No one is sure how long ago the Downfall occurred. But in the countless eons since, there have been further alterations to the Third Creation. Typically this results in further degradation of the physical Substance of these beings, but also can effect their Spirit and more often, their Souls. But however corrupt or cursed their souls may be, the presence of a Soul ensures that these monstrosities remain a part of the Third Creation.
The Codex of Creation separates Monsters into Metaraces, based on those that are Cursed and those that are Mutants.
Cursed
Many of the monsters that plague the Realm of Strife where once humanoids like any other, but due to effects of a powerful curse become something monstrous to behold.
Lycanthrope
Lycanthropes, or were-creatures, are beings of the third creation that have been infected with an ancient and powerful curse. The origins of this curse are unknown, but if unchecked it can spread rampantly and even afflict entire communities. Lycanthropy is said to “bring the beast out of the man” and causes a shape-shifting effect on those infected, turning them into a hybrid form of humanoid and beast. This transformation is hideous to behold, and takes a few moments as the body stretches and rearranges itself. Often this is the only chance those nearby have to escape a gruesome death. The most common type of Lycanthrope seems to be that of a Werewolf, but many known variants exist based on different types of beasts. Regardless of the variant, the initial stages of the curse seem to be connected to lunar cycles.
The curse itself seems to be passed on by the cursed wounds inflicted by Lycanthropes. Anyone wounded by a Lycanthrope and managing to survive the ordeal, will manifest the curse on the next full moon. While Humanoids are the most susceptible to being infected by the curse, Greenskins have been infected on occasion. Anthromorphs are immune to the Curse of Lycanthropy, likely due to the bestial form they already possess. There is no record of any creature outside of the Third Creation ever having been infected, and other Cursed creatures such as Vampires also seem to be immune. Some of the known variants or “sub-species” of Lycanthrope are:
- Wererat
- Werewolf
- Wereboar
- Werepanther
- Werebear
Lycanthropes are further classified based on the followings stages:
Lunar
All Lycanthropes begin in the Lunar stage. Lunar Lycanthropes only turn during full moons and have little to no recollection of their activities while turned. While turned they are mindless and hungry, seeking only to kill and eat. Luckily most do not survive an encounter with Lunar Lycanthrope, preventing the curse from spreading to quickly.
Feral
Feral Lycanthropes lose all control and are permanently turned, becoming malevolent and bloodthirsty beasts. They live not only to kill and eat, but also to spread their curse, making them extremely dangerous. Little to nothing of their previous life remains and it becomes nearly impossible for them to ever comeback from this Feral state.
Quelled
Quelled Lycanthropes are those who have resisted the curse and in time learned to control it. Some even gain mastery over their curse and can turn at will. Quelled Lycanthropes largely retain their former selves while turned and can use their hybrid form to great advantage, however there is always a risk that turning may cause a Quelled Lycanthrope to become Feral (advanced 5%, elder 2%, ancient 1%). As such all but the most ancient of Quelled Lycanthropes will only turn if the need is dire. Often Quelled Lycanthropes will live togtehr in remote communities, assisting one another with their mutual condition and preventing their Curse form spreading.
Additional Rules…- Curse of Lycanthropy: The “curse” is passed on when a Lycanthrope wounds (draws blood) but does not kill a victim. It doesn’t matter if they are in their humanoid or hybrid form, the curse can still be passed on.
- The Curse allows a single Natural resist roll upon infection (not demonically induced). If resisted the victim may have no knowledge of what they resisted (particularly if infected by the humanoid form of a Lycanthrope)
- The Truth in Death: When slain in hybrid form Lycanthropes revert back to their original form.
- Horrific Transformation: When a Lycanthrope shapeshifts (turns), any target with 12″ that has LoS must pass an Resolve test or roll 1d6 where:
- 1-3 = can’t move or take any action until passing an Resolve test or taking damage
- 4-5 = must move directly away from Lycanthrope until passing an Resolve Test or taking damage
- 6 = gain +2 damage but -5 hit for physical attacks against the Lycanthrope for the remainder of battle and need not take another Resolve test from a Lycanthropes transformation
Gorgon
The gorgon curse effects only females, transforming them into monsters with serpents for hair. Most dangerous of their powers is the ability to petrify flesh with their cursed gaze.
More coming soon…
Naga
The cursed form of a naga resembles that of a giant serpent with a humanoid head. Though the exact origins of their cursed existence are unknown, some theories suggest spirit naga are born of a dark ritual practiced by the Ssalani, cursing other creatures of the Third Creature into an immortal serpentine existence.
This is evidenced by the way the Ssalani seem to both revere and enslave Spirit Naga, treating them almost as divine creatures. Spirit naga are spiteful and brutal creatures, taking out the torment of their cursed existence on anyone they can. They have an uncanny ability to be charming, despite their vile appearance, an possess a dangerous hypnotic gaze. They use this to their advantage to charm and enslave their foes before using them to further their own sadistic and esoteric goals. Some scholars suspect that a spirit naga’s thirst for magic and magical artefacts is caused by an underlying thought that somewhere out there exists a magic powerful enough to remove their curse and end their immortal existence.
Whether this same process results in the the creation of other forms of naga, such as the Guardian Naga is unknown. While rarer that the Spirit Naga, Guardian Naga are typically good natured creatures despite their curse, and will devote themselves to the protection of sacred sites or powerful artefacts, seeing their immortal curse as a gift that allows them to protect that which is most important to them.
Mutants
Mutants are beings of the Third Creation that we mutated by errant magic, powerful biological forces, or some other unknown power. Regardless of the source of the mutation, it alters their original form in heinous and monstrous ways, often granting otherworldly abilities and power, or sometimes just enormous size.
Cthulid
The Cthulid are a race of powerful but reclusive psionic beings. They come in a variety of forms, but always bearing tentacles of some kind. Their souls have been utterly corrupted by some ancient and unknown being, and they seek to enslave and enthrall what they seeas the lesser races of the Third Creation. Their evil and malice is only matched by their hunger for ripe brain tissue.
more coming soon…
Wilderkin
The Wilderkin are believed to be humanoids that were mutated by powerful primal and elemental forces, taking on characteristics of the lands in which they inhabited in ancient times. This has granted them some extraordinary abilities, but also diminished their intelligence to the point where they could easily be mistaken for primitive creature of the second creature. Common examples would be Yetis, Sasquatch, and Bogmen.
more coming soon…
Ogre, Mutant
Among the Greenskin races, their are several known mutated versions of Ogres. Most common are the Goliath Ogres, said to have been mutated with giant’s blood. Towering over their pure blood cousins they make for an impressive foe, particularly so when equipped for war such as dreaded Besieger. Mutant subspecies such as the Cyclops or Triclops are even more rare, and as such, even more dangerous. The more aberrant the form, the less likely the creature possesses any semblance of intelligence.
Codex of Monsters
The Codex of Monsters is the master list of all Monsters available for encounters and roleplaying for Realm of Strife GMs. While the framework for all known and theorized Monsters exists, not all entries are currently complete. The Codex of Monsters continues to expand as designers create new entries.
If you are looking for a Monster that does not appear in this list please contact us and request that an entry be added to the codex and we will endeavor to publish your request in a timely manner.
Creation | Order | Creature Name | Metarace | Race/Breed/Species | Variant/Subspecies | Class/Role | Rank/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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Third | Monster | Triclops | Mutant | Ogre | Triclops | Brute | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Hill, Mountain | 14 | 333 (207+28d8) | 106 | 9 | Huge (Upright) | 4; Crushing Blow 4, Toughness 1, Reach +1 | +13 Hit; 7% Crit. (94+); +2 Damage | +16 Hit; 8% Crit. (93+) | +4 Hit; 3% Crit. (98+) | +5 Hit; 4% Crit. (97+) | AC 52; Armor 40; Dodge 12; Noisy 6; Double Layer 5 Triple Wardoff (can attempt to ward-off up to three times witha single reaction) OR Triple Fork (instead of warding off can counter a single incoming attack with a 75% disarm, coutns as an out-of-turn instant) |
Arcane 14; Elemental 36; Natural 21; Holy 19; Demonic 20; Mental 15 | Move 7; Str 18; Agil 15; Stam 18; Int 7; Wis 8; Avd 12; Per 18; Res 12; Init 12; Cha 1 | Ogrish & Giant | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Mail, Plated x6 over Leather x5 | Huge Trident x3 (2d10+4 damage, can throw at range = strength), treat as Rank2 Trident Specialist (+5 hit, +1 damage, +5% Crit Hit, -5% Crit Miss) | Carries up to 6 additional tridents slung on its back for throwing |
Tripod Punt: instant, 1d12 dam, up to 8" knock back, 50% knock down, can only use if, in base contact with more than one opponent. Whirling Tridents: instant, if activated before moving, inflicts a single trident hit to all targets in a 1.5" radius along the entire length of movement but sacrifices all actions. |
Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) Stocky: no movement penalties for wearing triple layer armor and ignore ALL Difficult Terrain movement penalties Trample II: 2d6 dam, does not effect targets of equal size or larger than the creature |
3d8 GP | An overgrown aberrant subspecies of Ogre, similar in appreance to a Cyclops, but possesssing three arms, three legs, and three eyes. -concept by Daryl Wile, "Armsman" backer from the 2014 Kickstarter Campaign | |||
Third | Monster | Feral Wereboar, Alpha | Cursed | Lycanthrope | Wereboar | Feral | Alpha | yes | Realm (Dreams), Alignment (Neutral), Polarity (Chaos) | Cosmopolitan | Ruins/Dungeon, Subterranean | 16 | 248 (144+16d12) | 104 | 9 | Medium (Upright) | 0 | +21 Hit; 13% Crit. (88+); +2 Damage | +20 Hit; 13% Crit. (88+) | +9 Hit; 9% Crit. (92+) | +8 Hit; 9% Crit. (92+) | AC 36; Armor 20; Dodge 16 |
Arcane 8; Elemental 32; Natural 19; Holy 32; Demonic 19; Mental 7 | Move 5; Str 19; Agil 16; Stam 16; Int 4; Wis 3; Avd 16; Per 15; Res 16; Init 8; Cha 0 | Can understand any language they previously spoke, but can only "speak" Ungulate | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Darksight I: Can see in natural darkness at a range (in table top inches) equal to their Perception. In total darkness (no-light) everything appears as shades of grey while dim light allows for discernment of color. In bright light Perception is cut in half. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Hide, Thick x4 plus Hide, Rugged x4 | Tusks: 2d10+1d8+8 & Fist: 1d10+1d8, tusks cause Cursed Wounds that also inflict the Curse of Lycanthropy | Fist attack can be replaced with a melee weapon of up to equivalent damage |
Blood Frenzy: passive, after scoring a critical hit or a killing blow, gain +20% melee crit for the next 1d6 attacks. Boar Charge: if moved before attacking, tusks have +15% crit and +10 damage. Intercept x4: can take its movement out of turn to intercept an opponent that would pass within range Unstoppable x1: (fury) instant |
Immune (Twilight): Immune to this type of damage and any associated effects Hyper-Sensitivity (Silver): Incoming damage of this type is doubled and any exposure to it (even passive) inflicts 1x HP dice of damage of that type. Horrific Transformation: When a Lycanthrope shapeshifts (turns), any target with 12" that has LoS must pass an Resolve test or roll 1d6 where: 1-3 = can't move or take any action until passing an Resolve test or taking damage 4-5 = must move directly away from Lycanthrope until passing an Resolve Test or taking damage 6 = gain +2 damage but -5 hit for physical attacks against the Lycanthrope for the remainder of battle and need not take another Resolve test from a Lycanthropes transformation Cursed Wounds: For any physical damage caused by this creature, if not de-cursed first, MUST attempt to resist any healing. For non-magical healing (i.e. potions) use Natural resist with no "casting" modifiers. Death Effect: Special ability or effect that is triggered immediately upon the death of the creature Trample III: 3d6 dam, does not effect targets of equal size or larger than the creature |
The Truth in Death: death effect, when slain in hybrid form Lycanthropes revert back to their original form. |
2d6+2 Lunarite | ||
Third | Monster | Feral Wereboar, Immortal | Cursed | Lycanthrope | Wereboar | Feral | Immortal | yes | Realm (Dreams), Alignment (Neutral), Polarity (Chaos) | Cosmopolitan | Ruins/Dungeon, Subterranean | 20 | 317 (187+20d12) | 140 | 10 | Medium (Upright) | 0 | +26 Hit; 16% Crit. (85+); +3 Damage | +25 Hit; 15% Crit. (86+) | +12 Hit; 11% Crit. (90+) | +11 Hit; 11% Crit. (90+) | AC 41; Armor 24; Dodge 17 |
Arcane 6; Elemental 34; Natural 19; Holy 34; Demonic 19; Mental 5 | Move 5; Str 20; Agil 17; Stam 17; Int 3; Wis 2; Avd 17; Per 16; Res 17; Init 9; Cha 0 | Can understand any language they previously spoke, but can only "speak" Ungulate | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Darksight I: Can see in natural darkness at a range (in table top inches) equal to their Perception. In total darkness (no-light) everything appears as shades of grey while dim light allows for discernment of color. In bright light Perception is cut in half. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Hide, Rugged x8 | Tusks: 2d12+1d8+8 & Fist: 1d12+1d8, tusks cause Cursed Wounds that also inflict the Curse of Lycanthropy | Fist attack can be replaced with a melee weapon of up to equivalent damage |
Blood Frenzy: passive, after scoring a critical hit or a killing blow, gain +30% melee crit for the next 1d6 attacks. Boar Charge: if moved before attacking, tusks have +15% crit and +12 damage. Intercept x5: can take its movement out of turn to intercept an opponent that would pass within range Unstoppable x2: (fury) instant Massive Strike x1: (fury) action |
Immune (Twilight): Immune to this type of damage and any associated effects Hyper-Sensitivity (Silver): Incoming damage of this type is doubled and any exposure to it (even passive) inflicts 1x HP dice of damage of that type. Horrific Transformation: When a Lycanthrope shapeshifts (turns), any target with 12" that has LoS must pass an Resolve test or roll 1d6 where: 1-3 = can't move or take any action until passing an Resolve test or taking damage 4-5 = must move directly away from Lycanthrope until passing an Resolve Test or taking damage 6 = gain +2 damage but -5 hit for physical attacks against the Lycanthrope for the remainder of battle and need not take another Resolve test from a Lycanthropes transformation Cursed Wounds: For any physical damage caused by this creature, if not de-cursed first, MUST attempt to resist any healing. For non-magical healing (i.e. potions) use Natural resist with no "casting" modifiers. Death Effect: Special ability or effect that is triggered immediately upon the death of the creature Trample IV: 4d6 dam, does not effect targets of equal size or larger than the creature |
The Truth in Death: death effect, when slain in hybrid form Lycanthropes revert back to their original form. |
2d6+4 Lunarite | ||
Third | Monster | Feral Wereboar, Savage | Cursed | Lycanthrope | Wereboar | Feral | Savage | yes | Realm (Dreams), Alignment (Neutral), Polarity (Chaos) | Cosmopolitan | Ruins/Dungeon, Subterranean | 12 | 183 (105+12d12) | 78 | 8 | Medium (Upright) | 0 | +16 Hit; 11% Crit. (90+); +2 Damage | +15 Hit; 11% Crit. (90+) | +6 Hit; 8% Crit. (93+) | +5 Hit; 7% Crit. (94+) | AC 31; Armor 16; Dodge 15 |
Arcane 10; Elemental 30; Natural 19; Holy 30; Demonic 19; Mental 9 | Move 5; Str 18; Agil 15; Stam 15; Int 5; Wis 4; Avd 15; Per 14; Res 15; Init 7; Cha 0 | Can understand any language they previously spoke, but can only "speak" Ungulate | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Darksight I: Can see in natural darkness at a range (in table top inches) equal to their Perception. In total darkness (no-light) everything appears as shades of grey while dim light allows for discernment of color. In bright light Perception is cut in half. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Hide, Thick x8 | Tusks: 3d8+8 & Fist: 2d8, tusks cause Cursed Wounds that also inflict the Curse of Lycanthropy | Fist attack can be replaced with a melee weapon of up to equivalent damage |
Blood Frenzy: passive, after scoring a critical hit or a killing blow, gain +10% melee crit for the next 1d6 attacks. Boar Charge: if moved before attacking, tusks have +15% crit and +8 damage. Intercept x3: can take its movement out of turn to intercept an opponent that would pass within range |
Immune (Twilight): Immune to this type of damage and any associated effects Hyper-Sensitivity (Silver): Incoming damage of this type is doubled and any exposure to it (even passive) inflicts 1x HP dice of damage of that type. Horrific Transformation: When a Lycanthrope shapeshifts (turns), any target with 12" that has LoS must pass an Resolve test or roll 1d6 where: 1-3 = can't move or take any action until passing an Resolve test or taking damage 4-5 = must move directly away from Lycanthrope until passing an Resolve Test or taking damage 6 = gain +2 damage but -5 hit for physical attacks against the Lycanthrope for the remainder of battle and need not take another Resolve test from a Lycanthropes transformation Cursed Wounds: For any physical damage caused by this creature, if not de-cursed first, MUST attempt to resist any healing. For non-magical healing (i.e. potions) use Natural resist with no "casting" modifiers. Death Effect: Special ability or effect that is triggered immediately upon the death of the creature Trample III: 3d6 dam, does not effect targets of equal size or larger than the creature |
The Truth in Death: death effect, when slain in hybrid form Lycanthropes revert back to their original form. |
2d6 Lunarite | ||
Third | Monster | Feral Werepanther, Alpha | Cursed | Lycanthrope | Werepanther | Feral | Alpha | yes | Realm (Dreams), Alignment (Evil), Polarity (Chaos) | Cosmopolitan | Ruins/Dungeon, Subterranean | 16 | 266 (162+16d12) | 129 | 10 | Large (Upright) | 2; Crushing Blow 2 | +24 Hit; 14% Crit. (87+); +3 Damage | +19 Hit; 13% Crit. (88+) | +9 Hit; 9% Crit. (92+) | +8 Hit; 9% Crit. (92+) | AC 39; Armor 20; Dodge 19 Can use Lunarmeld at will to re-hide |
Arcane 8; Elemental 36; Natural 21; Holy 26; Demonic 16; Mental 7 | Move 8; Str 21; Agil 19; Stam 18; Int 4; Wis 3; Avd 19; Per 14; Res 13; Init 7; Cha 0 | Can understand any language they previously spoke, but can only "speak" Feline | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Darksight I: Can see in natural darkness at a range (in table top inches) equal to their Perception. In total darkness (no-light) everything appears as shades of grey while dim light allows for discernment of color. In bright light Perception is cut in half. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Fur, Thick/Shaggy x4 plus Fur, Coarse/Dense x4 | Bite: 1d10+8 & Claw x2: 1d10+1d8+10, all cause Cursed Wounds that also inflict the Curse of Lycanthropy | Blood Frenzy: passive, after scoring a critical hit or a killing blow, gain +20% melee crit for the next 1d6 attacks. Feral Snarl x2: instant, can use while hidden, all living targets w/in 4" must pass a Resolve test or be inflicted with Fear and are Frightened Feline Pounce x4: action, must be hidden, breaks stealth, +15hit & max dam bite with 100% knock down Crippling Strike III x1: (stealth) action |
Immune (Twilight): Immune to this type of damage and any associated effects Hyper-Sensitivity (Silver): Incoming damage of this type is doubled and any exposure to it (even passive) inflicts 1x HP dice of damage of that type. Horrific Transformation: When a Lycanthrope shapeshifts (turns), any target with 12" that has LoS must pass an Resolve test or roll 1d6 where: 1-3 = can't move or take any action until passing an Resolve test or taking damage 4-5 = must move directly away from Lycanthrope until passing an Resolve Test or taking damage 6 = gain +2 damage but -5 hit for physical attacks against the Lycanthrope for the remainder of battle and need not take another Resolve test from a Lycanthropes transformation Cursed Wounds: For any physical damage caused by this creature, if not de-cursed first, MUST attempt to resist any healing. For non-magical healing (i.e. potions) use Natural resist with no "casting" modifiers. Death Effect: Special ability or effect that is triggered immediately upon the death of the creature Sneaky III: Can enter battle hidden, moves at full speed while hidden & +5 Advantage to avoid being detected |
The Truth in Death: death effect, when slain in hybrid form Lycanthropes revert back to their original form. |
2d6+2 Lunarite | |||
Third | Monster | Feral Werepanther, Immortal | Cursed | Lycanthrope | Werepanther | Feral | Immortal | yes | Realm (Dreams), Alignment (Evil), Polarity (Chaos) | Cosmopolitan | Ruins/Dungeon, Subterranean | 20 | 339 (209+20d12) | 161 | 11 | Large (Upright) | 2; Crushing Blow 2 | +29 Hit; 17% Crit. (84+); +3 Damage | +24 Hit; 15% Crit. (86+) | +12 Hit; 11% Crit. (90+) | +11 Hit; 11% Crit. (90+) | AC 44; Armor 24; Dodge 20 Can use Lunarmeld at will to re-hide |
Arcane 6; Elemental 38; Natural 21; Holy 28; Demonic 16; Mental 5 | Move 8; Str 22; Agil 20; Stam 19; Int 3; Wis 2; Avd 20; Per 15; Res 14; Init 8; Cha 0 | Can understand any language they previously spoke, but can only "speak" Feline | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Darksight I: Can see in natural darkness at a range (in table top inches) equal to their Perception. In total darkness (no-light) everything appears as shades of grey while dim light allows for discernment of color. In bright light Perception is cut in half. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Fur, Coarse/Dense x8 | Bite: 1d12+8 & Claw x2: 1d12+1d8+12, all cause Cursed Wounds that also inflict the Curse of Lycanthropy | Blood Frenzy: passive, after scoring a critical hit or a killing blow, gain +30% melee crit for the next 1d6 attacks. Feral Snarl x3: instant, can use while hidden, all living targets w/in 4" must pass a Resolve test or be inflicted with Fear and are Frightened Feline Pounce x5: action, must be hidden, breaks stealth, +15hit & max dam bite with 100% knock down Crippling Strike III x2: (stealth) action Spree III x1: (stealth) instant |
Immune (Twilight): Immune to this type of damage and any associated effects Hyper-Sensitivity (Silver): Incoming damage of this type is doubled and any exposure to it (even passive) inflicts 1x HP dice of damage of that type. Horrific Transformation: When a Lycanthrope shapeshifts (turns), any target with 12" that has LoS must pass an Resolve test or roll 1d6 where: 1-3 = can't move or take any action until passing an Resolve test or taking damage 4-5 = must move directly away from Lycanthrope until passing an Resolve Test or taking damage 6 = gain +2 damage but -5 hit for physical attacks against the Lycanthrope for the remainder of battle and need not take another Resolve test from a Lycanthropes transformation Cursed Wounds: For any physical damage caused by this creature, if not de-cursed first, MUST attempt to resist any healing. For non-magical healing (i.e. potions) use Natural resist with no "casting" modifiers. Death Effect: Special ability or effect that is triggered immediately upon the death of the creature Sneaky III: Can enter battle hidden, moves at full speed while hidden & +5 Advantage to avoid being detected |
The Truth in Death: death effect, when slain in hybrid form Lycanthropes revert back to their original form. |
2d6+4 Lunarite | |||
Third | Monster | Feral Werepanther, Savage | Cursed | Lycanthrope | Werepanther | Feral | Savage | yes | Realm (Dreams), Alignment (Evil), Polarity (Chaos) | Cosmopolitan | Ruins/Dungeon, Subterranean | 12 | 197 (119+12d12) | 92 | 8 | Large (Upright) | 2; Crushing Blow 2 | +19 Hit; 12% Crit. (89+); +3 Damage | +14 Hit; 10% Crit. (91+) | +6 Hit; 8% Crit. (93+) | +5 Hit; 7% Crit. (94+) | AC 34; Armor 16; Dodge 18 Can use Lunarmeld at will to re-hide |
Arcane 10; Elemental 34; Natural 21; Holy 24; Demonic 16; Mental 9 | Move 8; Str 20; Agil 18; Stam 17; Int 5; Wis 4; Avd 18; Per 13; Res 12; Init 6; Cha 0 | Can understand any language they previously spoke, but can only "speak" Feline | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Darksight I: Can see in natural darkness at a range (in table top inches) equal to their Perception. In total darkness (no-light) everything appears as shades of grey while dim light allows for discernment of color. In bright light Perception is cut in half. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Fur, Thick/Shaggy x8 | Bite: 1d8+8 & Claw x2: 2d8+8, all cause Cursed Wounds that also inflict the Curse of Lycanthropy | Blood Frenzy: passive, after scoring a critical hit or a killing blow, gain +10% melee crit for the next 1d6 attacks. Feral Snarl x1: instant, can use while hidden, all living targets w/in 4" must pass a Resolve test or be inflicted with Fear and are Frightened Feline Pounce x3: action, must be hidden, breaks stealth, +15hit & max dam bite with 100% knock down |
Immune (Twilight): Immune to this type of damage and any associated effects Hyper-Sensitivity (Silver): Incoming damage of this type is doubled and any exposure to it (even passive) inflicts 1x HP dice of damage of that type. Horrific Transformation: When a Lycanthrope shapeshifts (turns), any target with 12" that has LoS must pass an Resolve test or roll 1d6 where: 1-3 = can't move or take any action until passing an Resolve test or taking damage 4-5 = must move directly away from Lycanthrope until passing an Resolve Test or taking damage 6 = gain +2 damage but -5 hit for physical attacks against the Lycanthrope for the remainder of battle and need not take another Resolve test from a Lycanthropes transformation Cursed Wounds: For any physical damage caused by this creature, if not de-cursed first, MUST attempt to resist any healing. For non-magical healing (i.e. potions) use Natural resist with no "casting" modifiers. Death Effect: Special ability or effect that is triggered immediately upon the death of the creature Sneaky II: Can enter battle hidden, moves at full speed while hidden & +3 Advantage to avoid being detected |
The Truth in Death: death effect, when slain in hybrid form Lycanthropes revert back to their original form. |
2d6 Lunarite | |||
Third | Monster | Feral Werewolf, Alpha | Cursed | Lycanthrope | Werewolf | Feral | Alpha | yes | Realm (Dreams), Alignment (Evil), Polarity (Chaos) | Cosmopolitan | Ruins/Dungeon, Subterranean | 16 | 232 (144+16d10) | 88 | 8 | Medium (Upright) | 0 | +24 Hit; 14% Crit. (87+); +2 Damage | +20 Hit; 13% Crit. (88+) | +10 Hit; 10% Crit. (91+) | +9 Hit; 9% Crit. (92+) | AC 39; Armor 20; Dodge 19 |
Arcane 10; Elemental 32; Natural 20; Holy 28; Demonic 18; Mental 9 | Move 7; Str 18; Agil 19; Stam 16; Int 5; Wis 4; Avd 19; Per 15; Res 14; Init 8; Cha 0 | Can understand any language they previously spoke, but can only "speak" Canine | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Darksight I: Can see in natural darkness at a range (in table top inches) equal to their Perception. In total darkness (no-light) everything appears as shades of grey while dim light allows for discernment of color. In bright light Perception is cut in half. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Fur, Thick/Shaggy x4 plus Fur, Coarse/Dense x4 | Bite: 1d10+8 & Claw x2: 1d10+1d8, all cause Cursed Wounds that also inflict the Curse of Lycanthropy | Blood Frenzy: passive, after scoring a critical hit or a killing blow, gain +20% melee crit for the next 1d6 attacks. Feral Howl x2: instant, any lower rank werewolf and any wolf w/in 8" does max damage for 1 rnd. Leaping Strike x4: (fury) action The Beast Within x1: (fury) action |
Immune (Twilight): Immune to this type of damage and any associated effects Hyper-Sensitivity (Silver): Incoming damage of this type is doubled and any exposure to it (even passive) inflicts 1x HP dice of damage of that type. Horrific Transformation: When a Lycanthrope shapeshifts (turns), any target with 12" that has LoS must pass an Resolve test or roll 1d6 where: 1-3 = can't move or take any action until passing an Resolve test or taking damage 4-5 = must move directly away from Lycanthrope until passing an Resolve Test or taking damage 6 = gain +2 damage but -5 hit for physical attacks against the Lycanthrope for the remainder of battle and need not take another Resolve test from a Lycanthropes transformation Cursed Wounds: For any physical damage caused by this creature, if not de-cursed first, MUST attempt to resist any healing. For non-magical healing (i.e. potions) use Natural resist with no "casting" modifiers. Death Effect: Special ability or effect that is triggered immediately upon the death of the creature Pack Hunting II: +1 dam & +1 Resolve for every other packhunter of that type w/in 10" (Max +6) |
The Truth in Death: death effect, when slain in hybrid form Lycanthropes revert back to their original form. |
2d6+2 Lunarite | |||
Third | Monster | Feral Werewolf, Immortal | Cursed | Lycanthrope | Werewolf | Feral | Immortal | yes | Realm (Dreams), Alignment (Evil), Polarity (Chaos) | Cosmopolitan | Ruins/Dungeon, Subterranean | 20 | 297 (187+20d10) | 114 | 9 | Medium (Upright) | 0 | +29 Hit; 17% Crit. (84+); +2 Damage | +25 Hit; 15% Crit. (86+) | +13 Hit; 11% Crit. (90+) | +12 Hit; 11% Crit. (90+) | AC 44; Armor 24; Dodge 20 |
Arcane 8; Elemental 34; Natural 20; Holy 30; Demonic 18; Mental 7 | Move 7; Str 19; Agil 20; Stam 17; Int 4; Wis 3; Avd 20; Per 16; Res 15; Init 9; Cha 0 | Can understand any language they previously spoke, but can only "speak" Canine | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Darksight I: Can see in natural darkness at a range (in table top inches) equal to their Perception. In total darkness (no-light) everything appears as shades of grey while dim light allows for discernment of color. In bright light Perception is cut in half. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Fur, Coarse/Dense x8 | Bite: 1d12+8 & Claw x2: 1d12+1d8, all cause Cursed Wounds that also inflict the Curse of Lycanthropy | Blood Frenzy: passive, after scoring a critical hit or a killing blow, gain +30% melee crit for the next 1d6 attacks. Feral Howl x3: instant, any lower rank werewolf and any wolf w/in 8" does max damage for 1 rnd. Leaping Strike x5: (fury) action The Beast Within x2: (fury) action Devastation x1: (fury) move + instant |
Immune (Twilight): Immune to this type of damage and any associated effects Hyper-Sensitivity (Silver): Incoming damage of this type is doubled and any exposure to it (even passive) inflicts 1x HP dice of damage of that type. Horrific Transformation: When a Lycanthrope shapeshifts (turns), any target with 12" that has LoS must pass an Resolve test or roll 1d6 where: 1-3 = can't move or take any action until passing an Resolve test or taking damage 4-5 = must move directly away from Lycanthrope until passing an Resolve Test or taking damage 6 = gain +2 damage but -5 hit for physical attacks against the Lycanthrope for the remainder of battle and need not take another Resolve test from a Lycanthropes transformation Cursed Wounds: For any physical damage caused by this creature, if not de-cursed first, MUST attempt to resist any healing. For non-magical healing (i.e. potions) use Natural resist with no "casting" modifiers. Death Effect: Special ability or effect that is triggered immediately upon the death of the creature Pack Hunting III: +1 dam & +1 Resolve for every other packhunter of that type w/in 10" (Max +9) |
The Truth in Death: death effect, when slain in hybrid form Lycanthropes revert back to their original form. |
2d6+4 Lunarite | |||
Third | Monster | Feral Werewolf, Savage | Cursed | Lycanthrope | Werewolf | Feral | Savage | yes | Realm (Dreams), Alignment (Evil), Polarity (Chaos) | Cosmopolitan | Ruins/Dungeon, Subterranean | 12 | 171 (105+12d10) | 64 | 7 | Medium (Upright) | 0 | +19 Hit; 12% Crit. (89+); +1 Damage | +15 Hit; 11% Crit. (90+) | +7 Hit; 8% Crit. (93+) | +6 Hit; 8% Crit. (93+) | AC 34; Armor 16; Dodge 18 |
Arcane 12; Elemental 30; Natural 20; Holy 26; Demonic 18; Mental 11 | Move 7; Str 17; Agil 18; Stam 15; Int 6; Wis 5; Avd 18; Per 14; Res 13; Init 7; Cha 0 | Can understand any language they previously spoke, but can only "speak" Canine | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Darksight I: Can see in natural darkness at a range (in table top inches) equal to their Perception. In total darkness (no-light) everything appears as shades of grey while dim light allows for discernment of color. In bright light Perception is cut in half. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Fur, Thick/Shaggy x8 | Bite: 1d8+8 & Claw x2: 2d8, all cause Cursed Wounds that also inflict the Curse of Lycanthropy | Blood Frenzy: passive, after scoring a critical hit or a killing blow, gain +10% melee crit for the next 1d6 attacks. Feral Howl x1: instant, any lower rank werewolf and any wolf w/in 8" does max damage for 1 rnd. Leaping Strike x3: (fury) action |
Immune (Twilight): Immune to this type of damage and any associated effects Hyper-Sensitivity (Silver): Incoming damage of this type is doubled and any exposure to it (even passive) inflicts 1x HP dice of damage of that type. Horrific Transformation: When a Lycanthrope shapeshifts (turns), any target with 12" that has LoS must pass an Resolve test or roll 1d6 where: 1-3 = can't move or take any action until passing an Resolve test or taking damage 4-5 = must move directly away from Lycanthrope until passing an Resolve Test or taking damage 6 = gain +2 damage but -5 hit for physical attacks against the Lycanthrope for the remainder of battle and need not take another Resolve test from a Lycanthropes transformation Cursed Wounds: For any physical damage caused by this creature, if not de-cursed first, MUST attempt to resist any healing. For non-magical healing (i.e. potions) use Natural resist with no "casting" modifiers. Death Effect: Special ability or effect that is triggered immediately upon the death of the creature Pack Hunting II: +1 dam & +1 Resolve for every other packhunter of that type w/in 10" (Max +6) |
The Truth in Death: death effect, when slain in hybrid form Lycanthropes revert back to their original form. |
2d6 Lunarite | |||
Third | Monster | Lunar Wereboar, First Moon | Cursed | Lycanthrope | Wereboar | Lunar | First Moon | yes | Realm (Dreams), Alignment (Neutral), Polarity (Balance) | Cosmopolitan | Rural, Urban | 6 | 87 (48+6d12) | 31 | 5 | Medium (Upright) | 0 | +5 Hit; 6% Crit. (95+); +1 Damage | +8 Hit; 7% Crit. (94+) | +3 Hit; 6% Crit. (95+) | +2 Hit; 5% Crit. (96+) | AC 20; Armor 8; Dodge 12 |
Arcane 16; Elemental 24; Natural 19; Holy 24; Demonic 19; Mental 15 | Move 5; Str 15; Agil 10; Stam 12; Int 8; Wis 7; Avd 12; Per 13; Res 12; Init 4; Cha 0 | Ungulate "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Darksight I: Can see in natural darkness at a range (in table top inches) equal to their Perception. In total darkness (no-light) everything appears as shades of grey while dim light allows for discernment of color. In bright light Perception is cut in half. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Hide, Rough x8 | Tusks: 2d8 & Fist: 1d8, tusks cause Cursed Wounds that also have 50% chance to inflict the Curse of Lycanthropy | Fist attack can be replaced with a melee weapon of up to equivalent damage |
Lunar Hunger: +5% Crit against the first target attacked after turning. Boar Charge: if moved before attacking, tusks have +10% crit and +2 damage. |
Immune (Twilight): Immune to this type of damage and any associated effects Hyper-Sensitivity (Silver): Incoming damage of this type is doubled and any exposure to it (even passive) inflicts 1x HP dice of damage of that type. Horrific Transformation: When a Lycanthrope shapeshifts (turns), any target with 12" that has LoS must pass an Resolve test or roll 1d6 where: 1-3 = can't move or take any action until passing an Resolve test or taking damage 4-5 = must move directly away from Lycanthrope until passing an Resolve Test or taking damage 6 = gain +2 damage but -5 hit for physical attacks against the Lycanthrope for the remainder of battle and need not take another Resolve test from a Lycanthropes transformation Cursed Wounds: For any physical damage caused by this creature, if not de-cursed first, MUST attempt to resist any healing. For non-magical healing (i.e. potions) use Natural resist with no "casting" modifiers. Death Effect: Special ability or effect that is triggered immediately upon the death of the creature Trample I: 1d6 dam, does not effect targets of equal size or larger than the creature |
The Truth in Death: death effect, when slain in hybrid form Lycanthropes revert back to their original form. |
0-2 Lunarite | ||
Third | Monster | Lunar Wereboar, New Moon | Cursed | Lycanthrope | Wereboar | Lunar | New Moon | yes | Realm (Dreams), Alignment (Neutral), Polarity (Balance) | Cosmopolitan | Rural, Urban | 8 | 117 (65+8d12) | 44 | 6 | Medium (Upright) | 0 | +8 Hit; 8% Crit. (93+); +1 Damage | +10 Hit; 8% Crit. (93+) | +4 Hit; 6% Crit. (95+) | +3 Hit; 6% Crit. (95+) | AC 23; Armor 10; Dodge 13 |
Arcane 14; Elemental 26; Natural 19; Holy 26; Demonic 19; Mental 13 | Move 5; Str 16; Agil 11; Stam 13; Int 7; Wis 6; Avd 13; Per 13; Res 13; Init 5; Cha 0 | Ungulate "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Darksight I: Can see in natural darkness at a range (in table top inches) equal to their Perception. In total darkness (no-light) everything appears as shades of grey while dim light allows for discernment of color. In bright light Perception is cut in half. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Hide, Rough x6 plus Hide, Thick x2 | Tusks: 2d10 & Fist: 1d10, tusks cause Cursed Wounds that also have 50% chance to inflict the Curse of Lycanthropy | Fist attack can be replaced with a melee weapon of up to equivalent damage |
Lunar Hunger: +10% Crit against the first target attacked after turning. Boar Charge: if moved before attacking, tusks have +10% crit and +4 damage. Intercept x1: can take its movement out of turn to intercept an opponent that would pass within range |
Immune (Twilight): Immune to this type of damage and any associated effects Hyper-Sensitivity (Silver): Incoming damage of this type is doubled and any exposure to it (even passive) inflicts 1x HP dice of damage of that type. Horrific Transformation: When a Lycanthrope shapeshifts (turns), any target with 12" that has LoS must pass an Resolve test or roll 1d6 where: 1-3 = can't move or take any action until passing an Resolve test or taking damage 4-5 = must move directly away from Lycanthrope until passing an Resolve Test or taking damage 6 = gain +2 damage but -5 hit for physical attacks against the Lycanthrope for the remainder of battle and need not take another Resolve test from a Lycanthropes transformation Cursed Wounds: For any physical damage caused by this creature, if not de-cursed first, MUST attempt to resist any healing. For non-magical healing (i.e. potions) use Natural resist with no "casting" modifiers. Death Effect: Special ability or effect that is triggered immediately upon the death of the creature Trample II: 2d6 dam, does not effect targets of equal size or larger than the creature |
The Truth in Death: death effect, when slain in hybrid form Lycanthropes revert back to their original form. |
1d4 Lunarite | ||
Third | Monster | Lunar Wereboar, Old Moon | Cursed | Lycanthrope | Wereboar | Lunar | Old Moon | yes | Realm (Dreams), Alignment (Neutral), Polarity (Balance) | Cosmopolitan | Rural, Urban | 10 | 149 (84+10d12) | 60 | 7 | Medium (Upright) | 0 | +11 Hit; 9% Crit. (92+); +1 Damage | +13 Hit; 10% Crit. (91+) | +5 Hit; 7% Crit. (94+) | +4 Hit; 7% Crit. (94+) | AC 26; Armor 12; Dodge 14 |
Arcane 12; Elemental 28; Natural 19; Holy 28; Demonic 19; Mental 11 | Move 5; Str 17; Agil 12; Stam 14; Int 6; Wis 5; Avd 14; Per 14; Res 14; Init 6; Cha 0 | Ungulate "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Darksight I: Can see in natural darkness at a range (in table top inches) equal to their Perception. In total darkness (no-light) everything appears as shades of grey while dim light allows for discernment of color. In bright light Perception is cut in half. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Hide, Rough x4 plus Hide, Thick x4 | Tusks: 2d12 & Fist: 1d12, tusks cause Cursed Wounds that also have 50% chance to inflict the Curse of Lycanthropy | Fist attack can be replaced with a melee weapon of up to equivalent damage |
Lunar Hunger: +15% Crit against the first target attacked after turning. Boar Charge: if moved before attacking, tusks have +10% crit and +6 damage. Intercept x2: can take its movement out of turn to intercept an opponent that would pass within range |
Immune (Twilight): Immune to this type of damage and any associated effects Hyper-Sensitivity (Silver): Incoming damage of this type is doubled and any exposure to it (even passive) inflicts 1x HP dice of damage of that type. Horrific Transformation: When a Lycanthrope shapeshifts (turns), any target with 12" that has LoS must pass an Resolve test or roll 1d6 where: 1-3 = can't move or take any action until passing an Resolve test or taking damage 4-5 = must move directly away from Lycanthrope until passing an Resolve Test or taking damage 6 = gain +2 damage but -5 hit for physical attacks against the Lycanthrope for the remainder of battle and need not take another Resolve test from a Lycanthropes transformation Cursed Wounds: For any physical damage caused by this creature, if not de-cursed first, MUST attempt to resist any healing. For non-magical healing (i.e. potions) use Natural resist with no "casting" modifiers. Death Effect: Special ability or effect that is triggered immediately upon the death of the creature Trample III: 3d6 dam, does not effect targets of equal size or larger than the creature |
The Truth in Death: death effect, when slain in hybrid form Lycanthropes revert back to their original form. |
1d6 Luanrite | ||
Third | Monster | Lunar Werepanther, First Moon | Cursed | Lycanthrope | Werepanther | Lunar | First Moon | yes | Realm (Dreams), Alignment (Evil), Polarity (Balance) | Cosmopolitan | Rural, Urban | 6 | 95 (56+6d12) | 43 | 6 | Large (Upright) | 2; Crushing Blow 2 | +8 Hit; 7% Crit. (94+); +1 Damage | +7 Hit; 7% Crit. (94+) | +3 Hit; 6% Crit. (95+) | +2 Hit; 5% Crit. (96+) | AC 23; Armor 8; Dodge 15 Can use Lunarmeld at will to re-hide |
Arcane 16; Elemental 28; Natural 21; Holy 18; Demonic 16; Mental 15 | Move 8; Str 17; Agil 13; Stam 14; Int 8; Wis 7; Avd 15; Per 12; Res 9; Init 3; Cha 0 | Feline "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Darksight I: Can see in natural darkness at a range (in table top inches) equal to their Perception. In total darkness (no-light) everything appears as shades of grey while dim light allows for discernment of color. In bright light Perception is cut in half. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Fur/Hair x8 | Bite: 1d8 & Claw x2: 1d8+2, all cause Cursed Wounds that also have 50% chance to inflict the Curse of Lycanthropy | Lunar Hunger: +5% Crit against the first target attacked after turning. Lunar Snarl x1: instant, can use while hidden, all living targets w/in 4" must pass a Resolve test or be inflicted with Fear |
Immune (Twilight): Immune to this type of damage and any associated effects Hyper-Sensitivity (Silver): Incoming damage of this type is doubled and any exposure to it (even passive) inflicts 1x HP dice of damage of that type. Horrific Transformation: When a Lycanthrope shapeshifts (turns), any target with 12" that has LoS must pass an Resolve test or roll 1d6 where: 1-3 = can't move or take any action until passing an Resolve test or taking damage 4-5 = must move directly away from Lycanthrope until passing an Resolve Test or taking damage 6 = gain +2 damage but -5 hit for physical attacks against the Lycanthrope for the remainder of battle and need not take another Resolve test from a Lycanthropes transformation Cursed Wounds: For any physical damage caused by this creature, if not de-cursed first, MUST attempt to resist any healing. For non-magical healing (i.e. potions) use Natural resist with no "casting" modifiers. Death Effect: Special ability or effect that is triggered immediately upon the death of the creature Sneaky I: Can enter battle hidden & +3 Advantage to avoid being detected |
The Truth in Death: death effect, when slain in hybrid form Lycanthropes revert back to their original form. |
0-2 Lunarite | |||
Third | Monster | Lunar Werepanther, New Moon | Cursed | Lycanthrope | Werepanther | Lunar | New Moon | yes | Realm (Dreams), Alignment (Evil), Polarity (Balance) | Cosmopolitan | Rural, Urban | 8 | 127 (75+8d12) | 57 | 6 | Large (Upright) | 2; Crushing Blow 2 | +11 Hit; 9% Crit. (92+); +2 Damage | +9 Hit; 8% Crit. (93+) | +4 Hit; 6% Crit. (95+) | +3 Hit; 6% Crit. (95+) | AC 26; Armor 10; Dodge 16 Can use Lunarmeld at will to re-hide |
Arcane 14; Elemental 30; Natural 21; Holy 20; Demonic 16; Mental 13 | Move 8; Str 18; Agil 14; Stam 15; Int 7; Wis 6; Avd 16; Per 12; Res 10; Init 4; Cha 0 | Feline "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Darksight I: Can see in natural darkness at a range (in table top inches) equal to their Perception. In total darkness (no-light) everything appears as shades of grey while dim light allows for discernment of color. In bright light Perception is cut in half. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Fur/Hair x6 plus Fur, Thick/Shaggy x2 | Bite: 1d10 & Claw x2: 1d10+4, all cause Cursed Wounds that also have 50% chance to inflict the Curse of Lycanthropy | Lunar Hunger: +10% Crit against the first target attacked after turning. Lunar Snarl x2: instant, can use while hidden, all living targets w/in 4" must pass a Resolve test or be inflicted with Fear Feline Pounce x1: action, must be hidden, breaks stealth, +15hit & max dam bite with 100% knock down |
Immune (Twilight): Immune to this type of damage and any associated effects Hyper-Sensitivity (Silver): Incoming damage of this type is doubled and any exposure to it (even passive) inflicts 1x HP dice of damage of that type. Horrific Transformation: When a Lycanthrope shapeshifts (turns), any target with 12" that has LoS must pass an Resolve test or roll 1d6 where: 1-3 = can't move or take any action until passing an Resolve test or taking damage 4-5 = must move directly away from Lycanthrope until passing an Resolve Test or taking damage 6 = gain +2 damage but -5 hit for physical attacks against the Lycanthrope for the remainder of battle and need not take another Resolve test from a Lycanthropes transformation Cursed Wounds: For any physical damage caused by this creature, if not de-cursed first, MUST attempt to resist any healing. For non-magical healing (i.e. potions) use Natural resist with no "casting" modifiers. Death Effect: Special ability or effect that is triggered immediately upon the death of the creature Sneaky I: Can enter battle hidden & +3 Advantage to avoid being detected |
The Truth in Death: death effect, when slain in hybrid form Lycanthropes revert back to their original form. |
1d4 Lunarite | |||
Third | Monster | Lunar Werepanther, Old Moon | Cursed | Lycanthrope | Werepanther | Lunar | Old Moon | yes | Realm (Dreams), Alignment (Evil), Polarity (Balance) | Cosmopolitan | Rural, Urban | 10 | 161 (96+10d12) | 73 | 7 | Large (Upright) | 2; Crushing Blow 2 | +14 Hit; 10% Crit. (91+); +2 Damage | +12 Hit; 9% Crit. (92+) | +5 Hit; 7% Crit. (94+) | +4 Hit; 7% Crit. (94+) | AC 29; Armor 12; Dodge 17 Can use Lunarmeld at will to re-hide |
Arcane 12; Elemental 32; Natural 21; Holy 22; Demonic 16; Mental 11 | Move 8; Str 19; Agil 15; Stam 16; Int 6; Wis 5; Avd 17; Per 13; Res 11; Init 5; Cha 0 | Feline "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Darksight I: Can see in natural darkness at a range (in table top inches) equal to their Perception. In total darkness (no-light) everything appears as shades of grey while dim light allows for discernment of color. In bright light Perception is cut in half. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Fur/Hair x4 plus Fur, Thick/Shaggy x4 | Bite: 1d12 & Claw x2: 1d12+6, all cause Cursed Wounds that also have 50% chance to inflict the Curse of Lycanthropy | Lunar Hunger: +15% Crit against the first target attacked after turning. Lunar Snarl x3: instant, can use while hidden, all living targets w/in 4" must pass a Resolve test or be inflicted with Fear Feline Pounce x2: action, must be hidden, breaks stealth, +15hit & max dam bite with 100% knock down |
Immune (Twilight): Immune to this type of damage and any associated effects Hyper-Sensitivity (Silver): Incoming damage of this type is doubled and any exposure to it (even passive) inflicts 1x HP dice of damage of that type. Horrific Transformation: When a Lycanthrope shapeshifts (turns), any target with 12" that has LoS must pass an Resolve test or roll 1d6 where: 1-3 = can't move or take any action until passing an Resolve test or taking damage 4-5 = must move directly away from Lycanthrope until passing an Resolve Test or taking damage 6 = gain +2 damage but -5 hit for physical attacks against the Lycanthrope for the remainder of battle and need not take another Resolve test from a Lycanthropes transformation Cursed Wounds: For any physical damage caused by this creature, if not de-cursed first, MUST attempt to resist any healing. For non-magical healing (i.e. potions) use Natural resist with no "casting" modifiers. Death Effect: Special ability or effect that is triggered immediately upon the death of the creature Sneaky II: Can enter battle hidden, moves at full speed while hidden & +3 Advantage to avoid being detected |
The Truth in Death: death effect, when slain in hybrid form Lycanthropes revert back to their original form. |
1d6 Luanrite | |||
Third | Monster | Lunar Werewolf, First Moon | Cursed | Lycanthrope | Werewolf | Lunar | First Moon | yes | Realm (Dreams), Alignment (Evil), Polarity (Balance) | Cosmopolitan | Rural, Urban | 6 | 81 (48+6d10) | 27 | 4 | Medium (Upright) | 0 | +8 Hit; 7% Crit. (94+) | +8 Hit; 7% Crit. (94+) | +4 Hit; 6% Crit. (95+) | +3 Hit; 6% Crit. (95+) | AC 23; Armor 8; Dodge 15 |
Arcane 18; Elemental 24; Natural 20; Holy 20; Demonic 18; Mental 17 | Move 7; Str 14; Agil 13; Stam 12; Int 9; Wis 8; Avd 15; Per 13; Res 10; Init 4; Cha 0 | Canine "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Darksight I: Can see in natural darkness at a range (in table top inches) equal to their Perception. In total darkness (no-light) everything appears as shades of grey while dim light allows for discernment of color. In bright light Perception is cut in half. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Fur/Hair x8 | Bite: 1d8 & Claw x2: 1d8, all cause Cursed Wounds that also have 50% chance to inflict the Curse of Lycanthropy | Lunar Hunger: +5% Crit against the first target attacked after turning. Lunar Howl x2: instant, knocks target back 1d6" then stuns for 1 round. |
Immune (Twilight): Immune to this type of damage and any associated effects Hyper-Sensitivity (Silver): Incoming damage of this type is doubled and any exposure to it (even passive) inflicts 1x HP dice of damage of that type. Horrific Transformation: When a Lycanthrope shapeshifts (turns), any target with 12" that has LoS must pass an Resolve test or roll 1d6 where: 1-3 = can't move or take any action until passing an Resolve test or taking damage 4-5 = must move directly away from Lycanthrope until passing an Resolve Test or taking damage 6 = gain +2 damage but -5 hit for physical attacks against the Lycanthrope for the remainder of battle and need not take another Resolve test from a Lycanthropes transformation Cursed Wounds: For any physical damage caused by this creature, if not de-cursed first, MUST attempt to resist any healing. For non-magical healing (i.e. potions) use Natural resist with no "casting" modifiers. Death Effect: Special ability or effect that is triggered immediately upon the death of the creature |
The Truth in Death: death effect, when slain in hybrid form Lycanthropes revert back to their original form. |
0-2 Lunarite | |||
Third | Monster | Lunar Werewolf, New Moon | Cursed | Lycanthrope | Werewolf | Lunar | New Moon | yes | Realm (Dreams), Alignment (Evil), Polarity (Balance) | Cosmopolitan | Rural, Urban | 8 | 109 (65+8d10) | 39 | 5 | Medium (Upright) | 0 | +11 Hit; 9% Crit. (92+); +1 Damage | +10 Hit; 8% Crit. (93+) | +5 Hit; 7% Crit. (94+) | +4 Hit; 6% Crit. (95+) | AC 26; Armor 10; Dodge 16 |
Arcane 16; Elemental 26; Natural 20; Holy 22; Demonic 18; Mental 15 | Move 7; Str 15; Agil 14; Stam 13; Int 8; Wis 7; Avd 16; Per 13; Res 11; Init 5; Cha 0 | Canine "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Darksight I: Can see in natural darkness at a range (in table top inches) equal to their Perception. In total darkness (no-light) everything appears as shades of grey while dim light allows for discernment of color. In bright light Perception is cut in half. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Fur/Hair x6 plus Fur, Thick/Shaggy x2 | Bite: 1d10 & Claw x2: 1d10, all cause Cursed Wounds that also have 50% chance to inflict the Curse of Lycanthropy | Lunar Hunger: +10% Crit against the first target attacked after turning. Lunar Howl x2: instant, knocks target back 1d6" then stuns for 1 round. Leaping Strike x1: (fury) action |
Immune (Twilight): Immune to this type of damage and any associated effects Hyper-Sensitivity (Silver): Incoming damage of this type is doubled and any exposure to it (even passive) inflicts 1x HP dice of damage of that type. Horrific Transformation: When a Lycanthrope shapeshifts (turns), any target with 12" that has LoS must pass an Resolve test or roll 1d6 where: 1-3 = can't move or take any action until passing an Resolve test or taking damage 4-5 = must move directly away from Lycanthrope until passing an Resolve Test or taking damage 6 = gain +2 damage but -5 hit for physical attacks against the Lycanthrope for the remainder of battle and need not take another Resolve test from a Lycanthropes transformation Cursed Wounds: For any physical damage caused by this creature, if not de-cursed first, MUST attempt to resist any healing. For non-magical healing (i.e. potions) use Natural resist with no "casting" modifiers. Death Effect: Special ability or effect that is triggered immediately upon the death of the creature Pack Hunting I: +1 dam & +1 Resolve for every other packhunter of that type w/in 10" (Max +3) |
The Truth in Death: death effect, when slain in hybrid form Lycanthropes revert back to their original form. |
1d4 Lunarite | |||
Third | Monster | Lunar Werewolf, Old Moon | Cursed | Lycanthrope | Werewolf | Lunar | Old Moon | yes | Realm (Dreams), Alignment (Evil), Polarity (Balance) | Cosmopolitan | Rural, Urban | 10 | 139 (84+10d10) | 50 | 6 | Medium (Upright) | 0 | +14 Hit; 10% Crit. (91+); +1 Damage | +13 Hit; 10% Crit. (91+) | +6 Hit; 7% Crit. (94+) | +5 Hit; 7% Crit. (94+) | AC 29; Armor 12; Dodge 17 |
Arcane 14; Elemental 28; Natural 20; Holy 24; Demonic 18; Mental 13 | Move 7; Str 16; Agil 15; Stam 14; Int 7; Wis 6; Avd 17; Per 14; Res 12; Init 6; Cha 0 | Canine "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Darksight I: Can see in natural darkness at a range (in table top inches) equal to their Perception. In total darkness (no-light) everything appears as shades of grey while dim light allows for discernment of color. In bright light Perception is cut in half. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Fur/Hair x4 plus Fur, Thick/Shaggy x4 | Bite: 1d12 & Claw x2: 1d12, all cause Cursed Wounds that also have 50% chance to inflict the Curse of Lycanthropy | Lunar Hunger: +15% Crit against the first target attacked after turning. Lunar Howl x3: instant, knocks target back 1d6" then stuns for 1 round. Leaping Strike x2: (fury) action |
Immune (Twilight): Immune to this type of damage and any associated effects Hyper-Sensitivity (Silver): Incoming damage of this type is doubled and any exposure to it (even passive) inflicts 1x HP dice of damage of that type. Horrific Transformation: When a Lycanthrope shapeshifts (turns), any target with 12" that has LoS must pass an Resolve test or roll 1d6 where: 1-3 = can't move or take any action until passing an Resolve test or taking damage 4-5 = must move directly away from Lycanthrope until passing an Resolve Test or taking damage 6 = gain +2 damage but -5 hit for physical attacks against the Lycanthrope for the remainder of battle and need not take another Resolve test from a Lycanthropes transformation Cursed Wounds: For any physical damage caused by this creature, if not de-cursed first, MUST attempt to resist any healing. For non-magical healing (i.e. potions) use Natural resist with no "casting" modifiers. Death Effect: Special ability or effect that is triggered immediately upon the death of the creature Pack Hunting II: +1 dam & +1 Resolve for every other packhunter of that type w/in 10" (Max +6) |
The Truth in Death: death effect, when slain in hybrid form Lycanthropes revert back to their original form. |
1d6 Luanrite | |||
Third | Monster | Nothic | Cursed | Human | Multi-racial | Ambusher | yes | Realm (Strife), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Ruins/Dungeon, Subterranean | 5 | 84 (56+5d10) | 26 | 4 | Medium (Upright) | 0 | +10 Hit; 8% Crit. (93+) | +10 Hit; 8% Crit. (93+) | +7 Hit; 7% Crit. (94+) | +4 Hit; 6% Crit. (95+) | AC 24; Armor 14; Dodge 10 |
Arcane 26; Elemental 32; Natural 26; Holy 24; Demonic 22; Mental 23 | Move 4; Str 14; Agil 16; Stam 16; Int 13; Wis 10; Avd 10; Per 16; Res 12; Init 12; Cha 6 | Can understand common but can only speak through telepathy (at range equal to 2x Intellect) | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Darksight II: Can see in natural darkness at a range (in table top inches) equal to 2x their Perception. In total darkness (no-light) everything appears as shades of grey while dim light allows for discernment of color. In bright light Perception is cut in half. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Hide, Thick x7 | Claw x2 (2d6+2 damage) | Necrotic Gaze: action, single target, LoS required, uses the lesser of the targets Natural or Demonic Resistance, deals 3d6+2 damage and unnaturally rots the victims flesh reducing the value of any type of healing by 50%, must be cured like a disease or is automatically cured after the effects of a Holy based heal. Telepathic Insight: instant, single target, LoS required, roll to hit versus Mental Resistance, if failing the Nothic learns a fact, weakness, or secret about the target. |
Thorny II: Body is covered in natural thorns, bone spikes, or other sharp protrusions that cause 2 auto damage each time someone attacks in base contact Sneaky I: Can enter battle hidden & +3 Advantage to avoid being detected |
Often drops a small magical trinket that is the key to unlocking their hidden stash of magical artifacts | The cursed and malformed Nothic is all that remains of a once powerful and noble Wizard who broke their sacred oath and delved into the unfathomable depths of chaos found on the outer edges of creation. Their reward for such folly was immortality, telepathy, and insanity. Nothics are spiny hunchbacked creatures whose face is dominated by a single oversized eye, whose gaze can rot flesh right off the bone, making for a tasty snack. Though intelligent, they are thoroughly mad and possess aims and goals that they do not truly understand themselves. They are driven by an insatiable desire to collect magical items and artifacts in a futile effort to reverse their ancient curse. Though they long ago lost the ability to speak, they can communicate telepathically and speak directly into the minds of those they interact with. Such is their madness, that to most a Nothics voice it is a nonsensical collection of whispers and raving lunacy. However, in exchange for meat or magic, a Nothic can sometimes be reasoned with. | ||||
Third | Monster | Cyclops | Mutant | Ogre | Cyclops | Brute | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Tropical/Temperate | Coastal/Shore, Subterranean | 10 | 243 (153+20d8) | 85 | 8 | Huge (Upright) | 4; Crushing Blow 4, Toughness 1, Reach +1 | +10 Hit; 9% Crit. (92+); +2 Damage | +15 Hit; 10% Crit. (91+) | +6 Hit; 7% Crit. (94+) | +7 Hit; 8% Crit. (93+) | AC 26; Armor 18; Dodge 8 Lair Action: May use a special Lair Action at the top of every non-ambush turn when fighting within their den or other such lair, typ. a bonus instant or non-attack action |
Arcane 14; Elemental 36; Natural 21; Holy 17; Demonic 19; Mental 15 | Move 6; Str 18; Agil 11; Stam 18; Int 7; Wis 8; Avd 8; Per 16; Res 11; Init 10; Cha 2 | Ogrish & 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 |
Leather, Studded x6 | Giant Great Club: 4d6+2d4+2, stun 20%, Crushing blow 2. Can attack twice if using only a basic attack action (Extra Attack I). | Hurl Boulder: May sacrifice one of two basic attacks to throw a boulder (Rng: 40, 2" radius, 2d10+8 Damage, targets are Slowed for 1 round). |
Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) Stocky: no movement penalties for wearing triple layer armor and ignore ALL Difficult Terrain movement penalties Extra Attacks I: Potential for up to 1 extra attack, typically requires certain conditions to be met Trample II: 2d6 dam, does not effect targets of equal size or larger than the creature |
Near Sighted: Struggles to see things at a distance. For every 1" beyond 8" the cyclops suffers -1 disadvantage on Perception tests & -5 to hit with ranged attacks |
1d4-1 live animals hanging from its belt | ||||
Third | Monster | Ogre Besieger | Mutant | Ogre | Goliath | Warrior | Besieger | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Temperate | Hill, Rural | 12 | 288 (180+24d8) | 122 | 9 | Huge (Upright) | 4; Crushing Blow 4, Toughness 1, Reach +1 | +3 Hit; 7% Crit. (94+); +2 Damage | +9 Hit; 9% Crit. (92+) | +3 Hit; 4% Crit. (97+) | +3 Hit; 4% Crit. (97+) | AC 72; Armor 72; Dodge 0; Stiff 8; Noisy 4 Plate armor is worn only on the Besiegers front, when attacked form behind only chainmail is available therfore AC 16 |
Arcane 12; Elemental 36; Natural 19; Holy 25; Demonic 21; Mental 12 | Move 6; Str 18; Agil 2; Stam 18; Int 6; Wis 6; Avd 7; Per 8; Res 15; Init 10; Cha 2 | Ogrish & Giant | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Plate, Full x8 w/ Mail, Chain x4 | Giant 1H Bludgeon (double damage dice) & Pavise (used in 1H, Block +13); Typ. Flanged Mace (2d6+2d4+2 damage, Stun 20%, Crushing Blow 2, Armor Piercing -10) | Arbalest w/ Metal Bolts (2d12+3 damage, Armor Puercing -20, Reload-Ranged 45", can fire with one hand and prop up on Pavise to reload without dropping shield) |
Concussion (inst) x3, Kodiak Strike/Shot x5, Double Shot x3 (costs and instant & an action, can fire the Arbalest twice in one round, regular shots only) |
Susceptible I (Holy): -5 resistance to this type of damage/effects (typically already added) Susceptible I (Natural): -5 resistance to this type of damage/effects (typically already added) Stocky: no movement penalties for wearing triple layer armor and ignore ALL Difficult Terrain movement penalties Extra Attacks I: Potential for up to 1 extra attack, typically requires certain conditions to be met Trample II: 2d6 dam, does not effect targets of equal size or larger than the creature 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...) |
Wallbreaker: All melee attacks from the Beseiger negate all forms of Absorption |
3d6 GP | ||
Third | Monster | Quelled Wereboar, Ancient | Cursed | Lycanthrope | Wereboar | Quelled | Ancient | yes | Realm (Dreams), Alignment (Good), Polarity (Order) | Cosmopolitan | Forest/Jungle, Ruins/Dungeon | 20 | 317 (187+20d12) | 143 | 10 | Medium (Upright) | 0 | +26 Hit; 16% Crit. (85+); +1 Damage | +25 Hit; 15% Crit. (86+) | +21 Hit; 14% Crit. (87+) | +20 Hit; 14% Crit. (87+) | AC 41; Armor 24; Dodge 17 Sometimes wear armor, usually enchanted/crafted |
Arcane 24; Elemental 34; Natural 28; Holy 40; Demonic 31; Mental 23 | Move 5; Str 17; Agil 17; Stam 17; Int 12; Wis 11; Avd 17; Per 16; Res 20; Init 12; Cha 8 | As per their humanoid forms, plus when turned can "speak" Ungulate | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Darksight I: Can see in natural darkness at a range (in table top inches) equal to their Perception. In total darkness (no-light) everything appears as shades of grey while dim light allows for discernment of color. In bright light Perception is cut in half. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Hide, Rugged x8 | Tusks: 2d12+1d6+6 & Fist: 1d12+1d6, tusks cause Cursed Wounds that, if the Lycanthrope fails a Resolve test, also inflict the Curse of Lycanthropy | Fist attack can be replaced with a melee weapon of up to equivalent damage |
Blood Frenzy: passive, after scoring a critical hit or a killing blow, gain +30% melee crit for the next 1d6 attacks. Boar Charge: if moved before attacking, tusks have +15% crit and +12 damage. Intercept x5: can take its movement out of turn to intercept an opponent that would pass within range Unstoppable x2: (fury) instant Massive Strike x1: (fury) action The Beast Within x2: (fury) action Devastation x1: (fury) move + instant |
Immune (Twilight): Immune to this type of damage and any associated effects Hyper-Sensitivity (Silver): Incoming damage of this type is doubled and any exposure to it (even passive) inflicts 1x HP dice of damage of that type. Horrific Transformation: When a Lycanthrope shapeshifts (turns), any target with 12" that has LoS must pass an Resolve test or roll 1d6 where: 1-3 = can't move or take any action until passing an Resolve test or taking damage 4-5 = must move directly away from Lycanthrope until passing an Resolve Test or taking damage 6 = gain +2 damage but -5 hit for physical attacks against the Lycanthrope for the remainder of battle and need not take another Resolve test from a Lycanthropes transformation Cursed Wounds: For any physical damage caused by this creature, if not de-cursed first, MUST attempt to resist any healing. For non-magical healing (i.e. potions) use Natural resist with no "casting" modifiers. Death Effect: Special ability or effect that is triggered immediately upon the death of the creature Trample IV: 4d6 dam, does not effect targets of equal size or larger than the creature |
The Truth in Death: death effect, when slain in hybrid form Lycanthropes revert back to their original form. |
2d6+4 Lunarite | ||
Third | Monster | Quelled Wereboar, Elder | Cursed | Lycanthrope | Wereboar | Quelled | Elder | yes | Realm (Dreams), Alignment (Good), Polarity (Order) | Cosmopolitan | Forest/Jungle, Ruins/Dungeon | 16 | 248 (144+16d12) | 106 | 9 | Medium (Upright) | 0 | +21 Hit; 13% Crit. (88+); +1 Damage | +20 Hit; 13% Crit. (88+) | +15 Hit; 11% Crit. (90+) | +14 Hit; 11% Crit. (90+) | AC 36; Armor 20; Dodge 16 Sometimes wear armor, often enchanted/crafted |
Arcane 20; Elemental 32; Natural 25; Holy 38; Demonic 28; Mental 19 | Move 5; Str 17; Agil 16; Stam 16; Int 10; Wis 9; Avd 16; Per 15; Res 19; Init 10; Cha 4 | As per their humanoid forms, plus when turned can "speak" Ungulate | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Darksight I: Can see in natural darkness at a range (in table top inches) equal to their Perception. In total darkness (no-light) everything appears as shades of grey while dim light allows for discernment of color. In bright light Perception is cut in half. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Hide, Thick x4 plus Hide, Rugged x4 | Tusks: 2d10+1d6+6 & Fist: 1d10+1d6, tusks cause Cursed Wounds that, if the Lycanthrope fails a Resolve test, also inflict the Curse of Lycanthropy | Fist attack can be replaced with a melee weapon of up to equivalent damage |
Blood Frenzy: passive, after scoring a critical hit or a killing blow, gain +20% melee crit for the next 1d6 attacks. Boar Charge: if moved before attacking, tusks have +15% crit and +10 damage. Intercept x4: can take its movement out of turn to intercept an opponent that would pass within range Unstoppable x1: (fury) instant The Beast Within x1: (fury) action |
Immune (Twilight): Immune to this type of damage and any associated effects Hyper-Sensitivity (Silver): Incoming damage of this type is doubled and any exposure to it (even passive) inflicts 1x HP dice of damage of that type. Horrific Transformation: When a Lycanthrope shapeshifts (turns), any target with 12" that has LoS must pass an Resolve test or roll 1d6 where: 1-3 = can't move or take any action until passing an Resolve test or taking damage 4-5 = must move directly away from Lycanthrope until passing an Resolve Test or taking damage 6 = gain +2 damage but -5 hit for physical attacks against the Lycanthrope for the remainder of battle and need not take another Resolve test from a Lycanthropes transformation Cursed Wounds: For any physical damage caused by this creature, if not de-cursed first, MUST attempt to resist any healing. For non-magical healing (i.e. potions) use Natural resist with no "casting" modifiers. Death Effect: Special ability or effect that is triggered immediately upon the death of the creature Trample III: 3d6 dam, does not effect targets of equal size or larger than the creature |
The Truth in Death: death effect, when slain in hybrid form Lycanthropes revert back to their original form. |
2d6+2 Lunarite | ||
Third | Monster | Quelled Wereboar, Moontamed | Cursed | Lycanthrope | Wereboar | Quelled | Moontamed | yes | Realm (Dreams), Alignment (Good), Polarity (Order) | Cosmopolitan | Forest/Jungle, Ruins/Dungeon | 12 | 183 (105+12d12) | 76 | 8 | Medium (Upright) | 0 | +16 Hit; 11% Crit. (90+); +1 Damage | +15 Hit; 11% Crit. (90+) | +9 Hit; 9% Crit. (92+) | +8 Hit; 8% Crit. (93+) | AC 31; Armor 16; Dodge 15 Sometimes wear armor |
Arcane 16; Elemental 30; Natural 22; Holy 36; Demonic 25; Mental 15 | Move 5; Str 17; Agil 15; Stam 15; Int 8; Wis 7; Avd 15; Per 14; Res 18; Init 8; Cha 2 | As per their humanoid forms, plus when turned can "speak" Ungulate | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Darksight I: Can see in natural darkness at a range (in table top inches) equal to their Perception. In total darkness (no-light) everything appears as shades of grey while dim light allows for discernment of color. In bright light Perception is cut in half. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Hide, Thick x8 | Tusks: 2d8+1d6+6 & Fist: 1d8+1d6, tusks cause Cursed Wounds that, if the Lycanthrope fails a Resolve test, also inflict the Curse of Lycanthropy | Fist attack can be replaced with a melee weapon of up to equivalent damage |
Blood Frenzy: passive, after scoring a critical hit or a killing blow, gain +10% melee crit for the next 1d6 attacks. Boar Charge: if moved before attacking, tusks have +15% crit and +8 damage. Intercept x3: can take its movement out of turn to intercept an opponent that would pass within range |
Immune (Twilight): Immune to this type of damage and any associated effects Hyper-Sensitivity (Silver): Incoming damage of this type is doubled and any exposure to it (even passive) inflicts 1x HP dice of damage of that type. Horrific Transformation: When a Lycanthrope shapeshifts (turns), any target with 12" that has LoS must pass an Resolve test or roll 1d6 where: 1-3 = can't move or take any action until passing an Resolve test or taking damage 4-5 = must move directly away from Lycanthrope until passing an Resolve Test or taking damage 6 = gain +2 damage but -5 hit for physical attacks against the Lycanthrope for the remainder of battle and need not take another Resolve test from a Lycanthropes transformation Cursed Wounds: For any physical damage caused by this creature, if not de-cursed first, MUST attempt to resist any healing. For non-magical healing (i.e. potions) use Natural resist with no "casting" modifiers. Death Effect: Special ability or effect that is triggered immediately upon the death of the creature Trample III: 3d6 dam, does not effect targets of equal size or larger than the creature |
The Truth in Death: death effect, when slain in hybrid form Lycanthropes revert back to their original form. |
2d6 Lunarite | ||
Third | Monster | Quelled Werepanther, Ancient | Cursed | Lycanthrope | Werepanther | Quelled | Ancient | yes | Realm (Dreams), Alignment (Neutral), Polarity (Order) | Cosmopolitan | Forest/Jungle, Ruins/Dungeon | 20 | 339 (209+20d12) | 173 | 11 | Large (Upright) | 2; Crushing Blow 2 | +29 Hit; 17% Crit. (84+); +2 Damage | +24 Hit; 15% Crit. (86+) | +21 Hit; 14% Crit. (87+) | +20 Hit; 14% Crit. (87+) | AC 44; Armor 24; Dodge 20 Can use Lunarmeld at will to re-hide; Sometimes wear armor, usually enchanted/crafted |
Arcane 24; Elemental 38; Natural 30; Holy 34; Demonic 28; Mental 23 | Move 8; Str 19; Agil 20; Stam 19; Int 12; Wis 11; Avd 20; Per 15; Res 17; Init 11; Cha 8 | As per their humanoid forms, plus when turned can "speak" Feline | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Darksight I: Can see in natural darkness at a range (in table top inches) equal to their Perception. In total darkness (no-light) everything appears as shades of grey while dim light allows for discernment of color. In bright light Perception is cut in half. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Fur, Coarse/Dense x8 | Bite: 1d12+6 & Claw x2: 1d12+1d6+12, all cause Cursed Wounds that, if the Lycanthrope fails a Resolve test, also inflict the Curse of Lycanthropy | Blood Frenzy: passive, after scoring a critical hit or a killing blow, gain +30% melee crit for the next 1d6 attacks. Study Prey: passive,+5% melee crit (already added) Anguished Snarl x3: OOT instant, negates the damage multiplier of a single critical hit against them. Feline Pounce x5: action, must be hidden, breaks stealth, +15hit & max dam bite with 100% knock down Crippling Strike III x2: (stealth) action Spree III x1: (stealth) instant |
Immune (Twilight): Immune to this type of damage and any associated effects Hyper-Sensitivity (Silver): Incoming damage of this type is doubled and any exposure to it (even passive) inflicts 1x HP dice of damage of that type. Horrific Transformation: When a Lycanthrope shapeshifts (turns), any target with 12" that has LoS must pass an Resolve test or roll 1d6 where: 1-3 = can't move or take any action until passing an Resolve test or taking damage 4-5 = must move directly away from Lycanthrope until passing an Resolve Test or taking damage 6 = gain +2 damage but -5 hit for physical attacks against the Lycanthrope for the remainder of battle and need not take another Resolve test from a Lycanthropes transformation Cursed Wounds: For any physical damage caused by this creature, if not de-cursed first, MUST attempt to resist any healing. For non-magical healing (i.e. potions) use Natural resist with no "casting" modifiers. Death Effect: Special ability or effect that is triggered immediately upon the death of the creature Sneaky III: Can enter battle hidden, moves at full speed while hidden & +5 Advantage to avoid being detected Vicious I: +5% Critical hit with physical melee attacks (typically already added) |
The Truth in Death: death effect, when slain in hybrid form Lycanthropes revert back to their original form. |
2d6+4 Lunarite | |||
Third | Monster | Quelled Werepanther, Elder | Cursed | Lycanthrope | Werepanther | Quelled | Elder | yes | Realm (Dreams), Alignment (Neutral), Polarity (Order) | Cosmopolitan | Forest/Jungle, Ruins/Dungeon | 16 | 266 (162+16d12) | 140 | 10 | Large (Upright) | 2; Crushing Blow 2 | +24 Hit; 14% Crit. (87+); +2 Damage | +19 Hit; 13% Crit. (88+) | +15 Hit; 11% Crit. (90+) | +14 Hit; 11% Crit. (90+) | AC 39; Armor 20; Dodge 19 Can use Lunarmeld at will to re-hide; Sometimes wear armor, often enchanted/crafted |
Arcane 20; Elemental 36; Natural 27; Holy 32; Demonic 25; Mental 19 | Move 8; Str 19; Agil 19; Stam 18; Int 10; Wis 9; Avd 19; Per 14; Res 16; Init 9; Cha 4 | As per their humanoid forms, plus when turned can "speak" Feline | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Darksight I: Can see in natural darkness at a range (in table top inches) equal to their Perception. In total darkness (no-light) everything appears as shades of grey while dim light allows for discernment of color. In bright light Perception is cut in half. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Fur, Thick/Shaggy x4 plus Fur, Coarse/Dense x4 | Bite: 1d10+6 & Claw x2: 1d10+1d6+10, all cause Cursed Wounds that, if the Lycanthrope fails a Resolve test, also inflict the Curse of Lycanthropy | Blood Frenzy: passive, after scoring a critical hit or a killing blow, gain +20% melee crit for the next 1d6 attacks. Study Prey: passive,+5% melee crit (already added) Anguished Snarl x2: OOT instant, negates the damage multiplier of a single critical hit against them. Feline Pounce x4: action, must be hidden, breaks stealth, +15hit & max dam bite with 100% knock down Crippling Strike III x1: (stealth) action |
Immune (Twilight): Immune to this type of damage and any associated effects Hyper-Sensitivity (Silver): Incoming damage of this type is doubled and any exposure to it (even passive) inflicts 1x HP dice of damage of that type. Horrific Transformation: When a Lycanthrope shapeshifts (turns), any target with 12" that has LoS must pass an Resolve test or roll 1d6 where: 1-3 = can't move or take any action until passing an Resolve test or taking damage 4-5 = must move directly away from Lycanthrope until passing an Resolve Test or taking damage 6 = gain +2 damage but -5 hit for physical attacks against the Lycanthrope for the remainder of battle and need not take another Resolve test from a Lycanthropes transformation Cursed Wounds: For any physical damage caused by this creature, if not de-cursed first, MUST attempt to resist any healing. For non-magical healing (i.e. potions) use Natural resist with no "casting" modifiers. Death Effect: Special ability or effect that is triggered immediately upon the death of the creature Sneaky III: Can enter battle hidden, moves at full speed while hidden & +5 Advantage to avoid being detected Vicious I: +5% Critical hit with physical melee attacks (typically already added) |
The Truth in Death: death effect, when slain in hybrid form Lycanthropes revert back to their original form. |
2d6+2 Lunarite | |||
Third | Monster | Quelled Werepanther, Moontamed | Cursed | Lycanthrope | Werepanther | Quelled | Moontamed | yes | Realm (Dreams), Alignment (Neutral), Polarity (Order) | Cosmopolitan | Forest/Jungle, Ruins/Dungeon | 12 | 197 (119+12d12) | 94 | 8 | Large (Upright) | 2; Crushing Blow 2 | +19 Hit; 12% Crit. (89+); +2 Damage | +14 Hit; 10% Crit. (91+) | +9 Hit; 9% Crit. (92+) | +8 Hit; 8% Crit. (93+) | AC 34; Armor 16; Dodge 18 Can use Lunarmeld at will to re-hide; Sometimes wear armor |
Arcane 16; Elemental 34; Natural 24; Holy 30; Demonic 22; Mental 15 | Move 8; Str 19; Agil 18; Stam 17; Int 8; Wis 7; Avd 18; Per 13; Res 15; Init 7; Cha 2 | As per their humanoid forms, plus when turned can "speak" Feline | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Darksight I: Can see in natural darkness at a range (in table top inches) equal to their Perception. In total darkness (no-light) everything appears as shades of grey while dim light allows for discernment of color. In bright light Perception is cut in half. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Fur, Thick/Shaggy x8 | Bite: 1d8+6 & Claw x2: 1d8+1d6+8, all cause Cursed Wounds that, if the Lycanthrope fails a Resolve test, also inflict the Curse of Lycanthropy | Blood Frenzy: passive, after scoring a critical hit or a killing blow, gain +10% melee crit for the next 1d6 attacks. Study Prey: passive,+5% melee crit (already added) Anguished Snarl x1: OOT instant, negates the damage multiplier of a single critical hit against them. Feline Pounce x3: action, must be hidden, breaks stealth, +15hit & max dam bite with 100% knock down |
Immune (Twilight): Immune to this type of damage and any associated effects Hyper-Sensitivity (Silver): Incoming damage of this type is doubled and any exposure to it (even passive) inflicts 1x HP dice of damage of that type. Horrific Transformation: When a Lycanthrope shapeshifts (turns), any target with 12" that has LoS must pass an Resolve test or roll 1d6 where: 1-3 = can't move or take any action until passing an Resolve test or taking damage 4-5 = must move directly away from Lycanthrope until passing an Resolve Test or taking damage 6 = gain +2 damage but -5 hit for physical attacks against the Lycanthrope for the remainder of battle and need not take another Resolve test from a Lycanthropes transformation Cursed Wounds: For any physical damage caused by this creature, if not de-cursed first, MUST attempt to resist any healing. For non-magical healing (i.e. potions) use Natural resist with no "casting" modifiers. Death Effect: Special ability or effect that is triggered immediately upon the death of the creature Sneaky II: Can enter battle hidden, moves at full speed while hidden & +3 Advantage to avoid being detected Vicious I: +5% Critical hit with physical melee attacks (typically already added) |
The Truth in Death: death effect, when slain in hybrid form Lycanthropes revert back to their original form. |
2d6 Lunarite | |||
Third | Monster | Quelled Werewolf, Ancient | Cursed | Lycanthrope | Werewolf | Quelled | Ancient | yes | Realm (Dreams), Alignment (Neutral), Polarity (Order) | Cosmopolitan | Forest/Jungle, Ruins/Dungeon | 20 | 297 (187+20d10) | 115 | 9 | Medium (Upright) | 0 | +29 Hit; 17% Crit. (84+); +1 Damage | +25 Hit; 15% Crit. (86+) | +22 Hit; 14% Crit. (87+) | +21 Hit; 14% Crit. (87+) | AC 44; Armor 24; Dodge 20 Sometimes wear armor, usually enchanted/crafted |
Arcane 26; Elemental 34; Natural 29; Holy 36; Demonic 30; Mental 25 | Move 7; Str 16; Agil 20; Stam 17; Int 13; Wis 12; Avd 20; Per 16; Res 18; Init 12; Cha 8 | As per their humanoid forms, plus when turned can "speak" canine | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Darksight I: Can see in natural darkness at a range (in table top inches) equal to their Perception. In total darkness (no-light) everything appears as shades of grey while dim light allows for discernment of color. In bright light Perception is cut in half. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Fur, Coarse/Dense x8 | Bite: 1d12+6 & Claw x2: 1d12+1d6, all cause Cursed Wounds that, if the Lycanthrope fails a Resolve test, also inflict the Curse of Lycanthropy | Blood Frenzy: passive, after scoring a critical hit or a killing blow, gain +30% melee crit for the next 1d6 attacks. Strength with the Pack: passive, pack hunting damage bonus is doubled. Anguished Howl x3: OOT instant, negates the damage multiplier of a single critical hit against them. Leaping Strike x5: (fury) action The Beast Within x2: (fury) action Devastation x1: (fury) move + instant |
Immune (Twilight): Immune to this type of damage and any associated effects Hyper-Sensitivity (Silver): Incoming damage of this type is doubled and any exposure to it (even passive) inflicts 1x HP dice of damage of that type. Horrific Transformation: When a Lycanthrope shapeshifts (turns), any target with 12" that has LoS must pass an Resolve test or roll 1d6 where: 1-3 = can't move or take any action until passing an Resolve test or taking damage 4-5 = must move directly away from Lycanthrope until passing an Resolve Test or taking damage 6 = gain +2 damage but -5 hit for physical attacks against the Lycanthrope for the remainder of battle and need not take another Resolve test from a Lycanthropes transformation Cursed Wounds: For any physical damage caused by this creature, if not de-cursed first, MUST attempt to resist any healing. For non-magical healing (i.e. potions) use Natural resist with no "casting" modifiers. Death Effect: Special ability or effect that is triggered immediately upon the death of the creature Pack Hunting III: +1 dam & +1 Resolve for every other packhunter of that type w/in 10" (Max +9) |
The Truth in Death: death effect, when slain in hybrid form Lycanthropes revert back to their original form. |
2d6+4 Lunarite | |||
Third | Monster | Quelled Werewolf, Elder | Cursed | Lycanthrope | Werewolf | Quelled | Elder | yes | Realm (Dreams), Alignment (Neutral), Polarity (Order) | Cosmopolitan | Forest/Jungle, Ruins/Dungeon | 16 | 232 (144+16d10) | 88 | 8 | Medium (Upright) | 0 | +24 Hit; 14% Crit. (87+); +1 Damage | +20 Hit; 13% Crit. (88+) | +16 Hit; 12% Crit. (89+) | +15 Hit; 11% Crit. (90+) | AC 39; Armor 20; Dodge 19 Sometimes wear armor, often enchanted/crafted |
Arcane 22; Elemental 32; Natural 26; Holy 34; Demonic 27; Mental 21 | Move 7; Str 16; Agil 19; Stam 16; Int 11; Wis 10; Avd 19; Per 15; Res 17; Init 10; Cha 4 | As per their humanoid forms, plus when turned can "speak" canine | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Darksight I: Can see in natural darkness at a range (in table top inches) equal to their Perception. In total darkness (no-light) everything appears as shades of grey while dim light allows for discernment of color. In bright light Perception is cut in half. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Fur, Thick/Shaggy x4 plus Fur, Coarse/Dense x4 | Bite: 1d10+6 & Claw x2: 1d10+1d6, all cause Cursed Wounds that, if the Lycanthrope fails a Resolve test, also inflict the Curse of Lycanthropy | Blood Frenzy: passive, after scoring a critical hit or a killing blow, gain +20% melee crit for the next 1d6 attacks. Strength with the Pack: passive, pack hunting damage bonus is doubled. Anguished Howl x2: OOT instant, negates the damage multiplier of a single critical hit against them. Leaping Strike x4: (fury) action The Beast Within x1: (fury) action |
Immune (Twilight): Immune to this type of damage and any associated effects Hyper-Sensitivity (Silver): Incoming damage of this type is doubled and any exposure to it (even passive) inflicts 1x HP dice of damage of that type. Horrific Transformation: When a Lycanthrope shapeshifts (turns), any target with 12" that has LoS must pass an Resolve test or roll 1d6 where: 1-3 = can't move or take any action until passing an Resolve test or taking damage 4-5 = must move directly away from Lycanthrope until passing an Resolve Test or taking damage 6 = gain +2 damage but -5 hit for physical attacks against the Lycanthrope for the remainder of battle and need not take another Resolve test from a Lycanthropes transformation Cursed Wounds: For any physical damage caused by this creature, if not de-cursed first, MUST attempt to resist any healing. For non-magical healing (i.e. potions) use Natural resist with no "casting" modifiers. Death Effect: Special ability or effect that is triggered immediately upon the death of the creature Pack Hunting II: +1 dam & +1 Resolve for every other packhunter of that type w/in 10" (Max +6) |
The Truth in Death: death effect, when slain in hybrid form Lycanthropes revert back to their original form. |
2d6+2 Lunarite | |||
Third | Monster | Quelled Werewolf, Moontamed | Cursed | Lycanthrope | Werewolf | Quelled | Moontamed | yes | Realm (Dreams), Alignment (Neutral), Polarity (Order) | Cosmopolitan | Forest/Jungle, Ruins/Dungeon | 12 | 171 (105+12d10) | 64 | 7 | Medium (Upright) | 0 | +19 Hit; 12% Crit. (89+); +1 Damage | +15 Hit; 11% Crit. (90+) | +10 Hit; 9% Crit. (92+) | +9 Hit; 9% Crit. (92+) | AC 34; Armor 16; Dodge 18 Sometimes wear armor |
Arcane 18; Elemental 30; Natural 23; Holy 32; Demonic 24; Mental 17 | Move 7; Str 16; Agil 18; Stam 15; Int 9; Wis 8; Avd 18; Per 14; Res 16; Init 8; Cha 2 | As per their humanoid forms, plus when turned can "speak" canine | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Darksight I: Can see in natural darkness at a range (in table top inches) equal to their Perception. In total darkness (no-light) everything appears as shades of grey while dim light allows for discernment of color. In bright light Perception is cut in half. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Shapeshifting: Can take on other forms, typically fooling natural senses (see Extra). Counts as an instant to shapeshift and an action to return back to orginal form. |
Fur, Thick/Shaggy x8 | Bite: 1d8+6 & Claw x2: 1d8+1d6, all cause Cursed Wounds that, if the Lycanthrope fails a Resolve test, also inflict the Curse of Lycanthropy | Blood Frenzy: passive, after scoring a critical hit or a killing blow, gain +10% melee crit for the next 1d6 attacks. Strength with the Pack: passive, pack hunting damage bonus is doubled. Anguished Howl x1: OOT instant, negates the damage multiplier of a single critical hit against them. Leaping Strike x3: (fury) action |
Immune (Twilight): Immune to this type of damage and any associated effects Hyper-Sensitivity (Silver): Incoming damage of this type is doubled and any exposure to it (even passive) inflicts 1x HP dice of damage of that type. Horrific Transformation: When a Lycanthrope shapeshifts (turns), any target with 12" that has LoS must pass an Resolve test or roll 1d6 where: 1-3 = can't move or take any action until passing an Resolve test or taking damage 4-5 = must move directly away from Lycanthrope until passing an Resolve Test or taking damage 6 = gain +2 damage but -5 hit for physical attacks against the Lycanthrope for the remainder of battle and need not take another Resolve test from a Lycanthropes transformation Cursed Wounds: For any physical damage caused by this creature, if not de-cursed first, MUST attempt to resist any healing. For non-magical healing (i.e. potions) use Natural resist with no "casting" modifiers. Death Effect: Special ability or effect that is triggered immediately upon the death of the creature Pack Hunting II: +1 dam & +1 Resolve for every other packhunter of that type w/in 10" (Max +6) |
The Truth in Death: death effect, when slain in hybrid form Lycanthropes revert back to their original form. |
2d6 Lunarite | |||
Third | Monster | Yeti | Mutant | Wilderkin | Yeti | Ambusher | Adult | Abominable Snowman | yes | Realm (Stillness), Alignment (Evil), Polarity (Chaos) | Arctic | Mountain, Subterranean | 3 | 60 (40+3d12) | 30 | 4 | Large (Upright) | 2; Crushing Blow 2 | +4 Hit; 6% Crit. (95+); +1 Damage | +5 Hit; 6% Crit. (95+) | -2 Hit; 4% Crit. (97+) | -1 Hit; 4% Crit. (97+) | AC 31; Armor 21; Dodge 10 Despite their size, Yeti's can easily conceal their presence in snowy conditions or terrain. They use this natural defense to their advantage and often ambush thier prey. |
Arcane 12; Elemental 32; Natural 23; Holy 16; Demonic 15; Mental 13 | Move 5; Str 16; Agil 12; Stam 16; Int 6; Wis 7; Avd 10; Per 13; Res 8; Init 8; Cha 2 | Yeti | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Fur, Coarse/Dense x7 | Claw x2: 2d6 damage, 21% chance (80+) that claws count as Mammoth Strike | Icy Gaze: instant, single target, LoS required, if target fails an Elemental Resistance check it is Frozen for up to 1 hour, if resisted of having suffered the effects the target is immune to Icy Gaze for 1 day Pummel: action, hits a single target with a series of overhand blows, the first does 1d6 damage, the second does 2d6 and the 3rd does 3d6, if damage would Shatter a Frozen effect it is doubled, any attack that misses prevents any further attacks. |
Immune (Frost): Immune to this type of damage and any associated effects Sneaky II (Snowy Terrain): Can enter battle hidden, moves at full speed while hidden & +3 Advantage to avoid being detected |
Fear of Fire: while Yeti's do not take any additional damage from Fire, they are innately afraid of it and if failing a Resolve test will flee or avoid any significant source of fire within 6" |
3d6 Everice | ||
Third | Monster | Yeti, Den Mother | Mutant | Wilderkin | Yeti | Ambusher | Den Mother | Abominable Denmother | yes | Realm (Stillness), Alignment (Evil), Polarity (Chaos) | Arctic | Mountain, Subterranean | 5 | 131 (86+10d8) | 62 | 7 | Huge (Upright) | 4; Crushing Blow 4, Toughness 1, Reach +1 | +4 Hit; 6% Crit. (95+); +2 Damage | +9 Hit; 8% Crit. (93+) | +1 Hit; 5% Crit. (96+) | +2 Hit; 5% Crit. (96+) | AC 34; Armor 24; Dodge 10 Despite their size, Yeti's can easily conceal their presence in snowy conditions or terrain. They use this natural defense to their advantage and often ambush thier prey. |
Arcane 14; Elemental 36; Natural 26; Holy 20; Demonic 18; Mental 15 | Move 6; Str 18; Agil 10; Stam 18; Int 7; Wis 8; Avd 10; Per 15; Res 10; Init 9; Cha 2 | Yeti | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Fur, Coarse/Dense x8 | Claw x2: 2d8 damage, 31% chance (70+) that claws count as Mammoth Strike | Chilling Breath: Breath II, once/3 rounds, 3d10+3 Frost Damage, targets are Slowed for 1 round. If failing a Stamina test targets are Slowed for 1 round, also automatically extinguishes any source of non-magical flame or counts as a Freeze Magic dispel against magical flame. |
Icy Gaze: instant, single target, LoS required, if target fails an Elemental Resistance check it is Frozen for up to 1 day, if resisted of having suffered the effects the target is immune to Icy Gaze for 1 day. Pummel: action, hits a single target with a series of overhand blows the first does 1d8 damage, the second does 2d8, the 3rd does 3d8 any attack that misses prevents any further attacks. |
Immune (Frost): Immune to this type of damage and any associated effects Sneaky II (Snowy Terrain): Can enter battle hidden, moves at full speed while hidden & +3 Advantage to avoid being detected Breath II: Action, must recharge after use, +25% chance per turn to recharge (stacking) or automatic after a half rest, hits an 8" length by 3" width cone (or cone template), use Ranged attack modifiers against apppropriate resistance (target can add dodge to resist if partially covered and choosing to roll away) |
Fear of Fire: while Yeti Den Mother's do not take any additional damage from Fire, they are innately afraid of it and if failing a Resolve test will flee or avoid any significant source of fire within 6". Alternatively, if Chilling Breath is available they will sue it to extinguish the flame. |
4d8 Everice | |
Third | Monster | Spirit Nagani | Cursed | Nagani | Spirit | yes | Realm (Eden), Alignment (Evil), Polarity (Balance) | Tropical/Temperate | Ruins/Dungeon, Subterranean | 12 | 176 (98+12d12) | 114 | 9 | Large (Prone) | 2; Crushing Blow 2 | +18 Hit; 12% Crit. (89+); +2 Damage | +13 Hit; 10% Crit. (91+) | +17 Hit; 11% Crit. (90+) | +16 Hit; 11% Crit. (90+) | AC 37; Armor 25; Dodge 12 |
Arcane 32; Elemental 28; Natural 29; Holy 32; Demonic 31; Mental 31 | Move 8; Str 18; Agil 17; Stam 14; Int 16; Wis 15; Avd 12; Per 12; Res 16; Init 15; Cha 16 | Common & Ssalani | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell Darksight I: Can see in natural darkness at a range (in table top inches) equal to their Perception. In total darkness (no-light) everything appears as shades of grey while dim light allows for discernment of color. In bright light Perception is cut in half. |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions Rejuvenating: When its Substance or physical form is destroyed in the Realm of Strife its Spirit and/or Soul lives on, either returning to its Realm of Origin or being anchored within some form of physical object or remains, allowing it to take physical form again (see Extra for details). This effectively makes the creature immortal unless slain within its own Realm of Origin or if the anchored object is destroyed before it can reform itself. |
Scales, Hardened x5 | Venomous Bite: 1d8+4 physical damage, Reach 2. If target fails a Natural resist deals an additional 3d8+4 toxic damage and inflicts -2 disadvantage on Resolve tests. This effect can stack, is treated as a superior poison, and persists until completing a full rest. | Hypnotic Gaze: Instant. Unlimited use, but can only affect a single target at a time. Charm vs Resistance stat roll-off, where a degree of success dictates the result. Only damage from the nagani or death of the nagani cancels this effect. (Success 1+) Charmed : Effected target can't attack or harm the nagani in any way. (Success 3+) Mesmerized: Effected target is immobilized. (Success 5+) Enthralled: Affected target will obey the naganis every command while in its vicinity, but doing so requires counts as an instant for the nagani. (Success 7+) Enslaved: Effected target will obey the naganis command, at any distant, with no cost to the nagani. Can cast Tier 4 Spirit Powers (per day use: T5 x1, T4 x2, T3 x4, T2 x5, T1 x6, T0 unlimited) Typ. instants: Creeping Fumes (T5), Ill Fortune (T4), Worm Rot (T3), Disrupt Magic (T2), Slow (T1), Sense Spirit (T0) Typ. actions: Arcane Burst (T5), Shockwave (T4), Forked Lightning (T3), Disruption Bolt (T2), Conjure Magic Hand (T1), Steal Power (T0) |
Resistant VI (Poison): +30 resistance to this type of damage/effects (typically already added) Hardened (Toxic): Incoming damage of this type is reduced by half Willpower I: once per day, may elect at any time (even if crit hit) to auto resist a single faith/spirit power |
Immortal Spirit: A nagani's immortal spirit is tethered to the magical curse that created it, often thousands of years prior. Unless the origins of this long lost curse can be determined, any time a nagani is slain it returns to life (full HP) again after 1d6 days. The exact number of days is not known to whoever slays the nagani, nor is the exact location where it will reappear, though it is typically near where it was slain. |
3d6 Cursed Flesh | The cursed form of a nagani resembles that of a giant serpent with a humanoid head. Though the exact origins of their cursed existence are unknown, some theories suggest spirit nagani are born of a dark ritual practiced by the Ssalani, cursing other creatures of the Third Creature into an immortal serpentine existence. This is evidenced by the way the Ssalani seem to both revere and enslave Spirit nagani, treating them almost as divine creatures. Spirit nagani are spiteful and brutal creatures, taking out the torment of their cursed existence on anyone they can. They have an uncanny ability to be charming, despite their vile appearance, and possess a dangerous hypnotic gaze. They use this to their advantage to charm and enslave their foes before using them to further their own sadistic and esoteric goals. Some scholars suspect that a spirit nagani's thirst for magic and magical artefacts is caused by an underlying thought that somewhere out there exists a magic powerful enough to remove their curse and end their immortal existence. | ||||
Third | Monster | Scoropani Ravager | Mutant | Scoropani | Brute | Ravager | yes | Realm (Eden), Alignment (Neutral), Polarity (Chaos) | Tropical/Temperate | Desert, Ruins/Dungeon | 5 | 89 (56+5d12) | 47 | 6 | Large (Upright) | 2; Crushing Blow 2 | +7 Hit; 7% Crit. (94+); +1 Damage | +8 Hit; 7% Crit. (94+) | +2 Hit; 5% Crit. (96+) | +6 Hit; 7% Crit. (94+) | AC 67; Armor 56; Dodge 11 |
Arcane 16; Elemental 32; Natural 28; Holy 16; Demonic 20; Mental 20 | Move 6; Str 16; Agil 13; Stam 16; Int 8; Wis 12; Avd 11; Per 14; Res 8; Init 14; Cha 4 | Arachnid "Speech" | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Chitin, Thick x8 | 2H Polearm Weapons, Typ. Glaive: 1d12+2d4+2 damage, Ward-off, Reach 1 & Pincer Claws x2: 1d8+4 damage | Tail Stinger: use in place of pincer claw attacks, 3d6+6 damage, -10 armor piercing, Reach 2, inflicts complex deadly poison |
Poison II: Uses Complex poisons Armor Piercing II: some or all primary attacks have -10 armor |
3d6 Raw Meat, 0-2 Complex Deadly Poison Glands | Mutated by unknown magics into a half-man and half-scorpian form. These desert dwelling brutes revel in violence, killing not just for food but also for sport. They care not for good or evil, motivated only by an instinctual desire to kill. |