Drops:
- 10d20 kg of White Meat
- 8d6 kg of Bunyip Rawhide
- 1d3 kg of Bioferrite
- 1 Hunter's Trophy (Head of a Bunyip)
The bunyip is a carnivorous, bipedal, reptilian creature which inhabits Oceanyka's wetlands. When standing on its hind legs, it can measure up to three meters tall. It is believed to be distantly related to the Komodo Dragon, though if the former is a formidable yet beautiful beast, the Bunyip is a visually haunting mockery of God's art, able to strike fear in men's hearts with its mere presence. Bunyip possess a number of sensory organs in their head, which allow them to detect prey under murky waters and mud, striking with venomous, bioferrite-tipped fangs, with which they can hunt prey much larger than themselves. For this task, they usually camouflage themselves beneath mud or the waterline, pouncing on their prey when the time is right. They also possess a rigid, flexible hide which perfectly mimics their native environment. These creatures are almost universally feared by human settlers in the regions they inhabit and are the object of many myths. In practically none of them are they benevolent spirits, but rather forces of death.
Drops:
This creature always starts the Engagement Undetected.
When this Special Ability is activated, the creature disappears and becomes Undetected.
It can be used once per Engagement.
This creature suffers no penalties when moving or fighting inland or underwater.
This creature sports particularly good camouflage, effortlessly blending in with their surroundings, even on the move. Attempts to detect it using PER receive a Hard DM.
This creature's armour or hide is non-flammable and renders them immune to FIRE-DMG as well as Burning.
This creature will not allow lesser beings to overpower it using superior numbers and will always take a Turn after an enemy if it fights alone.
However, when this ability is being used, the creature suffers from -1 AP. For most creatures, this will render their Turns limited to 2 AP per Turn.
This creature is deeply unsettling, immediately triggering menโs primal instincts. Creatures that come within Close Range must pass a DET-based skill check, and if unsuccessful, suffer from Dread for a Long Duration.
This creature's uniquely strong hide or hard scales grant them a degree of natural ARM.
This creature isnโt easy to catch; whenever an effect, action or skill would render them Grappled or Restrained, roll 1d6. On a 4+, ignore it.
This creature possesses special venomous glands that make its attacks more lethal. Whenever it scores a hit that does any damage, it inflicts Poisoned for a Short Duration.
This creature has some really nasty teeth. Whenever it scores a hit that does any damage, it inflicts Bleeding for a Short Duration. Critical Hits which might inflict Bleeding inflict Severe Bleeding instead.
This creature has not yet been detected. It may choose to appear at any moment and anywhere on the board.
The opposing team must make a PER Contest at the start of the Engagement and then every Round.
If it is successful, they may choose any location within Average Range (AR) for the creature to appear. It always acts last, and its first Turn it suffers from a -2 APS debuff.
If it is a failure, the creature remains hidden. When emerges from the shadows, it always acts first, and its first Turn it enjoys a +2 APS buff.