Savage Worlds Free Bestiary - Savagepedia
Savage Worlds Free Bestiary - Savagepedia
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 />
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