Greater Dire Beast
CHARACTERISTICS ATTRIBUTES COMBAT SKILLS
STR 20 Hit Points 19 Close N/A%
CON 18 Major Wound 10 Ranged N/A%
DEX 11 Damage Mod. 1d6 Unarmed 61%
SIZ 20 Magic Pts. 7 RESISTANCES
INT 7 Movement 14m Dodge 36%
POW 7 Armour Worn Natural Persistence 37%
CHA 7 Armour Points 3 Resilience 50%
PRACTICAL SKILLS KNOWLEDGE SKILLS MAGIC SKILLS
Athletics 61% Language (own) 47% Innate 21%
Deception 43% Nature Lore 47% Sorcery 7%
Perception 44%
Weapon Type Damage Range Size
Bite N/A 1d8 (+1d6) N/A N/A
Claw N/A 1d6 (+1d6) N/A N/A

Options

Due to the variety of creatures covered by this entry, the GM may give a dire beast a special form of movement if the creature in question warrants it (a fly speed for winged creatures for example), or any of the abilities listed below.

Poisonous Bite
  • Potency: POW x 5 (35)
  • Delay: 1 combat round
  • Full Effect: 1 hit point per round
  • Duration: 1 round per 2 POW (3 rounds)
Dark Sight
  • This assumes the creature uses some form of echo location (or similar) that functions instead of normal sight.
Primal Rage
  • If a dire beast 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 POWx5 (i.e. 35%) 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.
Frightful Appearance
  • The creature is so terrible to behold that it is considered Fearsome I.

Special Rules

All dire beasts have night sight, and may act as mounts to creatures whose Size is no more than half of their own.

Copyright © Kristian Richards 2012