Greater Beastling
CHARACTERISTICS ATTRIBUTES COMBAT SKILLS
STR 15 Hit Points 16 Close 43%
CON 15 Major Wound 8 Ranged 28%
DEX 8 Damage Mod. 1d6 Unarmed 43%
SIZ 17 Magic Pts. 10 RESISTANCES
INT 10 Movement 14m Dodge 28%
POW 10 Armour Worn Leather Persistence 40%
CHA 7 Armour Points 2 Resilience 45%
PRACTICAL SKILLS KNOWLEDGE SKILLS MAGIC SKILLS
Athletics 53% Language (own) 50% Innate 30%
Deception 38% Language (man) 30% Sorcery 10%
Perception 45% Nature Lore 50%
Weapon Type Damage Range Size
Battle-axe 1H 1d8 (+1d6) N/A Medium
Shortbow 2H 1d8 75m N/A

Primal Rage

If a beastling has been reduced to half of its total hit points or less in a single combat round and is not suffering the effects of a major wound, it has a POWx3 chance of entering a primal rage on its following turn. This has the exact same effect as the Fanaticism spell and is a free action.


Special Rules

All beastlings have night sight and are considered to be Fearsome I creatures.


Note that the GM may exchange any beastling's 'primal rage' ability for one of the following1:

  • Dark Sight
  • Diseased
  • Fleet
  • Foul Stench
  • Hideous
  • Lithe
  • Scent
  • Thick Skinned
Copyright © Kristian Richards 2012