SpiritD6 Bestiary in SpiritD6 | World Anvil

SpiritD6 Bestiary

Creature Name
Might:
Agility:
Endurance:
Sense:

  Size:
Speed: X (Z+Y)
Hit Points: X (Z+Y)
Initiative: X

  Attack: Rank 9
Defense:

  Skill:
Skill:
Skill:
Skill:
Skill:

  Special:
  Dragon
Dragon
Might: 38 (Rank 7)
Agility: 4 (Rank 2)
Endurance: 29 (Rank 6)
Sense: 12 (Rank 4)

  Size: 4
Speed: 31 (15+14+2)
Hit Points: 84 (55+29)
Initiative: 8

  Attack: Bite Rank 9 (+10 damage to all damaging effects)
Defense: 4 (20 points of Damage Reduction)

  Unarmed: 9 (36+28xp)
Perception: 5 (10+6xp)
Athletics: 7 (38xp)
Tumbling: 2 (2xp)
Spirit: 8 (49xp)
Power: 8 (49xp)
  Claws: The Dragon's claws and teeth enable her to deal 10 extra points of damage on any unarmed attack it makes.
Wings: The Dragon may move in the air. If the dragon starts its movement phase in the air, it must move at least half its speed.
Scales: The Dragon's scales grant it 20 points of damage reduction.
  Harpy
Harpy
Might: 6 (Rank 3)
Agility: 8 (Rank 3)
Endurance: 5 (Rank 2)
Sense: 6 (Rank 3)

  Size: 0
Speed: 14 (8+6)
Hit Points: 13 (8+5)
Initiative: 7

  Attack: Claws Rank 4 (+4 damage to all damaging effects)
Defense: 1

  Unarmed: 4 (4+5xp)
Perception: 4 (4+5xp)
Athletics: 3 (3xp)
Tumbling: 4 (6+3xp)
Spirit: 2 (1xp)
Power (Harpy): 3 (4xp)

  Claws: The Harpy's claws enable her to deal 4 extra points of damage on any unarmed attack it makes.
Wings: The Harpy may move in the air. If the harpy starts her movement phase in the air, she must move at least half her speed.
Powers: The Harpy has access to the following powers. She has 6 power points:
  Harpy Song
Harpy Song
Min Successes: 1
Min Rank: 2
Duration: Instantaneous
Target: Non-harpy that can hear the harpy within 20 hexes
Casting Time: Action
Defense: Opposed Spirit
Description:        
Successes Effects (Choose one)
1
  • Target must spend its next movement moving towards the harpy, and cannot take an action the next turn. Taking damage ends this effect.
  • Taking damage does not end the effect.
  • Increase range by 20 hexes.
2
  • Target must spend its next movement moving towards the harpy, and cannot attack the harpy for the next 2 turns.
  • Select effects totaling 2 successes.
3
  • Select effects totaling 3 successes.
  Harpy Song (Mass)
Min Successes: 2
Min Rank: 2
Duration: Instantaneous
Target: All non-harpies that can hear the harpy within 20 hexes
Casting Time: Action
Defense: Opposed Spirit
Description:        
Successes Effects (Choose one)
1
  • Taking damage does not end the effect.
  • Increase range by 20 hexes.
2
  • Target must spend its next movement moving towards the harpy, and cannot take an action the next turn. Taking damage ends this effect.
  • Select effects totaling 2 successes.
3
     
  • Target must spend its next movement moving towards the harpy, and cannot attack the harpy for the next 2 turns.
  • Select effects totaling 3 successes.
  •  
  Stew Hogg
Stew Hogg
Might: 7 (Rank 3)
Agility: 4 (Rank 2)
Endurance: 6 (Rank 3)
Sense: 2 (Rank 1)

  Size: 0
Speed: 10 (5+2+3)
Hit Points: 15 (9+6)
Initiative: 3

    Attack: Bite Rank 3 (+3 damage to all damaging effects)
Defense: 1 (2 points of damage reduction)

  Unarmed: 3 (5xp)
Perception: 1 (0xp)
Athletics: 3 (5xp)
Tumbling: 2 (4xp)

  Boar Jaws: The Stew Hogg's maw enables it to deal 3 extra points of damage on any unarmed attack it makes.
Bristles: The Stew Hogg's bristles protect its rotting flesh, giving it 2 points of damage reduction.
Cursed Undead: The Stew Hogg is already dead, but resists the grave still. It has advantage on endurance checks to avoid taking a wound.
Hunger: The Stew Hogg automatically smells the direction of any prepared food within 1 kilometer.
  Lion
Lion
Might: 12 (Rank 4)
Agility: 10 (Rank 3)
Endurance: 6 (Rank 3)
Sense: 8 (Rank 3)

  Size: 1
Speed: 19 (10+5+4)
Hit Points: 18 (12+6)
Initiative: 9

  Attack: Claws Rank 4 (+3 damage to all damaging effects)
Defense: 1

  Unarmed: 4 (10xp)
Tumbling: 3 (8xp)
Athletics: 4 (10xp)
Perception: 3 (8xp)

  Claws: The Lion's claws enable it to deal 3 extra points of damage on any unarmed attack it makes.

  Undead
Medium Undead
Might: 4 (Rank 2)
Agility: 2 (Rank 1)
Endurance: 4 (Rank 2)
Sense: 2 (Rank 1)

  Size: 0
Speed: 11 (8+1+2)
Hit Points: 12 (8+4)
Initiative: 2

  Attack: Unarmed Rank 2
Defense: 0

  Unarmed: 2
Tumbling: 1
Athletics: 2
Perception: 1
  Dark Will: An undead automatically passes endurance checks to avoid receiving a wound from sustaining more than half their hit points in damage in a single attack.
 
Small Undead
Might: 3 (Rank 1)
Agility: 3 (Rank 1)
Endurance: 3 (Rank 1)
Sense: 2 (Rank 1)

  Size: -1
Speed: 8 (6+1+1)
Hit Points: 9 (6+3)
Initiative: 2

  Attack: Unarmed Rank 1
Defense: 0

  Unarmed: 1
Tumbling: 1
Athletics: 1
Perception: 1
  Dark Will: An undead automatically passes endurance checks to avoid receiving a wound from sustaining more than half their hit points in damage in a single attack.

   
Tiny Undead
Might:1 (Rank 1)
Agility: 4 (Rank 2)
Endurance: 1 (Rank 1)
Sense: 2 (Rank 1)

  Size: -2
Speed: 7 (4+1+2)
Hit Points: 6 (5+1)
Initiative: 3

  Attack: Unarmed Rank 1
Defense: 0

  Unarmed: 1
Tumbling: 2
Athletics: 1
Perception: 1
  Dark Will: An undead automatically passes endurance checks to avoid receiving a wound from sustaining more than half their hit points in damage in a single attack.

   
Large Undead
Might: 7 (Rank 3)
Agility: 2 (Rank 2)
Endurance: 6 (Rank 3)
Sense: 2 (Rank 1)

  Size: 1
Speed: 14 (10+1+3)
Hit Points: 17 (11+6)
Initiative: 2

  Attack: Unarmed Rank 3
Defense: 1

  Unarmed: 3
Tumbling: 1
Athletics: 3
Perception: 1
  Dark Will: An undead automatically passes endurance checks to avoid receiving a wound from sustaining more than half their hit points in damage in a single attack.