Beasts (by jaythegreenling)

## Bogfisher

(Dragon Age)

Bogfishers favour dark, moist habitats like caves, swamps or marshes. Although their appearance has given them a somewhat monstrous reputation, they are shy creatures that only hunt eels, frogs, and fish.

Favoured Stunts: Skirmish, Taunt

Cold Resistance: Bogfishers are immune to cold damage. Magical damage of this type can still harm them, but it does half damage.

Tough Hide: Bogfishers have thick skin that provides a natural Armour Rating of 3.

## Cretahl

(Dragon Age)

Cretahl are ancient war beasts encountered beneath the Deep Roads.

Favoured Stunts: Grab, Lethal Blow, Skirmish

Fire Vulnerability: When a cretahl is attacked with fire, it takes an additional 1d6 damage and its Armour Rating is halved, or is completely eliminated if the attacker used the Pierce Armour stunt.

Grab, 2SP: The cretahl can push a target to the ground for 2 SP. A grabbed opponent can then either be held or thrown. Holding a target renders them unable to perform any attack or move actions until they defeat the cretahl in an opposed Strength (Might) test, but the cretahl can’t perform this stunt again until it releases or throws its target. Thrown targets are heaved 1d6+1 yards away, fall prone where they land, and take 1d6+6 damage. Impacting with an object or structure during this throw does double damage and the target drops prone where they struck the object. A cretahl may aim the target at another character. This final attack has a +1 Attack bonus and if successful, both the grabbed target and the target struck take 1d6+6 damage and fall prone.

Darkvision: Cretahl have adapted to a life underground and can see normally in total darkness.

Magic Resistance: Because of their frequent exposure to lyrium, cretahl have developed a resistance to most types of magic. They receive a +2 bonus to resist spells or other magical effects.

Tough Hide: Cretahl have tough hides and thick bones that provide a natural Armour Rating of 7.

## Elephant

Elephants are large intelligent herbivores with long noses called trunks, tusks, large ear flaps, massive legs, and tough but sensitive skin. They live in warm, often relatively dry areas, and can be found in different habitats, including savannahs, forests, deserts, and marshes. They are herbivores, and stay near water when it is accessible.

Favoured Stunts: Knock Prone (1 SP), Mighty Blow, Skirmish

Big: Elephants are immune to the Knock Prone and Skirmish stunts.

Grab, 2SP: After its gore attack, the elephant can grab its target for 2 SP. Grabbed targets suffer a –2 penalty to all tests while grabbed and must spend a minor action and succeed at an opposed Strength (Might) test to break free. When attacking grabbed targets, the elephant gains a +2 bonus to attack and does +1d6 damage.

Trample: When charging, an elephant does +1d6 damage on a successful attack.

Tough Hide: Elephants have tough hides and thick bones that provide a natural Armor Rating of 4.

## Ghost Eater

(Pathfinder: Freeport Bestiary p. 66)

The ghost eater draws sustenance from the unnatural energies of undead creatures, which it absorbs by biting them. They live mainly in rainforests, feeding on the stray energies of dead creatures of all types.

Favoured Stunts: Knock Prone, Mighty Blow

Disrupting Bite: Whenever the ghost eater makes a successful bite attack against an undead creature, it inflicts an additional 1d6 points of damage. In addition, a ghost eater can hit incorporeal creatures with its bite attack as if using the Spirit Bane stunt.

Eerie Howl, 2SP: The ghost eater’s eerie, echoing howl causes mindless terror to take hold of all creatures that hear it—including the spirits of the dead. All creatures within 20 yards must make a TN13 Willpower (Courage) roll. On a fail, the target gets a –2 to attack or casting rolls until the end of the encounter, or until they use a minor action and succeed at another TN13 Willpower (Courage) roll.

Low-Light Vision: Ghost eaters are used to the semi-darkness of the jungle. They suffer no penalty in bad light conditions.

## Giant Goat

Large, approximately horse-sized goats that the Avvar use as mounts. Their massive horns are curved and very impressive.

Favoured Stunts: Knock Prone, Skirmish

Ram Attack: When charging, the Giant Goat does +3 damage on a successful attack.

Sure-Footed: Giant Goats are immune to being knocked prone.

## Land Shark

(Dungeons & Dragons 3.5: Monster Manual p. 30 – Bulette)

Irascible and rapacious, land sharks fear no other creature, and they attack with no regard for superior numbers or strength.

Favoured Stunts: Knock Prone, Mighty Blow

Darkvision: Land sharks have adapted to a life underground and can see normally in total darkness.

Leap, 3SP: A land shark can jump into the air during combat. This follows up a successful claws attack and allows it to move half its movement and attack another target.

Magic Vulnerability: Land sharks are susceptible to magic. Every magical attack deals +2 damage.

Tough Hide: A land shark has a tough hide and thick bones that provide a natural Armour Rating of 4.

Tunneler: Land sharks have the ability to burrow through the earth at their normal Speed. They gain a +3 bonus to Dexterity (Stealth) tests while burrowing.

## Moose

The moose is the largest and heaviest species in the deer family. Most adult male moose have distinctive broad, palmate antlers.

Favoured Stunts: Mighty Blow, Skirmish

Forest Creature: Despite their size, moose know how to blend into the forest and remain unseen. They are considered to have the Dexterity (Stealth) focus when in forest areas.

Tough Hide: Moose have tough hides and thick bones that provide a natural Armour Rating of 2.

## Nug

(Dragon Age)

Nugs are animals that populate the underground locations of Thedas. They are small, hairless, nearly blind creatures with pointed snouts for digging.

Favoured Stunts: Skirmish

Darkvision: Nugs have adapted to a life underground and can see normally in total darkness.

Magic Resistance: Because of their frequent exposure to lyrium, nugs have developed a resistance to most types of magic. They receive a +2 bonus to resist spells or other magical effects.

Tunneler: Nugs have the ability to burrow through the earth at their normal Speed. They gain a +3 bonus to Dexterity (Stealth) tests while burrowing.

## Quillback

(Dragon Age)

Quillbacks are a four-legged beaked creature found roaming the desert landscape of the Western Approach in western Orlais. Its body is burgundy in colour, with feathers protruding from along the spine.

Favoured Stunts: Chomp, Hail of Thorns, Poison Bite

Chomp, 2 SP: Quillbacks can perform the Chomp stunt for 2 SP. This mimics the cumulative effects of the Mighty Blow and Pierce Armour stunts. Chomp can only be used with a Bite attack.

Cold Resistance: Quillbacks are immune to cold damage. Magical damage of this type can still harm them, but it does half damage.

Fire Vulnerability: Quillbacks take an additional 1d6 damage from fire attacks and their Armour Rating is halved or completely eliminated if the attacker used the Pierce Armour stunt.

Hail of Thorns, 4SP: The quillback rains down a hail of spikes upon anyone in a 4 by 4 yard area in front of it. This deals 2d6+3 penetrating damage.

Poison Bite, 2+ SP: A quillback can inject poison into a target as a special stunt costing 2 SP. The poison debilitates the victim, who suffers a –2 penalty to Dexterity until the end of the encounter or until they receive magical healing.

Tough Hide: The quillback's thick, leathery skin provides it with a natural Armour Rating of 7.