Beasts

Wild DogLevel 1 - Minion
While domesticated dogs are great companions, wild dogs are not. These dogs will do everything to ensure their survival. They are usually found in small packs.
Health: 60Movement: 6 meters
Major skills: Reflexes, StealthPrecision Roll: d10
Parry: 6Warding: 5Constitution: 5Evasion: 7
Physical Armor: 0Magical Armor: 0Weapon: Claws and teeth
Strike - Action, basic weapon attack
Deals 20 physical damage.
Bite - Action, technique
This attack's precision roll is made against Constitution.
Applies bleeding (5 damage) for 2 rounds.
Tackle - Action, technique
Target falls prone.
Opportunistic Strike - Prepared action, weapon attack
Attacks the next foe who moves into, within or out of melee range, dealing 10 physical damage.

Vampire KinLevel 1 - Minion
Weak vampire kins are flightless beasts. They are almost exclusively found as summons from vampires.
Health: 30Movement: 6 meters
Major skills: ReflexesPrecision Roll: d10
Parry: 5Warding: 5Constitution: 5Evasion: 7
Physical Armor: 0Magical Armor: 0Weapon: Claws and teeth
Slash - Action, basic weapon attack
Deals 15 physical damage.
Charge - Full-turn action, basic weapon attack
-2 penalty to precision roll.
Can charge for up to 12 meters and attack with Slash, receiving a -2 penalty to all resistances for 1 round.

Common HorseLevel 2 - Minion, mount
To do: add lore
Health: 80Movement: 6 meters
Major skills: AthleticsPrecision Roll: d10
Parry: 5Warding: 5Constitution: 7Evasion: 6
Physical Armor: 5Magical Armor: 0Weapon: Unarmed
Mount - Passive
Ridable by creatures of roughly human size and weight.
A rider who is not familiar to this horse must make a Riding skill roll against a success threshold of 6 in order to mount it.
Recognize Face - Passive
To make this horse feel familiar to it, a creature can attempt a Husbandry skill roll against a success threshold of 6. This task takes one day.
Strike - Action, basic weapon attack
When commanded by a rider, performing this attack requires a Riding skill roll against a success threshold of 9.
Deals 25 physical damage.
Canter - Running style
This horse moves in a straight line up to 5 times its movement speed. This ability's speed can be used to flee from combat.
If this horse is fatigued, it can't canter.
Gallop - Running style
When commanded by a rider, performing this attack requires a Riding skill roll against a success threshold of 6.
This horse moves in a straight line up to 10 times its movement speed.
If this horse gallops for more than 1 minute, it is fatigued for 1d4 hours, and it can't gallop while fatigued.

Common WolfLevel 2 - Minion
Wolves are pack animals found almost everywhere, although rarely. They are ferocious beasts and regularly ambush travelers, raid small settlements and steal farm animals. Their strength and resilience also makes them common objects of admiration among people.
Health: 70Movement: 6 meters
Major skills: Reflexes, StealthPrecision Roll: d10 + 2
Parry: 6Warding: 5Constitution: 5Evasion: 7
Physical Armor: 5Magical Armor: 0Weapon: Unarmed
Strike - Action, basic weapon attack
Deals 25 physical damage.
Pounce - Action, technique
This attack's precision roll is made against Evasion.
Range: 5 meters.
Minimum range: 3 meters.
This wolf leaps at its target, dealing 10 physical damage and making them fall prone.
Ferocious Bite - Rapid action, weapon attack
This attack's precision roll is made against Constitution.
Applies bleeding (6 damage) for 2 rounds.
Opportunistic Strike - Prepared action, weapon attack
Attacks the next foe who moves into, within or out of melee range, dealing 10 physical damage.

Vampire OwlLevel 3 - Transformation
A vampire's true form is an owl. They are distinct from regular owls as they are significantly more intelligent, but otherwise look the same.
Health: 10Movement: 8 meters (flying) and 4 meters (walking)
Major skills: Scouting, InsightPrecision Roll: d10 + 1
Parry: 6Warding: 7Constitution: 6Evasion: 8
Physical Armor: 0Magical Armor: 0Weapon: Claws
Flight - Passive
This monster is normally flying.
Its walking speed is half of its flight speed.
Slash - Action, basic weapon attack
Deals 10 physical damage.

Mystical DeerLevel 6 - Boss
A large, white deer. They are thought to be normal deer infused with the magic from a magical point of interest found naturally.
Health: 80Movement: 6 meters
Major skills: Lorekeeping, Magic Sense, InsightPrecision Roll: d10 + 3
Parry: 7Warding: 9Constitution: 8Evasion: 7
Physical Armor: 5Magical Armor: 5Weapon: Antlers
Nature Bond - Passive
This beast gains 10 health at the start of its turns while near a naturally created and undisturbed magical point of interest.
Strike - Action, basic weapon attack
Deals 30 physical damage.
Crushing Charge - Full-turn action, technique
Can charge for up to 10 meters and attack with Strike. If this attack hits, it also applies stunned for 1 round.
After charging, this deer becomes fatigued for 1 round.
Gaze of the Deer - Rapid action, technique
Range: 10 meters.
Applies disoriented (-2) and slowed (-2) for 2 rounds.
Opportunistic Strike - Prepared action, weapon attack
Attacks the next foe who moves into, within or out of melee range, dealing 10 physical damage.

WyrmLevel 6 - Minion
To do: add lore
Health: 80Movement: 8 meters (flying) and 4 meters (walking)
Major skills: Athlethics, Reflexes, LorekeepingPrecision Roll: d10 + 3
Parry: 7Warding: 7Constitution: 9Evasion: 9
Physical Armor: 5Magical Armor: 10Weapon: Teeth and tail
Large Creature - Passive
This creature is physically large, and it takes up a 2 meters by 2 meters space on a battle map.
Chaos Affinity - Passive
Diseased status effect does not spread to this wyrm.
Tail Whip - Action, basic weapon attack
This attack's precision rolls are made against Evasion.
Deals 25 physical damage to the target and 15 physical damage to a creature adjacent to the target.
Breath - Rapid action, technique
This attack's precision rolls are made against Evasion.
The wyrm breathes out a blast to 15 squares in a conic shape in front of it.
Deals 20 magical damage and applies 2 rounds of burning (15 dpr).
This technique can only be used after the wyrm catches its breath.
Catch Breath - Rapid action, technique
The wyrm recharges its breath ability.

Legendary EarthwormLevel 10 - Boss
To do: add lore
Health: 120Movement: 3 meters
Major skills: AthlethicsPrecision Roll: d10 + 5
Parry: 10Warding: 9Constitution: 11Evasion: 7
Physical Armor: 10Magical Armor: 5Weapon: Scales, tail and teeth
Large Creature - Passive
This creature is physically large, and it takes up a 2 meters by 2 meters space on a battle map.
Poisonous - Passive
Touching the outer skin of this worm in any way applies 1 round of sickened (-3).
Bite - Action, basic weapon attack
Range: 2 meters.
Deals 40 physical damage.
Does not trigger the passive ability Poisonous.
Dig - Full-turn action, technique
This attack's precision rolls are made against Evasion.
The worm dives into earth, moves through the ground for up to 6 meters, and rises from below.
Any creature standing within the area where the worm rises take 10 physical damage and are thrown 7 meters in the air.
Triggers the passive ability Poisonous.
Stone Daggers - Rapid action, weapon attack
This attack's precision rolls are made against Evasion.
Range: 10 meters.
Radius: 1 meters.
The worm conjures up and throws several jagged daggers out of stone, dealing 15 physical damage and applying bleeding (10 damage) for 3 rounds.
Harden - Rapid action, technique
The worm enhances itself, gaining 10 temporary physical armor for 1 round.