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Savage Worlds Free Bestiary - Savagepedia

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18.2. SCAVENGER WORM CHAPTER 18. S<br />

• Pace: 6; Parry: 5; Toughness: 14 (3)<br />

• Special Abilities:<br />

– Armor +3: Heavy scales.<br />

– Aura of Cold: Ice salamanders give off an aura of intense cold.<br />

Anyone within 3” must begin making Vigor rolls each round or<br />

become Fatigued (see SW:EX page 103).<br />

– Bite/Claw: Str+d8<br />

– Size +3<br />

– Weakness (Fire): Ice Salamanders are vulnerable to fire-based<br />

attacks, taking +4 damage from them. In temperatures over<br />

15°C (60°F), they suffer the effects of extreme heat (see SW:EX<br />

page 105).<br />

18.2. Scavenger Worm<br />

These bizarre creatures look like 9’ long, partially decomposed millipedes<br />

with a seething mass of tentacles around their mandibles. At the end of<br />

each tentacle is a tiny - and uncomfortably human- looking - mouth capable<br />

of delivering a paralyzing bite.<br />

• Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d10, Vigor<br />

d8<br />

• Skills: Climbing d10, Fighting d6, Notice d8<br />

• Pace: 6 ; Parry: 5; Toughness: 8<br />

• Special Abilities:<br />

– Bite: Str+d6<br />

– Fear<br />

– Paralysis: Anyone Shaken or wounded by one of the worm’s tentacles<br />

must immediately make a Vigor roll or be paralyzed for<br />

1d6 round. A Healing spell will remove the paralysis, though it<br />

will not heal any wounds the character has suffered at the same<br />

time.<br />

– Size +2<br />

– Wall Walker: Scavengers can move at their normal Pace along<br />

walls and ceilings.<br />

108

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