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Savage Worlds Free Bestiary - Savagepedia

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21.2. WIGHT CHAPTER 21. W<br />

• Attributes: Agility d8, Smarts d8 (A), Spirit d8, Strength d12, Vigor<br />

d10<br />

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

d8, Stealth d10<br />

• Pace: 6; Parry: 7; Toughness: 7<br />

• Edges: Level Headed, Improved Frenzy<br />

• Special Abilities:<br />

– Bite/Claws: Str+d6.<br />

– Infection: Anyone slain by a wolf-man has a 50% chance of returning<br />

to life as one.<br />

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

are not silver - not wounded.<br />

– Low-light Vision: Wolf-men ignore Dim and Dark lighting penalties.<br />

– Weakness: Werebears suffer normal damage from silver weapons.<br />

– Weakness (Wolfsbane): Wolf-men can ’t stand the smell of wolfsbane.<br />

They must make a Guts check at -4 whenever they’ re<br />

within 6” of it, if they want to stay within range.<br />

21.2. Wight<br />

Known as the frozen dead for their pale blue skin and ice-blue eyes, wights<br />

are terrifying foes: corpses with a part of their decayed soul still in residence,<br />

often draining life from their victims.<br />

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

• Skills: Fighting d8, Guts d10, Intimidation d10, Notice d8, Stealth<br />

d12<br />

• Pace: 6; Parry: 6; Toughness: 10 (2)<br />

• Edges: Quick<br />

• Gear:<br />

– Armor/Weapons: The Wight wear the gear he had while alive.<br />

He’s usually armed with an ancient, rusting sword (Str+d6), and<br />

pieces of his once precious armor (+2).<br />

• Special Abilities:<br />

130

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