Wilderness Creatures
The wasteland is home to more than just scavengers searching for salvage. With the return of the Fae and the strange, wondrous wildlife that followed, it has become a dangerous and unpredictable place. From adapted animals to monstrous predators, elementals, and spirits, countless creatures roam the world—many of which see the unwary as their next meal.
Travel is never truly safe, and encounters with these creatures can happen at any time. Whether it's a pack of mutated beasts, a hostile spirit, or a roaming predator, survival depends on understanding the dangers that lurk beyond the enclave.
Creature Abilities
Creatures typically have 8-12 skill levels, with solo creatures serving as significant threats. While some monstrous beings, such as Grand Elementals, can stand alone as formidable enemies, most threats come from packs that overwhelm with numbers.
Primary Abilities start at d12+0, with weaker creatures receiving 5-8 increases and stronger creatures scaling upward. Unlike player characters, creatures do not follow the same increase costs for their abilities.
Creature Skills
Creatures have a limited skill set, reflecting their instincts and natural abilities. These are the skills creatures can use:
- Athletics – Physical movement, climbing, jumping.
- Combat: Melee – Unarmed or natural weapon attacks.
- Intimidation – Instilling fear or asserting dominance.
- Perception – Sensing movement, hearing sounds, detecting prey.
- Resistance: Biological – Withstanding poisons, diseases.
- Resistance: Discipline – Resisting mental effects.
- Resistance: Magic – Resisting magical influences.
- Resistance: Physical – Enduring physical blows.
- Stealth – Moving undetected.
- Survival – Navigating terrain, tracking, and scavenging.
Creature Sizes
Creatures come in different sizes, impacting both Abstract Combat and Tactical Combat.
- Wisp (Less than 5-foot cube) – Example: Redcaps, Hollowknots
- Abstract Combat: No strength modifier.
- Tactical Combat: Can only strike adjacent enemies.
- Stalker (Less than 10-foot cube) – Example: Most humanoids
- Abstract Combat: No strength modifier.
- Tactical Combat: Can only strike adjacent enemies.
- Crusher (Less than 25-foot cube) – Example: Ogres, Horses
- Abstract Combat: +10 to Strength calculations.
- Tactical Combat: Can strike up to 2 units away.
- Colossus (Less than 50-foot cube) – Example: Grand Elementals
- Abstract Combat: +20 to Strength calculations.
- Tactical Combat: Can strike up to 3 units away.
- Behemoth (50-foot cube or larger) – Terrifyingly massive creatures
- Abstract Combat: +40 to Strength calculations.
- Tactical Combat: Can strike up to 4 units away.
Creature Hindrances
Creatures may share Hindrances with player characters but also have unique weaknesses.
- Animal Intelligence (Significant) – The creature has only instinctual intelligence and cannot learn intellectual skills like Computers, Driving, or Technical.
- Fearless (Significant) – The creature does not make morale checks after the third round of combat. Typically applies to undead and constructs.
- No Opposable Thumbs (Significant) – The creature lacks thumbs, preventing it from operating most objects. Interaction is limited to pushing, biting, or smashing.
Note: More hindrances may be added in future Creature Codex updates.
Creature Traits
Creatures also have unique traits, separate from player character traits.
- Burning Aura – Projects heat, dealing 2 wounds in a radius equal to Endurance Bonus in units.
- Camouflage – Blends into the environment, providing +2 to Stealth.
- Construct – Immune to disease and poison.
- Flight – Gains flying movement equal to (Stride) × 2. Stride Die remains unchanged.
- Freezing Aura – Projects cold, dealing 2 wounds in a radius equal to Endurance Bonus in units.
- Incorporeal – Physical attacks deal half damage before armor. Ignores rugged terrain.
- Magic Words Without Speech – The creature can cast Magic Words without speaking or gesturing.
- Mindless – Immune to Fear, Intimidation, Persuasion, and Deception.
- Natural Armor – The creature's body provides built-in protection.
- Armor Rating (AR): (Half Endurance + 1)
- Armor Die (AD): d8
- Natural Weapons – The creature possesses powerful natural attacks:
- Bite – 1 wound.
- Claw – 2 wounds.
- Punch – 1 wound.
- Horn – 2 wounds.
- Stinger – 1 wound (physical) + 1 wound (poison, bypasses armor).
- Pack Tactics – If all foes are occupied, attackers targeting the weakest get upgraded attacks.
- Pounce – If the creature moves at least 3 units, it can pounce.
- If the Natural Weapon attack succeeds, the target must pass a Resistance (Physical) check or fall prone.
- Resilience – The creature ignores automatic damage from critical hits but must make a Health check instead.
- Runner – Moves at incredible speeds out of combat.
- Running Speed (mph) = (Stride + Max Stride Die) × 2.
- Trample – If the creature moves its full pace and passes through a target's space, it deals 3 wounds.
Note: More traits may be added in future Creature Codex updates.
The Ever-Present Threat
The wasteland is alive with creatures, spirits, and horrors, ensuring that no place is ever truly safe. Whether facing scavenging predators, elemental forces, or ancient nightmares, survival depends on understanding and adapting to the world’s many dangers.
Prepare wisely—because out here, you’re not always the hunter.