Bestiary

== Slaughter Margin ==
The Slaughter Margin follows the standard Test Difficulty chart, with one addition (“Impossible”). The Slaughter Margin is based on a straight up fight between a single average Human soldier with good equipment, who has taken half the advances of the soldier career, and one of the creatures in question. It takes nothing else into account, not ambush, not luck, not magic, not Fate, nothing.
Correspondingly, when using the Slaughter Margin as a gauge a GM should think about how many PCs are in his party and just how dangerous they are. Remember that creatures can always be improved by adding appropriate careers from the core rulebook. For some creatures, it can be appropriate to use careers from Chapter 3 of WFRP. You may want to make an Elf Corsair, for example, who has entered the Scout career. For most monsters though, the careers in Chapter 11 of WFRP are more appropriate, or the careers featured starting on page 80 of this book.
The Slaughter Margin is defined as follows:
Very Easy
The soldier should be able to kill the creature in a round or two at the most, more than likely without being injured himself.
Easy
The soldier should be able to kill the creature within a few rounds with little more than a scratch.
Routine
The soldier definitely has the upper hand, but may lose a few Wounds if he’s not careful. The combat may last for a while.
Average
The soldier faces an opponent on par with his own skill, or one that has unusual abilities that make up for less martial prowess. The combat can go either way, and is likely to last for a few rounds — though a particularly devastating blow could end it quickly, one way or the other.
Challenging
The creature has the edge on the soldier. While the soldier can still win, victory will likely be painful and the combat may last for some time.
Hard
The creature is likely to kill the soldier within a few rounds, often while sustaining little injury from the soldier. It is barely possible that the soldier can hold his own, but only just.
Very Hard
The creature will almost certainly gut the soldier with just a few blows. The soldier has barely a one-in-a-thousand chance of defeating such an enemy. If he even manages to significantly wound it, he has accomplished a heroic feat.
Impossible
The creature in question is immune to the soldier’s attacks (most common with Ethereal Undead) or the thought that a single average soldier could kill it is laughable.
=== Johann Schmidt, Well-Trained Imperial Soldier ===
The Slaughter Margin is based on the chances of the average Imperial soldier to take on a given monster. Johann Schmidt is that soldier. As you can see from his game stats, Johann is well-trained and has good equipment. He has the option of engaging each monster with his trusty halberd or sword and shield. The halberd is a flexible weapon and particularly handy against tough creatures. However, the free parry of the shield is not to be underestimated. Johann is not one of the Emperor’s elite, but he can hold his own against many of the enemies of his homeland.
Main Profile
 	WS 	BS 	S 	T 	Ag 	Int	WP 	Fel
Starting	31%	31%	31%	36%	31%	31%	31%	31%
Advance 	 	 	 	 	 	 	 	
Current 	36%	31%	31%	36%	36%	31%	36%	31%
Secondary Profile
 	A	W 	SB	TB	M	Mag	IP	FP
Starting	1	12	3 	3 	4	0 	0 	0
Advance 	 	 	 	 	 	 	 	
Current 	2	13	3 	3 	4	0 	0 	0
Skills: Animal Care, Common Knowledge (the Empire), Dodge Blow, Drive, Gamble, Gossip, Intimidate, Perception, Speak Language (Reikspiel)
Talents: Hardy, Quick Draw, Strike Mighty Blow, Specialist Weapon Group (Two-handed), Strike to Injure, Strike to Stun, Very Resilient
Armour: Medium Armour (Helmet, Full Leather Armour, Mail Shirt)
Armour Points: Head 3, Arms 1, Body 3, Legs 1
Weapons: Halberd, Hand Weapon (Sword) and Shield
== Creature Careers ==
Apprentice Shaman
Shaman
Shaman Lord
== Creature Magic Lores ==
=== The Lore of Spirits ===
== The Forces of Chaos ==
=== Chaos Cultists ===
Chaos cultists are ordinary Humans and have no standard game statistics. A cultist could be a member of any normal career from Chapter 3 of the core rulebook. Of course, they are as varied as any other Humans too. Chaos cultists who revere Khorne tend to have a high Weapon Skill and Strength. Nurgle cultists are usually lepers and other victims of disease, revering their plague God in the hope that he may spare them; if anything, their game statistics will be lower than the average Human’s. Tzeentch cultists are often wizards or necromancers, with Intelligence and Magic scores above the norm. Finally, Slaanesh worshippers often have a high Fellowship but low Will Power, reflecting the ease with which they can seduce others into the dark pleasures of their sensuous God but also the ease with which they themselves were drawn into his worship.
The above can be no more than general rules however. The cults of Chaos come in an almost infinite variety, and many are not at all typical.
=== Chaos Marauders and Chaos Warriors ===
==== Chaos Marauders ====
==== Chaos Warriors ====
=== Beastmen and Mutants ===
Bestigors
Centigors
Gors
Ungors and Brays
Mutants
=== Minotaurs ===
=== Dragon Ogres ===
=== Chaos Dwarfs ===
=== Daemons of Chaos ===
== The Greenskin Races ==
=== Orcs ===
=== Goblins and Night Goblins ===
=== Squigs ===
=== Hobgoblins ===
=== Trolls ===
=== Snotlings ===
== Denizens of Athel Lorien ==
=== Dryads ===
=== Treemen ===
=== Unicorns ===
=== Warhawks ===
== Children of the Horned Rat ==
=== Skaven ===
=== Rat Ogres ===
=== Giant Rats ===
== Brigands and Beasts ==
=== Elven Corsairs ===
=== Harpies ===
=== Manticores ===
=== Hydras ===
=== Fenbeasts ===
=== Ogres ===
=== Giants ===
=== Great Eagles ===
=== Giant Spiders ===
=== Dragons ===
=== Griffons ===
=== Pegasi ===
=== Hippogriffs ===
=== Wyverns ===
=== Giant Wolves and Dire Wolves ===
=== Werecreatures ===
== The Restless Dead ==
=== Skeletons ===
=== Ghouls ===
=== Zombies ===
=== Spirits ===
=== Banshee ===
=== Wights ===
=== Mummies ===
=== Wraiths ===
=== Vampire Bats ===
=== Vampires ===