MERP/Rolemaster Beast Table

Codes: The sta­tis­tics given des­cribe a typi­cal crea­ture of that type. Most of the codes are self-expla­na­tory : Lvl = level, # Enc = number encoun­te­red, Size = Tiny, Small, Medium, Large or Huge, and DB = defen­sive bonus. The more com­plex sta­tis­tics are des­cri­bed below.

Speed: A creature’s Speed is given in terms of Move­ment Speed/​Attack Qui­ck­ness ; C = Cree­ping, VS = Very Slow, S = Slow, M = Medium, MF = Mode­ra­tely Fast, F = Fast, VF = Very Fast, and BF = Blin­din­gly Fast.

AT (Armor Type): The two letter code gives the creature’s MERP armor type (No = No Armor, SL = Soft Lea­ther, RL = Rigid Lea­ther, Ch = Chain, Pl = Plate); the number is the equi­va­lent Role­mas­ter armor type.

Attack: Each attack code starts with the attacker’s Offen­sive Bonus. The first letter indi­cates the size of the attack : T = Tiny, S = Small, M = Medium, L = Large and H = Huge. The last two let­ters indi­cate the type of attack : Ti = Tiny, Pi = Pincher/​Beak, Ba = Bash, Bi = Bite, Cl = Claw, Cr = Crush, Gr = Grapple, Ho = Horn, TS = Trample/​Stomp, St = Stin­ger, and We = Weapon. These codes differ slightly from the MERP codes and the Role­mas­ter codes.

(Primary/​Secondary/​Tertiary): Each crea­ture usually ini­tiates combat using its Pri­mary attack. Depen­ding on the situa­tion or suc­cess of the Pri­mary attack, it may later use its Secon­dary attack or Ter­tiary attack.

Type Lvl # Enc Size Speed Hits AT DB Attacks Notes
Land Ani­mals
Bat 0 1–100 S VF/VF 4 No/​1 60 25Ti

Will not nor­mally attack unless pro­vo­ked.
G. Vam­pire Bat 1 12–30 S VF/VF 25 No/​1 40 40SBi
40SCl
Causes 1–5 hits/​rnd after cri­ti­cal is deli­ve­red.
Hun­ting Bat 2 10–30 S VF/VF 20 No/​1 50 50SBi

Will attack a blee­ding foe ; carry disease.
Black Bear 4 1–5 M F/F 150 SL/4 30 6OLGr
70LCl
20MBi
Will not nor­mally attack unless pro­vo­ked.
Cave Bear 12 1–5 H MF/F 300 SL/8 40 95HBa
90HCl
85HGr
Use Large crea­ture cri­ti­cals.
Great Bear 10 1–2 L F/F 200 SL/8 40 80LGr
70MCl
30MBi
Semi-intel­li­gent ; use Large crea­ture cri­ti­cals.
North Bear 10 1–5 L F/F 240 SL/8 45 75HCl
80HGr
90LBi
Superb sense of hea­ring and smell ; excellent swim­mers ; use Large crea­ture cri­ti­cals.
Bees 1 1–100 S F/M 1 No/​1 40 –10TSt

In a swarm attack is 40TSt
Hor­nets 0 2–200 T M/VF 1 No/​1 30 0TSt

Attack only when dis­tur­bed.
Cliff Hornet 1 10–100 T VF/VF 1 No/​1 40 0SSt
20MSt
Poison
Attack en mass ; 5 or more stings can kill.
Dum­ble­doors 1 1–100 T VF/VF 3 No/​1 40 15Ti

6–8 pound, flying, wasp-like insects.
Gor­crow 3 5–50 M VF/VF 20 No/​1 55 40SBi
10SCl
Large, black spe­cies of Cre­bain.
Mew­lips 4 2–20 M M/M 60 No/​1 35 50We
75MBi
Can­ni­ba­lis­tic spi­rits, dark forms shrou­ded in shadow. Those within 10” make RR or fall into trace, while Mew­lips drain blood at 2–20 hits/​round.
Wild Boar 3 1 M F/MF 120 No/​4 30 40LHo
30MBa
20MTs
Mean-temper, soli­tary. Vicious if cor­ne­red.
Grass Cats 3 1–10 M VF/VF 100 No/​3 50 40MCl
60MBa
60MBi
Summer coat light green due to grass pollen.
Lynx 3 1–2 M VF/VF 70 No/​3 50 40MCl
30MBi
Cau­tious, will not attack unless pro­vo­ked.
Golden Eagle 3 1–5 M F/F 30 No/​1 30 45MCl
35SPi
Rarely attacks larger crea­tures.
Great Falcon 10 1–10 M VF/VF 100 No/​4 20 90LCl
60MPi
50MBa
Rarely attacks larger crea­tures.
Fell Beast 20 1–2 L F/MF 240 RL/12 50 90HCl
90LGr
90LBa
Use Large crea­ture cri­ti­cals ; rideable.
Nee­ker­bree­kers 1 3–300 T VF/VF 1 No/​1 45 10TBi

Mos­quito-like beasts. Noc­tur­nal ; concen­trate soon after dusk or just before dawn.
Moose 4 1–3 L M/M 240 SL/4 15 55LBa
35LTS
Adept waders and swim­mers found in bogs or stream val­leys, gene­rally around woods.
Los­ran­dir 2 9–900 M F/F 130 SL/4 15 40LHo
40LTS
30MBa
(W. « Rein­deer »). Easily domes­ti­ca­ted.
Wild Kine 5 1–10 L M/M 200 No/​3 30 80LBa
90LCr
Huge ox-like animal.
Great Elk 4 1–4 L F/F 200 SL/4 20 65LHo
55LBa
Found in woods and high­land regions.
Deer 2 3–30 M VF/VF 72 SL/3 40 25MHo
25MTS
20MBa
Tan in summer, light grey in winter.
Giant Marten 4 1–2 M VF/VF 75 No/​3 50 60MBi
50MCl
Crazy, mean, attacks almost at random.
King Spider 3 1 M M/MF 55 Ch/​16 20 MPi
Poison
Traps vic­tims in pits ; venom (4th lvl) para­lyses.
Green Asp 8 1–2 S S/VF 100 No/​4 60 75MBi

Poi­so­nous (3rd lv1), limb loss, rarely fatal.
Pit Viper 2 1–2 S SL/BF 20 No/​1 40 40SSt
Poison
Poi­so­nous : 2nd lvl muscle poison.
Rock Viper 1 1–4 S VF/BF 15 No/​1 50 20MSt
Poison
5th lv1 nerve, attack only if pro­vo­ked.
Egil’s Viper 8 1–2 L F/VF 100 No/​4 60 75MBi
100LCr
Spe­cial
Spits poison 30”; up to 20” long.
Wolf 3 5–15 M F/F 4–10 No/​3 30 65LI

Will not attack groups unless pro­vo­ked.
Grey Wolf 3 2–40 M VF/VF 110 No/​3 30 60LBi
30MCl
Rarely attack humans.
Uin­dar­laif 3 1–20 M F/F 90 No/​3 40 75MBi

120 lb. Jackal-like wily dogs.
Wild Goat 2 1–20 M F/F 70 No/​3 15 60MHo
50MBa
20STs
Only males have horns. Mildy aggres­sive.
Wild Horse 3 1–50 L F/F 150 No/​3 20 50LBa
35LTs
Very dif­fi­cult to tame.
Glu­tani 4 1–10 M VF/VF 50 No/​3 50 50MBi
45MCi
The beasts fight to the death.
Stone War­rior 6 1–4 M S/S 100 Pl/​19 40 100th

Ani­ma­ted golems.
Undead
Minor Wight 10 1–3 L M/M 100 RL/11 30 90We
80LBa
Found near bat­tle­fields or burial sites. Use Large crea­ture cri­ti­cals.
Lesser Wight 15 1–3 L M/M 120 RL/11 40 110We
90LBa
Cast Fear (15’R). Para­ly­sis and sleep on touch. Drain 1–5 Co/​rd. Appear as dark forms with eyes akin to faint lights.
Major Wight 25 1–2 L M/MF 150 RL/11 50 140We
100LBa
Notes as Lesser Wights.
Warg 8 4–20 L F/VF 200 No/​4 25 100LBi
75LCl
Cun­ning and evil ; dis­solve when killed.
Ghost 7 1–3 M F/F 100 No/​3 35 Spe­cial
60MBa
Drains 3 Co/​rd, (I0’R).
Sea Crea­tures
Kraken (small) 15 1 M M/MF 150 No/​1 50 75MGr
50SPi
Up to 4 MGr (ten­tacle) attacks. SPi : beak.
Kraken (medium) 25 1 L M/M 300 SL/3 40 125LGr
75MPi
Up to 4 LGr attacks.
Kraken (large) 35 1 H M/M 400 RL/4 40 150HGr
90LPi
Up to 4 HGr attacks.
Rays
Elec­tric 3 1–2 L SL/M 50 No/​1 30 60S­Bolt
50MBa
Both
SBolt is shock bolt attack, both 20% of time.
Manta 3 1–10 M M/M 40 No/​1 40 40SBa

Not nor­mally aggres­sive.
Saw­fish 4 1–2 L F/M 120 No/​1 30 70LCl
50MBa
Long snout with 24–32 large teeth.
Stin­gray 3 1–2 L M/F 45 No/​1 40 80whip
60MSt
Poison
Tail (whip) attack, then MSt, then poison (6th lvl para­ly­sis).
Sea Turtle 2 1–2 M M/M 90 RL/10 20 50MPi
60SBa
If retrac­ted into shell use PL/12 (-40).
Shark
Small 2 1–20 M F/VF 90 SL/4 40 60MBi

Drawn to blood in the water.
Great White 5 1–5 L F/F 180 SL/4 20 100LBi

Drawn to blood in the water.
Sperm Whale 12 2–20 H MF/MF 550 SL/8 40 80HBa
90HBi
70HGr
Super Large crits. HGr : swal­low attack.
Demon-whale 9 1–5 H F/F 500 SL/8 25 120HBa
150HBi
Use Large crea­ture cri­ti­cals.
Dol­phin 8 2–20 L VF/F 80 No/​1 40 50MBa
40MBi
Very intel­li­gent and play­ful.
Fell Turtle 15 1 H M/M 250 PI/I9 35 120HPi
140LBa
Rare giant turtle. Very dan­ge­rous.
Intel­li­gent Crea­tures
Cave Troll 12 1 L M/M 175 RL/11 15 100HCl
85We
Large crea­ture cri­ti­cals. Habi­tually soli­tary.
Forest Troll 6 1–5 M M/M 100 RL/11 10 70LCl
60LBi
Confi­ned to wooded areas.
Snow Troll 13 1–2 L M/M 180 RL/11 30 105HCl
80HBa
Large crea­ture cri­ti­cals. Icy or snowy ter­rain.
Hill Troll 10 1–3 L S/S 150 RL/11 20 95LBa
85LCl
50We
Large crea­ture cri­ti­cals. Live in remote areas.
Gon­dring 38 1 H F/F 460 Ch/​16 50 130HBi
160HBa
Ice­drake. +25 MovM bonus.
Worm of the Ice Bay. Has HCl 100 attack in addi­tion to beak attack. Bash attack is with ice or water bolt. Knows all Ice Law spells to Lvl 30 and Water Law to Lv1 20. I I 4PP.
Ice­drake 25 1 H F/F 420 Ch/​16 60 180HBa
200HCl
180HBi
Use Super Large cri­ti­cals.
Fire­drake 35 1 H F/VF 550 Pl
20l
50 100HBi
140HCl
110HBa
Intel­li­gent good. Large crea­ture crits.
Ent 35 1 H S/F 400 PI/20 30 80HGr
50HCr
160 Both
Use Super Large cri­ti­cals.
Giant 8 2–10 H MF/M 300 No/​4 30 150HBa
100HCr
Throws rocks (90LCr, 200” range). Use Large crea­ture cri­ti­cals.
Great Eagle 8 1–5 L VF/VF 150 No/​3 40 80LCl
60LPi
Intel­li­gent, good. Use Large crea­ture cri­ti­cals.
Giant Spider 18 1–20 L F/F 160 No/​4 40 75HSt
60LGr
75LBi
Venom para­lyses
Huorn 25 1–20 H VS/VS 400 Pl/​20 0 60HGr
30HGr
120­Both
Large crea­ture cri­ti­cals.

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