Fate Bestiary
Tag: forest
All A B C D E F G H I J K L M N O P Q R S T U V W X Y Z
17 of 45 NPCs
Aspects
- Massive tunneling pest
Skills
Good (+3): Burrow(Athletics)
Fair (+2): Spray(Shoot), Bite(Fight)
Stunts
Burrow. Gain an extra free invoke when using Athletics to create an advantage by tunneling underground.
Acid Spray. Twice per session, you may use a single Shoot attack to hit up to 3 people in your zone or one zone away when shooting acid. Any targets one space away must all be in the same zone.
Stress & Consequences
Aspects
- Armored tank of a dinosaur
- Herbivore
Skills
Great (+4): Physique, Pummel
Good (+3): Notice, Protect
Average (+1): Athletics
Stunts
Armored Plating. Armor:2 against physical attacks.
Pummel. +2 to Overcome or Create Advantages with Pummel by smashing something with your tail.
Stress & Consequences
Aspects
- Chaotic awakened shrubs
- Dry wood
Skills
Fair (+2): Thrash(Fight/Athletics)
Average (+1): Trip(Crafts), Poison(Shoot)
Stunts
Nature Discipline. You have mastered control over nature. You can grow plants from nothing, grab enemies with vines and tree limbs, fire thorns at a foe from range, and secrete poisonous toxins. You can animate and command plants to do your bidding.
Stress & Consequences
Aspects
- Reptile with a hunger for statues
- Petrifying gaze
- Softening saliva
Skills
Great (+4): Petrify(Provoke)
Good (+3): Bite(Fight), Lure(Deceive/Provoke)
Fair (+2): Flee(Athletics)
Stunts
Avert Your Eyes. If an opponent is taking an action against you that would normally involve looking at you and they choose to avoid it, you gain +1 to defend against it.
Petrifying Gaze. Each time a target chooses not to avert their eyes when doing something that would normally involve looking at you and does not succeed with style, you automatically deal one point of mental (petrifying) stress.
Stress & Consequences
Aspects
- Sneaky dim-witted greenfolk
- No regard for self preservation
Skills
Fair (+2): Sneak
Average (+1): Deceive, Attack
Stunts
Battle Drums. Once per scene with goblins in it, you may bang a battle drum or blow a war horn to call in more goblins. This will summon either 2 more goblins per PC in the scene or one ogre. (This stunt can only be used once per scene, regardless of the number of goblins)
Stress & Consequences
Aspects
- Regenerating giant reptile
- Fire nullifies regeneration
- Multiple heads
Skills
Superb (+5): Claw/Stomp(Fight)
Great (+4): Notice, Provoke, Bite(Fight)
Fair (+2): Will, Investigate
Stunts
More Where That Came From. Instead of consequence slots, you start with one sticky (+4) condition called Decapitated for each head. If fire is not used in an attack that would decapitate a head, you gain another Decapitated condition slot instead of checking one off and you can clear your 2-point stress box. If fire is used, the condition is checked and the attacker gets a free invoke of it.
Coordinated Attack. You may take as many actions as the number of heads you have. Only one of these actions can be done by your body (i.e Tail slap, claw, run, etc.). After the body has done something in a round, all other actions can only be actions that a head could do on it's own (i.e. - Bite, scare, watch, etc.).
Stress & Consequences
Scene Ideas
The Hydra is designed to be used as the only adversary in a conflict against many opponents. It is meant to be tough. This would be great for teaching players to create advantages so that they can learn to defeat enemies.
About
Ogres are commonly found working alongside goblins in exchange for food, but their relationship is tenuous at best.
Aspects
- Giant goblinkin enforcer
- Dumber than rocks
- Smash everything
Skills
Superb (+5): Smash(Fight)
Great (+4): Throw(Shoot), Grab/Break/Stomp(Physique)
Good (+3): Roar(Provoke), Chase(Athletics)
Stunts
Two Birds, One Stone. When you Throw a grappled target at another target, you may apply your attack to both targets.
Earthshake. +2 to Stomp when trying to create an advantage out of disarming someone or throwing off their aim.
You Go Splat. Weapon:2 when you attack with throw in a zone bordered by a wall.
Stress & Consequences
Aspects
- Man-sized spiders
- Fear the flame
Skills
Fair (+2): Bite(Fight), Snare(Physique), Creep(Stealth/Athletics)
Average (+1): Notice
Stress & Consequences
Aspects
- Magically enhanced teleporting spider
- Always hungry
Skills
Superb (+5): Teleport(Athletics)
Great (+4): Bite(Fight), Snare(Physique)
Good (+3): Creep(Stealth), Notice
Fair (+2): Will
Stunts
Sneak Attack. You may use Teleport instead of Snare to create an advantage called Ensnared after a teleportation movement.
Teleport Discipline. You can create portals and teleport from one location to another.
Lair Jaunt. Once per turn, you may t use your movement to either teleport from your current location to your lair or from your lair back to within zone of your previous location.
Stress & Consequences
About
The Belcher toad is a giant toad with one key difference; it is known to "belch" some of it's extra-potent stomach fluids on prey that has proven itself harder to catch, slowing it's victims and giving the toad its name. It also uses the same stomach acid to break down it's prey after swallowing it whole.
Aspects
- Bile spewing giant toad
Skills
Great (+4): Spew(Shoot)
Good (+3): Hop(Athletics), Grab(Physique)
Fair (+2): Swallow
Stunts
- Digest. When a target starts its turn in the toad's stomach, the target takes 1 stress automatically.
Stress & Consequences
Aspects
- Patient protector of the forest
- Indistinguishable when still
- Ancient knowledge
Skills
Fantastic (+6): Smash(Fight)
Superb (+5): Grow, Camoflauge(Stealth), Lore
Great (+4): Throw(Shoot), Will, Physique
Stunts
Nature Discipline. You have mastered control over nature. You can grow plants from nothing, grab enemies with vines and tree limbs, fire thorns at a foe from range, and secrete poisonous toxins. You can animate and command plants to do your bidding.
Stress & Consequences
Aspects
- Regenerating forest troll
- Fire/acid prevent regeneration
- Monstrously Ugly
- Forest Dweller
Skills
Great (+4): Athletics
Good (+3): Claw(Fight), Stealth
Fair (+2): Physique, Crafts, Notice
Average (+1): Investigate
Stunts
Regeneration. When you are dealt a consequence, you may regenerate and clear the consequence at the end of the round unless fire or acid was used to cause the consequence.
Insatiable. When you have cornered a target, ±2 to Claw attacks.
Stress & Consequences
Aspects
- King of the dinosaurs
- Hungry for easy food
- Motion-vision
Skills
Fantastic (+6): Chomp(Fight)
Superb (+5): Roar(Provoke)
Great (+4): Hunt(Athletics)
Good (+3): Physique
Fair (+2): Will
Stunts
- Chomp. Weapon:2 when biting down on creatures that can easily fit in your mouth.
Stress & Consequences
Scene Ideas
- When your party is crossing a slippery log spanning over a canyon with a river at the bottom, have a T-rex show up on one or both sides of the log bridge looking for an easy meal. It's fun. Believe me!
Aspects
- Territorial alpha hunter
- Pack mentality
Skills
Great (+4): Bite/Claw(Fight)
Good (+3): Howl(Rapport/Provoke)
Fair (+2): Hunt(Athletics/Investigate)
Stunts
Pack Tactics. +2 to attack with Bite/Claw when a target is already engaged with another wolf.
Alpha. When you Howl to create an advantage by encouraging other wolves to attack, any free invokes give a +3 bonus instead of +2.
Stress & Consequences
Aspects
- Aggressive cousin to dragons
- Reckless and unintelligent ariel hunters
Skills
Superb (+5): Fly(Athletics)
Great (+4): Bite/Sting(Fight), Grab(Physique)
Good (+3): Provoke, Notice
Fair (+2): Physique
Average (+1): Stealth
Stunts
Poison Sting. Weapon:2 when you attack with Sting using your tail bard
Easy Pickin's. +2 create an advantage with Grab when trying to grab a creature that has already been poisoned.
Stress & Consequences
Scene Ideas
- The adventurers are searching for a macguffin that is at the top of a cliff. The wyverns may have even stolen the macguffin and put it up there. The top of the cliff is where the wyverns roost. The heroes must scale the cliff while fending off the wyverns.
- To reach their desired destination, the adventurers must cross a wyvern breeding ground. Hundreds of towering rock formations are scattered in the large canyon between two cliffs (like Wullingyuan Canyon in China). Wyverns fly to and fro below, almost like a makeshift transportation system ;). The heroes must get to the other side of the canyon to reach their destination.
- While riding on an air ship, sky pirates attack and they are riding well-trained wyverns!
Unless stated otherwise, the text of the above NPCs is available under a CC BY-NC 4.0 license.
Art is used without permission. nathanhare.net has no affiliation with the artists and claims no rights to the art.
Aspects
- Massive tunneling pest
Skills
Good (+3): Burrow(Athletics)
Fair (+2): Spray(Shoot), Bite(Fight)
Stunts
Burrow. Gain an extra free invoke when using Athletics to create an advantage by tunneling underground.
Acid Spray. Twice per session, you may use a single Shoot attack to hit up to 3 people in your zone or one zone away when shooting acid. Any targets one space away must all be in the same zone.
Stress & Consequences
Aspects
- Armored tank of a dinosaur
- Herbivore
Skills
Great (+4): Physique, Pummel
Good (+3): Notice, Protect
Average (+1): Athletics
Stunts
Armored Plating. Armor:2 against physical attacks.
Pummel. +2 to Overcome or Create Advantages with Pummel by smashing something with your tail.
Stress & Consequences
Aspects
- Chaotic awakened shrubs
- Dry wood
Skills
Fair (+2): Thrash(Fight/Athletics)
Average (+1): Trip(Crafts), Poison(Shoot)
Stunts
Nature Discipline. You have mastered control over nature. You can grow plants from nothing, grab enemies with vines and tree limbs, fire thorns at a foe from range, and secrete poisonous toxins. You can animate and command plants to do your bidding.
Stress & Consequences
Aspects
- Reptile with a hunger for statues
- Petrifying gaze
- Softening saliva
Skills
Great (+4): Petrify(Provoke)
Good (+3): Bite(Fight), Lure(Deceive/Provoke)
Fair (+2): Flee(Athletics)
Stunts
Avert Your Eyes. If an opponent is taking an action against you that would normally involve looking at you and they choose to avoid it, you gain +1 to defend against it.
Petrifying Gaze. Each time a target chooses not to avert their eyes when doing something that would normally involve looking at you and does not succeed with style, you automatically deal one point of mental (petrifying) stress.
Stress & Consequences
Aspects
- Sneaky dim-witted greenfolk
- No regard for self preservation
Skills
Fair (+2): Sneak
Average (+1): Deceive, Attack
Stunts
Battle Drums. Once per scene with goblins in it, you may bang a battle drum or blow a war horn to call in more goblins. This will summon either 2 more goblins per PC in the scene or one ogre. (This stunt can only be used once per scene, regardless of the number of goblins)
Stress & Consequences
Aspects
- Regenerating giant reptile
- Fire nullifies regeneration
- Multiple heads
Skills
Superb (+5): Claw/Stomp(Fight)
Great (+4): Notice, Provoke, Bite(Fight)
Fair (+2): Will, Investigate
Stunts
More Where That Came From. Instead of consequence slots, you start with one sticky (+4) condition called Decapitated for each head. If fire is not used in an attack that would decapitate a head, you gain another Decapitated condition slot instead of checking one off and you can clear your 2-point stress box. If fire is used, the condition is checked and the attacker gets a free invoke of it.
Coordinated Attack. You may take as many actions as the number of heads you have. Only one of these actions can be done by your body (i.e Tail slap, claw, run, etc.). After the body has done something in a round, all other actions can only be actions that a head could do on it's own (i.e. - Bite, scare, watch, etc.).
Stress & Consequences
Scene Ideas
The Hydra is designed to be used as the only adversary in a conflict against many opponents. It is meant to be tough. This would be great for teaching players to create advantages so that they can learn to defeat enemies.
About
Ogres are commonly found working alongside goblins in exchange for food, but their relationship is tenuous at best.
Aspects
- Giant goblinkin enforcer
- Dumber than rocks
- Smash everything
Skills
Superb (+5): Smash(Fight)
Great (+4): Throw(Shoot), Grab/Break/Stomp(Physique)
Good (+3): Roar(Provoke), Chase(Athletics)
Stunts
Two Birds, One Stone. When you Throw a grappled target at another target, you may apply your attack to both targets.
Earthshake. +2 to Stomp when trying to create an advantage out of disarming someone or throwing off their aim.
You Go Splat. Weapon:2 when you attack with throw in a zone bordered by a wall.
Stress & Consequences
Aspects
- Man-sized spiders
- Fear the flame
Skills
Fair (+2): Bite(Fight), Snare(Physique), Creep(Stealth/Athletics)
Average (+1): Notice
Stress & Consequences
Aspects
- Magically enhanced teleporting spider
- Always hungry
Skills
Superb (+5): Teleport(Athletics)
Great (+4): Bite(Fight), Snare(Physique)
Good (+3): Creep(Stealth), Notice
Fair (+2): Will
Stunts
Sneak Attack. You may use Teleport instead of Snare to create an advantage called Ensnared after a teleportation movement.
Teleport Discipline. You can create portals and teleport from one location to another.
Lair Jaunt. Once per turn, you may t use your movement to either teleport from your current location to your lair or from your lair back to within zone of your previous location.
Stress & Consequences
About
The Belcher toad is a giant toad with one key difference; it is known to "belch" some of it's extra-potent stomach fluids on prey that has proven itself harder to catch, slowing it's victims and giving the toad its name. It also uses the same stomach acid to break down it's prey after swallowing it whole.
Aspects
- Bile spewing giant toad
Skills
Great (+4): Spew(Shoot)
Good (+3): Hop(Athletics), Grab(Physique)
Fair (+2): Swallow
Stunts
- Digest. When a target starts its turn in the toad's stomach, the target takes 1 stress automatically.
Stress & Consequences
Aspects
- Patient protector of the forest
- Indistinguishable when still
- Ancient knowledge
Skills
Fantastic (+6): Smash(Fight)
Superb (+5): Grow, Camoflauge(Stealth), Lore
Great (+4): Throw(Shoot), Will, Physique
Stunts
Nature Discipline. You have mastered control over nature. You can grow plants from nothing, grab enemies with vines and tree limbs, fire thorns at a foe from range, and secrete poisonous toxins. You can animate and command plants to do your bidding.
Stress & Consequences
Aspects
- Regenerating forest troll
- Fire/acid prevent regeneration
- Monstrously Ugly
- Forest Dweller
Skills
Great (+4): Athletics
Good (+3): Claw(Fight), Stealth
Fair (+2): Physique, Crafts, Notice
Average (+1): Investigate
Stunts
Regeneration. When you are dealt a consequence, you may regenerate and clear the consequence at the end of the round unless fire or acid was used to cause the consequence.
Insatiable. When you have cornered a target, ±2 to Claw attacks.
Stress & Consequences
Aspects
- King of the dinosaurs
- Hungry for easy food
- Motion-vision
Skills
Fantastic (+6): Chomp(Fight)
Superb (+5): Roar(Provoke)
Great (+4): Hunt(Athletics)
Good (+3): Physique
Fair (+2): Will
Stunts
- Chomp. Weapon:2 when biting down on creatures that can easily fit in your mouth.
Stress & Consequences
Scene Ideas
- When your party is crossing a slippery log spanning over a canyon with a river at the bottom, have a T-rex show up on one or both sides of the log bridge looking for an easy meal. It's fun. Believe me!
Aspects
- Territorial alpha hunter
- Pack mentality
Skills
Great (+4): Bite/Claw(Fight)
Good (+3): Howl(Rapport/Provoke)
Fair (+2): Hunt(Athletics/Investigate)
Stunts
Pack Tactics. +2 to attack with Bite/Claw when a target is already engaged with another wolf.
Alpha. When you Howl to create an advantage by encouraging other wolves to attack, any free invokes give a +3 bonus instead of +2.
Stress & Consequences
Aspects
- Aggressive cousin to dragons
- Reckless and unintelligent ariel hunters
Skills
Superb (+5): Fly(Athletics)
Great (+4): Bite/Sting(Fight), Grab(Physique)
Good (+3): Provoke, Notice
Fair (+2): Physique
Average (+1): Stealth
Stunts
Poison Sting. Weapon:2 when you attack with Sting using your tail bard
Easy Pickin's. +2 create an advantage with Grab when trying to grab a creature that has already been poisoned.
Stress & Consequences
Scene Ideas
- The adventurers are searching for a macguffin that is at the top of a cliff. The wyverns may have even stolen the macguffin and put it up there. The top of the cliff is where the wyverns roost. The heroes must scale the cliff while fending off the wyverns.
- To reach their desired destination, the adventurers must cross a wyvern breeding ground. Hundreds of towering rock formations are scattered in the large canyon between two cliffs (like Wullingyuan Canyon in China). Wyverns fly to and fro below, almost like a makeshift transportation system ;). The heroes must get to the other side of the canyon to reach their destination.
- While riding on an air ship, sky pirates attack and they are riding well-trained wyverns!
Art is used without permission. nathanhare.net has no affiliation with the artists and claims no rights to the art.
About the Bestiary
These NPCs were created using Fate Core and are offered as a resource to GMs and players. NPCs with the pregen tag are full-fledged characters that can be used as-is for player characters or Main NPCs in your games.
If you have any suggestions, questions, or ideas, let me know in the comments below! For more information, check out this blog post.
Copyright © 2018, Nathan Hare
All rights reserved