Animal Stats v5

Animals
Whether or not they like to admit it, Kindred share a kinship with primal creatures. In their cold dead hearts, all vampires simply crave the hunt and the blood that follows. Many animals rear or shy away in the proximity of the undead, though a few are drawn to the blood-drinking predator, recognizing a new alpha to follow. By and large, vampires use animals for scouting in the city or surprise attacks in the wilderness, courtesy of the Animalism Discipline. It is not unknown, however, for a vampire to own a loyal pet or animal companion.
==Bat (Large)==
Commonly associated with vampires, perhaps in part due to the forms Kindred with Protean often adopt, the bat is far from a predator, but benefits hugely from an impressive sonar ability.
:Standard Dice Pools: Physical 3, Social 1, Mental 1
:Secondary Attributes: Health 2, Willpower 1
:Exceptional Dice Pools: Awareness 7, Stealth 5
==Bear==
Impressive in size, lethality, and speed, the bear is a surprisingly dextrous creature capable of ripping flesh to ribbons with one single flex.
:Standard Dice Pools: Physical 7, Social 1, Mental 1
:Secondary Attributes: Health 8, Willpower 3 
:Exceptional Dice Pools: Awareness 3, Intimidation 6 
:Special: Add +2 to damage done by bear attacks.
==Bird of Prey==
Though many birds of prey exist, the hawk, eagle, vulture, and owl are among the more likely to keep company with a vampire, lurking around its haven for staggering, blood-drained morsels.
:Standard Dice Pools: Physical 4, Social 1, Mental 1
:Secondary Attributes: Health 3, Willpower 2
:Exceptional Dice Pools: Awareness 6, Brawl 5, Stealth 6
==Boa Constrictor==
There exists an instinctive fear of the animal that can wrap itself around you, squeezing the air from your lungs and cracking your bones in its tight grip. Boa constrictors are native to the Americas, with Ministers identifying as members of the Tlacique — a vampire cult focused on Aztec mythology — commonly taking constrictor form using the Discipline of Protean. 
:Standard Dice Pools: Physical 5, Social 1, Mental 1 
:Secondary Attributes: Health 5, Willpower 3 
:Exceptional Dice Pools: Brawl 6, Stealth 6; Intimidation 4; Awareness 4 
:Special: If a boa constrictor successfully grapples an opponent, it may constrict its victim for +2 Superficial Health damage. 
==Cobra==
The cobra is renowned for the way it rears before striking and its notoriously venomous bite. While they range in size, the largest are up to four yards/meters in length. Ministers proficient at changing form often adopt the shape of a cobra, while some endeavor to make animal ghouls of these venomous creatures. 
:Standard Dice Pools: Physical 4, Social 1, Mental 1 
:Secondary Attributes: Health 4, Willpower 2 
:Exceptional Dice Pools: Brawl 6, Stealth 7; Intimidation 4; Awareness 4 
:Special: If a cobra successfully bites a mortal opponent, it deals +2 Aggravated Health damage and its venom kills or debilitates the victim by the end of the scene if not treated. Against vampires, the venom from a cobra bite has no effect. 
==Jackal==
Small, fast members of the wolf family, jackals primarily prey on small mammals and birds, or scavenge where possible. Though not the toughest of creatures, the jackal is an important animal in Egyptian mythology, encouraging some Ministers to take jackal form for religious reasons.
:Standard Dice Pools: Physical 5, Social 1, Mental 1 
:Secondary Attributes: Health 5, Willpower 2 
:Exceptional Dice Pools: Athletics 7, Stealth 6; Intimidation 2; Awareness 3 
:Special: The jackal’s long, curved canines inflict +1 Superficial Health damage on bite attacks.
==Guard Dog==
A man’s best friend is his dog. Many Kindred agree with the sentiment, retaining vicious yet obedient hounds to guard their properties or set loose on intruders.
:Standard Dice Pools: Physical 5, Social 1, Mental 1
:Secondary Attributes: Health 5, Willpower 2
:Exceptional Dice Pools: Awareness 4, Brawl 6, Intimidation 4, Stealth 4
:Special: Add +1 to damage done by guard dog bites.
==Horse==
Horses tend to shy from vampires, unless in a rural Kindred’s stable for the purposes of quick, unexpected escape or as a stock of copious, if unpleasant, blood.
:Standard Dice Pools: Physical 6, Social 1, Mental 1
:Secondary Attributes: Health 7, Willpower 2
:Exceptional Dice Pools: Awareness 4
:Special: Horses do +2 damage when trampling prone opponents
==Stag==
Stags are rarely affiliated with vampires, hunted for sport by certain Gangrel, they're widely regarded as little more than an elusive source of food.
:Standard Dice Pools: Physical 6, Social 1, Mental 1
:Secondary Attributes: Health 7, Willpower 2
:Exceptional Dice Pools: Awareness 5
:Special: Stags suffer no minor action penalty when closing distance and deal +2 damage on goring with their antlers in a charge attack.
==Shark==
An unromantically predatory carnivorous beast that perpetually hunts in the vast waterways of the world. Powerful and swift when within its domain, it is known for its merciless bite and powerful body that allows it to rip apart prey.
:Standard Dice Pools: Physical 9, Social 1, Mental 1
:Secondary Attributes: Health 9, Willpower 4 
:Exceptional Dice Pools: Athletics 5, Brawl 7, Intimidation 6, Stealth 3
:Special: Deals +2 on bites.
==Rat==
The Nosferatu’s favored creature, the rat, or swarm of rats, make for ideal messengers or spies when using the Animalism Discipline. When utilizing a swarm, add 3 to Health and all physical-based rolls.
:Standard Dice Pools: Physical 3, Social 1, Mental 1
:Secondary Attributes: Health 1, Willpower 1
:Exceptional Dice Pools: Awareness 5, Brawl 4, Stealth 7
==Wolf==
For the vampire who wants to make a statement, using a wolf as guardian or attack creature is certain to revolt local Gangrel and werewolves. Wolves often respect vampires as pack alphas. 
:Standard Dice Pools: Physical 6, Social 1, Mental 1
:Secondary Attributes: Health 6, Willpower 3
:Exceptional Dice Pools: Awareness 3, Intimidation 5, Stealth 5
:Special: Add +1 to damage done by wolf attacks.
=Horrid Forms=
The Tzimisce's Zulo forms, chosen in place of animal forms for the power Metamorphosis. These forms have the user's Mental and Willpower ratings, rather than their own, and add to the user's base Health tracker, rather than modify it outright. Unlike typical transformations, the user can perform all disciplines while in Horrid Form, however low Social attributes will make certain power, like Dominate or Presence, much less effective.
==Zulo Kraken==
The vampire becomes an eight foot tall humanoid with an additional four tentacles that are especially capable in water maneuvers and at grappling. The Kraken can also extend an lamprey-like tentacle to bite and drain blood from victims at a distance.
:Standard Dice Pools: Physical 6, Social 1, Mental X
:Secondary Attributes: Health +3, Willpower X
:Exceptional Dice Pools: Athletics 8, Brawl 7; Intimidation 8;
:Special: +1 to all Dice Pools to Grapple and suffers no called shot penalty on bites. Automatically passes all tests that involve swimming and gets +2 to Physical Dice Pools while in water.
==Zulo Chiropteran==
The vampire becomes a seven foot tall bat-like humanoid with a pair of leathery wings, allowing for temporary flight and powerful melee attacks. Feral Weapons or Body Arsenal can be used to weaponized the wings. In addition, this form has greatly enhanced Awareness through the user of extrasensory hearing and echolocation.
:Standard Dice Pools: Physical 5, Social 1, Mental X
:Secondary Attributes: Health +2, Willpower X
:Exceptional Dice Pools: Melee 8, Intimidation 7; Awareness 8 
:Special: The Chiropteran can make an Athletics test; Difficulty 1, allowing them to fly for a number of turns equal to the successes. After this they must land for a full turn or spend a points of Willpower for each additional turn remaining in flight.
==Zulo Behemoth==
The vampire becomes a ten foot tall humanoid covered in chitinous bone plating that massively increases their durability.
:Standard Dice Pools: Physical 9, Social 1, Mental X
:Secondary Attributes: Health +5, Willpower X
:Exceptional Dice Pools: Athletics 5; Intimidation 7;
:Special: The Behemoth can spend a point of Willpower to perform an "All-out Defense" even without cover by folding into a ball and rolling their Physical pool. Winning contests with this action prevents all Superficial Damage that would be dealt and halves (rounded up). While performing this action, others can also use the Behemoth as cover.
==Zulo Dracul==
The vampire becomes a seven foot draconic humanoid that can breath gouts of flame and uses its long powerful limbs for agility.
:Standard Dice Pools: Physical 5, Social 1, Mental X
:Secondary Attributes: Health +2, Willpower X
:Exceptional Dice Pools: Athletics 9; Intimidation 8;
:Special: The Dracul can breath flames by expending a point of Willpower and rolling Protean + Resolve. On a success the flames always do 2 and ignite victims, dealing an additional every turn until the victim is extinguished. These flames force a frenzy check if they spread or cause explosions. On a total failure the Dracul ignites itself.
==Zulo Distorted==
A recent form, developed as a less conventional shape. The vampire becomes a mass of writing semi-liquid vitae-infused flesh that can solidify into bodily tissues on command, allowing it to flow through tiny openings like a living gel, or instantly form arms, legs, bones, and claws for various attacks and operations.
:Standard Dice Pools: Physical 3, Social 1, Mental X
:Secondary Attributes: Health +4, Willpower X
:Exceptional Dice Pools: Brawl 7; Intimidation 8; Awareness 4
:Special: The Distorted cannot be staked or decapitated. Upon winning a grapple, the Distorted completely enfolds the victim in its liquid body and can immediately consume mortals to fully slake . Vampires grappled more than one turn will take 1 and raise their by 1 each turn they remain grappled, as their vitae is ripped forth and absorbed into the Distorted, whole slakes 1 each time this happens.