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Here's one that Tormentor requested. Hope you find it interesting. These
things are pretty nasty, but then again so are the wastelands.

Flesh Hound (The Inevitable Ones)

STR 12 (d4+10)
DEX 11 d4+9)
CON 10 (d4+8)
INT 4 (Animal 13 or d4+11)
WIL 14 (d4+12)
PER 3 (Animal 11 or d4+9)

dur as CON AC 15+/14/7/3

Mov sprint 70, run 40, walk 10 ( jump 10 ) # act 3

RS Good/2


Claws (x2) 13/6/3 d4+1w/d6+1w/d6+2w LI/O

Bite 15/7/3 d6+1w/d8+1w/d4m LI/O

+ Poison (see text)


+2 resistance modifier vs. melee attacks

+2 resistance modifier vs. ranged attacks

Armor : d6+2 (LI), D6+1 (HI), d6-1 (En)

Athletics (12)-jump(14)
Unarmed Attack (12)-brawl (14)
Stealth (11)-shadow (13 )
Movement (10 )- race(14 )
Stamina (10)- endurance (14)
Awareness (14 )- perception (15)
Investigate (14 ) -track (20 )
Resolve ( 14 ) -physical resolve (16 )

Poisonous Bite
Dermal Plating.

Environmental Sensitivity, slight :Water (+2 step penalty to all actions
and skill checks when operating in water).

The Flesh Hounds are hideous mutant canines, and are some eight feet long
from nose to tail. Their lean wiry, frames have an arched back, and are
covered in blood red scales. Around their necks is a ruff or collar of
spines, connected by an orange-red membrane of taut flesh. This gives the
neck added protection (any attacks to the neck suffer a 3 step penalty to
hit). Iron-like dermal plating lines their back. Their eyes are a haunting
milky white. Their wide mouths are equipped with huge fangs and their two-
toed feet end in razor sharp claws.

In addition to it's powerful bite and claw attacks, the bite of the flesh
Hound is poisonous. Upon biting it's prey and inflicting ,at least, one
wound point of damage. The victim must make a Con. feat check vs. an
insinuative hemotoxin poison (onset time 10 minutes, attack duration 4 hours)
Some older hounds have mutated further gaining maul-like tails or even
poison stingers in certain rare specimens.

Across the wastes , packs of these terrifying creatures chase after their
prey, endlessly pursuing their chosen victim(s). One drawback the beasts
have, that certain villages have turned to their advantage, is that Flesh
Hounds have an aversion to large bodies of water, they even suffer penalties
when in water. These villages have surrounded themselves with moats to deter
the beasts from over-running their humble communities. This knowledge does
true wastelanders little good, since water is a scarce commodity in most
areas of the wastes. Certain sages have speculated that these beasts are not
natural mutations, but are creatures genetically engineered by the ancients
during the Social Wars. A fact that gives this some credibility is that
certain groups of the Red Death have learned to "tame" these beasts for
their own violent purposes. Note it takes a certain insane individual (even
by Red Death standards) to work with the beasts, and even then the handler
cannot "control" more than two of the beasts (a mated pair) at a time. The
handler and beasts are bonded at a very early age, and even then many a
handler has been eaten alive by his "tame" hounds. The beasts will only
respond to a P.S.H. or human appearing handler, mutant animals and mutant
humans are generally viewed as food (unless a handler is present) ,
intelligent plants are usually ignored (unless they fight back or interefere
with a hunt). Few things are more terrifying than the flesh hounds on the
hunt, certain wastelanders have termed this The Chaos Hunt.

Biome Wastelands

Encounter chance Slim

Group size 1-2 or 3-12

Org pack

Niche Large carnivore

IQ High-order animal

Converted from Games Workshop's Warhammer FRP game.

Conversion by Brutorz Bill

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