Rules

Enchanted Realms Rulebook

 
 Enchanted Bestiary 
 Origin: Zoola 
 Phylum: Giantkin

Phylum: Giantkin

As its name suggests, one of the main criterion for the phylum giantkin is the physical size of those in it. The other significant factor is an upright structure based on a bipedal form. To be fair, there is a little wiggle room in the interpretation here because some of the giantkin don’t have exactly two legs. However, their skeleton structure is based on a over-sized hominoid generality. However, the key component is the signature of their lifesongs. Giants have ancient ancestral roots from the elemental planes. No one believes they were originally inhabitants there but there are various theories on why they have some of the shared energies of elemental beings. Nonetheless, giants breed amongst their own kind, breath, eat and sleep. They also have pure vigor in their lifesongs, distinctly categorizing them as zoola.

Class: Horgus

The horgus class of giantkin are all related cousins from millennia of uncontrolled breeding with some ancient hereditary energies that do not even exist in Enchanted Realms any longer. In many ways, the horgus are to the giants as orcs are to hominoids; they are essentially “mutt breeds” that have held a consistent population to essentially be their own particular species. Finally, while not a universal trait for giantkin, many of the horgus species have developed a sinister palette and are man-eaters, happily devouring nearly any of the hominoids.

Bulgu

 Zoola  Giantkin  Horgus

Standing nearly nine feet tall, the Bulgu is a fearsome ogre-like being with four eyes, a head like an axe blade, arms like axe handles, and stocky legs like pestles. The beast has a voracious appetite for humanish flesh.

Climate/Terrain:
Temperate, Tropical / Plains, Jungle

Social Structure:
Group

Prevalence:
Unusual

DEFENSE:
10

SIZE-CATEGORY:
Large

MOVEMENT:
 Red Fox

PRIMARY ATTACK:

Method:
Unarmed (1 hex)

20s Used:
2

Strikes Like:
bone

Damage Type:
Blunt

ToHit Adjustment:
+2

Dmg Adjustment:
+3

Damage Inflicted:
4 to 5

Pain Inflicted:
1

BODY:
22 (ST:13,AG:11,RE:14)

MIND:
7 (LG:7,PR:11,JD:9)

SPIRIT:
8 (WL:13,FA:5,MU:6)


Draugr

 Zoola  Giantkin  Horgus

Often mistaken for undead, draugr are smaller and more intelligent cousins to trolls. Due to their size, many do not realize these species is actually in the giantkin phylum. They resemble dark-skinned dwarves, and some become capable of speech. However, these little creatures have uncanny regenerative powers, as their name literally means “again walker.” At the end of each of its turns, a draugr restores 3 points of Body. However, they cannot split to breed like trolls do. The portion no longer connected to the head merely rots, where the main body regenerates. Even dropped to zero, the draugr will regenerate; however, if dropped into the negatives, the dark dwarf will not recover for three to five minutes. It is during this time of inactivity that one can truly be destroyed. A hero must decapitate the draugr then quickly burn it to ash. Even then the ashes can regrow over about a year unless those ashes are not thrown into a lake, sea or ocean. To make matters worse, draugr are immune to normal, wood and iron weapons. Weapons of steel, magical ones, spells or fire are needed to harm one.

Climate/Terrain:
Arctic, Temperate / Any

Social Structure:
Group

Prevalence:
Infrequent

DEFENSE:
9

  DMG RECEPTIONS:
 Cold:Resist|Poison:Resist

  MAT RECEPTIONS:
 Stone:Immune|Bone:Immune|Wood:Immune|Lead:Immune|Leather:Immune|Iron:Immune|
 Brass:Immune|Bronze:Immune|Tin:Immune|Zinc:Immune|Copper:Immune|Steel:Resist

SIZE-CATEGORY:
Medium

MOVEMENT:
 Brown Cow

PRIMARY ATTACK:

Method:
Attack

20s Used:
2

Strikes Like:
normal

Damage Type:
Edged

ToHit Adjustment:
None

Dmg Adjustment:
+1

Damage Inflicted:
2 to 3

BODY:
15 (ST:12,AG:8,RE:13)

MIND:
6 (LG:7,PR:11,JD:7)

SPIRIT:
2 (WL:9,FA:4,MU:6)

TRAITS

Wound Deterrent: Resistances and regeneration


Fomhóraigh

 Zoola  Giantkin  Horgus

Standing between ten and twelve feet tall, fomhóraigh are a species of giantkin whose bodies were twisted by an ancient curse originating in the fey realm. Among the giant races, they are widely regarded as the most grotesque and malicious. Their fey ancestry has long led common folk to blame them for destructive storms, tidal surges, and other violent forces of nature. While these accusations are exaggerated, the fomhóraigh do possess a remarkable ability to interfere with the kamii network, subtly corrupting the instructions carried between nearby samas. Given sufficient time — often many hours or even days — this disruption can cause localized tempests, unseasonable storms, flooding, or rough seas. Because the process is gradual, it offers little advantage in the midst of battle unless carefully prepared beforehand.

No two fomhóraigh share the same deformities. Their curses manifest in unpredictable ways, producing mismatched facial features, eyes set at unnatural angles, crooked or uneven limbs, hunched backs, elongated skulls, twisted horns, oversized ears, bulbous noses, or mouths that are either unnaturally small or grotesquely wide. Despite these differences, several characteristics are nearly universal. Their skin ranges from pale white to sickly green-gray and is commonly covered in large warts or thick calloused growths. Those born with an unusually large eye — often marked by a cat-like pupil of striking color — are revered among their own kind, believed to possess the dreaded Evil Eye. Hairlessness is common in both sexes, though some individuals bear scattered patches of coarse, wire-like hair. Their scent varies wildly from one individual to another; some are nearly odorless, while others possess overactive sweat glands that produce an overpowering stench.

Their warped physiques prevent them from hurling boulders like giant species. Instead, fomhóraigh favor brutal melee weapons such as oversized clubs, flails, and maces, often supplementing them with enormous weighted nets used to entangle prey. Though their appearance is ungainly, the strongest among them are surprisingly adept at wielding crude polearms, improvised weapons and even minor armor. Stealth, however, is beyond them, their immense size and deformities making concealment nearly impossible.

By nature, fomhóraigh are cruel, avaricious, and notoriously treacherous — traits believed to arise from the corruption woven into their lifesongs. Fortunately, they are rarely encountered by civilized folk, for most dwell far from settled lands in the Deep-Dark, beneath the sea, or within the lingering shadows of the Umbralspance, where remnants of their ancient bloodlines still endure.

Climate/Terrain:
Any / Fresh Water, Salt Water

Social Structure:
Group

Prevalence:
Infrequent

DEFENSE:
9

SIZE-CATEGORY:
Huge

MOVEMENT:
 Orange Lion

PRIMARY ATTACK:

Method:
Bashing

20s Used:
3

Strikes Like:
iron

Damage Type:
Blunt

ToHit Adjustment:
+5

Dmg Adjustment:
+4

Damage Inflicted:
5 to 7

BODY:
38 (ST:17,AG:9,RE:17)

MIND:
2 (LG:4,PR:9,JD:4)

SPIRIT:
6 (WL:12,FA:4,MU:4)


Grýla

 Zoola  Giantkin  Horgus

The grýla are grim and malevolent giantkin, standing nearly ten feet tall and uniformly possessing a feminine appearance. Despite this, the species has two distinct sexes. Females are aggressive, predatory, and dangerously active, while males are generally sluggish, lethargic, and content to avoid exertion whenever possible.

Female grýla are infamous for preying upon children, particularly those known for disobedience or poor behavior. This habit has made them enduring villains in countless nursery tales and cautionary stories. A grýla typically waits in concealment near roads, farms, or the edges of settlements, snatching an isolated child and stuffing the victim into a large sack. She then carries the captive back to her den, where an iron cauldron is often kept ready for cooking.

Their appetites are immense, but this hunger can occasionally be exploited. If a grýla is encountered while carrying off a child, sufficiently tempting food may persuade her to surrender the captive in exchange for an easier meal. Such bargains are never entirely safe, however, as grýla are selfish, impulsive, and prone to changing their minds once the food is gone.

When forced into combat, a grýla relies primarily upon her enormous Stregnth, battering opponents with heavy fists, grappling them, or attempting to stuff smaller victims into her sack.

Climate/Terrain:
Any / Any

Social Structure:
Family

Prevalence:
Unusual

DEFENSE:
9

SIZE-CATEGORY:
Large

MOVEMENT:
 Red Fox

PRIMARY ATTACK:

Method:
Attack

20s Used:
2

Strikes Like:
bone

Damage Type:
Blunt

ToHit Adjustment:
+3

Dmg Adjustment:
+2

Damage Inflicted:
3 to 4

BODY:
33 (ST:15,AG:10,RE:17)

MIND:
9 (LG:7,PR:12,JD:9)

SPIRIT:
2 (WL:8,FA:4,MU:4)


Hulking Wrath

 Zoola  Giantkin  Horgus

A hulking wrath is a quasi-corporeal avatar that protects the crag giants. It is not a living being in the traditional sense, but a spiritual vessel through which the divine powers nourished by the worship of the crag giants express their boundless voracity. Whenever it manifests physically, it takes on the appearance and lifesong characteristics of a horgus giantkin, making it nearly indistinguishable from one save for its supernatural nature. For that reason, it is listed here among the giants; however, its true form when not materialized, these would be considered to be a fidelithan, probably classified as a dark fey.

When attacking from range, rather than hurling material boulders, a hulking wrath will launch a spiritual projectile, which looks similar to a giant stone; however, when striking an opponent it inflicts damage to one's Spirit as well as flooding spite into the victim's soul. They also have a limited form of truesight that allows them to identify who of the opponents are priests within 120 feet, typically making them the targets of the spiritual stones.

Climate/Terrain:
Any / Any

Social Structure:
Solitary

Prevalence:
Scarce

DEFENSE:
15

SIZE-CATEGORY:
Huge

MOVEMENT:
 Orange Lion

PRIMARY ATTACK:

Method:
Pummel

20s Used:
3

Strikes Like:
silver

Damage Type:
Blunt

ToHit Adjustment:
+6

Dmg Adjustment:
+6

Damage Inflicted:
7 to 9

RANGE ATTACK:

Method:
Spirit Stone

20s Used:
3

Strikes Like:
anger

Damage Type:
Smite

ToHit Adjustment:
+4

Dmg Adjustment:
+3

Damage Inflicted:
4 to 6

BODY:
53 (ST:19,AG:12,RE:20)

MIND:
9 (LG:9,PR:12,JD:8)

SPIRIT:
14 (WL:9,FA:14,MU:9)



Monops

 Zoola  Giantkin  Horgus

Though commonly mistaken for juvenile cyclopes, the monopses are a distinct species sharing a common ancestor with the greater Cyclops. Less intelligent than humans but considerably more adaptable than their giant cousins, they inhabit hills, broken highlands, and rocky forests throughout the western frontier.

Monopses are one of the smallest types of giants, as they are actually a type of horgus, standing only seven to eight feet and weighing around 800 pounds, but they are also quite strong. The most peculiar and distinguishing thing about  monopses  was the fact that they only have one large eye in the middle of their foreheads. Their single eye gave them poor depth perception, however, and therefore they couldn't use missile weapons very well, causing a -4 penalty for anything used at range if one should try. While their Strength and size allows them to throw boulders, it is with less accuracy than melee attacks. The typical weapon is a large fanglike club, suffering from skewering on a natural 1.

Climate/Terrain:
Any / Any

Social Structure:
Family

Prevalence:
Unusual

DEFENSE:
8

SIZE-CATEGORY:
Large

MOVEMENT:
 Red Fox

PRIMARY ATTACK:

Method:
Swing (1 hex)

20s Used:
2

Strikes Like:
Weapon

Damage Type:
Puncture

ToHit Adjustment:
+5

Dmg Adjustment:
+5

Damage Inflicted:
6 to 7

Pain Inflicted:
d2

Special Occurrence:
anyRaw=1;;{"command":"skewered"}

BODY:
44 (ST:19,AG:11,RE:17)

MIND:
3 (LG:5,PR:10,JD:5)

SPIRIT:
3 (WL:10,FA:4,MU:3)


Ogre

 Zoola  Giantkin  Horgus

Ogres are between 7 and 8 feet tall and rotund, weighing around 600 pounds. They typically attack as a melee skill, but there might be a few spear-throwers. Further, within every 200 ogres there is a priest-like shaman. Ogres are tribal, inbred and have only a “mightest is the rightest” sense of justice. The number in an ogre tribe rarely exceeds twenty members. Because of their lack of order, discipline, patience and population, ogres tend to raid for their goods rather than developing craftsmanship skills. It is not uncommon for ogres to settle near goblins and steal from them or enslave them as fodder on ogre raids.

Climate/Terrain:
Any / Any

Social Structure:
Group

Prevalence:
Unusual

DEFENSE:
8

SIZE-CATEGORY:
Large

MOVEMENT:
 Red Fox

PRIMARY ATTACK:

Method:
Swing (1 hex)

20s Used:
2

Strikes Like:
bone

Damage Type:
Puncture

ToHit Adjustment:
+4

Dmg Adjustment:
+4

Damage Inflicted:
5 to 6

Pain Inflicted:
d2

Special Occurrence:
anyRaw=1;;{"command":"skewered"}

BODY:
23 (ST:16,AG:9,RE:12)

MIND:
4 (LG:6,PR:10,JD:8)

SPIRIT:
8 (WL:13,FA:4,MU:4)

OTHER ABILITIES


Scrag

 Zoola  Giantkin  Horgus

Scrags, the aquatic form of troll, are shorter than their land-based cousins, reaching heights from six to six-and-a-half feet. Other than this, the scrag is mostly a gilled form of the common troll; however, one is not as strong. A scrag’s colors range from blue-green to olive. Further, a scrag regenerates as a troll does at a rate of 2 points at the start of each turn; however, scrags can only regenerate when fully-immersed in water of its natural element. This is important to note as there are two variants: the fresh-water scrag and the marine scrag.

As the scrag is amphibian, able to breathe above and below the water, a common technique for its attack is to pull air-breathers below the water and drown them. With this method the scrag gains +2 to grappling competitions. However, when performing conventional combat, the scrag will swing its claws with abandon at anything that moved, biting anything close enough. If attacking the seagoing vessels of the land-bound races, one would climb onboard and weaken crew members then take one overboard to drown the victim.

Scrags have a tribal culture, with one chieftain leading a pack or small tribe of scrags -- no more than ten. The strongest and usually the smartest will be the leader, using its increased intelligence to find prey for the lessers in exchange strength in numbers. When raiding vessels or docks, up to four scrags, led by the chieftain, will go out to secure food for the rest. Despite the leader being present, it will rarely join in the attack.

An important detail to remember about trolls is they are genderless. When referring to one, the “she” is commonly used, even though it is inaccurate, as trolls reproduce through a “budding” process. This works in kind with their regenerative abilities and during “mating” season, trolls and scrags often travel alone to encourage combat so that one can be split in two to create a new lifeform.

Unlike the common troll, scrags only try to be struck during their fertile window of time. However, if during this span of time, a scrag is struck with an edged weapon or cleaver that scores a “raw 20” on the attack, its will split into two equal halves, with body points accordingly. If it is not the fertile season for a scrag but still struck with a “natural 20” of the appropriate damage type, it will sever a body part (d6: 1=left arm, 2=right arm, 3=left leg, 4=right leg, 5=head, 6=split at the waist). If out-of-season and being split or decapitated, the scrag will require an action to “pull itself together” then have a cooldown of 3d6 unmodified with a minimum of 10 seconds before it is able to resume its attacks. During this damaged state, the scrag is considered under the stunned restriction. If loosing a limb, then the fallen appendage becomes lifeless and withers. The body part will be regrown over the next two days spent immersed in water.

Due to their regeneration ability, scrags can be difficult to kill, and as they only regenerate when completely submerged in their native water, corrosives and poisons do not slow their regeneration as happens with the common troll. Those methods combined with the scrags internal body alchemy effectively neutralizes those damage types once being submerged. A scrag is one of the few monsters that will operate under the Heroes Die Hard rules.

Climate/Terrain:
Temperate, Tropical / Fresh Water, Salt Water

Social Structure:
Hierarchy

Prevalence:
Unusual

DEFENSE:
9

SIZE-CATEGORY:
Medium

MOVEMENT:
 Red Fox

PRIMARY ATTACK:

Method:
Bite/Claw (1 hex)

20s Used:
3

Strikes Like:
bone

Damage Type:
Blunt

ToHit Adjustment:
+4

Dmg Adjustment:
+4

Damage Inflicted:
5 to 7

Pain Inflicted:
d3

BODY:
36 (ST:16,AG:10,RE:17)

MIND:
3 (LG:6,PR:10,JD:6)

SPIRIT:
5 (WL:9,FA:0,MU:8)

TRAITS

Amphibious: Breaths both air and water


Troll

 Zoola  Giantkin  Horgus

Standing over eight feet, trolls are ravenous, predatory species of giant humanoid found throughout almost all the regions and types of climates from arctic wastes to tropical jungles. They are uncivilized, monstrous creatures with voracious appetites that roam from one area to the next feeding upon whatever they can. Trolls are so violent but often desire to be hit. In fact, at times they lunge into attacking weapons due to their desire to reproduce by being severed. Any “raw 20” on an attack with an edged weapon or cleaver will split a troll into two equal halves, with body points accordingly.

Because of this splitting, splicing phenomenon, one might encounter a single troll that has grown extra body parts, occasionally even two heads, due to its body's regenerative response expecting the troll to have been split in half but the wound was not quite significant enough to severe completely; thus, resulting it those abnormal growths. 

Further trolls regenerate at 2 points at the end of their initiative action, making them extremely difficult to kill. In fact, the only thing that reduces the regenerative powers is alchemical corrosives and poison. Five points of “acid” damage or one delivered dose of poison will block one point of regeneration for 30 minutes. Once a troll has stopped regenerating, it will die upon reaching negative 10 Body. During “mating” season, which is normally from May to June, trolls tend to travel alone. Otherwise, gangs up to six are known to exist.

Trolls typically avoid sunlight. While there is no real chance of the sun causing permanent damage, troll's skin dries out quickly as a reaction to the bright light. Their regenerative powers can keep up with the sun damage, but trolls find the experience painful — apparently even more painful than being sliced by weapons as this tends not to bother them. All this said, trolls keep to the darkness. Over a long time of adaptation, trolls have developed darkvision out to 60 feet even in total darkness.

Climate/Terrain:
Any / Any

Social Structure:
Group

Prevalence:
Unusual

DEFENSE:
7

SIZE-CATEGORY:
Large

MOVEMENT:
 Orange Lion

PRIMARY ATTACK:

Method:
Claws

20s Used:
3

Strikes Like:
steel

Damage Type:
Edged

ToHit Adjustment:
+2

Dmg Adjustment:
+4

Damage Inflicted:
5 to 7

BODY:
37 (ST:17,AG:11,RE:16)

MIND:
3 (LG:4,PR:10,JD:6)

SPIRIT:
6 (WL:12,FA:1,MU:3)