Fate Bestiary

Tag: forest


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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

  • Ethereal troubled soul

Skills

Fair (+2): Spook(Provoke), Possess(Fight/Shoot/Provoke)
Average (+1): Haunt(Athletics)

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

  • Rats of unusual size
  • Sowers of disease

Skills

Good (+3): Scamper(Athletics)
Fair (+2): Gnaw(Fight), Infect

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

  1. 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

  1. 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.
  2. 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.
  3. 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.

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

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