Note that Errata has not yet been backed into the PDF or print versions, but will be in our second print run of ZWEHÄNDER for 2019.
ERRATA (updated January 14, 2019)
- All Pages: Change all cases of Generalist Petty Magick to Generalist Magick
- All Pages: Search/Replace all instances of Duergar to Dvergar
- All Pages: remove instances of hyphenation
- All Pages: utilize new layout standards (no paragraph breaks, indentation of paragraphs as in Main Gauche
- All Pages: Capitalize all instances of Recuperate, Recuperation, Recuperating and Recuperated
- All Pages: Change all instances Race to Ancestry, Change Races to Ancestries, Racial to Ancestral
- Bestiary Pages – all instances of Hatred Trait should read: When facing the Ancestries indicated in parentheses, these creatures add an additional 1D6 Fury Die to Damage and automatically succeed at Resolve Tests.
- Bestiary Pages – all instances of SHAPESHIFTER Trait should read: These creatures may take any form they please, providing it is of a Small or Large Animal or Humanoid (including player Ancestries).
- Bestiary Pages – all instances of BATTLE FRENZY Trait should read: When these creatures are encountered, roll 1D6 Chaos Die. If it lands on a face ‘1’, ‘2’ or ‘3’, they are under the effect of that many doses of red cap mushrooms.
- Pg 23: Fortune Point use should read: Immediately after failing a Skill Test, spend a Fortune Point. You may then re-roll to generate a better result, but must accept the outcome. Note that you cannot use a Fortune Point to re-roll a Critical Failure.
- Page 28: Change to Mercy paragraph to: Every Character is granted a reprieve as a circumstance of their birthright, whether through a fluke of nature or by the forbearance of an unknown god. At your option, you may change any one Primary Attribute of your choosing to 42% -or- swap the values between any two Primary Attributes, either now or at the end of Character creation.
- Pg 31: Blessing in Disguise: change Effect to: Whenever the time calls for you to suffer a debilitating Injury or face death, you may alternatively gain 1 permanent Chaos Rank (instead of spending a Fate Point) to ignore it entirely.
- Page 33: Grudgebearer: change Effect to: Whenever you use Fury Dice to determine weapon Damage, they explode on face ‘5-6’. You can learn more about how Fury Dice affects Damage in Chapter 8: Combat.
Pg 42: Deadly Aim description should read: Whenever you make an Attack Action or Perilous Stunt using a ranged weapon, foes must flip the results to fail to Dodge, Parry or Resist it.
- Pge 55: Distinguishing Marks change
- Pg 55: Add in Complexion:
A grim & perilous world is populated by a diverse, rich tapestry of people and skin tones. ZWEIHÄNDER makes no basic physical, intellectual or spiritual prejudice between complexions of any Ancestry. Any social inequalities in the campaign world should be addressed directly with your GM. Randomly generate your complexion by rolling D100, consulting the table below. Once determined, go to the first page of the Character sheet and record your complexion under Background.
- Complexion table: https://docs.google.com/spreadsheets/d/1rtp5EJ0H86-nzH38YTqRvlrUu4oGjJVxqpGWxyjdWh4/edit?usp=sharing
- Pg 63: Use new Drawbacks table: https://docs.google.com/spreadsheets/d/1b-XvCeY5wBjpjvSffyc2YFowaEHSVtPLoufh3EzkCqs/edit?usp=sharingInsert all new Drawbacks, but alphabetize all entries correctly on following pages: https://docs.google.com/document/d/1i-pMsjK1EgW0hmOa6mtppXTgk9fQ7PjAqL0_ByMHS_o/edit?usp=sharing
- Pg 64: Veteran’s Boot description should read “…or in the jaws of a rabid animal,”
- Pg 78: Change second paragraph to: You may possess more than one Focus in a Skill. You may purchase a number of Focuses in a Skill equal to your [IB]. This means if you have an [IB] of 7, you may purchase up to 7 Focuses per Skill. As your Character grows over the Basic, Intermediate and Advanced Tiers, their [IB] may grow, thus enabling you to purchase additional Focuses.
- Pg 78:BUYING SKILL RANKS OUTSIDE YOUR PROFESSION: In some cases, you may not have the Skill Ranks requirements needed to enter an Expert Profession. If you are looking to move into an Expert Profession, but do not have the appropriate Skill Ranks, your GM may allow you to buy a different Skill with Reward Points under the following conditions:
- You can either purchase an open Skill Rank you have yet to acquire, or replace a Skill Rank you have already purchased.
- You must spend double the Reward Points to purchase the Skill Rank. As an example, if you are in the Intermediate Tier, your Character Advances normally cost 200 Reward Points. This means it would cost you 400 Reward Points instead.
- You cannot buy more than one Skill Rank in the same Skill within the same Tier. As an example, this means you cannot purchase two Skill Ranks in Incantation in the Basic Tier or three Skill Ranks in Intermediate Tier.
- The GM may require of your Character that they find a suitable trainer or means of employment in order to obtain the new Skill Rank.
Note that you cannot acquire a Professional Trait, Drawback or Special Trait with Reward Points under any circumstances – you must gain them under normal means (e.g. gain the Drawback or Trait by belonging to a Profession that confers them).
- Pg 131: Reeve should have Martial Ranged instead of Survival (be sure to re-alphabetize the Skill list)
- Pg 99: Cult of Personality – remove entirely: In addition, you must always add 1 additional Chaos Die when you elect to Channel Power.
- Pg 101: The End Is Night – change Effect to: You can never be restored to Unharmed on your Damage Condition Track, only to Lightly Wounded.
- Pg 111: Hedgewizardry – remove entirely: In addition, you must always add 1 additional Chaos Die when you elect to Channel Power.
- Pg 162: Funerary Mage – replace Intimidate with Simple Melee (be sure to re-alphabetize the Skill list)
- Pg 179: The Fiery Heart effect should read: You and any non-living possessions carried cannot be harmed by non-Magickal fire.
- Pg 182: Rune Thane Talents replace Higher Mysteries with Instincts
- Pg. 185: Soothsayer Special Trait “Arcana of Astromancy” should read “You can now attempt to learn Magicks from the Arcana of Astromancy, as listed under Chapter 10: Grimoire. In addition, you automatically learn one Petty and one Lesser Magick spell from the Arcana of Astromancy. You cannot cast Lesser Magick from the Arcana of Astromancy until you have two Skill Ranks in Incantation. You can continue to learn Generalist Magick. Finally, you may only ever use Arcana of Astromancy and cannot adopt any other Profession that gives different Arcane types.”
- Pg 193: change Alchemy Focuses to Gunpowder, Medicine, Poison, Wytchstone
- Pg 217: Haggling should read: With a successful Bargain Test, you can increase the resale price for every 6 points of [FB]. However, if you generated a Critical Success, multiply your [FB] by three to determine how you increase the resale price by.
- Pg 219: Change Gunpowder Quality to: Weapons of this Quality can be loaded and fired while standing in an Engagement. Furthermore, these weapons cannot be Dodged or Parried. Finally, they explode on a face ‘1’ or ‘6’.
- Pg 223: change the whip’s Type in the table from Crushing to Brawling
- Pg 234: under Housing & Property, add Laboratory and workshop: 90gc
- Pg 237: Change Quality in Craftsmanship to:
MATERIALS IN CRAFTSMANSHIP
Typically, the materials used in craftsmanship is not all that important to an adventurer. It is simply enough to be able to recover a zweihänder from the hands of a dead enemy. However, there are times when you may want to have a suitably decorative – or awfully gaudy – set of armor. A jewel-encrusted sword likely isn’t to be found sitting in the middle of the road, nor will a mahogany-hilted flanged mace be sitting in the local garrison for some would-be watchman to acquire. On the same token, strutting around in the latest fashions, as an Aristocrat would, is going to cost you – big time.
POOR MATERIALS: Armor, shields and weapons made from poor materials never allow a wielder to take advantage of its positive Qualities, only those which penalize the wielder. Furthermore, they have an associated base cost of -50% the listed price.
NORMAL MATERIAL: Armor, shields and weapons made from normal materials reference their standard Qualities and listed price.
BEST MATERIAL: Armor, shields and weapons made from best materials always have the Castle-Forged Quality. Furthermore, they have an associated base cost of three times the listed price.
- Pg 243: Take Aim should read: Spend 1 AP for +10 Base Chance to your next Attack Action or Perilous Stunt. If you spend 2 AP, +20 Base Chance instead.
- Pg 243: Add to the table Assist above Counterspell, AP Varies, Description You can attempt to Assist an ally’s Skill Test
- Pg 243: Change Walk to Hustle in table.
- Pg 243: Move Hustle (1 AP) + effects between Get Up (2 AP) and Maneuver (2 AP) headers (alphabetical)
- Pg 243: Add Subdue (1 AP) under Special Actions (be sure to alphabetize the listings in this table
- List the Description: You intentionally avoid inflicting Injuries or dealing enough Damage to render a foe Slain! by your melee weapon attack.
- Pg 244: Change Walk (1 AP) to Hustle (1 AP) in table.
- Pg 244: Move Hustle (1 AP) between Get Up (2 AP) and Maneuver (2 AP) on table (alphabetical)
- Pg 245. Under Cast Magick (varies) change this sentence: Casting Generalist and Petty Magicks requires 1 AP, Lesser Magicks 2 APs and Greater Magicks 3 APs.
- Pg 247: Change final sentence in Chokehold to:
You cannot use Attack Actions or Perilous Stunts while you maintain a Chokehold. However, you may release a Chokehold at any time. If your Damage or Peril Condition Track drops one or more steps negatively while you have a foe in a Chokehold, you immediately relinquish your hold.
- Pg 248: Add Subdue before Take Aim listing
SUBDUE (1 AP)
You purposefully pull the blow from your attack to keep an opponent alive.
Effect: Before or after the Difficulty Rating of your Attack Action is called out by the GM, declare that you’re attempting to Subdue a foe you’re striking. The Damage you inflict with your Attack Action cannot inflict Injuries or cause the foe to Bleed. If the Damage you inflict would normally render the foe Slain!, they are Grievously Wounded instead, they suffer no Injuries and they cannot be made to Bleed. However, they are instantly Incapacitated! and made Helpless for a number of Turns equal to your [CB]. You cannot Subdue with a ranged weapon.
- Pg 248: Take Aim should read: Spend 1 AP to gain a +10 Base Chance to your next Attack Action or Perilous Stunt. If you spend 2 APs, you gain a +20 Base Chance instead. You cannot Take Aim to Cast Magick.
- Pg 249: add Assist above Counterspell
Sensing your ally needs help or is in danger, you immediately leap to their aid.
Effect: Whenever an ally is about to use an Action In Combat that requires a Skill Test, you help them succeed. Your GM will take under consideration the situation, the Distance between you and an ally and then assign the appropriate number of AP required to Assist. You are otherwise bound to the same rules for Assisted Skill Tests in Chapter 2: How To Play. An Assist never moves your Character a Distance of more than 1 yard. However, this provokes an Opportunity Attack if you leave an Engagement.
- Pg. 260: Chaotic Rot should read under Effect: “To have a chance at being treated, you must undergo psychosurgery once a week. Psychosurgery is fully covered later in this chapter. If they succeed at an (Arduous -30%) Heal Test, you are cured. You may only be treated in this manner once every week, no matter whether it is successful or not “
- Pg. 263: Change AVOIDING FLAMES to AVOIDING FLAMES: Whenever you are first exposed to fire and every minute thereafter, you must succeed at a Coordination Test.
- Pg 288: Change Three Principles of Magick to Four Principles of Magick
- Change below header There are four principles of Magick – General, Petty, Lesser and Greater…
- Pg 288: Add new header: Generalist Magick
- Add below header: Generalist Magicks are the lowest principles of Magickal power, easily harnessed by those who know how to reach into the Æthereal Veil to draw forth their power. Learned by rote, intense prayer or by accident, Generalist Magicks are shared between both practitioners of Arcane and Divine Magick. Practitioners of either Magick must first master the lessons of basic Magick if they are to progress on to learning how to cast the Petty, Lesser and Greater Magicks of their chosen arcana or prayers to their god. Although they are the simplest to cast, Generalist Magicks are not without their dangers and just like more powerful spells, they too can generate Chaos Manifestations as the Ætheric Winds whip uncontrollably into the Material Realm.
- Pg 290: change starting sentence to Generalist & Petty Magick has a fixed Difficulty Rating of (Routine +10%), Lesser Magick a (Standard +/-0%) and Greater Magick a (Challenging -10%), but the GM may change it as the situation dictates.
- Pg 290:SIDEBAR: COST OF REAGENTSMost reagents require a bit of cleverness on the player’s part to hunt down. While many can be found through use of Skills, foraged for in the wild or recovered from Slain! enemies, some reagents must be manufactured. In cases where you are uncertain how much a reagent would cost to purchase or resell, follow these simple guidelines to determine cost by Principle of Magick:
- Petty Magick Reagent: 3 brass pennies (bp)
- Lesser Magick Reagent: 6 silver shillings (ss)
- Greater Magick Reagent: 9 gold crowns (gc)
- Pg 290: change the header THE FOUR GOLDEN RULES to FOUR RULES OF MAGICK
- Pg 290: Change to – You can only ever learn a number of Generalist Magick, Petty Magick, Lesser Magick and Greater Magick spells equal to your [IB]. This means that if you have an [IB] of 5, you can only learn five Generalist, Petty, five Lesser and five Greater Magick spells.
- Pg 291: second Paragraph for Channel Power change to:
Before or after the Difficulty Rating is called out by the GM, you can attempt to absorb more power from the Æthereal Veil.
- Pg 291: Change Magick Spells in combat to: If you are in combat, you must spend the appropriate number of APs on your Turn before you make an Incantation Test. Generalist and Petty Magick costs 1 AP, Lesser Magick 2 APs and Greater Magick costs 3 APs. Casting a spell takes ten seconds of in-game time. As Duration is measured in minutes (and combat Turns are measured in seconds), it’s usually unnecessary to track Duration in combat.
- Pg 293: in the Call-out, remove this entirely from the writing – (1 step for Petty, 2 for Lesser, 3 for Greater).
- Pg 293: Change sentence to – This a Petty Manifestation when casting Generalist or Petty Magick, a Lesser Manifestation when casting Lesser Magick and a Greater Manifestation when casting Greater Magick.
- Pg 294: Change sentence to When you do this, you must immediately lower your condition on the Peril Condition Track a number of steps according to Magick cast. For Generalist and Petty Magick, this is one step down the Peril Condition Track negatively; for Lesser Magick, this is two steps down the Peril Condition Track negatively; and for Greater Magick, this is three steps down the Peril Condition Track negatively.
- Pg 295: Remove – Generalist Petty Magicks are the lowest principles of Magickal power, easily harnessed by those who know how to reach into the Æthereal Veil to draw forth their power. Learned by rote, intense prayer or by accident, Generalist Petty Magicks are shared between both practitioners of Arcane and Divine Magick. Practitioners of either Magick must first master the lessons of basic Magick if they are to progress on to learning how to cast the Petty, Lesser and Greater Magicks of their chosen arcana or prayers to their god. Although they are the simplest to cast, Generalist Petty Magicks are not without their dangers and just like more powerful spells, they too can generate Chaos Manifestations as the Ætheric Winds whip uncontrollably into the Material Realm.
- Pg 298 & 299 – Change Subdue to Shut-Eye
- Pg 307 – replace TRUE NAME sidebar with this text:
Every creature, both small and large, is given a name upon birth. Whether it crawled forth from an Orxish slime pit, slipped from the bellies of Elven maidens or amongst the brood of varied animals which inhabit the earth, every creature manifest possesses a term of affection it self-identifies as (a name). However, Higher Demons and Restless Spirits possess what is called a True Name.Mirroring the rite of naming children upon birth, blasphemous demons are given a True Name by the Abyssal Prince they serve. This unholy name is immensely sacred; a reflection of their real nature. To know and speak aloud a True Name is to bring weakness to the demon whom it was given to. To possess a demon’s True Name is to be able to wield power over it. Unfortunately, even if a Higher Demon’s True Name is found out, it is crucial to carefully convey that name correctly, as they are typically comprised of confusing combinations of cursed consonants.
CALL NAMES: Higher and Lower Demons alike jealously guard their True Name from others. To that end, they typically adopt a number of inspiring and terrifying nicknames (Call Names). Both Higher and Lower Demons have at least 666 unique call names.
ON RESTLESS SPIRITS: In some cases, True Names are carried from a mortal life into ‘undeath’. Such is the case with Restless Spirits. Many years may have passed since a Restless Spirit arose to unlife, its mortal memories snuffed out like a flame from a candle. A universal truth remains: A Restless Spirit can only be Exorcised (and affected by Magick) when their True Name has been spoken aloud. Fortunately for spiritualists, the True Names of the Restless Spirits are easier to figure out. These True Names are not assembled from infernal glyphs, but of the tongue that the Restless Spirit spoke before death.
A True Name must be spoken aloud before a Higher Demon or some Restless Spirits can be affected by your Magick. Speaking the True Name of a Restless Spirit merely requires knowledge of its True Name in the tongue it was created.
SPEAKING A HIGHER DEMON’S TRUE NAME: Pronouncing a Higher Demon’s True Name is incredibly difficult. It requires a successful (Challenging -10%) Incantation Test to intone a True Name properly – even if practiced over and over. If forced into a situation where a True Name must be spoken aloud where the speaker’s life is in imminent danger, it requires a successful (Hard -20%) Incantation Test instead. However, Critically Failing this Test, immediately results in the speaker suffering 3D10+3 mental Peril. In addition, if the speaker possesses the Special Trait of Arcane, Covenant or Divine Magick, they also invoke a Lesser Chaos Manifestation if mispronouncing a Lower Demon’s True Name or invoke a Greater Chaos Manifestation if mispronouncing a Higher Demon’s True Name.
- Pg 341: Change Wytchfyre paragraph after quad diamonds from:To have a chance at preparing Wytchfyre, a preparer must have a Skill Rank in Alchemy, have access to a laboratory, a shard of Wytchstone (which is expended as part of the preparation) and be left uninterrupted for at least 1D10+1 hours.Change to: To have a chance at preparing Wytchfyre, a preparer must have a Skill Rank in Alchemy, have access to a laboratory, a shard of Wytchstone, a shot of Gunpowder (both of which are expended as part of the preparation) and be left uninterrupted for at least 1D10+1 hours.
- Pg 369: Larger Creatures – remove the entry entirely, and replace with:
- CREATURE SIZE
The Bestiary in contains a number of creatures both small and large, ranging from those which scurry, have short legs or are slinky to those which have massive musculature, enormous height or long gait. There are four classifications of creature sizes: Small, Normal, Large and Huge. While we do not distinctly classify creature height and weight differently from player Ancestries, a creature’s size primary modifies how many Fury Dice you add when dealing Damage with its weapons:
Any creature that is defined as being of a Small size is considered to be no heavier, taller or longer than a Human child (1 to 2 feet). Only a few examples exist in the Bestiary, such as the Boogan and Small Animal, but you could also include mostly harmless youngling Lower Orx and other Ancestries.
DAMAGE MODIFIERS: Small creatures normally do not add any Fury Dice to attack Damage, unless there are special circumstances (such as outnumbering foes, making a Melee Attack after Charging and other unique situations).
Any creature that is defined as being of a Normal size is considered to be no heavier, taller or longer than an Ogre (3 to 9 feet). Some examples of Normal-sized creatures include all player Ancestries as well as Harpies, Lower Orx, most Skrzzak, Water Panthers and a host of other creatures.
DAMAGE MODIFIERS: Normal creatures use a 1D6 Fury Die to modify attack Damage, following the same standards presented in Chapter 8: Combat.
Any creature that is defined as being of a Large size is considered to be no heavier, taller or longer than twice the size of an Ogre (10 to 18 feet). Some examples of Large creatures include Adversary Demons, Basilisks, Fomori Huscarls, Jabberwockies, Talking Trees and some Swarms.
DAMAGE MODIFIERS: Large creatures use 2D6 Fury Dice to modify attack Damage.
Any creature that is defined as being of Huge size is considered to be three times heavier, taller or longer than an Ogre’s normal size (19 ft and more). Some examples of Huge creatures include Broodmothers, all Higher Demons, Dragon Turtles, Nephilim, Pit Dragons and Tlaloc.
DAMAGE MODIFIERS: Huge creatures use 3D6 Fury Dice to modify attack Damage.
You have the freedom to change any creature you feel best appropriate into a different size of itself. However, this also changes the way the creature will operate in combat situations and modifies their tactical behavior:
❖ Bigger creatures are easier to strike. However, they are less prone to being affected by Perilous Stunts (if at all in some cases). Adjust the Difficulty Rating more in the player’s favor on the Difficulty Rating Chart when attempting to strike them with Attack Actions. However, penalize them to the same degree when they attempt to use Perilous Stunts against bigger foes.
❖ Bigger creatures are at a disadvantage when Dodging and Parrying attacks from smaller enemies. Adjust the Difficulty Rating in the player’s favor on the Difficulty Rating Chart in these cases. However, penalize them to the same degree when they attempt to Dodge or Parry a bigger creature’s attacks.
❖ Bigger creatures also possess weapons or armor proportional to their size which would be unable to be wielded by most player Characters.
- CREATURE SIZE
- Pg. 373: Change Pike from CB+3 to AB+3
- Pg 382: change the text under PURSUIT VALUE
Each time a Pursuer generates Pursuit Value, announce the Distance between them and the Escapee. If the Pursuit Value is equal to or in excess of the Escape Value, they can attempt to Capture an Escapee. If the Pursuit Value is less than the Escape Value, they are not close enough to do so.
- Pg 395: Repair Structural Integrity should read “… If an object is repaired with a successful Tradecraft Test, it is moved one step up the Hardness Condition Track positively. This means if the object was Grievously Weakened, it is now Seriously Weakened. A Critical Success allows the object to be moved two steps up the Hardness Condition Track positively.”
- Pg 401: PC Flaw should be listed as Character Flaw
- Pg 423: Add at bottom of page –
Heart Attack: Characters can literally be ‘scared’ to death when failing to withstand Madness, but only while Incapacitated!. If a Character suffers from Stress, Fear or Terror while Incapacitated!, the Character is left Defenseless until they undergo successful psychosurgery. Once they have undergone a failed psychosurgery, the Character gains either the Bad Ticker or Lily-livered Drawback. If they already have both of these Drawbacks, the Character permanently loses 9% Brawn.
- Pg 439: Under Razor Claws, change Effect to: When you use a bare-handed attack, they gain both the Vicious & Punishing Qualities.
- Pg 443: Under Ogre-Born, change Effect to: Whenever you deal Damage with bare-handed weapons, they automatically inflict an Injury. In addition, you ignore the Pummeling Quality when determining the type of Injury you inflict. However, you must double the cost of clothing and armor to accommodate your hulking frame, and pay twice the normal amount to eat.
- Pg 464: After Creature Profile and before Primary Attribute:
- Pg 496: Large Insect remove from Traits Bloodlust w/description of effect
- Pg 508: Chimaera should have a Damage Threshold of: 13 (19/25/31)
- Pg 562: Under Lycanthropy, it should read Disorder and not Affliction
- Pg 617: Underlings bullets should be:
- Underlings do not bank APs, nor can they use Reactions
- Underlings cannot use Misfortune Points to change the outcome of their actions
- Underlings are instantly Slain! when they are made to Bleed or suffer any sort of Injury
- Pg 619 change Pact Magick to Covenant Magick and Main Gauche to MAIN GAUCHE
- Pg 617: change Underline first bullet to: Underlings do not bank APs, nor can they use Reactions
- Pg 630 change sentence to Familiarity with Mutants and a caster with the Generalist Magick called Wytchsight
- Pg 674: Taints of Chaos table:
- Arachnos should read: Attacks made bare-handed inflicts a single dose of spider venom.
- Burning Body should read: Attacks made bare-handed gains the Fiery Quality (but you are not harmed by these flames).
- Flaming Skull should read: When you succeed Intimidate or Interrogation Tests, you provoke Fear.
- Pg 675: Taints of Chaos table:
- Metasoma should read: Attacks made bare-handed inflicts a single dose of scorpion venom.
- Octopi Suckers should be Octopoid Suckers
- Ouroboros should read: Attacks made bare-handed inflicts a single dose of snake venom.
- Pg 677: Change Walk to Hustle in table.
- Pg 677: Change Walk at Movement x1 to Hustle at Movement x1.
- Pg 676: Taints of Chaos table:
- Uncontrollable Flatulence should read: Whenever you are made to Bleed or suffer an Injury, all those in a Burst Template around you are Stunned.
- Pg 685: Change Walk 244 to Hustle 244
- ALL PAGES in Bestiary:
- For all creatures in the Bestiary, here are the sizes:
Normal or Large
Barrel Bellied Orc
Normal or Large
Normal or Large
Normal or Large
Normal or Large
Normal or Large
Small, Normal or Large
Normal or Large
Normal or Large
Normal or Large
Normal or Large
Normal or Large
Normal, Large or Huge
Large or Huge
Normal or Large
Normal or Large
Large or Huge
- For all creatures in the Bestiary, here are the sizes: