Appendix H
Monster Descriptions

This chapter contains detailed descriptions for a wide variety of monsters.

Huge aberration

PIC

Knowledge (dungeoneering) 6: Legends speak of revolting water-dwelling creatures called aboleths that lurk in the deepest caves. They are said to have power over people’s minds.

Knowledge (dungeoneering) 11: An aboleth is a Huge fishlike creature found primarily in subterranean lakes and rivers. It has four tentacles and two vertically stacked eyes in the center of its ridged forehead. It uses its powerful mental abilities to overwhelm the minds of its foes.

Knowledge (dungeoneering) 16: Four pulsating dark blue orifices line the bottom of an aboleth’s body and secrete gray slime that smells like rancid grease. This slime coats its tentacles, and creatures struck by the tentacles can have their skin transformed into a similar slime. Aboleths are amphibious, and they are able to drag themselves along with their tentacles on land, though they are much faster in the water.

Knowledge (dungeoneering) 21: Aboleths can completely dominate the minds of lesser creatures. They sometimes use their minions as agents to spy in cities or otherwise further their sinister goals.

HP 120 DR 180

Defenses Armor 17 Fort 19 Ref 11 Ment 19

Movement Land 30 ft. Swim 50 ft. Swim +13

Senses Darkvision (240 ft.), telepathy (480 ft.), Awareness +13

Social Social Insight +13

Other skills Endurance +15

_______________________________________________________________________________________________________

Attributes Str 4, Dex 0, Con 6, Int 4, Per 4, Wil 6

Power 14 ✨ 12

Alignment Usually lawful evil

Aboleth Abilities

Condition Removal: The aboleth can remove conditions at the end of each round (see Monster Conditions).

Elite Actions: The aboleth can use an additional Elite ability each round.

Aboleth Slime

Poison

Usage time: Triggered.

_______________________________________________________________________________________________________

Aboleth slime is an injury-based liquid poison. The poison’s accuracy is +11. Its stage 1 effect makes the target slowed (half speed, -2 Armor and Ref) while the poison lasts. Its stage 3 effect also inflicts a vital wound with a unique vital wound effect. Instead of making a vital roll for the vital wound, the target’s skin is transformed into a clear, slimy membrane. An afflicted creature must be moistened with cool, fresh water at least once every ten minutes or it will increase its fatigue level by two. This effect lasts until the vital wound is removed. Whenever a creature hits the aboleth with a melee strike using a non-Long weapon, it risks being covered in slime.

Dominate

Attune

Compulsion

Usage time: Elite action.

_______________________________________________________________________________________________________

The aboleth dominates the mind of an unconscious humanoid or aberration it touches. It can attune to this ability five times, allowing it to control up to five different creatures.

Mind Crush

Compulsion

Usage time: Elite action.

_______________________________________________________________________________________________________

The aboleth makes a +9 attack vs. Mental against one creature within Medium (60 ft.) range.

Hit: 7d6 damage. If the target loses hit points from this damage, it is stunned (-2 defenses) as a condition.

Psionic Blast

Compulsion

Usage time: Elite action.

_______________________________________________________________________________________________________

The aboleth makes a +9 attack vs. Mental against each enemy in a Large (60 ft.) cone.

Hit: 1d6+14 damage. Each creature that loses hit points from this damage is stunned (-2 defenses) as a condition.

Miss: Half damage.

Slime-Covered Body

Usage time: Triggered.

_______________________________________________________________________________________________________

Whenever a creature hits the aboleth with a melee strike using a non-Long weapon, it risks being covered in slime. The aboleth makes an +9 reactive attack vs. Reflex against the creature that struck it.

Hit: 1d6+1d8 damage. Each creature that loses hit points from this damage is poisoned by aboleth slime.

Slimy Tentacle

Long, Massive (10)

Usage time: Standard action.

_______________________________________________________________________________________________________

The aboleth makes a +9 melee strike with a tentacle.

Hit: 1d8+10 damage. Each creature that loses hit points from this damage is poisoned by aboleth slime.

Miss: Half damage.

Air Elementals

PIC

Knowledge (planes) 7: Air elementals are formed from the pure essence of the Plane of Air. They can fly through the air with agile ease, but they tend to be physically frail.

Knowledge (planes) 12: Air elementals have no insulation in their wispy bodies, making them vulnerable to electrical attacks.

Breeze

auto

Level 4 Skirmisher

Small planeforged

HP 14 DR 7

Defenses Armor 8 Fort 5 Ref 11 Ment 5

Impervious Air

Vulnerable Earth

Movement Fly 30 ft.

_______________________________________________________________________________________________________

Attributes Str 2, Dex 5, Con 0, Int -3, Per 2, Wil 0

Power 2 ✨ 4

Alignment Usually true neutral

Breeze Abilities

Floating ✨: The breeze does not fall while in midair.

Planeforged: The breeze has a body made of concentrated planar essence, and is not alive.

Soulless: The breeze has no soul. If it dies, it cannot be resurrected.

Wind Screen ✨: The breeze gains a +2 bonus to its defenses against ranged strikes.

Windslash

Usage time: Standard action.

_______________________________________________________________________________________________________

The breeze makes a +3 attack vs. Armor against one creature within Medium (60 ft.) range.

Hit: 1d6+1 damage.

Knockdown Punch

Light

Usage time: Standard action.

_______________________________________________________________________________________________________

The breeze makes a +6 dual strike vs. Armor with its punchs.

Hit: 1d4+2 damage. If the target loses hit points, it falls prone (half speed, -2 Armor and Ref). This is a Size-Based effect.

Punch

Light

Usage time: Standard action.

_______________________________________________________________________________________________________

The breeze makes a +6 dual strike vs. Armor with its punchs.

Hit: 1d4+2 damage.

Gale

auto

Level 8 Skirmisher

Medium planeforged

HP 23 DR 11

Defenses Armor 12 Fort 8 Ref 14 Ment 8

Impervious Air

Vulnerable Earth

Movement Fly 40 ft.

_______________________________________________________________________________________________________

Attributes Str 4, Dex 6, Con 0, Int -2, Per 3, Wil 0

Power 4 ✨ 8

Alignment Usually true neutral

Gale Abilities

Floating ✨: The gale does not fall while in midair.

Planeforged: The gale has a body made of concentrated planar essence, and is not alive.

Soulless: The gale has no soul. If it dies, it cannot be resurrected.

Wind Screen ✨: The gale gains a +2 bonus to its defenses against ranged strikes.

Windslash

Usage time: Standard action.

_______________________________________________________________________________________________________

The gale makes a +7 attack vs. Armor against one creature within Medium (60 ft.) range.

Hit: 1d6+2 damage.

Windsnipe

Usage time: Standard action.

_______________________________________________________________________________________________________

The gale makes a +6 attack vs. Armor against one creature within Distant (120 ft.) range.

Hit: 1d6+1d8 damage.

Knockdown Punch

Light

Usage time: Standard action.

_______________________________________________________________________________________________________

The gale makes a +8 dual strike vs. Armor with its punchs.

Hit: 1d4+4 damage. If the target takes damage, it falls prone (half speed, -2 Armor and Ref). This is a Size-Based effect.

Punch

Light

Usage time: Standard action.

_______________________________________________________________________________________________________

The gale makes a +10 dual strike vs. Armor with its punchs.

Hit: 1d4+4 damage.

Tempest

auto

Level 12 Skirmisher

Large planeforged

HP 35 DR 17

Defenses Armor 15 Fort 11 Ref 17 Ment 11

Impervious Air

Vulnerable Earth

Movement Fly 60 ft.

_______________________________________________________________________________________________________

Attributes Str 4, Dex 7, Con 0, Int -2, Per 4, Wil 0

Power 6 ✨ 10

Alignment Usually true neutral

Tempest Abilities

Floating ✨: The tempest does not fall while in midair.

Planeforged: The tempest has a body made of concentrated planar essence, and is not alive.

Soulless: The tempest has no soul. If it dies, it cannot be resurrected.

Wind Screen ✨: The tempest gains a +2 bonus to its defenses against ranged strikes.

Windslash

Usage time: Standard action.

_______________________________________________________________________________________________________

The tempest makes a +11 attack vs. Armor against one creature within Medium (60 ft.) range.

Hit: 1d6+3 damage.

Windsnipe

Usage time: Standard action.

_______________________________________________________________________________________________________

The tempest makes a +10 attack vs. Armor against one creature within Distant (120 ft.) range.

Hit: 1d6+1d8 damage.

Knockdown Punch

Light

Usage time: Standard action.

_______________________________________________________________________________________________________

The tempest makes a +12 dual strike vs. Armor with its punchs.

Hit: 1d4+5 damage. If the target takes damage, it falls prone (half speed, -2 Armor and Ref). This is a Size-Based effect.

Punch

Light

Usage time: Standard action.

_______________________________________________________________________________________________________

The tempest makes a +14 dual strike vs. Armor with its punchs.

Hit: 1d4+5 damage.

Tornado

auto

Level 16 Skirmisher

Large planeforged

HP 64 DR 32

Defenses Armor 18 Fort 14 Ref 20 Ment 13

Impervious Air

Vulnerable Earth

Movement Fly 60 ft.

_______________________________________________________________________________________________________

Attributes Str 4, Dex 8, Con 1, Int -2, Per 4, Wil 0

Power 8 ✨ 12

Alignment Usually true neutral

Tornado Abilities

Floating ✨: The tornado does not fall while in midair.

Planeforged: The tornado has a body made of concentrated planar essence, and is not alive.

Soulless: The tornado has no soul. If it dies, it cannot be resurrected.

Wind Screen ✨: The tornado gains a +2 bonus to its defenses against ranged strikes.

Windslash

Usage time: Standard action.

_______________________________________________________________________________________________________

The tornado makes a +15 attack vs. Armor against one creature within Medium (60 ft.) range.

Hit: 1d6+4 damage.

Windsnipe

Usage time: Standard action.

_______________________________________________________________________________________________________

The tornado makes a +14 attack vs. Armor against one creature within Distant (120 ft.) range.

Hit: 1d6+1d8 damage.

Knockdown Punch

Light

Usage time: Standard action.

_______________________________________________________________________________________________________

The tornado makes a +16 dual strike vs. Armor with its punchs.

Hit: 1d4+6 damage. If the target takes damage, it falls prone (half speed, -2 Armor and Ref). This is a Size-Based effect.

Punch

Light

Usage time: Standard action.

_______________________________________________________________________________________________________

The tornado makes a +14 dual strike vs. Armor with its punchs.

Hit: 2d4+12 damage.

Elder

auto

Level 20 Skirmisher

Huge planeforged

HP 104 DR 52

Defenses Armor 21 Fort 17 Ref 23 Ment 16

Impervious Air

Vulnerable Earth

Movement Fly 70 ft.

_______________________________________________________________________________________________________

Attributes Str 4, Dex 9, Con 1, Int -2, Per 4, Wil 0

Power 10 ✨ 14

Alignment Usually true neutral

Elder Abilities

Floating ✨: The elder does not fall while in midair.

Planeforged: The elder has a body made of concentrated planar essence, and is not alive.

Soulless: The elder has no soul. If it dies, it cannot be resurrected.

Wind Screen ✨: The elder gains a +2 bonus to its defenses against ranged strikes.

Windslash

Usage time: Standard action.

_______________________________________________________________________________________________________

The elder makes a +19 attack vs. Armor against one creature within Medium (60 ft.) range.

Hit: 1d6+5 damage.

Windsnipe

Usage time: Standard action.

_______________________________________________________________________________________________________

The elder makes a +18 attack vs. Armor against one creature within Distant (120 ft.) range.

Hit: 1d6+1d8 damage.

Knockdown Punch

Light, Massive (10)

Usage time: Standard action.

_______________________________________________________________________________________________________

The elder makes a +20 dual strike vs. Armor with its punchs.

Hit: 1d4+7 damage. If the target takes damage, it falls prone (half speed, -2 Armor and Ref). This is a Size-Based effect.

Miss: Half damage.

Punch

Light, Massive (10)

Usage time: Standard action.

_______________________________________________________________________________________________________

The elder makes a +16 dual strike vs. Armor with its punchs.

Hit: 3d4+21 damage.

Miss: Half damage.

Allip

auto

Level 3 Skirmisher – Elite

Medium undead

PIC

Knowledge (religion) 6: Allips are incorporeal ghost-like creatures. They cannot speak intelligibly, but they are known for their propensity for babbling incoherently as they attack.

Knowledge (religion) 11: An allip is the spectral remains of someone driven to suicide by madness. It craves only revenge and unrelentingly pursues those that it believes tormented it in life. This belief may or may not have any basis in reality.

HP 36 DR 27

Defenses Armor 8 Fort 6 Ref 9 Ment 12

Immune Mundane attacks, Brawling, disease, poison

Vulnerable Silver weapons

Movement Fly 30 ft. Stealth +7

Senses Darkvision (60 ft.), lifesense (120 ft.), Awareness +2

_______________________________________________________________________________________________________

Attributes Str 0, Dex 3, Con 0, Int -2, Per -2, Wil 6

Power 9 ✨ 3

Alignment Always neutral evil

Allip Abilities

Condition Removal: The allip can remove conditions at the end of each round (see Monster Conditions).

Elite Actions: The allip can use an additional Elite ability each round.

Incorporeal: The allip is incorporeal (see Incorporeal). It does not have a physical body, can enter or pass through solid objects.

Undead: The allip is undead instead of living, and it takes damage from most healing effects (see Undead)).

Inflict Wound

Usage time: Standard action.

_______________________________________________________________________________________________________

The allip makes a +0 attack vs. Fortitude against one creature within Short (30 ft.) range.

Hit: 1d6+4 damage. Each creature that loses hit points from this attack is takes that damage again during its next action

Angels

Knowledge (planes) 8: Angels are the ultimate champions of good in the endless battle of good and evil. They are native to the Celestial Heavens, and they often serve the interests of good-aligned deities.

Knowledge (planes) 13: All angels have a striking and highly memorable appearance that evokes strong emotions in most viewers. Most angels evoke an overpowering sense of awe and beauty, but individual angels may have highly varied appearances.

Knowledge (planes) 18: In battle, angels are feared for their fundamental perfection. They tend not to have any weaknesses for attackers to use against them. Their only true foes are demons, who use overwhelming hordes rather than any clever tactics.

Seraph

auto

Level 16 Mystic – Elite

Huge planeforged

PIC

Knowledge (planes) 13: Seraphim are six-winged angels of immense power. They burn with holy fire, which they use to immolate evildoers. A seraph resembles a massive serpent that leaves a trail of fire as it flies.

Knowledge (planes) 18: Despite their serpentine appearance, seraphim have beautiful singing voices. They sing almost constaintly both in and out of combat.

HP 210 DR 315

Defenses Armor 18 Fort 19 Ref 19 Ment 23

Immune Frightened, panicked

Movement Fly 70 ft. Land 50 ft.

Senses Low-light vision, Awareness +15

Other skills Endurance +15

_______________________________________________________________________________________________________

Attributes Str 5, Dex 6, Con 4, Int 4, Per 4, Wil 8

Power 18 ✨ 15

Alignment Always neutral good

Seraph Abilities

Condition Removal: The seraph can remove conditions at the end of each round (see Monster Conditions).

Divine Rituals ✨: The seraph can perform any ritual of rank 6 or lower from the channel divinity or prayer mystic spheres. It does not need to expend material components or increase its fatigue level to perform those ritauls.

Elite Actions: The seraph can use an additional Elite ability each round.

Planeforged: The seraph has a body made of concentrated planar essence, and is not alive.

Soulless: The seraph has no soul. If it dies, it cannot be resurrected.

Combustion

Fire

Usage time: Standard action.

_______________________________________________________________________________________________________

The seraph makes a +11 attack vs. Fortitude against one creature within Medium (60 ft.) range.

Hit: 10d8 damage.

Divine Judgment

Usage time: Standard action.

_______________________________________________________________________________________________________

The seraph makes a +11 attack vs. Mental against anything within Short (30 ft.) range.

Hit: 10d8 damage.

Tenderize Ram

Heavy, Resonating

Usage time: Standard action.

_______________________________________________________________________________________________________

The seraph makes a +12 strike vs. Armor.

Hit: 1d6+12 damage. In addition, if this attack also beats a target’s Fortitude defense, it is vulnerable (-4 defenses) to damaging attacks as a condition.

Miss: Half damage.

Word of Faith

Usage time: Standard action.

_______________________________________________________________________________________________________

The seraph makes a +15 attack vs. Mental against enemies in a Small (15 ft.) radius.

Hit: 1d6+9 damage.

Divine Translocation

Usage time: Elite action.

_______________________________________________________________________________________________________

The seraph teleports horizontally into an unoccupied location within Distant (120 ft.) range. If the destination is invalid, this ability fails with no effect.

Justicar

auto

Level 14 Mystic – Elite

Large planeforged

PIC

Knowledge (planes) 12: Justicars enforce justice on good-aligned planes. They are extremely skilled at identifying the truth of any situation, and act to deal justice however they see fit. Physically, a justicar appears similar to a large human with strong muscles and a constantly stern expression.

Knowledge (planes) 17: In rare circumstances, justicars may leave good-aligned planes to pursue those they see as exceptionally heinous criminals. Generally, this requires that the perpetrator committed a direct offense against a good deity or desecrated an area of a good-aligned plane. Justicars have no interest in mortal matters or minor crimes.

Knowledge (planes) 22: Once, a group of thugs and murderers broke through a magic seal guarding an ancient wizard’s tower, intending to loot everything inside. They were shocked when a justicar suddenly appeared in front of them, and prepared to fight for their lives. However, the justicar ignored them. Instead, it killed the ancient wizard of the tower and disappeared, leaving the spoils to the evildoers who broke the seal. This is the morality of a justicar. They consider only truly immense evils to be worthy of their attention, and ignore all lesser sins.

HP 195 DR 292

Defenses Armor 16 Fort 19 Ref 18 Ment 20

Immune Frightened, panicked

Movement Fly 60 ft. Land 40 ft.

Senses Low-light vision, Awareness +16

Social Intimidate +10, Social Insight +16

Other skills Deduction +14, Endurance +15

_______________________________________________________________________________________________________

Attributes Str 5, Dex 5, Con 5, Int 4, Per 6, Wil 6

Power 15 ✨ 14

Alignment Always lawful good

Justicar Abilities

Condition Removal: The justicar can remove conditions at the end of each round (see Monster Conditions).

Divine Rituals ✨: The justicar can perform any ritual of rank 5 or lower from the channel divinity or prayer mystic spheres. It does not need to expend material components or increase its fatigue level to perform those ritauls.

Elite Actions: The justicar can use an additional Elite ability each round.

Planeforged: The justicar has a body made of concentrated planar essence, and is not alive.

Soulless: The justicar has no soul. If it dies, it cannot be resurrected.

Divine Judgment

Usage time: Standard action.

_______________________________________________________________________________________________________

The justicar makes a +11 attack vs. Mental against anything within Short (30 ft.) range.

Hit: 8d6 damage.

Word of Faith

Usage time: Standard action.

_______________________________________________________________________________________________________

The justicar makes a +14 attack vs. Mental against enemies in a Small (15 ft.) radius.

Hit: 1d6+7 damage.

Divine Translocation

Usage time: Elite action.

_______________________________________________________________________________________________________

The justicar teleports horizontally into an unoccupied location within Distant (120 ft.) range. If the destination is invalid, this ability fails with no effect.

Ophan

auto

Level 12 Mystic – Elite

Large planeforged

PIC

Knowledge (planes) 11: Ophanim resemble burning wheels rimmed with many eyes. They serve as sentries and guardians of planar portals in good-aligned planes. In combat, they spin into a raging whirlwind.

HP 126 DR 189

Defenses Armor 15 Fort 20 Ref 17 Ment 19

Immune Frightened, panicked

Movement Fly 60 ft. Land 60 ft.

Senses Low-light vision, Awareness +13

Other skills Endurance +16

_______________________________________________________________________________________________________

Attributes Str 4, Dex 5, Con 7, Int 4, Per 4, Wil 6

Power 14 ✨ 12

Alignment Always neutral good

Ophan Abilities

Condition Removal: The ophan can remove conditions at the end of each round (see Monster Conditions).

Divine Rituals ✨: The ophan can perform any ritual of rank 4 or lower from the channel divinity or prayer mystic spheres. It does not need to expend material components or increase its fatigue level to perform those ritauls.

Elite Actions: The ophan can use an additional Elite ability each round.

Planeforged: The ophan has a body made of concentrated planar essence, and is not alive.

Soulless: The ophan has no soul. If it dies, it cannot be resurrected.

Divine Judgment

Usage time: Standard action.

_______________________________________________________________________________________________________

The ophan makes a +9 attack vs. Mental against anything within Short (30 ft.) range.

Hit: 7d6 damage.

Pyroclasm

Fire

Usage time: Standard action.

_______________________________________________________________________________________________________

The ophan makes a +13 attack vs. Reflex against everything in a Medium (30 ft.) radius.

Hit: 1d6+7 damage.

Whirlwind Ram

Heavy, Resonating

Usage time: Standard action.

_______________________________________________________________________________________________________

The ophan makes a +13 attack vs. Armor against enemies in a Tiny (5 ft.) radius.

Hit: 1d6+10 damage.

Word of Faith

Usage time: Standard action.

_______________________________________________________________________________________________________

The ophan makes a +11 attack vs. Mental against enemies in a Small (15 ft.) radius.

Hit: 1d6+7 damage.

Divine Translocation

Usage time: Elite action.

_______________________________________________________________________________________________________

The ophan teleports horizontally into an unoccupied location within Long (90 ft.) range. If the destination is invalid, this ability fails with no effect.

Animated Objects

PIC

Tiny Object

auto

Level 1 Brute

Tiny animate

HP 6 DR 1

Defenses Armor 6 Fort -1 Ref 9 Ment 3

Immune Emotion, disease, poison

Vulnerable Compulsion

Movement Land 10 ft.

Senses Darkvision (60 ft.)

_______________________________________________________________________________________________________

Attributes Str -4, Dex 4, Con -4, Int -8, Per 0, Wil 0

Power 0 ✨ -4

Alignment Always true neutral

Tiny Object Abilities

Construct: The tiny object is both an object and a non-living creature. For details, see ??.

Simple-Minded: The tiny object can follow simple instructions, but is not fully sentient or capable of complex reasoning. It has no soul, so if it dies, it cannot be resurrected. It is immune to Emotion abilities. However, it is vulnerable (-4 defenses) to Compulsion attacks.

Ram

Resonating

Usage time: Standard action.

_______________________________________________________________________________________________________

The tiny object makes a +0 strike vs. Armor with its ram.

Hit: 1d6+-3 damage.

Small Object

auto

Level 1 Brute

Small animate

HP 14 DR 3

Defenses Armor 5 Fort 3 Ref 7 Ment 3

Immune Emotion, disease, poison

Vulnerable Compulsion

Movement Land 20 ft.

Senses Darkvision (60 ft.)

_______________________________________________________________________________________________________

Attributes Str 2, Dex 3, Con 0, Int -8, Per 0, Wil 0

Power 0 ✨ 2

Alignment Always true neutral

Small Object Abilities

Construct: The small object is both an object and a non-living creature. For details, see ??.

Simple-Minded: The small object can follow simple instructions, but is not fully sentient or capable of complex reasoning. It has no soul, so if it dies, it cannot be resurrected. It is immune to Emotion abilities. However, it is vulnerable (-4 defenses) to Compulsion attacks.

Ram

Resonating

Usage time: Standard action.

_______________________________________________________________________________________________________

The small object makes a +0 strike vs. Armor with its ram.

Hit: 1d6+1 damage.

Medium Object

auto

Level 2 Brute

Medium animate

HP 20 DR 5

Defenses Armor 6 Fort 6 Ref 6 Ment 4

Immune Emotion, disease, poison

Vulnerable Compulsion

Movement Land 30 ft.

Senses Darkvision (60 ft.)

_______________________________________________________________________________________________________

Attributes Str 4, Dex 2, Con 2, Int -8, Per 0, Wil 0

Power 1 ✨ 5

Alignment Always true neutral

Medium Object Abilities

Construct: The medium object is both an object and a non-living creature. For details, see ??.

Simple-Minded: The medium object can follow simple instructions, but is not fully sentient or capable of complex reasoning. It has no soul, so if it dies, it cannot be resurrected. It is immune to Emotion abilities. However, it is vulnerable (-4 defenses) to Compulsion attacks.

Knockdown Ram

Resonating

Usage time: Standard action.

_______________________________________________________________________________________________________

The medium object makes a +1 strike vs. Armor with its ram.

Hit: 1d6+3 damage. If the target loses hit points, it falls prone (half speed, -2 Armor and Ref). This is a Size-Based effect.

Large Object

auto

Level 4 Brute

Large animate

HP 26 DR 6

Defenses Armor 6 Fort 8 Ref 5 Ment 5

Immune Emotion, disease, poison

Vulnerable Compulsion

Movement Land 40 ft.

Senses Darkvision (60 ft.)

_______________________________________________________________________________________________________

Attributes Str 5, Dex 1, Con 3, Int -8, Per 0, Wil 0

Power 2 ✨ 7

Alignment Always true neutral

Large Object Abilities

Construct: The large object is both an object and a non-living creature. For details, see ??.

Simple-Minded: The large object can follow simple instructions, but is not fully sentient or capable of complex reasoning. It has no soul, so if it dies, it cannot be resurrected. It is immune to Emotion abilities. However, it is vulnerable (-4 defenses) to Compulsion attacks.

Knockdown Ram

Resonating

Usage time: Standard action.

_______________________________________________________________________________________________________

The large object makes a +3 strike vs. Armor with its ram.

Hit: 1d6+5 damage. If the target loses hit points, it falls prone (half speed, -2 Armor and Ref). This is a Size-Based effect.

Huge Object

auto

Level 7 Brute

Huge animate

HP 48 DR 12

Defenses Armor 8 Fort 11 Ref 5 Ment 7

Immune Emotion, disease, poison

Vulnerable Compulsion

Movement Land 50 ft.

Senses Darkvision (60 ft.)

_______________________________________________________________________________________________________

Attributes Str 6, Dex 0, Con 4, Int -8, Per 0, Wil 0

Power 3 ✨ 9

Alignment Always true neutral

Huge Object Abilities

Construct: The huge object is both an object and a non-living creature. For details, see ??.

Simple-Minded: The huge object can follow simple instructions, but is not fully sentient or capable of complex reasoning. It has no soul, so if it dies, it cannot be resurrected. It is immune to Emotion abilities. However, it is vulnerable (-4 defenses) to Compulsion attacks.

Knockdown Ram

Massive (10), Resonating

Usage time: Standard action.

_______________________________________________________________________________________________________

The huge object makes a +4 strike vs. Armor with its ram.

Hit: 1d6+7 damage. If the target takes damage, it falls prone (half speed, -2 Armor and Ref). This is a Size-Based effect.

Miss: Half damage.

Gargantuan Object

auto

Level 9 Brute

Gargantuan animate

HP 63 DR 15

Defenses Armor 8 Fort 13 Ref 4 Ment 8

Immune Emotion, disease, poison

Vulnerable Compulsion

Movement Land 60 ft.

Senses Darkvision (60 ft.)

_______________________________________________________________________________________________________

Attributes Str 7, Dex -1, Con 5, Int -8, Per 0, Wil 0

Power 4 ✨ 11

Alignment Always true neutral

Gargantuan Object Abilities

Construct: The gargantuan object is both an object and a non-living creature. For details, see ??.

Simple-Minded: The gargantuan object can follow simple instructions, but is not fully sentient or capable of complex reasoning. It has no soul, so if it dies, it cannot be resurrected. It is immune to Emotion abilities. However, it is vulnerable (-4 defenses) to Compulsion attacks.

Knockdown Ram

Massive (15), Resonating

Usage time: Standard action.

_______________________________________________________________________________________________________

The gargantuan object makes a +5 strike vs. Armor with its ram.

Hit: 1d6+8 damage. If the target takes damage, it falls prone (half speed, -2 Armor and Ref). This is a Size-Based effect.

Miss: Half damage.

Colossal Object

auto

Level 11 Brute

Colossal animate

HP 78 DR 19

Defenses Armor 10 Fort 16 Ref 4 Ment 10

Immune Emotion, disease, poison

Vulnerable Compulsion

Movement Land 80 ft.

Senses Darkvision (60 ft.)

_______________________________________________________________________________________________________

Attributes Str 8, Dex -2, Con 6, Int -8, Per 0, Wil 0

Power 5 ✨ 13

Alignment Always true neutral

Colossal Object Abilities

Construct: The colossal object is both an object and a non-living creature. For details, see ??.

Simple-Minded: The colossal object can follow simple instructions, but is not fully sentient or capable of complex reasoning. It has no soul, so if it dies, it cannot be resurrected. It is immune to Emotion abilities. However, it is vulnerable (-4 defenses) to Compulsion attacks.

Knockdown Ram

Massive (20), Resonating

Usage time: Standard action.

_______________________________________________________________________________________________________

The colossal object makes a +7 strike vs. Armor with its ram.

Hit: 1d6+10 damage. If the target takes damage, it falls prone (half speed, -2 Armor and Ref). This is a Size-Based effect.

Miss: Half damage.

Ankheg

auto

Level 4 Skirmisher

Large magical beast

PIC

Knowledge (nature) 7: An ankheg is a Large burrowing ant-like creature with large mandibles and a taste for fresh meat. It has six legs, and most ankhegs are brown. In battle, they try to emerge briefly out of tunnels to ambush unwary foes and drag them underground.

Knowledge (nature) 12: A typical adult ankheg is about 10 feet long and weighs about 800 pounds. Ankhegs burrow quickly thanks to the powerful acid they naturally produce. They are able spit that acid at foes up to 20 feet away. When burrowing, they usually do not leave usable tunnels behind them. They can choose to do so, though this halves their burrowing speed.

Knowledge (nature) 17: When hunting, ankhegs usually dig a winding tunnel up to 40 feet below the surface in the rich soil of forests or farmlands. The tunnel usually 5 feet tall and wide, and up to 150 feet long. If they have been in an area for some time, they generally store the remains from previous kills at the end of the tunnel. When they move on, they leave any valuable objects behind with their old tunnels.

HP 18 DR 9

Defenses Armor 7 Fort 7 Ref 7 Ment 5

Movement Burrow 30 ft. Land 50 ft. Climb +9

Senses Darkvision (60 ft.), tremorsense (60 ft.), Awareness +7

_______________________________________________________________________________________________________

Attributes Str 4, Dex 3, Con 2, Int -8, Per 2, Wil 0

Power 2 ✨ 6

Alignment Always true neutral

Ankheg Abilities

Grappling Bite

Acid, Grappling

Usage time: Standard action.

_______________________________________________________________________________________________________

The ankheg makes a +3 strike vs. Armor with its bite.

Hit: 1d8+5 damage. If this attack beats the target’s Fortitude defense, and the target is smaller than the ankheg, they are grappled by each other.

Spew Acid

Acid

Usage time: Standard action.

_______________________________________________________________________________________________________

The ankheg makes a +3 attack vs. Reflex against everything in a Large (60 ft. long), 5 ft. wide line from it.

Hit: 1d6+1 damage.

Miss: Half damage.

Baboon

auto

Level 1 Skirmisher

Medium animal

Knowledge (nature) 5: A baboon is an aggressive primate adapted to life on the ground. A typical baboon is the size of a big dog.

Knowledge (nature) 10: Baboons prefer open spaces but climb trees to find safe places to rest overnight. They can be aggressive, though they avoid attacking creatures that seem too dangerous.

HP 10 DR 5

Defenses Armor 5 Fort 4 Ref 6 Ment 2

Movement Climb 30 ft. Land 30 ft.

Senses Awareness +5

_______________________________________________________________________________________________________

Attributes Str 2, Dex 3, Con 1, Int -8, Per 2, Wil -1

Power -1 ✨ 2

Alignment Always true neutral

Baboon Abilities

Claw

Light

Usage time: Standard action.

_______________________________________________________________________________________________________

The baboon makes a +3 dual strike vs. Armor with its claws.

Hit: 1d4+1 damage.

Badger

auto

Level 1 Warrior

Medium animal

Knowledge (nature) 5: A badger is a furry animal with a squat, powerful body. Badgers can be tenacious in combat.

Knowledge (nature) 10: Badgers have strong forelimbs that are armed with long claws for digging. A typical adult badger is 2 to 3 feet long and weighs 25 to 35 pounds.

HP 14 DR 14

Defenses Armor 6 Fort 6 Ref 5 Ment 2

Movement Land 40 ft.

Senses Scent

Other skills Endurance +6

_______________________________________________________________________________________________________

Attributes Str -2, Dex 2, Con 3, Int -8, Per 1, Wil -1

Power -1 ✨ -2

Alignment Always true neutral

Badger Abilities

Claw

Light

Usage time: Standard action.

_______________________________________________________________________________________________________

The badger makes a +3 dual strike vs. Armor with its claws.

Hit: 1d4+-1 damage.

Bandits

Army Deserter

auto

Level 1 Warrior

Medium humanoid

PIC

Knowledge (local) 5: Army deserters have abandoned their past life in an army and struck out on their own. Since the punishments for desertion are typically harsh, they have little to lose.

HP 12 DR 12

Defenses Armor 6 Fort 5 Ref 3 Ment 3

Movement Land 30 ft.

Other skills Endurance +5

_______________________________________________________________________________________________________

Attributes Str 2, Dex 0, Con 2, Int 0, Per 1, Wil 0

Power 0 ✨ 2

Alignment Usually neutral evil

Army Deserter Abilities

Heavy crossbow

Projectile (90/270)

Usage time: Standard action.

_______________________________________________________________________________________________________

The army deserter makes a +1 strike vs. Armor with its heavy crossbow.

Hit: 1d10+1 damage.

Spear

Thrown (30/60)

Usage time: Standard action.

_______________________________________________________________________________________________________

The army deserter makes a +1 strike vs. Armor with its spear.

Hit: 1d6+1 damage.

Veteran Archer

auto

Level 3 Sniper

Medium humanoid

HP 10 DR 5

Defenses Armor 5 Fort 4 Ref 7 Ment 4

Movement Land 30 ft.

Senses Awareness +8

_______________________________________________________________________________________________________

Attributes Str 2, Dex 3, Con 0, Int 0, Per 4, Wil 0

Power 1 ✨ 3

Alignment Usually chaotic evil

Veteran Archer Abilities

Armorpiercing Longbow

Projectile (90/270)

Usage time: Standard action.

_______________________________________________________________________________________________________

The veteran archer makes a +3 weak strike vs. Reflex with its longbow.

Hit: 1d6+1 damage.

Longbow

Projectile (90/270)

Usage time: Standard action.

_______________________________________________________________________________________________________

The veteran archer makes a +3 strike vs. Armor with its longbow.

Hit: 1d6+1 damage.

Renegade Bolter

auto

Level 4 Mystic

Medium humanoid

HP 11 DR 11

Defenses Armor 6 Fort 5 Ref 8 Ment 10

Movement Land 30 ft.

Senses Awareness +8

_______________________________________________________________________________________________________

Attributes Str 0, Dex 3, Con 0, Int 0, Per 3, Wil 5

Power 7 ✨ 2

Alignment Usually neutral evil

Renegade Bolter Abilities

Arc

Electricity

Usage time: Standard action.

_______________________________________________________________________________________________________

The renegade bolter makes a +4 attack vs. Fortitude against anything within Short (30 ft.) range. This attack chains once.

Hit: 1d6+3 damage.

Lightning Bolt

Electricity

Usage time: Standard action.

_______________________________________________________________________________________________________

The renegade bolter makes a +3 attack vs. Reflex against everything in a Large (60 ft. long), 5 ft. wide line from it.

Hit: 1d6+3 damage.

Stunning Discharge

Electricity

Usage time: Standard action.

_______________________________________________________________________________________________________

The renegade bolter makes a +3 attack vs. Fortitude against all creatures in a Medium (30 ft.) radius from it.

Hit: Each target that has no remaining damage resistance is stunned (-2 defenses) as a condition.

Critical hit: The condition must be removed an additional time before the effect ends.

Bears

Black Bear

auto

Level 1 Brute – Elite

Medium animal

Knowledge (nature) 5: Black bears are forest-dwelling omnivores that are usually not dangerous unless an interloper threatens their cubs or food supply. They can be pure black, blond, or cinnamon in color and are rarely more than 5 feet long.

HP 72 DR 27

Defenses Armor 6 Fort 10 Ref 5 Ment 3

Movement Land 40 ft. Climb +7 Swim +7

Senses Scent, Awareness +4

Other skills Endurance +8

_______________________________________________________________________________________________________

Attributes Str 4, Dex 0, Con 5, Int -8, Per 1, Wil -2

Power 0 ✨ 6

Alignment Always true neutral

Black Bear Abilities

Condition Removal: The black bear can remove conditions at the end of each round (see Monster Conditions).

Elite Actions: The black bear can use an additional Elite ability each round.

Bite

Grappling

Usage time: Elite action.

_______________________________________________________________________________________________________

The black bear makes a +1 strike vs. Armor with its bite.

Hit: 1d8+5 damage.

Claw

Light

Usage time: Standard action.

_______________________________________________________________________________________________________

The black bear makes a +2 dual strike vs. Armor with its claws.

Hit: 1d4+3 damage.

Brown Bear

auto

Level 3 Brute – Elite

Large animal
A brown bear’s statistics can be used for almost any big bear, including a grizzly bear.

Knowledge (nature) 6: Brown bears tend to be bad-tempered and territorial.

HP 90 DR 33

Defenses Armor 7 Fort 12 Ref 5 Ment 6

Movement Land 50 ft. Climb +9 Swim +9

Senses Scent, Awareness +5

Other skills Endurance +10

_______________________________________________________________________________________________________

Attributes Str 5, Dex 0, Con 6, Int -8, Per 1, Wil 0

Power 3 ✨ 8

Alignment Always true neutral

Brown Bear Abilities

Condition Removal: The brown bear can remove conditions at the end of each round (see Monster Conditions).

Elite Actions: The brown bear can use an additional Elite ability each round.

Bite

Grappling

Usage time: Elite action.

_______________________________________________________________________________________________________

The brown bear makes a +2 strike vs. Armor with its bite.

Hit: 1d8+6 damage.

Claw

Light

Usage time: Standard action.

_______________________________________________________________________________________________________

The brown bear makes a +4 dual strike vs. Armor with its claws.

Hit: 1d4+4 damage.

Bugbears

Knowledge (local) 6: Bugbears are Medium humanoid creatures with burly, hairy bodies and ugly goblin faces. They are brutish and chaotic, and enjoy bullying their goblin kin.

Knowledge (local) 11: Although bugbears have only ordinary physical strength, they are remarkably durable. Their name comes from their hirstute nature and inexhaustible endurance, both of which are reminiscent of bears. It also references their seemingly supernatural ability to infuriate their enemies.

Knowledge (local) 16: Bugbears are typically found in small packs that rarely have more than a dozen members. However, sometimes they will congregate around a powerful leader for a time. These groupings are not hierarchical or well organized, and are typically based around some discovery of wealth that a chief can ration out to their followers.

Bugbear Raider

auto

Level 3 Warrior

Medium monstrous humanoid

HP 22 DR 22

Defenses Armor 7 Fort 9 Ref 4 Ment 6

Movement Land 30 ft.

Senses Scent

_______________________________________________________________________________________________________

Attributes Str 2, Dex 0, Con 5, Int -2, Per 0, Wil 2

Power 3 ✨ 3

Alignment Chaotic evil

Bugbear Raider Abilities

Enraging Heavy flail

Tripping

Usage time: Standard action.

_______________________________________________________________________________________________________

The bugbear raider makes a +1 strike vs. Armor with its heavy flail.

Hit: 1d6+1 damage. If the target loses hit points, it is enraged (must attack) as a condition. Every round, it must spend a standard action to make an attack.

Enraging Sling

Compact, Projectile (60/120)

Usage time: Standard action.

_______________________________________________________________________________________________________

The bugbear raider makes a +1 strike vs. Armor with its sling.

Hit: 1d4+1 damage. If the target loses hit points, it is enraged (must attack) as a condition. Every round, it must spend a standard action to make an attack.

Trip Heavy flail

Size-Based, Tripping

Usage time: Standard action.

_______________________________________________________________________________________________________

The bugbear raider makes a +1 melee attack vs. Fortitude and Reflex with its heavy flail.

Hit: The target becomes prone (half speed, -2 Armor and Ref). If the attack also beat the target’s Armor defense, the bugbear raider deals it 1d6+1 damage.

Bugbear Shaman

auto

Level 3 Mystic

Medium monstrous humanoid

HP 15 DR 15

Defenses Armor 4 Fort 9 Ref 4 Ment 8

Movement Land 30 ft.

Senses Scent

_______________________________________________________________________________________________________

Attributes Str 0, Dex 0, Con 5, Int -2, Per 2, Wil 4

Power 5 ✨ 1

Alignment Neutral evil

Bugbear Shaman Abilities

Enrage

Emotion

Usage time: Standard action.

_______________________________________________________________________________________________________

The bugbear shaman makes a +4 attack vs. Mental against one creature within Medium (60 ft.) range.

Hit: The target is enraged (must attack) as a condition. Every round, it must spend a standard action to make an attack.

Heavy flail

Tripping

Usage time: Standard action.

_______________________________________________________________________________________________________

The bugbear shaman makes a +2 strike vs. Armor with its heavy flail.

Hit: 1d6 damage.

Mind Blank

Compulsion

Usage time: Standard action.

_______________________________________________________________________________________________________

The bugbear shaman makes a +2 attack vs. Mental against one creature within Medium (60 ft.) range.

Hit: If the target has no remaining damage resistance, it is compelled to spend its next standard action doing nothing at all. After it takes this standard action, it becomes immune to this effect until it finishes a short rest.

Mind Blast

Usage time: Standard action.

_______________________________________________________________________________________________________

The bugbear shaman makes a +2 attack vs. Mental against one creature within Medium (60 ft.) range.

Hit: The target takes 1d6+2 subdual damage.

Camel

auto

Level 1 Brute

Large animal

Knowledge (nature) 5: Camels are known for their ability to travel long distances without food or water.

HP 20 DR 5

Defenses Armor 4 Fort 6 Ref 2 Ment 3

Movement Land 50 ft.

Other skills Endurance +6

_______________________________________________________________________________________________________

Attributes Str 3, Dex 0, Con 3, Int -8, Per 1, Wil 0

Power 0 ✨ 3

Alignment Always true neutral

Camel Abilities

Bite

Grappling

Usage time: Standard action.

_______________________________________________________________________________________________________

The camel makes a +1 strike vs. Armor with its bite.

Hit: 1d6+1 damage.

Camel

auto

Level 2 Brute

Medium animal

HP 22 DR 5

Defenses Armor 5 Fort 7 Ref 4 Ment 4

Movement Land 40 ft.

Other skills Endurance +7

_______________________________________________________________________________________________________

Attributes Str 2, Dex 0, Con 3, Int -8, Per 1, Wil 0

Power 1 ✨ 3

Alignment

Camel Abilities

Bite

Grappling

Usage time: Standard action.

_______________________________________________________________________________________________________

The camel makes a +1 strike vs. Armor with its bite.

Hit: 1d6+1 damage.

Cat

auto

Level 1 Skirmisher

Small animal

HP 2 DR 1

Defenses Armor 6 Fort 0 Ref 8 Ment 1

Movement Land 30 ft. Balance +5 Flexibility +0 Stealth +0

Senses Scent, Awareness +5

_______________________________________________________________________________________________________

Attributes Str -7, Dex 4, Con -3, Int -7, Per 2, Wil -2

Power -2 ✨ -7

Alignment Always true neutral

Cat Abilities

Claw

Light

Usage time: Standard action.

_______________________________________________________________________________________________________

The cat makes a +3 dual strike vs. Armor with its claws.

Hit: 1d4+-3 damage.

Choker

auto

Level 4 Brute

Medium monstrous humanoid

PIC

Knowledge (local) 7: A choker is a vicious predator that delights in strangling its foes. Chokers are bipedal, but their arms are inhumanly long and sinuous, terminating in hands with spiny pads to help them hold on tightly to walls and foes. They live to hear the desperate gasping for breath and crunching of bones that their powerful arms can inflict on their prey.

HP 18 DR 4

Defenses Armor 8 Fort 4 Ref 10 Ment 4

Movement Land 30 ft. Climb +10 Stealth +10

Senses Awareness +5

_______________________________________________________________________________________________________

Attributes Str 5, Dex 5, Con -1, Int -5, Per 0, Wil -1

Power 1 ✨ 7

Alignment Usually chaotic evil

Choker Abilities

Choke

Light

Usage time: Standard action.

_______________________________________________________________________________________________________

The choker makes a +4 dual strike vs. Armor with its hands.

Hit: 1d4+3 damage. If this attack beats the target’s Fortitude defense, and the target is smaller than the choker, they are grappled by each other.

Cultists

Death Cultist

auto

Level 1 Mystic

Medium humanoid

HP 10 DR 10

Defenses Armor 3 Fort 5 Ref 4 Ment 7

Movement Land 30 ft.

Other skills Endurance +5

_______________________________________________________________________________________________________

Attributes Str 0, Dex 1, Con 2, Int -1, Per 0, Wil 4

Power 4 ✨ 0

Alignment Usually lawful evil

Death Cultist Abilities

Drain Life

Usage time: Standard action.

_______________________________________________________________________________________________________

The death cultist makes a +0 attack vs. Fortitude against one living creature within Medium (60 ft.) range.

Hit: 1d6+2 energy damage.

Sickle

Light, Sweeping (1)

Usage time: Standard action.

_______________________________________________________________________________________________________

The death cultist makes a +1 strike vs. Armor with its sickle.

Hit: 1d4 damage.

Pyromaniac

auto

Level 4 Mystic

Medium humanoid

HP 11 DR 11

Defenses Armor 6 Fort 5 Ref 7 Ment 10

Movement Land 30 ft.

_______________________________________________________________________________________________________

Attributes Str 0, Dex 2, Con 0, Int -1, Per 2, Wil 5

Power 7 ✨ 2

Alignment Usually chaotic evil

Pyromaniac Abilities

Burning Grasp

Fire

Usage time: Standard action.

_______________________________________________________________________________________________________

The pyromaniac must have a free hand to cast this spell. The pyromaniac makes a +3 attack vs. Reflex against something it touches.

Hit: 1d6+3 damage immediately, and again during the pyromaniac’s next action.

Club

Usage time: Standard action.

_______________________________________________________________________________________________________

The pyromaniac makes a +4 strike vs. Armor with its club.

Hit: 1d8+1 damage.

Pyroclasm

Fire

Usage time: Standard action.

_______________________________________________________________________________________________________

The pyromaniac makes a +3 attack vs. Reflex against everything in a Medium (30 ft.) radius from it. In addition, it suffers a glancing blow from this attack.

Hit: 1d6+3 damage.

Pyrohemia

Fire

Usage time: Standard action.

_______________________________________________________________________________________________________

The pyromaniac makes a +3 attack vs. Fortitude against one creature within Medium (60 ft.) range.

Hit: 1d6+3 damage. If the target loses hit points, it takes 1d6+3 damage again during the pyromaniac’s next action.

Darkmantle

auto

Level 2 Skirmisher

Small magical beast

PIC

Knowledge (nature) 6: A darkmantle has a small body and a large number of strong tentacles. It hides itself on walls and ceilings and drops on its foes to strangle them to death.

Knowledge (nature) 11: Darkmantles hang from ceilings using a muscular "foot" at the top of their bodies. They can look like a stalactite by holding their tentacles stiffly under themeselves, or like a lump of rock by spreading their tentacles so the membrane between them covers their bodies. Their shell and skin usually resemble limestone, but a darkmantle can change its color to match almost any type of stony background.

Knowledge (nature) 16: A darkmantle that misses its initial attack often climbs away and tries to drop on the opponent again if there is a conveniently placed wall. Otherwise, it tries to climb its opponent’s body to suffocate its head. Darkmantles move very slowly, so they rely heavily on stealth to ambush their foes.

HP 6 DR 3

Defenses Armor 6 Fort 2 Ref 8 Ment 4

Movement Climb 10 ft. Land 10 ft. Climb +8 Stealth +7

Senses Darkvision (120 ft.), Awareness +7

_______________________________________________________________________________________________________

Attributes Str 4, Dex 3, Con -2, Int -6, Per 3, Wil 0

Power 1 ✨ 5

Alignment Always true neutral

Darkmantle Abilities

Grappling Tentacle

Long

Usage time: Standard action.

_______________________________________________________________________________________________________

The darkmantle makes a +2 strike vs. Armor with its tentacle.

Hit: 1d8+3 damage. If this attack beats the target’s Fortitude defense, and the target is smaller than the darkmantle, they are grappled by each other.

Darkwraith

auto

Level 4 Skirmisher – Elite

Medium animate

PIC

Knowledge (nature) 7: An darkwraith is a shadow disconnected from its host through strange umbramantic power. Its body loosely resembles a dark humanoid shape, with all details obscured. Despite its resemblance to a ghost, it is neither undead nor incorporeal. It instinctively seeks out sources of light and warmth, including most living creatures, to suppress their hated radiance.

Knowledge (nature) 12: Darkwraiths bear a hateful malevolence towards anything that brings light. Although they swarm around sources of warmth, they will not attack directly with their dark grasp unless provoked by light or damage. Darkwraiths cannot speak or make noise of any kind.

HP 42 DR 31

Defenses Armor 11 Fort 7 Ref 13 Ment 11

Immune Emotion, disease, poison, Cold, prone

Vulnerable Compulsion

Movement Fly 30 ft. (30 ft. up) Stealth +11

Senses Darkvision (120 ft.), Awareness +9

_______________________________________________________________________________________________________

Attributes Str 0, Dex 6, Con 0, Int 1, Per 4, Wil 4

Power 8 ✨ 4

Alignment Always neutral evil

Darkwraith Abilities

Condition Removal: The darkwraith can remove conditions at the end of each round (see Monster Conditions).

Construct: The darkwraith is both an object and a non-living creature. For details, see ??.

Elite Actions: The darkwraith can use an additional Elite ability each round.

Simple-Minded: The darkwraith can follow simple instructions, but is not fully sentient or capable of complex reasoning. It has no soul, so if it dies, it cannot be resurrected. It is immune to Emotion abilities. However, it is vulnerable (-4 defenses) to Compulsion attacks.

Dark Grasp

Cold, Visual

Usage time: Standard action.

_______________________________________________________________________________________________________

The darkwraith makes a +4 attack vs. Reflex against one creature it touches. It gains a +2 accuracy bonus if the target is shadowed.

Hit: 1d6+8 damage. If the target loses hit points, it is frightened (-2 Mental, -2 accuracy vs. source) by the darkwraith as a condition. This is an Emotion effct.

Umbral Aura

Cold, Visual

Usage time: Elite action.

_______________________________________________________________________________________________________

The darkwraith makes a +4 attack vs. Fortitude against all shadowed creatures within a Large (60 ft.) radius of it.

Hit: 1d6+4 damage.

Demonspawn

Knowledge (planes) 7: Demonspawn are infernal beings that live in the Abyss. They are the weakest and least intelligent type of demon, but they are still dangerous to mortals.

Knowledge (planes) 12: Demonspawn were formed in the torturous flames of the Abyss. They all share an immunity to fire.

Rageborn Demon

auto

Level 5 Brute – Elite

Large planeforged

PIC

Knowledge (planes) 7: Rageborn demons are anger personified. They lash out constantly and violently at everything around them. If they are left alone, they simply destroy their environment.

Knowledge (planes) 12: Since rageborn demons normally feel only anger, they have little experience with other emotions. This makes them easy to mislead with magical effects that manipulate their emotions.

HP 78 DR 28

Defenses Armor 10 Fort 10 Ref 10 Ment 12

Immune Fire

Vulnerable Emotion

Movement Land 40 ft.

Other skills Endurance +7

_______________________________________________________________________________________________________

Attributes Str 8, Dex 3, Con 2, Int -4, Per 2, Wil 4

Power 8 ✨ 12

Alignment Always chaotic evil

Rageborn Demon Abilities

Condition Removal: The rageborn demon can remove conditions at the end of each round (see Monster Conditions).

Elite Actions: The rageborn demon can use an additional Elite ability each round.

Planeforged: The rageborn demon has a body made of concentrated planar essence, and is not alive.

Soulless: The rageborn demon has no soul. If it dies, it cannot be resurrected.

Enrage

Usage time: Standard action.

_______________________________________________________________________________________________________

The rageborn demon makes a +8 attack vs. Mental against one creature within Medium (60 ft.) range.

Hit: As a condition, the target is unable to take any standard actions that do not cause it to make an attack. For example, it could make a strike or cast an offensive spell, but it could not heal itself or summon a creature.

Critical hit: The condition must be removed twice before the effect ends.

Painborn Demon

auto

Level 7 Warrior – Elite

Medium planeforged

PIC

Knowledge (planes) 8: Painborn demons are pain personified. They are covered in spikes that pierce their own skin, shifting and causing them pain whenever they move. These unfortunate creatures suffer continously, and they try to share that suffering with anything around them.

Knowledge (planes) 13: Painborn demons have a hidden desire that most of them do not even consciously realize: the desire to give up control. Fighting through their constant pain is mentally taxing. Magical effects that compel their actions, freeing them from the burden of choice, are their greatest weakness.

HP 132 DR 198

Defenses Armor 12 Fort 17 Ref 11 Ment 10

Immune Fire

Vulnerable Compulsion

Movement Land 30 ft.

Other skills Endurance +14

_______________________________________________________________________________________________________

Attributes Str 4, Dex 2, Con 8, Int -4, Per 1, Wil 1

Power 6 ✨ 9

Alignment Always neutral evil

Painborn Demon Abilities

Condition Removal: The painborn demon can remove conditions at the end of each round (see Monster Conditions).

Elite Actions: The painborn demon can use an additional Elite ability each round.

Planeforged: The painborn demon has a body made of concentrated planar essence, and is not alive.

Soulless: The painborn demon has no soul. If it dies, it cannot be resurrected.

Grappling Claw

Light

Usage time: Standard action.

_______________________________________________________________________________________________________

The painborn demon makes a +7 dual strike vs. Armor with its claws.

Hit: 1d4+4 damage. If this attack beats the target’s Fortitude defense, and the target is smaller than the painborn demon, they are grappled by each other.

Spiked Body

Usage time: Triggered.

_______________________________________________________________________________________________________

Whenever a creature attacks the painborn demon with a melee strike using a non-Long weapon, it risks being impaled by spikes. The painborn demon makes an +5 reactive attack vs. Armor against the creature that attacked it.

Hit: 1d6+4 damage.

Soulfire Demon

auto

Level 13 Sniper – Elite

Large planeforged

PIC

HP 150 DR 112

Defenses Armor 14 Fort 16 Ref 14 Ment 19

Immune Fire

Vulnerable Cold iron weapons

Movement Land 40 ft.

_______________________________________________________________________________________________________

Attributes Str 3, Dex 2, Con 3, Int 2, Per 6, Wil 6

Power 14 ✨ 11

Alignment Always chaotic evil

Soulfire Demon Abilities

Condition Removal: The soulfire demon can remove conditions at the end of each round (see Monster Conditions).

Elite Actions: The soulfire demon can use an additional Elite ability each round.

Planeforged: The soulfire demon has a body made of concentrated planar essence, and is not alive.

Combustion

Fire

Usage time: Standard action.

_______________________________________________________________________________________________________

The soulfire demon makes a +10 attack vs. Fortitude against one creature within Medium (60 ft.) range.

Hit: 8d8 damage.

Ignition

Fire

Usage time: Standard action.

_______________________________________________________________________________________________________

The soulfire demon makes a +15 attack vs. Fortitude against one creature within Short (30 ft.) range.

Hit: the target catches on fire as a condition. The Target takes 1d6+7 damage. immediately and during each subsequent action phase. The condition can be removed if the target makes a difficulty value 10 Dexterity check as a movement. Dropping prone (half speed, -2 Armor and Ref) as part of this action gives a +5 bonus to this check.

Pyroclasm

Fire

Usage time: Standard action.

_______________________________________________________________________________________________________

The soulfire demon makes a +15 attack vs. Reflex against everything in a Medium (30 ft.) radius.

Hit: 1d6+7 damage.

Pyrohemia

Fire

Usage time: Standard action.

_______________________________________________________________________________________________________

The soulfire demon makes a +14 attack vs. Fortitude against one creature within Short (30 ft.) range.

Hit: 1d6+7 damage. Each creature that loses hit points from this attack is takes that damage again during its next action

Dire Animals

Dire Rat

auto

Level 1 Skirmisher

Small animal

PIC

Knowledge (nature) 5: A dire rat is a Small omnivorous scavenger that resembles an unusually large rat. Dire rats are not generally aggressive, but will attack to defend their nests and territories.

Knowledge (nature) 10: Dire rats can grow to be up to 3 feet long and weigh over 20 pounds.

HP 8 DR 4

Defenses Armor 6 Fort 3 Ref 8 Ment 1

Movement Land 30 ft. Climb +4 Stealth +7

Senses Scent, Awareness +6

_______________________________________________________________________________________________________

Attributes Str 1, Dex 4, Con 0, Int -9, Per 3, Wil -2

Power -2 ✨ 1

Alignment Always true neutral

Dire Rat Abilities

Bite

Grappling

Usage time: Standard action.

_______________________________________________________________________________________________________

The dire rat makes a +2 strike vs. Armor with its bite.

Hit: 1d8 damage.

Dire Wolf

auto

Level 6 Skirmisher

Large animal

PIC

Knowledge (nature) 8: A dire wolf is a wolf-like creature that is much larger than an ordinary wolf. Their fur is usually mottled gray or black. Dire wolves are efficient pack hunters that will kill anything they can catch.

HP 20 DR 10

Defenses Armor 10 Fort 8 Ref 10 Ment 7

Movement Land 50 ft.

Senses Scent, Awareness +9

_______________________________________________________________________________________________________

Attributes Str 4, Dex 4, Con 1, Int -7, Per 3, Wil 0

Power 3 ✨ 7

Alignment Always true neutral

Dire Wolf Abilities

Bite

Grappling

Usage time: Standard action.

_______________________________________________________________________________________________________

The dire wolf makes a +4 strike vs. Armor with its bite.

Hit: 1d8+5 damage.

Dog

auto

Level 1 Skirmisher

Medium animal
These statistics can be used for any large dog or similar creature, such as an ordinary wolf.

Knowledge (nature) 5: Some dogs are trained to serve as steeds for halflings and gnomes. Such riding dogs may be trained for combat, or may be only used for travel.

HP 8 DR 4

Defenses Armor 4 Fort 3 Ref 4 Ment 2

Movement Land 40 ft.

Senses Scent, Awareness +5

_______________________________________________________________________________________________________

Attributes Str 0, Dex 1, Con 0, Int -7, Per 2, Wil -1

Power -1 ✨ 0

Alignment Always true neutral

Dog Abilities

Bite

Grappling

Usage time: Standard action.

_______________________________________________________________________________________________________

The dog makes a +1 strike vs. Armor with its bite.

Hit: 1d8 damage.

Fire Elementals

PIC

Knowledge (planes) 7: Fire elementals are formed from the pure essence of the Plane of Fire. They tend to be fast and agile, and they burn their opponents to ash in combat.

Knowledge (planes) 12: Fire elementals burn fast and bright, with little insulation from their surroundings. This makes them vulnerable to cold attacks, which can chill their very core.

Ember

auto

Level 4 Skirmisher

Small planeforged

HP 14 DR 7

Defenses Armor 8 Fort 5 Ref 10 Ment 7

Immune Fire

Impervious Cold

Vulnerable Water

Movement Land 30 ft.

_______________________________________________________________________________________________________

Attributes Str 2, Dex 4, Con 0, Int -3, Per 0, Wil 2

Power 4 ✨ 4

Alignment Usually true neutral

Ember Abilities

Planeforged: The ember has a body made of concentrated planar essence, and is not alive.

Soulless: The ember has no soul. If it dies, it cannot be resurrected.

Combustion

Fire

Usage time: Standard action.

_______________________________________________________________________________________________________

The ember makes a +2 attack vs. Fortitude against one creature within Medium (60 ft.) range.

Hit: 1d6+4 damage.

Firebolt

Fire

Usage time: Standard action.

_______________________________________________________________________________________________________

The ember makes a +2 attack vs. Armor against one creature within Medium (60 ft.) range.

Hit: 1d6+4 damage.

Kindled

auto

Level 8 Skirmisher

Medium planeforged

HP 23 DR 11

Defenses Armor 11 Fort 8 Ref 13 Ment 10

Immune Fire

Impervious Cold

Vulnerable Water

Movement Land 40 ft.

_______________________________________________________________________________________________________

Attributes Str 4, Dex 5, Con 0, Int -2, Per 0, Wil 2

Power 6 ✨ 8

Alignment Usually true neutral

Kindled Abilities

Planeforged: The kindled has a body made of concentrated planar essence, and is not alive.

Soulless: The kindled has no soul. If it dies, it cannot be resurrected.

Combustion

Fire

Usage time: Standard action.

_______________________________________________________________________________________________________

The kindled makes a +5 attack vs. Fortitude against one creature within Medium (60 ft.) range.

Hit: 1d8+6 damage.

Fireball

Fire

Usage time: Standard action.

_______________________________________________________________________________________________________

The kindled makes a +4 attack vs. Reflex against everything in a Medium (30 ft.) radius within Medium (60 ft.) range.

Hit: 1d6+6 damage.

Firebolt

Fire

Usage time: Standard action.

_______________________________________________________________________________________________________

The kindled makes a +5 attack vs. Armor against one creature within Medium (60 ft.) range.

Hit: 1d8+6 damage.

Ignition

Fire

Usage time: Standard action.

_______________________________________________________________________________________________________

The kindled makes a +7 attack vs. Fortitude against one creature within Short (30 ft.) range.

Hit: the target catches on fire as a condition. The Target takes 1d6+3 damage. immediately and during each subsequent action phase. The condition can be removed if the target makes a difficulty value 10 Dexterity check as a movement. Dropping prone (half speed, -2 Armor and Ref) as part of this action gives a +5 bonus to this check.

Bonfire

auto

Level 12 Skirmisher

Large planeforged

HP 35 DR 17

Defenses Armor 15 Fort 11 Ref 16 Ment 14

Immune Fire

Impervious Cold

Vulnerable Water

Movement Land 60 ft.

_______________________________________________________________________________________________________

Attributes Str 5, Dex 6, Con 0, Int -2, Per 0, Wil 3

Power 9 ✨ 11

Alignment Usually true neutral

Bonfire Abilities

Planeforged: The bonfire has a body made of concentrated planar essence, and is not alive.

Soulless: The bonfire has no soul. If it dies, it cannot be resurrected.

Combustion

Fire

Usage time: Standard action.

_______________________________________________________________________________________________________

The bonfire makes a +7 attack vs. Fortitude against one creature within Medium (60 ft.) range.

Hit: 4d6 damage.

Fireball

Fire

Usage time: Standard action.

_______________________________________________________________________________________________________

The bonfire makes a +7 attack vs. Reflex against everything in a Medium (30 ft.) radius within Medium (60 ft.) range.

Hit: 1d6+9 damage.

Firebolt

Fire

Usage time: Standard action.

_______________________________________________________________________________________________________

The bonfire makes a +7 attack vs. Armor against one creature within Medium (60 ft.) range.

Hit: 4d6 damage.

Ignition

Fire

Usage time: Standard action.

_______________________________________________________________________________________________________

The bonfire makes a +10 attack vs. Fortitude against one creature within Short (30 ft.) range.

Hit: the target catches on fire as a condition. The Target takes 1d6+4 damage. immediately and during each subsequent action phase. The condition can be removed if the target makes a difficulty value 10 Dexterity check as a movement. Dropping prone (half speed, -2 Armor and Ref) as part of this action gives a +5 bonus to this check.

Inferno

auto

Level 16 Skirmisher

Large planeforged

HP 70 DR 35

Defenses Armor 17 Fort 15 Ref 18 Ment 16

Immune Fire

Impervious Cold

Vulnerable Water

Movement Land 60 ft.

_______________________________________________________________________________________________________

Attributes Str 6, Dex 6, Con 2, Int 1, Per 2, Wil 3

Power 11 ✨ 14

Alignment Usually true neutral

Inferno Abilities

Planeforged: The inferno has a body made of concentrated planar essence, and is not alive.

Soulless: The inferno has no soul. If it dies, it cannot be resurrected.

Combustion

Fire

Usage time: Standard action.

_______________________________________________________________________________________________________

The inferno makes a +10 attack vs. Fortitude against one creature within Medium (60 ft.) range.

Hit: 6d8 damage.

Fireball

Fire

Usage time: Standard action.

_______________________________________________________________________________________________________

The inferno makes a +12 attack vs. Reflex against everything in a Medium (30 ft.) radius within Medium (60 ft.) range.

Hit: 1d6+11 damage.

Firebolt

Fire

Usage time: Standard action.

_______________________________________________________________________________________________________

The inferno makes a +10 attack vs. Armor against one creature within Medium (60 ft.) range.

Hit: 6d8 damage.

Ignition

Fire

Usage time: Standard action.

_______________________________________________________________________________________________________

The inferno makes a +15 attack vs. Fortitude against one creature within Short (30 ft.) range.

Hit: the target catches on fire as a condition. The Target takes 1d6+5 damage. immediately and during each subsequent action phase. The condition can be removed if the target makes a difficulty value 10 Dexterity check as a movement. Dropping prone (half speed, -2 Armor and Ref) as part of this action gives a +5 bonus to this check.

Elder

auto

Level 20 Skirmisher

Huge planeforged

HP 116 DR 58

Defenses Armor 20 Fort 18 Ref 21 Ment 20

Immune Fire

Impervious Cold

Vulnerable Water

Movement Land 70 ft.

_______________________________________________________________________________________________________

Attributes Str 7, Dex 7, Con 2, Int 2, Per 2, Wil 4

Power 14 ✨ 17

Alignment Usually true neutral

Elder Abilities

Planeforged: The elder has a body made of concentrated planar essence, and is not alive.

Soulless: The elder has no soul. If it dies, it cannot be resurrected.

Combustion

Fire

Usage time: Standard action.

_______________________________________________________________________________________________________

The elder makes a +13 attack vs. Fortitude against one creature within Medium (60 ft.) range.

Hit: 8d10 damage.

Fireball

Fire

Usage time: Standard action.

_______________________________________________________________________________________________________

The elder makes a +16 attack vs. Reflex against everything in a Medium (30 ft.) radius within Medium (60 ft.) range.

Hit: 1d6+14 damage.

Firebolt

Fire

Usage time: Standard action.

_______________________________________________________________________________________________________

The elder makes a +13 attack vs. Armor against one creature within Medium (60 ft.) range.

Hit: 8d10 damage.

Ignition

Fire

Usage time: Standard action.

_______________________________________________________________________________________________________

The elder makes a +19 attack vs. Fortitude against one creature within Short (30 ft.) range.

Hit: the target catches on fire as a condition. The Target takes 1d6+7 damage. immediately and during each subsequent action phase. The condition can be removed if the target makes a difficulty value 10 Dexterity check as a movement. Dropping prone (half speed, -2 Armor and Ref) as part of this action gives a +5 bonus to this check.

Formians

PIC

Knowledge (planes) 5: Formians are ant-like inhabitants native to Ordus, the Aligned Plane of law. They share a hive mind that allows telepathic communication at great distances.

Knowledge (planes) 10: All formians can sense their surroundings instinctively by feeling tremors in the ground. Most formians are simple drones with no independent thought or agency; they act only as directed by their queen. As a result, they fight with no concern for their own lives, serving only the greater good of the group. They may still retreat to avoid expending unnecessary resources on a battle that is already lost.

Knowledge (planes) 15: Formians often attempt to set up colonies in unclaimed locations on other planes to expand their influence, though they never attack civilizations or sentient creatures to do so. Once they have established their colonies, they consider themselves to have a rightful claim to that land, and they can be highly territorial.

If a formian queen is killed, all formians it was controlling immediately become inert, taking no actions of any kind. These isolated formians typically die of dehydration or similar causes, though in rare cases they may be claimed by another formian queen.

Worker

auto

Level 1 Skirmisher

Medium planeforged

Knowledge (planes) 5: Workers are the basic building blocks of formian society. A typical worker is about 3 feet long and about 2-1/2 feet high at the front. Its hands are suitable only for manual labor.

Knowledge (planes) 10: Individual workers are simple-minded, but they are given instructions by the hive mind. Even the smallest formian colony typically has hundreds of workers, and larger colonies can have tens of thousands. Workers are generally given orders by a formian queen in groups of at least five, and it is rare to see an individual worker on its own.

HP 6 DR 3

Defenses Armor 5 Fort 2 Ref 6 Ment 1

Immune Emotion

Impervious Earth

Vulnerable Compulsion

Movement Land 40 ft.

Senses Tremorsense (60 ft.), tremorsight (15 ft.)

Other skills Craft +1

_______________________________________________________________________________________________________

Attributes Str 1, Dex 3, Con -1, Int -2, Per 0, Wil -2

Power -2 ✨ 1

Alignment Always lawful neutral

Worker Abilities

Hive Mind ✨: All formians within 50 miles of their queen are in constant telepathic communication with her, regardless of any intervening physical obstacles. They instantaneously share information about threats and discoveries. This allows formians to usually respond to new information intelligently and in perfect unison, regardless of each formian’s individual intelligence.

Planeforged: The worker has a body made of concentrated planar essence, and is not alive.

Simple-Minded: The worker can follow simple instructions, but is not fully sentient or capable of complex reasoning. It has no soul, so if it dies, it cannot be resurrected. It is immune to Emotion abilities. However, it is vulnerable (-4 defenses) to Compulsion attacks.

Bite

Grappling

Usage time: Standard action.

_______________________________________________________________________________________________________

The worker makes a +0 strike vs. Armor with its bite.

Hit: 1d8 damage.

Drone

auto

Level 5 Warrior

Medium planeforged

Knowledge (planes) 7: Drones are the basic fighting unit of formian society. In combat, drones use their high mobility to ruthlessly coordinate attacks on their most dangerous or most vulnerable foes.

Knowledge (planes) 12: Even the smallest formian colony typically has dozens of warriors, and larger colonies can have thousands.

HP 22 DR 22

Defenses Armor 9 Fort 9 Ref 10 Ment 6

Immune Emotion

Impervious Earth

Vulnerable Compulsion

Movement Land 50 ft. Climb +8

Senses Tremorsense (60 ft.), tremorsight (15 ft.), Awareness +8

Other skills Endurance +8

_______________________________________________________________________________________________________

Attributes Str 3, Dex 4, Con 3, Int -4, Per 3, Wil 0

Power 2 ✨ 5

Alignment Always lawful neutral

Drone Abilities

Hive Mind ✨: All formians within 50 miles of their queen are in constant telepathic communication with her, regardless of any intervening physical obstacles. They instantaneously share information about threats and discoveries. This allows formians to usually respond to new information intelligently and in perfect unison, regardless of each formian’s individual intelligence.

Planeforged: The drone has a body made of concentrated planar essence, and is not alive.

Simple-Minded: The drone can follow simple instructions, but is not fully sentient or capable of complex reasoning. It has no soul, so if it dies, it cannot be resurrected. It is immune to Emotion abilities. However, it is vulnerable (-4 defenses) to Compulsion attacks.

Drone Venom

Usage time: Triggered.

_______________________________________________________________________________________________________

Drone venom is an injury-based liquid poison. The poison’s accuracy is +4. Its stage 1 effect inflicts 2d8 poison damage per poison stage.

Poisonous Stinger

Usage time: Standard action.

_______________________________________________________________________________________________________

The drone makes a +5 attack vs. Armor with its stinger.

Hit: 1d6+3 damage. If the target loses hit points, it is poisoned by drone venom.

Frostweb Spider

auto

Level 12 Skirmisher – Elite

Large magical beast

HP 123 DR 91

Defenses Armor 18 Fort 15 Ref 20 Ment 15

Movement Land 50 ft. Balance +22 Climb +13

Senses Tremorsense (90 ft.), Awareness +12

_______________________________________________________________________________________________________

Attributes Str 4, Dex 8, Con 2, Int 0, Per 3, Wil 2

Power 10 ✨ 12

Alignment

Frostweb Spider Abilities

Condition Removal: The frostweb spider can remove conditions at the end of each round (see Monster Conditions).

Elite Actions: The frostweb spider can use an additional Elite ability each round.

Frost Breath

Cold

Usage time: Standard action.

_______________________________________________________________________________________________________

The frostweb spider makes a +8 attack vs. Fortitude against everything within in a Large (60 ft.) cone from it. In addition, the area briefly becomes icy terrain. After it uses this ability, it briefly cannot use it again.

Hit: 1d8+10 damage.

Miss: Half damage.

Frostweb Spider Venom

Cold, Poison

Usage time: Triggered.

_______________________________________________________________________________________________________

Frostweb spider venom is an injury-based liquid poison. The poison’s accuracy is +9. Its stage 1 effect makes the target vulnerable (-4 defenses) to Cold attacks while the poison lasts. Its stage 3 effect also inflicts a vital wound with a unique vital wound effect. Instead of making a vital roll for the vital wound, the target’s blood freezes. It is paralyzed (cannot move) while the temperature is below freezing, and slowed (half speed, -2 Armor and Ref) while the temperature is below 100 degrees Fahrenheit. Whenever it takes damage from a Fire ability, it can ignore this effect for one minute. This effect lasts until the vital wound is removed.

Iceweb

Cold

Usage time: Elite action.

_______________________________________________________________________________________________________

The frostweb spider makes a +8 attack vs. Reflex against anything within Medium (60 ft.) range. Whether the attack hits or misses, the target’s space and all squares adjacent to it briefly become icy terrain.

Hit: 1d6+5 damage. If the attack result beats the target’s Fortitude defense, it is slowed (half speed, -2 Armor and Ref) as a condition.

Venomous Bite

Grappling

Usage time: Standard action.

_______________________________________________________________________________________________________

The frostweb spider makes a +8 strike vs. Armor with its bite.

Hit: 1d8+10 damage*2. If the target loses hit points, it becomes poisoned by frostweb spider venom.

Gelatinous Cube

auto

Level 5 Brute – Elite

Large animate

PIC

Knowledge (nature) 7: Gelatinous cubes are gigantic green oozes that creep along underground tunnels, digesting anything organic they encounter. They are feared for their ability to easily snatch up smaller creatures and carry them away.

Knowledge (nature) 12: When a gelatinous cube finds prey, it simply moves through the unfortunate creature, trapping it inside the ooze’s body. Creatures engulfed in this way can find it difficult to escape while they are being slowly digested. Gelatinous cubes are unusually fast compared to other oozes, though they are still slow compared to most creatures.

Knowledge (nature) 17: Gelatinous cubes can climb walls, though they rarely climb high. If possible, they prefer to nestle into alcoves so they can drop on unsuspecting prey.

HP 114 DR 42

Defenses Armor 7 Fort 16 Ref 3

Immune Critical hits, squeezing, Visual, Compulsion, Emotion, grappled

Movement Climb 30 ft. Land 30 ft. Climb +11 Flexibility +11 Stealth +1

Senses Tremorsense (120 ft.), tremorsight (60 ft.)

Other skills Endurance +13

_______________________________________________________________________________________________________

Attributes Str 6, Dex -4, Con 8, Int —, Per 0, Wil —

Power 10 ✨ 10

Alignment Always true neutral

Gelatinous Cube Abilities

Amorphous: The gelatinous cube has an amorphous body without normal internal organs. It is immune to critical hits and suffers no penalties for squeezing (-2 Armor and Ref). In addition, it gains a +10 bonus to the Flexibility skill.

Condition Removal: The gelatinous cube can remove conditions at the end of each round (see Monster Conditions).

Elite Actions: The gelatinous cube can use an additional Elite ability each round.

Gelatinous: The gelatinous cube can move freely through spaces occupied by other creatures who do not have this ability.

Mindless: The gelatinous cube is mindless.

Sightless: The gelatinous cube cannot see normally. If it has no relevant special vision abilities, it is blinded (50% miss chance, -2 Armor and Ref).

Suspension: Anything that is grappled by the gelatinous cube while sharing space with it is suspended within its body. Whenever it moves, all suspended creatures and objects automatically move with it.

Dissolve

Acid

Usage time: Elite action.

_______________________________________________________________________________________________________

The gelatinous cube makes a +2 attack vs. Fortitude against everything in its space.

Hit: 1d6+10 damage.

Miss: Half damage.

Engulf

Brawling

Usage time: Standard action.

_______________________________________________________________________________________________________

The gelatinous cube moves up to its speed in a straight line. Whenever it shares space with anything Medium or smaller during this movement, it makes a +4 attack vs. Fortitude against that creature or object.

Hit: The target is grappled by the gelatinous cube. The gelatinous cube automatically controls the grapple.

Ghouls

PIC

Knowledge (religion) 6: Ghouls are undead creatures that hunger for the flesh of the living. Their bodies are emaciated and desiccated, with no blood or fluids remaining. Although they are sometimes confused with zombies, ghouls are faster and smarter than their lesser kin.

Knowledge (religion) 11: Ghouls can lay simple ambushes, but lack the capacity for complex traps or schemes. They are commmonly found in the service of vampires, who can create new ghouls by draining the blood of their victims completely. As natural servants, ghouls are surprisingly weak-willed despite their combat acumen.

Drudge Ghoul

auto

Level 3 Brute

Medium undead

Knowledge (religion) 6: Drudge ghouls are the weakest form of ghoul. They are typically made from incomplete corpses or partially botched rituals that failed to create a true ghoul.

HP 18 DR 4

Defenses Armor 7 Fort 4 Ref 8 Ment 2

Immune Disease, poison

Vulnerable Compulsion, Emotion

Movement Land 30 ft.

Senses Darkvision (60 ft.)

_______________________________________________________________________________________________________

Attributes Str 4, Dex 4, Con 0, Int -4, Per 1, Wil -2

Power -1 ✨ 5

Alignment Always neutral evil

Drudge Ghoul Abilities

Undead: The drudge ghoul is undead instead of living, and it takes damage from most healing effects (see Undead)).

Flesh-Rending Bite

Grappling

Usage time: Standard action.

_______________________________________________________________________________________________________

The drudge ghoul makes a +2 melee strike with its bite.

Hit: 1d8+3 damage. If the target loses hit points and the attack result beats its Fortitude defense, the target becomes vulnerable (-4 defenses) to all damage as a condition.

True Ghoul

auto

Level 6 Brute

Medium undead

Knowledge (religion) 8: True ghouls are the most common form of ghoul.

HP 26 DR 6

Defenses Armor 10 Fort 8 Ref 12 Ment 7

Immune Disease, poison

Vulnerable Compulsion, Emotion

Movement Land 30 ft.

Senses Darkvision (60 ft.)

_______________________________________________________________________________________________________

Attributes Str 5, Dex 5, Con 1, Int -3, Per 1, Wil 0

Power 3 ✨ 8

Alignment Always neutral evil

True Ghoul Abilities

Undead: The true ghoul is undead instead of living, and it takes damage from most healing effects (see Undead)).

Flesh-Rending Bite

Grappling

Usage time: Standard action.

_______________________________________________________________________________________________________

The true ghoul makes a +4 melee strike with its bite.

Hit: 1d8+6 damage. If the target loses hit points and the attack result beats its Fortitude defense, the target becomes vulnerable (-4 defenses) to all damage as a condition.

Giant Wasp

auto

Level 1 Skirmisher

Large animal

Knowledge (nature) 5: A giant wasp is a Large insect resembling a normal wasp. Giant wasps attack when hungry or threatened, stinging their prey to death.

Knowledge (nature) 10: Giant wasps take dead or incapacitated opponents back to their lairs as food for their unhatched young.

HP 8 DR 4

Defenses Armor 6 Fort 3 Ref 7 Ment 1

Movement Fly 60 ft. (120 ft. up) Balance +13 Flexibility +8 Stealth +8

Senses Scent, Awareness +6

_______________________________________________________________________________________________________

Attributes Str 2, Dex 5, Con 0, Int -8, Per 3, Wil -2

Power -2 ✨ 2

Alignment Always true neutral

Giant Wasp Abilities

Giant Wasp Venom

Poison

Usage time: Triggered.

_______________________________________________________________________________________________________

Giant wasp venom is an injury-based liquid poison. The poison’s accuracy is +3. Its stage 1 effect makes the target slowed (half speed, -2 Armor and Ref) while the poison lasts. Its stage 3 effect makes the target immobilized (-4 Armor and Ref, cannot use movement speeds) while the poison lasts.

Venomous Stinger

Usage time: Standard action.

_______________________________________________________________________________________________________

The giant wasp makes a +3 strike vs. Armor with its stinger.

Hit: 1d6+1 damage. Each creature that loses hit points from this damage is poisoned by giant wasp venom.

Giants

Knowledge (local) 10: Giants are massive humanoid creatures that tower over lesser creatures. All giants have immense strength and unimpressive agility - except when it comes to throwing and catching rocks, which they tend to excel at.

Knowledge (local) 15: A giant can throw objects no larger than two size categories smaller than itself with ease. Giants prefer to throw boulders, but in a pinch they can throw almost anything.

Knowledge (local) 20: A giant’s range limits with an object other than a boulder are generally half its range limit with a boulder. The object may also deal less damage than a boulder depending on its construction.

Hill Giant

auto

Level 10 Brute

Huge monstrous humanoid

PIC

Knowledge (local) 10: A hill giant is a Huge giant that is usually found in hilly areas. Hill giants prefer to fight from high, rocky outcroppings, where they can pelt opponents with rocks and boulders while limiting the risk to themselves. Skin color among hill giants ranges from light tan to deep ruddy brown. They wear layers of crudely prepared hides with the fur left on.

Knowledge (local) 15: Hill giants lack the intelligence or desire to retreat if their enemies survive to approach them, and prefer to draw their massive clubs and enter melee. If possible, they smash their foes off of cliffs. The hair of hill giants is brown or black, with eyes the same color. They seldom wash or repair their garments, preferring to simply add more hides as their old ones wear out. Adult hill giants are about 25 feet tall. They can live to be 70 years old.

HP 63 DR 15

Defenses Armor 9 Fort 13 Ref 5 Ment 8

Movement Land 50 ft.

_______________________________________________________________________________________________________

Attributes Str 8, Dex -2, Con 4, Int -2, Per 2, Wil -1

Power 4 ✨ 13

Alignment Usually chaotic evil

Hill Giant Abilities

Forceful Boulder

Impact, Massive (10), Thrown (120/360)

Usage time: Standard action.

_______________________________________________________________________________________________________

The hill giant makes a +8 strike vs. Armor with its boulder.

Hit: 1d8+6 damage. If the target takes damage, it is knocked back 15 feet. This is a Size-Based effect.

Miss: Half damage.

Forceful Greatclub

Impact, Massive (10)

Usage time: Standard action.

_______________________________________________________________________________________________________

The hill giant makes a +8 strike vs. Armor with its greatclub.

Hit: 1d10+10 damage. If the target takes damage, it is knocked back 15 feet. This is a Size-Based effect.

Miss: Half damage.

Power Greatclub

Impact, Massive (10)

Usage time: Standard action.

_______________________________________________________________________________________________________

The hill giant makes a +6 strike vs. Armor with its greatclub.

Hit: 1d10+10 damage.

Miss: Half damage.

Stone Giant

auto

Level 11 Warrior – Elite

Gargantuan monstrous humanoid

PIC

Knowledge (local) 10: A stone giant is a Gargantuan giant that is usually found in mountainous regions. Stone giants fight from a great distance whenever possible, using their ability to hurl stones vast distances and bend the earth to their will. They prefer thick leather garments, dyed in shades of brown and gray to match the stone around them.

Knowledge (local) 15: Adult stone giants stand about 50 feet tall. They can live to be 300 years old. Young stone giants can be capricious, hunting tiny creatures like goats and humanoids on a whim. Elder stone giants tend to be wiser and more cautious, and avoid unnecessary conflict.

HP 159 DR 238

Defenses Armor 15 Fort 19 Ref 7 Ment 16

Movement Land 60 ft.

_______________________________________________________________________________________________________

Attributes Str 7, Dex -2, Con 7, Int 0, Per 2, Wil 4

Power 11 ✨ 14

Alignment Usually true neutral

Stone Giant Abilities

Condition Removal: The stone giant can remove conditions at the end of each round (see Monster Conditions).

Elite Actions: The stone giant can use an additional Elite ability each round.

Earthbind

Usage time: Elite action.

_______________________________________________________________________________________________________

The stone giant makes a +8 attack vs. Fortitude against one creature within Medium (60 ft.) range that is no more than 60 feet above a stable surface that could support its weight. It gains a +2 accuracy bonus if it is grounded on stone.

Hit: As a condition, the target is pulled towards the ground with great force, approximately doubling the gravity it experiences. It is unable to use any fly speed or glide speed, and its jump distance is halved. All falling damage that it takes is doubled. Standing up while prone (half speed, -2 Armor and Ref) costs its full speed rather than only half its speed.

Critical hit: The condition must be removed an additional time before the effect ends.

Forceful Boulder

Impact, Massive (15), Thrown (120/360)

Usage time: Standard action.

_______________________________________________________________________________________________________

The stone giant makes a +8 strike vs. Armor with its boulder.

Hit: 1d8+7 damage. If the target takes damage, it is knocked back 15 feet. This is a Size-Based effect.

Miss: Half damage.

Forceful Greatclub

Impact, Massive (15)

Usage time: Standard action.

_______________________________________________________________________________________________________

The stone giant makes a +8 strike vs. Armor with its greatclub.

Hit: 1d10+11 damage. If the target takes damage, it is knocked back 15 feet. This is a Size-Based effect.

Miss: Half damage.

Power Greatclub

Impact, Massive (15)

Usage time: Standard action.

_______________________________________________________________________________________________________

The stone giant makes a +6 strike vs. Armor with its greatclub.

Hit: 1d10+11 damage.

Miss: Half damage.

Quagmire

Sustain Minor

Usage time: Elite action.

_______________________________________________________________________________________________________

The stone giant chooses a Small (15 ft.) radius zone within Medium (60 ft.) range. All earth and stone in the area is softened into a thick sludge, creating a quagmire that is difficult to move through. The area becomes difficult terrain. This does not affect objects under structural stress, such as walls and support columns. Affected objects retain their own fundamental structural integrity and do not blend with other objects. When the spell ends, affected objects regain their original shape, suffering no damage from their time spent softened.

Tremor

Usage time: Elite action.

_______________________________________________________________________________________________________

The earth shakes in a Medium (30 ft.) radius zone around the stone giant. When it uses this ability, and during its next action, it makes a +8 attack vs. Reflex against everything in the area that is grounded.

Hit: 1d6+5 bludgeoning damage.

Miss: Half damage.

Gibbering Mouther

auto

Level 5 Brute – Elite

Huge aberration

PIC

Knowledge (dungeoneering) 7: A gibbering mouther is a horrible creature seemingly drawn from a lunatic’s nightmares. Its body is an amorphous mass of flesh punctuated with mouths of various improbable shapes and sizes. Gibbering mouthers are named for their tendency for speak gibberish to baffle the minds of their prey.

Knowledge (dungeoneering) 12: Gibbering mouthers hunger for the flesh of living creatures, which they eat and incorporate into their own bodies. They speak their gibberish in no specific language, and cannot understand any languages, though they tend to mimic fragments of sounds they hear to form their gibberish.

HP 102 DR 37

Defenses Armor 10 Fort 14 Ref 9 Ment 8

Immune Prone

Movement Land 50 ft. Swim +9

Senses Darkvision (240 ft.), telepathy (480 ft.)

Other skills Endurance +11

_______________________________________________________________________________________________________

Attributes Str 4, Dex 3, Con 6, Int -6, Per 2, Wil 0

Power 4 ✨ 8

Alignment Usually lawful evil

Gibbering Mouther Abilities

Condition Removal: The gibbering mouther can remove conditions at the end of each round (see Monster Conditions).

Elite Actions: The gibbering mouther can use an additional Elite ability each round.

Gibber

Compulsion

Usage time: Elite action.

_______________________________________________________________________________________________________

The gibbering mouther makes a +3 attack vs. Mental against all creatures within a Large (60 ft.) radius.

Hit: 1d6+2 damage. Each creature that loses hit points is stunned (-2 defenses) as a condition.

Swarm of Mouths

Grappling, Massive (10)

Usage time: Standard action.

_______________________________________________________________________________________________________

The gibbering mouther makes a +3 strike with its bite. The strike targets all adjacent enemies.

Hit: 1d8+6 damage.

Miss: Half damage.

Goblins

PIC

Goblin Warrior

auto

Level 1 Skirmisher

Medium humanoid

HP 8 DR 4

Defenses Armor 7 Fort 3 Ref 7 Ment 1

Movement Land 30 ft.

Senses Awareness +5

_______________________________________________________________________________________________________

Attributes Str -1, Dex 4, Con 0, Int -2, Per 2, Wil -2

Power -2 ✨ -1

Alignment Usually chaotic evil

Goblin Warrior Abilities

Rushed Spear

Thrown (30/60)

Usage time: Standard action.

_______________________________________________________________________________________________________

The goblin warrior makes a +0 strike vs. Armor with its spear. It can also move up to half its speed either before or after making the strike.

Hit: 1d6 damage.

Spear

Thrown (30/60)

Usage time: Standard action.

_______________________________________________________________________________________________________

The goblin warrior makes a +1 strike vs. Armor with its spear.

Hit: 1d6 damage.

Goblin Wolf Rider

auto

Level 3 Skirmisher

Medium humanoid

HP 12 DR 6

Defenses Armor 8 Fort 4 Ref 8 Ment 2

Movement Land 30 ft. Ride +7

_______________________________________________________________________________________________________

Attributes Str -1, Dex 4, Con 0, Int -2, Per 2, Wil -2

Power -1 ✨ 0

Alignment Usually chaotic evil

Goblin Wolf Rider Abilities

Lance

Long

Usage time: Standard action.

_______________________________________________________________________________________________________

The goblin wolf rider makes a +4 strike vs. Armor with its lance.

Hit: 1d10 damage.

Spear

Thrown (30/60)

Usage time: Standard action.

_______________________________________________________________________________________________________

The goblin wolf rider makes a +2 strike vs. Armor with its spear.

Hit: 1d6 damage.

Goblin Shaman

auto

Level 1 Mystic

Medium humanoid

HP 8 DR 8

Defenses Armor 4 Fort 3 Ref 6 Ment 6

Movement Land 30 ft.

Senses Awareness +5

_______________________________________________________________________________________________________

Attributes Str -1, Dex 3, Con 0, Int -2, Per 2, Wil 3

Power 3 ✨ -1

Alignment Usually chaotic evil

Goblin Shaman Abilities

Consecrated Spear

Thrown (30/60)

Usage time: Standard action.

_______________________________________________________________________________________________________

The goblin shaman makes a +1 strike vs. Armor with its spear. In addition, it briefly gains a +2 bonus to its Mental defense.

Hit: 1d6+1 damage.

Divine Judgment

Usage time: Standard action.

_______________________________________________________________________________________________________

The goblin shaman makes a +1 attack vs. Mental against one creature within Medium (60 ft.) range.

Hit: 1d6+1 energy damage.

Griffon

auto

Level 5 Skirmisher – Elite

Large magical beast

PIC

Knowledge (nature) 7: Griffons are powerful, majestic creatures with characteristics of both lions and eagles. A pair of broad, golden wings emerge from the creatures back that can span 25 feet or more. In battle, they pounce on their foes like a lion.

Knowledge (nature) 12: From nose to tail, an adult griffon can measure as much as 8 feet. Neither males nor females are endowed with a mane. Griffons cannot speak, but they understand Common.

HP 60 DR 45

Defenses Armor 11 Fort 10 Ref 12 Ment 10

Movement 35 ft. (+10) Fly 60 ft. (60 ft. up) Land 50 ft.

Senses Low-light vision, Awareness +7

_______________________________________________________________________________________________________

Attributes Str 5, Dex 5, Con 2, Int -3, Per 2, Wil 2

Power 6 ✨ 9

Alignment Usually true neutral

Griffon Abilities

Condition Removal: The griffon can remove conditions at the end of each round (see Monster Conditions).

Elite Actions: The griffon can use an additional Elite ability each round.

Bite

Grappling

Usage time: Elite action.

_______________________________________________________________________________________________________

The griffon makes a +4 strike vs. Armor with its bite.

Hit: 1d8+7 damage.

Bloodletting Claws

Light

Usage time: Standard action.

_______________________________________________________________________________________________________

The griffon makes two +5 strikes vs. Armor with its claws.

Hit: 1d4+4 damage. If the target takes damage from both claws, it bleeds. A bleeding creature takes 1d6+4 damage during the griffon’s next action.

Eagle Eye

Usage time: Elite action.

_______________________________________________________________________________________________________

The griffon makes a +3 attack vs. Reflex against against one non-adjacent creature within Distant (120 ft.) range.

Hit: The target becomes marked as a condition. The griffon gains a +2 bonus to accuracy and defenses against all marked targets. If the griffon loses sight of the target for a full round, this effect ends.

Pounce

Light

Usage time: Standard action.

_______________________________________________________________________________________________________

The griffon can move up to its speed in a single straight line. Then, it makes a +5 dual strike vs. Armor with its claws.

Hit: 1d4+4 damage.

Horses

Light Horse

auto

Level 2 Skirmisher

Large animal

Knowledge (nature) 6: Light horses are typically used to carry riders, not to work or fight.

HP 14 DR 7

Defenses Armor 6 Fort 6 Ref 5 Ment 3

Movement Land 50 ft.

_______________________________________________________________________________________________________

Attributes Str 2, Dex 2, Con 2, Int -8, Per 0, Wil -1

Power 0 ✨ 3

Alignment Always true neutral

Light Horse Abilities

Bite

Grappling

Usage time: Standard action.

_______________________________________________________________________________________________________

The light horse makes a +1 strike vs. Armor with its bite.

Hit: 1d6+1 damage.

Draft Horse

auto

Level 2 Brute

Large animal

Knowledge (nature) 6: Draft horses are typically used to work farms. They are slower than light horses, but stronger. They are the cheapest type of horse that is normally available.

HP 20 DR 5

Defenses Armor 5 Fort 6 Ref 4 Ment 3

Movement Land 40 ft.

Other skills Endurance +6

_______________________________________________________________________________________________________

Attributes Str 4, Dex 1, Con 2, Int -8, Per 0, Wil -1

Power 0 ✨ 5

Alignment Always true neutral

Draft Horse Abilities

Bite

Grappling

Usage time: Standard action.

_______________________________________________________________________________________________________

The draft horse makes a +1 strike vs. Armor with its bite.

Hit: 1d6+2 damage.

Warhorse

auto

Level 3 Skirmisher

Large animal

Knowledge (nature) 6: Warhorses are trained to carry riders into battle. They are superior to other types of horses, but more expensive.

HP 18 DR 9

Defenses Armor 6 Fort 7 Ref 5 Ment 4

Movement Land 50 ft.

_______________________________________________________________________________________________________

Attributes Str 4, Dex 2, Con 3, Int -8, Per 0, Wil 0

Power 1 ✨ 5

Alignment Always true neutral

Warhorse Abilities

Bite

Grappling

Usage time: Standard action.

_______________________________________________________________________________________________________

The warhorse makes a +1 strike vs. Armor with its bite.

Hit: 1d6+2 damage.

Hydra Maggot

auto

Level 7 Brute – Elite

Large magical beast

PIC

Knowledge (nature) 8: A hydra maggot is a Large maggot-like creature that wriggles across the ground in search of food. It is named for the cluster of tentacles that sprout from its heads, which it uses to grab foes so it can eat them.

Knowledge (nature) 13: Hydra maggots are carnivorous, but are not picky, and will feast on rotting carcasses just as happily as they feast on fresh meat. When hydra maggots attack, they can shape the tip of their tentacles into a point, allowing them to impale their foes. Their tentacles are quite adept at slipping past defenses and through cracks in armor.

HP 99 DR 36

Defenses Armor 13 Fort 10 Ref 14 Ment 8

Immune Prone

Movement Land 40 ft. Climb +12

Senses Darkvision (60 ft.)

_______________________________________________________________________________________________________

Attributes Str 6, Dex 6, Con 1, Int -8, Per 2, Wil -1

Power 4 ✨ 11

Alignment Always true neutral

Hydra Maggot Abilities

Condition Removal: The hydra maggot can remove conditions at the end of each round (see Monster Conditions).

Elite Actions: The hydra maggot can use an additional Elite ability each round.

Grappling Bite

Grappling

Usage time: Standard action.

_______________________________________________________________________________________________________

The hydra maggot makes a +5 strike vs. Armor with its bite.

Hit: 1d8+8 damage. If this attack beats the target’s Fortitude defense, and the target is smaller than the hydra maggot, they are grappled by each other.

Impaling Tentacles

Long, Sweeping (7)

Usage time: Elite action.

_______________________________________________________________________________________________________

The hydra maggot makes a +5 strike vs. Reflex with its tentacle.

Hit: 1d8+8 damage.

Maggot Breath

Usage time: Standard action.

_______________________________________________________________________________________________________

The hydra maggot makes a +5 attack vs. Fortitude against all creatures in a Medium (30 ft.) cone from it. After it uses this ability, it briefly cannot use it again.

Hit: Each target is briefly stunned (-2 defenses).

Ichor-Tainted

PIC

Knowledge (nature) 7: The dreadful magical liquid known as ichor has no known origin. All is known is that it can corrupt creatures who contact it. Creatures who become tainted in this way recklessly attack anything they encounter, making them extremely dangerous.

Knowledge (nature) 12: Ichor-tainted creatures have had their internal organs restructured in unnatural ways, making them difficult to dispatch quickly. When the ichor spreads, as it often does during a fight, it inhibits healing as it tries to corrupt its new host.

Knowledge (nature) 17: Only animals can be fully transformed by ichor. Other creatures suffer temporary effects at worst. The biological structure of transformed animals bears some resemblance to aberrations. Some scholars theorize that this means the ichor originated from the Far Realm, while others think it is a mere imitation.

Ichor Black Bear

auto

Level 5 Brute – Elite

Medium magical beast

HP 102 DR 37

Defenses Armor 9 Fort 14 Ref 9 Ment 7

Immune Critical hits

Vulnerable Fire

Movement Land 40 ft. Climb +10 Swim +10

Senses Darkvision (60 ft.)

Other skills Endurance +11

_______________________________________________________________________________________________________

Attributes Str 5, Dex 1, Con 6, Int -8, Per 2, Wil -1

Power 3 ✨ 9

Alignment Always true neutral

Ichor Black Bear Abilities

Condition Removal: The ichor black bear can remove conditions at the end of each round (see Monster Conditions).

Elite Actions: The ichor black bear can use an additional Elite ability each round.

Spreading Ichor ✨: Whenever the ichor black bear causes a living creature to lose hit points, that creature becomes unable to regain hit points as a condition.

Ichor Bite

Grappling

Usage time: Elite action.

_______________________________________________________________________________________________________

The ichor black bear makes a +4 strike vs. Armor with its bite.

Hit: 1d8+7 damage. If the target loses hit points, it is infested with ichor as a condition. While infested with ichor, it cannot regain hit points or damage resistance.

Ichor Claw

Light

Usage time: Standard action.

_______________________________________________________________________________________________________

The ichor black bear makes a +6 dual strike vs. Armor with its claws.

Hit: 1d4+4 damage. If the target loses hit points, it is infested with ichor as a condition. While infested with ichor, it cannot regain hit points or damage resistance.

Ichor Brown Bear

auto

Level 7 Brute – Elite

Large magical beast

HP 189 DR 70

Defenses Armor 10 Fort 16 Ref 9 Ment 10

Immune Critical hits

Vulnerable Fire

Movement Land 50 ft. Climb +12 Swim +12

Senses Darkvision (60 ft.)

Other skills Endurance +13

_______________________________________________________________________________________________________

Attributes Str 6, Dex 1, Con 7, Int -8, Per 2, Wil 1

Power 6 ✨ 11

Alignment Always true neutral

Ichor Brown Bear Abilities

Condition Removal: The ichor brown bear can remove conditions at the end of each round (see Monster Conditions).

Elite Actions: The ichor brown bear can use an additional Elite ability each round.

Spreading Ichor ✨: Whenever the ichor brown bear causes a living creature to lose hit points, that creature becomes unable to regain hit points as a condition.

Ichor Bite

Grappling

Usage time: Elite action.

_______________________________________________________________________________________________________

The ichor brown bear makes a +7 strike vs. Armor with its bite.

Hit: 1d8+8 damage. If the target loses hit points, it is infested with ichor as a condition. While infested with ichor, it cannot regain hit points or damage resistance.

Ichor Claw

Light

Usage time: Standard action.

_______________________________________________________________________________________________________

The ichor brown bear makes a +9 dual strike vs. Armor with its claws.

Hit: 1d4+5 damage. If the target loses hit points, it is infested with ichor as a condition. While infested with ichor, it cannot regain hit points or damage resistance.

Ichor Wolf

auto

Level 3 Skirmisher

Medium magical beast

HP 14 DR 7

Defenses Armor 6 Fort 5 Ref 6 Ment 4

Immune Critical hits

Vulnerable Fire

Movement Land 40 ft.

Senses Darkvision (60 ft.), Awareness +7

_______________________________________________________________________________________________________

Attributes Str 1, Dex 2, Con 1, Int -7, Per 3, Wil 0

Power 1 ✨ 2

Alignment Always true neutral

Ichor Wolf Abilities

Spreading Ichor ✨: Whenever the ichor wolf causes a living creature to lose hit points, that creature becomes unable to regain hit points as a condition.

Ichor Bite

Grappling

Usage time: Standard action.

_______________________________________________________________________________________________________

The ichor wolf makes a +3 strike vs. Armor with its bite.

Hit: 1d8+1 damage. If the target loses hit points, it is infested with ichor as a condition. While infested with ichor, it cannot regain hit points or damage resistance.

Imps

Flamefist Imp

auto

Level 5 Skirmisher

Small planeforged

PIC

HP 20 DR 10

Defenses Armor 9 Fort 8 Ref 12 Ment 4

Vulnerable Water

Movement Land 20 ft.

_______________________________________________________________________________________________________

Attributes Str 3, Dex 5, Con 2, Int 1, Per 0, Wil -2

Power 0 ✨ 5

Alignment Always chaotic evil

Flamefist Imp Abilities

Planeforged: The flamefist imp has a body made of concentrated planar essence, and is not alive.

Soulless: The flamefist imp has no soul. If it dies, it cannot be resurrected.

Flaming Flurry

Fire, Light

Usage time: Standard action.

_______________________________________________________________________________________________________

The flamefist imp makes two +4 strikes vs. armor with its fists.

Hit: 1d4+2.

Kobolds

Knowledge (local) 5: Kobolds are Medium bipedal creatures that are covered in scales. They are short, typically standing three feet tall. Although kobolds are individually cowardly, they are crafty and work effectively in groups.

Knowledge (local) 10: Most kobolds fight using ranged weapons. They try to lure their foes into prepared traps when possible. Kobolds revere dragons, and claim to be descended from them.

Knowledge (local) 15: The dream of every kobold tribe is to find a worthy dragon to serve. Kobolds have latent draconic powers that can be awakened through sworn service to dragons. Some dragons enjoy having such eager servants, while others resent being pestered by kobolds and reject all entreaties.

Kobold Nipper

auto

Level 1 Skirmisher

Medium monstrous humanoid

HP 12 DR 6

Defenses Armor 6 Fort 5 Ref 7 Ment 1

Movement Land 30 ft.

_______________________________________________________________________________________________________

Attributes Str -1, Dex 4, Con 2, Int 1, Per 3, Wil -2

Power -2 ✨ -1

Alignment Usually lawful evil

Kobold Nipper Abilities

Sling

Compact, Projectile (60/120)

Usage time: Standard action.

_______________________________________________________________________________________________________

The kobold nipper makes a +2 strike vs. Armor with its sling.

Hit: 1d4 damage.

Spear

Thrown (30/60)

Usage time: Standard action.

_______________________________________________________________________________________________________

The kobold nipper makes a +2 strike vs. Armor with its spear.

Hit: 1d6 damage.

Kobold Snipper

auto

Level 2 Sniper

Medium monstrous humanoid

HP 10 DR 5

Defenses Armor 5 Fort 5 Ref 7 Ment 2

Movement Land 30 ft.

_______________________________________________________________________________________________________

Attributes Str -1, Dex 3, Con 1, Int 1, Per 4, Wil -2

Power -1 ✨ 0

Alignment Usually lawful evil

Kobold Snipper Abilities

Heavy crossbow

Projectile (90/270)

Usage time: Standard action.

_______________________________________________________________________________________________________

The kobold snipper makes a +3 strike vs. Armor with its heavy crossbow.

Hit: 1d10 damage.

Kobold Yipper

auto

Level 3 Mystic

Medium monstrous humanoid

HP 12 DR 12

Defenses Armor 5 Fort 6 Ref 7 Ment 7

Movement Land 30 ft.

_______________________________________________________________________________________________________

Attributes Str -2, Dex 3, Con 2, Int 1, Per 2, Wil 3

Power 4 ✨ -1

Alignment Usually lawful evil

Kobold Yipper Abilities

Burning Hands

Usage time: Standard action.

_______________________________________________________________________________________________________

The kobold yipper makes a +2 attack vs. Reflex against everything in a Small (15 ft.) cone from it.

Hit: 1d6+2 fire damage.

Miss: Half damage.

Ignition

Usage time: Standard action.

_______________________________________________________________________________________________________

The kobold yipper makes a +2 attack vs. Fortitude and Reflex against one creature within Medium (60 ft.) range.

Hit: The target catches on fire as a condition. It takes 1d6+2 fire damage immediately and during each of your subsequent actions. The condition can be removed if the target makes a difficulty value 10 Dexterity check as a movement to put out the flames. Dropping prone (half speed, -2 Armor and Ref) as part of this action gives a +5 bonus to this check.

Critical hit: All damage from the condition is doubled, not just the initial damage.

Spear

Thrown (30/60)

Usage time: Standard action.

_______________________________________________________________________________________________________

The kobold yipper makes a +2 strike vs. Armor with its spear.

Hit: 1d6 damage.

Dragonsworn Nipper

auto

Level 5 Skirmisher

Medium monstrous humanoid
These statistics represent a kobold who has sworn service to a red or gold dragon. Kobolds who swear service to different types of dragons may have different abilities.

HP 22 DR 11

Defenses Armor 9 Fort 9 Ref 11 Ment 5

Impervious Fire

Movement Land 30 ft.

_______________________________________________________________________________________________________

Attributes Str 0, Dex 5, Con 3, Int 2, Per 4, Wil -1

Power 1 ✨ 2

Alignment Usually lawful evil

Dragonsworn Nipper Abilities

Dragonflame Sling

Fire, Compact, Projectile (60/120)

Usage time: Standard action.

_______________________________________________________________________________________________________

The dragonsworn nipper makes a +4 strike vs. Armor with its sling.

Hit: 1d4+1 damage. If the target takes damage and the attack result beats its Reflex defense, it takes 2 damage during the dragonsworn nipper’s next action.

Dragonflame Spear

Fire, Thrown (30/60)

Usage time: Standard action.

_______________________________________________________________________________________________________

The dragonsworn nipper makes a +4 strike vs. Armor with its spear.

Hit: 1d6+1 damage. If the target takes damage and the attack result beats its Reflex defense, it takes 2 damage during the dragonsworn nipper’s next action.

Dragonsworn Snipper

auto

Level 6 Sniper

Medium monstrous humanoid

HP 15 DR 7

Defenses Armor 9 Fort 9 Ref 11 Ment 6

Impervious Fire

Movement Land 30 ft.

_______________________________________________________________________________________________________

Attributes Str 0, Dex 4, Con 2, Int 2, Per 5, Wil -1

Power 2 ✨ 3

Alignment Usually lawful evil

Dragonsworn Snipper Abilities

Dragonflame Bow

Fire, Projectile (90/270)

Usage time: Standard action.

_______________________________________________________________________________________________________

The dragonsworn snipper makes a +5 strike vs. Armor with its longbow.

Hit: 1d6+1 damage. If the target takes damage and the attack result beats its Reflex defense, it takes 3 damage during the dragonsworn snipper’s next action.

Dragonsworn Yipper

auto

Level 7 Mystic

Medium monstrous humanoid

HP 24 DR 24

Defenses Armor 9 Fort 10 Ref 11 Ment 11

Impervious Fire

Movement Land 30 ft.

_______________________________________________________________________________________________________

Attributes Str -1, Dex 4, Con 3, Int 2, Per 3, Wil 4

Power 7 ✨ 2

Alignment Usually lawful evil

Dragonsworn Yipper Abilities

Dragonflame Spear

Fire, Thrown (30/60)

Usage time: Standard action.

_______________________________________________________________________________________________________

The dragonsworn yipper makes a +6 strike vs. Armor with its spear.

Hit: 1d6+1 damage. If the target takes damage and the attack result beats its Reflex defense, it takes 2 damage during the dragonsworn yipper’s next action.

Flame Breath

Usage time: Standard action.

_______________________________________________________________________________________________________

The dragonsworn yipper makes a +6 attack vs. Reflex against everything in a Large (60 ft.) cone from it. After it uses this ability, it briefly cannot use it again.

Hit: 1d6+7 fire damage.

Miss: Half damage.

Ignition

Usage time: Standard action.

_______________________________________________________________________________________________________

The dragonsworn yipper makes a +8 attack vs. Fortitude and Reflex against one creature within Medium (60 ft.) range.

Hit: The target catches on fire as a condition. It takes 1d6+3 fire damage immediately and during each of your subsequent actions. The condition can be removed if the target makes a difficulty value 10 Dexterity check as a movement to put out the flames. Dropping prone (half speed, -2 Armor and Ref) as part of this action gives a +5 bonus to this check.

Critical hit: All damage from the condition is doubled, not just the initial damage.

Lizardfolk

PIC

Knowledge (local) 6: Lizardfolk are Medium bipedal creatures covered in reptilian scales. They are slightly taller and bulkier than humans, typically standing 6 to 7 feet tall and weighing up to 250 pounds. Their tail resembles that of a crocodile, and is typically 3 to 4 feet long. Their scales are typically green, gray, or brown. In battle, they typically fight as unorganized individuals.

Knowledge (local) 11: Lizardfolk use their tail for balance on land and to accelerate their swimming while in water. They prefer frontal assaults and massed rushes in battle, sometimes trying to force foes into the water, where the lizardfolk have an advantage. If lizardfolk are outnumbered or if their territory is being invaded, they set snares, plan ambushes, and make raids to hinder enemy supplies. Advanced tribes use more sophisticated tactics and have better traps and ambushes.

Lizardfolk Grunt

auto

Level 3 Warrior

Medium humanoid

HP 20 DR 20

Defenses Armor 9 Fort 8 Ref 6 Ment 4

Vulnerable Cold

Movement Land 30 ft. Swim 30 ft. Swim +6

_______________________________________________________________________________________________________

Attributes Str 2, Dex 2, Con 4, Int -1, Per 1, Wil 0

Power 1 ✨ 3

Alignment Usually true neutral

Lizardfolk Grunt Abilities

Amphibious: The lizardfolk grunt can hold its breath for ten times the normal length of time.

Frenzied Bite

Grappling

Usage time: Standard action.

_______________________________________________________________________________________________________

The lizardfolk grunt makes a +2 strike vs. Armor with its bite. For each previous consecutive round in which it used this ability, it gains a +2 accuracy bonus with the strike, up to a maximum of +4.

Hit: 1d6+1 damage.

Spear

Thrown (30/60)

Usage time: Standard action.

_______________________________________________________________________________________________________

The lizardfolk grunt makes a +2 strike vs. Armor with its spear.

Hit: 1d6+1 damage.

Lizardfolk Champion

auto

Level 5 Warrior

Medium humanoid

HP 26 DR 26

Defenses Armor 11 Fort 11 Ref 9 Ment 7

Vulnerable Cold

Movement Land 30 ft. Swim 30 ft. Swim +8

_______________________________________________________________________________________________________

Attributes Str 3, Dex 3, Con 5, Int 0, Per 1, Wil 1

Power 3 ✨ 5

Alignment Usually true neutral

Lizardfolk Champion Abilities

Amphibious: The lizardfolk champion can hold its breath for ten times the normal length of time.

Frenzied Bite

Grappling

Usage time: Standard action.

_______________________________________________________________________________________________________

The lizardfolk champion makes a +4 strike vs. Armor with its bite. For each previous consecutive round in which it used this ability, it gains a +2 accuracy bonus with the strike, up to a maximum of +4.

Hit: 1d6+2 damage.

Redeeming Spear

Thrown (30/60)

Usage time: Standard action.

_______________________________________________________________________________________________________

The lizardfolk champion makes a +4 strike vs. Armor with its spear. It gains a +2 accuracy bonus with this strike against each creature that it missed with a strike last round.

Hit: 1d6+2 damage.

Spear

Thrown (30/60)

Usage time: Standard action.

_______________________________________________________________________________________________________

The lizardfolk champion makes a +4 strike vs. Armor with its spear.

Hit: 1d6+2 damage.

Magma Elementals

PIC

Knowledge (planes) 8: Magma elementals are a fusion of the Plane of Earth and the Plane of Fire. They combine the durability of earth elementals with some of the agility of fire elementals. Their outer shell appears rocky, but inside that shell they hold molten rock at incredible temperatures.

Knowledge (planes) 13: Magma elementals lack the usual weaknesses of both fire elementals and earth elementals. Their massive internal heat, steadied by their rocky core, makes them resistant to cold. However, they fear and avoid water, as it reacts explosively with their bodies.

Volcanite

auto

Level 6 Brute

Medium planeforged

HP 38 DR 9

Defenses Armor 10 Fort 14 Ref 11 Ment 7

Immune Fire

Impervious Earth, Cold

Vulnerable Acid, Water

Movement Land 30 ft.

_______________________________________________________________________________________________________

Attributes Str 4, Dex 4, Con 7, Int -4, Per 0, Wil 0

Power 3 ✨ 7

Alignment Usually true neutral

Volcanite Abilities

Planeforged: The volcanite has a body made of concentrated planar essence, and is not alive.

Soulless: The volcanite has no soul. If it dies, it cannot be resurrected.

Combustion

Fire

Usage time: Standard action.

_______________________________________________________________________________________________________

The volcanite makes a +3 attack vs. Fortitude against one creature within Medium (60 ft.) range.

Hit: 1d6+3 damage.

Extra Damage Ram

Heavy, Resonating, Earth

Usage time: Standard action.

_______________________________________________________________________________________________________

The volcanite makes a +3 strike vs. Armor.

Hit: 1d6+6 damage.

Magma Throw

Fire, Earth

Usage time: Standard action.

_______________________________________________________________________________________________________

The volcanite makes a +3 attack vs. Armor against one creature within Medium (60 ft.) range.

Hit: 1d6+7 damage.

Volcano

auto

Level 12 Brute

Large planeforged

HP 93 DR 23

Defenses Armor 14 Fort 19 Ref 15 Ment 11

Immune Fire

Impervious Earth, Cold

Vulnerable Acid, Water

Movement Land 40 ft.

_______________________________________________________________________________________________________

Attributes Str 5, Dex 5, Con 8, Int -3, Per 0, Wil 0

Power 6 ✨ 11

Alignment Usually true neutral

Volcano Abilities

Planeforged: The volcano has a body made of concentrated planar essence, and is not alive.

Soulless: The volcano has no soul. If it dies, it cannot be resurrected.

Combustion

Fire

Usage time: Standard action.

_______________________________________________________________________________________________________

The volcano makes a +7 attack vs. Fortitude against one creature within Medium (60 ft.) range.

Hit: 3d6 damage.

Extra Damage Ram

Heavy, Resonating, Earth

Usage time: Standard action.

_______________________________________________________________________________________________________

The volcano makes a +7 strike vs. Armor.

Hit: 3d4+1d6+8 damage.

Magma Throw

Fire, Earth

Usage time: Standard action.

_______________________________________________________________________________________________________

The volcano makes a +7 attack vs. Armor against one creature within Medium (60 ft.) range.

Hit: 5d6 damage.

Volcanic Titan

auto

Level 18 Brute

Huge planeforged

HP 200 DR 50

Defenses Armor 18 Fort 24 Ref 18 Ment 15

Immune Fire

Impervious Earth, Cold

Vulnerable Acid, Water

Movement Land 50 ft.

_______________________________________________________________________________________________________

Attributes Str 5, Dex 5, Con 9, Int -3, Per 0, Wil 0

Power 9 ✨ 14

Alignment Usually true neutral

Volcanic Titan Abilities

Planeforged: The volcanic titan has a body made of concentrated planar essence, and is not alive.

Soulless: The volcanic titan has no soul. If it dies, it cannot be resurrected.

Combustion

Fire

Usage time: Standard action.

_______________________________________________________________________________________________________

The volcanic titan makes a +10 attack vs. Fortitude against one creature within Medium (60 ft.) range.

Hit: 5d8 damage.

Extra Damage Ram

Heavy, Resonating, Earth

Usage time: Standard action.

_______________________________________________________________________________________________________

The volcanic titan makes a +10 strike vs. Armor.

Hit: 1d6+4d8+11 damage.

Miss: Half damage.

Magma Throw

Fire, Earth

Usage time: Standard action.

_______________________________________________________________________________________________________

The volcanic titan makes a +10 attack vs. Armor against one creature within Medium (60 ft.) range.

Hit: 8d8 damage.

Minotaur

auto

Level 6 Brute – Elite

Large monstrous humanoid

PIC

Knowledge (local) 8: A minotaur is a Large bull-headed creature. Minotaurs are known for their poor sense of direction. They can be cunning in battle, but have a tendency to become trapped in dungeons of even moderate complexity.

HP 96 DR 36

Defenses Armor 10 Fort 13 Ref 8 Ment 10

Movement Land 40 ft.

Senses Darkvision (60 ft.), Awareness +8

_______________________________________________________________________________________________________

Attributes Str 7, Dex 0, Con 4, Int -2, Per 2, Wil 1

Power 6 ✨ 12

Alignment Always true neutral

Minotaur Abilities

Condition Removal: The minotaur can remove conditions at the end of each round (see Monster Conditions).

Elite Actions: The minotaur can use an additional Elite ability each round.

Power Horns

Impact

Usage time: Elite action.

_______________________________________________________________________________________________________

The minotaur makes a +1 strike vs. Armor with its horns.

Hit: 1d6+10 damage.

Shove

Usage time: Elite action.

_______________________________________________________________________________________________________

The minotaur makes a +7 attack to shove foes. For details, see Shove.

Sweeping Slash

Sweeping (2)

Usage time: Standard action.

_______________________________________________________________________________________________________

The minotaur makes a +6 melee strike with a greataxe.

Hit: 1d8+10 damage.

Nightcrawler

auto

Level 7 Brute

Large magical beast

PIC

Knowledge (nature) 8: A nightcrawler is a Large worm imbued with umbramantic power. Its body is colored only in shades of gray. In battle, they wriggle towards their foes and try to eat them.

Knowledge (nature) 13: A typical nightcrawler is about 9 feet long and weighs about 700 pounds. They cover distances slowly, but are surprisingly agile in combat. They can easily contort their body to avoid attacks. Nightcrawlers have several magical abilities that draw on their umbramantic power to damage nearby foes.

Knowledge (nature) 18: Nightcrawlers hate and fear light. They can be driven away by light, and are weaker in its presence. If they have no escape, they ferociously attack any sources of light.

HP 38 DR 9

Defenses Armor 10 Fort 9 Ref 10 Ment 10

Immune Prone

Movement Climb 30 ft. Land 30 ft. Climb +9

Senses Darkvision (60 ft.), blindsense (120 ft.)

_______________________________________________________________________________________________________

Attributes Str 3, Dex 4, Con 2, Int -8, Per 0, Wil 3

Power 6 ✨ 6

Alignment Always true neutral

Nightcrawler Abilities

Crawling Darkness

Cold

Usage time: Standard action.

_______________________________________________________________________________________________________

The nightcrawler makes an attack vs. Mental against all shadowed enemies in a Medium (30 ft.) radius from it.

Hit: 1d8+6 damage.

Miss: Half damage.

Umbral Bite

Cold, Grappling

Usage time: Standard action.

_______________________________________________________________________________________________________

The nightcrawler makes a +4 strike vs. Armor with its bite. If the target is shadowed, this attack deals double damage.

Hit: 1d8+5.

Ogres

Knowledge (local) 6: Ogres are Large, hideous humanoid creatures with a taste for human flesh. If that is unavailable, they also enjoy the flesh of other humanoid creatures. They lack the intelligence for complex plans, but they like lying in wait to ambush helpless travelers.

Knowledge (local) 11: Ogre skin color ranges from dull yellow to dull brown. Their clothing consists of poorly cured furs and hides, which add to their naturally repellent odor.

Knowledge (local) 16: Ogres are intelligent enough to throw their javelins first to soften up their foes before closing into melee, but ogre gangs and bands fight as disorganized individuals. They use massive clubs in battle to tenderize their meat instead of wastefully hacking off bits.

Ogre Ganger

auto

Level 3 Brute

Large monstrous humanoid

Knowledge (local) 6: Ogre gangers are relatively weak or young ogres that tend to gather together in gangs for mutual protection.

HP 24 DR 6

Defenses Armor 4 Fort 7 Ref 2 Ment 3

Movement Land 40 ft.

_______________________________________________________________________________________________________

Attributes Str 6, Dex -1, Con 3, Int -4, Per 0, Wil -1

Power 0 ✨ 7

Alignment Usually chaotic evil

Ogre Ganger Abilities

Knockdown Greatclub

Impact

Usage time: Standard action.

_______________________________________________________________________________________________________

The ogre ganger makes a +1 strike vs. Armor with its greatclub.

Hit: 1d10+5 damage. If the target loses hit points, it falls prone (half speed, -2 Armor and Ref). This is a Size-Based effect.

Sweeping Greatclub

Impact, Sweeping (1)

Usage time: Standard action.

_______________________________________________________________________________________________________

The ogre ganger makes a +1 strike vs. Armor with its greatclub.

Hit: 1d10+5 damage.

Ogre Menace

auto

Level 6 Brute

Large monstrous humanoid

PIC

Knowledge (local) 8: Ogre menaces are mature adult ogres that often terrorize small towns. They tend to work in pairs or with minions like goblins that they bully into submission.

HP 32 DR 8

Defenses Armor 7 Fort 11 Ref 5 Ment 6

Movement Land 40 ft.

Social Intimidate +6

_______________________________________________________________________________________________________

Attributes Str 6, Dex -1, Con 4, Int -2, Per 0, Wil -1

Power 2 ✨ 9

Alignment Usually chaotic evil

Ogre Menace Abilities

Knockdown Greatclub

Impact

Usage time: Standard action.

_______________________________________________________________________________________________________

The ogre menace makes a +4 strike vs. Armor with its greatclub.

Hit: 1d10+7 damage. If the target loses hit points, it falls prone (half speed, -2 Armor and Ref). This is a Size-Based effect.

Sweeping Greatclub

Impact, Sweeping (1)

Usage time: Standard action.

_______________________________________________________________________________________________________

The ogre menace makes a +4 strike vs. Armor with its greatclub.

Hit: 1d10+7 damage.

Ogre Mage

auto

Level 7 Mystic

Large monstrous humanoid

PIC

Knowledge (local) 8: Ogre mages are unusual ogres that have innate arcane magical talent. They are generally identifiable as the only ogres who do not go into battle wearing armor. They are more intelligent than other ogres, and more likely to use combat strategies like hiding behind their minions.

HP 18 DR 18

Defenses Armor 6 Fort 7 Ref 5 Ment 12

Movement Land 40 ft.

_______________________________________________________________________________________________________

Attributes Str 4, Dex -1, Con 0, Int 0, Per 2, Wil 5

Power 8 ✨ 7

Alignment Usually chaotic evil

Ogre Mage Abilities

Enhance Magic – Might ✨: The first spell that the ogre mage casts between short rests deals 1d8 extra damage.

Magic Missile

Usage time: Standard action.

_______________________________________________________________________________________________________

The ogre mage makes a +5 attack vs. Armor against anything within Short (30 ft.) range. This attack ignores cover and all miss chances.

Hit: 1d6+4 energy damage.

Miss: Half damage.

Magic Missile Storm

Usage time: Standard action.

_______________________________________________________________________________________________________

The ogre mage makes a +5 attack vs. Armor against anything within Short (30 ft.) range. This attack ignores cover and all miss chances.

Hit: 1d10 energy damage.

Miss: Half damage.

Reflect Magic

Swift

Usage time: Standard action.

_______________________________________________________________________________________________________

The ogre mage gains a +2 bonus to all defenses this round. In addition, whenever a creature within Medium (60 ft.) range of it misses or glances it with a magical ✨ attack this round, that creature treats itself as a target of that strike in addition to any other targets. The attacker cannot choose to reduce its accuracy or damage against itself.

Ogre Skullclaimer

auto

Level 7 Brute – Elite

Large monstrous humanoid

Knowledge (local) 8: Ogre skullclaimers are the leaders of large roaming bands of ogres. Ogre bands are often accompanied by goblins or other similar creatures that help the ogres in exchange for a share of the valuable items they find, since the ogres care more about the creatures they kill.

Knowledge (local) 13: Ogre skullclaimers are named after their right to eat the most prized part of any humanoid the band kills: the head.

HP 144 DR 54

Defenses Armor 9 Fort 13 Ref 7 Ment 11

Movement Land 40 ft.

Social Intimidate +6

_______________________________________________________________________________________________________

Attributes Str 8, Dex -1, Con 4, Int -1, Per 3, Wil 2

Power 7 ✨ 13

Alignment Usually chaotic evil

Ogre Skullclaimer Abilities

Condition Removal: The ogre skullclaimer can remove conditions at the end of each round (see Monster Conditions).

Elite Actions: The ogre skullclaimer can use an additional Elite ability each round.

Armorcrushing Greatclub

Impact

Usage time: Standard action.

_______________________________________________________________________________________________________

The ogre skullclaimer makes a +6 strike vs. Fortitude with its greatclub.

Hit: 1d10+10 damage.

Demand Obeisance

Compulsion

Usage time: Elite action.

_______________________________________________________________________________________________________

The ogre skullclaimer makes a +8 attack vs. Mental against one creature within Medium (60 ft.) range.

Hit: If the target has no remaining damage resistance, it is compelled to spend its next standard action doing nothing but groveling before the ogre skullclaimer. After it takes this standard action, it becomes immune to this effect until it finishes a short rest.

Critical hit: The target does not become immune to this effect.

Knockdown Greatclub

Impact

Usage time: Standard action.

_______________________________________________________________________________________________________

The ogre skullclaimer makes a +6 strike vs. Armor with its greatclub.

Hit: 1d10+10 damage. If the target takes damage, it falls prone (half speed, -2 Armor and Ref). This is a Size-Based effect.

Sweeping Greatclub

Impact, Sweeping (1)

Usage time: Standard action.

_______________________________________________________________________________________________________

The ogre skullclaimer makes a +8 strike vs. Armor with its greatclub.

Hit: 1d10+10 damage.

Terrifying Shout

Emotion

Usage time: Elite action.

_______________________________________________________________________________________________________

The ogre skullclaimer makes a +6 attack vs. Mental against one creature within Medium (60 ft.) range.

Hit: The target is frightened (-2 Mental, -2 accuracy vs. source) of the ogre skullclaimer as a condition.

Critical hit: The condition must be removed an additional time before the effect ends.

Orcs

Knowledge (local) 5: Orcs are green-skinned humanoids that are generally larger, stronger, and less intelligent than humans. Most other humanoid races consider them ugly, though orcs would say the same about most other humanoid races. They tend to be selfish, but they adhere strictly to the particular orcish interpretation of honorable combat.

Knowledge (local) 10: Honorable orc combat avoids sneak attacks or deception, allows enemies to surrender, and respects the distinction between civilians and combatants. However, honorable orc combat does not require a great deal of warning before battle is joined, and they have no concept of "dirty fighting" - orcs fight brutally and with no reservations in combat.

Orcs have highly militaristic and regimented society that is divided into different clans, each of which is ruled by a powerful chieftain.

Knowledge (local) 15: Orc hierarchy and status is almost always determined by power, and chieftains can be deposed at specific intervals in a personal trial by combat. You know the general patterns that determine when these personal trials by combat are permissible for local orc clans.

Orc Peon

auto

Level 1 Brute

Medium humanoid

Knowledge (local) 5: Orc peons are the weakest warrior that orc clans field in battle. They have the lowest status of any adult in orc society. Peons are typically fresh recruits who have not yet been fully incorporated into an orc army.

HP 16 DR 4

Defenses Armor 4 Fort 4 Ref 3 Ment 3

Movement Land 30 ft.

Senses Darkvision (60 ft.)

Other skills Endurance +4

_______________________________________________________________________________________________________

Attributes Str 4, Dex 0, Con 1, Int -2, Per 0, Wil 0

Power 0 ✨ 4

Alignment Usually lawful evil

Orc Peon Abilities

Greataxe

Sweeping (1)

Usage time: Standard action.

_______________________________________________________________________________________________________

The orc peon makes a +1 strike vs. Armor with its greataxe.

Hit: 1d8+3 damage.

Orc Grunt

auto

Level 2 Brute

Medium humanoid

Knowledge (local) 6: Orc grunts are the standard warrior that orc clans field in battle.

HP 20 DR 5

Defenses Armor 5 Fort 6 Ref 4 Ment 4

Movement Land 30 ft.

Senses Darkvision (60 ft.)

Other skills Endurance +6

_______________________________________________________________________________________________________

Attributes Str 5, Dex 0, Con 2, Int -2, Per 0, Wil 0

Power 1 ✨ 6

Alignment Usually lawful evil

Orc Grunt Abilities

Greataxe

Sweeping (1)

Usage time: Standard action.

_______________________________________________________________________________________________________

The orc grunt makes a +2 strike vs. Armor with its greataxe.

Hit: 1d8+5 damage.

Power Greataxe

Sweeping (1)

Usage time: Standard action.

_______________________________________________________________________________________________________

The orc grunt makes a --2 strike vs. Armor with its greataxe.

Hit: 1d8+5 damage.

Orc Butcher

auto

Level 3 Brute

Medium humanoid

Knowledge (local) 6: Orc butchers usually run the field kitchens in orc armies. They tend to be smarter than the average orc warrior, but are no less ferocious when challenged.

HP 22 DR 5

Defenses Armor 5 Fort 6 Ref 5 Ment 4

Movement Land 30 ft.

Senses Darkvision (60 ft.)

Other skills Endurance +6

_______________________________________________________________________________________________________

Attributes Str 5, Dex 1, Con 2, Int 0, Per 0, Wil 0

Power 1 ✨ 6

Alignment Usually lawful evil

Orc Butcher Abilities

Bloodletting Butcher’s Cleaver

Sweeping (2)

Usage time: Standard action.

_______________________________________________________________________________________________________

The orc butcher makes a +1 strike vs. Armor with its butcher’s cleaver.

Hit: 1d8+5 damage. If the target loses hit points, it takes damage from the strike again during the orc butcher’s next action.

Butcher’s Cleaver

Sweeping (2)

Usage time: Standard action.

_______________________________________________________________________________________________________

The orc butcher makes a +1 strike vs. Armor with its butcher’s cleaver.

Hit: 1d8+5 damage.

Orc Veteran

auto

Level 5 Brute

Medium humanoid

Knowledge (local) 7: Orc veterans are battle-hardened elite warriors who are deadly at any range. They often serve as bodyguards to orc chieftains or as devastating shock troops in battle.

HP 28 DR 7

Defenses Armor 7 Fort 9 Ref 6 Ment 7

Movement Land 30 ft.

Senses Darkvision (60 ft.)

Other skills Endurance +8

_______________________________________________________________________________________________________

Attributes Str 6, Dex 0, Con 3, Int -2, Per 1, Wil 1

Power 3 ✨ 8

Alignment Usually lawful evil

Orc Veteran Abilities

Greataxe

Sweeping (1)

Usage time: Standard action.

_______________________________________________________________________________________________________

The orc veteran makes a +5 strike vs. Armor with its greataxe.

Hit: 1d8+6 damage.

Heartpiercing Longbow

Projectile (90/270)

Usage time: Standard action.

_______________________________________________________________________________________________________

The orc veteran makes a +4 strike vs. Armor with its longbow. It gains a +3 accuracy bonus with the strike for the purpose of determining whether it gets a critical hit.

Hit: 1d6+4 damage.

Glancingblow: No effect.

Power Greataxe

Sweeping (1)

Usage time: Standard action.

_______________________________________________________________________________________________________

The orc veteran makes a +1 strike vs. Armor with its greataxe.

Hit: 1d8+6 damage.

Orc Clan Chief

auto

Level 6 Leader – Elite

Medium humanoid

Knowledge (local) 8: Orc clan chiefs are the among the most powerful orc warriors. Even the lowest clan chief commands hundreds of powerful orc warriors, plus at least as many noncombatants.

HP 78 DR 58

Defenses Armor 10 Fort 13 Ref 9 Ment 12

Movement Land 30 ft.

Senses Darkvision (60 ft.)

Other skills Endurance +10

_______________________________________________________________________________________________________

Attributes Str 6, Dex 0, Con 4, Int 0, Per 2, Wil 3

Power 8 ✨ 11

Alignment Usually lawful evil

Orc Clan Chief Abilities

Condition Removal: The orc clan chief can remove conditions at the end of each round (see Monster Conditions).

Elite Actions: The orc clan chief can use an additional Elite ability each round.

Battle Command

Usage time: Elite action.

_______________________________________________________________________________________________________

The orc clan chief chooses an ally within Medium (60 ft.) range. Whenever the target makes a strike this round, it gains a +3 accuracy bonus and rolls twice, keeping the higher result.

Distant Longbow

Projectile (90/270)

Usage time: Standard action.

_______________________________________________________________________________________________________

The orc clan chief makes a +5 strike vs. Armor with its longbow. It reduces its longshot penalty with the strike by 4.

Hit: 1d6+5 damage.

Guardbreaking Greataxe

Sweeping (1)

Usage time: Standard action.

_______________________________________________________________________________________________________

The orc clan chief makes a +5 strike vs. Armor with its greataxe. In addition, it chooses one of its allies.

Hit: 1d8+8 damage. If the target takes damage, it briefly takes a -2 penalty to all defenses against that ally’s attacks.

Hamstring Greataxe

Sweeping (1)

Usage time: Standard action.

_______________________________________________________________________________________________________

The orc clan chief makes a +6 strike vs. Armor with its greataxe. Each creature that loses hit points from the strike is slowed (half speed, -2 Armor and Ref) as a condition.

Hit: 1d8+8 damage.

Power Greataxe

Sweeping (1)

Usage time: Standard action.

_______________________________________________________________________________________________________

The orc clan chief makes a +2 strike vs. Armor with its greataxe.

Hit: 1d8+8 damage.

Orc Shaman

auto

Level 2 Leader

Medium humanoid

Knowledge (local) 6: Orc shamans provide orc battle squads with divine magical support. They primarily aid their allies, though they have no fear of taking up arms themselves when necessary.

Knowledge (local) 11: If an orc shaman proves their mettle and wisdom in combat, they may eventually become a trusted advisor to a clan chief. The advice and spiritual guidance of a capable shaman often has more influence on the success of an orc clan than mere strength of arms, and good clan chiefs recognize that fact.

HP 12 DR 6

Defenses Armor 5 Fort 5 Ref 5 Ment 8

Movement Land 30 ft.

Senses Darkvision (60 ft.)

Other skills Endurance +5

_______________________________________________________________________________________________________

Attributes Str 4, Dex 1, Con 1, Int -1, Per 1, Wil 4

Power 5 ✨ 5

Alignment Usually lawful evil

Orc Shaman Abilities

Battleaxe

Usage time: Standard action.

_______________________________________________________________________________________________________

The orc shaman makes a +2 strike vs. Armor with its battleaxe.

Hit: 1d6+2 damage.

Divine Judgment

Usage time: Standard action.

_______________________________________________________________________________________________________

The orc shaman makes a +1 attack vs. Mental against one creature within Medium (60 ft.) range.

Hit: 1d6+2 energy damage.

True Strike

Usage time: Standard action.

_______________________________________________________________________________________________________

The orc shaman chooses an ally within Medium (60 ft.) range. The first time the target makes a strike this round, it gains a +1 accuracy bonus and rolls twice, keeping the higher result.

Skeletons

PIC

Knowledge (religion) 5: Skeletons are the reanimated corpses of once-living creatures. They are the most basic form of animated undead, since they can be created from corpses that have been reduced to mere bones. Creating a skeleton is generally regarded as a fundamentally evil act.

Knowledge (religion) 10: Skeletons retain all of the mundane abilities of the reanimated creature, but lose all magical ✨ abilities. They retain the ability to wield the same weapons and armor as the original creature, but they become simple-minded. In addition, skeletons are always more agile and less strong than the original creature.

Knowledge (religion) 15: Creating a skeleton from a corpse requires splintering the soul of the creature the corpse belonged to. The soul splinter created this way is used to give the skeleton its agency. This is unpleasant for the dead creature in its afterlife, though not dangerous.

Skeletons are never created by ambient necromantic magic. They have no internal intelligence or agency of any kind, and precisely obey the instructions of their controllers. If their instructions are poorly worded or incomplete, skeletons may fail to fight even if attacked.

Skeletal Town Guard

auto

Level 1 Warrior

Medium undead

HP 6 DR 6

Defenses Armor 6 Fort 2 Ref 5 Ment 3

Immune Emotion, disease, poison

Vulnerable Compulsion

Movement Land 30 ft.

Senses Darkvision (60 ft.)

_______________________________________________________________________________________________________

Attributes Str 2, Dex 2, Con -1, Int -7, Per 0, Wil 0

Power 0 ✨ 2

Alignment Always neutral evil

Skeletal Town Guard Abilities

Simple-Minded: The skeletal town guard can follow simple instructions, but is not fully sentient or capable of complex reasoning. It has no soul, so if it dies, it cannot be resurrected. It is immune to Emotion abilities. However, it is vulnerable (-4 defenses) to Compulsion attacks.

Undead: The skeletal town guard is undead instead of living, and it takes damage from most healing effects (see Undead)).

Skeletal Town Healer

auto

Level 2 Warrior

Medium undead

HP 6 DR 6

Defenses Armor 7 Fort 2 Ref 5 Ment 4

Immune Emotion, disease, poison

Vulnerable Compulsion

Movement Land 30 ft.

Senses Darkvision (60 ft.)

_______________________________________________________________________________________________________

Attributes Str 1, Dex 1, Con -2, Int -7, Per 0, Wil 0

Power 1 ✨ 2

Alignment Always neutral evil

Skeletal Town Healer Abilities

Simple-Minded: The skeletal town healer can follow simple instructions, but is not fully sentient or capable of complex reasoning. It has no soul, so if it dies, it cannot be resurrected. It is immune to Emotion abilities. However, it is vulnerable (-4 defenses) to Compulsion attacks.

Undead: The skeletal town healer is undead instead of living, and it takes damage from most healing effects (see Undead)).

Skeletal Orc Peon

auto

Level 1 Warrior

Medium undead

HP 6 DR 6

Defenses Armor 6 Fort 2 Ref 4 Ment 3

Immune Emotion, disease, poison

Vulnerable Compulsion

Movement Land 30 ft.

Senses Darkvision (60 ft.)

_______________________________________________________________________________________________________

Attributes Str 4, Dex 1, Con -1, Int -7, Per 0, Wil 0

Power 0 ✨ 4

Alignment Always neutral evil

Skeletal Orc Peon Abilities

Simple-Minded: The skeletal orc peon can follow simple instructions, but is not fully sentient or capable of complex reasoning. It has no soul, so if it dies, it cannot be resurrected. It is immune to Emotion abilities. However, it is vulnerable (-4 defenses) to Compulsion attacks.

Undead: The skeletal orc peon is undead instead of living, and it takes damage from most healing effects (see Undead)).

Skeletal Orc Grunt

auto

Level 2 Warrior

Medium undead

HP 10 DR 10

Defenses Armor 7 Fort 4 Ref 5 Ment 4

Immune Emotion, disease, poison

Vulnerable Compulsion

Movement Land 30 ft.

Senses Darkvision (60 ft.)

_______________________________________________________________________________________________________

Attributes Str 4, Dex 1, Con 0, Int -7, Per 0, Wil 0

Power 1 ✨ 5

Alignment Always neutral evil

Skeletal Orc Grunt Abilities

Simple-Minded: The skeletal orc grunt can follow simple instructions, but is not fully sentient or capable of complex reasoning. It has no soul, so if it dies, it cannot be resurrected. It is immune to Emotion abilities. However, it is vulnerable (-4 defenses) to Compulsion attacks.

Undead: The skeletal orc grunt is undead instead of living, and it takes damage from most healing effects (see Undead)).

Skeletal Orc Butcher

auto

Level 3 Warrior

Medium undead

HP 12 DR 12

Defenses Armor 7 Fort 4 Ref 6 Ment 4

Immune Emotion, disease, poison

Vulnerable Compulsion

Movement Land 30 ft.

Senses Darkvision (60 ft.)

_______________________________________________________________________________________________________

Attributes Str 4, Dex 2, Con 0, Int -7, Per 0, Wil 0

Power 1 ✨ 5

Alignment Always neutral evil

Skeletal Orc Butcher Abilities

Simple-Minded: The skeletal orc butcher can follow simple instructions, but is not fully sentient or capable of complex reasoning. It has no soul, so if it dies, it cannot be resurrected. It is immune to Emotion abilities. However, it is vulnerable (-4 defenses) to Compulsion attacks.

Undead: The skeletal orc butcher is undead instead of living, and it takes damage from most healing effects (see Undead)).

Skeletal Orc Veteran

auto

Level 5 Warrior

Medium undead

HP 18 DR 18

Defenses Armor 9 Fort 7 Ref 7 Ment 6

Immune Emotion, disease, poison

Vulnerable Compulsion

Movement Land 30 ft.

Senses Darkvision (60 ft.)

_______________________________________________________________________________________________________

Attributes Str 4, Dex 1, Con 1, Int -7, Per 0, Wil 0

Power 2 ✨ 6

Alignment Always neutral evil

Skeletal Orc Veteran Abilities

Simple-Minded: The skeletal orc veteran can follow simple instructions, but is not fully sentient or capable of complex reasoning. It has no soul, so if it dies, it cannot be resurrected. It is immune to Emotion abilities. However, it is vulnerable (-4 defenses) to Compulsion attacks.

Undead: The skeletal orc veteran is undead instead of living, and it takes damage from most healing effects (see Undead)).

Skeletal Orc Clan Chief

auto

Level 6 Warrior – Elite

Medium undead

HP 66 DR 99

Defenses Armor 12 Fort 11 Ref 10 Ment 9

Immune Emotion, disease, poison

Vulnerable Compulsion

Movement Land 30 ft.

Senses Darkvision (60 ft.)

_______________________________________________________________________________________________________

Attributes Str 6, Dex 1, Con 2, Int -7, Per 0, Wil 0

Power 5 ✨ 11

Alignment Always neutral evil

Skeletal Orc Clan Chief Abilities

Condition Removal: The skeletal orc clan chief can remove conditions at the end of each round (see Monster Conditions).

Elite Actions: The skeletal orc clan chief can use an additional Elite ability each round.

Simple-Minded: The skeletal orc clan chief can follow simple instructions, but is not fully sentient or capable of complex reasoning. It has no soul, so if it dies, it cannot be resurrected. It is immune to Emotion abilities. However, it is vulnerable (-4 defenses) to Compulsion attacks.

Undead: The skeletal orc clan chief is undead instead of living, and it takes damage from most healing effects (see Undead)).

Skeletal Orc Shaman

auto

Level 2 Warrior

Medium undead

HP 8 DR 8

Defenses Armor 7 Fort 3 Ref 6 Ment 4

Immune Emotion, disease, poison

Vulnerable Compulsion

Movement Land 30 ft.

Senses Darkvision (60 ft.)

_______________________________________________________________________________________________________

Attributes Str 4, Dex 2, Con -1, Int -7, Per 0, Wil 0

Power 1 ✨ 5

Alignment Always neutral evil

Skeletal Orc Shaman Abilities

Simple-Minded: The skeletal orc shaman can follow simple instructions, but is not fully sentient or capable of complex reasoning. It has no soul, so if it dies, it cannot be resurrected. It is immune to Emotion abilities. However, it is vulnerable (-4 defenses) to Compulsion attacks.

Undead: The skeletal orc shaman is undead instead of living, and it takes damage from most healing effects (see Undead)).

Stygian Leech

auto

Level 5 Brute

Medium magical beast

PIC

Knowledge (nature) 7: A stygian leech is a Medium worm-like creature that feeds on life energy. It uses its ability to crawl on walls and ceilings to drop on unsuspecting foes.

Knowledge (nature) 12: Stygian leeches instinctively avoid feeding on other stygian leeches, but will otherwise attempt to drain the life from any living creatures, regardless of danger. They can instinctively sense the location of any living creatures nearby. Their life-draining attacks can allow them to heal themselves.

Knowledge (nature) 17: Stygian leeches ignore non-living creatures entirely unless severely provoked. Some non-living creatures, such as intelligent undead, take advantage of this by gathering stygian leeches to guard their homes.

HP 30 DR 7

Defenses Armor 8 Fort 10 Ref 8 Ment 4

Movement Climb 30 ft. Land 30 ft. Climb +10 Stealth +7

Senses Darkvision (120 ft.), lifesense (120 ft.)

_______________________________________________________________________________________________________

Attributes Str 5, Dex 2, Con 4, Int -6, Per 2, Wil -2

Power 0 ✨ 7

Alignment Always true neutral

Stygian Leech Abilities

Leech Life

Grappling

Usage time: Standard action.

_______________________________________________________________________________________________________

The stygian leech makes a +3 strike vs. Armor with its bite.

Hit: 1d8+5 damage. At the end of the round, the stygian leech regains hit points equal to the hit points that the target lost from this attack if the target is living.

Townsfolk

Town Guard

auto

Level 1 Warrior

Medium humanoid

Knowledge (local) 5: Town guards are common throughout civilization. This represents the sort of ordinary guard that would be found even in rural towns, not an elite bodyguard.

HP 10 DR 10

Defenses Armor 6 Fort 4 Ref 4 Ment 3

Movement Land 30 ft.

_______________________________________________________________________________________________________

Attributes Str 1, Dex 1, Con 1, Int 0, Per 0, Wil 0

Power 0 ✨ 1

Alignment Usually lawful neutral

Town Guard Abilities

Broadsword

Sweeping (1)

Usage time: Standard action.

_______________________________________________________________________________________________________

The town guard makes a +0 strike vs. Armor with its broadsword.

Hit: 1d6 damage.

Town Healer

auto

Level 2 Mystic

Medium humanoid

Knowledge (local) 6: Town healers are typically clerics or druids with some healing ability. They may be prominent leaders of a temple, or they may prefer solitude, but it is rare to find a reasonably sized town that does not have a healer of some variety.

HP 9 DR 9

Defenses Armor 4 Fort 4 Ref 4 Ment 7

Movement Land 30 ft.

Other skills Medicine +4

_______________________________________________________________________________________________________

Attributes Str 0, Dex 0, Con 0, Int 0, Per 3, Wil 3

Power 4 ✨ 1

Alignment Any

Town Healer Abilities

Inflict Wound

Usage time: Standard action.

_______________________________________________________________________________________________________

The town healer makes a +2 attack vs. Fortitude against one living creature within Short (30 ft.) range.

Hit: 1d6+2 energy damage. If the target loses hit points from this damage, it takes the damage again.

Restoration

Swift

Usage time: Standard action.

_______________________________________________________________________________________________________

The town healer, or one living ally within Short (30 ft.) range of it, regains 1d6+4 hit points and increases its fatigue level by one.

Treants

All treants have the animate tree ability.

Animate Tree

Usage time: Standard action.

_______________________________________________________________________________________________________

The treant animates a tree to fight by its side. The tree must be no larger than the treant, and it must be the same type of tree as the treant.

The tree’s combat statistics are the same as the treant’s, except that the tree may be a different size category, and it lacks this ability. This ability lasts until the treant uses it again or dismisses it. When this ability ends, the tree sets down roots in its new location if possible. Treants avoid stranding trees in unsustainable locations except in desperate circumstances.

Birch Treant

auto

Level 5 Warrior

Large animate

Knowledge (nature) 7: Birch treants tend to be shy, and they to avoid conflict if at all possible.

HP 26 DR 26

Defenses Armor 9 Fort 11 Ref 5 Ment 4

Vulnerable Fire

Movement Land 30 ft.

Senses Awareness +9

_______________________________________________________________________________________________________

Attributes Str 2, Dex 0, Con 5, Int 0, Per 4, Wil -2

Power 0 ✨ 4

Alignment Usually true neutral

Birch Treant Abilities

Indwelt: The birch treant is both an object and a living creature. For details, see ??.

Rebounding Treeclub

Impact

Usage time: Standard action.

_______________________________________________________________________________________________________

The birch treant makes a +4 strike vs. Armor with its treeclub. It gains a +2 accuracy bonus if it missed the target with a strike last round.

Hit: 1d10+3 damage.

Chestnut Treant

auto

Level 6 Warrior

Large animate

Knowledge (nature) 8: Chestnut treants tend to mischievous and outgoing. They like playing small tricks on interesting creatures that pass by.

HP 30 DR 30

Defenses Armor 10 Fort 13 Ref 6 Ment 8

Vulnerable Fire

Movement Land 30 ft.

Senses Awareness +9

_______________________________________________________________________________________________________

Attributes Str 2, Dex 0, Con 6, Int 0, Per 3, Wil 1

Power 4 ✨ 5

Alignment Usually true neutral

Chestnut Treant Abilities

Indwelt: The chestnut treant is both an object and a living creature. For details, see ??.

Anklespraining Treeclub

Impact

Usage time: Standard action.

_______________________________________________________________________________________________________

The chestnut treant makes a +4 strike vs. Armor with its treeclub.

Hit: 1d10+3 damage. If the target takes damage and the attack result beats its Reflex defense, it becomes slowed (half speed, -2 Armor and Ref) as a condition.

Tricky Treeclub

Impact

Usage time: Standard action.

_______________________________________________________________________________________________________

The chestnut treant makes a +4 strike vs. Armor with its treeclub. If the attack result beats the target’s Reflex defense, the strike deals 1d6 extra damage.

Hit: 1d10+3 damage.

Willow Treant

auto

Level 7 Warrior

Large animate

Knowledge (nature) 8: Willow treants are the most agile treants, and they can twist and bend their bodies with surprising finesse. Their attitudes tend to be similarly flexible, and they can be easily persuadable.

HP 35 DR 35

Defenses Armor 10 Fort 12 Ref 9 Ment 5

Vulnerable Fire

Movement Land 30 ft.

Senses Awareness +8

_______________________________________________________________________________________________________

Attributes Str 2, Dex 3, Con 5, Int 1, Per 2, Wil -2

Power 1 ✨ 5

Alignment Usually true neutral

Willow Treant Abilities

Indwelt: The willow treant is both an object and a living creature. For details, see ??.

Lashing Treeclub

Impact

Usage time: Standard action.

_______________________________________________________________________________________________________

The willow treant makes a +5 strike vs. Armor with its treeclub.

Hit: 1d10+3 damage. If the target loses hit points, the willow treant makes an additional strike against it with the same accuracy and damage.

Whirling Treeclub

Impact

Usage time: Standard action.

_______________________________________________________________________________________________________

The willow treant makes a +5 strike vs. Armor with its treeclub. The strike targets all adjacent enemies.

Hit: 1d10+3 damage.

Miss: Half damage.

Darkroot Treant

auto

Level 8 Warrior

Large animate

Knowledge (nature) 9: Darkroot treants, unlike most other treants, primarily inhabit swamps and other grimy places. Their bark is mottled with fungus, and they tend to have a more sinister demeanor than most treants.

HP 38 DR 38

Defenses Armor 11 Fort 13 Ref 7 Ment 10

Movement Land 30 ft.

Senses Awareness +8

_______________________________________________________________________________________________________

Attributes Str 5, Dex 0, Con 5, Int 1, Per 1, Wil 2

Power 6 ✨ 9

Alignment Usually neutral evil

Darkroot Treant Abilities

Indwelt: The darkroot treant is both an object and a living creature. For details, see ??.

Festering Treeclub

Impact

Usage time: Standard action.

_______________________________________________________________________________________________________

The darkroot treant makes a +5 strike vs. Armor with its treeclub.

Hit: 1d10+7 damage. If the target loses hit points, it takes damage from the strike again during the darkroot treant’s next action.

Sickening Treeclub

Impact

Usage time: Standard action.

_______________________________________________________________________________________________________

The darkroot treant makes a +5 strike vs. Armor with its treeclub.

Hit: 1d10+7 damage. If the target takes damage and the attack result beats its Fortitude defense, it is stunned (-2 defenses) as a condition.

Pine Treant

auto

Level 9 Warrior

Huge animate

Knowledge (nature) 9: Pine treants tend to be the most steadfast treants. They are strong-willed, like oak trees. However, while oak treants are stubborn, pine treants are resolutely benevolent, sheltering all who need aid.

HP 50 DR 50

Defenses Armor 13 Fort 16 Ref 4 Ment 12

Vulnerable Fire

Movement Land 30 ft.

Senses Awareness +8

_______________________________________________________________________________________________________

Attributes Str 4, Dex -2, Con 8, Int 2, Per 1, Wil 4

Power 8 ✨ 8

Alignment Usually neutral good

Pine Treant Abilities

Indwelt: The pine treant is both an object and a living creature. For details, see ??.

Felling Treeclub

Impact, Massive (10)

Usage time: Standard action.

_______________________________________________________________________________________________________

The pine treant makes a +8 strike vs. Armor with its treeclub.

Hit: 1d10+6 damage. If the target loses hit points, it falls prone (half speed, -2 Armor and Ref). This is a Size-Based effect.

Miss: Half damage.

Resounding Treeclub

Impact, Massive (10)

Usage time: Standard action.

_______________________________________________________________________________________________________

The pine treant makes a +6 strike vs. Armor with its treeclub. If the attack result beats the target’s Fortitude defense, the strike deals 2d6 extra damage.

Hit: 1d10+6 damage.

Miss: Half damage.

Oak Treant

auto

Level 10 Warrior

Huge animate

Knowledge (nature) 10: Oak treants tend to be the most stubborn treants. They brook no guff from wayward adventurers.

HP 50 DR 50

Defenses Armor 14 Fort 16 Ref 5 Ment 14

Vulnerable Fire

Movement Land 30 ft.

Senses Awareness +8

_______________________________________________________________________________________________________

Attributes Str 5, Dex -2, Con 7, Int 0, Per 0, Wil 5

Power 10 ✨ 10

Alignment Usually true neutral

Oak Treant Abilities

Indwelt: The oak treant is both an object and a living creature. For details, see ??.

Boneshattering Treeclub

Impact, Massive (10)

Usage time: Standard action.

_______________________________________________________________________________________________________

The oak treant makes a +7 strike vs. Armor with its treeclub. If the attack result beats a creature’s Fortitude defense, the strike deals maximum damage.

Hit: 1d10+8 damage.

Miss: Half damage.

Surefell Treeclub

Impact, Massive (10)

Usage time: Standard action.

_______________________________________________________________________________________________________

The oak treant makes a +7 strike vs. Armor with its treeclub.

Hit: 1d10+8 damage. If the target takes damage, it falls prone (half speed, -2 Armor and Ref).

Miss: Half damage.

Cyprus Treant

auto

Level 11 Warrior

Huge animate

Knowledge (nature) 10: Cyprus treants are the most durable treants. They are virtually indestructible, and are fearsome when roused to anger.

HP 56 DR 56

Defenses Armor 15 Fort 18 Ref 6 Ment 12

Movement Land 30 ft.

Senses Awareness +9

_______________________________________________________________________________________________________

Attributes Str 6, Dex -2, Con 8, Int 0, Per 1, Wil 2

Power 7 ✨ 11

Alignment Usually true neutral

Cyprus Treant Abilities

Indwelt: The cyprus treant is both an object and a living creature. For details, see ??.

Bracing Treeclub

Impact, Massive (10)

Usage time: Standard action.

_______________________________________________________________________________________________________

The cyprus treant makes a +7 strike vs. Armor with its treeclub. In addition, it is impervious (+4 defenses) to all damage this round. Because this is a Swift ability, it affects attacks against it during the current phase.

Hit: 1d10+8 damage.

Miss: Half damage.

Felling Treeclub

Impact, Massive (10)

Usage time: Standard action.

_______________________________________________________________________________________________________

The cyprus treant makes a +10 strike vs. Armor with its treeclub.

Hit: 1d10+8 damage. If the target loses hit points, it falls prone (half speed, -2 Armor and Ref). This is a Size-Based effect.

Miss: Half damage.

Vampires

Knowledge (religion) 7: Vampires are humanoid-looking undead that feast on the blood of the living. They rule the night, but fear the sun, which can utterly destroy them. Vampires are unable to cross running water or enter true sunlight. Garlic and holy water are effective tools to defend against a vampire, but they are no guarantee.

Knowledge (religion) 12: Because vampires are so vulnerable during the day, they typically put great effort into acquiring manors or dungeons to live in. Their homes are attended by powerful servants who can protect them so they do not have to risk fighting during the day. Some vampires prefer undead servants, while others use living minions who may or may not know the vampire’s true nature. Vampires are the most life-like of all undead, and they can easily pass as living if it suits their purposes.

Knowledge (religion) 17: The most ancient and powerful vampires can cross running water or enter true sunlight, but only briefly. In emergencies, with no blood available, vampires can enter a torpor that staves off their need for blood. However, they are extremely vulnerable in this state, so only a desperate vampire would consider it.

Fledgling Vampire

auto

Level 5 Skirmisher – Elite

Medium undead

Knowledge (religion) 7: Fledgling vampires are the weakest form of vampire. They are recently turned, and some still feel a strong attachment to their old life. Despite their inexperience, they still possess most of a vampire’s powerful abilities, so they should not be taken lightly.

Knowledge (religion) 12: Most fledgling vampires are still growing accustomed to their need for blood. They may attempt to fast, which weakens them, before being consumed by an uncontrollable bloodlust.

HP 54 DR 40

Defenses Armor 11 Fort 9 Ref 12 Ment 11

Immune Disease, poison

Movement Land 30 ft.

Senses Darkvision (120 ft.), Awareness +8

Social Intimidate +5

_______________________________________________________________________________________________________

Attributes Str 3, Dex 4, Con 1, Int 3, Per 3, Wil 3

Power 7 ✨ 7

Alignment Usually lawful evil

Fledgling Vampire Abilities

Condition Removal: The fledgling vampire can remove conditions at the end of each round (see Monster Conditions).

Elite Actions: The fledgling vampire can use an additional Elite ability each round.

Nightshifter ✨: As a standard action, a vampire can shapeshift into the form of a Tiny bat, a Medium cloud of mist, or its normal humanoid form. While in its bat form, it gains blindsense (120 ft.) and a 40 foot fly speed with a 60 ft. height limit. While in its mist form, it becomes floating and intangible, and gains a 20 foot fly speed with a 60 ft. height limit. In either non-humanoid form, the vampire is unable to use any standard action other than to resume its humanoid form. This ability is almost exclusively used for mobility rather than combat. A vampire cannot use this ability while it is paralyzed (cannot move).

Undead: The fledgling vampire is undead instead of living, and it takes damage from most healing effects (see Undead)).

Unholy Creature of the Night ✨: Vampires have a number of specific weaknesses.

Blood Dependence: For every 24 hours that a vampire remains awake without ingesting the blood of a living creature, its maximum hit points are reduced by 20. If its maximum hit points are reduced to 0 in this way, it dies and withers away into a pile of ash. This penalty is removed as soon as the vampire drinks blood. A vampire can can enter a torpor to survive indefinitely without blood. While in a torpor, it is unconscious until it smells blood nearby.

Garlic: Whenever a vampire smells or touches garlic, it takes 10 energy damage and becomes frightened (-2 Mental, -2 accuracy vs. source) by any creatures bearing garlic as a condition. This damage is repeated at the during each subsequent action phase that the vampire spends exposed to garlic.

Holy Water: Whenever a vampire takes damage from holy water, it becomes stunned (-2 defenses) as a condition.

Running Water: Whenever a vampire touches or flies over running water, it takes 10 energy damage and briefly becomes immobilized (-4 Armor and Ref, cannot use movement speeds). It can use the struggle ability to move despite being immobilized, but only towards the closest shore. This damage is repeated at the during each subsequent action phase that the vampire spends touching or flying over running water.

Silver: Vampires are vulnerable (-4 defenses) to strikes using silvered weapons.

True Sunlight: Whenever a vampire is exposed to true sunlight, it takes 100 energy damage and becomes blinded (50% miss chance, -2 Armor and Ref) as a condition. If it loses hit points from this damage, it immediately dies and dissolves into a pile of ash. This damage is repeated at the during each subsequent action phase that the vampire spends in true sunlight.

Wooden Stakes: If a vampire loses hit points from a critical strike using a wooden stake, the stake becomes impaled in its heart. The vampire becomes paralyzed (cannot move) until the stake is removed. A wooden stake is a light improvised weapon that deals 1d4 damage.

Alluring Gaze

Emotion

Usage time: Standard action.

_______________________________________________________________________________________________________

The fledgling vampire makes a +4 attack vs. Mental against one creature within Medium (60 ft.) range.

Hit: The target is charmed (friendly with charmer) by the fledgling vampire as a condition. After this effect ends, the target becomes immune to this effect until it finishes a short rest.

Critical hit: The effect becomes permanent.

Blood Drain

Grappling

Usage time: Standard action.

_______________________________________________________________________________________________________

The fledgling vampire makes a +4 melee strike with its bite.

Hit: 1d8+5 damage. At the end of the round, the fledgling vampire regains hit points and damage resistance equal to the hit points the target lost from the attack, ignoring any extra damage from critical hits.

True Vampire

auto

Level 10 Skirmisher – Elite

Medium undead

Knowledge (religion) 10: True vampires have fully awakened their vampiric potential. They have abandoned the world of the living and embraced their need for blood.

HP 96 DR 72

Defenses Armor 14 Fort 12 Ref 16 Ment 15

Immune Disease, poison

Movement Land 30 ft.

Senses Darkvision (120 ft.), Awareness +12

Social Intimidate +8, Persuasion +12, Social Insight +12

_______________________________________________________________________________________________________

Attributes Str 4, Dex 5, Con 1, Int 4, Per 4, Wil 4

Power 11 ✨ 11

Alignment Usually lawful evil

True Vampire Abilities

Condition Removal: The true vampire can remove conditions at the end of each round (see Monster Conditions).

Elite Actions: The true vampire can use an additional Elite ability each round.

Nightshifter ✨: As a standard action, a vampire can shapeshift into the form of a Tiny bat, a Medium cloud of mist, or its normal humanoid form. While in its bat form, it gains blindsense (120 ft.) and a 40 foot fly speed with a 60 ft. height limit. While in its mist form, it becomes floating and intangible, and gains a 20 foot fly speed with a 60 ft. height limit. In either non-humanoid form, the vampire is unable to use any standard action other than to resume its humanoid form. This ability is almost exclusively used for mobility rather than combat. A vampire cannot use this ability while it is paralyzed (cannot move).

Undead: The true vampire is undead instead of living, and it takes damage from most healing effects (see Undead)).

Unholy Creature of the Night ✨: Vampires have a number of specific weaknesses.

Blood Dependence: For every 24 hours that a vampire remains awake without ingesting the blood of a living creature, its maximum hit points are reduced by 20. If its maximum hit points are reduced to 0 in this way, it dies and withers away into a pile of ash. This penalty is removed as soon as the vampire drinks blood. A vampire can can enter a torpor to survive indefinitely without blood. While in a torpor, it is unconscious until it smells blood nearby.

Garlic: Whenever a vampire smells or touches garlic, it takes 10 energy damage and becomes frightened (-2 Mental, -2 accuracy vs. source) by any creatures bearing garlic as a condition. This damage is repeated at the during each subsequent action phase that the vampire spends exposed to garlic.

Holy Water: Whenever a vampire takes damage from holy water, it becomes stunned (-2 defenses) as a condition.

Running Water: Whenever a vampire touches or flies over running water, it takes 10 energy damage and briefly becomes immobilized (-4 Armor and Ref, cannot use movement speeds). It can use the struggle ability to move despite being immobilized, but only towards the closest shore. This damage is repeated at the during each subsequent action phase that the vampire spends touching or flying over running water.

Silver: Vampires are vulnerable (-4 defenses) to strikes using silvered weapons.

True Sunlight: Whenever a vampire is exposed to true sunlight, it takes 100 energy damage and becomes blinded (50% miss chance, -2 Armor and Ref) as a condition. If it loses hit points from this damage, it immediately dies and dissolves into a pile of ash. This damage is repeated at the during each subsequent action phase that the vampire spends in true sunlight.

Wooden Stakes: If a vampire loses hit points from a critical strike using a wooden stake, the stake becomes impaled in its heart. The vampire becomes paralyzed (cannot move) until the stake is removed. A wooden stake is a light improvised weapon that deals 1d4 damage.

Alluring Gaze

Emotion

Usage time: Standard action.

_______________________________________________________________________________________________________

The true vampire makes a +9 attack vs. Mental against one creature within Medium (60 ft.) range.

Hit: The target is charmed (friendly with charmer) by the true vampire as a condition. After this effect ends, the target becomes immune to this effect until it finishes a short rest.

Critical hit: The effect becomes permanent.

Blood Drain

Grappling

Usage time: Standard action.

_______________________________________________________________________________________________________

The true vampire makes a +8 melee strike with its bite.

Hit: 1d8+8 damage. At the end of the round, the true vampire regains hit points and damage resistance equal to the hit points the target lost from the attack, ignoring any extra damage from critical hits.

Vampire Lord

auto

Level 15 Skirmisher – Elite

Medium undead

Knowledge (religion) 12: Vampire lords are one of the most powerful types of undead. They can command legions of followers and vast fortunes that they have developed over centuries.

HP 192 DR 144

Defenses Armor 18 Fort 16 Ref 20 Ment 19

Immune Disease, poison

Movement Land 30 ft.

Senses Darkvision (120 ft.), Awareness +15

Social Intimidate +10, Persuasion +15, Social Insight +15

_______________________________________________________________________________________________________

Attributes Str 4, Dex 6, Con 2, Int 5, Per 5, Wil 5

Power 14 ✨ 13

Alignment Usually lawful evil

Vampire Lord Abilities

Condition Removal: The vampire lord can remove conditions at the end of each round (see Monster Conditions).

Elite Actions: The vampire lord can use an additional Elite ability each round.

Nightshifter ✨: As a standard action, a vampire can shapeshift into the form of a Tiny bat, a Medium cloud of mist, or its normal humanoid form. While in its bat form, it gains blindsense (120 ft.) and a 40 foot fly speed with a 60 ft. height limit. While in its mist form, it becomes floating and intangible, and gains a 20 foot fly speed with a 60 ft. height limit. In either non-humanoid form, the vampire is unable to use any standard action other than to resume its humanoid form. This ability is almost exclusively used for mobility rather than combat. A vampire cannot use this ability while it is paralyzed (cannot move).

Undead: The vampire lord is undead instead of living, and it takes damage from most healing effects (see Undead)).

Unholy Creature of the Night ✨: Vampires have a number of specific weaknesses.

Blood Dependence: For every 24 hours that a vampire remains awake without ingesting the blood of a living creature, its maximum hit points are reduced by 20. If its maximum hit points are reduced to 0 in this way, it dies and withers away into a pile of ash. This penalty is removed as soon as the vampire drinks blood. A vampire can can enter a torpor to survive indefinitely without blood. While in a torpor, it is unconscious until it smells blood nearby.

Garlic: Whenever a vampire smells or touches garlic, it takes 10 energy damage and becomes frightened (-2 Mental, -2 accuracy vs. source) by any creatures bearing garlic as a condition. This damage is repeated at the during each subsequent action phase that the vampire spends exposed to garlic.

Holy Water: Whenever a vampire takes damage from holy water, it becomes stunned (-2 defenses) as a condition.

Running Water: Whenever a vampire touches or flies over running water, it takes 10 energy damage and briefly becomes immobilized (-4 Armor and Ref, cannot use movement speeds). It can use the struggle ability to move despite being immobilized, but only towards the closest shore. This damage is repeated at the during each subsequent action phase that the vampire spends touching or flying over running water.

Silver: Vampires are vulnerable (-4 defenses) to strikes using silvered weapons.

True Sunlight: Whenever a vampire is exposed to true sunlight, it takes 100 energy damage and becomes blinded (50% miss chance, -2 Armor and Ref) as a condition. If it loses hit points from this damage, it immediately dies and dissolves into a pile of ash. This damage is repeated at the during each subsequent action phase that the vampire spends in true sunlight.

Wooden Stakes: If a vampire loses hit points from a critical strike using a wooden stake, the stake becomes impaled in its heart. The vampire becomes paralyzed (cannot move) until the stake is removed. A wooden stake is a light improvised weapon that deals 1d4 damage.

Alluring Gaze

Emotion

Usage time: Standard action.

_______________________________________________________________________________________________________

The vampire lord makes a +13 attack vs. Mental against one creature within Medium (60 ft.) range.

Hit: The target is charmed (friendly with charmer) by the vampire lord as a condition. After this effect ends, the target becomes immune to this effect until it finishes a short rest.

Critical hit: The effect becomes permanent.

Blood Drain

Grappling

Usage time: Standard action.

_______________________________________________________________________________________________________

The vampire lord makes a +11 melee strike with its bite.

Hit: 1d8+10 damage. At the end of the round, the vampire lord regains hit points and damage resistance equal to the hit points the target lost from the attack, ignoring any extra damage from critical hits.

Warg

auto

Level 2 Skirmisher

Medium magical beast

HP 12 DR 6

Defenses Armor 6 Fort 5 Ref 6 Ment 3

Movement Land 40 ft.

Senses Scent

_______________________________________________________________________________________________________

Attributes Str 3, Dex 2, Con 1, Int -4, Per 2, Wil -1

Power 0 ✨ 4

Alignment

Warg Abilities

Bite

Grappling

Usage time: Standard action.

_______________________________________________________________________________________________________

The warg makes a +2 strike vs. Armor with its bite.

Hit: 1d8+3 damage.

Yrthak

auto

Level 7 Skirmisher – Elite

Huge magical beast

Knowledge (nature) 8: Yrthaks are virtually blind. They can “see” around themselves with their blindsight ability, which relies on their incredible hearing. Beyond that range, they cannot see, though they can still identify the existence and location of creatures at great range by sound.

HP 96 DR 72

Defenses Armor 11 Fort 13 Ref 9 Ment 9

Immune Visual

Movement Fly 70 ft. (90 ft. up) Land 50 ft. Stealth +8

Senses Blindsight (120 ft.), blindsense (240 ft.), Awareness +12

_______________________________________________________________________________________________________

Attributes Str 5, Dex 2, Con 4, Int -4, Per 6, Wil 0

Power 5 ✨ 10

Alignment Usually true neutral

Yrthak Abilities

Condition Removal: The yrthak can remove conditions at the end of each round (see Monster Conditions).

Echolocation: The yrthak uses its hearing to “see”. While it is deafened (20% verbal spell failure), it loses its natural blindsight and blindsense abilities.

Elite Actions: The yrthak can use an additional Elite ability each round.

Sightless: The yrthak cannot see normally. If it has no relevant special vision abilities, it is blinded (50% miss chance, -2 Armor and Ref).

Thundering Hide

Auditory

Usage time: Standard action.

_______________________________________________________________________________________________________

Whenever an enemy within a Tiny (5 ft.) radius emanation deals damage to the yrthak, it makes a +7 reactive attack vs. Fortitude against them.

Hit: 1d6+1d8 damage.

Grappling Bite

Grappling, Massive (10)

Usage time: Standard action.

_______________________________________________________________________________________________________

The yrthak makes a +7 strike vs. Armor with its bite.

Hit: 1d8+8 damage. If this attack beats the target’s Fortitude defense, and the target is smaller than the yrthak, they are grappled by each other.

Miss: Half damage.

Sonic Lance

Auditory

Usage time: Elite action.

_______________________________________________________________________________________________________

The yrthak makes a +7 attack vs. Fortitude against all creatures within in a Large (60 ft. long), 5 ft. wide line from it.

Hit: 1d6+5 damage.

Miss: Half damage.

Zombies

Knowledge (religion) 5: Zombies are the reanimated corpses of once-living creatures. They must be created from corpses that still retain most of their organs and internal structure. Creating a zombie is generally regarded as a fundamentally evil act.

Knowledge (religion) 10: Zombies retain all of the mundane abilities of the reanimated creature, but lose all magical ✨ abilities. They lose the ability to wield any weapons, though they can sometimes be found wearing the same armor as the original creature. Instead of using weapons, zombies prefer to bite their foes. In addition, zombies are always stronger and less agile than the original creature.

Knowledge (religion) 15: Creating a zombie from a corpse requires splintering the soul of the creature the corpse belonged to. The soul splinter created this way is used to give the zombie its agency. This is unpleasant for the dead creature in its afterlife, though not dangerous.

Zombies are sometimes created by ambient necromantic magic. Even if they are created and controlled by necromancers, they still retain an animalistic hunger for flesh, especially brains. If their instructions are poorly worded or incomplete, zombies may attack any living creature they see.

Zombie Town Guard

auto

Level 1 Brute

Medium undead

HP 20 DR 5

Defenses Armor 3 Fort 6 Ref 2 Ment 3

Immune Emotion, disease, poison

Vulnerable Compulsion

Movement Land 20 ft.

Senses Darkvision (60 ft.)

_______________________________________________________________________________________________________

Attributes Str 3, Dex -1, Con 3, Int -7, Per 0, Wil 0

Power 0 ✨ 3

Alignment Always neutral evil

Zombie Town Guard Abilities

Simple-Minded: The zombie town guard can follow simple instructions, but is not fully sentient or capable of complex reasoning. It has no soul, so if it dies, it cannot be resurrected. It is immune to Emotion abilities. However, it is vulnerable (-4 defenses) to Compulsion attacks.

Undead: The zombie town guard is undead instead of living, and it takes damage from most healing effects (see Undead)).

Zombie Town Healer

auto

Level 2 Brute

Medium undead

HP 20 DR 5

Defenses Armor 4 Fort 6 Ref 2 Ment 4

Immune Emotion, disease, poison

Vulnerable Compulsion

Movement Land 20 ft.

Senses Darkvision (60 ft.)

_______________________________________________________________________________________________________

Attributes Str 2, Dex -2, Con 2, Int -7, Per 0, Wil 0

Power 1 ✨ 3

Alignment Always neutral evil

Zombie Town Healer Abilities

Simple-Minded: The zombie town healer can follow simple instructions, but is not fully sentient or capable of complex reasoning. It has no soul, so if it dies, it cannot be resurrected. It is immune to Emotion abilities. However, it is vulnerable (-4 defenses) to Compulsion attacks.

Undead: The zombie town healer is undead instead of living, and it takes damage from most healing effects (see Undead)).

Zombie Orc Peon

auto

Level 1 Brute

Medium undead

HP 20 DR 5

Defenses Armor 3 Fort 6 Ref 1 Ment 3

Immune Emotion, disease, poison

Vulnerable Compulsion

Movement Land 20 ft.

Senses Darkvision (60 ft.)

_______________________________________________________________________________________________________

Attributes Str 4, Dex -2, Con 3, Int -7, Per 0, Wil 0

Power 0 ✨ 4

Alignment Always neutral evil

Zombie Orc Peon Abilities

Simple-Minded: The zombie orc peon can follow simple instructions, but is not fully sentient or capable of complex reasoning. It has no soul, so if it dies, it cannot be resurrected. It is immune to Emotion abilities. However, it is vulnerable (-4 defenses) to Compulsion attacks.

Undead: The zombie orc peon is undead instead of living, and it takes damage from most healing effects (see Undead)).

Zombie Orc Grunt

auto

Level 2 Brute

Medium undead

HP 24 DR 6

Defenses Armor 4 Fort 8 Ref 2 Ment 4

Immune Emotion, disease, poison

Vulnerable Compulsion

Movement Land 20 ft.

Senses Darkvision (60 ft.)

_______________________________________________________________________________________________________

Attributes Str 4, Dex -2, Con 4, Int -7, Per 0, Wil 0

Power 1 ✨ 5

Alignment Always neutral evil

Zombie Orc Grunt Abilities

Simple-Minded: The zombie orc grunt can follow simple instructions, but is not fully sentient or capable of complex reasoning. It has no soul, so if it dies, it cannot be resurrected. It is immune to Emotion abilities. However, it is vulnerable (-4 defenses) to Compulsion attacks.

Undead: The zombie orc grunt is undead instead of living, and it takes damage from most healing effects (see Undead)).

Zombie Orc Butcher

auto

Level 3 Brute

Medium undead

HP 26 DR 6

Defenses Armor 4 Fort 8 Ref 3 Ment 4

Immune Emotion, disease, poison

Vulnerable Compulsion

Movement Land 20 ft.

Senses Darkvision (60 ft.)

_______________________________________________________________________________________________________

Attributes Str 4, Dex -1, Con 4, Int -7, Per 0, Wil 0

Power 1 ✨ 5

Alignment Always neutral evil

Zombie Orc Butcher Abilities

Simple-Minded: The zombie orc butcher can follow simple instructions, but is not fully sentient or capable of complex reasoning. It has no soul, so if it dies, it cannot be resurrected. It is immune to Emotion abilities. However, it is vulnerable (-4 defenses) to Compulsion attacks.

Undead: The zombie orc butcher is undead instead of living, and it takes damage from most healing effects (see Undead)).

Zombie Orc Veteran

auto

Level 5 Brute

Medium undead

HP 30 DR 7

Defenses Armor 6 Fort 10 Ref 4 Ment 6

Immune Emotion, disease, poison

Vulnerable Compulsion

Movement Land 20 ft.

Senses Darkvision (60 ft.)

_______________________________________________________________________________________________________

Attributes Str 4, Dex -2, Con 4, Int -7, Per 0, Wil 0

Power 2 ✨ 6

Alignment Always neutral evil

Zombie Orc Veteran Abilities

Simple-Minded: The zombie orc veteran can follow simple instructions, but is not fully sentient or capable of complex reasoning. It has no soul, so if it dies, it cannot be resurrected. It is immune to Emotion abilities. However, it is vulnerable (-4 defenses) to Compulsion attacks.

Undead: The zombie orc veteran is undead instead of living, and it takes damage from most healing effects (see Undead)).

Zombie Orc Clan Chief

auto

Level 6 Brute – Elite

Medium undead

HP 108 DR 40

Defenses Armor 9 Fort 15 Ref 7 Ment 9

Immune Emotion, disease, poison

Vulnerable Compulsion

Movement Land 20 ft.

Senses Darkvision (60 ft.)

_______________________________________________________________________________________________________

Attributes Str 6, Dex -2, Con 6, Int -7, Per 0, Wil 0

Power 5 ✨ 11

Alignment Always neutral evil

Zombie Orc Clan Chief Abilities

Condition Removal: The zombie orc clan chief can remove conditions at the end of each round (see Monster Conditions).

Elite Actions: The zombie orc clan chief can use an additional Elite ability each round.

Simple-Minded: The zombie orc clan chief can follow simple instructions, but is not fully sentient or capable of complex reasoning. It has no soul, so if it dies, it cannot be resurrected. It is immune to Emotion abilities. However, it is vulnerable (-4 defenses) to Compulsion attacks.

Undead: The zombie orc clan chief is undead instead of living, and it takes damage from most healing effects (see Undead)).

Zombie Orc Shaman

auto

Level 2 Brute

Medium undead

HP 22 DR 5

Defenses Armor 4 Fort 7 Ref 3 Ment 4

Immune Emotion, disease, poison

Vulnerable Compulsion

Movement Land 20 ft.

Senses Darkvision (60 ft.)

_______________________________________________________________________________________________________

Attributes Str 4, Dex -1, Con 3, Int -7, Per 0, Wil 0

Power 1 ✨ 5

Alignment Always neutral evil

Zombie Orc Shaman Abilities

Simple-Minded: The zombie orc shaman can follow simple instructions, but is not fully sentient or capable of complex reasoning. It has no soul, so if it dies, it cannot be resurrected. It is immune to Emotion abilities. However, it is vulnerable (-4 defenses) to Compulsion attacks.

Undead: The zombie orc shaman is undead instead of living, and it takes damage from most healing effects (see Undead)).