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The Purifiers

September 05, 2015

demoIn the Millennium of Purification, a group of Elves and Dwarves join forces to purge the world of the dark magicks they themselves once helped unleash. Is there a chance to make up for their sins of the past and restore order to the world? Find out in the serial fan fic: The Purifiers.

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Reference Scrolls

May 05, 2015

demoSome of the most viewed pages on this site are the O.C.C. List, Race List, and Skills List, all for Palladium Fantasy. This includes material from the various books, along with which book they're located in. This is an invaluable resource for new and experienced gamers alike.

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September 05, 2015

demoWhether you're new to the site or a long time fan but can't find an old favorite, feel free to check out the Sitemap. This is a list of all the pages on this site to help navigate you through your trip into the fantasy.


Screechers have no eyes, but 'see' by emitting a high-pitched shriek as a form of echolocation. Their appearance is similar to a much smaller Ultucan Dragon, possibly originating from the same world. They have a long snaking neck, two pinholes for a nose, and a large mouth with tiny sharp teeth. Instead of arms they have bat-like wings with a single clawed finger in the middle, and a prehensile tail as long as their body. Though Screechers have two legs, they rarely walk. They tend to fly, remain perched, or hang from their tails. When they do move on the ground, they tend to slither along the ground propelled by their talons while their wings help serve as front legs and their tails for balance.


Size: Body: 14-16 inches (roughly 0.4 m), wingspan: 5 feet (1.5 m).

Weight: 1-3 pounds (0.45 to 1.4 kg).

A.R.: Not applicable.

Hit Points: 2D4.

S.D.C.: 1D6.

P.P.E.: 3D4.

Horror Factor: 9.

Attacks per Melee: 3.

Damage: Can attack with a tail swipe, bite, or wing slash, all of which inflict 2 points of damage. Their most devastating attack is their Screech (see Natural Abilities).

Bonuses: +1 on initiative, +2 to strike, and +4 to dodge.

Natural Abilities: Fly, keen sense of hearing (but immune to the ill effects of a Screech) and can hear on the ultrasonic level, keen sense of smell, and echolocation. Without eyes, they are immune to vision based attacks (such as Blinding Flash) and optical illusions.

Screech: A natural type of radar, the noise makes a very distinctive sound that's earned these creatures their name. The sound is painful to the ears and inflicts 1D4 damage to most characters, and 2D6 damage to characters with enhanced hearing (such as Wolfen in Palladium Fantasy, Dog Boys in Rifts, and certain super powers in Heroes Unlimited). The damage is not a physical attack, but the result of pain nd the sonic vibrations on living tissue. As such it inflicts S.D.C. damage to S.D.C. beings and M.D. to M.D.C. beings. Robots, Full Conversion 'Borgs, and any other race without biological hearing or equipped with hearing protection are immune.

Those vulnerable to the Screech are also at risk from disorientation. The natural frequency mixed with pain has a strange way of impacting synaptic functions. There's a 01-40% for ordinary characters to become confused, and a 01-80% chance for those with heightened hearing (Save vs. Coma/Death penalties apply). Disorientated victims become so confused they can't remember where they are, left from right, or even friend from foe. In the midst of battle, this can cause the victim to attack allies, defend enemies, or even wander off a cliff's edge! Note: Falls should be survivable and/or allies have a chance to catch them. This is designed to increase drama and tension, not to kill off characters in an embarrassing fashion. Range: 10 feet (0.3 m) radius, but can be heard over ten times as far.

Speed: 2 crawling, 25 flying.

Average Life Span: 2-8 years.

Value: None. They cannot be trained as pets or guard animals. Their meat is tainted contains toxic elements that make it taste as if rotting. Anyone even attempting to eat Screecher meat must make a Save vs. non-lethal Poison (16 or higher) to avoid becoming violently ill. The only possible value that might be held from these creatures is from a researcher wishing to learn more about their screech/echolocation and to counteract its effects on mortals. Note: The toxic chemical in their meat actually makes them viable targets for carrion-eaters, who can feast on a Screecher without it even having to die.

Habitat: Typically found in caves and other dark areas where their echolocation grants them an advantage over possible prey and predators.

Range: Native to what's believed to be a long dead world, Screechers are believed to have survived by using the Labyrinth to escape. This is now their primarily home, but they can be found on other worlds in areas close to a Labyrinth entrance as well.

Behavior: A lone Screecher will feed on fish and small rodents, with only a possible threat to humans and other mortals if they enter into range of the Screech while it hunts. If a single Screecher is attacked by humanoids, it will likely let out a Screech to disorientate the 'predators' and flee. The real danger comes when they form a swoop, a community of Screechers living together. A typical swoop consists of 12-24 Screechers, with several swoops possibly living in close proximity in prime hunting areas. Swoops have been known to attack anything, including adventurers in their range. Defeating approximately 20% of the swoop will typically drive them off to find easier prey.