Mann Lands

Giant Spider

Attributes: Agility d10, Smarts d4 (A), Spirit d6, Strength d10, Vigor d6
Skills: Athletics d10, Fighting d8, Intimidation d10, Notice d8, Shooting d10, Stealth d10
Pace: 8; Parry: 6; Toughness: 4
Edges:
Special Abilities:

  • Bite: Str+d4.
  • Poison (-4): Mild. See page 128
  • Size -1: These Spiders are dog-sized.
  • Wall Walker: These creatures move at their full Pace on walls and ceilings! Creepy!

Terrantula

Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d8, Vigor d8
Skills: Athletics d8, Fighting d8, Notice d8, Stealth d12
Pace: 10; Parry: 6; Toughness: 3
Special Abilities:

  • Ambush: Terrantulas of this size dig trapdoor-covered holes near trails, which may be spotted with a Notice roll at −4. The terrantula gets The Drop on anyone unaware of its trap.
  • Fear): Terrantulas provoke a Fear check.
  • Bite: Str+d6.
  • Poison (-4): Mild. See page 128
  • Size -3: These Spiders are the size of small dogs.
  • Spring: Terrantulas can spring up to 3”, gaining a +2 bonus to their first Fighting roll when they do so.
  • Wall Walker: These creatures move at their full Pace on walls and ceilings! Creepy!

Giant Centipede

Attributes: Agility d12, Smarts d4 (A), Spirit d6, Strength d4, Vigor d6
Skills: Fighting d4, Notice d6, Stealth d12+1
Pace: 7; Parry: 2; Toughness: 4 (2)
Special Abilities:

  • Armor +2: Chitinous Shell.
  • Bite: Str, Vigor check or be Distracted for three turns.
  • Size -3: These centipedes are the size of cats.
  • Spring: Terrantulas can spring up to 3”, gaining a +2 bonus to their first Fighting roll when they do so.
  • Small: +2 to attack normal sized foes, -2 to be attacked by such foes.

Bombardier Beetles

Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d6, Vigor d8
Skills: Fighting d4, Stealth d6
Pace: 6; Parry: 4; Toughness: 7 (2)
Special Abilities:

  • Armor +2: Chitinous Shell.
  • Bite: Str+d4
  • Size -1: These beetles are the size of cats.
  • Chemical Warfare: All targets within a Cone Template must make an Agility roll at -2 or suffer 2d4 acide damage.

Desert Thing (WC)

Attributes: Agility d8, Smarts d4 (A), Spirit d4, Strength d12+2, Vigor d12
Skills: Athletics d10, Fighting d8, Notice d6, Stealth d12+2
Pace: 2; Parry: 6; Toughness: 15 (2)
Special Abilities:

  • Armor +2: This critter has rubbery skin.
  • Bite: Str+d10, AP 3. Desert Things only bite after grappling prey with tentacles.
  • Burrow: Pace 6"
  • Seismic Sensors: Desert things sense prey by vibrations in the sand. They can detect a human’s movement up to 25” (50 yards) distant. Double that distance for heavy critters like horses, and triple it for steam wagons and the like.
  • Size 5 (Large): The enormous bulk of the desert thing, as big as a hippo, is hidden beneath the sand.
  • Tentacles: A desert thing has four tentacle actions and Reach 5. Bound or Entangled prey may be bitten as usual.

Bone Fiend(WC)

Attributes: Agility d10, Smarts d8, Spirit d12, Strength d0, Vigor d10
Skills: Athletics d10, Fighting d12, Notice d6
Pace: 8; Parry: 8 or 7 (bone scythe); Toughness: 11
Special Abilities:

  • Bite/claws: Str+d4.
  • Bone Blast: When a bone fiend is destroyed, it shatters into a barrage of bone shards for 3d6 damage in a Large Blast Template.
  • Bone Scythe: Bone fiends form massive scythes to reap their foes (Damage Str+d10, Two Hands, Parry −1).
  • ** Bone Shards:The fiend can hurl shards of bone: Range 4/8/16, Damage 2d4, RoF 3.
  • Fear -1:** Bone Fiends cause Fear
  • Size 2: The Bonesack are 10 feet tall.
  • Drain Life: If the Bonesack is injured, it can attempt a natural healing roll anytime it causes a wound with its bite attack.
  • Multiaction: The Bonesack can make a claw and a bite attack in the same round with no penalty.
  • Undead: +2 Toughness; +2 to recover from Shaken; Called Shots do no extra damage; does not take wound penalties; doesn't breathe; immune to disease and poison.

Bonesack (WC)

Attributes: Agility d4, Smarts d6, Spirit d8, Strength d12, Vigor d12+2
Skills: Athletics d8, Fighting d10, Intimidation d8, Notice d6
Pace: 2; Parry: 6; Toughness: 13
Special Abilities:

  • Bite: Str+d10, AP 2.
  • Claw: Str+d4
  • Fear -2: The Bonesack is terrifying to behold.
  • Size 2: The Bonesack is as wide as two men.
  • Drain Life: If the Bonesack is injured, it can attempt a natural healing roll anytime it causes a wound with its bite attack.
  • Multiaction: The Bonesack can make a claw and a bite attack in the same round with no penalty.
  • Undead: +2 Toughness; +2 to recover from Shaken; Called Shots do no extra damage; does not take wound penalties; doesn't breathe; immune to disease and poison.
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