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Savage Worlds Free Bestiary - Savagepedia

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12.3. KILLER MOLD CHAPTER 12. K<br />

• Attributes: Agility d8, Smarts d4 (A), Spirit d10, Strength d4, Vigor<br />

d6<br />

• Skills: Fighting d6, Notice d6 Pace: 4 ; Parry: 5; Toughness: 3<br />

• Special Abilities:<br />

– Slow: On the ground, killer bees have Pace 4 and cannot run.<br />

– Flight: Killer bees have a Flying Pace of 8”, with an Acceleration<br />

of 4”.<br />

– Size –2<br />

– Fearless: Killer bees are immune to Fear, and they cannot be<br />

Taunted or Intimidated.<br />

– Sting: Str+d4, AP 2; if the bee strikes and causes at least a<br />

Shaken result, it buries it’s stinger into the target, pumping poison<br />

into the wound. The stinger remains in the wound, and the<br />

bee dies the next round. Removing the stinger does an additional<br />

2d4 damage to the victim’s base Toughness.<br />

– Poison: Anyone wounded or Shaken by the sting attack must<br />

make a Vigor roll or gain a level of Fatigue. They take an automatic<br />

wound in 1d6 minutes. A Healing roll at –2 prevents this<br />

secondary damage. Fatigue levels are recovered at the rate of<br />

one per day.<br />

12.3. Killer Mold<br />

Killer Mold is, like corrosive slime, an environmental hazard rather than a<br />

true monster. It can be found in patches of varying sizes (Small, Medium,<br />

or Large Burst Template), always underground, and usually scattered with<br />

bones and bits of stone and metal. A hero approaching a Killer Mold must<br />

make a Notice roll to spot the Mold in time to avoid the nasty consequences<br />

of stepping into it. The Notice roll is modified by lighting conditions and<br />

other cirucmstances, as usual.<br />

Any flesh, wood, leather, or other organic that comes in contact with<br />

the mold is attacked by a digestive enzyme doing 2d6 damage each round<br />

you’re in the mold and for 1d4 rounds after you’ve left. (It takes only one<br />

round for the enzyme to eat through a pair of boots and start attacking<br />

your feet!)<br />

The mold can be killed with fire; you can clear away a 1” section of it<br />

each round with a torch, and a Blast spell of sufficient size will wipe it out<br />

entirely. When burned, there’s a 1 in 6 chance the mold will release it’s<br />

one defense mechanism: a massive cloud of spores. These spread out in a<br />

radius around the mold (1” for Small, 2” for Medium, 4” for Large); anyone<br />

84

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