Triple Threat: Barghest



Barghest

Barghests are large horse-sized canines that resembles a cross between a hyena and a wolf with mangy fur and sharp-pointed ears. Barghests are found just in just about any wilderness and hunt in packs, they are especially sensitive to prey with supernatural capabilities whom they find delightfully tasty. They possess animal level intellect but are cunning and capable of cornering or boxing in their prey – even coming up with elaborate traps that make use of the surrounding terrain.

For any game…

ST: 16                    HP: 16                   Speed: 6.00

DX: 12                   Will: 11                Move: 9

IQ: 5                      Per: 14                  Weight: 500 lbs.

HT: 12                   FP: 12                    SM: +1

Dodge: 10             Parry: N/A           DR: 3 (Tough Skin)

Bite (14): 1d+1 cutting.

Traits:  Combat Reflexes; Detect Supernatural Beings and Phenomena (Smell-based); Discriminatory Smell; Enhanced Ground Move 1 (Ground Speed 18; Costs Fatigue, 2 FP); Night Vision 9; Quadruped; Resistant to Supernatural Powers (+3); Striking ST+2 (Bite Only); Temperature Tolerance 3 (-11° to 82°); Wild Animal.

Skills:  Brawling-14; Stealth-12; Tracking-18*.

Notes: Despite the fact that they are not sapient, they do have an animal cunning and make use of ‘pack’ tactics. This gives them an effective Tactics skill of 5 plus the number of members of the pack. If the GM is using Intrinsic Fright Check GURPS Horror, (p. 139) barghest have a modifier of -1.

* Includes bonus for Discriminatory Smell.

For Dungeon Fantasy

ST: 16                    HP: 16                   Speed: 6.00

DX: 12                   Will: 11                Move: 9

IQ: 5                      Per: 14                  Weight: 500 lbs.

HT: 12                   FP: 12                    SM: +1

Dodge: 10             Parry: N/A           DR: 3 (Tough Skin)

Bite (14): 1d+1 cutting.

Traits:  Combat Reflexes; Detect Supernatural Beings and Phenomena (Smell-based); Discriminatory Smell; Enhanced Ground Move 1 (Ground Speed 18; Costs Fatigue, 2 FP); Night Vision 9; Quadruped; Resistant to Supernatural Powers (+3); Striking ST+2 (Bite Only); Temperature Tolerance 3 (-11° to 82°); Wild Animal.

Skills:  Brawling-14; Stealth-12; Tracking-18*.

Classification: Dire Animal.

Notes: Despite the fact that they are not sapient, they do have an animal cunning and make use of ‘pack’ tactics. This gives them an effective Tactics skill of 5 plus the number of members of the pack.

* Includes bonus for Discriminatory Smell.

For Monster Hunters

ST: 16                    HP: 16                   Speed: 6.00

DX: 12                   Will: 11                Move: 9

IQ: 5                      Per: 14                  Weight: 500 lbs.

HT: 12                   FP: 12                    SM: +1

Dodge: 10             Parry: N/A           DR: 3 (Tough Skin)

Fright Check: -1

Bite (14): 1d+1 cutting.

Traits:  Combat Reflexes; Detect Magic (Smell-based); Discriminatory Smell; Enhanced Move 1 (Ground Speed 18; Costs Fatigue, 2 FP); Magic Resistance 4; Night Vision 9; Quadruped; Striking ST+2 (Bite Only); Temperature Tolerance 3 (-11° to 82°); Wild Animal.

Skills:  Brawling-14; Stealth-12; Tracking-18*.

Notes: Despite the fact that they are not sapient, they do have an animal cunning and make use of ‘pack’ tactics. This gives them an effective Tactics skill of 5 plus the number of members of the pack. Use the skills listed under Cryptids in the Know Thy Enemy box in Monster Hunters 1 (p. 16). One or two champions should be able to handle three or four barghest. This might be slightly skewed for a team that uses mostly magic as the barghest are near immune to it and can track mages by scent.

Posted in Triple Threat and tagged , , , , .

Leave a Reply

Your email address will not be published. Required fields are marked *