Beasts from the Silver Dragon and Unicorn Gold

Beasts from the Silver Dragon and Unicorn Gold

There are a number of issues with the canon Bestiary that is contained in The Fantasy Trip:In The Labyrinth. While I am working to update that information in my own Bestiary, I wanted to take the time to include the creatures information from Treasure of the Silver Dragon and Treasure of Unicorn Gold there as well.

First off, I have to apologize. I meant to post this article last week, but it turned out to take a little more time to put together than I thought. The two micro-adventures spelled out most of the information below, but some of the stats and descriptions I had to fill in myself. Also, some of this information has been posted to the Interwebs before, most notably on Cas’ old website.

For information about the Morale Die roll, see the end of this article.

Fanged Bounders

The Fanged Bounder is a North American marsupial related to the Kangaroo. It weighs 60-80kg. and stands two meters tall as an adult. Its combat and movement ability is marked by its bounding ability. Fanged Bounders can jump up to 4 1 1/3 meter hexes, over intervening objects as high as two meters. In combat it punches and kicks for 1+1 damage. In hand-to-hand combat its long, sharp incisors do 2d damage. It does double damage (i.e. 2+2) when its jumps on a foe from more than one hex distance and that foe fails to make a saving roll against its own adjDX. Fanged Bounders are never considered to be engaged, being able to bound away at will if not actively grasped. They graze in extended family groups of 6-12 which would include 4-6 adults. They will defend if attacked and may attack if bothered or nervous, and their Reaction Roll modifier is -1. Their Morale Die roll is at +1.

Fanged Bounders have ST 12, DX 11, IQ 5, MA 14. Their fur stops 1 hit per attack. They are 1 hex creatures.


(Sognathus or ‘nathus’) Compsognathus is a reptile long extinct in our world. This evolved descendent is a small predator that hunts in packs of 6-12. They are dumb and will continue to attack in the face of heavy losses. They will try to cut out smaller members of any group and kill them separately. They will trail and chase a group before attacking. When animals and sentients are in a mixed group they will preferentially attack the animals. They stand about 75cm and weigh 10-12kg. They do 1-1 damage in regular or HTH combat. Wounds untreated or uncleaned wafter a day will cause 48 hours high fever and delirium, incapacitating the recipient. Reptile Men sometimes keep them as vicious pets.

Compsognathus have ST 5, DX 10, IQ 3, MA 10. They have a -1 Morale Die roll modifier. Their hide stops 2 hits per attack, and they are 1 hex creatures.

Giant Beavers

Giant Beavers are very large versions of the normal beaver. They are 2 hex creatures, and are responsible for huge dams on forest rivers. They can be vicious when attacked or defending their homes and young, biting for 2-1 damage, and 2d in HTH. They can also swat any opponent in their rear hex with their tails–roll 3 dice against DX to avoid being knocked down.

Giant Beavers have ST 20, DX 11, IQ 6, MA 8. Their pelts stop 1 hit per attack. They attack with fangs and claws, doing 2-1 in combat, 2d HTH.

(Some info from Cas’ TFT Site).

Giant Moose

Giant Moose are very large versions of their smaller descendants. They are huge–4 hex–creatures that are appear fearsome, but will generally try to avoid contact with humans and other intelligent creatures. In combat, they will kick and attempt to gore with their large horn rack for 2+2 damage.

Giant Moose have ST 55, DX 11, IQ 6, MA 14. They attack in combat for 2+2, and 1-1 in HTH. Their thick fur pelt stops 2 hits. Their Morale Roll modifier is +1.

(Some info provided by

Giant Sloths

Giant Sloths are large versions of the Ground Sloth. They are primarily ground-dwelling creatures, living among light forests and eating leaves. They will defend themselves if attacked, especially their young.

ST 50, DX 9, IQ 5, MA 4. They can attack for 3d damage, 2+1 in HTH. Their fur and hide stops 4 hits per attack. They are 8 hex creatures. They also have a +1 Morale Roll modifier.

(This creature was identified but not defined in either adventure, but was mentioned. Info provided by

Ground Sloths

Ground Sloths are large, primarily ground-dwelling creatures. They are similar to the modern tree-dwelling sloths, but are much larger, stronger and dangerous. The have thick bodies and bones, with tough hides and fur.

ST 40, DX 10, IQ 5, MA 4. They can attack for 2+1 damage, 2-2 in HTH. Their fur and hide stops 4 hits per attack. They are 6 hex creatures. They also have a +1 Morale Roll modifier.

(This creature was identified but not defined in either adventure, but was mentioned. Info provided by

Great Bisons

Great Bison are very large versions of the modern bison or plains buffalo. They are pack animals, with the males defending the herd. The can be easily spooked, causing a stampede.

ST 70, DX 10, IQ 4, MA 13. Fur stops 2 hits per attack. They also attack in combat for 2-1, and 1+2 in HTH. They are 4 hex creatures.

(This creature was identified but not defined in either adventure, but was mentioned. Info provided by


This creature was identified but not defined in either adventure. Here is an attempt:

The Mastodon was a precursor of the Mammoth, roaming the light forest regions during the Ice Age, not the plains. They have long curved tusks and thick black hair, and are herd animals.

ST 60, DX 12, IQ 4, MA 8. Their thick fur stops 2 hits per attack. They attack for 3d damage. They are 10 hex creatures.

(Source: GURPS:Classic Bestiary, 3e)

Wooly Rhinos

Wooly rhinos are common images painted on cave walls by prehistoric humans. They are very similar to modern rhinos, just bigger, hardier and they live in colder climates. They will usually avoid humans, but will attack if cornered or defending their young.

ST 40, DX 9, IQ 4, MA 10. Their thick hide stops 2 hits per attack. They attack for 3+1 damage in regular combat, 3d in HTH. They are 4 hex creatures.

(Source: TOTSD; GURPS:Classic Bestiary, 3e)

Cave Bears

Cave Bears are larger than Grizzlies or Kodiak Bears, but are generally plant eaters. They will attack if hungry, but may also avoid contact.

ST 40, DX 10, IQ 5, MA 8. Their fur stops 2 hits each attack. They are 3 hex creatures when on all fours, 1 hex creatures when attacking on 2 legs. They attack for 3-1 damage.

(Source: TOFTD; GURPS:Classic Bestiary, 3e)

Scimitar Cats

These great cats are more intelligent than normal cats of this type. They should be played as more crafty and calculating in attack or self-preservation.

Scimitar Cats have ST 26, DX 12, IQ 6, MA 10. They are 1 hex creatures, and their fur stops 2 hits per attack. Their claws and fangs do 3d damage in combat, and 3+1 in HTH.


This is a reptilian predator that survived on the Toltec plane. They are mostly carrion eaters and semi-nocturnal, sometimes inhabiting underground areas. They hunt in groups, leaving the young to females in rocky/sandy nest areas alone. They will avoid sentient parties if they spot them at a distance. They are likely to attack if surprised or the meeting is inclose quarters. They do 1d damage and have a +1 Morale Die roll modifier.

Ornitholestes have ST 10, DX 9, IQ 3, MA 10 and are 1 hex creatures. Their hide stops 2 hits, and they do 1d damage in combat.


The Yeti are elusive, fearsome–and intelligent. They are similar to the Sasquatches of North American mythology, but inhabit colder climates.

ST 24, DX 14, IQ 11, MA 12. Their hide absorbs 2 hits per attack. They strike for 2-1 damage, 2d in HTH. They are 1 hex creatures.


The Toxodon is a large mammal, and resembled a furry rhino with a head similar to a hippo. They live in arid or semi-arid areas, and were herbivores.

ST 25, DX 9, IQ 5, MA 8. 1 hit. 3-1, 2d HTH. 4 hexes. Stomps for 2+1.

Short Faced Bears

Short Faced Bears are large, highly carnivorous bears. They live in mountainous and forest areas.

ST 20, DX 11, IQ 5, MA 10. Their fur absorbs 1 hit per attack in combat. They attack for 2-1 damage, and are 1 hex creatures. They have a -1 reaction due to their aggressive nature.

Morale Die Roll

The Morale Die was a concept introduced to The Fantasy Trip in Treasure of the Silver Dragon. Basically, each time the opponent’s group has a member downed due to death or wounds, one die is rolled for each remaining member. This roll determines the reaction that member will have–from continuing to fight to breaking and running.

Die Roll Reaction
1 Continues fighting, no reaction.
2 Continues fighting, no reaction.
3 Continues fighting, no reaction.
4 Hesitates, will not engage voluntarily this turn, but otherwise fights normally.
5 Hesitates, will not take any attack option this turn.
6 Break & Run, will try to disengage and/or run away from danger.
7 Break & Run, will try to disengage and/or run away from danger.
8+ Surrender–opponent drops to his knees, drops weapon and tries to surrender.

+1 to any die roll for each opponent previously downed.

An opponent who rolls a Break & Run will only Hesitate (no Attack) for one turn if he is the only one to have the Break & Run option. An opponent who is Engaged when he rolls a Break & Run will try to Disengage for two turns; if unsuccessful, he will then continue to fight normally. An opponent who isn’t engaged will run from fight at every opportunity at top speed, dropping weapons and trying to avoid the adventuring group.

As I mentioned above, some of this information was on Cas’ website (that is now sadly only available through the site. Most of these creatures are extinct on this world due to the end of the last Ice Age, but are fun creatures to have in TFT.

Oh–one last creature: the Dragonodon. I just ran out of time to include that creature here. I will post that info in the Bestiary at a later date. Yeah, I know… It’s the Silver Dragon!

Marko ∞


  1. Good stuff. I had most of this already, but I need to look and see if I have the Bestiary 3e for GURPS — mostly so I can see how you used that information to convert to TFT! (I personally always do the straightforward thing and simply take the ST, DX and IQ and call it done. The confusion comes in when the ST and HT differ wildly. What I usually do there is average the two, but I want to see what you did, if I can…)

    Actually, I’d love to see an article by you on how you convert creatures from various other games into TFT, showing numbers, things you think about, and both general and specific guidelines. For example, C.R. Brandon, to my mind, tended to wildly inflate the ST of some of the monsters he converted from D&D and AD&D to HOW. Most of those monsters are totally deadly in HOW, and I remember that in AD&D and D&D we could usually face most of them with at least some chance of victory. Facing those same creatures in HOW is what the Germans in World War II used to refer to as a “himmelfahrskommando” — a job that guarantees a ride to heaven… ;-)

    But regardless, thanks for another great article!

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