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    Dragon Age:

    Bestiary

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    2

    Abomination

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    2 Santa

    Claus

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    2

    Arcane Horror

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    4

    Bear, Cave

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    5

    Blight Vulture

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    6 Boar

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    7

    Deepstalker __________________________________________________________________________________

    8 Deepstalker

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    8 Deepstalker

    Spitter

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    9 Deepstalker

    Jumper

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    10

    Desire

    Demon

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    11

    Drake

    (Dragonling)

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    12

    Gripper

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    13

    Ogre _______________________________________________________________________________________ 14 Scorpion,

    Giant

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    16

    Shriek

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    17

    Snake,

    Viper

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    18

    Snake,

    Constrictor

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    19

    Werewolf

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    20

    Curse of

    the

    Werewolves

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    21

    Template: Werewolf

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    21

    Wild

    Sylvan

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    22

    Wolf, Dire

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    23

    Wolf,

    Grey

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    24

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    DRAGON AGE: BESTIARY

    ABOMINATION (Teodor Kalamov FP)

    ABOMINATION DEMON ABILITIES (FOCUSES )2 COMMUNICATION 3 CONSTITUTION (STAMINA )2 CUNNING 3 DEXTERITY(STEALTH ,TRAPS)2 MAGIC 1 PERCEPTION (SEEING)3 STRENGTH (CLAWS ,INTIMIDATION )4 WILLPOWER(MORALE)

    COMBAT RATINGS SPEED HEALTH DEFENSE ARMOUR

    15 60 13 5

    ATTACKS WEAPON ATTACK ROLL DAMAGE CLAWS +6 2D6+3

    POWERS FAVOURED STUNTS : Lightning Attack, Mighty BlowABOMINATION FORM : The abominations transformation givesit an AR of 5.

    EQUIPMENT

    Santa Claus

    (BatgirlIII FP)his purpose of this notice is to instruct newly initiated templars on appropriate measures for handling theannual visitation by the vile abomination known to the unworthy as Santa Claus.

    As the diligent will recall, the incursion occurs regularly every twelve months, roughly corresponding to alunar year. This trespass has occurred with disturbing regularity since at least the fall of Tevinter Empire,and perhaps longer, as many records were misplaced.

    The faithful will recognize the target on sight, as his garb and pariphenlia mark him immediately as anapostate and abominations.

    Santa Claus is a corpulent, bloated creature which bears only a faint resemblance to its original human

    form. It wears a crimson tunic the color of fresh blood, marking him as a possible host of a Rage Demon. Itis bearded, mocking the honorable dwarves of Orzammar, and its hair is a sallow shade of grey, betrayingits unnatural age. Be advised that despite the creatures fearsome name, no claws have been observed, andthe moniker is likely a ruse.

    The target has been observed in the company of dozens of elves of unknown clan or lineage. Santa Claus isconveyed by means of a small aravel pulled by eight or nine creates known to the elves as halla. Thesebeings single-mindedly pull the target's vehicle during its yearly invasion. They are outfitted with belledharnesses which are apparently magically imbued with the ability of flight. These creatures have beenknown to shed a luminous substance resembling lyrium as they move. Templars should take care to avoidexposure.

    Perhaps more disturbing is the variable number of the minion-creatures. On occasion, a ninth halla hasbeen observed, placed before the other halla. This singular creature radiates a sickly reddish glow from itssnout, as a spiritual beacon to other followers of the abomination.

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    Santa Claus gains entry to the domiciles of innocent Freemen across Ferelden and leaves small trinkets totempt the faithful awat from the pure worship of the Maker.

    Templars are reminded to confiscate and incinerate these items before any lasting damage is done. Bymeans of unknown magical process some form of temporal distortion field is in effect around theabomination, and Santa Claus is able to deposit his trinkets into the homes spread far across Ferelden in asingle night. The senior enchanters of the Circle of Magi swear that such magics are impossible, but theevidence of this abomination's activities is clear. Templars should be advised to enter homes in their

    localities before the freemen become aware of the heresy that has been visited upon them, to confiscate andincinerate these leavings.

    In other cases, removal of the items after the freemen have discovered them is possible. In such cases, smallchildren are occasionally loath to surrender the items, as the tainting of the juveniles has already begun.Executions of the above are to be handled in the most expedient manner possible.

    Santa Claus enters the homes of the freemen be way of cimneys, fireplaces, and ovens. The size of theopening is not a factor, as the creature can adjust its weight and size by means of blood magicmanipulation of its own form. Laying traps in these opennings - such a a furrier might lay for bear orwolves - has proven successful.

    The abomination leaves the home by the same means, after ritually caressing his nostrils. No mucus hasever been recovered.Although all previous attempts at the destruction of Santa Claus have failed, Templars are urged to makesuch an attempt whenever possible.

    However, of more importance is the suppression of cultist activity associated with the yearly incursion. Theheretics have been known to erect shrines in their homes in the form of shrubbery adorned with baublesand lights (Note: the shrubbery is often highly inflammable, and offers discrete method of executing theoffending heretics without calling undue attention to the templar). Other warning signs include:hallucinations involving sugered candies during slumber (evidence of Sloth Demon activity); excessivesinging (evidence of Pride Demons); obsessive playing of drums by little boys in the presence of infants (asure sign of Rage Demon possession); the performance of lustful rituals while underneath plant clippings(clear sign of a Lust Demon); and the construction of effigies made of snow (in mockery of the works of theMaker).

    Once again, executions should be handled in an expedient manner.

    --Excerpt from a letter sent by a senior templar in Redcliffe to his initiates, 7:73 Storm

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    ARCANE HORROR (Teodor Kalamov FP)

    ARCANE H ORROR DEMON ABILITIES (FOCUSES )

    1 COMMUNICATION 0 CONSTITUTION 2 CUNNING (ARCANE LORE)0 DEXTERITY(STAVES )4 MAGIC(ENTROPY)2 PERCEPTION1 STRENGTH3 WILLPOWER

    COMBAT RATINGS SPEED HEALTH DEFENSE ARMOUR

    9 15 10 0

    ATTACKS WEAPON ATTACK ROLL DAMAGE

    QUARTER STAFF +2 1D6+1

    POWERS FAVOURED STUNTS : Skilful casting, Mighty SpellPOWERS : Drain Life (Spell), Vulnerability Hex (Spell)

    EQUIPMENT

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    BEAR , CAVE (gamerdad FP)

    BEAR , CAVE ANIMAL ABILITIES (FOCUSES )

    0 COMMUNICATION 7 CONSTITUTION (STAMINA )-1 CUNNING 2 DEXTERITY(BITE)-1 MAGIC 2 PERCEPTION (SMELLING , TASTING )7 STRENGTH (CLAWS , INTIMIDATION , MIGHT )2 WILLPOWER

    COMBAT RATINGS SPEED HEALTH DEFENSE ARMOUR

    15 70 12 0

    ATTACKS WEAPON ATTACK ROLL DAMAGE

    BITE +4 2D6+7CLAW +9 3D6+7

    POWERS FAVOURED STUNTS : Knock Prone (1SP), Maul.MAUL : A cave bear can follow up a successful attack with itsclaws with a second Claw attack against the same target as aspecial stunt costing 2 SP. Doubles on the Maul attack roll doesnot generate more stunt points.

    EQUIPMENT

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    BLIGHT VULTURE (TheDux FP)

    "In Blights past, as the corruption of the darkspawn spread through the wilder areas of Thedas, it would infect theanimals found there, and the more powerful of them would survive and be transformed into a more vicious anddangerous beast." -Except from the Blight Wolf Codex entry.

    "Not seen by mortal eyes before, the Blight Vulture is a carnivorous birds that had only recently popped up in recentyears. With a wing span no less than ten feet; these avian giants have been seen swooping from the sky and snatchingchildren from the fields. Their crushed bodies are found later miles away, picked to the bone."

    BLIGHT VULTURE DEMONSPAWN ABILITIES (FOCUSES )

    -2 COMMUNICATION 3 CONSTITUTION (STAMINA , FLYING )1 CUNNING 4 DEXTERITY(BITE)0 MAGIC 4 PERCEPTION (SEEING , SEARCHING )3 STRENGTH (CLAWS , MIGHT)

    3 WILLPOWER(INTIMIDATE )COMBAT RATINGS

    SPEED HEALTH DEFENSE ARMOUR 7/14 25 14 2

    ATTACKS WEAPON ATTACK ROLL DAMAGE

    BITE +6 1D6+3CLAWS +5 2D6+3

    POWERS FAVOURED STUNTS : Snatch n Grab, Lightning AttackH EAVY FEATHERS : Natural AR 3SNATCH N G RAB : On a successful dive with a Claw attack, theBlight Vulture snatches the target in its huge talons and begins tocrush the life out of them, as a special stunt for 3 SP. This deals1D6 + Strength damage each round. The victims AR is onlycounted the first round. After a couple rounds the Blight Vulturewill tend to drop the victim from a great height.ABILITY : Flight on ground the vulture is speed 7, in the air speed 14.

    EQUIPMENT

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    BOAR (gamerdad FP)

    BOAR ANIMAL ABILITIES (FOCUSES )

    0 COMMUNICATION 4 CONSTITUTION (STAMINA )-2 CUNNING 1 DEXTERITY(BITE)-1 MAGIC 2 PERCEPTION (SMELLING , TASTING )4 STRENGTH (TUSK, INTIMIDATION , MIGHT)2 WILLPOWER

    COMBAT RATINGS SPEED HEALTH DEFENSE ARMOUR

    14 40 11 0

    ATTACKS WEAPON ATTACK ROLL DAMAGE

    BITE +3 1D6+4TUSK* +6 2D6+4

    *ONLY USED FOR A CHARGE OR SLASH STUNT

    POWERS FAVOURED STUNTS : Knock Prone, SlashSLASH STUNT : A boar can follow up a successful attack with itsBite with a Tusk attack against the same target as a special stuntcosting 2 SP. Doubles on the Tusk attack roll do not generatemore stunt pointsBOAR CHARGE : The boar lowers its head and charges the enemy,this is reolved as a normal charge but always ends with a tuskattack.

    EQUIPMENT

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    DEEPSTALKER (Saisei FP)

    "A fool trusts his eyes. A wise man fears every rock is a deepstalker."--Dwarven saying.

    Possibly the strangest of all the creatures found in the Deep Roads is the deepstalker. Tezpadam, as thedwarves call them, hunt in packs, generally by burrowing underground and then striking when their preyis in their midst.

    Stalkers come in several types. Spitters have venom glands and can spit secretions that slow or injure theirprey. Jumpers hurl themselves at their targets, knocking them down and making the kill easier. The mostcommon variety scares its prey, leaving the unfortunate victim helpless against the rest of the pack.

    Deepstalker

    D EEPSTALKER ANIMAL ABILITIES (FOCUSES )

    -1 COMMUNICATION 2 CONSTITUTION (RUNNING )-1 CUNNING 5 DEXTERITY(STEALTH , BITE, INITIATIVE )2 MAGIC 3 PERCEPTION (HEARING )1 STRENGTH0 WILLPOWER

    COMBAT RATINGS SPEED HEALTH DEFENSE ARMOUR

    15 12 15 1

    ATTACKS WEAPON ATTACK ROLL DAMAGE

    BITE +7 1D6+1

    CLAWS +3 1D6+3

    POWERS FAVOURED STUNTS : Skirmish, Pierce Armour TOUGH H IDE : The tough skin of the Deepstalker gives them aslight bonus to their armour.SWARM TACTICS : A Deepstalker can perform Swarm Tactics as aspecial stunt costing 3 SP. This stunt allows any other Deepstalker adjacent to the target to make an immediate attack.Rolling doubles on these bonus attacks does not generate stuntpoints. Deepstalkers that havent taken their turns yet this roundcan still take their actions as normal even after benefiting fromSwarm Tactics.

    EQUIPMENT

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    Deepstalker Spitter

    D EEPSTALKER SPITTER ANIMAL ABILITIES (FOCUSES )

    -1 COMMUNICATION 2 CONSTITUTION (RUNNING )-1 CUNNING 5 DEXTERITY(STEALTH , BITE, INITIATIVE )

    2 MAGIC 3 PERCEPTION (HEARING )1 STRENGTH0 WILLPOWER

    COMBAT RATINGS SPEED HEALTH DEFENSE ARMOUR

    15 12 15 1

    ATTACKS WEAPON ATTACK ROLL DAMAGE

    BITE +7 1D6+1CLAWS +3 1D6+3

    ACID GOUT +5 2D6

    POWERS FAVOURED STUNTS : Skirmish, Pierce Armour TOUGH H IDE : The tough skin of the Deepstalker gives them aslight bonus to their armour.SWARM TACTICS : A Deepstalker can perform Swarm Tactics as aspecial stunt costing 3 SP. This stunt allows any other Deepstalker adjacent to the target to make an immediate attack.Rolling doubles on these bonus attacks does not generate stuntpoints. Deepstalkers that havent taken their turns yet this roundcan still take their actions as normal even after benefiting fromSwarm Tactics.ACID G OUT : A Deepstalker spitter can spit a gob of acid as aranged attack. It has a short range of 6 yards and a long range of 12 yards.

    EQUIPMENT

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    Deepstalker Jumper

    D EEPSTALKER JUMPER ANIMAL ABILITIES (FOCUSES )

    -1 COMMUNICATION 2 CONSTITUTION (RUNNING )-1 CUNNING 5 DEXTERITY(STEALTH , BITE, INITIATIVE )

    2 MAGIC 3 PERCEPTION (HEARING )1 STRENGTH (JUMPING )0 WILLPOWER

    COMBAT RATINGS SPEED HEALTH DEFENSE ARMOUR

    15 12 15 1

    ATTACKS WEAPON ATTACK ROLL DAMAGE

    BITE +7 1D6+1CLAWS +3 1D6+3

    POWERS FAVOURED STUNTS : Skirmish, Pierce Armour TOUGH H IDE : The tough skin of the Deepstalker gives them aslight bonus to their armour.SWARM TACTICS : A Deepstalker can perform Swarm Tactics as aspecial stunt costing 3 SP. This stunt allows any other Deepstalker adjacent to the target to make an immediate attack.Rolling doubles on these bonus attacks does not generate stuntpoints. Deepstalkers that havent taken their turns yet this roundcan still take their actions as normal even after benefiting fromSwarm Tactics.LEAPING KNOCK DOWN : The Deepstalker Jumper can performthe Knock Prone stunt for 1 SP.

    EQUIPMENT

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    DESIRE D EMON (Saisei FP with notes by TheDux)

    D ESIRE D EMON DEMON ABILITIES (FOCUSES )

    4(6) COMMUNICATION (DECEPTION , DISGUISE, PERSUADE, SEDUCTION , BARGAINING )

    1(2) CONSTITUTION 2 CUNNING

    0(1) DEXTERITY0 MAGIC 0 PERCEPTION

    2(3) STRENGTH3(5) WILLPOWER

    COMBAT RATINGS SPEED HEALTH DEFENSE ARMOUR 12(13) 40(55) 10(11) 0*

    ATTACKS WEAPON ATTACK ROLL DAMAGE CLAWS +4(+5) 2D6+4(5)

    POWERS FAVOURED STUNTS : Disarming AllureSHIELD OF D REAMS : When an opponent attempts to attack theDesire Demon their mind and soul is barraged with promises of allthe things they could want in the world. They must make aWillpower (Self-Discipline or Faith) check vs. the demonsCommunications (Bargaining). If they fall they cannot act untilthey're next turn. Once the test has been passed the attacker isimmune to its affects for the rest of the encounter.D ISARMING ALLURE : The Desire Demon can perform thisspecial stunt for 2SP. The target must make a Willpower (Self-Discipline or Faith) check vs. Communications (Seduction). If they fail their Defence score is halved (rounded down) until the

    start of their next turn.EQUIPMENT

    *Armour: If the sacrifice was wearing any armour, the Desire Demon gains that AR.

    I gave my desire demon a power "Ensorcelled Coercion". Basically it makes Deception, Disguise, Persuade,Seduction, and Bargaining usable as spells with a spell power of 10+Communication+Magic+Focus vs.Self-Discipline. Rather than (say) Seduction being just "Aww, you are seduced" you basically become aslave of the Desire Demon.

    To overcome the effect, the Desire Demon must either be killed or you must make an advanced test with athreshold like 12. The Tests would either be Self-Discipline (of the ensorcelled character) or a Persuasion (ofa friend attempting to snap you out of it).

    I am also considering adding a "Usurper" Power for high level Desire Demon. When someone is under theeffects of Ensorcelled Coercion, the Desire Demon can choose to drain 1d6 life from them. They cannotresist the effect.

    I also gave the Desire demon a couple of spells like Winter's Grasp and Mind Blast. I am debating onsaving those for just higher level Desire Demons and give her just an Arcane Lance (no wand/staffrequired).

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    GRIPPER (Jekias FP)

    A Gripper is a small, armadillo-shaped creature that is often mistaken for a rock. It has gray armour bandsinterlocked across its back and jagged spikes all around the bottom edge of its body. It has many legsunderneath, each with a sharp, hooked claw at the end. Its mouth is like a leech with teeth all around,similar to that of a lamprey eel. When walking, it makes a soft scraping sound similar to that of like clawson a rock and it moves with an odd, waddling gait. When threatened it makes snapping and hissingsounds and a clicking growl.

    G RIPPER ABILITIES (FOCUSES )

    -2 COMMUNICATION 3 CONSTITUTION (STAMINA )0 CUNNING 2 DEXTERITY(BITE)0 MAGIC 1 PERCEPTION (SMELLING , TRACKING )4 STRENGTH (CLAWS , LEECHING BITE)

    0 WILLPOWER COMBAT RATINGS

    SPEED HEALTH DEFENSE ARMOUR 6 10 7 10

    ATTACKS WEAPON ATTACK ROLL DAMAGE

    CLAW +5 1D6+4BITE +4 2D6

    POWERS FAVOURED STUNTS : Leeching Bite, Pierce Armour N ATURAL ARMOUR : Grippers have very strong natural armour.While easy to hit, they are very hard to damage. They have anatural AR of 10.LEECHING BITE : 3 Point stunt. Only after a claw attack, agripper can latch onto its target. Until removed, the gripper willinflict 1d6 penetrating damage to the target on each of its turnuntil killed or removed. On the victims turn, they can attempt toremove the gripper as a minor action - this will involve an opposedstrength roll - strength (bite) vs. strength (might). This allows thevictim to toss the creature d6 yards from them (victim's choice).Attacks against a gripper attached to another person requires aroll of 1d6 - a roll of 1 means the attack hits the victim instead(resolve as a normal attack).The victim can continue to fight with the gripper attached, butcannot attack one attached to itself.Once the gripper has been attached to a victim for 4 consecutiverounds, its teeth would have dug into the victims flesh so much sothat attempts to remove it would require such force that it wouldremove a section of the victim's body. If forceful removal occurs,the victim will suffer 4D6 damage. It voluntarily lets go once thevictim is dead to seek out new prey.

    EQUIPMENT

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    OGRE (gamerdad FP)

    "They use brute force to charge their enemies like bulls, slam the ground with their fists to shake enemies off their feet,and hurl great rocks into the face of oncoming foes. Melee can be difficult against a giant that snatches a warrior up inone hand, crushing the life out of him or beating him into oblivion with the other hand. The nimble can try to wigglehis way free, or an ally can attempt an array of stunning blows on an ogre to free the comrade in danger.

    Grey Warden lore urges caution when slaying an ogre. Unless it is ensured that they have received a major wound tothe head or the heart, it is possible that they are lying dormant and will regenerate to full health within a matter of minutes. During a Blight, most Grey Wardens recommend burning all darkspawn to ashes... "dead" ogres inparticular."

    Codex entry: Ogre

    O GRE DARKSPAWN ABILITIES (FOCUSES )

    0 COMMUNICATION 8 CONSTITUTION (STAMINA )0 CUNNING 1 DEXTERITY(THROW ROCK)1 MAGIC 2 PERCEPTION (SMELLING )9 STRENGTH (INTIMIDATION , MIGHT , PUMMEL ,

    BULL CHARGE 3 WILLPOWER(COURAGE , MORALE)

    COMBAT RATINGS SPEED HEALTH DEFENSE ARMOUR

    12 80 11 7

    ATTACKS WEAPON ATTACK ROLL DAMAGE PUMMEL +11 2D6+9

    BULL CHARGE +13 2D6+17HURL ROCK +3 3D6+9

    POWERS FAVOURED STUNTS : Slam the ground, Snatch 'n crushIMMUNITY TO KNOCK DOWN : The Ogre is immune to theKnock prone stunt, unless the opponent is of the same size or larger.PIERCE ARMOUR STUNT RESISTANCE : The Pierce armour stuntresults in the ogre having AR 5 instead of having AR halved. Thisreflects the fact that there is no chink to be found in its thick hide,but the attack still bypasses the pieces of plate worn.PUMMEL : The Ogre uses its huge fist to batter its enemy, doing2d6+Strength with each hit . BULL CHARGE : The Ogre charges with lowered head receiving a+2 to hit, instead of the normal +1 received for the charge action.The Ogre does 2d6 + Strength + Constitution in damage.H URL ROCK : The Ogre can hurl great rocks doing 3d6 + strengthin damage. Short range is 8 yards, long range is 16 yards. The

    Ogre may also hurl a character he is currently holding, e.g. after a Snatch and Crush, causing the same amount of damage. Thehurled character suffers the full amount of damage, withoutcounting the AR. I.e. AR does not reduce the damage taken.Anyone struck by a hurled character suffers the same damage, i.e.use the same die roll, just as if he/she had been struck by anyhurled object, with AR counted normally.SLAM THE G ROUND : The Ogre slams the ground with its fists toshake enemies off their feet, as a special stunt for 2 SP. Adjacentcharacters must succeed at a Dexterity (Acrobatics) test vs. target13 or be knocked prone.SNATCH AND CRUSH : The Ogre snatches the target in its hugehands and begins to crush the life out of them, as a special stuntfor 3 SP. This deals 1D6 + Strength damage each round. Thevictims AR is only counted the first round. The Ogre mayPummel an enemy held like this, and any such attack willautomatically hit the victim.A character held this way is unable to perform any actions excepttrying to wiggle free by making a test of Dexterity (Acrobatics) vs.the Ogre's Strength (Might). A held character can also be freed bysomeone else doing a "Disarm" stunt on the ogre, and if successful the held character will be dropped to the ground.

    "They are 12 feet tall ... "

    " ... its thick hide ..."

    "Two Hurlocks in front of him tried to get out of the way,but the ogre was impatient. It stepped on one, crushing itunderfoot with a sickening crunching noise, and slappedthe other aside so hard it went flying and slammed against

    the wall of the cavern.""He struggled, but the creature only squeezed him until

    his armour dug into his flesh."

    "With a wrenching groan, the ogre ripped up a large pieceof masonry from the stairs leaving an impressive gap."

    "Dragon Age, The Calling", David Gaider.

    Ogres are harbingers of the worst of the darkspawn,appearing only when a Blight is imminent. They aremassive hulks that tower over the battlefield, possessed of incredible brawn and fortitude, with one alone capable of destroying an entire squad of enemy soldiers.

    Dragon Age Wiki

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    REGENERATION : For 4 SP, through the chaotic and strangeworkings of the taint and darkspawn magic, the Ogre regenerateshealth equal to 1d6+Constitution. Health loss caused by firecannot be regenerated.When an ogre has died, i.e. reached 0 health, it starts to regeneratehealth the next round, and gains 10+Constitution health eachminute, i.e. it is taking a "breather" each minute. The ogre regainsconsciousness after 2 minutes like this and may then rise and fightagain or lie and wait a few minutes more depending on thesituation. The remains must be burned in order to kill the ogrepermanently.

    EQUIPMENT PIECES OF PLATE ARMOUR

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    SCORPION , G IANT (gamerdad FP)

    SCORPION , GIANT INSECT ABILITIES (FOCUSES )

    -2 COMMUNICATION 4 CONSTITUTION -2 CUNNING 3 DEXTERITY(STING )0 MAGIC 3 PERCEPTION (TOUCHING )4 STRENGTH (CLAWS , INTIMIDATION )1 WILLPOWER

    COMBAT RATINGS SPEED HEALTH DEFENSE ARMOUR

    12 40 13 6

    ATTACKS WEAPON ATTACK ROLL DAMAGE CLAWS +6 2D6+4

    POISON STING* +5 1D6+5

    *SEE BELOW FOR MECHANICS

    POWERS FAVOURED STUNTS : Knock Prone, Poison StingEXOSKELETON : The tough exoskeleton of a giant scorpion givesthe creature an AR of 6.POISON STING : A giant scorpion can strike with its tail as aspecial stunt costing 2 SP. This is a special attack made at +5which causes 1d6+5 damage. If the character takes any damage,after AR reduction, from the sting it injects poison into the victim.The poisoned victim must make a Constitution (Stamina) testagainst TN 15 (Hard). If the character fails he/she becomesparalysed until the end of the encounter or until he/she receives aHeal spell. A character who passes the test will still suffer a -2penalty to Dexterity until the end of the encounter or until he/she

    receives a heal spell.EQUIPMENT

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    SHRIEK (Saisei FP)

    Scholars call these tall, lean darkspawn the sharlock, though they are more popularly known as shrieksbecause of the ear-splitting cries they emit in battle. Many tales exist of soldiers being unnerved by thesounds of approaching shrieks, cloaked in darkness and never seen until the moment they strike.

    As horrors of the night, shrieks are renowned for their incredible speed and agility as well as their stealth.They are the assassins of the darkspawn, penetrating the enemy lines and striking their targets using long,jagged blades attached to their forearms to rip their opponent to shreds in seconds. They have been knownto employ poison, often drawn from their own blood, and have demonstrated cunning group tactics whenattacking in numbers.

    SHRIEK D EMON ABILITIES (FOCUSES )

    0 COMMUNICATION 1 CONSTITUTION (RUNNING )2 CUNNING 5 DEXTERITY(STEALTH , LIGHT BLADES, INITIATIVE )

    2 MAGIC 3 PERCEPTION (HEARING , TRACKING )1 STRENGTH 1 WILLPOWER

    COMBAT RATINGS SPEED HEALTH DEFENSE ARMOUR

    17 25 15 3

    ATTACKS WEAPON ATTACK ROLL DAMAGE

    SLICE +7 1D6+3

    POWERS FAVOURED STUNTS : Lightning Attack, SkirmishLIVING W EAPON : The serrated blades protruding from a shrieksforearms count as Light Blades.N ATURAL ARMOUR : The thick leathery skin of a Shriek providesprotection as if it were wearing Light Leather armour RELENTLESS : The Shriek can perform the Lightning attack stuntfor only 2 SPSHRIEK : The Shriek lets out an ungodly cry from which they gettheir names. Any enemy within ear shot must make a check vs.TN 11 Willpower (Courage) (TN 13 if the Shriek is hidden) or take a -1 to Attack and Defence until the end of their next turn.For each different shriek using this ability, the duration iscumulative, but the -1 penalty remains static

    EQUIPMENT

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    SNAKE , VIPER (gamerdad FP)

    SNAKE , VIPER ANIMAL ABILITIES (FOCUSES )

    -3 COMMUNICATION -3 CONSTITUTION -2 CUNNING 5 DEXTERITY(BITE)0 MAGIC 3 PERCEPTION (SMELL)-3 STRENGTH0 WILLPOWER

    COMBAT RATINGS SPEED HEALTH DEFENSE ARMOUR

    14 5 15 0

    ATTACKS WEAPON ATTACK ROLL DAMAGE

    BITE +7 1D6-3

    POWERS FAVOURED STUNTS : Bypass Armour, Poison Bite.BYPASS ARMOUR STUNT : The viper strikes at an exposed areafor 2 SP, ignoring armour completely.POISON BITE STUNT : If the bite penetrates the enemy's armour and causes at least 1 pt of damage, the viper can inject poison intothe victim for 2 SP. The poisoned victim must make aConstitution (Stamina) test against TN 15 (Hard). If thecharacter fails he/she becomes unconscious until the end of theencounter or until he/she receives a Heal spell. A character whopasses the test will still suffer a -2 penalty to Dexterity until theend of the encounter or until he/she receives a heal spell.

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    SNAKE , CONSTRICTOR (gamerdad FP)

    SNAKE , CONSTRICTOR ANIMAL ABILITIES (FOCUSES )

    -3 COMMUNICATION 2 CONSTITUTION -2 CUNNING 3 DEXTERITY(BITE)0 MAGIC 3 PERCEPTION (SMELL)4 STRENGTH (MIGHT )0 WILLPOWER

    COMBAT RATINGS SPEED HEALTH DEFENSE ARMOUR

    14 25 13 0

    ATTACKS WEAPON ATTACK ROLL DAMAGE

    BITE +5 1D6+3

    POWERS FAVOURED STUNTS : Lightning attack, EnvelopENVELOP : For 3 SP the Snake will envelop its enemy, coilingaround it and start to crush the life out of it. An envelopedcharacter takes 2d6+3 damage each round and armour will givefull protection the first round, and only half AR (rounded down)in each subsequent round. An enveloped character may try tobreak free by making a Strength(Might) vs. Strength(Might) test.

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    W EREWOLF (TheDux FP)

    Fereldan lore is full of instances where these creatures have plagued the countryside: wolves possessed by rage demonsand transformed into humanoid monsters with incredible speed and strength, able to spread a curse to those they bitthat would drive them mad with unthinking fury. When in this enraged state, a human host can likewise becomepossessed and be transformed into a feral, wolf-like beast. Tales differ on these werewolves of human origin, someclaiming that their transformation into a bestial form happens uncontrollably. Some claim the transformation is

    irreversible. As is often the case with demonic tales, both versions were most likely true at some point.The ability of normal dogs to detect a werewolf even when it is in a human guise is what first led Fereldans to adoptdogs as indispensable companions in every farmhold. The alliance between humans and regular wolves is the subjectof the popular Fereldan folk tale "Dane and the Werewolf."

    The actual hero Dane led a crusade to eliminate the werewolf threat during the early Black Age, and while werewolveshave never assumed the same prominence since, there have still been reports of individual packs lurking in remoteforests. In recent years, some have even been reported to have developed an uncanny willpower and intelligence...though why this is so is still unknown."

    - Codex entry: Werewolf

    W EREWOLF ABILITIES (FOCUSES )

    0 COMMUNICATION 5 CONSTITUTION (STAMINA , RUNNING )0 CUNNING 4 DEXTERITY(BITE)1 MAGIC 3 PERCEPTION (STEALTH , TRACKING )7 STRENGTH (INTIMIDATION , MIGHT , CLAWS )3 WILLPOWER(COURAGE , MORALE)

    COMBAT RATINGS SPEED HEALTH DEFENSE ARMOUR

    16 60 14 5ATTACKS

    WEAPON ATTACK ROLL DAMAGE BITE +6 1D6+9

    CLAWS +9 1D6+9

    POWERS FAVOURED STUNTS : Bite of Madness, OverwhelmO VERWHELM : On a Claw attack, the Werewolf can spend 3 SP touse Knock Prone and then make a Bite attack against the target.H OWLING MADNESS : The demon that inhabits the enragedcorpse is insane. An enraged corpse automatically passes anyWillpower (Morale) test it is required to take.PACK TACTICS : A Werewolf who lands a Bite attack can performPack Tactics as a special stunt costing 3 SP. This stunt allows anyother Werewolf adjacent to the target to make an immediate Biteattack. Rolling doubles on these bonus attacks does not generatestunt points. Werewolves that havent taken their turns yet thisround can still take their actions as normal even after benefitingfrom Swarm Tactics.BITE OF MADNESS : For 5 SP the werewolf can spread his curse tohis victim. The victim must overcome a Constitution (Stamina)vs. 10+0.5xBite Damage test. See "Curse of The Werewolves"below.

    EQUIPMENT

    And Dane he stood his ground,The fanged beast approached.He saw the rage within its eyes,The wolf that once was there.The sword he raised,Merciful death be praised,To the maker went his prayer."

    From the popular telling of Dane and the Werewolf,a legend of Ferelden circa 4:50 Black.

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    Curse of the WerewolvesA target who fails their Constitution (Stamina) test against the Bite of Madness is subject to this curse. It is asupernatural disease that is beyond the fields of both medicine and the arcane and the victim must fight thecurse with just his physical fortitude alone. Mages seem to be able to ward off this curse with ease. The firsteffect the player will experience is a the inability to heal the damage dealt by Bite of Madness. The second iswild dreams about an inner rage that is boiling to the surface. Each night the victim must attempt aConstitution (Stamina) test vs. 10+1/2 Bite Damage. If they do not break a Threshold of 15 in 5 nights, theybecome a Werewolf (See Template: Werewolf) upon the final failure. Each night they also make aWillpower advanced test with a TN of 11 and Threshold of 10. If they fail this by the time of themetamorphosis then they go mad and do not remember their former life. If they succeed, they retaineverything from their former life (though they may become more aggressive).

    Template: Werewolf

    Background Gain - +2 Strength, Dexterity (Bite) or Strength (Claws), 1d6+2 Bite Attack, 1d6+2 ClawsAttack, Howling Madness

    Roll 2d6

    2 +1 Strength3-4 Focus: Perception(Tracking)

    5 Focus: Strength (Intimidation)

    6 Focus: Perception (Smelling)

    7-8 +1 Constitution

    9 Focus: Dexterity(Stealth)

    10-11 Focus: Willpower (Courage)

    12 +1 Willpower

    Background Loses -1 Communication, All Background BonusesWarrior Trades - Armor Training (Novice) trades for Tough Hide (4 AR when not in armor). ArmorTraining (Journeyman) for Ferel Hide (6 total AR when not wearing armor). One Weapon Group for +1damage to Bite and +1 damage to Claws. Any one Weapon Style talent for Overwhelm Stunt. Any oneWeapon Style talent for +2 to Bite or Claws damage. Any two Weapon Style talents for +1d6 to Bite orClaws damage.

    Rogue Trades - Rogue's Armor for Tough Hide (4 AR when not in armor). One Weapon Group for +1damage to Bite and +1 damage to Claws. Any one Weapon Style talent for Overwhelm Stunt. Any oneWeapon Style talent for +2 to Bite or Claws damage. Any two Weapon Style talents for +1d6 to Bite orClaws damage.

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    W ILD SYLVAN (gamerdad FP)

    "Those Demons that possess trees are known as wild sylvans.

    Generally, only demons of rage, the weakest of the demon hierarchy, will become a sylvan. Once they do, they mustspend a great deal of time twisting and moulding the host in order to make it mobile, and once they have the sylvan isa powerful and deadly opponent. Other, more intelligent, spirits have also been known to become sylvans, and aregenerally much less violent, but these are rare.

    Slow but immensely powerful, wild sylvans prefer to lay in ambush, waiting for a victim to become lost, tired, or trapped before closing in for the kill. They hide among regular trees, nearly undetectable until they begin to move andto reach. When they do "come to life" as some travellers say, they stand tall, roots forming into legs and feet andbranches stretching out into lashing arms."

    - Codex entry: Wild Sylvan

    In forests where the Veil between this plane and the Fade has become thin, the forest is alive with vengeful spiritswho have possessed trees. These creatures are called wild sylvans. Sylvans can retain some of the intelligence andeven memories of the possessing spirit, which sometimes grow over time. More often, sylvans retain only asmattering of intelligence and are filled with an extreme jealousy of other living things. They kill any who enter their domain, animating branches to swing as fists, enveloping the living in their roots, or uprooting themselves briefly towalk (slowly). Sylvans are heavily resistant to physical damage. They are immune to any earth spells, powers, trapsand bombs. - Dragon Age Wiki

    W ILD SYLVAN D EMON ABILITIES (FOCUSES )

    -2 COMMUNICATION 9 CONSTITUTION (STAMINA )0 CUNNING 2 DEXTERITY(ENVELOP )2 MAGIC 0 PERCEPTION 9 STRENGTH (INTIMIDATION , MIGHT , LASH)2 WILLPOWER

    COMBAT RATINGS SPEED HEALTH DEFENSE ARMOUR

    6 70 10 10

    ATTACKS WEAPON ATTACK ROLL DAMAGE

    LASH* +11 2D6+9ENVELOP ** +4

    POWERS FAVOURED STUNTS : Lightning Attack, Dual Strike.UNDETECTABLE : To all appearances a Wild sylvan looks like anormal tree, and there's no way to spot one unless explicitly

    looked for. Anyone trying to determine if a tree is in fact a Wildsylvan must pass a TN 17 (Formidable) Perception(Seeing) test. LASH : The Wild sylvan uses its branches, stretching them out andlashing their enemies with them, doing 2d6+9 damage with eachhit. It may do 1d3 attacks like this each turn, directed at the sameor any combination of targetsENVELOP : The Wild sylvan envelops its victim in one of its roots.This attack has a range of 6 yards. It may do 1d2 attacks like thiseach round, regardless of the number of victims already held thisway, i.e. there's an endless supply of roots. The attack does nodamage, but the victim is held completely immobile, helpless to doanything but try to pry himself loose. An enveloped character maytry to get loose by making a Strength (might) vs. Strength (might)test. A root may also be hacked off by another character, and inthat case it is attacked as a separate entity with a defense 0, AR 3

    and Health 15. The damage caused to a root does not affect theWild sylvan itself.N ATURE S IMMUNITY : The Wild Sylvan is immune to any andall earth based spells, powers, traps and bombs.

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    W OLF , G REY (gamerdad FP)

    W OLF , GREY ANIMAL ABILITIES (FOCUSES )

    0 COMMUNICATION 2 CONSTITUTION (RUNNING )0 CUNNING 3 DEXTERITY(BITE, STEALTH )-1 MAGIC 3 PERCEPTION (HEARING , SMELLING )2 STRENGTH (JUMPING )1 WILLPOWER

    COMBAT RATINGS SPEED HEALTH DEFENSE ARMOUR

    14 20 13 0

    ATTACKS WEAPON ATTACK ROLL DAMAGE

    BITE +5 1D6+4

    POWERS FAVOURED STUNTS : Knock Prone, Lightning AttackEQUIPMENT

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