Health
45
Speed
16
Defense
15
Armor
4
Communication
-1
Constitution
4
Stamina, Running
Cunning
-1
Dexterity
2
Initiative
Magic
0
Perception
3
Hearing, Seeing
Strength
4
Jumping
Willpower
1
Weapon
Attack
Damage
Bite
+2
2d6+4
Claws
+4
1d6+4
Special Rules
Fire Resistance: A dracolisk suffers no damage from fire-based attacks.
Tough Hide: The scaly skin of a dracolisk gives the creature an armor rating of 4.
Fire Resistance: A dracolisk suffers no damage from fire-based attacks.
Tough Hide: The scaly skin of a dracolisk gives the creature an armor rating of 4.
Favored Stunts
Mighty Blow, Skirmish
Mighty Blow, Skirmish
Health
50
Speed
18
Defense
13
Armor
0
Communication
-1
Constitution
6
Stamina, Running
Cunning
0
Dexterity
3
Magic
1
Perception
3
Hearing, Smelling
Strength
6
Might, Jumping
Willpower
2
Weapon
Attack
Damage
Gore
+6
1d6+6
Kick
+6
2d6+6
Special Rules
Trample: Harts can perform a special Trample stunt for 4 SP after a successful attack. The target is knocked prone and struck by the harts hooves for an additional 1d6+6 damage.
Trample: Harts can perform a special Trample stunt for 4 SP after a successful attack. The target is knocked prone and struck by the harts hooves for an additional 1d6+6 damage.
Favored Stunts
Knock Prone, Trample
Knock Prone, Trample
Health
50
Speed
16
Defense
14
Armor
2
Communication
-3
Constitution
6
Stamina
Cunning
-3
Dexterity
0
Magic
0
Perception
3
Hearing, Smelling, Tasting
Strength
5
Might
Willpower
1
Weapon
Attack
Damage
Bite
+0
2d6+5
Fist
+5
1d6+5
Special Rules
Magic Resistance: Gains +2 to resist magical effects.
Tough Hide: A nuggalope's thick muscles and skin allow it to absorb impacts, giving it an armor rating of 2.
Magic Resistance: Gains +2 to resist magical effects.
Tough Hide: A nuggalope's thick muscles and skin allow it to absorb impacts, giving it an armor rating of 2.
Favored Stunts
Knock Prone
Knock Prone
Health
40
Speed
18
Defense
10
Armor
0
Spellpower
17
Mana
47
Communication
-3
Constitution
4
Stamina, Running
Cunning
2
Dexterity
0
Magic
5
Spirit
Perception
2
Hearing, Seeing
Strength
4
Might
Willpower
3
Self-Discipline
Weapon
Attack
Damage
Kick
0
1d6+4
Special Rules
Dissipate: Once per encounter, a spectral horse can dissipate into nothingness for 1 minute. Then it must reappear.
Manifested Spirit: Spectral horses are spirits, but they are not incorporeal. The power of the Fade still protects them to a degree though. Only magical attacks and those from magic weapons can harm a spectral horse. Alternatively, a character attacking a spectral horse can perform a special stunt called Spirit Bane for 3 SP. The character then inflicts normal weapon damage but substitutes Magic for Strength. A character with Magic 2 and a longsword using the Spirit Bane stunt, for example, would inflict 2d6+2 damage.
Spells: Arcane Shield, Force Field, Mana Drain, Repulsion Field, Spell Shield
Dissipate: Once per encounter, a spectral horse can dissipate into nothingness for 1 minute. Then it must reappear.
Manifested Spirit: Spectral horses are spirits, but they are not incorporeal. The power of the Fade still protects them to a degree though. Only magical attacks and those from magic weapons can harm a spectral horse. Alternatively, a character attacking a spectral horse can perform a special stunt called Spirit Bane for 3 SP. The character then inflicts normal weapon damage but substitutes Magic for Strength. A character with Magic 2 and a longsword using the Spirit Bane stunt, for example, would inflict 2d6+2 damage.
Spells: Arcane Shield, Force Field, Mana Drain, Repulsion Field, Spell Shield
Favored Stunts
Skirmish
Skirmish
Health
40
Speed
20
Defense
8
Armor
0
Spellpower
14
Mana
24
Communication
-2
Constitution
4
Running, Stamina
Cunning
-3
Dexterity
3
Acrobatics
Magic
2
Primal
Perception
3
Searching, Seeing
Strength
3
Talon, Jumping
Willpower
1
Weapon
Attack
Damage
Bite
+3
1d6+3
Talon
+6
1d6+5
Special Rules
Electricity Resistance: A strix suffers no damage from electricity-based attacks.
Fast Attack: A strix can perform the Lightning Attack stunt for only 2 SP.
Light Runner: When taking the Run action, striges can cross swampy or muddy ground at their normal speed with no chance of becoming hampered or mired.
Spells: Shock, Tempest
Electricity Resistance: A strix suffers no damage from electricity-based attacks.
Fast Attack: A strix can perform the Lightning Attack stunt for only 2 SP.
Light Runner: When taking the Run action, striges can cross swampy or muddy ground at their normal speed with no chance of becoming hampered or mired.
Spells: Shock, Tempest
Favored Stunts
Lightning Attack, Skirmish
Lightning Attack, Skirmish
Health
45
Speed
18
Defense
12
Armor
0
Spellpower
16
Mana
38
Communication
-2
Constitution
3
Running, Stamina
Cunning
-1
Dexterity
2
Magic
4
Entropy
Perception
0
Hearing, Seeing
Strength
2
Gore
Willpower
1
Weapon
Attack
Damage
Gore
+4
1d6+4
Kick
+2
1d6+2
Special Rules
Arcane Horn: A unicorn's "horn" is an arcane weapon. Removing the arcane weapon from the unicorn's skull reverts the unicorn back into a horse cadaver.
Aura of Fear: The presence of a unicorn is deeply unnerving. Characters within 10 yards of one must make a successful TN 15 Willpower (Courage) test before attacking or casting a spell at a unicorn. A character that fails the test can take a different action but cannot move closer to the charnel knight on that turn. A character who has been challenged or must face a charnel knight in single combat is even more likely to falter. The difficulty of their Willpower (Courage) test to face the knight is increased to TN 17.
Grave Defense: Possessed allies within 2 yards of a unicorn gain a +1 bonus to Defense.
Spells: Daze, Death Magic, Miasma, Spirit Mark
Arcane Horn: A unicorn's "horn" is an arcane weapon. Removing the arcane weapon from the unicorn's skull reverts the unicorn back into a horse cadaver.
Aura of Fear: The presence of a unicorn is deeply unnerving. Characters within 10 yards of one must make a successful TN 15 Willpower (Courage) test before attacking or casting a spell at a unicorn. A character that fails the test can take a different action but cannot move closer to the charnel knight on that turn. A character who has been challenged or must face a charnel knight in single combat is even more likely to falter. The difficulty of their Willpower (Courage) test to face the knight is increased to TN 17.
Grave Defense: Possessed allies within 2 yards of a unicorn gain a +1 bonus to Defense.
Spells: Daze, Death Magic, Miasma, Spirit Mark
Favored Stunts
Knock Prone, Skirmish
Knock Prone, Skirmish
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