Ungal Raider Reference Sheet in Adventures in Valerick TTRPG | World Anvil

Ungal Raider Reference Sheet

Basic Information (Section 1)

Creature Name Ungal Raider__ Type: Bestial__ EL: 4__
Movement Speed: 40 feet__Size: Medium__

A strange and terrifying humanoid esque being, its legs that of an elk or moose, hooved and all, its torso powerful but lean. Its head almost human like, its mouth with many teeth, both crushing and sharp in no proper alignment, but simply random. Its eyes set wider than normal, like that of a deer or elk in color and shape. Its ears similar, its hair becoming like a pelt that runs down its back. Upon its head a proper rack, a sign of status among its kind as warriors, antlers that are no mere ornament or totem taken from kills. They are part of their biology.


Recall Knowledge Lore (History or Arcana or Occult) Basic: 15

Recall Knowledge Lore (History or Arcana or Occult) Specific: 20

Attributes and Vitals (Section 2)


Attributes
& Vitals
Attribute Score Boost Defense Test Modifier
Vitals
Tracking
Power 14 +2 +2 Action Bonus +1
Agility+ 20 +5 +6 Initiative +5
Toughness+ 17 +3 +4 Wounds 37
Intellect 8 -1 -1 Armor Score 17
Sagacity+ 15 +2 +3 N/A N/A
Persona 11 0 0 Skirmish Damage Dice 1d4


Base Species Traits, Talents, Attacks, and Abilities



  • Tough Hide (1): Ungals are fast and hit hard, and are hardy, but not naturally thick skinned. They have a +1 boost to their Armor Score from as a Natural Armor Boost.


  • Hardy: All Ungals, as any Bestial, are born benefitting from the Hardy Talent.


  • Step Aside: Ungals are fast, very fast and reactive. They may take an extra reaction each round, giving them two total.


  • No Escape: Ungals are vicious and committed combatants, not known for letting up once they've engaged in melee combat. They have the ability to utilize their reaction to make a strike on any creature leaving their threatened melee range.


  • Corruptive Resistance: Like most Bestials and other mutated beasts so 'blessed' they reduce the effects of corruptive influence such as from Scars upon Reality, by one step.


  • Skirmish Damage: Ungals are proficient hit and run combatants, very nimble, strike fast, strike hard, strike often type of foe. They have the benefits of skirmish damage as a if a Hunter of 1st level.


  • Feral Feasting: The favorite playthings of Gulagor upon the mortal realms, all bestials naturally benefit from utilizing their natural weapons, the dark magick which twisted their forms into being born with such gifts granting them a feral boon, drawing out life force and transfering it into them.


  • Bite Attack: Uses the Melee (Brawling) skill to attack. Deals 1d6+Power Boost piercing damage and 1d6 necrotic damage. The Ungal heals for an amount of wounds equal to the necrotic damage.


  • Antler Strike: Uses the Melee (Brawling) skill to attack. Deals 1d8+Power Boost Piercing damage.


  • One with the Deep Forests: Ungals gain +6 to their Subterfuge when in forests or woodlands. They are adept masters of ambush, and show coordination well beyond mere basic feral ability. They plan, they think, they set sophisticated ambushes, and even utilize rudimentary but well designed traps such as pitfalls, complex snares and snag nets.


  • Fearful Presence (1): An Ungal is such an alien creature, and such a vision of fear, hunger and terror, that its very presence to close to those whom have not steeled themselves can cause fear and panic. Any creature within 10 feet of an Ungal must attempt a Sagacity Defensive Test of TN 15. On a critical failure, they become afflicted with Fearful (2). On a failure they become afflicted with Fearful (1). On a success they are not affected, however can still be effected by any other Ungal's aura. On a critical success, a creature is immune to this effect for a full day from any Ungal, having steeled their mind against the presence of the dark magick that swathes these foul creatures.


  • Fevered Famine: All Ungals carry this illness within them, transferred to any creature foolish enough to imbue their flesh, or any unlucky enough to be bitten whom are of poor enough natural hardiness and health. Any target that suffers a bite from an Ungal must make a TN 15 Toughness Defensive Test. Upon a critical failure, the dark magick of the beast accelerates the issue, presenting the onset of symptoms immediately for the Fevered Famine (link TBA later) disease. Upon a failure, the victim merely gains the Exhausted (1) condition, but is afflicted. The GM should roll 1d4 in secret, this decides how many days the victim has until the onset of symptoms. On a success the victim is not afflicted, however still suffers from Exhausted (1). On a critical success they are absolutely fine.


  • Feast for Shadows: Ungals, like all Bestials, are not creatures of illusion or mental prowess, and are in fact ill favored by the twisting darkness of the mind. They take 1.5 times damage from any source inflicting Psychic damage.


  • Resistant of Body: They take 1/2 damage from any source inflicting poison or necrotic damage.


  • Fearful of Spirit: Though fierce warriors and raiders, and a force to be feared, Ungals show fear as well, terror even. Sudden bright illumination, that far brighter than mere flames, strikes fear and terror into any Ungal that bears witness. Any Ungal that suffers Radiant damage immediately is stricken with the Frightened (2) condition, and any Ungal whom bears witness, having direct line of sight to such a source of sudden illumination is beset by the Frightened (1) condition.


  • Beast Blessed Senses: They have a natural +4 to Awareness skill checks.


Skill Boosts



Athletics: +8 (4 ranks)__, Awareness: +7 (2 ranks)__, Consume Alcohol: +3 (1 rank)__, Craft (Trap-Making): +5 (1 rank)__, Intimidation: +2 (1 rank)__, Language (Feraik): +3 (2 ranks)__, Language (Valarian): +2 (1 rank, can understand not speak)__, Lore (Nature): +3 (3 ranks, uses Sagacity)__, Melee (Brawling): +6 (3 ranks, uses Agility)__, Melee (Basic Hand Weapons): +6 (3 ranks, uses Agility)__, Navigation (Terrestrial): +3 (3 ranks, uses Sagacity)__, Ranged (Slings): +6 (2 ranks)__, Ranged (Bows): +5 (1 rank)__, Subterfuge: +5 (+11 if in forests, 1 rank)__, Survival: +3 (3 ranks)

Gear/Loot



  • Leather/Hide Armors +1 Armor Score, have the Momentum on Subterfuge skill checks.


  • Sling: 15/60 feet range brackets, deals 1d4+Power Boost bludgeoning damage. Concealable


  • Club, Handaxe, Javelin or Fighting Dagger. Can wield any of these melee weapons, all of the (Basic Hand Weapon) family. If club or handaxe, it might be paired with a Fighting Dagger, if the Ungal is a particularly skilled raider, but not yet advanced in the herd hierarchy as a Raid leader, Hunter, or otherwise.

    1. Club: 1d4+Power Boost Bludgeoning damage. Light


    2. Handaxe: 1d6+Power Boost Slashing Damage. Light, Thrown (15/60 feet range brackets)


    3. Javelin: 1d6+Power Boost Piercing Damage. Thrown (30/120 feet range brackets)


    4. Fighting Dagger: 1d4+Power Boost Piercing Damage. Light, Thrown (15/60 feet brackets)


  • Decorative crude jewellery and totems: Amongst the normal mess of animal bone, preserved plant root and painted rocks there will often enough be something of some small value, like a bit of amber or jade or some other mildly precious piece, a trophy perhaps from a previous raid. Generally this will range from 50-100 gold in value.


Advancements



Ungals are intelligent enough that the common advancements would be them gaining profession levels. However it is worth noting that both Scoundrel and Hunter specifically have unique synergy with this monster and are likely two common choices, as well as Warrior or Braserker. As with all such creatures, if you as a GM start giving them profession levels, you should both grant them more appropriate gear for your PCs to loot, and remember to increase their EL appropriately, by an amount equal to their profession level.

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