Sacred Animals
Back to Weird Wars Sacred Animals

Some Deadlands: Weird Wars House Rules

by T. Jordan "Greywolf" Peacock


Egyptian Blessed
Pantheon
Miracles Master List
New Miracles
Sacred Animals


There are a number of different animals that Egyptian Blessed might be able to change into. Therefore, it might help the Marshal to have some recommended statistics for them. Please note that a Blessed who changes into a Sacred Animal retains his Cognition, Knowledge, Smarts and Spirit.

"Night Vision" means that the creature can see in all but total darkness as if it were daylight. Unless specified otherwise, claw/bite attacks only do STR damage.

Please note that some Aptitudes are listed for Traits that the Blessed will be carrying over into animal form. In that case, use the Blessed's die type instead of that of the animal. However, if a Blessed ever botches while taking on the form of a Sacred Animal, he adopts all the Mental Traits as well, and is stuck in this form until the full duration of the Miracle expires.


Baboon (Hapi, Thoth)
DeftNimbStrQuicVigCogKnoSmarMienSpirSizePace
3d103d82d63d82d63d63d42d61d62d638

Aptitudes: climbin' 5d8; dodge 3d8; fightin': brawlin' 2d8; sneak 2d8; ridicule 3d6

Special Abilities:

  • Two-Fisted

  • Cat, Small (Bast)
    DeftNimbStrQuicVigCogKnoSmarMienSpirSizePace
    1d43d121d42d122d61d61d41d61d61d6212

    Aptitudes: climbin' 4d12; dodge 2d12; fightin': brawlin' 2d12; sneak 5d12

    Special Abilities:

  • Night Vision

  • Cat, Large (Cougar, Leopard, Panther, Jaguar) (Bast)
    DeftNimbStrQuicVigCogKnoSmarMienSpirSizePace
    1d43d104d62d122d82d101d41d41d82d4622

    Aptitudes: climbin' 4d10; dodge 2d10; fightin': brawlin' 4d10; sneak 3d10; overawe 2d8

    Special Abilities:

  • Night Vision
  • Bite: STR+1d4

  • Cat, Large (Lion) (Bast, Sekhmet, Shu/Tefnut)
    DeftNimbStrQuicVigCogKnoSmarMienSpirSizePace
    1d43d84d102d102d122d81d41d41d102d4820

    Aptitudes: fightin': brawlin' 4d8; sneak 3d8; overawe 3d10

    Special Abilities:

  • Night Vision
  • Bite/Claws: STR+1d4

  • Cat, Large (Cheetah) (Bast)
    DeftNimbStrQuicVigCogKnoSmarMienSpirSizePace
    1d43d124d63d122d82d81d41d41d62d4524

    Aptitudes: dodge 2d10; fightin': brawlin' 2d12; sneak 2d12

    Special Abilities:

  • Night Vision
  • Bite: STR+1d4
  • Sprinter: When using "Giddyap" to go faster, roll d12 instead of d4.

  • Cow (or Bull) (Hathor/Sekhmet)
    DeftNimbStrQuicVigCogKnoSmarMienSpirSizePace
    1d42d103d102d63d101d41d41d41d41d4910

    Aptitudes: fightin': brawlin' 1d10

    Special Abilities:

  • Horns (Bulls only): STR+1d6

  • Crocodile (Set, Sobek)
    DeftNimbStrQuicVigCogKnoSmarMienSpirSizePace
    1d43d82d101d123d101d61d41d41d61d468

    Aptitudes: fightin': brawlin' 3d8; swimmin' 3d8; overawe 3d6

    Special Abilities:

  • Armor: AV -2 to all locations except underbelly
  • Bite: STR+1d8
  • Dormant: Can settle into a riverbank (once sufficiently fed) and go into a dormant state, not needing to surface to breathe or eat for approximately three weeks straight.
  • Sprinter: When using "Giddyap", can spend up to 3 Wind for up to 3d4 extra yards per round.

  • Falcon (or Kite) (Horus, Isis (Kite), Qehbehsenuef, Ra)
    DeftNimbStrQuicVigCogKnoSmarMienSpirSizePace
    1d83d81d62d102d41d101d41d41d61d626

    Aptitudes: fightin': brawlin' 2d8; sneak 2d8 (5d8 from air)

    Special Abilities:

  • Flying: Pace 20
  • Beak: STR. Suffers no modifier for called shots with beak attack.
  • Superior Vision: +4 to all Cognition rolls to spot something at a distance; caster's Cognition is increased by one die type while in this form.
  • Alert: Always rolls Cognition against Foolproof (3) TN to avoid surprise.

  • Hippopotamus (Set)
    DeftNimbStrQuicVigCogKnoSmarMienSpirSizePace
    1d41d84d123d84d101d41d41d41d81d6108

    Aptitudes: fightin': brawlin' 3d8; sneak (in water only) 4d8; swimmin' 5d8; overawe 3d8

    Special Abilities:

  • Bite: STR+1d6

  • Ibis (Thoth)
    DeftNimbStrQuicVigCogKnoSmarMienSpirSizePace
    1d82d61d42d82d82d101d41d41d41d648

    Aptitudes: fightin': brawlin' 1d6; trade: fishing 3d4

    Special Abilities:

  • Flying: Pace 20
  • Beak: STR. Suffers no modifier for called shots with beak attack.
  • Superior Vision: +4 to all Cognition rolls to spot something at a distance; caster's Cognition is increased by one die type while in this form.
  • Alert: Always rolls Cognition against Foolproof (3) TN to avoid surprise.

  • Jackal or Dog (Anubis, Duamutef, Wapwawet)
    DeftNimbStrQuicVigCogKnoSmarMienSpirSizePace
    1d43d83d62d84d81d42d62d62d62d6412

    Aptitudes: fightin': brawlin' 3d8; filchin' 2d4; sneak 2d8; trackin' 5d6; survival: desert 3d6; overawe 2d6

    Special Abilities:

  • Bite: STR+1d4

  • Scorpion (Selkis)
    DeftNimbStrQuicVigCogKnoSmarMienSpirSizePace
    1d42d61d4-23d101d41d41d41d41d41d414

    Aptitudes: fightin': brawlin' 2d6

    Special Abilities:

  • Damage: Sting (STR + poison)
  • Poison: If a bite causes a wound, the victim must make a Hard (9) Vigor roll. If he is successful, the bitten area swells painfully. If it's a limb, it cannot be used for 1d6 days. If it's the guts or noggin, the victim must spend the next 1d6 days in bed resting. If he fails the check, he will die in 1d4 hours unless someone makes a Hard (9) medicine roll before the last half hour.

  • Serpent (Set)
    DeftNimbStrQuicVigCogKnoSmarMienSpirSizePace
    1d41d61d44d12+22d42d101d41d41d81d426

    Aptitudes: fightin': brawlin' 4d6; overawe 2d8

    Special Abilities:

  • Poison: If a bite causes a wound, the victim must make a Hard (9) Vigor roll. If he is successful, the bitten area swells painfully. If it's a limb, it cannot be used for 1d6 days. If it's the guts or noggin, the victim must spend the next 1d6 days in bed resting. If he fails the check, he will die in 1d4 hours unless someone makes a Hard (9) medicine roll before the last half hour.
  • Flexibility: A serpent can crawl through spaces as small as 2 inches in diameter.

  • Egyptian Blessed
    Pantheon
    Miracles Master List
    New Miracles
    Sacred Animals


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