Contact

We want to hear what you think - good, or bad! 
Fill in the form below and we'll get back to as soon as we can!

Please calculate 9 plus 6.

White Harrier

Size: 5 to 6 feet long (without tail); 6 to 7 feet (with tail); 3 to 7 feet tall at the shoulder

Weight: 180 to 200 pounds

COU 13 SGC 11 (a) INT 13 CHA 12 DEX 11 AGI 13 CON 13 STR 15

LP 32 AE - KP - INI 13+1D6

DE 7 SPI 1 TOU 3 MOV 11

Bite: AT 13 DP 1D6+5 RE short

Claws: AT 15 DP 1D6+3 RE short

PRO/ENC 1/0

Actions: 2 (at most 1 x Pounce, each head can use 1 x Bite)

Special Abilities: Forceful Blow I (Bite, Claws), Locked Jaws (Bite), Pounce (Claws)

Skills: Body Control 12 (13/13/13), Climbing—(no check allowed; white harriers cannot climb), Feat of Strength 8 (13/15/15), Intimidation 9 (13/13/12), Perception 11 (11/13/13), Self-Control 12 (13/13/13), Stealth 7 (13/13/13), Swimming 4 (16/15/15), Willpower 8 (13/13/12)

Number: 1, or 1D6+2 (pack)

Size Category: medium

Type: Daimonid, non-humanoid

Creation Difficulty: –2

Loot: 20 rations of meat (inedible); trophy (the Tobrian chancellor pays 10 silverthalers per wolf head, meaning 20 silverthalers per white harrier)

Combat Behavior: White harriers are employed as hounds. They are loyal to their creators and usually obey their commands. If white harriers want to attack somebody, both heads attack the target by biting. If they have a running start (about 12 feet), they first pounce to take the opponent to the ground, and then bite down hard with both of their heads.

Escape: Loss of 75% LP

Magical Lore (Magical Creatures)

  • QL 1: white harriers are daimonids.
  • QL 2: some think they were cross-bred from silver wolves and demons called tuur-amash. In reality, white harriers are the offspring of wolves and karmanthi.
  • QL 3+: white harriers can be distracted with food. When presented with a chunk of meat, the two heads will quarrel for a bit to decide which will swallow it.

Special Rules

Big Brother: Some specimens are yards longer and much heavier. These great white harriers are much like their smaller cousins, but with the following changes: +5 CON, +5 STR, +25 LP, +2 TOU, +4 DP, +1 PRO, INI 8+1D6, Forceful Blow II instead of I, Powerful Blows, size category large, Feat of Strength 14, prey 100 rations of meat (inedible)

Ravenous: when presented with a chunk of meat, both heads will fight for it. This argument takes 1D3+1 CR, during which time the white harrier uses its actions to feed unless attacked, in which case it fights back. This trick only works once per day.

Wild Pack: White harriers attacking the same opponent receive +1 AT (no more than +3 AT) per white harrier after the first. Roll 1D6 for each fight involving the pack. On a 1, they stop attacking the enemy after 2 CR and proceed to fight amongst themselves, turning back to the enemy 1D6 CR later.

Daimonid Rules: White harriers use the general daimonid rules.

Publication:
Aventurian Bestiary, page 83