High Noon at Midnight
Cursed beasts are often hybrid animals, a fusion of two or more different beasts stitched together with dire sorcery, or a combination of beast and base material (such as snow and dead flesh). Other times they’re ancient creatures time would’ve been better off forgetting.
Mysterious things, cursed beasts are often capable of coming and going as they please. In some times and places, they are called “cryptids” because at their core, they seem unknowable. Cursed beasts include dire coyotes, frostwalkers, hellfire steeds, and sulfur stalkers.
In a more enlightened age, cursed beasts might exist in entirely different taxonomies. But times are what they are, and the following are generally considered to be members of the cursed beasts category: chupacabras, quetzalsaurs, grizzly bulls, deathtumblers, jackalopes, and nightcrawlers.
Part huge dog, part crocodile; quilled like a porcupine.
Level 3, Speed defense as level 4 due to quickness, stealth and perception as level 7;
health 13; Armor 2; bites for a moderate wound (5 points); long‑range quill attack puts target to sleep
for one hour on a failed difficulty 5 Might defense roll (target can try to wake each round)
Giraffe‑sized monstrosity with a 40‑foot (12 m) wingspan.
Level 6, Speed defense as level 4 due to size; health 33;
Armor 2; flies a long distance each round; beak attack for a moderate wound (7 points); vomits up two zombie helpers
(corpses of past victims) once per conflict
Bison bull magically crossed with a grizzly bear.
Level 6, Speed defense as level 5 due to size, breaking through walls as level 8; health 28; Armor 1; horns attack deal 6 points of damage; if a foe within immediate range misses the bull, the grizzly bull gets an immediate extra attack
Human‑sized tumbleweeds whose “thorns” are actually animal fangs.
Level 3, Speed defense as level 4, disguise (as rotting carrion) as level 6; slashes with toothed branches for a minor wound (3 points); mundane attacks against deathtumbler deal only 1 point of damage each; attacks all targets in immediate area if it has surprise, dealing damage and, on a failed Might defense roll, 3 additional points of
Speed damage (ignores Armor)
Jackrabbit with the horns of an antelope.
Level 2, Speed defense as level 4, stealth and illusions as level 5; moves a long distance each round, immediate when burrowing; gores with antlers for a minor wound (3 points); creates illusion that can fill a short area and lasts for ten minutes or until interacted with
20‑foot (6 m) long earthworm with skin stripped from past prey.
Level 4, Speed defense as level 3; bite deals 5 points of damage