ANIMALS

Al-Mi-r'aj (unicorn Bunnies)
ST:6 MA:14
DX:11 Armour:0
IQ:5
These territorial lagomorphs live in grasslands and hills. They are generally non-aggressive unless they perceive their young to be threatened. Their horns inflict 1-1 damage (doubled on charge, treat as pole weapons). Gnomes and hobbits have been known to train and breed these creatures. The ivory from their horns is worth $50 per al-mi-r'aj, but don't ever sell the stuff to a gnome or hobbit (-2 on reaction) as they adore the creatures.

Ant-Lion

ST:30 MA:14
DX:13 Armour:3 pt exoskeleton
IQ:5
These monsters are the result of some hideous genetic manipulation by some deranged wizard, who felt that felines could be trained more easily that insects. They are literally an ant-lion hybrid, with the rear body, 6 legs and chitinous exterior of a huge ant, and the head, neck and fearsome jaws of a ferocious lion. They are 2-hex figures, attacking once a turn with a bite for 2 dice damage in regular or HTH combat. They know no fear and are immune to avert and control spells.

Great Ape(ITL, p61)

Baboon(ITL, p61)

Badger
ST:6 MA:8(4)
DX:14 Armour:1 pt fur
IQ:5
Both varieties are 1-hex figures, the larger type being 1.3 metres or so long. Normal badgers inflicting 1-1 in regular or HTH combat.Their pelts are valuable, worth about $10-30. Gnome communities occasionally use them as guardians.
Giant Badgers: Larger cousins of normal badgers, these critters have ST 12 and DX 13 (not quite as agile). They do do 2-2(2-1 in HTH). Their pelts are worth $20-60.

Bear(ITL, p61)

Boar, Wild (Razorback)
ST: 12 (24) MA: 12
DX: 13 Armour:1 pt hide (2)
IQ:6
Wild pigs can be a real menace when met in the wild, as they are unpredictably aggressive. A normal boar gores for 1 die damage in regular or HTH combat.
A giant boar, or razorback, does 2 dice damage, is a 2 hex figure and has 24 ST. Its tough hide stops 2 hits. Razorbacks may be found as mounts by hobgoblins or goblins, being 2-hex figures. They can be trained and are very cunning (treat as though they possess tactics, tracking and alertness).

Camel(ITL, p60)

Cat(ITL, p61)

Big Cats (ITL, p61)

Scimitar Cat
ST:
36 MA:10
DX:12 Armour:2 pt fur
IQ: 6
Bigger and nastier than sabretooths, these felines bite and claw for 3 dice damage (3+1 in HTH). Like most felines, they are blessed with acute hearing.

Chimpanzee(ITL, p61)

Coleurosaurs
Coleurus(Ornitholestes).......Compsagnathus.................Dilophosaurus
ST:
10................................................5....................................15
DX:9................................................10..................................12
IQ:3.................................................3.....................................4
MA:10............................................10...................................12
Armour:2.........................................2.....................................2
Larger coleurosaurs, known as coleuri, are ferocious, stupid predators doing 1 die damage in regular or HTH combat. They gain a +1 on morale and a -1 on reaction. Compsagnathi, or compies, suffer a -1 on morale (though this disappears if they outnumber their foes by 2 to 1 or more) and do 1-1 in regular or HTH combat. Both are 1-hex figures. Compies are sometimes trained by kobolds and are more effective in larger numbers.
The dilophosaur is larger, a 2 hex figure, and brightly coloured with a bizarre inflatable bony double crest. It can spit poison from it accurately (treat as having the thrown weapons talent) twice in a 4 hour period. The poison inflicts a -4 DX and MA penalty due to its blinding effects and 2-2 damage if a 3 dice roll vs. ST is failed (1-2 otherwise) due to corrosive effects. Its claws are weak, inflicting 1 die in regular or HTH combat.
Walker lizards, known as struthiomimuses, are related but less aggressive.

Diatryma(ITL, p60)

Dog(ITL, p61)

More Notes: Any dog that is sick or poisoned will go straight to the closest thing it can call its owner, and throw up at its feet. If a character has a dog it will protect them and tolerate their companions. Even if a dog is trained will abilities listed below, its owner
must have animal handler to get the dog to use it.

Retriever (Labrador)
ST
:3MA: 12
DX: 11Armour:0
IQ: 6
Retrievers do just that, retrieve. They can search out and find small game that the hunter has already killed, so the hunter is free to shoot at the next one and doesn't have to worry about losing any of the kills. Retrievers were bred for the ability to carry things gently, and use all of their senses in locating dead or wounded game. Small and compact little dogs, they stand about 65 cm at the shoulder. They have short fur. A must for sprite hunters.

Pointer (English)
ST:
4 MA:12
DX:10 Armour:0
IQ: 6
Pointers can operate at peak efficiency in wide open country. They cut across the wind up to four hundred meters, advance up to 30 meters into the wind and turn back. This is how they sample the cross section of scents the wind has to offer. If game is scented the pointer will come to a dead stop, its head neck and back will form a nearly straight line, and it will point directly toward the source of the scent. It will hold this position as long as it has the scent. Underground these dogs can be used to determine which passageway has something in it, that is, if it isn't downwind. Now these dogs shouldn't be allowed to handle dead game, because they aren't nearly as gentle as retrievers who have been bred to the task. They can 'point dead', that is, they can point out where the dead or wounded body is to ease the hunters task of locating it.

Flushing Dogs (Clumber Spaniel)
ST:5 MA:10
DX:10 Armour:1 point fur
IQ:6
Clumber Spaniels have this really thick hide that protects them from plowing through thorns and such, so they are rated with one point of natural armour (unless they fall in a pit). They are 50 cm to the shoulders and heavy, weighing 35 kg or so. They can find living, wounded, even dead game. They always stay in the general area of the hunters, and will not go traipsing off after a stray scent.

Hounds (nothing specific)
ST:
6 MA:14
DX:12   Armour:0
IQ:6
Everyone knows that a grey hound is fast, but did everyone know that the average gray hound travels at 63.8 kilometers an hour when in full sprint? These boys are great for running down prey, cornering it, and holding it until the hunter can arrive. The awful howling and baying they make when they have cornered their prey alerts the hunter. Also, hounds are trained to hunt specific prey on specific terrain. Goblin, ogre, gnome, drow, and troll hounds, hunt under ground in packs of six to twelve and will corner anything except Sprites (which can fly). Town hounds, hunt whoever's clothes they have been given to sniff, and work well in the streets, shops, stairs, docks, and other architectural features of the surface of Cidri. Deserter hounds are used to track down fugitives who have fled the city but who are probably somewhere on the island. Boat hounds are trained to look for people, or specific cargo, or mithril, or potions.

HPR dogs (Brittany Spaniel)
ST:
4 MA: 12
DX:12 Armour:0
IQ:7
In the 19th century Germany they bred a dog that could do it all, hunt, point, and retrieve. And not just one type of game but a whole variety, they're good
for sprite, goblins, trolls, gnomes, ogres, drow, and even dragons. They can also work on rock, below ground, on trails, across streams, swim in lakes, paw at doors,
climb stairs, what ever instruction their master gives they will try. This is the dog of dogs.

by David Michael Grouchy II

Dog (Cu Sith)
ST:10 MA:16
DX:15 Armour:1 pt fur
IQ: 7-8
These dark-green pad-footed canines were bred or domesticated by elves, pixies and other forest creatures in the past. They bite for 1+1 damage, but their main value is their talents: alertness, acute hearing, tracking, dark vision, mage sight and silent movement. They are also very intelligent (for dogs). Their keen senses have a downside in that they are sensitive to full sunlight out in the open (fighting at a -1 adjDX) and much prefer their native forests where they live. Likewise they generally loathe underground for its alienness to their sensibilities.

Dolphin(ITL, p61)

Dragonet(ITL, p61)

Dromaeosaurs
larger (Deinonychus ; 2-hex)................smaller (Velociraptor ; 1-hex)
ST:12 -16................................................................8-10
DX:14.......................................................................15
IQ:5...........................................................................5
MA:16.......................................................................16
Armour:1 pt skin........................................................0
These sickle-taloned predators shred their prey with their claws, striking for 1 or 2 dice damage, depending on species, with natural fencing ability. They are usually found in scrub or woods, hunting in packs. Ancient tales tell of the Mnoren creating a gate to a world of giant reptiles, but having to eradicate most of the arrivals as they were too dangerous. However the 'raptors, as they were known, proved too elusive and have spread to become noxious vermin as they are ruthless and efficient killers. most civilized lands made concerted attempts to eradicate them and they are now thankfully rare. Rumours of their existence are enough for most rulers to send out squads of adventurers hired to kill any they see for a rich bounty.

Elephants & Mammoths(ITL, p60)


Ettin Dogs (Death Dogs)

ST: 16+ MA:12
DX:12 Armour:1 pt fur
IQ:6
These huge, 2 hex dogs roam in packs, doing 2-1 damage with each head in regular or HTH combat. The second head strikes at -1 DX. They have natural alertness. Their mangy pelts are worthless and they are too aggressive to be trained to do anything else than fight. They do, however, make excellent guards, as one head is always awake while the other one sleeps.

Falanx(adapted by Michael Taylor, from 'After Man, a zoology of the future', by Dougal Dixon)
ST:8   MA:12
DX:12   Armour: 0
IQ:5
The falanx is a large carnivorous descendant of the rat about the size of a large dog. They prey on rabbucks and live on temperate plains. They bite for 1d6-1 damage and have dark vision and tracking ability. Like canines, they will be found in small packs. They have been known to be trained.

Fanged Bounder
ST:
12 MA:14
DX:11 Armour:1 pt fur
IQ:5
These voracious marsupial carnivores hunt anything, with a -2 on reaction rolls. They resemble fanged kangaroos and can hop over small 1-hex figures (1.5 m or less) if they roll 3 dice under their own DX. They inflict 1+1 damage, or 2+1 in HTH.

Giant Fanged Bounder (AcidHT, Rick Smith)

Giant Beaver
ST: 20 MA:8//12
DX: 11 Armour:1 pt fur
IQ: 6
These 2-hex creatures are responsible for some huge dams on forest rivers. Their pelts are valuable ($100-300), but they can be vicious, biting for 2-1 damage (2 dice in HTH) or swatting a rear hex with their tails to knock opponents down (3 dice roll vs. DX to avoid).

Giant Skunk

ST:14 MA:8
DX:10 Armour:0
IQ:5
These vermin can bite for 1 die damage, but more seriously can spray musk in their 4 rear hexes. This stinks and rots all cloth and cloth items (magical cloth items rot on a 4,5 or 6) as well as blinding for 12 turns and reducing DX by 3 if a 4 dice roll vs. ST isn't made.

Gryphon(ITL, p61)

Horses(all ITL, p59)

Indricotherium(ITL, p60)


Khresh

ST:12+ MA:12
DX:12-13 Armour:1 pt fur
IQ:4
These evil yellowish wolves generally fight to the death, doing 2-1 damage in regular or HTH combat. They have alertness, which makes them useful to cavewights, gnolls or whoever has them. Their dingy pelts are worthless, however.

Medusa Lizards
Domestic.....................................................Feral
ST:
13.....................MA:6............................ST:27 (4 hex), 54 (7 hex) MA:6
DX:
10..................... Armour:2 pt scales.....DX:10........................................Armour:3 pt scales
IQ:
7..............................................................IQ:4

"It was a little smaller than a man and vaguely human in shape. It had a tail, pointed ears, and a hooked beak, and was covered all over with reptilian scales... It squatted on the deck like a dog." --L. Sprague deCamp, THE TRITONIAN RING.

Originally intelligent beings, the medusae were enslaved by the Mnoren and selectively
bred as a servitor race. These domesticated medusae are still kept be contemporary wizards. Some have escaped (freed when adventurers killed their masters?) and in the wild have reverted to bestial creatures.
Attacks against medusae are at -1 to the attacker's DX. Medusae themselves have three physical attacks and one special attack. The Physical attacks are: 2 claws for D6-2 (domestic), or 1/2D6 (1 to 3, feral), and a bite for D6. The special attack is a hissing scream which acts as a Freeze spell; the special attack can be used once every 9 melee turns. Feral medusae use the scream for hunting, moving in for the kill only after their prey is paralyzed.

Riding Lizard(ITL, p60)

Saurian(ITL, p60)

Walker Lizard (Struthiomimus)(ITL, p60)

Moa
ST:25-35 MA: 22
DX:12 Armor: 1 points of feathers
IQ:5
A Moa is essentially a very large (3-hex) and vicious diatryma. In other words, this is a flightless bird on the order of a draft horse. Moa are plains-dwelling carnivores encountered in groups of 1d6 creatures. If two or more are encountered they will be a mated pair; treat all Moa after the first two as immature specimens (use diatryma stats from ITL p.60).
These monsters may claw for 1+3, or bite for 2+1, or both in one melee turn. If they do both, roll each at -4 DX. A Moa favors its great, axe-like beak and will strike with it in preference to claw if making only one attack.
Moa are likely to view any would-be humanoid trainer as an excellent source of protein thus any sentient mammal attempting to ride or train Moa suffer a -4 penalty. Reptile men and Moa are accustomed to one another so there is no penalty. (Note that this assumes Reptile Men suffer a -4 penalty on any dealings with horses because they think the reptiles have come for dinner)
Nesting females are particularly irritable and everyone (reptile men included) takes a -2 reaction penalty. A nesting Moa will fight to the death, not hesitating to kill anyone or anything it perceives as a threat to its huge eggs.

Monkey(ITL, p61)

Giant Moose (AcidHT, Rick Smith)

Oxen, Yaks & Water Buffalo(ITL, p60)


Palug Cats (Alan Garner's Moon Of Gomrath)
ST:8-10 MA:10
DX:14 Armour:1 pt fur
IQ:6-7
These green-eyed svelt black giant cats are often found in the company of bodachs, svarts or goblins, who value their alertness and dark vision. They naturally occur in cooler climes, temperate dark forests, and seem to be distantly related to giant lynx and bobcats.
They do 1 die damage or1+1 in HTH, which they prefer. Like other animals, they fear fire and will flee it unless they are with an individual with animal handler talent who has trained them to attack despite fire (which counts as one 'trick').

Puk Roars (Acid HT, Rick Smith)

Hippogriffs
ST:20-28 MA:6
DX:12 Armour:1 pt hide and feathers
IQ:6 (rarely 7)
These rare, mountain-dwelling horse-griffin hybrids prefer to eat horse-meat but can consume vegetable matter unlike their avian parents (who diet exclusively on meat which can make them expensive or unpopular at times). They are otherwise extremely valuable, eggs and babies worth $500 and $1000 respectively. They do 2-1 damage or 2 dice in HTH.
Like other animals, they fear fire and will flee it unless they are with an individual with animal handler talent who has trained them to attack despite fire (which counts as one 'trick').

Rabbuck
(adapted by Michael Taylor, from 'After Man, a zoology of the future', by Dougal Dixon)
ST:15 MA:14
DX:18 Armour: 0
IQ:5
Long-legged descendants of rabbits, these timid creatures resemble a cross between a huge, long legged rabbit and a deer, though with no horns. They may be found in forests and plains. All are excellent leapers and have Acute Hearing. They scare easily, which makes them of limited use for adventurers; Handicaps Animal, Cowardly
If forced to, they may attack with a bite (2d6-4) or a kick (1d6).

Ranyhyn

ST:25+ MA:42
DX: 14 Armour:1 pt hide
IQ:8 (rarely more)
These rare and gracious horses are found on plains and hilly areas. They will only bear chosen riders and seem to have a telepathic/empathic link with them, allowing the unit to function with tactics for combat. They have an excellent sense of smell, which aids in their alertness talent.

Rapine (adapted by Thorn, from 'After Man, a zoology of the future', by Dougal Dixon)
ST:7 or 9, wild pack alphas +2 more MA:12, some breeds and all wild: 14
DX:11 or 13       Armour: 1 point hide
IQ:6, 7 is possible
Also known as Rat-wolves, Rat-hounds, Pack-rats, or in Old World Goblin, 'Rhunn', or 'Ree' known to the Ancients as the Hounds of Bechlore (Beklor) , all Rapine are one-hex creatures.

The Goblins of the Old World fared better than most gate-imported races in the aftermath of the MageWar. Clever, and social, and ruthless, they carved out an empire of sorts, enslaving their hobgoblin kin, and occupying and scavenging the ruined cities of the humans.  To defend their empire from other inheritor races, and to war among themselves, the goblins domesticated the giant rat-evolved houndlike predator
creatures which Archimagus Bechlore gated to the Old World to destroy the ecology of the Southern Wood.

Two distinct (though interfertile) breeds are maintained by the Imperium.

The lesser breed ( ST 7, DX 11, IQ 6, MA 12, no armor, bites 1-1, 1-0 in HTH ) is actually more numerous, kept in much the same role as humans might keep hunting hounds.  Packs up to a half-dozen are commonly kept, trained by use of dummies and scent to attack common enemies on sight.
These 'Ree' will seek to engage HTH.  Any individual HTH defender can only obtain any particular 'defense against HTH' result once per round (house rule); large numbers of Ree _will_ bring a man-sized opponent down.

The greater breed ( ST 9, DX 13, IQ 6, MA 12, no armor, bites 1+1, 1+2 in HTH ) are usually kept by the Imperium in mated pairs, rarely in groups of up to 6.  The most common use of these 'Rhunn' is as mounts for Red Goblins, or small Greens, typically on missions of scouting and patrol.  A Rhunn used as a mount has MA 10, but may attain MA 12 for up to three rounds in twelve.  Nobles of the Imperium might keep large
Rhunn as sport mounts, or as hunting hounds, but Rhunn are too costly to rear and to train for use as sacrificial cannon-fodder, as Ree are often used.

Wild packs of either breed are common throughout the southern Old World.  Wild Ree can be found in packs of up to 12, Wild Rhunn in packs of up to 8.  No pack grows larger than these numbers, for Rapine will feed on each other as readily as any prey.  For similar reasons, no mixed packs exist.

No Rapine makes any sort of vocalization at all.  Rapine may be assumed to have Silent Movement, and may Track by scent (2/IQ).  Mounted Rhunn or War-pack Ree will not move silently, and Rapine are not used as trackers by the Imperium.

Rhinoceros
ST:40 MA:10
DX:9-12 Armour:2 pt hide
IQ:4
Stupid, temperamental and territorial, these animals are a hazard wherever they are found, especially if there are young around. They have poor eyesight but good hearing and smell. They attack by charging with their horn (treated as a polearm) for 2+1 damage, or trampling for 1+2 (but not both).
Normal rhinos are found in warmer climes whereas those in colder climes are covered in fur.

Roc(ITL, p60-1)

Roc (large)
ST:80-100 MA:8/30
DX:12 Armour:2 pt feathers
IQ:5
These large (10-hex) birds peck for 2+2 damage and can dive and pick up things in their claws for 3 dice damage. They like eating humanoids for food. All rocs possess far vision.

Slinker(ITL, p62)


Stegosaurus stenops


ST:90-100   MA: 14
DX:11   Armour: 3 point skin
IQ: 5

Stegosaurs are large active herbivores that can get quite touchy at breeding time - adult males may attack with minimal provocation at this time. A typical adult is a 9 hex monster  (a 3 hex equilateral triangle connected to a 6 hex equilateral triangle):
It can attack with a bite for 1+ 1 damage or tail lash with its 4-spiked tail as a sweeping blow to ALL opponents in any 4 of rear 6 hexes(similar to dragon) for 3 dice damage at
no DX penalty. Thus, they will fight maneuvering themselves to have as many opponents as possible in their rear  hexes after movement has ended (i.e. let opponents move first and then shift rear first). Anyone knocked down (i.e. receiving 8 ST damage AFTER armour subtracted) will be knocked back 1-3 hexes (roll d6/2 to determine) form the mighty force from its spiked tail.

Stegosaurus ungulatus

A rare variant, this monster can have ST 120 or more and has 8 (instead of
4) tail spikes, with which it inflicts a mighty 3+2 damage. Look out!

Stegosaur, small (Kentrosaurus)

ST: 40-60   MA:14
DX:12   Armour: skin stops 2 hits
IQ:5

 Similar to Stegosaurus, this smaller, 4-hex stegosaur was found in Jurassic central Africa and had spikes instead of plates from its hips backwards. It may bite for 1 die damage or tail swing for 2-1 damage to all rear hexes with knockback for 1 or 2 hexes (50% chance of each) for all opponents knocked over by tail damage.

Weasel
normal................................................giant
ST:7..................... MA:14................ST:13 ...............MA:14
DX:13....................Armour:0............DX:13...............Armour:1 pt fur
IQ:5....................................................IQ:5
Weasels are vicious predators, biting for 1-1(1 die in HTH) or 1+1 damage and draining either 1-3 pts or 1 die ST/turn (depending on size.). Both are 1-hex figures with pelts of value; $10-30 for normal or $200 for giant. All weasels have alertness and acute hearing. Like other animals, they fear fire and will flee it unless they are with an individual with animal handler talent who has trained them to attack despite fire (which counts as one 'trick').
Giant weasels may be trained occasionally and found as guardian creatures in halfling or gnome communities. These communities generally take pains not to sell them to 'big folk'.

Wolf(ITL, p61)

Dire Wolf(ITL, p61)

Timber Wolf (Acid HT, Rick Smith)

Wolverine
normal.................................................giant
ST:10.......................MA:14................ST:16................ MA:14
DX:14......................Armour:0.............DX:14.............. Armour:1 pt fur
IQ:6.....................................................IQ:6
These animals kill for fun and are nasty tempered. They bite for 1 die (1+1 in HTH) or 2-1 (2 dice in HTH) and squirt an evil musk like a skunk into a rear hex, with a +2 bonus to hit (treat as a thrown weapon). Those sprayed must roll 3/ST or retch violently for 2 turns. Those making the roll suffer a –1 penalty to adjdx for 2 turns due to nausea (orcs immune). Furthermore, cloth items (including armour) have a 2 in 6 chance of rotting and becoming useless.
Wolverines are naturally pretty aggressive and seem not to fear fire like most other animals.