Savage Beasts: Animal List


Armadillo

Armadillo
   Armadillos are small mammals with short legs, and leathery shells formed from overlapping scales.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d4, Vigor d6
Skills: Fighting d4-2, Notice d8, Tracking d8, Swimming d4
Charisma: -; Pace: 6; Parry: 2; Toughness: 4 (1)
Special Abilities
Armour +1: Overlapping scales.
Claws: Str.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Burrow: Can burrow and reappear within 4".
Size -2: 2½ feet long; Toughness -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Badger

Badger
   Badgers have short, fat bodies, with short legs that aid in digging. Their heads are elongated with small ears, and the length of their tail varies by species.

Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d6, Vigor d8
Skills: Fighting d4, Notice d6, Tracking d6
Charisma: -; Pace: 6; Parry: 4; Toughness: 5
Edges: Berserk
Special Abilities
Bite: Str+d4.
Claws: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Burrow: Can burrow and reappear within 4".
Soak: +2 to Soak rolls.
Size -1: Reduces Toughness by -1.

Dire badger
   A dire badger is around the size of a donkey, and far more aggressive and territorial than a normal badger.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d8, Vigor d10
Skills: Fighting d6, Notice d10, Tracking d10
Charisma: -; Pace: 6; Parry: 5; Toughness: 8 (1)
Edges: Berserk, Level Headed
Special Abilities
Armour +1: Shaggy fur.
Bite: Str+d6.
Claws: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Burrow: Can burrow and reappear within 4".

Bat

Bat
   Bats are small mammals with webbed wings capable of sustained flight.

Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d4, Vigor d4
Skills: Fighting d4-2, Notice d12
Charisma: -; Pace: 1; Parry: 2; Toughness: 1
Hindrances: Small (M)
Special Abilities
Bite: Str.
Low Light Vision: No penalties for dim or dark lighting.
Blindsense: Can sense and approximately pinpoint things within 4", attacks using blindsense are made at -2.
Flight: Flying Pace of 7" and Climb 2.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Dire bat
   The dire bat is an immensive predator the size of a bull.

Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d10, Vigor d6
Skills: Fighting d6, Notice d12, Stealth d6
Charisma: -; Pace: 5; Parry: 5; Toughness: 8 (1)
Edges: Alertness
Special Abilities
Armour +1: Dark fur.
Bite: Str+d6.
Blindsense: Can sense and approximately pinpoint things within 8", attacks using blindsense are made at -2.
Flight: Flying Pace of 7" and Climb 1.
Size +2: Increases Toughness by +2.

Cloud of bats
   The swarm consists of hundreds of carnivorous bats.

Attributes: Agility d8, Smarts d4 (A), Spirit d12, Strength d8, Vigor d8
Skills: Fighting N/A (automatically hits, 2d4 damage within a MBT), Notice d12
Charisma: -; Pace: 1; Parry: 4; Toughness: 6
Edges: Level Headed
Special Abilities
Low Light Vision: No penalties for dim or dark lighting.
Blindsense: Can sense and approximately pinpoint things within 4", attacks using blindsense are made at -2.
Swarm: +2 Parry, immune to most weapons.
Split: May split into two SBT swarms, each with -2 Toughness.
Flight: Flying Pace of 7" and Climb 1.

Bear

Black bear
   Black bears are omnivores and generally not very aggressive.

Attributes: Agility d10, Smarts d6 (A), Spirit d6, Strength d10, Vigor d8
Skills: Fighting d6, Notice d6, Survival d6, Tracking d6, Swimming d10
Charisma: -; Pace: 7; Parry: 5; Toughness: 7 (1)
Edges: Frenzy
Special Abilities
Armour +1: Black fur.
Claws: Str+d6; Grab.
Bite: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Fast Runner: Roll d8 when running instead of d6.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.

Dire bear
   Dire bears are huge and extremely aggressive.

Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d12+3, Vigor d12+1
Skills: Fighting d8, Notice d10, Tracking d10, Swimming d12+1
Charisma: -; Pace: 7; Parry: 6; Toughness: 14 (2)
Edges: Frenzy, Level Headed, Strong Willed
Special Abilities
Armour +2: Matted fur.
Claws: Str+d8; Grab.
Bite: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Fast Runner: Roll d8 when running instead of d6.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Grizzly bear
   Brown or grizzly bears are territorial and aggressive.

Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d12+1, Vigor d12
Skills: Fighting d6, Notice d6, Survival d6, Tracking d6, Swimming d12
Charisma: -; Pace: 7; Parry: 5; Toughness: 12 (2)
Edges: Frenzy
Special Abilities
Armour +2: Brown fur.
Claws: Str+d6; Grab.
Bite: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Fast Runner: Roll d8 when running instead of d6.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Size +2: Increases Toughness by +2.

Panda
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d10, Vigor d8
Skills: Fighting d6, Climbing d10, Notice d8, Survival d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 7 (1)
Special Abilities
Armour +1: Thick fur.
Bite: Str+d6.
Claws: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.

Polar bear
   Polar bears are taller and leaner than brown bears, but can be just as dangerous.

Attributes: Agility d10, Smarts d6 (A), Spirit d10, Strength d12+3, Vigor d12+2
Skills: Fighting d6, Notice d8, Survival d8, Tracking d8, Swimming d12
Charisma: -; Pace: 7; Parry: 5; Toughness: 15 (2)
Edges: Frenzy
Special Abilities
Armour +2: White fur.
Claws: Str+d8; Grab.
Bite: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Fast Runner: Roll d8 when running instead of d6.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Bird

Archaeopteryx
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d4, Vigor d6
Skills: Fighting d4-2, Climbing d10, Notice d4
Charisma: -; Pace: 7; Parry: 2; Toughness: 3
Special Abilities
Bite: Str.
Low Light Vision: No penalties for dim or dark lighting.
Glide: Flying Pace of 7" and Climb -1, but cannot gain or maintain altitude.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 4".
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Chicken
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d4, Vigor d6
Skills: Fighting d4-2, Notice d6
Charisma: -; Pace: 5; Parry: 2; Toughness: 3
Special Abilities
Bite: Str.
Low Light Vision: No penalties for dim or dark lighting.
Limited Flight: Flying Pace of 4" and Climb 0, but cannot remain airborne.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Crow
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d4, Vigor d4
Skills: Fighting d4-2, Notice d6
Charisma: -; Pace: 4; Parry: 2; Toughness: 1
Hindrances: Small (M)
Special Abilities
Bite: Str.
Low Light Vision: No penalties for dim or dark lighting.
Flight: Flying Pace of 7" and Climb 0.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Murder of crows
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (A), Spirit d12, Strength d8, Vigor d8
Skills: Fighting N/A (automatically hits, 2d6 damage within a MBT), Notice d10, Tracking d10
Charisma: -; Pace: 1; Parry: 4; Toughness: 6
Edges: Improved Level Headed
Special Abilities
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Swarm: +2 Parry, immune to most weapons.
Split: May split into two SBT swarms, each with -2 Toughness.
Flight: Flying Pace of 7" and Climb 0.

Diatryma
   The dark-feathered diatrymas is smaller than most axe beaks, but still stands taller than most humans.

Attributes: Agility d12, Smarts d6 (A), Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Notice d6
Charisma: -; Pace: 8; Parry: 5; Toughness: 5
Special Abilities
Bite: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Fast Runner: Roll d8 when running instead of d6.

Dodo
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d4, Vigor d8
Skills: Fighting d4, Notice d4
Charisma: -; Pace: 5; Parry: 4; Toughness: 5
Special Abilities
Bite: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Size -1: Reduces Toughness by -1.

Duck
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d4, Vigor d4
Skills: Fighting d4-2, Notice d4, Swimming d6
Charisma: -; Pace: 4; Parry: 2; Toughness: 2
Special Abilities
Bite: Str.
Low Light Vision: No penalties for dim or dark lighting.
Flight: Flying Pace of 7" and Climb 0.
Natural Swimmer: Swimming Pace of 5", and +2 to resist drowning.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Eagle
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Notice d10
Charisma: -; Pace: 4; Parry: 5; Toughness: 4
Edges: Frenzy
Special Abilities
Talons: Str+d4.
Bite: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Flight: Flying Pace of 11" and Climb 0.
Size -1: Reduces Toughness by -1.

Emu
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4, Notice d8
Charisma: -; Pace: 7; Parry: 4; Toughness: 5
Edges: Frenzy
Special Abilities
Kicks: Str.
Low Light Vision: No penalties for dim or dark lighting.
Fast Runner: Roll d8 when running instead of d6.
Docile: This creature is not trained for combat, and automatically flees if Shaken.

Battle emu
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d6 (A), Spirit d8, Strength d8, Vigor d8
Skills: Fighting d6, Notice d10
Charisma: -; Pace: 7; Parry: 5; Toughness: 7 (1)
Edges: Frenzy
Special Abilities
Armour +1: Feathers.
Kicks: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Fast Runner: Roll d8 when running instead of d6.

Giant falcon
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d6, Strength d10, Vigor d6
Skills: Fighting d6, Notice d10, Tracking d10
Charisma: -; Pace: 4; Parry: 5; Toughness: 8 (1)
Edges: Frenzy
Special Abilities
Armour +1: Feathers.
Talons: Str+d6.
Bite: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Flight: Flying Pace of 11" and Climb 0.
Size +2: Nine feet tall; Toughness +2.

Goose
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d4, Vigor d6
Skills: Fighting d4-2, Notice d8, Swimming d6
Charisma: -; Pace: 4; Parry: 2; Toughness: 3
Special Abilities
Bite: Str.
Low Light Vision: No penalties for dim or dark lighting.
Flight: Flying Pace of 9" and Climb 0.
Natural Swimmer: Swimming Pace of 5", and +2 to resist drowning.
Size -2: Five feet long; Toughness -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Hawk
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d4, Vigor d6
Skills: Fighting d4-2, Notice d12
Charisma: -; Pace: 4; Parry: 2; Toughness: 3
Special Abilities
Talons: Str.
Low Light Vision: No penalties for dim or dark lighting.
Flight: Flying Pace of 9" and Climb 0.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Ostrich
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d6, Strength d8, Vigor d6
Skills: Fighting d4, Notice d8, Stealth d8
Charisma: -; Pace: 8; Parry: 4; Toughness: 7
Edges: Frenzy
Special Abilities
Kicks: Str.
Low Light Vision: No penalties for dim or dark lighting.
Docile: This creature is not trained for combat, and automatically flees if Shaken.
Size +2: Nine feet tall; Toughness +2.

Battle-trained ostrich
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d6 (A), Spirit d10, Strength d12, Vigor d10
Skills: Fighting d6, Notice d10, Stealth d8
Charisma: -; Pace: 8; Parry: 5; Toughness: 10 (1)
Gear: Peck (Str+d8)
Edges: Frenzy
Special Abilities
Armour +1: Feathers.
Kicks: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Size +2: Nine feet tall; Toughness +2.

Owl
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d4, Vigor d6
Skills: Fighting d4-2, Notice d10, Stealth d12
Charisma: -; Pace: 4; Parry: 2; Toughness: 3
Special Abilities
Talons: Str.
Low Light Vision: No penalties for dim or dark lighting.
Flight: Flying Pace of 9" and Climb 0.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Great horned owl
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d4, Vigor d6
Skills: Fighting d4, Notice d10, Stealth d10
Charisma: -; Pace: 4; Parry: 4; Toughness: 5 (1)
Edges: Frenzy
Special Abilities
Armour +1: Feathers.
Talons: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Flight: Flying Pace of 9" and Climb 0.
Size -1: Reduces Toughness by -1.

Parrot
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d4, Vigor d4
Skills: Fighting d4-2, Notice d6
Charisma: -; Pace: 4; Parry: 2; Toughness: 1
Hindrances: Small (M)
Special Abilities
Bite: Str.
Low Light Vision: No penalties for dim or dark lighting.
Flight: Flying Pace of 7" and Climb 0.
Size -2: Two feet tall; Toughness -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Emperor penguin
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d6, Vigor d8
Skills: Fighting d4, Notice d6, Swimming d10
Charisma: -; Pace: 1; Parry: 4; Toughness: 7 (1)
Special Abilities
Armour +1: Feathers.
Bite: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Natural Swimmer: Swimming Pace of 7", and +2 to resist drowning.
Hold Breath: Can hold breath for Vigor x 10 minutes.

Rockhopper penguin
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d4, Vigor d6
Skills: Fighting d4-2, Notice d6, Swimming d10
Charisma: -; Pace: 1; Parry: 2; Toughness: 3
Special Abilities
Bite: Str.
Low Light Vision: No penalties for dim or dark lighting.
Natural Swimmer: Swimming Pace of 7", and +2 to resist drowning.
Hold Breath: Can hold breath for Vigor x 10 minutes.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Pigeon
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d4, Vigor d4
Skills: Fighting d4-2, Notice d6
Charisma: -; Pace: 4; Parry: 2; Toughness: 1
Hindrances: Small (M)
Special Abilities
Bite: Str.
Low Light Vision: No penalties for dim or dark lighting.
Flight: Flying Pace of 7" and Climb 0.
Size -2: Three feet long; Toughness -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Puffin
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d4, Vigor d4
Skills: Fighting d4-2, Notice d6, Swimming d8
Charisma: -; Pace: 4; Parry: 2; Toughness: 1
Hindrances: Small (M)
Special Abilities
Bite: Str.
Low Light Vision: No penalties for dim or dark lighting.
Flight: Flying Pace of 7" and Climb 0.
Natural Swimmer: Swimming Pace of 6", and +2 to resist drowning.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Raven
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d4, Vigor d4
Skills: Fighting d4-2, Notice d6
Charisma: -; Pace: 4; Parry: 2; Toughness: 2
Special Abilities
Bite: Str.
Low Light Vision: No penalties for dim or dark lighting.
Flight: Flying Pace of 7" and Climb 0.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Unkindness of ravens
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (A), Spirit d12, Strength d8, Vigor d6
Skills: Fighting N/A (automatically hits, 2d4 damage within a MBT), Notice d10, Tracking d10
Charisma: -; Pace: 4; Parry: 4; Toughness: 5
Special Abilities
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Swarm: +2 Parry, immune to most weapons.
Split: May split into two SBT swarms, each with -2 Toughness.
Flight: Flying Pace of 7" and Climb 0.

Roc
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d12+3, Vigor d10
Skills: Fighting d10, Notice d12
Charisma: -; Pace: 5; Parry: 7; Toughness: 20 (3)
Edges: Frenzy, Improved Level Headed, Strong Willed, Weapon Focus (talons)
Special Abilities
Armour +3: Feathers.
Talons: Str+d8; Grab.
Bite: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Flight: Flying Pace of 11" and Climb 0.
Size +10: Thirty feet long; Toughness +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Snail kite
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d4, Vigor d6
Skills: Fighting d4-2, Notice d12
Charisma: -; Pace: 4; Parry: 2; Toughness: 3
Special Abilities
Talons: Str.
Low Light Vision: No penalties for dim or dark lighting.
Flight: Flying Pace of 9" and Climb 0.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Swan
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4, Notice d8, Swimming d6
Charisma: -; Pace: 4; Parry: 4; Toughness: 4
Special Abilities
Bite: Str+d4.
Wings: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Flight: Flying Pace of 13" and Climb 0.
Natural Swimmer: Swimming Pace of 5", and +2 to resist drowning.
Size -1: Five feet long; Toughness -1.

Terror bird
   The terror bird is larger than most axe beaks, and is able to use its powerful talons in combat in addition to its sharp beak.

Attributes: Agility d10, Smarts d6 (A), Spirit d6, Strength d12, Vigor d10
Skills: Fighting d6, Notice d10
Charisma: -; Pace: 8; Parry: 5; Toughness: 10 (1)
Special Abilities
Armour +1: Feathers.
Bite: Str+d6.
Talons: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Fast Runner: Roll d8 when running instead of d6.
Size +2: Increases Toughness by +2.

Thrush
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d4, Vigor d4
Skills: Fighting d4-2, Notice d6
Charisma: -; Pace: 4; Parry: 2; Toughness: 1
Hindrances: Small (M)
Special Abilities
Bite: Str.
Low Light Vision: No penalties for dim or dark lighting.
Flight: Flying Pace of 7" and Climb 0.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Toucan
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d4, Vigor d4
Skills: Fighting d4-2, Notice d6
Charisma: -; Pace: 4; Parry: 2; Toughness: 2
Special Abilities
Bite: Str.
Low Light Vision: No penalties for dim or dark lighting.
Flight: Flying Pace of 7" and Climb 0.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Vulture
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d6, Vigor d8
Skills: Fighting d4, Notice d8, Tracking d8
Charisma: -; Pace: 4; Parry: 4; Toughness: 5
Special Abilities
Bite: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Flight: Flying Pace of 8" and Climb 0.
Hardy: A second Shaken result doesn't become a wound.
Size -1: Reduces Toughness by -1.

Geier
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d12+1, Vigor d12+1
Skills: Fighting d6, Notice d8, Tracking d8
Charisma: -; Pace: 4; Parry: 5; Toughness: 11 (1)
Edges: Alertness
Special Abilities
Armour +1: Feathers.
Bite: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Flight: Flying Pace of 7" and Climb 0.
Size +2: Increases Toughness by +2.

Giant vulture
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d12+2, Vigor d12
Skills: Fighting d8, Notice d10, Tracking d10
Charisma: -; Pace: 4; Parry: 6; Toughness: 13 (2)
Edges: Weapon Focus (bite)
Special Abilities
Armour +2: Feathers.
Bite: Str+d6; Disease.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Flight: Flying Pace of 8" and Climb 0.
Hardy: A second Shaken result doesn't become a wound.
Disease: Make a Vigor roll or become afflicted.
Soak: +2 to Soak rolls.
Size +3: Thirteen feet tall; Toughness +3.

Cat

Cat
   Cats are small furry mammals with flexible bodies, fast reflexes, and retractable claws.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d4, Vigor d4
Skills: Fighting d4-2, Climbing d6, Notice d6, Stealth d12, Tracking d6
Charisma: -; Pace: 6; Parry: 2; Toughness: 2
Special Abilities
Claws: Str.
Bite: Str.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Cheetah
   Cheetahs are deadly predators that are capable of great bursts of speed.

Attributes: Agility d12, Smarts d6 (A), Spirit d6, Strength d10, Vigor d8
Skills: Fighting d8, Notice d6, Stealth d8, Tracking d6
Charisma: -; Pace: 8; Parry: 6; Toughness: 6
Edges: Level Headed
Special Abilities
Bite: Str+d6; Go for the Throat.
Claws: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Sprint: Roll d12 when running instead of d6.
Go for the Throat: Target least armoured location on a raise.

Jaguar
   Jaguars are ferocious solitary predators, and excellent swimmers.

Attributes: Agility d10, Smarts d6 (A), Spirit d6, Strength d12, Vigor d8
Skills: Fighting d8, Climbing d12, Notice d8, Stealth d10, Tracking d8, Swimming d12
Charisma: -; Pace: 7; Parry: 6; Toughness: 7 (1)
Edges: Frenzy, Weapon Focus (bite)
Special Abilities
Armour +1: Thick fur.
Claw: Str+d8.
Bite: Str+d8; Grab.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Pounce: +4 attack/damage and -2 Parry after leaping d6" in a straight line towards non-adjacent foe.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Natural Swimmer: Swimming Pace of 6", and +2 to resist drowning.

Leopard
   Leopards have relatively short legs and a long body, with tawny fur patterned with black rosettes.

Attributes: Agility d12, Smarts d6 (A), Spirit d6, Strength d10, Vigor d8
Skills: Fighting d8, Climbing d10, Notice d6, Stealth d10, Tracking d6
Charisma: -; Pace: 7; Parry: 6; Toughness: 6
Special Abilities
Bite: Str+d6; Grab.
Claws: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Pounce: +4 attack/damage and -2 Parry after leaping d6" in a straight line towards non-adjacent foe.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".

Clouded leopard
   Clouded leopards are the smallest of the big cats, with dark fur obliterated by a black blotched pattern.

Attributes: Agility d12, Smarts d6 (A), Spirit d6, Strength d8, Vigor d8
Skills: Fighting d8, Climbing d12, Notice d6, Stealth d10, Tracking d6
Charisma: -; Pace: 7; Parry: 6; Toughness: 5
Special Abilities
Bite: Str+d4; Grab.
Claws: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Pounce: +4 attack/damage and -2 Parry after leaping d6" in a straight line towards non-adjacent foe.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Size -1: Three feet long; Toughness -1.

Snow leopard
   Snow leopards are found in particular cold parts of the world, they have thick pale fur and large paws.

Attributes: Agility d12, Smarts d6 (A), Spirit d6, Strength d8, Vigor d8
Skills: Fighting d8, Climbing d10, Notice d10, Stealth d10, Tracking d10
Charisma: -; Pace: 7; Parry: 6; Toughness: 6
Edges: Frenzy
Special Abilities
Claw: Str+d6.
Bite: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Pounce: +4 attack/damage and -2 Parry after leaping d6" in a straight line towards non-adjacent foe.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Soak: +2 to Soak rolls.

Lion
   Lions are fearsome predators, although they also scavenge when necessary.

Attributes: Agility d10, Smarts d6 (A), Spirit d6, Strength d12+1, Vigor d8
Skills: Fighting d6, Notice d8, Stealth d8, Tracking d8
Charisma: -; Pace: 7; Parry: 5; Toughness: 9 (1)
Edges: Level Headed
Special Abilities
Armour +1: Skin.
Bite: Str+d6; Grab.
Claws: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Fast Runner: Roll d8 when running instead of d6.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Pounce: +4 attack/damage and -2 Parry after leaping d6" in a straight line towards non-adjacent foe.
Size +2: Eight feet long; Toughness +2.

Cave lion
   Cave lions are bigger and fiercer than normal lions, with faint stripes and a primitive ruff of mane around their necks.

Attributes: Agility d10, Smarts d6 (A), Spirit d6, Strength d12+3, Vigor d10
Skills: Fighting d8, Notice d10, Stealth d8, Tracking d10
Charisma: -; Pace: 7; Parry: 6; Toughness: 13 (2)
Edges: Frenzy, Weapon Focus (claw)
Special Abilities
Armour +2: Thick fur.
Claws: Str+d8.
Bite: Str+d8; Grab.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Pounce: +4 attack/damage and -2 Parry after leaping d6" in a straight line towards non-adjacent foe.
Size +4: Ten feet long; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Dire lion
   Dire lions are massive and extremely vicious predators, who take great pleasure in toying with their prey.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d12+3, Vigor d10
Skills: Fighting d8, Notice d10, Stealth d8, Tracking d10
Charisma: -; Pace: 7; Parry: 6; Toughness: 12 (1)
Edges: Level Headed, Weapon Focus (claw)
Special Abilities
Armour +1: Thick fur.
Bite: Str+d8; Grab.
Claws: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Fast Runner: Roll d8 when running instead of d6.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Pounce: +4 attack/damage and -2 Parry after leaping d6" in a straight line towards non-adjacent foe.
Size +4: Fifteen feet long; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Lynx
   The lynx is territorial and solitary hunter, with thick grey fur that darkens on the tip of its tail and ears.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Climbing d10, Notice d8, Stealth d10, Tracking d8
Charisma: -; Pace: 7; Parry: 5; Toughness: 5
Edges: Frenzy
Special Abilities
Claw: Str+d4; Grab.
Bite: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Pounce: +4 attack/damage and -2 Parry after leaping d6" in a straight line towards non-adjacent foe.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Size -1: Three feet long; Toughness -1.

Margay
   The margay is a small jungle-dwelling predator, with spotted brown fur.

Attributes: Agility d10, Smarts d6 (A), Spirit d6, Strength d6, Vigor d8
Skills: Fighting d8, Climbing d12, Notice d10, Stealth d10, Tracking d10
Charisma: -; Pace: 7; Parry: 6; Toughness: 5
Special Abilities
Bite: Str+d4; Grab.
Claws: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Pounce: +4 attack/damage and -2 Parry after leaping d6" in a straight line towards non-adjacent foe.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Size -1: Two feet long; Toughness -1.

Panther
   Panthers are smaller than lions, but are quick and aggressive hunters.

Attributes: Agility d12, Smarts d6 (A), Spirit d6, Strength d10, Vigor d8
Skills: Fighting d8, Climbing d8, Notice d10, Stealth d8, Tracking d10
Charisma: -; Pace: 8; Parry: 6; Toughness: 7 (1)
Special Abilities
Armour +1: Rusty brown fur.
Bite: Str+d6; Grab.
Claws: Str+d6; Grab.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Pounce: +4 attack/damage and -2 Parry after leaping d6" in a straight line towards non-adjacent foe.

Tiger
   Tigers are large powerful predators, with black and orange striped fur.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d12+2, Vigor d10
Skills: Fighting d8, Notice d8, Stealth d8, Tracking d8, Swimming d10
Charisma: -; Pace: 7; Parry: 6; Toughness: 11 (1)
Edges: Frenzy, Level Headed, Weapon Focus (claw)
Special Abilities
Armour +1: Reddish-orange fur.
Claws: Str+d6; Grab.
Bite: Str+d6; Grab.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Pounce: +4 attack/damage and -2 Parry after leaping d6" in a straight line towards non-adjacent foe.
Size +3: Three feet tall; Toughness +3.

Dire tiger
   Dire tigers, also known as sabre-toothed tigers, are even bigger and more fercious than normal tigers.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d12+3, Vigor d10
Skills: Fighting d10, Notice d10, Stealth d12, Tracking d10, Swimming d10
Charisma: -; Pace: 7; Parry: 7; Toughness: 13 (2)
Edges: Frenzy, Level Headed
Special Abilities
Armour +2: Thick fur.
Claws: Str+d8; Grab.
Bite: Str+d8; Grab.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Fast Runner: Roll d8 when running instead of d6.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Pounce: +4 attack/damage and -2 Parry after leaping d6" in a straight line towards non-adjacent foe.
Size +4: Twelve feet long; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Saber-toothed tiger
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d12+3, Vigor d12
Skills: Fighting d8, Notice d8, Stealth d10, Swimming d10
Charisma: -; Pace: 7; Parry: 6; Toughness: 13 (1)
Special Abilities
Armour +1: Thick fur.
Bite: Str+d8; Grab; Bleed.
Claws: Str+d8; Grab.
Low Light Vision: No penalties for dim or dark lighting.
Fast Runner: Roll d8 when running instead of d6.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Pounce: +4 attack/damage and -2 Parry after leaping d6" in a straight line towards non-adjacent foe.
Bleed: If you hit with a raise, and the victim is Shaken or wounded by the blow, they start Bleeding Out. They must make a Vigor roll each round, on a raise they stop bleeding, on a failure they become Shaken (this can cause a wound)
Size +4: Five feet long; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Dire saber-toothed tiger
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d10, Strength d12+4, Vigor d12+3
Skills: Fighting d8, Notice d10, Stealth d10, Swimming d12
Charisma: -; Pace: 8; Parry: 6; Toughness: 15 (2)
Special Abilities
Armour +2: Thick fur.
Bite: Str+d8; Grab; Bleed.
Claws: Str+d8; Grab.
Low Light Vision: No penalties for dim or dark lighting.
Fast Runner: Roll d8 when running instead of d6.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Pounce: +4 attack/damage and -2 Parry after leaping d6" in a straight line towards non-adjacent foe.
Bleed: If you hit with a raise, and the victim is Shaken or wounded by the blow, they start Bleeding Out. They must make a Vigor roll each round, on a raise they stop bleeding, on a failure they become Shaken (this can cause a wound)
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Crocodilian

Alligator
   Alligators are territorial animals with a heavy body and slow metabolism. They are capable of short bursts of speed.

Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d12, Vigor d10
Skills: Fighting d6, Notice d8, Stealth d8, Swimming d6
Charisma: -; Pace: 5; Parry: 5; Toughness: 8 (1)
Special Abilities
Armour +1: Thick hide.
Bite: Str+d6; Grab.
Tail Slap: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Sprint: Roll d8 when running instead of d6.
Rollover: Inflict Str+2d4 damage on a raise.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Natural Swimmer: Swimming Pace of 6", and +2 to resist drowning.
Hold Breath: Can hold breath for Vigor x 10 minutes.

Dwarf caiman
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d6, Vigor d8
Skills: Fighting d4, Notice d4, Stealth d10, Swimming d8
Charisma: -; Pace: 4; Parry: 4; Toughness: 6 (1)
Special Abilities
Armour +1: Thick hide.
Bite: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Natural Swimmer: Swimming Pace of 6", and +2 to resist drowning.
Size -1: Reduces Toughness by -1.

Crocodile
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d12, Vigor d10
Skills: Fighting d6, Notice d8, Stealth d6, Swimming d10
Charisma: -; Pace: 5; Parry: 5; Toughness: 10 (1)
Special Abilities
Armour +1: Thick hide.
Bite: Str+d6; Grab.
Tail Slap: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Sprint: Roll d8 when running instead of d6.
Rollover: Inflict Str+2d4 damage on a raise.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Natural Swimmer: Swimming Pace of 6", and +2 to resist drowning.
Hold Breath: Can hold breath for Vigor x 10 minutes.
Size +2: Fourteen feet long; Toughness +2.

Dire crocodile
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (A), Spirit d8, Strength d12+6, Vigor d12+3
Skills: Fighting d8, Notice d12, Swimming d12+2
Charisma: -; Pace: 5; Parry: 6; Toughness: 23 (4)
Edges: Level Headed, Strong Willed
Special Abilities
Armour +4: Thick hide.
Bite: Str+d8; Grab.
Tail Slap: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Sprint: Roll d8 when running instead of d6.
Rollover: Inflict Str+2d4 damage on a raise.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Swallow: After successfully pinning a victim with a bite attack, this creature may make an opposed Strength roll as a normal action. If successful the victim has been swallowed, and automatically suffers Str+d6 damage every round after that. A swallowed victim can attempt to climb back up to the creature's mouth as a normal action with an opposed Strength roll, although it still remains pinned by the bite. This ability only works on targets at least one Size category smaller than the swallower.
Natural Swimmer: Swimming Pace of 7", and +2 to resist drowning.
Hold Breath: Can hold breath for Vigor x 10 minutes.
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Marine crocodile
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d12+1, Vigor d10
Skills: Fighting d6, Notice d10, Swimming d10
Charisma: -; Pace: 4; Parry: 5; Toughness: 10 (1)
Edges: Level Headed
Special Abilities
Armour +1: Thick hide.
Bite: Str+d6; Grab.
Low Light Vision: No penalties for dim or dark lighting.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Natural Swimmer: Swimming Pace of 8", and +2 to resist drowning.
Hold Breath: Can hold breath for Vigor x 10 minutes.
Size +2: Increases Toughness by +2.

Saltwater crocodile
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d12+2, Vigor d12+1
Skills: Fighting d6, Notice d8, Stealth d4, Swimming d12
Charisma: -; Pace: 5; Parry: 5; Toughness: 17 (3)
Edges: Level Headed
Special Abilities
Armour +3: Thick hide.
Bite: Str+d8; Grab.
Tail Slap: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Rollover: Inflict Str+2d4 damage on a raise.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Natural Swimmer: Swimming Pace of 6", and +2 to resist drowning.
Hold Breath: Can hold breath for Vigor x 10 minutes.
Size +6: Increases Toughness by +6.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Deinosuchus
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (A), Spirit d8, Strength d12+5, Vigor d12+1
Skills: Fighting d8, Notice d12, Swimming d12+2
Charisma: -; Pace: 6; Parry: 6; Toughness: 21 (3)
Edges: Improved Level Headed, Strong Willed, Weapon Focus (bite)
Special Abilities
Armour +3: Thick hide.
Bite: Str+d8; Constrict.
Tail Slap: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
Natural Swimmer: Swimming Pace of 7", and +2 to resist drowning.
Hold Breath: Can hold breath for Vigor x 10 minutes.
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Dinosaur

Allosaurus
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d8, Strength d12+3, Vigor d12
Skills: Fighting d8, Notice d12+4, Tracking d12+4
Charisma: -; Pace: 8; Parry: 6; Toughness: 18 (3)
Edges: Alertness, Level Headed, Strong Willed
Special Abilities
Armour +3: Thick hide.
Bite: Str+d8; Grab.
Claws: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Fast Runner: Roll d8 when running instead of d6.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Pounce: +4 attack/damage and -2 Parry after leaping d6" in a straight line towards non-adjacent foe.
Size +7: Thirty feet long; Toughness +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Ankylosaurus
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d12+3, Vigor d10
Skills: Fighting d8, Notice d12, Tracking d12
Charisma: -; Pace: 6; Parry: 6; Toughness: 17 (3)
Edges: Weapon Focus (tail)
Special Abilities
Armour +3: Thick hide.
Tail: Str+d8; Knockback.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Knockback: Opponent knocked back d8" on a raise, if they hit a solid object they suffer +d6 damage.
Hardy: A second Shaken result doesn't become a wound.
Size +7: Thirty feet long; Toughness +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Brachiosaurus
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d12+6, Vigor d12+1
Skills: Fighting d10, Notice d12+4, Tracking d12+4
Charisma: -; Pace: 6; Parry: 7; Toughness: 21 (3)
Edges: Sweep, Improved Sweep, Strong Willed, Weapon Focus (tail)
Special Abilities
Armour +3: Thick hide.
Tail: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Hardy: A second Shaken result doesn't become a wound.
Size +10: Eighty feet long; Toughness +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Brontosaurus
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d12+5, Vigor d12+3
Skills: Fighting d12+1, Notice d12+5
Charisma: -; Pace: 5; Parry: 8; Toughness: 22 (3)
Edges: Level Headed, Weapon Focus (stomp)
Special Abilities
Armour +3: Thick hide.
Stomp: Str+d8.
Tail: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Hardy: A second Shaken result doesn't become a wound.
Soak: +2 to Soak rolls.
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Compsognathus
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d4, Vigor d8
Skills: Fighting d4-2, Notice d6, Tracking d6, Swimming d10
Charisma: -; Pace: 7; Parry: 2; Toughness: 4
Edges: Level Headed
Special Abilities
Bite: Str; Poison.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Natural Swimmer: Swimming Pace of 5", and +2 to resist drowning.
Poison: Bite inflicts poison if foe is Shaken or wounded.
Size -2: Three feet long; Toughness -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Deinonychus
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d8, Vigor d12
Skills: Fighting d6, Notice d12, Stealth d12, Tracking d12
Charisma: -; Pace: 9; Parry: 5; Toughness: 9 (1)
Edges: Frenzy, Level Headed
Special Abilities
Armour +1: Thick hide.
Talons: Str+d6.
Bite: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Fast Runner: Roll d8 when running instead of d6.
Pounce: +4 attack/damage and -2 Parry after leaping d6" in a straight line towards non-adjacent foe.

Dimetrodon
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d12+1, Vigor d12
Skills: Fighting d8, Notice d6, Stealth d4, Tracking d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 11 (1)
Edges: Level Headed, Weapon Focus (bite)
Special Abilities
Armour +1: Thick hide.
Bite: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Size +2: Increases Toughness by +2.

Elasmosarus
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d12+3, Vigor d12+1
Skills: Fighting d8, Notice d12, Tracking d12, Swimming d12
Charisma: -; Pace: 5; Parry: 6; Toughness: 17 (2)
Edges: Dodge, Improved Dodge, Strong Willed, Mobility
Special Abilities
Armour +2: Thick hide.
Bite: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Natural Swimmer: Swimming Pace of 8", and +2 to resist drowning.
Hardy: A second Shaken result doesn't become a wound.
Soak: +2 to Soak rolls.
Size +7: Forty-five feet long; Toughness +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Iguanodon
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d12+3, Vigor d12
Skills: Fighting d8, Notice d10, Stealth d6, Tracking d10
Charisma: -; Pace: 6; Parry: 6; Toughness: 17 (2)
Edges: Frenzy, Weapon Focus (claw)
Special Abilities
Armour +2: Thick hide.
Claws: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Fast Runner: Roll d8 when running instead of d6.
Size +7: Thirty feet long; Toughness +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Kronosaurus
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d12+5, Vigor d12+2
Skills: Fighting d8, Notice d12+1, Tracking d12+1, Swimming d12+3
Charisma: -; Pace: -; Parry: 6; Toughness: 23 (4)
Edges: Strong Willed, Weapon Focus (bite)
Special Abilities
Armour +4: Thick hide.
Bite: Str+d8; Grab.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Swallow: After successfully pinning a victim with a bite attack, this creature may make an opposed Strength roll as a normal action. If successful the victim has been swallowed, and automatically suffers Str+d6 damage every round after that. A swallowed victim can attempt to climb back up to the creature's mouth as a normal action with an opposed Strength roll, although it still remains pinned by the bite. This ability only works on targets at least one Size category smaller than the swallower.
Natural Swimmer: Swimming Pace of 9", and +2 to resist drowning.
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Megaraptor
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d10, Strength d12+2, Vigor d12+3
Skills: Fighting d6, Notice d12, Stealth d12, Tracking d12
Charisma: +4; Pace: 9; Parry: 5; Toughness: 14 (2)
Edges: Frenzy, Level Headed
Special Abilities
Armour +2: Thick hide.
Talons: Str+d6.
Bite: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Fast Runner: Roll d8 when running instead of d6.
Pounce: +4 attack/damage and -2 Parry after leaping d6" in a straight line towards non-adjacent foe.
Size +3: Increases Toughness by +3.

Nothosaur
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d8, Strength d12+2, Vigor d12
Skills: Fighting d6, Notice d10, Swimming d12
Charisma: -; Pace: 5; Parry: 5; Toughness: 13 (2)
Edges: Ambidextrous, Weapon Focus (bite)
Tactics: Two Weapons
Special Abilities
Armour +2: Thick hide.
Bite: Str+d6.
Tail Slap: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Natural Swimmer: Swimming Pace of 7", and +2 to resist drowning.
Soak: +2 to Soak rolls.
Size +3: Twelve feet long; Toughness +3.

Pachycephalosaurus
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d12+2, Vigor d10
Skills: Fighting d8, Notice d8, Stealth d4, Tracking d8
Charisma: -; Pace: 7; Parry: 6; Toughness: 12 (2)
Special Abilities
Armour +2: Thick hide.
Slam: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Fast Runner: Roll d8 when running instead of d6.
Size +3: Increases Toughness by +3.

Parasaurolophus
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d12+2, Vigor d10
Skills: Fighting d8, Notice d10, Tracking d10
Charisma: -; Pace: 6; Parry: 6; Toughness: 15 (2)
Special Abilities
Armour +2: Thick hide.
Tail: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Size +6: Thirty feet long; Toughness +6.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Spinosaurus
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d12+5, Vigor d12
Skills: Fighting d12, Notice d12+3, Tracking d12+3, Swimming d12+4
Charisma: -; Pace: 7; Parry: 8; Toughness: 22 (4)
Edges: Hard to Kill, Improved Level Headed, Strong Willed
Special Abilities
Armour +4: Thick hide.
Bite: Str+d8; Grab.
Claws: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Fast Runner: Roll d8 when running instead of d6.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Swallow: After successfully pinning a victim with a bite attack, this creature may make an opposed Strength roll as a normal action. If successful the victim has been swallowed, and automatically suffers Str+d6 damage every round after that. A swallowed victim can attempt to climb back up to the creature's mouth as a normal action with an opposed Strength roll, although it still remains pinned by the bite. This ability only works on targets at least one Size category smaller than the swallower.
Pounce: +4 attack/damage and -2 Parry after leaping d6" in a straight line towards non-adjacent foe.
Natural Swimmer: Swimming Pace of 8", and +2 to resist drowning.
Hold Breath: Can hold breath for Vigor x 10 minutes.
Size +10: Sixty feet long; Toughness +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Stegosaurus
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d12+3, Vigor d10
Skills: Fighting d8, Notice d12, Tracking d12
Charisma: -; Pace: 6; Parry: 6; Toughness: 17 (3)
Edges: Level Headed, Sweep, Weapon Focus (tail)
Special Abilities
Armour +3: Thick hide.
Tail: Str+d8; Knockback.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Knockback: Opponent knocked back d8" on a raise, if they hit a solid object they suffer +d6 damage.
Hardy: A second Shaken result doesn't become a wound.
Size +7: Thirty feet long; Toughness +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Triceratops
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d12+3, Vigor d12
Skills: Fighting d10, Notice d12+3, Tracking d12+3
Charisma: -; Pace: 6; Parry: 7; Toughness: 18 (3)
Edges: Weapon Focus (gore)
Special Abilities
Armour +3: Thick hide.
Horns: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Fast Runner: Roll d8 when running instead of d6.
Gore: +4 damage if move 6" or more in straight line before attacking.
Hardy: A second Shaken result doesn't become a wound.
Size +7: Thirty feet long; Toughness +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Tylosaurus
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d12+5, Vigor d12+2
Skills: Fighting d8, Notice d12, Swimming d12+1
Charisma: -; Pace: 5; Parry: 6; Toughness: 22 (3)
Edges: Dodge, Improved Dodge, Sweep, Mobility
Special Abilities
Armour +3: Thick hide.
Bite: Str+d8; Grab.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Swallow: After successfully pinning a victim with a bite attack, this creature may make an opposed Strength roll as a normal action. If successful the victim has been swallowed, and automatically suffers Str+d6 damage every round after that. A swallowed victim can attempt to climb back up to the creature's mouth as a normal action with an opposed Strength roll, although it still remains pinned by the bite. This ability only works on targets at least one Size category smaller than the swallower.
Natural Swimmer: Swimming Pace of 8", and +2 to resist drowning.
Hardy: A second Shaken result doesn't become a wound.
Size +10: Fifty feet long; Toughness +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Tyrannosaurus rex
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d8, Strength d12+4, Vigor d12
Skills: Fighting d10, Notice d12+7, Tracking d12+7
Charisma: -; Pace: 7; Parry: 7; Toughness: 21 (3)
Edges: Hard to Kill, Level Headed, Strong Willed
Special Abilities
Armour +3: Thick hide.
Bite: Str+d8; Grab.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Fast Runner: Roll d8 when running instead of d6.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Swallow: After successfully pinning a victim with a bite attack, this creature may make an opposed Strength roll as a normal action. If successful the victim has been swallowed, and automatically suffers Str+d6 damage every round after that. A swallowed victim can attempt to climb back up to the creature's mouth as a normal action with an opposed Strength roll, although it still remains pinned by the bite. This ability only works on targets at least one Size category smaller than the swallower.
Size +10: Forty feet long; Toughness +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Velociraptor
   No description for this creature yet.

Attributes: Agility d12, Smarts d6 (A), Spirit d6, Strength d6, Vigor d8
Skills: Fighting d6, Notice d12, Stealth d12+1, Tracking d12
Charisma: -; Pace: 9; Parry: 5; Toughness: 5
Edges: Frenzy, Level Headed
Special Abilities
Talons: Str+d4.
Bite: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Fast Runner: Roll d8 when running instead of d6.
Pounce: +4 attack/damage and -2 Parry after leaping d6" in a straight line towards non-adjacent foe.
Size -1: Reduces Toughness by -1.

Dog

Dog
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d6, Vigor d8
Skills: Fighting d4, Notice d8, Survival d4, Tracking d8
Charisma: -; Pace: 7; Parry: 4; Toughness: 5
Special Abilities
Bite: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Size -1: Reduces Toughness by -1.

Badgerhound
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4, Notice d8, Survival d4, Tracking d8
Charisma: -; Pace: 6; Parry: 4; Toughness: 3
Special Abilities
Bite: Str.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Burrow: Can burrow and reappear within 4".
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Bear dog
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d10, Vigor d10
Skills: Fighting d6, Notice d8, Survival d4, Tracking d8
Charisma: -; Pace: 7; Parry: 5; Toughness: 8 (1)
Special Abilities
Armour +1: Thick fur.
Bite: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.

Bulldog
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d6, Vigor d8
Skills: Fighting d4, Notice d8, Survival d4, Tracking d8
Charisma: -; Pace: 7; Parry: 4; Toughness: 5
Special Abilities
Bite: Str+d4; Grab.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Size -1: Reduces Toughness by -1.

Goblin dog
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d8, Vigor d8
Skills: Fighting d4, Notice d4, Stealth d6, Tracking d4
Charisma: -; Pace: 8; Parry: 4; Toughness: 6
Special Abilities
Bite: Str+d6; Allergic Reaction.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Immunity: Disease.
Allergic Reaction: Make a Vigor roll or suffer a level of Fatigue.
Soak: +2 to Soak rolls.

Jackal
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d6, Vigor d8
Skills: Fighting d4, Notice d6, Tracking d6
Charisma: -; Pace: 7; Parry: 4; Toughness: 5
Special Abilities
Bite: Str+d4; Go for the Throat.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Go for the Throat: Target least armoured location on a raise.
Soak: +2 to Soak rolls.
Size -1: Reduces Toughness by -1.

Mastiff
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Notice d8, Survival d4, Tracking d8
Charisma: -; Pace: 7; Parry: 5; Toughness: 6
Special Abilities
Bite: Str+d6; Go for the Throat.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Go for the Throat: Target least armoured location on a raise.

Toy dog
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d4, Vigor d6
Skills: Fighting d4-2, Notice d8, Survival d4, Tracking d8
Charisma: -; Pace: 6; Parry: 2; Toughness: 2
Hindrances: Small (M)
Special Abilities
Bite: Str.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

War dog
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Notice d8, Survival d4, Tracking d8
Charisma: -; Pace: 7; Parry: 5; Toughness: 6
Special Abilities
Bite: Str+d6; Go for the Throat.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Go for the Throat: Target least armoured location on a raise.

Dogmole

Dogmole
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Notice d4, Survival d4, Tracking d4, Swimming d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 7 (1)
Edges: Berserk, Level Headed
Special Abilities
Armour +1: Thick fur.
Bite: Str+d6.
Claws: Str+d6.
Blindsight: Ignore sight-based penalties and gaze attacks.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Burrow: Can burrow and reappear within 4".
Natural Swimmer: Swimming Pace of 4", and +2 to resist drowning.
Hardy: A second Shaken result doesn't become a wound.

Dogmole juggernaut
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d12+3, Vigor d12+1
Skills: Fighting d8, Climbing d8, Notice d4, Survival d6, Tracking d6, Swimming d4
Charisma: -; Pace: 6; Parry: 6; Toughness: 14 (2)
Edges: Berserk, Level Headed
Special Abilities
Armour +2: Thick fur.
Bite: Str+d8.
Claws: Str+d8.
Blindsight: Ignore sight-based penalties and gaze attacks.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Burrow: Can burrow and reappear within 4".
Natural Swimmer: Swimming Pace of 4", and +2 to resist drowning.
Hardy: A second Shaken result doesn't become a wound.
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Dolphin

Dolphin
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d6, Vigor d6
Skills: Fighting d8, Notice d8, Swimming d12
Charisma: -; Pace: -; Parry: 6; Toughness: 5
Special Abilities
Slam: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Blindsight: Ignore sight-based penalties and gaze attacks.
Natural Swimmer: Swimming Pace of 11", and +2 to resist drowning.
Hold Breath: Can hold breath for Vigor x 10 minutes.

Orca
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d12+3, Vigor d10
Skills: Fighting d8, Notice d12+1, Swimming d12+4
Charisma: -; Pace: -; Parry: 6; Toughness: 16 (2)
Edges: Level Headed, Weapon Focus (bite)
Special Abilities
Armour +2: Thick hide.
Bite: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Blindsight: Ignore sight-based penalties and gaze attacks.
Natural Swimmer: Swimming Pace of 11", and +2 to resist drowning.
Hold Breath: Can hold breath for Vigor x 10 minutes.
Size +7: Increases Toughness by +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Eel

Electric eel
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d6, Vigor d12
Skills: Fighting d6, Notice d6, Stealth d10, Swimming d8
Charisma: -; Pace: 1; Parry: 5; Toughness: 8 (1)
Edges: Level Headed
Special Abilities
Armour +1: Tough flesh.
Bite: Str+d4.
Tail: Str+d4; +2 electricity damage.
Low Light Vision: No penalties for dim or dark lighting.
Natural Swimmer: Swimming Pace of 6", and +2 to resist drowning.
Resistance: -2 damage from electricity.
Size -1: Six feet long; Toughness -1.

Dire electric eel
   No description for this creature yet.

Attributes: Agility d10, Smarts d4 (A), Spirit d6, Strength d8, Vigor d6
Skills: Fighting d6, Notice d6, Swimming d8
Charisma: -; Pace: -; Parry: 5; Toughness: 8 (1)
Edges: Level Headed
Special Abilities
Armour +1: Scales.
Bite: Str+d6.
Tail: Str+d6; +2 electricity damage.
Low Light Vision: No penalties for dim or dark lighting.
Blindsense: Can sense and approximately pinpoint things within 6", attacks using blindsense are made at -2.
Aquatic: Swimming Pace of 8", and cannot drown.
Immunity: Electricity.
Soak: +2 to Soak rolls.
Size +2: Increases Toughness by +2.

Gulper eel
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d10, Vigor d8
Skills: Fighting d8, Notice d10, Tracking d10, Swimming d12
Charisma: -; Pace: -; Parry: 6; Toughness: 9 (1)
Edges: Weapon Focus (bite)
Special Abilities
Armour +1: Tough flesh.
Bite: Str+d6; Grab.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Swallow: After successfully pinning a victim with a bite attack, this creature may make an opposed Strength roll as a normal action. If successful the victim has been swallowed, and automatically suffers Str+d6 damage every round after that. A swallowed victim can attempt to climb back up to the creature's mouth as a normal action with an opposed Strength roll, although it still remains pinned by the bite. This ability only works on targets at least one Size category smaller than the swallower.
Aquatic: Swimming Pace of 12", and cannot drown.
Soak: +2 to Soak rolls.
Size +2: Ten feet long; Toughness +2.

Giant moray eel
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d12+2, Vigor d10
Skills: Fighting d8, Notice d8, Stealth d8, Tracking d8, Swimming d12
Charisma: -; Pace: -; Parry: 6; Toughness: 12 (2)
Edges: Improved Level Headed, Weapon Focus (bite)
Special Abilities
Armour +2: Tough flesh.
Bite: Str+d6; Grab.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Aquatic: Swimming Pace of 12", and cannot drown.
Size +3: Increases Toughness by +3.

Elephant

Elephant
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d12+4, Vigor d12
Skills: Fighting d8, Notice d12+2, Tracking d12+2
Charisma: -; Pace: 7; Parry: 6; Toughness: 18 (2)
Edges: Strong Willed
Special Abilities
Armour +2: Thick skin.
Tusks: Str+d8.
Slam: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Gore: +4 damage if move 6" or more in straight line before attacking.
Hardy: A second Shaken result doesn't become a wound.
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Mammoth
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d12+5, Vigor d12+2
Skills: Fighting d8, Notice d12+1, Tracking d12+1
Charisma: -; Pace: 7; Parry: 6; Toughness: 20 (3)
Edges: Ambidextrous, Strong Willed, Weapon Focus (slam)
Tactics: Two Weapons
Special Abilities
Armour +3: Thick pelt.
Tusks: Str+d8.
Slam: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Gore: +4 damage if move 6" or more in straight line before attacking.
Soak: +2 to Soak rolls.
Size +8: Twenty-two feet tall; Toughness +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Mastodon
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d12+5, Vigor d12+1
Skills: Fighting d10, Notice d12+3, Tracking d12+3
Charisma: -; Pace: 7; Parry: 7; Toughness: 19 (3)
Edges: Strong Willed, Weapon Focus (gore)
Special Abilities
Armour +3: Brown fur.
Tusks: Str+d8.
Slam: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Gore: +4 damage if move 6" or more in straight line before attacking.
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Oliphant
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d8, Strength d12+3, Vigor d12+1
Skills: Fighting d6, Intimidation d10, Notice d8, Tracking d8
Charisma: -; Pace: 7; Parry: 5; Toughness: 17 (2)
Gear: Stamps (Str+d8)
Edges: Hard to Kill, Strong Willed
Special Abilities
Armour +2: Thick pelt.
Tusks: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Gore: +4 damage if move 6" or more in straight line before attacking.
Size +7: Twenty feet long; Toughness +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Fish

Giant archerfish
   Giant archerfish are peaceful, solitary creatures. They are typically about three feet long, with silvery scales.

Attributes: Agility d10, Smarts d4 (A), Spirit d6, Strength d6, Vigor d6
Skills: Fighting d8, Notice d6, Tracking d6, Swimming d10, Shooting d6
Charisma: -; Pace: -; Parry: 6; Toughness: 5
Special Abilities
Bite: Str+d6.
Water Spray: Shooting; range 4/8/16; 2d6.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Aquatic: Swimming Pace of 10", and cannot drown.

Dire barracuda
   Dire barracudas are massive predatory fish, over 20 feet in length.

Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d12+2, Vigor d10
Skills: Fighting d6, Notice d8, Swimming d10
Charisma: -; Pace: -; Parry: 5; Toughness: 13
Edges: Dodge, Level Headed
Special Abilities
Bite: Str+d8; Grab.
Low Light Vision: No penalties for dim or dark lighting.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Aquatic: Swimming Pace of 10", and cannot drown.
Size +6: Twenty feet long; Toughness +6.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Giant barracuda
   Large barracudas are predatory fish, about 10 feet in length.

Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d12+1, Vigor d10
Skills: Fighting d6, Notice d10, Swimming d12+1
Charisma: -; Pace: -; Parry: 5; Toughness: 11 (2)
Edges: Weapon Focus (bite)
Special Abilities
Armour +2: Tough scales.
Bite: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Aquatic: Swimming Pace of 13", and cannot drown.
Soak: +2 to Soak rolls.
Size +2: Ten feet long; Toughness +2.

Medium barracuda
   Medium barracudas are predatory fish, about six feet in length.

Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d6, Vigor d6
Skills: Fighting d8, Notice d8, Swimming d12
Charisma: -; Pace: -; Parry: 6; Toughness: 5
Special Abilities
Bite: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Aquatic: Swimming Pace of 12", and cannot drown.

Small barracuda
   Small barracudas are predatory fish, about two feet in length.

Attributes: Agility d10, Smarts d4 (A), Spirit d6, Strength d4, Vigor d6
Skills: Fighting d4, Notice d6, Swimming d10
Charisma: -; Pace: -; Parry: 4; Toughness: 4
Special Abilities
Bite: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Aquatic: Swimming Pace of 10", and cannot drown.
Size -1: Two feet long; Toughness -1.

Swamp barracuda
   Swamp barracudas are predatory tropical fish, about six feet in length.

Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d10, Vigor d6
Skills: Fighting d6, Notice d8, Stealth d8, Tracking d8, Swimming d10
Charisma: -; Pace: 4; Parry: 5; Toughness: 6 (1)
Special Abilities
Armour +1: Tough scales.
Bite: Str+d6.
Tail Slap: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Amphibious: Swimming Pace of 10", and cannot drown, but can also breathe air and survive indefinitely on land.

Giant blowfish
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (A), Spirit d8, Strength d12, Vigor d10
Skills: Fighting d6, Notice d6, Swimming d12
Charisma: -; Pace: 6; Parry: 5; Toughness: 11 (2)
Edges: Level Headed, Weapon Focus (slam)
Special Abilities
Armour +2: Tough scales.
Slam: Str+d6; Poison.
Low Light Vision: No penalties for dim or dark lighting.
Quills: Anyone attacking the creature with unarmed or natural weapons suffers 2d4 damage if they roll 1 on their Fighting die. This can cause Shaken but not wounds.
Aquatic: Swimming Pace of 12", and cannot drown.
Hardy: A second Shaken result doesn't become a wound.
Poison: Slam inflicts poison if foe is Shaken or wounded.
Size +2: Increases Toughness by +2.

Giant caribe
   Giant caribes are a massive breed of saltwater piranha, sometimes exceeding six feet in length.

Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d6, Vigor d6
Skills: Fighting d8, Notice d10, Tracking d10, Swimming d10
Charisma: -; Pace: -; Parry: 6; Toughness: 6 (1)
Special Abilities
Armour +1: Tough scales.
Bite: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Aquatic: Swimming Pace of 10", and cannot drown.

Giant electric catfish
   Giant electric catfish have bloated gray-brown bodies and three sets of feelers around their mouths.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d12, Vigor d10
Skills: Fighting d8, Notice d12, Swimming d12
Charisma: -; Pace: -; Parry: 6; Toughness: 11 (2)
Edges: Strong Willed, Weapon Focus (bite)
Special Abilities
Armour +2: Grey skin.
Bite: Str+d6; Grab.
Low Light Vision: No penalties for dim or dark lighting.
Tremorsense: Can sense and accurately pinpoint anything within 12" that's in contact with the ground.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Swallow: After successfully pinning a victim with a bite attack, this creature may make an opposed Strength roll as a normal action. If successful the victim has been swallowed, and automatically suffers Str+d6 damage every round after that. A swallowed victim can attempt to climb back up to the creature's mouth as a normal action with an opposed Strength roll, although it still remains pinned by the bite. This ability only works on targets at least one Size category smaller than the swallower.
Aquatic: Swimming Pace of 12", and cannot drown.
Size +2: Eight feet long; Toughness +2.

Dragonfish
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Notice d8, Stealth d10, Tracking d8, Swimming d10
Charisma: -; Pace: -; Parry: 5; Toughness: 5 (1)
Special Abilities
Armour +1: Brown scales.
Bite: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness (range 12").
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Aquatic: Swimming Pace of 10", and cannot drown.
Poison: Inflict poison if foe is Shaken or wounded.
Size -1: Two feet long; Toughness -1.

Dunkleosteus
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d12+4, Vigor d10
Skills: Fighting d8, Notice d12, Swimming d12+4
Charisma: -; Pace: -; Parry: 6; Toughness: 17 (2)
Edges: Level Headed, Weapon Focus (bite)
Special Abilities
Armour +2: Tough scales.
Bite: Str+d8; Grab.
Low Light Vision: No penalties for dim or dark lighting.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Aquatic: Swimming Pace of 16", and cannot drown.
Size +8: Thirty feet long; Toughness +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Gar
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Notice d6, Swimming d10
Charisma: -; Pace: -; Parry: 5; Toughness: 6
Edges: Level Headed
Special Abilities
Bite: Str+d6; Grab.
Low Light Vision: No penalties for dim or dark lighting.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Aquatic: Swimming Pace of 10", and cannot drown.

Giant gar
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d12+4, Vigor d12+2
Skills: Fighting d6, Notice d10, Swimming d12+1
Charisma: -; Pace: -; Parry: 5; Toughness: 20 (3)
Edges: Improved Level Headed, Strong Willed
Special Abilities
Armour +3: Bony scales.
Bite: Str+d8; Grab.
Low Light Vision: No penalties for dim or dark lighting.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Swallow: After successfully pinning a victim with a bite attack, this creature may make an opposed Strength roll as a normal action. If successful the victim has been swallowed, and automatically suffers Str+d6 damage every round after that. A swallowed victim can attempt to climb back up to the creature's mouth as a normal action with an opposed Strength roll, although it still remains pinned by the bite. This ability only works on targets at least one Size category smaller than the swallower.
Aquatic: Swimming Pace of 13", and cannot drown.
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Slimy hagfish
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d6, Vigor d12
Skills: Fighting d6, Notice d4, Swimming d12
Charisma: -; Pace: 6; Parry: 5; Toughness: 6
Edges: Level Headed
Special Abilities
Bite: Str.
Low Light Vision: No penalties for dim or dark lighting.
Aquatic: Swimming Pace of 12", and cannot drown.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Giant pike
   No description for this creature yet.

Attributes: Agility d12, Smarts d4 (A), Spirit d6, Strength d8, Vigor d8
Skills: Fighting d8, Notice d12, Tracking d12, Swimming d12+1
Charisma: -; Pace: -; Parry: 6; Toughness: 9 (1)
Edges: Level Headed
Special Abilities
Armour +1: Tough scales.
Bite: Str+d6; Grab.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Swallow: After successfully pinning a victim with a bite attack, this creature may make an opposed Strength roll as a normal action. If successful the victim has been swallowed, and automatically suffers Str+d6 damage every round after that. A swallowed victim can attempt to climb back up to the creature's mouth as a normal action with an opposed Strength roll, although it still remains pinned by the bite. This ability only works on targets at least one Size category smaller than the swallower.
Aquatic: Swimming Pace of 13", and cannot drown.
Size +2: Nine feet long; Toughness +2.

Piranha
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Notice d8, Tracking d8, Swimming d8
Charisma: -; Pace: -; Parry: 5; Toughness: 5 (1)
Edges: Alertness, Level Headed
Special Abilities
Armour +1: Tough scales.
Bite: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Aquatic: Swimming Pace of 8", and cannot drown.
Size -1: Reduces Toughness by -1.

School of piranhas
   No description for this creature yet.

Attributes: Agility d10, Smarts d4 (A), Spirit d10, Strength d8, Vigor d6
Skills: Fighting N/A (automatically hits, 2d4 damage within a MBT), Notice d10, Tracking d10, Swimming d8
Charisma: -; Pace: -; Parry: 4; Toughness: 5
Edges: Alertness, Level Headed
Special Abilities
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Swarm: +2 Parry, immune to most weapons.
Split: May split into two SBT swarms, each with -2 Toughness.
Aquatic: Swimming Pace of 8", and cannot drown.
Bleed: A victim who is Shaken or wounded starts Bleeding Out. They must make a Vigor roll each round, on a raise they stop bleeding, on a failure they become Shaken (this can cause a wound)

Quipper
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d4, Vigor d6
Skills: Fighting d4-2, Notice d8, Tracking d8, Swimming d10
Charisma: -; Pace: -; Parry: 2; Toughness: 2
Hindrances: Small (M)
Special Abilities
Bite: Str.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Aquatic: Swimming Pace of 10", and cannot drown.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Manta ray
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d10, Vigor d8
Skills: Fighting d6, Notice d6, Swimming d12
Charisma: -; Pace: -; Parry: 5; Toughness: 9 (1)
Special Abilities
Armour +1: Tough skin.
Tail Slap: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Blindsense: Can sense and approximately pinpoint things within 6", attacks using blindsense are made at -2.
Aquatic: Swimming Pace of 12", and cannot drown.
Size +2: Increases Toughness by +2.

Small stingray
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Notice d6, Tracking d6, Swimming d10
Charisma: -; Pace: -; Parry: 5; Toughness: 4
Special Abilities
Sting: Str+d4; Poison.
Low Light Vision: No penalties for dim or dark lighting.
Tremorsense: Can sense and accurately pinpoint anything within 20" that's in contact with the ground.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Aquatic: Swimming Pace of 10", and cannot drown.
Poison: Sting inflicts poison if foe is Shaken or wounded.
Size -1: Reduces Toughness by -1.

Medium stingray
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d8, Vigor d6
Skills: Fighting d6, Notice d10, Stealth d6, Tracking d10, Swimming d10
Charisma: -; Pace: -; Parry: 5; Toughness: 6 (1)
Special Abilities
Armour +1: Tough skin.
Sting: Str+d6; Poison.
Low Light Vision: No penalties for dim or dark lighting.
Tremorsense: Can sense and accurately pinpoint anything within 20" that's in contact with the ground.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Aquatic: Swimming Pace of 10", and cannot drown.
Poison: Sting inflicts poison if foe is Shaken or wounded.

Large stingray
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d12+2, Vigor d10
Skills: Fighting d6, Notice d10, Stealth d4, Tracking d10, Swimming d12
Charisma: -; Pace: -; Parry: 5; Toughness: 12 (2)
Edges: Ambidextrous
Tactics: Two Weapons
Special Abilities
Armour +2: Tough skin.
Sting: Str+d6; Poison.
Wing: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Tremorsense: Can sense and accurately pinpoint anything within 20" that's in contact with the ground.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Aquatic: Swimming Pace of 12", and cannot drown.
Poison: Sting inflicts poison if foe is Shaken or wounded.
Soak: +2 to Soak rolls.
Size +3: Increases Toughness by +3.

Giant seahorse
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d12, Vigor d8
Skills: Fighting d6, Notice d10, Stealth d8, Swimming d10
Charisma: -; Pace: -; Parry: 5; Toughness: 9 (1)
Edges: Dodge
Special Abilities
Armour +1: Tough flesh.
Slam: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Aquatic: Swimming Pace of 10", and cannot drown.
Size +2: Eight feet long; Toughness +2.

Killer seahorse
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d12+3, Vigor d12+1
Skills: Fighting d6, Notice d10, Swimming d12
Charisma: -; Pace: -; Parry: 5; Toughness: 17 (2)
Special Abilities
Armour +2: Tough flesh.
Bite: Str+d8; Bleed.
Tail Slap: Str+d8; Constrict.
Low Light Vision: No penalties for dim or dark lighting.
Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
Aquatic: Swimming Pace of 12", and cannot drown.
Bleed: If you hit with a raise, and the victim is Shaken or wounded by the blow, they start Bleeding Out. They must make a Vigor roll each round, on a raise they stop bleeding, on a failure they become Shaken (this can cause a wound)
Soak: +2 to Soak rolls.
Size +7: Increases Toughness by +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Shark
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d10, Vigor d6
Skills: Fighting d6, Notice d8, Tracking d8, Swimming d10
Charisma: -; Pace: -; Parry: 5; Toughness: 8 (1)
Edges: Level Headed
Special Abilities
Armour +1: Tough flesh.
Bite: Str+d6.
Blindsense: Can sense and approximately pinpoint things within 6", attacks using blindsense are made at -2.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Aquatic: Swimming Pace of 10", and cannot drown.
Hardy: A second Shaken result doesn't become a wound.
Size +2: Increases Toughness by +2.

Angustiden shark
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d12+4, Vigor d12+2
Skills: Fighting d8, Notice d12+1, Tracking d12+1, Swimming d12+1
Charisma: -; Pace: -; Parry: 6; Toughness: 21 (2)
Special Abilities
Armour +2: Tough flesh.
Bite: Str+d8; Grab.
Blindsense: Can sense and approximately pinpoint things within 6", attacks using blindsense are made at -2.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Aquatic: Swimming Pace of 13", and cannot drown.
Hardy: A second Shaken result doesn't become a wound.
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Bull shark
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d8, Vigor d6
Skills: Fighting d6, Notice d6, Tracking d6, Swimming d10
Charisma: -; Pace: -; Parry: 5; Toughness: 6 (1)
Edges: Level Headed
Special Abilities
Armour +1: Tough flesh.
Bite: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Blindsense: Can sense and approximately pinpoint things within 6", attacks using blindsense are made at -2.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Aquatic: Swimming Pace of 10", and cannot drown.

Dire shark
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d12+4, Vigor d10
Skills: Fighting d10, Notice d12+3, Tracking d12+3, Swimming d12+1
Charisma: -; Pace: -; Parry: 7; Toughness: 21 (4)
Edges: Improved Level Headed, Strong Willed
Special Abilities
Armour +4: Tough flesh.
Bite: Str+d8; Grab.
Blindsense: Can sense and approximately pinpoint things within 6", attacks using blindsense are made at -2.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Swallow: After successfully pinning a victim with a bite attack, this creature may make an opposed Strength roll as a normal action. If successful the victim has been swallowed, and automatically suffers Str+d6 damage every round after that. A swallowed victim can attempt to climb back up to the creature's mouth as a normal action with an opposed Strength roll, although it still remains pinned by the bite. This ability only works on targets at least one Size category smaller than the swallower.
Aquatic: Swimming Pace of 13", and cannot drown.
Hardy: A second Shaken result doesn't become a wound.
Size +10: Sixty feet long; Toughness +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Great white shark
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (A), Spirit d10, Strength d12+3, Vigor d12+1
Skills: Fighting d6, Notice d10, Tracking d10, Swimming d12
Charisma: -; Pace: -; Parry: 5; Toughness: 17 (2)
Edges: Level Headed
Special Abilities
Armour +2: Tough flesh.
Bite: Str+d8.
Blindsense: Can sense and approximately pinpoint things within 6", attacks using blindsense are made at -2.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Aquatic: Swimming Pace of 12", and cannot drown.
Hardy: A second Shaken result doesn't become a wound.
Size +7: Increases Toughness by +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Hammerhead shark
   No description for this creature yet.

Attributes: Agility d10, Smarts d4 (A), Spirit d10, Strength d12+1, Vigor d10
Skills: Fighting d6, Notice d10, Tracking d10, Swimming d10
Charisma: -; Pace: -; Parry: 5; Toughness: 11 (2)
Edges: Level Headed
Special Abilities
Armour +2: Tough flesh.
Bite: Str+d6.
Blindsense: Can sense and approximately pinpoint things within 6", attacks using blindsense are made at -2.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Aquatic: Swimming Pace of 10", and cannot drown.
Hardy: A second Shaken result doesn't become a wound.
Size +2: Increases Toughness by +2.

Helicoprion shark
   No description for this creature yet.

Attributes: Agility d12, Smarts d6 (A), Spirit d6, Strength d12+3, Vigor d12
Skills: Fighting d6, Notice d10, Tracking d10, Swimming d12
Charisma: -; Pace: -; Parry: 5; Toughness: 14 (2)
Edges: Improved Level Headed
Special Abilities
Armour +2: Tough flesh.
Bite: Str+d8; Bleed.
Blindsense: Can sense and approximately pinpoint things within 6", attacks using blindsense are made at -2.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Aquatic: Swimming Pace of 12", and cannot drown.
Hardy: A second Shaken result doesn't become a wound.
Bleed: If you hit with a raise, and the victim is Shaken or wounded by the blow, they start Bleeding Out. They must make a Vigor roll each round, on a raise they stop bleeding, on a failure they become Shaken (this can cause a wound)
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Jigsaw shark
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d8, Vigor d6
Skills: Fighting d6, Notice d6, Tracking d6, Swimming d10
Charisma: -; Pace: -; Parry: 5; Toughness: 6 (1)
Edges: Level Headed
Special Abilities
Armour +1: Tough flesh.
Bite: Str+d6.
Blindsense: Can sense and approximately pinpoint things within 6", attacks using blindsense are made at -2.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Aquatic: Swimming Pace of 10", and cannot drown.

Tiger shark
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d12+1, Vigor d10
Skills: Fighting d6, Notice d8, Tracking d8, Swimming d12+1
Charisma: -; Pace: -; Parry: 5; Toughness: 14 (2)
Edges: Level Headed
Special Abilities
Armour +2: Tough flesh.
Bite: Str+d8.
Blindsense: Can sense and approximately pinpoint things within 6", attacks using blindsense are made at -2.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Aquatic: Swimming Pace of 13", and cannot drown.
Hardy: A second Shaken result doesn't become a wound.
Size +5: Increases Toughness by +5.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Stumble fish
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d4, Vigor d4
Skills: Fighting d4, Notice d4, Swimming d6
Charisma: -; Pace: -; Parry: 4; Toughness: 3
Special Abilities
Bite: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Aquatic: Swimming Pace of 6", and cannot drown.
Size -1: Reduces Toughness by -1.

Swordfish
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d8, Vigor d6
Skills: Fighting d8, Notice d10, Swimming d12+1
Charisma: -; Pace: -; Parry: 6; Toughness: 8 (1)
Edges: Weapon Focus (gore)
Special Abilities
Armour +1: Tough flesh.
Horns: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Gore: +4 damage if move 6" or more in straight line before attacking.
Aquatic: Swimming Pace of 13", and cannot drown.
Size +2: Increases Toughness by +2.

Tiger fish
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d8, Vigor d6
Skills: Fighting d6, Notice d8, Stealth d6, Swimming d12+1
Charisma: -; Pace: -; Parry: 5; Toughness: 5
Special Abilities
Bite: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Aquatic: Swimming Pace of 13", and cannot drown.

Giant tiger barb
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d8, Vigor d6
Skills: Fighting d8, Notice d8, Tracking d8, Swimming d12
Charisma: -; Pace: -; Parry: 6; Toughness: 8 (1)
Edges: Weapon Focus (bite)
Special Abilities
Armour +1: Striped scales.
Bite: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Aquatic: Swimming Pace of 12", and cannot drown.
Size +2: Fifteen feet long; Toughness +2.

Fox

Fox
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4, Notice d8, Stealth d10, Survival d4, Tracking d8
Charisma: -; Pace: 7; Parry: 4; Toughness: 3
Special Abilities
Bite: Str.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Arctic fox
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d4, Vigor d6
Skills: Fighting d4-2, Notice d10, Stealth d10, Survival d4, Tracking d10
Charisma: -; Pace: 7; Parry: 2; Toughness: 4 (1)
Special Abilities
Armour +1: Thick fur.
Bite: Str.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Arctic Stride: Snow and ice is not treated as difficult ground.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Firefoot fennec
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4, Notice d8, Survival d4, Tracking d8
Charisma: -; Pace: 7; Parry: 4; Toughness: 3
Special Abilities
Bite: Str.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Frog

Giant frog
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (A), Spirit d4, Strength d8, Vigor d10
Skills: Fighting d6, Notice d4, Stealth d6, Tracking d4, Swimming d10
Charisma: -; Pace: 6; Parry: 5; Toughness: 7
Edges: Level Headed
Special Abilities
Bite: Str+d6; Grab.
Tongue: Str; Reach 1"; Grab.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Swallow: After successfully pinning a victim with a bite attack, this creature may make an opposed Strength roll as a normal action. If successful the victim has been swallowed, and automatically suffers Str+d6 damage every round after that. A swallowed victim can attempt to climb back up to the creature's mouth as a normal action with an opposed Strength roll, although it still remains pinned by the bite. This ability only works on targets at least one Size category smaller than the swallower.
Natural Swimmer: Swimming Pace of 6", and +2 to resist drowning.

Giant dire frog
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d12+2, Vigor d12+2
Skills: Fighting d6, Notice d6, Stealth d4, Tracking d6, Swimming d12
Charisma: -; Pace: 7; Parry: 5; Toughness: 14 (2)
Edges: Improved Level Headed
Special Abilities
Armour +2: Mottled skin.
Bite: Str+d6; Grab.
Tongue: Str; Reach 1"; Grab.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Swallow: After successfully pinning a victim with a bite attack, this creature may make an opposed Strength roll as a normal action. If successful the victim has been swallowed, and automatically suffers Str+d6 damage every round after that. A swallowed victim can attempt to climb back up to the creature's mouth as a normal action with an opposed Strength roll, although it still remains pinned by the bite. This ability only works on targets at least one Size category smaller than the swallower.
Natural Swimmer: Swimming Pace of 7", and +2 to resist drowning.
Size +3: Ten feet long; Toughness +3.

Killer frog
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d6, Vigor d8
Skills: Fighting d4, Notice d4, Stealth d8, Tracking d4, Swimming d10
Charisma: -; Pace: 4; Parry: 4; Toughness: 6 (1)
Edges: Frenzy
Special Abilities
Armour +1: Green skin.
Claws: Str+d6; Grab.
Bite: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Natural Swimmer: Swimming Pace of 6", and +2 to resist drowning.
Size -1: Reduces Toughness by -1.

Poisonous frog
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d4, Vigor d6
Skills: Fighting d4-2, Notice d4, Stealth d10, Swimming d8
Charisma: -; Pace: 4; Parry: 2; Toughness: 3
Special Abilities
Bite: Str; Poison.
Low Light Vision: No penalties for dim or dark lighting.
Natural Swimmer: Swimming Pace of 5", and +2 to resist drowning.
Poison: Bite inflicts poison if foe is Shaken or wounded.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Army of poisonous frogs
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (A), Spirit d10, Strength d8, Vigor d8
Skills: Fighting N/A (automatically hits, 2d4 damage within a MBT), Notice d8, Stealth d12+2, Tracking d8
Charisma: -; Pace: 4; Parry: 4; Toughness: 6
Special Abilities
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Swarm: +2 Parry, immune to most weapons.
Split: May split into two SBT swarms, each with -2 Toughness.
Poison: Swarm inflicts poison if foe is Shaken or wounded.

Toad
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (A), Spirit d8, Strength d4, Vigor d4
Skills: Fighting d4-2, Notice d6, Stealth d12+2, Tracking d6, Swimming d6
Charisma: -; Pace: 1; Parry: 2; Toughness: 1
Hindrances: Small (M)
Special Abilities
Slam: Str.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Amphibious: Swimming Pace of 6", and cannot drown, but can also breathe air and survive indefinitely on land.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Giant toad
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (A), Spirit d4, Strength d12, Vigor d10
Skills: Fighting d6, Notice d8, Stealth d6, Tracking d8, Swimming d10
Charisma: -; Pace: 6; Parry: 5; Toughness: 10 (1)
Edges: Level Headed
Special Abilities
Armour +1: Skin.
Bite: Str+d6; Grab.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Swallow: After successfully pinning a victim with a bite attack, this creature may make an opposed Strength roll as a normal action. If successful the victim has been swallowed, and automatically suffers Str+d6 damage every round after that. A swallowed victim can attempt to climb back up to the creature's mouth as a normal action with an opposed Strength roll, although it still remains pinned by the bite. This ability only works on targets at least one Size category smaller than the swallower.
Amphibious: Swimming Pace of 10", and cannot drown, but can also breathe air and survive indefinitely on land.
Size +2: Increases Toughness by +2.

Hedgehog

Hedgehog
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d6, Strength d4, Vigor d4
Skills: Fighting d4-2, Climbing d6, Notice d4, Stealth d12+1, Swimming d6
Charisma: -; Pace: 5; Parry: 2; Toughness: 1
Hindrances: Small (M)
Special Abilities
Bite: Str.
Low Light Vision: No penalties for dim or dark lighting.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Herd animal

Antelope
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d6, Strength d6, Vigor d8
Skills: Fighting d4, Notice d6
Charisma: -; Pace: 9; Parry: 4; Toughness: 5
Edges: Level Headed
Special Abilities
Horns: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Fast Runner: Roll d8 when running instead of d6.
Gore: +4 damage if move 6" or more in straight line before attacking.
Size -1: Four feet long; Toughness -1.

Aurochs
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d12+2, Vigor d10
Skills: Fighting d6, Notice d8, Tracking d8
Charisma: -; Pace: 7; Parry: 5; Toughness: 11 (1)
Special Abilities
Armour +1: Shaggy hide.
Horns: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Gore: +4 damage if move 6" or more in straight line before attacking.
Size +3: Increases Toughness by +3.

Mountain aurochs
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d8, Strength d12+4, Vigor d12+3
Skills: Fighting d6, Notice d10, Tracking d10
Charisma: -; Pace: 7; Parry: 5; Toughness: 19 (2)
Special Abilities
Armour +2: Shaggy hide.
Horns: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Gore: +4 damage if move 6" or more in straight line before attacking.
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Storval aurochs
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d12+4, Vigor d12+3
Skills: Fighting d6, Notice d8, Tracking d8
Charisma: -; Pace: 7; Parry: 5; Toughness: 18 (1)
Special Abilities
Armour +1: Shaggy hide.
Horns: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Gore: +4 damage if move 6" or more in straight line before attacking.
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Bison/buffalo
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d12+3, Vigor d12
Skills: Fighting d6, Notice d8, Tracking d8
Charisma: -; Pace: 7; Parry: 5; Toughness: 14 (2)
Special Abilities
Armour +2: Fur.
Horns: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Gore: +4 damage if move 6" or more in straight line before attacking.
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Dire bison
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d8, Strength d12+4, Vigor d12+2
Skills: Fighting d8, Notice d12+1, Tracking d12+1
Charisma: -; Pace: 8; Parry: 6; Toughness: 19 (2)
Edges: Alertness
Special Abilities
Armour +2: Black fur.
Horns: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Gore: +4 damage if move 6" or more in straight line before attacking.
Hardy: A second Shaken result doesn't become a wound.
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Bull
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d8, Strength d12+2, Vigor d12
Skills: Fighting d6, Notice d6, Tracking d6
Charisma: -; Pace: 7; Parry: 5; Toughness: 11
Special Abilities
Horns: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Gore: +4 damage if move 6" or more in straight line before attacking.
Size +3: Increases Toughness by +3.

Camel
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d6, Strength d12, Vigor d8
Skills: Fighting d6, Notice d6, Tracking d6
Charisma: -; Pace: 8; Parry: 5; Toughness: 8
Special Abilities
Bite: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Size +2: Increases Toughness by +2.

Cow
   No description for this creature yet.

Attributes: Agility d4, Smarts d4 (A), Spirit d4, Strength d8, Vigor d8
Skills: Fighting d4
Charisma: -; Pace: 5; Parry: 4; Toughness: 8
Special Abilities
Hooves: Str.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Docile: This creature is not trained for combat, and automatically flees if Shaken.
Size +2: Increases Toughness by +2.

Deer
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Notice d10, Stealth d10, Tracking d10, Swimming d6
Charisma: -; Pace: 7; Parry: 5; Toughness: 5
Edges: Dodge, Improved Dodge, Mobility
Special Abilities
Antlers: Str+d6.
Hooves: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Fast Runner: Roll d8 when running instead of d6.
Gore: +4 damage if move 6" or more in straight line before attacking.

Elk
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d8, Vigor d10
Skills: Fighting d6, Notice d8
Charisma: -; Pace: 8; Parry: 5; Toughness: 7
Edges: Level Headed
Special Abilities
Antlers: Str+d6.
Hooves: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Fast Runner: Roll d8 when running instead of d6.
Gore: +4 damage if move 6" or more in straight line before attacking.

Giant elk
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d12+3, Vigor d12+1
Skills: Fighting d6, Notice d8, Stealth d8
Charisma: -; Pace: 7; Parry: 5; Toughness: 13 (1)
Edges: Alertness, Level Headed
Special Abilities
Armour +1: Thick pelt.
Antlers: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Fast Runner: Roll d8 when running instead of d6.
Gore: +4 damage if move 6" or more in straight line before attacking.
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

River elk
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d10, Vigor d12
Skills: Fighting d6, Notice d8, Swimming d10
Charisma: -; Pace: 8; Parry: 5; Toughness: 11 (1)
Edges: Level Headed
Special Abilities
Armour +1: Thick pelt.
Antlers: Str+d6.
Hooves: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Fast Runner: Roll d8 when running instead of d6.
Gore: +4 damage if move 6" or more in straight line before attacking.
Natural Swimmer: Swimming Pace of 6", and +2 to resist drowning.
Size +2: Six feet tall; Toughness +2.

Giraffe
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d12+1, Vigor d10
Skills: Fighting d6, Notice d8
Charisma: -; Pace: 8; Parry: 5; Toughness: 14 (2)
Edges: Frenzy
Special Abilities
Armour +2: Spotted pelt.
Hooves: Str+d4.
Slam: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Fast Runner: Roll d8 when running instead of d6.
Size +5: Twenty feet tall; Toughness +5.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Goat
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4, Climbing d6, Notice d4
Charisma: -; Pace: 6; Parry: 4; Toughness: 4
Special Abilities
Horns: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Gore: +4 damage if move 6" or more in straight line before attacking.
Size -1: Reduces Toughness by -1.

Dire goat
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d12, Vigor d10
Skills: Fighting d6, Notice d10, Tracking d10
Charisma: -; Pace: 8; Parry: 5; Toughness: 9 (2)
Edges: Alertness
Special Abilities
Armour +2: Whitish-brown fur.
Horns: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Gore: +4 damage if move 6" or more in straight line before attacking.
Hardy: A second Shaken result doesn't become a wound.

Grangeri
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d12+3, Vigor d12+1
Skills: Fighting d8, Notice d10, Stealth d10
Charisma: -; Pace: 7; Parry: 6; Toughness: 17 (2)
Edges: Alertness
Special Abilities
Armour +2: Thick pelt.
Bite: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Hardy: A second Shaken result doesn't become a wound.
Soak: +2 to Soak rolls.
Size +7: Thirty feet long; Toughness +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Llama
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d6, Vigor d8
Skills: Fighting d4, Notice d4
Charisma: -; Pace: 7; Parry: 4; Toughness: 6
Special Abilities
Bite: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.

Moose
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d12, Vigor d10
Skills: Fighting d6, Notice d10, Stealth d4, Tracking d10, Swimming d8
Charisma: -; Pace: 6; Parry: 5; Toughness: 11 (2)
Special Abilities
Armour +2: Thick pelt.
Antlers: Str+d6.
Hooves: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Gore: +4 damage if move 6" or more in straight line before attacking.
Size +2: Eight feet tall; Toughness +2.

Scythe horn
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d12+2, Vigor d10
Skills: Fighting d6, Notice d10, Tracking d10, Swimming d10
Charisma: -; Pace: 7; Parry: 5; Toughness: 12 (2)
Edges: Strong Willed, Weapon Focus (antlers)
Special Abilities
Armour +2: Thick pelt.
Antlers: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Gore: +4 damage if move 6" or more in straight line before attacking.
Size +3: Thirteen feet long; Toughness +3.

Sheep
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4, Notice d4
Charisma: -; Pace: 6; Parry: 4; Toughness: 6 (1)
Special Abilities
Armour +1: Thick wool.
Bite: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.

Ram
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d8, Vigor d6
Skills: Fighting d6, Notice d6, Tracking d6
Charisma: -; Pace: 7; Parry: 5; Toughness: 5
Special Abilities
Horns: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Gore: +4 damage if move 6" or more in straight line before attacking.

Dire ram
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (A), Spirit d8, Strength d12+1, Vigor d12+1
Skills: Fighting d6, Notice d12
Charisma: -; Pace: 8; Parry: 5; Toughness: 12 (2)
Edges: Level Headed
Special Abilities
Armour +2: Thick coat.
Horns: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Gore: +4 damage if move 6" or more in straight line before attacking.
Soak: +2 to Soak rolls.
Size +2: Increases Toughness by +2.

Hippopotamus

Hippopotamus
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d12, Vigor d10
Skills: Fighting d6, Notice d8, Stealth d4, Tracking d8, Swimming d10
Charisma: -; Pace: 7; Parry: 5; Toughness: 11 (2)
Special Abilities
Armour +2: Thick skin.
Bite: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Hold Breath: Can hold breath for Vigor x 10 minutes.
Size +2: Increases Toughness by +2.

Behemoth hippopotamus
   No description for this creature yet.

Attributes: Agility d4, Smarts d6 (A), Spirit d6, Strength d12+4, Vigor d12+1
Skills: Fighting d10, Notice d10, Stealth d4, Swimming d10
Charisma: -; Pace: 8; Parry: 7; Toughness: 20 (4)
Edges: Hard to Kill, Level Headed, Strong Willed
Special Abilities
Armour +4: Thick skin.
Bite: Str+d8; Grab.
Low Light Vision: No penalties for dim or dark lighting.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Hold Breath: Can hold breath for Vigor x 10 minutes.
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Dire hippopotamus
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d12+3, Vigor d12+2
Skills: Fighting d8, Notice d12+2, Tracking d12+2, Swimming d12+2
Charisma: -; Pace: 7; Parry: 6; Toughness: 19 (3)
Edges: Level Headed
Special Abilities
Armour +3: Thick skin.
Bite: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Natural Swimmer: Swimming Pace of 7", and +2 to resist drowning.
Hold Breath: Can hold breath for Vigor x 10 minutes.
Hardy: A second Shaken result doesn't become a wound.
Soak: +2 to Soak rolls.
Size +7: Twenty feet long; Toughness +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Horse

Riding horse
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d10, Vigor d10
Skills: Fighting d4, Notice d6, Tracking d6
Charisma: -; Pace: 8; Parry: 4; Toughness: 9
Edges: Frenzy
Special Abilities
Hooves: Str.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Fast Runner: Roll d8 when running instead of d6.
Docile: This creature is not trained for combat, and automatically flees if Shaken.
Size +2: Six feet tall; Toughness +2.

Warhorse
   No description for this creature yet.

Attributes: Agility d12, Smarts d6 (A), Spirit d10, Strength d12+1, Vigor d12+1
Skills: Fighting d6, Notice d8, Tracking d8
Charisma: -; Pace: 8; Parry: 5; Toughness: 11
Edges: Frenzy
Special Abilities
Hooves: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Fast Runner: Roll d8 when running instead of d6.
Size +3: Increases Toughness by +3.

Donkey
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4, Notice d4, Tracking d4
Charisma: -; Pace: 7; Parry: 4; Toughness: 6
Special Abilities
Bite: Str.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Docile: This creature is not trained for combat, and automatically flees if Shaken.
Size +1: Six feet tall; Toughness +1.

Draft horse
   No description for this creature yet.

Attributes: Agility d12, Smarts d6 (A), Spirit d10, Strength d12+1, Vigor d12+1
Skills: Fighting d4, Notice d8, Tracking d8
Charisma: -; Pace: 8; Parry: 4; Toughness: 11 (1)
Special Abilities
Armour +1: Thick coat.
Bite: Str.
Hooves: Str.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Fast Runner: Roll d8 when running instead of d6.
Docile: This creature is not trained for combat, and automatically flees if Shaken.
Size +2: Six feet tall; Toughness +2.

Mule
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d10, Vigor d10
Skills: Fighting d4, Notice d6, Tracking d6
Charisma: -; Pace: 6; Parry: 4; Toughness: 9
Edges: Alertness
Special Abilities
Hooves: Str.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Docile: This creature is not trained for combat, and automatically flees if Shaken.
Size +2: Six feet tall; Toughness +2.

Pony
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d8, Vigor d8
Skills: Fighting d4, Notice d6, Tracking d6
Charisma: -; Pace: 7; Parry: 4; Toughness: 7
Edges: Frenzy
Special Abilities
Hooves: Str.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Fast Runner: Roll d8 when running instead of d6.
Docile: This creature is not trained for combat, and automatically flees if Shaken.
Size +1: Four feet tall; Toughness +1.

War pony
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d10, Vigor d12
Skills: Fighting d6, Notice d8, Tracking d8
Charisma: -; Pace: 7; Parry: 5; Toughness: 9
Edges: Frenzy
Special Abilities
Hooves: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Fast Runner: Roll d8 when running instead of d6.
Size +1: Four feet tall; Toughness +1.

Zebra
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Notice d6, Tracking d6
Charisma: -; Pace: 7; Parry: 5; Toughness: 7
Edges: Frenzy
Special Abilities
Hooves: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Fast Runner: Roll d8 when running instead of d6.
Size +1: Four feet tall; Toughness +1.

Hyena

Hyena
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Notice d8, Stealth d6, Tracking d8
Charisma: -; Pace: 8; Parry: 5; Toughness: 7 (1)
Special Abilities
Armour +1: Tan-colored fur.
Bite: Str+d6; Go for the Throat.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Go for the Throat: Target least armoured location on a raise.

Dire hyena
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d12, Vigor d8
Skills: Fighting d6, Notice d8, Stealth d8, Tracking d8
Charisma: -; Pace: 8; Parry: 5; Toughness: 9 (1)
Special Abilities
Armour +1: Spotted pelt.
Bite: Str+d6; Go for the Throat.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Go for the Throat: Target least armoured location on a raise.
Size +2: Six feet tall; Toughness +2.

Giant hyena
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d12+3, Vigor d12
Skills: Fighting d8, Notice d10, Stealth d4, Survival d6, Tracking d10
Charisma: -; Pace: -; Parry: 6; Toughness: 14 (2)
Edges: Weapon Focus (bite)
Special Abilities
Armour +2: Spotted pelt.
Bite: Str+d8; Go for the Throat.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Go for the Throat: Target least armoured location on a raise.
Soak: +2 to Soak rolls.
Size +4: Eight feet long; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Kangaroo

Kangaroo
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d6, Strength d6, Vigor d8
Skills: Fighting d4, Notice d6, Tracking d6
Charisma: -; Pace: 8; Parry: 4; Toughness: 7 (1)
Special Abilities
Armour +1: Thick pelt.
Kick: Str+d4; Knockback.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Knockback: Opponent knocked back d6" on a raise, if they hit a solid object they suffer +d6 damage.

Lizard

Lizard
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d4, Vigor d4
Skills: Fighting d4-2, Climbing d10, Notice d4, Stealth d12
Charisma: -; Pace: 5; Parry: 2; Toughness: 2
Special Abilities
Bite: Str.
Low Light Vision: No penalties for dim or dark lighting.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Giant chameleon
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d10, Vigor d12
Skills: Fighting d6, Climbing d12, Notice d6, Stealth d12+1
Charisma: -; Pace: 7; Parry: 5; Toughness: 11 (1)
Edges: Level Headed
Special Abilities
Armour +1: Thick scales.
Bite: Str+d6.
Tongue: Str; Reach 1"; Grab.
Low Light Vision: No penalties for dim or dark lighting.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 7".
Size +2: Eleven feet long; Toughness +2.

Giant frilled lizard
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d8, Strength d12+1, Vigor d12
Skills: Fighting d6, Climbing d10, Notice d10, Stealth d8, Tracking d10
Charisma: -; Pace: 6; Parry: 5; Toughness: 12 (2)
Edges: Improved Level Headed
Special Abilities
Armour +2: Thick scales.
Bite: Str+d6.
Tail: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Hardy: A second Shaken result doesn't become a wound.
Size +2: Increases Toughness by +2.

Giant gecko
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Climbing d12+2, Notice d6
Charisma: -; Pace: 7; Parry: 5; Toughness: 6 (1)
Edges: Level Headed
Special Abilities
Armour +1: Thick scales.
Bite: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 7".

Blood lizard
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d12, Vigor d10
Skills: Fighting d8, Climbing d10, Notice d8, Stealth d10, Swimming d12
Charisma: -; Pace: 6; Parry: 6; Toughness: 9 (2)
Edges: Weapon Focus (bite)
Special Abilities
Armour +2: Thick scales.
Bite: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Natural Swimmer: Swimming Pace of 6", and +2 to resist drowning.

Hydrus
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d6 (A), Spirit d8, Strength d4, Vigor d6
Skills: Fighting d4-2, Notice d6, Swimming d8
Charisma: -; Pace: 5; Parry: 2; Toughness: 3
Special Abilities
Bite: Str; Invasion.
Spittle: Shooting; range 3/6/12; 2d4; Poison.
Low Light Vision: No penalties for dim or dark lighting.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 4".
Natural Swimmer: Swimming Pace of 7", and +2 to resist drowning.
Poison: Spittle inflicts poison if foe is Shaken or wounded.
Size -2: Two feet long; Toughness -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Marine iguana
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d6, Vigor d8
Skills: Fighting d4, Notice d4, Stealth d10, Swimming d8
Charisma: -; Pace: 4; Parry: 4; Toughness: 6 (1)
Special Abilities
Armour +1: Thick scales.
Bite: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Natural Swimmer: Swimming Pace of 6", and +2 to resist drowning.
Size -1: Reduces Toughness by -1.

Monitor lizard
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d10, Vigor d10
Skills: Fighting d6, Climbing d8, Notice d8, Stealth d10, Tracking d8, Swimming d10
Charisma: -; Pace: 6; Parry: 5; Toughness: 8 (1)
Special Abilities
Armour +1: Thick scales.
Bite: Str+d6; Grab; Poison.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Natural Swimmer: Swimming Pace of 6", and +2 to resist drowning.
Hardy: A second Shaken result doesn't become a wound.
Poison: Bite inflicts poison if foe is Shaken or wounded.

Megafauna

Archelon
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d12+2, Vigor d12
Skills: Fighting d6, Notice d10, Tracking d10, Swimming d12+1
Charisma: -; Pace: 4; Parry: 5; Toughness: 17 (3)
Edges: Level Headed, Strong Willed, Weapon Focus (bite)
Special Abilities
Armour +3: Thick shell.
Bite: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Natural Swimmer: Swimming Pace of 8", and +2 to resist drowning.
Hold Breath: Can hold breath for Vigor x 10 minutes.
Size +6: Twelve feet long; Toughness +6.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Arsinoitherium
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d12+3, Vigor d12+1
Skills: Fighting d6, Notice d10, Tracking d10
Charisma: -; Pace: 6; Parry: 5; Toughness: 15 (3)
Edges: Hard to Kill
Special Abilities
Armour +3: Thick hide.
Horns: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Gore: +4 damage if move 6" or more in straight line before attacking.
Hardy: A second Shaken result doesn't become a wound.
Size +4: Six feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Baluchitherium
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d12+4, Vigor d12+1
Skills: Fighting d8, Notice d12, Tracking d12, Swimming d12
Charisma: -; Pace: 7; Parry: 6; Toughness: 19 (3)
Edges: Frenzy, Strong Willed
Special Abilities
Armour +3: Thick hide.
Hooves: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Hardy: A second Shaken result doesn't become a wound.
Size +8: Increases Toughness by +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Basilosaurus
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d12+7, Vigor d12+1
Skills: Fighting d10, Notice d12+3, Swimming d12+5
Charisma: -; Pace: -; Parry: 7; Toughness: 23 (5)
Edges: Hard to Kill, Level Headed, Strong Willed
Special Abilities
Armour +5: Thick hide.
Bite: Str+d8; Grab.
Tail Slap: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Blindsense: Can sense and approximately pinpoint things within 12", attacks using blindsense are made at -2.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Swallow: After successfully pinning a victim with a bite attack, this creature may make an opposed Strength roll as a normal action. If successful the victim has been swallowed, and automatically suffers Str+d6 damage every round after that. A swallowed victim can attempt to climb back up to the creature's mouth as a normal action with an opposed Strength roll, although it still remains pinned by the bite. This ability only works on targets at least one Size category smaller than the swallower.
Natural Swimmer: Swimming Pace of 8", and +2 to resist drowning.
Hold Breath: Can hold breath for Vigor x 10 minutes.
Hardy: A second Shaken result doesn't become a wound.
Size +10: Sixty feet long; Toughness +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Brontotherium
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d12+4, Vigor d12+1
Skills: Fighting d8, Notice d12+1, Tracking d12+1, Swimming d10
Charisma: -; Pace: 7; Parry: 6; Toughness: 18 (2)
Edges: Strong Willed
Special Abilities
Armour +2: Thick hide.
Horns: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Gore: +4 damage if move 6" or more in straight line before attacking.
Hardy: A second Shaken result doesn't become a wound.
Soak: +2 to Soak rolls.
Size +8: Fourteen feet long; Toughness +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Gylptodon
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d12+3, Vigor d10
Skills: Fighting d6, Notice d12, Tracking d12
Charisma: -; Pace: 5; Parry: 5; Toughness: 14 (3)
Edges: Frenzy
Special Abilities
Armour +3: Thick shell.
Claws: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Hardy: A second Shaken result doesn't become a wound.
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Megalania
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d8, Strength d12+3, Vigor d12
Skills: Fighting d8, Climbing d10, Notice d10, Stealth d10, Tracking d10, Swimming d12
Charisma: -; Pace: 6; Parry: 6; Toughness: 18 (3)
Edges: Strong Willed, Weapon Focus (bite)
Special Abilities
Armour +3: Thick scales.
Bite: Str+d8; Grab; Poison.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Swallow: After successfully pinning a victim with a bite attack, this creature may make an opposed Strength roll as a normal action. If successful the victim has been swallowed, and automatically suffers Str+d6 damage every round after that. A swallowed victim can attempt to climb back up to the creature's mouth as a normal action with an opposed Strength roll, although it still remains pinned by the bite. This ability only works on targets at least one Size category smaller than the swallower.
Natural Swimmer: Swimming Pace of 6", and +2 to resist drowning.
Poison: Bite inflicts poison if foe is Shaken or wounded.
Size +7: Twenty feet long; Toughness +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Megaloceros
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d12+1, Vigor d12
Skills: Fighting d6, Notice d8, Tracking d8
Charisma: -; Pace: 8; Parry: 5; Toughness: 12 (2)
Edges: Level Headed
Special Abilities
Armour +2: Thick hide.
Antlers: Str+d6.
Hooves: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Fast Runner: Roll d8 when running instead of d6.
Gore: +4 damage if move 6" or more in straight line before attacking.
Size +2: Six feet tall; Toughness +2.

Megatherium
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d12+3, Vigor d12
Skills: Fighting d6, Climbing d12, Notice d12, Tracking d12
Charisma: -; Pace: 6; Parry: 5; Toughness: 18 (3)
Edges: Frenzy
Special Abilities
Armour +3: Thick hide.
Claws: Str+d8; Knockback.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Knockback: Opponent knocked back d8" on a raise, if they hit a solid object they suffer +d6 damage.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 4".
Size +7: Increases Toughness by +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Zeuglodon
   No description for this creature yet.

Attributes: Agility d12, Smarts d4 (A), Spirit d6, Strength d12+6, Vigor d12+2
Skills: Fighting d10, Notice d12+1, Swimming d12+4
Charisma: -; Pace: -; Parry: 7; Toughness: 22 (3)
Edges: Dodge, Level Headed, Strong Willed
Special Abilities
Armour +3: Thick hide.
Bite: Str+d8; Grab.
Low Light Vision: No penalties for dim or dark lighting.
Fast Runner: Roll d8 when running instead of d6.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Natural Swimmer: Swimming Pace of 9", and +2 to resist drowning.
Hold Breath: Can hold breath for Vigor x 10 minutes.
Size +10: Fifty feet long; Toughness +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Mongoose

Mongoose
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d4, Vigor d6
Skills: Fighting d4-2, Climbing d10, Notice d4, Stealth d12, Tracking d4
Charisma: -; Pace: 5; Parry: 2; Toughness: 3
Special Abilities
Bite: Str; Attach.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Attach: Attach yourself to opponent on a raise, automatically inflict Str+d6 damage each round after that, victim require a raise on an opposed Strength roll to pull you off.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Octopus

Octopus
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d6, Strength d6, Vigor d8
Skills: Fighting d8, Notice d4, Stealth d12+1, Swimming d8
Charisma: -; Pace: 5; Parry: 6; Toughness: 5
Edges: Ambidextrous
Tactics: Two Weapons
Special Abilities
Bite: Str+d4; Poison.
Tentacles: Str+d4; Reach 1"; Grab.
Low Light Vision: No penalties for dim or dark lighting.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Aquatic: Swimming Pace of 8", and cannot drown.
Poison: Bite inflicts poison if foe is Shaken or wounded.
Size -1: Reduces Toughness by -1.

Blue-ringed octopus
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d6 (A), Spirit d6, Strength d4, Vigor d6
Skills: Fighting d4-2, Notice d4, Stealth d12+3, Swimming d10
Charisma: -; Pace: 5; Parry: 2; Toughness: 3
Edges: Ambidextrous
Special Abilities
Bite: Str; Poison.
Tentacles: Str; Reach 1"; Grab.
Low Light Vision: No penalties for dim or dark lighting.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Aquatic: Swimming Pace of 10", and cannot drown.
Poison: Bite inflicts poison if foe is Shaken or wounded.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Giant octopus
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d12+1, Vigor d10
Skills: Fighting d8, Notice d8, Stealth d12+1, Swimming d10
Charisma: -; Pace: 5; Parry: 6; Toughness: 11 (2)
Edges: Ambidextrous, Combat Reflexes, Improved Level Headed, Strong Willed
Tactics: Two Weapons
Special Abilities
Armour +2: Leathery hide.
Bite: Str+d6; Poison.
Tentacles: Str+d6; Reach 1"; Constrict.
Low Light Vision: No penalties for dim or dark lighting.
Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
Aquatic: Swimming Pace of 10", and cannot drown.
Poison: Bite inflicts poison if foe is Shaken or wounded.
Size +2: Twenty feet long; Toughness +2.

Giant lake octopus
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d12+3, Vigor d12+1
Skills: Fighting d10, Notice d8, Stealth d12, Swimming d12+1
Charisma: -; Pace: 5; Parry: 7; Toughness: 18 (3)
Edges: Ambidextrous, Combat Reflexes, Improved Level Headed, Strong Willed
Tactics: Two Weapons
Special Abilities
Armour +3: Leathery hide.
Bite: Str+d8; Poison.
Tentacles: Str+d8; Reach 1"; Grab.
Low Light Vision: No penalties for dim or dark lighting.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Aquatic: Swimming Pace of 13", and cannot drown.
Poison: Bite inflicts poison if foe is Shaken or wounded.
Size +7: Increases Toughness by +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Otter

Otter
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d6, Strength d4, Vigor d6
Skills: Fighting d4-2, Notice d4, Swimming d10
Charisma: -; Pace: 5; Parry: 2; Toughness: 3
Special Abilities
Bite: Str.
Low Light Vision: No penalties for dim or dark lighting.
Natural Swimmer: Swimming Pace of 6", and +2 to resist drowning.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Pig

Pig
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d6, Vigor d8
Skills: Fighting d4, Notice d6, Tracking d6
Charisma: -; Pace: 6; Parry: 4; Toughness: 5
Special Abilities
Bite: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Hardy: A second Shaken result doesn't become a wound.
Size -1: Reduces Toughness by -1.

Wild pig
   Sargavan boars are a small jungle-dwelling breed of wild pig, about the same size as a small dog.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Notice d6, Tracking d6
Charisma: -; Pace: 7; Parry: 5; Toughness: 5 (1)
Special Abilities
Armour +1: Bristly fur.
Tusks: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Gore: +4 damage if move 6" or more in straight line before attacking.
Soak: +2 to Soak rolls.
Size -1: Reduces Toughness by -1.

Boar
   Boars are dangerous and ill-tempered omnivores, with large heads, short legs, and stiff bristly fur.

Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d10, Vigor d10
Skills: Fighting d6, Notice d6, Tracking d6
Charisma: -; Pace: 7; Parry: 5; Toughness: 8 (1)
Special Abilities
Armour +1: Bristly fur.
Tusks: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Gore: +4 damage if move 6" or more in straight line before attacking.
Soak: +2 to Soak rolls.

Dire boar
   Dire boars are even more aggressive and vicious than their common kin, and grow to the size of a horse.

Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d12+2, Vigor d10
Skills: Fighting d6, Notice d10, Tracking d10
Charisma: -; Pace: 7; Parry: 5; Toughness: 12 (2)
Edges: Level Headed
Special Abilities
Armour +2: Bristly fur.
Tusks: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Gore: +4 damage if move 6" or more in straight line before attacking.
Soak: +2 to Soak rolls.
Size +3: Ten feet long; Toughness +3.

Platypus

Platypus
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d4, Vigor d4
Skills: Fighting d4-2, Notice d4, Swimming d12
Charisma: -; Pace: 4; Parry: 2; Toughness: 2
Special Abilities
Spur: Str; Poison.
Natural Swimmer: Swimming Pace of 7", and +2 to resist drowning.
Poison: Spur inflicts poison if foe is Shaken or wounded.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Primate

Baboon
   The baboon is a type of monkey with a long muzzle, thick fur, a short tail and protruding buttocks.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Climbing d6, Notice d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 4
Special Abilities
Bite: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Size -1: Three feet tall; Toughness -1.

Rock baboon
   This a larger and more aggressive breed of baboon, with a preference for meat.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d8, Vigor d6
Skills: Fighting d6, Climbing d8, Notice d8, Tracking d8
Charisma: -; Pace: 7; Parry: 5; Toughness: 5
Edges: Alertness
Special Abilities
Bite: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".

Chimpanzee
   No description for this creature yet.

Attributes: Agility d12, Smarts d6 (A), Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Climbing d10, Notice d8, Tracking d8
Charisma: -; Pace: 6; Parry: 5; Toughness: 5
Edges: Frenzy
Special Abilities
Slams: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Hardy: A second Shaken result doesn't become a wound.

Dire ape
   The dire ape is a larger, more aggressive, and extremely territorial variant of the gorilla.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d12+4, Vigor d10
Skills: Fighting d6, Climbing d12, Notice d8, Stealth d4, Tracking d8
Charisma: -; Pace: 6; Parry: 5; Toughness: 12 (1)
Edges: Strong Willed
Special Abilities
Armour +1: Thick hide.
Bite: Str+d8.
Claws: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Size +4: Nine feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Giant marmoset
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d6, Vigor d6
Skills: Fighting d8, Climbing d10, Notice d10, Stealth d6, Tracking d10
Charisma: -; Pace: 7; Parry: 6; Toughness: 6 (1)
Edges: Frenzy
Special Abilities
Armour +1: Gray fur.
Claws: Str+d6.
Bite: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".

Gorilla
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d12+3, Vigor d8
Skills: Fighting d6, Climbing d12, Notice d8, Tracking d8
Charisma: -; Pace: 6; Parry: 5; Toughness: 11 (1)
Edges: Frenzy
Special Abilities
Armour +1: Thick hide.
Slams: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Hardy: A second Shaken result doesn't become a wound.
Size +4: Eight feet tall; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Mandrill
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Climbing d10, Notice d6, Stealth d10, Tracking d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 4
Special Abilities
Bite: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Size -1: Three feet tall; Toughness -1.

Monkey
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d4, Vigor d6
Skills: Fighting d4-2, Climbing d10, Notice d6
Charisma: -; Pace: 6; Parry: 2; Toughness: 3
Special Abilities
Bite: Str.
Low Light Vision: No penalties for dim or dark lighting.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Troop of monkeys
   No description for this creature yet.

Attributes: Agility d10, Smarts d4 (A), Spirit d10, Strength d8, Vigor d12
Skills: Fighting N/A (automatically hits, 2d4 damage within a MBT), Climbing d10, Notice d6
Charisma: -; Pace: 6; Parry: 4; Toughness: 8
Edges: Improved Level Headed
Special Abilities
Low Light Vision: No penalties for dim or dark lighting.
Swarm: +2 Parry, immune to most weapons.
Split: May split into two SBT swarms, each with -2 Toughness.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".

Orangutan
   No description for this creature yet.

Attributes: Agility d12, Smarts d6 (A), Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Climbing d10, Notice d8, Tracking d8
Charisma: -; Pace: 6; Parry: 5; Toughness: 5
Edges: Frenzy
Special Abilities
Slams: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Hardy: A second Shaken result doesn't become a wound.

Pterosaur

Dimorphodon
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d6, Strength d8, Vigor d6
Skills: Fighting d6, Notice d6, Tracking d6
Charisma: -; Pace: 4; Parry: 5; Toughness: 5
Special Abilities
Bite: Str+d6; Poison.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Flight: Flying Pace of 6" and Climb 0.
Poison: Bite inflicts poison if foe is Shaken or wounded.

Pteranodon
   No description for this creature yet.

Attributes: Agility d12, Smarts d6 (A), Spirit d8, Strength d10, Vigor d8
Skills: Fighting d6, Notice d10, Tracking d10
Charisma: -; Pace: 4; Parry: 5; Toughness: 9 (1)
Edges: Dodge, Level Headed
Special Abilities
Armour +1: Thick scales.
Bite: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Flight: Flying Pace of 8" and Climb -2.
Size +2: Increases Toughness by +2.

Quetzalcoatlus
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d12+3, Vigor d10
Skills: Fighting d8, Notice d10, Tracking d10
Charisma: -; Pace: 6; Parry: 6; Toughness: 16 (2)
Edges: Dodge, Improved Level Headed
Special Abilities
Armour +2: Thick scales.
Bite: Str+d8.
Wings: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Flight: Flying Pace of 8" and Climb -2.
Size +7: Increases Toughness by +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Rhamphorhynchus
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d4, Vigor d6
Skills: Fighting d4-2, Notice d6, Stealth d10, Tracking d6
Charisma: -; Pace: 4; Parry: 2; Toughness: 3
Edges: Dodge, Level Headed
Special Abilities
Bite: Str.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Flight: Flying Pace of 7" and Climb 2.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Rabbit

Rabbit
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d4, Vigor d6
Skills: Fighting d4-2, Notice d4, Stealth d12
Charisma: -; Pace: 6; Parry: 2; Toughness: 3
Special Abilities
Bite: Str.
Low Light Vision: No penalties for dim or dark lighting.
Fast Runner: Roll d8 when running instead of d6.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Hare
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d6, Strength d4, Vigor d6
Skills: Fighting d4-2, Notice d4, Stealth d12
Charisma: -; Pace: 7; Parry: 2; Toughness: 3
Special Abilities
Bite: Str.
Low Light Vision: No penalties for dim or dark lighting.
Fast Runner: Roll d8 when running instead of d6.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Raccoon

Raccoon
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d10, Strength d4, Vigor d6
Skills: Fighting d4-2, Climbing d8, Notice d4, Tracking d4
Charisma: -; Pace: 5; Parry: 2; Toughness: 3
Special Abilities
Bite: Str.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Dire racoon
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d10, Strength d6, Vigor d12
Skills: Fighting d8, Climbing d8, Notice d10, Stealth d10, Swimming d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 9 (2)
Special Abilities
Armour +2: Brownish-grey fur.
Bite: Str+d4; Disease.
Low Light Vision: No penalties for dim or dark lighting.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Disease: Make a Vigor roll or become afflicted.
Size -1: Reduces Toughness by -1.

Rhinoceros

Rhinoceros
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d12+2, Vigor d12
Skills: Fighting d6, Notice d10, Tracking d10
Charisma: -; Pace: 7; Parry: 5; Toughness: 13 (2)
Special Abilities
Armour +2: Thick hide.
Horns: Str+d6.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Gore: +4 damage if move 6" or more in straight line before attacking.
Hardy: A second Shaken result doesn't become a wound.
Size +3: Increases Toughness by +3.

Woolly rhinoceros
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d12+3, Vigor d12+1
Skills: Fighting d6, Notice d12, Tracking d12
Charisma: -; Pace: 6; Parry: 5; Toughness: 15 (3)
Edges: Hard to Kill
Special Abilities
Armour +3: Brown fur.
Horn: Str+d8.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Gore: +4 damage if move 6" or more in straight line before attacking.
Hardy: A second Shaken result doesn't become a wound.
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Giant woolly rhinoceros
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d12+4, Vigor d12+2
Skills: Fighting d10, Notice d12+3, Tracking d12+3
Charisma: -; Pace: 6; Parry: 7; Toughness: 16 (3)
Edges: Weapon Focus (gore)
Special Abilities
Armour +3: Brown fur.
Horn: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Gore: +4 damage if move 6" or more in straight line before attacking.
Hardy: A second Shaken result doesn't become a wound.
Soak: +2 to Soak rolls.
Size +4: Fifteen feet long; Toughness +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Rodent

Giant hamster
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d12, Vigor d10
Skills: Fighting d6, Climbing d8, Notice d8
Charisma: -; Pace: 5; Parry: 5; Toughness: 11 (2)
Special Abilities
Armour +2: Tan fur.
Bite: Str+d6; Grab.
Low Light Vision: No penalties for dim or dark lighting.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Burrow: Can burrow and reappear within 4".
Immunity: Disease.
Size +2: Increases Toughness by +2.

Mouse
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d4, Vigor d6
Skills: Fighting d4-2, Climbing d10, Notice d4, Stealth d12+1, Tracking d4, Swimming d10
Charisma: -; Pace: 4; Parry: 2; Toughness: 2
Hindrances: Small (M)
Special Abilities
Bite: Str.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 4".
Natural Swimmer: Swimming Pace of 5", and +2 to resist drowning.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Porcupine
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4, Climbing d6, Stealth d8
Charisma: -; Pace: 6; Parry: 4; Toughness: 3
Edges: Level Headed
Special Abilities
Tail Slap: Str.
Low Light Vision: No penalties for dim or dark lighting.
Quills: Anyone attacking the creature with unarmed or natural weapons suffers 2d4 damage if they roll 1 on their Fighting die. This can cause Shaken but not wounds.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Dire porcupine
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Notice d6, Stealth d8, Tracking d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 7 (2)
Edges: Level Headed
Special Abilities
Armour +2: Thick hide.
Tail Slap: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Quills: Anyone attacking the creature with unarmed or natural weapons suffers 2d4 damage if they roll 1 on their Fighting die. This can cause Shaken but not wounds.
Size -1: Four feet tall; Toughness -1.

Giant porcupine
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d10, Vigor d10
Skills: Fighting d6, Climbing d8, Notice d6
Charisma: -; Pace: 7; Parry: 5; Toughness: 8 (1)
Edges: Level Headed
Special Abilities
Armour +1: Thick hide.
Tail Slap: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Quills: Anyone attacking the creature with unarmed or natural weapons suffers 2d4 damage if they roll 1 on their Fighting die. This can cause Shaken but not wounds.

Rat
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d4, Vigor d6
Skills: Fighting d4-2, Climbing d10, Notice d4, Stealth d12+1, Tracking d4, Swimming d10
Charisma: -; Pace: 4; Parry: 2; Toughness: 3
Special Abilities
Bite: Str.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 4".
Natural Swimmer: Swimming Pace of 5", and +2 to resist drowning.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Dire rat
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4, Climbing d10, Notice d6, Stealth d10, Tracking d6, Swimming d10
Charisma: -; Pace: 7; Parry: 4; Toughness: 4
Special Abilities
Bite: Str+d4; Disease.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Natural Swimmer: Swimming Pace of 5", and +2 to resist drowning.
Disease: Make a Vigor roll or become afflicted.
Size -1: Two feet long; Toughness -1.

Swarm of rats
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (A), Spirit d10, Strength d8, Vigor d8
Skills: Fighting N/A (automatically hits, 2d4 damage within a MBT), Climbing d10, Notice d8, Stealth d12, Tracking d8, Swimming d10
Charisma: -; Pace: 4; Parry: 4; Toughness: 6
Edges: Level Headed
Special Abilities
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Swarm: +2 Parry, immune to most weapons.
Split: May split into two SBT swarms, each with -2 Toughness.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 4".
Natural Swimmer: Swimming Pace of 5", and +2 to resist drowning.
Disease: Make a Vigor roll or become afflicted.

Squirrel
   No description for this creature yet.

Attributes: Agility d12, Smarts d6 (A), Spirit d6, Strength d4, Vigor d6
Skills: Fighting d4-2, Climbing d12, Notice d4
Charisma: -; Pace: 6; Parry: 2; Toughness: 2
Hindrances: Small (M)
Special Abilities
Bite: Str.
Low Light Vision: No penalties for dim or dark lighting.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Size -2: 1½ feet long; Toughness -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Dire squirrel
   No description for this creature yet.

Attributes: Agility d12+1, Smarts d6 (A), Spirit d6, Strength d10, Vigor d10
Skills: Fighting d8, Climbing d12, Notice d6
Charisma: -; Pace: 7; Parry: 6; Toughness: 7
Special Abilities
Bite: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".

Flying squirrel
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d4, Vigor d4
Skills: Fighting d4-2, Climbing d10, Notice d4
Charisma: -; Pace: 6; Parry: 2; Toughness: 2
Special Abilities
Bite: Str.
Low Light Vision: No penalties for dim or dark lighting.
Glide: Flying Pace of 7" and Climb -2, but cannot gain or maintain altitude.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Seal

Seal
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4, Notice d6, Swimming d10
Charisma: -; Pace: 4; Parry: 4; Toughness: 4
Special Abilities
Bite: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Natural Swimmer: Swimming Pace of 9", and +2 to resist drowning.
Hold Breath: Can hold breath for Vigor x 10 minutes.
Size -1: Reduces Toughness by -1.

Elephant seal
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d12+2, Vigor d10
Skills: Fighting d6, Notice d8, Tracking d8, Swimming d8
Charisma: -; Pace: 5; Parry: 5; Toughness: 12 (2)
Special Abilities
Armour +2: Tough flesh.
Bite: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Natural Swimmer: Swimming Pace of 7", and +2 to resist drowning.
Size +3: Increases Toughness by +3.

Sea lion
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Notice d8, Tracking d8, Swimming d8
Charisma: -; Pace: 5; Parry: 5; Toughness: 7 (1)
Special Abilities
Armour +1: Tough flesh.
Bite: Str+d6; Go for the Throat.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Go for the Throat: Target least armoured location on a raise.
Natural Swimmer: Swimming Pace of 8", and +2 to resist drowning.
Hold Breath: Can hold breath for Vigor x 10 minutes.

Walrus
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d12+1, Vigor d10
Skills: Fighting d6, Notice d8, Swimming d12+1
Charisma: -; Pace: 4; Parry: 5; Toughness: 11 (2)
Edges: Weapon Focus (bite)
Special Abilities
Armour +2: Thick hide.
Bite: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Natural Swimmer: Swimming Pace of 7", and +2 to resist drowning.
Hold Breath: Can hold breath for Vigor x 10 minutes.
Size +2: Ten feet long; Toughness +2.

Emperor walrus
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d8, Strength d12+4, Vigor d12+2
Skills: Fighting d8, Notice d12, Swimming d12+2
Charisma: -; Pace: 5; Parry: 6; Toughness: 23 (4)
Edges: Hard to Kill, Strong Willed, Weapon Focus (bite)
Special Abilities
Armour +4: Skin.
Bite: Str+d8.
Slam: Str+d8; Knockback.
Low Light Vision: No penalties for dim or dark lighting.
Knockback: Opponent knocked back d10" on a raise, if they hit a solid object they suffer +d6 damage.
Natural Swimmer: Swimming Pace of 9", and +2 to resist drowning.
Hold Breath: Can hold breath for Vigor x 10 minutes.
Size +10: Twenty feet long; Toughness +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Skunk

Skunk
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d4, Vigor d6
Skills: Fighting d4-2, Notice d6, Tracking d6
Charisma: -; Pace: 6; Parry: 2; Toughness: 3
Special Abilities
Bite: Str.
Claws: Str.
Spray: Shooting; range 4/8/16; 2d6; Musk (can cause Shaken but not wounds).
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Giant skunk
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d6, Strength d10, Vigor d6
Skills: Fighting d8, Climbing d8, Notice d8, Survival d4, Tracking d8, Shooting d6
Charisma: -; Pace: 6; Parry: 6; Toughness: 8 (1)
Special Abilities
Armour +1: Thick pelt.
Bite: Str+d6.
Claws: Str+d6.
Spray: Shooting; range 4/8/16; 2d6; Musk (can cause Shaken but not wounds).
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Size +2: Increases Toughness by +2.

Sloth

Sloth
   No description for this creature yet.

Attributes: Agility d4, Smarts d6 (A), Spirit d6, Strength d4, Vigor d6
Skills: Fighting d4-2, Climbing d10, Notice d4, Stealth d12+1, Tracking d4, Swimming d4
Charisma: -; Pace: 1; Parry: 2; Toughness: 3
Special Abilities
Claws: Str.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 1".
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Dire sloth
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d12, Vigor d8
Skills: Fighting d6, Climbing d10, Notice d4, Stealth d8, Tracking d4, Swimming d10
Charisma: -; Pace: 4; Parry: 5; Toughness: 8 (2)
Edges: Frenzy
Special Abilities
Armour +2: Fur.
Claws: Str+d6.
Bite: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Hardy: A second Shaken result doesn't become a wound.

Snake

Anaconda
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d12+3, Vigor d10
Skills: Fighting d6, Climbing d12, Notice d10, Stealth d8, Swimming d12
Charisma: -; Pace: 5; Parry: 5; Toughness: 12 (1)
Special Abilities
Armour +1: Tough scales.
Bite: Str+d10; Constrict.
Low Light Vision: No penalties for dim or dark lighting.
Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Natural Swimmer: Swimming Pace of 6", and +2 to resist drowning.
Hardy: A second Shaken result doesn't become a wound.
Soak: +2 to Soak rolls.
Size +4: Increases Toughness by +4.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Giant anaconda
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d12+5, Vigor d12+2
Skills: Fighting d8, Climbing d12+2, Notice d12+2, Tracking d12+2, Swimming d12+2
Charisma: -; Pace: 5; Parry: 6; Toughness: 23 (4)
Edges: Dodge, Level Headed, Weapon Focus (bite)
Special Abilities
Armour +4: Scales.
Bite: Str+d8; Constrict.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Natural Swimmer: Swimming Pace of 7", and +2 to resist drowning.
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Asp
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (A), Spirit d8, Strength d6, Vigor d8
Skills: Fighting d8, Climbing d10, Notice d10, Stealth d12, Tracking d10, Swimming d10
Charisma: -; Pace: 5; Parry: 6; Toughness: 7 (1)
Edges: Level Headed
Special Abilities
Armour +1: Tough scales.
Bite: Str+d6; Poison.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Natural Swimmer: Swimming Pace of 5", and +2 to resist drowning.
Poison: Bite inflicts poison if foe is Shaken or wounded.

Emperor cobra
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (A), Spirit d10, Strength d12+2, Vigor d12
Skills: Fighting d8, Climbing d12, Notice d10, Stealth d10, Tracking d10, Swimming d12
Charisma: -; Pace: 6; Parry: 6; Toughness: 13 (2)
Edges: Level Headed, Weapon Focus (bite)
Special Abilities
Armour +2: Tough scales.
Bite: Str+d6; Poison.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 6".
Natural Swimmer: Swimming Pace of 6", and +2 to resist drowning.
Poison: Bite inflicts poison if foe is Shaken or wounded.
Size +3: Sixteen feet long; Toughness +3.

King cobra
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (A), Spirit d10, Strength d12+1, Vigor d12+2
Skills: Fighting d6, Climbing d10, Notice d10, Stealth d6, Tracking d10, Swimming d10
Charisma: -; Pace: 5; Parry: 5; Toughness: 13 (2)
Edges: Level Headed
Special Abilities
Armour +2: Tough scales.
Bite: Str+d6; Poison.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Natural Swimmer: Swimming Pace of 5", and +2 to resist drowning.
Poison: Bite inflicts poison if foe is Shaken or wounded.
Size +2: Increases Toughness by +2.

Spitting cobra
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d6, Strength d4, Vigor d6
Skills: Fighting d4-2, Climbing d4, Notice d6, Stealth d10, Tracking d6, Swimming d4
Charisma: -; Pace: 5; Parry: 2; Toughness: 3
Special Abilities
Bite: Str; Poison.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Poison: Bite inflicts poison if foe is Shaken or wounded.
Size -2: Three feet long; Toughness -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Constrictor snake
   No description for this creature yet.

Attributes: Agility d10, Smarts d4 (A), Spirit d6, Strength d10, Vigor d6
Skills: Fighting d6, Climbing d10, Notice d10, Stealth d10, Tracking d10, Swimming d10
Charisma: -; Pace: 5; Parry: 5; Toughness: 6 (1)
Special Abilities
Armour +1: Green scales.
Bite: Str+d6; Constrict.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Natural Swimmer: Swimming Pace of 5", and +2 to resist drowning.
Soak: +2 to Soak rolls.

Sea snake
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d4, Vigor d6
Skills: Fighting d6, Climbing d8, Notice d8, Stealth d12, Swimming d8
Charisma: -; Pace: 5; Parry: 5; Toughness: 4
Special Abilities
Bite: Str+d4; Poison.
Low Light Vision: No penalties for dim or dark lighting.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Natural Swimmer: Swimming Pace of 7", and +2 to resist drowning.
Hold Breath: Can hold breath for Vigor x 10 minutes.
Poison: Bite inflicts poison if foe is Shaken or wounded.
Size -1: Four feet long; Toughness -1.

Giant sea snake
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (A), Spirit d8, Strength d12+4, Vigor d12+1
Skills: Fighting d8, Climbing d12+1, Notice d10, Stealth d8, Swimming d12+1
Charisma: -; Pace: 6; Parry: 6; Toughness: 19 (3)
Edges: Improved Level Headed, Weapon Focus (bite)
Special Abilities
Armour +3: Tough scales.
Bite: Str+d8; Poison.
Low Light Vision: No penalties for dim or dark lighting.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Natural Swimmer: Swimming Pace of 7", and +2 to resist drowning.
Hold Breath: Can hold breath for Vigor x 10 minutes.
Poison: Bite inflicts poison if foe is Shaken or wounded.
Size +8: Thirty feet long; Toughness +8.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Sea krait
   No description for this creature yet.

Attributes: Agility d10, Smarts d4 (A), Spirit d6, Strength d4, Vigor d4
Skills: Fighting d4-2, Climbing d10, Notice d8, Stealth d12, Tracking d8, Swimming d10
Charisma: -; Pace: 5; Parry: 2; Toughness: 2
Special Abilities
Bite: Str; Poison.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Natural Swimmer: Swimming Pace of 5", and +2 to resist drowning.
Poison: Bite inflicts poison if foe is Shaken or wounded.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Snake swarm
   No description for this creature yet.

Attributes: Agility d8, Smarts d4 (A), Spirit d10, Strength d10, Vigor d8
Skills: Fighting N/A (automatically hits, 2d4 damage within a MBT), Climbing d12, Notice d8, Stealth d12+1, Tracking d8, Swimming d8
Charisma: -; Pace: 5; Parry: 4; Toughness: 6
Edges: Improved Level Headed
Special Abilities
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Swarm: +2 Parry, immune to most weapons.
Split: May split into two SBT swarms, each with -2 Toughness.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Natural Swimmer: Swimming Pace of 5", and +2 to resist drowning.

Venomous snake swarm
   No description for this creature yet.

Attributes: Agility d10, Smarts d4 (A), Spirit d10, Strength d10, Vigor d12
Skills: Fighting N/A (automatically hits, 2d4 damage within a MBT), Climbing d12, Notice d10, Stealth d12+1, Tracking d10, Swimming d10
Charisma: -; Pace: 5; Parry: 4; Toughness: 9 (1)
Edges: Improved Level Headed
Special Abilities
Armour +1: Tough scales.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Swarm: +2 Parry, immune to most weapons.
Split: May split into two SBT swarms, each with -2 Toughness.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Natural Swimmer: Swimming Pace of 5", and +2 to resist drowning.
Poison: Swarm inflicts poison if foe is Shaken or wounded.

Venomous snake
   No description for this creature yet.

Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d4, Vigor d8
Skills: Fighting d6, Climbing d8, Notice d8, Stealth d8, Tracking d8, Swimming d8
Charisma: -; Pace: 5; Parry: 5; Toughness: 7 (1)
Edges: Level Headed
Special Abilities
Armour +1: Tough scales.
Bite: Str+d6; Poison.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Natural Swimmer: Swimming Pace of 5", and +2 to resist drowning.
Poison: Bite inflicts poison if foe is Shaken or wounded.

Viper
   No description for this creature yet.

Attributes: Agility d10, Smarts d4 (A), Spirit d6, Strength d4, Vigor d4
Skills: Fighting d4-2, Climbing d10, Notice d8, Stealth d12, Tracking d8, Swimming d10
Charisma: -; Pace: 5; Parry: 2; Toughness: 2
Special Abilities
Bite: Str; Poison.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Natural Swimmer: Swimming Pace of 5", and +2 to resist drowning.
Poison: Bite inflicts poison if foe is Shaken or wounded.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Squid

Squid
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d8, Vigor d6
Skills: Fighting d6, Notice d8, Swimming d10
Charisma: -; Pace: -; Parry: 5; Toughness: 5
Edges: Ambidextrous, Improved Level Headed
Tactics: Two Weapons
Special Abilities
Bite: Str+d6.
Tentacles: Str+d6; Reach 1"; Grab.
Low Light Vision: No penalties for dim or dark lighting.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Aquatic: Swimming Pace of 10", and cannot drown.

Giant squid
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d6, Strength d12+3, Vigor d12
Skills: Fighting d8, Notice d12+2, Swimming d12
Charisma: -; Pace: -; Parry: 6; Toughness: 17 (2)
Gear: Arms (Str+d8)
Edges: Ambidextrous, Combat Reflexes, Improved Level Headed
Tactics: Two Weapons
Special Abilities
Armour +2: Tough flesh.
Bite: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
Aquatic: Swimming Pace of 12", and cannot drown.
Hardy: A second Shaken result doesn't become a wound.
Size +7: Forty-five feet long; Toughness +7.
Large: -2 to attack medium-sized foes, they receive +2 to their attacks.

Thylacine

Thylacine
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d6, Vigor d10
Skills: Fighting d4, Notice d8
Charisma: -; Pace: 6; Parry: 4; Toughness: 6
Special Abilities
Bite: Str+d4.
Low Light Vision: No penalties for dim or dark lighting.
Size -1: Two feet tall; Toughness -1.

Brush thylacine
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d10, Vigor d12
Skills: Fighting d6, Notice d8, Stealth d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 9 (1)
Special Abilities
Armour +1: Striped fur.
Bite: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.

Tortoise

Giant tortoise
   No description for this creature yet.

Attributes: Agility d4, Smarts d6 (A), Spirit d6, Strength d8, Vigor d10
Skills: Fighting d6, Notice d8
Charisma: -; Pace: 4; Parry: 5; Toughness: 9 (2)
Special Abilities
Armour +2: Leathery skin.
Bite: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Hardy: A second Shaken result doesn't become a wound.

Immense tortoise
   No description for this creature yet.

Attributes: Agility d4, Smarts d6 (A), Spirit d6, Strength d12+6, Vigor d12+2
Skills: Fighting d8, Notice d12
Charisma: -; Pace: 5; Parry: 6; Toughness: 31 (6)
Special Abilities
Armour +6: Thick shell.
Bite: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Hardy: A second Shaken result doesn't become a wound.
Size +16: Increases Toughness by +16.
Gargantuan: -4 to attack medium-sized foes, they receive +4 to their attacks. Counts as having Heavy Armour and Heavy Weapons.

Giant tuatara

Giant tuatara
   No description for this creature yet.

Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d12+1, Vigor d12
Skills: Fighting d6, Climbing d8, Notice d8, Stealth d4, Tracking d8, Swimming d8
Charisma: -; Pace: 6; Parry: 5; Toughness: 12 (2)
Edges: Level Headed
Special Abilities
Armour +2: Hard scales.
Bite: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Burrow: Can burrow and reappear within 4".
Hardy: A second Shaken result doesn't become a wound.
Size +2: Ten feet long; Toughness +2.

Turtle

Turtle
   No description for this creature yet.

Attributes: Agility d4, Smarts d6 (A), Spirit d6, Strength d4, Vigor d4
Skills: Fighting d4-2, Notice d6, Swimming d10
Charisma: -; Pace: 1; Parry: 2; Toughness: 4 (2)
Special Abilities
Armour +2: Thick shell.
Bite: Str.
Low Light Vision: No penalties for dim or dark lighting.
Natural Swimmer: Swimming Pace of 5", and +2 to resist drowning.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Snapping turtle
   No description for this creature yet.

Attributes: Agility d4, Smarts d4 (A), Spirit d6, Strength d4, Vigor d6
Skills: Fighting d4-2, Notice d6, Tracking d6, Swimming d6
Charisma: -; Pace: 4; Parry: 2; Toughness: 3
Special Abilities
Bite: Str.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Natural Swimmer: Swimming Pace of 5", and +2 to resist drowning.
Hold Breath: Can hold breath for Vigor x 10 minutes.
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Giant snapping turtle
   No description for this creature yet.

Attributes: Agility d4, Smarts d4 (A), Spirit d6, Strength d12+4, Vigor d12+1
Skills: Fighting d8, Notice d12+2, Tracking d12+2, Swimming d12+1
Charisma: -; Pace: 5; Parry: 6; Toughness: 22 (4)
Edges: Level Headed, Strong Willed, Weapon Focus (bite)
Special Abilities
Armour +4: Thick shell.
Bite: Str+d8; Grab.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Swallow: After successfully pinning a victim with a bite attack, this creature may make an opposed Strength roll as a normal action. If successful the victim has been swallowed, and automatically suffers Str+d6 damage every round after that. A swallowed victim can attempt to climb back up to the creature's mouth as a normal action with an opposed Strength roll, although it still remains pinned by the bite. This ability only works on targets at least one Size category smaller than the swallower.
Natural Swimmer: Swimming Pace of 6", and +2 to resist drowning.
Hold Breath: Can hold breath for Vigor x 10 minutes.
Soak: +2 to Soak rolls.
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Weasel

Weasel
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d4, Vigor d6
Skills: Fighting d4-2, Climbing d10, Notice d4, Stealth d12, Tracking d4
Charisma: -; Pace: 5; Parry: 2; Toughness: 3
Special Abilities
Bite: Str; Attach.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Attach: Attach yourself to opponent on a raise, automatically inflict Str+d6 damage each round after that, victim require a raise on an opposed Strength roll to pull you off.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 5".
Size -2: Reduces Toughness by -2.
Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

Dire weasel
   No description for this creature yet.

Attributes: Agility d12, Smarts d6 (A), Spirit d6, Strength d8, Vigor d6
Skills: Fighting d8, Climbing d6, Notice d6, Stealth d10, Tracking d6
Charisma: -; Pace: 7; Parry: 6; Toughness: 6 (1)
Special Abilities
Armour +1: Thick pelt.
Bite: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.

Giant weasel
   No description for this creature yet.

Attributes: Agility d12, Smarts d6 (A), Spirit d6, Strength d8, Vigor d6
Skills: Fighting d8, Climbing d6, Notice d8, Stealth d10, Tracking d8, Swimming d8
Charisma: -; Pace: 7; Parry: 6; Toughness: 5
Special Abilities
Bite: Str+d6; Grab.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.

Whale

Whale
   No description for this creature yet.

Attributes: Agility d4, Smarts d6 (A), Spirit d6, Strength d12+6, Vigor d12+2
Skills: Fighting d10, Notice d12+2, Swimming d12+4
Charisma: -; Pace: -; Parry: 7; Toughness: 23 (4)
Edges: Hard to Kill, Level Headed, Strong Willed
Special Abilities
Armour +4: Thick flesh.
Tail Slap: Str+d8.
Bite: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Blindsight: Ignore sight-based penalties and gaze attacks.
Natural Swimmer: Swimming Pace of 8", and +2 to resist drowning.
Hold Breath: Can hold breath for Vigor x 10 minutes.
Hardy: A second Shaken result doesn't become a wound.
Size +10: Increases Toughness by +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Blue whale
   No description for this creature yet.

Attributes: Agility d4, Smarts d6 (A), Spirit d6, Strength d12+7, Vigor d12+3
Skills: Fighting d10, Notice d12+4, Swimming d12+6
Charisma: -; Pace: -; Parry: 7; Toughness: 32 (6)
Edges: Hard to Kill, Strong Willed, Weapon Focus (tail slap)
Special Abilities
Armour +6: Thick flesh.
Tail Slap: Str+d8; Knockback.
Low Light Vision: No penalties for dim or dark lighting.
Swallow: After successfully pinning a victim with a bite attack, this creature may make an opposed Strength roll as a normal action. If successful the victim has been swallowed, and automatically suffers Str+d6 damage every round after that. A swallowed victim can attempt to climb back up to the creature's mouth as a normal action with an opposed Strength roll, although it still remains pinned by the bite. This ability only works on targets at least one Size category smaller than the swallower.
Knockback: Opponent knocked back d12" on a raise, if they hit a solid object they suffer +d6 damage.
Natural Swimmer: Swimming Pace of 9", and +2 to resist drowning.
Hold Breath: Can hold breath for Vigor x 10 minutes.
Size +17: One hundred feet long; Toughness +17.
Gargantuan: -4 to attack medium-sized foes, they receive +4 to their attacks. Counts as having Heavy Armour and Heavy Weapons.

Crimson whale
   No description for this creature yet.

Attributes: Agility d4, Smarts d6 (A), Spirit d6, Strength d12+5, Vigor d12+1
Skills: Fighting d8, Notice d12+2, Swimming d12+4
Charisma: -; Pace: -; Parry: 6; Toughness: 22 (4)
Edges: Level Headed, Strong Willed, Weapon Focus (bite)
Special Abilities
Armour +4: Blood-red skin.
Bite: Str+d8; Grab.
Low Light Vision: No penalties for dim or dark lighting.
Blindsense: Can sense and approximately pinpoint things within 24", attacks using blindsense are made at -2.
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Swallow: After successfully pinning a victim with a bite attack, this creature may make an opposed Strength roll as a normal action. If successful the victim has been swallowed, and automatically suffers Str+d6 damage every round after that. A swallowed victim can attempt to climb back up to the creature's mouth as a normal action with an opposed Strength roll, although it still remains pinned by the bite. This ability only works on targets at least one Size category smaller than the swallower.
Natural Swimmer: Swimming Pace of 8", and +2 to resist drowning.
Hold Breath: Can hold breath for Vigor x 10 minutes.
Soak: +2 to Soak rolls.
Size +10: Two feet long; Toughness +10.
Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.

Great white whale
   No description for this creature yet.

Attributes: Agility d4, Smarts d6 (A), Spirit d6, Strength d12+9, Vigor d12+3
Skills: Fighting d10, Notice d10, Swimming d12+7
Charisma: -; Pace: -; Parry: 7; Toughness: 34 (6)
Edges: Hard to Kill, Strong Willed
Special Abilities
Armour +6: Thick flesh.
Bite: Str+d8.
Tail Slap: Str+d8.
Low Light Vision: No penalties for dim or dark lighting.
Blindsight: Ignore sight-based penalties and gaze attacks.
Natural Swimmer: Swimming Pace of 9", and +2 to resist drowning.
Hold Breath: Can hold breath for Vigor x 10 minutes.
Hardy: A second Shaken result doesn't become a wound.
Size +19: Increases Toughness by +19.
Gargantuan: -4 to attack medium-sized foes, they receive +4 to their attacks. Counts as having Heavy Armour and Heavy Weapons.

Narwhal
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d12+1, Vigor d8
Skills: Fighting d6, Notice d10, Swimming d12+1
Charisma: -; Pace: -; Parry: 5; Toughness: 9 (1)
Special Abilities
Armour +1: Thick flesh.
Bite: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Blindsight: Ignore sight-based penalties and gaze attacks.
Natural Swimmer: Swimming Pace of 11", and +2 to resist drowning.
Hold Breath: Can hold breath for Vigor x 10 minutes.
Soak: +2 to Soak rolls.
Size +2: Fourteen feet long; Toughness +2.

Wolf

Wolf
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d6, Vigor d8
Skills: Fighting d6, Notice d8, Stealth d6, Survival d4, Tracking d8
Charisma: -; Pace: 8; Parry: 5; Toughness: 7 (1)
Special Abilities
Armour +1: Thick pelt.
Bite: Str+d6; Go for the Throat.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Fast Runner: Roll d8 when running instead of d6.
Go for the Throat: Target least armoured location on a raise.

Dire wolf
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d12, Vigor d10
Skills: Fighting d8, Notice d10, Stealth d4, Survival d4, Tracking d10
Charisma: -; Pace: 8; Parry: 6; Toughness: 10 (1)
Edges: Weapon Focus (bite)
Special Abilities
Armour +1: Thick pelt.
Bite: Str+d6; Go for the Throat.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Fast Runner: Roll d8 when running instead of d6.
Go for the Throat: Target least armoured location on a raise.
Size +2: Nine feet long; Toughness +2.

Wolverine

Wolverine
   No description for this creature yet.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Climbing d10, Notice d10, Tracking d10
Charisma: -; Pace: 6; Parry: 5; Toughness: 7 (1)
Edges: Berserk, Frenzy
Special Abilities
Armour +1: Thick pelt.
Claws: Str+d6.
Bite: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Burrow: Can burrow and reappear within 4".
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 4".
Soak: +2 to Soak rolls.

Dire wolverine
   No description for this creature yet.

Attributes: Agility d10, Smarts d6 (A), Spirit d6, Strength d12, Vigor d10
Skills: Fighting d6, Climbing d10, Notice d10, Tracking d10
Charisma: -; Pace: 6; Parry: 5; Toughness: 10 (1)
Edges: Berserk, Frenzy, Level Headed
Special Abilities
Armour +1: Thick pelt.
Claws: Str+d6.
Bite: Str+d6.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately, and attacks made using scent are made at -2.
Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 4".
Soak: +2 to Soak rolls.
Size +2: Twelve feet long; Toughness +2.