Bestiary

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This section is intended for Game Masters Only! If you are a player and not a GM, information in the GM Resources section, including this one, may contain game spoilers!



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Agari
Body: D6Mind: D8Charm: D8Stamina: 14
Talents: Healing Touch (D6), Creative Flair: Gardening (D8)
Quirks: Slow Moving, Weakness: Acid (D4)
The Agari are moving, sentient fungi. No two Agari look the same; their appearances can be quite diverse in color, shape, and size, though most have two arms and legs. They are the caretakers of the Agaricus Forest in which their home city Agarica is nestled. The Agari are a gentle, spiritual race. They have a deep connection with the nature of the Agaricus Forest, and in particular revere the great Sporedust Butterfly who helps to protect it.
Bookwyrm
Body: D12Mind: D6Charm: D4Stamina: 18
Talents: Thick Hide (D6), Magic Resistance (D4), Fire Breath (D8), Talons (D6)
Quirks: Phylactery, Commanded, Unliving
Phylactery. A Bookwyrm is always summoned from a Book or Scroll. If this point of origin is destroyed, the magic that supports the Bookwyrm is deactivated and the creature collapses into pieces.
Commanded. When the Bookwyrm is summoned, it is given a command word or phrase. While the Bookwyrm is active it will try single-mindedly to carry out this command. If a Bookwyrm is somehow summoned without a command it is likely to go on a rampage!
The Bookwyrm is not a natural beast, but instead the result of a ritual summoning. Practitioners of arcane magic or extremely knowledgeable scholars might attempt to summon this great creature in order to have it under their control. A Bookwyrm takes the form of a huge Dragon, but its ridged spine is made up of book bindings and its wings of paper scrolls. Its eyes are piercing inky pools. They are summoned with one goal in mind, a command given by the summoner. Until it is banished or destroyed, it will stop at nothing to fulfill its summoner's command. If it succeeds the spell ends and the Bookwyrm ceases to exist. Many an overconfident wizard has attempted to summon a Bookwyrm only to have their tower destroyed after losing control. Be warned!
Bugbear
Body: D20Mind: D4Charm: D8Stamina: 24
Talents: Special Skill: Ferocious Fighter (D8), Fly (D8), Thick Hide (D6)
Quirks: Animal, Vicious, Always Angry
Bugbears are a dangerous hybrid of brutish strength and insectoid aspects. With a stinger the size of a filly and an anger that lies in the heart of all hornets, the Bugbear lashes out at any and all creatures it can find. Most Bugbears are happy to stay within bugbear territory to the northeast of Equestria, but every so often one will get lost or come searching for exotic prey across the waves and cause a ruckus in more peaceful lands.
Breezie
Body: 1Mind: D4Charm: D8Stamina: 4
Talents: Fly (D4), Teeny Tiny (D6)
Quirks: Weak Wings, Fear (Outside), Weak
Breezies are curious, fairy-like creatures that serve a very important purpose in Equestria, sharing pollen that they collect with trees and flowers far across the land. Breezies rely on light breezes to travel these great distances. Their journeys are perilous, for they are very small and very weak fliers; anything but the lightest of winds can stop them from being able to fly. They always try to make their journeys in large groups, as they can better protect themselves against the dangers of Equestria. Strong winds disrupt not only their flight but also their magic. The magic of the Breezies protects their pollen and without it, their sacred task would be impossible. Once their duty is complete, Breezies return to their magical realm through portals, a place of safety and beauty where all Breezies are safe from the many dangers for creatures of their size.
Buffalo
Body: D12Mind: D6Charm: D6Stamina: 18
Talents: Special Skill: Stampede (D8), Thick Hide (D4)
Quirks: Choose one, Proud
To see the finest headdresses you must go to the plains they call home, To see is a must, for on the proud highway the buffalo roam." ~ Fur and clothing in Los Pegasus
Carcinus
Body: D20Mind: D6Charm: D4Stamina: 26
Talents: Thick Hide (D10), Creative Flair: Intimidation (D6)
Quirks: Short Fuse, Animal
The Carcinus is a truly mighty beast, able to easily strike fear into the hearts of any creature standing in its path. It looks like an enormous crab, taller than a city building. Carcinus are rarely sighted on the surface, usually staying deep beneath the earth or sea. When thrown into a rage, they have been known to attack Equestrian cities; in recent history Monacolt and Canterlot have come under Carcinus attack. Despite their quick temper they are actually quite gentle, understanding creatures. Occasionally they might need to be slowed down before they can be reasoned with, but talking to a Carcinus in a calming, respectful tone will usually get through to it.
Cerberus
Body: D12Mind: D4Charm: D8Stamina: 16
Talents: Special Skill: Bite (D10), Multi-headed (D6), Creative Flair: Growling (D8)
Quirks: Animal, Easily Distracted
Cerberus is the bulky guardian of Tartarus, a wretched land where the truly despicable are thrown so they can do no harm. It is a rare and exotic animal that looks like a large Orthros with one extra head, or a gigantic hound with two extra heads. Although Cerberus completes its task well, scaring off anypony that comes near, it can also be handled by those that understand its doggy loves such as sticks, balls, and chasing its own tail (the first to catch it wins!)
Changeling
Body: D4Mind: D4Charm: D4Stamina: 8
Talents: Stout Heart (D4), Fly (D4), Telekinesis (D4), Morph (D6)
Quirks: Hungry For Love
Changelings have the amazing ability to change shape, copying the form, mannerisms, and voices of any creature they encounter, and even disguising themselves as inanimate objects such as rocks. Though they have for the longest time been considered cruel beasts, even the Changelings can change with time.
Chimera
Body: D10Mind: D8Charm: D6Stamina: 18
Talents: Multi-headed (D6)
Quirks: Mean
In the darkest forests and the most treacherous mountains you will find the fearsome Chimera. With cat-like reflexes, snake venom, and an evil heart that lies in the soul of all goats, the Chimera has an ironically single minded purpose in life: to make somepony else miserable! It is one of the few bullies in Equestria that can egg itself on. Although the heads of a chimera do not always agree with each other, they learn early on in life that they have to work together to get anything done, and it could be this reliance on each other that makes the chimera so mean to non-chimeras. No chimera head wants to look weak in front of the other heads because they think they would be bullied by its brothers or sisters. This often leads to each head trying to be the biggest and baddest, which only makes the other heads think they need to be even bigger and even badder!
Cockatrice
Body: D10Mind: D6Charm: D6Stamina: 16
Talents: The Stare! (D10)
Quirks: Animal, Cranky
Special: On an amazing success, The Stare talent is not used to control ponies but instead will turn the target to stone! Cockatrice can choose to release a creature from stone whenever it wishes.
A Cockatrice is a small Dragon-like creature, easily distinguished by its chicken head. Although one should be thankful that it is not a Dragon, the Cockatrice should still be handled with extreme caution as its stare can turn even the most stalwart of ponies to stone! The cures for being turned into a statue are few and far between; beyond finding a rare magical artifact or remedy, the surest way is to hunt down the offending Cockatrice and convince or force them to release the trapped pony. It is unclear as to why the Cockatrice turns ponies to stone, though there are two main theories. The first is that it is simply a defense mechanism; the Cockatrice is not the largest or scariest creature, but being able to turn things larger than it into stone allows it to get away unharmed. The second theory is my personal favorite, however, and it is that although the Cockatrice is a grouchy and cranky creature, it does want to have friends. The Cockatrice believes that a creature that stays with it must be its friend, so by turning ponies to stone it can convince itself that it has lots and lots of statue-y friends. Either that, or it just doesn't like the noises ponies make!
Throughout many studies by many scholars, myself included, it has been deemed uncertain how the Cockatrice came to be, all that can be said for certain is that they are very strange! Only a select few ponies have ever managed to convince a Cockatrice to remove its curse – most notably Fluttershy, the brave Pegasus who actually outstared the beast! ~ Parchy Mustment
Cragadile
Body: D20+D10Mind: D4Charm: D4Stamina: 34
Talents: Special Skill: Biting (D12), Special Skill: Swimming (D10), Special Skill: Hiding (D10), Thick Hide (D6)
Quirks: Animal, Ravenous
The Cragadile is a gigantic beast covered in rocky scales that enjoys sleeping. It does not like being disturbed and usually attacks anything that wakes it up, whether or not they thought it was a rock!
Deepwell Angel Fish
Body: D6Mind: D4Charm: D4Stamina: 10
Talents: Special Skill: Swimming (D10), Tremor Sense: Water (D6)
Quirks: Blind, Animal
The Deepwell Angel Fish is a blind cave fish found primarily in dark subterranean bodies of water. Since they are rarely found in the presence of bright lights, they have no need of eyes for seeing so have lost them over time. Despite this, they have keen pressure sensitivity, which helps them avoid the plethora of big, hungry monsters in the Umber Depths. They are skilled swimmers and can even use their powerful wing-like fins to pull themselves across dry land, though they avoid it where possible. If a pony were able to gain the trust of an Angel Fish, they might be able to hitch a lift through water with one. They are naturally nervous of other creatures but a skilled animal handler might be able to form a bond.
Diamond Dog
Body: D6Mind: D6Charm: D6Stamina: 12
Talents: Burrow (D6), Special Skill: Tracking (D6)
Quirks: Greedy
In my travels I have met many interesting Diamond Dogs. They can be fiercely loyal or treacherous curs, lovable and infuriating, but there is one thing that unites every one of them: an insatiable lust for gems! ~ Parchy Mustment
Dragon (Adult)
Body: D12Mind: D6Charm: D6Stamina: 18
Talents: Fly (D8), Fire Breath (D10), Thick Hide (D6)
Quirks: Dragon Greed, Oooohhh… Shiny!
Dragon Greed: Dragons have a unique condition known as Dragon Greed; when they give in to greed, they grow in size but become even more greedy! If the Dragon acts greedily they gains an upgrade to their Body stat but also downgrades his Mind die. If a Dragon that is already under the effects of Dragon Greed acts even greedier,they will upgrade his Body die again and downgrade his Mind die once more. If his Mind or Charm die are at D4 thenthey cannot grow any bigger! The Dragons live across the Celestial Sea, in the desolate, volcanic Dragon Lands, southeast of Equestria, though a few have settled in other lands, some in Equestria itself. They like to make their lairs in large caves, feeling comfortable when surrounded by hard rocks and boulders. They are ruled by a Dragon king or queen who can only reign for a certain amount of time. When it is their turn to step down, a new leader is chosen from among those competing in the legendary Gauntlet of Fire. The Dragon who retrieves the Bloodstone Scepter from the heart of the dreaded flame - cano wins the right to be crowned Lord of the Dragons. Their main weakness is their lust for shiny gemstones, which they gobble up like sweets, and they can often not control themselves when confronted with these precious rocks, devouring them in an attempt to sate their endless greed for these things. Some Dragons hoard gold and silver and other valuables in their lairs, piling them up to use as glittering bedding for their nests.
Dragon (Young)
Body: D6Mind: D6Charm: D6Stamina: 12
Talents: Fly (D6), Fire Breath (D6)
Quirks: Dragon Greed, Oooohhh… Shiny!
Dragons come in all shapes, sizes, and colors. They all share the same common features though: lizard-like bodies covered in hard scaly armor, leathery wings that allow them to soar among the clouds, and an ability to breathe searing jets of flame from their fiercely fanged mouths. They are notoriously reckless, and most are not particularly intelligent, favoring brawn over brains. Most also have a fiery temper that matches their fiery breath! They don't usually ‘do' friendship, nor do they ‘do' helping or hugging. Dragons are their most lovable when they are young. If only they could stay this way forever! ~ Parchy Mustment
Flumph
Body: D4Mind: D8Charm: D6Stamina: 12
Talents: Message: Mental (D6), Shock (D6)
Quirks: Topsy-turvy
Flumphs are generally kind and friendly creatures, with surprising intelligence. They look like floating jellyfish with glowing tendrils, and have big googly eyes on the ends of two long eyestalks on top of their heads. They can speak to other intelligent creatures through telepathy. The Flumph's tendrils glow different colors based on their moods, normally a soft blue for contentment, though if you see one glowing red beware of the nasty shock it can inflict if the Flumph is scared or angry! They passively feed off of nearby intelligent minds, and will easily make friends with clever ponies. A Flumph feeding off your mind doesn't hurt you in any way; in fact it's barely noticeable. One unfortunate weakness a Flumph has is great difficulty righting itself if it topples over on its head.
Fruit Bat
Body: 1Mind: D4Charm: D8Stamina: 4
Talents: Fly (D6), Teeny Tiny (D4)
Quirks: Animal
Fruit Bats are harmless critters that like to play in the skies and display their vivid and varied colors. They are also very partial to any and all fruit, especially apples!
Vampire Fruit Bat
Body: 1Mind: D4Charm: D8Stamina: 4
Talents: Consume: Apples (D4), Fly (D6), Teeny Tiny (D4)
Quirks: Animal, Hungry For Apples!
The Vampire Fruit Bat is the more menacing cousin of the Fruit Bat; where Fruit Bats love to eat apples, the Vampire Fruit Bat loves to eat entire orchards and a swarm can eat all the apples off a tree in the blink of an eye!
Griffon
Body: D6Mind: D6Charm: D6Stamina: 12
Talents: Fly (D6), Talons (D6)
Quirks: Choose one, Selfish
"Strong of wing and fast of claw, sharp of beak and keen of mind. One should always be wary when dealing with Griffonkind." ~ Unknown origin
Hydra
Body: D12Mind: D4Charm: D6Stamina: 14
Talents: Multi-headed (D8)
Quirks: Animal, Indecisive – must use Multi-headed at every opportunity
The Hydra is an interesting creature for study. Due to its four heads, each with its own great chomping teeth, one must be very careful when dealing with the beast. It does however have a great weakness, that of its indecision and confusion when confronted with difficult choices. Since each head thinks independently, it is possibly for clever and quick-witted ponies to work the heads against each other. Unfortunately for the pony adventurer, there is one matter on which all of the hydra's minds will agree and that is that ponies taste fantastic! Hydras have been known to attack ponies that wander too close to their homes and will chase their prey until it becomes impossible for them to reach. Hydras can usually be found in swamps and bogs, where they wallow in the mud and use deeper waters to hide their massive form.
Minotaur
Body: D12Mind: D6Charm: D8Stamina: 18
Talents: Creative Flair: Intimidation (D10)
Quirks: Short Fuse
Minotaurs are rare to find in Equestria. Minotaurs possess immense physical power for their size, capable of feats of impressive strength. They are capable of tirelessly navigating even the most treacherous paths with uncanny sense of direction and an affinity for the most complex of puzzles. Their unmatched ability to traverse through complex mazes makes then especially suitable for navigating law systems and business enterprises. Despite their gruff exterior, Minotaurs can be valuable allies, offering unwavering loyalty, unparalleled knowledge, strategic thinking, and a unique perspective on the world to those who can earn their trust.
Manticore
Body: D12Mind: D4Charm: D4Stamina: 16
Talents: Special Skill: Biting (D8), Fly (D6), Poison Spray (D6)
Quirks: Short Fuse, Animal
The Manticore is a proud and mighty animal that is confident that it is bigger and stronger than all the other animals in the forest. When the Manticore roars, everypony within ten miles can hear it! Manticores mostly live in rural areas as they generally like to be left alone. When threatened, their first instinct is to chase other animals away – a Manticore will almost never run away itself; it's far too stubborn!
Mimic
Body: D8Mind: D4Charm: D4Stamina: 12
Talents: Engulf (D6)
Quirks: Super-shy
Special: Object Mimicry – the Mimic can transform at will into the form of any inanimate object. It is very difficult to detect a Mimic in this form. Anypony inspecting the object must pass a Mind challenge against a D20 in order to notice that the object is in fact a Mimic. Since its first surprising discovery, the Mimic has been the worst nightmare of any adventurer. Guaranteed to ruin the day of any treasure-hunter, a Mimic will take the form of any object it thinks will attract curious creatures: a treasure chest, a door, or an inviting comfy chair. If you find yourself feeling particularly curious toward an unassuming treasure chest, think twice before sticking your head inside!
Mistform
Body: D4Mind: D8Charm: D4Stamina: 12
Talents: Insubstantial (D8), Magic Resistance (D6), Teleport (D8), Stun Ray (D6)
Quirks: Unliving, Bound (the Mistform/Smoke Monster cannot leave the area in which they first appeared)
These strange apparitions appear in various forms and can be different in every place they are found. They have an insubstantial form of smoke, mist, fog, or any other kind of vaporous gas. They seem to shift and shimmer between an indistinguishable cloud and a form resembling some other type of creature. When destroyed, the vapor loses its form and scatters. Usually they are the result of a magic ritual or enchantment; residual magical energy can create these misty guardians spontaneously, or somepony might have cast a spell to summon them there. They act as protectors to whatever place they are bound, so are often found in places of old magic: shrines, temples, ancient castles, and ruins are their most common haunts.
Mohawk
Body: D6Mind: D4Charm: D6Stamina: 10
Talents: Fly (D20), Special Skill: Aerobatics (D12), Special Skill: Singing (D8)
Quirks: Animal, Attracted to noisy environments; Rebellious
This cool bird is attracted to loud noises, especially loud music! The Mohawk loves rocking out and will continue to make a racket no matter who tells it to be quiet! When the Mohawk was first discovered, it was believed that it would make a good delivery bird, since it was strong and fairly intelligent. Unfortunately the Mohawk takes very poorly to instructions and will almost always do the exact opposite of what is asked of it. Small successes were discovered when a clever Pegasus found that telling the Mohawk that you didn't want your letter delivered got the bird to deliver – though the poor pony at the other end had to deal with a very upset Mohawk once it had found out it had been tricked!
Lesser Ooze
Body: D6Mind: D4Charm: D4Stamina: 10
Talents: Insubstantial (D4), Acidic (D4)
Quirks: Mindless, Unliving
Magic is unpredictable; you never know what might happen when you start casting spells. Sometimes you might turn your dog into a sofa, sometimes you'll start growing leaves all over your body, and just sometimes you might create an Ooze. The legend goes that an ancient wizard created the first Ooze by accident while attempting a new spell, which backfired and hit a flask of acidic slime. Though it might look like it's thinking and acting as a living creature would, an Ooze is not alive and has no mind. A series of chemical and magical reactions causes globules of slime to coagulate. Once it's around five feet in diameter, the Ooze is properly formed; it begins to move, gravitating toward any sources of organic matter to dissolve. They break down in sunlight, so are commonly found in caves and dungeons. If you ever see a suspiciously clean dungeon floor, don't be surprised to find an Ooze lurking around the next corner!
Greater Ooze
Body: D10Mind: D4Charm: D4Stamina: 14
Talents: Insubstantial (D4), Acidic (D6), Engulf (D8)
Quirks: Mindless, Unliving, Nucleus
Special: When the Greater Ooze loses 3 or more Stamina points in one go, part of it splits off and a Lesser Ooze appears next to it. The Toughness of the Lesser Ooze is determined by rolling the talent dice. Once per day, the Greater Ooze can create a new Lesser Ooze without the Greater Ooze losing Stamina. This Lesser Ooze has standard Stamina (see Lesser Ooze).
When a Lesser Ooze absorbs enough matter, or fuses with other Oozes, it becomes large enough to be called a Greater Ooze. When it does so, a ‘core' forms at its center called a nucleus; it prevents the Greater Ooze from collapsing under its own weight. If the nucleus is damaged or removed from the body, the Greater Ooze quivers and bursts, returning the slime to an immobile puddle. Typically a Greater Ooze doesn't move an awful lot anyway, but they can still be a terrible nuisance to any unfortunate creatures living nearby. From the expansive body of a Greater Ooze, Lesser Oozes split off and begin roaming the local area. If you've got an Ooze infestation, chances are there is a Greater Ooze wallowing somewhere nearby!
Orthros
Body: D6Mind: D4Charm: D6Stamina: 10
Talents: Special skill: Bite (D4), Multi-headed (D4)
Quirks: Animal, Disobedient
Special: An Orthros can be made up of many different dog breeds. When creating an Orthros, roll a D20 twice and check each result on the table below for the breed of each head (alternatively you may choose the two breeds you think fit best (or worst!)).
ResultBreed
1St Bernard
2Husky
3Pug
4Labrador
5German Shepherd
6Beagle
7Bulldog
8Chihuahua
9Great Dane
10Doberman
11Spaniel
12Dachshund
13Pomeranian
14Poodle
15Terrier
16Pointer
17Basset Hound
18Border Collie
19Papillon
20Mutt
The Orthros is a rare and exotic animal that looks like a small Cerberus with one less head or a rather large hound with one extra head. This magical breed of dogs is shown to give obedience difficulties, can be a bit clumsy, and their tails have a habit of knocking things down and breaking them. Despite them being tough to manage and being twice the handful of any ordinary pet, Orthros are rather good-natured at heart, and have twice the love to give!
Parasprite
Body: 1Mind: D4Charm: D8Stamina: 4
Talents: Consume: (D6), Fly (D6), Teeny Tiny (D6), Duplicate (D20)
Quirks: Animal, Entranced by music
Special: Must sucessfully use Consume talent before using Duplicate talent.
Parasprites are small bug-like creatures that eat with the kind of determination and gusto that belongs to creatures much bigger than them – much bigger and much hungrier creatures! Parasprites, if not caught early in an infestation, can cause a lot of trouble due to their hunger and more importantly, their ability to duplicate into two Parasprites after eating, just doubling your problems! If you don't catch a Parasprite swarm early enough, then there is only one way to solve the problem: to lead them away using music! Parasprites are entranced by music; the bigger the band, the more entranced they get. Clever ponies can use this weakness to lead Parasprites away from areas where they could be a problem.
Phoenix
Body: D4Mind: D8Charm: D8Stamina: 10
Talents: Fly (D8)
Quirks: Animal
Special: The first time during a session a Phoenix reaches 0 Stamina, they immediately regain 10 Stamina. Phoenixes are rare and beautiful birds that have a most curious life cycle. Every so often a Phoenix will become ill-looking, losing most of its feathers and becoming unable to fly. The Phoenix will, after a few days, explode into flames and shortly afterward become a small pile of ash.
Quarray Eel
Body: D20Mind: D4Charm: D4Stamina: 24
Talents: Special Skill: Biting (D10), Special Skill: Hiding (D12)
Quirks: Animal, Never leaves its Eelpit
Nopony has ever documented what a whole Quarray Eel looks like since they spend their entire lives inside their pits, and it would take a particularly foolish pony to try and get too close a look! Massive with nasty teeth, Quarray Eels will try to eat anything that comes near their pit. It is said that once a Quarray Eel has a hold of something or somepony it is almost impossible to get one to let go. Quarray Eels never leave their pits because they enjoy the cool and the dark within. These pits are always connected to one another with all the eels in a system working together as a family. Usually these cave systems are naturally forming but sometimes a family of Quarray Eels will move into an abandoned gem mine or even an underground dungeon – as long as it is damp and cold, the Quarray Eels love it!
Roc
Body: D20Mind: D12Charm: D6Stamina: 32
Talents: Fly (D12), Thick Hide (D4)
Quirks: Animal
Special: The Roc can fly in almost any weather due to its powerful magic wings of stone.
Special: A Roc cannot speak pony language, but can understand it.
Born of earth and a master of the air, the Roc is a gigantic bird with slates instead of feathers! Although scary, and indeed you shouldn't cross one without good reason, Rocs are very calm creatures and understand pony language quite well, though they cannot speak it. One thing that a Roc hates is being ridden – if it decides to carry anypony, it will do so in its great talons if it does so at all.
Sea Serpent
Body: D20Mind: D6Charm: D6Stamina: 26
Talents: Special skill: Swimming (D8), Thick Hide (D6)
Quirks: Short Fuse
Captain Hoofbeard 'ere. Let me tell yer a story of the great sea serpent. It was a dark and stormy night and I was sailin' the Luna ocean, sun gleamin' in the sky, clear water as far as yer eye could see. I spot a shadow no less'n 40 pony-lengths headin' straight fer me. The creature passed below my ship as I gave the order - a hard starboard and head fer land, I may be a brave soul but none, none I say can stand against the might of the sea serpent. With a deafenin' and terrible roar it leapt from the sea it did, and I saw the great scaled beast with dirty claws the size of swords and twice as sharp. The sea serpent is a cruel and terrifying creature, lurking beneath the waves…
Smooze
Body: D12Mind: D6Charm: D4Stamina: 18
Talents: Insubstantial (D6), Consume (D8), Magic Resistance (D12), Engulf (D8)
Quirks: Blob, Quiet
A properly made Smooze is nigh unstoppable, and has the potential to spread until it takes over all of Equestria! Luckily the Smooze is mostly just interested in smoozing, and smoozing-related activities. Although someponies can get confused, thinking that the Smooze is simply a mindless slime, mold, or an unthinking ooze, they couldn't be any further from the truth. The Smooze has feelings and dreams like other Equestrians... that said, his dreams generally involve smoozing and his feelings tend to be ambivalent toward non-Smoozes.
Giant Spider
Body: D6Mind: D6Charm: D4Stamina: 12
Talents: Spider-climb (D8), Web Sling (D6), Tremor Sense: Webs (D6)
Quirks: Fear: Sunlight, Fear: Fire
If you're wandering the deep, dark places of Equestria and you feel something brush against your mane, you should turn the other way. Chances are the giant spider that made the web already knows where you are and if it's feeling a bit bored or hungry, it'll be on its way. These enlarged arachnids are a lot stronger and more cunning than their common counterparts. Frequently a nest of giant spiders will form a ‘cluster' or gang, especially if they have a greedy or ambitious queen. Giant spiders hold an extreme loathing of bright light; they are most commonly found in deep cave networks or dense forests. They also dislike fire, as it can destroy their silk homes with ease.
Tatzlwurm
Body: D20Mind: D4Charm: D4Stamina: 24
Talents: Tremor Sense: Earth (D8), Burrow (D10), Poison Spray (D10)
Quirks: Animal, Hungry
It's as big as a house, it can tunnel through the earth and it can fire a poisonous mucus that is going to ruin anypony's day! It's the Tatzlwurm and the only consolation is that it generally lives very far away from ponies, though that isn't to say that it won't take the opportunity to gobble a few up if they should venture too close. Their long tounge-like appendages are capable of snagging creatures that may wander a bit too close. Tatzlwurms are solitary creatures as they find the vibrations others make infuriating, much preferring silence and solitude.
"Now remember, walk without rhythm, and we won't attract the worm." ~ The Mare'dib
Timberwolf
Body: D12Mind: D6Charm: D4Stamina: 18
Talents: Special Skill: Biting (D8), Special Skill: Running (D12)
Quirks: Animal, Weakness: Fire (D6), Fear: Fire
Timberwolves work together in teams to chase ponies that enter their woods. They are cunning and fast, not to mention they have a nasty bite! Although Timberwolves are scary, they are also very territorial, meaning they are usually content to chase ponies out of their forests, and rarely leave the woods unless something forces them to.
If you must deal with Timberwolves, take a Dragon with you: they fear the flame, and those that carry it. ~ Parchy Mustment
Twittermite
Body: 1Mind: D4Charm: D4Stamina: 4
Talents: Fly (D6), Teeny Tiny (D6), Shock! (D4)
Quirks: Animal
Twittermites are just about the biggest small problem that you can have. Although one is only going to give you a little shock, they like to live in big groups causing great electrical storms with their magical ability to create lightning! There have been several attempts in Equestria to ensure that Twittermite populations do not get out of hand. This includes the Cloudsdale Twittermite Education Act, which has gone a long way in educating young ponies about the dangers of Twittermites. In the CTEA it reads that all colts and fillies must be aware of the VIR protocol when dealing with Twittermites:
Verify that you saw a Twittermite. They are easily distinguishable by their blue color and their lightning-shaped bodies.
Inform your friends of what you saw, and inform the pest control ponies so that the proper steps can be taken.
Run away from a swarm of Twittermites as they can be very dangerous in groups.

"What potential difference can a Twittermite make? Currently, Twittermites are the spark that, if my shocking discoveries are true, could become a storm that hurts the ecosystem of Equestria! And it's all my volt… I mean fault." ~ Professor Blitzen
Ursa Minoru
Body: 3xD20Mind: D6Charm: D4Stamina: 66
Talents: Special Skill: Ferocious Fighter (D20), Thick Hide (D6)
Quirks: Animal, Cranky
The Ursas, both minor and major, are massive, supernatural bears often misunderstood as ferocious monsters. In reality, they are animals like any other—but when they get upset there is an awful lot of them to worry about! Despite its size, the Ursa minor is just a baby, and will react to things like any other baby animal.
Ursa Major
Body: 5xD20Mind: D8Charm: D8Stamina: 108
Talents: Special Skill: Ferocious Fighter (D20), Thick Hide (D20)
Quirks: Animal, Protective
The Ursa Major is a grown up version of the already massive Ursa Minor. If you ever meet one you should be very careful not to make it angry, especially by endangering its family. Many stories tell that the Ursa Major has the strength to destroy entire towns if it wants to, but is luckily content to live out its days in the darkest depths of the Everfree Forest.
Windigo
Body: D10Mind: D8Charm: D10Stamina: 18
Talents: Fly (D8), Insubstantial (D12), Friendship Thief (D6)
Quirks: Weakness: Friendship (D6)
The legend of the Windigos is as old as Equestria itself, mythical and malevolent beasts that prey off the conflicts of others. Some ponies say that the Windigos never existed, that they are a metaphor that was meant to teach young ponies the meaning of hearth's warming. Some ponies say that the Windigos went extinct long ago when ponies learned to work together in harmony. And some ponies... some ponies say that the Windigos are patient, that they are waiting for the day that Equestria falls into disharmony. The Windigos are the cold wind that pierces your winter coat, the unexpected and chilly breeze on an otherwise sunny afternoon. They were weakened, not defeated, brought low but not down. They wait for somepony to feed them the conflict they desire, and they are patient, oh so very patient.
Yak
Body: D12Mind: D6Charm: D4Stamina: 18
Talents: Special Skill: Destruction (D6)
Quirks: Choose one, Fussy
The Yaks of Yakyakistan are a strong and thick headed race, although it should be noted that thick headed is a compliment among the Yakyakistani. They are not, however, as thick skinned as they are thick headed, and like everything to be in a very exact manner. This can make it difficult to be friends with a Yak, but if you are able to get past their fussiness then you will find out for yourself the amazing beasts that Yaks are. Their culture is a beautiful one and their desire for perfection makes them excellent craftyaks. Yak carpets are valued for their intricate patterns and Yak food has a distinct and strong flavor.
"There was once a young yak named Jack, Conversation was something he did not lack, A-yak yak yak,yackety yak yak yak. He talked all the way down the Canterlot track, Talked all the way there and talked all the way back. A-yak yak yak, yackety yak yak yak." ~ Yak attack
Bear
Body: D10Mind: D4Charm: D6Stamina: 14
Talents: Special Skill: Scuffling (D6)
Quirks: Animal
Rabbit
Body: D4Mind: D4Charm: D4Stamina: 8
Talents: Special Skill: Running (D4)
Quirks: Animal
Dog
Body: D4Mind: D4Charm: D4Stamina: 8
Talents: Special Skill: Tracking (D4)
Quirks: Animal
Cat
Body: D4Mind: D4Charm: D4Stamina: 8
Talents: Special Skill: Sneaking (D4)
Quirks: Animal

Mouse
Body: 1Mind: D4Charm: D4Stamina: 4
Talents: Teeny Tiny (D4)
Quirks: Animal
Bird
Body: D4Mind: D4Charm: D4Stamina: 8
Talents: Fly (D4)
Quirks: Animal
Catfolk
Body: D6Mind: D6Charm: D6Stamina: 12
Talents: Nimble (D6), Rogue (D6)
Quirks: Choose one
Cats have a natural dexterity and charm that makes them adept rogues, smooth talking or sneaking their way though dense city streets as the situation demands. Though a few never learn the skill, most adventuring cats make use of the prehensile tails – an extra pseudo-limb for delecate manipulations or last minute saves.
Lizardfolk
Body: D6Mind: D6Charm: D6Stamina: 12
Talents: Bulky (D6), Shrewd (D6)
Quirks: Choose one
Lizardfolk vary wildly in looks between individuals. Some are short, some tall. Some have frills on their heads, others have horns on their snouts – the most impressice have horns and frills on their heads. Scales cover their bodies, mostly in dark greens, reds, browns, and sometimes blues. Typically they have long, thick tails which are not fully prehensile so cannot be used for delecate manipulations like the tail of a cat, but they do pack a powerful punch if swung in the right direction. Even if they don't all look massive, Lizardfolk are naturally muscular.

Creature Trait Reference

DieBodyMindCharm
D4WeakUnschooledOff-putting
D6AverageAverageAverage
D8FitSmartSweet
D10AthleticScholarlyConvincing
D12One of the bestWiseCharismatic
D20The peak of excellenceThe peak of excellenceThe peak of excellence
HigherLegendaryAlmost omniscienceEthereal beauty