The Creature Guide - Fantasy Flight Games.pdf
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orkshop
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anager
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eaD
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icensing
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eaD
oF
i
ntellectual
p
rop e rty
Alan Merrett
Fantasy Flight Games
1975 West County
Road B2
Roseville, MN 55113
USA
No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form by any means, electronic, mechanical, photocopying,
recording or otherwise without the prior permission of the publishers.
FANTASY
FLIGHT
GAMES
Warhammer Fantasy Roleplay © Games Workshop Limited 1986, 2005, 2009. Warhammer Fantasy Roleplay: he Creature Guide © Games Workshop Limited 2010. Games Workshop,
Warhammer, Warhammer Fantasy Roleplay, he Creature Guide, the foregoing marks’ respective logos and all associated marks, logos, places, names, creatures, races and race insignia/devices/
logos/symbols, vehicles, locations, weapons, units and unit insignia, characters, products and illustrations from the Warhammer World and Warhammer Fantasy Roleplay game setting are either
®, TM and/or © Games Workshop Ltd 1986-2010, variably registered in the UK and other countries around the world. his edition published under license to Fantasy Flight Publishing Inc.
Fantasy Flight Games and the FFG logo are trademarks of Fantasy Flight Publishing, Inc. All Rights Reserved to their respective owners.
ISBN: 978-1-58994-704-7 Product Code: W HF09 Print ID: 865SEP10 Printed in China
For more information about the
Warhammer Fantasy Roleplay
line, free downloads,
answers to rule queries, or just to pass on greetings, visit us online at
www.FantasyFlightGames.com
1
t
he
c
r e atu r e
g
uiDe
a r
esource
oF
m
onsters
, npc
s
,
anD
e
ncounters
t
able
oF
c
ontents
Gor
22
c
hapter
o
ne
: r
ules
& r
esources
4
Minotaur
22
Core Clariications
4
Ungor
Ungor
Ungor
2223
Optional Rules
Optional Rules
5
Wargor
Wargor
Wargor
2223
Expanded Aggression & Cunning Options
Expanded Aggression & Cunning Options
5
Chaos
2223
Stress & Fatigue versus Creatures
Stress & Fatigue versus Creatures
5
Chaos Spawn
Chaos Spawn
Chaos Spawn
2224
Preparing for Actions
Preparing for Actions
5
Chaos Warrior
2225
Sacriicing Actions
Sacriicing Actions
5
Forsaken
2225
Group Sheets
Group Sheets
5
Marauder
2225
Special Abilities & Encounter Events
Special Abilities & Encounter Events
6
Dragon Ogre
Dragon Ogre
Dragon Ogre
2225
Creature Cards
6
Dragon Ogre Shaggoth
Dragon Ogre Shaggoth
Dragon Ogre Shaggoth
26
Anatomy of a Group Sheet
Anatomy of a Group Sheet
6
Cultists
26
Anatomy of a Creature Card
Anatomy of a Creature Card
7
Cult Follower
2227
Custom Creature Actions
8
Cult Leader
2227
Special Stances
Special Stances
8
Cult Mutant
2227
Putting it A ll Together
Putting it A ll Together
8
Daemons
2227
c
hapter
t
Wo
: c
ombat
e
ncounters
9
Flesh Hound
28
Engaging Encounters
Engaging Encounters
9
Fury
Fury
Fury
28
Setting Goals
Setting Goals
9
Imp
Imp
Imp
28
Planning Ahead
Planning Ahead
10
Dark Elves
2229
Evaluate the Environment
10
Assassins
3330
Placing Props
Placing Props
10
Corsairs
3330
Encounter Design Approaches
Encounter Design Approaches
10
Witch Elves
3330
Top Down Encounter Design
Top Down Encounter Design
11
Dwarfs
331
Bottom Up Encounter Design
Bottom Up Encounter Design
11
Forest Spirits
Forest Spirits
3331
The Grab Bag Approach
The Grab Bag Approach
11
Dryads
Dryads
Dryads
3332
The Value of Verisimilitude
12
Spites
Spites
Spites
3332
A Heated Example
A Heated Example
12
Tree Kin
3332
t
he
b
estiary
13
Treemen
3333
Giants & Trolls
Giants & Trolls
3333
Beasts
14
Giant
3334
Boar
1115
R iver Troll
3334
Cockatrice
1115
Stone Troll
3334
Cold One
1115
Greenskins
3335
Dragon
Dragon
Dragon
16
Black Orcs
3337
Fenbeast
16
Goblins
3337
Giant Spider
Giant Spider
Giant Spider
18
Orcs
3337
Giant Wolf
18
Snotlings
Snotlings
Snotlings
3337
Grifon
1119
Squig
Squig
Squig
3338
Harpy
Harpy
Harpy
1119
High Elves
High Elves
3338
Manticore
1119
Humans, Reiklander
Humans, Reiklander
3338
Wy vern
Wy vern
Wy vern
1119
Non-Player Characters, Basic
Non-Player Characters, Basic
3339
Beastmen
20
Noble
3339
2
Ruian
4440
Soldiers
4440
W
elcome
to
t
he
c
reature
g
uiDe
W
elcome
to
t
he
c
reature
g
ui
W
W
elcome
t
t
he
c
c
reature
g
ui
uiD
D
DD
Townsfolk
4440
Non-Player Characters, Expert
Non-Player Characters, Expert
40
In addition to a wealth of new information and background
material on the Old World and its many and varied
inhabitants (both intelligent and bestial),
The Creature
Guide
also includes new rules and clariications on
managing NPCs and monsters, and exciting options for
creating memorable combat encounters.
Merchants
4441
Priests
4441
Specialists
Specialists
Specialists
4441
Wizards
441
Skaven
42
This book features more information and resources on
existing creatures, and details on dozens of new monsters
and NPCs, complete with tips on using these creatures and
dozens of adventure seeds for use in your campaign.
Clanrats
4444
Clan Eshin Assassin
4444
Clan Moulder Packmaster
4444
Clan Pestilens Plague Monk
Clan Pestilens Plague Monk
Clan Pestilens Plague Monk
4444
Clan Skryre Poison Wind Globadiers
Clan Skryre Poison Wind Globadiers
Clan Skryre Poison Wind Globadiers
The Creature Guide
also includes dozens of actions used
by creatures in a convenient lookup format, a series of
handy reference charts featuring creature stats and ability
summaries, and a complete roster of all currently released
creatures.
4444
Gutter Runners
4445
Rat Ogres
Rat Ogres
Rat Ogres
4445
Skavenslave
4445
Stormvermin
4445
Swarms
4446
Bat Swarm
4447
Insect Swarm
4447
c
reature
s
tat
c
arDs
Rat Swarm
4448
Undead
4448
Each creature described in
The Creature Guide
has its key
characteristics and stats listed in the Appendix, starting on page 88.
Full colour cards with all the important stats can be found in the
Creature Vault
.
Cairn Wraith & Tomb Banshee
Cairn Wraith & Tomb Banshee
Cairn Wraith & Tomb Banshee
4449
Crypt Ghouls
Crypt Ghouls
Crypt Ghouls
4449
Skeletons
4449
Spirit
Spirit
Spirit
4449
c
reature
a
ction
c
arDs
Vampire
Vampire
Vampire
5550
Creature actions for the adversaries listed in
The Creature Guide
are
displayed for easy lookup and reference in the Appendix, starting
on page 51. Double-sided action cards for these creature actions
can be found in the
Creature Vault
.
Zombies
5550
Wood Elves
5550
a
ppenDix
1: b
lessing
a
ctions
51
a
ppenDix
2: m
elee
a
ctions
53
c
reature
s
ta n Dups
a
ppenDix
3: r
angeD
a
ctions
74
The punchboard components from the
Creature Vault
should be
carefully removed from the frames. The pieces can be added to
your existing supply of tokens and standups from
Warhammer
Fantasy Roleplay
.
a
ppenDix
4: s
pell
a
ctions
78
a
ppenDix
5: s
u pport
a
ctions
82
a
ppenDix
6: c
reature
s
tat s
88
c
reature
c
arD
s
et
i
cons
The Creature Guide
refers to and the
Creature Vault
features cards
Group Sheet Summaries
Group Sheet Summaries
106
Creature Vault
with creature statistics and information from a variety of other
Warhammer Fantasy Roleplay
products. The set icon displayed on a
creature card or in reference tables indicates the product in which
that creature was originally introduced, or where additional infor-
mation can be found.
Creature Ability Summaries
Creature Ability Summaries
108
Creature Ability Summaries
i
nDex
109
DŽ
Warhammer Fantasy Roleplay Core Set
Dž
Adventurer’s Toolkit
LJ
The Gathering Storm
Lj
Game Master’s Toolkit
lj
Winds of Magic
NJ
Edge of Night
Nj
Signs of Faith
nj
The Creature Guide / Creature Vault
u
sing
t
he
i
nForm ation
i
ncluDeD
With
t
he
c
reature
g
uiDe
To get the most out of
The Creature Guide,
players may wish to
acquire the
Creature Vault
component boxed set, which includes a
Creature Vault
variety of new cards, sheets, and components for the Game Master.
Some of these resources supplement the content found in other
Warhammer Fantasy Roleplay
products.
3
C
haPter
o
ne
r
ules
& r
esourC es
The Creature Guide
and the
Creature Vault
do more than just
expand the bestiary with more creatures the PCs may encounter
over the course of their adventures—they also provide a new,
convenient format for Game Masters to manage creatures, as well
as some additional rules and information to create more dynamic,
engaging encounters.
C
ore
C
larifiCation s
The following questions and answers clarify some of the creature
management tasks and rules that the GM may wish to consider to
better manage encounters.
C
an
nPC
s
anD
M
onsters
sPenD
a
ggression
or
C
unning
DiCe
to
MoDify
i
nitiative
rol l s
?
Yes. If it is a physical encounter or combat where initiative is deter-
mined by Agility then NPCs/creatures can spend dice from their
Aggression budget to add fortune dice to an Initiative roll.
If it is a social encounter or other encounter where Fellowship de-
termines initiative, then the NPCs/creatures can spend dice from
their Cunning budget to add fortune dice to an initiative roll.
C
an
the
gM
sPenD
an
eneMy
’
s
a
ggression
or
C
unning
buDget
to
resist
an
at taCk
or
aCtion
whiCh
is
not
an
oPPoseD
CheCk
?
Yes, the GM can spend an NPC’s Aggression and Cunning dice to
make incoming attacks and actions more challenging, if the NPC
in question is a direct target of the effect.
D
o
nPC
s
anD
M
onsters
gain
a
Cr
when
rePlaCing
their
Default
at taCk
with
a
sPeCifiC
weaPon
?
Yes. The overall threat and “critical value” of NPCs and monsters is
accounted for in their selection of actions. If the default values for
the entry’s Damage, Defence, and Soak are replaced with normal
equipment, then the GM should feel free to use all the related stats,
including Critical Rating and any special rules or qualities that
equipment has.
Aggression dice are spent to modify a physical action, such as a
melee attack. Cunning dice are spent to modify a mental action,
such as a spell or Guile check. Each die spent from the correspond-
ing budget adds ∆ to the check.
4
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