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Creature information[]

the Direbeast is a creature most easily recognizable by its thick shaggy fur it's human-like vestigial arms and its great bearlike claws.

Lore Monster DC (10-15)[]

The creatures often live on high mountains and are fairly solitary creatures save for the season of march-may where most creatures will venture down from the mountains to seak mates in season.

Lore Monster DC(16-19)[]

The Direbeast is one of several creatures of the Demolical family which are categorized as such for their transformations following the corruption of Sythr found in the time during the reclamation era,

Lore History DC(15+)[]

Some rumors and stories such as the cry of Holorn the hunted, speak of a hunter killing a creature and becoming infected with its corruption and turning into this creature though any verifiable sources for any such occurrence are lacking.

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Attacks[]

Basic Bite

2D3+5 damage & 3 Piercing 
[Cascades up to 3 times]
when target is grappled
+ 1D3 damage & 3 Piercing 

Basic Scratch

D5+5 & 1D3 Slashing effect

Horrifying Screach [Bonus action]

Causes targets who can hear to roll 
a DC 10 mentality check 
failing this cuases the opponent to lose 5pp
falling below 0PP this way causes
 the target to run.

Skills[]

Physical Skills (Inc stats)[]

Athletics Break Push/Pull Lift Hold Breath
7 6 6 5 4
Acrobatics Stealth Disable Device Slight of Hand
5 A 3+5 0 0
Escape Artist Endure Harsh Weather Resist Poison
3 7+5 A 5

Mental Skills (Inc stats)[]

Lore Perception Use Device

Sense Motive

0 5 0 4
Handel Vehicle Sense/Discern Magic Mentality
0 4 4
Handle Monster
10

Social Skills (Inc stats)[]

Diplomacy Handle Animal Intimidate Bluff
2 7 8 2
Disguise Composure Preform Seduce
2 4 1 1

Lores[]

NA

Traits[]

Fur

Grants Advantage on Harsh weather Checks for Hot and Cold Climates

Winter Coat

When purchased with Fur grants a +5 on Resist Hot Weather from April to August, Provides a +5 on Resist cold Weather Checks during other months

Claws

May roll 1D3 slashing effect when sticking unarmed against an unarmored target

Strong Teeth

When Grappling you may bite your opponent dealing 1D3 with 3 Piercing

Strong Jaw

 Cascade up to 3 times when biting a target and add +3 to biting damage

Fangs

Deal 2D3 Piercing 3 damage when biting someone on the same tier as you.

Paw Pads

Take 1 less damage from spikes and caltrops and other such floor hazards; Increases stealth by +5

Tail

Roll Advantage on Acrobatics Checks

Additional arm 1 pair

For each pair beyond the first: gain a +2 to Grappling Checks and may carry 1 additional Giant resource

Enhanced Hearing

Gain a +5 and Advantage  to perception Checks made with sounds & Any sudden loud sounds Disorent for three turns


Alpha Varient[]

Alpha Varients have +100 HP +10 to all saving throws and deals +5 Damage

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