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Deep Cheep

Deep Cheep live mostly underwater, and only rarely venture to the surface. They like to rapidly beat their fins to foam up the water they’re in, and then strike from bubbly cover.

Deep Cheep
Rank 2 Natural Blaster
HP: 20 MP: 24 SP: 12
Defense: 8 (Medium) Concentration: 12
Initiative: +5 Evasion: 13
Size: Small Vitality: 14
Movement: 6 (Swimming), 1 (Walking)
Spurt Water Damage: 12, Water
To-Hit Check: +8 Range: Projectile 6
Bubblemath Damage: 13, Water
8 Magic Range: Burst 1
If the affected area is in or under water, it becomes Foaming Water.
Jump Attack Damage: 17
6 Stamina Range: Jump 6, Melee
You jump towards your target in a straight line, landing next to them, even if you have already reached you maximum Movement for the turn. You are Off-Balance until the start of your next turn. This attack cannot be performed if you are Halted or Slowed.
Sushie’s Tidal Wave Damage: 13, Water
8 Magic Range: Blast 3
Roll To-Hit Target’s Concentration; on success, target is Soaked.
Default Weapon: Deep Cheep Water Spurt
(Rank 2 Natural Rod, Water)
Accuracy: 4 Attack: 8 Durability: 9
Flying Fish (Passive)
This creature’s Walking speed is reduced to 1. While on the surface of the water, this creature can jump as if its Athletics were 5 points higher. (Horiz. 6; Vert 4).
Limited Intelligence
Immunity: Foaming Water
Combat 4 Willpower 4 Accuracy 4
Hearts 5 Magic 6 Stamina 3
Athletics 5 Arcana 1 Nature 3
Civilization 0 Perception 3 Agility 5
Fortitude 4 Influence 1 Command 0
Intimidate 2 Discipline 2 Insight 2
Mechanics 0 Perform 0 Guile 1
Smithing 0 Enchanting 0 Cooking 0
Drops 5x Deep Cheep Meat (Rank 2 Food Ingredient)
2x Deep Cheep Fin (Rank 2 Critter, Spongy)

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This is a mirror of Reclaim the Wild's supplement Ravage the Wild's rules and and is based on the publicly available PDFs of it. This website isn't in any way affiliated with either Nintendo, or the Reclaim the Wild's team.