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Monster Barn - New Critters for Owl Hoot Trail Animated Objects: Some gadgeteers create machines that move under their own steam. Some shamans know rituals to shove spirits into everyday objects. In either case, these animated objects are never terribly bright. You can use the stats below for a typical specimen, or advance by level for more powerful ones. Level 1, GRIT +1, DRAW +0, WITS -2, HP 11, Def 11, MDef 9. Slam (1d8+1). Particularly small objects add +1 to Def. Particularly large ones have Giant. Hardy 2; many animated objects have Sickly 2 against a particular kind of attack (fire against wooden objects, for example). Ankheg: The ankheg is a burrowing monster with a taste for fresh meat. An ankheg has six legs, and some specimens are yellow rather than brown. An ankheg burrows with legs and mandibles. A burrowing ankheg usually does not make a usable tunnel, but can construct a tunnel; it burrows at half speed when it does so. Level 3, Grit +5, Draw +0, Wits -2, HP 25, Def 13, MDef 11. Bite +8 (2d6+5 plus 1d4 acid damage) or spit acid +4 against every target in a line out to 1 zone (4d4 acid damage) and cannot deal acid damage for 6 hours. Bison: The great herds of the plains are deadly in large numbers, as they spook and can trample a cowpoke flat. Level 2, GRIT +2, DRAW +0, WITS -1, HP 17, Def 12, MDef 11. Trample +4 (1d10+2). A herd of bison can stampede +8 (4d6, or 2d6 on a miss). Jackalope: This vicious predator resembles a jack rabbit with antelope’s horns and a long pheasant’s tail. It is deadly if approached, but it will try to warn travelers away by mimicking voices. Unfortunately, it also has a love of whiskey, which can draw it from hiding. Level 4, GRIT +1, DRAW +3, WITS +1, HP 26, Def 17, MDef 15. Wile +7. Gore +5 (1d8+1) and teeth +5 (1d6+1). Double damage if the victim moved into the jackalope’s zone in the last round. Jackalope rolls Wile + WITS against victim’s Wile + WITS when mimicking voices. Kobolds: These small critters resemble dogs that walk on their hind legs. They are intelligent, though they only talk to each other in howls and yips. They are masters of trapmaking, and they often plague hill folk mines. Level 1, GRIT -1, DRAW +2, WITS +1, HP 9, Def 14, MDef 12. Wile +4. Improvised weapons (1d4-1). Kobolds oppose rolls to spot their traps with their own Wile + WITS. Minotaur: Tribes of these bull-headed brutes inhabit the labyrinthine canyons of the west, while “domesticated” individuals are employed Back East as bloody-minded guards of great treasures. Level 5. GRIT +4, DRAW +2, WITS -1, HP 34, Def 17, MDef 14. Gore +9 (2d8+4). The minotaur never gets lost, and it will use the terrain to confuse its prey. If the minotaur moves from one zone to an adjacent zone, it is not trailin’ and makes a +7 attack vs. MDef on every target in the new zone (victim is trailin’) in addition to attacking with its horns. Hardy 2.

Monster Barn - New Critters for Owl Hoot Trail

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New creatures for your Owl Hoot Trail game.

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Page 1: Monster Barn - New Critters for Owl Hoot Trail

Monster Barn - New Critters for Owl Hoot Trail

Animated Objects: Some gadgeteers create machines that move under their own steam. Some shamans know

rituals to shove spirits into everyday objects. In either case, these animated objects are never terribly bright. You

can use the stats below for a typical specimen, or advance by level for more powerful ones.

Level 1, GRIT +1, DRAW +0, WITS -2, HP 11, Def 11, MDef 9. Slam (1d8+1). Particularly small

objects add +1 to Def. Particularly large ones have Giant. Hardy 2; many animated objects have Sickly 2

against a particular kind of attack (fire against wooden objects, for example).

Ankheg: The ankheg is a burrowing monster with a taste for fresh meat. An ankheg has six legs, and some

specimens are yellow rather than brown. An ankheg burrows with legs and mandibles. A burrowing ankheg usually

does not make a usable tunnel, but can construct a tunnel; it burrows at half speed when it does so.

Level 3, Grit +5, Draw +0, Wits -2, HP 25, Def 13, MDef 11. Bite +8 (2d6+5 plus 1d4 acid damage) or

spit acid +4 against every target in a line out to 1 zone (4d4 acid damage) and cannot deal acid damage for 6

hours.

Bison: The great herds of the plains are deadly in large numbers, as they spook and can trample a cowpoke flat.

Level 2, GRIT +2, DRAW +0, WITS -1, HP 17, Def 12, MDef 11. Trample +4 (1d10+2). A herd of

bison can stampede +8 (4d6, or 2d6 on a miss).

Jackalope: This vicious predator resembles a jack rabbit with antelope’s horns and a long pheasant’s tail. It is

deadly if approached, but it will try to warn travelers away by mimicking voices. Unfortunately, it also has a love of

whiskey, which can draw it from hiding.

Level 4, GRIT +1, DRAW +3, WITS +1, HP 26, Def 17, MDef 15. Wile +7. Gore +5 (1d8+1) and

teeth +5 (1d6+1). Double damage if the victim moved into the jackalope’s zone in the last round.

Jackalope rolls Wile + WITS against victim’s Wile + WITS when mimicking voices.

Kobolds: These small critters resemble dogs that walk on their hind legs. They are intelligent, though they only

talk to each other in howls and yips. They are masters of trapmaking, and they often plague hill folk mines.

Level 1, GRIT -1, DRAW +2, WITS +1, HP 9, Def 14, MDef 12. Wile +4. Improvised weapons (1d4-1).

Kobolds oppose rolls to spot their traps with their own Wile + WITS.

Minotaur: Tribes of these bull-headed brutes inhabit the labyrinthine canyons of the west, while “domesticated”

individuals are employed Back East as bloody-minded guards of great treasures.

Level 5. GRIT +4, DRAW +2, WITS -1, HP 34, Def 17, MDef 14. Gore +9 (2d8+4). The minotaur

never gets lost, and it will use the terrain to confuse its prey. If the minotaur moves from one zone to an

adjacent zone, it is not trailin’ and makes a +7 attack vs. MDef on every target in the new zone (victim is

trailin’) in addition to attacking with its horns. Hardy 2.

Page 2: Monster Barn - New Critters for Owl Hoot Trail

Nester: This hideous undead is formed from the corpse of a poor soul who crawled through hell and didn't make it,

dying of thirst under the baking sun. It looks like a desiccated body with a poisonous snake in its belly, but the

corpse and snake are part of the same undead creature.

Level 4, Grit +3, Draw +3, Wits +0, HP 29, Def 17, MDef 14. Grab +6 (none, victim must win an

opposed GRIT test to escape). Once a creature is grabbed, snakebite each turn, no roll (1d6+2 plus victim

is trailin' for 2 rounds). Undead.

Thunderbird: The shee believe this great flying predator is actually a spirit made flesh. Whatever its origin, the

thunderbird swoops down on herds and can carry a cow away in its talons.

Level 6, GRIT +3, DRAW +3, WITS +0, HP 48, Def 19, MDef 16. Talon +9 (2d6+3) or shriek +6 vs.

MDef, all creatures within earshot are frightened and automatically trailin’ for the next two rounds. The

thunderbird flies at great speed; it can move two zones on its action and isn’t trailin’ when moving only

one. Giant.