Animals & Plants

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

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

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

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

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

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


APE
Medium common semi-sentient beast (6d6)  

Tree-climbing beasts of the jungle.

STR 12 (4d6)  AGI 15 (5d6)  END 10 (4d6)        
INT 10 (4d6)  LOG 2 (1d6)  WIL 2 (1d6) CHA 2 (1d6)  LUC 0 (0d6)  REP 0 (0d6)

HEALTH 20        
MELEE DEFENSE 24; RANGED DEFENSE 24; MENTAL DEFENSE 14
SOAK 0; VULN -

INITIATIVE 4d6
PERCEPTION 4d6    
SPEED 9; CLIMB+ 9; JUMP 30'/12'    
CARRY 220lb (max lift 600lb)    

ACTIONS 2    
NATURAL DAMAGE 1d6+4
                                                               
Fists 6d6 (1d6+4 blunt damage)
Rock 6d6 (1d6+3 blunt damage; range 3)    

Skills  acrobatics 10 (4d6), combat 6 (3d6)
Gear -    

Death from on high (m). Apes can pay 2d6 and drop down on their opponent from at least 5' above him, making an unarmed attack. This counts as a charge but knocks the opponent prone and does 2d6 extra damage instead of 1d6.                                              


ATTERCOP
Medium uncommon semi-sentient insectoid (5d6)

Giant spiders which lurk in forest and cave.    

STR 4 (2d6)  AGI 15 (5d6)  END 6 (3d6)
INT 6 (3d6)  LOG 2 (1d6)  WIL 2 (1d6) CHA 1 (1d6)  LUC 0 (0d6)  REP 7 (3d6)

HEALTH 16    
MELEE DEFENSE 18; RANGED DEFENSE 18; MENTAL DEFENSE 11
SOAK 0; VULN -   
STATUS IMMUNITIES -

INITIATIVE 3d6
PERCEPTION 3d6 (websense 4d6)
SPEED 7; CLIMB+ 7; JUMP 30'/4'
CARRY 100lb (max lift 200lb)        

ACTIONS 2
NATURAL DAMAGE 2d6+2    
REACH 5'                                                           

Bite 5d6 (2d6+2 piercing/poison damage; paralysis)    
Web 5d6 (restrains damage; range 3)    

Skills stealth 6 (3d6), websense 1 (1d6)
Gear -                    

Poison. The attercop's bite attack contains a paralytic poison, as they like to  cocoon victims before consuming them. Each successful bite renders the victim Hindered [17].

Web (1). An attercop's web attack is a ranged attack which restrains a medium sized target or smaller.  Escape is a Challenging [13] STR check and requires one action. The web is flammable and can be burnt off, but this causes 2d6 heat damage to the trapped creature.    

Death from on high (m). Attercops can pay 2d6 and drop down on their opponent from at least 5' above him, making a bite attack. This counts as a charge but knocks the opponent prone and does 2d6 extra damage instead of 1d6.


CARNIVOROUS PLANT
Large rare semi-sentient plant (6d6)

Large, hungry plants which devour their victims alive.

STR 12 (4d6)  AGI 2 (1d6)  END 12 (4d6)
INT 6 (3d6)  LOG 1 (1d6)  WIL 3 (2d6) CHA 1 (1d6)  LUC 0 (0d6)  REP 10 (4d6)

HEALTH 24
MELEE DEFENSE 17; RANGED DEFENSE 10; MENTAL DEFENSE 11
SOAK 10 (barkskin); VULN 1d6 (fire)

INITIATIVE 6d6
PERCEPTION 3d6
SPEED 6; CLIMB+ 6; JUMP -      
CARRY 360lb (max lift 900lb)    

ACTIONS 3 (2 in its turn; 1 in 10 INIT points later)
NATURAL DAMAGE 3d6+4                                                               

Leaftrap 6d6 (3d6+4 piercing/poison damage; mobility)
Vine 5d6 (2d6+2 blunt damage; range 6)    

Skills combat 3 (2d6)
Gear -

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

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

Paralysing poison. The leaftrap's bite contains a paralysing poison which renders the victim immobile while the plant slowly devours it alive. Each successful bite from the leaftrap renders the target Hindered [21].

Grab (m). Carnivorous plants can grab their opponents with a ranged attack using a vine. A grab is an attack with a -2d6 cost. A creature struck by the grab attack is grabbed and remains so until escape. An escape requires a STR or AGI attack against the plant's MELEE DEFENSE and is an action which places the victim free from the grab in an adjacent square. It costs the plant an attack each round to maintain the grab, but it does not need to make any further checks; however it can use that action to make an opposed STR check and drag the victim 5 squares closer. Victims adjacent to the plant which are already grabbed are automatically hit by any attacks from leaftraps.


CROCODILE
Large common semi-sentient aquatic reptile (6d6)

Predatory river lizards.

STR 8 (3d6)  AGI 6 (3d6)  END 10 (4d6)    
INT 4 (2d6)  LOG 1 (1d6)  WIL 2 (1d6) CHA 1 (1d6)  LUC 0 (0d6)  REP 0 (0d6)

HEALTH 32   
MELEE DEFENSE 17; RANGED DEFENSE 10; MENTAL DEFENSE 10
SOAK 5 (scales); VULN -    

INITIATIVE 6d6
PERCEPTION 5d6    
SPEED 7; CLIMB 4; SWIM+ 7; JUMP -        
CARRY 270lb (max lift 600lb)            

ACTIONS 2
NATURAL DAMAGE 3d6+3  
                                                             
Bite 6d6 (3d6+3 piercing damage; grab)

Skills stealth 6 (3d6), perception 6 (3d6), hardy 6 (3d6), reactions 10 (4d6), combat 6 (3d6)
Gear -                                                            
                                        
Grab (1). A creature which is hit by the crocodile's bite attack is Immobilized (21) until it can shake off the condition. The crocodile can only grabone victim at a time, and once it has successfully struck a victim, it does not need to make new attack rolls to inflict its bite damage each round to the target. The crocodile cannot bite another target while grabbing, but it can move at half SPEED (possibly drowning its victim).


CONSTRICTOR SNAKE
Large common semi-sentient reptile (6d6)    

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

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

HEALTH 16    
MELEE DEFENSE 17; RANGED DEFENSE 10; MENTAL DEFENSE 11
SOAK 0; VULN -

INITIATIVE 6d6
PERCEPTION 6d6     
SPEED 7; CLIMB+ 7; JUMP -
CARRY 210lb (max lift 600lb)    

ACTIONS 2        
NATURAL DAMAGE 3d6+3  
                                                             
Constrict 6d6 (3d6+3 blunt damage; constrict)

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

Constrict (1). A creature which is hit by the snake's constriction attack is Immobilized (21) until it can shake off the condition. The snake can only constrict one victim at a time, and once it has successfully struck a victim, it does not need to make new attack rolls to inflict its constriction damage each round to the target. The snake cannot move while constricting a victim.


DOG

See Wolf.


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

STR 30 (7d6)  AGI 3 (2d6)  END 30 (7d6)
INT 4 (2d6)  LOG 2 (1d6)  WIL 4 (2d6) CHA 2 (1d6)  LUC 0 (0d6)  REP 0 (0d6)

HEALTH 54
MELEE DEFENSE 17; RANGED DEFENSE 10; MENTAL DEFENSE 10
SOAK 5 (hide); VULN -    

INITIATIVE 2d6    
PERCEPTION 2d6
SPEED 11; CLIMB -; JUMP -    
CARRY 1200lb (max lift 3000lb)        

ACTIONS 3 (2 in its turn; 1 in 10 INIT points later)
NATURAL DAMAGE 3d6+7                                                                

Gore 7d6 (3d6+7 piercing damage)                                                                

Skills  -
Gear -                                                    

Trample. With a trample attack, the elephant can move directly through a target's square, attacking the target as it goes. This is a single action, and the elephant moves its full speed in a straight line. The elephant must be at least one size category larger than the target. If the attack misses, the elephant stops in its tracks. If it hits, the elephant continues moving, inflicts natural damage, and the target is knocked prone. This costs 2d6.

Mammoth. A mammoth is an elephant (+1d6).

GREAT EAGLE        
Enormous rare sentient avian beast (9d6)

Intelligent, majestic lords of the skies.

STR 20 (5d6)  AGI 20 (5d6)  END 15 (5d6)
INT 20 (5d6)  LOG 6 (3d6)  WIL 10 (4d6) CHA 8 (3d6)  LUC 0 (0d6)  REP 22 (6d6)

HEALTH 54
MELEE DEFENSE 36; RANGED DEFENSE 20; MENTAL DEFENSE 18
SOAK 5; VULN -

INITIATIVE 5d6
PERCEPTION 9d6    
SPEED 6; FLY+ 12; CLIMB -; JUMP -
CARRY 900lb (max lift 3,000lb)

ACTIONS 3 (2 in its turn; 1 in 10 INIT points later)
NATURAL DAMAGE 4d6+5                                                               

Talons 9d6 (4d6+5 slashing damage)                               

Skills nature 8 (3d6), navigation 6 (3d6),  hunting 8 (3d6),  perception 12 (4d6), carrying 10 (4d6), dodging 6 (3d6), combat 15 (5d6)
Gear -

Dive (m). When making a melee attack, the giant eagle can swoop down at a foe and make the melee attack before swooping up again.  This works like a Charge (cost 2d6, +1d6 damage), but carries the creature onwards afterwards. This attack knocks the target prone.

Grab (m). Giant eagles can grab medium or smaller opponents in their claws with a Dive attack. A grab is a Dive attack with a -2d6 cost. A creature struck by the grab attack is grabbed and remains so until escape. It cannot leave the eagle's square or use weapons larger than size small. An escape requires a STR or AGI attack against the eagle's MELEE DEFENSE and is an action which places the victim free from the grab in an adjacent square (or falling, if the eagle is airborne). It costs the eagle an attack each round to maintain the grab, but it does not need to make any further checks.


GRIZZLY BEAR
Large common semi-sentient beast (6d6)

Solitary carnivorous beasts which prey on large animals.

STR 15 (4d6)  AGI 4 (2d6)  END 15 (4d6)
INT 10 (4d6)  LOG 2 (1d6)  WIL 2 (1d6) CHA 2 (1d6)  LUC 0 (0d6)  REP 10 (4d6)

HEALTH 32   
MELEE DEFENSE 24; RANGED DEFENSE 10; MENTAL DEFENSE 14
SOAK 5 (thick fur); VULN -    
STATUS IMMUNITIES -

INITIATIVE 4d6
PERCEPTION 4d6 (scent 8d6)    
SPEED 8; CLIMB 5; JUMP 8'/20'    
CARRY 600lb (max lift 1,500lb)

ACTIONS 2
NATURAL DAMAGE 3d6+5     
REACH 5'                                                           

Claws 6d6 (3d6+5 piercing damage)  
Roar (2) 4d6 (special; 10' aura)  
Bearhug (2) 5d6 (3d6+5 crushing damage; grabbed)

Skills scent 10 (4d6), hardy 6 (3d6), climbing 4 (2d6), swimming 4 (2d6), combat 6 (3d6)
Gear -       

Bearhug (2). The bear grabs its target with both arms, squeezing him. It can only bearhug a target of Medium size or smaller. Once established, it inflicts 3d6+5 crushing damage each round automatically, and can move at half speed, carrying its victim. It takes a STR or AGI attack action to escape the bearhug.  The bear may not make claw attacks while hugging a victim, and will not usually use this attack while being attacked by multiple foes.

Roar (2). The bear can unleash a roar so loud that its victims are stricken with fear. The roar uses two actions. A roar uses END as its attack (4d6), and attacks any creature within 10'. Victims successfully attacked are rendered Apprehensive [14].    

Knockdown (m). The target (Medium size or smaller) is knocked prone for a cost of 1d6. 

Robobear. Robobears are similar to regular bears, but are vulnerable 1d6 (electricity) and 2d6 (ion), immune to mental attacks, and immune to the Bleeding, Nausea, and Tiredness status tracks.

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

A buzzing, whirling cloud of bites and stings.

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

HEALTH 16   
MELEE DEFENSE 14; RANGED DEFENSE 14; MENTAL DEFENSE immune
SOAK 0; VULN -; INVULN all except area attacks        

INITIATIVE 4d6    
PERCEPTION 2d6    
FLY+ 5; CLIMB -; JUMP -        
CARRY -    

ACTIONS 1
NATURAL DAMAGE 1d6                                                                

Swarm (special)                                                                

Swarm. A swarm is immune to all attacks except for area attacks. When it attacks, it simply moves into the target's square. Any creature which starts its turn in or enters the insect swarm's square suffers 1d6 piercing damage automatically. Swarms can move through gaps of any size.

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


LION    
Large common semi-sentient beast (7d6)                                                                

King of the plains.                                              

STR 12 (4d6)  AGI 12 (4d6)  END 10 (4d6)    
INT 12 (4d6)  LOG 2 (1d6)  WIL 2 (1d6) CHA 2 (1d6)  LUC 0 (0d6)  REP 0 (0d6)

HEALTH 32
MELEE DEFENSE 24; RANGED DEFENSE 10; MENTAL DEFENSE 14
SOAK 0; VULN -    

INITIATIVE 7d6
PERCEPTION 7d6    
SPEED 9; CLIMB 5; JUMP 24'/12'    
CARRY 330lb (max lift 900lb)        

ACTIONS 2    
NATURAL DAMAGE 3d6+4
                                                               
Bite 7d6 (3d6+4 piercing damage)

Skillsperception 6 (3d6), hardy 6 (3d6),  reactions 6 (3d6), combat 10 (4d6)
Gear -

Pounce (m). With a single leap, the lion leaps upon its victim, bearing it to the ground and inflicting its regular natural damage. The target must be within the lion's horizontal jump distance (30'). This costs 2d6.

Roar (1). Some creatures can unleash a roar so loud that its victims are stricken with fear. The roar uses two actions. A roar uses END (4d6) as its attack, and makes a mental attack at any creature within 10'. Victims successfully attacked are pushed one step along the Fear status track.

Pack attack. Lions work together in prides. Any allies adjacent to the victim count as flanking, gaining the +1d6 bonus to attack. When 3 or more lions are adjacent to the victim, the victim becomes overwhelmed, and is pushed one step along the Tiredness status track at the beginning of their turn. 


MAMMOTH

See Elephant.


MONSTROUS CENTIPEDE
Large common semi-sentient insectoid (4d6)

Disgusting centipedes whose bite causes insanity.

STR 6 (3d6)  AGI 4 (2d6)  END 6 (3d6)    
INT 2 (1d6)  LOG 1 (1d6)  WIL 1 (1d6) CHA 1 (1d6)  LUC 0 (0d6)  REP 5 (2d6)

HEALTH 28    
MELEE DEFENSE 10; RANGED DEFENSE 10; MENTAL DEFENSE 10
SOAK 5 (chitinous shell); VULN -      
STATUS IMMUNITIES nausea

INITIATIVE 1d6    
PERCEPTION 1d6 (hearing 4d6)        
SPEED 6; CLIMB+ 6; JUMP 8'/6'        
CARRY 180lb (max lift 450lb)    

ACTIONS 2
NATURAL DAMAGE 2d6+3  
REACH 10'                                                            

Bite 4d6 (2d6+3 piercing/poison damage; madness)                                                            

Skills hearing 6 (3d6), hardy 6 (3d6), combat 1 (1d6)
Gear -     

Madness poison. Each successful attack from the centipede's bite pushes the victim one step towards insanity, rendering them Muddled [14].    

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

Rotting stench. The overpowering stench of a giant centipede - rotting carrion - can be smelled easy by anyone within 60'. Identifying it requires a Challenging [13] LOG check.


PANTHER

See Tiger.


PTERODACTYL
Medium semi-sentient avian reptile (6d6)    

Winged prehistoric hunters.    

STR 4 (2d6)  AGI 10 (4d6)  END 8 (3d6)    
INT 10 (4d6)  LOG 2 (1d6)  WIL 2 (1d6) CHA 1 (1d6)  LUC 0 (0d6)  REP 0 (0d6)

HEALTH 16    
MELEE DEFENSE 24; RANGED DEFENSE 24; MENTAL DEFENSE 14
SOAK 0; VULN 1d6 (cold)    

INITIATIVE 6d6
PERCEPTION 6d6
SPEED 3; FLY+ 12; CLIMB -; JUMP 20'/4'
CARRY 120lb (max lift 200lb)        

ACTIONS 2    
NATURAL DAMAGE 2d6+2
                                                                
Claws 7d6 (2d6+2 slashing damage)                                                                

Skills perception 10 (4d6),  reactions 10 (4d6), dodging 6 (3d6), combat 6 (3d6)
Gear -                                                

Reptile. Reptiles are cold-blooded and are vulnerable (1d6) to cold damage.

Dive (m). When making a melee attack, the pterodactyl can swoop down at a foe and make the melee attack before swooping up again.  This works like a Charge (cost 2d6, +1d6 damage), but carries the pterodactyl onwards afterwards. This attack knocks the target prone.


SABER-TOOTHED TIGER

See Tiger.


SHATTER PLANT
Small non-sentient plant (3d6)

Oxygen-sucking ambulatory plants.

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

HEALTH 16
MELEE DEFENSE 15; RANGED DEFENSE 15; MENTAL DEFENSE 10
SOAK 5 (bark); VULN 1d6 (fire)

INITIATIVE 4d6
PERCEPTION 2d6
SPEED 4; CLIMB 3; JUMP 12'/3'
CARRY 90lb (max lift 150lb)

ACTIONS 2
NATURAL DAMAGE 1d6+2

Seedling 3d6 (1d6 damage; range 5)

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

Plant. Plant creatures are vulnerable (1d6) to fire, but have an additional 5 SOAK. (included, above).

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


SPIKERAPTOR
Enormous rare semi-sentient beast (9d6)

Winged alien hunters.

STR 20 (5d6) AGI 20 (5d6) END 15 (5d6)
INT 8 (3d6) LOG 2 (1d6)  WIL 2 (1d6)  CHA 0 (0d6)    LUC 0 (0d6)    REP 0 (0d6)    

HEALTH 54
MELEE DEFENSE 36; RANGED DEFENSE 20; MENTAL DEFENSE 11
SOAK 5; VULN -
STATUS IMMUNITIES -

INITIATIVE 5d6
SPEED 6; FLY+ 12
CARRY 900b (max lift 3000b)
 

ACTIONS 3 (2 in its turn; 1 in 10 INIT points later)
NATURAL DAMAGE 4d6+5
REACH 10'

Beak 9d6 (4d6+5 piercing damage)
Talons 9d6 (4d6+5 slashing damage    

Skills nature 8 (3d6), navigation 6 (3d6),  hunting 8 (3d6),  perception 12 (4d6), carrying 10 (4d6), dodging 6 (3d6), combat 15 (5d6)

Dive. When making a melee attack, the spikeraptor can swoop down at a foe and make the melee attack before swooping up again.  This works like a Charge (cost 2d6, +1d6 damage), but carries the creature onwards afterwards. This attack knocks the target prone. If the target is reduced to 0 HEALTH it is considered impaled by the spikeraptor’s beak.

Grab. Spikeraptors can grab medium or smaller opponents in their claws with a Dive attack. A grab is a Dive attack with a -2d6 cost. A creature struck by the grab attack is grabbed and remains so until escape. It cannot leave the spikeraptor’s square or use weapons larger than size small. An escape requires a STR or AGI attack against the spikeraptor’s MELEE DEFENSE and is an action which places the victim free from the grab in an adjacent square (or falling, if the spikeraptor is airborne). It costs the spikeraptor an attack each round to maintain the grab, but it does not need to make any further checks.


TIGER    
Large uncommon semi-sentient beast (7d6)                                                                
Ferocious feline hunters.                                  

STR 15 (5d6)  AGI 15 (5d6)  END 10 (4d6)    
INT 15 (5d6)  LOG 2 (1d6)  WIL 2 (1d6) CHA 2 (1d6)  LUC 0 (0d6)  REP 0 (0d6)                                                

HEALTH 36                                        
MELEE DEFENSE 28; RANGED DEFENSE 14; MENTAL DEFENSE 18
SOAK 0; VULN -    

INITIATIVE 9d6
PERCEPTION 7d6
SPEED 11; CLIMB 6; JUMP 30'/15'    
CARRY 375lb (max lift 1125lb)    

ACTIONS 2        
NATURAL DAMAGE 3d6+5
                                                              
Bite/claw 7d6 (3d6+5 piercing damage)

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

Pounce (m). With a single leap, the tiger leaps upon its victim, bearing it to the ground and inflicting its regular natural damage. The target must be within the tiger's horizontal jump distance (30'). This costs 2d6.

Roar (1). Some creatures can unleash a roar so loud that its victims are stricken with fear. The roar uses two actions. A roar uses END (4d6) as its attack, and makes a mental attack at any creature within i10'. Victims successfully attacked are pushed one step along the Fear status track.

Panther. Panthers are tigers (-1d6; medium).
Saber-toothed tiger. Saber-toothed tigers are tigers (+1d6).

TITANOSAUR
Colossal semi-sentient beast (12d6)  

Colossal plant-eating dinosaurs.

STR 90 (12d6)  AGI 3 (2d6)  END 100 (13d6)    
INT 4 (2d6)  LOG 1 (1d6)  WIL 2 (1d6) CHA 2 (1d6)  LUC 0 (0d6)  REP 6 (3d6)

HEALTH 276    
MELEE DEFENSE 10; RANGED DEFENSE 10; MENTAL DEFENSE 10
SOAK 20 (40 ranged); VULN -        

INITIATIVE 2d6    
PERCEPTION 2d6    
SPEED 18; CLIMB -; JUMP -    
CARRY 15,200lb (max lift 36,000lb)    

ACTIONS 5 (2 in its turn, 1 every 5 INIT points later)
NATURAL DAMAGE 5d6+12  
REACH 20'                                                            

Stomp 12d6 (5d6+12 blunt damage)        
Tail swipe 12d6 (3d6+12 blunt damage; 60' cone damage)    

Skills hardy 50 (9d6)     
Gear -        

Trample. A titanosaur can move directly through a target's square, attacking the target as it goes. This is a single action, and the attacker moves its full speed in a straight line. The target must be size gigantic or smaller. If the attack misses, the attacker stops in its tracks. If it hits, the attacker continues moving, inflicts natural damage, and the target is knocked prone. This costs 2d6.

Monumental. The titanosaur has doubel SOAK vs ranged atatcks (incuded above).


TRICERABOAR
Enormous common semi-sentient beast (7d6)

Aggressive, near-blind, three-horned mammal.

STR 30 (7d6)  AGI 3 (1d6)  END 30 (7d6)
INT 4 (2d6)  LOG 2 (1d6)  WIL 4 (2d6)   CHA 2 (1d6)  LUC 0 (0d6)  REP 0 (0d6)    

HEALTH 54
MELEE DEFENSE 17; RANGED DEFENSE 10; MENTAL DEFENSE 11
SOAK 20 (hide); VULN -
STATUS IMMUNITIES -

INITIATIVE 3d6
PERCEPTION 2d6 (6d6)
SPEED 11; CLIMB -; JUMP 6'/6'
CARRY 1200b (max lift 3000b)

ACTIONS 3 (2 in its turn; 1 in 10 INIT points later)
NATURAL DAMAGE 3d6+7
REACH 10’

Gore 7d6 (3d6+7 piercing damage)

Skills scent 10 (4d6)

Trample. With a trample attack, the triceraboar can move directly through a target's square, attacking the target as it goes. This is a single action, and the triceraboar moves its full speed in a straight line. The triceraboar must be at least one size category larger than the target. If the attack misses, the triceraboar stops in its tracks. If it hits, the triceraboar continues moving, inflicts 3d6+7 blunt damage, and the target is knocked prone. This costs 2d6.


TYRANNOSAURUS REX    
Enormous uncommon semi-sentient reptile (11d6)

Reptilian king of the dinosaurs.

STR 30 (7d6)  AGI 4 (2d6)  END 25 (6d6)
INT 3 (2d6)  LOG 2 (1d6)  WIL 2 (1d6) CHA 2 (1d6)  LUC 0 (0d6)  REP 33 (7d6)

HEALTH 54
MELEE DEFENSE 31; RANGED DEFENSE 10; MENTAL DEFENSE 10
SOAK 10; VULN 1d6 (cold)
STATUS IMMUNITIES -

INITIATIVE 2d6
PERCEPTION 2d6 (hearing 4d6)
SPEED 11; CLIMB 6; JUMP -    
CARRY 1,100lb (max lift 3,000lb)    

ACTIONS 3 (2 in its turn; 1 in 10 INIT points later)
NATURAL DAMAGE 4d6+7  
REACH 10'

Bite 11d6 (4d6+7 piercing damage)
Tail swipe 11d6 (2d6+7 blunt damage; 20' cone)
Roar (2) 6d6 (special; 40' aura)

Skills hearing 4 (2d6), hardy 4 (2d6), combat 12 (4d6)
Gear -                                                                    

Reptile. Reptiles are cold-blooded and are vulnerable (1d6) to cold damage.

Charge (m). Once per turn, the tyrannosaurus rex can move its speed in a straight line and then attack at the end of it, all as a single action, paying 2d6. It  gains +1d6 damage to its attack.

Roar (2). The tyrannosaurus rex can unleash a roar so loud that its victims are stricken with fear. The roar uses two actions. A roar uses END as its attack (6d6), and attacks any creature within 40'. Victims successfully attacked are rendered Apprehensive [21].

Tail swipe (1). The tyrannosaurus rex has a tail swipe attack. This attack affects all targets in a 20' cone to the rear of the creature.


VELOCIRAPTOR
Medium uncommon semi-sentient reptile (8d6)   

Cunning dinosaurs which hunt in packs.  

STR 10 (4d6)  AGI 14 (4d6)  END 15 (5d6)
INT 10 (4d6)  LOG 2 (1d6)  WIL 2 (1d6) CHA 2 (1d6)  LUC 0 (0d6)  REP 18 (5d6)

HEALTH 24                                        
MELEE DEFENSE 28; RANGED DEFENSE 14; MENTAL DEFENSE 14
SOAK 0; VULN -  
STATUS IMMUNITIES -                                                 

INITIATIVE 7d6
PERCEPTION 4d6 (scent 6d6)
SPEED 11; CLIMB 4; JUMP 28'/10'
CARRY 250lb (max lift 500lb)                                                

ACTIONS 2
NATURAL DAMAGE 2d6+4      
REACH 5'                                                         

Bite 8d6 (2d6+4 piercing damage)

Skills scent 4 (2d6), hunting 4 (3d6), running 8 (3d6), tactics 6 (3d6), combat10 (4d6)
Gear -        

Pack attack. Velociraptors work together well. Any velociraptors adjacent to the victim count as flanking, gaining the +1d6 bonus to attack. When 4 or more velociraptors are adjacent to the victim, the victim becomes overwhelmed, and is pushed one step down the Tiredness status track at the start of its turn.

Charge (m). The velociraptor moves its speed in a straight line and then attack at the end of it, paying 2d6. It gains +1d6 damage to its attack.

Pounce (m). The velociraptor can jump half its horizontal jump distance (14') from a standing start when making a bite attack.  This counts as a charge (costing 2d6), and also knocks the victim prone on a successful attack.

 

 

 

Roboraptor. Roboraptors are similar to regular velociraptors, but are vulnerable 1d6 (electricity) and 2d6 (ion), immune to mental attacks, and immune to the Bleeding, Nausea, and Tiredness status tracks.

WARG

See wolf.


WOLF    
Medium common semi-sentient beast (4d6)

Pack-based animals which cooperate to hunt their prey.

STR 4 (2d6)  AGI 10 (4d6)  END 6 (3d6)
INT 10 (4d6)  LOG 2 (1d6)  WIL 2 (1d6) CHA 3 (2d6)  LUC 0 (0d6)  REP 5 (2d6)

HEALTH 16    
MELEE DEFENSE 16; RANGED DEFENSE 14; MENTAL DEFENSE 14
SOAK 0; VULN -    
STATUS IMMUNITIES -

INITIATIVE 6d6    
PERCEPTION 4d6 (scent 8d6)
SPEED 12; CLIMB 6; JUMP 20'/4'
CARRY 100lb (max lift 200lb)        

ACTIONS 2
NATURAL DAMAGE 2d6+2     
REACH 5'                                                           

Bite 4d6 (2d6+2  damage)                                                                

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

Pack attack. Wolves work together well. Any wolves adjacent to the victim count as flanking, gaining the +1d6 bonus to attack. When 4 or more wolves are adjacent to the victim, the victim becomes overwhelmed, and is pushed one step down the Tiredness status track at the start of its turn.     

Pounce (m). The wolf can jump half its horizontal jump distance (10') from a standing start when making  a bite attack.  This counts as a charge (pay 2d6; +1d6 damage), and also knocks the victim prone on a successful attack.  

Dog. A large dog suitable as a guard dog, such as a mastiff, has the same stats as a wolf but does not have the Pack Attack ability. A domestic dog does not have the combat skill.
Robowolf. Robowolves are similar to regular wolves, but are vulnerable 1d6 (electricity) and 2d6 (ion), immune to mental attacks, and immune to the Bleeding, Nausea, and Tiredness status tracks.
Warg. Wargs are large wolves (+1d6; large) which are often used as riding mounts by orcs.

WOODLAND CREATURE    
Tiny common semi-sentient beast (1d6)    

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

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

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

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

ACTIONS 2    
NATURAL DAMAGE 1d6+1                                                                

Bite 1d6 (1d6+1 piercing damage)                            

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

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

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

Dash (2). Small woodland critters can use both actions to dash at twice their normal SPEED.

Robocritter. Robocritters are similar to regular woodland animals, but are vulnerable 1d6 (electricity) and 2d6 (ion), immune to mental attacks, and immune to the Bleeding, Nausea, and Tiredness status tracks.