HeroQuest
Players Handbook

written by Jonathan Long

Familiars



Lesser Familiars

Attack Dice2
Defend Dice2
Body Points3
Mind Points2
Feat of Strength7
Feat of Dexterity5



Cat: Movement 1D10

Infravision: The Cat has the ability to "see" in the dark. When moving down a dark corridor or in a dark room, it can see heat and sense motion. Any character within 5 open spaces of the Cat can be seen. If the Druid is travelling with the Cat, he/she may look through its eyes, thus also gaining the ability.

Sneak Attack: The Cat is quick and silent. It may sneak past monsters in its path by rolling anything but a skull. If the Cat is the first character to enter a room, its attack is raised by one Combat Die. This ability may only be used if the Cat is moving independently of the Druid.

Giant Rat: Movement 1D10

Plague: The Rat's attack carries disease. If the Rat attacks by itself, and it successfully takes off at least one Body Point, the character will continue to lose one Body Point until death unless the disease is removed by a pure potion. This disease is magical and will even affect creatures normally unaffected by it.

Rat Pack: Rats move in groups. Every time the Druid and Rat enter a room with another Rat in it, you roll 1D6. On a roll of 4 or higher, the Rat joins you, and your specs go up to reflect it. One roll per Rat.

At any time should the Druid lose the familiar, he/she may pick up a rat by entering a room with a rat on the furniture, and rolling 1D8. On a roll of 7 or 8, the Rat becomes the new familiar for the duration of that game. The Druid may chose at the beginning of the next game if he/she will keep the Rat or pick a new familiar.

Giant Frog: Movement 1D10

Poison: The Frog's attack is venomous. If the Frog attacks by itself, and it successfully takes off at least one Body Point, the character will continue to lose one Body Point until death unless the venom is removed by a Venom Antidote. This venom is magical and will even affect creatures normally unaffected by it.

Fire Resistance: The Frog's moist skin gives it a natural resistance to fire. The Frog gets an extra two red die (2D6) in defence to all fire attacks: Firestorm, Ball of Flame, DragonFlame, Fire of Wrath, etc. If the Druid is moving with the Frog, they get this resistance also.

Great Horned Owl: Movement 1D12 (or 2D6)

Infravision: The Owl has the ability to "see" in the dark. When moving down a dark corridor or in a dark room, it can see heat and sense motion. Any character within 5 open spaces of the Owl can be seen. If the Druid is travelling with the Owl, he/she may look through its eyes, thus also gaining the ability.

Shriek: The Owl has a shriek which will instil fear in any monster in earshot. Monsters affected will lose 2 combat die in both attack and defend (will not lower below 1). Monsters defend by rolling 1D6 per each Mind Point. On a roll of 6, they regain their confidence.

Dragonet: Movement 1D12 (or 2D6)

FlameLick: Once per game the Dragonet may blow flame on one adjacent character. This flame will inflict 2 Body Points of damage. The victim then rolls two red die (2D6). For each 5 or 6 rolled, the damage is reduced by 1 Body Point.

FrostLick: Once per game the Dragonet may blow icicles at one adjacent character. These icicles will inflict 2 Body Points of damage. The victim then rolls two red die (2D6). For each 5 or 6 rolled, the damage is reduced by 1 Body Point.

Bane Resistance: As Dragon-kin, the Dragonet is immune to DragonBane. If the Druid is moving with the Dragonet, he/she also gains this immunity.

Golden Eagle: Movement 2D12

Flying Attack: If the Eagle is independently attacking a flying creature, it may attack twice in one turn.

Quick Response: If the Eagle is attacked with any kind of projectile weapon or spell, it gets one extra combat die, or one extra red die (1D6), in defence. Eagle Eyes: When the Eagle is moving with the Druid, the Druid may look through the eyes of the Eagle, vastly improving his/her own accuracy with projectiles. Any monster attacked by the Druid using this ability loses one combat die in defence.

Intermediate Familiars

Attack Dice2
Defend Dice2
Body Points3
Mind Points2
Feat of Strength7
Feat of Dexterity5



Lynx: Movement 2D6

Infravision: The Lynx has the ability to "see" in the dark. When moving down a dark corridor or in a dark room, it can see heat and sense motion. Any character within 5 open spaces of the Lynx can be seen. If the Druid is travelling with the Lynx, he/she may look through its eyes, thus also gaining the ability.

Sneak Attack: The Lynx is quick and silent. It may sneak past monsters in its path by rolling anything but a skull. If the Lynx is the first character to enter a room, its attack is raised by two Combat Die. This ability may only be used if the Lynx is moving independently of the Druid.

Badger: Movement 1D10

Aggressive Nature: The badger is by nature an ornery animal. If it is ever singled out and attacked apart from the Druid, it goes into a bezerk frenzy and its attack goes up by two die, and it gets two attacks until it can no longer "see" a monster.

Tenacious*(1): Typical of your species, you show a great deal of tenacity in the face of terrible odds. If you suffer body hits from a trap or attack which lower your Body Points to zero, once per game you may reset them to one.

Diamond Back Rattlesnake: Movement 2D10

Defend = 4
Sneaky: The Rattler is quick and silent. It may sneak past monsters in its path by rolling anything but a black shield.

Poison: This viper's attack is venomous. If the snake attacks by itself, and it successfully takes off at least one Body Point, the character will continue to lose two Body Point until death unless the venom is removed by a Venom Antidote. This venom is magical and will even affect creatures normally unaffected by it.

Quick Response: The Rattler has lightening quick reflexes, and has a higher defend than the other intermediate familiars (4). If the Druid is travelling with the snake, he/she gains an additional 4 attack die (without having to subtract one), instead of the usual 2.

Racoon: Movement 2D6

Mind Points=4 Feat of Dex=12
Infravision: The Coon has the ability to "see" in the dark. When moving down a dark corridor or in a dark room, it can see heat and sense motion. Any character within 5 open spaces of the ringtail can be seen. If the Druid is travelling with the Racoon, he/she may look through its eyes, thus also gaining the ability.

Cunning: The Racoon is an extremely intelligent animal, and has very skilled hands. The Coon can disarm traps and pick locks without a toolkit on a D20 roll of 12 or lower.

Fox: Movement 2D8

Attack =4 Mind Points =4
Scent: The Fox has an excellent sense of smell, and can detect even the slightest air currents coming from secret doors, which it detects automatically from a two space radius.

Tactical Advantage: The Fox is an extremely cunning animal who instinctively knows how to keep his opponent off balance while attacking, and thus has a higher attack (4). The Fox may also perform a Coup De Grace. If the Fox successfully lowers a Character to one Body Point, the Druid may order a Coup De Grace. At this point, both the Fox and the victim roll 1D6 per Mind Point. If the die total for the Fox is higher, the Coup De Grace is successful.

Greater Familiars

Attack Dice2
Defend Dice2
Body Points3
Mind Points2
Feat of Strength7
Feat of Dexterity5



Note: Greater Familiars DO set off traps and activate rooms.

Puma: Movement 2D10

Infravision: The Puma has the ability to "see" in the dark. When moving down a dark corridor or in a dark room, it can see heat and sense motion. Any character within 5 open spaces of the Puma can be seen. If the Druid is travelling with the Puma, he/she may look through its eyes, thus also gaining the ability.

Sneak Attack: The Puma is quick and silent. It may sneak past monsters in its path by rolling anything but a skull. If the Puma is the first character to enter a room, its attack is raised by three Combat Die. This ability may only be used if the Puma is moving independently of the Druid.

Hyena: Movement 2D10

Bezerk: The Hyena is by nature a viscous animal, and twice per game it may go "bezerk". During this time, the Hyena gets one extra attack and one extra attack die until it can no longer "see" a monster.

Carrion Craving: The Hyena is a scavenger who feeds off the remains of dead animals. Your Hyena has gained a particular liking for the taste of Undead creatures. Whenever the Hyena attacks a bodily Undead (Phantoms, Bean Sidhes, Undines, and Spectres are incorporeal) , his/her attack goes up by one Combat Die. In fact, the Hyena loves it so much it will often skip a turn after a big battle to finish off one of them. (Eating Undead remains is not considered an action, but is considered to be disgusting.)

Razorback: Movement 2D8

Feat of Str =12
Aggressive Nature: The Warthog is by nature an ornery animal. If it is ever singled out and attacked apart from the Druid, it goes into a bezerk frenzy and its attack goes up by one die until it can no longer "see" a monster.

Tenacious*(1): Typical of your species, you show a great deal of tenacity in the face of terrible odds. If you suffer body hits from a trap or attack which lower your Body Points to zero, once per game you may reset them to one.

Double Attack: The Warthog excels in close combat, and may attack two adjacent characters in one turn.

Grizzly Bear: Movement 2D6

Feat of Str. =17 Attack =6
Claws: The Grizzly has massive claws which it may use to attack any two adjacent characters each turn.

Roar: Five times per game the Bear may stand up on its hind legs and roar. This instils fear in every monster in earshot. Characters affected lose 4 dice in both attack and defend (although it will never lower a character below 1), and may not attack for 1D8 turns. Monsters defend by rolling 1D8 per Mind Point. If they roll an 8, they regain their confidence.

White-tailed Stag: Movement 2D8

Attack =5
Antlers: The Deer has antlers which it uses with great skill in combat. If being attacked by an adjacent character, the Deer's defend goes up by one.

Danger Sense: The Deer has a great feel for danger. Whenever the Druid pulls a "Wandering Monster", the Deer may attack first, even if it has already performed an action that turn.
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