Nightcats:Bestiary
“The jungle does not hate you.
It simply does not care whether you live.”
Bestiary of Jhelum
The lands beyond the walls are not empty.
They are occupied.
What follows are not scholarly classifications, but what a survivor needs to know: how it moves, how it kills, and how to live long enough to tell the story.
How to Read These Entries
Each creature includes its Threat, Habitat, Behavior, and what people most fear about it.
The statistics use a simplified BoL format:
| Stat | Meaning |
|---|---|
| Strength | Power, toughness, and force |
| Agility | Speed, stealth, and quickness |
| Mind | Instinct, cunning, awareness, or unnatural will |
| Lifeblood | How much punishment it can take |
| Protection | Natural hide, scales, bark, or other inherent defense |
| Damage | The harm caused by its natural attacks |
| Traits | Short reminders of what makes the creature dangerous |
Beasts of the Jungle
The striped tiger is the unquestioned lord of the green dark. It does not roar before the kill. It appears, strikes, and vanishes into leaves and shadow with flesh in its jaws. When it attacks from concealment or leaps from cover, give it a Bonus Die. A tiger that gets hold of a man does not let go politely.
| Strength | 3 |
|---|---|
| Agility | 3 |
| Mind | 1 |
| Lifeblood | 18 |
| Protection | 1 |
| Damage | 1d6H |
| Traits | Ambush; Pounce |
The cobra is feared in old stone places, in shrine courtyards, and in the cool shadows beneath roots and fallen masonry. It does not need great size. Its danger is speed and venom. If it strikes first from a coiled stance, give it a Bonus Die. Anyone bitten must test or begin weakening quickly.
| Strength | 0 |
|---|---|
| Agility | 3 |
| Mind | 0 |
| Lifeblood | 5 |
| Protection | 0 |
| Damage | 1d6L |
| Traits | Venom; Fast Strike |
Many an explorer has mistaken one for a fallen branch or hanging root. That error is usually the last one he makes. A python that hits may choose to grapple rather than merely wound. Once it has a victim wrapped, it continues to crush them each round until they escape or someone cuts them free.
| Strength | 3 |
|---|---|
| Agility | 1 |
| Mind | 0 |
| Lifeblood | 16 |
| Protection | 1 |
| Damage | 1d6 |
| Traits | Grapple; Constrict |
The sloth bear is not a hunter in the tiger’s fashion, but that does not make it safe. Startle one in the brush and it becomes a storm of claws, dirt, and pain. A wounded bear grows more violent, and the GM may give it a Bonus Die once it has taken a serious hurt.
| Strength | 3 |
|---|---|
| Agility | 1 |
| Mind | 0 |
| Lifeblood | 13 |
| Protection | 1 |
| Damage | 1d6 |
| Traits | Frenzy |
This entry stands in for monkeys generally, and can also cover langurs, gibbons, and similar tree-dwellers with minor adjustment. Monkeys are more nuisance than killer, but they are clever, fast, and often arrive in numbers. Give them a Bonus Die on tests involving climbing, snatching, or fleeing through branches.
| Strength | 0 |
|---|---|
| Agility | 3 |
| Mind | 1 |
| Lifeblood | 6 |
| Protection | 0 |
| Damage | 1d6L |
| Traits | Climber; Mischief |
River and Marsh Creatures
A river crocodile may watch a ford for days without stirring. It waits for carelessness, for routine, for the moment when a traveler believes the crossing is safe because nothing has happened yet. If it attacks unseen from the water, give it a Bonus Die. A crocodile that grapples a victim in water may keep damaging them each round, and a larger one may roll and tear horribly.
| Strength | 4 |
|---|---|
| Agility | 1 |
| Mind | 0 |
| Lifeblood | 18 |
| Protection | 2 |
| Damage | 1d6H |
| Traits | Ambush; Grapple; Death Roll |
Leeches thrive where the water lies warm and quiet. Their danger is not in one bite, but in number, numbness, and the weakness that comes too late. As a swarm, they are awkward targets for normal blows; brute force against them may suffer a Penalty Die unless fire, salt, or some clever method is used.
| Strength | 0 |
|---|---|
| Agility | 1 |
| Mind | 0 |
| Lifeblood | 8 |
| Protection | 0 |
| Damage | 1d6L |
| Traits | Swarm; Drain |
Some grow as long as a man. Most feed on refuse, carrion, and whatever the river gives them. The largest decide for themselves what the river ought to give. A big catfish that gets a good hold may drag prey off balance or into deeper water.
| Strength | 2 |
|---|---|
| Agility | 1 |
| Mind | 0 |
| Lifeblood | 12 |
| Protection | 1 |
| Damage | 1d6 |
| Traits | Drag |
Creatures of Burden and Use
An elephant may carry wealth, kings, timber, or war towers, but it is never merely a tool. It remembers mistreatment. It remembers fear. When one breaks into fury, men vanish beneath its feet. A charging elephant may strike more than one nearby target, bowl people down, or simply crush what is in front of it.
| Strength | 5 |
|---|---|
| Agility | 0 |
| Mind | 0 |
| Lifeblood | 25 |
| Protection | 3 |
| Damage | 1d6H |
| Traits | Trample |
The water buffalo is a beast of mud, carts, plows, and patient labor. Yet patience is not gentleness. Press one too far and it answers with horn, weight, and speed. If it has room to lower its head and rush, give it a Bonus Die.
| Strength | 2 |
|---|---|
| Agility | 1 |
| Mind | 0 |
| Lifeblood | 12 |
| Protection | 1 |
| Damage | 1d6 |
| Traits | Charge |
Predators of Shadow and Story
More rumor than beast in many tales, the black leopard is seen only when it allows itself to be seen. Hunters speak of finding its tracks circling camp for nights before the strike finally comes. Spotting it before it attacks may suffer a Penalty Die in darkness, dense leaves, or broken ground.
| Strength | 2 |
|---|---|
| Agility | 4 |
| Mind | 1 |
| Lifeblood | 12 |
| Protection | 1 |
| Damage | 1d6 |
| Traits | Stealth; Ambush |
Wolves are less common in the deep green than in rougher country, but where the land opens they travel in hungry bands. A lone wolf is seldom the real threat. When several attack the same target, give them a Bonus Die.
| Strength | 2 |
|---|---|
| Agility | 2 |
| Mind | 0 |
| Lifeblood | 9 |
| Protection | 0 |
| Damage | 1d6 |
| Traits | Pack |
Jackals are sly, restless, and seldom far from refuse, corpses, or weakness. One is a nuisance. Several become bold. In a group they circle, test nerve, and dart at the vulnerable.
| Strength | 1 |
|---|---|
| Agility | 2 |
| Mind | 0 |
| Lifeblood | 7 |
| Protection | 0 |
| Damage | 1d6L |
| Traits | Pack; Scavenger |
Grave hyenas are rarely alone, and never reassuring. Their cries carry badly through the night, like broken laughter or men speaking through torn throats. When they mob one target, give them a Bonus Die.
| Strength | 2 |
|---|---|
| Agility | 1 |
| Mind | 0 |
| Lifeblood | 8 each |
| Protection | 0 |
| Damage | 1d6 |
| Traits | Pack |
The Green That Hungers
These vines do not lash like whips. They tighten slowly and patiently, while the victim wastes breath, strength, and hope. By morning the path may be gone, and something may hang within the leaves. A caught victim cannot move until freed, and continues taking damage each round.
| Strength | 3 |
|---|---|
| Agility | 0 |
| Mind | 0 |
| Lifeblood | 15 |
| Protection | 1 |
| Damage | 1d6 |
| Traits | Immobilize; Constrict |
Sweet scent, slick walls, and a bright inviting bloom make the devil’s pitcher more dangerous than any roaring beast. It does nothing at all until something slips. Once trapped, a victim keeps taking damage until they escape or are pulled free.
| Strength | 2 |
|---|---|
| Agility | 0 |
| Mind | 0 |
| Lifeblood | 10 |
| Protection | 1 |
| Damage | 1d6 |
| Traits | Trap; Dissolving Sap |
The red lotus is beautiful enough to invite reverence. Its fragrance drifts across still water, soft and almost holy. Those who breathe too deeply grow light-headed, dreamy, and slow to notice that their limbs no longer answer with proper speed. The GM may impose a Penalty Die on affected actions, and prolonged exposure may become outright poison.
| Strength | 0 |
|---|---|
| Agility | 0 |
| Mind | 0 |
| Lifeblood | 6 |
| Protection | 0 |
| Damage | 1d6L |
| Traits | Dream Pollen; Poison |
At first glance these creepers seem no worse than any other bramble. Their danger lies in brittle thorns that snap beneath the skin and remain there. Hours later the wound burns, the flesh swells, and fever begins to speak in whispers. Anyone forced through them takes light damage and risks worsening sickness unless treated.
| Strength | 1 |
|---|---|
| Agility | 0 |
| Mind | 0 |
| Lifeblood | 8 |
| Protection | 0 |
| Damage | 1d6L |
| Traits | Needle Thorns; Fever |
Creatures Touched by Sorcery
Ash tigers are said to walk out of burned temples and smoke-black sanctuaries. Their stripes seem to shift like ember-light, and wounds they leave behind do not close cleanly. Their attacks may continue to trouble a victim even after the first blow, and they do not fear fire, noise, or threats.
| Strength | 3 |
|---|---|
| Agility | 3 |
| Mind | 1 |
| Lifeblood | 16 |
| Protection | 1 |
| Damage | 1d6H |
| Traits | Burning Wounds; Fearless |
Animals bound to carved spirits do not behave as beasts should. They do not flee pain. They do not hesitate. Their eyes burn with purpose that is not their own. An idol-bound beast keeps coming unless destroyed, physically restrained, or overcome by sorcery.
| Strength | 4 |
|---|---|
| Agility | 2 |
| Mind | 1 |
| Lifeblood | 18 |
| Protection | 2 |
| Damage | 1d6H |
| Traits | Unfailing; Fearless |
