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More Animals

Several new animals are mentioned in the Pendragon Book of the Manor, named as examples in the listing for “Animal Enclosures.” I doubt that most of these stats would be used in a game, even if some wicked caitiff released Guenever’s entire zoo. I give their stats here simply for their amusement value, and to be obsessively complete.
The information given here is generally taken from Medieval Bestiaries, with a few gregisms thrown in for color. elephant

Note that some of the animals cause a knight to attempt certain Trait or Passion rolls. The reason behind this is that the animal exhibits the Trait, and if the knight sees that Trait in himself, then it gives cause for reflection upon it.

Contents

Ape
Camels
Camelopardus
Crocodile
Elephant
Oryx
Ostrich
Python
Tyger
zebra

Ape

Erroneously, I called this monkey in the Pendragon Book of the Manor.

This is a hairy creature that walks on all fours, or sometimes upright. Apes are born in pairs. The mother loves one and hates the other. When pursued, she carries her favorite in her arms, while the other clings desperately to her back. If the pursuit is long she gets tired and drops her favorite, while carrying the other to safety.

They travel in families of ten to thirty adults, half of which are male. The males are bigger than females and fierce fighters, working in coordinated groups.

The stat is for a male ape.
Ape SIZ 8 Move 3 Major Wound 14
DEX 15 Damage 3d6 Unconscious 6
STR 18 Heal Rate 3 Knockdown 8
CON 14 Hit Points 22 Armor 2
Avoidance: 5
Modifier to Valorous: 0
Glory to Kill: 10
Attacks: scratch 18, bite 15 (add 2d6 damage)
They normally attack in groups and claw madly at a foe, or jump on a foe’s back and bite.

Knights viewing the mother carrying its baby to safety must attempt a Love (Family) roll.

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Camel

These camels are dromedaries. Camels are significantly taller than horses, and a warrior fighting from camel back gets a +5 bonus for height advantage against horse-mounted foes.

Furthermore, each winter a camel spends in Britain or Europe north of the Mediterranean, the owner must make a Camel Survival roll, whereupon a roll of 01-07 indicates that the desert creature has died due to the cold. camel

SIZ 55 Move 6 Major Wound 12
DEX 17 Damage 6d6 Unconscious 12
STR 20 Heal Rate 3 Knockdown 55
CON 12 Hit Points 48 Armor 5
Avoidance: 3
Modifier to Valorous: 0, BUT their odor frightens horses, so a Horsemanship roll is necessary.
Glory to Kill: 10
Attacks: bite 15
Note: Dromedaries are sometimes steeds for Saracens, as detailed in i>Advanced Character Generation for KAP5. They are combat trained.

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Camelopardus

Erroneously, in Pendragon Book of the Manor, this was called a Giraffe.

The cameleopard, is so called because it has the head of head of a camel, but the spots of a leopard. Its feet are like an ox, and its neck is like a horses, but so long and tall, while its rear legs are so short, that it looks like it is sitting down.

SIZ 30 Move 7 Major Wound 18
DEX 10 Damage 2d6 Unconscious 12
STR 15 Heal Rate 3 Knockdown 30
CON 18 Hit Points 48 Armor 3
Avoidance: 0
Modifier to Valorous: 0
Glory to Kill: 10
Attacks: trample 10

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Crocodile

The crocodile is a creature from the Nile River, and an excellent swimmer. Its skin is impervious to all weapons. It weeps after devouring a human. This one is average sized, but of course young ones are smaller, and since it continues to grow all its life, can be large, much larger, or hugely larger too. It is said that it can be killed only by the hydra, which is devoured and eats its way out through the crocodile’s stomach; by the sawback dolphin, which swims under is and cuts its belly open. Both of these give suggestions of how men might slay it. crocodile

SIZ 25 Move 2(8 in water) Major Wound 20
DEX 4 Damage 6d6 Unconscious 14
STR 20 Heal Rate 3 Knockdown 25
CON 20 Hit Points 45 Armor 25
Avoidance: 2, 10 in the water
Modifier to Valorous: -5
Glory to Kill: 100
Attacks: bite 18, tail bash (behind it only) 18

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Elephant

Elephant males are reluctant to mate. When they wish to conceive a pair of them find a mandrake tree and feed each other with its fruits. As a result, they copulate and the female is impregnated. She gives birth in water to protect her young from the dragons that are enemies of elephants. They are naturally peaceful and merciful. They have no knee joins and cannot lie down, for they will never rise again. They sleep leaning against trees. elephant

SIZ 45 Move 5 Major Wound 20
DEX 12 Damage 9d6 Unconscious 16
STR 40 Heal Rate 6 Knockdown 45
CON 20 Hit Points 65 Armor 7
Avoidance: 0
Modifier to Valorous: 0
Glory to Kill: 100

Attacks: Trample 16, Grapple 14 (tosses target 1d6+5 yards; 6d6).

Knights viewing the elephant pregnancy ritual must attempt a Chaste roll.

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Oryx

This is an African and Arabian antelope. It has horns that are like saws, and with them it can cut down trees. It is fierce and so wild that hunters can barely ever catch it. Sometimes it gets its horns tangled in certain bushes and cannot free itself. It is then helpless before the hunters. anelope

SIZ 20 Move 9 Major Wound 20
DEX 25 Damage 5d6 Unconscious 10
STR 25 Heal Rate 5 Knockdown 20
CON 20 Hit Points 40 Armor 8
Avoidance: 25
Modifier to Valorous: +5
Glory to Kill: 5
Attacks: charge 20, +3d6 damage for success; antler attack 25, hooves 15, normal damage.
Oryx try to avoid predators, including human hunters. If cornered, they fight fiercely.

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Ostrich

The ostrich is the largest of birds. It has cloven hooves and can run faster than a horse. Though it has wings, it cannot fly. It is very stupid, burying its eggs and forgetting where they are. It tries to hide by putting its head in bushes, thinking it cannot be seen by that which it cannot see. It can digest anything, even iron. When pursued, it throws rocks back at its enemies with its feet. ostrich

SIZ 12 Move 11 Major Wound 20
DEX 25 Damage 4d6 Unconscious 8
STR 15 Heal Rate 3 Knockdown 12
CON 20 Hit Points 32 Armor 2
Avoidance: 0
Modifier to Valorous: 0
Glory to Kill: 10
Attacks: throw rocks 20

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Python

Pythons are gigantic snakes which kill its prey by strangulation. They grow large enough to crush elephants. The sample is a typical one. snake

SIZ 15 Move 4 Major Wound 20
DEX 10 Damage 6d6 Unconscious 9
STR 20 Heal Rate 4 Knockdown n/a
CON 20 Hit Points 35 Armor 5
Avoidance: 5
Modifier to Valorous: -5
Glory to Kill: 25
Attacks: wrap 16
A python will try to wrap itself around its prey, and once successful will use its STR against the victim’s STR in an opposed roll. If the python is successful it does its full damage, if unsuccessful, the victim breaks loose. Armor protects against this. If wrapped, a man cannot use weapons to fight back.

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Tyger

The tyger is a spotted animal that is very swift and strong. It is from Hyrcania. It is extremely vain, and loves itself even more than its family. Even if it is pursuing a hunter who has stolen its cub, a tyger will stop and admire itself in a mirror. tyger

SIZ 30 Move 10 Major Wound 20
DEX 35 Damage 8d6 Unconscious 13
STR 40 Heal Rate 5 Knockdown 30
CON 20 Hit Points 50 Armor 10
Avoidance: 10
Modifier to Valor: -5
Glory to Kill: 250
Attacks: Right paw 20, left paw 15, separate attacks against one or two targets, or one bite 25.

Knights viewing the tiger being distracted by its reflection must attempt a Proud roll.

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Zebra

Zebras are small, horse-like animals from Africa. They are white, with black stripes They live in herds and are quite cowardly, and abandon the elderly when in flight and leave them to their hunters.

SIZ 22 Move 5 Major Wound 16
DEX 12 Damage 3d6 Unconscious 10
STR 15 Heal Rate 3 Knockdown 22
CON 16 Hit Points 38 Armor 3
Avoidance: 10
Modifier to Valor: 0
Glory to Kill: 5
Attacks: kick 15

Knights viewing the zebra abandoning its elders must attempt a Cruel roll.

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