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Beasts

AX.C.13.05 - Beasts

Beasts are natural animals and creatures that operate on instinct rather than intelligence. They lack the cunning of humanoids but possess deadly natural weapons, keen senses, and survival instincts honed by evolution. While not evil, beasts are dangerous when hungry, territorial, or protecting their young.

Overview

What Makes Beasts Unique

  • Instinct-Driven: Predictable behavior based on survival needs
  • Natural Weapons: Claws, fangs, horns, venom, crushing strength
  • Keen Senses: Superior hearing, smell, or vision
  • Environmental Adaptation: Specialized for their habitat
  • Pack Tactics: Many hunt in coordinated groups
  • Fight or Flight: Will flee when seriously wounded unless cornered or rabid

Using Beasts in Your Campaign

Beast threats serve multiple roles:

  • Wilderness Encounters: Random dangers while traveling
  • Environmental Hazards: Predators claiming territory
  • Trained Guardians: Animals employed by intelligent creatures
  • Dire Variants: Magically enhanced or prehistoric versions
  • Swarm Threats: Overwhelming numbers of smaller creatures
  • Mount or Companion: Some beasts can be tamed

Beast Categories

Predators: Carnivores that hunt prey

  • Wolves, bears, big cats, raptors
  • Hunt in packs or alone
  • Ambush or pursuit tactics

Prey Animals: Herbivores that flee threats

  • Deer, elk, horses, cattle
  • Dangerous when cornered or protecting young
  • Use speed and herd behavior

Vermin: Small creatures, dangerous in numbers

  • Rats, spiders, scorpions, snakes
  • Often carry disease or venom
  • Swarm tactics overwhelm

Apex Predators: Top of food chain

  • Bears, crocodiles, sharks
  • Massive size and power
  • Territorial and aggressive

Giant Versions: Oversized natural animals

  • Giant spiders, dire wolves, giant eagles
  • All beast capabilities amplified
  • Often result of magic or ancient bloodlines

Common Predators

Wolf (Standard)

Intelligent pack hunters that coordinate attacks with cunning precision.

Type: Beast (Canine Predator) Power Level: Standard Size: Medium

Attributes

  • Body: 2D
  • Speed: 3D
  • Wit: 2D

Talents

  • Strike: 2D
  • Notice: 2D
  • Stealth: 1D

Combat Statistics

  • Health: 32 (20 + 2 + 10)
  • Defense: 2 (3 + 0 = 3 ÷ 3 = 1, +1 base = 2)
  • Natural Armor: None (fur)

Saves

  • Body Save: 2D (Body 2D)
  • Speed Save: 3D (Speed 3D)
  • Wit Save: 2D (Wit 2D)

Attacks

  • Bite: Body 2D + Strike 2D = 4D vs Defense, 2-3 damage typical
  • Trip Attack: If bite hits, target makes Speed Save (Threshold 3) or knocked prone

Beast Traits

  • Keen Hearing and Smell: +2D to Notice checks using these senses
  • Pack Tactics: Advantage on attacks if ally adjacent to target
  • Winter Coat: Resist cold environmental effects

Special Abilities

  • Coordinated Strike: Once per combat, alpha signals pack. All wolves gain +1D to next attack
  • Pursuit Predator: Can maintain running speed for hours. +1D to chase rolls

Tactics Wolves never fight fair. Circle prey, looking for weakness. Weak members attack from front to distract while strong members attack flanks and rear. Focus fire on single target until downed, then move to next. If pack reduced by half or alpha killed, break off and retreat. Prefer ambush from cover when possible.

Lore & Ecology Wolves travel in packs of 4-8, led by breeding pair (alpha male and female). Hunt elk, deer, and smaller prey. Territorial, marking boundaries with scent. Active dawn and dusk. Avoid humans unless desperate or protecting den. Cubs born in spring, full grown at 2 years. Lifespan 8-12 years in wild.

Taming Difficult but possible. Requires handling from pup stage. Wit + Attunement, Threshold 4. Tamed wolves are loyal but never fully domesticated. Make excellent guards and trackers. Still respond to wild pack calls.

Treasure

  • Wolf pelt (5-10 silver, quality fur)
  • Meat (edible)
  • Teeth and claws (crafting components)

Dire Wolf (Elite)

Massive prehistoric wolves, larger and more powerful than normal wolves.

Type: Beast (Canine Predator, Dire) Power Level: Elite Size: Large

Attributes

  • Body: 4D
  • Speed: 3D
  • Wit: 2D

Talents

  • Strike: 3D
  • Notice: 3D
  • Stealth: 2D

Combat Statistics

  • Health: 39 (20 + 4 + 15)
  • Defense: 2 (3 + 1 = 4 ÷ 3 = 1.33, +1 base = 2)
  • Natural Armor: +1 (thick fur and hide)

Saves

  • Body Save: 4D (Body 4D)
  • Speed Save: 3D (Speed 3D)
  • Wit Save: 2D (Wit 2D)

Attacks

  • Powerful Bite: Body 4D + Strike 3D = 7D vs Defense, 4-5 damage typical
  • Savage Maul: After successful bite, can make second bite attack as Free Action at -2D
  • Crushing Grip: If both bites hit same target, automatically grappled

Beast Traits

  • Keen Hearing and Smell: +2D to Notice checks
  • Pack Tactics: Advantage on attacks if ally adjacent to target
  • Fearsome Presence: Smaller creatures make Wit Save (Threshold 3) or suffer disadvantage on attacks

Special Abilities

  • Dire Coordination: Pack gains +2D to attacks instead of +1D from Coordinated Strike
  • Relentless Hunter: Can track prey for days without rest. Advantage on pursuit
  • Knockdown Charge: If moves Near range before attack, target makes Body Save (Threshold 4) or knocked prone

Tactics Hunt like normal wolves but with greater aggression. Alpha leads charge with Knockdown, pack follows for Savage Maul attacks. Less likely to retreat even when wounded. Will fight to death if protecting territory or young. Use size advantage to overpower and pin prey.

Lore & Ecology Ancient cousins of normal wolves, survived in remote wilderness areas. Pack sizes smaller (3-5) due to large territory requirements. Hunt megafauna (mammoths, giant elk). Some tribes domesticate as war beasts or mounts. Found in frozen tundra, dense forests, mountain ranges.

Taming Extremely difficult. Threshold 5, must be raised from pup. Only strongest trainers succeed. Used as mounts by orcs and northern barbarians. More intelligent and loyal than warhorses. Value 500+ gold.

Treasure

  • Dire wolf pelt (50-100 silver, exceptional quality)
  • Large teeth and claws (crafting rare weapons/armor, 20-40 silver)
  • Alpha's hide can make light armor equivalent (+1 bonus)

Brown Bear (Elite)

Massive omnivores, peaceful unless threatened but deadly when roused.

Type: Beast (Ursine) Power Level: Elite Size: Large

Attributes

  • Body: 5D
  • Speed: 2D
  • Wit: 2D

Talents

  • Strike: 3D
  • Notice: 2D
  • Fortitude: 3D

Combat Statistics

  • Health: 40 (20 + 5 + 15)
  • Defense: 2 (2 + 1 = 3 ÷ 3 = 1, +1 base = 2)
  • Natural Armor: +1 (thick fur and hide)

Saves

  • Body Save: 8D (Body 5D + Fortitude 3D)
  • Speed Save: 2D (Speed 2D)
  • Wit Save: 2D (Wit 2D)

Attacks

  • Claw Swipe: Body 5D + Strike 3D = 8D vs Defense, 5-6 damage typical
  • Bite: Body 5D + Strike 3D = 8D vs Defense, 4-5 damage typical
  • Bear Hug: If both claws hit same target, automatically grappled and take 3D damage per Turn

Beast Traits

  • Keen Smell: +2D to Notice using scent
  • Powerful Build: +2D to Athletics checks involving strength
  • Thick Hide: Resistance to cold damage

Special Abilities

  • Berserker Rage: When reduced below half Health, gain +2D to all attacks and ignore pain conditions
  • Charging Maul: If moves Near range before attack, deal +3 damage
  • Standing Intimidation: Rear on hind legs as Minor Action, all nearby creatures make Wit Save (Threshold 4) or frightened

Tactics Bears prefer to avoid combat. Give warning roars and mock charges. If threat persists, charge with full force. Lead with Charging Maul, follow with Bear Hug against single target or Claw Swipes against multiple foes. Berserker Rage makes wounded bears extremely dangerous. Fight to death if protecting cubs.

Lore & Ecology Omnivores eating fish, berries, small animals, and carrion. Territorial during mating season and when cubs present. Hibernate in winter in northern regions. Solitary except for mothers with cubs. Live 20-30 years. Cubs stay with mother 2-3 years. Incredibly dangerous when surprised or protecting food cache.

Taming Nearly impossible to tame. Threshold 6. Even raised from cub, remain unpredictable. Used rarely as arena beasts or by druids. Never truly domesticated. More dangerous than wolves.

Treasure

  • Bear pelt (100-200 silver, premium quality)
  • Bear claws (crafting components, necklaces, 30-50 silver)
  • Meat (significant quantity, edible and tradeable)
  • Gallbladder and organs (medicinal uses, 20-40 silver)

Lion (Standard)

Savannah hunters that use speed, ambush, and pride coordination to bring down prey larger than themselves.

Type: Beast (Feline Predator) Power Level: Standard Size: Large

Attributes

  • Body: 3D
  • Speed: 3D
  • Wit: 1D

Talents

  • Strike: 3D
  • Stealth: 2D
  • Notice: 1D

Combat Statistics

  • Health: 33 (20 + 3 + 10)
  • Defense: 2 (1 + floor(3 ÷ 3) = 2)
  • Natural Armor: None

Saves

  • Body Save: 3D (Body 3D)
  • Speed Save: 3D (Speed 3D)
  • Wit Save: 1D (Wit 1D)

Attacks

  • Claw Swipe: Body 3D + Strike 3D = 6D vs Defense, 3–4 damage typical
  • Killing Bite: Body 3D + Strike 3D = 6D vs Defense, 4–5 damage typical
  • Pounce: Move Near before attacking; deal +2 damage and target makes Speed Save (Threshold 3) or knocked prone

Beast Traits

  • Keen Smell: +1D to Notice checks using scent
  • Low-Light Vision: No penalty in dim conditions; Disadvantage only in total darkness
  • Pride Hunter: Advantage on attacks when an ally is adjacent to the same target

Special Abilities

  • Raking Claws: After a successful Pounce, may make an immediate free Claw Swipe against the same target
  • Intimidating Roar: Minor Action; all enemies within Near range make Wit Save (Threshold 3) or lose their Free Action next turn. Once per combat
  • Focused Kill: Once a target is prone, all lion attacks against that target gain +1D until it stands

Tactics Lions hunt with the pride. Two or three circle from the front while one or two rush flanks after the prey commits. Lead with Pounce to knock prey prone, then focus attacks. Males roar to panic prey; females close in. Pull back only if the pride loses half its members or the prey proves too large.

Lore & Ecology Prides of 5–12 led by a dominant female coalition, with territorial males patrolling the range. Hunt at dawn and dusk across open grasslands, scrubland, and forest edge. Lifespan 12–18 years. Males are conspicuous but females do most of the killing. A pride's range may cover hundreds of square miles.

Taming Difficult. Threshold 5. Cubs raised from birth can be conditioned but remain dangerous. Used in noble menageries and arena spectacles. Never reliably domesticated.

Treasure

  • Lion pelt (40–80 sp, golden tawny fur)
  • Claws and teeth (crafting components, 10–20 sp)
  • Male mane (prestigious trophy, 100+ sp to collectors)

Tiger (Standard)

Solitary ambush predators of jungle and deep forest, masters of patience and explosive violence.

Type: Beast (Feline Predator) Power Level: Standard Size: Large

Attributes

  • Body: 3D
  • Speed: 3D
  • Wit: 1D

Talents

  • Strike: 3D
  • Stealth: 3D
  • Notice: 1D

Combat Statistics

  • Health: 33 (20 + 3 + 10)
  • Defense: 2 (1 + floor(3 ÷ 3) = 2)
  • Natural Armor: None

Saves

  • Body Save: 3D (Body 3D)
  • Speed Save: 3D (Speed 3D)
  • Wit Save: 1D (Wit 1D)

Attacks

  • Claw Strike: Body 3D + Strike 3D = 6D vs Defense, 3–4 damage typical
  • Killing Bite: Body 3D + Strike 3D = 6D vs Defense, 4–5 damage typical (throat)
  • Ambush Pounce: When attacking from stealth, deal +3 damage and target is automatically grappled on hit

Beast Traits

  • Superior Camouflage: +2D to Stealth in vegetated or shadowed terrain
  • Scent Tracking: +2D to Notice when following a scent trail; can track for hours
  • Swimmer: No movement penalty in water; unlike most cats, tigers cross rivers freely

Special Abilities

  • Solitary Predator: When the tiger's target has no allies within Close range, all attacks gain +1D
  • Drag to Cover: If grappling, can move the target up to Close range as a Free Action each turn
  • Territorial Awareness: Never surprised within its own marked territory

Tactics Stalks from downwind for hours before closing to Close range. Always opens with Ambush Pounce from Stealth. Follows immediately with Killing Bite to maintain grapple and drag toward cover. If the target fights back effectively, the tiger disengages and circles for another opportunity. It does not fight fair and does not persist against organized resistance.

Lore & Ecology Solitary, wide-ranging, and highly territorial. Mark ranges of many square miles. Active at night, using striped coloration to vanish in dappled jungle light. Apex predators with no natural enemies. Lifespan 15–25 years. Cubs stay with their mother 2–3 years.

Taming Threshold 5. Even tigers raised from cubs remain unpredictable. Used in imperial arenas. Trainers are killed regularly even by "familiar" animals.

Treasure

  • Tiger pelt (80–150 sp, rare striped hide)
  • Whiskers (alchemical component, 20–30 sp)
  • Claws (crafting, 15–25 sp)

Black Bear (Standard)

Forest opportunists smaller than their brown cousins but no less dangerous when cornered or protecting cubs.

Type: Beast (Ursine) Power Level: Standard Size: Medium

Attributes

  • Body: 4D
  • Speed: 2D
  • Wit: 1D

Talents

  • Strike: 2D
  • Notice: 2D
  • Fortitude: 2D

Combat Statistics

  • Health: 34 (20 + 4 + 10)
  • Defense: 2 (1 + floor((2 + 1) ÷ 3) = 2)
  • Natural Armor: +1 (dense fur and hide)

Saves

  • Body Save: 6D (Body 4D + Fortitude 2D)
  • Speed Save: 2D (Speed 2D)
  • Wit Save: 1D (Wit 1D)

Attacks

  • Claw Swipe: Body 4D + Strike 2D = 6D vs Defense, 3–4 damage typical
  • Bite: Body 4D + Strike 2D = 6D vs Defense, 3–4 damage typical
  • Bear Hug: If both claws hit the same target in one turn, target is automatically grappled and takes 2D damage per turn

Beast Traits

  • Keen Smell: +2D to Notice using scent; detect food or intruders at Far range
  • Powerful Climber: No penalty climbing trees; can escape most terrain that slows others
  • Thick Hide: Resistance to cold environmental effects

Special Abilities

  • Bluff Charge: May charge without attacking, forcing all targets in path to make Wit Save (Threshold 3) or use their reaction to flee; free action once per encounter
  • Protective Fury: When cubs are present, cannot fail Wit Saves against fear and gains +2D to all attacks
  • Forager's Fixation: Cannot be frightened away from food; if food is present in the area, gains +1D to attacks

Tactics Black bears default to avoidance, warning huffs, posturing, and bluff charges. If the bluff fails or cubs are present, they commit fully. Open with Claw Swipe to test defenses; if hit connects twice, apply Bear Hug and hold. Retreat when seriously wounded unless protecting den or cubs.

Lore & Ecology Most common bear species across temperate forests from lowlands to mountain slopes. Omnivorous, eating insects, berries, fish, small animals, and carrion. Solitary except mothers with cubs. Hibernate in winter. Lifespan 20–25 years. More likely to flee from humans than attack, but never truly safe.

Taming Threshold 5. Raised from cubs, they can be conditioned for basic tasks but remain unpredictable. Less tractable than wolves.

Treasure

  • Black bear pelt (50–80 sp)
  • Claws (crafting, 10–20 sp)
  • Meat (substantial, tradeable)
  • Bile (medicinal use, 15–30 sp)

Mountain Lion (Standard)

Elusive, solitary hunters of rocky terrain and cliff country that strike from above without warning.

Type: Beast (Feline Predator) Power Level: Standard Size: Medium

Attributes

  • Body: 2D
  • Speed: 4D
  • Wit: 1D

Talents

  • Strike: 2D
  • Stealth: 3D
  • Acrobatics: 2D

Combat Statistics

  • Health: 32 (20 + 2 + 10)
  • Defense: 2 (1 + floor(4 ÷ 3) = 2)
  • Natural Armor: None

Saves

  • Body Save: 2D (Body 2D)
  • Speed Save: 6D (Speed 4D + Acrobatics 2D)
  • Wit Save: 1D (Wit 1D)

Attacks

  • Claw Rake: Body 2D + Strike 2D = 4D vs Defense, 2–3 damage typical
  • Killing Bite: Body 2D + Strike 2D = 4D vs Defense, 3–4 damage typical
  • Drop Ambush: Attack from elevation within Near range above; target makes Speed Save (Threshold 3) or knocked prone; +2D to attack roll

Beast Traits

  • Mountain Footing: No movement penalty on rocky, steep, or uneven terrain; Advantage on vertical surfaces
  • Silent Stalker: Stealth rolls are never penalized by distance, only proximity
  • Keen Eyesight: +1D to Notice using vision; exceptional depth perception for judging leap distances

Special Abilities

  • Death from Above: Drop Ambush deals +2 damage in addition to the bonus attack dice when target is prone
  • Scatter and Flee: When reduced below half Health, gain +3D to Stealth when fleeing through rocky or forested terrain; nearly impossible to catch
  • Throat Strike: On a successful Killing Bite, target loses their Free Action next turn

Tactics Waits on high ground for prey to pass beneath, then drops. Never engages groups directly. One strike, one target, then retreats to reposition. If the target fights back effectively, disengages and watches from distance. Returns hours later for another attempt if hungry enough.

Lore & Ecology Found in mountain passes, cliff terrain, rocky foothills, and dense conifer forests. Secretive; rarely seen even by experienced rangers. Territories span vast areas. Mothers raise 2–3 cubs for 1–2 years. Lifespan 10–15 years.

Taming Threshold 5. Extremely rare in captivity. Even rarer than tigers among noble menageries.

Treasure

  • Spotted pelt (60–100 sp, subtle pattern, prized)
  • Claws (crafting, 10–20 sp)

Wolverine (Standard)

Small, ferocious mustelids with strength and aggression completely disproportionate to their size, known to drive bears from kills.

Type: Beast (Mustelid Predator) Power Level: Standard Size: Small

Attributes

  • Body: 3D
  • Speed: 2D
  • Wit: 1D

Talents

  • Strike: 2D
  • Notice: 2D
  • Fortitude: 2D

Combat Statistics

  • Health: 33 (20 + 3 + 10)
  • Defense: 1 (1 + floor(2 ÷ 3) = 1)
  • Natural Armor: None

Saves

  • Body Save: 5D (Body 3D + Fortitude 2D)
  • Speed Save: 2D (Speed 2D)
  • Wit Save: 1D (Wit 1D)

Attacks

  • Claw Shred: Body 3D + Strike 2D = 5D vs Defense, 2–3 damage typical; ignores 1 point of armor (bone-crushing grip)
  • Bite and Hold: Body 3D + Strike 2D = 5D vs Defense; on hit, target takes 1 ongoing damage per turn until wolverine is killed or forcibly removed
  • Musk Spray: Free Action (Close range); target makes Body Save (Threshold 3) or has Disadvantage on all rolls for 1 hour (overwhelming stench)

Beast Traits

  • Relentless: Immune to fear effects; will not retreat under any circumstances unless bodily removed
  • Thick Skull: Immune to the Stunned condition
  • Iron Jaws: Attacks ignore 1 point of armor value

Special Abilities

  • Berserk Fury: Once per combat when it takes damage, gain +1D to all attacks and ignore the triggering wound's effects until combat ends
  • Cache Defender: If protecting a food source or den, all attacks gain Advantage
  • Death Grip: While using Bite and Hold, the wolverine cannot be forced to release by pain or fear, only by reaching 0 Health

Tactics No tactics. Pure aggression from the first moment. Uses Musk Spray immediately against multiple opponents, then fixates on the nearest enemy. Maintains Bite and Hold through any amount of damage. Does not break off, does not retreat, does not respond to intimidation. The wolverine has never lost a fight in its own mind.

Lore & Ecology Northern forests, tundra, and high alpine slopes. Solitary and wide-ranging. Known to steal kills from wolves, bears, and even small groups of humanoids. Feared by trappers far out of proportion to its size. Lifespan 8–12 years.

Taming Threshold 6. Even raised from birth, unpredictable and dangerous. Not reliably kept even in menageries.

Treasure

  • Dense fur pelt (30–50 sp, prized for cold resistance)
  • Musk glands (5 sp to alchemists, used in nauseating compounds)

Hyena (Standard)

Opportunistic pack hunters and scavengers with bone-crushing jaws, sophisticated pack tactics, and the endurance to outlast almost any prey.

Type: Beast (Canine-Adjacent Predator) Power Level: Standard Size: Medium

Attributes

  • Body: 2D
  • Speed: 3D
  • Wit: 2D

Talents

  • Strike: 2D
  • Notice: 2D
  • Fortitude: 1D

Combat Statistics

  • Health: 32 (20 + 2 + 10)
  • Defense: 2 (1 + floor(3 ÷ 3) = 2)
  • Natural Armor: None

Saves

  • Body Save: 3D (Body 2D + Fortitude 1D)
  • Speed Save: 3D (Speed 3D)
  • Wit Save: 2D (Wit 2D)

Attacks

  • Crushing Bite: Body 2D + Strike 2D = 4D vs Defense, 2–3 damage typical; ignores 1 point of armor
  • Harrying Snap: Body 2D + Strike 2D = 4D vs Defense; on hit, target's next Speed Save Threshold increases by 1 until end of their next turn
  • Pack Drag: If two hyenas both hit the same target in one turn, target must make Body Save (Threshold 3) or knocked prone

Beast Traits

  • Keen Hearing and Smell: +2D to Notice checks using these senses
  • Pack Coordination: +1D to attacks when two or more allies target the same creature
  • Carrion Resilience: Immune to disease from consuming infected or rotten meat

Special Abilities

  • Cackle Call: Minor Action; 1D Minion-tier hyenas from the extended clan arrive at Near range next turn. Once per encounter
  • Wound Detector: Can sense blood at Near range; gains +1D to attacks against any target with an open wound or bleeding condition
  • Endurance Hunter: At the start of each turn, if a hyena has taken no damage this turn, it recovers 1 Health

Tactics Test first with Harrying Snaps to slow and tire prey. Cackle to bring reinforcements. Focus all attacks on the weakest or most wounded target. Capable of driving off larger predators through sustained harassment. Retreat only when clan losses exceed half.

Lore & Ecology Open grasslands, scrubland, and near settlements where they scavenge refuse. Live in clans of 10–20, led by dominant females. Both hunt and scavenge, kill more prey than lions in many regions. Lifespan 12–25 years.

Taming Threshold 4. Some coastal cultures train hyenas as patrol animals and refuse-control beasts. Loyal to handlers who establish dominance clearly.

Treasure

  • Hyena pelt (10–25 sp, spotted, lower quality)
  • Claws and teeth (minor crafting, 5–10 sp)

Crocodile (Elite)

Ancient ambush predators of river and swamp, unchanged for eons, armored like siege engines and patient beyond human comprehension.

Type: Beast (Reptilian Predator) Power Level: Elite Size: Large

Attributes

  • Body: 5D
  • Speed: 2D
  • Wit: 2D

Talents

  • Strike: 3D
  • Stealth: 2D
  • Fortitude: 2D

Combat Statistics

  • Health: 40 (20 + 5 + 15)
  • Defense: 2 (1 + floor((2 + 2) ÷ 3) = 2)
  • Natural Armor: +2 (thick scale plates)

Saves

  • Body Save: 7D (Body 5D + Fortitude 2D)
  • Speed Save: 2D (Speed 2D)
  • Wit Save: 2D (Wit 2D)

Attacks

  • Bite: Body 5D + Strike 3D = 8D vs Defense, 5–6 damage typical
  • Death Roll: While grappling, spend Primary Action; target takes 4D damage and makes Body Save (Threshold 4) or Stunned for 1 turn. Grapple maintained
  • Tail Sweep: Body 5D + Strike 3D = 8D vs Defense; targets all creatures in Close range; Speed Save (Threshold 3) or knocked prone

Beast Traits

  • Ambush Predator: Advantage on the first attack when surfacing from water or emerging from partial concealment
  • Aquatic Dominance: Full Speed in water; no penalty for current or waves. On land, Speed counts as 1D for movement only
  • Ironclad Patience: Can hold breath for extended periods; Advantage on Stealth while submerged and motionless

Special Abilities

  • Armored Scales: Piercing attacks treat the crocodile's armor as +1 (instead of +2) due to scale flexibility
  • Cold-Blooded Stillness: Impossible to detect with Notice alone when motionless in water; requires magical detection
  • Grapple Expert: Advantage on all attempts to initiate or maintain a grapple

Tactics Submerge near river banks and wait, motionless, for hours. Strike the moment prey approaches to drink or cross. Bite immediately, drag into water, and begin the Death Roll to drown. On land, use a single Tail Sweep and retreat to water rather than sustaining a prolonged fight.

Lore & Ecology Rivers, marshes, estuaries, and coastal shallows. Territorial, marking waterways. Long-lived, 50–80 years. Sacred in some cultures, feared in all others. Females guard nests aggressively.

Taming Threshold 6+. Essentially impossible. Some mages use compulsion magic to bind crocodiles as water guardians, but true training is beyond current methods.

Treasure

  • Crocodile hide panels (100–200 sp each section; full hide 500+ sp, premium leather)
  • Teeth (high-quality crafting, 30–50 sp per set)
  • Eggs (alchemical component, 20–40 sp each)

Shark (Standard)

Ocean predators driven by ancient instinct, detecting blood and motion at distances that defy belief.

Type: Beast (Aquatic Predator) Power Level: Standard Size: Large

Attributes

  • Body: 3D
  • Speed: 3D
  • Wit: 1D

Talents

  • Strike: 3D
  • Notice: 2D
  • Fortitude: 1D

Combat Statistics

  • Health: 33 (20 + 3 + 10)
  • Defense: 2 (1 + floor(3 ÷ 3) = 2)
  • Natural Armor: None

Saves

  • Body Save: 4D (Body 3D + Fortitude 1D)
  • Speed Save: 3D (Speed 3D)
  • Wit Save: 1D (Wit 1D)

Attacks

  • Bite: Body 3D + Strike 3D = 6D vs Defense, 3–5 damage typical; causes Bleeding (1 damage per turn until treated)
  • Ramming Strike: Body 3D + Strike 3D = 6D vs Defense (charge); hit target makes Body Save (Threshold 3) or pushed to Near range
  • Frenzy Bite: Once blood has been drawn, make a second Bite as a Free Action each turn

Beast Traits

  • Blood Sense: Detect blood in water at Far range; +3D to Notice when any target is bleeding
  • Aquatic Apex: In open water, gain +1D to all attacks and defenses. Helpless on land
  • Relentless Drive: Cannot be frightened once blood has been drawn; will not retreat

Special Abilities

  • Blood Frenzy: Upon dealing damage for the first time, all subsequent attacks gain +1D for the remainder of combat
  • Burst Speed: Once per combat, move Far range as a Free Action (charge surge)
  • Rows of Teeth: When a Bite attack hits, the shark may immediately deal 1 additional damage as the teeth tear on the draw

Tactics Circles prey with Ramming Strikes to test and disorient before committing. Once blood is drawn, Blood Frenzy kicks in and all caution ends. A second shark arrives within 3 turns if blood is detectable. Multiple sharks become a feeding frenzy that stops only when prey is gone.

Lore & Ecology Coastal waters, open ocean, and some river systems. Most species do not actively hunt humanoids, but the scent of blood overrides caution. Ancient creatures with multiple rows of replaceable teeth. Sensory range far exceeds any humanoid perception.

Taming Impossible, Threshold 7+. Sea wizards use summoning and compulsion; training is not achievable.

Treasure

  • Shark teeth (10–20 sp per set, popular for crafting and jewelry)
  • Fins (delicacy in some cultures, 30–60 sp)
  • Shark skin (natural abrasive, armor material, 40–80 sp full hide)

Pack Hunters

Wolf Pack (Standard)

Four to six wolves operating as a single coordinated predatory unit, representing the pack at full hunt.

Type: Beast (Canine Predator, Group Encounter) Power Level: Standard Size: Large (occupies Near range area; individual wolves use the Wolf stat block)

Note: The Wolf Pack stat block represents the collective threat of the group acting in coordination. Track Health as a group pool; at half Health the pack is reduced to 2–3 individuals and loses Encirclement; at quarter Health remaining wolves make Wit Save (Threshold 3) or flee.

Attributes

  • Body: 2D
  • Speed: 3D
  • Wit: 2D

Talents

  • Strike: 2D
  • Notice: 2D
  • Stealth: 1D

Combat Statistics

  • Health: 32 (20 + 2 + 10)
  • Defense: 2 (1 + floor(3 ÷ 3) = 2)
  • Natural Armor: None

Saves

  • Body Save: 2D (Body 2D)
  • Speed Save: 3D (Speed 3D)
  • Wit Save: 2D (Wit 2D)

Attacks

  • Coordinated Bite (×2): Body 2D + Strike 2D + Pack 1D = 5D vs Defense, 2–4 damage typical; the pack makes two attacks per turn representing multiple wolves striking simultaneously
  • Trip and Maul: One wolf trips (target makes Speed Save Threshold 3); second wolf bites the tripped target with Advantage as part of the same turn
  • Alpha's Signal: Once per combat, all pack attacks gain +1D for one turn (alpha coordinates the rush)

Beast Traits

  • Always Flanking: Pack Tactics are always in effect, every attack is made with Advantage as wolves always flank
  • Encirclement: Any target in Close range of three or more wolves has Defense reduced by 1
  • Relentless Tracking: Pack pursues fleeing prey across extended distances without penalty

Special Abilities

  • Divide and Conquer: When facing more than two targets, the pack automatically splits, half attack the primary target, half harry secondary targets. Harried targets have Disadvantage on attacks
  • Howl for Reinforcements: Minor Action; 1D additional wolves arrive at Near range at the start of next turn. Once per encounter
  • Pack Morale: Pack does not break until alpha falls or pack reduced below 2 wolves; only then do survivors make Wit Save (Threshold 3) or retreat

Tactics The wolf pack is a death machine for isolated travelers. Two wolves bait attention at the front while two flank silently. Alpha signals the coordinated rush when a target is isolated or tripped. Focus everything on a single target until down, then pivot. The pack is most dangerous at night, in forest, or in terrain it knows well.

Lore & Ecology A hunting unit of 4–6 from a larger pack of 8–12. Territory of 50–300 square miles depending on prey density. Alpha pair leads; younger wolves hold subordinate roles. Howling serves communication, territory marking, and rallying the pack across distance.

Treasure

  • Wolf pelts (5–10 sp each)
  • Teeth and claws (crafting components)
  • Alpha's pelt (15–25 sp, distinctive markings)

Raptor Pack (Minion)

Human-sized feathered predatory dinosaurs that hunt in tight coordinated groups, displaying unsettling intelligence for beasts.

Type: Beast (Reptilian Predator, Dinosaur) Power Level: Minion Size: Medium

Attributes

  • Body: 1D
  • Speed: 2D
  • Wit: 1D

Talents

  • Strike: 2D
  • Notice: 1D

Combat Statistics

  • Health: 26 (20 + 1 + 5)
  • Defense: 1 (1 + floor(2 ÷ 3) = 1)
  • Natural Armor: None

Saves

  • Body Save: 1D (Body 1D)
  • Speed Save: 2D (Speed 2D)
  • Wit Save: 1D (Wit 1D)

Attacks

  • Claw Strike: Body 1D + Strike 2D = 3D vs Defense, 1–2 damage typical
  • Leaping Rake: Speed 2D + Strike 2D = 4D vs Defense; leap to target within Near range; if hit, Speed Save (Threshold 2) or knocked prone

Beast Traits

  • Pack Signal: Advantage on attacks when two or more raptors target the same creature
  • Keen Sight: +1D to Notice at distance; excellent at tracking movement

Special Abilities

  • Coordinated Flanking: Once per turn, one raptor may move into flanking position as a Free Action when another raptor attacks
  • Flush and Chase: When a target flees, all raptors in the pack may move Near range as a Free Action in pursuit

Tactics Raptors signal each other with chirps and posture. Two engage frontally; one or two more circle to flank and leap. Target the most isolated or smallest member of the party. If a target flees, the whole pack pursues immediately.

Lore & Ecology Found in jungle, deep forest, and prehistoric valley terrain. Feathered, swift, and highly social. Packs of 4–8 hunt together, able to bring down prey three times their size. Nest communally, guarding eggs fiercely.

Taming Threshold 4. Young raptors can be conditioned with patience. Rare and prized as exotic guards or hunt-companions.

Treasure

  • Raptor claws (crafting, 5–15 sp per set)
  • Feathers (decorative, 2–5 sp per bundle)
  • Eggs (alchemical curiosity, 20–50 sp each to collectors)

Hunting Dogs (Minion)

Trained canines employed by hunters, guards, and military units to track, harry, and drive prey to ground.

Type: Beast (Canine, Trained) Power Level: Minion Size: Medium

Attributes

  • Body: 2D
  • Speed: 1D
  • Wit: 1D

Talents

  • Strike: 1D
  • Notice: 2D

Combat Statistics

  • Health: 27 (20 + 2 + 5)
  • Defense: 1 (1 + floor(1 ÷ 3) = 1)
  • Natural Armor: None

Saves

  • Body Save: 2D (Body 2D)
  • Speed Save: 1D (Speed 1D)
  • Wit Save: 1D (Wit 1D)

Attacks

  • Bite: Body 2D + Strike 1D = 3D vs Defense, 1–2 damage typical
  • Ankle Snap: Body 2D + Strike 1D = 3D vs Defense; if hit, target's Speed is reduced by 1D until treated (tendon injury)

Beast Traits

  • Scent Hound: +3D to Notice when tracking by scent; can follow trails hours or days old
  • Handler Bond: Will not attack the handler or their allies; +1D to all rolls when handler is directing it verbally

Special Abilities

  • Bay and Hold: Once per combat, dog latches to limb; target is grappled until the dog is killed or the handler calls it off
  • Pack Alert: When one dog detects something by scent, all dogs within Near range immediately know the direction

Tactics Trained to hold targets at bay by harrying, biting legs, and barking. Not designed to kill, designed to exhaust, corner, and prevent escape until the handlers arrive. Bay and Hold is the primary tool. Two dogs working together make targets effectively immobile.

Lore & Ecology Domesticated working animals in a wide variety of breeds. Bred for scenting, speed, or grip depending on their handler's needs. Loyal to handlers completely. Lifespan 10–15 years.

Taming Already tamed; Threshold 2 for basic commands. A feral or poorly handled dog reverts to pack behavior; treat as a Jackal in that case.

Treasure

  • Leather collar (1–2 sp)
  • Dog tags or branded markers indicating ownership
  • Value as a trained animal (20–100 sp depending on breed and training)

Jackals (Minion)

Desert and steppe scavengers that harry weakened prey with ceaseless harassment, wearing them down through attrition.

Type: Beast (Canine Scavenger) Power Level: Minion Size: Small

Attributes

  • Body: 1D
  • Speed: 2D
  • Wit: 1D

Talents

  • Strike: 1D
  • Notice: 2D

Combat Statistics

  • Health: 26 (20 + 1 + 5)
  • Defense: 1 (1 + floor(2 ÷ 3) = 1)
  • Natural Armor: None

Saves

  • Body Save: 1D (Body 1D)
  • Speed Save: 2D (Speed 2D)
  • Wit Save: 1D (Wit 1D)

Attacks

  • Harrying Bite: Body 1D + Strike 1D = 2D vs Defense, 1 damage typical
  • Dart and Retreat: After attacking, move Close range away as a Free Action (cannot be used for opportunity attacks)

Beast Traits

  • Keen Smell: +2D to Notice using scent; detect blood, death, or food at Far range
  • Coward's Wisdom: Jackals automatically flee when reduced below half Health; never make morale checks to stay

Special Abilities

  • Yip Call: Minor Action; 1D additional jackals arrive from the surrounding area next turn. Usable once per encounter per jackal
  • Wound Opportunist: +1D to attacks against targets with open wounds or at half Health or below

Tactics Jackals do not fight directly; they exhaust. Bite, retreat, bite again. They wait for something else to kill the prey, then move in. If forced into combat, they use numbers to harass from multiple angles while staying out of reach. Always flee when wounded.

Lore & Ecology Desert margins, steppe, and scrubland near settlements and trade routes. Packs of 4–10. Primarily scavengers but will harass injured or isolated prey. Sacred in some desert cults. Lifespan 10–12 years.

Taming Threshold 3. More tractable than wolves but not truly domesticated. Kept as warning animals in desert settlements.

Treasure

  • Jackal pelt (5–10 sp, rough quality)
  • Teeth (minor component, 2–3 sp)

Giant Vermin

Giant Spider (Standard)

Man-sized arachnids found in cave systems, ruined buildings, and ancient forests, spinning webs large enough to trap a horse.

Type: Beast (Arachnid) Power Level: Standard Size: Medium

Attributes

  • Body: 2D
  • Speed: 3D
  • Wit: 1D

Talents

  • Strike: 2D
  • Stealth: 3D
  • Notice: 1D

Combat Statistics

  • Health: 32 (20 + 2 + 10)
  • Defense: 2 (1 + floor((3 + 1) ÷ 3) = 2)
  • Natural Armor: +1 (chitinous exoskeleton)

Saves

  • Body Save: 2D (Body 2D)
  • Speed Save: 3D (Speed 3D)
  • Wit Save: 1D (Wit 1D)

Attacks

  • Venomous Bite: Body 2D + Strike 2D = 4D vs Defense, 1–2 damage typical; target makes Body Save (Threshold 3) or Poisoned (Disadvantage on all rolls, 1 damage/turn, until treated or rest)
  • Web Shot: Speed 3D + Strike 2D = 5D vs Defense; target is Restrained (cannot move) until they break free with Body Save Threshold 4 or cut free (2 damage to web)
  • Leg Rake: Body 2D + Strike 2D = 4D vs Defense; target is pushed Close range back

Beast Traits

  • Wall Crawler: Moves freely on vertical surfaces and ceilings; no movement penalty
  • Tremorsense: Detects vibrations in web or nearby surfaces; cannot be surprised while in contact with web
  • Web Spinner: Can create web anchors and trip lines as a Primary Action; targets passing through web make Speed Save (Threshold 2) or Slowed

Special Abilities

  • Ambush From Above: Advantage on all attacks when dropping from ceiling or hiding in webbing
  • Venom Escalation: If a target is already Poisoned, the bite deals +1D additional damage
  • Cocoon: While target is Restrained by web, may spend Primary Action to wrap completely; Restrained target becomes Incapacitated until freed (requires 3 successful cuts or Threshold 5 Body Save)

Tactics Web the area first, turning the encounter space into a killing ground. Strike from ceiling ambush using Venomous Bite. Web Shot any target that tries to close to melee. Focus Venom Escalation on a single target to drop them quickly, then cocoon for later. Retreat into webbing (where it has full movement) if outnumbered.

Lore & Ecology Found wherever prey animals can be caught: dungeon corridors, ruins, deep forest, cave systems. Build web-tunnel lairs with egg sacs at center. Solitary hunters; multiple giant spiders indicate a nest with dozens of smaller spiders. Lifespans of 5–10 years; females larger and longer-lived.

Taming Threshold 4. Some gnomish researchers condition giant spiders as silk harvesters or guard animals. Not reliably safe.

Treasure

  • Giant spider silk (30–60 sp per large bundle; exceptional rope or weaving material)
  • Venom gland (20–40 sp intact, alchemical use)
  • Chitinous leg segments (crafting, 10–20 sp)

Giant Scorpion (Standard)

Desert and cavern ambush hunters with dual crushing pincers and a venomous tail stinger that can penetrate light armor.

Type: Beast (Arachnid, Venomous) Power Level: Standard Size: Large

Attributes

  • Body: 3D
  • Speed: 2D
  • Wit: 1D

Talents

  • Strike: 2D
  • Notice: 1D
  • Fortitude: 2D

Combat Statistics

  • Health: 33 (20 + 3 + 10)
  • Defense: 2 (1 + floor((2 + 2) ÷ 3) = 2)
  • Natural Armor: +2 (heavy chitin plating)

Saves

  • Body Save: 5D (Body 3D + Fortitude 2D)
  • Speed Save: 2D (Speed 2D)
  • Wit Save: 1D (Wit 1D)

Attacks

  • Pincer Grab: Body 3D + Strike 2D = 5D vs Defense; on hit, target is grappled (Speed Save Threshold 3 to break free each turn)
  • Tail Sting: Body 3D + Strike 2D = 5D vs Defense; 2–3 damage typical; target makes Body Save (Threshold 4) or Poisoned (Disadvantage on all rolls, 2 damage/turn; requires antivenom or medical treatment)
  • Crushing Grip: While grappling with Pincer Grab, deal 2D automatic damage per turn

Beast Traits

  • Tremorsense: Detects ground vibration within Near range; cannot be surprised by ground movement
  • Nocturnal Hunter: No penalty in complete darkness using tremorsense; Advantage on Stealth at night
  • Armored Carapace: Ignores the first 1 point of damage from each attack

Special Abilities

  • Venom Delivery: Stinger attacks against a grappled target gain +2D (restrained target cannot dodge)
  • Double Strike: Once per combat, make both Pincer Grab and Tail Sting as a single Primary Action
  • Burrowing: Can burrow through sand or loose soil; emerge as a surprise attack (Advantage on first attack, target cannot use Defense from shields)

Tactics Burrow near prey's path. Emerge with Pincer Grab to grapple the heaviest-armored target, then immediately deliver Tail Sting. Use Crushing Grip each turn while maintaining grapple. Ignore secondary threats until primary target is down. Retreat by burrowing if seriously wounded.

Lore & Ecology Desert sands, dungeon floors, and underground cave systems. Solitary. Burrow to avoid daytime heat; emerge at night. Females carry young on their backs for weeks after hatching. Territory covers a broad underground range.

Taming Threshold 5. Rare but possible with young specimens. Desert cultures occasionally use them as guard creatures.

Treasure

  • Venom gland (40–80 sp intact, potent poison ingredient)
  • Chitin plates (armor crafting material, 30–60 sp)
  • Stinger (intact, functions as a piercing weapon component)

Giant Centipede (Standard)

Long, multi-legged hunters that navigate walls and ceilings with equal ease, striking with venomous mandibles before retreating into crevices.

Type: Beast (Myriapod, Venomous) Power Level: Standard Size: Large

Attributes

  • Body: 2D
  • Speed: 3D
  • Wit: 1D

Talents

  • Strike: 2D
  • Stealth: 2D
  • Notice: 1D

Combat Statistics

  • Health: 32 (20 + 2 + 10)
  • Defense: 2 (1 + floor((3 + 1) ÷ 3) = 2)
  • Natural Armor: +1 (segmented chitin)

Saves

  • Body Save: 2D (Body 2D)
  • Speed Save: 3D (Speed 3D)
  • Wit Save: 1D (Wit 1D)

Attacks

  • Venomous Mandibles: Body 2D + Strike 2D = 4D vs Defense, 1–2 damage typical; Body Save (Threshold 3) or Poisoned (Sickened: Disadvantage on all rolls, 1 damage/turn until treated)
  • Leg Wrap: Body 2D + Strike 2D = 4D vs Defense; on hit, target is Slowed (half movement) as legs entangle. Speed Save (Threshold 2) to break free
  • Ceiling Drop: Attack from ceiling; Advantage on attack and target makes Speed Save (Threshold 2) or falls prone

Beast Traits

  • Omnidirectional Movement: Moves freely on any surface, walls, ceilings, floors, at full Speed
  • Narrow Body: Can squeeze through any gap larger than its head without penalty
  • Anntennae Sense: Detects air movement; cannot be surprised in enclosed spaces

Special Abilities

  • Squeeze and Strike: When target is prone, centipede's attacks deal +1D as it wraps around them
  • Rapid Retreat: After attacking, may move Close range along any surface as a Free Action
  • Nest Swarm: A disturbed nest produces 1D additional Minion-tier centipedes per turn for 3 turns

Tactics Drop from ceilings onto isolated targets. Use Leg Wrap to slow, then repeatedly Venomous Mandible and Rapid Retreat. Avoid fair fights. If a nest is nearby, a single centipede's distress signal brings more within 2 turns.

Lore & Ecology Cave systems, dungeon walls, dense jungle, and damp cellars. Prefer humid darkness. Nest in crevices in groups of 3–8 during breeding season. Lifespan 5–7 years. Prey on insects, small animals, and anything that fits in their jaws.

Taming Threshold 5. Not reliably tameable. Occasionally used by underground-dwelling cultures as pest control.

Treasure

  • Chitin segments (crafting, 10–20 sp)
  • Venom gland (15–30 sp, alchemical use)

Giant Wasp (Standard)

Colony-defending insects the size of large dogs, attacking any perceived threat with coordinated stinging swarms.

Type: Beast (Insect, Colony) Power Level: Standard Size: Medium

Attributes

  • Body: 2D
  • Speed: 4D
  • Wit: 1D

Talents

  • Strike: 2D
  • Notice: 2D
  • Stealth: 1D

Combat Statistics

  • Health: 32 (20 + 2 + 10)
  • Defense: 2 (1 + floor((4 + 1) ÷ 3) = 2)
  • Natural Armor: +1 (chitinous body)

Saves

  • Body Save: 2D (Body 2D)
  • Speed Save: 4D (Speed 4D)
  • Wit Save: 1D (Wit 1D)

Attacks

  • Stinger Strike: Body 2D + Strike 2D = 4D vs Defense, 1–2 damage typical; Body Save (Threshold 2) or Stung (1 ongoing damage per turn; stacks up to 3 times)
  • Mandible Bite: Body 2D + Strike 2D = 4D vs Defense, 1–2 damage typical
  • Dive Bomb: Move Far range and attack as one action; +1D to attack roll

Beast Traits

  • Airborne: While flying, Defense is increased by 1 against melee attacks made from the ground
  • Alarm Pheromone: When damaged, releases pheromones; 1D additional wasps arrive from the hive within Near range next turn (up to 3 times per encounter total)
  • Hive Mind: All wasps defending the same hive act on the same initiative; share awareness of threats

Special Abilities

  • Swarm Defense: When 3 or more wasps target the same creature, that creature has Disadvantage on all attacks until they leave the area
  • Nest Guardian: When the hive is within Near range, all wasp attacks gain Advantage
  • Relentless Pursuit: Tracks targets by scent for up to Far range; cannot be lost by simply running

Tactics Emerge en masse from the hive the moment a threat is detected. Lead with Dive Bombs to engage quickly. Focus Stinger Strikes to stack the Stung condition. Use Alarm Pheromone to maintain numbers. Do not stop until the threat retreats past Far range from the hive.

Lore & Ecology Build papery nests in hollow trees, ruined structures, cliff faces, and cave mouths. Colonies of 20–100. Aggressive defenders; scouts attack without warning when nest threshold is crossed. Feed young on prey insects and paralyzed animals. Active in warm months; dormant nests in winter.

Taming Threshold 5. Queens can theoretically be conditioned by gnomish apiarists. Worker wasps defend only the hive and cannot be individually directed.

Treasure

  • Giant wasp venom (15–30 sp per dose, paralytic use in alchemy)
  • Nest material (structural, used in Collegium research, 10–20 sp)
  • Grubs (alchemical, 2–5 sp each)

Swarm of Rats (Standard)

A churning tide of hundreds of rodents moving as a single organism, gnawing through wood, leather, and flesh with equal ease.

Type: Beast (Rodent Swarm) Power Level: Standard Size: Large (occupies Close range area)

Swarm Rules: The swarm occupies a Close range area and can move through any gap larger than a rat. Single-target attacks deal no damage to the swarm; area attacks and fire deal full damage. Any creature in the swarm's space takes automatic damage (no attack roll needed) each turn.

Attributes

  • Body: 2D
  • Speed: 2D
  • Wit: 1D

Talents

  • Strike: 1D
  • Stealth: 2D
  • Notice: 1D

Combat Statistics

  • Health: 32 (20 + 2 + 10)
  • Defense: 1 (1 + floor(2 ÷ 3) = 1)
  • Natural Armor: None

Saves

  • Body Save: 2D (Body 2D)
  • Speed Save: 2D (Speed 2D)
  • Wit Save: 1D (Wit 1D)

Attacks

  • Gnawing Mass: Automatic 2D damage per turn to all creatures in swarm's space; Speed Save (Threshold 2) halves damage
  • Bite Frenzy: Body 2D + Strike 1D = 3D vs Defense; one target at range takes 1–2 damage and Body Save (Threshold 2) or contracts Filth Fever (Disadvantage on Body Saves for 1 week)

Beast Traits

  • Swarm Immunity: Immune to damage from single-target attacks; only area effects, fire, and area spells harm the swarm
  • Through Any Gap: Moves freely through bars, gratings, under doors, and into any space larger than a fist
  • Blood Smell: Advantage on all attacks against bleeding or wounded targets

Special Abilities

  • Overwhelm: While in swarm's space, target has Disadvantage on all attack rolls and Concentration checks
  • Undying Mass: When reduced to half Health, swarm splits into two separate swarms each with the remaining Health
  • Disease Vector: Each successful Bite Frenzy has a cumulative 1-in-6 chance of transmitting a more serious disease (GM discretion)

Tactics Move toward food, blood, or warmth. Surround targets by flowing around obstacles. Maintain Gnawing Mass each turn while using Bite Frenzy against anyone at range. Fire and area magic are the only real threats; flee from both immediately.

Lore & Ecology Wherever there is food and darkness. Sewers, granaries, dungeon warrens, abandoned buildings. Population explosions occur when food is abundant. Plague vectors of historical significance. Individual rats are harmless; a swarm is a credible threat to an armored warrior.

Treasure

  • None of value from the swarm itself
  • May be guarding a food cache worth investigating

Swarm of Bats (Standard)

A disorienting cyclone of thousands of bats that blinds, scratches, and disorients everything caught within its churning mass.

Type: Beast (Bat Swarm) Power Level: Standard Size: Large (occupies Close range area; can move while flying)

Swarm Rules: As per Swarm of Rats, single-target attacks deal no damage; area attacks and area magic deal full damage.

Attributes

  • Body: 1D
  • Speed: 3D
  • Wit: 1D

Talents

  • Strike: 1D
  • Notice: 3D
  • Stealth: 1D

Combat Statistics

  • Health: 31 (20 + 1 + 10)
  • Defense: 2 (1 + floor(3 ÷ 3) = 2)
  • Natural Armor: None

Saves

  • Body Save: 1D (Body 1D)
  • Speed Save: 3D (Speed 3D)
  • Wit Save: 1D (Wit 1D)

Attacks

  • Wing Buffet and Scratch: Automatic 1D damage per turn to all creatures in swarm's space; Speed Save (Threshold 2) halves damage
  • Blinding Cloud: While in the swarm's space, all creatures have Disadvantage on all rolls requiring sight. Concentration checks against Threshold 3 each turn

Beast Traits

  • Echolocation: Immune to blindness; detects all creatures within Near range regardless of light
  • Swarm Immunity: Immune to single-target attacks; only area effects harm the swarm
  • Erratic Flight: +1 Defense against attacks made by creatures attempting to target the swarm specifically

Special Abilities

  • Cacophony: The noise of the swarm prevents verbal communication and spell-casting requiring spoken words (Wit Save Threshold 3 to concentrate through it)
  • Triggered Frenzy: If fire or bright light appears within Close range, swarm becomes frenzied, moves Far range away and disperses (effectively ends the encounter)
  • Disease Carrier: 1-in-6 chance per turn of contact to contract Bat Fever (mild disease, Disadvantage on Speed Saves for 3 days)

Tactics Swarms are typically triggered by disturbance in their roost (torches, noise, magic). They engulf and disorient rather than kill. Characters in the swarm can barely see, barely act, and take constant chip damage. The swarm disperses when it moves more than Far range from the roost or encounters sustained fire.

Lore & Ecology Caves, ruins, towers, and any large dark interior space. A roost may contain thousands of individuals. Active at dusk and dawn; blind to daylight (attack if disturbed in daylight but flee toward darkness). Essential pest control in the wild, consuming enormous quantities of insects.

Treasure

  • Bat guano (fertilizer and alchemical oxidizer, 1–3 sp per large sack)
  • The roost location may be near valuables worth recovering

Swarm of Insects (Standard)

A dense cloud of stinging, biting insects, hornets, locusts, fire ants, or worse, capable of driving horses mad and killing in minutes.

Type: Beast (Insect Swarm) Power Level: Standard Size: Large (occupies Close range area)

Swarm Rules: As per Swarm of Rats, single-target attacks deal no damage; area attacks and fire deal full damage.

Attributes

  • Body: 1D
  • Speed: 2D
  • Wit: 1D

Talents

  • Strike: 1D
  • Notice: 1D
  • Stealth: 1D

Combat Statistics

  • Health: 31 (20 + 1 + 10)
  • Defense: 1 (1 + floor(2 ÷ 3) = 1)
  • Natural Armor: None

Saves

  • Body Save: 1D (Body 1D)
  • Speed Save: 2D (Speed 2D)
  • Wit Save: 1D (Wit 1D)

Attacks

  • Biting Mass: Automatic 2D damage per turn to all creatures in swarm's space; armor reduces damage by its value (insects find gaps, but more slowly)
  • Choke Cloud: Creatures in swarm's space make Body Save (Threshold 2) each turn or spend their Free Action coughing/choking

Beast Traits

  • Swarm Immunity: Immune to single-target attacks
  • Infiltrating: Insects penetrate under armor; heavy armor reduces swarm damage by only 1 (not full armor value)
  • Chemical Signal: Triggered by a threat pheromone, once attacking, the swarm draws more insects; +1D damage per turn up to maximum 4D

Special Abilities

  • Panic Inducers: Mounts and animals in swarm's space make Wit Save (Threshold 3) each turn or bolt (flee uncontrolled for 1D turns)
  • Smoke Dispersal: Smoke (torch, fire, alchemical) disperses the swarm within 1 turn; swarm cannot enter smoke-filled area
  • Distract and Overwhelm: Concentration checks in swarm's space are Threshold 4 instead of normal

Tactics Summoned by disturbance, food, or a threatened hive. Engulfs everything in reach. The only effective responses are running through or past the swarm, creating smoke, or area fire. Time in the swarm is damage; the longer a target stays, the worse it gets.

Lore & Ecology Any warm climate. Wasp nests, ant colonies, locust clouds, hornet hives. Often encountered as an environmental hazard rather than an enemy per se. Used in siege warfare (clay pots of insects catapulted into defenders). Smoke is the universal repellent.

Treasure

  • Hive produces honey or wax (5–15 sp per large harvest, if a bee swarm)
  • Hive structures sometimes built around valuables (coins, old weapons)

Venomous Creatures

Giant Snake, Constrictor (Standard)

Massive crushing serpents that coil around prey and squeeze with irresistible force, preferring suffocation over venom.

Type: Beast (Reptilian, Constrictor) Power Level: Standard Size: Large

Attributes

  • Body: 4D
  • Speed: 2D
  • Wit: 1D

Talents

  • Strike: 2D
  • Stealth: 2D
  • Notice: 1D

Combat Statistics

  • Health: 34 (20 + 4 + 10)
  • Defense: 2 (1 + floor((2 + 1) ÷ 3) = 2)
  • Natural Armor: +1 (tough overlapping scales)

Saves

  • Body Save: 4D (Body 4D)
  • Speed Save: 2D (Speed 2D)
  • Wit Save: 1D (Wit 1D)

Attacks

  • Bite: Body 4D + Strike 2D = 6D vs Defense, 2–3 damage typical (primarily used to initiate grip, not deal damage)
  • Constrict: Body 4D + Strike 2D = 6D vs Defense; on hit, target is grappled and takes 3D automatic damage per turn; Body Save (Threshold 4) to break free each turn
  • Tail Sweep: Body 4D + Strike 2D = 6D vs Defense; targets all creatures in Close range, knocked prone on hit (Speed Save Threshold 3 to resist)

Beast Traits

  • Heat Sensing: Detects warm-blooded creatures within Near range regardless of light; cannot be hidden from by mundane means
  • Flexible Body: Can squeeze through any gap larger than its head; Advantage on Stealth in water, reeds, or tall grass
  • Patient Predator: Advantage on attacks when the target has not yet acted in this combat (ambush)

Special Abilities

  • Suffocating Grip: While constricting, target cannot speak, shout, or cast spells requiring vocalization. Each turn of constriction: Body Save (Threshold 3) or target begins suffocating (see Health & Conditions)
  • Wrap and Crush: Once grappled, the snake can use Constrict damage as a Free Action rather than a Primary Action
  • Unshakeable Hold: Disadvantage on all attempts to break the grapple; the snake gains +1D to maintain grapple each turn

Tactics Ambush from water, reeds, or fallen logs. Open with Bite to stun and then immediately apply Constrict. Ignore other combatants while maintaining grapple. The snake's goal is to incapacitate the largest target and hold until it stops moving. Break off only if forced to 0 Health.

Lore & Ecology Tropical and subtropical forests, swamps, riverbanks. Hunt large mammals, deer, and occasionally livestock. Can go weeks or months without food after a large meal. Non-venomous, kills entirely through suffocation. Lifespan 20–30 years.

Taming Threshold 4. Used by some cultures as pest-control, guards, and symbols of status. Handle carefully; even tame constrictors will grip reflexively if startled.

Treasure

  • Constrictor hide (60–120 sp, distinctive patterned leather)
  • Teeth (minor crafting, 5–10 sp)
  • Snake oil (fat, medicinal use, 10–20 sp)

Giant Snake, Viper (Standard)

Lightning-fast venomous serpents that strike faster than the eye can follow, delivering lethal doses with a single hit.

Type: Beast (Reptilian, Venomous) Power Level: Standard Size: Medium

Attributes

  • Body: 2D
  • Speed: 4D
  • Wit: 1D

Talents

  • Strike: 3D
  • Stealth: 2D
  • Notice: 1D

Combat Statistics

  • Health: 32 (20 + 2 + 10)
  • Defense: 2 (1 + floor(4 ÷ 3) = 2)
  • Natural Armor: None

Saves

  • Body Save: 2D (Body 2D)
  • Speed Save: 4D (Speed 4D)
  • Wit Save: 1D (Wit 1D)

Attacks

  • Venomous Strike: Body 2D + Strike 3D = 5D vs Defense, 1–2 damage typical; target makes Body Save (Threshold 4) or Envenomed (1D damage per turn; Disadvantage on Speed Saves; lasts until antivenom or long rest)
  • Lightning Lunge: Speed 4D + Strike 3D = 7D vs Defense; move Close range and attack in one action; if this attack hits, +1D damage
  • Warning Strike: Body 2D + Strike 3D = 5D vs Defense; deliver a dry bite (no venom) as a warning, deals 1 damage only; used before full attack

Beast Traits

  • Heat Sensing: Detect warm-blooded creatures within Near range regardless of light
  • Coiled Patience: When motionless and coiled, cannot be detected by Notice without beating Stealth 2D + 3D (hidden position bonus)
  • Rapid Recoil: After striking, immediately recoils to original position; attackers must use a Free Action to set up a counter

Special Abilities

  • Venom Potency: Against targets already Envenomed, additional bites deal +2D damage (accelerated toxin)
  • Defensive Strike: When targeted by a melee attack, may make a Venomous Strike as a reaction against the attacker once per turn
  • Shed and Slip: Once per combat, automatically escape a grapple and move Close range away as a Free Action

Tactics Coils in camouflage, strikes only when disturbed or cornered. Warning Strike first if the threat is unclear; full Venomous Strike if threatened. Uses Lightning Lunge to close instantly with anyone at Close range. Retreats immediately after envenoming, no need to fight; the poison does the work.

Lore & Ecology Warm climates from desert to jungle. Hunt small mammals, birds, and amphibians. Many cultures revere vipers as symbols of death and rebirth. Venom varies by species, some cause paralysis, some necrosis, some hemorrhaging. Antivenom requires knowing the specific viper species.

Taming Threshold 4. Kept by some desert shamans and alchemical researchers. Never truly domesticated, even familiar vipers will strike without warning.

Treasure

  • Venom sac (40–80 sp intact, highly potent alchemical ingredient)
  • Viper hide (20–40 sp, scaled leather)
  • Fangs (component for poison-related crafting, 10–20 sp)

Giant Toad (Standard)

Massive amphibians that use sticky tongues, noxious secretions, and sheer mass to deal with threats and prey alike.

Type: Beast (Amphibian) Power Level: Standard Size: Large

Attributes

  • Body: 3D
  • Speed: 2D
  • Wit: 1D

Talents

  • Strike: 2D
  • Stealth: 2D
  • Notice: 1D

Combat Statistics

  • Health: 33 (20 + 3 + 10)
  • Defense: 1 (1 + floor(2 ÷ 3) = 1)
  • Natural Armor: None

Saves

  • Body Save: 3D (Body 3D)
  • Speed Save: 2D (Speed 2D)
  • Wit Save: 1D (Wit 1D)

Attacks

  • Tongue Lash: Speed 2D + Strike 2D = 4D vs Defense; range Close; on hit, target is pulled to the toad's space and grappled (sticky tongue); Body Save (Threshold 3) to break free
  • Crushing Bite: Body 3D + Strike 2D = 5D vs Defense, 3–4 damage typical; against a grappled target, automatically hits for full damage
  • Toxic Secretion: Free Action; all creatures in Touch range make Body Save (Threshold 3) or Sickened (Disadvantage on all rolls for 1 turn) from skin toxins

Beast Traits

  • Amphibious: Breathes air and water; full Speed swimming
  • Camouflage: Advantage on Stealth in wetland, bog, and jungle floor terrain; appears as a moss-covered rock at rest
  • Sticky Tongue: Tongue-based attacks require a separate roll to escape; targets pulled in cannot use movement until free

Special Abilities

  • Swallow Whole: Against a Small or smaller grappled target, may make Crushing Bite with Advantage; if it deals 4+ successes, target is Swallowed (Incapacitated; takes 2D damage/turn from stomach acid; can be cut free by dealing 5 damage to the toad from inside)
  • Toxic Skin: Any creature that strikes the toad with a natural weapon (bite, claw, unarmed) makes Body Save (Threshold 3) or Sickened for 1 turn
  • Leap: Once per combat, move Far range as a Primary Action and land on a target; that target makes Speed Save (Threshold 3) or knocked prone and takes 2D damage

Tactics Sits motionless with camouflage until prey closes. Tongue Lash to pull the smallest target adjacent, then Crushing Bite. Against groups, Toxic Secretion discourages melee. Swallow Whole against any small creature it can manage. Retreats into water if seriously wounded.

Lore & Ecology Swamps, marshes, riverbanks, and damp dungeon areas. Solitary. Enormous appetite; hunt anything that fits in their mouth. Lay egg masses in still water. Toxic skin varies from mildly irritating to hallucinogenic to lethal depending on species and environment.

Taming Threshold 3. More docile than most large animals when well-fed. Some Collegium researchers keep them for their skin secretions. Difficult to move given size.

Treasure

  • Toad skin sections (20–40 sp, toxic extract, alchemical)
  • Toxic secretion (10–20 sp per vial, carefully collected)
  • Liver (medicinal use, 5–10 sp)

Giant Lizard (Standard)

Large, cold-blooded reptiles valued as mounts and pack animals in arid regions, dangerous when hungry or territorial.

Type: Beast (Reptilian) Power Level: Standard Size: Large

Attributes

  • Body: 3D
  • Speed: 2D
  • Wit: 1D

Talents

  • Strike: 2D
  • Stealth: 2D
  • Notice: 1D

Combat Statistics

  • Health: 33 (20 + 3 + 10)
  • Defense: 2 (1 + floor((2 + 1) ÷ 3) = 2)
  • Natural Armor: +1 (overlapping scales)

Saves

  • Body Save: 3D (Body 3D)
  • Speed Save: 2D (Speed 2D)
  • Wit Save: 1D (Wit 1D)

Attacks

  • Bite: Body 3D + Strike 2D = 5D vs Defense, 2–4 damage typical; target makes Body Save (Threshold 2) or contracts Filth Fever from the bacteria-laden bite (Disadvantage on Body Saves for 1 week)
  • Tail Whip: Body 3D + Strike 2D = 5D vs Defense; all creatures in Close range; Speed Save (Threshold 3) or knocked prone
  • Claw Rake: Body 3D + Strike 2D = 5D vs Defense, 2–3 damage typical; two attacks in one Primary Action at -1D each

Beast Traits

  • Wall Crawler: Moves on vertical surfaces and ceilings at half Speed
  • Heat Regulation: Comfortable in extreme heat; Disadvantage only in extreme cold environments
  • Ambush Rest: When motionless in rocky or sandy terrain, Stealth 2D + 2D bonus (appears as a boulder or dead log)

Special Abilities

  • Septic Bite: Filth Fever from bite worsens if untreated, after 3 days without medical treatment, Threshold increases to 3 (serious infection)
  • Territorial Charge: If target approaches within Close range of a nest or feeding site, the lizard makes a free Bite attack outside of normal initiative
  • Desert Endurance: Does not require water for 2 weeks; does not suffer hunger penalties for 1 month

Tactics Ambushes from camouflage at water sources or food caches. Leads with Bite to deliver bacteria, follows with Claw Rake. Uses Tail Whip to clear space if surrounded. Not aggressive without cause, usually retreats if prey escapes. If defending a nest, fights to the death.

Lore & Ecology Desert plateaus, rocky badlands, dry grassland, and ancient ruin complexes. Solitary. Hunt small to medium animals. Lay eggs in sand-buried clutches, guarded briefly, then abandoned. Lifespan 15–30 years. Domesticated varieties used as mounts, pack animals, and (rarely) war beasts in arid cultures.

Taming Threshold 3. Domesticated giant lizards are common in desert settlements. They require regular feeding and moderate warmth but are reliably tractable.

Treasure

  • Giant lizard hide (40–80 sp, durable scale leather)
  • Venom-laden saliva (if collected before death, 10–20 sp; requires care)
  • Value as a living mount (80–200 sp, depending on condition and training)

Flying Predators

Giant Eagle (Standard)

Magnificent raptors with wingspans exceeding six meters, capable of snatching livestock or carrying a human passenger aloft.

Type: Beast (Avian Predator) Power Level: Standard Size: Large

Attributes

  • Body: 2D
  • Speed: 4D
  • Wit: 1D

Talents

  • Strike: 3D
  • Notice: 3D
  • Stealth: 1D

Combat Statistics

  • Health: 32 (20 + 2 + 10)
  • Defense: 2 (1 + floor(4 ÷ 3) = 2)
  • Natural Armor: None

Saves

  • Body Save: 2D (Body 2D)
  • Speed Save: 4D (Speed 4D)
  • Wit Save: 1D (Wit 1D)

Attacks

  • Talon Rake: Body 2D + Strike 3D = 5D vs Defense, 2–3 damage typical; target makes Body Save (Threshold 3) or bleeding (1 damage/turn until treated)
  • Snatch: Body 2D + Strike 3D = 5D vs Defense; on hit against Small or smaller target, target is grappled and carried aloft (Speed Save Threshold 3 to break free; failure means being dropped from elevation)
  • Stooping Strike: Dive from Far above; Advantage on attack and deal +2 damage; can only be used on the first turn if attacking from altitude

Beast Traits

  • Keen Eyesight: +3D to Notice using sight at all ranges; can spot movement from extreme distance; Advantage to detect hidden targets
  • Airborne Dominance: +1 Defense and +1D to attacks while flying above the target
  • Talons of Steel: Talon attacks ignore 1 point of armor value

Special Abilities

  • Screech: Minor Action; all creatures within Near range make Wit Save (Threshold 2) or Startled (lose Free Action next turn). Once per combat
  • Carry Aloft: A grappled Small or smaller target is carried; each turn airborne and struggling, risk of being dropped (Threshold 3 Body Save to hold; failure = target dropped for fall damage)
  • Nest Guardian: If within Near range of a nest, all eagle attacks gain Advantage and it will not retreat under any circumstances

Tactics Stooping Strike from high altitude for first contact; snatch the smallest target if possible. Carries prey aloft and drops. Against larger threats, repeated Talon Rakes from above, never landing within melee reach. Screech to disrupt spellcasters. Retreats if seriously wounded unless defending a nest.

Lore & Ecology Mountain peaks, sea cliffs, and high forest. Mate for life; hunt territories of hundreds of square miles. Highly intelligent for beasts. Some cultures maintain them as symbol-animals or use them for falconry (specialized, extremely expensive). Lifespan 30–50 years.

Taming Threshold 5. Among the most difficult and rewarding falconry birds. Only those trained from eyas (nestling) stage are reliable. Used by nobles as status symbols and hunters.

Treasure

  • Giant eagle feathers (5–15 sp each, exceptional fletching material and status item)
  • Talons (rare crafting component for blades, 20–40 sp)
  • A live giant eagle chick is worth 200–500 sp to the right buyer

Giant Owl (Standard)

Massive silent hunters of total darkness, invisible on the wing until the moment they strike.

Type: Beast (Avian Predator) Power Level: Standard Size: Large

Attributes

  • Body: 2D
  • Speed: 3D
  • Wit: 2D

Talents

  • Strike: 2D
  • Stealth: 4D
  • Notice: 2D

Combat Statistics

  • Health: 32 (20 + 2 + 10)
  • Defense: 2 (1 + floor(3 ÷ 3) = 2)
  • Natural Armor: None

Saves

  • Body Save: 2D (Body 2D)
  • Speed Save: 3D (Speed 3D)
  • Wit Save: 2D (Wit 2D)

Attacks

  • Silent Strike: Body 2D + Strike 2D = 4D vs Defense; this attack is made with Advantage if target has not detected the owl; 2–3 damage typical
  • Talon Grip: Body 2D + Strike 2D = 4D vs Defense; target is grappled (Speed Save Threshold 3 to break free); talons lock
  • Beak Pierce: Body 2D + Strike 2D = 4D vs Defense; 3–4 damage typical (precise neck strike); used against grappled targets

Beast Traits

  • Silent Flight: Flight produces no sound; Notice checks to detect the owl by sound are impossible while it flies. Stealth rolls gain +2D when airborne
  • Night Vision: No penalties in any light level, including total darkness
  • 360 Vision: Cannot be surprised from behind; Advantage on all Notice checks

Special Abilities

  • Inaudible Approach: The owl can close to Close range from Far range without triggering a Notice check unless specifically watched; it simply arrives
  • Nocturnal Precision: At night or in darkness, all attacks gain +1D
  • Wisdom Sense: Detects emotional states; Advantage on Wit Save and can sense whether a nearby creature is afraid, aggressive, or calm

Tactics Hunt in complete darkness and silence. Approach to Close range without triggering Notice, then Silent Strike for surprise. Immediately Talon Grip after the first hit; apply Beak Pierce each subsequent turn. Against multiple opponents, the owl is extremely reluctant to engage; it has evolved for ambushing single prey. Retreats into darkness immediately if the fight turns against it.

Lore & Ecology Ancient forests, cliff faces, and open country at night. Solitary hunters of rodents, rabbits, and small deer. Mate pairs occupy territories of several square miles. Silent, unseen, patient. Found in legend as messengers of fate and omens of death. Lifespan 20–30 years.

Taming Threshold 4. Conditioned as exceptional night scouts or message carriers by rangers and thieves' guilds. The Shadow Scout profession sometimes works with tamed giant owls.

Treasure

  • Owl feathers (soft, exceptional for fletching silent arrows, 5–10 sp per bundle)
  • Pellets (contain crushed bones and fur; sometimes contain swallowed items from prey)
  • A live owl is worth 50–150 sp to the right buyer

Giant Vulture (Standard)

Enormous carrion birds that harry wounded prey to speed their death, and strip carcasses to bare bone within hours.

Type: Beast (Avian Scavenger) Power Level: Standard Size: Large

Attributes

  • Body: 3D
  • Speed: 3D
  • Wit: 1D

Talents

  • Strike: 2D
  • Notice: 3D
  • Fortitude: 1D

Combat Statistics

  • Health: 33 (20 + 3 + 10)
  • Defense: 2 (1 + floor(3 ÷ 3) = 2)
  • Natural Armor: None

Saves

  • Body Save: 4D (Body 3D + Fortitude 1D)
  • Speed Save: 3D (Speed 3D)
  • Wit Save: 1D (Wit 1D)

Attacks

  • Beak Tear: Body 3D + Strike 2D = 5D vs Defense, 2–4 damage typical; against prone or incapacitated targets, deals +2 damage
  • Wing Buffet: Body 3D + Strike 2D = 5D vs Defense; target makes Speed Save (Threshold 2) or pushed Close range back and loses balance
  • Vomit Spray: Free Action (Close range); target makes Body Save (Threshold 2) or Sickened for 1 turn (defense mechanism of last resort)

Beast Traits

  • Carrion Sense: Detects death and blood at Far range using smell; cannot be hidden from if bleeding
  • Thermaling Sight: From altitude, can spot movement over an enormous area, practical surveillance from Far above
  • Disease Resistance: Immune to all disease from consuming infected meat; body processes pathogens harmlessly

Special Abilities

  • Opportunist: +2D to all attacks against targets at half Health or below (wounded prey)
  • Patience Predator: Vultures circle overhead for hours. When prey is at quarter Health, the flock descends and all attacks this combat gain Advantage
  • Mob Feeding: When 3 or more vultures attack the same target in one turn, that target is knocked prone automatically (no save) as the flock overwhelms

Tactics Vultures prefer to wait. Circle from Far above until prey is clearly dying. Descend as a flock when the target reaches quarter Health. Mob Feeding pins targets immediately. Against active threats, use Wing Buffet and Beak Tear to harry and weaken rather than committing. Retreat immediately if prey demonstrates real fight capability.

Lore & Ecology Open grassland, desert, and mountain terrain near large animal populations. Gather in flocks of 5–20 where food is plentiful. Essential ecosystem role, strip carcasses clean and prevent disease spread. Migrate with prey populations. Respected in some desert cultures as agents of necessary death.

Taming Threshold 3. More intelligent and trainable than they appear. Some border communities train vultures to locate the dead after battles or disasters.

Treasure

  • Vulture feathers (1–3 sp per bundle, primarily curiosity)
  • Stomach acid (unusual alchemical component, 5–10 sp per vial)

Roc (Champion)

Legendary birds of such immense size that sailors mistake them for islands; capable of carrying elephants aloft and capsizing ships with their landing.

Type: Beast (Avian Predator, Legendary Scale) Power Level: Champion Size: Gargantuan

Attributes

  • Body: 7D
  • Speed: 4D
  • Wit: 2D

Talents

  • Strike: 4D
  • Notice: 3D
  • Fortitude: 2D

Combat Statistics

  • Health: 52 (20 + 7 + 25)
  • Defense: 3 (1 + floor((4 + 2) ÷ 3) = 3)
  • Natural Armor: +2 (dense overlapping feathers over thick hide)

Saves

  • Body Save: 9D (Body 7D + Fortitude 2D)
  • Speed Save: 4D (Speed 4D)
  • Wit Save: 2D (Wit 2D)

Attacks

  • Talon Seize: Body 7D + Strike 4D = 11D vs Defense, 6–8 damage typical; on hit, target is grappled; Large creatures use Body Save (Threshold 5) to resist; Huge creatures automatically resist
  • Beak Slam: Body 7D + Strike 4D = 11D vs Defense, 8–10 damage typical; can target structures (deals full damage to walls and vehicles)
  • Wing Gale: Free Action; all creatures within Close range make Body Save (Threshold 4) or knocked prone and pushed to Near range (wing downdraft from landing or liftoff)
  • Aerial Drop: While carrying a grappled target aloft, drop them; fall damage applies; roc must be at altitude of at least Near range above ground

Beast Traits

  • Legendary Scale: The roc is so large it functions as terrain. Creatures can stand on its back (rough terrain); its landing creates a Wing Gale; it occupies a Gargantuan area
  • Altitude Sight: Spots movement and detail across many miles from altitude; Advantage on all Notice checks
  • Iron Constitution: Rocs are immune to disease, poison, and environmental conditions. Fortitude saves with Advantage

Special Abilities

  • Carry Anything: Can grapple and carry creatures or objects up to Champion scale without Speed penalty; Large creatures count as carried cargo
  • Nest Defiance: When near its nest, roc cannot be frightened, cannot be moved involuntarily, and all attacks gain +2D. It will fight to 0 Health
  • Mountain Storm: Once per combat, create a massive downdraft affecting all creatures within Near range (not just Close); Wing Gale effect applies to all

Tactics The roc treats everything as food or a threat. Stoop from altitude with Beak Slam against the largest target. Use Talon Seize to pluck creatures off the ground and carry them aloft. Drop non-food threats from altitude. Against creatures fighting back effectively, land, trigger Wing Gale, and use Beak Slam against prone targets. A roc near its nest is functionally unkillable by parties below Champion tier.

Lore & Ecology Oceanic islands, mountain peaks, and vast wilderness areas far from civilization. Solitary except during nesting season. Pair-bonded for life; one guards the nest while the other hunts. A roc's egg is the size of a wagon. Lifespan possibly centuries. Legends say rocs predate the current age of the world.

Taming Impossible through conventional means. Threshold 8+. Ancient legends speak of roc-riders from before recorded history; these stories are almost certainly myth.

Treasure

  • Roc feathers (200–500 sp each; exceptional construction material, magical component)
  • Roc egg (5,000–20,000 sp to the right buyer, if somehow retrieved)
  • Roc talon (rare magical component, 300–800 sp)
  • Nest debris (old bones, accidentally collected treasure, 100–500 sp total)

Aquatic Beasts

Giant Octopus (Elite)

Alien, eight-armed predators of extraordinary intelligence for beasts, capable of squeezing through tiny openings and dragging ships to the bottom.

Type: Beast (Cephalopod) Power Level: Elite Size: Huge

Attributes

  • Body: 4D
  • Speed: 4D
  • Wit: 2D

Talents

  • Strike: 3D
  • Stealth: 3D
  • Notice: 2D

Combat Statistics

  • Health: 39 (20 + 4 + 15)
  • Defense: 2 (1 + floor(4 ÷ 3) = 2)
  • Natural Armor: None (soft body)

Saves

  • Body Save: 4D (Body 4D)
  • Speed Save: 4D (Speed 4D)
  • Wit Save: 2D (Wit 2D)

Attacks

  • Tentacle Grab: Body 4D + Strike 3D = 7D vs Defense; on hit, target is grappled; the octopus can maintain up to 3 separate grapples simultaneously using different arms
  • Crushing Coil: Deals 3D automatic damage per turn to each grappled target (arms constrict)
  • Beak Strike: Body 4D + Strike 3D = 7D vs Defense, 4–5 damage typical; only against grappled targets; delivers venom (Body Save Threshold 3 or Paralyzed for 1 turn)
  • Ink Cloud: Free Action; creates Near radius obscuring cloud in water; all creatures in area have Disadvantage on attacks for 2 turns. Once per combat

Beast Traits

  • Chromatophore Skin: +3D to Stealth when stationary against any surface; can appear as rock, coral, sand, or debris
  • Flexible Body: Can squeeze through any gap larger than its beak (fist-sized); no squeeze penalty
  • Aquatic Mastery: Full Speed and combat effectiveness in water; can move in any direction including vertical; on land, Speed 1D and no Stealth

Special Abilities

  • Problem Solver: Can open containers, untie knots, and manipulate objects with dexterous arms; Threshold 3 Wit check to solve puzzles humanoids find difficult
  • Multiple Arms: Even while grappling, can attack other targets with free arms; maintaining 2 grapples is its Primary Action; maintaining 3 grapples requires concentrating (cannot attack new targets)
  • Regeneration: Regains 1 Health per turn. Severed arms regrow over weeks (no mechanical effect during combat)

Tactics Ambushes from camouflage among rocks or coral. Ink Cloud immediately to disrupt visibility. Tentacle Grab the two most dangerous-looking targets simultaneously. Apply Crushing Coil while using Beak Strike against whichever is closest. Pull grappled targets underwater if near surface. Extremely reluctant to break off, prefers to hold until prey stops struggling.

Lore & Ecology Coastal waters, deep ocean, and submerged ruins. Solitary hunters. Highly intelligent, use tools, solve problems, and remember individual encounters. Create lairs in rocky dens decorated with shells and the bones of prey. Lifespan 3–5 years (short for their intelligence).

Taming Threshold 4. Sea-gnome researchers have conditioned individual giant octopuses as laboratory assistants and underwater scouts. They are among the most intelligent non-magical beasts.

Treasure

  • Ink gland (alchemical dye and Invisibility component, 30–60 sp)
  • Venom sac (paralytic, 40–80 sp)
  • Possibly hoarded objects in den (1D × 20 gp in miscellaneous items)

Giant Crab (Standard)

Heavily armored crustaceans whose pincers can crush stone; common in coastal tidal zones, reef shallows, and sea cave entrances.

Type: Beast (Crustacean) Power Level: Standard Size: Large

Attributes

  • Body: 3D
  • Speed: 2D
  • Wit: 1D

Talents

  • Strike: 2D
  • Notice: 1D
  • Fortitude: 2D

Combat Statistics

  • Health: 33 (20 + 3 + 10)
  • Defense: 2 (1 + floor((2 + 3) ÷ 3) = 2)
  • Natural Armor: +3 (massive reinforced shell)

Saves

  • Body Save: 5D (Body 3D + Fortitude 2D)
  • Speed Save: 2D (Speed 2D)
  • Wit Save: 1D (Wit 1D)

Attacks

  • Pincer Crush: Body 3D + Strike 2D = 5D vs Defense, 3–4 damage typical; target is grappled on hit; Speed Save (Threshold 4) to break free each turn
  • Claw Snap: Body 3D + Strike 2D = 5D vs Defense, 2–3 damage typical; two attacks per Primary Action, one from each claw
  • Shell Bash: Body 3D + Strike 2D = 5D vs Defense; target makes Body Save (Threshold 3) or knocked prone; used as a charge attack

Beast Traits

  • Armored Shell: Natural Armor +3 counts against all attack types; even magical damage reduced by 1
  • Amphibious: Breathes water or air; Full Speed in water, half Speed on land
  • Tremorsense: Detects vibration through ground or water within Near range; cannot be surprised

Special Abilities

  • Crushing Grip: Once grappling, the crab deals an additional 1D damage each turn as it tightens hold (accumulates; max +3D)
  • Shell Retreat: Minor Action; withdraw into shell; gain Defense 4 but cannot attack until emerging (also a Minor Action)
  • Sidestep: Moves laterally up to Close range as a Free Action; especially useful in narrow passages where it blocks passage entirely

Tactics Wades into combat leading with Claw Snap to test targets, then Shell Bash to knock down the most dangerous threat, then Pincer Crush to grapple. Applies Crushing Grip to grappled targets each turn while Claw Snapping at secondary threats. Shell Retreat if reduced below quarter Health to wait out the threat.

Lore & Ecology Tidal zones, shallow reefs, sea cave entrances, and occasionally river mouths. Territorial, marking defined areas of seafloor. Feed on anything that can be cracked open, mollusks, fish, corpses. Shells used as shelter by smaller creatures after crabs outgrow them. Lifespan 20–50 years.

Taming Threshold 3. Used by some coastal communities as mobile obstacles in port defense or as hazards in arenas.

Treasure

  • Crab shell plates (armor crafting material, 40–80 sp per section)
  • Meat (substantial, considered a delicacy, 20–40 sp worth)
  • Claws (heavy crafting component, 15–25 sp per pair)

Sea Serpent (Elite)

Massive serpentine creatures of the deep ocean that have capsized ships, dragged fishing villages to ruin, and haunted sailor nightmares since the first vessel was built.

Type: Beast (Aquatic Serpentine) Power Level: Elite Size: Huge

Attributes

  • Body: 5D
  • Speed: 3D
  • Wit: 2D

Talents

  • Strike: 3D
  • Stealth: 2D
  • Notice: 2D
  • Fortitude: 1D

Combat Statistics

  • Health: 40 (20 + 5 + 15)
  • Defense: 2 (1 + floor((3 + 1) ÷ 3) = 2)
  • Natural Armor: +1 (layered waterproof scales)

Saves

  • Body Save: 6D (Body 5D + Fortitude 1D)
  • Speed Save: 3D (Speed 3D)
  • Wit Save: 2D (Wit 2D)

Attacks

  • Crushing Coil: Body 5D + Strike 3D = 8D vs Defense; on hit, target is grappled and takes 4D automatic damage per turn. Can grapple vessels as well as creatures
  • Bite: Body 5D + Strike 3D = 8D vs Defense, 5–7 damage typical
  • Tail Slam: Body 5D + Strike 3D = 8D vs Defense; targets all creatures in Close range; Speed Save (Threshold 3) or knocked prone; can be used against ships (deals structural damage)

Beast Traits

  • Deep Diver: Can submerge to extreme depth without ill effect; pressure immunity
  • Aquatic Predator: Full Speed and combat effectiveness in water; can surface and rear above water to reach creatures on boats or docks
  • Thermal Sense: Detects warm-blooded creatures through water within Far range

Special Abilities

  • Ship Attack: Can grapple vessels up to boat-scale; a grappled small vessel is Restrained; spending 3 consecutive turns grappling a vessel causes it to capsize
  • Submerge and Ambush: Can attack from below the surface and immediately retreat to depth; Advantage on this attack; target cannot counterattack unless they can reach depth
  • Regeneration: Regains 2 Health per turn in open water (ocean or large river environment)

Tactics Surfaces without warning from below. Coil attack against the largest target or the vessel itself. Alternate between Bite against individuals and Tail Slam to knock crew overboard. Submerge and resurface from a different direction each round if pressed. Fights indefinitely in water, retreat is not in its behavior unless it was feeding, not territorial.

Lore & Ecology Oceans, large lakes, and major rivers. Solitary and rarely seen. Some may be centuries old. Whether they are true beasts or something with greater intelligence is debated among sailors and scholars. Occasionally mistaken for whales at distance.

Treasure

  • Sea serpent scales (exceptional waterproof armor material, 200–500 sp for a viable section)
  • Fangs (rare magical component, 100–200 sp each)
  • Stomach contents (swallowed ships' cargo, jewelry, and bones may include 2D × 100 gp in mixed goods)

Killer Whale (Elite)

Pack hunters of the deep, highly intelligent, coordinated, and powerful enough to hunt sharks, other whales, and anything foolish enough to enter their feeding waters.

Type: Beast (Aquatic Predator, Cetacean) Power Level: Elite Size: Huge

Attributes

  • Body: 5D
  • Speed: 3D
  • Wit: 2D

Talents

  • Strike: 3D
  • Notice: 3D
  • Fortitude: 1D

Combat Statistics

  • Health: 40 (20 + 5 + 15)
  • Defense: 2 (1 + floor(3 ÷ 3) = 2)
  • Natural Armor: None

Saves

  • Body Save: 6D (Body 5D + Fortitude 1D)
  • Speed Save: 3D (Speed 3D)
  • Wit Save: 2D (Wit 2D)

Attacks

  • Ram Strike: Body 5D + Strike 3D = 8D vs Defense, 5–7 damage typical; charging attack from Far range; target makes Body Save (Threshold 4) or pushed Far range and stunned for 1 turn
  • Bite and Shake: Body 5D + Strike 3D = 8D vs Defense, 5–6 damage typical; on hit, target is grappled and shaken (additional 2D damage)
  • Breach Attack: Leap from water and crash onto a surface target or vessel; deals 6D damage to target and 3D to vessel structure; once per combat

Beast Traits

  • Echolocation: Detects all creatures and objects within Far range through water; cannot be surprised or hidden from underwater
  • Pod Coordination: Advantage on all attacks when another pod member is within Near range of the same target
  • Aquatic Speed: Can burst to double Speed once per turn (sprint in open water)

Special Abilities

  • Coordinated Hunt: When two or more killer whales flank a target, that target cannot use Defense bonuses from shields or evasive maneuvers; they cannot escape
  • Strand Tactic: Against targets near shore, one whale drives prey toward shallows while others cut off retreat; prey beached in shallows is automatically grappled
  • Intelligent Pack: Killer whales can execute multi-step coordinated tactics; treat all pod members as sharing Wit 2D for tactical purposes

Tactics Pod of 3–6 individuals operates with near-humanoid tactical coordination. Separate a single target from the group. Two members drive from below while one strikes from the side. Use Strand Tactic to force aquatic targets onto beaches. Against ships, Ram Strike the hull repeatedly. Extraordinarily dangerous because they plan ahead.

Lore & Ecology Oceans and coastal waters worldwide. Travel in family pods of 5–30 individuals. Highly intelligent, with long-term memory and culture passed between generations. Individual pods develop unique hunting techniques based on local prey. Lifespan 50–90 years. Respected and feared in equal measure by sea cultures.

Taming Threshold 3, but requires an ocean environment and months of food conditioning. Some sea-side communities develop cooperative relationships rather than true taming, whales help drive fish into nets in exchange for a share of the catch. This is mutual cooperation, not ownership.

Treasure

  • Whale oil (fuel and alchemical base, 200–500 sp for a full carcass's worth)
  • Ambergris (rare perfume fixative, 100–300 sp per pound if present)

Prehistoric / Dire Beasts

Dire Bear (Champion)

A titan from the age of giants, standing four meters at the shoulder when rearing, the original bear, before time reduced the species to something more manageable.

Type: Beast (Ursine, Dire) Power Level: Champion Size: Gargantuan

Attributes

  • Body: 8D
  • Speed: 3D
  • Wit: 2D

Talents

  • Strike: 4D
  • Notice: 2D
  • Fortitude: 3D

Combat Statistics

  • Health: 53 (20 + 8 + 25)
  • Defense: 2 (1 + floor((3 + 2) ÷ 3) = 2)
  • Natural Armor: +2 (extremely thick prehistoric hide)

Saves

  • Body Save: 11D (Body 8D + Fortitude 3D)
  • Speed Save: 3D (Speed 3D)
  • Wit Save: 2D (Wit 2D)

Attacks

  • Massive Claw: Body 8D + Strike 4D = 12D vs Defense, 7–9 damage typical; on hit, target makes Body Save (Threshold 4) or knocked 10 ft. back (Near range) and prone
  • Dire Bite: Body 8D + Strike 4D = 12D vs Defense, 8–10 damage typical; against grappled targets, automatically hits
  • Crushing Hug: If two Massive Claw attacks hit the same target in one turn, target is automatically grappled and takes 5D automatic damage per turn; Body Save (Threshold 5) to break free

Beast Traits

  • Prehistoric Scale: The dire bear is treated as Gargantuan-size; most normal weapons deal minimum 1 damage per hit
  • Unstoppable Mass: The dire bear's movement cannot be stopped by obstacles short of walls or cliffs; it simply knocks them aside
  • Keen Smell: +2D to Notice using scent; detect creatures at Far range

Special Abilities

  • Ancient Rage: When reduced below half Health, all attacks gain +2D and the bear ignores pain conditions entirely until combat ends
  • Earth Tremor: When the dire bear charges (moves Near before attacking), all creatures within Close range of the landing point make Speed Save (Threshold 3) or knocked prone from the impact
  • Territorial Claim: Any creature that fails a Wit Save (Threshold 4) at the start of combat against a dire bear is Shaken for the entire encounter (Disadvantage on all actions)

Tactics Unlike smaller bears, dire bears do not warn. They charge immediately using Earth Tremor to knock everyone prone, then Crushing Hug on the first target that gets up. Ancient Rage makes a wounded dire bear more dangerous than an unwounded one. Never retreats. Once engaged, fights to 0 Health.

Lore & Ecology Remnant populations in deep wilderness, unmapped mountain valleys, ancient forests untouched by civilization, and places where the old world still persists. Solitary. A dire bear's territory may span an entire mountain range. No natural enemies. Their presence causes the complete local disappearance of all other apex predators.

Taming Threshold 7. Not achievable by conventional means.

Treasure

  • Dire bear pelt (500–1,000 sp, massive, exceptional quality)
  • Claws (rare crafting material for weapons, 50–100 sp each)
  • Bones (structural material, 100–200 sp for a collection)

Saber-Toothed Tiger (Elite)

The ultimate ambush predator of the prehistoric world, built for explosive killing bursts with elongated canines capable of penetrating the hide of a mammoth.

Type: Beast (Feline Predator, Dire) Power Level: Elite Size: Large

Attributes

  • Body: 5D
  • Speed: 4D
  • Wit: 1D

Talents

  • Strike: 4D
  • Stealth: 2D
  • Notice: 2D

Combat Statistics

  • Health: 40 (20 + 5 + 15)
  • Defense: 2 (1 + floor(4 ÷ 3) = 2)
  • Natural Armor: None

Saves

  • Body Save: 5D (Body 5D)
  • Speed Save: 4D (Speed 4D)
  • Wit Save: 1D (Wit 1D)

Attacks

  • Saber Strike: Body 5D + Strike 4D = 9D vs Defense, 5–7 damage typical; ignores 2 points of armor (the sabers bypass hide and scale)
  • Leaping Pounce: Speed 4D + Strike 4D = 8D vs Defense; move Near range and attack; target makes Body Save (Threshold 4) or knocked prone and grappled
  • Killing Bite: Against a grappled prone target only; deals 7–9 damage automatically (no attack roll); the sabers find the spine or throat

Beast Traits

  • Ambush Specialist: Advantage on all attacks made in the first turn of combat; +2D to Stealth in tall grass and dense forest
  • Explosive Speed: Can move from stationary to Leaping Pounce range in one turn with no acceleration required
  • Saber Armament: The massive canine teeth are a tool as much as a weapon; can be used to grip and drag prey

Special Abilities

  • Perfect Predator: Against a prone grappled target, the saber-toothed tiger may use Killing Bite as a Free Action each turn
  • Pack Hunter (Solo Variant): When hunting alone against a single target, +1D to all attacks for the entire combat (evolved for isolated prey)
  • Dire Endurance: The saber-toothed tiger ignores the first wound condition it receives each combat

Tactics Pure ambush. Stealth to Close range, then Leaping Pounce to knock prone and grapple. Killing Bite immediately on the grappled target each turn. The saber-toothed tiger is designed to kill one large animal very quickly and retreat before the herd responds. Against multiple opponents, it becomes less effective; it was not designed for group combat.

Lore & Ecology Open grasslands, forest edges, and ancient hunting grounds in areas where megafauna still exist. Solitary hunters. Hunt mammoth, giant elk, and other prehistoric megafauna. Some prehistoric cultures revered them as apex spirits. Rare; surviving populations extremely isolated.

Taming Threshold 6. Essentially impossible. The stories of ancient heroes who rode saber-toothed tigers are considered legends, not history.

Treasure

  • Pelt (150–300 sp, distinctive spotted pattern)
  • Saber teeth (rare weapons-grade material, 100–200 sp per matched pair)
  • Skull (prestigious trophy, 200–500 sp to collectors)

Mammoth (Champion)

Towering woolly giants whose stampede can level a forest; revered by northern cultures as the patron animal of endurance and the turning of seasons.

Type: Beast (Proboscidean, Prehistoric) Power Level: Champion Size: Gargantuan

Attributes

  • Body: 8D
  • Speed: 3D
  • Wit: 1D

Talents

  • Strike: 3D
  • Notice: 2D
  • Fortitude: 3D

Combat Statistics

  • Health: 53 (20 + 8 + 25)
  • Defense: 2 (1 + floor((3 + 2) ÷ 3) = 2)
  • Natural Armor: +2 (thick woolly hide with layered fat insulation)

Saves

  • Body Save: 11D (Body 8D + Fortitude 3D)
  • Speed Save: 3D (Speed 3D)
  • Wit Save: 1D (Wit 1D)

Attacks

  • Gore: Body 8D + Strike 3D = 11D vs Defense, 8–10 damage typical; target makes Body Save (Threshold 5) or thrown to Near range and prone
  • Trample: Move Near range in a straight line; all creatures in path make Speed Save (Threshold 4) or take 6D damage and are knocked prone; creatures that succeed take 3D and step aside
  • Trunk Slam: Body 8D + Strike 3D = 11D vs Defense, 5–6 damage typical; targets up to Large size; on hit, grappled and lifted (dangled in the air; Drop as a Free Action for fall damage)

Beast Traits

  • Prehistoric Scale: Functions as Gargantuan creature; structures in path take structural damage on contact
  • Cold Adapted: Immune to cold weather effects; Advantage on Body Saves in arctic conditions
  • Herd Awareness: Cannot be flanked; aware of all creatures within Near range without requiring Notice checks

Special Abilities

  • Stampede: When a mammoth charges, all others in a herd charge simultaneously. Each additional mammoth adds Trample damage to the path (+2D per additional mammoth, max +8D)
  • Uprooting: Can uproot trees, collapse sections of walls, and demolish structures up to stone-cottage scale with 2 turns of effort
  • Trumpet Call: Minor Action; deafening sound within Near range; all creatures make Body Save (Threshold 3) or Deafened for 1 turn and Shaken

Tactics Mammoths are not aggressive unless threatened or protecting young. Warning display: trumpet and mock charge. If threat persists, Trample in a straight line through the group, then circle for Gore on any survivor still standing. Protecting calves: fight to death. A herd of mammoths stampeding is an encounter to be survived, not fought.

Lore & Ecology Northern tundra, frozen plains, and cold highland valleys. Travel in herds of 8–20, matriarch-led. Seasonal migration patterns. Hunted by prehistoric cultures as primary food source; entire economies built around mammoth hunting. Lifespan 60–80 years. Calves raised communally.

Taming Threshold 4, but requires cold-environment facilities. Some northern cultures have conditioned mammoths as siege engines and living fortifications in battle. More tractable than dire bears.

Treasure

  • Mammoth ivory (400–1,000 sp per tusk, exceptional crafting material)
  • Wool (warmth-retaining material, 30–60 sp per large bundle)
  • Hide (excellent cold-weather leather, 100–300 sp for a workable section)
  • Bones (building material, architectural interest, 50–150 sp for a collection)

Tyrannosaurus (Champion)

The apex of terrestrial predators, a living siege weapon of muscle, teeth, and prehistoric drive that has no concept of a creature too large to be prey.

Type: Beast (Reptilian Predator, Dinosaur) Power Level: Champion Size: Gargantuan

Attributes

  • Body: 8D
  • Speed: 3D
  • Wit: 2D

Talents

  • Strike: 4D
  • Notice: 2D
  • Fortitude: 2D

Combat Statistics

  • Health: 53 (20 + 8 + 25)
  • Defense: 2 (1 + floor((3 + 1) ÷ 3) = 2)
  • Natural Armor: +1 (tough layered scales)

Saves

  • Body Save: 10D (Body 8D + Fortitude 2D)
  • Speed Save: 3D (Speed 3D)
  • Wit Save: 2D (Wit 2D)

Attacks

  • Crushing Bite: Body 8D + Strike 4D = 12D vs Defense, 9–11 damage typical; on hit, target is grappled inside the jaws; Body Save (Threshold 5) to break free each turn
  • Shake and Tear: While a target is grappled in jaws, deal 7D automatic damage and target makes Body Save (Threshold 4) or drops everything held
  • Foot Stomp: Body 8D + Strike 4D = 12D vs Defense; targets Small or smaller creatures; automatic hit against prone targets; 5D damage plus crushed condition
  • Tail Sweep: Body 8D + Strike 4D = 12D vs Defense; all creatures in Close range behind the creature; Speed Save (Threshold 4) or knocked Far range back and prone

Beast Traits

  • Prehistoric Scale: Gargantuan creature; its movement alone is a hazard; structures in path take structural damage
  • Motion Detector Vision: Cannot see stationary targets beyond Close range, but detects any motion within Far range with exceptional accuracy
  • Thunderous Roar: The sound of its approach can be heard and felt through the ground at Far range; Advantage to detect its approach

Special Abilities

  • Territorial Claim: Automatically wins initiative against any creature that has not previously seen or fought a tyrannosaurus (shock response; Wit Save Threshold 4 or Shaken for the first turn)
  • Relentless Predator: A tyrannosaurus does not stop pursuing prey within its territory. It will not disengage, does not tire, and does not respond to intimidation
  • Eat Anything: If a target is reduced to 0 Health while grappled, the tyrannosaurus swallows it. All carried equipment is destroyed or permanently lost inside the creature

Tactics Walk forward. Bite what moves. If something is too far, close to melee range. The tyrannosaurus does not have tactics; it has overwhelming power. Use Crushing Bite on the largest threat, Shake and Tear until stopped, Tail Sweep against anything attacking from behind. Never retreats within its territory. Has been known to attack siege engines, walled gates, and entire caravans.

Lore & Ecology Prehistoric valleys, jungle heartlands, and isolated island ecosystems. No natural predators. Solitary except during breeding. Territory of enormous scale. Some ancient cultures with access to tyrannosaurus territory built entire military systems around controlling its movements.

Taming Threshold 7. Not achievable. The legends of domesticated tyrannosaurs are the kind of stories that civilizations use to make founding heroes seem godlike.

Treasure

  • Tyrannosaurus skull (1,000–3,000 sp to the right collector or institution)
  • Teeth (massive crafting component for specialty weapons, 200–500 sp per intact tooth)
  • Hide sections (architectural-grade leather, 150–400 sp per section)

Triceratops (Elite)

A three-horned giant whose charge has the kinetic force of a battering ram and whose bony frill makes it effectively immune to attacks from the front.

Type: Beast (Reptilian, Ceratopsian Dinosaur) Power Level: Elite Size: Huge

Attributes

  • Body: 6D
  • Speed: 2D
  • Wit: 1D

Talents

  • Strike: 3D
  • Notice: 1D
  • Fortitude: 3D

Combat Statistics

  • Health: 41 (20 + 6 + 15)
  • Defense: 2 (1 + floor((2 + 2) ÷ 3) = 2)
  • Natural Armor: +2 (bony frill and thick hide)

Saves

  • Body Save: 9D (Body 6D + Fortitude 3D)
  • Speed Save: 2D (Speed 2D)
  • Wit Save: 1D (Wit 1D)

Attacks

  • Horn Gore: Body 6D + Strike 3D = 9D vs Defense, 6–8 damage typical; the outer horns deal penetrating damage (ignore 1 point of armor)
  • Trampling Charge: Move Near range and attack; if hit, target takes 8D damage and is knocked prone and pushed to Close range. The triceratops may continue moving through the target's space
  • Frill Bash: Body 6D + Strike 3D = 9D vs Defense; bony frill swing to the side; targets all creatures in Close range to either side; Speed Save (Threshold 3) or knocked prone

Beast Traits

  • Frontal Armoring: Attacks from directly ahead (within 60-degree arc in front) deal 2 less damage against the triceratops (the frill absorbs)
  • Charge Momentum: Once per combat per target, if the triceratops is reduced to half Health or less while charging, the charge continues regardless
  • Herd Defense: When another triceratops is within Near range, +1D to all attacks (herd defense behavior)

Special Abilities

  • Unstoppable Charge: Trampling Charge cannot be stopped by terrain features smaller than a stone wall; barriers up to wooden-fence scale are destroyed
  • Frill Display: Minor Action; triceratops displays its frill and roars; all creatures within Near range make Wit Save (Threshold 3) or Shaken for 1 turn
  • Counter-Charge: If a creature charges the triceratops, it may immediately make a Horn Gore as a reaction

Tactics Grazes peacefully until threatened. Warning display with Frill Display and positioning. If threat continues, charges directly (Trampling Charge). Uses Counter-Charge against anything foolish enough to charge in return. Against multiple threats, cycles between charges in different directions. Will protect herd members with its life.

Lore & Ecology Ancient grasslands, prehistoric river valleys, and ruined jungle-plains. Herd animals of 4–12, led by largest female. Herbivores; only attack threats, rivals, or anything approaching young. The horns are territorial display tools as much as weapons. Lifespan 30–40 years.

Taming Threshold 4. Some ancient warrior cultures conditioned triceratops as war mounts or living siege engines. They are more tractable than most large dinosaurs when properly socialized from youth.

Treasure

  • Triceratops horn (100–300 sp per horn, excellent lance-equivalent crafting material)
  • Frill material (decorative armor component, 80–150 sp)
  • Hide (thick, workable, 100–200 sp per section)

Pteranodon (Standard)

Winged reptiles with razor-edged toothless beaks and a wingspan matching large eagles, hunting coastal cliffs and open ocean.

Type: Beast (Pterosaur) Power Level: Standard Size: Large

Attributes

  • Body: 2D
  • Speed: 4D
  • Wit: 1D

Talents

  • Strike: 2D
  • Notice: 2D
  • Stealth: 1D

Combat Statistics

  • Health: 32 (20 + 2 + 10)
  • Defense: 2 (1 + floor(4 ÷ 3) = 2)
  • Natural Armor: None

Saves

  • Body Save: 2D (Body 2D)
  • Speed Save: 4D (Speed 4D)
  • Wit Save: 1D (Wit 1D)

Attacks

  • Beak Strike: Body 2D + Strike 2D = 4D vs Defense, 2–3 damage typical; sharp edge causes Bleeding (1 damage/turn until treated)
  • Snatch: Body 2D + Strike 2D = 4D vs Defense; against Small or smaller targets; target grappled and carried aloft on hit; Speed Save (Threshold 3) to break free
  • Stoop: Dive attack from altitude; Advantage and +2 damage; only on first attack if above target

Beast Traits

  • Thermal Soaring: Uses air currents to fly without tiring; can remain airborne indefinitely in good conditions
  • Coastal Sight: +2D to Notice over water and coastline; spots fish and small prey from exceptional altitude
  • Airborne Agility: +1 Defense while flying against melee attacks from the ground

Special Abilities

  • Fish Dive: Ignores water surface for attack purposes; can snatch targets from shallow water as if on land
  • Crest Display: Minor Action; impressive crest display; creatures within Close range make Wit Save (Threshold 2) or startled (lose Free Action)
  • Colony Nester: If near a colony (5+ pteranodons nesting), 1D additional pteranodons join the defense at start of second turn

Tactics Circles at altitude spotting prey by sight. Dives with Stoop for first contact. Snatches Small targets and drops them from altitude. Against larger targets, uses hit-and-run Beak Strikes, retreating to altitude between attacks. Colony nesters defend territory aggressively.

Lore & Ecology Sea cliffs, island chains, and coastal highlands. Roost in large colonies of 20–50. Fish and small animal hunters. The crest is used in territorial and mating displays. Found wherever prehistoric ecology persists. Lifespan 20–30 years.

Taming Threshold 4. Used by some island cultures as fish-scouts or message carriers. Conditioning requires access to consistent food supply and a coastal environment.

Treasure

  • Pteranodon crest (decorative, 15–30 sp)
  • Wing membrane (specialized material for waterproof items, 20–40 sp)
  • Eggs (curiosity value, 15–25 sp each)

Ankylosaurus (Elite)

A living fortress of layered bone and keratin armor, slow but effectively indestructible from above, whose sweeping tail can shatter stone.

Type: Beast (Reptilian, Ankylosaur Dinosaur) Power Level: Elite Size: Huge

Attributes

  • Body: 5D
  • Speed: 2D
  • Wit: 1D

Talents

  • Strike: 3D
  • Fortitude: 3D
  • Notice: 1D

Combat Statistics

  • Health: 40 (20 + 5 + 15)
  • Defense: 2 (1 + floor((2 + 3) ÷ 3) = 2)
  • Natural Armor: +3 (massive bony osteoderms covering the entire dorsal surface)

Saves

  • Body Save: 8D (Body 5D + Fortitude 3D)
  • Speed Save: 2D (Speed 2D)
  • Wit Save: 1D (Wit 1D)

Attacks

  • Club Tail: Body 5D + Strike 3D = 8D vs Defense, 5–7 damage typical; can target creatures up to Near range; creatures hit make Body Save (Threshold 4) or stunned for 1 turn. Deals structural damage to objects and barriers
  • Shoulder Ram: Body 5D + Strike 3D = 8D vs Defense; charge-adjacent creature; target knocked prone on hit (no save); the ankylosaurus does not move from this attack
  • Ground Pound: Rear and slam front onto the ground (Close range area); all creatures in area make Speed Save (Threshold 3) or knocked prone; deals 3D damage

Beast Traits

  • Dorsal Immunity: Attacks targeting the ankylosaurus from above (ranged, diving, aerial) deal 2 less damage against the armored back
  • Low Center of Gravity: Cannot be knocked prone by any means; immune to the Tripped condition
  • Armored Shell: Natural Armor +3; even blunt weapons deal 1 less damage

Special Abilities

  • Tail Sweep: Club Tail can target all creatures in a 180-degree arc behind the ankylosaurus; each creature in arc is a separate attack
  • Fortress Stance: Minor Action; ankylosaurus lowers to the ground; Defense becomes 4 but cannot use Shoulder Ram or move until it stands (also a Minor Action)
  • Tail Crack: Once per combat, deal maximum damage on Club Tail and target makes Body Save (Threshold 5) or broken arm/leg (Speed or Strike reduced by 2D until treated)

Tactics Grazes undisturbed unless approached within Close range. Warning posture first. If threat persists, pivots to bring Club Tail into range. Sweep anything in the rear arc. Uses Fortress Stance when cornered; becomes essentially unassailable from any direction in that position. Only vulnerable from underneath, which is nearly impossible to exploit.

Lore & Ecology Ancient forests, prehistoric highland meadows, and valley floors where megafauna dominate. Solitary herbivores. No natural predators, the armor and tail make them effectively immune to anything except the largest theropods. Slow-moving and peaceful unless provoked. Lifespan 50–80 years.

Taming Threshold 5. Not impossible, but pointless for most purposes. An ankylosaurus conditioned from hatching is an extremely durable living wall or obstacle. Not useful as a mount.

Treasure

  • Osteoderm plates (armor crafting, 80–200 sp per section)
  • Tail club (can be removed and used as a blunt weapon component, 100–200 sp)
  • Hide (leathery underbelly material, 60–120 sp)

Monstrous Beasts

Bulette (Elite)

The "land shark", a heavily armored subterranean ambush predator that erupts from the earth without warning to attack anything in its territory.

Type: Beast (Subterranean Predator, Monstrous) Power Level: Elite Size: Huge

Attributes

  • Body: 6D
  • Speed: 3D
  • Wit: 1D

Talents

  • Strike: 3D
  • Notice: 2D
  • Fortitude: 2D

Combat Statistics

  • Health: 41 (20 + 6 + 15)
  • Defense: 3 (1 + floor((3 + 3) ÷ 3) = 3)
  • Natural Armor: +3 (layered chitinous shell; hardened across all surfaces)

Saves

  • Body Save: 8D (Body 6D + Fortitude 2D)
  • Speed Save: 3D (Speed 3D)
  • Wit Save: 1D (Wit 1D)

Attacks

  • Bite: Body 6D + Strike 3D = 9D vs Defense, 6–8 damage typical; target makes Body Save (Threshold 4) or grappled inside jaws
  • Leaping Lunge: Move Near range through earth and emerge; all creatures in target area make Speed Save (Threshold 3) or knocked prone. Then immediately make one Bite attack with Advantage
  • Claw Rake: Body 6D + Strike 3D = 9D vs Defense, 4–5 damage typical; two attacks in one Primary Action (−1D each)
  • Earth Rend: Burrow under a Close range area; all creatures in area make Speed Save (Threshold 4) or fall into a pit (trap for 2D turns before bulette reemerges beneath them)

Beast Traits

  • Tremorsense: Detects all movement on the ground within Far range; cannot be surprised by surface movement
  • Burrowing: Moves through earth and stone at normal Speed; emerges silently until the moment it attacks
  • Armored Crest: The shell covering the bulette's head and spine gives +3 Natural Armor; attacks from above deal −2 damage

Special Abilities

  • Eruption Attack: When first appearing from underground in combat, all creatures within Close range make Speed Save (Threshold 3) or knocked prone from the erupting earth
  • Shell Slam: Once per combat, roll onto back and right itself, all creatures within Close range make Body Save (Threshold 4) or take 5D crushing damage and are prone
  • Cannot Be Shaken: Immune to fear; does not flee, retreat, or back down under any circumstances; fights to 0 Health always

Tactics Circles underground, circling around prey using tremorsense. Erupts directly beneath the most armored-looking target (assumes armor = most dangerous). Leaping Lunge knocks everyone prone. Bite the first target; Claw Rake against everything else while it maintains the grapple. Uses Earth Rend to split the party by creating terrain hazards. Ignores all morale conditions entirely.

Lore & Ecology Grasslands, farmland, and any terrain with soft enough earth. Deeply territorial; will not leave its range regardless of opposition. Solitary. No natural predators. Eat anything, livestock, horses, humanoids, giant animals, even small constructs. Farmers and ranchers pray they never find a bulette scar on their land. Lifespan unknown; possibly very long.

Treasure

  • Bulette shell plates (rare armor crafting material, excellent quality, 300–600 sp per section)
  • Teeth (specialty weapon crafting, 80–150 sp per set)
  • Claws (50–100 sp per set)

Behir (Champion)

A twelve-legged serpentine monster that breathes lightning and can swallow a horse whole, the apex creature of thunderstorm country.

Type: Beast (Serpentine, Monstrous) Power Level: Champion Size: Gargantuan

Attributes

  • Body: 7D
  • Speed: 4D
  • Wit: 2D

Talents

  • Strike: 4D
  • Notice: 2D
  • Fortitude: 2D

Combat Statistics

  • Health: 52 (20 + 7 + 25)
  • Defense: 3 (1 + floor((4 + 2) ÷ 3) = 3)
  • Natural Armor: +2 (layered scale-plates)

Saves

  • Body Save: 9D (Body 7D + Fortitude 2D)
  • Speed Save: 4D (Speed 4D)
  • Wit Save: 2D (Wit 2D)

Attacks

  • Lightning Breath: Body 7D vs Defense for all creatures in Near range (line); each target makes Speed Save (Threshold 4) or takes 5D damage; half on success. Usable every other turn
  • Crushing Coil: Body 7D + Strike 4D = 11D vs Defense; on hit, target is grappled and takes 4D automatic damage per turn; Body Save (Threshold 5) to break free
  • Bite: Body 7D + Strike 4D = 11D vs Defense, 7–9 damage typical
  • Swallow Whole: Against a Medium or smaller grappled target; if Bite deals 5+ successes, target is swallowed (Incapacitated; 3D acid damage/turn; must deal 8 damage from inside to escape)

Beast Traits

  • Lightning Immunity: Completely immune to lightning damage; lightning effects restore 1D Health instead
  • Serpentine Body: Moves freely through spaces as narrow as its head; can pursue prey through dungeon corridors, ruins, and cave systems
  • Twelve Limbs: Cannot be tripped or knocked prone; immune to terrain-based movement penalties

Special Abilities

  • Storm Sense: Detects electrical fields; can sense creatures in metal armor at Far range; Advantage on Notice against creatures wearing metal armor
  • Swallow Whole: See above; the behir can hold one swallowed creature while continuing to fight normally
  • Legendary Coil: Can grapple creatures up to Huge size with its coils; Large creatures automatically grappled on hit; Huge creatures make Body Save (Threshold 5)

Tactics Opens with Lightning Breath to clear the area and identify threats. Coils around the most dangerous target while using Bite against secondary threats. Swallows anyone grappled who proves particularly difficult. Alternates Lightning Breath with coiling attacks. Extremely intelligent for a beast, will prioritize spellcasters and ranged threats over melee fighters.

Lore & Ecology Mountain ridgelines, thunderstorm plateaus, and high-altitude ruins. Solitary and extremely territorial. Despises dragons, the two species attack each other on sight, with behirs viewing dragons as rivals. Lair in high mountain caves filled with the bones of hundreds of meals. Lifespan possibly 200+ years.

Treasure

  • Behir scales (exceptional lightning-resistant armor material, 500–1,200 sp per workable section)
  • Lightning gland (alchemical component for electrical effects, 300–600 sp)
  • Hoarded treasure in lair (2D × 200 gp in mixed valuables)

Purple Worm (Legendary)

An underground leviathan whose passage reshapes the earth itself, devouring stone, beast, and adventurers with equal indifference in the lightless depths below civilization.

Type: Beast (Subterranean, Legendary) Power Level: Legendary Size: Colossal

Attributes

  • Body: 10D
  • Speed: 3D
  • Wit: 1D

Talents

  • Strike: 5D
  • Fortitude: 4D
  • Notice: 2D

Combat Statistics

  • Health: 80 (20 + 10 + 50)
  • Defense: 3 (1 + floor((3 + 3) ÷ 3) = 3)
  • Natural Armor: +3 (chitinous plate segments along the entire body)

Saves

  • Body Save: 14D (Body 10D + Fortitude 4D)
  • Speed Save: 3D (Speed 3D)
  • Wit Save: 1D (Wit 1D)

Attacks

  • Maw: Body 10D + Strike 5D = 15D vs Defense, 10–13 damage typical; on hit, target is grappled inside the maw
  • Swallow Whole: Against any grappled target; automatic swallow on a Maw hit with 5+ successes; swallowed creatures are Incapacitated and take 4D acid damage per turn; escape requires dealing 12 damage to the interior (Defense 1 inside) or a Body Save (Threshold 6)
  • Stinger Tail: Body 10D + Strike 5D = 15D vs Defense; rear attack targeting creatures behind it; 7–9 damage typical; target makes Body Save (Threshold 5) or Poisoned (2D damage/turn; Disadvantage on everything; lasts until antivenom or magical treatment)
  • Tunnel Collapse: Move through a tunnel section at full Speed; all creatures in the path make Speed Save (Threshold 5) or take 6D crushing damage and are buried (Incapacitated until dug out by allies)

Beast Traits

  • Legendary Scale: The purple worm is Colossal; it creates tunnels large enough for a wagon as it moves; it is terrain as much as a creature
  • Tremorsense: Detects all vibration within Far range underground; cannot be surprised in its own tunnels
  • Mindless Hunger: Immune to all mental effects; cannot be frightened, charmed, confused, or reasoned with

Special Abilities

  • Acid Digestion: Swallowed creatures take 4D acid damage per turn; metal weapons and armor in the stomach take 1D corrosion damage per turn (destroyed after 3D turns)
  • Tunnel Master: Creates new tunnels through solid rock at half Speed; can use Tunnel Collapse as an attack; creatures buried by collapse are Incapacitated and require allies to dig free (Primary Action per buried creature per turn)
  • Cannot Be Stopped: The purple worm ignores difficult terrain, walls up to 3 feet thick, and most manufactured obstacles; structural barriers below castle-wall scale are simply consumed
  • Legendary Resilience: Once per combat when the purple worm would be reduced to 0 Health, it instead drops to 1 Health and immediately retreats underground via tunneling

Tactics There are no tactics. The purple worm moves toward vibration. It eats what it finds. If a target escapes, it continues forward. It does not pursue above ground. It does not retreat except by Legendary Resilience. The correct response to a purple worm is to not be underground near one, and if already underground, to run toward natural light immediately.

Lore & Ecology The deepest underground, below dungeon levels, below dwarven holds, below anything built by living creatures. Tunnels of enormous scope crisscross the deep earth; many ancient underground roads are repurposed purple worm tunnels. Solitary. Territory is the entire underground range of its tunnel network, which may span a hundred miles. Lifespan unknown, possibly centuries or longer.

Treasure

  • Purple worm hide (exceptional, 2,000–5,000 sp for a workable section)
  • Stinger (alchemical, 500–1,000 sp for the intact venom organ)
  • Stomach contents (swallowed adventurers, ancient hoards, stone-preserved valuables, 3D × 500 gp in mixed content, plus whatever the GM has placed there)
  • A purple worm tunnel leading deeper into the earth (not monetary treasure, but potentially the most valuable discovery of all)

Design Notes for GMs

Beast Intelligence Levels

Animal Intelligence (Wit 1D-2D)

  • Operates on pure instinct
  • Predictable behavior patterns
  • No tool use or tactics
  • Fight-or-flight responses

Pack Intelligence (Wit 2D)

  • Coordinate with pack members
  • Simple hunting strategies
  • Defend territory and young
  • Learn from experience

Exceptional Intelligence (Wit 3D)

  • Problem-solving ability
  • Tool use (ravens, apes)
  • Complex social structures
  • Can be trained more easily

Natural Weapons Damage

Bite Attacks

  • Small creatures: 1-2 damage
  • Medium creatures: 2-4 damage
  • Large creatures: 4-6 damage
  • Huge creatures: 6-8 damage

Claw/Talon Attacks

  • Typically 1 point less than bite
  • Can attack twice per Turn
  • Some allow grapple attempts

Special Attacks

  • Constriction: Ongoing damage per Turn
  • Venom: Save or condition/damage
  • Gore: Charge bonus damage
  • Trample: Multiple target attack

Environmental Factors

Habitat Advantage Beasts in native terrain gain bonuses:

  • Forest predators: +1D Stealth
  • Aquatic creatures: +2D Speed in water
  • Burrowers: Surprise on 3+ underground
  • Fliers: +1 Defense when airborne

Seasonal Changes

  • Spring: Aggressive protecting young
  • Summer: Normal behavior
  • Fall: Building fat reserves, feeding heavily
  • Winter: Hibernation or desperate hunger

Beast Behavior Triggers

Flee Conditions

  • Wounded to 1/4 Health
  • Outnumbered by larger creatures
  • Pack leader killed
  • Cubs successfully escape

Fight to Death

  • Protecting young
  • Cornered with no escape
  • Rabid or magically controlled
  • Defending den/nest

Neutral Response

  • Well-fed and not threatened
  • No cubs or territory at stake
  • Scared by fire or loud noises
  • Recognizes greater predator

Taming and Training

Difficulty Thresholds

  • Domesticated animals (dogs): Threshold 2
  • Common wild (horses): Threshold 3
  • Predators (wolves): Threshold 4
  • Dangerous (bears): Threshold 5
  • Impossible (dire/giant): Threshold 6+

Training Time

  • Basic commands: 1-3 months
  • Advanced tasks: 6-12 months
  • Combat training: 1-2 years
  • Bonding: Requires daily interaction

Training Requirements

  • Start young (cubs/pups/chicks)
  • Consistent handler (Attunement talent)
  • Regular feeding and care
  • Gradual exposure to tasks
  • Positive reinforcement

Using Beasts as Mounts

Mount Characteristics

  • Speed: Horses 4D, Wolves 3D, Bears 2D
  • Carrying Capacity: Body × 10 in pounds
  • Endurance: Fortitude determines distance
  • Combat: Can attack or move, not both

Exotic Mounts

  • Giant Eagles: Flying mounts
  • Dire Wolves: War mounts
  • Giant Lizards: Desert mounts
  • Elephants: Moving platforms

Plot Hooks

Beast Threats

  • Rampaging predator killing livestock
  • Pack displaced from territory by construction
  • Rabid animals spreading disease
  • Trained beasts escaped from menagerie
  • Awakened beast seeking revenge
  • Apex predator claiming hunting grounds

Beast Allies

  • Druid calling animals for defense
  • Ranger's loyal companion
  • Awakened beast seeking justice
  • Animal messenger or scout
  • Beast needed for ritual/cure
  • Endangered species requiring protection

Environmental

  • Migration blocking trade route
  • Drought driving predators to settlements
  • Breeding season increasing aggression
  • Magical corruption mutating beasts
  • Portal releasing prehistoric beasts
  • Ecosystem disruption causing overpopulation

Treasure and Resources

Pelts and Hides

  • Quality: Common/Fine/Exceptional
  • Uses: Armor, clothing, trade goods
  • Value: Based on size and rarity
  • Processing: Requires skills/time

Meat

  • Feeding parties in wilderness
  • Trade good in settlements
  • Some creatures inedible (poisonous/rotten)
  • Preservation requires salt or magic

Components

  • Teeth/Claws: Weapon crafting, jewelry
  • Venom: Poison crafting, antivenom
  • Organs: Medicinal, magical components
  • Bones: Tools, weapon components

Live Capture

  • Training/domestication
  • Sale to collectors
  • Breeding programs
  • Arena combat
  • Guard beasts

Variant Rules

Dire Variants

Any natural beast can have a dire version:

  • Add +2D to Body
  • Add +1D to Speed
  • Increase size category
  • Double Health
  • Add special ability themed to creature

Example: Dire Wolf vs Wolf comparison shown above

Swarm Rules

Swarms represent hundreds of tiny creatures:

Swarm Traits

  • Occupy 10-foot space (Near range radius)
  • Can move through creature spaces
  • Immune to single-target attacks
  • Area effects deal normal damage
  • Can engulf creatures in space

Swarm Attack

  • Automatic damage to creatures in space
  • No attack roll required
  • Typically 2D6 damage per Turn
  • Speed Save (Threshold 3) halves damage

Defeating Swarms

  • Area attacks most effective
  • Fire especially devastating
  • Can be dispersed temporarily
  • Destroying queen/hive prevents reformation

Beast Companions

For rangers, druids, or tamed beasts:

Companion Rules

  • Acts on your Turn
  • Can command as Minor Action
  • Has own Health and stats
  • Gains experience like character
  • Death is permanent (unless resurrection)

Companion Advancement

  • Gains +1D to primary attribute per 5 XP earned
  • Learn simple tricks/commands
  • Increase Health with character advancement
  • Some develop special abilities

Environmental Adaptations

Arctic

  • Thick fur/blubber (cold resistance)
  • White coloration (Stealth in snow)
  • Fat reserves (endure starvation)

Desert

  • Temperature regulation (heat resistance)
  • Water conservation (reduced water needs)
  • Night hunting (avoid daytime heat)

Aquatic

  • Gills or extended breath-holding
  • Streamlined bodies (swimming speed)
  • Pressure resistance (deep diving)

Underground

  • Blindsight or tremorsense
  • Burrowing speed
  • Darkvision
  • Resilient to cave-ins

Beasts provide grounded, realistic threats that emphasize survival and the dangers of the natural world. They're perfect for wilderness adventures and teaching players to respect the environment.