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These strange beasts are widely used by Orisaarland. Though the knights of that place do not ride into battle, these are still widely used in daily life. They are slow and unintelligent, but they make light of burdens. Their main uses in war are in supply lines, and to power their pirate-hunting vessels in the Swabbie Sea. These creatures can weigh thrice as much as a bull, and are proportionately strong.

Hadruses are partially bipedal; they are able to stand on two legs, but as they grow to full size, they find it easier to walk on all fours. 

In the wild, hadruses are herbivores. They delight in all fruit, but primarily eat grasses. Domesticated breeds develop smaller skull crests, none are sure why. These breeds were adapted to thrive on seaweed, but they like apples best. Their ability to eat seaweed allows Sandringer ships to keep several hadruses for longer voyages. 

The damage silhouette is unusual. Some numbers are assigned to two different locations. This represents how hard it is to hit a hadrus' head from the rear, or one of its right feet from the left side. If two locations share a number, apply damage to the location closest to the character. That is, if your character is standing in front of it and rolls a 2x3 hit, it hits the right foreleg and not the left hindleg. If it’s standing by the tail and rolls a 2x10, the damage goes into the torso instead of the head.


Hit Loc # Armor Hit Boxes Shocked Status 
Head 9-10 1 LAR ▢▢▢▢ ▢▢▢▢ ▢▢▢▢
▢▢▢▢ ▢▢▢▢ ▢▢▢▢
Stunned for 1d10 turns, then regains 1S
Back 9-10 1 LAR 0 - Damage goes to Body  
Body 7-9 1 LAR ▢▢▢▢ ▢▢▢▢ ▢▢▢▢
▢▢▢▢ ▢▢▢▢ ▢▢▢▢
▢▢▢▢ ▢▢▢▢ ▢▢▢▢
▢▢▢▢ ▢▢▢▢ ▢▢▢▢
Body Stat to 1d
L Forearm 5-6 1 LAR ▢▢▢▢ ▢▢▢▢ ▢▢▢▢
▢▢▢▢ ▢▢▢▢ ▢▢▢▢
Half Speed
R Forearm 3-4 1 LAR ▢▢▢▢ ▢▢▢▢ ▢▢▢▢
▢▢▢▢ ▢▢▢▢ ▢▢▢▢
Quarter Speed, cannot attack
L Hindleg 2 1 LAR ▢▢▢▢ ▢▢▢▢ ▢▢▢▢
▢▢▢▢ ▢▢▢▢ ▢▢▢▢
1yd/turn
R Hindleg 1 1 LAR ▢▢▢▢ ▢▢▢▢ ▢▢▢▢
▢▢▢▢ ▢▢▢▢ ▢▢▢▢
Immobile

Body  7-8                     Coord 1-3                       Sense 1


Bite    1                                                               Hearing 3

Run 1-2                                                                Sight 1

Swim 2-3 +HD 

Trample 2                                  


Trainability: 6
Tricks: 5
Special: --
Movement: 10’ per round. Each die in a Run set adds 5’ to their movement rate.

Attacking: A bite is wK, AP1. Trampling causes w+2S, ignores armor, and causes automatic knockdown.