GameLab / OS-SIX / Weird West / Monsters & NPCs

Monsters & NPCs

Undead

Neither living nor truly dead, the undead exist in an endless purgatory, unable to pass on.

All are evil and driven by a single desire: to consume or destroy the living.

Fellwalkers (Lesser Undead)

Fast and aggressive, Fellwalkers appear similar to zombies but act with more cunning.

HP: 16 | Morale: 8 | Movement: 30 | Armor: None | Attacks: Claw, Bite, Ambush

ACTIONS

On its turn, a Fellwalker makes two claw attacks or one bite.

Claw (Melee): (3) D6 damage.

Bite (Melee): Target must be prone, staggered, restrained, incapacitated, or unconscious. (7) 2D6+1 damage. When bitten by a Fellwalker, the target must roll Brawn. On a failure, the wound becomes infected, dealing D6 damage a day and preventing rest. If a person dies while infected, they will rise as a Fellwalker on the next sunset. Cures for this infection include the herb Blackthorn and a poultice of birch ash and rue.

Ambush (Special): Fellwalkers will hide in holes, beneath refuse, or up in the rafters of derelict buildings waiting for an unwary person to walk near. Whenever a Fellwalker attacks a surprised target, the first attack deals 2X damage.

Shadow Skulk (Lesser Undead)

Shadow Skulks are semi-corporeal undead creatures with glowing green eyes. They manifest as living shadows, appearing in either humanoid or animal form, such as a large black coyote or timber wolf.

HP: 12 | Morale: — | Movement: 35 | Armor: None | Attacks: Claw

ACTIONS

On its turn, a skulk makes one claw attack.

Claw (Melee): (3) D6 damage. The target must roll Brawn, taking an additional D6 cold damage on a failure (double on a critical failure).

Ambush (Special): Skulks hide in the shadows, waiting for the chance to strike silently. Whenever a Skulk attacks a surprised target, the first attack deals 2X damage.

Wendigo (Greater Undead)

Evil, corporeal spirits that stalk the forests and remote badlands, Wendigos represent one of the most formidable threats in the West. Cursed with an insatiable hunger for living flesh, they will pursue prey relentlessly but also act with cunning.

Wendigos appear to be a large, vaguely humanoid creatures with an emaciated gray body, skeletal deer-like head with oddly shaped antlers, hoofed feet, clawed hands, and glowing red eyes. They walk or stand upright but run on all fours with terrifying speed.

HP: 35 | Morale: — | Movement: 40 | Armor: D6 | Attacks: Rend, Bite

ACTIONS

On its turn, a Wendigo makes two rend attacks, one bite attack, or one breath attack.

Rend (Melee): (4) D6+1 damage. The target must roll Brawn, taking an additional D6+1 cold damage on a failure (double on a critical failure).

Bite (Melee): Target must be prone, staggered, restrained, incapacitated, or unconscious. (10) 3D6+2 damage. When bitten by a Wendigo, the target must roll Brawn. On a failure, the wound becomes infected, dealing 2D6 damage a day and preventing rest. If a person dies while infected, they will rise as a Wendigo on the next sunset. The only cure for this infection is to destroy the Wendigo and burn its remains.

Paralyzing Breath (1/day):

As an action, the Wendigo expels a cloud of gray vapor (25-foot radius sphere). Any living person or creature that begins its turn in the sphere must roll Brawn, taking 2D6 damage on a failure and gaining 2D6 Strain. On a partial success they take D6 damage and gain D6 Strain. On a complete success, they take D3 damage and gain D3 Strain. The cloud lasts for one minute.

Salvage: Wendigo remains can be used to create D3 vials of Violet Poison (see Equipment).

Bone Hunters

Malformed, cannibalistic, and hyper-aggressive humanoids that dwell in deep caves, Bone Hunters stalk the area surrounding their colony at night and usually retreat back underground during the day. However, when anyone encroaches on their territory, they will emerge even in daylight.

Naked except for loin cloths and jewelry crafted of bones and animal skulls, Bone Hunters perform self-mutilation rituals, leaving their pale skin covered in a grotesque pattern of thick scar tissue, which they usually adorn with gray paint crafted of bone powder and ash. They also use the blood of their prey or enemies to paint their faces, hands, and feet dark red.

As a society, Bone Hunters worship an entity called Ka’Duul, god of death and ruler of the underdark. At night, during the new moon, hunters venture out into the surrounding country in search of human victims, which they seek to capture as sacrificial offerings to Ka’Duul.

Bone Hunter Warrior

HP: 18 | Morale: 9 | Movement: 30 | Armor: None | Attacks: Club or Bow

ACTIONS

On its turn, a bone hunter makes one attack.

Club (Melee): (4) D6+1 damage.

Bow (Ranged): (3) D6 damage. The target must roll Brawn. On a failure, they are poisoned (see Conditions).

Bone Hexer

HP: 14 | Morale: 8 | Movement: 30 | Armor: None | Attacks: Hex

ACTIONS

On its turn, a hexer makes one hex attack.

Hex (Ranged): The hexer points and murmurs an incantation. One living target within 50 feet must roll Will, taking D6+2 damage on a failure, D3+1 on a partial success, and no damage on a complete success. On a critical failure, they take 2D6+2 damage and become incapacitated for D2 rounds.

Bone Hunter Alpha

HP: 28 | Morale: 10 | Movement: 30 | Armor: None | Attacks: Bone Axe

ACTIONS

On its turn, a bone hunter alpha makes two axe attacks.

Bone Axe (Melee): (4) D6+2 damage.

Inspired Hatred

Other Bone Hunters gain an additional +1 damage to all attacks in the presence of their alpha. If the alpha is killed, the Morale of any remaining Bone Hunters becomes 7.

Second Phase

The first time a Bone Hunter Alpha is reduced to zero or fewer hit points, it immediately regains 10 HP, moves up to its full movement (30 feet), and makes an attack. If the alpha is reduced to zero or fewer hit points after its second phase, it’s destroyed.

Salvage: A Bone Hunter Alpha axe is worth $2D6+2 to a collector.

The Bone Mother

The matriarch and leader of the entire Bone Hunter society, “The Bone Mother” controls powerful magic that can warp the very fabric of reality. She rarely leaves the deep caves and is always guarded by at least two alphas.

HP: 40 | Morale: — | Movement: 30 | Armor: None | Attacks: Spell

Spellcasting

The Bone Mother has 8 spell points and can cast up to two of the following Rune spells on her turn (although she cannot cast the same spell twice in one turn):

  1. Psychic Dart (0 SP): The Mother points at one target. The target rolls Will, taking D6+2 damage on a failure, D3+2 damage on a partial success, or no damage on a full success.

  2. Invigorate (1 SP): The Mother heals up to D2 Bone Hunters for D6+2 HP.

  3. Bone Aura (1 SP): The Mother gains invisible arcane armor (-D6). It lasts for D6 rounds.

  4. Ice Breath (2 SP): A 15-foot stream of bone-chilling air surges from The Mother’s open mouth toward one target. The target rolls Agility, taking 2D6+2 cold damage on a failure, 1D6+2 on a partial success, or no damage on a full success. If a target takes six or more cold damage this way, their movement speed is reduced to zero for one turn. On a critical failure, the target becomes incapacitated for one turn.

  5. Mind Shatter (3 SP, one cast per day): The Mother expels an invisible cloud of malign energy (30-foot radius sphere). Any living person or creature that begins its turn in the sphere must roll Will, taking 4D6+2 damage on a failure and gaining D6 Strain. On a partial success they take 2D6+2 damage and gain D3 Strain. On a complete success, they take D6+2 damage and gain one Strain. The cloud lasts one turn. Bone Hunters and undead are immune.

If The Bone Mother is destroyed, the entire Bone Hunter colony will collapse and any remaining survivors will flee.

Salvage: The Bone Mother drops a random Dark Rune, a random magical item, and a handful of gemstones worth 6D6x10 in Frontier currency.

Cryptids

Rare and unusual beasts may be seen across the West in a variety of biomes, from the high desserts of the Utah Territory to the expansive forests of the northwest. Although not all dangerous, most cryptids are reclusive but deadly creatures. All are hunted as trophies.

Chupacabra

HP: 10 | Morale: 6 | Movement: 35 | Armor: None | Attacks: Bite

ACTIONS

On its turn, a Chupacabra makes one bite attack.

Bite (Melee): D6+1 (4) damage. When bitten by a Chupacabra, the target must roll Brawn. On a failure, the wound becomes infected, dealing D6 damage a day and preventing rest.

Salvage: A Chupacabra is worth $100 alive or $25 dead.

Sasquatch (Gigantopithecus)

HP: 24 | Morale: 10 | Movement: 25 | Armor: None | Attacks: Bash, Grapple, Crush

ACTIONS

On its turn, a Sasquatch makes two attacks. Only one can be a grapple.

Bash (Melee): (6) 2D6. The target rolls Brawn. On a failure, they fall prone.

Grapple: The Sasquatch attempts to grab a near target. The target rolls Brawn or Agility. On a complete success, they are not grappled. On a partial success, they are grappled, but may immediately make one melee attack against the Sasquatch. If the attack hits, they escape. On a failure, they are grappled.

Crush: If a Sasquatch grapples a target, it immediately tries to crush them. The grappled target rolls Brawn. On a success, they take no damage. On a partial success, they take 3D6 damage. On a failure, they take 6D6 damage.

Second Phase

The first time a Sasquatch is reduced to zero or fewer hit points, it immediately regains 24 HP, moves up to its full movement (25 feet), and immediately makes a bash attack.

Nauseating Stench: The first time a character comes within 25 feet of a Sasquatch, they must roll Will. On a failure, they become stupefied for D3 turns (D6 on a critical failure). On a partial success, they become stupefied for one turn. On a complete success, they are unaffected.

Salvage: A Sasquatch is worth $1000 alive or $250 dead.

NPCs

No weird west campaign is complete without a cast of nonplayer characters.

Regular Joe / Jane

HP: 5 | Morale: 6 | No armor | Fist: D2, Bowie Knife: D3+1, or Pistol: D6+1

Just a standard cowpoke or townie.

ACTIONS

On its turn, a Regular Joe makes an unarmed or pistol attack.

Thug

HP: 7 | Morale: 7 | No armor | Fist: D3, Pistol: D6+1, or Shotgun: 2D6+2

A hardened individual that works for anyone with cash.

ACTIONS

On its turn, a thug makes an unarmed, pistol, or shotgun attack.

Gunslinger

HP: 9 | Morale: 8 | No armor | Pistols: D6+1

An experienced gunfighter with several notches in their belt.

ACTIONS

On its turn, a Gunslinger makes two pistol attacks.

Ringleader

HP: 20 | Morale: 9 | No armor | Pistols: D6+1 or Rifle: 2D6

An experienced and respected gang leader or boss with a band of followers, ranging from a few outlaws to several dozen lackeys.

ACTIONS

On its turn, a Ringleader makes two pistol attacks or one rifle attack.

Soulbound Gunfighter

HP: 25 | Morale: 8 | Infernal Armor: D6 | Pistols: D6+2

An experienced gunfighter with plenty of notches in their belt. Made a deal with a demon for supernatural prowess with a pair of irons. Expensive to hire. Hard to kill.

Infernal Armor: Soulbound Gunfighters are protected by an invisible energy that acts as medium armor.

ACTIONS

On its turn, a Pact-Bound Gunslinger makes two pistol attacks.

Salvage: Drops a pair of fine matching pistols (D6+2)