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In this section we'll talk about the humanoid creatures and tipical monsters that exist in the world of Severance.
Generally speaking, this world is not filled with many strange and monstruous creatures; there isn't such a great variety of creatures but you can bet many of them can more than a match for a standard adventurer. As a skill-oriented game, even a pitiful looking goblin can be a great swordman and turn you into sushi!
- Humanoids: the most tipical creatures are orcs and goblins. They are often the most constant and common enemies of the benign races of the world.
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Common goblin |
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Common orc |
Orcs have the same characteristics than half-orcs though they dislike sunlight and when forced to act under it they have a -1 penalty to all their actions.
Goblins are thin, orc-like humanoids. They have no special bonuses, aren't as bothered by sunlight than orcs (they remove a + result, if any, on any roll made under the sun) and can see in darkness as well.
In this humanoid sub-section, I also propose using the following list of creature though they didn't appear in the game; for the same reason in my oppinion they should be very uncommon and hard to find, unless you look for them actively.
Other humanoids: hobgoblins, kobolds, lizard men (both reptile creatures found usually on swamp or tropical lands).
- Giants: right from the game we have ogres and minotaurs. Both are quite large and strong creatures. You can also use any other giant type, but with moderation. They have mass scales ranging from +2 (small ogres and minotaurs) to +6.
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A minotaur |
- Undead: skeletons, zombies and vampires are original creatures from the game. In general, almost any other undead creature would suit fine in the world of Severance.
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An skeleton |
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"Zombified" knight |
- Outsiders: demons in general should fit well due to a few creatures of that kind that appear in the game.
- Constructs: in general many kinds of golems appear in this game, so there is no problem on using them. Other constructs per se shouldn't cause much trouble in this setting.
- Dragons: though there aren't many clues to guess the existance of dragons in the world of Severance, I'd say there are dragons, though they are very rare.
- Other creatures: not counting giant spiders which are in the game, other creatures I think could be fine for this setting would be: large animals, gargoyles, elementals, griffin, hydrae, manticores, wyverns.
Use any other creature and monster with moderation :)
There are also a few new creatures original from the world of Severance, who will be described here:
| Hopper maws |  | |
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| Small monstruous humanoid |
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| Special qualities: |
| Scale -2, damage by bite +1 (sharp teeth and very muscled maws). |
| Tough skin +1 |
| Can see in the dark up to 60 feet |
| Movement 2/3 of an adult human |
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| Skills |
| Bite Fair |
| Dodge Fair |
| Listen Mediocre |
| Observation Mediocre |
| Hide Great (due to small size) |
| Sneak Fair |
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| Those beings are small (1-2 feets tall) monstruous humanoids, very dumb but cunning. Their more prominent feature is their huge (disproportionate) mouths filled with razor-sharp teeth. They live usually underground, on natural caves or ruins, where they feed with anything organic they can find (carrion, trash, etc). Nevertheless, with numerical superiority they can attack lone humanoids wandering on such places. Their small size and great skill (they attack with small nimble jumps usually catching victims by surprise, who also tend too often to understimate them due to their small size) are factors which help a lot to make their hunts successful... |
| Fire reaper (lesser demon) |  | |
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| Large outsider |
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| Special qualities |
| Fast reflexes |
| Can spit fire (once every 1d4 rounds of combat) for +3 fire damage |
| Armoured skin (+4 DDF) |
| Large (scale +1) |
| Resistant to magic (Fair) |
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| Skills |
| Climb Great |
| Hide Good |
| Listen Good |
| Observation Good |
| Search Good |
| Sneak Good |
| Jump Good |
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| They are a kind of demons usually summoned by nigromancers or other evil powers to serve as guardians or kill nosy people getting in the way of their masters.
They're big, skinless and deformed creatures (7-8 feet tall), whose right arm has the form of a huge bone reaper quite able to cut and slash its foes. They're also able to spit fire to enemies unwilling to close for melee, and they're quite cunning and thus dangerous in combat.
Their Phase power allows them to dissapear intermittently from the material plane while they close for melee (anytime they move more than 5 feet). If they're attacked in those cases there is a 50% change of missing automatically because they just aren't there. |
| Chaos knight |  | |
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| Large outsider |
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| Special qualities |
| Tough skin (+2) |
| Large (scale +1) |
| Plate mail (+4 DDF) |
| Non magical weapons (or lesser magical weapons) do half damage to them |
| Chaos strike (can thrown bolts of electrical force to blast their foes at a distance, once every 1d4 combat rounds) OF +4 |
| Resistance to magic (Good) |
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| Skills |
| Intimidate Good |
| Climb Mediocre |
| Observation Good |
| Listen Good |
| Search Good |
| Sneak Poor (plate mail included) |
| Jump Mediocre (plate mail included) |
| Knowledge (the planes) Good |
| Knowledge (religion) Good |
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| They are large armored humanoids (8 feet tall) who are summoned like the Fire Reapers to defend a place. Their armor and toughness make them very hard to defeat, besides their combat skill and ability to cause large amounts of damage make them very dangerous.
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| Black Knights (template) |
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| Medium size undead |
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| Special qualities |
| Can see in the dark up to 60 feet |
| Resistance to magic (Fair or better, usually getting more resilient to magic as they grow older) |
| Resistance to damage (normal weapons do half damage to them, getting tougher as they grow older to more and more powerful magical weapons) |
| Resistance to fire damage (+4 DDF) |
| Usually they have fine weapons and armor |
| Note: given their immunity to poisons they like coating their weapons with those substances to be even more deadly in combat. |
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| Skills |
| They keep the same they had in life though they lose all magical skills |
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Black Knights are servants of a dark faith, willing to go so far in their worshipping as to become a blasphemous antinatural creature to better server their dark masters. After a terrible ritual cast upon them, they are reborn to a new unlife without fatigue, hunger nor thirst... they only exist to serve the will of the evil powers who have given them unlife...
They lose any magical power they had but keep all their combat powers, being able to further develop those skills. They get the usual inmunities from the undead (tireless, doesn't need food, water nor air, immune to poison, etc). |
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