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Savage Worlds Free Bestiary - Savagepedia

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21.1. WERECREATURES CHAPTER 21. W<br />

• Pace: 8; Parry: 7; Toughness: 8<br />

• Special Abilities:<br />

– Teeth or Claws: Str+d6.<br />

– Fear -2: Wererabbits freak people out, man!<br />

– Fleet Footed: Pace of 8, Rabbits roll a d10 when running.<br />

– Infection: Anyone bitten by a Wererabbit has a 10% chance of<br />

contracting the dread rabbititis, changing into Wererabbit for on<br />

the first full moon of the next month.<br />

– Invulnerability: Wererabbits can only be Shaken by weapons that<br />

are not silver - not wounded.<br />

– Low Light Vision: Wererabbits ignore penalties for Dim and Dark<br />

lighting.<br />

– Leaping Pounce: Wererabbits can leap once per round for 1d6”,<br />

vertical or horizontal, and often pounce on their prey to best<br />

bring their mass and claws to bear. If it leaps onto prey, it receives<br />

a +4 to its attack and damage. Its Parry is reduced by –2<br />

until its next action when performing the maneuver. Plus, it’s<br />

freaking scary when it does this, man!<br />

– Size +1: Wererabbits are big, man!<br />

21.1.5. Wererat<br />

Wererats are the least powerful, but most clever, of the lycanthropes, and<br />

are the most likely to ally themselves with more powerful creatures of evil.<br />

• Attributes: Agility d10, Smarts d8, Spirit d6, Strength d6, Vigor d8<br />

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

• Pace: 6; Parry: 6; Vigor: 6<br />

• Edges: Quick<br />

• Gear:<br />

– Dagger: Str+d4. Sometimes poisoned (make a Vigor roll or take<br />

1 automatic wound).<br />

• Special Abilities:<br />

– Bite/Claw: Str+d4.<br />

– Immunity: Wererats are immune to poison and disease.<br />

– Infection: Anyone slain by a wererat has a 50% of returning to<br />

life as one.<br />

128

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