


Scout and point-creature of the Flesh Forgers — twisted bio-engineered horrors sent to map terrain, sniff out prey, and soften up resistance.
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
Skills: Athletics d8, Fighting d10, Intimidation d6, Notice d8, Stealth d10, Survival d6
Pace: 8; Parry: 7; Toughness: 20 (4)
Size: +7
Special Abilities
- Armored Carapace: +4 Armor from its oily, chitinous hide.
- Tentacle Grapple: Str+d8. On a hit with a raise, the target is grappled. Can grapple up to 2 targets at once.
- Multi-Headed Awareness: +2 to Notice rolls, cannot be surprised.
- Alien Biology: +2 to resist poison, disease, and mind-affecting effects (Fear, confusion, etc.).
- Night Predator: Darkvision (ignore penalties for darkness).
- Scout’s Instincts: Can make a free Stealth roll at the start of combat to begin hidden if conditions allow.
- Fear (–2): Its hideous, wet, alien form is deeply unsettling.
Languages: Understands Flesh Forger signals (pheromones/clicks); does not speak.
Gear: None — all biological.