Hedge/Hobgoblins

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Hobgoblins

SUMMARY NOTE
This page does NOT tell you everything. It whets your appetite, so to speak, and gives you combat stats.
Please get the full details from the books before using these hobgoblins. Staff is not going to post whole book entries up on the Web. Make the publishers happy! Fling money at them. ;)

Hobgoblins are the natives of the Hedge. Changelings are not. This cannot be stressed enough.

Typically, 'hobgoblin' refers to everything native, where 'hob' refers specifically to the humanoid variety.

Per the book, hobgoblins come in every variety of sentience/sapience, and every size. When using them in your scenes, please remember that even wild animals will recognize people, and will remember them as threats. If your hobgoblins have any intelligence at all, they are not going to appreciate being murdered.

A list of hobgoblins can be found below. Parentheses beside skills indicate skill specialties. Where the book does not give stats, you will need to fudge a version of the base Hob stats below, or use animal stats.

NOTE: Custom hobgoblins are marked with CUSTOM instead of a book/page #. If they were player-submitted, a link to that player's wiki page will be included, giving credit where credit is due!

For a list of animal stats for hedgebeasts, look here.



Hobs

  • Book - AN p.131
  • Description - Hob appearance varies, but they are always bipedal, and roughly humanoid. They can be withered or robust, and are typically considerably shorter than a human. See book for further details. They are also always some variation of selfish, manipulative, ruthless and absent what humans would consider proper sympathy and compassion, notoriously poor at Social skills.
  • Mental Attributes: Intelligence 3, Wits 5, Resolve 3
  • Physical Attributes: Strength 3, Dexterity 2, Stamina 4
  • Social Attributes: Presence 1, Manipulation 5, Composure 2
  • Mental Skills: Investigation (Appraisal) 4, Medicine (Goblin Fruits) 2, Occult (The Hedge) 4
  • Physical Skills: Brawl 1, Larceny 4, Stealth (Fair Escape) 3, Survival 3, Weaponry (Knife) 2
  • Social Skills: Animal Ken (Hedge Beasts), Empathy 4, Intimidation 2, Persuasion (Negotiatons) 5, Subterfuge 4
  • Merits: Eidetic Memory, Allies (Goblin Markets) 3, Contacts (Goblin Markets) 3
  • Willpower: 6
  • Init: 5
  • Defense: 2
  • Speed: 10
  • Health: 8 (Size 4)
  • Turns: Choose any one Contract which suits the Hob's personality and goals.
  • Weapon/Attacks:
Type Damage Range Dice Pool Special
Brawl 0B - 4 -
Knife 1L - 6 -


Architects

  • Book - DitD p.85
  • Description - Driven to build. Can carve secret, safe paths in Hedge. Can be paid to help build Hollows.

Boggart Holes

  • Book - DitD p.85
  • Description - More expensive versions of Architects who can build more and fancier things, but the cost of their services is high. Requires logged PRP to use Hollow merit dot discount. See book for details.

Goblins Red in Tooth and Claw

  • Book - DitD p.87
  • Description - They are incapable of not-hunting. They hunt. It is all they do. No weapons used other than their own teeth, claws, tentacles, etc. They only hunt "worthy" prey, however. If your traits are worse than theirs, they won't go after you unless provoked.

The Grub Legion

  • Book - DitD p.87
  • Description - Mercenaries who will hunt anything and anyone. They want cash. They don't want to barter, they don't want to trade goods, they don't want promises. They want cold hard cash. Gold coins, ducats, euros, anything they can get their hands on. They wear armour with a worm's visage painted in bone dust and blood on their helmets/blades. The means to contact them is not well known. See book for details.

Hunters

  • Book - DitD p.87
  • Description - Generic hunters. Traps, clubs, mystery why they hunt, but they hunt changelings and anything else that tickles their fancy.

Merchants

  • Book - DitD p.87
  • Description - Merchants who roam the Hedge making deals and infernal bargains. Basically, the goblins you'd find at a market, without the market.

The Niche

  • Book - DitD p.87
  • Description - Niche carved out of Hedge walls. Small shop manned by single hob. If you agree to take over the shop for a while, you are then trapped there until you can get someone else to make a deal to man the shop "for a little while" instead.

Pathmakers or "Red Hands"

  • Book - DitD p.85
  • Description - Their hands are red from blisters and blood. They are obsessed with the cartography of the Hedge and carve new roads, build walls, build ways over walls, or build entirely senseless mazes for their own obscure purposes. Getting in their way is dangerous and may result in a swift case of death, but finding one of their paths gives you 9-again to navigate the Hedge while you are on them.

The Sawbones of Pickwick Circus

  • Book - DitD p.86
  • Description - Doctors who sell limbs, who work in a clearing filled with white tents with edges red with blood. When they make a deal but don't have one of that type of limb in "stock", they go out and find someone in the Hedge to harvest it from. You could lose a hand, an eye, a tongue, etc. Most changeling victims get a Token Limb and a number of dots of Lethal damage equal to the value of the Token's dots. Sometimes, however, the weird prosthetic is entirely useless. The token is a side effect. You don't ask for it. You get attacked, and they force it on you.

Tinkers

  • Book - DitD p.88
  • Description - Miners, mechanics, breakers, fixers. They can't stop futzing, fixing and breaking things down, creating or destroying or adding to unfathomable devices, peculiar yet salable items or the Hedge itself.

The Triflesmiths

  • Book - DitD p.88
  • Description - Wandering nomads who laugh their way through the Hedge until it's time to create trifles or tokens, or repair those that are broken. Staff approval required. Finding the Triflesmiths requires a long term effort suitable to lengthy plots, and payment for their goods is always a laundry list of items, one per dot of the token requested. Reduces token cost to New Dots x 1.

Wagon Train of Values

  • Book - DitD p.88
  • Description - Wagon train of hobs who sell what you need, not what you want. They may only be summoned by genuine need and desperation, by a changeling vocalizing that need aloud. If you want to find them, you never will, no matter how desperate you are. Their prices are steep and tend to be something you already possess.

The Yellow Nurses

  • Book - DitD p.86
  • Description - Cursed hobgoblins who follow wounded hobs/changelings at a distance, eyes rolling around like an addict hungry for junk. They eat injuries, probing wounds with freakish tongues, clamping suckerish mouths over spilled guts, etc. etc. They ignore bashing/aggravated damage entirely, only eating Lethal. For every Lethal they eat, they also eat a Willpower point. Once all of the Willpower is gone, they begin eating Attribute dots as side dishes instead. These dots return at a rate of one-per-day after the fact. They do not stop consuming Willpower/Attributes until all of the Lethal damage is healed.

Animmaculates

  • Book - DitD p.98
  • Description - A wide variety of hobgoblins which appear to be composed of clockwork/otherwise mechanical parts integrated in to the body of a normal animal, carnivorous or herbivorous. No one knows whether or not they are natural or created. Each is unique. They neither eat nor drink, nor excrete. See book for detailed descriptions. They are always at least as intelligent as the type of creature they resemble, and often more intelligent, some to the point of speech. They will attack if provoked, but will help if given fruit/tokens/info.

Automatiger

  • Book: DitD p.99
  • Mental Attributes: Intelligence 2, Wits 4, Resolve 3
  • Physical Attributes: Strength 5, Dexterity 4, Stamina 4
  • Social Attributes: Presence 4, Manipulation 1, Composure 3
  • Mental Skills: Investigation 2, Occult 1
  • Physical Skills: Athletics 4, Brawl 4, Stealth 5, Survival 4
  • Social Skills: ANimal Ken 3, Intimidation 4, Subterfuge 3
  • Merits: Danger Sense, Hollow 2 (Cave), Iron Stamina 3
  • Willpower: 6
  • Init: 7
  • Defense: 4
  • Speed: 14
  • Health: 12
  • Weapon/Attacks:
Type Damage Range Dice Pool Special
Claws/Bite 4L - 9 -

Pandroid

  • Book: DitD p.99
  • Mental Attributes: Intelligence 1, Wits 2, Resolve 3
  • Physical Attributes: Strength 3, Dexterity 2, Stamina 4
  • Social Attributes: Presence 2, Manipulation 1, Composure 3
  • Mental Skills: Medicine, Occult (book doesn't specify values)
  • Physical Skills: Athletics 1, Brawl 2, Stealth 2, Survival 4
  • Social Skills: Animal Ken 3, Empathy 2, Persuasion 2, Subterfuge 1
  • Merits: Common Sense, Direction Sense, Quick Healer 4
  • Willpower: 6
  • Init: 5
  • Defense: 2
  • Speed: 10
  • Health: 8
  • Weapon/Attacks:
Type Damage Range Dice Pool Special
Claws/Bite 2L - 9 -

Billy Birch

  • Book - DitD p.100
  • Description - Book has very specific really neato descriptions. Ten foot hob tree with Fae-like aspects who may be as old as the Hedge. Has special affinity for wind, and trades information for stories, any story, even if it's just reciting a TV show's plot. Only found when he wants to be found (i.e. ask Staff if you plan to use him in a PRP), and won't attack unless you attack him or lie to him. He hates lies.
  • Mental Attributes: Intelligence 5, Wits 2, Resolve 5
  • Physical Attributes: Strength 6, Dexterity 2, Stamina 8
  • Social Attributes: Presence 5, Manipulation 2, Composure 5
  • Mental Skills: Crafts 5 (Woodworking), Investigation 4, Occult 4 (True Fae)
  • Physical Skills: Brawl 5, Stealth 7 (Quiet and Still)
  • Social Skills: Animal Ken 3 (Hedge), Empathy 5, Expression 5 (Tale-spinner), Persuasion 4, Subterfuge 3
  • Merits: Danger Sense, Eidetic Memory, Encyclopedic Knowledge, Natural Immunity, Toxin Resistance
  • Willpower: 10
  • Virtue: Temperance
  • Vice: Wrath
  • Init: 7
  • Defense: 2
  • Speed: 16 (species factor 8)
  • Health: 16
  • Wyrd: 5
  • Contracts: Smoke 5, Stone 5
  • Glamour/per turn: 14/5
  • Armour: 5 (Natural Armour)
  • Weapon/Attacks:
Type Damage Range Dice Pool Special
Gnarled Fists 2L - 13 -
  • Fae Aspects:
    Zephyr's Tale: Sim. to Dream contract "Pathfinder" -- as long as the wind is blowing, Billy can determine exactly who or what is in his immediate vicinity, and knows exactly which paths lead where, period, and secrets about the areas he is going through.
    Rising Ire: During combat only, Billy may activate any Stone clause without Glamour, without having to use the catch. In addition, the wind carries his howls of anger to ANY Hedge dweller/denizen, including Gentry, who will ALL leap to defend him. Yes, even Gentry will help him. No one knows why.

Blackhaw

  • Book - DitD p.102
  • Description - Rare, but long-lived, the Blackhaw trees can be found throughout the Hedge, in any climate. They are similar to mundane hawthorns, but they never bloom despite having berries, and they are solitary: only one tree will be in a given territory. Hedge denizens consider them bad luck. Flocks of ravens perch in their branches, but the ravens are part of the tree, with tentacles animating them. More or less, the tree deceives you and tries to turn you into fertilizer if you come within reach. See book for details.
  • Mental Attributes: Intelligence 2, Wits 3, Resolve 2
  • Physical Attributes: Strength 6, Dexterity 5, Stamina 5
  • Social Attributes: Presence 2, Manipulation 4, Composure 3
  • Mental Skills: Crafts 1, Investigation 1, Occult 2
  • Physical Skills: Brawl 4, Larceny 1, Stealth 4, Survival 3
  • Social Skills: Animal Ken 3, Empathy 2, Intimidation 3, Subterfuge 4
  • Merits: Disarm, Fast Reflexes 2, Iron Stomach, Strong Back
  • Willpower: 5
  • Init: 8
  • Defense: 5
  • Speed: 14
  • Health: 13
  • Weapon/Attacks:
Type Damage Range Dice Pool Special
Claws 2L - 10 -
Peck/Bite 3L - 10 -
Constrict 4L Long 10 -

Bladelings

  • Book - ER p.143
  • Description - Old, down-turned metal swords gliding slowly a few feet above the ground, of mysterious origin, which burst into flame before attacking. They guard entrances into Arcadia. Unbribable, unflappable automatons.
  • Mental Attributes: Intelligence 1, Wits 3, Resolve 5
  • Physical Attributes: Strength 3, Dexterity 5, Stamina 5
  • Social Attributes: Presence 1, Manipulation 0, Composure 5
  • Mental Skills: Investigation 4 (Sentry)
  • Physical Skills: Athletics 5, Weaponry 5 (Sword)
  • Social Skills: Intimidate 3 (Jabs and Swipes), Subterfuge 3 (Feints)
  • Merits: Danger Sense, Disarm, Fast Reflexes 2, Weapon Finesse
  • Willpower: 10
  • Init: 12
  • Defense: 3
  • Speed: 18 (species factor 10)
  • Health: 10
  • Wyrd: 5
  • Contracts: Elements (Fire) 2, Stone 1
  • Glamour/per turn: 14/5
  • Automaton: Cannot be intimidated/coerced. Don't take wound penalties. Won't stop fighting until they are full Agg/broken. Take Agg from cold iron.
  • Working in Concert: Multiple bladelings can act as one being. When two are nearby, they function as a single ambidextrous opponent with Fighting Style (Two Weapons) 4.
  • Elemental Weakness: Submerging a fire-wreathed Bladeling in sufficiently cold water will not only produce a great deal of steam, but also cause the blade to shatter, destroying it.
  • Weapon/Attacks:
Type Damage Range Dice Pool Special
Vicious Slice 4L - 15 May choose to disarm.
Stab 3L - 14 -

Blindbirds, Creatures of Ill Omen

  • Book - ER p.138
  • Description - Large, sleek black carrion birds. Ravens, condors, vultures, etc., but most are corvid. Their eyes universally appear to have been gouged out, often leaving burning pits behind, but they see perfectly well. They only approach if they feel they have something to gain, or if someone is so exhausted they look like easy prey. They speak of past events in the present tense and current events in the future tense. They never discuss the future.
  • Mental Attributes: Intelligence 3, Wits 3, Resolve 4
  • Physical Attributes: Strength 2, Dexterity 3, Stamina 2
  • Social Attributes: Presence 3, Manipulation 2, Composure 3
  • Mental Skills: Investigation 4, Medicine 3 (Diagnosis)
  • Physical Skills: Athletics 3, Brawl 3 (Beak), Survival 3 (The Hedge)
  • Social Skills: Animal Ken 3 (Birds), Intimidation 2, Persuasion 2
  • Merits: Danger Sense, Direction Sense, Eidetic Memory, Encyclopedic Knowledge, Fast Reflexes 2, Fresh Start, Iron Stomach
  • Willpower: 7
  • Init: 8
  • Defense: 3
  • Speed: 15 (flight only; species factor 10)
  • Health: 5
  • Wyrd: 3
  • Contracts: Dream 1, Hearth 1, Smoke 5, Darkness 2, Fang and Talon (Birds) 2, Fleeting Spring 1, Fleeting Autumn 2
  • Glamour/per turn: 12/3
  • Weapon/Attacks:
Type Damage Range Dice Pool Special
Beak 1L - 7 -
Eye-gouge 1L - 2 Permanently blinds upon successful strike to eye. One Eye flaw.

Bloodsuckle

  • Book - AN p.120
  • Description - A leafless woody vining plant with a root structure that splays out across the surface, rather than below. It is covered in jagged gray bark with splinters and cracks revealing red-brown gum between bark and core, and can either be spread around in a net, or twining up surfaces. It can be found in the wilderness or urban environments, and isn't picky about its prey: if you get close enough, it tries to lightning-swift snag you, entangle you and consume you, hopefully after you are dead. Not always. Book has a VERY DETAILED description of everything. Strongly recommend reading it, since it involves how to actually kill the buggers.
  • Mental Attributes: Intelligence 1, Wits 3, Resolve 3
  • Physical Attributes: Strength 3, Dexterity 2, Stamina 3
  • Social Attributes: Presence 1, Manipulation 0, Composure 4
  • Mental Skills: none
  • Physical Skills: Athletics 2, Brawl 5 (Grapple), Stealth 4, Survival 3
  • Social Skills: Animal Ken 1, Empathy 1, Subterfuge 3 (Camouflage)
  • Merits: Fast Reflexes
  • Willpower: 7
  • Init: 6
  • Defense: 3
  • Speed: 8 (species factor 3)
  • Health: 6
  • Weapon/Attacks:
Type Damage Range Dice Pool Special
Brawl (Grapple) 0B - 9 -

Blunderbores

  • Book - GM p.37
  • Description - Massive gorilla-like thugs with bodybuilder muscles. They aren't too bright, but they're extremely loyal, and enjoy kneecapping people/otherwise beating them up. Often used as guards in markets. They can speak, but words are simple and whistly around massive shovel tusks in bulldog lower jaws. See book for more.
  • Mental Attributes: Intelligence 1, Wits 2, Resolve 3
  • Physical Attributes: Strength 7, Dexterity 3, Stamina 6
  • Social Attributes: Presence 4, Manipulation 1, Composure 3
  • Mental Skills: Investigation 2 (Tracking)
  • Physical Skills: Athletics 3, Brawl 4 (Grapple), Stealth 2, Survival 2 (Hedge)
  • Social Skills: Intimidation 3
  • Merits: Brawling Dodge, Danger Sense, Fast Reflexes 2, Fighting Style (Boxing) 1, Iron Stamina 2, Strong Back, Toxin Resistance
  • Willpower: 6
  • Virtue: Faith
  • Vice: Wrath
  • Init: 7
  • Defense: 2
  • Speed: 15 (species factor 5)
  • Health: 12 (Size 6)
  • Weapon/Attacks:
Type Damage Range Dice Pool Special
Grapple 1B - 12 -
Bite 2L - 12 -

Boscage

  • Book - DitD p.103
  • Description - They are very nearly Hedge elementals, and while they prefer green settings, they can adapt to nearly any environment. They are nearly 7' tall and humanoid in their true form, with a body made from growths in the environment and a face of aged, cracked wood. In more urban settings, this would be concrete and brick, with jagged claws of broken glass, etc. They are intelligent hunters who can create false trails to lure prey onto "trods" which don't truly exist.
  • Mental Attributes: Intelligence 3, Wits 4, Resolve 3
  • Physical Attributes: Strength 5, Dexterity 4, Stamina 4
  • Social Attributes: Presence 3, Manipulation 5, Composure 3
  • Mental Skills: Investigation 3, Occult 3
  • Physical Skills: Athletics 4 (Hedge-climbing), Brawl 5 (Raking claws), Stealth 5 (Camouflage), Survival 4 (Hedge)
  • Social Skills: Subterfuge 5
  • Merits: Direction Sense, Iron Stamina 3, Quick Healer
  • Willpower: 6
  • Virtue: Prudence
  • Vice: Gluttony
  • Init: 7
  • Defense: 4
  • Speed: 15 (species factor 6)
  • Health: 10
  • Wyrd: 4
  • Contracts: Dream 1, Elements (Hedge) 5, Smoke 2, Stone 1
  • Glamour/per turn: 13/4
  • Armor: 1 (Armor of the Element's Fury)
  • Weapon/Attacks:
Type Damage Range Dice Pool Special
Claws 1L - 12 -

Briarwolves

  • Book - CtL p.173
  • Description - Horrifying formerly-human seeming wolf hobs which can be both bipedal and quadrupedal at need. Devilishly clever. They eat both meat and the emotions of their prey, pain, fear, desperation, chasing their prey through the thorns.
  • Mental Attributes: Intelligence 2, Wits 3, Resolve 3
  • Physical Attributes: Strength 3, Dexterity 4, Stamina 4
  • Social Attributes: Presence 1, Manipulation 1, Composure 2
  • Mental Skills: Investigation 4 (Tracking)
  • Physical Skills: Athletics 2, Brawl 5 (Claws), Stealth 5, Survival 3
  • Social Skills: Animal Ken 3 (Prey Reactions), Intimidation 3
  • Merits: Danger Sense, Brawling Dodge, Direction Sense, Fast Reflexes 2, Fleet of Foot 3, Fresh Start, Iron Stamina 3
  • Willpower: 5
  • Init: 8
  • Defense: 3
  • Speed: 15
  • Health: 9
  • Wyrd: 2
  • Contracts: Darkness 5, Elements 1, Fang and Talon (Wolf) 4
  • Glamour/per turn: 11/2
  • Weapon/Attacks:
Type Damage Range Dice Pool Special
Brawl 0B - 8 -
Claws 1L - 9 -
Bite 2L - 9 -

Bunyip

  • Book - NH:GF p.28
  • Description - A shapeshifting teensy weensy adoooorable hobgoblin which seems cute and fluffy, but really isn't. Especially geared toward human children, the terrifying and slow death thereof. See book for more mechanics. It has a few special traits not listed here.
  • Mental Attributes: Intelligence 3, Wits 3, Resolve 2
  • Physical Attributes: Strength 2, Dexterity 4, Stamina 2
  • Social Attributes: Presence 4, Manipulation 4, Composure 3
  • Mental Skills: none
  • Physical Skills: Athletics 3 (Swimming), Brawl 2 (Tooth and Claw), Stealth 4, Survival 2
  • Social Skills: Empathy 4 (Children), Expression 5 (Cute), Subterfuge 3
  • Merits: Fast Reflexes 1, Strong Lungs 3, Unseen Sense (Fae) 3
  • Willpower: 5
  • Init: 8
  • Defense: 3
  • Speed: 12 (species factor 6)
  • Size: 2
  • Health: 4
  • Wyrd: 5
  • Glamour/per turn: 14/5
  • Weapon/Attacks:
Type Damage Range Dice Pool Special
Bite 1L - 5 See 'Nightmare Fangs' special fae ability below.
Claw 0L - 4 -
  • Nightmare Fangs: a bite which inflicts 1+ lethal damage injects a fae poison which makes the recipient see the bunyip s the manifestation of his deepest fears. Roll reflexive Stamina + Resolve - 4 (toxicity rating) to resist the poison. If the roll fails, the victim suffers -4 penalty to harm, chase or resist any other powers of the bunyip. Lasts 1 scene.

Burr Cadger

  • Book - DitD p.104
  • Description - A beggar that will harass characters until it gets what it wants. Those who comply are left alone, those who don't can't be rid of him. See book for details.
  • Mental Attributes: Intelligence 2, Wits 2, Resolve 1
  • Physical Attributes: Strength 3, Dexterity 2, Stamina 5
  • Social Attributes: Presence 2, Manipulation 2, Composure 2
  • Mental Skills: Investigation 2
  • Physical Skills: Brawl (Cling) 2, Larceny 1, Stealth (Plain Sight) 4, Survival 2
  • Social Skills: Persuasion 2, Socialize 2, Subterfuge 1
  • Merits: Iron Stamina 3, Quick Healer 4
  • Willpower: 3
  • Init: 4
  • Defense: 2
  • Speed: 9 (species factor 4)
  • Health: 9
  • Turns:
  • Wyrd: 1
  • Glamour/per turn: 10/1
  • Hate Magnet:: At the beginning of the scene (or when first meeting the Burr Cadger), the changelings must roll Resolve + Composure. Failure on this roll indicates how deeply they loathe this leafy beggar — they likely want to do violence to him. Those with the Charity Virtue are exempt from this roll.
  • Healing Bargain:: Any time the Burr Cadger convinces someone to give him something of even meager value, he can heal a point of bashing or lethal damage.
  • Hedge Merge:: By spending a Glamour point and succeeding on a Dexterity + Stealth roll, the Burr Cadger can literally merge with the Hedge wall, becoming almost entirely invisible — those seeking to find him suffer a penalty equal to his Stealth score (–4).
  • Weapon/Attacks:
Type Damage Range Dice Pool Special
Brawl 0L - 6 See 'Thorny Grip' below.
  • Thorny Grip: 0L Grabs hold with barbed hands, clings tight.

Butcherbranch

  • Book - DitD p. 105
  • Description - A giant gourmand who is both chef and kitchen, with all the equipment of his trade built into his body. He's like the Soup Nazi, if the Soup Nazi ate dissatisfied customers.
  • Mental Attributes: Intelligence 3, Wits 3, Resolve 5
  • Physical Attributes: Strength 4, Dexterity 4, Stamina 3
  • Social Attributes: Presence 2, Manipulation 2, Composure 4
  • Mental Skills: Crafts (Cooking) 4, Investigation (Find Ingredients) 3
  • Physical Skills: Brawl 3, Larceny 1, Stealth 1, Survival (Tracking) 5, Weaponry 4
  • Social Skills: Animal Ken 3, Intimidation 3
  • Merits: Ambidextrous 3, Fighting Style: Two Weapons 4, Hardy 2
  • Willpower: 9
  • Init: 8
  • Defense: 3
  • Speed: 13
  • Health: 10
  • Wyrd: 5
  • Glamour/per Turn: 14/5
  • Contracts: Eternal Autumn 3, Stone 2
  • Fey Food: The food that comes as a result of the Butcherbranch's work can replenish Glamour. However many successes the hob receives on its Dexterity + Crafts roll (to cook the meal) is the number of Glamour points available in that meal. It can be split by a number of eaters. The glamour spread is proportionate to how much of the meal is eaten. If the hob gains four successes, and the meal thus has four Glamour points available, a character who eats half of that meal would gain two Glamour points.
  • Many-Limbed Protection: He does not find his Defense diminished by a series of incoming attacks. He can also spend two points of Glamour to double his Defense for the next turn.
  • Stalking Walk: When the hob hunts, it appears as if he's just walking slowly. But, he moves with unerring speed, especially when he's stalking prey for his meals. The hob can spend a point of Glamour and roll Resolve + Composure: successes on this roll become bonus dice to the hob's Foot Chase rolls for the remainder of the scene (maximum of +5)
  • Tireless: This hob never needs to sleep, and soldiers on without any fatigue penalties.
  • Weapon/Attacks:
Type Damage Range Dice Pool Special
Meat Cleaver 2L - 10 -
Meat Tenderizer 4B - 12 -
Tongue Lash 0L 3/6/12 7 Does no damage, but delivers Toxicity 4 poison to skin.

Cadwallop

  • Book - DitD p.106
  • Description - Cruel deceiver who feeds off fear and desperation. Sim. to Noppera-Bo, but he doesn't want to KILL his victims. Sure, he gets them even more lost than before instead of guiding them, tricks them into thinking he is helping them, but it's with the goal of rewards, or food, or an "early" payment. Flees when trickery is discovered/suspected. Coward.
  • Mental Attributes: Intelligence 3, Wits 3, Resolve 3
  • Physical Attributes: Strength 2, Dexterity 3, Stamina 2
  • Social Attributes: Presence 5, Manipulation 4, Composure 3
  • Mental Skills: Investigation 3, Medicine 1, Occult 1
  • Physical Skills: Athletics (Leaping) 5, Brawl 1, Larceny 3, Stealth 3, Survival 1
  • Social Skills: Empathy (Sense Fear) 4, Persuasion 3, Socialize 3, Subterfuge 5
  • Merits: Fleet of Foot 3, Striking Looks 2
  • Willpower: 6
  • Virtue: Charity
  • Vice: Lust
  • Init: 6
  • Defense: 3
  • Speed: 13
  • Health: 7
  • Wyrd: 2
  • Contracts: Smoke 2, Vainglory 2
  • Glamour/per Turn: 11/2
  • Armor: 0/0
  • Buoyant Leap: For 2 Glamour, he triples jumping distances per WoD 66-7 for rest of scene.
  • Feartongue: When he sees someone giving into fear, he can roll Wits + Empathy + Wyrd to gain successes' worth of Glamour.

The Chimera

  • Book - ER p.139
  • Description - Mysterious creature, torso/head look lion-like, eight arachnid eyes, ant-like mandibles, scorpion tail, scaly arms/legs. Moves like house cat through the Hedge with no trouble. Stalks the winding, solitary paths. Has a Court of lesser goblins to act as minions. Intelligent but feral.
  • Mental Attributes: Intelligence 4, Wits 4, Resolve 4
  • Physical Attributes: Strength 5, Dexterity 4, Stamina 5
  • Social Attributes: Presence 3, Manipulation 3, Composure 4
  • Mental Skills: Academics 2, Investigation (Puzzles) 3, Medicine 2, Occult 4, Politics 2
  • Physical Skills: Athletics 3, Brawl (Claws, Mandibles, Tail) 5, Stealth (Hedge) 4, Survival (Tracking) 5
  • Social Skills: Animal Ken 3, Empathy 2, Expression 3, Intimidation 4, Persuasion 3, Socialize 1, Subterfuge 1
  • Merits: Direction Sense, Fleet of Foot 3, Hollow (Doors 2, Size 3, Wards 4), Iron Stamina 2, Retainer (Goblin Retinue) 5
  • Willpower: 8
  • Virtue: Prudence
  • Vice: Wrath
  • Init: 8
  • Defense: 4
  • Speed: 20 (species modifier 8)
  • Health: 12
  • Wyrd: 7
  • Contracts: Dream 1, Mirror 4, Smoke 2, Elements 4, Fang and Talon 3, Stone 4
  • Glamour/per Turn: 20/7
  • Armor: 0/0
  • Chimerical Flesh: No mundane attack will hurt it unless you use cold iron, which inflicts Agg.
  • Ruled by Passion: See the True Fae aspect on CtL p.279.
  • Goblin's Tongue: Spend 1 Glamour to gain +3 on all Social rolls (skill or attribute) against a hobgoblin for the rest of the scene.
  • Scorpion's Tail: Tail is 8-10 feet long, thick as a man's thigh. Tail adds +2 dice to Bashing attacks. If attacking with barb, adds +2 Lethal damage. If barb strikes, Chimera may reflexively spend 3 Glamour to inject a Toxicity 7 poison into target.
  • Weapon/Attacks:
Type Damage Range Dice Pool Special
Bash 0B - 10 -
Bite 2L - 13 -
Claw 1L - 12 -
Tail Bash 2B - 13 -
Sting 2L - 13 May poison per 'Scorpion's Tail' ability.

Cobblebody

  • Book - DitD p.107
  • Description - A hobgoblin with a body cobbled together from spare parts, Material world or otherwise. Boombox, marbles, dead hobs, coils of vine, etc.
  • Mental Attributes: Intelligence 1, Wits 3, Resolve 3
  • Physical Attributes: Strength 2, Dexterity 3, Stamina 3
  • Social Attributes: Presence 2, Manipulation 1, Composure 1
  • Mental Skills: Crafts 1, Investigation 3
  • Physical Skills: Athletics (Foot Chase) 2, Brawl (Grapple) 3, Stealth 1
  • Social Skills: Intimidation 2
  • Merits: Direction Sense 1, Iron Stamina 2
  • Willpower: 4
  • Virtue: Fortitude
  • Vice: Envy
  • Init: 4
  • Defense: 3
  • Speed: 10 (species factor 5)
  • Health: 6
  • Wyrd: 1
  • Contracts: Artifice 3
  • Armor: 1/0
  • Build-a-Body: Take 1 turn per item's Size to absorb item into flesh. For every 5 Structure points absorbed this way, the hobgoblin may add +1 to: any Physical Attribute, Size, or Wyrd. Costs 1 Glamour.
  • Weapon/Attacks:
Type Damage Range Dice Pool Special
Bum's Rush 2B - 7 Applies 'Knocked Down' combat tilt.

The Curator

  • Book - DitD p.95
  • Description - Powerful telepathic hob, wizened man, scrunched and twisted. Part of/curator of The Museum. Destroying him destroys The Museum. Unemotional.
  • Mental Attributes: Intelligence 3, Wits 3, Resolve 4
  • Physical Attributes: Strength 2, Dexterity 2, Stamina 3
  • Social Attributes: Presence 3, Manipulation 3, Composure 3
  • Mental Skills: Academics 2, Investigation 4, Occult 3
  • Physical Skills: Athletics (Flee) 3, Brawl (Escape Grapple) 3, Larceny 2, Stealth 3, Weaponry 1
  • Social Skills: Expression 1, Intimidation 1
  • Merits: Eidetic Memory 2, Encyclopedic Knowledge 4
  • Willpower: 7
  • Virtue: Charity
  • Vice: Wrath
  • Init: 5
  • Defense: 2
  • Size: 4
  • Speed: 8 (species factor 4)
  • Health: 7
  • Wyrd: 3
  • Contracts: Hearth 3
  • Glamour/per Turn: 13/3
  • Armor: 0/0
  • For Every Action: Every display in the Museum has 4-10 points of Structure. Any time a Changeling does damage to a display's Structure, the Changeling takes 1B per Structure damage done.
  • Stimulus, Response: Any time one of the displays evokes a powerful response (weeping, screaming, violence, giddiness, etc.) the Curator regains a point of Glamour.
  • Weapon/Attacks:
Type Damage Range Dice Pool Special
Thumb Knife 0L - 3 Small, curved blade hooked around the thumb.

Drudgemen

  • Book - AN p.124
  • Description - Little hairy creatures which imprint upon a particular individual (if that person manages to see them and they aren't imprinted on somebody else) and follow them everywhere, trying to help them. Inquisitive, invisible, shy. Drudgemen have no understanding of humanity, no morality, no sense of empathy for human values. They will, quite literally, do ANYthing that will help the person to whom they are bonded, which can look like a series of bizarre misfortunes inflicted upon those who cross her.
  • Mental Attributes: Intelligence 3, Wits 4, Resolve 5
  • Physical Attributes: Strength 2, Dexterity 3, Stamina 2
  • Social Attributes: Presence 1, Manipulation 2, Composure 3
  • Mental Skills: Craft (Traps) 2, Investigation 4, Occult (The Hedge) 2
  • Physical Skills: Athletics 2, Brawl (Ambush) 2, Larceny 4, Stealth (Invisibility) 5, Survival 3
  • Social Skills: Empathy 4, Persuasion (Actions) 4, Subterfuge (Red Herrings) 3
  • Merits: Direction Sense, Fast Reflexes 2, Fleet of Foot 3
  • Willpower: 6
  • Init: 6
  • Defense: 2
  • Speed: 16
  • Health: 5
  • Armor: 0/0
  • Weapon/Attacks:
Type Damage Range Dice Pool Special
Brawl 0B - 4 -
Claws 2L - 6 -
Bite 1L - 5 -
  • Protector's Knack: the drudgeman can, without Glamour, use the effects of the following ONLY to benefit a person to whom it is bonded. It cannot access them until it is bonded.
Hearth: 2 3 4 5
Artifice: 3
Vainglory: 1 2 3 5
Goblin: Trading Luck for Fate, Diviner's Madness, Fair Entrance, Delayed Harm, Good and Bad Luck, Lost and Found
  • Clear the Path: similar to the above, but only accessible when the drudgeman perceives that someone is harming/interfering with/bothering its ward, or items/objects which will directly affect those who are doing so.
Hearth: 1
Smoke: 4
Artifice: 2 4
Darkness: 1 5

Enticers

  • Book - AN p.125
  • Description - Invertebrate, stealthy, colour/texture-changing predators weighing 1000 pounds, the size of a grizzly, with a lure shaped like a humanoid curled up in a protective ball. Can shiver/shudder the lure and make it ooze blood-like substance, make sounds of crying, to lure in prey who want to help/harm the poor bleeding 'person' they see.
  • Mental Attributes: Intelligence 1, Wits 3, Resolve 4
  • Physical Attributes: Strength 4, Dexterity 2, Stamina 4
  • Social Attributes: Presence 2, Manipulation 1, Composure 4
  • Mental Skills: Investigation (Ambush Locations) 2
  • Physical Skills: Athletics 2, Brawl (Grapple) 5, Stealth (Camouflage) 5, Survival 2
  • Social Skills: Animal Ken 2, Empathy 2, Expression (Lure) 4, Intimidation 2, Subterfuge (Lure) 5
  • Merits: Danger Sense, Giant, Hardy
  • Willpower: 8
  • Init: 6
  • Defense: 2
  • Speed: 7 (species factor 1)
  • Health: 12
  • Armor: 0/0
  • Weapon/Attacks:
Type Damage Range Dice Pool Special
Brawl 0B - 10 See 'Drop' ability.
Drop: The creature tries to drop onto its prey to pin them/smother them under its weight, relying on its weight to injure them. Unless target has identified the Enticer and is anticipating the attack, this is always a surprise. Target takes damage as if with a normal Brawl attack, and is rendered both grappled and prone. Victims are at a -2 penalty to break loose from this grapple once achieved, but once victim is free, the enticer has a -2 to any attacks, period, for the rest of the combat. It just isn't good at anything but surprises.
Squeeze: Any turn the Enticer has someone grappled, it may squeeze its prey to try to crush it into a mushy crunchy tasty pulp. It rolls Strength + Brawl, and all successes are Bashing damage. Every round the Enticer successfully squeezes them tighter in, the victim suffers a cumulative -1 penalty to efforts to break free.

Fae Swarms (Somnus)

  • Book - AN p.127
  • Description - A swarm of fae creatures, variable in size/conformation. While there are many types of swarms, the Somnus specifically drugs the target, and fruits pollinated by the swarm do likewise. Often used by True Fae against escapees. Stats here are for the entire swarm. Swarms always act as one creature, on one turn.
  • Mental Attributes: Intelligence 0, Wits 1, Resolve 2
  • Physical Attributes: Strength 1, Dexterity 3, Stamina 2
  • Social Attributes: Presence 1, Manipulation 0, Composure 2
  • Mental Skills: None
  • Physical Skills: Athletics 3, Stealth 3, Survival 3, Weaponry (Sting) 3
  • Social Skills: Animal Ken 1, Intimidation 2
  • Merits: Fighting Finesse (Sting)
  • Willpower: 4
  • Init: 5
  • Defense: 3
  • Speed: 14 (flight only; species factor 10)
  • Health: 4
  • Armor: 0/0
  • Weapon/Attacks:
Type Damage Range Dice Pool Special
Sting 1L - 7 See 'Sleep' ability below.
  • Sleep: Whether by sting/bite or mixed with a plant's pollen, people affected by this ability begin to immediately feel drowsy/sedated. Ten minutes after contact, and every ten minutes for the next hour, they must roll Stamina + Wyrd, minus the Swarm's Stamina, and if they fail, they fall into a drugged coma for a full 12 hours.

Fenghuang

  • Book - NG:GF p.51
  • Description - A fiery bird whose body parts have magical properties. Moral, heals those near death.
  • Mental Attributes: Intelligence 5, Wits 4, Resolve 3
  • Physical Attributes: Strength 2, Dexterity 4, Stamina 2
  • Social Attributes: Presence 4, Manipulation 3, Composure 3
  • Mental Skills: Investigation 3, Occult 3
  • Physical Skills: Athletics (Flight) 3, Brawl 3, Stealth 3, Survival 2
  • Social Skills: Empathy 4, Expression 4, Socialize (Polite) 3
  • Merits: None
  • Willpower: 6
  • Virtue: Charity
  • Vice: Pride
  • Init: 7
  • Defense: 4
  • Speed: 16 (species factor 10)
  • Health: 6
  • Wyrd: 5
  • Glamour/per Turn: 15/4
  • Armor: 2/0 (Lambent Flame)
  • Weapon/Attacks:
Type Damage Range Dice Pool Special
Beak 2L - 7 See special abilities.
Talon 1L - 6 See special abilities.
  • Burning Form: Any time the bird makes a successful attack, target also suffers 1L burn damage. Sim. to Elements (Fire) 2, the same is also true of anyone who attacks the bird; hitting it hurts! Fire doesn't set anything aflame, since it is magic.
  • Second Chances: The bird can bring anybody back from the brink of death with a whisper and 1 Glamour. Two caveats: the person cannot already be dead, not even for a moment, and the person cannot have an Integrity/Clarity below 6. The bird will not help those close to becoming monsters themselves. People who accept the bird's whispered offer to live gain the following:
All damage is converted to Bashing (doesn't show, manifests as soreness)
Gain the 'Flaw - Fixation' merit.
If that flaw is already possessed, they gain the severe form: Obsessive Compulsive Disorder.
In addition, for the rest of their life, the character suffers -2 on any 'Do I gain a derangement?' rolls post-Integrity/Clarity loss.
  • Feather, Talon, Comb: These body parts may be taken from the living or (in the case of its talons/comb) often dead fenghuang.
Feather: if asked, the bird will willingly give a single feather. The feather can be used in arrow crafting, both the fletching and the point. These arrows burn the True Fae, inflicting Agg.
Talon is never willingly given. Cut yourself with the talon, taking 1L. Gain 2 points of Armor against all PHYSICAL attacks from Keepers for 24 hours. Talon is powerless once used.
Comb is never willingly given. Brew into soup for 2 days of slow simmering in IRON pot/cauldron. Feeds up to 10 people. Anyone who eats it gains +1 Defense for the next week, and +2 when in combat with the True Fae. Vastly increases virility/fertility. Whether protected or not, your next sexual encounter will almost 100% result in a child.

Freddy Cloversmith

  • Book - NH:GF p.56
  • Description - Sneak, spy, kingmaker, friend of the Gentry. Stiff him at your own peril.
  • Mental Attributes: Intelligence 3, Wits 3, Resolve 3
  • Physical Attributes: Strength 2, Dexterity 3, Stamina 3
  • Social Attributes: Presence 2, Manipulation 4, Composure 3
  • Mental Skills: Academics 2, Crafts 2, Investigation 3, Occult (The Hedge) 3, Politics 3
  • Physical Skills: Athletics (Jumping) 2, Brawl 2, Larceny 4, Stealth 4, Survival 3, Weaponry (Knife) 1
  • Social Skills: Animal Ken 2, Empathy (Desires) 3, Expression 2, Intimidation 2, Persuasion (Cutting a Deal) 4, Socialize 1, Streetwise (Goblin Market) 4, Subterfuge 3
  • Merits: Contacts (Goblin Market, Gentry, Changelings, others as needed) 5, Court Goodwill (Autumn) 3, Danger Sense, Fast Reflexes 2, Fleet of Foot 3, Hardy
  • Willpower: 6
  • Virtue: Fortitude
  • Vice: Envy
  • Init: 8
  • Defense: 3
  • Speed: 13
  • Health: 8
  • Wyrd: 4
  • Glamour/per Turn: 14/5
  • Armor: 1/0
  • Weapon/Attacks:
Type Damage Range Dice Pool Special
Swipe 0B - 4 -
Knife 1L - 5 -
Knife (thrown) 1L 6/12/24 6 -

Knife (Thrown) 1L 6/12/24 6 na

  • Sneak Thief: Spend Glamour to gain 9-again on Stealth and to increase dice pools which include Wits, Dexterity, Subterfuge and Stealth. Each point spent improves the pool by +1. Effect lasts for one roll each time it is used.
  • Careful Whispers: Gain 9-again on Empathy/Subterfuge rolls involving conversation or gathering information. Spend 1 Glamour to whisper to anyone in earshot, whether he can see them or not. Target always clearly hears Freddy.
  • Master of Mystery: This lets him do a few things.
Spend 1 Glamour and roll Stamina + Wyrd to change his appearance. Activation allows him to appear as any single kith (general traits, not specific features), or change one specific feature per use to that of an individual he has seen in the past.
Spend 1 Glamour to change all signs of his passing to anything other than a human entity.
Spend 1 Glamour and roll Intelligence + Wyrd to erase all signs of his passage.
Spend 1 Glamour and roll Wits + Wyrd to give himself a +3 on all Stealth-based dice pools.
Spend 1 Glamour and roll Intelligence + Wyrd vs. Resolve + Wyrd. On success, target is blinded for a scene.
  • Fate Fixer: Spend 1 Glamour to:
Cause a character to suffer a -2 penalty on next attempted action (only possible once per hour per target)
Ensure that a character automatically gets one success on an action without rolling (once per day per target)
Grant the target 8-again on a single roll (once per day per target).
  • Friend of the Gentry: Spend 3 Glamour + 1 Willpower, roll Manipulation + Wyrd vs. target's Resolve + Wyrd, and mark an individual in a manner which attracts hobgoblins and the Gentry on success (baleful green halo of light). In the material world, only hobgoblins and Gentry can see the mark, but anyone can see it in the Hedge. Lasts 1 day per success.
Targets so afflicted suffer -5 on attempts to hide from any not-blind entity.
Targets suffer nightmares every time they sleep, and do not regain Willpower while sleeping.
Targets instinctively know that Freddy did this to them the moment they notice the effect.
Freddy can spend 1 Glamour + 1 Willpower while within sight of the Hedge to call upon the Gentry. Cost is waived if he is actually IN the Hedge. If he succeeds on a Presence + Wyrd roll, a True Fae arrives within 10 minutes.
  • Wyrd Magics: Freddy has learned these from the Autumn Court.
Spend 1 Glamour and roll Wits + Wyrd - target's Composure. On success, learn one of their fears.
Spend 1 Glamour and roll Manipulation + Wyrd to bring one plant to full ripeness, ready to harvest.
Spend 1 Glamour and roll Presence + Science to wither a plant, animal or person with a look. Plants wither. Animals and people gain their Defense against the attack, and if the attack beats it, they suffer 1B per success on the activation roll.

Goblin Whore

  • Book - DitD 93
  • Description - Hobs that are, well, prostitutes. They vary greatly in appearance, only sharing their chosen profession.
  • Mental Attributes: Intelligence 2, Wits 3, Resolve 2
  • Physical Attributes: Strength 2, Dexterity 4, Stamina 3
  • Social Attributes: Presence 5, Manipulation 3, Composure 3
  • Mental Skills: Medicine 1, Occult 1
  • Physical Skills: Athletics (Sex) 3, Brawl (Grapple) 2, Stealth 2
  • Social Skills: Empathy 3, Expression 3, Intimidation 1, Persuasion (Seduction) 4, Socialize 2
  • Merits: Ambidextrous 3, Disarm 2, Striking Looks 2
  • Willpower: 5
  • Virtue: Hope
  • Vice: Lust
  • Init: 7
  • Defense: 3
  • Speed: 11 (species factor 5)
  • Health: 8
  • Wyrd: 1
  • Contracts: Mirror 3
  • Glamour/per Turn: 10/1
  • Armor: none
  • Weapon/Attacks:
Type Damage Range Dice Pool Special
Bite 1B - 5 Must grapple first.
Sharp Nails 0B - 4 Rakes target with fingernails. Gross.
  • Exude: The hob gives off an odor that is both pleasant and unpleasant. The way that a perfume is built off a foul smell, like ambergris, is at work here — beneath it all is a potent, even pungent odor that draws the attention, but the rest is a sweetly smelling, almost narcotic effect. Roll Strength + Expression and spend a point of Glamour. Successes on this roll become penalties to any character’s resistance on a Seduction attempt against him (p. 84, World of Darkness Rulebook).
  • Trade-Off: As noted above, when the character actually engages in a physical act of pleasure (a purposefully ambiguous term) with the hob, some manner of trade-off occurs. The character is aware of the trade-off, and may at any time end the physical act to stop the trade-off from occurring.


Gloomdrake

  • Book - DitD 108
  • Description - An intelligent dragon-like creature made from smoke and shadow. It collects riddles and will ask Lost to answer those riddles.
  • Mental Attributes: Intelligence 5, Wits 4, Resolve 3
  • Physical Attributes: Strength 5, Dexterity 6, Stamina 4
  • Social Attributes: Presence 4, Manipulation 3, Composure 3
  • Mental Skills: Academics 2, Investigation 4, Occult 4
  • Physical Skills: Athletics 4, Brawl 5, Larceny 3, Stealth 5, Survival 3
  • Social Skills: Empathy 3, Expression 2, Intimidation 4, Persuasion 4, Subterfuge 5
  • Merits: Direction Sense, Eidetic Memory 2, Fast Reflexes 2, Fleet of Foot 2, Quick Healer 4, Hollow (Size 1, Amenities 1, Doors 3, Wards 4)
  • Willpower: 6
  • Init: 9
  • Defense: 6
  • Speed: 16
  • Health: 14
  • Wyrd: 4
  • Contracts: Darkness 3, Dream 2, Mirror 5, Smoke 5
  • Glamour/per Turn: 13/4
  • Weapon/Attacks:
Type Damage Range Dice Pool Special
Claws/Bite 7L - 10 -
Tail Stinger 4L Medium 11 Poison (see special ability).
  • Venom: Those creatures unlucky enough to be hit with the sting must roll their Stamina + Medicine against the Gloomdrake’s Strength + Occult. A failed roll indicates they instantly become extremely drowsy (–2 to all rolls for the remainder of the scene).

Grandma Mara

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Greedy Gob

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Gumwort

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Harvestmen

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The Hob-Puppet

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Inanimae

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Laughing Ones

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The Madam

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Moonwing

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Noppera-Bo

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One-Hand Sam

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Shadowbane

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Shadow Wolves

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Shimmerlings

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Songwraith

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Type Damage Range Dice Pool Special

Spenser's Nepenthe

  • Book -
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Type Damage Range Dice Pool Special

Sprights

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Type Damage Range Dice Pool Special

Terradont

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Type Damage Range Dice Pool Special

Thralls

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Type Damage Range Dice Pool Special

The Tikbalang

  • Book - NH:GF p.118
  • Description - Deceptive creature who can don a "mask" of someone comforting and reassuring to get bonuses to Persuasion and Manipulation rolls for a scene. If successful on a separate roll, the Tikbalang may know everything about its chosen victim, but not the victim's feelings; only hard data such as the score on their third spelling test in fourth grade.
  • Mental Attributes: Intelligence 3, Wits 3, Resolve 2
  • Physical Attributes: Strength 2, Dexterity 5, Stamina 4
  • Social Attributes: Presence 1, Manipulation 5, Composure 2
  • Mental Skills: Investigation 2
  • Physical Skills: Athletics 5 (Foot Chase), Brawl 3, Stealth 5 (Plain Sight), Survival 5 (Tracking)
  • Social Skills: Intimidation 4, Subterfuge 4
  • Merits: Direction Sense, Fleet of Foot 3, Giant, Hardy
  • Willpower: 4
  • Virtue: Hope
  • Vice: Wrath
  • Init: 7
  • Defense: 3
  • Speed: 15
  • Size: 6
  • Health: 10
  • Wyrd: 5
  • Glamour/per turn: 14/5
  • Armour: n/a
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Type Damage Range Dice Pool Special
Claw 1L - 6 -

The Unmade

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Type Damage Range Dice Pool Special

Vileshrikes

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Type Damage Range Dice Pool Special

Widow Mactan, Solutions Broker

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Type Damage Range Dice Pool Special

Will o' Wisps

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Type Damage Range Dice Pool Special

Wyrd-mites

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Type Damage Range Dice Pool Special

Zecher Mercy

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Type Damage Range Dice Pool Special