SWURPG
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Massiff

DR 1

Beast · Medium·Recommended levels: 2-3

AC
15(Thick Hide and Spiked Collar (natural armor))
HP
20(3d8+6)
Speed
40 ft
Initiative
+3

Abilities

STR
16
+3
DEX
12
+1
CON
14
+2
INT
3
-4
WIS
12
+1
CHA
6
-2

Saves

  • STR +5
  • CON +4

Skills

  • Perception +4
  • Athletics +5

Languages

Traits

Trained War Beast

The Massiff has advantage on saving throws against being Charmed or Frightened, and it does not hesitate or flee while its handler or bonded master is within 30 feet.

Relentless Charge

If the Massiff moves at least 20 ft straight toward a creature and then hits it with a Bite attack on the same turn, the target must succeed on a DC 13 Strength saving throw or be knocked Prone.

Actions

BiteMelee Weapon Attack
To hit
+5
Range
5 ft
Target
one target
Hit
9 (1d10+3) kinetic damage

Lore

Massiffs are powerful, boar-like war beasts bred and trained for combat, guarding, and intimidation. Broad-shouldered and low to the ground, with thick hides and reinforced skulls, they are built to smash through resistance rather than stalk prey. Their presence alone is often enough to make intruders hesitate.

Unlike wild predators, Massiffs are disciplined. They respond to handlers, follow commands, and hold territory with stubborn determination. A Massiff does not test its opponent—it charges, trusting its armor and momentum to break defenses. Once engaged, it stays locked on its target until driven off or slain.

Across the galaxy, Massiffs are used as perimeter guards, arena beasts, and shock animals in raids. Whether fitted with spiked collars or reinforced plating, they are living battering rams, unleashed when someone wants a problem solved quickly and violently.

In Play

Massiffs are direct and aggressive. They open combat by charging the nearest visible threat, attempting to knock targets prone with Relentless Charge before following up with brutal Bite attacks.

They excel at holding choke points, guarding entrances, and breaking enemy lines. Massiffs rarely retreat and will fight to the death if defending a handler, den, or assigned territory. When paired with intelligent enemies, Massiffs are often used to force movement and disrupt formations while their allies exploit the chaos.

Adventure Hooks

  1. Guard BeastsA fortified compound relies on Massiffs instead of automated defenses. Sneaking in means dealing with creatures that don’t trigger sensors—and don’t back down.
  2. Arena ReleaseThe party is trapped in a fighting pit as Massiffs are released to test new combatants. Escape requires outlasting or outmaneuvering the beasts.
  3. Broken LeashA transport accident frees several Massiffs into a nearby settlement. Their handlers are missing, and the beasts treat the area as hostile territory.