The concept for Chimera Potions proposed by Ben Neufeld, as voted upon by the Realm of Strife Patron’s Guild as part of the 2022 IdeaForge contest.
The alchemists of Volanthia, City of Mages, are known for their bold and often dangerous experiments. They test all manner of mundane and magical components in search of the “next great potion”. Recently experiments using the flesh of slain Chimera’s have yielded promising results. What better component to use than one that is harvested from an unnaturally and magically mutated creature. This lien of experimentation has lead to the development of Chimera Potions.
Contents
Chimera Potions
While the effects of a Chimera Potion are largely random, it can provide unique and powerful physical mutations based on a variety of bestial creature types. The effects are temporary and wear off after 1 day (or a full-rest). Any mutations that would occur while sleeping instead translate into nightmarish dreams based on the mutation in question.
Chimera potions can be dispelled, against an Arcane resistance equal to 5x the total number of mutations.
When ingested, Chimera potions immediately cause a number of Chimera mutations, based on the potency of the potion:
- Lesser Chimera Potion = 2 Chimera mutations & 1 additional mutation each hour afterwards (up to a maximum of 6 mutations)
- Greater Chimera Potion = 3 Chimera mutations & 1 additional mutation each hour afterwards (up to a maximum of 8 mutations)
- Matchless Chimera Potion = 4 Chimera mutations & 1 additional mutation each hour afterwards (up to a maximum of 10 mutations)
Chimera mutations are resolved by rolling a D12 for each mutation and reference the mutations table below. Each time a mutation of the same type occurs, it ranks up with effects being cumulative. Upon exceeding Rank 3, the mutations become overpowering and cause an “animal brain” effect, essentially forcing panicked or irrational behavior akin to the type of mutation. This behavior remains in effect until the potion wears off, or is dispelled.
Mutation Chart
D12 | Creature Type |
1 | Vermin |
2 | Invertebrate |
3 | Ungulate |
4 | Primate |
5 | Equine |
6 | Canine |
7 | Feline |
8 | Ursine |
9 | Reptilian |
10 | Amphibian |
11 | Avian |
12 | Draconic |
Mutation Types
Vermin
wdt_ID | Creature Type | Rank | Mutation | Effect |
---|---|---|---|---|
1 | Vermin | 1 | Antenae | +1 Adv. on all AVD, PER & INIT tests |
2 | Vermin | 2 | Pox Fur | Your fur carries a random plague (roll D3: 1= T1 Delirium Plague, 2= Carrion Plague, 3= Blistering Plague) which infects ALL targets within 3" at the start of each of your subsequent turns |
3 | Vermin | 3 | Tail Stinger | As an attack action, sting a single target up to 1" away with -10 Armor Piercing, inflicting 3d6 damage and a random complex poison |
4 | Vermin | 4 | Rat Brain | You flee directly away from any threat, and if this causes you to move into an impassable object you will claw at it or otherwise attack ti until the obstacle is removed/destroyed |
5 | Invertebrate | 1 | No Backbone | You suffer -3 on all RES tests, but can compress and mold your body to almost any shape and gain Toughness 2 |
6 | Invertebrate | 2 | Ink Cloud | As an instant you can squirt a cloud of inky black vapor out of your mouth that blocka all LoS in a 3" radius in front you and prevents attacks from disengaging from combat |
7 | Invertebrate | 3 | Tentacle Arms | Your arms become tentacles while retaining the ability to wield weapons, granting +1 Reach to all attacks and also a basic 1d6 Reach1 attack if unarmed |
8 | Invertebrate | 4 | Squid Brain | On your next turn you must use your ink cloud to disengage from base contact and flee all threats. |
9 | Ungulate | 1 | Cloven Hooves | +2 Adv. when climbing & +1 Adv. STAM tests |
10 | Ungulate | 2 | Horns | Gain the Bull Charge racial passive & a knockdown effect after charging (if already possessing Bull Charge, double its effects) |
11 | Ungulate | 3 | Bleating Tongue | You can no longer speak, only bleat, but doing so as an OOT Instant interrupts enemy spell casting up to 10" away if they fail a Resolve test |
12 | Ungulate | 4 | Goat Brain | Any threatening or frightening actions taken against you cause you to become immobilized, falling over with your arms and legs stiff and sticking straight out |
13 | Primate | 1 | Monkey Paws | +3 Adv. when climbing or jumping & +5 hit with melee attacks |
14 | Primate | 2 | Gorilla Arms | +1 Adv. on STR tests & +1 melee damage |
15 | Primate | 3 | Prehensile Tail | Can use to tail to grab things and even wield up to a Medium sized weapon as a second off-hand attack with no combat penalties provided you are proficient in its use (must follow 4-3-2 rule) |
16 | Primate | 4 | Monkey Brain | The only instants & action you can make is to Poo Fling, Scamper, and Evade (see Codex of Creation: Monkey) |
17 | Equine | 1 | Horse Thighs | +1 Adv. on STAM tests and +2 Movement |
18 | Equine | 2 | Saddleback | Can run effectively on all fours, and can act as a mount for creatures that are one size smaller than you |
19 | Equine | 3 | Sharp Hooves | Gain the Mule Kick racial passive |
20 | Equine | 4 | Horse Brain | All you want to do is run and run and run, maybe some neighing and tossing of your mane too, but that's it |
21 | Canine | 1 | Dog Tail | +2 Adv. on CHRM tests, but loses the ability to hide emotions as the tail gives it away |
22 | Canine | 2 | Fangs | You gain a 1d6+0.5/lvl bite attack as part of any melee attack action (must follow 4-3-2 rule) |
23 | Canine | 3 | Wolf Snout | Gain Pack Hunting trait that functions with immediate allies in party as well as other actual friendly canines |
24 | Canine | 4 | Dog Brain | You try desperately to please everyone, even if they are attacking you |
25 | Feline | 1 | Cat Tail | +2 Adv. on AGIL tests & reduce fall damage by 1/2 |
26 | Feline | 2 | Retractable Claws | +2 damage on unarmed attacks |
27 | Feline | 3 | Black Panther | When hiding gain +2 Base Stealth, +2 Adv. on all Stealth tests, and +2 Adv. to avoiding detection in a stat roll off |
28 | Feline | 4 | Cat Brain | Must attempt to climb the nearest tree or other such terrain feature and remain there until any possible threat is removed |
29 | Ursine | 1 | Hulking Body | +1 Adv. on STR & STAM tests but -1 Disadv. on AGIL tests |
30 | Ursine | 2 | Thick Hide | Gain Toughness 1 & 3 per level Temporary HP |
31 | Ursine | 3 | Grizzly Hump | Gain Threatening I trait |
32 | Ursine | 4 | Bear Brain | Must immediately consume all edible food in your possession then spend subsequent turns searching for more |
33 | Reptilian | 1 | Chameleon Skin | Your skin naturally changes color to adapt to its surroundings granting +2 Stealth and +2 Adv on AVD tests when others attempt to detect you while hidden |
34 | Reptilian | 2 | Turtle Shell | Gain +10 Armor |
35 | Reptilian | 3 | Venom Sacs | As an action you can attempt to bite a target and inflict them with a random complex poison, alternately you can spit a random simple poisson up to 8" away |
36 | Reptilian | 4 | Lizard Brain | The limbic system takes over, each turn randomly determine if you will fight, flee, freeze, feed or fornicate |
37 | Aquatic | 1 | Claw Hand | Cannot wield a weapon but claw can be used to attack with 1d12+1d6 damage (can be treated as a weapon or unarmed for primary skill purposes) |
38 | Aquatic | 2 | Gills | Can breathe underwater |
39 | Aquatic | 3 | Poisonous Skin | Brightly colored spots on your skin secrete poison, causing anyone that touches you (or attacks you) to be inflicted with a random complex poison |
40 | Aquatic | 4 | Amphibian Brain | Must try to swallow any threatening creature whole, then if failing to do so flee |
41 | Avian | 1 | Eagle Eyes | +1 Adv. on perception test & +5 to hit with ranged |
42 | Avian | 2 | Taloned Feet | +2 damage on kick attacks |
43 | Avian | 3 | Wings | Can fly at 2x movement |
44 | Avian | 4 | Bird Brain | You immediately fly away in search of soft ground which you dig through in search of worms to eat |
45 | Draconic | 1 | Draconic Intellect | +1 Adv. on INT tests & +5 to cast spirit powers |
46 | Draconic | 2 | Dragon Scales | Gain a randomly determined color of dragon scales, grating +10 Armor and +10 resistance of the appropriate type (i.e. Red Scales = Fire resistance) |
47 | Draconic | 3 | Breath Attack | Gain the Breath II trait, allowing a Breathe attack action, based in a randomly determined damage type |
48 | Draconic | 4 | Dragon Brain | Find the nearest source of treasure, do whatever you have to to take it, then retreat to a safe place where you can pile up all available treasure and then attempt to sleep on it |
Invertebrate
wdt_ID | Creature Type | Rank | Mutation | Effect |
---|---|---|---|---|
1 | Vermin | 1 | Antenae | +1 Adv. on all AVD, PER & INIT tests |
2 | Vermin | 2 | Pox Fur | Your fur carries a random plague (roll D3: 1= T1 Delirium Plague, 2= Carrion Plague, 3= Blistering Plague) which infects ALL targets within 3" at the start of each of your subsequent turns |
3 | Vermin | 3 | Tail Stinger | As an attack action, sting a single target up to 1" away with -10 Armor Piercing, inflicting 3d6 damage and a random complex poison |
4 | Vermin | 4 | Rat Brain | You flee directly away from any threat, and if this causes you to move into an impassable object you will claw at it or otherwise attack ti until the obstacle is removed/destroyed |
5 | Invertebrate | 1 | No Backbone | You suffer -3 on all RES tests, but can compress and mold your body to almost any shape and gain Toughness 2 |
6 | Invertebrate | 2 | Ink Cloud | As an instant you can squirt a cloud of inky black vapor out of your mouth that blocka all LoS in a 3" radius in front you and prevents attacks from disengaging from combat |
7 | Invertebrate | 3 | Tentacle Arms | Your arms become tentacles while retaining the ability to wield weapons, granting +1 Reach to all attacks and also a basic 1d6 Reach1 attack if unarmed |
8 | Invertebrate | 4 | Squid Brain | On your next turn you must use your ink cloud to disengage from base contact and flee all threats. |
9 | Ungulate | 1 | Cloven Hooves | +2 Adv. when climbing & +1 Adv. STAM tests |
10 | Ungulate | 2 | Horns | Gain the Bull Charge racial passive & a knockdown effect after charging (if already possessing Bull Charge, double its effects) |
11 | Ungulate | 3 | Bleating Tongue | You can no longer speak, only bleat, but doing so as an OOT Instant interrupts enemy spell casting up to 10" away if they fail a Resolve test |
12 | Ungulate | 4 | Goat Brain | Any threatening or frightening actions taken against you cause you to become immobilized, falling over with your arms and legs stiff and sticking straight out |
13 | Primate | 1 | Monkey Paws | +3 Adv. when climbing or jumping & +5 hit with melee attacks |
14 | Primate | 2 | Gorilla Arms | +1 Adv. on STR tests & +1 melee damage |
15 | Primate | 3 | Prehensile Tail | Can use to tail to grab things and even wield up to a Medium sized weapon as a second off-hand attack with no combat penalties provided you are proficient in its use (must follow 4-3-2 rule) |
16 | Primate | 4 | Monkey Brain | The only instants & action you can make is to Poo Fling, Scamper, and Evade (see Codex of Creation: Monkey) |
17 | Equine | 1 | Horse Thighs | +1 Adv. on STAM tests and +2 Movement |
18 | Equine | 2 | Saddleback | Can run effectively on all fours, and can act as a mount for creatures that are one size smaller than you |
19 | Equine | 3 | Sharp Hooves | Gain the Mule Kick racial passive |
20 | Equine | 4 | Horse Brain | All you want to do is run and run and run, maybe some neighing and tossing of your mane too, but that's it |
21 | Canine | 1 | Dog Tail | +2 Adv. on CHRM tests, but loses the ability to hide emotions as the tail gives it away |
22 | Canine | 2 | Fangs | You gain a 1d6+0.5/lvl bite attack as part of any melee attack action (must follow 4-3-2 rule) |
23 | Canine | 3 | Wolf Snout | Gain Pack Hunting trait that functions with immediate allies in party as well as other actual friendly canines |
24 | Canine | 4 | Dog Brain | You try desperately to please everyone, even if they are attacking you |
25 | Feline | 1 | Cat Tail | +2 Adv. on AGIL tests & reduce fall damage by 1/2 |
26 | Feline | 2 | Retractable Claws | +2 damage on unarmed attacks |
27 | Feline | 3 | Black Panther | When hiding gain +2 Base Stealth, +2 Adv. on all Stealth tests, and +2 Adv. to avoiding detection in a stat roll off |
28 | Feline | 4 | Cat Brain | Must attempt to climb the nearest tree or other such terrain feature and remain there until any possible threat is removed |
29 | Ursine | 1 | Hulking Body | +1 Adv. on STR & STAM tests but -1 Disadv. on AGIL tests |
30 | Ursine | 2 | Thick Hide | Gain Toughness 1 & 3 per level Temporary HP |
31 | Ursine | 3 | Grizzly Hump | Gain Threatening I trait |
32 | Ursine | 4 | Bear Brain | Must immediately consume all edible food in your possession then spend subsequent turns searching for more |
33 | Reptilian | 1 | Chameleon Skin | Your skin naturally changes color to adapt to its surroundings granting +2 Stealth and +2 Adv on AVD tests when others attempt to detect you while hidden |
34 | Reptilian | 2 | Turtle Shell | Gain +10 Armor |
35 | Reptilian | 3 | Venom Sacs | As an action you can attempt to bite a target and inflict them with a random complex poison, alternately you can spit a random simple poisson up to 8" away |
36 | Reptilian | 4 | Lizard Brain | The limbic system takes over, each turn randomly determine if you will fight, flee, freeze, feed or fornicate |
37 | Aquatic | 1 | Claw Hand | Cannot wield a weapon but claw can be used to attack with 1d12+1d6 damage (can be treated as a weapon or unarmed for primary skill purposes) |
38 | Aquatic | 2 | Gills | Can breathe underwater |
39 | Aquatic | 3 | Poisonous Skin | Brightly colored spots on your skin secrete poison, causing anyone that touches you (or attacks you) to be inflicted with a random complex poison |
40 | Aquatic | 4 | Amphibian Brain | Must try to swallow any threatening creature whole, then if failing to do so flee |
41 | Avian | 1 | Eagle Eyes | +1 Adv. on perception test & +5 to hit with ranged |
42 | Avian | 2 | Taloned Feet | +2 damage on kick attacks |
43 | Avian | 3 | Wings | Can fly at 2x movement |
44 | Avian | 4 | Bird Brain | You immediately fly away in search of soft ground which you dig through in search of worms to eat |
45 | Draconic | 1 | Draconic Intellect | +1 Adv. on INT tests & +5 to cast spirit powers |
46 | Draconic | 2 | Dragon Scales | Gain a randomly determined color of dragon scales, grating +10 Armor and +10 resistance of the appropriate type (i.e. Red Scales = Fire resistance) |
47 | Draconic | 3 | Breath Attack | Gain the Breath II trait, allowing a Breathe attack action, based in a randomly determined damage type |
48 | Draconic | 4 | Dragon Brain | Find the nearest source of treasure, do whatever you have to to take it, then retreat to a safe place where you can pile up all available treasure and then attempt to sleep on it |
Ungulate
wdt_ID | Creature Type | Rank | Mutation | Effect |
---|---|---|---|---|
1 | Vermin | 1 | Antenae | +1 Adv. on all AVD, PER & INIT tests |
2 | Vermin | 2 | Pox Fur | Your fur carries a random plague (roll D3: 1= T1 Delirium Plague, 2= Carrion Plague, 3= Blistering Plague) which infects ALL targets within 3" at the start of each of your subsequent turns |
3 | Vermin | 3 | Tail Stinger | As an attack action, sting a single target up to 1" away with -10 Armor Piercing, inflicting 3d6 damage and a random complex poison |
4 | Vermin | 4 | Rat Brain | You flee directly away from any threat, and if this causes you to move into an impassable object you will claw at it or otherwise attack ti until the obstacle is removed/destroyed |
5 | Invertebrate | 1 | No Backbone | You suffer -3 on all RES tests, but can compress and mold your body to almost any shape and gain Toughness 2 |
6 | Invertebrate | 2 | Ink Cloud | As an instant you can squirt a cloud of inky black vapor out of your mouth that blocka all LoS in a 3" radius in front you and prevents attacks from disengaging from combat |
7 | Invertebrate | 3 | Tentacle Arms | Your arms become tentacles while retaining the ability to wield weapons, granting +1 Reach to all attacks and also a basic 1d6 Reach1 attack if unarmed |
8 | Invertebrate | 4 | Squid Brain | On your next turn you must use your ink cloud to disengage from base contact and flee all threats. |
9 | Ungulate | 1 | Cloven Hooves | +2 Adv. when climbing & +1 Adv. STAM tests |
10 | Ungulate | 2 | Horns | Gain the Bull Charge racial passive & a knockdown effect after charging (if already possessing Bull Charge, double its effects) |
11 | Ungulate | 3 | Bleating Tongue | You can no longer speak, only bleat, but doing so as an OOT Instant interrupts enemy spell casting up to 10" away if they fail a Resolve test |
12 | Ungulate | 4 | Goat Brain | Any threatening or frightening actions taken against you cause you to become immobilized, falling over with your arms and legs stiff and sticking straight out |
13 | Primate | 1 | Monkey Paws | +3 Adv. when climbing or jumping & +5 hit with melee attacks |
14 | Primate | 2 | Gorilla Arms | +1 Adv. on STR tests & +1 melee damage |
15 | Primate | 3 | Prehensile Tail | Can use to tail to grab things and even wield up to a Medium sized weapon as a second off-hand attack with no combat penalties provided you are proficient in its use (must follow 4-3-2 rule) |
16 | Primate | 4 | Monkey Brain | The only instants & action you can make is to Poo Fling, Scamper, and Evade (see Codex of Creation: Monkey) |
17 | Equine | 1 | Horse Thighs | +1 Adv. on STAM tests and +2 Movement |
18 | Equine | 2 | Saddleback | Can run effectively on all fours, and can act as a mount for creatures that are one size smaller than you |
19 | Equine | 3 | Sharp Hooves | Gain the Mule Kick racial passive |
20 | Equine | 4 | Horse Brain | All you want to do is run and run and run, maybe some neighing and tossing of your mane too, but that's it |
21 | Canine | 1 | Dog Tail | +2 Adv. on CHRM tests, but loses the ability to hide emotions as the tail gives it away |
22 | Canine | 2 | Fangs | You gain a 1d6+0.5/lvl bite attack as part of any melee attack action (must follow 4-3-2 rule) |
23 | Canine | 3 | Wolf Snout | Gain Pack Hunting trait that functions with immediate allies in party as well as other actual friendly canines |
24 | Canine | 4 | Dog Brain | You try desperately to please everyone, even if they are attacking you |
25 | Feline | 1 | Cat Tail | +2 Adv. on AGIL tests & reduce fall damage by 1/2 |
26 | Feline | 2 | Retractable Claws | +2 damage on unarmed attacks |
27 | Feline | 3 | Black Panther | When hiding gain +2 Base Stealth, +2 Adv. on all Stealth tests, and +2 Adv. to avoiding detection in a stat roll off |
28 | Feline | 4 | Cat Brain | Must attempt to climb the nearest tree or other such terrain feature and remain there until any possible threat is removed |
29 | Ursine | 1 | Hulking Body | +1 Adv. on STR & STAM tests but -1 Disadv. on AGIL tests |
30 | Ursine | 2 | Thick Hide | Gain Toughness 1 & 3 per level Temporary HP |
31 | Ursine | 3 | Grizzly Hump | Gain Threatening I trait |
32 | Ursine | 4 | Bear Brain | Must immediately consume all edible food in your possession then spend subsequent turns searching for more |
33 | Reptilian | 1 | Chameleon Skin | Your skin naturally changes color to adapt to its surroundings granting +2 Stealth and +2 Adv on AVD tests when others attempt to detect you while hidden |
34 | Reptilian | 2 | Turtle Shell | Gain +10 Armor |
35 | Reptilian | 3 | Venom Sacs | As an action you can attempt to bite a target and inflict them with a random complex poison, alternately you can spit a random simple poisson up to 8" away |
36 | Reptilian | 4 | Lizard Brain | The limbic system takes over, each turn randomly determine if you will fight, flee, freeze, feed or fornicate |
37 | Aquatic | 1 | Claw Hand | Cannot wield a weapon but claw can be used to attack with 1d12+1d6 damage (can be treated as a weapon or unarmed for primary skill purposes) |
38 | Aquatic | 2 | Gills | Can breathe underwater |
39 | Aquatic | 3 | Poisonous Skin | Brightly colored spots on your skin secrete poison, causing anyone that touches you (or attacks you) to be inflicted with a random complex poison |
40 | Aquatic | 4 | Amphibian Brain | Must try to swallow any threatening creature whole, then if failing to do so flee |
41 | Avian | 1 | Eagle Eyes | +1 Adv. on perception test & +5 to hit with ranged |
42 | Avian | 2 | Taloned Feet | +2 damage on kick attacks |
43 | Avian | 3 | Wings | Can fly at 2x movement |
44 | Avian | 4 | Bird Brain | You immediately fly away in search of soft ground which you dig through in search of worms to eat |
45 | Draconic | 1 | Draconic Intellect | +1 Adv. on INT tests & +5 to cast spirit powers |
46 | Draconic | 2 | Dragon Scales | Gain a randomly determined color of dragon scales, grating +10 Armor and +10 resistance of the appropriate type (i.e. Red Scales = Fire resistance) |
47 | Draconic | 3 | Breath Attack | Gain the Breath II trait, allowing a Breathe attack action, based in a randomly determined damage type |
48 | Draconic | 4 | Dragon Brain | Find the nearest source of treasure, do whatever you have to to take it, then retreat to a safe place where you can pile up all available treasure and then attempt to sleep on it |
Primate
wdt_ID | Creature Type | Rank | Mutation | Effect |
---|---|---|---|---|
1 | Vermin | 1 | Antenae | +1 Adv. on all AVD, PER & INIT tests |
2 | Vermin | 2 | Pox Fur | Your fur carries a random plague (roll D3: 1= T1 Delirium Plague, 2= Carrion Plague, 3= Blistering Plague) which infects ALL targets within 3" at the start of each of your subsequent turns |
3 | Vermin | 3 | Tail Stinger | As an attack action, sting a single target up to 1" away with -10 Armor Piercing, inflicting 3d6 damage and a random complex poison |
4 | Vermin | 4 | Rat Brain | You flee directly away from any threat, and if this causes you to move into an impassable object you will claw at it or otherwise attack ti until the obstacle is removed/destroyed |
5 | Invertebrate | 1 | No Backbone | You suffer -3 on all RES tests, but can compress and mold your body to almost any shape and gain Toughness 2 |
6 | Invertebrate | 2 | Ink Cloud | As an instant you can squirt a cloud of inky black vapor out of your mouth that blocka all LoS in a 3" radius in front you and prevents attacks from disengaging from combat |
7 | Invertebrate | 3 | Tentacle Arms | Your arms become tentacles while retaining the ability to wield weapons, granting +1 Reach to all attacks and also a basic 1d6 Reach1 attack if unarmed |
8 | Invertebrate | 4 | Squid Brain | On your next turn you must use your ink cloud to disengage from base contact and flee all threats. |
9 | Ungulate | 1 | Cloven Hooves | +2 Adv. when climbing & +1 Adv. STAM tests |
10 | Ungulate | 2 | Horns | Gain the Bull Charge racial passive & a knockdown effect after charging (if already possessing Bull Charge, double its effects) |
11 | Ungulate | 3 | Bleating Tongue | You can no longer speak, only bleat, but doing so as an OOT Instant interrupts enemy spell casting up to 10" away if they fail a Resolve test |
12 | Ungulate | 4 | Goat Brain | Any threatening or frightening actions taken against you cause you to become immobilized, falling over with your arms and legs stiff and sticking straight out |
13 | Primate | 1 | Monkey Paws | +3 Adv. when climbing or jumping & +5 hit with melee attacks |
14 | Primate | 2 | Gorilla Arms | +1 Adv. on STR tests & +1 melee damage |
15 | Primate | 3 | Prehensile Tail | Can use to tail to grab things and even wield up to a Medium sized weapon as a second off-hand attack with no combat penalties provided you are proficient in its use (must follow 4-3-2 rule) |
16 | Primate | 4 | Monkey Brain | The only instants & action you can make is to Poo Fling, Scamper, and Evade (see Codex of Creation: Monkey) |
17 | Equine | 1 | Horse Thighs | +1 Adv. on STAM tests and +2 Movement |
18 | Equine | 2 | Saddleback | Can run effectively on all fours, and can act as a mount for creatures that are one size smaller than you |
19 | Equine | 3 | Sharp Hooves | Gain the Mule Kick racial passive |
20 | Equine | 4 | Horse Brain | All you want to do is run and run and run, maybe some neighing and tossing of your mane too, but that's it |
21 | Canine | 1 | Dog Tail | +2 Adv. on CHRM tests, but loses the ability to hide emotions as the tail gives it away |
22 | Canine | 2 | Fangs | You gain a 1d6+0.5/lvl bite attack as part of any melee attack action (must follow 4-3-2 rule) |
23 | Canine | 3 | Wolf Snout | Gain Pack Hunting trait that functions with immediate allies in party as well as other actual friendly canines |
24 | Canine | 4 | Dog Brain | You try desperately to please everyone, even if they are attacking you |
25 | Feline | 1 | Cat Tail | +2 Adv. on AGIL tests & reduce fall damage by 1/2 |
26 | Feline | 2 | Retractable Claws | +2 damage on unarmed attacks |
27 | Feline | 3 | Black Panther | When hiding gain +2 Base Stealth, +2 Adv. on all Stealth tests, and +2 Adv. to avoiding detection in a stat roll off |
28 | Feline | 4 | Cat Brain | Must attempt to climb the nearest tree or other such terrain feature and remain there until any possible threat is removed |
29 | Ursine | 1 | Hulking Body | +1 Adv. on STR & STAM tests but -1 Disadv. on AGIL tests |
30 | Ursine | 2 | Thick Hide | Gain Toughness 1 & 3 per level Temporary HP |
31 | Ursine | 3 | Grizzly Hump | Gain Threatening I trait |
32 | Ursine | 4 | Bear Brain | Must immediately consume all edible food in your possession then spend subsequent turns searching for more |
33 | Reptilian | 1 | Chameleon Skin | Your skin naturally changes color to adapt to its surroundings granting +2 Stealth and +2 Adv on AVD tests when others attempt to detect you while hidden |
34 | Reptilian | 2 | Turtle Shell | Gain +10 Armor |
35 | Reptilian | 3 | Venom Sacs | As an action you can attempt to bite a target and inflict them with a random complex poison, alternately you can spit a random simple poisson up to 8" away |
36 | Reptilian | 4 | Lizard Brain | The limbic system takes over, each turn randomly determine if you will fight, flee, freeze, feed or fornicate |
37 | Aquatic | 1 | Claw Hand | Cannot wield a weapon but claw can be used to attack with 1d12+1d6 damage (can be treated as a weapon or unarmed for primary skill purposes) |
38 | Aquatic | 2 | Gills | Can breathe underwater |
39 | Aquatic | 3 | Poisonous Skin | Brightly colored spots on your skin secrete poison, causing anyone that touches you (or attacks you) to be inflicted with a random complex poison |
40 | Aquatic | 4 | Amphibian Brain | Must try to swallow any threatening creature whole, then if failing to do so flee |
41 | Avian | 1 | Eagle Eyes | +1 Adv. on perception test & +5 to hit with ranged |
42 | Avian | 2 | Taloned Feet | +2 damage on kick attacks |
43 | Avian | 3 | Wings | Can fly at 2x movement |
44 | Avian | 4 | Bird Brain | You immediately fly away in search of soft ground which you dig through in search of worms to eat |
45 | Draconic | 1 | Draconic Intellect | +1 Adv. on INT tests & +5 to cast spirit powers |
46 | Draconic | 2 | Dragon Scales | Gain a randomly determined color of dragon scales, grating +10 Armor and +10 resistance of the appropriate type (i.e. Red Scales = Fire resistance) |
47 | Draconic | 3 | Breath Attack | Gain the Breath II trait, allowing a Breathe attack action, based in a randomly determined damage type |
48 | Draconic | 4 | Dragon Brain | Find the nearest source of treasure, do whatever you have to to take it, then retreat to a safe place where you can pile up all available treasure and then attempt to sleep on it |
Equine
wdt_ID | Creature Type | Rank | Mutation | Effect |
---|---|---|---|---|
1 | Vermin | 1 | Antenae | +1 Adv. on all AVD, PER & INIT tests |
2 | Vermin | 2 | Pox Fur | Your fur carries a random plague (roll D3: 1= T1 Delirium Plague, 2= Carrion Plague, 3= Blistering Plague) which infects ALL targets within 3" at the start of each of your subsequent turns |
3 | Vermin | 3 | Tail Stinger | As an attack action, sting a single target up to 1" away with -10 Armor Piercing, inflicting 3d6 damage and a random complex poison |
4 | Vermin | 4 | Rat Brain | You flee directly away from any threat, and if this causes you to move into an impassable object you will claw at it or otherwise attack ti until the obstacle is removed/destroyed |
5 | Invertebrate | 1 | No Backbone | You suffer -3 on all RES tests, but can compress and mold your body to almost any shape and gain Toughness 2 |
6 | Invertebrate | 2 | Ink Cloud | As an instant you can squirt a cloud of inky black vapor out of your mouth that blocka all LoS in a 3" radius in front you and prevents attacks from disengaging from combat |
7 | Invertebrate | 3 | Tentacle Arms | Your arms become tentacles while retaining the ability to wield weapons, granting +1 Reach to all attacks and also a basic 1d6 Reach1 attack if unarmed |
8 | Invertebrate | 4 | Squid Brain | On your next turn you must use your ink cloud to disengage from base contact and flee all threats. |
9 | Ungulate | 1 | Cloven Hooves | +2 Adv. when climbing & +1 Adv. STAM tests |
10 | Ungulate | 2 | Horns | Gain the Bull Charge racial passive & a knockdown effect after charging (if already possessing Bull Charge, double its effects) |
11 | Ungulate | 3 | Bleating Tongue | You can no longer speak, only bleat, but doing so as an OOT Instant interrupts enemy spell casting up to 10" away if they fail a Resolve test |
12 | Ungulate | 4 | Goat Brain | Any threatening or frightening actions taken against you cause you to become immobilized, falling over with your arms and legs stiff and sticking straight out |
13 | Primate | 1 | Monkey Paws | +3 Adv. when climbing or jumping & +5 hit with melee attacks |
14 | Primate | 2 | Gorilla Arms | +1 Adv. on STR tests & +1 melee damage |
15 | Primate | 3 | Prehensile Tail | Can use to tail to grab things and even wield up to a Medium sized weapon as a second off-hand attack with no combat penalties provided you are proficient in its use (must follow 4-3-2 rule) |
16 | Primate | 4 | Monkey Brain | The only instants & action you can make is to Poo Fling, Scamper, and Evade (see Codex of Creation: Monkey) |
17 | Equine | 1 | Horse Thighs | +1 Adv. on STAM tests and +2 Movement |
18 | Equine | 2 | Saddleback | Can run effectively on all fours, and can act as a mount for creatures that are one size smaller than you |
19 | Equine | 3 | Sharp Hooves | Gain the Mule Kick racial passive |
20 | Equine | 4 | Horse Brain | All you want to do is run and run and run, maybe some neighing and tossing of your mane too, but that's it |
21 | Canine | 1 | Dog Tail | +2 Adv. on CHRM tests, but loses the ability to hide emotions as the tail gives it away |
22 | Canine | 2 | Fangs | You gain a 1d6+0.5/lvl bite attack as part of any melee attack action (must follow 4-3-2 rule) |
23 | Canine | 3 | Wolf Snout | Gain Pack Hunting trait that functions with immediate allies in party as well as other actual friendly canines |
24 | Canine | 4 | Dog Brain | You try desperately to please everyone, even if they are attacking you |
25 | Feline | 1 | Cat Tail | +2 Adv. on AGIL tests & reduce fall damage by 1/2 |
26 | Feline | 2 | Retractable Claws | +2 damage on unarmed attacks |
27 | Feline | 3 | Black Panther | When hiding gain +2 Base Stealth, +2 Adv. on all Stealth tests, and +2 Adv. to avoiding detection in a stat roll off |
28 | Feline | 4 | Cat Brain | Must attempt to climb the nearest tree or other such terrain feature and remain there until any possible threat is removed |
29 | Ursine | 1 | Hulking Body | +1 Adv. on STR & STAM tests but -1 Disadv. on AGIL tests |
30 | Ursine | 2 | Thick Hide | Gain Toughness 1 & 3 per level Temporary HP |
31 | Ursine | 3 | Grizzly Hump | Gain Threatening I trait |
32 | Ursine | 4 | Bear Brain | Must immediately consume all edible food in your possession then spend subsequent turns searching for more |
33 | Reptilian | 1 | Chameleon Skin | Your skin naturally changes color to adapt to its surroundings granting +2 Stealth and +2 Adv on AVD tests when others attempt to detect you while hidden |
34 | Reptilian | 2 | Turtle Shell | Gain +10 Armor |
35 | Reptilian | 3 | Venom Sacs | As an action you can attempt to bite a target and inflict them with a random complex poison, alternately you can spit a random simple poisson up to 8" away |
36 | Reptilian | 4 | Lizard Brain | The limbic system takes over, each turn randomly determine if you will fight, flee, freeze, feed or fornicate |
37 | Aquatic | 1 | Claw Hand | Cannot wield a weapon but claw can be used to attack with 1d12+1d6 damage (can be treated as a weapon or unarmed for primary skill purposes) |
38 | Aquatic | 2 | Gills | Can breathe underwater |
39 | Aquatic | 3 | Poisonous Skin | Brightly colored spots on your skin secrete poison, causing anyone that touches you (or attacks you) to be inflicted with a random complex poison |
40 | Aquatic | 4 | Amphibian Brain | Must try to swallow any threatening creature whole, then if failing to do so flee |
41 | Avian | 1 | Eagle Eyes | +1 Adv. on perception test & +5 to hit with ranged |
42 | Avian | 2 | Taloned Feet | +2 damage on kick attacks |
43 | Avian | 3 | Wings | Can fly at 2x movement |
44 | Avian | 4 | Bird Brain | You immediately fly away in search of soft ground which you dig through in search of worms to eat |
45 | Draconic | 1 | Draconic Intellect | +1 Adv. on INT tests & +5 to cast spirit powers |
46 | Draconic | 2 | Dragon Scales | Gain a randomly determined color of dragon scales, grating +10 Armor and +10 resistance of the appropriate type (i.e. Red Scales = Fire resistance) |
47 | Draconic | 3 | Breath Attack | Gain the Breath II trait, allowing a Breathe attack action, based in a randomly determined damage type |
48 | Draconic | 4 | Dragon Brain | Find the nearest source of treasure, do whatever you have to to take it, then retreat to a safe place where you can pile up all available treasure and then attempt to sleep on it |
Canine
wdt_ID | Creature Type | Rank | Mutation | Effect |
---|---|---|---|---|
1 | Vermin | 1 | Antenae | +1 Adv. on all AVD, PER & INIT tests |
2 | Vermin | 2 | Pox Fur | Your fur carries a random plague (roll D3: 1= T1 Delirium Plague, 2= Carrion Plague, 3= Blistering Plague) which infects ALL targets within 3" at the start of each of your subsequent turns |
3 | Vermin | 3 | Tail Stinger | As an attack action, sting a single target up to 1" away with -10 Armor Piercing, inflicting 3d6 damage and a random complex poison |
4 | Vermin | 4 | Rat Brain | You flee directly away from any threat, and if this causes you to move into an impassable object you will claw at it or otherwise attack ti until the obstacle is removed/destroyed |
5 | Invertebrate | 1 | No Backbone | You suffer -3 on all RES tests, but can compress and mold your body to almost any shape and gain Toughness 2 |
6 | Invertebrate | 2 | Ink Cloud | As an instant you can squirt a cloud of inky black vapor out of your mouth that blocka all LoS in a 3" radius in front you and prevents attacks from disengaging from combat |
7 | Invertebrate | 3 | Tentacle Arms | Your arms become tentacles while retaining the ability to wield weapons, granting +1 Reach to all attacks and also a basic 1d6 Reach1 attack if unarmed |
8 | Invertebrate | 4 | Squid Brain | On your next turn you must use your ink cloud to disengage from base contact and flee all threats. |
9 | Ungulate | 1 | Cloven Hooves | +2 Adv. when climbing & +1 Adv. STAM tests |
10 | Ungulate | 2 | Horns | Gain the Bull Charge racial passive & a knockdown effect after charging (if already possessing Bull Charge, double its effects) |
11 | Ungulate | 3 | Bleating Tongue | You can no longer speak, only bleat, but doing so as an OOT Instant interrupts enemy spell casting up to 10" away if they fail a Resolve test |
12 | Ungulate | 4 | Goat Brain | Any threatening or frightening actions taken against you cause you to become immobilized, falling over with your arms and legs stiff and sticking straight out |
13 | Primate | 1 | Monkey Paws | +3 Adv. when climbing or jumping & +5 hit with melee attacks |
14 | Primate | 2 | Gorilla Arms | +1 Adv. on STR tests & +1 melee damage |
15 | Primate | 3 | Prehensile Tail | Can use to tail to grab things and even wield up to a Medium sized weapon as a second off-hand attack with no combat penalties provided you are proficient in its use (must follow 4-3-2 rule) |
16 | Primate | 4 | Monkey Brain | The only instants & action you can make is to Poo Fling, Scamper, and Evade (see Codex of Creation: Monkey) |
17 | Equine | 1 | Horse Thighs | +1 Adv. on STAM tests and +2 Movement |
18 | Equine | 2 | Saddleback | Can run effectively on all fours, and can act as a mount for creatures that are one size smaller than you |
19 | Equine | 3 | Sharp Hooves | Gain the Mule Kick racial passive |
20 | Equine | 4 | Horse Brain | All you want to do is run and run and run, maybe some neighing and tossing of your mane too, but that's it |
21 | Canine | 1 | Dog Tail | +2 Adv. on CHRM tests, but loses the ability to hide emotions as the tail gives it away |
22 | Canine | 2 | Fangs | You gain a 1d6+0.5/lvl bite attack as part of any melee attack action (must follow 4-3-2 rule) |
23 | Canine | 3 | Wolf Snout | Gain Pack Hunting trait that functions with immediate allies in party as well as other actual friendly canines |
24 | Canine | 4 | Dog Brain | You try desperately to please everyone, even if they are attacking you |
25 | Feline | 1 | Cat Tail | +2 Adv. on AGIL tests & reduce fall damage by 1/2 |
26 | Feline | 2 | Retractable Claws | +2 damage on unarmed attacks |
27 | Feline | 3 | Black Panther | When hiding gain +2 Base Stealth, +2 Adv. on all Stealth tests, and +2 Adv. to avoiding detection in a stat roll off |
28 | Feline | 4 | Cat Brain | Must attempt to climb the nearest tree or other such terrain feature and remain there until any possible threat is removed |
29 | Ursine | 1 | Hulking Body | +1 Adv. on STR & STAM tests but -1 Disadv. on AGIL tests |
30 | Ursine | 2 | Thick Hide | Gain Toughness 1 & 3 per level Temporary HP |
31 | Ursine | 3 | Grizzly Hump | Gain Threatening I trait |
32 | Ursine | 4 | Bear Brain | Must immediately consume all edible food in your possession then spend subsequent turns searching for more |
33 | Reptilian | 1 | Chameleon Skin | Your skin naturally changes color to adapt to its surroundings granting +2 Stealth and +2 Adv on AVD tests when others attempt to detect you while hidden |
34 | Reptilian | 2 | Turtle Shell | Gain +10 Armor |
35 | Reptilian | 3 | Venom Sacs | As an action you can attempt to bite a target and inflict them with a random complex poison, alternately you can spit a random simple poisson up to 8" away |
36 | Reptilian | 4 | Lizard Brain | The limbic system takes over, each turn randomly determine if you will fight, flee, freeze, feed or fornicate |
37 | Aquatic | 1 | Claw Hand | Cannot wield a weapon but claw can be used to attack with 1d12+1d6 damage (can be treated as a weapon or unarmed for primary skill purposes) |
38 | Aquatic | 2 | Gills | Can breathe underwater |
39 | Aquatic | 3 | Poisonous Skin | Brightly colored spots on your skin secrete poison, causing anyone that touches you (or attacks you) to be inflicted with a random complex poison |
40 | Aquatic | 4 | Amphibian Brain | Must try to swallow any threatening creature whole, then if failing to do so flee |
41 | Avian | 1 | Eagle Eyes | +1 Adv. on perception test & +5 to hit with ranged |
42 | Avian | 2 | Taloned Feet | +2 damage on kick attacks |
43 | Avian | 3 | Wings | Can fly at 2x movement |
44 | Avian | 4 | Bird Brain | You immediately fly away in search of soft ground which you dig through in search of worms to eat |
45 | Draconic | 1 | Draconic Intellect | +1 Adv. on INT tests & +5 to cast spirit powers |
46 | Draconic | 2 | Dragon Scales | Gain a randomly determined color of dragon scales, grating +10 Armor and +10 resistance of the appropriate type (i.e. Red Scales = Fire resistance) |
47 | Draconic | 3 | Breath Attack | Gain the Breath II trait, allowing a Breathe attack action, based in a randomly determined damage type |
48 | Draconic | 4 | Dragon Brain | Find the nearest source of treasure, do whatever you have to to take it, then retreat to a safe place where you can pile up all available treasure and then attempt to sleep on it |
Feline
wdt_ID | Creature Type | Rank | Mutation | Effect |
---|---|---|---|---|
1 | Vermin | 1 | Antenae | +1 Adv. on all AVD, PER & INIT tests |
2 | Vermin | 2 | Pox Fur | Your fur carries a random plague (roll D3: 1= T1 Delirium Plague, 2= Carrion Plague, 3= Blistering Plague) which infects ALL targets within 3" at the start of each of your subsequent turns |
3 | Vermin | 3 | Tail Stinger | As an attack action, sting a single target up to 1" away with -10 Armor Piercing, inflicting 3d6 damage and a random complex poison |
4 | Vermin | 4 | Rat Brain | You flee directly away from any threat, and if this causes you to move into an impassable object you will claw at it or otherwise attack ti until the obstacle is removed/destroyed |
5 | Invertebrate | 1 | No Backbone | You suffer -3 on all RES tests, but can compress and mold your body to almost any shape and gain Toughness 2 |
6 | Invertebrate | 2 | Ink Cloud | As an instant you can squirt a cloud of inky black vapor out of your mouth that blocka all LoS in a 3" radius in front you and prevents attacks from disengaging from combat |
7 | Invertebrate | 3 | Tentacle Arms | Your arms become tentacles while retaining the ability to wield weapons, granting +1 Reach to all attacks and also a basic 1d6 Reach1 attack if unarmed |
8 | Invertebrate | 4 | Squid Brain | On your next turn you must use your ink cloud to disengage from base contact and flee all threats. |
9 | Ungulate | 1 | Cloven Hooves | +2 Adv. when climbing & +1 Adv. STAM tests |
10 | Ungulate | 2 | Horns | Gain the Bull Charge racial passive & a knockdown effect after charging (if already possessing Bull Charge, double its effects) |
11 | Ungulate | 3 | Bleating Tongue | You can no longer speak, only bleat, but doing so as an OOT Instant interrupts enemy spell casting up to 10" away if they fail a Resolve test |
12 | Ungulate | 4 | Goat Brain | Any threatening or frightening actions taken against you cause you to become immobilized, falling over with your arms and legs stiff and sticking straight out |
13 | Primate | 1 | Monkey Paws | +3 Adv. when climbing or jumping & +5 hit with melee attacks |
14 | Primate | 2 | Gorilla Arms | +1 Adv. on STR tests & +1 melee damage |
15 | Primate | 3 | Prehensile Tail | Can use to tail to grab things and even wield up to a Medium sized weapon as a second off-hand attack with no combat penalties provided you are proficient in its use (must follow 4-3-2 rule) |
16 | Primate | 4 | Monkey Brain | The only instants & action you can make is to Poo Fling, Scamper, and Evade (see Codex of Creation: Monkey) |
17 | Equine | 1 | Horse Thighs | +1 Adv. on STAM tests and +2 Movement |
18 | Equine | 2 | Saddleback | Can run effectively on all fours, and can act as a mount for creatures that are one size smaller than you |
19 | Equine | 3 | Sharp Hooves | Gain the Mule Kick racial passive |
20 | Equine | 4 | Horse Brain | All you want to do is run and run and run, maybe some neighing and tossing of your mane too, but that's it |
21 | Canine | 1 | Dog Tail | +2 Adv. on CHRM tests, but loses the ability to hide emotions as the tail gives it away |
22 | Canine | 2 | Fangs | You gain a 1d6+0.5/lvl bite attack as part of any melee attack action (must follow 4-3-2 rule) |
23 | Canine | 3 | Wolf Snout | Gain Pack Hunting trait that functions with immediate allies in party as well as other actual friendly canines |
24 | Canine | 4 | Dog Brain | You try desperately to please everyone, even if they are attacking you |
25 | Feline | 1 | Cat Tail | +2 Adv. on AGIL tests & reduce fall damage by 1/2 |
26 | Feline | 2 | Retractable Claws | +2 damage on unarmed attacks |
27 | Feline | 3 | Black Panther | When hiding gain +2 Base Stealth, +2 Adv. on all Stealth tests, and +2 Adv. to avoiding detection in a stat roll off |
28 | Feline | 4 | Cat Brain | Must attempt to climb the nearest tree or other such terrain feature and remain there until any possible threat is removed |
29 | Ursine | 1 | Hulking Body | +1 Adv. on STR & STAM tests but -1 Disadv. on AGIL tests |
30 | Ursine | 2 | Thick Hide | Gain Toughness 1 & 3 per level Temporary HP |
31 | Ursine | 3 | Grizzly Hump | Gain Threatening I trait |
32 | Ursine | 4 | Bear Brain | Must immediately consume all edible food in your possession then spend subsequent turns searching for more |
33 | Reptilian | 1 | Chameleon Skin | Your skin naturally changes color to adapt to its surroundings granting +2 Stealth and +2 Adv on AVD tests when others attempt to detect you while hidden |
34 | Reptilian | 2 | Turtle Shell | Gain +10 Armor |
35 | Reptilian | 3 | Venom Sacs | As an action you can attempt to bite a target and inflict them with a random complex poison, alternately you can spit a random simple poisson up to 8" away |
36 | Reptilian | 4 | Lizard Brain | The limbic system takes over, each turn randomly determine if you will fight, flee, freeze, feed or fornicate |
37 | Aquatic | 1 | Claw Hand | Cannot wield a weapon but claw can be used to attack with 1d12+1d6 damage (can be treated as a weapon or unarmed for primary skill purposes) |
38 | Aquatic | 2 | Gills | Can breathe underwater |
39 | Aquatic | 3 | Poisonous Skin | Brightly colored spots on your skin secrete poison, causing anyone that touches you (or attacks you) to be inflicted with a random complex poison |
40 | Aquatic | 4 | Amphibian Brain | Must try to swallow any threatening creature whole, then if failing to do so flee |
41 | Avian | 1 | Eagle Eyes | +1 Adv. on perception test & +5 to hit with ranged |
42 | Avian | 2 | Taloned Feet | +2 damage on kick attacks |
43 | Avian | 3 | Wings | Can fly at 2x movement |
44 | Avian | 4 | Bird Brain | You immediately fly away in search of soft ground which you dig through in search of worms to eat |
45 | Draconic | 1 | Draconic Intellect | +1 Adv. on INT tests & +5 to cast spirit powers |
46 | Draconic | 2 | Dragon Scales | Gain a randomly determined color of dragon scales, grating +10 Armor and +10 resistance of the appropriate type (i.e. Red Scales = Fire resistance) |
47 | Draconic | 3 | Breath Attack | Gain the Breath II trait, allowing a Breathe attack action, based in a randomly determined damage type |
48 | Draconic | 4 | Dragon Brain | Find the nearest source of treasure, do whatever you have to to take it, then retreat to a safe place where you can pile up all available treasure and then attempt to sleep on it |
Ursine
wdt_ID | Creature Type | Rank | Mutation | Effect |
---|---|---|---|---|
1 | Vermin | 1 | Antenae | +1 Adv. on all AVD, PER & INIT tests |
2 | Vermin | 2 | Pox Fur | Your fur carries a random plague (roll D3: 1= T1 Delirium Plague, 2= Carrion Plague, 3= Blistering Plague) which infects ALL targets within 3" at the start of each of your subsequent turns |
3 | Vermin | 3 | Tail Stinger | As an attack action, sting a single target up to 1" away with -10 Armor Piercing, inflicting 3d6 damage and a random complex poison |
4 | Vermin | 4 | Rat Brain | You flee directly away from any threat, and if this causes you to move into an impassable object you will claw at it or otherwise attack ti until the obstacle is removed/destroyed |
5 | Invertebrate | 1 | No Backbone | You suffer -3 on all RES tests, but can compress and mold your body to almost any shape and gain Toughness 2 |
6 | Invertebrate | 2 | Ink Cloud | As an instant you can squirt a cloud of inky black vapor out of your mouth that blocka all LoS in a 3" radius in front you and prevents attacks from disengaging from combat |
7 | Invertebrate | 3 | Tentacle Arms | Your arms become tentacles while retaining the ability to wield weapons, granting +1 Reach to all attacks and also a basic 1d6 Reach1 attack if unarmed |
8 | Invertebrate | 4 | Squid Brain | On your next turn you must use your ink cloud to disengage from base contact and flee all threats. |
9 | Ungulate | 1 | Cloven Hooves | +2 Adv. when climbing & +1 Adv. STAM tests |
10 | Ungulate | 2 | Horns | Gain the Bull Charge racial passive & a knockdown effect after charging (if already possessing Bull Charge, double its effects) |
11 | Ungulate | 3 | Bleating Tongue | You can no longer speak, only bleat, but doing so as an OOT Instant interrupts enemy spell casting up to 10" away if they fail a Resolve test |
12 | Ungulate | 4 | Goat Brain | Any threatening or frightening actions taken against you cause you to become immobilized, falling over with your arms and legs stiff and sticking straight out |
13 | Primate | 1 | Monkey Paws | +3 Adv. when climbing or jumping & +5 hit with melee attacks |
14 | Primate | 2 | Gorilla Arms | +1 Adv. on STR tests & +1 melee damage |
15 | Primate | 3 | Prehensile Tail | Can use to tail to grab things and even wield up to a Medium sized weapon as a second off-hand attack with no combat penalties provided you are proficient in its use (must follow 4-3-2 rule) |
16 | Primate | 4 | Monkey Brain | The only instants & action you can make is to Poo Fling, Scamper, and Evade (see Codex of Creation: Monkey) |
17 | Equine | 1 | Horse Thighs | +1 Adv. on STAM tests and +2 Movement |
18 | Equine | 2 | Saddleback | Can run effectively on all fours, and can act as a mount for creatures that are one size smaller than you |
19 | Equine | 3 | Sharp Hooves | Gain the Mule Kick racial passive |
20 | Equine | 4 | Horse Brain | All you want to do is run and run and run, maybe some neighing and tossing of your mane too, but that's it |
21 | Canine | 1 | Dog Tail | +2 Adv. on CHRM tests, but loses the ability to hide emotions as the tail gives it away |
22 | Canine | 2 | Fangs | You gain a 1d6+0.5/lvl bite attack as part of any melee attack action (must follow 4-3-2 rule) |
23 | Canine | 3 | Wolf Snout | Gain Pack Hunting trait that functions with immediate allies in party as well as other actual friendly canines |
24 | Canine | 4 | Dog Brain | You try desperately to please everyone, even if they are attacking you |
25 | Feline | 1 | Cat Tail | +2 Adv. on AGIL tests & reduce fall damage by 1/2 |
26 | Feline | 2 | Retractable Claws | +2 damage on unarmed attacks |
27 | Feline | 3 | Black Panther | When hiding gain +2 Base Stealth, +2 Adv. on all Stealth tests, and +2 Adv. to avoiding detection in a stat roll off |
28 | Feline | 4 | Cat Brain | Must attempt to climb the nearest tree or other such terrain feature and remain there until any possible threat is removed |
29 | Ursine | 1 | Hulking Body | +1 Adv. on STR & STAM tests but -1 Disadv. on AGIL tests |
30 | Ursine | 2 | Thick Hide | Gain Toughness 1 & 3 per level Temporary HP |
31 | Ursine | 3 | Grizzly Hump | Gain Threatening I trait |
32 | Ursine | 4 | Bear Brain | Must immediately consume all edible food in your possession then spend subsequent turns searching for more |
33 | Reptilian | 1 | Chameleon Skin | Your skin naturally changes color to adapt to its surroundings granting +2 Stealth and +2 Adv on AVD tests when others attempt to detect you while hidden |
34 | Reptilian | 2 | Turtle Shell | Gain +10 Armor |
35 | Reptilian | 3 | Venom Sacs | As an action you can attempt to bite a target and inflict them with a random complex poison, alternately you can spit a random simple poisson up to 8" away |
36 | Reptilian | 4 | Lizard Brain | The limbic system takes over, each turn randomly determine if you will fight, flee, freeze, feed or fornicate |
37 | Aquatic | 1 | Claw Hand | Cannot wield a weapon but claw can be used to attack with 1d12+1d6 damage (can be treated as a weapon or unarmed for primary skill purposes) |
38 | Aquatic | 2 | Gills | Can breathe underwater |
39 | Aquatic | 3 | Poisonous Skin | Brightly colored spots on your skin secrete poison, causing anyone that touches you (or attacks you) to be inflicted with a random complex poison |
40 | Aquatic | 4 | Amphibian Brain | Must try to swallow any threatening creature whole, then if failing to do so flee |
41 | Avian | 1 | Eagle Eyes | +1 Adv. on perception test & +5 to hit with ranged |
42 | Avian | 2 | Taloned Feet | +2 damage on kick attacks |
43 | Avian | 3 | Wings | Can fly at 2x movement |
44 | Avian | 4 | Bird Brain | You immediately fly away in search of soft ground which you dig through in search of worms to eat |
45 | Draconic | 1 | Draconic Intellect | +1 Adv. on INT tests & +5 to cast spirit powers |
46 | Draconic | 2 | Dragon Scales | Gain a randomly determined color of dragon scales, grating +10 Armor and +10 resistance of the appropriate type (i.e. Red Scales = Fire resistance) |
47 | Draconic | 3 | Breath Attack | Gain the Breath II trait, allowing a Breathe attack action, based in a randomly determined damage type |
48 | Draconic | 4 | Dragon Brain | Find the nearest source of treasure, do whatever you have to to take it, then retreat to a safe place where you can pile up all available treasure and then attempt to sleep on it |
Reptilian
wdt_ID | Creature Type | Rank | Mutation | Effect |
---|---|---|---|---|
1 | Vermin | 1 | Antenae | +1 Adv. on all AVD, PER & INIT tests |
2 | Vermin | 2 | Pox Fur | Your fur carries a random plague (roll D3: 1= T1 Delirium Plague, 2= Carrion Plague, 3= Blistering Plague) which infects ALL targets within 3" at the start of each of your subsequent turns |
3 | Vermin | 3 | Tail Stinger | As an attack action, sting a single target up to 1" away with -10 Armor Piercing, inflicting 3d6 damage and a random complex poison |
4 | Vermin | 4 | Rat Brain | You flee directly away from any threat, and if this causes you to move into an impassable object you will claw at it or otherwise attack ti until the obstacle is removed/destroyed |
5 | Invertebrate | 1 | No Backbone | You suffer -3 on all RES tests, but can compress and mold your body to almost any shape and gain Toughness 2 |
6 | Invertebrate | 2 | Ink Cloud | As an instant you can squirt a cloud of inky black vapor out of your mouth that blocka all LoS in a 3" radius in front you and prevents attacks from disengaging from combat |
7 | Invertebrate | 3 | Tentacle Arms | Your arms become tentacles while retaining the ability to wield weapons, granting +1 Reach to all attacks and also a basic 1d6 Reach1 attack if unarmed |
8 | Invertebrate | 4 | Squid Brain | On your next turn you must use your ink cloud to disengage from base contact and flee all threats. |
9 | Ungulate | 1 | Cloven Hooves | +2 Adv. when climbing & +1 Adv. STAM tests |
10 | Ungulate | 2 | Horns | Gain the Bull Charge racial passive & a knockdown effect after charging (if already possessing Bull Charge, double its effects) |
11 | Ungulate | 3 | Bleating Tongue | You can no longer speak, only bleat, but doing so as an OOT Instant interrupts enemy spell casting up to 10" away if they fail a Resolve test |
12 | Ungulate | 4 | Goat Brain | Any threatening or frightening actions taken against you cause you to become immobilized, falling over with your arms and legs stiff and sticking straight out |
13 | Primate | 1 | Monkey Paws | +3 Adv. when climbing or jumping & +5 hit with melee attacks |
14 | Primate | 2 | Gorilla Arms | +1 Adv. on STR tests & +1 melee damage |
15 | Primate | 3 | Prehensile Tail | Can use to tail to grab things and even wield up to a Medium sized weapon as a second off-hand attack with no combat penalties provided you are proficient in its use (must follow 4-3-2 rule) |
16 | Primate | 4 | Monkey Brain | The only instants & action you can make is to Poo Fling, Scamper, and Evade (see Codex of Creation: Monkey) |
17 | Equine | 1 | Horse Thighs | +1 Adv. on STAM tests and +2 Movement |
18 | Equine | 2 | Saddleback | Can run effectively on all fours, and can act as a mount for creatures that are one size smaller than you |
19 | Equine | 3 | Sharp Hooves | Gain the Mule Kick racial passive |
20 | Equine | 4 | Horse Brain | All you want to do is run and run and run, maybe some neighing and tossing of your mane too, but that's it |
21 | Canine | 1 | Dog Tail | +2 Adv. on CHRM tests, but loses the ability to hide emotions as the tail gives it away |
22 | Canine | 2 | Fangs | You gain a 1d6+0.5/lvl bite attack as part of any melee attack action (must follow 4-3-2 rule) |
23 | Canine | 3 | Wolf Snout | Gain Pack Hunting trait that functions with immediate allies in party as well as other actual friendly canines |
24 | Canine | 4 | Dog Brain | You try desperately to please everyone, even if they are attacking you |
25 | Feline | 1 | Cat Tail | +2 Adv. on AGIL tests & reduce fall damage by 1/2 |
26 | Feline | 2 | Retractable Claws | +2 damage on unarmed attacks |
27 | Feline | 3 | Black Panther | When hiding gain +2 Base Stealth, +2 Adv. on all Stealth tests, and +2 Adv. to avoiding detection in a stat roll off |
28 | Feline | 4 | Cat Brain | Must attempt to climb the nearest tree or other such terrain feature and remain there until any possible threat is removed |
29 | Ursine | 1 | Hulking Body | +1 Adv. on STR & STAM tests but -1 Disadv. on AGIL tests |
30 | Ursine | 2 | Thick Hide | Gain Toughness 1 & 3 per level Temporary HP |
31 | Ursine | 3 | Grizzly Hump | Gain Threatening I trait |
32 | Ursine | 4 | Bear Brain | Must immediately consume all edible food in your possession then spend subsequent turns searching for more |
33 | Reptilian | 1 | Chameleon Skin | Your skin naturally changes color to adapt to its surroundings granting +2 Stealth and +2 Adv on AVD tests when others attempt to detect you while hidden |
34 | Reptilian | 2 | Turtle Shell | Gain +10 Armor |
35 | Reptilian | 3 | Venom Sacs | As an action you can attempt to bite a target and inflict them with a random complex poison, alternately you can spit a random simple poisson up to 8" away |
36 | Reptilian | 4 | Lizard Brain | The limbic system takes over, each turn randomly determine if you will fight, flee, freeze, feed or fornicate |
37 | Aquatic | 1 | Claw Hand | Cannot wield a weapon but claw can be used to attack with 1d12+1d6 damage (can be treated as a weapon or unarmed for primary skill purposes) |
38 | Aquatic | 2 | Gills | Can breathe underwater |
39 | Aquatic | 3 | Poisonous Skin | Brightly colored spots on your skin secrete poison, causing anyone that touches you (or attacks you) to be inflicted with a random complex poison |
40 | Aquatic | 4 | Amphibian Brain | Must try to swallow any threatening creature whole, then if failing to do so flee |
41 | Avian | 1 | Eagle Eyes | +1 Adv. on perception test & +5 to hit with ranged |
42 | Avian | 2 | Taloned Feet | +2 damage on kick attacks |
43 | Avian | 3 | Wings | Can fly at 2x movement |
44 | Avian | 4 | Bird Brain | You immediately fly away in search of soft ground which you dig through in search of worms to eat |
45 | Draconic | 1 | Draconic Intellect | +1 Adv. on INT tests & +5 to cast spirit powers |
46 | Draconic | 2 | Dragon Scales | Gain a randomly determined color of dragon scales, grating +10 Armor and +10 resistance of the appropriate type (i.e. Red Scales = Fire resistance) |
47 | Draconic | 3 | Breath Attack | Gain the Breath II trait, allowing a Breathe attack action, based in a randomly determined damage type |
48 | Draconic | 4 | Dragon Brain | Find the nearest source of treasure, do whatever you have to to take it, then retreat to a safe place where you can pile up all available treasure and then attempt to sleep on it |
Aquatic
wdt_ID | Creature Type | Rank | Mutation | Effect |
---|---|---|---|---|
1 | Vermin | 1 | Antenae | +1 Adv. on all AVD, PER & INIT tests |
2 | Vermin | 2 | Pox Fur | Your fur carries a random plague (roll D3: 1= T1 Delirium Plague, 2= Carrion Plague, 3= Blistering Plague) which infects ALL targets within 3" at the start of each of your subsequent turns |
3 | Vermin | 3 | Tail Stinger | As an attack action, sting a single target up to 1" away with -10 Armor Piercing, inflicting 3d6 damage and a random complex poison |
4 | Vermin | 4 | Rat Brain | You flee directly away from any threat, and if this causes you to move into an impassable object you will claw at it or otherwise attack ti until the obstacle is removed/destroyed |
5 | Invertebrate | 1 | No Backbone | You suffer -3 on all RES tests, but can compress and mold your body to almost any shape and gain Toughness 2 |
6 | Invertebrate | 2 | Ink Cloud | As an instant you can squirt a cloud of inky black vapor out of your mouth that blocka all LoS in a 3" radius in front you and prevents attacks from disengaging from combat |
7 | Invertebrate | 3 | Tentacle Arms | Your arms become tentacles while retaining the ability to wield weapons, granting +1 Reach to all attacks and also a basic 1d6 Reach1 attack if unarmed |
8 | Invertebrate | 4 | Squid Brain | On your next turn you must use your ink cloud to disengage from base contact and flee all threats. |
9 | Ungulate | 1 | Cloven Hooves | +2 Adv. when climbing & +1 Adv. STAM tests |
10 | Ungulate | 2 | Horns | Gain the Bull Charge racial passive & a knockdown effect after charging (if already possessing Bull Charge, double its effects) |
11 | Ungulate | 3 | Bleating Tongue | You can no longer speak, only bleat, but doing so as an OOT Instant interrupts enemy spell casting up to 10" away if they fail a Resolve test |
12 | Ungulate | 4 | Goat Brain | Any threatening or frightening actions taken against you cause you to become immobilized, falling over with your arms and legs stiff and sticking straight out |
13 | Primate | 1 | Monkey Paws | +3 Adv. when climbing or jumping & +5 hit with melee attacks |
14 | Primate | 2 | Gorilla Arms | +1 Adv. on STR tests & +1 melee damage |
15 | Primate | 3 | Prehensile Tail | Can use to tail to grab things and even wield up to a Medium sized weapon as a second off-hand attack with no combat penalties provided you are proficient in its use (must follow 4-3-2 rule) |
16 | Primate | 4 | Monkey Brain | The only instants & action you can make is to Poo Fling, Scamper, and Evade (see Codex of Creation: Monkey) |
17 | Equine | 1 | Horse Thighs | +1 Adv. on STAM tests and +2 Movement |
18 | Equine | 2 | Saddleback | Can run effectively on all fours, and can act as a mount for creatures that are one size smaller than you |
19 | Equine | 3 | Sharp Hooves | Gain the Mule Kick racial passive |
20 | Equine | 4 | Horse Brain | All you want to do is run and run and run, maybe some neighing and tossing of your mane too, but that's it |
21 | Canine | 1 | Dog Tail | +2 Adv. on CHRM tests, but loses the ability to hide emotions as the tail gives it away |
22 | Canine | 2 | Fangs | You gain a 1d6+0.5/lvl bite attack as part of any melee attack action (must follow 4-3-2 rule) |
23 | Canine | 3 | Wolf Snout | Gain Pack Hunting trait that functions with immediate allies in party as well as other actual friendly canines |
24 | Canine | 4 | Dog Brain | You try desperately to please everyone, even if they are attacking you |
25 | Feline | 1 | Cat Tail | +2 Adv. on AGIL tests & reduce fall damage by 1/2 |
26 | Feline | 2 | Retractable Claws | +2 damage on unarmed attacks |
27 | Feline | 3 | Black Panther | When hiding gain +2 Base Stealth, +2 Adv. on all Stealth tests, and +2 Adv. to avoiding detection in a stat roll off |
28 | Feline | 4 | Cat Brain | Must attempt to climb the nearest tree or other such terrain feature and remain there until any possible threat is removed |
29 | Ursine | 1 | Hulking Body | +1 Adv. on STR & STAM tests but -1 Disadv. on AGIL tests |
30 | Ursine | 2 | Thick Hide | Gain Toughness 1 & 3 per level Temporary HP |
31 | Ursine | 3 | Grizzly Hump | Gain Threatening I trait |
32 | Ursine | 4 | Bear Brain | Must immediately consume all edible food in your possession then spend subsequent turns searching for more |
33 | Reptilian | 1 | Chameleon Skin | Your skin naturally changes color to adapt to its surroundings granting +2 Stealth and +2 Adv on AVD tests when others attempt to detect you while hidden |
34 | Reptilian | 2 | Turtle Shell | Gain +10 Armor |
35 | Reptilian | 3 | Venom Sacs | As an action you can attempt to bite a target and inflict them with a random complex poison, alternately you can spit a random simple poisson up to 8" away |
36 | Reptilian | 4 | Lizard Brain | The limbic system takes over, each turn randomly determine if you will fight, flee, freeze, feed or fornicate |
37 | Aquatic | 1 | Claw Hand | Cannot wield a weapon but claw can be used to attack with 1d12+1d6 damage (can be treated as a weapon or unarmed for primary skill purposes) |
38 | Aquatic | 2 | Gills | Can breathe underwater |
39 | Aquatic | 3 | Poisonous Skin | Brightly colored spots on your skin secrete poison, causing anyone that touches you (or attacks you) to be inflicted with a random complex poison |
40 | Aquatic | 4 | Amphibian Brain | Must try to swallow any threatening creature whole, then if failing to do so flee |
41 | Avian | 1 | Eagle Eyes | +1 Adv. on perception test & +5 to hit with ranged |
42 | Avian | 2 | Taloned Feet | +2 damage on kick attacks |
43 | Avian | 3 | Wings | Can fly at 2x movement |
44 | Avian | 4 | Bird Brain | You immediately fly away in search of soft ground which you dig through in search of worms to eat |
45 | Draconic | 1 | Draconic Intellect | +1 Adv. on INT tests & +5 to cast spirit powers |
46 | Draconic | 2 | Dragon Scales | Gain a randomly determined color of dragon scales, grating +10 Armor and +10 resistance of the appropriate type (i.e. Red Scales = Fire resistance) |
47 | Draconic | 3 | Breath Attack | Gain the Breath II trait, allowing a Breathe attack action, based in a randomly determined damage type |
48 | Draconic | 4 | Dragon Brain | Find the nearest source of treasure, do whatever you have to to take it, then retreat to a safe place where you can pile up all available treasure and then attempt to sleep on it |
Avian
wdt_ID | Creature Type | Rank | Mutation | Effect |
---|---|---|---|---|
1 | Vermin | 1 | Antenae | +1 Adv. on all AVD, PER & INIT tests |
2 | Vermin | 2 | Pox Fur | Your fur carries a random plague (roll D3: 1= T1 Delirium Plague, 2= Carrion Plague, 3= Blistering Plague) which infects ALL targets within 3" at the start of each of your subsequent turns |
3 | Vermin | 3 | Tail Stinger | As an attack action, sting a single target up to 1" away with -10 Armor Piercing, inflicting 3d6 damage and a random complex poison |
4 | Vermin | 4 | Rat Brain | You flee directly away from any threat, and if this causes you to move into an impassable object you will claw at it or otherwise attack ti until the obstacle is removed/destroyed |
5 | Invertebrate | 1 | No Backbone | You suffer -3 on all RES tests, but can compress and mold your body to almost any shape and gain Toughness 2 |
6 | Invertebrate | 2 | Ink Cloud | As an instant you can squirt a cloud of inky black vapor out of your mouth that blocka all LoS in a 3" radius in front you and prevents attacks from disengaging from combat |
7 | Invertebrate | 3 | Tentacle Arms | Your arms become tentacles while retaining the ability to wield weapons, granting +1 Reach to all attacks and also a basic 1d6 Reach1 attack if unarmed |
8 | Invertebrate | 4 | Squid Brain | On your next turn you must use your ink cloud to disengage from base contact and flee all threats. |
9 | Ungulate | 1 | Cloven Hooves | +2 Adv. when climbing & +1 Adv. STAM tests |
10 | Ungulate | 2 | Horns | Gain the Bull Charge racial passive & a knockdown effect after charging (if already possessing Bull Charge, double its effects) |
11 | Ungulate | 3 | Bleating Tongue | You can no longer speak, only bleat, but doing so as an OOT Instant interrupts enemy spell casting up to 10" away if they fail a Resolve test |
12 | Ungulate | 4 | Goat Brain | Any threatening or frightening actions taken against you cause you to become immobilized, falling over with your arms and legs stiff and sticking straight out |
13 | Primate | 1 | Monkey Paws | +3 Adv. when climbing or jumping & +5 hit with melee attacks |
14 | Primate | 2 | Gorilla Arms | +1 Adv. on STR tests & +1 melee damage |
15 | Primate | 3 | Prehensile Tail | Can use to tail to grab things and even wield up to a Medium sized weapon as a second off-hand attack with no combat penalties provided you are proficient in its use (must follow 4-3-2 rule) |
16 | Primate | 4 | Monkey Brain | The only instants & action you can make is to Poo Fling, Scamper, and Evade (see Codex of Creation: Monkey) |
17 | Equine | 1 | Horse Thighs | +1 Adv. on STAM tests and +2 Movement |
18 | Equine | 2 | Saddleback | Can run effectively on all fours, and can act as a mount for creatures that are one size smaller than you |
19 | Equine | 3 | Sharp Hooves | Gain the Mule Kick racial passive |
20 | Equine | 4 | Horse Brain | All you want to do is run and run and run, maybe some neighing and tossing of your mane too, but that's it |
21 | Canine | 1 | Dog Tail | +2 Adv. on CHRM tests, but loses the ability to hide emotions as the tail gives it away |
22 | Canine | 2 | Fangs | You gain a 1d6+0.5/lvl bite attack as part of any melee attack action (must follow 4-3-2 rule) |
23 | Canine | 3 | Wolf Snout | Gain Pack Hunting trait that functions with immediate allies in party as well as other actual friendly canines |
24 | Canine | 4 | Dog Brain | You try desperately to please everyone, even if they are attacking you |
25 | Feline | 1 | Cat Tail | +2 Adv. on AGIL tests & reduce fall damage by 1/2 |
26 | Feline | 2 | Retractable Claws | +2 damage on unarmed attacks |
27 | Feline | 3 | Black Panther | When hiding gain +2 Base Stealth, +2 Adv. on all Stealth tests, and +2 Adv. to avoiding detection in a stat roll off |
28 | Feline | 4 | Cat Brain | Must attempt to climb the nearest tree or other such terrain feature and remain there until any possible threat is removed |
29 | Ursine | 1 | Hulking Body | +1 Adv. on STR & STAM tests but -1 Disadv. on AGIL tests |
30 | Ursine | 2 | Thick Hide | Gain Toughness 1 & 3 per level Temporary HP |
31 | Ursine | 3 | Grizzly Hump | Gain Threatening I trait |
32 | Ursine | 4 | Bear Brain | Must immediately consume all edible food in your possession then spend subsequent turns searching for more |
33 | Reptilian | 1 | Chameleon Skin | Your skin naturally changes color to adapt to its surroundings granting +2 Stealth and +2 Adv on AVD tests when others attempt to detect you while hidden |
34 | Reptilian | 2 | Turtle Shell | Gain +10 Armor |
35 | Reptilian | 3 | Venom Sacs | As an action you can attempt to bite a target and inflict them with a random complex poison, alternately you can spit a random simple poisson up to 8" away |
36 | Reptilian | 4 | Lizard Brain | The limbic system takes over, each turn randomly determine if you will fight, flee, freeze, feed or fornicate |
37 | Aquatic | 1 | Claw Hand | Cannot wield a weapon but claw can be used to attack with 1d12+1d6 damage (can be treated as a weapon or unarmed for primary skill purposes) |
38 | Aquatic | 2 | Gills | Can breathe underwater |
39 | Aquatic | 3 | Poisonous Skin | Brightly colored spots on your skin secrete poison, causing anyone that touches you (or attacks you) to be inflicted with a random complex poison |
40 | Aquatic | 4 | Amphibian Brain | Must try to swallow any threatening creature whole, then if failing to do so flee |
41 | Avian | 1 | Eagle Eyes | +1 Adv. on perception test & +5 to hit with ranged |
42 | Avian | 2 | Taloned Feet | +2 damage on kick attacks |
43 | Avian | 3 | Wings | Can fly at 2x movement |
44 | Avian | 4 | Bird Brain | You immediately fly away in search of soft ground which you dig through in search of worms to eat |
45 | Draconic | 1 | Draconic Intellect | +1 Adv. on INT tests & +5 to cast spirit powers |
46 | Draconic | 2 | Dragon Scales | Gain a randomly determined color of dragon scales, grating +10 Armor and +10 resistance of the appropriate type (i.e. Red Scales = Fire resistance) |
47 | Draconic | 3 | Breath Attack | Gain the Breath II trait, allowing a Breathe attack action, based in a randomly determined damage type |
48 | Draconic | 4 | Dragon Brain | Find the nearest source of treasure, do whatever you have to to take it, then retreat to a safe place where you can pile up all available treasure and then attempt to sleep on it |
Draconic
wdt_ID | Creature Type | Rank | Mutation | Effect |
---|---|---|---|---|
1 | Vermin | 1 | Antenae | +1 Adv. on all AVD, PER & INIT tests |
2 | Vermin | 2 | Pox Fur | Your fur carries a random plague (roll D3: 1= T1 Delirium Plague, 2= Carrion Plague, 3= Blistering Plague) which infects ALL targets within 3" at the start of each of your subsequent turns |
3 | Vermin | 3 | Tail Stinger | As an attack action, sting a single target up to 1" away with -10 Armor Piercing, inflicting 3d6 damage and a random complex poison |
4 | Vermin | 4 | Rat Brain | You flee directly away from any threat, and if this causes you to move into an impassable object you will claw at it or otherwise attack ti until the obstacle is removed/destroyed |
5 | Invertebrate | 1 | No Backbone | You suffer -3 on all RES tests, but can compress and mold your body to almost any shape and gain Toughness 2 |
6 | Invertebrate | 2 | Ink Cloud | As an instant you can squirt a cloud of inky black vapor out of your mouth that blocka all LoS in a 3" radius in front you and prevents attacks from disengaging from combat |
7 | Invertebrate | 3 | Tentacle Arms | Your arms become tentacles while retaining the ability to wield weapons, granting +1 Reach to all attacks and also a basic 1d6 Reach1 attack if unarmed |
8 | Invertebrate | 4 | Squid Brain | On your next turn you must use your ink cloud to disengage from base contact and flee all threats. |
9 | Ungulate | 1 | Cloven Hooves | +2 Adv. when climbing & +1 Adv. STAM tests |
10 | Ungulate | 2 | Horns | Gain the Bull Charge racial passive & a knockdown effect after charging (if already possessing Bull Charge, double its effects) |
11 | Ungulate | 3 | Bleating Tongue | You can no longer speak, only bleat, but doing so as an OOT Instant interrupts enemy spell casting up to 10" away if they fail a Resolve test |
12 | Ungulate | 4 | Goat Brain | Any threatening or frightening actions taken against you cause you to become immobilized, falling over with your arms and legs stiff and sticking straight out |
13 | Primate | 1 | Monkey Paws | +3 Adv. when climbing or jumping & +5 hit with melee attacks |
14 | Primate | 2 | Gorilla Arms | +1 Adv. on STR tests & +1 melee damage |
15 | Primate | 3 | Prehensile Tail | Can use to tail to grab things and even wield up to a Medium sized weapon as a second off-hand attack with no combat penalties provided you are proficient in its use (must follow 4-3-2 rule) |
16 | Primate | 4 | Monkey Brain | The only instants & action you can make is to Poo Fling, Scamper, and Evade (see Codex of Creation: Monkey) |
17 | Equine | 1 | Horse Thighs | +1 Adv. on STAM tests and +2 Movement |
18 | Equine | 2 | Saddleback | Can run effectively on all fours, and can act as a mount for creatures that are one size smaller than you |
19 | Equine | 3 | Sharp Hooves | Gain the Mule Kick racial passive |
20 | Equine | 4 | Horse Brain | All you want to do is run and run and run, maybe some neighing and tossing of your mane too, but that's it |
21 | Canine | 1 | Dog Tail | +2 Adv. on CHRM tests, but loses the ability to hide emotions as the tail gives it away |
22 | Canine | 2 | Fangs | You gain a 1d6+0.5/lvl bite attack as part of any melee attack action (must follow 4-3-2 rule) |
23 | Canine | 3 | Wolf Snout | Gain Pack Hunting trait that functions with immediate allies in party as well as other actual friendly canines |
24 | Canine | 4 | Dog Brain | You try desperately to please everyone, even if they are attacking you |
25 | Feline | 1 | Cat Tail | +2 Adv. on AGIL tests & reduce fall damage by 1/2 |
26 | Feline | 2 | Retractable Claws | +2 damage on unarmed attacks |
27 | Feline | 3 | Black Panther | When hiding gain +2 Base Stealth, +2 Adv. on all Stealth tests, and +2 Adv. to avoiding detection in a stat roll off |
28 | Feline | 4 | Cat Brain | Must attempt to climb the nearest tree or other such terrain feature and remain there until any possible threat is removed |
29 | Ursine | 1 | Hulking Body | +1 Adv. on STR & STAM tests but -1 Disadv. on AGIL tests |
30 | Ursine | 2 | Thick Hide | Gain Toughness 1 & 3 per level Temporary HP |
31 | Ursine | 3 | Grizzly Hump | Gain Threatening I trait |
32 | Ursine | 4 | Bear Brain | Must immediately consume all edible food in your possession then spend subsequent turns searching for more |
33 | Reptilian | 1 | Chameleon Skin | Your skin naturally changes color to adapt to its surroundings granting +2 Stealth and +2 Adv on AVD tests when others attempt to detect you while hidden |
34 | Reptilian | 2 | Turtle Shell | Gain +10 Armor |
35 | Reptilian | 3 | Venom Sacs | As an action you can attempt to bite a target and inflict them with a random complex poison, alternately you can spit a random simple poisson up to 8" away |
36 | Reptilian | 4 | Lizard Brain | The limbic system takes over, each turn randomly determine if you will fight, flee, freeze, feed or fornicate |
37 | Aquatic | 1 | Claw Hand | Cannot wield a weapon but claw can be used to attack with 1d12+1d6 damage (can be treated as a weapon or unarmed for primary skill purposes) |
38 | Aquatic | 2 | Gills | Can breathe underwater |
39 | Aquatic | 3 | Poisonous Skin | Brightly colored spots on your skin secrete poison, causing anyone that touches you (or attacks you) to be inflicted with a random complex poison |
40 | Aquatic | 4 | Amphibian Brain | Must try to swallow any threatening creature whole, then if failing to do so flee |
41 | Avian | 1 | Eagle Eyes | +1 Adv. on perception test & +5 to hit with ranged |
42 | Avian | 2 | Taloned Feet | +2 damage on kick attacks |
43 | Avian | 3 | Wings | Can fly at 2x movement |
44 | Avian | 4 | Bird Brain | You immediately fly away in search of soft ground which you dig through in search of worms to eat |
45 | Draconic | 1 | Draconic Intellect | +1 Adv. on INT tests & +5 to cast spirit powers |
46 | Draconic | 2 | Dragon Scales | Gain a randomly determined color of dragon scales, grating +10 Armor and +10 resistance of the appropriate type (i.e. Red Scales = Fire resistance) |
47 | Draconic | 3 | Breath Attack | Gain the Breath II trait, allowing a Breathe attack action, based in a randomly determined damage type |
48 | Draconic | 4 | Dragon Brain | Find the nearest source of treasure, do whatever you have to to take it, then retreat to a safe place where you can pile up all available treasure and then attempt to sleep on it |