Critter List: A - B

Critter List: A - B

(Select a critter's name to see its description and powers)
BOD QUI STR CHA INT WIL ESS REA INIT ATTACKS
Aardwolf 3 4 (x5) 3 - 2/4 2 6 4 4+2d6 5M
Abrams Lobster 5/6 3 (x4) 5 - 1/4 4 6 3 3+1d6 5S, +1 Reach
Afanc 10/8 4 (x4) 8 - 2/4 4 6 3 3+1d6 10S
Agropelter 2 4 (x3*) 3 - 3/4 2 6 4 4+2d6 3M/Humanoid
Aitvaras 4 6 (x3*) 3 5 4/6 5 6 6 6+3d6 6L, +1 Reach
Alufye 2 3 (x2) 1 - 1/4 1 6 3 3+1D6 -
Anwuma Bavole 1 4 (x4) 0 - 1/4 1 6 4 4+1D6 3L
Asonwu 2 4 (x3*) 3 - 3/4 2 6 6 6+1D6 6L
BOD QUI STR CHA INT WIL ESS REA INIT ATTACKS
Baba Yaga F F (x2) F F-3 F F+2 (1D6+7)A F F+10+1D6 (F+2)M
Bandersnatch 8 3 (x4) 7 - 2/4 4 6Z 4 4+3D6 8S, +1 Reach
Bandit 2 4 (x3) 2 4 3/5 2 6 5 5+1D6 3L
Banshee 3 4 (x5) 3 5 4 4 2D6 4 4+2D6 Humanoid
Barghest 7 6 (x4) 5 - 3/6 3 6Z 6 6+2D6 9S
Basilisk 4/2 2 (x3) 7 - 1/3 2 6Z 2 2+1D6 6M, -1 Reach
Bean Sidhe F-1 F-1 (x2) F-1 F-3 F F+1 4D6+2A F-1 F+9+1D6 Special
Behemoth 10/6 4 (x3) 25 - 2/2 5 6 3 3+1D6 7D
Birdman 2 5 (x4) 1 - 1/5 3 6 5 5+2D6 3L
Black Annis 9 4 (x5) 10 - 2/3 4 5Z 4 4+2D6 10S
Blackberry Cat 2 5 (x5) 2 3 3/8 5 6Z 6 6+3D6 6L, -1 Reach
Blood Kite 1 5 (x5) 1 - 1/4 2 6 5 5+1D6 2L
Bogie 3 5 (x4) 4 - 2/4 3 6Z 4 4+1D6 6M
Borax Burro 4/2 3 (x4) 4 - 2/4 6 6 3 3+1D6 6M
Brocken Bow F-1 F-1 (x3) F-1 F F-2 F (4D6+3)A F F+10+1D6 Special
Buwaya 10/4 4 (x4) 8 - 1 4 6 3 3+1d6 10S

Aardwolf

The North American aardwolf stands 0.9 meters tall at the shoulder and weighs about 37 kilograms. Its base color is a dusty tan, with darker patches on the flanks and a dark patch running from between the ears down the spine. Aardwolves are cunning and make good use of their Concealment power. The creatures have little stamina and can only maintain high speed for less than a minute before dropping back to a slow run.
BOD QUI STR CHA INT WIL ESS REA INIT ATTACKS
Aardwolf 3 4 (x5) 3 - 2/4 2 6 4 4+2d6 5M

Powers: Concealment (Personal)
Weaknesses: Allergy (Pollutants, Mild)

Abrams Lobster

First discovered by a UCAS maritime research expedition in the North Sea between Scotland and Norway, the Abrams lobster was named after a now-obsolete American tank due to its aggression and considerable armor. The Abrams lobster is the largest crustacean in Europe, with a 2.5-meter body length and an average weight of 100 kilograms. Its tough exoskeleton supports two pairs of antennae, four pairs of legs for walking and swimming, and a single pair of massive claws. It can typically only be found along shallow coastline areas of the North Sea, where its resistance to poisons allows it to survive in the polluted waters.

The Abrams lobster is a carnivore, typically subsisting on fish, other crustaceans and octopuses, but has been known to raid sea-bird colonies, consuming eggs, chicks, and even adult birds. Highly aggressive, the Abrams lobster will attack any creature with the slightest provocation, even going so far as to come ashore to attack metahumans. Freshwater variants are rare, but have been sighted in several estuaries and along major rivers.
BOD QUI STR CHA INT WIL ESS REA INIT ATTACKS
Abrams Lobster 5/6 3 (x4) 5 - 1/4 4 6 3 3+1d6 5S, +1 Reach

Powers: Enhanced Sense (Sonar), Hardened Armor, Immunity (Poisons)
Weaknesses: None
Notes: If an Abrams lobster inflicts damage with a melee attack, the target must make a Quickness (4) Test. If the target achieves no successes, they are trapped in the lobster's grip. Gripped victims automatically suffer one 6S wound on the lobster’s next action and on each subsequent action. The Damage Code for the gripping wound increases by +1 each turn until the victim frees himself or dies. The victim can resist this damage with Body dice at half the normal Impact Armor Rating. If it succeeds in taking hold of a target, make an Open (Strength) Test for the critter. The result is the target number for the Strength Test a character must make to break free from the lobster’s grip. The Abrams lobster will not let go of a gripped victim even if attacked. If the lobster is being attacked and its gripped victim is dead, the lobster must make a successful Intelligence (4) Test to release the corpse and defend itself.

Afanc

The afanc resembles a crocodile, but it grows as long as 4.5 meters (including the flattened, almost beaver-like tail) and typically weighs 375 kilograms. It has large claws used for digging and is green-brown in color. Carnivores of exceptional awareness and cunning, afancs live in semi-social groups of up to six but forage and feed individually. Wild afancs can be found throughout the UK and eastern Europe.
BOD QUI STR CHA INT WIL ESS REA INIT ATTACKS
Afanc 10/8 4 (x4) 8 - 2/4 4 6 3 3+1d6 10S

Powers: Engulf, Enhanced Physical Attribute (Strength, 3/day for (Essence) Turns), Enhanced Senses (Low Light, Smell), Hardened Armor, Search
Weaknesses: None
Notes: An afanc that makes a successful melee biting attack may grip its victim in its jaws, unless the victim makes a successful Quickness (4) Test. To escape, the victim must make a Strength Test, using the result of an Open (Strength) Test by the afanc as the target number. If the victim does not escape, on its next action the afanc bites down, inflicting 12S damage. The Power of this bite attack increases by +1 each consecutive action. Impact armor protects from this damage at half its rating. The afanc will release a dead or unconscious victim if attacked by another enemy. Its Quickness multiplier for swimming is 4.

Agropelter

A cunning and seemingly malicious pest, the agropelter is a small hominid, up to 0.9 meters tall, with a slender, wiry body, an ape-like face and thin, strong limbs. Short, thick fur (usually brown or black) covers its body, and both hands and feet have sharp claws. It subsists primarily on the meat of birds it catches in the treetops, but is omnivorous, allowing it to survive when meat is unattainable. Though it can stand erect, it is more comfortable moving as a quadruped, hunting or causing mischief in small, cooperative groups.

The aggressive agropelter has been known to attack humans, primarily by dropping rocks, branches or excrement from the treetops to drive them away from its territory, but it will also vandalize vehicles, campsites, or any other signs of humanity, destroying what it can and fouling the rest with excrement. Understandably, passage through their territory can be decidedly unpleasant.

Exactly how the agropelter came to populate the northwestern wilds of North America is not known.
BOD QUI STR CHA INT WIL ESS REA INIT ATTACKS
Agropelter 2 4 (x3*) 3 - 3/4 2 6 4 4+2d6 3M/Humanoid

*Movement Multiplier in treetops is 4

Powers: Enhanced Senses (Improved Hearing and Smell, Low light)
Weaknesses: None

Aitvaras

The aitvaras (both singular and plural) is an Awakened northern European snake with a slender body that averages 8 meters in length and 40 kilograms in weight. The top of its skull features a dramatically pronounced parietal organ — a vestigial "third eye" that can be found in some species of reptiles and fish — which helps regulate brain and body chemistry. Aitvaras are incredibly rare, and the specimens that actually have been studied have revealed little about the creature; for example, absolutely nothing is known about its reproductive habits or the rearing of its young. It can fly, and is theorized to be related to feathered serpents, but research into its potential status as a proper dracoform has yielded nothing. Unlike most reptiles, it is omnivorous and appears to be active at all times of day and in all seasons of the year.

Anecdotal evidence suggests that aitvaras may live symbiotically with rural communities, using their powers to ward off hostile predators while "organizing" livestock in exchange for food and shelter.
BOD QUI STR CHA INT WIL ESS REA INIT ATTACKS
Aitvaras 4 6 (x3*) 3 5 4/6 5 6 6 6+3d6 6L, +1 Reach

*Quickness multiplier for flying is 7.

Powers: Animal Control (Special, see below), Concealment (Personal), Empathy, Immunity to Normal Weapons, Magical Guard (Self Only), Venom; some have Magical Skills.
Weaknesses: None
Notes: The aitvaras may use its Animal Control power on domestic and farm animals as well as reptiles. Against any other normal animal, it must make a successful Opposed Willpower Test to control the target creature.

Alufye

Alufye are 30- to 40-centimeter-long Awakened cockroaches that live under rotting leaves or fallen logs in West African rainforests. They will eat almost anything but prefer grubs and old, fallen fruit. Mating occurs every three months which produces 20-120 bb-sized eggs. When threatened, they trill like pigeons, causing a pleasant lethargy to overcome a would-be predator. They are harmless, and have become popular pets.
BOD QUI STR CHA INT WIL ESS REA INIT ATTACKS
Alufye 2 3 (x2) 1 - 1/4 1 6 3 3+1D6 -

Powers: Empathy, Enhanced Senses (Smell, Taste)
Weaknesses: None
Notes: Alufye simply do not make attacks.

Anwuma Bavole

Anwuma bavole are Awakened fish-eating bats similar to North American birdmen. They live in coastal West Africa, where they hunt surface-feeding fish in the Gulf of Guinea. Anwuma bavole carry no diseases that affect metahumans. They sometimes fixate on groups of people, following them for days without eating or sleeping, for no apparent reason. The Nzima people see this as an omen of good luck and actively encourage the creatures by feeding them.
BOD QUI STR CHA INT WIL ESS REA INIT ATTACKS
Anwuma Bavole 1 4 (x4) 0 - 1/4 1 6 4 4+1D6 3L

Powers: Enhanced Sense (Low-Light Vision), Sonic Projection (High Frequency)
Weaknesses: Allergy (Sunlight, Mild)

Asonwu

These animals are similar to the agropelter (a small humanoid metavariant of the rhesus monkey). They are carnivorous and hunt in packs to take down large prey. A few members hamstring the prey with swift biting attacks; once it is down, up to fifty asonwu mob it. The symptoms of the disease inflicted by this creature’s Pestilence power are itching, shaking, madness, and eventually brain death.
BOD QUI STR CHA INT WIL ESS REA INIT ATTACKS
Asonwu 2 4 (x3*) 3 - 3/4 2 6 6 6+1D6 6L

*Movement Multiplier in treetops is 4.

Powers: Enhanced Senses (Improved Hearing and Smell, Low-Light Vision), Pestilence
Weaknesses: None

Baba Yaga

A spectral spirit-creature, the baba yaga (also known as Likho or Greedy Mogus) appears as a sinewy, gnarled, bloodless old woman with white hair. Some have been seen in material forms with only one eye. They are solitary and appear only nocturnally and in isolated forest locations.

The baba yaga must consume flesh to use its Essence Drain power. Its Force is equal to its current Essence, with a minimum Essence of 8 and a maximum of 24. Astral Initiative is F+20+1D6.
BOD QUI STR CHA INT WIL ESS REA INIT ATTACKS
Baba Yaga F F (x2) F F-3 F F+2 (1D6+7)A F F+10+1D6 (F+2)M

Powers: Accident, Compulsion, Enhanced Sense (Smell), Essence Drain (Permanent), Fear, Glamour, Immunity (Age, Cold, Normal Weapons, Pathogens, Poisons), Magic Sense, Materialization, Paralyzing Touch, Shadow Cloak. Some individual baba yaga may have one or more of these additional powers: Cold Aura, Confusion, Enhanced Physical Attribute (Strength, twice per day for Essence x 1D6 turns), Magical Skills.
Weaknesses: Allergy (Sunlight, Mild), Essence Loss (1 point per month)

Bandersnatch

The bandersnatch, a type of sasquatch infected with a virus similar to HMHVV, stands roughly 3 meters tall and weighs approximately 400 kilograms. Curiously, most so-called sightings of the solitary creature are not really sightings at all, due to the creature's inherent ability to hide from sight — it typically appears as a faint humanoid outline that blends into the surroundings. Though not as effective as true invisibility, this power provides the creature with a startlingly effective camouflage. Because of this, the creature's true form is rarely seen, but some say that the bandersnatch's fur is shaggy and tufted and reeks of musk, that its arms are as long as a man is tall, and that its teeth are like a dog's, for ripping flesh from bone.

Though closely related to the sasquatch, the effects of the disease have rendered the bandersnatch a separate species, and they are not considered to be sentient. They do retain the sasquatch's mimicry abilities, however, which they use in conjunction with their camouflage and cunning to great effect. They are even capable of using basic tools, and have enough abstract reasoning to devise simple traps such as pits and dead falls to guard their lairs which have been reported all across the northern half of North America. Following birth, bandersnatch mothers have a tendency to abandon their young which results in a high rate of infant mortality, keeping the population mercifully low.

Bandersnatches usually only kill for food or in self-defense, but they can be driven into a primal rage, during which they will attack anything that moves. In the absence of a victim on whom to take out their aggression, the creature will unleash its fury on the environment, uprooting or tearing limbs from trees, and so on.
BOD QUI STR CHA INT WIL ESS REA INIT ATTACKS
Bandersnatch 8 3 (x4) 7 - 2/4 4 6Z 4 4+3D6 8S, +1 Reach

Powers: Adaptive Coloration, Mimicry, Pestilence (HMHVV-2)
Weaknesses: None

Bandit

The bandit is a larger version of the raccoon, growing up to a meter long, with disproportionately long front legs and opposable thumbs. Bandits have been known to use simple tools and are attracted to shiny objects.
BOD QUI STR CHA INT WIL ESS REA INIT ATTACKS
Bandit 2 4 (x3) 2 4 3/5 2 6 5 5+1D6 3L

Powers: Enhanced Senses (Improved Hearing and Smell, Low-Light Vision)
Weaknesses: None
Notes: Bandits have an innate understanding of lock mechanisms. Using simple tools such as a discarded nail or a bit of wire, a bandit can often pick mechanical locks. Treat this ability as a Rating 4 skill.

Banshee

Tall and gaunt, the banshee is an elf infected with HMHVV. It prefers desolate places near human habitation and is reclusive except when hunting. It lives off the Essence of its victims, whom it terrifies into flight with its haunting wail and pursues until the victim drops from exhaustion. The banshee then closes in for the kill, completely draining its prey of Essence.

An elf who becomes infected with HMHVV and turns into a banshee uses its normal Attributes.
BOD QUI STR CHA INT WIL ESS REA INIT ATTACKS
Banshee 3 4 (x5) 3 5 4 4 2D6 4 4+2D6 Humanoid

Powers: Enhanced Senses (Improved Hearing and Smell, Low-Light Vision), Essence Drain, Fear, Immunity to Age, Pathogens, and Poisons, Infection, Mist Form, Regeneration. Many also possess Magical Skills.
Weaknesses: Allergy (Sunlight, Moderate), Essence Loss, Vulnerability (Wood, Silver)

Barghest

The barghest resembles an oversized mastiff, either pure white or pure black. Its short fur lies flat on its body, creating the impression that its hide is naked, and spines protrude the length of its back. Its eyes shine red and its teeth glow slightly in the dark because of luminescent bacteria in its saliva. It hunts alone or in pairs during breeding season; at other times, it hunts in packs of twelve or more.
BOD QUI STR CHA INT WIL ESS REA INIT ATTACKS
Barghest 7 6 (x4) 5 - 3/6 3 6Z 6 6+2D6 9S

Powers: Enhanced Sense (Sonar), Fear, Paralyzing Howl
Weaknesses: None

Basilisk

The basilisk is a large lizard, averaging 2.5 meters from snout to tail and weighing about 100 kilograms. Its knobby scales are black and bright yellow, condensing to solid black at snout and tail tip. It has 40 saw-edged teeth and feeds primarily on small mammals, but it will happily devour anything it can catch.
BOD QUI STR CHA INT WIL ESS REA INIT ATTACKS
Basilisk 4/2 2 (x3) 7 - 1/3 2 6Z 2 2+1D6 6M, -1 Reach

Powers: Petrifying Gaze
Weaknesses: Allergy (Own Gaze, Severe)

Bean Sidhe

This spectral being manifests as an old woman, dressed in rags or in clothes from a bygone age. It appears to act as a messenger, its piercing wails either lamenting the dead or warning of an imminent death in the family to which it is attached. Bean sidhes appear exclusively to families in Scotland or Tír na nÓg who possess a strong Celtic genetic strain and a generally low rate of UGE. Occasionally, apparently insane bean sidhes manifest for one night at isolated locations and attack all metahumans within range.

A bean sidhe's Force is equal to its current Essence, with a minimum Essence of 6 and a maximum of 26. Astral Initiative is F+20+1D6.
BOD QUI STR CHA INT WIL ESS REA INIT ATTACKS
Bean Sidhe F-1 F-1 (x2) F-1 F-3 F F+1 4D6+2A F-1 F+9+1D6 Special

Powers: Cold Aura, Compulsion, Essence Drain (Temporary), Immunity (Age, Cold, Normal Weapons, Pathogens, Poisons), Magic Sense, Materialization, Paralyzing Howl, Psychokinesis, Regeneration, and Sonic Projection. Some also possess Magical Skills.
Weaknesses: Allergy (Silver, Severe), Essence Loss

Behemoth

A territorial animal with aggressive hunting habits, the behemoth is a large paraspecies of the common alligator. Standing 3 meters high at the shoulder and 4.9 meters long, the behemoth is covered in a thick, leathery skin. Its preferred method of hunting is to remain motionless just below the water’s surface, where it waits for unsuspecting creatures to pass.

A variant called the macaréu is derived from the caiman instead of the common alligator and appears only in the Amazon jungle.
BOD QUI STR CHA INT WIL ESS REA INIT ATTACKS
Behemoth 10/6 4 (x3) 25 - 2/2 5 6 3 3+1D6 7D

Powers: Hardened Armor
Weaknesses: None

Birdman

Related to the common brown bat, the birdman’s body is up to 0.6 meters long, with a wingspan of up to 2 meters. Forming flocks for mutual protection, birdmen are harmless, though their menacing appearance often frightens the uninformed into attacking them. Naturally curious, the birdman can be a nuisance.

Its bites frequently carry a infection similar to malaria. If a character is affected by the birdman’s Pestilence power, he is infected with a disease that does 7L Damage, with a speed of 24 hours. Symptoms are cramps, blurred vision and profuse sweating.
BOD QUI STR CHA INT WIL ESS REA INIT ATTACKS
Birdman 2 5 (x4) 1 - 1/5 3 6 5 5+2D6 3L

Powers: Enhanced Senses (Improved Hearing, Sonar), Pestilence (Special), Sonic Projection
Weaknesses: Allergy (Sunlight, Mild), Reduced Sense (Vision)

Black Annis

This creature's name is taken from English folklore which describes Black Annis (or Black Agnes) as a bogeyman figure — a blue-faced witch with iron claws and a taste for the flesh of children. This highly territorial and solitary hunter stands 1.7 meters tall. Hair grows from the creature’s head and down most of its spine, with thick tufts across the tops of the shoulders and hands. It prefers to live in rocky caves or to dig out a lair among the roots of large trees. The black annis is carnivorous, using its speed and strength to catch and kill its prey.
BOD QUI STR CHA INT WIL ESS REA INIT ATTACKS
Black Annis 9 4 (x5) 10 - 2/3 4 5Z 4 4+2D6 10S

Powers: Empathy (Depression), Enhanced Physical Attribute (Strength, once per day, for (Essence)D6 turns), Enhanced Reaction, Enhanced Sense (Low-Light Vision)
Weaknesses: Allergy (Sunlight, Mild)

Blackberry Cat

The size of a large house cat, the average blackberry cat weighs 15 kilograms and has long, black or white fur. They are highly intelligent and are thought to be capable of manipulating metahumans through their various magical powers.
BOD QUI STR CHA INT WIL ESS REA INIT ATTACKS
Blackberry Cat 2 5 (x5) 2 3 3/8 5 6Z 6 6+3D6 6L, -1 Reach

Powers: Accident, Adaptive Coloration, Blindness, Compulsion, Desire Reflection, Enhanced Reaction (1D6 times per day for (Essence)D6 turns), Enhanced Sense (Low-Light Vision), Hypnotic Song, Innate Spell (Phantasm), Movement (Self Only), Shadow Cloak
Weaknesses: Catnip — blackberry cats find it irresistible. How to implement the effect is up to the GM.

Blood Kite

This small hawk has brown feathers with red patches on the wings that are said to resemble spilled blood. It also has a sharp, hooked beak and powerful talons, which males use most often to strike at the eyes of their prey.

Each time a character takes damage from a blood kite attack, roll 2D6. On a result of 12, the character has taken damage to an eye. To resist this damage, the character may make a Body Test against a Target Number 6 for an organic eye, 4 for a cybereye. Dermal armor does not help this test. If the character rolls no successes, he or she has lost that eye.
BOD QUI STR CHA INT WIL ESS REA INIT ATTACKS
Blood Kite 1 5 (x5) 1 - 1/4 2 6 5 5+1D6 2L

Powers: Enhanced Senses (Improved Vision, Thermographic Vision)
Weaknesses: None

Bogie

The bogie appears as an oversized rottweiler, standing up to 1.25 meters tall at the shoulder, with small horns that protrude from its brow. A carnivore, an individual bogie will usually back down from a confrontation with any large creature that does not flee from its threat displays. However, when hunting in packs, bogies are ferocious and relentless.
BOD QUI STR CHA INT WIL ESS REA INIT ATTACKS
Bogie 3 5 (x4) 4 - 2/4 3 6Z 4 4+1D6 6M

Powers: Accident, Enhanced Reaction, Enhanced Senses (Improved Hearing and Smell, Low-Light Vision, Motion Detection), Fear, Movement (Self Only)
Weaknesses: Allergy (Horseradish, Moderate)

Borax Burro

This native species of the Mojave stands about a meter and a half high at the shoulders. It has a bristly, erect mane on its neck, a scanty tail with a bushy tassel, long ears, and varied coloring and markings. The borax burro is frequently confused with the smaller, mundane wild burro by those not familiar with the two species.

The borax burro is shy by nature, but can be vicious if cornered or attacked. It roams alone or in small herds of two to six individuals. The typical borax burro has one or two foals, born in the spring. It prefers mountain slopes, and has been most often seen in the Mojave and Colorado deserts.

The borax burro got its name because it was initially assumed to be a descendant of the burros used in the borax mine works in Death Valley. Debate continues to rage among parazoologists over whether the borax burro is an Awakened wild burro or a toxic variant on that creature. Bolstering the argument for the toxic theory is the borax burro's corrosive saliva, which can eat through armor, metal, canvas and flesh. Unlike several other paranormal animals with corrosive saliva, the borax burro does not spit; the saliva can only be transmitted by bite.
BOD QUI STR CHA INT WIL ESS REA INIT ATTACKS
Borax Burro 4/2 3 (x4) 4 - 2/4 6 6 3 3+1D6 6M

Powers: Corrosive Saliva (Bite Only), Movement (Personal)
Weaknesses: None

Brocken Bow

The Brocken bow (named after the Brocken, a peak in the Harz mountains of Germany where it became mythologized before the Awakening; also known simply as a "mountain specter") is a featureless, humanoid shadow, ranging from 2 to 5 meters tall. It is often linked with sites of witchcraft trials and major sabbat festivals, and it tends to manifest at those places and times, though it may also be witnessed by travelers in foggy, mountainous regions regardless of any proximity to magical events. It appears at dusk and remains active until shortly before dawn, during which time it stalks sentient victims and drains their Essence. Folklore indicates that the Brocken bow may occasionally emit a corona of colored light for unknown reasons; a rainbow that emanates outward from the ghostly figure which has been interpreted as a sign of non-aggression, but this is not confirmed.
BOD QUI STR CHA INT WIL ESS REA INIT ATTACKS
Brocken Bow F-1 F-1 (x3) F-1 F F-2 F (4D6+3)A F F+10+1D6 Special

Powers: Cold Aura, Essence Drain (Permanent and Temporary), Fear, Immunity (Age, Cold, Normal Weapons, Pathogens, Poisons), Materialization, Movement, Paralyzing Touch, Shadow Cloak
Weaknesses: Allergy (Sunlight, Moderate), Essence Loss (1 point per 10 years), Vulnerability (Fire)
Notes: All Brocken bows possess the power of Essence Drain. To determine powers of individual Brocken bows, roll 1D6 for each power listed above. On a result of 1, the Brocken bow does not have that power. The Cold Aura power can be extended to one victim within a range of (Essence)D6 yards on any Complex Action available to the Brocken bow. Its Force is equal to its current Essence. A Brocken bow's minimum Essence is 7, with a max of 27. Astral Initiative is F+20+1D6.

Buwaya

The buwaya is a small, fat crocodile from the Philippines, mostly green with a brown patch on its back. It uses its Search power to seek food and then magically compels the prey to come within biting distance. It is lazy and will always take offered meat rather than attacking.
BOD QUI STR CHA INT WIL ESS REA INIT ATTACKS
Buwaya 10/4 4 (x4) 8 - 1 4 6 3 3+1d6 10S

Powers: Compulsion, Enhanced Physical Attribute (Strength, 3x/day for (Essence)D6 Turns), Enhanced Senses (Low-Light Vision, Smell), Search
Weaknesses: None
Notes: GMs may wish to make use of the rules in the Notes section of the Afanc entry to deal with successful melee attacks by the buwaya.

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