Warning! This index of all currently published Codex of Creation entries is missing detailed information based on the various Creations, Orders, Metaraces, Species, Variants and other such categories that are described in detail in the dedicated Codex for each Order (found in the main Codex of Creation menu). Use this list for research purposes, or quick reference/access, but ensure that you know all pertinent details for each entry if using them in anyway.
Creature Name | Creation | Order | Metagroup (Metarace) | Group, Species, or Race | Subgroup or Variant | Class or Role | Rank, Age or Title | Alternate Names | publish? | Origins | Climate | Habitat | Level | HP (at lvl) | XP | Threat Rating | Size | Size Mod | Melee Mod | Ranged Mod | Spirit Mod | Faith Mod | Defense | Resistances | Stats | Languages | Senses | Form | Armor | Weapons | Alternate | Skills | Traits | Extra | Drops | Description | Traits (for Google Sheets only) | Placeholder | Training/Control Methods | Mount Type | Racial Preferences |
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Cloudbank Imp | Second | Denizen | Elemental | Elemental Imp | Cloud | Regular | Cloud Mephit | yes | Realm (Elemental Borders), Alignment (Evil), Polarity (Balance) | Extra Planar | Sky, Mountain | 3 | 39 (25+3d8) | 24 (1.58 x15.1) | 4 | Small (Upright) | -2 | +3 Hit; 5% Crit. (96+); -1 Damage | +2 Hit; 5% Crit. (96+) | +3 Hit; 5% Crit. (96+) | +2 Hit; 5% Crit. (96+) | AC 24; Armor 8; Dodge 16 Illusionary Appearance: If a Cloudbank Imp remains perfectly still it appears small patch of fog; Death Effect: upon reaching 0 HP explodes in a 1" radius cloud burst causing 1d4 water or air damage and a T2 Knock Down effect. The radius remains as a patch of thick fog that breaks LoS, for up to 1 hour or until otherwise dissipated.; Thunderous Body: Anytime they are struck in melee, the attacker is Deafened.; Blurred Form: +10AC against any attack requiring conventional sight |
Arcane 22; Elemental 20; Natural 20; Holy 24; Demonic 22; Mental 21 | Move 4; Str 6; Agil 11; Stam 10; Int 11; Wis 10; Avd 16; Per 10; Res 12; Init 12; Cha 6 | Elemental Tongue, Aquan & Auran | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Hide, Thick x4 | Cloud Claw: 1d4 physical + 4 water damage | Cloud Breath: Exhales a cone of thunderclouds, inflicting 2d4 damage (treat as both water and air damage), targets are Deafened for 1 round. All LoS within or through the cone is broken until the start of the imp's next turn. |
Can cast the following spells once per day as a T2 caster: Cloudburst (Burst action, treat as a Thunderclap that can also cause Knockdown) Cloud Ward (Ward instant, treat as a combination of Water Ward & Air Ward) |
Flyer I: 2x movement while flying Hardened II (Water & Air): Incoming damage of these types is reduced by half Sensitivity II (Earth & Heat): Incoming damage of these types is doubled Breath II: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits an 8" length by 3" width cone (or cone template), use Ranged attack modifiers against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Death Effect: Special ability or effect that is triggered immediately upon the death of the creature Tri Damage (Physical, Water, Air): Typical or majority of attacks/skills count as three damage types |
Typically found in packs of 4 to 8 |
1d3 Aether + 1d3 Everice | Aloof imp-like creatures whose bodies are shrouded in churning clouds and elemental air. Native to the Great Cloudbanks, the elemental border realm between the Realm of Storms and the Realm of Stillness. | n/a | n/a | ||||
Acid Pixie | Second | Fey | Fey Folk | Sprite | Acid Pixie | Familiar | yes | Realm (The Furnace), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Swamp, Volcanic | 3 | 19 (9+3d6) | 15 (0.89 x16.4) | 3 | Tiny (Upright) | -4 | +10 Hit; 8% Crit. (93+); -1 Damage | +7 Hit; 7% Crit. (94+) | +6 Hit; 6% Crit. (95+) | +9 Hit; 7% Crit. (94+) | AC 20; Armor 4; Dodge 16 Heat Blend: when in warm or hot temperatures can blend in with its environment, effectively becoming invisible, but cannot take actions while doing so |
Arcane 28; Elemental 10; Natural 22; Holy 18; Demonic 26; Mental 31 | Move 4; Str 4; Agil 18; Stam 5; Int 14; Wis 17; Avd 16; Per 15; Res 9; Init 9; Cha 13 | Sprite, Ignan & Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Rejuvenating: When its Substance or physical form is destroyed in the Realm of Strife its Spirit and/or Soul lives on, either returning to its Realm of Origin or being anchored within some form of physical object or remains, allowing it to take physical form again (see Extra for details). This effectively makes the creature immortal unless slain within its own Realm of Origin or if the anchored object is destroyed before it can reform itself. |
Cloth x4 | Acid Fingers: main hand, must touch, 1d4+1 caustic damage, roll vs. Elemental Resist + Dodge | Smell Magic: natural senses act as detect magic Caustic Pixie Dust: thrice per day, instant, 2' range, causes the surface it lands on to be coated in a sticky powder slime for up to 1 hour. If hit by any liquid or caustic power the Casutic Pixie Dust becomes highly corrosive, applying 3 stacks of Corrosion on the target. Once per day the Pixie can also command its own dust to spontaneously become corrosive (treat as an instant) Acidify: T3 Amplify instant, 1/day Melt Magic: Dispel instant/action, 2/day Acid Arrow: T1 Missile action, can cast twice per action, 3 actions/hour |
Aura II: Passive effects in 2" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Flyer I: 2x movement while flying Docile: Will typically not attack unless provoked/threatened |
Volatile Elemental Fire Aura: 2" radius, effects caster and allies of their choice, grants +3 spell dam with Caustic powers and generates 1d4 fury and vigor per rnd where applicable |
1d4-1 Caustic Pixie Dust | Acid Pixies are tiny Fey Folk corrupted and driven mad by volatile fire magic. They vaguely resemble a tiny childlike elf with wings shimmering yellow and green wings that appear similar in form to those of a dragonfly or butterfly. Timid and mostly insane, they are obsessed with causing mayhem and destruction, but only when they think they can get away with no one notcing them. They are generally docile and avoid combat, using their natural environments to hide away whenever possible. However when angered or threatened their pale yellow hair seems to bubble and broil with caustic vapors. They are prized by spirit users and collectors due to their innate ability to sense magic by smell, their magical caustic pixie dust, and the aura of volatile elemental fire that they radiate. They will willingly serve a master, especially a spirit user who focuses on destruction or devestation powers, seeing it as an opportunity to burn and melt higns without reprisal. | n/a & n/a | n/a | Elves & Gnomes (+1) | |||||
Dustfury Imp | Second | Denizen | Elemental | Elemental Imp | Dust | Regular | Dust Mephit | yes | Realm (Elemental Borders), Alignment (Evil), Polarity (Balance) | Extra Planar | Desert, Plain | 3 | 39 (25+3d8) | 24 (1.58 x15.3) | 4 | Small (Upright) | -2 | +6 Hit; 6% Crit. (95+); -1 Damage | +4 Hit; 6% Crit. (95+) | +1 Hit; 5% Crit. (96+) | +3 Hit; 5% Crit. (96+) | AC 38; Armor 20; Dodge 18 Illusionary Appearance: If a Dustfury Imp remains perfectly still it appears as natural dust-devil; Death Effect: upon reaching 0 HP explodes in a 1" radius of debris causing 1d6 earth or air damage that blinds targets for 1 round.; Blurred Form: +10AC against any attack requiring conventional sight |
Arcane 18; Elemental 20; Natural 21; Holy 20; Demonic 21; Mental 20 | Move 4; Str 6; Agil 14; Stam 10; Int 9; Wis 11; Avd 18; Per 12; Res 10; Init 12; Cha 4 | Elemental Tongue, Auran & Terran | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Hide, Earthen x4 | Dust Claw: 1d4 physical + 4 air damage | Dust Breath: Exhales a cone of dust at high velocity, inflicting 2d4 damage (treated as both earth and air damage) and blinding targets for 1 round. All LoS within or through the cone is broken until the start of the imp's next turn. |
Can cast the following spells once per day as a T2 caster: Sand Blaster (Beam action) Dust Ward (Ward instant, treat as a combination of Earth Ward & Air Ward) |
Flyer I: 2x movement while flying Hardened II (Earth & Air): Incoming damage of these types is reduced by half Sensitivity II (Fire & Water): Incoming damage of these types is doubled Breath II: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits an 8" length by 3" width cone (or cone template), use Ranged attack modifiers against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Death Effect: Special ability or effect that is triggered immediately upon the death of the creature Tri Damage (Physical, Air, Earth): Typical or majority of attacks/skills count as three damage types |
Typically found in packs of 4 to 8 |
1d3 Thaumatite ore + 1d3 Aether | Morbid imp-like creatures whose bodies constantly swirl with dust. Native to to the Dustfury desert, the elemental border realm between the Realm of Storms and the Forge. | n/a | n/a | ||||
Magmasea Imp | Second | Denizen | Elemental | Elemental Imp | Magma | Regular | Magma Mephit | yes | Realm (Elemental Borders), Alignment (Evil), Polarity (Balance) | Extra Planar | Volcanic, Subterranean | 3 | 44 (30+3d8) | 25 (1.75 x14.5) | 4 | Small (Upright) | -2 | +4 Hit; 6% Crit. (95+) | +2 Hit; 5% Crit. (96+) | -1 Hit; 4% Crit. (97+) | +2 Hit; 5% Crit. (96+) | AC 32; Armor 20; Dodge 12 Illusionary Appearance: If a Magmasea Imp remains perfectly still it appears as a mound of magma; Death Effect: upon reaching 0 HP explodes in a 1" radius of magma globules causing 1d8 fire and physical damage |
Arcane 14; Elemental 24; Natural 22; Holy 20; Demonic 20; Mental 17 | Move 4; Str 8; Agil 12; Stam 12; Int 7; Wis 10; Avd 12; Per 10; Res 10; Init 10; Cha 5 | Elemental Tongue, Ignan & Terran | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Hide, Earthen x4 | Magma Claw: 1d4 physical + 4 fire damage | Molten Breath: Exhales a cone of hot air mixed with globs of molten earth, inflicting 2d4 fire damage and snaring targets for 1 round, after which they take and additional 1d4 fire damage |
Can cast the following spells once per day as a T2 caster: Magma Bind (Burst action, treat as Earth Bind that inflicts only 1d8 damage, but if binding inflicts 1d8 fire damage next round) Magma Ward (Ward instant, treat as a combination of Earth Ward & Fire Ward) |
Flyer I: 2x movement while flying Hardened II (Fire & Earth): Incoming damage of these types is reduced by half Sensitivity II (Air & Water): Incoming damage of these types is doubled Breath II: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits an 8" length by 3" width cone (or cone template), use Ranged attack modifiers against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Death Effect: Special ability or effect that is triggered immediately upon the death of the creature Tri Damage (Physical, Fire, Earth): Typical or majority of attacks/skills count as three damage types Toughness I: Negates all incoming damage by 1 |
Typically found in packs of 4 to 8 |
1d3 Thaumatite ore + 1d3 Brimstone | Dull imp-like creatures comprised of glowing magma. Native to the Magma Sea, the elemental border realm between the Forge and the Furnace. | n/a | n/a | ||||
Muckmire Imp | Second | Denizen | Elemental | Elemental Imp | Mud | Regular | Mud Mephit | yes | Realm (Elemental Borders), Alignment (Evil), Polarity (Order) | Extra Planar | Swamp, Forest/Jungle | 3 | 44 (30+3d8) | 30 (2.11 x14.3) | 4 | Small (Upright) | -2 | +4 Hit; 6% Crit. (95+); -1 Damage | +2 Hit; 5% Crit. (96+) | +1 Hit; 5% Crit. (96+) | +3 Hit; 5% Crit. (96+) | AC 30; Armor 20; Dodge 10 Illusionary Appearance: If a Muckmire Imp remains perfectly still it appears as a mound of ordinary mud; Death Effect: upon reaching 0 HP explodes in a 1" radius of viscous mud causing 1d4 earth or water damage and snaring targets caught in its radius. This radius counts as difficult terrain for up to 1 day. |
Arcane 18; Elemental 24; Natural 23; Holy 14; Demonic 18; Mental 20 | Move 4; Str 7; Agil 12; Stam 12; Int 9; Wis 11; Avd 10; Per 10; Res 7; Init 10; Cha 3 | Elemental Tongue, Aquan & Terran | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Fluid: Natural form is a fluid; immune to physical damage and effects unless runecrafted, enchanted, or otherwise magical (roll vs resistance+dodge); can fit through almost any space and take on almost any form, but can still be contained by solid matter; treats all sides as frontal arc Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Hide, Earthen x4 | Muck Claw: 1d4 physical + 4 water damage | Mud Breath: Exhales a cone of thick mud, inflicting 2d4 damage (treated as both earth and water damage), targets are snared, suffer -15 to hit/cast, and cannot use reactions for 1 full round. |
Can cast the following spells once per day as a T2 caster: Mud Bind (Burst action, treat as Earth Bind that inflicts only 1d8 damage, but if binding slows the target for 1 round) Mud Ward (Ward instant, treat as a combination of Earth Ward & Water Ward) |
Flyer I: 2x movement while flying Hardened II (Water & Earth): Incoming damage of these types is reduced by half Sensitivity II (Air & Heat): Incoming damage of these types is doubled Breath II: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits an 8" length by 3" width cone (or cone template), use Ranged attack modifiers against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Death Effect: Special ability or effect that is triggered immediately upon the death of the creature Tri Damage (Physical, Earth, Water): Typical or majority of attacks/skills count as three damage types Toughness I: Negates all incoming damage by 1 |
Typically found in packs of 4 to 8 |
1d3 Thaumatite ore + 1d3 Everice | Ornery imp-like creatures whose fluidic bodies are comprised of thick muddy elemental water. Native to the Muchmire Beaches, the elemental morder realm between the Realm of Stillness and the Forge. | n/a | n/a | ||||
Ashenwaste Imp | Second | Denizen | Elemental | Elemental Imp | Smoke | Regular | Smoke Mephit | yes | Realm (Elemental Borders), Alignment (Evil), Polarity (Chaos) | Extra Planar | Rural, Ruins/Dungeon | 3 | 44 (30+3d8) | 21 (1.58 x13.6) | 4 | Small (Upright) | -2 | +6 Hit; 6% Crit. (95+); -1 Damage | +4 Hit; 6% Crit. (95+) | +2 Hit; 5% Crit. (96+) | +2 Hit; 5% Crit. (96+) | AC 26; Armor 8; Dodge 18 Illusionary Appearance: If a Ashenwaste Imp remains perfectly still it appears cloud of smoke; Death Effect: upon reaching 0 HP explodes in a 1" radius of burning embers causing 1d8+2 heat damage. Leaves behind an area of cinders that inflicts 1d4 fire damage to anyone that ends their turn in it.; Blurred Form: +10AC against any attack requiring conventional sight |
Arcane 20; Elemental 24; Natural 22; Holy 22; Demonic 21; Mental 20 | Move 4; Str 6; Agil 14; Stam 12; Int 10; Wis 10; Avd 18; Per 12; Res 11; Init 14; Cha 8 | Elemental Tongue, Ignan & Auran | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Hide, Thick x4 | Smoke Claw: 1d4 physical + 4 fire damage | Smoke Breath: Exhales a cone of hot black smoke, inflicting 2d4 heat damage and blinding targets for 1 round. The cone counts as shadow until the start fo the imp's next turn. |
Can cast the following spells once per day as a T2 caster: Cinder Beam (Beam action, treat as Aero Beam but with the sustained damage effects of Heat Ray, which can be triggered by allied Ashenwaste imps casting the same power) Smoke Ward (Ward instant, treat as a combination of Air Ward & Fire Ward) |
Flyer I: 2x movement while flying Hardened II (Fire & Air): Incoming damage of these types is reduced by half Sensitivity II (Earth & Water): Incoming damage of these types is doubled Breath II: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits an 8" length by 3" width cone (or cone template), use Ranged attack modifiers against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Death Effect: Special ability or effect that is triggered immediately upon the death of the creature Tri Damage (Physical, Fire, Air): Typical or majority of attacks/skills count as three damage types |
Typically found in packs of 4 to 8 |
1d3 Brimstone + 1d3 Aether | Deceptive imp-like creatures whose bodies billow thick black smoke. Native to the Ashenwaste, the elemental border realm between the Realm of Storms and the Furnace. | n/a | n/a | ||||
Steamreach Imp | Second | Denizen | Elemental | Elemental Imp | Steam | Regular | Steam Mephit | yes | Realm (Elemental Borders), Alignment (Evil), Polarity (Balance) | Extra Planar | Volcanic, Fresh Water | 3 | 39 (25+3d8) | 24 (1.9 x12.7) | 4 | Small (Upright) | -2 | +3 Hit; 5% Crit. (96+); -1 Damage | +2 Hit; 5% Crit. (96+) | +3 Hit; 5% Crit. (96+) | +2 Hit; 5% Crit. (96+) | AC 24; Armor 8; Dodge 16 Illusionary Appearance: If a Steamreach Imp remains perfectly still it appears swirling column of steam; Death Effect: upon reaching 0 HP explodes in a 1" radius of scalding steam causing 1d8+2 heat damage; Blurred Form: +10AC against any attack requiring conventional sight |
Arcane 22; Elemental 20; Natural 20; Holy 24; Demonic 22; Mental 21 | Move 4; Str 6; Agil 11; Stam 10; Int 11; Wis 10; Avd 16; Per 10; Res 12; Init 14; Cha 7 | Elemental Tongue, Aquan & Ignan | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Fluid: Natural form is a fluid; immune to physical damage and effects unless runecrafted, enchanted, or otherwise magical (roll vs resistance+dodge); can fit through almost any space and take on almost any form, but can still be contained by solid matter; treats all sides as frontal arc Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Hide, Thick x4 | Steam Claw: 1d4 physical + 4 heat damage | Steam Breath: Exhales a cone of scalding steam, inflicting 2d4+2 heat damage. All LoS within or through the cone is broken until the start of the imp's next turn. |
Can cast the following spells once per day as a T2 caster: Steam Jet (Beam action, treat as Water Jet but with the sustained damage effects of Heat Ray, which can be triggered by allied Steamreach imps casting the same power) Steam Ward (Ward instant, treat as a combination of Water Ward & Fire Ward) |
Flyer I: 2x movement while flying Hardened II (Water & Heat): Incoming damage of these types is reduced by half Sensitivity II (Earth & Air): Incoming damage of these types is doubled Breath II: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits an 8" length by 3" width cone (or cone template), use Ranged attack modifiers against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Death Effect: Special ability or effect that is triggered immediately upon the death of the creature Tri Damage (Physical, Fire, Water): Typical or majority of attacks/skills count as three damage types |
Typically found in packs of 4 to 8 |
1d3 Brimstone + 1d3 Everice | Temperamental imp-like creatures whose fluidic bodies are comprised of boiling elemental water. Native to the Steamreach, the elemental border realm between the Realm of Stillness and the Furnace. | n/a | n/a | ||||
Aetherium Imp | Second | Denizen | Elemental | Elemental Imp | Air | Regular | Air Mephit | yes | Realm (Storms), Alignment (Evil), Polarity (Chaos) | Extra Planar | Sky, Mountain | 2 | 25 (16+2d8) | 17 (1.76 x9.9) | 3 | Small (Upright) | -2 | +2 Hit; 5% Crit. (96+); -1 Damage | +2 Hit; 5% Crit. (96+) | +2 Hit; 5% Crit. (96+) | +1 Hit; 4% Crit. (97+) | AC 24; Armor 8; Dodge 16 Illusionary Appearance: If an Aetherium Imp remains perfectly still it appears as swirling debris; Death Effect: upon reaching 0 HP explodes in a 1" radius whirlwind that causes 1d6 wind damage and knocks back any target that is medium or less in size. |
Arcane 22; Elemental 16; Natural 18; Holy 24; Demonic 22; Mental 21 | Move 4; Str 6; Agil 11; Stam 8; Int 11; Wis 10; Avd 16; Per 11; Res 12; Init 12; Cha 6 | Elemental Tongue & Auran | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Hide, Thick x4 | Aether Claw: 1d4 physical + 2 air damage | Wind Breath: Exhales a cone of fierce winds, inflicting 1d6 air damage |
Can cast the following spells once per day as a T2 caster: Earth Bind (Burst action) Earth Ward (Ward instant) |
Flyer I: 2x movement while flying Immune (Air): Immune to this type of damage and any associated effects Sensitivity (Earth): Incoming damage of this type is doubled Breath II: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits an 8" length by 3" width cone (or cone template), use Ranged attack modifiers against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Death Effect: Special ability or effect that is triggered immediately upon the death of the creature Dual Damage (Physical & Air): Typical or majority of attacks/skills count as two damage types |
Typically found in packs of 4 to 8 |
1d6 Aether | Menacing imp-like creatures whose bodies are buffeted by ever swirling winds. Native to the Aetherium Expanse found within the Realm of Storms | n/a | n/a | ||||
Forge Imp | Second | Denizen | Elemental | Elemental Imp | Earth | Regular | Earth Mephit | yes | Realm (The Forge), Alignment (Evil), Polarity (Order) | Extra Planar | Subterranean, Rural | 2 | 33 (24+2d8) | 20 (1.6 x12.6) | 3 | Small (Upright) | -2 | 0 Hit; 4% Crit. (97+) | 0 Hit; 4% Crit. (97+) | -2 Hit; 3% Crit. (98+) | +1 Hit; 4% Crit. (97+) | AC 30; Armor 20; Dodge 10 Illusionary Appearance: If an Forge Imp remains perfectly still it appears as a pile of small stones; Death Effect: upon reaching 0 HP explodes in a 1" radius of stone shards causing 1d8+2 earth damage |
Arcane 14; Elemental 24; Natural 22; Holy 26; Demonic 23; Mental 17 | Move 4; Str 9; Agil 9; Stam 12; Int 7; Wis 10; Avd 10; Per 9; Res 13; Init 10; Cha 5 | Elemental Tongue & Terran | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Hide, Earthen x4 | Forge Claw: 1d4+2 physical damage | Stone Breath: Exhales a cone of jagged gravel, inflicting 1d6 earth damage |
Can cast the following spells once per day as a T2 caster: Aerobeam (Beam action) Wind Ward (Ward instant) |
Immune (Earth): Immune to this type of damage and any associated effects Sensitivity (Air): Incoming damage of this type is doubled Breath II: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits an 8" length by 3" width cone (or cone template), use Ranged attack modifiers against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Death Effect: Special ability or effect that is triggered immediately upon the death of the creature Dual Damage (Physical & Earth): Typical or majority of attacks/skills count as two damage types |
Typically found in packs of 4 to 8 |
1d6 Thaumatite ore | Plodding imp-like creatures whose bodies are covered in jagged stone. Native to the Earthen Plains, Crystalline Forests, and Mineral Steppes found within the Forge Realm. | n/a | n/a | ||||
Furnace Imp | Second | Denizen | Elemental | Elemental Imp | Fire | Regular | Fire Mephit | yes | Realm (The Furnace), Alignment (Evil), Polarity (Chaos) | Extra Planar | Volcanic, Rural | 2 | 25 (16+2d8) | 20 (1.94 x10.4) | 3 | Small (Upright) | -2 | +4 Hit; 5% Crit. (96+); -1 Damage | +1 Hit; 4% Crit. (97+) | -1 Hit; 4% Crit. (97+) | +1 Hit; 4% Crit. (97+) | AC 21; Armor 8; Dodge 13 Illusionary Appearance: If an Furnace Imp remains perfectly still it appears as a small natural fire; Death Effect: upon reaching 0 HP explodes in a 1" radius of flame causing 1d8 fire damage. Leaves behind an area of cinders that inflicts 1d4 fire damage to anyone that ends their turn in it. |
Arcane 16; Elemental 16; Natural 18; Holy 16; Demonic 18; Mental 18 | Move 4; Str 6; Agil 13; Stam 8; Int 8; Wis 10; Avd 13; Per 10; Res 8; Init 11; Cha 6 | Elemental Tongue & Ignan | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Hide, Thick x4 | Furnace Claw: 1d4 physical + 2 heat damage | Flame Breath: Exhales a cone of flame, inflicting 1d6 fire damage |
Heat Aura: Radiates the heat the the Furnace, inflicting 2 auto-heat damage in a 1" radius Can cast the following spells once per day as a T2 caster: Heat Ray (Beam action, sustained damage effects can be triggered by allied Furnace imps casting the same power) Flame Ward (Ward instant) |
Flyer I: 2x movement while flying Aura I: Passive effects in 1" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Immune (Fire): Immune to this type of damage and any associated effects Sensitivity (Water): Incoming damage of this type is doubled Breath II: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits an 8" length by 3" width cone (or cone template), use Ranged attack modifiers against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Death Effect: Special ability or effect that is triggered immediately upon the death of the creature Dual Damage (Physical & Fire): Typical or majority of attacks/skills count as two damage types |
Typically found in packs of 4 to 8 |
1d6 Brimstone | Rageful imp-like creatures whose bodies are wreathed in flame. Native to the Scalding Plains, Crags of Sulfuron, and Great Lakes of Fire found within the Furnace Realm | n/a | n/a | ||||
Alicorn | Second | Fey | Chimera | Equine | Magical | Adult | yes | Realm (Wonders), Alignment (Good), Polarity (Order) | Tropical/Temperate | Forest/Jungle, Sky | 2 | 39 (26+2d12) | 40 (2.34 x16.9) | 5 | Large (Prone) | 2; Crushing Blow 2 | +5 Hit; 6% Crit. (95+); +1 Damage | +7 Hit; 6% Crit. (95+) | -3 Hit; 3% Crit. (98+) | +4 Hit; 5% Crit. (96+) | AC 22; Armor 12; Dodge 10 Can wear up to Plate Armor |
Arcane 12; Elemental 26; Natural 26; Holy 20; Demonic 23; Mental 19 | Move 7; Str 15; Agil 14; Stam 13; Int 6; Wis 13; Avd 10; Per 16; Res 10; Init 14; Cha 5 | Equine "Speech", Common & Telepathy | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Rejuvenating: When its Substance or physical form is destroyed in the Realm of Strife its Spirit and/or Soul lives on, either returning to its Realm of Origin or being anchored within some form of physical object or remains, allowing it to take physical form again (see Extra for details). This effectively makes the creature immortal unless slain within its own Realm of Origin or if the anchored object is destroyed before it can reform itself. |
Fur/Hair x6 plus Feathers, Dense x2 | Hoof (1d12) & Horn (1d6) Can surrender horn attack to auto cast dispel magic/cure disease/revmove curse, must touch | Wind Buffet: Action, 90° frontal arc, if w/in 6" must pass str test to move toward Pegasus, -20 hit when targeting Pegasus or rider with ranged Anti-magic: Action, automatically blocks the next spirit power used against the Unicorn and/or its rider (once/battle) |
Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Trample IV: 4d6 dam, does not effect targets of equal size or larger than the creature Mulekick III: if engaged in close combat in both front and back, may make an extra (3d6 dam) rear arc melee attack |
Mount |
0-1 Alicorn Horn (small) | Affection & Insight | Flying, can't be broken (must willingly choose to be used as a mount) | Wild & High Elves (+2), Humans (+1), Half Orcs (-3) Orcs (-2), Half-Elves, Minotaurs, Centaurs & Kayden (-1) | ||||||
Anaconda | Second | Beast | Reptile | Serpent | Constrictor | Ambusher | Adult | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Swamp, Forest/Jungle | 2 | 39 (26+2d12) | 16 (1.33 x12.1) | 3 | Large (Prone) | 2; Crushing Blow 2 | +6 Hit; 6% Crit. (95+); +1 Damage | +8 Hit; 7% Crit. (94+) | -7 Hit; 2% Crit. (99+) | 0 Hit; 4% Crit. (97+) | AC 29; Armor 15; Dodge 14 |
Arcane 4; Elemental 26; Natural 22; Holy 16; Demonic 17; Mental 11 | Move 7; Str 17; Agil 15; Stam 13; Int 2; Wis 9; Avd 14; Per 17; Res 8; Init 14; Cha 1 | Reptile "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scales, Heavy x5 | Bite (1d10 dam, grapple) | Constrict: if grapple is mantained for 1 full round the target is immbolized until serpent releases If constricted for 4 rounds target is knocked unconscious, if maintianed beyond battle target is slain |
Grapple I: successful hits Grapple the target if it is the same size or smaller, cannot leave base contact while grappled, STR roll off to break Swimmer I: 2x movement while in water Sneaky, Aquatic I: Can enter battle hidden if in water & treats water surfaces as breaking LoS for the purposes of re-hiding |
3d6 Raw Meat | Cunning & Force | Exotic | n/a | ||||||
Animated Armor, Plate | False | Construct | Animated Object | Armor | Plate | Guardian | yes | Realm (Strife), Alignment (Neutral), Polarity (N/A) | Cosmopolitan | Ruins/Dungeon, Urban | 4 | 61 (39+4d10) | 30 (1.44 x20.7) | 4 | Medium (Upright) | 0 | -4 Hit; 3% Crit. (98+) | -1 Hit; 4% Crit. (97+) | -4 Hit; 3% Crit. (98+) | -6 Hit; 2% Crit. (99+) | AC 56; Armor 56; Dodge 0; Stiff 8 |
Arcane 36; Elemental 26; Natural 14; Holy 34; Demonic 18; Mental 4 | Move 3; Str 14; Agil 3; Stam 13; Int 3; Wis 1; Avd 3; Per 6; Res 17; Init 5; Cha 0 | Understands the language of its creator but can't speak it | Blind: This creature is naturally or otherwise blind and must rely solely on other senses. When outside the range of its other senses, it automatically fails any Perception test Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Plate, Full x8 | Gauntlet Smash x2 (1d6+2 phys. damage, 5% stun) | if the Animated armor is holding a weapon, it may instead attack with that weapon. If an equipped weapon would inflict more than 8 damage the animated armor cannot use an offhand attack. |
When animated armor remains motionless it is visually indistinguishable from regular armor, however detect magic or sense spirit reveal the domain of the power that animates it (typically Arcane) |
Mindless: Does not possess the ability to truly think or reason, instead operating on some form of predetermined will or set of parameters; immune to taunt, fear and all mental or pyschological damage and effects; dodge always equals zero regardless of Avd. Stat Resistant VI: +30 resistance to this type of damage/effects (typically already added) Implacable: Immune to any effect that reduces movement, including difficult terrain and triple layering of armor |
If failing to resist a Dispel effect that works against the appropriate Domain, the Animated Armor becomes inactive for 1 round (or 1 minute out of combat), or if the Dispel crits the Animated Armor immediately falls apart and is destroyed Resistance VI (Additional +30 Resistance already added as Arcane but if animated by alternate means, subtract that from Arcane and add to appropriate Resistance) |
Armor is effectively destroyed upon reaching 0 HP and is of no use or value | n/a | n/a | ||||||
Animated Tin Soldier | False | Construct | Animated Object | Toy | Tin | Swarm | Tiny | yes | Realm (Strife), Alignment (Neutral), Polarity (Order) | Temperate | Ruins/Dungeon, Urban | 1 | 14 (10+1d6) | 7 (1.32 x5.2) | 2 | Tiny (Upright) | -4 | -2 Hit; 3% Crit. (98+) | -2 Hit; 3% Crit. (98+) | -7 Hit; 2% Crit. (99+) | -9 Hit; 1% Crit. (100+) | AC 12; Armor 12; Dodge 0 Quick Recovery: recovering from a knockdown only costs an instant, may still move as normal |
Arcane 6; Elemental 16; Natural 9; Holy 36; Demonic 19; Mental 4 | Move 2; Str 12; Agil 8; Stam 8; Int 3; Wis 1; Avd 6; Per 8; Res 18; Init 6; Cha 0 | Understands the language of its creator but can't speak it | Blind: This creature is naturally or otherwise blind and must rely solely on other senses. When outside the range of its other senses, it automatically fails any Perception test Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Hide, Soft Metallic x2 | Tiny Tin Weapon (1d3 dam) | Charge of the Tin Brigade: instant, gain +1 movement & +1 damage for 1 rnd for every other Tin Soldier occupying the same 1"x1" space (max +3) |
Absorption III: Absorbs 50% of current HP before taking any damage, unless damage is of a particular type (see Extra) Immune (Earth): Immune to this type of damage and any associated effects Sensitivity II (Storm & Caustic): Incoming damage of these types is doubled Mindless: Does not possess the ability to truly think or reason, instead operating on some form of predetermined will or set of parameters; immune to taunt, fear and all mental or pyschological damage and effects; dodge always equals zero regardless of Avd. Stat |
Absorption ignored by Fire damage or if struck by weapons with Crushing Blow or Armor Piercing Immune to Earth damage Sensitive to Storm & Acid damage (2x dam) |
scrap tin | Typically programed with set list of objectives (see Animator in Secondary Skills section). Smithing Skill required to create/repair Metal Golems. Upgraded models can have varying extra attacks/abilities based on add-ons, but increase XP/lvl for each upgraded part/add-on. | n/a | n/a | |||||
Ankylosaurus | Second | Beast | Reptile | Dinosaur | Protector | Adult | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Plain, Hill | 3 | 79 (52+6d8) | 42 (1.88 x22.3) | 5 | Huge (Prone) | 4; Crushing Blow 4, Toughness 1, Reach +1 | +4 Hit; 6% Crit. (95+); +2 Damage | +3 Hit; 5% Crit. (96+) | -7 Hit; 2% Crit. (99+) | 0 Hit; 4% Crit. (97+) | AC 59; Armor 49; Dodge 10 Natural Armor: 25% absorption untill HP drops below 75% |
Arcane 2; Elemental 32; Natural 24; Holy 20; Demonic 18; Mental 9 | Move 6; Str 18; Agil 12; Stam 16; Int 1; Wis 8; Avd 10; Per 11; Res 10; Init 13; Cha 1 | Reptile "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scales, Heavy x7 plus Shell, Hardened x4 | Horns (2d6 dam) | Tailswipe (3d6 dam, 50% stun, see Trait) |
Trample III: 3d6 dam, does not effect targets of equal size or larger than the creature Tailswipe III: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 4" knockback on targets of lesser size Thorny I: Body is covered in natural thorns, bone spikes, or other sharp protrusions that cause 1 auto damage each time someone attacks in base contact |
4d8 Raw Meat | Dominance & Affection | Exotic | Minotaurs & Centaurs (+1) | |||||||
Arctic Giant | Second | Primatives | Giantkind | Giant | Arctic | Brute | Regular | Frost Giant | yes | Realm (Stillness), Alignment (Evil), Polarity (Order) | Arctic | Salt Water, Coastal/Shore | 9 | 228 (147+18d8) | 118 (1.89 x62.5) | 10 | Huge (Upright) | 4; Crushing Blow 4, Toughness 1, Reach +1 | +4 Hit; 1% Crit. (100+); +2 Damage | -6 Hit; 1% Crit. (100+) | -4 Hit; 2% Crit. (99+) | -2 Hit; 1% Crit. (100+) | AC 63; Armor 58; Dodge 5; Noisy 10; Double Layer 6; Triple Layer 4 Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their bjerg citadel or other such lair, typ. a bonus instant or non-attack action |
Arcane 16; Elemental 38; Natural 29; Holy 30; Demonic 25; Mental 18 | Move 6; Str 19; Agil 10; Stam 19; Int 8; Wis 10; Avd 5; Per 10; Res 15; Init 9; Cha 10 | Giant & Aquan | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Mail, Plated x6 w/ Leather, Ringmail x4 over Cloth, Quilted x8 | Giant Great Axe: 2d10+2d8+6, Overpowering (-2). Can attack twice if using only a basic attack action (Extra Attack I). | Hurl Ice Boulder: May sacrifice one of two basic attacks to throw a icy boulder (Rng: 40, 2" radius, +5% crit, 2d10+4 physical damage & 1d4+2 frost damage, targets are Slowed for 1 round). |
Extra Attacks I: Potential for up to 1 extra attack, typically requires certain conditions to be met Trample II: 2d6 dam, does not effect targets of equal size or larger than the creature Affinity I (Frost Powers): +5% Critical Hit with a given non-physical damage type (typically already added) Affinity I: +5% Critical Hit with a given non-physical damage type (typically already added) Hardened (Frost): Incoming damage of this type is reduced by half Sensitivity (Heat): Incoming damage of this type is doubled Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes or otherwise vents volatile energy upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius Implacable: Immune to any effect that reduces movement, including difficult terrain and triple layering of armor Melee Adept I: +10 to hit with all Melee attacks (typically already added) |
3d8 Everice + 1d8 Lunarite | Arctic giants are an impressive 20 feet tall with light blue or gray skin tones and long silver or white hair. They tend to wear long and well kept or braided beards. They are natural raiders and seafarers, more at ease navigating by the moon and stars, than being out in the bright light of day. They fierce warriors and have a reputation for terrorizing coastal communities along frigid arctic waters. | n/a | n/a | |||||
Arctic Giant Shaman | Second | Primatives | Giantkind | Giant | Arctic | Shaman | Regular | Frost Giant | yes | Realm (Stillness), Alignment (Evil), Polarity (Order) | Arctic | Salt Water, Coastal/Shore | 10 | 252 (162+20d8) | 163 (1.89 x86.4) | 12 | Huge (Upright) | 4; Crushing Blow 4, Toughness 1, Reach +1 | +5 Hit; 1% Crit. (100+); +2 Damage | -5 Hit; 1% Crit. (100+) | -3 Hit; 3% Crit. (98+) | -1 Hit; 1% Crit. (100+) | AC 63; Armor 58; Dodge 5; Noisy 10; Double Layer 6; Triple Layer 4 Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their bjerg citadel or other such lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 16; Elemental 38; Natural 29; Holy 30; Demonic 25; Mental 18 | Move 6; Str 19; Agil 10; Stam 19; Int 8; Wis 10; Avd 5; Per 10; Res 15; Init 9; Cha 10 | Giant & Aquan | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Mail, Plated x6 w/ Leather, Ringmail x4 over Cloth, Quilted x8 | Giant Frost Touched Great Axe: 2d10+2d8 phys. dam +10 Frost damage, overpowering (-3). Can attack twice if using only a basic attack action (Extra Attack I). | Hurl Ice Boulder: May sacrifice one of two basic attacks to throw a icy boulder (Rng: 40, 2" radius, +5% crit, 2d10+4 physical damage & 1d4+2 frost damage, targets are Slowed for 1 round). |
Can use up to Tier 4 Frost Powers (per day use: T4 x1, T3 x2, T2 x3, T1 x4, T0 unlimited) typ. instants: Frostbite (T4), Frost Shield (T3), Frost Armor (T2), Imbue: Shiver (T1) typ. actions: Avalanche (T4), Ice Barrier (T3), Frost Nova (T2), Freeze Magic (T1) |
Extra Attacks I: Potential for up to 1 extra attack, typically requires certain conditions to be met Trample II: 2d6 dam, does not effect targets of equal size or larger than the creature Affinity I (Frost Powers): +5% Critical Hit with a given non-physical damage type (typically already added) Affinity I: +5% Critical Hit with a given non-physical damage type (typically already added) Hardened (Frost): Incoming damage of this type is reduced by half Sensitivity (Heat): Incoming damage of this type is doubled Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes or otherwise vents volatile energy upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius Implacable: Immune to any effect that reduces movement, including difficult terrain and triple layering of armor Melee Adept I: +10 to hit with all Melee attacks (typically already added) |
Brute Magic: Add melee damage bonuses to casting damage |
3d8 Everice + 1d8 Lunarite | Arctic giants are an impressive 20 feet tall with light blue or gray skin tones and long silver or white hair. They tend to wear long and well kept or braided beards. They are natural raiders and seafarers, more at ease navigating by the moon and stars, than being out in the bright light of day. They fierce warriors and have a reputation for terrorizing coastal communities along frigid arctic waters. Some among the arctic giants are capable of wielding powerful frost magic. These shamans are seen as being blessed by the gods, and are a boon to any arctic giants community. | n/a | n/a | |||
Armored War Horse, Heavy | Second | Beast | Mammal | Equine | War Horse | Herd | Adult | Destrier | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Cosmopolitan | Urban, N/A | 2 | 41 (28+2d12) | 38 (1.64 x23) | 5 | Large (Prone) | 2; Crushing Blow 2 | -21 Hit; 1% Crit. (100+); +1 Damage | -11 Hit; 1% Crit. (100+) | -11 Hit; 1% Crit. (100+) | -5 Hit; 1% Crit. (100+) | AC 75; Armor 75; Dodge 0; Stiff 6; Noisy 6; Double Layer 6; Triple Layer 6 |
Arcane 8; Elemental 28; Natural 24; Holy 20; Demonic 20; Mental 14 | Move 5; Str 16; Agil 6; Stam 14; Int 4; Wis 10; Avd 6; Per 16; Res 10; Init 14; Cha 3 | Equine "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Plate x6 w/ Mail, Chain x6 over Cloth, Quilted x6 plus Fur/Hair x7 | Hoof (1d12) | Trample III: 3d6 dam, does not effect targets of equal size or larger than the creature Mule Kick III: if engaged in close combat in both front and back, may make an extra (3d6 dam) rear arc melee attack Domesticated: cannot be "summoned" with Beast Calling |
3d6 Raw Meat | Affection & Will | Normal | Humans (+1) & Halflings (+1) | ||||||
Armored War Horse, Light | Second | Beast | Mammal | Equine | War Horse | Herd | Adult | Courser | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Cosmopolitan | Urban, N/A | 2 | 39 (26+2d12) | 26 (1.45 x18.2) | 4 | Large (Prone) | 2; Crushing Blow 2 | -2 Hit; 1% Crit. (100+); +1 Damage | +1 Hit; 1% Crit. (100+) | -11 Hit; 1% Crit. (100+) | -5 Hit; 1% Crit. (100+) | AC 59; Armor 51; Dodge 8; Noisy 6; Double Layer 6 |
Arcane 8; Elemental 26; Natural 23; Holy 20; Demonic 20; Mental 14 | Move 8; Str 15; Agil 13; Stam 13; Int 4; Wis 10; Avd 8; Per 16; Res 10; Init 14; Cha 3 | Equine "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Mail, Plated x6 over Cloth, Quilted x6 plus Fur/Hair x7 | Hoof (1d10) | Trample II: 2d6 dam, does not effect targets of equal size or larger than the creature Mule Kick II: if engaged in close combat in both front and back, may make an extra (2d6 dam) rear arc melee attack Domesticated: cannot be "summoned" with Beast Calling |
3d6 Raw Meat | Affection & Will | Normal | Humans (+1) & Halflings (+1) | ||||||
Assassin, Shade, Generic | Third | Humanoid | Humankind | Human | Multi-racial | Assassin | Shade | yes | Realm (Eden), Alignment (Neutral), Polarity (Variable) | Cosmopolitan | Urban, Rural | 7 | 68 (36+7d8) | 37 (1.26 x29) | 5 | Medium (Upright) | 0 | +6 Hit; 7% Crit. (94+) | +7 Hit; 7% Crit. (94+) | +8 Hit; 8% Crit. (93+) | +6 Hit; 7% Crit. (94+) | AC 33; Armor 19; Dodge 14 Armor is sometimes Crafted/Enchanted |
Arcane 24; Elemental 16; Natural 18; Holy 20; Demonic 20; Mental 22 | Move 4; Str 10; Agil 10; Stam 8; Int 12; Wis 10; Avd 14; Per 11; Res 10; Init 11; Cha 9 | Common & Silent Tongue | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth, Quilted x5 plus Leather, Boiled x3 | Sword & Knife (w/ Complex Poison); Typ. Xiphos (1d8 dam) & Stilleto (1d6 dam) w/ Complex Deadly poison; Weapons are sometimes Crafted/Enchanted | Throwing Knives or Bow (Complex Poison) Typ. Reflex Bow w/ Razor Arrows (1d12+1d6+2, Ranged 50", Complex Deadly Poison) |
Stealth Skills (Base Stealth = 11): Silence II, Stealth Shot III, Incapacitate III, Surprise Attack III, Backstab II, Snipe I, Exploit Weakness I Spirit Caster (School as per Guild): T1 x2, T2 x1, T3 x1 |
Poison II: Uses Complex poisons Sneaky I: Can enter battle hidden & +3 Advantage to avoid being detected |
Typically begins battle hidden and undetected Can rehide during battle if breaking LoS Carries various climbing (+5 climbing) & subterfuge gear |
2d10 GP, 0-1 Complex Poison Bottle | n/a | n/a | |||||
Assassin, Shade, Wild | Third | Humanoid | Elvenkind | Elf | Wild | Assassin | Shade | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Forest/Jungle, Rural | 7 | 59 (27+7d8) | 41 (1.45 x28.7) | 5 | Medium (Upright) | 0 | +8 Hit; 8% Crit. (93+) | +9 Hit; 8% Crit. (93+) | +9 Hit; 13% Crit. (88+) | +8 Hit; 8% Crit. (93+) | AC 34; Armor 19; Dodge 15 Armor is sometimes Crafted/Enchanted |
Arcane 26; Elemental 12; Natural 23; Holy 26; Demonic 30; Mental 25 | Move 5; Str 8; Agil 12; Stam 6; Int 13; Wis 12; Avd 15; Per 13; Res 13; Init 12; Cha 10 | Common, Elven & Animal Speech | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth, Quilted x5 plus Leather, Boiled x3 | Sword & Knife (w/ Complex Poison); Typ. Xiphos (1d8 dam) & Stilleto (1d6 dam) w/ Complex Deadly poison; Weapons are sometimes Crafted/Enchanted | Throwing Knives or Bow (Complex Poison) Typ. Reflex Bow w/ Razor Arrows (1d12+1d6+2, Ranged 50", Complex Deadly Poison) |
Base Stealth: 19 Stealth Skills x7: Silence II, Stealth Shot III, Incapacitate III, Surprise Attack III, Backstab II, Snipe I, Exploit Weakness I Spirit Caster (Wild) x4, Typ.: Animal Scout T1 x1, Rope Vine T1 x1 Strangle Vines T2 x1, Illusionary Beast T3 x1 |
Resistant I (Natural): +5 resistance to this type of damage/effects (typically already added) Resistant I (Demonic): +5 resistance to this type of damage/effects (typically already added) Poison II: Uses Complex poisons Affinity I (Wild): +5% Critical Hit with a given non-physical damage type (typically already added) Light-of-Foot: Can sneak (move while hidden) at 3/4 speed instead of the regular 1/2 speed and always ignore naturally occuring Difficult Terrain movement penalties Sneaky I: Can enter battle hidden & +3 Advantage to avoid being detected |
Typically begins battle hidden and undetected Can rehide during battle if breaking LoS Carries various climbing (+5 climbing) & subterfuge gear |
2d10 GP, 0-1 Complex Poison Bottle | n/a | n/a | |||||
August Celestial | Second | Denizen | Primal | Celestials | Constellate | Elder | yes | Realm (The Cosmos), Alignment (Neutral), Polarity (Balance) | Extra Planar | Sky, N/A | 12 | 327 (195+24d10) | 133 (1.77 x75.5) | 11 | Massive (Upright) | 8; Crushing Blow 8, Toughness 2, Reach +2 | +16 Hit; 11% Crit. (90+); +1 Damage | +16 Hit; 11% Crit. (90+) | +16 Hit; 11% Crit. (90+) | +16 Hit; 11% Crit. (90+) | AC 15; Armor 0; Dodge 15 Armor of Celestial Glory V: Passive, +30 Armor +30 Natural Resistance, after 3 Armor Saves or Natural Resists armor erupts into a shower of Celestial energy causing 5d6 damage to all targets within 5", armor regenerates after 3 rounds or 1 minute out of combat |
Arcane 30; Elemental 30; Natural 30; Holy 30; Demonic 30; Mental 30 | Move 6; Str 15; Agil 15; Stam 15; Int 15; Wis 15; Avd 15; Per 15; Res 15; Init 15; Cha 15 | Primal Tongue & Celestian | Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Incorporeal: Complete lack of solid form, immune to physical damage and effects (i.e. grapple, stun, etc...) unless runecrafted, enchanted, or otherwise magical (roll vs resistance+dodge); cannot have movement impaired by non-magical means; can pass through solid matter at will but cannot interact with it or end its movement inside of it; can move in 3 dimensions without normal flying restrictions |
Celestial Fist x2: 1d10+20 celestial & physical damage, if hitting on a roll of 3+ target must re-roll the first successful roll on their next turn. AND Starbeam x1: 4d12 celestial damage, range 24", can be used in base contact | Instead of attacking, can use its touch as Disperse Magic |
Celestial Jump: nstant, teleports itself anywhere within 25" Analyse Target: instant, single target in base contact, use Mental Resistance, target is immobilized for 1 rnd while the caster learns everything about it, also grants catser +25 to hit and +25 Defense against that target for the remainder of the battle, target can choose to resist the effect and instead take 25 damage |
Immune (Celestial): Immune to this type of damage and any associated effects Sensitivity II (Earth & Water): Incoming damage of these types is doubled Dual Damage (Celestial & Physical): Typical or majority of attacks/skills count as two damage types |
5d10 Stardust | n/a | n/a | ||||||||
Badger | Second | Beast | Mammal | Vermin | Burrower | Adult | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Cosmopolitan | Subterranean, Forest/Jungle | 1 | 14 (9+1d8) | 11 (1.15 x9.6) | 2 | Small (Prone) | -2 | +7 Hit; 6% Crit. (95+) | +6 Hit; 6% Crit. (95+) | -7 Hit; 2% Crit. (99+) | 0 Hit; 4% Crit. (97+) | AC 31; Armor 14; Dodge 17 |
Arcane 6; Elemental 12; Natural 16; Holy 18; Demonic 19; Mental 13 | Move 6; Str 8; Agil 17; Stam 6; Int 3; Wis 10; Avd 17; Per 16; Res 9; Init 16; Cha 1 | Vermin "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Fur, Thick/Shaggy x7 | Bite (1d4) & Claw x2 (1d6) | if fighting more than 1 target, gain 2 extra claw attacks against the 2nd target |
Tunneler I: Can tunnel through ground at 1/2 movement, initial burrowing counts as an instant Extra Attacks II: Potential for up to 2 extra attacks, typically requires certain conditions to be met |
1d6 Raw Meat | Force & Cunning | n/a | Halflings (+1) | |||||||
Balor, Greater | Abomination | Demon | Apocalypse | Balor | Assault, Elite | Greater | Demon of War | yes | Realm (Hell), Alignment (Evil), Polarity (Chaos) | Extra Planar | Ruins/Dungeon, Hill | 15 | 380 (245+30d8) | 240 (2.2 x109.4) | 15 | Huge (Upright) | 4; Crushing Blow 4, Toughness 1, Reach +1 | +9 Hit; 7% Crit. (94+); +3 Damage | +14 Hit; 8% Crit. (93+) | +22 Hit; 14% Crit. (87+) | +17 Hit; 22% Crit. (79+) | AC 54; Armor 48; Dodge 6; Stiff 4; Double Layer 4 |
Arcane 36; Elemental 50; Natural 43; Holy 28; Demonic 27; Mental 31 | Move 6; Str 20; Agil 9; Stam 20; Int 18; Wis 13; Avd 10; Per 14; Res 14; Init 14; Cha 6 | Common & Demonic, also understand Angelic but would never speak it | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Rejuvenating: When its Substance or physical form is destroyed in the Realm of Strife its Spirit and/or Soul lives on, either returning to its Realm of Origin or being anchored within some form of physical object or remains, allowing it to take physical form again (see Extra for details). This effectively makes the creature immortal unless slain within its own Realm of Origin or if the anchored object is destroyed before it can reform itself. |
Plate, Laminar x4 over Hide, Rugged x8 | Huge Hellfire Sword (2d10+4d6 Hellfire & physical dam) & Huge Hellfire Whip (2d12 Hellfire damage, melee-range 5, grapple) Weapons can only be held by a Balor demon; Hellfire counts as both Demonic and Fire damage | Immolation: can activate a passive 3 Hellfire damage aura at will War Stomp: instant, knockdown in a 3" radius if failing a Stamina test (at -6 Disadvantage) |
Sensitivity (Holy): Incoming damage of this type is doubled Resistant II (Elemental): +10 resistance to this type of damage/effects (typically already added) Resistant II (Natural): +10 resistance to this type of damage/effects (typically already added) Affinity II (Demonic): +10% Critical Hit with a given non-physical damage type (typically already added) Aura III: Passive effects in 3" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Flyer I: 2x movement while flying Tri Damage (Physical & Hellfire): Typical or majority of attacks/skills count as three damage types |
Hell Powers: Possession, Torment Flesh, Demonic Strike, Corpse Explosion, Thrive on Pain, Terrorize, Butchery, Cataclysm |
4d8 Demon Blood | n/a | n/a | ||||||
Balor, Imp | Abomination | Demon | Apocalypse | Balor | Assault, Elite | Imp | Demon of War | yes | Realm (Hell), Alignment (Evil), Polarity (Chaos) | Extra Planar | Ruins/Dungeon, Hill | 5 | 63 (35+5d10) | 36 (1.41 x25.7) | 5 | Medium (Upright) | 0 | +3 Hit; 3% Crit. (98+) | +4 Hit; 3% Crit. (98+) | +4 Hit; 6% Crit. (95+) | -1 Hit; 4% Crit. (97+) | AC 48; Armor 32; Dodge 16; Stiff 4; Double Layer 4 |
Arcane 20; Elemental 20; Natural 15; Holy 12; Demonic 11; Mental 15 | Move 4; Str 10; Agil 13; Stam 10; Int 10; Wis 5; Avd 20; Per 14; Res 6; Init 10; Cha 2 | Common & Demonic, also understand Angelic but would never speak it | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Rejuvenating: When its Substance or physical form is destroyed in the Realm of Strife its Spirit and/or Soul lives on, either returning to its Realm of Origin or being anchored within some form of physical object or remains, allowing it to take physical form again (see Extra for details). This effectively makes the creature immortal unless slain within its own Realm of Origin or if the anchored object is destroyed before it can reform itself. |
Plate, Laminar x4 over Hide, Rough x8 | Hellfire Blade (1d10+1d6 Hellfire & physical dam) & Hellfire Lash (1d8 Hellfire damage, melee-range 2, grapple) Weapons can only be held by a Balor demon; Hellfire counts as both Demonic and Fire damage | Immolation: can activate a passive 1 Hellfire damage aura at will War Stomp: instant, knockdown in a 1" radius if failing a Stamina test |
Sensitivity (Holy): Incoming damage of this type is doubled Aura I: Passive effects in 1" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Flyer I: 2x movement while flying Tri Damage (Physical & Hellfire): Typical or majority of attacks/skills count as three damage types |
Hell Powers: Possession, Torment Flesh, Demonic Strike, Corpse Explosion, Thrive on Pain, Terrorize, Butchery, Cataclysm |
2d6 Demon Blood | n/a | n/a | ||||||
Balor, Lesser | Abomination | Demon | Apocalypse | Balor | Assault, Elite | Lesser | Demon of War | yes | Realm (Hell), Alignment (Evil), Polarity (Chaos) | Extra Planar | Ruins/Dungeon, Hill | 10 | 155 (90+10d12) | 97 (1.77 x54.6) | 9 | Large (Upright) | 2; Crushing Blow 2 | +6 Hit; 5% Crit. (96+); +1 Damage | +9 Hit; 6% Crit. (95+) | +13 Hit; 10% Crit. (91+) | +8 Hit; 13% Crit. (88+) | AC 51; Armor 40; Dodge 11; Stiff 4; Double Layer 4 |
Arcane 28; Elemental 35; Natural 29; Holy 20; Demonic 19; Mental 23 | Move 5; Str 15; Agil 11; Stam 15; Int 14; Wis 9; Avd 15; Per 14; Res 10; Init 12; Cha 4 | Common & Demonic, also understand Angelic but would never speak it | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Rejuvenating: When its Substance or physical form is destroyed in the Realm of Strife its Spirit and/or Soul lives on, either returning to its Realm of Origin or being anchored within some form of physical object or remains, allowing it to take physical form again (see Extra for details). This effectively makes the creature immortal unless slain within its own Realm of Origin or if the anchored object is destroyed before it can reform itself. |
Plate, Laminar x4 over Hide, Thick x8 | Hellfire Sword (1d10+2d6 Hellfire & physical dam) & Hellfire Whip (1d12 Hellfire damage, melee-range 3, grapple) Weapons can only be held by a Balor demon; Hellfire counts as both Demonic and Fire damage | Immolation: can activate a passive 2 Hellfire damage aura at will War Stomp: instant, knockdown in a 2" radius if failing a Stamina test (at -3 Disadvantage) |
Sensitivity (Holy): Incoming damage of this type is doubled Resistant I (Elemental): +5 resistance to this type of damage/effects (typically already added) Resistant I (Natural): +5 resistance to this type of damage/effects (typically already added) Affinity I (Demonic): +5% Critical Hit with a given non-physical damage type (typically already added) Aura II: Passive effects in 2" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Flyer I: 2x movement while flying Tri Damage (Physical & Hellfire): Typical or majority of attacks/skills count as three damage types |
Hell Powers: Possession, Torment Flesh, Demonic Strike, Corpse Explosion, Thrive on Pain, Terrorize, Butchery, Cataclysm |
3d6 Demon Blood | n/a | n/a | ||||||
Bandit, Brigand | Third | Humanoid | Humankind | Human | Multi-racial | Bandit | Brigand | Roadman | yes | Realm (Eden), Alignment (Neutral), Polarity (Chaos) | Cosmopolitan | Urban, Rural | 2 | 31 (20+2d10) | 9 (1 x8.9) | 2 | Medium (Upright) | 0 | +5 Hit; 6% Crit. (95+) | +1 Hit; 4% Crit. (97+) | 0 Hit; 4% Crit. (97+) | +1 Hit; 4% Crit. (97+) | AC 27; Armor 14; Dodge 13 |
Arcane 18; Elemental 20; Natural 20; Holy 18; Demonic 19; Mental 19 | Move 4; Str 11; Agil 14; Stam 10; Int 9; Wis 10; Avd 13; Per 10; Res 9; Init 13; Cha 10 | Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather x7 | 2 small OR 1 medium weapon, Typ. Dagger x2 (1d4 dam each) | Sometimes also carry a small or medium bow/crossbow, typical: Hatchet x2 (1d8 damage, Thrown range Str+1) |
Can roll vs agility to steal if in base contact, instant (take 1rnd, once/battle) |
3d4 SP, often have random junk items | n/a | n/a | ||||||
Bandit, Thug | Third | Humanoid | Humankind | Human | Multi-racial | Bandit | Thug | yes | Realm (Eden), Alignment (Neutral), Polarity (Chaos) | Cosmopolitan | Urban, Rural | 2 | 33 (22+2d10) | 11 (1 x10.9) | 2 | Medium (Upright) | 0 | 0 Hit; 4% Crit. (97+); +1 Damage | +1 Hit; 4% Crit. (97+) | -7 Hit; 1% Crit. (100+) | -7 Hit; 1% Crit. (100+) | AC 27; Armor 18; Dodge 9; Noisy 6 |
Arcane 16; Elemental 22; Natural 19; Holy 20; Demonic 18; Mental 16 | Move 4; Str 15; Agil 9; Stam 11; Int 8; Wis 8; Avd 9; Per 10; Res 10; Init 10; Cha 7 | Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather, Ringmail x6 | Any wpn (max dam 8), Typ. Banded Club (2d4 dam, simple) AND off-hand makes special attack each round (see Alternate) | Off-hand can be used for a random Rank1 Focus Fist attack (1d2 dam), assuming Focus = 1. Roll 1d4 where 1 = Nose Smash, 2 = Bone Breaker, 3 = Eye Gouge, 4 = Hay Maker |
Can roll vs agility to steal if in base contact, instant (take 1rnd, once/battle) |
1d4 SP | n/a | n/a | |||||||
Bandit, Vagabond | Third | Humanoid | Humankind | Human | Multi-racial | Bandit | Vagabond | Begger | yes | Realm (Eden), Alignment (Neutral), Polarity (Chaos) | Cosmopolitan | Urban, Rural | 1 | 19 (14+1d10) | 4 (1 x4.4) | 1 | Medium (Upright) | 0 | 0 Hit; 4% Crit. (97+) | 0 Hit; 4% Crit. (97+) | -1 Hit; 4% Crit. (97+) | -1 Hit; 4% Crit. (97+) | AC 15; Armor 6; Dodge 9 |
Arcane 18; Elemental 18; Natural 18; Holy 18; Demonic 18; Mental 18 | Move 4; Str 10; Agil 10; Stam 9; Int 9; Wis 9; Avd 9; Per 10; Res 9; Init 10; Cha 7 | Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth x6 | Dagger, club, or any simple weapon (typ. Dagger 1d4 dam) | Can roll vs agility to steal if in base contact, instant (take 1rnd, once/battle) |
1d4+1 SP, 0-1 Flask of Spirits | n/a | n/a | |||||||
Bat | Second | Beast | Mammal | Vermin | Aerial | Adult | Fruit Bat | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Subterranean, Forest/Jungle | 1 | 5 (2+1d4) | 1 (0.87 x1.7) | 0 | Diminutive (Prone) | -8 | +9 Hit; 7% Crit. (94+); -2 Damage | +1 Hit; 4% Crit. (97+) | -8 Hit; 1% Crit. (100+) | -1 Hit; 4% Crit. (97+) | AC 19; Armor 4; Dodge 15 |
Arcane 4; Elemental 4; Natural 11; Holy 2; Demonic 10; Mental 11 | Move 2; Str 3; Agil 19; Stam 2; Int 2; Wis 9; Avd 15; Per 11; Res 1; Init 18; Cha 1 | Vermin "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Fur/Hair x4 | Bite (1d2 dam) | Flyer II: 3x movement while flying Nocturnal: gain +5 Advantage on Perception, Initiative, and Resolve rolls taken at night, -5 Disadvantage during the day |
Usually in packs of 4-12 |
0-1 Raw Meat | Insight & Affection | n/a | |||||||
Bat Swarm, Huge | Second | Beast | Mammal | Vermin | Aerial | Huge Swarm | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Subterranean, Forest/Jungle | 4 | 60 (24+8d8) | 32 (2.08 x15.3) | 5 | Huge (Prone) | 4; Crushing Blow 4, Toughness 1, Reach +1 | +12 Hit; 8% Crit. (93+); -1 Damage | +4 Hit; 6% Crit. (95+) | -5 Hit; 3% Crit. (98+) | +2 Hit; 5% Crit. (96+) | AC 9; Armor 4; Dodge 5 |
Arcane 4; Elemental 12; Natural 15; Holy 10; Demonic 14; Mental 11 | Move 2; Str 5; Agil 19; Stam 6; Int 2; Wis 9; Avd 5; Per 11; Res 5; Init 18; Cha 1 | Vermin "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Fur/Hair x4 | Swarm of Bites (4d8 damage where max damage cannot exceed current HP, hits all targets touched by swarm, no Dodge unless only partially covered) | Swarm (Huge): Comprised of many Diminutive or smaller creatures compelled to a frenzy of aggressive activity. Covers a 3" radius but is reduced to a Large Swarm at 75% HP. Can occupy another creatures space and move through any opening large enough for a single creature of the swarm. Cannot be healed, shielded, or gain temporary HP. Swarms take half physical damage but double AoE damage. Flyer II: 3x movement while flying Nocturnal: gain +5 Advantage on Perception, Initiative, and Resolve rolls taken at night, -5 Disadvantage during the day |
4d8 Raw Meat | While many diminutive creatures will fight in packs to better defend themselves, swarms are something considerably more dangerous and almost always unantural. A bat swarm is typically driven by some greater and often sinister will such as a Vampire, who whips the creatures into a frenzy and commands them to attack its foes. | n/a & n/a | n/a | ||||||||
Bat Swarm, Large | Second | Beast | Mammal | Vermin | Aerial | Large Swarm | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Subterranean, Forest/Jungle | 3 | 35 (15+3d12) | 19 (1.77 x10.7) | 3 | Large (Prone) | 2; Crushing Blow 2 | +11 Hit; 8% Crit. (93+); -1 Damage | +3 Hit; 5% Crit. (96+) | -6 Hit; 2% Crit. (99+) | +1 Hit; 5% Crit. (96+) | AC 9; Armor 4; Dodge 5 |
Arcane 4; Elemental 12; Natural 15; Holy 10; Demonic 14; Mental 11 | Move 2; Str 5; Agil 19; Stam 6; Int 2; Wis 9; Avd 5; Per 11; Res 5; Init 18; Cha 1 | Vermin "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Fur/Hair x4 | Swarm of Bites (3d8 damage where max damage cannot exceed current HP, hits all targets touched by swarm, no Dodge unless only partially covered) | Swarm (Large): Comprised of many Diminutive or smaller creatures compelled to a frenzy of aggressive activity. Covers a 2" radius but is reduced to a Medium Swarm at 66% HP.. Can occupy another creatures space and move through any opening large enough for a single creature of the swarm. Cannot be healed, shielded, or gain temporary HP. Swarms take half physical damage but double AoE damage. Flyer II: 3x movement while flying Nocturnal: gain +5 Advantage on Perception, Initiative, and Resolve rolls taken at night, -5 Disadvantage during the day |
3d6 Raw Meat | While many diminutive creatures will fight in packs to better defend themselves, swarms are something considerably more dangerous and almost always unantural. A bat swarm is typically driven by some greater and often sinister will such as a Vampire, who whips the creatures into a frenzy and commands them to attack its foes. | n/a & n/a | n/a | ||||||||
Bat Swarm, Medium | Second | Beast | Mammal | Vermin | Aerial | Medium Swarm | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Subterranean, Forest/Jungle | 2 | 23 (12+2d10) | 11 (1.48 x7.4) | 2 | Medium (Prone) | 0 | +10 Hit; 7% Crit. (94+); -1 Damage | +2 Hit; 5% Crit. (96+) | -7 Hit; 2% Crit. (99+) | 0 Hit; 4% Crit. (97+) | AC 9; Armor 4; Dodge 5 |
Arcane 4; Elemental 12; Natural 15; Holy 10; Demonic 14; Mental 11 | Move 2; Str 5; Agil 19; Stam 6; Int 2; Wis 9; Avd 5; Per 11; Res 5; Init 18; Cha 1 | Vermin "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Fur/Hair x4 | Swarm of Bites (2d8 damage where max damage cannot exceed current HP, hits all targets touched by swarm, no Dodge unless only partially covered) | Swarm (Medium): Comprised of many Diminutive or smaller creatures compelled to a frenzy of aggressive activity. Covers a 1" radius but is reduced to a Small Swarm at 50% HP. Can occupy another creatures space and move through any opening large enough for a single creature of the swarm. Cannot be healed, shielded, or gain temporary HP. Swarms take half physical damage but double AoE damage. Flyer II: 3x movement while flying Nocturnal: gain +5 Advantage on Perception, Initiative, and Resolve rolls taken at night, -5 Disadvantage during the day |
2d6 Raw Meat | While many diminutive creatures will fight in packs to better defend themselves, swarms are something considerably more dangerous and almost always unantural. A bat swarm is typically driven by some greater and often sinister will such as a Vampire, who whips the creatures into a frenzy and commands them to attack its foes. | n/a & n/a | n/a | ||||||||
Bat Swarm, Small | Second | Beast | Mammal | Vermin | Aerial | Small Swarm | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Subterranean, Forest/Jungle | 1 | 14 (9+1d8) | 5 (1.22 x4.4) | 1 | Small (Prone) | -2 | +9 Hit; 7% Crit. (94+); -1 Damage | +1 Hit; 4% Crit. (97+) | -8 Hit; 1% Crit. (100+) | -1 Hit; 4% Crit. (97+) | AC 9; Armor 4; Dodge 5 |
Arcane 4; Elemental 12; Natural 15; Holy 10; Demonic 14; Mental 11 | Move 2; Str 5; Agil 19; Stam 6; Int 2; Wis 9; Avd 5; Per 11; Res 5; Init 18; Cha 1 | Vermin "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Fur/Hair x4 | Swarm of Bites (1d8 damage where max damage cannot exceed current HP, hits all targets touched by swarm, no Dodge unless only partially covered) | Swarm (Small): Comprised of many Diminutive or smaller creatures compelled to a frenzy of aggressive activity. Covers a 0.5" radius. Can occupy another creatures space and move through any opening large enough for a single creature of the swarm. Cannot be healed, shielded, or gain temporary HP. Swarms take half physical damage but double AoE damage. Flyer II: 3x movement while flying Nocturnal: gain +5 Advantage on Perception, Initiative, and Resolve rolls taken at night, -5 Disadvantage during the day |
1d6 Raw Meat | While many diminutive creatures will fight in packs to better defend themselves, swarms are something considerably more dangerous and almost always unantural. A bat swarm is typically driven by some greater and often sinister will such as a Vampire, who whips the creatures into a frenzy and commands them to attack its foes. | n/a & n/a | n/a | ||||||||
Bear, Black | Second | Beast | Mammal | Ursine | Protector | Adult | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Temperate | Forest/Jungle, Hill | 1 | 22 (17+1d10) | 11 (1.28 x8.6) | 2 | Medium (Prone) | 0 | +5 Hit; 6% Crit. (95+) | +4 Hit; 5% Crit. (96+) | -8 Hit; 1% Crit. (100+) | -1 Hit; 4% Crit. (97+) | AC 17; Armor 7; Dodge 10 |
Arcane 4; Elemental 22; Natural 20; Holy 16; Demonic 17; Mental 11 | Move 6; Str 12; Agil 15; Stam 11; Int 2; Wis 9; Avd 10; Per 14; Res 8; Init 15; Cha 1 | Ursine "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Fur/Hair x7 | Bite (1d8+1) OR Claw x2 (1d4 dam each) | Bear Hug (If successfully hitting with both Claw attacks triggers Grapple I, but bear can not attack with claws while grappling) |
Challenging Roar (once/battle, instant, all living targets w/in 2" must take a Resolve test, if failing they must immediately flee, if passing treat as Taunted) |
Toughness I: Negates all incoming damage by 1 Threatening I: Enemies in base contact are treated as being Taunted if failing a Resolve test Grapple: successful hits Grapple the target if it is the same size or smaller, cannot leave base contact while grappled, STR roll off to break |
2d6 Raw Meat | Dominance & Will | Exotic | n/a | ||||||
Bear, Cave | Second | Beast | Mammal | Ursine | Protector | Adult | Kodiak | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Arctic/Temperate | Hill, Subterranean | 2 | 39 (26+2d12) | 24 (1.41 x16.9) | 4 | Large (Prone) | 2; Crushing Blow 2 | +5 Hit; 6% Crit. (95+); +1 Damage | +5 Hit; 6% Crit. (95+) | -7 Hit; 2% Crit. (99+) | 0 Hit; 4% Crit. (97+) | AC 29; Armor 21; Dodge 8 |
Arcane 4; Elemental 26; Natural 22; Holy 20; Demonic 19; Mental 11 | Move 5; Str 15; Agil 14; Stam 13; Int 2; Wis 9; Avd 8; Per 14; Res 10; Init 14; Cha 1 | Ursine "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Fur, Coarse/Dense x7 | Bite (1d8+6) OR Claw x2 (1d8 dam each) | Bear Hug (If successfully hitting with both Claw attacks triggers Grapple I, but bear can not attack with claws while grappling) |
Challenging Roar (once/battle, instant, all living targets w/in 3" must take a Resolve test, if failing they must immediately flee, if passing treat as Taunted) Kodiak Strike x1 |
Toughness I: Negates all incoming damage by 1 Threatening I: Enemies in base contact are treated as being Taunted if failing a Resolve test Grapple: successful hits Grapple the target if it is the same size or smaller, cannot leave base contact while grappled, STR roll off to break |
3d6 Raw Meat | Dominance & Will | Exotic | Dwarf (+1) | |||||
Bear, Grizzly | Second | Beast | Mammal | Ursine | Protector | Adult | Brown Bear | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Temperate | Hill, Forest/Jungle | 2 | 37 (24+2d12) | 20 (1.41 x14.1) | 3 | Large (Prone) | 2; Crushing Blow 2 | +5 Hit; 6% Crit. (95+); +1 Damage | +5 Hit; 6% Crit. (95+) | -7 Hit; 2% Crit. (99+) | 0 Hit; 4% Crit. (97+) | AC 22; Armor 14; Dodge 8 |
Arcane 4; Elemental 24; Natural 21; Holy 18; Demonic 18; Mental 11 | Move 5; Str 16; Agil 14; Stam 12; Int 2; Wis 9; Avd 8; Per 14; Res 9; Init 14; Cha 1 | Ursine "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Fur, Thick/Shaggy x7 | Bite (1d10+2) OR Claw x2 (1d6 dam each) | Bear Hug (If successfully hitting with both Claw attacks triggers Grapple I, but bear can not attack with claws while grappling) |
Challenging Roar (once/battle, instant, all living targets w/in 2" must take a Resolve test, if failing they must immediately flee, if passing treat as Taunted) Kodiak Strike x1 |
Toughness I: Negates all incoming damage by 1 Threatening I: Enemies in base contact are treated as being Taunted if failing a Resolve test Grapple: successful hits Grapple the target if it is the same size or smaller, cannot leave base contact while grappled, STR roll off to break |
3d6 Raw Meat | Dominance & Will | Exotic | n/a | |||||
Bear, Polar | Second | Beast | Mammal | Ursine | Protector | Adult | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Arctic | Plain, Coastal/Shore | 2 | 41 (28+2d12) | 27 (1.55 x17.7) | 4 | Large (Prone) | 2; Crushing Blow 2 | +5 Hit; 6% Crit. (95+); +1 Damage | +5 Hit; 6% Crit. (95+) | -7 Hit; 2% Crit. (99+) | 0 Hit; 4% Crit. (97+) | AC 29; Armor 21; Dodge 8 |
Arcane 4; Elemental 28; Natural 23; Holy 20; Demonic 19; Mental 11 | Move 5; Str 17; Agil 14; Stam 14; Int 2; Wis 9; Avd 8; Per 14; Res 10; Init 14; Cha 1 | Ursine "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Fur, Coarse/Dense x7 | Bite (1d8+7) OR Claw x2 (1d8+1 dam each) | Bear Hug (If successfully hitting with both Claw attacks triggers Grapple I, but bear can not attack with claws while grappling) |
Challenging Roar (once/battle, instant, all living targets w/in 4" must take a Resolve test, if failing they must immediately flee, if passing treat as Taunted) Kodiak Strike x1 |
Toughness I: Negates all incoming damage by 1 Threatening I: Enemies in base contact are treated as being Taunted if failing a Resolve test Grapple: successful hits Grapple the target if it is the same size or smaller, cannot leave base contact while grappled, STR roll off to break Hardened (Cold): Incoming damage of this type is reduced by half |
3d6 Raw Meat | Dominance & Will | Exotic | n/a | ||||||
Beever | Second | Beast | Chimera | Vermin | Disabler | Adult | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Temperate | Forest/Jungle, Coastal/Shore | 3 | 42 (25+3d10) | 32 (1.5 x21.6) | 5 | Medium (Prone) | 0 | +8 Hit; 7% Crit. (94+) | +6 Hit; 6% Crit. (95+) | -6 Hit; 2% Crit. (99+) | +1 Hit; 5% Crit. (96+) | AC 45; Armor 29; Dodge 16 |
Arcane 4; Elemental 20; Natural 19; Holy 16; Demonic 17; Mental 11 | Move 4; Str 13; Agil 16; Stam 10; Int 2; Wis 9; Avd 16; Per 14; Res 8; Init 15; Cha 1 | Vermin "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Fur, Thick/Shaggy x4 plus Chitin, Thick x3 | Bite (2d8) & Stinger (1d12+2, -10 armor piercing, inflicts Superior Deadly Poison) | Barrier: Instant, summons a 1"x1"x1" wooden barrier that blocks all damage barrier has AC:0 1d12+8 HP & 50% absorption Tail slap: Action, stuns any target w/in 8" that PASSES a perception test |
Flyer I: 2x movement while flying Armor Piercing II: some or all primary attacks have -10 armor Poison III: Uses Superior poisons |
2d6 Raw Meat; 0-2 Superior Deadly Poison Glands | Force & Cunning | Exotic | n/a | |||||||
Behemoth Toad | Second | Beast | Aquatic | Amphibian | Giant Toad | Brute | Adult | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Swamp, Fresh Water | 4 | 100 (64+8d8) | 32 (1.34 x23.8) | 5 | Huge (Prone) | 4; Crushing Blow 4, Toughness 1, Reach +1 | +4 Hit; 6% Crit. (95+); +2 Damage | +6 Hit; 6% Crit. (95+) | -6 Hit; 2% Crit. (99+) | +1 Hit; 5% Crit. (96+) | AC 30; Armor 24; Dodge 6 |
Arcane 2; Elemental 32; Natural 24; Holy 16; Demonic 16; Mental 9 | Move 4; Str 18; Agil 11; Stam 16; Int 1; Wis 8; Avd 6; Per 13; Res 8; Init 13; Cha 0 | Amphibian "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Hide, Caloused x6 | Bite (1d12+1d6 damage, if hitting a Large or smaller target they must pass an agility test or become Swallowed) | Frog Stomp: (passive) if hopping brings it into base contact with a target of equal or lesser size, counts as a 1d12 attack w/ 50% stun Grapple Tongue: (instant) range 6", if no targets are in base contact can use its tongue to Grapple a target into base contact bite if failing dodge test Swallowed: (passive) Toad can only have one Swallowed target at a time, any Swallowed target takes 1d8 acid damage and is Blind and Immobilized for the duration, Swallowed target can do nothing on its turn except attempt to escape by passing a Strength or Agility test with -8 Disadvantage, effect continues even after Toad is slain unless Swallowed target is cut out or pulled free |
Amphibious: Can breathe in air and water Swimmer I: 2x movement while in water Hopper I: Can hop to move, 1x movement in a straight line, allows for easily jumping over obstacles, must start and end its turn on the ground |
4d8 Raw Meat; 0-1 random rusted metal weapon or armor, 0-3 gp, 0-9 sp | Cunning & Will | Exotic | n/a | ||||||
Black Draconid, Brood Slave | Second | Dragonkind | Chromatic Dragon | Draconid | Black | Fodder | Brood Slave | yes | Realm (The Void), Alignment (Evil), Polarity (Chaos) | Temperate | Swamp, Ruins/Dungeon | 4 | 61 (39+4d10) | 19 (1.16 x16.3) | 3 | Medium (Upright) | 0 | +2 Hit; 5% Crit. (96+) | +4 Hit; 6% Crit. (95+) | +2 Hit; 5% Crit. (96+) | +2 Hit; 5% Crit. (96+) | AC 33; Armor 24; Dodge 9 |
Arcane 18; Elemental 26; Natural 22; Holy 16; Demonic 17; Mental 18 | Move 5; Str 13; Agil 9; Stam 13; Int 9; Wis 9; Avd 9; Per 11; Res 8; Init 8; Cha 3 | Draconic, Common & Elvish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather x4 plus Scales, Light x8 | Claws x2 (1d8) | Slave Chains: Passive. While chained to fellow brood member 50% of damage done to fellow is done to brood slave instead, brood slave gains +2dam each time this occurs, max +6. Chains are max 4" long, can only be broken if struck for 10+ dam & passing a str test. When broken, the ends of the Slave Chains coil around the slave and the one who broke the chain, silencing and rendering immobile until dispelled (with Resistance of 35) or taking damage. |
Hardened (Dark): Incoming damage of this type is reduced by half Amphibious: Can breathe in air and water |
Brood slaves are typically found chained to fellow brood members to both serve them and protect them |
0-1 Dark Matter | Offspring of black dragons and human or elf slaves | n/a | n/a | |||||
Black Draconid, Dark Spawn | Second | Dragonkind | Chromatic Dragon | Draconid | Black | Infantry | Dark Spawn | yes | Realm (The Void), Alignment (Evil), Polarity (Chaos) | Temperate | Swamp, Ruins/Dungeon | 8 | 119 (75+8d10) | 31 (1.16 x26.8) | 5 | Medium (Upright) | 0 | -2 Hit; 2% Crit. (99+); +1 Damage | +5 Hit; 5% Crit. (96+) | +2 Hit; 6% Crit. (95+) | +2 Hit; 6% Crit. (95+) | AC 48; Armor 46; Dodge 2; Stiff 4; Double Layer 3 |
Arcane 10; Elemental 30; Natural 20; Holy 20; Demonic 15; Mental 10 | Move 5; Str 15; Agil 4; Stam 15; Int 5; Wis 5; Avd 6; Per 11; Res 10; Init 10; Cha 4 | Draconic & Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Plate, Laminar x4 over Cloth, Quilted x3 plus Scales, Light x8 | 1 Handed Weapon & Shield, Typ. Scimitar: 1d6+1d4+1 damage & Round Shield: Block (+2) | Dark Blade: Passive. Any weapon a Dark Spawn uses inflicts an additional +1d8 shadow damage and Silences for 1 rnd (effect & damage can be resisted) Duplicitous Shadow: once/battle. Summons a shadow copy of itself w/in 2" that is immune to all damage, cannot attack, but moves immediately. Remains in play untill it reaches base contact with another model then explodes in a 0.5" radius for 2d12+4 shadow damage. |
Hardened (Dark): Incoming damage of this type is reduced by half Amphibious: Can breathe in air and water |
0-2 Dark Matter | Offspring of black dragons and humans | n/a | n/a | ||||||
Black Draconid, Destroyer | Second | Dragonkind | Chromatic Dragon | Draconid | Black | Brute | Destroyer | yes | Realm (The Void), Alignment (Evil), Polarity (Chaos) | Temperate | Swamp, Ruins/Dungeon | 14 | 219 (128+14d12) | 143 (2.31 x62) | 11 | Large (Upright) | 2; Crushing Blow 2 | -1 Hit; 3% Crit. (98+); +2 Damage | +10 Hit; 7% Crit. (94+) | +11 Hit; 10% Crit. (91+) | +13 Hit; 10% Crit. (91+) | AC 73; Armor 73; Dodge 0; Stiff 7; Double Layer 4 |
Arcane 16; Elemental 32; Natural 26; Holy 28; Demonic 24; Mental 18 | Move 5; Str 18; Agil 0; Stam 16; Int 8; Wis 10; Avd 4; Per 11; Res 14; Init 14; Cha 2 | Draconic, Common, Orcish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Plate, Full x7 over Leather x4 plus Scales, Light x8 | 2H Melee Weapon (in 1 hand) with Sweeping Attacks II, typ: Bardiche (1d10+2d6, Reach 1, ward-off) & Golem Knuckle in Off Hand (uses RankV Focus Skills, 1d10+3 dam, 5% stun) | Withering Breath II: 1d8+1d6+2 Dark Damage |
Focus Skills (off-hand): Dragon Punch V, Bone Breaker V, or Internal Bleeder V (assume Focus permanently set at 5 with +2 to Focus Roll) |
Hardened (Dark): Incoming damage of this type is reduced by half Amphibious: Can breathe in air and water Sweeping Attacks II: Melee attacks hit in a 180 degree arc at maximum Reach Breath II: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits an 8" length by 3" width cone (or cone template), use Ranged attack modifiers against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Fearsome: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Indomitable: Counts as Implacable, Immovable, Unyielding and Uncontrollable; also immune to critical misses, all forms of CC, and cannot be "insta-killed" (i.e. Heart Punch, throat crush, garrote, throat slash, etc...) |
Has up to 9 XP worth of Dark/Shadow/Void Crafted and Enchanted gear, typical: Frightful Armor x6 & Greater Nightfall on Bardiche (+2 Shadow Damage & crits Silence for 1 rnd) |
2d6 Dark Matter | Offspring of black dragons and orcs | n/a | n/a | ||||
Black Draconid, Enslaver | Second | Dragonkind | Chromatic Dragon | Draconid | Black | Protector | Enslaver | yes | Realm (The Void), Alignment (Evil), Polarity (Chaos) | Temperate | Swamp, Ruins/Dungeon | 12 | 183 (105+12d12) | 52 (1.27 x40.8) | 6 | Large (Upright) | 2; Crushing Blow 2 | +1 Hit; 3% Crit. (98+); +1 Damage | +8 Hit; 6% Crit. (95+) | +10 Hit; 9% Crit. (92+) | +10 Hit; 9% Crit. (92+) | AC 57; Armor 54; Dodge 3; Stiff 5; Double Layer 4 |
Arcane 18; Elemental 30; Natural 24; Holy 26; Demonic 22; Mental 18 | Move 5; Str 15; Agil 4; Stam 15; Int 9; Wis 9; Avd 8; Per 11; Res 13; Init 13; Cha 5 | Draconic & Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Plate, Laminar x5 over Cloth, Quilted x4 plus Scales, Light x8 | Chain Whip x2 (1d10+2, melee range 3) | Can sacrifice the use of 1 or both weapons to cast Enslaving Chains, cast w/ 1st weapon = instant, w/ 2nd weapon = action |
Enslaving Chain: LOS required, roll vs Arcane resist, range 12", single target. While chained target cannot move except towards enslaver & 50% of any dam done to enslaver is instead inflicted on chained victum. If re-cast on a target that is already chained can pull them uo to 1d6+2" towards the Enslaver. Chains can only be broken if struck for 10+ dam & passing a str test. When broken, the ends of the Slave Chains coil around the victum and the one who broke the chain, if failing an Arcane resist they are Silenced and Immobilized until dispelled (with Resistance of 35) or taking damage. |
Hardened (Dark): Incoming damage of this type is reduced by half Amphibious: Can breathe in air and water |
1d6 Dark Matter | Offspring of black dragons and humans | n/a | n/a | |||||
Black Draconid, Saboteur | Second | Dragonkind | Chromatic Dragon | Draconid | Black | Ambusher | Saboteur | yes | Realm (The Void), Alignment (Evil), Polarity (Chaos) | Temperate | Swamp, Ruins/Dungeon | 10 | 145 (90+10d10) | 38 (1.21 x31.6) | 5 | Medium (Upright) | 0 | +6 Hit; 4% Crit. (97+) | +5 Hit; 4% Crit. (97+) | +9 Hit; 8% Crit. (93+) | +9 Hit; 8% Crit. (93+) | AC 45; Armor 36; Dodge 9; Double Layer 5 |
Arcane 20; Elemental 30; Natural 25; Holy 24; Demonic 22; Mental 20 | Move 5; Str 13; Agil 12; Stam 15; Int 10; Wis 10; Avd 9; Per 11; Res 12; Init 12; Cha 5 | Draconic & Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather, Boiled x5 over Cloth x5 plus Scales, Light x8 | One Handed Weapon, typ: Balanced Axe (1d12+1) | Explosive Concoction: Bottle x3. Can throw as an off-hand attack at range equal to Strength. Explodes on impact (can only be dodged) inflicting (1d4+4)x3 damage |
Impair Armour III (unlimited), Sever III x3, Swift Kick III x3 |
Hardened (Dark): Incoming damage of this type is reduced by half Amphibious: Can breathe in air and water Sneaky I: Can enter battle hidden & +3 Advantage to avoid being detected |
1d4 Dark Matter | Offspring of black dragons and humans | n/a | n/a | |||||
Black Draconid, Shadow Agent | Second | Dragonkind | Chromatic Dragon | Draconid | Black | Ambusher | Shadow Agent | yes | Realm (The Void), Alignment (Evil), Polarity (Chaos) | Temperate | Swamp, Ruins/Dungeon | 13 | 184 (113+13d10) | 46 (1.21 x37.7) | 6 | Medium (Upright) | 0 | +16 Hit; 11% Crit. (90+) | +13 Hit; 10% Crit. (91+) | +15 Hit; 11% Crit. (90+) | +13 Hit; 10% Crit. (91+) | AC 47; Armor 37; Dodge 10 |
Arcane 26; Elemental 30; Natural 26; Holy 30; Demonic 26; Mental 24 | Move 5; Str 13; Agil 14; Stam 15; Int 13; Wis 11; Avd 10; Per 11; Res 15; Init 15; Cha 5 | Draconic, Silent Tongue, Common, Elvish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather, Studded x7 plus Scales, Light x8 | 1H Sword & Knife, typical: Scimitar (1d6+1d4+1) & Kukri (1d8+1) | From the Shadows: passive, if hidden leap 5" & next attack (main & off hand) have +25% crit Meld into Shadow: inst, become hidden when in shadows Seed of Doubt: instant, single target w/in 12", -5 Initiative Score until passing a Stat test on targets lowest overall stat, once passed Seed of Doubt can be used again in future rounds but not against the same stat (i.e. use next lowest) |
Hardened (Dark): Incoming damage of this type is reduced by half Amphibious: Can breathe in air and water Sneaky I: Can enter battle hidden & +3 Advantage to avoid being detected |
1d8 Dark Matter | Offspring of black dragons and elven assassins | n/a | n/a | ||||||
Black Draconid, Shadowmancer | Second | Dragonkind | Chromatic Dragon | Draconid | Black | Mage | Shadowmancer | yes | Realm (The Void), Alignment (Evil), Polarity (Chaos) | Temperate | Swamp, Ruins/Dungeon | 6 | 81 (48+6d10) | 28 (1.16 x24.2) | 4 | Medium (Upright) | 0 | +5 Hit; 6% Crit. (95+) | +8 Hit; 7% Crit. (94+) | +9 Hit; 8% Crit. (93+) | +6 Hit; 7% Crit. (94+) | AC 38; Armor 28; Dodge 10 |
Arcane 28; Elemental 24; Natural 23; Holy 22; Demonic 22; Mental 25 | Move 5; Str 11; Agil 10; Stam 12; Int 14; Wis 11; Avd 10; Per 13; Res 11; Init 12; Cha 7 | Draconic (Dragon Tongue), Common, Elvish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth, Quilted x6 plus Scales, Light x8 | Medium to Large Staves, Typical: Metal Staff (2d6+1, ward off) | Shadow Powers: Dark Shield x2 (T3 instant), Dark Orb x6 (T3 action), Fear x2 (T3 action), Shadow Rain x1 (T3 action) |
Hardened (Dark): Incoming damage of this type is reduced by half Amphibious: Can breathe in air and water |
0-2 Dark Matter, 0-1 Minor Spirit Potion | Offspring of black dragons and elven mages | n/a | n/a | ||||||
Black Dragon | Second | Dragonkind | Chromatic Dragon | Dragon | Black | Magical | Dragon | yes | Realm (The Void), Alignment (Evil), Polarity (Chaos) | Temperate | Swamp, Ruins/Dungeon | 15 | 485 (320+30d10) | 468 (4.52 x103.4) | 21 | Massive (Prone) | 8; Crushing Blow 8, Toughness 2, Reach +2 | +20 Hit; 13% Crit. (88+); +3 Damage | +20 Hit; 13% Crit. (88+) | +23 Hit; 24% Crit. (77+) | +21 Hit; 13% Crit. (88+) | AC 90; Armor 80; Dodge 10 Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 38; Elemental 40; Natural 37; Holy 32; Demonic 33; Mental 36 | Move 10; Str 20; Agil 16; Stam 20; Int 19; Wis 17; Avd 10; Per 16; Res 16; Init 16; Cha 17 | Draconic (Dragon Tongue), Void Speak, Common, Elvish & Orcish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Dragon x8 | Bite (3d8+10) & Claw x2 (3d6+2) + Tailswipe (2d8+6 damage) | Withering Breath IV: 4d10+6 Dark Damage |
Can use up to Tier 5 Shadow Powers (per day use: T5 x3, T4 x4, T3 x5, T2 x6, T1 x7, T0 unlimited) |
Immune (Shadow): Immune to this type of damage and any associated effects Affinity II (Dark): +10% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath IV: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits a 12" length by width cone, use Ranged attack modifiers +10 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe III: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 4" knockback on targets of lesser size Fearsome: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Amphibious: Can breathe in air and water |
Can shapeshift into creatures of a lesser threat rating (preferred forms are: Elves, Humans, Orcs) |
5d10 Dark Matter | n/a | n/a | |||||
Black Dragon Consort/Lord | Second | Dragonkind | Chromatic Dragon | Dragon | Black | Magical | Consort/Lord | yes | Realm (The Void), Alignment (Evil), Polarity (Chaos) | Temperate | Swamp, Ruins/Dungeon | 17 | 778 (557+34d12) | 847 (5.82 x145.7) | 28 | Gargantuan (Prone) | 16; Crushing Blow 16, Toughness 4, Reach +3 | +21 Hit; 14% Crit. (87+); +3 Damage | +23 Hit; 14% Crit. (87+) | +26 Hit; 30% Crit. (71+) | +25 Hit; 15% Crit. (86+) | AC 98; Armor 88; Dodge 10 Lair Action x2: May use up to two unique special Lair Actions at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 40; Elemental 42; Natural 40; Holy 34; Demonic 36; Mental 39 | Move 11; Str 21; Agil 15; Stam 21; Int 20; Wis 19; Avd 10; Per 17; Res 17; Init 17; Cha 19 | Draconic (Dragon Tongue), Void Speak, Common, Elvish & Orcish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Elder Dragon x8 | Bite (3d10+12) & Claw x2 (2d10+6) + Tailswipe (2d10+6 damage) | Withering Breath V: 4d12+8 Dark Damage |
Can use up to Tier 6 Shadow Powers (per day use: T6 x3, T5 x4, T4 x5, T3 x6, T2 x7, T1 x8, T0 unlimited) |
Immune (Shadow): Immune to this type of damage and any associated effects Affinity III (Dark): +15% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath V: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits a 16" length by width cone, use Ranged attack modifiers +15 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe IV: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 6" knockback on targets of lesser size Terrifying: Enemies must pass a Resolve test to move towards the creature and if it moves into base contact with a foe they must pass a Resolve test or immediately flee their full move directly away (treat as Feared & Frightened). Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Amphibious: Can breathe in air and water |
Can shapeshift into creatures of a lesser threat rating (preferred forms are: Elves, Humans, Orcs) |
6d12 Dark Matter | n/a | n/a | |||||
Black Dragon Hatchling | Second | Dragonkind | Chromatic Dragon | Dragon | Black | Magical | Hatchling | yes | Realm (The Void), Alignment (Evil), Polarity (Chaos) | Temperate | Swamp, Ruins/Dungeon | 1 | 15 (11+1d6) | 7 (1.16 x5.8) | 2 | Tiny (Prone) | -4 | 0 Hit; 4% Crit. (97+); -1 Damage | -2 Hit; 3% Crit. (98+) | -5 Hit; 7% Crit. (94+) | -7 Hit; 2% Crit. (99+) | AC 36; Armor 16; Dodge 20 |
Arcane 10; Elemental 18; Natural 12; Holy 10; Demonic 8; Mental 8 | Move 5; Str 6; Agil 10; Stam 9; Int 5; Wis 3; Avd 20; Per 8; Res 5; Init 6; Cha 4 | Draconic (Dragon Tongue, can understand but not speak) | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scales, Light x8 | Bite (1d4+1) | Detect Magic (unlimited use) & Arcane Cantrip (Shadow, unlimited use) |
Immune (Shadow): Immune to this type of damage and any associated effects Affinity I (Dark): +5% Critical Hit with a given non-physical damage type (typically already added) Hopper II: Can hop to move, 2x movement in a straight line, allows for easily jumping over obstacles, must start and end its turn on the ground Amphibious: Can breathe in air and water |
1d4 Dark Matter | n/a | n/a | |||||||
Black Dragon Whelp | Second | Dragonkind | Chromatic Dragon | Dragon | Black | Magical | Whelp | yes | Realm (The Void), Alignment (Evil), Polarity (Chaos) | Temperate | Swamp, Ruins/Dungeon | 2 | 31 (22+2d8) | 20 (1.57 x13) | 4 | Small (Prone) | -2 | +3 Hit; 5% Crit. (96+) | +1 Hit; 4% Crit. (97+) | -1 Hit; 9% Crit. (92+) | -4 Hit; 3% Crit. (98+) | AC 43; Armor 24; Dodge 19 |
Arcane 16; Elemental 22; Natural 16; Holy 14; Demonic 12; Mental 13 | Move 6; Str 8; Agil 12; Stam 11; Int 8; Wis 5; Avd 19; Per 10; Res 7; Init 7; Cha 5 | Draconic (Dragon Tongue) & Void Speak (can understand but not speak) | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scales, Heavy x8 | Bite (1d8+1) & Claw (1d6+1) | Withering Breath I: 1d10 Dark Damage |
Can use up to Tier 1 Shadow Powers (per day use: T1 x3, T0 unlimited) |
Immune (Shadow): Immune to this type of damage and any associated effects Affinity I (Dark): +5% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath I: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits up to 2 targets in a frontal arc melee, use Ranged attack modifiers against apppropriate resistance (target can add dodge to resist) Amphibious: Can breathe in air and water |
1d6 Dark Matter | n/a | n/a | ||||||
Black Dragon, Ancient | Second | Dragonkind | Chromatic Dragon | Dragon | Black | Magical | Ancient | yes | Realm (The Void), Alignment (Evil), Polarity (Chaos) | Temperate | Swamp, Ruins/Dungeon | 20 | 1232 (902+60d10) | 1661 (7.73 x214.9) | 40 | Colossal (Prone) | 32; Crushing Blow 32, Toughness 8, Reach +4 | +21 Hit; 14% Crit. (87+); +3 Damage | +28 Hit; 16% Crit. (85+) | +31 Hit; 32% Crit. (69+) | +31 Hit; 17% Crit. (84+) | AC 96; Armor 88; Dodge 8 Lair Action x4: May use up to four unique special Lair Actions at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 44; Elemental 44; Natural 44; Holy 40; Demonic 42; Mental 44 | Move 12; Str 22; Agil 12; Stam 22; Int 22; Wis 22; Avd 8; Per 19; Res 20; Init 16; Cha 18 | Draconic (Dragon Tongue), Void Speak, Common, Elvish & Orcish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Truesight: Can see (or otherwise perceive) in natural and magical darkness at a range (in table top inches) equal to thier perception, as well as see through any type of illusion or invisibility, and can see the true form of shape shifting creatures Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Elder Dragon x8 | Bite (5d12+14) & Claw x2 (3d10+8) + Tailswipe (3d12+16 damage) | Withering Breath VII: 5d12+12 Dark Damage |
Can use up to Tier 7+ Shadow Powers (per day use: T7+ x1, T7 x4, T6 x5, T5 x6, T4 x7, T3 x8, T2 x9, T1 x10, T0 unlimited) |
Immune (Shadow): Immune to this type of damage and any associated effects Affinity III (Dark): +15% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath VII: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits a 24" length by width cone, use Ranged attack modifiers +25 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe VI: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 10" knockback on targets of lesser size Terrifying: Enemies must pass a Resolve test to move towards the creature and if it moves into base contact with a foe they must pass a Resolve test or immediately flee their full move directly away (treat as Feared & Frightened). Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Amphibious: Can breathe in air and water |
Ancient Dragons live in complete solitude and often sleep for hundreds of years at a time Can still shapeshift into creatures of a lesser threat rating but would likely not see the point |
7d20 Dark Matter | n/a | n/a | |||||
Black Drake | Second | Dragonkind | Chromatic Dragon | Dragon | Black | Magical | Drake | yes | Realm (The Void), Alignment (Evil), Polarity (Chaos) | Temperate | Swamp, Ruins/Dungeon | 10 | 243 (153+20d8) | 218 (3.4 x64) | 14 | Huge (Prone) | 4; Crushing Blow 4, Toughness 1, Reach +1 | +16 Hit; 11% Crit. (90+); +2 Damage | +13 Hit; 10% Crit. (91+) | +14 Hit; 20% Crit. (81+) | +12 Hit; 9% Crit. (92+) | AC 69; Armor 56; Dodge 13 Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant or action |
Arcane 30; Elemental 36; Natural 31; Holy 26; Demonic 26; Mental 28 | Move 9; Str 18; Agil 17; Stam 18; Int 15; Wis 13; Avd 13; Per 14; Res 13; Init 13; Cha 14 | Draconic (Dragon Tongue), Void Speak, Common, Elvish & Orcish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scale, Drake x8 | Bite (3d6+8) & Claw x2 (1d12+2) + Tailswipe (2d6+6 damage) | Withering Breath III: 2d10+1d8+4 Dark Damage |
Can use up to Tier 4 Shadow Powers (per day use: T4 x3, T3 x4, T2 x5, T1 x6, T0 unlimited) |
Immune (Shadow): Immune to this type of damage and any associated effects Affinity II (Dark): +10% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath III: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits an 8" length by width cone, use Ranged attack modifiers +5 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe II: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 2" knockback on targets of lesser size Fearsome: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Amphibious: Can breathe in air and water |
4d8 Dark Matter | n/a | n/a | ||||||
Black Panther | Second | Beast | Mammal | Feline | Ambusher | Adult | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Forest/Jungle, N/A | 1 | 19 (14+1d10) | 10 (1.1 x8.7) | 2 | Medium (Prone) | 0 | +7 Hit; 6% Crit. (95+) | +6 Hit; 6% Crit. (95+) | -7 Hit; 2% Crit. (99+) | 0 Hit; 4% Crit. (97+) | AC 23; Armor 7; Dodge 16 |
Arcane 6; Elemental 18; Natural 19; Holy 6; Demonic 13; Mental 13 | Move 9; Str 11; Agil 17; Stam 9; Int 3; Wis 10; Avd 16; Per 16; Res 3; Init 15; Cha 2 | Feline "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Fur/Hair x7 | Bite (1d6 dam) & Claw (1d4 dam) | Feline Pounce: action, must be hidden, breaks stealth, +15hit & max dam bite with 100% knock down |
Sneaky II: Can enter battle hidden, moves at full speed while hidden & +3 Advantage to avoid being detected |
Typically a solitary hunter |
2d6 Raw Meat | Insight & Cunning | Exotic | Wild Elves (+1) | ||||||
Black Regal Dragon | Second | Dragonkind | Chromatic Dragon | Dragon | Black | Magical | Regal | yes | Realm (The Void), Alignment (Evil), Polarity (Chaos) | Temperate | Swamp, Ruins/Dungeon | 19 | 867 (620+38d12) | 1117 (6.68 x167.3) | 32 | Gargantuan (Prone) | 16; Crushing Blow 16, Toughness 4, Reach +3 | +23 Hit; 15% Crit. (86+); +3 Damage | +26 Hit; 16% Crit. (85+) | +29 Hit; 32% Crit. (69+) | +29 Hit; 17% Crit. (84+) | AC 98; Armor 88; Dodge 10 Lair Action x3: May use up to three unique special Lair Actions at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 42; Elemental 42; Natural 42; Holy 36; Demonic 39; Mental 42 | Move 11; Str 21; Agil 15; Stam 21; Int 21; Wis 21; Avd 10; Per 18; Res 18; Init 18; Cha 20 | Draconic (Dragon Tongue), Void Speak, Common, Elvish & Orcish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Truesight: Can see (or otherwise perceive) in natural and magical darkness at a range (in table top inches) equal to thier perception, as well as see through any type of illusion or invisibility, and can see the true form of shape shifting creatures Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Elder Dragon x8 | Bite (4d10+12) & Claw x2 (3d8+8) + Tailswipe (2d10+8 damage) | Withering Breath VI: 5d10+10 Dark Damage |
Can use up to Tier 7 Shadow Powers (per day use: T7 x3, T6 x4, T5 x5, T4 x6, T3 x7, T2 x8, T1 x9, T0 unlimited) |
Immune (Shadow): Immune to this type of damage and any associated effects Affinity III (Dark): +15% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath VI: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits a 20" length by width cone, use Ranged attack modifiers +20 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe V: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 8" knockback on targets of lesser size Terrifying: Enemies must pass a Resolve test to move towards the creature and if it moves into base contact with a foe they must pass a Resolve test or immediately flee their full move directly away (treat as Feared & Frightened). Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Amphibious: Can breathe in air and water |
Can shapeshift into creatures of a lesser threat rating (preferred forms are: Elves, Humans, Orcs) |
6d12 Dark Matter | n/a | n/a | |||||
Black Slime, Large | Second | Aberration | Manifestation | Slime | Black | Medium | Black Pudding | yes | Realm (The Void), Alignment (Neutral), Polarity (Chaos) | Temperate | Ruins/Dungeon, Subterranean | 4 | 74 (48+4d12) | 40 (1.8 x22.2) | 5 | Large (Prone) | 2; Crushing Blow 2 | -2 Hit; 4% Crit. (97+); +1 Damage | +1 Hit; 5% Crit. (96+) | -4 Hit; 3% Crit. (98+) | -1 Hit; 4% Crit. (97+) | AC 12; Armor 0; Dodge 12 |
Arcane 6; Elemental 32; Natural 22; Holy 8; Demonic 10; Mental 9 | Move 5; Str 16; Agil 5; Stam 16; Int 3; Wis 6; Avd 12; Per 8; Res 4; Init 2; Cha 1 | none | Blind: This creature is naturally or otherwise blind and must rely solely on other senses. When outside the range of its other senses, it automatically fails any Perception test Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Amorphous: Corporeal, but with no clearly defined shape/form; Only takes half damage from physical attacks; can fit through almost any space; treats all sides as frontal arc; can passively hide until taking action (often appearing a puddle or patch of moisture) |
Oozing Pseudopod x3 (1d12+5 damage, Reach 3", treat as a Physical LOS ranged attack that inflicts Physical & Void damage) | Fling (action, can fling itself up to 2x movement distance, if landing within 3" of a target treat as a single Oozing Pseudopod attack) |
Void Digestion: Any wood, metal, cloth, leather, flesh, or bone (non-magical) that is enveloped by the slime (including latching for more than 1 round, or a weapon entering their body), begins to dissolve into a void smoke. If this effect is not dispelled or exposed to bright sunlight within 1 hour the effected substance turns enterily to void smoke and is permanently absorbed into the Void realm. Rapid Mitosis: passive, if wounded by Slashing or Lightning based attacks, a sucessful Stamina test will casue the Black Slime to split into two Black Slimes of 1 size smaller, with current HP divided evenly between them. |
Dual Damage (Physical & Arcane): Typical or majority of attacks/skills count as two damage types Merge: if touching target creature of the same type that is either smaller or has less HP, merges it into its body, healing for HP equal to target, if healing beyond max HP can increase in size where applicable Latch: sucessful hits Latch onto the target, treat similar to Grapple except that creature moves with the target; if target is 1 size smaller than creature instead simply treat as Grapple Hardened (Dark): Incoming damage of this type is reduced by half Climber III: +15 Advantaged when attempting to climb or cling to almost any surface |
3d6 Dark Matter, 0-1 Large Gemstone | n/a | n/a | |||||||
Black Slime, Medium | Second | Aberration | Manifestation | Slime | Black | Medium | Black Pudding | yes | Realm (The Void), Alignment (Neutral), Polarity (Chaos) | Temperate | Ruins/Dungeon, Subterranean | 2 | 39 (28+2d10) | 20 (1.64 x12.4) | 4 | Medium (Prone) | 0 | -3 Hit; 3% Crit. (98+) | -1 Hit; 4% Crit. (97+) | -7 Hit; 2% Crit. (99+) | -3 Hit; 3% Crit. (98+) | AC 15; Armor 0; Dodge 15 |
Arcane 4; Elemental 28; Natural 20; Holy 8; Demonic 10; Mental 8 | Move 4; Str 14; Agil 6; Stam 14; Int 2; Wis 6; Avd 15; Per 8; Res 4; Init 3; Cha 1 | none | Blind: This creature is naturally or otherwise blind and must rely solely on other senses. When outside the range of its other senses, it automatically fails any Perception test Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Amorphous: Corporeal, but with no clearly defined shape/form; Only takes half damage from physical attacks; can fit through almost any space; treats all sides as frontal arc; can passively hide until taking action (often appearing a puddle or patch of moisture) |
Oozing Pseudopod x2 (1d8+4 damage, Reach 2", treat as a Physical LOS ranged attack that inflicts Physical & Void damage) | Fling (action, can fling itself up to 2x movement distance, if landing within 2" of a target treat as a single Oozing Pseudopod attack) |
Void Digestion: Any wood, metal, cloth, leather, flesh, or bone (non-magical) that is enveloped by the slime (including latching for more than 1 round, or a weapon entering their body), begins to dissolve into a void smoke. If this effect is not dispelled or exposed to bright sunlight within 1 hour the effected substance turns enterily to void smoke and is permanently absorbed into the Void realm. Rapid Mitosis: passive, if wounded by Slashing or Lightning based attacks, a sucessful Stamina test will casue the Black Slime to split into two Black Slimes of 1 size smaller, with current HP divided evenly between them. |
Dual Damage (Physical & Arcane): Typical or majority of attacks/skills count as two damage types Merge: if touching target creature of the same type that is either smaller or has less HP, merges it into its body, healing for HP equal to target, if healing beyond max HP can increase in size where applicable Latch: sucessful hits Latch onto the target, treat similar to Grapple except that creature moves with the target; if target is 1 size smaller than creature instead simply treat as Grapple Hardened (Dark): Incoming damage of this type is reduced by half Climber III: +15 Advantaged when attempting to climb or cling to almost any surface |
2d6 Dark Matter, 0-1 Medium Gemstone | n/a | n/a | |||||||
Black Slime, Small | Second | Aberration | Manifestation | Slime | Black | Medium | Black Pudding | yes | Realm (The Void), Alignment (Neutral), Polarity (Chaos) | Temperate | Ruins/Dungeon, Subterranean | 1 | 23 (18+1d8) | 10 (1.47 x6.6) | 2 | Small (Prone) | -2 | -3 Hit; 3% Crit. (98+) | -2 Hit; 3% Crit. (98+) | -9 Hit; 1% Crit. (100+) | -4 Hit; 3% Crit. (98+) | AC 18; Armor 0; Dodge 18 |
Arcane 2; Elemental 24; Natural 18; Holy 8; Demonic 10; Mental 7 | Move 3; Str 12; Agil 7; Stam 12; Int 1; Wis 6; Avd 18; Per 8; Res 4; Init 4; Cha 1 | none | Blind: This creature is naturally or otherwise blind and must rely solely on other senses. When outside the range of its other senses, it automatically fails any Perception test Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Amorphous: Corporeal, but with no clearly defined shape/form; Only takes half damage from physical attacks; can fit through almost any space; treats all sides as frontal arc; can passively hide until taking action (often appearing a puddle or patch of moisture) |
Oozing Pseudopod (1d6+2 damage, Reach 1", treat as a Physical LOS ranged attack that inflicts Physical & Void damage) | Fling (action, can fling itself up to 2x movement distance, if landing within 1" of a target treat as a single Oozing Pseudopod attack) |
Void Digestion: Any wood, metal, cloth, leather, flesh, or bone (non-magical) that is enveloped by the slime (including latching for more than 1 round, or a weapon entering their body), begins to dissolve into a void smoke. If this effect is not dispelled or exposed to bright sunlight within 1 hour the effected substance turns enterily to void smoke and is permanently absorbed into the Void realm. Rapid Mitosis: passive, if wounded by Slashing or Lightning based attacks, a sucessful Stamina test will casue the Black Slime to split into two Black Slimes of the same size but with current HP divided evenly between them (not worth any additional XP). |
Dual Damage (Physical & Arcane): Typical or majority of attacks/skills count as two damage types Merge: if touching target creature of the same type that is either smaller or has less HP, merges it into its body, healing for HP equal to target, if healing beyond max HP can increase in size where applicable Latch: sucessful hits Latch onto the target, treat similar to Grapple except that creature moves with the target; if target is 1 size smaller than creature instead simply treat as Grapple Hardened (Dark): Incoming damage of this type is reduced by half Climber III: +15 Advantaged when attempting to climb or cling to almost any surface |
1d6 Dark Matter, 0-1 Small Gemstone | n/a | n/a | |||||||
Black Wyrm | Second | Dragonkind | Chromatic Dragon | Dragon | Black | Magical | Wyrm | yes | Realm (The Void), Alignment (Evil), Polarity (Chaos) | Temperate | Swamp, Ruins/Dungeon | 5 | 85 (53+5d12) | 84 (2.49 x33.8) | 8 | Large (Prone) | 2; Crushing Blow 2 | +12 Hit; 9% Crit. (92+); +1 Damage | +6 Hit; 7% Crit. (94+) | +6 Hit; 12% Crit. (89+) | +3 Hit; 6% Crit. (95+) | AC 56; Armor 40; Dodge 16 Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant |
Arcane 24; Elemental 30; Natural 24; Holy 20; Demonic 19; Mental 21 | Move 8; Str 15; Agil 18; Stam 15; Int 12; Wis 9; Avd 16; Per 12; Res 10; Init 10; Cha 7 | Draconic (Dragon Tongue) & Void Speak | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scale, Wyrm x8 | Bite (1d8+6) & Claw x2 (1d8+2) + Tailswipe (2d6+2 dam) | Withering Breath II: 1d8+1d6+2 Dark Damage |
Can use up to Tier 3 Shadow Powers (per day use: T3 x3, T2 x4, T1 x5, T0 unlimited) |
Immune (Shadow): Immune to this type of damage and any associated effects Affinity I (Dark): +5% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath II: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits an 8" length by 3" width cone (or cone template), use Ranged attack modifiers against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe I: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 1" knockback on targets of lesser size Fearsome: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Amphibious: Can breathe in air and water |
3d6 Dark Matter | n/a | n/a | ||||||
Blue Dragon | Second | Dragonkind | Chromatic Dragon | Dragon | Blue | Magical | Dragon | yes | Realm (Stillness), Alignment (Good), Polarity (Order) | Cosmopolitan | Fresh Water, Subterranean | 15 | 485 (320+30d10) | 468 (4.52 x103.4) | 21 | Massive (Prone) | 8; Crushing Blow 8, Toughness 2, Reach +2 | +21 Hit; 13% Crit. (88+); +3 Damage | +20 Hit; 13% Crit. (88+) | +22 Hit; 24% Crit. (77+) | +20 Hit; 13% Crit. (88+) | AC 90; Armor 80; Dodge 10 Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 36; Elemental 40; Natural 36; Holy 32; Demonic 32; Mental 34 | Move 10; Str 20; Agil 17; Stam 20; Int 18; Wis 16; Avd 10; Per 16; Res 16; Init 16; Cha 17 | Draconic (Dragon Tongue), Aquan, Common & Elvish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Dragon x8 | Bite (3d8+10) & Claw x2 (3d6+2) + Tailswipe (2d8+6 damage) | Geyser Breath IV: 3d10+1d8+4 Water Damage with 8" knockback on targets of lesser size |
Can use up to Tier 5 Water Powers (per day use: T5 x3, T4 x4, T3 x5, T2 x6, T1 x7, T0 unlimited) |
Immune (Water): Immune to this type of damage and any associated effects Affinity II (Water): +10% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath IV: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits a 12" length by width cone, use Ranged attack modifiers +10 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe III: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 4" knockback on targets of lesser size Fearsome: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Amphibious: Can breathe in air and water |
Can shapeshift into creatures of a lesser threat rating (preferred forms are: Elves, Humans) |
5d10 Everice | n/a | n/a | |||||
Blue Dragon Consort/Lord | Second | Dragonkind | Chromatic Dragon | Dragon | Blue | Magical | Consort/Lord | yes | Realm (Stillness), Alignment (Good), Polarity (Order) | Cosmopolitan | Fresh Water, Subterranean | 17 | 778 (557+34d12) | 848 (5.82 x145.7) | 28 | Gargantuan (Prone) | 16; Crushing Blow 16, Toughness 4, Reach +3 | +23 Hit; 14% Crit. (87+); +3 Damage | +23 Hit; 14% Crit. (87+) | +25 Hit; 30% Crit. (71+) | +24 Hit; 15% Crit. (86+) | AC 98; Armor 88; Dodge 10 Lair Action x2: May use up to two unique special Lair Actions at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 38; Elemental 42; Natural 39; Holy 34; Demonic 35; Mental 37 | Move 11; Str 21; Agil 17; Stam 21; Int 19; Wis 18; Avd 10; Per 17; Res 17; Init 17; Cha 19 | Draconic (Dragon Tongue), Aquan, Common & Elvish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Elder Dragon x8 | Bite (3d10+12) & Claw x2 (2d10+6) + Tailswipe (2d10+6 damage) | Geyser Breath V: 3d12+1d10+6 Water Damage with 10" knockback on targets of lesser size |
Can use up to Tier 6 Water Powers (per day use: T6 x3, T5 x4, T4 x5, T3 x6, T2 x7, T1 x8, T0 unlimited) |
Immune (Water): Immune to this type of damage and any associated effects Affinity III (Water): +15% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath V: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits a 16" length by width cone, use Ranged attack modifiers +15 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe IV: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 6" knockback on targets of lesser size Terrifying: Enemies must pass a Resolve test to move towards the creature and if it moves into base contact with a foe they must pass a Resolve test or immediately flee their full move directly away (treat as Feared & Frightened). Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Amphibious: Can breathe in air and water |
Can shapeshift into creatures of a lesser threat rating (preferred forms are: Elves, Humans) |
6d12 Everice | n/a | n/a | |||||
Blue Dragon Hatchling | Second | Dragonkind | Chromatic Dragon | Dragon | Blue | Magical | Hatchling | yes | Realm (Stillness), Alignment (Good), Polarity (Order) | Cosmopolitan | Fresh Water, Subterranean | 1 | 15 (11+1d6) | 7 (1.16 x5.9) | 2 | Tiny (Prone) | -4 | +1 Hit; 4% Crit. (97+); -1 Damage | -2 Hit; 3% Crit. (98+) | -3 Hit; 8% Crit. (93+) | -8 Hit; 1% Crit. (100+) | AC 36; Armor 16; Dodge 20 |
Arcane 14; Elemental 18; Natural 11; Holy 10; Demonic 7; Mental 9 | Move 5; Str 6; Agil 11; Stam 9; Int 7; Wis 2; Avd 20; Per 8; Res 5; Init 6; Cha 4 | Draconic (Dragon Tongue, can understand but not speak) | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scales, Light x8 | Bite (1d4+1) | Detect Magic (unlimited use) & Elemental Cantrip (Water, unlimited use) |
Immune (Water): Immune to this type of damage and any associated effects Affinity I (Water): +5% Critical Hit with a given non-physical damage type (typically already added) Hopper II: Can hop to move, 2x movement in a straight line, allows for easily jumping over obstacles, must start and end its turn on the ground Amphibious: Can breathe in air and water |
1d4 Everice | n/a | n/a | |||||||
Blue Dragon Whelp | Second | Dragonkind | Chromatic Dragon | Dragon | Blue | Magical | Whelp | yes | Realm (Stillness), Alignment (Good), Polarity (Order) | Cosmopolitan | Fresh Water, Subterranean | 2 | 31 (22+2d8) | 21 (1.57 x13.1) | 4 | Small (Prone) | -2 | +4 Hit; 5% Crit. (96+) | +1 Hit; 4% Crit. (97+) | +1 Hit; 9% Crit. (92+) | -5 Hit; 2% Crit. (99+) | AC 43; Armor 24; Dodge 19 |
Arcane 20; Elemental 22; Natural 15; Holy 14; Demonic 11; Mental 14 | Move 6; Str 8; Agil 13; Stam 11; Int 10; Wis 4; Avd 19; Per 10; Res 7; Init 7; Cha 5 | Draconic (Dragon Tongue) & Aquan (can understand but not speak) | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scales, Heavy x8 | Bite (1d8+1) & Claw (1d6+1) | Geyser Breath I: 1d6 Water Damage with 2" knockback on targets of lesser size |
Can use up to Tier 1 Water Powers (per day use: T1 x3, T0 unlimited) |
Immune (Water): Immune to this type of damage and any associated effects Affinity I (Water): +5% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath I: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits up to 2 targets in a frontal arc melee, use Ranged attack modifiers against apppropriate resistance (target can add dodge to resist) Amphibious: Can breathe in air and water |
1d6 Everice | n/a | n/a | ||||||
Blue Dragon, Ancient | Second | Dragonkind | Chromatic Dragon | Dragon | Blue | Magical | Ancient | yes | Realm (Stillness), Alignment (Good), Polarity (Order) | Cosmopolitan | Fresh Water, Subterranean | 20 | 1232 (902+60d10) | 1660 (7.73 x214.7) | 40 | Colossal (Prone) | 32; Crushing Blow 32, Toughness 8, Reach +4 | +23 Hit; 15% Crit. (86+); +3 Damage | +27 Hit; 16% Crit. (85+) | +29 Hit; 32% Crit. (69+) | +28 Hit; 16% Crit. (85+) | AC 96; Armor 88; Dodge 8 Lair Action x4: May use up to four unique special Lair Actions at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 40; Elemental 44; Natural 41; Holy 38; Demonic 38; Mental 39 | Move 12; Str 22; Agil 14; Stam 22; Int 20; Wis 19; Avd 8; Per 18; Res 19; Init 15; Cha 17 | Draconic (Dragon Tongue), Aquan, Common & Elvish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Truesight: Can see (or otherwise perceive) in natural and magical darkness at a range (in table top inches) equal to thier perception, as well as see through any type of illusion or invisibility, and can see the true form of shape shifting creatures Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Elder Dragon x8 | Bite (5d12+14) & Claw x2 (3d10+8) + Tailswipe (3d12+16 damage) | Geyser Breath VII: 4d12+1d10+10 Water Damage with 14" knockback on targets of lesser size |
Can use up to Tier 7+ Water Powers (per day use: T7+ x1, T7 x4, T6 x5, T5 x6, T4 x7, T3 x8, T2 x9, T1 x10, T0 unlimited) |
Immune (Water): Immune to this type of damage and any associated effects Affinity III (Water): +15% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath VII: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits a 24" length by width cone, use Ranged attack modifiers +25 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe VI: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 10" knockback on targets of lesser size Terrifying: Enemies must pass a Resolve test to move towards the creature and if it moves into base contact with a foe they must pass a Resolve test or immediately flee their full move directly away (treat as Feared & Frightened). Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Amphibious: Can breathe in air and water |
Ancient Dragons live in complete solitude and often sleep for hundreds of years at a time Can still shapeshift into creatures of a lesser threat rating but would likely not see the point |
7d20 Everice | n/a | n/a | |||||
Blue Drake | Second | Dragonkind | Chromatic Dragon | Dragon | Blue | Magical | Drake | yes | Realm (Stillness), Alignment (Good), Polarity (Order) | Cosmopolitan | Fresh Water, Subterranean | 10 | 243 (153+20d8) | 218 (3.4 x64.1) | 14 | Huge (Prone) | 4; Crushing Blow 4, Toughness 1, Reach +1 | +17 Hit; 11% Crit. (90+); +2 Damage | +13 Hit; 10% Crit. (91+) | +13 Hit; 20% Crit. (81+) | +11 Hit; 9% Crit. (92+) | AC 69; Armor 56; Dodge 13 Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant or action |
Arcane 28; Elemental 36; Natural 30; Holy 26; Demonic 25; Mental 26 | Move 9; Str 18; Agil 18; Stam 18; Int 14; Wis 12; Avd 13; Per 14; Res 13; Init 13; Cha 14 | Draconic (Dragon Tongue), Aquan, Common & Elvish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scale, Drake x8 | Bite (3d6+8) & Claw x2 (1d12+2) + Tailswipe (2d6+6 damage) | Geyser Breath III: 2d10+1d6+2 Water Damage with 6" knockback on targets of lesser size |
Can use up to Tier 4 Water Powers (per day use: T4 x3, T3 x4, T2 x5, T1 x6, T0 unlimited) |
Immune (Water): Immune to this type of damage and any associated effects Affinity II (Water): +10% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath III: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits an 8" length by width cone, use Ranged attack modifiers +5 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe II: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 2" knockback on targets of lesser size Fearsome: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Amphibious: Can breathe in air and water |
4d8 Everice | n/a | n/a | ||||||
Blue Regal Dragon | Second | Dragonkind | Chromatic Dragon | Dragon | Blue | Magical | Regal | yes | Realm (Stillness), Alignment (Good), Polarity (Order) | Cosmopolitan | Fresh Water, Subterranean | 19 | 867 (620+38d12) | 1117 (6.68 x167.3) | 32 | Gargantuan (Prone) | 16; Crushing Blow 16, Toughness 4, Reach +3 | +25 Hit; 15% Crit. (86+); +3 Damage | +26 Hit; 16% Crit. (85+) | +28 Hit; 31% Crit. (70+) | +28 Hit; 16% Crit. (85+) | AC 98; Armor 88; Dodge 10 Lair Action x3: May use up to three unique special Lair Actions at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 40; Elemental 42; Natural 41; Holy 36; Demonic 38; Mental 40 | Move 11; Str 21; Agil 17; Stam 21; Int 20; Wis 20; Avd 10; Per 18; Res 18; Init 18; Cha 20 | Draconic (Dragon Tongue), Aquan, Common & Elvish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Truesight: Can see (or otherwise perceive) in natural and magical darkness at a range (in table top inches) equal to thier perception, as well as see through any type of illusion or invisibility, and can see the true form of shape shifting creatures Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Elder Dragon x8 | Bite (4d10+12) & Claw x2 (3d8+8) + Tailswipe (2d10+8 damage) | Geyser Breath VI: 4d10+1d8+8 Water Damage with 12" knockback on targets of lesser size |
Can use up to Tier 7 Water Powers (per day use: T7 x3, T6 x4, T5 x5, T4 x6, T3 x7, T2 x8, T1 x9, T0 unlimited) |
Immune (Water): Immune to this type of damage and any associated effects Affinity III (Water): +15% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath VI: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits a 20" length by width cone, use Ranged attack modifiers +20 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe V: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 8" knockback on targets of lesser size Terrifying: Enemies must pass a Resolve test to move towards the creature and if it moves into base contact with a foe they must pass a Resolve test or immediately flee their full move directly away (treat as Feared & Frightened). Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Amphibious: Can breathe in air and water |
Can shapeshift into creatures of a lesser threat rating (preferred forms are: Elves, Humans) |
6d12 Everice | n/a | n/a | |||||
Blue Wyrm | Second | Dragonkind | Chromatic Dragon | Dragon | Blue | Magical | Wyrm | yes | Realm (Stillness), Alignment (Good), Polarity (Order) | Cosmopolitan | Fresh Water, Subterranean | 5 | 85 (53+5d12) | 84 (2.49 x33.9) | 8 | Large (Prone) | 2; Crushing Blow 2 | +13 Hit; 9% Crit. (92+); +1 Damage | +6 Hit; 7% Crit. (94+) | +6 Hit; 12% Crit. (89+) | +2 Hit; 5% Crit. (96+) | AC 56; Armor 40; Dodge 16 Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant |
Arcane 24; Elemental 30; Natural 23; Holy 20; Demonic 18; Mental 20 | Move 8; Str 15; Agil 19; Stam 15; Int 12; Wis 8; Avd 16; Per 12; Res 10; Init 10; Cha 7 | Draconic (Dragon Tongue) & Aquan | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scale, Wyrm x8 | Bite (1d8+6) & Claw x2 (1d8+2) + Tailswipe (2d6+2 dam) | Geyser Breath II: 1d8+1d4 Water Damage with 4" knockback on targets of lesser size |
Can use up to Tier 3 Water Powers (per day use: T3 x3, T2 x4, T1 x5, T0 unlimited) |
Immune (Water): Immune to this type of damage and any associated effects Affinity I (Water): +5% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath II: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits an 8" length by 3" width cone (or cone template), use Ranged attack modifiers against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe I: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 1" knockback on targets of lesser size Fearsome: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Amphibious: Can breathe in air and water |
3d6 Everice | n/a | n/a | ||||||
Boar, Cave | Second | Beast | Mammal | Ungulate | Protector | Adult | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Cosmopolitan | Hill, Subterranean | 5 | 78 (46+5d12) | 24 (1.32 x18) | 4 | Large (Prone) | 2; Crushing Blow 2 | +6 Hit; 17% Crit. (84+); +1 Damage | +9 Hit; 8% Crit. (93+) | -4 Hit; 3% Crit. (98+) | +3 Hit; 6% Crit. (95+) | AC 39; Armor 28; Dodge 11 Can wear up to Plate Armor, Max Double Layer |
Arcane 4; Elemental 26; Natural 22; Holy 20; Demonic 19; Mental 11 | Move 7; Str 15; Agil 12; Stam 13; Int 2; Wis 9; Avd 11; Per 15; Res 10; Init 14; Cha 1 | Ungulate "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Hide, Caloused x7 | Vicious Tusks (1d8 dam) | Boar Charge: if moved before attacking add +2 damage Intercept: can take its movement out of turn to intercept an opponent that would pass within range |
Vicious II: +10% Critical hit with physical melee attacks (typically already added) |
3d6 Raw Meat | Dominance & Will | Normal | Dwarves (+1) | |||||||
Boar, Wild | Second | Beast | Mammal | Ungulate | Protector | Adult | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Cosmopolitan | Plain, Forest/Jungle | 1 | 21 (15+1d10) | 12 (1.2 x9.8) | 2 | Medium (Prone) | 0 | +3 Hit; 15% Crit. (86+) | +5 Hit; 6% Crit. (95+) | -8 Hit; 1% Crit. (100+) | -1 Hit; 4% Crit. (97+) | AC 33; Armor 21; Dodge 12 Can wear up to Plate Armor, Max Double Layer |
Arcane 4; Elemental 20; Natural 19; Holy 20; Demonic 19; Mental 11 | Move 6; Str 13; Agil 13; Stam 10; Int 2; Wis 9; Avd 12; Per 15; Res 10; Init 15; Cha 1 | Ungulate "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Hide, Rugged x7 | Vicious Tusks (1d6 dam) | Boar Charge: if moved before attacking add +2 damage Intercept: can take its movement out of turn to intercept an opponent that would pass within range |
Vicious II: +10% Critical hit with physical melee attacks (typically already added) |
2d6 Raw Meat | Dominance & Will | Normal | Centaurs (+1) | |||||||
Bobcat | Second | Beast | Mammal | Feline | Ambusher | Adult | Lynx | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Temperate | Forest/Jungle, Hill | 1 | 14 (9+1d8) | 7 (0.99 x7) | 2 | Small (Prone) | -2 | +8 Hit; 7% Crit. (94+) | +7 Hit; 6% Crit. (95+) | -6 Hit; 2% Crit. (99+) | +1 Hit; 4% Crit. (97+) | AC 24; Armor 7; Dodge 17 |
Arcane 8; Elemental 12; Natural 17; Holy 4; Demonic 13; Mental 15 | Move 8; Str 8; Agil 18; Stam 6; Int 4; Wis 11; Avd 17; Per 17; Res 2; Init 16; Cha 3 | Feline "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Fur/Hair x7 | Bite (1d4 dam) & Claw (1d2 dam) | Feline Pounce: action, must be hidden, breaks stealth, +15hit & max dam bite with 100% knock down |
Sneaky II: Can enter battle hidden, moves at full speed while hidden & +3 Advantage to avoid being detected |
Typically a solitary hunter |
1d6 Raw Meat | Insight & Cunning | n/a | Wild Elves (+1) | |||||
Boggle | Second | Fey | Fey Folk | Sprite | Bogle | Familiar | yes | Realm (The Void), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Ruins/Dungeon, Subterranean | 2 | 18 (11+2d6) | 18 (1.07 x17.3) | 3 | Tiny (Upright) | -4 | -2 Hit; 3% Crit. (98+); -1 Damage | +6 Hit; 6% Crit. (95+) | +4 Hit; 5% Crit. (96+) | 0 Hit; 4% Crit. (97+) | AC 25; Armor 16; Dodge 9; Stiff 4 Slip into Shadows: when in shadows Boggles automatically become hidden and unseen if they desire, remaining so unless taking actions |
Arcane 26; Elemental 14; Natural 16; Holy 18; Demonic 18; Mental 22 | Move 4; Str 5; Agil 7; Stam 7; Int 13; Wis 9; Avd 13; Per 15; Res 9; Init 9; Cha 4 | Sprite, Mage Tongue (Arcane) & Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Rejuvenating: When its Substance or physical form is destroyed in the Realm of Strife its Spirit and/or Soul lives on, either returning to its Realm of Origin or being anchored within some form of physical object or remains, allowing it to take physical form again (see Extra for details). This effectively makes the creature immortal unless slain within its own Realm of Origin or if the anchored object is destroyed before it can reform itself. |
Leather, Splinted x4 | Machete: 1d6 dam | Smell Magic: natural senses act as detect magic Shadow Taunt: thrice/day, instant, a single target within 10" is taunted if failing a Resolve test, at the same time the Boggle creates an illsionary copy of themselves while they immediately become hidden and can sneak away or hop to safety, leaving the target taunted to the illusionary copy which dissapears upon being struck Fear: T3 Control action, 1/day Extinguish Light: Dispel instant/action, 2/day Shadow Bolt: T3 Missile action, 3/hour |
Aura II: Passive effects in 2" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Sneaky III: Can enter battle hidden, moves at full speed while hidden & +5 Advantage to avoid being detected Hopper II: Can hop to move, 2x movement in a straight line, allows for easily jumping over obstacles, must start and end its turn on the ground Docile: Will typically not attack unless provoked/threatened |
Arcane Shadow Aura: 2" radius, effects master & familiar only, grants +2 Advantage on Avoidance rolls and +5 cast & +2 spell damage with Shadow powers |
1d4 -1 Dark Matter | Boggles are tiny Fey Folk attuned to dark arcane magic, vaguely resembling a small goblin with sagging rubbery flesh that is most often blackish-blue or dark gray. They are cruel tricksters, deriving great pleasure from confusing and confounding friend and foe alike. Boggles are abnoxiously loud and love to taunt and annoy, provided they know they can escape their targets wrath. When confronted directly, they are equally as whiny and submissive, for they are cowardly at heart. They are prized by spirit users as familiars, due to their innate ability to sense magic by smell, as well as the aura of darkness that they radiate. | n/a & n/a | n/a | Goblins (+1) | |||||
Corpse Champion | False | Undead | Cadaverous | Corpse | Infantry | Champion | yes | Realm (Strife), Alignment (Evil), Polarity (Chaos) | Cosmopolitan | Ruins/Dungeon, Urban | 8 | 94 (50+8d10) | 53 (1.85 x28.6) | 6 | Medium (Upright) | 0 | -4 Hit; 1% Crit. (100+); +1 Damage | -10 Hit; 1% Crit. (100+) | -6 Hit; 1% Crit. (100+) | -9 Hit; 1% Crit. (100+) | AC 48; Armor 48; Dodge 0; Noisy 8; Double Layer 4; Triple Layer 4 |
Arcane 10; Elemental 30; Natural 12; Holy 0; Demonic 67; Mental 7 | Move 4; Str 15; Agil 11; Stam 10; Int 5; Wis 2; Avd 3; Per 5; Res 15; Init 5; Cha 1 | Understands the languages it knew in life and has a limited capacity to speak | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Sense Living III: Can sense living organic beings at a range (in table top inches) equal to 2x Perception with +8 Advantage to Perception rolls |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Mail, Plated x4 w/ Mail, Chain x4 over Cloth, Quilted x6 | 2 handed weapon or high damage 1 handed weapon with heavy shield, typ. Side Sword: 1d12 damage & Tower Shield Block (+8) | Hawk Strike x2, Mammoth Strike x2 Grave Strength (melee passive, if roll w/in 4 pts of min dam, max instead) |
Undead: Does not eat, sleep, tire, breathe, or bleed (immune to any effect related to these). Counts as Implacable and Immune to stun, fear, poison, disease. Holy and life based healing powers cause damage instead of healing. +50 Demonic Resistance & -30 Holy Resistance (already added). Sensitivity to Holy (double damage). Typically destroyed if reaching 0 HP. Mindless: Does not possess the ability to truly think or reason, instead operating on some form of predetermined will or set of parameters; immune to taunt, fear and all mental or pyschological damage and effects; dodge always equals zero regardless of Avd. Stat Toughness II: Negates all incoming damage by 2 Resistant II (Elemental): +10 resistance to this type of damage/effects (typically already added) |
1d8 GP | n/a | n/a | ||||||||
Corpse Champion, Marked | False | Undead | Cadaverous | Corpse | Infantry | Elite Champion | yes | Realm (Strife), Alignment (Evil), Polarity (Chaos) | Cosmopolitan | Ruins/Dungeon, Urban | 10 | 127 (72+10d10) | 75 (1.85 x40.6) | 8 | Medium (Upright) | 0 | -9 Hit; 1% Crit. (100+); +1 Damage | -8 Hit; 1% Crit. (100+) | -1 Hit; 2% Crit. (99+) | -4 Hit; 1% Crit. (100+) | AC 54; Armor 54; Dodge 0; Stiff 4; Noisy 5; Double Layer 4; Triple Layer 4 |
Arcane 10; Elemental 34; Natural 14; Holy 0; Demonic 66; Mental 7 | Move 4; Str 16; Agil 4; Stam 12; Int 5; Wis 2; Avd 0; Per 5; Res 14; Init 6; Cha 1 | Understands the languages it knew in life and has a limited capacity to speak | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Sense Living III: Can sense living organic beings at a range (in table top inches) equal to 2x Perception with +8 Advantage to Perception rolls |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Plate x4 w/ Mail, Chain x5 over Cloth, Quilted x7 | 2 handed weapon, somtimes crafted/enchanted; typ. Greatsword (1d12+1d6+2) | Hawk Strike x2, Mammoth Strike x2 Grave Strength (melee passive, if roll w/in 5 pts of min dam, max instead) Mark of the Master: passive, can be controlled directly by master i.e. not mindless dead, at any time mark can be consumed, 4d8 dem. dam 3" radius, including self Pull of the Grave: inst, rng 10", pulls target to self & forces to stay 1 rnd, roll vs dem. |
Undead: Does not eat, sleep, tire, breathe, or bleed (immune to any effect related to these). Counts as Implacable and Immune to stun, fear, poison, disease. Holy and life based healing powers cause damage instead of healing. +50 Demonic Resistance & -30 Holy Resistance (already added). Sensitivity to Holy (double damage). Typically destroyed if reaching 0 HP. Mindless: Does not possess the ability to truly think or reason, instead operating on some form of predetermined will or set of parameters; immune to taunt, fear and all mental or pyschological damage and effects; dodge always equals zero regardless of Avd. Stat Toughness II: Negates all incoming damage by 2 Resistant II (Elemental): +10 resistance to this type of damage/effects (typically already added) |
1d10 GP | n/a | n/a | ||||||||
Corpse Infantry | False | Undead | Cadaverous | Corpse | Infantry | Regular | yes | Realm (Strife), Alignment (Evil), Polarity (Chaos) | Cosmopolitan | Ruins/Dungeon, Urban | 3 | 39 (23+3d10) | 22 (1.85 x11.9) | 4 | Medium (Upright) | 0 | +2 Hit; 5% Crit. (96+) | -3 Hit; 3% Crit. (98+) | -7 Hit; 1% Crit. (100+) | -10 Hit; 1% Crit. (100+) | AC 27; Armor 27; Dodge 0; Noisy 3 |
Arcane 8; Elemental 28; Natural 10; Holy 4; Demonic 68; Mental 5 | Move 3; Str 14; Agil 10; Stam 9; Int 4; Wis 1; Avd 4; Per 5; Res 17; Init 3; Cha 1 | Understands the languages it knew in life and has a limited capacity to speak | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Sense Living III: Can sense living organic beings at a range (in table top inches) equal to 2x Perception with +8 Advantage to Perception rolls |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather, Boiled x5 w/ Mail, Chain x3 | 1 handed weapon (max 10 dam) & light shield; typ. Gladius: 1d10 damage & Parma: Block (+3). | Grave Strength (melee passive, if roll w/in 2 pts of min dam, max instead) |
Undead: Does not eat, sleep, tire, breathe, or bleed (immune to any effect related to these). Counts as Implacable and Immune to stun, fear, poison, disease. Holy and life based healing powers cause damage instead of healing. +50 Demonic Resistance & -30 Holy Resistance (already added). Sensitivity to Holy (double damage). Typically destroyed if reaching 0 HP. Mindless: Does not possess the ability to truly think or reason, instead operating on some form of predetermined will or set of parameters; immune to taunt, fear and all mental or pyschological damage and effects; dodge always equals zero regardless of Avd. Stat Toughness II: Negates all incoming damage by 2 Resistant II (Elemental): +10 resistance to this type of damage/effects (typically already added) |
1d4 GP | n/a | n/a | ||||||||
Booger, Grand Lugie | Third | Greenskin | Goblinkind | Booger | Worker | Grand Lugie | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Ruins/Dungeon, Plain | 3 | 23 (12+3d6) | 4 (0.8 x5.4) | 1 | Tiny (Upright) | -4 | +5 Hit; 6% Crit. (95+) | 0 Hit; 4% Crit. (97+) | -1 Hit; 4% Crit. (97+) | -2 Hit; 4% Crit. (97+) | AC 16; Armor 4; Dodge 12 |
Arcane 14; Elemental 14; Natural 8; Holy 5; Demonic 11; Mental 13 | Move 5; Str 8; Agil 13; Stam 7; Int 7; Wis 6; Avd 12; Per 8; Res 5; Init 7; Cha 4 | Can understand Goblin, but can only speak 2 words, "Booger" and "Lugie". They seemingly vary the pitch and tone of the words to communicate various concepts with one another, though no one else bothers to study them long enough to understand the differences. | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth x4 | Small melee weapons, typ. Cleaver (1d8+1 damage) | Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) |
A Grand Lugie will only be present if there is more than one Booger mob present |
0-1 Stale bread, 1d6 SP | n/a | n/a | ||||||||
Booger, Lugie | Third | Greenskin | Goblinkind | Booger | Worker | Lugie | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Ruins/Dungeon, Plain | 2 | 16 (9+2d6) | 3 (0.8 x3.6) | 1 | Tiny (Upright) | -4 | +3 Hit; 5% Crit. (96+) | -1 Hit; 4% Crit. (97+) | -3 Hit; 3% Crit. (98+) | -4 Hit; 3% Crit. (98+) | AC 14; Armor 3; Dodge 11 |
Arcane 12; Elemental 12; Natural 6; Holy 3; Demonic 9; Mental 11 | Move 5; Str 8; Agil 12; Stam 6; Int 6; Wis 5; Avd 11; Per 8; Res 4; Init 6; Cha 2 | Can understand Goblin, but can only speak 2 words, "Booger" and "Lugie". They seemingly vary the pitch and tone of the words to communicate various concepts with one another, though no one else bothers to study them long enough to understand the differences. | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth x3 | Can use most low end small weapons, typ. Rondel (1d6+1 damage) | Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) |
Usually 1 Lugie per mob |
1d3 SP | n/a | n/a | ||||||||
Boogerling | Third | Greenskin | Goblinkind | Booger | Worker | Boogerling | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Ruins/Dungeon, Plain | 1 | 10 (6+1d6) | 1 (0.64 x1.2) | 0 | Tiny (Upright) | -4 | +1 Hit; 4% Crit. (97+); -1 Damage | -2 Hit; 3% Crit. (98+) | -5 Hit; 2% Crit. (99+) | -6 Hit; 2% Crit. (99+) | AC 12; Armor 2; Dodge 10 |
Arcane 10; Elemental 10; Natural 4; Holy 1; Demonic 7; Mental 9 | Move 5; Str 7; Agil 11; Stam 5; Int 5; Wis 4; Avd 10; Per 8; Res 3; Init 5; Cha 1 | Can understand Goblin, but can only speak 1 word, "Booger". They seemingly vary the pitch and tone of the word to communicate various concepts with one another, though no one else bothers to study them long enough to understand the differences. | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth x2 | Bits of scrap metal or crude blunt objects (1d3 dam) | Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) Docile: Will typically not attack unless provoked/threatened |
Usually found in mobs of 8-16 |
0-1 SP | n/a | n/a | ||||||||
Brass Golem, Large | False | Construct | Golem | Humanoid | Brass | Protector | Large | Soft Metal (Bronze, Tin, etc...) | yes | Realm (Strife), Alignment (Neutral), Polarity (Order) | Temperate | Ruins/Dungeon, Urban | 7 | 136 (90+7d12) | 42 (1.63 x25.7) | 5 | Large (Upright) | 2; Crushing Blow 2 | -1 Hit; 5% Crit. (96+); +3 Damage | +4 Hit; 6% Crit. (95+) | -1 Hit; 5% Crit. (96+) | -3 Hit; 4% Crit. (97+) | AC 12; Armor 12; Dodge 0 Modular: Body (Default target, 25% HP, complete destruction if destoyed), Arm x2 (15% HP, loss of attack if destroyed), Leg x2 (15% HP, 1/2 movement each if destroyed), Head (15% HP, can't use skills, treat as if permanently blind) |
Arcane 6; Elemental 40; Natural 21; Holy 34; Demonic 18; Mental 4 | Move 4; Str 20; Agil 3; Stam 20; Int 3; Wis 1; Avd 2; Per 8; Res 17; Init 2; Cha 0 | Understands the language of its creator but can't speak it | Blind: This creature is naturally or otherwise blind and must rely solely on other senses. When outside the range of its other senses, it automatically fails any Perception test Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Hide, Soft Metallic x2 | Large Golem Fist x2 (2d8 dam, 20% stun, crushing blow 3) or extra-large weapons | Poison Breath: instant (once/4rounds), inflicts superior exhausting poison |
Absorption III: Absorbs 50% of current HP before taking any damage, unless damage is of a particular type (see Extra) Trample V: 5d6 dam, does not effect targets of equal size or larger than the creature Immune (Earth): Immune to this type of damage and any associated effects Sensitivity II (Storm & Caustic): Incoming damage of these types is doubled Mindless: Does not possess the ability to truly think or reason, instead operating on some form of predetermined will or set of parameters; immune to taunt, fear and all mental or pyschological damage and effects; dodge always equals zero regardless of Avd. Stat Modular I: Made up of many parts that can each be targeted seperately is using Precision Attacks. Creature level typically equals the # of parts. Each part has HP as a % of the overall HP. Largest part is usually treated as the default target and has a higher proportion of HP (see Defense) Breath II: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits an 8" length by 3" width cone (or cone template), use Ranged attack modifiers against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) |
Absorption ignored by Fire damage or if struck by weapons with Crushing Blow or Armor Piercing Immune to Earth damage Sensitive to Storm & Acid damage (2x dam) |
crushed stone | Typically programed with set list of objectives (see Animator in Secondary Skills section). Smithing Skill required to create/repair Metal Golems. Upgraded models can have varying extra attacks/abilities based on add-ons, but increase XP/lvl for each upgraded part/add-on. | n/a | n/a | ||||
Brass Golem, Medium | False | Construct | Golem | Humanoid | Brass | Protector | Medium | Soft Metal (Bronze, Tin, etc...) | yes | Realm (Strife), Alignment (Neutral), Polarity (Order) | Temperate | Ruins/Dungeon, Urban | 7 | 120 (81+7d10) | 27 (1.28 x21.4) | 4 | Medium (Upright) | 0 | -1 Hit; 5% Crit. (96+); +2 Damage | +4 Hit; 6% Crit. (95+) | -1 Hit; 5% Crit. (96+) | -3 Hit; 4% Crit. (97+) | AC 12; Armor 12; Dodge 0 Modular: Body (Default target, 25% HP, complete destruction if destoyed), Arm x2 (15% HP, loss of attack if destroyed), Leg x2 (15% HP, 1/2 movement each if destroyed), Head (15% HP, can't use skills, treat as if permanently blind) |
Arcane 6; Elemental 36; Natural 19; Holy 34; Demonic 18; Mental 4 | Move 3; Str 18; Agil 3; Stam 18; Int 3; Wis 1; Avd 3; Per 8; Res 17; Init 3; Cha 0 | Understands the language of its creator but can't speak it | Blind: This creature is naturally or otherwise blind and must rely solely on other senses. When outside the range of its other senses, it automatically fails any Perception test Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Hide, Soft Metallic x2 | Medium Golem Fist x2 (2d6 dam, 15% stun, crushing blow 2) or large weapons | Poison Breath: instant (once/4rounds), inflicts complex exhausting poison |
Absorption III: Absorbs 50% of current HP before taking any damage, unless damage is of a particular type (see Extra) Trample III: 3d6 dam, does not effect targets of equal size or larger than the creature Immune (Earth): Immune to this type of damage and any associated effects Sensitivity II (Storm & Caustic): Incoming damage of these types is doubled Mindless: Does not possess the ability to truly think or reason, instead operating on some form of predetermined will or set of parameters; immune to taunt, fear and all mental or pyschological damage and effects; dodge always equals zero regardless of Avd. Stat Modular I: Made up of many parts that can each be targeted seperately is using Precision Attacks. Creature level typically equals the # of parts. Each part has HP as a % of the overall HP. Largest part is usually treated as the default target and has a higher proportion of HP (see Defense) Breath II: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits an 8" length by 3" width cone (or cone template), use Ranged attack modifiers against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) |
Absorption ignored by Fire damage or if struck by weapons with Crushing Blow or Armor Piercing Immune to Earth damage Sensitive to Storm & Acid damage (2x dam) |
scrap brass | Typically programed with set list of objectives (see Animator in Secondary Skills section). Smithing Skill required to create/repair Metal Golems. Upgraded models can have varying extra attacks/abilities based on add-ons, but increase XP/lvl for each upgraded part/add-on. | n/a | n/a | ||||
Brass Golem, Small | False | Construct | Golem | Humanoid | Brass | Protector | Small | Soft Metal (Bronze, Tin, etc...) | yes | Realm (Strife), Alignment (Neutral), Polarity (Order) | Temperate | Ruins/Dungeon, Urban | 7 | 104 (72+7d8) | 17 (0.98 x17.3) | 3 | Small (Upright) | -2 | 0 Hit; 5% Crit. (96+); +1 Damage | +4 Hit; 6% Crit. (95+) | -1 Hit; 5% Crit. (96+) | -3 Hit; 4% Crit. (97+) | AC 12; Armor 12; Dodge 0 Modular: Body (Default target, 25% HP, complete destruction if destoyed), Arm x2 (15% HP, loss of attack if destroyed), Leg x2 (15% HP, 1/2 movement each if destroyed), Head (15% HP, can't use skills, treat as if permanently blind) |
Arcane 6; Elemental 32; Natural 17; Holy 34; Demonic 18; Mental 4 | Move 3; Str 16; Agil 4; Stam 16; Int 3; Wis 1; Avd 4; Per 8; Res 17; Init 4; Cha 0 | Understands the language of its creator but can't speak it | Blind: This creature is naturally or otherwise blind and must rely solely on other senses. When outside the range of its other senses, it automatically fails any Perception test Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Hide, Soft Metallic x2 | Small Golem Fist x2 (2d4 dam, 10% stun, crushing blow 1) or medium weapons | Poison Breath: instant (once/4rounds), inflicts simple exhausting poison |
Absorption III: Absorbs 50% of current HP before taking any damage, unless damage is of a particular type (see Extra) Trample I: 1d6 dam, does not effect targets of equal size or larger than the creature Immune (Earth): Immune to this type of damage and any associated effects Sensitivity II (Storm & Caustic): Incoming damage of these types is doubled Mindless: Does not possess the ability to truly think or reason, instead operating on some form of predetermined will or set of parameters; immune to taunt, fear and all mental or pyschological damage and effects; dodge always equals zero regardless of Avd. Stat Modular I: Made up of many parts that can each be targeted seperately is using Precision Attacks. Creature level typically equals the # of parts. Each part has HP as a % of the overall HP. Largest part is usually treated as the default target and has a higher proportion of HP (see Defense) Breath II: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits an 8" length by 3" width cone (or cone template), use Ranged attack modifiers against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) |
Absorption ignored by Fire damage or if struck by weapons with Crushing Blow or Armor Piercing Immune to Earth damage Sensitive to Storm & Acid damage (2x dam) |
scrap brass | Typically programed with set list of objectives (see Animator in Secondary Skills section). Smithing Skill required to create/repair Metal Golems. Upgraded models can have varying extra attacks/abilities based on add-ons, but increase XP/lvl for each upgraded part/add-on. | n/a | n/a | ||||
Brownie | Second | Fey | Fey Folk | Sprite | Brownie | Familiar | yes | Realm (Wonders), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Rural, Hill | 2 | 16 (9+2d6) | 14 (0.97 x14.9) | 3 | Tiny (Upright) | -4 | +7 Hit; 6% Crit. (95+); -1 Damage | +6 Hit; 6% Crit. (95+) | +4 Hit; 5% Crit. (96+) | +7 Hit; 6% Crit. (95+) | AC 24; Armor 10; Dodge 14 Natural Invisibility: short duration partial invisibility, 2rnds max in combat, can activate even when in LOS to become hidden and trigger Sneaky III, cannot take any actions while invisible |
Arcane 26; Elemental 12; Natural 22; Holy 18; Demonic 25; Mental 29 | Move 4; Str 4; Agil 16; Stam 6; Int 13; Wis 16; Avd 14; Per 15; Res 9; Init 9; Cha 10 | Sprite, Mage Tongue (Arcane) & Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Rejuvenating: When its Substance or physical form is destroyed in the Realm of Strife its Spirit and/or Soul lives on, either returning to its Realm of Origin or being anchored within some form of physical object or remains, allowing it to take physical form again (see Extra for details). This effectively makes the creature immortal unless slain within its own Realm of Origin or if the anchored object is destroyed before it can reform itself. |
Leather x5 | Smallsword: 1d6 dam | Smell Magic: natural senses act as detect magic Swift Shoes: once/hour, instant, activate to triple movement speed for 1 movement Mind Trap: Control action, 1/day Dispel Magic: Dispel instant/action, 2/day Magic Missile: Missile action, lvl3, 3/hour |
Aura II: Passive effects in 2" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Sneaky III: Can enter battle hidden, moves at full speed while hidden & +5 Advantage to avoid being detected Docile: Will typically not attack unless provoked/threatened |
Common Arcane Aura: 2" radius, effects master & familiar only, +5 cast & +2 spell damage with Common Arcane powers, regenerates 1 Spirit/rnd |
1d4 GP, various shiny trinkets | Brownies are tiny Fey Folk attuned to common arcane magic, vaguely resembling a small gnome dressed in scraps of leather and typically sporting a floppy hat. They are extremely mischevious but generally dislike causing actual harm. Brownies are naturally shy and experts at remaining unseen, however they are irresistably drawn to anything shiny which often causes them to throw caution to the wind in order to obtain some new trinket. Generally friendly and helpful to those with good intent, they also notoriously easy to offend. Luckily their memories are short when presented with a shiny present. They are prized by spirit users as familiars, due to their innate ability to sense magic by smell, as well as the aura of mana that they radiate. | n/a & n/a | n/a | Halflings & Gnomes (+1) | |||||
Sapphire Imp | Second | Denizen | Elemental | Elemental Imp | Water | Regular | Water Mephit | yes | Realm (Stillness), Alignment (Evil), Polarity (Order) | Extra Planar | Fresh Water, Salt Water | 2 | 27 (18+2d8) | 20 (2.11 x9.4) | 3 | Small (Upright) | -2 | 0 Hit; 4% Crit. (97+); -1 Damage | +1 Hit; 4% Crit. (97+) | -2 Hit; 3% Crit. (98+) | 0 Hit; 4% Crit. (97+) | AC 19; Armor 8; Dodge 11 Illusionary Appearance: If an Sapphire Imp remains perfectly still it appears as a small pool of water; Death Effect: upon reaching 0 HP explodes in a 1" radius of pressurized water causing 1d6 water damage. Leaves behind a puddle of water, which depending on the surface can be difficult terrain. |
Arcane 14; Elemental 18; Natural 18; Holy 18; Demonic 18; Mental 16 | Move 4; Str 6; Agil 9; Stam 9; Int 7; Wis 9; Avd 11; Per 10; Res 9; Init 9; Cha 5 | Elemental Tongue & Aquan | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Fluid: Natural form is a fluid; immune to physical damage and effects unless runecrafted, enchanted, or otherwise magical (roll vs resistance+dodge); can fit through almost any space and take on almost any form, but can still be contained by solid matter; treats all sides as frontal arc Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Hide, Thick x4 | Fluidic Claw: 1d4+2 water damage | Water Breath: Exhales a cone of high pressure water, inflicting 1d6 water damage |
Can cast the following spells once per day as a T2 caster: Water Jet (Beam action) Water Ward (Ward instant) |
Flyer I: 2x movement while flying Immune (Water): Immune to this type of damage and any associated effects Sensitivity (Fire): Incoming damage of this type is doubled Breath II: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits an 8" length by 3" width cone (or cone template), use Ranged attack modifiers against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Death Effect: Special ability or effect that is triggered immediately upon the death of the creature Dual Damage (Physical & Water): Typical or majority of attacks/skills count as two damage types |
Typically found in packs of 4 to 8 |
1d6 Everice | Lazy imp-like creatures with fluidic bodies comprised of elemental water. Native to the Sapphire Sea found within in the Realm of Stillness | n/a | n/a | ||||
Caustic Imp | Second | Denizen | Elemental | Elemental Imp | Acid | Regular | Acid Mephit | yes | Realm (The Furnace), Alignment (Evil), Polarity (Chaos) | Extra Planar | Swamp, Volcanic | 4 | 51 (33+4d8) | 31 (1.83 x17.1) | 5 | Small (Upright) | -2 | +3 Hit; 5% Crit. (96+); -1 Damage | +3 Hit; 5% Crit. (96+) | +1 Hit; 10% Crit. (91+) | +3 Hit; 5% Crit. (96+) | AC 20; Armor 8; Dodge 12 Illusionary Appearance: If an Caustic Imp remains perfectly still it appears as a yellowish vapor; Death Effect: (replaces usual Volatile Caster death effect) upon reaching 0 HP explodes in a 1" radius of acid causing 1d8+4 caustic damage. Leaves behind a puddle of acid, which adds a stack of Corrosion to anyone ending their turn within it. |
Arcane 16; Elemental 22; Natural 21; Holy 24; Demonic 22; Mental 18 | Move 4; Str 6; Agil 10; Stam 11; Int 8; Wis 10; Avd 12; Per 10; Res 12; Init 10; Cha 4 | Elemental Tongue & Ignan | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Hide, Thick x4 | Caustic Claw: 1d6 physical + 6 caustic damage, inflicts 1 stack of Corrosion | Acid Breath: Exhauls a cone of acid, inflicting 1d4+1d6 caustic damage and applying 1 stack of Corrosion to each target |
Can cast the following spells once per day as a T2 caster: Caustic Vapor (Beam action) Corroding Hex (Control instant) Burning Ward (Ward instant) |
Flyer I: 2x movement while flying Immune (Fire): Immune to this type of damage and any associated effects Sensitivity II (Earth & Water): Incoming damage of these types is doubled Breath II: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits an 8" length by 3" width cone (or cone template), use Ranged attack modifiers against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Death Effect: Special ability or effect that is triggered immediately upon the death of the creature Dual Damage (Physical & Caustic): Typical or majority of attacks/skills count as two damage types Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes or otherwise vents volatile energy upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius Enraged I: when dropping below 25% HP all attacks gain +5 Overpower & +50% Damage, below 5% HP increase to +10 Overpower +100% dam |
Typically found in packs of 4 to 8 |
1d6 Brimstone | Mercurial imp-like creatures whose bodies drip with caustic fluids. Native to the Caustic Mists on the edge of the Furnace realm. | n/a | n/a | ||||
Frozenheart Imp | Second | Denizen | Elemental | Elemental Imp | Ice | Regular | Ice Mephit | yes | Realm (Stillness), Alignment (Evil), Polarity (Order) | Extra Planar | Mountain, Coastal/Shore | 4 | 48 (30+4d8) | 36 (2.01 x18.1) | 5 | Small (Upright) | -2 | +6 Hit; 16% Crit. (85+); -1 Damage | +5 Hit; 6% Crit. (95+) | +2 Hit; 10% Crit. (91+) | +4 Hit; 6% Crit. (95+) | AC 26; Armor 12; Dodge 14 Illusionary Appearance: If a Frozenheart Imp remains perfectly still it appears as a collection of icicles; Death Effect: (replaces usual Volatile Caster death effect) upon reaching 0 HP explodes in a 1" radius of ice shards causing 1d8+4 frost damage and flash freezing any water it touches. |
Arcane 18; Elemental 20; Natural 21; Holy 24; Demonic 23; Mental 20 | Move 4; Str 7; Agil 13; Stam 10; Int 9; Wis 11; Avd 14; Per 12; Res 12; Init 12; Cha 6 | Elemental Tongue & Aquan | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Hide, Crystal x4 | Ice Claw: 1d6 physical + 6 frost damage, if dealing max damage also Slows the target for 1 round | Icy Breath: Exhales a cone of freezing air, inflicting 1d4+1d6 frost damage and slowing targets for 1 round |
Can cast the following spells once per day as a T2 caster: Ice Spike (Strike action) Bone Chill (Control instant) Frost Ward (Ward instant) |
Flyer I: 2x movement while flying Hardened (Physical): Incoming damage of this type is reduced by half Immune (Water): Immune to this type of damage and any associated effects Sensitivity II (Fire & Crushing): Incoming damage of these types is doubled Breath II: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits an 8" length by 3" width cone (or cone template), use Ranged attack modifiers against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Death Effect: Special ability or effect that is triggered immediately upon the death of the creature Dual Damage (Physical & Frost): Typical or majority of attacks/skills count as two damage types Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes or otherwise vents volatile energy upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius Vicious II: +10% Critical hit with physical melee attacks (typically already added) |
Typically found in packs of 4 to 8 |
1d6 Everice | Cruel imp-like creatures comprised of elemental ice. Native to the Frozen Heart deep within the Realm of Stillness | n/a | n/a | ||||
Iron Headwall Imp | Second | Denizen | Elemental | Elemental Imp | Metal | Regular | Metallic Mephit | yes | Realm (The Forge), Alignment (Evil), Polarity (Order) | Extra Planar | Mountain, Subterranean | 4 | 57 (39+4d8) | 35 (1.67 x21) | 5 | Small (Upright) | -2 | +5 Hit; 6% Crit. (95+) | +3 Hit; 5% Crit. (96+) | 0 Hit; 9% Crit. (92+) | +2 Hit; 5% Crit. (96+) | AC 35; Armor 24; Dodge 11 Illusionary Appearance: If an Iron Headwall Imp remains perfectly still it appears as a chuck of metallic ore; Death Effect: (replaces usual Volatile Caster death effect) upon reaching 0 HP explodes in a 1" radius of metal shards causing 1d8+4 physical damage and a 1 damage bleed effect |
Arcane 14; Elemental 26; Natural 22; Holy 26; Demonic 22; Mental 16 | Move 4; Str 9; Agil 12; Stam 13; Int 7; Wis 9; Avd 11; Per 10; Res 13; Init 10; Cha 5 | Elemental Tongue & Terran | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Hide, Soft Metallic x4 | Iron Claw: 1d6 + 6 physical damage, inflicts a 2 damage bleed effect | Razor Breath: Exhales a cone sharp metallic shards, inflicting 1d4+1d6 physical damage and causing a 2 damage bleed effect on all targets |
Can cast the following spells once per day as a T2 caster: Razor Strike (Strike action) Staggering Chains (Control instant) Burning Ward (Ward instant) |
Flyer I: 2x movement while flying Hardened (Physical): Incoming damage of this type is reduced by half Immune (Earth): Immune to this type of damage and any associated effects Sensitivity II (Heat & Caustic): Incoming damage of these types is doubled Breath II: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits an 8" length by 3" width cone (or cone template), use Ranged attack modifiers against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Death Effect: Special ability or effect that is triggered immediately upon the death of the creature Dual Damage (Physical & Metallic): Typical or majority of attacks/skills count as two damage types Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes or otherwise vents volatile energy upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius |
Typically found in packs of 4 to 8 |
1d6 Thaumatite ore | Humourless imp-like creatures whose bodies are covered in jagged metal. Native to the Iron Headwall deep within the Forge realm | n/a | n/a | ||||
Cyclonic Imp | Second | Denizen | Elemental | Elemental Imp | Storm | Regular | Storm Mephit | yes | Realm (Storms), Alignment (Evil), Polarity (Chaos) | Extra Planar | Sky, Coastal/Shore | 4 | 45 (27+4d8) | 31 (1.75 x17.8) | 5 | Small (Upright) | -2 | +4 Hit; 6% Crit. (95+) | +4 Hit; 6% Crit. (95+) | +4 Hit; 11% Crit. (90+) | +3 Hit; 5% Crit. (96+) | AC 23; Armor 8; Dodge 15 Illusionary Appearance: If an Cyclonic Imp remains perfectly still it appears as a storm cloud; Death Effect: (replaces usual Volatile Caster death effect) upon reaching 0 HP explodes in a 1" radius of electricity causing 1d8+4 storm damage and causing targets to drop any metallic weapons (treat as disarmed).; Charged Body: Anytime they are hit with metallic weapon in melee, the attacker must pass a stamina test or be disarmed. |
Arcane 22; Elemental 18; Natural 19; Holy 18; Demonic 19; Mental 21 | Move 4; Str 8; Agil 11; Stam 9; Int 11; Wis 10; Avd 15; Per 11; Res 9; Init 11; Cha 5 | Elemental Tongue & Auran | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Hide, Thick x4 | Cyclonic Claw: 1d6 physical damage + 6 storm damage, if dealing max damage also shocks the target (treat as winded) | Lightning Breath: Exhales a cone crackling electricity, inflicting 1d4+1d6 storm damage and all targets to drop any metallic weapons they are holding (treat as disarmed) |
Storm Aura: Radiates a powerful electric field, inflicting 3 auto-storm damage in a 2" radius Can cast the following spells once per day as a T2 caster: Lightning Bolt (Beam action) Electric Pulse (Hex instant) Storm Ward (Ward instant) |
Flyer I: 2x movement while flying Aura II: Passive effects in 2" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Immune (Air): Immune to this type of damage and any associated effects Sensitivity II (Earth & Water): Incoming damage of these types is doubled Breath II: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits an 8" length by 3" width cone (or cone template), use Ranged attack modifiers against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Death Effect: Special ability or effect that is triggered immediately upon the death of the creature Dual Damage (Physical & Storm): Typical or majority of attacks/skills count as two damage types Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes or otherwise vents volatile energy upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius |
Typically found in packs of 4 to 8 |
1d6 Aether | Unpredictable imp-like creatures whose bodies crackle with lightning and that are native to the Cyclonic Horizon on the edge of the Realm of Storms | n/a | n/a | ||||
Celestial Ancient | Second | Denizen | Primal | Celestials | Constellate | Ancient | yes | Realm (The Cosmos), Alignment (Neutral), Polarity (Balance) | Extra Planar | Sky, N/A | 15 | 618 (423+30d12) | 219 (1.9 x115) | 14 | Gargantuan (Upright) | 16; Crushing Blow 16, Toughness 4, Reach +3 | +22 Hit; 14% Crit. (87+); +2 Damage | +22 Hit; 14% Crit. (87+) | +22 Hit; 14% Crit. (87+) | +22 Hit; 14% Crit. (87+) | AC 18; Armor 0; Dodge 18 Armor of Celestial Glory VI: Passive, +36 Armor +36 Natural Resistance, after 3 Armor Saves or Natural Resists armor erupts into a shower of Celestial energy causing 6d6 damage to all targets within 6", armor regenerates after 3 rounds or 1 minute out of combat |
Arcane 36; Elemental 36; Natural 36; Holy 36; Demonic 36; Mental 36 | Move 7; Str 18; Agil 18; Stam 18; Int 18; Wis 18; Avd 18; Per 18; Res 18; Init 18; Cha 18 | Primal Tongue & Celestian | Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Incorporeal: Complete lack of solid form, immune to physical damage and effects (i.e. grapple, stun, etc...) unless runecrafted, enchanted, or otherwise magical (roll vs resistance+dodge); cannot have movement impaired by non-magical means; can pass through solid matter at will but cannot interact with it or end its movement inside of it; can move in 3 dimensions without normal flying restrictions |
Celestial Fist x2: 1d10+30 celestial & physical damage, if hitting on a roll of 2+ target must re-roll the first successful roll on their next turn. AND Starbeam x1: 5d12 celestial damage, range 30", can be used in base contact | Instead of attacking, can use its touch as Disperse Magic |
Celestial Jump: instant, teleports itself anywhere within 30" Analyse Target: instant, single target in base contact, use Mental Resistance, target is immobilized for 1 rnd while the caster learns everything about it, also grants catser +30 to hit and +30 Defense against that target for the remainder of the battle, target can choose to resist the effect and instead take 30 damage |
Immune (Celestial): Immune to this type of damage and any associated effects Sensitivity II (Earth & Water): Incoming damage of these types is doubled Dual Damage (Celestial & Physical): Typical or majority of attacks/skills count as two damage types |
6d12 Stardust | n/a | n/a | ||||||||
Celestial Being, Greater | Second | Denizen | Primal | Celestials | Constellate | Greater | yes | Realm (The Cosmos), Alignment (Neutral), Polarity (Balance) | Extra Planar | Sky, N/A | 8 | 156 (84+16d8) | 75 (1.63 x46.3) | 8 | Huge (Upright) | 4; Crushing Blow 4, Toughness 1, Reach +1 | +9 Hit; 8% Crit. (93+) | +9 Hit; 8% Crit. (93+) | +9 Hit; 8% Crit. (93+) | +9 Hit; 8% Crit. (93+) | AC 12; Armor 0; Dodge 12 Armor of Celestial Glory IV: +24 Armor +24 Natural Resistance, after 3 Armor Saves or Natural Resists armor erupts into a shower of Celestial energy causing 4d6 damage to all targets within 4", armor regenerates after 3 rounds or 1 minute out of combat |
Arcane 24; Elemental 24; Natural 24; Holy 24; Demonic 24; Mental 24 | Move 5; Str 12; Agil 12; Stam 12; Int 12; Wis 12; Avd 12; Per 12; Res 12; Init 12; Cha 12 | Primal Tongue & Celestian | Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Incorporeal: Complete lack of solid form, immune to physical damage and effects (i.e. grapple, stun, etc...) unless runecrafted, enchanted, or otherwise magical (roll vs resistance+dodge); cannot have movement impaired by non-magical means; can pass through solid matter at will but cannot interact with it or end its movement inside of it; can move in 3 dimensions without normal flying restrictions |
Celestial Fist x2: 1d10+10 celestial & physical damage, if hitting on a roll of 4+ target must re-roll the first successful roll on their next turn. AND Starbeam x1: 3d12 celestial damage, range 18", can be used in base contact | Instead of attacking, can use its touch as Disperse Magic |
Celestial Jump: instant, teleports itself anywhere within 20" Analyse Target: instant, single target in base contact, use Mental Resistance, target is immobilized for 1 rnd while the caster learns everything about it, also grants catser +20 to hit and +20 Defense against that target for the remainder of the battle, target can choose to resist the effect and instead take 20 damage |
Immune (Celestial): Immune to this type of damage and any associated effects Sensitivity II (Earth & Water): Incoming damage of these types is doubled Dual Damage (Celestial & Physical): Typical or majority of attacks/skills count as two damage types |
4d8 Stardust | n/a | n/a | ||||||||
Celestial Being, Lesser | Second | Denizen | Primal | Celestials | Constellate | Lesser | yes | Realm (The Cosmos), Alignment (Neutral), Polarity (Balance) | Extra Planar | Sky, N/A | 3 | 37 (20+3d10) | 22 (1.36 x16.3) | 4 | Medium (Upright) | 0 | 0 Hit; 4% Crit. (97+) | 0 Hit; 4% Crit. (97+) | 0 Hit; 4% Crit. (97+) | 0 Hit; 4% Crit. (97+) | AC 8; Armor 0; Dodge 8 Armor of Celestial Glory II: Passive, +12 Armor +12 Natural Resistance, after 3 Armor Saves or Natural Resists armor erupts into a shower of Celestial energy causing 2d6 damage to all targets within 2", armor regenerates after 3 rounds or 1 minute out of combat |
Arcane 16; Elemental 16; Natural 16; Holy 16; Demonic 16; Mental 16 | Move 4; Str 8; Agil 8; Stam 8; Int 8; Wis 8; Avd 8; Per 8; Res 8; Init 8; Cha 8 | Primal Tongue & Celestian | Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Incorporeal: Complete lack of solid form, immune to physical damage and effects (i.e. grapple, stun, etc...) unless runecrafted, enchanted, or otherwise magical (roll vs resistance+dodge); cannot have movement impaired by non-magical means; can pass through solid matter at will but cannot interact with it or end its movement inside of it; can move in 3 dimensions without normal flying restrictions |
Cosmic Spark x2: 1d10 celestial damage, on a roll of 6+ target must re-roll the first successful roll on their next turn. AND Starbeam x1: 1d12 celestial damage, range 6", can be used in base contact | Instead of attacking, can use its touch as Disperse Magic |
Celestial Jump: instant, teleports itself anywhere within 10" Analyse Target: instant, single target in base contact, use Mental Resistance, target is immobilized for 1 rnd while the caster learns everything about it, also grants catser +10 to hit and +10 Defense against that target for the remainder of the battle, target can choose to resist the effect and instead take 10 damage |
Immune (Celestial): Immune to this type of damage and any associated effects Sensitivity II (Earth & Water): Incoming damage of these types is doubled Dual Damage (Celestial & Physical): Typical or majority of attacks/skills count as two damage types |
2d6 Stardust | n/a | n/a | ||||||||
Cheetah | Second | Beast | Mammal | Feline | Ambusher | Adult | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Tropical | Plain, Forest/Jungle | 1 | 21 (15+1d10) | 10 (1.1 x9.5) | 2 | Medium (Prone) | 0 | +7 Hit; 6% Crit. (95+) | +6 Hit; 6% Crit. (95+) | -7 Hit; 2% Crit. (99+) | 0 Hit; 4% Crit. (97+) | AC 23; Armor 7; Dodge 16 |
Arcane 6; Elemental 20; Natural 20; Holy 6; Demonic 13; Mental 13 | Move 12; Str 11; Agil 17; Stam 10; Int 3; Wis 10; Avd 16; Per 16; Res 3; Init 15; Cha 2 | Feline "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Fur/Hair x7 | Bite (1d6 dam) & Claw (1d4 dam) | Feline Pounce: action, must be hidden, breaks stealth, +15hit & max dam bite with 100% knock down |
Sneaky II: Can enter battle hidden, moves at full speed while hidden & +3 Advantage to avoid being detected |
Typically a solitary hunter but lives in prides of 4-6 |
2d6 Raw Meat | Insight & Cunning | Exotic | Wild Elves (+1) | ||||||
Chimera | Second | Beast | Chimera | Feline | Magical | Adult | yes | Realm (Wonders), Alignment (Evil), Polarity (Balance) | Tropical/Temperate | Mountain, Hill | 5 | 85 (53+5d12) | 47 (1.66 x28.3) | 6 | Large (Prone) | 2; Crushing Blow 2 | +10 Hit; 8% Crit. (93+); +2 Damage | +13 Hit; 9% Crit. (92+) | 0 Hit; 5% Crit. (96+) | +4 Hit; 6% Crit. (95+) | AC 36; Armor 22; Dodge 14 |
Arcane 12; Elemental 30; Natural 25; Holy 20; Demonic 20; Mental 16 | Move 8; Str 18; Agil 16; Stam 15; Int 6; Wis 10; Avd 14; Per 19; Res 10; Init 14; Cha 0 | Feline "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Fur, Thick/Shaggy x7 plus Scales, Thick x2 | Lion Bite (1d10 dam) & Claw (1d6 dam); Snake Bite (1d8 dam, melee-range 2", inflicts complex crippling poison); Goat Horns (1d6 dam) | Flame Breath (replaces Goats attack, template, 2d8 dam vs Elemental resist, 50% chance of an additional 1d8 dam next turn) |
Challenging Roar (once/battle, instant, all living targets w/in 4" must take a Resolve test, if failing they must immediately flee, if passing treat as Taunted); |
Breath II: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits an 8" length by 3" width cone (or cone template), use Ranged attack modifiers against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Fearsome I: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Poison II: Uses Complex poisons |
Eating Chimera flesh restores 1d6 Spirit per serving but induces a day long feverish sleep plagued with wild hallucinations |
4d8 Chimera Flesh, 0-2 Complex Crippling Poison Glands, 0-2 Goat Horns (medium), 1d4 Manastone | Insight & Will | n/a | n/a | |||||
Clay Golem, Large | False | Construct | Golem | Humanoid | Clay | Protector | Large | Ceramic (Porcelain, etc...) | yes | Realm (Strife), Alignment (Neutral), Polarity (Order) | Tropical/Temperate | Ruins/Dungeon, Urban | 7 | 136 (90+7d12) | 45 (1.72 x26.3) | 6 | Large (Upright) | 2; Crushing Blow 2 | -1 Hit; 5% Crit. (96+); +3 Damage | +4 Hit; 6% Crit. (95+) | -1 Hit; 5% Crit. (96+) | -3 Hit; 4% Crit. (97+) | AC 10; Armor 10; Dodge 0 Modular: Body (Default target, 25% HP, complete destruction if destoyed), Arm x2 (15% HP, loss of attack if destroyed), Leg x2 (15% HP, 1/2 movement each if destroyed), Head (15% HP, can't use skills, treat as if permanently blind) |
Arcane 6; Elemental 40; Natural 21; Holy 34; Demonic 18; Mental 4 | Move 4; Str 20; Agil 3; Stam 20; Int 3; Wis 1; Avd 2; Per 8; Res 17; Init 2; Cha 0 | Understands the language of its creator but can't speak it | Blind: This creature is naturally or otherwise blind and must rely solely on other senses. When outside the range of its other senses, it automatically fails any Perception test Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Hide, Earthen x2 | Large Golem Fist x2 (2d8 dam, 20% stun, crushing blow 3) or extra-large weapons | Haste: (once/2 rnds) instant, grants itself an extra movement or action |
Absorption II: Absorbs 25% of current HP before taking any damage, unless damage is of a particular type (see Extra) Trample V: 5d6 dam, does not effect targets of equal size or larger than the creature Immune II (Earth & Storm): Immune to these types of damage and any associated effects Sensitivity (Frost): Incoming damage of this type is doubled Mindless: Does not possess the ability to truly think or reason, instead operating on some form of predetermined will or set of parameters; immune to taunt, fear and all mental or pyschological damage and effects; dodge always equals zero regardless of Avd. Stat Modular I: Made up of many parts that can each be targeted seperately is using Precision Attacks. Creature level typically equals the # of parts. Each part has HP as a % of the overall HP. Largest part is usually treated as the default target and has a higher proportion of HP (see Defense) Cursed Wounds V: For any physical damage caused by this creature, if not de-cursed first, MUST attempt to resist any healing. For non-magical healing (i.e. potions) use Natural resist with no "casting" modifiers. |
Absorption ignored if struck by weapons with Crushing Blow Immune to Storm and Fire damage Sensitive to Frost, Earth, & Blunt/Impact/Crushing damage (2x dam) |
broken clay shards | Typically programed with set list of objectives (see Animator in Secondary Skills section). Potter (Craftsman) Skill required to create/repair Clay Golems. Upgraded models can have varying extra attacks/abilities based on add-ons, but increase XP/lvl for each upgraded part/add-on. | n/a | n/a | ||||
Clay Golem, Medum | False | Construct | Golem | Humanoid | Clay | Protector | Medium | Ceramic (Porcelain, etc...) | yes | Realm (Strife), Alignment (Neutral), Polarity (Order) | Tropical/Temperate | Ruins/Dungeon, Urban | 7 | 120 (81+7d10) | 30 (1.35 x22) | 4 | Medium (Upright) | 0 | -1 Hit; 5% Crit. (96+); +2 Damage | +4 Hit; 6% Crit. (95+) | -1 Hit; 5% Crit. (96+) | -3 Hit; 4% Crit. (97+) | AC 10; Armor 10; Dodge 0 Modular: Body (Default target, 25% HP, complete destruction if destoyed), Arm x2 (15% HP, loss of attack if destroyed), Leg x2 (15% HP, 1/2 movement each if destroyed), Head (15% HP, can't use skills, treat as if permanently blind) |
Arcane 6; Elemental 36; Natural 19; Holy 34; Demonic 18; Mental 4 | Move 3; Str 18; Agil 3; Stam 18; Int 3; Wis 1; Avd 3; Per 8; Res 17; Init 3; Cha 0 | Understands the language of its creator but can't speak it | Blind: This creature is naturally or otherwise blind and must rely solely on other senses. When outside the range of its other senses, it automatically fails any Perception test Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Hide, Earthen x2 | Medium Golem Fist x2 (2d6 dam, 15% stun, crushing blow 2) or large weapons | Haste: (once/2 rnds) instant, grants itself either an extra movement or action |
Absorption II: Absorbs 25% of current HP before taking any damage, unless damage is of a particular type (see Extra) Trample III: 3d6 dam, does not effect targets of equal size or larger than the creature Immune II (Earth & Storm): Immune to these types of damage and any associated effects Sensitivity (Frost): Incoming damage of this type is doubled Mindless: Does not possess the ability to truly think or reason, instead operating on some form of predetermined will or set of parameters; immune to taunt, fear and all mental or pyschological damage and effects; dodge always equals zero regardless of Avd. Stat Modular I: Made up of many parts that can each be targeted seperately is using Precision Attacks. Creature level typically equals the # of parts. Each part has HP as a % of the overall HP. Largest part is usually treated as the default target and has a higher proportion of HP (see Defense) Cursed Wounds V: For any physical damage caused by this creature, if not de-cursed first, MUST attempt to resist any healing. For non-magical healing (i.e. potions) use Natural resist with no "casting" modifiers. |
Absorption ignored if struck by weapons with Crushing Blow Immune to Storm and Fire damage Sensitive to Frost, Earth, & Blunt/Impact/Crushing damage (2x dam) |
broken clay shards | Typically programed with set list of objectives (see Animator in Secondary Skills section). Potter (Craftsman) Skill required to create/repair Clay Golems. Upgraded models can have varying extra attacks/abilities based on add-ons, but increase XP/lvl for each upgraded part/add-on. | n/a | n/a | ||||
Clay Golem, Small | False | Construct | Golem | Humanoid | Clay | Protector | Small | Ceramic (Porcelain, etc...) | yes | Realm (Strife), Alignment (Neutral), Polarity (Order) | Tropical/Temperate | Ruins/Dungeon, Urban | 7 | 104 (72+7d8) | 18 (1.03 x17.9) | 3 | Small (Upright) | -2 | 0 Hit; 5% Crit. (96+); +1 Damage | +4 Hit; 6% Crit. (95+) | -1 Hit; 5% Crit. (96+) | -3 Hit; 4% Crit. (97+) | AC 10; Armor 10; Dodge 0 Modular: Body (Default target, 25% HP, complete destruction if destoyed), Arm x2 (15% HP, loss of attack if destroyed), Leg x2 (15% HP, 1/2 movement each if destroyed), Head (15% HP, can't use skills, treat as if permanently blind) |
Arcane 6; Elemental 32; Natural 17; Holy 34; Demonic 18; Mental 4 | Move 3; Str 16; Agil 4; Stam 16; Int 3; Wis 1; Avd 4; Per 8; Res 17; Init 4; Cha 0 | Understands the language of its creator but can't speak it | Blind: This creature is naturally or otherwise blind and must rely solely on other senses. When outside the range of its other senses, it automatically fails any Perception test Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Hide, Earthen x2 | Small Golem Fist x2 (2d4 dam, 10% stun, crushing blow 1) or medium weapons | Haste: (once/2 rnds) instant, grants itself either an extra movement or action |
Absorption II: Absorbs 25% of current HP before taking any damage, unless damage is of a particular type (see Extra) Trample I: 1d6 dam, does not effect targets of equal size or larger than the creature Immune II (Earth & Storm): Immune to these types of damage and any associated effects Sensitivity (Frost): Incoming damage of this type is doubled Mindless: Does not possess the ability to truly think or reason, instead operating on some form of predetermined will or set of parameters; immune to taunt, fear and all mental or pyschological damage and effects; dodge always equals zero regardless of Avd. Stat Modular I: Made up of many parts that can each be targeted seperately is using Precision Attacks. Creature level typically equals the # of parts. Each part has HP as a % of the overall HP. Largest part is usually treated as the default target and has a higher proportion of HP (see Defense) Cursed Wounds V: For any physical damage caused by this creature, if not de-cursed first, MUST attempt to resist any healing. For non-magical healing (i.e. potions) use Natural resist with no "casting" modifiers. |
Absorption ignored if struck by weapons with Crushing Blow Immune to Storm and Fire damage Sensitive to Frost, Earth, & Blunt/Impact/Crushing damage (2x dam) |
broken clay shards | Typically programed with set list of objectives (see Animator in Secondary Skills section). Potter (Craftsman) Skill required to create/repair Clay Golems. Upgraded models can have varying extra attacks/abilities based on add-ons, but increase XP/lvl for each upgraded part/add-on. | n/a | n/a | ||||
Cobra, Emperor | Second | Beast | Reptile | Serpent | Cobra | Disabler | Adult | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Swamp, Forest/Jungle | 3 | 47 (30+3d10) | 17 (1.43 x11.9) | 3 | Medium (Prone) | 0 | +7 Hit; 7% Crit. (94+); +1 Damage | +9 Hit; 7% Crit. (94+) | -6 Hit; 2% Crit. (99+) | +1 Hit; 5% Crit. (96+) | AC 29; Armor 15; Dodge 14 Fearsome Hood: instant, can extend its hood to trigger Fearsome trait |
Arcane 4; Elemental 24; Natural 21; Holy 14; Demonic 16; Mental 11 | Move 7; Str 15; Agil 15; Stam 12; Int 2; Wis 9; Avd 14; Per 17; Res 7; Init 14; Cha 2 | Reptile "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scales, Heavy x5 | Bite (1d10 dam, inflicts superior crippling poison) | Poison III: Uses Superior poisons Swimmer I: 2x movement while in water Fearsome I: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. |
3d6 Raw Meat, 0-2 Superior Crippling Poison Glands | Cunning & Dominance | Exotic | n/a | |||||||
Cobra, King | Second | Beast | Reptile | Serpent | Cobra | Disabler | Adult | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Swamp, Forest/Jungle | 1 | 18 (14+1d8) | 10 (1.19 x8.1) | 2 | Small (Prone) | -2 | +6 Hit; 6% Crit. (95+) | +7 Hit; 6% Crit. (95+) | -8 Hit; 1% Crit. (100+) | -1 Hit; 4% Crit. (97+) | AC 30; Armor 15; Dodge 15 Fearsome Hood: instant, can extend its hood to trigger Fearsome trait |
Arcane 4; Elemental 18; Natural 18; Holy 12; Demonic 15; Mental 11 | Move 6; Str 11; Agil 16; Stam 9; Int 2; Wis 9; Avd 15; Per 17; Res 6; Init 15; Cha 2 | Reptile "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scales, Heavy x5 | Bite (1d8 dam, inflicts complex crippling poison) | Poison II: Uses Complex poisons Swimmer I: 2x movement while in water Fearsome I: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. |
2d6 Raw Meat; 0-2 Complex Crippling poison Glands | Cunning & Dominance | Exotic | n/a | |||||||
Copper Dragon | Second | Dragonkind | Metallic Dragon | Dragon | Copper | Magical | Dragon | yes | Realm (The Forge), Alignment (Good), Polarity (Order) | Tropical/Temperate | Subterranean, Desert | 16 | 499 (323+32d10) | 472 (4.29 x110.2) | 21 | Massive (Prone) | 8; Crushing Blow 8, Toughness 2, Reach +2 | +20 Hit; 13% Crit. (88+); +3 Damage | +21 Hit; 13% Crit. (88+) | +24 Hit; 24% Crit. (77+) | +21 Hit; 13% Crit. (88+) | AC 96; Armor 88; Dodge 8 Metallic Scales (+1 Armor per slot added); Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 38; Elemental 38; Natural 35; Holy 32; Demonic 32; Mental 35 | Move 10; Str 21; Agil 15; Stam 19; Int 19; Wis 16; Avd 8; Per 16; Res 16; Init 16; Cha 14 | Draconic (Dragon Tongue), Terran, Common & Dwarvish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Dragon x8 | Bite (3d8+10) & Claw x2 (3d6+2) + Tailswipe (2d8+6 damage) | Dust Storm IV: passive, Aura III, activated at will for up to 1 hour, Dragon must pass a Stamina test at the start of each subsequent round to maintain, casting automatically cancels the aura. Causes a storm of swirling dust and/or sand to surround itself that uses casting modifiers to inflict 1d6 Earth Damage and reduces visibility for non Copper Dragons within the radius, effectively cutting Perception in half and reducing modifiers accordingly Sinking Sand: Action, causes natural ground in a 3" radius around the Dragon to become fluid-like sand allowing the Dragon to effortlessly sink into the ground and use its Tunneling movement on its next turn. Any foes must pass an Initiative test to attempt to jump free from the effect, provided they have enough movement they land Knocked Down on the outer edge of the radius. Otherwise any target caught in the effect is immobilized and if equal to or smaller than the Dragon in size will suffocate within 4 rounds if not freed. |
Can use up to Tier 5 Earth Powers (per day use: T5 x3, T4 x4, T3 x5, T2 x6, T1 x7, T0 unlimited) |
Immune II (Earth & Poison): Immune to these types of damage and any associated effects Affinity II (Earth): +10% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Aura III: Passive effects in 3" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Tailswipe III: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 4" knockback on targets of lesser size Fearsome: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Tunneler I: Can tunnel through ground at 1/2 movement, initial burrowing counts as an instant |
Can shapeshift into creatures of a lesser threat rating (preferred forms are: Dwarves, Gnomes, Burrowing Beasts) |
5d10 Thaumatite Ore | n/a | n/a | |||||
Copper Dragon Consort/Lord | Second | Dragonkind | Metallic Dragon | Dragon | Copper | Magical | Consort/Lord | yes | Realm (The Forge), Alignment (Good), Polarity (Order) | Tropical/Temperate | Subterranean, Desert | 18 | 794 (560+36d12) | 846 (5.38 x157.3) | 28 | Gargantuan (Prone) | 16; Crushing Blow 16, Toughness 4, Reach +3 | +22 Hit; 14% Crit. (87+); +3 Damage | +24 Hit; 15% Crit. (86+) | +27 Hit; 31% Crit. (70+) | +25 Hit; 15% Crit. (86+) | AC 104; Armor 96; Dodge 8 Metallic Scales (+1 Armor per slot added); Lair Action x2: May use up to two unique special Lair Actions at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 40; Elemental 40; Natural 38; Holy 34; Demonic 35; Mental 38 | Move 11; Str 22; Agil 15; Stam 20; Int 20; Wis 18; Avd 8; Per 17; Res 17; Init 17; Cha 16 | Draconic (Dragon Tongue), Terran, Common & Dwarvish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Elder Dragon x8 | Bite (3d10+12) & Claw x2 (2d10+6) + Tailswipe (2d10+6 damage) | Dust Storm V: passive, Aura IV, activated at will for up to 1 hour, Dragon must pass a Stamina test at the start of each subsequent round to maintain, casting automatically cancels the aura. Causes a storm of swirling dust and/or sand to surround itself that uses casting modifiers to inflict 1d8+2 Earth Damage and reduces visibility for non Copper Dragons within the radius, effectively cutting Perception in half and reducing modifiers accordingly Sinking Sand: Action, causes natural ground in a 4" radius around the Dragon to become fluid-like sand allowing the Dragon to effortlessly sink into the ground and use its Tunneling movement on its next turn. Any foes must pass an Initiative test to attempt to jump free from the effect, provided they have enough movement they land Knocked Down on the outer edge of the radius. Otherwise any target caught in the effect is immobilized and if equal to or smaller than the Dragon in size will suffocate within 4 rounds if not freed Forge Tunnels: Action, once per day, in addition to their natural tunneling capabilties a Copper Dragon Consort/Lord can channel its magic to rapidly create a stable tunnel of up to 1000 feet long and wide enough to fit itself through |
Can use up to Tier 6 Earth Powers (per day use: T6 x3, T5 x4, T4 x5, T3 x6, T2 x7, T1 x8, T0 unlimited) |
Immune II (Earth & Poison): Immune to these types of damage and any associated effects Affinity III (Earth): +15% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Aura IV: Passive effects in 4" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Tailswipe IV: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 6" knockback on targets of lesser size Terrifying: Enemies must pass a Resolve test to move towards the creature and if it moves into base contact with a foe they must pass a Resolve test or immediately flee their full move directly away (treat as Feared & Frightened). Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Tunneler I: Can tunnel through ground at 1/2 movement, initial burrowing counts as an instant |
Can shapeshift into creatures of a lesser threat rating (preferred forms are: Dwarves, Gnomes, Burrowing Beasts) |
6d12 Thaumatite Ore | n/a | n/a | |||||
Copper Dragon Hatchling | Second | Dragonkind | Metallic Dragon | Dragon | Copper | Magical | Hatchling | yes | Realm (The Forge), Alignment (Good), Polarity (Order) | Tropical/Temperate | Subterranean, Desert | 1 | 14 (10+1d6) | 10 (1.38 x7.4) | 2 | Tiny (Prone) | -4 | -1 Hit; 4% Crit. (97+); -1 Damage | -2 Hit; 3% Crit. (98+) | -2 Hit; 8% Crit. (93+) | -8 Hit; 1% Crit. (100+) | AC 42; Armor 24; Dodge 18 Metallic Scales (+1 Armor per slot added) |
Arcane 16; Elemental 16; Natural 10; Holy 10; Demonic 7; Mental 10 | Move 5; Str 7; Agil 9; Stam 8; Int 8; Wis 2; Avd 18; Per 8; Res 5; Init 6; Cha 1 | Draconic (Dragon Tongue, can understand but not speak) | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scales, Light x8 | Bite (1d4+1) | Sinking Sand: Action, causes natural ground directly around the Dragon to become fluid-like sand allowing the Dragon to effortlessly sink into the ground and use its Tunneling movement on its next turn. Any foes in base contact must pass an Initiative test to attempt to jump free from the effect, landing Knocked Down jsut outside the area of effect. Otherwise any target caught in the effect is immobilized and if equal to or smaller than the Dragon in size will suffocate within 4 rounds if not freed. |
Detect Magic (unlimited use) & Elemental Cantrip (Earth, unlimited use) |
Immune II (Earth & Poison): Immune to these types of damage and any associated effects Affinity I (Earth): +5% Critical Hit with a given non-physical damage type (typically already added) Hopper II: Can hop to move, 2x movement in a straight line, allows for easily jumping over obstacles, must start and end its turn on the ground Tunneler I: Can tunnel through ground at 1/2 movement, initial burrowing counts as an instant |
1d4 Thaumatite Ore | n/a | n/a | ||||||
Copper Dragon Whelp | Second | Dragonkind | Metallic Dragon | Dragon | Copper | Magical | Whelp | yes | Realm (The Forge), Alignment (Good), Polarity (Order) | Tropical/Temperate | Subterranean, Desert | 2 | 29 (20+2d8) | 27 (1.78 x15) | 4 | Small (Prone) | -2 | +2 Hit; 5% Crit. (96+) | +1 Hit; 4% Crit. (97+) | +2 Hit; 10% Crit. (91+) | -5 Hit; 2% Crit. (99+) | AC 49; Armor 32; Dodge 17 Metallic Scales (+1 Armor per slot added) |
Arcane 22; Elemental 20; Natural 14; Holy 14; Demonic 11; Mental 15 | Move 6; Str 9; Agil 11; Stam 10; Int 11; Wis 4; Avd 17; Per 10; Res 7; Init 7; Cha 2 | Draconic (Dragon Tongue) & Terran (can understand but not speak) | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scales, Heavy x8 | Bite (1d8+1) & Claw (1d6+1) | Dust Storm I: passive, Aura 0, activated at will for up to 1 hour, Dragon must pass a Stamina test at the start of each subsequent round to maintain, casting automatically cancels the aura. Causes a storm of swirling dust and/or sand to surround itself that uses casting modifiers to inflict 1 Earth Damage and reduces visibility for non Copper Dragons in base contact, effectively cutting Perception in half and reducing modifiers accordingly Sinking Sand: Action, causes natural ground directly around the Dragon to become fluid-like sand allowing the Dragon to effortlessly sink into the ground and use its Tunneling movement on its next turn. Any foes in base contact must pass an Initiative test to attempt to jump free from the effect, landing Knocked Down jsut outside the area of effect. Otherwise any target caught in the effect is immobilized and if equal to or smaller than the Dragon in size will suffocate within 4 rounds if not freed. |
Can use up to Tier 1 Earth Powers (per day use: T1 x3, T0 unlimited) |
Immune II (Earth & Poison): Immune to these types of damage and any associated effects Affinity I (Earth): +5% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Aura 0: Passive effects in base contact around the creature, effects vary (see Extra), can be offensive or defensive Tunneler I: Can tunnel through ground at 1/2 movement, initial burrowing counts as an instant |
1d6 Thaumatite Ore | n/a | n/a | ||||||
Corpse Walker | False | Undead | Cadaverous | Corpse | Regular | Living-dead | yes | Realm (Strife), Alignment (Evil), Polarity (Chaos) | Cosmopolitan | Ruins/Dungeon, Urban | 1 | 18 (12+1d10) | 4 (1.85 x2.4) | 1 | Medium (Upright) | 0 | -2 Hit; 3% Crit. (98+) | -5 Hit; 2% Crit. (99+) | -7 Hit; 2% Crit. (99+) | -10 Hit; 1% Crit. (100+) | AC 3; Armor 3; Dodge 0 |
Arcane 6; Elemental 26; Natural 8; Holy 6; Demonic 68; Mental 3 | Move 3; Str 12; Agil 8; Stam 8; Int 3; Wis 0; Avd 2; Per 5; Res 18; Init 2; Cha 1 | Understands the languages it knew in life and has a limited capacity to speak | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Sense Living III: Can sense living organic beings at a range (in table top inches) equal to 2x Perception with +8 Advantage to Perception rolls |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth x3 | Makeshift weapon: 1d6 damage, (examples: Shepards Hook, Hatchet, Mallet, Hunting Knife, Machete, Pitch Fork, Shovel) | Undead: Does not eat, sleep, tire, breathe, or bleed (immune to any effect related to these). Counts as Implacable and Immune to stun, fear, poison, disease. Holy and life based healing powers cause damage instead of healing. +50 Demonic Resistance & -30 Holy Resistance (already added). Sensitivity to Holy (double damage). Typically destroyed if reaching 0 HP. Mindless: Does not possess the ability to truly think or reason, instead operating on some form of predetermined will or set of parameters; immune to taunt, fear and all mental or pyschological damage and effects; dodge always equals zero regardless of Avd. Stat Toughness II: Negates all incoming damage by 2 Resistant II (Elemental): +10 resistance to this type of damage/effects (typically already added) |
1d6 SP | n/a | n/a | |||||||||
Corpse, Blackguard | False | Undead | Cadaverous | Corpse | Guard | Elite | yes | Realm (Strife), Alignment (Evil), Polarity (Chaos) | Cosmopolitan | Ruins/Dungeon, Urban | 5 | 63 (35+5d10) | 32 (1.85 x17.4) | 5 | Medium (Upright) | 0 | +1 Hit; 1% Crit. (100+); +1 Damage | -7 Hit; 1% Crit. (100+) | -6 Hit; 1% Crit. (100+) | -9 Hit; 1% Crit. (100+) | AC 34; Armor 34; Dodge 0; Noisy 5; Double Layer 2; Triple Layer 2 |
Arcane 10; Elemental 30; Natural 12; Holy 2; Demonic 68; Mental 7 | Move 4; Str 15; Agil 13; Stam 10; Int 5; Wis 2; Avd 5; Per 5; Res 16; Init 4; Cha 1 | Understands the languages it knew in life and has a limited capacity to speak | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Sense Living III: Can sense living organic beings at a range (in table top inches) equal to 2x Perception with +8 Advantage to Perception rolls |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Mail, Plated x2 w/ Mail, Chain x3 over Cloth, Quilted x6 | 1handed Weapon & Shield; typ. Scimitar: 1d6+1d4+1 damage & Heater Shield: Block (+5) | Crossbow (1d10+1, Reload-Ranged 30", Armor Piercing -5) |
Grave Strength (melee passive, if roll w/in 3 pts of min dam, max instead) |
Undead: Does not eat, sleep, tire, breathe, or bleed (immune to any effect related to these). Counts as Implacable and Immune to stun, fear, poison, disease. Holy and life based healing powers cause damage instead of healing. +50 Demonic Resistance & -30 Holy Resistance (already added). Sensitivity to Holy (double damage). Typically destroyed if reaching 0 HP. Mindless: Does not possess the ability to truly think or reason, instead operating on some form of predetermined will or set of parameters; immune to taunt, fear and all mental or pyschological damage and effects; dodge always equals zero regardless of Avd. Stat Toughness II: Negates all incoming damage by 2 Resistant II (Elemental): +10 resistance to this type of damage/effects (typically already added) |
1d6 GP | n/a | n/a | |||||||
Copper Dragon, Ancient | Second | Dragonkind | Metallic Dragon | Dragon | Copper | Magical | Ancient | yes | Realm (The Forge), Alignment (Good), Polarity (Order) | Tropical/Temperate | Subterranean, Desert | 21 | 1250 (903+63d10) | 1692 (7.37 x229.5) | 40 | Colossal (Prone) | 32; Crushing Blow 32, Toughness 8, Reach +4 | +22 Hit; 15% Crit. (86+); +3 Damage | +29 Hit; 17% Crit. (84+) | +32 Hit; 33% Crit. (68+) | +31 Hit; 18% Crit. (83+) | AC 102; Armor 96; Dodge 6 Metallic Scales (+1 Armor per slot added); Lair Action x4: May use up to four unique special Lair Actions at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 44; Elemental 42; Natural 42; Holy 40; Demonic 41; Mental 43 | Move 12; Str 23; Agil 12; Stam 21; Int 22; Wis 21; Avd 6; Per 19; Res 20; Init 16; Cha 15 | Draconic (Dragon Tongue), Terran, Common & Dwarvish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Truesight: Can see (or otherwise perceive) in natural and magical darkness at a range (in table top inches) equal to thier perception, as well as see through any type of illusion or invisibility, and can see the true form of shape shifting creatures Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Elder Dragon x8 | Bite (5d12+14) & Claw x2 (3d10+8) + Tailswipe (3d12+16 damage) | Dust Storm VIII: passive, Aura VIII, activated at will for up to 1 hour, Dragon must pass a Stamina test at the start of each subsequent round to maintain, casting automatically cancels the aura. Causes a storm of swirling dust and/or sand to surround itself that uses casting modifiers to inflict 1d12+6 Earth Damage and reduces visibility for non Copper Dragons within the radius, effectively cutting Perception in half and reducing modifiers accordingly Sinking Sand: Action, causes natural ground in a 6" radius around the Dragon to become fluid-like sand allowing the Dragon to effortlessly sink into the ground and use its Tunneling movement on its next turn. Any foes must pass an Initiative test to attempt to jump free from the effect, provided they have enough movement they land Knocked Down on the outer edge of the radius. Otherwise any target caught in the effect is immobilized and if equal to or smaller than the Dragon in size will suffocate within 4 rounds if not freed Forge Tunnels: Action, once per day, in addition to their natural tunneling capabilties an Ancient Copper Dragon can channel its magic to rapidly create a stable tunnel of up to 1000 feet long and wide enough to fit itself through |
Can use up to Tier 7+ Earth Powers (per day use: T7+ x1, T7 x4, T6 x5, T5 x6, T4 x7, T3 x8, T2 x9, T1 x10, T0 unlimited) |
Immune II (Earth & Poison): Immune to these types of damage and any associated effects Affinity III (Earth): +15% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Aura VIII: Passive effects in 8" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Tailswipe VI: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 10" knockback on targets of lesser size Terrifying: Enemies must pass a Resolve test to move towards the creature and if it moves into base contact with a foe they must pass a Resolve test or immediately flee their full move directly away (treat as Feared & Frightened). Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Tunneler I: Can tunnel through ground at 1/2 movement, initial burrowing counts as an instant |
Ancient Dragons live in complete solitude and often sleep for hundreds of years at a time Can still shapeshift into creatures of a lesser threat rating but would likely not see the point |
7d20 Thaumatite Ore | n/a | n/a | |||||
Copper Drake | Second | Dragonkind | Metallic Dragon | Dragon | Copper | Magical | Drake | yes | Realm (The Forge), Alignment (Good), Polarity (Order) | Tropical/Temperate | Subterranean, Desert | 10 | 235 (145+20d8) | 224 (3.31 x67.6) | 14 | Huge (Prone) | 4; Crushing Blow 4, Toughness 1, Reach +1 | +15 Hit; 10% Crit. (91+); +2 Damage | +13 Hit; 10% Crit. (91+) | +14 Hit; 20% Crit. (81+) | +11 Hit; 9% Crit. (92+) | AC 75; Armor 64; Dodge 11 Metallic Scales (+1 Armor per slot added); Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant or action |
Arcane 30; Elemental 34; Natural 29; Holy 26; Demonic 25; Mental 27 | Move 9; Str 19; Agil 16; Stam 17; Int 15; Wis 12; Avd 11; Per 14; Res 13; Init 13; Cha 11 | Draconic (Dragon Tongue), Terran, Common & Dwarvish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scale, Drake x8 | Bite (3d6+8) & Claw x2 (1d12+2) + Tailswipe (2d6+6 damage) | Dust Storm III: passive, Aura II, activated at will for up to 1 hour, Dragon must pass a Stamina test at the start of each subsequent round to maintain, casting automatically cancels the aura. Causes a storm of swirling dust and/or sand to surround itself that uses casting modifiers to inflict 1d4 Earth Damage and reduces visibility for non Copper Dragons within the radius, effectively cutting Perception in half and reducing modifiers accordingly Sinking Sand: Action, causes natural ground in a 2" radius around the Dragon to become fluid-like sand allowing the Dragon to effortlessly sink into the ground and use its Tunneling movement on its next turn. Any foes must pass an Initiative test to attempt to jump free from the effect, provided they have enough movement they land Knocked Down on the outer edge of the radius. Otherwise any target caught in the effect is immobilized and if equal to or smaller than the Dragon in size will suffocate within 4 rounds if not freed. |
Can use up to Tier 4 Earth Powers (per day use: T4 x3, T3 x4, T2 x5, T1 x6, T0 unlimited) |
Immune II (Earth & Poison): Immune to these types of damage and any associated effects Affinity II (Earth): +10% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Aura II: Passive effects in 2" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Tailswipe II: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 2" knockback on targets of lesser size Fearsome: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Tunneler I: Can tunnel through ground at 1/2 movement, initial burrowing counts as an instant |
4d8 Thaumatite Ore | n/a | n/a | ||||||
Copper Regal Dragon | Second | Dragonkind | Metallic Dragon | Dragon | Copper | Magical | Regal | yes | Realm (The Forge), Alignment (Good), Polarity (Order) | Tropical/Temperate | Subterranean, Desert | 20 | 880 (620+40d12) | 1134 (6.28 x180.6) | 33 | Gargantuan (Prone) | 16; Crushing Blow 16, Toughness 4, Reach +3 | +24 Hit; 15% Crit. (86+); +3 Damage | +27 Hit; 16% Crit. (85+) | +30 Hit; 32% Crit. (69+) | +29 Hit; 17% Crit. (84+) | AC 104; Armor 96; Dodge 8 Metallic Scales (+1 Armor per slot added); Lair Action x3: May use up to three unique special Lair Actions at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 42; Elemental 40; Natural 40; Holy 36; Demonic 38; Mental 41 | Move 11; Str 22; Agil 15; Stam 20; Int 21; Wis 20; Avd 8; Per 18; Res 18; Init 18; Cha 17 | Draconic (Dragon Tongue), Terran, Common & Dwarvish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Truesight: Can see (or otherwise perceive) in natural and magical darkness at a range (in table top inches) equal to thier perception, as well as see through any type of illusion or invisibility, and can see the true form of shape shifting creatures Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Elder Dragon x8 | Bite (4d10+12) & Claw x2 (3d8+8) + Tailswipe (2d10+8 damage) | Dust Storm VI: passive, Aura VI, activated at will for up to 1 hour, Dragon must pass a Stamina test at the start of each subsequent round to maintain, casting automatically cancels the aura. Causes a storm of swirling dust and/or sand to surround itself that uses casting modifiers to inflict 1d10+4 Earth Damage and reduces visibility for non Copper Dragons within the radius, effectively cutting Perception in half and reducing modifiers accordingly Sinking Sand: Action, causes natural ground in a 5" radius around the Dragon to become fluid-like sand allowing the Dragon to effortlessly sink into the ground and use its Tunneling movement on its next turn. Any foes must pass an Initiative test to attempt to jump free from the effect, provided they have enough movement they land Knocked Down on the outer edge of the radius. Otherwise any target caught in the effect is immobilized and if equal to or smaller than the Dragon in size will suffocate within 4 rounds if not freed Forge Tunnels: Action, once per day, in addition to their natural tunneling capabilties a Regal Copper Dragon can channel its magic to rapidly create a stable tunnel of up to 1000 feet long and wide enough to fit itself through |
Can use up to Tier 7 Earth Powers (per day use: T7 x3, T6 x4, T5 x5, T4 x6, T3 x7, T2 x8, T1 x9, T0 unlimited) |
Immune II (Earth & Poison): Immune to these types of damage and any associated effects Affinity III (Earth): +15% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Aura VI: Passive effects in 6" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Tailswipe V: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 8" knockback on targets of lesser size Terrifying: Enemies must pass a Resolve test to move towards the creature and if it moves into base contact with a foe they must pass a Resolve test or immediately flee their full move directly away (treat as Feared & Frightened). Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Tunneler I: Can tunnel through ground at 1/2 movement, initial burrowing counts as an instant |
Can shapeshift into creatures of a lesser threat rating (preferred forms are: Dwarves, Gnomes, Burrowing Beasts) |
6d12 Thaumatite Ore | n/a | n/a | |||||
Copper Wyrm | Second | Dragonkind | Metallic Dragon | Dragon | Copper | Magical | Wyrm | yes | Realm (The Forge), Alignment (Good), Polarity (Order) | Tropical/Temperate | Subterranean, Desert | 5 | 82 (49+5d12) | 100 (2.71 x36.9) | 9 | Large (Prone) | 2; Crushing Blow 2 | +11 Hit; 8% Crit. (93+); +1 Damage | +6 Hit; 7% Crit. (94+) | +7 Hit; 12% Crit. (89+) | +2 Hit; 5% Crit. (96+) | AC 62; Armor 48; Dodge 14 Metallic Scales (+1 Armor per slot added); Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant |
Arcane 26; Elemental 28; Natural 22; Holy 20; Demonic 18; Mental 21 | Move 8; Str 16; Agil 17; Stam 14; Int 13; Wis 8; Avd 14; Per 12; Res 10; Init 10; Cha 4 | Draconic (Dragon Tongue) & Terran | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scale, Wyrm x8 | Bite (1d8+6) & Claw x2 (1d8+2) + Tailswipe (2d6+2 dam) | Dust Storm II: passive, Aura I, activated at will for up to 1 hour, Dragon must pass a Stamina test at the start of each subsequent round to maintain, casting automatically cancels the aura. Causes a storm of swirling dust and/or sand to surround itself that uses casting modifiers to inflict 1d2 Earth Damage and reduces visibility for non Copper Dragons within the radius, effectively cutting Perception in half and reducing modifiers accordingly Sinking Sand: Action, causes natural ground in a 1" radius around the Dragon to become fluid-like sand allowing the Dragon to effortlessly sink into the ground and use its Tunneling movement on its next turn. Any foes must pass an Initiative test to attempt to jump free from the effect, provided they have enough movement they land Knocked Down on the outer edge of the radius. Otherwise any target caught in the effect is immobilized and if equal to or smaller than the Dragon in size will suffocate within 4 rounds if not freed. |
Can use up to Tier 3 Earth Powers (per day use: T3 x3, T2 x4, T1 x5, T0 unlimited) |
Immune II (Earth & Poison): Immune to these types of damage and any associated effects Affinity I (Earth): +5% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Aura I: Passive effects in 1" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Tailswipe I: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 1" knockback on targets of lesser size Fearsome: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Tunneler I: Can tunnel through ground at 1/2 movement, initial burrowing counts as an instant |
3d6 Thaumatite Ore | n/a | n/a | ||||||
Lazar | False | Undead | Cadaverous | Lazar | Priest | Regular | yes | Realm (Strife), Alignment (Evil), Polarity (Chaos) | Cosmopolitan | Ruins/Dungeon, Urban | 14 | 129 (80+14d6) | 119 (1.68 x70.8) | 10 | Medium (Upright) | 0 | +12 Hit; 7% Crit. (94+) | +4 Hit; 5% Crit. (96+) | +13 Hit; 10% Crit. (91+) | +20 Hit; 13% Crit. (88+) | AC 32; Armor 24; Dodge 8; Double Layer 4 |
Arcane 20; Elemental 30; Natural 27; Holy 0; Demonic 81; Mental 27 | Move 4; Str 14; Agil 13; Stam 10; Int 10; Wis 17; Avd 8; Per 5; Res 14; Init 6; Cha 4 | Speaks the same languages it did in life | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Sense Living III: Can sense living organic beings at a range (in table top inches) equal to 2x Perception with +8 Advantage to Perception rolls |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth, Ironweave x4 over Cloth, Quilted x6 | Knife, Bludgeon or Staff; Banded Staff; typ. Banded Staff (1d8+1d6+1, Ward-off) | T6 Demonic Faith caster (must roll Difficulty, +4): Fortify the Dead, Mend Undead, Bone Spear, Animate Dead, Curse of Torment, Curse of Undeath Lazar Scream: action, once/battle, all targets w/in 3" move double away Curse of Bloodshed: instant, difficulty 5, must attack every turn, if can't, will attack self |
Undead: Does not eat, sleep, tire, breathe, or bleed (immune to any effect related to these). Counts as Implacable and Immune to stun, fear, poison, disease. Holy and life based healing powers cause damage instead of healing. +50 Demonic Resistance & -30 Holy Resistance (already added). Sensitivity to Holy (double damage). Typically destroyed if reaching 0 HP. Soulbound: The soul of this creature of the Third Creation is bound to a lifeless husk or construct, giving it the capacity for will and ambition Toughness II: Negates all incoming damage by 2 Resistant II (Elemental): +10 resistance to this type of damage/effects (typically already added) |
Has up to 32 XP worth of Craftings/Enchants |
1d10 GP | Living soul of a priest trapped within undead husk, has will and ambition | n/a | n/a | ||||||
Lazar Primarch | False | Undead | Cadaverous | Lazar | Priest | Elite | yes | Realm (Strife), Alignment (Evil), Polarity (Chaos) | Cosmopolitan | Ruins/Dungeon, Urban | 18 | 163 (100+18d6) | 198 (1.68 x117.7) | 13 | Medium (Upright) | 0 | +17 Hit; 10% Crit. (91+) | +9 Hit; 8% Crit. (93+) | +20 Hit; 13% Crit. (88+) | +27 Hit; 16% Crit. (85+) | AC 25; Armor 17; Dodge 8; Double Layer 3 |
Arcane 26; Elemental 30; Natural 30; Holy 0; Demonic 83; Mental 33 | Move 4; Str 14; Agil 13; Stam 10; Int 13; Wis 20; Avd 8; Per 5; Res 13; Init 7; Cha 4 | Speaks the same languages it did in life | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Sense Living III: Can sense living organic beings at a range (in table top inches) equal to 2x Perception with +8 Advantage to Perception rolls |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth, Ironweave x3 over Cloth, Quilted x4 | Staff or Whip + Knife; typ. Scourge (1d4+1d6+2) & Gutripper (1d8+2) | T7 Demonic Faith Caster (must roll Difficulty, +5): Fortify the Dead, Mend Undead, Bone Spear, Animate Dead, Rend Soul, Curse of (Despair, Undeath & Torment) Lazar Scream: action, all targets w/in 3" move double away & 1rnd stun Curse of Bloodshed: instant, difficulty 5, must attack every turn, if can't, will attack self Unholy Word: action, difficulty 10, rng 10", no LOS req, 3d10 dam, 1rnd silence |
Undead: Does not eat, sleep, tire, breathe, or bleed (immune to any effect related to these). Counts as Implacable and Immune to stun, fear, poison, disease. Holy and life based healing powers cause damage instead of healing. +50 Demonic Resistance & -30 Holy Resistance (already added). Sensitivity to Holy (double damage). Typically destroyed if reaching 0 HP. Soulbound: The soul of this creature of the Third Creation is bound to a lifeless husk or construct, giving it the capacity for will and ambition Toughness II: Negates all incoming damage by 2 Resistant II (Elemental): +10 resistance to this type of damage/effects (typically already added) |
Has up to 65 XP worth of Craftings/Enchants |
2d10 GP | Living soul of a priest trapped within undead husk, has will and ambition | n/a | n/a | ||||||
Couatl Hatchling | Second | Fey | Reptile | Serpent | Couatl | Familiar | Hatchling | Cloud Serpent | yes | Realm (Storms), Alignment (Good), Polarity (Chaos) | Tropical/Temperate | Forest/Jungle, Swamp | 2 | 12 (5+2d6) | 13 (0.89 x14.3) | 3 | Tiny (Prone) | -4 | +9 Hit; 7% Crit. (94+); -1 Damage | +6 Hit; 6% Crit. (95+) | +3 Hit; 5% Crit. (96+) | +1 Hit; 4% Crit. (97+) | AC 24; Armor 8; Dodge 16 Natural Shapeshift: can change its appearance at will to any similar sized (and threat rating) beast, usually as a means of avoiding attention however using any of its pwoers or takign any kind of agressive action causes it to automatically revert to its true form. |
Arcane 24; Elemental 6; Natural 13; Holy 14; Demonic 17; Mental 22 | Move 4; Str 4; Agil 18; Stam 3; Int 12; Wis 10; Avd 16; Per 15; Res 7; Init 7; Cha 8 | Reptile "Speech", Auran & Telepathy | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Rejuvenating: When its Substance or physical form is destroyed in the Realm of Strife its Spirit and/or Soul lives on, either returning to its Realm of Origin or being anchored within some form of physical object or remains, allowing it to take physical form again (see Extra for details). This effectively makes the creature immortal unless slain within its own Realm of Origin or if the anchored object is destroyed before it can reform itself. |
Scales, Light x4 | Fangs: 1d4+1 damage, see Skills for venom | Smell Magic: natural senses act as detect magic Scatter Magic venom: the fangs of a Couatl drip with a venom that acts as aScatter Magic spell. Twice per day the Couatl can spit this venom as a cone template Storm Chains: T2 Binding action, 1/day Tranquil Breeze: T2 Healing action, 2/day Charged Bolt: T2 Missile action, 3/hour |
Aura II: Passive effects in 2" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Flyer I: 2x movement while flying Docile: Will typically not attack unless provoked/threatened |
Elemental Storm Aura: 2" radius, effects caster and allies of their choice, grants +5% Critical Cast and Failure chance & +3 spell dam with Storm powers |
1d4-1 Aether | Couatl are noble and benevolent serpent like creatures with shimmering scales and beautiful feathered wings. They live among the clouds and rarely interact with others. Their altruistic nature makes them natural caretakers and guardians who bind themselves to a greater purpose of some kind, be it prophecy, creation, or some other divine plan. They spend their long lives in service to this purpose, but they do not intervene directly unless it is absolutely necessary. While Cuoatl generally hate evil and act to thawrt it whenever possible, in very rare cases they are evil themselves and hate good, dedicated themselves to sowing chaos and destruction. As hatchlings, Couatl are sometimes entrusted into the care of spell casters, acting as familiars. This allows the parents to pursue whatever greater purpose they are bound to, while ensuring their young are well taken care of. | n/a & n/a | n/a | Kayden (+1) | |||
Cougar | Second | Beast | Mammal | Feline | Ambusher | Adult | Jaguar/Leopard | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Cosmopolitan | Plain, Forest/Jungle | 1 | 19 (14+1d10) | 10 (1.1 x8.7) | 2 | Medium (Prone) | 0 | +7 Hit; 6% Crit. (95+) | +6 Hit; 6% Crit. (95+) | -7 Hit; 2% Crit. (99+) | 0 Hit; 4% Crit. (97+) | AC 23; Armor 7; Dodge 16 |
Arcane 6; Elemental 18; Natural 19; Holy 6; Demonic 13; Mental 13 | Move 9; Str 11; Agil 17; Stam 9; Int 3; Wis 10; Avd 16; Per 16; Res 3; Init 15; Cha 2 | Feline "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Fur/Hair x7 | Bite (1d6 dam) & Claw (1d4 dam) | Feline Pounce: action, must be hidden, breaks stealth, +15hit & max dam bite with 100% knock down |
Sneaky II: Can enter battle hidden, moves at full speed while hidden & +3 Advantage to avoid being detected |
Typically a solitary hunter |
2d6 Raw Meat | Insight & Cunning | Exotic | Wild Elves (+1) | |||||
Crab, Emperor | Second | Beast | Arthropod | Crustacean | Protector | Adult | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Cosmopolitan | Salt Water, Coastal/Shore | 4 | 68 (42+4d12) | 43 (1.45 x29.5) | 6 | Large (Prone) | 2; Crushing Blow 2 | +7 Hit; 7% Crit. (94+); +1 Damage | +7 Hit; 7% Crit. (94+) | -5 Hit; 3% Crit. (98+) | +2 Hit; 5% Crit. (96+) | AC 59; Armor 48; Dodge 11 |
Arcane 4; Elemental 28; Natural 23; Holy 20; Demonic 19; Mental 11 | Move 7; Str 16; Agil 14; Stam 14; Int 2; Wis 9; Avd 11; Per 14; Res 10; Init 14; Cha 1 | Crustacean "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Blindsense I (Antennae): Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Shell, Thick x8 | Claw x2: 1d12+6 damage, can choose to Grapple | Pincer Crush: while grappling a target can inflict crushing damage equal toa regualr claw attack. No hit roll required but target can armor save to reduce damage by half. |
Pincer Tear: Action. If grappling a target with one claw, can use the other claw to attempt to tear the grappled target apart. If passing a STR VS STR stat roll-off, inflicts regalar claw damage multiplied by how much it won the stat roll-off by. If that damage is greater than 1/4 of the targets current HP it rips a limb off. If equal to current HP it rips them apart and the target is immediately slain. No hit roll required but target can armor save to reduce damage by half, but doing so results in armor being removed/damaged. |
Amphibious: Can breathe in air and water Hardened (Piercing & Cutting): Incoming damage of this type is reduced by half Grapple: successful hits Grapple the target if it is the same size or smaller, cannot leave base contact while grappled, STR roll off to break Trample I: 1d6 dam, does not effect targets of equal size or larger than the creature |
3d6 Raw Meat | n/a | n/a | |||||||
Crab, Giant | Second | Beast | Arthropod | Crustacean | Protector | Adult | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Cosmopolitan | Salt Water, Coastal/Shore | 2 | 33 (22+2d10) | 22 (1.2 x18.4) | 4 | Medium (Prone) | 0 | +6 Hit; 6% Crit. (95+) | +3 Hit; 5% Crit. (96+) | -8 Hit; 1% Crit. (100+) | -1 Hit; 4% Crit. (97+) | AC 53; Armor 40; Dodge 13 |
Arcane 2; Elemental 22; Natural 19; Holy 14; Demonic 15; Mental 9 | Move 6; Str 13; Agil 15; Stam 11; Int 1; Wis 8; Avd 13; Per 12; Res 7; Init 15; Cha 1 | Crustacean "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Blindsense I (Antennae): Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Shell, Heavy x8 | Claw x2: 1d8+2 damage, can choose to Grapple | Pincer Crush: while grappling a target can inflict crushing damage equal toa regualr claw attack. No hit roll required but target can armor save to reduce damage by half. |
Pincer Tear: Action. If grappling a target with one claw, can use the other claw to attempt to tear the grappled target apart. If passing a STR VS STR stat roll-off, inflicts regalar claw damage multiplied by how much it won the stat roll-off by. If that damage is greater than 1/4 of the targets current HP it rips a limb off. If equal to current HP it rips them apart and the target is immediately slain. No hit roll required but target can armor save to reduce damage by half, but doing so results in armor being removed/damaged. |
Amphibious: Can breathe in air and water Hardened (Piercing & Cutting): Incoming damage of this type is reduced by half Grapple: successful hits Grapple the target if it is the same size or smaller, cannot leave base contact while grappled, STR roll off to break |
2d6 Raw Meat | n/a | n/a | |||||||
Crab, Great Spiny | Second | Beast | Arthropod | Crustacean | Protector | Adult | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Cosmopolitan | Salt Water, Coastal/Shore | 3 | 44 (28+3d10) | 31 (1.38 x22.3) | 5 | Medium (Prone) | 0 | +7 Hit; 7% Crit. (94+) | +4 Hit; 6% Crit. (95+) | -7 Hit; 2% Crit. (99+) | 0 Hit; 4% Crit. (97+) | AC 58; Armor 46; Dodge 12 |
Arcane 2; Elemental 22; Natural 19; Holy 16; Demonic 16; Mental 9 | Move 6; Str 14; Agil 15; Stam 11; Int 1; Wis 8; Avd 12; Per 12; Res 8; Init 15; Cha 1 | Crustacean "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Blindsense I (Antennae): Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Shell, Heavy x8 plus Spines x6 | Claw x2: 1d10+3 damage, can choose to Grapple | Pincer Crush: while grappling a target can inflict crushing damage equal toa regualr claw attack. No hit roll required but target can armor save to reduce damage by half. |
Pincer Tear: Action. If grappling a target with one claw, can use the other claw to attempt to tear the grappled target apart. If passing a STR VS STR stat roll-off, inflicts regalar claw damage multiplied by how much it won the stat roll-off by. If that damage is greater than 1/4 of the targets current HP it rips a limb off. If equal to current HP it rips them apart and the target is immediately slain. No hit roll required but target can armor save to reduce damage by half, but doing so results in armor being removed/damaged. |
Amphibious: Can breathe in air and water Hardened (Piercing & Cutting): Incoming damage of this type is reduced by half Grapple: successful hits Grapple the target if it is the same size or smaller, cannot leave base contact while grappled, STR roll off to break Thorny III: Body is covered in natural thorns, bone spikes, or other sharp protrusions that cause 3 auto damage each time someone attacks in base contact |
2d6 Raw Meat | n/a | n/a | |||||||
Crab, Hulking | Second | Beast | Arthropod | Crustacean | Protector | Adult | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Cosmopolitan | Salt Water, Coastal/Shore | 5 | 121 (76+10d8) | 106 (2.29 x46.3) | 9 | Huge (Prone) | 4; Crushing Blow 4, Toughness 1, Reach +1 | +2 Hit; 5% Crit. (96+); +1 Damage | +10 Hit; 8% Crit. (93+) | -3 Hit; 4% Crit. (97+) | +4 Hit; 6% Crit. (95+) | AC 72; Armor 62; Dodge 10 Debris Covered: The debris and other natural undersea formations covering a Hulking Crabs shell make it difficult to spot if it sits motionless on the sea floor, granting +5 Advantage on Avoidance |
Arcane 6; Elemental 32; Natural 26; Holy 24; Demonic 22; Mental 13 | Move 8; Str 17; Agil 8; Stam 16; Int 3; Wis 10; Avd 10; Per 16; Res 12; Init 12; Cha 1 | Crustacean "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Blindsense I (Antennae): Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Shell, Hardened x8 plus Coral & Debris x6 | Claw x2: 2d12+6 damage, can choose to Grapple | Pincer Crush: While grappling a target can inflict crushing damage equal to a regular claw attack. The damage is automatic, but an unmodified hit roll is made to determine if the target can armor save to reduce damage by half. Cannot critically miss or be dodged, but can still critically hit. |
Pincer Tear: Action. If grappling a target with one claw, can use the other claw to attempt to tear the grappled target apart. If passing a STR VS STR stat roll-off, inflicts regalar claw damage multiplied by how much it won the stat roll-off by. If that damage is greater than 1/4 of the targets current HP it rips a limb off. If equal to current HP it rips them apart and the target is immediately slain. No hit roll required but target can armor save to reduce damage by half, but doing so results in armor being removed/damaged. |
Amphibious: Can breathe in air and water Hardened (Piercing & Cutting): Incoming damage of this type is reduced by half Grapple: successful hits Grapple the target if it is the same size or smaller, cannot leave base contact while grappled, STR roll off to break Trample III: 3d6 dam, does not effect targets of equal size or larger than the creature Toughness II: Negates all incoming damage by 2 |
4d8 Raw Meat | n/a | n/a | |||||||
Crab, King | Second | Beast | Arthropod | Crustacean | Protector | Adult | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Cosmopolitan | Salt Water, Coastal/Shore | 1 | 10 (6+1d6) | 6 (0.92 x6.3) | 1 | Tiny (Prone) | -4 | +7 Hit; 6% Crit. (95+) | 0 Hit; 4% Crit. (97+) | -9 Hit; 1% Crit. (100+) | -2 Hit; 3% Crit. (98+) | AC 32; Armor 16; Dodge 16 |
Arcane 2; Elemental 10; Natural 13; Holy 4; Demonic 10; Mental 9 | Move 5; Str 8; Agil 17; Stam 5; Int 1; Wis 8; Avd 16; Per 10; Res 2; Init 17; Cha 1 | Crustacean "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Blindsense I (Antennae): Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Shell, Light x4 | Claw x2: 1d2+1 damage, can choose to Grapple | Amphibious: Can breathe in air and water Hardened (Piercing & Cutting): Incoming damage of this type is reduced by half |
1d4 Raw Meat | n/a | n/a | |||||||||
Crippler | Second | Beast | Arthropod | Giant Crawler | Disabler | Adult | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Subterranean, Ruins/Dungeon | 3 | 76 (49+6d8) | 37 (1.72 x21.6) | 5 | Huge (Prone) | 4; Crushing Blow 4, Toughness 1, Reach +1 | +5 Hit; 6% Crit. (95+); +2 Damage | +7 Hit; 7% Crit. (94+) | -6 Hit; 2% Crit. (99+) | +1 Hit; 5% Crit. (96+) | AC 43; Armor 30; Dodge 13 Heat Gland: On death, sprays boiling ichor in a 1" radius, 1d12+4 elemental damage |
Arcane 4; Elemental 30; Natural 24; Holy 16; Demonic 17; Mental 11 | Move 9; Str 18; Agil 13; Stam 15; Int 2; Wis 9; Avd 13; Per 15; Res 8; Init 13; Cha 0 | Insect "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Chitin, Heavy x5 | Pincer Bite (2d8+6 dmg, inflicts Superior Crippling poison) | Flurry of Claws: action, 1d8+3 dam claw attack on each target in base contact |
Poison III: Uses Superior poisons Death Effect I: Special ability or effect that is triggered immediately upon the death of the creature |
4d8 Raw Meat; 0-2 Superior Crippling Poison Gland, 20% Heat Gland | Cunning & Insight | Exotic | n/a | |||||||
Crocodile, Dwarf | Second | Beast | Reptile | Crocodile | Ambusher | Adult | Alligator | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Coastal/Shore, Swamp | 1 | 19 (14+1d10) | 14 (1.33 x10.3) | 3 | Medium (Prone) | 0 | +5 Hit; 6% Crit. (95+) | +4 Hit; 5% Crit. (96+) | -7 Hit; 2% Crit. (99+) | 0 Hit; 4% Crit. (97+) | AC 22; Armor 9; Dodge 13 |
Arcane 6; Elemental 18; Natural 19; Holy 10; Demonic 15; Mental 13 | Move 4; Str 11; Agil 15; Stam 9; Int 3; Wis 10; Avd 13; Per 14; Res 5; Init 15; Cha 1 | Reptile "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Hide, Rough x5 plus Scales, Light x2 | Bite (1d6+1d4, Grapple) | Tailswipe (1d6 dam, see Trait) |
Swamp Rush: instant, 2x move speed, can only use if starting or ending movement in water Deathroll: action, must be in water, if hit w/ bite on previous rnd target is knocked down and takes 2d6 damage |
Swimmer I: 2x movement while in water Tailswipe I: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 1" knockback on targets of lesser size Sneaky, Aquatic I: Can enter battle hidden if in water & treats water surfaces as breaking LoS for the purposes of re-hiding Grapple I: successful hits Grapple the target if it is the same size or smaller, cannot leave base contact while grappled, STR roll off to break |
If target does anything other than recover HP deathroll will continue in next round, will not release unless dead or hit by a crit. |
2d6 Raw Meat; 1d8 Crocodile Teeth | Dominance & Force | Exotic | Ogres (+1) | ||||
Crocodile, Freshwater | Second | Beast | Reptile | Crocodile | Ambusher | Adult | Alligator | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Coastal/Shore, Swamp | 2 | 37 (24+2d12) | 25 (1.5 x16.8) | 4 | Large (Prone) | 2; Crushing Blow 2 | +5 Hit; 6% Crit. (95+); +1 Damage | +5 Hit; 6% Crit. (95+) | -6 Hit; 2% Crit. (99+) | +1 Hit; 4% Crit. (97+) | AC 28; Armor 16; Dodge 12 |
Arcane 6; Elemental 24; Natural 22; Holy 12; Demonic 16; Mental 13 | Move 5; Str 15; Agil 14; Stam 12; Int 3; Wis 10; Avd 12; Per 14; Res 6; Init 14; Cha 1 | Reptile "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Hide, Thick x5 plus Scales, Heavy x2 | Bite (2d10, Grapple) | Tailswipe (2d6 dam, see Trait) |
Swamp Rush: instant, 2x move speed, can only use if starting or ending movement in water Deathroll: action, must be in water, if hit w/ bite on previous rnd target is knocked down and takes 4d6 damage |
Swimmer I: 2x movement while in water Tailswipe II: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 2" knockback on targets of lesser size Sneaky, Aquatic I: Can enter battle hidden if in water & treats water surfaces as breaking LoS for the purposes of re-hiding Grapple I: successful hits Grapple the target if it is the same size or smaller, cannot leave base contact while grappled, STR roll off to break |
If target does anything other than recover HP deathroll will continue in next round, will not release unless dead or hit by a crit. |
3d6 Raw Meat, 1d8 Crocodile Teeth | Dominance & Force | Exotic | Ogres (+1) | ||||
Crocodile, Giant | Second | Beast | Reptile | Crocodile | Ambusher | Adult | Alligator | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Coastal/Shore, Swamp | 3 | 101 (68+6d10) | 61 (1.85 x32.8) | 7 | Massive (Prone) | 8; Crushing Blow 8, Toughness 2, Reach +2 | +4 Hit; 6% Crit. (95+); +3 Damage | +6 Hit; 6% Crit. (95+) | -5 Hit; 3% Crit. (98+) | +2 Hit; 5% Crit. (96+) | AC 40; Armor 30; Dodge 10 |
Arcane 6; Elemental 34; Natural 27; Holy 16; Demonic 18; Mental 13 | Move 8; Str 20; Agil 12; Stam 17; Int 3; Wis 10; Avd 10; Per 14; Res 8; Init 12; Cha 1 | Reptile "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Hide, Caloused x5 plus Scales, Hardened x2 | Bite (2d20, Grapple) | Tailswipe (4d6 dam, see Trait) |
Swamp Rush: instant, 2x move speed, can only use if starting or ending movement in water Deathroll: action, must be in water, if hit w/ bite on previous rnd target is knocked down and takes 8d6 damage |
Swimmer I: 2x movement while in water Tailswipe IV: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 6" knockback on targets of lesser size Sneaky, Aquatic I: Can enter battle hidden if in water & treats water surfaces as breaking LoS for the purposes of re-hiding Grapple I: successful hits Grapple the target if it is the same size or smaller, cannot leave base contact while grappled, STR roll off to break |
If target does anything other than recover HP deathroll will continue in next round, will not release unless dead or hit by a crit. |
5d10 Raw Meat; 1d8 Crocodile Teeth | Dominance & Force | n/a | Ogres (+1) | ||||
Crocodile, Saltwater | Second | Beast | Reptile | Crocodile | Ambusher | Adult | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Coastal/Shore, Swamp | 2 | 56 (38+4d8) | 39 (1.67 x23.5) | 5 | Huge (Prone) | 4; Crushing Blow 4, Toughness 1, Reach +1 | +4 Hit; 5% Crit. (96+); +2 Damage | +5 Hit; 6% Crit. (95+) | -6 Hit; 2% Crit. (99+) | +1 Hit; 4% Crit. (97+) | AC 34; Armor 23; Dodge 11 |
Arcane 6; Elemental 30; Natural 25; Holy 14; Demonic 17; Mental 13 | Move 7; Str 18; Agil 13; Stam 15; Int 3; Wis 10; Avd 11; Per 14; Res 7; Init 13; Cha 1 | Reptile "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Hide, Rugged x5 plus Scales, Thick x2 | Bite (1d20+1d10, Grapple) | Tailswipe (3d6 dam, see Trait) |
Swamp Rush: instant, 2x move speed, can only use if starting or ending movement in water Deathroll: action, must be in water, if hit w/ bite on previous rnd target is knocked down and takes 6d6 damage |
Swimmer I: 2x movement while in water Tailswipe III: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 4" knockback on targets of lesser size Sneaky, Aquatic I: Can enter battle hidden if in water & treats water surfaces as breaking LoS for the purposes of re-hiding Grapple I: successful hits Grapple the target if it is the same size or smaller, cannot leave base contact while grappled, STR roll off to break |
If target does anything other than recover HP deathroll will continue in next round, will not release unless dead or hit by a crit. |
4d8 Raw Meat; 1d8 Crocodile Teeth | Dominance & Force | Exotic | Ogres (+1) | |||||
Cult of the Wyrm, Initiate | Third | Humanoid | Humankind | Human | Multi-racial | Druid | Initiate | Cult of the Wyrm | yes | Realm (Eden), Alignment (Evil), Polarity (Variable) | Cosmopolitan | Urban, Ruins/Dungeon | 2 | 27 (20+2d6) | 8 (1.1 x7.6) | 2 | Medium (Upright) | 0 | +1 Hit; 4% Crit. (97+) | +1 Hit; 4% Crit. (97+) | +4 Hit; 5% Crit. (96+) | +4 Hit; 5% Crit. (96+) | AC 18; Armor 8; Dodge 10 |
Arcane 26; Elemental 20; Natural 23; Holy 20; Demonic 23; Mental 26 | Move 4; Str 10; Agil 10; Stam 10; Int 13; Wis 13; Avd 10; Per 10; Res 10; Init 8; Cha 11 | Common & Draconic | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth x8 | Draconic Ritual Blade (Off-hand Dagger, 1d4 damage, if self-inflicting or dealing damage with blade gain +1 to next difficulty roll, Cult of the Wyrm only) | Dragon Breath I: Inflicts 1d8 damage of the same type as the Dragonflight they worship/revere |
Can use up to Tier 1 Cone, Binding, Shot, Burst & Hex Spirit Powers (per day use: T1 x3, T0 unlimited) Faith Powers: must roll Difficulty at Faith = 4, failure does not consume the slot T1: Suggestion x1, Corrupt Power x1, Beast Calling x1 (up to Threat 1 Reptiles & Dragons only) |
Breath I: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits up to 2 targets in a frontal arc melee, use Ranged attack modifiers against apppropriate resistance (target can add dodge to resist) |
Wear draconic masks to obscure their identity |
0-1 Minor Spirit Potion; 1d6 GP | n/a | n/a | ||||
Cult of the Wyrm, Witness | Third | Humanoid | Humankind | Human | Multi-racial | Druid | Witness | Cult of the Wyrm | yes | Realm (Eden), Alignment (Evil), Polarity (Variable) | Cosmopolitan | Urban, Ruins/Dungeon | 4 | 44 (30+4d6) | 21 (1.2 x17.8) | 4 | Medium (Upright) | 0 | +3 Hit; 5% Crit. (96+) | +3 Hit; 5% Crit. (96+) | +6 Hit; 6% Crit. (95+) | +7 Hit; 7% Crit. (94+) | AC 26; Armor 16; Dodge 10 |
Arcane 26; Elemental 20; Natural 24; Holy 20; Demonic 24; Mental 27 | Move 4; Str 10; Agil 10; Stam 10; Int 13; Wis 14; Avd 10; Per 10; Res 10; Init 8; Cha 12 | Common & Draconic | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth, Quilted x8 | Draconic Ritual Blade (Off-hand Kris, 1d4+1 damage, if self-inflicting or dealing damage with blade gain +2 to next difficulty roll, Cult of the Wyrm only) | Dragon Breath II: Inflicts 2d8 damage of the same type as the Dragonflight they worship/revere |
Can use up to Tier 2 Cone, Binding, Shot, Burst & Hex Spirit Powers (per day use: T2 x3, T1 x4, T0 unlimited) Faith Powers: must roll Difficulty at Faith = 7, failure does not consume the slot T2: Blink x1, Defilement x1, Silent Snarl/Deep Call x1 T1: Suggestion x2, Corrupt Power x1, Beast Calling x1 (up to Threat 3 Reptiles & Dragons only) |
Breath II: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits an 8" length by 3" width cone (or cone template), use Ranged attack modifiers against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) |
1 armor piece with Minor Warding (typ. of Minor Elemental Warding, +4 Resist) Wear draconic masks to obscure their identity |
1 Minor Spirit Potion; 2d6 GP | n/a | n/a | ||||
Cult of the Wyrm, Ritualist | Third | Humanoid | Humankind | Human | Multi-racial | Druid | Ritualist | Cult of the Wyrm | yes | Realm (Eden), Alignment (Evil), Polarity (Variable) | Cosmopolitan | Urban, Ruins/Dungeon | 7 | 70 (45+7d6) | 44 (1.4 x31.7) | 6 | Medium (Upright) | 0 | +6 Hit; 7% Crit. (94+) | +6 Hit; 7% Crit. (94+) | +10 Hit; 8% Crit. (93+) | +10 Hit; 8% Crit. (93+) | AC 26; Armor 16; Dodge 10 |
Arcane 32; Elemental 24; Natural 28; Holy 20; Demonic 24; Mental 28 | Move 4; Str 10; Agil 10; Stam 10; Int 14; Wis 14; Avd 10; Per 10; Res 10; Init 9; Cha 13 | Common & Draconic | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth, Quilted x8 | Draconic Ritual Blade (Off-hand Stiletto, 1d6 damage, if self-inflicting or dealing damage with blade gain +3 to next difficulty roll, Cult of the Wyrm only) | Dragon Breath III: Inflicts 3d8 damage of the same type as the Dragonflight they worship/revere |
Can use up to Tier 3 Cone, Binding, Shot, Burst & Hex Spirit Powers (per day use: T3 x3, T2 x4, T1 x5, T0 unlimited) Faith Powers: must roll Difficulty at Faith = 10, failure does not consume the slot T3: Mind Control x1, Draconic Frenzy x1 (treat same as Demonic Frenzy, but applies to magic instead of physical), Guardians Roar/Sky Shriek x1 T2: Blink x1, Defilement x2, Silent Snarl/Deep Call x1 T1: Suggestion x2, Corrupt Power x2, Beast Calling x1 (up to Threat 6 Reptiles & Dragons only) |
Breath III: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits an 8" length by width cone, use Ranged attack modifiers +5 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) |
3 armor pieces with Minor Warding (Arcane +4, Elemental +4, Natural +4, already added) Wear draconic masks to obscure their identity |
1 Minor Spirit Potion (Bottle); 3d6 GP | n/a | n/a | ||||
Cult of the Wyrm, Wyrm Caller | Third | Humanoid | Humankind | Human | Multi-racial | Druid | Wyrm Caller | Cult of the Wyrm | yes | Realm (Eden), Alignment (Evil), Polarity (Variable) | Cosmopolitan | Urban, Ruins/Dungeon | 10 | 95 (60+10d6) | 75 (1.5 x50) | 8 | Medium (Upright) | 0 | +9 Hit; 8% Crit. (93+) | +9 Hit; 8% Crit. (93+) | +13 Hit; 10% Crit. (91+) | +14 Hit; 10% Crit. (91+) | AC 26; Armor 16; Dodge 10 |
Arcane 34; Elemental 26; Natural 31; Holy 20; Demonic 25; Mental 29 | Move 4; Str 10; Agil 10; Stam 10; Int 14; Wis 15; Avd 10; Per 10; Res 10; Init 10; Cha 14 | Common & Draconic | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth, Quilted x8 | Draconic Ritual Blade (Off-hand Rondel, 1d6+1 damage, if self-inflicting or dealing damage with blade gain +4 to next difficulty roll, Cult of the Wyrm only) | Dragon Breath IV: Inflicts 4d8 damage of the same type as the Dragonflight they worship/revere |
Can use up to Tier 4 Cone, Binding, Shot, Burst & Hex Spirit Powers (per day use: T4 x3, T3 x4, T2 x5, T1 x6 T0 unlimited) Faith Powers: must roll Difficulty at Faith = 13, failure does not consume the slot T4: Mental Spear x1, Decay x1, Braying Herd/Bellowing Roar x1 T3: Mind Control x2, Draconic Frenzy x1 (treat same as Demonic Frenzy, but applies to magic instead of physical), Guardians Roar/Sky Shriek x1 T2: Blink x2, Defilement x2, Silent Snarl/Deep Call x1 T1: Suggestion x2, Corrupt Power x2, Beast Calling x2 (up to Threat 9 Reptiles & Dragons only) |
Breath IV: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits a 12" length by width cone, use Ranged attack modifiers +10 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) |
3 armor pieces with Improved Warding (Arcane +8, Elemental +8, Natural +8, already added) Wear draconic masks to obscure their identity |
1 Major Spirit Potion; 4d6 GP | n/a | n/a | ||||
Cult of the Wyrm, Drake Caller | Third | Humanoid | Humankind | Human | Multi-racial | Druid | Drake Caller | Cult of the Wyrm | yes | Realm (Eden), Alignment (Evil), Polarity (Variable) | Cosmopolitan | Urban, Ruins/Dungeon | 14 | 129 (80+14d6) | 119 (1.6 x74.2) | 10 | Medium (Upright) | 0 | +13 Hit; 10% Crit. (91+) | +13 Hit; 10% Crit. (91+) | +18 Hit; 12% Crit. (89+) | +18 Hit; 12% Crit. (89+) | AC 34; Armor 24; Dodge 10 |
Arcane 42; Elemental 32; Natural 37; Holy 20; Demonic 25; Mental 30 | Move 4; Str 10; Agil 10; Stam 10; Int 15; Wis 15; Avd 10; Per 10; Res 10; Init 11; Cha 15 | Common & Draconic | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth, Ironweave x8 | Draconic Ritual Blade (Off-hand Dirk, 1d8 damage, if self-inflicting or dealing damage with blade gain +5 to next difficulty roll, Cult of the Wyrm only) | Dragon Breath V: Inflicts 5d8 damage of the same type as the Dragonflight they worship/revere |
Can use up to Tier 5 Cone, Binding, Shot, Burst & Hex Spirit Powers (per day use: T5 x3, T4 x4, T3 x5, T2 x6, T1 x7, T0 unlimited) Faith Powers: must roll Difficulty at Faith = 16, failure does not consume the slot T5: Psionic Storm x1, Dread Strength x1, Eldritch Hiss x1 T4: Mental Spear x2, Decay x1, Braying Herd/Bellowing Roar x1 T3: Mind Control x3, Draconic Frenzy x1 (treat same as Demonic Frenzy, but applies to magic instead of physical), Guardians Roar/Sky Shriek x1 T2: Blink x2, Defilement x3, Silent Snarl/Deep Call x1 T1: Suggestion x2, Corrupt Power x2, Beast Calling x3 (up to Threat 14 Reptiles & Dragons only) |
Breath V: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits a 16" length by width cone, use Ranged attack modifiers +15 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) |
3 armor pieces with Greater Warding (Arcane +12, Elemental +12, Natural +12, already added) Wear draconic masks to obscure their identity |
1 Major Spirit Potion (Bottle); 5d6 GP | n/a | n/a | ||||
Cult of the Wyrm, Drakonist | Third | Humanoid | Humankind | Human | Multi-racial | Druid | Drakonist | Cult of the Wyrm | yes | Realm (Eden), Alignment (Evil), Polarity (Variable) | Cosmopolitan | Urban, Ruins/Dungeon | 17 | 155 (95+17d6) | 168 (1.7 x99.1) | 12 | Medium (Upright) | 0 | +16 Hit; 12% Crit. (89+) | +16 Hit; 12% Crit. (89+) | +21 Hit; 14% Crit. (87+) | +22 Hit; 14% Crit. (87+) | AC 34; Armor 24; Dodge 10 |
Arcane 46; Elemental 36; Natural 42; Holy 20; Demonic 26; Mental 31 | Move 4; Str 10; Agil 10; Stam 10; Int 15; Wis 16; Avd 10; Per 10; Res 10; Init 12; Cha 16 | Common & Draconic | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth, Ironweave x8 | Draconic Ritual Blade (Off-hand Kukri, 1d8+1 damage, if self-inflicting or dealing damage with blade gain +6 to next difficulty roll, Cult of the Wyrm only) | Dragon Breath VI: Inflicts 6d8 damage of the same type as the Dragonflight they worship/revere |
Can use up to Tier 6 Cone, Binding, Shot, Burst & Hex Spirit Powers (per day use: T6 x3, T5 x4, T4 x5, T3 x6, T2 x7, T1 x8, T0 unlimited) Faith Powers: must roll Difficulty at Faith = 17, failure does not consume the slot T6: Mass Hysteria x1, Affliction x1, Pocket Habitat x1 T5: Psionic Storm x1, Dread Strength x2, Eldritch Hiss x1 T4: Mental Spear x2, Decay x2, Braying Herd/Bellowing Roar x1 T3: Mind Control x3, Draconic Frenzy x2 (treat same as Demonic Frenzy, but applies to magic instead of physical), Guardians Roar/Sky Shriek x1 T2: Blink x3, Defilement x3, Silent Snarl/Deep Call x1 T1: Suggestion x3, Corrupt Power x2, Beast Calling x3 (up to Threat 20 Reptiles & Dragons only) |
Breath VI: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits a 20" length by width cone, use Ranged attack modifiers +20 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) |
3 armor pieces with Superior Warding (Arcane +16, Elemental +16, Natural +16, already added) Wear draconic masks to obscure their identity |
1d2 Major Spirit Potion (Bottle); 6d6 GP | n/a | n/a | ||||
Cult of the Wyrm, Grand Drakonist | Third | Humanoid | Humankind | Human | Multi-racial | Druid | Grand Drakonist | Cult of the Wyrm | yes | Realm (Eden), Alignment (Evil), Polarity (Variable) | Cosmopolitan | Urban, Ruins/Dungeon | 20 | 180 (110+20d6) | 229 (1.8 x127.3) | 14 | Medium (Upright) | 0 | +19 Hit; 13% Crit. (88+) | +19 Hit; 13% Crit. (88+) | +25 Hit; 15% Crit. (86+) | +25 Hit; 15% Crit. (86+) | AC 34; Armor 24; Dodge 10 |
Arcane 52; Elemental 40; Natural 46; Holy 20; Demonic 26; Mental 32 | Move 4; Str 10; Agil 10; Stam 10; Int 16; Wis 16; Avd 10; Per 10; Res 10; Init 13; Cha 17 | Common & Draconic | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth, Ironweave x8 | Draconic Ritual Blade (Off-hand Gut Ripper 1d8+2 damage, if self-inflicting or dealing damage with blade gain +7 to next difficulty roll, Cult of the Wyrm only) | Dragon Breath VII: Inflicts 7d8 damage of the same type as the Dragonflight they worship/revere |
Can use up to Tier 7 Cone, Binding, Shot, Burst & Hex Spirit Powers (per day use: T7 x3, T6 x4, T5 x5, T4 x6, T3 x7, T2 x8, T1 x9, T0 unlimited) Faith Powers: must roll Difficulty at Faith = 20, failure does not consume the slot T7: Erase Memory x1, Primal Command x1, Siphon Life x1 T6: Mass Hysteria x1, Affliction x2, Pocket Habitat x1 T5: Psionic Storm x2, Dread Strength x2, Eldritch Hiss x1 T4: Mental Spear x3, Decay x2, Braying Herd/Bellowing Roar x1 T3: Mind Control x3, Draconic Frenzy x3 (treat same as Demonic Frenzy, but applies to magic instead of physical), Guardians Roar/Sky Shriek x1 T2: Blink x3, Defilement x4, Silent Snarl/Deep Call x1 T1: Suggestion x3, Corrupt Power x2, Beast Calling x4 (up to Threat 22 Reptiles & Dragons only) |
Breath VII: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits a 24" length by width cone, use Ranged attack modifiers +25 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) |
3 armor pieces with Superior Warding (Arcane +20, Elemental +20, Natural +20, already added) Wear draconic masks to obscure their identity |
1d4 Major Spirit Potion (Bottle); 7d6 GP | n/a | n/a | ||||
Cultist, Follower | Third | Humanoid | Humankind | Human | Multi-racial | Cultist | Follower | yes | Realm (Eden), Alignment (Evil), Polarity (Variable) | Cosmopolitan | Urban, Ruins/Dungeon | 3 | 33 (23+3d6) | 15 (1.06 x13.8) | 3 | Medium (Upright) | 0 | +2 Hit; 5% Crit. (96+) | +2 Hit; 5% Crit. (96+) | +3 Hit; 5% Crit. (96+) | +10 Hit; 7% Crit. (94+) | AC 18; Armor 8; Dodge 10 |
Arcane 22; Elemental 18; Natural 24; Holy 22; Demonic 26; Mental 26 | Move 4; Str 9; Agil 10; Stam 9; Int 11; Wis 15; Avd 10; Per 10; Res 11; Init 11; Cha 11 | Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth x8 | Knife, Staff or Rod (typ. Rondel, 1d6+1 damage) | Fanatical Beliefs: +1 to Difficulty rolls & may re-roll 1 failed Difficulty test per day Non-Holy Faith Powers (up to T2) x7 Typical: Drain Life x3 (action), Curse of Torment x1 (instant), Curse of Unbelief x1 (instant), Ruinous Bolt x2 (action) |
Obedience I: +2 Advantage on Resolve tests when fighting in formation with or within LoS of a superior/officer (see Extra) Loyal I: +1 dam vs targets that attack its master |
Has up to 2 XP worth of Craftings/Enchants (typ. "weapon" of Improved Recklessness, use an instant to add up to +4 damage on the next sucessful hit at a cost fo 2HP per extra dam) |
1d4 GP | n/a | n/a | ||||||
Cultist, Supplicant | Third | Humanoid | Humankind | Human | Multi-racial | Cultist | Supplicant | yes | Realm (Eden), Alignment (Evil), Polarity (Variable) | Cosmopolitan | Urban, Ruins/Dungeon | 1 | 17 (14+1d6) | 7 (1 x7.1) | 2 | Medium (Upright) | 0 | 0 Hit; 4% Crit. (97+) | 0 Hit; 4% Crit. (97+) | +1 Hit; 4% Crit. (97+) | +5 Hit; 5% Crit. (96+) | AC 18; Armor 8; Dodge 10 |
Arcane 22; Elemental 18; Natural 23; Holy 22; Demonic 25; Mental 25 | Move 4; Str 9; Agil 10; Stam 9; Int 11; Wis 14; Avd 10; Per 10; Res 11; Init 10; Cha 11 | Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth x8 | Knife, Staff or Rod (typ. Kris, 1d4+1 damage) | Non-Holy Faith Powers (up to T2) x4 Typical: Drain Life x2 (action), Withering Touch x2 (instant/action) |
Obedience I: +2 Advantage on Resolve tests when fighting in formation with or within LoS of a superior/officer (see Extra) Loyal I: +1 dam vs targets that attack its master Expendable: These creatures are considered expendable by thier superiors and as such their pain, suffering, and/or death has no impact on the morale or Resolve of comrades of equal or higher rank |
Has up to 1 XP worth of Craftings/Enchants (typ. "weapon" of Minor Recklessness, use an instant to add up to +2 damage on the next sucessful hit at a cost fo 2HP per extra dam) |
1d6 SP | n/a | n/a | ||||||
Deep Giant | Second | Primatives | Giantkind | Giant | Deep | Brute | Regular | Fomorian | yes | Realm (The Furnace), Alignment (Evil), Polarity (Chaos) | Cosmopolitan | Subterranean, Ruins/Dungeon | 9 | 236 (155+18d8) | 126 (2.2 x57.4) | 10 | Huge (Upright) | 4; Crushing Blow 4, Toughness 1, Reach +1 | +1 Hit; 7% Crit. (94+); +2 Damage | +8 Hit; 8% Crit. (93+) | +5 Hit; 12% Crit. (89+) | +7 Hit; 8% Crit. (93+) | AC 25; Armor 20; Dodge 5 Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their cave or other such lair, typ. a bonus instant or non-attack action |
Arcane 14; Elemental 40; Natural 29; Holy 30; Demonic 24; Mental 16 | Move 6; Str 19; Agil 8; Stam 20; Int 7; Wis 9; Avd 5; Per 10; Res 15; Init 8; Cha 2 | Giant | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Darksight II: Can see in natural darkness at a range (in table top inches) equal to 2x their Perception. In total darkness (no-light) everything appears as shades of grey while dim light allows for discernment of color. In bright light Perception is cut in half. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather x6 plus Hide, Rough x8 | Giant Great Club: 4d6+2d4+2, stun 20%, Crushing blow 2. Can attack twice if using only a basic attack action (Extra Attack I). | Evil Eye: May sacrifice one of two basic attacks to use Evil Eye (Rng: 40, single target, 6d8 mental damage, target immediately suffers -10 to its Initiative Score for the remainder of the battle. Giant Flask of Distilled Acid (typ. 3 bottles carried on belt): May sacrifice one of two basic attacks to throw the Flask, dealing (2d4+2)x3 acid damage and applies 3 stacks of Corrosion. Can sacrifice both basic attacks to use Evil AND hurl Giant Flask fo Distilled Acid, as par tof teh same action. |
Extra Attacks I: Potential for up to 1 extra attack, typically requires certain conditions to be met Trample II: 2d6 dam, does not effect targets of equal size or larger than the creature Affinity I (Shadow Powers): +5% Critical Hit with a given non-physical damage type (typically already added) Affinity I (Caustic Powers): +5% Critical Hit with a given non-physical damage type (typically already added) Terrifying: Enemies must pass a Resolve test to move towards the creature and if it moves into base contact with a foe they must pass a Resolve test or immediately flee their full move directly away (treat as Feared & Frightened). Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Cursed Wounds: For any physical damage caused by this creature, if not de-cursed first, MUST attempt to resist any healing. For non-magical healing (i.e. potions) use Natural resist with no "casting" modifiers. |
Highly Malformed: Deep giants are hideous to behold, gaining the Terrifying trait and requiring two sucessful rolls to pass a Charm test. |
3d8 Dark Matter + 1d8 Brimstone + 0-3 Giant Flasks of Distileld Acid (M) | Pale white or blue skinned with dark stringy hair, the Fomorians are the shortest of giants. These misshapen creatures are believed by most other giants to be cursed for some ancient affront to the gods. Though they likely once stood taller than hill giants, their bodies are permanently hunched over, averaging only 14 feet tall. This is to their advantage as they make their homes in the deep places of the world, not the most accommodating place to those of giant size. Their broad backs are heavily scarred from brushing up against cavern ceilings as they prowl about in the darkness, seaking to enslave or devour lesser beings. | n/a | n/a | ||||
Deep Giant Witchdoctor | Second | Primatives | Giantkind | Giant | Deep | Witchdoctor | Regular | Fomorian | yes | Realm (The Furnace), Alignment (Evil), Polarity (Chaos) | Cosmopolitan | Subterranean, Ruins/Dungeon | 10 | 260 (170+20d8) | 179 (2.2 x81.4) | 12 | Huge (Upright) | 4; Crushing Blow 4, Toughness 1, Reach +1 | +2 Hit; 8% Crit. (93+); +2 Damage | +9 Hit; 8% Crit. (93+) | +6 Hit; 12% Crit. (89+) | +8 Hit; 8% Crit. (93+) | AC 25; Armor 20; Dodge 5 Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their bjerg citadel or other such lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 14; Elemental 40; Natural 29; Holy 30; Demonic 24; Mental 16 | Move 6; Str 19; Agil 8; Stam 20; Int 7; Wis 9; Avd 5; Per 10; Res 15; Init 8; Cha 2 | Giant | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Darksight II: Can see in natural darkness at a range (in table top inches) equal to 2x their Perception. In total darkness (no-light) everything appears as shades of grey while dim light allows for discernment of color. In bright light Perception is cut in half. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather x6 plus Hide, Rough x8 | Giant Void Touched Great Club: 4d6+2d4 phys. damage +6 Void damage, stun 20%, Crushing blow 2, inflicts fear if failing a resolve test. Can attack twice if using only a basic attack action (Extra Attack I). | Evil Eye: May sacrifice one of two basic attacks to use Evil Eye (Rng: 40, single target, 6d8 mental damage, target immediately suffers -10 to its Initiative Score for the remainder of the battle. Giant Flask of Distilled Acid (typ. 3 bottles carried on belt): May sacrifice one of two basic attacks to throw the Flask, dealing (2d4+2)x3 acid damage and applies 3 stacks of Corrosion. Can sacrifice both basic attacks to use Evil AND hurl Giant Flask fo Distilled Acid, as par tof teh same action. |
Can use up to Tier 4 Shadow & Caustic Powers (per day use: T4 x1, T3 x2, T2 x3, T1 x4, T0 unlimited) typ. instants: Visions of Terror (T4), Dark Strength (T3), Corroding Hex (T2), Conjure: Shadow Beast (T1, can use as an instant) typ. actions: Orbs of Acid (T4), Caustic Vapor (T3), Cloud of Despair (T2), Fear (T1) |
Extra Attacks I: Potential for up to 1 extra attack, typically requires certain conditions to be met Trample II: 2d6 dam, does not effect targets of equal size or larger than the creature Affinity I (Shadow Powers): +5% Critical Hit with a given non-physical damage type (typically already added) Affinity I (Caustic Powers): +5% Critical Hit with a given non-physical damage type (typically already added) Terrifying: Enemies must pass a Resolve test to move towards the creature and if it moves into base contact with a foe they must pass a Resolve test or immediately flee their full move directly away (treat as Feared & Frightened). Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Cursed Wounds: For any physical damage caused by this creature, if not de-cursed first, MUST attempt to resist any healing. For non-magical healing (i.e. potions) use Natural resist with no "casting" modifiers. |
Brute Magic: Add melee damage bonuses to casting damage. Highly Malformed: Deep giants are hideous to behold, gaining the Terrifying trait and requiring two sucessful rolls to pass a Charm test. |
3d8 Dark Matter + 1d8 Brimstone + 0-3 Giant Flasks of Distileld Acid (M) | Pale white or blue skinned with dark stringy hair, the Fomorians are the shortest of giants. These misshapen creatures are believed by most other giants to be cursed for some ancient affront to the gods. Though they likely once stood taller than hill giants, their bodies are permanently hunched over, averaging only 14 feet tall. This is to their advantage as they make their homes in the deep places of the world, not the most accommodating place to those of giant size. Their broad backs are heavily scarred from brushing up against cavern ceilings as they prowl about in the darkness, seaking to enslave or devour lesser beings. Most feared and reviled among them, is the witchdoctor. Wielding shadow magic and caustic powers, they literally carve out the underground empire of the deep giants. | n/a | n/a | |||
Deep Giant Headman | Second | Primatives | Giantkind | Giant | Deep | Witchdoctor | Headman | Fomorian | yes | Realm (The Furnace), Alignment (Evil), Polarity (Chaos) | Cosmopolitan | Subterranean, Ruins/Dungeon | 14 | 356 (230+28d8) | 226 (2.2 x102.9) | 14 | Huge (Upright) | 4; Crushing Blow 4, Toughness 1, Reach +1 | +6 Hit; 10% Crit. (91+); +2 Damage | +13 Hit; 10% Crit. (91+) | +10 Hit; 14% Crit. (87+); +4 Damage | +12 Hit; 10% Crit. (91+) | AC 25; Armor 20; Dodge 5 Lair Action x2: May use a special Lair Action at the top of every non-ambush turn when fighting within their cloud castle or other such lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 14; Elemental 40; Natural 29; Holy 30; Demonic 24; Mental 16 | Move 6; Str 19; Agil 8; Stam 20; Int 7; Wis 9; Avd 5; Per 10; Res 15; Init 8; Cha 2 | Giant & Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Darksight II: Can see in natural darkness at a range (in table top inches) equal to 2x their Perception. In total darkness (no-light) everything appears as shades of grey while dim light allows for discernment of color. In bright light Perception is cut in half. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather x6 plus Hide, Rough x8 | Giant Void Touched Great Club: 4d6+2d4 phys. damage +6 Void damage, stun 20%, Crushing blow 2, inflicts fear if failing a resolve test. Can attack twice if using only a basic attack action (Extra Attack I). | Evil Eye: May sacrifice one of two basic attacks to use Evil Eye (Rng: 40, single target, 6d8 mental damage, target immediately suffers -10 to its Initiative Score for the remainder of the battle. Giant Flask of Distilled Acid (typ. 3 bottles carried on belt): May sacrifice one of two basic attacks to throw the Flask, dealing (2d4+2)x3 acid damage and applies 3 stacks of Corrosion. Can sacrifice both basic attacks to use Evil AND hurl Giant Flask fo Distilled Acid, as par tof teh same action. |
Can use up to Tier 5 Shadow & Caustic Powers (per day use: T5 x1, T4 x2, T3 x3, T2 x4, T12 x5, T0 unlimited) typ. instants: Nightmare Illusion (T5), Visions of Terror (T4), Dark Strength (T3), Corroding Hex (T2), Conjure: Shadow Beast (T1, can use as an instant) typ. actions: Deadly Fumes (T5), Orbs of Acid (T4), Caustic Vapor (T3), Cloud of Despair (T2), Fear (T1) |
Extra Attacks I: Potential for up to 1 extra attack, typically requires certain conditions to be met Trample II: 2d6 dam, does not effect targets of equal size or larger than the creature Affinity I (Shadow Powers): +5% Critical Hit with a given non-physical damage type (typically already added) Affinity I (Caustic Powers): +5% Critical Hit with a given non-physical damage type (typically already added) Terrifying: Enemies must pass a Resolve test to move towards the creature and if it moves into base contact with a foe they must pass a Resolve test or immediately flee their full move directly away (treat as Feared & Frightened). Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Cursed Wounds: For any physical damage caused by this creature, if not de-cursed first, MUST attempt to resist any healing. For non-magical healing (i.e. potions) use Natural resist with no "casting" modifiers. |
Brute Magic: Add melee damage bonuses to casting damage. Highly Malformed: Deep giants are hideous to behold, gaining the Terrifying trait and requiring two sucessful rolls to pass a Charm test. Wrists and head armor slots have Superior Dark Power and Burning Power enchants (+4 spell power to each, already added). |
3d8 Dark Matter + 1d8 Brimstone + 0-3 Giant Flasks of Distileld Acid (M) | Pale white or blue skinned with dark stringy hair, the Fomorians are the shortest of giants. These misshapen creatures are believed by most other giants to be cursed for some ancient affront to the gods. Though they likely once stood taller than hill giants, their bodies are permanently hunched over, averaging only 14 feet tall. This is to their advantage as they make their homes in the deep places of the world, not the most accommodating place to those of giant size. Their broad backs are heavily scarred from brushing up against cavern ceilings as they prowl about in the darkness, seaking to enslave or devour lesser beings. Most feared and reviled among them, is the witchdoctor. Wielding shadow magic and caustic powers, they literally carve out the underground empire of the deep giants. From the ranks of Witchdoctors only the most powerful Fomorians will be able to scheme and murder their way into dominance over their peers, rising to become the Headman of an entire Fomorian tribe. | n/a | n/a | |||
Desert Giant | Second | Primatives | Giantkind | Giant | Desert | Brute | Regular | Sand Giant | yes | Realm (The Forge), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Desert, Plain | 12 | 288 (180+24d8) | 127 (2.02 x62.9) | 10 | Huge (Upright) | 4; Crushing Blow 4, Toughness 1, Reach +1 | +4 Hit; 2% Crit. (99+); +2 Damage | +5 Hit; 2% Crit. (99+) | +11 Hit; 14% Crit. (87+) | +13 Hit; 10% Crit. (91+) | AC 45; Armor 40; Dodge 5; Double Layer 8 Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting to defend thier caravan, typ. a bonus instant or non-attack action |
Arcane 20; Elemental 36; Natural 30; Holy 32; Demonic 28; Mental 22 | Move 6; Str 18; Agil 11; Stam 18; Int 10; Wis 12; Avd 5; Per 12; Res 16; Init 9; Cha 15 | Giant | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather, Boiled x8 over Cloth, Quilted x8 | Giant Great Mace: 4d6+2d4+2, Stun 10%, Crushing Blow 3. Can attack twice if using only a basic attack action (Extra Attack I). | Hurl Boulder: May sacrifice one of two basic attacks to throw a sandstone boulder (Rng: 40, 2" radius, 2d10+8 Damage, targets are Slowed for 1 round). |
Extra Attacks I: Potential for up to 1 extra attack, typically requires certain conditions to be met Trample II: 2d6 dam, does not effect targets of equal size or larger than the creature Affinity I (Solar Powers): +5% Critical Hit with a given non-physical damage type (typically already added) Affinity I (Toxic Powers): +5% Critical Hit with a given non-physical damage type (typically already added) Savagery: after landing a killing blow gain +1 physical damage per 5 levels (round up) until the end of their NEXT turn; this effect is refreshed each time a killing blow is scored, potentially extending the duration Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes or otherwise vents volatile energy upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius |
Nomadic: Desert giants become irrationally aggressive if they spend too much time in the same place. When in this state they suffer -3 disadvantage on all stat tests, gain +3 damage and will do almost anything to ensure they can move on. |
2d8 Primordial Sap + 2d8 Prismatic Glass | With skin bronzed from so much time spent wandering under the blazing sun, these dark haired giants stand at 20 feet tall. Ever restless they cannot stay in any one place for too long. They know the desert better than anyone and are adept at using its meager resources to full advantage. | n/a | n/a | ||||
Devourer, Greater | Abomination | Demon | Sin | Devourer | Assault, Heavy | Greater | Demon of Gluttony | yes | Realm (Hell), Alignment (Evil), Polarity (Chaos) | Extra Planar | Ruins/Dungeon, Subterranean | 12 | 232 (154+12d12) | 131 (2 x65.5) | 10 | Large (Upright) | 2; Crushing Blow 2 | +7 Hit; 5% Crit. (96+); +3 Damage | +10 Hit; 6% Crit. (95+) | +19 Hit; 12% Crit. (89+) | +14 Hit; 20% Crit. (81+) | AC 44; Armor 34; Dodge 10; Double Layer 5 Fatty Flesh: grants immoveable & toughness traits, see Traits |
Arcane 36; Elemental 54; Natural 45; Holy 28; Demonic 27; Mental 31 | Move 3; Str 20; Agil 11; Stam 22; Int 18; Wis 13; Avd 10; Per 14; Res 14; Init 14; Cha 5 | Common & Demonic, also understand Angelic but would never speak it | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Extra Sense II (Gluttony): Can non-visually sense the listed property at a range (in table top inches) equal to 2x Perception with +5 Advantage to Perception rolls Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Rejuvenating: When its Substance or physical form is destroyed in the Realm of Strife its Spirit and/or Soul lives on, either returning to its Realm of Origin or being anchored within some form of physical object or remains, allowing it to take physical form again (see Extra for details). This effectively makes the creature immortal unless slain within its own Realm of Origin or if the anchored object is destroyed before it can reform itself. |
Leather x5 over Hide, Rugged x8 | Warbrand (1d10+1d6+1) & Warfork (1d12+2) | Rancid Vomit (instant, once per 2 rounds, 3" forward arc, 2d8 dam, incapacitates for 1 rnd, roll vs. targets Natural Resist + Dodge) Devour(instant, consumes the flesh of any dead target w/in 6" that is at least 1 size smaller, restores 4HP per meat, i.e. consuming Medium corpse = 2d6*4HP gain) |
Sensitivity (Holy): Incoming damage of this type is doubled Resistant II (Elemental): +10 resistance to this type of damage/effects (typically already added) Resistant II (Natural): +10 resistance to this type of damage/effects (typically already added) Affinity II (Demonic): +10% Critical Hit with a given non-physical damage type (typically already added) Toughness IV: Negates all incoming damage by 4 Immovable: Immune to knockdown, knockback, or knockup effects |
Hell Powers: Possession, Torment Flesh, Demonic Strike, Butchery |
3d6 Demon Blood | Devourers are grotesquely bloated and slow moving, usually greenish-yellow with a large mouth situated on their belly, lined with razor sharp teeth. Their appetites are insatiable, and they love to lead mortals down the path of gluttony, whether that be excessive eating, or any of unwholesome appetite taken to the extreme. In combat they are horrific to behold, reveling in slaughter as they consume the corpses of the fallen and shrugging of wounds due to the enormity of their fatty flesh. Demon overlords employ Devourers as front rank heavy melee troops, that can anchor a battle-line even in the face of overwhelming odds. | n/a | n/a | |||||
Devourer, Imp | Abomination | Demon | Sin | Devourer | Assault, Heavy | Imp | Demon of Gluttony | yes | Realm (Hell), Alignment (Evil), Polarity (Chaos) | Extra Planar | Ruins/Dungeon, Subterranean | 2 | 33 (24+2d8) | 16 (1.04 x15.5) | 3 | Small (Upright) | -2 | +5 Hit; 5% Crit. (96+) | +4 Hit; 5% Crit. (96+) | +1 Hit; 4% Crit. (97+) | -4 Hit; 3% Crit. (98+) | AC 30; Armor 10; Dodge 20; Double Layer 1 Fatty Flesh: grants immoveable & toughness traits, see Traits |
Arcane 20; Elemental 24; Natural 17; Holy 12; Demonic 11; Mental 15 | Move 2; Str 10; Agil 15; Stam 12; Int 10; Wis 5; Avd 20; Per 14; Res 6; Init 10; Cha 1 | Common & Demonic, also understand Angelic but would never speak it | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Extra Sense I (Gluttony): Can non-visually sense the listed property at a range (in table top inches) equal to 1x Perception with +3 Advantage to Perception rolls Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Rejuvenating: When its Substance or physical form is destroyed in the Realm of Strife its Spirit and/or Soul lives on, either returning to its Realm of Origin or being anchored within some form of physical object or remains, allowing it to take physical form again (see Extra for details). This effectively makes the creature immortal unless slain within its own Realm of Origin or if the anchored object is destroyed before it can reform itself. |
Leather x1 over Hide, Rough x8 | Cleaver x2 (1d8+1) | Rancid Belch (instant, once per 2 rounds, 2" forward arc, incapacitates for 1 rnd, roll vs. targets Natural Resist + Dodge) Devour (instant, consumes the flesh of any dead target w/in 1" that is at least 1 size smaller, restores 2HP per meat, i.e. consuming Tiny corpse = 1d4*2HP gain) |
Sensitivity (Holy): Incoming damage of this type is doubled Toughness I: Negates all incoming damage by 1 Immovable: Immune to knockdown, knockback, or knockup effects |
Hell Powers: Possession, Torment Flesh, Demonic Strike, Butchery |
1d6 Demon Blood | Devourers are grotesquely bloated and slow moving, usually greenish-yellow with a large mouth situated on their belly, lined with razor sharp teeth. Their appetites are insatiable, and they love to lead mortals down the path of gluttony, wether that be excessive eating, or any of unwholesome appetite taken to the extreme. In combat they are horrific to behold, reveling in slaughter as they consume the corpses of the fallen and shrugging of wounds due to the enormoity of their fatty flesh. Demon overlords employ Devourers as front line heavy melee troops, that can anchor a battleline even int he face of overwhelming odds. | n/a | n/a | |||||
Devourer, Lesser | Abomination | Demon | Sin | Devourer | Assault, Heavy | Lesser | Demon of Gluttony | yes | Realm (Hell), Alignment (Evil), Polarity (Chaos) | Extra Planar | Ruins/Dungeon, Subterranean | 7 | 115 (77+7d10) | 55 (1.39 x39.8) | 6 | Medium (Upright) | 0 | +6 Hit; 5% Crit. (96+); +1 Damage | +7 Hit; 5% Crit. (96+) | +10 Hit; 8% Crit. (93+) | +5 Hit; 12% Crit. (89+) | AC 37; Armor 22; Dodge 15; Double Layer 3 Fatty Flesh: grants immoveable & toughness traits, see Traits |
Arcane 28; Elemental 39; Natural 31; Holy 20; Demonic 19; Mental 23 | Move 3; Str 15; Agil 13; Stam 17; Int 14; Wis 9; Avd 15; Per 14; Res 10; Init 12; Cha 3 | Common & Demonic, also understand Angelic but would never speak it | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Extra Sense I (Gluttony): Can non-visually sense the listed property at a range (in table top inches) equal to 1x Perception with +3 Advantage to Perception rolls Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Rejuvenating: When its Substance or physical form is destroyed in the Realm of Strife its Spirit and/or Soul lives on, either returning to its Realm of Origin or being anchored within some form of physical object or remains, allowing it to take physical form again (see Extra for details). This effectively makes the creature immortal unless slain within its own Realm of Origin or if the anchored object is destroyed before it can reform itself. |
Leather x3 over Hide, Thick x8 | Large Seax (1d10+2) & Trident (1d10+2) | Rancid Vomit (instant, once per 2 rounds, 2" forward arc, 1d8 dam, incapacitates for 1 rnd, roll vs. targets Natural Resist + Dodge) Devour(instant, consumes the flesh of any dead target w/in 3", that is at least 1 size smaller, restores 3HP per meat, i.e. consuming Small corpse = 1d6*3HP gain) |
Sensitivity (Holy): Incoming damage of this type is doubled Resistant I (Elemental): +5 resistance to this type of damage/effects (typically already added) Resistant I (Natural): +5 resistance to this type of damage/effects (typically already added) Affinity I (Demonic): +5% Critical Hit with a given non-physical damage type (typically already added) Toughness II: Negates all incoming damage by 2 Immovable: Immune to knockdown, knockback, or knockup effects |
Hell Powers: Possession, Torment Flesh, Demonic Strike, Butchery |
2d6 Demon Blood | Devourers are grotesquely bloated and slow moving, usually greenish-yellow with a large mouth situated on their belly, lined with razor sharp teeth. Their appetites are insatiable, and they love to lead mortals down the path of gluttony, whether that be excessive eating, or any of unwholesome appetite taken to the extreme. In combat they are horrific to behold, reveling in slaughter as they consume the corpses of the fallen and shrugging of wounds due to the enormity of their fatty flesh. Demon overlords employ Devourers as front rank heavy melee troops, that can anchor a battle-line even in the face of overwhelming odds. | n/a | n/a | |||||
Devourer, Overlord | Abomination | Demon | Sin | Devourer | Assault, Heavy | Overlord | Demon of Gluttony | yes | Realm (Hell), Alignment (Evil), Polarity (Chaos) | Extra Planar | Ruins/Dungeon, Subterranean | 17 | 483 (330+34d8) | 317 (2.6 x122) | 17 | Huge (Upright) | 4; Crushing Blow 4, Toughness 1, Reach +1 | +8 Hit; 5% Crit. (96+); +3 Damage | +13 Hit; 6% Crit. (95+) | +28 Hit; 16% Crit. (85+) | +23 Hit; 29% Crit. (72+) | AC 54; Armor 46; Dodge 8; Double Layer 7 Fatty Flesh: grants immoveable & toughness traits, see Traits |
Arcane 44; Elemental 63; Natural 56; Holy 36; Demonic 35; Mental 39 | Move 3; Str 22; Agil 9; Stam 24; Int 22; Wis 17; Avd 8; Per 14; Res 18; Init 16; Cha 7 | Common & Demonic, also understand Angelic but would never speak it | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Extra Sense III (Gluttony): Can non-visually sense the listed property at a range (in table top inches) equal to 2x Perception with +8 Advantage to Perception rolls Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Rejuvenating: When its Substance or physical form is destroyed in the Realm of Strife its Spirit and/or Soul lives on, either returning to its Realm of Origin or being anchored within some form of physical object or remains, allowing it to take physical form again (see Extra for details). This effectively makes the creature immortal unless slain within its own Realm of Origin or if the anchored object is destroyed before it can reform itself. |
Leather x7 over Hide, Caloused x8 | Huge Serrated Warbrand of Superior Pain (2d10+2d6+6) & Huge Warfork of Superior Pain (2d12+8) | Rancid Vomit (instant, once per 2 rounds, 4" forward arc, 3d8 dam, incapacitates for 1 rnd, roll vs. targets Natural Resist + Dodge) Devour(instant, consumes the flesh of any dead target w/in 8" that is at least 1 size smaller, restores 5HP per meat, i.e. consuming Medium corpse = 3d6*5HP gain) |
Sensitivity (Holy): Incoming damage of this type is doubled Resistant III (Elemental): +15 resistance to this type of damage/effects (typically already added) Resistant III (Natural): +15 resistance to this type of damage/effects (typically already added) Affinity III (Demonic): +15% Critical Hit with a given non-physical damage type (typically already added) Toughness V: Negates all incoming damage by 5 Immovable: Immune to knockdown, knockback, or knockup effects |
Hell Powers: Possession, Torment Flesh, Demonic Strike, Butchery |
3d8 Demon Blood | Devourers are grotesquely bloated and slow moving, usually greenish-yellow with a large mouth situated on their belly, lined with razor sharp teeth. Their appetites are insatiable, and they love to lead mortals down the path of gluttony, whether that be excessive eating, or any of unwholesome appetite taken to the extreme. In combat they are horrific to behold, reveling in slaughter as they consume the corpses of the fallen and shrugging of wounds due to the enormity of their fatty flesh. Demon overlords employ Devourers as front rank heavy melee troops, that can anchor a battle-line even in the face of overwhelming odds. | n/a | n/a | |||||
Dire Wolf | Second | Beast | Mammal | Canine | Pack Hunter | Adult | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Arctic/Temperate | Forest/Jungle, Plain | 3 | 50 (30+3d12) | 19 (1.33 x14.7) | 3 | Large (Prone) | 2; Crushing Blow 2 | +6 Hit; 6% Crit. (95+); +1 Damage | +8 Hit; 7% Crit. (94+) | -3 Hit; 3% Crit. (98+) | +3 Hit; 5% Crit. (96+) | AC 35; Armor 21; Dodge 14 |
Arcane 10; Elemental 24; Natural 23; Holy 16; Demonic 19; Mental 16 | Move 8; Str 16; Agil 14; Stam 12; Int 5; Wis 11; Avd 14; Per 16; Res 8; Init 14; Cha 2 | Canine "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Fur, Coarse/Dense x7 | Bite: 1d10+3 damage | Pack Hunting II: +1 dam & +1 Resolve for every other packhunter of that type w/in 10" (Max +6) Execution II: When opponent is at less than or equal to 20% health all damage is max damage |
Typically hunts in packs of 3-6 |
3d6 Raw Meat | Dominance & Force | Exotic | Orcs (+1), Wild & High Elves (-1) | |||||||
Dog, Guard | Second | Beast | Mammal | Canine | Domestic | Protector | Adult | Attack Dog | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Cosmopolitan | Urban, Rural | 1 | 19 (14+1d10) | 9 (1.13 x8.4) | 2 | Medium (Prone) | 0 | +5 Hit; 6% Crit. (95+) | +6 Hit; 6% Crit. (95+) | -8 Hit; 1% Crit. (100+) | -2 Hit; 3% Crit. (98+) | AC 28; Armor 14; Dodge 14 |
Arcane 4; Elemental 18; Natural 17; Holy 20; Demonic 18; Mental 10 | Move 8; Str 12; Agil 15; Stam 9; Int 2; Wis 8; Avd 14; Per 16; Res 10; Init 15; Cha 3 | Canine "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Fur, Thick/Shaggy x7 | Bite: 1d8 damage | Trained I: +3 Advantage on Resolve rolls and -1 Control Required when within 10" of its master/trainer Loyal I: +1 dam vs targets that attack its master Domesticated: cannot be "summoned" with Beast Calling |
2d6 Raw Meat | Dominance & Affection | Normal | Humans (+1) & Halflings (+1) | ||||||
Dog, Hunting | Second | Beast | Mammal | Canine | Domestic | Protector | Adult | Domestic Dog | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Cosmopolitan | Urban, Rural | 1 | 14 (9+1d8) | 7 (1.01 x7.1) | 2 | Small (Prone) | -2 | +6 Hit; 6% Crit. (95+) | +6 Hit; 6% Crit. (95+) | -8 Hit; 1% Crit. (100+) | -2 Hit; 3% Crit. (98+) | AC 29; Armor 14; Dodge 15 |
Arcane 4; Elemental 12; Natural 14; Holy 16; Demonic 16; Mental 10 | Move 7; Str 9; Agil 16; Stam 6; Int 2; Wis 8; Avd 15; Per 16; Res 8; Init 16; Cha 3 | Canine "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Fur, Thick/Shaggy x7 | Bite: 1d6 damage | Trained I: +3 Advantage on Resolve rolls and -1 Control Required when within 10" of its master/trainer Loyal I: +1 dam vs targets that attack its master Domesticated: cannot be "summoned" with Beast Calling |
1d6 Raw Meat | Dominance & Affection | n/a | Humans (+1) & Halflings (+1) | ||||||
Dog, Wild | Second | Beast | Mammal | Canine | Pack Hunter | Adult | Jackal/Coyote | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Cosmopolitan | Forest/Jungle, Plain | 1 | 15 (11+1d8) | 6 (0.99 x5.9) | 1 | Small (Prone) | -2 | +7 Hit; 6% Crit. (95+) | +6 Hit; 6% Crit. (95+) | -6 Hit; 2% Crit. (99+) | +1 Hit; 4% Crit. (97+) | AC 23; Armor 7; Dodge 16 |
Arcane 8; Elemental 14; Natural 18; Holy 8; Demonic 15; Mental 15 | Move 7; Str 9; Agil 17; Stam 7; Int 4; Wis 11; Avd 16; Per 16; Res 4; Init 16; Cha 2 | Canine "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Fur/Hair x7 | Bite: 1d6 damage | Pack Hunting I: +1 dam & +1 Resolve for every other packhunter of that type w/in 10" (Max +3) Execution I: When opponent is at less than or equal to 10% health all damage is max damage Domesticated: cannot be "summoned" with Beast Calling |
1d6 Raw Meat | Dominance & Will | n/a | Wild Elves (+1) | |||||||
Domestic Cat | Second | Beast | Mammal | Feline | Ambusher | Adult | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Cosmopolitan | Urban, Rural | 1 | 9 (5+1d6) | 5 (0.88 x5.6) | 1 | Tiny (Prone) | -4 | +9 Hit; 7% Crit. (94+); -1 Damage | +7 Hit; 6% Crit. (95+) | -6 Hit; 2% Crit. (99+) | +1 Hit; 4% Crit. (97+) | AC 25; Armor 7; Dodge 18 |
Arcane 8; Elemental 8; Natural 15; Holy 2; Demonic 12; Mental 15 | Move 7; Str 5; Agil 19; Stam 4; Int 4; Wis 11; Avd 18; Per 17; Res 1; Init 17; Cha 4 | Feline "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Fur/Hair x7 | Bite or Claw (1d4 dam) | Feline Pounce: action, must be hidden, breaks stealth, +15hit & max dam bite |
Sneaky II: Can enter battle hidden, moves at full speed while hidden & +3 Advantage to avoid being detected Domesticated I: cannot be "summoned" with Beast Calling |
1d4 Raw Meat | Affection & Cunning | n/a | Humans (+1) & Halflings (+1) | |||||||
Donkey | Second | Beast | Mammal | Equine | Herd | Adult | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Cosmopolitan | Rural, Plain | 1 | 22 (17+1d10) | 3 (0.46 x6) | 1 | Medium (Prone) | 0 | 0 Hit; 4% Crit. (97+) | +4 Hit; 5% Crit. (96+) | -8 Hit; 1% Crit. (100+) | -2 Hit; 3% Crit. (98+) | AC 14; Armor 9; Dodge 5 |
Arcane 4; Elemental 22; Natural 19; Holy 20; Demonic 18; Mental 10 | Move 6; Str 13; Agil 10; Stam 11; Int 2; Wis 8; Avd 5; Per 14; Res 10; Init 15; Cha 1 | Equine "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Fur/Hair x6 plus Fur, Coarse/Dense x1 | None but will use mule kick (1d6 dam) for self defense when fleeing is not possible | Trample I: 1d6 dam, does not effect targets of equal size or larger than the creature Mule Kick I: if engaged in close combat in both front and back, may make an extra (1d6 dam) rear arc melee attack Flighty III: If struck in combat under any circumstance, will immediately flee & continue until passing resolve test Domesticated: cannot be "summoned" with Beast Calling |
Cannot be ridden in combat |
2d6 Raw Meat | Affection & Force | Normal | Humans (+1) & Halflings (+1) | |||||||
Draft Horse | Second | Beast | Mammal | Equine | Draft Horse | Herd | Adult | Percheron | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Cosmopolitan | Rural, Urban | 2 | 41 (28+2d12) | 12 (1.32 x9.2) | 2 | Large (Prone) | 2; Crushing Blow 2 | +2 Hit; 5% Crit. (96+); +1 Damage | +6 Hit; 6% Crit. (95+) | -6 Hit; 2% Crit. (99+) | 0 Hit; 4% Crit. (97+) | AC 15; Armor 9; Dodge 6 Can wear up to Plate Armor |
Arcane 6; Elemental 28; Natural 23; Holy 16; Demonic 17; Mental 12 | Move 8; Str 17; Agil 11; Stam 14; Int 3; Wis 9; Avd 6; Per 15; Res 8; Init 14; Cha 2 | Equine "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Fur/Hair x6 plus Fur, Coarse/Dense x1 | Hoof (1d8) | Trample III: 3d6 dam, does not effect targets of equal size or larger than the creature Mule Kick III: if engaged in close combat in both front and back, may make an extra (3d6 dam) rear arc melee attack Flighty I: If struck in combat while alone, or w/o presence of master/rider, will immediately flee if failing a resolve test & continue until passing Domesticated: cannot be "summoned" with Beast Calling |
Typically hunts in packs of 3-6 |
3d6 Raw Meat | Affection & Force | Normal | Humans (+1) & Halflings (+1) | |||||
Dragon Frog | Second | Fey | Aquatic | Amphibian | Dragon Frog | Familiar | yes | Realm (Stillness), Alignment (Neutral), Polarity (Order) | Tropical/Temperate | Swamp, Coastal/Shore | 4 | 26 (12+4d6) | 19 (0.99 x19.4) | 3 | Tiny (Prone) | -4 | +5 Hit; 6% Crit. (95+) | +3 Hit; 5% Crit. (96+) | -2 Hit; 4% Crit. (97+) | +4 Hit; 6% Crit. (95+) | AC 20; Armor 8; Dodge 12 Water Blend: effectively invisible when submerged in fresh water, unless taking aggressive actions |
Arcane 10; Elemental 12; Natural 17; Holy 16; Demonic 19; Mental 16 | Move 4; Str 9; Agil 12; Stam 6; Int 5; Wis 11; Avd 12; Per 10; Res 8; Init 8; Cha 8 | Amphibian "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Rejuvenating: When its Substance or physical form is destroyed in the Realm of Strife its Spirit and/or Soul lives on, either returning to its Realm of Origin or being anchored within some form of physical object or remains, allowing it to take physical form again (see Extra for details). This effectively makes the creature immortal unless slain within its own Realm of Origin or if the anchored object is destroyed before it can reform itself. |
Hide, Thick x4 | Bite: 1d6+2 damage | Sense Magic: a Dragon Frogs spots passively change color to match the most prevalent school of magic nearby. They can also focus on a specific object or area to actively use this ability Deluge: T4 Cone action, 1/day Waterlog: T3 Hex instant, 2/day Douse Magic: Dispel instant/action, 2/day Healing Stream: Healing action, 3/day Twin Water Jet: 2x Missile action (must be a single target), 4/hour |
Aura II: Passive effects in 2" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Amphibious: Can breathe in air and water Flyer I: 2x movement while flying Swimmer II: 3x movement while in water Docile: Will typically not attack unless provoked/threatened |
Elemental Water Aura: 2" radius, effects master & familiar only, grants +1 movement, +10 cast and +2 spell damage with Water powers, +2 healing to anyone within the aura |
1d4-1 Enchanted Water | Dragon Frogs are not true dragons, but they do possess small dragon-like wings and their head appears more dragon than frog. Here the resemlance ends as the rest of their body appears as a plumb frog body, covered in color changing spots. They are elsuive creautures, becoming transparent while in their natural fresh water habitates. Dragon Frogs are notoriously ornery around those with no affinity for water. They make excellent familairs for water mages, and are highly prized for there healing capacilities and elemental water aura. | n/a & n/a | n/a | Elves & Humans (+1) | |||||
Duck-Billed Dinosaur | Second | Beast | Reptile | Dinosaur | Herd | Adult | Hadrosaur | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Swamp, Forest/Jungle | 2 | 67 (45+4d10) | 33 (2.14 x15.6) | 5 | Massive (Prone) | 8; Crushing Blow 8, Toughness 2, Reach +2 | +3 Hit; 5% Crit. (96+); +2 Damage | +2 Hit; 5% Crit. (96+) | -8 Hit; 1% Crit. (100+) | -1 Hit; 4% Crit. (97+) | AC 38; Armor 28; Dodge 10 |
Arcane 2; Elemental 30; Natural 23; Holy 6; Demonic 11; Mental 9 | Move 9; Str 18; Agil 12; Stam 15; Int 1; Wis 8; Avd 10; Per 11; Res 3; Init 13; Cha 1 | Reptile "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scales, Thick x7 | Tailswipe (1d6 dam, see Trait) use as primary attack, does not have to be engaged in front & rear | Trample IV: 4d6 dam, does not effect targets of equal size or larger than the creature Tailswipe IV: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 6" knockback on targets of lesser size |
6d12 Raw Meat | Dominance & Affection | n/a | Minotaurs & Centaurs (+1) | |||||||
Dust Devil | Second | Fey | Fey Folk | Sprite | Dust Devil | Familiar | yes | Realm (Storms), Alignment (Evil), Polarity (Chaos) | Cosmopolitan | Desert, Plain | 2 | 16 (9+2d6) | 15 (0.98 x15.1) | 3 | Tiny (Upright) | -4 | +9 Hit; 7% Crit. (94+) | -4 Hit; 3% Crit. (98+) | -6 Hit; 2% Crit. (99+) | -5 Hit; 2% Crit. (99+) | AC 24; Armor 8; Dodge 16 Fluid Form: can spin itself into a fluidic air form, during which time it can only be seen based on the swirling of nearby debris. All standard rules for fluid form creatures applies, but the Dust Devil can take no aggressive actions in this form. |
Arcane 6; Elemental 12; Natural 10; Holy 6; Demonic 7; Mental 7 | Move 4; Str 8; Agil 18; Stam 6; Int 3; Wis 4; Avd 16; Per 5; Res 3; Init 9; Cha 3 | Sprite, Auran & Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Rejuvenating: When its Substance or physical form is destroyed in the Realm of Strife its Spirit and/or Soul lives on, either returning to its Realm of Origin or being anchored within some form of physical object or remains, allowing it to take physical form again (see Extra for details). This effectively makes the creature immortal unless slain within its own Realm of Origin or if the anchored object is destroyed before it can reform itself. |
Cloth, Quilted x4 | Fist Slam: 1d6 dam | Smell Magic: natural senses act as detect magic Wind Gust: instant, can be used in fluid form, grants 2x land or flying movement speed, if passing through a target that fails a Stamina test, the target is knocked back 2" in the direction the Dust Devil is moving Updraft: Control action, 1/day Scatter Magic: Dispel instant/action, 2/day Windshear: T3 Shock action, combined with Fist Slam, 3/hour |
Aura II: Passive effects in 2" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Flyer I: 2x movement while flying Swift Dodge II: Can choose at will to use Dodge x2 instead of AC, unlimited use Docile: Will typically not attack unless provoked/threatened |
Elemental Wind Aura: 2" radius, effects master & familiar only, -10 to hit for incoming projectiles, +5 cast & +2 spell dam with Wind powers |
1d4-1 Aether | Dust Devils are tiny Fey Folk attuned to wind magic. They are impish bronze skinned creatures with wild hair that seems to perpetually blow in unseen winds. They are vicious and decietful creatures at heart, smiling a sharp toothed and compliant grin to your face, only to betray you when your back is turned. They are prized by spirit users as familiars, due to their innate ability to sense magic by smell, as well as the aura of wind that they radiate. | n/a & n/a | n/a | ||||||
Dwarf Fire Worshiper | Third | Humanoid | Dwarfkind | Dwarf | Fire Worshipers | Cultist | Worshiper | Conclave of the Deep | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Cosmopolitan | Subterranean, Volcanic | 3 | 47 (30+3d10) | 11 (1.15 x9.2) | 2 | Medium (Upright) | 0 | 0 Hit; 4% Crit. (97+) | +3 Hit; 5% Crit. (96+) | +1 Hit; 5% Crit. (96+) | +3 Hit; 5% Crit. (96+) | AC 13; Armor 8; Dodge 5 |
Arcane 18; Elemental 24; Natural 23; Holy 18; Demonic 20; Mental 20 | Move 3; Str 11; Agil 8; Stam 12; Int 9; Wis 11; Avd 5; Per 11; Res 9; Init 8; Cha 6 | Common & Dwarvish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
over Cloth x8 | 1H Bludgeon: Typ. Mace (2d4+1) | Vial of Kerosene |
Often light themselves on fire just before death, causing 1d10 dam to anyone in base contact |
Implacable: Immune to any effect that reduces movement, including difficult terrain and triple layering of armor Tunnel Fighting I: +5 hit/cast while fighting underground or in tunnels |
1GP + 1d10 SP, vial of Kerosene (if not used) | n/a | n/a | |||||
Dwarf Fire Worshiper, Marked | Third | Humanoid | Dwarfkind | Dwarf | Fire Worshipers | Cultist | Marked Worshiper | Conclave of the Deep | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Cosmopolitan | Subterranean, Volcanic | 5 | 77 (49+5d10) | 24 (1.26 x19.3) | 4 | Medium (Upright) | 0 | +3 Hit; 6% Crit. (95+); +1 Damage | +5 Hit; 6% Crit. (95+) | -2 Hit; 1% Crit. (100+) | 0 Hit; 1% Crit. (100+) | AC 32; Armor 25; Dodge 7; Noisy 5 |
Arcane 18; Elemental 28; Natural 25; Holy 22; Demonic 22; Mental 20 | Move 3; Str 15; Agil 9; Stam 14; Int 9; Wis 11; Avd 7; Per 11; Res 11; Init 9; Cha 9 | Common & Dwarvish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Mail, Plated x5 | 1H Axe: Typ. Battle Axe (1d10+2) | Fire Rune carved into forehead, grants 1 of 3 abilities: 1) simmering skin +20 AC 2) red hot grip -20 enemy armor 3) burning eyes +20 fire resist Blazing Strike x2: Max damage melee attack, if armor saved, deals half damage to intended target plus one other within 10" |
Implacable: Immune to any effect that reduces movement, including difficult terrain and triple layering of armor Tunnel Fighting I: +5 hit/cast while fighting underground or in tunnels Hardened (Fire/Heat): Incoming damage of this type is reduced by half |
1d6 GP, 0-1 Brimstone | n/a | n/a | ||||||
Dwarf Molten Champion | Third | Humanoid | Dwarfkind | Dwarf | Fire Worshipers | Cultist | Molten Champion | Conclave of the Deep | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Cosmopolitan | Subterranean, Volcanic | 9 | 132 (83+9d10) | 62 (1.26 x49.1) | 7 | Medium (Upright) | 0 | 0 Hit; 5% Crit. (96+); +1 Damage | +9 Hit; 8% Crit. (93+) | +3 Hit; 4% Crit. (97+) | +5 Hit; 4% Crit. (97+) | AC 46; Armor 46; Dodge 0; Stiff 5; Noisy 4 3x Armor Pieces Crafted with "Heated": +15 Water/Frost Resistance |
Arcane 18; Elemental 30; Natural 26; Holy 24; Demonic 23; Mental 20 | Move 3; Str 16; Agil 2; Stam 15; Int 9; Wis 11; Avd 5; Per 11; Res 12; Init 10; Cha 9 | Common & Dwarvish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Plate, Laminar x5 w/ Mail, Chain x4 | Great Axe of Greater Flame (1d10+2d4+3, Clumsy -5, +1d6 fire damage) | Burning Rush x3: action, move 3" & attack w/ +10 hit & fire damage doubled Molten Wave x2: instant, inflicts 1d6+4 fire damage in a 2" radius and reduces effected targets AC by half for the remainder of the round |
Implacable: Immune to any effect that reduces movement, including difficult terrain and triple layering of armor Tunnel Fighting I: +5 hit/cast while fighting underground or in tunnels Hardened (Fire/Heat): Incoming damage of this type is reduced by half |
2d6 GP, 1-2 Brimstone | n/a | n/a | ||||||
Eagle | Second | Beast | Avian | Bird of Prey | Aerial | Adult | Vulture | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Temperate | Forest/Jungle, Sky | 1 | 14 (9+1d8) | 7 (1.26 x5.3) | 2 | Small (Prone) | -2 | +7 Hit; 6% Crit. (95+) | +6 Hit; 6% Crit. (95+) | -6 Hit; 2% Crit. (99+) | +1 Hit; 4% Crit. (97+) | AC 20; Armor 4; Dodge 16 |
Arcane 8; Elemental 12; Natural 17; Holy 8; Demonic 15; Mental 15 | Move 4; Str 8; Agil 17; Stam 6; Int 4; Wis 11; Avd 16; Per 16; Res 4; Init 16; Cha 5 | Avian "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Feathers, Light x4 | Beak or Talons: 1d6 damage | Hawk Strike: once/battle |
Flyer III, Advanced: 4x movement while flying and can take a 'fly-by' action at any point along straight line fly move |
1d6 Raw Meat; 1d6 feathers | Insight & Cunning | n/a | Kayden (+2), Wild Elves (+1), Orcs & Half Orcs (-1) | ||||||
Eagle, Great | Second | Beast | Avian | Bird of Prey | Aerial | Adult | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Temperate | Mountain, Sky | 2 | 37 (24+2d12) | 25 (1.54 x16) | 4 | Large (Prone) | 2; Crushing Blow 2 | +6 Hit; 6% Crit. (95+); +1 Damage | +9 Hit; 7% Crit. (94+) | -4 Hit; 3% Crit. (98+) | +3 Hit; 5% Crit. (96+) | AC 25; Armor 12; Dodge 13 |
Arcane 10; Elemental 24; Natural 24; Holy 16; Demonic 20; Mental 17 | Move 5; Str 15; Agil 15; Stam 12; Int 5; Wis 12; Avd 13; Per 18; Res 8; Init 14; Cha 4 | Avian "Speech", understands Common, Elvish, & Sylvan | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Feathers, Dense x4 | Beak: 1d10+2 damage & Talons: 1d8+1d6 damage | Great Hawk Strike: once/battle, action, combine Beak & Talon attacks into a single max damage attack |
Flyer III, Advanced: 4x movement while flying and can take a 'fly-by' action at any point along straight line fly move |
3d6 Raw Meat, 3d6 feathers | Insight & Will | Flying | Wild & High Elves (+2), Half-Elves (+1), Orcs (-2), Half-Orcs (-1) | |||||||
Air Elemental | Second | Denizen | Elemental | True Elemental | Air | Middling | yes | Realm (Storms), Alignment (Neutral), Polarity (Chaos) | Extra Planar | Sky, Mountain | 7 | 79 (41+7d10) | 77 (2.51 x30.5) | 8 | Medium (Upright) | 0 | +12 Hit; 9% Crit. (92+) | +1 Hit; 5% Crit. (96+) | +3 Hit; 6% Crit. (95+) | +4 Hit; 6% Crit. (95+) | AC 16; Armor 0; Dodge 16 Can appear as "thin air" (invisible) at will, where movement and any interaction with physical forms or material would be treated as moderate wind of equal size |
Arcane 14; Elemental 18; Natural 17; Holy 14; Demonic 15; Mental 15 | Move 5; Str 10; Agil 16; Stam 9; Int 7; Wis 8; Avd 16; Per 5; Res 7; Init 12; Cha 5 | Elemental Tongue & Auran | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tremorsense II (Air): Can sense vibrations and movement through listed substances up to range of 2x Perception with +5 Advantage to Perception rolls |
Fluid: Natural form is a fluid; immune to physical damage and effects unless runecrafted, enchanted, or otherwise magical (roll vs resistance+dodge); can fit through almost any space and take on almost any form, but can still be contained by solid matter; treats all sides as frontal arc Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Air Slam x2: 1d10 physical damage melee attack, cannot be parried/blocked/reversed, if target Armorsaves and fails a Stamina test then apply additional T3 equivalent Wind Effects applied as a choice of 1) upward attack/uppercut (3" Knock-up), 2) downward attack/slam (knock-down), 3) outward attack/jab (3" knock-back), 4) side-swipe attack/backhand (sideways 3" knock-back) | Instead of attacking, can use its touch to displace loose solid matter (such as dirt or sand) of equal size, temporarily (1rnd) weaken solid matter (remove all dama negation/absorption), or use its touch as Scatter Magic |
Wind Surge (instant, grants 2x movement speed this round and prevents any attacks from Disengaging from Combat, any target touched or moved through is knocked down and Winded if failing a Stamina test where the target has -2 disadvantage) Windshear (T3 Shock, can be used as an instant) Whirlwind (T3 Cone action) Aerobeam (Beam action) Binding of Air (T3 Binding action) |
Caster III: Unlimited used of Tier3 Powers Flyer I: 2x movement while flying Immune (Air): Immune to this type of damage and any associated effects Sensitivity (Earth): Incoming damage of this type is doubled Swift Dodge III: Can choose at will to use Dodge x3 instead of AC, unlimited use |
Immune to Air Sensitive to Earth Damage (2x dam) If touching a natural source of wind (i.e. not including its own wind effects), the air elemental absorbs it into its own form and heals for 1d10 HP (this includes other elementals of lesser rank or less HP) |
2d6 Aether | n/a | n/a | |||||||
Air Elemental, Elder | Second | Denizen | Elemental | True Elemental | Air | Elder | yes | Realm (Storms), Alignment (Neutral), Polarity (Chaos) | Extra Planar | Sky, Mountain | 15 | 294 (159+30d8) | 315 (3.63 x86.7) | 17 | Huge (Upright) | 4; Crushing Blow 4, Toughness 1, Reach +1 | +18 Hit; 12% Crit. (89+) | +9 Hit; 9% Crit. (92+) | +15 Hit; 11% Crit. (90+) | +16 Hit; 12% Crit. (89+) | AC 16; Armor 0; Dodge 16 Can appear as "thin air" (invisible) at will, where movement and any interaction with physical forms or material would be treated as moderate wind of equal size |
Arcane 22; Elemental 26; Natural 25; Holy 22; Demonic 23; Mental 23 | Move 7; Str 12; Agil 14; Stam 13; Int 11; Wis 12; Avd 16; Per 5; Res 11; Init 14; Cha 7 | Elemental Tongue & Auran | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tremorsense II (Air): Can sense vibrations and movement through listed substances up to range of 2x Perception with +5 Advantage to Perception rolls |
Fluid: Natural form is a fluid; immune to physical damage and effects unless runecrafted, enchanted, or otherwise magical (roll vs resistance+dodge); can fit through almost any space and take on almost any form, but can still be contained by solid matter; treats all sides as frontal arc Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Air Slam x3: 1d12+1d4 physical damage melee attack, cannot be parried/blocked/reversed, if target Armorsaves and fails a Stamina test then apply additional T5 equivalent Wind Effects applied as a choice of 1) upward attack/uppercut (5" Knock-up), 2) downward attack/slam (knock-down), 3) outward attack/jab (5" knock-back), 4) side-swipe attack/backhand (sideways 5" knock-back) | Instead of attacking, can use its touch to displace loose solid matter (such as dirt or sand) of equal size, temporarily (1rnd) weaken solid matter (remove all dama negation/absorption), or use its touch as Scatter Magic |
Wind Surge (instant, grants 2x movement speed this round and prevents any attacks from Disengaging from Combat, any target touched or moved through is knocked down and Winded if failing a Stamina test where the target has -6 disadvantage) Windshear (T5 Shock, can be used as an instant) Haste (Modify instant, no HP costs if self cast) Gale Force (Amplify instant) Whirlwind (T5 Cone action) Howling Vortex (Blast action) Cyclone (Nova action) Eye of the Storm (Shell action) Binding of Air (T5 Binding action) Gale Winds (Channel action, gain an extra action while channeling) Spawn Elementals (action, once every three rounds, creates 1d6 Air Elemental Spawns that appear 2d8" away in random directions) |
Caster V: Unlimited used of Tier5 Powers Flyer I: 2x movement while flying Immune (Air): Immune to this type of damage and any associated effects Sensitivity (Earth): Incoming damage of this type is doubled Swift Dodge IV: Can choose at will to use Dodge x4 instead of AC, unlimited use |
Immune to Air Sensitive to Earth Damage (2x dam) If touching a natural source of wind (i.e. not including its own wind effects), the air elemental absorbs it into its own form and heals for 2d8 HP (this includes other elementals of lesser rank or less HP, including its own spawns) |
4d8 Aether | n/a | n/a | |||||||
Air Elemental, Greater | Second | Denizen | Elemental | True Elemental | Air | Greater | yes | Realm (Storms), Alignment (Neutral), Polarity (Chaos) | Extra Planar | Sky, Mountain | 10 | 131 (66+10d12) | 154 (2.98 x51.9) | 11 | Large (Upright) | 2; Crushing Blow 2 | +14 Hit; 10% Crit. (91+) | +4 Hit; 7% Crit. (94+) | +8 Hit; 8% Crit. (93+) | +9 Hit; 8% Crit. (93+) | AC 16; Armor 0; Dodge 16 Can appear as "thin air" (invisible) at will, where movement and any interaction with physical forms or material would be treated as moderate wind of equal size |
Arcane 18; Elemental 22; Natural 21; Holy 18; Demonic 19; Mental 19 | Move 6; Str 11; Agil 15; Stam 11; Int 9; Wis 10; Avd 16; Per 5; Res 9; Init 13; Cha 6 | Elemental Tongue & Auran | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tremorsense II (Air): Can sense vibrations and movement through listed substances up to range of 2x Perception with +5 Advantage to Perception rolls |
Fluid: Natural form is a fluid; immune to physical damage and effects unless runecrafted, enchanted, or otherwise magical (roll vs resistance+dodge); can fit through almost any space and take on almost any form, but can still be contained by solid matter; treats all sides as frontal arc Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Air Slam x3: 1d12 physical damage melee attack, cannot be parried/blocked/reversed, if target Armorsaves and fails a Stamina test then apply additional T4 equivalent Wind Effects applied as a choice of 1) upward attack/uppercut (4" Knock-up), 2) downward attack/slam (knock-down), 3) outward attack/jab (4" knock-back), 4) side-swipe attack/backhand (sideways 4" knock-back) | Instead of attacking, can use its touch to displace loose solid matter (such as dirt or sand) of equal size, temporarily (1rnd) weaken solid matter (remove all dama negation/absorption), or use its touch as Scatter Magic |
Wind Surge (instant, grants 2x movement speed this round and prevents any attacks from Disengaging from Combat, any target touched or moved through is knocked down and Winded if failing a Stamina test where the target has -4 disadvantage) Windshear (T4 Shock, can be used as an instant) Gale Force (Amplify instant) Whirlwind (T4 Cone action) Howling Vortex (Blast action) Binding of Air (T4 Binding action) Gale Winds (Channel action, gain an extra action while channeling) Spawn Elementals (action, once every three rounds, creates 1d4 Air Elemental Spawns that appear 2d8" away in random directions) |
Caster IV: Unlimited used of Tier4 Powers Flyer I: 2x movement while flying Immune (Air): Immune to this type of damage and any associated effects Sensitivity (Earth): Incoming damage of this type is doubled Swift Dodge III: Can choose at will to use Dodge x3 instead of AC, unlimited use |
Immune to Air Sensitive to Earth Damage (2x dam) If touching a natural source of wind (i.e. not including its own wind effects), the air elemental absorbs it into its own form and heals for 1d12 HP (this includes other elementals of lesser rank or less HP, including its own spawns) |
3d6 Aether | n/a | n/a | |||||||
Air Elemental, Lesser | Second | Denizen | Elemental | True Elemental | Air | Lesser | yes | Realm (Storms), Alignment (Neutral), Polarity (Chaos) | Extra Planar | Sky, Mountain | 4 | 39 (21+4d8) | 32 (1.96 x16.3) | 5 | Small (Upright) | -2 | +10 Hit; 8% Crit. (93+) | -2 Hit; 4% Crit. (97+) | -2 Hit; 4% Crit. (97+) | -1 Hit; 4% Crit. (97+) | AC 16; Armor 0; Dodge 16 Can appear as "thin air" (invisible) at will, where movement and any interaction with physical forms or material would be treated as moderate wind of equal size |
Arcane 10; Elemental 14; Natural 13; Holy 10; Demonic 11; Mental 11 | Move 4; Str 9; Agil 17; Stam 7; Int 5; Wis 6; Avd 16; Per 5; Res 5; Init 11; Cha 4 | Elemental Tongue & Auran | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tremorsense I (Air): Can sense vibrations and movement through listed substances up to range of 1x Perception with +3 Advantage to Perception rolls |
Fluid: Natural form is a fluid; immune to physical damage and effects unless runecrafted, enchanted, or otherwise magical (roll vs resistance+dodge); can fit through almost any space and take on almost any form, but can still be contained by solid matter; treats all sides as frontal arc Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Air Slam: 1d8 physical damage melee attack, cannot be parried/blocked/reversed, if target Armorsaves and fails a Stamina test then apply additional T2 equivalent Wind Effects applied as a choice of 1) upward attack/uppercut (2" Knock-up), 2) downward attack/slam (knock-down), 3) outward attack/jab (2" knock-back), 4) side-swipe attack/backhand (sideways 2" knock-back) | Instead of attacking, can use its touch to displace loose solid matter (such as dirt or sand) of equal size, temporarily (1rnd) weaken solid matter (remove all dama negation/absorption), or use its touch as Scatter Magic |
Wind Surge (instant, grants 2x movement speed this round and prevents any attacks from Disengaging from Combat, any target touched or moved through is knocked down and Winded if failing a Stamina test) Windshear (T2 Shock, can be used as an instant) Whirlwind (T2 Cone action) Aerobolt (Missile action) |
Caster II: Unlimited used of Tier2 Powers Flyer I: 2x movement while flying Immune (Air): Immune to this type of damage and any associated effects Sensitivity (Earth): Incoming damage of this type is doubled Swift Dodge II: Can choose at will to use Dodge x2 instead of AC, unlimited use |
Immune to Air Sensitive to Earth Damage (2x dam) If touching a natural source of wind (i.e. not including its own wind effects), the air elemental absorbs it into its own form and heals for 1d8 HP (this includes other elementals of lesser rank or less HP) |
1d6 Aether | n/a | n/a | |||||||
Air Elemental, Prime | Second | Denizen | Elemental | True Elemental | Air | Prime | yes | Realm (Storms), Alignment (Neutral), Polarity (Chaos) | Extra Planar | Sky, Mountain | 17 | 457 (270+34d10) | 517 (4.27 x121.1) | 22 | Massive (Upright) | 8; Crushing Blow 8, Toughness 2, Reach +2 | +19 Hit; 13% Crit. (88+) | +11 Hit; 10% Crit. (91+) | +19 Hit; 13% Crit. (88+) | +20 Hit; 13% Crit. (88+) | AC 16; Armor 0; Dodge 16 Can appear as "thin air" (invisible) at will, where movement and any interaction with physical forms or material would be treated as moderate wind of equal size |
Arcane 26; Elemental 30; Natural 29; Holy 26; Demonic 27; Mental 27 | Move 8; Str 13; Agil 13; Stam 15; Int 13; Wis 14; Avd 16; Per 5; Res 13; Init 15; Cha 8 | Elemental Tongue & Auran | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tremorsense III (Air): Can sense vibrations and movement through listed substances up to range of 2x Perception with +8 Advantage to Perception rolls |
Fluid: Natural form is a fluid; immune to physical damage and effects unless runecrafted, enchanted, or otherwise magical (roll vs resistance+dodge); can fit through almost any space and take on almost any form, but can still be contained by solid matter; treats all sides as frontal arc Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Air Slam x3: 1d12+1d8 physical damage melee attack, cannot be parried/blocked/reversed, if target Armorsaves and fails a Stamina test then apply additional T6 equivalent Wind Effects applied as a choice of 1) upward attack/uppercut (6" Knock-up), 2) downward attack/slam (knock-down), 3) outward attack/jab (6" knock-back), 4) side-swipe attack/backhand (sideways 6" knock-back) | Instead of attacking, can use its touch to displace loose solid matter (such as dirt or sand) of equal size, temporarily (1rnd) weaken solid matter (remove all dama negation/absorption), or use its touch as Scatter Magic |
Wind Surge (instant, grants 2x movement speed this round and prevents any attacks from Disengaging from Combat, any target touched or moved through is knocked down and Winded if failing a Stamina test where the target has -8 disadvantage) Windshear (T6 Shock, can be used as an instant) Haste (Modify instant, no HP costs if self cast) Gale Force (Amplify instant) Whirlwind (T6 Cone action) Howling Vortex (Blast action) Cyclone (Nova action) Violent Squall (Storm action) Eye of the Storm (Shell action) Vaporize (Transmute action) Binding of Air (T6 Binding action) Gale Winds (Channel action, gain an extra action while channeling) Spawn Elementals (action, once every three rounds, creates 1d8 Air Elemental Spawns that appear 2d8" away in random directions) |
Caster VI: Unlimited used of Tier6 Powers Flyer I: 2x movement while flying Immune (Air): Immune to this type of damage and any associated effects Sensitivity (Earth): Incoming damage of this type is doubled Swift Dodge IV: Can choose at will to use Dodge x4 instead of AC, unlimited use |
Immune to Air Sensitive to Earth Damage (2x dam) If touching a natural source of wind (i.e. not including its own wind effects), the air elemental absorbs it into its own form and heals for 2d10 HP (this includes other elementals of lesser rank or less HP, including its own spawns) |
5d10 Aether | n/a | n/a | |||||||
Air Elemental, Spawn | Second | Denizen | Elemental | True Elemental | Air | Spawn | yes | Realm (Storms), Alignment (Neutral), Polarity (Chaos) | Extra Planar | Sky, Mountain | 2 | 15 (8+2d6) | 11 (1.6 x7.2) | 2 | Tiny (Upright) | -4 | +9 Hit; 7% Crit. (94+) | -4 Hit; 3% Crit. (98+) | -6 Hit; 2% Crit. (99+) | -5 Hit; 2% Crit. (99+) | AC 16; Armor 0; Dodge 16 Can appear as "thin air" (invisible) at will, where movement and any interaction with physical forms or material would be treated as moderate wind of equal size |
Arcane 6; Elemental 10; Natural 9; Holy 6; Demonic 7; Mental 7 | Move 3; Str 8; Agil 18; Stam 5; Int 3; Wis 4; Avd 16; Per 5; Res 3; Init 10; Cha 3 | Elemental Tongue & Auran | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tremorsense I (Air): Can sense vibrations and movement through listed substances up to range of 1x Perception with +3 Advantage to Perception rolls |
Fluid: Natural form is a fluid; immune to physical damage and effects unless runecrafted, enchanted, or otherwise magical (roll vs resistance+dodge); can fit through almost any space and take on almost any form, but can still be contained by solid matter; treats all sides as frontal arc Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Air Slam: 1d6 physical damage melee attack, cannot be parried/blocked/reversed, if target Armorsaves and fails a Stamina test then apply additional T1 equivalent Wind Effects applied as a choice of 1) upward attack/uppercut (1" Knock-up), 2) downward attack/slam (knock-down), 3) outward attack/jab (1" knock-back), 4) side-swipe attack/backhand (sideways 1" knock-back) | Instead of attacking, can use its touch to displace loose solid matter (such as dirt or sand) of equal size, temporarily (1rnd) weaken solid matter (remove all dama negation/absorption), or use its touch as Scatter Magic |
Wind Surge (instant, grants 2x movement speed this round and prevents any attacks from Disengaging from Combat, any target touched or moved through is knocked down and Winded if failing a Stamina test where the target has +2 advantage) Windshear (T1 Shock, can be used as an instant) Whirlwind (T1 Cone action) |
Caster I: Unlimited used of Tier1 Powers Flyer I: 2x movement while flying Immune (Air): Immune to this type of damage and any associated effects Sensitivity (Earth): Incoming damage of this type is doubled Swift Dodge II: Can choose at will to use Dodge x2 instead of AC, unlimited use |
Immune to Air Sensitive to Earth Damage (2x dam) If touching a natural source of wind (i.e. not including its own wind effects), the air elemental absorbs it into its own form and heals for 1d6 HP (this includes other elementals of lesser rank or less HP) |
1d4 Aether | n/a | n/a | |||||||
Elk | Second | Beast | Mammal | Ungulate | Herd | Adult | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Temperate | Forest/Jungle, Hill | 1 | 26 (20+1d12) | 19 (1.57 x12.2) | 3 | Large (Prone) | 2; Crushing Blow 2 | +2 Hit; 5% Crit. (96+); +1 Damage | +6 Hit; 6% Crit. (95+) | -9 Hit; 1% Crit. (100+) | -2 Hit; 3% Crit. (98+) | AC 24; Armor 14; Dodge 10 |
Arcane 2; Elemental 26; Natural 21; Holy 14; Demonic 15; Mental 9 | Move 8; Str 15; Agil 12; Stam 13; Int 1; Wis 8; Avd 10; Per 16; Res 7; Init 14; Cha 2 | Ungulate "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Hide, Thick x7 | Antlers: 2d6+2 damage, with Parry (+6) in front arc only. AND Hoof: 1d8 damage | After successful parry may make a free antler attack on foe |
Trample III: 3d6 dam, does not effect targets of equal size or larger than the creature Extra Attacks I: Potential for up to 1 extra attack, typically requires certain conditions to be met |
3d6 Raw Meat, 0-2 Elk Antlers (medium) | Dominance & Will | Exotic | Wild Elf (+1), Orc (-2) & Half Orc (-1) | |||||||
Ent | Second | Denizen | Primal | Treant | Ent | Protector | Middling | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Extra Planar | Forest/Jungle, N/A | 5 | 85 (53+5d12) | 44 (1.3 x33.8) | 6 | Large (Upright) | 2; Crushing Blow 2 | +4 Hit; 6% Crit. (95+); +1 Damage | +3 Hit; 6% Crit. (95+) | +4 Hit; 6% Crit. (95+) | +9 Hit; 8% Crit. (93+) | AC 40; Armor 32; Dodge 8 |
Arcane 20; Elemental 30; Natural 30; Holy 30; Demonic 30; Mental 25 | Move 4; Str 15; Agil 10; Stam 15; Int 10; Wis 15; Avd 8; Per 9; Res 15; Init 11; Cha 6 | Primal Tongue & Sylvan | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Bark, Thick x8 | Branch Flurryx2: 2d10 dam melee attack, Reach 3", Overpowering (-3), Crushing Blow 3 OR Sweeping Branch x1: 1d10 dam melee attack with Reach 3" that hits all targets in frontal arc range, 25% knock down, immune to block/parry/ward-off/etc... | Entangling Roots (instant, roll vs. nature resist+dodge, range 10" Snares up to 3 targets and inflicts 1d6 damage each round, until roots are broken any damage over 6 will break the roots after 2 rounds targets become Immobilized until roots are broken) |
Immovable I: Immune to knockdown, knockback, or knockup effects Immune (Nature): Immune to this type of damage and any associated effects Sensitivity (Fire): Incoming damage of this type is doubled Regenerate I: Regenerates 1x HP dice for size at the start of every turn unless it received Fire, Acid, or Necrotic damage (or was otherwise prevented from healing) in the previous round, persists even after death unless body is completely destroyed by burning |
Immune to Nature Damage Double damage from Fire Regenerates 1d12 per round |
3d6 Primordial Sap | n/a | n/a | ||||||
Ent Sapling | Second | Denizen | Primal | Treant | Ent | Protector | Sapling | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Extra Planar | Forest/Jungle, N/A | 1 | 17 (12+1d8) | 7 (1.06 x6.8) | 2 | Small (Upright) | -2 | +4 Hit; 5% Crit. (96+) | -4 Hit; 3% Crit. (98+) | -9 Hit; 1% Crit. (100+) | -5 Hit; 2% Crit. (99+) | AC 23; Armor 8; Dodge 15 |
Arcane 2; Elemental 16; Natural 13; Holy 20; Demonic 15; Mental 6 | Move 3; Str 10; Agil 14; Stam 8; Int 1; Wis 5; Avd 15; Per 6; Res 10; Init 15; Cha 6 | Primal Tongue & Sylvan | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Bark, Soft x8 | Branch Slap x1: 1d6+1d4 dam melee attack, Reach 1", Overpowering (-1), Crushing Blow 1 | Entangling Roots (instant, roll vs. nature resist+dodge, range 10" Snares a single target and inflicts 1d2 damage each round, until roots are broken any damage over 2 will break the roots after 2 rounds targets become Immobilized until roots are broken) |
Immovable I: Immune to knockdown, knockback, or knockup effects Immune (Nature): Immune to this type of damage and any associated effects Sensitivity (Fire): Incoming damage of this type is doubled Regenerate I: Regenerates 1x HP dice for size at the start of every turn unless it received Fire, Acid, or Necrotic damage (or was otherwise prevented from healing) in the previous round, persists even after death unless body is completely destroyed by burning |
Immune to Nature Damage Double damage from Fire Regenerates 1d8 per round |
1d6 Primordial Sap | n/a | n/a | ||||||
Ent, Ancient | Second | Denizen | Primal | Treant | Ent | Protector | Ancient | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Extra Planar | Forest/Jungle, N/A | 15 | 665 (470+30d12) | 231 (1.65 x139.9) | 14 | Gargantuan (Upright) | 16; Crushing Blow 16, Toughness 4, Reach +3 | +8 Hit; 9% Crit. (92+); +3 Damage | +9 Hit; 9% Crit. (92+) | +18 Hit; 12% Crit. (89+) | +24 Hit; 14% Crit. (87+) | AC 81; Armor 80; Dodge 1 |
Arcane 28; Elemental 40; Natural 40; Holy 40; Demonic 40; Mental 34 | Move 7; Str 20; Agil 4; Stam 20; Int 14; Wis 20; Avd 1; Per 5; Res 20; Init 5; Cha 6 | Primal Tongue & Sylvan | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Bark, Ancient x8 | Branch Flurry x4: 3d10 dam melee attack, Reach 6", Overpowering (-6), Crushing Blow 6. OR Sweeping Branch x1: 4d10 dam melee attack Reach 6" that hits all targets in frontal arc range, 100% knock down, immune to block/parry/ward-off/etc...) | Entangling Roots (instant, roll vs. nature resist+dodge, range 10" Snares up to 6 targets and inflicts 1d12 damage each round, until roots are broken any damage over 12 will break the roots after 2 rounds targets become Immobilized until roots are broken) |
Immovable I: Immune to knockdown, knockback, or knockup effects Immune (Nature): Immune to this type of damage and any associated effects Sensitivity (Fire): Incoming damage of this type is doubled Regenerate I: Regenerates 1x HP dice for size at the start of every turn unless it received Fire, Acid, or Necrotic damage (or was otherwise prevented from healing) in the previous round, persists even after death unless body is completely destroyed by burning |
Immune to Nature Damage Double damage from Fire Regenerates 2d12 per round |
6d12 Primordial Sap | n/a | n/a | ||||||
Ent, Elder | Second | Denizen | Primal | Treant | Ent | Protector | Elder | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Extra Planar | Forest/Jungle, N/A | 12 | 379 (247+24d10) | 144 (1.53 x93.8) | 11 | Massive (Upright) | 8; Crushing Blow 8, Toughness 2, Reach +2 | +7 Hit; 8% Crit. (93+); +2 Damage | +8 Hit; 8% Crit. (93+) | +14 Hit; 10% Crit. (91+) | +20 Hit; 12% Crit. (89+) | AC 67; Armor 64; Dodge 3 |
Arcane 26; Elemental 38; Natural 38; Holy 36; Demonic 37; Mental 32 | Move 6; Str 19; Agil 6; Stam 19; Int 13; Wis 19; Avd 3; Per 7; Res 18; Init 7; Cha 6 | Primal Tongue & Sylvan | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Bark, Elder x8 | Branch Flurry x3: 3d10 dam melee attack, Reach 5", Overpowering (-5), Crushing Blow 5. OR Sweeping Branch x1: 3d10 dam melee attack Reach 5" that hits all targets in frontal arc range, 75% knock down, immune to block/parry/ward-off/etc... | Entangling Roots (instant, roll vs. nature resist+dodge, range 10" Snares up to 5 targets and inflicts 1d10 damage each round, until roots are broken any damage over 10 will break the roots after 2 rounds targets become Immobilized until roots are broken) |
Immovable I: Immune to knockdown, knockback, or knockup effects Immune (Nature): Immune to this type of damage and any associated effects Sensitivity (Fire): Incoming damage of this type is doubled Regenerate I: Regenerates 1x HP dice for size at the start of every turn unless it received Fire, Acid, or Necrotic damage (or was otherwise prevented from healing) in the previous round, persists even after death unless body is completely destroyed by burning |
Immune to Nature Damage Double damage from Fire Regenerates 2d10 per round |
5d10 Primordial Sap | n/a | n/a | ||||||
Ent, Greater | Second | Denizen | Primal | Treant | Ent | Protector | Greater | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Extra Planar | Forest/Jungle, N/A | 8 | 198 (126+16d8) | 83 (1.41 x58.6) | 8 | Huge (Upright) | 4; Crushing Blow 4, Toughness 1, Reach +1 | +5 Hit; 7% Crit. (94+); +2 Damage | +5 Hit; 7% Crit. (94+) | +9 Hit; 8% Crit. (93+) | +14 Hit; 10% Crit. (91+) | AC 53; Armor 48; Dodge 5 |
Arcane 24; Elemental 36; Natural 35; Holy 32; Demonic 33; Mental 29 | Move 5; Str 18; Agil 8; Stam 18; Int 12; Wis 17; Avd 5; Per 8; Res 16; Init 9; Cha 6 | Primal Tongue & Sylvan | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Bark, Heavy x8 | Branch Flurry x2: 3d10 dam melee attack, Reach 4", Overpowering (-4), Crushing Blow 4. OR Sweeping Branch x1: 2d10 dam melee attack with Reach 4" that hits all targets in frontal arc range, 50% knock down, immune to block/parry/ward-off/etc... | Entangling Roots (instant, roll vs. nature resist+dodge, range 10" Snares up to 4 targets and inflicts 1d8 damage each round, until roots are broken any damage over 8 will break the roots after 2 rounds targets become Immobilized until roots are broken) |
Immovable I: Immune to knockdown, knockback, or knockup effects Immune (Nature): Immune to this type of damage and any associated effects Sensitivity (Fire): Incoming damage of this type is doubled Regenerate I: Regenerates 1x HP dice for size at the start of every turn unless it received Fire, Acid, or Necrotic damage (or was otherwise prevented from healing) in the previous round, persists even after death unless body is completely destroyed by burning |
Immune to Nature Damage Double damage from Fire Regenerates 2d8 per round |
4d8 Primordial Sap | n/a | n/a | ||||||
Ent, Lesser | Second | Denizen | Primal | Treant | Ent | Protector | Lesser | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Extra Planar | Forest/Jungle, N/A | 3 | 44 (28+3d10) | 19 (1.18 x15.9) | 3 | Medium (Upright) | 0 | +4 Hit; 6% Crit. (95+) | 0 Hit; 4% Crit. (97+) | -3 Hit; 3% Crit. (98+) | +2 Hit; 5% Crit. (96+) | AC 26; Armor 16; Dodge 10 |
Arcane 10; Elemental 22; Natural 21; Holy 28; Demonic 24; Mental 15 | Move 3; Str 12; Agil 12; Stam 11; Int 5; Wis 10; Avd 10; Per 8; Res 14; Init 13; Cha 6 | Primal Tongue & Sylvan | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Bark, Light x8 | Branch Slap x1: 2d10 dam melee attack, Reach 2", Overpowering (-2), Crushing Blow 2 | Entangling Roots (instant, roll vs. nature resist+dodge, range 10" Snares up to 2 targets and inflicts 1d4 damage each round, until roots are broken any damage over 4 will break the roots after 2 rounds targets become Immobilized until roots are broken) |
Immovable I: Immune to knockdown, knockback, or knockup effects Immune (Nature): Immune to this type of damage and any associated effects Sensitivity (Fire): Incoming damage of this type is doubled Regenerate I: Regenerates 1x HP dice for size at the start of every turn unless it received Fire, Acid, or Necrotic damage (or was otherwise prevented from healing) in the previous round, persists even after death unless body is completely destroyed by burning |
Immune to Nature Damage Double damage from Fire Regenerates 1d10 per round |
2d6 Primordial Sap | n/a | n/a | ||||||
Ettin Hexxer | Third | Greenskin | Ogrekind | Ettin | Witchdoctor | Hexxer | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Hill, Mountain | 4 | 71 (45+4d12) | 26 (1.22 x21.4) | 4 | Large (Upright) | 2; Crushing Blow 2 | +2 Hit; 5% Crit. (96+); +1 Damage | +2 Hit; 5% Crit. (96+) | -1 Hit; 4% Crit. (97+) | +1 Hit; 5% Crit. (96+) | AC 31; Armor 24; Dodge 7 Malevolent Bone-Nose Piercing (returns 10% of damage taken as Demonic attack to target within 4") |
Arcane 12; Elemental 30; Natural 18; Holy 9; Demonic 15; Mental 14 | Move 4; Str 15; Agil 9; Stam 15; Int 6; Wis 8; Avd 7; Per 9; Res 7; Init 7; Cha 2 | Ogrish & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather x4 plus Hide, Thick x8 | Simple Spear made from bone, rock, and/or wood (2H damage but used in one hand 1d10+1 dam) + Off-hand Fist (1d8 dam) | Tier 2 demonic powers x4 (must roll vs difficulty) typ. instants: Curse of Lethargy, Curse of Unbelief typ. actions: Demon Well, Burning Itch Hex Bolt (unlimited use, no difficulty roll, 1d8 dam, rng 10, missile) |
Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) Stocky: no movement penalties for wearing triple layer armor and ignore ALL Difficult Terrain movement penalties Extra Attacks I: Potential for up to 1 extra attack, typically requires certain conditions to be met |
Two heads: Critical miss chance is doubled due to potential for 2 heads to argue with each other. Also allows for casting one extra instant OR one extra action each round. Heads always alternate sleeping, allowing Ettins to always be awake. |
0-1 Demonic Runes | n/a | n/a | |||||||
Ettin Witchdoctor | Third | Greenskin | Ogrekind | Ettin | Witchdoctor | Witchdoctor | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Hill, Mountain | 8 | 132 (80+8d12) | 43 (1.22 x34.9) | 6 | Large (Upright) | 2; Crushing Blow 2 | +4 Hit; 6% Crit. (95+); +1 Damage | +6 Hit; 7% Crit. (94+) | +4 Hit; 6% Crit. (95+) | +7 Hit; 7% Crit. (94+) | AC 37; Armor 32; Dodge 5 Malevolent Bone Nose-Piercing x2 (returns 20% of damage taken as Demonic attack to target within 4") |
Arcane 14; Elemental 32; Natural 21; Holy 11; Demonic 18; Mental 17 | Move 4; Str 16; Agil 7; Stam 16; Int 7; Wis 10; Avd 5; Per 9; Res 8; Init 8; Cha 2 | Ogrish & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather x8 plus Hide, Thick x8 | Simple Spear made from bone, rock, and/or wood (2H damage but used in one hand 1d10+1 dam) + Off-hand Fist (1d8 dam) | Tier 4 Demonic Powers x4 (must roll vs difficulty) typ. instants: Curse of Calamity, Curse of Pride typ. actions: Font of Evil, Blistering Plague Hex Bolt II (unlimited use, no difficulty roll, 2d8 dam, rng 20, missile) |
Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) Stocky: no movement penalties for wearing triple layer armor and ignore ALL Difficult Terrain movement penalties Extra Attacks I: Potential for up to 1 extra attack, typically requires certain conditions to be met |
Two heads: Critical miss chance is doubled due to potential for 2 heads to argue with each other. Also allows for casting one extra instant OR one extra action each round. Heads always alternate sleeping, allowing Ettins to always be awake. |
0-3 Demonic Runes | n/a | n/a | |||||||
Ettin, War | Third | Greenskin | Ogrekind | Ettin | Brute | War | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Hill, Mountain | 5 | 89 (56+5d12) | 24 (1.11 x21.6) | 4 | Large (Upright) | 2; Crushing Blow 2 | +3 Hit; 6% Crit. (95+); +1 Damage | +3 Hit; 6% Crit. (95+) | -7 Hit; 1% Crit. (100+) | -7 Hit; 1% Crit. (100+) | AC 41; Armor 34; Dodge 7; Noisy 6 |
Arcane 10; Elemental 32; Natural 16; Holy 7; Demonic 11; Mental 10 | Move 4; Str 16; Agil 9; Stam 16; Int 5; Wis 5; Avd 7; Per 9; Res 6; Init 6; Cha 2 | Ogrish & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather, Ringmail x6 plus Hide, Thick x8 | Battle Axe (1d10+2 damage) & Morning Star (1d8+2 damage) | Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) Stocky: no movement penalties for wearing triple layer armor and ignore ALL Difficult Terrain movement penalties |
Two-heads: Critical miss chance is doubled due to potential for 2 heads to argue with each other. Heads always alternate sleeping, allowing Ettins to always be awake. |
1d4 Trail Rations, 1d4 GP | n/a | n/a | ||||||||
Ettin, Wild | Third | Greenskin | Ogrekind | Ettin | Brute | Wild | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Hill, Mountain | 3 | 60 (40+3d12) | 16 (1.11 x14.2) | 3 | Large (Upright) | 2; Crushing Blow 2 | +1 Hit; 5% Crit. (96+); +1 Damage | +1 Hit; 5% Crit. (96+) | -3 Hit; 3% Crit. (98+) | -3 Hit; 3% Crit. (98+) | AC 27; Armor 20; Dodge 7 |
Arcane 10; Elemental 32; Natural 16; Holy 7; Demonic 11; Mental 10 | Move 4; Str 16; Agil 9; Stam 16; Int 5; Wis 5; Avd 7; Per 9; Res 6; Init 6; Cha 2 | Ogrish & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather x2 plus Hide, Thick x8 | Fists x2 (1d8 each) | Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) Stocky: no movement penalties for wearing triple layer armor and ignore ALL Difficult Terrain movement penalties |
Two-heads: Critical miss chance is doubled due to potential for 2 heads to argue with each other. Heads always alternate sleeping, allowing Ettins to always be awake. |
0-1 Stale bread, 1d3 SP | n/a | n/a | ||||||||
Fairy | Second | Fey | Fey Folk | Sprite | Fairy | Familiar | yes | Realm (Dawn), Alignment (Good), Polarity (Order) | Tropical/Temperate | Forest/Jungle, Sky | 2 | 9 (4+2d4) | 12 (0.78 x15.6) | 2 | Diminutive (Upright) | -8 | +9 Hit; 7% Crit. (94+); -2 Damage | +6 Hit; 6% Crit. (95+) | +6 Hit; 6% Crit. (95+) | +9 Hit; 7% Crit. (94+) | AC 26; Armor 8; Dodge 18 Light Blend: when in direct sunlight can blend in with its environment, effectively becoming invisible, but cannot take actions while doing so |
Arcane 30; Elemental 6; Natural 21; Holy 18; Demonic 27; Mental 33 | Move 4; Str 2; Agil 18; Stam 3; Int 15; Wis 18; Avd 18; Per 15; Res 9; Init 9; Cha 14 | Sprite, Mage Tongue (Arcane) & Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Rejuvenating: When its Substance or physical form is destroyed in the Realm of Strife its Spirit and/or Soul lives on, either returning to its Realm of Origin or being anchored within some form of physical object or remains, allowing it to take physical form again (see Extra for details). This effectively makes the creature immortal unless slain within its own Realm of Origin or if the anchored object is destroyed before it can reform itself. |
Cloth, Quilted x4 | Stilleto: 1d6 dam | Smell Magic: natural senses act as detect magic Fairy Dust: thrice per day, instant, 2' range, causes the surface it lands on to be under the effects of Illumination for up to 1 hour, granting +1 Advantage on all Stat rolls and increases any healing done on that target by 1d4 Blind: T3 Control action, 1/day Expel Darkness: Dispel instant/action, 2/day Luminous Shot: T3 Shot action, 3/hour |
Aura II: Passive effects in 2" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Flyer I: 2x movement while flying Docile: Will typically not attack unless provoked/threatened |
Arcane Light Aura: 2" radius, effects master & familiar only, +5 cast & +2 spell dam with Light/Solar powers, regenerates 1HP per round |
1d4-1 Fairy Dust | Fairies are diminuitive Fey Folk attuned to light arcane magic, vaguely resembling a tiny highelf with shimmering wings that are similar in form to those of a dragonfly or butterfly. Noble creatures, they are pure of heart and will not willingly casue harm to others unless they know a creature is evil. When roused to righteous anger they are surprisingly brave for their size. They are prized by spirit users as familiars, due to their innate ability to sense magic by smell, as well as the aura of light that they radiate. | n/a & n/a | n/a | Elves (+1) | |||||
Falcon, Great | Second | Beast | Avian | Bird of Prey | Aerial | Adult | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Temperate | Mountain, Sky | 2 | 29 (18+2d10) | 18 (1.4 x12.6) | 3 | Medium (Prone) | 0 | +7 Hit; 6% Crit. (95+) | +9 Hit; 7% Crit. (94+) | -4 Hit; 3% Crit. (98+) | +3 Hit; 5% Crit. (96+) | AC 27; Armor 12; Dodge 15 |
Arcane 10; Elemental 18; Natural 21; Holy 16; Demonic 20; Mental 17 | Move 4; Str 13; Agil 16; Stam 9; Int 5; Wis 12; Avd 15; Per 18; Res 8; Init 15; Cha 4 | Avian "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Feathers, Dense x4 | Beak: 1d10 damage & Talons: 2d4 damage | Great Hawk Strike: once/battle, action, combine Beak & Talon attacks into a single max damage attack |
Flyer III, Advanced: 4x movement while flying and can take a 'fly-by' action at any point along straight line fly move |
2d6 Raw Meat, 2d6 feathers | Insight & Affection | Flying | Halflings (+1), Orcs (-2), Half-Orcs (-1) | |||||||
Feral Wereboar, Alpha | Third | Monster | Cursed | Lycanthrope | Wereboar | Feral | Alpha | yes | Realm (Dreams), Alignment (Neutral), Polarity (Chaos) | Cosmopolitan | Ruins/Dungeon, Subterranean | 16 | 248 (144+16d12) | 104 (1.86 x55.7) | 9 | Medium (Upright) | 0 | +21 Hit; 13% Crit. (88+); +2 Damage | +20 Hit; 13% Crit. (88+) | +9 Hit; 9% Crit. (92+) | +8 Hit; 9% Crit. (92+) | AC 36; Armor 20; Dodge 16 |
Arcane 8; Elemental 32; Natural 19; Holy 32; Demonic 19; Mental 7 | Move 5; Str 19; Agil 16; Stam 16; Int 4; Wis 3; Avd 16; Per 15; Res 16; Init 8; Cha 0 | Can understand any language they previously spoke, but can only "speak" Ungulate | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Darksight I: Can see in natural darkness at a range (in table top inches) equal to their Perception. In total darkness (no-light) everything appears as shades of grey while dim light allows for discernment of color. In bright light Perception is cut in half. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Hide, Thick x4 plus Hide, Rugged x4 | Tusks: 2d10+1d8+8 & Fist: 1d10+1d8, tusks cause Cursed Wounds that also inflict the Curse of Lycanthropy | Fist attack can be replaced with a melee weapon of up to equivalent damage |
Blood Frenzy: passive, after scoring a critical hit or a killing blow, gain +20% melee crit for the next 1d6 attacks. Boar Charge: if moved before attacking, tusks have +15% crit and +10 damage. Intercept x4: can take its movement out of turn to intercept an opponent that would pass within range Unstoppable x1: (fury) instant |
Immune (Twilight): Immune to this type of damage and any associated effects Hyper-Sensitivity (Silver): Incoming damage of this type is doubled and any exposure to it (even passive) inflicts 1x HP dice of damage of that type. Horrific Transformation: When a Lycanthrope shapeshifts (turns), any target with 12" that has LoS must pass an Resolve test or roll 1d6 where: 1-3 = can't move or take any action until passing an Resolve test or taking damage 4-5 = must move directly away from Lycanthrope until passing an Resolve Test or taking damage 6 = gain +2 damage but -5 hit for physical attacks against the Lycanthrope for the remainder of battle and need not take another Resolve test from a Lycanthropes transformation Cursed Wounds: For any physical damage caused by this creature, if not de-cursed first, MUST attempt to resist any healing. For non-magical healing (i.e. potions) use Natural resist with no "casting" modifiers. Death Effect: Special ability or effect that is triggered immediately upon the death of the creature Trample III: 3d6 dam, does not effect targets of equal size or larger than the creature |
The Truth in Death: death effect, when slain in hybrid form Lycanthropes revert back to their original form. |
2d6+2 Lunarite | n/a | n/a | |||||
Feral Wereboar, Immortal | Third | Monster | Cursed | Lycanthrope | Wereboar | Feral | Immortal | yes | Realm (Dreams), Alignment (Neutral), Polarity (Chaos) | Cosmopolitan | Ruins/Dungeon, Subterranean | 20 | 317 (187+20d12) | 140 (2.01 x69.7) | 11 | Medium (Upright) | 0 | +26 Hit; 16% Crit. (85+); +3 Damage | +25 Hit; 15% Crit. (86+) | +12 Hit; 11% Crit. (90+) | +11 Hit; 11% Crit. (90+) | AC 41; Armor 24; Dodge 17 |
Arcane 6; Elemental 34; Natural 19; Holy 34; Demonic 19; Mental 5 | Move 5; Str 20; Agil 17; Stam 17; Int 3; Wis 2; Avd 17; Per 16; Res 17; Init 9; Cha 0 | Can understand any language they previously spoke, but can only "speak" Ungulate | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Darksight I: Can see in natural darkness at a range (in table top inches) equal to their Perception. In total darkness (no-light) everything appears as shades of grey while dim light allows for discernment of color. In bright light Perception is cut in half. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Hide, Rugged x8 | Tusks: 2d12+1d8+8 & Fist: 1d12+1d8, tusks cause Cursed Wounds that also inflict the Curse of Lycanthropy | Fist attack can be replaced with a melee weapon of up to equivalent damage |
Blood Frenzy: passive, after scoring a critical hit or a killing blow, gain +30% melee crit for the next 1d6 attacks. Boar Charge: if moved before attacking, tusks have +15% crit and +12 damage. Intercept x5: can take its movement out of turn to intercept an opponent that would pass within range Unstoppable x2: (fury) instant Massive Strike x1: (fury) action |
Immune (Twilight): Immune to this type of damage and any associated effects Hyper-Sensitivity (Silver): Incoming damage of this type is doubled and any exposure to it (even passive) inflicts 1x HP dice of damage of that type. Horrific Transformation: When a Lycanthrope shapeshifts (turns), any target with 12" that has LoS must pass an Resolve test or roll 1d6 where: 1-3 = can't move or take any action until passing an Resolve test or taking damage 4-5 = must move directly away from Lycanthrope until passing an Resolve Test or taking damage 6 = gain +2 damage but -5 hit for physical attacks against the Lycanthrope for the remainder of battle and need not take another Resolve test from a Lycanthropes transformation Cursed Wounds: For any physical damage caused by this creature, if not de-cursed first, MUST attempt to resist any healing. For non-magical healing (i.e. potions) use Natural resist with no "casting" modifiers. Death Effect: Special ability or effect that is triggered immediately upon the death of the creature Trample IV: 4d6 dam, does not effect targets of equal size or larger than the creature |
The Truth in Death: death effect, when slain in hybrid form Lycanthropes revert back to their original form. |
2d6+4 Lunarite | n/a | n/a | |||||
Feral Wereboar, Savage | Third | Monster | Cursed | Lycanthrope | Wereboar | Feral | Savage | yes | Realm (Dreams), Alignment (Neutral), Polarity (Chaos) | Cosmopolitan | Ruins/Dungeon, Subterranean | 12 | 183 (105+12d12) | 78 (1.86 x41.8) | 8 | Medium (Upright) | 0 | +16 Hit; 11% Crit. (90+); +2 Damage | +15 Hit; 11% Crit. (90+) | +6 Hit; 8% Crit. (93+) | +5 Hit; 7% Crit. (94+) | AC 31; Armor 16; Dodge 15 |
Arcane 10; Elemental 30; Natural 19; Holy 30; Demonic 19; Mental 9 | Move 5; Str 18; Agil 15; Stam 15; Int 5; Wis 4; Avd 15; Per 14; Res 15; Init 7; Cha 0 | Can understand any language they previously spoke, but can only "speak" Ungulate | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Darksight I: Can see in natural darkness at a range (in table top inches) equal to their Perception. In total darkness (no-light) everything appears as shades of grey while dim light allows for discernment of color. In bright light Perception is cut in half. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Hide, Thick x8 | Tusks: 3d8+8 & Fist: 2d8, tusks cause Cursed Wounds that also inflict the Curse of Lycanthropy | Fist attack can be replaced with a melee weapon of up to equivalent damage |
Blood Frenzy: passive, after scoring a critical hit or a killing blow, gain +10% melee crit for the next 1d6 attacks. Boar Charge: if moved before attacking, tusks have +15% crit and +8 damage. Intercept x3: can take its movement out of turn to intercept an opponent that would pass within range |
Immune (Twilight): Immune to this type of damage and any associated effects Hyper-Sensitivity (Silver): Incoming damage of this type is doubled and any exposure to it (even passive) inflicts 1x HP dice of damage of that type. Horrific Transformation: When a Lycanthrope shapeshifts (turns), any target with 12" that has LoS must pass an Resolve test or roll 1d6 where: 1-3 = can't move or take any action until passing an Resolve test or taking damage 4-5 = must move directly away from Lycanthrope until passing an Resolve Test or taking damage 6 = gain +2 damage but -5 hit for physical attacks against the Lycanthrope for the remainder of battle and need not take another Resolve test from a Lycanthropes transformation Cursed Wounds: For any physical damage caused by this creature, if not de-cursed first, MUST attempt to resist any healing. For non-magical healing (i.e. potions) use Natural resist with no "casting" modifiers. Death Effect: Special ability or effect that is triggered immediately upon the death of the creature Trample III: 3d6 dam, does not effect targets of equal size or larger than the creature |
The Truth in Death: death effect, when slain in hybrid form Lycanthropes revert back to their original form. |
2d6 Lunarite | n/a | n/a | |||||
Feral Werepanther, Alpha | Third | Monster | Cursed | Lycanthrope | Werepanther | Feral | Alpha | yes | Realm (Dreams), Alignment (Evil), Polarity (Chaos) | Cosmopolitan | Ruins/Dungeon, Subterranean | 16 | 266 (162+16d12) | 129 (1.89 x68.4) | 10 | Large (Upright) | 2; Crushing Blow 2 | +24 Hit; 14% Crit. (87+); +3 Damage | +19 Hit; 13% Crit. (88+) | +9 Hit; 9% Crit. (92+) | +8 Hit; 9% Crit. (92+) | AC 39; Armor 20; Dodge 19 Can use Lunarmeld at will to re-hide |
Arcane 8; Elemental 36; Natural 21; Holy 26; Demonic 16; Mental 7 | Move 8; Str 21; Agil 19; Stam 18; Int 4; Wis 3; Avd 19; Per 14; Res 13; Init 7; Cha 0 | Can understand any language they previously spoke, but can only "speak" Feline | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Darksight I: Can see in natural darkness at a range (in table top inches) equal to their Perception. In total darkness (no-light) everything appears as shades of grey while dim light allows for discernment of color. In bright light Perception is cut in half. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Fur, Thick/Shaggy x4 plus Fur, Coarse/Dense x4 | Bite: 1d10+8 & Claw x2: 1d10+1d8+10, all cause Cursed Wounds that also inflict the Curse of Lycanthropy | Blood Frenzy: passive, after scoring a critical hit or a killing blow, gain +20% melee crit for the next 1d6 attacks. Feral Snarl x2: instant, can use while hidden, all living targets w/in 4" must pass a Resolve test or be inflicted with Fear and are Frightened Feline Pounce x4: action, must be hidden, breaks stealth, +15hit & max dam bite with 100% knock down Crippling Strike III x1: (stealth) action |
Immune (Twilight): Immune to this type of damage and any associated effects Hyper-Sensitivity (Silver): Incoming damage of this type is doubled and any exposure to it (even passive) inflicts 1x HP dice of damage of that type. Horrific Transformation: When a Lycanthrope shapeshifts (turns), any target with 12" that has LoS must pass an Resolve test or roll 1d6 where: 1-3 = can't move or take any action until passing an Resolve test or taking damage 4-5 = must move directly away from Lycanthrope until passing an Resolve Test or taking damage 6 = gain +2 damage but -5 hit for physical attacks against the Lycanthrope for the remainder of battle and need not take another Resolve test from a Lycanthropes transformation Cursed Wounds: For any physical damage caused by this creature, if not de-cursed first, MUST attempt to resist any healing. For non-magical healing (i.e. potions) use Natural resist with no "casting" modifiers. Death Effect: Special ability or effect that is triggered immediately upon the death of the creature Sneaky III: Can enter battle hidden, moves at full speed while hidden & +5 Advantage to avoid being detected |
The Truth in Death: death effect, when slain in hybrid form Lycanthropes revert back to their original form. |
2d6+2 Lunarite | n/a | n/a | ||||||
Feral Werepanther, Immortal | Third | Monster | Cursed | Lycanthrope | Werepanther | Feral | Immortal | yes | Realm (Dreams), Alignment (Evil), Polarity (Chaos) | Cosmopolitan | Ruins/Dungeon, Subterranean | 20 | 339 (209+20d12) | 161 (1.89 x84.8) | 12 | Large (Upright) | 2; Crushing Blow 2 | +29 Hit; 17% Crit. (84+); +3 Damage | +24 Hit; 15% Crit. (86+) | +12 Hit; 11% Crit. (90+) | +11 Hit; 11% Crit. (90+) | AC 44; Armor 24; Dodge 20 Can use Lunarmeld at will to re-hide |
Arcane 6; Elemental 38; Natural 21; Holy 28; Demonic 16; Mental 5 | Move 8; Str 22; Agil 20; Stam 19; Int 3; Wis 2; Avd 20; Per 15; Res 14; Init 8; Cha 0 | Can understand any language they previously spoke, but can only "speak" Feline | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Darksight I: Can see in natural darkness at a range (in table top inches) equal to their Perception. In total darkness (no-light) everything appears as shades of grey while dim light allows for discernment of color. In bright light Perception is cut in half. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Fur, Coarse/Dense x8 | Bite: 1d12+8 & Claw x2: 1d12+1d8+12, all cause Cursed Wounds that also inflict the Curse of Lycanthropy | Blood Frenzy: passive, after scoring a critical hit or a killing blow, gain +30% melee crit for the next 1d6 attacks. Feral Snarl x3: instant, can use while hidden, all living targets w/in 4" must pass a Resolve test or be inflicted with Fear and are Frightened Feline Pounce x5: action, must be hidden, breaks stealth, +15hit & max dam bite with 100% knock down Crippling Strike III x2: (stealth) action Spree III x1: (stealth) instant |
Immune (Twilight): Immune to this type of damage and any associated effects Hyper-Sensitivity (Silver): Incoming damage of this type is doubled and any exposure to it (even passive) inflicts 1x HP dice of damage of that type. Horrific Transformation: When a Lycanthrope shapeshifts (turns), any target with 12" that has LoS must pass an Resolve test or roll 1d6 where: 1-3 = can't move or take any action until passing an Resolve test or taking damage 4-5 = must move directly away from Lycanthrope until passing an Resolve Test or taking damage 6 = gain +2 damage but -5 hit for physical attacks against the Lycanthrope for the remainder of battle and need not take another Resolve test from a Lycanthropes transformation Cursed Wounds: For any physical damage caused by this creature, if not de-cursed first, MUST attempt to resist any healing. For non-magical healing (i.e. potions) use Natural resist with no "casting" modifiers. Death Effect: Special ability or effect that is triggered immediately upon the death of the creature Sneaky III: Can enter battle hidden, moves at full speed while hidden & +5 Advantage to avoid being detected |
The Truth in Death: death effect, when slain in hybrid form Lycanthropes revert back to their original form. |
2d6+4 Lunarite | n/a | n/a | ||||||
Feral Werepanther, Savage | Third | Monster | Cursed | Lycanthrope | Werepanther | Feral | Savage | yes | Realm (Dreams), Alignment (Evil), Polarity (Chaos) | Cosmopolitan | Ruins/Dungeon, Subterranean | 12 | 197 (119+12d12) | 92 (1.73 x53.2) | 9 | Large (Upright) | 2; Crushing Blow 2 | +19 Hit; 12% Crit. (89+); +3 Damage | +14 Hit; 10% Crit. (91+) | +6 Hit; 8% Crit. (93+) | +5 Hit; 7% Crit. (94+) | AC 34; Armor 16; Dodge 18 Can use Lunarmeld at will to re-hide |
Arcane 10; Elemental 34; Natural 21; Holy 24; Demonic 16; Mental 9 | Move 8; Str 20; Agil 18; Stam 17; Int 5; Wis 4; Avd 18; Per 13; Res 12; Init 6; Cha 0 | Can understand any language they previously spoke, but can only "speak" Feline | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Darksight I: Can see in natural darkness at a range (in table top inches) equal to their Perception. In total darkness (no-light) everything appears as shades of grey while dim light allows for discernment of color. In bright light Perception is cut in half. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Fur, Thick/Shaggy x8 | Bite: 1d8+8 & Claw x2: 2d8+8, all cause Cursed Wounds that also inflict the Curse of Lycanthropy | Blood Frenzy: passive, after scoring a critical hit or a killing blow, gain +10% melee crit for the next 1d6 attacks. Feral Snarl x1: instant, can use while hidden, all living targets w/in 4" must pass a Resolve test or be inflicted with Fear and are Frightened Feline Pounce x3: action, must be hidden, breaks stealth, +15hit & max dam bite with 100% knock down |
Immune (Twilight): Immune to this type of damage and any associated effects Hyper-Sensitivity (Silver): Incoming damage of this type is doubled and any exposure to it (even passive) inflicts 1x HP dice of damage of that type. Horrific Transformation: When a Lycanthrope shapeshifts (turns), any target with 12" that has LoS must pass an Resolve test or roll 1d6 where: 1-3 = can't move or take any action until passing an Resolve test or taking damage 4-5 = must move directly away from Lycanthrope until passing an Resolve Test or taking damage 6 = gain +2 damage but -5 hit for physical attacks against the Lycanthrope for the remainder of battle and need not take another Resolve test from a Lycanthropes transformation Cursed Wounds: For any physical damage caused by this creature, if not de-cursed first, MUST attempt to resist any healing. For non-magical healing (i.e. potions) use Natural resist with no "casting" modifiers. Death Effect: Special ability or effect that is triggered immediately upon the death of the creature Sneaky II: Can enter battle hidden, moves at full speed while hidden & +3 Advantage to avoid being detected |
The Truth in Death: death effect, when slain in hybrid form Lycanthropes revert back to their original form. |
2d6 Lunarite | n/a | n/a | ||||||
Feral Werewolf, Alpha | Third | Monster | Cursed | Lycanthrope | Werewolf | Feral | Alpha | yes | Realm (Dreams), Alignment (Evil), Polarity (Chaos) | Cosmopolitan | Ruins/Dungeon, Subterranean | 16 | 232 (144+16d10) | 88 (1.58 x55.6) | 8 | Medium (Upright) | 0 | +24 Hit; 14% Crit. (87+); +2 Damage | +20 Hit; 13% Crit. (88+) | +10 Hit; 10% Crit. (91+) | +9 Hit; 9% Crit. (92+) | AC 39; Armor 20; Dodge 19 |
Arcane 10; Elemental 32; Natural 20; Holy 28; Demonic 18; Mental 9 | Move 7; Str 18; Agil 19; Stam 16; Int 5; Wis 4; Avd 19; Per 15; Res 14; Init 8; Cha 0 | Can understand any language they previously spoke, but can only "speak" Canine | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Darksight I: Can see in natural darkness at a range (in table top inches) equal to their Perception. In total darkness (no-light) everything appears as shades of grey while dim light allows for discernment of color. In bright light Perception is cut in half. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Fur, Thick/Shaggy x4 plus Fur, Coarse/Dense x4 | Bite: 1d10+8 & Claw x2: 1d10+1d8, all cause Cursed Wounds that also inflict the Curse of Lycanthropy | Blood Frenzy: passive, after scoring a critical hit or a killing blow, gain +20% melee crit for the next 1d6 attacks. Feral Howl x2: instant, any lower rank werewolf and any wolf w/in 8" does max damage for 1 rnd. Leaping Strike x4: (fury) action The Beast Within x1: (fury) action |
Immune (Twilight): Immune to this type of damage and any associated effects Hyper-Sensitivity (Silver): Incoming damage of this type is doubled and any exposure to it (even passive) inflicts 1x HP dice of damage of that type. Horrific Transformation: When a Lycanthrope shapeshifts (turns), any target with 12" that has LoS must pass an Resolve test or roll 1d6 where: 1-3 = can't move or take any action until passing an Resolve test or taking damage 4-5 = must move directly away from Lycanthrope until passing an Resolve Test or taking damage 6 = gain +2 damage but -5 hit for physical attacks against the Lycanthrope for the remainder of battle and need not take another Resolve test from a Lycanthropes transformation Cursed Wounds: For any physical damage caused by this creature, if not de-cursed first, MUST attempt to resist any healing. For non-magical healing (i.e. potions) use Natural resist with no "casting" modifiers. Death Effect: Special ability or effect that is triggered immediately upon the death of the creature Pack Hunting II: +1 dam & +1 Resolve for every other packhunter of that type w/in 10" (Max +6) |
The Truth in Death: death effect, when slain in hybrid form Lycanthropes revert back to their original form. |
2d6+2 Lunarite | n/a | n/a | ||||||
Feral Werewolf, Immortal | Third | Monster | Cursed | Lycanthrope | Werewolf | Feral | Immortal | yes | Realm (Dreams), Alignment (Evil), Polarity (Chaos) | Cosmopolitan | Ruins/Dungeon, Subterranean | 20 | 297 (187+20d10) | 114 (1.65 x69.1) | 10 | Medium (Upright) | 0 | +29 Hit; 17% Crit. (84+); +2 Damage | +25 Hit; 15% Crit. (86+) | +13 Hit; 11% Crit. (90+) | +12 Hit; 11% Crit. (90+) | AC 44; Armor 24; Dodge 20 |
Arcane 8; Elemental 34; Natural 20; Holy 30; Demonic 18; Mental 7 | Move 7; Str 19; Agil 20; Stam 17; Int 4; Wis 3; Avd 20; Per 16; Res 15; Init 9; Cha 0 | Can understand any language they previously spoke, but can only "speak" Canine | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Darksight I: Can see in natural darkness at a range (in table top inches) equal to their Perception. In total darkness (no-light) everything appears as shades of grey while dim light allows for discernment of color. In bright light Perception is cut in half. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Fur, Coarse/Dense x8 | Bite: 1d12+8 & Claw x2: 1d12+1d8, all cause Cursed Wounds that also inflict the Curse of Lycanthropy | Blood Frenzy: passive, after scoring a critical hit or a killing blow, gain +30% melee crit for the next 1d6 attacks. Feral Howl x3: instant, any lower rank werewolf and any wolf w/in 8" does max damage for 1 rnd. Leaping Strike x5: (fury) action The Beast Within x2: (fury) action Devastation x1: (fury) move + instant |
Immune (Twilight): Immune to this type of damage and any associated effects Hyper-Sensitivity (Silver): Incoming damage of this type is doubled and any exposure to it (even passive) inflicts 1x HP dice of damage of that type. Horrific Transformation: When a Lycanthrope shapeshifts (turns), any target with 12" that has LoS must pass an Resolve test or roll 1d6 where: 1-3 = can't move or take any action until passing an Resolve test or taking damage 4-5 = must move directly away from Lycanthrope until passing an Resolve Test or taking damage 6 = gain +2 damage but -5 hit for physical attacks against the Lycanthrope for the remainder of battle and need not take another Resolve test from a Lycanthropes transformation Cursed Wounds: For any physical damage caused by this creature, if not de-cursed first, MUST attempt to resist any healing. For non-magical healing (i.e. potions) use Natural resist with no "casting" modifiers. Death Effect: Special ability or effect that is triggered immediately upon the death of the creature Pack Hunting III: +1 dam & +1 Resolve for every other packhunter of that type w/in 10" (Max +9) |
The Truth in Death: death effect, when slain in hybrid form Lycanthropes revert back to their original form. |
2d6+4 Lunarite | n/a | n/a | ||||||
Feral Werewolf, Savage | Third | Monster | Cursed | Lycanthrope | Werewolf | Feral | Savage | yes | Realm (Dreams), Alignment (Evil), Polarity (Chaos) | Cosmopolitan | Ruins/Dungeon, Subterranean | 12 | 171 (105+12d10) | 64 (1.58 x40.5) | 7 | Medium (Upright) | 0 | +19 Hit; 12% Crit. (89+); +1 Damage | +15 Hit; 11% Crit. (90+) | +7 Hit; 8% Crit. (93+) | +6 Hit; 8% Crit. (93+) | AC 34; Armor 16; Dodge 18 |
Arcane 12; Elemental 30; Natural 20; Holy 26; Demonic 18; Mental 11 | Move 7; Str 17; Agil 18; Stam 15; Int 6; Wis 5; Avd 18; Per 14; Res 13; Init 7; Cha 0 | Can understand any language they previously spoke, but can only "speak" Canine | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Darksight I: Can see in natural darkness at a range (in table top inches) equal to their Perception. In total darkness (no-light) everything appears as shades of grey while dim light allows for discernment of color. In bright light Perception is cut in half. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Fur, Thick/Shaggy x8 | Bite: 1d8+8 & Claw x2: 2d8, all cause Cursed Wounds that also inflict the Curse of Lycanthropy | Blood Frenzy: passive, after scoring a critical hit or a killing blow, gain +10% melee crit for the next 1d6 attacks. Feral Howl x1: instant, any lower rank werewolf and any wolf w/in 8" does max damage for 1 rnd. Leaping Strike x3: (fury) action |
Immune (Twilight): Immune to this type of damage and any associated effects Hyper-Sensitivity (Silver): Incoming damage of this type is doubled and any exposure to it (even passive) inflicts 1x HP dice of damage of that type. Horrific Transformation: When a Lycanthrope shapeshifts (turns), any target with 12" that has LoS must pass an Resolve test or roll 1d6 where: 1-3 = can't move or take any action until passing an Resolve test or taking damage 4-5 = must move directly away from Lycanthrope until passing an Resolve Test or taking damage 6 = gain +2 damage but -5 hit for physical attacks against the Lycanthrope for the remainder of battle and need not take another Resolve test from a Lycanthropes transformation Cursed Wounds: For any physical damage caused by this creature, if not de-cursed first, MUST attempt to resist any healing. For non-magical healing (i.e. potions) use Natural resist with no "casting" modifiers. Death Effect: Special ability or effect that is triggered immediately upon the death of the creature Pack Hunting II: +1 dam & +1 Resolve for every other packhunter of that type w/in 10" (Max +6) |
The Truth in Death: death effect, when slain in hybrid form Lycanthropes revert back to their original form. |
2d6 Lunarite | n/a | n/a | ||||||
Air Elemental, Vapor | Second | Denizen | Elemental | True Elemental | Air | Mote | yes | Realm (Storms), Alignment (Neutral), Polarity (Chaos) | Extra Planar | Sky, Mountain | 1 | 6 (3+1d4) | 2 (0.99 x2.1) | 0 | Diminutive (Upright) | -8 | +10 Hit; 7% Crit. (94+); -1 Damage | -5 Hit; 2% Crit. (99+) | -9 Hit; 1% Crit. (100+) | -8 Hit; 1% Crit. (100+) | AC 16; Armor 0; Dodge 16 Can appear as "thin air" (invisible) at will, where movement and any interaction with physical forms or material would be treated as moderate wind of equal size |
Arcane 2; Elemental 6; Natural 5; Holy 2; Demonic 3; Mental 3 | Move 2; Str 7; Agil 20; Stam 3; Int 1; Wis 2; Avd 16; Per 5; Res 1; Init 9; Cha 2 | Elemental Tongue & Auran | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tremorsense I (Air): Can sense vibrations and movement through listed substances up to range of 1x Perception with +3 Advantage to Perception rolls |
Fluid: Natural form is a fluid; immune to physical damage and effects unless runecrafted, enchanted, or otherwise magical (roll vs resistance+dodge); can fit through almost any space and take on almost any form, but can still be contained by solid matter; treats all sides as frontal arc Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Air Slam: 1d4 physical damage melee attack, cannot be parried/blocked/reversed | Instead of attacking, can use its touch to displace loose solid matter (such as dirt or sand) of equal size, temporarily (1rnd) weaken solid matter (remove all dama negation/absorption), or use its touch as Scatter Magic |
Wind Surge (instant, grants 2x movement speed this round and prevents any attacks from Disengaging from Combat, any target touched or moved through is knocked down and Winded if failing a Stamina test where the target has +4 advantage) Elemental Cantrip (Burst action, range 15", 1d4 damage Air Damage) |
Caster 0: Unlimited used of Tier0 Powers Flyer I: 2x movement while flying Immune (Air): Immune to this type of damage and any associated effects Sensitivity (Earth): Incoming damage of this type is doubled Swift Dodge I: Can choose at will to use Dodge x1.5 instead of AC, unlimited use Docile: Will typically not attack unless provoked/threatened |
Immune to Air Sensitive to Earth Damage (2x dam) If touching a natural source of wind (i.e. not including its own wind effects), the air elemental absorbs it into its own form and heals for 1d4 HP (this includes other elementals of lesser rank or less HP) |
0-1 Aether | n/a | n/a | |||||||
Earth Elemental | Second | Denizen | Elemental | True Elemental | Earth | Middling | yes | Realm (The Forge), Alignment (Neutral), Polarity (Order) | Extra Planar | Subterranean, Hill | 7 | 111 (72+7d10) | 105 (2.23 x47.1) | 9 | Medium (Upright) | 0 | +4 Hit; 6% Crit. (95+); +1 Damage | 0 Hit; 5% Crit. (96+) | +4 Hit; 6% Crit. (95+) | +5 Hit; 7% Crit. (94+) | AC 39; Armor 35; Dodge 4 Can appear as regular stone (of appropriate size) at will |
Arcane 16; Elemental 32; Natural 25; Holy 32; Demonic 25; Mental 17 | Move 4; Str 17; Agil 8; Stam 16; Int 8; Wis 9; Avd 4; Per 4; Res 16; Init 8; Cha 5 | Elemental Tongue & Terran | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tremorsense II (Earth): Can sense vibrations and movement through listed substances up to range of 2x Perception with +5 Advantage to Perception rolls |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Hide, Stone x5 | Earth Slam: 3d12+6 Earth damage melee attack, Overpowering (-8), 40% Stun. OR Stomp: 3d6+3 Earth damage in 2" radius, Knock-Down if targets fail a Stam stat roll-off. | Instead of attacking, can use its touch to block the effects of natural wind, temporarily (1 rnd) remove all air from an area of equal size, or use its touch as Smother Magic |
Earth Glide: Instant. Can pass through solid stone, dirt, or any other type of earth at 2x movement speed this round does not leave behind a tunnel, hole, or any other indication of its presence Spells: Weaken (T3 Modify instant), Earth Bind (T3 Burst action), Tremor (Shock action, can be used as an off-hand attack following a Slam) |
Caster III: Unlimited used of Tier3 Powers Toughness I: Negates all incoming damage by 1 Hardened (Physical): Incoming damage of this type is reduced by half Immune (Earth): Immune to this type of damage and any associated effects Sensitivity (Air): Incoming damage of this type is doubled Immovable: Immune to knockdown, knockback, or knockup effects Unyielding: Immune to stun, slow, winded, incapacitate, immobilize, or silence CC effects or any effect that would cause them to miss a turn |
Immune to Earth Hardened to Physical Damage (50%) even if enchanted Sensitive to Air Damage (2x dam) If touching another source of loose stone or gravel that is smaller or weaker that itself, the Earth elemental absorbs it into its own form and heals for 1d10 HP (this includes other elementals of lesser rank or less HP) |
2d6 Thaumatite Ore | n/a | n/a | ||||||
Earth Elemental, Elder | Second | Denizen | Elemental | True Elemental | Earth | Elder | yes | Realm (The Forge), Alignment (Neutral), Polarity (Order) | Extra Planar | Subterranean, Hill | 15 | 380 (245+30d8) | 386 (3.76 x102.6) | 19 | Huge (Upright) | 4; Crushing Blow 4, Toughness 1, Reach +1 | +8 Hit; 9% Crit. (92+); +2 Damage | +8 Hit; 9% Crit. (92+) | +16 Hit; 12% Crit. (89+) | +17 Hit; 12% Crit. (89+) | AC 51; Armor 49; Dodge 2 Can appear as regular stone (of appropriate size) at will |
Arcane 24; Elemental 40; Natural 33; Holy 40; Demonic 33; Mental 25 | Move 6; Str 19; Agil 4; Stam 20; Int 12; Wis 13; Avd 2; Per 4; Res 20; Init 6; Cha 7 | Elemental Tongue & Terran | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tremorsense III (Earth): Can sense vibrations and movement through listed substances up to range of 2x Perception with +8 Advantage to Perception rolls |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Hide, Stone x7 | Earth Slam: 4d12+10 Earth damage melee attack, Overpowering (-12), 60% Stun. OR Stomp: 4d6+4 Earth damage in 4" radius, Knock-Down if targets fail a Stam stat roll-off. | Instead of attacking, can use its touch to block the effects of natural wind, temporarily (1 rnd) remove all air from an area of equal size, or use its touch as Smother Magic |
Earth Glide: Instant. Can pass through solid stone, dirt, or any other type of earth at 2x movement speed this round does not leave behind a tunnel, hole, or any other indication of its presence Spells: Weaken (T5 Modify instant), Earth Bind (T5 Burst action), Earth Pummel (Mainhand Strike action), Tremor (Shock action, can be used as an off-hand attack following an Earth Pummel+Slam), Boulder Toss (blast action, but must use a smaller sized elemental as the projectile boulder) Spawn Elementals: action, once every three rounds, creates 1d6 Earth Elemental Spawns that appear 2d8" away in random directions |
Caster V: Unlimited used of Tier5 Powers Toughness II: Negates all incoming damage by 2 Hardened (Physical): Incoming damage of this type is reduced by half Immune (Earth): Immune to this type of damage and any associated effects Sensitivity (Air): Incoming damage of this type is doubled Indomitable: Counts as Implacable, Immovable, Unyielding and Uncontrollable; also immune to critical misses, all forms of CC, and cannot be "insta-killed" (i.e. Heart Punch, throat crush, garrote, throat slash, etc...) |
Immune to Earth Hardened to Physical Damage (50%) even if enchanted Sensitive to Air Damage (2x dam) If touching another source of loose stone or gravel that is smaller or weaker that itself, the Earth elemental absorbs it into its own form and heals for 2d8 HP (this includes other elementals of lesser rank or less HP, including its own spawns) |
4d8 Thaumatite Ore | n/a | n/a | ||||||
Earth Elemental, Greater | Second | Denizen | Elemental | True Elemental | Earth | Greater | yes | Realm (The Forge), Alignment (Neutral), Polarity (Order) | Extra Planar | Subterranean, Hill | 10 | 173 (108+10d12) | 179 (2.64 x67.8) | 12 | Large (Upright) | 2; Crushing Blow 2 | +5 Hit; 7% Crit. (94+); +2 Damage | +3 Hit; 6% Crit. (95+) | +9 Hit; 8% Crit. (93+) | +10 Hit; 9% Crit. (92+) | AC 45; Armor 42; Dodge 3 Can appear as regular stone (of appropriate size) at will |
Arcane 20; Elemental 36; Natural 29; Holy 36; Demonic 29; Mental 21 | Move 5; Str 18; Agil 6; Stam 18; Int 10; Wis 11; Avd 3; Per 4; Res 18; Init 7; Cha 6 | Elemental Tongue & Terran | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tremorsense II (Earth): Can sense vibrations and movement through listed substances up to range of 2x Perception with +5 Advantage to Perception rolls |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Hide, Stone x6 | Earth Slam: 3d12+6 Earth damage melee attack, Overpowering (-10), 50% Stun. OR Stomp: 3d6+3 Earth damage in 3" radius, Knock-Down if targets fail a Stam stat roll-off. | Instead of attacking, can use its touch to block the effects of natural wind, temporarily (1 rnd) remove all air from an area of equal size, or use its touch as Smother Magic |
Earth Glide: Instant. Can pass through solid stone, dirt, or any other type of earth at 2x movement speed this round does not leave behind a tunnel, hole, or any other indication of its presence Spells: Weaken (T4 Modify instant), Earth Bind (T4 Burst action), Earth Pummel (Mainhand Strike action), Tremor (Shock action, can be used as an off-hand attack following an Earth Pummel+Slam) Spawn Elementals: action, once every three rounds, creates 1d4 Earth Elemental Spawns that appear 2d8" away in random directions |
Caster IV: Unlimited used of Tier4 Powers Toughness I: Negates all incoming damage by 1 Hardened (Physical): Incoming damage of this type is reduced by half Immune (Earth): Immune to this type of damage and any associated effects Sensitivity (Air): Incoming damage of this type is doubled Immovable: Immune to knockdown, knockback, or knockup effects Unyielding: Immune to stun, slow, winded, incapacitate, immobilize, or silence CC effects or any effect that would cause them to miss a turn |
Immune to Earth Hardened to Physical Damage (50%) even if enchanted Sensitive to Air Damage (2x dam) If touching another source of loose stone or gravel that is smaller or weaker that itself, the Earth elemental absorbs it into its own form and heals for 1d12 HP (this includes other elementals of lesser rank or less HP, including its own spawns) |
3d6 Thaumatite Ore | n/a | n/a | ||||||
Earth Elemental, Lesser | Second | Denizen | Elemental | True Elemental | Earth | Lesser | yes | Realm (The Forge), Alignment (Neutral), Polarity (Order) | Extra Planar | Subterranean, Hill | 4 | 60 (42+4d8) | 45 (1.64 x27.5) | 6 | Small (Upright) | -2 | +3 Hit; 5% Crit. (96+); +1 Damage | -3 Hit; 3% Crit. (98+) | -1 Hit; 4% Crit. (97+) | 0 Hit; 4% Crit. (97+) | AC 33; Armor 28; Dodge 5 Can appear as regular stone (of appropriate size) at will |
Arcane 12; Elemental 28; Natural 21; Holy 28; Demonic 21; Mental 13 | Move 3; Str 16; Agil 10; Stam 14; Int 6; Wis 7; Avd 5; Per 4; Res 14; Init 6; Cha 4 | Elemental Tongue & Terran | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tremorsense I (Earth): Can sense vibrations and movement through listed substances up to range of 1x Perception with +3 Advantage to Perception rolls |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Hide, Stone x4 | Earth Slam: 2d12+8 Earth damage melee attack, Overpowering (-6), 30% Stun. OR Stomp: 1d12+2 Earth damage in 1" radius, Knock-Down if targets fail a Stam stat roll-off. | Instead of attacking, can use its touch to block the effects of natural wind, temporarily (1 rnd) remove all air from an area of equal size, or use its touch as Smother Magic |
Earth Glide: Instant. Can pass through solid stone, dirt, or any other type of earth at 2x movement speed this round does not leave behind a tunnel, hole, or any other indication of its presence Spells: Weaken (T2 Modify instant), Earth Bind (T2 Burst action) |
Caster II: Unlimited used of Tier2 Powers Hardened (Physical): Incoming damage of this type is reduced by half Immune (Earth): Immune to this type of damage and any associated effects Sensitivity (Air): Incoming damage of this type is doubled Immovable: Immune to knockdown, knockback, or knockup effects Unyielding: Immune to stun, slow, winded, incapacitate, immobilize, or silence CC effects or any effect that would cause them to miss a turn |
Immune to Earth Hardened to Physical Damage (50%) even if enchanted Sensitive to Air Damage (2x dam) If touching another source of loose stone or gravel that is smaller or weaker that itself, the Earth elemental absorbs it into its own form and heals for 1d8 HP (this includes other elementals of lesser rank or less HP) |
1d6 Thaumatite Ore | n/a | n/a | ||||||
Earth Elemental, Prime | Second | Denizen | Elemental | True Elemental | Earth | Prime | yes | Realm (The Forge), Alignment (Neutral), Polarity (Order) | Extra Planar | Subterranean, Hill | 17 | 583 (396+34d10) | 626 (4.35 x144) | 24 | Massive (Upright) | 8; Crushing Blow 8, Toughness 2, Reach +2 | +8 Hit; 9% Crit. (92+); +3 Damage | +10 Hit; 10% Crit. (91+) | +20 Hit; 13% Crit. (88+) | +21 Hit; 14% Crit. (87+) | AC 57; Armor 56; Dodge 1 Can appear as regular stone (of appropriate size) at will |
Arcane 28; Elemental 44; Natural 37; Holy 44; Demonic 37; Mental 29 | Move 7; Str 20; Agil 2; Stam 22; Int 14; Wis 15; Avd 1; Per 4; Res 22; Init 5; Cha 8 | Elemental Tongue & Terran | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tremorsense III (Earth): Can sense vibrations and movement through listed substances up to range of 2x Perception with +8 Advantage to Perception rolls |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Hide, Stone x8 | Earth Slam: 5d12+14 Earth damage melee attack, Overpowering (-14), 70% Stun. OR Stomp: 4d6+4 Earth damage in 5" radius, Knock-Down if targets fail a Stam stat roll-off. | Instead of attacking, can use its touch to block the effects of natural wind, temporarily (1 rnd) remove all air from an area of equal size, or use its touch as Smother Magic |
Earth Glide: Instant. Can pass through solid stone, dirt, or any other type of earth at 2x movement speed this round. Does not leave behind a tunnel, hole, or any other indication of its presence Spells: Weaken (T6 Modify instant), Crushing Prison (T6 DOT instant), Earth Bind (T6 Burst action), Earth Pummel (Mainhand Strike action), Tremor (Shock action, can be used as an off-hand attack following an Earth Pummel+Slam), Boulder Toss (blast action, up to 4 simultaneous uses as a single action, but must use smaller sized elementals as the projectile boulders), Petrify (Transmute action) Spawn Elementals: action, once every three rounds, creates 1d8 Earth Elemental Spawns that appear 2d8" away in random directions |
Caster VI: Unlimited used of Tier6 Powers Toughness II: Negates all incoming damage by 2 Hardened (Physical): Incoming damage of this type is reduced by half Immune (Earth): Immune to this type of damage and any associated effects Sensitivity (Air): Incoming damage of this type is doubled Indomitable: Counts as Implacable, Immovable, Unyielding and Uncontrollable; also immune to critical misses, all forms of CC, and cannot be "insta-killed" (i.e. Heart Punch, throat crush, garrote, throat slash, etc...) |
Immune to Earth Hardened to Physical Damage (50%) even if enchanted Sensitive to Air Damage (2x dam) If touching another source of loose stone or gravel that is smaller or weaker that itself, the Earth elemental absorbs it into its own form and heals for 2d10 HP (this includes other elementals of lesser rank or less HP, including its own spawns)) |
5d10 Thaumatite Ore | n/a | n/a | ||||||
Earth Elemental, Shard | Second | Denizen | Elemental | True Elemental | Earth | Mote | yes | Realm (The Forge), Alignment (Neutral), Polarity (Order) | Extra Planar | Subterranean, Hill | 1 | 14 (11+1d4) | 3 (0.81 x3.9) | 1 | Diminutive (Upright) | -8 | +4 Hit; 5% Crit. (96+) | -6 Hit; 2% Crit. (99+) | -8 Hit; 1% Crit. (100+) | -7 Hit; 2% Crit. (99+) | AC 14; Armor 7; Dodge 7 Can appear as regular stone (of appropriate size) at will |
Arcane 4; Elemental 20; Natural 13; Holy 20; Demonic 13; Mental 5 | Move 1; Str 14; Agil 14; Stam 10; Int 2; Wis 3; Avd 7; Per 4; Res 10; Init 2; Cha 2 | Elemental Tongue & Terran | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tremorsense I (Earth): Can sense vibrations and movement through listed substances up to range of 1x Perception with +3 Advantage to Perception rolls |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Hide, Stone x1 | Earth Slam: 1d4 Earth damage melee attack, Overpowering (-2), 10% Stun. | Instead of attacking, can use its touch to block the effects of natural wind, temporarily (1 rnd) remove all air from an area of equal size, or use its touch as Smother Magic |
Earth Glide: Instant. Can pass through solid stone, dirt, or any other type of earth at 2x movement speed this round does not leave behind a tunnel, hole, or any other indication of its presence Spells: Elemental Cantrip (Burst action, range 15", 1d4 Earth damage) |
Caster 0: Unlimited used of Tier0 Powers Hardened (Physical): Incoming damage of this type is reduced by half Immune (Earth): Immune to this type of damage and any associated effects Sensitivity (Air): Incoming damage of this type is doubled Immovable: Immune to knockdown, knockback, or knockup effects Docile: Will typically not attack unless provoked/threatened |
Immune to Earth Hardened to Physical Damage (50%) even if enchanted Sensitive to Air Damage (2x dam) If touching another source of loose stone or gravel that is smaller or weaker that itself, the Earth elemental absorbs it into its own form and heals for 1d4 HP (this includes other elementals of lesser rank or less HP) |
0-1 Thaumatite Ore | n/a | n/a | ||||||
Earth Elemental, Spawn | Second | Denizen | Elemental | True Elemental | Earth | Spawn | yes | Realm (The Forge), Alignment (Neutral), Polarity (Order) | Extra Planar | Subterranean, Hill | 2 | 25 (18+2d6) | 15 (1.27 x12.1) | 3 | Tiny (Upright) | -4 | +3 Hit; 5% Crit. (96+); +1 Damage | -5 Hit; 2% Crit. (99+) | -5 Hit; 2% Crit. (99+) | -4 Hit; 3% Crit. (98+) | AC 20; Armor 14; Dodge 6 Can appear as regular stone (of appropriate size) at will |
Arcane 8; Elemental 24; Natural 17; Holy 24; Demonic 17; Mental 9 | Move 2; Str 15; Agil 12; Stam 12; Int 4; Wis 5; Avd 6; Per 4; Res 12; Init 4; Cha 3 | Elemental Tongue & Terran | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tremorsense I (Earth): Can sense vibrations and movement through listed substances up to range of 1x Perception with +3 Advantage to Perception rolls |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Hide, Stone x2 | Earth Slam: 2d8 Earth damage melee attack, Overpowering (-4), 20% Stun. OR Stomp: 1d8 Earth damage to targets in base contact, Knock-Down if targets fail a Stam stat roll-off. | Instead of attacking, can use its touch to block the effects of natural wind, temporarily (1 rnd) remove all air from an area of equal size, or use its touch as Smother Magic |
Earth Glide: Instant. Can pass through solid stone, dirt, or any other type of earth at 2x movement speed this round does not leave behind a tunnel, hole, or any other indication of its presence Spells: Earth Bind (T1 Burst Action) |
Caster I: Unlimited used of Tier1 Powers Hardened (Physical): Incoming damage of this type is reduced by half Immune (Earth): Immune to this type of damage and any associated effects Sensitivity (Air): Incoming damage of this type is doubled Immovable: Immune to knockdown, knockback, or knockup effects |
Immune to Earth Hardened to Physical Damage (50%) even if enchanted Sensitive to Air Damage (2x dam) If touching another source of loose stone or gravel that is smaller or weaker that itself, the Earth elemental absorbs it into its own form and heals for 1d6 HP (this includes other elementals of lesser rank or less HP) |
1d4 Thaumatite Ore | n/a | n/a | ||||||
Fire Toad | Second | Beast | Aquatic | Amphibian | Giant Toad | Magical | Adult | yes | Realm (The Furnace), Alignment (Neutral), Polarity (Chaos) | Tropical/Temperate | Volcanic, Fresh Water | 3 | 44 (28+3d10) | 19 (1.16 x16.7) | 3 | Medium (Prone) | 0 | +5 Hit; 6% Crit. (95+) | +5 Hit; 6% Crit. (95+) | -6 Hit; 2% Crit. (99+) | +1 Hit; 5% Crit. (96+) | AC 20; Armor 12; Dodge 8 |
Arcane 4; Elemental 32; Natural 20; Holy 12; Demonic 15; Mental 11 | Move 4; Str 12; Agil 13; Stam 11; Int 2; Wis 9; Avd 8; Per 13; Res 6; Init 14; Cha 1 | Amphibian "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Hide, Thick x6 | Bite (1d8 damage, if hitting a Small or smaller target they must pass an agility test or become Swallowed) | Fiery Burp: (action) once/2 rounds. Launches a glob of fiery bile up to 12", inflicting 1d8+1d6 Elemental damage in a 1.5" radius. Requires LoS on initial target, use Ranged attack modifiers vs Elemental Resistance where all except initial target may add Dodge to Resist. |
Frog Stomp: (passive) if hopping brings it into base contact with a target of equal or lesser size, counts as a 1d8 attack w/ 50% stun Grapple Tongue: (instant) range 6", if no targets are in base contact can use its tongue to Grapple a target into base contact bite if failing dodge test Swallowed: (passive) Toad can only have one Swallowed target at a time, any Swallowed target takes 1d8 acid damage and is Blind and Immobilized for the duration, Swallowed target can do nothing on its turn except attempt to escape by passing a Strength or Agility test with -8 Disadvantage, effect continues even after Toad is slain unless Swallowed target is cut out or pulled free |
Amphibious: Can breathe in air and water Swimmer I: 2x movement while in water Hopper I: Can hop to move, 1x movement in a straight line, allows for easily jumping over obstacles, must start and end its turn on the ground Resistant II (Elemental): +10 resistance to this type of damage/effects (typically already added) |
2d6 Raw Meat; 0-2 Fiery Bile Gland (can be used as a thrown weapon equal to a 1/2 damage 'Fiery Burp' or can be harvested to 0-1 Brimstone) | Cunning & Will | Exotic | n/a | |||||
Flame Pixie | Second | Fey | Fey Folk | Sprite | Flame Pixie | Magical | yes | Realm (The Furnace), Alignment (Good), Polarity (Chaos) | Tropical/Temperate | Forest/Jungle, Volcanic | 2 | 15 (8+2d6) | 14 (0.89 x15.8) | 3 | Tiny (Upright) | -4 | +9 Hit; 7% Crit. (94+); -1 Damage | +6 Hit; 6% Crit. (95+) | +5 Hit; 6% Crit. (95+) | +8 Hit; 7% Crit. (94+) | AC 20; Armor 4; Dodge 16 Heat Blend: when in warm or hot temperatures can blend in with its environment, effectively becoming invisible, but cannot take actions while doing so |
Arcane 28; Elemental 10; Natural 22; Holy 18; Demonic 26; Mental 31 | Move 4; Str 4; Agil 18; Stam 5; Int 14; Wis 17; Avd 16; Per 15; Res 9; Init 9; Cha 13 | Sprite, Ignan & Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Rejuvenating: When its Substance or physical form is destroyed in the Realm of Strife its Spirit and/or Soul lives on, either returning to its Realm of Origin or being anchored within some form of physical object or remains, allowing it to take physical form again (see Extra for details). This effectively makes the creature immortal unless slain within its own Realm of Origin or if the anchored object is destroyed before it can reform itself. |
Cloth x4 | Fire Fingers: main hand, must touch, 1d4+1 fire damage, roll vs. Elemental Resist + Dodge | Smell Magic: natural senses act as detect magic Smoldering Pixie Dust: thrice per day, instant, 2' range, causes the surface it lands on to be unusually warm for up to 1 hour. If hit by a spark or source of intense heat the Smoldering Pixie Dust ignites into open flame, treat this as if the Ignite spell was cast on the target. Once per day the Pixie can also command its own dust to spontaneously ignite (treat as an instant) Heat Exhaustion: T3 Hex instant, 1/day Melt Magic: Dispel instant/action, 2/day Flame Lance: T1 Missile action, can cast twice per action, 3 actions/hour |
Aura II: Passive effects in 2" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Flyer I: 2x movement while flying Docile: Will typically not attack unless provoked/threatened |
Elemental Fire Aura: 2" radius, effects caster and allies of their choice, grants +5 cast & +2 spell dam with Fire powers and generates 2 fury and vigor per rnd where applicable |
1d4-1 Smoldering Pixie Dust | Flame Pixies are tiny Fey Folk attuned to elemental fire magic, vaguely resembling a tiny childlike elf with wings radiant red and orange wings that appear similar in form to those of a dragonfly or butterfly. Wild and unruly creatures, they are none the less good natured and careful to ensure their innate powers do not inadvertently cause wildfires. They are generally docile and avoid combat, using their natural environments to hide away whenever possible. However when angered or threatened their bright red hair ignites into a magical illusionary flame and their temper is said to far outmatch their size. They are prized by spirit users and collectors due to their innate ability to sense magic by smell, their magical smoldering pixie dust, and the aura of elemental fire that they radiate. However they are free spirited and utterly refuse serve any master, making them effectively impossible to use as familiars, though many have tried and failed. They will at times assist non-pixie allies if they believe they share common purpose. | n/a & n/a | n/a | Elves & Gnomes (+1) | |||||
Desert Giant Dervish | Second | Primatives | Giantkind | Giant | Desert | Dervish | Regular | Sand Giant | yes | Realm (The Forge), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Desert, Plain | 13 | 311 (194+26d8) | 191 (2.02 x94.8) | 13 | Huge (Upright) | 4; Crushing Blow 4, Toughness 1, Reach +1 | +5 Hit; 2% Crit. (99+); +2 Damage | +6 Hit; 3% Crit. (98+) | +12 Hit; 15% Crit. (86+) | +14 Hit; 11% Crit. (90+) | AC 45; Armor 40; Dodge 5; Double Layer 8 Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their bjerg citadel or other such lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 20; Elemental 36; Natural 30; Holy 32; Demonic 28; Mental 22 | Move 6; Str 18; Agil 11; Stam 18; Int 10; Wis 12; Avd 5; Per 12; Res 16; Init 9; Cha 15 | Giant | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather, Boiled x8 over Cloth, Quilted x8 | Giant Scorpian Mace: 4d6+2d4 phys. dam +6 Toxic damage, Stun 10%, Crushing Blow 3, inflicts Complex Deadly if hitting. Can attack twice if using only a basic attack action (Extra Attack I). | Hurl Boulder: May sacrifice one of two basic attacks to throw a sandstone boulder (Rng: 40, 2" radius, 2d10+8 Damage, targets are Slowed for 1 round). |
Can use up to Tier 5 Solar & Toxic Powers (per day use: T5 x1, T4 x2, T3 x3, T2 x4, T1 x5, T0 unlimited) typ. instants: Creeping Fumes (T5), Sunburn (T4), Solar Ward (T3), Imbue: Poison (T2), Conjure: Sundog (T1, can use as an instant) typ. actions: Call Down the Sun (T5), Touch of the Viper (T4), Noxious Breath (T3), Dawn Strike (T2), Serpent Strike (T1) |
Extra Attacks I: Potential for up to 1 extra attack, typically requires certain conditions to be met Trample II: 2d6 dam, does not effect targets of equal size or larger than the creature Affinity I (Solar Powers): +5% Critical Hit with a given non-physical damage type (typically already added) Affinity I (Toxic Powers): +5% Critical Hit with a given non-physical damage type (typically already added) Savagery: after landing a killing blow gain +1 physical damage per 5 levels (round up) until the end of their NEXT turn; this effect is refreshed each time a killing blow is scored, potentially extending the duration Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes or otherwise vents volatile energy upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius |
Brute Magic: Add melee damage bonuses to casting damage. Nomadic: Desert giants become irrationally aggressive if they spend too much time in the same place. When in this state they suffer -3 disadvantage on all stat tests, gain +3 damage and will do almost anything to ensure they can move on. |
2d8 Primordial Sap + 2d8 Prismatic Glass | With skin bronzed from so much time spent wandering under the blazing sun, these dark haired giants stand at 20 feet tall. Ever restless they cannot stay in any one place for too long. They know the desert better than anyone and are adept at using its meager resources to full advantage. The mysterious dervishes are the elite among the nomadic desert giants, wielding a unique combination of magic, rooted in the two greatest threats of the desert, the heat of the sun and the venom of its denizens. | n/a | n/a | |||
Forest Giant | Second | Primatives | Giantkind | Giant | Forest | Brute | Regular | yes | Realm (Eden), Alignment (Good), Polarity (Balance) | Tropical/Temperate | Forest/Jungle, Swamp | 6 | 159 (105+12d8) | 96 (1.92 x49.9) | 9 | Huge (Upright) | 4; Crushing Blow 4, Toughness 1, Reach +1 | 0 Hit; 6% Crit. (95+); +2 Damage | +5 Hit; 6% Crit. (95+) | +4 Hit; 11% Crit. (90+) | +8 Hit; 7% Crit. (94+) | AC 41; Armor 36; Dodge 5 Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their grove or other such lair, typ. a bonus instant or non-attack action |
Arcane 18; Elemental 38; Natural 32; Holy 32; Demonic 29; Mental 22 | Move 6; Str 18; Agil 10; Stam 19; Int 9; Wis 13; Avd 5; Per 10; Res 16; Init 8; Cha 12 | Giant & Sylvan, also have a strong natural empathic ability with most beast and plant life | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Bark, Heavy x6 | Giant Great Club: 4d6+2d4+2, stun 20%, Crushing blow 2. Can attack twice if using only a basic attack action (Extra Attack I). | Tree Spear: May sacrifice one of two basic attacks to an uprooted tree like a spear (Rng: 40, 2d10+8 Damage, hit all targets Medium sized or smaller targest in a line 1" wide alog its path). |
Extra Attacks I: Potential for up to 1 extra attack, typically requires certain conditions to be met Trample II: 2d6 dam, does not effect targets of equal size or larger than the creature Affinity I (Nature Powers): +5% Critical Hit with a given non-physical damage type (typically already added) Affinity I (Light Powers): +5% Critical Hit with a given non-physical damage type (typically already added) Death Effect: Special ability or effect that is triggered immediately upon the death of the creature |
Metallic Hatred: Forest giants hate any kind of processed or refined metals and become irrationally aggressive around them. When in this state they suffer -3 disadvantage on all stat tests, gain +3 damage and will do almost anything to remove it from their presence, suchas burrying it in the ground or smashing it into disrepair. Death Effect: immediately upon its death life flourishes in 4" radius around the giant, causing rapid growth of plant life and healing all living targets for 1d12 (+1 per target level) |
3d8 Primordial Sap + 1d8 Prismatic Glass | These 18 foot tall guardians of the forest have brown or greenish skin and curly moss-like hair. Infact when they move among the trees it often appears as if the forest has come alive. With a empathic relationship with the natural world and a strong aversion to metal, these normally peaceful and good-natured giants are quick to anger and exceptionally dangerous when the forest is threatened. | n/a | n/a | |||||
Forest Troll, Ancient | Second | Primatives | Trollkind | Troll | Forest | Seige | Ancient | Wild Troll | yes | Realm (Eden), Alignment (Evil), Polarity (Balance) | Tropical/Temperate | Forest/Jungle, N/A | 15 | 469 (304+30d10) | 138 (1.89 x73.2) | 11 | Massive (Upright) | 8; Crushing Blow 8, Toughness 2, Reach +2 | +12 Hit; 10% Crit. (91+); +2 Damage | +11 Hit; 10% Crit. (91+) | +11 Hit; 10% Crit. (91+) | +10 Hit; 10% Crit. (91+) | AC 46; Armor 40; Dodge 6 |
Arcane 14; Elemental 38; Natural 50; Holy 28; Demonic 20; Mental 13 | Move ; Str 19; Agil 8; Stam 19; Int 7; Wis 6; Avd 6; Per 7; Res 14; Init 4; Cha 1 | Giant | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Hide, Earthen x8 | Massive Stone Axe x2: 3d8 damage. + Tusk Swipe: 3d8 dam to all targets in a frontal 180 degree arc. | Stone Axe, Thrown x2: typically carry extra stone axes that can be thrown at range equal to STR |
Regenerate I: Regenerates 1x HP dice for size at the start of every turn unless it received Fire, Acid, or Necrotic damage (or was otherwise prevented from healing) in the previous round, persists even after death unless body is completely destroyed by burning Resistant V (Natural): +25 resistance to this type of damage/effects (typically already added) Sweeping Attacks II: Melee attacks hit in a 180 degree arc at maximum Reach |
5d10 Primordial Sap | A forest troll has dark green skin with patches of thick greenish-brown fur that appear almost like moss. When comapred to other trolls, their most unique feature is the large tusks protruding from their mouths. These are used to quickly clear underbrush, allowing forest trolls to move with ease through their forest homes. These tusks are equally useful for slashing at foes that foolishing clump up to clsoe in front of a forest troll. | n/a | n/a | |||||
Forest Troll, Elder | Second | Primatives | Trollkind | Troll | Forest | Seige | Elder | Wild Troll | yes | Realm (Eden), Alignment (Evil), Polarity (Balance) | Tropical/Temperate | Forest/Jungle, N/A | 12 | 288 (180+24d8) | 83 (1.71 x48.6) | 8 | Huge (Upright) | 4; Crushing Blow 4, Toughness 1, Reach +1 | +9 Hit; 9% Crit. (92+); +2 Damage | +8 Hit; 8% Crit. (93+) | +7 Hit; 8% Crit. (93+) | +6 Hit; 8% Crit. (93+) | AC 38; Armor 32; Dodge 6 |
Arcane 12; Elemental 36; Natural 43; Holy 20; Demonic 15; Mental 11 | Move ; Str 18; Agil 8; Stam 18; Int 6; Wis 5; Avd 6; Per 7; Res 10; Init 6; Cha 1 | Giant | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Hide, Caloused x8 | Huge Stone Axe x2: 2d8 damage. + Tusk Swipe: 2d8 dam to all targets in a frontal 180 degree arc. | Stone Axe, Thrown x2: typically carry extra stone axes that can be thrown at range equal to STR |
Regenerate I: Regenerates 1x HP dice for size at the start of every turn unless it received Fire, Acid, or Necrotic damage (or was otherwise prevented from healing) in the previous round, persists even after death unless body is completely destroyed by burning Resistant IV (Natural): +20 resistance to this type of damage/effects (typically already added) Sweeping Attacks II: Melee attacks hit in a 180 degree arc at maximum Reach |
4d8 Primordial Sap | A forest troll has dark green skin with patches of thick greenish-brown fur that appear almost like moss. When comapred to other trolls, their most unique feature is the large tusks protruding from their mouths. These are used to quickly clear underbrush, allowing forest trolls to move with ease through their forest homes. These tusks are equally useful for slashing at foes that foolishing clump up to clsoe in front of a forest troll. | n/a | n/a | |||||
Forest Troll, Mature | Second | Primatives | Trollkind | Troll | Forest | Seige | Mature | Wild Troll | yes | Realm (Eden), Alignment (Evil), Polarity (Balance) | Tropical/Temperate | Forest/Jungle, N/A | 9 | 152 (94+9d12) | 42 (1.54 x27.2) | 5 | Large (Upright) | 2; Crushing Blow 2 | +6 Hit; 7% Crit. (94+); +1 Damage | +5 Hit; 7% Crit. (94+) | +3 Hit; 6% Crit. (95+) | +2 Hit; 6% Crit. (95+) | AC 30; Armor 24; Dodge 6 |
Arcane 10; Elemental 34; Natural 36; Holy 14; Demonic 11; Mental 9 | Move ; Str 17; Agil 8; Stam 17; Int 5; Wis 4; Avd 6; Per 7; Res 7; Init 7; Cha 1 | Giant | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Hide, Rugged x8 | Large Stone Axe x2: 1d8+2 damage. + Tusk Swipe: 1d8 dam to all targets in a frontal 180 degree arc. | Stone Axe, Thrown x2: typically carry extra stone axes that can be thrown at range equal to STR |
Regenerate I: Regenerates 1x HP dice for size at the start of every turn unless it received Fire, Acid, or Necrotic damage (or was otherwise prevented from healing) in the previous round, persists even after death unless body is completely destroyed by burning Resistant III (Natural): +15 resistance to this type of damage/effects (typically already added) Sweeping Attacks II: Melee attacks hit in a 180 degree arc at maximum Reach |
3d6 Primordial Sap | A forest troll has dark green skin with patches of thick greenish-brown fur that appear almost like moss. When comapred to other trolls, their most unique feature is the large tusks protruding from their mouths. These are used to quickly clear underbrush, allowing forest trolls to move with ease through their forest homes. These tusks are equally useful for slashing at foes that foolishing clump up to clsoe in front of a forest troll. | n/a | n/a | |||||
Forest Troll, Young | Second | Primatives | Trollkind | Troll | Forest | Seige | Young | Wild Troll | yes | Realm (Eden), Alignment (Evil), Polarity (Balance) | Tropical/Temperate | Forest/Jungle, N/A | 5 | 84 (56+5d10) | 20 (1.26 x16.1) | 4 | Medium (Upright) | 0 | +2 Hit; 5% Crit. (96+); +1 Damage | +1 Hit; 5% Crit. (96+) | -2 Hit; 4% Crit. (97+) | -3 Hit; 4% Crit. (97+) | AC 22; Armor 16; Dodge 6 |
Arcane 8; Elemental 32; Natural 29; Holy 10; Demonic 8; Mental 7 | Move ; Str 16; Agil 8; Stam 16; Int 4; Wis 3; Avd 6; Per 7; Res 5; Init 5; Cha 1 | Giant | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Hide, Thick x8 | Stone Axe x2: 1d8 damage. + Tusk Swipe: 1d4 damage to all targets in a frontal 90 degree arc. | Stone Axe, Thrown x2: typically carry extra stone axes that can be thrown at range equal to STR |
Regenerate I: Regenerates 1x HP dice for size at the start of every turn unless it received Fire, Acid, or Necrotic damage (or was otherwise prevented from healing) in the previous round, persists even after death unless body is completely destroyed by burning Resistant II (Natural): +10 resistance to this type of damage/effects (typically already added) Sweeping Attacks I: Melee attacks hit in a 90 degree arc at maximum Reach |
2d6 Primordial Sap | A forest troll has dark green skin with patches of thick greenish-brown fur that appear almost like moss. When comapred to other trolls, their most unique feature is the large tusks protruding from their mouths. These are used to quickly clear underbrush, allowing forest trolls to move with ease through their forest homes. These tusks are equally useful for slashing at foes that foolishing clump up to clsoe in front of a forest troll. | n/a | n/a | |||||
Fox | Second | Beast | Mammal | Canine | Pack Hunter | Adult | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Cosmopolitan | Forest/Jungle, Plain | 1 | 9 (5+1d6) | 4 (0.88 x4.4) | 1 | Tiny (Prone) | -4 | +8 Hit; 7% Crit. (94+); -1 Damage | +8 Hit; 7% Crit. (94+) | -5 Hit; 2% Crit. (99+) | +2 Hit; 5% Crit. (96+) | AC 24; Armor 7; Dodge 17 |
Arcane 10; Elemental 8; Natural 16; Holy 6; Demonic 15; Mental 17 | Move 6; Str 5; Agil 18; Stam 4; Int 5; Wis 12; Avd 17; Per 18; Res 3; Init 17; Cha 3 | Canine "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Fur/Hair x7 | Bite: 1d4 damage | Pack Hunting I: +1 dam & +1 Resolve for every other packhunter of that type w/in 10" (Max +3) Execution I: When opponent is at less than or equal to 10% health all damage is max damage |
Often found in pairs |
1d4 Raw Meat | Dominance & Cunning | n/a | Wild Elves (+1) | |||||||
Froggort, Greater | Abomination | Demon | Sin | Froggort | Support | Greater | Demon of Sloth | yes | Realm (Hell), Alignment (Evil), Polarity (Chaos) | Extra Planar | Swamp, Fresh Water | 12 | 206 (140+12d10) | 79 (1.32 x59.4) | 8 | Medium (Upright) | 0 | +10 Hit; 7% Crit. (94+); +3 Damage | +14 Hit; 8% Crit. (93+) | +20 Hit; 12% Crit. (89+) | +15 Hit; 21% Crit. (80+) | AC 42; Armor 33; Dodge 9; Double Layer 3 |
Arcane 38; Elemental 50; Natural 44; Holy 24; Demonic 26; Mental 33 | Move 3; Str 20; Agil 12; Stam 20; Int 19; Wis 14; Avd 9; Per 16; Res 12; Init 12; Cha 5 | Common & Demonic, also understand Angelic but would never speak it | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Extra Sense II (Sloth): Can non-visually sense the listed property at a range (in table top inches) equal to 2x Perception with +5 Advantage to Perception rolls Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Rejuvenating: When its Substance or physical form is destroyed in the Realm of Strife its Spirit and/or Soul lives on, either returning to its Realm of Origin or being anchored within some form of physical object or remains, allowing it to take physical form again (see Extra for details). This effectively makes the creature immortal unless slain within its own Realm of Origin or if the anchored object is destroyed before it can reform itself. |
Cloth, Ironweave x3 over Hide, Rugged x8 | Banded Staff (1d8+1d6+1, ward-off) Mucus Spit: action, 3 targets, range 20", missle type attack, 1d12+8 Corrosion damage, reduces targets movement by half for 1 rnd | Often have crafted/enchanted weapons and armor |
Dread Sleep: instant, puts 1 target to sleep, until taking dam, or voluntaryily waking up which causes 1d10+10 damage |
Sensitivity (Holy): Incoming damage of this type is doubled Resistant II (Elemental): +10 resistance to this type of damage/effects (typically already added) Resistant II (Natural): +10 resistance to this type of damage/effects (typically already added) Affinity II (Demonic): +10% Critical Hit with a given non-physical damage type (typically already added) Hopper II: Can hop to move, 2x movement in a straight line, allows for easily jumping over obstacles, must start and end its turn on the ground |
Hell Powers: Possession, Terrorize |
2d6 Demon Blood | n/a | n/a | |||||
Froggort, Imp | Abomination | Demon | Sin | Froggort | Support | Imp | Demon of Sloth | yes | Realm (Hell), Alignment (Evil), Polarity (Chaos) | Extra Planar | Swamp, Fresh Water | 2 | 22 (15+2d6) | 10 (0.87 x11.8) | 2 | Tiny (Upright) | -4 | +3 Hit; 3% Crit. (98+) | +4 Hit; 3% Crit. (98+) | +3 Hit; 5% Crit. (96+) | -2 Hit; 3% Crit. (98+) | AC 29; Armor 11; Dodge 18; Double Layer 3 |
Arcane 24; Elemental 20; Natural 17; Holy 12; Demonic 13; Mental 19 | Move 2; Str 10; Agil 15; Stam 10; Int 12; Wis 7; Avd 18; Per 16; Res 6; Init 8; Cha 1 | Common & Demonic, also understand Angelic but would never speak it | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Extra Sense I (Sloth): Can non-visually sense the listed property at a range (in table top inches) equal to 1x Perception with +3 Advantage to Perception rolls Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Rejuvenating: When its Substance or physical form is destroyed in the Realm of Strife its Spirit and/or Soul lives on, either returning to its Realm of Origin or being anchored within some form of physical object or remains, allowing it to take physical form again (see Extra for details). This effectively makes the creature immortal unless slain within its own Realm of Origin or if the anchored object is destroyed before it can reform itself. |
Cloth x3 over Hide, Rough x8 | Gnarled Staff (1d6, ward-off) Mucus Spit: action, 1 target, range 20", missle type attack, 1d8+4 Corrosion damage, reduces targets movement by half for 1 rnd | Dread Sleep: instant, puts 1 target to sleep, until taking dam, or voluntaryily waking up which causes 1d6+2 damage |
Sensitivity (Holy): Incoming damage of this type is doubled Hopper II: Can hop to move, 2x movement in a straight line, allows for easily jumping over obstacles, must start and end its turn on the ground |
Hell Powers: Possession, Terrorize |
1d4 Demon Blood | Froggorts are sometimes simply referred as Frog Demons due to their frog like features, especially the head and hands. They love nothing more than to lead mortals into a daze of sluggish and unhealthy behaviour and are known for polluting wells and befouling streams. To catch the gaze of they enormous bulbous eyes is to find yourself drifting into a dreadful sleep. Though slow moving, they frog like legs allow them to hop long distacnes when required, and they are quite adept as a ranged support unit withint the hordes of the Demonic armies. | n/a | n/a | |||||
Froggort, Lesser | Abomination | Demon | Sin | Froggort | Support | Lesser | Demon of Sloth | yes | Realm (Hell), Alignment (Evil), Polarity (Chaos) | Extra Planar | Swamp, Fresh Water | 7 | 99 (68+7d8) | 36 (1.07 x33.2) | 5 | Small (Upright) | -2 | +6 Hit; 5% Crit. (96+); +1 Damage | +9 Hit; 6% Crit. (95+) | +12 Hit; 9% Crit. (92+) | +7 Hit; 12% Crit. (89+) | AC 35; Armor 22; Dodge 13; Double Layer 3 |
Arcane 32; Elemental 35; Natural 31; Holy 16; Demonic 19; Mental 27 | Move 3; Str 15; Agil 13; Stam 15; Int 16; Wis 11; Avd 13; Per 16; Res 8; Init 10; Cha 3 | Common & Demonic, also understand Angelic but would never speak it | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Extra Sense I (Sloth): Can non-visually sense the listed property at a range (in table top inches) equal to 1x Perception with +3 Advantage to Perception rolls Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Rejuvenating: When its Substance or physical form is destroyed in the Realm of Strife its Spirit and/or Soul lives on, either returning to its Realm of Origin or being anchored within some form of physical object or remains, allowing it to take physical form again (see Extra for details). This effectively makes the creature immortal unless slain within its own Realm of Origin or if the anchored object is destroyed before it can reform itself. |
Cloth, Quilted x3 over Hide, Thick x8 | Quaterstaff (1d4+1d6, ward-off) Mucus Spit: action, 2 targets, range 20", missle type attack, 1d10+6 Corrosion damage, reduces targets movement by half for 1 rnd | Sometimes have crafted/enchanted weapons and armor |
Dread Sleep: instant, puts 1 target to sleep, until taking dam, or voluntaryily waking up which causes 1d8+6 damage |
Sensitivity (Holy): Incoming damage of this type is doubled Resistant I (Elemental): +5 resistance to this type of damage/effects (typically already added) Resistant I (Natural): +5 resistance to this type of damage/effects (typically already added) Affinity I (Demonic): +5% Critical Hit with a given non-physical damage type (typically already added) Hopper II: Can hop to move, 2x movement in a straight line, allows for easily jumping over obstacles, must start and end its turn on the ground |
Hell Powers: Possession, Terrorize |
1d6 Demon Blood | n/a | n/a | |||||
Frost Troll, Ancient | Second | Primatives | Trollkind | Troll | Frost | Seige | Ancient | Ice Troll | yes | Realm (Stillness), Alignment (Evil), Polarity (Balance) | Arctic | Mountain, Plain | 15 | 469 (304+30d10) | 154 (1.98 x77.8) | 11 | Massive (Upright) | 8; Crushing Blow 8, Toughness 2, Reach +2 | +12 Hit; 10% Crit. (91+); +2 Damage | +11 Hit; 10% Crit. (91+) | +11 Hit; 10% Crit. (91+) | +10 Hit; 10% Crit. (91+) | AC 62; Armor 56; Dodge 6 |
Arcane 14; Elemental 63; Natural 25; Holy 28; Demonic 20; Mental 13 | Move 7; Str 19; Agil 8; Stam 19; Int 7; Wis 6; Avd 6; Per 7; Res 14; Init 4; Cha 1 | Giant | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Heatsense I: Can sense differences in heat within physical substance at a range (in table top inches) equal to 1x Perception with +3 Advantage to Perception rolls |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Hide, Caloused x8 plus Hide, Crystal x8 | Ice Shard (4d12, -20 Armor) + Frost Claw (1d12+1d10+4, -20 Armor). If in base contact with more than 1 enemy, gain 1 extra attack with mainhand weapon on a second target (Extra Attack I). | Ice Shard, Thrown: can throw up to 20", unlimited supply |
Regenerate I: Regenerates 1x HP dice for size at the start of every turn unless it received Fire, Acid, or Necrotic damage (or was otherwise prevented from healing) in the previous round, persists even after death unless body is completely destroyed by burning Resistant V (Elemental): +25 resistance to this type of damage/effects (typically already added) Armor Piercing IV: some or all primary attacks have -20 armor Immune (Water/Frost): Immune to this type of damage and any associated effects Sensitivity (Fire): Incoming damage of this type is doubled Extra Attacks I: Potential for up to 1 extra attack, typically requires certain conditions to be met |
5d10 Everice | n/a | n/a | ||||||
Frost Troll, Elder | Second | Primatives | Trollkind | Troll | Frost | Seige | Elder | Ice Troll | yes | Realm (Stillness), Alignment (Evil), Polarity (Balance) | Arctic | Mountain, Plain | 12 | 288 (180+24d8) | 89 (1.75 x50.7) | 8 | Huge (Upright) | 4; Crushing Blow 4, Toughness 1, Reach +1 | +9 Hit; 9% Crit. (92+); +2 Damage | +8 Hit; 8% Crit. (93+) | +7 Hit; 8% Crit. (93+) | +6 Hit; 8% Crit. (93+) | AC 50; Armor 44; Dodge 6 |
Arcane 12; Elemental 56; Natural 23; Holy 20; Demonic 15; Mental 11 | Move 6; Str 18; Agil 8; Stam 18; Int 6; Wis 5; Avd 6; Per 7; Res 10; Init 6; Cha 1 | Giant | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Heatsense I: Can sense differences in heat within physical substance at a range (in table top inches) equal to 1x Perception with +3 Advantage to Perception rolls |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Hide, Caloused x8 plus Hide, Crystal x4 | Ice Shard (2d12, -15 Armor) + Frost Claw (1d10+1d8+2, -15 Armor). If in base contact with more than 1 enemy, gain 1 extra attack with mainhand weapon on a second target (Extra Attack I). | Ice Shard, Thrown: can throw up to 20", unlimited supply |
Regenerate I: Regenerates 1x HP dice for size at the start of every turn unless it received Fire, Acid, or Necrotic damage (or was otherwise prevented from healing) in the previous round, persists even after death unless body is completely destroyed by burning Resistant IV (Elemental): +20 resistance to this type of damage/effects (typically already added) Armor Piercing III: some or all primary attacks have -15 armor Immune (Water/Frost): Immune to this type of damage and any associated effects Sensitivity (Fire): Incoming damage of this type is doubled Extra Attacks I: Potential for up to 1 extra attack, typically requires certain conditions to be met |
4d8 Everice | n/a | n/a | ||||||
Frost Troll, Mature | Second | Primatives | Trollkind | Troll | Frost | Seige | Mature | Ice Troll | yes | Realm (Stillness), Alignment (Evil), Polarity (Balance) | Arctic | Mountain, Plain | 9 | 152 (94+9d12) | 42 (1.4 x29.7) | 5 | Large (Upright) | 2; Crushing Blow 2 | +6 Hit; 7% Crit. (94+); +1 Damage | +5 Hit; 7% Crit. (94+) | +3 Hit; 6% Crit. (95+) | +2 Hit; 6% Crit. (95+) | AC 36; Armor 30; Dodge 6 |
Arcane 10; Elemental 49; Natural 21; Holy 14; Demonic 11; Mental 9 | Move 5; Str 17; Agil 8; Stam 17; Int 5; Wis 4; Avd 6; Per 7; Res 7; Init 7; Cha 1 | Giant | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Heatsense I: Can sense differences in heat within physical substance at a range (in table top inches) equal to 1x Perception with +3 Advantage to Perception rolls |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Hide, Rugged x8 plus Hide, Crystal x2 | Ice Shard (2d8, -10 Armor) + Frost Claw (1d8+1d6, -10 Armor) | Ice Shard, Thrown: can throw up to 20", unlimited supply |
Regenerate I: Regenerates 1x HP dice for size at the start of every turn unless it received Fire, Acid, or Necrotic damage (or was otherwise prevented from healing) in the previous round, persists even after death unless body is completely destroyed by burning Resistant III (Elemental): +15 resistance to this type of damage/effects (typically already added) Armor Piercing II: some or all primary attacks have -10 armor Immune (Water/Frost): Immune to this type of damage and any associated effects Sensitivity (Fire): Incoming damage of this type is doubled |
3d6 Everice | n/a | n/a | ||||||
Frost Troll, Young | Second | Primatives | Trollkind | Troll | Frost | Seige | Young | Ice Troll | yes | Realm (Stillness), Alignment (Evil), Polarity (Balance) | Arctic | Mountain, Plain | 5 | 84 (56+5d10) | 22 (1.22 x17.8) | 4 | Medium (Upright) | 0 | +2 Hit; 5% Crit. (96+); +1 Damage | +1 Hit; 5% Crit. (96+) | -2 Hit; 4% Crit. (97+) | -3 Hit; 4% Crit. (97+) | AC 25; Armor 19; Dodge 6 |
Arcane 8; Elemental 42; Natural 19; Holy 10; Demonic 8; Mental 7 | Move 4; Str 16; Agil 8; Stam 16; Int 4; Wis 3; Avd 6; Per 7; Res 5; Init 5; Cha 1 | Giant | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Heatsense I: Can sense differences in heat within physical substance at a range (in table top inches) equal to 1x Perception with +3 Advantage to Perception rolls |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Hide, Thick x8 plus Hide, Crystal x1 | Ice Shard (2d6, -5 Armor) + Frost Claw (1d6+1d4, -5 Armor) | Ice Shard, Thrown: can throw up to 20", unlimited supply |
Regenerate I: Regenerates 1x HP dice for size at the start of every turn unless it received Fire, Acid, or Necrotic damage (or was otherwise prevented from healing) in the previous round, persists even after death unless body is completely destroyed by burning Resistant II (Elemental): +10 resistance to this type of damage/effects (typically already added) Armor Piercing I: some or all primary attacks have -5 armor Immune (Water/Frost): Immune to this type of damage and any associated effects Sensitivity (Fire): Incoming damage of this type is doubled |
2d6 Everice | n/a | n/a | ||||||
Furnace Salamander | Second | Fey | Aquatic | Amphibian | Salamander | Ambusher | Adult | yes | Realm (The Furnace), Alignment (Neutral), Polarity (Chaos) | Tropical/Temperate | Volcanic, Fresh Water | 3 | 52 (33+3d12) | 34 (1.92 x17.7) | 5 | Large (Prone) | 2; Crushing Blow 2 | +6 Hit; 6% Crit. (95+); +1 Damage | +4 Hit; 6% Crit. (95+) | -3 Hit; 3% Crit. (98+) | +4 Hit; 6% Crit. (95+) | AC 40; Armor 30; Dodge 10 Boiling Heat: passive, at will can radiate extreme heat from its body as an Aura, dealing 3d6 Heat damage in a 1" radius, if done in water the radius increases to 3" but does 1d6 less for each 1" away |
Arcane 10; Elemental 26; Natural 25; Holy 20; Demonic 22; Mental 17 | Move 6; Str 15; Agil 14; Stam 13; Int 5; Wis 12; Avd 10; Per 12; Res 10; Init 14; Cha 2 | Amphibian "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Rejuvenating: When its Substance or physical form is destroyed in the Realm of Strife its Spirit and/or Soul lives on, either returning to its Realm of Origin or being anchored within some form of physical object or remains, allowing it to take physical form again (see Extra for details). This effectively makes the creature immortal unless slain within its own Realm of Origin or if the anchored object is destroyed before it can reform itself. |
Hide, Soft Metallic x5 | Burning Bite: 1d8 physical damage + 1d6 fire damage | Burning Tailswipe: 1d8 physical Damage, targets are Slowed for 1 round + 1d6 fire Damage, targets are Slowed for 1 round, see Trait |
Heat Shock: instant, so sudden and intense is the heat of the Furnace Salamander that one source of heat damage this round (either from Burning Tailswipe, Burning Bite, or Boiling Heat) also Stuns the target for 1 round if failing a Resolve test |
Swimmer I: 2x movement while in water Sneaky, Aquatic: Can enter battle hidden if in water & treats water surfaces as breaking LoS for the purposes of re-hiding Aura I: Passive effects in 1" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Tailswipe I: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 1" knockback on targets of lesser size Dual Damage (Phys & Fire): Typical or majority of attacks/skills count as two damage types Immune (Fire): Immune to this type of damage and any associated effects Sensitivity (Water/Frost): Incoming damage of this type is doubled Amphibious: Can breathe in air and water |
Treats lava as water for the purposes of Swimmer and Sneaky, Aquatic traits Prefers to live in lava or fresh water hot springs, but will hide in other water sources for the purposes of Ambushing its prey, instantly boiling the water aroudn them and inflicting Heat Shock |
3d6 Raw Meat, 1d6 Brimstone | Similar in shape to the common Salamander, but significantly larger and possessing a black or charcoal colored metallic hide with vibrant heat spots. | Dominance & Force | Exotic | n/a | |||
Garden Snake | Second | Beast | Reptile | Serpent | Ambusher | Adult | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Swamp, Forest/Jungle | 1 | 9 (5+1d6) | 4 (0.92 x4.1) | 1 | Tiny (Prone) | -4 | +8 Hit; 7% Crit. (94+); -1 Damage | +7 Hit; 6% Crit. (95+) | -8 Hit; 1% Crit. (100+) | -1 Hit; 4% Crit. (97+) | AC 27; Armor 10; Dodge 17 |
Arcane 4; Elemental 8; Natural 13; Holy 4; Demonic 11; Mental 11 | Move 4; Str 5; Agil 18; Stam 4; Int 2; Wis 9; Avd 17; Per 17; Res 2; Init 17; Cha 2 | Reptile "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scales, Light x5 | Bite (1d3 dam) | Swimmer I: 2x movement while in water Sneaky II: Can enter battle hidden, moves at full speed while hidden & +3 Advantage to avoid being detected |
1d4 Raw Meat | Cunning & Force | n/a | n/a | ||||||||
Gargoyle, Greater | Abomination | Demon | Realm | Gargoyle | Support, Guardian | Greater | Demon of Stone | yes | Realm (Hell), Alignment (Evil), Polarity (Chaos) | Extra Planar | Urban, Mountain | 13 | 242 (158+13d12) | 156 (2.42 x64.7) | 12 | Large (Upright) | 2; Crushing Blow 2 | +14 Hit; 11% Crit. (90+); +3 Damage | +14 Hit; 11% Crit. (90+) | +15 Hit; 11% Crit. (90+) | +15 Hit; 21% Crit. (80+) | AC 40; Armor 32; Dodge 8 While in Stone Form, Gargoyle Demons are indistinguishable to noral senses from inanimate stone Gargoyles |
Arcane 26; Elemental 52; Natural 44; Holy 36; Demonic 31; Mental 26 | Move 5; Str 21; Agil 12; Stam 21; Int 13; Wis 13; Avd 8; Per 12; Res 18; Init 12; Cha 5 | Common & Demonic, also understand Angelic but would never speak it | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Rejuvenating: When its Substance or physical form is destroyed in the Realm of Strife its Spirit and/or Soul lives on, either returning to its Realm of Origin or being anchored within some form of physical object or remains, allowing it to take physical form again (see Extra for details). This effectively makes the creature immortal unless slain within its own Realm of Origin or if the anchored object is destroyed before it can reform itself. |
Hide, Caloused x8 | Stone Claw x2 (2d8 dam, 30% stun) | Grotesque Visage: instant, any target looking at Gargoyle takes a Resolve test, if failing immediately flee, if passing treat as Taunted Stone Shot T5 (unlimited use) |
Sensitivity (Holy): Incoming damage of this type is doubled Resistant II (Elemental): +10 resistance to this type of damage/effects (typically already added) Resistant II (Natural): +10 resistance to this type of damage/effects (typically already added) Affinity II (Demonic): +10% Critical Hit with a given non-physical damage type (typically already added) Toughness IV: Negates all incoming damage by 4 Flyer I: 2x movement while flying Immune (Earth): Immune to this type of damage and any associated effects |
Stone Form: action, become completely immobile, gain 50% absorption, regain 25% of max HP/rnd Hell Powers: Possession (can also be used on inanimate stone/metal statues and constructs), Torment Flesh, Terrorize |
3d6 Demon Blood, 3d6 Thaumatite Ore | n/a | n/a | ||||||
Gargoyle, Imp | Abomination | Demon | Realm | Gargoyle | Support, Guardian | Imp | Demon of Stone | yes | Realm (Hell), Alignment (Evil), Polarity (Chaos) | Extra Planar | Urban, Mountain | 3 | 41 (28+3d8) | 22 (1.28 x17.1) | 4 | Small (Upright) | -2 | +8 Hit; 7% Crit. (94+) | +4 Hit; 6% Crit. (95+) | -3 Hit; 3% Crit. (98+) | -3 Hit; 3% Crit. (98+) | AC 34; Armor 16; Dodge 18 While in Stone Form, Gargoyle Demons are indistinguishable to noral senses from inanimate stone Gargoyles |
Arcane 10; Elemental 22; Natural 16; Holy 20; Demonic 15; Mental 10 | Move 4; Str 11; Agil 16; Stam 11; Int 5; Wis 5; Avd 18; Per 12; Res 10; Init 8; Cha 1 | Common & Demonic, also understand Angelic but would never speak it | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Rejuvenating: When its Substance or physical form is destroyed in the Realm of Strife its Spirit and/or Soul lives on, either returning to its Realm of Origin or being anchored within some form of physical object or remains, allowing it to take physical form again (see Extra for details). This effectively makes the creature immortal unless slain within its own Realm of Origin or if the anchored object is destroyed before it can reform itself. |
Hide, Thick x8 | Stone Claw x2 (1d8 dam, 10% stun) | Grotesque Visage: instant, any target looking at Gargoyle takes a Resolve test, if failing immediately flee, if passing treat as Taunted Mithril Spear T1 (unlimited use) |
Sensitivity (Holy): Incoming damage of this type is doubled Toughness I: Negates all incoming damage by 1 Flyer I: 2x movement while flying Immune (Earth): Immune to this type of damage and any associated effects |
Stone Form: action, become completely immobile, gain 50% absorption, regain 25% of max HP/rnd Hell Powers: Possession (can also be used on inanimate stone/metal statues and constructs), Torment Flesh, Terrorize |
1d6 Demon Blood, 1d6 Thaumatite Ore | n/a | n/a | ||||||
Gargoyle, Lesser | Abomination | Demon | Realm | Gargoyle | Support, Guardian | Lesser | Demon of Stone | yes | Realm (Hell), Alignment (Evil), Polarity (Chaos) | Extra Planar | Urban, Mountain | 8 | 124 (80+8d10) | 66 (1.71 x38.8) | 7 | Medium (Upright) | 0 | +11 Hit; 9% Crit. (92+); +1 Damage | +9 Hit; 8% Crit. (93+) | +6 Hit; 7% Crit. (94+) | +6 Hit; 12% Crit. (89+) | AC 37; Armor 24; Dodge 13 While in Stone Form, Gargoyle Demons are indistinguishable to noral senses from inanimate stone Gargoyles |
Arcane 18; Elemental 37; Natural 30; Holy 28; Demonic 23; Mental 18 | Move 4; Str 16; Agil 14; Stam 16; Int 9; Wis 9; Avd 13; Per 12; Res 14; Init 10; Cha 3 | Common & Demonic, also understand Angelic but would never speak it | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Rejuvenating: When its Substance or physical form is destroyed in the Realm of Strife its Spirit and/or Soul lives on, either returning to its Realm of Origin or being anchored within some form of physical object or remains, allowing it to take physical form again (see Extra for details). This effectively makes the creature immortal unless slain within its own Realm of Origin or if the anchored object is destroyed before it can reform itself. |
Hide, Rugged x8 | Stone Claw x2 (2d6 dam, 20% stun) | Grotesque Visage: instant, any target looking at Gargoyle takes a Resolve test, if failing immediately flee, if passing treat as Taunted Earth Bind T3 (unlimited use) |
Sensitivity (Holy): Incoming damage of this type is doubled Resistant I (Elemental): +5 resistance to this type of damage/effects (typically already added) Resistant I (Natural): +5 resistance to this type of damage/effects (typically already added) Affinity I (Demonic): +5% Critical Hit with a given non-physical damage type (typically already added) Toughness II: Negates all incoming damage by 2 Flyer I: 2x movement while flying Immune (Earth): Immune to this type of damage and any associated effects |
Stone Form: action, become completely immobile, gain 50% absorption, regain 25% of max HP/rnd Hell Powers: Possession (can also be used on inanimate stone/metal statues and constructs), Torment Flesh, Terrorize |
2d6 Demon Blood, 2d6 Thaumatite Ore | n/a | n/a | ||||||
Giant Scorpian, Deathclaw | Second | Beast | Arthropod | Giant Scorpian | Brute | Adult | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Hill, Plain | 4 | 96 (60+8d8) | 36 (1.29 x27.9) | 5 | Huge (Prone) | 4; Crushing Blow 4, Toughness 1, Reach +1 | +6 Hit; 6% Crit. (95+); +2 Damage | +11 Hit; 8% Crit. (93+) | -5 Hit; 3% Crit. (98+) | +2 Hit; 5% Crit. (96+) | AC 49; Armor 36; Dodge 13 |
Arcane 4; Elemental 30; Natural 24; Holy 16; Demonic 17; Mental 11 | Move 8; Str 18; Agil 13; Stam 15; Int 2; Wis 9; Avd 13; Per 18; Res 8; Init 13; Cha 0 | Arachnid "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Chitin, Heavy x6 | Pincer Claw x2: 1d12+6 damage each | Tail Stinger: 4d6+6 damage, -15 armor piercing, Reach 2 |
Armor Piercing III: some or all primary attacks have -15 armor |
4d8 Raw Meat | Cunning & Insight | Exotic | n/a | |||||||
Giant Scorpian, Ironhide | Second | Beast | Arthropod | Giant Scorpian | Protector | Adult | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Hill, Mountain | 4 | 68 (42+4d12) | 28 (1.16 x24.4) | 4 | Large (Prone) | 2; Crushing Blow 2 | +6 Hit; 6% Crit. (95+); +1 Damage | +11 Hit; 8% Crit. (93+) | -5 Hit; 3% Crit. (98+) | +2 Hit; 5% Crit. (96+) | AC 62; Armor 48; Dodge 14 |
Arcane 4; Elemental 28; Natural 23; Holy 20; Demonic 19; Mental 11 | Move 5; Str 15; Agil 13; Stam 14; Int 2; Wis 9; Avd 14; Per 18; Res 10; Init 14; Cha 0 | Arachnid "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Chitin, Hardened x6 | Pincer Claw x2: 1d8+5 damage | Tail Claw: 3d6+6 damage, Reach 2, successful tail hits Grapple the target, STR roll off to break |
Grapple: successful hits Grapple the target if it is the same size or smaller, cannot leave base contact while grappled, STR roll off to break |
3d6 Raw Meat, 0-2 Simple Deadly Poison Glands | Cunning & Insight | Exotic | n/a | |||||||
Giant Scorpian, Sand | Second | Beast | Arthropod | Giant Scorpian | Burrower | Adult | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Desert, Subterranean | 3 | 52 (33+3d12) | 28 (1.42 x19.8) | 4 | Large (Prone) | 2; Crushing Blow 2 | +6 Hit; 6% Crit. (95+); +1 Damage | +10 Hit; 8% Crit. (93+) | -6 Hit; 2% Crit. (99+) | +1 Hit; 5% Crit. (96+) | AC 44; Armor 30; Dodge 14 |
Arcane 4; Elemental 26; Natural 22; Holy 16; Demonic 17; Mental 11 | Move 6; Str 15; Agil 14; Stam 13; Int 2; Wis 9; Avd 14; Per 18; Res 8; Init 14; Cha 0 | Arachnid "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Chitin, Light x6 | Pincer Claw x2: 1d10+3 damage | Tail Stinger: 3d6+6 damage, -10 armor piercing, Reach 2, inflicts complex deadly poison |
Ground Burst: instant, must be tunneling, when breaking surface causes knockdown w/in 1" if failing Dodge test |
Poison II: Uses Complex poisons Tunneler I: Can tunnel through ground at 1/2 movement, initial burrowing counts as an instant Armor Piercing II: some or all primary attacks have -10 armor |
3d6 Raw Meat, 0-2 Complex Deadly Poison Glands | Cunning & Insight | Exotic | n/a | ||||||
Giant Scorpian, Stinging | Second | Beast | Arthropod | Giant Scorpian | Disabler | Adult | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Forest/Jungle, Swamp | 3 | 52 (33+3d12) | 27 (1.39 x19.3) | 4 | Large (Prone) | 2; Crushing Blow 2 | +6 Hit; 6% Crit. (95+); +1 Damage | +10 Hit; 8% Crit. (93+) | -6 Hit; 2% Crit. (99+) | +1 Hit; 5% Crit. (96+) | AC 44; Armor 30; Dodge 14 |
Arcane 4; Elemental 26; Natural 22; Holy 16; Demonic 17; Mental 11 | Move 6; Str 15; Agil 14; Stam 13; Int 2; Wis 9; Avd 14; Per 18; Res 8; Init 14; Cha 0 | Arachnid "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Chitin, Light x6 | Pincer Claw x2: 1d18+3 damage | Tail Stinger: 3d6+6 damage, -10 armor piercing, Reach 2, inflicts complex deadly poison |
Poison II: Uses Complex poisons Armor Piercing II: some or all primary attacks have -10 armor |
3d6 Raw Meat, 0-2 Complex Deadly Poison Glands | Cunning & Insight | Exotic | n/a | |||||||
Giant Scorpian, Tomb | Second | Beast | Arthropod | Giant Scorpian | Pack Hunter | Adult | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Ruins/Dungeon, Subterranean | 3 | 31 (18+3d8) | 14 (1.04 x13.9) | 3 | Small (Prone) | -2 | +9 Hit; 7% Crit. (94+) | +10 Hit; 8% Crit. (93+) | -6 Hit; 2% Crit. (99+) | +1 Hit; 5% Crit. (96+) | AC 44; Armor 30; Dodge 14 |
Arcane 4; Elemental 14; Natural 16; Holy 14; Demonic 16; Mental 11 | Move 5; Str 9; Agil 17; Stam 7; Int 2; Wis 9; Avd 14; Per 18; Res 7; Init 16; Cha 0 | Arachnid "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Chitin, Light x6 | Pincer Claw x2: 1d6+1 damage | Tail Stinger: 1d8+4 damage, -5 armor piercing, inflicts simple necrotic poison |
Poison I: Uses Simple poisons Pack Hunting I: +1 dam & +1 Resolve for every other packhunter of that type w/in 10" (Max +3) |
1d6 Raw Meat; 0-2 Simple Necrotic Poison Glands | Cunning & Insight | n/a | n/a | |||||||
Giant Scorpian, Twilight-Death | Second | Beast | Arthropod | Giant Scorpian | Ambusher | Adult | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Forest/Jungle, Swamp | 3 | 42 (25+3d10) | 28 (1.5 x18.5) | 4 | Medium (Prone) | 0 | +8 Hit; 7% Crit. (94+) | +10 Hit; 8% Crit. (93+) | -6 Hit; 2% Crit. (99+) | +1 Hit; 5% Crit. (96+) | AC 51; Armor 36; Dodge 15 |
Arcane 4; Elemental 20; Natural 19; Holy 16; Demonic 17; Mental 11 | Move 6; Str 12; Agil 16; Stam 10; Int 2; Wis 9; Avd 15; Per 18; Res 8; Init 15; Cha 0 | Arachnid "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Chitin, Heavy x6 | Pincer Claw x2: 1d6+4 damage | Tail Stinger: 2d6+6 damage, -10 armor piercing, Reach 1, inflicts superior deadly poison |
Silent Assault (+5 to hit while hidden) |
Poison III: Uses Superior poisons Sneaky II: Can enter battle hidden, moves at full speed while hidden & +3 Advantage to avoid being detected Armor Piercing II: some or all primary attacks have -10 armor |
Only hunts during twlight hours |
2d6 Raw Meat; 0-2 Superior Deadly Poison Glands | Cunning & Insight | Exotic | n/a | |||||
Giant Spider Broodling | Second | Beast | Arthropod | Giant Spider | Pack Hunter | Juvenile | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Forest/Jungle, Ruins/Dungeon | 1 | 9 (5+1d6) | 6 (0.88 x7) | 1 | Tiny (Prone) | -4 | +7 Hit; 6% Crit. (95+) | +8 Hit; 7% Crit. (94+) | -8 Hit; 1% Crit. (100+) | -1 Hit; 4% Crit. (97+) | AC 37; Armor 20; Dodge 17 |
Arcane 4; Elemental 8; Natural 13; Holy 10; Demonic 14; Mental 11 | Move 5; Str 8; Agil 17; Stam 4; Int 2; Wis 9; Avd 17; Per 18; Res 5; Init 17; Cha 0 | Arachnid "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Chitin, Light x4 | Bite (1d4 dam) | Pack Hunting I: +1 dam & +1 Resolve for every other packhunter of that type w/in 10" (Max +3) Climber I: +5 Advantage when attempting to climb or cling to almost any surface |
1d4 Raw Meat | Cunning & Insight | n/a | Goblins (+1), Dwarves & Gnomes (-1) | ||||||||
Giant Spider, Bloated Mother | Second | Beast | Arthropod | Giant Spider | Brute | Mother | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Forest/Jungle, Ruins/Dungeon | 5 | 121 (76+10d8) | 54 (1.64 x32.8) | 6 | Huge (Prone) | 4; Crushing Blow 4, Toughness 1, Reach +1 | +8 Hit; 7% Crit. (94+); +2 Damage | +10 Hit; 8% Crit. (93+) | -1 Hit; 4% Crit. (97+) | +6 Hit; 7% Crit. (94+) | AC 51; Armor 40; Dodge 11 |
Arcane 10; Elemental 32; Natural 28; Holy 20; Demonic 22; Mental 17 | Move 8; Str 19; Agil 14; Stam 16; Int 5; Wis 12; Avd 11; Per 16; Res 10; Init 13; Cha 0 | Arachnid "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Chitin, Hardened x5 | Bite (4d8+4 dam, inflicts superior crippling poison, type can vary by breed) | Web Wrap II: renders 1 base contact target immobile if failing a dodge test, pass a Strength test (-5) or dam > 10 to break) |
Poison III: Uses Superior poisons Climber I: +5 Advantage when attempting to climb or cling to almost any surface |
Often Carry 2d6 broodlings on their bodies |
4d8 Raw Meat; 0-2 Superior Poison Glands (of matching type) | Cunning & Insight | Exotic | Goblins (+1), Dwarves & Gnomes (-1) | ||||||
Giant Spider, Brood Mother | Second | Beast | Arthropod | Giant Spider | Brute | Mother | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Forest/Jungle, Ruins/Dungeon | 4 | 68 (42+4d12) | 30 (1.39 x21.8) | 4 | Large (Prone) | 2; Crushing Blow 2 | +8 Hit; 7% Crit. (94+); +1 Damage | +10 Hit; 8% Crit. (93+) | -3 Hit; 3% Crit. (98+) | +4 Hit; 6% Crit. (95+) | AC 48; Armor 35; Dodge 13 |
Arcane 8; Elemental 28; Natural 25; Holy 18; Demonic 20; Mental 15 | Move 7; Str 17; Agil 15; Stam 14; Int 4; Wis 11; Avd 13; Per 17; Res 9; Init 14; Cha 0 | Arachnid "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Chitin, Thick x5 | Bite (2d8+4 dam, inflicts complex crippling poison, type can vary by breed) | Web Wrap I: renders 1 base contact target immobile if failing a dodge test, pass a Strength test or dam > 5 to break) |
Poison II: Uses Complex poisons Climber I: +5 Advantage when attempting to climb or cling to almost any surface |
Often Carry 1d6 broodlings on their bodies |
3d6 Raw Meat, 0-2 Complex Poison Glands (of matching type) | Cunning & Insight | Exotic | Goblins (+1), Dwarves & Gnomes (-1) | ||||||
Giant Spider, Death Creeper | Second | Beast | Arthropod | Giant Spider | Ambusher | Adult | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Forest/Jungle, Ruins/Dungeon | 2 | 29 (18+2d10) | 16 (1.27 x12.8) | 3 | Medium (Prone) | 0 | +7 Hit; 6% Crit. (95+) | +9 Hit; 7% Crit. (94+) | -6 Hit; 2% Crit. (99+) | +1 Hit; 4% Crit. (97+) | AC 39; Armor 24; Dodge 15 Can wear up to Mail Armor if a mount |
Arcane 6; Elemental 18; Natural 19; Holy 14; Demonic 17; Mental 13 | Move 6; Str 14; Agil 16; Stam 9; Int 3; Wis 10; Avd 15; Per 18; Res 7; Init 15; Cha 0 | Arachnid "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Chitin, Heavy x4 | Bite (2d4 dam, inflicts simple crippling poison) | Spider Pounce: action, must be hidden, breaks stealth, +15hit & max dam bite with 100% knock down |
Poison I: Uses Simple poisons Sneaky II: Can enter battle hidden, moves at full speed while hidden & +3 Advantage to avoid being detected Climber I: +5 Advantage when attempting to climb or cling to almost any surface |
2d6 Raw Meat; 0-2 Simple Crippling Poison Glands | Cunning & Insight | Exotic | Goblins (+1), Dwarves & Gnomes (-1) | |||||||
Giant Spider, Jade | Second | Beast | Arthropod | Giant Spider | Disabler | Adult | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Forest/Jungle, Ruins/Dungeon | 2 | 29 (18+2d10) | 14 (1.16 x11.8) | 3 | Medium (Prone) | 0 | +7 Hit; 6% Crit. (95+) | +9 Hit; 7% Crit. (94+) | -6 Hit; 2% Crit. (99+) | +1 Hit; 4% Crit. (97+) | AC 39; Armor 24; Dodge 15 Can wear up to Mail Armor if a mount |
Arcane 6; Elemental 18; Natural 19; Holy 16; Demonic 18; Mental 13 | Move 6; Str 14; Agil 16; Stam 9; Int 3; Wis 10; Avd 15; Per 18; Res 8; Init 15; Cha 0 | Arachnid "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Chitin, Heavy x4 | Bite (2d4 dam, inflicts simple crippling poison) | Can spit its crippling poison (as above) treat like a ranged weapon (rng: 8") |
Poison I: Uses Simple poisons Climber I: +5 Advantage when attempting to climb or cling to almost any surface |
2d6 Raw Meat; 0-2 Simple Crippling Poison Glands | Cunning & Insight | Exotic | Goblins (+1), Dwarves & Gnomes (-1) | |||||||
Giant Spider, Silk | Second | Beast | Arthropod | Giant Spider | Disabler | Adult | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Forest/Jungle, Ruins/Dungeon | 2 | 29 (18+2d10) | 14 (1.16 x11.8) | 3 | Medium (Prone) | 0 | +7 Hit; 6% Crit. (95+) | +9 Hit; 7% Crit. (94+) | -6 Hit; 2% Crit. (99+) | +1 Hit; 4% Crit. (97+) | AC 39; Armor 24; Dodge 15 Can wear up to Mail Armor if a mount |
Arcane 6; Elemental 18; Natural 19; Holy 16; Demonic 18; Mental 13 | Move 6; Str 14; Agil 16; Stam 9; Int 3; Wis 10; Avd 15; Per 18; Res 8; Init 15; Cha 0 | Arachnid "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Chitin, Heavy x4 | Bite (2d4 dam, inflicts simple disrupting poison) | Web (instant, rng: 6, renders target immobile if fail dodge test, Strength test to escape) |
Poison I: Uses Simple poisons Climber I: +5 Advantage when attempting to climb or cling to almost any surface |
2d6 Raw Meat; 0-2 Simple Disrupting Poison Glands | Cunning & Insight | Exotic | Goblins (+1), Dwarves & Gnomes (-1) | |||||||
Giant Spider, Thorned | Second | Beast | Arthropod | Giant Spider | Protector | Adult | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Forest/Jungle, Ruins/Dungeon | 2 | 31 (20+2d10) | 15 (1.21 x12.7) | 3 | Medium (Prone) | 0 | +7 Hit; 6% Crit. (95+) | +9 Hit; 7% Crit. (94+) | -6 Hit; 2% Crit. (99+) | +1 Hit; 4% Crit. (97+) | AC 43; Armor 28; Dodge 15 Can wear up to Mail Armor if a mount |
Arcane 6; Elemental 20; Natural 20; Holy 18; Demonic 19; Mental 13 | Move 5; Str 14; Agil 16; Stam 10; Int 3; Wis 10; Avd 15; Per 18; Res 9; Init 15; Cha 0 | Arachnid "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Chitin, Thick x4 | Bite (1d8+2 dam) | Threatening I: Enemies in base contact are treated as being Taunted if failing a Resolve test Thorny I: Body is covered in natural thorns, bone spikes, or other sharp protrusions that cause 1 auto damage each time someone attacks in base contact Climber I: +5 Advantage when attempting to climb or cling to almost any surface |
2d6 Raw Meat | Cunning & Insight | Exotic | Goblins (+1), Dwarves & Gnomes (-1) | ||||||||
Goat, Firebreathing | Second | Beast | Monstrosity | Ungulate | Fire Breathing | Herd | Adult | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Cosmopolitan | Ruins/Dungeon, N/A | 1 | 19 (14+1d10) | 13 (1.32 x9.8) | 3 | Medium (Prone) | 0 | +3 Hit; 5% Crit. (96+) | +2 Hit; 5% Crit. (96+) | -9 Hit; 1% Crit. (100+) | -2 Hit; 3% Crit. (98+) | AC 20; Armor 12; Dodge 8 |
Arcane 2; Elemental 18; Natural 17; Holy 8; Demonic 12; Mental 9 | Move 6; Str 12; Agil 13; Stam 9; Int 1; Wis 8; Avd 8; Per 12; Res 4; Init 15; Cha 1 | Ungulate "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Fur/Hair x2 plus Fur, Thick/Shaggy x5 | Horns (1d4 dam when in base contact, see 'Headbutt') | Flame Breath (action, template, 2d8 dam vs Elemental resist, 50% chance of an additional 1d8 dam next turn) |
Headbutt (action, must have charged, 2d4 +1 per inch moved up to a max of creatures level, Headbutt has Crushing Blow = to creatures level) |
Trample I: 1d6 dam, does not effect targets of equal size or larger than the creature Breath II: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits an 8" length by 3" width cone (or cone template), use Ranged attack modifiers against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) |
2d6 Raw Meat, 0-2 Ram/Goat Horns (small) | Fire breathing goats are not naturally occuring, created only by the experimentation of mad spirit users, and therefore are not found in the wild (and are therefore NOT summonable by a beast caller) | n/a & n/a | n/a | n/a | ||||
Goblin Archer | Third | Greenskin | Goblinkind | Goblin | Skirmisher | Archer | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Ruins/Dungeon, Plain | 2 | 21 (12+2d8) | 4 (0.9 x4.8) | 1 | Small (Upright) | -2 | +6 Hit; 6% Crit. (95+) | 0 Hit; 4% Crit. (97+) | -3 Hit; 3% Crit. (98+) | -4 Hit; 3% Crit. (98+) | AC 15; Armor 4; Dodge 11 |
Arcane 12; Elemental 12; Natural 6; Holy 7; Demonic 11; Mental 11 | Move 4; Str 9; Agil 15; Stam 6; Int 6; Wis 5; Avd 11; Per 9; Res 6; Init 8; Cha 4 | Goblin & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth x4 | Small weapon (typ. Kris, 1d4+1) & shortbow (1d8) (w/ primitive arrows) OR hand crossbow (w/ lightweight bolts) | Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) |
1d4 SP | n/a | n/a | |||||||||
Goblin Chieftain, Tribal | Third | Greenskin | Goblinkind | Goblin | Chieftain | Tribal | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Ruins/Dungeon, Plain | 4 | 42 (24+4d8) | 15 (0.9 x17) | 3 | Small (Upright) | -2 | +2 Hit; 1% Crit. (100+) | -5 Hit; 1% Crit. (100+) | -7 Hit; 1% Crit. (100+) | -8 Hit; 1% Crit. (100+) | AC 49; Armor 36; Dodge 13; Noisy 6; Double Layer 6 |
Arcane 12; Elemental 16; Natural 8; Holy 13; Demonic 14; Mental 11 | Move 4; Str 14; Agil 15; Stam 8; Int 6; Wis 5; Avd 13; Per 8; Res 9; Init 11; Cha 4 | Goblin & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Mail, Chain x6 over Leather x6 | Broad Axe (typically 2H, 1d10+1d6+2) OR Dual Claws OR Hand Axe OR Spiked Club OR Scimitar OR Trident | (Kris in off hand if not using 2H) |
"I'm da chief" x2 (instant): +20% dam on next attack |
Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) |
Rarely found alone, usually commanding a sizeable warband of goblins |
3d6 SP | n/a | n/a | ||||||
Goblin Rider, Boss | Third | Greenskin | Goblinkind | Goblin | Rider | Boss | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Ruins/Dungeon, Plain | 3 | 31 (18+3d8) | 13 (0.9 x14.6) | 3 | Small (Upright) | -2 | +1 Hit; 1% Crit. (100+) | -6 Hit; 1% Crit. (100+) | -8 Hit; 1% Crit. (100+) | -9 Hit; 1% Crit. (100+) | AC 48; Armor 36; Dodge 12; Noisy 6; Double Layer 6 |
Arcane 12; Elemental 14; Natural 7; Holy 11; Demonic 13; Mental 11 | Move 4; Str 13; Agil 15; Stam 7; Int 6; Wis 5; Avd 12; Per 8; Res 8; Init 10; Cha 4 | Goblin & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Mail, Chain x6 over Leather x6 | 1-Handed weapon w/ max dam <=12 & Tortoise Shield OR Any 2-handed weapon w/ max dam <= 16 (typ. Long Axe, 1d12+3 dam) | Also carrys 2 Spears for throwing (1d10+1 Damage, targets are Slowed for 1 round, thrown = str) |
"I'm da boss" x2 (instant): +10% dam on next attack |
Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) |
Usually one boss for every 3-8 lesser goblin riders Mounted on a (lvl2) Giant Spider Spinner, Spitter, or Creeper varieties only OR a Wolf/Hyena, mount usually has some armor |
2d6 SP | n/a | n/a | ||||||
Goblin Shaman, Apprentice | Third | Greenskin | Goblinkind | Goblin | Shaman | Apprentice | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Ruins/Dungeon, Plain | 2 | 21 (12+2d8) | 4 (0.9 x4.3) | 1 | Small (Upright) | -2 | +5 Hit; 6% Crit. (95+) | -1 Hit; 4% Crit. (97+) | -2 Hit; 3% Crit. (98+) | -4 Hit; 3% Crit. (98+) | AC 11; Armor 4; Dodge 7 |
Arcane 14; Elemental 12; Natural 6; Holy 9; Demonic 12; Mental 12 | Move 4; Str 12; Agil 14; Stam 6; Int 7; Wis 5; Avd 7; Per 8; Res 7; Init 9; Cha 4 | Goblin & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather x2 | Sharpened Femur (1d4 dam) OR Rod | Flame Lance x3 Bersker Strike x1 |
Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) |
Crude Bone Necklace, 1d4 SP | n/a | n/a | ||||||||
Goblin Shaman, Grand | Third | Greenskin | Goblinkind | Goblin | Shaman | Grand | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Ruins/Dungeon, Plain | 6 | 55 (28+6d8) | 20 (0.9 x21.8) | 3 | Small (Upright) | -2 | +10 Hit; 8% Crit. (93+) | +3 Hit; 6% Crit. (95+) | +4 Hit; 6% Crit. (95+) | +1 Hit; 5% Crit. (96+) | AC 30; Armor 18; Dodge 12 |
Arcane 18; Elemental 14; Natural 8; Holy 13; Demonic 15; Mental 15 | Move 4; Str 13; Agil 15; Stam 7; Int 9; Wis 6; Avd 12; Per 8; Res 9; Init 12; Cha 5 | Goblin & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather x6 plus Leather, Boiled x2 | Hatchet x2 (typ. 1d8 damage each) OR Crafted & Enchanted Gnarled Staff | Stone Shot x3 Goblin Madness x3 (+1 move, +1 dam, but take1 dam/rnd, rng 4 buff, consume to instantly explode dealing 50% of current HP in dam w/ radius 1", inst) Greater Bersker Strike x1, Vengeance x1, Flurry x1 |
Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) |
Usually found with 4-6 apprentice shamans but rarely with tribal or war Shamans |
Elaborate Bone Necklace, 1d6 GP | n/a | n/a | |||||||
Goblin Shaman, Tribal | Third | Greenskin | Goblinkind | Goblin | Shaman | Tribal | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Ruins/Dungeon, Plain | 4 | 36 (18+4d8) | 9 (0.9 x9.8) | 2 | Small (Upright) | -2 | +8 Hit; 7% Crit. (94+) | +1 Hit; 5% Crit. (96+) | +1 Hit; 5% Crit. (96+) | -2 Hit; 4% Crit. (97+) | AC 19; Armor 8; Dodge 11 |
Arcane 16; Elemental 12; Natural 6; Holy 11; Demonic 13; Mental 13 | Move 4; Str 12; Agil 15; Stam 6; Int 8; Wis 5; Avd 11; Per 8; Res 8; Init 10; Cha 4 | Goblin & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather x4 | Maquahuitl (typ. 2d4 damage) OR Gnarled Staff | Acid Shot x3 Goblin Madness x1 (+1 move, +1 dam, but take1 dam/rnd, rng 4 buff, consume to instantly explode dealing 50% of current HP in dam w/ radius 1", inst) Improved Bersker Strike x1 |
Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) |
Usually found with 2-3 apprentice shamans but rarely with more senior Shamans |
Fresh Bone Necklace, 2d4 SP | n/a | n/a | |||||||
Goblin Shaman, War | Third | Greenskin | Goblinkind | Goblin | Shaman | War | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Ruins/Dungeon, Plain | 5 | 47 (25+5d8) | 14 (0.9 x15.3) | 3 | Small (Upright) | -2 | +9 Hit; 8% Crit. (93+) | +2 Hit; 5% Crit. (96+) | +2 Hit; 5% Crit. (96+) | 0 Hit; 5% Crit. (96+) | AC 23; Armor 12; Dodge 11 |
Arcane 16; Elemental 14; Natural 8; Holy 11; Demonic 14; Mental 14 | Move 4; Str 12; Agil 15; Stam 7; Int 8; Wis 6; Avd 11; Per 8; Res 8; Init 11; Cha 4 | Goblin & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather x6 | Battleaxe (typ. 1d10+2 damage) OR Enchanted Gnarled Staff | Shock Pulse x3 Goblin Madness x2 (+1 move, +1 dam, but take1 dam/rnd, rng 4 buff, consume to instantly explode dealing 50% of current HP in dam w/ radius 1", inst) Greater Bersker Strike x1, Vengeance x1 |
Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) |
Usually found with 3-5 apprentice shamans but rarely with tribal or grand Shamans |
Gruesome Bone Necklace, 2d6 SP | n/a | n/a | |||||||
Goblin Spider Rider | Third | Greenskin | Goblinkind | Goblin | Rider | Spider | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Ruins/Dungeon, Plain | 2 | 21 (12+2d8) | 7 (0.9 x7.8) | 2 | Small (Upright) | -2 | +6 Hit; 6% Crit. (95+) | 0 Hit; 4% Crit. (97+) | -3 Hit; 3% Crit. (98+) | -4 Hit; 3% Crit. (98+) | AC 25; Armor 14; Dodge 11 |
Arcane 12; Elemental 12; Natural 6; Holy 7; Demonic 11; Mental 11 | Move 4; Str 9; Agil 15; Stam 6; Int 6; Wis 5; Avd 11; Per 9; Res 6; Init 8; Cha 4 | Goblin & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather x7 | Bow or Crossbow, max dam 12 (typ. Hunting Bow w/ Fletched arrows, rng 40", 1d10 dam) | Medium weapon as back up: (typ. Hand Axe 1d6+1d4 dam) |
Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) |
Mounted on a (lvl2) Giant Spider Spinner, Spitter, or Creeper varieties only |
1d6 SP, 1d6-1 ammo | n/a | n/a | |||||||
Goblin Trapper | Third | Greenskin | Goblinkind | Goblin | Skirmisher | Trapper | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Ruins/Dungeon, Plain | 2 | 21 (12+2d8) | 3 (0.9 x3.7) | 1 | Small (Upright) | -2 | +6 Hit; 6% Crit. (95+) | -1 Hit; 4% Crit. (97+) | -3 Hit; 3% Crit. (98+) | -4 Hit; 3% Crit. (98+) | AC 14; Armor 2; Dodge 12 |
Arcane 12; Elemental 12; Natural 6; Holy 9; Demonic 12; Mental 11 | Move 4; Str 10; Agil 15; Stam 6; Int 6; Wis 5; Avd 12; Per 8; Res 7; Init 9; Cha 4 | Goblin & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth x2 | Lower end small knives (typ. Kris, 1d4+1) | Blowpipe (1d4 dam rng:20) |
Can make a simple foot trap during its own turn if it does not attack.if anyone steps in it (incl. Fellow goblins) they take 1d4 dam & can't move any further |
Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) |
1d4 SP | n/a | n/a | |||||||
Goblin Wargobber, Boss | Third | Greenskin | Goblinkind | Goblin | Wargobber | Boss | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Ruins/Dungeon, Plain | 3 | 31 (18+3d8) | 10 (0.9 x11.1) | 2 | Small (Upright) | -2 | +5 Hit; 5% Crit. (96+) | -2 Hit; 2% Crit. (99+) | -4 Hit; 2% Crit. (99+) | -5 Hit; 1% Crit. (100+) | AC 32; Armor 20; Dodge 12; Noisy 2; Double Layer 2 |
Arcane 12; Elemental 14; Natural 7; Holy 11; Demonic 13; Mental 11 | Move 4; Str 13; Agil 15; Stam 7; Int 6; Wis 5; Avd 12; Per 8; Res 8; Init 10; Cha 4 | Goblin & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Mail, Chain x2 over Leather x6 | Any one handed weapon w/ max dam <=14, Typ. 1H Morning Star: 1d8+2 damage & Tortoise Shield: Block (+3) OR Any two handed weapon w/ max dam <= 14; Typ. 2H Morning Star: 2d6+2 damage | May also sometimes have Ranged weapons similar to Goblin Archers or Trappers |
"I'm da boss" x2 (instant): +10% dam on next attack |
Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) |
Usually one boss for every 6-10 lesser goblin warriors |
2d4 SP | n/a | n/a | ||||||
Goblin Wargobber, Heavy | Third | Greenskin | Goblinkind | Goblin | Wargobber | Heavy | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Ruins/Dungeon, Plain | 2 | 23 (14+2d8) | 7 (0.9 x8.2) | 2 | Small (Upright) | -2 | +4 Hit; 5% Crit. (96+) | -1 Hit; 4% Crit. (97+) | -3 Hit; 3% Crit. (98+) | -4 Hit; 3% Crit. (98+) | AC 29; Armor 18; Dodge 11 |
Arcane 12; Elemental 14; Natural 7; Holy 7; Demonic 11; Mental 11 | Move 4; Str 12; Agil 13; Stam 7; Int 6; Wis 5; Avd 11; Per 8; Res 6; Init 8; Cha 4 | Goblin & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather, Studded x6 | Medium Weapon, typ. Hand Axe: 1d6+1d4 dam & Wooden Shield: Block (+2) | Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) |
1d6 SP | n/a | n/a | |||||||||
Goblin Wargobber, Light | Third | Greenskin | Goblinkind | Goblin | Wargobber | Light | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Ruins/Dungeon, Plain | 2 | 21 (12+2d8) | 5 (0.9 x5) | 1 | Small (Upright) | -2 | +5 Hit; 6% Crit. (95+) | -1 Hit; 4% Crit. (97+) | -3 Hit; 3% Crit. (98+) | -4 Hit; 3% Crit. (98+) | AC 17; Armor 6; Dodge 11 |
Arcane 12; Elemental 12; Natural 6; Holy 5; Demonic 10; Mental 11 | Move 4; Str 10; Agil 14; Stam 6; Int 6; Wis 5; Avd 11; Per 8; Res 5; Init 7; Cha 4 | Goblin & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth x6 | Small weapon, Typ. Dirk: 1d8 dam & Buckler/Wicker Shield: Block (+1) | Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) |
1d4 SP | n/a | n/a | |||||||||
Goblin Wolf Rider | Third | Greenskin | Goblinkind | Goblin | Rider | Wolf | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Ruins/Dungeon, Plain | 2 | 23 (14+2d8) | 9 (0.9 x10.5) | 2 | Small (Upright) | -2 | +1 Hit; 2% Crit. (99+) | -5 Hit; 1% Crit. (100+) | -7 Hit; 1% Crit. (100+) | -8 Hit; 1% Crit. (100+) | AC 39; Armor 28; Dodge 11; Noisy 4; Double Layer 4 |
Arcane 12; Elemental 14; Natural 7; Holy 7; Demonic 11; Mental 11 | Move 4; Str 12; Agil 14; Stam 7; Int 6; Wis 5; Avd 11; Per 8; Res 6; Init 8; Cha 4 | Goblin & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Mail, Chain x4 over Leather x6 | Spear: 1d10+1 damage & Wooden Shield: Block (+2), usually carries 2 spears so that one can be thrown (range = str) | Medium weapon as back up: (typ. Hand Axe 1d6+1d4 dam) |
Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) |
Mounted on a Wolf/Hyena |
1d6 SP | n/a | n/a | |||||||
Gold Dragon | Second | Dragonkind | Metallic Dragon | Dragon | Gold | Magical | Dragon | yes | Realm (Dawn), Alignment (Good), Polarity (Order) | Tropical/Temperate | Desert, Ruins/Dungeon | 16 | 533 (357+32d10) | 539 (4.6 x117.1) | 22 | Massive (Prone) | 8; Crushing Blow 8, Toughness 2, Reach +2 | +21 Hit; 13% Crit. (88+); +3 Damage | +21 Hit; 13% Crit. (88+) | +23 Hit; 24% Crit. (77+) | +21 Hit; 13% Crit. (88+) | AC 98; Armor 88; Dodge 10 Metallic Scales (+1 Armor per slot added); Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 36; Elemental 42; Natural 37; Holy 32; Demonic 32; Mental 34 | Move 10; Str 21; Agil 16; Stam 21; Int 18; Wis 16; Avd 10; Per 16; Res 16; Init 16; Cha 17 | Draconic (Dragon Tongue), Dawnspeak, Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Dragon x8 | Bite (3d8+13) & Claw x2 (3d6+5) + Tailswipe (2d8+10 damage) | Coronal Aura III: passive, Aura III, activated at will for up to 1 hour, Dragon must pass a Stamina test at the start of each subsequent round to maintain, casting automatically cancels the aura. Projects an Aura of Solar energy around itself that uses casting modifiers to inflict 1d6+4 Solar Damage and increases Solar Mass by 1 Stack per round that it is active Coronal Mass Ejection: action, consume X stacks of Solar Mass to use casting modifiers to inflict X(1d6+4) Solar Damage in an inverted Cone template anywhere in a 360 degree arc |
Can use up to Tier 5 Solar Powers (per day use: T5 x3, T4 x4, T3 x5, T2 x6, T1 x7, T0 unlimited) |
Immune II (Solar & Fire): Immune to these types of damage and any associated effects Affinity II (Light): +10% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Aura III: Passive effects in 3" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Tailswipe III: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 4" knockback on targets of lesser size Fearsome: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Precision: Immune to all critical misses or critical casting failures |
Can shapeshift into creatures of a lesser threat rating (preferred forms are: Humans, Desert Creatures) |
5d10 Prismatic Glass | n/a | n/a | |||||
Gold Dragon Consort/Lord | Second | Dragonkind | Metallic Dragon | Dragon | Gold | Magical | Consort/Lord | yes | Realm (Dawn), Alignment (Good), Polarity (Order) | Tropical/Temperate | Desert, Ruins/Dungeon | 18 | 850 (616+36d12) | 943 (5.77 x163.3) | 30 | Gargantuan (Prone) | 16; Crushing Blow 16, Toughness 4, Reach +3 | +23 Hit; 14% Crit. (87+); +3 Damage | +24 Hit; 15% Crit. (86+) | +26 Hit; 30% Crit. (71+) | +25 Hit; 15% Crit. (86+) | AC 106; Armor 96; Dodge 10 Metallic Scales (+1 Armor per slot added); Lair Action x2: May use up to two unique special Lair Actions at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 38; Elemental 44; Natural 40; Holy 34; Demonic 35; Mental 37 | Move 11; Str 22; Agil 16; Stam 22; Int 19; Wis 18; Avd 10; Per 17; Res 17; Init 17; Cha 19 | Draconic (Dragon Tongue), Dawnspeak, Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Elder Dragon x8 | Bite (3d10+15) & Claw x2 (2d10+9) + Tailswipe (2d10+10 damage) | Coronal Aura IV: passive, Aura IV, activated at will for up to 1 hour, Dragon must pass a Stamina test at the start of each subsequent round to maintain, casting automatically cancels the aura. Projects an Aura of Solar energy around itself that uses casting modifiers to inflict 1d8+6 Solar Damage and increases Solar Mass by 1 Stack per round that it is active Coronal Mass Ejection: action, consume X stacks of Solar Mass to use casting modifiers to inflict X(1d8+6) Solar Damage in an inverted Cone template anywhere in a 360 degree arc |
Can use up to Tier 6 Solar Powers (per day use: T6 x3, T5 x4, T4 x5, T3 x6, T2 x7, T1 x8, T0 unlimited) |
Immune II (Solar & Fire): Immune to these types of damage and any associated effects Affinity III (Light): +15% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Aura IV: Passive effects in 4" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Tailswipe IV: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 6" knockback on targets of lesser size Terrifying: Enemies must pass a Resolve test to move towards the creature and if it moves into base contact with a foe they must pass a Resolve test or immediately flee their full move directly away (treat as Feared & Frightened). Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Precision: Immune to all critical misses or critical casting failures |
Can shapeshift into creatures of a lesser threat rating (preferred forms are: Humans, Desert Creatures) |
6d12 Prismatic Glass | n/a | n/a | |||||
Gold Dragon Hatchling | Second | Dragonkind | Metallic Dragon | Dragon | Gold | Magical | Hatchling | yes | Realm (Dawn), Alignment (Good), Polarity (Order) | Tropical/Temperate | Desert, Ruins/Dungeon | 1 | 16 (13+1d6) | 12 (1.48 x8.1) | 2 | Tiny (Prone) | -4 | 0 Hit; 4% Crit. (97+); -1 Damage | -2 Hit; 3% Crit. (98+) | -3 Hit; 8% Crit. (93+) | -8 Hit; 1% Crit. (100+) | AC 44; Armor 24; Dodge 20 Metallic Scales (+1 Armor per slot added) |
Arcane 14; Elemental 20; Natural 12; Holy 10; Demonic 7; Mental 9 | Move 5; Str 7; Agil 10; Stam 10; Int 7; Wis 2; Avd 20; Per 8; Res 5; Init 6; Cha 4 | Draconic (Dragon Tongue, can understand but not speak) | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scales, Light x8 | Bite (1d6+1) | Detect Magic (unlimited use) & Arcane Cantrip (Solar, unlimited use) |
Immune II (Solar & Fire): Immune to these types of damage and any associated effects Affinity I (Light): +5% Critical Hit with a given non-physical damage type (typically already added) Hopper II: Can hop to move, 2x movement in a straight line, allows for easily jumping over obstacles, must start and end its turn on the ground Precision: Immune to all critical misses or critical casting failures |
1d4 Prismatic Glass | n/a | n/a | |||||||
Great Sand Worm | Second | Beast | Invertebrate | Giant Worm | Burrower | Elder | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Subterranean, Desert | 16 | 990 (726+48d10) | 402 (2.84 x141.6) | 19 | Colossal (Prone) | 32; Crushing Blow 32, Toughness 8, Reach +4 | +10 Hit; 10% Crit. (91+); +3 Damage | +15 Hit; 11% Crit. (90+) | +6 Hit; 8% Crit. (93+) | +15 Hit; 11% Crit. (90+) | AC 50; Armor 48; Dodge 2 |
Arcane 2; Elemental 44; Natural 32; Holy 40; Demonic 30; Mental 11 | Move 12; Str 24; Agil 5; Stam 22; Int 1; Wis 10; Avd 2; Per 10; Res 20; Init 10; Cha 1 | Worm "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tremorsense III (Sand): Can sense vibrations and movement through listed substances up to range of 2x Perception with +8 Advantage to Perception rolls |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Hide, Caloused x12 | Bite: 6d8+20 damage, if target is Massive sized or less and does not Dodge counts as being Consumed. | Deadly Sinkhole: If burrowed under sand, can use its attack to create a conical sinkhole in the sand, with a 6" radius. Anyone that fails an Agility test (at -6 disadvantage at the center, reduced by 1 for each 1" of radius from the center), is drawn down to the maw of the sand worm and suffers a bite attack with no dodge contribution to AC. Can consume as normal. Afterwards Sandworm's head is exposed to attacks and must re-burrow before it can use Deadly Sinkhole again. |
Consume: Passive. Can consume and store targets in its gullet (equal to 1 Massive, 2 Huge, 4 Large, 8 Medium, 16 Small, etc...). Consumed targets are Blinded and Immobilized and take 3d20+10 Caustic damage at the start of each of the sand worms turns. If the Sand worm takes 200 or more damage before its next turn it must, as a Reaction, regurgitate all targets stored in its gullet which land up to 1d8" from its mouth and count as knocked down. Sand Burst: Instant. Must be burrowed under sand or have used Deadly Sinkold on its previous turn. Bursts to the surface, causing a Trample effect to all targets within 6". If failing to Dodge they are also Knocked Down. Diving Burrow: Instant. Quickly dives back into the sand and gains +2 movement. |
Tunneler II: Can tunnel through ground at regular movement, initial burrowing counts as an instant Trample VII: 7d6 dam, does not effect targets of equal size or larger than the creature |
Sand Tunneler: Tunneler trait only applies while in sand |
7d20 Raw Meat, 4d4 Water Sacs | n/a | n/a | ||||||
Green Draconid, Naturalist | Second | Dragonkind | Chromatic Dragon | Draconid | Green | Magical | Naturalist | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Cosmopolitan | Forest/Jungle, Swamp | 8 | 99 (55+8d10) | 39 (1.25 x31.4) | 5 | Medium (Upright) | 0 | +8 Hit; 8% Crit. (93+) | +10 Hit; 8% Crit. (93+) | +11 Hit; 9% Crit. (92+) | +12 Hit; 9% Crit. (92+) | AC 33; Armor 22; Dodge 11 |
Arcane 28; Elemental 22; Natural 26; Holy 18; Demonic 24; Mental 29 | Move 5; Str 11; Agil 11; Stam 11; Int 14; Wis 15; Avd 11; Per 13; Res 9; Init 9; Cha 8 | Draconic (Dragon Tongue), Common & Elvish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
over Leather x3 plus Scales, Light x8 | Banded Staff (1d8+1d6+1, Ward-off) | Spells (T3), instant: Expunge (unlimited use), Nature Ward x1, Bound to Creation x1 Spells (T3), action: Wild Growth (unlimited use), Insect Swarm x1, Web Snare x2, Infestation x1 Life Channel: action, channel 1d12+8 HP from 1 willing live target to another, 10" rng |
Hardened II (Wild & Primal): Incoming damage of these types is reduced by half |
Hardened to Wild & Primal Damage (50%) |
0-2 Living Moss, 75% Minor Spirit Potion, 25% Light Healing Potion | Offspring of green dragons and wild elf mages. The interbreeding process seems to temper the volatile powers of teh gree dargonflight, resulting in a Dracnid that manifests Nature powers rather than toxic powers. | n/a | n/a | |||||
Gold Dragon Whelp | Second | Dragonkind | Metallic Dragon | Dragon | Gold | Magical | Whelp | yes | Realm (Dawn), Alignment (Good), Polarity (Order) | Tropical/Temperate | Desert, Ruins/Dungeon | 2 | 33 (24+2d8) | 32 (1.91 x16.6) | 5 | Small (Prone) | -2 | +3 Hit; 5% Crit. (96+) | +1 Hit; 4% Crit. (97+) | +1 Hit; 9% Crit. (92+) | -5 Hit; 2% Crit. (99+) | AC 51; Armor 32; Dodge 19 Metallic Scales (+1 Armor per slot added) |
Arcane 20; Elemental 24; Natural 16; Holy 14; Demonic 11; Mental 14 | Move 6; Str 9; Agil 12; Stam 12; Int 10; Wis 4; Avd 19; Per 10; Res 7; Init 7; Cha 5 | Draconic (Dragon Tongue) & Dawnspeak (can understand but not speak) | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scales, Heavy x8 | Bite (1d8+3) & Claw (1d6+3) | Coronal Aura 0: passive, Aura 0, activated at will for up to 1 hour, Dragon must pass a Stamina test at the start of each subsequent round to maintain, casting automatically cancels the aura. Projects an Aura of Solar energy around itself that uses casting modifiers to inflict 1 Solar Damage and increases Solar Mass by 1 Stack per round that it is active Coronal Mass Ejection: action, consume X stacks of Solar Mass to use casting modifiers to inflict X Solar Damage in an inverted Cone template anywhere in a 360 degree arc |
Can use up to Tier 1 Solar Powers (per day use: T1 x3, T0 unlimited) |
Immune II (Solar & Fire): Immune to these types of damage and any associated effects Affinity I (Light): +5% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Aura 0: Passive effects in base contact around the creature, effects vary (see Extra), can be offensive or defensive Precision: Immune to all critical misses or critical casting failures |
1d6 Prismatic Glass | n/a | n/a | ||||||
Gold Dragon, Ancient | Second | Dragonkind | Metallic Dragon | Dragon | Gold | Magical | Ancient | yes | Realm (Dawn), Alignment (Good), Polarity (Order) | Tropical/Temperate | Desert, Ruins/Dungeon | 21 | 1336 (989+63d10) | 1884 (7.91 x238.1) | 42 | Colossal (Prone) | 32; Crushing Blow 32, Toughness 8, Reach +4 | +23 Hit; 15% Crit. (86+); +3 Damage | +29 Hit; 17% Crit. (84+) | +31 Hit; 33% Crit. (68+) | +31 Hit; 18% Crit. (83+) | AC 104; Armor 96; Dodge 8 Metallic Scales (+1 Armor per slot added); Lair Action x4: May use up to four unique special Lair Actions at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 42; Elemental 46; Natural 44; Holy 40; Demonic 41; Mental 42 | Move 12; Str 23; Agil 13; Stam 23; Int 21; Wis 21; Avd 8; Per 19; Res 20; Init 16; Cha 18 | Draconic (Dragon Tongue), Dawnspeak, Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Truesight: Can see (or otherwise perceive) in natural and magical darkness at a range (in table top inches) equal to thier perception, as well as see through any type of illusion or invisibility, and can see the true form of shape shifting creatures Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Elder Dragon x8 | Bite (5d12+17) & Claw x2 (3d10+11) + Tailswipe (3d12+20 damage) | Coronal Aura VIII: passive, Aura VIII, activated at will for up to 1 hour, Dragon must pass a Stamina test at the start of each subsequent round to maintain, casting automatically cancels the aura. Projects an Aura of Solar energy around itself that uses casting modifiers to inflict 1d12+10 Solar Damage and increases Solar Mass by 1 Stack per round that it is active Coronal Mass Ejection: action, consume X stacks of Solar Mass to use casting modifiers to inflict X(1d12+10) Solar Damage in an inverted Cone template anywhere in a 360 degree arc |
Can use up to Tier 7+ Solar Powers (per day use: T7+ x1, T7 x4, T6 x5, T5 x6, T4 x7, T3 x8, T2 x9, T1 x10, T0 unlimited) |
Immune II (Solar & Fire): Immune to these types of damage and any associated effects Affinity III (Light): +15% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Aura VIII: Passive effects in 8" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Tailswipe VI: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 10" knockback on targets of lesser size Terrifying: Enemies must pass a Resolve test to move towards the creature and if it moves into base contact with a foe they must pass a Resolve test or immediately flee their full move directly away (treat as Feared & Frightened). Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Precision: Immune to all critical misses or critical casting failures |
Ancient Dragons live in complete solitude and often sleep for hundreds of years at a time Can still shapeshift into creatures of a lesser threat rating but would likely not see the point |
7d20 Prismatic Glass | n/a | n/a | |||||
Gold Drake | Second | Dragonkind | Metallic Dragon | Dragon | Gold | Magical | Drake | yes | Realm (Dawn), Alignment (Good), Polarity (Order) | Tropical/Temperate | Desert, Ruins/Dungeon | 10 | 252 (162+20d8) | 256 (3.55 x72.3) | 15 | Huge (Prone) | 4; Crushing Blow 4, Toughness 1, Reach +1 | +16 Hit; 11% Crit. (90+); +2 Damage | +13 Hit; 10% Crit. (91+) | +13 Hit; 20% Crit. (81+) | +11 Hit; 9% Crit. (92+) | AC 77; Armor 64; Dodge 13 Metallic Scales (+1 Armor per slot added); Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant or action |
Arcane 28; Elemental 38; Natural 31; Holy 26; Demonic 25; Mental 26 | Move 9; Str 19; Agil 17; Stam 19; Int 14; Wis 12; Avd 13; Per 14; Res 13; Init 13; Cha 14 | Draconic (Dragon Tongue), Dawnspeak, Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scale, Drake x8 | Bite (3d6+11) & Claw x2 (1d12+5) + Tailswipe (2d6+10 damage) | Coronal Aura II: passive, Aura II, activated at will for up to 1 hour, Dragon must pass a Stamina test at the start of each subsequent round to maintain, casting automatically cancels the aura. Projects an Aura of Solar energy around itself that uses casting modifiers to inflict 1d4+2 Solar Damage and increases Solar Mass by 1 Stack per round that it is active Coronal Mass Ejection: action, consume X stacks of Solar Mass to use casting modifiers to inflict X(1d4+2) Solar Damage in an inverted Cone template anywhere in a 360 degree arc |
Can use up to Tier 4 Solar Powers (per day use: T4 x3, T3 x4, T2 x5, T1 x6, T0 unlimited) |
Immune II (Solar & Fire): Immune to these types of damage and any associated effects Affinity II (Light): +10% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Aura II: Passive effects in 2" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Tailswipe II: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 2" knockback on targets of lesser size Fearsome: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Precision: Immune to all critical misses or critical casting failures |
4d8 Prismatic Glass | n/a | n/a | ||||||
Gold Regal Dragon | Second | Dragonkind | Metallic Dragon | Dragon | Gold | Magical | Regal | yes | Realm (Dawn), Alignment (Good), Polarity (Order) | Tropical/Temperate | Desert, Ruins/Dungeon | 20 | 942 (682+40d12) | 1258 (6.74 x186.7) | 34 | Gargantuan (Prone) | 16; Crushing Blow 16, Toughness 4, Reach +3 | +25 Hit; 15% Crit. (86+); +3 Damage | +27 Hit; 16% Crit. (85+) | +29 Hit; 32% Crit. (69+) | +29 Hit; 17% Crit. (84+) | AC 106; Armor 96; Dodge 10 Metallic Scales (+1 Armor per slot added); Lair Action x3: May use up to three unique special Lair Actions at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 40; Elemental 44; Natural 42; Holy 36; Demonic 38; Mental 40 | Move 11; Str 22; Agil 16; Stam 22; Int 20; Wis 20; Avd 10; Per 18; Res 18; Init 18; Cha 20 | Draconic (Dragon Tongue), Dawnspeak, Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Truesight: Can see (or otherwise perceive) in natural and magical darkness at a range (in table top inches) equal to thier perception, as well as see through any type of illusion or invisibility, and can see the true form of shape shifting creatures Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Elder Dragon x8 | Bite (4d10+15) & Claw x2 (3d8+11) + Tailswipe (2d10+12 damage) | Coronal Aura VI: passive, Aura VI, activated at will for up to 1 hour, Dragon must pass a Stamina test at the start of each subsequent round to maintain, casting automatically cancels the aura. Projects an Aura of Solar energy around itself that uses casting modifiers to inflict 1d10+8 Solar Damage and increases Solar Mass by 1 Stack per round that it is active Coronal Mass Ejection: action, consume X stacks of Solar Mass to use casting modifiers to inflict X(1d10+8) Solar Damage in an inverted Cone template anywhere in a 360 degree arc |
Can use up to Tier 7 Solar Powers (per day use: T7 x3, T6 x4, T5 x5, T4 x6, T3 x7, T2 x8, T1 x9, T0 unlimited) |
Immune II (Solar & Fire): Immune to these types of damage and any associated effects Affinity III (Light): +15% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Aura VI: Passive effects in 6" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Tailswipe V: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 8" knockback on targets of lesser size Terrifying: Enemies must pass a Resolve test to move towards the creature and if it moves into base contact with a foe they must pass a Resolve test or immediately flee their full move directly away (treat as Feared & Frightened). Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Precision: Immune to all critical misses or critical casting failures |
Can shapeshift into creatures of a lesser threat rating (preferred forms are: Humans, Desert Creatures) |
6d12 Prismatic Glass | n/a | n/a | |||||
Gold Wyrm | Second | Dragonkind | Metallic Dragon | Dragon | Gold | Magical | Wyrm | yes | Realm (Dawn), Alignment (Good), Polarity (Order) | Tropical/Temperate | Desert, Ruins/Dungeon | 5 | 89 (56+5d12) | 116 (2.9 x40.1) | 10 | Large (Prone) | 2; Crushing Blow 2 | +12 Hit; 9% Crit. (92+); +1 Damage | +6 Hit; 7% Crit. (94+) | +6 Hit; 12% Crit. (89+) | +2 Hit; 5% Crit. (96+) | AC 64; Armor 48; Dodge 16 Metallic Scales (+1 Armor per slot added); Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant |
Arcane 24; Elemental 32; Natural 24; Holy 20; Demonic 18; Mental 20 | Move 8; Str 16; Agil 18; Stam 16; Int 12; Wis 8; Avd 16; Per 12; Res 10; Init 10; Cha 7 | Draconic (Dragon Tongue) & Dawnspeak | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scale, Wyrm x8 | Bite (1d8+9) & Claw x2 (1d8+5) + Tailswipe (2d6+6 dam) | Coronal Aura I: passive, Aura I, activated at will for up to 1 hour, Dragon must pass a Stamina test at the start of each subsequent round to maintain, casting automatically cancels the aura. Projects an Aura of Solar energy around itself that uses casting modifiers to inflict 1d2 Solar Damage and increases Solar Mass by 1 Stack per round that it is active Coronal Mass Ejection: action, consume X stacks of Solar Mass to use casting modifiers to inflict X(1d2) Solar Damage in an inverted Cone template anywhere in a 360 degree arc |
Can use up to Tier 3 Solar Powers (per day use: T3 x3, T2 x4, T1 x5, T0 unlimited) |
Immune II (Solar & Fire): Immune to these types of damage and any associated effects Affinity I (Light): +5% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Aura I: Passive effects in 1" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Tailswipe I: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 1" knockback on targets of lesser size Fearsome: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Precision: Immune to all critical misses or critical casting failures |
3d6 Prismatic Glass | n/a | n/a | ||||||
Green Dragon | Second | Dragonkind | Chromatic Dragon | Dragon | Green | Magical | Dragon | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Cosmopolitan | Forest/Jungle, Swamp | 15 | 453 (288+30d10) | 471 (4.7 x100.2) | 21 | Massive (Prone) | 8; Crushing Blow 8, Toughness 2, Reach +2 | +20 Hit; 13% Crit. (88+); +3 Damage | +20 Hit; 13% Crit. (88+) | +22 Hit; 24% Crit. (77+) | +21 Hit; 13% Crit. (88+) | AC 90; Armor 80; Dodge 10 Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 36; Elemental 36; Natural 35; Holy 32; Demonic 33; Mental 35 | Move 10; Str 20; Agil 16; Stam 18; Int 18; Wis 17; Avd 10; Per 16; Res 16; Init 16; Cha 17 | Draconic (Dragon Tongue), Sylvan, Common, Elvish & Centaurian | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Dragon x8 | Bite (3d8+10) & Claw x2 (3d6+2) + Tailswipe (2d8+6 damage) | Poison Breath IV: 3d10+6 Poison Damage for up to 3 rounds, subsequent rounds use unmodified Natural resistance |
Can use up to Tier 5 Toxic Powers (per day use: T5 x3, T4 x4, T3 x5, T2 x6, T1 x7, T0 unlimited) |
Immune (Poison): Immune to this type of damage and any associated effects Affinity II (Wild): +10% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath IV: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits a 12" length by width cone, use Ranged attack modifiers +10 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe III: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 4" knockback on targets of lesser size Fearsome: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes or otherwise vents volatile energy upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius |
Can shapeshift into creatures of a lesser threat rating (preferred forms are: Wild Elves, Centaurs, Beasts) |
5d10 Primordial Sap | n/a | n/a | |||||
Green Dragon Consort/Lord | Second | Dragonkind | Chromatic Dragon | Dragon | Green | Magical | Consort/Lord | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Cosmopolitan | Forest/Jungle, Swamp | 17 | 725 (504+34d12) | 849 (6.05 x140.4) | 28 | Gargantuan (Prone) | 16; Crushing Blow 16, Toughness 4, Reach +3 | +22 Hit; 14% Crit. (87+); +3 Damage | +23 Hit; 14% Crit. (87+) | +25 Hit; 30% Crit. (71+) | +25 Hit; 15% Crit. (86+) | AC 98; Armor 88; Dodge 10 Lair Action x2: May use up to two unique special Lair Actions at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 38; Elemental 38; Natural 38; Holy 34; Demonic 36; Mental 38 | Move 11; Str 21; Agil 16; Stam 19; Int 19; Wis 19; Avd 10; Per 17; Res 17; Init 17; Cha 19 | Draconic (Dragon Tongue), Sylvan, Common, Elvish & Centaurian | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Elder Dragon x8 | Bite (3d10+12) & Claw x2 (2d10+6) + Tailswipe (2d10+6 damage) | Poison Breath V: 3d12+8 Poison Damage for up to 3 rounds, subsequent rounds use unmodified Natural resistance |
Can use up to Tier 6 Toxic Powers (per day use: T6 x3, T5 x4, T4 x5, T3 x6, T2 x7, T1 x8, T0 unlimited) |
Immune (Poison): Immune to this type of damage and any associated effects Affinity III (Wild): +15% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath V: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits a 16" length by width cone, use Ranged attack modifiers +15 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe IV: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 6" knockback on targets of lesser size Terrifying: Enemies must pass a Resolve test to move towards the creature and if it moves into base contact with a foe they must pass a Resolve test or immediately flee their full move directly away (treat as Feared & Frightened). Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes or otherwise vents volatile energy upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius |
Can shapeshift into creatures of a lesser threat rating (preferred forms are: Wild Elves, Centaurs, Beasts) |
6d12 Primordial Sap | n/a | n/a | |||||
Green Dragon Hatchling | Second | Dragonkind | Chromatic Dragon | Dragon | Green | Magical | Hatchling | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Cosmopolitan | Forest/Jungle, Swamp | 1 | 12 (9+1d6) | 7 (1.21 x5.5) | 2 | Tiny (Prone) | -4 | 0 Hit; 4% Crit. (97+); -1 Damage | -2 Hit; 3% Crit. (98+) | -3 Hit; 8% Crit. (93+) | -7 Hit; 2% Crit. (99+) | AC 36; Armor 16; Dodge 20 |
Arcane 14; Elemental 14; Natural 10; Holy 10; Demonic 8; Mental 10 | Move 5; Str 6; Agil 10; Stam 7; Int 7; Wis 3; Avd 20; Per 8; Res 5; Init 6; Cha 4 | Draconic (Dragon Tongue, can understand but not speak) | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scales, Light x8 | Bite (1d4+1) | Detect Magic (unlimited use) & Natural Cantrip (Toxic, unlimited use) |
Immune (Poison): Immune to this type of damage and any associated effects Affinity I (Wild): +5% Critical Hit with a given non-physical damage type (typically already added) Hopper II: Can hop to move, 2x movement in a straight line, allows for easily jumping over obstacles, must start and end its turn on the ground Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes or otherwise vents volatile energy upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius |
1d4 Primordial Sap | n/a | n/a | |||||||
Grey Draconid, Aeromancer | Second | Dragonkind | Chromatic Dragon | Draconid | Grey | Mage | Aeromancer | yes | Realm (Storms), Alignment (Good), Polarity (Chaos) | Cosmopolitan | Sky, Mountain | 6 | 77 (44+6d10) | 33 (1.2 x27.2) | 5 | Medium (Upright) | 0 | +5 Hit; 6% Crit. (95+) | +8 Hit; 7% Crit. (94+) | +11 Hit; 8% Crit. (93+) | +8 Hit; 7% Crit. (94+) | AC 38; Armor 28; Dodge 10 |
Arcane 32; Elemental 22; Natural 24; Holy 28; Demonic 27; Mental 29 | Move 5; Str 9; Agil 10; Stam 11; Int 16; Wis 13; Avd 10; Per 13; Res 14; Init 14; Cha 7 | Draconic (Dragon Tongue), Common & Elvish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth, Quilted x6 plus Scales, Light x8 | Medium to Large Staves, Typical: Long Staff (2d6, ward off) | Wind Powers: Nimble Breeze x3 (T2 instant), Tranquil Breeze x2 (T3 action), Aerobolt x6 (T2 action), Aerobeam x2 (T3 action), Downdraft x1 (T3 action) |
Hardened (Wind): Incoming damage of this type is reduced by half Unyielding: Immune to stun, slow, winded, incapacitate, immobilize, or silence CC effects or any effect that would cause them to miss a turn |
Has up to 2 XP worth of Air Rune-crafted/Enchanted gear, typical: Improved Air Power on Staff (+2 Air Spell Damage) |
0-2 Aether, 0-1 Minor Spirit Potion | Offspring of grey dragons and human or elven mages | n/a | n/a | |||||
Grey Draconid, Skyguard | Second | Dragonkind | Chromatic Dragon | Draconid | Grey | Disabler | Skyguard | yes | Realm (Storms), Alignment (Good), Polarity (Chaos) | Cosmopolitan | Sky, Mountain | 10 | 145 (90+10d10) | 41 (1.2 x34.1) | 5 | Medium (Upright) | 0 | +1 Hit; 1% Crit. (100+); +1 Damage | +2 Hit; 1% Crit. (100+) | +8 Hit; 8% Crit. (93+) | +8 Hit; 8% Crit. (93+) | AC 65; Armor 56; Dodge 9; Double Layer 8 |
Arcane 18; Elemental 30; Natural 24; Holy 20; Demonic 19; Mental 18 | Move 5; Str 17; Agil 10; Stam 15; Int 9; Wis 9; Avd 9; Per 11; Res 10; Init 10; Cha 5 | Draconic, Common & Orcish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather, Boiled x8 over Cloth, Quilted x8 plus Scales, Light x8 | Dual Wield or 2H Weapons (max 20 damage), typical: Khopesh x2 (1d8+2) OR Greatsword (1d12+1d6+2) | Reflex Bow w/ Razor Arrows (1d12+1d6+2, ranged 50) |
Windsnare: passive, every sucessful 1H weapon attack grants 1 stack of Windsnare on the target, 2H weapons (incl bow) generate 2 stacks, each stack reduces targets AC by 5, upon reaching 4 stacks if the target fails an Elemental Resist all stacks are consumed and the target is Snared (any damage breaks), when attacking a Snared target the Skyguard does triple damage (cannot crit) but cannot add stacks of Windsnare, all Windsnare stacks are dispellable with 30 resist |
Hardened (Wind): Incoming damage of this type is reduced by half Unyielding: Immune to stun, slow, winded, incapacitate, immobilize, or silence CC effects or any effect that would cause them to miss a turn |
Skyguard are typically tasked with protecting the sky around a Grey dragons lair, fighting them from the air can be a deadly encounter if caught in one of thier magical Windsnares |
1d3 Aether, 85% Minor Attack Potion | Offspring of grey dragons and humans or elves | n/a | n/a | ||||
Grey Draconid, Windwalker | Second | Dragonkind | Chromatic Dragon | Draconid | Grey | Magical | Windwalker | yes | Realm (Storms), Alignment (Good), Polarity (Chaos) | Cosmopolitan | Sky, Mountain | 12 | 143 (77+12d10) | 57 (1.2 x47.5) | 7 | Medium (Upright) | 0 | +12 Hit; 10% Crit. (91+) | +14 Hit; 10% Crit. (91+) | +16 Hit; 11% Crit. (90+) | +11 Hit; 9% Crit. (92+) | AC 40; Armor 28; Dodge 12 Physical Block V: 15% Block (Focus skill, always in effect); Blur Potion (+10 AC) |
Arcane 30; Elemental 22; Natural 21; Holy 28; Demonic 24; Mental 25 | Move 6; Str 10; Agil 11; Stam 11; Int 15; Wis 10; Avd 12; Per 13; Res 14; Init 14; Cha 7 | Draconic (Dragon Tongue), Common & Elvish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather x6 plus Scales, Light x8 | Mainhand and offhand Fist (Focus) Attacks: Claw Punch III, Dragon Punch V, Bone Breaker V (unmodifiable Focus set at 3) | Wind Powers: Quickening x4 (T4 instant), Wind Shield x2 (T4 instant), Windshear x4 (T4 action), Gale Winds x1 (T4 action) |
Hardened (Wind): Incoming damage of this type is reduced by half Unyielding: Immune to stun, slow, winded, incapacitate, immobilize, or silence CC effects or any effect that would cause them to miss a turn |
1d4 Aether, Blur Potion (if not used) | Offspring of grey dragons and human or elven runeweavers | n/a | n/a | ||||||
Green Dragon Whelp | Second | Dragonkind | Chromatic Dragon | Dragon | Green | Magical | Whelp | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Cosmopolitan | Forest/Jungle, Swamp | 2 | 27 (18+2d8) | 21 (1.63 x12.6) | 4 | Small (Prone) | -2 | +3 Hit; 5% Crit. (96+) | +1 Hit; 4% Crit. (97+) | +1 Hit; 9% Crit. (92+) | -4 Hit; 3% Crit. (98+) | AC 43; Armor 24; Dodge 19 |
Arcane 20; Elemental 18; Natural 14; Holy 14; Demonic 12; Mental 15 | Move 6; Str 8; Agil 12; Stam 9; Int 10; Wis 5; Avd 19; Per 10; Res 7; Init 7; Cha 5 | Draconic (Dragon Tongue) & Sylvan (can understand but not speak) | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scales, Heavy x8 | Bite (1d8+1) & Claw (1d6+1) | Poison Breath I: 1d4 Poison Damage for up to 3 rounds, subsequent rounds use unmodified Natural resistance |
Can use up to Tier 1 Toxic Powers (per day use: T1 x3, T0 unlimited) |
Immune (Poison): Immune to this type of damage and any associated effects Affinity I (Wild): +5% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath I: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits up to 2 targets in a frontal arc melee, use Ranged attack modifiers against apppropriate resistance (target can add dodge to resist) Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes or otherwise vents volatile energy upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius |
1d6 Primordial Sap | n/a | n/a | ||||||
Green Dragon, Ancient | Second | Dragonkind | Chromatic Dragon | Dragon | Green | Magical | Ancient | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Cosmopolitan | Forest/Jungle, Swamp | 20 | 1150 (820+60d10) | 1661 (8.04 x206.7) | 40 | Colossal (Prone) | 32; Crushing Blow 32, Toughness 8, Reach +4 | +22 Hit; 14% Crit. (87+); +3 Damage | +28 Hit; 16% Crit. (85+) | +30 Hit; 32% Crit. (69+) | +31 Hit; 17% Crit. (84+) | AC 96; Armor 88; Dodge 8 Lair Action x4: May use up to four unique special Lair Actions at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 42; Elemental 40; Natural 42; Holy 40; Demonic 42; Mental 43 | Move 12; Str 22; Agil 13; Stam 20; Int 21; Wis 22; Avd 8; Per 19; Res 20; Init 16; Cha 18 | Draconic (Dragon Tongue), Sylvan, Common, Elvish & Centaurian | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Truesight: Can see (or otherwise perceive) in natural and magical darkness at a range (in table top inches) equal to thier perception, as well as see through any type of illusion or invisibility, and can see the true form of shape shifting creatures Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Elder Dragon x8 | Bite (5d12+14) & Claw x2 (3d10+8) + Tailswipe (3d12+16 damage) | Poison Breath VII: 4d12+12 Poison Damage for up to 3 rounds, subsequent rounds use unmodified Natural resistance |
Can use up to Tier 7+ Toxic Powers (per day use: T7+ x1, T7 x4, T6 x5, T5 x6, T4 x7, T3 x8, T2 x9, T1 x10, T0 unlimited) |
Immune (Poison): Immune to this type of damage and any associated effects Affinity III (Wild): +15% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath VII: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits a 24" length by width cone, use Ranged attack modifiers +25 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe VI: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 10" knockback on targets of lesser size Terrifying: Enemies must pass a Resolve test to move towards the creature and if it moves into base contact with a foe they must pass a Resolve test or immediately flee their full move directly away (treat as Feared & Frightened). Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes or otherwise vents volatile energy upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius |
Ancient Dragons live in complete solitude and often sleep for hundreds of years at a time Can still shapeshift into creatures of a lesser threat rating but would likely not see the point |
7d20 Primordial Sap | n/a | n/a | |||||
Green Drake | Second | Dragonkind | Chromatic Dragon | Dragon | Green | Magical | Drake | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Cosmopolitan | Forest/Jungle, Swamp | 10 | 226 (136+20d8) | 220 (3.54 x62.3) | 14 | Huge (Prone) | 4; Crushing Blow 4, Toughness 1, Reach +1 | +16 Hit; 11% Crit. (90+); +2 Damage | +13 Hit; 10% Crit. (91+) | +13 Hit; 20% Crit. (81+) | +12 Hit; 9% Crit. (92+) | AC 69; Armor 56; Dodge 13 Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant or action |
Arcane 28; Elemental 32; Natural 29; Holy 26; Demonic 26; Mental 27 | Move 9; Str 18; Agil 17; Stam 16; Int 14; Wis 13; Avd 13; Per 14; Res 13; Init 13; Cha 14 | Draconic (Dragon Tongue), Sylvan, Common, Elvish & Centaurian | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scale, Drake x8 | Bite (3d6+8) & Claw x2 (1d12+2) + Tailswipe (2d6+6 damage) | Poison Breath III: 2d10+4 Poison Damage for up to 3 rounds, subsequent rounds use unmodified Natural resistance |
Can use up to Tier 4 Toxic Powers (per day use: T4 x3, T3 x4, T2 x5, T1 x6, T0 unlimited) |
Immune (Poison): Immune to this type of damage and any associated effects Affinity II (Wild): +10% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath III: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits an 8" length by width cone, use Ranged attack modifiers +5 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe II: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 2" knockback on targets of lesser size Fearsome: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes or otherwise vents volatile energy upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius |
4d8 Primordial Sap | n/a | n/a | ||||||
Green Regal Dragon | Second | Dragonkind | Chromatic Dragon | Dragon | Green | Magical | Regal | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Cosmopolitan | Forest/Jungle, Swamp | 19 | 808 (561+38d12) | 1120 (6.94 x161.4) | 32 | Gargantuan (Prone) | 16; Crushing Blow 16, Toughness 4, Reach +3 | +24 Hit; 15% Crit. (86+); +3 Damage | +26 Hit; 16% Crit. (85+) | +28 Hit; 31% Crit. (70+) | +29 Hit; 17% Crit. (84+) | AC 98; Armor 88; Dodge 10 Lair Action x3: May use up to three unique special Lair Actions at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 40; Elemental 38; Natural 40; Holy 36; Demonic 39; Mental 41 | Move 11; Str 21; Agil 16; Stam 19; Int 20; Wis 21; Avd 10; Per 18; Res 18; Init 18; Cha 20 | Draconic (Dragon Tongue), Sylvan, Common, Elvish & Centaurian | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Truesight: Can see (or otherwise perceive) in natural and magical darkness at a range (in table top inches) equal to thier perception, as well as see through any type of illusion or invisibility, and can see the true form of shape shifting creatures Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Elder Dragon x8 | Bite (4d10+12) & Claw x2 (3d8+8) + Tailswipe (2d10+8 damage) | Poison Breath VI: 4d10+10 Poison Damage for up to 3 rounds, subsequent rounds use unmodified Natural resistance |
Can use up to Tier 7 Toxic Powers (per day use: T7 x3, T6 x4, T5 x5, T4 x6, T3 x7, T2 x8, T1 x9, T0 unlimited) |
Immune (Poison): Immune to this type of damage and any associated effects Affinity III (Wild): +15% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath VI: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits a 20" length by width cone, use Ranged attack modifiers +20 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe V: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 8" knockback on targets of lesser size Terrifying: Enemies must pass a Resolve test to move towards the creature and if it moves into base contact with a foe they must pass a Resolve test or immediately flee their full move directly away (treat as Feared & Frightened). Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes or otherwise vents volatile energy upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius |
Can shapeshift into creatures of a lesser threat rating (preferred forms are: Wild Elves, Centaurs, Beasts) |
6d12 Primordial Sap | n/a | n/a | |||||
Green Wyrm | Second | Dragonkind | Chromatic Dragon | Dragon | Green | Magical | Wyrm | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Cosmopolitan | Forest/Jungle, Swamp | 5 | 78 (46+5d12) | 86 (2.59 x33.1) | 8 | Large (Prone) | 2; Crushing Blow 2 | +12 Hit; 9% Crit. (92+); +1 Damage | +6 Hit; 7% Crit. (94+) | +6 Hit; 12% Crit. (89+) | +3 Hit; 6% Crit. (95+) | AC 56; Armor 40; Dodge 16 Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant |
Arcane 24; Elemental 26; Natural 22; Holy 20; Demonic 19; Mental 21 | Move 8; Str 15; Agil 18; Stam 13; Int 12; Wis 9; Avd 16; Per 12; Res 10; Init 10; Cha 7 | Draconic (Dragon Tongue) & Sylvan | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scale, Wyrm x8 | Bite (1d8+6) & Claw x2 (1d8+2) + Tailswipe (2d6+2 dam) | Poison Breath II: 1d8+2 Poison Damage for up to 3 rounds, subsequent rounds use unmodified Natural resistance |
Can use up to Tier 3 Toxic Powers (per day use: T3 x3, T2 x4, T1 x5, T0 unlimited) |
Immune (Poison): Immune to this type of damage and any associated effects Affinity I (Wild): +5% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath II: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits an 8" length by 3" width cone (or cone template), use Ranged attack modifiers against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe I: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 1" knockback on targets of lesser size Fearsome: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes or otherwise vents volatile energy upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius |
3d6 Primordial Sap | n/a | n/a | ||||||
Grey Dragon | Second | Dragonkind | Chromatic Dragon | Dragon | Grey | Magical | Dragon | yes | Realm (Storms), Alignment (Good), Polarity (Chaos) | Cosmopolitan | Sky, Mountain | 15 | 453 (288+30d10) | 461 (4.7 x98) | 20 | Massive (Prone) | 8; Crushing Blow 8, Toughness 2, Reach +2 | +22 Hit; 14% Crit. (87+); +2 Damage | +20 Hit; 13% Crit. (88+) | +22 Hit; 24% Crit. (77+) | +20 Hit; 13% Crit. (88+) | AC 91; Armor 80; Dodge 11 Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 36; Elemental 36; Natural 34; Holy 32; Demonic 32; Mental 34 | Move 10; Str 19; Agil 18; Stam 18; Int 18; Wis 16; Avd 11; Per 16; Res 16; Init 16; Cha 17 | Draconic (Dragon Tongue), Auran, Common, Elvish & Kaydenese | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Dragon x8 | Bite (3d8+8) & Claw x2 (3d6) + Tailswipe (2d8+4 damage) | Gale Breath IV: 4d10 Air Damage with 8" knockback and knockdown on targets of lesser size |
Can use up to Tier 5 Wind Powers (per day use: T5 x3, T4 x4, T3 x5, T2 x6, T1 x7, T0 unlimited) |
Immune (Wind): Immune to this type of damage and any associated effects Affinity II (Air): +10% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath IV: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits a 12" length by width cone, use Ranged attack modifiers +10 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe III: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 4" knockback on targets of lesser size Fearsome: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Unyielding: Immune to stun, slow, winded, incapacitate, immobilize, or silence CC effects or any effect that would cause them to miss a turn |
Can shapeshift into creatures of a lesser threat rating (preferred forms are: Elves, Kayden, Winged Beasts) |
5d10 Aether | n/a | n/a | |||||
Grey Dragon Consort/Lord | Second | Dragonkind | Chromatic Dragon | Dragon | Grey | Magical | Consort/Lord | yes | Realm (Storms), Alignment (Good), Polarity (Chaos) | Cosmopolitan | Sky, Mountain | 17 | 725 (504+34d12) | 840 (6.05 x139) | 28 | Gargantuan (Prone) | 16; Crushing Blow 16, Toughness 4, Reach +3 | +24 Hit; 15% Crit. (86+); +3 Damage | +23 Hit; 14% Crit. (87+) | +25 Hit; 30% Crit. (71+) | +24 Hit; 15% Crit. (86+) | AC 99; Armor 88; Dodge 11 Lair Action x2: May use up to two unique special Lair Actions at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 38; Elemental 38; Natural 37; Holy 34; Demonic 35; Mental 37 | Move 11; Str 20; Agil 18; Stam 19; Int 19; Wis 18; Avd 11; Per 17; Res 17; Init 17; Cha 19 | Draconic (Dragon Tongue), Auran, Common, Elvish & Kaydenese | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Elder Dragon x8 | Bite (3d10+10) & Claw x2 (2d10+4) + Tailswipe (2d10+4 damage) | Gale Breath V: 4d12+2 Air Damage with 10" knockback and knockdown on targets of lesser size |
Can use up to Tier 6 Wind Powers (per day use: T6 x3, T5 x4, T4 x5, T3 x6, T2 x7, T1 x8, T0 unlimited) |
Immune (Wind): Immune to this type of damage and any associated effects Affinity III (Air): +15% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath V: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits a 16" length by width cone, use Ranged attack modifiers +15 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe IV: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 6" knockback on targets of lesser size Terrifying: Enemies must pass a Resolve test to move towards the creature and if it moves into base contact with a foe they must pass a Resolve test or immediately flee their full move directly away (treat as Feared & Frightened). Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Unyielding: Immune to stun, slow, winded, incapacitate, immobilize, or silence CC effects or any effect that would cause them to miss a turn |
Can shapeshift into creatures of a lesser threat rating (preferred forms are: Elves, Kayden, Winged Beasts) |
6d12 Aether | n/a | n/a | |||||
Grey Dragon Hatchling | Second | Dragonkind | Chromatic Dragon | Dragon | Grey | Magical | Hatchling | yes | Realm (Storms), Alignment (Good), Polarity (Chaos) | Cosmopolitan | Sky, Mountain | 1 | 12 (9+1d6) | 7 (1.21 x5.4) | 2 | Tiny (Prone) | -4 | +2 Hit; 5% Crit. (96+); -1 Damage | -2 Hit; 3% Crit. (98+) | -3 Hit; 8% Crit. (93+) | -8 Hit; 1% Crit. (100+) | AC 37; Armor 16; Dodge 21 |
Arcane 14; Elemental 14; Natural 9; Holy 10; Demonic 7; Mental 9 | Move 5; Str 5; Agil 12; Stam 7; Int 7; Wis 2; Avd 21; Per 8; Res 5; Init 6; Cha 4 | Draconic (Dragon Tongue, can understand but not speak) | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scales, Light x8 | Bite (1d4) | Detect Magic (unlimited use) & Elemental Cantrip (Wind, unlimited use) |
Immune (Wind): Immune to this type of damage and any associated effects Affinity I (Air): +5% Critical Hit with a given non-physical damage type (typically already added) Hopper II: Can hop to move, 2x movement in a straight line, allows for easily jumping over obstacles, must start and end its turn on the ground Unyielding: Immune to stun, slow, winded, incapacitate, immobilize, or silence CC effects or any effect that would cause them to miss a turn |
1d4 Aether | n/a | n/a | |||||||
Griffon | Second | Beast | Chimera | Feline | Aerial | Adult | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Arctic/Temperate | Mountain, Sky | 2 | 37 (24+2d12) | 23 (1.32 x17.7) | 4 | Large (Prone) | 2; Crushing Blow 2 | +6 Hit; 6% Crit. (95+); +1 Damage | +8 Hit; 7% Crit. (94+) | -5 Hit; 2% Crit. (99+) | +2 Hit; 5% Crit. (96+) | AC 28; Armor 14; Dodge 14 |
Arcane 8; Elemental 24; Natural 23; Holy 16; Demonic 19; Mental 15 | Move 8; Str 15; Agil 15; Stam 12; Int 4; Wis 11; Avd 14; Per 17; Res 8; Init 14; Cha 3 | Feline "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Feathers, Thick x7 | Beak (1d10+2) & Talons (2d8) | Griffon Strike (once/battle, action, max damage, target bleeds for 1d4 dam/rnd and suffers -25% movement until healed) |
Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move |
3d6 Raw Meat, 3d6 Griffon Feathers | Dominance & Will | Flying | Dwarves & Humans (+1) | |||||||
Harpy, Greater | Abomination | Demon | Realm | Harpy | Assault, Aerial | Greater | Demon of Storms | yes | Realm (Hell), Alignment (Evil), Polarity (Chaos) | Extra Planar | Mountain, Hill | 13 | 235 (150+13d12) | 119 (1.97 x60.3) | 10 | Large (Upright) | 2; Crushing Blow 2 | +15 Hit; 11% Crit. (90+); +3 Damage | +16 Hit; 11% Crit. (90+) | +20 Hit; 13% Crit. (88+) | +15 Hit; 21% Crit. (80+) | AC 40; Armor 30; Dodge 10 |
Arcane 36; Elemental 50; Natural 43; Holy 28; Demonic 27; Mental 31 | Move 5; Str 20; Agil 13; Stam 20; Int 18; Wis 13; Avd 10; Per 14; Res 14; Init 14; Cha 6 | Common & Demonic, also understand Angelic but would never speak it | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Rejuvenating: When its Substance or physical form is destroyed in the Realm of Strife its Spirit and/or Soul lives on, either returning to its Realm of Origin or being anchored within some form of physical object or remains, allowing it to take physical form again (see Extra for details). This effectively makes the creature immortal unless slain within its own Realm of Origin or if the anchored object is destroyed before it can reform itself. |
Hide, Rugged x8 plus Feathers, Thick x3 | Razor Talons (3d12 dam, -15 armor piercing) | Stormwinds: instant, if flying all targets w/in 12" must are knocked down if failing a Stamina test & ranged projectile attacks have -12 to hit Storm Bolts: action, rng 20", fires 6 bolts of lightning allocated as desired, 1d12 dam each, +10 hit on targets with metal equipment |
Sensitivity (Holy): Incoming damage of this type is doubled Resistant II (Elemental): +10 resistance to this type of damage/effects (typically already added) Resistant II (Natural): +10 resistance to this type of damage/effects (typically already added) Affinity II (Demonic): +10% Critical Hit with a given non-physical damage type (typically already added) Armor Piercing III: some or all primary attacks have -15 armor Flyer II: 3x movement while flying Immune (Air): Immune to this type of damage and any associated effects |
Immune to Air/Storm Damage Hell Powers: Possession, Terrorize |
3d6 Demon Blood, 3d6 Aether | n/a | n/a | ||||||
Harpy, Imp | Abomination | Demon | Realm | Harpy | Assault, Aerial | Imp | Demon of Storms | yes | Realm (Hell), Alignment (Evil), Polarity (Chaos) | Extra Planar | Mountain, Hill | 3 | 39 (25+3d8) | 18 (1.29 x13.7) | 3 | Small (Upright) | -2 | +9 Hit; 7% Crit. (94+) | +6 Hit; 6% Crit. (95+) | +2 Hit; 5% Crit. (96+) | -3 Hit; 3% Crit. (98+) | AC 34; Armor 14; Dodge 20 |
Arcane 20; Elemental 20; Natural 15; Holy 12; Demonic 11; Mental 15 | Move 4; Str 10; Agil 17; Stam 10; Int 10; Wis 5; Avd 20; Per 14; Res 6; Init 10; Cha 2 | Common & Demonic, also understand Angelic but would never speak it | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Rejuvenating: When its Substance or physical form is destroyed in the Realm of Strife its Spirit and/or Soul lives on, either returning to its Realm of Origin or being anchored within some form of physical object or remains, allowing it to take physical form again (see Extra for details). This effectively makes the creature immortal unless slain within its own Realm of Origin or if the anchored object is destroyed before it can reform itself. |
Hide, Rough x8 plus Feathers, Thick x3 | Razor Talons (3d4 dam, -5 armor piercing) | Stormwinds: instant, if flying all targets w/in 4" must are knocked down if failing a Stamina test & ranged projectile attacks have -4 to hit Storm Bolts: action, rng 20", fires 2 bolts of lightning allocated as desired, 1d8 dam each, +10 hit on targets with metal equipment |
Sensitivity (Holy): Incoming damage of this type is doubled Armor Piercing I: some or all primary attacks have -5 armor Flyer II: 3x movement while flying Immune (Air): Immune to this type of damage and any associated effects |
Immune to Air/Storm Damage Hell Powers: Possession, Terrorize |
1d6 Demon Blood, 1d6 Aether | n/a | n/a | ||||||
Harpy, Lesser | Abomination | Demon | Realm | Harpy | Assault, Aerial | Lesser | Demon of Storms | yes | Realm (Hell), Alignment (Evil), Polarity (Chaos) | Extra Planar | Mountain, Hill | 8 | 119 (75+8d10) | 55 (1.61 x34.2) | 6 | Medium (Upright) | 0 | +12 Hit; 9% Crit. (92+); +1 Damage | +11 Hit; 9% Crit. (92+) | +11 Hit; 9% Crit. (92+) | +6 Hit; 12% Crit. (89+) | AC 37; Armor 22; Dodge 15 |
Arcane 28; Elemental 35; Natural 29; Holy 20; Demonic 19; Mental 23 | Move 4; Str 15; Agil 15; Stam 15; Int 14; Wis 9; Avd 15; Per 14; Res 10; Init 12; Cha 4 | Common & Demonic, also understand Angelic but would never speak it | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Rejuvenating: When its Substance or physical form is destroyed in the Realm of Strife its Spirit and/or Soul lives on, either returning to its Realm of Origin or being anchored within some form of physical object or remains, allowing it to take physical form again (see Extra for details). This effectively makes the creature immortal unless slain within its own Realm of Origin or if the anchored object is destroyed before it can reform itself. |
Hide, Thick x8 plus Feathers, Thick x3 | Razor Talons (3d8 dam, -10 armor piercing) | Stormwinds: instant, if flying all targets w/in 8" must are knocked down if failing a Stamina test & ranged projectile attacks have -8 to hit Storm Bolts: action, rng 20", fires 4 bolts of lightning allocated as desired, 1d10 dam each, +10 hit on targets with metal equipment |
Sensitivity (Holy): Incoming damage of this type is doubled Resistant I (Elemental): +5 resistance to this type of damage/effects (typically already added) Resistant I (Natural): +5 resistance to this type of damage/effects (typically already added) Affinity I (Demonic): +5% Critical Hit with a given non-physical damage type (typically already added) Armor Piercing II: some or all primary attacks have -10 armor Flyer II: 3x movement while flying Immune (Air): Immune to this type of damage and any associated effects |
Immune to Air/Storm Damage Hell Powers: Possession, Terrorize |
2d6 Demon Blood, 2d6 Aether | n/a | n/a | ||||||
Hawk | Second | Beast | Avian | Bird of Prey | Aerial | Adult | Falcon | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Temperate | Forest/Jungle, Sky | 1 | 9 (5+1d6) | 4 (1.12 x3.8) | 1 | Tiny (Prone) | -4 | +8 Hit; 7% Crit. (94+); -1 Damage | +6 Hit; 6% Crit. (95+) | -6 Hit; 2% Crit. (99+) | +1 Hit; 4% Crit. (97+) | AC 21; Armor 4; Dodge 17 |
Arcane 8; Elemental 8; Natural 15; Holy 8; Demonic 15; Mental 15 | Move 3; Str 5; Agil 18; Stam 4; Int 4; Wis 11; Avd 17; Per 16; Res 4; Init 17; Cha 4 | Avian "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Feathers, Light x4 | Beak or Talons: 1d4 damage | Hawk Strike: once/battle |
Flyer III, Advanced: 4x movement while flying and can take a 'fly-by' action at any point along straight line fly move |
1d4 Raw Meat; 1d4 feathers | Insight & Cunning | n/a | Kayden (+2), Wild Elves (+1), Orcs & Half Orcs (-1) | ||||||
Hell Hound | Abomination | Hell Fiend | Mammal | Canine | Hell Hound | Pack Hunter | Fiend (Adult) | Cerberus (two-headed) | yes | Realm (Hell), Alignment (Evil), Polarity (Chaos) | Extra Planar | Volcanic, Desert | 8 | 137 (85+8d12) | 50 (1.35 x37.1) | 6 | Large (Prone) | 2; Crushing Blow 2 | +12 Hit; 9% Crit. (92+); +1 Damage | +11 Hit; 9% Crit. (92+) | +1 Hit; 5% Crit. (96+) | +8 Hit; 8% Crit. (93+) | AC 43; Armor 28; Dodge 15 Often wears mount type armor, sometimes demonic/fire enchanted/crafted |
Arcane 8; Elemental 39; Natural 33; Holy 14; Demonic 18; Mental 15 | Move 7; Str 17; Agil 15; Stam 17; Int 4; Wis 11; Avd 15; Per 14; Res 7; Init 12; Cha 2 | Canine "speech" plus understand Demonic but can't speak it | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Hide, Thick x7 plus Fur, Thick/Shaggy x7 | Burning Bite (1d12 fire & physical damage, burn for additional 1d6 dam next round if failing Elemental Resist) | Has two heads, where each can take a seperate action and counts as seperate entity for Packhunting |
Scorched Earth (action, 2" nova, 3d8 dam) Baying Hounds of Hell (action, all Demons/Devils/Fiends w/in 6" gain +20 melee hit for 1 round, enemies must pass Resolve test or become Vulnerable) |
Sensitivity (Holy): Incoming damage of this type is doubled Resistant I (Elemental): +5 resistance to this type of damage/effects (typically already added) Resistant I (Natural): +5 resistance to this type of damage/effects (typically already added) Pack Hunting I: +1 dam & +1 Resolve for every other packhunter of that type w/in 10" (Max +3) Hardened (Fire): Incoming damage of this type is reduced by half Tri Damage (Physical & Hellfire): Typical or majority of attacks/skills count as three damage types |
Sometimes used as mounts for other Medium sized Demons & Devils |
2d6 Demon Blood, 2d6 Brimstone | n/a | n/a | ||||
Hell Hound, Elder | Abomination | Hell Fiend | Mammal | Canine | Hell Hound | Pack Hunter | Elder | Cerberus (three-headed) | yes | Realm (Hell), Alignment (Evil), Polarity (Chaos) | Extra Planar | Volcanic, Desert | 13 | 354 (237+26d8) | 117 (1.53 x76.6) | 10 | Huge (Prone) | 4; Crushing Blow 4, Toughness 1, Reach +1 | +15 Hit; 11% Crit. (90+); +3 Damage | +16 Hit; 11% Crit. (90+) | +7 Hit; 8% Crit. (93+) | +14 Hit; 11% Crit. (90+) | AC 52; Armor 42; Dodge 10 Usually wears mount type armor, often demonic/fire enchanted/crafted |
Arcane 10; Elemental 54; Natural 44; Holy 20; Demonic 22; Mental 17 | Move 8; Str 22; Agil 13; Stam 22; Int 5; Wis 12; Avd 10; Per 14; Res 10; Init 14; Cha 3 | Canine "speech" plus understand Demonic but can't speak it | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Hide, Rugged x7 plus Fur, Coarse/Dense x7 | Burning Bite (1d12 fire & physical damage, burn for additional 1d8 dam next round if failing Elemental Resist) | Has three heads, where each can take a seperate action and counts as seperate entity for Packhunting |
Scorched Earth (action, 3" nova, 3d10 dam) Baying Hounds of Hell (action, all Demons/Devils/Fiends w/in 8" gain +30 melee hit for 1 round, enemies must pass Resolve test or become Vulnerable) |
Sensitivity (Holy): Incoming damage of this type is doubled Resistant II (Elemental): +10 resistance to this type of damage/effects (typically already added) Resistant II (Natural): +10 resistance to this type of damage/effects (typically already added) Pack Hunting I: +1 dam & +1 Resolve for every other packhunter of that type w/in 10" (Max +3) Hardened (Fire): Incoming damage of this type is reduced by half Tri Damage (Physical & Hellfire): Typical or majority of attacks/skills count as three damage types |
Sometimes used as mounts for other Large sized Demons & Devils |
3d6 Demon Blood, 3d6 Brimstone | n/a | n/a | ||||
Hell Hound, Whelp | Abomination | Hell Fiend | Mammal | Canine | Hell Hound | Pack Hunter | Whelp | Cerberus (one-headed) | yes | Realm (Hell), Alignment (Evil), Polarity (Chaos) | Extra Planar | Volcanic, Desert | 3 | 47 (30+3d10) | 17 (1.18 x14.3) | 3 | Medium (Prone) | 0 | +9 Hit; 7% Crit. (94+) | +6 Hit; 6% Crit. (95+) | -5 Hit; 3% Crit. (98+) | +2 Hit; 5% Crit. (96+) | AC 34; Armor 14; Dodge 20 Sometimes wear mount type armor |
Arcane 6; Elemental 24; Natural 22; Holy 10; Demonic 15; Mental 13 | Move 6; Str 12; Agil 17; Stam 12; Int 3; Wis 10; Avd 20; Per 14; Res 5; Init 10; Cha 0 | Canine "speech" plus understand Demonic but can't speak it | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Hide, Rough x7 plus Fur/Hair x7 | Burning Bite (1d12 fire & physical damage, burn for additional 1d4 dam next round if failing Elemental Resist) | Scorched Earth (action, 1" nova, 3d6 dam) Baying Hounds of Hell (action, all Demons/Devils/Fiends w/in 4" gain +10 melee hit for 1 round, enemies must pass Resolve test or become Vulnerable) |
Sensitivity (Holy): Incoming damage of this type is doubled Pack Hunting I: +1 dam & +1 Resolve for every other packhunter of that type w/in 10" (Max +3) Hardened (Fire): Incoming damage of this type is reduced by half Tri Damage (Physical & Hellfire): Typical or majority of attacks/skills count as three damage types |
Sometimes used as mounts for other Small sized Demons & Devils |
1d6 Demon Blood, 1d6 Brimstone | n/a | n/a | |||||
Hellmouth, Greater | Abomination | Demon | Ruinous | Hellmouth | Seige | Greater | Demon of Corruption | yes | Realm (Hell), Alignment (Evil), Polarity (Chaos) | Extra Planar | Swamp, Subterranean | 14 | 368 (242+28d8) | 164 (1.76 x93.2) | 12 | Huge (Prone) | 4; Crushing Blow 4, Toughness 1, Reach +1 | +15 Hit; 11% Crit. (90+); +3 Damage | +15 Hit; 11% Crit. (90+) | +16 Hit; 11% Crit. (90+) | +16 Hit; 21% Crit. (80+) | AC 31; Armor 21; Dodge 10 On death: Bile gland explodes, treat as Corrupting Bile centered on the corpse of the demon |
Arcane 26; Elemental 52; Natural 44; Holy 26; Demonic 26; Mental 26 | Move 5; Str 21; Agil 12; Stam 21; Int 13; Wis 13; Avd 10; Per 12; Res 13; Init 14; Cha 4 | Common & Demonic, also understand Angelic but would never speak it | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Rejuvenating: When its Substance or physical form is destroyed in the Realm of Strife its Spirit and/or Soul lives on, either returning to its Realm of Origin or being anchored within some form of physical object or remains, allowing it to take physical form again (see Extra for details). This effectively makes the creature immortal unless slain within its own Realm of Origin or if the anchored object is destroyed before it can reform itself. |
Hide, Rugged x7 | Corrupting Bile: launches a glob of bile up to 30", 3" radius, 3d12 demonic & natural dam, unless touching center may add dodge to resist Bite: 6d6 dam, critical hits swallow target instead of doing 2x damage, inflicts 6d6 dam per round until freed or being spat out | All attacks are infused with Corrupt (see Demonic Faith power) and passively stack Corrupt Life (see Specials) |
Corrupt Life: stacking effect, when healed 15%/stack becomes damage instead Deception: instant curse, target has -15 to hit & when missing becomes Vulnerable |
Sensitivity (Holy): Incoming damage of this type is doubled Resistant II (Elemental): +10 resistance to this type of damage/effects (typically already added) Resistant II (Natural): +10 resistance to this type of damage/effects (typically already added) Affinity II (Demonic): +10% Critical Hit with a given non-physical damage type (typically already added) Immovable I: Immune to knockdown, knockback, or knockup effects Death Effect I: Special ability or effect that is triggered immediately upon the death of the creature Dual Damage I (Demonic & Acid): Typical or majority of attacks/skills count as two damage types |
Hell powers: Possession, Torment Flesh, Corpse Explosion, Cataclysm |
4d8 Demon Blood, 4d8 Demonic Runestones | n/a | n/a | |||||
Hellmouth, Imp | Abomination | Demon | Ruinous | Hellmouth | Seige | Imp | Demon of Corruption | yes | Realm (Hell), Alignment (Evil), Polarity (Chaos) | Extra Planar | Swamp, Subterranean | 4 | 55 (33+4d10) | 22 (1.24 x18.1) | 4 | Medium (Prone) | 0 | +9 Hit; 7% Crit. (94+) | +5 Hit; 6% Crit. (95+) | -2 Hit; 4% Crit. (97+) | -2 Hit; 4% Crit. (97+) | AC 27; Armor 7; Dodge 20 On death: Bile gland explodes, treat as Corrupting Bile centered on the corpse of the demon |
Arcane 10; Elemental 22; Natural 16; Holy 10; Demonic 10; Mental 10 | Move 3; Str 11; Agil 16; Stam 11; Int 5; Wis 5; Avd 20; Per 12; Res 5; Init 10; Cha 0 | Common & Demonic, also understand Angelic but would never speak it | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Rejuvenating: When its Substance or physical form is destroyed in the Realm of Strife its Spirit and/or Soul lives on, either returning to its Realm of Origin or being anchored within some form of physical object or remains, allowing it to take physical form again (see Extra for details). This effectively makes the creature immortal unless slain within its own Realm of Origin or if the anchored object is destroyed before it can reform itself. |
Hide, Rough x7 | Corrupting Bile: launches a glob of bile up to 10", 1" radius, 1d12 demonic & natural dam, unless touching center may add dodge to resist; Bite: 2d6 dam, critical hits swallow target instead of doing 2x damage, inflicts 2d6 dam per round until freed or being spat out | All attacks are infused with Corrupt (see Demonic Faith power) and passively stack Corrupt Life (see Specials) |
Corrupt Life: stacking effect, when healed 5%/stack becomes damage instead Deception: instant curse, target has -5 to hit & when missing becomes Vulnerable |
Sensitivity (Holy): Incoming damage of this type is doubled Immovable I: Immune to knockdown, knockback, or knockup effects Death Effect I: Special ability or effect that is triggered immediately upon the death of the creature Dual Damage I (Demonic & Acid): Typical or majority of attacks/skills count as two damage types |
Hell powers: Possession, Torment Flesh, Corpse Explosion, Cataclysm |
2d6 Demon Blood, 2d6 Demonic Runestones | n/a | n/a | |||||
Hellmouth, Lesser | Abomination | Demon | Ruinous | Hellmouth | Seige | Lesser | Demon of Corruption | yes | Realm (Hell), Alignment (Evil), Polarity (Chaos) | Extra Planar | Swamp, Subterranean | 9 | 147 (88+9d12) | 71 (1.48 x47.7) | 7 | Large (Prone) | 2; Crushing Blow 2 | +12 Hit; 9% Crit. (92+); +1 Damage | +10 Hit; 9% Crit. (92+) | +7 Hit; 8% Crit. (93+) | +7 Hit; 13% Crit. (88+) | AC 29; Armor 14; Dodge 15 On death: Bile gland explodes, treat as Corrupting Bile centered on the corpse of the demon |
Arcane 18; Elemental 37; Natural 30; Holy 18; Demonic 18; Mental 18 | Move 4; Str 16; Agil 14; Stam 16; Int 9; Wis 9; Avd 15; Per 12; Res 9; Init 12; Cha 2 | Common & Demonic, also understand Angelic but would never speak it | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Rejuvenating: When its Substance or physical form is destroyed in the Realm of Strife its Spirit and/or Soul lives on, either returning to its Realm of Origin or being anchored within some form of physical object or remains, allowing it to take physical form again (see Extra for details). This effectively makes the creature immortal unless slain within its own Realm of Origin or if the anchored object is destroyed before it can reform itself. |
Hide, Thick x7 | Corrupting Bile: launches a glob of bile up to 20", 2" radius, 2d12 demonic & natural dam, unless touching center may add dodge to resist; Bite: 4d6 dam, critical hits swallow target instead of doing 2x damage, inflicts 4d6 dam per round until freed or being spat out | All attacks are infused with Corrupt (see Demonic Faith power) and passively stack Corrupt Life (see Specials) |
Corrupt Life: stacking effect, when healed 10%/stack becomes damage instead Deception: instant curse, target has -10 to hit & when missing becomes Vulnerable |
Sensitivity (Holy): Incoming damage of this type is doubled Resistant I (Elemental): +5 resistance to this type of damage/effects (typically already added) Resistant I (Natural): +5 resistance to this type of damage/effects (typically already added) Affinity I (Demonic): +5% Critical Hit with a given non-physical damage type (typically already added) Immovable I: Immune to knockdown, knockback, or knockup effects Death Effect I: Special ability or effect that is triggered immediately upon the death of the creature Dual Damage I (Demonic & Acid): Typical or majority of attacks/skills count as two damage types |
Hell powers: Possession, Torment Flesh, Corpse Explosion, Cataclysm |
3d6 Demon Blood, 3d6 Demonic Runestones | n/a | n/a | |||||
High Elf Elite, Silent Watch | Third | Humanoid | Elvenkind | Elf | High | Infantry | Elite | yes | Realm (Eden), Alignment (Good), Polarity (Order) | Temperate | Urban, Rural | 4 | 49 (27+4d10) | 26 (1.09 x23.6) | 4 | Medium (Upright) | 0 | -2 Hit; 1% Crit. (100+) | -1 Hit; 1% Crit. (100+) | +6 Hit; 6% Crit. (95+) | +5 Hit; 6% Crit. (95+) | AC 68; Armor 58; Dodge 10; Double Layer 6 Purity (passive, self only +1/lvl to all resistances, already added) |
Arcane 30; Elemental 22; Natural 30; Holy 28; Demonic 33; Mental 29 | Move 4; Str 12; Agil 11; Stam 9; Int 13; Wis 12; Avd 10; Per 12; Res 12; Init 12; Cha 12 | Common & Elven | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Plate, Laminar x6 over Leather x8 plus All plate armor is 'Elven' crafted, granting +1 Armor (already included) and negating Stiff and Noisy penalties | 2 handed swords or axes; typ. Greatsword (1d12+1d6+2 dam) | Hawk Strike x2 |
Resistant I (Natural): +5 resistance to this type of damage/effects (typically already added) Resistant I (Demonic): +5 resistance to this type of damage/effects (typically already added) Willpower I: once per day, may elect at any time (even if crit hit) to auto resist a single faith/spirit power |
2d8+4 GP | n/a | n/a | |||||||
High Elf Infantry, Heavy | Third | Humanoid | Elvenkind | Elf | High | Infantry | Heavy | yes | Realm (Eden), Alignment (Good), Polarity (Order) | Temperate | Urban, Rural | 3 | 37 (20+3d10) | 17 (1.09 x15.6) | 3 | Medium (Upright) | 0 | 0 Hit; 2% Crit. (99+) | +1 Hit; 3% Crit. (98+) | +4 Hit; 6% Crit. (95+) | +4 Hit; 6% Crit. (95+) | AC 47; Armor 37; Dodge 10; Double Layer 3 |
Arcane 24; Elemental 16; Natural 25; Holy 22; Demonic 28; Mental 24 | Move 4; Str 10; Agil 11; Stam 8; Int 12; Wis 12; Avd 10; Per 12; Res 11; Init 11; Cha 12 | Common & Elven | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Plate, Laminar x3 over Cloth, Quilted x8 plus All plate armor is 'Elven' crafted, granting +1 Armor (already included) and negating Stiff and Noisy penalties | most conventional 1 handed swords and/or polearms and XL shield; typ. Great Spear: 2d8 dam, Reach 1. & Kite Shield: Block (+6) | Often also carry Crossbows typ. War Crossbow w/ Metal Bolts (1d12+3 dam, reload-rng: 35", armor piercing -10) |
Resistant I (Natural): +5 resistance to this type of damage/effects (typically already added) Resistant I (Demonic): +5 resistance to this type of damage/effects (typically already added) Willpower I: once per day, may elect at any time (even if crit hit) to auto resist a single faith/spirit power |
1d6+2 GP | n/a | n/a | |||||||
High Elf Infantry, Light | Third | Humanoid | Elvenkind | Elf | High | Infantry | Light | yes | Realm (Eden), Alignment (Good), Polarity (Order) | Temperate | Urban, Rural | 3 | 37 (20+3d10) | 14 (1.09 x13.2) | 3 | Medium (Upright) | 0 | +1 Hit; 3% Crit. (98+) | +2 Hit; 4% Crit. (97+) | +4 Hit; 6% Crit. (95+) | +4 Hit; 6% Crit. (95+) | AC 40; Armor 30; Dodge 10; Double Layer 2 |
Arcane 24; Elemental 16; Natural 25; Holy 22; Demonic 28; Mental 24 | Move 4; Str 10; Agil 11; Stam 8; Int 12; Wis 12; Avd 10; Per 12; Res 11; Init 11; Cha 12 | Common & Elven | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Plate, Laminar x2 over Cloth, Quilted x8 plus All plate armor is 'Elven' crafted, granting +1 Armor (already included) and negating Stiff and Noisy penalties | most conventional 1 handed swords and/or polearms (max 14 dam) and L shield; typ. Side Sword: 1d12 damage & Heater Shield: block (+5) | Often also carry Bows typ. Warbow w/ Fletched arrows (1d12 dam, rng: 45") |
Resistant I (Natural): +5 resistance to this type of damage/effects (typically already added) Resistant I (Demonic): +5 resistance to this type of damage/effects (typically already added) Willpower I: once per day, may elect at any time (even if crit hit) to auto resist a single faith/spirit power |
1d4+1 GP | n/a | n/a | |||||||
Forest Giant Druid | Second | Primatives | Giantkind | Giant | Forest | Druid | Regular | yes | Realm (Eden), Alignment (Good), Polarity (Balance) | Tropical/Temperate | Forest/Jungle, Swamp | 7 | 182 (119+14d8) | 144 (1.92 x74.8) | 11 | Huge (Upright) | 4; Crushing Blow 4, Toughness 1, Reach +1 | +1 Hit; 7% Crit. (94+); +2 Damage | +6 Hit; 7% Crit. (94+) | +5 Hit; 12% Crit. (89+) | +9 Hit; 8% Crit. (93+) | AC 41; Armor 36; Dodge 5 Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their bjerg citadel or other such lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 18; Elemental 38; Natural 32; Holy 32; Demonic 29; Mental 22 | Move 6; Str 18; Agil 10; Stam 19; Int 9; Wis 13; Avd 5; Per 10; Res 16; Init 8; Cha 12 | Giant & Sylvan, also have a strong natural empathic ability with most beast and plant life | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Bark, Heavy x6 | Giant Eden touched Great Club: 4d6+2d4 phys. damage +6 Wild damage, stun 20%, Crushing blow 2, inflicts Primal Mind if failing a resolve test. Can attack twice if using only a basic attack action (Extra Attack I). | Tree Spear: May sacrifice one of two basic attacks to an uprooted tree like a spear (Rng: 40, 2d10+8 Damage, hit all targets Medium sized or smaller targest in a line 1" wide alog its path). |
Can use up to Tier 4 Nature & Light Powers (per day use: T4 x1, T3 x2, T2 x3, T1 x4, T0 unlimited) typ. instants: Eden's Call (T4), Barkskin (T3), Primal Mind (T2), True Sight (T1) typ. actions: Lightfall (T4), Prismatic Arch (T3), Lifebloom (T2), Web Snare (T1) |
Extra Attacks I: Potential for up to 1 extra attack, typically requires certain conditions to be met Trample II: 2d6 dam, does not effect targets of equal size or larger than the creature Affinity I (Nature Powers): +5% Critical Hit with a given non-physical damage type (typically already added) Affinity I (Light Powers): +5% Critical Hit with a given non-physical damage type (typically already added) Death Effect: Special ability or effect that is triggered immediately upon the death of the creature |
Brute Magic: Add melee damage bonuses to casting damage. Metallic Hatred: Forest giants hate any kind of processed or refined metals and become irrationally aggressive around them. When in this state they suffer -3 disadvantage on all stat tests, gain +3 damage and will do almost anything to remove it from their presence, suchas burrying it in the ground or smashing it into disrepair. Death Effect: immediately upon its death life flourishes in 4" radius around the giant, causing rapid growth of plant life and healing all living targets for 1d12 (+1 per target level) |
3d8 Primordial Sap + 1d8 Prismatic Glass | These 18 foot tall guardians of the forest have brown or greenish skin and curly moss-like hair. Infact when they move among the trees it often appears as if the forest has come alive. With a empathic relationship with the natural world and a strong aversion to metal, these normally peaceful and good-natured giants are quick to anger and exceptionally dangerous when the forest is threatened, none more so than the druids. Leading their people as the holders of ancient lore and power, the druids combine nature and light magic to both nature and defend their forest homes. | n/a | n/a | ||||
Hill Giant | Second | Primatives | Giantkind | Giant | Hill | Brute | Regular | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Cosmopolitan | Hill, Mountain | 6 | 165 (111+12d8) | 81 (1.92 x42.4) | 8 | Huge (Upright) | 4; Crushing Blow 4, Toughness 1, Reach +1 | -2 Hit; 9% Crit. (92+); +2 Damage | +3 Hit; 9% Crit. (92+) | +2 Hit; 5% Crit. (96+) | +3 Hit; 6% Crit. (95+) | AC 17; Armor 12; Dodge 5 Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their den or other such lair, typ. a bonus instant or non-attack action |
Arcane 14; Elemental 36; Natural 26; Holy 28; Demonic 22; Mental 15 | Move 6; Str 18; Agil 8; Stam 18; Int 7; Wis 8; Avd 5; Per 8; Res 14; Init 6; Cha 4 | Giant | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather x6 | Giant Great Club: 4d6+2d4+2, stun 20%, Crushing blow 2. Can attack twice if using only a basic attack action (Extra Attack I). | Hurl Boulder: May sacrifice one of two basic attacks to throw a boulder (Rng: 40, 2" radius, 2d10+8 Damage, targets are Slowed for 1 round). |
Extra Attacks I: Potential for up to 1 extra attack, typically requires certain conditions to be met Trample II: 2d6 dam, does not effect targets of equal size or larger than the creature Affinity, Melee: +3% Critical Hit with physical melee damage (typically already added) Affinity, Ranged: +3% Critical Hit with physical ranged damage (typically already added) Thick Skinned II: Gain +2 Max HP per level (already added to base HP) Relentless II: Gain '+6 Advantage on all Resolve tests while pursuing a specific task or objective |
Voracious Hunger: Hill Giants that have not eaten within the last 12 hours it will act irrationally or go into a feeding frenzy, for the duration suffer -3 disadvantage on all stat tests but gain +3 damage |
4d8 Random Food stuffs | Hill giants tend to have lighter or tanned skin tones, thick dark hair, and are generally quite hairy. Standing at an average height of 16 feet, they are some of the smallest among giantkind, a fact they sometimes attempt to make up for by growing immensely wide. They are know for their dim wits and voracious hunger. | n/a | n/a | |||||
Hippogriff | Second | Beast | Chimera | Equine | Aerial | Adult | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Temperate | Hill, Sky | 2 | 39 (26+2d12) | 27 (1.74 x15.6) | 4 | Large (Prone) | 2; Crushing Blow 2 | +8 Hit; 7% Crit. (94+); +1 Damage | +7 Hit; 6% Crit. (95+) | -5 Hit; 2% Crit. (99+) | +2 Hit; 5% Crit. (96+) | AC 24; Armor 14; Dodge 10 Can wear up to Plate Armor |
Arcane 8; Elemental 26; Natural 24; Holy 20; Demonic 21; Mental 15 | Move 8; Str 15; Agil 17; Stam 13; Int 4; Wis 11; Avd 10; Per 16; Res 10; Init 14; Cha 4 | Equine "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Fur, Thick/Shaggy x7 | Beak (1d10+2) & Talons (2d8) | Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Trample II: 2d6 dam, does not effect targets of equal size or larger than the creature Mule kick II: if engaged in close combat in both front and back, may make an extra (2d6 dam) rear arc melee attack |
3d6 Raw Meat, 3d6 Hippogriff Feathers | Affection & Will | Flying | Elves (+1) | ||||||||
Hobgoblin Bruiser | Third | Greenskin | Goblinkind | Hobgoblin | Mercenary | Bruiser | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Ruins/Dungeon, Hill | 3 | 37 (20+3d10) | 13 (1.05 x12.3) | 3 | Medium (Upright) | 0 | 0 Hit; 4% Crit. (97+) | 0 Hit; 4% Crit. (97+) | -2 Hit; 4% Crit. (97+) | -3 Hit; 3% Crit. (98+) | AC 29; Armor 24; Dodge 5; Stiff 6 |
Arcane 12; Elemental 16; Natural 8; Holy 9; Demonic 12; Mental 11 | Move 5; Str 13; Agil 8; Stam 8; Int 6; Wis 5; Avd 11; Per 8; Res 7; Init 9; Cha 5 | Golbin & Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather, Splinted x6 | 2H Clubs (typ. Banded Club 2H, 3d4 damage) | Bash and Bruise (passive, on wound, target is Stunned for 1 round if failing a Stamina test) |
Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) Loyal II: +2 dam vs targets that attack its master |
Hobgoblins are born mercenaries and are exceptionally loyal to whomever is paying thier wage |
2d8 SP | n/a | n/a | |||||||
Hobgoblin Tracker | Third | Greenskin | Goblinkind | Hobgoblin | Mercenary | Tracker | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Ruins/Dungeon, Hill | 2 | 25 (14+2d10) | 8 (1.02 x7.4) | 2 | Medium (Upright) | 0 | +5 Hit; 6% Crit. (95+) | 0 Hit; 4% Crit. (97+) | -3 Hit; 3% Crit. (98+) | -4 Hit; 3% Crit. (98+) | AC 20; Armor 8; Dodge 12 |
Arcane 12; Elemental 14; Natural 7; Holy 7; Demonic 11; Mental 11 | Move 5; Str 12; Agil 14; Stam 7; Int 6; Wis 5; Avd 12; Per 9; Res 6; Init 9; Cha 5 | Golbin & Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather x4 | 1H Clubs (typ. Banded Club 1H, 2d4 damage) | Bow or Crossbow with max Damage <= 10 (typ. Hunting Bow w/ Fletched Arrows, ranged 40, 1d10 Damage) |
Eagle Eyes: instant, grants +3 Advantage on all Perception tests and +5 to hit for 1 round |
Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) Loyal I: +1 dam vs targets that attack its master |
Hobgoblins are born mercenaries and are exceptionally loyal to whomever is paying thier wage |
2d6 SP | n/a | n/a | ||||||
Hobgoblin Veteran | Third | Greenskin | Goblinkind | Hobgoblin | Mercenary | Veteran | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Ruins/Dungeon, Hill | 4 | 43 (21+4d10) | 18 (1.05 x16.8) | 3 | Medium (Upright) | 0 | +1 Hit; 1% Crit. (100+) | -5 Hit; 1% Crit. (100+) | -1 Hit; 4% Crit. (97+) | -1 Hit; 4% Crit. (97+) | AC 41; Armor 30; Dodge 11; Double Layer 6 |
Arcane 12; Elemental 14; Natural 8; Holy 11; Demonic 14; Mental 12 | Move 5; Str 12; Agil 14; Stam 7; Int 6; Wis 6; Avd 11; Per 8; Res 8; Init 10; Cha 5 | Golbin & Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather, Boiled x6 over Cloth, Quilted x6 | Dual wield 1M & 1S weapon (typ. Mace, 2d4+1 damage & Rondel, 1d6+1 damage) | Bow or Crossbow with max Damage <= 16 (typ. War Bow w/ War Arrows, ranged 40, 1d12+2 Damage) |
Can choose Improved Offensive or Defensive Stance, Taunt x1 |
Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) Loyal III: +3 dam vs targets that attack its master |
Hobgoblins are born mercenaries and are exceptionally loyal to whomever is paying thier wage |
2d4 GP | n/a | n/a | ||||||
Hobgoblin Young Blood | Third | Greenskin | Goblinkind | Hobgoblin | Mercenary | Young Blood | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Ruins/Dungeon, Hill | 2 | 25 (14+2d10) | 7 (1.02 x7) | 2 | Medium (Upright) | 0 | +5 Hit; 6% Crit. (95+) | -1 Hit; 4% Crit. (97+) | -3 Hit; 3% Crit. (98+) | -4 Hit; 3% Crit. (98+) | AC 23; Armor 12; Dodge 11 |
Arcane 12; Elemental 14; Natural 7; Holy 7; Demonic 11; Mental 11 | Move 5; Str 12; Agil 14; Stam 7; Int 6; Wis 5; Avd 11; Per 8; Res 6; Init 8; Cha 5 | Golbin & Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather x6 | 1H Clubs (typ. Banded Club 1H, 2d4 damage) | Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) Loyal I: +1 dam vs targets that attack its master |
Hobgoblins are born mercenaries and are exceptionally loyal to whomever is paying thier wage |
2d6 SP | n/a | n/a | ||||||||
Grey Dragon Whelp | Second | Dragonkind | Chromatic Dragon | Dragon | Grey | Magical | Whelp | yes | Realm (Storms), Alignment (Good), Polarity (Chaos) | Cosmopolitan | Sky, Mountain | 2 | 27 (18+2d8) | 18 (1.63 x11.2) | 3 | Small (Prone) | -2 | +5 Hit; 6% Crit. (95+); -1 Damage | +1 Hit; 4% Crit. (97+) | +1 Hit; 9% Crit. (92+) | -5 Hit; 2% Crit. (99+) | AC 44; Armor 24; Dodge 20 |
Arcane 20; Elemental 18; Natural 13; Holy 14; Demonic 11; Mental 14 | Move 6; Str 7; Agil 14; Stam 9; Int 10; Wis 4; Avd 20; Per 10; Res 7; Init 7; Cha 5 | Draconic (Dragon Tongue) & Auran (can understand but not speak) | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scales, Heavy x8 | Bite (1d8) & Claw (1d4) | Gale Breath I: 1d4 Air Damage with 2" knockback and knockdown on targets of lesser size |
Can use up to Tier 1 Wind Powers (per day use: T1 x3, T0 unlimited) |
Immune (Wind): Immune to this type of damage and any associated effects Affinity I (Air): +5% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath I: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits up to 2 targets in a frontal arc melee, use Ranged attack modifiers against apppropriate resistance (target can add dodge to resist) Unyielding: Immune to stun, slow, winded, incapacitate, immobilize, or silence CC effects or any effect that would cause them to miss a turn |
1d6 Aether | n/a | n/a | ||||||
Grey Dragon, Ancient | Second | Dragonkind | Chromatic Dragon | Dragon | Grey | Magical | Ancient | yes | Realm (Storms), Alignment (Good), Polarity (Chaos) | Cosmopolitan | Sky, Mountain | 20 | 1150 (820+60d10) | 1650 (8.04 x205.3) | 40 | Colossal (Prone) | 32; Crushing Blow 32, Toughness 8, Reach +4 | +24 Hit; 15% Crit. (86+); +3 Damage | +28 Hit; 16% Crit. (85+) | +30 Hit; 32% Crit. (69+) | +30 Hit; 17% Crit. (84+) | AC 97; Armor 88; Dodge 9 Lair Action x4: May use up to four unique special Lair Actions at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 42; Elemental 40; Natural 41; Holy 40; Demonic 41; Mental 42 | Move 12; Str 21; Agil 15; Stam 20; Int 21; Wis 21; Avd 9; Per 19; Res 20; Init 16; Cha 18 | Draconic (Dragon Tongue), Auran, Common, Elvish & Kaydenese | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Truesight: Can see (or otherwise perceive) in natural and magical darkness at a range (in table top inches) equal to thier perception, as well as see through any type of illusion or invisibility, and can see the true form of shape shifting creatures Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Elder Dragon x8 | Bite (5d12+12) & Claw x2 (3d10+6) + Tailswipe (3d12+14 damage) | Gale Breath VII: 5d12+6 Air Damage with 14" knockback and knockdown on targets of lesser size |
Can use up to Tier 7+ Wind Powers (per day use: T7+ x1, T7 x4, T6 x5, T5 x6, T4 x7, T3 x8, T2 x9, T1 x10, T0 unlimited) |
Immune (Wind): Immune to this type of damage and any associated effects Affinity III (Air): +15% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath VII: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits a 24" length by width cone, use Ranged attack modifiers +25 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe VI: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 10" knockback on targets of lesser size Terrifying: Enemies must pass a Resolve test to move towards the creature and if it moves into base contact with a foe they must pass a Resolve test or immediately flee their full move directly away (treat as Feared & Frightened). Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Unyielding: Immune to stun, slow, winded, incapacitate, immobilize, or silence CC effects or any effect that would cause them to miss a turn |
Ancient Dragons live in complete solitude and often sleep for hundreds of years at a time Can still shapeshift into creatures of a lesser threat rating but would likely not see the point |
7d20 Aether | n/a | n/a | |||||
Grey Drake | Second | Dragonkind | Chromatic Dragon | Dragon | Grey | Magical | Drake | yes | Realm (Storms), Alignment (Good), Polarity (Chaos) | Cosmopolitan | Sky, Mountain | 10 | 226 (136+20d8) | 213 (3.54 x60.1) | 14 | Huge (Prone) | 4; Crushing Blow 4, Toughness 1, Reach +1 | +18 Hit; 11% Crit. (90+); +1 Damage | +13 Hit; 10% Crit. (91+) | +13 Hit; 20% Crit. (81+) | +11 Hit; 9% Crit. (92+) | AC 70; Armor 56; Dodge 14 Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant or action |
Arcane 28; Elemental 32; Natural 28; Holy 26; Demonic 25; Mental 26 | Move 9; Str 17; Agil 19; Stam 16; Int 14; Wis 12; Avd 14; Per 14; Res 13; Init 13; Cha 14 | Draconic (Dragon Tongue), Auran, Common, Elvish & Kaydenese | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scale, Drake x8 | Bite (3d6+6) & Claw x2 (1d12) + Tailswipe (2d6+4 damage) | Gale Breath III: 2d10+1d6 Air Damage with 6" knockback and knockdown on targets of lesser size |
Can use up to Tier 4 Wind Powers (per day use: T4 x3, T3 x4, T2 x5, T1 x6, T0 unlimited) |
Immune (Wind): Immune to this type of damage and any associated effects Affinity II (Air): +10% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath III: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits an 8" length by width cone, use Ranged attack modifiers +5 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe II: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 2" knockback on targets of lesser size Fearsome: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Unyielding: Immune to stun, slow, winded, incapacitate, immobilize, or silence CC effects or any effect that would cause them to miss a turn |
4d8 Aether | n/a | n/a | ||||||
Human Bowmen, Archer | Third | Humanoid | Humankind | Human | Bowmen | Archer | yes | Realm (Eden), Alignment (Variable), Polarity (Variable) | Cosmopolitan | Urban, Rural | 2 | 31 (20+2d10) | 8 (1 x7.9) | 2 | Medium (Upright) | 0 | +1 Hit; 4% Crit. (97+) | +1 Hit; 4% Crit. (97+) | +1 Hit; 4% Crit. (97+) | +1 Hit; 4% Crit. (97+) | AC 18; Armor 8; Dodge 10 |
Arcane 20; Elemental 20; Natural 20; Holy 20; Demonic 20; Mental 20 | Move 4; Str 10; Agil 10; Stam 10; Int 10; Wis 10; Avd 10; Per 10; Res 10; Init 10; Cha 10 | Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth x8 | Various bow and arrow combinations, typ. Warbow w/ Fletched Arrows (1d12, range 40) | Knife or medium sword as back up melee weapon typ. Pugio (1d6) |
Large or Campaign Quiver, full of arrows |
2+1d4 SP | n/a | n/a | ||||||||
Human Guard, City | Third | Humanoid | Humankind | Human | Guard | City | yes | Realm (Eden), Alignment (Variable), Polarity (Variable) | Cosmopolitan | Urban, N/A | 2 | 31 (20+2d10) | 12 (1 x12) | 2 | Medium (Upright) | 0 | +1 Hit; 4% Crit. (97+) | +1 Hit; 4% Crit. (97+) | -5 Hit; 1% Crit. (100+) | -6 Hit; 1% Crit. (100+) | AC 38; Armor 28; Dodge 10; Noisy 7 |
Arcane 22; Elemental 20; Natural 20; Holy 20; Demonic 20; Mental 21 | Move 4; Str 12; Agil 10; Stam 10; Int 11; Wis 10; Avd 10; Per 10; Res 10; Init 10; Cha 10 | Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Mail, Chain x7 | 1H Large Weapon & Shield, Typ. Side Sword: 1d12 damage & Heater shield: Block (+5) | Crossbow w/ Quarrel Bolts (1d10+1, Reload-Ranged 30", Armor Piercing -5), Small shackles, signal whistle, jitte OR baton |
n/a | n/a | ||||||||||
Human Guard, Gate | Third | Humanoid | Humankind | Human | Guard | Gate | yes | Realm (Eden), Alignment (Variable), Polarity (Variable) | Cosmopolitan | Urban, Ruins/Dungeon | 2 | 31 (20+2d10) | 13 (1 x13.3) | 3 | Medium (Upright) | 0 | +1 Hit; 4% Crit. (97+) | +1 Hit; 4% Crit. (97+) | -6 Hit; 1% Crit. (100+) | -7 Hit; 1% Crit. (100+) | AC 42; Armor 32; Dodge 10; Noisy 8 |
Arcane 22; Elemental 20; Natural 20; Holy 20; Demonic 20; Mental 21 | Move 4; Str 12; Agil 10; Stam 10; Int 11; Wis 10; Avd 10; Per 10; Res 10; Init 10; Cha 10 | Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Mail, Scale x8 | 2H Polearm, Typ. Partisan: 1d12+2, Reach 2, Ward-off. OR Sword & Shield, Typ. Side Sword: 1d12 damage & Kite Shield: Block (+6) | Signal whistle |
1d4+3 SP | n/a | n/a | |||||||||
Human Guard, Jailor | Third | Humanoid | Humankind | Human | Guard | Jailor | yes | Realm (Eden), Alignment (Variable), Polarity (Variable) | Cosmopolitan | Urban, Ruins/Dungeon | 2 | 33 (22+2d10) | 12 (1 x11.6) | 2 | Medium (Upright) | 0 | +1 Hit; 4% Crit. (97+) | +1 Hit; 4% Crit. (97+) | -6 Hit; 1% Crit. (100+) | -6 Hit; 1% Crit. (100+) | AC 28; Armor 18; Dodge 10; Noisy 6 |
Arcane 18; Elemental 22; Natural 20; Holy 18; Demonic 18; Mental 18 | Move 4; Str 13; Agil 10; Stam 11; Int 9; Wis 9; Avd 10; Per 10; Res 9; Init 9; Cha 9 | Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather, Ringmail x6 | Typ. Banded Club (2d4 dam) & Barbed Whip (1d6+1d4, Reach4) , Alt. Maul OR Great Club OR Hooked/Spiked Club & Barbed Whip OR Scourge | Key ring, small shackles, signal whistle |
1d4 SP | n/a | n/a | |||||||||
Human Guard, Lieutenant | Third | Humanoid | Humankind | Human | Guard | Lieutenant | yes | Realm (Eden), Alignment (Variable), Polarity (Variable) | Cosmopolitan | Urban, N/A | 7 | 88 (50+7d10) | 33 (1.1 x29.8) | 5 | Medium (Upright) | 0 | +3 Hit; 4% Crit. (97+) | +3 Hit; 4% Crit. (97+) | +8 Hit; 8% Crit. (93+) | +8 Hit; 8% Crit. (93+) | AC 58; Armor 48; Dodge 10; Double Layer 3 |
Arcane 24; Elemental 22; Natural 23; Holy 22; Demonic 23; Mental 24 | Move 4; Str 14; Agil 10; Stam 11; Int 12; Wis 12; Avd 10; Per 10; Res 11; Init 11; Cha 11 | Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Plate, Brigandine x7 over Cloth, Quilted x3 | 1H Weapon & Knife, Typ. Broad Sword: 1d8+1d4, parry(+2) & Rondel: 1d6+1, Stealthy, Thrown | Metal Crossbow w/ Quarrel Bolts (1d10+1d8+1, Reload-Ranged 40", Armor Piercing -15), Signal whistle, Badge of office |
Oath of Perseverance (Honor 6), effects only units they are directly leading Hawk Strike x2, Counter Attack x1, Imp Tactical Stance x1, Tactical Mastery (Soldier) x2 |
Advanced: Will use the full extent of all weapon effects in their weapon load out (i.e. Parry, Cleaving, Melee-Range, Crushing Blow, etc...) |
1d6GP, Signal Whistle, Badge of Office | n/a | n/a | |||||||
Human Guard, Palace | Third | Humanoid | Humankind | Human | Guard | Palace | Huscarl | yes | Realm (Eden), Alignment (Variable), Polarity (Variable) | Cosmopolitan | Urban, N/A | 3 | 44 (28+3d10) | 23 (1.1 x21) | 4 | Medium (Upright) | 0 | 0 Hit; 2% Crit. (99+) | -1 Hit; 2% Crit. (99+) | -5 Hit; 1% Crit. (100+) | -5 Hit; 1% Crit. (100+) | AC 56; Armor 46; Dodge 10; Noisy 8; Double Layer 3 |
Arcane 22; Elemental 22; Natural 22; Holy 22; Demonic 22; Mental 22 | Move 4; Str 14; Agil 11; Stam 11; Int 11; Wis 11; Avd 10; Per 10; Res 11; Init 11; Cha 10 | Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Mail, Plated x8 over Cloth, Quilted x3 | High Damage 2H Weapons, Typ. Claymore: 1d12+1d4+2, parry (+2), overpowering (-4), +5/+1 charge. OR Halberd: (1d10+2d4+2, Reach 1, Cleaving +5%, Dismount 12%, Impale); also use other 2H weapons such as greatsword, great flamberge, longaxe OR any 1 handed weapon & Tower/Scutum Shield | Also carry a dirk or pugio as back-up weapon |
Can use Imp. Offensive and Defensive Stances (unlimited), Hawk Strike x1 |
Advanced: Will use the full extent of all weapon effects in their weapon load out (i.e. Parry, Cleaving, Melee-Range, Crushing Blow, etc...) |
Huscarl officers use the equivalent infantry officers not guard officers and usually have their own Captain of the Guard |
1d4 GP | n/a | n/a | |||||
Human Guard, Sergeant | Third | Humanoid | Humankind | Human | Guard | Sergeant | yes | Realm (Eden), Alignment (Variable), Polarity (Variable) | Cosmopolitan | Urban, N/A | 5 | 63 (35+5d10) | 26 (1.1 x23.2) | 4 | Medium (Upright) | 0 | +1 Hit; 3% Crit. (98+) | +1 Hit; 3% Crit. (98+) | -3 Hit; 1% Crit. (100+) | -2 Hit; 1% Crit. (100+) | AC 56; Armor 46; Dodge 10; Noisy 8; Double Layer 3 |
Arcane 22; Elemental 20; Natural 22; Holy 22; Demonic 23; Mental 23 | Move 4; Str 13; Agil 10; Stam 10; Int 11; Wis 12; Avd 10; Per 10; Res 11; Init 11; Cha 11 | Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Mail, Plated x8 over Cloth, Quilted x3 | 1H Large Weapon & Shield, Typ. Broad Sword: 1d8+1d4, parry (+2) & Heater shield: 1d4, 5% shield blow, block (+5). | War Crossbow w/ Quarrel Bolts (1d12+2, Reload-Ranged 35", Armor Piercing -10), Small shackles, signal whistle, jitte OR baton |
Oath of Purpose (Honor 5), effects only units they are directly leading Hawk Strike x1, Shield Wall x1, Imp. Tactical Stance x1 |
Advanced: Will use the full extent of all weapon effects in their weapon load out (i.e. Parry, Cleaving, Melee-Range, Crushing Blow, etc...) |
1d6+3 SP | n/a | n/a | |||||||
Human Guard, Town | Third | Humanoid | Humankind | Human | Guard | Town | yes | Realm (Eden), Alignment (Variable), Polarity (Variable) | Cosmopolitan | Urban, Rural | 2 | 31 (20+2d10) | 10 (1 x10.1) | 2 | Medium (Upright) | 0 | +1 Hit; 4% Crit. (97+) | +1 Hit; 4% Crit. (97+) | -5 Hit; 1% Crit. (100+) | -6 Hit; 1% Crit. (100+) | AC 31; Armor 21; Dodge 10; Noisy 7 |
Arcane 22; Elemental 20; Natural 20; Holy 20; Demonic 20; Mental 21 | Move 4; Str 12; Agil 10; Stam 10; Int 11; Wis 10; Avd 10; Per 10; Res 10; Init 10; Cha 10 | Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather, Ringmail x7 | 1H Medium Weapon & Shield, Typ. Gladius: 1d10 damage OR Spear: 1d8+1 & Round Shield Block (+2) | Hand Crossbow w/ Quarrel Bolts (1d8+1, Reload-Ranged 30", Armor Piercing -5), Small shackles, signal whistle, jitte OR baton |
1d4+3 SP | n/a | n/a | |||||||||
Human Infantry, Heavy | Third | Humanoid | Humankind | Human | Infantry | Heavy | yes | Realm (Eden), Alignment (Variable), Polarity (Variable) | Cosmopolitan | Urban, Rural | 2 | 31 (20+2d10) | 16 (1 x15.6) | 3 | Medium (Upright) | 0 | +1 Hit; 4% Crit. (97+) | +1 Hit; 4% Crit. (97+) | -7 Hit; 1% Crit. (100+) | -6 Hit; 1% Crit. (100+) | AC 50; Armor 40; Dodge 10; Noisy 8 |
Arcane 20; Elemental 20; Natural 21; Holy 20; Demonic 21; Mental 21 | Move 4; Str 12; Agil 10; Stam 10; Int 10; Wis 11; Avd 10; Per 10; Res 10; Init 10; Cha 10 | Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Mail, Plated x8 | Most conventional 1 handed weapons with a shield OR pole arm weapons (except halberd), typ. Poleaxe: 1d8+2d4+1 damage, ward-off, Reach 2. OR Side Sword: 1d12 damaghe & Kite Shield: Block (+6); armaments vary greaty by culture & unit function | 3+1d4 SP | n/a | n/a | ||||||||||
Human Infantry, Light | Third | Humanoid | Humankind | Human | Infantry | Light | yes | Realm (Eden), Alignment (Variable), Polarity (Variable) | Cosmopolitan | Urban, Rural | 2 | 31 (20+2d10) | 11 (1 x10.9) | 2 | Medium (Upright) | 0 | +1 Hit; 4% Crit. (97+) | +1 Hit; 4% Crit. (97+) | -7 Hit; 1% Crit. (100+) | -6 Hit; 1% Crit. (100+) | AC 34; Armor 24; Dodge 10; Noisy 8 |
Arcane 20; Elemental 20; Natural 21; Holy 20; Demonic 21; Mental 21 | Move 4; Str 12; Agil 10; Stam 10; Int 10; Wis 11; Avd 10; Per 10; Res 10; Init 10; Cha 10 | Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather, Ringmail x8 | Most conventional 1 handed or pole arm weapons <= 12 dam, typ. Spear: 1d8+1 & Targe Shield: block (+4) or Tortoise Shield; armaments vary greaty by culture & unit function | 3+1d4 SP | n/a | n/a | ||||||||||
Human Infantry, Militia | Third | Humanoid | Humankind | Human | Infantry | Militia | yes | Realm (Eden), Alignment (Variable), Polarity (Variable) | Cosmopolitan | Rural, N/A | 2 | 31 (20+2d10) | 8 (1 x8.3) | 2 | Medium (Upright) | 0 | +1 Hit; 4% Crit. (97+) | +1 Hit; 4% Crit. (97+) | -4 Hit; 1% Crit. (100+) | -4 Hit; 1% Crit. (100+) | AC 25; Armor 15; Dodge 10; Noisy 5 |
Arcane 20; Elemental 20; Natural 20; Holy 20; Demonic 20; Mental 20 | Move 4; Str 11; Agil 10; Stam 10; Int 10; Wis 10; Avd 10; Per 10; Res 10; Init 10; Cha 10 | Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather, Ringmail x5 | Most 1 handed wpns <= 10 dam (non-graceful), typ. Falchion: 1d6+2 & Buckler: Block (+1) | Often also carry a few small thrown weapons typ. Throwing Knife x2 (1d6 dam, Thrown only range str+5) |
In remote areas militia squads may include several men armed with ranged weapons |
1d4+1 SP | n/a | n/a | ||||||||
Human Knight Captain | Third | Humanoid | Humankind | Human | Knight | Knight Captain | yes | Realm (Eden), Alignment (Variable), Polarity (Order) | Cosmopolitan | Urban, Rural | 12 | 157 (91+12d10) | 81 (1.1 x73.6) | 8 | Medium (Upright) | 0 | -2 Hit; 1% Crit. (100+) | -3 Hit; 1% Crit. (100+) | +9 Hit; 6% Crit. (95+) | +12 Hit; 7% Crit. (94+) | AC 79; Armor 70; Dodge 9; Noisy 4; Double Layer 6; Triple Layer 4 |
Arcane 24; Elemental 26; Natural 28; Holy 30; Demonic 30; Mental 27 | Move 2; Str 12; Agil 11; Stam 13; Int 12; Wis 15; Avd 9; Per 10; Res 15; Init 17; Cha 15 | Common plus any one other | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Plate, Brigandine x7 w/ Mail, Chain x4 over Cloth, Quilted x6 | Cavalry Lance: 1d20+1d4+1, Reach 3, Charge +10/+2, Armor Piercing -10. & Heater Shield: 1d4 shield blow 5%, block (+5) | 1H sword/bludgeon & Shield, typ. Arming sword: 1d12+1, Parry 18% & Heater Shield: 1d4 shield blow 5%, block (+5) |
Default Honor = 6, May use Honor Oaths/Virtues, Chivalry Code x10min, Sacred Quest/Leader of Men Code x8 |
Advanced: Will use the full extent of all weapon effects in their weapon load out (i.e. Parry, Cleaving, Melee-Range, Crushing Blow, etc...) |
Has up to 8 XP worth of Craftings/Enchants typ. Superior sword (+5 % parry), Sturdy Shield (+5% block), Field Armor x2 (1 less movement penalty for triple layer armor) "Spurs of the Order" may use mounts (usually Coursers or Destriers) |
6d6 GP | May command an Echelon (20 Knights, equivalent to 200 infantry) and 4 Cavaliers | n/a | n/a | |||||
Human Knight Marshal | Third | Humanoid | Humankind | Human | Knight | Knight Marshal | yes | Realm (Eden), Alignment (Variable), Polarity (Order) | Cosmopolitan | Urban, Rural | 16 | 205 (117+16d10) | 117 (1.1 x106.7) | 10 | Medium (Upright) | 0 | -5 Hit; 1% Crit. (100+) | +1 Hit; 1% Crit. (100+) | +14 Hit; 8% Crit. (93+) | +19 Hit; 10% Crit. (91+) | AC 79; Armor 77; Dodge 2; Stiff 7; Noisy 4; Double Layer 6; Triple Layer 4 |
Arcane 26; Elemental 26; Natural 31; Holy 34; Demonic 35; Mental 31 | Move 2; Str 12; Agil 4; Stam 13; Int 13; Wis 18; Avd 9; Per 10; Res 17; Init 19; Cha 17 | Common plus any one other | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Plate, Full x7 w/ Mail, Chain x4 over Cloth, Quilted x6 | Cavalry Lance: 1d20+1d4+1, Reach 3, Charge +10/+2, Armor Piercing -10. & Heater Shield: 1d4 shield blow 5%, block (+5) | 1H sword/bludgeon & Shield, typ. Arming sword: 1d12+1, Parry 18% & Heater Shield: 1d4 shield blow 5%, block (+5) |
Default Honor = 8, May use Honor Oaths/Virtues, Chivalry Code x10min, Sacred Quest/Leader of Men Code x12min/x2 |
Advanced: Will use the full extent of all weapon effects in their weapon load out (i.e. Parry, Cleaving, Melee-Range, Crushing Blow, etc...) |
Has up to 15 XP worth of Craftings/Enchants typ. Superior sword of Greater Slaying (+5 % parry, choose type of "slaying"), Sturdy Shield (+5% block), Field Armor x4 (no movement penalty for triple layer armor) "Spurs of the Order" may use mounts (usually Coursers or Destriers) |
8d6 GP | May command a Division (500 Knights, equivalent to 5000 infantry), 5 Knight Templars, 25 Knight Captains, and 100 Cavaliers. May sometimes act in place of a field Commander (Officer) | n/a | n/a | |||||
Human Knight Templar | Third | Humanoid | Humankind | Human | Knight | Knight Templar | yes | Realm (Eden), Alignment (Variable), Polarity (Order) | Cosmopolitan | Urban, Rural | 14 | 181 (104+14d10) | 100 (1.1 x90.8) | 9 | Medium (Upright) | 0 | -1 Hit; 1% Crit. (100+) | -2 Hit; 1% Crit. (100+) | +12 Hit; 7% Crit. (94+) | +15 Hit; 8% Crit. (93+) | AC 83; Armor 74; Dodge 9; Noisy 4; Double Layer 7; Triple Layer 4 |
Arcane 26; Elemental 26; Natural 29; Holy 32; Demonic 32; Mental 29 | Move 2; Str 12; Agil 11; Stam 13; Int 13; Wis 16; Avd 9; Per 10; Res 16; Init 18; Cha 16 | Common plus any one other | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Plate, Brigandine x7 w/ Mail, Chain x4 over Cloth, Quilted x8 | Cavalry Lance: 1d20+1d4+1, Reach 3, Charge +10/+2, Armor Piercing -10. & Heater Shield: 1d4 shield blow 5%, block (+5) | 1H sword/bludgeon & Shield, typ. Arming sword: 1d12+1, Parry 18% & Heater Shield: 1d4 shield blow 5%, block (+5) |
Default Honor = 7, May use Honor Oaths/Virtues, Chivalry Code x10min, Sacred Quest/Leader of Men Code x11 |
Advanced: Will use the full extent of all weapon effects in their weapon load out (i.e. Parry, Cleaving, Melee-Range, Crushing Blow, etc...) |
Has up to 12 XP worth of Craftings/Enchants typ. Superior sword (+5 % parry), Sturdy Shield (+5% block), Field Armor x4 (no movement penalty for triple layer armor) "Spurs of the Order" may use mounts (usually Coursers or Destriers) |
7d6 GP | May command a Regiment (100 Knights, equivalent to 1000 infantry), 5 Knight Captains, 20 Cavaliers. May also sometimes act in place of a Colonel (Officer) | n/a | n/a | |||||
Human Knight, Armsman | Third | Humanoid | Humankind | Human | Knight | Armsman | yes | Realm (Eden), Alignment (Variable), Polarity (Order) | Cosmopolitan | Urban, Rural | 4 | 58 (36+4d10) | 23 (1.1 x21) | 4 | Medium (Upright) | 0 | -1 Hit; 1% Crit. (100+) | -2 Hit; 1% Crit. (100+) | -2 Hit; 1% Crit. (100+) | -1 Hit; 1% Crit. (100+) | AC 50; Armor 41; Dodge 9; Noisy 5; Double Layer 5 |
Arcane 20; Elemental 24; Natural 23; Holy 22; Demonic 22; Mental 21 | Move 4; Str 12; Agil 11; Stam 12; Int 10; Wis 11; Avd 9; Per 10; Res 11; Init 13; Cha 11 | Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Mail, Plated x5 over Cloth, Quilted x8 | Polearm, typ. Bill-Hook (1d12+1, ward-off, Reach 2, Dismount 15%) | 1H sword/bludgeon & Shield, typ. Side Sword (1d12, 15% Parry) & Heater Shield typ. (1d4 shield blow 5%, 25% block) |
Default Honor = 2, May use Honor Oaths/Virtues, Chivalry Code x6 |
Advanced: Will use the full extent of all weapon effects in their weapon load out (i.e. Parry, Cleaving, Melee-Range, Crushing Blow, etc...) |
2d6 GP | must attend a higher ranking Knight | n/a | n/a | ||||||
Human Knight, Cavalier | Third | Humanoid | Humankind | Human | Knight | Cavalier | yes | Realm (Eden), Alignment (Variable), Polarity (Order) | Cosmopolitan | Urban, Rural | 10 | 133 (78+10d10) | 64 (1.1 x58) | 7 | Medium (Upright) | 0 | -12 Hit; 1% Crit. (100+) | -6 Hit; 1% Crit. (100+) | +7 Hit; 5% Crit. (96+) | +9 Hit; 6% Crit. (95+) | AC 69; Armor 67; Dodge 2; Stiff 7; Noisy 4; Double Layer 7; Triple Layer 4 |
Arcane 24; Elemental 26; Natural 27; Holy 28; Demonic 28; Mental 26 | Move 2; Str 12; Agil 4; Stam 13; Int 12; Wis 14; Avd 9; Per 10; Res 14; Init 16; Cha 14 | Common plus any one other | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Plate x7 w/ Mail, Chain x4 over Cloth, Quilted x8 | Cavalry Lance: 1d20+1d4+1, Reach 3, Charge +10/+2, Armor Piercing -10. & Heater Shield: 1d4 shield blow 5%, block (+5) | 1H sword/bludgeon & Shield, typ. Arming sword: 1d12+1, Parry 18% & Heater Shield: 1d4 shield blow 5%, block (+5) |
Default Honor = 5, May use Honor Oaths/Virtues, Chivalry Code x10min, Sacred Quest/Leader of Men Code x5 |
Advanced: Will use the full extent of all weapon effects in their weapon load out (i.e. Parry, Cleaving, Melee-Range, Crushing Blow, etc...) |
Has up to 4 XP worth of Craftings/Enchants typ. Superior sword (+5 % parry) & Sturdy Shield (+5% block) "Spurs of the Order" may use mounts (usually Coursers or Destriers) |
5d6 GP | May command a Cadre of Knights (5 Knights, equivalent to 50 infantry) | n/a | n/a | |||||
Human Knight, Foot Knight | Third | Humanoid | Humankind | Human | Knight | Foot Knight | yes | Realm (Eden), Alignment (Variable), Polarity (Order) | Cosmopolitan | Urban, Rural | 6 | 81 (48+6d10) | 33 (1.1 x30.4) | 5 | Medium (Upright) | 0 | -11 Hit; 1% Crit. (100+) | -5 Hit; 1% Crit. (100+) | +4 Hit; 5% Crit. (96+) | +5 Hit; 5% Crit. (96+) | AC 57; Armor 55; Dodge 2; Stiff 7; Noisy 2; Double Layer 6; Triple Layer 2 |
Arcane 22; Elemental 24; Natural 24; Holy 24; Demonic 24; Mental 23 | Move 3; Str 12; Agil 4; Stam 12; Int 11; Wis 12; Avd 9; Per 10; Res 12; Init 14; Cha 12 | Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Plate x7 w/ Mail, Chain x2 over Cloth, Quilted x6 | 2H bludgeon, typ. Flanged Mace (2H, 1d6+2d4+1, stun4%, Crushign Blow 2, Armor Piercing -10) | 1H sword/bludgeon & Shield, typ. Arming sword (1d12+1, Parry 18%) & Heater Shield (1d4 shield blow 5%, 25% block) |
Default Honor = 3, May use Honor Oaths/Virtues, Chivalry Code x9 |
Advanced: Will use the full extent of all weapon effects in their weapon load out (i.e. Parry, Cleaving, Melee-Range, Crushing Blow, etc...) |
3d6 GP | Will have Sir or Dame in front of their name. Foot Knights will ride horses for travel and tournments, but in true combat theya re forbiddent o fight from horseback | n/a | n/a | ||||||
Human Knight, Regular | Third | Humanoid | Humankind | Human | Knight | Regular | yes | Realm (Eden), Alignment (Variable), Polarity (Order) | Cosmopolitan | Urban, Rural | 8 | 104 (60+8d10) | 48 (1.1 x43.5) | 6 | Medium (Upright) | 0 | -13 Hit; 1% Crit. (100+) | -7 Hit; 1% Crit. (100+) | +4 Hit; 4% Crit. (97+) | +6 Hit; 4% Crit. (97+) | AC 65; Armor 63; Dodge 2; Stiff 7; Noisy 4; Double Layer 6; Triple Layer 4 |
Arcane 22; Elemental 24; Natural 25; Holy 26; Demonic 26; Mental 24 | Move 2; Str 12; Agil 4; Stam 12; Int 11; Wis 13; Avd 9; Per 10; Res 13; Init 15; Cha 13 | Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Plate x7 w/ Mail, Chain x4 over Cloth, Quilted x6 | Riding Lance: 1d12+1d10, Reach 3, Charge +10/+2, Armor Piercing -10. & Heater Shield: 1d4 shield blow 5%, 25% block (+5) | 1H sword/bludgeon & Shield, typ. Arming sword: 1d12+1, Parry 18% & Heater Shield: 1d4 shield blow 5%, block (+5) |
Default Honor = 4, May use Honor Oaths/Virtues, Chivalry Code x10min, Sacred Quest/Leader of Men Code x2 |
Advanced: Will use the full extent of all weapon effects in their weapon load out (i.e. Parry, Cleaving, Melee-Range, Crushing Blow, etc...) |
Has up to 2 XP worth of Craftings/Enchants typ. Superior sword (+5 % parry), "Spurs of the Order" may use mounts (usually Coursers or Destriers) |
4d6 GP | Wear “Spurs of the Order” which signifies the right to fight from horseback in true combat (without losing honor) | n/a | n/a | |||||
Human Knight, Squire | Third | Humanoid | Humankind | Human | Knight | Squire | yes | Realm (Eden), Alignment (Variable), Polarity (Order) | Cosmopolitan | Urban, Rural | 1 | 22 (17+1d10) | 10 (1.1 x9.4) | 2 | Medium (Upright) | 0 | -1 Hit; 2% Crit. (99+) | -2 Hit; 2% Crit. (99+) | 0 Hit; 4% Crit. (97+) | 0 Hit; 4% Crit. (97+) | AC 31; Armor 22; Dodge 9; Double Layer 2 |
Arcane 20; Elemental 22; Natural 21; Holy 20; Demonic 20; Mental 20 | Move 4; Str 12; Agil 11; Stam 11; Int 10; Wis 10; Avd 9; Per 10; Res 10; Init 12; Cha 10 | Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather, Boiled x2 over Cloth, Quilted x8 | 1H Knife/Sword/Bludgeon/Axe <= 10dam, typ. Katzbalger: 1d8, parry (+1). | Default Honor = 1, May use Honor Oaths/Virtues, Chivalry Code x2 |
Advanced: Will use the full extent of all weapon effects in their weapon load out (i.e. Parry, Cleaving, Melee-Range, Crushing Blow, etc...) |
1d6 SP | must attend a higher ranking Knight | n/a | n/a | |||||||
Human Knightlord | Third | Humanoid | Humankind | Human | Knight | Knightlord | yes | Realm (Eden), Alignment (Variable), Polarity (Order) | Cosmopolitan | Urban, Rural | 18 | 229 (130+18d10) | 141 (1.1 x128) | 11 | Medium (Upright) | 0 | -4 Hit; 1% Crit. (100+) | +2 Hit; 1% Crit. (100+) | +17 Hit; 10% Crit. (91+) | +22 Hit; 11% Crit. (90+) | AC 83; Armor 81; Dodge 2; Stiff 7; Noisy 4; Double Layer 7; Triple Layer 4 |
Arcane 28; Elemental 26; Natural 32; Holy 36; Demonic 37; Mental 33 | Move 2; Str 12; Agil 4; Stam 13; Int 14; Wis 19; Avd 9; Per 10; Res 18; Init 20; Cha 18 | Common plus any one other | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Plate, Full x7 w/ Mail, Chain x4 over Cloth, Quilted x8 | Cavalry Lance: 1d20+1d4+1, Reach 3, Charge +10/+2, Armor Piercing -10. & Heater Shield: 1d4 shield blow 5%, block (+5) | 1H sword/bludgeon & Shield, typ. Arming sword: 1d12+1, Parry 18% & Heater Shield: 1d4 shield blow 5%, block (+5) |
Default Honor = 9, May use Honor Oaths/Virtues, Chivalry Code x10min, Sacred Quest/Leader of Men Code x12min/x5 |
Advanced: Will use the full extent of all weapon effects in their weapon load out (i.e. Parry, Cleaving, Melee-Range, Crushing Blow, etc...) |
Has up to 20 XP worth of Craftings/Enchants typ. Superior sword of Matchless Slaying (+5 % parry, choose type of "slaying"), Sturdy Shield of Greater Relfection (+5% block & reflects 15% of blocked damage as Light damage), Field Armor x4 (no movement penalty for triple layer armor) "Spurs of the Order" may use mounts (usually Coursers or Destriers) |
9d6 GP | May command an entire Knightly Army or act in place of a General (Officer) | n/a | n/a | |||||
Hyena | Second | Beast | Mammal | Canine | Pack Hunter | Adult | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Plain, Desert | 1 | 22 (17+1d10) | 10 (1.1 x9.2) | 2 | Medium (Prone) | 0 | +6 Hit; 6% Crit. (95+) | +6 Hit; 6% Crit. (95+) | -8 Hit; 1% Crit. (100+) | -1 Hit; 4% Crit. (97+) | AC 29; Armor 14; Dodge 15 |
Arcane 4; Elemental 22; Natural 20; Holy 10; Demonic 14; Mental 11 | Move 8; Str 13; Agil 16; Stam 11; Int 2; Wis 9; Avd 15; Per 16; Res 5; Init 15; Cha 1 | Canine "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Fur, Thick/Shaggy x7 | Bite: 1d10 damage | Pack Hunting I: +1 dam & +1 Resolve for every other packhunter of that type w/in 10" (Max +3) Execution I: When opponent is at less than or equal to 10% health all damage is max damage |
Typically hunts in packs of 4-8 Tundra Hyena variant: found only in the arctic tundra, has +5 Frost resistance |
2d6 Raw Meat | Dominance & Force | Normal | Orcs (+1), Wild & High Elves (-1) | |||||||
Fire Elemental | Second | Denizen | Elemental | True Elemental | Fire | Middling | yes | Realm (The Furnace), Alignment (Neutral), Polarity (Chaos) | Extra Planar | Volcanic, Desert | 7 | 75 (36+7d10) | 75 (2.18 x34.6) | 8 | Medium (Upright) | 0 | +8 Hit; 8% Crit. (93+); -1 Damage | +2 Hit; 6% Crit. (95+) | +2 Hit; 6% Crit. (95+) | +2 Hit; 6% Crit. (95+) | AC 8; Armor 0; Dodge 8 Can appear as regular flame (of appropriate size) at will |
Arcane 12; Elemental 16; Natural 14; Holy 20; Demonic 16; Mental 12 | Move 4; Str 5; Agil 12; Stam 8; Int 6; Wis 6; Avd 8; Per 6; Res 10; Init 10; Cha 5 | Elemental Tongue & Ignan | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Heatsense II: Can sense differences in heat within physical substance at a range (in table top inches) equal to 2x Perception with +5 Advantage to Perception rolls |
Fluid: Natural form is a fluid; immune to physical damage and effects unless runecrafted, enchanted, or otherwise magical (roll vs resistance+dodge); can fit through almost any space and take on almost any form, but can still be contained by solid matter; treats all sides as frontal arc Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Fire Slam: 1d10+2d6 Fire damage melee attack, cannot be parried/blocked/reversed | Scorching Heat (passive Aura II anything the elemental touches, either by moving through or within 1" of base contact, takes 1d8 fire damage if failing Elemental resist) alternately instead of dealing damage, Scorching Heat can be used as an action to dry up natural water or moisture of equal size or counts as Melt Magic |
Flame Surge (instant, grants 2x movement speed in 3 dimensions this round and adds +4 damage to scorching heat) Fire Bomb (T3 Bomb instant) Fireball (T3 Blast action, can use on targets in base contact) Everflame (Transmute action) |
Caster III: Unlimited used of Tier3 Powers Aura I: Passive effects in 1" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Immune (Fire): Immune to this type of damage and any associated effects Sensitivity (Water): Incoming damage of this type is doubled |
Immune to Fire Sensitive to Water/Frost Damage (2x dam) If touching another source of flame that is smaller or weaker that itself (not included fires it was responsible for setting), the fire elemental absorbs it into its own form and heals for 1d10 HP (this includes other elementals of lesser rank or less HP) |
2d6 Brimstone | n/a | n/a | |||||||
Fire Elemental, Elder | Second | Denizen | Elemental | True Elemental | Fire | Elder | yes | Realm (The Furnace), Alignment (Neutral), Polarity (Chaos) | Extra Planar | Volcanic, Desert | 15 | 282 (147+30d8) | 265 (3.36 x78.9) | 15 | Huge (Upright) | 4; Crushing Blow 4, Toughness 1, Reach +1 | +12 Hit; 10% Crit. (91+); -1 Damage | +10 Hit; 10% Crit. (91+) | +14 Hit; 11% Crit. (90+) | +14 Hit; 11% Crit. (90+) | AC 4; Armor 0; Dodge 4 Can appear as regular flame (of appropriate size) at will |
Arcane 20; Elemental 24; Natural 22; Holy 32; Demonic 26; Mental 20 | Move 6; Str 5; Agil 8; Stam 12; Int 10; Wis 10; Avd 4; Per 6; Res 16; Init 8; Cha 7 | Elemental Tongue & Ignan | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Heatsense III: Can sense differences in heat within physical substance at a range (in table top inches) equal to 2x Perception with +8 Advantage to Perception rolls |
Fluid: Natural form is a fluid; immune to physical damage and effects unless runecrafted, enchanted, or otherwise magical (roll vs resistance+dodge); can fit through almost any space and take on almost any form, but can still be contained by solid matter; treats all sides as frontal arc Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Fire Slam: 1d10+4d6 Fire damage melee attack, cannot be parried/blocked/reversed | Scorching Heat (passive Aura IV anything the elemental touches, either by moving through or being within 3" of base contact, takes 1d12 fire damage if failing Elemental resist) alternately instead of dealing damage, Scorching Heat can be used as an action to dry up natural water or moisture of equal size or counts as Melt Magic |
Flame Surge (instant, grants 2x movement speed in 3 dimensions this round and adds +6 damage to scorching heat) Ignite (T5 DOT instant) Fire Bomb (T5 Bomb instant) Fireball (T5 Blast action, can use on targets in base contact) Rain of Fire (Storm action) Everflame (Transmute action) Spawn Elementals (action, once every three rounds, creates 1d6 Fire Elemental Spawns that appear 2d8" away in random directions) |
Caster V: Unlimited used of Tier5 Powers Aura III: Passive effects in 3" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Immune (Fire): Immune to this type of damage and any associated effects Sensitivity (Water): Incoming damage of this type is doubled |
Immune to Fire Sensitive to Water/Frost Damage (2x dam) If touching another source of flame that is smaller or weaker that itself (not included fires it was responsible for setting), the fire elemental absorbs it into its own form and heals for 2d8 HP (this includes other elementals of lesser rank or less HP, including its own spawns)) |
4d8 Brimstone | n/a | n/a | |||||||
Fire Elemental, Greater | Second | Denizen | Elemental | True Elemental | Fire | Greater | yes | Realm (The Furnace), Alignment (Neutral), Polarity (Chaos) | Extra Planar | Volcanic, Desert | 10 | 125 (60+10d12) | 134 (2.71 x49.6) | 11 | Large (Upright) | 2; Crushing Blow 2 | +9 Hit; 8% Crit. (93+); -1 Damage | +5 Hit; 7% Crit. (94+) | +7 Hit; 8% Crit. (93+) | +7 Hit; 8% Crit. (93+) | AC 6; Armor 0; Dodge 6 Can appear as regular flame (of appropriate size) at will |
Arcane 16; Elemental 20; Natural 18; Holy 26; Demonic 21; Mental 16 | Move 5; Str 5; Agil 10; Stam 10; Int 8; Wis 8; Avd 6; Per 6; Res 13; Init 9; Cha 6 | Elemental Tongue & Ignan | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Heatsense II: Can sense differences in heat within physical substance at a range (in table top inches) equal to 2x Perception with +5 Advantage to Perception rolls |
Fluid: Natural form is a fluid; immune to physical damage and effects unless runecrafted, enchanted, or otherwise magical (roll vs resistance+dodge); can fit through almost any space and take on almost any form, but can still be contained by solid matter; treats all sides as frontal arc Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Fire Slam: 1d10+3d6 Fire damage melee attack, cannot be parried/blocked/reversed | Scorching Heat (passive Aura III anything the elemental touches, either by moving through or being within 2" of base contact, takes 1d10 fire damage if failing Elemental resist) alternately instead of dealing damage, Scorching Heat can be used as an action to dry up natural water or moisture of equal size or counts as Melt Magic |
Flame Surge (instant, grants 2x movement speed in 3 dimensions this round and adds +5 damage to scorching heat) Fire Bomb (T4 Bomb instant) Fireball (T4 Blast action, can use on targets in base contact) Everflame (Transmute action) Spawn Elementals (action, once every three rounds, creates 1d4 Fire Elemental Spawns that appear 2d8" away in random directions) |
Caster IV: Unlimited used of Tier4 Powers Aura II: Passive effects in 2" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Immune (Fire): Immune to this type of damage and any associated effects Sensitivity (Water): Incoming damage of this type is doubled |
Immune to Fire Sensitive to Water/Frost Damage (2x dam) If touching another source of flame that is smaller or weaker that itself (not included fires it was responsible for setting), the fire elemental absorbs it into its own form and heals for 1d12 HP (this includes other elementals of lesser rank or less HP, including its own spawns) |
3d6 Brimstone | n/a | n/a | |||||||
Fire Elemental, Lesser | Second | Denizen | Elemental | True Elemental | Fire | Lesser | yes | Realm (The Furnace), Alignment (Neutral), Polarity (Chaos) | Extra Planar | Volcanic, Desert | 4 | 36 (18+4d8) | 29 (1.78 x16.4) | 4 | Small (Upright) | -2 | +7 Hit; 7% Crit. (94+); -1 Damage | -1 Hit; 4% Crit. (97+) | -3 Hit; 3% Crit. (98+) | -3 Hit; 3% Crit. (98+) | AC 10; Armor 0; Dodge 10 Can appear as regular flame (of appropriate size) at will |
Arcane 8; Elemental 12; Natural 10; Holy 14; Demonic 11; Mental 8 | Move 3; Str 5; Agil 14; Stam 6; Int 4; Wis 4; Avd 10; Per 6; Res 7; Init 9; Cha 4 | Elemental Tongue & Ignan | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Heatsense I: Can sense differences in heat within physical substance at a range (in table top inches) equal to 1x Perception with +3 Advantage to Perception rolls |
Fluid: Natural form is a fluid; immune to physical damage and effects unless runecrafted, enchanted, or otherwise magical (roll vs resistance+dodge); can fit through almost any space and take on almost any form, but can still be contained by solid matter; treats all sides as frontal arc Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Fire Slam: 1d10+1d6 Fire damage melee attack, cannot be parried/blocked/reversed | Scorching Heat (passive Aura II anything the elemental touches, either by moving through or within 1" of base contact, takes 1d6 fire damage if failing Elemental resist) alternately instead of dealing damage, Scorching Heat can be used as an action to dry up natural water or moisture of equal size or counts as Melt Magic |
Flame Surge (instant, grants 2x movement speed in 3 dimensions this round and adds +3 damage to scorching heat) Fireball (T2 Blast action, can use on targets in base contact) |
Caster II: Unlimited used of Tier2 Powers Aura I: Passive effects in 1" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Immune (Fire): Immune to this type of damage and any associated effects Sensitivity (Water): Incoming damage of this type is doubled |
Immune to Fire Sensitive to Water/Frost Damage (2x dam) If touching another source of flame that is smaller or weaker that itself (not included fires it was responsible for setting), the fire elemental absorbs it into its own form and heals for 1d8 HP (this includes other elementals of lesser rank or less HP) |
1d6 Brimstone | n/a | n/a | |||||||
Fire Elemental, Prime | Second | Denizen | Elemental | True Elemental | Fire | Prime | yes | Realm (The Furnace), Alignment (Neutral), Polarity (Chaos) | Extra Planar | Volcanic, Desert | 17 | 439 (252+34d10) | 422 (3.89 x108.5) | 20 | Massive (Upright) | 8; Crushing Blow 8, Toughness 2, Reach +2 | +12 Hit; 11% Crit. (90+); -1 Damage | +12 Hit; 11% Crit. (90+) | +18 Hit; 13% Crit. (88+) | +18 Hit; 13% Crit. (88+) | AC 2; Armor 0; Dodge 2 Can appear as regular flame (of appropriate size) at will |
Arcane 24; Elemental 28; Natural 26; Holy 38; Demonic 31; Mental 24 | Move 7; Str 5; Agil 6; Stam 14; Int 12; Wis 12; Avd 2; Per 6; Res 19; Init 7; Cha 8 | Elemental Tongue & Ignan | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Heatsense III: Can sense differences in heat within physical substance at a range (in table top inches) equal to 2x Perception with +8 Advantage to Perception rolls |
Fluid: Natural form is a fluid; immune to physical damage and effects unless runecrafted, enchanted, or otherwise magical (roll vs resistance+dodge); can fit through almost any space and take on almost any form, but can still be contained by solid matter; treats all sides as frontal arc Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Fire Slam: 1d10+5d6 Fire damage melee attack, cannot be parried/blocked/reversed | Scorching Heat (passive Aura IV anything the elemental touches, either by moving through or being within 3" of base contact, takes 1d20 fire damage if failing Elemental resist) alternately instead of dealing damage, Scorching Heat can be used as an action to dry up natural water or moisture of equal size or counts as Melt Magic |
Flame Surge (instant, grants 2x movement speed in 3 dimensions this round and adds +7 damage to scorching heat) Ignite (T6 DOT instant) Fire Bomb (T6 Bomb instant) Fireball (T6 Blast action, can use on targets in base contact) Rain of Fire (Storm action) Immolate (burst action) Everflame (Transmute action) Spawn Elementals (action, once every three rounds, creates 1d8 Fire Elemental Spawns that appear 2d8" away in random directions) |
Caster VI: Unlimited used of Tier6 Powers Aura III: Passive effects in 3" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Immune (Fire): Immune to this type of damage and any associated effects Sensitivity (Water): Incoming damage of this type is doubled |
Immune to Fire Sensitive to Water/Frost Damage (2x dam) If touching another source of flame that is smaller or weaker that itself (not included fires it was responsible for setting), the fire elemental absorbs it into its own form and heals for 2d10 HP (this includes other elementals of lesser rank or less HP, including its own spawns)) |
5d10 Brimstone | n/a | n/a | |||||||
Fire Elemental, Spark | Second | Denizen | Elemental | True Elemental | Fire | Mote | yes | Realm (The Furnace), Alignment (Neutral), Polarity (Chaos) | Extra Planar | Volcanic, Desert | 1 | 5 (2+1d4) | 2 (1.1 x2) | 0 | Diminutive (Upright) | -8 | +8 Hit; 7% Crit. (94+); -1 Damage | -4 Hit; 3% Crit. (98+) | -9 Hit; 1% Crit. (100+) | -9 Hit; 1% Crit. (100+) | AC 14; Armor 0; Dodge 14 Can appear as regular flame (of appropriate size) at will |
Arcane 2; Elemental 4; Natural 3; Holy 2; Demonic 2; Mental 2 | Move 1; Str 5; Agil 18; Stam 2; Int 1; Wis 1; Avd 14; Per 6; Res 1; Init 7; Cha 2 | Elemental Tongue & Ignan | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Heatsense I: Can sense differences in heat within physical substance at a range (in table top inches) equal to 1x Perception with +3 Advantage to Perception rolls |
Fluid: Natural form is a fluid; immune to physical damage and effects unless runecrafted, enchanted, or otherwise magical (roll vs resistance+dodge); can fit through almost any space and take on almost any form, but can still be contained by solid matter; treats all sides as frontal arc Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Fire Slam: 1d4 Fire damage melee attack, cannot be parried/blocked/reversed | Scorching Heat (passive Aura I anything the elemental touches, either by moving through or being in base contact with, takes 1d2 fire damage if failing Elemental resist) alternately instead of dealing damage, Scorching Heat can be used as an action to dry up natural water or moisture of equal size or counts as Melt Magic |
Flame Surge (instant, grants 2x movement speed in 3 dimensions this round and adds +1 damage to scorching heat) Elemental Cantrip (Burst action, Range 15", 1d4 Fire Damage) |
Caster 0: Unlimited used of Tier0 Powers Aura 0: Passive effects in base contact around the creature, effects vary (see Extra), can be offensive or defensive Immune (Fire): Immune to this type of damage and any associated effects Sensitivity (Water): Incoming damage of this type is doubled |
Immune to Fire Sensitive to Water/Frost Damage (2x dam) If touching another source of flame that is smaller or weaker that itself (not included fires it was responsible for setting), the fire elemental absorbs it into its own form and heals for 1d4 HP (this includes other elementals of lesser rank or less HP) |
0-1 Brimstone | n/a | n/a | |||||||
Fire Elemental, Spawn | Second | Denizen | Elemental | True Elemental | Fire | Spawn | yes | Realm (The Furnace), Alignment (Neutral), Polarity (Chaos) | Extra Planar | Volcanic, Desert | 2 | 13 (6+2d6) | 10 (1.38 x7.4) | 2 | Tiny (Upright) | -4 | +7 Hit; 6% Crit. (95+); -1 Damage | -3 Hit; 3% Crit. (98+) | -7 Hit; 2% Crit. (99+) | -7 Hit; 2% Crit. (99+) | AC 12; Armor 0; Dodge 12 Can appear as regular flame (of appropriate size) at will |
Arcane 4; Elemental 8; Natural 6; Holy 8; Demonic 6; Mental 4 | Move 2; Str 5; Agil 16; Stam 4; Int 2; Wis 2; Avd 12; Per 6; Res 4; Init 8; Cha 3 | Elemental Tongue & Ignan | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Heatsense I: Can sense differences in heat within physical substance at a range (in table top inches) equal to 1x Perception with +3 Advantage to Perception rolls |
Fluid: Natural form is a fluid; immune to physical damage and effects unless runecrafted, enchanted, or otherwise magical (roll vs resistance+dodge); can fit through almost any space and take on almost any form, but can still be contained by solid matter; treats all sides as frontal arc Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Fire Slam: 1d10 Fire damage melee attack, cannot be parried/blocked/reversed | Scorching Heat (passive Aura I anything the elemental touches, either by moving through or being in base contact with, takes 1d4 fire damage if failing Elemental resist) alternately instead of dealing damage, Scorching Heat can be used as an action to dry up natural water or moisture of equal size or counts as Melt Magic |
Flame Surge (instant, grants 2x movement speed in 3 dimensions this round and adds +2 damage to scorching heat) Flame Lance (Missile action, can use on targets in base contact) |
Caster I: Unlimited used of Tier1 Powers Aura 0: Passive effects in base contact around the creature, effects vary (see Extra), can be offensive or defensive Immune (Fire): Immune to this type of damage and any associated effects Sensitivity (Water): Incoming damage of this type is doubled |
Immune to Fire Sensitive to Water/Frost Damage (2x dam) If touching another source of flame that is smaller or weaker that itself (not included fires it was responsible for setting), the fire elemental absorbs it into its own form and heals for 1d6 HP (this includes other elementals of lesser rank or less HP) |
1d4 Brimstone | n/a | n/a | |||||||
Invisible Stalker, Lesser | Second | Denizen | Elemental | True Elemental | Invisible Stalker | Lesser | yes | Realm (Storms), Alignment (Evil), Polarity (Chaos) | Extra Planar | Sky, Mountain | 4 | 43 (21+4d10) | 39 (2.47 x15.7) | 5 | Medium (Upright) | 0 | +10 Hit; 8% Crit. (93+) | +8 Hit; 7% Crit. (94+) | +3 Hit; 5% Crit. (96+) | +5 Hit; 6% Crit. (95+) | AC 16; Armor 0; Dodge 16 |
Arcane 20; Elemental 14; Natural 19; Holy 20; Demonic 22; Mental 22 | Move 4; Str 12; Agil 17; Stam 7; Int 10; Wis 12; Avd 16; Per 15; Res 10; Init 12; Cha 3 | Elemental Tongue, Auran & can also understand Common but not speak it | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tremorsense I (Air): Can sense vibrations and movement through listed substances up to range of 1x Perception with +3 Advantage to Perception rolls |
Fluid: Natural form is a fluid; immune to physical damage and effects unless runecrafted, enchanted, or otherwise magical (roll vs resistance+dodge); can fit through almost any space and take on almost any form, but can still be contained by solid matter; treats all sides as frontal arc Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Air Slash x2: 1d10+2 physical damage melee attack, cannot be parried/blocked/reversed unless weapon is rune crafted and/or enchanted, if grappling does not reduce number of attacks | Instead of attacking, can use its touch to displace loose solid matter (such as dirt or sand) of equal size, temporarily (1rnd) weaken solid matter (remove all damage negation/absorption) |
Wind Surge (instant, grants 2x movement speed this round and prevents any attacks from Disengaging from Combat, any target touched or moved through is knocked down and Winded if failing a Stamina test) Locate Quarry (instant, automatically locates a target they are tracking, works across any distance provided they are in the same Realm/plane of existence) |
Flyer I: 2x movement while flying Invisibility, True: completely invisible in its natural form, treat as permanently hidden and undetectable for combat purposes, movements and actions can only be detected by secondary means (i.e. environmental displacement, feeling, side-effects), spells or abilties that see through invisibility reveal only a vague outline Grapple: successful hits Grapple the target if it is the same size or smaller, cannot leave base contact while grappled, STR roll off to break Immune (Air): Immune to this type of damage and any associated effects Sensitivity (Earth): Incoming damage of this type is doubled Swift Dodge II: Can choose at will to use Dodge x2 instead of AC, unlimited use Relentless II: Gain '+6 Advantage on all Resolve tests while pursuing a specific task or objective |
Immune to Air Sensitive to Earth Damage (2x dam) Cannot speak but understands both the Elemental and Common tongue |
1d6 Aether | Invisible Stalkers are malevolent creatures comprised of pure elemental air that are native to the Realm of Storms. They have a deep hatred of anything with physical form and can be readily convinced to hunt down and slay a particular creture provided it has substance. Their innate ability to locate and track their quarry makes them extremely useful as bound servants for retrieving objects or artefacts. However, when a mortal spirit user attempts to do so their is signficant risk for if the binding should ever fail, the Invisible Stalker would will stop at nothign to murder them. When tracking something, whether of their own accord or compelled by someone else, they possess a single minded focus and will not be easily turned from their task. | n/a | n/a | ||||||
Ice Toad | Second | Beast | Aquatic | Amphibian | Giant Toad | Magical | Adult | yes | Realm (Stillness), Alignment (Neutral), Polarity (Order) | Arctic | Coastal/Shore, Subterranean | 3 | 44 (28+3d10) | 18 (1.39 x13.2) | 3 | Medium (Prone) | 0 | +5 Hit; 6% Crit. (95+) | +5 Hit; 6% Crit. (95+) | -6 Hit; 2% Crit. (99+) | +1 Hit; 5% Crit. (96+) | AC 20; Armor 12; Dodge 8 |
Arcane 4; Elemental 22; Natural 20; Holy 12; Demonic 15; Mental 11 | Move 4; Str 12; Agil 13; Stam 11; Int 2; Wis 9; Avd 8; Per 13; Res 6; Init 14; Cha 1 | Amphibian "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Hide, Thick x6 | Bite (1d8 damage, if hitting a Small or smaller target they must pass an agility test or become Swallowed) | Icy Burp: (action) once/2 rounds. Inflicts 1d6 Frost damage to all targets in a frontal arc up to 3" away. Use Ranged attack modifiers vs Elemental Resistance + Dodge. |
Frog Stomp: (passive) if hopping brings it into base contact with a target of equal or lesser size, counts as a 1d8 attack w/ 50% stun Grapple Tongue: (instant) range 6", if no targets are in base contact can use its tongue to Grapple a target into base contact bite if failing dodge test Swallowed: (passive) Toad can only have one Swallowed target at a time, any Swallowed target takes 1d8 acid damage and is Blind and Immobilized for the duration, Swallowed target can do nothing on its turn except attempt to escape by passing a Strength or Agility test with -8 Disadvantage, effect continues even after Toad is slain unless Swallowed target is cut out or pulled free |
Amphibious: Can breathe in air and water Swimmer I: 2x movement while in water Hopper I: Can hop to move, 1x movement in a straight line, allows for easily jumping over obstacles, must start and end its turn on the ground Immune (Frost): Immune to this type of damage and any associated effects |
2d6 Raw Meat | Cunning & Will | Exotic | n/a | |||||
Water Elemental | Second | Denizen | Elemental | True Elemental | Water | Middling | yes | Realm (Stillness), Alignment (Neutral), Polarity (Order) | Extra Planar | Fresh Water, Salt Water | 7 | 84 (45+7d10) | 91 (2.51 x36.2) | 9 | Medium (Upright) | 0 | +10 Hit; 8% Crit. (93+) | +3 Hit; 6% Crit. (95+) | +5 Hit; 7% Crit. (94+) | +4 Hit; 6% Crit. (95+) | AC 15; Armor 0; Dodge 15 Can appear as regular water (of appropriate size) at will |
Arcane 18; Elemental 20; Natural 18; Holy 26; Demonic 21; Mental 17 | Move 5; Str 12; Agil 14; Stam 10; Int 9; Wis 8; Avd 15; Per 7; Res 13; Init 12; Cha 9 | Elemental Tongue & Aquan | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tremorsense II (Water): Can sense vibrations and movement through listed substances up to range of 2x Perception with +5 Advantage to Perception rolls |
Fluid: Natural form is a fluid; immune to physical damage and effects unless runecrafted, enchanted, or otherwise magical (roll vs resistance+dodge); can fit through almost any space and take on almost any form, but can still be contained by solid matter; treats all sides as frontal arc Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Water Slam x2 (2d6 Water damage melee attack, both can be used as off-hand attacks after casting as an action, cannot be parried, can Imbue both with T3 Undertow as an instant) | Instead of attacking, can use its touch to extinguish a non-magical flame of equal size or use its touch as Douse Magic |
Turbulent Wake (instant, when swimming can choose to trigger T3 Turbulent Waters around itself) Waterlog (Hex insant) Deluge (Cone action) Riptide (Beam action) Healing Stream (T3 Healing action) |
Caster III: Unlimited used of Tier3 Powers Swimmer II: 3x movement while in water Immune (Water): Immune to this type of damage and any associated effects Sensitivity (Fire): Incoming damage of this type is doubled Swift Dodge III: Can choose at will to use Dodge x3 instead of AC, unlimited use |
Immune to Water/Frost Sensitive to Fire/Heat Damage (2x dam) If touching another source of water of the same type (i.e. fresh vs. salt water), the water elemental absorbs some of it into its own form and heals for 1d10 HP (this includes other elementals of lesser rank or less HP) if hit by frost powers instead of taking damage, use the damage that would be inflicted as a percentage chance to change the water elemental into an Ice Elemental with equivalent size & HP |
2d6 Everice | n/a | n/a | |||||||
Grey Regal Dragon | Second | Dragonkind | Chromatic Dragon | Dragon | Grey | Magical | Regal | yes | Realm (Storms), Alignment (Good), Polarity (Chaos) | Cosmopolitan | Sky, Mountain | 19 | 808 (561+38d12) | 1110 (6.94 x160) | 32 | Gargantuan (Prone) | 16; Crushing Blow 16, Toughness 4, Reach +3 | +26 Hit; 16% Crit. (85+); +3 Damage | +26 Hit; 16% Crit. (85+) | +28 Hit; 31% Crit. (70+) | +28 Hit; 16% Crit. (85+) | AC 99; Armor 88; Dodge 11 Lair Action x3: May use up to three unique special Lair Actions at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 40; Elemental 38; Natural 39; Holy 36; Demonic 38; Mental 40 | Move 11; Str 20; Agil 18; Stam 19; Int 20; Wis 20; Avd 11; Per 18; Res 18; Init 18; Cha 20 | Draconic (Dragon Tongue), Auran, Common, Elvish & Kaydenese | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Truesight: Can see (or otherwise perceive) in natural and magical darkness at a range (in table top inches) equal to thier perception, as well as see through any type of illusion or invisibility, and can see the true form of shape shifting creatures Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Elder Dragon x8 | Bite (4d10+10) & Claw x2 (3d8+6) + Tailswipe (2d10+6 damage) | Gale Breath VI: 5d10+4 Air Damage with 12" knockback and knockdown on targets of lesser size |
Can use up to Tier 7 Wind Powers (per day use: T7 x3, T6 x4, T5 x5, T4 x6, T3 x7, T2 x8, T1 x9, T0 unlimited) |
Immune (Wind): Immune to this type of damage and any associated effects Affinity III (Air): +15% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath VI: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits a 20" length by width cone, use Ranged attack modifiers +20 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe V: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 8" knockback on targets of lesser size Terrifying: Enemies must pass a Resolve test to move towards the creature and if it moves into base contact with a foe they must pass a Resolve test or immediately flee their full move directly away (treat as Feared & Frightened). Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Unyielding: Immune to stun, slow, winded, incapacitate, immobilize, or silence CC effects or any effect that would cause them to miss a turn |
Can shapeshift into creatures of a lesser threat rating (preferred forms are: Elves, Kayden, Winged Beasts) |
6d12 Aether | n/a | n/a | |||||
Grey Wyrm | Second | Dragonkind | Chromatic Dragon | Dragon | Grey | Magical | Wyrm | yes | Realm (Storms), Alignment (Good), Polarity (Chaos) | Cosmopolitan | Sky, Mountain | 5 | 78 (46+5d12) | 80 (2.59 x31) | 8 | Large (Prone) | 2; Crushing Blow 2 | +14 Hit; 9% Crit. (92+) | +6 Hit; 7% Crit. (94+) | +6 Hit; 12% Crit. (89+) | +2 Hit; 5% Crit. (96+) | AC 57; Armor 40; Dodge 17 Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant |
Arcane 24; Elemental 26; Natural 21; Holy 20; Demonic 18; Mental 20 | Move 8; Str 14; Agil 20; Stam 13; Int 12; Wis 8; Avd 17; Per 12; Res 10; Init 10; Cha 7 | Draconic (Dragon Tongue) & Auran | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scale, Wyrm x8 | Bite (1d8+4) & Claw x2 (1d8) + Tailswipe (2d6 dam) | Gale Breath II: 1d6+1d4 Air Damage with 4" knockback and knockdown on targets of lesser size |
Can use up to Tier 3 Wind Powers (per day use: T3 x3, T2 x4, T1 x5, T0 unlimited) |
Immune (Wind): Immune to this type of damage and any associated effects Affinity I (Air): +5% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath II: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits an 8" length by 3" width cone (or cone template), use Ranged attack modifiers against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe I: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 1" knockback on targets of lesser size Fearsome: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Unyielding: Immune to stun, slow, winded, incapacitate, immobilize, or silence CC effects or any effect that would cause them to miss a turn |
3d6 Aether | n/a | n/a | ||||||
Iron Dragon | Second | Dragonkind | Metallic Dragon | Dragon | Iron | Magical | Dragon | yes | Realm (The Forge), Alignment (Evil), Polarity (Order) | Tropical/Temperate | Mountain, Subterranean | 16 | 499 (323+32d10) | 470 (4.39 x107.1) | 21 | Massive (Prone) | 8; Crushing Blow 8, Toughness 2, Reach +2 | +21 Hit; 13% Crit. (88+); +3 Damage | +21 Hit; 13% Crit. (88+) | +23 Hit; 24% Crit. (77+) | +22 Hit; 14% Crit. (87+) | AC 98; Armor 88; Dodge 10 Metallic Scales (+1 Armor per slot added); Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 36; Elemental 38; Natural 36; Holy 36; Demonic 35; Mental 35 | Move 10; Str 20; Agil 16; Stam 19; Int 18; Wis 17; Avd 10; Per 16; Res 18; Init 18; Cha 18 | Draconic (Dragon Tongue), Terran, Common & Dwarvish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Dragon x8 | Bite (3d8+10) & Claw x2 (3d6+2) + Tailswipe (2d8+6 damage) | Slowing Shrapnel Aura III: passive, Aura III, activated at will for up to 1 hour, Dragon must pass a Stamina test at the start of each subsequent round to maintain, casting automatically cancels the aura. Causes a swarm of swirling shrapnel around itself that uses casting modifiers to inflict 1d2 Physical Damage and all non Iron dragon targets within radius are Slowed until passing a Stamina stat roll-off after which they are immune. |
Can use up to Tier 5 Metal Powers (per day use: T5 x3, T4 x4, T3 x5, T2 x6, T1 x7, T0 unlimited) |
Immune II (Metal & Wind): Immune to these types of damage and any associated effects Affinity II (Earth): +10% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Aura III: Passive effects in 3" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Tailswipe III: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 4" knockback on targets of lesser size Fearsome: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes or otherwise vents volatile energy upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius |
Can shapeshift into creatures of a lesser threat rating (preferred forms are: Dwarves, Burrowing Beasts) |
5d10 Thaumatite Ore | n/a | n/a | |||||
Iron Dragon Consort/Lord | Second | Dragonkind | Metallic Dragon | Dragon | Iron | Magical | Consort/Lord | yes | Realm (The Forge), Alignment (Evil), Polarity (Order) | Tropical/Temperate | Mountain, Subterranean | 18 | 794 (560+36d12) | 830 (5.51 x150.6) | 28 | Gargantuan (Prone) | 16; Crushing Blow 16, Toughness 4, Reach +3 | +23 Hit; 14% Crit. (87+); +3 Damage | +24 Hit; 15% Crit. (86+) | +26 Hit; 30% Crit. (71+) | +26 Hit; 15% Crit. (86+) | AC 106; Armor 96; Dodge 10 Metallic Scales (+1 Armor per slot added); Lair Action x2: May use up to two unique special Lair Actions at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 38; Elemental 40; Natural 39; Holy 38; Demonic 38; Mental 38 | Move 11; Str 21; Agil 16; Stam 20; Int 19; Wis 19; Avd 10; Per 17; Res 19; Init 19; Cha 20 | Draconic (Dragon Tongue), Terran, Common & Dwarvish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Elder Dragon x8 | Bite (3d10+12) & Claw x2 (2d10+6) + Tailswipe (2d10+6 damage) | Slowing Shrapnel Aura IV: passive, Aura IV, activated at will for up to 1 hour, Dragon must pass a Stamina test at the start of each subsequent round to maintain, casting automatically cancels the aura. Causes a swarm of swirling shrapnel around itself that uses casting modifiers to inflict 1d6 Physical Damage and all non Iron dragon targets within radius are Slowed until passing a Stamina stat roll-off after which they are immune. |
Can use up to Tier 6 Metal Powers (per day use: T6 x3, T5 x4, T4 x5, T3 x6, T2 x7, T1 x8, T0 unlimited) |
Immune II (Metal & Wind): Immune to these types of damage and any associated effects Affinity III (Earth): +15% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Aura IV: Passive effects in 4" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Tailswipe IV: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 6" knockback on targets of lesser size Terrifying: Enemies must pass a Resolve test to move towards the creature and if it moves into base contact with a foe they must pass a Resolve test or immediately flee their full move directly away (treat as Feared & Frightened). Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes or otherwise vents volatile energy upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius |
Can shapeshift into creatures of a lesser threat rating (preferred forms are: Dwarves, Burrowing Beasts) |
6d12 Thaumatite Ore | n/a | n/a | |||||
Iron Dragon Hatchling | Second | Dragonkind | Metallic Dragon | Dragon | Iron | Magical | Hatchling | yes | Realm (The Forge), Alignment (Evil), Polarity (Order) | Tropical/Temperate | Mountain, Subterranean | 1 | 14 (10+1d6) | 11 (1.41 x7.5) | 2 | Tiny (Prone) | -4 | 0 Hit; 4% Crit. (97+); -1 Damage | -2 Hit; 3% Crit. (98+) | -3 Hit; 13% Crit. (88+) | -7 Hit; 2% Crit. (99+) | AC 44; Armor 24; Dodge 20 Metallic Scales (+1 Armor per slot added) |
Arcane 14; Elemental 16; Natural 11; Holy 14; Demonic 10; Mental 10 | Move 5; Str 6; Agil 10; Stam 8; Int 7; Wis 3; Avd 20; Per 8; Res 7; Init 8; Cha 5 | Draconic (Dragon Tongue, can understand but not speak) | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scales, Light x8 | Bite (1d4+1) | Detect Magic (unlimited use) & Elemental Cantrip (Metal, unlimited use) |
Immune II (Metal & Wind): Immune to these types of damage and any associated effects Affinity I (Earth): +5% Critical Hit with a given non-physical damage type (typically already added) Hopper II: Can hop to move, 2x movement in a straight line, allows for easily jumping over obstacles, must start and end its turn on the ground Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes or otherwise vents volatile energy upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius |
1d4 Thaumatite Ore | n/a | n/a | |||||||
Iron Dragon Whelp | Second | Dragonkind | Metallic Dragon | Dragon | Iron | Magical | Whelp | yes | Realm (The Forge), Alignment (Evil), Polarity (Order) | Tropical/Temperate | Mountain, Subterranean | 2 | 29 (20+2d8) | 27 (1.82 x14.6) | 4 | Small (Prone) | -2 | +3 Hit; 5% Crit. (96+) | +1 Hit; 4% Crit. (97+) | +1 Hit; 14% Crit. (87+) | -4 Hit; 3% Crit. (98+) | AC 51; Armor 32; Dodge 19 Metallic Scales (+1 Armor per slot added) |
Arcane 20; Elemental 20; Natural 15; Holy 18; Demonic 14; Mental 15 | Move 6; Str 8; Agil 12; Stam 10; Int 10; Wis 5; Avd 19; Per 10; Res 9; Init 9; Cha 6 | Draconic (Dragon Tongue) & Terran (can understand but not speak) | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scales, Heavy x8 | Bite (1d8+1) & Claw (1d6+1) | Slowing Aura 0: passive, Aura 0, activated at will for up to 1 hour, Dragon must pass a Stamina test at the start of each subsequent round to maintain, casting automatically cancels the aura, all non Iron dragon targets within radius are Slowed until passing a Stamina stat roll-off after which they are immune |
Can use up to Tier 1 Metal Powers (per day use: T1 x3, T0 unlimited) |
Immune II (Metal & Wind): Immune to these types of damage and any associated effects Affinity I (Earth): +5% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Aura 0: Passive effects in base contact around the creature, effects vary (see Extra), can be offensive or defensive Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes or otherwise vents volatile energy upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius |
1d6 Thaumatite Ore | n/a | n/a | ||||||
Iron Dragon, Ancient | Second | Dragonkind | Metallic Dragon | Dragon | Iron | Magical | Ancient | yes | Realm (The Forge), Alignment (Evil), Polarity (Order) | Tropical/Temperate | Mountain, Subterranean | 21 | 1250 (903+63d10) | 1733 (7.81 x221.8) | 41 | Colossal (Prone) | 32; Crushing Blow 32, Toughness 8, Reach +4 | +23 Hit; 15% Crit. (86+); +3 Damage | +29 Hit; 17% Crit. (84+) | +31 Hit; 33% Crit. (68+) | +32 Hit; 18% Crit. (83+) | AC 104; Armor 96; Dodge 8 Metallic Scales (+1 Armor per slot added); Lair Action x4: May use up to four unique special Lair Actions at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 42; Elemental 42; Natural 43; Holy 44; Demonic 44; Mental 43 | Move 12; Str 22; Agil 13; Stam 21; Int 21; Wis 22; Avd 8; Per 19; Res 22; Init 18; Cha 19 | Draconic (Dragon Tongue), Terran, Common & Dwarvish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Truesight: Can see (or otherwise perceive) in natural and magical darkness at a range (in table top inches) equal to thier perception, as well as see through any type of illusion or invisibility, and can see the true form of shape shifting creatures Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Elder Dragon x8 | Bite (5d12+14) & Claw x2 (3d10+8) + Tailswipe (3d12+16 damage) | Slowing Shrapnel Aura VIII: passive, Aura VIII, activated at will for up to 1 hour, Dragon must pass a Stamina test at the start of each subsequent round to maintain, casting automatically cancels the aura. Causes a swarm of swirling shrapnel around itself that uses casting modifiers to inflict 1d10+4 Physical Damage and all non Iron dragon targets within radius are Slowed until passing a Stamina stat roll-off after which they are immune. |
Can use up to Tier 7+ Metal Powers (per day use: T7+ x1, T7 x4, T6 x5, T5 x6, T4 x7, T3 x8, T2 x9, T1 x10, T0 unlimited) |
Immune II (Metal & Wind): Immune to these types of damage and any associated effects Affinity III (Earth): +15% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Aura IX: Passive effects in 9" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Tailswipe VI: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 10" knockback on targets of lesser size Terrifying: Enemies must pass a Resolve test to move towards the creature and if it moves into base contact with a foe they must pass a Resolve test or immediately flee their full move directly away (treat as Feared & Frightened). Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes or otherwise vents volatile energy upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius |
Ancient Dragons live in complete solitude and often sleep for hundreds of years at a time Can still shapeshift into creatures of a lesser threat rating but would likely not see the point |
7d20 Thaumatite Ore | n/a | n/a | |||||
Iron Drake | Second | Dragonkind | Metallic Dragon | Dragon | Iron | Magical | Drake | yes | Realm (The Forge), Alignment (Evil), Polarity (Order) | Tropical/Temperate | Mountain, Subterranean | 10 | 235 (145+20d8) | 220 (3.39 x64.9) | 14 | Huge (Prone) | 4; Crushing Blow 4, Toughness 1, Reach +1 | +16 Hit; 11% Crit. (90+); +2 Damage | +13 Hit; 10% Crit. (91+) | +13 Hit; 25% Crit. (76+) | +12 Hit; 9% Crit. (92+) | AC 77; Armor 64; Dodge 13 Metallic Scales (+1 Armor per slot added); Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant or action |
Arcane 28; Elemental 34; Natural 30; Holy 30; Demonic 28; Mental 27 | Move 9; Str 18; Agil 17; Stam 17; Int 14; Wis 13; Avd 13; Per 14; Res 15; Init 15; Cha 15 | Draconic (Dragon Tongue), Terran, Common & Dwarvish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scale, Drake x8 | Bite (3d6+8) & Claw x2 (1d12+2) + Tailswipe (2d6+6 damage) | Slowing Aura II: passive, Aura II, activated at will for up to 1 hour, Dragon must pass a Stamina test at the start of each subsequent round to maintain, casting automatically cancels the aura, all non Iron dragon targets within radius are Slowed until passing a Stamina stat roll-off after which they are immune |
Can use up to Tier 4 Metal Powers (per day use: T4 x3, T3 x4, T2 x5, T1 x6, T0 unlimited) |
Immune II (Metal & Wind): Immune to these types of damage and any associated effects Affinity II (Earth): +10% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Aura II: Passive effects in 2" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Tailswipe II: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 2" knockback on targets of lesser size Fearsome: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes or otherwise vents volatile energy upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius |
4d8 Thaumatite Ore | n/a | n/a | ||||||
Kobold, Garbage Eater | Second | Primatives | Beastkin | Kobold | Ambusher | yes | Realm (Eden), Alignment (Evil), Polarity (Order) | Tropical/Temperate | Ruins/Dungeon, Subterranean | 3 | 31 (18+3d8) | 8 (0.95 x8.6) | 2 | Small (Upright) | -2 | +5 Hit; 6% Crit. (95+) | +2 Hit; 5% Crit. (96+) | -2 Hit; 4% Crit. (97+) | -3 Hit; 3% Crit. (98+) | AC 23; Armor 10; Dodge 13 |
Arcane 12; Elemental 14; Natural 12; Holy 14; Demonic 12; Mental 11 | Move 4; Str 8; Agil 13; Stam 7; Int 6; Wis 5; Avd 13; Per 10; Res 7; Init 7; Cha 3 | Draconic, Kobold & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather x5 | Knife x2, typ. Dirk x2 (1d6dam each) | Foul Stink: enemies must pass a Stamina test when in base contact (Aura 0) or else they lose their mainhand attack |
Aura 0: Passive effects in base contact around the creature, effects vary (see Extra), can be offensive or defensive |
Typically starts battle hidden in a pile of garbage Like to set traps and/or ambush enemies, rarely attack enemies head on that are larger than themselves unless out numbering them |
1d4 -1 SP & random garbage | Best described as a cross between a rodent and draconid, Kobolds are believed to share some distant and ancient ancestry to Dragons. Sometimes they can even be found pressed into service by dragons, particularly when a new lair requires excavating. Subterranean by nature, they may have once possessed some kind of heat sense. However, this is no longer the case and Kobolds now navigate by candlelight. This is a brilliant, though revolting, adaptation as a species for they use their profuse excretions of ear wax to fashion an unending supply of pungent candles. Kobolds are a primitive race, but highly orderly and well known for their skills in mining and possessing a maniacal desire for shiny things. Their dens are ever expanding, in order to accommodate their prolific rate of reproduction. Though not much of a threat on their own, an infestation of Kobolds can prove very dangerous if they are not dealt with. | n/a | n/a | |||||||
Kobold, Kahoona | Second | Primatives | Beastkin | Kobold | Command | yes | Realm (Eden), Alignment (Evil), Polarity (Order) | Tropical/Temperate | Ruins/Dungeon, Subterranean | 4 | 42 (24+4d8) | 14 (0.9 x15.5) | 3 | Small (Upright) | -2 | +1 Hit; 5% Crit. (96+) | +3 Hit; 5% Crit. (96+) | -1 Hit; 4% Crit. (97+) | -2 Hit; 4% Crit. (97+) | AC 36; Armor 28; Dodge 8; Stiff 7 |
Arcane 12; Elemental 16; Natural 13; Holy 16; Demonic 13; Mental 11 | Move 4; Str 9; Agil 8; Stam 8; Int 6; Wis 5; Avd 15; Per 10; Res 8; Init 8; Cha 4 | Draconic, Kobold & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather, Splinted x7 | medium sword/bludgeon, typically gladius (1d10) & dirk (1d6) | Explosive Concoction x3 (thrown rng = str, 1d4+4 dam, 1" radius, target can roll to dodge) |
Hawk Strike x1 Call of the Kahoona (instant, if passing a Resolve test , nearest Kobold gets extra move or action) |
Often appear as if they are alone, but rarely are Like to set traps and/or ambush enemies, rarely attack enemies head on that are larger than themselves unless out numbering them |
1d8 SP, 1 Earwax Candle + remaining vials of explosive concoction | Best described as a cross between a rodent and draconid, Kobolds are believed to share some distant and ancient ancestry to Dragons. Sometimes they can even be found pressed into service by dragons, particularly when a new lair requires excavating. Subterranean by nature, they may have once possessed some kind of heat sense. However, this is no longer the case and Kobolds now navigate by candlelight. This is a brilliant, though revolting, adaptation as a species for they use their profuse excretions of ear wax to fashion an unending supply of pungent candles. Kobolds are a primitive race, but highly orderly and well known for their skills in mining and possessing a maniacal desire for shiny things. Their dens are ever expanding, in order to accommodate their prolific rate of reproduction. Though not much of a threat on their own, an infestation of Kobolds can prove very dangerous if they are not dealt with. | n/a | n/a | |||||||
Kobold, Miner | Second | Primatives | Beastkin | Kobold | Worker | yes | Realm (Eden), Alignment (Evil), Polarity (Order) | Tropical/Temperate | Ruins/Dungeon, Subterranean | 3 | 34 (20+3d8) | 11 (0.9 x12) | 2 | Small (Upright) | -2 | +1 Hit; 5% Crit. (96+) | +2 Hit; 5% Crit. (96+) | -2 Hit; 4% Crit. (97+) | -3 Hit; 3% Crit. (98+) | AC 29; Armor 20; Dodge 9; Stiff 5 |
Arcane 12; Elemental 16; Natural 13; Holy 14; Demonic 12; Mental 11 | Move 4; Str 9; Agil 9; Stam 8; Int 6; Wis 5; Avd 14; Per 10; Res 7; Init 7; Cha 3 | Draconic, Kobold & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather, Splinted x5 | Pick Axe 2H (1d12+2 damage) | Explosive Concoction x2 (thrown rng = str, 1d4+4 dam, 1" radius, target can roll to dodge) |
No Take Candle! x1 (instant, next main hand attack has +2 damage) Ohhh Shinies! x1 (instant, next main hand attack has +8 to hit) |
Bolder than most Kobolds, but still rarely attack enemies head on that are larger than themselves unless out numbering them |
1d8 SP, 1 Earwax Candle + remaining vials of explosive concoction | Best described as a cross between a rodent and draconid, Kobolds are believed to share some distant and ancient ancestry to Dragons. Sometimes they can even be found pressed into service by dragons, particularly when a new lair requires excavating. Subterranean by nature, they may have once possessed some kind of heat sense. However, this is no longer the case and Kobolds now navigate by candlelight. This is a brilliant, though revolting, adaptation as a species for they use their profuse excretions of ear wax to fashion an unending supply of pungent candles. Kobolds are a primitive race, but highly orderly and well known for their skills in mining and possessing a maniacal desire for shiny things. Their dens are ever expanding, in order to accommodate their prolific rate of reproduction. Though not much of a threat on their own, an infestation of Kobolds can prove very dangerous if they are not dealt with. | n/a | n/a | |||||||
Kobold, Squirt | Second | Primatives | Beastkin | Kobold | Skirmisher | yes | Realm (Eden), Alignment (Evil), Polarity (Order) | Tropical/Temperate | Ruins/Dungeon, Subterranean | 2 | 23 (14+2d8) | 5 (0.9 x5.6) | 1 | Small (Upright) | -2 | +4 Hit; 5% Crit. (96+) | +1 Hit; 4% Crit. (97+) | -3 Hit; 3% Crit. (98+) | -4 Hit; 3% Crit. (98+) | AC 18; Armor 5; Dodge 13 |
Arcane 12; Elemental 14; Natural 12; Holy 12; Demonic 11; Mental 11 | Move 4; Str 8; Agil 13; Stam 7; Int 6; Wis 5; Avd 13; Per 10; Res 6; Init 6; Cha 3 | Draconic, Kobold & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth x5 | Javelin for melee (1d8dam) | carry 1 extra Javelin for Throwing (1d8 dam, rng = str+10) |
Like to set traps and/or ambush enemies, rarely attack enemies head on that are larger than themselves unless out numbering them |
1d4 SP, 0-1 Earwax Candle | Best described as a cross between a rodent and draconid, Kobolds are believed to share some distant and ancient ancestry to Dragons. Sometimes they can even be found pressed into service by dragons, particularly when a new lair requires excavating. Subterranean by nature, they may have once possessed some kind of heat sense. However, this is no longer the case and Kobolds now navigate by candlelight. This is a brilliant, though revolting, adaptation as a species for they use their profuse excretions of ear wax to fashion an unending supply of pungent candles. Kobolds are a primitive race, but highly orderly and well known for their skills in mining and possessing a maniacal desire for shiny things. Their dens are ever expanding, in order to accommodate their prolific rate of reproduction. Though not much of a threat on their own, an infestation of Kobolds can prove very dangerous if they are not dealt with. | n/a | n/a | ||||||||
Kobold, Trickster | Second | Primatives | Beastkin | Kobold | Ambusher | yes | Realm (Eden), Alignment (Evil), Polarity (Order) | Tropical/Temperate | Ruins/Dungeon, Subterranean | 3 | 31 (18+3d8) | 10 (0.99 x10.5) | 2 | Small (Upright) | -2 | +6 Hit; 6% Crit. (95+) | +2 Hit; 5% Crit. (96+) | -2 Hit; 4% Crit. (97+) | -3 Hit; 3% Crit. (98+) | AC 29; Armor 15; Dodge 14 |
Arcane 12; Elemental 14; Natural 12; Holy 14; Demonic 12; Mental 11 | Move 4; Str 8; Agil 14; Stam 7; Int 6; Wis 5; Avd 14; Per 10; Res 7; Init 7; Cha 3 | Draconic, Kobold & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather, Studded x5 | Knife x2, typ. Dirk x2 (1d6dam each) | Javelin x3 for throwing (1d8 dam, rng = str+10) |
Impair Armor I x1 (instant, melee, if passing agility test reduce targets armor by 10 for remainder of battle) Crippling Strike/Shot II x1 (action, melee/rng, +2 dam & reduces targets move by half and Initiative Score by 4 for remainder of battle) |
Sneaky II: Can enter battle hidden, moves at full speed while hidden & +3 Advantage to avoid being detected |
Typically starts battle hidden Like to set traps and/or ambush enemies, rarely attack enemies head on that are larger than themselves unless out numbering them |
1d6 SP | Best described as a cross between a rodent and draconid, Kobolds are believed to share some distant and ancient ancestry to Dragons. Sometimes they can even be found pressed into service by dragons, particularly when a new lair requires excavating. Subterranean by nature, they may have once possessed some kind of heat sense. However, this is no longer the case and Kobolds now navigate by candlelight. This is a brilliant, though revolting, adaptation as a species for they use their profuse excretions of ear wax to fashion an unending supply of pungent candles. Kobolds are a primitive race, but highly orderly and well known for their skills in mining and possessing a maniacal desire for shiny things. Their dens are ever expanding, in order to accommodate their prolific rate of reproduction. Though not much of a threat on their own, an infestation of Kobolds can prove very dangerous if they are not dealt with. | n/a | n/a | ||||||
Komodo Dragon | Second | Beast | Reptile | Lizard | Disabler | Adult | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Plain, Forest/Jungle | 2 | 31 (20+2d10) | 21 (1.36 x15.1) | 4 | Medium (Prone) | 0 | +7 Hit; 6% Crit. (95+) | +5 Hit; 6% Crit. (95+) | -7 Hit; 2% Crit. (99+) | 0 Hit; 4% Crit. (97+) | AC 26; Armor 14; Dodge 12 Can wear up to Mail Armor |
Arcane 4; Elemental 20; Natural 19; Holy 12; Demonic 15; Mental 11 | Move 6; Str 13; Agil 16; Stam 10; Int 2; Wis 9; Avd 12; Per 14; Res 6; Init 15; Cha 1 | Reptile "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scales, Light x7 | Bite (1d8) & Clawsx2 (2d6, armor pirecing -5); Tailswipe (2d4 dam, see Trait) Bite has simple deadly poison (1d6 damage, 6 rnds max) | Poison I: Uses Simple poisons Armor Piercing I: some or all primary attacks have -5 armor Tailswipe I: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 1" knockback on targets of lesser size Sneaky II: Can enter battle hidden, moves at full speed while hidden & +3 Advantage to avoid being detected |
2d6 Raw Meat; 0-6 Komodo Dragon Claws (small), 0-1 Simple Deadly Poison Gland | Affection & Cunning | Exotic | Halflings (+1) | ||||||||
Lantern Wisp | Second | Denizen | Arcanid | Light Forged | Magical | Regular | yes | Realm (Dawn), Alignment (Neutral), Polarity (Order) | Extra Planar | Sky, N/A | 3 | 26 (13+3d8) | 22 (1.73 x12.9) | 4 | Small (Upright) | -2 | +2 Hit; 5% Crit. (96+) | +2 Hit; 5% Crit. (96+) | -3 Hit; 3% Crit. (98+) | -3 Hit; 3% Crit. (98+) | AC 0; Armor 0; Dodge 0 Brightness: passive unless invisibile, any creature that uses standard vision to directly target the wisp is blinded for 1 round immediately following the attack provided they PASS a Perception test. Also blocks LOS in a 2" radius around itself |
Arcane 10; Elemental 10; Natural 10; Holy 20; Demonic 15; Mental 10 | Move 6; Str 10; Agil 10; Stam 5; Int 5; Wis 5; Avd 0; Per 10; Res 10; Init 10; Cha 0 | none | Blind: This creature is naturally or otherwise blind and must rely solely on other senses. When outside the range of its other senses, it automatically fails any Perception test Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Incorporeal: Complete lack of solid form, immune to physical damage and effects (i.e. grapple, stun, etc...) unless runecrafted, enchanted, or otherwise magical (roll vs resistance+dodge); cannot have movement impaired by non-magical means; can pass through solid matter at will but cannot interact with it or end its movement inside of it; can move in 3 dimensions without normal flying restrictions |
Searing Light: 3d6 light damage in a 2" radius, no dodge. Immediately sets Variable Illumination to a minimum of 2" | Variable Illumination: can vary the degree of illumination that its body produces at will, ranging for 2" to 8" of bright light, and twice that for dim light. Can also hide its light entirely, effectively making it invisible until attacking Healing Light (T2 Healing action) |
Mindless: Does not possess the ability to truly think or reason, instead operating on some form of predetermined will or set of parameters; immune to taunt, fear and all mental or pyschological damage and effects; dodge always equals zero regardless of Avd. Stat Immune (Light): Immune to this type of damage and any associated effects Hardened (Dark): Incoming damage of this type is reduced by half |
1d6 Prismatic Glass | Floating beings of pure light and abstract form, Lantern Wisps are seemingly mindless creatures native to the Dawn Realm. Unless otherwise directed, they have a singular focus to shed light upon darkness. This is why they are referred to as Lantern Wisps, as they function in many ways as a semi-sentient light source. | n/a | n/a | ||||||||
Water Elemental, Droplet | Second | Denizen | Elemental | True Elemental | Water | Mote | yes | Realm (Stillness), Alignment (Neutral), Polarity (Order) | Extra Planar | Fresh Water, Salt Water | 1 | 7 (5+1d4) | 2 (0.99 x2.3) | 1 | Diminutive (Upright) | -8 | +7 Hit; 6% Crit. (95+); -1 Damage | -3 Hit; 3% Crit. (98+) | -7 Hit; 2% Crit. (99+) | -8 Hit; 1% Crit. (100+) | AC 15; Armor 0; Dodge 15 Can appear as regular water (of appropriate size) at will |
Arcane 6; Elemental 8; Natural 6; Holy 8; Demonic 6; Mental 5 | Move 2; Str 6; Agil 17; Stam 4; Int 3; Wis 2; Avd 15; Per 7; Res 4; Init 9; Cha 6 | Elemental Tongue & Aquan | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tremorsense I (Water): Can sense vibrations and movement through listed substances up to range of 1x Perception with +3 Advantage to Perception rolls |
Fluid: Natural form is a fluid; immune to physical damage and effects unless runecrafted, enchanted, or otherwise magical (roll vs resistance+dodge); can fit through almost any space and take on almost any form, but can still be contained by solid matter; treats all sides as frontal arc Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Water Slam (1d4 Water damage melee attack, cannot be parried) | Instead of attacking, can use its touch to extinguish a non-magical flame of equal size or use its touch as Douse Magic |
Turbulent Wake (instant, when swimming can choose to trigger T0 Turbulent Waters around itself) Elemental Cantrip (Burst action, range 15", 1d4 damage Water Damage) |
Caster 0: Unlimited used of Tier0 Powers Swimmer II: 3x movement while in water Immune (Water): Immune to this type of damage and any associated effects Sensitivity (Fire): Incoming damage of this type is doubled Swift Dodge I: Can choose at will to use Dodge x1.5 instead of AC, unlimited use Docile: Will typically not attack unless provoked/threatened |
Immune to Water/Frost Sensitive to Fire/Heat Damage (2x dam) If touching another source of water of the same type (i.e. fresh vs. salt water), the water elemental absorbs some of it into its own form and heals for 1d4 HP (this includes other elementals of lesser rank or less HP) if hit by frost powers instead of taking damage, use the damage that would be inflicted as a percentage chance to change the water elemental into an Ice Elemental with equivalent size & HP |
0-1 Everice | n/a | n/a | |||||||
Water Elemental, Elder | Second | Denizen | Elemental | True Elemental | Water | Elder | yes | Realm (Stillness), Alignment (Neutral), Polarity (Order) | Extra Planar | Fresh Water, Salt Water | 15 | 307 (172+30d8) | 343 (3.7 x92.8) | 18 | Huge (Upright) | 4; Crushing Blow 4, Toughness 1, Reach +1 | +16 Hit; 12% Crit. (89+); +1 Damage | +11 Hit; 10% Crit. (91+) | +17 Hit; 12% Crit. (89+) | +16 Hit; 12% Crit. (89+) | AC 15; Armor 0; Dodge 15 Can appear as regular water (of appropriate size) at will |
Arcane 26; Elemental 28; Natural 26; Holy 38; Demonic 31; Mental 25 | Move 7; Str 16; Agil 12; Stam 14; Int 13; Wis 12; Avd 15; Per 7; Res 19; Init 10; Cha 11 | Elemental Tongue & Aquan | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tremorsense III (Water): Can sense vibrations and movement through listed substances up to range of 2x Perception with +8 Advantage to Perception rolls |
Fluid: Natural form is a fluid; immune to physical damage and effects unless runecrafted, enchanted, or otherwise magical (roll vs resistance+dodge); can fit through almost any space and take on almost any form, but can still be contained by solid matter; treats all sides as frontal arc Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Water Slam x2 (2d12 Water damage melee attack, both can be used as off-hand attacks after casting as an action, cannot be parried, can Imbue both with T5 Undertow as an instant) | Instead of attacking, can use its touch to extinguish a non-magical flame of equal size or use its touch as Douse Magic |
Turbulent Wake (instant, when swimming can choose to trigger T5 Turbulent Waters around itself) Waterlog (Hex instant) The Bends (T5 DOT insant) Deluge (Cone action) Forking Stream (Multi action) Tidal Wave (Nova action) Crushing Deep (Shock Action) Liquify (Transmute action) Healing Stream (T5 Healing action) Spawn Elementals (action, once every three rounds, creates 1d6 Water Elemental Spawns that appear 2d8" away in random directions) |
Caster V: Unlimited used of Tier5 Powers Swimmer II: 3x movement while in water Immune (Water): Immune to this type of damage and any associated effects Sensitivity (Fire): Incoming damage of this type is doubled Swift Dodge IV: Can choose at will to use Dodge x4 instead of AC, unlimited use |
Immune to Water/Frost Sensitive to Fire/Heat Damage (2x dam) If touching another source of water of the same type (i.e. fresh vs. salt water), the water elemental absorbs some of it into its own form and heals for 2d8 HP (this includes other elementals of lesser rank or less HP, including its own spawns) if hit by frost powers instead of taking damage, use the damage that would be inflicted as a percentage chance to change the water elemental into an Ice Elemental with equivalent size & HP |
4d8 Everice | n/a | n/a | |||||||
Water Elemental, Greater | Second | Denizen | Elemental | True Elemental | Water | Greater | yes | Realm (Stillness), Alignment (Neutral), Polarity (Order) | Extra Planar | Fresh Water, Salt Water | 10 | 137 (72+10d12) | 170 (2.98 x57) | 12 | Large (Upright) | 2; Crushing Blow 2 | +12 Hit; 9% Crit. (92+) | +6 Hit; 7% Crit. (94+) | +10 Hit; 9% Crit. (92+) | +9 Hit; 8% Crit. (93+) | AC 15; Armor 0; Dodge 15 Can appear as regular water (of appropriate size) at will |
Arcane 22; Elemental 24; Natural 22; Holy 32; Demonic 26; Mental 21 | Move 6; Str 14; Agil 13; Stam 12; Int 11; Wis 10; Avd 15; Per 7; Res 16; Init 11; Cha 10 | Elemental Tongue & Aquan | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tremorsense II (Water): Can sense vibrations and movement through listed substances up to range of 2x Perception with +5 Advantage to Perception rolls |
Fluid: Natural form is a fluid; immune to physical damage and effects unless runecrafted, enchanted, or otherwise magical (roll vs resistance+dodge); can fit through almost any space and take on almost any form, but can still be contained by solid matter; treats all sides as frontal arc Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Water Slam x2 (2d8 Water damage melee attack, both can be used as off-hand attacks after casting as an action, cannot be parried, can Imbue both with T4 Undertow as an instant) | Instead of attacking, can use its touch to extinguish a non-magical flame of equal size or use its touch as Douse Magic |
Turbulent Wake (instant, when swimming can choose to trigger T4 Turbulent Waters around itself) Waterlog (Hex instant) The Bends (T4 DOT insant) Deluge (Cone action) Forking Stream (Multi action) Healing Stream (T4 Healing action) Spawn Elementals (action, once every three rounds, creates 1d4 Water Elemental Spawns that appear 2d8" away in random directions) |
Caster IV: Unlimited used of Tier4 Powers Swimmer II: 3x movement while in water Immune (Water): Immune to this type of damage and any associated effects Sensitivity (Fire): Incoming damage of this type is doubled Swift Dodge III: Can choose at will to use Dodge x3 instead of AC, unlimited use |
Immune to Water/Frost Sensitive to Fire/Heat Damage (2x dam) If touching another source of water of the same type (i.e. fresh vs. salt water), the water elemental absorbs some of it into its own form and heals for 1d12 HP (this includes other elementals of lesser rank or less HP, including its own spawns) if hit by frost powers instead of taking damage, use the damage that would be inflicted as a percentage chance to change the water elemental into an Ice Elemental with equivalent size & HP |
3d6 Everice | n/a | n/a | |||||||
Mummified Infantry | False | Undead | Mummified | Mummy | Infantry | Regular | yes | Realm (Strife), Alignment (Evil), Polarity (Order) | Cosmopolitan | Ruins/Dungeon, Desert | 2 | 21 (10+2d10) | 6 (1.65 x3.8) | 2 | Medium (Upright) | 0 | -3 Hit; 3% Crit. (98+) | -5 Hit; 2% Crit. (99+) | -8 Hit; 1% Crit. (100+) | -9 Hit; 1% Crit. (100+) | AC 8; Armor 8; Dodge 0 |
Arcane 2; Elemental 10; Natural 5; Holy 4; Demonic 67; Mental 1 | Move 2; Str 12; Agil 6; Stam 5; Int 1; Wis 0; Avd 0; Per 4; Res 17; Init 3; Cha 0 | Understands the languages it knew in life but can't speak | Blind: This creature is naturally or otherwise blind and must rely solely on other senses. When outside the range of its other senses, it automatically fails any Perception test Sense Living III: Can sense living organic beings at a range (in table top inches) equal to 2x Perception with +8 Advantage to Perception rolls Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
over Cloth Wraps x8 | Rusted Khopesh (1d8+2, -2 to hit & damage) | Undead: Does not eat, sleep, tire, breathe, or bleed (immune to any effect related to these). Counts as Implacable and Immune to stun, fear, poison, disease. Holy and life based healing powers cause damage instead of healing. +50 Demonic Resistance & -30 Holy Resistance (already added). Sensitivity to Holy (double damage). Typically destroyed if reaching 0 HP. Mindless: Does not possess the ability to truly think or reason, instead operating on some form of predetermined will or set of parameters; immune to taunt, fear and all mental or pyschological damage and effects; dodge always equals zero regardless of Avd. Stat Toughness IV: Negates all incoming damage by 4 Sensitivity (Fire): Incoming damage of this type is doubled |
n/a | n/a | ||||||||||
Mummified Peltast | False | Undead | Mummified | Mummy | Peltast | Regular | yes | Realm (Strife), Alignment (Evil), Polarity (Order) | Cosmopolitan | Ruins/Dungeon, Desert | 2 | 21 (10+2d10) | 6 (1.65 x3.3) | 1 | Medium (Upright) | 0 | -3 Hit; 3% Crit. (98+) | -5 Hit; 2% Crit. (99+) | -8 Hit; 1% Crit. (100+) | -9 Hit; 1% Crit. (100+) | AC 8; Armor 8; Dodge 0 |
Arcane 2; Elemental 10; Natural 5; Holy 4; Demonic 67; Mental 1 | Move 2; Str 12; Agil 6; Stam 5; Int 1; Wis 0; Avd 0; Per 4; Res 17; Init 3; Cha 0 | Understands the languages it knew in life but can't speak | Blind: This creature is naturally or otherwise blind and must rely solely on other senses. When outside the range of its other senses, it automatically fails any Perception test Sense Living III: Can sense living organic beings at a range (in table top inches) equal to 2x Perception with +8 Advantage to Perception rolls Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
over Cloth Wraps x8 | Weathered Javelin: 1d8 damage, -2 to hit & damage & Cracked Parma: Block (+2) | Weathered Javelin x4 (for throwing): 1d8 damage, -2 to hit & damage, Thrown str+10" |
Undead: Does not eat, sleep, tire, breathe, or bleed (immune to any effect related to these). Counts as Implacable and Immune to stun, fear, poison, disease. Holy and life based healing powers cause damage instead of healing. +50 Demonic Resistance & -30 Holy Resistance (already added). Sensitivity to Holy (double damage). Typically destroyed if reaching 0 HP. Mindless: Does not possess the ability to truly think or reason, instead operating on some form of predetermined will or set of parameters; immune to taunt, fear and all mental or pyschological damage and effects; dodge always equals zero regardless of Avd. Stat Toughness IV: Negates all incoming damage by 4 Sensitivity (Fire): Incoming damage of this type is doubled |
n/a | n/a | |||||||||
Leacher | Second | Beast | Arthropod | Giant Crawler | Disabler | Adult | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Subterranean, Ruins/Dungeon | 3 | 31 (18+3d8) | 18 (0.95 x19.1) | 3 | Small (Prone) | -2 | +8 Hit; 7% Crit. (94+) | +7 Hit; 7% Crit. (94+) | -6 Hit; 2% Crit. (99+) | +1 Hit; 5% Crit. (96+) | AC 46; Armor 30; Dodge 16 |
Arcane 4; Elemental 14; Natural 16; Holy 16; Demonic 17; Mental 11 | Move 6; Str 10; Agil 16; Stam 7; Int 2; Wis 9; Avd 16; Per 15; Res 8; Init 16; Cha 0 | Insect "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Chitin, Heavy x5 | Leaching bite (1d10 dam, if hitting Latches on to target and can use Leach effect on subsequent rounds) OR Tail sting: (1d12 dam, can still be used while leaching) | Leach: inflicts 1d10 dmg per round with 50% life steal, while leeching can not use bite & moves along with target, can be removed with fire or by passing strength test which inflicts 1d10+2 dmg to leeched target |
Latch I: sucessful hits Latch onto the target, treat similar to Grapple except that creature moves with the target; if target is 1 size smaller than creature instead simply treat as Grapple |
1d6 Raw Meat; 30% to drop health regen gland(s); instant to consume & restores 10% total HP | Cunning & Insight | n/a | n/a | |||||||
Mummified Servant | False | Undead | Mummified | Mummy | Worker | Regular | yes | Realm (Strife), Alignment (Evil), Polarity (Order) | Cosmopolitan | Ruins/Dungeon, Desert | 1 | 13 (8+1d10) | 3 (1.65 x1.9) | 1 | Medium (Upright) | 0 | -4 Hit; 3% Crit. (98+) | -6 Hit; 2% Crit. (99+) | -9 Hit; 1% Crit. (100+) | -10 Hit; 1% Crit. (100+) | AC 8; Armor 8; Dodge 0 |
Arcane 2; Elemental 10; Natural 5; Holy 4; Demonic 67; Mental 1 | Move 2; Str 12; Agil 6; Stam 5; Int 1; Wis 0; Avd 0; Per 4; Res 17; Init 3; Cha 0 | Understands the languages it knew in life but can't speak | Blind: This creature is naturally or otherwise blind and must rely solely on other senses. When outside the range of its other senses, it automatically fails any Perception test Sense Living III: Can sense living organic beings at a range (in table top inches) equal to 2x Perception with +8 Advantage to Perception rolls Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
over Cloth Wraps x8 | Mummy claw (1d4 dam) | Undead: Does not eat, sleep, tire, breathe, or bleed (immune to any effect related to these). Counts as Implacable and Immune to stun, fear, poison, disease. Holy and life based healing powers cause damage instead of healing. +50 Demonic Resistance & -30 Holy Resistance (already added). Sensitivity to Holy (double damage). Typically destroyed if reaching 0 HP. Mindless: Does not possess the ability to truly think or reason, instead operating on some form of predetermined will or set of parameters; immune to taunt, fear and all mental or pyschological damage and effects; dodge always equals zero regardless of Avd. Stat Toughness IV: Negates all incoming damage by 4 Sensitivity (Fire): Incoming damage of this type is doubled |
0-1gp worth of jewelry | n/a | n/a | |||||||||
Tomb Champion | False | Undead | Mummified | Mummy | Guard | Champion | yes | Realm (Strife), Alignment (Evil), Polarity (Order) | Cosmopolitan | Ruins/Dungeon, Desert | 8 | 79 (35+8d10) | 42 (1.82 x23) | 5 | Medium (Upright) | 0 | -4 Hit; 1% Crit. (100+); +2 Damage | -1 Hit; 1% Crit. (100+) | -6 Hit; 1% Crit. (100+) | -7 Hit; 1% Crit. (100+) | AC 32; Armor 32; Dodge 0; Noisy 6; Double Layer 6 |
Arcane 6; Elemental 14; Natural 9; Holy 0; Demonic 67; Mental 5 | Move 3; Str 18; Agil 5; Stam 7; Int 3; Wis 2; Avd 0; Per 8; Res 15; Init 5; Cha 0 | Understands the languages it knew in life but can't speak | Blind: This creature is naturally or otherwise blind and must rely solely on other senses. When outside the range of its other senses, it automatically fails any Perception test Sense Living III: Can sense living organic beings at a range (in table top inches) equal to 2x Perception with +8 Advantage to Perception rolls Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Mail, Plated (rusted -1) x6 over Cloth Wraps x8 | High damage 2H weapons, sometimes enchanted/crafted; typ. Great Mace (2d6+1d4+1) | Can use their mummy wraps to pull targets into base contact 1 target, 1d4 dam, causes Crypt Rot, range 4" |
Improved Counter Attack x2, Hawk Strike x2 |
Undead: Does not eat, sleep, tire, breathe, or bleed (immune to any effect related to these). Counts as Implacable and Immune to stun, fear, poison, disease. Holy and life based healing powers cause damage instead of healing. +50 Demonic Resistance & -30 Holy Resistance (already added). Sensitivity to Holy (double damage). Typically destroyed if reaching 0 HP. Mindless: Does not possess the ability to truly think or reason, instead operating on some form of predetermined will or set of parameters; immune to taunt, fear and all mental or pyschological damage and effects; dodge always equals zero regardless of Avd. Stat Toughness IV: Negates all incoming damage by 4 Sensitivity (Fire): Incoming damage of this type is doubled Cursed Wounds: For any physical damage caused by this creature, if not de-cursed first, MUST attempt to resist any healing. For non-magical healing (i.e. potions) use Natural resist with no "casting" modifiers. |
1d10g worth of jewelry | n/a | n/a | |||||||
Tomb Guard | False | Undead | Mummified | Mummy | Guard | Elite | yes | Realm (Strife), Alignment (Evil), Polarity (Order) | Cosmopolitan | Ruins/Dungeon, Desert | 4 | 40 (18+4d10) | 20 (1.82 x11) | 3 | Medium (Upright) | 0 | -5 Hit; 1% Crit. (100+); +1 Damage | -4 Hit; 1% Crit. (100+) | -8 Hit; 1% Crit. (100+) | -9 Hit; 1% Crit. (100+) | AC 20; Armor 20; Dodge 0; Noisy 3; Double Layer 3 |
Arcane 4; Elemental 12; Natural 7; Holy 2; Demonic 67; Mental 3 | Move 3; Str 15; Agil 5; Stam 6; Int 2; Wis 1; Avd 0; Per 6; Res 16; Init 4; Cha 0 | Understands the languages it knew in life but can't speak | Blind: This creature is naturally or otherwise blind and must rely solely on other senses. When outside the range of its other senses, it automatically fails any Perception test Sense Living III: Can sense living organic beings at a range (in table top inches) equal to 2x Perception with +8 Advantage to Perception rolls Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Mail, Plated (rusted -1) x3 over Cloth Wraps x8 | Large 1H Axe/Sword/Bludgeon w/ max dam >=8 & Tortoise/Heater Shield; typ. Cresecent Axe (1d10+1d4) & Tortoise Shield (Block 15%) | Overpowering Blow x1 |
Undead: Does not eat, sleep, tire, breathe, or bleed (immune to any effect related to these). Counts as Implacable and Immune to stun, fear, poison, disease. Holy and life based healing powers cause damage instead of healing. +50 Demonic Resistance & -30 Holy Resistance (already added). Sensitivity to Holy (double damage). Typically destroyed if reaching 0 HP. Mindless: Does not possess the ability to truly think or reason, instead operating on some form of predetermined will or set of parameters; immune to taunt, fear and all mental or pyschological damage and effects; dodge always equals zero regardless of Avd. Stat Toughness IV: Negates all incoming damage by 4 Sensitivity (Fire): Incoming damage of this type is doubled Cursed Wounds: For any physical damage caused by this creature, if not de-cursed first, MUST attempt to resist any healing. For non-magical healing (i.e. potions) use Natural resist with no "casting" modifiers. |
1d6g worth of jewelry | n/a | n/a | ||||||||
Lion | Second | Beast | Mammal | Feline | Protector | Adult | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Plain, Forest/Jungle | 2 | 39 (26+2d12) | 17 (1.21 x13.7) | 3 | Large (Prone) | 2; Crushing Blow 2 | +7 Hit; 6% Crit. (95+); +1 Damage | +6 Hit; 6% Crit. (95+) | -7 Hit; 2% Crit. (99+) | 0 Hit; 4% Crit. (97+) | AC 24; Armor 9; Dodge 15 |
Arcane 4; Elemental 26; Natural 22; Holy 10; Demonic 14; Mental 11 | Move 10; Str 16; Agil 16; Stam 13; Int 2; Wis 9; Avd 15; Per 15; Res 5; Init 14; Cha 2 | Feline "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Fur/Hair x6 plus Fur, Coarse/Dense x1 | Bite (1d10 dam) & Claw (1d6 dam) | Challenging Roar (once/battle, instant, all living targets w/in 4" must take a Resolve test, if failing they must immediately flee, if passing treat as Taunted); |
Threatening I: Enemies in base contact are treated as being Taunted if failing a Resolve test |
3d6 Raw Meat | Dominance & Cunning | Exotic | Wild Elves (+1) | |||||||
Longneck Dinosaur | Second | Beast | Reptile | Dinosaur | Herd | Adult | Sauropod/Brontosaurus | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Plain, Forest/Jungle | 4 | 185 (133+8d12) | 95 (2.69 x35.4) | 9 | Gargantuan (Prone) | 16; Crushing Blow 16, Toughness 4, Reach +3 | +3 Hit; 5% Crit. (96+); +3 Damage | +3 Hit; 5% Crit. (96+) | -6 Hit; 2% Crit. (99+) | +1 Hit; 5% Crit. (96+) | AC 43; Armor 35; Dodge 8 |
Arcane 2; Elemental 38; Natural 27; Holy 8; Demonic 12; Mental 9 | Move 10; Str 22; Agil 10; Stam 19; Int 1; Wis 8; Avd 8; Per 10; Res 4; Init 11; Cha 1 | Reptile "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scales, Hardened x7 | Tailswipe (5d6 dam, see Trait), use as primary attack, does not have to be engaged in front & rear | Trample VI: 6d6 dam, does not effect targets of equal size or larger than the creature Tailswipe V: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 8" knockback on targets of lesser size |
5d10 Raw Meat | Dominance & Affection | n/a | Minotaurs & Centaurs (+1) | |||||||
Lunar Wereboar, First Moon | Third | Monster | Cursed | Lycanthrope | Wereboar | Lunar | First Moon | yes | Realm (Dreams), Alignment (Neutral), Polarity (Balance) | Cosmopolitan | Rural, Urban | 6 | 87 (48+6d12) | 31 (1.58 x19.4) | 5 | Medium (Upright) | 0 | +5 Hit; 6% Crit. (95+); +1 Damage | +8 Hit; 7% Crit. (94+) | +3 Hit; 6% Crit. (95+) | +2 Hit; 5% Crit. (96+) | AC 20; Armor 8; Dodge 12 |
Arcane 16; Elemental 24; Natural 19; Holy 24; Demonic 19; Mental 15 | Move 5; Str 15; Agil 10; Stam 12; Int 8; Wis 7; Avd 12; Per 13; Res 12; Init 4; Cha 0 | Ungulate "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Darksight I: Can see in natural darkness at a range (in table top inches) equal to their Perception. In total darkness (no-light) everything appears as shades of grey while dim light allows for discernment of color. In bright light Perception is cut in half. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Hide, Rough x8 | Tusks: 2d8 & Fist: 1d8, tusks cause Cursed Wounds that also have 50% chance to inflict the Curse of Lycanthropy | Fist attack can be replaced with a melee weapon of up to equivalent damage |
Lunar Hunger: +5% Crit against the first target attacked after turning. Boar Charge: if moved before attacking, tusks have +10% crit and +2 damage. |
Immune (Twilight): Immune to this type of damage and any associated effects Hyper-Sensitivity (Silver): Incoming damage of this type is doubled and any exposure to it (even passive) inflicts 1x HP dice of damage of that type. Horrific Transformation: When a Lycanthrope shapeshifts (turns), any target with 12" that has LoS must pass an Resolve test or roll 1d6 where: 1-3 = can't move or take any action until passing an Resolve test or taking damage 4-5 = must move directly away from Lycanthrope until passing an Resolve Test or taking damage 6 = gain +2 damage but -5 hit for physical attacks against the Lycanthrope for the remainder of battle and need not take another Resolve test from a Lycanthropes transformation Cursed Wounds: For any physical damage caused by this creature, if not de-cursed first, MUST attempt to resist any healing. For non-magical healing (i.e. potions) use Natural resist with no "casting" modifiers. Death Effect: Special ability or effect that is triggered immediately upon the death of the creature Trample I: 1d6 dam, does not effect targets of equal size or larger than the creature |
The Truth in Death: death effect, when slain in hybrid form Lycanthropes revert back to their original form. |
0-2 Lunarite | n/a | n/a | |||||
Lunar Wereboar, New Moon | Third | Monster | Cursed | Lycanthrope | Wereboar | Lunar | New Moon | yes | Realm (Dreams), Alignment (Neutral), Polarity (Balance) | Cosmopolitan | Rural, Urban | 8 | 117 (65+8d12) | 44 (1.72 x25.8) | 6 | Medium (Upright) | 0 | +8 Hit; 8% Crit. (93+); +1 Damage | +10 Hit; 8% Crit. (93+) | +4 Hit; 6% Crit. (95+) | +3 Hit; 6% Crit. (95+) | AC 23; Armor 10; Dodge 13 |
Arcane 14; Elemental 26; Natural 19; Holy 26; Demonic 19; Mental 13 | Move 5; Str 16; Agil 11; Stam 13; Int 7; Wis 6; Avd 13; Per 13; Res 13; Init 5; Cha 0 | Ungulate "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Darksight I: Can see in natural darkness at a range (in table top inches) equal to their Perception. In total darkness (no-light) everything appears as shades of grey while dim light allows for discernment of color. In bright light Perception is cut in half. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Hide, Rough x6 plus Hide, Thick x2 | Tusks: 2d10 & Fist: 1d10, tusks cause Cursed Wounds that also have 50% chance to inflict the Curse of Lycanthropy | Fist attack can be replaced with a melee weapon of up to equivalent damage |
Lunar Hunger: +10% Crit against the first target attacked after turning. Boar Charge: if moved before attacking, tusks have +10% crit and +4 damage. Intercept x1: can take its movement out of turn to intercept an opponent that would pass within range |
Immune (Twilight): Immune to this type of damage and any associated effects Hyper-Sensitivity (Silver): Incoming damage of this type is doubled and any exposure to it (even passive) inflicts 1x HP dice of damage of that type. Horrific Transformation: When a Lycanthrope shapeshifts (turns), any target with 12" that has LoS must pass an Resolve test or roll 1d6 where: 1-3 = can't move or take any action until passing an Resolve test or taking damage 4-5 = must move directly away from Lycanthrope until passing an Resolve Test or taking damage 6 = gain +2 damage but -5 hit for physical attacks against the Lycanthrope for the remainder of battle and need not take another Resolve test from a Lycanthropes transformation Cursed Wounds: For any physical damage caused by this creature, if not de-cursed first, MUST attempt to resist any healing. For non-magical healing (i.e. potions) use Natural resist with no "casting" modifiers. Death Effect: Special ability or effect that is triggered immediately upon the death of the creature Trample II: 2d6 dam, does not effect targets of equal size or larger than the creature |
The Truth in Death: death effect, when slain in hybrid form Lycanthropes revert back to their original form. |
1d4 Lunarite | n/a | n/a | |||||
Lunar Wereboar, Old Moon | Third | Monster | Cursed | Lycanthrope | Wereboar | Lunar | Old Moon | yes | Realm (Dreams), Alignment (Neutral), Polarity (Balance) | Cosmopolitan | Rural, Urban | 10 | 149 (84+10d12) | 60 (1.86 x32.3) | 7 | Medium (Upright) | 0 | +11 Hit; 9% Crit. (92+); +1 Damage | +13 Hit; 10% Crit. (91+) | +5 Hit; 7% Crit. (94+) | +4 Hit; 7% Crit. (94+) | AC 26; Armor 12; Dodge 14 |
Arcane 12; Elemental 28; Natural 19; Holy 28; Demonic 19; Mental 11 | Move 5; Str 17; Agil 12; Stam 14; Int 6; Wis 5; Avd 14; Per 14; Res 14; Init 6; Cha 0 | Ungulate "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Darksight I: Can see in natural darkness at a range (in table top inches) equal to their Perception. In total darkness (no-light) everything appears as shades of grey while dim light allows for discernment of color. In bright light Perception is cut in half. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Hide, Rough x4 plus Hide, Thick x4 | Tusks: 2d12 & Fist: 1d12, tusks cause Cursed Wounds that also have 50% chance to inflict the Curse of Lycanthropy | Fist attack can be replaced with a melee weapon of up to equivalent damage |
Lunar Hunger: +15% Crit against the first target attacked after turning. Boar Charge: if moved before attacking, tusks have +10% crit and +6 damage. Intercept x2: can take its movement out of turn to intercept an opponent that would pass within range |
Immune (Twilight): Immune to this type of damage and any associated effects Hyper-Sensitivity (Silver): Incoming damage of this type is doubled and any exposure to it (even passive) inflicts 1x HP dice of damage of that type. Horrific Transformation: When a Lycanthrope shapeshifts (turns), any target with 12" that has LoS must pass an Resolve test or roll 1d6 where: 1-3 = can't move or take any action until passing an Resolve test or taking damage 4-5 = must move directly away from Lycanthrope until passing an Resolve Test or taking damage 6 = gain +2 damage but -5 hit for physical attacks against the Lycanthrope for the remainder of battle and need not take another Resolve test from a Lycanthropes transformation Cursed Wounds: For any physical damage caused by this creature, if not de-cursed first, MUST attempt to resist any healing. For non-magical healing (i.e. potions) use Natural resist with no "casting" modifiers. Death Effect: Special ability or effect that is triggered immediately upon the death of the creature Trample III: 3d6 dam, does not effect targets of equal size or larger than the creature |
The Truth in Death: death effect, when slain in hybrid form Lycanthropes revert back to their original form. |
1d6 Luanrite | n/a | n/a | |||||
Lunar Werepanther, First Moon | Third | Monster | Cursed | Lycanthrope | Werepanther | Lunar | First Moon | yes | Realm (Dreams), Alignment (Evil), Polarity (Balance) | Cosmopolitan | Rural, Urban | 6 | 95 (56+6d12) | 43 (1.66 x25.8) | 6 | Large (Upright) | 2; Crushing Blow 2 | +8 Hit; 7% Crit. (94+); +1 Damage | +7 Hit; 7% Crit. (94+) | +3 Hit; 6% Crit. (95+) | +2 Hit; 5% Crit. (96+) | AC 23; Armor 8; Dodge 15 Can use Lunarmeld at will to re-hide |
Arcane 16; Elemental 28; Natural 21; Holy 18; Demonic 16; Mental 15 | Move 8; Str 17; Agil 13; Stam 14; Int 8; Wis 7; Avd 15; Per 12; Res 9; Init 3; Cha 0 | Feline "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Darksight I: Can see in natural darkness at a range (in table top inches) equal to their Perception. In total darkness (no-light) everything appears as shades of grey while dim light allows for discernment of color. In bright light Perception is cut in half. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Fur/Hair x8 | Bite: 1d8 & Claw x2: 1d8+2, all cause Cursed Wounds that also have 50% chance to inflict the Curse of Lycanthropy | Lunar Hunger: +5% Crit against the first target attacked after turning. Lunar Snarl x1: instant, can use while hidden, all living targets w/in 4" must pass a Resolve test or be inflicted with Fear |
Immune (Twilight): Immune to this type of damage and any associated effects Hyper-Sensitivity (Silver): Incoming damage of this type is doubled and any exposure to it (even passive) inflicts 1x HP dice of damage of that type. Horrific Transformation: When a Lycanthrope shapeshifts (turns), any target with 12" that has LoS must pass an Resolve test or roll 1d6 where: 1-3 = can't move or take any action until passing an Resolve test or taking damage 4-5 = must move directly away from Lycanthrope until passing an Resolve Test or taking damage 6 = gain +2 damage but -5 hit for physical attacks against the Lycanthrope for the remainder of battle and need not take another Resolve test from a Lycanthropes transformation Cursed Wounds: For any physical damage caused by this creature, if not de-cursed first, MUST attempt to resist any healing. For non-magical healing (i.e. potions) use Natural resist with no "casting" modifiers. Death Effect: Special ability or effect that is triggered immediately upon the death of the creature Sneaky I: Can enter battle hidden & +3 Advantage to avoid being detected |
The Truth in Death: death effect, when slain in hybrid form Lycanthropes revert back to their original form. |
0-2 Lunarite | n/a | n/a | ||||||
Lunar Werepanther, New Moon | Third | Monster | Cursed | Lycanthrope | Werepanther | Lunar | New Moon | yes | Realm (Dreams), Alignment (Evil), Polarity (Balance) | Cosmopolitan | Rural, Urban | 8 | 127 (75+8d12) | 57 (1.66 x34.4) | 7 | Large (Upright) | 2; Crushing Blow 2 | +11 Hit; 9% Crit. (92+); +2 Damage | +9 Hit; 8% Crit. (93+) | +4 Hit; 6% Crit. (95+) | +3 Hit; 6% Crit. (95+) | AC 26; Armor 10; Dodge 16 Can use Lunarmeld at will to re-hide |
Arcane 14; Elemental 30; Natural 21; Holy 20; Demonic 16; Mental 13 | Move 8; Str 18; Agil 14; Stam 15; Int 7; Wis 6; Avd 16; Per 12; Res 10; Init 4; Cha 0 | Feline "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Darksight I: Can see in natural darkness at a range (in table top inches) equal to their Perception. In total darkness (no-light) everything appears as shades of grey while dim light allows for discernment of color. In bright light Perception is cut in half. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Fur/Hair x6 plus Fur, Thick/Shaggy x2 | Bite: 1d10 & Claw x2: 1d10+4, all cause Cursed Wounds that also have 50% chance to inflict the Curse of Lycanthropy | Lunar Hunger: +10% Crit against the first target attacked after turning. Lunar Snarl x2: instant, can use while hidden, all living targets w/in 4" must pass a Resolve test or be inflicted with Fear Feline Pounce x1: action, must be hidden, breaks stealth, +15hit & max dam bite with 100% knock down |
Immune (Twilight): Immune to this type of damage and any associated effects Hyper-Sensitivity (Silver): Incoming damage of this type is doubled and any exposure to it (even passive) inflicts 1x HP dice of damage of that type. Horrific Transformation: When a Lycanthrope shapeshifts (turns), any target with 12" that has LoS must pass an Resolve test or roll 1d6 where: 1-3 = can't move or take any action until passing an Resolve test or taking damage 4-5 = must move directly away from Lycanthrope until passing an Resolve Test or taking damage 6 = gain +2 damage but -5 hit for physical attacks against the Lycanthrope for the remainder of battle and need not take another Resolve test from a Lycanthropes transformation Cursed Wounds: For any physical damage caused by this creature, if not de-cursed first, MUST attempt to resist any healing. For non-magical healing (i.e. potions) use Natural resist with no "casting" modifiers. Death Effect: Special ability or effect that is triggered immediately upon the death of the creature Sneaky I: Can enter battle hidden & +3 Advantage to avoid being detected |
The Truth in Death: death effect, when slain in hybrid form Lycanthropes revert back to their original form. |
1d4 Lunarite | n/a | n/a | ||||||
Lunar Werepanther, Old Moon | Third | Monster | Cursed | Lycanthrope | Werepanther | Lunar | Old Moon | yes | Realm (Dreams), Alignment (Evil), Polarity (Balance) | Cosmopolitan | Rural, Urban | 10 | 161 (96+10d12) | 73 (1.73 x42.4) | 8 | Large (Upright) | 2; Crushing Blow 2 | +14 Hit; 10% Crit. (91+); +2 Damage | +12 Hit; 9% Crit. (92+) | +5 Hit; 7% Crit. (94+) | +4 Hit; 7% Crit. (94+) | AC 29; Armor 12; Dodge 17 Can use Lunarmeld at will to re-hide |
Arcane 12; Elemental 32; Natural 21; Holy 22; Demonic 16; Mental 11 | Move 8; Str 19; Agil 15; Stam 16; Int 6; Wis 5; Avd 17; Per 13; Res 11; Init 5; Cha 0 | Feline "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Darksight I: Can see in natural darkness at a range (in table top inches) equal to their Perception. In total darkness (no-light) everything appears as shades of grey while dim light allows for discernment of color. In bright light Perception is cut in half. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Fur/Hair x4 plus Fur, Thick/Shaggy x4 | Bite: 1d12 & Claw x2: 1d12+6, all cause Cursed Wounds that also have 50% chance to inflict the Curse of Lycanthropy | Lunar Hunger: +15% Crit against the first target attacked after turning. Lunar Snarl x3: instant, can use while hidden, all living targets w/in 4" must pass a Resolve test or be inflicted with Fear Feline Pounce x2: action, must be hidden, breaks stealth, +15hit & max dam bite with 100% knock down |
Immune (Twilight): Immune to this type of damage and any associated effects Hyper-Sensitivity (Silver): Incoming damage of this type is doubled and any exposure to it (even passive) inflicts 1x HP dice of damage of that type. Horrific Transformation: When a Lycanthrope shapeshifts (turns), any target with 12" that has LoS must pass an Resolve test or roll 1d6 where: 1-3 = can't move or take any action until passing an Resolve test or taking damage 4-5 = must move directly away from Lycanthrope until passing an Resolve Test or taking damage 6 = gain +2 damage but -5 hit for physical attacks against the Lycanthrope for the remainder of battle and need not take another Resolve test from a Lycanthropes transformation Cursed Wounds: For any physical damage caused by this creature, if not de-cursed first, MUST attempt to resist any healing. For non-magical healing (i.e. potions) use Natural resist with no "casting" modifiers. Death Effect: Special ability or effect that is triggered immediately upon the death of the creature Sneaky II: Can enter battle hidden, moves at full speed while hidden & +3 Advantage to avoid being detected |
The Truth in Death: death effect, when slain in hybrid form Lycanthropes revert back to their original form. |
1d6 Luanrite | n/a | n/a | ||||||
Lunar Werewolf, First Moon | Third | Monster | Cursed | Lycanthrope | Werewolf | Lunar | First Moon | yes | Realm (Dreams), Alignment (Evil), Polarity (Balance) | Cosmopolitan | Rural, Urban | 6 | 81 (48+6d10) | 27 (1.43 x18.7) | 4 | Medium (Upright) | 0 | +8 Hit; 7% Crit. (94+) | +8 Hit; 7% Crit. (94+) | +4 Hit; 6% Crit. (95+) | +3 Hit; 6% Crit. (95+) | AC 23; Armor 8; Dodge 15 |
Arcane 18; Elemental 24; Natural 20; Holy 20; Demonic 18; Mental 17 | Move 7; Str 14; Agil 13; Stam 12; Int 9; Wis 8; Avd 15; Per 13; Res 10; Init 4; Cha 0 | Canine "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Darksight I: Can see in natural darkness at a range (in table top inches) equal to their Perception. In total darkness (no-light) everything appears as shades of grey while dim light allows for discernment of color. In bright light Perception is cut in half. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Fur/Hair x8 | Bite: 1d8 & Claw x2: 1d8, all cause Cursed Wounds that also have 50% chance to inflict the Curse of Lycanthropy | Lunar Hunger: +5% Crit against the first target attacked after turning. Lunar Howl x2: instant, knocks target back 1d6" then stuns for 1 round. |
Immune (Twilight): Immune to this type of damage and any associated effects Hyper-Sensitivity (Silver): Incoming damage of this type is doubled and any exposure to it (even passive) inflicts 1x HP dice of damage of that type. Horrific Transformation: When a Lycanthrope shapeshifts (turns), any target with 12" that has LoS must pass an Resolve test or roll 1d6 where: 1-3 = can't move or take any action until passing an Resolve test or taking damage 4-5 = must move directly away from Lycanthrope until passing an Resolve Test or taking damage 6 = gain +2 damage but -5 hit for physical attacks against the Lycanthrope for the remainder of battle and need not take another Resolve test from a Lycanthropes transformation Cursed Wounds: For any physical damage caused by this creature, if not de-cursed first, MUST attempt to resist any healing. For non-magical healing (i.e. potions) use Natural resist with no "casting" modifiers. Death Effect: Special ability or effect that is triggered immediately upon the death of the creature |
The Truth in Death: death effect, when slain in hybrid form Lycanthropes revert back to their original form. |
0-2 Lunarite | n/a | n/a | ||||||
Lunar Werewolf, New Moon | Third | Monster | Cursed | Lycanthrope | Werewolf | Lunar | New Moon | yes | Realm (Dreams), Alignment (Evil), Polarity (Balance) | Cosmopolitan | Rural, Urban | 8 | 109 (65+8d10) | 39 (1.51 x25.7) | 5 | Medium (Upright) | 0 | +11 Hit; 9% Crit. (92+); +1 Damage | +10 Hit; 8% Crit. (93+) | +5 Hit; 7% Crit. (94+) | +4 Hit; 6% Crit. (95+) | AC 26; Armor 10; Dodge 16 |
Arcane 16; Elemental 26; Natural 20; Holy 22; Demonic 18; Mental 15 | Move 7; Str 15; Agil 14; Stam 13; Int 8; Wis 7; Avd 16; Per 13; Res 11; Init 5; Cha 0 | Canine "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Darksight I: Can see in natural darkness at a range (in table top inches) equal to their Perception. In total darkness (no-light) everything appears as shades of grey while dim light allows for discernment of color. In bright light Perception is cut in half. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Fur/Hair x6 plus Fur, Thick/Shaggy x2 | Bite: 1d10 & Claw x2: 1d10, all cause Cursed Wounds that also have 50% chance to inflict the Curse of Lycanthropy | Lunar Hunger: +10% Crit against the first target attacked after turning. Lunar Howl x2: instant, knocks target back 1d6" then stuns for 1 round. Leaping Strike x1: (fury) action |
Immune (Twilight): Immune to this type of damage and any associated effects Hyper-Sensitivity (Silver): Incoming damage of this type is doubled and any exposure to it (even passive) inflicts 1x HP dice of damage of that type. Horrific Transformation: When a Lycanthrope shapeshifts (turns), any target with 12" that has LoS must pass an Resolve test or roll 1d6 where: 1-3 = can't move or take any action until passing an Resolve test or taking damage 4-5 = must move directly away from Lycanthrope until passing an Resolve Test or taking damage 6 = gain +2 damage but -5 hit for physical attacks against the Lycanthrope for the remainder of battle and need not take another Resolve test from a Lycanthropes transformation Cursed Wounds: For any physical damage caused by this creature, if not de-cursed first, MUST attempt to resist any healing. For non-magical healing (i.e. potions) use Natural resist with no "casting" modifiers. Death Effect: Special ability or effect that is triggered immediately upon the death of the creature Pack Hunting I: +1 dam & +1 Resolve for every other packhunter of that type w/in 10" (Max +3) |
The Truth in Death: death effect, when slain in hybrid form Lycanthropes revert back to their original form. |
1d4 Lunarite | n/a | n/a | ||||||
Lunar Werewolf, Old Moon | Third | Monster | Cursed | Lycanthrope | Werewolf | Lunar | Old Moon | yes | Realm (Dreams), Alignment (Evil), Polarity (Balance) | Cosmopolitan | Rural, Urban | 10 | 139 (84+10d10) | 50 (1.58 x32) | 6 | Medium (Upright) | 0 | +14 Hit; 10% Crit. (91+); +1 Damage | +13 Hit; 10% Crit. (91+) | +6 Hit; 7% Crit. (94+) | +5 Hit; 7% Crit. (94+) | AC 29; Armor 12; Dodge 17 |
Arcane 14; Elemental 28; Natural 20; Holy 24; Demonic 18; Mental 13 | Move 7; Str 16; Agil 15; Stam 14; Int 7; Wis 6; Avd 17; Per 14; Res 12; Init 6; Cha 0 | Canine "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Darksight I: Can see in natural darkness at a range (in table top inches) equal to their Perception. In total darkness (no-light) everything appears as shades of grey while dim light allows for discernment of color. In bright light Perception is cut in half. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Fur/Hair x4 plus Fur, Thick/Shaggy x4 | Bite: 1d12 & Claw x2: 1d12, all cause Cursed Wounds that also have 50% chance to inflict the Curse of Lycanthropy | Lunar Hunger: +15% Crit against the first target attacked after turning. Lunar Howl x3: instant, knocks target back 1d6" then stuns for 1 round. Leaping Strike x2: (fury) action |
Immune (Twilight): Immune to this type of damage and any associated effects Hyper-Sensitivity (Silver): Incoming damage of this type is doubled and any exposure to it (even passive) inflicts 1x HP dice of damage of that type. Horrific Transformation: When a Lycanthrope shapeshifts (turns), any target with 12" that has LoS must pass an Resolve test or roll 1d6 where: 1-3 = can't move or take any action until passing an Resolve test or taking damage 4-5 = must move directly away from Lycanthrope until passing an Resolve Test or taking damage 6 = gain +2 damage but -5 hit for physical attacks against the Lycanthrope for the remainder of battle and need not take another Resolve test from a Lycanthropes transformation Cursed Wounds: For any physical damage caused by this creature, if not de-cursed first, MUST attempt to resist any healing. For non-magical healing (i.e. potions) use Natural resist with no "casting" modifiers. Death Effect: Special ability or effect that is triggered immediately upon the death of the creature Pack Hunting II: +1 dam & +1 Resolve for every other packhunter of that type w/in 10" (Max +6) |
The Truth in Death: death effect, when slain in hybrid form Lycanthropes revert back to their original form. |
1d6 Luanrite | n/a | n/a | ||||||
Mage, Apprentice Adept, Generic | Third | Humanoid | Humankind | Human | Multi-racial | Mage | Apprentice Adept | Sorcerer or Renegade Mage | yes | Realm (Eden), Alignment (Variable), Polarity (Variable) | Cosmopolitan | Urban, Ruins/Dungeon | 6 | 57 (36+6d6) | 55 (1 x54.7) | 6 | Medium (Upright) | 0 | +5 Hit; 6% Crit. (95+) | +6 Hit; 7% Crit. (94+) | +10 Hit; 8% Crit. (93+) | +7 Hit; 7% Crit. (94+) | AC 26; Armor 16; Dodge 10 |
Arcane 30; Elemental 18; Natural 21; Holy 20; Demonic 22; Mental 27 | Move 4; Str 8; Agil 10; Stam 9; Int 15; Wis 12; Avd 10; Per 11; Res 10; Init 12; Cha 12 | Common & Mage Tongue plus any two others | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth, Quilted x8 | Staff or Knife (typ. Quarter Staff, 1d6+1d4 damage, ward-off) | Greater Wand (1d6 Damage, targets are Slowed for 1 round, Range 10, Damage, targets are Slowed for 1 round matches most common spell Damage, targets are Slowed for 1 round) |
All T0 Spirit Powers + 21x up to T3 Spirit Powers (Spirit Max: 12d6+5) |
Has up to 5 XP worth of Craftings/Enchants (typ. X Charged + X Focused + Greater X Power, where X matches most common spell damage and grants +2% spell crit, +2 Cast & +3 spell damage) |
1 Minor Spirit Potion (Bottle); 3d6 GP | n/a | n/a | |||||
Mage, Apprentice, Generic | Third | Humanoid | Humankind | Human | Multi-racial | Mage | Apprentice | Sorcerer or Renegade Mage | yes | Realm (Eden), Alignment (Variable), Polarity (Variable) | Cosmopolitan | Urban, Ruins/Dungeon | 2 | 25 (18+2d6) | 12 (1 x12.4) | 3 | Medium (Upright) | 0 | +1 Hit; 4% Crit. (97+) | +2 Hit; 5% Crit. (96+) | +5 Hit; 6% Crit. (95+) | +3 Hit; 5% Crit. (96+) | AC 18; Armor 8; Dodge 10 |
Arcane 28; Elemental 18; Natural 21; Holy 20; Demonic 22; Mental 26 | Move 4; Str 8; Agil 10; Stam 9; Int 14; Wis 12; Avd 10; Per 11; Res 10; Init 11; Cha 10 | Common & Mage Tongue plus any two others | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth x8 | Staff or Knife (typ. Polished Staff, 1d6 damage, ward-off) | Minor Wand (1d4 Damage, targets are Slowed for 1 round, Range 10, Damage, targets are Slowed for 1 round matches most common spell Damage, targets are Slowed for 1 round) |
All T0 Spirit Powers + 7x up to T1 Spirit Powers (Spirit Max: 4d6+1) |
Has up to 1 XP worth of Craftings/Enchants (typ. Minor X Power, where X matches most common spell damage and grants +1 spell damage) |
0-1 Minor Spirit Potion; 1d6 GP | n/a | n/a | |||||
Mage, Entered Apprentice, Generic | Third | Humanoid | Humankind | Human | Multi-racial | Mage | Entered Apprentice | Sorcerer or Renegade Mage | yes | Realm (Eden), Alignment (Variable), Polarity (Variable) | Cosmopolitan | Urban, Ruins/Dungeon | 4 | 41 (27+4d6) | 30 (1 x29.9) | 4 | Medium (Upright) | 0 | +3 Hit; 5% Crit. (96+) | +4 Hit; 6% Crit. (95+) | +8 Hit; 7% Crit. (94+) | +5 Hit; 6% Crit. (95+) | AC 26; Armor 16; Dodge 10 |
Arcane 30; Elemental 18; Natural 21; Holy 20; Demonic 22; Mental 27 | Move 4; Str 8; Agil 10; Stam 9; Int 15; Wis 12; Avd 10; Per 11; Res 10; Init 11; Cha 11 | Common & Mage Tongue plus any two others | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth, Quilted x8 | Staff or Knife (typ. Short Staff, 2d4 damage, ward-off) | Improved Wand (1d4+1 Damage, targets are Slowed for 1 round, Range 10, Damage, targets are Slowed for 1 round matches most common spell Damage, targets are Slowed for 1 round) |
All T0 Spirit Powers + 14x up to T2 Spirit Powers (Spirit Max: 8d6+3) |
Has up to 2 XP worth of Craftings/Enchants (typ. Improved X Power, where X matches most common spell damage and grants +2 spell damage) |
1 Minor Spirit Potion; 2d6 GP | n/a | n/a | |||||
Mage, Master Mage, Generic | Third | Humanoid | Humankind | Human | Multi-racial | Mage | Master Mage | Sorcerer or Renegade Mage | yes | Realm (Eden), Alignment (Variable), Polarity (Variable) | Cosmopolitan | Urban, Ruins/Dungeon | 12 | 105 (63+12d6) | 143 (1 x143.4) | 11 | Medium (Upright) | 0 | +11 Hit; 9% Crit. (92+) | +12 Hit; 10% Crit. (91+) | +18 Hit; 12% Crit. (89+) | +14 Hit; 10% Crit. (91+) | AC 34; Armor 24; Dodge 10 |
Arcane 34; Elemental 18; Natural 22; Holy 20; Demonic 23; Mental 30 | Move 4; Str 8; Agil 10; Stam 9; Int 17; Wis 13; Avd 10; Per 11; Res 10; Init 13; Cha 14 | Common & Mage Tongue plus any two others | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth, Ironweave x8 | Staff or Knife (typ. Grand Staff, 2d6 damage, ward-off, can have a double enchant) | Matchless Wand (1d8 Damage, targets are Slowed for 1 round, Range 10, Damage, targets are Slowed for 1 round matches most common spell Damage, targets are Slowed for 1 round) |
All T0 Spirit Powers + 39x up to T5 Spirit Powers (Spirit Max: 26d6+24) |
Has up to 16 XP worth of Craftings/Enchants (typ. 3x X Charged + 3x X Focused + Matchless X Power, where X matches most common spell damage and grants +6% spell crit, +3 cast, & +5 spell damage +Matchless Y Warding, where Y matches most common domain and grants +20 Y Resistance) |
1 Major Spirit Potion (Bottle); 5d6 GP | n/a | n/a | |||||
Mage, Undermage, Generic | Third | Humanoid | Humankind | Human | Multi-racial | Mage | Undermage | Sorcerer or Renegade Mage | yes | Realm (Eden), Alignment (Variable), Polarity (Variable) | Cosmopolitan | Urban, Ruins/Dungeon | 8 | 73 (45+8d6) | 87 (1 x86.6) | 8 | Medium (Upright) | 0 | +7 Hit; 7% Crit. (94+) | +8 Hit; 8% Crit. (93+) | +13 Hit; 9% Crit. (92+) | +9 Hit; 8% Crit. (93+) | AC 26; Armor 16; Dodge 10 |
Arcane 32; Elemental 18; Natural 21; Holy 20; Demonic 22; Mental 28 | Move 4; Str 8; Agil 10; Stam 9; Int 16; Wis 12; Avd 10; Per 11; Res 10; Init 12; Cha 13 | Common & Mage Tongue plus any two others | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth, Quilted x8 | Staff or Knife (typ. Long Staff, 2d6 damage, ward-off) | Superior Wand (1d6+1 Damage, targets are Slowed for 1 round, Range 10, Damage, targets are Slowed for 1 round matches most common spell Damage, targets are Slowed for 1 round) |
All T0 Spirit Powers + 28x up to T4 Spirit Powers (Spirit Max: 18d6+16) |
Has up to 8 XP worth of Craftings/Enchants (typ. 2x X Charged + 2x X Focused + Superior X Power, where X matches most common spell damage and grants +4% spell crit, +4 cast & +4 spell damage) |
1 Major Spirit Potion; 4d6 GP | n/a | n/a | |||||
Water Elemental, Lesser | Second | Denizen | Elemental | True Elemental | Water | Lesser | yes | Realm (Stillness), Alignment (Neutral), Polarity (Order) | Extra Planar | Fresh Water, Salt Water | 4 | 42 (24+4d8) | 38 (1.96 x19.3) | 5 | Small (Upright) | -2 | +8 Hit; 7% Crit. (94+) | 0 Hit; 4% Crit. (97+) | 0 Hit; 4% Crit. (97+) | -1 Hit; 4% Crit. (97+) | AC 15; Armor 0; Dodge 15 Can appear as regular water (of appropriate size) at will |
Arcane 14; Elemental 16; Natural 14; Holy 20; Demonic 16; Mental 13 | Move 4; Str 10; Agil 15; Stam 8; Int 7; Wis 6; Avd 15; Per 7; Res 10; Init 11; Cha 8 | Elemental Tongue & Aquan | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tremorsense I (Water): Can sense vibrations and movement through listed substances up to range of 1x Perception with +3 Advantage to Perception rolls |
Fluid: Natural form is a fluid; immune to physical damage and effects unless runecrafted, enchanted, or otherwise magical (roll vs resistance+dodge); can fit through almost any space and take on almost any form, but can still be contained by solid matter; treats all sides as frontal arc Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Water Slam (2d4 Water damage melee attack, can be used as an off-hand atttack after casting as an action, cannot be parried, can Imbue with T2 Undertow as an instant) | Instead of attacking, can use its touch to extinguish a non-magical flame of equal size or use its touch as Douse Magic |
Turbulent Wake (instant, when swimming can choose to trigger T2 Turbulent Waters around itself) Tidal Shot (Shot action, can use on targets in base contact) Healing Stream (T2 Healing action) |
Caster II: Unlimited used of Tier2 Powers Swimmer II: 3x movement while in water Immune (Water): Immune to this type of damage and any associated effects Sensitivity (Fire): Incoming damage of this type is doubled Swift Dodge II: Can choose at will to use Dodge x2 instead of AC, unlimited use |
Immune to Water/Frost Sensitive to Fire/Heat Damage (2x dam) If touching another source of water of the same type (i.e. fresh vs. salt water), the water elemental absorbs some of it into its own form and heals for 1d8 HP (this includes other elementals of lesser rank or less HP) if hit by frost powers instead of taking damage, use the damage that would be inflicted as a percentage chance to change the water elemental into an Ice Elemental with equivalent size & HP |
1d6 Everice | n/a | n/a | |||||||
Mana Wraith | Second | Denizen | Arcanid | Wonderborn | Magical | Regular | yes | Realm (Wonders), Alignment (Neutral), Polarity (Balance) | Extra Planar | Ruins/Dungeon, Sky | 3 | 42 (25+3d10) | 28 (1.6 x17.7) | 4 | Medium (Upright) | 0 | +2 Hit; 5% Crit. (96+) | +2 Hit; 5% Crit. (96+) | -3 Hit; 3% Crit. (98+) | -3 Hit; 3% Crit. (98+) | AC 10; Armor 0; Dodge 10 |
Arcane 40; Elemental 20; Natural 15; Holy 20; Demonic 15; Mental 10 | Move 4; Str 10; Agil 10; Stam 10; Int 5; Wis 5; Avd 10; Per 10; Res 10; Init 10; Cha 0 | Common & Mage Tongue (Arcane) | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Sense Spirit I: Can sense spirit users and spirit crafted/enchanted items at a range (in table top inches) equal to 1x Perception with +3 Advantage to Perception rolls |
Incorporeal: Complete lack of solid form, immune to physical damage and effects (i.e. grapple, stun, etc...) unless runecrafted, enchanted, or otherwise magical (roll vs resistance+dodge); cannot have movement impaired by non-magical means; can pass through solid matter at will but cannot interact with it or end its movement inside of it; can move in 3 dimensions without normal flying restrictions |
Mana Claw x2: 1d12+3 Arcane Damage, roll vs. Resist+Dodge, Reach 2 | Siphon Spirit (instant, rng 4", drains 1d12+3 spirit from target and gives it to another spirit user or heals self, has no effect on targets that do not have spirit) Absorb Spirit (if resisting any Arcane power that causes damage, instead treat it as a heal) |
Resistant VI (Arcane): +30 resistance to this type of damage/effects (typically already added) |
Resistant to Arcane (+30 already added) |
2d6 Manastone | n/a | n/a | ||||||||
Water Elemental, Prime | Second | Denizen | Elemental | True Elemental | Water | Prime | yes | Realm (Stillness), Alignment (Neutral), Polarity (Order) | Extra Planar | Fresh Water, Salt Water | 17 | 475 (288+34d10) | 572 (4.27 x133.8) | 23 | Massive (Upright) | 8; Crushing Blow 8, Toughness 2, Reach +2 | +17 Hit; 12% Crit. (89+); +2 Damage | +13 Hit; 11% Crit. (90+) | +21 Hit; 14% Crit. (87+) | +20 Hit; 13% Crit. (88+) | AC 15; Armor 0; Dodge 15 Can appear as regular water (of appropriate size) at will |
Arcane 30; Elemental 32; Natural 30; Holy 44; Demonic 36; Mental 29 | Move 8; Str 18; Agil 11; Stam 16; Int 15; Wis 14; Avd 15; Per 7; Res 22; Init 9; Cha 12 | Elemental Tongue & Aquan | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tremorsense III (Water): Can sense vibrations and movement through listed substances up to range of 2x Perception with +8 Advantage to Perception rolls |
Fluid: Natural form is a fluid; immune to physical damage and effects unless runecrafted, enchanted, or otherwise magical (roll vs resistance+dodge); can fit through almost any space and take on almost any form, but can still be contained by solid matter; treats all sides as frontal arc Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Water Slam x3 (2d12 Water damage melee attack, both can be used as off-hand attacks after casting as an action, cannot be parried, can Imbue both with T6 Undertow as an instant) | Instead of attacking, can use its touch to extinguish a non-magical flame of equal size or use its touch as Douse Magic |
Turbulent Wake (instant, when swimming can choose to trigger T6 Turbulent Waters around itself) Waterlog (Hex instant) The Bends (T6 DOT instant) Deluge (Cone action) Forking Stream (Multi action) Tidal Wave (Nova action) Crushing Deep (Shock action) Geyser Field (Storm action) Bubble of Refuge (Shell action) Liquify (Transmute action) Healing Stream (T6 Healing action) Spawn Elementals (action, once every three rounds, creates 1d8 Water Elemental Spawns that appear 2d8" away in random directions) |
Caster VI: Unlimited used of Tier6 Powers Swimmer II: 3x movement while in water Immune (Water): Immune to this type of damage and any associated effects Sensitivity (Fire): Incoming damage of this type is doubled Swift Dodge IV: Can choose at will to use Dodge x4 instead of AC, unlimited use |
Immune to Water/Frost Sensitive to Fire/Heat Damage (2x dam) If touching another source of water of the same type (i.e. fresh vs. salt water), the water elemental absorbs some of it into its own form and heals for 2d10HP (this includes other elementals of lesser rank or less HP, including its own spawns) Stabilizing Presence (not only is a Prime Water immune to the chances of transforming into an Ice Elemental, it also exterts that effect to all lesser Water Elementals within a 20" radius) |
5d10 Everice | n/a | n/a | |||||||
Water Elemental, Spawn | Second | Denizen | Elemental | True Elemental | Water | Spawn | yes | Realm (Stillness), Alignment (Neutral), Polarity (Order) | Extra Planar | Fresh Water, Salt Water | 2 | 16 (9+2d6) | 14 (1.6 x9) | 3 | Tiny (Upright) | -4 | +7 Hit; 6% Crit. (95+) | -2 Hit; 3% Crit. (98+) | -4 Hit; 3% Crit. (98+) | -5 Hit; 2% Crit. (99+) | AC 15; Armor 0; Dodge 15 Can appear as regular water (of appropriate size) at will |
Arcane 10; Elemental 12; Natural 10; Holy 14; Demonic 11; Mental 9 | Move 3; Str 8; Agil 16; Stam 6; Int 5; Wis 4; Avd 15; Per 7; Res 7; Init 10; Cha 7 | Elemental Tongue & Aquan | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tremorsense I (Water): Can sense vibrations and movement through listed substances up to range of 1x Perception with +3 Advantage to Perception rolls |
Fluid: Natural form is a fluid; immune to physical damage and effects unless runecrafted, enchanted, or otherwise magical (roll vs resistance+dodge); can fit through almost any space and take on almost any form, but can still be contained by solid matter; treats all sides as frontal arc Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Water Slam (1d6 Water damage melee attack, can be used as an off-hand attack after casting as an action, cannot be parried, can Imbue with T1 Undertow as an instant) | Instead of attacking, can use its touch to extinguish a non-magical flame of equal size or use its touch as Douse Magic |
Turbulent Wake (instant, when swimming can choose to trigger T1 Turbulent Waters around itself) Water Jet (Missile action, can use on targets in base contact) Healing Stream (T1 Healing Action) |
Caster I: Unlimited used of Tier1 Powers Swimmer II: 3x movement while in water Immune (Water): Immune to this type of damage and any associated effects Sensitivity (Fire): Incoming damage of this type is doubled Swift Dodge II: Can choose at will to use Dodge x2 instead of AC, unlimited use |
Immune to Water/Frost Sensitive to Fire/Heat Damage (2x dam) If touching another source of water of the same type (i.e. fresh vs. salt water), the water elemental absorbs some of it into its own form and heals for 1d6 HP (this includes other elementals of lesser rank or less HP) if hit by frost powers instead of taking damage, use the damage that would be inflicted as a percentage chance to change the water elemental into an Ice Elemental with equivalent size & HP |
1d4 Everice | n/a | n/a | |||||||
Minotaur Barbarian | Third | Anthromorph | Anthrokind | Minotaur | Tribestaur | Barbarian | yes | Realm (Eden), Alignment (Variable), Polarity (Chaos) | Temperate | Plain, Rural | 4 | 71 (45+4d12) | 24 (1.33 x18.3) | 4 | Large (Upright) | 2; Crushing Blow 2 | +2 Hit; 13% Crit. (88+); +1 Damage | +3 Hit; 5% Crit. (96+) | +1 Hit; 5% Crit. (96+) | +4 Hit; 6% Crit. (95+) | AC 25; Armor 15; Dodge 10 Strong Tribe: Better and/or more armor (+3 AC) |
Arcane 16; Elemental 30; Natural 26; Holy 20; Demonic 21; Mental 19 | Move 5; Str 15; Agil 9; Stam 15; Int 8; Wis 11; Avd 10; Per 10; Res 10; Init 9; Cha 8 | Common & Minotauren | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather, Boiled x5 | Strong Tribe: Great Axe (1d10+2d4+3, Clumsy -5); Weak Tribe: Maul (2d8+2, Clumsy -5) | Fury Rush x1, Intimidating Roar x1, Improved Berserker Strike x1 Strong Tribe: double the usage of skills |
Affinity, Melee: +3% Critical Hit with physical melee damage (typically already added) Bull Charge: Add straight line charge distance (in tabletop inches) as a damage bonus to a single melee attack made after moving into base contact Vicious I: +5% Critical hit with physical melee attacks (typically already added) |
see CoC-Anthromorphs for Young Blood, Bull, and Long Horn variants |
Strong Tribe: 1d6 GP; Weak Tribe: 1d6 SP | n/a | n/a | |||||||
Minotaur Battle Chief | Third | Anthromorph | Anthrokind | Minotaur | Tribal Leader | Battle Chief | yes | Realm (Eden), Alignment (Variable), Polarity (Chaos) | Temperate | Plain, Rural | 8 | 127 (75+8d12) | 41 (1.27 x32) | 5 | Large (Upright) | 2; Crushing Blow 2 | +7 Hit; 10% Crit. (91+); +1 Damage | +7 Hit; 7% Crit. (94+) | +5 Hit; 7% Crit. (94+) | +7 Hit; 7% Crit. (94+) | AC 33; Armor 24; Dodge 9 Strong Tribe: Better and/or more armor (+5 AC) and 3XP worth of Craftings/Enchants split between weapons and armor. |
Arcane 16; Elemental 30; Natural 25; Holy 24; Demonic 22; Mental 18 | Move 5; Str 15; Agil 10; Stam 15; Int 8; Wis 10; Avd 9; Per 10; Res 12; Init 11; Cha 10 | Common & Minotauren | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather, Boiled x8 | Two Handed Axe or Polearm: Typ. Halberd (1d10+2d4+2, Reach 1, Ward-off). Strong Tribes get 3XP worth of Craftings/Enchants split between weapons and armor. | Skill selction is based on Tribal Leader Variant, full classes get +1 use of each skill Vigor: Matchless Offensive/Defensive Stance x2, Kodiak Strike x2, Tortoise Strike x2 Fury: Imp Fury Rush x2 (+3 Movement), Sup. Berserker Strike x2, Imp. Flurry x2 Spirit: Can use up to Tier 3 Powers, typ. Fire (per day use: T3 x1, T2 x2, T1 x1 T0 unlimited) Faith: Can use up to Tier 3 Powers, typ. Primal (per day use: T3 x1, T2 x2, T1 x1 T0 unlimited) Honor: Oath or Virtue active up to 7 Honor, Defensive Rush II x2, Call to Arms II x2 Focus: Lance Kick IV x2, Stomp IV x2, Heavy Attack III x2 Strong Tribe: 1 extra use of each skill/power |
Affinity, Melee: +3% Critical Hit with physical melee damage (typically already added) Bull Charge: Add straight line charge distance (in tabletop inches) as a damage bonus to a single melee attack made after moving into base contact Affinity I (Fire): +5% Critical Hit with a given non-physical damage type (typically already added) |
see CoC-Anthromorphs for Tribal leader, Bull and Longhorn variants |
Strong Tribe: 3d6 GP; Weak Tribe: 3d6 SP | Minotaur battle chiefs typical command a war band ranging from 20-50 Tribestaurs in size | n/a | n/a | ||||||
Minotaur Charger | Third | Anthromorph | Anthrokind | Minotaur | Tribestaur | Charger | yes | Realm (Eden), Alignment (Variable), Polarity (Chaos) | Temperate | Plain, Rural | 4 | 65 (39+4d12) | 28 (1.21 x23.5) | 4 | Large (Upright) | 2; Crushing Blow 2 | -7 Hit; 2% Crit. (99+); +1 Damage | -2 Hit; 1% Crit. (100+) | +1 Hit; 5% Crit. (96+) | +2 Hit; 5% Crit. (96+) | AC 44; Armor 40; Dodge 4; Stiff 5; Double Layer 5 Strong Tribe: Better and/or more armor (+10 AC) |
Arcane 16; Elemental 26; Natural 22; Holy 22; Demonic 20; Mental 17 | Move 5; Str 16; Agil 5; Stam 13; Int 8; Wis 9; Avd 9; Per 10; Res 11; Init 10; Cha 9 | Common & Minotauren | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Plate, Laminar x5 over Leather x5 | Strong Tribe - Foot Lance: 1d20, Reach 2, Charge +10/+2, Clumsy -5 & Kite Shield: Block (+6); Weak Tribe - Crude Foot Lance: 1d10, Reach 1, Charge +5/+1, Clumsy -5 & Tortoise Shield: Block (+3) | Strong Tribe - Backup weapon, typ. Warhammer 1H: 2d6+1 or 2H: 2d8+1 Weak Tribe - Backup weapon, typ. Sledge 1H: 2d4+1 or 2H: 2d4+1d6+1 |
Improved Tactical Charge x1, Concentration x1, Hawk Strike x1 Strong Tribe: double the usage of skills |
Affinity, Melee: +3% Critical Hit with physical melee damage (typically already added) Bull Charge: Add straight line charge distance (in tabletop inches) as a damage bonus to a single melee attack made after moving into base contact |
see CoC-Anthromorphs for Young Blood, Bull, and Longhorn variants |
Strong Tribe: 1d10 GP; Weak Tribe: 1d10 SP | n/a | n/a | ||||||
Minotaur Herdsman | Third | Anthromorph | Anthrokind | Minotaur | Tribestaur | Herdsman | Farmer | yes | Realm (Eden), Alignment (Variable), Polarity (Chaos) | Temperate | Plain, Rural | 2 | 35 (22+2d12) | 8 (1.21 x6.3) | 2 | Large (Upright) | 2; Crushing Blow 2 | -1 Hit; 7% Crit. (94+) | +1 Hit; 4% Crit. (97+) | -1 Hit; 4% Crit. (97+) | 0 Hit; 4% Crit. (97+) | AC 11; Armor 4; Dodge 7 |
Arcane 16; Elemental 22; Natural 20; Holy 18; Demonic 18; Mental 17 | Move 5; Str 13; Agil 8; Stam 11; Int 8; Wis 9; Avd 7; Per 10; Res 9; Init 8; Cha 7 | Common & Minotauren | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather x2 | Simple Weapons: Typ. Shepard's Hook (2d4 damage, Ward-off) | Affinity, Melee: +3% Critical Hit with physical melee damage (typically already added) Bull Charge: Add straight line charge distance (in tabletop inches) as a damage bonus to a single melee attack made after moving into base contact |
see CoC-Anthromorphs for Young Blood, Bull, and Longhorn variants |
1d4 SP, 1d4 Dried Meat (Trail Rations) | n/a | n/a | |||||||
Minotaur Hunter | Third | Anthromorph | Anthrokind | Minotaur | Tribestaur | Hunter | yes | Realm (Eden), Alignment (Variable), Polarity (Chaos) | Temperate | Plain, Rural | 3 | 45 (25+3d12) | 12 (1.21 x9.9) | 2 | Large (Upright) | 2; Crushing Blow 2 | +2 Hit; 8% Crit. (93+) | +4 Hit; 6% Crit. (95+) | 0 Hit; 4% Crit. (97+) | +1 Hit; 5% Crit. (96+) | AC 17; Armor 10; Dodge 7 |
Arcane 16; Elemental 20; Natural 19; Holy 20; Demonic 19; Mental 17 | Move 5; Str 12; Agil 10; Stam 10; Int 8; Wis 9; Avd 7; Per 12; Res 10; Init 9; Cha 7 | Common & Minotauren | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather x5 | Spear (1d8+1, Ward-off) & Hunting Knife (1d5, back up weapon, cannot dual wield) | Carries x2 extra Spears for throwing (Thrown +10) |
Sever x1 Novice Hunter: Receive +1 Advantage when tracking Beasts with a Threat Rating up to 5 and gain +3 to hit & +1 damage (physical melee & ranged) when attacking them |
Affinity, Melee: +3% Critical Hit with physical melee damage (typically already added) Bull Charge: Add straight line charge distance (in tabletop inches) as a damage bonus to a single melee attack made after moving into base contact |
see CoC-Anthromorphs for Young Blood, Bull, and Longhorn variants |
1d4 SP, 0-1 Animal Pelt, 1d4 Raw Meat | n/a | n/a | ||||||
Minotaur Scout | Third | Anthromorph | Anthrokind | Minotaur | Tribestaur | Scout | yes | Realm (Eden), Alignment (Variable), Polarity (Chaos) | Temperate | Plain, Rural | 3 | 45 (25+3d12) | 12 (1.21 x10) | 2 | Large (Upright) | 2; Crushing Blow 2 | +2 Hit; 8% Crit. (93+) | +4 Hit; 6% Crit. (95+) | +1 Hit; 5% Crit. (96+) | +1 Hit; 5% Crit. (96+) | AC 19; Armor 12; Dodge 7 |
Arcane 18; Elemental 20; Natural 19; Holy 20; Demonic 19; Mental 18 | Move 6; Str 12; Agil 10; Stam 10; Int 9; Wis 9; Avd 7; Per 12; Res 10; Init 9; Cha 7 | Common & Minotauren | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather, Studded x4 | Rondel (1d6+1) | Carries x4 Javelins for throwing (1d8, Thrown +10, can throw 2 per action) Scout Horn: Instant to use, any nearby Minotaur that hears it will join the battle if possible/beneficial, or otherwise understand what the Scout horn means |
Demoralize x2 |
Affinity, Melee: +3% Critical Hit with physical melee damage (typically already added) Bull Charge: Add straight line charge distance (in tabletop inches) as a damage bonus to a single melee attack made after moving into base contact |
see CoC-Anthromorphs for Young Blood, Bull, and Longhorn variants |
1d6 SP, 1d4 Dried Meat (Trail Rations), 0-1 Flint & Steel | n/a | n/a | ||||||
Minotaur Sentry | Third | Anthromorph | Anthrokind | Minotaur | Tribestaur | Sentry | yes | Realm (Eden), Alignment (Variable), Polarity (Chaos) | Temperate | Plain, Rural | 3 | 47 (28+3d12) | 14 (1.21 x11.8) | 3 | Large (Upright) | 2; Crushing Blow 2 | -5 Hit; 6% Crit. (95+) | +2 Hit; 5% Crit. (96+) | 0 Hit; 4% Crit. (97+) | +1 Hit; 5% Crit. (96+) | AC 22; Armor 20; Dodge 2; Stiff 5 |
Arcane 16; Elemental 22; Natural 20; Holy 18; Demonic 18; Mental 17 | Move 5; Str 13; Agil 3; Stam 11; Int 8; Wis 9; Avd 7; Per 10; Res 9; Init 8; Cha 7 | Common & Minotauren | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather, Splinted x5 | Spear: 1d8+1, Ward-off & Bone Hide Shield: Block (+2) | Sentry Horn: Instant to use, any nearby Minotaur that hears it will join the battle if possible Torch x2 |
Improved Defensive Stance x1 |
Affinity, Melee: +3% Critical Hit with physical melee damage (typically already added) Bull Charge: Add straight line charge distance (in tabletop inches) as a damage bonus to a single melee attack made after moving into base contact |
see CoC-Anthromorphs for Young Blood, Bull, and Longhorn variants |
1d6 SP, 0-2 Torches | n/a | n/a | ||||||
Minotaur Shaman | Third | Anthromorph | Anthrokind | Minotaur | Tribestaur | Shaman | yes | Realm (Eden), Alignment (Variable), Polarity (Chaos) | Temperate | Plain, Rural | 4 | 68 (42+4d12) | 23 (1.27 x17.7) | 4 | Large (Upright) | 2; Crushing Blow 2 | +1 Hit; 8% Crit. (93+) | +3 Hit; 5% Crit. (96+) | +5 Hit; 11% Crit. (90+) | +4 Hit; 6% Crit. (95+) | AC 24; Armor 15; Dodge 9 Strong Tribe: Better and/or more armor (+5 AC) |
Arcane 24; Elemental 28; Natural 25; Holy 22; Demonic 22; Mental 23 | Move 5; Str 12; Agil 8; Stam 14; Int 12; Wis 11; Avd 9; Per 10; Res 11; Init 10; Cha 9 | Common & Minotauren | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather, Boiled x5 | Paired Hand Weapon: Stong Tribe Typ. Hatchet Hands (1d10+2 damage each); Weak Tribe Typ. Claw (1d6+1 damage) | Can use up to Tier 2 Powers, typ. Fire (per day use: T2 x1, T1 x2, T0 unlimited); typ. instants: Vigorous Flame (T2), Imbue: Scorch (T1); typ. actions: Flaming Breath (T2), Flame Lance (T1); Warcry x1, Zeal (Shaman) x1, Improved Blade Storm x1; Strong Tribe: 1 extra use of each skill/power |
Affinity, Melee: +3% Critical Hit with physical melee damage (typically already added) Bull Charge: Add straight line charge distance (in tabletop inches) as a damage bonus to a single melee attack made after moving into base contact Affinity I (Fire): +5% Critical Hit with a given non-physical damage type (typically already added) |
see CoC-Anthromorphs for Young Blood, Bull, and Longhorn variants |
Strong Tribe: 1d8 GP; Weak Tribe: 1d8 SP | n/a | n/a | |||||||
Minotaur Warrior | Third | Anthromorph | Anthrokind | Minotaur | Tribestaur | Warrior | yes | Realm (Eden), Alignment (Variable), Polarity (Chaos) | Temperate | Plain, Rural | 4 | 71 (45+4d12) | 27 (1.21 x22.1) | 4 | Large (Upright) | 2; Crushing Blow 2 | +3 Hit; 8% Crit. (93+); +1 Damage | +3 Hit; 5% Crit. (96+) | -4 Hit; 1% Crit. (100+) | -3 Hit; 1% Crit. (100+) | AC 34; Armor 25; Dodge 9; Noisy 5 Strong Tribe: Better and/or more armor (+5 AC) |
Arcane 16; Elemental 30; Natural 24; Holy 22; Demonic 20; Mental 17 | Move 5; Str 15; Agil 10; Stam 15; Int 8; Wis 9; Avd 9; Per 10; Res 11; Init 10; Cha 9 | Common & Minotauren | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Mail, Plated x5 | Strong Tribe: L Axe & L Sword, typ. Balanced Axe (1d12+1) & Broad Sword (1d8+1d4); Weak Tribe: L Mace & M Axe. typ. Spiked club (1d6+1d4) & hand Axe (1d6+1d4) | Improved Offensive Stance x1, Hawk Strike x1 Fury Rush x1, Imp. Berserker Strike x1 Strong Tribe: double the number of uses of strikes |
Affinity, Melee: +3% Critical Hit with physical melee damage (typically already added) Bull Charge: Add straight line charge distance (in tabletop inches) as a damage bonus to a single melee attack made after moving into base contact |
see CoC-Anthromorphs for Young Blood, Bull, and Longhorn variants |
Strong Tribe: 1d8 GP; Weak Tribe: 1d8 SP | n/a | n/a | |||||||
Minotaur, Labyrinth Dweller | Third | Anthromorph | Anthrokind | Minotaur | Brute | Wild | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Temperate | Ruins/Dungeon, Forest/Jungle | 5 | 75 (42+5d12) | 19 (1.1 x17.1) | 3 | Large (Upright) | 2; Crushing Blow 2 | +2 Hit; 8% Crit. (93+); +1 Damage | +4 Hit; 6% Crit. (95+) | +1 Hit; 5% Crit. (96+) | +2 Hit; 5% Crit. (96+) | AC 22; Armor 15; Dodge 7 |
Arcane 14; Elemental 24; Natural 20; Holy 18; Demonic 17; Mental 15 | Move 5; Str 15; Agil 8; Stam 12; Int 7; Wis 8; Avd 7; Per 10; Res 9; Init 8; Cha 7 | Minotauren | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather, Boiled x5 | Two-Handed Axe: Typ. Labrys (1d12+2d4+2, Charge +5/+1, Clumsy -10) | Labyrinth Navigation: While in its home labyrinth, this Minotaur can always remember where it is and never gets lost |
see CoC-Anthromorphs for Young Blood, Bull, and Longhorn variants |
3d6 GP, 0-1 Labyrinth Map | n/a | n/a | ||||||||
Monkey | Second | Beast | Mammal | Primate | Protector | Adult | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Forest/Jungle, N/A | 1 | 10 (6+1d6) | 5 (0.8 x6.4) | 1 | Tiny (Upright) | -4 | +7 Hit; 6% Crit. (95+); -1 Damage | +2 Hit; 5% Crit. (96+) | -6 Hit; 2% Crit. (99+) | +1 Hit; 4% Crit. (97+) | AC 28; Armor 8; Dodge 20 |
Arcane 8; Elemental 10; Natural 16; Holy 12; Demonic 17; Mental 15 | Move 6; Str 6; Agil 17; Stam 5; Int 4; Wis 11; Avd 20; Per 12; Res 6; Init 17; Cha 5 | Primate "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Fur/Hair x8 | Monkey Slap (1d3 dam) | Poo Fling (inst, single target, range 12", counts as a taunt effect) Scamper (inst, leave base contact w/o being considered 'disengaging from combat') Banana Peel Toss (once/battle, rng 6" 20% k.d, use during enemy move, action in own next turn) Evade (action, for 1 rnd use dodge x5 instead of AC vs physical attacks & LoS powers) |
1d4 Raw Meat; 0-1 Banana | Affection & Force | n/a | Humans (+1) | ||||||||
Iron Regal Dragon | Second | Dragonkind | Metallic Dragon | Dragon | Iron | Magical | Regal | yes | Realm (The Forge), Alignment (Neutral), Polarity (Order) | Tropical/Temperate | Mountain, Subterranean | 20 | 880 (620+40d12) | 1112 (6.43 x172.9) | 32 | Gargantuan (Prone) | 16; Crushing Blow 16, Toughness 4, Reach +3 | +25 Hit; 15% Crit. (86+); +3 Damage | +27 Hit; 16% Crit. (85+) | +29 Hit; 37% Crit. (64+) | +30 Hit; 17% Crit. (84+) | AC 106; Armor 96; Dodge 10 Metallic Scales (+1 Armor per slot added); Lair Action x3: May use up to three unique special Lair Actions at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 40; Elemental 40; Natural 41; Holy 40; Demonic 41; Mental 41 | Move 11; Str 21; Agil 16; Stam 20; Int 20; Wis 21; Avd 10; Per 18; Res 20; Init 20; Cha 21 | Draconic (Dragon Tongue), Terran, Common & Dwarvish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Truesight: Can see (or otherwise perceive) in natural and magical darkness at a range (in table top inches) equal to thier perception, as well as see through any type of illusion or invisibility, and can see the true form of shape shifting creatures Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Elder Dragon x8 | Bite (4d10+12) & Claw x2 (3d8+8) + Tailswipe (2d10+8 damage) | Slowing Shrapnel Aura VI: passive, Aura VI, activated at will for up to 1 hour, Dragon must pass a Stamina test at the start of each subsequent round to maintain, casting automatically cancels the aura. Causes a swarm of swirling shrapnel around itself that uses casting modifiers to inflict 1d8+2 Physical Damage and all non Iron dragon targets within radius are Slowed until passing a Stamina stat roll-off after which they are immune. |
Can use up to Tier 7 Metal Powers (per day use: T7 x3, T6 x4, T5 x5, T4 x6, T3 x7, T2 x8, T1 x9, T0 unlimited) |
Immune II (Metal & Wind): Immune to these types of damage and any associated effects Affinity III (Earth): +15% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Aura VI: Passive effects in 6" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Tailswipe V: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 8" knockback on targets of lesser size Terrifying: Enemies must pass a Resolve test to move towards the creature and if it moves into base contact with a foe they must pass a Resolve test or immediately flee their full move directly away (treat as Feared & Frightened). Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes or otherwise vents volatile energy upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius |
Can shapeshift into creatures of a lesser threat rating (preferred forms are: Dwarves, Burrowing Beasts) |
6d12 Thaumatite Ore | n/a | n/a | |||||
Iron Wyrm | Second | Dragonkind | Metallic Dragon | Dragon | Iron | Magical | Wyrm | yes | Realm (The Forge), Alignment (Neutral), Polarity (Order) | Tropical/Temperate | Mountain, Subterranean | 5 | 82 (49+5d12) | 98 (2.77 x35.2) | 9 | Large (Prone) | 2; Crushing Blow 2 | +12 Hit; 9% Crit. (92+); +1 Damage | +6 Hit; 7% Crit. (94+) | +6 Hit; 17% Crit. (84+) | +3 Hit; 6% Crit. (95+) | AC 64; Armor 48; Dodge 16 Metallic Scales (+1 Armor per slot added); Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant |
Arcane 24; Elemental 28; Natural 23; Holy 24; Demonic 21; Mental 21 | Move 8; Str 15; Agil 18; Stam 14; Int 12; Wis 9; Avd 16; Per 12; Res 12; Init 12; Cha 8 | Draconic (Dragon Tongue) & Terran | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scale, Wyrm x8 | Bite (1d8+6) & Claw x2 (1d8+2) + Tailswipe (2d6+2 dam) | Slowing Aura I: passive, Aura I, activated at will for up to 1 hour, Dragon must pass a Stamina test at the start of each subsequent round to maintain, casting automatically cancels the aura, all non Iron dragon targets within radius are Slowed until passing a Stamina stat roll-off after which they are immune |
Can use up to Tier 3 Metal Powers (per day use: T3 x3, T2 x4, T1 x5, T0 unlimited) |
Immune II (Metal & Wind): Immune to these types of damage and any associated effects Affinity I (Earth): +5% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Aura I: Passive effects in 1" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Tailswipe I: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 1" knockback on targets of lesser size Fearsome: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes or otherwise vents volatile energy upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius |
3d6 Thaumatite Ore | n/a | n/a | ||||||
Moose | Second | Beast | Mammal | Ungulate | Herd | Adult | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Temperate | Forest/Jungle, Hill | 2 | 39 (26+2d12) | 24 (1.54 x15.4) | 4 | Large (Prone) | 2; Crushing Blow 2 | +3 Hit; 5% Crit. (96+); +1 Damage | +6 Hit; 6% Crit. (95+) | -8 Hit; 1% Crit. (100+) | -1 Hit; 4% Crit. (97+) | AC 29; Armor 21; Dodge 8 Can wear up to Mail Armor |
Arcane 2; Elemental 26; Natural 21; Holy 16; Demonic 16; Mental 9 | Move 8; Str 16; Agil 12; Stam 13; Int 1; Wis 8; Avd 8; Per 15; Res 8; Init 14; Cha 2 | Ungulate "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Hide, Rugged x7 | Antlers: 2d8 damage with Block (+6) in front arc only & Hoof: 1d8 damage | Antler Toss: instant, must have successfully blocked an attack with its antlers in previous round and must pass a strength test Successful Antler Toss has k.b. equal to 2" plus any charge distance, target is k.d. if failing agil test |
Trample IV: 4d6 dam, does not effect targets of equal size or larger than the creature |
3d6 Raw Meat, 0-2 Moose Antlers | Dominance & Will | Exotic | Wild Elf (+1), Orc (-2) & Half Orc (-1) | |||||||
Hill Giant Bully | Second | Primatives | Giantkind | Giant | Hill | Bully | Regular | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Cosmopolitan | Hill, Mountain | 7 | 190 (127+14d8) | 117 (1.92 x60.7) | 10 | Huge (Upright) | 4; Crushing Blow 4, Toughness 1, Reach +1 | -1 Hit; 9% Crit. (92+); +2 Damage | +4 Hit; 9% Crit. (92+) | +3 Hit; 6% Crit. (95+) | +4 Hit; 6% Crit. (95+) | AC 17; Armor 12; Dodge 5 Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their bjerg citadel or other such lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 14; Elemental 36; Natural 26; Holy 28; Demonic 22; Mental 15 | Move 6; Str 18; Agil 8; Stam 18; Int 7; Wis 8; Avd 5; Per 8; Res 14; Init 6; Cha 4 | Giant | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather x6 | More Giant'er Great Club: 4d6+2d4+6, stun 25%, Crushing blow 3. Can attack twice if using only a basic attack action (Extra Attack I). | Hurl Boulder: May sacrifice one of two basic attacks to throw a boulder (Rng: 40, 2" radius, 2d10+8 Damage, targets are Slowed for 1 round). |
Instants: Greater Frenzy x1, Interrupting Shout x2 (OoT), Come At Me x3, Bully x3 Actions: Massive Strike x1, Meat Shield x2 |
Extra Attacks I: Potential for up to 1 extra attack, typically requires certain conditions to be met Trample II: 2d6 dam, does not effect targets of equal size or larger than the creature Affinity, Melee: +3% Critical Hit with physical melee damage (typically already added) Affinity, Ranged: +3% Critical Hit with physical ranged damage (typically already added) Thick Skinned II: Gain +2 Max HP per level (already added to base HP) Relentless II: Gain '+6 Advantage on all Resolve tests while pursuing a specific task or objective |
Voracious Hunger: Hill Giants that have not eaten within the last 12 hours it will act irrationally or go into a feeding frenzy, for the duration suffer -3 disadvantage on all stat tests but gain +3 damage |
4d8 Random Food stuffs | Hill giants tend to have lighter or tanned skin tones, thick dark hair, and are generally quite hairy. Standing at an average height of 16 feet, they are some of the smallest among giantkind, a fact they sometimes attempt to make up for by growing immensely wide. They are know for their dim wits and voracious hunger. Hill giant bullies are the largest and meanest of hill giants, and are quick to enrage when in combat. | n/a | n/a | ||||
Mountain Giant | Second | Primatives | Giantkind | Giant | Mountain | Brute | Regular | Stone Giant | yes | Realm (The Forge), Alignment (Neutral), Polarity (Order) | Arctic/Temperate | Mountain, Subterranean | 6 | 164 (110+12d8) | 99 (1.94 x51.2) | 9 | Huge (Upright) | 4; Crushing Blow 4, Toughness 1, Reach +1 | -1 Hit; 6% Crit. (95+); +3 Damage | +5 Hit; 6% Crit. (95+) | +3 Hit; 11% Crit. (90+) | +7 Hit; 7% Crit. (94+) | AC 45; Armor 40; Dodge 5 Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their cave or other such lair, typ. a bonus instant or non-attack action |
Arcane 16; Elemental 40; Natural 32; Holy 40; Demonic 32; Mental 20 | Move 6; Str 20; Agil 9; Stam 20; Int 8; Wis 12; Avd 5; Per 10; Res 20; Init 7; Cha 6 | Giant & Terran | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Hide, Earthen x8 | Giant Maul: 4d8+4 Damage, Stun 14%, Crushing blow 4. Can attack twice if using only a basic attack action (Extra Attack I). | Hurl Runic Boulder: May sacrifice one of two basic attacks to throw a rune carved boulder (Rng: 40, 2" radius, 2d12+10 Damage, targets are Slowed for 1 round). |
Extra Attacks I: Potential for up to 1 extra attack, typically requires certain conditions to be met Trample II: 2d6 dam, does not effect targets of equal size or larger than the creature Affinity I (Earth Powers): +5% Critical Hit with a given non-physical damage type (typically already added) Affinity I (Null Powers): +5% Critical Hit with a given non-physical damage type (typically already added) Toughness I (+1 from Size): Negates all incoming damage by 1 |
Anablephobia: Mountain giants become irrationally aggressive when there is nothing nearby that is taller than them, fearing they will fall up into the sky. When in this state they suffer -3 disadvantage on all stat tests, gain +3 damage and will do almost anything to make themselves more comfortable, such as piling up stonesstones, tearing the off the roof of a nearby house to wear as a wide brimmed hat, or digging a hole. |
3d8 Thaumatite Ore + 1d8 Manastone | Mountain giants have a grey toned skin, a granite-like complexion and are completely hairless. They average around 18 feet tall and are the leanest of giantkind. They often have runes carved into their stony flesh, wearing them in a symbolic manner akin to other races wearing tribal tattoos. | n/a | n/a | ||||
Mule | Second | Beast | Mammal | Equine | Pack Horse | Herd | Adult | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Cosmopolitan | Rural, Plain | 1 | 25 (18+1d12) | 7 (0.8 x8.1) | 2 | Large (Prone) | 2; Crushing Blow 2 | +1 Hit; 4% Crit. (97+); +1 Damage | +5 Hit; 6% Crit. (95+) | -8 Hit; 1% Crit. (100+) | -2 Hit; 3% Crit. (98+) | AC 16; Armor 9; Dodge 7 |
Arcane 4; Elemental 24; Natural 20; Holy 16; Demonic 16; Mental 10 | Move 7; Str 15; Agil 11; Stam 12; Int 2; Wis 8; Avd 7; Per 15; Res 8; Init 14; Cha 1 | Equine "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Fur/Hair x6 plus Fur, Coarse/Dense x1 | None but will use mule kick (2d6 dam) for self defense when fleeing is not possible | Trample I: 1d6 dam, does not effect targets of equal size or larger than the creature Mule Kick II: if engaged in close combat in both front and back, may make an extra (2d6 dam) rear arc melee attack Flighty II: If struck in combat under any circumstance, will immediately flee if failing a resolve test & continue until passing resolve test Domesticated: cannot be "summoned" with Beast Calling |
Cannot be ridden in combat |
3d6 Raw Meat | Affection & Force | Normal | Humans (+1) & Halflings (+1) | ||||||
Mycelian | Second | Plant | Fungalkind | Mycelian | Worker | Adult | yes | Realm (Eden), Alignment (Neutral), Polarity (Order) | Cosmopolitan | Subterranean, Ruins/Dungeon | 3 | 47 (30+3d10) | 21 (0.9 x23.8) | 4 | Medium (Upright) | 0 | +2 Hit; 5% Crit. (96+) | +3 Hit; 5% Crit. (96+) | +2 Hit; 5% Crit. (96+) | +5 Hit; 6% Crit. (95+) | AC 26; Armor 16; Dodge 10 When hit or armor saving Mycelians can use 1 Spore Eruption in a 1" radius |
Arcane 20; Elemental 24; Natural 50; Holy 20; Demonic 23; Mental 23 | Move 4; Str 10; Agil 10; Stam 12; Int 10; Wis 13; Avd 10; Per 11; Res 10; Init 10; Cha 8 | None, but communicate usings spores and mycelium | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Darksight I: Can see in natural darkness at a range (in table top inches) equal to their Perception. In total darkness (no-light) everything appears as shades of grey while dim light allows for discernment of color. In bright light Perception is cut in half. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Hide, Thick x8 | Spore Fist x2: 1d8+2 damage, on hit or armor save inflicts 1 type of Spore Eruption on the target | Spore Ejection: Action, instead of attacking with fists can eject 1 type Spore Eruption at a single target within 6" |
Spore Eruption: Passive. Four types of spores to choose from. Targets can only resist initial infection (using Natural Resitance), but can be reinfected to reset durations Sickening Spores: inflicts 2d6 nature damage each round for up to 3 rounds. Hallucination Spores: target suffers -20 to hit or cast and has +10% critical miss/failure chance for up to 3 rounds. Pacification Spores: If failing a Charm stat rolll-off, target cannot use any aggressive/offensive instants or actions against any Mycelians for up to 3 rounds. Regrowth Spores: heals 2d6 damage each round for up to 3 rounds, but prevents any other type of healing. |
Resistant V (Wild): +25 resistance to this type of damage/effects (typically already added) Hyper-Sensitivity (Light/Solar): Incoming damage of this type is doubled and any exposure to it (even passive) inflicts 1x HP dice of damage of that type. |
Communing Spores: passive, all Mycelians are surrounded by an imperceptible cloud of spores in a 40" radius (200 feet) that allows them to communicate with all other Mycelian within that radius, alerting them to danger, sharing pain, or other such forms of basic communication. |
2d6 Primordial Sap | n/a | n/a | ||||||
Mycelian, Hulk | Second | Plant | Fungalkind | Mycelian | Protector | Hulk | yes | Realm (Eden), Alignment (Neutral), Polarity (Order) | Cosmopolitan | Subterranean, Ruins/Dungeon | 5 | 89 (56+5d12) | 45 (1.2 x37.1) | 6 | Large (Upright) | 2; Crushing Blow 2 | +4 Hit; 6% Crit. (95+) | +5 Hit; 6% Crit. (95+) | +4 Hit; 6% Crit. (95+) | +7 Hit; 7% Crit. (94+) | AC 40; Armor 32; Dodge 8 When hit or armor saving Mycelians can use 1 Spore Eruption in a 1" radius |
Arcane 20; Elemental 32; Natural 54; Holy 22; Demonic 24; Mental 23 | Move 5; Str 14; Agil 10; Stam 16; Int 10; Wis 13; Avd 8; Per 11; Res 11; Init 8; Cha 7 | None, but communicate usings spores and mycelium | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Darksight I: Can see in natural darkness at a range (in table top inches) equal to their Perception. In total darkness (no-light) everything appears as shades of grey while dim light allows for discernment of color. In bright light Perception is cut in half. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Hide, Caloused x8 | Spore Fist x2: 1d12+6 damage, on hit or armor save inflicts 1 type of Spore Eruption on the target | Mycelia Grapple: instant, rapidly sends Mycelia along the ground towards a single target within 10", effectively grappling them to they currently location. The grapple can be broken by the Mycelia being severed/hit by 15+ damage (double damage from AoE). If within an area of widespread Mycelia growth the range is limited only by the area of the Mycelia growth Mycelia Injection: instant, can use a Spore Eruption on a target that is still grappled from a previous turn. Spore Eruption: Passive. Four types of spores to choose from. Targets can only resist initial infection (using Natural Resitance), but can be reinfected to reset durations Sickening Spores: inflicts 2d6 nature damage each round for up to 3 rounds. Hallucination Spores: target suffers -20 to hit or cast and has +10% critical miss/failure chance for up to 3 rounds. Pacification Spores: If failing a Charm stat roll-off, target cannot use any aggressive/offensive instants or actions against any Mycelians for up to 3 rounds. Regrowth Spores: heals 2d6 damage each round for up to 3 rounds, but prevents any other type of healing. |
Resistant V (Wild): +25 resistance to this type of damage/effects (typically already added) Hyper-Sensitivity (Light/Solar): Incoming damage of this type is doubled and any exposure to it (even passive) inflicts 1x HP dice of damage of that type. Toughness II: Negates all incoming damage by 2 |
Communing Spores: passive, all Mycelians are surrounded by an imperceptible cloud of spores in a 40" radius (200 feet) that allows them to communicate with all other Mycelian within that radius, alerting them to danger, sharing pain, or other such forms of basic communication. |
3d6 Primordial Sap | n/a | n/a | |||||||
Mycelian, Sovereign | Second | Plant | Fungalkind | Mycelian | Command | Sovereign | yes | Realm (Eden), Alignment (Neutral), Polarity (Order) | Cosmopolitan | Subterranean, Ruins/Dungeon | 7 | 109 (63+7d12) | 64 (1.18 x53.9) | 7 | Large (Upright) | 2; Crushing Blow 2 | +6 Hit; 7% Crit. (94+) | +7 Hit; 7% Crit. (94+) | +6 Hit; 7% Crit. (94+) | +9 Hit; 8% Crit. (93+) | AC 32; Armor 24; Dodge 8 At will can passively project a single type of Spore Eruption in a 3" radius |
Arcane 20; Elemental 28; Natural 52; Holy 24; Demonic 25; Mental 23 | Move 5; Str 12; Agil 10; Stam 14; Int 10; Wis 13; Avd 8; Per 11; Res 12; Init 12; Cha 13 | None, but communicate usings spores and mycelium | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Darksight I: Can see in natural darkness at a range (in table top inches) equal to their Perception. In total darkness (no-light) everything appears as shades of grey while dim light allows for discernment of color. In bright light Perception is cut in half. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Hide, Rugged x8 | Spore Fist x2: 1d10+4 damage, on hit or armor save inflicts 1 type of Spore Eruption on the target | Spore Ejection: Instant, ejects 1 type Spore Eruption at up to three targets within 10" |
Mycelia Control (3 per day): Action. Rapidly sends Mycelia out to a single target corporeal & organic corpse within 10". At the start of the Sovereigns next turn the corpse rises again at 1/2 its normal max HP, with -25% movement, -4 Disadvantage on all Stat tests, and retaining only its physical and/or natural attacks, abilities, and weapons. The mycelia controled corpse acts as a mindless extension of the Sovereign during the Soverigns own turn, until destroyed, disconnected from the Mycelia, or decomposed by it and becoming a new Mycelian Sprout (after 1d4+3 days). If within an area of widespread Mycelia growth the range is limited only by the area of the Mycelia growth Mycelia Thrall: If a Mycelia Controlled corpse is disconnected by the Mycelia being severed/hit by 15+ damage (double damage from AoE), it becomes a Mycelia Thrall, acting on its own turn but still loyal to its Sovereign. After 1d4 weeks the corpse will fall apart and cannot subject to Mycelia Control again. Spore Eruption: Passive. Four types of spores to choose from. Targets can only resist initial infection (using Natural Resitance at -10), but can be reinfected to reset durations Sickening Spores: inflicts 2d8 nature damage each round for up to 3 rounds. Hallucination Spores: target suffers -30 to hit or cast and has +10% critical miss/failure chance for up to 3 rounds. Pacification Spores: If failing a Charm stat roll-off, target cannot use any aggressive/offensive instants or actions against any Mycelians for up to 3 rounds. Regrowth Spores: heals 2d8 damage each round for up to 3 rounds, but prevents any other type of healing. |
Resistant V (Wild): +25 resistance to this type of damage/effects (typically already added) Hyper-Sensitivity (Light/Solar): Incoming damage of this type is doubled and any exposure to it (even passive) inflicts 1x HP dice of damage of that type. Aura III: Passive effects in 3" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive |
Communing Spores: passive, all Mycelians are surrounded by an imperceptible cloud of spores in a 40" radius (200 feet) that allows them to communicate with all other Mycelian within that radius, alerting them to danger, sharing pain, or other such forms of basic communication. Mycelia Growth: Sovereigns can growth a bed of thick Mycelia in a radius around themselves. The first 3" radius takes 1 day of uninterupted concentration to grow. For every 3" the radius extends beyond that it takes twice as many days (i.e. next 3" would be 2 days, then 4 daysm then 8 days, etc...). Areas of Mycelia growth count as Difficult Terrain for anyone other than Mycelians or Mycelian Thralls, and reduce resistance to spore infections by 10. |
3d6 Primordial Sap | n/a | n/a | ||||||
Mycelian, Sprout | Second | Plant | Fungalkind | Mycelian | Worker | Sprout | yes | Realm (Eden), Alignment (Neutral), Polarity (Order) | Cosmopolitan | Subterranean, Ruins/Dungeon | 1 | 20 (15+1d8) | 6 (0.81 x7.1) | 1 | Small (Upright) | -2 | -2 Hit; 3% Crit. (98+) | +1 Hit; 4% Crit. (97+) | -2 Hit; 3% Crit. (98+) | 0 Hit; 4% Crit. (97+) | AC 20; Armor 8; Dodge 12 |
Arcane 16; Elemental 20; Natural 45; Holy 16; Demonic 18; Mental 18 | Move 3; Str 8; Agil 8; Stam 10; Int 8; Wis 10; Avd 12; Per 11; Res 8; Init 6; Cha 5 | None, but communicate usings spores and mycelium | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Darksight I: Can see in natural darkness at a range (in table top inches) equal to their Perception. In total darkness (no-light) everything appears as shades of grey while dim light allows for discernment of color. In bright light Perception is cut in half. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Hide, Rough x8 | Spore Fist x2: 1d6+1 damage | Resistant V (Wild): +25 resistance to this type of damage/effects (typically already added) Hyper-Sensitivity (Light/Solar): Incoming damage of this type is doubled and any exposure to it (even passive) inflicts 1x HP dice of damage of that type. |
Communing Spores: passive, all Mycelians are surrounded by an imperceptible cloud of spores in a 40" radius (200 feet) that allows them to communicate with all other Mycelian within that radius, alerting them to danger, sharing pain, or other such forms of basic communication. |
1d6 Primordial Sap | n/a | n/a | ||||||||
Navy Corpsman | Third | Humanoid | Humankind | Human | Multi-racial | Navy | Corpsman | yes | Realm (Eden), Alignment (Variable), Polarity (Variable) | Cosmopolitan | Coastal/Shore, | 3 | 42 (25+3d10) | 12 (1 x12.5) | 3 | Medium (Upright) | 0 | 0 Hit; 2% Crit. (99+) | -1 Hit; 2% Crit. (99+) | -1 Hit; 2% Crit. (99+) | +1 Hit; 3% Crit. (98+) | AC 29; Armor 19; Dodge 10; Noisy 3; Double Layer 3 |
Arcane 20; Elemental 20; Natural 22; Holy 22; Demonic 23; Mental 22 | Move 4; Str 12; Agil 11; Stam 10; Int 10; Wis 12; Avd 10; Per 10; Res 11; Init 11; Cha 10 | Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather, Ringmail x3 over Leather x5 | Cutlass (2d4 damage) | Sailor I: +5 melee/ranged hit when fighting on water First Aid II: Instant, can apply basic combat bandage, unlimited use, restore 1d10 HP to an ally, must touch |
Usually assigned to a group of Navymen or Marines |
1d3 GP+1d4 Basic Combat Bandages | n/a | n/a | |||||||
Navy Marine | Third | Humanoid | Humankind | Human | Multi-racial | Navy | Marine | yes | Realm (Eden), Alignment (Variable), Polarity (Variable) | Cosmopolitan | Coastal/Shore, N/A | 2 | 31 (20+2d10) | 11 (1 x11.3) | 2 | Medium (Upright) | 0 | 0 Hit; 3% Crit. (98+) | -1 Hit; 2% Crit. (99+) | -5 Hit; 1% Crit. (100+) | -4 Hit; 1% Crit. (100+) | AC 32; Armor 22; Dodge 10; Noisy 6; Double Layer 2 |
Arcane 20; Elemental 20; Natural 21; Holy 20; Demonic 21; Mental 21 | Move 4; Str 12; Agil 11; Stam 10; Int 10; Wis 11; Avd 10; Per 10; Res 10; Init 10; Cha 10 | Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather, Ringmail x6 over Leather x2 | Hand Axe (1d10, 5% cleaving) and Cestus (2 dam fist attack) | Grappling Hook: Range 12", 70% success (modified by GM discretion), if successfully seated can swing on or climb rope |
Sailor I: +5 melee/ranged hit when fighting on water |
May skirmish, even if in formations larger than 10 |
3+1d4 SP, 50% grappling hook & rope (12meters) | n/a | n/a | ||||||
Navy Seaman | Third | Humanoid | Humankind | Human | Multi-racial | Navy | Seaman | yes | Realm (Eden), Alignment (Variable), Polarity (Variable) | Cosmopolitan | Coastal/Shore, | 2 | 31 (20+2d10) | 10 (1 x9.6) | 2 | Medium (Upright) | 0 | +1 Hit; 4% Crit. (97+) | +1 Hit; 4% Crit. (97+) | +1 Hit; 4% Crit. (97+) | +1 Hit; 4% Crit. (97+) | AC 24; Armor 14; Dodge 10 |
Arcane 20; Elemental 20; Natural 20; Holy 20; Demonic 20; Mental 20 | Move 4; Str 11; Agil 10; Stam 10; Int 10; Wis 10; Avd 10; Per 10; Res 10; Init 10; Cha 10 | Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth, Quilted x7 | Cutlass: 2d4 damage & Buckler: Block (+1) | Often carry throwing weapons or Hand Crossbows |
Sailor I: +5 melee/ranged hit when fighting on water |
May skirmish, even if in formations larger than 10 |
1d4+2 SP | n/a | n/a | ||||||
Bones, Risen | False | Undead | Skeletal | Living Bones | Regular | yes | Realm (Strife), Alignment (Evil), Polarity (Chaos) | Cosmopolitan | Ruins/Dungeon, Rural | 2 | 15 (4+2d10) | 5 (2.76 x1.9) | 1 | Medium (Upright) | 0 | -2 Hit; 3% Crit. (98+) | -7 Hit; 2% Crit. (99+) | -8 Hit; 1% Crit. (100+) | -8 Hit; 1% Crit. (100+) | AC 0; Armor 0; Dodge 0 |
Arcane 2; Elemental 29; Natural 3; Holy 2; Demonic 67; Mental 2 | Move 3; Str 12; Agil 7; Stam 2; Int 1; Wis 1; Avd 6; Per 2; Res 16; Init 1; Cha 0 | Understands the languages it knew in life but can't speak | Blind: This creature is naturally or otherwise blind and must rely solely on other senses. When outside the range of its other senses, it automatically fails any Perception test Sense Living III: Can sense living organic beings at a range (in table top inches) equal to 2x Perception with +8 Advantage to Perception rolls Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth (scraps) x5 | Skeletal Claw x2 (1d4 damage) | Undead: Does not eat, sleep, tire, breathe, or bleed (immune to any effect related to these). Counts as Implacable and Immune to stun, fear, poison, disease. Holy and life based healing powers cause damage instead of healing. +50 Demonic Resistance & -30 Holy Resistance (already added). Sensitivity to Holy (double damage). Typically destroyed if reaching 0 HP. Mindless: Does not possess the ability to truly think or reason, instead operating on some form of predetermined will or set of parameters; immune to taunt, fear and all mental or pyschological damage and effects; dodge always equals zero regardless of Avd. Stat Toughness V: Negates all incoming damage by 5 Immune (Fire): Immune to this type of damage and any associated effects Resistant V (Elemental): +25 resistance to this type of damage/effects (typically already added) |
n/a | n/a | |||||||||||
Niflwolfen, Greater | Abomination | Demon | Realm | Niflwolfen | Assault, Specialist | Greater | Demon of Winter | yes | Realm (Hell), Alignment (Evil), Polarity (Chaos) | Extra Planar | Mountain, Plain | 13 | 235 (150+13d12) | 119 (1.53 x77.8) | 10 | Large (Upright) | 2; Crushing Blow 2 | +11 Hit; 7% Crit. (94+); +3 Damage | +12 Hit; 7% Crit. (94+) | +16 Hit; 9% Crit. (92+) | +11 Hit; 17% Crit. (84+) | AC 60; Armor 50; Dodge 10; Noisy 4; Double Layer 4 |
Arcane 36; Elemental 50; Natural 43; Holy 28; Demonic 27; Mental 31 | Move 6; Str 21; Agil 13; Stam 20; Int 18; Wis 13; Avd 10; Per 14; Res 14; Init 14; Cha 6 | Common & Demonic, also understand Angelic but would never speak it | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Heatsense II: Can sense differences in heat within physical substance at a range (in table top inches) equal to 2x Perception with +5 Advantage to Perception rolls Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Rejuvenating: When its Substance or physical form is destroyed in the Realm of Strife its Spirit and/or Soul lives on, either returning to its Realm of Origin or being anchored within some form of physical object or remains, allowing it to take physical form again (see Extra for details). This effectively makes the creature immortal unless slain within its own Realm of Origin or if the anchored object is destroyed before it can reform itself. |
Mail, Plated x4 over Hide, Rugged x8 plus Fur, Coarse/Dense x2 | Bite: 1d8+4 damage + Balanced Axe: 1d12+1 damage & Kite Shield: Block (+6) AND/OR Halberd: 1d10+2d4+2 damage, Melee-Range 1, Wardoff | Frozen Wasteland: instant, freezes ground beneath feet w/in 3", -1 enemy movement Chains of Ice (T5) x3, Ice Spike x4, Frost Armor x1 |
Sensitivity (Holy): Incoming damage of this type is doubled Resistant I (Elemental): +5 resistance to this type of damage/effects (typically already added) Resistant I (Natural): +5 resistance to this type of damage/effects (typically already added) Affinity I (Demonic): +5% Critical Hit with a given non-physical damage type (typically already added) Pack Hunting I: +1 dam & +1 Resolve for every other packhunter of that type w/in 10" (Max +3) Immune (Frost): Immune to this type of damage and any associated effects |
Immune to Frost/Water Damage Hell Powers: Possession, Demonic Strike |
3d6 Demon Blood, 3d6 Everice | n/a | n/a | ||||||
Niflwolfen, Imp | Abomination | Demon | Realm | Niflwolfen | Assault, Specialist | Imp | Demon of Winter | yes | Realm (Hell), Alignment (Evil), Polarity (Chaos) | Extra Planar | Mountain, Plain | 3 | 39 (25+3d8) | 19 (1.12 x16.6) | 3 | Small (Upright) | -2 | +5 Hit; 3% Crit. (98+) | +2 Hit; 2% Crit. (99+) | -2 Hit; 1% Crit. (100+) | -7 Hit; 1% Crit. (100+) | AC 42; Armor 22; Dodge 20; Noisy 4; Double Layer 4 |
Arcane 20; Elemental 20; Natural 15; Holy 12; Demonic 11; Mental 15 | Move 5; Str 11; Agil 17; Stam 10; Int 10; Wis 5; Avd 20; Per 14; Res 6; Init 10; Cha 2 | Common & Demonic, also understand Angelic but would never speak it | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Heatsense I: Can sense differences in heat within physical substance at a range (in table top inches) equal to 1x Perception with +3 Advantage to Perception rolls Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Rejuvenating: When its Substance or physical form is destroyed in the Realm of Strife its Spirit and/or Soul lives on, either returning to its Realm of Origin or being anchored within some form of physical object or remains, allowing it to take physical form again (see Extra for details). This effectively makes the creature immortal unless slain within its own Realm of Origin or if the anchored object is destroyed before it can reform itself. |
Leather, Ringmail x4 over Hide, Rough x8 plus Fur/Hair x2 | Bite: 1d4 damage + Hand Axe: 1d10 damage & Round Shield: Block (+2) AND/OR Bill Hook: 1d12+1, Melee-Range 2, Wardoff. | Frozen Wasteland: instant, freezes ground beneath feet w/in 1", -1 enemy movement Chains of Ice (T1) x1 |
Sensitivity (Holy): Incoming damage of this type is doubled Pack Hunting I: +1 dam & +1 Resolve for every other packhunter of that type w/in 10" (Max +3) Immune (Frost): Immune to this type of damage and any associated effects |
Immune to Frost/Water Damage Hell Powers: Possession, Demonic Strike |
1d6 Demon Blood, 1d6 Everice | n/a | n/a | ||||||
Niflwolfen, Lesser | Abomination | Demon | Realm | Niflwolfen | Assault, Specialist | Lesser | Demon of Winter | yes | Realm (Hell), Alignment (Evil), Polarity (Chaos) | Extra Planar | Mountain, Plain | 8 | 119 (75+8d10) | 60 (1.49 x40.7) | 7 | Medium (Upright) | 0 | +8 Hit; 5% Crit. (96+); +1 Damage | +7 Hit; 5% Crit. (96+) | +7 Hit; 5% Crit. (96+) | +2 Hit; 8% Crit. (93+) | AC 51; Armor 36; Dodge 15; Noisy 4; Double Layer 4 |
Arcane 28; Elemental 35; Natural 29; Holy 20; Demonic 19; Mental 23 | Move 5; Str 16; Agil 15; Stam 15; Int 14; Wis 9; Avd 15; Per 14; Res 10; Init 12; Cha 4 | Common & Demonic, also understand Angelic but would never speak it | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Heatsense I: Can sense differences in heat within physical substance at a range (in table top inches) equal to 1x Perception with +3 Advantage to Perception rolls Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Rejuvenating: When its Substance or physical form is destroyed in the Realm of Strife its Spirit and/or Soul lives on, either returning to its Realm of Origin or being anchored within some form of physical object or remains, allowing it to take physical form again (see Extra for details). This effectively makes the creature immortal unless slain within its own Realm of Origin or if the anchored object is destroyed before it can reform itself. |
Mail, Chain x4 over Hide, Thick x8 plus Fur, Thick/Shaggy x2 | Bite: 1d8 damage + Balanced Axe: 1d12+1 damage & Targe: Block (+4) AND/OR Poleaxe: 1d8+2d4+1, Melee-Range 2, Wardoff. | Frozen Wasteland: instant, freezes ground beneath feet w/in 2", -1 enemy movement Chains of Ice (T3) x2, Ice Spike x2 |
Sensitivity (Holy): Incoming damage of this type is doubled Resistant II (Elemental): +10 resistance to this type of damage/effects (typically already added) Resistant II (Natural): +10 resistance to this type of damage/effects (typically already added) Affinity II (Demonic): +10% Critical Hit with a given non-physical damage type (typically already added) Pack Hunting I: +1 dam & +1 Resolve for every other packhunter of that type w/in 10" (Max +3) Immune (Frost): Immune to this type of damage and any associated effects |
Immune to Frost/Water Damage Hell Powers: Possession, Demonic Strike |
2d6 Demon Blood, 2d6 Everice | n/a | n/a | ||||||
Nightmare | Second | Fey | Mammal | Equine | Magical | Adult | yes | Realm (The Furnace), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Plain, Volcanic | 2 | 39 (26+2d12) | 20 (1.6 x12.4) | 3 | Large (Prone) | 2; Crushing Blow 2 | +5 Hit; 6% Crit. (95+); +1 Damage | +7 Hit; 6% Crit. (95+) | -3 Hit; 3% Crit. (98+) | +4 Hit; 5% Crit. (96+) | AC 16; Armor 9; Dodge 7 Can wear up to Plate Armor |
Arcane 12; Elemental 26; Natural 26; Holy 20; Demonic 23; Mental 19 | Move 8; Str 15; Agil 14; Stam 13; Int 6; Wis 13; Avd 7; Per 16; Res 10; Init 14; Cha 1 | Equine "Speech", Common & Ignan | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Rejuvenating: When its Substance or physical form is destroyed in the Realm of Strife its Spirit and/or Soul lives on, either returning to its Realm of Origin or being anchored within some form of physical object or remains, allowing it to take physical form again (see Extra for details). This effectively makes the creature immortal unless slain within its own Realm of Origin or if the anchored object is destroyed before it can reform itself. |
Fur/Hair x6 plus Fur, Coarse/Dense x1 | Hoof (1d12) | Malevolent Gaze: Action, stares at a single target w/in 20" with its fiery red eyes, causing Fear if failing a Resolve test Flame Trail: leaves flaming hoof prints along its movement path for 1 rnd, causing 1d4 Fire dam to anything it touches (add to Trample dam) |
Trample II: 2d6 dam, does not effect targets of equal size or larger than the creature Mule Kick II: if engaged in close combat in both front and back, may make an extra (2d6 dam) rear arc melee attack |
Dominance & Force | Exotic, can't be broken (must willingly choose to be used as a mount) | Orcs (+2), Half Orcs (+1), Elves (-1) | ||||||||
Nothic | Third | Monster | Cursed | Human | Multi-racial | Ambusher | yes | Realm (Strife), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Ruins/Dungeon, Subterranean | 5 | 84 (56+5d10) | 26 (1.2 x21.7) | 4 | Medium (Upright) | 0 | +10 Hit; 8% Crit. (93+) | +10 Hit; 8% Crit. (93+) | +7 Hit; 7% Crit. (94+) | +4 Hit; 6% Crit. (95+) | AC 24; Armor 14; Dodge 10 |
Arcane 26; Elemental 32; Natural 26; Holy 24; Demonic 22; Mental 23 | Move 4; Str 14; Agil 16; Stam 16; Int 13; Wis 10; Avd 10; Per 16; Res 12; Init 12; Cha 6 | Can understand common but can only speak through telepathy (at range equal to 2x Intellect) | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Darksight II: Can see in natural darkness at a range (in table top inches) equal to 2x their Perception. In total darkness (no-light) everything appears as shades of grey while dim light allows for discernment of color. In bright light Perception is cut in half. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Hide, Thick x7 | Claw x2 (2d6+2 damage) | Necrotic Gaze: action, single target, LoS required, uses the lesser of the targets Natural or Demonic Resistance, deals 3d6+2 damage and unnaturally rots the victims flesh reducing the value of any type of healing by 50%, must be cured like a disease or is automatically cured after the effects of a Holy based heal. Telepathic Insight: instant, single target, LoS required, roll to hit versus Mental Resistance, if failing the Nothic learns a fact, weakness, or secret about the target. |
Thorny II: Body is covered in natural thorns, bone spikes, or other sharp protrusions that cause 2 auto damage each time someone attacks in base contact Sneaky I: Can enter battle hidden & +3 Advantage to avoid being detected |
Often drops a small magical trinket that is the key to unlocking their hidden stash of magical artifacts | The cursed and malformed Nothic is all that remains of a once powerful and noble Wizard who broke their sacred oath and delved into the unfathomable depths of chaos found on the outer edges of creation. Their reward for such folly was immortality, telepathy, and insanity. Nothics are spiny hunchbacked creatures whose face is dominated by a single oversized eye, whose gaze can rot flesh right off the bone, making for a tasty snack. Though intelligent, they are thoroughly mad and possess aims and goals that they do not truly understand themselves. They are driven by an insatiable desire to collect magical items and artifacts in a futile effort to reverse their ancient curse. Though they long ago lost the ability to speak, they can communicate telepathically and speak directly into the minds of those they interact with. Such is their madness, that to most a Nothics voice it is a nonsensical collection of whispers and raving lunacy. However, in exchange for meat or magic, a Nothic can sometimes be reasoned with. | n/a | n/a | |||||||
Ogre Brute | Third | Greenskin | Ogrekind | Ogre | Brute | Brute | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Temperate | Hill, Rural | 3 | 50 (30+3d12) | 10 (1.11 x9.2) | 2 | Large (Upright) | 2; Crushing Blow 2 | 0 Hit; 4% Crit. (97+); +1 Damage | 0 Hit; 4% Crit. (97+) | -2 Hit; 4% Crit. (97+) | -2 Hit; 4% Crit. (97+) | AC 12; Armor 4; Dodge 8 |
Arcane 12; Elemental 24; Natural 13; Holy 15; Demonic 16; Mental 12 | Move 4; Str 15; Agil 8; Stam 12; Int 6; Wis 6; Avd 8; Per 8; Res 10; Init 5; Cha 2 | Ogrish & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather x2 | 1H or 2H Simple/Primitive Bludgeon (typ: Spiked Club 2H 1d6+2d4) | Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) Stocky: no movement penalties for wearing triple layer armor and ignore ALL Difficult Terrain movement penalties |
1d4 SP | n/a | n/a | |||||||||
Ogre Enforcer | Third | Greenskin | Ogrekind | Ogre | Warrior | Enforcer | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Temperate | Hill, Rural | 8 | 127 (75+8d12) | 39 (1.11 x35.1) | 5 | Large (Upright) | 2; Crushing Blow 2 | +1 Hit; 1% Crit. (100+); +1 Damage | -2 Hit; 1% Crit. (100+) | -4 Hit; 1% Crit. (100+) | -4 Hit; 1% Crit. (100+) | AC 60; Armor 49; Dodge 11; Noisy 10; Double Layer 3; Triple Layer 2 |
Arcane 18; Elemental 30; Natural 19; Holy 21; Demonic 22; Mental 18 | Move 5; Str 17; Agil 11; Stam 15; Int 9; Wis 9; Avd 11; Per 8; Res 13; Init 8; Cha 2 | Ogrish & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Mail, Plated x8 w/ Leather, Ringmail x2 over Cloth x3 | Any combination of 1H bludgeon, whip, and shield; typ. Banded Club: 2d4 damage & Braided Whip: 1d6+1 damage, Reach 4" & Targe: Block (+4) | "Git movin or me bash yor 'ed in!" x1 (instant): All Ogres w/in 6", of rank less than Enforcer gain a free move or action Vengeance x2, Mammoth Strike x2, Execution x1 |
Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) Stocky: no movement penalties for wearing triple layer armor and ignore ALL Difficult Terrain movement penalties |
1d6 GP | n/a | n/a | ||||||||
Ogre Overlord | Third | Greenskin | Ogrekind | Ogre | Warrior | Overlord | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Temperate | Hill, Rural | 15 | 251 (153+15d12) | 92 (1.39 x66.3) | 9 | Large (Upright) | 2; Crushing Blow 2 | -1 Hit; 1% Crit. (100+); +2 Damage | -2 Hit; 1% Crit. (100+) | +4 Hit; 1% Crit. (100+) | +4 Hit; 1% Crit. (100+) | AC 77; Armor 68; Dodge 9; Noisy 12; Double Layer 6; Triple Layer 4 |
Arcane 24; Elemental 36; Natural 25; Holy 27; Demonic 28; Mental 24 | Move 5; Str 19; Agil 9; Stam 18; Int 12; Wis 12; Avd 9; Per 8; Res 16; Init 11; Cha 2 | Ogrish & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Mail, Plated x8 w/ Mail, Chain x4 over Leather x6 | Bearded Axe x2 (1d10+1d4), typ Enchant (see extra) adds +2 damage | "ME Overlord, ME smash!" (passive): at 10% or lower health all attacks do MAX damage Aura of Voracity (4" radius) Concentration x16, Doom Strike x4, Mongoose Strike x4, Hawk Strike x4 |
Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) Stocky: no movement penalties for wearing triple layer armor and ignore ALL Difficult Terrain movement penalties Aura IV: Passive effects in 4" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive |
Has up to 4xp worth of craftings/enchants typ. Bearded Axes of Improved Pain (+2 damage) |
4d6 GP | n/a | n/a | |||||||
Ogre Pillager | Third | Greenskin | Ogrekind | Ogre | Brute | Pillager | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Temperate | Hill, Rural | 4 | 65 (39+4d12) | 17 (1.11 x15.3) | 3 | Large (Upright) | 2; Crushing Blow 2 | +2 Hit; 5% Crit. (96+); +1 Damage | +1 Hit; 5% Crit. (96+) | -5 Hit; 1% Crit. (100+) | -5 Hit; 1% Crit. (100+) | AC 24; Armor 15; Dodge 9; Noisy 5 |
Arcane 14; Elemental 26; Natural 15; Holy 19; Demonic 19; Mental 14 | Move 5; Str 15; Agil 9; Stam 13; Int 7; Wis 7; Avd 9; Per 8; Res 12; Init 6; Cha 2 | Ogrish & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather, Ringmail x5 | Any 1H weapon & Small Weapon (typ: Morningstar 1d8+2 & Hatchet 1d8) | Often carry additional thrown weapons such as spears, javelins or axes, typ. extra Hatchets (1d8 dam, range = str+1) |
Net Toss x1: instant, range = strength, target can roll to dodge, snarred targets are treated as immbolized until passing a strength test, allies can cut the net loose if in base contact but requires an instant or an off-hand action |
Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) Stocky: no movement penalties for wearing triple layer armor and ignore ALL Difficult Terrain movement penalties |
2d6 SP, sack of spoils (medium) | n/a | n/a | |||||||
Ogre Soldier | Third | Greenskin | Ogrekind | Ogre | Warrior | Soldier | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Temperate | Hill, Rural | 6 | 95 (56+6d12) | 31 (1.11 x27.5) | 5 | Large (Upright) | 2; Crushing Blow 2 | -7 Hit; 1% Crit. (100+); +1 Damage | -6 Hit; 1% Crit. (100+) | -9 Hit; 1% Crit. (100+) | -9 Hit; 1% Crit. (100+) | AC 65; Armor 58; Dodge 7; Noisy 12; Double Layer 3; Triple Layer 3 |
Arcane 16; Elemental 28; Natural 17; Holy 19; Demonic 20; Mental 16 | Move 5; Str 16; Agil 7; Stam 14; Int 8; Wis 8; Avd 7; Per 8; Res 12; Init 7; Cha 2 | Ogrish & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Mail, Plated x8 w/ Leather, Ringmail x4 over Leather x3 | Any 1H weapon & Shield; typ. Bearded Axe (1d10+1d4) & Kite Shield (30%) | Metal Crossbow w/ Metal Bolts (1d10+1d8+2, Armor Piercing -15, Reload-Ranged 40") |
Shield Wall: passive, gain +10% block for every other Soldier w/in 2" (max +30%) Taunt: instant, unlimited |
Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) Stocky: no movement penalties for wearing triple layer armor and ignore ALL Difficult Terrain movement penalties |
1d2 GP | n/a | n/a | |||||||
Ogre Warmonger | Third | Greenskin | Ogrekind | Ogre | Warrior | Warmonger | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Temperate | Hill, Rural | 10 | 161 (96+10d12) | 53 (1.11 x48.1) | 6 | Large (Upright) | 2; Crushing Blow 2 | +8 Hit; 6% Crit. (95+); +1 Damage | +4 Hit; 5% Crit. (96+) | +1 Hit; 1% Crit. (100+) | +1 Hit; 1% Crit. (100+) | AC 47; Armor 35; Dodge 12; Noisy 8; Double Layer 3 |
Arcane 20; Elemental 32; Natural 21; Holy 23; Demonic 24; Mental 20 | Move 6; Str 17; Agil 12; Stam 16; Int 10; Wis 10; Avd 12; Per 8; Res 14; Init 9; Cha 2 | Ogrish & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Mail, Scale x8 over Cloth x3 | Dual Wield Any 1H weapon (sometimes enchanted/crafted); typ. Dual Wield Battle Axe (1d10+2) | Sweeping Strike x3, Superior tactical Charge x3, Crippling Blow x2, Matchless Mortal Wound x2, Matchless Bersker Strike x2, Ferocity x2 |
Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) Stocky: no movement penalties for wearing triple layer armor and ignore ALL Difficult Terrain movement penalties |
Activates "Superior Offensive Stance" at half health Warmonger Sec. Skill Rank3 |
2d6 GP | n/a | n/a | |||||||
Orc Big Boss, Cavalry | Third | Greenskin | Orckind | Orc | Cavalry | Big Boss | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Plain, Rural | 7 | 109 (63+7d12) | 38 (1.18 x32.7) | 5 | Medium (Upright) | 0 | -1 Hit; 1% Crit. (100+); +1 Damage | 0 Hit; 1% Crit. (100+) | -2 Hit; 1% Crit. (100+) | 0 Hit; 1% Crit. (100+) | AC 48; Armor 40; Dodge 8; Noisy 6; Double Layer 6 |
Arcane 16; Elemental 28; Natural 19; Holy 17; Demonic 21; Mental 18 | Move 4; Str 17; Agil 9; Stam 14; Int 8; Wis 10; Avd 8; Per 10; Res 11; Init 10; Cha 5 | Orcish & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Mail, Chain x6 over Leather x8 | Great Spear (in 1H): 2d8 damage & Kite Shield: Block (+6) | After initial Charge, switches to Broad Axe (2H, 1d10+1d6+2 Damage, targets are Slowed for 1 round) |
"Oi! I said charge maggotz" x1 (instant): all Orc Cavalry (incl Boss) w/in 8" can add +1dam/1" of charge Superior Offensive Stance x1 Kodiak Strike x2 Greater Mortal Wound x2 Superior Berserker Strike x2 |
Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) Savagery: after landing a killing blow gain +1 physical damage per 5 levels (round up) until the end of their NEXT turn; this effect is refreshed each time a killing blow is scored, potentially extending the duration Obedience II: +4 Advantage on Resolve tests & +1 Initiative Score when fighting in formation with or within LoS of a superior/officer (see Extra) Unyielding: Immune to stun, slow, winded, incapacitate, immobilize, or silence CC effects or any effect that would cause them to miss a turn |
Gain Obedience when Chieftain or Higher is present Sometimes carries crafted/enchanted weapons and armor Typically mounted on a Warg or Raptor or Pterradon |
2d6 GP | n/a | n/a | ||||||
Orc Big Boss, Infantry | Third | Greenskin | Orckind | Orc | Infantry | Big Boss | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Plain, Rural | 7 | 109 (63+7d12) | 38 (1.18 x31.9) | 5 | Medium (Upright) | 0 | +1 Hit; 3% Crit. (98+); +1 Damage | +2 Hit; 3% Crit. (98+) | -2 Hit; 1% Crit. (100+) | 0 Hit; 1% Crit. (100+) | AC 46; Armor 38; Dodge 8; Noisy 6; Double Layer 4 |
Arcane 16; Elemental 28; Natural 19; Holy 17; Demonic 21; Mental 18 | Move 4; Str 17; Agil 9; Stam 14; Int 8; Wis 10; Avd 8; Per 10; Res 11; Init 10; Cha 5 | Orcish & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Mail, Plated x6 over Leather x4 | Bearded Axe: 1d10+1d4 damage & Shield Blade: 1d8 damage, block (+1) | Composite Crossbow w/ Metal Bolts (1d10+1d6+2, reload-range 35", armor piercing -10) |
"Git in there boyz" x1 (instant): all Orc Infantry (incl. Boss) w/in 8" get 1 free move or action Warmaker Stance x1 Kodiak Strike x2 Greater Mortal Wound x2 Superior Berserker Strike x2 |
Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) Savagery: after landing a killing blow gain +1 physical damage per 5 levels (round up) until the end of their NEXT turn; this effect is refreshed each time a killing blow is scored, potentially extending the duration Obedience II: +4 Advantage on Resolve tests & +1 Initiative Score when fighting in formation with or within LoS of a superior/officer (see Extra) Unyielding: Immune to stun, slow, winded, incapacitate, immobilize, or silence CC effects or any effect that would cause them to miss a turn |
Gain Obedience when Chieftain or Higher is present Sometimes carries crafted/enchanted weapons and armor |
2d6 GP | n/a | n/a | ||||||
Orc Boss, Cavalry | Third | Greenskin | Orckind | Orc | Cavalry | Boss | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Plain, Rural | 5 | 82 (49+5d12) | 28 (1.12 x24.7) | 4 | Medium (Upright) | 0 | -1 Hit; 2% Crit. (99+); +1 Damage | 0 Hit; 2% Crit. (99+) | -2 Hit; 1% Crit. (100+) | 0 Hit; 2% Crit. (99+) | AC 40; Armor 32; Dodge 8; Noisy 4; Double Layer 4 |
Arcane 16; Elemental 28; Natural 19; Holy 15; Demonic 20; Mental 18 | Move 4; Str 16; Agil 9; Stam 14; Int 8; Wis 10; Avd 8; Per 10; Res 10; Init 9; Cha 5 | Orcish & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Mail, Chain x4 over Leather x8 | Great Spear (in 1H): 2d8 damage & Kite Shield: Block (+6) | After initial Charge, switches to Broad Axe (2H, 1d10+1d6+2 Damage, targets are Slowed for 1 round) |
"Oi! I said charge maggotz" x1 (instant): all Orc Cavalry w/in 6" can add +1dam/1" of charge Greater Offensive Stance x1 Hawk Strike x1 Greater Berserker Strike x2 |
Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) Savagery: after landing a killing blow gain +1 physical damage per 5 levels (round up) until the end of their NEXT turn; this effect is refreshed each time a killing blow is scored, potentially extending the duration Obedience II: +4 Advantage on Resolve tests & +1 Initiative Score when fighting in formation with or within LoS of a superior/officer (see Extra) |
Gain Obedience when Big Boss or Higher is present Typically mounted on a Warg or Raptor or Pterradon |
2d4 GP | n/a | n/a | ||||||
Orc Boss, Infantry | Third | Greenskin | Orckind | Orc | Infantry | Boss | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Plain, Rural | 5 | 82 (49+5d12) | 27 (1.12 x23.7) | 4 | Medium (Upright) | 0 | -1 Hit; 2% Crit. (99+); +1 Damage | 0 Hit; 2% Crit. (99+) | -4 Hit; 1% Crit. (100+) | -2 Hit; 1% Crit. (100+) | AC 40; Armor 32; Dodge 8; Noisy 6; Double Layer 4 |
Arcane 16; Elemental 28; Natural 19; Holy 15; Demonic 20; Mental 18 | Move 4; Str 16; Agil 9; Stam 14; Int 8; Wis 10; Avd 8; Per 10; Res 10; Init 9; Cha 5 | Orcish & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Mail, Chain x6 over Leather x4 | Battle Axe: 1d10+2 damage & Shield Blade: 1d8 damage, block (+1) | War Crossbow w/ Metal Bolts (1d12+3, reload-range 35", armor piercing -10) |
"Git in there boyz" x1 (instant): all Orc Infantry w/in 6" get 1 free move or action Hawk Strike x1 Imp. Mortal Wound x1 Greater Berserker Strike x2 |
Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) Savagery: after landing a killing blow gain +1 physical damage per 5 levels (round up) until the end of their NEXT turn; this effect is refreshed each time a killing blow is scored, potentially extending the duration Obedience II: +4 Advantage on Resolve tests & +1 Initiative Score when fighting in formation with or within LoS of a superior/officer (see Extra) |
Gain Obedience when Big Boss or Higher is present |
2d4 GP | n/a | n/a | ||||||
Orc Chieftain, Warboss | Third | Greenskin | Orckind | Orc | Chieftain | Warboss | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Plain, Rural | 13 | 197 (113+13d12) | 69 (1.16 x59.4) | 7 | Medium (Upright) | 0 | +1 Hit; 1% Crit. (100+); +2 Damage | +4 Hit; 2% Crit. (99+) | +2 Hit; 1% Crit. (100+) | +4 Hit; 2% Crit. (99+) | AC 62; Armor 56; Dodge 6; Noisy 8; Double Layer 8 |
Arcane 16; Elemental 30; Natural 20; Holy 21; Demonic 23; Mental 18 | Move 4; Str 18; Agil 7; Stam 15; Int 8; Wis 10; Avd 6; Per 10; Res 13; Init 12; Cha 6 | Orcish & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Mail, Plated x8 over Leather x8 | Any 2H Axe/Bludgeon OR Large Axe + Large Bludgeon combo (typ. Bearded Axe, 1d12+1d4+1 & Morningstar, 1d8+2) | "Its Killin Time Boyz" x1 (instant): all lesser orcs w/in 10" attack twice on their next turn Warmaker Stance x1 Matchless Offensive Stance x1 Taunt x2 Mammoth Strike x2 Sweeping Strike x2 Superior Mortal Wound x2 Devastation x2 Leaping Strike x2 |
Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) Savagery: after landing a killing blow gain +1 physical damage per 5 levels (round up) until the end of their NEXT turn; this effect is refreshed each time a killing blow is scored, potentially extending the duration Unyielding: Immune to stun, slow, winded, incapacitate, immobilize, or silence CC effects or any effect that would cause them to miss a turn Uncontrollable: Immune to any effect that would cause them to move or take action against their will (i.e. fear, taunt, Curse of Control, etc...) |
Usually carries crafted/enchanted weapons and armor |
3d8 GP | n/a | n/a | |||||||
Orc Chieftain, Warlord | Third | Greenskin | Orckind | Orc | Chieftain | Warlord | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Plain, Rural | 17 | 263 (152+17d12) | 95 (1.27 x74.7) | 9 | Medium (Upright) | 0 | +1 Hit; 3% Crit. (98+); +2 Damage | +10 Hit; 6% Crit. (95+) | +15 Hit; 12% Crit. (89+) | +17 Hit; 12% Crit. (89+) | AC 58; Armor 58; Dodge 0; Stiff 6; Double Layer 6 |
Arcane 18; Elemental 32; Natural 22; Holy 23; Demonic 25; Mental 20 | Move 4; Str 18; Agil 1; Stam 16; Int 9; Wis 11; Avd 5; Per 10; Res 14; Init 13; Cha 6 | Orcish & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Plate, Full x6 over Leather x8 | Any 2H Axe/Bludgeon OR 2x Large Axe combo (typ. Bearded Axe x2, 1d12+1d4+1) | "Fight 'Arder U Maggotz" x1 (instant): all lesser orcs w/in 12" have +5 dam for 1 round Improved Warmaker Stance x1 Matchless Offensive Stance x1 Fixate Foe x2 Improved Sweeping Strike x2 Improved Mongoose Strike x2 Imp. Sweeping Attack x4 Matchless Mortal Wound x2 Devastation x2 Leaping Strike x2 Doom Strike x2 |
Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) Savagery: after landing a killing blow gain +1 physical damage per 5 levels (round up) until the end of their NEXT turn; this effect is refreshed each time a killing blow is scored, potentially extending the duration Indomitable: Counts as Implacable, Immovable, Unyielding and Uncontrollable; also immune to critical misses, all forms of CC, and cannot be "insta-killed" (i.e. Heart Punch, throat crush, garrote, throat slash, etc...) |
Always carries crafted/enchanted weapons and armor |
4d10 GP | n/a | n/a | |||||||
Orc Grunt | Third | Greenskin | Orckind | Orc | Worker | Grunt | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Plain, Rural | 2 | 35 (24+2d10) | 7 (0.96 x6.9) | 2 | Medium (Upright) | 0 | +1 Hit; 4% Crit. (97+) | +1 Hit; 4% Crit. (97+) | -2 Hit; 3% Crit. (98+) | -1 Hit; 4% Crit. (97+) | AC 16; Armor 8; Dodge 8 |
Arcane 14; Elemental 24; Natural 15; Holy 11; Demonic 16; Mental 15 | Move 4; Str 12; Agil 10; Stam 12; Int 7; Wis 8; Avd 8; Per 10; Res 8; Init 7; Cha 5 | Orcish & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather x4 | Machete (typ. 1d6 dam), Hunting Knife OR Cleaver OR Hatchet OR Mallet OR Hammer | Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) |
Can add the Resolve of Boss (or higher) within 8" to their own |
0-2 SP | n/a | n/a | ||||||||
Orc Peon | Third | Greenskin | Orckind | Orc | Worker | Peon | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Plain, Rural | 2 | 33 (22+2d10) | 5 (0.96 x5.1) | 1 | Medium (Upright) | 0 | 0 Hit; 4% Crit. (97+) | 0 Hit; 4% Crit. (97+) | -3 Hit; 3% Crit. (98+) | -1 Hit; 4% Crit. (97+) | AC 11; Armor 4; Dodge 7 |
Arcane 12; Elemental 22; Natural 14; Holy 9; Demonic 15; Mental 14 | Move 4; Str 11; Agil 9; Stam 11; Int 6; Wis 8; Avd 7; Per 9; Res 7; Init 6; Cha 4 | Orcish & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth x4 | Shovel, Pickaxe, or other simple tool (1d4 dam) | Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) |
Can add the Resolve of Boss (or higher) within 8" to their own |
0-1 SP | n/a | n/a | ||||||||
Orc Scrapper | Third | Greenskin | Orckind | Orc | Infantry | Scrapper | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Plain, Rural | 3 | 52 (33+3d12) | 17 (1.12 x14.8) | 3 | Medium (Upright) | 0 | +2 Hit; 5% Crit. (96+) | +2 Hit; 5% Crit. (96+) | -6 Hit; 1% Crit. (100+) | -4 Hit; 1% Crit. (100+) | AC 33; Armor 25; Dodge 8; Noisy 5 |
Arcane 14; Elemental 26; Natural 17; Holy 11; Demonic 17; Mental 16 | Move 4; Str 14; Agil 10; Stam 13; Int 7; Wis 9; Avd 8; Per 10; Res 8; Init 7; Cha 6 | Orcish & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Mail, Plated x5 | Warbrand (typ. 1d8+1d6 -5 clumsy 1H or 1d10+1d6+1 2H) OR Spiked Club OR Broad Axe OR Morning Star | Usually also carry a Targe (20% block), though they often discard it once in melee combat to wield their weapon 2 handed |
Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) Savagery: after landing a killing blow gain +1 physical damage per 5 levels (round up) until the end of their NEXT turn; this effect is refreshed each time a killing blow is scored, potentially extending the duration Obedience II: +4 Advantage on Resolve tests & +1 Initiative Score when fighting in formation with or within LoS of a superior/officer (see Extra) |
Gain Obedience when Boss or Higher is present |
2d4 SP | n/a | n/a | |||||||
Orc Shaman, Big Boss | Third | Greenskin | Orckind | Orc | Shaman | Big Boss | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Plain, Rural | 7 | 97 (59+7d10) | 40 (1.18 x34.3) | 5 | Medium (Upright) | 0 | 0 Hit; 2% Crit. (99+) | +2 Hit; 3% Crit. (98+) | +3 Hit; 3% Crit. (98+) | +2 Hit; 3% Crit. (98+) | AC 36; Armor 28; Dodge 8; Noisy 4; Double Layer 4 |
Arcane 22; Elemental 26; Natural 18; Holy 17; Demonic 21; Mental 21 | Move 4; Str 14; Agil 8; Stam 13; Int 11; Wis 10; Avd 8; Per 10; Res 11; Init 10; Cha 5 | Orcish & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather, Ringmail x4 over Leather x8 | Hand Weapons (typ. Reaper x2, 1d10) | up to T3 Fire/Air x8 (Spirit Max: 8d8 +7) Superior Berserker Strike x3 Imp. Frenzy x1 |
Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) Savagery: after landing a killing blow gain +1 physical damage per 5 levels (round up) until the end of their NEXT turn; this effect is refreshed each time a killing blow is scored, potentially extending the duration Obedience II: +4 Advantage on Resolve tests & +1 Initiative Score when fighting in formation with or within LoS of a superior/officer (see Extra) Unyielding: Immune to stun, slow, winded, incapacitate, immobilize, or silence CC effects or any effect that would cause them to miss a turn |
Gain Obedience when Tribal Shaman or Higher is present Sometimes carries crafted/enchanted weapons and armor |
1d4 Minor Spirit Potions | n/a | n/a | |||||||
Orc Shaman, Boss | Third | Greenskin | Orckind | Orc | Shaman | Boss | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Plain, Rural | 5 | 73 (46+5d10) | 24 (1.12 x21.2) | 4 | Medium (Upright) | 0 | +2 Hit; 5% Crit. (96+) | +4 Hit; 6% Crit. (95+) | -1 Hit; 1% Crit. (100+) | -2 Hit; 1% Crit. (100+) | AC 26; Armor 18; Dodge 8; Noisy 6 |
Arcane 22; Elemental 26; Natural 18; Holy 15; Demonic 20; Mental 21 | Move 4; Str 13; Agil 8; Stam 13; Int 11; Wis 10; Avd 8; Per 10; Res 10; Init 9; Cha 5 | Orcish & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather, Ringmail x6 | Hand Weapons (typ. Claw x2, 1d6+1) | up to T2 Fire/Air x5 (Spirit Max: 5d8 +4) Greater Berserker Stike x2 Frenzy x1 |
Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) Savagery: after landing a killing blow gain +1 physical damage per 5 levels (round up) until the end of their NEXT turn; this effect is refreshed each time a killing blow is scored, potentially extending the duration Obedience II: +4 Advantage on Resolve tests & +1 Initiative Score when fighting in formation with or within LoS of a superior/officer (see Extra) |
Gain Obedience when Shaman Big Boss or Higher is present |
1-2 Minor Spirit Potion | n/a | n/a | |||||||
Orc Shaman, Elder | Third | Greenskin | Orckind | Orc | Shaman | Elder | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Plain, Rural | 15 | 202 (119+15d10) | 98 (1.27 x77.1) | 9 | Medium (Upright) | 0 | +8 Hit; 5% Crit. (96+); +1 Damage | +8 Hit; 5% Crit. (96+) | +9 Hit; 5% Crit. (96+) | +8 Hit; 5% Crit. (96+) | AC 50; Armor 40; Dodge 10; Noisy 6; Double Layer 6 |
Arcane 22; Elemental 28; Natural 19; Holy 21; Demonic 23; Mental 21 | Move 4; Str 15; Agil 10; Stam 14; Int 11; Wis 10; Avd 10; Per 10; Res 13; Init 12; Cha 6 | Orcish & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Mail, Scale x6 over Leather x8 | Hand Weapons (typ. Reaper Claw x2, 2d6+1) | up to T5 Fire/Air x16 (Spirit Max: 16d8+15) Matchless Berserker Strike x5 Flurry x2 Imp Frenzy x2 Fury Explosion x1 |
Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) Savagery: after landing a killing blow gain +1 physical damage per 5 levels (round up) until the end of their NEXT turn; this effect is refreshed each time a killing blow is scored, potentially extending the duration Indomitable: Counts as Implacable, Immovable, Unyielding and Uncontrollable; also immune to critical misses, all forms of CC, and cannot be "insta-killed" (i.e. Heart Punch, throat crush, garrote, throat slash, etc...) |
Usually carries crafted/enchanted weapons and armor |
1-2 Major Spirit Potion | n/a | n/a | |||||||
Orc Shaman, Seer | Third | Greenskin | Orckind | Orc | Shaman | Seer | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Plain, Rural | 17 | 236 (143+17d10) | 119 (1.27 x93.8) | 10 | Medium (Upright) | 0 | +8 Hit; 4% Crit. (97+); +1 Damage | +8 Hit; 4% Crit. (97+) | +10 Hit; 5% Crit. (96+) | +9 Hit; 4% Crit. (97+) | AC 58; Armor 48; Dodge 10; Noisy 8; Double Layer 8 |
Arcane 24; Elemental 30; Natural 21; Holy 23; Demonic 25; Mental 23 | Move 4; Str 15; Agil 10; Stam 15; Int 12; Wis 11; Avd 10; Per 10; Res 14; Init 13; Cha 6 | Orcish & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Mail, Scale x8 over Leather x8 | Hand Weapons (typ. Reaper Claw x2, 2d6+1) | up to T6 Fire/Air x18 (Spirit Max: 18d8+17) Matchless Mortal Strike x6 Flurry x3 Imp Frenzy x3 Imp. Fury Explosion x1 |
Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) Savagery: after landing a killing blow gain +1 physical damage per 5 levels (round up) until the end of their NEXT turn; this effect is refreshed each time a killing blow is scored, potentially extending the duration Indomitable: Counts as Implacable, Immovable, Unyielding and Uncontrollable; also immune to critical misses, all forms of CC, and cannot be "insta-killed" (i.e. Heart Punch, throat crush, garrote, throat slash, etc...) |
Always carries crafted/enchanted weapons and armor |
1d4 Major Spirit Potion | n/a | n/a | |||||||
Orc Shaman, Tribal | Third | Greenskin | Orckind | Orc | Shaman | Tribal | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Plain, Rural | 10 | 139 (84+10d10) | 57 (1.11 x51.6) | 7 | Medium (Upright) | 0 | +4 Hit; 3% Crit. (98+) | +4 Hit; 3% Crit. (98+) | +5 Hit; 4% Crit. (97+) | +4 Hit; 3% Crit. (98+) | AC 46; Armor 36; Dodge 10; Noisy 5; Double Layer 5 |
Arcane 22; Elemental 28; Natural 19; Holy 19; Demonic 22; Mental 21 | Move 4; Str 14; Agil 10; Stam 14; Int 11; Wis 10; Avd 10; Per 10; Res 12; Init 11; Cha 6 | Orcish & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Mail, Chain x5 over Leather x8 | Hand Weapons (typ. Reaper Claw x2, 2d6+1) | up to T4 Fire/Air x11 (Spirit Max: 13d8 +10) Matchless Berserker Strike x4 Flurry x1 |
Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) Savagery: after landing a killing blow gain +1 physical damage per 5 levels (round up) until the end of their NEXT turn; this effect is refreshed each time a killing blow is scored, potentially extending the duration Unyielding: Immune to stun, slow, winded, incapacitate, immobilize, or silence CC effects or any effect that would cause them to miss a turn |
Often carries crafted/enchanted weapons and armor |
0-1 Major Spirit Potion | n/a | n/a | |||||||
Orc Shaman, Weakling | Third | Greenskin | Orckind | Orc | Shaman | Weakling | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Plain, Rural | 2 | 35 (24+2d10) | 10 (1.12 x8.7) | 2 | Medium (Upright) | 0 | +1 Hit; 4% Crit. (97+) | +1 Hit; 4% Crit. (97+) | +1 Hit; 4% Crit. (97+) | 0 Hit; 4% Crit. (97+) | AC 15; Armor 5; Dodge 10 |
Arcane 20; Elemental 24; Natural 16; Holy 13; Demonic 18; Mental 19 | Move 4; Str 12; Agil 10; Stam 12; Int 10; Wis 9; Avd 10; Per 10; Res 9; Init 8; Cha 5 | Orcish & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth x5 | Medium 1h Bludgeon (typ. Scepter, 1d8) or Any Knife | up to T1 Fire/Air x3 (Spirit Max: 3d8) Berserker Strike x1 Vengeance x1 |
Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) Savagery: after landing a killing blow gain +1 physical damage per 5 levels (round up) until the end of their NEXT turn; this effect is refreshed each time a killing blow is scored, potentially extending the duration Obedience II: +4 Advantage on Resolve tests & +1 Initiative Score when fighting in formation with or within LoS of a superior/officer (see Extra) |
Gain Obedience when Shaman Boss or Higher is present |
0-1 Minor Spirit Potion | n/a | n/a | |||||||
Orc Shooter | Third | Greenskin | Orckind | Orc | Skirmisher | Shooter | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Plain, Rural | 2 | 35 (24+2d10) | 12 (1.12 x10.4) | 2 | Medium (Upright) | 0 | +1 Hit; 4% Crit. (97+) | +1 Hit; 4% Crit. (97+) | -7 Hit; 1% Crit. (100+) | -5 Hit; 1% Crit. (100+) | AC 28; Armor 20; Dodge 8; Noisy 5 |
Arcane 14; Elemental 24; Natural 16; Holy 11; Demonic 17; Mental 16 | Move 4; Str 13; Agil 10; Stam 12; Int 7; Wis 9; Avd 8; Per 10; Res 8; Init 7; Cha 6 | Orcish & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Mail, Scale x5 | Warbow (typ. 1d12, range 40") OR War Crossbow (1d12+1, reload-range 35"), including Quiver w/ 5-20 ammo (sometimes may carry upgraded ammo) | Scimitar (typ. 1d6+1d4+1) OR Hand Axe OR Gutripper |
Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) Savagery: after landing a killing blow gain +1 physical damage per 5 levels (round up) until the end of their NEXT turn; this effect is refreshed each time a killing blow is scored, potentially extending the duration Obedience II: +4 Advantage on Resolve tests & +1 Initiative Score when fighting in formation with or within LoS of a superior/officer (see Extra) |
Gain Obedience when Boss or Higher is present |
1d6 SP, 0-'remaining' ammo | n/a | n/a | |||||||
Orc Sneaker | Third | Greenskin | Orckind | Orc | Skirmisher | Sneaker | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Plain, Rural | 2 | 39 (28+2d10) | 11 (1.18 x9.4) | 2 | Medium (Upright) | 0 | +2 Hit; 5% Crit. (96+) | +2 Hit; 5% Crit. (96+) | -1 Hit; 4% Crit. (97+) | +1 Hit; 4% Crit. (97+) | AC 18; Armor 10; Dodge 8 |
Arcane 16; Elemental 28; Natural 19; Holy 13; Demonic 19; Mental 18 | Move 5; Str 13; Agil 11; Stam 14; Int 8; Wis 10; Avd 8; Per 11; Res 9; Init 8; Cha 6 | Orcish & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather x5 | Carries 1-3 Javelins for throwing (1d8 rng=str+10) | Kris (typ. 1d4+1) OR Pugio |
Tend to hide at outset of battle (Sneaky I), may use Rank 1 Stealth Shot May apply simple poisons to Javelins |
Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) Savagery: after landing a killing blow gain +1 physical damage per 5 levels (round up) until the end of their NEXT turn; this effect is refreshed each time a killing blow is scored, potentially extending the duration Obedience II: +4 Advantage on Resolve tests & +1 Initiative Score when fighting in formation with or within LoS of a superior/officer (see Extra) Sneaky I: Can enter battle hidden & +3 Advantage to avoid being detected |
Gain Obedience when Boss or Higher is present |
0-1 Vials of Poison, 1d6 SP | n/a | n/a | ||||||
Orc Tanker | Third | Greenskin | Orckind | Orc | Infantry | Tanker | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Plain, Rural | 4 | 68 (42+4d12) | 26 (1.12 x23.1) | 4 | Medium (Upright) | 0 | -17 Hit; 1% Crit. (100+); +1 Damage | -7 Hit; 1% Crit. (100+) | -2 Hit; 2% Crit. (99+) | 0 Hit; 3% Crit. (98+) | AC 60; Armor 60; Dodge 0; Stiff 6; Noisy 2; Double Layer 6; Triple Layer 2 |
Arcane 14; Elemental 28; Natural 18; Holy 13; Demonic 18; Mental 16 | Move 3; Str 15; Agil 0; Stam 14; Int 7; Wis 9; Avd 3; Per 10; Res 9; Init 8; Cha 6 | Orcish & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Plate, Laminar x6 w/ Mail, Chain x2 over Leather x8 | Bludgeon with XL Shield, typ. Morningstar: 1d8+2 AND Kite Shield: block (+6) | Must always be in either Imp. Offensive or Defensive Stance Taunt x3 |
Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) Savagery: after landing a killing blow gain +1 physical damage per 5 levels (round up) until the end of their NEXT turn; this effect is refreshed each time a killing blow is scored, potentially extending the duration Obedience II: +4 Advantage on Resolve tests & +1 Initiative Score when fighting in formation with or within LoS of a superior/officer (see Extra) |
Gain Obedience when Boss or Higher is present |
3d6 SP | n/a | n/a | |||||||
Orc Tribal Chieftain | Third | Greenskin | Orckind | Orc | Chieftain | Tribal | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Plain, Rural | 9 | 136 (77+9d12) | 51 (1.11 x45.7) | 6 | Medium (Upright) | 0 | +1 Hit; 2% Crit. (99+); +1 Damage | +2 Hit; 2% Crit. (99+) | 0 Hit; 1% Crit. (100+) | +2 Hit; 2% Crit. (99+) | AC 54; Armor 46; Dodge 8; Noisy 6; Double Layer 6 |
Arcane 16; Elemental 28; Natural 19; Holy 19; Demonic 22; Mental 18 | Move 4; Str 17; Agil 9; Stam 14; Int 8; Wis 10; Avd 8; Per 10; Res 12; Init 11; Cha 6 | Orcish & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Mail, Plated x6 over Leather x8 | Any 2H Axe/Bludgeon OR Large Axe + Large Bludgeon combo (typ. Balanced Axe, 1d12+1 & Morningstar, 1d8+2) | "Our Tribes Da Bestest" x1 (instant): all lesser orcs w/in 8" gain 50% stun on main hand attacks next turn Warmaker Stance x1 Matchless Offensive Stance x1 Taunt x2 Mammoth Strike x2 Superior Mortal Wound x2 Leaping Strike x2 |
Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) Savagery: after landing a killing blow gain +1 physical damage per 5 levels (round up) until the end of their NEXT turn; this effect is refreshed each time a killing blow is scored, potentially extending the duration Unyielding: Immune to stun, slow, winded, incapacitate, immobilize, or silence CC effects or any effect that would cause them to miss a turn |
Often carries crafted/enchanted weapons and armor |
3d6 GP | n/a | n/a | |||||||
Orc Zerker | Third | Greenskin | Orckind | Orc | Infantry | Zerker | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Plain, Rural | 3 | 55 (35+3d12) | 18 (1.12 x16.2) | 3 | Medium (Upright) | 0 | 0 Hit; 3% Crit. (98+); +1 Damage | 0 Hit; 3% Crit. (98+) | -3 Hit; 2% Crit. (99+) | -1 Hit; 3% Crit. (98+) | AC 26; Armor 18; Dodge 8; Noisy 2; Double Layer 2 |
Arcane 14; Elemental 28; Natural 18; Holy 13; Demonic 18; Mental 16 | Move 4; Str 15; Agil 10; Stam 14; Int 7; Wis 9; Avd 8; Per 10; Res 9; Init 8; Cha 6 | Orcish & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Mail, Plated x2 over Leather x4 | Any 2: Hafted Axe (typ. 1d10+1) OR Shamshir OR Scimitar | Bersker Strike x2, Frenzy x1 |
Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) Savagery: after landing a killing blow gain +1 physical damage per 5 levels (round up) until the end of their NEXT turn; this effect is refreshed each time a killing blow is scored, potentially extending the duration Obedience II: +4 Advantage on Resolve tests & +1 Initiative Score when fighting in formation with or within LoS of a superior/officer (see Extra) |
Gain Obedience when Boss or Higher is present |
1d6 SP | n/a | n/a | |||||||
Orc, Crew Boss | Third | Greenskin | Orckind | Orc | Worker | Crew Boss | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Plain, Rural | 3 | 47 (30+3d10) | 10 (0.96 x10.4) | 2 | Medium (Upright) | 0 | -2 Hit; 4% Crit. (97+) | +2 Hit; 5% Crit. (96+) | 0 Hit; 4% Crit. (97+) | +1 Hit; 5% Crit. (96+) | AC 20; Armor 16; Dodge 4; Stiff 4 |
Arcane 16; Elemental 24; Natural 16; Holy 13; Demonic 18; Mental 17 | Move 4; Str 12; Agil 6; Stam 12; Int 8; Wis 9; Avd 8; Per 10; Res 9; Init 8; Cha 5 | Orcish & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather, Splinted x4 | Sledge (typ. 1h, 2d4+1) OR Maul OR Woodsman Axe (also always carrys a Snake Whip, will use in off hand if not wielding other weapon w/ 2H's) | "Git to wurk boyz" x1 (instant): all Orc Workers w/in 6" may make 1 free move or action |
Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) |
Usually in charge of a crew of 2-5 Grunts (seige) or 10-20 Peons (work) |
1-d4 GP | n/a | n/a | |||||||
Orca | Second | Beast | Aquatic | Cetacean | Pack Hunter | Adult | Killer Whale | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Cosmopolitan | Salt Water, N/A | 5 | 151 (96+10d10) | 47 (1.47 x31.9) | 6 | Massive (Prone) | 8; Crushing Blow 8, Toughness 2, Reach +2 | +6 Hit; 7% Crit. (94+); +2 Damage | +7 Hit; 7% Crit. (94+) | -1 Hit; 4% Crit. (97+) | +6 Hit; 7% Crit. (94+) | AC 34; Armor 24; Dodge 10 |
Arcane 10; Elemental 32; Natural 28; Holy 18; Demonic 21; Mental 17 | Move 10; Str 18; Agil 12; Stam 16; Int 5; Wis 12; Avd 10; Per 13; Res 9; Init 13; Cha 2 | Whale "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Echolocation I: Can perceive its surrounds without relying on sight at a range equal to 2x their perception. Uneffected by light or darkness and immune to blind, but echolocation is nullified if defened |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Hide, Caloused x6 | Bite: 5d6+5 | Deep Breath: Can hold its breathe for up to 30 minutes and is uneffected by the water pressure of diving deep undersea |
Swimmer, Only: This creature cannot move on land, unless its to crawl or flop at 1/10th (minimum 1). Its statement speed is assumed to be its swim speed, but is increased by 1.5x if moving in a straight line. Pack Hunting II: +1 dam & +1 Resolve for every other packhunter of that type w/in 10" (Max +6) |
4d8 Raw Meat | n/a | n/a | |||||||
Otyugh | Second | Beast | Monstrosity | Otyugh | Ambusher | Adult | yes | Realm (Strife), Alignment (Neutral), Polarity (Chaos) | Tropical/Temperate | Subterranean, Swamp | 5 | 99 (67+5d12) | 47 (1.48 x31.7) | 6 | Large (Prone) | 2; Crushing Blow 2 | +5 Hit; 6% Crit. (95+); +1 Damage | +8 Hit; 7% Crit. (94+) | -2 Hit; 4% Crit. (97+) | +5 Hit; 6% Crit. (95+) | AC 33; Armor 21; Dodge 12 |
Arcane 8; Elemental 38; Natural 30; Holy 16; Demonic 19; Mental 15 | Move 6; Str 16; Agil 11; Stam 19; Int 4; Wis 11; Avd 12; Per 14; Res 8; Init 14; Cha 1 | Monstrous "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Darksight I: Can see in natural darkness at a range (in table top inches) equal to their Perception. In total darkness (no-light) everything appears as shades of grey while dim light allows for discernment of color. In bright light Perception is cut in half. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Hide, Rugged x7 | Bite: 2d8+3 dam, diseased & Tentacle x2: 1d8+3 dam, Reach +1, grapple | Foul maw: Passive. Sucessful bite wounds inflict a foul infection if failing a Natural resist. Treat as a persistent disease effect that inclicts 1d10 damage upon infection and every 24 hours after until cured. Any infected target dies if it drops below 0 HP. Tentacle Slam: Passive. As part of a regualr attack action, grappled targets can be slammed into each other or into solid surfaces to inflict 2d6+3 damage and stunning for 1 round |
Trample II: 2d6 dam, does not effect targets of equal size or larger than the creature Sneaky, Aquatic: Can enter battle hidden if in water & treats water surfaces as breaking LoS for the purposes of re-hiding |
Sneaky, Aquatic (trait) applies to muddy or swampy waters only. Sneaky also applies when burrowed or hidden in garbage, sewage, dung piles, offal or carrion. |
3d6 (Diseased) Raw Meat | n/a | n/a | |||||||
Owl | Second | Beast | Avian | Bird of Prey | Ambusher | Adult | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Temperate | Forest/Jungle, Sky | 1 | 14 (9+1d8) | 6 (1.39 x4.7) | 2 | Small (Prone) | -2 | +7 Hit; 6% Crit. (95+) | +6 Hit; 6% Crit. (95+) | -6 Hit; 2% Crit. (99+) | +1 Hit; 4% Crit. (97+) | AC 20; Armor 4; Dodge 16 |
Arcane 8; Elemental 12; Natural 17; Holy 6; Demonic 14; Mental 15 | Move 4; Str 8; Agil 17; Stam 6; Int 4; Wis 11; Avd 16; Per 16; Res 3; Init 16; Cha 5 | Avian "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Feathers, Light x4 | Beak or talons: 1d4 damage | Aerial Ambush: once/battle, must be hidden, +15hit & max damage with primary attack |
Flyer III, Advanced: 4x movement while flying and can take a 'fly-by' action at any point along straight line fly move Sneaky II: Can enter battle hidden, moves at full speed while hidden & +3 Advantage to avoid being detected |
1d6 Raw Meat; 1d6 feathers | Insight & Cunning | n/a | Kayden (+2), Wild Elves (+1), Orcs & Half Orcs (-1) | |||||||
Owl, Giant | Second | Beast | Avian | Bird of Prey | Ambusher | Adult | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Temperate | Forest/Jungle, Sky | 2 | 33 (20+2d12) | 25 (1.69 x15) | 4 | Large (Prone) | 2; Crushing Blow 2 | +6 Hit; 6% Crit. (95+); +1 Damage | +9 Hit; 7% Crit. (94+) | -4 Hit; 3% Crit. (98+) | +3 Hit; 5% Crit. (96+) | AC 26; Armor 12; Dodge 14 |
Arcane 10; Elemental 20; Natural 22; Holy 16; Demonic 20; Mental 17 | Move 5; Str 15; Agil 15; Stam 10; Int 5; Wis 12; Avd 14; Per 18; Res 8; Init 14; Cha 4 | Avian "Speech", understands Common, Elvish, & Sylvan | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Feathers, Dense x4 | Beak: 1d8+2 damage & Talon: 1d8+1d6 damage | Aerial Ambush: once/battle, must be hidden, +15hit & max damage with all attacks |
Flyer III, Advanced: 4x movement while flying and can take a 'fly-by' action at any point along straight line fly move Sneaky II: Can enter battle hidden, moves at full speed while hidden & +3 Advantage to avoid being detected |
3d6 Raw Meat, 3d6 feathers | Insight & Cunning | Flying | Wild & High Elves (+2), Half-Elves (+1), Orcs (-2), Half-Orcs (-1) | |||||||
Pegasus | Second | Beast | Chimera | Equine | Aerial | Adult | yes | Realm (Storms), Alignment (Neutral), Polarity (Order) | Temperate | Plain, Sky | 2 | 39 (26+2d12) | 25 (2.13 x11.9) | 4 | Large (Prone) | 2; Crushing Blow 2 | +5 Hit; 6% Crit. (95+); +1 Damage | +7 Hit; 6% Crit. (95+) | -4 Hit; 3% Crit. (98+) | +3 Hit; 5% Crit. (96+) | AC 22; Armor 12; Dodge 10 Can wear up to Plate Armor |
Arcane 10; Elemental 26; Natural 25; Holy 20; Demonic 22; Mental 17 | Move 7; Str 15; Agil 14; Stam 13; Int 5; Wis 12; Avd 10; Per 16; Res 10; Init 14; Cha 5 | Equine "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Fur/Hair x6 plus Feathers, Dense x2 | Hoof (1d12) | Wind Buffet (Action, 90° frontal arc, if w/in 6" must pass str test to move toward Pegasus, -20 hit when targeting Pegasus or rider with ranged) |
Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Trample IV: 4d6 dam, does not effect targets of equal size or larger than the creature Mule kick III: if engaged in close combat in both front and back, may make an extra (3d6 dam) rear arc melee attack |
3d6 Raw Meat, 3d6 Pegasus Feathers | Insight & Will | Flying | Humans (+1) & Halflings (+1) | |||||||
Phoenix Hatchling | Second | Fey | Avian | Bird of Prey | Phoenix | Familiar | Hatchling | yes | Realm (The Furnace), Alignment (Neutral), Polarity (Chaos) | Tropical/Temperate | Volcanic, Mountain | 4 | 24 (10+4d6) | 19 (0.89 x21.2) | 3 | Tiny (Prone) | -4 | +8 Hit; 7% Crit. (94+) | +11 Hit; 8% Crit. (93+) | -1 Hit; 4% Crit. (97+) | -3 Hit; 3% Crit. (98+) | AC 21; Armor 4; Dodge 17 Heat Blend: when in warm or hot temperatures can blend in with its environment, effectively becoming invisible, but cannot take actions while doing so |
Arcane 12; Elemental 10; Natural 9; Holy 18; Demonic 13; Mental 10 | Move 4; Str 8; Agil 15; Stam 5; Int 6; Wis 4; Avd 17; Per 18; Res 9; Init 9; Cha 4 | Avian "Speech" & Ignan | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Rejuvenating: When its Substance or physical form is destroyed in the Realm of Strife its Spirit and/or Soul lives on, either returning to its Realm of Origin or being anchored within some form of physical object or remains, allowing it to take physical form again (see Extra for details). This effectively makes the creature immortal unless slain within its own Realm of Origin or if the anchored object is destroyed before it can reform itself. |
Feathers, Light x4 | Beak or Talons: 1d6 damage | Smell Magic: natural senses act as detect magic Wall of Fire: T4 Obstacle action, 1/day Heat Exhaustion: T3 Hex instant, 2/day Melt Magic: Dispel instant/action, 2/day Cauterize: T3 Healing action, 3/day Twin Flame Lance: 2x Missile action (must be a single target), 4/hour |
Aura II: Passive effects in 2" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Flyer I: 2x movement while flying Docile: Will typically not attack unless provoked/threatened |
Elemental Fire Aura: 2" radius, effects caster and allies of their choice, grants +5 cast & +3 spell dam with Fire powers and generates 3 fury and vigor per rnd where applicable Elemental Rebirth: When a phenix dies, amidst the feathers and ash can be found a small egg-like cinder. The egg has HP equal to the Pheonix's max HP before its death and has 50% Absorption to all forms of damage except water/frost. The cinder radiates heat, dealing 1d6 heat damage per creature level to anything that touches it. |
1d6 Phoenix Feathers & 1 Cinder Egg | Unlike its full grown counterpart, a Pheonix hatchlings body has not yet been consumed by flames. It appears as a tiny bird of prey, with crimson feathers and golden beak and talons. Phoenix Hatchlings are very rare, being true born rather than reborn from its magical Cinder Egg. Few survive to become full grown adults as their Cinder Egg is only strong as the Phoenix was in life, making it much easier to destroy and prevent its rebirth. Pheoniz Hatchlings are also much more vulnerable at this age, having yet to come fully into their innate powers of fiery destruction. This makes them more docile and simplier to control, making them an ideal familiar for those wishing to harness their Elemental Fire Aura. Mistreatment of a Phoenix hatchling is ill advised, for if an adutl Phoenix ever found out about the msitreatment of one of their vulnerable young, their fiery wrath would no no limits. | n/a & n/a | n/a | |||||
Prismatic Construct | Second | Denizen | Arcanid | Light Forged | Protector | Regular | yes | Realm (Dawn), Alignment (Neutral), Polarity (Order) | Extra Planar | Urban, Ruins/Dungeon | 8 | 112 (60+8d12) | 53 (1.48 x35.8) | 6 | Large (Upright) | 2; Crushing Blow 2 | +12 Hit; 19% Crit. (82+); +1 Damage | +11 Hit; 9% Crit. (92+) | 0 Hit; 5% Crit. (96+) | -2 Hit; 4% Crit. (97+) | AC 27; Armor 21; Dodge 6 |
Arcane 6; Elemental 24; Natural 13; Holy 34; Demonic 18; Mental 4 | Move 5; Str 15; Agil 15; Stam 12; Int 3; Wis 1; Avd 6; Per 14; Res 17; Init 4; Cha 0 | understands Dawnspeak but cannot speak it | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Truesight: Can see (or otherwise perceive) in natural and magical darkness at a range (in table top inches) equal to thier perception, as well as see through any type of illusion or invisibility, and can see the true form of shape shifting creatures |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Hide, Crystal x7 | Glass Razor x2: 2d8+4 damage. Armor Piercing -10. Wounds Bleed for 3 damage per round | Prismatic Arch: T3 Spirit Action. Unlimited use. Can be used as an instant if hit by a direct source of light. Shattering Glass: Passive. Upon dropping below 50% HP and against at 0 HP the Prismatic Construct erupts with shattered glass inflicting 3d6 damage and 2 damage per round Bleed effect in a 2" radius. Mesmerize: After targeting a Prismatic Construct or otherwise looking at it, no one may look away until first passing a Wisdom test. |
Mindless: Does not possess the ability to truly think or reason, instead operating on some form of predetermined will or set of parameters; immune to taunt, fear and all mental or pyschological damage and effects; dodge always equals zero regardless of Avd. Stat Immune (Light): Immune to this type of damage and any associated effects Hardened (Physical): Incoming damage of this type is reduced by half Sensitivity II (Dark & Crushing Blow Weapons): Incoming damage of these types is doubled Vicious II: +10% Critical hit with physical melee attacks (typically already added) |
3d6 Prismatic Glass | A prismatic constructs appears as a large, vaguely humanoid creature, made of entirely of glass and seeming impossibly fragile at first glance. However their crystalline bodies are exceptionally hard and possess razor sharp edges that never grow dull. Their multifaceted reflective structure not only renders them immune to any form of light damage, it also causes light to refract and scatter in random directions. This makes their movements seem unpredictable and has a mesmerizing effect on anyone that gazes upon them. This makes them highly prized as protectors for those clever enough to use them. | n/a | n/a | |||||||
Pterradon | Second | Beast | Reptile | Dinosaur | Aerial | Adult | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Mountain, Sky | 2 | 37 (24+2d12) | 25 (1.54 x16) | 4 | Large (Prone) | 2; Crushing Blow 2 | +4 Hit; 5% Crit. (96+); +1 Damage | +7 Hit; 6% Crit. (95+) | -7 Hit; 2% Crit. (99+) | 0 Hit; 4% Crit. (97+) | AC 25; Armor 14; Dodge 11 Can wear all except Mail Armor |
Arcane 4; Elemental 24; Natural 21; Holy 16; Demonic 17; Mental 11 | Move 5; Str 15; Agil 13; Stam 12; Int 2; Wis 9; Avd 11; Per 16; Res 8; Init 14; Cha 1 | Reptile "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scales, Light x7 | Beak (1d20+1) | Screech: action, 1d6+1/2 Perception stat as damage to all in 2" front 90 degree arc Frightful Swoop: if using Fly-by, can choose to pick up enemy with successful strength test and release, causes fall/collision damage as req'd |
Flyer III, Advanced: 4x movement while flying and can take a 'fly-by' action at any point along straight line fly move |
3d6 Raw Meat | Dominance & Force | Flying | Orcs (+2) & Half-Orcs (+1), Wild & High Elves (-2), Half-elves, Gnomes, Halflings (-1) | |||||||
Purple Dragon | Second | Dragonkind | Chromatic Dragon | Dragon | Purple | Magical | Dragon | Mana Dragon | yes | Realm (Wonders), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Hill, Ruins/Dungeon | 15 | 437 (272+30d10) | 453 (4.7 x96.2) | 20 | Massive (Prone) | 8; Crushing Blow 8, Toughness 2, Reach +2 | +21 Hit; 13% Crit. (88+); +2 Damage | +20 Hit; 13% Crit. (88+) | +24 Hit; 24% Crit. (77+) | +20 Hit; 13% Crit. (88+) | AC 88; Armor 80; Dodge 8 Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 40; Elemental 34; Natural 33; Holy 32; Demonic 32; Mental 36 | Move 10; Str 19; Agil 17; Stam 17; Int 20; Wis 16; Avd 8; Per 16; Res 16; Init 16; Cha 17 | Draconic (Dragon Tongue), Wonderspeak, Common & Halfling | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Dragon x8 | Bite (3d8+8) & Claw x2 (3d6) + Tailswipe (2d8+4 damage) | Arcane Breath IV: 4d10+4 Mana Damage, regenerates 1d8 Spirit to anyone in effect area for 1 round |
Can use up to Tier 5 Mana Powers (per day use: T5 x3, T4 x4, T3 x5, T2 x6, T1 x7, T0 unlimited) |
Immune (Mana): Immune to this type of damage and any associated effects Affinity II (Common): +10% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath IV: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits a 12" length by width cone, use Ranged attack modifiers +10 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe III: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 4" knockback on targets of lesser size Fearsome: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Willpower I: once per day, may elect at any time (even if crit hit) to auto resist a single faith/spirit power |
Can shapeshift into creatures of a lesser threat rating (preferred forms are: Halflings, Gnomes) |
5d10 Manastone | n/a | n/a | ||||
Purple Dragon Consort/Lord | Second | Dragonkind | Chromatic Dragon | Dragon | Purple | Magical | Consort/Lord | Mana Dragon | yes | Realm (Wonders), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Hill, Ruins/Dungeon | 17 | 698 (477+34d12) | 823 (6.05 x136.1) | 28 | Gargantuan (Prone) | 16; Crushing Blow 16, Toughness 4, Reach +3 | +23 Hit; 14% Crit. (87+); +3 Damage | +23 Hit; 14% Crit. (87+) | +27 Hit; 31% Crit. (70+) | +24 Hit; 15% Crit. (86+) | AC 96; Armor 88; Dodge 8 Lair Action x2: May use up to two unique special Lair Actions at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 42; Elemental 36; Natural 36; Holy 34; Demonic 35; Mental 39 | Move 11; Str 20; Agil 17; Stam 18; Int 21; Wis 18; Avd 8; Per 17; Res 17; Init 17; Cha 19 | Draconic (Dragon Tongue), Wonderspeak, Common & Halfling | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Elder Dragon x8 | Bite (3d10+10) & Claw x2 (2d10+4) + Tailswipe (2d10+4 damage) | Arcane Breath V: 4d12+6 Mana Damage, regenerates 1d10 Spirit to anyone in effect area for 1 round |
Can use up to Tier 6 Mana Powers (per day use: T6 x3, T5 x4, T4 x5, T3 x6, T2 x7, T1 x8, T0 unlimited) |
Immune (Mana): Immune to this type of damage and any associated effects Affinity III (Common): +15% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath V: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits a 16" length by width cone, use Ranged attack modifiers +15 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe IV: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 6" knockback on targets of lesser size Terrifying: Enemies must pass a Resolve test to move towards the creature and if it moves into base contact with a foe they must pass a Resolve test or immediately flee their full move directly away (treat as Feared & Frightened). Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Willpower I: once per day, may elect at any time (even if crit hit) to auto resist a single faith/spirit power |
Can shapeshift into creatures of a lesser threat rating (preferred forms are: Halflings, Gnomes) |
6d12 Manastone | n/a | n/a | ||||
Purple Dragon Hatchling | Second | Dragonkind | Chromatic Dragon | Dragon | Purple | Magical | Hatchling | Mana Dragon | yes | Realm (Wonders), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Hill, Ruins/Dungeon | 1 | 11 (8+1d6) | 6 (1.21 x5.1) | 1 | Tiny (Prone) | -4 | +1 Hit; 4% Crit. (97+); -1 Damage | -2 Hit; 3% Crit. (98+) | -1 Hit; 9% Crit. (92+) | -8 Hit; 1% Crit. (100+) | AC 34; Armor 16; Dodge 18 |
Arcane 18; Elemental 12; Natural 8; Holy 10; Demonic 7; Mental 11 | Move 5; Str 5; Agil 11; Stam 6; Int 9; Wis 2; Avd 18; Per 8; Res 5; Init 6; Cha 4 | Draconic (Dragon Tongue, can understand but not speak) | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scales, Light x8 | Bite (1d4) | Detect Magic (unlimited use) & Arcane Cantrip (Mana, unlimited use) |
Immune (Mana): Immune to this type of damage and any associated effects Affinity I (Common): +5% Critical Hit with a given non-physical damage type (typically already added) Hopper II: Can hop to move, 2x movement in a straight line, allows for easily jumping over obstacles, must start and end its turn on the ground Willpower I: once per day, may elect at any time (even if crit hit) to auto resist a single faith/spirit power |
1d4 Manastone | n/a | n/a | ||||||
Purple Slime, Medium | Second | Aberration | Manifestation | Slime | Purple | Medium | yes | Realm (Wonders), Alignment (Neutral), Polarity (Balance) | Temperate | Ruins/Dungeon, Subterranean | 2 | 33 (22+2d10) | 12 (1.64 x7.5) | 3 | Medium (Prone) | 0 | -2 Hit; 3% Crit. (98+) | -1 Hit; 4% Crit. (97+) | -7 Hit; 2% Crit. (99+) | -7 Hit; 2% Crit. (99+) | AC 12; Armor 0; Dodge 12 |
Arcane 4; Elemental 22; Natural 13; Holy 6; Demonic 5; Mental 4 | Move 4; Str 14; Agil 7; Stam 11; Int 2; Wis 2; Avd 12; Per 8; Res 3; Init 3; Cha 1 | none | Blind: This creature is naturally or otherwise blind and must rely solely on other senses. When outside the range of its other senses, it automatically fails any Perception test Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Amorphous: Corporeal, but with no clearly defined shape/form; Only takes half damage from physical attacks; can fit through almost any space; treats all sides as frontal arc; can passively hide until taking action (often appearing a puddle or patch of moisture) |
Oozing Pseudopod x2 (1d6+1 damage, Reach 2", treat as a Physical LOS ranged attack that inflicts Physical & Common Arcane damage) | Fling (action, can fling itself up to 2x movement distance, if landing within 2" of a target treat as a single Oozing Pseudopod attack) |
Spirit Digestion: if latching or enveloping a target for one full round, automatically treat as casting Dispel magic on one item or spell effect and if target has Spirit also drain 1d8 Spirit Spirit Mitosis: passive, if touching a target or source of Spirit there is a 10% chance that the Purple Slime forms an exact copy of itself (including current HP) within 1". Oozing Appendage basic attack can cause this to occur. If successfully using Digestive Fluids first, this increases to a 50% chance. |
Dual Damage (Physical & Arcane): Typical or majority of attacks/skills count as two damage types Merge: if touching target creature of the same type that is either smaller or has less HP, merges it into its body, healing for HP equal to target, if healing beyond max HP can increase in size where applicable Latch: sucessful hits Latch onto the target, treat similar to Grapple except that creature moves with the target; if target is 1 size smaller than creature instead simply treat as Grapple Hardened (Common Arcane): Incoming damage of this type is reduced by half Climber III: +15 Advantaged when attempting to climb or cling to almost any surface |
1d4+1 GP, 0-1 Random Medium Item | Purple slimes are believed to an aberrant manifestation of loose spiritual energy that bled from the Realm of Wonders and merged with the substance of creation to take form in the Realm of Strife. Seemingly mindless and predatory, Purple Slimes are not dangerous unless they grow to a sufficiently large size. In their rest state, purple slimes look like a strange puddle of purple liquid or a slimy purple sheen covering some other object or surface, however when agitated or sensing prey they typically draw themselves up into a vaguely spherical blob. Even in this state however their form shifts and undulates at will, particularly when attacking. Slimes can rapidly form appendages called a pseudopods to strike at their foes or even launching their entire body as a projectile attack. They are often quite fond of enveloping or latching onto their prey, particularly if they sense any Spirit as their natural food source is anything containing or influenced by Spirit or Spirit powers. The body of a purple slime contains digestive fluids that can rapidly consume spirit, naturally dispelling and breaking down enchantments, and draining Spirit where possible. This energy is then used to reproduce itself through a process of mitosis, splitting in two to forma copy of itself. A purple slimes digestive fluids have little effect on most organic and inorganic material and as such objects can often be found suspended in their Form, Amorphous bodies in pristine, though mundane, condition. | n/a | n/a | |||||||
Purple Slime, Small | Second | Aberration | Manifestation | Slime | Purple | Small | yes | Realm (Wonders), Alignment (Neutral), Polarity (Balance) | Temperate | Ruins/Dungeon, Subterranean | 1 | 20 (15+1d8) | 6 (1.47 x4.2) | 2 | Small (Prone) | -2 | -2 Hit; 3% Crit. (98+) | -2 Hit; 3% Crit. (98+) | -8 Hit; 1% Crit. (100+) | -8 Hit; 1% Crit. (100+) | AC 14; Armor 0; Dodge 14 |
Arcane 4; Elemental 20; Natural 12; Holy 6; Demonic 5; Mental 4 | Move 3; Str 12; Agil 8; Stam 10; Int 2; Wis 2; Avd 14; Per 8; Res 3; Init 4; Cha 1 | none | Blind: This creature is naturally or otherwise blind and must rely solely on other senses. When outside the range of its other senses, it automatically fails any Perception test Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Amorphous: Corporeal, but with no clearly defined shape/form; Only takes half damage from physical attacks; can fit through almost any space; treats all sides as frontal arc; can passively hide until taking action (often appearing a puddle or patch of moisture) |
Oozing Pseudopod (1d6+1 damage, Reach 1", treat as a Physical LOS ranged attack that inflicts Physical & Common Arcane damage) | Fling (action, can fling itself up to 2x movement distance, if landing within 1" of a target treat as an Oozing Pseudopod attack) |
Spirit Digestion: if latching or enveloping a target for one full round, automatically treat as casting Dispel magic on one item or spell effect and if target has Spirit also drain 1d8 Spirit Spirit Mitosis: passive, if touching a target or source of Spirit there is a 10% chance that the Purple Slime forms an exact copy of itself (including current HP) within 1". Oozing Appendage basic attack can cause this to occur. If successfully using Digestive Fluids first, this increases to a 50% chance. |
Dual Damage (Physical & Arcane): Typical or majority of attacks/skills count as two damage types Merge: if touching target creature of the same type that is either smaller or has less HP, merges it into its body, healing for HP equal to target, if healing beyond max HP can increase in size where applicable Latch: sucessful hits Latch onto the target, treat similar to Grapple except that creature moves with the target; if target is 1 size smaller than creature instead simply treat as Grapple Hardened (Common Arcane): Incoming damage of this type is reduced by half Climber III: +15 Advantaged when attempting to climb or cling to almost any surface |
1d4+4 SP, 0-1 Random Small Item | Purple slimes are believed to an aberrant manifestation of loose spiritual energy that bled from the Realm of Wonders and merged with the substance of creation to take form in the Realm of Strife. Seemingly mindless and predatory, Purple Slimes are not dangerous unless they grow to a sufficiently large size. In their rest state, purple slimes look like a strange puddle of purple liquid or a slimy purple sheen covering some other object or surface, however when agitated or sensing prey they typically draw themselves up into a vaguely spherical blob. Even in this state however their form shifts and undulates at will, particularly when attacking. Slimes can rapidly form appendages called a pseudopods to strike at their foes or even launching their entire body as a projectile attack. They are often quite fond of enveloping or latching onto their prey, particularly if they sense any Spirit as their natural food source is anything containing or influenced by Spirit or Spirit powers. The body of a purple slime contains digestive fluids that can rapidly consume spirit, naturally dispelling and breaking down enchantments, and draining Spirit where possible. This energy is then used to reproduce itself through a process of mitosis, splitting in two to forma copy of itself. A purple slimes digestive fluids have little effect on most organic and inorganic material and as such objects can often be found suspended in their Form, Amorphous bodies in pristine, though mundane, condition. | n/a | n/a | |||||||
Purple Dragon Whelp | Second | Dragonkind | Chromatic Dragon | Dragon | Purple | Magical | Whelp | Mana Dragon | yes | Realm (Wonders), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Hill, Ruins/Dungeon | 2 | 25 (16+2d8) | 18 (1.63 x10.8) | 3 | Small (Prone) | -2 | +4 Hit; 5% Crit. (96+); -1 Damage | +1 Hit; 4% Crit. (97+) | +3 Hit; 10% Crit. (91+) | -5 Hit; 2% Crit. (99+) | AC 41; Armor 24; Dodge 17 |
Arcane 24; Elemental 16; Natural 12; Holy 14; Demonic 11; Mental 16 | Move 6; Str 7; Agil 13; Stam 8; Int 12; Wis 4; Avd 17; Per 10; Res 7; Init 7; Cha 5 | Draconic (Dragon Tongue) & Wonderspeak | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scales, Heavy x8 | Bite (1d8) & Claw (1d4) | Arcane Breath I: 1d8 Mana Damage, regenerates 1d2 Spirit to anyone in effect area for 1 round |
Can use up to Tier 1 Mana Powers (per day use: T1 x3, T0 unlimited) |
Immune (Mana): Immune to this type of damage and any associated effects Affinity I (Common): +5% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath I: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits up to 2 targets in a frontal arc melee, use Ranged attack modifiers against apppropriate resistance (target can add dodge to resist) Willpower I: once per day, may elect at any time (even if crit hit) to auto resist a single faith/spirit power |
1d6 Manastone | n/a | n/a | |||||
Python | Second | Beast | Reptile | Serpent | Constrictor | Ambusher | Adult | Boa Constrictor | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Swamp, Forest/Jungle | 1 | 20 (15+1d8) | 10 (1.09 x9.3) | 2 | Small (Prone) | -2 | +6 Hit; 6% Crit. (95+) | +7 Hit; 6% Crit. (95+) | -8 Hit; 1% Crit. (100+) | -1 Hit; 4% Crit. (97+) | AC 30; Armor 15; Dodge 15 |
Arcane 4; Elemental 20; Natural 19; Holy 10; Demonic 14; Mental 11 | Move 6; Str 13; Agil 16; Stam 10; Int 2; Wis 9; Avd 15; Per 17; Res 5; Init 15; Cha 1 | Reptile "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scales, Heavy x5 | Bite (1d8 dam, grapple) | Constrict: if grapple is mantained for 1 full round the target is immbolized until serpent releases If constricted for 6 rounds target is knocked unconscious, if maintianed beyond battle target is slain |
Grapple I: successful hits Grapple the target if it is the same size or smaller, cannot leave base contact while grappled, STR roll off to break Swimmer I: 2x movement while in water Sneaky II: Can enter battle hidden, moves at full speed while hidden & +3 Advantage to avoid being detected |
2d6 Raw Meat | Cunning & Force | Exotic | n/a | |||||
Purple Dragon, Ancient | Second | Dragonkind | Chromatic Dragon | Dragon | Purple | Magical | Ancient | Mana Dragon | yes | Realm (Wonders), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Hill, Ruins/Dungeon | 20 | 1109 (779+60d10) | 1615 (8.04 x201) | 39 | Colossal (Prone) | 32; Crushing Blow 32, Toughness 8, Reach +4 | +23 Hit; 15% Crit. (86+); +3 Damage | +28 Hit; 16% Crit. (85+) | +32 Hit; 33% Crit. (68+) | +30 Hit; 17% Crit. (84+) | AC 94; Armor 88; Dodge 6 Lair Action x4: May use up to four unique special Lair Actions at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 46; Elemental 38; Natural 40; Holy 40; Demonic 41; Mental 44 | Move 12; Str 21; Agil 14; Stam 19; Int 23; Wis 21; Avd 6; Per 19; Res 20; Init 16; Cha 18 | Draconic (Dragon Tongue), Wonderspeak, Common & Halfling | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Truesight: Can see (or otherwise perceive) in natural and magical darkness at a range (in table top inches) equal to thier perception, as well as see through any type of illusion or invisibility, and can see the true form of shape shifting creatures Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Elder Dragon x8 | Bite (5d12+12) & Claw x2 (3d10+6) + Tailswipe (3d12+14 damage) | Arcane Breath VII: 5d12+10 Mana Damage, regenerates 1d20 Spirit to anyone in effect area for 1 round |
Can use up to Tier 7+ Mana Powers (per day use: T7+ x1, T7 x4, T6 x5, T5 x6, T4 x7, T3 x8, T2 x9, T1 x10, T0 unlimited) |
Immune (Mana): Immune to this type of damage and any associated effects Affinity III (Common): +15% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath VII: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits a 24" length by width cone, use Ranged attack modifiers +25 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe VI: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 10" knockback on targets of lesser size Terrifying: Enemies must pass a Resolve test to move towards the creature and if it moves into base contact with a foe they must pass a Resolve test or immediately flee their full move directly away (treat as Feared & Frightened). Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Willpower I: once per day, may elect at any time (even if crit hit) to auto resist a single faith/spirit power |
Ancient Dragons live in complete solitude and often sleep for hundreds of years at a time Can still shapeshift into creatures of a lesser threat rating but would likely not see the point |
7d20 Manastone | n/a | n/a | ||||
Purple Drake | Second | Dragonkind | Chromatic Dragon | Dragon | Purple | Magical | Drake | Mana Dragon | yes | Realm (Wonders), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Hill, Ruins/Dungeon | 10 | 218 (128+20d8) | 209 (3.54 x59.1) | 13 | Huge (Prone) | 4; Crushing Blow 4, Toughness 1, Reach +1 | +17 Hit; 11% Crit. (90+); +1 Damage | +13 Hit; 10% Crit. (91+) | +15 Hit; 20% Crit. (81+) | +11 Hit; 9% Crit. (92+) | AC 67; Armor 56; Dodge 11 Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant or action |
Arcane 32; Elemental 30; Natural 27; Holy 26; Demonic 25; Mental 28 | Move 9; Str 17; Agil 18; Stam 15; Int 16; Wis 12; Avd 11; Per 14; Res 13; Init 13; Cha 14 | Draconic (Dragon Tongue), Wonderspeak, Common & Halfling | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scale, Drake x8 | Bite (3d6+6) & Claw x2 (1d12) + Tailswipe (2d6+4 damage) | Arcane Breath III: 2d10+1d8+2 Mana Damage, regenerates 1d6 Spirit to anyone in effect area for 1 round |
Can use up to Tier 4 Mana Powers (per day use: T4 x3, T3 x4, T2 x5, T1 x6, T0 unlimited) |
Immune (Mana): Immune to this type of damage and any associated effects Affinity II (Common): +10% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath III: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits an 8" length by width cone, use Ranged attack modifiers +5 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe II: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 2" knockback on targets of lesser size Fearsome: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Willpower I: once per day, may elect at any time (even if crit hit) to auto resist a single faith/spirit power |
4d8 Manastone | n/a | n/a | |||||
Purple Regal Dragon | Second | Dragonkind | Chromatic Dragon | Dragon | Purple | Magical | Regal | Mana Dragon | yes | Realm (Wonders), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Hill, Ruins/Dungeon | 19 | 778 (531+38d12) | 1089 (6.94 x156.8) | 32 | Gargantuan (Prone) | 16; Crushing Blow 16, Toughness 4, Reach +3 | +25 Hit; 15% Crit. (86+); +3 Damage | +26 Hit; 16% Crit. (85+) | +30 Hit; 32% Crit. (69+) | +28 Hit; 16% Crit. (85+) | AC 96; Armor 88; Dodge 8 Lair Action x3: May use up to three unique special Lair Actions at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 44; Elemental 36; Natural 38; Holy 36; Demonic 38; Mental 42 | Move 11; Str 20; Agil 17; Stam 18; Int 22; Wis 20; Avd 8; Per 18; Res 18; Init 18; Cha 20 | Draconic (Dragon Tongue), Wonderspeak, Common & Halfling | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Truesight: Can see (or otherwise perceive) in natural and magical darkness at a range (in table top inches) equal to thier perception, as well as see through any type of illusion or invisibility, and can see the true form of shape shifting creatures Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Elder Dragon x8 | Bite (4d10+10) & Claw x2 (3d8+6) + Tailswipe (2d10+6 damage) | Arcane Breath VI: 5d10+8 Mana Damage, regenerates 1d12 Spirit to anyone in effect area for 1 round |
Can use up to Tier 7 Mana Powers (per day use: T7 x3, T6 x4, T5 x5, T4 x6, T3 x7, T2 x8, T1 x9, T0 unlimited) |
Immune (Mana): Immune to this type of damage and any associated effects Affinity III (Common): +15% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath VI: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits a 20" length by width cone, use Ranged attack modifiers +20 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe V: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 8" knockback on targets of lesser size Terrifying: Enemies must pass a Resolve test to move towards the creature and if it moves into base contact with a foe they must pass a Resolve test or immediately flee their full move directly away (treat as Feared & Frightened). Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Willpower I: once per day, may elect at any time (even if crit hit) to auto resist a single faith/spirit power |
Can shapeshift into creatures of a lesser threat rating (preferred forms are: Halflings, Gnomes) |
6d12 Manastone | n/a | n/a | ||||
Purple Wyrm | Second | Dragonkind | Chromatic Dragon | Dragon | Purple | Magical | Wyrm | Mana Dragon | yes | Realm (Wonders), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Hill, Ruins/Dungeon | 5 | 75 (42+5d12) | 79 (2.59 x30.4) | 8 | Large (Prone) | 2; Crushing Blow 2 | +13 Hit; 9% Crit. (92+) | +6 Hit; 7% Crit. (94+) | +8 Hit; 12% Crit. (89+) | +2 Hit; 5% Crit. (96+) | AC 54; Armor 40; Dodge 14 Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant |
Arcane 28; Elemental 24; Natural 20; Holy 20; Demonic 18; Mental 22 | Move 8; Str 14; Agil 19; Stam 12; Int 14; Wis 8; Avd 14; Per 12; Res 10; Init 10; Cha 7 | Draconic (Dragon Tongue) & Wonderspeak | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scale, Wyrm x8 | Bite (1d8+4) & Claw x2 (1d8) + Tailswipe (2d6 dam) | Arcane Breath II: 1d8+1d6 Mana Damage, regenerates 1d4 Spirit to anyone in effect area for 1 round |
Can use up to Tier 3 Mana Powers (per day use: T3 x3, T2 x4, T1 x5, T0 unlimited) |
Immune (Mana): Immune to this type of damage and any associated effects Affinity I (Common): +5% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath II: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits an 8" length by 3" width cone (or cone template), use Ranged attack modifiers against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe I: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 1" knockback on targets of lesser size Fearsome: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Willpower I: once per day, may elect at any time (even if crit hit) to auto resist a single faith/spirit power |
3d6 Manastone | n/a | n/a | |||||
Quelled Wereboar, Ancient | Third | Monster | Cursed | Lycanthrope | Wereboar | Quelled | Ancient | yes | Realm (Dreams), Alignment (Good), Polarity (Order) | Cosmopolitan | Forest/Jungle, Ruins/Dungeon | 20 | 317 (187+20d12) | 143 (2.01 x71.1) | 11 | Medium (Upright) | 0 | +26 Hit; 16% Crit. (85+); +1 Damage | +25 Hit; 15% Crit. (86+) | +21 Hit; 14% Crit. (87+) | +20 Hit; 14% Crit. (87+) | AC 41; Armor 24; Dodge 17 Sometimes wear armor, usually enchanted/crafted |
Arcane 24; Elemental 34; Natural 28; Holy 40; Demonic 31; Mental 23 | Move 5; Str 17; Agil 17; Stam 17; Int 12; Wis 11; Avd 17; Per 16; Res 20; Init 12; Cha 8 | As per their humanoid forms, plus when turned can "speak" Ungulate | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Darksight I: Can see in natural darkness at a range (in table top inches) equal to their Perception. In total darkness (no-light) everything appears as shades of grey while dim light allows for discernment of color. In bright light Perception is cut in half. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Hide, Rugged x8 | Tusks: 2d12+1d6+6 & Fist: 1d12+1d6, tusks cause Cursed Wounds that, if the Lycanthrope fails a Resolve test, also inflict the Curse of Lycanthropy | Fist attack can be replaced with a melee weapon of up to equivalent damage |
Blood Frenzy: passive, after scoring a critical hit or a killing blow, gain +30% melee crit for the next 1d6 attacks. Boar Charge: if moved before attacking, tusks have +15% crit and +12 damage. Intercept x5: can take its movement out of turn to intercept an opponent that would pass within range Unstoppable x2: (fury) instant Massive Strike x1: (fury) action The Beast Within x2: (fury) action Devastation x1: (fury) move + instant |
Immune (Twilight): Immune to this type of damage and any associated effects Hyper-Sensitivity (Silver): Incoming damage of this type is doubled and any exposure to it (even passive) inflicts 1x HP dice of damage of that type. Horrific Transformation: When a Lycanthrope shapeshifts (turns), any target with 12" that has LoS must pass an Resolve test or roll 1d6 where: 1-3 = can't move or take any action until passing an Resolve test or taking damage 4-5 = must move directly away from Lycanthrope until passing an Resolve Test or taking damage 6 = gain +2 damage but -5 hit for physical attacks against the Lycanthrope for the remainder of battle and need not take another Resolve test from a Lycanthropes transformation Cursed Wounds: For any physical damage caused by this creature, if not de-cursed first, MUST attempt to resist any healing. For non-magical healing (i.e. potions) use Natural resist with no "casting" modifiers. Death Effect: Special ability or effect that is triggered immediately upon the death of the creature Trample IV: 4d6 dam, does not effect targets of equal size or larger than the creature |
The Truth in Death: death effect, when slain in hybrid form Lycanthropes revert back to their original form. |
2d6+4 Lunarite | n/a | n/a | |||||
Quelled Wereboar, Elder | Third | Monster | Cursed | Lycanthrope | Wereboar | Quelled | Elder | yes | Realm (Dreams), Alignment (Good), Polarity (Order) | Cosmopolitan | Forest/Jungle, Ruins/Dungeon | 16 | 248 (144+16d12) | 106 (1.86 x56.7) | 9 | Medium (Upright) | 0 | +21 Hit; 13% Crit. (88+); +1 Damage | +20 Hit; 13% Crit. (88+) | +15 Hit; 11% Crit. (90+) | +14 Hit; 11% Crit. (90+) | AC 36; Armor 20; Dodge 16 Sometimes wear armor, often enchanted/crafted |
Arcane 20; Elemental 32; Natural 25; Holy 38; Demonic 28; Mental 19 | Move 5; Str 17; Agil 16; Stam 16; Int 10; Wis 9; Avd 16; Per 15; Res 19; Init 10; Cha 4 | As per their humanoid forms, plus when turned can "speak" Ungulate | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Darksight I: Can see in natural darkness at a range (in table top inches) equal to their Perception. In total darkness (no-light) everything appears as shades of grey while dim light allows for discernment of color. In bright light Perception is cut in half. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Hide, Thick x4 plus Hide, Rugged x4 | Tusks: 2d10+1d6+6 & Fist: 1d10+1d6, tusks cause Cursed Wounds that, if the Lycanthrope fails a Resolve test, also inflict the Curse of Lycanthropy | Fist attack can be replaced with a melee weapon of up to equivalent damage |
Blood Frenzy: passive, after scoring a critical hit or a killing blow, gain +20% melee crit for the next 1d6 attacks. Boar Charge: if moved before attacking, tusks have +15% crit and +10 damage. Intercept x4: can take its movement out of turn to intercept an opponent that would pass within range Unstoppable x1: (fury) instant The Beast Within x1: (fury) action |
Immune (Twilight): Immune to this type of damage and any associated effects Hyper-Sensitivity (Silver): Incoming damage of this type is doubled and any exposure to it (even passive) inflicts 1x HP dice of damage of that type. Horrific Transformation: When a Lycanthrope shapeshifts (turns), any target with 12" that has LoS must pass an Resolve test or roll 1d6 where: 1-3 = can't move or take any action until passing an Resolve test or taking damage 4-5 = must move directly away from Lycanthrope until passing an Resolve Test or taking damage 6 = gain +2 damage but -5 hit for physical attacks against the Lycanthrope for the remainder of battle and need not take another Resolve test from a Lycanthropes transformation Cursed Wounds: For any physical damage caused by this creature, if not de-cursed first, MUST attempt to resist any healing. For non-magical healing (i.e. potions) use Natural resist with no "casting" modifiers. Death Effect: Special ability or effect that is triggered immediately upon the death of the creature Trample III: 3d6 dam, does not effect targets of equal size or larger than the creature |
The Truth in Death: death effect, when slain in hybrid form Lycanthropes revert back to their original form. |
2d6+2 Lunarite | n/a | n/a | |||||
Quelled Wereboar, Moontamed | Third | Monster | Cursed | Lycanthrope | Wereboar | Quelled | Moontamed | yes | Realm (Dreams), Alignment (Good), Polarity (Order) | Cosmopolitan | Forest/Jungle, Ruins/Dungeon | 12 | 183 (105+12d12) | 76 (1.86 x41) | 8 | Medium (Upright) | 0 | +16 Hit; 11% Crit. (90+); +1 Damage | +15 Hit; 11% Crit. (90+) | +9 Hit; 9% Crit. (92+) | +8 Hit; 8% Crit. (93+) | AC 31; Armor 16; Dodge 15 Sometimes wear armor |
Arcane 16; Elemental 30; Natural 22; Holy 36; Demonic 25; Mental 15 | Move 5; Str 17; Agil 15; Stam 15; Int 8; Wis 7; Avd 15; Per 14; Res 18; Init 8; Cha 2 | As per their humanoid forms, plus when turned can "speak" Ungulate | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Darksight I: Can see in natural darkness at a range (in table top inches) equal to their Perception. In total darkness (no-light) everything appears as shades of grey while dim light allows for discernment of color. In bright light Perception is cut in half. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Hide, Thick x8 | Tusks: 2d8+1d6+6 & Fist: 1d8+1d6, tusks cause Cursed Wounds that, if the Lycanthrope fails a Resolve test, also inflict the Curse of Lycanthropy | Fist attack can be replaced with a melee weapon of up to equivalent damage |
Blood Frenzy: passive, after scoring a critical hit or a killing blow, gain +10% melee crit for the next 1d6 attacks. Boar Charge: if moved before attacking, tusks have +15% crit and +8 damage. Intercept x3: can take its movement out of turn to intercept an opponent that would pass within range |
Immune (Twilight): Immune to this type of damage and any associated effects Hyper-Sensitivity (Silver): Incoming damage of this type is doubled and any exposure to it (even passive) inflicts 1x HP dice of damage of that type. Horrific Transformation: When a Lycanthrope shapeshifts (turns), any target with 12" that has LoS must pass an Resolve test or roll 1d6 where: 1-3 = can't move or take any action until passing an Resolve test or taking damage 4-5 = must move directly away from Lycanthrope until passing an Resolve Test or taking damage 6 = gain +2 damage but -5 hit for physical attacks against the Lycanthrope for the remainder of battle and need not take another Resolve test from a Lycanthropes transformation Cursed Wounds: For any physical damage caused by this creature, if not de-cursed first, MUST attempt to resist any healing. For non-magical healing (i.e. potions) use Natural resist with no "casting" modifiers. Death Effect: Special ability or effect that is triggered immediately upon the death of the creature Trample III: 3d6 dam, does not effect targets of equal size or larger than the creature |
The Truth in Death: death effect, when slain in hybrid form Lycanthropes revert back to their original form. |
2d6 Lunarite | n/a | n/a | |||||
Quelled Werepanther, Ancient | Third | Monster | Cursed | Lycanthrope | Werepanther | Quelled | Ancient | yes | Realm (Dreams), Alignment (Neutral), Polarity (Order) | Cosmopolitan | Forest/Jungle, Ruins/Dungeon | 20 | 339 (209+20d12) | 173 (2.08 x83.2) | 12 | Large (Upright) | 2; Crushing Blow 2 | +29 Hit; 17% Crit. (84+); +2 Damage | +24 Hit; 15% Crit. (86+) | +21 Hit; 14% Crit. (87+) | +20 Hit; 14% Crit. (87+) | AC 44; Armor 24; Dodge 20 Can use Lunarmeld at will to re-hide; Sometimes wear armor, usually enchanted/crafted |
Arcane 24; Elemental 38; Natural 30; Holy 34; Demonic 28; Mental 23 | Move 8; Str 19; Agil 20; Stam 19; Int 12; Wis 11; Avd 20; Per 15; Res 17; Init 11; Cha 8 | As per their humanoid forms, plus when turned can "speak" Feline | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Darksight I: Can see in natural darkness at a range (in table top inches) equal to their Perception. In total darkness (no-light) everything appears as shades of grey while dim light allows for discernment of color. In bright light Perception is cut in half. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Fur, Coarse/Dense x8 | Bite: 1d12+6 & Claw x2: 1d12+1d6+12, all cause Cursed Wounds that, if the Lycanthrope fails a Resolve test, also inflict the Curse of Lycanthropy | Blood Frenzy: passive, after scoring a critical hit or a killing blow, gain +30% melee crit for the next 1d6 attacks. Study Prey: passive,+5% melee crit (already added) Anguished Snarl x3: OOT instant, negates the damage multiplier of a single critical hit against them. Feline Pounce x5: action, must be hidden, breaks stealth, +15hit & max dam bite with 100% knock down Crippling Strike III x2: (stealth) action Spree III x1: (stealth) instant |
Immune (Twilight): Immune to this type of damage and any associated effects Hyper-Sensitivity (Silver): Incoming damage of this type is doubled and any exposure to it (even passive) inflicts 1x HP dice of damage of that type. Horrific Transformation: When a Lycanthrope shapeshifts (turns), any target with 12" that has LoS must pass an Resolve test or roll 1d6 where: 1-3 = can't move or take any action until passing an Resolve test or taking damage 4-5 = must move directly away from Lycanthrope until passing an Resolve Test or taking damage 6 = gain +2 damage but -5 hit for physical attacks against the Lycanthrope for the remainder of battle and need not take another Resolve test from a Lycanthropes transformation Cursed Wounds: For any physical damage caused by this creature, if not de-cursed first, MUST attempt to resist any healing. For non-magical healing (i.e. potions) use Natural resist with no "casting" modifiers. Death Effect: Special ability or effect that is triggered immediately upon the death of the creature Sneaky III: Can enter battle hidden, moves at full speed while hidden & +5 Advantage to avoid being detected Vicious I: +5% Critical hit with physical melee attacks (typically already added) |
The Truth in Death: death effect, when slain in hybrid form Lycanthropes revert back to their original form. |
2d6+4 Lunarite | n/a | n/a | ||||||
Quelled Werepanther, Elder | Third | Monster | Cursed | Lycanthrope | Werepanther | Quelled | Elder | yes | Realm (Dreams), Alignment (Neutral), Polarity (Order) | Cosmopolitan | Forest/Jungle, Ruins/Dungeon | 16 | 266 (162+16d12) | 140 (2.08 x67.1) | 11 | Large (Upright) | 2; Crushing Blow 2 | +24 Hit; 14% Crit. (87+); +2 Damage | +19 Hit; 13% Crit. (88+) | +15 Hit; 11% Crit. (90+) | +14 Hit; 11% Crit. (90+) | AC 39; Armor 20; Dodge 19 Can use Lunarmeld at will to re-hide; Sometimes wear armor, often enchanted/crafted |
Arcane 20; Elemental 36; Natural 27; Holy 32; Demonic 25; Mental 19 | Move 8; Str 19; Agil 19; Stam 18; Int 10; Wis 9; Avd 19; Per 14; Res 16; Init 9; Cha 4 | As per their humanoid forms, plus when turned can "speak" Feline | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Darksight I: Can see in natural darkness at a range (in table top inches) equal to their Perception. In total darkness (no-light) everything appears as shades of grey while dim light allows for discernment of color. In bright light Perception is cut in half. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Fur, Thick/Shaggy x4 plus Fur, Coarse/Dense x4 | Bite: 1d10+6 & Claw x2: 1d10+1d6+10, all cause Cursed Wounds that, if the Lycanthrope fails a Resolve test, also inflict the Curse of Lycanthropy | Blood Frenzy: passive, after scoring a critical hit or a killing blow, gain +20% melee crit for the next 1d6 attacks. Study Prey: passive,+5% melee crit (already added) Anguished Snarl x2: OOT instant, negates the damage multiplier of a single critical hit against them. Feline Pounce x4: action, must be hidden, breaks stealth, +15hit & max dam bite with 100% knock down Crippling Strike III x1: (stealth) action |
Immune (Twilight): Immune to this type of damage and any associated effects Hyper-Sensitivity (Silver): Incoming damage of this type is doubled and any exposure to it (even passive) inflicts 1x HP dice of damage of that type. Horrific Transformation: When a Lycanthrope shapeshifts (turns), any target with 12" that has LoS must pass an Resolve test or roll 1d6 where: 1-3 = can't move or take any action until passing an Resolve test or taking damage 4-5 = must move directly away from Lycanthrope until passing an Resolve Test or taking damage 6 = gain +2 damage but -5 hit for physical attacks against the Lycanthrope for the remainder of battle and need not take another Resolve test from a Lycanthropes transformation Cursed Wounds: For any physical damage caused by this creature, if not de-cursed first, MUST attempt to resist any healing. For non-magical healing (i.e. potions) use Natural resist with no "casting" modifiers. Death Effect: Special ability or effect that is triggered immediately upon the death of the creature Sneaky III: Can enter battle hidden, moves at full speed while hidden & +5 Advantage to avoid being detected Vicious I: +5% Critical hit with physical melee attacks (typically already added) |
The Truth in Death: death effect, when slain in hybrid form Lycanthropes revert back to their original form. |
2d6+2 Lunarite | n/a | n/a | ||||||
Quelled Werepanther, Moontamed | Third | Monster | Cursed | Lycanthrope | Werepanther | Quelled | Moontamed | yes | Realm (Dreams), Alignment (Neutral), Polarity (Order) | Cosmopolitan | Forest/Jungle, Ruins/Dungeon | 12 | 197 (119+12d12) | 94 (1.91 x49.1) | 9 | Large (Upright) | 2; Crushing Blow 2 | +19 Hit; 12% Crit. (89+); +2 Damage | +14 Hit; 10% Crit. (91+) | +9 Hit; 9% Crit. (92+) | +8 Hit; 8% Crit. (93+) | AC 34; Armor 16; Dodge 18 Can use Lunarmeld at will to re-hide; Sometimes wear armor |
Arcane 16; Elemental 34; Natural 24; Holy 30; Demonic 22; Mental 15 | Move 8; Str 19; Agil 18; Stam 17; Int 8; Wis 7; Avd 18; Per 13; Res 15; Init 7; Cha 2 | As per their humanoid forms, plus when turned can "speak" Feline | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Darksight I: Can see in natural darkness at a range (in table top inches) equal to their Perception. In total darkness (no-light) everything appears as shades of grey while dim light allows for discernment of color. In bright light Perception is cut in half. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Fur, Thick/Shaggy x8 | Bite: 1d8+6 & Claw x2: 1d8+1d6+8, all cause Cursed Wounds that, if the Lycanthrope fails a Resolve test, also inflict the Curse of Lycanthropy | Blood Frenzy: passive, after scoring a critical hit or a killing blow, gain +10% melee crit for the next 1d6 attacks. Study Prey: passive,+5% melee crit (already added) Anguished Snarl x1: OOT instant, negates the damage multiplier of a single critical hit against them. Feline Pounce x3: action, must be hidden, breaks stealth, +15hit & max dam bite with 100% knock down |
Immune (Twilight): Immune to this type of damage and any associated effects Hyper-Sensitivity (Silver): Incoming damage of this type is doubled and any exposure to it (even passive) inflicts 1x HP dice of damage of that type. Horrific Transformation: When a Lycanthrope shapeshifts (turns), any target with 12" that has LoS must pass an Resolve test or roll 1d6 where: 1-3 = can't move or take any action until passing an Resolve test or taking damage 4-5 = must move directly away from Lycanthrope until passing an Resolve Test or taking damage 6 = gain +2 damage but -5 hit for physical attacks against the Lycanthrope for the remainder of battle and need not take another Resolve test from a Lycanthropes transformation Cursed Wounds: For any physical damage caused by this creature, if not de-cursed first, MUST attempt to resist any healing. For non-magical healing (i.e. potions) use Natural resist with no "casting" modifiers. Death Effect: Special ability or effect that is triggered immediately upon the death of the creature Sneaky II: Can enter battle hidden, moves at full speed while hidden & +3 Advantage to avoid being detected Vicious I: +5% Critical hit with physical melee attacks (typically already added) |
The Truth in Death: death effect, when slain in hybrid form Lycanthropes revert back to their original form. |
2d6 Lunarite | n/a | n/a | ||||||
Quelled Werewolf, Ancient | Third | Monster | Cursed | Lycanthrope | Werewolf | Quelled | Ancient | yes | Realm (Dreams), Alignment (Neutral), Polarity (Order) | Cosmopolitan | Forest/Jungle, Ruins/Dungeon | 20 | 297 (187+20d10) | 115 (1.65 x69.7) | 10 | Medium (Upright) | 0 | +29 Hit; 17% Crit. (84+); +1 Damage | +25 Hit; 15% Crit. (86+) | +22 Hit; 14% Crit. (87+) | +21 Hit; 14% Crit. (87+) | AC 44; Armor 24; Dodge 20 Sometimes wear armor, usually enchanted/crafted |
Arcane 26; Elemental 34; Natural 29; Holy 36; Demonic 30; Mental 25 | Move 7; Str 16; Agil 20; Stam 17; Int 13; Wis 12; Avd 20; Per 16; Res 18; Init 12; Cha 8 | As per their humanoid forms, plus when turned can "speak" canine | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Darksight I: Can see in natural darkness at a range (in table top inches) equal to their Perception. In total darkness (no-light) everything appears as shades of grey while dim light allows for discernment of color. In bright light Perception is cut in half. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Fur, Coarse/Dense x8 | Bite: 1d12+6 & Claw x2: 1d12+1d6, all cause Cursed Wounds that, if the Lycanthrope fails a Resolve test, also inflict the Curse of Lycanthropy | Blood Frenzy: passive, after scoring a critical hit or a killing blow, gain +30% melee crit for the next 1d6 attacks. Strength with the Pack: passive, pack hunting damage bonus is doubled. Anguished Howl x3: OOT instant, negates the damage multiplier of a single critical hit against them. Leaping Strike x5: (fury) action The Beast Within x2: (fury) action Devastation x1: (fury) move + instant |
Immune (Twilight): Immune to this type of damage and any associated effects Hyper-Sensitivity (Silver): Incoming damage of this type is doubled and any exposure to it (even passive) inflicts 1x HP dice of damage of that type. Horrific Transformation: When a Lycanthrope shapeshifts (turns), any target with 12" that has LoS must pass an Resolve test or roll 1d6 where: 1-3 = can't move or take any action until passing an Resolve test or taking damage 4-5 = must move directly away from Lycanthrope until passing an Resolve Test or taking damage 6 = gain +2 damage but -5 hit for physical attacks against the Lycanthrope for the remainder of battle and need not take another Resolve test from a Lycanthropes transformation Cursed Wounds: For any physical damage caused by this creature, if not de-cursed first, MUST attempt to resist any healing. For non-magical healing (i.e. potions) use Natural resist with no "casting" modifiers. Death Effect: Special ability or effect that is triggered immediately upon the death of the creature Pack Hunting III: +1 dam & +1 Resolve for every other packhunter of that type w/in 10" (Max +9) |
The Truth in Death: death effect, when slain in hybrid form Lycanthropes revert back to their original form. |
2d6+4 Lunarite | n/a | n/a | ||||||
Quelled Werewolf, Elder | Third | Monster | Cursed | Lycanthrope | Werewolf | Quelled | Elder | yes | Realm (Dreams), Alignment (Neutral), Polarity (Order) | Cosmopolitan | Forest/Jungle, Ruins/Dungeon | 16 | 232 (144+16d10) | 88 (1.58 x55.8) | 8 | Medium (Upright) | 0 | +24 Hit; 14% Crit. (87+); +1 Damage | +20 Hit; 13% Crit. (88+) | +16 Hit; 12% Crit. (89+) | +15 Hit; 11% Crit. (90+) | AC 39; Armor 20; Dodge 19 Sometimes wear armor, often enchanted/crafted |
Arcane 22; Elemental 32; Natural 26; Holy 34; Demonic 27; Mental 21 | Move 7; Str 16; Agil 19; Stam 16; Int 11; Wis 10; Avd 19; Per 15; Res 17; Init 10; Cha 4 | As per their humanoid forms, plus when turned can "speak" canine | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Darksight I: Can see in natural darkness at a range (in table top inches) equal to their Perception. In total darkness (no-light) everything appears as shades of grey while dim light allows for discernment of color. In bright light Perception is cut in half. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Fur, Thick/Shaggy x4 plus Fur, Coarse/Dense x4 | Bite: 1d10+6 & Claw x2: 1d10+1d6, all cause Cursed Wounds that, if the Lycanthrope fails a Resolve test, also inflict the Curse of Lycanthropy | Blood Frenzy: passive, after scoring a critical hit or a killing blow, gain +20% melee crit for the next 1d6 attacks. Strength with the Pack: passive, pack hunting damage bonus is doubled. Anguished Howl x2: OOT instant, negates the damage multiplier of a single critical hit against them. Leaping Strike x4: (fury) action The Beast Within x1: (fury) action |
Immune (Twilight): Immune to this type of damage and any associated effects Hyper-Sensitivity (Silver): Incoming damage of this type is doubled and any exposure to it (even passive) inflicts 1x HP dice of damage of that type. Horrific Transformation: When a Lycanthrope shapeshifts (turns), any target with 12" that has LoS must pass an Resolve test or roll 1d6 where: 1-3 = can't move or take any action until passing an Resolve test or taking damage 4-5 = must move directly away from Lycanthrope until passing an Resolve Test or taking damage 6 = gain +2 damage but -5 hit for physical attacks against the Lycanthrope for the remainder of battle and need not take another Resolve test from a Lycanthropes transformation Cursed Wounds: For any physical damage caused by this creature, if not de-cursed first, MUST attempt to resist any healing. For non-magical healing (i.e. potions) use Natural resist with no "casting" modifiers. Death Effect: Special ability or effect that is triggered immediately upon the death of the creature Pack Hunting II: +1 dam & +1 Resolve for every other packhunter of that type w/in 10" (Max +6) |
The Truth in Death: death effect, when slain in hybrid form Lycanthropes revert back to their original form. |
2d6+2 Lunarite | n/a | n/a | ||||||
Quelled Werewolf, Moontamed | Third | Monster | Cursed | Lycanthrope | Werewolf | Quelled | Moontamed | yes | Realm (Dreams), Alignment (Neutral), Polarity (Order) | Cosmopolitan | Forest/Jungle, Ruins/Dungeon | 12 | 171 (105+12d10) | 64 (1.58 x40.4) | 7 | Medium (Upright) | 0 | +19 Hit; 12% Crit. (89+); +1 Damage | +15 Hit; 11% Crit. (90+) | +10 Hit; 9% Crit. (92+) | +9 Hit; 9% Crit. (92+) | AC 34; Armor 16; Dodge 18 Sometimes wear armor |
Arcane 18; Elemental 30; Natural 23; Holy 32; Demonic 24; Mental 17 | Move 7; Str 16; Agil 18; Stam 15; Int 9; Wis 8; Avd 18; Per 14; Res 16; Init 8; Cha 2 | As per their humanoid forms, plus when turned can "speak" canine | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Darksight I: Can see in natural darkness at a range (in table top inches) equal to their Perception. In total darkness (no-light) everything appears as shades of grey while dim light allows for discernment of color. In bright light Perception is cut in half. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Fur, Thick/Shaggy x8 | Bite: 1d8+6 & Claw x2: 1d8+1d6, all cause Cursed Wounds that, if the Lycanthrope fails a Resolve test, also inflict the Curse of Lycanthropy | Blood Frenzy: passive, after scoring a critical hit or a killing blow, gain +10% melee crit for the next 1d6 attacks. Strength with the Pack: passive, pack hunting damage bonus is doubled. Anguished Howl x1: OOT instant, negates the damage multiplier of a single critical hit against them. Leaping Strike x3: (fury) action |
Immune (Twilight): Immune to this type of damage and any associated effects Hyper-Sensitivity (Silver): Incoming damage of this type is doubled and any exposure to it (even passive) inflicts 1x HP dice of damage of that type. Horrific Transformation: When a Lycanthrope shapeshifts (turns), any target with 12" that has LoS must pass an Resolve test or roll 1d6 where: 1-3 = can't move or take any action until passing an Resolve test or taking damage 4-5 = must move directly away from Lycanthrope until passing an Resolve Test or taking damage 6 = gain +2 damage but -5 hit for physical attacks against the Lycanthrope for the remainder of battle and need not take another Resolve test from a Lycanthropes transformation Cursed Wounds: For any physical damage caused by this creature, if not de-cursed first, MUST attempt to resist any healing. For non-magical healing (i.e. potions) use Natural resist with no "casting" modifiers. Death Effect: Special ability or effect that is triggered immediately upon the death of the creature Pack Hunting II: +1 dam & +1 Resolve for every other packhunter of that type w/in 10" (Max +6) |
The Truth in Death: death effect, when slain in hybrid form Lycanthropes revert back to their original form. |
2d6 Lunarite | n/a | n/a | ||||||
Ram | Second | Beast | Mammal | Ungulate | Herd | Adult | Goat | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Cosmopolitan | Rural, Hill | 1 | 19 (14+1d10) | 7 (0.88 x8) | 2 | Medium (Prone) | 0 | +3 Hit; 5% Crit. (96+) | +2 Hit; 5% Crit. (96+) | -9 Hit; 1% Crit. (100+) | -2 Hit; 3% Crit. (98+) | AC 20; Armor 12; Dodge 8 |
Arcane 2; Elemental 18; Natural 17; Holy 8; Demonic 12; Mental 9 | Move 6; Str 12; Agil 13; Stam 9; Int 1; Wis 8; Avd 8; Per 12; Res 4; Init 15; Cha 1 | Ungulate "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Fur/Hair x2 plus Fur, Thick/Shaggy x5 | Horns (1d4 dam when in base contact, see 'Headbutt') | Headbutt: action, must have charged, 2d4 +1 per inch moved (up to a max of creatures level) Headbutt has Crushing Blow = to creatures level |
Trample I: 1d6 dam, does not effect targets of equal size or larger than the creature Flighty I: If struck in combat while alone, or w/o presence of master/rider, will immediately flee if failing a resolve test & continue until passing Domesticated: cannot be "summoned" with Beast Calling |
2d6 Raw Meat, 0-2 Ram/Goat Horns (small) | Affection & Will | Normal | Dwarves (+1) | ||||||
Ram, Highland | Second | Beast | Mammal | Ungulate | Herd | Adult | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Arctic/Temperate | Mountain, Hill | 2 | 39 (26+2d12) | 21 (1.32 x15.8) | 4 | Large (Prone) | 2; Crushing Blow 2 | +3 Hit; 5% Crit. (96+); +1 Damage | +5 Hit; 6% Crit. (95+) | -8 Hit; 1% Crit. (100+) | -1 Hit; 4% Crit. (97+) | AC 23; Armor 14; Dodge 9 Can wear up to Plate Armor, Max Double Layer |
Arcane 2; Elemental 26; Natural 21; Holy 18; Demonic 17; Mental 9 | Move 7; Str 15; Agil 12; Stam 13; Int 1; Wis 8; Avd 9; Per 14; Res 9; Init 14; Cha 2 | Ungulate "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Fur, Thick/Shaggy x7 | Hoof (1d8dam), Horns (1d6dam when in base contact, see 'Headbutt') | Headbutt: action, must have charged, 4d6 +2 per inch moved (up to a max of creatures level) Headbutt has Crushing Blow = to creatures level, but if armor saved creature is stunned 1 rnd |
Trample II: 2d6 dam, does not effect targets of equal size or larger than the creature |
3d6 Raw Meat, 0-2 Highland Ram Horns (medium) | Affection & Will | Normal | Dwarves (+1) | |||||||
Raptor | Second | Beast | Reptile | Dinosaur | Pack Hunter | Adult | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Forest/Jungle, Plain | 2 | 37 (24+2d12) | 25 (1.18 x21.2) | 4 | Large (Prone) | 2; Crushing Blow 2 | +6 Hit; 6% Crit. (95+); +1 Damage | +6 Hit; 6% Crit. (95+) | -4 Hit; 3% Crit. (98+) | +3 Hit; 5% Crit. (96+) | AC 25; Armor 14; Dodge 11 |
Arcane 10; Elemental 24; Natural 24; Holy 12; Demonic 18; Mental 17 | Move 8; Str 15; Agil 15; Stam 12; Int 5; Wis 12; Avd 11; Per 15; Res 6; Init 14; Cha 1 | Reptile "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scales, Light x7 | Bite (1d8+1), Clawx2 (3d6) | Shred: action, leap up to 4" away w/ 50% knock down, if target has 10% HP or less it is automatically killed if not do a single claw attack |
Pack Hunting I: +1 dam & +1 Resolve for every other packhunter of that type w/in 10" (Max +3) Armor Piercing I: some or all primary attacks have -5 armor |
3d6 Raw Meat, 0-2 Raptor Claws (small) | Dominance & Cunning | Exotic | Orcs (+2) & Half-Orcs (+1), Wild & High Elves (-2), Half-elves, Gnomes, Halflings (-1) | |||||||
Rat | Second | Beast | Mammal | Vermin | Burrower | Adult | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Cosmopolitan | Urban, Subterranean | 1 | 5 (2+1d4) | 2 (0.78 x2.6) | 0 | Diminutive (Prone) | -8 | +9 Hit; 7% Crit. (94+); -2 Damage | +3 Hit; 5% Crit. (96+) | -8 Hit; 1% Crit. (100+) | -1 Hit; 4% Crit. (97+) | AC 23; Armor 5; Dodge 18 |
Arcane 4; Elemental 4; Natural 11; Holy 2; Demonic 10; Mental 11 | Move 4; Str 3; Agil 19; Stam 2; Int 2; Wis 9; Avd 18; Per 13; Res 1; Init 18; Cha 1 | Vermin "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Fur/Hair x5 | Bite (1d2 dam) | All wounds cause Gutter filth infection, 1 dam/rnd (or day), treat as disease |
Tunneler I: Can tunnel through ground at 1/2 movement, initial burrowing counts as an instant Infected Wounds I: Sucessful wounds inflict disease or disease-like effects, requiring an immediate natural resist check, immune for up to a day if passing |
Usually in packs of 4-12 |
0-1 Raw Meat | Force & Cunning | n/a | Goblins (+1) | ||||||
Rat Swarm, Huge | Second | Beast | Mammal | Vermin | Burrower | Huge Swarm | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Cosmopolitan | Urban, Subterranean | 4 | 60 (24+8d8) | 35 (2.18 x16) | 5 | Huge (Prone) | 4; Crushing Blow 4, Toughness 1, Reach +1 | +12 Hit; 8% Crit. (93+); -1 Damage | +4 Hit; 6% Crit. (95+) | -5 Hit; 3% Crit. (98+) | +2 Hit; 5% Crit. (96+) | AC 10; Armor 5; Dodge 5 |
Arcane 4; Elemental 12; Natural 15; Holy 10; Demonic 14; Mental 11 | Move 2; Str 5; Agil 19; Stam 6; Int 2; Wis 9; Avd 5; Per 11; Res 5; Init 18; Cha 1 | Vermin "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Fur/Hair x5 | Swarm of Bites (4d8 damage where max damage cannot exceed current HP, hits all targets touched by swarm, no Dodge unless only partially covered) | All wounds cause Gutter filth infection, 1 dam/rnd (or day), treat as disease |
Swarm (Huge): Comprised of many Diminutive or smaller creatures compelled to a frenzy of aggressive activity. Covers a 3" radius but is reduced to a Large Swarm at 75% HP. Can occupy another creatures space and move through any opening large enough for a single creature of the swarm. Cannot be healed, shielded, or gain temporary HP. Swarms take half physical damage but double AoE damage. Flyer II: 3x movement while flying Infected Wounds: Sucessful wounds inflict disease or disease-like effects, requiring an immediate natural resist check, immune for up to a day if passing |
4d8 Raw Meat | While many diminutive creatures will fight in packs to better defend themselves, swarms are something considerably more dangerous and almost always unantural. A rat swarm is typically driven by some greater and often sinister will such as a Vampire or sewer dwelling vermin lord, who whips the creatures into a frenzy and commands them to attack its foes. | n/a & n/a | n/a | |||||||
Rat Swarm, Large | Second | Beast | Mammal | Vermin | Burrower | Large Swarm | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Cosmopolitan | Urban, Subterranean | 3 | 35 (15+3d12) | 21 (1.86 x11.4) | 4 | Large (Prone) | 2; Crushing Blow 2 | +11 Hit; 8% Crit. (93+); -1 Damage | +3 Hit; 5% Crit. (96+) | -6 Hit; 2% Crit. (99+) | +1 Hit; 5% Crit. (96+) | AC 10; Armor 5; Dodge 5 |
Arcane 4; Elemental 12; Natural 15; Holy 10; Demonic 14; Mental 11 | Move 2; Str 5; Agil 19; Stam 6; Int 2; Wis 9; Avd 5; Per 11; Res 5; Init 18; Cha 1 | Vermin "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Fur/Hair x5 | Swarm of Bites (3d8 damage where max damage cannot exceed current HP, hits all targets touched by swarm, no Dodge unless only partially covered) | All wounds cause Gutter filth infection, 1 dam/rnd (or day), treat as disease |
Swarm (Large): Comprised of many Diminutive or smaller creatures compelled to a frenzy of aggressive activity. Covers a 2" radius but is reduced to a Medium Swarm at 66% HP.. Can occupy another creatures space and move through any opening large enough for a single creature of the swarm. Cannot be healed, shielded, or gain temporary HP. Swarms take half physical damage but double AoE damage. Flyer II: 3x movement while flying Infected Wounds: Sucessful wounds inflict disease or disease-like effects, requiring an immediate natural resist check, immune for up to a day if passing |
3d6 Raw Meat | While many diminutive creatures will fight in packs to better defend themselves, swarms are something considerably more dangerous and almost always unantural. A rat swarm is typically driven by some greater and often sinister will such as a Vampire or sewer dwelling vermin lord, who whips the creatures into a frenzy and commands them to attack its foes. | n/a & n/a | n/a | |||||||
Rat Swarm, Medium | Second | Beast | Mammal | Vermin | Burrower | Medium Swarm | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Cosmopolitan | Urban, Subterranean | 2 | 23 (12+2d10) | 13 (1.56 x8.1) | 3 | Medium (Prone) | 0 | +10 Hit; 7% Crit. (94+); -1 Damage | +2 Hit; 5% Crit. (96+) | -7 Hit; 2% Crit. (99+) | 0 Hit; 4% Crit. (97+) | AC 10; Armor 5; Dodge 5 |
Arcane 4; Elemental 12; Natural 15; Holy 10; Demonic 14; Mental 11 | Move 2; Str 5; Agil 19; Stam 6; Int 2; Wis 9; Avd 5; Per 11; Res 5; Init 18; Cha 1 | Vermin "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Fur/Hair x5 | Swarm of Bites (2d8 damage where max damage cannot exceed current HP, hits all targets touched by swarm, no Dodge unless only partially covered) | All wounds cause Gutter filth infection, 1 dam/rnd (or day), treat as disease |
Swarm (Medium): Comprised of many Diminutive or smaller creatures compelled to a frenzy of aggressive activity. Covers a 1" radius but is reduced to a Small Swarm at 50% HP. Can occupy another creatures space and move through any opening large enough for a single creature of the swarm. Cannot be healed, shielded, or gain temporary HP. Swarms take half physical damage but double AoE damage. Flyer II: 3x movement while flying Infected Wounds: Sucessful wounds inflict disease or disease-like effects, requiring an immediate natural resist check, immune for up to a day if passing |
2d6 Raw Meat | While many diminutive creatures will fight in packs to better defend themselves, swarms are something considerably more dangerous and almost always unantural. A rat swarm is typically driven by some greater and often sinister will such as a Vampire or sewer dwelling vermin lord, who whips the creatures into a frenzy and commands them to attack its foes. | n/a & n/a | n/a | |||||||
Rat Swarm, Small | Second | Beast | Mammal | Vermin | Burrower | Small Swarm | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Cosmopolitan | Urban, Subterranean | 1 | 14 (9+1d8) | 6 (1.28 x5.1) | 2 | Small (Prone) | -2 | +9 Hit; 7% Crit. (94+); -1 Damage | +1 Hit; 4% Crit. (97+) | -8 Hit; 1% Crit. (100+) | -1 Hit; 4% Crit. (97+) | AC 10; Armor 5; Dodge 5 |
Arcane 4; Elemental 12; Natural 15; Holy 10; Demonic 14; Mental 11 | Move 2; Str 5; Agil 19; Stam 6; Int 2; Wis 9; Avd 5; Per 11; Res 5; Init 18; Cha 1 | Vermin "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Fur/Hair x5 | Swarm of Bites (1d8 damage where max damage cannot exceed current HP, hits all targets touched by swarm, no Dodge unless only partially covered) | All wounds cause Gutter filth infection, 1 dam/rnd (or day), treat as disease |
Swarm (Small): Comprised of many Diminutive or smaller creatures compelled to a frenzy of aggressive activity. Covers a 0.5" radius. Can occupy another creatures space and move through any opening large enough for a single creature of the swarm. Cannot be healed, shielded, or gain temporary HP. Swarms take half physical damage but double AoE damage. Flyer II: 3x movement while flying Infected Wounds: Sucessful wounds inflict disease or disease-like effects, requiring an immediate natural resist check, immune for up to a day if passing |
1d6 Raw Meat | While many diminutive creatures will fight in packs to better defend themselves, swarms are something considerably more dangerous and almost always unantural. A rat swarm is typically driven by some greater and often sinister will such as a Vampire or sewer dwelling vermin lord, who whips the creatures into a frenzy and commands them to attack its foes. | n/a & n/a | n/a | |||||||
Rat, Giant | Second | Beast | Mammal | Vermin | Burrower | Adult | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Cosmopolitan | Subterranean, Urban | 1 | 14 (9+1d8) | 7 (1.01 x6.6) | 2 | Small (Prone) | -2 | +7 Hit; 6% Crit. (95+) | +4 Hit; 5% Crit. (96+) | -9 Hit; 1% Crit. (100+) | -2 Hit; 3% Crit. (98+) | AC 26; Armor 10; Dodge 16 |
Arcane 2; Elemental 12; Natural 14; Holy 8; Demonic 12; Mental 9 | Move 6; Str 8; Agil 17; Stam 6; Int 1; Wis 8; Avd 16; Per 14; Res 4; Init 16; Cha 0 | Vermin "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Fur, Thick/Shaggy x5 | Bite (1d4 dam) & Claw (1d4 dam) | All wounds cause Gutter filth infection, 1 dam/rnd (or day), treat as disease |
Tunneler I: Can tunnel through ground at 1/2 movement, initial burrowing counts as an instant Infected Wounds I: Sucessful wounds inflict disease or disease-like effects, requiring an immediate natural resist check, immune for up to a day if passing |
Usually in packs of 2-10 |
1d6 Raw Meat | Force & Cunning | n/a | Goblins (+1) | ||||||
Rattlesnake | Second | Beast | Reptile | Serpent | Disabler | Adult | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Desert, Plain | 1 | 14 (9+1d8) | 7 (1.04 x6.9) | 2 | Small (Prone) | -2 | +7 Hit; 6% Crit. (95+) | +7 Hit; 6% Crit. (95+) | -8 Hit; 1% Crit. (100+) | -1 Hit; 4% Crit. (97+) | AC 31; Armor 15; Dodge 16 Rattle: instant, can use its rattle to trigger Fearsome trait |
Arcane 4; Elemental 12; Natural 15; Holy 8; Demonic 13; Mental 11 | Move 5; Str 8; Agil 17; Stam 6; Int 2; Wis 9; Avd 16; Per 17; Res 4; Init 16; Cha 2 | Reptile "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scales, Heavy x5 | Bite (1d6 dam, inflicts simple crippling poison) | Poison I: Uses Simple poisons Fearsome I: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. |
1d6 Raw Meat; 0-2 Simple Crippling Poison Glands | Cunning & Force | n/a | n/a | ||||||||
Red Draconid, Infernal | Second | Dragonkind | Chromatic Dragon | Draconid | Red | Shaman | Infernal | yes | Realm (The Furnace), Alignment (Evil), Polarity (Chaos) | Cosmopolitan | Volcanic, Subterranean | 10 | 149 (84+10d12) | 58 (1.38 x42.1) | 7 | Large (Upright) | 2; Crushing Blow 2 | +8 Hit; 8% Crit. (93+) | +10 Hit; 9% Crit. (92+) | +11 Hit; 9% Crit. (92+) | +8 Hit; 8% Crit. (93+) | AC 45; Armor 37; Dodge 8 |
Arcane 24; Elemental 28; Natural 23; Holy 26; Demonic 22; Mental 21 | Move 5; Str 14; Agil 9; Stam 14; Int 12; Wis 9; Avd 8; Per 11; Res 13; Init 13; Cha 5 | Draconic (Dragon Tongue), Common & Orcish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather, Studded x7 plus Scales, Light x8 | 2H Bludgeon, typ: Great Mace (2d6+1d4+1) | Fire Powers: Scorch x3 (T4 instant), Fire Bomb x1 (T3 instant), Flame Strike x3 (T2 action), Heat Wave x1 (T4 action) Fury Skills: Fury Rush x2 (instant), Superior Mortal Wound x2 (instant), Flurry x2 (instant), Devastation x2 (instant) |
Hardened (Fire): Incoming damage of this type is reduced by half Savagery: after landing a killing blow gain +1 physical damage per 5 levels (round up) until the end of their NEXT turn; this effect is refreshed each time a killing blow is scored, potentially extending the duration |
Has up to 3 XP worth of Fire Runecrafted and Enchanted gear, typical: Armor of Greater Immolation (3 passive fire damage in base contact) |
1d6 Brimstone | Offspring of red dragons and orc shamans | n/a | n/a | |||||
Red Draconid, Pyromancer | Second | Dragonkind | Chromatic Dragon | Draconid | Red | Mage | Pyromancer | yes | Realm (The Furnace), Alignment (Evil), Polarity (Chaos) | Cosmopolitan | Volcanic, Subterranean | 6 | 85 (52+6d10) | 31 (1.26 x24.6) | 5 | Medium (Upright) | 0 | +5 Hit; 6% Crit. (95+) | +8 Hit; 7% Crit. (94+) | +7 Hit; 7% Crit. (94+) | +5 Hit; 6% Crit. (95+) | AC 38; Armor 28; Dodge 10 |
Arcane 24; Elemental 26; Natural 23; Holy 24; Demonic 22; Mental 22 | Move 5; Str 12; Agil 10; Stam 13; Int 12; Wis 10; Avd 10; Per 13; Res 12; Init 13; Cha 5 | Draconic (Dragon Tongue), Common & Elvish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth, Quilted x6 plus Scales, Light x8 | Medium to Large Staves, Typical: Metal Staff (2d6+1, ward off) | Fire Powers: Flame Shield x2 (T3 instant), Flame Orb x3 (T2 action), Fireball x2 (T3 action), Chains of Fire x3 (T3 action), |
Hardened (Fire): Incoming damage of this type is reduced by half Savagery: after landing a killing blow gain +1 physical damage per 5 levels (round up) until the end of their NEXT turn; this effect is refreshed each time a killing blow is scored, potentially extending the duration |
0-2 Brimstone, 0-1 Minor Spirit Potion | Offspring of red dragons and elven mages | n/a | n/a | ||||||
Red Draconid, Raider | Second | Dragonkind | Chromatic Dragon | Draconid | Red | Raider | Raider | yes | Realm (The Furnace), Alignment (Evil), Polarity (Chaos) | Cosmopolitan | Volcanic, Subterranean | 8 | 124 (80+8d10) | 43 (1.66 x26) | 6 | Medium (Upright) | 0 | +5 Hit; 7% Crit. (94+); +1 Damage | +8 Hit; 8% Crit. (93+) | -5 Hit; 1% Crit. (100+) | -5 Hit; 1% Crit. (100+) | AC 46; Armor 40; Dodge 6; Noisy 6 |
Arcane 8; Elemental 32; Natural 20; Holy 22; Demonic 15; Mental 8 | Move 5; Str 16; Agil 8; Stam 16; Int 4; Wis 4; Avd 6; Per 11; Res 11; Init 11; Cha 3 | Draconic (Dragon Tongue), Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Mail, Chain x6 plus Scales, Light x8 | Dual Wield Medium Sword & Bludgeon, typical: Seax (1d8) & Mace (2d4+1) | Fire Breath II: 1d8+2 Fire Damage, effected area and targets burn for an additional 1d4 damage for 1 round |
Hardened (Fire): Incoming damage of this type is reduced by half Savagery: after landing a killing blow gain +1 physical damage per 5 levels (round up) until the end of their NEXT turn; this effect is refreshed each time a killing blow is scored, potentially extending the duration Flyer I: 2x movement while flying Breath II: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits an 8" length by 3" width cone (or cone template), use Ranged attack modifiers against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) |
0-2 Brimstone | Offspring of red dragons and humans | n/a | n/a | ||||||
Red Draconid, Ravager | Second | Dragonkind | Chromatic Dragon | Draconid | Red | Brute | Ravager | yes | Realm (The Furnace), Alignment (Evil), Polarity (Chaos) | Cosmopolitan | Volcanic, Subterranean | 12 | 190 (112+12d12) | 134 (2.3 x58.1) | 11 | Large (Upright) | 2; Crushing Blow 2 | +1 Hit; 2% Crit. (99+); +2 Damage | +6 Hit; 4% Crit. (97+) | +1 Hit; 1% Crit. (100+) | +3 Hit; 1% Crit. (100+) | AC 72; Armor 68; Dodge 4; Noisy 8; Double Layer 6 |
Arcane 16; Elemental 32; Natural 26; Holy 28; Demonic 24; Mental 18 | Move 5; Str 18; Agil 6; Stam 16; Int 8; Wis 10; Avd 4; Per 11; Res 14; Init 14; Cha 2 | Draconic, Common & Orcish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Mail, Plated x8 over Leather x6 plus Scales, Light x8 | Dual 2H Axes each wielded in one hand with Sweeping Attacks I, typ: Long Axe x2 (1d12+3) | Fire Breath II: 1d8+1d6+4 Fire Damage, effected area and targets burn for an additional 1d6 damage for 2 rounds |
Fury Skills: Ferocity x3 (instant), Greater Frenzy x1 (instant), Leaping Strike x1 (action), Matchless Berseker Strike x3 (action), Piercing Strike x3 (action) |
Hardened (Fire): Incoming damage of this type is reduced by half Savagery: after landing a killing blow gain +1 physical damage per 5 levels (round up) until the end of their NEXT turn; this effect is refreshed each time a killing blow is scored, potentially extending the duration Sweeping Attacks I: Melee attacks hit in a 90 degree arc at maximum Reach Breath II: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits an 8" length by 3" width cone (or cone template), use Ranged attack modifiers against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Fearsome: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Indomitable: Counts as Implacable, Immovable, Unyielding and Uncontrollable; also immune to critical misses, all forms of CC, and cannot be "insta-killed" (i.e. Heart Punch, throat crush, garrote, throat slash, etc...) |
Has up to 8 XP worth of Fire Runecrafted and Enchanted gear, typical: Dual Melting Axes (-10 armor piercing) of Improved Flame (+1d4 Fire damage on hit) |
2d6 Brimstone | Offspring of red dragons and orc barbarians | n/a | n/a | ||||
Red Dragon | Second | Dragonkind | Chromatic Dragon | Dragon | Red | Magical | Dragon | yes | Realm (The Furnace), Alignment (Evil), Polarity (Chaos) | Cosmopolitan | Volcanic, Subterranean | 15 | 501 (336+30d10) | 521 (4.93 x105.8) | 22 | Massive (Prone) | 8; Crushing Blow 8, Toughness 2, Reach +2 | +20 Hit; 13% Crit. (88+); +3 Damage | +20 Hit; 13% Crit. (88+) | +21 Hit; 23% Crit. (78+) | +20 Hit; 13% Crit. (88+) | AC 90; Armor 80; Dodge 10 Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 34; Elemental 42; Natural 37; Holy 34; Demonic 33; Mental 33 | Move 10; Str 21; Agil 16; Stam 21; Int 17; Wis 16; Avd 10; Per 16; Res 17; Init 17; Cha 15 | Draconic (Dragon Tongue), Ignan, Common, Orcish & Ogrish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Dragon x8 | Bite (3d8+11) & Claw x2 (3d6+3) + Tailswipe (2d8+8 damage) | Fire Breath IV: 4d10+8 Fire Damage, affected area and targets burn for an additional 1d10 damage for 3 rounds |
Can use up to Tier 5 Fire Powers (per day use: T5 x3, T4 x4, T3 x5, T2 x6, T1 x7, T0 unlimited) |
Immune (Fire): Immune to this type of damage and any associated effects Affinity II (Fire): +10% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath IV: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits a 12" length by width cone, use Ranged attack modifiers +10 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe III: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 4" knockback on targets of lesser size Fearsome: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Savagery: after landing a killing blow gain +1 physical damage per 5 levels (round up) until the end of their NEXT turn; this effect is refreshed each time a killing blow is scored, potentially extending the duration |
Can shapeshift into creatures of a lesser threat rating (preferred forms are: Humans, Orcs, Ogres) |
5d10 Brimstone | n/a | n/a | |||||
Red Dragon Consort/Lord | Second | Dragonkind | Chromatic Dragon | Dragon | Red | Magical | Consort/Lord | yes | Realm (The Furnace), Alignment (Evil), Polarity (Chaos) | Cosmopolitan | Volcanic, Subterranean | 17 | 804 (583+34d12) | 945 (6.34 x149.2) | 30 | Gargantuan (Prone) | 16; Crushing Blow 16, Toughness 4, Reach +3 | +22 Hit; 14% Crit. (87+); +3 Damage | +23 Hit; 14% Crit. (87+) | +24 Hit; 30% Crit. (71+) | +24 Hit; 15% Crit. (86+) | AC 98; Armor 88; Dodge 10 Lair Action x2: May use up to two unique special Lair Actions at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 36; Elemental 44; Natural 40; Holy 36; Demonic 36; Mental 36 | Move 11; Str 22; Agil 16; Stam 22; Int 18; Wis 18; Avd 10; Per 17; Res 18; Init 18; Cha 17 | Draconic (Dragon Tongue), Ignan, Common, Orcish & Ogrish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Elder Dragon x8 | Bite (3d10+13) & Claw x2 (2d10+7) + Tailswipe (2d10+8 damage) | Fire Breath V: 4d12+10 Fire Damage, effected area and targets burn for an additional 1d12 damage for 3 rounds |
Can use up to Tier 6 Fire Powers (per day use: T6 x3, T5 x4, T4 x5, T3 x6, T2 x7, T1 x8, T0 unlimited) |
Immune (Fire): Immune to this type of damage and any associated effects Affinity III (Fire): +15% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath V: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits a 16" length by width cone, use Ranged attack modifiers +15 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe IV: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 6" knockback on targets of lesser size Terrifying: Enemies must pass a Resolve test to move towards the creature and if it moves into base contact with a foe they must pass a Resolve test or immediately flee their full move directly away (treat as Feared & Frightened). Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Savagery: after landing a killing blow gain +1 physical damage per 5 levels (round up) until the end of their NEXT turn; this effect is refreshed each time a killing blow is scored, potentially extending the duration |
Can shapeshift into creatures of a lesser threat rating (preferred forms are: Humans, Orcs, Ogres) |
6d12 Brimstone | n/a | n/a | |||||
Red Dragon Hatchling | Second | Dragonkind | Chromatic Dragon | Dragon | Red | Magical | Hatchling | yes | Realm (The Furnace), Alignment (Evil), Polarity (Chaos) | Cosmopolitan | Volcanic, Subterranean | 1 | 16 (13+1d6) | 8 (1.27 x6.3) | 2 | Tiny (Prone) | -4 | 0 Hit; 4% Crit. (97+); -1 Damage | -2 Hit; 3% Crit. (98+) | -4 Hit; 8% Crit. (93+) | -8 Hit; 1% Crit. (100+) | AC 36; Armor 16; Dodge 20 |
Arcane 12; Elemental 20; Natural 12; Holy 12; Demonic 8; Mental 8 | Move 5; Str 7; Agil 10; Stam 10; Int 6; Wis 2; Avd 20; Per 8; Res 6; Init 7; Cha 2 | Draconic (Dragon Tongue, can understand but not speak) | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scales, Light x8 | Bite (1d6) | Detect Magic (unlimited use) & Elemental Cantrip (Fire, unlimited use) |
Immune (Fire): Immune to this type of damage and any associated effects Affinity I (Fire): +5% Critical Hit with a given non-physical damage type (typically already added) Hopper II: Can hop to move, 2x movement in a straight line, allows for easily jumping over obstacles, must start and end its turn on the ground Savagery: after landing a killing blow gain +1 physical damage per 5 levels (round up) until the end of their NEXT turn; this effect is refreshed each time a killing blow is scored, potentially extending the duration |
1d4 Brimstone | n/a | n/a | |||||||
Red Dragon Whelp | Second | Dragonkind | Chromatic Dragon | Dragon | Red | Magical | Whelp | yes | Realm (The Furnace), Alignment (Evil), Polarity (Chaos) | Cosmopolitan | Volcanic, Subterranean | 2 | 33 (24+2d8) | 24 (1.71 x13.8) | 4 | Small (Prone) | -2 | +3 Hit; 5% Crit. (96+) | +1 Hit; 4% Crit. (97+) | 0 Hit; 9% Crit. (92+) | -5 Hit; 2% Crit. (99+) | AC 43; Armor 24; Dodge 19 |
Arcane 18; Elemental 24; Natural 16; Holy 16; Demonic 12; Mental 13 | Move 6; Str 9; Agil 12; Stam 12; Int 9; Wis 4; Avd 19; Per 10; Res 8; Init 8; Cha 3 | Draconic (Dragon Tongue) & Ignan | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scales, Heavy x8 | Bite (1d8+2) & Claw (1d6+2) | Fire Breath I: 1d10+2 Fire Damage, effected area and targets burn for an additional 1d4 damage for 1 round |
Can use up to Tier 1 Fire Powers (per day use: T1 x3, T0 unlimited) |
Immune (Fire): Immune to this type of damage and any associated effects Affinity I (Fire): +5% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath I: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits up to 2 targets in a frontal arc melee, use Ranged attack modifiers against apppropriate resistance (target can add dodge to resist) Savagery: after landing a killing blow gain +1 physical damage per 5 levels (round up) until the end of their NEXT turn; this effect is refreshed each time a killing blow is scored, potentially extending the duration |
1d6 Brimstone | n/a | n/a | ||||||
Skeletal Archer | False | Undead | Skeletal | Skeleton | Archer | Regular | yes | Realm (Strife), Alignment (Evil), Polarity (Chaos) | Cosmopolitan | Ruins/Dungeon, N/A | 2 | 17 (6+2d10) | 12 (2.76 x4.5) | 3 | Medium (Upright) | 0 | -2 Hit; 3% Crit. (98+) | -6 Hit; 2% Crit. (99+) | -13 Hit; 1% Crit. (100+) | -13 Hit; 1% Crit. (100+) | AC 10; Armor 10; Dodge 0; Noisy 5 |
Arcane 2; Elemental 31; Natural 4; Holy 2; Demonic 67; Mental 2 | Move 3; Str 12; Agil 7; Stam 3; Int 1; Wis 1; Avd 6; Per 3; Res 16; Init 2; Cha 0 | Understands the languages it knew in life but can't speak | Blind: This creature is naturally or otherwise blind and must rely solely on other senses. When outside the range of its other senses, it automatically fails any Perception test Sense Living III: Can sense living organic beings at a range (in table top inches) equal to 2x Perception with +8 Advantage to Perception rolls Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather, Ringmail (Rusted -1) x5 | Weathered Warbow (-3) w/ Fletched Arrows (1d12 damage, -3 to hit & damage, Range 37) | Rusted Pugio (1d6 -2 to hit & Damage) & Skeletal Claw (1d4 Damage) |
Undead: Does not eat, sleep, tire, breathe, or bleed (immune to any effect related to these). Counts as Implacable and Immune to stun, fear, poison, disease. Holy and life based healing powers cause damage instead of healing. +50 Demonic Resistance & -30 Holy Resistance (already added). Sensitivity to Holy (double damage). Typically destroyed if reaching 0 HP. Mindless: Does not possess the ability to truly think or reason, instead operating on some form of predetermined will or set of parameters; immune to taunt, fear and all mental or pyschological damage and effects; dodge always equals zero regardless of Avd. Stat Toughness V: Negates all incoming damage by 5 Immune (Fire): Immune to this type of damage and any associated effects Resistant V (Elemental): +25 resistance to this type of damage/effects (typically already added) |
n/a | n/a | |||||||||
Skeletal Champion | False | Undead | Skeletal | Skeleton | Guard | Champion | yes | Realm (Strife), Alignment (Evil), Polarity (Chaos) | Cosmopolitan | Ruins/Dungeon, N/A | 8 | 74 (30+8d10) | 67 (2.76 x24.3) | 7 | Medium (Upright) | 0 | -4 Hit; 1% Crit. (100+); +2 Damage | +1 Hit; 3% Crit. (98+) | 0 Hit; 5% Crit. (96+) | -1 Hit; 5% Crit. (96+) | AC 32; Armor 32; Dodge 0; Stiff 4; Double Layer 4 |
Arcane 6; Elemental 37; Natural 8; Holy 0; Demonic 67; Mental 5 | Move 3; Str 18; Agil 3; Stam 6; Int 3; Wis 2; Avd 0; Per 8; Res 15; Init 5; Cha 0 | Understands the languages it knew in life but can't speak | Blind: This creature is naturally or otherwise blind and must rely solely on other senses. When outside the range of its other senses, it automatically fails any Perception test Sense Living III: Can sense living organic beings at a range (in table top inches) equal to 2x Perception with +8 Advantage to Perception rolls Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Plate, Laminar (rusted -1) x4 over Cloth, Quilted x6 | Rusted Greatsword (1d12+1d6+2, -2 to hit & damage) | Warmaker Stance, Sweeping Attack x2, Mammoth Strike x2 |
Undead: Does not eat, sleep, tire, breathe, or bleed (immune to any effect related to these). Counts as Implacable and Immune to stun, fear, poison, disease. Holy and life based healing powers cause damage instead of healing. +50 Demonic Resistance & -30 Holy Resistance (already added). Sensitivity to Holy (double damage). Typically destroyed if reaching 0 HP. Mindless: Does not possess the ability to truly think or reason, instead operating on some form of predetermined will or set of parameters; immune to taunt, fear and all mental or pyschological damage and effects; dodge always equals zero regardless of Avd. Stat Toughness V: Negates all incoming damage by 5 Immune (Fire): Immune to this type of damage and any associated effects Resistant V (Elemental): +25 resistance to this type of damage/effects (typically already added) |
Gold Insignia (2d4 GP) | n/a | n/a | ||||||||
Rhinocerous | Second | Beast | Mammal | Ungulate | Herd | Adult | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Tropical | Plain, Hill | 2 | 53 (35+4d8) | 39 (2.05 x19.1) | 5 | Huge (Prone) | 4; Crushing Blow 4, Toughness 1, Reach +1 | +2 Hit; 5% Crit. (96+); +1 Damage | +3 Hit; 5% Crit. (96+) | -8 Hit; 1% Crit. (100+) | -1 Hit; 4% Crit. (97+) | AC 33; Armor 28; Dodge 5 Can wear all except Cloth Armor |
Arcane 2; Elemental 28; Natural 22; Holy 20; Demonic 18; Mental 9 | Move 6; Str 17; Agil 11; Stam 14; Int 1; Wis 8; Avd 5; Per 12; Res 10; Init 14; Cha 2 | Ungulate "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Hide, Caloused x7 | Horn (3d6dam, Impale) | Rhino Charge: may add 2 to movement stat (cannot be reduced) if charging, add +1hit/+1dam per inch of charge |
Trample IV: 4d6 dam, does not effect targets of equal size or larger than the creature Toughness II: Negates all incoming damage by 2 |
3d6 Raw Meat, 0-1 Rhino Horn (medium) | Dominance & Will | Exotic | Minotaurs & Centaurs (+1) | |||||||
Riding Horse | Second | Beast | Mammal | Equine | Riding Horse | Herd | Adult | Thoroughbred | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Cosmopolitan | Urban, Rural | 1 | 25 (18+1d12) | 8 (1.02 x7.7) | 2 | Large (Prone) | 2; Crushing Blow 2 | +5 Hit; 6% Crit. (95+); +1 Damage | +6 Hit; 6% Crit. (95+) | -6 Hit; 2% Crit. (99+) | 0 Hit; 4% Crit. (97+) | AC 18; Armor 10; Dodge 8 Can wear up to Leather Armor |
Arcane 8; Elemental 24; Natural 22; Holy 8; Demonic 14; Mental 14 | Move 10; Str 15; Agil 15; Stam 12; Int 4; Wis 10; Avd 8; Per 16; Res 4; Init 14; Cha 5 | Equine "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Fur/Hair x7 plus Fur, Coarse/Dense x1 | Hoof (1d6) | Trample I: 1d6 dam, does not effect targets of equal size or larger than the creature Mule Kick I: if engaged in close combat in both front and back, may make an extra (1d6 dam) rear arc melee attack Flighty I: If struck in combat while alone, or w/o presence of master/rider, will immediately flee if failing a resolve test & continue until passing Domesticated: cannot be "summoned" with Beast Calling |
3d6 Raw Meat | Affection & Force | Normal | Humans (+1) & Halflings (+1) | ||||||
Saber Tooth Cat | Second | Beast | Mammal | Feline | Ambusher | Adult | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Cosmopolitan | Plain, Hill | 2 | 37 (24+2d12) | 18 (1.24 x14.2) | 3 | Large (Prone) | 2; Crushing Blow 2 | +7 Hit; 6% Crit. (95+); +1 Damage | +6 Hit; 6% Crit. (95+) | -7 Hit; 2% Crit. (99+) | 0 Hit; 4% Crit. (97+) | AC 29; Armor 14; Dodge 15 Can wear all except Mail Armor, but losses stealth ability if wearing plate |
Arcane 4; Elemental 24; Natural 21; Holy 8; Demonic 13; Mental 11 | Move 10; Str 15; Agil 16; Stam 12; Int 2; Wis 9; Avd 15; Per 15; Res 4; Init 14; Cha 2 | Feline "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Fur, Thick/Shaggy x7 | Bite (1d12 dam, -5 Armour Piercing) & Claw (1d6 dam) | Feline Pounce: action, must be hidden, breaks stealth, +15hit & max dam bite with 100% knock down |
Sneaky II: Can enter battle hidden, moves at full speed while hidden & +3 Advantage to avoid being detected Armor Piercing I: some or all primary attacks have -5 armor |
Typically a solitary hunter but lives in prides of 3-6 |
3d6 Raw Meat, 0-2 Saber Tooth (small) can be used as a Crude Dirk | Dominance & Cunning | Exotic | Wild Elves (+1) | ||||||
Sahuagin | Second | Primatives | Beastkin | Sahuagin | Ambusher | Sea Devils | yes | Realm (Eden), Alignment (Evil), Polarity (Order) | Cosmopolitan | Salt Water, Coastal/Shore | 2 | 35 (24+2d10) | 18 (1.19 x15.1) | 3 | Medium (Upright) | 0 | +2 Hit; 5% Crit. (96+) | +3 Hit; 5% Crit. (96+) | -1 Hit; 4% Crit. (97+) | +1 Hit; 4% Crit. (97+) | AC 45; Armor 31; Dodge 14 |
Arcane 16; Elemental 24; Natural 22; Holy 16; Demonic 18; Mental 18 | Move 4; Str 13; Agil 11; Stam 12; Int 8; Wis 10; Avd 14; Per 12; Res 8; Init 12; Cha 4 | Sahaugin & Shark "speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Darksight I: Can see in natural darkness at a range (in table top inches) equal to their Perception. In total darkness (no-light) everything appears as shades of grey while dim light allows for discernment of color. In bright light Perception is cut in half. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Shell, Heavy x3 plus Scales, Light x8 | Spear (1d8+1, ward-off, thrown +4) & Bite (1d6+2) | If spear has been thrown or otherwise disarmed, can make a claw attack for 1d6+2 damage |
Blood Frenzy: when attacking any target that is not at max HP, gain +2 damage and may re-roll any non-critical miss |
Amphibious (4hrs max): Can breathe in air and water Swimmer I: 2x movement while in water Sneaky, Aquatic: Can enter battle hidden if in water & treats water surfaces as breaking LoS for the purposes of re-hiding |
1d6 GP | Sahuagin are scaled sea dwelling bipedal creatures that vaguely resemble eels. Their webbed feet and many fins allow them to swim with ease. They have gills to breathe in water but also conventional lungs that allow a limited capacity to breath air, though after around 4 hours out of water they will begin to suffocate. The Sahuagin see themselves as the rightful rulers of the ocean deeps and will fight fiercely to establish dominance. Though individually they are relatively weak they will swarm in great numbers, particularly if they catch the scent of blood. Sahuagin culture reveres sharks, seeing them as the offspring of an ancient shark deity that they universally worship. | n/a | n/a | ||||||
Mountain Giant Runecarver | Second | Primatives | Giantkind | Giant | Mountain | Runecarver | Regular | Stone Giant | yes | Realm (The Forge), Alignment (Neutral), Polarity (Order) | Arctic/Temperate | Mountain, Subterranean | 7 | 188 (125+14d8) | 147 (1.94 x75.7) | 11 | Huge (Upright) | 4; Crushing Blow 4, Toughness 1, Reach +1 | 0 Hit; 7% Crit. (94+); +3 Damage | +6 Hit; 7% Crit. (94+) | +4 Hit; 11% Crit. (90+) | +8 Hit; 8% Crit. (93+) | AC 45; Armor 40; Dodge 5 Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their bjerg citadel or other such lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 16; Elemental 40; Natural 32; Holy 40; Demonic 32; Mental 20 | Move 6; Str 20; Agil 9; Stam 20; Int 8; Wis 12; Avd 5; Per 10; Res 20; Init 7; Cha 6 | Giant & Terran | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Hide, Earthen x8 | Giant Runic Maul: 4d8+8 Earth Damage, Stun 28%, Crushing blow 4. Can attack twice if using only a basic attack action (Extra Attack I). | Hurl Runic Boulder: May sacrifice one of two basic attacks to throw a rune carved boulder (Rng: 40, 2" radius, 2d12+10 Damage, targets are Slowed for 1 round). |
Can use up to Tier 4 Earth & Null Powers (per day use: T4 x1, T3 x2, T2 x3, T1 x4, T0 unlimited) typ. instants: Shatterstone (T4), Nullifying Ward (T3), Nullifying Shield (T2), Imbue Stun (T1) typ. actions: Shockwave (T4), Sand Blaster (T3), Crystalline Regrowth (T2), Slinging Stone (T1, can be used to Sling Runic Boulders) |
Extra Attacks I: Potential for up to 1 extra attack, typically requires certain conditions to be met Trample II: 2d6 dam, does not effect targets of equal size or larger than the creature Affinity I (Earth Powers): +5% Critical Hit with a given non-physical damage type (typically already added) Affinity I (Null Powers): +5% Critical Hit with a given non-physical damage type (typically already added) Toughness I (+1 from Size): Negates all incoming damage by 1 |
Brute Magic: Add melee damage bonuses to casting damage. Anablephobia: Mountain giants become irrationally aggressive when there is nothing nearby that is taller than them, fearing they will fall up into the sky. When in this state they suffer -3 disadvantage on all stat tests, gain +3 damage and will do almost anything to make themselves more comfortable, such as piling up stonesstones, tearing the off the roof of a nearby house to wear as a wide brimmed hat, or digging a hole. |
3d8 Thaumatite Ore + 1d8 Manastone | Mountain giants have a grey toned skin, a granite-like complexion and are completely hairless. They average around 18 feet tall and are the leanest of giantkind. They often have runes carved into their stony flesh, wearing them in a symbolic manner akin to other races wearing tribal tattoos. The most talented Mountain giants practice a form of rune magic, carving runes of power into their own bodies or other enchanted objects. They are respected as artisans and teachers among their people, often finding themselves in positions of influence or leadership. | n/a | n/a | |||
Sea Giant | Second | Primatives | Giantkind | Giant | Sea | Brute | Regular | Storm Giant | yes | Realm (Storms), Alignment (Good), Polarity (Chaos) | Cosmopolitan | Salt Water, Coastal/Shore | 12 | 308 (200+24d8) | 136 (1.94 x69.7) | 11 | Huge (Upright) | 4; Crushing Blow 4, Toughness 1, Reach +1 | +13 Hit; 10% Crit. (91+); +3 Damage | +13 Hit; 10% Crit. (91+) | +5 Hit; 7% Crit. (94+) | +7 Hit; 3% Crit. (98+) | AC 37; Armor 32; Dodge 5; Noisy 8 Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their sea hold or other such lair, typ. a bonus instant or non-attack action |
Arcane 24; Elemental 40; Natural 34; Holy 38; Demonic 33; Mental 26 | Move 6; Str 20; Agil 12; Stam 20; Int 12; Wis 14; Avd 5; Per 12; Res 19; Init 10; Cha 18 | Giant & Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Mail, Scale x8 | Giant Zwiehander: 2d12+2d6+6, overpowering (-10). Can attack twice if using only a basic attack action (Extra Attack I). | Hurl Coral Boulder: May sacrifice one of two basic attacks to throw a coral encrusted boulder (Rng: 40, 3" radius, +5% crit, 2d12+10 Damage). Hurl Lightning: If not underwater, may sacrifice one of two basic attacks to hurl a lightning bolt (Rng: 40, 1" radius, 2d12+2d6+10 Storm damage, use Ranged modifiers), recharges each round on a 5+ on a D6 roll. Cannot use both in the same round. |
Extra Attacks I: Potential for up to 1 extra attack, typically requires certain conditions to be met Trample II: 2d6 dam, does not effect targets of equal size or larger than the creature Affinity I (Water Powers): +5% Critical Hit with a given non-physical damage type (typically already added) Affinity I (Storm Powers): +5% Critical Hit with a given non-physical damage type (typically already added) Amphibious: Can breathe in air and water Swimmer I: 2x movement while in water Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes or otherwise vents volatile energy upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius |
Xerophobia: Sea giants become irrationally aggressive if they cannot see water or if their environment seems too dry. When in this state they suffer -3 disadvantage on all stat tests, gain +3 damage and will do almost anything to make themselves more comfortable, such as breaking a dam or calling down a violent rain storm. |
2d8 Aether + 2d8 Everice | Though they make their homes in the deep oceans, sea giants are seated at the very top of giantkind. At massive 24 feet tall , they are respected and feared by all other giants. To the benefit of their smaller kin, the are generally benevolent and wish to see giantkind thrive as a whole, however they are not to be trifled with. Their blue/green skin tones and coral or turquoise hair colors, make them surprisingly difficult to sea when underwater. Particularly, as they age and their skin becomes encrusted by barnacles and other sea growth. | n/a | n/a | ||||
Sea Hag | Second | Fey | Fey Folk | Hag | Sea | Druid | Regular | yes | Realm (Stillness), Alignment (Evil), Polarity (Balance) | Cosmopolitan | Salt Water, Coastal/Shore | 7 | 111 (72+7d10) | 78 (2.13 x36.9) | 8 | Medium (Upright) | 0 | +9 Hit; 8% Crit. (93+); +1 Damage | +7 Hit; 7% Crit. (94+) | +8 Hit; 8% Crit. (93+) | +8 Hit; 8% Crit. (93+) | AC 30; Armor 18; Dodge 12 Illusionary Appearance: A Sea hag can magically make herself appear as regular humanoid of the same size and shape, and though far less hideous than her true form, she is still rather ugly or haggard looking. |
Arcane 24; Elemental 32; Natural 28; Holy 26; Demonic 25; Mental 24 | Move 4; Str 16; Agil 13; Stam 16; Int 12; Wis 12; Avd 12; Per 11; Res 13; Init 12; Cha 1 | Common & Aquan | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Darksight I: Can see in natural darkness at a range (in table top inches) equal to their Perception. In total darkness (no-light) everything appears as shades of grey while dim light allows for discernment of color. In bright light Perception is cut in half. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Rejuvenating: When its Substance or physical form is destroyed in the Realm of Strife its Spirit and/or Soul lives on, either returning to its Realm of Origin or being anchored within some form of physical object or remains, allowing it to take physical form again (see Extra for details). This effectively makes the creature immortal unless slain within its own Realm of Origin or if the anchored object is destroyed before it can reform itself. |
Cloth x2 plus Scales, Light x8 | Claws x2: 1d6+2 damage | Deathly Gaze: Single target action. To catch the eye of a sea hag is to invite certain death. If the target is currently frightened by the sea hags appearance, the hag may magically reduce the targets HP to -3. In order for the Deathly Gaze to succeed, the hag must roll to hit against Mental Resistance (using its Spirit modifiers). Can use the follow Water powers (at T3) X times each day: - Anchor of the Deep x1 (T3 Binding, action) - Briny Thirst x1 (T3 Plague, action) - Turbulent Waters x1 (T3 Trap, action) - Riptide x3 (T3 Beam, action) - Waterlog x3 (T3 Hex, instant) Hags Curse: Instant, no Difficulty Roll Required. Sea hags are supernaturally gifted in the use of Curses and can cast them without limit. Sea hags can cast any of the following Curses: Curse of Weakness, Curse of Unbelief, Curse of Torment. |
Amphibious: Can breathe in air and water Swimmer I: 2x movement while in water Aura IV: Passive effects in 4" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Caster III: Unlimited used of Tier3 Powers Cursed Wounds: For any physical damage caused by this creature, if not de-cursed first, MUST attempt to resist any healing. For non-magical healing (i.e. potions) use Natural resist with no "casting" modifiers. |
Horrific Aura: Passive. A sea hag in its true form is utterly vile and repugnant to behold. Their horrific appearance is unsettling for any being of the third creation, and increases critical miss and critical cast chances by 5% for anyone with line of sight. If also within 6" while in LoS on the hags true form, the target must also pass a resolve test or become frightened until doing so. Hags Eye: A hag can magically remove and preserve one of their eyes and at will see through it at any distance away provided it is in the same realm, dimension, or plane of existence. Doing so blinds their other eyes for the duration. The Hags Eye can be used by any hag that belongs to the same coven. A Hags Eye can be used to brew a potion that removes any curse cast by the coven the eye belongs to. Coven: Hags often form covens in threes. For every other hag within 6" that belongs to the same coven, a hag gain +10 to cast |
1d6 GP, 1d6 Everice, 0-1 (Preserved) Hags Eye | n/a | n/a | ||||||
Shadow Beast | Second | Denizen | Arcanid | Void Creature | Pack Hunter | Regular | yes | Realm (The Void), Alignment (Evil), Polarity (Chaos) | Extra Planar | Ruins/Dungeon, Subterranean | 1 | 12 (8+1d8) | 10 (1.07 x9) | 2 | Small (Prone) | -2 | +5 Hit; 6% Crit. (95+) | +2 Hit; 5% Crit. (96+) | -5 Hit; 2% Crit. (99+) | -5 Hit; 2% Crit. (99+) | AC 32; Armor 14; Dodge 18 Shadow Hide: in addition to granting Armor, hide also grants +1 Arcane Resist per slot, already added |
Arcane 17; Elemental 10; Natural 10; Holy 20; Demonic 15; Mental 10 | Move 6; Str 14; Agil 15; Stam 5; Int 5; Wis 5; Avd 18; Per 12; Res 10; Init 10; Cha 0 | none | Blind: This creature is naturally or otherwise blind and must rely solely on other senses. When outside the range of its other senses, it automatically fails any Perception test Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. Extra Sense II (Fear): Can non-visually sense the listed property at a range (in table top inches) equal to 2x Perception with +5 Advantage to Perception rolls |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Hide, Thick x7 | Shadow Claws x2: 1d6 Shadow & Physical damage | Feed-on-fear: instant, if any target w.in 10" was affected by Fear during the last round, gain 1d6HP. If this causes the Shadow Beast to increase its HP beyond its Max, keep the additional HP and gain +10% critical hit chance for every 1 HP above Max |
Pack Hunting I: +1 dam & +1 Resolve for every other packhunter of that type w/in 10" (Max +3) Immune (Dark): Immune to this type of damage and any associated effects Fearsome I: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Sensitivity (Light): Incoming damage of this type is doubled Dual Damage (Physical & Dark): Typical or majority of attacks/skills count as two damage types |
1d6 Dark Matter | Shadow beasts are a physical manifestation of the Void, taking on the generic form of a four legged canine-like beast with no head. Despite having no head, they seem to have no trouble tracking prey. Their senses are particularly attuned to detecting fear. Though relatively fragile, a pack of Shadow Beasts that have caught the scent of fear can be quiet deadly. Shadow beasts are capable of feeding off of others fear, physically growing in size and becoming increasingly vicious. To this end, they are capable of changing their form to whatever their prey fears most. While this modified form is purely illusionary and does not grant any additional attacks or abilities based on the form it takes, it does grant Shadow Beasts a passive fear aura. | n/a | n/a | |||||||
Shardling | Second | Fey | Fey Folk | Sprite | Shardling | Familiar | yes | Realm (The Forge), Alignment (Neutral), Polarity (Order) | Cosmopolitan | Subterranean, Mountain | 3 | 25 (14+3d6) | 19 (0.99 x19) | 3 | Tiny (Upright) | -4 | -2 Hit; 4% Crit. (97+) | +2 Hit; 5% Crit. (96+) | 0 Hit; 4% Crit. (97+) | +2 Hit; 5% Crit. (96+) | AC 27; Armor 20; Dodge 7 Stone Form: can turn itself into a non-discript stone/rock form, making it virtually undetectable, but cannot move or take action in this form |
Arcane 16; Elemental 16; Natural 18; Holy 14; Demonic 17; Mental 18 | Move 4; Str 8; Agil 6; Stam 8; Int 8; Wis 10; Avd 7; Per 10; Res 7; Init 7; Cha 8 | Sprite, Terran & Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Rejuvenating: When its Substance or physical form is destroyed in the Realm of Strife its Spirit and/or Soul lives on, either returning to its Realm of Origin or being anchored within some form of physical object or remains, allowing it to take physical form again (see Extra for details). This effectively makes the creature immortal unless slain within its own Realm of Origin or if the anchored object is destroyed before it can reform itself. |
Hide, Earthen x4 | Rock Fist: 1d6 dam, 5% stun | Smell Magic: natural senses act as detect magic Imbue Stun: instant, self or master only, 3/hour Tremors: Control action, 1/day Smother Magic: Dispel instant/action, 2/day Mithril Spear: Missile action, ignore Volatile effects, can cast and still use Rock Fist as an offhand attack, 3/hour |
Aura II: Passive effects in 2" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Toughness II: Negates all incoming damage by 2 Docile: Will typically not attack unless provoked/threatened |
Elemental Earth Aura: 2" radius, effects master & familiar only, +5 cast & +2 spell damage with Earth powers, negates 10% of incoming damage and converts it into 2x Spirit |
1d4-1 Thaumatite Ore | Shardlings are tiny Fey Folk attuned to earth magic, vaguely resembling a tiny gnome with stone skin and crystalline hair. Theare incredibly passive creatures, sometimes remaining still for days at a time. However if they perceive that earth is threatned in anyway they will always rise to its defense. Exactly what constitutes a threat to earth, is not always apparent to non-Shardlings. They are prized by spirit users as familiars, due to their innate ability to sense magic by smell, as well as the earth aura they radiate. | n/a & n/a | n/a | Dwarves & Gnomes (+1) | |||||
Shark, Great | Second | Beast | Aquatic | Shark | Brute | Adult | Tiger Shark, Great White | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Cosmopolitan | Salt Water, N/A | 3 | 76 (49+6d8) | 36 (1.6 x22.3) | 5 | Huge (Prone) | 4; Crushing Blow 4, Toughness 1, Reach +1 | +4 Hit; 6% Crit. (95+); +1 Damage | +8 Hit; 7% Crit. (94+) | -5 Hit; 3% Crit. (98+) | +2 Hit; 5% Crit. (96+) | AC 28; Armor 18; Dodge 10 |
Arcane 6; Elemental 30; Natural 25; Holy 14; Demonic 17; Mental 13 | Move 9; Str 17; Agil 12; Stam 15; Int 3; Wis 10; Avd 10; Per 16; Res 7; Init 14; Cha 1 | Shark "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Extra Sense III (Blood): Can non-visually sense the listed property at a range (in table top inches) equal to 2x Perception with +8 Advantage to Perception rolls |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Hide, Rugged x6 | Bite: 4d6+4 | Blood-in-the water: Gain +12 to hit and +4 damage if their is a wounded target within movement range |
Swimmer, Only: This creature cannot move on land, unless its to crawl or flop at 1/10th (minimum 1). Its statement speed is assumed to be its swim speed, but is increased by 1.5x if moving in a straight line. Water Breathing: Can breathe underwater Moving Attack: can take action at any point along a straight line charge move, but counts as disengaging from base contact |
Sharks cannot breathe if they are not moving. If possible, they must always move during their turn and will tend to use their moving attack ratehr than end a move in base contact. If they are immobilized they will take 1d12+2 suffocation damage each round after the first. |
4d8 Raw Meat | n/a | n/a | ||||||
Shark, Hammerhead | Second | Beast | Aquatic | Shark | Brute | Adult | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Cosmopolitan | Salt Water, N/A | 3 | 76 (49+6d8) | 34 (1.6 x21.3) | 5 | Huge (Prone) | 4; Crushing Blow 4, Toughness 1, Reach +1 | +4 Hit; 6% Crit. (95+); +1 Damage | -8 Hit; 2% Crit. (99+) | -5 Hit; 3% Crit. (98+) | +2 Hit; 5% Crit. (96+) | AC 18; Armor 18; Dodge 0 |
Arcane 6; Elemental 30; Natural 25; Holy 14; Demonic 17; Mental 13 | Move 9; Str 17; Agil 12; Stam 15; Int 3; Wis 10; Avd ; Per ; Res 7; Init 14; Cha 1 | Shark "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Extra Sense III (Blood): Can non-visually sense the listed property at a range (in table top inches) equal to 2x Perception with +8 Advantage to Perception rolls |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Hide, Rugged x6 | Bite: 3d8+3 | Hammer Attack: 2d8+2 damage, Crushing Blow 2, can hit two targets along a straight line when using a Moving Attack |
Blood-in-the water: Gain +12 to hit and +4 damage if their is a wounded target within movement range |
Swimmer, Only: This creature cannot move on land, unless its to crawl or flop at 1/10th (minimum 1). Its statement speed is assumed to be its swim speed, but is increased by 1.5x if moving in a straight line. Water Breathing: Can breathe underwater Moving Attack: can take action at any point along a straight line charge move, but counts as disengaging from base contact |
Sharks cannot breathe if they are not moving. If possible, they must always move during their turn and will tend to use their moving attack ratehr than end a move in base contact. If they are immobilized they will take 1d12+2 suffocation damage each round after the first. |
4d8 Raw Meat | n/a | n/a | ||||||
Shark, Hunter | Second | Beast | Aquatic | Shark | Brute | Adult | Whitetip, Bull Shark | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Cosmopolitan | Salt Water, N/A | 2 | 37 (24+2d12) | 21 (1.47 x14) | 4 | Large (Prone) | 2; Crushing Blow 2 | +4 Hit; 5% Crit. (96+); +1 Damage | -9 Hit; 1% Crit. (100+) | -6 Hit; 2% Crit. (99+) | +1 Hit; 4% Crit. (97+) | AC 18; Armor 18; Dodge 0 |
Arcane 6; Elemental 24; Natural 22; Holy 12; Demonic 16; Mental 13 | Move 8; Str 15; Agil 13; Stam 12; Int 3; Wis 10; Avd ; Per ; Res 6; Init 15; Cha 1 | Shark "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Extra Sense III (Blood): Can non-visually sense the listed property at a range (in table top inches) equal to 2x Perception with +8 Advantage to Perception rolls |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Hide, Rugged x6 | Bite: 3d6+3 | Blood-in-the water: Gain +6 to hit and +2 damage if their is a wounded target within movement range |
Swimmer, Only: This creature cannot move on land, unless its to crawl or flop at 1/10th (minimum 1). Its statement speed is assumed to be its swim speed, but is increased by 1.5x if moving in a straight line. Water Breathing: Can breathe underwater Moving Attack: can take action at any point along a straight line charge move, but counts as disengaging from base contact |
Sharks cannot breathe if they are not moving. If possible, they must always move during their turn and will tend to use their moving attack ratehr than end a move in base contact. If they are immobilized they will take 1d12+2 suffocation damage each round after the first. |
3d6 Raw Meat | n/a | n/a | ||||||
Shark, Megalodon | Second | Beast | Aquatic | Shark | Brute | Adult | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Cosmopolitan | Salt Water, N/A | 5 | 151 (96+10d10) | 61 (1.74 x35) | 7 | Massive (Prone) | 8; Crushing Blow 8, Toughness 2, Reach +2 | +6 Hit; 7% Crit. (94+); +2 Damage | +10 Hit; 8% Crit. (93+) | -3 Hit; 4% Crit. (97+) | +4 Hit; 6% Crit. (95+) | AC 33; Armor 24; Dodge 9 |
Arcane 6; Elemental 32; Natural 26; Holy 16; Demonic 18; Mental 13 | Move 10; Str 19; Agil 12; Stam 16; Int 3; Wis 10; Avd 9; Per 16; Res 8; Init 13; Cha 1 | Shark "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Extra Sense III (Blood): Can non-visually sense the listed property at a range (in table top inches) equal to 2x Perception with +8 Advantage to Perception rolls |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Hide, Caloused x6 | Bite: 5d6+5 | Blood-in-the water: Gain +24 to hit and +8 damage if their is a wounded target within movement range |
Swimmer, Only: This creature cannot move on land, unless its to crawl or flop at 1/10th (minimum 1). Its statement speed is assumed to be its swim speed, but is increased by 1.5x if moving in a straight line. Water Breathing: Can breathe underwater Moving Attack: can take action at any point along a straight line charge move, but counts as disengaging from base contact |
Sharks cannot breathe if they are not moving. If possible, they must always move during their turn and will tend to use their moving attack ratehr than end a move in base contact. If they are immobilized they will take 1d12+2 suffocation damage each round after the first. |
4d8 Raw Meat | n/a | n/a | |||||||
Red Dragon, Ancient | Second | Dragonkind | Chromatic Dragon | Dragon | Red | Magical | Ancient | yes | Realm (The Furnace), Alignment (Evil), Polarity (Chaos) | Cosmopolitan | Volcanic, Subterranean | 20 | 1273 (943+60d10) | 1851 (8.42 x219.8) | 42 | Colossal (Prone) | 32; Crushing Blow 32, Toughness 8, Reach +4 | +22 Hit; 14% Crit. (87+); +3 Damage | +28 Hit; 16% Crit. (85+) | +29 Hit; 32% Crit. (69+) | +30 Hit; 17% Crit. (84+) | AC 96; Armor 88; Dodge 8 Lair Action x4: May use up to four unique special Lair Actions at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 40; Elemental 46; Natural 44; Holy 42; Demonic 42; Mental 41 | Move 12; Str 23; Agil 13; Stam 23; Int 20; Wis 21; Avd 8; Per 19; Res 21; Init 17; Cha 16 | Draconic (Dragon Tongue), Ignan, Common, Orcish & Ogrish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Truesight: Can see (or otherwise perceive) in natural and magical darkness at a range (in table top inches) equal to thier perception, as well as see through any type of illusion or invisibility, and can see the true form of shape shifting creatures Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Elder Dragon x8 | Bite (5d12+15) & Claw x2 (3d10+9) + Tailswipe (3d12+18 damage) | Fire Breath VII: 5d12+14 Fire Damage, effected area and targets burn for an additional 1d10+1d6 damage for 4 rounds |
Can use up to Tier 7+ Fire Powers (per day use: T7+ x1, T7 x4, T6 x5, T5 x6, T4 x7, T3 x8, T2 x9, T1 x10, T0 unlimited) |
Immune (Fire): Immune to this type of damage and any associated effects Affinity III (Fire): +15% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath VII: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits a 24" length by width cone, use Ranged attack modifiers +25 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe VI: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 10" knockback on targets of lesser size Terrifying: Enemies must pass a Resolve test to move towards the creature and if it moves into base contact with a foe they must pass a Resolve test or immediately flee their full move directly away (treat as Feared & Frightened). Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Savagery: after landing a killing blow gain +1 physical damage per 5 levels (round up) until the end of their NEXT turn; this effect is refreshed each time a killing blow is scored, potentially extending the duration |
Ancient Dragons live in complete solitude and often sleep for hundreds of years at a time Can still shapeshift into creatures of a lesser threat rating but would likely not see the point |
7d20 Brimstone | n/a | n/a | |||||
Red Drake | Second | Dragonkind | Chromatic Dragon | Dragon | Red | Magical | Drake | yes | Realm (The Furnace), Alignment (Evil), Polarity (Chaos) | Cosmopolitan | Volcanic, Subterranean | 10 | 252 (162+20d8) | 243 (3.7 x65.7) | 15 | Huge (Prone) | 4; Crushing Blow 4, Toughness 1, Reach +1 | +16 Hit; 11% Crit. (90+); +2 Damage | +13 Hit; 10% Crit. (91+) | +12 Hit; 19% Crit. (82+) | +11 Hit; 9% Crit. (92+) | AC 69; Armor 56; Dodge 13 Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant or action |
Arcane 26; Elemental 38; Natural 31; Holy 28; Demonic 26; Mental 25 | Move 9; Str 19; Agil 17; Stam 19; Int 13; Wis 12; Avd 13; Per 14; Res 14; Init 14; Cha 12 | Draconic (Dragon Tongue), Ignan, Common, Orcish & Ogrish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scale, Drake x8 | Bite (3d6+9) & Claw x2 (1d12+3) + Tailswipe (2d6+8 damage) | Fire Breath III: 2d10+1d8+6 Fire Damage, effected area and targets burn for an additional 1d8 damage for 2 rounds |
Can use up to Tier 4 Fire Powers (per day use: T4 x3, T3 x4, T2 x5, T1 x6, T0 unlimited) |
Immune (Fire): Immune to this type of damage and any associated effects Affinity II (Fire): +10% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath III: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits an 8" length by width cone, use Ranged attack modifiers +5 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe II: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 2" knockback on targets of lesser size Fearsome: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Savagery: after landing a killing blow gain +1 physical damage per 5 levels (round up) until the end of their NEXT turn; this effect is refreshed each time a killing blow is scored, potentially extending the duration |
4d8 Brimstone | n/a | n/a | ||||||
Red Regal Dragon | Second | Dragonkind | Chromatic Dragon | Dragon | Red | Magical | Regal | yes | Realm (The Furnace), Alignment (Evil), Polarity (Chaos) | Cosmopolitan | Volcanic, Subterranean | 19 | 896 (649+38d12) | 1244 (7.27 x171.1) | 34 | Gargantuan (Prone) | 16; Crushing Blow 16, Toughness 4, Reach +3 | +24 Hit; 15% Crit. (86+); +3 Damage | +26 Hit; 16% Crit. (85+) | +27 Hit; 31% Crit. (70+) | +28 Hit; 16% Crit. (85+) | AC 98; Armor 88; Dodge 10 Lair Action x3: May use up to three unique special Lair Actions at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 38; Elemental 44; Natural 42; Holy 38; Demonic 39; Mental 39 | Move 11; Str 22; Agil 16; Stam 22; Int 19; Wis 20; Avd 10; Per 18; Res 19; Init 19; Cha 18 | Draconic (Dragon Tongue), Ignan, Common, Orcish & Ogrish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Truesight: Can see (or otherwise perceive) in natural and magical darkness at a range (in table top inches) equal to thier perception, as well as see through any type of illusion or invisibility, and can see the true form of shape shifting creatures Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Elder Dragon x8 | Bite (4d10+13) & Claw x2 (3d8+9) + Tailswipe (2d10+10 damage) | Fire Breath VI: 5d10+12 Fire Damage, effected area and targets burn for an additional 1d10+1d4 damage for 4 rounds |
Can use up to Tier 7 Fire Powers (per day use: T7 x3, T6 x4, T5 x5, T4 x6, T3 x7, T2 x8, T1 x9, T0 unlimited) |
Immune (Fire): Immune to this type of damage and any associated effects Affinity III (Fire): +15% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath VI: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits a 20" length by width cone, use Ranged attack modifiers +20 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe V: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 8" knockback on targets of lesser size Terrifying: Enemies must pass a Resolve test to move towards the creature and if it moves into base contact with a foe they must pass a Resolve test or immediately flee their full move directly away (treat as Feared & Frightened). Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Savagery: after landing a killing blow gain +1 physical damage per 5 levels (round up) until the end of their NEXT turn; this effect is refreshed each time a killing blow is scored, potentially extending the duration |
Can shapeshift into creatures of a lesser threat rating (preferred forms are: Humans, Orcs, Ogres) |
6d12 Brimstone | n/a | n/a | |||||
Red Wyrm | Second | Dragonkind | Chromatic Dragon | Dragon | Red | Magical | Wyrm | yes | Realm (The Furnace), Alignment (Evil), Polarity (Chaos) | Cosmopolitan | Volcanic, Subterranean | 5 | 89 (56+5d12) | 95 (2.72 x35) | 9 | Large (Prone) | 2; Crushing Blow 2 | +12 Hit; 9% Crit. (92+); +1 Damage | +6 Hit; 7% Crit. (94+) | +5 Hit; 11% Crit. (90+) | +2 Hit; 5% Crit. (96+) | AC 56; Armor 40; Dodge 16 Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant |
Arcane 22; Elemental 32; Natural 24; Holy 22; Demonic 19; Mental 19 | Move 8; Str 16; Agil 18; Stam 16; Int 11; Wis 8; Avd 16; Per 12; Res 11; Init 11; Cha 5 | Draconic (Dragon Tongue) & Ignan | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scale, Wyrm x8 | Bite (1d8+7) & Claw x2 (1d8+3) + Tailswipe (2d6+4 dam) | Fire Breath II: 1d8+1d6+4 Fire Damage, effected area and targets burn for an additional 1d6 damage for 2 rounds |
Can use up to Tier 3 Fire Powers (per day use: T3 x3, T2 x4, T1 x5, T0 unlimited) |
Immune (Fire): Immune to this type of damage and any associated effects Affinity I (Fire): +5% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath II: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits an 8" length by 3" width cone (or cone template), use Ranged attack modifiers against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe I: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 1" knockback on targets of lesser size Fearsome: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Savagery: after landing a killing blow gain +1 physical damage per 5 levels (round up) until the end of their NEXT turn; this effect is refreshed each time a killing blow is scored, potentially extending the duration |
3d6 Brimstone | n/a | n/a | ||||||
Silver Dragon | Second | Dragonkind | Metallic Dragon | Dragon | Silver | Magical | Dragon | yes | Realm (The Cosmos), Alignment (Good), Polarity (Balance) | Arctic/Temperate | Mountain, Ruins/Dungeon | 16 | 516 (340+32d10) | 487 (4.39 x111) | 21 | Massive (Prone) | 8; Crushing Blow 8, Toughness 2, Reach +2 | +21 Hit; 13% Crit. (88+); +3 Damage | +21 Hit; 13% Crit. (88+) | +23 Hit; 24% Crit. (77+) | +22 Hit; 14% Crit. (87+) | AC 98; Armor 88; Dodge 10 Metallic Scales (+1 Armor per slot added); Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 36; Elemental 40; Natural 37; Holy 36; Demonic 35; Mental 35 | Move 10; Str 20; Agil 16; Stam 20; Int 18; Wis 17; Avd 10; Per 16; Res 18; Init 18; Cha 18 | Draconic (Dragon Tongue), Celestial, Common & Elvish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Dragon x8 | Bite (3d8+11) & Claw x2 (3d6+3) + Tailswipe (2d8+8 damage) | Cosmic Aura III: passive, Aura III, activated at will for up to 1 hour, Dragon must pass a Stamina test at the start of each subsequent round to maintain, casting automatically cancels the aura. Projects an aura of cosmic energy around itself that uses casting modifiers to inflict 1d6+2 Celestial Damage and Immobilizes any non Silver Dragon targets until passing a Stamina stat roll-off after which they are immune |
Can use up to Tier 5 Celestial Powers (per day use: T5 x3, T4 x4, T3 x5, T2 x6, T1 x7, T0 unlimited) |
Immune II (Celestial & Frost): Immune to these types of damage and any associated effects Affinity II (High): +10% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Aura III: Passive effects in 3" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Tailswipe III: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 4" knockback on targets of lesser size Fearsome: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Willpower I: once per day, may elect at any time (even if crit hit) to auto resist a single faith/spirit power |
Can shapeshift into creatures of a lesser threat rating (preferred forms are: High Elves) |
5d10 Stardust | n/a | n/a | |||||
Silver Dragon Consort/Lord | Second | Dragonkind | Metallic Dragon | Dragon | Silver | Magical | Consort/Lord | yes | Realm (The Cosmos), Alignment (Good), Polarity (Balance) | Arctic/Temperate | Mountain, Ruins/Dungeon | 18 | 822 (588+36d12) | 858 (5.51 x155.7) | 28 | Gargantuan (Prone) | 16; Crushing Blow 16, Toughness 4, Reach +3 | +23 Hit; 14% Crit. (87+); +3 Damage | +24 Hit; 15% Crit. (86+) | +26 Hit; 30% Crit. (71+) | +26 Hit; 15% Crit. (86+) | AC 106; Armor 96; Dodge 10 Metallic Scales (+1 Armor per slot added); Lair Action x2: May use up to two unique special Lair Actions at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 38; Elemental 42; Natural 40; Holy 38; Demonic 38; Mental 38 | Move 11; Str 21; Agil 16; Stam 21; Int 19; Wis 19; Avd 10; Per 17; Res 19; Init 19; Cha 20 | Draconic (Dragon Tongue), Celestial, Common & Elvish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Elder Dragon x8 | Bite (3d10+13) & Claw x2 (2d10+7) + Tailswipe (2d10+8 damage) | Cosmic Aura IV: passive, Aura IV, activated at will for up to 1 hour, Dragon must pass a Stamina test at the start of each subsequent round to maintain, casting automatically cancels the aura. Projects an aura of cosmic energy around itself that uses casting modifiers to inflict 1d8+4 Celestial Damage and Immobilizes any non Silver Dragon targets until passing a Stamina stat roll-off after which they are immune |
Can use up to Tier 6 Celestial Powers (per day use: T6 x3, T5 x4, T4 x5, T3 x6, T2 x7, T1 x8, T0 unlimited) |
Immune II (Celestial & Frost): Immune to these types of damage and any associated effects Affinity III (High): +15% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Aura IV: Passive effects in 4" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Tailswipe IV: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 6" knockback on targets of lesser size Terrifying: Enemies must pass a Resolve test to move towards the creature and if it moves into base contact with a foe they must pass a Resolve test or immediately flee their full move directly away (treat as Feared & Frightened). Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Willpower I: once per day, may elect at any time (even if crit hit) to auto resist a single faith/spirit power |
Can shapeshift into creatures of a lesser threat rating (preferred forms are: High Elves) |
6d12 Stardust | n/a | n/a | |||||
Silver Dragon Hatchling | Second | Dragonkind | Metallic Dragon | Dragon | Silver | Magical | Hatchling | yes | Realm (The Cosmos), Alignment (Good), Polarity (Balance) | Arctic/Temperate | Mountain, Ruins/Dungeon | 1 | 15 (11+1d6) | 11 (1.41 x7.8) | 2 | Tiny (Prone) | -4 | 0 Hit; 4% Crit. (97+); -1 Damage | -2 Hit; 3% Crit. (98+) | -3 Hit; 8% Crit. (93+) | -7 Hit; 2% Crit. (99+) | AC 44; Armor 24; Dodge 20 Metallic Scales (+1 Armor per slot added) |
Arcane 14; Elemental 18; Natural 12; Holy 14; Demonic 10; Mental 10 | Move 5; Str 6; Agil 10; Stam 9; Int 7; Wis 3; Avd 20; Per 8; Res 7; Init 8; Cha 5 | Draconic (Dragon Tongue, can understand but not speak) | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scales, Light x8 | Bite (1d6) | Detect Magic (unlimited use) & Natural Cantrip (Celestial, unlimited use) |
Immune II (Celestial & Frost): Immune to these types of damage and any associated effects Affinity I (High): +5% Critical Hit with a given non-physical damage type (typically already added) Hopper II: Can hop to move, 2x movement in a straight line, allows for easily jumping over obstacles, must start and end its turn on the ground Willpower I: once per day, may elect at any time (even if crit hit) to auto resist a single faith/spirit power |
1d4 Stardust | n/a | n/a | |||||||
Silver Dragon Whelp | Second | Dragonkind | Metallic Dragon | Dragon | Silver | Magical | Whelp | yes | Realm (The Cosmos), Alignment (Good), Polarity (Balance) | Arctic/Temperate | Mountain, Ruins/Dungeon | 2 | 31 (22+2d8) | 28 (1.82 x15.3) | 4 | Small (Prone) | -2 | +3 Hit; 5% Crit. (96+) | +1 Hit; 4% Crit. (97+) | +1 Hit; 9% Crit. (92+) | -4 Hit; 3% Crit. (98+) | AC 51; Armor 32; Dodge 19 Metallic Scales (+1 Armor per slot added) |
Arcane 20; Elemental 22; Natural 16; Holy 18; Demonic 14; Mental 15 | Move 6; Str 8; Agil 12; Stam 11; Int 10; Wis 5; Avd 19; Per 10; Res 9; Init 9; Cha 6 | Draconic (Dragon Tongue) & Celestial | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scales, Heavy x8 | Bite (1d8+2) & Claw (1d6+2) | Cosmic Aura 0: passive, Aura 0, activated at will for up to 1 hour, Dragon must pass a Stamina test at the start of each subsequent round to maintain, casting automatically cancels the aura. Projects an aura of cosmic energy around itself that Immobilizes any non Silver Dragon targets until passing a Stamina stat roll-off after which they are immune |
Can use up to Tier 1 Celestial Powers (per day use: T1 x3, T0 unlimited) |
Immune II (Celestial & Frost): Immune to these types of damage and any associated effects Affinity I (High): +5% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Aura 0: Passive effects in base contact around the creature, effects vary (see Extra), can be offensive or defensive Willpower I: once per day, may elect at any time (even if crit hit) to auto resist a single faith/spirit power |
1d6 Stardust | n/a | n/a | ||||||
Skeletal Infantry | False | Undead | Skeletal | Skeleton | Infantry | Regular | yes | Realm (Strife), Alignment (Evil), Polarity (Chaos) | Cosmopolitan | Ruins/Dungeon, N/A | 2 | 19 (8+2d10) | 17 (2.76 x6) | 3 | Medium (Upright) | 0 | -2 Hit; 3% Crit. (98+) | -6 Hit; 2% Crit. (99+) | -13 Hit; 1% Crit. (100+) | -13 Hit; 1% Crit. (100+) | AC 15; Armor 15; Dodge 0; Noisy 5 |
Arcane 2; Elemental 33; Natural 5; Holy 2; Demonic 67; Mental 2 | Move 3; Str 13; Agil 7; Stam 4; Int 1; Wis 1; Avd 6; Per 3; Res 16; Init 2; Cha 0 | Understands the languages it knew in life but can't speak | Blind: This creature is naturally or otherwise blind and must rely solely on other senses. When outside the range of its other senses, it automatically fails any Perception test Sense Living III: Can sense living organic beings at a range (in table top inches) equal to 2x Perception with +8 Advantage to Perception rolls Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Mail, Chain (Rusted -1) x5 | Rusted Falchion (1d6+2 damage, -2 to hit & damage) & Skeletal Claw (1d4 damage) | Undead: Does not eat, sleep, tire, breathe, or bleed (immune to any effect related to these). Counts as Implacable and Immune to stun, fear, poison, disease. Holy and life based healing powers cause damage instead of healing. +50 Demonic Resistance & -30 Holy Resistance (already added). Sensitivity to Holy (double damage). Typically destroyed if reaching 0 HP. Mindless: Does not possess the ability to truly think or reason, instead operating on some form of predetermined will or set of parameters; immune to taunt, fear and all mental or pyschological damage and effects; dodge always equals zero regardless of Avd. Stat Toughness V: Negates all incoming damage by 5 Immune (Fire): Immune to this type of damage and any associated effects Resistant V (Elemental): +25 resistance to this type of damage/effects (typically already added) |
n/a | n/a | ||||||||||
Skeletal Knight | False | Undead | Skeletal | Skeleton | Knight | Regular | yes | Realm (Strife), Alignment (Evil), Polarity (Chaos) | Cosmopolitan | Ruins/Dungeon, N/A | 10 | 97 (42+10d10) | 103 (3.46 x29.9) | 9 | Medium (Upright) | 0 | -7 Hit; 1% Crit. (100+); +1 Damage | +1 Hit; 2% Crit. (99+) | +2 Hit; 6% Crit. (95+) | +1 Hit; 6% Crit. (95+) | AC 52; Armor 52; Dodge 0; Stiff 6; Double Layer 6 |
Arcane 6; Elemental 39; Natural 9; Holy 0; Demonic 66; Mental 5 | Move 3; Str 17; Agil 0; Stam 7; Int 3; Wis 2; Avd 0; Per 8; Res 14; Init 6; Cha 0 | Understands the languages it knew in life but can't speak | Blind: This creature is naturally or otherwise blind and must rely solely on other senses. When outside the range of its other senses, it automatically fails any Perception test Sense Living III: Can sense living organic beings at a range (in table top inches) equal to 2x Perception with +8 Advantage to Perception rolls Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Plate, Full (rusted -1) x6 over Cloth, Quilted x8 | Long Sword: 1d10+1d6 2H damage, wielded in one hand & Kite Shield: block (+3), neither is rusted due to Craftings/Enchants (see Extra) | if riding: carries a Weathered Riding Lance: 1d12+1d10 damage, -2 to hit & damage, Reach 3 |
Voraity of the Undying: passive 4" Oath-like Aura, grants +2 melee damage to Undead Champion Strike: no stacks required, can use 3 times per day, activate as if using a single stack |
Undead: Does not eat, sleep, tire, breathe, or bleed (immune to any effect related to these). Counts as Implacable and Immune to stun, fear, poison, disease. Holy and life based healing powers cause damage instead of healing. +50 Demonic Resistance & -30 Holy Resistance (already added). Sensitivity to Holy (double damage). Typically destroyed if reaching 0 HP. Mindless: Does not possess the ability to truly think or reason, instead operating on some form of predetermined will or set of parameters; immune to taunt, fear and all mental or pyschological damage and effects; dodge always equals zero regardless of Avd. Stat Toughness V: Negates all incoming damage by 5 Immune (Fire): Immune to this type of damage and any associated effects Resistant V (Elemental): +25 resistance to this type of damage/effects (typically already added) Aura IV: Passive effects in 4" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive |
Has up to 4 XP worth of Craftings/Enchants typ. Cursed Longsword (carrying Curse of Unbelief, transferred on wound) & Sturdy Kite Shield (+5% block) |
2d6 GP | n/a | n/a | ||||||
Skeletal Soldier | False | Undead | Skeletal | Skeleton | Infantry | Elite | yes | Realm (Strife), Alignment (Evil), Polarity (Chaos) | Cosmopolitan | Ruins/Dungeon, N/A | 4 | 37 (15+4d10) | 31 (2.76 x11) | 5 | Medium (Upright) | 0 | -3 Hit; 1% Crit. (100+); +1 Damage | -4 Hit; 1% Crit. (100+) | -8 Hit; 1% Crit. (100+) | -9 Hit; 1% Crit. (100+) | AC 24; Armor 24; Dodge 0; Noisy 3; Double Layer 3 |
Arcane 4; Elemental 35; Natural 6; Holy 2; Demonic 67; Mental 3 | Move 3; Str 15; Agil 7; Stam 5; Int 2; Wis 1; Avd 0; Per 6; Res 16; Init 3; Cha 0 | Understands the languages it knew in life but can't speak | Blind: This creature is naturally or otherwise blind and must rely solely on other senses. When outside the range of its other senses, it automatically fails any Perception test Sense Living III: Can sense living organic beings at a range (in table top inches) equal to 2x Perception with +8 Advantage to Perception rolls Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Mail, Plated (rusted -1) x3 over Cloth, Quilted x6 | Rusted Spatha: 1d12 damage, -2 to hit & damage & Cracked Targe: Block (+2) | Hawk Strike x1 |
Undead: Does not eat, sleep, tire, breathe, or bleed (immune to any effect related to these). Counts as Implacable and Immune to stun, fear, poison, disease. Holy and life based healing powers cause damage instead of healing. +50 Demonic Resistance & -30 Holy Resistance (already added). Sensitivity to Holy (double damage). Typically destroyed if reaching 0 HP. Mindless: Does not possess the ability to truly think or reason, instead operating on some form of predetermined will or set of parameters; immune to taunt, fear and all mental or pyschological damage and effects; dodge always equals zero regardless of Avd. Stat Toughness V: Negates all incoming damage by 5 Immune (Fire): Immune to this type of damage and any associated effects Resistant V (Elemental): +25 resistance to this type of damage/effects (typically already added) |
n/a | n/a | |||||||||
Graveguard | False | Undead | Skeletal | Skeleton | Guard | Elite | yes | Realm (Strife), Alignment (Evil), Polarity (Chaos) | Cosmopolitan | Ruins/Dungeon, N/A | 6 | 53 (20+6d10) | 49 (2.76 x17.6) | 6 | Medium (Upright) | 0 | -5 Hit; 1% Crit. (100+); +1 Damage | -1 Hit; 2% Crit. (99+) | -3 Hit; 4% Crit. (97+) | -3 Hit; 4% Crit. (97+) | AC 27; Armor 27; Dodge 0; Stiff 3; Double Layer 3 |
Arcane 4; Elemental 35; Natural 7; Holy 0; Demonic 67; Mental 4 | Move 3; Str 16; Agil 3; Stam 5; Int 2; Wis 2; Avd 0; Per 7; Res 15; Init 5; Cha 0 | Understands the languages it knew in life but can't speak | Blind: This creature is naturally or otherwise blind and must rely solely on other senses. When outside the range of its other senses, it automatically fails any Perception test Sense Living III: Can sense living organic beings at a range (in table top inches) equal to 2x Perception with +8 Advantage to Perception rolls Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Plate, Laminar (rusted -1) x3 over Cloth, Quilted x6 | Rusted Longsword: 1d10+1d4, -2 to hit & damage & Cracked Kite Shield: Block (+3) | Kodiak Strike x1 Shield Wall: passive, gain +10% block for every other Elite Guard w/in 2" (max +30%) Retaliation: passive, gain an immediate extra +10/+2 attack after each successful block |
Undead: Does not eat, sleep, tire, breathe, or bleed (immune to any effect related to these). Counts as Implacable and Immune to stun, fear, poison, disease. Holy and life based healing powers cause damage instead of healing. +50 Demonic Resistance & -30 Holy Resistance (already added). Sensitivity to Holy (double damage). Typically destroyed if reaching 0 HP. Mindless: Does not possess the ability to truly think or reason, instead operating on some form of predetermined will or set of parameters; immune to taunt, fear and all mental or pyschological damage and effects; dodge always equals zero regardless of Avd. Stat Toughness V: Negates all incoming damage by 5 Immune (Fire): Immune to this type of damage and any associated effects Resistant V (Elemental): +25 resistance to this type of damage/effects (typically already added) |
Silver Insignia (worth 2d6 SP) | n/a | n/a | ||||||||
Silver Dragon, Ancient | Second | Dragonkind | Metallic Dragon | Dragon | Silver | Magical | Ancient | yes | Realm (The Cosmos), Alignment (Good), Polarity (Balance) | Arctic/Temperate | Mountain, Ruins/Dungeon | 21 | 1293 (946+63d10) | 1725 (7.55 x228.4) | 41 | Colossal (Prone) | 32; Crushing Blow 32, Toughness 8, Reach +4 | +23 Hit; 15% Crit. (86+); +3 Damage | +29 Hit; 17% Crit. (84+) | +31 Hit; 33% Crit. (68+) | +32 Hit; 18% Crit. (83+) | AC 104; Armor 96; Dodge 8 Metallic Scales (+1 Armor per slot added); Lair Action x4: May use up to four unique special Lair Actions at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 42; Elemental 44; Natural 44; Holy 44; Demonic 44; Mental 43 | Move 12; Str 22; Agil 13; Stam 22; Int 21; Wis 22; Avd 8; Per 19; Res 22; Init 18; Cha 19 | Draconic (Dragon Tongue), Celestial, Common & Elvish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Truesight: Can see (or otherwise perceive) in natural and magical darkness at a range (in table top inches) equal to thier perception, as well as see through any type of illusion or invisibility, and can see the true form of shape shifting creatures Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Elder Dragon x8 | Bite (5d12+15) & Claw x2 (3d10+9) + Tailswipe (3d12+18 damage) | Cosmic Aura VIII: passive, Aura VIII, activated at will for up to 1 hour, Dragon must pass a Stamina test at the start of each subsequent round to maintain, casting automatically cancels the aura. Projects an aura of cosmic energy around itself that uses casting modifiers to inflict 1d12+8 Celestial Damage and Immobilizes any non Silver Dragon targets until passing a Stamina stat roll-off after which they are immune |
Can use up to Tier 7+ Celestial Powers (per day use: T7+ x1, T7 x4, T6 x5, T5 x6, T4 x7, T3 x8, T2 x9, T1 x10, T0 unlimited) |
Immune II (Celestial & Frost): Immune to these types of damage and any associated effects Affinity III (High): +15% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Aura VIII: Passive effects in 8" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Tailswipe VI: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 10" knockback on targets of lesser size Terrifying: Enemies must pass a Resolve test to move towards the creature and if it moves into base contact with a foe they must pass a Resolve test or immediately flee their full move directly away (treat as Feared & Frightened). Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Willpower I: once per day, may elect at any time (even if crit hit) to auto resist a single faith/spirit power |
Ancient Dragons live in complete solitude and often sleep for hundreds of years at a time Can still shapeshift into creatures of a lesser threat rating but would likely not see the point |
7d20 Stardust | n/a | n/a | |||||
Silver Drake | Second | Dragonkind | Metallic Dragon | Dragon | Silver | Magical | Drake | yes | Realm (The Cosmos), Alignment (Good), Polarity (Balance) | Arctic/Temperate | Mountain, Ruins/Dungeon | 10 | 243 (153+20d8) | 229 (3.39 x67.5) | 14 | Huge (Prone) | 4; Crushing Blow 4, Toughness 1, Reach +1 | +16 Hit; 11% Crit. (90+); +2 Damage | +13 Hit; 10% Crit. (91+) | +13 Hit; 20% Crit. (81+) | +12 Hit; 9% Crit. (92+) | AC 77; Armor 64; Dodge 13 Metallic Scales (+1 Armor per slot added); Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant or action |
Arcane 28; Elemental 36; Natural 31; Holy 30; Demonic 28; Mental 27 | Move 9; Str 18; Agil 17; Stam 18; Int 14; Wis 13; Avd 13; Per 14; Res 15; Init 15; Cha 15 | Draconic (Dragon Tongue), Celestial, Common & Elvish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scale, Drake x8 | Bite (3d6+9) & Claw x2 (1d12+3) + Tailswipe (2d6+8 damage) | Cosmic Aura II: passive, Aura II, activated at will for up to 1 hour, Dragon must pass a Stamina test at the start of each subsequent round to maintain, casting automatically cancels the aura. Projects an aura of cosmic energy around itself that uses casting modifiers to inflict 1d4 Celestial Damage and Immobilizes any non Silver Dragon targets until passing a Stamina stat roll-off after which they are immune |
Can use up to Tier 4 Celestial Powers (per day use: T4 x3, T3 x4, T2 x5, T1 x6, T0 unlimited) |
Immune II (Celestial & Frost): Immune to these types of damage and any associated effects Affinity II (High): +10% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Aura II: Passive effects in 2" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Tailswipe II: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 2" knockback on targets of lesser size Fearsome: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Willpower I: once per day, may elect at any time (even if crit hit) to auto resist a single faith/spirit power |
4d8 Stardust | n/a | n/a | ||||||
Silver Regal Dragon | Second | Dragonkind | Metallic Dragon | Dragon | Silver | Magical | Regal | yes | Realm (The Cosmos), Alignment (Good), Polarity (Balance) | Arctic/Temperate | Mountain, Ruins/Dungeon | 20 | 911 (651+40d12) | 1146 (6.43 x178.3) | 33 | Gargantuan (Prone) | 16; Crushing Blow 16, Toughness 4, Reach +3 | +25 Hit; 15% Crit. (86+); +3 Damage | +27 Hit; 16% Crit. (85+) | +29 Hit; 32% Crit. (69+) | +30 Hit; 17% Crit. (84+) | AC 106; Armor 96; Dodge 10 Metallic Scales (+1 Armor per slot added); Lair Action x3: May use up to three unique special Lair Actions at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 40; Elemental 42; Natural 42; Holy 40; Demonic 41; Mental 41 | Move 11; Str 21; Agil 16; Stam 21; Int 20; Wis 21; Avd 10; Per 18; Res 20; Init 20; Cha 21 | Draconic (Dragon Tongue), Celestial, Common & Elvish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Truesight: Can see (or otherwise perceive) in natural and magical darkness at a range (in table top inches) equal to thier perception, as well as see through any type of illusion or invisibility, and can see the true form of shape shifting creatures Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Elder Dragon x8 | Bite (4d10+13) & Claw x2 (3d8+9) + Tailswipe (2d10+10 damage) | Cosmic Aura VI: passive, Aura VI, activated at will for up to 1 hour, Dragon must pass a Stamina test at the start of each subsequent round to maintain, casting automatically cancels the aura. Projects an aura of cosmic energy around itself that uses casting modifiers to inflict 1d10+6 Celestial Damage and Immobilizes any non Silver Dragon targets until passing a Stamina stat roll-off after which they are immune |
Can use up to Tier 7 Celestial Powers (per day use: T7 x3, T6 x4, T5 x5, T4 x6, T3 x7, T2 x8, T1 x9, T0 unlimited) |
Immune II (Celestial & Frost): Immune to these types of damage and any associated effects Affinity III (High): +15% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Aura VI: Passive effects in 6" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Tailswipe V: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 8" knockback on targets of lesser size Terrifying: Enemies must pass a Resolve test to move towards the creature and if it moves into base contact with a foe they must pass a Resolve test or immediately flee their full move directly away (treat as Feared & Frightened). Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Willpower I: once per day, may elect at any time (even if crit hit) to auto resist a single faith/spirit power |
Can shapeshift into creatures of a lesser threat rating (preferred forms are: High Elves) |
6d12 Stardust | n/a | n/a | |||||
Sea Giant Sorceror | Second | Primatives | Giantkind | Giant | Sea | Sorceror | Regular | Storm Giant | yes | Realm (Storms), Alignment (Good), Polarity (Chaos) | Cosmopolitan | Salt Water, Coastal/Shore | 13 | 332 (215+26d8) | 199 (1.94 x102.5) | 13 | Huge (Upright) | 4; Crushing Blow 4, Toughness 1, Reach +1 | +14 Hit; 11% Crit. (90+); +3 Damage | +14 Hit; 11% Crit. (90+) | +6 Hit; 8% Crit. (93+) | +8 Hit; 3% Crit. (98+) | AC 37; Armor 32; Dodge 5; Noisy 8 Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their bjerg citadel or other such lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 24; Elemental 40; Natural 34; Holy 38; Demonic 33; Mental 26 | Move 6; Str 20; Agil 12; Stam 20; Int 12; Wis 14; Avd 5; Per 12; Res 19; Init 10; Cha 18 | Giant & Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Mail, Scale x8 | Giant Storm Touched Zwiehander: 2d12+2d6+10, overpowering (-10), 50% of damage jumps to enemy target within 6" as Elemental damage. Can attack twice if using only a basic attack action (Extra Attack I). | Hurl Coral Boulder: May sacrifice one of two basic attacks to throw a coral encrusted boulder (Rng: 40, 3" radius, +5% crit, 2d12+10 Damage). Hurl Lightning: If not underwater, may sacrifice one of two basic attacks to hurl a lightning bolt (Rng: 40, 1" radius, 2d12+2d6+10 Storm damage, use Ranged modifiers), recharges each round on a 5+ on a D6 roll. Cannot use both in the same round. |
Can use up to Tier 5 Water & Storm Powers (per day use: T5 x1, T4 x2, T3 x3, T2 x4, T1 x5, T0 unlimited) typ. instants: Rivers Embrace (T5), Storm Surge (T4), Deep Resevoir (T3), Deeptide Armor (T2), Stormfury Armor (T1) typ. actions: Chain Lightning (T5), Thunderclap (T4), Lightning Bolt (T3), Deluge (T2), Turbulent Waters (T1) |
Extra Attacks I: Potential for up to 1 extra attack, typically requires certain conditions to be met Trample II: 2d6 dam, does not effect targets of equal size or larger than the creature Affinity I (Water Powers): +5% Critical Hit with a given non-physical damage type (typically already added) Affinity I (Storm Powers): +5% Critical Hit with a given non-physical damage type (typically already added) Amphibious: Can breathe in air and water Swimmer I: 2x movement while in water Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes or otherwise vents volatile energy upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius |
Brute Magic: Add melee damage bonuses to casting damage. Xerophobia: Sea giants become irrationally aggressive if they cannot see water or if their environment seems too dry. When in this state they suffer -3 disadvantage on all stat tests, gain +3 damage and will do almost anything to make themselves more comfortable, such as breaking a dam or calling down a violent rain storm. |
2d8 Aether + 2d8 Everice | Though they make their homes in the deep oceans, sea giants are seated at the very top of giantkind. At massive 24 feet tall , they are respected and feared by all other giants. To the benefit of their smaller kin, the are generally benevolent and wish to see giantkind thrive as a whole, however they are not to be trifled with. Their blue/green skin tones and coral or turquoise hair colors, make them surprisingly difficult to sea when underwater. Particularly, as they age and their skin becomes encrusted by barnacles and other sea growth. Among the sea giants there are powerful sorcerers that command the vast power of the sea and can call down storms that are the terror of any seafaring vessel. | n/a | n/a | |||
Sky Giant | Second | Primatives | Giantkind | Giant | Sky | Brute | Regular | Cloud Giant | yes | Realm (Storms), Alignment (Neutral), Polarity (Chaos) | Cosmopolitan | Sky, Mountain | 12 | 288 (180+24d8) | 121 (1.92 x63) | 10 | Huge (Upright) | 4; Crushing Blow 4, Toughness 1, Reach +1 | +14 Hit; 10% Crit. (91+); +2 Damage | +13 Hit; 10% Crit. (91+) | +13 Hit; 15% Crit. (86+) | +15 Hit; 11% Crit. (90+) | AC 29; Armor 24; Dodge 5 Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their cloud castle or other such lair, typ. a bonus instant or non-attack action |
Arcane 24; Elemental 36; Natural 32; Holy 36; Demonic 32; Mental 26 | Move 6; Str 18; Agil 13; Stam 18; Int 12; Wis 14; Avd 5; Per 12; Res 18; Init 10; Cha 16 | Giant, Common, & Auran | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth, Ironweave x8 | Giant Greathammer: 6d6+4, stun 12%, Crushing blow 4. Can attack twice if using only a basic attack action (Extra Attack I). | Hurl Meteorite: May sacrifice one of two basic attacks to call down a meteorite (Rng: 24, 2" radius, 2d10+4 physical damage & 1d4+6 celestial damage, targets are Slowed for 1 round). |
Extra Attacks I: Potential for up to 1 extra attack, typically requires certain conditions to be met Trample II: 2d6 dam, does not effect targets of equal size or larger than the creature Affinity I (Wind Powers): +5% Critical Hit with a given non-physical damage type (typically already added) Affinity I (Celestial Powers): +5% Critical Hit with a given non-physical damage type (typically already added) Willpower II: twice per day, may elect at any time (even if crit hit) to auto resist a single faith/spirit power |
Claustrophobia: Sky giants become irrationally aggressive if they cannot see the sky or stand at their full height. When in this state they suffer -3 disadvantage on all stat tests, gain +3 damage and will do almost anything to make themselves more comfortable, such as smashing through a ceiling or causing a cave in. |
3d8 Aether + 1d8 Stardust | At an average height of 22 feet and with their fortresses built in the clouds, sky giants tower over most of giantkind and seeg themselves as the pinnacle of giant culture. They are only rivalled by the mighty sea giants, often a great point of contention. They possess pale skin with tones of blue or purple, and wispy white, grey or blue hair. | n/a | n/a | ||||
Slaver Bondslave | Third | Humanoid | Humankind | Human | Multi-racial | Slaver | Bondslave | yes | Realm (Eden), Alignment (Evil), Polarity (Balance) | Cosmopolitan | Urban, Rural | 1 | 19 (14+1d10) | 4 (1 x3.9) | 1 | Medium (Upright) | 0 | -1 Hit; 4% Crit. (97+) | 0 Hit; 4% Crit. (97+) | -1 Hit; 4% Crit. (97+) | -1 Hit; 4% Crit. (97+) | AC 10; Armor 2; Dodge 8 |
Arcane 18; Elemental 18; Natural 18; Holy 14; Demonic 16; Mental 18 | Move 3; Str 8; Agil 9; Stam 9; Int 9; Wis 9; Avd 8; Per 10; Res 7; Init 7; Cha 6 | Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth x2 | Unarmed unless with Hirelings or higher, in which case they typically carry a Rondel (1d6+1 dam) | Will always flee combat unless Slaver hirelings or higher are present, in which case they will NEVER flee under ANY circumstance and automatically pass any Resolve test out of fear of their masters |
Will have tatoos/brands to mark ownership |
0-1 maggot ridden bread | A slaver bondslave is typically a pitiable, malnurished,and barely clothed wretch who has been pressed into slavery by a slaver gang. The gang that claims ownership of them will be clearly marked on the bondslaves flesh by tattoos or brands, and often times a bondslave will have many such marks if they have been passed around to several owners. Though most often an unwilling bondslave beaten into obiedience to a particular slaver gang by a task master, some bondslaves will willing serve their masters in hopes of rising through the ranks and joining the gang as a Hireling. If freed from the grip of their masters, most bondslaves will immediately flee though some may cling to their liberators in an attempt to repay their kindness. | n/a | n/a | ||||||
Slaver Hireling | Third | Humanoid | Humankind | Human | Multi-racial | Slaver | Hireling | yes | Realm (Eden), Alignment (Evil), Polarity (Balance) | Cosmopolitan | Urban, Rural | 2 | 31 (20+2d10) | 7 (1 x7.2) | 2 | Medium (Upright) | 0 | +1 Hit; 4% Crit. (97+) | +1 Hit; 4% Crit. (97+) | 0 Hit; 4% Crit. (97+) | 0 Hit; 4% Crit. (97+) | AC 14; Armor 6; Dodge 8 |
Arcane 18; Elemental 20; Natural 19; Holy 18; Demonic 18; Mental 18 | Move 4; Str 10; Agil 10; Stam 10; Int 9; Wis 9; Avd 8; Per 10; Res 9; Init 9; Cha 6 | Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth x6 | Handaxe: 1d10 daamge & Buckler: parry (+1) OR Pugio: 1d6 damage & Dagger: 1d4 damage | Will never flee combat under any circumstance if Slaver Underling or higher is present and automatically pass any Resolve test (because they wish to prove their mettle) |
Will have tatoos/brands from days as Bondslaves, and will have added some piercings usually won't kill but incapacitate and bring to masters as slaves |
1d10 CP | A slaver hireling is the lowest non-slave rank within a slaver gang. They are paid a very meager amount to assist in capturing new slaves to either serve the gang as bondslaves or be sold for profits (or sometimes both). They earn no profit from this, but instead survive on the gangs leftover scraps. Most will have begun their career as a bondslave themselves, having proved useful or loyal enough to be granted freedom. As such they still bear the scars, brands, and tattoos of thier former slavery, often proudly. They also tend to augment thier existing marks with additonal tattoos, brands, and piercings, in an effort to make themselves look more intimidating or fierce. Hirelings are merciless and cruel, always seeking to prove themselves to their masters through their own depravity and combat prowess. Eager to make a name for themselves and increase thier profitability, they are always on the lookout for easy prey whom they can capture and bring to their masters to be enslaved. Though paid member sof the gang, they are still treated as inferior and are regualrily beaten or tortured for even the mildest infraction. While reviled by all, even thier own kind, provided they practice their trade outside the legal limits of most settlements, thier presence is tolerated. | n/a | n/a | ||||||
Slaver Overlord | Third | Humanoid | Humankind | Human | Multi-racial | Slaver | Overlord | yes | Realm (Eden), Alignment (Evil), Polarity (Balance) | Cosmopolitan | Urban, Rural | 10 | 151 (96+10d10) | 76 (1.67 x45.6) | 8 | Medium (Upright) | 0 | +6 Hit; 3% Crit. (98+); +1 Damage | +3 Hit; 2% Crit. (99+) | +5 Hit; 3% Crit. (98+) | +5 Hit; 3% Crit. (98+) | AC 62; Armor 49; Dodge 13; Noisy 6; Double Layer 6 Has so many body piercings that it acts as a crude form of ring mail, granting +3 armor (already added); at least one piercing is defensively Enchanted, typ. Nose Ring of Improved Subjugation (if passing a Resolve test, become immune to the repeated non-damage effects of any skill or spell used against them) |
Arcane 24; Elemental 32; Natural 28; Holy 32; Demonic 28; Mental 24 | Move 4; Str 15; Agil 13; Stam 16; Int 12; Wis 12; Avd 13; Per 10; Res 16; Init 14; Cha 3 | Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Mail, Plated x6 over Leather x8 | High Damage 2H Weapons such as Labrys, Heavy Flail, Glaive (max 22 damage), almost always Advanced/Rune Crafted and/or Enchanted; Typ. Glaive of Superior Pain (1d12+2d4+2+4 damage, reach 1, ward-off) | Bottle of superior crippling poison (3 uses) |
Warmonger skill (Rank3, +2 movement when charging, +2 damage and +30% Overpowering for first round after a charge) Fear Me! (once per 3 turns action, fear effect on all in base contact if failing resolve test, will immediately move full move away and then stunned until end of their next turn) Iron Command (once per 3 turns instant, removes all CC effects form any lower ranked Slaver within 10") Devastation (Fury instant) x2, Matchless Berserker Strike (Fury action x2) Will never flee combat under any circumstance if lower rank Slavers are present and automatically pass any Resolve test (refuse to show weakeness or fear in the presence of their lessers) |
Poison III: Uses Superior poisons Toughness II: Negates all incoming damage by 2 Fearsome: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. |
Barely recognizable as human due to tatoos/brands/piercings/body modifications usually won't kill but incapacitate and have a Taskmaster put a slave collar on them (and tatoo/brand) |
small locked chest containing 2d10+5 GP, 2d6 GP worth of gold piercings, matching key is usually disguised as a peircing, bottle of superior crippling poison (remaining unused doses) | A slaver overlord is the undisputed leader of a slaver gang. His will is iron, his word obeyed without question, and his sadistic cruelty matchless among mortal kind. Their bodies are so pierced and modified that they are difficult to even recognize as human. To face them in battle is to know fear and to be owned by one is to live in constant torment. If they feel pain or pity at all, they hide it impossibly well. To a slaver overlord, flesh is a commodity mesaured in gold, something they accumualte with an unwavering obsession. They mastermind the efforts of thier gang, accumulating wealth and exerting their will through their taskmasters. However being at the top is dangerous, for if they show even the slightess weakness or fear, they will lose the confidence of thier gang. The saving grace of the organizational structure of a slaver gang is that if the Overlord dies, the task masters will murder each other until only one remains alive to claim the title of overlord and take ove ownership of the gang and all its assets. | n/a | n/a | ||||
Slaver Taskmaster | Third | Humanoid | Humankind | Human | Multi-racial | Slaver | Taskmaster | yes | Realm (Eden), Alignment (Evil), Polarity (Balance) | Cosmopolitan | Urban, Rural | 6 | 89 (56+6d10) | 30 (1.33 x22.8) | 5 | Medium (Upright) | 0 | +7 Hit; 7% Crit. (94+) | +5 Hit; 6% Crit. (95+) | -2 Hit; 1% Crit. (100+) | -2 Hit; 1% Crit. (100+) | AC 35; Armor 24; Dodge 11; Noisy 8 |
Arcane 22; Elemental 28; Natural 25; Holy 24; Demonic 23; Mental 22 | Move 4; Str 14; Agil 12; Stam 14; Int 11; Wis 11; Avd 11; Per 10; Res 12; Init 12; Cha 4 | Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather, Ringmail x8 | Sabre (2d6) & Scourge (1d6+1d4+2, Reach 2, Clumsy -5) OR Balanced Axe (1d12+1) & Flail-glove (1d10+1, Reach 1) OR Heavy Flail with Enchant (typ. of Improved Pain, 1d8+2d6+2+2, Clumsy -10) | Slave collars with chains, branding iron, Bottle of complex crippling poison (3 uses) |
Brandish-the-Iron (instant, threatens all underlings, hirelings, and bond slaves w/in 12" with the Branding iron, giving them +10 hit +2 dam on thier next turn) Will never flee combat under any circumstance if Overlord is present and automatically pass any Resolve test, however if more than one taskmaster is present they will attack each other immediately if Overlord dies until only 1 remains |
Poison II: Uses Complex poisons Toughness I: Negates all incoming damage by 1 |
Extreme amounts of tatoos/brands/piercings and some body modifications usually won't kill but incapacitate and put slave collar on them (and tatoo/brand) |
1d12 GP + 1d8 GP worth of gold piercings, spare slave collars & chains, branding iron, bottle of complex crippling poison (remaining unused doses) | A slaver taskmaster is almost always found surrounded by underlings and hirelings, as well as leading a train of slaves in chains of to market. Their skin is almost completely covered in tattoos, brands, and pericings, marking thier elevated status witin the gang. In an effort to prove how fearsome they are they begin to practice ritualistic body modifications, cutting and sewing their own flesh to render them hideous to look upon and training themselves to be almost immune to pain. Taskmasters are ruthless, regularily beating and tormenting those beneath them, and enforcing the will of the overlord they serve. Depending on the size of the slaver gang, they may be more than one task amster, however in these cases they are extremely competitive, driving them to further heights of depravity. They use their cruelty, and the branding iron they carry at their side at all times, to threaten and intimidate the gang to work and fight harder. While they earn a significant share of the profit from the sale of any slave, they are also rewarded at times with their own personal slaves, a fate worse than death for the unfortunate soul they claim as their own. So reviled are slaver taskmasters and thier cruel trade, that most settlements where slavery is either outlawed or discouraged will not allow thier presence, provided they have might to enforce such a sentiment. | n/a | n/a | ||||
Slaver Underling | Third | Humanoid | Humankind | Human | Multi-racial | Slaver | Underling | yes | Realm (Eden), Alignment (Evil), Polarity (Balance) | Cosmopolitan | Urban, Rural | 3 | 47 (30+3d10) | 15 (1.1 x13.6) | 3 | Medium (Upright) | 0 | +2 Hit; 5% Crit. (96+) | +2 Hit; 5% Crit. (96+) | -4 Hit; 1% Crit. (100+) | -4 Hit; 1% Crit. (100+) | AC 28; Armor 18; Dodge 10; Noisy 6 |
Arcane 20; Elemental 24; Natural 22; Holy 20; Demonic 20; Mental 20 | Move 4; Str 12; Agil 10; Stam 12; Int 10; Wis 10; Avd 10; Per 10; Res 10; Init 10; Cha 5 | Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather, Ringmail x6 | Handaxe (1d10) & Braided Whip (1d6+1, Reach 4) OR Falchion (1d6+2) & Javelin (1d8, thrown rng 22") | Vial of simple crippling (1 use), 1 extra Javelin if armed with javelins |
Will never flee combat under any circumstance if Slaver Taskmaster or higher is present and automatically pass any Resolve test (because they wish to prove their mettle) |
Poison I: Uses Simple poisons |
Heavily tatooed/branded/pierced usually won't kill but incapacitate and bring to masters as slaves |
3d6 SP + 1d4 GP worth of gold piercings, vial of simple crippling poison (if not used) | A slaver underling is paid a small percentage from the sale of any slave, making them very driven to capture new slaves on behalf of their gang. Having gained some notoriety and history within the gang, they are heavily tattooed, branded, and pierced and are unmistakable agents of the slave trade. When in the presence of their overlords and taskmasters they are utterly loyal, and will stop at nothing to prove themselves. Every slaver underling seesk to become task master, that they may partake in financial and carnal rewards of the title. With more resources at their disposal they have no qualls about spending the gold to use crippling poisons to assist in capturing prey, for the return on investiment is high. When a Slaver Hireling comes to town, the common folk generally make themselves scarce, bolting their doors and closing their shutters until the Hirelings have concluded their business. | n/a | n/a | ||||
Ice Elemental | Second | Denizen | Elemental | Volatile Elemental | Ice | Middling | Frost Elemental | yes | Realm (Stillness), Alignment (Neutral), Polarity (Order) | Extra Planar | Mountain, Coastal/Shore | 7 | 102 (63+7d10) | 86 (2.08 x41.2) | 8 | Medium (Upright) | 0 | +4 Hit; 16% Crit. (85+) | +1 Hit; 5% Crit. (96+) | +3 Hit; 11% Crit. (90+) | +3 Hit; 6% Crit. (95+) | AC 21; Armor 15; Dodge 6 Can appear as regular ice (of appropriate size) at will, or snow (at one size large) |
Arcane 14; Elemental 28; Natural 21; Holy 28; Demonic 21; Mental 14 | Move 4; Str 14; Agil 8; Stam 14; Int 7; Wis 7; Avd 6; Per 5; Res 14; Init 10; Cha 4 | Elemental Tongue & Aquan | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tremorsense II (Ice/Snow): Can sense vibrations and movement through listed substances up to range of 2x Perception with +5 Advantage to Perception rolls |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Hide, Crystal x5 | Ice Slash x2 (1d12+1d10 physical melee attack) | Icy Chill (passive Aura II anything the elemental touches, either by moving through or within 1" of base contact, takes 1d8 frost damage if failing Elemental resist) alternately instead of dealing damage, Icy Chill can be used as an action to freeze natural water or moisture of equal size or counts as Freeze Magic |
Frost Glide: Instant. Can pass through solid ice or snow at 2x movement speed this round. Does not leave behind a tunnel, hole, or any other indication of its presence Spells: Ice Flow (Amplify instant), Ice Bolt (T3 Missile action), Frost Nova (Nova action), Ice Spike (Strike action) |
Caster III: Unlimited used of Tier3 Powers Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes or otherwise vents volatile energy upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius Hardened (Physical): Incoming damage of this type is reduced by half Immune (Water): Immune to this type of damage and any associated effects Sensitivity II (Fire & Crushing): Incoming damage of these types is doubled Aura I: Passive effects in 1" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Vicious II: +10% Critical hit with physical melee attacks (typically already added) |
Immune to Water/Frost Hardened to Physical Damage (50%) even if enchanted Sensitive to Fire/Heat & Crushing Damage (2x dam) If touching another significant source of ice or snow, the ice elemental absorbs some of it into its own form and heals for 1d10 HP (this includes other elementals of lesser rank or less HP) if gradually exposed to warmer temperatures and/or fully immersed in water, will eventually change into a Water Elemental with equivalent HP, but one size smaller |
2d6 Everice | n/a | n/a | |||||
Song bird | Second | Beast | Avian | Common Bird | Aerial | Adult | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Temperate | Forest/Jungle, Sky | 1 | 5 (2+1d4) | 1 (0.91 x1.2) | 0 | Diminutive (Prone) | -8 | +9 Hit; 7% Crit. (94+); -2 Damage | +6 Hit; 6% Crit. (95+) | -5 Hit; 2% Crit. (99+) | +2 Hit; 5% Crit. (96+) | AC 18; Armor 0; Dodge 18 |
Arcane 10; Elemental 4; Natural 14; Holy 2; Demonic 13; Mental 17 | Move 2; Str 3; Agil 19; Stam 2; Int 5; Wis 12; Avd 18; Per 16; Res 1; Init 18; Cha 4 | Avian "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Beak or talons (1d3 dam) | Flyer II, Advanced: 3x movement while flying and can take a 'fly-by' action at any point along straight line fly move |
0-1 Raw Meat; 0-1 feathers | Affection & Cunning | n/a | Kayden (+1) | |||||||||
Spiderwolf | Second | Beast | Chimera | Canine | Disabler | Adult | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Temperate | Forest/Jungle, Ruins/Dungeon | 3 | 42 (25+3d10) | 24 (1.4 x17.4) | 4 | Medium (Prone) | 0 | +8 Hit; 7% Crit. (94+) | +8 Hit; 7% Crit. (94+) | -5 Hit; 3% Crit. (98+) | +2 Hit; 5% Crit. (96+) | AC 36; Armor 21; Dodge 15 |
Arcane 6; Elemental 20; Natural 20; Holy 14; Demonic 17; Mental 13 | Move 8; Str 14; Agil 16; Stam 10; Int 3; Wis 10; Avd 15; Per 16; Res 7; Init 15; Cha 2 | Canine "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Fur, Coarse/Dense x7 | Bite: 1d10+2 damage, inflicts simple disrupting poison | Leap Attack: Combines hopping movement plus action, 85% knock down, +50% Crit Web: instant, rng: 6, renders target immobile if fail dodge test, Str test to escape, can be used at any point during movement |
Pack Hunting I: +1 dam & +1 Resolve for every other packhunter of that type w/in 10" (Max +3) Poison I: Uses Simple poisons Execution II: When opponent is at less than or equal to 20% health all damage is max damage Climber I: +5 Advantage when attempting to climb or cling to almost any surface Hopper I: Can hop to move, 1x movement in a straight line, allows for easily jumping over obstacles, must start and end its turn on the ground |
2d6 Raw Meat; 0-2 Simple Disrupting Poison Gland | Dominance & Insight | Exotic | Orcs & Goblins (+1), Wild & High Elves (-1) | |||||||
Spirit Leech | Second | Fey | Invertebrate | Leech | Magical | Adult | yes | Realm (Wonders), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Ruins/Dungeon, Swamp | 2 | 23 (14+2d8) | 10 (1.21 x7.9) | 2 | Small (Prone) | -2 | +6 Hit; 6% Crit. (95+) | +6 Hit; 6% Crit. (95+) | -7 Hit; 2% Crit. (99+) | 0 Hit; 4% Crit. (97+) | AC 22; Armor 6; Dodge 16 |
Arcane 19; Elemental 14; Natural 16; Holy 16; Demonic 17; Mental 11 | Move 4; Str 9; Agil 15; Stam 7; Int 2; Wis 9; Avd 16; Per 15; Res 8; Init 16; Cha 0 | Worm "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Rejuvenating: When its Substance or physical form is destroyed in the Realm of Strife its Spirit and/or Soul lives on, either returning to its Realm of Origin or being anchored within some form of physical object or remains, allowing it to take physical form again (see Extra for details). This effectively makes the creature immortal unless slain within its own Realm of Origin or if the anchored object is destroyed before it can reform itself. |
Hide, Thick x3 | Latching Bite (1d6 damage, auto-hits if already Latched, deals 1d6 damage if forcibly removed i.e. with a Strength stat test) | Spirit Leach: if Latched also drains Spirit equal to 2x the damage done by Latching Bite, healing the Spirit Leech for that amount |
Flyer I: 2x movement while flying Latch: sucessful hits Latch onto the target, treat similar to Grapple except that creature moves with the target; if target is 1 size smaller than creature instead simply treat as Grapple Resistant III (Arcane): +15 resistance to this type of damage/effects (typically already added) |
Typically found in packs of 3-6, though if an abundant source of magic exists this number can be many times larger |
1d2 Manastone | A spirit leech is a two-foot long indigo hued invertebrate that can float upon the minute magical currents present throughout the realm of Strife. This gives it an appearance of being able to swim through the air. Spirit Leeches do not require physical sustenance, but instead feed upon sources of magic in order to maintain their physical form outside the Realm of Wonders. As such they are naturally drawn to abundant sources of spiritual energy, though they are particularly fond of Arcane energy. They possess a suction-cup like mouth, full of tiny razor sharp teeth, that allow them to easily latch onto any source of spiritual energy, be it living prey or arcane artifact. Once latched they will attempt to remain so until they have completely drained their food source of spirit. The rate at which they consume spirit is relatively low, making a single Spirit Leech only a minor threat. However, when amassing in great numbers, Spirit Leeches can become a serious nuisance or even a deadly threat if left unchecked. | Force & Insight | n/a | n/a | |||||
Stalactid, Adult | Second | Aberration | Lithokind | Stalactid | Ambusher | Adult | Roper | yes | Realm (The Forge), Alignment (Neutral), Polarity (Order) | Temperate | Subterranean, Ruins/Dungeon | 3 | 57 (40+3d10) | 47 (1.51 x31) | 6 | Medium (Upright) | 0 | +2 Hit; 5% Crit. (96+) | +6 Hit; 6% Crit. (95+) | -1 Hit; 4% Crit. (97+) | +5 Hit; 6% Crit. (95+) | AC 37; Armor 30; Dodge 7 When motionless and with its single eye closed, appears as a mundane stalagmite or stalactite |
Arcane 14; Elemental 32; Natural 29; Holy 20; Demonic 23; Mental 20 | Move 3; Str 14; Agil 10; Stam 16; Int 7; Wis 13; Avd 7; Per 14; Res 10; Init 10; Cha 3 | none | Darksight II: Can see in natural darkness at a range (in table top inches) equal to 2x their Perception. In total darkness (no-light) everything appears as shades of grey while dim light allows for discernment of color. In bright light Perception is cut in half. Tremorsense II (Earth): Can sense vibrations and movement through listed substances up to range of 2x Perception with +5 Advantage to Perception rolls |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Hide, Earthen x6 | Bite: 4d6+4 damage & Tendril x4: 1d6 damage, Reach 10", see Sticky Tendrils & Weakening Poison skills | Tendril Pull: Instead of attacking with a tendril can instead attempt to pull a grappled target up to 5" towards itself (in an attempt to bite it). Must win a strength stat roll-off to do so. If failing see Tendril Regrowth. |
Sticky Tendrils: Passive. Successful hits with a tendril attack automatically Grapple the target but also prevent that tendril from attacking again. Weakening Poison: The sticky secretions coating a Stalactids tendrils inflict Simple Weakening Poison (-2 Disadvantage on any Stat). Tendril Regrowth: Instant. Regrows 1d4 tendrils to replace any that have been destroyed (can never have more than 4 at a time). Tendrils are destroyed if attacked directly (10HP, use Stalacid's AC) or if the Stalactid loses a Strength stat roll-off during a Grapple/Tendril Pull. Destroyed tendrils shrivel up and die, immediately ending any grapple effect. Stealthy Hunter: Passive. When sitting motionless among natural rock formations the Stalactid is considered hidden until it attacks (see Sneaky II trait). The first round of attacks it makes ignore dodge. |
Climber II: +10 Advantage when attempting to climb or cling to almost any surface Sneaky II: Can enter battle hidden, moves at full speed while hidden & +3 Advantage to avoid being detected Grapple: successful hits Grapple the target if it is the same size or smaller, cannot leave base contact while grappled, STR roll off to break Poison I: Uses Simple poisons |
2d6 Thaumatite, 0-1 Partially digested Gemstone or Magic Item, 0-1 Simple Weakening Poison Gland | Adult Stalactids are well adapted subterranean hunters. The possess a large bulbous eye that can see in the dark with little effort and possess thousands of sticky cilia around their base that not only allows them to move about their cavern homes with ease, but also detect vibrations in the rock around them. This means that even with their eye closed that have no problems sensing prey. Capable of sitting perfectly motionless for hours at a time, and with their eye and mouth shut, they are nearly impossible to differentiate from a stalactite or stalagmite. They will wait patiently for unsuspecting prey to get close enough, then rapidly grow long sticky tendrils to grapple their prey and draw it in to be devoured by their massive stony toothed maw. To make matters worse their tendrils secrete potent weakening toxin that makes it all the easier for them to overpower their prey. Their gullet can digest almost any mundane, non-magical matter. However, they are particularly fond of gemstones which take much longer to digest than any other form of food, and seem to saite their otherwise voracious appetite for a time. | n/a | n/a | |||||
Stalactid, Elder | Second | Aberration | Lithokind | Stalactid | Ambusher | Elder | Roper | yes | Realm (The Forge), Alignment (Neutral), Polarity (Order) | Temperate | Subterranean, Ruins/Dungeon | 5 | 96 (63+5d12) | 89 (1.85 x48) | 8 | Large (Upright) | 2; Crushing Blow 2 | +4 Hit; 6% Crit. (95+); +1 Damage | +9 Hit; 8% Crit. (93+) | +2 Hit; 5% Crit. (96+) | +8 Hit; 7% Crit. (94+) | AC 46; Armor 40; Dodge 6 When motionless and with its single eye closed, appears as a mundane stalagmite or stalactite |
Arcane 16; Elemental 36; Natural 32; Holy 26; Demonic 27; Mental 22 | Move 3; Str 16; Agil 10; Stam 18; Int 8; Wis 14; Avd 6; Per 15; Res 13; Init 9; Cha 3 | none | Darksight II: Can see in natural darkness at a range (in table top inches) equal to 2x their Perception. In total darkness (no-light) everything appears as shades of grey while dim light allows for discernment of color. In bright light Perception is cut in half. Tremorsense III (Earth): Can sense vibrations and movement through listed substances up to range of 2x Perception with +8 Advantage to Perception rolls |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Hide, Earthen x8 | Bite: 4d8+8 damage & Tendril x6: 1d6 damage, Reach 15", see Sticky Tendrils & Weakening Poison skills | Tendril Pull: Instead of attacking with a tendril can instead attempt to pull a grappled target up to 5" towards itself (in an attempt to bite it). Must win a strength stat roll-off to do so. If failing see Tendril Regrowth. |
Sticky Tendrils: Passive. Successful hits with a tendril attack automatically Grapple the target but also prevent that tendril from attacking again. Weakening Poison: The sticky secretions coating a Stalactids tendrils inflict Complex Weakening Poison (-4 Disadvantage on any Stat). Tendril Regrowth: Instant. Regrows 1d6 tendrils to replace any that have been destroyed (can never have more than 6 at a time). Tendrils are destroyed if attacked directly (10HP, use Stalacid's AC) or if the Stalactid loses a Strength stat roll-off during a Grapple/Tendril Pull. Destroyed tendrils shrivel up and die, immediately ending any grapple effect. Stealthy Hunter: Passive. When sitting motionless among natural rock formations the Stalactid is considered hidden until it attacks (see Sneaky II trait). The first round of attacks it makes ignore dodge. |
Climber II: +10 Advantage when attempting to climb or cling to almost any surface Sneaky II: Can enter battle hidden, moves at full speed while hidden & +3 Advantage to avoid being detected Grapple: successful hits Grapple the target if it is the same size or smaller, cannot leave base contact while grappled, STR roll off to break Poison II: Uses Complex poisons |
3d6 Thaumatite, 0-1 Partially digested Gemstone or Magic Item, 0-1 Complex Weakening Poison Gland | Elder Stalactids are well adapted subterranean hunters. The possess a large bulbous eye that can see in the dark with little effort and possess thousands of sticky cilia around their base that not only allows them to move about their cavern homes with ease, but also detect vibrations in the rock around them. This means that even with their eye closed that have no problems sensing prey. Capable of sitting perfectly motionless for hours at a time, and with their eye and mouth shut, they are nearly impossible to differentiate from a large stalactite or stalagmite. They will wait patiently for unsuspecting prey to get close enough, then rapidly grow long sticky tendrils to grapple their prey and draw it in to be devoured by their massive stony toothed maw. To make matters worse their tendrils secrete potent weakening toxin that makes it all the easier for them to overpower their prey. Their gullet can digest almost any mundane, non-magical matter. However, they are particularly fond of gemstones which take much longer to digest than any other form of food, and seem to saite their otherwise voracious appetite for a time. | n/a | n/a | |||||
Stalactid, Larval | Second | Aberration | Lithokind | Stalactid | Ambusher | Larval | Piercer | yes | Realm (The Forge), Alignment (Neutral), Polarity (Order) | Temperate | Subterranean, Ruins/Dungeon | 1 | 24 (20+1d8) | 8 (1.08 x7) | 2 | Small (Upright) | -2 | +3 Hit; 5% Crit. (96+) | -2 Hit; 3% Crit. (98+) | -9 Hit; 1% Crit. (100+) | -3 Hit; 3% Crit. (98+) | AC 24; Armor 15; Dodge 9 When motionless and with its single eye closed, appears as a mundane stalactite |
Arcane 2; Elemental 26; Natural 20; Holy 6; Demonic 10; Mental 8 | Move 2; Str 10; Agil 13; Stam 13; Int 1; Wis 7; Avd 9; Per 8; Res 3; Init 8; Cha 2 | none | Darksight I: Can see in natural darkness at a range (in table top inches) equal to their Perception. In total darkness (no-light) everything appears as shades of grey while dim light allows for discernment of color. In bright light Perception is cut in half. Tremorsense I (Earth): Can sense vibrations and movement through listed substances up to range of 1x Perception with +3 Advantage to Perception rolls |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Hide, Earthen x3 | no conventional weapons or attacks | Drop Attack: Action. Ranged attack with -10 Armor Piercing. Detaches from the ceiling and drops straight down upon its prey, inflicting fall damage equal to 1d6 per 1" (5 feet) to any target it hits, up to a maximum of 10d6. If it misses its target, it takes half that damage to itself instead. Stealthy Hunter: Passive. When sitting motionless among natural rock formations the Stalactid is considered hidden until it attacks (see Sneaky I trait). Its drop attack typically ignores dodge. |
Climber II: +10 Advantage when attempting to climb or cling to almost any surface Sneaky I: Can enter battle hidden & +3 Advantage to avoid being detected |
1d6 Thaumatite | The Larval form of a Stalactid appears as little more than a small stalactite hanging overhead in caverns or other subterranean lairs. They can crawl along rocky surfaces using the cilia that cover the upper portions of their bodies, which otherwise possess a stony hide that comes to a sharp point, designed to skewer unsuspected prey when they drop from the ceiling. Ideally this kills or at least incapacitates their prey, so that they can then feast upon it with their small underdeveloped mouth. If failing to strike their intended targets they have been known to perish from the impact of the hard stone floor beneath. Even if they manage to survive a miscalculated drop, they have no other forms of self defence and can only hope to slowly crawl away to the relative safety of a cavern roof. Due to their somewhat one-dimensional hunting tactics and poor survivability, larval Stalacid are typically found in larger colonies, proving exceptionally dangerous to unsuspecting spelunkers. | n/a | n/a | ||||||
Star Child | Second | Denizen | Primal | Celestials | Constellate | Middling | yes | Realm (The Cosmos), Alignment (Neutral), Polarity (Balance) | Extra Planar | Sky, N/A | 5 | 68 (35+5d12) | 42 (1.49 x28.3) | 5 | Large (Upright) | 2; Crushing Blow 2 | +4 Hit; 6% Crit. (95+) | +4 Hit; 6% Crit. (95+) | +4 Hit; 6% Crit. (95+) | +4 Hit; 6% Crit. (95+) | AC 10; Armor 0; Dodge 10 Armor of Celestial Glory III: Passive, +18 Armor +18 Natural Resistance, after 3 Armor Saves or Natural Resists armor erupts into a shower of Celestial energy causing 3d6 damage to all targets within 3", armor regenerates after 3 rounds or 1 minute out of combat |
Arcane 20; Elemental 20; Natural 20; Holy 20; Demonic 20; Mental 20 | Move 4; Str 10; Agil 10; Stam 10; Int 10; Wis 10; Avd 10; Per 10; Res 10; Init 10; Cha 10 | Primal Tongue & Celestian | Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Incorporeal: Complete lack of solid form, immune to physical damage and effects (i.e. grapple, stun, etc...) unless runecrafted, enchanted, or otherwise magical (roll vs resistance+dodge); cannot have movement impaired by non-magical means; can pass through solid matter at will but cannot interact with it or end its movement inside of it; can move in 3 dimensions without normal flying restrictions |
Cosmic Spark x2: 1d10+5 celestial damage, on a roll of 5+ target must re-roll the first successful roll on their next turn. AND Starbeam x1: 2d12 celestial damage, range 12", can be used in base contact | Instead of attacking, can use its touch as Disperse Magic |
Celestial Jump: instant, teleports itself anywhere within 15" Analyse Target: instant, single target in base contact, use Mental Resistance, target is immobilized for 1 rnd while the caster learns everything about it, also grants catser +15 to hit and +15 Defense against that target for the remainder of the battle, target can choose to resist the effect and instead take 15 damage |
Immune (Celestial): Immune to this type of damage and any associated effects Sensitivity II (Earth & Water): Incoming damage of these types is doubled Dual Damage (Celestial & Physical): Typical or majority of attacks/skills count as two damage types |
3d6 Stardust | n/a | n/a | ||||||||
Star Spawn | Second | Denizen | Primal | Celestials | Constellate | Spawn | yes | Realm (The Cosmos), Alignment (Neutral), Polarity (Balance) | Extra Planar | Sky, N/A | 1 | 14 (9+1d8) | 6 (1.22 x4.9) | 1 | Small (Upright) | -2 | -4 Hit; 3% Crit. (98+); -1 Damage | -4 Hit; 3% Crit. (98+) | -4 Hit; 3% Crit. (98+) | -4 Hit; 3% Crit. (98+) | AC 6; Armor 0; Dodge 6 Armor of Celestial Glory I: Passive, +6 Armor +6 Natural Resistance, after 3 Armor Saves or Natural Resists armor erupts into a shower of Celestial energy causing 1d6 damage to all targets within 1", armor regenerates after 3 rounds or 1 minute out of combat |
Arcane 12; Elemental 12; Natural 12; Holy 12; Demonic 12; Mental 12 | Move 3; Str 6; Agil 6; Stam 6; Int 6; Wis 6; Avd 6; Per 6; Res 6; Init 6; Cha 6 | Primal Tongue & Celestian | Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Incorporeal: Complete lack of solid form, immune to physical damage and effects (i.e. grapple, stun, etc...) unless runecrafted, enchanted, or otherwise magical (roll vs resistance+dodge); cannot have movement impaired by non-magical means; can pass through solid matter at will but cannot interact with it or end its movement inside of it; can move in 3 dimensions without normal flying restrictions |
Cosmic Spark: 1d10 celestial damage, on a roll of 7+ target must re-roll the first successful roll on their next turn | Instead of attacking, can use its touch as Disperse Magic |
Celestial Jump: instant, teleports itself anywhere within 5" Analyse Target: instant, single target in base contact, use Mental Resistance, target is immobilized for 1 rnd while the caster learns everything about it, also grants catser +5 to hit and +5 Defense against that target for the remainder of the battle, target can choose to resist the effect and instead take 5 damage |
Immune (Celestial): Immune to this type of damage and any associated effects Sensitivity II (Earth & Water): Incoming damage of these types is doubled Dual Damage (Celestial & Physical): Typical or majority of attacks/skills count as two damage types |
1d6 Stardust | n/a | n/a | ||||||||
Ice Elemental, Elder | Second | Denizen | Elemental | Volatile Elemental | Ice | Elder | Frost Elemental | yes | Realm (Stillness), Alignment (Neutral), Polarity (Order) | Extra Planar | Mountain, Coastal/Shore | 15 | 356 (221+30d8) | 315 (3.47 x90.8) | 17 | Huge (Upright) | 4; Crushing Blow 4, Toughness 1, Reach +1 | +8 Hit; 24% Crit. (77+); +1 Damage | +9 Hit; 9% Crit. (92+) | +15 Hit; 16% Crit. (85+) | +15 Hit; 11% Crit. (90+) | AC 25; Armor 21; Dodge 4 Can appear as regular ice (of appropriate size) at will, or snow (at one size large) |
Arcane 22; Elemental 36; Natural 29; Holy 36; Demonic 29; Mental 22 | Move 6; Str 16; Agil 4; Stam 18; Int 11; Wis 11; Avd 4; Per 5; Res 18; Init 8; Cha 6 | Elemental Tongue & Aquan | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tremorsense III (Ice/Snow): Can sense vibrations and movement through listed substances up to range of 2x Perception with +8 Advantage to Perception rolls |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Hide, Crystal x7 | Ice Slash x2 (2d12+1d6 physical melee attack) | Icy Chill (passive Aura IV anything the elemental touches, either by moving through or being within 3" of base contact, takes 1d12 frost damage if failing Elemental resist) alternately instead of dealing damage, Icy Chill can be used as an action to freeze natural water or moisture of equal size or counts as Freeze Magic |
Frost Glide: Instant. Can pass through solid ice or snow at 2x movement speed this round. Does not leave behind a tunnel, hole, or any other indication of its presence. Ice Flow (Amplify instant), Frostbite (T5 DOT instant), Frost Thorns (Counter instant), Ice Bolt (T5 Missile action), Frost Nova (Nova action), Ice Spike (Strike action) Spawn Elementals: Action. Once every three rounds, creates 1d6 Earth Elemental Spawns that appear 2d8" away in random directions. |
Caster V: Unlimited used of Tier5 Powers Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes or otherwise vents volatile energy upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius Hardened (Physical): Incoming damage of this type is reduced by half Immune (Water): Immune to this type of damage and any associated effects Sensitivity II (Fire & Crushing): Incoming damage of these types is doubled Aura III: Passive effects in 3" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Vicious III: +15% Critical hit with physical melee attacks (typically already added) |
Immune to Water/Frost Hardened to Physical Damage (50%) even if enchanted Sensitive to Fire/Heat & Crushing Damage (2x dam) If touching another significant source of ice or snow, the ice elemental absorbs some of it into its own form and heals for 2d8 HP (this includes other elementals of lesser rank or less HP, including its own spawns) if gradually exposed to warmer temperatures and/or fully immersed in water, will eventually change into a Water Elemental with equivalent HP, but one size smaller |
4d8 Everice | n/a | n/a | |||||
Ice Elemental, Greater | Second | Denizen | Elemental | Volatile Elemental | Ice | Greater | Frost Elemental | yes | Realm (Stillness), Alignment (Neutral), Polarity (Order) | Extra Planar | Mountain, Coastal/Shore | 10 | 161 (96+10d12) | 164 (2.79 x58.8) | 12 | Large (Upright) | 2; Crushing Blow 2 | +5 Hit; 22% Crit. (79+); +1 Damage | +4 Hit; 7% Crit. (94+) | +8 Hit; 13% Crit. (88+) | +8 Hit; 8% Crit. (93+) | AC 23; Armor 18; Dodge 5 Can appear as regular ice (of appropriate size) at will, or snow (at one size large) |
Arcane 18; Elemental 32; Natural 25; Holy 32; Demonic 25; Mental 18 | Move 5; Str 15; Agil 6; Stam 16; Int 9; Wis 9; Avd 5; Per 5; Res 16; Init 9; Cha 5 | Elemental Tongue & Aquan | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tremorsense II (Ice/Snow): Can sense vibrations and movement through listed substances up to range of 2x Perception with +5 Advantage to Perception rolls |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Hide, Crystal x6 | Ice Slash x2 (1d12+1d10 physical melee attack) | Icy Chill (passive Aura III anything the elemental touches, either by moving through or being within 2" of base contact, takes 1d10 frost damage if failing Elemental resist) alternately instead of dealing damage, Icy Chill can be used as an action to freeze natural water or moisture of equal size or counts as Freeze Magic |
Frost Glide: Instant. Can pass through solid ice or snow at 2x movement speed this round. Does not leave behind a tunnel, hole, or any other indication of its presence Spells: Ice Flow (Amplify instant), Frostbite (T4 DOT instant), Ice Bolt (T4 Missile action), Frost Nova (Nova action), Ice Spike (Strike action) Spawn Elementals: Action. Once every three rounds, creates 1d4 Ice Elemental Spawns that appear 2d8" away in random directions. |
Caster IV: Unlimited used of Tier4 Powers Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes or otherwise vents volatile energy upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius Hardened (Physical): Incoming damage of this type is reduced by half Immune (Water): Immune to this type of damage and any associated effects Sensitivity II (Fire & Crushing): Incoming damage of these types is doubled Aura II: Passive effects in 2" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Vicious III: +15% Critical hit with physical melee attacks (typically already added) |
Immune to Water/Frost Hardened to Physical Damage (50%) even if enchanted Sensitive to Fire/Heat & Crushing Damage (2x dam) If touching another significant source of ice or snow, the ice elemental absorbs some of it into its own form and heals for 1d12 HP (this includes other elementals of lesser rank or less HP, including its own spawns) if gradually exposed to warmer temperatures and/or fully immersed in water, will eventually change into a Water Elemental with equivalent HP, but one size smaller |
3d6 Everice | n/a | n/a | |||||
Ice Elemental, Lesser | Second | Denizen | Elemental | Volatile Elemental | Ice | Lesser | Frost Elemental | yes | Realm (Stillness), Alignment (Neutral), Polarity (Order) | Extra Planar | Mountain, Coastal/Shore | 4 | 54 (36+4d8) | 39 (1.69 x22.9) | 5 | Small (Upright) | -2 | +3 Hit; 15% Crit. (86+) | -2 Hit; 4% Crit. (97+) | -2 Hit; 9% Crit. (92+) | -2 Hit; 4% Crit. (97+) | AC 19; Armor 12; Dodge 7 Can appear as regular ice (of appropriate size) at will, or snow (at one size large) |
Arcane 10; Elemental 24; Natural 17; Holy 24; Demonic 17; Mental 10 | Move 3; Str 13; Agil 10; Stam 12; Int 5; Wis 5; Avd 7; Per 5; Res 12; Init 8; Cha 3 | Elemental Tongue & Aquan | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tremorsense I (Ice/Snow): Can sense vibrations and movement through listed substances up to range of 1x Perception with +3 Advantage to Perception rolls |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Hide, Crystal x4 | Ice Slash x2 (1d8+1d6 physical melee attack) | Icy Chill (passive Aura II anything the elemental touches, either by moving through or within 1" of base contact, takes 1d6 frost damage if failing Elemental resist) alternately instead of dealing damage, Icy Chill can be used as an action to freeze natural water or moisture of equal size or counts as Freeze Magic |
Frost Glide: Instant. Can pass through solid ice or snow at 2x movement speed this round. Does not leave behind a tunnel, hole, or any other indication of its presence Spells: Ice Flow (Amplify instant), Ice Bolt (T2 Missile action), Frost Nova (Nova action) |
Caster II: Unlimited used of Tier2 Powers Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes or otherwise vents volatile energy upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius Hardened (Physical): Incoming damage of this type is reduced by half Immune (Water): Immune to this type of damage and any associated effects Sensitivity II (Fire & Crushing): Incoming damage of these types is doubled Aura I: Passive effects in 1" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Vicious II: +10% Critical hit with physical melee attacks (typically already added) |
Immune to Water/Frost Hardened to Physical Damage (50%) even if enchanted Sensitive to Fire/Heat & Crushing Damage (2x dam) If touching another significant source of ice or snow, the ice elemental absorbs some of it into its own form and heals for 1d8 HP (this includes other elementals of lesser rank or less HP) if gradually exposed to warmer temperatures and/or fully immersed in water, will eventually change into a Water Elemental with equivalent HP, but one size smaller |
1d6 Everice | n/a | n/a | |||||
Ice Elemental, Prime | Second | Denizen | Elemental | Volatile Elemental | Ice | Prime | Frost Elemental | yes | Realm (Stillness), Alignment (Neutral), Polarity (Order) | Extra Planar | Mountain, Coastal/Shore | 17 | 547 (360+34d10) | 498 (4 x124.5) | 21 | Massive (Upright) | 8; Crushing Blow 8, Toughness 2, Reach +2 | +8 Hit; 24% Crit. (77+); +1 Damage | +11 Hit; 10% Crit. (91+) | +19 Hit; 18% Crit. (83+) | +19 Hit; 13% Crit. (88+) | AC 27; Armor 24; Dodge 3 Can appear as regular ice (of appropriate size) at will, or snow (at one size large) |
Arcane 26; Elemental 40; Natural 33; Holy 40; Demonic 33; Mental 26 | Move 7; Str 17; Agil 2; Stam 20; Int 13; Wis 13; Avd 3; Per 5; Res 20; Init 7; Cha 7 | Elemental Tongue & Aquan | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tremorsense III (Ice/Snow): Can sense vibrations and movement through listed substances up to range of 2x Perception with +8 Advantage to Perception rolls |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Hide, Crystal x8 | Ice Slash x2 (2d12+1d6+6 physical melee attack) | Icy Chill (passive Aura IV anything the elemental touches, either by moving through or being within 3" of base contact, takes 1d20 frost damage if failing Elemental resist) alternately instead of dealing damage, Icy Chill can be used as an action to freeze natural water or moisture of equal size or counts as Freeze Magic |
Frost Glide: Instant. Can pass through solid ice or snow at 2x movement speed this round. Does not leave behind a tunnel, hole, or any other indication of its presence Spells: Ice Flow (Amplify instant), Frostbite (T6 DOT instant), Frost Thorns (Counter instant), Ice Bolt (T6 Missile action), Frost Nova (Nova action), Ice Spike (Strike action), Glacial Shards (Multi action) Spawn Elementals: Action. Once every three rounds, creates 1d8 Earth Elemental Spawns that appear 2d8" away in random directions. |
Caster VI: Unlimited used of Tier6 Powers Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes or otherwise vents volatile energy upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius Hardened (Physical): Incoming damage of this type is reduced by half Immune (Water): Immune to this type of damage and any associated effects Sensitivity II (Fire & Crushing): Incoming damage of these types is doubled Aura III: Passive effects in 3" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Vicious III: +15% Critical hit with physical melee attacks (typically already added) |
Immune to Water/Frost Hardened to Physical Damage (50%) even if enchanted Sensitive to Fire/Heat & Crushing Damage (2x dam) If touching another significant source of ice or snow, the ice elemental absorbs some of it into its own form and heals for 2d10 HP (this includes other elementals of lesser rank or less HP, including its own spawns) if gradually exposed to warmer temperatures and/or fully immersed in water, will eventually change into a Water Elemental with equivalent HP, but one size smaller |
5d10 Everice | n/a | n/a | |||||
Stegasaurus | Second | Beast | Reptile | Dinosaur | Protector | Adult | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Plain, Hill | 3 | 79 (52+6d8) | 40 (1.88 x21.2) | 5 | Huge (Prone) | 4; Crushing Blow 4, Toughness 1, Reach +1 | +4 Hit; 6% Crit. (95+); +2 Damage | +3 Hit; 5% Crit. (96+) | -7 Hit; 2% Crit. (99+) | 0 Hit; 4% Crit. (97+) | AC 38; Armor 28; Dodge 10 |
Arcane 2; Elemental 32; Natural 24; Holy 16; Demonic 16; Mental 9 | Move 7; Str 18; Agil 12; Stam 16; Int 1; Wis 8; Avd 10; Per 11; Res 8; Init 13; Cha 1 | Reptile "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scales, Heavy x7 plus Shell, Hardened x1 | Spiked Tailswipe (4d6 dam, Armor Piercing -10, see Trait) use as primary attack, does not have to be engaged in front & rear | Trample III: 3d6 dam, does not effect targets of equal size or larger than the creature Tailswipe III: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 4" knockback on targets of lesser size Armor Piercing II: some or all primary attacks have -10 armor |
4d8 Raw Meat | Dominance & Affection | Exotic | Minotaurs & Centaurs (+1) | ||||||||
Stirge | Second | Beast | Arthropod | Insect | Aerial | Adult | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Swamp, Forest/Jungle | 1 | 9 (5+1d6) | 7 (0.94 x7.9) | 2 | Tiny (Prone) | -4 | +6 Hit; 6% Crit. (95+); -1 Damage | +6 Hit; 6% Crit. (95+) | -8 Hit; 1% Crit. (100+) | -2 Hit; 3% Crit. (98+) | AC 36; Armor 20; Dodge 16 |
Arcane 4; Elemental 8; Natural 12; Holy 6; Demonic 11; Mental 10 | Move 5; Str 5; Agil 16; Stam 4; Int 2; Wis 8; Avd 16; Per 16; Res 3; Init 17; Cha 0 | Insect "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Extra Sense I (Blood): Can non-visually sense the listed property at a range (in table top inches) equal to 1x Perception with +3 Advantage to Perception rolls |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Chitin, Light x4 | Proboscis (1d4+3 damage, see Latch) | Blood Drain (while latched, inflicts 1d4+3 auto damage, if forcibly removed inflicts an additional 1d4+3 damage) |
Flyer I: 2x movement while flying Latch: sucessful hits Latch onto the target, treat similar to Grapple except that creature moves with the target; if target is 1 size smaller than creature instead simply treat as Grapple |
1d4 Raw Meat | Cunning & Insight | n/a | n/a | |||||||
Stock Horse | Second | Beast | Mammal | Equine | Stock Horse | Herd | Adult | Appaloosa | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Cosmopolitan | Rural, Urban | 1 | 26 (20+1d12) | 7 (1.02 x7.1) | 2 | Large (Prone) | 2; Crushing Blow 2 | +2 Hit; 5% Crit. (96+); +1 Damage | +5 Hit; 6% Crit. (95+) | -7 Hit; 2% Crit. (99+) | -1 Hit; 4% Crit. (97+) | AC 16; Armor 9; Dodge 7 Can wear up to Mail Armor |
Arcane 6; Elemental 26; Natural 22; Holy 12; Demonic 15; Mental 12 | Move 8; Str 15; Agil 12; Stam 13; Int 3; Wis 9; Avd 7; Per 15; Res 6; Init 14; Cha 2 | Equine "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Fur/Hair x6 plus Fur, Coarse/Dense x1 | Hoof (1d6) | Trample I: 1d6 dam, does not effect targets of equal size or larger than the creature Mule Kick I: if engaged in close combat in both front and back, may make an extra (1d6 dam) rear arc melee attack Flighty I: If struck in combat while alone, or w/o presence of master/rider, will immediately flee if failing a resolve test & continue until passing Domesticated: cannot be "summoned" with Beast Calling |
3d6 Raw Meat | Affection & Force | Normal | Humans (+1) & Halflings (+1) | ||||||
Stone Golem, Large | False | Construct | Golem | Humanoid | Stone | Protector | Large | yes | Realm (Strife), Alignment (Neutral), Polarity (Order) | Cosmopolitan | Ruins/Dungeon, Urban | 7 | 136 (90+7d12) | 56 (2.06 x27.1) | 6 | Large (Upright) | 2; Crushing Blow 2 | -1 Hit; 5% Crit. (96+); +3 Damage | +4 Hit; 6% Crit. (95+) | -1 Hit; 5% Crit. (96+) | -3 Hit; 4% Crit. (97+) | AC 14; Armor 14; Dodge 0 Modular: Body (Default target, 25% HP, complete destruction if destoyed), Arm x2 (15% HP, loss of attack if destroyed), Leg x2 (15% HP, 1/2 movement each if destroyed), Head (15% HP, can't use skills, treat as if permanently blind) |
Arcane 6; Elemental 40; Natural 21; Holy 34; Demonic 18; Mental 4 | Move 4; Str 20; Agil 3; Stam 20; Int 3; Wis 1; Avd 2; Per 8; Res 17; Init 2; Cha 0 | Understands the language of its creator but can't speak it | Blind: This creature is naturally or otherwise blind and must rely solely on other senses. When outside the range of its other senses, it automatically fails any Perception test Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Hide, Stone x2 | Large Golem Fist x2 (2d8 dam, 20% stun, crushing blow 3) or extra-large weapons | Slow: (once/battle) instant, Slows all enemies within 12" for 2 rnds, roll vs. natural resistance |
Absorption IV: Absorbs 75% of current HP before taking any damage, unless damage is of a particular type (see Extra) Trample V: 5d6 dam, does not effect targets of equal size or larger than the creature Immune (Earth): Immune to this type of damage and any associated effects Sensitivity (Air): Incoming damage of this type is doubled Mindless: Does not possess the ability to truly think or reason, instead operating on some form of predetermined will or set of parameters; immune to taunt, fear and all mental or pyschological damage and effects; dodge always equals zero regardless of Avd. Stat Modular I: Made up of many parts that can each be targeted seperately is using Precision Attacks. Creature level typically equals the # of parts. Each part has HP as a % of the overall HP. Largest part is usually treated as the default target and has a higher proportion of HP (see Defense) |
Absorption ignored by Water/Frost damage or if struck by weapons with Crushing Blow or Armor Piercing Immune to Earth damage Sensitive to Air damage (2x dam, but not including collision damage caused by Air powers) |
crushed stone | Typically programed with set list of objectives (see Animator in Secondary Skills section). Mason Skill require to create/repair Stone Golems. Upgraded models can have varying extra attacks/abilities based on add-ons, but increase XP/lvl for each upgraded part/add-on. | n/a | n/a | |||||
Stone Golem, Medium | False | Construct | Golem | Humanoid | Stone | Protector | Medium | yes | Realm (Strife), Alignment (Neutral), Polarity (Order) | Cosmopolitan | Ruins/Dungeon, Urban | 7 | 120 (81+7d10) | 37 (1.62 x22.8) | 5 | Medium (Upright) | 0 | -1 Hit; 5% Crit. (96+); +2 Damage | +4 Hit; 6% Crit. (95+) | -1 Hit; 5% Crit. (96+) | -3 Hit; 4% Crit. (97+) | AC 14; Armor 14; Dodge 0 Modular: Body (Default target, 25% HP, complete destruction if destoyed), Arm x2 (15% HP, loss of attack if destroyed), Leg x2 (15% HP, 1/2 movement each if destroyed), Head (15% HP, can't use skills, treat as if permanently blind) |
Arcane 6; Elemental 36; Natural 19; Holy 34; Demonic 18; Mental 4 | Move 3; Str 18; Agil 3; Stam 18; Int 3; Wis 1; Avd 3; Per 8; Res 17; Init 3; Cha 0 | Understands the language of its creator but can't speak it | Blind: This creature is naturally or otherwise blind and must rely solely on other senses. When outside the range of its other senses, it automatically fails any Perception test Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Hide, Stone x2 | Medium Golem Fist x2 (2d6 dam, 15% stun, crushing blow 2) or large weapons | Slow: (once/battle) instant, Slows all enemies within 8" for 2 rnds, roll vs. natural resistance |
Absorption IV: Absorbs 75% of current HP before taking any damage, unless damage is of a particular type (see Extra) Trample III: 3d6 dam, does not effect targets of equal size or larger than the creature Immune (Earth): Immune to this type of damage and any associated effects Sensitivity (Air): Incoming damage of this type is doubled Mindless: Does not possess the ability to truly think or reason, instead operating on some form of predetermined will or set of parameters; immune to taunt, fear and all mental or pyschological damage and effects; dodge always equals zero regardless of Avd. Stat Modular I: Made up of many parts that can each be targeted seperately is using Precision Attacks. Creature level typically equals the # of parts. Each part has HP as a % of the overall HP. Largest part is usually treated as the default target and has a higher proportion of HP (see Defense) |
Absorption ignored by Water/Frost damage or if struck by weapons with Crushing Blow or Armor Piercing Immune to Earth damage Sensitive to Air damage (2x dam, but not including collision damage caused by Air powers) |
crushed stone | Typically programed with set list of objectives (see Animator in Secondary Skills section). Mason Skill require to create/repair Stone Golems. Upgraded models can have varying extra attacks/abilities based on add-ons, but increase XP/lvl for each upgraded part/add-on. | n/a | n/a | |||||
Stone Golem, Small | False | Construct | Golem | Humanoid | Stone | Protector | Small | yes | Realm (Strife), Alignment (Neutral), Polarity (Order) | Cosmopolitan | Ruins/Dungeon, Urban | 7 | 104 (72+7d8) | 23 (1.24 x18.7) | 4 | Small (Upright) | -2 | 0 Hit; 5% Crit. (96+); +1 Damage | +4 Hit; 6% Crit. (95+) | -1 Hit; 5% Crit. (96+) | -3 Hit; 4% Crit. (97+) | AC 14; Armor 14; Dodge 0 Modular: Body (Default target, 25% HP, complete destruction if destoyed), Arm x2 (15% HP, loss of attack if destroyed), Leg x2 (15% HP, 1/2 movement each if destroyed), Head (15% HP, can't use skills, treat as if permanently blind) |
Arcane 6; Elemental 32; Natural 17; Holy 34; Demonic 18; Mental 4 | Move 3; Str 16; Agil 4; Stam 16; Int 3; Wis 1; Avd 4; Per 8; Res 17; Init 4; Cha 0 | Understands the language of its creator but can't speak it | Blind: This creature is naturally or otherwise blind and must rely solely on other senses. When outside the range of its other senses, it automatically fails any Perception test Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Hide, Stone x2 | Small Golem Fist x2 (2d4 dam, 10% stun, crushing blow 1) or medium weapons | Slow: (once/battle) instant, Slows all enemies within 4" for 2 rnds, roll vs. natural resistance |
Absorption IV: Absorbs 75% of current HP before taking any damage, unless damage is of a particular type (see Extra) Trample I: 1d6 dam, does not effect targets of equal size or larger than the creature Immune (Earth): Immune to this type of damage and any associated effects Sensitivity (Air): Incoming damage of this type is doubled Mindless: Does not possess the ability to truly think or reason, instead operating on some form of predetermined will or set of parameters; immune to taunt, fear and all mental or pyschological damage and effects; dodge always equals zero regardless of Avd. Stat Modular I: Made up of many parts that can each be targeted seperately is using Precision Attacks. Creature level typically equals the # of parts. Each part has HP as a % of the overall HP. Largest part is usually treated as the default target and has a higher proportion of HP (see Defense) |
Absorption ignored by Water/Frost damage or if struck by weapons with Crushing Blow or Armor Piercing Immune to Earth damage Sensitive to Air damage (2x dam, but not including collision damage caused by Air powers) |
crushed stone | Typically programed with set list of objectives (see Animator in Secondary Skills section). Mason Skill require to create/repair Stone Golems. Upgraded models can have varying extra attacks/abilities based on add-ons, but increase XP/lvl for each upgraded part/add-on. | n/a | n/a | |||||
Stone Troll, Ancient | Second | Primatives | Trollkind | Troll | Stone | Seige | Ancient | Cave Troll | yes | Realm (The Forge), Alignment (Evil), Polarity (Chaos) | Temperate | Subterranean, Mountain | 15 | 469 (304+30d10) | 132 (1.76 x74.6) | 10 | Massive (Upright) | 8; Crushing Blow 8, Toughness 2, Reach +2 | +12 Hit; 10% Crit. (91+); +2 Damage | +11 Hit; 10% Crit. (91+) | +11 Hit; 10% Crit. (91+) | +10 Hit; 10% Crit. (91+) | AC 46; Armor 40; Dodge 6 |
Arcane 14; Elemental 63; Natural 25; Holy 28; Demonic 20; Mental 13 | Move 7; Str 19; Agil 8; Stam 19; Int 7; Wis 6; Avd 6; Per 7; Res 14; Init 4; Cha 1 | Giant | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Darksight I: Can see in natural darkness at a range (in table top inches) equal to their Perception. In total darkness (no-light) everything appears as shades of grey while dim light allows for discernment of color. In bright light Perception is cut in half. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Hide, Earthen x8 | Massive 2H Stone Club or Axe: 3d12+6 dam, Overpowering (-8). + Headbutt: 4d8 dam, 60% stun. If in base contact with more than 1 enemy, gain 1 extra attack with mainhand weapon on a second target (Extra Attack I). | Hurl Boulder: action, range 20", 3" radius, 2d10+12 damage, targets are Slowed for 1 round |
Regenerate I: Regenerates 1x HP dice for size at the start of every turn unless it received Fire, Acid, or Necrotic damage (or was otherwise prevented from healing) in the previous round, persists even after death unless body is completely destroyed by burning Resistant V (Elemental): +25 resistance to this type of damage/effects (typically already added) Extra Attacks I: Potential for up to 1 extra attack, typically requires certain conditions to be met |
5d10 Thaumatite Ore | A cave troll has grey mottled skin and long stringy black hair. Their oversized foreheads posses a thick bone plate that is well adapted to smashing stone, likewise making thier headbutts deadly in combat. | n/a | n/a | |||||
Stone Troll, Elder | Second | Primatives | Trollkind | Troll | Stone | Seige | Elder | Cave Troll | yes | Realm (The Forge), Alignment (Evil), Polarity (Chaos) | Temperate | Subterranean, Mountain | 12 | 288 (180+24d8) | 80 (1.6 x50.3) | 8 | Huge (Upright) | 4; Crushing Blow 4, Toughness 1, Reach +1 | +9 Hit; 9% Crit. (92+); +2 Damage | +8 Hit; 8% Crit. (93+) | +7 Hit; 8% Crit. (93+) | +6 Hit; 8% Crit. (93+) | AC 38; Armor 32; Dodge 6 |
Arcane 12; Elemental 56; Natural 23; Holy 20; Demonic 15; Mental 11 | Move 6; Str 18; Agil 8; Stam 18; Int 6; Wis 5; Avd 6; Per 7; Res 10; Init 6; Cha 1 | Giant | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Darksight I: Can see in natural darkness at a range (in table top inches) equal to their Perception. In total darkness (no-light) everything appears as shades of grey while dim light allows for discernment of color. In bright light Perception is cut in half. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Hide, Caloused x8 | Huge 2H Stone Club or Axe: 4d6+4 dam, Overpowering (-6.) + Headbutt: 3d8 dam, 45% Stun. If in base contact with more than 1 enemy, gain 1 extra attack with mainhand weapon on a second target (Extra Attack I). | Hurl Boulder: action, range 20", 2" radius, 2d10+8 damage, targets are Slowed for 1 round |
Regenerate I: Regenerates 1x HP dice for size at the start of every turn unless it received Fire, Acid, or Necrotic damage (or was otherwise prevented from healing) in the previous round, persists even after death unless body is completely destroyed by burning Resistant IV (Elemental): +20 resistance to this type of damage/effects (typically already added) Extra Attacks I: Potential for up to 1 extra attack, typically requires certain conditions to be met |
4d8 Thaumatite Ore | A cave troll has grey mottled skin and long stringy black hair. Their oversized foreheads posses a thick bone plate that is well adapted to smashing stone, likewise making thier headbutts deadly in combat. | n/a | n/a | |||||
Stone Troll, Mature | Second | Primatives | Trollkind | Troll | Stone | Seige | Mature | Cave Troll | yes | Realm (The Forge), Alignment (Evil), Polarity (Chaos) | Temperate | Subterranean, Mountain | 9 | 152 (94+9d12) | 37 (1.31 x28.5) | 5 | Large (Upright) | 2; Crushing Blow 2 | +6 Hit; 7% Crit. (94+); +1 Damage | +5 Hit; 7% Crit. (94+) | +3 Hit; 6% Crit. (95+) | +2 Hit; 6% Crit. (95+) | AC 30; Armor 24; Dodge 6 |
Arcane 10; Elemental 49; Natural 21; Holy 14; Demonic 11; Mental 9 | Move 5; Str 17; Agil 8; Stam 17; Int 5; Wis 4; Avd 6; Per 7; Res 7; Init 7; Cha 1 | Giant | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Darksight I: Can see in natural darkness at a range (in table top inches) equal to their Perception. In total darkness (no-light) everything appears as shades of grey while dim light allows for discernment of color. In bright light Perception is cut in half. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Hide, Rugged x8 | 2H Stone Club or Axe: 2d6+2 dam, Overpowering(-4). + Headbutt: 2d8 dam, 30% Stun | Hurl Boulder: action, range 20", 1.5" radius, 2d10+4 damage, targets are Slowed for 1 round |
Regenerate I: Regenerates 1x HP dice for size at the start of every turn unless it received Fire, Acid, or Necrotic damage (or was otherwise prevented from healing) in the previous round, persists even after death unless body is completely destroyed by burning Resistant III (Elemental): +15 resistance to this type of damage/effects (typically already added) |
3d6 Thaumatite Ore | A cave troll has grey mottled skin and long stringy black hair. Their oversized foreheads posses a thick bone plate that is well adapted to smashing stone, likewise making thier headbutts deadly in combat. | n/a | n/a | |||||
Stone Troll, Young | Second | Primatives | Trollkind | Troll | Stone | Seige | Young | Cave Troll | yes | Realm (The Forge), Alignment (Evil), Polarity (Chaos) | Temperate | Subterranean, Mountain | 5 | 84 (56+5d10) | 20 (1.17 x17.2) | 3 | Medium (Upright) | 0 | +2 Hit; 5% Crit. (96+); +1 Damage | +1 Hit; 5% Crit. (96+) | -2 Hit; 4% Crit. (97+) | -3 Hit; 4% Crit. (97+) | AC 22; Armor 16; Dodge 6 |
Arcane 8; Elemental 42; Natural 19; Holy 10; Demonic 8; Mental 7 | Move 4; Str 16; Agil 8; Stam 16; Int 4; Wis 3; Avd 6; Per 7; Res 5; Init 5; Cha 1 | Giant | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Darksight I: Can see in natural darkness at a range (in table top inches) equal to their Perception. In total darkness (no-light) everything appears as shades of grey while dim light allows for discernment of color. In bright light Perception is cut in half. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Hide, Thick x8 | 2H Stone Club or Axe: 2d6+2 dam, Overpowering (-2). + Headbutt: 1d8 dam, 15% Stun. | Hurl Boulder: action, range 20", 1" radius, 2d10 damage, targets are Slowed for 1 round |
Regenerate I: Regenerates 1x HP dice for size at the start of every turn unless it received Fire, Acid, or Necrotic damage (or was otherwise prevented from healing) in the previous round, persists even after death unless body is completely destroyed by burning Resistant II (Elemental): +10 resistance to this type of damage/effects (typically already added) |
2d6 Thaumatite Ore | A cave troll has grey mottled skin and long stringy black hair. Their oversized foreheads posses a thick bone plate that is well adapted to smashing stone, likewise making thier headbutts deadly in combat. | n/a | n/a | |||||
Ice Elemental, Shard | Second | Denizen | Elemental | Volatile Elemental | Ice | Mote | Frost Elemental | yes | Realm (Stillness), Alignment (Neutral), Polarity (Order) | Extra Planar | Mountain, Coastal/Shore | 2 | 15 (10+2d4) | 3 (0.91 x3.3) | 1 | Diminutive (Upright) | -8 | +5 Hit; 6% Crit. (95+) | -4 Hit; 3% Crit. (98+) | -8 Hit; 1% Crit. (100+) | -8 Hit; 1% Crit. (100+) | AC 12; Armor 3; Dodge 9 Can appear as regular ice (of appropriate size) at will, or snow (at one size large) |
Arcane 2; Elemental 16; Natural 9; Holy 16; Demonic 9; Mental 2 | Move 1; Str 11; Agil 14; Stam 8; Int 1; Wis 1; Avd 9; Per 5; Res 8; Init 4; Cha 1 | Elemental Tongue & Aquan | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tremorsense I (Ice/Snow): Can sense vibrations and movement through listed substances up to range of 1x Perception with +3 Advantage to Perception rolls |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Hide, Crystal x1 | Ice Slash (1d4 physical melee attack) | Icy Chill (passive Aura I anything the elemental touches, either by moving through or being in base contact with, takes 1 frost damage if failing Elemental resist) alternately instead of dealing damage, Icy Chill can be used as an action to freeze natural water or moisture of equal size or counts as Freeze Magic |
Frost Glide: Instant. Can pass through solid ice or snow at 2x movement speed this round. Does not leave behind a tunnel, hole, or any other indication of its presence Spells: Elemental Cantrip (Burst action, range 15", 1d4 Frost damage) |
Caster I: Unlimited used of Tier1 Powers Hardened (Physical): Incoming damage of this type is reduced by half Immune (Water): Immune to this type of damage and any associated effects Sensitivity II (Fire & Crushing): Incoming damage of these types is doubled Aura 0: Passive effects in base contact around the creature, effects vary (see Extra), can be offensive or defensive |
Immune to Water/Frost Hardened to Physical Damage (50%) even if enchanted Sensitive to Fire/Heat & Crushing Damage (2x dam) If touching another significant source of ice or snow, the ice elemental absorbs some of it into its own form and heals for 1d4 HP (this includes other elementals of lesser rank or less HP) if gradually exposed to warmer temperatures and/or fully immersed in water, will eventually change into a Water Elemental with equivalent HP, but one size smaller |
0-1 Everice | n/a | n/a | |||||
Ice Elemental, Spawn | Second | Denizen | Elemental | Volatile Elemental | Ice | Spawn | Frost Elemental | yes | Realm (Stillness), Alignment (Neutral), Polarity (Order) | Extra Planar | Mountain, Coastal/Shore | 2 | 22 (15+2d6) | 13 (1.32 x9.7) | 3 | Tiny (Upright) | -4 | +3 Hit; 15% Crit. (86+) | -4 Hit; 3% Crit. (98+) | -6 Hit; 7% Crit. (94+) | -6 Hit; 2% Crit. (99+) | AC 14; Armor 6; Dodge 8 Can appear as regular ice (of appropriate size) at will, or snow (at one size large) |
Arcane 6; Elemental 20; Natural 13; Holy 20; Demonic 13; Mental 6 | Move 2; Str 12; Agil 12; Stam 10; Int 3; Wis 3; Avd 8; Per 5; Res 10; Init 6; Cha 2 | Elemental Tongue & Aquan | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tremorsense I (Ice/Snow): Can sense vibrations and movement through listed substances up to range of 1x Perception with +3 Advantage to Perception rolls |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Hide, Crystal x2 | Ice Slash x2 (1d8 physical melee attack) | Icy Chill (passive Aura I anything the elemental touches, either by moving through or being in base contact with, takes 1d3 frost damage if failing Elemental resist) alternately instead of dealing damage, Icy Chill can be used as an action to freeze natural water or moisture of equal size or counts as Freeze Magic |
Frost Glide: Instant. Can pass through solid ice or snow at 2x movement speed this round. Does not leave behind a tunnel, hole, or any other indication of its presence Spells: Ice Bolt (T1 Missile Action) |
Caster I: Unlimited used of Tier1 Powers Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes or otherwise vents volatile energy upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius Hardened (Physical): Incoming damage of this type is reduced by half Immune (Water): Immune to this type of damage and any associated effects Sensitivity II (Fire & Crushing): Incoming damage of these types is doubled Aura 0: Passive effects in base contact around the creature, effects vary (see Extra), can be offensive or defensive Vicious II: +10% Critical hit with physical melee attacks (typically already added) |
Immune to Water/Frost Hardened to Physical Damage (50%) even if enchanted Sensitive to Fire/Heat & Crushing Damage (2x dam) If touching another significant source of ice or snow, the ice elemental absorbs some of it into its own form and heals for 1d6 HP (this includes other elementals of lesser rank or less HP) if gradually exposed to warmer temperatures and/or fully immersed in water, will eventually change into a Water Elemental with equivalent HP, but one size smaller |
1d4 Everice | n/a | n/a | |||||
Metallic Elemental | Second | Denizen | Elemental | Volatile Elemental | Metallic | Middling | yes | Realm (The Forge), Alignment (Neutral), Polarity (Order) | Extra Planar | Mountain, Subterranean | 7 | 111 (72+7d10) | 127 (2.59 x48.9) | 10 | Medium (Upright) | 0 | +5 Hit; 17% Crit. (84+); +1 Damage | 0 Hit; 5% Crit. (96+) | +3 Hit; 11% Crit. (90+) | +4 Hit; 6% Crit. (95+) | AC 49; Armor 45; Dodge 4 Can appear as a inanimate metal statue (of appropriate size) at will |
Arcane 14; Elemental 32; Natural 24; Holy 34; Demonic 25; Mental 15 | Move 4; Str 17; Agil 9; Stam 16; Int 7; Wis 8; Avd 4; Per 4; Res 17; Init 8; Cha 5 | Elemental Tongue & Terran | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tremorsense II (Earth): Can sense vibrations and movement through listed substances up to range of 2x Perception with +5 Advantage to Perception rolls |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Hide, Hard Metallic x5 | Razor Slash x2 (1d12+1d6 physical melee attack, -10 armor piercing, on wound inflicts 1d4 Bleed effect stacks) | Instead of attacking, can temporarily (1 rnd) change its form to fluidic metal, becoming immune to all forms of physical damage and allowing it fit through almost any space. Any enemy target it touches while in its fluid form automatically gains 2 volatile metal Agglomerate stacks |
Earth Glide: Instant. Can pass through solid stone, dirt, or any other type of earth at 2x movement speed this round. Does not leave behind a tunnel, hole, or any other indication of its presence Spells: Imbue Lacerate (T1 Imbue Instant), Mithril Spear (T2 Missile Action), Razor Strike (T3 Strike Action) |
Caster III: Unlimited used of Tier3 Powers Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes or otherwise vents volatile energy upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius Hardened (Physical): Incoming damage of this type is reduced by half Immune II (Earth & Fire): Immune to these types of damage and any associated effects Sensitivity II (Caustic & Storm): Incoming damage of these types is doubled Immovable: Immune to knockdown, knockback, or knockup effects Unyielding: Immune to stun, slow, winded, incapacitate, immobilize, or silence CC effects or any effect that would cause them to miss a turn Toughness II: Negates all incoming damage by 2 Armor Piercing II: some or all primary attacks have -10 armor |
Immune to Earth & Fire/Heat Hardened to Physical Damage (50%) even if enchanted, unless hit by Fire/Heat effects within the last round Sensitive to Caustic & Storm Damage (2x dam) If maintaining contact with a source of metal that is smaller or weaker that itself, the Metallic elemental absorbs it into its own form and heals for 1d10 HP (this includes other elementals of lesser rank or less HP) |
2d6 Thaumatite Ore | n/a | n/a | ||||||
Metallic Elemental, Elder | Second | Denizen | Elemental | Volatile Elemental | Metallic | Elder | yes | Realm (The Forge), Alignment (Neutral), Polarity (Order) | Extra Planar | Mountain, Subterranean | 15 | 380 (245+30d8) | 481 (4.45 x108.2) | 21 | Huge (Upright) | 4; Crushing Blow 4, Toughness 1, Reach +1 | +9 Hit; 24% Crit. (77+); +2 Damage | +8 Hit; 9% Crit. (92+) | +15 Hit; 16% Crit. (85+) | +16 Hit; 12% Crit. (89+) | AC 65; Armor 63; Dodge 2 Can appear as a inanimate metal statue (of appropriate size) at will |
Arcane 22; Elemental 40; Natural 32; Holy 42; Demonic 33; Mental 23 | Move 6; Str 19; Agil 5; Stam 20; Int 11; Wis 12; Avd 2; Per 4; Res 21; Init 6; Cha 7 | Elemental Tongue & Terran | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tremorsense III (Earth): Can sense vibrations and movement through listed substances up to range of 2x Perception with +8 Advantage to Perception rolls |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Hide, Hard Metallic x7 | Razor Slash x2 (2d12 physical melee attack, -15 armor piercing, on wound inflicts 1d8 Bleed effect stacks) | Instead of attacking, can temporarily (1 rnd) change its form to fluidic metal, becoming immune to all forms of physical damage and allowing it fit through almost any space. Any enemy target it touches while in its fluid form automatically gains 3 volatile metal Agglomerate stacks |
Earth Glide: Instant. Can pass through solid stone, dirt, or any other type of earth at 2x movement speed this round. Does not leave behind a tunnel, hole, or any other indication of its presence Spells: Imbue Lacerate (T1 Imbue Instant), Steel Shot (T4 Shot Action), Razor Strike (T3 Strike Action), Iron Quills (T4 Empower Instant, treat damage as though 4 stacks of Agglomerate are present at all times), Metal Storm (T5 Storm Action) Spawn Elementals: Action. Once every three rounds, creates 1d6 Earth Elemental Spawns that appear 2d8" away in random directions) |
Caster V: Unlimited used of Tier5 Powers Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes or otherwise vents volatile energy upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius Hardened (Physical): Incoming damage of this type is reduced by half Immune II (Earth & Fire): Immune to these types of damage and any associated effects Sensitivity II (Caustic & Storm): Incoming damage of these types is doubled Indomitable: Counts as Implacable, Immovable, Unyielding and Uncontrollable; also immune to critical misses, all forms of CC, and cannot be "insta-killed" (i.e. Heart Punch, throat crush, garrote, throat slash, etc...) Toughness III: Negates all incoming damage by 3 Armor Piercing III: some or all primary attacks have -15 armor |
Immune to Earth & Fire/Heat Hardened to Physical Damage (50%) even if enchanted, unless hit by Fire/Heat effects within the last round Sensitive to Caustic & Storm Damage (2x dam) If maintaining contact with a source of metal that is smaller or weaker that itself, the Metallic elemental absorbs it into its own form and heals for 2d8 HP (this includes other elementals of lesser rank or less HP, including its own spawns) |
4d8 Thaumatite Ore | n/a | n/a | ||||||
Metallic Elemental, Greater | Second | Denizen | Elemental | Volatile Elemental | Metallic | Greater | yes | Realm (The Forge), Alignment (Neutral), Polarity (Order) | Extra Planar | Mountain, Subterranean | 10 | 173 (108+10d12) | 226 (3.15 x72) | 14 | Large (Upright) | 2; Crushing Blow 2 | +6 Hit; 22% Crit. (79+); +2 Damage | +3 Hit; 6% Crit. (95+) | +8 Hit; 13% Crit. (88+) | +9 Hit; 8% Crit. (93+) | AC 57; Armor 54; Dodge 3 Can appear as a inanimate metal statue (of appropriate size) at will |
Arcane 18; Elemental 36; Natural 28; Holy 38; Demonic 29; Mental 19 | Move 5; Str 18; Agil 7; Stam 18; Int 9; Wis 10; Avd 3; Per 4; Res 19; Init 7; Cha 6 | Elemental Tongue & Terran | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tremorsense II (Earth): Can sense vibrations and movement through listed substances up to range of 2x Perception with +5 Advantage to Perception rolls |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Hide, Hard Metallic x6 | Razor Slash x2 (1d12+1d6 physical melee attack, -15 armor piercing, on wound inflicts 1d6 Bleed effect stacks) | Instead of attacking, can temporarily (1 rnd) change its form to fluidic metal, becoming immune to all forms of physical damage and allowing it fit through almost any space. Any enemy target it touches while in its fluid form automatically gains 2 volatile metal Agglomerate stacks |
Earth Glide: Instant. Can pass through solid stone, dirt, or any other type of earth at 2x movement speed this round. Does not leave behind a tunnel, hole, or any other indication of its presence Spells: Imbue Lacerate (T1 Imbue Instant), Steel Shot (T4 Shot Action), Razor Strike (T3 Strike Action), Iron Quills (T4 Empower Instant, treat damage as though 3 stacks of Agglomerate are present at all times) Spawn Elementals: Action. Once every three rounds, creates 1d4 Earth Elemental Spawns that appear 2d8" away in random directions |
Caster IV: Unlimited used of Tier4 Powers Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes or otherwise vents volatile energy upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius Hardened (Physical): Incoming damage of this type is reduced by half Immune II (Earth & Fire): Immune to these types of damage and any associated effects Sensitivity II (Caustic & Storm): Incoming damage of these types is doubled Immovable: Immune to knockdown, knockback, or knockup effects Unyielding: Immune to stun, slow, winded, incapacitate, immobilize, or silence CC effects or any effect that would cause them to miss a turn Toughness II: Negates all incoming damage by 2 Armor Piercing III: some or all primary attacks have -15 armor |
Immune to Earth & Fire/Heat Hardened to Physical Damage (50%) even if enchanted, unless hit by Fire/Heat effects within the last round Sensitive to Caustic & Storm Damage (2x dam) If maintaining contact with a source of metal that is smaller or weaker that itself, the Metallic elemental absorbs it into its own form and heals for 1d12 HP (this includes other elementals of lesser rank or less HP, including its own spawns) |
3d6 Thaumatite Ore | n/a | n/a | ||||||
Metallic Elemental, Lesser | Second | Denizen | Elemental | Volatile Elemental | Metallic | Lesser | yes | Realm (The Forge), Alignment (Neutral), Polarity (Order) | Extra Planar | Mountain, Subterranean | 4 | 60 (42+4d8) | 58 (1.92 x30.4) | 7 | Small (Upright) | -2 | +4 Hit; 16% Crit. (85+); +1 Damage | -3 Hit; 3% Crit. (98+) | -2 Hit; 9% Crit. (92+) | -1 Hit; 4% Crit. (97+) | AC 41; Armor 36; Dodge 5 Can appear as a inanimate metal statue (of appropriate size) at will |
Arcane 10; Elemental 28; Natural 20; Holy 30; Demonic 21; Mental 11 | Move 3; Str 16; Agil 11; Stam 14; Int 5; Wis 6; Avd 5; Per 4; Res 15; Init 6; Cha 4 | Elemental Tongue & Terran | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tremorsense I (Earth): Can sense vibrations and movement through listed substances up to range of 1x Perception with +3 Advantage to Perception rolls |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Hide, Hard Metallic x4 | Razor Slash x2 (1d8+1d6 physical melee attack, -10 armor piercing, on wound inflicts 1d3 Bleed effect stacks) | Instead of attacking, can temporarily (1 rnd) change its form to fluidic metal, becoming immune to all forms of physical damage and allowing it fit through almost any space. Any enemy target it touches while in its fluid form automatically gains 1 volatile metal Agglomerate stacks |
Earth Glide: Instant. Can pass through solid stone, dirt, or any other type of earth at 2x movement speed this round. Does not leave behind a tunnel, hole, or any other indication of its presence Spells: Imbue Lacerate (T1 Imbue Instant), Mithril Spear (T2 Missile Action) |
Caster II: Unlimited used of Tier2 Powers Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes or otherwise vents volatile energy upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius Hardened (Physical): Incoming damage of this type is reduced by half Immune II (Earth & Fire): Immune to these types of damage and any associated effects Sensitivity II (Caustic & Storm): Incoming damage of these types is doubled Immovable: Immune to knockdown, knockback, or knockup effects Unyielding: Immune to stun, slow, winded, incapacitate, immobilize, or silence CC effects or any effect that would cause them to miss a turn Toughness I: Negates all incoming damage by 1 Armor Piercing II: some or all primary attacks have -10 armor |
Immune to Earth & Fire/Heat Hardened to Physical Damage (50%) even if enchanted, unless hit by Fire/Heat effects within the last round Sensitive to Caustic & Storm Damage (2x dam) If maintaining contact with a source of metal that is smaller or weaker that itself, the Metallic elemental absorbs it into its own form and heals for 1d8 HP (this includes other elementals of lesser rank or less HP) |
1d6 Thaumatite Ore | n/a | n/a | ||||||
Metallic Elemental, Prime | Second | Denizen | Elemental | Volatile Elemental | Metallic | Prime | yes | Realm (The Forge), Alignment (Neutral), Polarity (Order) | Extra Planar | Mountain, Subterranean | 17 | 583 (396+34d10) | 718 (5.26 x136.6) | 26 | Massive (Upright) | 8; Crushing Blow 8, Toughness 2, Reach +2 | +9 Hit; 25% Crit. (76+); +3 Damage | +10 Hit; 10% Crit. (91+) | +19 Hit; 18% Crit. (83+) | +20 Hit; 13% Crit. (88+) | AC 25; Armor 24; Dodge 1 Can appear as a inanimate metal statue (of appropriate size) at will |
Arcane 26; Elemental 44; Natural 36; Holy 46; Demonic 37; Mental 27 | Move 7; Str 20; Agil 3; Stam 22; Int 13; Wis 14; Avd 1; Per 4; Res 23; Init 5; Cha 8 | Elemental Tongue & Terran | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tremorsense III (Earth): Can sense vibrations and movement through listed substances up to range of 2x Perception with +8 Advantage to Perception rolls |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Hide, Crystal x8 | Razor Slash x2 (2d12+8 physical melee attack, -20 armor piercing, on wound inflicts 1d10 Bleed effect stacks) | Instead of attacking, can temporarily (1 rnd) change its form to fluidic metal, becoming immune to all forms of physical damage and allowing it fit through almost any space. Any enemy target it touches while in its fluid form automatically gains 3 volatile metal Agglomerate stacks |
Earth Glide: Instant. Can pass through solid stone, dirt, or any other type of earth at 2x movement speed this round. Does not leave behind a tunnel, hole, or any other indication of its presence Spells: Imbue Lacerate (T1 Imbue Instant), Steel Shot (T4 Shot Action), Razor Strike (T3 Strike Action), Iron Quills (T4 Empower Instant, treat damage as though 5 stacks of Agglomerate are present at all times), Metal Storm (T5 Storm Action), Shards of Metal (T6 Multi Action) Spawn Elementals (action, once every three rounds, creates 1d8 Earth Elemental Spawns that appear 2d8" away in random directions) |
Caster VI: Unlimited used of Tier6 Powers Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes or otherwise vents volatile energy upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius Hardened (Physical): Incoming damage of this type is reduced by half Immune II (Earth & Fire): Immune to these types of damage and any associated effects Sensitivity II (Caustic & Storm): Incoming damage of these types is doubled Indomitable: Counts as Implacable, Immovable, Unyielding and Uncontrollable; also immune to critical misses, all forms of CC, and cannot be "insta-killed" (i.e. Heart Punch, throat crush, garrote, throat slash, etc...) Toughness III: Negates all incoming damage by 3 Armor Piercing IV: some or all primary attacks have -20 armor |
Immune to Earth & Fire/Heat Hardened to Physical Damage (50%) even if enchanted, unless hit by Fire/Heat effects within the last round Sensitive to Caustic & Storm Damage (2x dam) If maintaining contact with a source of metal that is smaller or weaker that itself, the Metallic elemental absorbs it into its own form and heals for 2d10 HP (this includes other elementals of lesser rank or less HP, including its own spawns)) |
5d10 Thaumatite Ore | n/a | n/a | ||||||
Metallic Elemental, Shard | Second | Denizen | Elemental | Volatile Elemental | Metallic | Mote | yes | Realm (The Forge), Alignment (Neutral), Polarity (Order) | Extra Planar | Mountain, Subterranean | 2 | 18 (13+2d4) | 4 (0.85 x5) | 1 | Diminutive (Upright) | -8 | +6 Hit; 6% Crit. (95+) | -5 Hit; 2% Crit. (99+) | -8 Hit; 1% Crit. (100+) | -7 Hit; 2% Crit. (99+) | AC 16; Armor 9; Dodge 7 Can appear as a inanimate metal statue (of appropriate size) at will |
Arcane 2; Elemental 20; Natural 12; Holy 22; Demonic 13; Mental 3 | Move 1; Str 14; Agil 15; Stam 10; Int 1; Wis 2; Avd 7; Per 4; Res 11; Init 2; Cha 2 | Elemental Tongue & Terran | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tremorsense I (Earth): Can sense vibrations and movement through listed substances up to range of 1x Perception with +3 Advantage to Perception rolls |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Hide, Hard Metallic x1 | Razor Slash (1d4 physical melee attack, on wound inflicts 1 Bleed effect stack) | Instead of attacking, can temporarily (1 rnd) change its form to fluidic metal, becoming immune to all forms of physical damage and allowing it fit through almost any space. |
Earth Glide: Instant. Can pass through solid stone, dirt, or any other type of earth at 2x movement speed this round does not leave behind a tunnel, hole, or any other indication of its presence Spells: Elemental Cantrip (Burst action, range 15", 1d4 Earth damage) |
Caster I: Unlimited used of Tier1 Powers Hardened (Physical): Incoming damage of this type is reduced by half Immune II (Earth & Fire): Immune to these types of damage and any associated effects Sensitivity II (Caustic & Storm): Incoming damage of these types is doubled Immovable: Immune to knockdown, knockback, or knockup effects Docile: Will typically not attack unless provoked/threatened |
Immune to Earth & Fire/Heat Hardened to Physical Damage (50%) even if enchanted, unless hit by Fire/Heat effects within the last round Sensitive to Caustic & Storm Damage (2x dam) If maintaining contact with a source of metal that is smaller or weaker that itself, the Metallic elemental absorbs it into its own form and heals for 1d4 HP (this includes other elementals of lesser rank or less HP) |
0-1 Thaumatite Ore | n/a | n/a | ||||||
Strider, Mountain | Second | Beast | Avian | Flightless Bird | Herd | Adult | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Arctic/Temperate | Mountain, Hill | 1 | 22 (17+1d10) | 11 (0.92 x12.1) | 2 | Medium (Prone) | 0 | +3 Hit; 5% Crit. (96+) | +2 Hit; 5% Crit. (96+) | -8 Hit; 1% Crit. (100+) | -1 Hit; 4% Crit. (97+) | AC 34; Armor 24; Dodge 10 Can wear up to Mail Armor, Max Double Layer |
Arcane 4; Elemental 22; Natural 20; Holy 20; Demonic 19; Mental 11 | Move 10; Str 12; Agil 13; Stam 11; Int 2; Wis 9; Avd 10; Per 12; Res 10; Init 15; Cha 2 | Avian "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Hide, Thick x7 plus Feathers, Thick x5 | Beak (1d6+1) & Antlers (1d6+1) | Trample I: 1d6 dam, does not effect targets of equal size or larger than the creature Flighty I: If struck in combat while alone, or w/o presence of master/rider, will immediately flee if failing a resolve test & continue until passing Hopper I: Can hop to move, 1x movement in a straight line, allows for easily jumping over obstacles, must start and end its turn on the ground |
2d6 Raw Meat, 2d6 feathers, 0-2 Strider Antlers | Dominance & Insight | Normal | Halflings & Gnomes (+1) | ||||||||
Strider, Plains | Second | Beast | Avian | Flightless Bird | Herd | Adult | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Plain, Desert | 1 | 19 (14+1d10) | 10 (0.92 x10.9) | 2 | Medium (Prone) | 0 | +4 Hit; 5% Crit. (96+) | +2 Hit; 5% Crit. (96+) | -8 Hit; 1% Crit. (100+) | -1 Hit; 4% Crit. (97+) | AC 31; Armor 19; Dodge 12 Can wear up to Mail Armor, Max Double Layer |
Arcane 4; Elemental 18; Natural 18; Holy 20; Demonic 19; Mental 11 | Move 10; Str 11; Agil 14; Stam 9; Int 2; Wis 9; Avd 12; Per 12; Res 10; Init 15; Cha 2 | Avian "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Hide, Thick x7 plus Feathers, Light x5 | Beak (1d6+1) & Antlers (1d6+1) | Trample I: 1d6 dam, does not effect targets of equal size or larger than the creature Flighty I: If struck in combat while alone, or w/o presence of master/rider, will immediately flee if failing a resolve test & continue until passing Hopper I: Can hop to move, 1x movement in a straight line, allows for easily jumping over obstacles, must start and end its turn on the ground |
2d6 Raw Meat, 2d6 feathers, 0-2 Strider Antlers | Dominance & Insight | Normal | Halflings & Gnomes (+1) | ||||||||
Sundog | Second | Denizen | Arcanid | Light Forged | Pack Hunter | Regular | Blink Dog | yes | Realm (Dawn), Alignment (Good), Polarity (Order) | Extra Planar | Plain, Desert | 1 | 12 (8+1d8) | 10 (1.11 x9.1) | 2 | Small (Prone) | -2 | +5 Hit; 6% Crit. (95+) | +2 Hit; 5% Crit. (96+) | -3 Hit; 3% Crit. (98+) | -5 Hit; 2% Crit. (99+) | AC 32; Armor 14; Dodge 18 Solar Hide: in addition to granting Armor, hide also grants +1 Arcane Resist per slot, already added |
Arcane 21; Elemental 10; Natural 10; Holy 20; Demonic 15; Mental 12 | Move 6; Str 14; Agil 15; Stam 5; Int 7; Wis 5; Avd 18; Per 12; Res 10; Init 12; Cha 0 | understands Dawnspeak but cannot speak it | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Hide, Thick x7 | Flash Bite x2: 1d6 Solar & Physical damage. First bite counts as an instant second bite as an action. | Solar Blink: Instant. Teleport up to 6" to an unoccupied space in LoS. Unlimited use if sun is visible, otherwise once per hour. If used to leave base contact, does not count as Disengaging from combat |
Pack Hunting I: +1 dam & +1 Resolve for every other packhunter of that type w/in 10" (Max +3) Immune (Light): Immune to this type of damage and any associated effects Loyal II: +2 dam vs targets that attack its master Sensitivity (Dark): Incoming damage of this type is doubled Dual Damage (Physical & Solar): Typical or majority of attacks/skills count as two damage types |
1d6 Prismatic Glass | Sundogs are said to be able to appear in the blink of an eye, garnering them the nickname Blink dogs. They are sleek golden furred canines native to the Realm of Dawn. According to folklore they sometimes appear in pairs in the Realm of Strife when the weather phenomenon by the same name occurs. They are good natured creatures who abhor chaos, and more specifically darkness and fear. It is not easy to gain their friendship, but once their trust is gained these intelligent pack hunters are fiercely loyal. When they are found in the Realm of Strife they do not linger long and typically disappear once the sun has set. | n/a | n/a | ||||||
Swinegor, Greater | Abomination | Demon | Ruinous | Swinegor | Assault, Heavy | Greater | Demon of Hatred | yes | Realm (Hell), Alignment (Evil), Polarity (Chaos) | Extra Planar | Plain, Rural | 14 | 356 (230+28d8) | 202 (2.02 x100.1) | 13 | Huge (Upright) | 4; Crushing Blow 4, Toughness 1, Reach +1 | +8 Hit; 3% Crit. (98+); +3 Damage | +9 Hit; 4% Crit. (97+) | +13 Hit; 5% Crit. (96+) | +8 Hit; 13% Crit. (88+) | AC 74; Armor 64; Dodge 10; Noisy 8; Double Layer 8 Has 6 arms |
Arcane 36; Elemental 50; Natural 43; Holy 28; Demonic 27; Mental 31 | Move 6; Str 20; Agil 13; Stam 20; Int 18; Wis 13; Avd 10; Per 14; Res 14; Init 14; Cha 6 | Common & Demonic, also understand Angelic but would never speak it | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Extra Sense II (Hatred): Can non-visually sense the listed property at a range (in table top inches) equal to 2x Perception with +5 Advantage to Perception rolls Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Rejuvenating: When its Substance or physical form is destroyed in the Realm of Strife its Spirit and/or Soul lives on, either returning to its Realm of Origin or being anchored within some form of physical object or remains, allowing it to take physical form again (see Extra for details). This effectively makes the creature immortal unless slain within its own Realm of Origin or if the anchored object is destroyed before it can reform itself. |
Mail, Plated x8 over Hide, Rugged x8 | Huge Greatsword (2H): 2d12+2d6+4 damage + Huge Crescent Axe: 2d10+1d8 damage & Kite Shield: Block (+6) + Huge Reaper Claws x2: 2d6+1d8+2 damage | Greater Frenzy x1 Spite: instant, all attacks this round have +15% crit Malice: instant, all attacks this round have 75% chance to do max damage, roll once for all attacks |
Sensitivity (Holy): Incoming damage of this type is doubled Resistant II (Elemental): +10 resistance to this type of damage/effects (typically already added) Resistant II (Natural): +10 resistance to this type of damage/effects (typically already added) Affinity II (Demonic): +10% Critical Hit with a given non-physical damage type (typically already added) Enraged II: when dropping below 50% HP all attacks gain +5 Overpower & +50% Damage, below 10% HP increase to +10 Overpower +100% dam |
Hell Powers: Possession, Corpse Explosion, Thrive on Pain |
4d8 Demon Blood, 1d6+2 Major Fury Potion | n/a | n/a | ||||||
Swinegor, Imp | Abomination | Demon | Ruinous | Swinegor | Assault, Heavy | Imp | Demon of Hatred | yes | Realm (Hell), Alignment (Evil), Polarity (Chaos) | Extra Planar | Plain, Rural | 4 | 52 (30+4d10) | 21 (0.99 x21.1) | 4 | Medium (Upright) | 0 | +2 Hit; 1% Crit. (100+) | -1 Hit; 1% Crit. (100+) | +3 Hit; 5% Crit. (96+) | -2 Hit; 4% Crit. (97+) | AC 44; Armor 24; Dodge 20; Double Layer 8 Has 3 arms |
Arcane 20; Elemental 20; Natural 15; Holy 12; Demonic 11; Mental 15 | Move 5; Str 10; Agil 17; Stam 10; Int 10; Wis 5; Avd 20; Per 14; Res 6; Init 10; Cha 2 | Common & Demonic, also understand Angelic but would never speak it | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Extra Sense I (Hatred): Can non-visually sense the listed property at a range (in table top inches) equal to 1x Perception with +3 Advantage to Perception rolls Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Rejuvenating: When its Substance or physical form is destroyed in the Realm of Strife its Spirit and/or Soul lives on, either returning to its Realm of Origin or being anchored within some form of physical object or remains, allowing it to take physical form again (see Extra for details). This effectively makes the creature immortal unless slain within its own Realm of Origin or if the anchored object is destroyed before it can reform itself. |
Leather x8 over Hide, Rough x8 | Balanced Axe: 1d12+1 damage OR Round Shield: Block (+2) + Hand Weapon Claws x2: 1d6+1 damage | Frenzy x1 Spite: instant, all attacks this round have +5% crit Malice: instant, all attacks this round have 25% chance to do max damage, roll once for all attacks |
Sensitivity (Holy): Incoming damage of this type is doubled |
Hell Powers: Possession, Corpse Explosion, Thrive on Pain |
2d6 Demon Blood, 0-1 Major Fury Potion | n/a | n/a | ||||||
Swinegor, Lesser | Abomination | Demon | Ruinous | Swinegor | Assault, Heavy | Lesser | Demon of Hatred | yes | Realm (Hell), Alignment (Evil), Polarity (Chaos) | Extra Planar | Plain, Rural | 9 | 141 (83+9d12) | 69 (1.43 x48.4) | 7 | Large (Upright) | 2; Crushing Blow 2 | +5 Hit; 2% Crit. (99+); +1 Damage | +4 Hit; 1% Crit. (100+) | +4 Hit; 1% Crit. (100+) | -1 Hit; 5% Crit. (96+) | AC 63; Armor 48; Dodge 15; Noisy 8; Double Layer 8 Has 4 arms |
Arcane 28; Elemental 35; Natural 29; Holy 20; Demonic 19; Mental 23 | Move 4; Str 15; Agil 15; Stam 15; Int 14; Wis 9; Avd 15; Per 14; Res 10; Init 12; Cha 4 | Common & Demonic, also understand Angelic but would never speak it | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Extra Sense I (Hatred): Can non-visually sense the listed property at a range (in table top inches) equal to 1x Perception with +3 Advantage to Perception rolls Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Rejuvenating: When its Substance or physical form is destroyed in the Realm of Strife its Spirit and/or Soul lives on, either returning to its Realm of Origin or being anchored within some form of physical object or remains, allowing it to take physical form again (see Extra for details). This effectively makes the creature immortal unless slain within its own Realm of Origin or if the anchored object is destroyed before it can reform itself. |
Mail, Chain x8 over Hide, Thick x8 | Crescent Axe: 1d10+1d4 damage & Targe: Block (+4) OR Greatsword (2H): 1d12+1d6+2 damage + Reaper-Claws x2: 2d6+1 damage | Improved Frenzy x1 Spite: instant, all attacks this round have +10% crit Malice: instant, all attacks this round have 50% chance to do max damage, roll once for all attacks |
Sensitivity (Holy): Incoming damage of this type is doubled Resistant I (Elemental): +5 resistance to this type of damage/effects (typically already added) Resistant I (Natural): +5 resistance to this type of damage/effects (typically already added) Affinity I (Demonic): +5% Critical Hit with a given non-physical damage type (typically already added) Enraged I: when dropping below 25% HP all attacks gain +5 Overpower & +50% Damage, below 5% HP increase to +10 Overpower +100% dam |
Hell Powers: Possession, Corpse Explosion, Thrive on Pain |
3d6 Demon Blood, 1d4 Major Fury Potion | n/a | n/a | ||||||
Tiger | Second | Beast | Mammal | Feline | Ambusher | Adult | Lioness | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Plain, Forest/Jungle | 1 | 25 (18+1d12) | 13 (1.21 x10.4) | 3 | Large (Prone) | 2; Crushing Blow 2 | +6 Hit; 6% Crit. (95+); +1 Damage | +5 Hit; 6% Crit. (95+) | -8 Hit; 1% Crit. (100+) | -1 Hit; 4% Crit. (97+) | AC 22; Armor 7; Dodge 15 |
Arcane 4; Elemental 24; Natural 21; Holy 8; Demonic 13; Mental 11 | Move 10; Str 15; Agil 16; Stam 12; Int 2; Wis 9; Avd 15; Per 15; Res 4; Init 14; Cha 2 | Feline "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Fur/Hair x7 | Bite (1d8 dam) & Claw (1d6 dam) | Feline Pounce: action, must be hidden, breaks stealth, +15hit & max dam bite with 100% knock down |
Sneaky II: Can enter battle hidden, moves at full speed while hidden & +3 Advantage to avoid being detected |
Typically a solitary hunter but live in prides of 4-8 |
3d6 Raw Meat | Dominance & Cunning | Exotic | Wild Elves (+1) | |||||
Silver Wyrm | Second | Dragonkind | Metallic Dragon | Dragon | Silver | Magical | Wyrm | yes | Realm (The Cosmos), Alignment (Good), Polarity (Balance) | Arctic/Temperate | Mountain, Ruins/Dungeon | 5 | 85 (53+5d12) | 101 (2.77 x36.4) | 9 | Large (Prone) | 2; Crushing Blow 2 | +12 Hit; 9% Crit. (92+); +1 Damage | +6 Hit; 7% Crit. (94+) | +6 Hit; 12% Crit. (89+) | +3 Hit; 6% Crit. (95+) | AC 64; Armor 48; Dodge 16 Metallic Scales (+1 Armor per slot added); Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant |
Arcane 24; Elemental 30; Natural 24; Holy 24; Demonic 21; Mental 21 | Move 8; Str 15; Agil 18; Stam 15; Int 12; Wis 9; Avd 16; Per 12; Res 12; Init 12; Cha 8 | Draconic (Dragon Tongue) & Celestial | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scale, Wyrm x8 | Bite (1d8+7) & Claw x2 (1d8+3) + Tailswipe (2d6+4 dam) | Cosmic Aura I: passive, Aura I, activated at will for up to 1 hour, Dragon must pass a Stamina test at the start of each subsequent round to maintain, casting automatically cancels the aura. Projects an aura of cosmic energy around itself that Immobilizes any non Silver Dragon targets until passing a Stamina stat roll-off after which they are immune |
Can use up to Tier 3 Celestial Powers (per day use: T3 x3, T2 x4, T1 x5, T0 unlimited) |
Immune II (Celestial & Frost): Immune to these types of damage and any associated effects Affinity I (High): +5% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Aura I: Passive effects in 1" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Tailswipe I: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 1" knockback on targets of lesser size Fearsome: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Willpower I: once per day, may elect at any time (even if crit hit) to auto resist a single faith/spirit power |
3d6 Stardust | n/a | n/a | ||||||
Tomb Dragon | False | Undead | Mummified | Dragon | Tomb | Caster | Dragon | yes | Realm (Strife), Alignment (Evil), Polarity (Order) | Cosmopolitan | Ruins/Dungeon, Desert | 16 | 465 (289+32d10) | 491 (4.94 x99.4) | 21 | Massive (Prone) | 8; Crushing Blow 8, Toughness 2, Reach +2 | +17 Hit; 12% Crit. (89+); +3 Damage | +21 Hit; 13% Crit. (88+) | +18 Hit; 12% Crit. (89+) | +20 Hit; 23% Crit. (78+) | AC 88; Armor 84; Dodge 4 Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 26; Elemental 54; Natural 32; Holy 10; Demonic 85; Mental 28 | Move 9; Str 21; Agil 12; Stam 17; Int 13; Wis 15; Avd 4; Per 16; Res 20; Init 12; Cha 13 | Speaks the same languages it did in life | Blind: This creature is naturally or otherwise blind and must rely solely on other senses. When outside the range of its other senses, it automatically fails any Perception test Sense Living III: Can sense living organic beings at a range (in table top inches) equal to 2x Perception with +8 Advantage to Perception rolls Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth, Ironweave Wraps x8 plus Scale, Dragon x6 | Bite (4d8+4) & Claw x2 (3d6+4) + Tailswipe (2d8+8 damage) | Sand Breath IV: 3d10+1d8+4 Earth Damage with a 1 rnd Blind effect. Area of effect is inundated with sand, causing targets of lesser size to also be Snared for up to 4 rounds |
Sand Skimming: Instant. For 1 round can move and/or pass through sand at 2x movement speed (including sand from its own breath). Can essentially fly if moving through a sand storm. Can use up to Tier 5 Corruption Powers @ 14 Faith (per day use: T5 x3, T4 x4, T3 x5, T2 x6, T1 x7, T0 unlimited) |
Undead: Does not eat, sleep, tire, breathe, or bleed (immune to any effect related to these). Counts as Implacable and Immune to stun, fear, poison, disease. Holy and life based healing powers cause damage instead of healing. +50 Demonic Resistance & -30 Holy Resistance (already added). Sensitivity to Holy (double damage). Typically destroyed if reaching 0 HP. Spiritbound: The spirit of this creature is bound to a lifeless husk or construct, giving it the capacity for will and ambition Toughness IV: Negates all incoming damage by 4 Breath IV: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits a 12" length by width cone, use Ranged attack modifiers +10 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe III: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 4" knockback on targets of lesser size Terrifying: Enemies must pass a Resolve test to move towards the creature and if it moves into base contact with a foe they must pass a Resolve test or immediately flee their full move directly away (treat as Feared & Frightened). Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Cursed Wounds: For any physical damage caused by this creature, if not de-cursed first, MUST attempt to resist any healing. For non-magical healing (i.e. potions) use Natural resist with no "casting" modifiers. Sensitivity (Fire): Incoming damage of this type is doubled Resistant IV (Elemental): +20 resistance to this type of damage/effects (typically already added) Affinity II (Corruption): +10% Critical Hit with a given non-physical damage type (typically already added) |
The mummified wings of a Tomb Dragon do not function or grant flight. |
Gemstones worth 5d10 x5 GP (sometimes cursed) | A mummified dragon (most often Copper or Gold), whose gem encrusted burial wraps bind its spirit to the lifeless undead husk within. This imparts a corrupted sense of will and ambition, driven by a powerful desire for immortality. | n/a | n/a | ||||
Skeletal Ogre | False | Undead | Skeletal | Ogre | Warrior | Regular | yes | Realm (Strife), Alignment (Evil), Polarity (Chaos) | Cosmopolitan | Ruins/Dungeon, Hill | 12 | 141 (63+12d12) | 121 (3.34 x36.2) | 10 | Large (Upright) | 2; Crushing Blow 2 | +7 Hit; 8% Crit. (93+); +2 Damage | +7 Hit; 8% Crit. (93+) | -6 Hit; 1% Crit. (100+) | -6 Hit; 1% Crit. (100+) | AC 32; Armor 32; Dodge 0; Noisy 8 |
Arcane 2; Elemental 43; Natural 10; Holy 2; Demonic 67; Mental 2 | Move 4; Str 18; Agil 6; Stam 9; Int 1; Wis 1; Avd 0; Per 6; Res 16; Init 8; Cha 0 | Understands the languages it knew in life but can't speak | Blind: This creature is naturally or otherwise blind and must rely solely on other senses. When outside the range of its other senses, it automatically fails any Perception test Sense Living III: Can sense living organic beings at a range (in table top inches) equal to 2x Perception with +8 Advantage to Perception rolls Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Mail, Plated (Rusted -1) x8 | High Damage 2H weapons; typ. Great Axe (1d10+2d4+3 damage) | Hawk Strike x2, Kodiak Strike x2, Mammoth Strike x1, Flurry x2, Matchless Mortal Wound x5 |
Undead: Does not eat, sleep, tire, breathe, or bleed (immune to any effect related to these). Counts as Implacable and Immune to stun, fear, poison, disease. Holy and life based healing powers cause damage instead of healing. +50 Demonic Resistance & -30 Holy Resistance (already added). Sensitivity to Holy (double damage). Typically destroyed if reaching 0 HP. Mindless: Does not possess the ability to truly think or reason, instead operating on some form of predetermined will or set of parameters; immune to taunt, fear and all mental or pyschological damage and effects; dodge always equals zero regardless of Avd. Stat Toughness V: Negates all incoming damage by 5 Immune (Fire): Immune to this type of damage and any associated effects Resistant V (Elemental): +25 resistance to this type of damage/effects (typically already added) Terrifying: Enemies must pass a Resolve test to move towards the creature and if it moves into base contact with a foe they must pass a Resolve test or immediately flee their full move directly away (treat as Feared & Frightened). Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. |
n/a | n/a | |||||||||
Tomb Dragon Whelp | False | Undead | Mummified | Dragon | Tomb | Caster | Whelp | yes | Realm (Strife), Alignment (Evil), Polarity (Order) | Cosmopolitan | Ruins/Dungeon, Desert | 2 | 27 (16+2d10) | 33 (2.1 x15.9) | 5 | Medium (Prone) | 0 | -1 Hit; 4% Crit. (97+) | +1 Hit; 4% Crit. (97+) | -4 Hit; 3% Crit. (98+) | -6 Hit; 7% Crit. (94+) | AC 55; Armor 42; Dodge 13 |
Arcane 10; Elemental 36; Natural 11; Holy 0; Demonic 64; Mental 8 | Move 5; Str 9; Agil 8; Stam 8; Int 5; Wis 3; Avd 13; Per 10; Res 11; Init 3; Cha 1 | Speaks the same languages it did in life | Blind: This creature is naturally or otherwise blind and must rely solely on other senses. When outside the range of its other senses, it automatically fails any Perception test Sense Living III: Can sense living organic beings at a range (in table top inches) equal to 2x Perception with +8 Advantage to Perception rolls Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth, Ironweave Wraps x8 plus Scales, Heavy x6 | Bite (1d8+2) & Claw (1d6+2) | Sand Breath I: 1d6 Earth Damage with a 1 rnd Blind effect. Area of effect is inundated with sand, causing targets of lesser size to also be Snared for up to 1 round |
Sand Skimming: Instant. For 1 round can move and/or pass through sand at 2x movement speed (including sand from its own breath). Can essentially fly if moving through a sand storm.;Can use up to Tier 1 Corruption Powers @ 2 Faith (per day use: T1 x3, T0 unlimited) |
Undead: Does not eat, sleep, tire, breathe, or bleed (immune to any effect related to these). Counts as Implacable and Immune to stun, fear, poison, disease. Holy and life based healing powers cause damage instead of healing. +50 Demonic Resistance & -30 Holy Resistance (already added). Sensitivity to Holy (double damage). Typically destroyed if reaching 0 HP. Spiritbound: The spirit of this creature is bound to a lifeless husk or construct, giving it the capacity for will and ambition Toughness IV: Negates all incoming damage by 4 Breath I: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits up to 2 targets in a frontal arc melee, use Ranged attack modifiers against apppropriate resistance (target can add dodge to resist) Cursed Wounds: For any physical damage caused by this creature, if not de-cursed first, MUST attempt to resist any healing. For non-magical healing (i.e. potions) use Natural resist with no "casting" modifiers. Sensitivity (Fire): Incoming damage of this type is doubled Resistant IV (Elemental): +20 resistance to this type of damage/effects (typically already added) Affinity I (Corruption): +5% Critical Hit with a given non-physical damage type (typically already added) |
The mummified wings of a Tomb Dragon do not function or grant flight. |
Gemstones worth 1d6 x5 GP (sometimes cursed) | A mummified dragon (most often Copper or Gold), whose gem encrusted burial wraps bind its spirit to the lifeless undead husk within. This imparts a corrupted sense of will and ambition, driven by a powerful desire for immortality. | n/a | n/a | ||||
Tomb Drake | False | Undead | Mummified | Dragon | Tomb | Caster | Drake | yes | Realm (Strife), Alignment (Evil), Polarity (Order) | Cosmopolitan | Ruins/Dungeon, Desert | 10 | 218 (128+20d8) | 246 (3.97 x62) | 15 | Huge (Prone) | 4; Crushing Blow 4, Toughness 1, Reach +1 | +12 Hit; 9% Crit. (92+); +2 Damage | +13 Hit; 10% Crit. (91+) | +8 Hit; 8% Crit. (93+) | +10 Hit; 19% Crit. (82+) | AC 73; Armor 66; Dodge 7 Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant or action |
Arcane 18; Elemental 50; Natural 26; Holy 4; Demonic 78; Mental 20 | Move 8; Str 19; Agil 13; Stam 15; Int 9; Wis 11; Avd 7; Per 14; Res 17; Init 9; Cha 10 | Speaks the same languages it did in life | Blind: This creature is naturally or otherwise blind and must rely solely on other senses. When outside the range of its other senses, it automatically fails any Perception test Sense Living III: Can sense living organic beings at a range (in table top inches) equal to 2x Perception with +8 Advantage to Perception rolls Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth, Ironweave Wraps x8 plus Scale, Drake x6 | Bite (4d6+4) & Claw x2 (1d12+4) + Tailswipe (2d6+8 damage) | Sand Breath III: 2d10+1d6+2 Earth Damage with a 1 rnd Blind effect. Area of effect is inundated with sand, causing targets of lesser size to also be Snared for up to 3 rounds |
Sand Skimming: Instant. For 1 round can move and/or pass through sand at 2x movement speed (including sand from its own breath). Can essentially fly if moving through a sand storm.;Can use up to Tier 4 Corruption Powers @ 11 Faith (per day use: T4 x3, T3 x4, T2 x5, T1 x6, T0 unlimited) |
Undead: Does not eat, sleep, tire, breathe, or bleed (immune to any effect related to these). Counts as Implacable and Immune to stun, fear, poison, disease. Holy and life based healing powers cause damage instead of healing. +50 Demonic Resistance & -30 Holy Resistance (already added). Sensitivity to Holy (double damage). Typically destroyed if reaching 0 HP. Spiritbound: The spirit of this creature is bound to a lifeless husk or construct, giving it the capacity for will and ambition Toughness IV: Negates all incoming damage by 4 Breath III: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits an 8" length by width cone, use Ranged attack modifiers +5 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe II: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 2" knockback on targets of lesser size Fearsome: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Cursed Wounds: For any physical damage caused by this creature, if not de-cursed first, MUST attempt to resist any healing. For non-magical healing (i.e. potions) use Natural resist with no "casting" modifiers. Sensitivity (Fire): Incoming damage of this type is doubled Resistant IV (Elemental): +20 resistance to this type of damage/effects (typically already added) Affinity II (Corruption): +10% Critical Hit with a given non-physical damage type (typically already added) |
The mummified wings of a Tomb Dragon do not function or grant flight. |
Gemstones worth 4d8 x5 GP (sometimes cursed) | A mummified dragon (most often Copper or Gold), whose gem encrusted burial wraps bind its spirit to the lifeless undead husk within. This imparts a corrupted sense of will and ambition, driven by a powerful desire for immortality. | n/a | n/a | ||||
Tomb Wyrm | False | Undead | Mummified | Dragon | Tomb | Caster | Wyrm | yes | Realm (Strife), Alignment (Evil), Polarity (Order) | Cosmopolitan | Ruins/Dungeon, Desert | 5 | 75 (42+5d12) | 102 (2.91 x35.1) | 9 | Large (Prone) | 2; Crushing Blow 2 | +8 Hit; 7% Crit. (94+); +1 Damage | +6 Hit; 7% Crit. (94+) | +1 Hit; 5% Crit. (96+) | +1 Hit; 10% Crit. (91+) | AC 64; Armor 54; Dodge 10 Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant |
Arcane 14; Elemental 44; Natural 19; Holy 0; Demonic 71; Mental 14 | Move 7; Str 16; Agil 14; Stam 12; Int 7; Wis 7; Avd 10; Per 12; Res 14; Init 6; Cha 3 | Speaks the same languages it did in life | Blind: This creature is naturally or otherwise blind and must rely solely on other senses. When outside the range of its other senses, it automatically fails any Perception test Sense Living III: Can sense living organic beings at a range (in table top inches) equal to 2x Perception with +8 Advantage to Perception rolls Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth, Ironweave Wraps x8 plus Scale, Wyrm x6 | Bite (1d8+8) & Claw x2 (1d8+4) + Tailswipe (2d6+4 dam) | Sand Breath II: 1d8+1d4 Earth Damage with a 1 rnd Blind effect. Area of effect is inundated with sand, causing targets of lesser size to also be Snared for up to 2 rounds |
Sand Skimming: Instant. For 1 round can move and/or pass through sand at 2x movement speed (including sand from its own breath). Can essentially fly if moving through a sand storm.;Can use up to Tier 3 Corruption Powers @ 8 Faith (per day use: T3 x3, T2 x4, T1 x5, T0 unlimited) |
Undead: Does not eat, sleep, tire, breathe, or bleed (immune to any effect related to these). Counts as Implacable and Immune to stun, fear, poison, disease. Holy and life based healing powers cause damage instead of healing. +50 Demonic Resistance & -30 Holy Resistance (already added). Sensitivity to Holy (double damage). Typically destroyed if reaching 0 HP. Spiritbound: The spirit of this creature is bound to a lifeless husk or construct, giving it the capacity for will and ambition Toughness IV: Negates all incoming damage by 4 Breath II: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits an 8" length by 3" width cone (or cone template), use Ranged attack modifiers against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe I: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 1" knockback on targets of lesser size Fearsome: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Cursed Wounds: For any physical damage caused by this creature, if not de-cursed first, MUST attempt to resist any healing. For non-magical healing (i.e. potions) use Natural resist with no "casting" modifiers. Sensitivity (Fire): Incoming damage of this type is doubled Resistant IV (Elemental): +20 resistance to this type of damage/effects (typically already added) Affinity I (Corruption): +5% Critical Hit with a given non-physical damage type (typically already added) |
The mummified wings of a Tomb Dragon do not function or grant flight. |
Gemstones worth 3d6 x5 GP (sometimes cursed) | A mummified dragon (most often Copper or Gold), whose gem encrusted burial wraps bind its spirit to the lifeless undead husk within. This imparts a corrupted sense of will and ambition, driven by a powerful desire for immortality. | n/a | n/a | ||||
Tranilium Dragon | Second | Dragonkind | Metallic Dragon | Dragon | Tranilium | Magical | Dragon | yes | Realm (The Cosmos), Alignment (Neutral), Polarity (Balance) | Extra Planar | N/A, N/A | 16 | 550 (374+32d10) | 549 (4.6 x119.5) | 22 | Massive (Prone) | 8; Crushing Blow 8, Toughness 2, Reach +2 | +21 Hit; 13% Crit. (88+); +3 Damage | +21 Hit; 13% Crit. (88+) | +23 Hit; 24% Crit. (77+) | +22 Hit; 14% Crit. (87+) | AC 98; Armor 88; Dodge 10 Metallic Scales (+1 Armor per slot added); Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 36; Elemental 44; Natural 39; Holy 36; Demonic 35; Mental 35 | Move 10; Str 20; Agil 16; Stam 22; Int 18; Wis 17; Avd 10; Per 16; Res 18; Init 18; Cha 18 | Draconic (Dragon Tongue), Celestial, Common & Elvish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Dragon x8 | Bite (3d8+13) & Claw x2 (3d6+5) + Tailswipe (2d8+10 damage) | Temporal Aura III: passive, Aura III, activated at will for up to 1 hour, Dragon must pass a Stamina test at the start of each subsequent round to maintain, casting automatically cancels the aura. Projects an Temporal Aura around itself that uses casting modifiers to inflict 1d6+6 Temporal Damage and prevents the formation of Temporal Anomlies within its radius. Any non Temporal Dragon caster within the radius must pass a Intellect (Spirit) or Wisdom (Faith) versus Stamina stat roll-off after casting but before rolling for success or otherwise the casting attempt will critically fail |
Can use up to Tier 5 Temporal Powers (per day use: T5 x3, T4 x4, T3 x5, T2 x6, T1 x7, T0 unlimited) |
Immune II (Temporal & Acid): Immune to these types of damage and any associated effects Affinity II (High): +10% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Aura III: Passive effects in 3" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Tailswipe III: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 4" knockback on targets of lesser size Fearsome: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Precision: Immune to all critical misses or critical casting failures |
Can shapeshift into creatures of a lesser threat rating (preferred forms are: High Elves) |
5d10 Warpstone | n/a | n/a | |||||
Tranilium Dragon Consort/Lord | Second | Dragonkind | Metallic Dragon | Dragon | Tranilium | Magical | Consort/Lord | yes | Realm (The Cosmos), Alignment (Neutral), Polarity (Balance) | Extra Planar | N/A, N/A | 18 | 878 (644+36d12) | 963 (5.77 x166.8) | 30 | Gargantuan (Prone) | 16; Crushing Blow 16, Toughness 4, Reach +3 | +23 Hit; 14% Crit. (87+); +3 Damage | +24 Hit; 15% Crit. (86+) | +26 Hit; 30% Crit. (71+) | +26 Hit; 15% Crit. (86+) | AC 106; Armor 96; Dodge 10 Metallic Scales (+1 Armor per slot added); Lair Action x2: May use up to two unique special Lair Actions at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 38; Elemental 46; Natural 42; Holy 38; Demonic 38; Mental 38 | Move 11; Str 21; Agil 16; Stam 23; Int 19; Wis 19; Avd 10; Per 17; Res 19; Init 19; Cha 20 | Draconic (Dragon Tongue), Celestial, Common & Elvish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Elder Dragon x8 | Bite (3d10+15) & Claw x2 (2d10+9) + Tailswipe (2d10+10 damage) | Temporal Aura IV: passive, Aura IV, activated at will for up to 1 hour, Dragon must pass a Stamina test at the start of each subsequent round to maintain, casting automatically cancels the aura. Projects an Temporal Aura around itself that uses casting modifiers to inflict 1d8+8 Temporal Damage and prevents the formation of Temporal Anomlies within its radius. Any non Temporal Dragon caster within the radius must pass a Intellect (Spirit) or Wisdom (Faith) versus Stamina stat roll-off after casting but before rolling for success or otherwise the casting attempt will critically fail |
Can use up to Tier 6 Temporal Powers (per day use: T6 x3, T5 x4, T4 x5, T3 x6, T2 x7, T1 x8, T0 unlimited) |
Immune II (Temporal & Acid): Immune to these types of damage and any associated effects Affinity III (High): +15% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Aura IV: Passive effects in 4" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Tailswipe IV: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 6" knockback on targets of lesser size Terrifying: Enemies must pass a Resolve test to move towards the creature and if it moves into base contact with a foe they must pass a Resolve test or immediately flee their full move directly away (treat as Feared & Frightened). Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Precision: Immune to all critical misses or critical casting failures |
Can shapeshift into creatures of a lesser threat rating (preferred forms are: High Elves) |
6d12 Warpstone | n/a | n/a | |||||
Tranilium Dragon Hatchling | Second | Dragonkind | Metallic Dragon | Dragon | Tranilium | Magical | Hatchling | yes | Realm (The Cosmos), Alignment (Neutral), Polarity (Balance) | Extra Planar | N/A, N/A | 1 | 17 (14+1d6) | 12 (1.48 x8.4) | 3 | Tiny (Prone) | -4 | 0 Hit; 4% Crit. (97+); -1 Damage | -2 Hit; 3% Crit. (98+) | -3 Hit; 8% Crit. (93+) | -7 Hit; 2% Crit. (99+) | AC 44; Armor 24; Dodge 20 Metallic Scales (+1 Armor per slot added) |
Arcane 14; Elemental 22; Natural 14; Holy 14; Demonic 10; Mental 10 | Move 5; Str 6; Agil 10; Stam 11; Int 7; Wis 3; Avd 20; Per 8; Res 7; Init 8; Cha 5 | Draconic (Dragon Tongue, can understand but not speak) | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scales, Light x8 | Bite (1d6+1) | Detect Magic (unlimited use) & Natural Cantrip (Temporal, unlimited use) |
Immune II (Temporal & Acid): Immune to these types of damage and any associated effects Affinity I (High): +5% Critical Hit with a given non-physical damage type (typically already added) Hopper II: Can hop to move, 2x movement in a straight line, allows for easily jumping over obstacles, must start and end its turn on the ground Precision: Immune to all critical misses or critical casting failures |
1d4 Warpstone | n/a | n/a | |||||||
Tranilium Dragon Whelp | Second | Dragonkind | Metallic Dragon | Dragon | Tranilium | Magical | Whelp | yes | Realm (The Cosmos), Alignment (Neutral), Polarity (Balance) | Extra Planar | N/A, N/A | 2 | 35 (26+2d8) | 32 (1.91 x17) | 5 | Small (Prone) | -2 | +3 Hit; 5% Crit. (96+) | +1 Hit; 4% Crit. (97+) | +1 Hit; 9% Crit. (92+) | -4 Hit; 3% Crit. (98+) | AC 51; Armor 32; Dodge 19 Metallic Scales (+1 Armor per slot added) |
Arcane 20; Elemental 26; Natural 18; Holy 18; Demonic 14; Mental 15 | Move 6; Str 8; Agil 12; Stam 13; Int 10; Wis 5; Avd 19; Per 10; Res 9; Init 9; Cha 6 | Draconic (Dragon Tongue) & Celestial | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scales, Heavy x8 | Bite (1d8+3) & Claw (1d6+3) | Temporal Aura 0: passive, Aura 0, activated at will for up to 1 hour, Dragon must pass a Stamina test at the start of each subsequent round to maintain, casting automatically cancels the aura. Projects an Temporal Aura around itself that uses casting modifiers to inflict 1 Temporal Damage and prevents the formation of Temporal Anomlies within its radius. Any non Temporal Dragon caster within the radius must pass a Intellect (Spirit) or Wisdom (Faith) versus Stamina stat roll-off after casting but before rolling for success or otherwise the casting attempt will critically fail |
Can use up to Tier 1 Temporal Powers (per day use: T1 x3, T0 unlimited) |
Immune II (Temporal & Acid): Immune to these types of damage and any associated effects Affinity I (High): +5% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Aura 0: Passive effects in base contact around the creature, effects vary (see Extra), can be offensive or defensive Precision: Immune to all critical misses or critical casting failures |
1d6 Warpstone | n/a | n/a | ||||||
Tranilium Dragon, Ancient | Second | Dragonkind | Metallic Dragon | Dragon | Tranilium | Magical | Ancient | yes | Realm (The Cosmos), Alignment (Neutral), Polarity (Balance) | Extra Planar | N/A, N/A | 21 | 1379 (1032+63d10) | 1917 (7.91 x242.3) | 43 | Colossal (Prone) | 32; Crushing Blow 32, Toughness 8, Reach +4 | +22 Hit; 15% Crit. (86+); +3 Damage | +27 Hit; 16% Crit. (85+) | +29 Hit; 32% Crit. (69+) | +27 Hit; 16% Crit. (85+) | AC 102; Armor 96; Dodge 6 Metallic Scales (+1 Armor per slot added); Lair Action x4: May use up to four unique special Lair Actions at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 38; Elemental 48; Natural 41; Holy 36; Demonic 35; Mental 36 | Move 12; Str 22; Agil 12; Stam 24; Int 19; Wis 17; Avd 6; Per 17; Res 18; Init 14; Cha 12 | Draconic (Dragon Tongue), Celestial, Common & Elvish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Truesight: Can see (or otherwise perceive) in natural and magical darkness at a range (in table top inches) equal to thier perception, as well as see through any type of illusion or invisibility, and can see the true form of shape shifting creatures Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Elder Dragon x8 | Bite (5d12+17) & Claw x2 (3d10+11) + Tailswipe (3d12+20 damage) | Temporal Aura VIII: passive, Aura VIII, activated at will for up to 1 hour, Dragon must pass a Stamina test at the start of each subsequent round to maintain, casting automatically cancels the aura. Projects an Temporal Aura around itself that uses casting modifiers to inflict 1d12+12 Temporal Damage and prevents the formation of Temporal Anomlies within its radius. Any non Temporal Dragon caster within the radius must pass a Intellect (Spirit) or Wisdom (Faith) versus Stamina stat roll-off after casting but before rolling for success or otherwise the casting attempt will critically fail |
Can use up to Tier 7+ Temporal Powers (per day use: T7+ x1, T7 x4, T6 x5, T5 x6, T4 x7, T3 x8, T2 x9, T1 x10, T0 unlimited) |
Immune II (Temporal & Acid): Immune to these types of damage and any associated effects Affinity III (High): +15% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Aura VIII: Passive effects in 8" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Tailswipe VI: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 10" knockback on targets of lesser size Terrifying: Enemies must pass a Resolve test to move towards the creature and if it moves into base contact with a foe they must pass a Resolve test or immediately flee their full move directly away (treat as Feared & Frightened). Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Precision: Immune to all critical misses or critical casting failures |
Ancient Dragons live in complete solitude and often sleep for hundreds of years at a time Can still shapeshift into creatures of a lesser threat rating but would likely not see the point |
7d20 Warpstone | n/a | n/a | |||||
Tranilium Drake | Second | Dragonkind | Metallic Dragon | Dragon | Tranilium | Magical | Drake | yes | Realm (The Cosmos), Alignment (Neutral), Polarity (Balance) | Extra Planar | N/A, N/A | 10 | 260 (170+20d8) | 262 (3.55 x73.8) | 15 | Huge (Prone) | 4; Crushing Blow 4, Toughness 1, Reach +1 | +16 Hit; 11% Crit. (90+); +2 Damage | +13 Hit; 10% Crit. (91+) | +13 Hit; 20% Crit. (81+) | +12 Hit; 9% Crit. (92+) | AC 77; Armor 64; Dodge 13 Metallic Scales (+1 Armor per slot added); Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant or action |
Arcane 28; Elemental 40; Natural 33; Holy 30; Demonic 28; Mental 27 | Move 9; Str 18; Agil 17; Stam 20; Int 14; Wis 13; Avd 13; Per 14; Res 15; Init 15; Cha 15 | Draconic (Dragon Tongue), Celestial, Common & Elvish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scale, Drake x8 | Bite (3d6+11) & Claw x2 (1d12+5) + Tailswipe (2d6+10 damage) | Temporal Aura II: passive, Aura II, activated at will for up to 1 hour, Dragon must pass a Stamina test at the start of each subsequent round to maintain, casting automatically cancels the aura. Projects an Temporal Aura around itself that uses casting modifiers to inflict 1d4+4 Temporal Damage and prevents the formation of Temporal Anomlies within its radius. Any non Temporal Dragon caster within the radius must pass a Intellect (Spirit) or Wisdom (Faith) versus Stamina stat roll-off after casting but before rolling for success or otherwise the casting attempt will critically fail |
Can use up to Tier 4 Temporal Powers (per day use: T4 x3, T3 x4, T2 x5, T1 x6, T0 unlimited) |
Immune II (Temporal & Acid): Immune to these types of damage and any associated effects Affinity II (High): +10% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Aura II: Passive effects in 2" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Tailswipe II: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 2" knockback on targets of lesser size Fearsome: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Precision: Immune to all critical misses or critical casting failures |
4d8 Warpstone | n/a | n/a | ||||||
Tranilium Regal Dragon | Second | Dragonkind | Metallic Dragon | Dragon | Tranilium | Magical | Regal | yes | Realm (The Cosmos), Alignment (Neutral), Polarity (Balance) | Extra Planar | N/A, N/A | 20 | 973 (713+40d12) | 1283 (6.74 x190.5) | 35 | Gargantuan (Prone) | 16; Crushing Blow 16, Toughness 4, Reach +3 | +25 Hit; 15% Crit. (86+); +3 Damage | +27 Hit; 16% Crit. (85+) | +29 Hit; 32% Crit. (69+) | +30 Hit; 17% Crit. (84+) | AC 106; Armor 96; Dodge 10 Metallic Scales (+1 Armor per slot added); Lair Action x3: May use up to three unique special Lair Actions at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 40; Elemental 46; Natural 44; Holy 40; Demonic 41; Mental 41 | Move 11; Str 21; Agil 16; Stam 23; Int 20; Wis 21; Avd 10; Per 18; Res 20; Init 20; Cha 21 | Draconic (Dragon Tongue), Celestial, Common & Elvish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Truesight: Can see (or otherwise perceive) in natural and magical darkness at a range (in table top inches) equal to thier perception, as well as see through any type of illusion or invisibility, and can see the true form of shape shifting creatures Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Elder Dragon x8 | Bite (4d10+15) & Claw x2 (3d8+11) + Tailswipe (2d10+12 damage) | Temporal Aura VI: passive, Aura VI, activated at will for up to 1 hour, Dragon must pass a Stamina test at the start of each subsequent round to maintain, casting automatically cancels the aura. Projects an Temporal Aura around itself that uses casting modifiers to inflict 1d10+10 Temporal Damage and prevents the formation of Temporal Anomlies within its radius. Any non Temporal Dragon caster within the radius must pass a Intellect (Spirit) or Wisdom (Faith) versus Stamina stat roll-off after casting but before rolling for success or otherwise the casting attempt will critically fail |
Can use up to Tier 7 Temporal Powers (per day use: T7 x3, T6 x4, T5 x5, T4 x6, T3 x7, T2 x8, T1 x9, T0 unlimited) |
Immune II (Temporal & Acid): Immune to these types of damage and any associated effects Affinity III (High): +15% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Aura VI: Passive effects in 6" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Tailswipe V: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 8" knockback on targets of lesser size Terrifying: Enemies must pass a Resolve test to move towards the creature and if it moves into base contact with a foe they must pass a Resolve test or immediately flee their full move directly away (treat as Feared & Frightened). Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Precision: Immune to all critical misses or critical casting failures |
Can shapeshift into creatures of a lesser threat rating (preferred forms are: High Elves) |
6d12 Warpstone | n/a | n/a | |||||
Tranilium Wyrm | Second | Dragonkind | Metallic Dragon | Dragon | Tranilium | Magical | Wyrm | yes | Realm (The Cosmos), Alignment (Neutral), Polarity (Balance) | Extra Planar | N/A, N/A | 5 | 92 (60+5d12) | 119 (2.9 x41.1) | 10 | Large (Prone) | 2; Crushing Blow 2 | +12 Hit; 9% Crit. (92+); +1 Damage | +6 Hit; 7% Crit. (94+) | +6 Hit; 12% Crit. (89+) | +3 Hit; 6% Crit. (95+) | AC 64; Armor 48; Dodge 16 Metallic Scales (+1 Armor per slot added); Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant |
Arcane 24; Elemental 34; Natural 26; Holy 24; Demonic 21; Mental 21 | Move 8; Str 15; Agil 18; Stam 17; Int 12; Wis 9; Avd 16; Per 12; Res 12; Init 12; Cha 8 | Draconic (Dragon Tongue) & Celestial | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scale, Wyrm x8 | Bite (1d8+9) & Claw x2 (1d8+5) + Tailswipe (2d6+6 dam) | Temporal Aura I: passive, Aura I, activated at will for up to 1 hour, Dragon must pass a Stamina test at the start of each subsequent round to maintain, casting automatically cancels the aura. Projects an Temporal Aura around itself that uses casting modifiers to inflict 1d2+2 Temporal Damage and prevents the formation of Temporal Anomlies within its radius. Any non Temporal Dragon caster within the radius must pass a Intellect (Spirit) or Wisdom (Faith) versus Stamina stat roll-off after casting but before rolling for success or otherwise the casting attempt will critically fail |
Can use up to Tier 3 Temporal Powers (per day use: T3 x3, T2 x4, T1 x5, T0 unlimited) |
Immune II (Temporal & Acid): Immune to these types of damage and any associated effects Affinity I (High): +5% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Aura I: Passive effects in 1" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Tailswipe I: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 1" knockback on targets of lesser size Fearsome: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Precision: Immune to all critical misses or critical casting failures |
3d6 Warpstone | n/a | n/a | ||||||
Triceratops | Second | Beast | Reptile | Dinosaur | Protector | Adult | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Plain, Hill | 3 | 79 (52+6d8) | 48 (1.88 x25.5) | 6 | Huge (Prone) | 4; Crushing Blow 4, Toughness 1, Reach +1 | +4 Hit; 6% Crit. (95+); +2 Damage | +4 Hit; 6% Crit. (95+) | -7 Hit; 2% Crit. (99+) | 0 Hit; 4% Crit. (97+) | AC 38; Armor 28; Dodge 10 Bone Frill: 50% block against attacks made against frontal arc |
Arcane 2; Elemental 32; Natural 24; Holy 18; Demonic 17; Mental 9 | Move 7; Str 18; Agil 12; Stam 16; Int 1; Wis 8; Avd 10; Per 12; Res 9; Init 13; Cha 1 | Reptile "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scales, Heavy x7 plus Shell, Hardened x1 | Horns (3d8+6 dam, Armor Piercing -10) | Tailswipe (3d6 dam, see Trait) |
Dino Charge: add straight line distance (in inches) as a damage bonus to a single melee attack made |
Trample III: 3d6 dam, does not effect targets of equal size or larger than the creature Tailswipe III: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 4" knockback on targets of lesser size Armor Piercing II: some or all primary attacks have -10 armor |
4d8 Raw Meat | Dominance & Affection | Exotic | Minotaurs & Centaurs (+1) | ||||||
Triclops | Third | Monster | Mutant | Ogre | Triclops | Brute | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Hill, Mountain | 14 | 299 (173+28d8) | 83 (1.21 x68.5) | 8 | Huge (Upright) | 4; Crushing Blow 4, Toughness 1, Reach +1 | +13 Hit; 7% Crit. (94+); +1 Damage | +16 Hit; 8% Crit. (93+) | +3 Hit; 3% Crit. (98+) | +3 Hit; 3% Crit. (98+) | AC 52; Armor 40; Dodge 12; Noisy 6; Double Layer 5 Triple Wardoff (can attempt to ward-off up to three times) OR Triple Fork (instead of warding off can counter a single incoming attack with a 75% disarm, coutns as an out-of-turn instant) |
Arcane 12; Elemental 30; Natural 16; Holy 19; Demonic 18; Mental 12 | Move 7; Str 15; Agil 15; Stam 15; Int 6; Wis 6; Avd 12; Per 18; Res 12; Init 12; Cha 1 | Ogrish & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Mail, Plated x6 over Leather x5 | Huge Trident x3 (2d10+4 damage, can throw at range = strength), treat as Rank2 Trident Specialist (+5 hit, +1 damage, +5% Crit Hit, -5% Crit Miss) | Carries up to 6 additional tridents slung on its back for throwing |
Tripod Punt: instant, 1d12 dam, up to 8" knock back, 50% knock down, can only use if, in base contact with more than one opponent. Whirling Tridents: instant, if activated before moving, inflicts a single trident hit to all targets in a 1.5" radius along the entire length of movement but sacrifices all actions. |
Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) Stocky: no movement penalties for wearing triple layer armor and ignore ALL Difficult Terrain movement penalties |
3d8 GP | An overgrown aberrant subspecies of Ogre, similar in appreance to a Cyclops, but possesssing three arms, three legs, and three eyes. -concept by Daryl Wile, "Armsman" backer from the 2014 Kickstarter Campaign | n/a | n/a | ||||||
Troglodyte | Second | Primatives | Beastkin | Troglodyte | Ambusher | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Cosmopolitan | Subterranean, Ruins/Dungeon | 2 | 39 (28+2d10) | 16 (1.13 x14.5) | 3 | Medium (Upright) | 0 | +1 Hit; 4% Crit. (97+) | +1 Hit; 4% Crit. (97+) | -3 Hit; 3% Crit. (98+) | +1 Hit; 4% Crit. (97+) | AC 29; Armor 16; Dodge 13 Chameleon Skin: Troglodytes have a limited ability to change the pigment and texture of thier skin to match various types of rock, making them naturally Sneaky in their home environments. If they remain motionless this grants them 3x the regular Sneaky Advantage (+9) |
Arcane 12; Elemental 28; Natural 24; Holy 12; Demonic 16; Mental 16 | Move 4; Str 14; Agil 10; Stam 14; Int 6; Wis 10; Avd 13; Per 10; Res 6; Init 12; Cha 2 | Proto-Draconic & Reptile "speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Darksight I: Can see in natural darkness at a range (in table top inches) equal to their Perception. In total darkness (no-light) everything appears as shades of grey while dim light allows for discernment of color. In bright light Perception is cut in half. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Hide, Thick x8 | Bite (1d8+2) & Claw x2 (1d6+2) | Stench: Oily secretions from the Troglodytes body produce a foul stench that makes it difficult to concentrate when nearby. Treat as Disrupting Poison, passively applied as Aura II. After a successful Natural Resist targets are immune for 1 hour. Troglodytes are immune to the stench of thier own kind. |
Sneaky I: Can enter battle hidden & +3 Advantage to avoid being detected Aura I: Passive effects in 1" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Susceptible II (Light): -10 resistance to this type of damage/effects (typically already added) |
Troglodytes are aware of their tell tale scent and may use it to their advantage by smearing it on cave walls to confuse their prey |
1d6 GP | n/a | n/a | ||||||||
Troglodyte, Scavenger | Second | Primatives | Beastkin | Troglodyte | Ambusher | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Cosmopolitan | Subterranean, Ruins/Dungeon | 2 | 39 (28+2d10) | 23 (1.13 x20.8) | 4 | Medium (Upright) | 0 | -3 Hit; 3% Crit. (98+) | +1 Hit; 4% Crit. (97+) | -3 Hit; 3% Crit. (98+) | +1 Hit; 4% Crit. (97+) | AC 49; Armor 40; Dodge 9; Stiff 4 Chameleon Skin: Troglodytes have a limited ability to change the pigment and texture of thier skin to match various types of rock, making them naturally Sneaky in their home environments. If they remain motionless this grants them 3x the regular Sneaky Advantage (+9) |
Arcane 12; Elemental 28; Natural 24; Holy 12; Demonic 16; Mental 16 | Move 4; Str 14; Agil 6; Stam 14; Int 6; Wis 10; Avd 13; Per 10; Res 6; Init 12; Cha 2 | Proto-Draconic & Reptile "speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Darksight I: Can see in natural darkness at a range (in table top inches) equal to their Perception. In total darkness (no-light) everything appears as shades of grey while dim light allows for discernment of color. In bright light Perception is cut in half. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Plate, Laminar x4 plus Hide, Thick x8 | Bite (1d8+2) & various scavenged weapon (typ. Spatha 1d12 dam & Morningstar 1d8+2 dama) | Stench: Oily secretions from the Troglodytes body produce a foul stench that makes it difficult to concentrate when nearby. Treat as Disrupting Poison, passively applied as Aura II. After a successful Natural Resist targets are immune for 1 hour. Troglodytes are immune to the stench of thier own kind. |
Sneaky I: Can enter battle hidden & +3 Advantage to avoid being detected Aura I: Passive effects in 1" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Susceptible II (Light): -10 resistance to this type of damage/effects (typically already added) |
Troglodytes are aware of their tell tale scent and may use it to their advantage by smearing it on cave walls to confuse their prey |
1d6+4 GP | n/a | n/a | ||||||||
Tunnel Manits, Battle Mantis | Second | Beast | Arthropod | Tunnel Mantis | Brute | Adult | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Subterranean, Ruins/Dungeon | 3 | 44 (28+3d10) | 36 (1.74 x20.7) | 5 | Medium (Prone) | 0 | +7 Hit; 7% Crit. (94+) | +8 Hit; 7% Crit. (94+) | -5 Hit; 3% Crit. (98+) | +2 Hit; 5% Crit. (96+) | AC 63; Armor 48; Dodge 15 Acid Gland: On Death, all in base contact recieve 1 stack of Corrosive Ichor |
Arcane 6; Elemental 22; Natural 21; Holy 20; Demonic 20; Mental 13 | Move 6; Str 14; Agil 15; Stam 11; Int 3; Wis 10; Avd 15; Per 16; Res 10; Init 15; Cha 0 | Insect "Speech" & Hive communication | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tremorsense II (Earth): Can sense vibrations and movement through listed substances up to range of 2x Perception with +5 Advantage to Perception rolls |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Chitin, Hardened x6 | Acidic Mantis Claws x 2 (1d10, each attack inflicts 1 stack of Corrisive Ichor unless dodged) All attacks count as both Nature & Physical damage, Spiked Carapace: 3 damage (see Thorny) | Leaping Charge: Action, leap up to 3" & attack with both claws, if hitting 100% k.d. & immobilized until passing a Strength vs. Stamina test Vicious Swipe: Action, 1d10 dam, hits all in 0.5" radius, inflicts 1 stack of Corrisive Ichor |
Thorny III: Body is covered in natural thorns, bone spikes, or other sharp protrusions that cause 3 auto damage each time someone attacks in base contact Dual Damage (Physical & Acid): Typical or majority of attacks/skills count as two damage types Death Effect: Special ability or effect that is triggered immediately upon the death of the creature Immune (Acid): Immune to this type of damage and any associated effects |
Corrosive Ichor: -5 armor/stack (max 4 stacks), w/in 1hr roll %=reduction to see if armor is permanently damaged, neutralized by sunlight Relies on burrowers to create tunnels for it to travel through |
2d6 Raw Meat; 1d6 Carapace Spikes (small), can be temporarily attached to a shield for +3 shield blow damage (lasts for 1 battle); 30% chance to drop intact acid Gland (small) | Cunning & Insight | Exotic | n/a | ||||||
Tunnel Mantis, Burrower | Second | Beast | Arthropod | Tunnel Mantis | Burrower | Adult | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Subterranean, Ruins/Dungeon | 2 | 23 (14+2d8) | 30 (1.49 x20.1) | 4 | Small (Prone) | -2 | +7 Hit; 6% Crit. (95+) | +5 Hit; 6% Crit. (95+) | -7 Hit; 2% Crit. (99+) | 0 Hit; 4% Crit. (97+) | AC 49; Armor 33; Dodge 16 Acid Gland: On Death, all in base contact recieve 1 stack of Corrosive Ichor |
Arcane 4; Elemental 14; Natural 16; Holy 8; Demonic 13; Mental 11 | Move 6; Str 10; Agil 16; Stam 7; Int 2; Wis 9; Avd 16; Per 14; Res 4; Init 16; Cha 0 | Insect "Speech" & Hive communication | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tremorsense II (Earth): Can sense vibrations and movement through listed substances up to range of 2x Perception with +5 Advantage to Perception rolls |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Chitin, Light x5 plus Chitin, Hardened x1 | Acidic Mantis Claws x2 (1d8 dam, each attack inflicts 1 stack of Corrosive Ichor unless dodged) All attacks count as both Nature & Physical damage | Acid Spray: action, template, 1d6 dam & 1 stack of Corrosive Ichor to targets touched Acid Spit: action, rng16", single target, 1d10+1d6 dam, applies 1 stack of Corrosive Ichor |
Tunneler III: Can tunnel through ground at 2x movement, initial burrowing counts as an instant Dual Damage (Physical & Acid): Typical or majority of attacks/skills count as two damage types Death Effect: Special ability or effect that is triggered immediately upon the death of the creature Immune (Acid): Immune to this type of damage and any associated effects |
Acid Eruption: action, must be tunneling, when breaking surface treat as an AcidSpray w/in 2" radius of exit point Corrosive Ichor: -5 armor/stack (max 4 stacks), w/in 1hr roll %=reduction to see if armor is permanently damaged, neutralized by sunlight |
1d6 Raw Meat; 20% chance to drop intact acid Gland (small) | Cunning & Insight | n/a | n/a | ||||||
Tunnel Mantis, Hive Queen | Second | Beast | Arthropod | Tunnel Mantis | Magical | Queen | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Subterranean, Ruins/Dungeon | 10 | 226 (136+20d8) | 111 (2.03 x54.5) | 10 | Huge (Prone) | 4; Crushing Blow 4, Toughness 1, Reach +1 | +12 Hit; 9% Crit. (92+); +2 Damage | +17 Hit; 11% Crit. (90+) | +6 Hit; 7% Crit. (94+) | +11 Hit; 9% Crit. (92+) | AC 49; Armor 36; Dodge 13 |
Arcane 14; Elemental 32; Natural 28; Holy 12; Demonic 18; Mental 19 | Move 5; Str 18; Agil 13; Stam 16; Int 7; Wis 12; Avd 13; Per 18; Res 6; Init 13; Cha 0 | Insect "Speech" & Hive communication | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tremorsense III (Earth): Can sense vibrations and movement through listed substances up to range of 2x Perception with +8 Advantage to Perception rolls |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Chitin, Heavy x6 | Shriveled Claws x2 (1d6 dam each) All attacks count as both Nature & Physical damage | Advanced Hive Buzz (Aura 10' all in range have -20 to hit with Spirit/Faith abilities) |
Advanced Hive Mind blast: Single target, action, range 16", 2d20 Psionic Damage, inflicts 1 stack of Assimilate Advanced Hive Command: Action, all lesser mantis get a free move, inst & action on selected target |
Aura I: Passive effects in 1" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Dual Damage (Physical & Acid): Typical or majority of attacks/skills count as two damage types Death Effect: Special ability or effect that is triggered immediately upon the death of the creature Immune (Acid): Immune to this type of damage and any associated effects |
Assimilate: 1d6 dam/rnd 1 stack silenced, 2 fight closest target, 3 controlled by Hive Queen pass intellect test to shed 1 stack Upon death, Assimilate causes 1d6dam per stack then dissapears, Relies on burrowers to create tunnels for it to travel through |
100% chance to drop Hive Gland, +10 to hit with special abilites for 1 battle x2 | Cunning & Insight | n/a | n/a | |||||
Tunnel Mantis, Hiveling | Second | Beast | Arthropod | Tunnel Mantis | Burrower | Juvenile | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Subterranean, Ruins/Dungeon | 1 | 9 (5+1d6) | 17 (1.24 x13.6) | 3 | Tiny (Prone) | -4 | +7 Hit; 6% Crit. (95+); -1 Damage | +2 Hit; 5% Crit. (96+) | -9 Hit; 1% Crit. (100+) | -2 Hit; 3% Crit. (98+) | AC 47; Armor 30; Dodge 17 Acid Gland: On Death, all in base contact recieve 1 stack of Corrosive Ichor |
Arcane 2; Elemental 8; Natural 12; Holy 6; Demonic 11; Mental 9 | Move 5; Str 7; Agil 17; Stam 4; Int 1; Wis 8; Avd 17; Per 12; Res 3; Init 17; Cha 0 | Insect "Speech" & Hive communication | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tremorsense I (Earth): Can sense vibrations and movement through listed substances up to range of 1x Perception with +3 Advantage to Perception rolls |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Chitin, Light x6 | Mantis Claw x2 (1d4 dam each, +1 dam per 1" of leaping strike) All attacks count as both Nature & Physical damage | Leaping Strikes: action, can leap up to 3", attack with both claws on a single target & then return Ground Burst: instant, must be tunneling, when breaking surface causes knockdown w/in 1" if failing Dodge test |
Tunneler II: Can tunnel through ground at regular movement, initial burrowing counts as an instant Dual Damage (Physical & Acid): Typical or majority of attacks/skills count as two damage types Death Effect: Special ability or effect that is triggered immediately upon the death of the creature Immune (Acid): Immune to this type of damage and any associated effects |
Corrosive Ichor: -5 armor/stack (max 4 stacks), w/in 1hr roll %=reduction to see if armor is permanently damaged, neutralized by sunlight |
1d4 Raw Meat; 10% chance to drop intact acid Gland (small) | Cunning & Insight | n/a | n/a | ||||||
Tunnel Mantis, Overlord | Second | Beast | Arthropod | Tunnel Mantis | Magical | Adult | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Subterranean, Ruins/Dungeon | 6 | 95 (56+6d12) | 65 (1.86 x35) | 7 | Large (Prone) | 2; Crushing Blow 2 | +9 Hit; 8% Crit. (93+); +1 Damage | +13 Hit; 9% Crit. (92+) | +1 Hit; 5% Crit. (96+) | +6 Hit; 7% Crit. (94+) | AC 52; Armor 38; Dodge 14 |
Arcane 12; Elemental 28; Natural 25; Holy 18; Demonic 20; Mental 17 | Move 5; Str 17; Agil 14; Stam 14; Int 6; Wis 11; Avd 14; Per 18; Res 9; Init 14; Cha 0 | Insect "Speech" & Hive communication | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tremorsense III (Earth): Can sense vibrations and movement through listed substances up to range of 2x Perception with +8 Advantage to Perception rolls |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Chitin, Heavy x5 plus Chitin, Hardened x1 | Hardened Claws x 2: 1d12 dmg each, Block (+3) with each claw. All attacks count as both Nature & Physical damage | Hive Buzz: Aura 10' all in range have -10 to hit with Spirit/Faith abilities |
Hive Mind blast: single target, action, range 16", 2d10 Psionic Damage, inflicts 1 stack of Assimilate Hive Command: Action, all lesser mantis' get a free move & action on selected target |
Aura I: Passive effects in 1" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Dual Damage (Physical & Acid): Typical or majority of attacks/skills count as two damage types Death Effect: Special ability or effect that is triggered immediately upon the death of the creature Immune (Acid): Immune to this type of damage and any associated effects |
Assimilate: 1d6 dam/rnd 1 stack silenced, 2 fight closest target, 3 controlled by Overlord pass intellect test to shed 1 stack Upon death, Assimilate causes 1d6dam per stack then dissapears, Relies on burrowers to create tunnels for it to travel through |
3d6 Raw Meat, 60% chance to drop Hive Gland, +10 to hit with special abilites for 1 battle. | Cunning & Insight | n/a | n/a | |||||
Tyrannosaurus | Second | Beast | Reptile | Dinosaur | Brute | Adult | Theropod | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Plain, Hill | 4 | 129 (85+8d10) | 82 (2.35 x34.7) | 8 | Massive (Prone) | 8; Crushing Blow 8, Toughness 2, Reach +2 | +4 Hit; 6% Crit. (95+); +3 Damage | +6 Hit; 6% Crit. (95+) | -5 Hit; 3% Crit. (98+) | +2 Hit; 5% Crit. (96+) | AC 37; Armor 28; Dodge 9 |
Arcane 4; Elemental 34; Natural 26; Holy 14; Demonic 16; Mental 11 | Move 10; Str 21; Agil 11; Stam 17; Int 2; Wis 9; Avd 9; Per 13; Res 7; Init 12; Cha 1 | Reptile "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scales, Thick x7 | Bite (3d10+20, -20 armor Piercing) | Tailswipe (4d6 dam, see Trait) |
Ferocious Roar (instant, all targets in a frontal arc within hearing range must pass a resolve test or become Vulnerable until their next turn, at which point they must move directly away at full speed) |
Trample IV: 4d6 dam, does not effect targets of equal size or larger than the creature Tailswipe IV: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 6" knockback on targets of lesser size Armor Piercing IV: some or all primary attacks have -20 armor |
5d10 Raw Meat | Dominance & Cunning | n/a | Orcs (+2) & Half-Orcs (+1), Wild & High Elves (-2), Half-elves, Gnomes, Halflings (-1) | |||||
Unicorn | Second | Fey | Mammal | Equine | Magical | Adult | yes | Realm (Wonders), Alignment (Good), Polarity (Balance) | Tropical/Temperate | Forest/Jungle, Plain | 2 | 39 (26+2d12) | 24 (1.6 x14.9) | 4 | Large (Prone) | 2; Crushing Blow 2 | +5 Hit; 6% Crit. (95+); +1 Damage | +7 Hit; 6% Crit. (95+) | -3 Hit; 3% Crit. (98+) | +4 Hit; 5% Crit. (96+) | AC 16; Armor 9; Dodge 7 Can wear up to Plate Armor |
Arcane 12; Elemental 26; Natural 26; Holy 20; Demonic 23; Mental 19 | Move 8; Str 15; Agil 14; Stam 13; Int 6; Wis 13; Avd 7; Per 16; Res 10; Init 14; Cha 5 | Equine "Speech", Common & Telepathy | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Rejuvenating: When its Substance or physical form is destroyed in the Realm of Strife its Spirit and/or Soul lives on, either returning to its Realm of Origin or being anchored within some form of physical object or remains, allowing it to take physical form again (see Extra for details). This effectively makes the creature immortal unless slain within its own Realm of Origin or if the anchored object is destroyed before it can reform itself. |
Fur/Hair x6 plus Fur, Coarse/Dense x1 | Hoof (1d12) & Horn (1d6) Can surrender horn attack to auto cast dispel magic/cure disease/revmove curse, must touch | Anti-magic: Action, automatically blocks the next spirit power used against the Unicorn and/or its rider (once/battle) |
Trample II: 2d6 dam, does not effect targets of equal size or larger than the creature Mule Kick II: if engaged in close combat in both front and back, may make an extra (2d6 dam) rear arc melee attack |
0-1 Unicorn Horn (Small); 0-1 Manastone | Affection & Insight | Exotic, can't be broken (must willingly choose to be used as a mount) | Wild & High Elves (+2), Humans (+1), Half Orcs (-3) Orcs (-2), Half-Elves, Minotaurs, Centaurs & Kayden (-1) | |||||||
White Dragon | Second | Dragonkind | Chromatic Dragon | Dragon | White | Magical | Dragon | yes | Realm (Stillness), Alignment (Evil), Polarity (Order) | Arctic/Temperate | Mountain, Subterranean | 15 | 437 (272+30d10) | 453 (4.7 x96.4) | 20 | Massive (Prone) | 8; Crushing Blow 8, Toughness 2, Reach +2 | +22 Hit; 14% Crit. (87+); +2 Damage | +20 Hit; 13% Crit. (88+) | +22 Hit; 29% Crit. (72+) | +20 Hit; 13% Crit. (88+) | AC 91; Armor 80; Dodge 11 Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 36; Elemental 34; Natural 33; Holy 32; Demonic 32; Mental 34 | Move 10; Str 19; Agil 18; Stam 17; Int 18; Wis 16; Avd 11; Per 16; Res 16; Init 16; Cha 17 | Draconic (Dragon Tongue), Aquan, Common & Minotaurian | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Dragon x8 | Bite (3d8+8) & Claw x2 (3d6) + Tailswipe (2d8+4 damage) | Frost Breath IV: 4d10+4 Frost Damage, targets are Slowed for 3 rounds |
Can use up to Tier 5 Frost Powers (per day use: T5 x3, T4 x4, T3 x5, T2 x6, T1 x7, T0 unlimited) |
Immune (Frost): Immune to this type of damage and any associated effects Affinity II (Water): +10% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath IV: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits a 12" length by width cone, use Ranged attack modifiers +10 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe III: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 4" knockback on targets of lesser size Fearsome: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes or otherwise vents volatile energy upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius |
Can shapeshift into creatures of a lesser threat rating (preferred forms are: Humans, Minotaur) |
5d10 Everice | n/a | n/a | |||||
White Dragon Consort/Lord | Second | Dragonkind | Chromatic Dragon | Dragon | White | Magical | Consort/Lord | yes | Realm (Stillness), Alignment (Evil), Polarity (Order) | Arctic/Temperate | Mountain, Subterranean | 17 | 698 (477+34d12) | 824 (6.05 x136.3) | 28 | Gargantuan (Prone) | 16; Crushing Blow 16, Toughness 4, Reach +3 | +24 Hit; 15% Crit. (86+); +3 Damage | +23 Hit; 14% Crit. (87+) | +25 Hit; 35% Crit. (66+) | +24 Hit; 15% Crit. (86+) | AC 99; Armor 88; Dodge 11 Lair Action x2: May use up to two unique special Lair Actions at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 38; Elemental 36; Natural 36; Holy 34; Demonic 35; Mental 37 | Move 11; Str 20; Agil 18; Stam 18; Int 19; Wis 18; Avd 11; Per 17; Res 17; Init 17; Cha 19 | Draconic (Dragon Tongue), Aquan, Common & Minotaurian | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Elder Dragon x8 | Bite (3d10+10) & Claw x2 (2d10+4) + Tailswipe (2d10+4 damage) | Frost Breath V: 4d12+6 Frost Damage, targets are Slowed for 3 rounds |
Can use up to Tier 6 Frost Powers (per day use: T6 x3, T5 x4, T4 x5, T3 x6, T2 x7, T1 x8, T0 unlimited) |
Immune (Frost): Immune to this type of damage and any associated effects Affinity III (Water): +15% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath V: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits a 16" length by width cone, use Ranged attack modifiers +15 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe IV: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 6" knockback on targets of lesser size Terrifying: Enemies must pass a Resolve test to move towards the creature and if it moves into base contact with a foe they must pass a Resolve test or immediately flee their full move directly away (treat as Feared & Frightened). Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes or otherwise vents volatile energy upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius |
Can shapeshift into creatures of a lesser threat rating (preferred forms are: Humans, Minotaur) |
6d12 Everice | n/a | n/a | |||||
Ghoul, Wild | False | Undead | Turned | Ghoul | Wild | Pack Hunter | wild | Unturned | yes | Realm (Strife), Alignment (Evil), Polarity (Chaos) | Cosmopolitan | Ruins/Dungeon, Rural | 2 | 27 (16+2d10) | 18 (1.94 x9.4) | 3 | Medium (Upright) | 0 | +6 Hit; 6% Crit. (95+) | +1 Hit; 4% Crit. (97+) | -5 Hit; 2% Crit. (99+) | -3 Hit; 3% Crit. (98+) | AC 11; Armor 3; Dodge 8 |
Arcane 8; Elemental 26; Natural 14; Holy 0; Demonic 70; Mental 10 | Move 4; Str 12; Agil 15; Stam 8; Int 4; Wis 6; Avd 8; Per 10; Res 14; Init 8; Cha 1 | Speaks the same languages it did before it was turned | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Extra Sense III (Rotten Flesh): Can non-visually sense the listed property at a range (in table top inches) equal to 2x Perception with +8 Advantage to Perception rolls |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth x3 | Claw x2 (2d4+2 damage) | Gorge (action, target must be knocked down, immobilized, or incapacitated, deals 2d8+4 damage and converts 50% of damage dealt into HP), Rancid Ichor (Ghouls claws are perpetually coated in filth from the rotten corpses they eat, this causes Infected Wounds which immbolize effected targets for 1 round or 1 minute outside of combat) |
Undead: Does not eat, sleep, tire, breathe, or bleed (immune to any effect related to these). Counts as Implacable and Immune to stun, fear, poison, disease. Holy and life based healing powers cause damage instead of healing. +50 Demonic Resistance & -30 Holy Resistance (already added). Sensitivity to Holy (double damage). Typically destroyed if reaching 0 HP. Soulbound: The soul of this creature of the Third Creation is bound to a lifeless husk or construct, giving it the capacity for will and ambition Toughness II: Negates all incoming damage by 2 Resistant II (Elemental): +10 resistance to this type of damage/effects (typically already added) Pack Hunting II: +1 dam & +1 Resolve for every other packhunter of that type w/in 10" (Max +6) Infected Wounds: Sucessful wounds inflict disease or disease-like effects, requiring an immediate natural resist check, immune for up to a day if passing |
rotten flesh | n/a | n/a | ||||||
Viper | Second | Beast | Reptile | Serpent | Disabler | Adult | Adder/Mamba | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Swamp, Forest/Jungle | 1 | 14 (9+1d8) | 7 (1.04 x6.8) | 2 | Small (Prone) | -2 | +7 Hit; 6% Crit. (95+) | +7 Hit; 6% Crit. (95+) | -8 Hit; 1% Crit. (100+) | -1 Hit; 4% Crit. (97+) | AC 31; Armor 15; Dodge 16 |
Arcane 4; Elemental 12; Natural 15; Holy 6; Demonic 12; Mental 11 | Move 5; Str 8; Agil 17; Stam 6; Int 2; Wis 9; Avd 16; Per 17; Res 3; Init 16; Cha 1 | Reptile "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scales, Heavy x5 | Bite (1d6 dam, inflicts simple crippling poison) | Poison I: Uses Simple poisons Swimmer I: 2x movement while in water |
1d6 Raw Meat; 0-2 Simple Crippling Poison Glands | Cunning & Force | n/a | n/a | |||||||
Void Horror | Second | Denizen | Arcanid | Void Creature | Brute | Regular | yes | Realm (The Void), Alignment (Evil), Polarity (Chaos) | Extra Planar | Ruins/Dungeon, Subterranean | 10 | 155 (90+10d12) | 43 (1.38 x31.1) | 6 | Large (Upright) | 2; Crushing Blow 2 | +14 Hit; 10% Crit. (91+); +1 Damage | +15 Hit; 10% Crit. (91+) | +5 Hit; 7% Crit. (94+) | +5 Hit; 7% Crit. (94+) | AC 15; Armor 0; Dodge 15 |
Arcane 12; Elemental 30; Natural 21; Holy 30; Demonic 21; Mental 12 | Move 5; Str 15; Agil 15; Stam 15; Int 6; Wis 6; Avd 15; Per 16; Res 15; Init 10; Cha 0 | understands Voidspeak but cannot speak it | Blind: This creature is naturally or otherwise blind and must rely solely on other senses. When outside the range of its other senses, it automatically fails any Perception test Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Amorphous: Corporeal, but with no clearly defined shape/form; Only takes half damage from physical attacks; can fit through almost any space; treats all sides as frontal arc; can passively hide until taking action (often appearing a puddle or patch of moisture) |
Horrific Pseudopod: 2d8+4 Shadow & Physical damage , Reach 2. Will form as many pseudopods as is required to successfully hit twice each round. Causes Horrific Wounds. | Horrific Wounds: Any successful hit inflicts Fear on the target if it fails a Resolve test, with Disadvantage equal to the number of Pseudopods formed that turn Reconstitution: at the start of each of its own turns, the Void Horror heals 1d100% of the last wound it received, unless that wound was caused by Light or Solar damage |
Terrifying: Enemies must pass a Resolve test to move towards the creature and if it moves into base contact with a foe they must pass a Resolve test or immediately flee their full move directly away (treat as Feared & Frightened). Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Dual Damage (Physical & Dark): Typical or majority of attacks/skills count as two damage types Immune (Dark): Immune to this type of damage and any associated effects Sensitivity (Light): Incoming damage of this type is doubled |
3d6 Dark Matter | Thought to to be the congealed essense of the void itself, Void horrors are a towering amorphous mass of thick and oily darkness. Its ever changing form shambles across the battlefield in awkward and haphazard movements, with numerous tentacle like pseudopods springing out of its body to strike a relentless series of blows. It's assault will not cease until it is satisfied that it has inflicted its horrific wounds. A void horror inspires fear with its very presence and is terrifying to behold. | n/a | n/a | ||||||||
Void Spider | Second | Denizen | Arcanid | Void Creature | Ambusher | Regular | yes | Realm (The Void), Alignment (Neutral), Polarity (Chaos) | Extra Planar | Ruins/Dungeon, Subterranean | 3 | 37 (20+3d10) | 31 (1.65 x18.5) | 5 | Medium (Prone) | 0 | +6 Hit; 6% Crit. (95+); +1 Damage | +10 Hit; 8% Crit. (93+) | -1 Hit; 4% Crit. (97+) | -4 Hit; 3% Crit. (98+) | AC 38; Armor 24; Dodge 14 Shadow Blend: Treat as invisible when in shadows or darkness; Shadow Chitin: in addition to granting Armor, chitin also grants +1 Arcane Resist per slot, already added |
Arcane 18; Elemental 16; Natural 12; Holy 32; Demonic 20; Mental 11 | Move 6; Str 15; Agil 14; Stam 8; Int 7; Wis 4; Avd 14; Per 18; Res 16; Init 16; Cha 0 | understands Voidspeak but cannot speak it | Darksight II: Can see in natural darkness at a range (in table top inches) equal to 2x their Perception. In total darkness (no-light) everything appears as shades of grey while dim light allows for discernment of color. In bright light Perception is cut in half. Tremorsense I (In Shadows): Can sense vibrations and movement through listed substances up to range of 1x Perception with +3 Advantage to Perception rolls |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Chitin, Heavy x4 | Bite: 4d6 Shadow & Physical damage. Inflicts complex Void poison (2d6 damage & Silence for up to 4 rounds) using lesser of Natural or Arcane resist. | Poison Spit: Action. Spits a 0.5" radius glob of Void poison as ranged attack up to 10" away. Persists on the battlefield until exposed to sunlight. Inflicts or refreshes void poison effects if touched |
Shadow Climb: Passive. Can climb shadows as if they were a physical substance |
Poison II: Uses Complex poisons Sneaky II: Can enter battle hidden, moves at full speed while hidden & +3 Advantage to avoid being detected Climber I: +5 Advantage when attempting to climb or cling to almost any surface Immune (Dark): Immune to this type of damage and any associated effects Sensitivity (Light): Incoming damage of this type is doubled Dual Damage (Physical & Dark): Typical or majority of attacks/skills count as two damage types |
2d6 Dark Matter | Void spiders are as black as shadow itself, making them effectively invisible while in darkness. The only giveaway being thier eight glowing red eyes, all octagons of various sizes, which they only open when not relying on their unique form of Tremorsense. When seen in the light, their shape resembles that of a giant spider, but with segmented body parts taking on polyhedral shapes, with joints appearing to be little more than loosely touching vertices. They don't spin webs like traditional spiders but use shadows in much the same way, climbing them as if it was a physical substance and easily sensing movement or vibrations within an area of shadow they occupy. This makes them well suited to ambushing unwary prey from the shadows, poisoning and devouring them with their vicious polyhedral fangs. | n/a | n/a | ||||||
Sky Giant Wizard | Second | Primatives | Giantkind | Giant | Sky | Wizard | Regular | Cloud Giant | yes | Realm (Storms), Alignment (Neutral), Polarity (Chaos) | Cosmopolitan | Sky, Mountain | 13 | 311 (194+26d8) | 182 (1.92 x94.9) | 12 | Huge (Upright) | 4; Crushing Blow 4, Toughness 1, Reach +1 | +15 Hit; 11% Crit. (90+); +2 Damage | +14 Hit; 11% Crit. (90+) | +14 Hit; 16% Crit. (85+) | +16 Hit; 11% Crit. (90+) | AC 29; Armor 24; Dodge 5 Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their bjerg citadel or other such lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 24; Elemental 36; Natural 32; Holy 36; Demonic 32; Mental 26 | Move 6; Str 18; Agil 13; Stam 18; Int 12; Wis 14; Avd 5; Per 12; Res 18; Init 10; Cha 16 | Giant, Common, & Auran | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth, Ironweave x8 | Giant Celestial Greathammer: 6d6 phys. damage +8 celestial damage, stun 12%, Crushing blow 4, re-roll first miss each round. Can attack twice if using only a basic attack action (Extra Attack I). | Hurl Meteorite: May sacrifice one of two basic attacks to call down a meteorite (Rng: 24, 2" radius, 2d10+4 physical damage & 1d4+6 celestial damage, targets are Slowed for 1 round). |
Can use up to Tier 5 Wind & Celestial Powers (per day use: T5 x1, T4 x2, T3 x3, T2 x4, T1 x5, T0 unlimited) typ. instants: Levitate (T5), Good Fortune (T4), Celestial Divination (T3), Imbue: Quicken (T2), Disperse Magic (T1) typ. actions: Cyclone (T5), Starfire (T4), Updraft (T3), Tranquil Breeze (T2), Whirlwind (T1) |
Extra Attacks I: Potential for up to 1 extra attack, typically requires certain conditions to be met Trample II: 2d6 dam, does not effect targets of equal size or larger than the creature Affinity I (Wind Powers): +5% Critical Hit with a given non-physical damage type (typically already added) Affinity I (Celestial Powers): +5% Critical Hit with a given non-physical damage type (typically already added) Willpower II: twice per day, may elect at any time (even if crit hit) to auto resist a single faith/spirit power |
Brute Magic: Add melee damage bonuses to casting damage. Claustrophobia: Sky giants become irrationally aggressive if they cannot see the sky or stand at their full height. When in this state they suffer -3 disadvantage on all stat tests, gain +3 damage and will do almost anything to make themselves more comfortable, such as smashing through a ceiling or causing a cave in. |
3d8 Aether + 1d8 Stardust | At an average height of 22 feet and with their fortresses built in the clouds, sky giants tower over most of giantkind and seeg themselves as the pinnacle of giant culture. They are only rivalled by the mighty sea giants, often a great point of contention. They possess pale skin with tones of blue or purple, and wispy white, grey or blue hair. Only the wisest and oldest sky giants become wizards, with command over the winds and a deep understanding of the celestial mysteries of the universe. | n/a | n/a | |||
Sky Giant Countess | Second | Primatives | Giantkind | Giant | Sky | Wizard | Countess | Cloud Giant | yes | Realm (Storms), Alignment (Neutral), Polarity (Chaos) | Cosmopolitan | Sky, Mountain | 16 | 378 (234+32d8) | 235 (1.92 x122.5) | 14 | Huge (Upright) | 4; Crushing Blow 4, Toughness 1, Reach +1 | +18 Hit; 12% Crit. (89+); +2 Damage | +17 Hit; 12% Crit. (89+) | +18 Hit; 17% Crit. (84+); +4 Damage | +20 Hit; 13% Crit. (88+) | AC 29; Armor 24; Dodge 5 Lair Action x2: May use a special Lair Action at the top of every non-ambush turn when fighting within their cloud castle or other such lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 26; Elemental 36; Natural 33; Holy 38; Demonic 34; Mental 28 | Move 6; Str 18; Agil 13; Stam 18; Int 13; Wis 15; Avd 5; Per 12; Res 19; Init 10; Cha 17 | Giant, Common, & Auran | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth, Ironweave x8 | Giant Celestial Greathammer: 6d6 phys. damage +8 celestial damage, stun 12%, Crushing blow 4, re-roll first miss each round. Can attack twice if using only a basic attack action (Extra Attack I). | Hurl Meteorite: May sacrifice one of two basic attacks to call down a meteorite (Rng: 24, 2" radius, 2d10+4 physical damage & 1d4+6 celestial damage, targets are Slowed for 1 round). |
Can use up to Tier 6 Wind & Celestial Powers (per day use: T6 x1, T5 x2, T4 x3, T3 x4, T2 x5, T1 x6, T0 unlimited) typ. instants: Change of Fates (T6), Levitate (T5), Good Fortune (T4), Celestial Divination (T3), Imbue: Quicken (T2), Disperse Magic (T1) typ. actions: Comet (T6), Cyclone (T5), Starfire (T4), Updraft (T3), Tranquil Breeze (T2), Whirlwind (T1) |
Extra Attacks I: Potential for up to 1 extra attack, typically requires certain conditions to be met Trample II: 2d6 dam, does not effect targets of equal size or larger than the creature Affinity I (Wind Powers): +5% Critical Hit with a given non-physical damage type (typically already added) Affinity I (Celestial Powers): +5% Critical Hit with a given non-physical damage type (typically already added) Willpower II: twice per day, may elect at any time (even if crit hit) to auto resist a single faith/spirit power |
Brute Magic: Add melee damage bonuses to casting damage. Claustrophobia: Sky giants become irrationally aggressive if they cannot see the sky or stand at their full height. When in this state they suffer -3 disadvantage on all stat tests, gain +3 damage and will do almost anything to make themselves more comfortable, such as smashing through a ceiling or causing a cave in. Wrists and head armor slots have Superior Air Power and Celestial Power enchants (+4 spell power to each, already added). |
3d8 Aether + 1d8 Stardust | At an average height of 22 feet and with their fortresses built in the clouds, sky giants tower over most of giantkind and seeg themselves as the pinnacle of giant culture. They are only rivalled by the mighty sea giants, often a great point of contention. They possess pale skin with tones of blue or purple, and wispy white, grey or blue hair. Only the wisest and oldest sky giants become wizards, with command over the winds and a deep understanding of the celestial mysteries of the universe. | n/a | n/a | |||
Vrock, Greater | Abomination | Demon | Sin | Vrock | Support, Aerial | Greater | Demon of Anger | yes | Realm (Hell), Alignment (Evil), Polarity (Chaos) | Extra Planar | Hill, Subterranean | 12 | 218 (140+12d12) | 102 (1.6 x63.4) | 9 | Large (Upright) | 2; Crushing Blow 2 | +14 Hit; 10% Crit. (91+); +3 Damage | +16 Hit; 11% Crit. (90+) | +19 Hit; 12% Crit. (89+) | +14 Hit; 20% Crit. (81+) | AC 40; Armor 30; Dodge 10 |
Arcane 36; Elemental 50; Natural 43; Holy 28; Demonic 27; Mental 31 | Move 4; Str 20; Agil 13; Stam 20; Int 18; Wis 13; Avd 10; Per 15; Res 14; Init 14; Cha 6 | Common & Demonic, also understand Angelic but would never speak it | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Extra Sense II (Anger): Can non-visually sense the listed property at a range (in table top inches) equal to 2x Perception with +5 Advantage to Perception rolls Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Rejuvenating: When its Substance or physical form is destroyed in the Realm of Strife its Spirit and/or Soul lives on, either returning to its Realm of Origin or being anchored within some form of physical object or remains, allowing it to take physical form again (see Extra for details). This effectively makes the creature immortal unless slain within its own Realm of Origin or if the anchored object is destroyed before it can reform itself. |
Hide, Rugged x8 plus Feathers, Thick x3 | Clawsx2 (1d12) & Beak (1d8) | Boiling Anger: passive, every time the Vrock takes damage it summons 3 orbiting balls of Hellfire blood, can stack a maximum of 20 times Anger Unleashed: action, launch up to 6 balls of Hellfire blood at any number of targets, range = 12", LoS missle, 1d12 Hellfire dam each |
Sensitivity (Holy): Incoming damage of this type is doubled Resistant I (Elemental): +5 resistance to this type of damage/effects (typically already added) Resistant I (Natural): +5 resistance to this type of damage/effects (typically already added) Affinity I (Demonic): +5% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Dual Damage (Hellfire_: Typical or majority of attacks/skills count as two damage types |
Hell Powers: Possession, Torment Flesh, Thrive on Pain, Hell Bolt |
2d6 Demon Blood, 1d6+2 Minor Fury Potion | n/a | n/a | ||||||
Vrock, Imp | Abomination | Demon | Sin | Vrock | Support, Aerial | Imp | Demon of Anger | yes | Realm (Hell), Alignment (Evil), Polarity (Chaos) | Extra Planar | Hill, Subterranean | 2 | 29 (20+2d8) | 16 (1.18 x13.5) | 3 | Small (Upright) | -2 | +8 Hit; 7% Crit. (94+) | +6 Hit; 6% Crit. (95+) | +1 Hit; 4% Crit. (97+) | -4 Hit; 3% Crit. (98+) | AC 34; Armor 14; Dodge 20 |
Arcane 20; Elemental 20; Natural 15; Holy 12; Demonic 11; Mental 15 | Move 3; Str 10; Agil 17; Stam 10; Int 10; Wis 5; Avd 20; Per 15; Res 6; Init 10; Cha 2 | Common & Demonic, also understand Angelic but would never speak it | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Extra Sense I (Anger): Can non-visually sense the listed property at a range (in table top inches) equal to 1x Perception with +3 Advantage to Perception rolls Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Rejuvenating: When its Substance or physical form is destroyed in the Realm of Strife its Spirit and/or Soul lives on, either returning to its Realm of Origin or being anchored within some form of physical object or remains, allowing it to take physical form again (see Extra for details). This effectively makes the creature immortal unless slain within its own Realm of Origin or if the anchored object is destroyed before it can reform itself. |
Hide, Rough x8 plus Feathers, Thick x3 | Claws x2 (1d6) & Beak (1d4) | Boiling Anger: passive, every time the Vrock takes damage it summons 1 orbiting ball of Hellfire blood, can stack a maximum of 20 times Anger Unleashed: action, launch up to 2 balls of Hellfire blood at any number of targets, range = 12", LoS missle, 1d8 Hellfire dam each |
Sensitivity (Holy): Incoming damage of this type is doubled Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Dual Damage (Hellfire_: Typical or majority of attacks/skills count as two damage types |
Hell Powers: Possession, Torment Flesh, Thrive on Pain, Hell Bolt |
1d4 Demon Blood, 0-1 Minor Fury Potion | The Vrock are Demons of Anger, and possess large wings and vulture like heads. Their pale skinned bodies are usually dressed in tattered clothing, giving them an overall look of a carrion creature. But as frightenign as their form is, it holds nothing compared to the unbridaled rage they exude. Even their very blood burns with anger, something they sue to their advantage in combat. Vrock often wade into the thick of battle with thier viciously long claws, but only that they might sustain injuries and fuel their rage. As their blood leaes their body it cataches flame and swirls around them. Once thye are satisfied they take to teh skies and launch their own burnign blood as deadly projectiles. This makes them highly versatile as an aerial support unit. When not fighting, which is seldom enough, they spend their days enticing mortals to ever grat outbursts of uncontrable anger, leading down a dark and violent path from which their is usually no return. | n/a | n/a | |||||
Vrock, Lesser | Abomination | Demon | Sin | Vrock | Support, Aerial | Lesser | Demon of Anger | yes | Realm (Hell), Alignment (Evil), Polarity (Chaos) | Extra Planar | Hill, Subterranean | 7 | 106 (68+7d10) | 56 (1.56 x35.8) | 6 | Medium (Upright) | 0 | +11 Hit; 9% Crit. (92+); +1 Damage | +11 Hit; 9% Crit. (92+) | +10 Hit; 8% Crit. (93+) | +5 Hit; 12% Crit. (89+) | AC 37; Armor 22; Dodge 15 |
Arcane 28; Elemental 35; Natural 29; Holy 20; Demonic 19; Mental 23 | Move 4; Str 15; Agil 15; Stam 15; Int 14; Wis 9; Avd 15; Per 15; Res 10; Init 12; Cha 4 | Common & Demonic, also understand Angelic but would never speak it | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Extra Sense I (Anger): Can non-visually sense the listed property at a range (in table top inches) equal to 1x Perception with +3 Advantage to Perception rolls Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Rejuvenating: When its Substance or physical form is destroyed in the Realm of Strife its Spirit and/or Soul lives on, either returning to its Realm of Origin or being anchored within some form of physical object or remains, allowing it to take physical form again (see Extra for details). This effectively makes the creature immortal unless slain within its own Realm of Origin or if the anchored object is destroyed before it can reform itself. |
Hide, Thick x8 plus Feathers, Thick x3 | Claws x2 (1d8) & Beak (1d6) | Boiling Anger: passive, every time the Vrock takes damage it summons 2 orbiting balls of Hellfire blood, can stack a maximum of 20 time0;s Anger Unleashed: action, launch up to 4 balls of Hellfire blood at any number of targets, range = 12", LoS missle, 1d10 Hellfire dam each |
Sensitivity (Holy): Incoming damage of this type is doubled Resistant II (Elemental): +10 resistance to this type of damage/effects (typically already added) Resistant II (Natural): +10 resistance to this type of damage/effects (typically already added) Affinity II (Demonic): +10% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Dual Damage (Hellfire_: Typical or majority of attacks/skills count as two damage types |
Hell Powers: Possession, Torment Flesh, Thrive on Pain, Hell Bolt |
1d6 Demon Blood, 1d4 Minor Fury Potion | n/a | n/a | ||||||
War Horse, Heavy | Second | Beast | Mammal | Equine | War Horse | Herd | Adult | Destrier | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Cosmopolitan | Urban, N/A | 2 | 41 (28+2d12) | 17 (1.64 x10.4) | 3 | Large (Prone) | 2; Crushing Blow 2 | +3 Hit; 5% Crit. (96+); +1 Damage | +7 Hit; 6% Crit. (95+) | -5 Hit; 2% Crit. (99+) | +1 Hit; 4% Crit. (97+) | AC 15; Armor 9; Dodge 6 Can wear up to Plate Armor |
Arcane 8; Elemental 28; Natural 24; Holy 20; Demonic 20; Mental 14 | Move 8; Str 16; Agil 12; Stam 14; Int 4; Wis 10; Avd 6; Per 16; Res 10; Init 14; Cha 3 | Equine "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Fur/Hair x6 plus Fur, Coarse/Dense x1 | Hoof (1d12) | Trample III: 3d6 dam, does not effect targets of equal size or larger than the creature Mule Kick III: if engaged in close combat in both front and back, may make an extra (3d6 dam) rear arc melee attack Domesticated: cannot be "summoned" with Beast Calling |
3d6 Raw Meat | Affection & Will | Normal | Humans (+1) & Halflings (+1) | ||||||
War Horse, Light | Second | Beast | Mammal | Equine | War Horse | Herd | Adult | Courser | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Cosmopolitan | Urban, N/A | 2 | 39 (26+2d12) | 14 (1.45 x9.8) | 3 | Large (Prone) | 2; Crushing Blow 2 | +4 Hit; 5% Crit. (96+); +1 Damage | +7 Hit; 6% Crit. (95+) | -5 Hit; 2% Crit. (99+) | +1 Hit; 4% Crit. (97+) | AC 17; Armor 9; Dodge 8 Can wear up to Plate Armor |
Arcane 8; Elemental 26; Natural 23; Holy 20; Demonic 20; Mental 14 | Move 8; Str 15; Agil 13; Stam 13; Int 4; Wis 10; Avd 8; Per 16; Res 10; Init 14; Cha 3 | Equine "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Fur/Hair x6 plus Fur, Coarse/Dense x1 | Hoof (1d10) | Trample II: 2d6 dam, does not effect targets of equal size or larger than the creature Mule Kick II: if engaged in close combat in both front and back, may make an extra (2d6 dam) rear arc melee attack Domesticated: cannot be "summoned" with Beast Calling |
3d6 Raw Meat | Affection & Will | Normal | Humans (+1) & Halflings (+1) | ||||||
Warg | Second | Beast | Mammal | Canine | Pack Hunter | Adult | yes | Realm (Eden), Alignment (Evil), Polarity (Balance) | Arctic/Temperate | Hill, Forest/Jungle | 2 | 37 (24+2d12) | 15 (1.21 x12.3) | 3 | Large (Prone) | 2; Crushing Blow 2 | +6 Hit; 6% Crit. (95+); +1 Damage | +5 Hit; 6% Crit. (95+) | -7 Hit; 2% Crit. (99+) | 0 Hit; 4% Crit. (97+) | AC 35; Armor 21; Dodge 14 Can wear up to Mail Armor, Max Double Layer |
Arcane 4; Elemental 24; Natural 21; Holy 12; Demonic 15; Mental 11 | Move 9; Str 15; Agil 15; Stam 12; Int 2; Wis 9; Avd 14; Per 14; Res 6; Init 14; Cha 1 | Canine "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Fur, Coarse/Dense x7 | Bite: 1d10 damage | Pack Hunting I: +1 dam & +1 Resolve for every other packhunter of that type w/in 10" (Max +3) Execution I: When opponent is at less than or equal to 10% health all damage is max damage |
Typically hunts in packs of 3-6 |
3d6 Raw Meat | Dominance & Force | Normal | Orcs & Goblins (+2) & Half-Orcs (+1), Wild & High Elves (-2), Half-elves, Gnomes, Halflings (-1) | |||||||
Metallic Elemental, Spawn | Second | Denizen | Elemental | Volatile Elemental | Metallic | Spawn | yes | Realm (The Forge), Alignment (Neutral), Polarity (Order) | Extra Planar | Mountain, Subterranean | 2 | 25 (18+2d6) | 21 (1.46 x14.2) | 4 | Tiny (Upright) | -4 | +4 Hit; 15% Crit. (86+); +1 Damage | -5 Hit; 2% Crit. (99+) | -6 Hit; 7% Crit. (94+) | -5 Hit; 2% Crit. (99+) | AC 24; Armor 18; Dodge 6 Can appear as a inanimate metal statue (of appropriate size) at will |
Arcane 6; Elemental 24; Natural 16; Holy 26; Demonic 17; Mental 7 | Move 2; Str 15; Agil 13; Stam 12; Int 3; Wis 4; Avd 6; Per 4; Res 13; Init 4; Cha 3 | Elemental Tongue & Terran | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tremorsense I (Earth): Can sense vibrations and movement through listed substances up to range of 1x Perception with +3 Advantage to Perception rolls |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Hide, Hard Metallic x2 | Razor Slash x2 (1d8 physical melee attack, -5 armor peircing, on wound inflicts 1d2 Bleed effect stacks) | Instead of attacking, can temporarily (1 rnd) change its form to fluidic metal, becoming immune to all forms of physical damage and allowing it fit through almost any space. Any enemy target it touches while in its fluid form automatically gains 1 volatile metal Agglomerate stacks |
Earth Glide: Instant. Can pass through solid stone, dirt, or any other type of earth at 2x movement speed this round. Does not leave behind a tunnel, hole, or any other indication of its presence Spells: Imbue Lacerate (T1 Imbue Instant) |
Caster I: Unlimited used of Tier1 Powers Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes or otherwise vents volatile energy upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius Hardened (Physical): Incoming damage of this type is reduced by half Immune II (Earth & Fire): Immune to these types of damage and any associated effects Sensitivity II (Caustic & Storm): Incoming damage of these types is doubled Immovable: Immune to knockdown, knockback, or knockup effects Toughness I: Negates all incoming damage by 1 Armor Piercing I: some or all primary attacks have -5 armor |
Immune to Earth & Fire/Heat Hardened to Physical Damage (50%) even if enchanted, unless hit by Fire/Heat effects within the last round Sensitive to Caustic & Storm Damage (2x dam) If maintaining contact with a source of metal that is smaller or weaker that itself, the Metallic elemental absorbs it into its own form and heals for 1d6 HP (this includes other elementals of lesser rank or less HP) |
1d4 Thaumatite Ore | n/a | n/a | ||||||
Weasel | Second | Beast | Mammal | Vermin | Burrower | Adult | Mongoose | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Cosmopolitan | Subterranean, Forest/Jungle | 1 | 10 (6+1d6) | 6 (1.02 x5.9) | 1 | Tiny (Prone) | -4 | +8 Hit; 7% Crit. (94+); -1 Damage | +6 Hit; 6% Crit. (95+) | -6 Hit; 2% Crit. (99+) | +1 Hit; 4% Crit. (97+) | AC 24; Armor 6; Dodge 18 |
Arcane 8; Elemental 10; Natural 16; Holy 16; Demonic 19; Mental 15 | Move 6; Str 6; Agil 18; Stam 5; Int 4; Wis 11; Avd 18; Per 16; Res 8; Init 17; Cha 1 | Vermin "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Fur/Hair x6 | Bite (1d4) & Claw x2 (1d4) | if fighting more than 1 target, gain 2 extra claw attacks against the 2nd target |
Tunneler I: Can tunnel through ground at 1/2 movement, initial burrowing counts as an instant Extra Attacks II: Potential for up to 2 extra attacks, typically requires certain conditions to be met |
1d4 Raw Meat | Force & Cunning | n/a | Halflings (+1) | ||||||
White Draconid, Cryomancer | Second | Dragonkind | Chromatic Dragon | Draconid | White | Mage | Cryomancer | yes | Realm (Stillness), Alignment (Evil), Polarity (Order) | Arctic/Temperate | Mountain, Subterranean | 6 | 61 (28+6d10) | 26 (1.2 x21.9) | 4 | Medium (Upright) | 0 | +7 Hit; 7% Crit. (94+) | +8 Hit; 7% Crit. (94+) | +8 Hit; 12% Crit. (89+) | +5 Hit; 6% Crit. (95+) | AC 39; Armor 28; Dodge 11 |
Arcane 26; Elemental 14; Natural 17; Holy 22; Demonic 21; Mental 23 | Move 5; Str 10; Agil 12; Stam 7; Int 13; Wis 10; Avd 11; Per 13; Res 11; Init 12; Cha 7 | Draconic (Dragon Tongue), Common & Human | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth, Quilted x6 plus Scales, Light x8 | Medium to Large Staves, Typical: Long Staff (2d6, ward off) | Frost Powers: Frost Shield x2 (T3 instant), Ice Bolt x3 (T3 action), Shatter x2 (T3 action), Bone Chill x2 (T3 action), |
Hardened (Frost): Incoming damage of this type is reduced by half Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes or otherwise vents volatile energy upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius |
0-2 Everice, 0-1 Minor Spirit Potion | Offsrping of white dragons and human mages | n/a | n/a | ||||||
White Draconid, Frostguard | Second | Dragonkind | Chromatic Dragon | Draconid | White | Protector | Frostguard | yes | Realm (Stillness), Alignment (Evil), Polarity (Order) | Arctic/Temperate | Mountain, Subterranean | 8 | 104 (60+8d10) | 39 (1.14 x33.8) | 5 | Medium (Upright) | 0 | +1 Hit; 5% Crit. (96+) | +8 Hit; 8% Crit. (93+) | +2 Hit; 6% Crit. (95+) | +1 Hit; 5% Crit. (96+) | AC 53; Armor 52; Dodge 1; Stiff 6 Frost Armor (see Skills) |
Arcane 10; Elemental 24; Natural 16; Holy 20; Demonic 14; Mental 9 | Move 5; Str 13; Agil 4; Stam 12; Int 5; Wis 4; Avd 7; Per 11; Res 10; Init 10; Cha 5 | Draconic, Common & Human | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Plate, Laminar x6 plus Scales, Light x8 | 1 Handed Bludgeon & Shield, Typ. Warhammer: 2d6+1 damage & Targe: Block (+4) | Taunt (unlimited, instant), Taunting Shout x1 (instant), Superior Defensive Stance x1 (instant) Frost Armor: Passive, begin each battle with Frost Armor active, see also Imbue: Shiver (T1 instant) and Frost Nova (T2 action) |
Hardened (Frost): Incoming damage of this type is reduced by half |
0-2 Everice | Offspring of white dragons and humans | n/a | n/a | ||||||
White Draconid, Ice Breaker | Second | Dragonkind | Chromatic Dragon | Draconid | White | Brute | Ice Breaker | yes | Realm (Stillness), Alignment (Evil), Polarity (Order) | Arctic/Temperate | Mountain, Subterranean | 12 | 169 (91+12d12) | 93 (1.6 x58.2) | 9 | Large (Upright) | 2; Crushing Blow 2 | +3 Hit; 3% Crit. (98+); +1 Damage | +6 Hit; 4% Crit. (97+) | +2 Hit; 1% Crit. (100+) | +3 Hit; 1% Crit. (100+) | AC 73; Armor 68; Dodge 5; Noisy 8; Double Layer 6 |
Arcane 18; Elemental 26; Natural 23; Holy 26; Demonic 23; Mental 19 | Move 6; Str 16; Agil 8; Stam 13; Int 9; Wis 10; Avd 5; Per 11; Res 13; Init 13; Cha 4 | Draconic, Common & Minotauren | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Mail, Plated x8 over Leather x6 plus Scales, Light x8 | Dual 2H Bludgeons each wielded in one hand with Crushing Blow available, typ: Great Mace x2 (2d6+1d4+1, Crushing Blow 3) | Icy Chains x2: Instant, Frost enchanted chains that can be thrown at range = STR, inflicting 1d8 physical damage and Immobilizing/Snaring targets until passing a Strength test or taking damage, damage that the breaks the chains is doubled |
Warmonger Rank4: +2 movement if charging, +2 damage +30% Overpowering for all attacks made as a charge, and first attack has Knock Down if winning a Stamina stat roll-off |
Hardened (Frost): Incoming damage of this type is reduced by half Bull Charge: Add straight line charge distance (in tabletop inches) as a damage bonus to a single melee attack made after moving into base contact Advanced: Will use the full extent of all weapon effects in their weapon load out (i.e. Parry, Cleaving, Melee-Range, Crushing Blow, etc...) Unyielding: Immune to stun, slow, winded, incapacitate, immobilize, or silence CC effects or any effect that would cause them to miss a turn Fearsome: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. |
Has up to 8 XP worth of Crafted and Enchanted gear, typical: Dual Solid Maces (+1 Crushing Blow) of Improved Frost (+1 Frost dam & 60+ Slow for 1 rnd) |
2d6 Everice | Offspring of white dragons and minotaurs | n/a | n/a | ||||
White Dragon Hatchling | Second | Dragonkind | Chromatic Dragon | Dragon | White | Magical | Hatchling | yes | Realm (Stillness), Alignment (Evil), Polarity (Order) | Arctic/Temperate | Mountain, Subterranean | 1 | 11 (8+1d6) | 6 (1.21 x5.2) | 2 | Tiny (Prone) | -4 | +2 Hit; 5% Crit. (96+); -1 Damage | -2 Hit; 3% Crit. (98+) | -3 Hit; 13% Crit. (88+) | -8 Hit; 1% Crit. (100+) | AC 37; Armor 16; Dodge 21 |
Arcane 14; Elemental 12; Natural 8; Holy 10; Demonic 7; Mental 9 | Move 5; Str 5; Agil 12; Stam 6; Int 7; Wis 2; Avd 21; Per 8; Res 5; Init 6; Cha 4 | Draconic (Dragon Tongue, can understand but not speak) | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scales, Light x8 | Bite (1d4) | Detect Magic (unlimited use) & Elemental Cantrip (Frost, unlimited use) |
Immune (Frost): Immune to this type of damage and any associated effects Affinity I (Water): +5% Critical Hit with a given non-physical damage type (typically already added) Hopper II: Can hop to move, 2x movement in a straight line, allows for easily jumping over obstacles, must start and end its turn on the ground Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes or otherwise vents volatile energy upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius |
1d4 Everice | n/a | n/a | |||||||
White Dragon Whelp | Second | Dragonkind | Chromatic Dragon | Dragon | White | Magical | Whelp | yes | Realm (Stillness), Alignment (Evil), Polarity (Order) | Arctic/Temperate | Mountain, Subterranean | 2 | 25 (16+2d8) | 18 (1.63 x11) | 3 | Small (Prone) | -2 | +5 Hit; 6% Crit. (95+); -1 Damage | +1 Hit; 4% Crit. (97+) | +1 Hit; 14% Crit. (87+) | -5 Hit; 2% Crit. (99+) | AC 44; Armor 24; Dodge 20 |
Arcane 20; Elemental 16; Natural 12; Holy 14; Demonic 11; Mental 14 | Move 6; Str 7; Agil 14; Stam 8; Int 10; Wis 4; Avd 20; Per 10; Res 7; Init 7; Cha 5 | Draconic (Dragon Tongue) & Aquan | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scales, Heavy x8 | Bite (1d8) & Claw (1d4) | Frost Breath I: 1d8 Frost Damage, targets are Slowed for 1 round |
Can use up to Tier 1 Frost Powers (per day use: T1 x3, T0 unlimited) |
Immune (Frost): Immune to this type of damage and any associated effects Affinity I (Water): +5% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath I: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits up to 2 targets in a frontal arc melee, use Ranged attack modifiers against apppropriate resistance (target can add dodge to resist) Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes or otherwise vents volatile energy upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius |
1d6 Everice | n/a | n/a | ||||||
White Dragon, Ancient | Second | Dragonkind | Chromatic Dragon | Dragon | White | Magical | Ancient | yes | Realm (Stillness), Alignment (Evil), Polarity (Order) | Arctic/Temperate | Mountain, Subterranean | 20 | 1109 (779+60d10) | 1617 (8.04 x201.1) | 39 | Colossal (Prone) | 32; Crushing Blow 32, Toughness 8, Reach +4 | +24 Hit; 15% Crit. (86+); +3 Damage | +28 Hit; 16% Crit. (85+) | +30 Hit; 37% Crit. (64+) | +30 Hit; 17% Crit. (84+) | AC 97; Armor 88; Dodge 9 Lair Action x4: May use up to four unique special Lair Actions at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 42; Elemental 38; Natural 40; Holy 40; Demonic 41; Mental 42 | Move 12; Str 21; Agil 15; Stam 19; Int 21; Wis 21; Avd 9; Per 19; Res 20; Init 16; Cha 18 | Draconic (Dragon Tongue), Aquan, Common & Minotaurian | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Truesight: Can see (or otherwise perceive) in natural and magical darkness at a range (in table top inches) equal to thier perception, as well as see through any type of illusion or invisibility, and can see the true form of shape shifting creatures Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Elder Dragon x8 | Bite (5d12+12) & Claw x2 (3d10+6) + Tailswipe (3d12+14 damage) | Frost Breath VII: 5d12+10 Frost Damage, targets are Frozen |
Can use up to Tier 7+ Frost Powers (per day use: T7+ x1, T7 x4, T6 x5, T5 x6, T4 x7, T3 x8, T2 x9, T1 x10, T0 unlimited) |
Immune (Frost): Immune to this type of damage and any associated effects Affinity III (Water): +15% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath VII: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits a 24" length by width cone, use Ranged attack modifiers +25 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe VI: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 10" knockback on targets of lesser size Terrifying: Enemies must pass a Resolve test to move towards the creature and if it moves into base contact with a foe they must pass a Resolve test or immediately flee their full move directly away (treat as Feared & Frightened). Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes or otherwise vents volatile energy upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius |
Ancient Dragons live in complete solitude and often sleep for hundreds of years at a time Can still shapeshift into creatures of a lesser threat rating but would likely not see the point |
7d20 Everice | n/a | n/a | |||||
White Drake | Second | Dragonkind | Chromatic Dragon | Dragon | White | Magical | Drake | yes | Realm (Stillness), Alignment (Evil), Polarity (Order) | Arctic/Temperate | Mountain, Subterranean | 10 | 218 (128+20d8) | 210 (3.54 x59.3) | 13 | Huge (Prone) | 4; Crushing Blow 4, Toughness 1, Reach +1 | +18 Hit; 11% Crit. (90+); +1 Damage | +13 Hit; 10% Crit. (91+) | +13 Hit; 25% Crit. (76+) | +11 Hit; 9% Crit. (92+) | AC 70; Armor 56; Dodge 14 Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant or action |
Arcane 28; Elemental 30; Natural 27; Holy 26; Demonic 25; Mental 26 | Move 9; Str 17; Agil 19; Stam 15; Int 14; Wis 12; Avd 14; Per 14; Res 13; Init 13; Cha 14 | Draconic (Dragon Tongue), Aquan, Common & Minotaurian | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scale, Drake x8 | Bite (3d6+6) & Claw x2 (1d12) + Tailswipe (2d6+4 damage) | Frost Breath III: 2d10+1d8+2 Frost Damage, targets are Slowed for 2 rounds |
Can use up to Tier 4 Frost Powers (per day use: T4 x3, T3 x4, T2 x5, T1 x6, T0 unlimited) |
Immune (Frost): Immune to this type of damage and any associated effects Affinity II (Water): +10% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath III: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits an 8" length by width cone, use Ranged attack modifiers +5 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe II: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 2" knockback on targets of lesser size Fearsome: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes or otherwise vents volatile energy upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius |
4d8 Everice | n/a | n/a | ||||||
White Regal Dragon | Second | Dragonkind | Chromatic Dragon | Dragon | White | Magical | Regal | yes | Realm (Stillness), Alignment (Evil), Polarity (Order) | Arctic/Temperate | Mountain, Subterranean | 19 | 778 (531+38d12) | 1090 (6.94 x157) | 32 | Gargantuan (Prone) | 16; Crushing Blow 16, Toughness 4, Reach +3 | +26 Hit; 16% Crit. (85+); +3 Damage | +26 Hit; 16% Crit. (85+) | +28 Hit; 36% Crit. (65+) | +28 Hit; 16% Crit. (85+) | AC 99; Armor 88; Dodge 11 Lair Action x3: May use up to three unique special Lair Actions at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 40; Elemental 36; Natural 38; Holy 36; Demonic 38; Mental 40 | Move 11; Str 20; Agil 18; Stam 18; Int 20; Wis 20; Avd 11; Per 18; Res 18; Init 18; Cha 20 | Draconic (Dragon Tongue), Aquan, Common & Minotaurian | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Truesight: Can see (or otherwise perceive) in natural and magical darkness at a range (in table top inches) equal to thier perception, as well as see through any type of illusion or invisibility, and can see the true form of shape shifting creatures Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Elder Dragon x8 | Bite (4d10+10) & Claw x2 (3d8+6) + Tailswipe (2d10+6 damage) | Frost Breath VI: 5d10+8 Frost Damage, targets are Frozen |
Can use up to Tier 7 Frost Powers (per day use: T7 x3, T6 x4, T5 x5, T4 x6, T3 x7, T2 x8, T1 x9, T0 unlimited) |
Immune (Frost): Immune to this type of damage and any associated effects Affinity III (Water): +15% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath VI: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits a 20" length by width cone, use Ranged attack modifiers +20 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe V: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 8" knockback on targets of lesser size Terrifying: Enemies must pass a Resolve test to move towards the creature and if it moves into base contact with a foe they must pass a Resolve test or immediately flee their full move directly away (treat as Feared & Frightened). Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes or otherwise vents volatile energy upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius |
Can shapeshift into creatures of a lesser threat rating (preferred forms are: Humans, Minotaur) |
6d12 Everice | n/a | n/a | |||||
White Wyrm | Second | Dragonkind | Chromatic Dragon | Dragon | White | Magical | Wyrm | yes | Realm (Stillness), Alignment (Evil), Polarity (Order) | Arctic/Temperate | Mountain, Subterranean | 5 | 75 (42+5d12) | 79 (2.59 x30.6) | 8 | Large (Prone) | 2; Crushing Blow 2 | +14 Hit; 9% Crit. (92+) | +6 Hit; 7% Crit. (94+) | +6 Hit; 17% Crit. (84+) | +2 Hit; 5% Crit. (96+) | AC 57; Armor 40; Dodge 17 Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant |
Arcane 24; Elemental 24; Natural 20; Holy 20; Demonic 18; Mental 20 | Move 8; Str 14; Agil 20; Stam 12; Int 12; Wis 8; Avd 17; Per 12; Res 10; Init 10; Cha 7 | Draconic (Dragon Tongue) & Aquan | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scale, Wyrm x8 | Bite (1d8+4) & Claw x2 (1d8) + Tailswipe (2d6 dam) | Frost Breath II: 1d8+1d6 Frost Damage, targets are Slowed for 2 rounds |
Can use up to Tier 3 Frost Powers (per day use: T3 x3, T2 x4, T1 x5, T0 unlimited) |
Immune (Frost): Immune to this type of damage and any associated effects Affinity I (Water): +5% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath II: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits an 8" length by 3" width cone (or cone template), use Ranged attack modifiers against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe I: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 1" knockback on targets of lesser size Fearsome: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes or otherwise vents volatile energy upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius |
3d6 Everice | n/a | n/a | ||||||
Yellow Dragon | Second | Dragonkind | Chromatic Dragon | Dragon | Yellow | Magical | Dragon | yes | Realm (The Furnace), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Ruins/Dungeon, Volcanic | 15 | 469 (304+30d10) | 482 (4.7 x102.4) | 21 | Massive (Prone) | 8; Crushing Blow 8, Toughness 2, Reach +2 | +19 Hit; 13% Crit. (88+); +3 Damage | +20 Hit; 13% Crit. (88+) | +22 Hit; 29% Crit. (72+) | +20 Hit; 13% Crit. (88+) | AC 88; Armor 80; Dodge 8 Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 36; Elemental 38; Natural 35; Holy 32; Demonic 32; Mental 34 | Move 10; Str 21; Agil 15; Stam 19; Int 18; Wis 16; Avd 8; Per 16; Res 16; Init 16; Cha 14 | Draconic (Dragon Tongue), Ignan, Common, Goblin & Orcish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Dragon x8 | Bite (3d8+11) & Claw x2 (3d6+3) + Tailswipe (2d8+8 damage) | Acid Breath IV: 4d10+4 Acid Damage, applies 4 stacks of Corrosion to any target that did not dodge even if they resisted |
Can use up to Tier 5 Acid Powers (per day use: T5 x3, T4 x4, T3 x5, T2 x6, T1 x7, T0 unlimited) |
Immune (Acid): Immune to this type of damage and any associated effects Affinity II (Fire): +10% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath IV: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits a 12" length by width cone, use Ranged attack modifiers +10 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe III: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 4" knockback on targets of lesser size Fearsome: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes or otherwise vents volatile energy upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius |
Can shapeshift into creatures of a lesser threat rating (preferred forms are: Orcs, Goblins) |
5d10 Brimstone | n/a | n/a | |||||
Wild Elf, Brave | Third | Humanoid | Elvenkind | Elf | Wild | Tribesman | Brave | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Forest/Jungle, Plain | 2 | 31 (20+2d10) | 10 (1.14 x8.9) | 2 | Medium (Upright) | 0 | +4 Hit; 5% Crit. (96+) | +5 Hit; 6% Crit. (95+) | +3 Hit; 5% Crit. (96+) | +5 Hit; 6% Crit. (95+) | AC 24; Armor 11; Dodge 13 Enchanted Tribal Chest Tattoos of Minor Defense (+1 already added) |
Arcane 24; Elemental 20; Natural 29; Holy 22; Demonic 30; Mental 26 | Move 5; Str 11; Agil 13; Stam 10; Int 12; Wis 14; Avd 13; Per 14; Res 11; Init 11; Cha 12 | Common, Elven & Animal Speech | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather x5 | Tomahawk: 1d8+1 damage | Carries 2 extra Tomahawks for throwing, Range 11 |
Berserker Strike x1 |
Resistant I (Natural): +5 resistance to this type of damage/effects (typically already added) Resistant I (Demonic): +5 resistance to this type of damage/effects (typically already added) Pack Hunting II: +1 dam & +1 Resolve for every other packhunter of that type w/in 10" (Max +6) |
1d6 dried meat | n/a | n/a | ||||||
Wild Elf, Hunter | Third | Humanoid | Elvenkind | Elf | Wild | Tribesman | Hunter | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Forest/Jungle, Plain | 2 | 29 (18+2d10) | 8 (1.15 x7.1) | 2 | Medium (Upright) | 0 | +3 Hit; 5% Crit. (96+) | +5 Hit; 6% Crit. (95+) | +2 Hit; 5% Crit. (96+) | +5 Hit; 6% Crit. (95+) | AC 17; Armor 6; Dodge 11 |
Arcane 22; Elemental 18; Natural 28; Holy 22; Demonic 30; Mental 25 | Move 5; Str 10; Agil 12; Stam 9; Int 11; Wis 14; Avd 11; Per 14; Res 11; Init 11; Cha 11 | Common, Elven & Animal Speech | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather x3 | Flat Bow w/ hunting arrows: 1d6+1 damage, range 35 | Hunting Knife: 1d5 damage |
Stealth Shot I x3 |
Resistant I (Natural): +5 resistance to this type of damage/effects (typically already added) Resistant I (Demonic): +5 resistance to this type of damage/effects (typically already added) Pack Hunting I: +1 dam & +1 Resolve for every other packhunter of that type w/in 10" (Max +3) Sneaky I: Can enter battle hidden & +3 Advantage to avoid being detected |
1d4 animal skins/pelts, 1d4 raw meat | n/a | n/a | ||||||
Wild Elf, Shaman | Third | Humanoid | Elvenkind | Elf | Wild | Shaman | Shaman | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Forest/Jungle, Plain | 7 | 88 (50+7d10) | 32 (1.04 x30.9) | 5 | Medium (Upright) | 0 | +8 Hit; 8% Crit. (93+) | +8 Hit; 8% Crit. (93+) | +10 Hit; 8% Crit. (93+) | +9 Hit; 8% Crit. (93+) | AC 35; Armor 24; Dodge 11 |
Arcane 28; Elemental 22; Natural 29; Holy 28; Demonic 32; Mental 27 | Move 5; Str 9; Agil 12; Stam 11; Int 14; Wis 13; Avd 11; Per 12; Res 14; Init 14; Cha 14 | Common, Elven & Animal Speech | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather, Boiled x8 | Dual Medium Handweapons; typ. Reaper x2 (1d6+1d4) | Spirit: Can use up to Tier 3 Powers, typ. Wild (per day use: T3 x1, T2 x2, T1 x3, T0 unlimited) Typ. Worm Rot x1, Imbue Simple Poison x2, Wild Growth x3, Wild Cantrip (unlimited); Fury: Greater Bladestorm x2, Ferocity x2, Imp. Frenzy x1, Pain Suppression x1 (negate 10dam) |
Resistant I (Natural): +5 resistance to this type of damage/effects (typically already added) Resistant I (Demonic): +5 resistance to this type of damage/effects (typically already added) |
1d4 Primordial Sap | n/a | n/a | |||||||
Wild Elf, Tribal Champion | Third | Humanoid | Elvenkind | Elf | Wild | Tribesman | Champion | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Forest/Jungle, Plain | 10 | 127 (72+10d10) | 31 (1.04 x30) | 5 | Medium (Upright) | 0 | +13 Hit; 10% Crit. (91+) | +13 Hit; 10% Crit. (91+) | +11 Hit; 9% Crit. (92+) | +13 Hit; 10% Crit. (91+) | AC 37; Armor 24; Dodge 13 Enchanted Tribal Chest Tattoos of Greater Defense (+3 already added) |
Arcane 24; Elemental 24; Natural 31; Holy 26; Demonic 32; Mental 26 | Move 5; Str 14; Agil 14; Stam 12; Int 12; Wis 14; Avd 13; Per 14; Res 13; Init 13; Cha 12 | Common, Elven & Animal Speech | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather, Boiled x7 | Great Axe (1d10+2d4+3 dam) | Matchless Berserker Strike x2, Flurry x2, Doom Strike x1 |
Resistant I (Natural): +5 resistance to this type of damage/effects (typically already added) Resistant I (Demonic): +5 resistance to this type of damage/effects (typically already added) |
1d6 dried Raw Meat, 0-1 Major Fury Potion | n/a | n/a | |||||||
Wild Elf, Warbringer | Third | Humanoid | Elvenkind | Elf | Wild | Tribesman | Warbringer | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Forest/Jungle, Plain | 6 | 77 (44+6d10) | 23 (1.2 x19.6) | 4 | Medium (Upright) | 0 | +9 Hit; 8% Crit. (93+) | +9 Hit; 8% Crit. (93+) | +7 Hit; 7% Crit. (94+) | +9 Hit; 8% Crit. (93+) | AC 33; Armor 20; Dodge 13 Enchanted Tribal Chest Tattoos of Improved Defense (+2 already added) |
Arcane 24; Elemental 22; Natural 30; Holy 24; Demonic 31; Mental 26 | Move 5; Str 13; Agil 14; Stam 11; Int 12; Wis 14; Avd 13; Per 14; Res 12; Init 12; Cha 12 | Common, Elven & Animal Speech | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather, Boiled x6 | Tomahawk x2: 1d8+1 damage | Carries 4 extra Tomahawks for throwing, Range 11 |
Furious Throw x2, Greater Berserker Strike x2 |
Resistant I (Natural): +5 resistance to this type of damage/effects (typically already added) Resistant I (Demonic): +5 resistance to this type of damage/effects (typically already added) Pack Hunting III: +1 dam & +1 Resolve for every other packhunter of that type w/in 10" (Max +9) |
1d6 dried meat, 0-1 Minor Fury potion | n/a | n/a | ||||||
Wild Horse | Second | Beast | Mammal | Equine | Wild Horse | Herd | Adult | Mustang | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Cosmopolitan | Plain, N/A | 1 | 25 (18+1d12) | 10 (1.11 x9) | 2 | Large (Prone) | 2; Crushing Blow 2 | +3 Hit; 5% Crit. (96+); +1 Damage | +5 Hit; 6% Crit. (95+) | -7 Hit; 2% Crit. (99+) | 0 Hit; 4% Crit. (97+) | AC 24; Armor 15; Dodge 9 If tamed can only wear riding saddles and up to Leather Armor |
Arcane 6; Elemental 24; Natural 22; Holy 16; Demonic 18; Mental 13 | Move 9; Str 15; Agil 13; Stam 12; Int 3; Wis 10; Avd 9; Per 15; Res 8; Init 14; Cha 2 | Equine "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Fur, Thick/Shaggy x6 plus Fur, Coarse/Dense x1 | Hoof (2d4) | Trample II: 2d6 dam, does not effect targets of equal size or larger than the creature Mule Kick I: if engaged in close combat in both front and back, may make an extra (1d6 dam) rear arc melee attack Flighty I: If struck in combat while alone, or w/o presence of master/rider, will immediately flee if failing a resolve test & continue until passing |
3d6 Raw Meat | Affection & Will | Normal | Humans (+1) & Halflings (+1) | ||||||
Wild Witch, Coven Sister | Third | Humanoid | Elvenkind | Elf | Wild | Wild Witch | Coven Sister | yes | Realm (Eden), Alignment (Evil), Polarity (Balance) | Tropical/Temperate | Forest/Jungle, Swamp | 5 | 52 (25+5d10) | 23 (1.04 x21.9) | 4 | Medium (Upright) | 0 | +6 Hit; 7% Crit. (94+) | +6 Hit; 7% Crit. (94+) | +5 Hit; 6% Crit. (95+) | +9 Hit; 8% Crit. (93+) | AC 23; Armor 12; Dodge 11 |
Arcane 22; Elemental 14; Natural 27; Holy 28; Demonic 34; Mental 26 | Move 5; Str 8; Agil 12; Stam 7; Int 11; Wis 15; Avd 11; Per 12; Res 14; Init 14; Cha 14 | Common, Elven & Animal Speech | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth, Quilted x6 | Small Seax: 1d8 damage | Can possess small animals with Demonic spirits, temporarily serving the Wild Witch, while possessed they do +2 damage but take 1 dam/turn |
Faith Powers (Demonic/Primal) x6, up to T3, typ.: Lv3 Drain Life x4, Lv5 Curse of Lethargy, Curse of Weakness, Lv4 Blood Fever x5, Lv5 Life Force, Regrowth x2 |
Resistant I (Natural): +5 resistance to this type of damage/effects (typically already added) Resistant I (Demonic): +5 resistance to this type of damage/effects (typically already added) |
Has up to 4 XP worth of Craftings/Enchants (typ. Superior Subjugation: if hit by a power/skill/ability become immune to non-damage effects the next 3x hit by same power/skill/ability) |
0-1 Lesser Healing Potion | n/a | n/a | |||||
Wild Witch, Crone | Third | Humanoid | Elvenkind | Elf | Wild | Wild Witch | Crone | yes | Realm (Eden), Alignment (Evil), Polarity (Balance) | Tropical/Temperate | Forest/Jungle, Swamp | 10 | 81 (36+10d8) | 48 (1.04 x46.4) | 6 | Medium (Upright) | 0 | +11 Hit; 9% Crit. (92+) | +11 Hit; 9% Crit. (92+) | +10 Hit; 9% Crit. (92+) | +15 Hit; 10% Crit. (91+) | AC 27; Armor 16; Dodge 11 Gruesome Charm Necklace: with 5 trapped souls stored |
Arcane 22; Elemental 12; Natural 27; Holy 30; Demonic 36; Mental 27 | Move 5; Str 8; Agil 12; Stam 6; Int 11; Wis 16; Avd 11; Per 12; Res 15; Init 15; Cha 8 | Common, Elven & Animal Speech | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth, Quilted x8 | Gnarled Staff: 1d8+1 damage, ward-off | Can possess large animals with Demonic spirits, temporarily serving the Wild Witch, while possessed they do +2 damage but take 1 dam/turn |
Faith Powers (Demonic/Primal) x8, up to T5, typ.: Devour Soul (see Charm Necklace), Seed of Corruption x3, Death's Door x3, Curse of Doom x3, Lv10 Life Force, Regrowth x4, Mending x2, Reincarnate x2 |
Resistant I (Natural): +5 resistance to this type of damage/effects (typically already added) Resistant I (Demonic): +5 resistance to this type of damage/effects (typically already added) |
Has up to 16 XP worth of Craftings/Enchants (typ. Unholy x3: +6% demonic crit. Demonic x3: +6 damage & +15 cast with demonic powers. Superior Subjugation: if hit by a power/skill/ability become immune to non-damage effects the next 3x hit by same power/skill/ability) |
0-1 Major Healing Potion | n/a | n/a | |||||
Wild Witch, Fair-one | Third | Humanoid | Elvenkind | Elf | Wild | Wild Witch | Fair-one | yes | Realm (Eden), Alignment (Evil), Polarity (Balance) | Tropical/Temperate | Forest/Jungle, Swamp | 7 | 63 (32+7d8) | 34 (1.04 x33.1) | 5 | Medium (Upright) | 0 | +8 Hit; 8% Crit. (93+) | +8 Hit; 8% Crit. (93+) | +7 Hit; 7% Crit. (94+) | +11 Hit; 9% Crit. (92+) | AC 25; Armor 14; Dodge 11 Gruesome Charm Necklace: with 3 trapped souls stored |
Arcane 22; Elemental 14; Natural 27; Holy 28; Demonic 34; Mental 26 | Move 5; Str 8; Agil 12; Stam 7; Int 11; Wis 15; Avd 11; Per 12; Res 14; Init 14; Cha 17 | Common, Elven & Animal Speech | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth, Quilted x7 | Braided Whip: 1d6+1 damage, reach 4 | Can possess medium animals with Demonic spirits, temporarily serving the Wild Witch, while possessed they do +2 damage but take 1 dam/turn |
Faith Powers (Demonic/Primal) x7, up to T4, typ.: Devour Soul (see Charm Necklace), Curse of Pride x3, Curse of Unbelief, Vampiric Strike x3, Lv7 Life Force, Regrowth x3, Mending |
Resistant I (Natural): +5 resistance to this type of damage/effects (typically already added) Resistant I (Demonic): +5 resistance to this type of damage/effects (typically already added) |
Has up to 10 XP worth of Craftings/Enchants (typ. Demonic x2: +4 damage & +10 cast with demonic powers. Superior Subjugation: if hit by a power/skill/ability become immune to non-damage effects the next 3x hit by same power/skill/ability) |
0-1 Improved Healing Potion | n/a | n/a | |||||
Wild Witch, Initiate | Third | Humanoid | Elvenkind | Elf | Wild | Wild Witch | Initiate | yes | Realm (Eden), Alignment (Evil), Polarity (Balance) | Tropical/Temperate | Forest/Jungle, Swamp | 2 | 23 (14+2d8) | 6 (1.04 x5.5) | 1 | Medium (Upright) | 0 | +3 Hit; 5% Crit. (96+) | +3 Hit; 5% Crit. (96+) | +2 Hit; 5% Crit. (96+) | +5 Hit; 6% Crit. (95+) | AC 14; Armor 3; Dodge 11 |
Arcane 22; Elemental 14; Natural 26; Holy 24; Demonic 31; Mental 25 | Move 4; Str 8; Agil 12; Stam 7; Int 11; Wis 14; Avd 11; Per 12; Res 12; Init 12; Cha 11 | Common, Elven & Animal Speech | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth x3 | Bone Knife: 1d4 damage | Faith Powers (Demonic/Primal) x3, up to T1, typ.: Lv1 Drain Life x2, Curse of Torment, Lv2 Life Force |
Resistant I (Natural): +5 resistance to this type of damage/effects (typically already added) Resistant I (Demonic): +5 resistance to this type of damage/effects (typically already added) |
0-1 Minor Healing Potion | n/a | n/a | |||||||
Wild Witch, Warlock | Third | Humanoid | Elvenkind | Elf | Wild | Wild Witch | Warlock | yes | Realm (Eden), Alignment (Evil), Polarity (Balance) | Tropical/Temperate | Forest/Jungle, Swamp | 3 | 31 (18+3d8) | 14 (1.04 x13.1) | 3 | Medium (Upright) | 0 | +4 Hit; 6% Crit. (95+) | +4 Hit; 6% Crit. (95+) | +3 Hit; 5% Crit. (96+) | +6 Hit; 6% Crit. (95+) | AC 18; Armor 7; Dodge 11 |
Arcane 22; Elemental 14; Natural 26; Holy 26; Demonic 32; Mental 25 | Move 5; Str 8; Agil 12; Stam 7; Int 11; Wis 14; Avd 11; Per 12; Res 13; Init 13; Cha 11 | Common, Elven & Animal Speech | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth x7 | Kukri: 1d8+1 damage | Can possess animal critters with Demonic spirits, temporarily serving the Wild Witch, while possessed they do +2 damage but take 1 dam/turn |
Faith Powers (Demonic/Primal) x4, up to T2, typ.: Lv2 Drain Life x3, Curse of Torment, Curse of Lethargy x3, Lv3 Life Force |
Resistant I (Natural): +5 resistance to this type of damage/effects (typically already added) Resistant I (Demonic): +5 resistance to this type of damage/effects (typically already added) |
Has up to 2 XP worth of Craftings/Enchants (typ. Improved Subjugation, if hit by a power/skill/ability become immune to non-damage effects the next 1x hit by same power/skill/ability) |
0-1 Light Healing Potion | n/a | n/a | |||||
Wildguard, Elite | Third | Humanoid | Elvenkind | Elf | Wild | Ranger | Elite | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Forest/Jungle, Plain | 8 | 99 (55+8d10) | 40 (1.09 x37.1) | 5 | Medium (Upright) | 0 | +13 Hit; 9% Crit. (92+) | +13 Hit; 12% Crit. (89+) | +10 Hit; 8% Crit. (93+) | +11 Hit; 9% Crit. (92+) | AC 55; Armor 40; Dodge 15 |
Arcane 26; Elemental 22; Natural 30; Holy 30; Demonic 34; Mental 27 | Move 5; Str 13; Agil 16; Stam 11; Int 13; Wis 14; Avd 15; Per 16; Res 15; Init 15; Cha 14 | Common, Elven & Animal Speech | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather, Splinted x8 plus All splinted armor is "Elven" crafted, granting +1 armor (already included) and negating Stiff & Noisy penalties | Reflex Bow w/ War Arrows: 1d12+1d6+2, range 50, quiver 20 | Longsword: 1d10+1d4+1 |
Base Stealth: 19 Stealth Skills x5, typ.: Demoralize II, Stealth Shot IV, Take Aim III, Snipe Rank II, Shifting Strike I Vigor Skills x4, typ.: Concentrationx2, Pinning Shot x2, Hail or Arrows, Hawk Shot x2 |
Resistant I (Natural): +5 resistance to this type of damage/effects (typically already added) Resistant I (Demonic): +5 resistance to this type of damage/effects (typically already added) Affinity, Ranged: +3% Critical Hit with physical ranged damage (typically already added) |
1d20 war arrows | n/a | n/a | ||||||
Wildguard, Headguard | Third | Humanoid | Elvenkind | Elf | Wild | Ranger | Headguard | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Forest/Jungle, Plain | 11 | 139 (78+11d10) | 63 (1.09 x57.7) | 7 | Medium (Upright) | 0 | +12 Hit; 6% Crit. (95+) | +12 Hit; 12% Crit. (89+) | +14 Hit; 10% Crit. (91+) | +14 Hit; 10% Crit. (91+) | AC 66; Armor 50; Dodge 16; Double Layer 5 |
Arcane 28; Elemental 24; Natural 31; Holy 32; Demonic 35; Mental 28 | Move 5; Str 14; Agil 17; Stam 12; Int 14; Wis 14; Avd 16; Per 17; Res 16; Init 16; Cha 15 | Common, Elven & Animal Speech | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather, Splinted x8 over Cloth, Quilted x5 plus All splinted armor is "Elven" crafted, granting +1 armor (already included) and negating Stiff & Noisy penalties | Heartseeker Recurve Bow of Greater Nightfall w/ Broadhead Arrows: 1d12+1d8+3 damage +3 shadow damage, range 50, quiver 20, if critically hitting also silences the target for 1 rnd | Xiphos x2: 1d8+1 damage |
Base Stealth: 22 Stealth Skills x6, typ.: Demoralize II, Stealth Shot V, Take Aim IV, Snipe II, Shifting Strike I, Festering Strike/Shot I Vigor Skills x5, typ.: Concentrationx2, Pinning Shot x2, Hail or Arrows, Kodiak Shot x2, Kill Shot x1 |
Resistant I (Natural): +5 resistance to this type of damage/effects (typically already added) Resistant I (Demonic): +5 resistance to this type of damage/effects (typically already added) Affinity, Ranged: +3% Critical Hit with physical ranged damage (typically already added) |
1d20 war arrows | n/a | n/a | ||||||
Wildguard, Scout | Third | Humanoid | Elvenkind | Elf | Wild | Ranger | Scout | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Forest/Jungle, Plain | 3 | 42 (25+3d10) | 17 (1.09 x16) | 3 | Medium (Upright) | 0 | +5 Hit; 6% Crit. (95+) | +6 Hit; 9% Crit. (92+) | +4 Hit; 6% Crit. (95+) | +6 Hit; 6% Crit. (95+) | AC 33; Armor 20; Dodge 13 |
Arcane 24; Elemental 20; Natural 29; Holy 26; Demonic 32; Mental 26 | Move 5; Str 11; Agil 13; Stam 10; Int 12; Wis 14; Avd 13; Per 14; Res 13; Init 13; Cha 12 | Common, Elven & Animal Speech | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather, Splinted x4 plus All splinted armor is "Elven" crafted, granting +1 armor (already included) and negating Stiff & Noisy penalties | Longbow: 1d10+1d4 damage, range 45, quiver 20 | Xiphos: 1d8+1 damage |
Base Stealth: 15 Stealth Skills x3, typ.: Demoralize I, Stealth Shot II, Take Aim I Vigor Skills x2, typ.: Concentration x2, Pinning Shot x2 |
Resistant I (Natural): +5 resistance to this type of damage/effects (typically already added) Resistant I (Demonic): +5 resistance to this type of damage/effects (typically already added) Affinity, Ranged: +3% Critical Hit with physical ranged damage (typically already added) |
1d20 arrows | n/a | n/a | ||||||
Wildguard, Stalker | Third | Humanoid | Elvenkind | Elf | Wild | Ranger | Stalker | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Forest/Jungle, Plain | 5 | 63 (35+5d10) | 27 (1.09 x24.5) | 4 | Medium (Upright) | 0 | +8 Hit; 7% Crit. (94+) | +9 Hit; 11% Crit. (90+) | +6 Hit; 7% Crit. (94+) | +8 Hit; 7% Crit. (94+) | AC 44; Armor 30; Dodge 14 |
Arcane 24; Elemental 20; Natural 29; Holy 28; Demonic 33; Mental 26 | Move 5; Str 12; Agil 14; Stam 10; Int 12; Wis 14; Avd 14; Per 15; Res 14; Init 14; Cha 13 | Common, Elven & Animal Speech | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather, Splinted x6 plus All splinted armor is "Elven" crafted, granting +1 armor (already included) and negating Stiff & Noisy penalties | Composite Bow w/ Hunting Arrow: 1d12+1d4+1 damage, range 45, quiver 20 | Stiletto x2: 1d6 damage |
Base Stealth: 17 Stealth Skills x4, typ.: Demoralize I, Stealth Shot III, Take Aim II, Snipe I Vigor Skills x3, typ.: Concentration x2, Pinning Shot x2, Hail or Arrows |
Resistant I (Natural): +5 resistance to this type of damage/effects (typically already added) Resistant I (Demonic): +5 resistance to this type of damage/effects (typically already added) Affinity, Ranged: +3% Critical Hit with physical ranged damage (typically already added) |
1d20 arrows | n/a | n/a | ||||||
Winter Wolf | Second | Beast | Mammal | Canine | Pack Hunter | Adult | yes | Realm (Eden), Alignment (Evil), Polarity (Balance) | Arctic | Plain, Hill | 5 | 75 (42+5d12) | 27 (1.52 x18) | 4 | Large (Prone) | 2; Crushing Blow 2 | +8 Hit; 7% Crit. (94+); +1 Damage | +10 Hit; 8% Crit. (93+) | -1 Hit; 4% Crit. (97+) | +5 Hit; 6% Crit. (95+) | AC 28; Armor 14; Dodge 14 Winter Camouflage: +2 Advantage on Avoidance tests when in snowy terrrain |
Arcane 10; Elemental 24; Natural 23; Holy 16; Demonic 19; Mental 16 | Move 8; Str 16; Agil 14; Stam 12; Int 5; Wis 11; Avd 14; Per 16; Res 8; Init 14; Cha 2 | Canine "Speech" & understands Giant | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Fur, Thick/Shaggy x7 | Bite: 1d10+3 damage | Chilling Breath: Inflicts 2d8 frost damage and slows targets for 1 round |
Pack Hunting II: +1 dam & +1 Resolve for every other packhunter of that type w/in 10" (Max +6) Execution II: When opponent is at less than or equal to 20% health all damage is max damage Resistant II (Frost): +10 resistance to this type of damage/effects (typically already added) Breath I: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits up to 2 targets in a frontal arc melee, use Ranged attack modifiers against apppropriate resistance (target can add dodge to resist) |
Typically hunts in packs of 3-6, often found alongside Arctic Giants |
3d6 Raw Meat | Dominance & Cunning | Exotic | Arctic Giants (+2), Arctic Anakim (+1), Elves (-1) | ||||||
Wolf | Second | Beast | Mammal | Canine | Pack Hunter | Adult | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Arctic/Temperate | Forest/Jungle, Hill | 1 | 21 (15+1d10) | 9 (1.1 x8.5) | 2 | Medium (Prone) | 0 | +6 Hit; 6% Crit. (95+) | +6 Hit; 6% Crit. (95+) | -7 Hit; 2% Crit. (99+) | 0 Hit; 4% Crit. (97+) | AC 29; Armor 14; Dodge 15 |
Arcane 6; Elemental 20; Natural 20; Holy 10; Demonic 15; Mental 13 | Move 8; Str 12; Agil 16; Stam 10; Int 3; Wis 10; Avd 15; Per 16; Res 5; Init 15; Cha 2 | Canine "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Fur, Thick/Shaggy x7 | Bite: 1d8 damage | Pack Hunting I: +1 dam & +1 Resolve for every other packhunter of that type w/in 10" (Max +3) Execution I: When opponent is at less than or equal to 10% health all damage is max damage |
Typically hunts in packs of 4-8 |
2d6 Raw Meat | Dominance & Force | Normal | Orcs (+1), Wild & High Elves (-1) | |||||||
Wolverine | Second | Beast | Mammal | Vermin | Brute | Adult | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Arctic/Temperate | Forest/Jungle, Hill | 1 | 22 (17+1d10) | 20 (1.44 x14.2) | 4 | Medium (Prone) | 0 | +7 Hit; 16% Crit. (85+) | +6 Hit; 6% Crit. (95+) | -8 Hit; 1% Crit. (100+) | -1 Hit; 4% Crit. (97+) | AC 30; Armor 14; Dodge 16 |
Arcane 4; Elemental 22; Natural 20; Holy 20; Demonic 19; Mental 11 | Move 6; Str 11; Agil 17; Stam 11; Int 2; Wis 9; Avd 16; Per 16; Res 10; Init 15; Cha 1 | Vermin "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Fur, Thick/Shaggy x7 | Bite (1d6) & Claw x2 (1d8) | if fighting more than 1 target, gain up to 2 extra claw attacks against the 2nd target |
Vermin Frenzy: once/battle, each sucessive hit in a single round has +1 hit/+1 dmg |
Vicious II: +10% Critical hit with physical melee attacks (typically already added) Extra Attacks II: Potential for up to 2 extra attacks, typically requires certain conditions to be met |
2d6 Raw Meat | Force & Cunning | Exotic | n/a | ||||||
Wood Golem, Medium | False | Construct | Golem | Humanoid | Wood | Protector | Medium | Soft Wood (Cedar, Pine, Spruce, etc...) | yes | Realm (Strife), Alignment (Neutral), Polarity (Order) | Tropical/Temperate | Forest/Jungle, Urban | 7 | 120 (81+7d10) | 14 (0.74 x18.8) | 3 | Medium (Upright) | 0 | -1 Hit; 5% Crit. (96+); +2 Damage | +4 Hit; 6% Crit. (95+) | -1 Hit; 5% Crit. (96+) | -3 Hit; 4% Crit. (97+) | AC 4; Armor 4; Dodge 0 Modular: Body (Default target, 25% HP, complete destruction if destoyed), Arm x2 (15% HP, loss of attack if destroyed), Leg x2 (15% HP, 1/2 movement each if destroyed), Head (15% HP, can't use skills, treat as if permanently blind) |
Arcane 6; Elemental 36; Natural 19; Holy 34; Demonic 18; Mental 4 | Move 3; Str 18; Agil 3; Stam 18; Int 3; Wis 1; Avd 3; Per 8; Res 17; Init 3; Cha 0 | Understands the language of its creator but can't speak it | Blind: This creature is naturally or otherwise blind and must rely solely on other senses. When outside the range of its other senses, it automatically fails any Perception test Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Inorganic: Does not eat, sleep, breathe, or bleed (immune to any effect related to these); Immune to stun, poison, disease, and most non-physical faith-based damage/effects; typically destroyed if reaching 0 HP |
Bark, Light x2 | Medium Golem Fist x2 (1d6+1d4 dam, 20% stun) or large weapons | Splinters: instant, if the wood golem took damage during the previous round it can fling splinters up to 15", treat as a LoS physical ranged attack that causes 3d4 damage |
Absorption II: Absorbs 25% of current HP before taking any damage, unless damage is of a particular type (see Extra) Trample I: 1d6 dam, does not effect targets of equal size or larger than the creature Sensitivity (Fire): Incoming damage of this type is doubled Mindless: Does not possess the ability to truly think or reason, instead operating on some form of predetermined will or set of parameters; immune to taunt, fear and all mental or pyschological damage and effects; dodge always equals zero regardless of Avd. Stat Modular I: Made up of many parts that can each be targeted seperately is using Precision Attacks. Creature level typically equals the # of parts. Each part has HP as a % of the overall HP. Largest part is usually treated as the default target and has a higher proportion of HP (see Defense) |
Absorption ignored by if struck by weapons with Cleaving Immune to Nature damage Sensitive to Fire damage (2x dam) |
soft wood scraps | Typically programed with set list of objectives (see Animator in Secondary Skills section). Carpenter (Craftsman) Skill require to create/repair Wood Golems. Upgraded models can have varying extra attacks/abilities based on add-ons, but increase XP/lvl for each upgraded part/add-on. | n/a | n/a | ||||
Worker, Commoner | Third | Humanoid | Humankind | Human | Multi-racial | Worker | Commoner | Townsfolk | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Rural, Urban | 1 | 21 (15+1d10) | 3 (0.8 x3.1) | 1 | Medium (Upright) | 0 | 0 Hit; 4% Crit. (97+) | 0 Hit; 4% Crit. (97+) | -2 Hit; 3% Crit. (98+) | 0 Hit; 4% Crit. (97+) | AC 12; Armor 4; Dodge 8 |
Arcane 16; Elemental 20; Natural 20; Holy 16; Demonic 18; Mental 18 | Move 4; Str 10; Agil 10; Stam 10; Int 8; Wis 10; Avd 8; Per 10; Res 8; Init 8; Cha 8 | Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth x4 | Either unarned or wielding a Simple weapons, always break on crit miss (typ. Blunt Object, 1d2 damage) | Docile: Will typically not attack unless provoked/threatened |
0-1 Stale bread, 1d3 SP | n/a | n/a | |||||||
Worker, Swabbie | Third | Humanoid | Humankind | Human | Multi-racial | Worker | Swabbie | yes | Realm (Eden), Alignment (Neutral), Polarity (Chaos) | Cosmopolitan | Salt Water, Urban | 2 | 31 (20+2d10) | 6 (1 x5.6) | 1 | Medium (Upright) | 0 | +1 Hit; 4% Crit. (97+) | +1 Hit; 4% Crit. (97+) | 0 Hit; 4% Crit. (97+) | 0 Hit; 4% Crit. (97+) | AC 11; Armor 3; Dodge 8 |
Arcane 18; Elemental 20; Natural 19; Holy 16; Demonic 17; Mental 18 | Move 4; Str 10; Agil 10; Stam 10; Int 9; Wis 9; Avd 8; Per 10; Res 8; Init 8; Cha 7 | Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth x3 | Typ. Cutlass (2d4) or Dagger x2 | 0-1 small flask of grog, 1d4 SP | n/a | n/a | |||||||||
Yellow Dragon Consort/Lord | Second | Dragonkind | Chromatic Dragon | Dragon | Yellow | Magical | Consort/Lord | yes | Realm (The Furnace), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Ruins/Dungeon, Volcanic | 17 | 751 (530+34d12) | 868 (6.05 x143.6) | 28 | Gargantuan (Prone) | 16; Crushing Blow 16, Toughness 4, Reach +3 | +21 Hit; 14% Crit. (87+); +3 Damage | +23 Hit; 14% Crit. (87+) | +25 Hit; 35% Crit. (66+) | +24 Hit; 15% Crit. (86+) | AC 96; Armor 88; Dodge 8 Lair Action x2: May use up to two unique special Lair Actions at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 38; Elemental 40; Natural 38; Holy 34; Demonic 35; Mental 37 | Move 11; Str 22; Agil 15; Stam 20; Int 19; Wis 18; Avd 8; Per 17; Res 17; Init 17; Cha 16 | Draconic (Dragon Tongue), Ignan, Common, Goblin & Orcish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Elder Dragon x8 | Bite (3d10+13) & Claw x2 (2d10+7) + Tailswipe (2d10+8 damage) | Acid Breath V: 4d12+6 Acid Damage, applies 5 stacks of Corrosion to any target that did not dodge even if they resisted |
Can use up to Tier 6 Acid Powers (per day use: T6 x3, T5 x4, T4 x5, T3 x6, T2 x7, T1 x8, T0 unlimited) |
Immune (Acid): Immune to this type of damage and any associated effects Affinity III (Fire): +15% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath V: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits a 16" length by width cone, use Ranged attack modifiers +15 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe IV: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 6" knockback on targets of lesser size Terrifying: Enemies must pass a Resolve test to move towards the creature and if it moves into base contact with a foe they must pass a Resolve test or immediately flee their full move directly away (treat as Feared & Frightened). Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes or otherwise vents volatile energy upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius |
Can shapeshift into creatures of a lesser threat rating (preferred forms are: Orcs, Goblins) |
6d12 Brimstone | n/a | n/a | |||||
Wyvern | Second | Beast | Reptile | Lizard | Aerial | Adult | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Hill, Mountain | 3 | 52 (33+3d12) | 39 (1.49 x26.1) | 5 | Large (Prone) | 2; Crushing Blow 2 | +7 Hit; 7% Crit. (94+); +1 Damage | +6 Hit; 6% Crit. (95+) | -6 Hit; 2% Crit. (99+) | +1 Hit; 5% Crit. (96+) | AC 35; Armor 24; Dodge 11 Can wear all except Mail Armor |
Arcane 4; Elemental 26; Natural 22; Holy 20; Demonic 19; Mental 11 | Move 7; Str 16; Agil 15; Stam 13; Int 2; Wis 9; Avd 11; Per 14; Res 10; Init 14; Cha 1 | Reptile "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scales, Thick x6 | Bite (2d8 dam) & Barbed Tail (3d6 dam, impale, -15 armor piercing) | Poisoned Stinger (once/battle): If hit w/ Barbed Tail attack can elect to inject poisonous stinger, prevents target from leaving base contact Stinger inflicts simple deadly poison, re-infects so long as stinger remains lodged in target, 2d8+2 auto dam when stinger is pulled out |
Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Poison I: Uses Simple poisons Armor Piercing I: some or all primary attacks have -5 armor |
3d6 Raw Meat, 0-1 Poisonous Stinger (contains same poison as described above, treat as complex) | Dominance & Force | Flying | Orcs (+2) & Half-Orcs (+1), Wild & High Elves (-2), Half-elves, Gnomes, Halflings (-1) | |||||||
Xcorch | Second | Fey | Arthropod | Giant Crawler | Demigod | Adult | yes | Realm (The Furnace), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Subterranean, Ruins/Dungeon | 19 | 569 (360+38d10) | 202 (1.97 x102.8) | 13 | Massive (Prone) | 8; Crushing Blow 8, Toughness 2, Reach +2 | +20 Hit; 14% Crit. (87+); +3 Damage | +23 Hit; 15% Crit. (86+) | +16 Hit; 12% Crit. (89+) | +23 Hit; 15% Crit. (86+) | AC 52; Armor 40; Dodge 12 |
Arcane 16; Elemental 36; Natural 33; Holy 28; Demonic 29; Mental 23 | Move 10; Str 20; Agil 12; Stam 18; Int 8; Wis 15; Avd 12; Per 15; Res 14; Init 12; Cha 0 | Insect "Speech" & Ignan | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tremorsense III (): Can sense vibrations and movement through listed substances up to range of 2x Perception with +8 Advantage to Perception rolls |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Rejuvenating: When its Substance or physical form is destroyed in the Realm of Strife its Spirit and/or Soul lives on, either returning to its Realm of Origin or being anchored within some form of physical object or remains, allowing it to take physical form again (see Extra for details). This effectively makes the creature immortal unless slain within its own Realm of Origin or if the anchored object is destroyed before it can reform itself. |
Chitin, Hardened x5 | Pincer Bite: 3d20 damage, -15 armor piercing | Flurry of Claws: action, 4d10 physical damage to all in base contact Lay Eggs: instant, lays 1d6 eggs w/in 1", can be combined with movement, each egg has 12HP & 25% Absorption, if not destroyed within 1 round hatches a crawler Engorge: instant, consume 1 target that is at least 2 sizes smaller, if failing Dodge test, consumed targets take 3d8 at the start of their own turn each round spend consumed, which restores HP to Xcorch, but if using Flaming Bile target is vomited out and is knocked down Flame Bile: 8" range, all Targets in 3" radius take 3d12 fire damage, spawns 1d10-5 crawlers Bile Eruption: action, must be tunneling, when breaking surface treat as Flame Bile centered on hole with 1" knockback on failed dodge |
Tunneler II: Can tunnel through ground at regular movement, initial burrowing counts as an instant Aura II: Passive effects in 2" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Armor Piercing III: some or all primary attacks have -15 armor |
Scorching Carapace: Fire Aura 2" radius, chance to elemental resist, 1d12 dmg Spawning: When taking piercing/cutting damage, 50% chance to spawn a random giant crawler (of lesser sise) from each open wound |
5d10 Raw Meat; 3d6 brimstone | n/a & n/a | n/a | n/a | ||||||
Yellow Dragon Hatchling | Second | Dragonkind | Chromatic Dragon | Dragon | Yellow | Magical | Hatchling | yes | Realm (The Furnace), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Ruins/Dungeon, Volcanic | 1 | 14 (10+1d6) | 7 (1.21 x5.8) | 2 | Tiny (Prone) | -4 | -1 Hit; 4% Crit. (97+); -1 Damage | -2 Hit; 3% Crit. (98+) | -3 Hit; 13% Crit. (88+) | -8 Hit; 1% Crit. (100+) | AC 34; Armor 16; Dodge 18 |
Arcane 14; Elemental 16; Natural 10; Holy 10; Demonic 7; Mental 9 | Move 5; Str 7; Agil 9; Stam 8; Int 7; Wis 2; Avd 18; Per 8; Res 5; Init 6; Cha 1 | Draconic (Dragon Tongue, can understand but not speak) | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scales, Light x8 | Bite (1d6) | Detect Magic (unlimited use) & Elemental Cantrip (Acid, unlimited use) |
Immune (Acid): Immune to this type of damage and any associated effects Affinity I (Fire): +5% Critical Hit with a given non-physical damage type (typically already added) Hopper II: Can hop to move, 2x movement in a straight line, allows for easily jumping over obstacles, must start and end its turn on the ground Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes or otherwise vents volatile energy upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius |
1d4 Brimstone | n/a | n/a | |||||||
Yellow Dragon Whelp | Second | Dragonkind | Chromatic Dragon | Dragon | Yellow | Magical | Whelp | yes | Realm (The Furnace), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Ruins/Dungeon, Volcanic | 2 | 29 (20+2d8) | 21 (1.63 x13.1) | 4 | Small (Prone) | -2 | +2 Hit; 5% Crit. (96+) | +1 Hit; 4% Crit. (97+) | +1 Hit; 14% Crit. (87+) | -5 Hit; 2% Crit. (99+) | AC 41; Armor 24; Dodge 17 |
Arcane 20; Elemental 20; Natural 14; Holy 14; Demonic 11; Mental 14 | Move 6; Str 9; Agil 11; Stam 10; Int 10; Wis 4; Avd 17; Per 10; Res 7; Init 7; Cha 2 | Draconic (Dragon Tongue) & Ignan (can understand but not speak) | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scales, Heavy x8 | Bite (1d8+2) & Claw (1d6+2) | Acid Breath I: 1d8 Acid Damage, applies 1 stack of Corrosion to any target that did not dodge even if they resisted |
Can use up to Tier 1 Acid Powers (per day use: T1 x3, T0 unlimited) |
Immune (Acid): Immune to this type of damage and any associated effects Affinity I (Fire): +5% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath I: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits up to 2 targets in a frontal arc melee, use Ranged attack modifiers against apppropriate resistance (target can add dodge to resist) Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes or otherwise vents volatile energy upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius |
1d6 Brimstone | n/a | n/a | ||||||
Yellow Dragon, Ancient | Second | Dragonkind | Chromatic Dragon | Dragon | Yellow | Magical | Ancient | yes | Realm (The Furnace), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Ruins/Dungeon, Volcanic | 20 | 1191 (861+60d10) | 1699 (8.04 x211.4) | 40 | Colossal (Prone) | 32; Crushing Blow 32, Toughness 8, Reach +4 | +21 Hit; 14% Crit. (87+); +3 Damage | +28 Hit; 16% Crit. (85+) | +30 Hit; 37% Crit. (64+) | +30 Hit; 17% Crit. (84+) | AC 94; Armor 88; Dodge 6 Lair Action x4: May use up to four unique special Lair Actions at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 42; Elemental 42; Natural 42; Holy 40; Demonic 41; Mental 42 | Move 12; Str 23; Agil 12; Stam 21; Int 21; Wis 21; Avd 6; Per 19; Res 20; Init 16; Cha 15 | Draconic (Dragon Tongue), Ignan, Common, Goblin & Orcish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Truesight: Can see (or otherwise perceive) in natural and magical darkness at a range (in table top inches) equal to thier perception, as well as see through any type of illusion or invisibility, and can see the true form of shape shifting creatures Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Elder Dragon x8 | Bite (5d12+15) & Claw x2 (3d10+9) + Tailswipe (3d12+18 damage) | Acid Breath VII: 5d12+10 Acid Damage, applies 7 stacks of Corrosion to any target that did not dodge even if they resisted |
Can use up to Tier 7+ Acid Powers (per day use: T7+ x1, T7 x4, T6 x5, T5 x6, T4 x7, T3 x8, T2 x9, T1 x10, T0 unlimited) |
Immune (Acid): Immune to this type of damage and any associated effects Affinity III (Fire): +15% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath VII: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits a 24" length by width cone, use Ranged attack modifiers +25 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe VI: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 10" knockback on targets of lesser size Terrifying: Enemies must pass a Resolve test to move towards the creature and if it moves into base contact with a foe they must pass a Resolve test or immediately flee their full move directly away (treat as Feared & Frightened). Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes or otherwise vents volatile energy upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius |
Ancient Dragons live in complete solitude and often sleep for hundreds of years at a time Can still shapeshift into creatures of a lesser threat rating but would likely not see the point |
7d20 Brimstone | n/a | n/a | |||||
Yellow Drake | Second | Dragonkind | Chromatic Dragon | Dragon | Yellow | Magical | Drake | yes | Realm (The Furnace), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Ruins/Dungeon, Volcanic | 10 | 235 (145+20d8) | 225 (3.54 x63.7) | 14 | Huge (Prone) | 4; Crushing Blow 4, Toughness 1, Reach +1 | +15 Hit; 10% Crit. (91+); +2 Damage | +13 Hit; 10% Crit. (91+) | +13 Hit; 25% Crit. (76+) | +11 Hit; 9% Crit. (92+) | AC 67; Armor 56; Dodge 11 Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant or action |
Arcane 28; Elemental 34; Natural 29; Holy 26; Demonic 25; Mental 26 | Move 9; Str 19; Agil 16; Stam 17; Int 14; Wis 12; Avd 11; Per 14; Res 13; Init 13; Cha 11 | Draconic (Dragon Tongue), Ignan, Common, Goblin & Orcish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scale, Drake x8 | Bite (3d6+9) & Claw x2 (1d12+3) + Tailswipe (2d6+8 damage) | Acid Breath III: 2d10+1d8+2 Acid Damage, applies 3 stacks of Corrosion to any target that did not dodge even if they resisted |
Can use up to Tier 4 Acid Powers (per day use: T4 x3, T3 x4, T2 x5, T1 x6, T0 unlimited) |
Immune (Acid): Immune to this type of damage and any associated effects Affinity II (Fire): +10% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath III: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits an 8" length by width cone, use Ranged attack modifiers +5 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe II: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 2" knockback on targets of lesser size Fearsome: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes or otherwise vents volatile energy upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius |
4d8 Brimstone | n/a | n/a | ||||||
Yellow Regal Dragon | Second | Dragonkind | Chromatic Dragon | Dragon | Yellow | Magical | Regal | yes | Realm (The Furnace), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Ruins/Dungeon, Volcanic | 19 | 837 (590+38d12) | 1145 (6.94 x164.9) | 33 | Gargantuan (Prone) | 16; Crushing Blow 16, Toughness 4, Reach +3 | +23 Hit; 15% Crit. (86+); +3 Damage | +26 Hit; 16% Crit. (85+) | +28 Hit; 26% Crit. (75+) | +28 Hit; 16% Crit. (85+) | AC 96; Armor 88; Dodge 8 Lair Action x3: May use up to three unique special Lair Actions at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 40; Elemental 40; Natural 40; Holy 36; Demonic 38; Mental 40 | Move 11; Str 22; Agil 15; Stam 20; Int 20; Wis 20; Avd 8; Per 18; Res 18; Init 18; Cha 17 | Draconic (Dragon Tongue), Ignan, Common, Goblin & Orcish | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Truesight: Can see (or otherwise perceive) in natural and magical darkness at a range (in table top inches) equal to thier perception, as well as see through any type of illusion or invisibility, and can see the true form of shape shifting creatures Blindsense II: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to 2x their perception. Uneffected by light and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Scale, Elder Dragon x8 | Bite (4d10+13) & Claw x2 (3d8+9) + Tailswipe (2d10+10 damage) | Acid Breath VI: 5d10+8 Acid Damage, applies 6 stacks of Corrosion to any target that did not dodge even if they resisted |
Can use up to Tier 7 Acid Powers (per day use: T7 x3, T6 x4, T5 x5, T4 x6, T3 x7, T2 x8, T1 x9, T0 unlimited) |
Immune (Acid): Immune to this type of damage and any associated effects Affinity III (Fire): +15% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath VI: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits a 20" length by width cone, use Ranged attack modifiers +20 against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe V: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 8" knockback on targets of lesser size Terrifying: Enemies must pass a Resolve test to move towards the creature and if it moves into base contact with a foe they must pass a Resolve test or immediately flee their full move directly away (treat as Feared & Frightened). Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes or otherwise vents volatile energy upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius |
Can shapeshift into creatures of a lesser threat rating (preferred forms are: Orcs, Goblins) |
6d12 Brimstone | n/a | n/a | |||||
Yellow Wyrm | Second | Dragonkind | Chromatic Dragon | Dragon | Yellow | Magical | Wyrm | yes | Realm (The Furnace), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Ruins/Dungeon, Volcanic | 5 | 82 (49+5d12) | 88 (2.59 x34.1) | 8 | Large (Prone) | 2; Crushing Blow 2 | +11 Hit; 8% Crit. (93+); +1 Damage | +6 Hit; 7% Crit. (94+) | +6 Hit; 17% Crit. (84+) | +2 Hit; 5% Crit. (96+) | AC 54; Armor 40; Dodge 14 Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their lair, typ. a bonus instant |
Arcane 24; Elemental 28; Natural 22; Holy 20; Demonic 18; Mental 20 | Move 8; Str 16; Agil 17; Stam 14; Int 12; Wis 8; Avd 14; Per 12; Res 10; Init 10; Cha 4 | Draconic (Dragon Tongue) & Ignan | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tunnel Sight: Can see in a limited capacity in natural subterranean darkness at a range (in table top inches) equal to 1/2 their Perception. In total darkness (no-light) everything appears as shades of grey. Dim light and bright light function as normal. Blindsense I: Can mentally (or otherwise) perceive its surrounds without conventional senses at a range equal to their perception. Uneffected by light or darkness, and immune to blind or any other sensory depriving effect. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Scale, Wyrm x8 | Bite (1d8+7) & Claw x2 (1d8+3) + Tailswipe (2d6+4 dam) | Acid Breath II: 1d8+1d6 Acid Damage, applies 2 stacks of Corrosion to any target that did not dodge even if they resisted |
Can use up to Tier 3 Acid Powers (per day use: T3 x3, T2 x4, T1 x5, T0 unlimited) |
Immune (Acid): Immune to this type of damage and any associated effects Affinity I (Fire): +5% Critical Hit with a given non-physical damage type (typically already added) Flyer I, Advanced: 2x movement while flying and can take a 'fly-by' action at any point along straight line fly move Breath II: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits an 8" length by 3" width cone (or cone template), use Ranged attack modifiers against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) Tailswipe I: if engaged in close combat in both front and back, may make an extra attack that hits all targets in reach in the rear arc, with 1" knockback on targets of lesser size Fearsome: Enemies must pass a Resolve test to move into base contact with the creature and if the Fearsome creature moves into base contact with a foe it must pass a Resolve test or be considered Frightened until doing so. Add Advantage or Disadvantage equal to the difference in sizes. Once a Resolve test is passed in either case, the target is immune for the remainder of the day. Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes or otherwise vents volatile energy upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius |
3d6 Brimstone | n/a | n/a | ||||||
Yeti | Third | Monster | Mutant | Wilderkin | Yeti | Ambusher | Adult | Abominable Snowman | yes | Realm (Stillness), Alignment (Evil), Polarity (Chaos) | Arctic | Mountain, Subterranean | 3 | 60 (40+3d12) | 30 (1.45 x20.6) | 4 | Large (Upright) | 2; Crushing Blow 2 | +4 Hit; 6% Crit. (95+); +1 Damage | +5 Hit; 6% Crit. (95+) | -2 Hit; 4% Crit. (97+) | -1 Hit; 4% Crit. (97+) | AC 31; Armor 21; Dodge 10 Despite their size, Yeti's can easily conceal their presence in snowy conditions or terrain. They use this natural defense to their advantage and often ambush thier prey. |
Arcane 12; Elemental 32; Natural 23; Holy 16; Demonic 15; Mental 13 | Move 5; Str 16; Agil 12; Stam 16; Int 6; Wis 7; Avd 10; Per 13; Res 8; Init 8; Cha 2 | Yeti | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Fur, Coarse/Dense x7 | Claw x2: 2d6 damage, 21% chance (80+) that claws count as Mammoth Strike | Icy Gaze: instant, single target, LoS required, if target fails an Elemental Resistance check it is Frozen for up to 1 hour, if resisted of having suffered the effects the target is immune to Icy Gaze for 1 day Pummel: action, hits a single target with a series of overhand blows, the first does 1d6 damage, the second does 2d6 and the 3rd does 3d6, if damage would Shatter a Frozen effect it is doubled, any attack that misses prevents any further attacks. |
Immune (Frost): Immune to this type of damage and any associated effects Sneaky II (Snowy Terrain): Can enter battle hidden, moves at full speed while hidden & +3 Advantage to avoid being detected |
Fear of Fire: while Yeti's do not take any additional damage from Fire, they are innately afraid of it and if failing a Resolve test will flee or avoid any significant source of fire within 6" |
3d6 Everice | n/a | n/a | |||||
Yeti, Den Mother | Third | Monster | Mutant | Wilderkin | Yeti | Ambusher | Den Mother | Abominable Denmother | yes | Realm (Stillness), Alignment (Evil), Polarity (Chaos) | Arctic | Mountain, Subterranean | 5 | 131 (86+10d8) | 62 (1.9 x32.7) | 7 | Huge (Upright) | 4; Crushing Blow 4, Toughness 1, Reach +1 | +4 Hit; 6% Crit. (95+); +2 Damage | +9 Hit; 8% Crit. (93+) | +1 Hit; 5% Crit. (96+) | +2 Hit; 5% Crit. (96+) | AC 34; Armor 24; Dodge 10 Despite their size, Yeti's can easily conceal their presence in snowy conditions or terrain. They use this natural defense to their advantage and often ambush thier prey. |
Arcane 14; Elemental 36; Natural 26; Holy 20; Demonic 18; Mental 15 | Move 6; Str 18; Agil 10; Stam 18; Int 7; Wis 8; Avd 10; Per 15; Res 10; Init 9; Cha 2 | Yeti | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Fur, Coarse/Dense x8 | Claw x2: 2d8 damage, 31% chance (70+) that claws count as Mammoth Strike | Chilling Breath: Breath II, once/3 rounds, 3d10+3 Frost Damage, targets are Slowed for 1 round. If failing a Stamina test targets are Slowed for 1 round, also automatically extinguishes any source of non-magical flame or counts as a Freeze Magic dispel against magical flame. |
Icy Gaze: instant, single target, LoS required, if target fails an Elemental Resistance check it is Frozen for up to 1 day, if resisted of having suffered the effects the target is immune to Icy Gaze for 1 day. Pummel: action, hits a single target with a series of overhand blows the first does 1d8 damage, the second does 2d8, the 3rd does 3d8 any attack that misses prevents any further attacks. |
Immune (Frost): Immune to this type of damage and any associated effects Sneaky II (Snowy Terrain): Can enter battle hidden, moves at full speed while hidden & +3 Advantage to avoid being detected Breath II: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits an 8" length by 3" width cone (or cone template), use Ranged attack modifiers against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) |
Fear of Fire: while Yeti Den Mother's do not take any additional damage from Fire, they are innately afraid of it and if failing a Resolve test will flee or avoid any significant source of fire within 6". Alternatively, if Chilling Breath is available they will sue it to extinguish the flame. |
4d8 Everice | n/a | n/a | ||||
Zombie, Feral | False | Undead | Zombified | Zombie | Feral | Regular | yes | Realm (Strife), Alignment (Evil), Polarity (Chaos) | Cosmopolitan | Ruins/Dungeon, Rural | 3 | 32 (15+3d10) | 20 (2.16 x9.5) | 4 | Medium (Upright) | 0 | +4 Hit; 6% Crit. (95+) | -3 Hit; 3% Crit. (98+) | -5 Hit; 3% Crit. (98+) | -7 Hit; 2% Crit. (99+) | AC 0; Armor 0; Dodge 0 |
Arcane 6; Elemental 27; Natural 7; Holy 2; Demonic 67; Mental 4 | Move 4; Str 13; Agil 12; Stam 6; Int 3; Wis 1; Avd 4; Per 5; Res 16; Init 4; Cha 0 | Understands the languages it knew in life but can't speak | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Sense Living III: Can sense living organic beings at a range (in table top inches) equal to 2x Perception with +8 Advantage to Perception rolls |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth (scraps) x3 | Zombie Claw x2 (1d6 damage) | if hitting with at least 1 claw can also use Zombie Bite (1d10 dam) |
Grave Fever (Infected Wounds cause 1d6 dam per round or per hour when out of combat) |
Undead: Does not eat, sleep, tire, breathe, or bleed (immune to any effect related to these). Counts as Implacable and Immune to stun, fear, poison, disease. Holy and life based healing powers cause damage instead of healing. +50 Demonic Resistance & -30 Holy Resistance (already added). Sensitivity to Holy (double damage). Typically destroyed if reaching 0 HP. Mindless: Does not possess the ability to truly think or reason, instead operating on some form of predetermined will or set of parameters; immune to taunt, fear and all mental or pyschological damage and effects; dodge always equals zero regardless of Avd. Stat Toughness III: Negates all incoming damage by 3 Resistant III (Elemental): +15 resistance to this type of damage/effects (typically already added) Infected Wounds: Sucessful wounds inflict disease or disease-like effects, requiring an immediate natural resist check, immune for up to a day if passing |
1d4 GP | Necromancy & | n/a | |||||||
Zombie, Graveborne | False | Undead | Zombified | Zombie | Shambler | Infantry | Regular | Warborne | yes | Realm (Strife), Alignment (Evil), Polarity (Chaos) | Cosmopolitan | Ruins/Dungeon, Rural | 2 | 25 (14+2d10) | 15 (2.05 x7.2) | 3 | Medium (Upright) | 0 | -4 Hit; 3% Crit. (98+) | -4 Hit; 3% Crit. (98+) | -14 Hit; 1% Crit. (100+) | -15 Hit; 1% Crit. (100+) | AC 18; Armor 18; Dodge 0; Noisy 6 |
Arcane 2; Elemental 29; Natural 7; Holy 6; Demonic 68; Mental 1 | Move 2; Str 11; Agil 5; Stam 7; Int 1; Wis 0; Avd 0; Per 5; Res 18; Init 2; Cha 0 | Understands the languages it knew in life but can't speak | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Sense Living III: Can sense living organic beings at a range (in table top inches) equal to 2x Perception with +8 Advantage to Perception rolls |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Mail, Chain (Rusted -1) x6 | Damaged (-1) 1H Medium Weapon, typ. Rusted Mace (2d4+1 damage, -1 to hit & damage) | if disarmed or unarmed, use Zombie Claw x1 (1d4 dam) |
Diseased Strike x1 (action, max damage if target fails a natural resistance check) |
Undead: Does not eat, sleep, tire, breathe, or bleed (immune to any effect related to these). Counts as Implacable and Immune to stun, fear, poison, disease. Holy and life based healing powers cause damage instead of healing. +50 Demonic Resistance & -30 Holy Resistance (already added). Sensitivity to Holy (double damage). Typically destroyed if reaching 0 HP. Mindless: Does not possess the ability to truly think or reason, instead operating on some form of predetermined will or set of parameters; immune to taunt, fear and all mental or pyschological damage and effects; dodge always equals zero regardless of Avd. Stat Toughness III: Negates all incoming damage by 3 Resistant III (Elemental): +15 resistance to this type of damage/effects (typically already added) |
1d6 SP | Raised from the rotten remains of a soldiers grave or from the fallen on a weeks old battlefield | Necromancy & | n/a | ||||
Zombie, Plagueborne | False | Undead | Zombified | Zombie | Shambler | Elite | yes | Realm (Strife), Alignment (Evil), Polarity (Chaos) | Cosmopolitan | Ruins/Dungeon, Rural | 4 | 43 (21+4d10) | 21 (2.36 x9) | 4 | Medium (Upright) | 0 | 0 Hit; 4% Crit. (97+) | -2 Hit; 4% Crit. (97+) | -6 Hit; 2% Crit. (99+) | -7 Hit; 2% Crit. (99+) | AC 6; Armor 6; Dodge 0 |
Arcane 2; Elemental 29; Natural 7; Holy 4; Demonic 67; Mental 1 | Move 2; Str 12; Agil 7; Stam 7; Int 1; Wis 0; Avd 0; Per 5; Res 17; Init 3; Cha 0 | Understands the languages it knew in life but can't speak | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Sense Living III: Can sense living organic beings at a range (in table top inches) equal to 2x Perception with +8 Advantage to Perception rolls |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather (rotten -1) x6 | Damaged (-1) 2H Weapon, typ. Great Club 2d6+1d4+1, clumsy -5, -1 to hit & damage) | if disarmed or unarmed, use Zombie Claw x1 (1d4 dam) |
Diseased Strike x1 (action, max damage if target fails a natural resistance check) Grave Fever (Aura III, constant 2" radius cloud, infected if failing a Natural resistance check, inflicts 1d6 damage per round or per hour when out of combat) |
Undead: Does not eat, sleep, tire, breathe, or bleed (immune to any effect related to these). Counts as Implacable and Immune to stun, fear, poison, disease. Holy and life based healing powers cause damage instead of healing. +50 Demonic Resistance & -30 Holy Resistance (already added). Sensitivity to Holy (double damage). Typically destroyed if reaching 0 HP. Mindless: Does not possess the ability to truly think or reason, instead operating on some form of predetermined will or set of parameters; immune to taunt, fear and all mental or pyschological damage and effects; dodge always equals zero regardless of Avd. Stat Toughness III: Negates all incoming damage by 3 Resistant III (Elemental): +15 resistance to this type of damage/effects (typically already added) Aura II: Passive effects in 2" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive |
1d4 GP | Necromancy & | n/a | |||||||
Zombie, Raging | False | Undead | Zombified | Zombie | Feral | Elite | yes | Realm (Strife), Alignment (Evil), Polarity (Chaos) | Cosmopolitan | Ruins/Dungeon, Rural | 7 | 66 (27+7d10) | 39 (2.16 x18) | 5 | Medium (Upright) | 0 | +11 Hit; 9% Crit. (92+); +1 Damage | +1 Hit; 5% Crit. (96+) | -1 Hit; 5% Crit. (96+) | -3 Hit; 4% Crit. (97+) | AC 0; Armor 0; Dodge 0 |
Arcane 6; Elemental 27; Natural 7; Holy 0; Demonic 66; Mental 4 | Move 5; Str 15; Agil 15; Stam 6; Int 3; Wis 1; Avd 5; Per 5; Res 15; Init 5; Cha 0 | Understands the languages it knew in life but can't speak | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Sense Living III: Can sense living organic beings at a range (in table top inches) equal to 2x Perception with +8 Advantage to Perception rolls |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth (scraps) x3 | Zombie Claw x2 (1d8 damage) | if hitting with at least 1 claw can also use Zombie Bite (1d12 dam) |
Feral Leap (action, unlimited use if target is 5" away, leaps to target and inflicts both Feral Claws as a single +20 to hit attack with a knock down effect if target fails a Stamina Test) Raging Grave Fever (Infected Wounds cause 1d8 dam per round or per hour when out of combat) |
Undead: Does not eat, sleep, tire, breathe, or bleed (immune to any effect related to these). Counts as Implacable and Immune to stun, fear, poison, disease. Holy and life based healing powers cause damage instead of healing. +50 Demonic Resistance & -30 Holy Resistance (already added). Sensitivity to Holy (double damage). Typically destroyed if reaching 0 HP. Mindless: Does not possess the ability to truly think or reason, instead operating on some form of predetermined will or set of parameters; immune to taunt, fear and all mental or pyschological damage and effects; dodge always equals zero regardless of Avd. Stat Toughness III: Negates all incoming damage by 3 Resistant III (Elemental): +15 resistance to this type of damage/effects (typically already added) Infected Wounds: Sucessful wounds inflict disease or disease-like effects, requiring an immediate natural resist check, immune for up to a day if passing |
2d6 GP | Necromancy & | n/a | |||||||
Zombie, Shambler | False | Undead | Zombified | Zombie | Shambler | Regular | yes | Realm (Strife), Alignment (Evil), Polarity (Chaos) | Cosmopolitan | Ruins/Dungeon, Rural | 1 | 15 (9+1d10) | 3 (2.05 x1.5) | 1 | Medium (Upright) | 0 | -7 Hit; 2% Crit. (99+) | -5 Hit; 2% Crit. (99+) | -9 Hit; 1% Crit. (100+) | -10 Hit; 1% Crit. (100+) | AC 0; Armor 0; Dodge 0 |
Arcane 2; Elemental 27; Natural 6; Holy 8; Demonic 69; Mental 1 | Move 2; Str 9; Agil 3; Stam 6; Int 1; Wis 0; Avd 0; Per 5; Res 19; Init 1; Cha 0 | Understands the languages it knew in life but can't speak | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Sense Living III: Can sense living organic beings at a range (in table top inches) equal to 2x Perception with +8 Advantage to Perception rolls |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth (rotten -1) x6 | Bone Club (1d4+1 dam) | if disarmed or unarmed, use Zombie Claw x1 (1d4 dam) |
Diseased Strike x1 (action, max damage if target fails a natural resistance check) |
Undead: Does not eat, sleep, tire, breathe, or bleed (immune to any effect related to these). Counts as Implacable and Immune to stun, fear, poison, disease. Holy and life based healing powers cause damage instead of healing. +50 Demonic Resistance & -30 Holy Resistance (already added). Sensitivity to Holy (double damage). Typically destroyed if reaching 0 HP. Mindless: Does not possess the ability to truly think or reason, instead operating on some form of predetermined will or set of parameters; immune to taunt, fear and all mental or pyschological damage and effects; dodge always equals zero regardless of Avd. Stat Toughness III: Negates all incoming damage by 3 Resistant III (Elemental): +15 resistance to this type of damage/effects (typically already added) |
1d10 CP | Raised from the graves of poor peasants and brigands | Necromancy & | n/a | ||||||
Ssalani Once-Born | Third | Anthromorph | Anthrokind | Ssalani | Once-Born | Serpentfolk | yes | Realm (Eden), Alignment (Evil), Polarity (Balance) | Tropical/Temperate | Forest/Jungle, Desert | 2 | 33 (22+2d10) | 13 (1.14 x11.1) | 3 | Medium (Upright) | 0 | +3 Hit; 5% Crit. (96+) | +4 Hit; 5% Crit. (96+) | +4 Hit; 5% Crit. (96+) | +3 Hit; 5% Crit. (96+) | AC 25; Armor 10; Dodge 15 |
Arcane 26; Elemental 22; Natural 23; Holy 24; Demonic 24; Mental 25 | Move 4; Str 11; Agil 12; Stam 11; Int 13; Wis 12; Avd 15; Per 13; Res 12; Init 8; Cha 8 | Common & Ssalani | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth x8 plus Scales, Light x1 | Knives x2, Typ. Kris (1d4+1 damage) | Short Bow (1d8, Ranged 30") |
Conjure Venomous Beast x1: T1 action Serpent Strike x3: T1 MH melee action Widows Hex x1: T3 instant |
Resistant II (Poison): +10 resistance to this type of damage/effects (typically already added) Hardened (Toxic): Incoming damage of this type is reduced by half |
1d4 GP | The lowest caste in Ssalani culture, Once-Born are believed to be the starting point of the Ssalani reincarnation cycle, who must prove their worth among the Ssalani in order to one day be reborn into a higher caste. They are largely humanoid in appearance, though they have random patches of scales on their skin. If these are covered, the only thing that would give away their true nature would be thier forked tongue and serpent-like eyes. This makes Ssalani Once-Born particularily well suited to infiltrate and corrupt human settlements, and are often employed as spies for their Twice-Born or Thrice-Born masters. | n/a | n/a | ||||||
Ssalani Twice-Born, Malisar | Third | Anthromorph | Anthrokind | Ssalani | Twice-Born | Serpentfolk | yes | Realm (Eden), Alignment (Evil), Polarity (Balance) | Tropical/Temperate | Forest/Jungle, Desert | 5 | 73 (46+5d10) | 33 (1.17 x28.1) | 5 | Medium (Upright) | 0 | +8 Hit; 7% Crit. (94+) | +5 Hit; 6% Crit. (95+) | +8 Hit; 7% Crit. (94+) | +6 Hit; 7% Crit. (94+) | AC 37; Armor 24; Dodge 13 |
Arcane 28; Elemental 26; Natural 25; Holy 28; Demonic 26; Mental 26 | Move 4; Str 13; Agil 14; Stam 13; Int 14; Wis 12; Avd 13; Per 11; Res 14; Init 10; Cha 9 | Common & Ssalani | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather, Boiled x6 plus Scales, Heavy x2 | Sword and Shield, Typ. Scimitar: 1d6+1d4+1 damage & Parma: Block (+3) AND Venomous Bite: 1d4+3 physical damage plus 1d8+5 toxic damage if failing a Natural resist | Crossbow: 1d10, Reload-Ranged 25" |
Conjure Venomous Beast x1: T3 action Serpent Strike x3: T3 MH melee action Widows Hex x1: T3 instant |
Resistant III (Poison): +15 resistance to this type of damage/effects (typically already added) Hardened (Toxic): Incoming damage of this type is reduced by half |
3d6 GP, Complex Poison Gland (30% chance) | Ssalani Malisar are one of two forms of Twice-Born. Ssalani believe that if dying in a worthy manner, they will eventually be recarnated into a higher caste in Ssalani culture. Ssalani Twice-Born are the first step in that process, and though they have little to no memory of their past life, they are believed to be living their second life. Malisar have the head of a snake, complete with forked tongue and venomous fangs. The scales on their heads run down across their shoulders but eventually give way to a human-like body, in both proportions and form, from the shoulders down. In most Ssalani communities, Malisar are typically of equal standing to Talisar, though the two subgroups of Twice-Born often via for dominance. | n/a | n/a | ||||||
Ssalani Twice-Born, Talisar | Third | Anthromorph | Anthrokind | Ssalani | Twice-Born | Serpentfolk | yes | Realm (Eden), Alignment (Evil), Polarity (Balance) | Tropical/Temperate | Forest/Jungle, Desert | 5 | 73 (46+5d10) | 33 (1.17 x28.5) | 5 | Medium (Upright) | 0 | +8 Hit; 7% Crit. (94+) | +5 Hit; 6% Crit. (95+) | +8 Hit; 7% Crit. (94+) | +6 Hit; 7% Crit. (94+) | AC 29; Armor 18; Dodge 11 |
Arcane 28; Elemental 26; Natural 25; Holy 28; Demonic 26; Mental 26 | Move 5; Str 13; Agil 14; Stam 13; Int 14; Wis 12; Avd 11; Per 11; Res 14; Init 10; Cha 10 | Common & Ssalani | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather, Boiled x5 plus Scales, Heavy x1 | Polearms, Typ. Bardiche (1d10+1d6+2, Ward-off, Reach 1) AND Tail Grapple (2d4+5 damage, Grapple) | Crossbow (1d10, Reload-Ranged 25") |
Constrict: if grappling a target with its tail, immobilize the target and inflict 3d6+5 damage. Conjure Venomous Beast x1: T3 action Serpent Strike x3: T3 MH melee action Widows Hex x1: T3 instant |
Resistant III (Poison): +15 resistance to this type of damage/effects (typically already added) Hardened (Toxic): Incoming damage of this type is reduced by half |
3d6 GP | Ssalani Talisar are one of two forms of Twice-Born. Ssalani believe that if dying in a worthy manner, they will eventually be recarnated into a higher caste in Ssalani culture. Ssalani Twice-Born are the first step in that process, and though they have little to no memory of their past life, they are believed to be living their second life. Talisar are mostly human like from the waist up, with the exception of a forked tongue, venomous fangs, and serpent like eyes. From the waist down however, they have a long scaled snake tail. In most Ssalani communities, Talisar are typically of equal standing to Malisar, though the two subgroups of Twice-Born often via for dominance. | n/a | n/a | ||||||
Spirit Nagani | Third | Monster | Cursed | Nagani | Spirit | yes | Realm (Eden), Alignment (Evil), Polarity (Balance) | Tropical/Temperate | Ruins/Dungeon, Subterranean | 12 | 176 (98+12d12) | 114 (1.6 x71.7) | 10 | Large (Prone) | 2; Crushing Blow 2 | +18 Hit; 12% Crit. (89+); +2 Damage | +13 Hit; 10% Crit. (91+) | +17 Hit; 11% Crit. (90+) | +16 Hit; 11% Crit. (90+) | AC 37; Armor 25; Dodge 12 |
Arcane 32; Elemental 28; Natural 29; Holy 32; Demonic 31; Mental 31 | Move 8; Str 18; Agil 17; Stam 14; Int 16; Wis 15; Avd 12; Per 12; Res 16; Init 15; Cha 16 | Common & Ssalani | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Darksight I: Can see in natural darkness at a range (in table top inches) equal to their Perception. In total darkness (no-light) everything appears as shades of grey while dim light allows for discernment of color. In bright light Perception is cut in half. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Rejuvenating: When its Substance or physical form is destroyed in the Realm of Strife its Spirit and/or Soul lives on, either returning to its Realm of Origin or being anchored within some form of physical object or remains, allowing it to take physical form again (see Extra for details). This effectively makes the creature immortal unless slain within its own Realm of Origin or if the anchored object is destroyed before it can reform itself. |
Scales, Hardened x5 | Venomous Bite: 1d8+4 physical damage, Reach 2. If target fails a Natural resist deals an additional 3d8+4 toxic damage and inflicts -2 disadvantage on Resolve tests. This effect can stack, is treated as a superior poison, and persists until completing a full rest. | Hypnotic Gaze: Instant. Unlimited use, but can only affect a single target at a time. Charm vs Resistance stat roll-off, where a degree of success dictates the result. Only damage from the nagani or death of the nagani cancels this effect. (Success 1+) Charmed : Effected target can't attack or harm the nagani in any way. (Success 3+) Mesmerized: Effected target is immobilized. (Success 5+) Enthralled: Affected target will obey the naganis every command while in its vicinity, but doing so requires counts as an instant for the nagani. (Success 7+) Enslaved: Effected target will obey the naganis command, at any distant, with no cost to the nagani. Can cast Tier 4 Spirit Powers (per day use: T5 x1, T4 x2, T3 x4, T2 x5, T1 x6, T0 unlimited) Typ. instants: Creeping Fumes (T5), Ill Fortune (T4), Worm Rot (T3), Disrupt Magic (T2), Slow (T1), Sense Spirit (T0) Typ. actions: Arcane Burst (T5), Shockwave (T4), Forked Lightning (T3), Disruption Bolt (T2), Conjure Magic Hand (T1), Steal Power (T0) |
Resistant VI (Poison): +30 resistance to this type of damage/effects (typically already added) Hardened (Toxic): Incoming damage of this type is reduced by half Willpower I: once per day, may elect at any time (even if crit hit) to auto resist a single faith/spirit power |
Immortal Spirit: A nagani's immortal spirit is tethered to the magical curse that created it, often thousands of years prior. Unless the origins of this long lost curse can be determined, any time a nagani is slain it returns to life (full HP) again after 1d6 days. The exact number of days is not known to whoever slays the nagani, nor is the exact location where it will reappear, though it is typically near where it was slain. |
3d6 Cursed Flesh | The cursed form of a nagani resembles that of a giant serpent with a humanoid head. Though the exact origins of their cursed existence are unknown, some theories suggest spirit nagani are born of a dark ritual practiced by the Ssalani, cursing other creatures of the Third Creature into an immortal serpentine existence. This is evidenced by the way the Ssalani seem to both revere and enslave Spirit nagani, treating them almost as divine creatures. Spirit nagani are spiteful and brutal creatures, taking out the torment of their cursed existence on anyone they can. They have an uncanny ability to be charming, despite their vile appearance, and possess a dangerous hypnotic gaze. They use this to their advantage to charm and enslave their foes before using them to further their own sadistic and esoteric goals. Some scholars suspect that a spirit nagani's thirst for magic and magical artefacts is caused by an underlying thought that somewhere out there exists a magic powerful enough to remove their curse and end their immortal existence. | n/a | n/a | |||||||
Dream Pixie | Second | Fey | Fey Folk | Sprite | Dream Pixie | Familiar | yes | Realm (Dreams), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Rural, Forest/Jungle | 3 | 19 (9+3d6) | 15 (0.89 x16.9) | 3 | Tiny (Upright) | -4 | +10 Hit; 8% Crit. (93+); -1 Damage | +7 Hit; 7% Crit. (94+) | +6 Hit; 6% Crit. (95+) | +9 Hit; 7% Crit. (94+) | AC 20; Armor 4; Dodge 16 Twilight Blend: when in dusk/twlight light conditions can blend in with its environment, effectively becoming invisible, but cannot take actions while doing so |
Arcane 28; Elemental 10; Natural 22; Holy 18; Demonic 26; Mental 31 | Move 4; Str 4; Agil 18; Stam 5; Int 14; Wis 17; Avd 16; Per 15; Res 9; Init 9; Cha 13 | Sprite, Dreamspeak & Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Rejuvenating: When its Substance or physical form is destroyed in the Realm of Strife its Spirit and/or Soul lives on, either returning to its Realm of Origin or being anchored within some form of physical object or remains, allowing it to take physical form again (see Extra for details). This effectively makes the creature immortal unless slain within its own Realm of Origin or if the anchored object is destroyed before it can reform itself. |
Cloth x4 | Dusk Fingers: main hand, must touch, 1d4+1 twilight damage, roll vs. Arcane Resist + Dodge | Smell Magic: natural senses act as detect magic Dream Dust: thrice per day, instant, 2" range, causes the surface it lands on to glow slightly with a calming light for up to 1 hour, causing anyone who touches it to automatically become Drowsy. If hit by any source of twilight magic the Dream Dust the Drowsy effec tis triggered and can put the effected target to sleep (see Drowsy spirit passive). Once per day the Pixie can also command its own dust to spontaneously activate (treat as an instant), triggering the Drowsy effect on all targets that have com into contact with the Dream Dust. Dreamspeak: T3 Modify instant, 1/day Awaken: Dispel instant/action, 2/day, treat as permanently having 1 stack of dreamstate Dreamweaver's Missile: T1 Missile action, can cast twice per action, 3 actions/hour |
Aura II: Passive effects in 2" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Flyer I: 2x movement while flying Docile: Will typically not attack unless provoked/threatened |
Dream Aura: 2" radius, effects caster and allies of their choice, grants +5 cast & +2 spell dam with Dream powers and restores 1 Stealth or Focus that was lost this round, where applicable. |
1d4-1 Dream Dust | Dream Pixies are tiny Fey Folk attuned to twilight magic, vaguely resembling a tiny childlike elf with radiant wings that usually include a variety of colors such as magenta, pink, orange, pale green, and silver, and appear similar in form to those of a dragonfly or butterfly. Clever and mischievous creatures, they are drawn to the dreams of other creatures and cannot help but use their magic to meddle with them. This is not something they do maliciously, and the results of their meddling is unpredicatable, just as likely to cause pleasant or inspirational dreams as they are to cause nightmares. They are generally docile and avoid combat, using their natural environments to hide away whenever possible and usually only travelling under cover of dusk. However when angered or threatened their bright colored hair is said to take on nightmarish forms intended to scare away predators and agressors. They are prized by spirit users and collectors due to their innate ability to sense magic by smell, their magical dream dust, and the aura of twlight magic that they radiate. They will willingly serve a master, especially a spirit user who focuses on stealth or focus, seeing it as an opportunity to sneak into the dreams others without consequence. | n/a & n/a | n/a | Elves & Gnomes (+1) | |||||
Gynosphinx | Second | Fey | Chimera | Sphinx | Gyno | yes | Realm (Dawn), Alignment (Neutral), Polarity (Order) | Extra Planar | Ruins/Dungeon, Desert | 10 | 218 (128+20d8) | 127 (2.03 x62.6) | 10 | Huge (Prone) | 4; Crushing Blow 4, Toughness 1, Reach +1 | +14 Hit; 10% Crit. (91+); +1 Damage | +17 Hit; 11% Crit. (90+) | +17 Hit; 11% Crit. (90+) | +17 Hit; 11% Crit. (90+) | AC 38; Armor 21; Dodge 17 Lair Action: May use a special Lair Action at the top of every non-ambush turn when guarding its sacred charge. This is typically a bonus instant, action, trap or environmental effect and often involves using powerful illusions to alter the perceptions of reality for anyone nearby, while the sphinx itself is unaffected. |
Arcane 36; Elemental 30; Natural 33; Holy 36; Demonic 36; Mental 36 | Move 9; Str 15; Agil 15; Stam 15; Int 18; Wis 18; Avd 17; Per 18; Res 18; Init 16; Cha 18 | Common, Wonderspeak, Telepathic | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Truesight: Can see (or otherwise perceive) in natural and magical darkness at a range (in table top inches) equal to thier perception, as well as see through any type of illusion or invisibility, and can see the true form of shape shifting creatures |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Rejuvenating: When its Substance or physical form is destroyed in the Realm of Strife its Spirit and/or Soul lives on, either returning to its Realm of Origin or being anchored within some form of physical object or remains, allowing it to take physical form again (see Extra for details). This effectively makes the creature immortal unless slain within its own Realm of Origin or if the anchored object is destroyed before it can reform itself. |
Fur, Coarse/Dense x7 | Claw x2: 2d8+4 damage that counts as magical | The Light of Truth: Action, recharge on D6 score of 4+. The Gynosphinx focuses its eyes on a single target point up to 12" away, firing twin beams of pure light that inflict 4d8 + 10 solar damage to any targets along that line. If making a sweeping motion with its head while using the Light of Truth, the damage is reduced by half, but it hits anything in a 90 degree arc. Any form of invisibility, shape shifting, illusions, lies, deceptions, or any hiding/stealth target that is struck by the Light of Truth is automatically and immediately cancelled. |
Trick of the Light (T2 instant unlimited use, in 20" radius around itself);Solar Shield x4 (T3 Instant, 4 uses OR 1 use but 4 targets) Light Ward x4 (T2 Instant, 4 uses OR 1 use but 4 targets) Radiant Brand x2 (T4 Action) Sun Shard x3 (T2 Action) Plane of Reflection x1 (T4 Action) Far Sight x1 (T2 Action) |
Immune II (Mental, Shadow): Immune to these types of damage and any associated effects |
Sacred Charge: A sphinx is a solitary creature, given physical form outside its native Dawn Realm in order to protect a sacred charge of some kind. This could be a sacred site, a powerful artefact or treasure, or a source of knowledge. Exactly where this sacred charge comes from, or who tasks the sphinx with its protection is largely unknown, though it would have to be a being of similar or even greater power than the sphinx itself. Once given, the sphinx will not deviate from its duty and requires no food, sleep or breathe to maintain its vigil. Even in death the sphinx attempts to protect its sacred charge, rendering it unreachable or unobtainable by any conventional means. In some cases, if a creature seeks that which the sphinx guards, it may propose a test or quest in order to prove one's worthiness. Accepting this test binds one to it for life, and failure can be deadly, though more often results in being sent away to never see the sphinx again. Gynosphinx are particularly fond of puzzles and riddles and will typically use these as a test of worthiness. Though, they have been know to pose riddles for seems like simple entertainment.;Rejuvenating: When slain outside of the Dawn Realm the spirit of the sphinx returns there. It cannot take corporeal form again outside of the Dawn Realm if its sacred charge is defiled or destroyed. However, if any shred of its sacred charge remains the Sphinx will stop at nothing to find its way back and punish those who dared defy it. This rebirth can take anywhere from decades, to centuries, or even millenia. Alternatively, a Sphinx could be called back to a physical form at any time, if given a new Sacred Charge. |
4d8 Prismatic Glass | A gynosphinx has the body of a lion but the head and sometimes upper torso of a feminine human. The feminine portion is often attractive and regal in bearing, though can also be outlandish or bizarre in appearance as well. Gynosphinxes possess vast and untold depths of knowledge regarding creation, the universe and magic, and it is said that to look directly into their eyes is to risk being lost in the eternal light of the Dawn Realm. As near infinite repositories of lore, the mind and will of a sphinx is completely unknowable and even if one could somehow break through their impenetrable mental barriers, the sheer volume of knowledge would drive them insane. Aware of how dangerous knowledge can be, a sphinx never gives away that knowledge to those they deem unworthy. For an Gynosphinx, to be worthy of even the smallest measure of their knowledge, is to prove yourself particularly clever or witty. Some Gynosphinxes may trade information in exchange for solving riddles or puzzles, or may ask you to complete some obscure quest for knowledge. While they typically abhor violence, they are powerful creatures that are capable of defending themselves with both claw and magic if they or whatever sacred charge they are guarding is ever threatened. | n/a | n/a | ||||||
Kayden, Roostguard | Third | Anthromorph | Anthrokind | Kayden | Guard | Roostguard | yes | Realm (Eden), Alignment (Variable), Polarity (Variable) | Cosmopolitan | Urban, Mountain | 3 | 44 (28+3d10) | 26 (1.21 x21.4) | 4 | Medium (Upright) | 0 | +2 Hit; 3% Crit. (98+) | 0 Hit; 2% Crit. (99+) | -5 Hit; 1% Crit. (100+) | -5 Hit; 1% Crit. (100+) | AC 56; Armor 46; Dodge 10; Noisy 7; Double Layer 3 |
Arcane 20; Elemental 22; Natural 21; Holy 22; Demonic 21; Mental 20 | Move 4; Str 14; Agil 13; Stam 11; Int 10; Wis 10; Avd 10; Per 11; Res 11; Init 12; Cha 10 | Common & Kayden | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Mail, Plated x7 over Cloth, Quilted x3 plus Feathers, Light x5 | High Damage 2H Weapons, Typ. Great Flamberge: 1d10+1d6+3, Parry +2, Overpower (-4) or Halberd: 1d10+2d4+2, Reach 1, Cleaving +5%, Dismount 12%, Impale. | War Crossbow w/ Quarrel Bolts (1d12+2, Reload-Ranged 35", Armor Piercing -10) |
Can use Imp. Offensive and Defensive Stances (unlimited), Hawk Strike/Shot x2 |
Advanced: Will use the full extent of all weapon effects in their weapon load out (i.e. Parry, Cleaving, Melee-Range, Crushing Blow, etc...) Flyer I: 2x movement while flying |
1d4 GP | n/a | n/a | |||||||
Scoropani Ravager | Third | Monster | Mutant | Scoropani | Brute | Ravager | yes | Realm (Eden), Alignment (Neutral), Polarity (Chaos) | Tropical/Temperate | Desert, Ruins/Dungeon | 5 | 89 (56+5d12) | 47 (1.39 x34) | 6 | Large (Upright) | 2; Crushing Blow 2 | +7 Hit; 7% Crit. (94+); +1 Damage | +8 Hit; 7% Crit. (94+) | +2 Hit; 5% Crit. (96+) | +6 Hit; 7% Crit. (94+) | AC 67; Armor 56; Dodge 11 |
Arcane 16; Elemental 32; Natural 28; Holy 16; Demonic 20; Mental 20 | Move 6; Str 16; Agil 13; Stam 16; Int 8; Wis 12; Avd 11; Per 14; Res 8; Init 14; Cha 4 | Arachnid "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Chitin, Thick x8 | 2H Polearm Weapons, Typ. Glaive: 1d12+2d4+2 damage, Ward-off, Reach 1 & Pincer Claws x2: 1d8+4 damage | Tail Stinger: use in place of pincer claw attacks, 3d6+6 damage, -10 armor piercing, Reach 2, inflicts complex deadly poison |
Poison II: Uses Complex poisons Armor Piercing II: some or all primary attacks have -10 armor |
3d6 Raw Meat, 0-2 Complex Deadly Poison Glands | Mutated by unknown magics into a half-man and half-scorpian form. These desert dwelling brutes revel in violence, killing not just for food but also for sport. They care not for good or evil, motivated only by an instinctual desire to kill. | n/a | n/a | |||||||
Volcanic Giant | Second | Primatives | Giantkind | Giant | Volcanic | Brute | Regular | Fire Giant | yes | Realm (The Furnace), Alignment (Evil), Polarity (Balance) | Tropical/Temperate | Volcanic, Subterranean | 9 | 228 (147+18d8) | 120 (1.89 x63.5) | 10 | Huge (Upright) | 4; Crushing Blow 4, Toughness 1, Reach +1 | -2 Hit; 1% Crit. (100+); +2 Damage | -6 Hit; 1% Crit. (100+) | +4 Hit; 9% Crit. (92+) | +5 Hit; 4% Crit. (97+) | AC 68; Armor 68; Dodge 0; Stiff 6; Noisy 4; Double Layer 6; Triple Layer 4 Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their forge or other such lair, typ. a bonus instant or non-attack action |
Arcane 20; Elemental 38; Natural 30; Holy 30; Demonic 26; Mental 21 | Move 6; Str 19; Agil 4; Stam 19; Int 10; Wis 11; Avd 5; Per 10; Res 15; Init 9; Cha 10 | Giant & Ignan | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Plate, Laminar x6 w/ Mail, Chain x4 over Cloth, Quilted x8 | Giant Greatsword: 2d12+2d6+4, overpowering (-8). Can attack twice if using only a basic attack action (Extra Attack I). | Hurl Magma Boulder: May sacrifice one of two basic attacks to throw a magma boulder (Rng: 40, 3" radius, 2d10+4 physical damage & 1d4+6 fire damage). |
Extra Attacks I: Potential for up to 1 extra attack, typically requires certain conditions to be met Trample II: 2d6 dam, does not effect targets of equal size or larger than the creature Affinity I (Fire Powers): +5% Critical Hit with a given non-physical damage type (typically already added) Affinity I (Metal Powers): +5% Critical Hit with a given non-physical damage type (typically already added) Hardened (Fire): Incoming damage of this type is reduced by half Sensitivity (Cold): Incoming damage of this type is doubled Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes or otherwise vents volatile energy upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius Implacable: Immune to any effect that reduces movement, including difficult terrain and triple layering of armor Melee Adept I: +10 to hit with all Melee attacks (typically already added) |
3d8 Brimstone + 1d8 Thaumatite Ore | Volcanic giants have fiery red or orange hair, with ash or iron colored skin and a rust-like complexion. Averaging 18 feet tall, they are broad shouldered, barrel chested, and have large forearms from years spent at the forge and anvil. | n/a | n/a | |||||
Sand Worm | Second | Beast | Invertebrate | Giant Worm | Burrower | Adult | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Subterranean, Desert | 8 | 250 (162+16d10) | 104 (2.13 x48.7) | 9 | Massive (Prone) | 8; Crushing Blow 8, Toughness 2, Reach +2 | +4 Hit; 6% Crit. (95+); +3 Damage | +6 Hit; 7% Crit. (94+) | -2 Hit; 4% Crit. (97+) | +5 Hit; 7% Crit. (94+) | AC 37; Armor 32; Dodge 5 |
Arcane 2; Elemental 36; Natural 26; Holy 28; Demonic 22; Mental 9 | Move 10; Str 20; Agil 7; Stam 18; Int 1; Wis 8; Avd 5; Per 9; Res 14; Init 14; Cha 1 | Worm "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tremorsense II (Sand): Can sense vibrations and movement through listed substances up to range of 2x Perception with +5 Advantage to Perception rolls |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Hide, Caloused x8 | Bite: 3d8+10 damage, if target is Large sized or less and does not Dodge counts as being Consumed. | Deadly Sinkhole: If burrowed under sand, can use its attack to create a conical sinkhole in the sand, with a 3" radius. Anyone that fails an Agility test (at -3 disadvantage at the center, reduced by 1 for each 1" of radius from the center), is drawn down to the maw of the sand worm and suffers a bite attack with no dodge contribution to AC. Can consume as normal. Afterwards Sandworm's head is exposed to attacks and must re-burrow before it can use Deadly Sinkhole again. |
Consume: Passive. Can consume and store targets in its gullet (equal to 1 Large, 2 Medium, 4 Small, 8 Tiny, etc...). Consumed targets are Blinded and Immobilized and take 3d12 Caustic damage at the start of each of the sand worms turns. If the Sand worm takes 50 or more damage before its next turn it must, as a Reaction, regurgitate all targets stored in its gullet which land up to 1d4" from its mouth and count as knocked down. Sand Burst: Instant. Must be burrowed under sand or have used Deadly Sinkold on its previous turn. Bursts to the surface, causing a Trample effect to all targets within 3". If failing to Dodge they are also Knocked Down. Diving Burrow: Instant. Quickly dives back into the sand and gains +2 movement. |
Tunneler II: Can tunnel through ground at regular movement, initial burrowing counts as an instant Trample V: 5d6 dam, does not effect targets of equal size or larger than the creature |
Sand Tunneler: Tunneler trait only applies while in sand |
5d10 Raw Meat, 1d4 Water Sacs | n/a | n/a | ||||||
Sand Wormling | Second | Beast | Invertebrate | Giant Worm | Burrower | Juvenile | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Subterranean, Desert | 4 | 68 (42+4d12) | 25 (1.5 x16.6) | 4 | Large (Prone) | 2; Crushing Blow 2 | +2 Hit; 5% Crit. (96+); +1 Damage | +1 Hit; 5% Crit. (96+) | -6 Hit; 2% Crit. (99+) | -3 Hit; 3% Crit. (98+) | AC 24; Armor 16; Dodge 8 |
Arcane 2; Elemental 28; Natural 18; Holy 16; Demonic 12; Mental 5 | Move 8; Str 16; Agil 9; Stam 14; Int 1; Wis 4; Avd 8; Per 8; Res 8; Init 16; Cha 1 | Worm "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Tremorsense I (Sand): Can sense vibrations and movement through listed substances up to range of 1x Perception with +3 Advantage to Perception rolls |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Hide, Caloused x4 | Bite: 1d8+5 damage, if target is Small sized or less and does not Dodge counts as being Consumed. | Deadly Sinkhole: If burrowed under sand, can use its attack to create a conical sinkhole in the sand, with a 1" radius. Anyone that fails an Agility test (at -1 disadvantage at the center, reduced by 1 for each 1" of radius from the center), is drawn down to the maw of the sand worm and suffers a bite attack with no dodge contribution to AC. Can consume as normal. Afterwards Sandworm's head is exposed to attacks and must re-burrow before it can use Deadly Sinkhole again. |
Consume: Passive. Can consume and store targets in its gullet (equal to 1 Small, 2 Tiny, 4 Diminuitive, etc...). Consumed targets are Blinded and Immobilized and take 2d6 Caustic damage at the start of each of the sand worms turns. If the Sand worm takes 15 or more damage before its next turn it must, as a Reaction, regurgitate all targets stored in its gullet which land up to 1d2" from its mouth and count as knocked down. Sand Burst: Instant. Must be burrowed under sand or have used Deadly Sinkold on its previous turn. Bursts to the surface, causing a Trample effect to all targets within 1". If failing to Dodge they are also Knocked Down. Diving Burrow: Instant. Quickly dives back into the sand and gains +2 movement. |
Tunneler I: Can tunnel through ground at 1/2 movement, initial burrowing counts as an instant Trample III: 3d6 dam, does not effect targets of equal size or larger than the creature |
Sand Tunneler: Tunneler trait only applies while in sand |
3d6 Raw Meat, 0-1 Water Sacs | n/a | n/a | ||||||
Volcanic Giant Runesmith | Second | Primatives | Giantkind | Giant | Volcanic | Runesmith | Regular | Fire Giant | yes | Realm (The Furnace), Alignment (Evil), Polarity (Balance) | Tropical/Temperate | Volcanic, Subterranean | 10 | 252 (162+20d8) | 165 (1.89 x87.5) | 12 | Huge (Upright) | 4; Crushing Blow 4, Toughness 1, Reach +1 | -1 Hit; 1% Crit. (100+); +2 Damage | -5 Hit; 1% Crit. (100+) | +5 Hit; 9% Crit. (92+) | +6 Hit; 5% Crit. (96+) | AC 68; Armor 68; Dodge 0; Stiff 6; Noisy 4; Double Layer 6; Triple Layer 4 Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their bjerg citadel or other such lair, typ. a bonus instant, action, trap or environmental effect |
Arcane 20; Elemental 38; Natural 30; Holy 30; Demonic 26; Mental 21 | Move 6; Str 19; Agil 4; Stam 19; Int 10; Wis 11; Avd 5; Per 10; Res 15; Init 9; Cha 10 | Giant & Ignan | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Plate, Laminar x6 w/ Mail, Chain x4 over Cloth, Quilted x8 | Giant Runic Greatsword: 2d12+2d6 phy. damage +8 fire damage, overpowering (-8). Can attack twice if using only a basic attack action (Extra Attack I). | Hurl Magma Boulder: May sacrifice one of two basic attacks to throw a magma boulder (Rng: 40, 3" radius, 2d10+4 physical damage & 1d4+6 fire damage). |
Can use up to Tier 4 Fire & Metal Powers (per day use: T4 x1, T3 x2, T2 x3, T1 x4, T0 unlimited) typ. instants: Flame Shroud (T4), Heat Exhaustion (T3), Steel Skin (T2), Imbue: Scorch (T1) typ. actions: Heat Wave (t4), Heat Ray (T3), Crystalline Regrowth (T2), (Huge) Mithril Spear (T1, 2x damage dice) |
Extra Attacks I: Potential for up to 1 extra attack, typically requires certain conditions to be met Trample II: 2d6 dam, does not effect targets of equal size or larger than the creature Affinity I (Fire Powers): +5% Critical Hit with a given non-physical damage type (typically already added) Affinity I (Metal Powers): +5% Critical Hit with a given non-physical damage type (typically already added) Hardened (Fire): Incoming damage of this type is reduced by half Sensitivity (Cold): Incoming damage of this type is doubled Volatile Caster: This creature is naturally volatile and ignores all penalties and special effects for casting Volatile spirit powers except for a flat +5% Critical cast chance with all Volatile powers (typically already added); also explodes or otherwise vents volatile energy upon death, dealing 1d6 (per Tier of Caster) damage of the appropriate type in a 2" radius Implacable: Immune to any effect that reduces movement, including difficult terrain and triple layering of armor Melee Adept I: +10 to hit with all Melee attacks (typically already added) |
Brute Magic: Add melee damage bonuses to casting damage |
3d8 Brimstone + 1d8 Thaumatite Ore | Volcanic giants have fiery red or orange hair, with ash or iron colored skin and a rust-like complexion. Averaging 18 feet tall, they are broad shouldered, barrel chested, and have large forearms from years spent at the forge and anvil. The most talented among them become runesmiths, using their craft to empower themselves with magic. They are capable of producing runecrafted weapons and armor that are said to be supriot even to the dwarves. A runecrafter is so respected among their peers, that they tend rise to the top of volcanic giant society. | n/a | n/a |