


Wild Card
A towering terror that prowls wetlands, jungles, and alien fens. With a predator’s instincts, immense strength, and a prehensile tail capable of crushing or grappling prey, the Swamp Ravager is a nightmare given form.
Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d12+4, Vigor d12
Skills: Athletics d10, Fighting d12, Intimidation d10, Notice d8, Stealth d8, Survival d6
Pace: 8; Running Die: d10
Parry: 9; Toughness: 16 (4)
Size: +6 Large (creature is about 45 ft total length, height 12 ft)
Special Abilities:
- Armor +4: Natural biomechanical plating.
- Berserk: When Wounded, the Ravager must make a Spirit roll or go berserk. While berserk, it gains +2 to Fighting and damage rolls, but Parry is reduced by 2.
- Fear (–2): Its unnatural presence is terrifying.
- Infravision: Can see heat signatures.
- Low Light Vision: No penalties in darkness.
- Prehensile Tail (Reach 3, Str+d10): The 15-foot tail can attack, grapple, or disarm. It can also be used to make Trick maneuvers at range.
- Frenzy: Two Fighting attacks per action against the same or different foes.
- Leaping Charge: May leap up to 1.5x its Pace in a straight line and attack with +2 Fighting and damage.
- Swamp Stalker: No penalties for difficult terrain in wetlands, jungles, or soft ground. Gains +2 to Stealth in such environments.
- Regeneration (Fast): Heals one Wound every 10 minutes unless damage is from fire or acid.
- Terrifying Roar (Cone Template, once per encounter): Intimidation vs Spirit; failure means Shaken, crit failure causes fleeing.
- Weakness (Fire/Acid): –4 to soak rolls against fire or acid-based attacks; regeneration halted for 1 hour after taking such damage.
Attacks:
- Claw/Bite (Fighting, Reach 2): Str+d12
- Tail Strike (Reach 3): Str+d10, can be used to entangle or trip (Athletics vs Strength or Agility)
- Roar (Special): See above
Edges: Brawny, Frenzy, Sweep, Improved Nerves of Steel
Hindrances: Bloodthirsty