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Beasts

"Beast" refers to birds, insects, animals, and essentially any natural flora or fauna that exist alongside Sentients and do not explicitly make an enemy out of them, nor whose purpose is solely to kill; this is opposed to Monstrosities, which are unnatural and are expressly inclined to kill Sentients and sentient life. The stats of many Beasts can be used in lieu of another that is not given, e.g. the stats for a lion can be used for a tiger or a panther, or slightly modifying the stats of a horse can be used to make a donkey, and so on.

If a character is attempting to handle a Beast and “persuade” it to do something for them, they must make a Beast Handling check against an arbitrary DR set by the GM: on a (Critical) Success, the Beast trusts them and will willingly play along/obey until given a reason not to; on a Partial Success, the Beast is wary of them but will not attack them, and may hesitantly play along/obey; on a Failure, the Beast does not obey them; and on a Critical Failure, the Beast distrusts them completely and may even attack them. If the character gives the Beast food or something it wants, they have advantage on the check, but if the Beast is angry or afraid of the character they have disadvantage - if they are in combat with the Beast, they have double disadvantage.

Beast Tactics

Beasts will generally only attack when threatened, frightened, starving, to defend their young, or when trained to. Otherwise, they will flee from danger.

Giant and Dire Beasts

There are 3 categories of Beast, based on their relative size (different from their mechanical Size): normal, giant, and dire. Normal Beasts are those that are most frequently known and seen in the wild and are almost always Tier 0-1; giant Beasts are much larger than their normal variants and are usually Tier 1; dire Beasts are relatively massive, always Big or bigger, and are usually Tier 1-2.


Tier:
Average Health:
Average Group Size:
Size:
Tiny
Small
Medium
Big
Large
Huge
Massive
Colossal

Role:
Artillery
Controller
Leader
Stalker
Striker
Support


Conditions:
Blinded
Charmed
Deafened
Frightened
Grappled
Invisible
Paralyzed
Petrified
Petrified (Ice)
Petrified (Stone)
Prone
Restrained
Sickened
Slowed
Stunned
Unconscious


Damage Types:
Burn
Caustic
Electric
Fatigue
Freeze
Physical
Physical (Bladed)
Physical (Blunt)
Poison
Psychic
Rot
Sonic
True