Chapter 7: Monster Manual

Some NPCs that players will fight during battle scenarios will have special abilities, based on the monsters they are portraying. All fights will still follow standard Hearthlight combat, but NPCs may be able absorb certain hits, heal themselves or others, or treat certain terrain differently than other players.

## Goblins - Goblinoid

Red skinned small humanoids who worship the black bile beneath the world’s crust. They rise from the bowels of the earth to kill surface dwellers in some kind of a coming of age ritual that no one yet understands. Some goblins natives have learned to harness the Source and with this power have made themselves the masters of their kin. Spewing out black bile that dissolves their enemies.

All Goblins (except storyline NPCs) are fragile creatures, and will be killed by any legal weapon blow, to any hit location. They fight with a single blue and no other gear.

Goblin Shamans can throw projectiles. These projectiles are alchemy based attacks, dealing red damage if they strike shields, bodies, or limbs and yellow damage if they strike the head/neck.

Note: Smaragdine and Obruent are not functionally the same race as Goblins.

## Orcs - Goblinoid

Orcs on the island have been subjugated by their smaller vicious cousins the Goblin.

Orcs function in all normal ways as a Hearthlight fighter, and can use any gear and take hits normally.

## Trolls - Goblinoid

Trolls are thick skinned and immensely strong. This coupled with the ability to heal back even the most vicious of wounds makes them Apex predators in their natural environment.

Trolls have three Stone Skin, and any swung weapons they use count as reds. If injured but still alive, they may start a loud “30 Hearthlight Count”, even in combat. When they reach 30, all wounds are immediately healed and their three Stone Skins are restored. This healing cannot revive a dead troll. Undamaged trolls cannot “preemptively” count.

## Dryads - Nature, Elemental

Beautiful, terrible, and dangerous, grown from waters rich with the source they are a force to be reckoned with.

Dryads can throw projectiles. These projectiles count as red weapon strikes. Dryads have 1 point of Stoneskin and can use any number of blue weapons.

Dryads can resurrect "Nature" based NPC by throwing their source balls at the corpse.

## Wolves - Nature

These beasts fight with uncanny teamwork, as if guided by some unseen hand…

All wolves are (comparably) frail creatures and will be killed by any legal weapon blow, to any hit location. They fight with a single blue, and no other gear.

## Sharks - Nature

Ruthless predators of the sea. Where you find ships, you will find sharks. Waiting for someone to fall overboard.

Water based creatures that cannot come onto land. Sharks can stand and walk (not run) through any water terrain; they may still knee walk or crouch, if they see fit. All sharks are (comparably) frail creatures and will be killed by any legal weapon blow, to any hit location. They fight with a single blue, and no other gear.

## Krakens - Nature

Terrors of the deep, these giant squid are the bane of sailors throughout the seven seas.

Water based creatures that cannot come onto land. Kraken players can stand and walk (not run) through any water terrain; they may still knee walk or crouch, as they see fit. A Kraken is (when available) made up of 10 players (with one designated the "head" of the Kraken); the "limbs" must stay within fifteen feet of the rest of the Kraken, if they are able. If the "limbs" of a Kraken are killed, but if the "head" is still alive, they may resurrect by physically touching the "head" of the Kraken and giving a Hearthlight count (the number will be given by a Herald when the Kraken first spawns). Which piece of the Kraken is the head will be visibly obvious or announce itself to its opponents.

## Ents - Nature, Elemental

Giant walking trees. Thick arms and thicker bark. True titans on the field.

Ents fight with a shield and sword. Shield is unbreakable. They have one point of Stone Skin.

## Dragons - Dragon

Ancient Draconic beasts, mythical and mysterious. They are beings to be feared, though their intentions on the island are unknown.

A Dragon is symbolized by 3 fighters. These three fighters must stay within 15 feet of each other. One will fight with two single blues that will each count as red. One will fight with a red weapon/use a single blue that counts as red. A third will use a shield only, but will have projectiles that count as direct siege weapon strikes, and deal Black Damage if they strike a target.

## Pack Master/Necromancer/Witches/Warlocks/Warlord.

Gathering up monsters/people to fight for them, these NPCs

May use any gear the Storyteller sees fit. An NPC will be leading a group of Monsters/players. Pack Masters can return to play their monsters on a 10 Hearthlight count. Some monsters may react dramatically when the Pack master is slain.

## Wight - Undead

Cunning and Malicious. These undead are new to the world of Bil Hana. Their natural control of lesser undead makes these undead more dangerous than they would otherwise be.

Intelligent undead. Fights as a normal Hearthlight fighter. Can control and command undead. Does not die from any damage to limbs; instead, must be struck by legal killing weapon strikes to the torso, or legal killing projectile hits to the torso, head, or neck.

## Zombies - Undead

Mindless animated corpses that are hostile to living creatures and attracted to sound.

The zombie subtype always engages the closest combatant. Once they have a target they must continue attacking that target unless another becomes aggressive towards them. Does not die from any damage to limbs; instead, must be struck by legal killing weapon strikes to the torso.When a zombie kills a player, they may drop down and make eating noises for a space a time equal to a “5 Hearthlight” count. The Zombie is then healed.

Subtypes:

### Shamber

A zombie too damaged to move quickly.

Zombies who cannot run.

### Runner

Fresh zombie or a zombie from a more durable species.

Zombie who can run.

### Abomination

Zombies bloated with source.

Abominations act as if they are wearing armor in every location. Abominations ignore flight. Abominations cannot run but they can charge.

## Vermin Pack - Nature

A huge ravenous pack of whatever small critters the storytellers feel they should be.

Cascading monster type. NPC monsters made up of several fighters (similar to Dragons or Krakens). A vermin pack must announce it is a (small or large) vermin pack constantly, stating their Stoneskin counts if struck.

Vermin packs have two forms, small and large. Vermin packs may comprise 1-3 players, according to the creature type. Vermin packs attack anything with flesh on site.

### Small Vermin packs

After killing a player, the pack may kneel down and make “eating noises” for a 15 Hearthlight Count. In doing so the vermin pack is then healed and the pack dead are returned to life. If all the members of a vermin pack are already alive they are now considered a large vermin pack.

### Large Vermin packs

Each member of a large vermin pack has two stoneskin.

## Elemental Golem - Elemental

Cloaked in a swirling vortex of a certain element, these magical constructs are usually as beautiful as they are dangerous.

Elementals can use any armor and a shield if they see fit; Elementals can use any one set of Hearthlight legal gear, if those weapons can fit into two weapon color categories. Elementals cannot use weapons that would fall into three categories. Each Elemental has three Stone Skin. This Stoneskin is ignored if the attacking player is using a class of weapon which the Elemental is not carrying. Elementals are weak to the weapon colors they aren’t using.

E.G. One Elemental is using a Red/Green; this Elemental could not use its Stoneskin if attacked by a Blue, White, or Yellow weapon. Another Elemental is using a blue and a bow (yellow damage); this Elemental could not use its Stoneskin against Red, Green, or White weapons.