RPG Rules Systems/RuneQuest/SRD/Creatures

RPG Rules Systems

Contents

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Creatures & Intelligence

A creature with a randomly determined INT is considered sentient - it is a rational creation capable of logical thought and self-determination. A creature with a fixed INT (any INT listed as a single number, rather than a die roll) is not sentient.

Traits

The full description of creature Traits and their effect on the game is covered here.

Breathe Flame

The creature may breathe flame over an area as a Combat Action. The flame will cover a cone in front of the creature, which stretches for its POW in metres. At its furthest extent, the cone is equal to ½ the creature’s POW in width.

Any character caught in the flame suffers the noted fire damage to all hit locations, though a character may dive for cover to halve this damage and armour points count as normal.

A creature may only breathe flame once in a specified time period (usually once per hour or once per day). Further attempts to breathe flame within this time period requires the creature to make a Resilience test, with a cumulative -20% penalty for every attempt.

Dark Sight

Allows the character to treat pitch black conditions as darkness.

Earth Sense

By sensing heat and air pressure, a creature with Earth Sense can fight and make Perception tests with no penalty, so long as their target is no more than ten metres away.

Excellent Swimmer

The creature gains a +30% bonus to its Athletics skill whenever swimming. In addition, the creature uses its normal Movement score when swimming.

Formidable Natural Weapons

This creature’s natural weapons are as tough and durable as metal. As such they may parry weapon attacks.

Life Sense

If the creature touches another and makes a successful Perception test, it will learn of the target’s current hit points, Fatigue level and whether it is currently afflicted by any poison or disease.

Night Sight

Allows the character to treat partial darkness as illuminated and darkness as partial darkness.

Poison

One of the creature’s attacks, or possibly its very form, is poisoned. The description will describe the particular poison or venom the creature employs.

Creature Descriptions

Each statistic block is divided into four sections.

Characteristics: Both random and average Characteristic scores are listed here.

Hit Locations: As well as the random scores for determining which Hit Location is struck in combat, there are two scores listed - the first is the natural armour points of the location (if any) and the second is its hit points.

Weapons: This features the creature’s Strike Rank, attacks and damage.

Special Rules: Skills, Combat Actions, Strike Rank modifier, Movement, Traits, typical armour and special rules are noted here. The skills are the basic skills for the creature type - individual creatures may well possess enhanced scores or additional skills.

Brown Bear

Characteristics
STR3D6+15(25)
CON2D6+6(13)
DEX3D6(10)
SIZ3D6+15(25)
INT5(5)
POW3D6(10)
CHA5(5)
Hit Locations
D20Hit LocationAP/HP
1-2Right Rear Leg3/8
3-4Left Rear Leg3/8
5-7Abdomen3/9
8-10Chest3/10
11-13Right Front Leg3/8
14-16Left Front Leg3/8
17-20Head3/8
Weapons
TypeWeapon SkillDamageAP
Bite60%1D8+1D10
Claw50%1D6+1D10
Special Rules
Combat Actions:2
Strike Rank:+7
Movement:6m
Skills:Athletics 60%, Perception 50%, Resilience 45%, Stealth 15%, Survival 60%, Tracking 25%
Typical Armour:Tough Hide (AP 3, no Skill Penalty)

Centaur

Instead of adding SIZ to STR to determine the centaur’s Damage Modifier, the centaur’s STR should be doubled. However, if the centaur is kicking, charging or striking with a lance or longspear, the Damage Modifier should be figured normally (STR + SIZ).

Characteristics
STR3D6+6(17)
CON3D6(10)
DEX3D6+3(14)
SIZ4D6+12(26)
INT2D6+6(14)
POW3D6(10)
CHA3D6(10)
Hit Locations
D20Hit LocationAP/HP
1-2Right Hind Leg2/7
3-4Left Hind Leg2/7
5-6Hindquarters2/8
7-8Forequarters2/8
9-10Right Front Leg2/7
11-12Left Front Leg2/7
13-14Chest2/9
15-16Right Arm2/6
17-18Left Arm2/6
19-20Head4/7
Weapons
TypeWeapon SkillDamageAP
Long Bow62%2D8+1D4
Lance42%1D10+1D82
Target Shield32%1D6+1D48
War Sword42%1D8+1D44
Kick32%1D6+1D8
Special Rules
Combat Actions:3
Strike Rank: +14
Movement:6m
Skills: Athletics 52%, Dodge 22%, Lore (World) 35%, Play Instrument 40%, Resilience 60%, Stealth 22%, Survival 40%, Tracking 40%
Typical Armour:Leather armour (AP 2, Chest, Hindquarters, Forequarters and Legs only) and helmet (AP 4, Head only); Skill Penalty -18%

Dragon

Characteristics
STR20D6(70)
CON10D6(35)
DEX4D6(14)
SIZ10D6+30(65)
INT6D6(21)
POW4D6+12(26)
CHA6D6(21)
Hit Locations
D20Hit LocationAP/HP
1-2Tail12/20
3-4Right Hind Leg12/20
5-6Left Hind Leg12/20
7-8Hindquarters12/21
9-10Forequarters12/21
11-12Right Wing12/19
13-14Left Wing12/19
15-16Right Front Leg12/20
17-18Left Front Leg12/20
19-20Head12/20
Weapons
TypeWeapon SkillDamageAP
Bite125%1D10+3D124
Claw95%1D8+3D126
Tail90%1D20+3D128
Special Rules
Combat Actions:3
Strike Rank: +14
Movement:6m, 10m when flying
Traits:Breathe Flame (4D6, 1/hour), Dark Sight, Formidable Natural Weapons, Night Sight
Skills: Athletics 120%, Evaluate 100%, Influence 150%, Lore (all) 100%, Persistence 180%, Resilience 120%, Tracking 110%
Typical Armour:Dragon scale (AP 12, no Skill Penalty)
Runes:A typical dragon has integrated with a number of runes equal to half its POW. It will also know an equal number of Rune Magic spells.

Duck

Characteristics
STR2D6+3(10)
CON2D6+6(13)
DEX2D6+6(13)
SIZ1D6+6(9)
INT2D6+6(13)
POW3D6(10)
CHA2D6(7)
Hit Locations
D20Hit LocationAP/HP
1-3Right Leg./5
4-6Left Leg./5
7-9Abdomen./6
10-12Chest./7
13-15Right Arm./4
16-18Left Arm./4
19-20Head./5
Weapons
TypeWeapon SkillDamageAP
Shortsword50%1D6-1D23
Sling60%1D6-1D2
Buckler40%1D4-1D25
Special Rules
Combat Actions:3
Strike Rank:+12
Movement:3m
Traits:Excellent Swimmer
Skills: Boating 40%, Influence 30%, Sleight 40%, Stealth 30%

Dwarf

Characteristics
STR4D6(14)
CON2D6+12(19)
DEX2D6(7)
SIZ1D6+6(9)
INT2D6+6(13)
POW3D6(10)
CHA3D6(10)
Hit Locations
D20Hit LocationAP/HP
1-3Right Leg5/6
4-6Left Leg5/6
7-9Abdomen5/7
10-12Chest5/8
13-15Right Arm5/5
16-18Left Arm5/5
19-20Head5/6
Weapons
TypeWeapon SkillDamageAP
War Hammer75%1D8+13
Battleaxe65%1D6+13
Light Crossbow45%2D6
Target Shield65%1D68
Special Rules
Combat Actions:2
Strike Rank: +10
Movement:3m
Traits:Earth Sense, Dark Sight
Skills: Athletics 50%, Craft (stone or metal working) 70%, Engineering 35%, Evaluate 60%, Lore (Mineral) 80%, Mechanisms 40%, Persistence 40%, Resilience 55%
Typical Armour: Chainmail (AP 5); Skill Penalty -35%

Elf

Characteristics
STR2D6+3(10)
CON3D6(10)
DEX3D6+6(16)
SIZ2D6+3(10)
INT3D6+6(16)
POW2D6+6(13)
CHA3D6(11)
Hit Locations
D20Hit LocationAP/HP
1-3Right Leg2/4
4-6Left Leg2/4
7-9Abdomen2/5
10-12Chest2/6
13-15Right Arm2/3
16-18Left Arm2/3
19-20Head3/4
Weapons
TypeWeapon SkillDamageAP
Long Bow80%1D10-1D2
Longspear60%1D10-1D22
Special Rules
Combat Actions:3
Strike Rank: +16
Movement:5m
Traits:Life Sense, Night Sight
Skills:Acrobatics 56%, Athletics 46%, Dodge 56%, First Aid 40%, Lore (Plant) 80%, Perception 50%, Persistence 55%, Stealth 56%, Survival 55%, Tracking 30%
Typical Armour: Leather (AP 2); Skill Penalty -14%

Giant

Because of the sheer size of a giant, characters of SIZ 20 or less only roll 1D10 to determine hit location when attacking it in close combat.

The following Characteristics are determined for a giant that stands six metres tall. For every two metres of height, a giant rolls 3D6+6 for STR, 2D6+6 for CON and 3D6+6 for SIZ.

Characteristics
STR9D6+18(49)
CON6D6+18(39)
DEX2D6+3(10)
SIZ9D6+18(49)
INT3D6(10)
POW3D6(10)
CHA2D6(7)
Hit Locations
D20Hit LocationAP/HP
1-3Right Leg5/18
4-6Left Leg5/18
7-10Abdomen5/19
11-12Chest3/20
13-15Right Arm3/17
16-18Left Arm3/17
19-20Head3/18
Weapons
TypeWeapon SkillDamageAP
Huge Club84%2D6+2D123
Special Rules
Combat Actions:2
Strike Rank: +10
Movement:6m (a giant.s Movement is equal to its height in metres)
Skills: Athletics 44%, Lore (World) 20%, Perception 40%, Survival 30%
Typical Armour: Tough Hide (AP 3, no Skill Penalty), Heavy Leather Apron (AP 2, Abdomen and Legs only); Skill Penalty -6%

Great Troll

Characteristics
STR4D6+12(26)
CON2D6+12(19)
DEX3D6(10)
SIZ4D6+12(26)
INT2D6(7)
POW3D6(10)
CHA2D6(7)
Hit Locations
D20Hit LocationAP/HP
1-3Right Leg2/11
4-6Left Leg2/11
7-9Abdomen7/12
10-12Chest7/13
13-15Right Arm7/10
16-18Left Arm7/10
19-20Head2/11
Weapons
TypeWeapon SkillDamageAP
Club60%1D6+1D122
Great Hammer50%1D10+1D123
Kite Shield45%1D6+1D1210
Special Rules
Combat Actions:2
Strike Rank: +8
Movement:4m
Traits:Dark Sight, Earth Sense
Skills: Athletics 60%, Perception 30%, Resilience 50%, Stealth 15%, Survival 30%
Typical Armour: Thick Troll Skin (AP 2, no Skill Penalty), Chainmail shirt (AP 5, Abdomen, Chest and Arms only); Skill Penalty -20%

Griffin

Characteristics
STR8D6(28)
CON3D6+12(22)
DEX3D6+12(22)
SIZ8D6(28)
INT6(6)
POW2D6+6(13)
CHA7(7)
Hit Locations
D20Hit LocationAP/HP
1-2Right Hind Leg3/11
3-4Left Hind Leg3/11
5-7Hindquarters3/12
8-10Forequarters3/12
11Right Wing3/10
12Left Wing3/10
13-14Right Front Leg3/11
15-16Left Front Leg3/11
17-20Head3/11
Weapons
TypeWeapon SkillDamageAP
Bite60%1D8+1D122
Claw70%1D6+1D124
Special Rules
Combat Actions:4
Strike Rank: +14
Movement:6m, 10m when flying
Traits:Formidable Natural Weapons, Night Sight
Skills: Athletics 80%, Dodge 40%, Persistence 80%, Resilience 70%, Survival 60%, Tracking 50%
Typical Armour:Tough Hide (AP 3, no Skill Penalty)

Horse

Characteristics
STR2D6+18(25)
CON3D6+6(16)
DEX2D6+3(10)
SIZ2D6+18(25)
INT4(4)
POW3D6(10)
CHA5(5)
Hit Locations
D20Hit LocationAP/HP
1-2Right Hind Leg2/9
3-4Left Hind Leg2/9
5-7Hindquarters2/10
8-10Forequarters2/10
11-13Right Front Leg2/9
14-16Left Front Leg2/9
17-20Head2/9
Weapons
TypeWeapon SkillDamageAP
Kick40%1D6+1D10
Special Rules
Combat Actions:2
Strike Rank: +8
Movement:6m
Skills:Athletics 75%, Resilience 40%, Survival 20%
Typical Armour:Hide (AP 2, no Skill Penalty)

Lion

Characteristics
STR3D6+12(24)
CON3D6(10)
DEX3D6+6(16)
SIZ2D6+12(19)
INT5(5)
POW3D6(10)
CHA5(5)
Hit Locations
D20Hit LocationAP/HP
1-2Right Hind Leg2/6
3-4Left Hind Leg2/6
5-7Hindquarters2/7
8-10Forequarters2/7
11-13Right Front Leg2/6
14-16Left Front Leg2/6
17-20Head2/6
Weapons
TypeWeapon SkillDamageAP
Bite60%1D8+1D8
Claw60%1D6+1D8
Special Rules
Combat Actions:3
Strike Rank: +10
Movement:6m
Traits:Night Sight
Skills: Athletics 70%, Dodge 45%, Resilience 40%, Perception 55%, Stealth 50%, Survival 40%
Typical Armour:Hide (AP 2, no Skill Penalty)

Manticore

Characteristics
STR4D6+12(26)
CON4D6+6(20)
DEX3D6(10)
SIZ4D6+12(26)
INT7(7)
POW3D6(10)
CHA7(7)
Hit Locations
D20Hit LocationAP/HP
1-2Right Hind Leg3/10
3-4Left Hind Leg3/10
5-6Tail3/10
7-9Hindquarters3/11
10-12Forequarters3/11
13-14Right Front Leg3/10
15-16Left Front Leg3/10
17-20Head3/10
Weapons
TypeWeapon SkillDamageAP
Claw70%1D6+1D12
Gore50%1D8+1D12
Poison Sting50%1D6+1D12+poison
Special Rules
Combat Actions:2
Strike Rank: +8
Movement:5m
Traits:Night Sight, Poison (sting, see page XX for details on Manticore Venom)
Skills: Athletics 60%, Dodge 45%, Resilience 60%, Perception 55%, Persistence 50%, Stealth 50%, Survival 40%, Tracking 40%
Typical Armour:Tough Hide (AP 3, no Skill Penalty)

Skeleton

Skeletons have a score of 0 for INT, POW and CHA, as they have no intelligence, will or personalities of their own. As such, attempts to control a skeleton’s mind or influence its personality will automatically fail. Skeletons are also immune to fatigue, disease and poisons.

Skeletons are immune to damage from weapons that cause impaling critical hits, though an attacker’s damage modifier will still cause damage on a successful hit.

A skeleton has the same Movement the creature had in life, but as a skeleton it cannot fly or swim.

Characteristics
STR2D6+6(12)
CON1D6(3)
DEX3D6(10)
SIZ3D6(10)
INT0(0)
POW0(0)
CHA0(0)
Hit Locations
D20Hit LocationAP/HP
1-3Right Leg7/3
4-6Left Leg7/3
7-9Abdomen7/4
10-12Chest7/5
13-15Right Arm7/2
16-18Left Arm7/2
19-20Head7/3
Weapons
TypeWeapon SkillDamageAP
Longspear36%1D102
Shortsword36%1D63
Special Rules
Combat Actions:2
Strike Rank:+5
Movement:4m
Traits:Dark Sight, Night Sight
Typical Armour:Skeletal (AP 5, no Skill Penalty), Leather Armour (AP 2); Skill Penalty -14%

Unicorn

A unicorn can heal wounds with its horn by touching the wound, exactly as the Heal 8 spell, save that it costs the unicorn only 6 Magic Points and any requisite casting test are automatically succeeds.

Characteristics
STR2D6+12(19)
CON3D6+12(22)
DEX3D6+3(13)
SIZ2D6+12(19)
INT2D6+6(13)
POW2D6+12(19)
CHA3D6+6(16)
Hit Locations
D20Hit LocationAP/HP
1-2Right Hind Leg3/9
3-4Left Hind Leg3/9
5-7Hindquarters3/10
8-10Forequarters3/10
11-13Right Front Leg3/9
14-16Left Front Leg3/9
17-20Head3/9
Weapons
TypeWeapon SkillDamageAP
Horn70%1D8+1D64
Kick50%2D62
Special Rules
Combat Actions:3
Strike Rank: +13
Movement:6m
Traits:Formidable Natural Weapons, Life Sense, Night Sight
Skills: Athletics 75%, Dodge 50%, Perception 75%, Persistence 75%, Resilience 60%, Survival 50%
Typical Armour:Tough Hide (AP 3, no Skill Penalty)

Wolf

Characteristics
STR3D6(10)
CON3D6+3(13)
DEX3D6+3(13)
SIZ2D6+3(10)
INT5(5)
POW3D6(10)
CHA5(5)
Hit Locations
D20Hit LocationAP/HP
1-2Right Hind Leg2/5
3-4Left Hind Leg2/5
5-7Hindquarters2/6
8-10Forequarters2/6
11-13Right Front Leg2/5
14-16Left Front Leg2/5
17-20Head2/5
Weapons
TypeWeapon SkillDamageAP
Bite60%1D8-1D2
Claw30%1D6-1D2
Special Rules
Combat Actions:3
Strike Rank:+8
Movement:5m
Traits:Night Sight
Skills:Athletics 80%, Dodge 55%, Resilience 40%, Perception 60%, Stealth 55%, Survival 40%, Tracking 60%
Typical Armour:Hide (AP 2, no Skill Penalty)

Wyrm

Upon hatching, a wyrm is about two metres long and has 3D6 SIZ and STR. The wyrm will grow at the rate of 1D6 SIZ and STR every five years until it reaches the age of 35, when the creature’s grow slows dramatically. By this point the creature is some nine metres in length. After 35, a wyrm will continue to gain 1D6 SIZ and STR every 50 years.

The statistics given here are for a wyrm between 35 and 85 years old.

Characteristics
STR10D6(35)
CON4D6(16)
DEX3D6(10)
SIZ10D6(35)
INT3D6(10)
POW3D6+6(24)
CHA3D6(10)
Hit Locations
D20Hit LocationAP/HP
1-4Tail8/11
5-8Abdomen8/12
9-12Chest8/13
13-14Right Wing8/10
15-16Left Wing8/10
17-20Head8/11
Weapons
TypeWeapon SkillDamageAP
Bite85%1D10+2D64
Tail60%1D20+2D68
Special Rules
Combat Actions:2
Strike Rank:+10
Movement:3m, 6m when flying
Traits:Dark Sight, Formidable Natural Weapons, Night Sight
Skills:Athletics 80%, Influence 60%, Persistence 70%, Resilience 70%
Typical Armour:Wyrm scale (AP 8, no Skill Penalty)

Wyvern

Characteristics
STR4D6+12(26)
CON2D6+12(19)
DEX2D6+6(13)
SIZ4D6+12(26)
INT7(7)
POW3D6(10)
CHA6(6)
Hit Locations
D20Hit LocationAP/HP
1-3Right Leg5/9
4-6Left Leg5/9
7-8Abdomen5/10
9-11Chest5/11
12Tail5/9
13-14Right Wing5/8
15-16Left Wing5/8
17-20Head5/9
Weapons
TypeWeapon SkillDamageAP
Bite55%1D10+1D12
Sting70%1D6+1D12+poison
Special Rules
Combat Actions:3
Strike Rank:+10
Movement:3m, 6m when flying
Traits:Dark Sight, Formidable Natural Weapons, Night Sight, Poison (sting, see page XX for details on Wyvern Venom)
Skills:Athletics 60%, Resilience 70%, Survival 40%
Typical Armour:Wyvern scale (AP 5, no Skill Penalty)

Zombie

Zombies very low INT, POW and CHA, as they have virtually no intelligence, will or personalities of their own. As such, attempts to control a skeleton’s mind or influence its personality will suffer a -50% penalty. Zombies are also immune to fatigue, disease and poisons.

Characteristics
STR3D6+12(22)
CON1D6(3)
DEX1D6+3(7)
SIZ3D6(10)
INT1D3(2)
POW1D3(2)
CHA1D3(2)
Hit Locations
D20Hit LocationAP/HP
1-3Right Leg./3
4-6Left Leg./3
7-9Abdomen./4
10-12Chest./5
13-15Right Arm./2
16-18Left Arm./2
19-20Head./3
Weapons
TypeWeapon SkillDamageAP
Unarmed50%1D3+1D4
Special Rules
Combat Actions:1
Strike Rank:+4
Movement:2m
Traits:Dark Sight, Night Sight