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Sunday, 10 September 2017

Now in English! Even more monsters for Épées & Sorcellerie 2nd ed.

Presenting the most fearsome monster of them all...

Humans

Aristocrat
Hit Dice: 1-1
Attack: -1
Armour Class: variable
Movement: 3
Alignment: variable

This term refers to all the members of the rich leisure classes. As little inclined to combat as they are to effort, they generally call upon their bodyguards to assure their protection (2d6 men-at-arms or brigands, depending on the morality of the employer).


Barbarian, berserker
Hit Dice: 1+1
Attack: +1
Armour Class: 9
Movement: 4
Alignment: Neutral

Completely obsessed by the frenzy of combat, these warriors rush toward the adversary without any protection save a shield and body paint. They fight with a +2 attack bonus against opponents of less than 2 hit dice. They fight to the death and never check morale. They are sometimes led by a Hero (1-2 on 1d6) or a Druid (3+ on 1d6).


Barbarian, warrior
Hit Dice: 1+1
Attack: +1
Armour Class: 8
Movement: 4
Alignment: Neutral

These savage tribal warriors wear furs into battle, and are armed with sword, spear, and shield. Superstitious, they have a +2 morale bonus against normal opponents, but a -1 when faced with supernatural manifestations.


Barbarian, hero

Hit Dice: 4+1
Attack: +3
Armour Class: 10
Movement: 4
Alignment: Neutral

A barbarian hero has the same fear immunity as a 4th level warrior. There is a chance (10+ on 2d6) that they will possess a magic weapon.


Druid
Hit Dice: 5 [7]
Attack: +2
Armour Class: 8
Movement: 4
Alignment: Neutral

A mysterious caste, the druids generally serve as priests amongst the barbarian tribes of the northern forests. They may cast spells as 7th level priests, but may use sorcerous spells as well priestly ones, and do not require a spellbook to prepare their invocations. They can transform into animals thrice per day.

In their capacity as spiritual leaders of their community, they are often accompanied (1-4 on 1d6) by a troupe composed of 5d6 1 hit die warriors and 1d6-1 heroes who fight as 4HD monsters.


Brigand
Hit Dice: 1+1
Attack: +1
Armour Class: variable
Movement: 3
Alignment: Neutral/ Chaos

This category comprises all types of individuals such as bandits, pirates, buccaneers, deserters, renegade mercenaries, gangsters, etc. Often organised in bands, they take their orders from an NPC (1-2 warrior; 3 priest, 4 sorcerer, 5-6 thief). Undisciplined, they suffer a -1 penalty to morale rolls if their chief or one of their lieutenants is not present to command them.


Normal Human
Hit Dice: 1
Attack: 0
Armour Class: 7
Movement: 4
Alignment: variable

This category designates the majority of the human population: peasants, artisans, shopkeepers, etc. They generally fight with improvised weapons, tools, or clubs. When faced with monsters or skilled fighters, they have a -1 penalty to morale rolls.


Man-at-arms
Hit Dice: 1
Attack: 0
Armour Class: 8 or 9
Movement: 3
Alignment: Law / Neutral

Men-at-arms are common soldiers, guards, or members of the militia. Their equipment is usually made up of a spear, a short sword, leather armour, and sometimes a helmet and shield. In the absence of an officer to command them, they suffer a -1 penalty to morale rolls.


Man-at-arms, veteran
Hit Dice: 1+1
Attack: +1
Armour Class: 8 or 9
Movement: 3
Alignment: Law / Neutral

Veterans are experienced soldiers, guards, or members of the militia. Their equipment is usually made up of a spear, a short sword, leather armour, and sometimes a helmet and shield.


Man-at-arms, sergeant
Hit Dice: 2
Attack: +1
Armour Class: 9 or 10
Movement: 3
Alignment: Law / Neutral

The equipment of a sergeant usually comprises a short sword or mace, a coat of mail, and sometimes a helmet and shield.


Man-at-arms, captain
Hit Dice: 3
Attack: +1
Armour Class: 10
Movement: 3
Alignment: Law / Neutral

The equipment of a captain usually comprises a long sword, a coat of mail, a helmet, and a shield.


Scholar
Hit Dice: ½ (3 hit points)
Attack: 0
Armour Class: 6
Movement: 4
Alignment: variable

Sages, savants, librarians, and other learned people living a studious life.


Noble
Hit Dice: 5
Attack: +2
Armour Class: 11
Movement: 2
Alignment: variable

Temporal lords of a domain, usually combatants, nobles generally go armed and accompanied by an escort of at least 1 captain and 2d6 men-at-arms.


Cultist
Cultists are members of a religious cult or secret society, generally worshippers of demons, ancient Chaos gods, or the spirits of dead sorcerers.

Cultist, guard (zealot)
Hit Dice: 1
Attack: 0
Armour Class: 9
Movement: 3
Alignment: Chaos

Cult guards are usually fanatics because of their religion or daily use of drugs. They fight to the death and never check morale.


Cultist, faithful
Hit Dice: 1-1 [1]
Attack: -1
Armour Class: 7
Movement: 4
Alignment: Chaos

The faithful of a sect usually attack in a disorganised fashion, using daggers, stilettos, or improvised weapons. When there are more than ten of them present, and led by a priest of the cult, they may unite their prayers for 1d6 rounds in order to cast one of the following spells up to three times per day: charm, fear, hold portal, protection from evil, darkness, sanctuary. If the cult leader is killed, they disperse automatically.


Cultist, sacrificator
Hit Dice: 2 [3]
Attack: +1
Armour Class: 7
Movement: 3
Alignment: Chaos

These priests of the second rank officiate at the daily prayers and sacrifices of the cult. They cast spells as a 2nd level priest as long as they are accompanied by at least 10 faithful (see above). They may possess spell scrolls (1-in-6 chance) and make use of them. If the cult leader is killed, they disperse automatically.


Cultist, officiant
Hit Dice: 4 [5]
Attack: +2
Armour Class: 7
Movement: 3
Alignment: Chaos

In addition to their power to channel the spells of the faithful (see above), the priests of a sect may cast 1d3+1 spells per day of levels 1 and 2 on both the priest's and sorcerer's lists. They may also be in possession of spell scrolls (1-2 on 1d6) or wands (roll of 3 on 1d6) and make use of them.


Cultist, grand master
Hit Dice: 5+1 [7]
Attack: +3
Armour Class: 7
Movement: 4
Alignment: Chaos.

The grand master of a cult is loathe to fight, and always prefers to send guards and the faithful in his place. The grand master of a cult may cast 1d6+2 spells per day, of levels 1-3, chosen from both the priest's and sorcerer's lists. They possess 1d3 magic items (scrolls, wands, or miscellaneous items) which they will not hesitate to use. They may also be endowed with certain strange powers determined by the GM.

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