Tyrannosaur

Source product: Cyclopedia of Common Animals
Pages: 161
Section: Theropods

At 46 feet long and weighing up to 15,000 pounds, these creatures were found from the Jurassic to the late Cretaceous period. A tyrannosaur which gets a critical hit also swallows humanoid -sized prey whole, causing it 1d6 damage each rounds. Swallowed creatures can attack from within if they had a small, sharp object in hand when swallowed (no larger than a short sword), taking a -4 penalty to hit but doing double damage if successful. Author’s Note: The Faerie Animal class first appeared in Creeping Beauties of the Wood , with some expanded tables in The Portsmouth Mermaid and Gnome Jambalaya (all published through Purple Duck Games ). This Cyclopedia offers a slight revision to the original, and further expanded tables. You are a magical animal native to wild spaces, which has gained a supernatural ability to take on human form. Regardless of what type of animal you are, as a faerie animal your lifespan is approximately three centuries. Your nature is defined by your animal type – a wolf is rapacious, a mouse timid, a turtle slow and thoughtful. Your occupation is also determined by your animal type; you are good at doing things that your animal type is good at. Faerie animals are literally animals with human - level intelligence, which are able to take human or semi -human form. Most are found in the wilds, in places of sylvan beauty or supernatural terror. Some few, curious about humans and other folk, choose to explore the world and become adventurers. Powerful faerie animals can cast spells as wizards do, but this is not a skill that comes easy to them. 0-level Faerie Animals: 0-level faerie animals cannot yet shift to humanoid form. They have the abilities of their animal form, as well as infravision and iron vulnerability. Regardless of their animal type, they roll 1d4 for hp. Hit points: A faerie animal gains 1d6 hit points at each level. Weapon training: A faerie animal is trained in the use of its natural weapons. A faerie animal may designate three other weapons with which it is trained. A faerie animal may wear armor, but this does not change with it when it shifts form, and iron vulnerability prevents faerie animals from comfortably using many types of armor and weapons. Alignment: Faerie animals may be of any alignment, but tend towards Neutral and Chaotic. Lawful faerie animals are extremely rare. Animal Form: In animal form, a faerie animal has the natural attacks, AC, and movement, and any other special abilities of its animal type. A faerie animal can only shape shift into its own animal type. It has a distinct identity both as an animal and as a human. I.e., a faerie cat cannot become any cat or any human, but rather one specific cat and one specific human. When in animal form, a faerie animal is limited in the same way that the animal type normally is. Shifting Shape: A faerie animal can shift between its animal form and its human form, and can sometimes intentionally shift partially between shapes. A faerie animal has a “Shift Die”; this is rolled when the character attempts to shift between one shape and another. The Shift Die result must be 3+ in order to shift. Appendix III: Faerie Animals On a roll of 5+, the character can shift to a humanoid animal form, retaining the natural attacks and defenses of its animal type. In this form, the character can use any special movement types the animal has at half speed. On a roll of 7+, the character can intentionally shift only a portion of its body, so as to give its animal form the manual dexterity of human hands, or to grant its human form cat’s eyes to see better in the dark. On a roll of 10+, normal equipment can become part of the new shape, subject to any limitations the judge may place. This equipment is not operative while shape -shifted. If the roll is a natural “1”, the faerie animal cannot attempt to shift again until the next sunrise (for primarily diurnal animals) or sunset (for primarily nocturnal animals). The Shift Die is rolled again immediately, and if the roll falls between 1 -2, the faerie animal is not only stuck in his current shape, but he is caught partially changed in some disadvantageous way determined by the judge. If a faerie animal is unable o shift, even if caught in a disadvantageous form, they may spend 1 point of Personality to renew their Shift Die so that they may attempt to shift again. They may do this as many times a day as they wish, as long as they have sufficient Personality to pay the cost. These spent points of Personality are regained at the rate of 1 point each day that the faerie animal refrains from spending Personality. Magic: Faerie animals learn arcane magic as they become more powerful. Faerie animal spells are determined randomly like a wizard’s. if a faerie animal suffers corruption, the corruption manifests in any form it takes. Caster level: Caster level is a measurement of a faerie animal’s power in channeling a spell’s energy. A 5th level faerie animal has a caster level of 1, and this caster level rises by 1 for each level gained thereafter, to a maximum of 6. Infravision: Faerie animals can see in the dark up to 60’. Iron Vulnerability: Like elves, faerie animals are extremely sensitive to the touch of iron. Direct contact over prolonged periods causes a burning sensation, and exposure at close distances makes them uncomfortable. A faerie animal may not wear iron armor or bear the touch of iron weapons for extended periods. Prolonged contact with iron causes 1 hp of damage per day of direct contact. This is true even when the faerie animal is in its human form. Luck: At first level, a faerie animal’s Luck modifier applies to one saving throw of their choosing. That modifier does not change as the character’s Luck score changes. In addition, a faerie animal may spend 1 point of Luck to avoid corruption, as can a wizard. Languages: A faerie animal always knows the language of its animal type, Common, and either Elf or Gnome (equal chances of each). Faerie animals learn one additional language per point of Intelligence bonus. Additional languages are randomly determined as specified in Appendix L, using the column for elves. Action dice: A faerie animal’s action dice can be used for attacks or shifting shape. At 5th level, a faerie animal may use one Action Die each round to make a spell check. Table: Faerie Animal Titles

Summary

Init +5; Atk bite +7 melee (3d12); AC 15; HD 10d8; MV 50’; Act 2d20; SP Swallow whole on a critical hit (in addition to other effects), swallowed creature takes 1d6 damage per round and can only attack at –4 to hit with a small, sharp weapon (which must be in hand when swallowed) but does double damage if successful; SV Fort +8, Ref +2, Will +2; AL N.

Created: Dec 6, 2025
Updated: Dec 6, 2025