
Cheshires are massive feline predators that stalk the arid steppes and shadowed canyons of Tarisia. Standing taller at the shoulder than most Fenn, these cunning hunters possess oversized, gaping maws lined with jagged teeth and a pair of long, sinuous tails used to lash and batter their prey. Their short coats range from muted dust to dark purple hues, blending easily into the rocky terrain they claim as their territory. Their distinctive smiles have earned them the nickname Grinning Shadows.
A Cheshire’s most feared adaptation is its natural affinity for Miraj. Rather than physically disappearing, the creature projects an illusion that conceals its presence within the minds of its prey. The deception is imperfect, however, and cannot fully conceal the Cheshire’s salivating maw. Those fortunate enough to pierce the illusion may first glimpse only a disembodied grin and glistening teeth prowling toward them through the air.
Cheshires are patient and cruel hunters, often stalking and harrying wounded prey before finally moving in for the kill. Though typically solitary, small packs occasionally cooperate to surround and bring down creatures far larger than themselves.
Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d12, Vigor d10
Skills: Athletics d8, Fighting d10, Intimidation d8, Miraj d8, Notice d10, Stealth d10, Survival d10
Pace: 8; Parry: 7; Toughness: 9
Special Abilities:
- Bite/Claws: Str+d4, AP 1. Cheshires add +2 to Athletics rolls made to climb, and climb at their full Pace.
- Cruel Hunter: Cheshires instinctively toy with frightened or wounded prey, striking before disappearing back beneath their Mirage. When a Cheshire Shakes or Wounds a target with a melee attack, it may immediately move up to its Pace without triggering a Free Attack, even if it has already moved this turn.
- Mirage: A Cheshire instinctively uses Miraj to conceal its presence in the mind of its prey. As a limited free action, it may make a Miraj roll and select one target within Spirit. With success, the Cheshire becomes invisible to that target, and Notice rolls and attacks against the Cheshire are made at −4. With a raise, it may affect any number of targets within Spirit. The effect ends if the Cheshire attacks, is Shaken, or chooses to end it.
- Night Vision: Cheshires ignore penalties for Dim and Dark Illumination.
- Pack Hunter: Cheshires become increasingly vicious when attacking prey surrounded by their pack. A Cheshire adds its current Gang Up bonus to melee damage rolls.
- Pounce: Cheshires leap twice as far as normal when pouncing on their prey. If a Cheshire makes a Wild Attack after moving at least 3”, it adds +4 to its damage instead of +2.
- Size 2: Most Cheshires weigh over a ton and stand more than four feet tall at the shoulder.
- Tail Whip: Str+d6.
- Unsettling Grin: A Cheshire’s Mirage cannot completely conceal its presence. A character may make a Notice roll at −4 to detect the creature. With success, they spot its telltale salivating grin moving through the air. With a raise, they can also discern the faint, shimmering outline of the beast itself, reducing the penalty to attacks against it to −2.
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