Beasts - Dragon AGE Homebrew Creatures

Posted 2 years, 11 months ago by subject404

Bat Swarm

Health
20
Speed
2 (fly 17)
Defense
13
Armor
0
Communication
-3

Constitution
 1

Cunning
-3

Dexterity
 3
Bite
Magic
-2

Perception
 3
Hearing
Strength
 0

Willpower
 0

Weapon
Attack
Damage
Swarm
+5
1d6





Special Rules
Echolocation: Bats can function normally in total darkness.
Swarm Attack: A bat swarm covers an area with a rough diameter and height of 3 yards, and can attack all creatures inside or adjacent to that area on its turn as a single major action.
Swarm Defense: A bat swarm suffers only 1 point of damage from any sort of attack that targets a single point, save that a Mighty Blow inflicts 2 points of damage and a Lethal Blow 3 points. Only area attacks, or mystic attacks with a broad effect, inflict full damage on the swarm.
Favored Stunts
Skirmish

Cat

Health
10
Speed
11
Defense
14
Armor
0
Communication
-1

Constitution
-1
Running
Cunning
 0

Dexterity
 4
Acrobatics, Bite, Stealth
Magic
-1

Perception
 3
Seeing, Smelling, Tasting
Strength
-2

Willpower
 0

Weapon
Attack
Damage
Bite
+6
1d6
Claws
-2
1d6-2


Special Rules
Nightvision: Cats can see in normal darkness without penalty.
Small Size: A cat's small size makes them harder to hit and allows them to sneak into places normal-sized beings would otherwise be unable to. This is reflected in their abilities, though they may also receive a +2 circumstance bonus when their small size would be an extra advantage, such as a Dexterity (Stealth) test involving hiding in small spaces.
Favored Stunts
Pierce Armor, Skirmish

Druffalo

Health
40
Speed
13
Defense
10
Armor
2
Communication
-1

Constitution
 5
Stamina
Cunning
 0

Dexterity
 2

Magic
-2

Perception
 1
Smelling
Strength
 5
Gore, Might
Willpower
 1

Weapon
Attack
Damage
Gore
+7
2d6+7






Special Rules
Tough Hide: Bison have tough hides and thick bones that provide a natural armor rating of 2.
Favored Stunts
Mighty Blow, Skirmish

Familiar

Health
15
Speed
15
Defense
12
Armor
0
Communication
 0

Constitution
-3

Cunning
-3

Dexterity
 2
Bite
Magic
-1

Perception
 2
Smelling, Tracking
Strength
 1
Intimidation, Might
Willpower
 0

Weapon
Attack
Damage
Bite
+4
1d3+3






Special Rules
Mimic: Familiar's can imitate human-sounding voices, even specific voices they have heard before, although they are not intelligent enough to understand language. It requires a successful TN 13 Perception (Hearing) test to distinguish a familiar's mimicry from a real voice.
Favored Stunts
Knock Prone, Skirmish

Griffon Cub

Health
35
Speed
14
Defense
13
Armor
2
Communication
 0

Constitution
 2
Stamina
Cunning
-2

Dexterity
 3
Bite
Magic
 0

Perception
 3
Hearing, Seeing
Strength
 2
Intimidation, Might, Talon
Willpower
 1

Weapon
Attack
Damage
Bite
+5
1d6+4
Talon
+5
1d6+4



Special Rules
Rake: A griffon can perform a special Rake stunt for 2 SP following a successful talon attack. The creature makes an additional, raking talon attack against the same target. Doubles on the raking attack do not generate stunt points.
Tough Hide: A griffin cub's tough hide gives it a natural armor rating of 2.
Favored Stunts
Lightning Attack, Mighty Blow, Rake

Griffon

Health
75
Speed
14 (fly 22)
Defense
14
Armor
4
Communication
 0

Constitution
 4
Stamina
Cunning
 1

Dexterity
 4
Bite
Magic
 1

Perception
 3
Hearing, Seeing
Strength
 6
Intimidation, Might, Talon
Willpower
 2
Courage
Weapon
Attack
Damage
Bite
+6
2d6+8
Talon
+8
1d6+8



Special Rules
Buffet: As a minor action, a griffon can flap its wings and buffet nearby creatures. Anyone within 4 yards of the griffon must make a successful TN 15 Strength (Might) test or be knocked back 1d6 yards. Those who fail their tests and have a Dragon Die result of 1 or 2 are also knocked prone.
Rake: A griffon can perform a special Rake stunt for 2 SP following a successful talon attack. The creature makes an additional, raking talon attack against the same target. Doubles on the raking attack do not generate stunt points.
Tough Hide: A griffin's tough hide gives it a natural armor rating of 4.
Favored Stunts
Knock Prone, Mighty Blow, Rake, Skirmish, Seize the Initiative

Manticore

Health
65
Speed
15 (fly 18)
Defense
13
Armor
4
Communication
-1

Constitution
 3
Stamina
Cunning
 1

Dexterity
 3
Bite, Sting
Magic
 1

Perception
 2
Hearing, Smelling
Strength
 6
Claws, Might
Willpower
 2
Courage
Weapon
Attack
Damage
Bite
+5
1d6+8
Claws
+8
2d6+8
Sting
+5
1d6+5
Special Rules
Poison Sting: For 4 SP (2 SP if part of a Sting attack), the manticore can strike a blow that injects its poison into a target. This poison is debilitating and targets receive a -2 penalty on all checks and suffer 1d6 damage that ignores armor each turn until they make a Constitution check TN 9 or have a healing spell cast upon them. Spells used to stop the poison restore no health, but they do purge the body of the manticore's venom.
Tough Hide: A manticore's tough hide gives it a natural armor rating of 2.
Favored Stunts
Knock Prone, Lightning Attack, Mighty Blow, Poison Sting

Raven

Health
10
Speed
4 (fly 18)
Defense
14
Armor
0
Communication
-1

Constitution
-2

Cunning
 0

Dexterity
 3
Acrobatics, Bite, Stealth
Magic
-1

Perception
 2
Searching, Seeing
Strength
-2
Talon
Willpower
 1

Weapon
Attack
Damage
Bite
+5
1d6
Talon
0
1d6



Special Rules
Mimic: Raven's can imitate human-sounding voices, even specific voices they have heard before, although they are not intelligent enough to understand language. It requires a successful TN 13 Perception (Hearing) test to distinguish a raven's mimicry from a real voice.
Favored Stunts
Skirmish

Shark

Health
40
Speed
17 (swim)
Defense
12
Armor
2
Communication
-3

Constitution
 4
Swimming
Cunning
-2

Dexterity
 3
Bite, Stealth
Magic
-2

Perception
 2
Smelling, Tracking
Strength
 4
Intimidation, Might
Willpower
 2

Weapon
Attack
Damage
Bite
+5
1d6+6






Special Rules
Powerful Bite: Sharks may perform a Mighty Blow or Lethal Blow stunt with their Bite attack for 1 fewer SP than normal.
Tough Hide: A shark's thick skin and flexible body allow it to absorb impacts, giving it an Armor Rating of 2.
Favored Stunts
Mighty Blow, Skirmish

Snake, Python

Health
15
Speed
18
Defense
14
Armor
1
Communication
-2

Constitution
 2

Cunning
-1

Dexterity
 4
Stealth
Magic
 0

Perception
 2
Seeing
Strength
 5
Constrict
Willpower
 1

Weapon
Attack
Damage
Bite
+1
1d3+4
Constrict
+6
Special



Special Rules
Constriction: With a successful bite attack, the python coils itself around its victim. Every round after the first attack, the python can automatically constrict, causing 1d3+5 damage. The python must then be removed with an advanced TN 7 Strength with a success threshold of 10. Each test takes one round.
Tough Hide: The scaly skin of a python gives the creature an armor rating of 1.
Favored Stunts
Knock Prone, Lightning Attack

Snake, Viper

Health
10
Speed
10
Defense
15
Armor
0
Communication
-3

Constitution
 1

Cunning
-1

Dexterity
 3
Bite, Initiative, Stealth
Magic
-2

Perception
 2
Smelling
Strength
-2
Intimidation
Willpower
 0

Weapon
Attack
Damage
Bite
+5
1d6






Special Rules
Small Size: A venomous snake’s small size makes them harder to hit and allows them to sneak into places normal sized being would otherwise not be able to. This is reflected in their abilities, though they may also receive a +2 circumstance bonus when their small size would be an extra advantage, such a Dexterity (Stealth) tests involving hiding in small spaces.
Venomous Bite: If a venomous snake’s bite attack does any Health, it injects its venom into a target. The target must make a TN 12 Constitution (Stamina) test. Failure means the target is poisoned. Poisoned targets suffer a –1 penalty to attack rolls and their defense rating and take 1d6+1 damage per round (ignoring armor) for 1d6 rounds. The target or an adjacent ally may make a TN 12 Healing (Intelligence) test and spent two minor actions to reduce this damage by half.
Venomous Variants: Some snakes have even deadlier venom that does more damage, inflicts higher penalties, and has a higher TN to resist.
Favored Stunts
Lightning Attack

Squid, Giant

Health
80
Speed
15 (swim)
Defense
10
Armor
4
Communication
-3

Constitution
 6
Stamina, Swimming
Cunning
-2

Dexterity
 0
Bite, Stealth
Magic
-2

Perception
 1

Strength
 6
Might, Tentacle
Willpower
 2

Weapon
Attack
Damage
Bite
+2
2d6+8
Tentacle
+8
1d6+8



Special Rules
Ink Cloud: Underwater, a squid can spray an inky cloud that covers a roughly spherical area 10 yards in diameter. This cloud blinds all within it, making them unable to see clearly until it dissipates (1d3 rounds). Squids usually avoid using this ability unless they are seeking to escape an encounter.
Tentacle Grab: A giant squid can use Tentacle Grab as a special 2 SP stunt. If the giant squid wins an opposed Strength (Might) test, the target cannot move and suffers a -2 penalty to ability tests and Defense. A grabbed target can attempt to break free as a minor action. Air breathers also need to worry about drowning if they are held underwater.
Tough Hide: The giant squid’s rubbery tough hide provides it with a natural Armor Rating of 4.
Favored Stunts
Dual Strike, Tentacle Grab

Tiger

Health
50
Speed
15
Defense
15
Armor
2
Communication
-1

Constitution
 3

Cunning
-2

Dexterity
 3
Bite, Stealth
Magic
-2

Perception
 3
Hearing, Smelling
Strength
 4
Claws, Climbing, Intimidation
Willpower
 2

Weapon
Attack
Damage
Bite
+5
2d6+6
Claws
+6
1d6+6



Special Rules
Nightvision: Tigers can see in normal darkness without penalty.
Deadly: Tigers can make two claw attacks or one bite attack with a single attack action and they may perform the Lethal Blow and Lightning Attack stunts for 1 fewer SP than their normal cost.
Tough Hide: A tiger's thick muscle and fur give it a natural Armor Rating of 2.
Favored Stunts
Knock Prone, Mighty Blow, Lightning Attack, Lethal Blow

Wolf, Grey

Health
23
Speed
18
Defense
13
Armor
0
Communication
 0

Constitution
 2
Running, Stamina
Cunning
 0

Dexterity
 3
Bite, Stealth
Magic
-2

Perception
 3
Hearing, Smelling, Tracking
Strength
 4

Willpower
 1

Weapon
Attack
Damage
Bite
+5
1d6+6






Special Rules
Pack Tactics: When part of a group, a wolf can perform a special pack tactics stunt for 2 SP, which allows another wolf close enough to the same target to attack it as an immediate free action.
Favored Stunts
Knock Prone, Pierce Armor

Wolf, Marsh

Health
25
Speed
17
Defense
14
Armor
0
Communication
-1

Constitution
 3
Running, Swimming
Cunning
-1

Dexterity
 4
Bite
Magic
-1

Perception
 2
Smelling, Tracking
Strength
 3
Jumping
Willpower
 1

Weapon
Attack
Damage
Bite
+6
1d6+6






Special Rules
Raking Claws: A marsh wolf can follow up a successful bite attack with a rake as a special stunt costing 2 SP. Raking claws must be used against a single target with a +3 attack roll and 1d6+4 damage.
Favored Stunts
Knock Prone, Mighty Blow

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