Bestiary

T he Monsters on this page are either existing Monsters to whom I have brought modifications to their profile in order to suit their background or Monsters from the Seas of Blood book which had no Warhammer Quest equivalent and so were converrted from the ground up. If a Monster is neither of the above, i.e. not one of my Monsters, proper credit is indicated below that Monster's profile. Some Monsters have accompanying illustrations. Simply click on the link next to that Monster's name to view it.

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ACID BALL
Living in the ancient catacombs in the badlands near the Rivers of the Dead, Acid Balls are small little creatures that look like stone. They are two-feet in diameter, gray, malleable and ovoid. Most of the time, they just lie on the floor, completely inactive, but when they are threatened they will respond with violent force, shrieking and spitting acid. Once dead, their acidic blood etch patterns into the stone floor.
Wounds: 2
Move: -
Weapon Skill: -
Ballistic Skill: 3+
Strength: Special
Toughness: 4
Initiative: 1
Attacks: 1 (Acid)
Gold: 20
Armor: -
Damage: Special
Special Rules: Spit Acid [3], Tiny
Spit Acid:
Some Monsters can spit acid. An acid attack is made in addition to the Monster’s normal attacks. A spit has a distance of three squares, six if it is also a Large Monster. The attack is determined using the Monster’s Ballistic Skill. An attack that hits does n Wounds, where n is the value in brackets. Because of its corrosive nature, an acid attack ignores armor.
Tiny: Some of the denizens of the dungeon are very, very small. Warriors may treat the space occupied by a Tiny Monster as if it was an empty space. However, any Warrior finishing on that square takes 1 Wound, with no deductions, to represent the Tiny Monster taking the opportunity to swipe at the Warrior. Any missile attacks against a Tiny Monster suffer a –2 To Hit penalty.

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AWKMUTE SHAMAN
Awkmutes are a race of humanoid fowl. They are flightless, with the basic posture and hands of a human, but with the head and legs of some kind of twisted bird. Shamans are the only ones who travel from wherever the Awkmute live, in order to make peace offerings to Assur. They wear simple togas and hang many sacred talismans around their neck. These talismans empower the Awkmute’s ebony staff with special powers when it fights.
Wounds: 8
Move: 5
Weapon Skill: 3
Ballistic Skill: 4+
Strength: 2
Toughness: 3
Initiative: 4
Attacks: 1
Gold: 250
Armor: -
Damage: Special (see below)
Special Rules: Armed with Awkmute Staff.
Awkmute Staff:
A Monster armed with an Awkmute Staff can affect a Warrior aversely as well as damaging him. Whenever the Monster hits, roll a D6. On 1-2, the Monster causes D6+Strenght Wounds as normal. On 3-4, it causes no damage, but reduces the Warrior’s Weapon Skill by –1 until the end of the dungeon. On 5-6, it causes no damage but removes a Luck token from the Warrior (if the Warrior has no Luck tokens left, consider this result as a 1-2).

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BOUNCER
The Gambling Pits of Calah are notorious for sudden brawls erupting. Whether it is over cheating or a debtor who is in lack of money, fights, while entertaining, can be bad for business, because of the broken tables, chairs and tents, as well as the death of potential gamblers. Thus, Jiamil el-Fazouk, owner of the pits, has hired several burly men out as bouncers.
Wounds: 3
Move: 4
Weapon Skill: 3
Ballistic Skill: 4+
Strength: 4
Toughness: 4
Initiative: 3
Attacks: 1
Gold: 65
Armor: -
Damage: 1D6
Special Rules: Guards [Jiamil el-Fazouk]

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DARK SAILOR
A mysterious group that operates on the Inland Sea, very little is known about them. What we do know comes from their captured ships. They are no bigger than barges, painted dark, and operate without sails. Instead, a tiller device of magical origin seems to propel the ship. This device does not work on any other ship or without its crew. These dark sailors always kill themselves before being captured. It has been suspected that they have a link with the Shadow Cult.
Wounds: 8
Move: 4
Weapon Skill: 4
Ballistic Skill: 4+
Strength: 3
Toughness: 3
Initiative: 4
Attacks: 1
Gold: 100
Armor: -
Damage: 1D6
Special Rules: Magic Resistance 6+

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DESERT GOBLIN
The Sea of Fire is inhospitable to most forms of life, but the greenskins somehow manage to survive. They are hardened recluses, and rarely venture near the cost. Occasionally, when in the midst of a particularly bad drought, an Orc chieftain will send groups of Goblins up to the River of the Dead to fetch some water and distill it in a nearby cavern.
Wounds: 3
Move: 4
Weapon Skill: 2
Ballistic Skill: 5+
Strength: 3
Toughness: 4
Initiative: 3
Attacks: 1
Gold: 25
Armor: -
Damage: 1D6
Special Rules: None

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ELVERINE (image)
Elverines are blind and grossly distorted, man-eating, fresh-waters serpents. The Priests of Asswr sel Dablo collect them from underground lakes under the mountain. They use them to practise their combat skills. When not being used, they are hidden in the catacombs of the fortress, ready to spring on theives.
Wounds: 2
Move: 2 (6 when in water)
Weapon Skill: 2
Ballistic Skill: -
Strength: Special
Toughness: 2
Initiative: 3
Attacks: 1
Gold: 30
Armor: -
Damage: 1D3
Special Rules: Web Attack (3W)
(actually, the Elverine attempts to wrap itself around the Warrior, but the effects are the same).

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ENRAKI WARRIOR-PRIEST
The Warrior-Priests of Enraki follow the cult of Asswr sel Dablo. They are always well armed, and respond with quick efficiency to any threat.
Wounds: 3
Move: 4
Weapon Skill: 4
Ballistic Skill: 4+
Strength: 3
Toughness: 3
Initiative: 3
Attacks: 1
Gold: 75
Armor: 1
Damage: 1D6
Special Rules: Armed with [1-3] Bows or [4-6] Spears.

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GIGANTIC LEECH
Gigantic Leeches inhabits the murky waters of the Assur River and its confluents. They have been known to venture far inland, as long as their habitat is dank and moist. Most are ten feet long, and drop from the roof onto their victims.
Wounds: 12
Move: 2
Weapon Skill: 3
Ballistic Skill: -
Strength: 3
Toughness: 3
Initiative: 2
Attacks: 1
Gold: 200
Armor: -
Damage: 1D6
Special Rules: Drain.
Drain:
Instead of just spilling blood on the floor, a Monster with Drain will suck it up (usually directly from the Warrior him/herself!), adding it to it’s own system and thus improving it’s constitution. Whenever a Monster with Drain Wounds a Warrior, it adds n Wounds to its total, where n is the number of Wounds it has dealt to the Warrior.

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HYDRA (image)
In it’s center, the Inland Sea becomes as deep as any ocean, allowing for a wide variety of sea life. The deeper you get, the larger and more dangerous the creatures, until you reach the very bottom, where gigantic, nightmarish monsters lurk. Occasionally, when food is scarce, these bottom-feeding beasts will defy pressure and rise up to the surface to prey upon any unfortunate vessel that it happens upon.
Wounds: 70
Move: 6
Weapon Skill: 3
Ballistic Skill: -
Strength: 5
Toughness: 6
Initiative: 3
Attacks: 5
Gold: 2250
Armor: 3
Damage: 4D6
Special Rules: Breathe Fire 4 (Ambush A); Ignore Blows 5+; Ignore Pain 7; Large Monster; Magic Resistance 5+; Never Pinned; Terror 11.

The Hydra is taken from the Warhammer Quest Roleplay Book.

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LAGASHIAN EXPEDITIONIST
Lagash grows rich on the booty that their expeditions bring back from their quests to the mountains beyond the River Parine. What manner of treasures, secrets and monsters lie in these mountains, the Lagashians will not reveal to strangers, but would-be-raiders know this: the Expeditionists are crafty fighters when repelling invaders.
Wounds: 3
Move: 4
Weapon Skill: 3
Ballistic Skill: 5+
Strength: 3
Toughness: 3
Initiative: 4
Attacks: 1
Gold: 65
Armor: -
Damage: 1D6
Special Rules: Ambush 4

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LAGASHIAN MARINE
The preferred tactics of the Marines of Lagash has always been to grapple enemy ships, then fire at the crew as much as they can until they are forced into hand-to-hand combat. Thus, every Lagashian is trained in the use of the crossbow.
Wounds: 3
Move: 4
Weapon Skill: 3
Ballistic Skill: 4+
Strength: 3
Toughness: 3
Initiative: 4
Attacks: 1
Gold: 65
Armor: -
Damage: 1D6
Special Rules: Armed with Crossbows.

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LIZARD MAN CARAVAN GUARD
Lizard Men guards always protect the caravans. Like all of the enigmatic Lizard Men, they are reptile-like, with a basically humanoid body. However, they tend to have large bellies and their feet and hands are webbed. Their heads are elongated, with large nostrils and silted eyes. They use long, composite bows and three-foot arrows. They are perpetually calm, never displaying emotion, and rarely communicate verbally.
Wounds: 3
Move: Special
Weapon Skill: 3
Ballistic Skill: 4+
Strength: 3
Toughness: 4
Initiative: 2
Attacks: 1
Gold: 60
Armor: -
Damage: 1D6
Special Rules: Armed with Longbows, Perpetual Calm.
Perpetual Calm:
These Monsters are very self-disciplined and patient, and will not move once they have been placed. They will shoot normally as long as there is a Warrior available, and will fight normally in hand-to-hand combat, but will not give chase if the Warriors flee. Only external forces (pushing, barging, etc…) can move them.

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MERCHANT MEN
Though most of the merchants who sail the Inland Sea are cowardly, and willing to give up all their cargo and passengers to any pirates that might pass by, occasionally their profit for the trip will be large enough to make them attempt to fight. However, merchant crews are the worst fighters anywhere near the Inland Sea.
Wounds: 3
Move: 4
Weapon Skill: 2
Ballistic Skill: 5+
Strength: 3
Toughness: 3
Initiative: 3
Attacks: 1
Gold: 20
Armor: -
Damage: 1D6
Special Rules: Break.

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MUZZLEMIR GIANT (image)
The Muzzlemir Giants inhabit the hilly, barren region surrounding the Rivers of the Dead. They are small by Giant standards, but large enough for normal men. They arm themselves with small tree trunks and dress with the hides of wild animals. They are simple souls with simple tastes (humans being one of them). They are surprisingly polite when treated with respect, and admire humans with a strong spirit, but they are not very smart and sometimes forget how strong they are.
Wounds: 32
Move: 5
Weapon Skill: 3
Ballistic Skill: 4+
Strength: 6
Toughness: 5 (8)
Initiative: 3
Attacks: Special
Gold: 1500
Armor: 3
Damage: 3D6 (4D6 on a D6 roll of 5-6)
Special Rules: Fear 9; Giant Attacks; Ignore Blows 6+; Ignore Pain 5; Large Monster; Never Pinned.

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NURGLE ACOLYTE
Deep in Assur’s undercity is a dark circle dedicated to Nurgle, the Lord of Decay. The Pestilent One’s cult is barely established in this area, but his servants are nevertheless devoted to their master. Acolytes of Nurgle are otherwise normal men who meet occasionally to conduct rituals, and offer prayers to their dark god. During these ceremonies, they wear the skins of crocodiles and carry dirks in ceremonial scabbards.
Wounds: 3
Move: 4
Weapon Skill: 3
Ballistic Skill: 5+
Strength: 3
Toughness: 4
Initiative: 3
Attacks: 1
Gold: 130
Armor: 1
Damage: 1D6
Special Rules: Blood Ritual [Nurgle]
Blood Ritual:
Monsters with this ability were making sacrifices too their god(s) when the Warriors interrupted them. All the implements of the ritual are in place; all that is missing is shed blood. Whenever a Monster with this ability Wounds a Warrior, roll a D6. On a roll of 6, the blood has completed an incantation. Roll on the magic table indicated in brackets, considering the Monster who shed the blood as the magic user.

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SCYTHERAN MERCENARY
Since the outpost in the Scythera is too small to defend itself against raids from Tak and sometimes Kish, they use the toll money from passing caravans to buy the services of mercenaries. These mercenaries are usually desert drifters, down on their luck pirates from Tak, and even renegades and defectors from the Kish army. Due to the nature of this fighting force, they are poorly coordinated and not well equipped. Most of the mercenaries are self-serving, and will not hesitate to flee if their lives are theatened.
Wounds: 3
Move: 4
Weapon Skill: 3
Ballistic Skill: 5+
Strength: 3
Toughness: 3
Initiative: 3
Attacks: 1
Gold: 35
Armor: -
Damage: 1D6
Special Rules: Break

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SCYTHERAN OGRE
The only creature who live in the rugged Scytheran Desert are Ogres, even tougher, dimmer and more brutal than the normal variety. Because they are so stupid, Scytheran Ogres are only sought out for one reason: to be challengers in the punch-out games in the gambling pits of Calah.
Wounds: 16
Move: 6
Weapon Skill: 3
Ballistic Skill: 5+
Strength: 4
Toughness: 6
Initiative: 1
Attacks: 2
Gold: 475
Armor: -
Damage: 2D6
Special Rules: Fear 6

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SHADOW MAGUS (image)
There exist among humans a small percentage that is capable of controlling magic and casting spells. Several of these have formed into the Shadow Sect, based on a mutual power to control ethereal Shades. This sect has no headquarters of any kind; they simply rent lodging in whatever city they find themselves in. Shadow Magi will often hire themselves out to merchant vessels crossing the Inland Sea, as a protection against pirates, enemy ships and Dark Barges, with whom they deny having any rapport.
Wounds: 16
Move: 4
Weapon Skill: 4
Ballistic Skill: 4+
Strength: 3
Toughness: 3 (5)
Initiative: 4
Attacks: Special
Gold: 850
Armor: 2
Damage: Special
Special Rules: Projectionist.
Projectionist:
Monsters who are Projectionists have the ability to detach their spirits from their bodies and use this ethereal shade to attack and defend. Place the Projectionist as far away from the Warriors as possible while still being able to see at least one Warrior. During the Projectionist’s first Monster’s Phase, place a Shade model on the board, next to the closest visible Warrior. The Shade has the same profile as the Projectionist (except for being a Projectionist), and additionally counts as having Chill 2 and Ethereal –2. While the Shade is in play, the Projectionist will take no action. The Shade acts as a normal monster, but if a Warrior attacks the Projectionist the Shade will make that Warrior its target. When a Shade is reduced to 0 Wounds, it is removed, and the Projectionist collapses dead, spiritless. If the Projectionist is killed first, then the Shade disappears. Either way, the Warrior who performed the kill gets the Projectionist’s gold value (the Shade, of course, has no gold).

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WILD MAN GLADIATOR
The soldiery of Kish frequently captures some of the barbarians who raid the Great Wall. The Wild Men who prove to be the most submissive are allowed to live, and are trained to become gladiators. These warrior-slaves are then either sold to the gambling pits of Calah as punch-out contenders, or released back beyond the Great Wall. Released gladiators always seem to end up in the Dead City, perhaps out of nostalgia for Kish, or perhaps because they consider it their rightful domain. Either way, it makes the Kishians happy because the gladiators act as guards, keeping would be looters away from the Dead City.
Wounds: 4
Move: 4
Weapon Skill: 4
Ballistic Skill: 4+
Strength: 4
Toughness: 3
Initiative: 3
Attacks: 1
Gold: 125
Armor: 1
Damage: 1D6
Special Rules: None


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