CREATURES <strong>of</strong> the AUTUASMAASave for the deepest forests, monstrouscreatures are uncommon in <strong>Kaarjala</strong>, butthe surrounding lands abound with them,and these dangerous foes do wander intothe nation. Most encounters in theheartland are with normal or largeanimals. This list <strong>of</strong> likely monstersincludes creatures contained in the RulesCyclopedia, the Creature Catalog, and<strong>Gaz</strong> F6 <strong>The</strong> Amber Shores <strong>of</strong> Littonia.Some monsters unique to <strong>Kaarjala</strong> aredescribed afterwards, as are <strong>Kaarjala</strong>nnames for common monsters.DistributionsAutuasmaa Plain: ajattara, dog,elk, ghost, grab grass, hoarfrost zombie(rare), kratti, owl, normal and giant rat,reindeer, sheep, arctic wolf, insectswarm, rabbit, white griffon<strong>Kaarjala</strong>n Forest: ajattara, archerbush (rare), brown bear, crab spider, dog,grey wolf, lynx, elk, ghost, hoarfrostzombie (rare), kratti, moose, owl, owlbear, rabbit, red fox, robber fly, squirrel,skeleton, valkoinen, wild boar,wolverine, crone <strong>of</strong> chaosItämaa: ajattara, brown bear, polarbear (uncommon), crane, frost giant(rare), giant dragonfly, ghost, ghostlyhorde, giant and normal beaver, giantserpentweed, insect swarm, kratti, moose,northern pike, osprey, perch, rabbit,salmon, skeleton, swan, crone <strong>of</strong> chaos,wychglow, white dragonfly (summeronly)Lakes: giant and normal beaver,salmon, perch, northern pike, <strong>Kaarjala</strong>nringed seal, swan, weed eelRaatovaraat Mountains: cavebear, frost salamander, cougar, ghostlyhorde, golden eagle, human (Vaarana,Shonak), lupin (rare), lynx, mountainhare, snow ape, white dragon, frost giant,mek, white dragonflyEverwinter Lands: ajattara, arcticfox, arctic hare, arctic wolf, bumblebeeand giant arctic bee (summer only), frostgiant, frost salamander, ghost, ghostlyhorde, goblin, human (Shonak, Vaarana),ice wolf, kratti, lemming, owl, reindeer(summer only), white dragon, skeleton,spectre, wooly mammoth, yowler,zombie, crone <strong>of</strong> chaos, mek, whitedragonfly (summer only), polar bearIcereach Range: kokko, mountaingoat, mountain lion, red dragon (small),snow ape, white griffon, owl bear, roper,hook horror, hulker, mek, kobold,bugbearTuonela: hoarfrost animate,hoarfrost zombie, crone <strong>of</strong> chaosViaskaland: ajattara, arctic hare,giant ant, bison, ghostly horde, goblin,insect swarm, human (Viaskoda,Vaarana), lupin (very rare), musk ox,owl, pygmy mammoth, rabbit, reindeer(winter only), spectral hound, skeleton,white dragon, wight, dire and arctic wolf,wooly mammoth, white griffon, crone <strong>of</strong>chaosWinter Peaks: arctic wolf, goblin,hobgoblin ice troll, kokko, mountaingoat, crystal and white dragons, mek,white dragonflyNew Creatures<strong>The</strong>re are a number <strong>of</strong> creaturesindigenous or unique to the Autuasmaaand surrounding lands, including thevalkoinen, a curse-originated werereindeer;hoarfrost animates and zombies,the undead beasts <strong>of</strong> Tuonela; the kratti, amiserly banshee; and finally the RimalHag herself.Valkoinen (White Reindeer)AC 1HD 10***Move 240’(80’)Attacks 2 kicks or 1 gore<strong>of</strong> 1 biteDamage 1d6/1d6 or 1d10or 2d6No. Appearing 1 (1)Save As MU10Morale 10Treasure Type NilIntelligence High (16)Alignment ChaoticXP Value 3250HabitatWoods, swampMonster Type: Lycanthrope (Unique)<strong>The</strong> valkoinen is created whenever awoman, on the advice <strong>of</strong> a noaid, makesa sacrifice at certain siedi (Vaarana holysites) in order to secure the love <strong>of</strong> a man.Unknownst to her, such a noaid is inleague with dark spirits, furthering theircause by sowing discord. <strong>The</strong> victim isdirected to cursed siedi, built upon siteswhere a person was killed by betrayal.Instead <strong>of</strong> winning love, the woman isturned into a lycanthropic vampire benton killing men. Her former personality issubmerged.By day, the valkoinen is a beautifulwoman who frequents the darker forestsand swamps to avoid direct sunlight(suffering one point <strong>of</strong> damage for everyturn spent outside). <strong>The</strong> creature ischarming and will be extremely friendlytowards any man whose Charisma is 15or higher. Should her attentions bereciprocated, the valkoinen will try toseduce her intended victim and draw himaway. Once alone, she will seek tooverpower him (WR 29) and drain hisblood. When feeding, the valkoinendrains six hit points per round.By night, the valkoinen wanders herterritory in the guise <strong>of</strong> a large whitereindeer with glowing red eyes and insearch <strong>of</strong> her favored prey, men. Incombat the valkoinen will try to kick andgore, closing in to bite only if theopponent gets too close. When facedwith multiple opponents, the preferredtarget will always be the male with thehighest Charisma. If an opponent isoverpowered, the valkoinen will seek t<strong>of</strong>lee with her future meal, rather thancontinue fighting any remainingopponents.<strong>The</strong> valkoinen is immune to sleep,charm, and hold spells, and may only behit by magical weapons. When injured,she regenerates two hit points per round.<strong>The</strong> spirit <strong>of</strong> the woman cursed as avalkoinen can be freed through the death<strong>of</strong> the creature, killing the noaide whodirected her to the cursed siedi, or forcingthem to lift the curse, or through a wishor remove curse (cast by a spellcaster <strong>of</strong>20 th level or higher).According to the rules governing thecurse, there can only be one valkoinen atany given time. Should she be killed, orif the curse is lifted, the dark noaide willknow <strong>of</strong> it instantly and immediately setabout creating another beast. <strong>The</strong> onlyway to end the curse forever would be tolocate and destroy (or properly sanctify)all <strong>of</strong> the cursed siedi, and break thecircle <strong>of</strong> dark noaide.24
CREATURES <strong>of</strong> the AUTUASMAAHoarfrost AnimateAC 5HD 1*-4*Move 90’(30’)Attacks 1 bite, 2 claws,1 gore or 1 kickDamage 1d6, 1d3/1d3,1d8 or1d4+diseaseNo. Appearing 1 (1-4)Save As F1-F4Morale 12Treasure Type NilIntelligence Low (6)Alignment ChaoticXP Value 13, 25, 50 or 125HabitatWoods, swampMonster Type: Undead (Rare)Whenever an animal dies in Tuonela,the ambient negative energies producedby the Rimal Hag’s influence animate thecarcass within 24 hours. <strong>The</strong> result is ahoarfrost animate, an undead beast thatbehaves in much the same manner as itdid in life – predators attack and killherbivores, while the latter graze amongstTuonela’s dead vegetation. Whenever aliving creature ventures near, however,they will attack. <strong>The</strong> creature has onehalfthe hit dice <strong>of</strong> the live animal (min.1); saves are adjusted accordingly.Hoarfrost animates use whatever forms<strong>of</strong> attack would be available to it in life –bears bite or claw their opponents, deerand elk kick, etc. Most focus on thenearest opponent, but they are intelligentenough to shift their attacks elsewhere ifnecessary. Unlike living animals, thesecreatures will fight until destroyed. Inaddition to standard undead immunities,they are immune to cold-based attacks,but take full damage from fire.In addition to regular damage, there is a50% chance that any injury sustainedfrom an attack will become infected,draining one point <strong>of</strong> Constitution andStrength per day. Should either attributefall to zero, the victim dies only to rise asa hoarfrost zombie within 24 hours. <strong>The</strong>infection may be cured magically (as adisease or curse). Alternatively a skillednoaid (9 th +) may prepare a naturalantidote – gathering the ingredients andpreparing the mixture takes 1d4 days.Hoarfrost ZombieAC 7HD 3*Move 60’(20’)Attacks 1 touchDamage 2d4 + stunNo. Appearing 1-3 (1-8)Save As F4Morale 12Treasure Type NilIntelligence Low (6)Alignment ChaoticXP Value 50HabitatWoods, swampMonster Type: Undead (Rare)Hoarfrost zombies are the animatedremains <strong>of</strong> people who perished in theregion <strong>of</strong> Tuonela. <strong>The</strong>y are blackenedfrom frostbite with leathery, partiallymummified skin, but otherwise look thesame as they did in life.Normally they wander aimlesslythroughout the realm <strong>of</strong> Tuonela andregions that border it, but should theyencounter a living creature they willattack instantly.Due to their connection to the RimalHag’s magic, she may use a hoarfrostzombie as her personal eyes and earssimply by mentally locating one <strong>of</strong> them– she knows intuitively where all <strong>of</strong> themare at all times – and concentrating forone round; after which she will see andhear through the zombie. While doingso, the Rimal Hag may still conduct hernormal activities. However, if sheconcentrates fully on the task, she mayspeak through the zombie’s vocal chords(if it possesses any), and direct its actionslike a puppetmaster.In combat, hoarfrost zombies will touchan opponent. If successful, the intensecoldness inflicts 2d4 damage, and stunsthe victim for 1d4 rounds. If the RimalHag is directing a zombie, it may use anyweapons or other equipment still carried– attacks are rolled as though made by a36th level magic user.Like hoarfrost animates, hoarfrostzombies are immune to cold-basedattacks, but take full damage from fire.KrattiAC -1HD 4**Move 180’(60’)Attacks 1 touch or 1screamDamage 1d6 + stunNo. Appearing 1 (1)Save As MU5Morale 8Treasure Type CIntelligence Low (6)Alignment ChaoticXP Value 175HabitatWoods, swamp,plainsMonster Type: Undead (Rare)Kratti are a form <strong>of</strong> non-corporealundead that haunt barrows, tombs, andany other burial site where the occupantwas so covetous in life that he or sherefused to be parted with their wealth indeath. It should be noted that they arenot the spirit <strong>of</strong> the deceased per se; buttheir greed personified, cloaked withsome aspects <strong>of</strong> their former personality.Kratti are translucent and vaguelyhumanoid in shape, with no discernablefacial features aside from a gaping mouththat runs the width <strong>of</strong> their heads.This form <strong>of</strong> undead is strongly tied tothe wealth they valued so much in life;they will not venture, on average, morethan a thousand yards from their lair.Should a trespasser enter their domain, akratti will withdraw to the darkest corneror enter the vessel containing its mortalremains and wait. If any move is made todisturb the contents <strong>of</strong> the tomb, it willtry to surprise its opponent.In combat, a kratti will try to stun itsopponent with a piercing scream (savevs. Paralysis or be stunned for 1d6rounds), after which it will strike, witheach successful hit inflicting 1d6 damage.If confronted by several opponents, itwill focus on those who remainunstunned after its initial scream. Shouldit be reduced to 50% or less <strong>of</strong> its hitpoints, it will scream again.<strong>The</strong> kratti is incorporeal, capable <strong>of</strong>passing through solid barriers. It mayonly be hit by magical or silver weapons.25