Warhammer Fantasy Roleplay

Chapter XI: The Bestiary

This chapter includes game stats for monsters commonly encountered in the Empire, plus several Creature Careers that give you an easy way to create individualized monsters. This selection is by no means comprehensive, but is more than sufficient to get your game started. Stats are also provided for many commonly encountered NPCs, such as pickpockets and town guards. Lastly, game stats for animals like horses and dogs are provided. T he b esTIary “That’s the difference between us. We Elves fight because we must; you Humans do so because you like it.” — Gilathel, Kithband Warrior

C hapTer XI

O ne of the Game Master’s most important jobs is to create and run the opposition facing the Player Characters, as well as other denizens of the Old World. If you are running a published adventure, much of this work is done for you, but when you create your own adventures it’s up to you. Such opposition generally takes two forms: creatures and NPCs. Creatures are monsters such as Beastmen, Skaven, and Wights. NPCs are Dwarfs, Elves, Halflings, and Humans, built with careers like Player Characters but usually lacking Fate Points. T he creature stats provided in this chapter work perfectly well for most situations, but not every member of a race is going to be exactly the same. There are times when you may want to create especially skilled or tough monsters, particularly leaders. That’s what creature careers are for. These work exactly like character careers, but there are only three: Brute, Sneak, and Chief. These can be used to represent a wide variety of monsters, depending on which career you choose and the number of advances given to the creature. If you want some Goblin archers who are crack shots, for instance, you only need to apply the Sneak career and give each Goblin a +10% BS advance and the Sharpshooter talent. If you wanted these Goblins to be elite scouts instead, you might give each 10-12 advances in the Sneak career instead. These careers work best with humanoid creatures like Beastmen, Goblins, and Orcs. They can be applied to other monsters, but you’ll have to use common sense when doing so. You

— C reaTure C areers —

b ruTe Brutes are lethally tough monsters. They have proved themselves in battle and defeated many rivals. Some are born leaders, while others are just dumb muscle. Brutes tend to stand out from the crowd. They are large, often scarred, and heavily armed. Many carry grisly trophies from previous victories.

— Brute Advance Scheme —

Main Profile WS BS

S WP Fel +20% +10% +15% +15% +15% — +15% +10% Secondary Profile A W SB TB M Mag IP FP +1 +6 — — — — — — Skills: Consume Alcohol, Command or Evaluate. Dodge Blow, Intimidate, Perception, Ride or Search Talents: Street Fighting, Strike Mighty Blow, Strike to Injure, Specialist Weapon Group (Flail or Two-handed) Trappings: Medium Armour (Mail Shirt and Leather Jack), Flail or Two-handed Weapon Career Exits: Chief T Ag Int

could, for example, use the Brute career to represent a particularly nasty Wight, but such an Undead creature would have no need for the Consume Alcohol skill. You also have the option of using careers from Chapter 3 for

monsters and again you’ll need to use common sense. Many of those careers simply make no sense for monsters.

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