Fiend, Ice-Based
Attributes
Agility d8
Smarts d4
Spirit d6
Strength d8
Vigor d8
Skills
Fighting d8, Intimidation d8, Notice d6, Stealth d6
Info: Pace: 6 / Parry: 6 / Toughness: 6
Claws: Fighting d8; Damage Str+d6
Special Abilities
Fiend: +2 to recover from being Shaken; immune to poison and disease; takes half damage from nonmagical attacks except cold iron.
Frenzy: The Moor Fiend may make two claw attacks in one action at –2 to both attacks.
Moor Walker: The Moor Fiend ignores movement penalties from swamps, bogs, mud, shallow water, and similar Difficult Terrain. It gains +2 Stealth while in such terrain.
Cold Born: The Moor Fiend is immune to environmental cold and gains +2 Armor against cold-based attacks.
Weakness (Cold Iron): The Moor Fiend takes normal damage from weapons and ammunition made of cold iron.
Notes
- Moor Fiends are the horror summoned by the master necromancer, Lim-Dul, in order to terrify and besiege the city of Korv, which borders the vast moors. Even if the fiends do not get into the city, they certainly have no problem slaughtering livestock and families whose farms support the city.
- The fiends are clever, holding their breath and hiding in the low bogs and cold marshes that dot the moors outside of Korv. They lay in weight for travelers in order to rise and ambush in order to taste flesh and warm blood.
- They hate and in some ways fear the magical ore cold iron, which is forged by the dwarves in their mountain strongholds. Several adventuring companies will switch gear, carrying cold iron swords, axes, arrows, and bolts when they make their way through the Korv region.

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