Coming soon…
Includes Giants, Trolls, Beastials (Kobolds, Yeti, Gnolls, Troglodytes, etc…), and Proto-Humanoids (Troggs, Neanderthals)
Creation | Order | Creature Name | Metarace | Breed | Variant/Subgroup | Class/Role | Rank/Age | 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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Second | Primatives | Kobold, Kahoona | Bestial | Kobold | Command | yes | Realm (Eden), Alignment (Evil), Polarity (Order) | Tropical/Temperate | Ruins/Dungeon, Subterranean | 4 | 24+4d8 | 10 | 2 | Small (Upright) | -2 | +1 Hit; 5% Crit. (96+) | +3 Hit; 5% Crit. (96+) | -1 Hit; 4% Crit. (97+) | -2 Hit; 4% Crit. (97+) | AC 36; Armor 28; Dodge 8; Stiff 7 | Arcane 12; Elemental 16; Natural 13; Holy 16; Demonic 13; Mental 11 | Move 4; Str 9; Agil 8; Stam 8; Int 6; Wis 5; Avd 15; Per 10; Res 8; Init 8; Cha 4 | Draconic, Kobold & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather, Splinted x7 | medium sword/bludgeon, typically gladius (1d10) & dirk (1d6) | Explosive Concoction x3 (thrown rng = str, 1d4+4 dam, 1" radius, target can roll to dodge) |
Hawk Strike x1 Call of the Kahoona (instant, if passing a Resolve test , nearest Kobold gets extra move or action) |
Often appear as if they are alone, but rarely are Like to set traps and/or ambush enemies, rarely attack enemies head on that are larger than themselves unless out numbering them |
1d8 SP, 1 Earwax Candle + remaining vials of explosive concoction | Best described as a cross between a rodent and draconid, Kobolds are believed to share some distant and ancient ancestry to Dragons. Sometimes they can even be found pressed into service by dragons, particularly when a new lair requires excavating. Subterranean by nature, they may have once possessed some kind of heat sense. However, this is no longer the case and Kobolds now navigate by candlelight. This is a brilliant, though revolting, adaptation as a species for they use their profuse excretions of ear wax to fashion an unending supply of pungent candles. Kobolds are a primitive race, but highly orderly and well known for their skills in mining and possessing a maniacal desire for shiny things. Their dens are ever expanding, in order to accommodate their prolific rate of reproduction. Though not much of a threat on their own, an infestation of Kobolds can prove very dangerous if they are not dealt with. | ||||
Second | Primatives | Kobold, Trickster | Bestial | Kobold | Ambusher | yes | Realm (Eden), Alignment (Evil), Polarity (Order) | Tropical/Temperate | Ruins/Dungeon, Subterranean | 3 | 18+3d8 | 8 | 2 | Small (Upright) | -2 | +6 Hit; 6% Crit. (95+) | +2 Hit; 5% Crit. (96+) | -2 Hit; 4% Crit. (97+) | -3 Hit; 3% Crit. (98+) | AC 29; Armor 15; Dodge 14 | Arcane 12; Elemental 14; Natural 12; Holy 14; Demonic 12; Mental 11 | Move 4; Str 8; Agil 14; Stam 7; Int 6; Wis 5; Avd 14; Per 10; Res 7; Init 7; Cha 3 | Draconic, Kobold & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather, Studded x5 | Knife x2, typ. Dirk x2 (1d6dam each) | Javelin x3 for throwing (1d8 dam, rng = str+10) |
Impair Armor I x1 (instant, melee, if passing agility test reduce targets armor by 10 for remainder of battle) Crippling Strike/Shot II x1 (action, melee/rng, +2 dam & reduces targets move by half and Initiative Score by 4 for remainder of battle) |
Sneaky II: Can enter battle hidden, moves at full speed while hidden & +3 Advantage to avoid being detected |
Typically starts battle hidden Like to set traps and/or ambush enemies, rarely attack enemies head on that are larger than themselves unless out numbering them |
1d6 SP | Best described as a cross between a rodent and draconid, Kobolds are believed to share some distant and ancient ancestry to Dragons. Sometimes they can even be found pressed into service by dragons, particularly when a new lair requires excavating. Subterranean by nature, they may have once possessed some kind of heat sense. However, this is no longer the case and Kobolds now navigate by candlelight. This is a brilliant, though revolting, adaptation as a species for they use their profuse excretions of ear wax to fashion an unending supply of pungent candles. Kobolds are a primitive race, but highly orderly and well known for their skills in mining and possessing a maniacal desire for shiny things. Their dens are ever expanding, in order to accommodate their prolific rate of reproduction. Though not much of a threat on their own, an infestation of Kobolds can prove very dangerous if they are not dealt with. | |||
Second | Primatives | Kobold, Miner | Bestial | Kobold | Worker | yes | Realm (Eden), Alignment (Evil), Polarity (Order) | Tropical/Temperate | Ruins/Dungeon, Subterranean | 3 | 20+3d8 | 8 | 2 | Small (Upright) | -2 | +1 Hit; 5% Crit. (96+) | +2 Hit; 5% Crit. (96+) | -2 Hit; 4% Crit. (97+) | -3 Hit; 3% Crit. (98+) | AC 29; Armor 20; Dodge 9; Stiff 5 | Arcane 12; Elemental 16; Natural 13; Holy 14; Demonic 12; Mental 11 | Move 4; Str 9; Agil 9; Stam 8; Int 6; Wis 5; Avd 14; Per 10; Res 7; Init 7; Cha 3 | Draconic, Kobold & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather, Splinted x5 | Pick Axe 2H (1d12+2 damage) | Explosive Concoction x2 (thrown rng = str, 1d4+4 dam, 1" radius, target can roll to dodge) |
No Take Candle! x1 (instant, next main hand attack has +2 damage) Ohhh Shinies! x1 (instant, next main hand attack has +8 to hit) |
Bolder than most Kobolds, but still rarely attack enemies head on that are larger than themselves unless out numbering them |
1d8 SP, 1 Earwax Candle + remaining vials of explosive concoction | Best described as a cross between a rodent and draconid, Kobolds are believed to share some distant and ancient ancestry to Dragons. Sometimes they can even be found pressed into service by dragons, particularly when a new lair requires excavating. Subterranean by nature, they may have once possessed some kind of heat sense. However, this is no longer the case and Kobolds now navigate by candlelight. This is a brilliant, though revolting, adaptation as a species for they use their profuse excretions of ear wax to fashion an unending supply of pungent candles. Kobolds are a primitive race, but highly orderly and well known for their skills in mining and possessing a maniacal desire for shiny things. Their dens are ever expanding, in order to accommodate their prolific rate of reproduction. Though not much of a threat on their own, an infestation of Kobolds can prove very dangerous if they are not dealt with. | ||||
Second | Primatives | Kobold, Garbage Eater | Bestial | Kobold | Ambusher | yes | Realm (Eden), Alignment (Evil), Polarity (Order) | Tropical/Temperate | Ruins/Dungeon, Subterranean | 3 | 18+3d8 | 7 | 2 | Small (Upright) | -2 | +5 Hit; 6% Crit. (95+) | +2 Hit; 5% Crit. (96+) | -2 Hit; 4% Crit. (97+) | -3 Hit; 3% Crit. (98+) | AC 23; Armor 10; Dodge 13 | Arcane 12; Elemental 14; Natural 12; Holy 14; Demonic 12; Mental 11 | Move 4; Str 8; Agil 13; Stam 7; Int 6; Wis 5; Avd 13; Per 10; Res 7; Init 7; Cha 3 | Draconic, Kobold & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather x5 | Knife x2, typ. Dirk x2 (1d6dam each) | Foul Stink: enemies must pass a Stamina test when in base contact (Aura 0) or else they lose their mainhand attack |
Aura 0: Passive effects in base contact around the creature, effects vary (see Extra), can be offensive or defensive |
Typically starts battle hidden in a pile of garbage Like to set traps and/or ambush enemies, rarely attack enemies head on that are larger than themselves unless out numbering them |
1d4 -1 SP & random garbage | Best described as a cross between a rodent and draconid, Kobolds are believed to share some distant and ancient ancestry to Dragons. Sometimes they can even be found pressed into service by dragons, particularly when a new lair requires excavating. Subterranean by nature, they may have once possessed some kind of heat sense. However, this is no longer the case and Kobolds now navigate by candlelight. This is a brilliant, though revolting, adaptation as a species for they use their profuse excretions of ear wax to fashion an unending supply of pungent candles. Kobolds are a primitive race, but highly orderly and well known for their skills in mining and possessing a maniacal desire for shiny things. Their dens are ever expanding, in order to accommodate their prolific rate of reproduction. Though not much of a threat on their own, an infestation of Kobolds can prove very dangerous if they are not dealt with. | ||||
Second | Primatives | Kobold, Squirt | Bestial | Kobold | Skirmisher | yes | Realm (Eden), Alignment (Evil), Polarity (Order) | Tropical/Temperate | Ruins/Dungeon, Subterranean | 2 | 14+2d8 | 4 | 1 | Small (Upright) | -2 | +4 Hit; 5% Crit. (96+) | +1 Hit; 4% Crit. (97+) | -3 Hit; 3% Crit. (98+) | -4 Hit; 3% Crit. (98+) | AC 18; Armor 5; Dodge 13 | Arcane 12; Elemental 14; Natural 12; Holy 12; Demonic 11; Mental 11 | Move 4; Str 8; Agil 13; Stam 7; Int 6; Wis 5; Avd 13; Per 10; Res 6; Init 6; Cha 3 | Draconic, Kobold & broken Common | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth x5 | Javelin for melee (1d8dam) | carry 1 extra Javelin for Throwing (1d8 dam, rng = str+10) |
Like to set traps and/or ambush enemies, rarely attack enemies head on that are larger than themselves unless out numbering them |
1d4 SP, 0-1 Earwax Candle | Best described as a cross between a rodent and draconid, Kobolds are believed to share some distant and ancient ancestry to Dragons. Sometimes they can even be found pressed into service by dragons, particularly when a new lair requires excavating. Subterranean by nature, they may have once possessed some kind of heat sense. However, this is no longer the case and Kobolds now navigate by candlelight. This is a brilliant, though revolting, adaptation as a species for they use their profuse excretions of ear wax to fashion an unending supply of pungent candles. Kobolds are a primitive race, but highly orderly and well known for their skills in mining and possessing a maniacal desire for shiny things. Their dens are ever expanding, in order to accommodate their prolific rate of reproduction. Though not much of a threat on their own, an infestation of Kobolds can prove very dangerous if they are not dealt with. | |||||
Second | Primatives | Troglodyte, Scavenger | Bestial | Troglodyte | Ambusher | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Cosmopolitan | Subterranean, Ruins/Dungeon | 2 | 28+2d10 | 17 | 3 | Medium (Upright) | 0 | -7 Hit; 1% Crit. (100+) | -3 Hit; 1% Crit. (100+) | -3 Hit; 3% Crit. (98+) | +1 Hit; 4% Crit. (97+) | AC 49; Armor 40; Dodge 9; Stiff 4; Double Layer 4; Chameleon Skin: Troglodytes have a limited ability to change the pigment and texture of thier skin to match various types of rock, making them naturally Sneaky in their home environments. If they remain motionless this grants them 3x the regular Sneaky Advantage (+9) | Arcane 12; Elemental 28; Natural 24; Holy 12; Demonic 16; Mental 16 | Move 4; Str 14; Agil 6; Stam 14; Int 6; Wis 10; Avd 13; Per 10; Res 6; Init 12; Cha 2 | Proto-Draconic & Reptile "speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Darksight I: Can see in natural darkness at a range (in table top inches) equal to their Perception. In total darkness (no-light) everything appears as shades of grey while dim light allows for discernment of color. In bright light Perception is cut in half. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Plate, Laminar x4 over Hide, Thick x8 | Bite (1d8+2) & various scavenged weapon (typ. Spatha 1d12 dam & Morningstar 1d8+2 dama) | Stench: Oily secretions from the Troglodytes body produce a foul stench that makes it difficult to concentrate when nearby. Treat as Disrupting Poison, passively applied as Aura II. After a successful Natural Resist targets are immune for 1 hour. Troglodytes are immune to the stench of thier own kind. |
Sneaky I: Can enter battle hidden & +3 Advantage to avoid being detected Aura I: Passive effects in 1" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Susceptible II (Light): -10 resistance to this type of damage/effects (typically already added) |
Troglodytes are aware of their tell tale scent and may use it to their advantage by smearing it on cave walls to confuse their prey |
1d6+4 GP | |||||
Second | Primatives | Troglodyte | Bestial | Troglodyte | Ambusher | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Cosmopolitan | Subterranean, Ruins/Dungeon | 2 | 28+2d10 | 14 | 3 | Medium (Upright) | 0 | +1 Hit; 4% Crit. (97+) | +1 Hit; 4% Crit. (97+) | -3 Hit; 3% Crit. (98+) | +1 Hit; 4% Crit. (97+) | AC 29; Armor 16; Dodge 13; Chameleon Skin: Troglodytes have a limited ability to change the pigment and texture of thier skin to match various types of rock, making them naturally Sneaky in their home environments. If they remain motionless this grants them 3x the regular Sneaky Advantage (+9) | Arcane 12; Elemental 28; Natural 24; Holy 12; Demonic 16; Mental 16 | Move 4; Str 14; Agil 10; Stam 14; Int 6; Wis 10; Avd 13; Per 10; Res 6; Init 12; Cha 2 | Proto-Draconic & Reptile "speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Darksight I: Can see in natural darkness at a range (in table top inches) equal to their Perception. In total darkness (no-light) everything appears as shades of grey while dim light allows for discernment of color. In bright light Perception is cut in half. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Hide, Thick x8 | Bite (1d8+2) & Claw x2 (1d6+2) | Stench: Oily secretions from the Troglodytes body produce a foul stench that makes it difficult to concentrate when nearby. Treat as Disrupting Poison, passively applied as Aura II. After a successful Natural Resist targets are immune for 1 hour. Troglodytes are immune to the stench of thier own kind. |
Sneaky I: Can enter battle hidden & +3 Advantage to avoid being detected Aura I: Passive effects in 1" radius around the creature, effects vary (see Skills/Extra), can be offensive or defensive Susceptible II (Light): -10 resistance to this type of damage/effects (typically already added) |
Troglodytes are aware of their tell tale scent and may use it to their advantage by smearing it on cave walls to confuse their prey |
1d6 GP | |||||
Second | Primatives | Frost Troll, Ancient | Trollkind | Troll | Frost | Seige | Ancient | Ice Troll | yes | Realm (Stillness), Alignment (Evil), Polarity (Balance) | Arctic | Mountain, Plain | 15 | 304+30d10 | 119 | 10 | Massive (Upright) | 8; Crushing Blow 4, Toughness 2, Reach +2 | +12 Hit; 10% Crit. (91+); +2 Damage | +11 Hit; 10% Crit. (91+) | +11 Hit; 10% Crit. (91+) | +10 Hit; 10% Crit. (91+) | AC 62; Armor 56; Dodge 6; If in base contact with more than 1 enemy, gain 1 extra attack with mainhand weapon on a second target (Extra Attack I) | Arcane 14; Elemental 63; Natural 20; Holy 23; Demonic 20; Mental 13 | Move 7; Str 19; Agil 8; Stam 19; Int 7; Wis 6; Avd 6; Per 7; Res 14; Init 4; Cha 1 | Giant | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Heatsense I: Can sense differences in heat within physical substance at a range (in table top inches) equal to 1x Perception with +3 Advantage to Perception rolls |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Hide, Caloused x8 plus Hide, Crystal x8 | Ice Shard (2d12, -20 Armor) + Frost Claw (1d12+1d10, -20 Armor) | Ice Shard, Thrown (can throw up to 20", unlimited supply) |
Regenerate I: Regenerates 1x HP dice for size at the start of every turn unless it received Fire, Acid, or Necrotic damage (or was otherwise prevented from healing) in the previous round, persists even after death unless body is completely destroyed by burning Resistant V (Elemental): +25 resistance to this type of damage/effects (typically already added) Armor Piercing IV: some or all primary attacks have -20 armor Susceptible II (Holy & Natural): -10 resistance to this type of damage/effects (typically already added) Immune (Water/Frost): Immune to this type of damage and any associated effects Sensitivity (Fire): Incoming damage of this type is doubled Extra Attacks I: Potential for up to 1 extra attack, typically requires certain conditions to be met |
Resistant to Elemental (+25, already added) Susceptible to Holy & Natural (-5 each, already added) Immune to Water/Frost Sensitive to Fire Damage (2x dam) |
5d10 Everice | ||
Second | Primatives | Stone Troll, Ancient | Trollkind | Troll | Stone | Seige | Ancient | Cave Troll | yes | Realm (The Forge), Alignment (Evil), Polarity (Chaos) | Temperate | Subterranean, Mountain | 15 | 304+30d10 | 105 | 9 | Massive (Upright) | 8; Crushing Blow 4, Toughness 2, Reach +2 | +12 Hit; 10% Crit. (91+); +2 Damage | +11 Hit; 10% Crit. (91+) | +11 Hit; 10% Crit. (91+) | +10 Hit; 10% Crit. (91+) | AC 46; Armor 40; Dodge 6; If in base contact with more than 1 enemy, gain 1 extra attack with mainhand weapon on a second target (Extra Attack I) | Arcane 14; Elemental 63; Natural 20; Holy 23; Demonic 20; Mental 13 | Move 7; Str 19; Agil 8; Stam 19; Int 7; Wis 6; Avd 6; Per 7; Res 14; Init 4; Cha 1 | Giant | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Darksight I: Can see in natural darkness at a range (in table top inches) equal to their Perception. In total darkness (no-light) everything appears as shades of grey while dim light allows for discernment of color. In bright light Perception is cut in half. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Hide, Earthen x8 | 2H Stone Club or Axe (2d12+4 dam, 40% Overpowering) + Headbutt (2d10 dam, 60% stun) | Hurl Boulder (Rng: 20, 3" radius, 2d10+12 Damage, targets are Slowed for 1 round) |
Regenerate I: Regenerates 1x HP dice for size at the start of every turn unless it received Fire, Acid, or Necrotic damage (or was otherwise prevented from healing) in the previous round, persists even after death unless body is completely destroyed by burning Resistant V (Elemental): +25 resistance to this type of damage/effects (typically already added) Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) Extra Attacks I: Potential for up to 1 extra attack, typically requires certain conditions to be met |
Resistant to Elemental (+25, already added), Susceptible to Holy & Natural (-5 each, already added) |
5d10 Thaumatite Ore | ||
Second | Primatives | Frost Troll, Elder | Trollkind | Troll | Frost | Seige | Elder | Ice Troll | yes | Realm (Stillness), Alignment (Evil), Polarity (Balance) | Arctic | Mountain, Plain | 12 | 180+24d8 | 70 | 7 | Huge (Upright) | 4; Crushing Blow 2, Toughness 1, Reach +1 | +9 Hit; 9% Crit. (92+); +2 Damage | +8 Hit; 8% Crit. (93+) | +7 Hit; 8% Crit. (93+) | +6 Hit; 8% Crit. (93+) | AC 50; Armor 44; Dodge 6; If in base contact with more than 1 enemy, gain 1 extra attack with mainhand weapon on a second target (Extra Attack I) | Arcane 12; Elemental 56; Natural 18; Holy 15; Demonic 15; Mental 11 | Move 6; Str 18; Agil 8; Stam 18; Int 6; Wis 5; Avd 6; Per 7; Res 10; Init 6; Cha 1 | Giant | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Heatsense I: Can sense differences in heat within physical substance at a range (in table top inches) equal to 1x Perception with +3 Advantage to Perception rolls |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Hide, Caloused x8 plus Hide, Crystal x4 | Ice Shard (2d10, -15 Armor) + Frost Claw (1d10+1d8, -15 Armor) | Ice Shard, Thrown (can throw up to 20", unlimited supply) |
Regenerate I: Regenerates 1x HP dice for size at the start of every turn unless it received Fire, Acid, or Necrotic damage (or was otherwise prevented from healing) in the previous round, persists even after death unless body is completely destroyed by burning Resistant IV (Elemental): +20 resistance to this type of damage/effects (typically already added) Armor Piercing III: some or all primary attacks have -15 armor Susceptible II (Holy & Natural): -10 resistance to this type of damage/effects (typically already added) Immune (Water/Frost): Immune to this type of damage and any associated effects Sensitivity (Fire): Incoming damage of this type is doubled Extra Attacks I: Potential for up to 1 extra attack, typically requires certain conditions to be met |
Resistant to Elemental (+20, already added) Susceptible to Holy & Natural (-5 each, already added) Immune to Water/Frost Sensitive to Fire Damage (2x dam) |
4d8 Everice | ||
Second | Primatives | Stone Troll, Elder | Trollkind | Troll | Stone | Seige | Elder | Cave Troll | yes | Realm (The Forge), Alignment (Evil), Polarity (Chaos) | Temperate | Subterranean, Mountain | 12 | 180+24d8 | 63 | 7 | Huge (Upright) | 4; Crushing Blow 2, Toughness 1, Reach +1 | +9 Hit; 9% Crit. (92+); +2 Damage | +8 Hit; 8% Crit. (93+) | +7 Hit; 8% Crit. (93+) | +6 Hit; 8% Crit. (93+) | AC 38; Armor 32; Dodge 6; If in base contact with more than 1 enemy, gain 1 extra attack with mainhand weapon on a second target (Extra Attack I) | Arcane 12; Elemental 56; Natural 18; Holy 15; Demonic 15; Mental 11 | Move 6; Str 18; Agil 8; Stam 18; Int 6; Wis 5; Avd 6; Per 7; Res 10; Init 6; Cha 1 | Giant | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Darksight I: Can see in natural darkness at a range (in table top inches) equal to their Perception. In total darkness (no-light) everything appears as shades of grey while dim light allows for discernment of color. In bright light Perception is cut in half. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Hide, Caloused x8 | 2H Stone Club or Axe (2d10+3 dam, 30% Overpowering) + Headbutt (2d8 dam, 45% Stun) | Hurl Boulder (Rng: 20, 2" radius, 2d10+8 Damage, targets are Slowed for 1 round) |
Regenerate I: Regenerates 1x HP dice for size at the start of every turn unless it received Fire, Acid, or Necrotic damage (or was otherwise prevented from healing) in the previous round, persists even after death unless body is completely destroyed by burning Resistant IV (Elemental): +20 resistance to this type of damage/effects (typically already added) Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) Extra Attacks I: Potential for up to 1 extra attack, typically requires certain conditions to be met |
Resistant to Elemental (+20, already added), Susceptible to Holy & Natural (-5 each, already added) |
4d8 Thaumatite Ore | ||
Second | Primatives | Frost Troll, Mature | Trollkind | Troll | Frost | Seige | Mature | Ice Troll | yes | Realm (Stillness), Alignment (Evil), Polarity (Balance) | Arctic | Mountain, Plain | 9 | 94+9d12 | 33 | 5 | Large (Upright) | 2 | +6 Hit; 7% Crit. (94+); +1 Damage | +5 Hit; 7% Crit. (94+) | +3 Hit; 6% Crit. (95+) | +2 Hit; 6% Crit. (95+) | AC 36; Armor 30; Dodge 6 | Arcane 10; Elemental 49; Natural 16; Holy 9; Demonic 11; Mental 9 | Move 5; Str 17; Agil 8; Stam 17; Int 5; Wis 4; Avd 6; Per 7; Res 7; Init 7; Cha 1 | Giant | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Heatsense I: Can sense differences in heat within physical substance at a range (in table top inches) equal to 1x Perception with +3 Advantage to Perception rolls |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Hide, Rugged x8 plus Hide, Crystal x2 | Ice Shard (2d8, -10 Armor) + Frost Claw (1d8+1d6, -10 Armor) | Ice Shard, Thrown (can throw up to 20", unlimited supply) |
Regenerate I: Regenerates 1x HP dice for size at the start of every turn unless it received Fire, Acid, or Necrotic damage (or was otherwise prevented from healing) in the previous round, persists even after death unless body is completely destroyed by burning Resistant III (Elemental): +15 resistance to this type of damage/effects (typically already added) Armor Piercing II: some or all primary attacks have -10 armor Susceptible II (Holy & Natural): -10 resistance to this type of damage/effects (typically already added) Immune (Water/Frost): Immune to this type of damage and any associated effects Sensitivity (Fire): Incoming damage of this type is doubled |
Resistant to Elemental (+15, already added) Susceptible to Holy & Natural (-5 each, already added) Immune to Water/Frost Sensitive to Fire Damage (2x dam) |
3d6 Everice | ||
Second | Primatives | Stone Troll, Mature | Trollkind | Troll | Stone | Seige | Mature | Cave Troll | yes | Realm (The Forge), Alignment (Evil), Polarity (Chaos) | Temperate | Subterranean, Mountain | 9 | 94+9d12 | 31 | 5 | Large (Upright) | 2 | +6 Hit; 7% Crit. (94+); +1 Damage | +5 Hit; 7% Crit. (94+) | +3 Hit; 6% Crit. (95+) | +2 Hit; 6% Crit. (95+) | AC 30; Armor 24; Dodge 6 | Arcane 10; Elemental 49; Natural 16; Holy 9; Demonic 11; Mental 9 | Move 5; Str 17; Agil 8; Stam 17; Int 5; Wis 4; Avd 6; Per 7; Res 7; Init 7; Cha 1 | Giant | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Darksight I: Can see in natural darkness at a range (in table top inches) equal to their Perception. In total darkness (no-light) everything appears as shades of grey while dim light allows for discernment of color. In bright light Perception is cut in half. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Hide, Rugged x8 | 2H Stone Club or Axe (2d8+2 dam, 20% Overpowering) + Headbutt (2d6 dam, 30% Stun) | Hurl Boulder (action, Rng: 20, 1.5" radius, 2d10+4 Damage, targets are Slowed for 1 round) |
Regenerate I: Regenerates 1x HP dice for size at the start of every turn unless it received Fire, Acid, or Necrotic damage (or was otherwise prevented from healing) in the previous round, persists even after death unless body is completely destroyed by burning Resistant III (Elemental): +15 resistance to this type of damage/effects (typically already added) Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) |
Resistant to Elemental (+15, already added), Susceptible to Holy & Natural (-5 each, already added) |
3d6 Thaumatite Ore | ||
Second | Primatives | Frost Troll, Young | Trollkind | Troll | Frost | Seige | Young | Ice Troll | yes | Realm (Stillness), Alignment (Evil), Polarity (Balance) | Arctic | Mountain, Plain | 5 | 56+5d10 | 17 | 3 | Medium (Upright) | 0 | +2 Hit; 5% Crit. (96+); +1 Damage | +1 Hit; 5% Crit. (96+) | -2 Hit; 4% Crit. (97+) | -3 Hit; 4% Crit. (97+) | AC 25; Armor 19; Dodge 6 | Arcane 8; Elemental 42; Natural 14; Holy 5; Demonic 8; Mental 7 | Move 4; Str 16; Agil 8; Stam 16; Int 4; Wis 3; Avd 6; Per 7; Res 5; Init 5; Cha 1 | Giant | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Heatsense I: Can sense differences in heat within physical substance at a range (in table top inches) equal to 1x Perception with +3 Advantage to Perception rolls |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Hide, Thick x8 plus Hide, Crystal x1 | Ice Shard (2d6, -5 Armor) + Frost Claw (1d6+1d4, -5 Armor) | Ice Shard, Thrown (can throw up to 20", unlimited supply) |
Regenerate I: Regenerates 1x HP dice for size at the start of every turn unless it received Fire, Acid, or Necrotic damage (or was otherwise prevented from healing) in the previous round, persists even after death unless body is completely destroyed by burning Resistant II (Elemental): +10 resistance to this type of damage/effects (typically already added) Armor Piercing I: some or all primary attacks have -5 armor Susceptible II (Holy & Natural): -10 resistance to this type of damage/effects (typically already added) Immune (Water/Frost): Immune to this type of damage and any associated effects Sensitivity (Fire): Incoming damage of this type is doubled |
Resistant to Elemental (+10, already added) Susceptible to Holy & Natural (-5 each, already added) Immune to Water/Frost Sensitive to Fire Damage (2x dam) |
2d6 Everice | ||
Second | Primatives | Stone Troll, Young | Trollkind | Troll | Stone | Seige | Young | Cave Troll | yes | Realm (The Forge), Alignment (Evil), Polarity (Chaos) | Temperate | Subterranean, Mountain | 5 | 56+5d10 | 16 | 3 | Medium (Upright) | 0 | +2 Hit; 5% Crit. (96+); +1 Damage | +1 Hit; 5% Crit. (96+) | -2 Hit; 4% Crit. (97+) | -3 Hit; 4% Crit. (97+) | AC 22; Armor 16; Dodge 6 | Arcane 8; Elemental 42; Natural 14; Holy 5; Demonic 8; Mental 7 | Move 4; Str 16; Agil 8; Stam 16; Int 4; Wis 3; Avd 6; Per 7; Res 5; Init 5; Cha 1 | Giant | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Darksight I: Can see in natural darkness at a range (in table top inches) equal to their Perception. In total darkness (no-light) everything appears as shades of grey while dim light allows for discernment of color. In bright light Perception is cut in half. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Hide, Thick x8 | 2H Stone Club or Axe (2d6+1 dam, 10% Overpowering) + Headbutt (2d4 dam, 15% Stun) | Hurl Boulder (action, Rng: 20, 1" radius, 2d10 Damage, targets are Slowed for 1 round) |
Regenerate I: Regenerates 1x HP dice for size at the start of every turn unless it received Fire, Acid, or Necrotic damage (or was otherwise prevented from healing) in the previous round, persists even after death unless body is completely destroyed by burning Resistant II (Elemental): +10 resistance to this type of damage/effects (typically already added) Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) |
Resistant to Elemental (+10, already added), Susceptible to Holy & Natural (-5 each, already added) |
2d6 Thaumatite Ore |