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Dragon Age: Bestiary ____________________________________________________________________ 2 

Abomination _________________________________________________________________________________ 2 
Santa Claus  _________________________________________________________________________________________ 2 
Arcane Horror ________________________________________________________________________________ 4 
Bear, Cave ___________________________________________________________________________________ 5 
Blight Vulture  ________________________________________________________________________________ 6 
Boar ________________________________________________________________________________________ 7 
Deepstalker __________________________________________________________________________________ 8 
Deepstalker _________________________________________________________________________________________ 8 
Deepstalker Spitter ___________________________________________________________________________________ 9 
Deepstalker Jumper __________________________________________________________________________________ 10 
Desire Demon _______________________________________________________________________________ 11 
Drake (Dragonling) ___________________________________________________________________________ 12 
Gripper _____________________________________________________________________________________ 13 
Ogre _______________________________________________________________________________________ 14 
Scorpion, Giant ______________________________________________________________________________ 16 
Shriek ______________________________________________________________________________________ 17 
Snake, Viper  ________________________________________________________________________________ 18 
Snake, Constrictor ____________________________________________________________________________ 19 
Werewolf ___________________________________________________________________________________ 20 
Curse of the Werewolves  _____________________________________________________________________________ 21 
Template: Werewolf _________________________________________________________________________________ 21 
Wild Sylvan _________________________________________________________________________________ 22 
Wolf, Dire  __________________________________________________________________________________ 23 
Wolf, Grey __________________________________________________________________________________ 24 
DRAGON AGE: BESTIARY

ABOMINATION
(Teodor Kalamov FP)

ABOMINATION DEMON

ABILITIES (FOCUSES)
2 COMMUNICATION
3 CONSTITUTION(STAMINA)
2 CUNNING
3 DEXTERITY (STEALTH,TRAPS)
2 MAGIC
1 PERCEPTION (SEEING)
3 STRENGTH (CLAWS,INTIMIDATION)
4 WILLPOWER(MORALE)
COMBAT RATINGS
SPEED HEALTH DEFENSE ARMOUR
15 60 13 5
ATTACKS
WEAPON ATTACK ROLL DAMAGE
CLAWS +6 2D6+3

POWERS
FAVOURED STUNTS: Lightning Attack, Mighty Blow
ABOMINATION FORM: The abomination’s transformation gives
it an AR of 5.
EQUIPMENT

Santa Claus
(BatgirlIII FP)
his purpose of this notice is to instruct newly initiated templars on appropriate measures for handling the
annual visitation by the vile abomination known to the unworthy as Santa Claus.
As the diligent will recall, the incursion occurs regularly every twelve months, roughly corresponding to a
lunar year. This trespass has occurred with disturbing regularity since at least the fall of Tevinter Empire,
and perhaps longer, as many records were misplaced.
The faithful will recognize the target on sight, as his garb and pariphenlia mark him immediately as an
apostate and abominations.
Santa Claus is a corpulent, bloated creature which bears only a faint resemblance to its original human
form. It wears a crimson tunic the color of fresh blood, marking him as a possible host of a Rage Demon. It
is bearded, mocking the honorable dwarves of Orzammar, and its hair is a sallow shade of grey, betraying
its unnatural age. Be advised that despite the creatures fearsome name, no claws have been observed, and
the moniker is likely a ruse.
The target has been observed in the company of dozens of elves of unknown clan or lineage. Santa Claus is
conveyed by means of a small aravel pulled by eight or nine creates known to the elves as halla. These
beings single-mindedly pull the target's vehicle during its yearly invasion. They are outfitted with belled
harnesses which are apparently magically imbued with the ability of flight. These creatures have been
known to shed a luminous substance resembling lyrium as they move. Templars should take care to avoid
exposure.
Perhaps more disturbing is the variable number of the minion-creatures. On occasion, a ninth halla has
been observed, placed before the other halla. This singular creature radiates a sickly reddish glow from its
snout, as a spiritual beacon to other followers of the abomination.
Santa Claus gains entry to the domiciles of innocent Freemen across Ferelden and leaves small trinkets to
tempt the faithful awat from the pure worship of the Maker.
Templars are reminded to confiscate and incinerate these items before any lasting damage is done. By
means of unknown magical process some form of temporal distortion field is in effect around the
abomination, and Santa Claus is able to deposit his trinkets into the homes spread far across Ferelden in a
single night. The senior enchanters of the Circle of Magi swear that such magic’s are impossible, but the
evidence of this abomination's activities is clear. Templars should be advised to enter homes in their
localities before the freemen become aware of the heresy that has been visited upon them, to confiscate and
incinerate these leavings.
In other cases, removal of the items after the freemen have discovered them is possible. In such cases, small
children are occasionally loath to surrender the items, as the tainting of the juveniles has already begun.
Executions of the above are to be handled in the most expedient manner possible.
Santa Claus enters the homes of the freemen be way of cimneys, fireplaces, and ovens. The size of the
opening is not a factor, as the creature can adjust its weight and size by means of blood magic
manipulation of its own form. Laying traps in these opennings - such a a furrier might lay for bear or
wolves - has proven successful.
The abomination leaves the home by the same means, after ritually caressing his nostrils. No mucus has
ever been recovered.
Although all previous attempts at the destruction of Santa Claus have failed, Templars are urged to make
such an attempt whenever possible.
However, of more importance is the suppression of cultist activity associated with the yearly incursion. The
heretics have been known to erect shrines in their homes in the form of shrubbery adorned with baubles
and lights (Note: the shrubbery is often highly inflammable, and offers discrete method of executing the
offending heretics without calling undue attention to the templar). Other warning signs include:
hallucinations involving sugered candies during slumber (evidence of Sloth Demon activity); excessive
singing (evidence of Pride Demons); obsessive playing of drums by little boys in the presence of infants (a
sure sign of Rage Demon possession); the performance of lustful rituals while underneath plant clippings
(clear sign of a Lust Demon); and the construction of effigies made of snow (in mockery of the works of the
Maker).
Once again, executions should be handled in an expedient manner.
--Excerpt from a letter sent by a senior templar in Redcliffe to his initiates, 7:73 Storm
ARCANE HORROR
(Teodor Kalamov FP)

ARCANE HORROR DEMON

ABILITIES (FOCUSES)
1 COMMUNICATION
0 CONSTITUTION
2 CUNNING(ARCANE LORE)
0 DEXTERITY (STAVES)
4 MAGIC(ENTROPY)
2 PERCEPTION
1 STRENGTH
3 WILLPOWER
COMBAT RATINGS
SPEED HEALTH DEFENSE ARMOUR
9 15 10 0
ATTACKS
WEAPON ATTACK ROLL DAMAGE
QUARTER STAFF +2 1D6+1

POWERS
FAVOURED STUNTS: Skilful casting, Mighty Spell
POWERS: Drain Life (Spell), Vulnerability Hex (Spell)
EQUIPMENT
BEAR, CAVE
(gamerdad FP)

BEAR, CAVE ANIMAL

ABILITIES (FOCUSES)
0 COMMUNICATION
7 CONSTITUTION(STAMINA)
-1 CUNNING
2 DEXTERITY(BITE)
-1 MAGIC
2 PERCEPTION(SMELLING, TASTING)
7 STRENGTH (CLAWS, INTIMIDATION, MIGHT)
2 WILLPOWER
COMBAT RATINGS
SPEED HEALTH DEFENSE ARMOUR
15 70 12 0
ATTACKS
WEAPON ATTACK ROLL DAMAGE
BITE +4 2D6+7
CLAW +9 3D6+7

POWERS
FAVOURED STUNTS: Knock Prone (1SP), Maul.
MAUL: A cave bear can follow up a successful attack with its
claws with a second Claw attack against the same target as a
special stunt costing 2 SP. Doubles on the Maul attack roll does
not generate more stunt points.
EQUIPMENT
BLIGHT VULTURE
(TheDux FP)
"In Blights past, as the corruption of the darkspawn spread through the wilder areas of Thedas, it would infect the
animals found there, and the more powerful of them would survive and be transformed into a more vicious and
dangerous beast." -Except from the Blight Wolf Codex entry.
"Not seen by mortal eyes before, the Blight Vulture is a carnivorous birds that had only recently popped up in recent
years. With a wing span no less than ten feet; these avian giants have been seen swooping from the sky and snatching
children from the fields. Their crushed bodies are found later miles away, picked to the bone."

BLIGHT VULTURE DEMONSPAWN

ABILITIES (FOCUSES)
-2 COMMUNICATION
3 CONSTITUTION(STAMINA, FLYING)
1 CUNNING
4 DEXTERITY (BITE)
0 MAGIC
4 PERCEPTION(SEEING, SEARCHING)
3 STRENGTH(CLAWS, MIGHT)
3 WILLPOWER(INTIMIDATE)
COMBAT RATINGS
SPEED HEALTH DEFENSE ARMOUR
7/14 25 14 2
ATTACKS
WEAPON ATTACK ROLL DAMAGE
BITE +6 1D6+3
CLAWS +5 2D6+3

POWERS
FAVOURED STUNTS: Snatch ‘n Grab, Lightning Attack
HEAVY FEATHERS: Natural AR 3
SNATCH ‘N GRAB: On a successful dive with a Claw attack, the
Blight Vulture snatches the target in its huge talons and begins to
crush the life out of them, as a special stunt for 3 SP. This deals
1D6 + Strength damage each round. The victim’s AR is only
counted the first round. After a couple rounds the Blight Vulture
will tend to drop the victim from a great height.
ABILITY: Flight – on ground the vulture is speed 7, in the air
speed 14.
EQUIPMENT
BOAR
(gamerdad FP)

BOAR ANIMAL

ABILITIES (FOCUSES)
0 COMMUNICATION
4 CONSTITUTION(STAMINA)
-2 CUNNING
1 DEXTERITY(BITE)
-1 MAGIC
2 PERCEPTION(SMELLING, TASTING)
4 STRENGTH(TUSK, INTIMIDATION, MIGHT)
2 WILLPOWER
COMBAT RATINGS
SPEED HEALTH DEFENSE ARMOUR
14 40 11 0
ATTACKS
WEAPON ATTACK ROLL DAMAGE
BITE +3 1D6+4
TUSK* +6 2D6+4
*ONLY USED FOR A CHARGE OR SLASH STUNT

POWERS
FAVOURED STUNTS: Knock Prone, Slash
SLASH STUNT: A boar can follow up a successful attack with its
Bite with a Tusk attack against the same target as a special stunt
costing 2 SP. Doubles on the Tusk attack roll do not generate
more stunt points
BOAR CHARGE: The boar lowers its head and charges the enemy,
this is reolved as a normal charge but always ends with a tusk
attack.
EQUIPMENT
DEEPSTALKER
(Saisei FP)
"A fool trusts his eyes. A wise man fears every rock is a deepstalker."
--Dwarven saying.
Possibly the strangest of all the creatures found in the Deep Roads is the deepstalker. Tezpadam, as the
dwarves call them, hunt in packs, generally by burrowing underground and then striking when their prey
is in their midst.
Stalkers come in several types. Spitters have venom glands and can spit secretions that slow or injure their
prey. Jumpers hurl themselves at their targets, knocking them down and making the kill easier. The most
common variety scares its prey, leaving the unfortunate victim helpless against the rest of the pack.

Deepstalker

DEEPSTALKER ANIMAL

ABILITIES (FOCUSES)
-1 COMMUNICATION
2 CONSTITUTION(RUNNING)
-1 CUNNING
5 DEXTERITY (STEALTH, BITE, INITIATIVE)
2 MAGIC
3 PERCEPTION (HEARING)
1 STRENGTH
0 WILLPOWER
COMBAT RATINGS
SPEED HEALTH DEFENSE ARMOUR
15 12 15 1
ATTACKS
WEAPON ATTACK ROLL DAMAGE
BITE +7 1D6+1
CLAWS +3 1D6+3

POWERS
FAVOURED STUNTS: Skirmish, Pierce Armour
TOUGH HIDE: The tough skin of the Deepstalker gives them a
slight bonus to their armour.
SWARM TACTICS: A Deepstalker can perform Swarm Tactics as a
special stunt costing 3 SP. This stunt allows any other
Deepstalker adjacent to the target to make an immediate attack.
Rolling doubles on these bonus attacks does not generate stunt
points. Deepstalkers that haven’t taken their turns yet this round
can still take their actions as normal even after benefiting from
Swarm Tactics.
EQUIPMENT
Deepstalker Spitter

DEEPSTALKER SPITTER ANIMAL

ABILITIES (FOCUSES)
-1 COMMUNICATION
2 CONSTITUTION(RUNNING)
-1 CUNNING
5 DEXTERITY (STEALTH, BITE, INITIATIVE)
2 MAGIC
3 PERCEPTION (HEARING)
1 STRENGTH
0 WILLPOWER
COMBAT RATINGS
SPEED HEALTH DEFENSE ARMOUR
15 12 15 1
ATTACKS
WEAPON ATTACK ROLL DAMAGE
BITE +7 1D6+1
CLAWS +3 1D6+3
ACID GOUT +5 2D6

POWERS
FAVOURED STUNTS: Skirmish, Pierce Armour
TOUGH HIDE: The tough skin of the Deepstalker gives them a
slight bonus to their armour.
SWARM TACTICS: A Deepstalker can perform Swarm Tactics as a
special stunt costing 3 SP. This stunt allows any other
Deepstalker adjacent to the target to make an immediate attack.
Rolling doubles on these bonus attacks does not generate stunt
points. Deepstalkers that haven’t taken their turns yet this round
can still take their actions as normal even after benefiting from
Swarm Tactics.
ACID GOUT: A Deepstalker spitter can spit a gob of acid as a
ranged attack. It has a short range of 6 yards and a long range of
12 yards.
EQUIPMENT
Deepstalker Jumper

DEEPSTALKER JUMPER ANIMAL

ABILITIES (FOCUSES)
-1 COMMUNICATION
2 CONSTITUTION(RUNNING)
-1 CUNNING
5 DEXTERITY (STEALTH, BITE, INITIATIVE)
2 MAGIC
3 PERCEPTION (HEARING)
1 STRENGTH (JUMPING)
0 WILLPOWER
COMBAT RATINGS
SPEED HEALTH DEFENSE ARMOUR
15 12 15 1
ATTACKS
WEAPON ATTACK ROLL DAMAGE
BITE +7 1D6+1
CLAWS +3 1D6+3

POWERS
FAVOURED STUNTS: Skirmish, Pierce Armour
TOUGH HIDE: The tough skin of the Deepstalker gives them a
slight bonus to their armour.
SWARM TACTICS: A Deepstalker can perform Swarm Tactics as a
special stunt costing 3 SP. This stunt allows any other
Deepstalker adjacent to the target to make an immediate attack.
Rolling doubles on these bonus attacks does not generate stunt
points. Deepstalkers that haven’t taken their turns yet this round
can still take their actions as normal even after benefiting from
Swarm Tactics.
LEAPING KNOCK DOWN: The Deepstalker Jumper can perform
the Knock Prone stunt for 1 SP.
EQUIPMENT
DESIRE DEMON
(Saisei FP with notes by TheDux)

DESIRE DEMON DEMON

ABILITIES (FOCUSES)
4(6) COMMUNICATION(DECEPTION, DISGUISE, PERSUADE,
SEDUCTION, BARGAINING)
1(2) CONSTITUTION
2 CUNNING
0(1) DEXTERITY
0 MAGIC
0 PERCEPTION
2(3) STRENGTH
3(5) WILLPOWER
COMBAT RATINGS
SPEED HEALTH DEFENSE ARMOUR
12(13) 40(55) 10(11) 0*
ATTACKS
WEAPON ATTACK ROLL DAMAGE
CLAWS +4(+5) 2D6+4(5)

POWERS
FAVOURED STUNTS: Disarming Allure
SHIELD OF DREAMS: When an opponent attempts to attack the
Desire Demon their mind and soul is barraged with promises of all
the things they could want in the world. They must make a
Willpower (Self-Discipline or Faith) check vs. the demons
Communications (Bargaining). If they fall they cannot act until
they're next turn. Once the test has been passed the attacker is
immune to its affects for the rest of the encounter.
DISARMING ALLURE: The Desire Demon can perform this
special stunt for 2SP. The target must make a Willpower (Self-
Discipline or Faith) check vs. Communications (Seduction). If
they fail their Defence score is halved (rounded down) until the
start of their next turn.
EQUIPMENT

*Armour: If the sacrifice was wearing any armour, the Desire Demon gains that AR.

I gave my desire demon a power "Ensorcelled Coercion". Basically it makes Deception, Disguise, Persuade,
Seduction, and Bargaining usable as spells with a spell power of 10+Communication+Magic+Focus vs.
Self-Discipline. Rather than (say) Seduction being just "Aww, you are seduced" you basically become a
slave of the Desire Demon.
To overcome the effect, the Desire Demon must either be killed or you must make an advanced test with a
threshold like 12. The Tests would either be Self-Discipline (of the ensorcelled character) or a Persuasion (of
a friend attempting to snap you out of it).
I am also considering adding a "Usurper" Power for high level Desire Demon. When someone is under the
effects of Ensorcelled Coercion, the Desire Demon can choose to drain 1d6 life from them. They cannot
resist the effect.
I also gave the Desire demon a couple of spells like Winter's Grasp and Mind Blast. I am debating on
saving those for just higher level Desire Demons and give her just an Arcane Lance (no wand/staff
required).
DRAKE (DRAGONLING)
(TheDux FP)
“Male dragons never develop into the winged monsters of myth. At most, their forelegs grow vestigial spurs where
wing membrane might have been.
Once they have fully matured, males immediately seek out the lairs of adult females. When they find one, they move
into her lair and spend the rest of their lives there, hunting for her and defending her young. They will aggressively
defend her nest, and many would-be dragon hunters have been lost to their fiery breath and crushing blows from their
tails."
--From Codex Entry: Dragon

DRAKE DRAGONLING

ABILITIES (FOCUSES)
-1 COMMUNICATION
5 CONSTITUTION(STAMINA, RUNNING)
-1 CUNNING
5 DEXTERITY(BITE)
0 MAGIC
4 PERCEPTION(SMELLING, TRACKING)
5 STRENGTH(INTIMIDATION, MIGHT, CLAWS)
1 WILLPOWER(COURAGE, MORALE)
COMBAT RATINGS
SPEED HEALTH DEFENSE ARMOUR
16 30 15 5
ATTACKS
WEAPON ATTACK ROLL DAMAGE
BITE +7 2D6+5
CLAWS +7 2D6+5
TAIL BLOW +5 1D6+8
FLAME BREATH +7 3D6
POWERS
FAVOURED STUNTS: Whipping Flame, Tail Blow.
FLAME BREATH: The Drake spew’s intense flames from his mouth
that cover a 10 by 4 yard area. Those in the area can attempt to
avoid the damage by making a Dexterity (Acrobatics) test against
the Drake's Dexterity (Flame Breath). If caught in the inferno, the
targets take 3D6 damage. Even if the targets are lucky enough to
avoid the brunt of the flames, the intense heat is enough to cause
burns to those close enough. They only take 1/2 damage. Other
than the Stunts noted below, only Might Blow and Rush The
Initiative can be used with this attack. The Drake needs 1d6
rounds to conjure up the flames again.
WHIPPING FLAME: For 3 SP the Drake can whip his flame to
cover a greater area. The flames cover a 10 by 6 yard area now.
CONJURE FLAMES: Stunt - 2+ SP. For 2 SP the number of turns
before Flame Breath is ready again is reduced by 1. For every point
there after the timer is reduced by another 1 round.
TAIL BLOW: 3 SP. Drakes can perform Knock Prone and Mighty
Blows at the same time for only 3 SP with a successful Tail Blow.
DRAKE SCALES: Prized by smiths, Drake scales can be made into
sturdy, yet light flexible armour. This gives the drake AR 5
EQUIPMENT
GRIPPER
(Jekias FP)

A Gripper is a small, armadillo-shaped creature that is often mistaken for a rock. It has gray armour bands
interlocked across its back and jagged spikes all around the bottom edge of its body. It has many legs
underneath, each with a sharp, hooked claw at the end. Its mouth is like a leech with teeth all around,
similar to that of a lamprey eel. When walking, it makes a soft scraping sound similar to that of like claws
on a rock and it moves with an odd, waddling gait. When threatened it makes snapping and hissing
sounds and a clicking growl.

GRIPPER
ABILITIES (FOCUSES)
-2 COMMUNICATION
3 CONSTITUTION(STAMINA)
0 CUNNING
2 DEXTERITY(BITE)
0 MAGIC
1 PERCEPTION(SMELLING, TRACKING)
4 STRENGTH(CLAWS, LEECHING BITE)
0 WILLPOWER
COMBAT RATINGS
SPEED HEALTH DEFENSE ARMOUR
6 10 7 10
ATTACKS
WEAPON ATTACK ROLL DAMAGE
CLAW +5 1D6+4
BITE +4 2D6

POWERS
FAVOURED STUNTS: Leeching Bite, Pierce Armour
NATURAL ARMOUR: Grippers have very strong natural armour.
While easy to hit, they are very hard to damage. They have a
natural AR of 10.
LEECHING BITE: 3 Point stunt. Only after a claw attack, a
gripper can latch onto its target. Until removed, the gripper will
inflict 1d6 penetrating damage to the target on each of its turn
until killed or removed. On the victims turn, they can attempt to
remove the gripper as a minor action - this will involve an opposed
strength roll - strength (bite) vs. strength (might). This allows the
victim to toss the creature d6 yards from them (victim's choice).
Attacks against a gripper attached to another person requires a
roll of 1d6 - a roll of 1 means the attack hits the victim instead
(resolve as a normal attack).
The victim can continue to fight with the gripper attached, but
cannot attack one attached to itself.
Once the gripper has been attached to a victim for 4 consecutive
rounds, its teeth would have dug into the victims flesh so much so
that attempts to remove it would require such force that it would
remove a section of the victim's body. If forceful removal occurs,
the victim will suffer 4D6 damage. It voluntarily lets go once the
victim is dead to seek out new prey.
EQUIPMENT
OGRE
(gamerdad FP)
"They use brute force to charge their enemies like bulls, slam the ground with their fists to shake enemies off their feet,
and hurl great rocks into the face of oncoming foes. Melee can be difficult against a giant that snatches a warrior up in
one hand, crushing the life out of him or beating him into oblivion with the other hand. The nimble can try to wiggle
his way free, or an ally can attempt an array of stunning blows on an ogre to free the comrade in danger.
Grey Warden lore urges caution when slaying an ogre. Unless it is ensured that they have received a major wound to
the head or the heart, it is possible that they are lying dormant and will regenerate to full health within a matter of
minutes. During a Blight, most Grey Wardens recommend burning all darkspawn to ashes... "dead" ogres in
particular."
Codex entry: Ogre

OGRE DARKSPAWN Ogres are harbingers of the worst of the darkspawn,


ABILITIES (FOCUSES) appearing only when a Blight is imminent. They are
0 COMMUNICATION massive hulks that tower over the battlefield, possessed of
8 CONSTITUTION(STAMINA) incredible brawn and fortitude, with one alone capable of
0 CUNNING
destroying an entire squad of enemy soldiers.
1 DEXTERITY(THROW ROCK)
1 MAGIC Dragon Age Wiki
2 PERCEPTION(SMELLING)
9 STRENGTH(INTIMIDATION, MIGHT, PUMMEL,
BULL CHARGE
3 WILLPOWER(COURAGE, MORALE)
COMBAT RATINGS
SPEED HEALTH DEFENSE ARMOUR "They are 12 feet tall ... "
12 80 11 7
" ... its thick hide ..."
ATTACKS
WEAPON ATTACK ROLL DAMAGE "Two Hurlocks in front of him tried to get out of the way,
PUMMEL +11 2D6+9
but the ogre was impatient. It stepped on one, crushing it
BULL CHARGE +13 2D6+17
HURL ROCK +3 3D6+9 underfoot with a sickening crunching noise, and slapped
POWERS the other aside so hard it went flying and slammed against
FAVOURED STUNTS: Slam the ground, Snatch 'n crush the wall of the cavern."
IMMUNITY TO KNOCK DOWN: The Ogre is immune to the
Knock prone stunt, unless the opponent is of the same size or "He struggled, but the creature only squeezed him until
larger. his armour dug into his flesh."
PIERCE ARMOUR STUNT RESISTANCE: The Pierce armour stunt
results in the ogre having AR 5 instead of having AR halved. This "With a wrenching groan, the ogre ripped up a large piece
reflects the fact that there is no chink to be found in its thick hide,
but the attack still bypasses the pieces of plate worn. of masonry from the stairs leaving an impressive gap."
PUMMEL: The Ogre uses its huge fist to batter its enemy, doing
2d6+Strength with each hit. "Dragon Age, The Calling", David Gaider.
BULL CHARGE: The Ogre charges with lowered head receiving a
+2 to hit, instead of the normal +1 received for the charge action.
The Ogre does 2d6 + Strength + Constitution in damage.
HURL ROCK: The Ogre can hurl great rocks doing 3d6 + strength
in damage. Short range is 8 yards, long range is 16 yards. The
Ogre may also hurl a character he is currently holding, e.g. after a
‘Snatch and Crush’, causing the same amount of damage. The
hurled character suffers the full amount of damage, without
counting the AR. I.e. AR does not reduce the damage taken.
Anyone struck by a hurled character suffers the same damage, i.e.
use the same die roll, just as if he/she had been struck by any
hurled object, with AR counted normally.
SLAM THE GROUND: The Ogre slams the ground with its fists to
shake enemies off their feet, as a special stunt for 2 SP. Adjacent
characters must succeed at a Dexterity (Acrobatics) test vs. target
13 or be knocked prone.
SNATCH AND CRUSH: The Ogre snatches the target in its huge
hands and begins to crush the life out of them, as a special stunt
for 3 SP. This deals 1D6 + Strength damage each round. The
victim’s AR is only counted the first round. The Ogre may
Pummel an enemy held like this, and any such attack will
automatically hit the victim.
A character held this way is unable to perform any actions except
trying to wiggle free by making a test of Dexterity (Acrobatics) vs.
the Ogre's Strength (Might). A held character can also be freed by
someone else doing a "Disarm" stunt on the ogre, and if
successful the held character will be dropped to the ground.
REGENERATION: For 4 SP, through the chaotic and strange
workings of the taint and darkspawn magic, the Ogre regenerates
health equal to 1d6+Constitution. Health loss caused by fire
cannot be regenerated.
When an ogre has died, i.e. reached 0 health, it starts to regenerate
health the next round, and gains 10+Constitution health each
minute, i.e. it is taking a "breather" each minute. The ogre regains
consciousness after 2 minutes like this and may then rise and fight
again or lie and wait a few minutes more depending on the
situation. The remains must be burned in order to kill the ogre
permanently.
EQUIPMENT
PIECES OF PLATE ARMOUR
SCORPION, GIANT
(gamerdad FP)

SCORPION, GIANT INSECT

ABILITIES (FOCUSES)
-2 COMMUNICATION
4 CONSTITUTION
-2 CUNNING
3 DEXTERITY(STING)
0 MAGIC
3 PERCEPTION(TOUCHING)
4 STRENGTH(CLAWS, INTIMIDATION)
1 WILLPOWER
COMBAT RATINGS
SPEED HEALTH DEFENSE ARMOUR
12 40 13 6
ATTACKS
WEAPON ATTACK ROLL DAMAGE
CLAWS +6 2D6+4
POISON STING* +5 1D6+5
*SEE BELOW FOR MECHANICS

POWERS
FAVOURED STUNTS: Knock Prone, Poison Sting
EXOSKELETON: The tough exoskeleton of a giant scorpion gives
the creature an AR of 6.
POISON STING: A giant scorpion can strike with its tail as a
special stunt costing 2 SP. This is a special attack made at +5
which causes 1d6+5 damage. If the character takes any damage,
after AR reduction, from the sting it injects poison into the victim.
The poisoned victim must make a Constitution (Stamina) test
against TN 15 (Hard). If the character fails he/she becomes
paralysed until the end of the encounter or until he/she receives a
Heal spell. A character who passes the test will still suffer a -2
penalty to Dexterity until the end of the encounter or until he/she
receives a heal spell.
EQUIPMENT
SHRIEK
(Saisei FP)
Scholars call these tall, lean darkspawn the sharlock, though they are more popularly known as shrieks
because of the ear-splitting cries they emit in battle. Many tales exist of soldiers being unnerved by the
sounds of approaching shrieks, cloaked in darkness and never seen until the moment they strike.
As horrors of the night, shrieks are renowned for their incredible speed and agility as well as their stealth.
They are the assassins of the darkspawn, penetrating the enemy lines and striking their targets using long,
jagged blades attached to their forearms to rip their opponent to shreds in seconds. They have been known
to employ poison, often drawn from their own blood, and have demonstrated cunning group tactics when
attacking in numbers.

SHRIEK DEMON

ABILITIES (FOCUSES)
0 COMMUNICATION
1 CONSTITUTION(RUNNING)
2 CUNNING
5 DEXTERITY(STEALTH, LIGHT BLADES, INITIATIVE)
2 MAGIC
3 PERCEPTION(HEARING, TRACKING)
1 STRENGTH
1 WILLPOWER
COMBAT RATINGS
SPEED HEALTH DEFENSE ARMOUR
17 25 15 3
ATTACKS
WEAPON ATTACK ROLL DAMAGE
SLICE +7 1D6+3

POWERS
FAVOURED STUNTS: Lightning Attack, Skirmish
LIVING WEAPON: The serrated blades protruding from a shriek’s
forearms count as Light Blades.
NATURAL ARMOUR: The thick leathery skin of a Shriek provides
protection as if it were wearing Light Leather armour
RELENTLESS: The Shriek can perform the Lightning attack stunt
for only 2 SP
SHRIEK: The Shriek lets out an ungodly cry from which they get
their names. Any enemy within ear shot must make a check vs.
TN 11 Willpower (Courage) (TN 13 if the Shriek is hidden) or
take a -1 to Attack and Defence until the end of their next turn.
For each different shriek using this ability, the duration is
cumulative, but the -1 penalty remains static
EQUIPMENT
SNAKE, VIPER
(gamerdad FP)

SNAKE, VIPER ANIMAL

ABILITIES (FOCUSES)
-3 COMMUNICATION
-3 CONSTITUTION
-2 CUNNING
5 DEXTERITY(BITE)
0 MAGIC
3 PERCEPTION(SMELL)
-3 STRENGTH
0 WILLPOWER
COMBAT RATINGS
SPEED HEALTH DEFENSE ARMOUR
14 5 15 0
ATTACKS
WEAPON ATTACK ROLL DAMAGE
BITE +7 1D6-3

POWERS
FAVOURED STUNTS: Bypass Armour, Poison Bite.
BYPASS ARMOUR STUNT: The viper strikes at an exposed area
for 2 SP, ignoring armour completely.
POISON BITE STUNT: If the bite penetrates the enemy's armour
and causes at least 1 pt of damage, the viper can inject poison into
the victim for 2 SP. The poisoned victim must make a
Constitution (Stamina) test against TN 15 (Hard). If the
character fails he/she becomes unconscious until the end of the
encounter or until he/she receives a Heal spell. A character who
passes the test will still suffer a -2 penalty to Dexterity until the
end of the encounter or until he/she receives a heal spell.
EQUIPMENT
SNAKE, CONSTRICTOR
(gamerdad FP)

SNAKE, CONSTRICTOR ANIMAL

ABILITIES (FOCUSES)
-3 COMMUNICATION
2 CONSTITUTION
-2 CUNNING
3 DEXTERITY(BITE)
0 MAGIC
3 PERCEPTION(SMELL)
4 STRENGTH(MIGHT)
0 WILLPOWER
COMBAT RATINGS
SPEED HEALTH DEFENSE ARMOUR
14 25 13 0
ATTACKS
WEAPON ATTACK ROLL DAMAGE
BITE +5 1D6+3

POWERS
FAVOURED STUNTS: Lightning attack, Envelop
ENVELOP: For 3 SP the Snake will envelop its enemy, coiling
around it and start to crush the life out of it. An enveloped
character takes 2d6+3 damage each round and armour will give
full protection the first round, and only half AR (rounded down)
in each subsequent round. An enveloped character may try to
break free by making a Strength(Might) vs. Strength(Might) test.
EQUIPMENT
WEREWOLF
(TheDux FP)
Fereldan lore is full of instances where these creatures have plagued the countryside: wolves possessed by rage demons
and transformed into humanoid monsters with incredible speed and strength, able to spread a curse to those they bit
that would drive them mad with unthinking fury. When in this enraged state, a human host can likewise become
possessed and be transformed into a feral, wolf-like beast. Tales differ on these werewolves of human origin, some
claiming that their transformation into a bestial form happens uncontrollably. Some claim the transformation is
irreversible. As is often the case with demonic tales, both versions were most likely true at some point.
The ability of normal dogs to detect a werewolf even when it is in a human guise is what first led Fereldans to adopt
dogs as indispensable companions in every farmhold. The alliance between humans and regular wolves is the subject
of the popular Fereldan folk tale "Dane and the Werewolf."
The actual hero Dane led a crusade to eliminate the werewolf threat during the early Black Age, and while werewolves
have never assumed the same prominence since, there have still been reports of individual packs lurking in remote
forests. In recent years, some have even been reported to have developed an uncanny willpower and intelligence...
though why this is so is still unknown."
- Codex entry: Werewolf

WEREWOLF “And Dane he stood his ground,


ABILITIES (FOCUSES) The fanged beast approached.
0 COMMUNICATION He saw the rage within its eyes,
5 CONSTITUTION(STAMINA, RUNNING)
The wolf that once was there.
0 CUNNING
4 DEXTERITY(BITE) The sword he raised,
1 MAGIC Merciful death be praised,
3 PERCEPTION(STEALTH, TRACKING) To the maker went his prayer."
7 STRENGTH(INTIMIDATION, MIGHT, CLAWS)
3 WILLPOWER(COURAGE, MORALE)
From the popular telling of Dane and the Werewolf,
COMBAT RATINGS a legend of Ferelden circa 4:50 Black.
SPEED HEALTH DEFENSE ARMOUR
16 60 14 5
ATTACKS
WEAPON ATTACK ROLL DAMAGE
BITE +6 1D6+9
CLAWS +9 1D6+9

POWERS
FAVOURED STUNTS: Bite of Madness, Overwhelm
OVERWHELM: On a Claw attack, the Werewolf can spend 3 SP to
use Knock Prone and then make a Bite attack against the target.
HOWLING MADNESS: The demon that inhabits the enraged
corpse is insane. An enraged corpse automatically passes any
Willpower (Morale) test it is required to take.
PACK TACTICS: A Werewolf who lands a Bite attack can perform
Pack Tactics as a special stunt costing 3 SP. This stunt allows any
other Werewolf adjacent to the target to make an immediate Bite
attack. Rolling doubles on these bonus attacks does not generate
stunt points. Werewolves that haven’t taken their turns yet this
round can still take their actions as normal even after benefiting
from Swarm Tactics.
BITE OF MADNESS: For 5 SP the werewolf can spread his curse to
his victim. The victim must overcome a Constitution (Stamina)
vs. 10+0.5xBite Damage test. See "Curse of The Werewolves"
below.
EQUIPMENT
Curse of the Werewolves
A target who fails their Constitution (Stamina) test against the Bite of Madness is subject to this curse. It is a
supernatural disease that is beyond the fields of both medicine and the arcane and the victim must fight the
curse with just his physical fortitude alone. Mages seem to be able to ward off this curse with ease. The first
effect the player will experience is a the inability to heal the damage dealt by Bite of Madness. The second is
wild dreams about an inner rage that is boiling to the surface. Each night the victim must attempt a
Constitution (Stamina) test vs. 10+1/2 Bite Damage. If they do not break a Threshold of 15 in 5 nights, they
become a Werewolf (See Template: Werewolf) upon the final failure. Each night they also make a
Willpower advanced test with a TN of 11 and Threshold of 10. If they fail this by the time of the
metamorphosis then they go mad and do not remember their former life. If they succeed, they retain
everything from their former life (though they may become more aggressive).

Template: Werewolf

Background Gain - +2 Strength, Dexterity (Bite) or Strength (Claws), 1d6+2 Bite Attack, 1d6+2 Claws
Attack, Howling Madness
Roll 2d6
2 +1 Strength
3-4 Focus: Perception(Tracking)
5 Focus: Strength (Intimidation)
6 Focus: Perception (Smelling)
7-8 +1 Constitution
9 Focus: Dexterity(Stealth)
10-11 Focus: Willpower (Courage)
12 +1 Willpower
Background Loses -1 Communication, All Background Bonuses
Warrior Trades - Armor Training (Novice) trades for Tough Hide (4 AR when not in armor). Armor
Training (Journeyman) for Ferel Hide (6 total AR when not wearing armor). One Weapon Group for +1
damage to Bite and +1 damage to Claws. Any one Weapon Style talent for Overwhelm Stunt. Any one
Weapon Style talent for +2 to Bite or Claws damage. Any two Weapon Style talents for +1d6 to Bite or
Claws damage.
Rogue Trades - Rogue's Armor for Tough Hide (4 AR when not in armor). One Weapon Group for +1
damage to Bite and +1 damage to Claws. Any one Weapon Style talent for Overwhelm Stunt. Any one
Weapon Style talent for +2 to Bite or Claws damage. Any two Weapon Style talents for +1d6 to Bite or
Claws damage.
WILD SYLVAN
(gamerdad FP)
"Those Demons that possess trees are known as wild sylvan’s.
Generally, only demons of rage, the weakest of the demon hierarchy, will become a sylvan. Once they do, they must
spend a great deal of time twisting and moulding the host in order to make it mobile, and once they have the sylvan is
a powerful and deadly opponent. Other, more intelligent, spirits have also been known to become sylvan’s, and are
generally much less violent, but these are rare.
Slow but immensely powerful, wild sylvan’s prefer to lay in ambush, waiting for a victim to become lost, tired, or
trapped before closing in for the kill. They hide among regular trees, nearly undetectable until they begin to move and
to reach. When they do "come to life" as some travellers say, they stand tall, roots forming into legs and feet and
branches stretching out into lashing arms."
- Codex entry: Wild Sylvan
In forests where the Veil between this plane and the Fade has become thin, the forest is “alive” with vengeful spirits
who have possessed trees. These creatures are called wild sylvan’s. Sylvan’s can retain some of the intelligence and
even memories of the possessing spirit, which sometimes grow over time. More often, sylvan’s retain only a
smattering of intelligence and are filled with an extreme jealousy of other living things. They kill any who enter their
domain, animating branches to swing as fists, enveloping the living in their roots, or uprooting themselves briefly to
walk (slowly). Sylvan’s are heavily resistant to physical damage. They are immune to any earth spells, powers, traps
and bombs. - Dragon Age Wiki

WILD SYLVAN DEMON

ABILITIES (FOCUSES)
-2 COMMUNICATION
9 CONSTITUTION(STAMINA)
0 CUNNING
2 DEXTERITY(ENVELOP)
2 MAGIC
0 PERCEPTION
9 STRENGTH(INTIMIDATION, MIGHT, LASH)
2 WILLPOWER
COMBAT RATINGS
SPEED HEALTH DEFENSE ARMOUR
6 70 10 10
ATTACKS
WEAPON ATTACK ROLL DAMAGE
LASH* +11 2D6+9
ENVELOP** +4

POWERS
FAVOURED STUNTS: Lightning Attack, Dual Strike.
UNDETECTABLE: To all appearances a Wild sylvan looks like a
normal tree, and there's no way to spot one unless explicitly
looked for. Anyone trying to determine if a tree is in fact a Wild
sylvan must pass a TN 17 (Formidable) Perception(Seeing) test.
LASH: The Wild sylvan uses its branches, stretching them out and
lashing their enemies with them, doing 2d6+9 damage with each
hit. It may do 1d3 attacks like this each turn, directed at the same
or any combination of targets
ENVELOP: The Wild sylvan envelops its victim in one of its roots.
This attack has a range of 6 yards. It may do 1d2 attacks like this
each round, regardless of the number of victims already held this
way, i.e. there's an endless supply of roots. The attack does no
damage, but the victim is held completely immobile, helpless to do
anything but try to pry himself loose. An enveloped character may
try to get loose by making a Strength (might) vs. Strength (might)
test. A root may also be hacked off by another character, and in
that case it is attacked as a separate entity with a defense 0, AR 3
and Health 15. The damage caused to a root does not affect the
Wild sylvan itself.
NATURE’S IMMUNITY: The Wild Sylvan is immune to any and
all earth based spells, powers, traps and bombs.
EQUIPMENT
WOLF, DIRE
(gamerdad FP)

WOLF, DIRE ANIMAL

ABILITIES (FOCUSES)
0 COMMUNICATION
3 CONSTITUTION(RUNNING)
-1 CUNNING
3 DEXTERITY(BITE, STEALTH)
-1 MAGIC
3 PERCEPTION (HEARING, SMELLING)
3 STRENGTH (JUMPING)
1 WILLPOWER
COMBAT RATINGS
SPEED HEALTH DEFENSE ARMOUR
14 25 13 0
ATTACKS
WEAPON ATTACK ROLL DAMAGE
BITE +5 1D6+5

POWERS
FAVOURED STUNTS: Knock Prone, Lightning Attack
EQUIPMENT
WOLF, GREY
(gamerdad FP)

WOLF, GREY ANIMAL

ABILITIES (FOCUSES)
0 COMMUNICATION
2 CONSTITUTION(RUNNING)
0 CUNNING
3 DEXTERITY (BITE, STEALTH)
-1 MAGIC
3 PERCEPTION (HEARING, SMELLING)
2 STRENGTH (JUMPING)
1 WILLPOWER
COMBAT RATINGS
SPEED HEALTH DEFENSE ARMOUR
14 20 13 0
ATTACKS
WEAPON ATTACK ROLL DAMAGE
BITE +5 1D6+4

POWERS
FAVOURED STUNTS: Knock Prone, Lightning Attack
EQUIPMENT
DOG
ABILITIES (FOCUSES)
COMMUNICATION
CONSTITUTION
CUNNING
DEXTERITY
MAGIC
PERCEPTION
STRENGTH
WILLPOWER
COMBAT RATINGS
SPEED HEALTH DEFENSE ARMOUR

ATTACKS
WEAPON ATTACK ROLL DAMAGE

POWERS
FAVOURED STUNTS: Text
ABILITY: Text
ABILITY: Text
ABILITY: Text
ABILITY: Text
EQUIPMENT

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