Savage Worlds Free Bestiary - Savagepedia
Savage Worlds Free Bestiary - Savagepedia
Savage Worlds Free Bestiary - Savagepedia
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18.7. SHADOW HOUND CHAPTER 18. S<br />
• Special Abilities:<br />
– Blend With Shadow: A shadow can alter its shape and blend in<br />
with someone’s real shadow. In normal, dim, and dark lighting,<br />
treat this as a +2 to their Stealth rolls, and the targets are always<br />
treated as inactive, unless they’re using torches, flashlights, etc.,<br />
to examine their shadows.<br />
– Drain Life: With a successful touch attack, a shadow drains vitality<br />
from the victim. Make a Vigor roll at -2; failure means you lose<br />
a die type of Strength and take a Fatigue level. Victims reduced to<br />
Incapacitated can be killed with a normal Finishing Move by the<br />
shadow. Lost Strength and Fatigue levels return at 1 per hour;<br />
a Greater Healing spell will return them immediately, though it<br />
will not simultaneously heal any injuries.<br />
– Fleet Footed: Shadows move at Pace 8 and roll d10 for running.<br />
– Incorporeal: Shadows can pass through walls and barriers with<br />
ease, and can’t be harmed by normal attacks. Arcane powers<br />
(magic, psionics, weird science, etc.) can injure them normally,<br />
as can magical weapons.<br />
18.7. Shadow Hound<br />
Shadow hounds look something like a cross between a hyena and a bull<br />
mastiff as painted by Picasso. They exist in a bizarre interstitial dimension<br />
which crosses over into ours at strange angles, allowing the Hounds to<br />
disappear and reappear in our world seemingly at random.<br />
• Attributes: Agility d8, Smarts d8 (A), Spirit d6, Strength d6, Vigor d6<br />
• Skills: Fighting d6, Guts d8, Notice d10, Stealth d8, Tracking d8<br />
• Pace: 8 ; Parry: 5; Toughness: 4<br />
• Special Abilities:<br />
– Bite: Str+d4.<br />
– Fleet Footed: Shadow hounds have a Pace of 8 and roll a d10<br />
when running.<br />
– Go for the Throat: Shadow Hounds instinctively go for an opponent’s<br />
soft spots. With a raise on its attack roll, it hits the target’s<br />
most weakly-armored location.<br />
– Size –1<br />
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