Greater Fellgrim
CHARACTERISTICS ATTRIBUTES COMBAT SKILLS
STR 24 Hit Points 21 Close 62%
CON 17 Major Wound 11 Ranged 18%
DEX 8 Damage Mod. 2d6 Unarmed 52%
SIZ 24 Magic Pts. 10 RESISTANCES
INT 10 Movement 18m Dodge 28%
POW 10 Armour Worn Tough Hide Persistence 35%
CHA 10 Armour Points 2 Resilience 52%
PRACTICAL SKILLS KNOWLEDGE SKILLS MAGIC SKILLS
Athletics 62% Language (own) 50% Innate 30%
Deception 28% Language (man) 40% Sorcery 10%
Influence 35% Nature Lore 40%
Perception 40%
Weapon Type Damage Range Size
Great Axe 2H 2d8 (+2d6) N/A Heavy
Natural Attack N/A 1d6 (+2d6) N/A N/A

Special Rules

All fellgrim have night sight and are considered to be Fearsome I creatures. The GM may also give the creature a special form of movement if the creature warrants it (a fly speed for a winged creature for example).


Note that the GM may decide to give a particularly nasty fellgrim one of the following abilities1:

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