Nightcats:Bestiary: Difference between revisions
No edit summary |
No edit summary |
||
| Line 198: | Line 198: | ||
<div class="nightcats-panel nightcats-panel--hazard"> | <div class="nightcats-panel nightcats-panel--hazard"> | ||
<div class="nightcats-panel-title">Strangler Vines</div> | <div class="nightcats-panel-title">Strangler Vines</div> | ||
What looks like jungle growth may already be tightening around something living. | What looks like jungle growth may already be tightening around something living. | ||
Latest revision as of 13:02, 13 April 2026
Bestiary of Jhelum
[edit]The lands beyond the walls of the great cities teem with an abundance of life: some beautiful, some terrible, some fearsome beyond all imagining.
How to Use These Creatures
[edit]| Stat | Meaning |
|---|---|
| Strength | Power and force |
| Agility | Speed and stealth |
| Mind | Instinct or cunning |
| Lifeblood | Staying power |
| Protection | Natural armor |
| Damage | Harm inflicted |
| Traits | Short mechanical rules |
Apex Predators
[edit]A tiger does not hunt loudly. It watches, chooses, and ends the matter.
| Strength | 4 |
|---|---|
| Agility | 3 |
| Mind | 1 |
| Lifeblood | 18 |
| Protection | 1 |
| Damage | 1d6H |
| Traits | Ambush: Gains 1 Bonus Die when attacking unseen. Pounce: Knocks down, pins, or controls a target on a surprise hit. |
Big Cat Variants
[edit]- Leopard / Black Panther — Lifeblood 12, Agility 4.
- Man-Eater — Gains 1 Bonus Die vs humans.
- Old Tiger — Mind 2.
- Ash Tiger — Burning Wounds; Fearless.
River Predators
[edit]The water does not warn you. It opens and takes.
| Strength | 4 |
|---|---|
| Agility | 1 |
| Mind | 0 |
| Lifeblood | 18 |
| Protection | 2 |
| Damage | 1d6H |
| Traits | Ambush: Gains 1 Bonus Die when striking unseen from water. Death Roll: Inflicts +1D6 extra harm against grappled prey in water. |
River Reptile Variants
[edit]- Gharial — Strength 3, Agility 2, Damage 1d6; Bonus Die to snatch small prey.
- Giant Crocodile — Strength 5, Lifeblood 22, Protection 3.
- Temple Crocodile — Mind 1.
Pack Hunters and Scavengers
[edit]Jackals live where death is near.
| Strength | 1 |
|---|---|
| Agility | 2 |
| Mind | 0 |
| Lifeblood | 7 |
| Protection | 0 |
| Damage | 1d6L |
| Traits | Pack Tactics: Gains 1 Bonus Die when attacking with allies. Scavenger: Gains 1 Bonus Die to detect weakness or isolation. |
Wild Canine Variants
[edit]- Dhole — Lifeblood 8; Pack hunts both night and day.
- Wolf — Strength 2, Lifeblood 9.
- Hyena — Strength 3, Lifeblood 10, Protection 1; ignores 1 Protection on victims.
Jungle Dangers
[edit]Most who die to a python never knew it was there.
| Strength | 3 |
|---|---|
| Agility | 1 |
| Mind | 0 |
| Lifeblood | 16 |
| Protection | 1 |
| Damage | 1d6 |
| Traits | Grapple: Seizes a target on a hit. Constrict: Inflicts damage each round while holding a victim. |
Constrictor Snake Variants
[edit]- Tree Python — Agility 2; Bonus Die from above.
- River Python — Protection 2.
- Giant Python (40 ft) — Strength 4, Lifeblood 20, Protection 2.
- Swallower Python — If a victim is helpless, may consume them whole over several rounds.
A sloth bear is shaggy, bad-tempered, and much faster than it looks when angered.
| Strength | 3 |
|---|---|
| Agility | 1 |
| Mind | 0 |
| Lifeblood | 13 |
| Protection | 1 |
| Damage | 1d6 |
| Traits | Frenzy: Gains 1 Bonus Die after taking a wound. Maul: Inflicts extra harm to prone targets. |
The Green That Hungers
[edit]What looks like jungle growth may already be tightening around something living.
| Strength | 3 |
|---|---|
| Agility | 0 |
| Mind | 0 |
| Lifeblood | 15 |
| Protection | 1 |
| Damage | 1d6 |
| Traits | Immobilize: Prevents movement until freed. Constrict: Inflicts damage each round while trapped. |
It does not move. It does not chase. It waits for something to step too close.
| Strength | 4 |
|---|---|
| Agility | 0 |
| Mind | 0 |
| Lifeblood | 18 |
| Protection | 2 |
| Damage | 1d6H |
| Traits | Snap Trap: Strikes with 1 Bonus Die when triggered. Digest: Inflicts damage each round on trapped victims. |
The mouth of this plant is slick, sweet-smelling, and patient.
| Strength | 2 |
|---|---|
| Agility | 0 |
| Mind | 0 |
| Lifeblood | 10 |
| Protection | 1 |
| Damage | 1d6 |
| Traits | Trap: Requires a test to escape once inside. Dissolving Sap: Inflicts damage each round while trapped. |
A brush against these thorns leaves more than scratches.
| Strength | 1 |
|---|---|
| Agility | 0 |
| Mind | 0 |
| Lifeblood | 8 |
| Protection | 0 |
| Damage | 1d6L |
| Traits | Needle Thorns: Inflicts damage on contact. Fever: Causes sickness if untreated. |
A careless step can burst these swollen growths into clouds of yellow death.
| Strength | 0 |
|---|---|
| Agility | 0 |
| Mind | 0 |
| Lifeblood | 6 |
| Protection | 0 |
| Damage | 1d6L |
| Traits | Spore Cloud: Imposes 1 Penalty Die in area. Poison: Causes collapse with exposure. |
Jungle Horrors
[edit]The web comes first. Then the shadow in its center begins to move.
| Strength | 2 |
|---|---|
| Agility | 3 |
| Mind | 0 |
| Lifeblood | 10 |
| Protection | 1 |
| Damage | 1d6 |
| Traits | Web: Restrains targets until cut free. Venom: Forces a test or weakens the victim. |
They come as a cloud of wings, teeth, and shrill hunger.
| Strength | 1 |
|---|---|
| Agility | 3 |
| Mind | 0 |
| Lifeblood | 10 |
| Protection | 0 |
| Damage | 1d6L |
| Traits | Swarm: Suffers 1 Penalty Die vs brute attacks. Drain: Inflicts extra Lifeblood loss. |
