Blight Mare

Health
50
Speed
18
Defense
13
Armor
3
Communication
-2

Constitution
 5
Stamina
Cunning
-2

Dexterity
 3
Bite, Stealth
Magic
-2

Perception
 3
Hearing, Smelling
Strength
 4
Intimidation
Willpower
 1

Weapon
Attack
Damage
Bite
+5
2d6+6
Kick
+4
2d6+4



Special Rules
Quick Bite: A blight mare can perform a special Quick Bite stunt for 2 SP following a successful attack. The creature makes an additional bite attack against the same target. Doubles on the second bite attack do not generate stunt points.
Tough Hide: The bony spines of a blight mare give the creature an AR of 3.
Favored Stunts
Knock Prone, Mighty Blow

Blood Hound

Health
30
Speed
16
Defense
13
Armor
2
Communication
 0

Constitution
 3
Running
Cunning
-1

Dexterity
 4
Bite
Magic
-1

Perception
 2
Smelling, Tracking
Strength
 3
Jumping
Willpower
 1
Morale
Weapon
Attack
Damage
Bite
+6
1d6+5






Special Rules
Bay: As a 2 SP stunt, the blood hound can let out a terrifying howl and bark. All creatures within a 300-foot radius able to hear the sound – except darkspawn – must succeed on a TN 11 Willpower (Self-Discipline) test or flee in fear from the blood hound for 5 rounds. Whether or not the test is successful, an affected creature is immune to the same blood hound's Bay for 24 hours.
Tough Hide: The bony spines of a blood hound give the creature an AR of 2.
Favored Stunts
Bay, Knock Prone, Mighty Blow

Corrupted Spider

Health
35
Speed
14
Defense
14
Armor
5
Communication
-1

Constitution
 3

Cunning
-2

Dexterity
 4
Bite, Stealth
Magic
 0

Perception
 3
Touching
Strength
 3
Intimidation, Jumping
Willpower
 1

Weapon
Attack
Damage
Bite
+6
2d6+5






Special Rules
Exosleketon: The tough exoskeleton of a corrupted spider gives the creature an AR of 5.
Poison Bite: A corrupted spider can inject poison as a special stunt costing 2 SP. The poison debilitates the victim, who suffers a –2 penalty to Dexterity until the end of the encounter or until they receive a heal spell.
Wall Crawler: A corrupted spider can walk up walls and even on ceilings.
Web: As a major action, a corrupted spider can shoot a web at a visible enemy within 12 yards. The target must make a successful TN 11 Dexterity (Acrobatics) test or become immobilized. The target or an ally can free the victim by taking a major action and making a successful TN 13 Strength (Might) test. This is the only action the immobilized character can take until freed.
Favored Stunts
Knock Prone, Poison Bite

Dar'Hall'n

Health
85
Speed
18
Defense
14
Armor
5
Communication
 2
Seduction
Constitution
 8
Running, Stamina
Cunning
-2

Dexterity
 4
Bite
Magic
-1

Perception
 3
Hearing, Smelling
Strength
 6
Intimidation, Jumping, Might
Willpower
 4
Courage
Weapon
Attack
Damage
Bite
+6
2d6+8
Gore
+6
2d6+6
Kick
+6
2d6+6
Special Rules
Beguile: For 2 SP per target affected, the dar'hall'n enthralls a character or characters with the song of the archdemon. The target must succeed at an opposed Willpower (Self-Discipline) test vs. the dar'hall'n's Communication (Seduction). Failure means the target suffers a –2 penalty to any attacks against, or to any opposed rolls against the darkspawn until the end of the encounter. The dar'hall'n can only use this ability on a target once per encounter.
Big: The dar'hall'n is big and powerful and adept at using its size in battle. It can perform the Knock Prone stunt for 1 SP instead of the usual cost of 2 SP and characters wishing to use the Skirmish and Knock Prone stunts against it must spend +1 SP to affect it.
Quick Bite: The dar'hall'n can perform a special Quick Bite stunt for 2 SP following a successful attack. The creature makes an additional bite attack against the same target. Doubles on the second bite attack do not generate stunt points.
Tough Hide: The bony spines of a dar'hall'n give the creature an AR of 5.
Trample: Dar'Hall'n can perform a special Trample stunt for 4 SP after a successful attack. The target is knocked prone and struck by the dar'hall'n's hooves for an additional 1d6+4 damage.
Favored Stunts
Knock Prone, Quick Bite, Skirmish, Trample

Dragon Thrall

Health
100
Speed
15 (fly 15)
Defense
15
Armor
7
Communication
 0

Constitution
 6
Stamina
Cunning
-1

Dexterity
 7
Bite, Fire Gout, Initiative
Magic
 2

Perception
 4
Seeing, Hearing, Tracking
Strength
 7
Claws, Intimidation
Willpower
 4
Courage, Morale
Weapon
Attack
Damage
Bite / Claws
+9
2d6+9
Fire Gout
+9
3d6
Tail Strike
+7
1d6+7
Special Rules
Buffet: As a minor action, a dragon thrall can flap its wings and buffet nearby creatures. Anyone within 4 yards of the dragon thrall 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.
Fire Breath: A dragon thrall can spew flame either in a wide arc (4 yards long and 6 yards wide) or a narrow stream (8 yards long and 2 yards wide) as a major action. Those caught in the area take 2d6 penetrating damage, or 1d6 penetrating damage if a successful TN 18 Dexterity (Acrobatics) test is made.
Fire Gout: A dragon thrall can spit a gout of flame as a ranged attack with a short range of 6 yards and a long range of 12 yards. For 2 SP, a dragon thrall can spread the flames to cover an area with an 8-yard diameter centered on the original target. Targets other than the primary target who fall inside this area can make an opposed Dexterity (Acrobatics) vs. Dexterity (Fire Gout) test to take only half damage. The dragon thrall never takes damage from such a stunt, even if inside the burning area.
Fire Resistance: A dragon thrall suffers no damage from fire-based attacks.
Rake: A dragon thrall can perform a special Rake stunt for 2 SP following a successful claw attack. The creature makes an additional, raking claw attack against the same target. Doubles on the raking attack do not generate stunt points.
Roar: The mighty bellow of a dragon thrall can freeze the blood of its enemies. It can roar as a major action. All enemies within 24 yards must make a TN 15 Willpower (Courage) test. Those that fail cannot take any major action except run.
Tail Blow: A dragon thrall can perform the Knock Prone and Mighty Blow stunts simultaneously for 3 SP by striking a lashing blow with its tail.
Tough Hide: The scaled hide of a dragon thrall gives it an Armor Rating of 5.
Favored Stunts
Pierce Armor, Rake, Tail Blow

G'trog

Health
35
Speed
7
Defense
14
Armor
3
Communication
-1

Constitution
 2
Swimming
Cunning
-1

Dexterity
 6
Bite, Stealth
Magic
 0

Perception
 2
Seeing
Strength
 4
Intimidation, Jumping
Willpower
 1

Weapon
Attack
Damage
Bite
+8
1d6+6






Special Rules
Amphibious: G'trog can survive and breathe on both land and underwater. A g'trog must spend at least one hour a day submerged in water or take 2d6 damage.
Grab: A g'trog can grab a target with its tongue for 2 SP. A grabbed opponent can then either be held or thrown. Holding a target renders them unable to perform any attack or move actions until they defeat a g'trog in an opposed Strength (Might) test, but a g'trog can’t perform this stunt again until it releases or throws its target. Thrown targets are heaved 1d6+1 yards away, fall prone where they land, and take 1d6+7 damage. Impacting with an object or structure during this throw does double damage and the target drops prone where they struck the object. A g'trog may throw a target into the ground if they desire, or aim them at another character. This final attack has a +1 Attack bonus and if successful both the grabbed target and the target struck take 1d6+7 damage and fall prone.
Swamp Spew: The digestive system of g'trog can produce a powerful acid to break down the toughest of meats.
Once per encounter, a g'trog can spew up the contents of their stomachs and rain down this acid (and whatever else they’ve eaten recently) on an area 4 yards long and 2 yards wide. Anyone in the area takes 1d6+3 penetrating damage, or 1d6 penetrating damage if the target makes a successful TN 13 Dexterity (Acrobatics) test.
Tough Hide: The bony spines of a g'trog give the creature an armor rating of 3.
Favored Stunts
Mighty Blow

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