Dresden D6 Creatures

Creature Entry Descriptions

Name: Name of Creature
Type: What type of creature is this?

Reflexes
Skills Here
Knowledge
Coordination
Perception
Strength
Presence
Special Abilities: Special Abilities, if any Move: How many Squares that they move in a round
Size: Size in meters
Orneriness: If tamable, this is the Die value to resist taming
Notes: Any additional notes
Source: Where did the creature get converted from?

Cassius' Snakes

Type: Evil Snake Swarm!

Reflexes 3D

Sneak 4D

Strength 4D

Brawling 5D

Special Abilities: When constricting, +2D to Brawling, Bite, STR+1D, Grapple +2 to Brawling

Move: 10

Size:  under 1 meter, group of snakes

Notes: Most other skills are 2D

Source: OW pg 32


Chlorofiend

Type: Faerie Plant Monster

Reflexes 2D

Dodge 3D

Strength 6D

Brawling 7D

Presence 3D

Willpower 4D

Special Abilities: Tough, +2D vs physical. Weaknesses are Fire, and Iron, usual Fae weaknesses

Move: 12

Size: 3 meters tall

Notes:

Source: OW pg32


Victor's Scorpions

Type: Animated Scorpion

Reflexes 3D

Dodge 4D

Strength 4D

Brawling 5D, Stamina 5D

Special Abilities: Venomous Claws: STR+3D, 3D every round, persistent damage, stinger, STR+2D, also venom.

Move: 12

Size: 2 meters

Orneriness: 3D

Notes:

Source: OW pg33


Wardhounds

Type: Guardian Golem-Hound

Reflexes 3D

Dodge 4D

Perception 4D

Investigation 5D

Strength 4D(8D)

Brawling 6D, Stamina 7D

Presence 3D

Intimidation 4D

Special Abilities: Toughness STR+4D, Claws STR+1D, The Catch [0] is unknown, but it wouldn’t be shocking if the Senior Council or Mai, at least, had some sort of “back door” override.

Move: 12

Size: 1 meter at shoulder

Notes: Statues of dark grey-green stone in the shape of Chinese temple dogs: gaping mouths, extremely large eyes, curling beards and manes. Stand perhaps a yard tall at the shoulder. AI plus native materials; true golems. Inspired by Temple Dogs, wardhounds were created by Ancient Mai of the Senior Council to aid Wardens in their security duties.

Source: OW pg34


Kalshazzak

Type: Relentless Demonic Assassin

Reflexes 3D

Dodge 6D, Marksmanship 7D

Coordination 4D

Melee Cbt 7D

Strength 4D(8D)

Brawling 6D, Jump 6D*, Lifting 8D*

Presence 2D

Intimidation 5D

Special Abilities: Breath Weapon [2] (acid) 2D Continuous damage Claws [1] STR+1D Supernatural Strength [4] STR +4D Supernatural Toughness [4] STR +4D The Catch [2] is a weakness to holy items and expressions of genuine faith, and normal demon weaknesses. 

Move: 12

Size: 5' tall

Notes: Demon Weaknesses: Can be bound by magic to a wizard or sorcerer’s will, especially through use of their True Name. If control is lost, demons can run amuck. Running water can ground out a demon’s construct body. They are usually blocked by thresholds; if they enter without an invitation, they must spend most of their energy just to hold themselves together—that means no freaky magic, just physical capabilities. (However, demons possessing a mortal host may be able to work some weird mojo anyway, since they don’t have to constantly work to maintain their integrity.) Demons are blocked by magic circles. Lastly, they are vulnerable to exorcism (magical and faith-based), the power of faith, and holy objects.

Source: OW pg36


Shen


Demented purple chimpanzees with raven black feathered wings sprouting from their shoulders.


Chinese guardian demons, used by the Temple Dog puppy kidnappers to guard their haul. They seem to operate in packs of around 20 individual demons.


Regardless of their size, these things have incendiary poo and can fly. Technically they shapeshift, but it’s all in terms of combining several smaller ones into one larger one, which they can do through several size-classes. They start out chimp-sized, and get tougher when they’ve recombined into a smaller number of baboon-sized ones. Recombine those into a handful of gorilla-sized ones and they can start swinging around some above-human strength. If you’re unlucky enough to see them all combine into one Kong-sized creature, it’s even worse news.


Weaknesses: Standard Demon Weaknesses: Can be bound by magic to a wizard or sorcerer’s will, especially through use of their True Name. If control is lost, demons can run amuck. Running water can ground out a demon’s construct body. They are usually blocked by thresholds; if they enter without an invitation, they must spend most of their energy just to hold themselves together—that means no freaky magic, just physical capabilities. (However, demons possessing a mortal host may be able to work some weird mojo anyway, since they don’t have to constantly work to maintain their integrity.) Demons are blocked by magic circles. Lastly, they are vulnerable to exorcism (magical and faith-based), the power of faith, and holy objects.

Shen (Chimp Sized)

Type: Demonic Poo-Flinging Monkey-Thing

Reflexes 3D

Marksmanship 6D (Poo Flinging)

Perception 3D

Strength 3D

Brawling 6D

Special Abilities: Breath Weapon 2D continuous damage (incendiary poo), Wings [1] flight speed 30

Move: 12

Size: .5 Meters in chimp form

Notes: when defeated, will combine with others to form bigger sizes. 

Source: OW 37


Shen (Baboon Sized)

Type: Demonic Poo-Flinging Monkey-Thing

Reflexes 3D

Marksmanship 7D (Poo Flinging)

Perception 3D

Strength 3D(4D/6D)

Brawling 7D

Special Abilities: Breath Weapon 2D continuous damage (incendiary poo), Wings [1] flight speed 40, Inhuman Toughness [2], Inhuman Recovery [2], The Catch [2] has two parts. First, the Inhuman Recovery power only works when multiple chimp-sized Shen get absorbed by a larger Shen, which removes the smaller Shen from the conflict (but increases the larger Shen’s size if it absorbs enough of them). Second, the Inhuman Toughness power only protects against mundane, not magical, assault.

Move: 15

Size: 1 Meters

Notes: when defeated, will combine with others to form bigger sizes. 

Source: OW 37


Shen (Gorilla Sized)

Type: Demonic Poo-Flinging Monkey-Thing

Reflexes 3D

Marksmanship 8D (Poo Flinging)

Perception 3D

Strength 5D(5D/7D)

Brawling 10D, Lifting 7D

Special Abilities: Breath Weapon 2D continuous damage (incendiary poo), Wings [1] flight speed 50, Inhuman Toughness [2], Inhuman Recovery [2], The Catch [2] has two parts. First, the Inhuman Recovery power only works when multiple chimp-sized Shen get absorbed by a larger Shen, which removes the smaller Shen from the conflict (but increases the larger Shen’s size if it absorbs enough of them). Second, the Inhuman Toughness power only protects against mundane, not magical, assault, Inhuman Strength [2]

Move: 15

Size: 2 Meters

Notes: when defeated, will combine with others to form bigger sizes. 

Source: OW 37


Shen (Kong Sized)

Type: Demonic Poo-Flinging Monkey-Thing

Reflexes 3D

Marksmanship 9D (Poo Flinging)

Perception 3D

Strength 11D(13D/7D)

Brawling 13D, Lifting 13D

Special Abilities: Breath Weapon 2D continuous damage (incendiary poo), Wings [1] flight speed 60, Supernatural Toughness [4], Inhuman Recovery [2], The Catch [2] has two parts. First, the Inhuman Recovery power only works when multiple chimp-sized Shen get absorbed by a larger Shen, which removes the smaller Shen from the conflict (but increases the larger Shen’s size if it absorbs enough of them). Second, the Inhuman Toughness power only protects against mundane, not magical, assault, Supernatural Strength [4], Hulking Size [2]

Move: 20

Size: 20 Meters!!!

Notes: 

Source: OW 37



Fetches


In their natural form, fetches appear to be vaguely humanoid, black wavering shadows with ghostly white eyes. Otherwise, they tend to look like their victim’s worst fear.


First Appearance: Proven Guilty.


What We Know: These fae are usually aligned with the Winter Court; many serve as Queen

Mab’s elite spies and assassins. They feed on fear—it makes them stronger. They can easily cross over from the Nevernever through mirrors, and they are rather intelligent. 


Powers: Standard faerie jazz, plus shapeshifting, the usual strong/tough/fast boat of powers,

the ability to sense and feed on fear, and some nasty immunities that kick in when the target is

particularly afraid. Their ability to step through the veil to and from Faerie is strongly affiliated

with mirrors.


Weaknesses: Standard fae weaknesses, plus the courage or general lack of fear in the victim may

downgrade abilities.


Fetch: Bucky

Description: An ugly, almost humorous, demon-doll.

What We Know: Bucky the Murder Doll is an example of a weak fetch.

Powers: Inhuman Speed. Feed on fear. Mirrorgates. Shapeshifting.

Weaknesses: Standard fetch weaknesses, small size (and rather comical appearance).


Fetch: Bucky

Type: Demon-Doll

Reflexes 2D (3D)

Dodge 4D (5D), Sneak 5D (7D)

Coordination 3D

Melee Cbt 6D

Perception 3D

Investigation 5D

Strength 2D(3D)

Brawling 4D, Stamina 2D (4D)

Presence 4D

Con 6D, Intimidation 7D

Special Abilities: Smell Fear (Investigation): +2D to Investigation rolls to home in on or locate a source of fear. Glamours [2], Emotional Vampire [1] (Fear), Powers (in Bucky Form) Inhuman Speed [2], Inhuman Recovery [2], The Catch [1] is cold iron and the like.

Move: 8 (16)

Size: .5 meter

Source: OW 43


Fetch: Hammerhands

Description: Insane farmer with sledgehammer heads in place of hands.

What We Know: Hammerhands is an example of a normal fetch.

Powers: Inhuman Strength and Toughness. Feed on fear. Mirror-gates. Shapeshifting.

Weaknesses: Standard fetch weaknesses, plus no hands or thumbs!


Hammerhands

Type: Faerie Fetch

Reflexes 4D

Dodge 7D, Sneak 5D

Perception 4D

Investigation 5D(7D)

Strength 3D (5D)(7D)

Brawling 7D, Stamina 5D

Presence 3D

Intimidation 5D

Special Abilities: Smell Fear (Investigation): +2D to Investigation rolls to home in on or locate a source of fear. Glamours [2], Emotional Vampire [1] (Fear), Physical Immunity [8] The Catch (Stacked) [5] is that it’s only immune to magic, and only when the creature using magic is afraid of the fetch (determined by the fetch using its Intimidation vs. the caster ’s Willpower; if the caster doesn’t beat the roll, the immunity is in effect). External power-sources (such as Hellfire or Summer Magic) may bypass this as well.

Powers (Hammerhands Form) Inhuman Strength [2], Inhuman Toughness [2], Claws [1] (Hammers), Inhuman Recovery [2], The Catch [+3] is cold iron and the like. Hammer Hands deal STR+4D, claw part STR+1D

Move: 10

Size: 1.5 meters

Source: OW pg44


Fetch: The Reaper


Description: 7’ tall, slabs of muscle, overalls, blue shirt, hockey mask, sickle.

What We Know: The Reaper is an example of a strong fetch. (Eleven Suburban Slasher movies made! Character is supposedly unkillable!)

Powers: Inhuman Strength or Toughness, Supernatural Strength or Toughness. Feed on fear. Mirror-gates. Shapeshifting.

Weaknesses: Standard fetch weaknesses.


The Reaper

Type: Faerie Fetch

Reflexes 3D

Dodge 5D, Sneak 7D

Coordination 3D

Melee Combat 6D

Perception 4D

Investigation 6D

Strength 3D

Brawling 6D

Presence 4D

Con 5D, Intimidation 7D

Special Abilities: Smell Fear (Investigation): +2D to Investigation rolls to home in on or locate a source of fear. Glamours [2], Emotional Vampire [1] (Fear), Physical Immunity [8], The Catch (Stacked) [+5] is that it’s only immune to magic, and only when the creature using magic is afraid of the fetch (determined by the fetch using its Intimidation vs. the caster ’s Willpower; if the caster doesn’t beat the roll, the immunity is in effect). External power-sources (such as Hellfire or Summer Magic) may bypass this as well.Powers (Reaper Form) Claws [1] (Sickle), Inhuman Strength [2], Inhuman Toughness [2], Supernatural Recovery [4], The Catch [3] is cold iron and the like. Sickle STR+4D

Move: 12

Size: 2.1 meters

Source: OW pg44



Fetch: The Scarecrow


Description: 8-foot-plus tall scarecrow, with a jack o’ lantern head, wrapped in rags and pumpkin vines.

What We Know: Scarecrow is a very old and strong fetch—lots of experience and very cunning.

Powers: Supernatural Strength and Toughness. Its size lets it cover a lot of ground—but maybe it has a boost beyond that. Feeds on fear and sloughs off magic. Mirror-gates. Shapeshifting.

Weaknesses: Standard fetch weaknesses.


Giant Scarecrow

Type: Faerie Fetch

Reflexes 3D

Dodge 6D

Coordination 3D

Perception 4D

Investigation 6D

Strength 6D (7D/9D)

Brawling 9D

Presence 4D

Intimidation 8D

Special Abilities: Smell Fear (Investigation): +2D to Investigation rolls to home in on or locate a source of fear. Glamours [2], Emotional Vampire [1] (Fear), Physical Immunity [8], The Catch (Stacked) [+5] is that it’s only immune to magic, and only when the creature using magic is afraid of the fetch (determined by the fetch using its Intimidation vs. the caster ’s Willpower; if the caster doesn’t beat the roll, the immunity is in effect). External power-sources (such as Hellfire or Summer Magic) may bypass this as well. Powers (Scarecrow Form) Claws [1], Hulking Size [2], Supernatural Strength [4], Supernatural Toughness [4], Supernatural Recovery [4], The Catch [+3] is cold iron and the like.

Move: 15

Size: 2.5 meters

Source: OW pg45

Goblins

Description: Goblins are lantern-jawed and burly, with wide batlike ears.

First Appearance: Summer Knight.

What We Know: Goblins are associated with hunting. The Erlking is a powerful Sidhe of goblin-kind.

Powers: They have the usual boat of faerie mojo going on. Due to their association with the Erlking, they also have what works with a hunting orientation: they’re probably strong and tough, and in some cases might have some other magic (maybe like Seelie/Unseelie Magic, even—only drawing from the Erlking instead of the Courts). 

Weaknesses: Standard fae weaknesses


Goblin

Type: Hunter Goblin

Reflexes 4D

Dodge 7D, Sneak 7D

Knowledge 2D

Coordination 3D

Melee Cbt 6D(8D), Bows 6D, Firearms 6D

Perception 3D (5D)

Tracking 6D(8D)

Strength 2D (5D)(3D)

Brawling 5D(7D)

Presence 2D

Animal handling 3D(5D)

Special Abilities: Echoes of the Beast [1] (Hunting Hound), Glamours [2], Inhuman Strength [2] Inhuman Toughness [2], Inhuman Recovery [2], The Catch [3] is cold iron and the like, Pack Instincts [1]

Move: 12

Size: 1.5 meters

Equipment: Sharp weapon: STR+2D

Source: OW pg45

Gruffs

Description: Gruffs usually stand between 5’ and 6’ tall (though some are much, much larger). Usually white-furred, they are packed with muscle. Their heads are goatlike, with forward-curling horns. Their eyes are usually yellow, with rectangular pupils. Their hands are three-fingered and clawed. Their legs are reverse-jointed, and they have hoofed feet. Alas, they also give off a scent that smells something between a skunk and a barrel of rotting eggs.

Gruffs and trolls are historic (folkloric?) enemies, and gruffs are known for killing trolls; all gruffs are related as “brothers.”


First Appearance: Small Favor.


What We Know: They kill trolls. Gruffs tend to be smart and are also high in the Summer hierarchy. They are equally adept at using oaken cudgels or submachine guns.


Powers: They have the usual faerie stuff, plus claws/hooves and varying levels of strength.

For simplicity, we’ll rate Gruffs in three categories: standard gruffs, elder gruffs, and the eldest gruff. The first two have varying levels of strength and toughness. The third, which apparently has only one member, seems to be an incredibly powerful spellcaster—possibly on the level of being more plot device than stattable threat, seeing as one casually whacked a few Denarians as a warm-up to the main event of taking on Harry Dresden. With that in mind, we’re leaving the Eldest Gruff out here, but see OW page 142 for more details.


Standard gruffs are practically indistinguishable from Goblins (see above) in their writeup, save that they’re just as good with guns as they are with any other mode of killing. Add Claws [1] to the mix and give them a Summer instead of Wyld affiliation, and you’re off to the races.


Weaknesses: Standard fae weaknesses— however, their hooved feet may be more vulnerable than one would expect. 



Elder Gruff

Type: Gruff, Sense of Honor, Sword as Long as a Car

Reflexes 3D

Dodge 6D, Melee Cbt 6D

Knowledge 2D

Coordination 4D

ACGuns, Bows, Firearms, MissileWeap, Throwing, all 7D

Perception 2D

Search 5D, Tracking 6D, Survival 5D, Streetwise 5D

Strength 5D (11D/7D/9D)ss (+2D/+6D)st

All Strength skills are 8D; Stamina 10D

Presence 3D

Intimidation 6D (8D)

Special Abilities: Claws [1] Echoes of the Beast [1] (Goat) Glamours [2] Hulking Size [2] Supernatural Strength [4] Supernatural Toughness [4] Inhuman Recovery [2]; Claws STR+1D

The Catch [3] is cold iron and the like. Pack Instincts [1]

Move: 14

Size: 2 meters or more(!)

Equipment: Usually has weapons of STR+6D, and automatic weapons of same, 6D damage

Source: OW pg46


Hellhounds


Description: Hellhounds are faerie beasts that appear like mastiffs made from shadows and soot; their eyes are flat and black.


First Appearance: Grave Peril.


What We Know: Despite their name, hellhounds appear to be fae—or possibly transformed humans, warped by magic into a dog-like form. They may be associated with the Hounds of the Wild Hunt. They have some connection to Leannansidhe—she thinks of them as “hers” and can command them.


Powers: They might have some standard faerie stuff going on, but primarily we’re looking at a boosted beast here—fast and strong and made with pointy bits.


Weaknesses: Unknown, but it’s probable that they have the standard fae aversion to cold iron.


Hellhound

Type: Hellhound

Reflexes 3D (4D/5D)

Dodge 6D (7D/8D), Sneak 4D (5D/6D)

Perception 4D

Search 7D, Tracking 7D

Strength 3D (4D/5D)

All Strength skills are 6D

Presence 2D

Intimidation 4D

Special Abilities: Unflappable (Presence): +1D against Intimidation attacks. Claws STR+1D, Echoes of the Beast [1] (Hound) Inhuman Speed [2], Pack Instincts [1], Teeth STR+2D

Move: 25

Size: Under 1 meter shoulder height

Orneriness: 4D

Source: OW pg46

 

Hobs


Description: Hobs are fae, five feet tall (more or less), with a squat, baboonish build; they are covered in thick, rubbery muscle. They possess shark-like teeth. Interestingly, they have no eyes.


First Appearance: Small Favor.


What We Know: Their armor and their weaponry depend upon their ranking in the Court. The least wield stone implements, while the higher wield bronze. In Faerie, they almost always live in lightless tunnels.


Powers: Standard fae, plus at least Inhuman Strength, Claws, long ropy tails, and can conjure myrk (tangible matter from the Nevernever that absorbs light; see OW page 48).


Weaknesses: Standard fae weaknesses, plus they are harmed by light.


Hob

Type: Hob

Reflexes 3D

Dodge 6D, Melee Cbt 6D (7D), Sneak 6D

Knowledge 3D

Myrk Control 7D

Perception 3D

Strength 3D (4D/9D)is (4D/6D)it

Brawling 6D

Presence 2D

Willpower 5D

Special Abilities: Strike in the Dark (Weapons): Hobs gain a +1D to their Weapons attacks when making an attack veiled within a zone of myrk. Cloak of Shadows [1] Glamours [2] Myrk [1] (see text below), Inhuman Strength [2] Inhuman Toughness [2], The Catch [+1] is cold iron and light. Weapons made from stone or bronze, Armor made of bronze or none of all depending on rank. Weapons: STR+2D, Armor (2Dp/0De)

Move: 15

Size: 1 meter or so

Notes: Myrk (Power) Myrk is a power created just for this creature. Hobs can conjure or exude myrk, a tangible, foggy substance that absorbs light, casting the area they occupy into total darkness. 7” in diameter. When two or more hobs are in the same area, they may cause the myrk to spread out further, 7” diameter per hob. The myrk dissipates only once all of the hobs have been driven off or are otherwise taken out. If skill rolls to oppose the conjuration or manipulation of myrk become necessary, use the hobs’ Myrkr skill.

Equipment: Stone or Bronze weapons, higher ranking members have armor.

Source: OW pg48


Malks

Description: Malks are bobcat-sized feline creatures, with weirdly-shaped (not cat-like) heads, rougher fur, and wide paws that have an extra digit.


First Appearance: Summer Knight.


What We Know: Malks are mean fae that typically associate with Winter. They congregate in packs of twenty or so and leave clumps of grey hair and claw-scratches to mark their territory. Often found in Chicago’s Undertown. Malks are sentient, even smart, and their voices are truly inhuman. Grimalkin (see OW pg154), of Maeve’s Court, may be a Sidhe of malk-lineage.


Powers: Enhanced senses (via Echoes of the Beast), strength greater than natural animals (possibly to Inhuman level), Inhuman Speed, nigh-Invisibility.


Weaknesses: Standard fae weaknesses, plus especially an aversion to fire.


Malk

Type: Faerie Feline (Malk)

Reflexes 4D

Dodge 7D, Sneak 8D

Knowledge 2D

Coordination 2D

Perception 3D

Strength 3D

Brawling 6D

Presence 3D

Special Abilities: Claws [1], Cloak of Shadows [1], Echoes of the Beast [1] (Cat), Glamours [2], Inhuman Speed [2], Inhuman Toughness [2], The Catch [1] is cold iron and the like. Claws STR+1D

Move: 15

Size: Bobcat sized

Source: OW pg48


Nixie


Description: Almost always female humanoids, very attractive, with green hair.


First Appearance: Summer Knight.


What We Know: Nixies are notably vicious and like to drown mortals for fun. They often interact with shellycobbs. They are associated with water.


Powers: Aquatic, quick to heal, and pretty flipping strong. Add to that an ability to beguile or entrance a victim over and above what faerie glamours provide, and the use of those glamours

to take on the appearance of others, and you’ve got a nasty faerie package here.


Weaknesses: Standard fae weaknesses.


Nixie

Type: Nixie

Reflexes 4D

Dodge 8D, Sneak 10D, Melee Cbt 8D

Knowledge 3D

Coordination 3D

Sleight of Hand 6D

Perception 2D

Search 4D, Tracking 4D

Strength 4D (5D/10D)

Brawling 12D, Stamina 8D, Swimming 8D (10D)

Presence 3D

Charm 6D, Con/Deceit 6D, Persuasion 6D, Willpower 6D

Special Abilities: At Home in the Water: +2D when Swimming. Aquatic [1] Glamours [2] Incite Emotion (Lasting Emotion, At Range) [3] , Beguile/Attract Inhuman Strength [2] Inhuman Recovery [2] The Catch [1] is cold iron and the like.

Move: 15

Size: 2 meters

Equipment: Melee Weap STR+3D

Source: OW pg49



Ogres

Description: Ogres are 8’ to 12’ tall humanoids with curly hair, flattened gorilla-like features, and ears that stick out.

First Appearance: Summer Knight.

What We Know: Ogres are the thugs of Faerie. Big, strong, dumb, tractable: perfect legbreakers. The skins of those that select Summer turn scarlet; the skins of those that select Winter turn blue. There’s also a variant with shaggy white fur, called Snow Ogres, connected to Winter.


Powers: These things are really big and strong, but more than anything they’re durable—mostly bulletproof, and naturally magic-resistant (at least with mortal magic—Seelie or Unseelie Magic might be a different ball game). Their fingernails can cut steel.


Weaknesses: Standard fae weaknesses, and not known for their brains or initiative.


Ogres

Type: Ogre

Reflexes 2D

Dodge 4D

Knowledge 1D

Coordination 1D

Perception 2D

Strength 4D (6D/12D)is (6D/8D)st

Brawling 8D, Lifting 12D,

Presence 2D

Most skills 2D or 4D

Special Abilities: Glamours [2], Hulking Size [2], Inhuman Strength [2], Supernatural Toughness [4], Inhuman Recovery [2], The Catch [3] is cold iron and the like. Physical Immunity [8], The Catch (Stacked) [5] is that ogres are only immune to (mortal?) magic, not mundane sources of harm.

Move: 10

Size: 8’ to 12’ tall!! 

Equipment: Weapons of STR+1D damage

Source: OW pg50



Pixies


Description: Pixies are pale humanoids that range from ant-sized up to a foot tall; they have silver dragonfly wings and oddly-colored manes of hair and are often surrounded by a colored nimbus of light (often silver).


First Appearance: Storm Front.


What We Know: Pixies are the dockworkers, scouts, and messengers of the fae. Elidee (see page OW 143) is an example of an ant sized pixie, while Toot-toot (see OW page 237) is a more typical specimen.


Powers: Wings. Light Source. Found in swarms.


Weaknesses: Standard fae weaknesses, plus proud, very small, and tend to leave glittering dust everywhere (that evanesces like all ectoplasm, eventually).


Pixie

Type: Pixie

Reflexes 3D

Dodge 6D, Flying 6D, Sneak 6D

Knowledge 2D

Coordination 2D

Most skills 4D, possibly more

Perception 3D

Search 6D, Tracking 6D, Contacts 8D, Charm 8D, Persuasion 8D

Strength 3D

Brawling 6D

Presence 3D

Con / Deceit 6D

Special Abilities: Ear to the Ground (Contacts): +2D Contacts when working the faerie info network. Diminutive Size [1], Glamours [2], Light Source [0] (see notes) Wings [1]

Move: 3, 10 flying

Size: small!

Notes: The creature is a low-wattage light source, usually of one particular color. It’s enough to overcome mundane darkness in one area, at least enough to read by—about what you’d expect from a flashlight."

Source: OW pg50


Shellycobbs


Description: Shellycobbs are crablike things with slick black shells and pincers that are as big

as basketballs.


First Appearance: Summer Knight, although more details surface in “Something Borrowed.”


What We Know: A water-dwelling fae type that often interacts with nixies.


Powers: These aquatic creatures are nearly all shell, giving them a natural armor against most attacks. While strong, their most potent strength resides in the vise-like grip of their giant pincers.


Weaknesses: Standard fae weaknesses.


Shellycobbs

Type: Faerie Crab-Beast

Reflexes 3D

Dodge 6D

Coordination 2D

Perception 2D

Strength 3D(5D/9D)is (7D)it

Brawling 6D

Presence 2D

Special Abilities: Vise Grip (STR): When clenching or crushing something with its pincers (usually in terms of grapples), a shellycobb is at +2D to its STR and Brawling rolls. Aquatic [1] Claws [1] (Pincers) STR+1D Echoes of the Beast [1] (Crab) Inhuman Strength [2] Supernatural Toughness [4] The Catch [+3] is cold iron and the like. In addition, the armor benefit does not apply if you can manage to get under their shell.

Move: 10

Size: 3 feet, maybe more

Source: OW pg51



Sylphs


Description: Sylphs look like young human girls with claws and razor-edged dragonfly wings.


First Appearance: Summer Knight.


What We Know: Sylphs are notably vicious. They are associated with the air.


Powers: Claws, Wings (with razor edges!), Inhuman Speed.


Weaknesses: Standard fae weaknesses.


Sylphs

Type:  Razor-Edged Dragonfly Girl

Reflexes 4D

Dodge 6D, Flying 8D

Knowledge 1D

Coordination 2D

Perception 2D

Strength 4D

Brawling 8D, Stamina 9D

Presence 2D

Special Abilities: Strafe Attack (Brawling): +1D  to Brawling to make an attack when in flight. Claws [1] Inhuman Speed [2] Inhuman Recovery [2] The Catch [1] is cold iron and the like. Wings [1], Claws and Razor wings STR+2D

Move: 10 / 25 Flying

Size: 5ft or so

Source: OW pg53



Trolls


Description: Trolls have rubbery muscles, warty skin, hairy arms, sharp claws, lumpy shoulders, malformed heads, lantern jaws, hideous faces, and tiny hate-filled eyes. They range between 12’ and 15’ tall. They don’t walk so much as stomp.


First Appearance: “Restoration of Faith” (but more details surface in Proven Guilty).


What We Know: Many trolls live under bridges, sometimes even in the mortal world. Naughty children (those that cross bridges at night, at least) are apparently still lawful prey for bridge trolls under the Unseelie Accords. Some trolls seem to be a strange sort of collective organism, composed of many tiny trolls living in one gigantic troll skin.

Many trolls are aligned with Winter—several of the strongest are used by Queen Mab as guards at her stronghold of Arctis Tor. It is rumored that troll-kin smiths created that bane of wizards: the Thorn Manacles. Trolls and gruffs are historic (folkloric?) enemies; gruffs are known for killing trolls.

Powers: They’re huge and supernaturally strong, they can climb pretty much anything, and they’re hard as hell to kill. (From a system perspective, the tendency for “killed” trolls to dissolve into a scattering horde of mini-trolls is basically just a colorful way of handling a “taken out” result, peculiar to trolls.)

Weaknesses: Standard fae weaknesses.


Bridge Troll

Type: Troll

Reflexes 3D

Dodge 5D, Melee Cbt 7D

Knowledge 1D

Coordination 1D

Perception 2D

Strength 3D*

Brawling 8D, Stamina 6D

Presence 2D

Con/Deceit 3D, Intimidation 5D

Special Abilities: Territorial (Perception) Trolls gain +2D to their Perception when acting on their home turf (usually a small area they have a personal claim to—like a bridge). Claws [1] Glamours [2] Hulking Size [2]* Supernatural Strength [4]*  Inhuman Toughness [2]* Supernatural Recovery [4] The Catch [3] is cold iron and the like, and they’re vulnerable to their own weapons (which look like large meat- cleavers— treat as a sword) if you can get it away from them. Spider Walk [1], Claws STR+1D, Cleavers STR+6D

Move: 8

Size: Range between 12’ and 15’ tall

Source: OW pg53



Other Faeries


Description: Varies.


First Appearance: Summer Knight.


What We Know: Brownies, centaurs, and gnomes; faerie horses and dogs; giant bumblebees, spiders, and bats; mountain lions made out of shadow, tree-spirits, unicorns, etc.


Powers: Two of Inhuman Strength or Toughness or Speed, plus at least one special power. (Very potent fae, like centaurs or unicorns, may have more than two Inhuman qualities, maybe even Supernatural ones, and additional powers.)


Most humanoid faeries have Glamours, and a few have access to Seelie or Unseelie Magic; transformed and giant beasts, not so much (though this trade-off usually means they’re not as vulnerable to things like cold iron).


Weaknesses: Standard fae weaknesses, individual types may have additional weaknesses.



University of Chicago Library Ghost

Description: “A big bestial thing.”

What We Know: A ghost taken down by Harry Dresden and Michael Carpenter; a fairly typical poltergeist.

Powers: Standard ghost powers, with emphasis on telekinesis (via the Poltergeist upgrade on Spirit Form).

Weaknesses: Standard ghost weaknesses.


Library Ghost

Type: Shhh!


Reflexes 2D

Dodge 5D

Knowledge 4D

Scholar 8D

Coordination 0D

Perception 4D

Strength 3D

Most skills here are 6D or so

Presence 4D

Intimidation 8D, Willpower 8D


Special Abilities: Demesne [1] Spirit Form (Poltergeist) [5] Swift Transition (No Mortal Home) [1] Inhuman Strength [2] Physical Immunity [8] The Catch [2] is that the ghost can only be hurt in the mortal realm by those it has acknowledged (OW 56). If confronted in the Nevernever, the ghost still has Armor: 2D against attacks that aren’t specifically structured as countermeasures against ghosts (like Ghost Dust).

Move: 10?

Size: 1.5 m at first then 2 or more

Notes: Any additional notes

Source: OW 58


Ghouls


Description: When blending, ghouls appear completely human. In ghoul form, they look like a Japanese horror cartoon: hunch-shouldered, grey-skinned fiends, covered in short wiry hairs. They have the worst features of mankind, hyena, and baboons, all mixed together: stunted strong legs, too long arms, and hands that have spurs of bone.


First Appearance: Mentioned in Grave Peril, seen first in Summer Knight.


What We Know: Ghouls are probably scions—crossbreeds between uber-ghouls (see next entry) and humans in the long-ago past—that breed true.


Ghouls can go through 40 to 50 lbs of meat a day, preferably human. Most ghouls existing outside of the society of clans (one of the largest being the LaChaise clan) don’t live very long. Maybe one in ten actually makes it to adulthood. These specimens are extremely dangerous. The rest get eaten by other supernatural predators, killed by animals (who really despise them), sicken and die, get run over by cars, or end their own miserable existence in fits of despair. Intriguingly, despite not being the brightest critters, many ghouls speak ancient Sumerian—likely their “household tongue.”

Many of the ghoul clans provide cheap muscle for various nasty supernaturals. Both the Red and White Courts of vampires have utilized the LaChaise clan of ghouls for private vendettas in the past, the former using them as footsoldiers in the Vampire War.


See also Li Xian (OW 171), the Tigress (OW 235), and Scions (OW 78).


Powers: Like cockroaches, ghouls can recover from just about anything short of decapitation or a similar mortal trauma; they scar when they heal, but this may or may not last. They’re inhumanly strong, and in many cases faster than any mortal. They have claws and can appear human at will.


Weaknesses: Affected by holy water. Unwavering inability to control their appetites for long. Most are kind of dumb.


Ghouls

Type: Cannibal Ghoul

Reflexes 4D

Dodge 8D

Knowledge 2D

Coordination 3D

Perception 2D

Strength 4D

Brawling 8D, Stamina 7D

Presence 3D

Intimidation 6D, Willpower 6D


Initiative: +8

Special Abilities: Claws [1] STR+1D, Human Guise [0] Feeding Dependency (Meat) [1], affecting: Inhuman Strength [2] Inhuman Speed [2] (some lesser ghouls may not have this) Supernatural Recovery [4] The Catch [+2] is wounds from holy objects. Also, dead is dead with a ghoul; if you inflict enough massive trauma (e.g., decapitation), it’s not something they come back from.

Move: 10 (20)

Size: 1.7 to 2 meters tall

Source: OW 59


Uber-Ghouls


Description: Uber-ghouls look like 8’ monsters. They’re more like man-hyena-gorilla than the man-hyena-baboon of typical ghouls. They have a heavier brow ridge, serrated ridges on their cheekbones, and more massive jaws. Their forearms are longer, and their fingers are tipped with claws backed with knobbed ridges of bone.


First Appearance: White Night.


What We Know: Uber-ghouls are stronger, faster, and tougher than regular ghouls. They may even be functionally immortal. On the upside, they are a remarkably rare sight, don’t seem to live in the mortal world, and they cannot blend. They may have bred with humans to produce the usual ghouls seen in the mortal world. (Gross)


Powers: Mythic Recovery (can be beheaded, and it’s only a temporary setback; spilled blood/ ichor flows back into their bodies). Supernatural Strength, Inhuman Speed. The largest of these might even qualify for Hulking Size. 


Weaknesses: Unknown, but probably exaggerated versions of typical ghoul weaknesses.


Uber-Ghoul

Type: Uber-Ghoul

Reflexes 4D

Dodge 9D

Knowledge 2D

Coordination 3D

Perception 3D

Strength 5D

Brawling 9D, Stamina 9D

Presence 4D

Intimidation 8D


Initiative: +9

Special Abilities: Claws [1] STR+1D Feeding Dependency (Meat) [1], affecting: Supernatural Strength [4] Inhuman Speed [2] Inhuman Toughness [2] Mythic Recovery [6] The Catch [2] might be wounds from holy objects, but we have precious little data on that.

Move: 10 (20)

Size: 8’ tall, at least. 

Source: OW 59


Hecatean Hags


Description: Tall, withered, clawed “women” with long greenish hair.


First Appearance: “Welcome to the Jungle.”


What We Know: Though Hecatean Hags look human, they are emphatically not. Long ago, they were the inner circle of Hecate worshippers (some say Hecate herself began existence as a Hag and later Ascended to godhood.) They are anthrophages. See also Maurice Sandbourne (OW 223) and Dana Watson (OW 241).


Powers: They know magic (favoring lightning and fire), have armored skin, poison claws, and are awfully strong. These things are really bad news. Layering spellcraft on top of a nasty beasty-killer type is pricey yet versatile. It’s the flexibility—and highly-rated skill package—that makes just one of these a gigantic problem. Pity they come in threes. But it seems they’re more inclined to go for physical assault than spellcraft when under pressure—probably because it’s more consistently, quickly lethal to do so (thanks in part to the poison). 


Weaknesses: A Hag has bulletproof skin, but once that skin is breached (torn off, burned off, etc.), the Hag is vulnerable.


Hecatean Hags

Type: Hag


Reflexes 2D

Dodge 6D, Marksmanship 6D, Sneak 6D

Knowledge 3D

Lore 8D, Scholar 8D

Coordination 2D

Perception 3D

Strength 2D

Brawling 6D

Presence 4D

Willpower 8D, Intimidation 6D, Charm 7D, Con/Deceit 7D, Disguise 7D, Persuasion 7D

Magic Manipulation 3D

Elements (Fire, Air, Spirit)

Evocation 6D, Ritual 6D, Conjuration / Summoning 7D, 


Initiative: +6

Special Abilities: Claws (Venomous) [3] STR+3D, venom 1D each round, Human Guise [0] Inhuman Strength [2] Supernatural Toughness [4] The Catch [+1] is that once they take physical damage which tears the skin, the Toughness goes away: they lose the extra stress boxes if they have a Mild physical consequence, and lose the benefits of the ability entirely once they’ve taken something moderate or worse.


Known Spells: Lightning Surge: 5D, single target, Fire Blast: 3D damage area affect (10” diameter) blast of flame.


Move: 10

Size: 1.5 meters?

Source: OW 61


He Who Walks Behind


Description: Whole appearance unknown, though he is said to have an inhuman face…and spines.


What We Know: AKA The Hunter of the Shadows, Lord of Slowest Terror. Long considered by Harry Dresden just to be a major-league hunter demon or spectral hit man sent to kill him by Justin DuMorne, it turns out that He Who Walks Behind is the most powerful of all of the Walkers. He Who Walks Behind has an “anti-sound” scream—a noise that absorbs other noises.

He sponsored the Evil Eye Franchise’s ritual entropy curse targeting Arturo Genosa’s female associates and can apparently possess mortal corpses for at least a short time.


Powers: As far as we can discern, He Who Walks Behind has tons of supernatural strength and toughness, can track nearly anything anywhere, can possess people once summoned, might be able to turn into a gaseous cloud, is covered in spines, can emit an “anti-scream” that eats sound, and can even be called upon to empower rituals without fully entering into our world. Except for evidence that he’s been beaten before, this creature looks to be practically undefeatable.


Weaknesses: Since He Who Walks Behind is the Lord of the Slowest Terror, it’s possible that his normal speed is slower than even a mortal’s usual top speed—this would indeed make He Who Walks Behind glacially slow compared to most other supernatural entities, but still fast enough to walk up to you and kill you proper.


Or it could be a reference to something else—how he toys with his prey, making the agonies he administers last a long time.


Harry Dresden somehow managed to kill his temporary shell for a time. It apparently took quite a few years for He Who Walks Behind to regenerate a shell, or perhaps just to regain access to the mortal world again.


Otherwise, as per other Outsiders.


He Who Walks Behind

Type: Outsider Walker


Reflexes 4D

Dodge 9D, Sneak 8D

Knowledge 2D

Coordination 2D

Perception 4D

Search 8D, Track 9D

Strength 5D

Brawling 10D, Stamina 9D

Presence 4D

Willpower 8D, Intimidation 9D, 


Initiative: +10

Special Abilities: Claws [1] (Spines) STR+1D Domination (Possession) [5] Gaseous Form [3] Supernatural Sense (Senses) [–2] May “impossibly” track its prey, assuming it has access to a fresh ritual component from its target—fresh blood or hair, its True Name, etc… Supernatural Strength [4] Supernatural Toughness [4] Supernatural Recovery [4] The Catch [2] is a weakness to holy items and expressions of genuine faith. Physical Immunity [–8] (speculative!) The Catch (Stacked) [+0] is…honestly, I don’t know. Swords of the Cross and Harry Dresden have managed to get past it, but we have no idea what else could. Zone of Silence [–1] (see box)


Move: 10?

Size: Variable?

Source: OW 76



Zone of Silence (Power)

He Who Walks Behind may emit an “antiscream,” placing a Silenced effect on an area 10” wide that prevents any sound from being heard within. EACH creature in the area may use the silence bonus (+1D) once per scene when making a Sneak roll. The zone dissipates at He Who’s whim, or when He Who exits the area in question.


Tentacled Horrors


Description: Horrors with tentacles. Duh.


First Appearance: Proven Guilty.


What We Know: These seem to be the typical (possibly weak) Outsiders that the Red Court can summon into the Nevernever for use against the White Council in the Vampire War. (None have been seen recently in the mortal world, however.)


Powers: A Tentacled Horror has Inhuman Strength, Inhuman Toughness, Inhuman Speed, Inhuman Recovery, and Tentacles.


Weaknesses: As per other Outsiders. Massive trauma to their current spiritual body is probably also a good bet for getting rid of them.


Tentacled Horrors

Type: Tentacled Horror From Outside


Reflexes 3D

Dodge 8D

Knowledge 2D

Coordination 2D

Perception 3D

Strength 4D

Brawling 8D, Lifting 8D, Stamina 8D 

Presence 4D

Intimidation 8D


Initiative: +8

Special Abilities: Made of Tentacles: +2D when using Brawling to grapple. Claws [–1] (Nasty Tentacles) Inhuman Strength [2] Mythic Toughness [6] Inhuman Recovery [2] The Catch [2] is a weakness to holy items and expressions of genuine faith. Spider Walk [1] Swift Transition (No Mortal Home) [1] Swift Transition: Unlike the normal version of this power, this represents the transition back to the Outside from the Nevernever. Tentacled horrors are too alien to be able to cross into the mortal world. Weapon: +4D to STR for crushing with tentacles.

Move: 10

Size:

Source: OW 77


Grendelkin


Description: Grendelkin are shaggy (with human hair, not fur), flabby, quarter tons of muscle standing 8’ or 9’ tall. They have fangs, long and dangerous black claws, and bleed black ichor.


First Appearance: “Heorot.”


What We Know: Scions of Grendel spawned on the women taken from Heorot, Grendelkin are solitary and extremely rare creatures. This is due to their difficulties in breeding—only mead (and a lot of it!) makes them fertile; even then, they need a human female virgin to successfully procreate. The spawn then ripped out of their mother’s womb. Cheery.


Given these difficulties, grendelkin usually just abduct, rape, rip to shreds, and consume their victims.


Grendelkin might have other supernatural henchmen that they’ve overawed (at least one has convinced, tricked, or bargained a pack of malks to serve as the door-wardens to his lair).


Powers: Immune to fire (perhaps this could just be countermagic). Supernatural Strength and Toughness, some Immunities, Inhuman Speed. Can bend minds: often used for Veiling, but can sometimes fool technology as well.


Use Glamours to do the heavy lifting for this ability—though that’s not an indication that these things have any tie to faerie. (There’s a lot of guesswork in this writeup.)


Very hostile, but not dumb—they may actually have better than human intellects.


Weaknesses: Unknown.


Grendelkin

Type: Spawn of Grendel


Reflexes 4D

Dodge 8D, Melee Cbt 8D, Marksmanship 8D

Knowledge 2D

Coordination 4D

Bows 8D, Missile Weapons 8D

Perception 2D

Strength 4D

Brawling 8D

Presence 4D

Intimidation 8D


Initiative: +8

Special Abilities: Cloak of Shadows [1] Glamours [2] Hulking Size [2] Inhuman Strength [2] Inhuman Speed [2] Supernatural Toughness [4] Inhuman Recovery [2] The Catch [0] is a vulnerability to nonmortal weaponry, be it a possibly enchanted ax swung by a valkyrie, or the claws of a mob of malks. Physical Immunity [8] The Catch (Stacked) [5] is that it’s only immune to “standard” mortal magic (or perhaps just fire). Less common magics appear to slip right past this defense.

Move: 15

Size: 8 or 9 feet tall

Source: OW 78


Temple Dogs


Description: Temple Dogs are a large, flop eared breed, with a broad chest and powerful muzzle. Their coats are almost solid grey, marked with black on the tips of the ears, the tail, and the lower legs. They look something like the Caucasian breed, raised in the Soviet Union to guard secured military installations, only they’re much less aggressive.


First Appearance: Blood Rites.


What We Know: Temple Dogs are a scion bloodline, springing from the union of Foo Dog (page 82) and mortal canine stock. They are used as guardian dogs for at least one monastery in the Himalayas (see the Temple Monks OW 75). They serve as sentinels versus dark spirits and energies, guard people and places, and alert others to the presence of danger. Temple Dogs are smarter than a typical dog: they are at least “Lassie” smart (“What’s that, boy? Little Timmy fell down the well?”), if not at full human intellect. They’re also extremely loyal and good-natured, unless there’s supernatural nastiness about. It’s said that Temple Dogs inspired Ancient Mai to create the wardhound golems for the Wardens (see OW 34).


Powers: Nigh-human Intellect. Supernatural Sense (possibly only supernatural creatures and energies, see below). Fast healing. The Bark—a loud, steady, painfully low, metronomic WOOF WOOF WOOF—can be heard 50-60 miles away, wake up an entire temple (or apartment building) from a dead sleep and leave them alert but not panicked. The Bark carries into the Nevernever—it can be heard clearly by non-corporeal entities (which startles them and drives them away).


Temple Dogs seem capable of injuring supernatural creatures in combat, and exhibit enhanced strength and toughness in those situations. When a Temple Dog is actively using its power, an effect similar to St. Elmo’s Fire surrounds its jaws, forepaws, and (sometimes) whole body.


Weaknesses: Unknown, but using their overtly mystical abilities (the Bark and Sacred Guardian) seems to take a lot out of them, leaving them hungry, thirsty, and tuckered out.



Temple Dogs

Type: aka Dogasaurus Rex!


Reflexes 3D

Dodge 6D

Knowledge 2D

Coordination 2D

Perception 3D (7D)

Search 6D, Tracking 6D

Strength 3D

Brawling 9D, Stamina 6D

Presence 2D

Willpower 4D, Intimidation 5D


Initiative: +4

Special Abilities: Unity of Senses: +2D to Perception to pick up on the presence of the supernatural, Claws [1] STR+1D Inhuman Recovery [2] Supernatural Sense (Senses) [2] Temple dogs can detect unnatural presences & supernatural influences, with enough detail to know whether it’s time to attack or just growl. Sacred Guardian [1] (see box below) The Bark [2] (see box)

Move: 10

Size: .78 meters

Source:

Sacred Guardian (Power)

A temple dog may gain a boost to its attack or defense rolls by inflicting a mental hit upon itself, gaining a +1D for each level of damage from the hit. 


Alternatively, on a single attack the temple dog may take a 1 wound hit to temporarily

satisfy the “Catch” on the toughness abilities of a spiritual creature.


The Bark (Power)

The temple dog may bark clearly and audibly in an area including its current zone and all adjacent zones. The radius may be doubled for each point of mental stress the dog takes

when barking. Those within the affected area are protected from mind-clouding supernatural effects by a block (YS 210) based on an Intimidation roll made by the dog. This same roll is used as a maneuver against any non-corporeal entities to startle them and drive them off.



Black Court Vampires


Description: Black Court vampires look like dead people. If newly dead, they can be kind of juicy. If long dead, they’re kind of dried up and withered. They tend to have long black fingernails, flaking skin, and no fangs, as well as a charnel house scent, rheumy eyes, brittle hair, no heartbeat. They might be covered in moss, worms, mold, etc.


First Appearance: Grave Peril.


What We Know: Since the dawn of human memory, Black Court vampires have hunted mortals. The collective noun for Black Court vampires is “scourge” and powerful old ones are called “Rukhs.” They kill frequently and propagate the fastest of all vampires. Any Black Court vamp can reproduce, but the spawn created by the rank and-file tend to just be feral animals that usually can’t create spawn of their own.


Black Court vampires have acres of funky vampire powers. Even “newborns” are very powerful. They feel no pain from most physical damage, and bits of them can keep going even after being separated from their bodies.


Despite all this, they’ve fallen on hard times; Bram Stoker’s Dracula is “The Big Book of How to Kill Black Court Vampires” and it details their powers and weaknesses extremely well. As a consequence of this, the Black Court vampires currently around are either old and experienced, or comparatively young and weak.


Powers: Walking corpses with mind-control mojo. They can get very strong, very fast, and their dead bodies mean they can take punishment that would stop a living creature cold (often ignoring gunshots). Mist-form. Pieces continue moving even when separated, though that’s of limited use.


Extrapolated additional powers from Dracula: Control nocturnal animals (wolves, rats, bats). Weather control. Transform (bat, wolf, dust, fog) in unholy places. Rejuvenation by blood. Many of these may be more the province of master Black Court types—see below.


Weaknesses: Standard vampire weaknesses, plus: Black Court vampires are affected—usually burned—by garlic, tokens of faith, sunlight, running water, and fire. Any of these things can cause them pain (unlike most other damage). Staking them causes spastic seizures. Decapitation can kill them. Most of them are helpless during daylight hours (unless very old and strong).

They weigh as much as a corpse of their appropriate age. This means that old vamps are desiccated and light…and proper application of force and leverage can take advantage of this. Especially when they’re new and haven’t gotten the hang of their powers yet, Black Court vampires may be “clumsy.” (In those cases, drop their skill ratings down 2D or 3D or lower.) 


Extrapolated additional weaknesses from Dracula: sacred or blessed bullets. Communion wafers. No shadow or reflection. Must sleep in native earth.


Black Court Vampires

Type: Undead Dracul Type Vamps


Reflexes 3D

Dodge 6D, Sneak 6D

Knowledge 2D

Coordination 3D

Perception 2D

Strength 3D

Brawling 9D, Lifting 6D, Stamina 5D

Presence 3D

Willpower 9D, Intimidation 5D


Initiative: +5

Special Abilities: Claws [1] STR+1D Echoes of the Beast [1] Living Dead [1] Supernatural Toughness [4] The Catch [3] is Bram Stoker style weaknesses. Blood Drinker [1] Feeding Dependency [1] affecting the following powers: Cloak of Shadows [1] Inhuman Strength [2] Inhuman Speed [2] Domination [2] Gaseous Form [3]


Move: 10

Size: variable

Source: OW 85


Master Black Court Vampires

Type: Older Undead Dracul Type Vamps


Reflexes 4D

Dodge 9D, Sneak 9D

Knowledge 2D

Coordination 3D

Perception 3D

Strength 3D

Brawling 12D, Lifting 10D, Stamina 9D

Presence 4D

Willpower 10D, Intimidation 9D


Initiative: +5

Special Abilities: Claws [1] STR+1D Echoes of the Beast [1] Living Dead [1] Supernatural Toughness [4] The Catch [3] is Bram Stoker style weaknesses. Blood Drinker [1] Feeding Dependency [1] affecting the following powers: Cloak of Shadows [1] Superhuman Strength [2] Inhuman Speed [2] Master Domination [4] Gaseous Form [3]


Move: 10

Size: variable

Source: OW 85


Darkhounds


Description: Naked bloody shells of dogs, filled with horrible rage.


What We Know: Darkhounds are animals—usually dogs—that have been infused with the same dark power of Black Court vampires. They are stronger, faster, crazier, and don’t feel pain.


Powers: Fanatic strength, speed, and toughness.


Weaknesses: Standard Black Court weaknesses, and they’re still just animal-minded.


Note: Use D6 Dog Stats with the above undead grossness. 


Renfields


Description: Their name is taken from the pages of Bram Stoker’s Dracula. Renfields look much like normal people, maybe a little twitchy, until they “go off ” and become foaming wild crazy people.


To the Sight, Renfields have a twisted, deformed face and hideous swollen muscles with blackened veins and unnatural power. A band of shimmering vile energy circles their throats like an animal collar. Their eyes appear to have been clawed out by tiny scalpel-sharp talons. Simply: there’s nothing there anymore.


What We Know: A Renfield is a victim of mind control magic, specifically the sort practiced by Black Court vampires. The victim is crushed into total thralldom by brute psychic force; this destroys the victim’s mind, leaving him no good for anything but gibbering violence. In many ways, Renfields aren’t people anymore. Unlike most thralls created via mind control magic, being turned into a Renfield may be irreversible. (Even the original Merlin was unable to undo the damage.) Renfields get more and more deranged and violent over the course of a year or two, and eventually self-destruct.


Powers: Fanatic strength and pain ignorance. These are normal folks, built along the lines of rough thralls (OW 82). Add Inhuman Strength and Inhuman Recovery, and you’ve got the package.


Weaknesses: As noted, Renfields aren’t good for anything but crazy violence. They’re also notably unobservant.


Jade Court Vampires


Description: Unknown.


First Appearance: Mentioned in Death Masks, but have yet to appear.


What We Know: All we know is that former Knight of the Cross Shiro Yoshimo has tangled with them, they’re vampires, and they’re based in southeast Asia.


Powers: Unknown.


Weaknesses: Unknown.


Red Court Vampires


Description: While wearing their “ectoplasmic skin” they look like people—usually attractive people.


When they vamp-out, they look like black flabby creatures, with horrible bat faces, fangs, bellies tight with blood, and fingers and grasping toes that end in black claws. Slimy wing-like membranes stretch between their arms and flanks, but they are not functional as wings.


First Appearance: Storm Front.


What We Know: Red Court vampires generate an “ectoplasmic skin” (like a construct) that resembles an idealized version of their formerly mortal body to disguise the bat-like creatures they’ve been turned into.


Red Court vampire saliva is a narcotic which affects victims instantaneously through mucous membrane or blood contact, or within 1 to 3 seconds through unbroken skin. Vampire venom is the best drug ever (even better than morphine)—causing euphoria, arousal, relaxation. It also slows the victim’s heart rate tremendously; it is suspected that this is to help prolong feeding.


Luckily, exposed venom burns away in sunlight, and direct sunlight can even help victims shake off the effects. Several alchemical formularies include a handy recipe for an antivenom potion that can help if taken right before or right after exposure to the venom.


Powers: Flesh mask, narcotic venom. Plus a full spread of nastiness: strong, tough, fast, and quick to heal.


Weaknesses: Standard vampire weaknesses, plus: Sunlight doesn’t just burn them; it also shreds their flesh-masks and strikes them like a physical blow. Additionally, their bellies are a vulnerable point; strike them correctly and hard enough, and all the blood they’ve consumed spills out, often leaving them too weak to fight.


Red Court Infectee

Type: AKA Half Vampire


Reflexes 0D

Skills Here 0D

Knowledge 0D

Skills Here 0D

Coordination 0D

Skills Here 0D

Perception 0D

Skills Here 0D

Strength 0D

Skills Here 0D

Presence 0D

Willpower +3D


Initiative: variable

Special Abilities: Addictive Saliva [1] Blood Drinker [1] Feeding Dependency [1] affecting the following powers: Inhuman Strength [2] Inhuman Recovery [2]

Move: 10

Size: Variable

Notes: Skills vary depending on the individual. A strong Willpower is perhaps the only given; those who are infected don’t tend to last long before becoming full on vamps, unless they have some solid self-control.

Source: OW 88


Red Court Vampire

Type: Giant blood sucking bat in a flesh suit


Reflexes 3D

Dodge 6D, Sneak 6D

Knowledge 0D

Skills Here 0D

Coordination 2D

Perception 2D

Most skills here are 4D or more

Strength 3D

Most skill here are 6D or more

Presence 4D

Willpower 9D, other skills are 5D or more


Initiative: variable

Special Abilities: Addictive Saliva [1] Blood Drinker [1] Claws [–1] STR+1D Echoes of the Beast [1] Flesh Mask [1] Feeding Dependency [1] affecting the following powers: Cloak of Shadows [1] Inhuman Strength [2] Inhuman Speed [2] Inhuman Recovery [2] Inhuman Toughness [2] The Catch [+2] to both is sunlight, holy stuff; no armor on belly.

Move: 10

Size: Variable

Notes: Skills vary depending on the individual. A strong Willpower is perhaps the only given; those who are infected don’t tend to last long before becoming full on vamps, unless they have some solid self-control.

Source: OW 88


White Court Vampires


Description: Normally, they look like pale, extremely attractive humans. When using their powers, White Court vampires are surrounded by a cold wind, their features stretch, their cheekbones grow starker, their eyes turn silver and then pure white, their skin glows a luminous pearl, and their voice becomes more feral and vicious. Their blood is an unnatural pinkish hue.


First Appearance: Grave Peril.


What We Know: White Court vampires seduce, deceive, backstab; they are super-subtle. While not as physically formidable or aggressively organized as the Red Court and lacking the raw, terrifying power of the Black Court, White Court vampires also aren’t as completely inhuman and therefore don’t suffer from the usual vampire weaknesses to as great an extent as the other Courts. Within each of them dwells a symbiotic spirit (also called a demon) of Hunger that drives them to feed and grants them supernatural powers.


Instead of blood, White Court vampires consume psychic energies—the pure life force—generated from strong emotions like lust, fear, hatred, pain, and despair through physical contact. They merge their own energy with that of the prey, allowing their Hunger to “dance” through the victim’s aura, thus transforming their prey’s life energy into their own; they then pull this away. So, victims have little pieces of life nibbled away; the spiritual damage caused by this makes them more vulnerable to the vampire’s mental allure and control. 


Continued feeding permits the drawing of energy from a simple caress, builds a psychic bond between predator and prey, and can burn the victim out early—usually in the form of a heart attack during an intense feed. Forcibly pulling away from the victim after the “last moment” is thought to be impossible. 


While a White Court vampire can feed on several types of emotions, the three main bloodlines of the White Court tend to stick with a single “flavor”: House Malvora feeds on fear, House Raith feeds on lust, and House Skavis feeds on pain and despair. To that end, the White Court secretly has its fingers in many industries catering to those emotions; an area of special interest seems to be films, especially horror and pornographic ones. As one source commented, this is like “training the deer to come to a place where they can be stalked and killed.”


Powers: Standard vampire powers, plus a sensitivity to emotional energies (and the ability to

give rise to them, feed off them). Strong, fast, quick to heal; major sex appeal, at least among the lust-feeders. It wouldn’t be a surprise if powerful, old White Court types also take their Speed up to Supernatural. Very old and powerful White Court vampires get the Kiss of Death (which allows them to rip the life out of someone with a mere touch): probably a use of Incite Emotion with enough upgrades to take it to a lethal extreme.


Weaknesses: White Court vampires suffer less from the standard vampire weaknesses. However, if their “reserve tank” starts to run low from overuse of their powers, they start to get hungry. In the short term, they grow moody, angry, and paranoid; over the long-term, the Hunger takes over and forces them to feed (or they go insane). Additionally, White Court vampires suffer injury from True expressions of pure, selfless emotions considered the “opposite” of the one they mostly feed on. This effect includes physical objects related to that emotional energy (some White Court vampires have suffered grave injury from handling a wedding ring or a rose exchanged between lovers). A prospective victim experiencing these emotions limits the effect of a vampire’s enthrallment powers.


White Court Vampire

Type: Emotional Vamps


Reflexes 3D

Dodge 8D, Sneak 6D

Knowledge 2D

Coordination 3D

Melee Cbt 8D, Firearms 8D

Perception 2D

Skills Here 0D

Strength 3D

Brawling 8D, Stamina 9D

Presence 3D

Willpower 6D, Charm 9D, Persuasion 9D, 


Initiative: +9

Special Abilities: Emotional Vampire [1] Human Guise [0] Incite Emotion (Lasting Emotion)[2] Start with one of: lust, fear, wrath, despair. Feeding Dependency [1] affecting the following powers: Inhuman Strength [2] Inhuman Speed [2] Inhuman Recovery [2] The Catch [0] is True Emotion—basically, the expression or influence of the purest form of a positive, wholesome emotion, in opposition to the “base” emotions that can be incited with the Incite Emotion power. So, True Love for lust, True Hope for despair, etc. If the vampire can incite several emotions, each of the corresponding True Emotions can hurt him.

Move: 10

Size:

Source:


Werewolves and Other Theriomorphs


Description: As a person, looks like a person. As a wolf, looks like a wolf—often a big and scary one. (Usually, there’s continuity between human hair and eye color and wolf fur and eye color.)


First Appearance: Fool Moon.


What We Know: Simply, mortals that can change or have been changed into a wolf (except lycanthropes, see below). There are plenty of other types of theriomorphs (animal shapeshifters), including werebears, werebuffaloes, weretigers, and many more. Despite what Hollywood movies tell us, the majority of the forms of lycanthropy/theriomorphism detailed herein are not caused by infectious bites.

Powers: Varies by type.


Weaknesses: Varies by type.


Werewolf (Wolf Form) -Alpha Type

Reflexes 3D

Dodge 6D

Coordination 3D

Strength 4D

Running 6D

Knowledge 1D

Perception 3D

Search 4D, Tracking 10D

Presence 3D

Command 4D, Intimidation 5D, Willpower 6D

Move: 10

Natural Abilities: claws (STR+1D), teeth (STR +1D)

Werewolf Human Form- Alpha type

Are as a normal vanilla human, but has the following Feats and Powers: 


Feats: Were-Whatever Shapchanger

Powers: Beast Change, Echoes of the Beast, Human Form affecting: Claws (STR+1D),  Inhuman Strength* Inhuman Speed* Pack Instincts And possibly Supernatural Sense(s)

*Optional, Alphas are usually a 'No' on these powers

Hexenwolf


Description: As for werewolves.


What We Know: A hexenwolf (or hexenwulf, in the original German) effectively uses someone else’s magic to transform to a wolf, with a talisman (generally a belt) serving as an anchor for a spirit of bestial Rage. The spirit insulates the human’s mind and personality during the transformation and runs the wolf-body, while the human mind controls the spirit (in theory).

In practice, however, the human mind’s unconscious desires come to the fore, with all conscious inhibitions gone. This makes it tough to control the talisman-spirit unless the human is very strong-willed.


The crucial difference between a hexenwolf and a classic werewolf is that the hexens are getting their power from something external instead of themselves…and those sorts of bargains always come with a price tag.


Powers: Transform into a huge wolf with human-level intelligence and animal-level ferocity, with full access to all of the abilities of the wolf-form without extensive training.


To build a Hexenwolf, take a werewolf, add in Item of Power (See Spellcraft >> Items of Power) and a Demonic Co-Pilot (under Special Abilities), and maybe “cheat” a little and increase the skill on any beastly skills to 5D or more while in the transformed state: those skills are coming more from the Rage spirit than the transformed individual.

Weaknesses: A hexenwolf ’s powers are linked to the talismanic belt; remove the belt from the wolf and it reverts to a human. Additionally, the talisman-spirit is difficult to control (and is quite bloodthirsty), and the release of inhibitions and violent expression of unconscious desires can lead to the corruption of the soul.


Werewolf (Wolf Form) -Hexenwolf

Reflexes 3D

Dodge 7D

Coordination 3D

Strength 4D

Running 7D

Knowledge 1D

Perception 3D

Search 5D, Tracking 12D

Presence 3D

Command 5D, Intimidation 6D, Willpower 7D

Move: 12

Natural Abilities: claws (STR+1D), teeth (STR +1D)


Werewolf Human Form- Hexenwolf

Are as a normal angry and rageful vanilla human, but has the following Feats and Powers: 


Feats: Were-Whatever Shapchanger, possibly Obtainer of Rare Antiquities

Powers: Item of Power: Hexenwolf Belt, Demonic Co-Pilot, Beast Change, Echoes of the Beast, Human Form affecting: Claws (STR+1D), Pack Instincts, and Supernatural Sense(s)


Loup-Garou


Description: As for werewolves, only the wolf form is gigantic and sometimes has glowing eyes. Clearly unnatural.

What We Know: Loup-garou are the rarest of the werewolf types, and thank all the powers that be for it. A loup-garou is a major monster (possibly in the supernatural heavyweight class). In short, a powerful someone has cursed a human such that he is possessed by and transforms into a wolf-like demon, usually at the full moon. When the full moon comes, the loupgarou goes on a killing spree, slaughtering everything until sunrise or moonset.

Worst of all, the curse seems to be handed down within families; the lucky ones have figured out methods of trapping themselves or minimizing the damage they cause while in their transformed state.

The last two major loup-garou rampages occurred in Gevaudan, France, in the Sixteenth Century, where the “Beast of Gevaudan” killed more than two hundred people in just over a year; and in Chicago in the early years of the Twenty-First Century, where the cursed Harley MacFinn rampaged through a police station (and was caught on film).

Powers: While in loup form, essentially unkillable—poisons, magic, gunfire, all slide right off the thing. When it does get hurt, it heals fast. Plus, it’s ludicrously fast and strong.

Weaknesses: A loup-garou has zero control over his actions when transformed; the demon is fully in control. Only silver weapons can hurt loup-garou—additionally, the silver used must be inherited from a family member. Also, since loup-garou are effectively a combination of spiritual and mortal, normal magical circles do not block them: only a special, complex triple circle can do so.


Loup-Garou

Reflexes 3D

Dodge 7D

Coordination 3D

Strength 5D

Brawling 10D, Running 10D, Stamina 9D

Knowledge 1D

Perception 4D

Search 8D, Tracking 8D

Presence 3D

Command 5D, Intimidation 12D, Willpower 7D

Move: 10

Natural Abilities: claws (STR+1D), teeth (STR +1D)


Powers: Beast Change [1],  Echoes of the Beast [1], Human Form (Involuntary Change) [2], affecting: Claws [1] STR+1D, Hulking Size [2], Supernatural Strength [4], Supernatural Speed [4], Supernatural Recovery [4], Physical Immunity [8],  The Catch [2] is inherited silver. Indirect magic (like something that confuses sight and wires its jaw shut) can affect it, but direct assaults on its body or mind just seem to slide right off; that said, special rituals might still be possible that would pierce its immunity, but not its ability to heal.


Lycanthrope


Description:
Normal human appearance. While berserking, there is a wild light in the eyes and often the lycanthrope foams at the mouth. Lycanthropes have no wolf-form.

What We Know: A lycanthrope is a natural channel for a spirit of Rage. They do not transform physically into a beast; they instead transform mentally. This makes the lycanthrope more aggressive and fierce; faster, stronger; very resistant to pain, injury, and sickness; and speeds their healing remarkably.


Powers: Inhuman Strength. Inhuman Recovery. Feels no pain.


Weaknesses: Transformation and associated abilities are linked to the cycle of the moon and only operate while the moon is in the sky.


Lycanthrope

Reflexes 3D

Dodge 6D, Melee Combat 6D

Knowledge 2D

Coordination 2D

Perception 3D

Search 5D, Tracking 6D

Strength 3D

Brawling 7D

Presence 2D

Intimidation 5D

Initiative: +3

Special Abilities: Echoes of the Beast [1] Pack Instincts [1] Human Form (Involuntary Change) [2] changing only during the time of the full moon, affecting: Inhuman Strength [2] Inhuman Recovery [2]

Move: 10

Size: Varies

Source: OW 94


Wolfweres


Description: A wolfwere is a wolf who uses magic to transform himself into a human; the magic reshapes the lupine body to a human body. (It is theorized that there are at least a few “whatever-weres” among the animal kingdom, but the only one seen thus far in the casefiles happens to be a wolf.)

What We Know: There’s at least one animal that has learned how to transform into a human (see Tera West). Extrapolating from her example, a wolfwere (some folks say “werehuman” though that’s less accurate) would be an animal mind in a human body, suffering many of the same advantages and drawbacks as classic werewolves do—only in reverse. That is, they have to learn how to do everything in human-form, since they lack human instincts, socialization, and experiences

Powers: Thumbs! Statted exactly the same way as a classic werewolf…only with the logic running in reverse. Actually, there are some hints that “werehumans” would retain some of their animal senses—or at least, have a better grasp on how to use the human senses they end up with. Plus, they’re generally in pretty good shape for a Twentieth Century human—extremely athletic in comparison. Many wolfweres who can actually function in human society also probably have a high Willpower to help them deal with the mental pressures.

Weaknesses: Not good at interpreting human social cues, technology, or cultural concerns, difficulty in using human language, and possibly very distractible.


Zombies


Description: Zombies look like dead people shambling around, except when they’re running like madmen after your car.

First Appearance: Dead Beat.


What We Know: When a necromancer infuses energy into the corpse of a dead being, you get a zombie. Since zombies were once human, they have a larger “metaphysical footprint” than, say, animals. This means that a necromancer can pour more energy into them and get stronger goons. Older corpses have a deeper footprint and are easier to control; they are also harder to call up, stronger, and more difficult to damage.

Necromancers control zombies using a drum, creating a false heartbeat. The necromancer links to the beat, which links to the zombie, making the zombie think the beat is coming from inside itself. In this way, via the linked drumbeat, the necromancer’s intentions are communicated to the zombie. The zombie thinks that these intentions are its own and follows them without question.

Powers: Inhuman Strength. Inhuman Speed. Inhuman Toughness. Feels no pain.

Note: this is for a relatively fresh zombie; older ones (like at least a century per individual upgrade) can have Supernatural—or even Mythic!—levels of power.

Weaknesses: Massive trauma can kill a zombie. They can be rendered inert by cutting off the flow of energy animating them via running water, magic circle, ring of salt, etc. If the drumbeat controlling a zombie is lost, it will slip control and act unpredictably (could just stand there, or could run amok). Zombies aren’t intelligent, but they can follow orders; they’re about as smart as an average animal.

Zombie

Type: Undead Thrall

Reflexes 3D

Dodge 6D

Knowledge 2D

Coordination 2D

Perception 2D

Strength 3D

Brawling 6D, Stamina 5D

Presence 2D

Intimidation 4D

Initiative: +3

Special Abilities: Living Dead [1] Inhuman Strength [2] Inhuman Speed [2] Inhuman Toughness [2] (zero-value Catch)

Move: 10

Size: Varies

Source: OW 95