You are on page 1of 2

Monster Barn - New Critters for Owl Hoot Trail

Animated Objects: Some gadgeteers create machines that move under their own steam. Some shamans know
rituals to shove spirits into everyday objects. In either case, these animated objects are never terribly bright. You
can use the stats below for a typical specimen, or advance by level for more powerful ones.
Level 1, GRIT +1, DRAW +0, WITS -2, HP 11, Def 11, MDef 9. Slam (1d8+1). Particularly small
objects add +1 to Def. Particularly large ones have Giant. Hardy 2; many animated objects have Sickly 2
against a particular kind of attack (fire against wooden objects, for example).
Ankheg: The ankheg is a burrowing monster with a taste for fresh meat. An ankheg has six legs, and some
specimens are yellow rather than brown. An ankheg burrows with legs and mandibles. A burrowing ankheg usually
does not make a usable tunnel, but can construct a tunnel; it burrows at half speed when it does so.
Level 3, Grit +5, Draw +0, Wits -2, HP 25, Def 13, MDef 11. Bite +8 (2d6+5 plus 1d4 acid damage) or
spit acid +4 against every target in a line out to 1 zone (4d4 acid damage) and cannot deal acid damage for 6
hours.
Bison: The great herds of the plains are deadly in large numbers, as they spook and can trample a cowpoke flat.
Level 2, GRIT +2, DRAW +0, WITS -1, HP 17, Def 12, MDef 11. Trample +4 (1d10+2). A herd of
bison can stampede +8 (4d6, or 2d6 on a miss).
Jackalope: This vicious predator resembles a jack rabbit with antelopes horns and a long pheasants tail. It is
deadly if approached, but it will try to warn travelers away by mimicking voices. Unfortunately, it also has a love of
whiskey, which can draw it from hiding.
Level 4, GRIT +1, DRAW +3, WITS +1, HP 26, Def 17, MDef 15. Wile +7. Gore +5 (1d8+1) and
teeth +5 (1d6+1). Double damage if the victim moved into the jackalopes zone in the last round.
Jackalope rolls Wile + WITS against victims Wile + WITS when mimicking voices.
Kobolds: These small critters resemble dogs that walk on their hind legs. They are intelligent, though they only
talk to each other in howls and yips. They are masters of trapmaking, and they often plague hill folk mines.
Level 1, GRIT -1, DRAW +2, WITS +1, HP 9, Def 14, MDef 12. Wile +4. Improvised weapons (1d4-1).
Kobolds oppose rolls to spot their traps with their own Wile + WITS.
Minotaur: Tribes of these bull-headed brutes inhabit the labyrinthine canyons of the west, while domesticated
individuals are employed Back East as bloody-minded guards of great treasures.
Level 5. GRIT +4, DRAW +2, WITS -1, HP 34, Def 17, MDef 14. Gore +9 (2d8+4). The minotaur
never gets lost, and it will use the terrain to confuse its prey. If the minotaur moves from one zone to an
adjacent zone, it is not trailin and makes a +7 attack vs. MDef on every target in the new zone (victim is
trailin) in addition to attacking with its horns. Hardy 2.
Nester: This hideous undead is formed from the corpse of a poor soul who crawled through hell and didn't make it,
dying of thirst under the baking sun. It looks like a desiccated body with a poisonous snake in its belly, but the
corpse and snake are part of the same undead creature.
Level 4, Grit +3, Draw +3, Wits +0, HP 29, Def 17, MDef 14. Grab +6 (none, victim must win an
opposed GRIT test to escape). Once a creature is grabbed, snakebite each turn, no roll (1d6+2 plus victim
is trailin' for 2 rounds). Undead.
Thunderbird: The shee believe this great flying predator is actually a spirit made flesh. Whatever its origin, the
thunderbird swoops down on herds and can carry a cow away in its talons.
Level 6, GRIT +3, DRAW +3, WITS +0, HP 48, Def 19, MDef 16. Talon +9 (2d6+3) or shriek +6 vs.
MDef, all creatures within earshot are frightened and automatically trailin for the next two rounds. The
thunderbird flies at great speed; it can move two zones on its action and isnt trailin when moving only
one. Giant.

You might also like