Mann's Bestiary

Hecatoncheir (WC)

This giant stands at the center of the room. Its head almost scraps the ceiling, and jutting tusks sprout from its mouth. Its most notable feature are the dozens of arms sprouting from under its crude leather armor. It roars at you as it raises all of its fists in anger.

Attributes: Agility d6, Smarts d6, Spirit d8, Strength d12+2, Vigor d10
Skills: Athletics d6, Common Knowledge d8, Fighting d8, Intimidation d10, Notice d6
Pace: 8; Parry: 6; Toughness: 12 (1)
Gear: Leather Armor (+1)
Edges: Brute, Counterattack
Special Abilities:

  • Fists: Str+d6.
  • Hundred Hands: When the hecatoncheir gets a raise on a Fighting attack, it gets a free attack on another target, in addition to the normal +1d6 damage. This extra attack must be against a target the giant has not attacked during its current turn.
  • Multiattack: The hecatoncheir can make two Fighting attacks with its fists as a single action.
  • Size 4 (Large): The Hecatoncheir is nearly fifteen-feet-tall.


Small figures with glowing red eyes drop from the ceiling. Moldering fur and patchy skin cover wiry limbs. They scramble over each other as they move towards you.

Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d4, Vigor d6
Skills: Athletics d8, Fighting d6, Notice d4
Pace: 6; Parry: 5; Toughness: 5
Special Abilities:

  • Claws: Str
  • Climb:
  • Size -2 (Small): These small monkeys are 2 feet tall.
  • Swarming: Up to two necromandrills can fit into a single space. Gang-up bonuses from other necromandrills can go up to +6 rather than +4.
  • Undead:+2 Toughness; +2 to recover from being Shaken; no additional damage from Called Shots; ignores 1 point of Wound penalties; doesn’t breathe; immune to disease and poison.


This strange creature has massive claws on its front legs and a long, tubular snout. A thin, flickering tongue reaches out towards you.

Attributes: Agility d6, Smarts d6 (A), Spirit d8, Strength d6, Vigor d8
Skills: Athletics d6, Fighting d6, Notice d8
Pace: 6; Parry: 5; Toughness: 6
Special Abilities:

  • Claws: Str+d6
  • Int-Eating: A successful called shot to the ear allows the Int-Eater to lower the target's Smarts by one die step, or two with a raise. It gets a +4 to this attack, for a total of -2. This lowering lasts one hour. A character whose Smarts drops below d4 is unconscious until they heal. This simultaneously increases the Int-Eater's Strength and Toughness by one die.
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