Life expectancy 40 - 50 yr.
They make good barbarians, fighters and rangers.
Their diet is varied and opportunistic, including small
mammals, birds' eggs, berries, and carrion, which they are adept at tearing
with their strong jaws and a specialized upper molar.
They are well-suited for cold conditions, with the ability to find food even from frozen carcasses.
Natural Armour: (thick fur): +1 AC
Frenzied Bloodlust: When they become Wounded, Carcajou gain an additional free attack. This resets when they are no longer Wounded.
Scent: gain advantage on Perception if scent is present.
Gluttonous: Carcajou cannot let potential food go unassessed
for edibility; that includes almost any carcass they come across. Such
potential food items do include humans except among individuals acclimatised to
human company. The habit requires a fairly thorough assessment by sight and
smell, eating as much as can be eaten at a sitting (raw), taking what can be
carried and hiding the rest for ‘on the way back’. This is a compulsion and attempting to ignore it will lead to an inability to sleep. Sleep is impossible until a course of action is taken that will lead to the compulsion being fulfilled. This negates all the usual benefits of sleep, including natural healing. E.g. on passing a potentially edible carcass, a carcajou won't sleep until they decide to go back and check it. After that point, they can sleep until they reach it. If it is gone, they now cannot sleep until they find it. If they do find it they must assess it and deal with it immediately. If they cannot find it because it has been moved they must determine what happened to it and if it has been eaten, the issue is resolved. If not, GM's discretion.
Most carcajou cannot ride horses, as the mounts bolt, and most carcajou would rather eat a horse anyway. Carcajou Rangers can get round this by making their horse their animal companion. Some clans breed their own ponies, that are not skittish around them. These are tough mounts but give no warning when Carcajou are nearby.
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