Valeesh The Guardian of Thalen

Baval's Familar and Mount


Valeesh The Guardian of Thalen

Essence: 1; Willpower: 7; Join Battle: 10 dice (base Initiative 5)
Health Levels: -0×5/-1×5/-2×7/-4×7/Incap.
Speed Bonus: +2.
Actions: Feats of Strength: 12 dice (may attempt Strength 7 feats, see Incredible Might);
Hide in Dense Forest or Swamps: 8 dice;
Intimidation: 10 dice; Resist Poison/Disease: 10 dice; Senses: 5 dice (see Relentless Pursuit); Tracking: 8 dice (see Relentless Pursuit)
Resolve 3, Guile 1

Combat Attack (Bite): 11 dice (Damage 16, minimum 5). A tyrant lizard’s bite can easily puncture armor, allowing it to make piercing attacks (p. 586).
Attack (Slam): 12 dice (Damage 14, minimum 4). The tyrant lizard uses its head or tail to bash an enemy, and can make a smashing attack (p. 586).
Attack (Grapple): 8 dice (10 dice to control). The tyrant lizard makes unopposed control rolls against enemies of smaller size, unless its victims use magic that allows them to clinch larger enemies, such as Dragon Coil Technique.
Combat Movement: 7 dice:
Evasion 4: Parry 6:
Soak/Hardness: 15/5

Apex Predator: The tyrant lizard regains a point of Will¬power every time it crashes or incapacitates a non-trivial opponent. This cannot raise its current Willpower above the amount it had at the beginning of the fight. It is also immune to any non-magical influence roll meant to in¬timidate, provoke fear, or play upon fear.

Incredible Might: The tyrant lizard applies double 8s on any feat of strength to lift, carry, or crush something between its jaws.

Legendary Size: The tyrant lizard’s immense size makes it extraordinarily difficult for human-scale enemies to engage it in combat. It does not take onslaught penalties from any attack made by a smaller opponent, although magically-inflicted onslaught penalties still apply against it. Withering attacks made by smaller enemies cannot drop the tyrant lizard below 1 Initiative unless they have a post-soak damage of 10 dice (although attackers can still gain the full amount of Initiative damage dealt). Decisive attacks made by smaller enemies cannot deal more than (3 + attacker’s Strength) levels of damage to the tyrant lizard with a single attack, not counting any levels of damage added by Charms or other magic.

Relentless Pursuit: The tyrant lizard applies the double 8s rule on any scent-based Awareness roll or on any roll to track by scent. It adds five automatic successes on any roll made to oppose an enemy’s (Dexterity + Stealth) roll using scent.

Thick Scales: The sheer size of the tyrant lizard makes it difficult to strike at its vitals, no matter how wounded the beast is. The tyrant lizard does not subtract wound penalties from its Defense. In addition, attacks made from short range or further reduce their minimum damage against the tyrant lizard by one unless they benefit from an Aim action.


Deadly Thrash: The tyrant lizard may shake a clinched enemy back and forth, shredding it with razor-sharp teeth before flinging it to the ground. The tyrant lizard may savage its clinched victim with a decisive bite attack before flinging it with a decisive throw or slam action. The tyrant lizard’s Initiative does not reset until it has completed both attacks, and it gains an additional point of Initiative for each round of control forfeited after the reset.

Ferocious Bite: When the tyrant lizard makes a decisive bite attack against an enemy with a lower Initiative rating, it adds 10 to the raw damage of the attack. This bonus does not apply to attacks made as part of a deadly thrash. Once per fight, unless reset by rebuilding from base Ini¬tiative to Initiative 15.

Furious Rampage: Whenever the tyrant lizard attacks or rushes an enemy who is in Initiative Crash, it adds three automatic successes on the roll.

Iron Jaws: The tyrant lizard does not take Defense pen¬alties from grappling smaller enemies, and can reflex¬ively take a drag action to move them whenever it moves, carrying them in its mouth (this does not apply to clinch¬es initiated with brutal stomp). Additionally, being at¬tacked only causes it to lose rounds of control over a clinch if that attack successfully damages the tyrant lizard.

Crushing Embrace(Latent): Large predators that rely on clinch¬ing can be trained to make a decisive savaging attack upon grappling an enemy, with raw damage equal to the extra successes on control roll. This attack ignores hardness and does not reset the animal to base Initiative. Once per scene.

Terrifying Dragon Roar (Latent): The tyrant lizard un¬leashes a roar that can be heard for miles, rolling its in-timidation pool against all enemies and adding a number of dice equal to its Initiative. Mortal bystanders and natural enemies automatically flee from the roar, as does any enemy whose Resolve is overcome unless they pay a point of Willpower to resist. Even if they do, they lose one point of Initiative for every success by which the tyrant lizard’s roll beat their Resolve. After using this attack, the tyrant lizard is reset to base Initiative.

Legion-Devouring Maw (Latent): Swallowing up sol¬diers in between its jaws, the tyrant lizard decimates the ranks. When the tyrant lizard makes a decisive bite attack against a battle group, it automatically forces a rout check at a base difficulty of 3. If the attack depleted the group’s Magnitude, instead add +3 to the difficulty of the result¬ing rout check.

Predator’s Menace(Latent): Animals with an intimidate pool can be trained with this attack, causing an intimidated enemy to lose Initiative equal to the extra successes over his Resolve, even if he pays Willpower to resist. Once per scene.

Fling Aside(Latent): Common among large predators that rely on grappling, such as bears, this attack allows the animal to make smashing attacks (p. 586) with claws or similar natural weapons, and to throw grappled enemies out to short range.

Tighten Clutches(Latent): Animals that rely on clinches can be trained to pay a point of Willpower to maintain their grip, preventing them from losing rounds of control from being attacked (p. 200) for one round. Damage still causes it to lose rounds of control as usual.

Leaping Pounce(Latent): If a great cat moves into close range with an enemy of the same size or smaller and deals 5+ damage to it with a withering attack on the same turn, it may pay a point of Willpower to reflexively make a grapple gambit against its prey.

Lunging Bite(Latent): An angler-lizard’s neck is around ten feet long, allowing it to make both bite attacks and grapple gambits against enemies at short range. Enemies grappled at range are automatically dragged to close range.

Crushing Bulk (Latent): While boar-tusk crocodiles in¬stinctively go for the kill on any prey they knock prone, they can be trained to immobilize them instead. When¬ever it knocks an enemy prone with a smashing attack, it may pay a point of Willpower to make a reflexive grapple gambit that can’t be blocked. If successful, it can only restrain the crushed enemy and cannot move without ending the clinch, but the enemy takes a single die of bashing damage that ignores hardness for each round that it is held.

Mauling Bite(Latent): When the great cat makes a savaging decisive attack against a clinched enemy, it adds +4
to the raw damage of this attack. It can receive this bonus only once per clinch, unless reset by crashing the clinched enemy.

Clamp Down(Latent): A river dragon that deals 3+ levels of damage to a victim with a decisive bite attack may pay a point of Willpower to begin grappling them, making the opposed roll to establish control over the clinch. A successful clinch adds 1 to the base Initiative it resets to for every round of control it gains. Once per fight.
Death Roll(Latent): A river dragon that has grappled an enemy and built up to Initiative 11
may use the terrifying death roll, a decisive savaging attack that benefits from double 7s as the dragon twists to forcibly rip off chunks of flesh. The death roll inflicts a crippling injury (p. 201) on its victim, but with the river dragon’s player choosing how severe an injury to inflict and forgoing the appropriate amount of damage. Once per fight.
Lunge From the Depths(Latent): While the river dragon is un¬derwater, it may rush enemies on land from out to medium range, moving one range band towards its victim on each of that character’s turns in addition to its normal move¬ment. If it is concealed from its victim, it adds two suc¬cesses on the rush roll.

Smashing Tail Hammer (Latent): The pestletail may pay a point of Willpower before making a decisive tail slam attack to grant the attack the benefits of the Solar Charm Heaven Thunder Hammer if it hits. Using Smashing Tail Hammer counts as making a smashing attack, and incurs the additional Defense penalty for such.

Snarling Guardian Attack (Latent): Whenever an enemy attacks the dog or wolf’s master while it is protecting him with a defend other action, the animal may respond with a decisive counterattack. It may use this counterattack to make a disarm or distract gambit.

Crushing Bite(Latent): The three elongated fangs that give the boar-tusk crocodile its name have formidable biting pres¬sure. Any withering bite attack it makes ignores up to four points of soak, plus an additional point of soak for each extra success on the attack roll. This cannot reduce an enemy’s soak below his (Stamina).

Killing Strike(Latent): The boar-tusk crocodile takes down prey by ramming them to the ground, then biting at their exposed vitals. Any decisive bite attack it makes against a prone enemy adds +5 raw damage.

Ramming Blow(Latent): On the turn that a boar-tusk crocodile moves into close range with an enemy, it may make a smashing attack with its bony snout without taking the usual Defense penalty for doing so.

Whirlpool Maw(Latent): Snapping its mouth open with super¬human speed, the armored terror creates a sudden influx of water that draws its prey towards it. It may spend a point of Willpower to attempt to make a bite attack against an enemy at short range that is immersed in water. That character must succeed on a reflexive (Strength + Athletics) roll opposed by the attack roll, or else be drawn into close range of the armored terror, losing three points of Initiative in the process (which are not granted to the terror).

Hull-Crushing Chomp (Latent): An armored terror that has been trained to attack ships can tear through even the armored hull of a Realm battleship. The armored terror receives the benefits of the Charm Sledgehammer Fist Attack (p. 277) when attempting to bite through the hull of a seafaring vessel.


Devouring Leviathan Maw (10m): Gargantuan megafau¬na and massive apex predators with a deadly bite can receive this power, letting their master pay 10 motes to render a decisive bite attack unblockable and double 10s on damage. If the attack’s raw damage exceeds the vic¬tim’s (Stamina + Resistance + number of health levels), the victim must accept a crippling injury on top of the rolled damage, or else be swallowed whole, killing them instant¬ly barring magic or stunts that would let them survive.
Earth-Shaking Behemoth (4m): Animals with stomp attacks or similar natural weapons can gain this power, allowing their master to pay four motes when they make a decisive attack to create a shockwave, forcing all char-acters in medium range to roll (Dexterity + Athletics) op¬posing the attack roll or fall prone.
Invincible God-Beast Hide (12m): Common to beasts with great endurance or powerfully armored bodies, this power lets the animal’s master pay 12 motes to reduce a decisive attack’s raw damage by it soak rating. An attack that fails to deal any damage grants the beast three points of Initiative.

Legendary Titan Prana (7m): Huge, powerful animals can gain this power, adding +3 to their effective Strength
for attempting a feat to smash through a wall, natural scenery, or other obstruction and doubling 8s on the roll for a cost of seven motes.

Primeval Vitality Lifeblood: Extraordinarily resilient and hardy animals can gain this power, granting them the benefits of the Solar Charm Immunity to Everything Technique (p. 379), but not the ability to resist incurable diseases.
Midnight Claw Prana (3m): Stealthy hunters can gain this power, allowing their master to pay three motes to double 10s on the damage roll of a decisive surprise attack and to transfer up to (Essence) points of his own Initia-tive to the animal before it makes the attack.

Raging Devil-Beast Empowerment (5m): Strong and powerful predators can gain this power, which allows their master to pay five motes to grant them incredible strength for one scene. They gain double 9s on feats of strength and rolls to establish control of a grapple, and can grapple enemies of legendary size like tyrant lizards and siaka.

Throat-Ripping Execution (3m): Predators that rely on clinches can gain this power, allowing their master to pay three motes to add the number of rounds of control the animal has over a grapple to the raw damage of a decisive savaging attack against that enemy, and allow that attack to ignore hardness. Once per scene unless reset by crash-ing a grappled enemy.

Unerring God-Hound Scent (5m): Animals with the Keen Nose Merit can gain this power, letting their master pay five motes to magnify their senses a thousandfold for a Perception-based roll. Each 10 rolled grants three successes, and 1s are rerolled until they no longer appear. This can oppose even perfect track-covering magic.

Essence-Piercing Bite Prana (Magical, 5m): The armored terror’s master may pay five motes when the beast makes a decisive attack against an enemy who is benefitting from an ongoing Charm, Evocation, spell, or similar attack that improves his soak or ability to withstand damage, such as the Charm Diamond-Body Prana or the spell Invulnerable Skin of Bronze. As long as the attack deals more levels of damage than the Essence rating of the character who used the effect, it is canceled. Permanent effects are immune to negation with this attack.

Valeesh The Guardian of Thalen

Solar Resurgence Vlorax DatRican