Fauna
fauna
Arctic Cod
Arctic Foxes
Arctic Tern
Auroch
Caribou
Dire Wolves
Elk
Goats
Grey Goosefish
Ground Sloth
Hookat
Kills Bears Eats Potatoes
Mastdons
Musk Ox
Narwhal
Peccary
Penguins
Polar Bear
Ringed Seal/ Bearded Seal
Saber Toothed Tiger
Short Faced Bear
Walrus
Whale
Yeti
SOME NOTES ON FAUNA
A Pack- Has a designated leader – and will harry and hunt and stalk – if you are lower in size or strength.
A Herd – Usually migrating – will not attack unless provoked.
A Flock – Usually migrating – can fly – scatter when anything approaches – complex hierarchy.
A Party – Each member has a role – has strategies as a group.
A School – Move as a unit all at once – group thinking.
Anything not in these groupings is implied to be solitary, and some solitary things logically hunt, some migrate, some form mated pairs or reproduce infrequently.
Arctic Cod
(Arctogadus glacialis)
swimming by the icy floes
calmly passing by
HD 0 HP 1 Speed 170’ Swimming
Armor 14 Morale 7 Attack: 1d4 Bite
Cod form schools of 1d12+3.
Arctic
Foxes
(Vulpes lagopus)
depth in motion moves in mind
searching for spring voles
HD 1 HP 4 Speed 110’
Armor 5 Morale 4
Attack: 1D4 Bite, Goes for fingers.
Special: Stealth 4/6.
Arctic
Tern
(Sterna paradisaea)
gracefully flies down on ice
foraging in groups
HD 1 HP 3
Speed 160’ Flying 50’ Walking
Armor 12 Morale 6 Attack: 1d4 Peck
Tern travel in flocks of 15 +/-1d4.
Auroch
(Bos primigenius)
wise old horns and smeared red paint
an archaic sight
HD 9 HP 30 Speed 140’ Armor 13
Morale 7 Attack 2d8 Gore, d10 Trample
Special:Auroch herds always have an Elder Auroch.
Auroch come in herds of 3d10+4.
Treat this as a normal Auroch, except they possess one of the following spells:
Sanctuary, Mass Resist Cold, Ice To Slush, Crack Ice,
Protection from Normal Weapons, Earthquake.
cracking marrow out of bone
HD 3 HP 13 Speed 120’
Armor 12 Morale 7 Attack: +1 1d6 hp bite - On a 6 they thrash and knock you prone
Bone Crushing Dogs come in packs of 1d20+8
and they have always moved east
seeking the warm sun
HD 3 HP 21 Speed 130’ Armor 5
Morale 3 Attack: 1D6 +2 Gore
Caribou come in herds of 1d10-1d100 +5
chasing us and snarling dire threats
determined to eat
HD 4 HP 17 Speed 130’
Armor 14 Morale 10 Attack: +2 2d6 hp bite
Dire Wolves come in packs of 1d12+4
magic rack of horns
bellowing call sends shivers
better climb a tree
HD 3 HP 20 Speed 130’ Armor 9 Morale 4
Attack: 1D10 +3 Gore
Special – If it is rutting season Elk go first in initiative and have 10 morale.
Elk come in herds of 1d10-1d20, but are solitary during rutting season.
majestic passing sheer cliffs
with tough hooves and horns
HD 2 HP 8 Speed 160’
Armor 13 Morale 10 Attack: d8 headbutt, d4 trample
Special - Goats are allied with humans, they will help and fight for humans that have lawful intentions. They often live in the same home as people, and are treated as members of the family. Breastfeeding goats both ways is common practice.
Goats in the wild come in herds of 1d20.
and grey like a corpse's hoary form
like ashen fires that died
HD 1 HP 5 Speed 160’ Swimming
Armor 13 Morale 6 Attack: 1d3 Bite
Special – Lethal contact Poison and consumed poison if not cooked.
ponderously consider steps
tall and long and slow
HD 10 HP 100 Speed 100’
Armor 14 Morale 10 Attack – 2d8 swipe d10 wrangle
Special – Always acts last.
and underneath is tendrilled green
it does what it's called
HD 12 HP 80 Speed 70’
Armor 16 Morale 12
Attack – 2d8 Smash D12 Trample prone players in area.
tusks and fur like a glacier
like a solid wall
HD 15 HP 15 Speed Normal 150 Turning 130
Armor 12 Morale 11
Attack – 1d20 ram 2d6 Trample
HD 7 HP 34 Speed 200’ Swimming
Armor 16 Morale 11 Attack: 1d6X1d4 Bite
Special: Bite grapples, grapple strength is equal to the bite damage, same damage is dealt each start of turn still grappled
Musk
Ox
(Ovibos moschatus)
herd drifting off like a floe
distance melts behind
HD 7 HP 15
Speed 100’ turning 150 Straight
Armor 14 Morale 10
Attack – 2d6 ram d6 Trample
Musk Ox come in herds of 1d12+12.
Narwhal
(Monodon monoceros)
jousting with lances and twisty turns
swiftly piercing ice
HD 15 HP 120
Speed 210’ Swimming
Armor 16 Morale 10
Attack – 2D8 +7 Gore
Special: Has echolocation
Peccary
(Platygonis compressus)
scrambling across the icy ground
grunting and squealing
HD 3 HP 16 Speed 120’ Armor 13 Morale 8
Attack – 1d6 Gore, 1d4 Trample
Peccary form packs of 3D100+100.
Penguins
(Aptenodytes forsteri)
effortlessly darting through
moving as a group
HD 1 HP 2 Speed 50’ Normal 130’ Sliding 150’ Swimming
Armor 5 Morale 1+each additional Penguin
Attack – 1D4 peck at -1
Penguins form vast colonies of 5,000-10,000, but at sea or when traveling in smaller groups
they form flocks of 1d20+5.
Polar
Bear
(Ursus maritimus)
on optic fur and padded paw
it's jaws crush a head
HD 7 HP 25 Speed 110’ Armor 14 Morale 9
Attack – +2 Attack 1d6/1d6/1d12 Claw/Claw/Bite
Mothers will have cubs, 1 or 2 usually.
Ringed Seal, Bearded Seal
(Pusa hispida and Erignathus barbatus)
emerges a wet woman
hidden under hide
out from the surf's tides
a cold man emerges forth
concealed under fur
HD 2 HP 9
Speed 40’ Normal 145’ Sliding 120’ Swimming
Armor 6 Morale 8
Attack – 1D6-2 Bite
Seals live in groups of 900-1100.
Saber
Toothed Tiger
(Smilodon fatalis)
teeth like spearpoints claws like awls
lithe figure stalking
HD 7 HP 35 Speed 150’
Armor 17 Morale 11 Attack – 1d20 slash
Special: Stealth 4/6
Short Faced Bear
(Arctodus simus)
with it's sharp teeth and long legs
largest carnivore
HD 7 HP 30 Speed 100’
Armor 16 Morale 10
Attack – 1d8/1d8/1d6 Claw/Claw/Bite.
Walrus
(Odobenus rosmarus)
many bulls among the rocks
blubber above bone
HD 4 HP 20 Speed 30’ On Land 90’ Swimming Armor 15 Morale 8
Attack – 1D6 +2 Gore
Walrus come in herds of 1d12 to 2D1000 – 1D500, these are called haulouts.
Whale
(Balaena mysticetus)
made of deep undulating tones
that resonate through bone
HD 16 HP 150 Speed 130’Swimming Armor 15
Morale 11 Attack – Swallow Drowning damage? Can Hit Ships
Yeti
(Nix hominis)
hunched stature dispossessed of grace
lumbering through the snow
HD 6 HP 15 Speed 140’Climbing 130’ flatfooted
Armor 13 Morale 10
Attack – D10 punch and slash D6, Slash inflicts bleeding on unarmored opponents, this inflicts
1 damage each start of action until staunched
Special: Cannot resist alcohol’s wiles, will seek alcohol in range of about one mile. Has Climb
6/6.
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