Horned Scruffbear
Expected threat level: Moderate (TL 14)
A common danger on the ice and tundra, Scruffbears are slightly larger than polar bears, and can be distinguished by their longer, broader tails, shaggier coat, and flat horns. These horns are sensory organs that provide it with an acute sensitivity to heat, The Scruffbear uses this ability to camouflage itself in areas frequented by prey animals, often under the snow, waiting to burst forth when it detects a heat source nearby.
Tags: bear, arctic
Tendencies: Solitary ambush predators, Scruffbears favor starting encounters via surprise from a concealed position, or a sudden charge. Surly and standoffish when faced with creatures it has no interest in hunting. May attempt to intimidate dangerous foes instead of outright attacking them if it is unsure it can win a fight. Tactics: Will often burst from a snowdrift or crevasse and attempt to wound a single target. Depending on the success of the initial attack, it will withdraw and stalk the wounded prey, or finish it quickly and attempt to escape with its meal, or defend it in place if it does not think there is a true threat present. Senses: keen smell, heatsense 15ft. |
Strengths & Weaknesses
Grappler. The Horned Scruffbear rolls Grapple checks with an additional +1d8.
Insulated. The bear reduces all Freezing Damage it would take by 6.
Insulated. The bear reduces all Freezing Damage it would take by 6.
Actions
Claw. (Melee attack, 5ft. range, 1 target, +3 bonus to hit). Deals 1d8 Slashing Damage. If the Scruffbear deals damage to the same target with two consecutive Claw attacks on its turn, it may make a Grapple attempt against that target as a Free Action.
Maul. (Melee attack, 5ft. range, 1 target, +3 bonus to hit). Deals 1d12 Piercing Damage. This attack always hits a target that it Grappled by the Scruffbear.
Maul. (Melee attack, 5ft. range, 1 target, +3 bonus to hit). Deals 1d12 Piercing Damage. This attack always hits a target that it Grappled by the Scruffbear.
Harvestable Loot (If Trained)
- Scruffbear Hide, takes 1 hour to remove.
- 1d12 Scruffbear Teeth, 2 minutes each
- 2 Scruffbear Horns, 2 minutes each
- 1d20 Scruffbear Claws, 1 minute each
- 1d12 Pounds of Scruffbear Meat per 1 hour spent harvesting. Maximum 4 attempts.
Giant Null Spider
Expected threat level: Moderate (TL 15)
A peculiar mutation among giant spiders, commonly found in regions of elevated etheric saturation or near Places of Power, these beast are particularly well adapted to predation of magical beings.
A peculiar mutation among giant spiders, commonly found in regions of elevated etheric saturation or near Places of Power, these beast are particularly well adapted to predation of magical beings.
Might 1
Precision 6 Cleverness 4 Knowledge 0 Willpower 4 Fortitude 2 |
Speed: 45ft. (Walk/Climb)
Armor: 5 Health: 28 Size: Large Type: Fauna (spider) Detection: 8 |
Tags: poisonous, climb, spider, web, anti-magic
Tendencies: Giant spiders are reclusive, preferring to avoid direct confrontation or exposure until prey is unable to resist. They will nest in areas of dense obstacles and plentiful cover, waiting for a disturbance in their web. They tend to preserve captured prey that no longer poses a threat for days or longer, feeding only when necessary.
Tactics: Spiders will attempt to ensnare and disable prey before closing to melee range to incapacitate it.
Senses: keen hearing, keen smell, blindsight within webbed areas it can touch
Tendencies: Giant spiders are reclusive, preferring to avoid direct confrontation or exposure until prey is unable to resist. They will nest in areas of dense obstacles and plentiful cover, waiting for a disturbance in their web. They tend to preserve captured prey that no longer poses a threat for days or longer, feeding only when necessary.
Tactics: Spiders will attempt to ensnare and disable prey before closing to melee range to incapacitate it.
Senses: keen hearing, keen smell, blindsight within webbed areas it can touch
Special Features
Nullifying Web. As an Action, the Spider covers a 10ft. square in sticky webbing. Moving through this area consumes 2x Speed. When a creature starts its turn in a web, it must make a Might Check (5) or have its Speed reduced to 0 until the start of its next turn.
An adjacent creature can use its Action to make a Might Check to assist, adding its score to the trapped creature's next Check.
An adjacent creature can use its Action to make a Might Check to assist, adding its score to the trapped creature's next Check.
- Creatures that are touching a Nullifying Web cannot use Mana or activate magical abilities.
- Fresh water dissolves nullifying webs. If a 5ft. area of web is doused with at least 2 liters (~.5 gallons) of water during a single Round, it is destroyed, freeing any creature trapped in that space.
- Spider webs are highly flammable, and instantly dissolve if exposed to Acidic Damage.
Strengths & Weaknesses
Spider Blood. The Spider is immune to Poisonous Damage, and cannot gain Poisoned Counters.
Actions
Bite. (Melee attack, 5ft. range, 1 target, +3 to hit). Deals 1d6 Piercing Damage + 1d6 Poisonous Damage.
Harvestable Loot (If Trained)
- 1d12 oz. of Null Spider Venom, 1 minute to harvest.
- A 5ft section of Nullifying Web can be harvested in 1 minute with a 15 Cleverness Check, yielding 1d10 feet of webbing.
Giant Spider
Expected threat level: Moderate (TL 13)
A massive arachnid known to lurk in forests, caves, and ravines, these creatures tend to avoid developed areas and prefer isolated prey.
A massive arachnid known to lurk in forests, caves, and ravines, these creatures tend to avoid developed areas and prefer isolated prey.
Might 1
Precision 6 Cleverness 4 Knowledge 0 Willpower 1 Fortitude 2 |
Speed: 45ft. (Walk/Climb)
Armor: 5 Health: 28 Size: Large Type: Fauna (spider) Detection: 8 |
Tags: poisonous, climb, spider, web
Tendencies: Giant spiders are reclusive, preferring to avoid direct confrontation or exposure until prey is unable to resist. They will nest in areas of dense obstacles and plentiful cover, waiting for a disturbance in their web. They tend to preserve captured prey that no longer poses a threat for days or longer, feeding only when necessary.
Tactics: Spiders will attempt to ensnare and disable prey before closing to melee range to incapacitate it.
Senses: keen hearing, keen smell, blindsight within webbed areas it can touch
Tendencies: Giant spiders are reclusive, preferring to avoid direct confrontation or exposure until prey is unable to resist. They will nest in areas of dense obstacles and plentiful cover, waiting for a disturbance in their web. They tend to preserve captured prey that no longer poses a threat for days or longer, feeding only when necessary.
Tactics: Spiders will attempt to ensnare and disable prey before closing to melee range to incapacitate it.
Senses: keen hearing, keen smell, blindsight within webbed areas it can touch
Special Features
Web. As an Action, the Spider covers a 10ft. square in sticky webbing. Moving through this area consumes 2x Speed. When a creature starts its turn in a web, it must make a Might Check (5) or have its Speed reduced to 0 until the start of its next turn.
An adjacent creature can use its Action to make a Might Check to assist, adding its score to the trapped creature's next Check.
An adjacent creature can use its Action to make a Might Check to assist, adding its score to the trapped creature's next Check.
- Spider webs are highly flammable, and instantly dissolve if exposed to Acidic Damage.
Strengths & Weaknesses
Spider Blood. The Spider is immune to Poisonous Damage, and cannot gain Poisoned Counters.
Actions
Bite. (Melee attack, 5ft. range, 1 target, +3 to hit). Deals 1d6 Piercing Damage + 1d6 Poisonous Damage.
Harvestable Loot (If Trained)
- 1d12 oz. of Spider Venom, 1 minute to harvest.
- A 5ft section of Web can be harvested in 1 minute with a 10 Cleverness Check, yielding 1d10 feet of webbing.
Giant Spiderling
Expected threat level: Low (TL 9)
A juvenile Giant Spider or Giant Null Spider, these critters primarily pose a danger only if encountered by weakened creatures or in large numbers.
A juvenile Giant Spider or Giant Null Spider, these critters primarily pose a danger only if encountered by weakened creatures or in large numbers.
Might 1
Precision 4 Cleverness 3 Knowledge 0 Willpower 1 Fortitude 1 |
Speed: 45ft. (Walk/Climb)
Armor: 6 Health: 12 Size: Large Type: Fauna (spider) Detection: 8 |
Tags: poisonous, climb, spider, web
Tendencies: Giant spiders are reclusive, preferring to avoid direct confrontation or exposure until prey is unable to resist. They will nest in areas of dense obstacles and plentiful cover, waiting for a disturbance in their web. They tend to preserve captured prey that no longer poses a threat for days or longer, feeding only when necessary.
Tactics: Spiders will attempt to ensnare and disable prey before closing to melee range to incapacitate it.
Senses: keen hearing, keen smell, blindsight within webbed areas it can touch
Tendencies: Giant spiders are reclusive, preferring to avoid direct confrontation or exposure until prey is unable to resist. They will nest in areas of dense obstacles and plentiful cover, waiting for a disturbance in their web. They tend to preserve captured prey that no longer poses a threat for days or longer, feeding only when necessary.
Tactics: Spiders will attempt to ensnare and disable prey before closing to melee range to incapacitate it.
Senses: keen hearing, keen smell, blindsight within webbed areas it can touch
Special Features
Web. As an Action, the Spider covers a 10ft. square in sticky webbing. Moving through this area consumes 2x Speed. When a creature starts its turn in a web, it must make a Might Check (5) or have its Speed reduced to 0 until the start of its next turn.
An adjacent creature can use its Action to make a Might Check to assist, adding its score to the trapped creature's next Check.
An adjacent creature can use its Action to make a Might Check to assist, adding its score to the trapped creature's next Check.
- Spider webs are highly flammable, and instantly dissolve if exposed to Acidic Damage.
Strengths & Weaknesses
Spider Blood. The Spider is immune to Poisonous Damage, and cannot gain Poisoned Counters.
Actions
Bite. (Melee attack, 5ft. range, 1 target, +3 to hit). Deals 1d4 Piercing Damage + 1d4 Poisonous Damage.
Harvestable Loot (If Trained)
- 1d6 oz. of Spider Venom, 1 minute to harvest.
- A 5ft section of Web can be harvested in 1 minute with a 10 Cleverness Check, yielding 1d10 feet of webbing.
Megabelha
Expected threat level: Moderate (TL 18)
These horse-sized bees were have been domesticated and used as flying mounts several times throughout history, but the delicate infrastructure required to train and maintain a macro-hive means that such practices are difficult to sustain. Rare and reclusive, wild megabelha build their hives in regions of abundant wildflowers, where a single drone can dive into a blooming field and emerge covered in a dusting of pollen. Megabelha are generally docile, and can seem to move with a ponderous or even lackadaisical pace to outside observers, leading scholars to theorize that they compensate for their tremendous size by prioritizing efficiency - every calorie burned is one less for the hive.
These horse-sized bees were have been domesticated and used as flying mounts several times throughout history, but the delicate infrastructure required to train and maintain a macro-hive means that such practices are difficult to sustain. Rare and reclusive, wild megabelha build their hives in regions of abundant wildflowers, where a single drone can dive into a blooming field and emerge covered in a dusting of pollen. Megabelha are generally docile, and can seem to move with a ponderous or even lackadaisical pace to outside observers, leading scholars to theorize that they compensate for their tremendous size by prioritizing efficiency - every calorie burned is one less for the hive.
Tags: poisonous, flying, bee
Tendencies: Megabelha have been described as "flying mules;" generally content to stand in a field and be left alone, unlikely to move if you want them to, and willing to stomp you to death if provoked so they can get back to doing nothing. They are, however, extremely attracted to dense nutrient sources, particularly sugary foods. Tactics: Megabelha will ignore first, flee second, attack third, and call for backup if none of that worked. Senses: poor vision, keen smell, blindsight 10ft. (scent, antennae). |
Actions
Mandable. (Melee attack, 5ft. range, 1 target, +4 to hit). Deals 1d4 Piercing Damage.
Stinger. (Melee attack, 5ft. range, 1 target, +4 to hit). For every 5ft. the Megabelha moved this turn, increase the to-hit bonus by +1 and the Piercing Damage by +2. Deals 1d12 Piercing Damage + 1d4 Poisonous Damage. After the Megabelha uses this ability, roll 1d100. On a 100, the Megabelha dies.
Stinger. (Melee attack, 5ft. range, 1 target, +4 to hit). For every 5ft. the Megabelha moved this turn, increase the to-hit bonus by +1 and the Piercing Damage by +2. Deals 1d12 Piercing Damage + 1d4 Poisonous Damage. After the Megabelha uses this ability, roll 1d100. On a 100, the Megabelha dies.
Harvestable Loot (If Trained)
- 1d100 units of local pollen. In Spring and Summer, 1 unit is 1 lb. In Fall and Winter, 1 unit is 1 oz.
Warg
Expected threat level: Low (TL 9)
Hyena-like canines the size of mules, Wargs are aggressive, territorial pack hunters. Though dangerous to train, domesticated Wargs are a favorite mount for shock cavalry.
Hyena-like canines the size of mules, Wargs are aggressive, territorial pack hunters. Though dangerous to train, domesticated Wargs are a favorite mount for shock cavalry.
Might 6
Precision 3 Cleverness 2 Knowledge 0 Willpower 1 Fortitude 3 |
Speed: 45ft. (Walk/Climb)
Armor: 6 Health: 12 Size: Large Type: Fauna (spider) Detection: 8 |
Tags: mount, canine, pack hunter
Tendencies: Pack hunters, will surround and stalk prey at a distance until an isolated target is presented or an opportune moment appears.
Tactics: attempts to isolate a creature and move in for a quick kill, dragging the carcass to a safe location.
Senses: poor vision, keen smell and hearing, darkvision 300ft.
Tendencies: Pack hunters, will surround and stalk prey at a distance until an isolated target is presented or an opportune moment appears.
Tactics: attempts to isolate a creature and move in for a quick kill, dragging the carcass to a safe location.
Senses: poor vision, keen smell and hearing, darkvision 300ft.
Special Features
Pack Hunting. The Warg gains a +1d4 bonus to hit a creature if another Warg has damaged that creature in the same Round.
Actions
Combo Attack. the Warg makes two Claw attacks.
Bite. (Melee attack, 5ft. range, 1 target, +2 to hit). Deals 1d4+2 Piercing Damage. After damaging a creature with this attack, the Warg may make a free Grapple Check against that target. Bite attacks against Grappled creatures get an additional +4 to hit, and deal 2d4+2 Piercing Damage instead.
Claw. (Melee attack, 5ft. range, 1 target. +3 to hit). Deals 1d4 Slashing Damage. The Warg cannot Claw creatures it is Grappling.
Bite. (Melee attack, 5ft. range, 1 target, +2 to hit). Deals 1d4+2 Piercing Damage. After damaging a creature with this attack, the Warg may make a free Grapple Check against that target. Bite attacks against Grappled creatures get an additional +4 to hit, and deal 2d4+2 Piercing Damage instead.
Claw. (Melee attack, 5ft. range, 1 target. +3 to hit). Deals 1d4 Slashing Damage. The Warg cannot Claw creatures it is Grappling.
Harvestable Loot (If Trained)
- Warg Pelt, takes 1 hour to remove.
- Warg Fang x4. Takes 1 minute each to remove.
- Warg Meat. 3d4 lbs. per 10 minutes spent harvesting. Maximum 60lbs. or 15 attempts.