Snarl Reference Sheet

Basic Information (Section 1)

Creature Name Snarl__ Type: Monstrosity (Frost Worg)___ EL: 4__
Movement Speed: 50 feet___Size: Large__

Misty Rime moves about the air around the creature's jaws, as it bears its teeth, hackles raised. Barking out, snarling, and speaking, speaking in the tongue of goblins. The missing ear, the tell-tale tribal markings dyed into the fur of its face. This is Snarl, the bestial companion and mount to the Chief of the Bone-rattler tribe, Sawtooth Bonerattler.


Recall Knowledge Lore (Arcana or Local) Basic: 16

Recall Knowledge Lore (Arcana or Local) Specific: 20

Attributes and Vitals (Section 2)


Attributes
& Vitals
Attribute Score Boost Defense Test Modifier
Vitals
Tracking
Power+ 20 +5 +7 Action Bonus +2
Agility+ 16 +3 +5 Initiative +5
Toughness+ 18 +4 +6 Wounds 43
Intellect 8 -1 -1 Armor Score 17
Sagacity 16 +3 +3 Out-Numbering Dice 1d4
Persona 14 +2 +2 N/A N/A


Base Species Traits, Talents, Attacks, and Abilities



  • Armored Hide (4): Worgs have a thick, leather like hide, and the shaggy fur coat over top acts as additional padding and protection. They have a +4 Natural Armor Boost to their Armor Score.


  • Pack Attacker: Worgs are used to mob tactics, grouping up and tearing apart a single prey item in a violent rush. So long as they are triggering Outnumbering bonuses in melee combat, they add a roll of their Out-Numbering Dice to the damage they deal on a successful attack


  • Too Smart a Beast: Worgs may not use their disturbing ability to speak words very often, but they are actively naturally fluent in both Valarian and the goblin language, Gobbok. As such they can understand spoken words and even complex phrases in Valarian and act accordingly.


  • Melee Attack, Bite: Uses Melee (Brawling) Skill to attack. Deals 1d8+Power Boost piercing damage as well as 1d4 cold damage.


  • Lock Grip: A worg may choose, at the cost of an action after a successful bite attack, to attempt to initiate a grapple without invoking the Multiple Attack Penalty.


  • Scent (50 feet): +2 Awareness inside 50 feet


  • Fear of Flame: Worgs are naturally and instinctually terrified of fire like many wild animals, to the point where it can even override their unnatural monstrous intelligence. Any worg that takes fire damage immediately acquires the Frightened (1) condition.


  • Cold Resist (2): Snarl takes 2 less damage from any source dealing cold damage.


  • Cold Adaptation: They count the effects of cold weather conditions as 1 rank lower.


  • Legendary Presence: The creature's sheer presence, reputation nad impact upon those around it reduces their ability to think clearly and perform at their best. Any creature that starts its turn within 10 feet of Snarl is at a -2 to all d20 rolls.


  • Legendary Defense (Divine): The first prayer that would effect this creature from a hostile source fails to have any effect. This is consumed until Snarl takes a Rest.


  • 1 Legendary Action: Snarl can take one extra action at or below Initiative 15, interrupting the turn order between two creature's turns to do so.


  • Bone-Chilling Howl: At the cost of 2 actions, Snarl can let out a ferocious howl that has supernatural power. Any creature Snarl is hostile to within 30 feet must attempt a Sagacity Defensive Test of TN 18. If they critically fail they become Frightened (2) and take 2d6 Psychic damage. If they merely fail, they become Frightened (1) and take 2d6 psychic damage. If they succeed they are afflicted by no condition and take half damage. A critical success they suffer no ill effects and are immune to the effects of this ability for a full day.


Skill Boosts



Athletics: +10___, Awareness: +6 (+8 when Scent)___, Investigate: +3___, Intuition: +7___, Language (Valarian): +4___, Language (Gobbok): +4___, Melee (Brawling): +10__, Subterfuge: +5___, Survival: +4

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