Savage Beasts: Animal List
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
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
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.
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.
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
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.
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.
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
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
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
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.
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
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.
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
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.
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
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.
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
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.
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
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
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
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.
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
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
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
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
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
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.
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.
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
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
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
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.
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
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
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
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.
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
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
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.
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
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
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
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
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
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
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.