Animals & Plants

Animal stat blocks can be easily adjusted to create a wide variety of creatures. These can be combined (e.g. a huge robotic constrictor snake).

Robotic animals. Simply add the "mechanoid" creature type to create robotic versions of animals, such as robobears and robowolves (shown as examples below) and add +1d6.  Mechanoid creatures have SOAK +5, are immune to mental attacks, and vulnerable (1d6) to electricity damage and (2d6) to ion damage. Ion damage is specially designed to attack electronics and mechanoids. They are usually immune to the Bleeding, Nausea, and Tiredness status tracks.

Huge animals. For a huge ape, etc., add +1d6 and one size category to the regular creature. This works out to +12 HEALTH, +2 SOAK, and +1d6 to all attacks/attribute checks.

Giant animals. For a giant ape, etc., add +2d6 and two size categories to the regular creature. This works out to +24 HEALTH, +4 SOAK, and +2d6 to all attacks/attribute checks.

Cubs. For a young ape, etc., deduct 1d6 and one size category from the regular creature. This works out to -12 HEALTH (minimum 10), -2 SOAK (minimum 0), and -1d6 to all attacks/attribute checks.

Note that Attercops, Great Eagles and Monstrous Centipedes, below, are not simply giant versions of those creatures. They are entirely different creatures.


gorilla_-_Yihyoung_Li.jpg

APE
Medium semi-sentient beast (6d6)  

Tree-climbing beasts of the jungle.

STR 10 (4d6) AGI 10 (4d6) END 10 (4d6)
INT 6 (3d6) LOG 2 (1d6) WIL 6 (3d6) 
CHA 6 (3d6) LUC 1 (1d6) 

MELEE DEFENCE 24
RANGED DEFENCE 18
MENTAL DEFENCE 12
VITAL DEFENCE 18

HEALTH 36
SOAK 6; VULN none
IMMUNE none

INITIATIVE 6d6
PERCEPTION 5d6
SPEED 6; CLIMB+ 6; JUMP 20'/6'
CARRY 120lb (max lift 300lb)

REACH 5-ft
ACTIONS 2

Fists 6d6 (3d6+3 blunt damage)
Thrown rock 5d6 (2d6+3 blunt damage; range 9)

Skills  hardy 6 (3d6), combat 6 (3d6), perception 3 (2d6), movement 3 (2d6), reactions 6 (3d6), stealth 4 (2d6), acrobatics 10 (4d6)
Gear -    

Death from on high. Apes can drop down on their opponent from at least 5' above him, making an unarmed attack. This counts as a charge but knocks the opponent prone and does 1d6 extra damage instead of 1d6.                                              


ATTERCOP
Medium semi-sentient insectoid (5d6)

Giant spiders which lurk in forest and cave.    

STR 6 (3d6) AGI 6 (3d6) END 6 (3d6)
INT 6 (3d6) LOG 1 (1d6) WIL 6 (3d6) 
CHA 6 (3d6) LUC 1 (1d6) 

MELEE DEFENCE 20
RANGED DEFENCE 15
MENTAL DEFENCE 10
VITAL DEFENCE 15

HEALTH 30
SOAK 5 (chitinous hide); VULN none
IMMUNE none

INITIATIVE 5d6
PERCEPTION 4d6; websense 5d6
SPEED 5; CLIMB 5+; JUMP 12'/6'
CARRY 120lb (max lift 300lb)

REACH 5-ft
ACTIONS 2

Bite 5d6 (3d6+3 piercing/poison damage)
Web 3d6 (restrains; range 8)

Skills stealth 3 (2d6), websense 1 (1d6), hardy 3 (2d6), combat 3 (2d6), perception 1 (1d6), movement 3 (2d6), reactions 3 (2d6)
Gear -                    

Poison. The attercop's bite attack contains a paralytic poison, as they like to  cocoon victims before consuming them. Each successful bite Slows the victim.

Web. An attercop's web attack is a ranged attack which Restrains a medium sized target or smaller.  The web is flammable and can be burnt off, but this causes 2d6 heat damage to the trapped creature.    

Death from on high. Attercops can drop down on their opponent from at least 5' above them, making a bite attack. This counts as a charge but knocks the opponent prone and does 1d6 extra damage.


CARNIVOROUS PLANT
Large semi-sentient plant (6d6)

Large, hungry plants which devour their victims alive.

STR 10 (4d6) AGI 3 (2d6) END 10 (4d6)
INT 3 (2d6) LOG 1 (1d6) WIL 6 (3d6) 
CHA 3 (2d6) LUC 1 (1d6) 

MELEE DEFENCE 22
RANGED DEFENCE 10
MENTAL DEFENCE 12
VITAL DEFENCE 26

HEALTH 60
SOAK 17; VULN 1d6 fire
IMMUNE Sick, Fatigued

INITIATIVE 3d6
PERCEPTION 3d6
SPEED 3; CLIMB+ 3; JUMP 6'/6'
CARRY 200lb (max lift 500lb)

REACH 5-ft
ACTIONS 3 (2 on its turn, and one 10 INITIATIVE points later)

Vine 5d6 (3d6 blunt damage; range 9)

Skills hardy 36 (8d6), combat 3 (2d6), perception 1 (1d6), reactions 1 (1d6)
Gear -

CALLED SHOT. An individual vine can be targetted with a called shot. The vine does not have any SOAK, and 10 slashing damage is enough to sever it, freeing any victims. The plant has many vines, so severing one does not otherwise reduce its capabilities.

Many vines. A carnivorous plant has an extra action for its size; unlike most creatures who cannot use an action more than once per turn it is able to use all three of its actions to attack, although no more two attacks can be directed at a single target, and no more than one vine at a single target.

Grab. A grabbing vine inflicts the Restrained condition on a creature, drags it adjacent to the plant, and requires a melee attack to escape. The vine automatically inflicts 3d6+4 crushing damage at the start of the grabbed creature’s turns.


croc_-_Yihyoung_Li.jpg

CROCODILE
Large semi-sentient aquatic reptile (6d6)

Predatory river lizards.

STR 10 (4d6) AGI 3 (2d6) END 10 (4d6)
INT 3 (2d6) LOG 1 (1d6) WIL 6 (3d6) 
CHA 3 (2d6) LUC 1 (1d6) 

MELEE DEFENCE 22
RANGED DEFENCE 10
MENTAL DEFENCE 12
VITAL DEFENCE 26

HEALTH 60
SOAK 17; VULN 1d6 cold
IMMUNE none

INITIATIVE 3d6
PERCEPTION 3d6
SPEED 5; SWIM+ 5; CLIMB 3; JUMP-
CARRY 200lb (max lift 500lb)

REACH 5-ft
ACTIONS 2

Bite 6d6 (3d6+4 piercing damage; grab)

Skills combat 3 (2d6), perception 1 (1d6), reactions 1 (1d6), stealth 6 (3d6)
Gear -                                                            
                                        
Grab. A creature which is hit by the crocodile's bite attack is Restrained until it can shake off the condition. The crocodile can only grab one victim at a time, and once it has successfully struck a victim, the victim automatically suffers 3d6+4 piercing damage at the start of each turn. The crocodile cannot bite another target while grabbing, but it can move at half SPEED (possibly drowning its victim).


boa_-_Yihyoung_Li.jpg

CONSTRICTOR SNAKE
Large semi-sentient reptile (6d6)    

Powerful reptile hunters able to squeeze their prey to death..

STR 6 (3d6) AGI 10 (4d6) END 6 (3d6)
INT 6 (3d6) LOG 1 (1d6) WIL 6 (3d6) 
CHA 6 (3d6) LUC 1 (1d6) REP 6 (3d6)

MELEE DEFENCE 22
RANGED DEFENCE 14
MENTAL DEFENCE 12
VITAL DEFENCE 20

HEALTH 36
SOAK 11; VULN 1d6 cold
IMMUNE none

INITIATIVE 6d6
PERCEPTION 5d6
SPEED 6; CLIMB+ 6; JUMP -
CARRY 120lb (max lift 300lb)

REACH 5-ft
ACTIONS 2

Constrict 6d6 (3d6+3 crushing damage)

Skills stealth 10 (4d6),  perception 3 (2d6), swimming 10 (4d6), reactions 6 (3d6), combat 6 (3d6)
Gear -

Constrict. A creature which is hit by the snake's constriction attack is Restrained; escape requires a melee attack. The snake can only constrict one victim at a time, and once it has successfully struck a victim, the target automatically suffers 3d6+3 crushing damage at the start of its turn. The snake cannot move while constricting a victim.


Dog_-_Yihyoung_Li.jpg

DOG   
Medium semi-sentient beast (4d6)

Man's best friend and loyal guardian.

STR 3 (2d6) AGI 6 (3d6) END 3 (2d6)
INT 3 (2d6) LOG 2 (1d6) WIL 3 (2d6) 
CHA 3 (2d6) LUC 0 (0d6) REP 3 (2d6)

MELEE DEFENCE 18
RANGED DEFENCE 14
MENTAL DEFENCE 10
VITAL DEFENCE 10

HEALTH 24
SOAK 4 ; VULN none
IMMUNE none

INITIATIVE 4d6
PERCEPTION 3d6
SPEED 8; CLIMB 4; JUMP 12'/3'
CARRY 60lb (max lift 150lb)

REACH 5-ft
ACTIONS 2                     

Bite 4d6 (2d6+2  damage)                                                                

Skills tracking 10 (4d6), scent 10 (4d6), running 10 (4d6), swimming 4 (2d6), reactions 3 (2d6)
Gear -      

Loyalty. A dog will defend its owner (if it has one) to the death.


elephant_-_Yihyoung_Li.jpg

ELEPHANT
Enormous semi-sentient beast (7d6) 
                                                              
Enormous herd animals.                                                            

STR 21 (6d6) AGI 6 (3d6) END 21 (6d6)
INT 6 (3d6) LOG 2 (1d6) WIL 10 (4d6) 
CHA 6 (3d6) LUC 1 (1d6) REP 10 (4d6)

MELEE DEFENCE 24
RANGED DEFENCE 10
MENTAL DEFENCE 14
VITAL DEFENCE 32

HEALTH 105
SOAK 14; VULN none
IMMUNE none

INITIATIVE 4d6
PERCEPTION 4d6
SPEED 4; CLIMB -; JUMP -
CARRY 420lb (max lift 1050lb)

REACH 10-ft
ACTIONS 3

Gore 7d6 (4d6+6 piercing damage)

Skills combat 3 (2d6), perception 1 (1d6), reactions 1 (1d6),
Gear -                                                    

Trample. With a trample attack, the elephant can move directly through a target's square, attacking the target as it goes. This is a single action, and the elephant moves its full speed in a straight line. The elephant must be at least one size category larger than the target. If the attack misses, the elephant stops in its tracks. If it hits, the elephant continues moving, inflicts natural damage, and the target is knocked prone.


GREAT EAGLE        
Enormous sentient avian beast (9d6)

Intelligent, majestic lords of the skies.

STR 21 (6d6) AGI 15 (5d6) END 21 (6d6)
INT 21 (6d6) LOG 15 (5d6) WIL 6 (3d6) 
CHA 15 (5d6) LUC 1 (1d6) REP 15 (5d6)

MELEE DEFENCE 14
RANGED DEFENCE 28
MENTAL DEFENCE 27
VITAL DEFENCE 31

HEALTH 40
SOAK 5; VULN none
IMMUNE none

INITIATIVE 7d6
PERCEPTION 9d6
FLY+ 18; CLIMB 5; JUMP -
CARRY 420lb (max lift 1050lb)

REACH 10-ft
ACTIONS 3

Talons 5d6 (3d6+6 slashing damage)
Beak 9d6 (5d6 piercing damage)

Skills hardy 1 (1d6), combat 3 (2d6), perception 6 (3d6), movement 21 (6d6), reactions 1 (1d6)
Gear -

Dive. When making a melee attack, the giant eagle can swoop down at a foe and make one talon melee attack before swooping up again.  This works like a Charge (+1d6 damage) but carries the creature onwards afterwards. This attack knocks the target prone.

Grab. Giant eagles can grab medium or smaller opponents in their claws with their Dive attack.  A creature struck by a talon is Restrained and remains so until escape.  An escape requires a meleeattack against the eagle and is an action which places the victim free from the grab in an adjacent square (or falling, if the eagle is airborne). The eagle can fly at full speed while holding a victim, and can hold up to two victims at once.


GRIZZLY BEAR
Large semi-sentient beast (6d6)

Solitary carnivorous beasts which prey on large animals.

STR 15 (5d6) AGI 3 (2d6) END 15 (5d6)
INT 3 (2d6) LOG 1 (1d6) WIL 6 (3d6) 
CHA 3 (2d6) LUC 1 (1d6) REP 6 (3d6)

MELEE DEFENCE 22
RANGED DEFENCE 10
MENTAL DEFENCE 12
VITAL DEFENCE 26

HEALTH 60
SOAK 12; VULN none
IMMUNE none

INITIATIVE 3d6
PERCEPTION 3d6
SPEED 5; CLIMB 3; JUMP 6'/6'
CARRY 300lb (max lift 750lb)

REACH 5-ft
ACTIONS 2

Claw swipe 6d6 (3d6+5 slashing damage; knockdown)

Skills combat 3 (2d6), perception 1 (1d6), reactions 1 (1d6), tracking 6 (3d6)
Gear -       

Bearhug. The bear grabs its target with both arms, squeezing it. It can only bearhug a target of Medium size or smaller. Once established, it inflicts 3d6+5 crushing damage each round automatically, and can move at half speed, carrying its victim. It takes a melee attack action to escape the bearhug.  The bear may not make claw attacks while hugging a victim, and will not usually use this attack while being attacked by multiple foes.

Roar. The bear can unleash a roar so loud that its victims are stricken with fear. The roar is a 3d6 mental attack, and affects all creatures within Burst 6. Victims successfully attacked are rendered Afraid.    

Knockdown. Any target of medium-size or smaller)is knocked prone if struck by a claw swipe. 


insects.jpg

INSECT SWARM
Medium semi-sentient insect swarm (4d6)    

A buzzing, whirling cloud of bites and stings.

STR 1 (1d6) AGI 10 (4d6) END 10 (4d6)
INT 6 (3d6) LOG 1 (1d6) WIL 1 (1d6) 
CHA 1 (1d6) LUC 0 (0d6) REP 3 (2d6)

MELEE DEFENCE 10
RANGED DEFENCE 10
MENTAL DEFENCE 16
VITAL DEFENCE 16

HEALTH 24
SOAK 4; VULN none
IMMUNE any non-area attack, all conditions

INITIATIVE 3d6
PERCEPTION 2d6
SPEED 5; CLIMB -; JUMP -
CARRY -

REACH 5-ft
ACTIONS 2

Attacks special

Skills
Gear -                                                     

Swarm. A swarm is immune to all attacks except for area attacks. When it attacks, it simply moves into the target's square. Any creature which starts its turn in or enters the swarm's square suffers 2d6 damage automatically. Swarms can move through gaps of any size.

Variable size. Swarms can be of any size. The stats above are for a medium-sized swarm. For each size category larger, the swarm gains +1d6 to damage (i.e. an enormous-sized swarm does 3d6 damage), and +10 HEALTH.


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LION    
Large semi-sentient beast (7d6)                                                                

King of the plains.                                              

STR 15 (5d6) AGI 6 (3d6) END 15 (5d6)
INT 6 (3d6) LOG 1 (1d6) WIL 10 (4d6) 
CHA 6 (3d6) LUC 1 (1d6) REP 10 (4d6)

MELEE DEFENCE 26
RANGED DEFENCE 10
MENTAL DEFENCE 14
VITAL DEFENCE 30

HEALTH 70
SOAK 14; VULN none
IMMUNE none

INITIATIVE 4d6
PERCEPTION 4d6
SPEED 8; CLIMB 4; JUMP 12'/12'
CARRY 300lb (max lift 750lb)

REACH 5-ft
ACTIONS 2

Bite 7d6 (4d6+5 piercing damage)
Claw 6d6 (3d6 slashing damage)

Skills combat 3 (2d6), perception 1 (1d6), reactions 1 (1d6)
Gear -

Pounce. With a single leap, the lion leaps upon its victim, bearing it to the ground and inflicting its claw damage. The target must be within the lion's horizontal jump distance (12').

Roar. Some creatures can unleash a roar so loud that its victims are stricken with fear. The lion makes a 4d6 mental attack at any creature within Burst 7. Victims successfully attacked are made Afraid.

Pack attack. Lions work together in prides. Any allies adjacent to the victim count as flanking, gaining the +1d6 bonus to attack. When 3 or more lions are adjacent to the victim, the victim becomes overwhelmed at the start of its turn, and becomes Fatigued. 


mammoth.jpg

MAMMOTH
Enormous semi-sentient beast (8d6) 
                                                              
Enormous prehistoric herd animals.                                                            

STR 21 (6d6) AGI 6 (3d6) END 21 (6d6)
INT 6 (3d6) LOG 1 (1d6) WIL 10 (4d6) 
CHA 6 (3d6) LUC 1 (1d6) REP 10 (4d6)

MELEE DEFENCE 28
RANGED DEFENCE 10
MENTAL DEFENCE 16
VITAL DEFENCE 36

HEALTH 120
SOAK 16; VULN none
IMMUNE none

INITIATIVE 4d6
PERCEPTION 4d6
SPEED 8; CLIMB -; JUMP -
CARRY 420lb (max lift 1050lb)

REACH 10-ft
ACTIONS 3

Gore 8d6 (4d6+6 piercing damage)

Skills hardy 66 (11d6), combat 6 (3d6), perception 1 (1d6), reactions 1 (1d6), 
Gear -                                                    

Trample. With a trample attack, the mammoth can move directly through a target's square, attacking the target as it goes. This is a single action, and the mammoth moves its full speed in a straight line. The mammoth must be at least one size category larger than the target. If the attack misses, the mammoth stops in its tracks. If it hits, the mammoth continues moving, inflicts natural damage, and the target is knocked prone.


MONSTROUS CENTIPEDE
Large semi-sentient insectoid (4d6)

Disgusting centipedes whose bite causes insanity.

STR 3 (2d6) AGI 6 (3d6) END 3 (2d6)
INT 3 (2d6) LOG 1 (1d6) WIL 3 (2d6) 
CHA 3 (2d6) LUC 0 (0d6) REP 3 (2d6)

MELEE DEFENCE 14
RANGED DEFENCE 10
MENTAL DEFENCE 10
VITAL DEFENCE 14

HEALTH 24
SOAK 4; VULN none
IMMUNE none

INITIATIVE 4d6
PERCEPTION 3d6
SPEED 4; CLIMB+ 4; JUMP -
CARRY 60lb (max lift 150lb)

REACH 5-ft
ACTIONS 2

Bite 4d6 (2d6+2 piercig/poison damage; madness)

Skills hardy 3 (2d6), combat 3 (2d6), perception 1 (1d6), movement 1 (1d6), reactions 3 (2d6), stealth 2 (1d6)
Gear -     

Madness poison. A successful attack from the centipede's bite renders the victim Confused.    

Light sensitivity. In bright light, giant centipedes suffer -1d6 to all dice pools.

Rotting stench. The overpowering stench of a giant centipede - rotting carrion - can be smelled easy by anyone within 60'. A monstrous centipede's lair is so disgusting that any sentient creature who begins its turn in it is subject to a 3d6 vital attack at the start of their turn or become Sick.


PTERODACTYL
Medium semi-sentient avian reptile (6d6)    

Winged prehistoric hunters.    

STR 15 (5d6) AGI 10 (4d6) END 15 (5d6)
INT 6 (3d6) LOG 1 (1d6) WIL 6 (3d6) 
CHA 6 (3d6) LUC 1 (1d6) REP 6 (3d6)

MELEE DEFENCE 22
RANGED DEFENCE 14
MENTAL DEFENCE 12
VITAL DEFENCE 20

HEALTH 36
SOAK 11; VULN 1d6 cold
IMMUNE none

INITIATIVE 6d6
PERCEPTION 5d6
FLY+ 12; CLIMB 3; JUMP -
CARRY 300lb (max lift 750lb)

REACH 5-ft
ACTIONS 2

Claw 6d6 (3d6+5 slashing damage)

Skills hardy 6 (3d6), combat 6 (3d6), perception 3 (2d6), movement 3 (2d6), reactions 6 (3d6), stealth 4 (2d6)
Gear -                                               

Dive. When making a melee attack, the pterodactyl can swoop down at a foe and make one talon melee attack before swooping up again.  This works like a Charge (+1d6 damage) but carries the creature onwards afterwards. This attack knocks the target prone.

Grab. Pterodactyl can grab medium or smaller opponents in their claws with their Dive attack.  A creature struck by a talon is Restrained and remains so until escape.  An escape requires a meleeattack against the pterodactyl and is an action which places the victim free from the grab in an adjacent square (or falling, if the pterodactyl is airborne). The pterodactyl can fly at full speed while holding a victim, and can hold only one victim at once.


SHATTER PLANT
Small non-sentient plant (3d6)

Oxygen-sucking ambulatory plants.

STR 3 (2d6) AGI 3 (2d6) END 3 (2d6)
INT 6 (3d6) LOG 1 (1d6) WIL 3 (2d6) 
CHA 3 (2d6) LUC 0 (0d6) REP 3 (2d6)

MELEE DEFENCE 10
RANGED DEFENCE 18
MENTAL DEFENCE 12
VITAL DEFENCE 10

HEALTH 12
SOAK 0; VULN 1d6 fire
IMMUNE Sick, Fatigued

INITIATIVE 3d6
PERCEPTION 4d6
SPEED 4; CLIMB+ 4; JUMP 6'/3'
CARRY 60lb (max lift 150lb)

REACH 5-ft
ACTIONS 2

Seedling 4d6 (2d6 blunt damage; range 9)

Skills perception 1 (1d6)
Gear -

Oxygen vampire. Shatter plants feed voraciously on oxygen and swell to three times their size. Once they do (this takes 3 rounds), they fire 1d6 seedlings across a wide area which grow and repeat the cycle. The area within a 10’ aura of each shatter plant is a vacuum - creatures must form a suffocation countdown pool.


tiger_-_Yihyoung_Li.jpg

TIGER    
Large semi-sentient beast (7d6)                                                                

Ferocious feline hunters.                                  

STR 15 (5d6) AGI 15 (5d6) END 15 (5d6)
INT 10 (4d6) LOG 1 (1d6) WIL 10 (4d6) 
CHA 10 (4d6) LUC 1 (1d6) REP 10 (4d6)

MELEE DEFENCE 26
RANGED DEFENCE 17
MENTAL DEFENCE 14
VITAL DEFENCE 23

HEALTH 42
SOAK 7; VULN none
IMMUNE none

INITIATIVE 7d6
PERCEPTION 6d6
SPEED 7; CLIMB 4; JUMP 30'/15'
CARRY 300lb (max lift 750lb)

REACH 5-ft
ACTIONS 2

Claw/bite 7d6 (4d6+5 piercing damage)

Skills hardy 6 (3d6), combat 6 (3d6), perception 3 (2d6), reactions 6 (3d6), stealth 4 (2d6), hunting 10 (4d6)
Gear -                                                                

Pounce. With a single leap, the tiger leaps upon its victim, bearing it to the ground and inflicting its claw damage. The target must be within the tiger's horizontal jump distance (30').

Rake. If the tiger attacks twice with its claws in one round, it gets a third bite attack for free.

Roar. Some creatures can unleash a roar so loud that its victims are stricken with fear. A roar is a 4d6 mental attack with Burst 5. Victims successfully attacked are made Afraid.


titan.jpg

TITANOSAUR
Colossal semi-sentient beast (12d6)  

Colossal plant-eating dinosaurs.

STR 78 (12d6) AGI 10 (4d6) END 91 (13d6)
INT 10 (4d6) LOG 1 (1d6) WIL 21 (6d6) 
CHA 10 (4d6) LUC 3 (2d6) REP 21 (6d6)

MELEE DEFENCE 32
RANGED DEFENCE 10
MENTAL DEFENCE 24
VITAL DEFENCE 56

HEALTH 360
SOAK 29; VULN 1d6 cold
IMMUNE none

INITIATIVE 6d6
PERCEPTION 6d6
SPEED 6; CLIMB -; JUMP -
CARRY 1690lb (max lift 3900lb)

REACH 20-ft
ACTIONS 5

Stomp 12d6 (6d6+12 blunt damage)

Skills perception 3 (2d6), reactions 3 (2d6)
Gear -        

Trample. A titanosaur can move directly through a target's square, attacking the target as it goes. This is a single action, and the attacker moves its full speed in a straight line. The target must be size gigantic or smaller. If the attack misses, the attacker stops in its tracks. If it hits, the attacker continues moving, inflicts natural damage, and the target is knocked prone.


TRICERABOAR
Enormous semi-sentient beast (7d6)

Aggressive, near-blind, three-horned mammal.

STR 21 (6d6) AGI 6 (3d6) END 21 (6d6)
INT 6 (3d6) LOG 1 (1d6) WIL 10 (4d6) 
CHA 6 (3d6) LUC 1 (1d6) REP 10 (4d6)

MELEE DEFENCE 24
RANGED DEFENCE 10
MENTAL DEFENCE 14
VITAL DEFENCE 32

HEALTH 105
SOAK 19; VULN 1d6 cold
IMMUNE none

INITIATIVE 4d6
PERCEPTION 3d6
SPEED 4; CLIMB -; JUMP -
CARRY 420lb (max lift 1050lb)

REACH 10-ft
ACTIONS 3

Gore 7d6 (4d6+6 piercing damage; impale)

Skills combat 3 (2d6), scent 1 (1d6), reactions 1 (1d6)
Gear -

Impale. A creature struck by the trceraboar's gore attack is impaled. It becomes Restrained (requiring a melee attack to end) and suffers 4d6+6 piercing damage at the start of its turns. The triceraboar can only impale one victim at a time, and cannot use its gore attack while a target is impaled.


TYRANNOSAURUS REX    
Enormous semi-sentient reptile (11d6)

Reptilian king of the dinosaurs.

STR 28 (7d6) AGI 10 (4d6) END 28 (7d6)
INT 10 (4d6) LOG 1 (1d6) WIL 21 (6d6) 
CHA 10 (4d6) LUC 3 (2d6) REP 21 (6d6)

MELEE DEFENCE 40
RANGED DEFENCE 14
MENTAL DEFENCE 22
VITAL DEFENCE 48

HEALTH 165
SOAK 27; VULN 1d6 cold
IMMUNE none

INITIATIVE 6d6
PERCEPTION 5d6
SPEED 6; CLIMB -; JUMP -
CARRY 560lb (max lift 1400lb)

REACH 10-ft
ACTIONS 3

Bite 11d6 (6d6+7 piercing damage)
Tail swipe 9d6 (5d6 blunt damage; cone 6)

Skills combat 10 (4d6), hearing 3 (2d6), reactions 3 (2d6),
Gear -                                                                   

Charge (m). Once per turn, the tyrannosaurus rex can move its speed in a straight line and then attack at the end of it, all as a single action. It  gains +1d6 damage to its attack.

Roar. The tyrannosaurus rex can unleash a roar so loud that its victims are stricken with fear.  A roar is a6d6 mental attack, and attacks any creature within Burst 11. Victims successfully attacked are rendered Afraid.

Tail swipe. The tyrannosaurus rex has a tail swipe attack. This attack affects all targets in a 30' cone to the rear of the creature.


VELOCIRAPTOR
Medium semi-sentient reptile (8d6)   

Cunning dinosaurs which hunt in packs.  

STR 10 (4d6) AGI 15 (5d6) END 10 (4d6)
INT 10 (4d6) LOG 2 (1d6) WIL 10 (4d6) 
CHA 10 (4d6) LUC 1 (1d6) REP 10 (4d6)

MELEE DEFENCE 32
RANGED DEFENCE 24
MENTAL DEFENCE 16
VITAL DEFENCE 24

HEALTH 48
SOAK 13; VULN 1d6 cold
IMMUNE none

INITIATIVE 8d6
PERCEPTION 6d6
SPEED 8; CLIMB 4; JUMP 30'/10'
CARRY 200lb (max lift 500lb)

REACH 5-ft
ACTIONS 2

Bite 8d6 (4d6+4 piercing damage)

Skills hardy 10 (4d6), combat 10 (4d6), perception 3 (2d6), tactics 10 (4d6), stealth 8 (3d6), hunting 4 (3d6)
Gear -        

Pack attack. Velociraptors work together well. Any velociraptors adjacent to the victim count as flanking, gaining the +1d6 bonus to attack. When 3 or more velociraptors are adjacent to the victim, the victim becomes Fatigued at the start of its turn.

Pounce. The velociraptor can jump half its horizontal jump distance (14') from a standing start when making a bite attack.  This counts as a charge, doing +1d6 damage, and also knocks the victim prone on a successful attack.


WOLF    
Medium semi-sentient beast (4d6)

Pack-based animals which cooperate to hunt their prey.

STR 4 (2d6) AGI 8 (4d6) END 3 (2d6)
INT 6 (3d6) LOG 1 (1d6) WIL 3 (2d6) 
CHA 3 (2d6) LUC 0 (0d6) REP 3 (2d6)

MELEE DEFENCE 10
RANGED DEFENCE 16
MENTAL DEFENCE 12
VITAL DEFENCE 12

HEALTH 12
SOAK 2; VULN none
IMMUNE none

INITIATIVE 3d6
PERCEPTION 4d6
SPEED 8; CLIMB 4; JUMP 8'/8'
CARRY 70lb (max lift 200lb)

REACH 5-ft
ACTIONS 2

Bite 4d6 (2d6 piercing damage)

Skills tracking 10 (4d6), scent 10 (4d6), running 10 (4d6),  swimming 4 (2d6), tactics 4 (2d6), combat  5 (2d6)
Gear -      

Pack attack. Wolves work together well. Any wolves adjacent to the victim count as flanking, gaining the +1d6 bonus to attack. When 3 or more wolves are adjacent to the victim, the victim becomes overwhelmed, and is rendered Fatigued at the start of its turn.     

Pounce. The wolf can jump its horizontal jump distance (8') from a standing start when making  a bite attack.  This counts as a charge (+1d6 damage), and also knocks the victim prone on a successful attack.  


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WENDIGAR
Gigantic semi-sentient beast (10d6)

Giant, primordial wolves.

STR 21 (6d6) AGI 6 (3d6) END 21 (6d6)
INT 6 (3d6) LOG 1 (1d6) WIL 15 (5d6)
CHA 6 (3d6) LUC 3 (2d6) REP 15 (5d6)

MELEE DEFENCE 32
RANGED DEFENCE 10
MENTAL DEFENCE 20
VITAL DEFENCE 46

HEALTH 200
SOAK 20 ; VULN none
IMMUNE none

INITIATIVE 5d6
PERCEPTION 5d6
SPEED 9; CLIMB 5; JUMP 12'/12'
CARRY 420lb (max lift 1050lb)

REACH 15-ft
ACTIONS 4

Bite 10d6 (5d6+6 piercing damage)
Howl 5d6 (3d6+5 sonic damage)

Skills combat 10 (4d6), perception 3 (2d6), reactions 3 (2d6), running 10 (4d6), tracking 10 (4d6)

Charge. The wendigar moves SPEED 9 and makes a bite attack with one action.

Grab. The wendigar grans a medium-sized or smaller creature in its jaws. This inflicts the Restrained condition on a creature, requiring an attack to escape. The wold automatically inflict 5d6+6 piercing damage at the start of the grabbed creature’s turns, but cannot bite another victim.

Howl. Burst 10 does a 5d6 mental attack, inflicting the Afraid condition on those successfully affected.

Trample. Moving through smaller creature’s squares, successful melee attacks knock targets aside and prone; a failed attack stops the wendigar's movement.


woddsiy.jpg

WOODLAND CREATURE    
Tiny semi-sentient beast (1d6)    

Cats, foxes, badgers, rabbits, weasels, and other small animals.

STR 1 (1d6)  AGI 8 (3d6)  END 2 (1d6)    
INT 12 (4d6)  LOG 1 (1d6)  WIL 3 (2d6) CHA 3 (2d6)  LUC 0 (0d6)  REP 1 (1d6)

HEALTH 12        
MELEE DEFENSE 10; RANGED DEFENSE 10; MENTAL DEFENSE 10
SOAK 0; VULN -

INITIATIVE 4d6    
PERCEPTION 8d6
SPEED 3; CLIMB varies; JUMP 16'/1'    
CARRY 15lb (max lift 25lb)

ACTIONS 2    
NATURAL DAMAGE 1d6+1                                                                

Bite 1d6 (1d6+1 piercing damage)                            

Skills running 10 (4d6), perception 10 (4d6), dodging 3 (2d6)
Gear -

Woodland senses. Woodland creatures can have INITIATIVE and PERCEPTION scores higher than their maximum dice pool would normally allow.    

Movement. Depending on the creature, the animal may have a CLIMB, SWIM, BURROW, or FLY speed as a regular movement mode.    

Dash. Small woodland critters can use both actions to dash at twice their normal SPEED (moving a total of 12 squares).