The bat symbol (b) frequently found throughout this book represents when a character is typically a Wild Card.

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file Several of the creatures found in this Bestiary have statistics to e player characters. This is partially inspired y other role playing games that include the statistics for player characters that are a it more monstrous in their Bestiaries. At many game tales it is not uncommon for a player to really like the description and personalities of certain enemies, often wanting to play one of those creatures themselves. With the ease of use of Savage World s race creation system there is very little reason that a player s next character couldn t e a socially rejected mutant or fallen angel. Sa mp le Within these pages lie 40 monstrous enemies for a Game Master to throw at an unsuspecting party of victims. Seven of these creatures also have statistics to e playale races. The monsters seen here are assumed to e used in a horror/modern setting ut they could work in most settings with a few tweaks. The goal of this ook is a simple one: to provide more creatures for a Game Master to use and develop his or her own world. It proaly goes without saying that a Bestiary is an integral part of any setting as it says a lot aout the place which the player characters occupy. Every time a Game Master introduces a new monstrosity to his or her players they are adding a little it to the realm, fleshing out the details right down to the horns and scales. Savage Bestiary: Monsters and Madmen is designed to e a toolox of Horror goodness from which a Game Master can throw its and pieces into the lender that is their homerew setting. This PDF contains various easts that are set up using some Edges from the Horror companion. While you could proaly ignore the Edges if you don t have the Companion it is recommended to use it with Monsters and Madmen to get the most out of it. The at symol () frequently found throughout this ook represents when a character is typically a Wild Card.

, Sa mp le These monsters appear often as an elderly man or woman, or young child depending upon the situation. Their eyes are milky white as is their hair. They feed off of the life-force of younger people whenever possile. After feeding, they look younger for a short time. When they appear old again they hunt for youth once more. Agility d6, Smarts d8, Spirit d8, Strength d10, Vigor d8 Fighting d8, Intimidation d8 (when appearing old) or Taunt d8 (when appearing young), Climing d8, Notice d6 6 Dagger (Str+d4) An Ager may make a Touch Attack against a foe (+2 Fighting). If they hit their target the victim must make a Spirit Roll ( 2 if the Ager hit them with a raise). If the victim fails the Spirit roll, they gain the Elderly (Major) Hindrance immediately. The Ager instantly appears young and heals 1 wound if it had any. This Hindrance goes away if the Ager is killed efore it appears elderly again. If the Ager takes on its elderly form once more and the victim still appears elderly, the victim s Hindrance is permanent. After an Ager feeds on youth it remains appearing young for 2d6 days. After this time is up it goes ack to appearing old and must feed once more. ut it is elieved that it is the result of a failed genetic experiment. Agility d8, Smarts d4 (A), Spirit d6, Strength d12+6, Vigor d8 Fighting d10, Swimming d6, Notice d12 Tracking d12 7; 15 (3) Assortment of fur and scales. Str+d8 (May attack a total of 4 times, rolling 4 Fighting die and 1 wild die) No penalties for dim or Flying Pace of 6" and Clim 1. Swimming Pace of 6", and cannot drown, ut can also reathe air and survive indefinitely on land. A Beast Horde weighs around 5,000 pounds. This increases their Toughness y +6. Beast Hordes have a 2 penalty to attack medium-sized foes. Opponents receive a +2 onus to their attacks. A Beast Horde cannot e caught y surprise and opponents have no Gang-Up onuses against the creature. file A terrifying assortment of various animal heads and lims, a Beast Horde is a walking aomination. Its mangled form is a sickening sight to ehold, ut what is worse is the creature's insatiale appetite. No one knows where these monsters come from, These monstrous creatures are skeletons that are particularly fast. They are known most notaly for their long one arms that seem to have een carved into wicked lades. Necromancers enjoy using these creatures as quick assassins. Agility d10, Smarts d6, Spirit d4, Strength d6, Vigor d6 Fighting d8, Intimidation d6, Notice d4, Climing d8 8; 7 Two-Fisted, Amidextrous, Quick Str+d8

Bone-Blades are immune to Fear and Intimidation. +2 Toughness; +2 to recover from eing Shaken; called shots do no extra damage. A Buggane is a monstrous creature from Celtic mythology. It is easily angered and always seems to e accompanied y a storm when it is on the hunt. These creatures are inherently evil and often enjoy the flesh of man. They are surprisingly intelligent as well, capale of carrying on conversations with others. Agility d6, Smarts d6, Spirit d8, Strength d12+5, Vigor d10 Fighting d10, Intimidation d6, Notice d4, Climing d6, Tracking d6 7; 12 (1) Vengeful Frenzy Thick Fur Str+d6 Upon first seeing a Buggane, opponents must succeed on a Spirit roll. Failure means extras are panicked, Wild Cards roll on the Fear Tale. Bugganes are ig creatures weighing around 3,000 pounds. They gain a +4 onus to Toughness. If a Buggane moves at least 6 in a straight line efore attacking, they gain a +4 onus to damage for the first attack. Before a Buggane attacks it always egins storming. There are humans orn with the innate power to slay the dark. It is elieved that this supernatural talent is passed on throughout centuries y a lessing (although some might say a curse) from the ancient gods. Living a normal life is not an option for these humans as the dark always seems to find them. Agility d8, Smarts d6, Spirit d6, Strength d10, Vigor d8 Fighting d8, Intimidation d6, Climing d6, Notice d8, Shooting d8 6 Martial Artist, Brawler, One of the Chosen Sword (Str+d8), Crossow (Shooting; range 15/30/60; 2d AP 2) Chosen Ones can see in the dark like many of the easts they fight. They ignore penalties for dim or Some Chosen Ones choose to follow a dark path filled with murder and mayhem. They care little for who gets in their way as they hunt down the dark. Some Chosen Ones even choose to follow the dark and use their powers to aid the forces of evil. Agility d8, Smarts d4, Spirit d8, Strength d10, Vigor 10 Fighting d10, Intimidation d6, Climing d6, Notice d8, Shooting d6 2; 7; 7 Bloodthirsty, Vengeful (Major) Brawler, Trademark Weapon (Sword), Sweep, Improved Sweep Sword (Str+d8), Crossow (Shooting; range 15/30/60; 2d AP 2)

Chosen Ones can see in the dark like many of the easts they fight. They ignore penalties for dim or dark, and this in turn affects their families as their dark gifts are passed on. These chosen few are the Children of the Forest, often used in the sinister rituals of the Druids. The idea of a Chosen Hero has een around for quite some time. This concept is personified in the Chosen One, and can e a lot of fun for a player to emulate. Chosen Ones are est used in action/horror settings. Below are statistics for a Chosen One. A Chosen One is naturally stronger than the average human. They gain a free d6 in the Strength Attriute. This may increase to a maximum of a d12+1 through Advances. Chosen Ones can see in the dark like many of the easts they fight. They ignore penalties for dim or dark lighting. Chosen Ones have a natural advantage over the dark. They gain the Edge One of the Chosen (As found in the Horror Companion). It seems that the monsters of the night know a Chosen One when they see him or her. While a Chosen One is a capale fighter, they gain the Victim (Minor) Hindrance (Found in the Horror Companion) as monsters of all types have a sense of who the Chosen One is, and what kind of threat he or she represents. Chosen Ones have an innate sense of right and wrong and often feel an inner calling to do the right thing. They gain the Heroic (Major) Hindrance. The ancient ways of the Druids are not lost to some. Even in the modern era there are still some who worship the dark forces of nature from within the wood, willing to make dreadful sacrifices if necessary. Some of these Druids have een lessed y the Agility d8, Smarts d6, Spirit d12, Strength d6, Vigor d6 Fighting d6, Climing d6, Swimming d6, Notice d8, Stealth d6, Faith d10, Survival d8 5; 5 Bloodthirsty Arcane Background: Miracles Str+d6 No penalties for dim or A Child of the Forest is orn with the aility to fly or survive underwater as per the Flight or Aquatic ailities. They do not have oth, choose one. Most Children of the Forest are capale of channeling the dark forces of the woods. They have 10 Power Points for use with Arcane Background:

Miracles. They usually have the Entangle and Elemental Manipulation powers. Some might consider the gifts of the darkness to e a curse more than anything else. Some Children of the Forest try to move on with their lives or even go as far as to fight against the dark. This can make for an interesting character to play, struggling against their wild nature. Children of the Forest are lessed with either wings or gills. At character creation, the player may choose to have either the Flight or Aquatic aility. Children of the Forest may ignore penalties for dim or Children of the Forest have claws that deal Str+d6 damage. Children of the Forest have a difficult time fighting against their estial nature. They have the Bloodthirsty (Major) Hindrance. Some cultists gain special power through their nefarious gods. Dark Ones are lessed with powerful Swords that only work for them, disappearing into vapor upon their earer's death. Agility d6, Smarts d6, Spirit d8, Strength d10, Vigor d8 Fighting d10, Intimidation d8, Notice d6, Stealth d6 Frenzy 6 Dark Sword (Str+d12+4; Parry -1) The carcasses of ancient, large spiders are sometimes rought to life y sinister and dark forces. These undead monstrosities are mostly skeletons, often animated y thousands of recently deceased spiders that link together to ring it to life. Agility d10, Smarts d4 (A), Spirit d6, Strength d12+3, Vigor d8 Fighting d10, Climing d12, Notice d4, Stealth d8 7; 14 Str+d8. No penalties for dim or dark lighting. Can walk on wes without penalty. Can also shoot wes as a normal action, treated like the asic Entangle power except using Agility as the arcane skill. +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots. Death Spiders are aout the size of an elephant. They gain a +6 onus to Toughness. Death Spiders have a 2 penalty to attack medium-sized foes. Opponents receive a +2 onus to their attacks against Death Spiders. Can walk across walls and ceilings equal to its Pace. Originally spotted in Massachusetts, this creature resemles a classic gray alien, although its skin has more of an orange tint. It is aout the size of a dog and crawls on all fours. Its fingers are elongated and its eyes are right red. No one really knows its intentions, ut legend has it that the east has a sinister cult of worshipers and an extraterrestrial origin.