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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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 | |||||||
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 2, 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 |
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 Swimmer I: 2x movement while in water Amphibious: Can breathe in air and water |
4d8 Raw Meat; 0-1 random rusted metal weapon or armor, 0-3 gp, 0-9 sp | Cunning & Will | Exotic | 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 |
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 Swimmer I: 2x movement while in water Resistant II (Elemental): +10 resistance to this type of damage/effects (typically already added) Amphibious: Can breathe in air and water |
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 | |||||
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 |
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 Swimmer I: 2x movement while in water Immune (Frost): Immune to this type of damage and any associated effects Amphibious: Can breathe in air and water |
2d6 Raw Meat | Cunning & Will | Exotic | n/a | |||||
Cripler | Second | Beast | Arthropod | Giant Crawler | Disabler | Adult | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Subterranean, Ruins/Dungeon | 3 | 76 (49+6d8) | 34 (1.72 x19.6) | 5 | Huge (Prone) | 4; Crushing Blow 2, 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 ina 1" radius, 1d12 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 dmg, inflicts Superior Crippling poison) | Flurry of Claws: action, 1d8 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 | |||||||
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 | |||||||
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 2, 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 | Claw x2 (1d12+1d6 each) OR Tail Stinger (5d6 dam, -15 armor) | Armor Piercing III: some or all primary attacks have -15 armor |
4d8 Raw Meat | 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 | +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 | Claw x2 (1d12+1 each) OR Tail Stinger (4d6 dam, -10 armor, inflicts complex deadly poison) | Ground Burst: action, 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 | +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 | Claw x2 (1d12+1 each) OR Tail Stinger (4d6 dam, -10 armor, 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, 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 | +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 | Claw x2 (1d12+1 each) OR Tail Claw (4d6 dam, sucessful tail hits Grapple the target, STR roll off to break) | 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 |
3d6 Raw Meat, 0-2 Simple Deadly Poison Glands | Cunning & Insight | Exotic | 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 | Claw x2 (1d10 each) OR Tail Stinger (3d6 dam, -10 armor, 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 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 | Clawx2 (1d6+1) OR Tail Stinger (2d6 dam, -5 armor, 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 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) | 50 (1.64 x30.3) | 6 | Huge (Prone) | 4; Crushing Blow 2, 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 (3d8+2 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 | +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, 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) | ||||||||
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 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) | ||||||||
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 | |||||||
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 2, 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, 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 | +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) 30% block chance 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 | |||||
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, 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: action, 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 | ||||||
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 | +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) | |||||||
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) | |||||||
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) | |||||||
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) | ||||||
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) | ||||||
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) | |||||||||
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) | ||||||||
Spiderwolf | Second | Beast | Mammal | 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) | |||||||
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 | +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) | |||||||
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) | |||||||
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) | |||||||
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) | |||||||
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) | |||||||
Hippogriff | Second | Beast | Amalgam | 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 | +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) | ||||||||
Pegasus | Second | Beast | Amalgam | 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 | +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) | |||||||
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 | -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 | -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) | ||||||
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 | +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 | +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) | ||||||
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 | +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) | |||||
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 | +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) | ||||||
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 | +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) | ||||||
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 | +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) | ||||||
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 | +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) | ||||||
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) | |||||||
Chimera | Second | Beast | Amalgam | 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 | +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 | |||||
Griffon | Second | Beast | Amalgam | 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 | +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) | |||||||
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 | +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) | ||||||
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 | +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) | |||||||
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 | +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) | |||||
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) | ||||||
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) | ||||||
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) | |||||
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) | |||||
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) | |||||||
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) | ||||||||
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 2, 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) | |||||||
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 | +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 30% Block in front arc only) & Hoof (1d8) | 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) | |||||||
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 | +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) | |||||||
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 | +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 30% Parry in front arc only) & Hoof (1d8) | 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) | |||||||
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 | ||||
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 | +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) | |||||||
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) | ||||||
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 | +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 (1d12+3) 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 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 Hardened (Cold): Incoming damage of this type is reduced by half |
3d6 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 | +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 (1d12+2) 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 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 |
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 | +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 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 |
3d6 Raw Meat | Dominance & Will | Exotic | 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 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 |
2d6 Raw Meat | Dominance & Will | Exotic | n/a | ||||||
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 2, 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 | |||||||
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 2, 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 | ||||||||
Beever | Second | Beast | Amalgam | 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 | |||||||
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 | +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 | |||||||
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 | +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 | ||||||||
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 | ||||||
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 | |||||||
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 | ||||||||
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) | |||||||
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) | ||||||
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) | ||||||
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 | ||||||||
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) | ||||||
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 | |||||||
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 4, 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 2, 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) | |||||
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 | +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, 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) | ||||
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 8, 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) | |||||||
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 4, 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 (5d10, -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) | |||||
Triceratops | Second | Beast | Reptile | Dinosaur | Protector | Adult | yes | Realm (Eden), Alignment (Neutral), Polarity (Balance) | Tropical/Temperate | Plain, Hill | 3 | 79 (52+6d8) | 45 (1.88 x24) | 6 | Huge (Prone) | 4; Crushing Blow 2, 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 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) | ||||||
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 2, 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) | ||||||||
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 2, 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) | |||||||
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 4, 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) | |||||||
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 | +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) | |||||||
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 | +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) | |||||||
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 | +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) | |||||||
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) | ||||||||
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 | +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 | ||||||
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 | |||||||
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 | |||||
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 | |||||||
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 | ||||||||
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 | |||||||
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 | ||||||||
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 | |||||
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 | ||||
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, 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 | -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 | ||||
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: Any physical damage caused by this creature does not heal by any means unless wounded target is first de-cursed |
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: Any physical damage caused by this creature does not heal by any means unless wounded target is first de-cursed |
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, 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 | -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: Any physical damage caused by this creature does not heal by any means unless wounded target is first de-cursed |
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 | ||||
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 | |||||
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 2, 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, 100% knock down in 3" radius |
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, 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 | +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, 100% knock down in 2" radius |
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 | ||||||
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, 100% knock down in 1" radius |
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 | ||||||
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 | +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, 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 | ||||||
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 | ||||||
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 | +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, 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 | ||||||
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 | ||||||
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 | +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 (1d12) + Balanced Axe (1d12+1) & Kite Shield (30% Block) AND/OR Halberd (1d10+2d4+2, 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, 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) + Balanced Axe (1d12+1) & Targe (20% Block) 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 | ||||||
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) + Hand Axe (1d10) & Round Shield (10% Block) 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 | ||||||
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 2, 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, 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 | +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 | |||||
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 | |||||
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 2, 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) + Huge Crescent Axe (2d10+1d8) & Kite Shield (30% Block) + Huge Reaper Claws x2 (2d6+1d8+2) | 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 25% Overpower & +50% Damage, below 10% HP increase to 50% overpower +100% dam |
Hell Powers: Possession, Corpse Explosion, Thrive on Pain |
4d8 Demon Blood, 1d6+2 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 | +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) & Targe (20% Block) OR Greatsword (2H: 1d12+1d6+2) + Reaper-Claws x2 (2d6+1) | 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 25% Overpower & +50% Damage, below 5% HP increase to 50% overpower +100% dam |
Hell Powers: Possession, Corpse Explosion, Thrive on Pain |
3d6 Demon Blood, 1d4 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) OR Round Shield (10% Block) + Hand Weapon Claws x2 (1d6+1) | 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 | ||||||
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 2, 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 | |||||
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 | +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, 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, 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 | |||||
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, 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 | |||||
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 | |||||
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 | +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, 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 | ||||||
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 Frock 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 | |||||
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 | ||||||||
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 | ||||||
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 | ||||||||
Air Elemental, Prime | Second | Denizen | Elemental | Pure Elemental | Air Elemental | 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 4, 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: upward attack/uppercut (6" Knock-up), downward attack/slam (knock-down), outward attack/jab (6" knock-back), 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, Elder | Second | Denizen | Elemental | Pure Elemental | Air Elemental | 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 2, 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: upward attack/uppercut (5" Knock-up), downward attack/slam (knock-down), outward attack/jab (5" knock-back), 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 | Pure Elemental | Air Elemental | 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 | +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: upward attack/uppercut (4" Knock-up), downward attack/slam (knock-down), outward attack/jab (4" knock-back), 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 | Second | Denizen | Elemental | Pure Elemental | Air Elemental | 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: upward attack/uppercut (3" Knock-up), downward attack/slam (knock-down), outward attack/jab (3" knock-back), 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, Lesser | Second | Denizen | Elemental | Pure Elemental | Air Elemental | 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: upward attack/uppercut (2" Knock-up), downward attack/slam (knock-down), outward attack/jab (2" knock-back), 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, Spawn | Second | Denizen | Elemental | Pure Elemental | Air Elemental | 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: upward attack/uppercut (1" Knock-up), downward attack/slam (knock-down), outward attack/jab (1" knock-back), 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 | |||||||
Air Elemental, Vapor | Second | Denizen | Elemental | Pure Elemental | Air Elemental | 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 | |||||||
Magma Mephit | Second | Denizen | Elemental | Mephit | Border Mephit | Regular | yes | Realm (Elemental Borders), Alignment (Evil), Polarity (Balance) | Extra Planar | Volcanic, Subterranean | 2 | 33 (24+2d8) | 17 (1.32 x12.8) | 3 | Small (Upright) | -2 | +3 Hit; 5% Crit. (96+) | +1 Hit; 4% Crit. (97+) | -2 Hit; 3% Crit. (98+) | +1 Hit; 4% Crit. (97+) | AC 32; Armor 20; Dodge 12 Illusionary Appearance: If a magma mephit remains perfectly still it appears as a mound of magma; Death Effect: upon reaching 0 HP explodes in a 1" radius of magma globuals 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 + 2 fire damage | Molten Breath: Exhales a cone of hot air mixed with globs of molten earth, inflicting 2d4 fire damage and binds targets for 1 round |
Can cast the following spells once per day as a T2 caster: Magma Bind (Control 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 combiantion 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 |
Hardened to Fire & Earth Damage (50%) even if enchanted Sensitive to Air & Water (2x dam) |
1d3 Thaumatite ore + 1d3 Brimstone | Dull imp-like creatures comprised of glowing magma and native to the Magma Sea, the elemental border realm between the Forge and the Furnace. | n/a | n/a | |||||
Earth Elemental, Prime | Second | Denizen | Elemental | Pure Elemental | Earth Elemental | 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 4, 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, 70% Overpowering, 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, Elder | Second | Denizen | Elemental | Pure Elemental | Earth Elemental | 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 2, 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, 60% Overpowering, 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 | Pure Elemental | Earth Elemental | 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 | +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, 50% Overpowering, 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 | Second | Denizen | Elemental | Pure Elemental | Earth Elemental | 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, 40% Overpowering, 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, Lesser | Second | Denizen | Elemental | Pure Elemental | Earth Elemental | 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, 30% Overpowering, 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, Spawn | Second | Denizen | Elemental | Pure Elemental | Earth Elemental | 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, 20% Overpowering, 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 | ||||||
Earth Elemental, Shard | Second | Denizen | Elemental | Pure Elemental | Earth Elemental | 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, 10% Overpowering, 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 | ||||||
Fire Elemental, Prime | Second | Denizen | Elemental | Pure Elemental | Fire Elemental | 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 4, 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, Elder | Second | Denizen | Elemental | Pure Elemental | Fire Elemental | 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 2, 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 | Pure Elemental | Fire Elemental | 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 | +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 | Second | Denizen | Elemental | Pure Elemental | Fire Elemental | 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, Lesser | Second | Denizen | Elemental | Pure Elemental | Fire Elemental | 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, Spawn | Second | Denizen | Elemental | Pure Elemental | Fire Elemental | 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 | |||||||
Fire Elemental, Spark | Second | Denizen | Elemental | Pure Elemental | Fire Elemental | 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 | |||||||
Ice Elemental, Prime | Second | Denizen | Elemental | Volatile Elemental | Ice Elemental | 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 4, 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 | |||||
Ice Elemental, Elder | Second | Denizen | Elemental | Volatile Elemental | Ice Elemental | 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 2, 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 Elemental | 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 | +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 | Second | Denizen | Elemental | Volatile Elemental | Ice Elemental | 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 | |||||
Ice Elemental, Lesser | Second | Denizen | Elemental | Volatile Elemental | Ice Elemental | 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, Spawn | Second | Denizen | Elemental | Volatile Elemental | Ice Elemental | 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 | |||||
Ice Elemental, Shard | Second | Denizen | Elemental | Volatile Elemental | Ice Elemental | 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 | |||||
Invisible Stalker, Lesser | Second | Denizen | Elemental | Pure 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 | ||||||
Metallic Elemental, Prime | Second | Denizen | Elemental | Volatile Elemental | Metallic Elemental | Prime | yes | Realm (The Forge), Alignment (Neutral), Polarity (Order) | Extra Planar | Mountain, Subterranean | 17 | 583 (396+34d10) | 653 (4.78 x136.6) | 25 | Massive (Upright) | 8; Crushing Blow 4, 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, Elder | Second | Denizen | Elemental | Volatile Elemental | Metallic Elemental | Elder | yes | Realm (The Forge), Alignment (Neutral), Polarity (Order) | Extra Planar | Mountain, Subterranean | 15 | 380 (245+30d8) | 447 (4.14 x108.2) | 20 | Huge (Upright) | 4; Crushing Blow 2, 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 Elemental | Greater | yes | Realm (The Forge), Alignment (Neutral), Polarity (Order) | Extra Planar | Mountain, Subterranean | 10 | 173 (108+10d12) | 211 (2.93 x72) | 14 | Large (Upright) | 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 | ||||||
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 8, 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 | ||||||||
August Celestial | Second | Denizen | Primal | Celestials< |