Creatures

There are many strange and wonderful creatures to be found in the region of Andover and Carlia. This is a summary of some local animals you will probably encounter during your adventures, or that you may have met before.

Wolf

Medium Beast. The common grey wolf stalks the northerly hills and forests of Andover and Carlia, and is especially prevalent in the Dales. They hunt in packs at dusk and at dawn, preying mostly on deer and rabbits. They tend to avoid people, but the encroachment of human settlements in the Dales has brought them increasingly into violent contact with miners and shepherds.

Health: (2d8 + 2)
Will:
(2d4 + 2)
Armour Class:
13 (natural armour)
Speed:
40 ft.

FYS AGI PER PSY CHA INT
13 (+1) 15 (+2) 13 (+1) 12 (+1) 6 (-2) 3 (-4)

Skills: Sneak +4

Keen Hearing and Smell. Wolves have Advantage on Perception rolls that rely on their sense of hearing or smell.
Pack Tactics. Wolves have Advantage on attack rolls against a person or creature if at least one other wolf (or friend) is within 5 feet of the same person or creature and the ally isn't incapacitated.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (2d4 + 2) piercing damage. If the target is a person or creature of size Large or smaller, it must succeed on a DC 11 Physique saving throw or be knocked prone.

Wolfbird

Large Beast. As their name implies, they are birds that hunt like wolves. However, this is an imperfect comparison: wolfbirds, or brantas as they are known in Carlia, stand a head taller than a human and can run with remarkable speed on their powerful featherless legs. They have brownish-white patterned feathers across their body with white chests and long, black necks. Wolfbirds' most distinctive features are the white "chinstrap" patterns on their heads behind their eyes, and their adder-like hissing sound made when another creature is getting too close to their territory or offspring. Thankfully wolfbirds cannot fly, and they live all year round by the rivers and streams of the Middle Plains where they make their nests, with their most active hunting season coming in early summer and lasting until autumn. These creatures are viciously territorial and have sharp snapping beaks capable of severing an arm, making them by far the apex predator of the region.

Health: (6d10+6)
Will:
(6d4 + 6)
Armour Class:
12
Speed:
60 ft.

FYS AGI PER PSY CHA INT
1
6 (+3) 16 (+3) 15 (+2) 12 (+1) 6 (-2) 4 (-3)

Keen Sight. Wolfbirds have Advantage on Perception rolls that rely on their sight.
Pounce. If the wolfbird moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Physique saving throw or be knocked prone. If the target is prone, the wolfbird can make one bite attack against it as a Bonus Action.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d10 + 4) piercing damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d6 + 4) slashing damage.

Grass Racer

Small Beast. Perhaps the strangest common predator of the Middle Plains and beyond, grass racers are large lizards that feed on insects and small birds. They are easily frightened when alone, but when they gather together in large groups for their mating season or for hunting they become incredibly aggressive and will fanatically chase down creatures many times their size. When in this state they get up on their hind legs and run with their mouths open toward their prey, making for quite a sight. Grass racers are a pale green colour, blending in with the long grass of the Middle Plains that gives them their name, but there are other varieties including brown and red bark racers that live in forests and sleep in trees, and yellow-grey sand racers that live in and around the Withern Sea. Grass racers are noted for the distinctive colourful stripes that males use to attract mates, as well as their seemingly-playful yipping noises reminiscent of dogs. People have successfully domesticated grass racers on a small scale, keeping them as pets and using them as entertainment in rural villages where they're made to race each other along set courses. Many such races have ended in tragedy, however, as if enough grass racers are put in the same place their instincts tell them it is hunting season, and the humans around them are the closest prey.

Health: (2d6)
Will:
(2d4)
Armour Class:
14
Speed:
50 ft., burrow 30 ft. (sand), climb 30 ft. (bark)

FYS AGI PER PSY CHA INT
1
0 (+0) 16 (+3) 13 (+1) 10 (+0) 6 (-2) 2 (-4)

Skills: Sneak +5

Lizard Together Strong. Grass racers have Advantage on attack rolls against a person or creature if at least one other grass racer is within 5 feet of the same person or creature and the ally isn't incapacitated. Additionally, they gain Advantage on all Psyche saves when in a group of at least two other grass racers.
Nimble Escape. A grass racer can Disengage or Sneak as a Bonus Action on each of its turns.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6+2) piercing damage.

Bullhound

Medium Beast. Bullhounds are the most common domesticated dog of Andover and Carlia, and are ubiquitous on farms and in logging camps. They have stocky bodies and short, stout faces, and are beloved for their loyalty and intelligence. Even the military makes use of them, with specially-trained mastiffs sniffing out hidden foes and leading charges into enemy trenches.

Health: (2d8 + 2)
Will:
(2d6 + 4)
Armour Class:
13 (natural armour)
Speed:
40 ft.

FYS AGI PER PSY CHA INT
12 (+1) 15 (+2) 13 (+1) 1
4 (+2) 6 (-2) 4 (-3)

Skills: Sneak +4

Keen Hearing and Smell. Bullhounds have Advantage on Perception rolls that rely on their sense of hearing or smell.
Pack Tactics. Bullhounds have Advantage on attack rolls against a person or creature if at least one other ally is within 5 feet of the same person or creature and the ally isn't incapacitated.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (2d4 + 1) piercing damage. If the target is a person or creature of size Large or smaller, it must succeed on a DC 12 Physique saving throw or be knocked prone.

Mule

Medium Beast. A mule is an animal with long, funny ears, who kicks up at anything he hears. They are the typical Dover pack animal, their squat size and sturdy legs making them ideal for hauling goods uphill or along winding mountain roads. When in danger, their hooves also pack a hefty kick.

Health: (2d8 + 4)
Will:
(2d4)
Armour Class:
10
Speed:
40 ft.

FYS AGI PER PSY CHA INT
1
4 (+2) 10 (+0) 12 (+1) 10 (+0) 5 (-3) 2 (-4)

Beast of Burden. The mule is considered to be a Large animal for the purpose of determining its carrying capacity.

Sure-Footed. The mule has advantage on Physique and Agility saving throws made against effects that would knock it prone.
Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 + 2) bludgeoning damage. If the target is a person or creature of size Medium or smaller, it must succeed on a DC 11 Physique saving throw or be knocked prone.

Riding Horse

Large Beast. Horses were among the first animals domesticated after the Conflagration, and have earned their moniker of "man's best friend." Native to the Middle Plains, horses are found in several varieties based on their breed and domestication: riding horses, draft horses, and wild horses. Almost every farm and even some urban artisans have a draft horse to help with labour, and among aristocrats knowledge of how to ride a horse is essential; businessmen of the nouveau riche often find themselves ridiculed in high society because they never learned to ride and do not own a horse.

Health: (2d10 + 6)
Will:
(2d4)
Armour Class:
11
Speed:
60 ft.

FYS AGI PER PSY CHA INT
1
6 (+3) 12 (+1) 10 (+0) 11 (+0) 7 (-2) 3 (-4)

Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6 + 3) bludgeoning damage. If the target is a person or creature of size Medium or smaller, it must succeed on a DC 12 Physique saving throw or be knocked prone.

Draft Horse

Large Beast. Horses were among the first animals domesticated after the Conflagration, and have earned their moniker of "man's best friend." Native to the Middle Plains, horses are found in several varieties based on their breed and domestication: riding horses, draft horses, and wild horses. Almost every farm and even some urban artisans have a draft horse to help with labour, and among aristocrats knowledge of how to ride a horse is essential; businessmen of the nouveau riche often find themselves ridiculed in high society because they never learned to ride and do not own a horse.

Health: (3d10 + 8)
Will:
(3d4)
Armour Class:
10
Speed:
40 ft.

FYS AGI PER PSY CHA INT
1
8 (+4) 10 (+0) 10 (+0) 11 (+0) 7 (-2) 3 (-4)

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d6 + 4) bludgeoning damage. If the target is a person or creature of size Medium or smaller, it must succeed on a DC 13 Physique saving throw or be knocked prone.

Wild Horse

Large Beast. Horses were among the first animals domesticated after the Conflagration, and have earned their moniker of "man's best friend." Native to the Middle Plains, horses are found in several varieties based on their breed and domestication: riding horses, draft horses, and wild horses. Almost every farm and even some urban artisans have a draft horse to help with labour, and among aristocrats knowledge of how to ride a horse is essential; businessmen of the nouveau riche often find themselves ridiculed in high society because they never learned to ride and do not own a horse.

Health: (3d10 + 10)
Will:
(3d4 + 3)
Armour Class:
12
Speed:
60 ft.

FYS AGI PER PSY CHA INT
18 (+4) 1
2 (+1) 11 (+0) 12 (+1) 7 (-2) 3 (-4)

Trampling Charge. If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Physique saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a Bonus Action.
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d6 + 4) bludgeoning damage. If the target is a person or creature of size Medium or smaller, it must succeed on a DC 13 Physique saving throw or be knocked prone.

Badger

Medium Beast. The badger is one of the most iconic animals of Andover, and is considered by many to in fact be the national animal. Stalwart, tough, and willing to go to any lengths to defend their land and family, it's no wonder why Dovers find the badger to be a creature well worth emulating, at least in spirit. Badgers can be found across the kingdom and in Carlia, where they live in burrows and sleep during the day. In the early morning hours before dawn, the badger leaves the comfort of its underground home to hunt for insects, eggs, and berries. Truly a versatile little beast.

Health: (2d8 + 4)
Will:
(2d4 + 4)
Armour Class:
12
Speed:
30 ft., 60 ft burrow.

FYS AGI PER PSY CHA INT
1
3 (+1) 10 (+0) 11 (+0) 12 (+1) 5 (-3) 2 (-4)

Senses: Darkvision 30 ft., Tremorsense 60 ft.

Keen Smell. The badger has Advantage on Perception checks that rely on smell.

Tunneler. When the badger burrows, it leaves Small tunnels behind.
Multiattack. The badger makes two attacks in a Standard Action: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6 + 1) piercing damage.

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (2d4 + 1) slashing damage.

Giant Adder

Medium Beast. The scourge of grassy meadows, moors, and gardens, the giant adder is a venomous snake that eats rabbits, marmots, and even other snakes. They are the bane of unwary travellers, snapping at the heels of people nearing the edge of the road or walking along a garden path, and are recognisable by the unmistakable diamond pattern running down the length of their body. Unlike some other snake species, adders give no warning before they strike, not even a hiss: they lash out with their deadly fangs and that, in many cases, is the end for their victim. One of the most popular peasant legends about the land of Lyonesse said to exist just beyond the Great Sea is that it is a land wholly bereft of adders, and also that fruit and vegetables sprout freely from the ground there.

Health: (2d8 + 2)
Will:
(2d4)
Armour Class:
14
Speed:
30 ft.

FYS AGI PER PSY CHA INT
1
0 (+0) 18 (+4) 12 (+1) 10 (+0) 3 (-4) 2 (-4)

Senses: Blindsight 10 ft.

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: (1d6 + 1) piercing damage and the target must make a DC 12 Physique saving throw, taking (3d6) poison damage and becoming Poisoned on a failed save, or half as much damage with no status effect on a successful one.

Bay Shark

Medium Beast. The jet-black bay shark is the prime predator of Andover's local waters, migrating elsewhere seasonally but proliferating in the Bay of Seven. For the most part these mighty creatures cause little problem for sailors or fishermen, but sometimes they will manage to get upriver and snatch a lumberjack off the log they're driving. The folklore of the Dales holds that bay sharks were once princes and princesses of an underwater kingdom who were cursed by a fairy-king from the mountains for stealing away his daughter who had gone to the shore for a swim. In any case, unless you try to make like a fairy princess, they probably will not bother you too much.

Health: (4d8+4)
Will:
(2d4+4)
Armour Class:
13 (natural armour)
Speed:
0 ft., swim 40 ft.

FYS AGI PER PSY CHA INT
1
4 (+0) 14 (+2) 12 (+1) 14 (+2) 4 (-3) 3 (-4)

Senses: Blindsight 30 ft.
Skills: Sneak +4

Keen Smell. Bay sharks have Advantage on Perception rolls that rely on their sense of smell to find wounded creatures underwater.
Pack Tactics. Bay sharks have Advantage on attack rolls against a person or creature if at least one other shark (or ally) is within 5 feet of the same person or creature and the ally isn't incapacitated.
Water Breathing. Bay sharks can breathe only underwater.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d10 + 2) piercing damage.

Boar

Medium Beast. Roaming the dense forests of the Dales is the boar, a staunch, hairy creature with formidable tusks and a disdain for trespassers. They can be found alone or in small groups, or in the late springtime as a convoy of mother and children snuffling through the underbrush for berries, seeds, and nuts. The boars of Andover are perhaps best known for their perfect sense for mushrooms, and tame boars are often used by rangers to sniff out fungi edible to both humans and swine.

Health: (2d8 + 6)
Will:
(2d4)
Armour Class:
11 (natural armour)
Speed:
40 ft.

FYS AGI PER PSY CHA INT
1
4 (+2) 11 (+0) 13 (+1) 10 (+0) 5 (-3) 3 (-4)

Mushroom Sense: Boars have Advantage on Perception or Survival checks to find mushrooms, and are immune to the effects of their spores.
Charge. If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra (1d6) slashing or piercing damage. If the
target is a person or creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.

Relentless (Recharges after a Short or Long Rest). If the boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Tusk. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 + 3) slashing or piercing damage.

Tree Bear

Medium Beast. Yet another creature of the woodlands, the tree bear is a shaggy black omnivore who primarily feeds on berries foraged on the forest floor. They are remarkably clever creatures, however, and can often be found climbing up trees to reach beehives or fruits hanging from the branches. Unlike their cousins, the cave bears, tree bears are fairly docile and will not attack unless provoked. Some especially finesse rangers have been able to tame tree bears and befriend them with promises of leftover food and fallen fruits.

Health: (3d8 + 6)
Will:
(3d4+3)
Armour Class:
11 (natural armour)
Speed:
40 ft., climb 30 ft.

FYS AGI PER PSY CHA INT
1
5 (+2) 12 (+1) 13 (+1) 12 (+1) 7 (-2) 2 (-4)

Keen Smell. Tree bears have Advantage on Perception-based checks that rely on their sense of smell.

Multiattack. Tree bears make two attacks in a Standard Action: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 + 2) piercing damage.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (2d4 + 2) slashing damage.

Cave Bear

Large Beast. Unlike their calm, friendly, tree-climbing cousins, cave bears are highly territorial predators who claim a single cave as their own and violently rebuke all those who venture near, especially in mating season and in autumn when they are preparing for winter's hibernation. Winter is the only time it is safe to come even close to a cave bear's den, as even these colossal beasts will not cease their long slumber for just any trespasser. Despite their great size, they are incredibly fast and can outrun and outswim most people; the best way to avoid their wrath is to stay as still as possible and play dead. Even then, these are scavengers as well: they might still eat you, so be prepared should you go out into the woods on a foggy morning. As human settlements creep closer to the mountainous lands traditionally home to these cave bears, farmers have reported scores of sheep going missing - and some have reported farmers going missing, making them one of the few, perhaps the only, predator to actively hunt humans. Normally, they eat fish caught from upland rivers.

Health: (5d12 + 15)
Will:
(5d4+5)
Armour Class:
12 (natural armour)
Speed:
40 ft., swim 30 ft.

FYS AGI PER PSY CHA INT
20 (+5) 10 (+0) 13 (+1) 13 (+1) 7 (-2) 3 (-4)

Senses: Darkvision 60 ft.

Keen Smell. Cave bears have Advantage on Perception-based checks that rely on their sense of smell.

Multiattack. Cave bears make two attacks in a Standard Action: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (1d8 + 5) piercing damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d6 + 5) slashing damage.

Puma

Medium Beast. Another creature that hunts humans is the moorland puma. Making its home on the windswept, treeless moors of Andover and Carlia, for generations the puma was thought to be a mythical creature, or a tale told to scare children from wandering around at night. Then, after a series of disappearances on the road from the Seven Towns into Carlia, local hunters caught the beast responsible: a huge, old female puma who had been stalking the area for close to two decades. After that, puma sightings became more and more common, and the creature was accepted as a natural part of Andover's ecosystem. They are pitch black in colour and walk low to the ground, hidden in the brush of the moors. When they strike at their prey, the unsuspecting victim gets no more notice than a blood-curdling howl before the puma's jaws have locked on their throat. The puma hunts humans in the exact same way it hunts deer, except that humans are far more willing to go off into the hilly moors alone despite the warnings.

Health: (3d8+6)
Will:
(3d4+6)
Armour Class:
13
Speed:
40 ft., swim 30 ft.

FYS AGI PER PSY CHA INT
14 (+2) 16 (+3) 14 (+2) 14 (+2) 7 (-2) 3 (-4)

Skills: Sneak +6

Keen Smell. Pumas have Advantage on Perception-based checks that rely on their sense of smell.

Pounce. If the puma moves at least 20 feet straight toward a person or creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Physique saving throw or be knocked prone. If the target is prone, the puma can make one bite attack against it as a Bonus Action.
Killing Bite. If the puma makes a successful bite attack on a roll with Advantage (such as from stealth), the attack deals an additional 3d6 piercing damage.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6 + 2) piercing damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d4 + 2) slashing damage.

Elk

Large Beast. The common elk resides in the forested foothills of the Dales, as well as the hilly north of Andover approaching Mercy. Elk move in great herds with a lead male and female and graze on grasses and leaves from the lower branches of trees. Generally they will stay away from humans and run away if you get too close, but they are highly protective of their kin and, if threatened or cornered, will swiftly charge at the offending creature and whack them with their broad rack of antlers. It is said that in olden times the earliest humans would ride on elks, and that great chieftains of old would joust with on another on their steed-bulls. There is, however, no evidence for this practise having been real.

Health: (2d10+6)
Will:
(2d4)
Armour Class:
10
Speed:
50 ft.

FYS AGI PER PSY CHA INT
1
6 (+3) 10 (+0) 12 (+1) 10 (+0) 6 (-2) 2 (-4)

Charge. If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra (2d6) damage. If the target is a person or creature, it must succeed on a DC 13 Physique saving throw or be knocked prone.

Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6 + 3) bludgeoning damage.

Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one prone creature. Hit: (2d4 + 3) bludgeoning damage.

Peryton

Medium Beast. The peryton, first described in the explorer Hieronymus Ettinger's A Voyage Into Unknown Lands, in which he described this creature as living in small groups in the grasslands of The City. For the most part his description matched fairly ordinary plains deer, but he was insistent on the fact that they had large, curved teeth like a boar's tusks, pointing down. Later explorers, enraptured by Ettinger's description, would further claim that the perytons used these teeth to rip open the flesh of their prey, as it was claimed they were actually clever predators. The most outlandish myth described them as having great owl-like wings and feathered hindquarters with talons for catching animals from the air. Like the puma, it was for a long time widely believed that Ettinger had made the whole story up: but just under sixty years ago, in the southern Middle Plains of Carlia, a farmer found the carcass of a tusked deer in her field. The discovery caused an immediate sensation, not least because the injury that clearly killed the peryton resembled the slashing wound of a bird's claws. Reasonable evidence suggests that the peryton fell victim to a wandering branta, but nonetheless the myth endures.

Health: (2d8)
Will:
(2d4+4)
Armour Class:
13
Speed:
50 ft.

FYS AGI PER PSY CHA INT
1
1 (+0) 16 (+3) 12 (+1) 14 (+2) 5 (-3) 2 (-4)

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (2d4) piercing damage.