Compatible with Dragonbane RPG.


Description
: Small men carved from wood, animated by magic. Usually serve a mage or other spellcaster by protecting an area, acting as an alarm, or doing menial tasks.

Resistance: Half damage from normal piercing and bludgeoning weapons, Fire does double damage and limits their actions to movement or one normal initiative action (attack, evade, cast, etc)

A little known fact about Animanikin is that they can be destroyed with a successful Dispel at Power Level 2. The caster suffers a Bane on the roll. Successful dispel renders the Animanikin completely inert.

*If more than one Animanikin are involved in the same battle, all act on the same initiative.

Ferocity: 1*            Size: Small
Movement: 8        Armor: 2 (Natural)          HP: 10

MONSTER ATTACKS

D6 Attacks:

1: They Know Kung Fu?!? Throws a punch or a kick at one target dealing 2d6 bludgeoning damage.

2: Alarm! The Animanikin lets out a very loud bell sound to alert anyone within hearing range to the presence of intruders. Any other creatures and/or other Animanikin come to the aid of the one who raised the alarm as soon as possible. (The GM may choose any suitably annoying sound.)

3: Whirling Fury: The Animanikin hits all creatures within 2 meters for 1d8 bludgeoning damage.

4: Invisible Sheath: Produces a wooden dart from an interdimensional sheath and throws it up to 10 meters at one target for 1d8 piercing damage.

5: Gust of Magical Force: Draws a magic sigil in the air and projects it up to 8 meters at one target. The sigil knocks the target back 2d6 meters inflicting the same amount in bludgeoning damage and knocking the target prone. Armor has no effect. The sigil can be dodged. The sigil remains until the beginning of the Animanikin’s next turn.

6: Flying Kick! The Animanikin lets out a mighty yell and rushes up to an additional 4 meters, launching itself into the air and crashes down with a powerful roundhouse kick that does 2d6 bludgeoning damage.