Game Master companion / Monster
Running Bunyip
A tusked aquatic ambusher waits beneath dark water, announcing itself with a cry that seems to belong farther away. Its escape route is the water behind it.
Prepare the scene
A long cry drifts across the water. The reeds nearest your boots part, and a wet tusk breaks the surface.
A tusked aquatic ambusher waits beneath dark water, announcing itself with a cry that seems to belong farther away. Its escape route is the water behind it.
Establish the surroundings, each participant’s position, and what the party can perceive before resolving the encounter. Use the current core rules for surprise and turn order when combat begins.
Run the profile
Use the following source instructions for the encounter’s actions and effects.
Tusks
Use: Basic attack · Tusks: Might + supplemental d6 Wound (piercing).
Signature abilities
Effect - Signature: Swim 30 feet; Dread; Seize as an Action.
Counterplay
Counterplay: It must surface for its cry; moving away from the water limits its escape route.
Relationship
Relationship: Category needs designer review. This entry remains a Monster profile and grants no taming route; an independent ally is not a controlled pet.
Present the counterplay
It must surface for its cry; moving away from the water limits its escape route.
Make the relevant behavior or environmental clues perceptible through the scene so the party can act on them.
Keep the mechanical profile nearby
Affinities: Vitality d4, Might d6, Agility d6, Intellect d4, Tact d4, Spirit d6.
Skill overrides: Evade d4, Block d4, Ward d4.
Resolve 8; Stamina 5; Mana 4. Movement 30 feet.
Player Book idea: Tusked aquatic ambush beast with a haunting cry.