G.1 Monster Statistics
Like player characters, monsters have levels, attributes, and abilities. However, they do not have classes, insight points, or many other elements of characters. This section defines how monsters function.
G.1.1 Monster Roles
Each monster has a role. A monster’s role influences its statistics, and generally indicates the way it fights. There are six roles: brute, skirmisher, warrior, sniper, mystic, and leader. The effects of each role are described below.
Brute
A typical brute rushes into melee and smashes its enemies with highly damaging attacks. Brutes have relatively low damage resistance, but they can still absorb a remarkable amount of punishment. Most brutes charge directly at the enemy and fight in melee, though some prefer to use a few ranged attacks before entering the fray.
Defenses: +4 Armor, +2 Fortitude, +1 Reflex
Hit Points: Extreme: It has 14 hit points + twice its Constitution, plus 2 hit points per level beyond 1. This increases as its level increases, as indicated below.
- Level 7: 28 hit points + five times its Constitution, plus 5 hit points per level beyond 7.
- Level 13: 60 hit points + ten times its Constitution, plus 10 hit points per level beyond 13.
- Level 19: 120 hit points + twenty times its Constitution, plus 20 hit points per level beyond 19.
Damage Resistance: One quarter of total hit points
Leader
A typical leader commands their allies from behind the front lines, but is willing to enter the fray to protect more vulnerable allies. Leaders have well-rounded statistics, but they do not generally fight well alone. Instead, they tend to be more effective when aiding or commanding their allies.
Defenses: +4 Armor, +1 Fortitude, +1 Reflex, +1 Mental
Hit Points: High, as fighter
Damage Resistance: Half of total hit points
Mystic
A typical mystic uses exclusively magical abilities, and their offensive capabilities can be highly varied. Mystics try to avoid melee combat because their physical defenses are low, but magical protections mean they can resist attacks effectively.
Defenses: +3 Armor, +1 Reflex, +2 Mental
Hit Points: Medium, as cleric
Damage Resistance: Equal to total hit points
Skirmisher
A typical skirmisher uses its high mobility to fight only when it is advantageous to do so. Skirmishers can be hard to hit, though they are vulnerable to attacks that can’t be dodged. They are likely to avoid intimidating front-line fighters. Instead, they ambush the vulnerable back lines if possible.
Defenses: +4 Armor, +2 Reflex, +1 Mental
Hit Points: High, as fighter
Damage Resistance: Half of total hit points
Sniper
A typical sniper uses ranged attacks while staying as far away from combat as possible. Snipers tend to be fragile, so they can be quickly dispatched by creatures that are able to close the distance.
Defenses: +3 Armor, +2 Reflex, +1 Mental
Hit Points: Medium, as cleric
Damage Resistance: Half of total hit points
Warrior
A typical warrior forms a defensive front line to protect any vulnerable allies. Warriors have high defenses, and can be very difficult to kill. However, they tend to lack offensive power and mobility, so they risk being outflanked and irrelevant.
Defenses: +5 Armor, +1 Fortitude
Hit Points: High, as fighter
Damage Resistance: Equal to total hit points
G.1.2 Level Scaling
Each monster has a level that indicates its approximate strength. Monsters have some specific level scaling rules that differ from the rules for player characters. This scaling is summarized in Table G.1: Monster Advancement. In general, their automatic level scaling is designed to keep them on par with the power that player characters gain at higher levels, but without all of the complexity of high-level PCs. High level monsters should have slightly higher base values for their attributes, though this is not quantified, since monster attributes can be highly varied. They have the following specific changes.
- Monsters do not gain insight points, attunement points, or legacy items.
- Monsters primarily calculate their damage resistance based on their hit points and role rather than armor.
- Monsters only add half their attributes to their defenses instead of their full attribute.
- Monsters gain a +1 bonus to all defenses at 5th, 11th, and 17th level.
- Monsters gain a +1 accuracy bonus at 7th level and 19th level.
Level | Max Rank | Accuracy, Defenses, Skills, Power1 | Special |
1st | 1 | — |
— |
2nd | 1 | +1 | — |
3rd | 1 | +1 | +1 to two attributes |
4th | 2 | +2 | — |
5th | 2 | +2 | +1 to all defenses |
6th | 2 | +3 | — |
7th | 3 | +3 | +1 accuracy |
8th | 3 | +4 | — |
9th | 3 | +4 | +1 to two attributes |
10th | 4 | +5 | — |
11th | 4 | +5 | +1 to all defenses |
12th | 4 | +6 | — |
13th | 5 | +6 | — |
14th | 5 | +7 | — |
15th | 5 | +7 | +1 to two attributes |
16th | 6 | +8 | — |
17th | 6 | +8 | +1 to all defenses |
18th | 6 | +9 | — |
19th | 7 | +9 | +1 accuracy |
20th | 7 | +10 | — |
21st | 7 | +10 | +1 to two attributes |
G.1.3 Elite Monsters
Elite monsters are approximately four times as strong as an ordinary monster. They have a number of benefits and modifiers to make them more appropriate as a solo encounter than simply using a very high level ordinary monster:
- Elite monsters gain a +2 bonus to their power and all defenses.
- Elite monsters have three times the hit points of standard monsters.
- Elite monsters have 50% more damage resistance than standard monsters. This is applied after the bonus they get from having higher hit points, since monster damage resistance is based on their hit points.
- Elite monsters can have a maximum starting attribute of 6 (see Monster Attributes).
- Elite monsters can take an additional elite action each round (see Elite Actions).
- Elite monsters automatically remove excess conditions (see Monster Conditions).
G.1.4 Monster Vital Wounds
Monsters do not normally make vital rolls like player characters do. Unless otherwise specified on the monster’s description, vital wounds have no negative effects on monsters. Instead, once a monster gains a vital wound, it is defeated. Defeated monsters may be unconscious, dead, or merely flee the fight at the discretion of the Game Master.
G.1.5 Monster Conditions
Monsters normally can’t use the recover ability, since they cannot use abilities which would increase their fatigue level. Standard monsters can only remove conditions by taking a short rest. However, elite monsters can remove conditions automatically.
Whenever an elite monster gains a unique condition, it is added to a “condition track”. The track starts at 1 and goes up to 10. The first condition would be noted as a 1, the second condition would be noted as a 2, and so on. If a monster gains two instances of the same condition, they are put in the same location on the track.
At the end of each round, each elite monster rolls 1d10. If the result matches an existing condition on its condition track that the monster did not gain during the current round, that condition is removed. When a monster has multiple copies of the same condition, only one instance of that condition is removed, so it may have to roll the same number multiple times to fully remove the condition. If a location on the condition track becomes empty, all of the conditions to the right of that location shift down by 1. This means the highest occupied number on the condition track should always match the number of unique conditions the monster has. The oldest condition should always be number 1, and the most recent condition should have the highest occupied number on the track.
G.1.6 Monster Resources
Monsters have no resources, and their fatigue tolerance is 0. They are normally unable to use abilities that would cause them to increase their fatigue level, such as the desperate exertion ability. They can use the sprint ability, but only during the action phase, since that does not increase their fatigue.
If a monster has an ability that explicitly increases its fatigue level, it can use that ability. Similarly, monsters that are allied with player characters may choose to increase their fatigue level to receive healing from the players, such as from the restoration spell. This would immediately cause them to suffer fatigue penalties, since their fatigue tolerance is 0.
At the GM’s discretion, individual monsters may technically be attuned to their abilities or be attuned to magic items they find, but this is not an explicit part of monster definitions. This is typically only relevant if one of the players has the Null feat (see Feats).
G.1.7 Monster Ability Access
Although monsters do not gain archetypes, their special abilities should still be balanced appropriately for their maximum accessible rank. Like a player character, a monster’s maximum accessible rank is based on its level, as shown in Table G.1: Monster Advancement.
It’s not always meaningful to give every monster multiple active abilities. However, maneuvers provide significant power at high levels, so high level monsters should generally use special abilities like maneuvers instead of simple strikes. This also ensures that high level monsters feel meaningfully different from low-level monsters, rather than simply having higher statistics.
G.1.8 Monster Attributes
Each of a standard monster’s attributes can range from -9 to 4. Elite monsters can have attributes up to 6 at level 1, and they generally have higher attributes overall. A few specific monsters of legendary power can exceed this limit. In general, a monster with higher attributes will be stronger, but not all monsters need to start with the same attribute total.
G.1.9 Monster Natural Weapons
Most monsters that do not have hands, or equivalently agile limbs capable of holding weapons and shields, have more powerful natural weapons. They treat all non-Light natural weapons as if they had the Heavy weapon tag and were being held in two hands. This gives them a +1 damage bonus per 3 power.
Natural weapons that do not require free hands are generally weaker than other weapons, and monsters need this benefit to compensate for their inability to use weapons or shields. Some specific monsters, like horses, do not gain this benefit because they are unable to effectively use their whole body to support their attacks.
G.1.10 Monster Dual Strikes
Monsters with a sufficiently high Dexterity are able to make dual strikes (see Dual Strikes). However, most monsters can only make dual strikes with two copies of the same Light natural weapon. Monsters that use manufactured weapons can make dual strikes with them in the same way as player characters.