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Bellabump ● Beast ● Large

Good natured and friendly, Bellabumps are herbivores that live in herds. They only attack when they feel threatened or to protect another member of their herd.
Bellabumps are every seasoned travelers best friend. They are more intelligent than horses. They are more durable than oxen. They require less maintenance than camels. Bellabumps take to their owners quickly and become fiercely loyal to them. Their high level of intelligence makes them easy to train and therefore they are quite useful as combat mounts as well.
Wild Bellabumps are standoffish and prefer to run rather than fight. Their strength makes them difficult to capture and this means the simplest way is to steal the young from their nests or get their eggs. Bellabumps will attack and attempt to kill anyone who meddles with their young.

Special Characteristics
  • Mount: This creature is suitable as a mount
    • Trample: 6
    • Special Attack: Tail Slap
  • Durable: A Bellabump can survive for 7 days with no food and 5 days with no water.

Bellabumps usually attack in groups. One will use its Movement to Headbutt and Tail Slap while wounded Bellabumps fall back and Lick Wounds, Tail Slapping anyone who comes within Reach. A single Bellabump will usually focus on one target and stay on the move to try to use its Tail Slap.

Adventure Hook

Incoming Herd – A Bellabump herd is heading towards a loggers’ camp out in the wilderness. If the herd hits the camp, it will likely be destroyed.

Bellabump Stats

PD: 4     MD: 2     AD: 2

Health: 22      Tenacity: 16

Initiative: 5      Speed: 8     Resilience: 3

Bra: 6     Fin: 2     Ref: 3
Int: 2     Wit: 2     Awa: 2
Cha: 3    Per: 2     Com: 2

Skills: Acrobatics 1, Athletics 3, Detection 1, Natural Attack 1, Nature 2

Traits: Friendly ● Good-Natured ● Loyal

Primary Actions

Tail Slap
Melee Attack
4D + 1 vs PD
Deals 1d8 + 5 damage.

Secondary Actions

Melee Attack
4D + 1 vs PD
Deals 3 damage.

Lick Wounds
3 / Combat
The Bellabump heals 5 Vitality.


Tail Slap
Melee Attack
〇 A Foe moves Out Of a hex in Reach.
4D + 1 vs. PD
Deals 1d6 + 3 damage and the Target is Moved 2 hexes.

Questions, Comments, Thoughts, Concerns?