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Bestiary

Animals

Cat

Cat
Tiny Animal (Skirmisher)
CR 0

HT: 14

HP: 24 B(12) D(6)

Speed: 8m, Climb 8m


Initiative: +3

Hit Die: 8d4

PHY -4 KNO -4
AGI 3 INT 1 SB +1
END 0 DET 0

Skills Perception (+2)1 (:Smell), Stealth (+4)1

Senses Nightvision (12m), Passive Perception (10)

Languages N/A

Passive Traits

Increased Evasion. The Cat has Advantage on Stealth Skill Rolls. When the Cat uses the Movement action, it does not provoke Opportunity Attacks.

Skilled Jumper. The Cat uses Agility rather than Physique to determine its Jumping Distance. It can make a Running Jump whithout moving prior.

Actions

The Cat has 3AP and 1RP.

Claws (2AP). Melee Attack Roll: +4AGI1, Target: 1, Reach: 1m. Hit: 1 Slashing damage.



Chimera



Dog

Dog
Medium Animal (Skirmisher)
CR 0

HT: 9

HP: 25 B(13) D(7)

Speed: 8m


Initiative: +0

Hit Die: 5d8

PHY 1 KNO -4
AGI -1 INT 0 SB +1
END 0 DET -2

Skills Perception (+2)2 (:Hearing, :Smell)

Senses Nightvision (12m), Passive Perception (10)

Languages N/A

Passive Traits

Increased Evasion. When the Dog uses the Movement action, it does not provoke Opportunity Attacks.

Pack Tactics. So long as the Target of the Dog's Bite is within the AoC of an allied entity, that is not Incapacitated, the Attack Roll is made with Advantage.

Actions

The Dog has 3AP and 1RP.

Bite (2AP). Melee Attack Roll: +2PHY1, Target: 1, Reach: 1m. Hit: 6 (1d6 + 2)PHY 1 Piercing damage, dealing an additional 1 Piercing damage against Prone Targets. If the Target’s Size Category = Small or smaller, it has the Prone condition.



Eagle

Eagle
Small Animal (Skirmisher)
CR 0

HT: 14

HP: 18 B(9) D(5)

Speed: 3m, Flying 8m


Initiative: +3

Hit Die: 6d6

PHY -2 KNO -4
AGI 3 INT 1 SB +1
END -1 DET -2

Skills Perception (+3)2 (:Sight)

Senses Passive Perception (11)

Languages N/A

Passive Traits

Increased Evasion. The Eagle has Advantage on Stealth Skill Rolls. When the Eagle uses the Movement action, it does not provoke Opportunity Attacks.

Actions

The Eagle has 3AP and 1RP.

Claws (2AP). Melee Attack Roll: +4AGI1, Target: 1, Reach: 1m. Hit: 7 (1d4 + 4)AGI 1 Slashing damage.



Hawk

Hawk
Tiny Animal (Skirmisher)
CR 0

HT: 15

HP: 16 B(8) D(4)

Speed: 3m, Flying 8m


Initiative: +4

Hit Die: 8d4

PHY 0 KNO -4
AGI 4 INT 1 SB +1
END -1 DET -4

Skills Perception (+3)2 (:Sight)

Senses Passive Perception (11)

Languages N/A

Passive Traits

Increased Evasion. The Hawk has Advantage on Stealth Skill Rolls. When the Hawk uses the Movement action, it does not provoke Opportunity Attacks.

Actions

The Hawk has 3AP and 1RP.

Claws (2AP). Melee Attack Roll: +5AGI1, Target: 1, Reach: 1m. Hit: 1 Slashing damage.



Horse

Pony
Medium Animal (Bulwark, Mount)
CR 1/8

HT: 11

HP: 49 B(25) D(13)

Speed: 8m


Initiative: +0

Hit Die: 7d10

PHY 2 KNO -4
AGI 0 INT 0 SB +1
END 1 DET -3

Senses Passive Perception (8)

Languages N/A

Passive Traits




Actions

The Pony has 3AP and 1RP.

Hooves (2AP). Melee Attack Roll: +3PHY1, Target: 1, Reach: 1m. Hit: 6 (1d4 + 3)PHY 1 Bludgeoning damage.


Draft Horse
Large Animal (Bulwark)
CR 1/4

HT: 11

HP: 72 B(36) D(18)

Speed: 8m


Initiative: +0

Hit Die: 8d12

PHY 3 KNO -4
AGI 0 INT 0 SB +1
END 2 DET -2

Senses Passive Perception (8)

Languages N/A

Passive Traits



Actions

The Horse has 3AP and 1RP.

Hooves (2AP). Melee Attack Roll: +4PHY1, Target: 1, Reach: 2m. Hit: 8 (1d6 + 4)PHY 1 Bludgeoning damage. If the Target’s Size Category = Large or smaller and Horse moved at least half Movement speed this Turn, deal additional 8 (2d6) Bludgeoning damage and Target has the Prone condition.


Riding Horse
Large Animal (Bulwark, Skirmisher, Mount)
CR 1/4

HT: 13

HP: 56 B(28) D(14)

Speed: 10m


Initiative: +3

Hit Die: 8d12

PHY 3 KNO -4
AGI 2 INT 0 SB +1
END 0 DET -2

Senses Passive Perception (8)

Languages N/A

Passive Traits

Dashing. The AP cost increase for multiple uses of the Movement action by the Horse on a Turn, increases by 1AP rather than 2AP.

Increased Evasion. When the Horse uses the Movement action, it does not provoke Opportunity Attacks.

Actions

The Horse has 3AP and 1RP.

Hooves (2AP). Melee Attack Roll: +4PHY1, Target: 1, Reach: 2m. Hit: 9 (1d8 + 4)PHY 1 Bludgeoning damage.


Warhorse
Large Animal (Bulwark, Soldier, Mount)
CR 1/2

HT: 12

HP: 80 B(40) D(20)

Speed: 8m


Initiative: +1

Hit Die: 10d12

PHY 3 KNO -4
AGI 1 INT 1 SB +1
END 1 DET -2

Senses Passive Perception (9)

Languages N/A





Passive Traits

Shield Wall. This Horse increases any Shield Bonus they have for their HT by 1 for every other allied Soldier also benefitting from a Shield Bonus within their AoC, up to a maximum of 2.

Unit's Discipline. This Horse gains a Unit Bonus to their Attack Rolls and Determination Tests, equal to the number of allied Soldiers within their AoC, up to a maximum of 2.

War Mount. If the Horse whilst being Mounted moves at least half its Movement speed, until the end of the Turn or the Horse moves (whichever occurs first), the rider gains a Mount Bonus to their next Damage Roll equal to their SB.

Actions

The Horse has 3AP and 1RP.

Hooves (2AP). Melee Attack Roll: +4PHY1, Target: 1, Reach: 2m. Hit: 12 (2d6 + 4)PHY 1 Bludgeoning damage. If the Target’s Size Category = Large or smaller and Horse moved at least half Movement speed this Turn, deal additional 8 (2d6) Bludgeoning damage and Target has the Prone condition.



Panther

Panther
Medium Animal (Assassin, Skirmisher, Mount)
CR 1/4

HT: 12

HP: 50 B(25) D(13)

Speed: 8m, Climb 8m


Initiative: +2

Hit Die: 10d8

PHY 1 KNO -4
AGI 2 INT 1 SB +1
END 0 DET -2

Skills Perception (+2)1 (:Smell), Stealth (+4)2

Senses Nightvision (12m), Passive Perception (10)

Languages N/A





Passive Traits

Increased Evasion. When the Panther uses the Movement action, it does not provoke Opportunity Attacks.

Sudden Strike. When the Panther uses the Claws action against a Prone Target, its AP cost is reduced to 1AP.

Actions

The Panther has 3AP and 1RP. Critical Hit Scope: +1.

Claws (2AP). Melee Attack Roll: +4AGI 2, Target: 1, Reach: 1m. Hit: 13 (2d8 + 3)AGI 1 Slashing damage. If the Target’s Size Category = Medium or smaller and Panther moved at least half Movement speed this Turn, deal additional 10 (2d8) Piercing damage and Target has the Prone condition.

Disengage (1AP).

Use Skill (Stealth) (1AP).



Raven

Raven
Tiny Animal (Scout)
CR 0

HT: 16

HP: 24 B(12) D(6)

Speed: 3m, Flying 7m


Initiative: +4

Hit Die: 8d4

PHY -4 KNO -3
AGI 4 INT 1 SB +1
END 0 DET -2

Skills Perception (+3)2, Stealth (+6)2, Survival (+3)2

Senses Passive Perception (11)

Languages N/A

Passive Traits

Mimicry. The Raven can mimic simple sounds it has heard, such as a whisper or chitter. A hearer can discern the sounds are imitations with a successful TG 10 Intuition (Empathy) Test.


Actions

The Raven has 3AP and 1RP.

Beak (2AP). Melee Attack Roll: +5AGI 1, Target: 1, Reach: 1m. Hit: 1 Piercing damage.





Wolves

Wolf, Young
Medium Animal (Skirmisher, Minion)
CR 0

HT: 12

HP: 1

Speed: 8m


Initiative: +2

Hit Die: -

PHY 0 KNO -4
AGI 2 INT 0 SB +0
END 0 DET -4

Senses Nightvision (12m), Passive Perception (8)

Languages N/A

Passive Traits

Increased Evasion. When the Wolf uses the Movement action, it does not provoke Opportunity Attacks.

Pack Tactics. So long as the Target of the Wolf's Bite is within the AoC of an allied entity, that is not Incapacitated, the Attack Roll is made with Advantage.

Actions

The Wolf has 2AP and 1RP.

Bite (2AP). Melee Attack Roll: +0PHY, Target: 1, Reach: 1m. Hit: 4 (1d6)PHY Piercing damage, dealing an additional 1 damage against Prone Targets. If the Target’s Size Category = Small or smaller, it has the Prone condition.

Reactions

Pack’s Aid (1RP). Trigger: An allied entity the Wolf can see is reduced to 0HP. Effect: This Wolf can move 9m towards ally and make a single Bite attack against an entity within 1m of the ally.








Wolf
Medium Animal (Skirmisher)
CR 1/4

HT: 12

HP: 60 B(30) D(15)

Speed: 8m


Initiative: +2

Hit Die: 10d8

PHY 2 KNO -4
AGI 2 INT 1 SB +1
END 1 DET -4

Skills Perception (+3)2 Stealth (+3)1

Senses Nightvision (12m), Passive Perception (11)

Languages N/A

Passive Traits

Increased Evasion. When the Wolf uses the Movement action, it does not provoke Opportunity Attacks.

Pack Tactics. So long as the Target of the Wolf's Bite is within the AoC of an allied entity, that is not Incapacitated, the Attack Roll is made with Advantage.

Actions

The Wolf has 3AP and 1RP.

Bite (2AP). Melee Attack Roll: +3PHY 1, Target: 1, Reach: 1m. Hit: 7 (1d6 + 3)PHY 1 Piercing damage, dealing an additional 3 damage against Prone Targets. If the Target’s Size Category = Medium or smaller, it has the Prone condition.

Reactions

Pack’s Aid (1RP). Trigger: An allied entity the Wolf can see gains the Desperation condition or is reduced to 0HP. Effect: This Wolf can move 8m towards ally and make a single Bite attack against an entity within 1m of the ally.


Wolf, Pack Leader
Large Animal (Skirmisher, Leader)
CR 1

HT: 14

HP: 96 B(48) D(24)

Speed: 9m


Initiative: +2

Hit Die: 12d10

PHY 3 KNO -4
AGI 2 INT 1 SB +1
END 2 DET -2

Skills Perception (+5)2 Stealth (+4)1

Senses Nightvision (12m), Passive Perception (13)

Languages N/A

Passive Traits

Increased Evasion. When the Wolf uses the Movement action, it does not provoke Opportunity Attacks.

Pack Tactics. So long as the Target of the Wolf's Bite is within the AoC of an allied entity, that is not Incapacitated, the Attack Roll is made with Advantage.

Actions

The Wolf has 3AP and 1RP.


Bite (2AP). Melee Attack Roll: +5PHY 1, Target: 1, Reach: 2m. Hit: 11 (1d10 + 5)PHY 1 Piercing damage, dealing an additional 5 damage against Prone Targets. If the Target’s Size Category = Large or smaller, it has the Prone condition.

Reactions

Pack’s Aid (1RP). Trigger: An allied entity the Wolf can see gains the Bloodied or Desperation conditions, or is reduced to 0HP. Effect: This Wolf can move 8m towards ally and make two Bite attacks against an entity within 2m of the ally.

Command Actions

The Wolf has 2CP.

Break Away (1CP). Target: 1d6 Wolves or Wolves, Young the Pack Leader can see within 12m (At Range). Effect: Each Target can use their reaction (1RP), to move up to double their Movement speed.

Pack Strike (1CP). Target: 1d4 Wolves or Wolves, Young the Pack Leader can see within 6m (Near). Effect: Each Target can use their reaction (1RP), to move up to their Movement speed and make a single Bite attack.

Pack Protection (1CP). Trigger: The Pack Leader is hit by an Attack Roll. Effect: A member of the Wolf Pack can move up to their Movement speed towards the Pack Leader. If the Pack Leader enters their AoC, this Wolf Pack member is hit by the Attack Roll instead.

Invigorating Howl (2CP). Target: 1d6 Wolves or Wolves, Young the Pack Leader can see within 12m (At Range). Effect: Each Target gains 1d10 BP, this becomes 1d6 for Target’s with the Minion Role Tag.


Wolf, Snow
Large Animal (Disruptor, Spellcaster)
CR 1

HT: 11

HP: 56 B(28) D(14)

Speed: 7m


Initiative: +1

Hit Die: 8d8

PHY 2 KNO -2
AGI 1 INT 1 SB +1
END 2 DET -2

Skills Perception (+5)2 Stealth (+3)1

Resistances Cold

Senses Nightvision (12m), Passive Perception (13)

Languages N/A

Passive Traits

Aura of Cold. The Wolf's AoC is magical Difficult Terrain, and all alllied entities in the Encounter/Scene have Cold Reduction (5).

Pack Tactics. So long as the Target of the Wolf's Bite is within the AoC of an allied entity, that is not Incapacitated, the Attack Roll is made with Advantage.

Actions

The Wolf has 3AP and 1RP.


Bite (2AP). Melee Attack Roll: +4PHY 1, Target: 1, Reach: 2m. Hit: 8 (1d6 + 4)PHY 1 Piercing damage, dealing an additional 5 damage against Prone Targets. If the Target’s Size Category = Medium or smaller, it has the Prone condition.

Reactions

Pack’s Aid (1RP). Trigger: An allied entity the Wolf can see gains the Bloodied or Desperation conditions, or is reduced to 0HP. Effect: This Wolf can move 8m towards ally and if are within 6m of Triggering ally, ally restores 7 (2d4 + 1) HP.

Spellcasting

Freezing Wind (2AP) (Recharge 6). Spell 1st Circle Evo, Ranged Spell Attack Roll: +3INT 1, Target: 1, Range: 6m (Near). Hit: 12 (3d6) Cold damage & 1 Degree of Burned (Cold).

Ice Breath (2AP) (Recharge 6). Spell 1st Circle Evo, AoE: 3m Cone Emanating from Wolf. Endurance (Stamina): TG15, each entity in AoE. Failed: 10 (2d8) Cold damage.

Failed 5+: Frozen until end of their Turn.

Successful: Half damage.

Icicle Shot (2AP) (Recharge 6). Spell 1st Circle Evo, Ranged Spell Attack Roll: +3INT 1, Target: 1, Range: 18m (At Range). Hit: 6 (1d10) Cold damage & 1 Degree of Slowed until end of their next Turn. Each entity within 1m (Melee) of Target must make Agility (Acrobatics): TG15.

Failed: 8 (2d6) Cold damage.

Successful: Half damage.

The 1m area around Target, becomes magical Difficult Terrain from 1d4 Rounds.