds, sometimes muttering fragments of their former lives.

BAM! Average (13) Frequency Common
Type Undead Size Medium
Number 1d6 Disposition Hostile
Corpus 3d6+2 (13) Anima 2d6 (7)
Spiritus 2d6+1 (8) Might None
Armour 2 (corroded chain or plate) Move 6
Vitality 11 (12 base; Corpus +1; Anima −1; Spiritus −1)
Attacks 2 per round (by weapon, 1d6+2)
Skills and Abilities Death stench: adjacent creatures make a Corpus save, Easy (10), or are Sickened for 1 round. Immunity (charm, fear, disease, poison); Weakness I (fire); never checks morale.
Loot Ancient arms by equipment (corroded; 1-in-6 chance one item is serviceable Quality); Grave Dust (1d3, Common component); 1d6sp in grave goods
Notes A draugr cannot willingly go more than one hex from its resting place. Draugr have True Names and can be bound.

Ghost

The dead who keep their personality and memories entire. Many are bewildered or enraged, unaware that they are dead.

BAM! Difficult (16) Frequency Uncommon
Type Undead Size Medium
Number 1 Disposition Wary
Corpus None (Incorporeal) Anima 3d6 (11)
Spiritus 3d6+3 (14) Might None
Armour 0 Move 9 (passes through solid matter)
Vitality 14 (12 base; Anima +0; Spiritus +2)
Attacks 1 per round (age touch 1d3 Corpus damage)
Skills and Abilities Age touch: ignores armour; Corpus save, Average (13), to take 1 instead. Haunt: Near range, Spiritus save, Difficult (16), or recurring visions for 1 Watch (Moderate Disadvantage on Anima checks). Possession: Anima save, Challenging (19), or controlled for 1 round; after a successful save it cannot try again for 1d3 rounds; costs 4 Vitality. Incorporeal; Intangible II; Dark Vision II.
Loot None; its lingering possession may reveal a cache nearby (Wits check)
Notes Speaking its name and acknowledging its death allows a Conjuration check, Average (13), to calm it. Banishment needs Conjuration, Difficult (16), or telling it what it needs to hear.

Ghoul

Cursed undead that hunger for flesh, above all that of the recently dead.

BAM! Average (13) Frequency Common
Type Undead Size Medium
Number 1d6 Disposition Hostile
Corpus 2d6+1 (8) Anima 2d6 (7)
Spiritus 1d6 (3) Might None
Armour 1 (tough dead flesh) Move 9
Vitality 7 (12 base; Corpus −1; Anima −1; Spiritus −3)
Attacks 2 per round (claw 1d6+1; bite 1d6)
Skills and Abilities Bite: Corpus save, Average (13), or Restrained for 1d3 rounds. Grave stench: adjacent creatures make a Corpus save, Easy (10), or are Sickened for 1 round. Immunity (charm, fear, poison, disease); Bane I (Cold Iron); Dark Vision II; never checks morale.
Loot Zombie Flesh (1d3, Common component); whatever the ghoul has collected (1d3cp and scraps)
Notes A creature killed by a ghoul makes a Spiritus save, Average (13), or rises as a ghoul after 24 hours unless the body is burned or blessed.

Lych

An ancient sorcerer who cheated death by binding their soul into a phylactery. While the phylactery survives, the Lych reforms.

BAM! Challenging (19) Frequency Rare
Type Undead Size Medium
Number 1 Disposition Hostile
Corpus 2d6+1 (8) Anima 3d6+4 (15)
Spiritus 5d6+6 (23) Might 5 (Tier II (Dread), Spiritus)
Armour 2 (magical ward) Move 6
Vitality 24 (12 base; Corpus −1; Anima +2; Spiritus +7; Toughness II +4)
Attacks 2 per round (necrotic touch 1d6+3) or one spell
Skills and Abilities Necrotic touch: Corpus save, Difficult (16), or lose 1 Corpus permanently. Spells: Occultism at Expert rank with the Arcana Focus (Magic Aptitude III). Aura of the grave: creatures within Near range lose 1 Vitality each round (Spiritus save, Average (13), negates). Immortality (Partial: returns in 1d6 days unless its phylactery is destroyed). Resistance: only magic weapons deal full damage. Toughness II; Magic Resistance II.
Loot Grimoire (1d6 spells, 2nd and 3rd Order); 1d6 Rare components; phylactery (priceless: the key to permanent death)
Notes Use the PtG Rare Encounter entry. The phylactery’s location must be learned from the Lych’s own lore, a vision, or a revelation; divination alone cannot find it.

Revenant (Named Dead)

A dead person who refused to stay dead because something is unfinished: a murder unavenged, a promise unkept, a name unspoken. It knows exactly who it wants.

BAM! Challenging (19) Frequency Rare
Type Undead Size Medium
Number 1 Disposition Hostile toward its target; Wary toward everyone else
Corpus 3d6+5 (16) Anima 3d6+2 (13)
Spiritus 4d6+6 (20) Might 2 (Tier I (Imposing), Spiritus)
Armour 2 (grave-hardened flesh) Move 9 (it always knows the direction to its target)
Vitality 25 (12 base; Corpus +3; Anima +1; Spiritus +5; Toughness II +4)
Attacks 2 per round (by weapon 1d6+2, or grasp 1d6)
Skills and Abilities Relentless: if destroyed before its business is done, it rises again at the next dusk within a day’s walk of its target. Accusation: its named target makes a Spiritus save, Difficult (16), or is Frightened for 1d3 rounds. Regeneration I; Resistance: mundane weapons deal half damage; Immunity (charm, fear, poison, disease); Toughness II.
Loot The object it was buried with or died holding; a Fragment tied to its unfinished business
Notes Use the PtG Rare Encounter entry. A revenant will say why it has come if asked directly. Resolving its business lays it to rest for good.

Shade

Remnant echoes of the dead, stripped of memory and purpose, that hunger instinctively for the living. Unlike ghosts, they cannot communicate.

BAM! Average (13) Frequency Uncommon
Type Undead Size Medium
Number 1d3 Disposition Hostile
Corpus None (Incorporeal) Anima 2d6 (7)
Spiritus 3d6 (11) Might None
Armour 0 Move 9
Vitality 11 (12 base; Anima −1; Spiritus +0)
Attacks 2 per round (drain touch 1d3 Anima damage)
Skills and Abilities Drain touch: ignores armour; Anima save, Average (13), to take 1 instead. Shadow merge: invisible in dim light or darkness; costs 1 Vitality. Incorporeal; Intangible I; Bane I (Cold Iron, +2 damage); Dark Vision II; never checks morale.
Loot None
Notes Fire and magic weapons deal full damage.

Skeleton

Animated remains of the long dead, incapable of thought or speech, with one purpose: the destruction of the living. They often serve an intelligent undead or a conjurer.

BAM! Average (13) Frequency Common
Type Undead Size Medium
Number 3d6 Disposition Hostile
Corpus 2d6 (7) Anima 1
Spiritus 1 Might None
Armour 0 or by armour worn Move 6
Vitality 11 (12 base; Corpus −1 (Mindless: no Anima or Spiritus modifier))
Attacks 1 per round (claw 1d6 or by weapon)
Skills and Abilities Bones: edged and piercing weapons deal half damage; bludgeoning weapons have a 1-in-6 chance to shatter a limb (halving its attacks). Mindless; Immunity (charm, fear, poison, disease); never checks morale.
Loot Bone (1d6, Common component, 1cp each); by weapon carried (usually rusted; 1-in-6 still serviceable)
Notes Fire deals full damage.

Vampire

Cunning, ancient beings who walk among the living as humans. They need an invitation to enter a dwelling.

BAM! Challenging (19) Frequency Exotic
Type Undead Size Medium
Number 1 Disposition Wary
Corpus 5d6+6 (23) Anima 3d6+3 (14)
Spiritus 3d6+4 (15) Might 5 (Tier II (Dread), Corpus)
Armour 2 (supernatural resilience) Move 12; Flight III (9) in bat form
Vitality 27 (12 base; Corpus +7; Anima +2; Spiritus +2; Toughness II +4)
Attacks 2 per round (claw 1d6+2)
Skills and Abilities Charm gaze: Near range, Anima save, Difficult (16), or Charmed for 1 Watch (disposition two steps more favourable); costs 2 Vitality. Blood drain: on a pinned or willing target, heals 1d6 and the target loses as much; a victim drained to 0 rises as a vampire in 3 days unless burned. Shapeshift II (bat or mist). Regeneration II (stopped by sunlight, silver or holy items). Immortality (Partial: must be staked through the heart and beheaded). Resistance: only magic weapons deal full damage. Bane II (Silver, Cold Iron); Weakness III (sunlight: 1d6 each round); Magic Resistance I; Toughness II; Dark Vision III.
Loot Personal effects (2d6gp in jewellery and coins); grimoire (1d3 spells); possibly maps to its lair and hoard
Notes Garlic, running water and holy symbols impose Moderate Disadvantage on its saves.

Wight

Undead warriors driven by a hateful, life-draining hunger.

BAM! Average (13) Frequency Uncommon
Type Undead Size Medium
Number 1d3 Disposition Hostile
Corpus 2d6+2 (9) Anima 2d6 (7)
Spiritus 2d6 (7) Might None
Armour 1 (and by armour worn) Move 6
Vitality 10 (12 base; Corpus +0; Anima −1; Spiritus −1)
Attacks 2 per round (by weapon, typically 1d6+1)
Skills and Abilities Life drain: on a hit, Corpus save, Difficult (16), or lose 1 Corpus permanently. Cold aura: adjacent creatures take 1 cold damage at the start of each round. Resistance: only magic weapons deal full damage. Bane II (Cold Iron, Silver). Immunity (charm, fear, poison, disease); Dark Vision II; never checks morale.
Loot By equipment worn (often ancient arms, 1d3sp equivalent); Grave Dust (2d3, Common component)
Notes Corpus lost to a wight returns only through 2nd Order Healing or higher. Sunlight imposes Moderate Disadvantage on it.

Zombie

Animate corpses of the recent dead, only marginally aware, seeking living flesh to feast on.

BAM! Average (13) Frequency Common
Type Undead Size Medium
Number 2d6 Disposition Hostile
Corpus 3d6 (11) Anima 1
Spiritus 1 Might None
Armour 0 (or by armour worn) Move 6
Vitality 12 (12 base; Corpus +0 (Mindless: no Anima or Spiritus modifier))
Attacks 1 per round (bite or claw 1d6)
Skills and Abilities Mindless; Immunity (charm, fear, poison, disease); never checks morale.
Loot Zombie Flesh (1d3, Common component, 2cp each); whatever it carried in life (1d2cp, personal scraps)
Notes A creature slain (not eaten) by a zombie has a 50% chance of rising as one within 24 hours unless the body is burned. Zombies regain Vitality only by eating living flesh and become inert after 1d6 days without it.