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