BT-Animals

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1 Wolf

Int: Animal Perc: 5 Senses Lang: None
Hab: Forest, Grasslands Disp: Hungry
Rep/Weak: 5 / 10 Init: 11 Move Spd: 15 Fort: 3 (10) Will: 1 (8)

Fighting Style Accuracy Damage Evasion Defense HP MP
Bite 2 (9) 2d 2 (9) 1 12 8
Weak Point: Physical Damage +2 pts.
Unique Skills
None
Loot
2 - 3 None
4 - 8 Wolf Hide (20G)
9 - 10 High-quality Wolf Hide (50G)
11+ Flawless Wolf Hide (100G)

A simple Wolf, often appearing in packs of 3 to 5.

1 Giant Ant

Int: Animal Perc: 5 Senses (Tactual) Lang: None
Hab: Mountains, Caves Disp: Neutral
Rep/Weak: 6 / 10 Init: 9 Move Spd: 12 Fort: 4 (11) Will: 2 (9)

Fighting Style Accuracy Damage Evasion Defense HP MP
Mandibles 2 (9) 2d - 1 2 (9) 3 9 8
Weak Point: Physical Damage +2 pts.
Unique Skills
[Formic Acid / 3 (10) / Fort / Negated]
A Giant Ant may spit acid on one person in the same battlefield, dealing 2d - 2 magic damage on a failed Fortitude Check.
Loot
2 - 7 None
8 - 10 Ant Chitin (30G)
11+ Violet Jewel (120G)

A Giant Ant, measuring approximately 1m long. While built the same as a normal ant, its size allows it to be a danger to humanoids. Nests can be particularly nasty, as there can be an incredible number of ants working inside.

2 Giant Lizard

Int: Animal Perc: 5 Senses Lang: None
Hab: Various Disp: Hungry
Rep/Weak: 7 / 11 Init: 10 Move Spd: 12 Fort: 5 (12) Will: 3 (10)

Fighting Style Accuracy Damage Evasion Defense HP MP
Bite 3 (10) 2d + 2 2 (9) 2 20 8
Weak Point: Physical Damage +2 pts.
Unique Skills
None
Loot
2 - 7 None
8+ High-quality Scales (140G)

A carnivorous giant lizard, it's body is about 2m long. Adventurers should be wary of lone Lizards, as their companions tend to wait in ambush for unwary stragglers.

In rare cases, there are those specimens with finer scales than usual. If enough of these scales can be harvested and brought to a skilled armorsmith, high-quality scale mail can be made.

2 Killer Bee
Int: None Perc: 5 Senses Lang: None
Hab: Forest Disp: Hostile
Rep/Weak: 7 / 12 Init: 10 Move Spd: 18 (Flying) Fort: 2 (9) Will: 2 (9)
Fighting Style Accuracy Damage Evasion Defense HP MP
Stinger 4 (11) 2d-2 3 (10) 0 5 1
Weak Point: Accuracy +1
Unique Skills
[Poison / 4 (11) / Fort / Negated]
If the Killer Bee hits with their Stinger attack, the target must immediately make a Fortitude check. If they fail to resist, they receive an extra 7 Poison-type damage.
[Flight]
A Killer Bee receives a +1 bonus to Accuracy and Evasion only for melee attacks.
Loot
Always Poison Stinger (15g)
2 - 6 None
7+ Thin Wings (50G)

A poisonous bee that has grown much larger, averaging around 50cm. Ecologically, they are similar to normal bees, except they instead look for blood from living organisms rather than a flower's nectar. The home nest is roughly 5m long, and is usually located in the branches of larger trees. When the nest is disturbed, a swarm of Killer Bees will come out and protect it.

2 Sidewinder
Int: Animal Perc: 5 Senses Lang: None
Hab: Forest, Grassland, Desert, Ruins Disp: Hostile
Rep/Weak: 7 / 11 Init: 10 Move Spd: 14 Fort: 4 (11) Will: 3 (10)
Fighting Style Accuracy Damage Evasion Defense HP MP
Bite 3 (10) 2d 2 (9) 1 14 8
Weak Point: Physical Damage +2 pts.
Unique Skills
[Paralyzing Poison / 3 (10) / Fort / Negated]
If the Sidewinder hits with their Bite attack, the target must immediately make a Fortitude check. If they fail to resist, they receive a -2 penalty to Evasion checks for 30 seconds (3 rounds).
Loot
2 - 5 None
6 - 9 Snake Skin (20G)
10 - 11 Fine Snake Skin (120G)
12+ Premium Snake Skin (320G)

Similar to a rattlesnake, a Sidewinder is a snake 1m long, and is often found in deserts or other dry areas. As they are nocturnal, a Sidewinder is rarely seen during the day, and only comes out at night to hunt. Rarely, there is a snake skin of high quality, and these skins are used to make a variety of Chandelle products, such as boots, bags and wallets.

2 Poison Toad
Int: None Perc: 5 Senses Lang: None
Hab: Various Disp: Hungry
Rep/Weak: 9 / 12 Init: 8 Move Spd: 10 / 20 (Swimming) Fort: 5 (12) Will: 4 (11)
Fighting Style Accuracy Damage Evasion Defense HP MP
Tackle 3 (10) 2d-1 2 (9) 2 20 5
Weak Point: Earth Damage +3 pts.
Unique Skills
[Poison / 3 (10) / Fort / Negated]
If the Poison Toad hits with their Tackle attack, the target must immediately make a Fortitude check. If they fail to resist, they receive an extra 6 Poison-type damage.
Loot
2 - 6 None
7 - 10 Toad Oil (20G)
11+ Clarified Toad Oil (100G)

A giant poisonous toad that has grown to around 1m long. These Poison Toads inhabit a variety of areas, with those in the forests and grasslands taking on an exceptionally green hue. The numerous warts that cover their body constantly ooze toxins, which can be dangerous to those who wish to prey on these toads. However, pharmacists will buy these toxins and oils for a decent price.

2 Giant Centipede
Int: Animal Perc: 5 Senses Lang: None
Hab: Forest, Grasslands, Caves Disp: Hostile
Rep/Weak: 7 / 11 Init: 9 Move Spd: 14 Fort: 3 (10) Will: 2 (9)
Fighting Style Accuracy Damage Evasion Defense HP MP
Bite 3 (10) 2d 2 (9) 3 16 3
Weak Point: Physical Damage +2 pts.
Unique Skills
[Poison / 3 (10) / Fort / Negated]
If the Giant Centipede hits with their Bite attack, the target must immediately make a Fortitude check. If they fail to resist, they receive an extra 6 Poison-type damage.
Loot
2 - 5 None
6 - 9 Chitin Shell (30G)
10+ Quality Chitin Shell (100G)

A huge centipede, measuring 1m long all together, that has developed large fangs. Giant Centipedes will attack humanoids and animals alike, feeding on their flesh. It's said that a light tonic can be made by crushing its shell, though the effectiveness of such a drink is in question.

2 Dolphin
Int: Average Perc: 5 Senses Lang: Sea Animal
Hab: Ocean Disp: Neutral
Rep/Weak: 6 / 11 Init: 11 Move Spd: 25 (Swimming) Fort: 4 (11) Will: 4 (11)
Fighting Style Accuracy Damage Evasion Defense HP MP
Tackle 4 (11) 2d+2 3 (10) 3 23 9
Weak Point: Fire Damage +3 pts.
Unique Skills
[Underwater]
The Dolphin doesn't receive penalties for moving or taking Actions in water. However, it can't perform any Action without water.
Loot
2 - 5 None
6 - 9 Pearl Fragments (50G)
10+ Ocean Pearl (200G)

This species of Dolphin grows to around 3m long, and is highly intelligent, able to speak their own language. While Dolphins often live in groups out in the seas and open ocean, they will rarely come to the coast and attempt to make contact with humanoids. There are some who have even been trained by humans to allow riders on their back, though preparations need to be made to allow the rider to breathe underwater.

3 Grey Lynx

Int: Animal Perc: 5 Senses (Darkvision) Lang: None
Hab: Forest, Mountains Disp: Hostile
Rep/Weak: 12 / 15 Init: 12 Move Spd: 16 Fort: 5 (12) Will: 3 (10)

Fighting Style Accuracy Damage Evasion Defense HP MP
Bite 4 (11) 2d + 3 5 (12) 2 19 10
Weak Point: Magic Damage +2 pts.
Unique Skills

[Continuous Attack]
If a Gray Lynx succesfully hits a target in melee, they may make a second attack on that same target without rolling Accuracy.

Loot
Always Grey Lynx Fur (80G)
2 - 9 None
10+ Mysterious Seeds (100G)

This large wildcat has grown to a size of 2m. The Grey Lynx is keen at hiding itself and tends to avoid human-sized prey, which leads children to think of these cats as myths.

While the fur is not quite a luxury, there is still a steady enough demand for it. There may also be seeds from unknown plants stuck in the fur, some of which may yet still sprout.

3 Giant Bat

Int: Animal Perc: 5 Senses (Hearing) Lang: None
Hab: Forest, Caves Disp: Hostile
Rep/Weak: 8 / 12 Init: 12 Move Spd: 20 (Flying) Fort: 4 (11) Will: 4 (11)

Fighting Style Accuracy Damage Evasion Defense HP MP
Bite 4 (11) 2d + 2 4 (11) 0 20 10
Weak Point: Accuracy +1
Unique Skills
[Blood Suck]
When a Giant Bat successfully hits with a Bite, it heals HP equal to the damage dealt.
[Flight]
A Giant Bat receives a +1 bonus to Accuracy and Evasion only for melee attacks.
Loot
Always Bat Wing (30G)
2 - 6 None
7+ Violet Jewel (120G)

Giant Bats are flying mammals that suck blood from animals. Using ultrasonic waves inaudible to humans, the Bat can find its prey by hearing how the waves echo back to it. Apparently, it can accurately detect the size and shape of its target through echolocation.

3 Shark
Int: Animal Perc: 5 Senses Lang: None
Hab: Ocean Disp: Hungry
Rep/Weak: 9 / 12 Init: 10 Move Spd: 20 (Swimming) Fort: 5 (12) Will: 4 (11)
Fighting Style Accuracy Damage Evasion Defense HP MP
Bite 4 (11) 2d+6 4 (11) 2 28 5
Weak Point: Slash Damage +3 pts.
Unique Skills
[Underwater]
The Shark doesn't receive penalties for moving or taking Actions in water. However, it can't perform any Action without water.
Loot
Always Jagged Tooth (30G)
2 - 10 None
11+ Clean Gills (200G)

Living in relatively clear water, a Shark is sensitive to the smell of blood in the water, and will unerringly hunt down the bleeding prey. Once they have the scent of blood, they will move quite quickly, and the chances for escaping a hungry shark are slim.

3 Giant Spider
Int: Animal Perc: 5 Senses (Darkvision) Lang: None
Hab: Ruins, Forest Disp: Hungry
Rep/Weak: 8 / 12 Init: 10 Move Spd: 14 Fort: 4 (11) Will: 4 (11)
Fighting Style Accuracy Damage Evasion Defense HP MP
Bite 4 (11) 2d+4 4 (11) 1 22 10
Weak Point: Fire Damage +3 pts.
Unique Skills
[Sticky Silk / 4 (11) / Evasion / Negated]
The Giant Spider shoots a sticky silk web at a target, and if it hits the target takes a -2 penalty to Evasion for 3 minutes (18 rounds). If a target is already affected by Sticky Silk and then hit again, they also become unable to make any melee or ranged attacks, and cannot cast spells.

If there is a nearby fire (such as a torch), the silk will burn away in 30 seconds (3 rounds). However, if the target is hit with any Fire-type damage (i.e. from a "Firebolt" spell), the silk instantly burns away.

Sticky Silk cannot be used in consecutive rounds.

Loot
2 - 5 None
6 - 9 Sticky Silk Ball (20G)
10+ Large Sticky Silk Ball (150G)

Giant Spiders can often be found in deep forests and labyrinths, and will move stealthily despite their 2m size. Nesting in passages and holes, they will wait until prey walks into their territory, cover them with webs until they stop moving, then move in to feed. While Giant Spiders will go after prey larger than they are, any open flames (such as those from a torch) will deter the spider from attacking.

3 Giant Slug
Int: None Perc: 5 Senses Lang: None
Hab: Wetlands Disp: Neutral
Rep/Weak: 8 / 12 Init: 3 Move Spd: 5 Fort: 4 (11) Will: 4 (11)
Fighting Style Accuracy Damage Evasion Defense HP MP
Tackle 4 (11) 2d+6 1 (8) 2 45 4
Weak Point: Magic Damage +2 pts.
Unique Skills
None
Loot
2 - 7 None
8+ Sticky Mucus

A huge slug exceeding 2m in length, the Giant Slug will crawl towards its target without care for anything in the way. Even if there is an obstacle in the way, it will change course just long enough to get around whatever is in the way, then continue on its way. Often found in damp areas, such as underground labyrinths, caves, and swamps, there is a very real risk of a group of Giant Slugs destroying a village as they move towards whatever unknowable goal they have.

3 Black Scorpion
Int: Animal Perc: 5 Senses Lang: None
Hab: Forest, Grasslands, Desert, Ruins Disp: Hostile
Rep/Weak: 8 / 12 Init: 10 Move Spd: 16 Fort: 5 (12) Will: 4 (11)
Fighting Style Accuracy Damage Evasion Defense HP MP
Tail 4 (11) 2d+2 4 (11) 2 24 8
Weak Point: Water/Ice Damage +3 pts.
Unique Skills
[Poison / 4 (11) / Fort / Negated]
If the Black Scorpion hits with their Tail attack, the target must immediately make a Fortitude check. If they fail to resist, they receive an extra 8 Poison-type damage.
Loot
Always Poison Stinger (15G)
2 - 8 None
9+ Black Scorpion Liver (150G)

Just over 1m in length, a Black Scorpion is not much different from a regular scorpion, barring the glowing black shell it carries. Pharmacists are very interested in Black Scorpion livers, though, and will pay decently for intact specimens brought back.

3 Anaconda
Int: Animal Perc: 5 Senses Lang: None
Hab: Forest, Grasslands, Caves Disp: Hungry
Rep/Weak: 8 / 12 Init: 11 Move Spd: 15 Fort: 6 (13) Will: 4 (11)
Fighting Style Accuracy Damage Evasion Defense HP MP
Constrict 5 (12) 2d+3 3 (10) 4 29 9
Weak Point: Magic Damage +2 pts.
Unique Skills
[Tightening Constriction]
A successful hit from a Constrict attack entangles the target. Each round, the entangled target is hit automatically by the Anaconda, and makes all Accuracy and Evasion Checks with a -2 penalty.

Removing the entangling constriction requires an (Adventurer Level + Strength modifier) Check opposed by the Anaconda's Accuracy check. This check may be made by another person as well. If successful, the target is not entangled anymore.

Loot
2 - 5 Snakeskin (20G)
6 - 9 Fine Snakeskin (150G)
10+ Premium Snakeskin (320G)

A large snake, an Anaconda measures around 2m in length. Its preferred method of attack is to hide in trees as thought it were a large vine, then drop down onto unsuspecting prey. The coils of an Anaconda can constrict and suffocate something as large as a cow. The skin of the Anaconda is prized for its capabilities when turned into leather, and adventurers are often sent to procure such skins.

4 Kyplox

Int: Animal Perc: 5 Senses (Darkvision) Lang: None
Hab: Forest Disp: Hostile
Rep/Weak: 9 / 13 Init: 11 Move Spd: 12 Fort: 7 (14) Will: 5 (12)

Fighting Style Accuracy Damage Evasion Defense HP MP
Bite (Head) 6 (13) 2d + 5 3 (10) 2 29 18
None (Body) - - 5 (12) 3 33 13
Tail (Tail) 5 (12) 2d + 4 5 (12) 2 21 11
Sections: 3 (Head / Body / Tail) Main Section: Head Weak Point: Fire Damage +3 pts.
Unique Skills
  • Head

[Flame Breath / 5 (12) / Fort / Half]
A Kyplox may vomit a fireball directed towards a single target. The fireball travels to a range of 20m, and deals 2d + 4 Fire-type damage.

  • Body

[Large Body]
As long as the Body's HP is 1 or more, the Head cannot be attacked in melee. Any ranged attack on the Head receives a -4 penalty to the Accuracy Check. When the Body falls to 0 HP or lower, this effect disappears.

  • Tail

[Tail Swing]
A Tail attack hits up to 5 targets on the battlefield within a 3m radius.

Loot
Always Large Fang (80G)
2 - 7 None
8 - 12 Kyplox Scale (350G)
13+ Fire Crystal (1,600G)

With a long neck and huge body, a Kyplox is a classic monster, appearing to be about 10m in length. Though it seems to be a variation of a dragon, it is really a massive reptile. Some Kyplox even have scale patterns similar to those of a dragon's, and all scales are equally as sturdy. In fact, Kyplox scales are often used in armor when dragon scales are in short supply.

4 Gorgol
Int: Animal Perc: 5 SensesLang: None
Hab: Forest Disp: Hungry
Rep/Weak: 10 / 14 Init: 11 Move Spd: 14 Fort: 7 (14) Will: 4 (11)
Fighting Style Accuracy Damage Evasion Defense HP MP
Arm Swing 6 (13) 2d+5 4 (11) 4 38 10
Weak Point: Physical Damage +2 pts.
Unique Skills
[Throw / 5 (12) / Evasion / Negated]
The Gorgol attempts to grab a target. If successful, the target is thrown out of the battlefield 10m in a direction of the Gorgol's choice. Upon landing, the target will receive 2d physical damage and is knocked prone.
Loot
Always Broken Horn (30G)
2 - 8 None
9+ Glossy Fur (150G)

A ferocious animal, closely resembling a gorilla, the Gorgol is much more dangerous. For the fun of it, a Gorgol may attack and kill larger animals than them, break off any fangs and horns, and wear them as decoration. If a couple of Gorgols come into conflict, a show of strength from both is displayed, and the loser will give all of their fangs and horns to the winner. Through this, a very strong Gorgol can be seen wearing a layered collar of fangs and horns it has won from weaker rivals.

4 Giant Crab
Int: Animal Perc: 5 Senses Lang: None
Hab: Coast, Ocean Disp: Hungry
Rep/Weak: 11 / 14 Init: 10 Move Spd: 14 / 14 (Swimming) Fort: 6 (13) Will: 4 (11)
Fighting Style Accuracy Damage Evasion Defense HP MP
Pincer 6 (13) 2d+4 5 (12) 7 22 6
Weak Point: Bludgeoning Damage +3 pts.
Unique Skills
[Twin Strike & Double Attack]
A Giant Crab can make two Pincer attacks each round with each claw, though each attack requires its own Accuracy check. They may choose to attack different characters with each attack.
[Underwater Aptitude]
A Giant Crab is able to move in water without penalty.
Loot
Always Sharp Pincers (60G)
2 - 10 None
11+ Crab Innards (600G)

Measuring on average 2m, a Giant Crab uses its size, bulk and powerful pincers to take down their prey. It's even said that some land-based animals have been caught and eaten by some Giant Crabs.

4 Lizard Fly
Int: Animal Perc: 5 Senses Lang: None
Hab: Desert Disp: Hostile
Rep/Weak: 9 / 13 Init: 12 Move Spd: 10 / 17 (Flying) Fort: 6 (13) Will: 5 (12)
Fighting Style Accuracy Damage Evasion Defense HP MP
Bite 6 (13) 2d+7 3 (10) 1 27 12
Weak Point: Magic Damage +2 pts.
Unique Skills
[Flight]
A Lizard Fly receives a +1 bonus to Accuracy and Evasion only for melee attacks.
Loot
Always Sand Lizard Skin (70G)
2 - 7 None
8 - 11 Thin Wings (120G)
12+ Shimmering Thin Wings (340G)

Lizard Flies appear to be larger than average lizards, ranging in size from about 50cm to 1m, with two pairs of thin, translucent wings on their back. Carnivorous, they will stay buried under sand until prey comes near, then spring out and attack.

4 Vulture
Int: Animal Perc: 5 Senses Lang: None
Hab: Mountains, Forest Disp: Hungry
Rep/Weak: 9 / 13 Init: 15 Move Spd: 30 (Flying) Fort: 7 (14) Will: 6 (13)
Fighting Style Accuracy Damage Evasion Defense HP MP
Beak 6 (13) 2d+6 5 (12) 5 35 12
Weak Point: Magic Damage +2 pts.
Unique Skills
[Flight]
A Vulture receives a +1 bonus to Accuracy and Evasion only for melee attacks.
Loot
Always Flight Feathers (100G)
2 - 8 Cheap Meat (100G)
9+ Fine Meat (200G)

A large bird of prey that tends to live in high mountains or canyons. A Vulture's wingspan can reach up to 3m, and with that it can easily carry away both livestock and humanoids. Normally, they are content to fly high above, but when hungry will descend to catch prey to bring back to their nest.

5 Killer Octopus

Int: Low Perc: 5 Senses (Darkvision) Lang: None
Hab: Sea, Coast Disp: Neutral
Rep/Weak: 8 / 14 Init: 14 Move Spd: 16 (Swimming) Fort: 10 (17) Will: 7 (14)

Fighting Style Accuracy Damage Evasion Defense HP MP
None (Body) - - 6 (13) 2 44 20
Tentacle (Tentacle) x4 7 (14) 2d + 7 7 (14) 1 20 8
Sections: 5 (Body / Tentacle x4) Main Section: Body Weak Point: Magic Damage +2 pts.
Unique Skills
  • Body

[Entangling Tentacles]
A successful hit from a Tentacle entangles the target. Each round, the entangled target is hit automatically by the Tentacle, and makes all Accuracy and Evasion Checks with a -2 penalty. This penalty is not cumulative.
Removing the entangling tentacles requires an (Adventurer Level + Strength modifier) Check opposed by the Killer Octopus's Accuracy check. This check may be made by another person as well. If successful, the target is not entangled anymore.
[Multiple Tentacles]
The Body of the Killer Octopus cannot be engaged in melee combat until two or more Tentacles are destroyed. Ranged and Magic attacks do not have this restriction.

  • Body/Tentacles

[Soft Body]
Bludgeoning weapons treat the Killer Octopus' Defense as 3 points higher. In addition, Thrown weapons deal no damage.
[Underwater]
The Killer Octopus doesn't receive penalties for moving or taking Actions in water. However, it can't perform any Action without water.

Loot
2 - 5 Silver Gamels (1d x 30G)
6 - 9 Violet Jewel (120G)
10 Daemon's Ring (600G)
11+ Silver Gamels (1d x 400G)

A giant Octopus is a savage beast, referred to as a daemon in older legends and folklore. Lurking in submerged ruins and sunken ships, they often attack large fish and marine mammals.

Occasionally, an Octopus may have silver Gamels and relics found in its body. These come from people that the Octopus had swallowed whole, and typically have not been digested as of yet.

5 Sandworm

Int: Animal Perc: 5 Senses (Hearing) Lang: None
Hab: Desert Disp: Hostile
Rep/Weak: 10 / 15 Init: 11 Move Spd: 20 / 20 (Burrowing) Fort: 9 (16) Will: 6 (13)

Fighting Style Accuracy Damage Evasion Defense HP MP
Mouth 8 (15) 2d + 10 7 (14) 3 36 11
Weak Point: Water Damage +3 pts.
Unique Skills
None
Loot
2 - 5 None
6 - 9 Sandworm Gem (150G)
10+ Green Sandworm Gem (1d x 200G)

A giant snake-like creature that lives in the sand, up to one-fifth of it's body can be covered in a hard exoskeleton. Older Sandworms often have gems in its hide, formed from the sand and pressure. The green gems carry a high price at the markets, while the clear gems have value when crushed into an abrasive polishing powder.

5 Crocodile
Int: Animal Perc: 5 SensesLang: None
Hab: River, Swamp Disp: Hungry
Rep/Weak: 12 / 15 Init: 11 Move Spd: 12 / 20 (Swimming) Fort: 8 (15) Will: 6 (13)
Fighting Style Accuracy Damage Evasion Defense HP MP
Crushing Bite 7 (14) 2d+8 6 (13) 6 44 11
Weak Point: Magic Damage +2 pts.
Unique Skills
[Underwater Aptitude]
A Crocodile is able to move in water without penalty.
Loot
2 - 8 None
9 - 11 Crocodile Skin (200G)
12+ Superb Crocodile Skin (600G)

A large beast, Crocodiles inhabit murky waters near rivers and swamps where they can hide from prey. Their speed while in water is incredible, and their jaws will crush any prey caught within. Once dragged underwater, there is no escape. It is said that high-quality crocodile skins can be used for a number of goods, such as weapon sheathes and wallets, from the Chandelle area.

5 Keratos
Int: Animal Perc: 5 Senses Lang: None
Hab: Forest, Grassland Disp: Hungry
Rep/Weak: 12 / 15 Init: 14 Move Spd: 20 Fort: 6 (13) Will: 5 (12)
Fighting Style Accuracy Damage Evasion Defense HP MP
Horn 8 (15) 2d+6 7 (14) 3 30 6
Weak Point: Wind Damage +3 pts.
Unique Skills
[Double Attack]
A Keratos can attack the same target twice in one action with its Horn. Each attack requires its own Accuracy Check.
Loot
Always Sharp Horn (50G)
2 - 8 None
9+ False-Dragon Scale (350G)

A slender, bipedal lizard, a Keratos is often confused for being a type of dragon, where it is simply a lizard. Standing at an average height of 2m, a Keratos will use its horns to pierce through the toughest hides of prey. They are ferocious carnivores, and will relentlessly chase down its prey if it tries to escape. Typically seen either as solitary creatures or as a mated pair, there are rare sightings of large groups of Keratos in the wild.

5 Huge Antlion
Int: None Perc: 5 Senses Lang: None
Hab: Desert, Grasslands Disp: Hostile
Rep/Weak: 10 / 15 Init: 9 Move Spd: 10 Fort: 7 (14) Will: 6 (13)
Fighting Style Accuracy Damage Evasion Defense HP MP
Bite 7 (14) 2d+7 4 (11) 5 42 18
Weak Point: Water/Ice Damage +3 pts.
Unique Skills
[Hidden Nest]
The Huge Antlion can create a hidden nest while in sandy terrain, forming a bowl-shape divot with a 5m radius. Loose sand flows towards the center, causing all who enter the area to move at half speed, as well as receive a -2 penalty to Evasion checks. A character looking for the nest will notice it if their Danger Sense check result is 11 or higher.
[Drain Life]
When the Huge Antlion successfully hits with a Bite attack, it immediately heals 5 HP.
Loot
Always Large Fangs (50G)
2 - 9 None
10+ Sand Crystal (500G)

A massive insect, these Huge Antlions will dig themselves into a nest beneath loose sand and ground, lurking in wait for prey to pass near. Able to detect the vibrations of footfalls through the sand, it can detect exactly where a creature is without having to see it. Once the potential prey blunders too close to the nest, the Antlion will spring out and drain the creature of its vital fluids.

5 Tiger
Int: Animal Perc: 5 Senses Lang: None
Hab: Forest Disp: Hostile
Rep/Weak: 10 / 14 Init: 14 Move Spd: 22 Fort: 8 (15) Will: 7 (14)
Fighting Style Accuracy Damage Evasion Defense HP MP
Bite 7 (14) 2d+8 8 (15) 4 38 13
Weak Point: Accuracy +1
Unique Skills
[Fast Action]
During the first round of combat, if the Tiger won initiative, it may take two Major Actions that round. However, it can only take one Move.
[Continuous Attack]
If the Tiger successfully hits a target in melee, they may make a second attack on that same target without rolling Accuracy.
Loot
Always Large Fangs (100G)
2 - 6 None
7 - 12 Tiger Pelt (200G)
13+ Fine Tiger Pelt (600G)

A four-legged carnivore with black and orange stripes. A ferocious feline, these large cats are experts at hunting alone, hiding with their striped camouflage and striking unexpectedly. Their fur is prized by fashion enthusiasts, and high-quality pelts can fetch a good price at the market.

5 Hippopotamus
Int: Animal Perc: 5 Senses Lang: None
Hab: Coast Disp: Neutral
Rep/Weak: 10 / 14 Init: 10 Move Spd: 10/ 20 (Swimming) Fort: 8 (15) Will: 5 (12)
Fighting Style Accuracy Damage Evasion Defense HP MP
Snapping Bite 5 (12) 2d+8 5 (12) 7 45 12
Weak Point: Fire Damage +3 pts.
Unique Skills
[Underwater Aptitude]
A Hippopotamus is able to move in water without penalty.
[Loud Roar]
As a Major Action, the Hippopotamus can let loose a loud bellowing roar, able to be heard up to 100m away, then rolls 2d. If the result is 10 or more, then another Hippopotamus will join combat after 1d rounds, looking to help their comrades. The GM may adjust the number of Hippoptamuses appearing from this ability (even to 0, if appropriate), according to the situation. This ability cannot be used on consecutive turns.
Loot
2 - 6 None
7 - 12 Large Fang (150G)
13+ Large Fangs x4 (600G)

A rotund mammal with thick, pebbly grey skin, a Hippopotamus is actually made mostly of thick muscle, not fat. While not always traveling in the tightest of groups, Hippos will rarely travel alone, and others are little more than a bellowing roar away. They are quite mild animals, only becoming hostile if attacked, or to protect their young. Once provoked, however, they are quite powerful animals, and have incredible strength for an animal of their size. If a Hippopotamus feels like it is outmatched, it will attempt to call on others to help take down threats tougher than itself.

6 Golden Gorgol
Int: Low Perc: 5 Senses Lang: None
Hab: Mountains, Forest Disp: Hungry
Rep/Weak: 10 / 15 Init: 13 Move Spd: 20 Fort: 9 (16) Will: 6 (13)
Fighting Style Accuracy Damage Evasion Defense HP MP
Arm Swing 7 (14) 2d+7 6 (13) 5 52 14
Weak Point: Physical Damage +2 pts.
Unique Skills
[Throw / 6 (13) / Evasion / Negated]
The Golden Gorgol attempts to grab a target. If successful, the target is thrown out of the battlefield 15m in a direction of the Golden Gorgol's choice. Upon landing, the target will receive 2d+4 physical damage and is knocked prone.
[Slam]
When the Golden Gorgol successfully hits with an Arm Swing attack, the target is knocked prone in addition to receiving damage.
[Power Attack]
A Golden Gorgol can deal an additional 4 damage on their next attack. However, any Evasion Check made by the Golden Gorgol this turn receives a -2 penalty.
Loot
Always Broken Horn (30G)
2 - 8 Glossy Fur (150G)
9+ Golden Fur (800G)

A much larger, much older Gorgol, its fur has turned a brilliant gold due to repeated groomings. Its mere presence is something to be worried about, due to their ferocity, not to mention the small group of other Gorgols that follow it around.

6 Iron Turtle
Int: Animal Perc: 5 Senses Lang: None
Hab: Ocean, Coast, River, Swamp Disp: Neutral
Rep/Weak: 12 / 17 Init: 10 Move Spd: 10 / 30 (Swimming) Fort: 9 (16) Will: 8 (15)
Fighting Style Accuracy Damage Evasion Defense HP MP
Tackle 7 (14) 2d+9 7 (14) 10 43 12
Weak Point: Fire Damage +3 pts.
Unique Skills
[Underwater Aptitude]
An Iron Turtle is able to move in water without penalty.
[Shell Guard]
As a Major Action, the Iron Turtle can retract into its shell, increasing its Defense to 20 for 10 seconds (1 round).
[Cover]
As a Minor Action, the Iron Turtle can cover an ally in the same battlefield for 10 seconds (1 round), so that the next melee or ranged attack against the ally is made against the Iron Turtle instead.
Loot
2 - 8 Sturdy Shell (200G)
9+ High-Quality Shell (1,200G)

A large turtle, ranging anywhere from 1 to 3 m in size, it get its name because of its shell being as hard as iron. These turtles are fairly docile, slow to move and unlikely to cause any harm. However, because their shell is used in a variety of crafts, overfishing has led to a decline in their population and the Iron Turtle is becoming harder to find in the wild.

6 Elephant
Int: Animal Perc: 5 Senses Lang: None
Hab: Forest, Grasslands Disp: Neutral
Rep/Weak: 12 / 16 Init: 14 Move Spd: 20 Fort: 10 (17) Will: 8 (15)
Fighting Style Accuracy Damage Evasion Defense HP MP
Tusk (Head) 8 (15) 2d+7 7 (14) 7 37 12
Trample (Body) 8 (15) 2d+10 6 (13) 6 44 18
Sections: 2 (Head / Body) Main Section: Head Weak Point: Magic Damage +2 pts.
Unique Skills
  • Head

[Throw / 7 (14) / Evasion / Negated]
The Elephant attempts to grab a target. If successful, the target is thrown out of the battlefield 15m in a direction of the Elephant's choice. Upon landing, the target will receive 15 physical damage and is knocked prone.
[Loud Roar]
As a Major Action, the Elephant can let loose a loud trumpeting, able to be heard up to 100m away, then rolls 2d. If the result is 10 or more, then another Elephant will join combat after 1d rounds, looking to help their comrades. The GM may adjust the number of Elephants appearing from this ability (even to 0, if appropriate), according to the situation. This ability cannot be used on consecutive turns.

  • Body

[Large Body]
As long as the Elephant Body's HP is 1 or more, the Head receives a +4 bonus to melee Evasion checks. When the Body falls to 0 HP or lower, this effect disappears.
[Trample with Both Feet]
The Elephant may Trample twice during the same turn, but must attack two different targets when doing so.

Loot
2 - 6 Damaged Ivory Tusk (100G)
7 - 12 Ivory Tusk (500G)
13+ Fine Ivory Tusk (2,000G)

Elephants are massive mammals, often 5m tall or larger, found in grasslands and wilderness. Despire its size, they are fairly easygoing and tend not to attack unless threatened. Some Elephants have even been trained as exotic mounts, instead of training horses. Their tusks are highly valued for crafts and fashion, and ivory poachers are a constant threat.

6 Grizzly Bear
Int: Animal Perc: 5 Senses Lang: None
Hab: Forest, Mountains Disp: Hungry
Rep/Weak: 12 / 16 Init: 14 Move Spd: 18 Fort: 9 (16) Will: 6 (13)
Fighting Style Accuracy Damage Evasion Defense HP MP
Claw 8 (15) 2d+8 7 (14) 14 49 14
Weak Point: Magic Damage +2 pts.
Unique Skills
[Double Attack]
A Grizzly Bear can make two Claw attacks each round, though each attack requires its own Accuracy check.
[Bear Hug]
If the Grizzly Bear successfully hits with both Claw attacks, they can then entangle the target. Each round, the entangled target is hit automatically by the Grizzly Bear, dealing 2d + 16 damage, and cannot move or make any melee or ranged attacks. Removing the bear hug requires an (Adventurer Level + Strength modifier) Check opposed by the Grizzly Bear's Accuracy check. This check may be made by another person as well. If successful, the target is not entangled anymore. The Grizzly Bear cannot attack another target while holding a Bear Hug, but can release it as a Minor Action.
[Power Attack]
The Grizzly Bear can deal an additional 4 damage on their next attack. However, any Evasion Check made by the Grizzly Bear this turn receives a -2 penalty.
Loot
Always Bear Fur (150G)
2 - 12 Bear Paws (300G)
13+ Aromatic Bear Paws (1,200G)

A large bear with grey-brown fur, Grizzlies can stand on their hind legs to intimidate would-be predators, standing around 2-3m tall when doing so. In the summer, they will rarely appear to those wandering in the wilderness, but as the seasons change they will attack livestock in order to build up bulk for their winter hibernation. Grizzlies are especially dangerous during the springtime, as they are ravenously hungry after their hibernation.

Bear paws, specifically the right paw, are used as ingredients in high-end cuisine, as the right paw is the one used to scoop honey. It is said that honey has infused itself into the skin of the bear, giving the paw an almost sweet, gamey flavor. The left paw, however, is rarely used and often discarded as there is little demand for it.

7 Sabertooth Tiger
Int: Animal Perc: 5 Senses Lang: None
Hab: Forest, Grasslands, Mountains Disp: Hostile
Rep/Weak: 14 / 18 Init: 17 Move Spd: 20 Fort: 11 (18) Will: 9 (16)
Fighting Style Accuracy Damage Evasion Defense HP MP
Bite 10 (17) 2d+10 9 (16) 7 53 13
Weak Point: Accuracy +1
Unique Skills
[Double Bite]
When dealing damage with a Bite attack, damage is rolled twice and added during damage calculation.
[Power Attack]
The Sabertooth Tiger can deal an additional 4 damage on their next attack. However, any Evasion Check made by the Sabertooth Tiger this turn receives a -2 penalty.
Loot
2 - 6 Long Fang x2 (200G)
7 - 12 Sharp Fang x2 (400G)
13+ Shining Fang x2 (1,200G)

Similar in appearance to a normal tiger, the Sabertooth Tiger has two very large, very sharp canine teeth that give it its name. These fangs are said to be strong enough to easily penetrate metal armor.

8 Sea Serpent
Int: Animal Perc: 5 Senses Lang: None
Hab: Ocean Disp: Hungry
Rep/Weak: 14 / 19 Init: 16 Move Spd: 15 / 30 (Swimming) Fort: 9 (16) Will: 10 (17)
Fighting Style Accuracy Damage Evasion Defense HP MP
Bite (Head) 10 (17) 2d+10 10 (17) 8 45 18
Constrict (Body) 11 (18) 2d+8 8 (15) 7 58 21
Sections: 2 (Head / Body) Main Section: Head Weak Point: Fire Damage +3 pts.
Unique Skills
  • Sea Serpent

[Underwater Specialization]
A Sea Serpent can breathe and vocalize while underwater, and does not suffer any penalties for moving while underwater. While outside of water, all actions receive a -2 penalty.

  • Head

[Flame Breath / 9 (16) / Fort / Half]
The Sea Serpent spits a large fireball around itself, dealing 2d + 5 Fire-type damage to up to 10 targets within a 5m radius of the Sea Serpent.

  • Body

[Large Body]
As long as the Sea Serpent Body's HP is 1 or more, the Head cannot be attacked in melee, and receives a +4 bonus to Evasion against ranged attacks. When the Body falls to 0 HP or lower, this effect disappears.
[Long Body]
The Head can make a melee attack on any target within 10m, whether they're in the same battlefield or not. When the Body falls to 0 HP or lower, this effect disappears.
[Entangling Constriction]
A successful hit from a Constrict attack entangles the target. Each round, the entangled target is hit automatically by the Constrict, and makes all Accuracy and Evasion Checks with a -2 penalty. This penalty is not cumulative. Removing the entangling constriction requires an (Adventurer Level + Strength modifier) Check opposed by the Sea Serpent Body's Accuracy check. This check may be made by another person as well. If successful, the target is not entangled anymore. This ability can be used even if the Sea Serpent is already entangling a target.

Loot
Always Sea Serpent Scales (200G)
2 - 6 None
7 - 12 Parasitic Shellfish Husk (200G)
13+ Shining Parasitic Shellfish Shell (1,000G)

A giant ocean snake, a Sea Serpent can measure up to 20m long, causing sailors to believe they had encountered an aquatic dragon. Under normal circumstances, they are solitary monsters, content to eat fish but will attack boats when desperately hungry. There are subspecies of Sea Serpents that are able to live in fresh water, and some cities have even enshrined a Sea Serpent as the embodiment of a water god.

9 Raptoras
Int: Animal Perc: 5 Senses Lang: None
Hab: Forest Disp: Hostile
Rep/Weak: 15 / 18 Init: 17 Move Spd: 10 / 40 (Flying) Fort: 12 (19) Will: 11 (18)
Fighting Style Accuracy Damage Evasion Defense HP MP
Beak (Head) 12 (19) 2d+12 11 (18) 9 47 14
Wing (Wings) x2 11 (18) 2d+9 9 (16) 8 36 8
Tail (Body) 13 (20) 2d+10 10 (17) 10 55 22
Sections: 4 (Head / Wing x2 / Body) Main Section: Head Weak Point: Magic Damage +2 pts.
Unique Skills
  • Raptoras

[Limited Attacks]
Due to the size of the Raptoras, only two attacks can be made on the same target during a single round.

  • Head

[Gale Breath / 11 (18) / Fort / Half]
The Raptoras breathes a mass of compressed air around itself, dealing 2d + 8 Wind-type damage to up to 10 targets within a 5m radius of the Raptoras.

  • Wings

[Flight II]
A Raptoras receives a +2 bonus to Accuracy (only for melee attacks) and Evasion while flying. If one of the Wings falls to 0 HP or lower, this ability cannot be used.
[Violent Winds / 12 (19) / Fort / Negated]
The Raptoras creates a corridor of high-speed winds, dealing 2d + 8 Wind-type damage to every target up to 20m in front of it, and knocking them prone. This ability requires both Wings to be alive, with neither having taken an Action during the round this ability is used. This ability cannot be used in consecutive turns.

  • Body

[Giant]
As long as the Raptoras Body's HP is 1 or more, the Head cannot be attacked, whether melee or ranged. When the Body falls to 0 HP or lower, this effect disappears.

Loot
2 - 6 Saurian Membrane (100G)
7 - 12 Black Membrane (500G)
13+ Obsidian Membrane (3,000G)

A featherless monster that flies using its giant wings, the Raptoras can reach up to 10m long with wings fully extended, and even 5m without. Thought to be some type of pterosaur, its skin is scaly like a reptilian's, but without the constant shedding. Ferocious even when unprovoked, they will swoop down and swallow prey whole. Its skin is prizes among leatherworkers due to the natural black color, as well as the quality.

12 Dolgiras
Int: Animal Perc: 5 Senses Lang: None
Hab: Forest, Grasslands Disp: Neutral
Rep/Weak: 17 / 20 Init: 18 Move Spd: 15 Fort: 17 (24) Will: 15 (22)
Fighting Style Accuracy Damage Evasion Defense HP MP
Horn (Head) 15 (22) 2d+14 14 (21) 14 72 14
None (Body) - - 13 (20) 13 86 22
Tail (Tail) 13 (20) 2d+10 14 (21) 11 61 13
Sections: 3 (Head / Body / Tail) Main Section: Head Weak Point: Water/Ice Damage +3 pts.
Unique Skills
  • Head

[Charge / 14 (21) / Evasion / Negated]
The Dolgiras charges full-force in a straight line up to 45m, dealing 2d + 20 Physical damage to anything in its path and knocking it prone. This is treated as an "Area: Breakthrough" effect, and requires both the Head and Body in order to use this ability. If the Dolgiras Charges, they cannot attack or use any unique skills with the Tail that round.
[Double Attack]
A Dolgiras can make two Horn attacks each round, though each attack requires its own Accuracy check.
[Discharge / 15 (22) / Fort / Half]
The Dolgiras can unleash an electrical bolt from its horns, attacking a single target up to 20m away, dealing it 2d + 12 Thunder-type damage.

  • Body

[Large Body]
As long as the Dolgiras Body's HP is 1 or more, the Head cannot be attacked in melee, and receives a +4 bonus to Evasion against ranged attacks. When the Body falls to 0 HP or lower, this effect disappears.

  • Tail

[Tail Swing]
A Dolgiras can use their tail to attack up to 5 targets. Accuracy and Damage is the same as a normal attack, and this attack cannot be used in consecutive rounds.

Loot
Always Hard Frill (300G)
2 - 5 None
6 - 12 Large Horn (1,000G)
13+ Great Horn (3,000G)

A large animal, similar to a Rhinoceros, with two horns jutting out from its forehead and its neck covered by a bony frill. At least 7m in length, a Dolgiras is solid muscle, though its herbivorous diet leads it to be mostly docile. However, once threatened, it will relentlessly attack the threat, either driving it from the Dolgiras' territory or trampling its corpse into the ground.

14 Kraken
Int: Animal Perc: 5 Senses (Darkvision) Lang: None
Hab: Ocean Disp: Hostile
Rep/Weak: 15 / 21 Init: 21 Move Spd: 15 / 30 (Swimming) Fort: 18 (25) Will: 17 (24)
Fighting Style Accuracy Damage Evasion Defense HP MP
Tackle (Body) 18 (25) 2d+18 15 (22) 13 94 32
Tentacle (Tentacle) x5 19 (26) 2d+15 17 (24) 12 58 14
Sections: 6 (Body / Tentacle x5) Main Section: Body Weak Point: Thunder Damage +3 pts.
Unique Skills
  • Kraken

[Soft Body]
Bludgeoning weapons treat the Kraken's Defense as 5 points higher. In addition, Thrown weapons deal no damage.
[Underwater Specialization]
A Kraken can breathe and vocalize while underwater, and does not suffer any penalties for moving while underwater. While outside of water, all actions receive a -2 penalty.

  • Body

[Ink Spray / 17 (24) / Fort / Negated]
The Kraken sprays a stream of ink up to 30m away in a straight line. Those who fail to resist this ability are blinded and take a -4 penalty to all skill checks (other than Fortitude and Willpower). Wiping the ink from one's eyes is a Major Action, and may be done by another character. This ability cannot be used in consecutive turns.

  • Tentacles

[Rampage / Can't]
The Kraken flails its tentacles, dealing 2d x (Remaining Tentacles) Physical damage to one target in the same battlefield. This attack cannot be Evaded. All remaining Tentacles must be able to take a Major Action to use this ability.
[Long Reach]
Each Tentacle can make a melee attack on any target within 10m, whether they're in the same battlefield or not.
[Interposing Tentacles]
The Kraken's Body cannot be attacked by melee or ranged attacks. When three or more Tentacles fall to 0 HP or lower, this effect disappears.

Loot
Always Large Tentacle (500G)
2 - 6 Spoiled Squid Ink (100G)
7 - 12 Squid Ink (2,000G)
13+ Fire Squid Ink (5,000G)

Krakens are infamous sea monsters, having a bit of a reputation out on the open waters as ruthless shipwreckers. Towering over most ships at a whopping 20m long, Krakens tend to see ships as little more than toys. More than a few voyages have found their end at the wrong end of a Kraken's crushing tentacles.

14 Roc
Int: Animal Perc: 5 Senses Lang: None
Hab: Mountains Disp: Hostile
Rep/Weak: 15 / 21 Init: 25 Move Spd: 15 / 60 (Flying) Fort: 19 (26) Will: 17 (24)
Fighting Style Accuracy Damage Evasion Defense HP MP
Beak (Head) 17 (24) 2d+17 17 (24) 12 82 22
Claw (Wing) x2 18 (25) 2d+13 17 (24) 10 69 19
None (Body) x2 - - 15 (22) 10 90 26
Talon (Foot) x2 19 (26) 2d+14 17 (24) 12 62 17
Sections: 7 (Head / Wing x2 / Body x2 / Foot x2) Main Section: Head Weak Point: Accuracy +1
Unique Skills
  • Head

[Continuous Attack]
If a Roc successfully hits a target in melee, they may make a second attack on that same target without rolling Accuracy.

  • Wing

[Flight II]
A Roc receives a +2 bonus to Accuracy (only for melee attacks) and Evasion while flying. If one of the Wings falls to 0 HP or lower, this ability cannot be used.
[Windstorm / 18 (25) / Fort / Negated]
The Roc flaps its wings, creating high winds in a 20m radius around itself, dealing 2d + 12 Wind-type damage to all targets within the area and knocking them prone. Both Wings must be alive and able to take a Major Action in order to use this ability. This ability cannot be used in consecutive turns.

  • Foot

[Clutch]
A successful hit from a Talon attack will automatically grab the defender as well. The grabbed target cannot move, and melee attacks can only hit the grabbing foot. While held, the Roc can only attack the target with a Talon attack (even the Roc's Storm will not hit the target), but the Talon attack will automatically hit. Prying the grabbing foot open requires an (Adventurer Level + Strength modifier) Check opposed by the Roc Talon's Accuracy check. This check may be made by another person as well. If successful, the target is not grabbed anymore. The Roc may also release the grabbed target as a Minor Action.

  • Body

[Large Body]
The Roc's Head and Wings cannot be attacked by melee or ranged attacks. When both Body sections fall to 0 HP or lower, this effect disappears.

Loot
Always Strange Flight Feathers (500G)
2 - 6 None
7 - 12 Beautiful Feathers (1,200G)
13+ Vivid Feathers (3,000G)

A monstrous bird whose wingspan reaches 30m, the Roc is a wondrous sight to see. They live in the higher altitudes of most mountain ranges, though their massive form and vivid coloring can be seen from quite far away. With their massive talons, they can grab even mature cows and fly away with them, let alone a full-grown humanoid.