Spelljammer
Spirit Animal
The Spirit Animal talent allows a character to form a deep spiritual bond with an exceptional animal companion. Unlike a mage’s familiar, a Spirit Animal is not summoned or bound through ritual magic. Instead, the bond is forged through trust, instinct, mutual loyalty, and spiritual affinity.

Spirit Animals are living creatures elevated beyond the norm of their species. As the owner advances in this talent, the Spirit Animal becomes increasingly intelligent, resilient, and spiritually awakened, eventually approaching the legendary creatures of myth and folklore.

Spirit Animals are especially common among:
  • Rangers
  • Druids
  • Shamans
  • Barbarians
  • Scouts
  • Hunters
  • Tribal warriors
  • Wilderness rogues

Any character may potentially learn this talent with GM approval.



Acquiring a Spirit Animal

Acquiring a Spirit Animal must be done when the character is rank 1 in this talent. He may not advance in this talent until he has acquired a spirit animal.

To form the bond, the character must:
  • Spend 7 uninterrupted days with the animal
  • Spend 100 silver pieces on food, charms, training tools, offerings, etc.
  • Successfully make a CHA, Animal Handling, or Wilderness Lore test (GM discretion)

Failure indicates the bond did not form. Another attempt cannot be made for 30 days.

A character may only possess one Spirit Animal at a time.


Spirit Animal Advancement

The Spirit Animal’s Level equals the owner’s rank in the Spirit Animal talent.

Spirit Animals gain:
  • Improved combat ability
  • Improved survivability
  • Spiritual powers
  • Exceptional instincts
  • Increased characteristics

Unlike spells and rituals, Spirit Animal has no formal maximum rank. However, Rank 15 represents the practical upper limit achieved by most characters.


Characteristic Advancement
  • Each time the owner gains a rank in Spirit Animal the Spirit Animal gains +1 characteristic point.
  • The point may be placed into any stat.
  • No characteristic may normally exceed the listed Spirit Animal Maximum.



Spirit Animal Categories

Each Spirit Animal belongs to one primary category. In most cases, the category will be obvious but there might be some animals that could fit into two possible categories, in which case, one must be chosen.

CategoryFocus
Birdscouting, omens, mobility
Predatorpursuit, combat, intimidation
Clevertrickery, manipulation, utility
Guardianloyalty, protection, endurance
Ridingtravel, mobility, mounted combat
Great Beastoverwhelming strength and resilience



Combat Scaling by Animal Type

Predators and Great Beasts
  • +5 SC per level
  • +3 DEF per level
  • +5 HP per level

Large Animals (Non-Predator)
  • +4 SC per level
  • +2 DEF per level
  • +5 HP per level

Medium Animals
  • +3 SC per level
  • +3 DEF per level
  • +3 HP per level

Small Animals
  • +2 SC per level
  • +4 DEF per level
  • +1 HP per level



Supernatural Awakening

Spirit Animals gradually awaken supernatural traits.

These are NOT spells.

They are:
  • instinctive
  • spiritual
  • primal
  • mythic

Spirit Animals do not cast spells or rituals unless specifically noted.


Supernatural Ability Progression

Small Animals gain supernatural abilities at:
  • Rank 2
  • Rank 5
  • Rank 10
  • Rank 15

Medium Animals gain supernatural abilities at:
  • Rank 5
  • Rank 10
  • Rank 15

Large Animals / Predators gain supernatural abilities at:
  • Rank 10
  • Rank 15

CategoryPredatorBirdCleverGuardianRidingGreat Beast
Examples
  • Wolf
  • Panther
  • Great Cats
  • Owl
  • Hawk
  • Raven
  • Falcon
  • Fox
  • Monkey
  • Raven
  • Raccoon
  • Dog
  • Stag
  • Horse
  • Elk
  • Great Wolf (mount variant)
  • Bear
  • Dire Beasts
Rank 1 AbilityHunter’s Coordination

Owner gains:
  • +5 SC against targets engaged by the Spirit Animal
Aerial Scout

Owner gains:
  • +5 PER against ambush
  • extended scouting capability

The bird may scout up to:
  • 1 mile per rank
Opportunist

The clever animal friend joins in the hunt as an area is searched.

Owner gains:
  • +10 to detect traps
  • +10 to detect hidden objects
Loyal Defender

Once per combat:
  • may intercept an attack against owner. The animal will suffer the damage instead of the owner. Damage is reduced by 25% as if the animal had damage resistance.
Rider Coordination

Mounted combat penalties reduced by half.
Massive Presence

Smaller creatures suffer:
  • –5 to saves within (Level x 3) feet
Rank 5 AbilityRelentless Pursuit

Predator ignores:
  • pursuit fatigue
  • difficult terrain penalties while tracking
Eyes of the Sky

The bird can identify:
  • concealed movement
  • hidden trails
  • distant creatures

Owner gains:
  • +10 tracking bonus from aerial information
Quick Hands

Spirit Animal may:
  • manipulate latches
  • retrieve small items
  • untie ropes
  • open simple containers
Protective Instinct

Owner gains:
  • +10 save vs fear
  • +5 to all other mental and magical saves

while Spirit Animal nearby. The spirit animal also gains these bonuses.
Tireless Travel

Travel speed increased 25%.

Mount ignores:
  • minor terrain penalties
  • normal fatigue
Powerful Build

Gain:
  • +20 grapple
  • knockback bonuses
Rank 10 AbilityKiller Instinct

Against wounded enemies:
  • +10 SC
  • +2 damage
Harrier Flight

Once per combat:
  • bird may distract a target, causing them to lose one attack
Distracting Antics

Once per combat:
  • target suffers:
  • –10 PER
  • –10 concentration
  • –10 spellcasting
for 1 round.
Bodyguard

Spirit Animal may automatically move to protect owner.

This movement does not provoke free attacks.
Crushing Charge

Charge attacks gain:
  • +20 SC
  • knockdown chance equal to (level x 3) vs opponents of the same size category (half for one step higher; double for one step lower)
  • +2 damage
Monstrous Resilience

Reduce mundane damage by:
  • +3 PROT
Rank 15 AbilityApex Predator

Enemies within 20 feet:
  • suffer –10 morale
  • animals may flee

Weak-willed enemies may hesitate or retreat.
Sky Sentinel

Bird automatically notices:
  • aerial threats
  • invisible movement
  • supernatural disturbances

PER roll still required for precise details.
Uncanny Intelligence

Animal can:
  • understand highly complex commands
  • coordinate tactical maneuvers
  • use simple tools
Unbreakable Loyalty

Spirit Animal ignores:
  • fear
  • morale failure
  • intimidation
  • pain penalties

while defending owner.
Legendary Mount

Mount ignores:
  • fear
  • exhaustion
  • rough terrain

May continue traveling far beyond normal limits.
Titanic Fury

When below half HP:
  • +5 STR
  • +10 SC
  • +4 damage





Supernatural Abilities


CategoryName
MA
Description
BirdWhisper on the Wind
15
The bird may communicate:
  • emotions
  • impressions
  • brief mental imagery
with owner at long distances. Not true telepathy.
BirdOmen Sight
17
Bird becomes agitated near:
  • undead
  • demons
  • powerful magic
  • major danger
BirdGhost Flight
16
Bird may move:
  • silently
  • unnaturally swiftly
  • through difficult aerial conditions
BirdSpirit Eyes
18
Bird may perceive:
  • invisible movement
  • magical disturbances
  • concealed creatures
PredatorHunter's Mark
12
Predator gains supernatural fixation on prey.

Benefits:
  • impossible scent tracking
  • tracking through weather/water
  • pursuit bonuses
PredatorFear Howl
13
Enemies hearing howl:
  • suffer -5 to all saving throws
  • may hesitate (3x WP roll or lose next attack)
PredatorMoon Fury
13
Once per combat:
  • +10 SC
  • +2 damage dice
  • +10 TMR

for (Level / 2; round down) rounds
PredatorSpirit Rend
15
Attacks partially ignore:
  • Attacks are armor piercing (AP) using either half PROT, round up, or LOW.
  • supernatural protection - can affect creatures that normally need a +1 or better weapon to hit (+2 or better if level 10+)
CleverFortune Thief
15
Once/day:
  • force reroll of any opponent roll
  • slightly alter luck - add +2 to owner's LUCK for a single roll, which must be determined before the roll is made (after the roll is made if Level 10+).
CleverImpossible Escape
17
Animal may escape:
  • ropes
  • cages
  • restraints

with seemingly supernatural ease.
CleverMimic Echo
17
Animal may perfectly imitate:
  • voices
  • sounds
  • cries
CleverTrickster Veil
18
Creates:
  • misleading sounds
  • false movement
  • brief confusion
GuardianProtective Bond
15
Owner gains +5 to all saving throws while the animal is within (Level x 3) feet and visible to the owner (or, if not visible, the owner is aware that the animal is nearby but other means, usually sound but could be smell).
GuardianSpirit Interception
17
Animal may partially absorb:
  • curses
  • fear
  • supernatural effects

GM NOTE: Develop this further. In partially absorbing, the animal will reduce the effect both to itself and its owner.
GuardianGuardian's Warning
18
Animal senses danger before it arrives. Treat as having the talent Danger Sense equal to Level.
GuardianLast Stand
17
When owner critically wounded:
  • Spirit Animal ignores wound penalties
  • Gains combat bonuses of (Level x 2) to SC and (Level / 3; round up) to Dmg
RidingTireless Journey
16
Mount ignores:
  • exhaustion
  • weather
  • long-distance fatigue
RidingThunder Charge
17
Charge creates:
  • fear
  • disruption
  • knockback
RidingWindstride
18
Mount gains:
  • bursts of impossible speed
RidingSpirit Gallop
19
Mount may:
  • cross impossible terrain briefly
  • outrun supernatural pursuit




Example Spirit Animals

The below list is a sample of available animals that can become spirit animals. If two categories are listed, the character must choose one to be primary. The parenthetical number for each characteristic is the maximum.

AnimalCategory
STR
DEX
CON
INT
KNOW
WP
MA
LUCK
CHA
PER
HP
Base SC
Base DMG
WolfPredator
2d4+13 (22)
2d6+12 (24)
2d4+13 (22)
1d3+1 (4)
1d3 (4)
2d4+10 (20)
1d6+6 (25)
3d6+6 (25)
2d4+6 (15)
2d6+13 (26)
4d10+12
60+DEX
2d6
PantherPredator
3d4+12 (25)
2d4+18 (28)
2d4+13 (22)
1d3+1 (4)
1d3 (4)
2d4+10 (20)
1d6+6 (25)
3d6+5 (25)
2d4+5 (15)
2d6+13 (26)
5d10+10
65+DEX
3d6
HorseRiding
1d4+25 (29)
2d4+12 (20)
2d4+18 (28)
1d3+1 (4)
1d3 (4)
2d6+10 (22)
1d6+5 (25)
3d6+5 (25)
2d6+6 (18)
2d4+7 (19)
8d10+10
45+DEX
2d8
MonkeyClever
2d4+4 (12)
2d4+20 (28)
2d4+10 (18)
1d4+1 (6)
1d4 (5)
2d4+10 (20)
3d6+4 (25)
3d6+7 (25)
2d6+6 (20)
2d6+10 (24)
3d8+5
50+DEX
1d6
OwlBird
1d4+3 (8)
2d4+19 (27)
2d4+8 (16)
1d3+1 (6)
1d3 (4)
2d4+10 (20)
3d6+4 (25)
3d6+7 (25)
2d6+6 (18)
3d6+10 (30)
2d8+3
40+DEX
1d6
House catClever
2d3+2 (10)
2d4+19 (27)
2d4+10 (18)
1d4+1 (6)
1d3 (5)
2d4+10 (22)
3d6+6 (25)
3d6+7 (25)
3d6+6 (25)
2d6+10 (25)
2d8+5
55+DEX
1d6
RaccoonClever
2d4+5 (13)
2d4+18 (27)
2d4+10 (18)
1d4+1 (6)
1d4 (5)
2d4+10 (20)
3d6+4 (25)
3d6+7 (25)
2d6+7 (20)
2d6+9 (24)
3d8+6
50+DEX
1d6
FalconBird
1d4+4 (9)
2d4+21 (29)
2d4+7 (15)
1d3+1 (5)
1d3 (4)
2d4+11 (21)
3d6+4 (25)
3d6+7 (25)
2d6+5 (17)
3d6+10 (30)
2d8+2
50+DEX
1d8
RavenClever
1d4+4 (9)
2d4+17 (25)
2d4+8 (16)
1d4+2 (7)
1d4+1 (6)
2d4+11 (21)
3d6+6 (25)
3d6+8 (25)
2d6+8 (22)
3d6+9 (27)
2d8+4
45+DEX
1d6
DogGuardian
2d4+10 (18)
2d4+13 (21)
2d4+13 (22)
1d3+1 (4)
1d3 (4)
2d6+13 (25)
2d6+6 (25)
3d6+7 (25)
2d6+8 (20)
3d6+7 (25)
4d10+10
55+DEX
2d6
StagRiding
2d4+18 (26)
2d4+13 (21)
2d4+15 (24)
1d3+1 (4)
1d3 (4)
2d6+12 (24)
2d6+5 (25)
3d6+7 (25)
2d6+10 (24)
3d6+8 (26)
7d10+8
50+DEX
2d8
BearGreat Beast
2d6+18 (30)
2d4+10 (18)
2d6+18 (30)
1d3+1 (4)
1d3 (4)
2d6+12 (24)
1d6+5 (25)
3d6+5 (25)
2d4+8 (18)
2d6+8 (22)
9d10+15
60+DEX
4d6
GorillaGreat Beast
2d6+16 (28)
2d4+14 (22)
2d6+15 (27)
1d4+1 (6)
1d4 (5)
2d6+11 (23)
1d6+6 (25)
3d6+6 (25)
2d6+9 (22)
2d6+8 (22)
8d10+12
58+DEX
3d6

GM: When rolling up the stats for a spirit animal, the character can reroll 2 die rolls and then take the better of the two results. Once all of the rolls have been made and finalized, the character can either add +1 to 2 different characteristics, or +2 to one characteristic.




Death of a Spirit Animal

The death of a Spirit Animal is emotionally devastating.
Effects:
  • –10 morale for 30 days
  • –5 concentration
  • nightmares and disturbed sleep
  • cannot advance Spirit Animal talent for 60 days
A new Spirit Animal cannot be bonded for:
  • 6 months
The new bond begins at Rank 1.




The Next Stage: Spirit Ascension

Once the character has the talent Spirit Animal at rank 10 or higher, they can pursue Spirit Ascension. Spirit Ascension has a significant cost in time, silver and EXP, as indicated below. The character will need to seek out a cleric who specializes in the animal realm to cast a ritual known as the Rite of the Elder Beast. This is a 6th level cleric spell, requiring a cleric of level 11 or higher.

Core Concept
The ritual:
  • permanently deepens the spiritual connection
  • partially awakens the animal’s spirit-self
  • allows the animal to transcend normal mortality and instinct

Ritual Requirements
  • Spirit Animal Rank 10+
  • Animal must possess:
    • MA 20+
    • WP 17+
  • Character must spend:
    • 15,000 EXP
    • 15,000 silver
  • Rare ritual location required
    • Ritual takes 15 days to perform during which the character and their spirit animal must be present for the entire time.

Example ritual locations (generally determined by the cleric casting the ritual:
  • ancient druid grove
  • moon shrine
  • spirit spring
  • burial mound
  • world tree
  • celestial conjunction

Once conducted, the character chooses a Legendary Animal Path for their spirit animal from the list below. Once a path is chosen, it is permanent and can never change.



Predator Legendary Paths

Once chosen:
  • the path is permanent
  • the Spirit Animal begins gradual transformation
  • appearance may subtly change over time

Examples:
  • glowing eyes
  • unnaturally silent movement
  • oversized fangs
  • impossible scars
  • moonlit fur
  • spectral breath
Path
Path of the
Moon Hunter
Path of the
Ghost Stalker
Path of the
Blood Fang
Path of the
Wild Hunt
Path of the
Grave Fang
Path of the
Ashen Predator
ThemePrimal lunar predator.
The animal becomes:
  • unnaturally swift
  • terrifying at night
  • relentless in pursuit
Best for:
  • wolves
  • panthers
  • nocturnal predators
Supernatural stealth predator.
The animal becomes:
  • unnaturally difficult to perceive
  • almost spirit-like while hunting
Best for:
  • panthers
  • great cats
  • foxes
  • stealth predators
Pure apex combat predator.
This is the terrifying battlefield monster path.
Best for:
  • wolves
  • bears
  • large cats
  • dire beasts
Ancient supernatural hunter of the deep wilderness.
The predator becomes:
  • spiritually tied to wilderness
  • partially a force of nature
Best for:
  • wolves
  • stags
  • hunting beasts
Predator of spirits, undead, and cursed things.
VERY dangerous path.
Best for:
  • ravens
  • wolves
  • black panthers
  • carrion hunters
Predator reborn through fire, destruction, survival.
Best for:
  • great cats
  • wolves
  • bears
Passive EffectsMoon-Blessed
At night:
  • +15 SC
  • +10 DEF
  • +10 TMR
  • PER increases by +2


Night Vision

Perfect vision in natural darkness.

Can perceive:
  • invisible movement
  • concealed creatures
within 30 feet.


Tireless Pursuit

Never suffers fatigue while:
  • tracking
  • hunting
  • pursuing prey
Impossible Silence
Animal makes:
  • no sound while moving normally
Even armor/barding becomes muffled.


Shadow Blend
In dim light/darkness:
  • +25 stealth
  • observers suffer –20 PER


Spirit Trail
Cannot be tracked naturally unless:
  • magical tracking
  • supernatural senses
Blood Frenzy
Against wounded enemies:
  • +20 SC
  • +3 damage


Crushing Bite
Natural attacks:
  • count as AP
  • inflict bleeding wounds
Bleed:
  • 1d6/round
  • until treated


Terror Predator
Enemies witnessing kill:
  • morale check at –10
Forest Stride
Ignores:
  • underbrush
  • swamp
  • rough terrain
  • snow
without speed penalties.


Ancient Hunter
Automatically senses:
  • nearby unnatural creatures
  • undead
  • corrupted spirits within PER × 5 feet.


Wilderness Regeneration
While in natural terrain:
  • regenerate 1 HP/round
Not during direct combat.
Grave Scent
Can detect:
  • undead
  • necromancy
  • recent death
within PER × 10 feet.


Spirit Rend
Attacks:
  • fully affect incorporeal undead
  • ignore undead resistances


Fearless Before Death
Immune to:
  • undead fear
  • death aura
  • supernatural despair
Ember Blood
Immune to:
  • mundane fire
  • heat exhaustion


Scorched Bite
Attacks deal:
  • +2d6 fire damage


Smoke Hunter
Can see perfectly through:
  • smoke
  • ash
  • flame glare
Active AbilityLunar Fury

Once per combat for (WP / 3) rounds:
  • +25 SC
  • +5 damage
  • attacks become AP
  • immune to fear

After effect ends:
  • –10 DEF for 3 rounds
Ghost Step
Once every 5 rounds:
Animal may:
  • move through enemies
  • ignore engagement
  • pass through narrow/impossible spaces
Movement appears:
  • blurred
  • spectral
  • unnatural
Devour Weakness
When reducing enemy below 25% HP:
Predator heals:
  • 2d6 HP
  • removes wound penalties
May trigger:
  • once per combat initially, twice at Spirit Rank 15+
Call of the Hunt
Once/day:
  • summon spectral hunting pack
Effects:
  • enemies suffer fear
  • target becomes “hunted”
  • allies gain:
  • +10 SC
  • +10 tracking
  • +5 to fear saves for 10 rounds
Death Howl
Once/day:
  • undead within 30 feet must save
Failure:
  • hesitate
  • retreat
  • suffer –15 SC
Powerful undead instead suffer:
  • –10 SC
  • –10 saves for 5 rounds.
Inferno Rush
Once/combat:
  • +20 TMR
  • attacks ignite targets
  • movement leaves burning trail for 5 rounds.
Legendary TraitMoon Mark

The predator may permanently mark one target at a time.

Effects:
  • always knows approximate direction
  • impossible to lose trail naturally
  • target suffers fear dreams/nightmares

Range:
  • same world plane only
Eyes in the Dark
If motionless:
  • nearly invisible in darkness
Only:
  • magical detection
  • Spirit Sight
  • direct touch can reveal location.
King of Predators
Weaker animals:
  • refuse to attack
  • panic
  • submit instinctively. Some monsters may also hesitate.
Spirit of the Old Forest
Animal ages extremely slowly and becomes partially supernatural.
Can:
  • survive impossible climates
  • endure supernatural weather
  • sense disturbances in wilderness balance
Walker Between Graves
Animal may:
  • perceive spirits constantly
  • see lingering souls
  • detect haunted ground This often changes behavior permanently.
Burn the Weak
Creatures critically wounded by predator:
  • may panic
  • catch fire
  • suffer morale collapse



Bird Legendary Paths

Bird Paths represent the awakening of ancient sky-spirits within a Spirit Animal. Birds who undergo the Rite of the Elder Beast and follow one of these paths gradually become creatures of myth and omen.

Physical changes may include:
  • glowing or reflective eyes
  • unnaturally silent wings
  • feathers that shimmer strangely in moonlight
  • impossible stamina
  • supernatural awareness
  • spectral feather trails
  • voices that echo unnaturally

Bird Paths emphasize:
  • perception
  • speed
  • omens
  • spiritual awareness
  • mobility
  • intelligence
  • supernatural flight
Path
Path of the
Night Watcher
Path of the
Storm Wing
Path of the
Sun Feather
Path of the
Spirit Messenger
Path of the
Ghost Feather
Path of the
Ash Sky
ThemeSilent nocturnal guardian and unseen observer.
Best for:
  • owls
  • ravens
  • night hunters
Bird of wind, lightning, and violent skies.
Best for:
  • falcons
  • hawks
  • great eagles
Radiant celestial bird opposed to darkness and corruption.
Best for:
  • hawks
  • falcons
  • white ravens
  • sacred birds
Bird of omens, prophecy, and supernatural communication.
Best for:
  • ravens
  • owls
  • crows
Semi-spiritual bird existing partly between worlds.
Best for:
  • ravens
  • owls
  • pale or black-feathered birds
Bird reborn through fire, ash, and destruction.
Best for:
  • ravens
  • hawks
  • aggressive aerial predators
Passive EffectsEyes Beyond Darkness
The bird gains:
  • perfect night vision
  • ability to perceive invisible movement
  • +4 PER in darkness Darkness - penalties are ignored entirely.


Silent Wings
The bird:
  • produces no sound while flying
  • cannot be tracked by hearing
Even magical silence does not interfere with its flight.


Watcher’s Awareness
The owner gains:
  • +2 PER while bird awake and nearby (cannot exceed racial max until rank 15)
  • cannot be naturally surprised while bird conscious
Master of the Tempest
Bird ignores:
  • storms
  • wind penalties
  • rain visibility penalties


Sky Hunter
While airborne:
  • +15 SC
  • +10 DEF
  • +10 TMR


Storm Sense
Bird automatically senses:
  • approaching storms
  • unnatural weather
  • aerial magical disturbances within miles.
Solar Presence
Nearby allies gain:
  • +10 fear saves
Undead suffer:
  • –5 SC within 20 feet


Purifying Flight
Bird may:
  • detect corruption
  • sense undead
  • identify cursed objects instinctively


Brilliant Plumage
The bird emits faint supernatural radiance when threatened.
Invisible creatures near the bird:
  • lose concealment bonuses
Whisper on the Wind
The bird may communicate:
  • emotions
  • symbolic imagery
  • warnings across enormous distances. Not true telepathy.


Omen Bearer
The bird senses:
  • death
  • danger
  • betrayal
  • supernatural disturbance before it occurs.
GM may provide:
  • visions
  • symbolic dreams
  • instinctive warnings


Spirit Tongue
The bird understands:
  • emotional intent
  • tone
  • spiritual significance far beyond normal animals.
Spirit Flight
The bird may:
  • partially phase through obstacles
  • ignore mundane barriers during flight


Ghost Presence
Observers suffer:
  • –4 PER to track bird
The bird often appears:
  • suddenly
  • silently
  • impossibly positioned


Veil Sight
The bird constantly perceives:
  • spirits
  • ghosts
  • invisible movement
  • magical concealment
Ember Feathers
Bird gains:
  • immunity to mundane fire
  • resistance to magical fire


Ash Vision
Bird sees perfectly through:
  • smoke
  • ash
  • fire glare


Burning Talons
Natural attacks deal:
  • +2d8 fire damage
Active AbilityShadow Glide
Once every 5 rounds:
The bird may:
  • instantly reposition to any shadowed location within (Level × 10) feet
Movement:
  • ignores engagement
  • ignores obstacles
  • appears ghostlike
Lightning Dive
Once per combat the bird performs a supernatural dive attack.
Effects:
  • +25 SC
  • +5 damage
  • target must make a mental save or lose next action
If performed during natural storm:
  • attack gains +2 additional damage
Dawn Cry
Once/day:
The bird releases a piercing supernatural cry.
Effects:
  • undead must save or retreat
  • demons suffer:
  • –10 SC
  • –10 to saves
  • allies gain:
  • +10 fear saves
  • +5 SC
  • Lasts 10 rounds
Prophetic Cry
Once/day:
The bird emits an omen-filled cry.
Choose one:
  • allies gain +3 initiative
  • allies gain +2 PER
  • enemies suffer –10 to saves for one encounter.
Fade From Reality
Once every 10 rounds:
The bird becomes:
  • semi-incorporeal
  • immune to mundane attacks for (WP / 4; round up) rounds.

Cannot attack physically during this time.
Firestorm Descent
Once/day the bird dives in a spiral of ash and flame.

Enemies within 15 feet:
  • suffer fire damage
  • suffer –3 PER
  • may panic

The area fills with smoke for 5 rounds.
Legendary TraitEyes of the Night Spirit
While owner sleeps:
  • bird remains spiritually alert
Bird may:
  • detect approaching danger
  • awaken owner instantly
  • perceive spirits and invisible beings nearby
Wind Rider
The bird may:
  • ride supernatural air currents
  • travel impossible distances
  • maintain flight indefinitely without fatigue
Feather of the First Dawn
The bird becomes partially immune to:
  • darkness magic
  • fear auras
  • corruption effects

Its feathers may glow faintly at sunrise.
Messenger Between Worlds
The bird may:
  • perceive spirits naturally
  • carry messages to spirits or ancestors
  • locate spiritually significant places
Between the Veil
The bird may briefly:
  • enter the spirit world
  • bypass physical obstacles
  • cross haunted or cursed terrain safely
Phoenix Echo
If slain:
  • bird has small chance to revive after sunrise
Revival chance:
  • WP × 3%
May occur only once per year.



Clever Legendary Paths

Clever Paths represent Spirit Animals whose intelligence, instinct, luck, and spiritual awareness evolve far beyond those of ordinary beasts. These animals become:
  • tricksters
  • scouts
  • spies
  • omen-creatures
  • uncanny manipulators
  • impossible escape artists

Unlike Predator Paths, Clever Paths focus less on brute combat and more on:
  • deception
  • luck
  • disruption
  • mobility
  • supernatural intelligence
  • spiritual cunning

These Spirit Animals begin to feel unsettlingly aware.
Their eyes linger too long.
They understand too much.
Sometimes they appear to anticipate events before they happen.


Best suited for:
  • ravens
  • foxes
  • monkeys
  • raccoons
  • house cats
Path
Path of the
Trickster Spirit
Path of the
Fate Walker
Path of the
Thousand Hands
Path of the
Whispering Shadow
Path of the
Dream Trickster
Path of the
Nine Lives
ThemeSupernatural deception, confusion, and misdirection.
Best for:
  • foxes
  • raccoons
  • monkeys
  • ravens
Luck manipulation and improbable fortune.
Best for:
  • cats
  • ravens
  • foxes
Master manipulators and supernatural thieves.
Best for:
  • monkeys
  • raccoons
  • ravens
Scout, spy, and unseen observer.
Best for:
  • cats
  • ravens
  • foxes
A surreal spirit-being associated with dreams, omens, and confusion.
Best for:
  • cats
  • ravens
  • foxes
The impossible survivor.
Best for:
  • cats
  • raccoons
  • foxes
Passive EffectsImpossible Presence
Observers suffer:
  • –3 PER to notice the animal
  • –3 PER to remember where it moved
People often:
  • lose track of it
  • glance away unintentionally
  • misjudge its location


Misdirecting Aura
Once per encounter:
  • attacker targeting owner or Spirit Animal suffers:
  • –15 SC
This must be declared before attack roll.


Laughing Fortune
Owner gains:
  • +2 LUCK (25 max until rank 15)
  • +5 gambling, trickery, social deception rolls while Spirit Animal nearby.
Fortune’s Companion
Owner gains:
  • +1 LUCK
  • This may exceed normal racial maximum.


Twist of Fate
Once per combat:
  • force reroll of:
  • attack
  • save
  • PER roll
  • critical check
Must accept second roll.


Blessed Escape
The Spirit Animal automatically avoids:
  • one fatal effect per day
through absurd coincidence.
Examples:
  • falling beam narrowly misses
  • arrow glances away
  • cage latch breaks
Uncanny Dexterity
Animal gains:
  • +20 to manipulation tasks
  • +20 climbing
  • +20 balance


Clever Fingers
May:
  • untie knots
  • open locks
  • retrieve objects
  • steal small items
with astonishing speed.


Tool Understanding
Animal instinctively understands:
  • levers
  • doors
  • latches
  • simple mechanisms far beyond normal animal intelligence.
Shadow Walker
In darkness/dim light:
  • +25 stealth
  • nearly impossible to track


Silent Observer
Animal may remain:
  • motionless
  • unnoticed
  • alert
for impossibly long periods.


Eyes Everywhere
Owner gains:
  • +2 PER (subject to racial max until rank 15)
  • +10 ambush detection
while Spirit Animal scouting.
Dream Sensitivity
Animal senses:
  • nightmares
  • magical sleep
  • mental influence
  • emotional instability


Unsettling Presence
Weak-willed creatures nearby may become:
  • distracted
  • nervous
  • confused
especially while sleeping.


Dream Walker
While owner sleeps:
  • Spirit Animal may transmit:
  • impressions
  • symbolic dreams
  • warnings
Impossible Reflexes
Gain:
  • +15 DEF
  • immunity to normal falling damage


Always Escapes
Once/day:
  • automatically escape:
  • grapples
  • restraints
  • collapsing terrain
  • fatal positioning
through improbable movement.


Survivor’s Fortune
Animal gains:
  • +10 all saves
Active AbilityTrickster Veil
Once/day:
Creates localized illusionary confusion for:
  • (WP / 2) rounds
Effects:
  • false sounds
  • misleading movement
  • phantom positions
  • shifting shadows

Enemies suffer:
  • –2 PER
  • –10 missile SC within 20 feet.
Borrow Fortune
Once/day:
Choose one:
  • owner gains +15 to one roll
    OR
  • enemy suffers –15 to one roll
Must be declared before rolling.

At Spirit Rank 15+:
  • may be declared after roll.
Theft Beyond Sight
Once/day:
The Spirit Animal may:
  • remove small object
  • steal potion/key/component pouch without target immediately noticing.

Target receives:
  • PER roll at –4 to notice immediately.
Ghost Passage
Once every 10 rounds:
Animal may:
  • ignore engagement
  • move through occupied spaces
  • squeeze through impossibly small openings

Movement appears:
  • blurred
  • shadowlike
  • unnatural
Veil of Reverie
Once/day:
Target within 30 feet suffers dreamlike confusion

Effects:
  • –3 PER
  • –3 initiative
  • concentration penalties for (WP / 3) rounds. Mental save negates.
Cheat Death
Once/day:
If reduced below 0 HP:
  • immediately stabilize
  • gain temporary HP equal to WP
  • instantly disengage 20 feet

Movement does not provoke attacks.
Legendary TraitUnreliable Reality
The Spirit Animal occasionally appears:
  • where it should not be
  • behind locked doors
  • atop impossible objects

The GM is encouraged to allow:
  • strange disappearances
  • inexplicable repositioning
  • unsettling coincidences
without fully explaining them.
Fate Bound
Owner and Spirit Animal gain:
  • supernatural instinctive coordination

Examples:
  • simultaneous reactions
  • warning glances
  • impossible timing

Mechanically:
  • +1 initiative
  • once/day act simultaneously
Hands of the Old Tricksters
The Spirit Animal may:
  • use simple tools
  • activate basic mechanisms
  • manipulate magical objects with training

Some become legendary burglars.
Watcher in the Walls
The Spirit Animal can:
  • spy unnoticed almost anywhere
  • hide in impossible places
  • observe without detection

Many powerful people become paranoid around such creatures.
Walker of Sleeping Paths
The Spirit Animal may:
  • perceive dreams
  • sense sleeping minds
  • detect supernatural mental influence

Some are rumored to:
  • appear inside dreams
  • deliver symbolic warnings
  • frighten enemies during sleep
The Last Life Refuses
Once per year:
  • if slain Spirit Animal may mysteriously return

Circumstances are never entirely clear:
  • found alive later
  • emerges from wilderness
  • appears at owner’s campfire

The GM should keep this mysterious and legendary.




Guardian Legendary Paths

Guardian Paths represent Spirit Animals whose loyalty and protective instincts evolve into something supernatural and sacred. These creatures become:
  • protectors
  • defenders
  • watchers
  • sacred companions
  • unwavering guardians

Guardian Spirit Animals are less focused on:
  • stealth
  • trickery
  • raw offense

and more focused on:
  • defense
  • interception
  • endurance
  • warning
  • sacrifice
  • emotional/spiritual support

These are the animals that:
  • stand over wounded masters
  • refuse to retreat
  • fight impossible monsters
  • remain beside fallen companions

They should feel noble, relentless, and spiritually devoted.

Best suited for:

  • dogs
  • stags
  • boars
  • guardian wolves
  • loyal riding animals

Path
Path of the
Eternal Sentinel
Path of the
Sacred Stag
Path of the
Faithful Companion
Path of the
Iron Protector
Path of the
Watchful Spirit
Path of the
Oath Guardian
ThemeThe perfect protector.
The Spirit Animal becomes utterly devoted to defending its bonded companion.
Ancient spiritual guardian of wilderness and purity.
Best for:
  • stags
  • elk
  • noble beasts
The ultimate loyal companion.
This path focuses on:
  • emotional bond
  • teamwork
  • impossible loyalty
Best for:
  • dogs
  • wolves
  • companion animals
Unbreakable defensive beast.
Best for:
  • boars
  • bears
  • large guardian animals
Supernatural warning and perception guardian.
Best for:
  • dogs
  • ravens
  • owls
  • alert guardians
A sacred beast sworn to protect.
This path feels ancient and mythic:
  • temple guardians
  • royal companion beasts
  • sacred protectors
Passive EffectsGuardian Aura
While within:
  • (Level × 5) feet
Owner gains:
  • +5 all saving throws except fear
  • +10 fear saves


Intercept Instinct
The Spirit Animal may:
  • automatically intercept one melee or missile attack per combat

At Spirit Rank 15+:
  • two attacks per combat


Stand Firm
The animal becomes immune to:
  • fear
  • morale failure
  • intimidation
while defending owner.
Sacred Presence
Allies within 20 feet gain:
  • +5 saves vs corruption/fear


Calm the Wild
Natural animals:
  • refuse to attack
  • become calmer nearby
unless magically compelled.


Purity Sense
The Spirit Animal instinctively senses:
  • corruption
  • undead
  • demonic influence
  • cursed ground
within PER × 5 feet.
Shared Instinct
Owner and Spirit Animal gain:
  • +2 initiative
  • +2 PER while together
  • both subject to racial max until rank 15.


    Loyal Courage
    While owner conscious:
    • Spirit Animal gains:
    • +15 vs fear
    • +10 SC
    While Spirit Animal alive:
    • owner gains:
    • +5 fear saves


    Heartbond
    Owner instinctively knows:
    • general emotional state
    • pain
    • danger
    affecting the Spirit Animal.
    Not telepathy.
  • Iron Hide
    Gain:
    • +2 Protection

    Natural attacks against the Spirit Animal:
    • suffer minor recoil damage (stumble back 1d6-1 feet)


    Unmovable
    Immune to:
    • knockback
    • forced movement
    • trampling unless by enormous force.


    Pain Ignorance
    Spirit Animal ignores:
    • wound penalties
    • stun penalties until below 25% HP.
    Ever Watchful
    The Spirit Animal never fully sleeps.
    Owner gains:
    • immunity to natural surprise while Spirit Animal nearby


    Sense the Unseen
    The animal constantly senses:
    • invisible creatures
    • hidden movement
    • supernatural danger
    within PER × 3 feet.


    Omen Instinct
    Before major danger:
    • Spirit Animal becomes:
    • agitated
    • alert
    • defensive

    GM should provide subtle warnings.
    Sacred Duty
    The Spirit Animal gains:
    • +10 all saves except fear while defending bonded owner.
    • +15 vs fear


    Fearless Against Evil
    Against:
    • undead
    • demons
    • supernatural horrors
    gain:
    • +15 SC
    • immunity to fear


    Oath Bound
    The Spirit Animal cannot be:
    • magically compelled
    • bribed
    • intimidated
    into betraying owner.
    Active AbilityGuardian’s Sacrifice
    Once/day:
    The Spirit Animal may absorb:
    • up to half damage from any attack or supernatural effect that affects the owner.

    The intercepted damage:
    • bypasses normal Protection until rank 15
    • may not be reduced

    The Spirit Animal always chooses willingly.
    Antlers of Warding
    Once/day:
    Creates protective spiritual field:
    • 20-foot radius
    • lasts (WP / 3) rounds

    Allies inside gain:
    • +10 saves
    • fear immunity

    Undead entering field suffer:
    • –10 SC
    Together As One
    Once/combat:
    For:
    • (WP / 3) rounds

    Owner and Spirit Animal gain:
    • +10 SC
    • +10 DEF
    • immunity to fear
    • perfect flanking coordination
    Hold the Line
    Once/day:
    For (WP / 2) rounds
    The Spirit Animal:
    • blocks passage completely
    • gains:
    • +20 DEF
    • +20 vs fear
    • +5 Protection

    Enemies attempting to pass:
    • provoke free attack
    • must win opposed STR test
    Guardian’s Cry
    Once/day:
    The Spirit Animal emits supernatural warning cry.

    Effects:
    • all allies within 50 feet:
    • immediately awaken
    • gain +2 initiative
    • gain +2 PER (subject to racial max)
    for one encounter.

    Invisible or concealed enemies within range lose surprise advantage.
    Stand Before Doom
    Once/day:
    For one attack or effect targeting owner:
    • Spirit Animal may completely replace owner as target

    Effects:
    • all damage/effects transferred
    • Spirit Animal gains:
    • +20 saves
    • +5 Protection
    against that effect.

    May intercept:
    • curses
    • dragon breath
    • death magic
    • supernatural fear
    Legendary TraitSentinel Bond
    If the owner is:
    • unconscious
    • sleeping
    • stunned
    the Spirit Animal continues protecting them with terrifying determination.

    Enemies attacking the owner suffer:
    • –15 SC
    unless they engage the Spirit Animal first.
    Spirit of the Ancient Grove
    The Spirit Animal becomes deeply tied to the natural world.

    Effects:
    • does not age normally
    • heals rapidly in wilderness (2 HP/ hour)
    • always knows direction toward unspoiled nature

    Its presence causes:
    • plants to flourish
    • frightened animals to calm
    Until the End
    If owner falls unconscious:
    • Spirit Animal enters protective fury

    Gains:
    • +20 SC
    • +4 damage
    • ignores wounds/fear until owner safe or dead.
    Fortress Beast
    The Spirit Animal becomes extraordinarily difficult to kill.
    Effects:
    • automatically stabilize at 0 HP
    • death threshold doubled
    • critical injuries reduced by one severity level
    Eyes of the Sentinel Spirit
    The Spirit Animal may:
    • perceive spirits
    • detect cursed objects
    • notice magical ambushes instinctively
    without understanding exact magical details.
    The Sacred Companion
    The bond between owner and Spirit Animal becomes legendary.

    Effects:
    • owner gains vs fear, charm and sleep permanently while animal lives
    • Spirit Animal always knows owner’s direction
    • Spirit Animal may travel impossible distances to return to owner
    Stories are often told of such animals crossing entire kingdoms to find their companion.



    Riding Legendary Paths

    Riding Paths represent Spirit Animals whose bond with movement, travel, endurance, and mounted partnership evolves into something mythic. These are not merely mounts anymore—they become:
    • legendary steeds
    • spirit runners
    • war mounts of heroes
    • wilderness traversers
    • supernatural companions of impossible journeys

    Riding Paths emphasize:
    • speed
    • endurance
    • mobility
    • mounted combat
    • travel
    • battlefield positioning
    • overcoming terrain and pursuit

    Unlike Predator Paths:
    • Riding Paths are less individually lethal

    Unlike Guardian Paths:
    • they are less defensive and sacrificial

    Instead they embody momentum, freedom, and unstoppable movement.

    Best suited for:
    • horses
    • stags
    • elk
    • giant riding wolves
    • exotic mounts

    Path
    Path of the
    Wind Runner
    Path of the
    Thunder Charger
    Path of the
    World Walker
    Path of the
    Ash Hoof
    Path of the
    Moon Stag
    Path of the
    King's Steed
    ThemeImpossible speed and supernatural movement.
    The Spirit Animal becomes a creature of motion itself.
    Best for:
    • horses
    • stags
    • swift mounts
    The ultimate war mount.
    This path transforms the Spirit Animal into a terrifying force of momentum and impact.
    Best for:
    • horses
    • elk
    • boars
    • great riding beasts
    Traveler of impossible terrain and ancient wilderness paths.
    These mounts seem spiritually tied to the world itself.
    Best for:
    • stags
    • elk
    • wilderness horses
    War-steed of fire, destruction, and battlefield survival.
    Best for:
    • warhorses
    • aggressive mounts
    • black steeds
    • volcanic or wasteland campaigns
    Ancient mystical wilderness mount tied to moonlight and spirit places.
    Best for:
    • stags
    • elk
    • pale or silver-coated mounts
    The legendary mount of heroes, kings, and conquerors.
    This path focuses on:
    • command presence
    • loyalty
    • mounted mastery
    • battlefield dominance
    Best for:
    • noble horses
    • royal mounts
    • heroic steeds
    Passive EffectsWindstride
    Movement speed increased:
    • 50%

    This stacks with:
    • magical horseshoes
    • movement talents
    • mounted bonuses


    Impossible Endurance
    The mount ignores:
    • ordinary exhaustion
    • forced march penalties
    • heat fatigue
    • cold travel penalties
    for up to:
    • WP hours/day


    Featherstep
    The mount:
    • leaves almost no tracks
    • ignores shallow mud/snow penalties
    • suffers no movement penalty from loose terrain
    Crushing Momentum
    Charge attacks gain:
    • +20 SC
    • +5 damage


    Fear the Charge
    Enemies witnessing full charge must make a fear save

    Weak creatures may:
    • flee
    • hesitate
    • lose next action


    Battlefield Coordination
    While mounted:
    • rider gains:
    • +2 initiative
    • +10 SC during mounted movement
    • +10 DEF against infantry
    Earthstride
    The mount ignores:
    • swamp
    • snow
    • rocky terrain
    • forest undergrowth
    without movement penalty.


    Pathfinding Instinct
    The mount instinctively senses:
    • unsafe terrain
    • ambush sites
    • unstable footing
    • supernatural hazards

    Owner gains:
    • +15 wilderness navigation


    Tireless Wanderer
    Mount requires:
    • half normal food/water during travel
    Ember Blood
    Mount gains:
    • immunity to mundane fire
    • resistance to magical fire (+20 saves, 50% damage)


    Smoke Vision
    The mount sees perfectly through:
    • smoke
    • ash
    • battlefield haze


    Burning Charge
    Charge attacks deal:
    • +2d8 fire damage
    Moonlit Grace
    At night:
    • +15 DEF
    • +10 TMR
    • +2 PER


    Silent Passage
    The mount:
    • moves almost silently
    • leaves faint glowing hoofprints visible only in moonlight


    Spirit Awareness
    The mount senses:
    • spirits
    • undead
    • corruption
    • magical disturbances
    within PER × 5 feet.
    Regal Presence
    While mounted:
    • allies within 20 feet gain +5 to fear saves


    Perfect Coordination
    Rider and mount gain:
    • +3 initiative
    • perfect mounted turning/maneuvering
    • mounted combat penalties eliminated


    Loyal Beyond Death
    The mount:
    • cannot be frightened away from rider
    • always knows rider’s direction
    Active AbilityBurst of the Gale
    Once per combat:
    For:
    • (WP / 3) rounds

    Gain:
    • +25 TMR
    • +4 initiative
    • mounted disengagement without penalty

    During this movement:
    • enemies suffer –10 SC against rider and mount.
    Thunderous Impact
    Once/day:
    The mount performs devastating supernatural charge.

    Effects:
    • charge ignores engagement
    • all struck targets:
    • knockback check
    • knockdown check
    • impact creates shockwave:
    • 10-foot radius
    Creatures in radius suffer:
    • –10 DEF next round
    Spirit Gallop
    Once/day:
    For:
    • (WP / 2) rounds
    The mount may:
    • run across shallow water
    • traverse steep slopes
    • leap impossible gaps
    • cross unstable terrain safely

    Movement appears:
    • supernatural
    • fluid
    • almost dreamlike
    Inferno Rush
    Once/day:
    For:
    • 5 rounds
    The mount:
    • moves at +20 TMR
    • leaves burning hoofprints
    • creates smoke and sparks

    Enemies struck:
    • may ignite
    • suffer morale penalties
    Moon Crossing
    Once/night:
    The mount may:
    • briefly cross through the spirit world
    for:
    • (WP / 3) rounds
    During this time:
    • ignores difficult terrain
    • bypasses obstacles
    • cannot be naturally tracked

    The mount appears:
    • translucent
    • silver-lit
    • ghostlike
    Charge of Legends
    Once/day:
    For one mounted charge:
    • charge automatically breaks enemy morale line unless elite/supernatural
    • rider gains:
    • +20 SC
    • +3 damage
    • mount gains:
    • +20 DEF during charge
    Legendary TraitRider of the Endless Road
    The Spirit Animal may travel:
    • seemingly forever
    Legends tell of Wind Runners:
    • crossing kingdoms without rest
    • outrunning magical storms
    • carrying messages through wars without stopping
    The mount ages very slowly while traveling frequently.
    Storm of Hooves
    The mount’s full charge becomes legendary.
    During long charge:
    • ground trembles
    • weaker creatures panic
    • missile attacks against rider suffer –15 SC
    Walker of Forgotten Roads
    The mount instinctively knows:
    • ancient trails
    • hidden passes
    • spirit paths
    • wilderness shortcuts
    Some legends claim such mounts:
    • occasionally vanish briefly into mist
    • emerge impossibly far away
    War-Steed of Cinders
    The mount becomes terrifying in battle.
    Effects:
    • enemies suffer –10 morale when charged
    • mount ignores battlefield panic entirely
    • fire never naturally harms tack or rider while mounted
    Child of the Old Forest
    The mount becomes partially supernatural.
    Effects:
    • greatly extended lifespan
    • heals rapidly beneath moonlight
    • natural animals instinctively trust or fear it
    Steed of Heroes
    The mount becomes famous in its own right.
    Effects:
    • animals recognize dominance instinctively
    • common folk may recognize or fear it
    • the mount’s reputation spreads alongside its rider’s deeds
    Some legendary steeds become remembered in history almost as much as their riders.




    Great Beast Legendary Paths

    Great Beast Paths represent Spirit Animals that transcend mortality and become overwhelming primal forces. These are not merely powerful animals anymore—they become:
    • living legends
    • ancient terrors
    • spirit-touched monsters
    • embodiments of wilderness power
    • creatures spoken of in fearful stories

    Great Beast Paths focus on:
    • overwhelming physical dominance
    • terrifying presence
    • endurance
    • battlefield control
    • primal supernatural force

    Unlike Predators Great Beasts are less about speed and precision

    Unlike Guardians they are less protective and disciplined
    I
    nstead they embody unstoppable primal might.

    Best suited for:
    • bears
    • gorillas
    • giant boars
    • dire beasts
    • enormous predators

    These creatures should feel ancient, dangerous, and almost impossible to stop.


    Path
    Path of the
    Mountain King
    Path of the
    Ancient Wild
    Path of the
    Grave Colossus
    Path of the
    Ashen Titan
    Path of the
    Thunder Beast
    Path of the
    World Eater
    ThemeAn ancient beast of overwhelming endurance and strength.
    The Spirit Animal becomes:
    • nearly immovable
    • impossibly resilient
    • terrifying in close combat
    Best for:
    • bears
    • gorillas
    • gigantic beasts
    Primal spirit guardian of untouched wilderness.
    The beast becomes:
    • spiritually tied to nature itself
    • ancient and supernatural
    Best for:
    • bears
    • stags
    • massive wilderness creatures
    A beast spiritually tied to death, battlefields, and ancient terror.
    This path is feared even among druids.
    Best for:
    • bears
    • boars
    • black-furred beasts
    • carrion-feeding creatures
    A destructive beast tied to fire, ruin, and primal fury.
    Best for:
    • bears
    • boars
    • aggressive massive creatures
    Living embodiment of storms and primal force.
    Best for:
    • gorillas
    • giant boars
    • massive predators
    The ultimate apex monster.
    This path represents raw primordial dominance and terrifying predatory supremacy.
    VERY rare and frightening.
    Best for:
    • dire bears
    • gigantic predators
    • monstrous beasts
    Passive EffectsTitanic Strength
    Gain:
    • +5 STR
    • carrying/lifting capacity doubled
    May exceed normal maximums.


    Stonehide
    Gain:
    • +4 Protection
    Natural armor thickens dramatically.


    Unyielding
    Immune to:
    • knockback
    • forced movement
    • trampling
    • mundane grappling
    unless by creatures of enormous size.
    Spirit of the Wild
    The Great Beast senses:
    • corruption
    • undead
    • unnatural magic
    • ecological imbalance
    within PER × 10 feet.


    Wilderness Regeneration
    While in natural terrain:
    • regenerate:
    • 2 HP/round outside combat
    • 1 HP/round during combat


    Ancient Presence
    Natural animals:
    • instinctively respect or fear the creature
    Weak creatures:
    • avoid confrontation entirely
    Death Scent
    The Great Beast senses:
    • nearby death
    • undead
    • lingering souls
    • necromantic magic
    within PER × 10 feet.


    Fearless Before Death
    Immune to:
    • fear
    • death aura
    • supernatural despair


    Grave Hide
    Undead attacks against the beast suffer:
    • –10 SC
    Necromantic effects:
    • grant additional saving throw
    Ember Blood
    Gain:
    • immunity to mundane fire
    • strong resistance to magical fire (+20 saves, 50% damage reduction)


    Burning Flesh
    Creatures striking the Great Beast in melee suffer:
    • 2d6 fire damage


    Smoke Vision
    The Great Beast sees perfectly through:
    • smoke
    • flame glare
    • ash storms
    Storm Hide
    Gain:
    • lightning resistance
    • immunity to natural storms


    Thunderstep
    Heavy movement causes:
    • vibrations
    • fear in mounts
    • loose terrain disruption


    Living Tempest
    During storms:
    • +15 SC
    • +10 DEF
    • +10 TMR
    Monstrous Vitality
    Gain:
    • +50% maximum HP


    Devastating Blows
    Natural attacks:
    • count as AP using LOW or Half PROT, whichever is higher
    • inflict massive knockback


    Terror Incarnate
    Enemies seeing the beast in full fury:
    • mas save vs fear

    Weak creatures may flee immediately.
    Active AbilityAvalanche Charge
    Once/day:
    The Great Beast surges forward with unstoppable force.
    Effects:
    • ignores engagement
    • destroys weak obstacles
    • enemies struck:
    • knockdown check
    • knockback check
    • Must save vs fear
    Damage:
    • +6 damage during charge
    Call of the Old Forest
    Once/day:
    For:
    • (WP / 2) rounds
    Allies within 30 feet gain:
    • +10 fear saves
    • +5 DEF
    Enemies suffer:
    • –10 DEF
    Undead additionally suffer:
    • –10 SC
    Funeral Roar
    Once/day:
    All enemies within 40 feet:
    • morale check at –15
    Undead:
    • suffer:
    • –15 SC
    • –15 morale
    • hesitation effects
    for:
    • (WP / 3) rounds
    Inferno Rampage
    Once/day:
    For:
    • (WP / 3) rounds
    Gain:
    • +20 SC
    • +5 damage
    • +10 TMR

    Movement leaves:
    • burning footprints
    • smoke
    • sparks
    Enemies struck may ignite.
    Skybreaker Roar
    Once/day:
    The Great Beast releases supernatural roar.
    Effects within 30 feet:
    • Animals and monsters of Low INT or worse must save vs fear
    • concentration disrupted
    • mounted creatures check panic

    Weak enemies may:
    • flee
    • drop weapons
    • lose actions
    Feast of Ruin
    Once/combat:
    When reducing enemy below 0 HP:
    • immediately heal:
    • 3d10 HP
    • gain:
    • +10 SC
    • +2 damage
    for remainder of combat.

    May stack once.
    Legendary TraitHeart of the Mountain
    The Great Beast:
    • no longer suffers ordinary fatigue
    • suffer half normal wound penalties
    • heals at double normal rate
    Stories claim such creatures:
    • survive impossible injuries
    • continue fighting with broken bones
    • sleep through blizzards unharmed
    Elder Beast
    The Spirit Animal becomes partially timeless.
    Effects:
    • ages extremely slowly
    • survives supernatural weather naturally
    • may instinctively locate sacred wilderness places
    Its mere presence subtly enriches surrounding wilderness.
    Walker Through Death
    The Great Beast may:
    • perceive spirits constantly
    • cross haunted ground safely
    • instinctively recognize cursed locations
    Animals and common folk become deeply uneasy near it.
    Furnace Heart
    The Great Beast radiates terrifying heat while enraged.
    Nearby enemies:
    • suffer fatigue faster
    • may panic when critically wounded
    Flammable terrain may ignite around it.
    Child of the Storm
    The Great Beast instinctively knows:
    • approaching storms
    • supernatural weather
    • disturbances in sky or earth
    Some legends claim storms gather around such creatures.
    Beast of Legend
    The Great Beast becomes infamous.
    Effects:
    • common animals refuse to approach
    • ordinary mounts panic nearby
    • stories spread rapidly
    The creature begins to feel less like an animal and more like a myth.