Appendix H
Monster Descriptions
This chapter contains detailed descriptions for a wide variety of monsters.
Aboleth
subsubsectionAir Elementals
Air Elementals
Allip
Allip
Angels
Angels
Animated Objects
Animated Objects
Ankheg
Ankheg
Baboon
Baboon
Badger
Badger
Bandits
Bandits
Bears
Bears
Bugbears
Bugbears
Camel
Camel
Camel
Camel
Cat
Cat
Choker
Choker
Cultists
Cultists
Darkmantle
Darkmantle
Darkwraith
Darkwraith
Demonspawn
Demonspawn
Dire Animals
Dire Animals
Dog
Dog
Fire Elementals
Fire Elementals
Formians
Formians
Frostweb Spider
Frostweb Spider
Gelatinous Cube
Gelatinous Cube
Ghouls
Ghouls
Giant Wasp
Giant Wasp
Giants
Giants
Gibbering Mouther
Gibbering Mouther
Goblins
Goblins
Griffon
Griffon
Horses
Horses
Hydra Maggot
Hydra Maggot
Ichor-Tainted
Ichor-Tainted
Imps
Imps
Kobolds
Kobolds
Lizardfolk
Lizardfolk
Magma Elementals
Magma Elementals
Minotaur
Minotaur
Nightcrawler
Nightcrawler
Ogres
Ogres
Orcs
Orcs
Skeletons
Skeletons
Stygian Leech
Stygian Leech
Townsfolk
Townsfolk
Treants
Treants
Vampires
Vampires
Warg
Warg
Yrthak
Yrthak
Zombies
Zombies
Aboleth
auto
Level 12 Mystic – Elite
|
Huge aberration |
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
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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 ✨ |
Usage time: Triggered.
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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 |
Usage time: Elite action.
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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 ✨ |
Usage time: Elite action.
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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 ✨ |
Usage time: Elite action.
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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.
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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 |
Usage time: Standard action.
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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
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.
HP 14 DR 7
Defenses Armor 8 Fort 5 Ref 11 Ment 5
Impervious Air
Vulnerable Earth
Movement Fly 30 ft.
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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.
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The breeze makes a +3 attack vs. Armor against one creature within Medium (60 ft.) range.
Hit: 1d6+1 damage.
Knockdown – Punch |
Usage time: Standard action.
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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 |
Usage time: Standard action.
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The breeze makes a +6 dual strike vs. Armor with its punchs.
Hit: 1d4+2 damage.
HP 23 DR 11
Defenses Armor 12 Fort 8 Ref 14 Ment 8
Impervious Air
Vulnerable Earth
Movement Fly 40 ft.
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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.
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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.
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The gale makes a +6 attack vs. Armor against one creature within Distant (120 ft.) range.
Hit: 1d6+1d8 damage.
Knockdown – Punch |
Usage time: Standard action.
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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 |
Usage time: Standard action.
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The gale makes a +10 dual strike vs. Armor with its punchs.
Hit: 1d4+4 damage.
HP 35 DR 17
Defenses Armor 15 Fort 11 Ref 17 Ment 11
Impervious Air
Vulnerable Earth
Movement Fly 60 ft.
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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.
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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.
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The tempest makes a +10 attack vs. Armor against one creature within Distant (120 ft.) range.
Hit: 1d6+1d8 damage.
Knockdown – Punch |
Usage time: Standard action.
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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 |
Usage time: Standard action.
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The tempest makes a +14 dual strike vs. Armor with its punchs.
Hit: 1d4+5 damage.
HP 64 DR 32
Defenses Armor 18 Fort 14 Ref 20 Ment 13
Impervious Air
Vulnerable Earth
Movement Fly 60 ft.
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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.
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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.
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The tornado makes a +14 attack vs. Armor against one creature within Distant (120 ft.) range.
Hit: 1d6+1d8 damage.
Knockdown – Punch |
Usage time: Standard action.
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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 |
Usage time: Standard action.
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The tornado makes a +14 dual strike vs. Armor with its punchs.
Hit: 2d4+12 damage.
HP 104 DR 52
Defenses Armor 21 Fort 17 Ref 23 Ment 16
Impervious Air
Vulnerable Earth
Movement Fly 70 ft.
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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.
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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.
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The elder makes a +18 attack vs. Armor against one creature within Distant (120 ft.) range.
Hit: 1d6+1d8 damage.
Knockdown – Punch |
Usage time: Standard action.
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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 |
Usage time: Standard action.
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The elder makes a +16 dual strike vs. Armor with its punchs.
Hit: 3d4+21 damage.
Miss: Half damage.
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
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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.
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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.
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
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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 ✨ |
Usage time: Standard action.
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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.
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The seraph makes a +11 attack vs. Mental against anything within Short (30 ft.) range.
Hit: 10d8 damage.
Tenderize – Ram |
Usage time: Standard action.
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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.
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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.
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The seraph teleports horizontally into an unoccupied location within Distant (120 ft.) range. If the destination is invalid, this ability fails with no effect.
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
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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.
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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.
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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.
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The justicar teleports horizontally into an unoccupied location within Distant (120 ft.) range. If the destination is invalid, this ability fails with no effect.
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
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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.
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The ophan makes a +9 attack vs. Mental against anything within Short (30 ft.) range.
Hit: 7d6 damage.
Pyroclasm ✨ |
Usage time: Standard action.
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The ophan makes a +13 attack vs. Reflex against everything in a Medium (30 ft.) radius.
Hit: 1d6+7 damage.
Whirlwind – Ram |
Usage time: Standard action.
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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
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.)
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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 |
Usage time: Standard action.
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The tiny object makes a +0 strike vs. Armor with its ram.
Hit: 1d6+-3 damage.
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.)
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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 |
Usage time: Standard action.
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The small object makes a +0 strike vs. Armor with its ram.
Hit: 1d6+1 damage.
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.)
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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 |
Usage time: Standard action.
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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.
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.)
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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 |
Usage time: Standard action.
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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.
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.)
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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.
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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.
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.)
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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.
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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.
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.)
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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.
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 |
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 ✨ |
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.
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 |
Usage time: Standard action.
_______________________________________________________________________________________________________
The baboon makes a +3 dual strike vs. Armor with its claws.
Hit: 1d4+1 damage.
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 |
Usage time: Standard action.
_______________________________________________________________________________________________________
The badger makes a +3 dual strike vs. Armor with its claws.
Hit: 1d4+-1 damage.
Bandits
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.
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.
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 ✨ |
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 ✨ |
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 ✨ |
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
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 |
Usage time: Elite action.
_______________________________________________________________________________________________________
The black bear makes a +1 strike vs. Armor with its bite.
Hit: 1d8+5 damage.
Claw |
Usage time: Standard action.
_______________________________________________________________________________________________________
The black bear makes a +2 dual strike vs. Armor with its claws.
Hit: 1d4+3 damage.
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 |
Usage time: Elite action.
_______________________________________________________________________________________________________
The brown bear makes a +2 strike vs. Armor with its bite.
Hit: 1d8+6 damage.
Claw |
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.
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 |
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 |
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.
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 ✨ |
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 |
Usage time: Standard action.
_______________________________________________________________________________________________________
The bugbear shaman makes a +2 strike vs. Armor with its heavy flail.
Hit: 1d6 damage.
Mind Blank ✨ |
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.
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 |
Usage time: Standard action.
_______________________________________________________________________________________________________
The camel makes a +1 strike vs. Armor with its bite.
Hit: 1d6+1 damage.
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 |
Usage time: Standard action.
_______________________________________________________________________________________________________
The camel makes a +1 strike vs. Armor with its bite.
Hit: 1d6+1 damage.
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 |
Usage time: Standard action.
_______________________________________________________________________________________________________
The cat makes a +3 dual strike vs. Armor with its claws.
Hit: 1d4+-3 damage.
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 |
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
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 |
Usage time: Standard action.
_______________________________________________________________________________________________________
The death cultist makes a +1 strike vs. Armor with its sickle.
Hit: 1d4 damage.
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 ✨ |
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 ✨ |
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 ✨ |
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.
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 |
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.
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 ✨ |
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 ✨ |
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.
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.
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 |
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.
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 ✨ |
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 ✨ |
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 ✨ |
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 ✨ |
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
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 |
Usage time: Standard action.
_______________________________________________________________________________________________________
The dire rat makes a +2 strike vs. Armor with its bite.
Hit: 1d8 damage.
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 |
Usage time: Standard action.
_______________________________________________________________________________________________________
The dire wolf makes a +4 strike vs. Armor with its bite.
Hit: 1d8+5 damage.
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 |
Usage time: Standard action.
_______________________________________________________________________________________________________
The dog makes a +1 strike vs. Armor with its bite.
Hit: 1d8 damage.
Fire Elementals
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.
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 ✨ |
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 ✨ |
Usage time: Standard action.
_______________________________________________________________________________________________________
The ember makes a +2 attack vs. Armor against one creature within Medium (60 ft.) range.
Hit: 1d6+4 damage.
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 ✨ |
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 ✨ |
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 ✨ |
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 ✨ |
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.
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 ✨ |
Usage time: Standard action.
_______________________________________________________________________________________________________
The bonfire makes a +7 attack vs. Fortitude against one creature within Medium (60 ft.) range.
Hit: 4d6 damage.
Fireball ✨ |
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 ✨ |
Usage time: Standard action.
_______________________________________________________________________________________________________
The bonfire makes a +7 attack vs. Armor against one creature within Medium (60 ft.) range.
Hit: 4d6 damage.
Ignition ✨ |
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.
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 ✨ |
Usage time: Standard action.
_______________________________________________________________________________________________________
The inferno makes a +10 attack vs. Fortitude against one creature within Medium (60 ft.) range.
Hit: 6d8 damage.
Fireball ✨ |
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 ✨ |
Usage time: Standard action.
_______________________________________________________________________________________________________
The inferno makes a +10 attack vs. Armor against one creature within Medium (60 ft.) range.
Hit: 6d8 damage.
Ignition ✨ |
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.
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 ✨ |
Usage time: Standard action.
_______________________________________________________________________________________________________
The elder makes a +13 attack vs. Fortitude against one creature within Medium (60 ft.) range.
Hit: 8d10 damage.
Fireball ✨ |
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 ✨ |
Usage time: Standard action.
_______________________________________________________________________________________________________
The elder makes a +13 attack vs. Armor against one creature within Medium (60 ft.) range.
Hit: 8d10 damage.
Ignition ✨ |
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
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.
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 |
Usage time: Standard action.
_______________________________________________________________________________________________________
The worker makes a +0 strike vs. Armor with its bite.
Hit: 1d8 damage.
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.
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 ✨ |
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 ✨ |
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 ✨ |
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 |
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.
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 |
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 |
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
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.
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 |
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.
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 |
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.
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 |
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.
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 |
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 |
Usage time: Standard action.
_______________________________________________________________________________________________________
The hill giant makes a +6 strike vs. Armor with its greatclub.
Hit: 1d10+10 damage.
Miss: Half damage.
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 |
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 |
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.
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 ✨ |
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 |
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
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.
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 |
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.
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.
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 |
Usage time: Elite action.
_______________________________________________________________________________________________________
The griffon makes a +4 strike vs. Armor with its bite.
Hit: 1d8+7 damage.
Bloodletting Claws |
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 |
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
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 |
Usage time: Standard action.
_______________________________________________________________________________________________________
The light horse makes a +1 strike vs. Armor with its bite.
Hit: 1d6+1 damage.
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 |
Usage time: Standard action.
_______________________________________________________________________________________________________
The draft horse makes a +1 strike vs. Armor with its bite.
Hit: 1d6+2 damage.
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 |
Usage time: Standard action.
_______________________________________________________________________________________________________
The warhorse makes a +1 strike vs. Armor with its bite.
Hit: 1d6+2 damage.
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 |
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 |
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.
Ichor-Tainted
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.
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 |
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 |
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.
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 |
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 |
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.
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 |
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
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 |
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.
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.
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.
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.
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 |
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.
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.
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 |
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
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.
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 |
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.
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 |
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
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.
HP 38 DR 9
Defenses Armor 10 Fort 14 Ref 11 Ment 7
Immune Fire
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 ✨ |
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 |
Usage time: Standard action.
_______________________________________________________________________________________________________
The volcanite makes a +3 strike vs. Armor.
Hit: 1d6+6 damage.
Magma Throw |
Usage time: Standard action.
_______________________________________________________________________________________________________
The volcanite makes a +3 attack vs. Armor against one creature within Medium (60 ft.) range.
Hit: 1d6+7 damage.
HP 93 DR 23
Defenses Armor 14 Fort 19 Ref 15 Ment 11
Immune Fire
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 ✨ |
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 |
Usage time: Standard action.
_______________________________________________________________________________________________________
The volcano makes a +7 strike vs. Armor.
Hit: 3d4+1d6+8 damage.
Magma Throw |
Usage time: Standard action.
_______________________________________________________________________________________________________
The volcano makes a +7 attack vs. Armor against one creature within Medium (60 ft.) range.
Hit: 5d6 damage.
HP 200 DR 50
Defenses Armor 18 Fort 24 Ref 18 Ment 15
Immune Fire
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 ✨ |
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 |
Usage time: Standard action.
_______________________________________________________________________________________________________
The volcanic titan makes a +10 strike vs. Armor.
Hit: 1d6+4d8+11 damage.
Miss: Half damage.
Magma Throw |
Usage time: Standard action.
_______________________________________________________________________________________________________
The volcanic titan makes a +10 attack vs. Armor against one creature within Medium (60 ft.) range.
Hit: 8d8 damage.
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 |
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.
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 ✨ |
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 ✨ |
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.
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 |
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 |
Usage time: Standard action.
_______________________________________________________________________________________________________
The ogre ganger makes a +1 strike vs. Armor with its greatclub.
Hit: 1d10+5 damage.
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 |
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 |
Usage time: Standard action.
_______________________________________________________________________________________________________
The ogre menace makes a +4 strike vs. Armor with its greatclub.
Hit: 1d10+7 damage.
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 ✨ |
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.
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 |
Usage time: Standard action.
_______________________________________________________________________________________________________
The ogre skullclaimer makes a +6 strike vs. Fortitude with its greatclub.
Hit: 1d10+10 damage.
Demand Obeisance ✨ |
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 |
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 |
Usage time: Standard action.
_______________________________________________________________________________________________________
The ogre skullclaimer makes a +8 strike vs. Armor with its greatclub.
Hit: 1d10+10 damage.
Terrifying Shout ✨ |
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.
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.
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.
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.
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.
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.
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
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.
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)).
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)).
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)).
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)).
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)).
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)).
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)).
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)).
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 |
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
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.
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 ✨ |
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.
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 |
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.
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 |
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 |
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.
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 |
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 |
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.
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 |
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 |
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.
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 |
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 |
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.
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 |
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 |
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.
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 |
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 |
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.
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
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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 ✨ |
Usage time: Standard action.
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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 |
Usage time: Standard action.
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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.
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 ✨ |
Usage time: Standard action.
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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 |
Usage time: Standard action.
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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.
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
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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 ✨ |
Usage time: Standard action.
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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 |
Usage time: Standard action.
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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.
HP 12 DR 6
Defenses Armor 6 Fort 5 Ref 6 Ment 3
Movement Land 40 ft.
Senses Scent
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Attributes Str 3, Dex 2, Con 1, Int -4, Per 2, Wil -1
Power 0 ✨ 4
Alignment
Warg Abilities
Bite |
Usage time: Standard action.
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The warg makes a +2 strike vs. Armor with its bite.
Hit: 1d8+3 damage.
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 |
Usage time: Standard action.
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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 |
Usage time: Standard action.
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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 ✨ |
Usage time: Elite action.
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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.
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.)
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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)).
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)).
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)).
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)).
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)).
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)).
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.)
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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)).
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.)
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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)).