Contains a bunch of ready to use monsters, etc.
Each monster is given a Monster Level or Challenge, denoted with a C, that gives a rough estimate of the danger a monster poses to the party. Monster level is comparable to a characters level. For example, a monster with a monster level of 5 should be an average challenge to a 5th level character. When building encounters a good estimate of difficulty is comparing the sum level of all monsters and the sum level of the party.
While monster level givs a good estimate of an encounters difficulty, there are other factors to keep in mind. Preparation, party composition, and action economy can turn a deadly encounter to an easy one, or an easy encounter into a grueling bloodbath. An ambush could down one or more party members, putting the party on the back foot for the encounter. A ghost (C4) is much more deadly to a party that primarily uses physical damage than a party with access to magic. A swarm of monsters, while not individually dangerous, can overwhelm parties with the sheer number of attacks they make each round.
As an example lets create an encounter for a party of 4, 2nd level characters. The party is exploring a goblin cave and stumble across a goblin patrol. We want this encounter to be an average difficulty for the party, so we are aiming to have a total monster level of 8. We could use 8 goblin fighters (C1) or 4 goblin fighters and 8 goblins (C1/2). If we want to turn this encounter into a deadly encounter we could add a goblin shaman (C3) to increase the monster level or change one of the other factors that influences difficulty. The goblins could know the party is coming and lay an ambush, attacking the most vulnerable party members first.
It's always a good idea to bring creatures with a variety of attacks to challenge your players. Often characters will excel against certain types of enemies. For example, a heavily armored character wearing full plate and holding a shield may seem impervious to an army of goblins. Likewise, a wizard in robes would be quick work for even a handful of goblins. A good encounter is one that challenges each player, while also allowing players to shine.
Lets take our goblin example. 8 goblins may not be threatening to a hearty group of adventurers decked out in heavy armor, even when ambushed. Those same goblins, however, against a group of thieves or wizards are much more likely to down or kill a character. This is due to the fact that goblins almost entirely challenge the party through Defense rolls. By changing which rolls the party needs to defend against we can change the challenge of the encounter without changing its difficulty.
In our example if we swap 3-4 goblins with 1-2 goblin shaman the difficulty remains the same, only we've now changed how we challenge the players. The shaman's Static Shock is especially dangerous to heavily armored characters as it requires a Dexterity save, while Poison Trap can reduce the effectiveness of any character with low Stamina.
Best of all, good encounter design encourages parties to work together and allows players a way to shine in combat. A clever party may send their dexterous rogue to deal with the shaman while the sturdy warrior engages the goblin pack. While this book tries to give monsters a variety of tools to challenge your players, sometimes you'll need to tweak things to your table's needs. Your shaman may know Hex instead of Poison Trap, or your goblin fighter may use the Cleave maneuver.
The monsters in this book are arranged into condensed stat sheets. These stat sheets, or statblocks, have all the information you need to run the monster in combat, but requires some explanation. Lets take a look at the first monster in this book: the wolf.
Defense: | 0/2 | AP: | 10 |
Wounds: | 2 | Challenge: | 1 |
Move/Sprint: | 5/5 | Size: | Medium |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
1/1 | 2/2 | 1/1 | -2/0 | 0/0 | 0/0 |
Pack-Tactics. This creature has Combat Advantage when attacking a creature that is adjacent to an ally.
Actions
Bite. Melee Attack: 5 AP, 2/0/3/0/0 - On hit deals 1/1 in piercing damage.
Leap. Melee Attack, Maneuver: 7 AP, Range 2, 2/0/4/0/0 - The wolf leaps up to 2 tiles, ending in a tile adjacent to the target creature. The creature makes a Defense or Dexterity save, taking 1/1 in piercing damage on fail, being knocked prone on a critical.
As you can see there is quite a bit going on here. The statblock is broken down into 4 parts. The first are the monsters general stats. Here you will find:
- Defense: The dice to roll when making a defense save, the first number being Superior Defense and the second being Defense dice.
- Wounds: The max wounds of the monster.
- Move/Sprint: The monster's move and sprint speed, in tiles.
- AP: How many action points this monster has per turn.
- Challenge: A rough estimate of this monster's challenge.
- Size: How large the monster is, determining how many tiles this monster occupies.
Next is the monster's attribute array. The array is arranged so that each attribute has two numbers, the first being the attribute score followed by the proficiency score for that attributes saving throw. The next section contains the monsters feats and abilities. These describe any special bonuses or abilities the monster has. In the wolf's case it has Pack-Tactics, which gives it Combat Advantage when making attacks next to an ally. This section will also note any resistances, vulnerabilities, or spells this monster can cast.
The final section contains all the actions a monster can take. Each action follows the same structure. The first part describes what the action is, such as if it's a melee or ranged attack, reaction, maneuver, or a special action that doesn't fall into any category. Next is the AP cost for the action, any other modifiers, such as Range or Reach, and the dice array for the actions roll. The dice array lists how many of each dice to roll, from left to right, Superior, Enhanced, Normal, Bad, Terrible. The final section contains a description of the action along with any effects or damage the action inflicts. If the action deals damage the damage will be listed in a wound array, listed as wounds followed by wound dice.
- Wolf - C1
- Bear - C2
- Boar - C2
- Vargr - C6
- Cinderbug Swarm - C7
- Screeching Bear - C8
- Burrowbeast - C8
- Griffin - C13
- Dire Bear - C15
- Mirelurk Stalker - C14
- Giant Eagle - C17
- Basilisk - C25
- Lesser Spirit - C4
- Will-o-Wisp - C6
- Pegasus - C12
- Sanctus Owl - C25
- Greater Spirit - C30
- Archangel - C40
- Imp - C1
- Hordling - C3
- Balegor - C10
- Quill Demon - C12
- Seraptis Demon - C18
- Ephial - C20
- Iber Demon - C20
- Naga - C25
- Scaled Demon - C30
- Taurus Demon - C40
- Kobold - C1
- Kobold Alchemist - C2
- Chromatic Wyrmling - C15
- Half Dragon - C17
- Young Chromatic Dragon - C35
- Adult Chromatic Dragon - C55
- Ancient Chromatic Dragon - C70
- Magma Sprite - C1
- Mud Sprite - C1
- Fire Elemental - C5
- Water Elemental - C5
- Air Elemental - C5
- Earth Elemental - C5
- Golem - C24
- Pixie - C1/2
- Peryton - C8
- Dryad - C8
- Knight of the Moon Court - C13
- Faerie Dragon - C16
- Night Hag - C14
- Death Hag - C18
- Archfey - C45
- Troll - C8
- Ogre - C11
- Ogre Warrior - C13
- Ogre Shaman - C14
- Ettin - C20
- Ice Giant - C30
- Depth Titan - C35
- Goblin - C1/2
- Goblin Fighter - C1
- Goblin Shaman - C3
- Ratling - C1
- Ratling Chaos Speaker - C8
- Vargund - C1
- Vargund Bonelord - C1
- Orc - C10
- Orc Vargrider - C12
- Orc Shaman - C14
- Orc Warlord - C20
- Peasant - C1/4
- Bandit - C1
- Bandit Leader - C5
- Apprentice - C4
- Wizard - C11
- Tlani Assassin - C7
- Tlani Witch - C9
- Assassin - C12
- Shaman - C11
- Soldier - C6
- Archer - C7
- Knight - C15
- Frogbeast - C2
- Frogbeast Mutant - C4
- Frogbeast Witch - C4
- Gloom Stalker - C3
- Harpy - C4
- Owlfeather Harpy - C7
- Harpy Sorcerer - C9
- Sentient Slime - C8
- Black Tar - C15
- Wendigo - C8
- Serpent Warrior - C13
- Serpent Curseblood - C17
- Snowstalker - C30
- Lamia - C17
- Eye of Morgan - C4
- Void Spawn - C4
- Watcher - C7
- Mind Whisperer - C10
- Mindful One - C15
- Void Speaker - C30
- Abyssal Hunter - C30
- Zombie - C2
- Skeleton - C2
- Skeleton Knight - C6
- Ghost - C4
- Shadow - C6
- Corpse Beast - C9
- Zombie Ogre - C10
- Boneclaw - C13
- Death Knight - C20
- Lich - C60
Defense: | 0/2 | AP: | 10 |
Wounds: | 2 | Challenge: | 1 |
Move/Sprint: | 5/5 | Size: | Medium |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
1/1 | 2/2 | 1/1 | -2/0 | 0/0 | 0/0 |
Pack-Tactics. This creature has Combat Advantage when attacking a creature that is adjacent to an ally.
Actions
Bite. Melee Attack: 5 AP, 2/0/3/0/0 - On hit deals 1/1 in piercing damage.
Leap. Melee Attack, Maneuver: 7 AP, Range 2, 2/0/4/0/0 - The wolf leaps up to 2 tiles, ending in a tile adjacent to a creature and attacks them. The creature makes a Defense or Dexterity save. On hit they take 1/1 in piercing damage, being knocked prone on a critical.
Defense: | 1/2 | AP: | 10 |
Wounds: | 5 | Challenge: | 2 |
Move/Sprint: | 3/3 | Size: | Medium |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
3/2 | -1/0 | 3/2 | -2/0 | 1/0 | 0/0 |
Actions
Claw. Melee Attack: 5 AP, 2/1/2/0/0 - On hit deals 1/2 in slashing damage.
Bite. Melee Attack, Once per turn: 5 AP, 2/1/3/0/0 - On hit deals 1/1 in piercing damage, adding 0/2 on a critical.
Defense: | 0/3 | AP: | 10 |
Wounds: | 4 | Challenge: | 2 |
Move/Sprint: | 4/4 | Size: | Medium |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
2/2 | 1/0 | 2/1 | -2/0 | 1/0 | 0/0 |
Charge. This creature deals an extra wound die in damage if they move at least 2 tiles before attacking.
Actions
Tusks. Melee Attack: 5 AP, 1/1/3/0/0 - On hit deals 1/0 in piercing damage.
Gore. Melee Attack, Maneuver: 5 AP, Range 2, 1/1/4/0/0 - The boar charges towards a creature, ending in a tile within range adjacent to the target creature. The creature makes a Defense or Dexterity save. On hit they take 1/1 in piercing damage, being knocked prone on a critical.
Defense: | 0/3 | AP: | 11 |
Wounds: | 4 | Challenge: | 6 |
Move/Sprint: | 4/6 | Size: | Medium |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
2/2 | 4/2 | 1/0 | -2/0 | 2/1 | -2/0 |
Pack-Tactics. This creature has Combat Advantage when attacking a creature that is adjacent to an ally.
Blood Hunter. This creature has a keen sense of smell, being able to track injured creatures up to 1 mile away.
Actions
Bite. Melee Attack: 4 AP, 3/1/1/0/0 - On hit deals 1/2 in piercing damage.
Leap. Melee Attack, Maneuver: 7 AP, Range 2, 3/1/2/0/0 - The wolf leaps up to 2 tiles, ending in a tile adjacent to a creature and attacks them. The creature makes a Defense or Dexterity save. On hit they take 2/1 in piercing damage, being knocked prone on a critical.
Howl. Special, Maneuver: 4 AP, Range 3, 2/0/3/0/0 - Lets out a bone chilling howl targeting all enemy creatures in range. Creatures make a Willpower save against this roll. On fail they gain Fear until the end of their next turn with the Vargr as the source. A creature that succeeds against this is immune to Howl for the next 24 hours.
Defense: | 0/4 | AP: | 10 |
Wounds: | 8 | Challenge: | 7 |
Move/Sprint: | 4/6 | Size: | Large |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
1/0 | 4/4 | 1/0 | -2/0 | -1/0 | 0/0 |
Swarm. This creature takes at most 1 wound from single target attacks and spells and is immune to conditions from those attacks. This creature can occupy the same tiles as other creatures, treating those tiles as difficult terrain.
Fire Resistance. This creature has Resistance 1 to fire damage.
Actions
Engulf. Melee Attack, Once per turn: 5 AP, 1/3/1/0/0 - All creatures occupying the same tiles as the Cinderbug Swarm make a Stamina save against this attack. On hit the creatures take 1/0 in fire damage. This creature adds 1 success to the attack roll and deals an extra 0/1 for every 2 wounds of health remaining.
Defense: | 0/3 | AP: | 12 |
Wounds: | 10 | Challenge: | 8 |
Move/Sprint: | 5/3 | Size: | Huge |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
4/2 | 1/1 | 3/2 | -1/0 | 1/0 | 2/0 |
Magic Eater. This creature adds 1 Superior die when making defense or saving throws against magic.
Actions
Claw. Melee Attack: 5 AP, 3/1/1/0/0 - On hit deals 1/1 in slashing damage, adding 0/1 on a critical.
Beak. Melee Attack, Once per turn: 7 AP, 2/3/1/0/0 - On hit deals 1/3 in piercing damage.
Arcane Screech. Special, Maneuver: 7 AP, Range 3, 1/1/3/0/0 - This creatures screech dispels magical effects for all creatures within range. The lowest level spell affecting a creature is dispelled if it came from a 2nd level spell or lower. If a creature is concentrating on a spell they must make a concentration check against this roll, ending thier concentration on fail. If this action causes a spell to be dispellled the Screeching Bear gains Combat Advantage with all attacks for the next minute.
Defense: | 2/2 | AP: | 11 |
Wounds: | 9 | Challenge: | 8 |
Move/Sprint: | 5/3 | Size: | Large |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
4/2 | 0/0 | 4/2 | -2/0 | 1/0 | -2/0 |
Tremorsense. This creature can see through vibrations in the ground, sensing creatures within 7 tiles of it. This has no effect on flying creatures.
Burrow. As part of it's movement the Burrowbeast may burrow or unburrow as long as it is on earth or sand. After burrowing or unburrowing it cannot do this again until its next turn.
Actions
Claw. Melee Attack: 4 AP, 2/2/1/0/0 - On hit deals 1/1 in slashing damage.
Bite. Melee Attack: 7 AP, 2/3/1/0/0 - On hit deals 1/3 in piercing damage.
Dive. Melee Attack, Maneuver: 7 AP, Range 2, 2/2/1/0/0 - Can only be used while the Burrowbeast is burrowed. The burrowbeast unburrows, leaping up to 2 tiles and landing on one or more creature. All creatures make a Strength or Dexterity save against this roll. On fail they take 0/3 in bludgeoning damage and are knocked prone, being grappled by the burrowbeast on a critical.
Defense: | 0/4 | AP: | 12 |
Wounds: | 10 | Challenge: | 13 |
Move/Sprint: | 5/7 | Size: | Large |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
3/1 | 5/5 | 1/0 | -1/0 | 2/1 | 1/0 |
Flying. This creature can fly and hover in place. If this creature is grappled or restrained it plummets from the air.
Flyby. While in the air, sprinting does not provoke opportunity attacks.
Talon Grip. The Griffin adds 1 superior die to grapple rolls against medium or smaller creatures.
Actions
Talons. Melee Attack: 4 AP, 3/2/0/0/0 - On hit deals 1/2 in piercing damage.
Bite. Melee Attack: 7 AP, 4/2/0/0/0 - On hit deals 2/2 in piercing damage.
Plummet. Melee Attack, Maneuver: 4 AP, Range 3, 3/3/0/0/0 - Can only be used while above the target creature. The Griffin dives down, attempting to pin the creature. The creature makes a Strength or Dexterity save. On fail they take 0/3 in bludgeoning damage, knocked prone, and are grappled by the Griffin.
Defense: | 1/4 | AP: | 15 |
Wounds: | 17 | Challenge: | 15 |
Move/Sprint: | 5/3 | Size: | Huge |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
7/4 | -2/0 | 5/3 | -1/0 | 1/0 | 0/0 |
Thick Hide. This creature has Resistance 1 to cold damage. Unless this creature is already dazed, any effect that would stun this creature dazes it instead.
Actions
Claws. Melee Attack: 5 AP, 4/1/2/0/0 - On hit deals 1/2 in slashing damage, adding 0/2 on a critical.
Bite. Melee Attack, Once per turn: 7 AP, 4/2/2/0/0 - On hit deals 2/3 in piercing damage.
Defense: | 1/4 | AP: | 13 |
Wounds: | 13 | Challenge: | 14 |
Move/Sprint: | 4/5 | Size: | Large |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
6/4 | 3/1 | 2/2 | -2/0 | -1/0 | 0/0 |
Venomous Frenzy This creature has Combat Advantage when attacking poisoned creatures. It can track a creature infected with its poison up to 1 mile away.
Amphibious Stalker This creature is difficult to see when in the water. A creature can spot the Mirelurk Stalker by making a successful Perception check against a Difficult challenge. While on land this creature has Slow 2.
Actions
Poisoned Claws. Melee Attack: 5 AP, 4/1/1/0/0 - On hit deals 1/0 in slashing damage. On a critical the creature takes 0/3 in poison damage and gains Poison 2 for 1 hour.
Chomp. Melee Attack, Once per turn: 5 AP, 4/2/1/0/0 - On hit deals 2/1 in piercing damage. If the creature is medium or smaller it is also grappled by the Stalker.
Dive. Special Reaction, Once per turn: 3 AP, 3/1/2/0/0. Can only be used while the creature is in deep water. As a reaction to taking damage the Mirelurk can dive below the surface, moving up to 2 tiles and taking any grappled creatures with them. Creatures make a perception check against this roll, losing sight of the stalker on fail.
Defense: | 0/4 | AP: | 12 |
Wounds: | 12 | Challenge: | 17 |
Move/Sprint: | 5/7 | Size: | Huge |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
1/0 | 5/3 | 1/0 | 4/2 | 1/0 | 0/0 |
Flying. This creature can fly and hover in place. If this creature is grappled or restrained it plummets from the air.
Magic Eater. This creature adds 2 Superior dice when making defense or saving throws against magic.
Innate Magic. This creature does not require a codex to cast spells. They cast all spells at 4th level using 4/1/1 as their spellcasting roll, and cannot cast more than 10 times per long rest. They know the spells Barrier, Counter Spell, Dispel Magic, Blink, Elemental Shell, and Lightning Bolt.
Actions
Claw. Melee Attack: 5 AP, 3/2/0/0/0 - On hit deals 1/1 in slashing damage.
Beak. Melee Attack, Once per turn: 5 AP, 3/3/0/0/0 - On hit deals 1/2 in piercing damage. If the creature is concentrating on a spell they add 2 bad dice to the concnetration check from this attack.
Arcane Screech. Special, Maneuver: 7 AP, Range 5, 1/2/2/0/0 - The Giant Eagle's screech dispels magical effects for all creatures within range. The lowest level spell affecting a creature is dispelled if it came from a 4th level spell or lower. If a creature is concentrating on a spell they must make a concentration check against this roll, ending thier concentration on fail. If this action causes a spell to be dispellled the Giant Eagle gains Combat Advantage with all attacks and spells for the next minute.
Defense: | 2/3 | AP: | 13 |
Wounds: | 18 | Challenge: | 25 |
Move/Sprint: | 4/5 | Size: | Large |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
4/2 | 3/3 | 5/3 | -2/0 | 2/2 | -1/0 |
Poison Resistance The Basilisk has Resistance 2 to poison damage and is immune to Poisons at level 2 or below.
Hardened Scales. Effects that Daze, Stun, or Paralyze require 2 criticals in their roll to affect this creature.
Actions
Venomous Bite. Melee Attack: 4 AP, 3/2/1/0/0 - On hit deals 1/2 in piercing damage, adding 0/3 in poison damage on a critical. The target gains Poison 1 for 1 minute, being Paralzyed while they are Poisoned.
Putrid Cloud. Special Attack, Maneuver: 7 AP, 2/3/0/0/0 - The basilisk breathes a cloud of toxic fumes, covering the basilisk and all adjacent tiles. All creatures except the basilisk inside the cloud or that enter it for the first time this round make a Stamina save against this attack. On fail they take 0/2 in poison damage, being paralyzed until the end of their turn on a critical. The toxic cloud lasts for 1 minute.
Death Stare. Special Attack, Maneuver: 8 AP, 3/2/0/0/0 - Cannot be used while blinded. The basilisk focuses his gaze in an arc 5 tiles long and 3 tiles wide. All creatures that can see the Basilisk make a Stamina save against this attack. On fail they are incapacitated for 1 hour. A creature Incapacitated this way can be revived similar to a downed creature.
Defense: | 0/3 | AP: | 10 |
Wounds: | 4 | Challenge: | 4 |
Move/Sprint: | 4/4 | Size: | Medium |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
-1/0 | 3/1 | 1/0 | 0/0 | 1/0 | 2/2 |
Spirit. This creature has Resistance 1 to physical, poison, and holy damage.
Flying. This creature can fly with its movement and is immune to ground based effects.
Innate Magic. This creature does not require a codex to cast spells. They cast all spells at 2nd level using 2/1/3 for their spellcasting rolls, and cannot cast more than 5 times per day. They know the spells Radiant Light, Holy Protection, Guidance, Solar Flair, and Cleanse.
Actions
Smite. Ranged Attack: 5 AP, Range 5, 2/1/2/0/0 - Target creature makes a Stamina save. On hit they take 0/2 in holy damage.
Defense: | 0/4 | AP: | 11 |
Wounds: | 5 | Challenge: | 6 |
Move/Sprint: | 4/6 | Size: | Small |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
-2/0 | 4/2 | 0/0 | -1/0 | 2/1 | 2/1 |
Spirit. This creature has Resistance 1 to physical damage and Resistance 3 to lightning damage.
Flying. This creature can fly with its movement and is immune to ground based effects.
Innate Magic. This creature does not require a codex to cast spells. They cast all spells at 2nd level using 2/2/2 for their spellcasting rolls, and cannot cast more than 7 times per day. They know the spells Static Shock and Call Lightning.
Actions
Zap. Melee Attack: 5 AP, 3/1/1/0/0 - Target creature makes a Dexterity save. On hit they take 0/3 in lightning damage, being Paralyzed until the end of their next turn on a critical.
Spasm. Reaction: 2 AP
When an adjacent creature fails to take an action due to effects of Paralyze this creature may instead cause that action to succeed, chosing a new target for the action.
Defense: | 0/4 | AP: | 12 |
Wounds: | 10 | Challenge: | 12 |
Move/Sprint: | 4/8 | Size: | Small |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
3/2 | 5/2 | 1/0 | -1/0 | 2/2 | 3/1 |
Flying. This creature can fly and hover in place. If this creature is grappled or restrained it plummets from the air.
Slowfall. This creature is immune to falling damage.
Actions
Hooves. Melee Attack: 4 AP, 2/3/0/0/0 - On hit deals 0/3 in bludgeoning damage.
Shockwave. Melee Attack, Maneuver: 7 AP, Reach, 2/2/2/0/0 - The pegasus flaps its wings sending out a shockwave of force to all creatures in its zone of control. Creatures make a Stamina save against this roll. On fail they take 1/2 in thunder damage and pushed back 1 tile, being knocked prone on a critical.
Defense: | 2/2 | AP: | 12 |
Wounds: | 15 | Challenge: | 25 |
Move/Sprint: | 5/6 | Size: | Large |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
2/0 | 3/3 | 1/0 | 6/3 | 2/2 | 4/3 |
Hexproof. This creature is immune to Hex 2 and below. Magic Sense. This creature can sense the presence of undead or magic within 60 tiles. Some spells, such as Nondetection, are invisible to this sense.
Innate Magic. This creature does not require a codex to cast spells. They cast all spells at 6th level using 5/1/1 as their spellcasting roll, and cannot cast more than 10 times per long rest. They know the following spells: Phantasmal Blades, Counter Spell, Fire Shell, Judgement, Spirit Warriors, Power word: Harm, Power word: Heal.
Spell-Eater. The owl devours a spell targeting it or a creature or point within 2 tiles. Roll 3 superior dice, if this roll is higher than the casters spellcasting roll the spell is countered and the owl gains 1 temporary wound.
Actions
Bite. Melee Attack: 5 AP, 3/0/2/0/0 - On hit deals 1/2 in piercing damage.
Defense: | 2/2 | AP: | 14 |
Wounds: | 17 | Challenge: | 30 |
Move/Sprint: | 5/5 | Size: | Medium |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
1/1 | 3/2 | 2/0 | 0/0 | 4/3 | 5/5 |
Spirit. This creature has Resistance 1 to physical, poison, and holy damage.
Flying. This creature can fly with its movement and is immune to ground based effects.
Innate Magic. This creature does not require a codex to cast spells. They cast all spells at 7th level using 5/1/0 for their spellcasting rolls, and cannot cast more than 12 times per day. They know the spells Radiant Light, Holy Protection, Guidance, Solar Flair, Cleanse, Bind Creature, Radiance, Resurrect, Power word: Harm, Power word: Heal, Divine Word.
Actions
Smite. Ranged Attack: 5 AP, Range 5, 4/1/0/0/0 - Target creature makes a Stamina save. On hit they take 1/3 in holy damage.
Ray of Purification. Ranged Attack, Maneuver: 8 AP, Range 10, 5/1/0/0/0 - Fires a ray of purifying light at a creature. The creature makes a Stamina save. On hit they take 1/6 in holy damage and are Weakened for one minute. On a critical the creature loses the will to fight, being unable to take actions against the Greater Spirit until the end of their next turn.
Defense: | 2/3 | AP: | 13 |
Wounds: | 25 | Challenge: | 40 |
Move/Sprint: | 5/5 | Size: | Medium |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
4/1 | 3/2 | 2/0 | 1/0 | 4/3 | 6/5 |
Poison Resistance. The Archangel has Resistance 2 to poison damage and is immune to Poisons at level 2 or below.
Hexproof. This creature is immune to Hex 2 and below.
Flying. This creature can fly with its movement and is immune to ground based effects.
Innate Magic. This creature does not require a codex to cast spells. They cast all spells at 6th level using 6/1/0 for their spellcasting rolls, and cannot cast more than 8 times per day. They know the spells Destroy Monstrosity, Regeneration, Inner Fire, Judgement, Radiance, Excorism, Word of Command.
Detect Evil. This creature can detect the presence of Undead or Monstrosities within one mile, knowing their general location.
Actions
Flaming Sword. Melee Attack: 3 AP, 5/1/1/0/0 - On hit deals 1/1 in slashing damage, adding 0/3 in fire damage on a critical.
Judgment Bow. Ranged Attack: 4 AP, Range 30/60, 4/2/1/0/0 - On hit deals 1/3 in holy damage.
Arrow of Slaying. Ranged Attack, Maneuver: 6 AP, Range 30/60, 5/2/1/0/0 - On hit deals 1/1 in holy damage. If the creature has 7 or less wounds they are reduced to 0 instead.
Defense: | 0/2 | AP: | 10 |
Wounds: | 4 | Challenge: | 2 |
Move/Sprint: | 4/4 | Size: | Medium |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
2/0 | 2/0 | 0/0 | -/- | 1/0 | -1/0 |
Construct. This creature has no living parts and is immune to Stun, Daze, Poison, and cannot get Lesser or Greater Wounds. This construct has no Intelligence and passes Intelligence saving throws.
Facsimile. This creature hides in plain sight, looking like a normal scarecrow. A successful impossible Perception check will spot this creature for what it is.
Actions
Sickle. Melee Attack: 4 AP, 1/1/3/0/0 - On hit deals 1/0 in slashing damage. If the creature is Feared they gain the effects of Curse of Misfortune for 1 day.
Terror Special, Maneuver: 7 AP, Range 3, 0/1/4/0/0 - Targeting a creature that can see the Scarecrow, they make a Willpower save. On fail they gain Fear for 1 minute with the scarecrow as the source.
Defense: | 3/2* | AP: | 10 |
Wounds: | 5 | Challenge: | 5 |
Move/Sprint: | 4/2 | Size: | Medium |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
3/0 | -1/0 | 2/2 | -/- | 0/0 | 0/0 |
Construct. This creature has no living parts and is immune to Stun, Daze, Poison, and cannot get Lesser or Greater Wounds. This construct has no Intelligence and passes Intelligence saving throws.
Brittle. This creature loses 1 defense die for every wound it has taken, removing Defense dice before Superior Defense.
Magical Creation. This creature is incapacitated while inside an anti-magic field. The Enchanted Armor can be targeted by Dispel Magic as if it was a 3rd level spell, incapacitating it for 10 minutes on success.
Actions
Punch. Melee Attack: 4 AP, 1/2/2/0/0 - On hit deals 0/2 in bludgeoning damage.
Crushing Blow. Melee Attack, Maneuver: 7 AP, 0/3/3/0/0 - On hit deals 0/4 in bludgeoning damage, being staggered on a critical.
Defense: | 3/0 | AP: | 10 |
Wounds: | 6 | Challenge: | 8 |
Move/Sprint: | -/- | Size: | Medium |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
3/0 | -2/0 | 3/0 | -/- | 2/0 | 0/0 |
Construct. This creature has no living parts and is immune to Stun, Daze, Poison, and cannot get Lesser or Greater Wounds. This construct has no Intelligence and passes Intelligence saving throws. It cannot move and fails all Dexterity saves.
Life Sense. This creature can sense living creatures up to 7 tiles away. This has no effect if a creature cannot be divined, such as when under the effects of Nondetection.
Magical Creation. This creature is incapacitated while inside an anti-magic field. The Sentry can be targeted by Dispel Magic as if it was a 5th level spell, incapacitating it for 10 minutes on success.
Overwatch. Once per round this creature can use Sorching Beam as a reaction (2AP) against a creature moving towards it.
Actions
Sorching Beam. Ranged Spell Attack: 7 AP, Range 10, 3/1/1/0/0 - On hit they take 1/2 in fire damage, adding 0/1 on a critical.
Chain Lightning. Ranged Spell Attack: 8 AP, Range 5, 3/1/1/0/0 - Targeting a creature in range the lightning bounces to 2 other creatures within 3 tiles of the original target and must bounce if able. Creatures make a Dexterity save against this attack. On hit they take 1/0 in lightning damage, adding 0/1 for each critical rolled.
Barrier. Ranged Spell: 7 AP, Range 10 - Gives a creature in range Resistance 1 to elemental damage until the start of the Sentry's next turn.
Defense: | 1/4 | AP: | 15 |
Wounds: | 15 | Challenge: | 14 |
Move/Sprint: | 3/2 | Size: | Large |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
6/5 | -2/0 | 5/3 | -2/0 | 0/0 | -1/0 |
Living Construct. This creature has Resistance 1 to physical damage and Vulnerability 1 to fire damage.
Actions
Slam. Melee Attack: 6 AP, Reach 2, 4/1/1/0/0 - Deals 2/2 in bludgeoning damage.
Sap Life. Melee Attack, Maneuver: 6 AP, 3/2/1/0/0 - Only usable against a grappled creature. Pierces a creature with vines, draining the life out of the creature. The grappled creature makes a Stamina save against this attack, taking 0/4 in piercing damage with the Living Tree healing for the damage dealt.
Defense: | 3/3 | AP: | 15 |
Wounds: | 16 | Challenge: | 25 |
Move/Sprint: | 4/2 | Size: | Large |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
6/4 | -2/0 | 3/2 | -/- | 2/1 | 0/0 |
Construct. This creature has no living parts and is immune to Stun, Daze, Paralyze, Poison, and cannot get Lesser or Greater Wounds. This construct has no Intelligence and passes Intelligence saving throws.
Magical Creation. This creature is incapacitated while inside an anti-magic field. The Bronze Colossus can be targeted by Dispel Magic as if it was a 8th level spell, incapacitating it for 10 minutes on success.
Metallic. This creature has Resistance 1 to elemental and physical damage. If this creature takes at least 1 wound in fire or lightning damage they deal an extra wound of that damage with all Punch attacks until the end of their next turn.
Actions
Punch. Melee Attack: 5 AP, 5/0/1/0/0 - Deals 2/2 in bludgeoning damage.
Tremor. Melee Attack, Maneuver: 7 AP, 4/1/1/0/0 - Slams the ground, hitting all creatures within 2 tiles of the Bronze Coloussus that are touching the ground. Creatures make a Stamina save against this attack. On fail they take 0/3 in bludgeoning damage, being knocked prone on a critical.
Defense: | 1/2 | AP: | 10 |
Wounds: | 2 | Challenge: | 1 |
Move/Sprint: | 5/4 | Size: | Small |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
0/0 | 2/0 | 1/0 | -2/0 | 1/0 | 0/0 |
Pack-Tactics. This creature has Combat Advantage when attacking a creature that is adjacent to an ally.
Dark Sight. This creature treats dim light as bright light and darkness as dim light.
Actions
Bone Spear. Melee Attack: 5 AP, 0/2/3/0/0 - On hit deals 1/0 in piercing damage.
Sling. Ranged Attack: 5 AP, Range 5/10, 1/1/3/0/0 - On hit deals 1/0 in bludgeoning damage.
Defense: | 1/2 | AP: | 10 |
Wounds: | 4 | Challenge: | 3 |
Move/Sprint: | 5/5 | Size: | Small |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
1/0 | 3/2 | 1/0 | -1/0 | 1/0 | 0/0 |
Pack-Tactics. This creature has Combat Advantage when attacking a creature that is adjacent to an ally.
Quick. This creature does not provoke opportunity attacks when taking the Move action.
Actions
Sword. Melee Attack: 5 AP, 1/2/2/0/0 - On hit deals 1/0 in slashing damage.
Firebreath Special, Maneuver: 7 AP, 2/1/2/0/0 - Breathes fire at all creatures in its zone of control. Creatures make a defense roll, taking 0/3 in fire damage on hit.
Defense: | 2/2 | AP: | 12 |
Wounds: | 10 | Challenge: | 15 |
Move/Sprint: | 4/6 | Size: | Medium |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
4/2 | 2/2 | 1/0 | 0/0 | 2/2 | 1/0 |
Magic Resistance. This creature adds 1 critical success to defense and saving throws against magic.
Chromatic Scales. This dragon gains resistances based on its color:
- Green: Resistance 1 to poison damage.
- Red: Resistance 1 to fire damage.
- Blue: Resistance 1 to cold damage.
- White: Resistance 1 to thunder and lightning damage.
- Bronze: Resistance 1 to physical damage.
Flight. This creature can fly using its movement. It can only take the Sprint action while flying.
Actions
Claws. Melee Attack: 4 AP, 2/2/1/0/0 - On hit deals 1/1 in slashing damage.
Bite. Melee Attack, Once per turn: 7 AP, 2/3/1/0/0 - On hit deals 1/3 in piercing damage.
Fireball. Ranged Attack: 7 AP, Range 7, 2/0/3/0/0 - Spits a fireball at a creature in range. The creature makes a Defense roll against this attack. On hit they take 2/2 in fire damage, adding 0/2 on a critical. After using this attack it must be recharged. At the start of each turn this creature rolls 2 Superior dice, recharging this attack on a critical.
Defense: | 2/3 | AP: | 12 |
Wounds: | 16 | Challenge: | 17 |
Move/Sprint: | 4/4 | Size: | Large |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
5/4 | 1/1 | 2/1 | 0/0 | 2/2 | 0/0 |
Magic Resistance. This creature adds 1 critical success to defense and saving throws against magic.
Chromatic Scales. This creature gains resistances based on its color:
- Green: Resistance 1 to poison damage.
- Red: Resistance 1 to fire damage.
- Blue: Resistance 1 to cold damage.
- White: Resistance 1 to thunder and lightning damage.
- Bronze: Resistance 1 to physical damage.
Actions
Great Spear. Melee Attack: 4 AP, Reach 2, 4/1/0/0/0 - On hit deals 1/2 in piercing damage.
Savage Leap. Melee Attack, Maneuver: 4 AP, Reach 2, 4/2/0/0/0 - This creature jumps 2 tiles ending adjacent to the target creature. On hit deals 2/2 in piercing damage and staggers.
Sweeping Strike. Melee Attack, Maneuver: 4 AP, Reach 2, 4/2/0/0/0 - Attempts to knock a creature prone. The creature makes a Strength save against this attack. On hit they take 1/2 in bludgeoning damage, being knocked prone on a critical.
Firebreath. Special Attack: 7 AP, 3/0/2/0/0 - Breathes fire in a 5x5 tile cone. All creatures inside the cone makes a Dexterity save against this attack. On fail they take 2/3 in fire damage, or half as much on success. After using this attack it must be recharged. At the start of each turn this creature rolls 2 Superior dice, recharging this attack on a critical.
Defense: | 3/2 | AP: | 15 |
Wounds: | 26 | Challenge: | 35 |
Move/Sprint: | 5/8 | Size: | Huge |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
6/4 | 1/1 | 4/3 | 2/0 | 3/1 | 1/0 |
Dragonfear. Any hostile creature within 20 tiles that can see the Dragon makes a Willpower save at the start of their turn against 2 Superior dice. On fail they are feared for 1 minute with the Dragon as the source. A creature that succeeds against this is immune to it for 24 hours.
Magic Resistance. This creature adds 1 critical success to defense and saving throws against magic.
Chromatic Scales. This dragon has Resistance 1 to fire damage in addition to resistances based on its color:
- Green: Resistance 1 to poison damage.
- Red: Resistance 1 to fire damage.
- Blue: Resistance 1 to cold damage.
- White: Resistance 1 to thunder and lightning damage.
- Bronze: Resistance 1 to physical damage.
Flight. This creature can fly using its movement. It can only take the Sprint action while flying.
Actions
Claws. Melee Attack: 4 AP, 4/1/1/0/0 - On hit deals 1/2 in slashing damage.
Bite. Melee Attack, Once per turn: 7 AP, 4/2/1/0/0 - On hit deals 2/3 in piercing damage.
Firebreath. Special Attack: 10 AP, 3/1/2/0/0 - Breathes fire in a 6x6 tile cone. All creatures inside the cone makes a Dexterity save against this attack. On fail they take 2/5 in fire damage, or half as much on success. After using this attack it must be recharged. At the start of each turn this creature rolls 2 Superior dice, recharging this attack on a critical.
Wing Burst. Special Attack, Maneuver: 5 AP, Reach 2, 3/1/1/0/0 - Blasts air from the Dragon's wings to all creatures in its zone of control. Every creature hit makes a Strength save against this attack. On fail they are pushed back 2 tiles and take 0/1 in thunder damage, being knocked prone on a critical.
Defense: | 3/3 | AP: | 17 |
Wounds: | 42 | Challenge: | 55 |
Move/Sprint: | 5/10 | Size: | Huge |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
7/6 | 0/0 | 5/4 | 2/0 | 3/2 | 1/0 |
Dragonfear. Any hostile creature within 20 tiles that can see the Dragon makes a Willpower save at the start of their turn against 3 Superior dice. On fail they are feared for 1 minute with the Dragon as the source. A creature that succeeds against this is immune to it for 24 hours.
Magic Resistance. This creature adds 2 critical successes to defense and saving throws against magic.
Chromatic Scales. This dragon has Resistance 2 to fire damage in addition to resistances based on its color:
- Green: Resistance 2 to poison damage.
- Red: Resistance 2 to fire damage.
- Blue: Resistance 2 to cold damage.
- White: Resistance 2 to thunder and lightning damage.
- Bronze: Resistance 1 to physical damage.
Flight. This creature can fly using its movement. It can only take the Sprint action while flying.
Actions
Claws. Melee Attack: 4 AP, 5/1/1/0/0 - On hit deals 1/3 in slashing damage.
Bite. Melee Attack, Once per turn: 7 AP, 5/2/1/0/0 - On hit deals 2/4 in piercing damage.
Firebreath. Special Attack: 10 AP, 4/1/2/0/0 - Breathes fire in a 9x9 tile cone. All creatures inside the cone makes a Dexterity save against this attack. On fail they take 2/8 in fire damage, or half as much on success. After using this attack it must be recharged. At the start of each turn this creature rolls 3 Superior dice, recharging this attack on a critical.
Wing Burst. Special Attack, Maneuver: 5 AP, Reach 3, 4/1/0/0/0 - Blasts air from the Dragon's wings to all creatures in its zone of control. Every creature hit makes a Strength save against this attack. On fail they are pushed back 3 tiles and take 0/2 in thunder damage, being knocked prone on a critical.
Defense: | 4/3 | AP: | 19 |
Wounds: | 58 | Challenge: | 70 |
Move/Sprint: | 5/12 | Size: | Gargantuan |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
9/7 | -1/0 | 6/5 | 2/0 | 4/3 | 1/0 |
Dragonfear. Any hostile creature within 20 tiles that can see the Dragon makes a Willpower save at the start of their turn against 4 Superior dice. On fail they are feared for 1 minute with the Dragon as the source. A creature that succeeds against this is immune to it for 24 hours.
Magic Resistance. This creature adds 3 critical successes to defense and saving throws against magic.
Chromatic Scales. This dragon has Resistance 3 to fire damage in addition to resistances based on its color:
- Green: Resistance 3 to poison damage.
- Red: Resistance 3 to fire damage.
- Blue: Resistance 3 to cold damage.
- White: Resistance 3 to thunder and lightning damage.
- Bronze: Resistance 2 to physical damage.
Flight. This creature can fly using its movement. It can only take the Sprint action while flying.
Actions
Claws. Melee Attack: 4 AP, 6/1/2/0/0 - On hit deals 2/3 in slashing damage.
Bite. Melee Attack, Once per turn: 7 AP, 6/2/2/0/0 - On hit deals 3/5 in piercing damage.
Firebreath. Special Attack: 10 AP, 5/1/2/0/0 - Breathes fire in a 12x12 tile cone. All creatures inside the cone makes a Dexterity save against this attack. On fail they take 3/11 in fire damage, or half as much on success. After using this attack it must be recharged. At the start of each turn this creature rolls 3 Superior dice, recharging this attack on a critical.
Wing Burst. Special Attack, Maneuver: 5 AP, Reach 4, 5/1/0/0/0 - Blasts air from the Dragon's wings to all creatures in its zone of control. Every creature hit makes a Strength save against this attack. On fail they are pushed back 3 tiles and take 0/3 in thunder damage, being knocked prone on a critical.
Defense: | 0/2 | AP: | 10 |
Wounds: | 2 | Challenge: | 1 |
Move/Sprint: | 4/5 | Size: | Small |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
0/0 | 3/0 | 0/0 | 0/0 | 1/0 | -1/0 |
Lesser Demon. This creature counts as Undead for the purposes of the Holy Weapon, Turn Undead, and Consecrate Ground spells.
Limited Flight. This creature has limited flight. They may fly using their movement but must land the next turn or fall from the sky. Once landed they cannot fly until their next turn.
Actions
Claws. Melee Attack: 5 AP, 1/2/2/0/0 - Deals 2 wound dice in damage.
Barbed Tail. Maneuver, Melee Attack: 7 AP, 2/1/2/0/0 - Deals 1 wound die in damage. On crit the target gains Poison 1 and takes an extra wound die in Poison damage for every crit rolled.
Defense: | 1/2 | AP: | 10 |
Wounds: | 5 | Challenge: | 3 |
Move/Sprint: | 3/3 | Size: | Medium |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
3/3 | 2/0 | 2/0 | -1/0 | 0/0 | -2/0 |
Lesser Demon. This creature counts as Undead for the purposes of the Holy Weapon, Turn Undead, and Consecrate Ground spells.
Reckless Attack. When this creature makes an attack they may gain Combat Advantage for the attack. After the attack they grant Combat Advantage to attackers until the start of their next turn.
Horde Fighter. This creature adds 1 success to their attacks for each allied creature with Horde Fighter adjacent to their target.
Actions
Blade. Melee Attack: 5 AP, 2/1/2/0/0 - Deals 1/0 in slashing, adding 0/1 on a critical.
Defense: | 1/3 | AP: | 11 |
Wounds: | 9 | Challenge: | 10 |
Move/Sprint: | 3/3 | Size: | Medium |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
4/3 | 2/0 | 2/0 | -1/0 | 1/0 | 1/0 |
Demonic. This creature has Resistance 1 against lightning, fire, and cold damage.
Hordling Commander. All Hordlings within 5 tiles of this creature add a Superior die to Intelligence, Willpower, and Charisma saves they make.
Horde Fighter. This creature adds 1 success to their attacks for each allied creature with Horde Fighter adjacent to their target.
Actions
Great Blade. Melee Attack: 5 AP, 3/1/2/0/0 - Deals 1/1 in slashing, adding 0/1 on a critical.
Call for Blood. Special, Maneuver: 5 AP
Commands up to 3 Hordlings to make an opportunity attack against an adjacent creature.
Defense: | 0/4 | AP: | 11 |
Wounds: | 11 | Challenge: | 12 |
Move/Sprint: | 3/6 | Size: | Large |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
1/0 | 3/3 | 2/0 | 1/0 | 3/0 | 0/0 |
Demonic. This creature has Resistance 1 against lightning, fire, and cold damage.
Flight. This creature can fly when using it's movement, hovering in place at the end of its movement.
Actions
Trident Spear. Reach 1, Melee Attack: 4 AP, 2/1/2/0/0 - Deals 1 wound and 1 wound die in damage.
Dive Bomb. Maneuver, Melee Attack: 5 AP, 2/2/2/0/0 - Deals 1 wound and 1 wound die in damage. The Spine devil must be flying before attacking. If the Spine devil drops 2 or more tiles before making the attack add a wound die to the damage.
Rain of Spines. Maneuver, Special Attack: 5 AP, 1/2/3/0/0 - Fires razor sharp quills in an arc 3 tiles long and 3 tiles wide. All creatures in range make a Defense roll, taking 3 wound die on fail.
Defense: | 1/2 | AP: | 12 |
Wounds: | 12 | Challenge: | 18 |
Move/Sprint: | 4/7 | Size: | Medium |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
2/0 | 4/0 | 3/0 | 1/0 | 4/0 | 1/0 |
Demonic. This creature has Resistance 1 against lightning, fire, and cold damage.
Magic Resistance. This creature adds 1 critical success to defense and saving throws against magic.
Shadow Healing. Regain 1 wound when dealing death damage to a creature.
Actions
Sacrificial Dagger. Melee Attack: 4 AP, 3/1/1/0/0 - Deals 1 wound and 1 wound die in damage.
Summoning. Maneuver, Special: 7 AP, 3/0/0/0/0 - Summon an Imp for each success. Can only be used once per day, the Imps return to the abyss after 10 minutes.
Insane Whispers. Maneuver, Range 10: 6 AP, 0/4/1/0/0 - Whisper insanities into a target creatures mind. The target makes an Intelligence save, on fail becoming insane for 10 minutes. While insane at the start of your round roll a normal die: Success you act normally, Blank you move randomly muttering gibberish, and fail you make a single weapon attack against a random creature in range. Every time you take damage or a creature spends 5 AP to break your insanity you may make the save again.
Shadow Bolt. Maneuver, Ranged Attack: 9 AP, 2/2/1/0/0 - Fire a barrage of 3 shadow bolts at up up to 3 targets in range. The target makes a Defense roll, taking 2 wound die per shadow bolt in death damage on hit and gaining Hex 1 on crit.
Defense: | 2/2 | AP: | 12 |
Wounds: | 12 | Challenge: | 20 |
Move/Sprint: | 4/4 | Size: | Medium |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
1/0 | 3/2 | 1/1 | 0/0 | 4/4 | 2/0 |
Demonic. This creature has Resistance 1 against lightning, fire, and cold damage.
Dreamwalker. This creature can travel into a creatures dreams by touching them, using their movement action to enter the dream. If the sleeping creature wakes before the Ephial can exit the dream the Ephial takes 0/2 in psychic damage, appearing in a tile adjacent to the sleeping creature.
Actions
Bite. Melee Attack: 6 AP, 4/1/1/0/0 - On hit deals 2/2 in piercing damage.
Impale. Maneuver, Melee Attack: 7 AP, 4/2/1/0/0 - On hit deals 3/0 in piercing damage, restraining the creature on a critical. The restrained creature can spend 5 AP on their turn to attempt to free themselves, making a Strength save against this creatures raw Strength. On success they are no longer restrained.
Charge. Maneuver, Special Attack: 8 AP, Range 5, 3/2/1/0/0 - The Iber demon charges in a line, trampling all creatures it passes through. Creatures hit make a Dexterity or Strength save against this roll, taking 1/2 in bludgeoning damage on a fail.
Defense: | 2/4 | AP: | 14 |
Wounds: | 16 | Challenge: | 20 |
Move/Sprint: | 4/6 | Size: | Large |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
6/4 | 4/4 | 3/1 | -2/0 | 0/0 | -1/0 |
Demonic Resistance. This creature has Resistance 1 against lightning, fire, and cold damage. Effects that Daze, Stun, or Paralyze require 2 criticals in their roll to affect this creature.
Actions
Bite. Melee Attack: 6 AP, 4/1/1/0/0 - On hit deals 2/2 in piercing damage.
Impale. Maneuver, Melee Attack: 7 AP, 4/2/1/0/0 - On hit deals 3/0 in piercing damage, restraining the creature on a critical. The restrained creature can spend 5 AP on their turn to attempt to free themselves, making a Strength save against this creatures raw Strength. On success they are no longer restrained.
Charge. Maneuver, Special Attack: 8 AP, Range 5, 3/2/1/0/0 - The Iber demon charges in a line, trampling all creatures it passes through. Creatures hit make a Dexterity or Strength save against this roll, taking 1/2 in bludgeoning damage on a fail.
Defense: | 2/3 | AP: | 12 |
Wounds: | 20 | Challenge: | 25 |
Move/Sprint: | 4/8 | Size: | Large |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
5/3 | 5/4 | 3/1 | 0/0 | 3/3 | 2/0 |
Demonic Resistance. This creature has Resistance 1 against lightning, fire, and cold damage. Effects that Daze, Stun, or Paralyze require 2 criticals in their roll to affect this creature.
Magic Resistance. This creature adds 2 critical successes to defense and saving throws against magic.
Magic Weapons. This creature's weapons are considered +1 magic weapons.
Actions
Sword. Melee Attack: 3 AP, 5/1/0/0/0 - Attacks twice. On hit deals 1/1 in slashing damage.
Parry. Maneuver, Reaction: 1 AP
As a reaction, this creature may reroll 3 dice in their defense roll.
Portal of Flames. Special Action: 7 AP, Range 10, 3/0/2/0/0 - The Naga is engulfed in flames, teleporting to an unoccupied location in range. All adjacent creatures make a Dexterity save against this roll, taking 0/3 in fire damage on fail. Adjacent creatures that are grappling the Naga automatically fail this roll.
Defense: | 3/3 | AP: | 15 |
Wounds: | 24 | Challenge: | 30 |
Move/Sprint: | 4/5 | Size: | Large |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
6/6 | 3/2 | 4/1 | -1/0 | 3/1 | 1/0 |
Demonic Resistance. This creature has Resistance 1 against lightning, fire, and cold damage. Effects that Daze, Stun, or Paralyze require 2 criticals in their roll to affect this creature.
Fearless. This creature is immune to Sleep and adds 5 successes against effects that Fear or charm.
Bloodletter. If a creature takes 3 or more physical damage from this creatures attacks they gain the Lesser Wound: Bleeding. Attacks against a bleeding creature reroll all blank wound dice.
Actions
Serrated Blade. Melee Attack: 3 AP, 5/1/1/0/0 - Deals 1/1 in slashing damage, adding 0/2 on a critical.
Flurry. Maneuver, Melee Attack: 7 AP, 5/1/1/1/0 - Makes up to 3 attacks at adjacent creatures. On hit deals 1/1 in slashing damage, adding 0/2 on a critical.
Blade Fury. Maneuver, Special Attack: 7 AP, Range 3, 3/3/1/0/0 - The Scaled Demon launches forward, jumping up to 3 tiles and slicing all creatures the demon passes through or are adjacent to it. Creatures make a Defense or Dexterity save, taking 1/2 in slashing damage on hit.
Battle Cry. Maneuver, Special: 5 AP, Range 5, 3/0/0/0/0 - Lets loose a furious roar, enchanting itself and an ally in range for each success rolled. Each creature has expertise in attacks until the end of their next turn.
Defense: | 3/2 | AP: | 15 |
Wounds: | 35 | Challenge: | 40 |
Move/Sprint: | 4/4 | Size: | Huge |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
7/6 | 1/0 | 4/2 | 0/0 | 3/3 | 3/2 |
Greater Demon. This creature has Resistance 1 against all elemental damage, and Resistance 1 against non-magical weapons.
Magic Resistance. This creature adds 2 critical successes to defense and saving throws against magic.
Demonic Strength. This creature has expertise with attack rolls and may use expertise to reroll wound dice.
Actions
Great Spear. Melee Attack: 5 AP, Reach 2, 6/1/1/0/0 - Deals 2/1 in piercing damage, adding 0/2 on a critical.
Cleave. Melee Attack: 7 AP, Reach 2, 6/1/1/1/0 - Hits all creatures in its zone of control, dealing 2/1 in piercing damage, adding 0/2 on a critical.
Summoning. Maneuver, Special: 7 AP, 5/0/0/0/0 - Summon a Hordling or lesser demon (CR 7 and below) for each success. Can only be used once per day, the Demons return to the abyss after 1 hour.
Gore. Maneuver, Melee Attack: 6 AP, Range 3, 6/1/1/0/0 - Can only target a creature that is not adjacent to the Taurus Demon. This creature charges at its target, moving up to 3 tiles and ending adjacent to them. The creature makes a Strength or Dexterity save against the attack, taking 2/4 in piercing damage.
Mass Fireball. Special, Once per day: 10 AP, 4/1/1/0/0 - This creature can cast the spell Mass Fireball at 7th level, using this roll for the spellcasting roll.
Defense: | 2/0 | AP: | 10 |
Wounds: | 2 | Challenge: | 1 |
Move/Sprint: | 4/4 | Size: | Small |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
2/0 | 2/2 | 0/0 | -1/0 | 0/0 | 0/0 |
Fire Resistance. This creature has Resistance 2 against fire damage and takes 1 wound when exposed to water.
Volatile. If this creature is reduced to 0 health from a source other than water it violently explodes. All adjacent creatures make a Dexterity save, taking 2 wound dice in Fire damage on fail.
Actions
Fists. Melee Attack: 5 AP, 1/1/3/0/0 - Deals a wound die each of Fire and bludgeoning damage.
Defense: | 1/2 | AP: | 10 |
Wounds: | 3 | Challenge: | 1 |
Move/Sprint: | 4/2 | Size: | Small |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
2/0 | 0/0 | 2/0 | 0/0 | -1/0 | 0/0 |
Physical Resistance. This creature has Resistance 1 against physical damage and Vulnerability 1 against fire damage.
Actions
Fists. Melee Attack: 5 AP, 1/1/3/0/0 - Deals a wound.
Restrain. Maneuver, Melee Attack: 5 AP, 0/2/3/0/0 - Attempt to bind a creature in mud. The target creature makes a Strength or Dexterity save, on fail they are restrained and the Mud Sprite occupies the same tile as the creature. Any attack that targets the Mud Sprite also targets the restrained creature with both creatures rolling saves and taking damage.
Defense: | 0/3 | AP: | 10 |
Wounds: | - | Challenge: | 5 |
Move/Sprint: | 3/3 | Size: | Medium |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
3/0 | 2/1 | 2/0 | -1/0 | 1/0 | 0/0 |
Conjured. This Elemental is conjured, it's max wounds is determined by the spell that conjured it.
Elemental. This creature has Resistance 2 to Fire damage.
Actions
Fists. Melee Attack: 5 AP, 0/3/2/0/0 - Deals 1 wound and 1 wound die in fire damage.
Firebolt. Ranged 10 Attack: 5 AP, 0/2/3/0/0 - Deals 1 wound in fire damage on hit, adding a wound die on crit.
Defense: | 0/3 | AP: | 10 |
Wounds: | - | Challenge: | 6 |
Move/Sprint: | 3/3 | Size: | Medium |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
3/0 | 2/1 | 2/0 | -1/0 | 1/0 | 0/0 |
Conjured. This Elemental is conjured, it's max wounds is determined by the spell that conjured it.
Elemental. This creature has Resistance 2 to Cold damage.
Actions
Fists. Melee Attack: 5 AP, 0/3/2/0/0 - Deals 1 wound and 1 wound die in cold damage.
Freeze. Maneuver, Melee Attack: 5 AP, 0/3/2/0/0 - Target makes a Stamina save. On fail they take 1 wound in Cold damage and gain Slow 1 for 1 minute, and are restraining until the end of their next turn on crit.
Defense: | 0/3 | AP: | 10 |
Wounds: | - | Challenge: | 6 |
Move/Sprint: | 3/3 | Size: | Medium |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
3/0 | 2/1 | 2/0 | -1/0 | 1/0 | 0/0 |
Conjured. This Elemental is conjured, it's max wounds is determined by the spell that conjured it.
Elemental. This creature has Resistance 2 to Thunder and Lightning damage.
Actions
Fists. Melee Attack: 5 AP, 0/3/2/0/0 - Deals 1 wound and 1 wound die in thunder damage.
Gust. Maneuver, Special: 7 AP
Creates a torrent of wind in a direction away from the elemental. The gust is 3 tiles wide and 7 tiles long and lasts until the start of the elementals next turn. All creatures moving into the wind use an extra tile of movement for each tile moved. All ranged attacks moving into the wind add 1 Terrible dice to their attack.
Defense: | 0/3 | AP: | 10 |
Wounds: | - | Challenge: | 6 |
Move/Sprint: | 3/3 | Size: | Medium |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
3/0 | 2/1 | 2/0 | -1/0 | 1/0 | 0/0 |
Conjured. This Elemental is conjured, it's max wounds is determined by the spell that conjured it.
Elemental. This creature has Resistance 1 to Physical and Poison damage.
Actions
Fists. Melee Attack: 5 AP, 0/3/2/0/0 - Deals 1 wound and 1 wound die in bludgeoning damage.
Harden. Maneuver, Special: 2 AP
Improve all defense dice to superior defense dice.
Defense: | 3/3 | AP: | 15 |
Wounds: | 16 | Challenge: | 24 |
Move/Sprint: | 3/3 | Size: | Huge |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
7/5 | -2/0 | 4/2 | -2/0 | 0/0 | 0/0 |
Elemental. This creature has Resistance 1 to Physical, Lightning, Thunder, and Poison damage.
Actions
Slam. Melee Attack: 5 AP, 4/1/2/0/0 - Deals 2 wounds and 1 wound die in thunder damage.
Thunderwave. Melee Attack: 7 AP, 3/2/2/0/0 - Stomps the ground, sending a wave of thunderous force hitting all creatures within 2 tiles of the Golem. Creatures make a Stamina save, taking 0/2 in thunder damage on fail, and being knocked prone on a critial.
Rock Throw. Maneuver, Ranged Attack: 7 AP, Range 7, 3/2/2
Throws a large boulder at a creature in range it can see. The creature makes a Dexterity or Defense save against the attack, taking 2/3 in bludgeoning damage.
Defense: | 0/3 | AP: | 10 |
Wounds: | - | Challenge: | 6 |
Move/Sprint: | 3/3 | Size: | Medium |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
3/0 | 2/1 | 2/0 | -1/0 | 1/0 | 0/0 |
Conjured. This Elemental is conjured, it's max wounds is determined by the spell that conjured it.
Elemental. This creature has Resistance 1 to Physical and Poison damage.
Actions
Fists. Melee Attack: 5 AP, 0/3/2/0/0 - Deals 1 wound and 1 wound die in bludgeoning damage.
Harden. Maneuver, Special: 2 AP
Improve all defense dice to superior defense dice.
Defense: | 0/1 | AP: | 10 |
Wounds: | 1 | Challenge: | 1/2 |
Move/Sprint: | 4/3 | Size: | Small |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
0/0 | 3/1 | -1/0 | 0/0 | 1/0 | 2/0 |
Enchanting Presence. This creature cannot wear armor, instead any attack, maneuver or spell attack against this target adds 2 Bad dice to their rolls.
Actions
Razor Dust. Ranged Attack: 5 AP, Range 2, 0/3/2/0/0 - Deals 1 wound die. On crit the target gains Hex 1 for 1 minute.
Trickery. Maneuver, Reaction: 2 AP
If this creature or an adjacent ally is targeted by a melee attack you add 1 bad die to their attack roll. If they critically fail the attack they gain Hex 1 for 1 minute.
Defense: | 0/2 | AP: | 10 |
Wounds: | 9 | Challenge: | 8 |
Move/Sprint: | 4/3 | Size: | Large |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
3/1 | 3/1 | 2/0 | 0/0 | 1/0 | 2/0 |
Enchanting Presence. This creature cannot wear armor, instead any attack, maneuver or spell attack against this target adds 2 Bad dice to their rolls.
Charge. If this creature move at least 2 tiles before making an attack it adds 1 wound die to the damage and knocks the target prone on crit.
Actions
Gore. Melee Attack: 5 AP, 1/2/2/0/0 - Deals 3 wound dice. If the attack does 3 or more damage the target gets the Lesser Wound: Bleeding. Attacks against a bleeding creature reroll all blank wound dice.
Tail Wind. Maneuver, Special: 5 AP, 0/3/2/0/0 - Blasts wind at all creatures in its zone of control. Creatures make a Strength save against the attack. On fail they take 1 wound die in damage and are pushed back 1 tile, being knocked prone on crit.
Defense: | 0/3 | AP: | 11 |
Wounds: | 9 | Challenge: | 8 |
Move/Sprint: | 4/5 | Size: | Medium |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
1/0 | 3/1 | 2/2 | 0/0 | 1/1 | 4/2 |
Enchanting Presence. Any attack, maneuver or spell attack against this target adds 2 bad dice to their rolls.
Innate Magic. This creature does not require a codex to cast spells. They cast all spells at 3rd level using 3/2/1 as their spellcasting roll, and cannot cast more than 7 times per long rest. They know the following spells: Vine Whip, Animal Messenger, Bramble, Tremor, Healing Word.
Tree Stride. As part of its movement, the dryad can enter a tree and exit out of another tree within 10 tiles.
Actions
Vine Club. Melee Attack: 5 AP, 0/1/5/0/0 - Deals 2 wound dice.
Barkskin and Summon Creature can be used once per day.
Barkskin. Concentration, Special: 5 AP
The dryad grows a thick layer of bark, improving all defense dice to superior defense dice. This effect lasts for 10 minutes and must be concentrated on like a spell.
Summon Creatures. Special: 10 AP, 2/0/0/0/0 - Summon a woodland beast of Challenge 3 or less for each success rolled.
Defense: | 2/0 | AP: | 11 |
Wounds: | 10 | Challenge: | 13 |
Move/Sprint: | 5/2 | Size: | Medium |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
3/0 | 2/2 | 1/0 | 0/0 | 0/0 | 3/0 |
Enchanting Presence. Any attack, maneuver or spell attack against this target adds 2 Terrible dice to their rolls.
Innate Magic. This creature does not require a codex to cast spells. They cast all spells at 3rd level using 3/3/1 as their spellcasting roll, and cannot cast more than 5 times per long rest. know the following spells: Phantasmal Blades, Fireball, Beacon, Sword Burst, Healing Word.
Actions
Claymore. Melee Attack: 4 AP, 3/1/2/0/0 - Deals 1/1 in slashing damage.
Cleave. Maneuver, Melee Attack: 6 AP, 3/1/3/0/0 - Attacks all creatures inside its zone of control, dealing 1/1 in slashing damage to all targets on hit.
Defense: | 2/2 | AP: | 13 |
Wounds: | 17 | Challenge: | 16 |
Move/Sprint: | 5/5 | Size: | Large |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
2/0 | 4/4 | 2/2 | -2/0 | -1/0 | 5/3 |
Enchanting Presence. This creature cannot wear armor, instead any attack, maneuver or spell attack against this target adds 1 Terrible die to their rolls.
Flying. This creature can fly and hover in place. If this creature is grappled or restrained it plummets from the air.
Magic Resistance. This creature adds 2 critical successes to defense and saving throws against magic.
Actions
Claw. Melee Attack: 5 AP, 2/0/3/0/0 - Deals 1 wound and 2 wound dice in damage.
Faerie Orb. Maneuver, Special: 7 AP, Range 5, 2/3/0/0/0 - The faerie dragon turns into an orb of blue fire and dashes 5 tiles in a straight line, hitting all creatures in its path. All creatures targeted make a Dexterity save taking 2 wounds and 2 wound dice in fire damage. The Dragon appears next to the creature, avoiding opportunity attacks or damaging effects while travelling.
Blink. Maneuver, Reaction: 3 AP
On being hit by an attack, maneuver, or spell the faerie dragon can momentarily blink out of existence. The dragon takes no effects from the attack and appears in their position at the start of their next turn.
Confusion Breath. Once Per Day, Special: 8 AP, 1/4/0/0/0
Breathes a euphoric fire that clouds creatures minds hitting all creatures in a 6x6 tile arc from the dragon. Creatures make a Willpower save, becoming confused for the next 10 minutes on fail. While confused, at the start of each turn they roll a wound die. On a wound they take no action, instead moving in a random direction. Each time they take damage they make a Willpower save against 2 superior dice, ending the effect on success.
Defense: | 0/2 | AP: | 11 |
Wounds: | 11 | Challenge: | 14 |
Move/Sprint: | 4/2 | Size: | Medium |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
-1/0 | -1/0 | 2/1 | 1/0 | 3/1 | 2/2 |
Resistance. This creature has Resistance 1 against fire, cold, force, and death damage.
Hexproof. This creature is immune to Hex 1 and below.
Innate Magic. This creature does not require a codex to cast spells. They cast all spells at 4th level using 4/1/1 as their spellcasting roll, and cannot cast more than 12 times per long rest. They know the following spells: Crow of Magthera, Sleep, Cloud of Teeth, Fear, Curse of Misfortune, Curse of Weakness.
Actions
Ghoulish Claws. Melee Attack: 5 AP, 3/0/2/0/0 - Deals 0/3 in poison damage. The creature is paralyzed until the end of its next turn on a critical.
Voodoo Doll. Special: 6 AP, Range 3, 3/1/2/0/0 - While holding a Voodoo Doll the Night Hag can attempt to bind it to a creature. The creature makes a Willpower save against this attack. On fail they are dominated by the Night Hag. They must obey any command given by the Night Hag as long as it does not harm them. For example, they cannot be commanded to jump off a cliff. The creature can choose to disobey the command, taking 2/2 in psychic damage instead.
Only one creature can be bound to a Voodoo Doll. The link is broken when the Voodoo Doll is destroyed. The Night Hag must spend 7 days crafting a new one before it can use this ability again.
Defense: | 0/2 | AP: | 12 |
Wounds: | 13 | Challenge: | 18 |
Move/Sprint: | 4/2 | Size: | Medium |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
-2/0 | -1/0 | 3/2 | 1/0 | 4/2 | 2/2 |
Resistance. This creature has Resistance 1 against fire, cold, force, and death damage.
Hexproof. This creature is immune to Hex 1 and below.
Innate Magic. This creature does not require a codex to cast spells. They cast all spells at 4th level using 5/1/1 as their spellcasting roll, and cannot cast more than 12 times per long rest. They know the spells Bleed, Sleep, Cloud of Teeth, Fear, Curse of Misfortune, Curse of Weakness, Inflict Wound, Laughing Skull.
Actions
Ghoulish Claws. Melee Attack: 5 AP, 3/1/2/0/0 - Deals 0/3 in poison damage. The creature is paralyzed until the end of its next turn on a critical.
Death Stare. Special, Maneuver: 8 AP, Range 8, 3/2/2/0/0 - Targeting a creature the Death Hag can see they make a Willpower save against this roll. On fail they become incapacitated and begin making death saving throws. They do not gain temporary wounds, instead removing their current wounds when failing a death save. If the creature drops to 0 health they die. If they are stabilized, either through healing or by a medicine check, they awake immediately with their remaining health.
Defense: | 0/2 | AP: | 13 |
Wounds: | 27 | Challenge: | 45 |
Move/Sprint: | 5/9 | Size: | Medium |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
1/1 | 7/6 | 2/1 | 2/0 | 5/4 | 7/5 |
Enchanting Presence. Any attack, maneuver, or spell attack against this target adds 4 Terrible dice to their rolls.
Innate Magic. This creature does not require a codex to cast spells. They cast all spells at 7th level using 7/1/1 as their spellcasting roll, and cannot cast more than 7 times per long rest. They know the spells Barrier, Counter Spell, Fire Shell, Haste, Starfall, Enchantment, Suggestion, True Sight, Forcewave, Power Word: Harm, Mass Fireball.
Iron Sensitivity. This creature has Vulnerability 1 to physical damage dealt by iron weapons.
Magic Resistance. This creature adds 2 critical successes to defense and saving throws against magic.
Actions
Infallible Beauty. Special, Reaction, Once per turn: 2 AP, Range 5, 5/0/2/0/0 - Can be used when a creature in range attempts to make an attack against the Archfey. The creature makes a Charisma save against this attack. On fail they are overcome by the Archfey's beauty and the attack fails. Until the end of their next turn they are unable to take a hostile action against the Archfey. Succeeding against this attack makes you immune to it for 24 hours.
Feyblade. Melee Attack: 3 AP, 7/1/1/0/0 - Deals 1/1 in slashing damage, adding 0/2 in force damage on a critical.
Defense: | 0/4 | AP: | 13 |
Wounds: | 10 | Challenge: | 8 |
Move/Sprint: | 4/2 | Size: | Large |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
4/2 | 1/0 | 4/3 | -2/0 | -1/0 | -2/0 |
Regeneration. As long as this creature hasn't taken Holy or Fire damage they regenerate 2 wound dice of damage every round.
Troll Resistance. This creature has Resistance 2 to Poison damage and Vulnerability 1 to Fire and Holy damage.
Actions This creature can only take 1 Bite action per turn.
Claws. Melee Attack: 6 AP, 3/1/1/0/0 - deals 3 wound dice.
Bite. Melee Attack: 6 AP, 3/1/2/0/0 - deals 1 wound and 3 wound dice.
Defense: | 1/3 | AP: | 11 |
Wounds: | 14 | Challenge: | 9 |
Move/Sprint: | 4/1 | Size: | Large |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
5/3 | -2/0 | 5/5 | -1/0 | 1/0 | -1/0 |
Actions
Great Club. Melee Attack: 6 AP, 2/3/0/0/0 - deals 4 wound dice.
Grab. Melee Attack: 7 AP, 2/3/0/0/0 - Target makes a Strength or Dexterity save against the ogre. On fail the target is grappled, and the ogre can throw the creature without spending AP.
Throw. Ranged Attack: 6 AP, Range 7, 1/4/0/0/0 - Throws a nearby boulder, or whatever is in their hand at the time dealing 1 wound and 2 wound dice on hit. If the ogre is holding a creature it also takes damage from this attack without making a roll and they are no longer grappled.
Defense: | 3/2 | AP: | 11 |
Wounds: | 15 | Challenge: | 13 |
Move/Sprint: | 4/1 | Size: | Large |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
6/3 | -2/0 | 5/5 | -1/0 | 1/0 | -1/0 |
Actions
Great Axe. Melee Attack: 6 AP, 3/2/1/0/0 - deals 1 wound and 3 wound dice.
Grab. Melee Attack: 7 AP, 3/2/1/0/0 - Target makes a Strength or Dexterity save against the ogre. On fail the target is grappled, and the ogre can throw the creature without spending AP.
Throw. Ranged Attack: 6 AP, Range 7, 2/3/1/0/0 - Throws a nearby boulder, or whatever is in their hand at the time dealing 1 wound and 2 wound dice on hit. If the ogre is holding a creature it also takes damage from this attack without making a roll and they are no longer grappled.
Shield-Bash. Maneuver, Reaction: 2 AP, 1/2/4/0/0 - After blocking a melee attack, the ogre can retaliate with its shield dealing 2 wound dice on hit. On crit the target is staggered until the start of its next turn.
Defense: | 0/4 | AP: | 12 |
Wounds: | 13 | Challenge: | 14 |
Move/Sprint: | 4/2 | Size: | Large |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
4/3 | -2/0 | 4/2 | 2/2 | 3/2 | -1/0 |
Spellcaster. This creature has 3 proficiency with Curse spells and 1 proficiency with Arcane spells. They are a 3rd level spellcaster, have 15 mana and have a codex with the following spells: Bleed, Firefly Swarm, Hexbolt, Command, Call Lightning, Fireball.
Actions
Staff. Melee Attack: 6 AP, 2/2/1/0/0 - deals 3 wound dice.
Defense: | 0/4 | AP: | 15 |
Wounds: | 20 | Challenge: | 20 |
Move/Sprint: | 5/2 | Size: | Large |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
6/4 | -1/0 | 5/3 | -1/0 | 1/0 | -2/0 |
Twin-Heads. The Ettin rolls initiative twice, taking two turns but only can only move once. Effects that Blind, Sleep, Stun, Fear, or Daze have no effect unless they effect both heads.
Poison Resistance. The Ettin has Resistance 1 to poison damage and is immune to Poisons at level 1 or below.
Actions This creature can only make 1 attack with the Great Club and Bone Axe each turn.
Great Club. Melee Attack: 6 AP, Reach, 3/2/1/0/0 - On hit deals 0/4 in bludgeoning damage.
Cleaving Axe. Melee Attack: 8 AP, Reach, 3/2/1/0/0 - Swings its felling axe, targeting 3 adjacent creatures in range. On hit deals 1/3 in slashing damage.
Defense: | 4/2 | AP: | 15 |
Wounds: | 30 | Challenge: | 35 |
Move/Sprint: | 5/3 | Size: | Huge |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
7/5 | -1/0 | 6/3 | -1/0 | 3/1 | -1/0 |
Razor Carapace. While taking the Defend action adjacent creatures that make a melee attack against this creature take 0/2 in piercing damage.
Unstoppable. Any attack, maneuver, or spell that Dazes or Stuns only inflicts those conditions if they rolled 2 or more criticals.
Amphibious. This creature can breathe underwater and does not treat water as difficult terrain.
Actions
Anchor. Melee Attack: 5 AP, 5/1/2/0/0 - deals 2/1 in bludgeoning damage, adding 0/3 on a critical.
Tremor Slam. Melee Attack, Maneuver: 7 AP, 5/1/2/0/0 - Hits all creatures within 2 tiles of the Depth Titan that are touching the ground. Creatures make a Stamina save against this attack. On fail they take 0/3 in bludgeoning damage, being knocked prone on a critical.
Anchor Toss. Ranged Attack, Maneuver: 5 AP, Range 5, 3/3/2/0/0 - Throws the anchor at a creature in range. The creature makes a Dexterity save, being pulled 3 tiles closer to the Depth Titan and taking 3/2 in bludgeoning damage.
Defense: | 0/2 | AP: | 10 |
Wounds: | 1 | Challenge: | 1/2 |
Move/Sprint: | 4/3 | Size: | Small |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
1/1 | 2/1 | 0/0 | -1/0 | 1/0 | 0/0 |
Quick. This creature is immune to opportunity attacks when using the Move action (but not sprint).
Actions
Dagger. Melee Attack: 5 AP, 1/1/3/0/0 - deals 1/0 piercing damage.
Sneak Attack. Maneuver, Melee Attack: 5 AP, 2/1/3/0/0 - Must be flanking the target. Deals 1/0 in piercing damage, adding 0/1 for every crit rolled.
Shielded: Challenge + 1/2. The Goblin gains a buckler, adding 0/1 to its defense roll.
Ranged: Changes the Goblins Dagger action to Bow: Ranged Attack: 5 AP, Ranged 10/30, 1/1/3/0/0 - deals 1/1 piercing damage.
Dual Wield: The Goblin uses two daggers, gaining the Off-Hand Dagger action: Melee Attack: 2 AP, 0/2/3/0/0 - deals 1/0 in piercing damage.
Defense: | 0/3 | AP: | 10 |
Wounds: | 2 | Challenge: | 1 |
Move/Sprint: | 4/3 | Size: | Small |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
1/1 | 3/1 | 0/0 | -1/0 | 1/0 | 0/0 |
Quick. This creature is immune to opportunity attacks when using the Move action (but not sprint).
Actions
Dagger. Melee Attack: 5 AP, 2/1/2/0/0 - deals 1 wound.
Sneak Attack. Maneuver, Melee Attack: 5 AP, 3/1/2/0/0 - Must be flanking the target. Deals 1 wound, and rolls an additional wound die for every crit rolled.
Shielded: Challenge +1/2. The Goblin Fighters gains a buckler, adding 0/1 to its defense roll.
Ranged: Changes the Goblin Fighters Dagger action to Bow: Ranged Attack: 5 AP, Ranged 10/30, 2/1/2/0/0 - deals 1/1 piercing damage.
Armored: Challenge +1. Max Wounds +1. The Goblin fighter uses hide armor, changing its defense to 1/3.
Defense: | 0/2 | AP: | 10 |
Wounds: | 2 | Challenge: | 3 |
Move/Sprint: | 4/3 | Size: | Small |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
1/0 | 1/0 | 0/0 | 2/0 | 1/1 | 0/0 |
Quick. This creature is immune to opportunity attacks when using the Move action (but not sprint).
Spellcaster. This creature has 2 proficiency with Arcane spells. They are a 2nd level spellcaster with 5 mana and have a codex with the following spells: Firebolt, Cold Snap, Static Shock, Poison Trap.
Actions
Staff. Melee Attack: 5 AP, 0/1/4/0/0 - deals 1 wound.
Defense: | 1/3 | AP: | 11 |
Wounds: | 7 | Challenge: | 7 |
Move/Sprint: | 4/6 | Size: | Medium |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
1/0 | 4/3 | 1/1 | 1/0 | 1/0 | -1/0 |
Poison Dagger. When making attacks with their daggers they give the target Poison 1 for 1 minute on crit.
Actions
Poison Dagger. Melee Attack: 3 AP, 3/1/1/0/0 - You may reroll 1 die in the attack roll and this deals 1 wound on hit.
Poison Dagger (off-hand). Melee Attack: 2 AP, 0/4/1/0/0 - You may reroll 1 die in the attack roll and this deals 1 wound on hit.
Sneak Attack. Maneuver, Melee Attack: 3 AP, 3/1/1/0/0 - Only usable if you are flanking or have Combat Advantage. You may reroll 4 dice in the attack roll and this deals 1 wound on hit. For every crit in your attack roll add an extra wound die to the damage.
Sucker Punch. Maneuver, Reaction: 2 AP, 3/1/1/0/0 - When an adjacent creature is casting a spell you may attack them before their spell completes, dealing 1 wound die on hit. If the attack lands the creature adds 1 bad die, plus a bad die for every crit in your attack roll to their spellcasting roll.
Defense: | 0/3 | AP: | 11 |
Wounds: | 6 | Challenge: | 12 |
Move/Sprint: | 4/5 | Size: | Medium |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
-1/0 | 3/2 | 1/1 | 0/0 | 4/3 | 1/0 |
Spellcaster. This creature has 3 proficiency in Curse spells. They are a 4th level spellcaster with 18 mana and have a codex with the following spells: Eldritch Blast, Hex, Quicken, Apathy, Shifting-Image, Invisibility.
Actions
Dagger. Melee Attack: 5 AP, 1/2/2/0/0 - deals 1/0 in piercing damage.
Defense: | 1/3 | AP: | 10 |
Wounds: | 9 | Challenge: | 10 |
Move/Sprint: | 4/3 | Size: | Medium |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
4/3 | 1/1 | 3/1 | -1/0 | 1/0 | -1/0 |
Enduring. When taking lethal damage, as long as the attack dealt 3 or fewer wounds the Orc survives with 1 wound. Can only be used once per day.
Brutal Strikes. When the Orc crits with an attack, add a wound die to the damage.
Deadly Warrior. The Orc has expertise with attacks.
Actions
Great Sword. Melee Attack: 4 AP, 2/2/1/0/0 - Deals 1 wound and 1 wound die.
Javelin. Ranged 5/10 Attack: 4 AP, 1/0/4/0/0 - Deals 1 wound.
Wild Attack. Maneuver, Melee Attack: 5 AP, 2/3/1/0/0 - Deals 1 wound and 2 wound dice. If the attack deals 3 or more wounds the target gains a random Lesser Wound. After attacking, the Orc grants combat advantage to all attackers until the start of their next turn.
Defense: | 1/3 | AP: | 11 |
Wounds: | 12 | Challenge: | 12 |
Move/Sprint: | 6/6 | Size: | Large |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
3/3 | 3/3 | 3/0 | -1/0 | 1/0 | -1/0 |
Enduring. When taking lethal damage, as long as the attack dealt 3 or fewer wounds the Orc survives with 1 wound. Can only be used once per day.
Brutal Strikes. When the Orc crits with an attack, add a wound die to the damage.
Deadly Warrior. The Orc has expertise with attacks.
Actions
Bone Spear. Melee Attack: 4 AP, 2/1/2/0/0 - Deals 1 wound.
Javelin. Ranged 5/10 Attack: 4 AP, 3/0/2/0/0 - Deals 1 wound.
Aimed Shot. Maneuver, Ranged 5/10 Attack: 5-8 AP, 3/0+/2/0/0 - Deals 1 wound. For every AP above 5 spent on this attack add a proficiency die to the attack roll. Add a wound die to the damage for each crit, up to a max of 3.
Pinning Jump. Maneuver, Melee Attack: 7 AP, 2/2/2/0/0 - Deals 3 wound dice. Only usable after moving at least 3 tiles. The Warg jumps at a target. On hit the target is knocked prone and grappled by the Warg on crit. If the attack misses the target is pushed aside 1 tile and the Wargrider moves to their space if possible.
Defense: | 0/3 | AP: | 11 |
Wounds: | 8 | Challenge: | 14 |
Move/Sprint: | 4/3 | Size: | Medium |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
2/0 | -1/0 | 2/0 | -1/0 | 3/0 | 3/1 |
Enduring. When taking lethal damage, as long as the attack dealt 3 or fewer wounds the Orc survives with 1 wound. Can only be used once per day.
Spellcaster. The Orc Shaman has 3 proficiency with Curse spells and 1 proficiency with Divine spells. They are a 4th level spellcaster with 12 mana and a codex with the following spells: Hex, Quicken, Web, Frog Morph, Healing Word, Regeneration.
Actions
Staff. Melee Attack: 5 AP, 0/2/3/0/0 - Deals 1 wound.
Defense: | 0/2 | AP: | 10 |
Wounds: | 2 | Challenge: | 1/4 |
Move/Sprint: | 4/2 | Size: | Medium |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
1/0 | 0/0 | 0/0 | 0/0 | 1/0 | 0/0 |
Actions
Improvised Weapon. Melee Attack: 5 AP, 0/1/4/0/0 - Deals 1 wound.
Defense: | 0/3 | AP: | 10 |
Wounds: | 3 | Challenge: | 1 |
Move/Sprint: | 4/3 | Size: | Medium |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
2/1 | 1/1 | 1/0 | 0/0 | -1/0 | 1/0 |
Actions
Short Sword. Melee Attack: 5 AP, 1/1/3/0/0 - Deals 1 wound.
Defense: | 1/3 | AP: | 11 |
Wounds: | 5 | Challenge: | 5 |
Move/Sprint: | 4/2 | Size: | Medium |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
3/1 | 1/1 | 1/0 | 0/0 | 0/0 | 1/0 |
Leadership. All allied bandits add 1 proficiency die to their saving throws while within 5 tiles of the Bandit Leader.
Actions
Short Sword. Melee Attack: 4 AP, 1/1/3/0/0 - Deals 1 wound.
Healing Surge. Special: 3 AP
Usable once per day. Roll 3 wound dice, healing for the wounds rolled.
Defense: | 0/2 | AP: | 10 |
Wounds: | 3 | Challenge: | 4 |
Move/Sprint: | 4/3 | Size: | Medium |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
-1/0 | 1/0 | 0/0 | 2/1 | 1/1 | 1/0 |
Spellcaster. This creature has 1 proficiency with Arcane spells. They are a 2nd level caster with 6 mana and a codex with the following spells: Firebolt, Static Shock, Arcane Blasts, Call Lightning, Combust.
Actions
Dagger. Melee Attack: 5 AP, 0/1/4/0/0 - Deals 1/0 in piercing damage.
Defense: | 0/2 | AP: | 11 |
Wounds: | 7 | Challenge: | 11 |
Move/Sprint: | 4/3 | Size: | Medium |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
-1/0 | 1/0 | 1/1 | 3/2 | 2/1 | 1/0 |
Spellcaster. The Wizard has 3 proficiency with Arcane spells. They are a 4th level spellcaster, have 15 mana, and a codex with the following spells: Firebolt, Detect Magic, Blink, Elemental Shell, Counter Spell, Fireball, Flight, Major Image, Lightning Bolt.
Actions
Staff. Melee Attack: 5 AP, 0/0/5/0/0 - Deals 0/2 in bludgeoning damage.
Guided Strike. Melee Attack, Maneuver: 4 AP, 3/0/2/0/0 - This creature can spend 1 mana to add 1/0 of any elemental damage to the attack. The attack ignores 1 level of resistance. On hit deals 0/2 in bludgeoning damage.
Defense: | 0/4 | AP: | 11 |
Wounds: | 7 | Challenge: | 12 |
Move/Sprint: | 4/6 | Size: | Medium |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
0/0 | 4/3 | 1/1 | -1/0 | 2/1 | 1/0 |
Uncanny Dodge. Once per turn this creature can spend 2 AP to gain Resistance 2 to all damage except psychic damage.
Infiltrator. This creature has expertise in Stealth and Perception.
Assassinate. Once per round when this creature lands a critical hit it adds 2 wound dice to the damage.
Actions This creature dual wields daggers and may make an Offhand attack (2 AP) with its Poisoned Dagger attack.
Poisoned Dagger. Melee Attack: 4 AP, 1rr, 3/1/1/0/0 - Deals 1/0 in piercing damage, inflicting Poison 1 on a critical.
Sneak Attack. Melee Attack: 4 AP, 4rr, 2/1/2/0/0 - This can only be used when flanking a creature or when they have Combat Advantage. Deals 1/0 in piercing damage, adding 0/1 for each critical rolled. Any blank wounds rolled are rerolled.
Defense: | 1/3 | AP: | 11 |
Wounds: | 8 | Challenge: | 11 |
Move/Sprint: | 4/2 | Size: | Medium |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
1/1 | -2/0 | 1/1 | 1/0 | 3/2 | 2/0 |
Spellcaster. The Shaman has 2 proficiency with Curse and Divine spells. They are a 4th level spellcaster, have 14 mana, and a codex with the following spells: Guidance, Firefly Swarm, Hex, Tremor, Enhance Ability, Gust, Snake Totem, Frog Morph, Regeneration.
Actions
Staff. Melee Attack: 5 AP, 1/0/4/0/0 - Deals 0/2 in bludgeoning damage.
Guided Strike. Melee Attack, Maneuver: 4 AP, 2/1/2/0/0 - This creature can spend 1 mana to add 1/0 of any elemental damage to the attack. The attack ignores 1 level of resistance. On hit deals 0/2 in bludgeoning damage.
Defense: | 1/4 | AP: | 10 |
Wounds: | 5 | Challenge: | 6 |
Move/Sprint: | 4/3 | Size: | Medium |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
3/1 | 1/0 | 1/1 | 0/0 | 1/0 | 1/0 |
Battle Formation. This creature adds 1 superior die to their Strength and Dexterity saving throws if they are adjacent to an ally with Battle Formation.
Spear Wall. Once per turn when a creature enters the Soldiers zone of control they may make an opportunity attack against them, stopping their move action on a critical.
Actions
Spear. Melee Attack: 5 AP, Reach 1, 2/1/2/0/0 - Deals 1/0 in piercing damage.
Defense: | 1/3 | AP: | 10 |
Wounds: | 4 | Challenge: | 7 |
Move/Sprint: | 4/5 | Size: | Medium |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
1/1 | 3/2 | 0/0 | 0/0 | 2/1 | 1/0 |
Keen Eyes. This creature adds 1 superior die to perception checks.
Actions
Bow. Ranged Attack: 4 AP, Range 15/25, 3/0/2/0/0 - Deals 1/1 in piercing damage.
Aimed Shot. Ranged Attack, Maneuver: 4-8 AP, Range 15/25, 3/0/2/0/0 - Can only be used against a creature 3 or more tiles away. Add an Enhanced die to the attack roll for every AP spent above the minimum. On hit deals 1/1 in piercing damage, adding a wound die for each critical up to a max of 3.
Defense: | 3/2 | AP: | 11 |
Wounds: | 10 | Challenge: | 15 |
Move/Sprint: | 4/3 | Size: | Medium |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
4/3 | 1/0 | 2/1 | 0/0 | 1/1 | 1/0 |
Battle Formation. This creature adds 1 superior die to their Strength and Dexterity saving throws if they are adjacent to an ally with Battle Formation.
Actions
Sword. Melee Attack: 5 AP, Reach 1, 4/0/1/0/0 - Deals 1/0 in slashing damage, adding 0/1 on a critical.
Flurry. Melee Attack, Maneuver: 6 AP, Reach 1, 4/0/1/1/0 - Makes two attacks against a creature, dealing 1/0 in slashing damage and adding 0/1 on a critical.
Shield Slam. Melee Attack: 2 AP, Reach 1, 4/1/1/0/0 - Deals 1/0 in bludgeoning damage and staggers the creature. On a critical the creature is knocked prone instead of staggered.
Defense: | 2/1 | AP: | 10 |
Wounds: | 4 | Challenge: | 2 |
Move/Sprint: | 4/4 | Size: | Medium |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
2/1 | 2/1 | 1/0 | -1/0 | 1/0 | -1/0 |
Deep strider. This creature has Slow 1 as long as it not in water.
Monstrous Resistance. This creature adds 1 crit success against attacks and 1 crit failure against spells.
Actions
Spear. Melee Attack: 5 AP, 1/1/3/0/0 - Deals 1 wound.
Poison Claws. Maneuver, Melee Attack: 4 AP, 1/1/3/0/0 - Deals 2 wound dice. On crit the target creature gains Poison 1 for 10 minutes. Until the creature cures this poison they go into a frenzy, attacking the closest target to them each round.
Defense: | 2/2 | AP: | 11 |
Wounds: | 5 | Challenge: | 4 |
Move/Sprint: | 4/4 | Size: | Medium |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
3/2 | 2/1 | 2/1 | -1/0 | 1/0 | -1/0 |
Deep strider. This creature has Slow 1 as long as it not in water.
Monstrous Resistance. This creature adds 1 crit success against attacks and 1 crit failure against spells.
Actions
Spear. Melee Attack: 3 AP, 2/1/2/0/0 - Deals 1 wound.
Poison Claws. Maneuver, Melee Attack: 4 AP, 2/1/2/0/0 - Deals 2 wound dice. On crit the target creature gains Poison 1 for 10 minutes. Until the creature cures this poison they go into a frenzy, attacking the closest target to them each round.
Defense: | 0/2 | AP: | 11 |
Wounds: | 3 | Challenge: | 4 |
Move/Sprint: | 4/4 | Size: | Medium |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
1/0 | 1/0 | 1/0 | -1/0 | 3/0 | 0/0 |
Deep strider. This creature has Slow 1 as long as it not in water.
Monstrous Resistance. This creature adds 1 crit success against spells and 1 crit failure against attacks.
Spellcaster. This creature has 1 proficiency with Curse spells. They are a 2nd level spellcaster with 8 mana and can cast the following spells without a codex: Black Tendrils, Hex, Hex Bolt, Curse of Fragility, Curse of Suffering.
Actions
Staff. Melee Attack: 5 AP, 0/1/4/0/0 - Deals 1 wound die.
Defense: | 0/2 | AP: | 10 |
Wounds: | 4 | Challenge: | 3 |
Move/Sprint: | 5/4 | Size: | Medium |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
1/0 | 3/2 | 0/0 | -1/0 | 0/0 | 2/1 |
Sunlight Sensitivity. This creature grants Combat Advantage while in direct sunlight.
Flying. This creature can fly and hover in place. If this creature is grappled or restrained it plummets from the air.
Actions
Talons. Melee Attack: 5 AP, 1/2/2/0/0 - Deals 2 wound dice.
Terrifying Gaze. Special: 5 AP, Range 5, 0/2/3/0/0 - Targetting a creature in range that can see the gloom stalker, the creature makes a Willpower save becoming afraid of the gloom stalker for 1 minute on fail. While in line of sight of the gloom stalker the creature cannot willingly move closer.
Defense: | 1/2 | AP: | 10 |
Wounds: | 4 | Challenge: | 4 |
Move/Sprint: | 5/5 | Size: | Medium |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
0/0 | 3/1 | 0/0 | 0/0 | 2/1 | -1/0 |
Monstrous Resistance. This creature gains 2 Superior dice when saving against effects that cause Charm, Fear, or Sleep.
Flying. This creature can fly and hover in place. If this creature is grappled or restrained it plummets from the air.
Actions
Talons. Melee Attack: 3 AP, 1/2/2/0/0 - Deals 2 wound dice.
Song of Allure. Special: 5 AP, 0/1/5/0/0 - The harpy sings a magical melody, effecting all Humanoids within 30 tiles. A creature in range that can hear the melody makes a Charisma save, becoming Charmed by the Harpy on fail. While Charmed the creature takes no action other than moving closer to the harpy. The creature will not avoid hazards, taking the most direct route. If the movement will cause harm to the creature, they take damage, or another creature spends 5 AP trying to wake them they may make another Charisma save, ending the effects on success. Once a creature has saved against the song they are immune to it for 24 hours. The creature has no memory of the time they were charmed.
The Harpy cannot attack while singing and must sing every turn or the Charm ends.
Defense: | 1/2 | AP: | 10 |
Wounds: | 5 | Challenge: | 7 |
Move/Sprint: | 5/5 | Size: | Medium |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
0/0 | 3/1 | 0/0 | 0/0 | 3/2 | -1/0 |
Monstrous Resistance. This creature gains 2 Superior dice when saving against effects that cause Charm, Fear, or Sleep.
Flying. This creature can fly and hover in place. If this creature is grappled or restrained it plummets from the air.
Actions
Talons. Melee Attack: 3 AP, 0/3/2/0/0 - Deals 2 wound dice.
Dream eater. Maneuver, Special Attack: 5 AP, 0/3/2/0/0 - Works only on sleeping targets. Deals 3 wound dice in Death damage, healing the Harpy for the damage dealt. If this would kill the creature, they are incapacitated instead, taking 2 levels of exhaustion and waking with 1 health after a long rest.
Song of Sleep. Special: 5 AP, 0/1/5/0/0 - The harpy sings a magical melody, effecting all Humanoids within 30 tiles. A creature in range that can hear the melody makes a Charisma save, becoming Dazed until the end of their next turn. A dazed creature that fails their save falls asleep instead. The sleep is restless, giving no benefit from a long or short rest while asleep. After taking damage or another creature spends 5 AP to wake them they may make a Charisma save, automatically succeeding if the harpy is no longer singing.
The Harpy cannot attack while singing and must sing every turn or the effects end.
Defense: | 1/2 | AP: | 11 |
Wounds: | 9 | Challenge: | 9 |
Move/Sprint: | 5/5 | Size: | Medium |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
-1/0 | 3/1 | 0/0 | 3/1 | -1/0 | 2/1 |
Monstrous Resistance. This creature gains 2 Superior dice when saving against effects that cause Charm, Fear, or Sleep.
Flying. This creature can fly and hover in place. If this creature is grappled or restrained it plummets from the air.
Spellcaster. The Harpy Sorcerer has 2 proficiency with Arcane spells. They are a 4th level spellcaster with 14 mana and can cast the following spells: Static Shock, Call Lightning, Slowfield, Lightning Bolt.
Actions
Talons. Melee Attack: 3 AP, 1/2/2/0/0 - Deals 2 wound dice.
Song of Storms. Special: 2 AP, 2/0/4/0/0 - The harpy sings a magical melody, creating strong winds and stormy weather. While singing, any ranged attacks or spells targeting a creature inside the winds can use this roll instead of their defense or saving roll. If the song continues for at least 1 minute storm clouds form and change the weather, lasting for 10 minutes after the song stops.
The Harpy cannot attack while singing and must sing every turn or the Charm ends.
Defense: | 3/0 | AP: | 11 |
Wounds: | 7 | Challenge: | 8 |
Move/Sprint: | 3/2 | Size: | Medium |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
3/1 | 0/0 | 4/4 | -2/0 | 2/0 | -2/0 |
Poison Resistance. The Sentient Slime has Resistance 2 to poison damage and is immune to Poisons at level 2 or below.
Amorphous. This creature has no defined shape. It can spread itself across a 3x3 tile area or squeeze itself through a 1 inch gap. Any movement while not maintaining its 1x1 form treats all tiles as difficult terrain.
Acidic. Any creature that touches or critically fails a melee attack against the Sentient slime takes 0/2 in poison damage.
Actions
Bash. Melee Attack: 4 AP, 1/2/2/0/0 - Deals 1/2 in poison damage.
Consume. Melee Attack: 6 AP, 2/2/1/0/0 - Attempt to surround a medium or smaller creature with its body. The creature makes a Dexterity save, on fail they are restrained by the Sentient Slime and move with it. While restrained they are Silenced and cannot breathe. At the start of the creatures turns they take 1/2 in poison damage. Only one creature can be consumed at a time.
Defense: | 3/0 | AP: | 11 |
Wounds: | 16 | Challenge: | 8 |
Move/Sprint: | 3/2 | Size: | Large |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
3/1 | 0/0 | 4/4 | -2/0 | 2/0 | -2/0 |
Poison Resistance. The Black Tar has Resistance 2 to poison damage and is immune to Poisons at level 2 or below.
Unstable. When hit with a weapon dealing slashing or bludgeoning damage
Amorphous. This creature has no defined shape. It can spread itself across a 3x3 tile area or squeeze itself through a 1 inch gap. Any movement while not maintaining its 1x1 form treats all tiles as difficult terrain.
Acidic. Any creature that touches or critically fails a melee attack against the Sentient slime takes 0/2 in poison damage.
Actions
Bash. Melee Attack: 4 AP, 1/2/2/0/0 - Deals 1/2 in poison damage.
Consume. Melee Attack: 6 AP, 2/2/1/0/0 - Attempt to surround a medium or smaller creature with its body. The creature makes a Dexterity save, on fail they are restrained by the Sentient Slime and move with it. While restrained they are Silenced and cannot breathe. At the start of the creatures turns they take 1/2 in poison damage. Only one creature can be consumed at a time.
Defense: | 2/1 | AP: | 11 |
Wounds: | 7 | Challenge: | 8 |
Move/Sprint: | 4/5 | Size: | Medium |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
4/2 | 3/2 | 2/0 | -2/0 | 0/0 | 2/1 |
Poison Resistance. The Wendigo has Resistance 1 to poison damage and is immune to Poisons at level 1 or below.
Voice Mimicry. This creature can emulate the voice of the creatures its killed or heard in the past 24 hours. A successful Insight check against this creatures Charisma save will determine the voice is fake.
Actions
Claw. Melee Attack: 4 AP, 1/3/1/0/0 - Deals 2 wound dice.
Bite. Melee Attack: 6 AP, 2/3/1/0/0 - Deals 1 wound and 2 wound dice. On crit the target creature gains Poison 1. While poisoned any damage taken reduces your max wounds as well, recovering after a long rest. If the Wendigo is cursed, the target creature is also cursed with the same curse.
Defense: | 2/2 | AP: | 11 |
Wounds: | 9 | Challenge: | 13 |
Move/Sprint: | 5/4 | Size: | Medium |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
4/2 | 3/2 | 3/3 | 0/0 | 1/0 | -2/0 |
Cursed Form. This creature adds a success to attack rolls for each curse and level of Hex they have.
Poisonous. This creature has Resistance 1 to poison damage and is immune to level 1 Poisons.
Actions
Flaming Scimitar. Melee Attack: 3 AP, 3/1/1/0/0 - Deals 1/0 in slashing damage and 0/2 in fire damage.
Bite. Melee Attack: 7 AP, 2/3/1/0/0 - Grapples and bites a creature. The creature makes a Strength or Dexterity save against this roll. On fail they take 0/3 in poison damage, gaining Poison 2 for 10 minutes on a critical.
Defense: | 2/1 | AP: | 11 |
Wounds: | 11 | Challenge: | 17 |
Move/Sprint: | 5/5 | Size: | Medium |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
2/0 | 4/2 | 1/1 | 1/0 | 4/3 | -2/0 |
Cursed Form. This creature adds a success to attack rolls for each curse and level of Hex they have.
Poisonous. This creature has Resistance 1 to poison damage and is immune to level 1 Poisons.
Spellcaster. The Serpent Curseblood has 3 proficiency with Curse spells. They are a 5th level spellcaster, have 20 mana, and a codex with the following spells: Bleed, Life Sense, Hex, Snake Totem, Curse of Misfortune, Inflict Wounds, Curse of Weakness, Mass Hex, Curse of Pain.
Actions
Poisoned Claws. Melee Attack: 5 AP, 2/2/1/0/0 - Deals 0/3 in Poison damage, inflicting Poison 2 for 10 minutes on a critical.
Bite. Melee Attack: 7 AP, 2/3/1/0/0 - Grapples and bites a creature. The creature makes a Strength or Dexterity save against this roll. On fail they take 0/3 in poison damage, gaining Poison 2 for 10 minutes on a critical.
Defense: | 2/3 | AP: | 14 |
Wounds: | 23 | Challenge: | 30 |
Move/Sprint: | 5/5 | Size: | Huge |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
7/6 | 2/0 | 5/5 | -2/0 | 0/0 | -1/0 |
Monstrous Resistance. This creature has Resistance 1 to Fire and Cold damage.
Burrow. This creature can burrow through the snow as part of its movement, becoming untargetable. It cannot burrow or unburrow during the same turn.
Actions
Bite. Melee Attack: 7 AP, Reach 1, 5/1/1/0/0 - Deals 3 wounds of piercing damage, adding 4 wound dice in fire damage on crit. If this attack hits the creature is grappled in the Snowstalker's mouth as long as it is medium or smaller.
Swallow. Melee Attack: 7 AP, Reach 1, 5/1/1/0/0 - Only usable against a creature grappled by the Snowstalker. The grappled creature makes a Strength save, taking 4 wound dice in fire damage and is swallowed on fail. While swallowed they take 4 wound dice in poison damage at the start of their turn and are Blind, Restrained, and gain Poison 1. Each time the Snowstalker takes damage it must make a concentration check as if it is concentrating on a spell, spitting out the creature on fail.
Defense: | 0/5 | AP: | 13 |
Wounds: | 14 | Challenge: | 17 |
Move/Sprint: | 4/8 | Size: | Large |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
3/1 | 5/4 | -1/0 | 0/0 | 2/1 | 4/3 |
Scorned. This creature adds 2 superior dice against charming effects.
Lingering Magic. The effects from the spells Guidance and Holy Protection this creature casts last for the full minute and their effects can be used once per turn.
Spellcaster. The Lamia has 2 proficiency with Divine spells. They are a 2nd level spellcaster, have 7 mana, and a codex with the following spells: Guidance, Holy Protection, Chilling Fog, Tremor.
Actions
Poison Claws. Melee Attack: 5 AP, 4/1/0/0/0 - Deals 1/2 in slashing damage. The creature gains Poison 1 for 1 hour, or Poison 2 on a critical.
Paralysis Bite. Melee Attack: 7 AP, 2/3/1/0/0 - Grapples and bites a creature. The creature makes a Strength or Dexterity save against this roll. On fail they take 0/3 in poison damage and gain Poison 1 for 10 minutes. They are Paralysed for the duration of the poison.
Hypnotic Gaze. Special, Maneuver: 8 AP, Range 10, 3/1/1/0/0 - Puts a creature under a hypnotic trance. The creature makes a Willpower save against this attack. On fail they are put in a trance for 10 minutes. While in a trance they take no action during their turn and automatically fail Strength, Dexterity, and Defense rolls. The effect ends after they are attacked or take damage. A creature that succeeds their save is immune to this attack for 24 hours.
Defense: | 0/3 | AP: | 10 |
Wounds: | 4 | Challenge: | 4 |
Move/Sprint: | 4/4 | Size: | Medium |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
0/0 | 2/2 | 1/0 | 3/2 | -1/0 | 1/0 |
Magic Sight. This creature's large eye can see the lingering effects of magic. It can see creatures under magical effects, see creatures hidden through magic, and can see disguised creatures as their true form. This feat has no effect if this creature is blinded.
Actions
Claws. Melee Attack: 4 AP, 1/1/3/0/0 - Deals 2 wound dice in damage.
Tearing Gaze. Maneuver, Ranged 3 Special: 6 AP, 1/2/2/0/0 - The target creature makes an Intelligence save. On fail they take 1 wound and 1 wound die in Psychic damage and it learns a secret or piece of information from the targets mind. On crit the target is stunned until the end of their next turn.
Defense: | 1/2 | AP: | 10 |
Wounds: | 3 | Challenge: | 4 |
Move/Sprint: | 4/5 | Size: | Small |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
3/1 | 2/2 | 1/1 | -1/0 | 0/0 | -1/0 |
Actions
Claws. Melee Attack: 3 AP, 2/1/2/0/0 - Deals 2 wound dice in damage.
Bite. Melee Attack, Once per turn: 3 AP, 2/2/2/0/0 - Deals 1 wound and 1 wound die in damage.
Defense: | 0/3 | AP: | 11 |
Wounds: | 8 | Challenge: | 7 |
Move/Sprint: | 4/4 | Size: | Medium |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
-1/0 | 2/0 | 0/0 | 3/0 | 2/0 | 0/0 |
Mimicry Casting. This creature does not require a codex to cast spells. Regardless of spell type they roll 0/3/2/0/0 for all spells, and add 2 Superior dice when the target of Counter Spell. They have 5 2nd level spell slots, but do not know any spells naturally. Instead the Merculent copies spells cast around them of 2nd level and below. The Merculent can cast the spell for the next 24 hours, after which the spell is forgotten.
Hover. This creature has flying and hovers over the ground.
Actions
Tentacle. Reach 1, Melee Attack: 3 AP, 0/2/3/0/0 - Deals 1 wound. Target gains Poison 1 for 10 minutes.
Defense: | 1/2 | AP: | 11 |
Wounds: | 8 | Challenge: | 10 |
Move/Sprint: | 4/3 | Size: | Medium |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
1/1 | 1/0 | 2/1 | 1/0 | 4/3 | -1/0 |
Spellcasting. This creature is a 4th level spellcaster. It has 3 proficiency in curse spells, 14 mana, and can cast the following spells: Occult Whispers, Dull Intellect, Shroud of Darkness, Paralytic Cloud.
Actions
Staff. Melee Attack: 5 AP, 0/1/4/0/0 - Deals 2 wound dice in damage.
Summon Void Spawn. Special: 8 AP
Roll 2 superior dice, summoning a Void Spawn for each success. Reduce the successes by 1 for each time this was used in the last 24 hours. The Void Spawn act immediately.
Command. Special: 3 AP, Range 5
Telepathically command 3 Void Spawn in range to move up to their movement speed. This movement provokes opportunity attacks.
Defense: | 0/3 | AP: | 11 |
Wounds: | 10 | Challenge: | 15 |
Move/Sprint: | 4/2 | Size: | Medium |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
3/3 | 1/0 | 1/0 | 3/3 | 2/2 | -1/0 |
Telepathic Sight. In addition to normal sight this creature can sense any creature with an Intelligence of -1 or more within 30 tiles of it. When this creature is Dazed or Stunned it is also Blind.
Actions
Grappling Attack. Melee Attack: 4 AP, 3/0/2/0/0 - Target creature makes a Strength or Dexterity save, taking 1 wound in piercing damage and is grappled on fail. While grappled they cannot make reactions. At the start of the creatures turn it makes an Intelligence save against this creatures Intelligence save, being incapacitated until the start of its next turn on fail.
Psychic Stare. Maneuver, Special: 5 AP, Range 5, 3/0/2/0/0 - Can only target a creature it can see with its Telepathic Sight. Target creature makes an Intelligence save, being dazed on fail or incapacitated on crit until the end of their next turn.
Devour Mind. Melee Attack: 10 AP, 3/0/2/0/0 - Only usable against a creature grappled by the mind flayer and automatically critically succeeds if they are incapacitated. Target makes a Strength save, taking 3 wounds in piercing damage, adding 4 wound dice on crit. If this drops a creature to 0 health they immediately die.
Defense: | 1/3 | AP: | 12 |
Wounds: | 16 | Challenge: | 30 |
Move/Sprint: | 4/2 | Size: | Medium |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
3/2 | 1/0 | 1/0 | 6/4 | 3/2 | -1/0 |
Telepathic Sight. In addition to normal sight this creature can sense any creature with an Intelligence of -1 or more within 100 tiles of it. When this creature is Dazed or Stunned it is also Blind.
Spellcaster. This creature has 4 proficiency with Arcane spells. They are a 6th level spellcaster with 40 mana and have a codex with the following spells: Dispel Magic, Misty Step, Counter Spell, Phantasmal Blades, Fireball, Lightning Bolt, Wall of Fire, Forcewave, Anti-Magic Field.
Actions
Grappling Attack. Melee Attack: 4 AP, 3/0/2/0/0 - Target makes a Strength or Dexterity save. On fail they take 1/0 in piercing damage and are grappled. While grappled they cannot make reactions. At the start of the creatures turn it makes an Intelligence save against this creatures Intelligence save, being incapacitated until the start of its next turn on fail.
Psychic Scream. Maneuver, Special: 5 AP, Range 5, 3/3/0/0/0 - All hostile creatures in range make an Intelligence save. On fail taking 2/2 in psychic damage and are stunned for 2 turns. At the end of their next turn they may make the save again, ending the effects on success.
Devour Mind. Melee Attack: 10 AP, 4/0/2/0/0 - Only usable against a creature grappled by the mind flayer and automatically succeeds if they are incapacitated. The creature makes a Strength save. On fail they take 3/0 in piercing damage, adding 0/4 on a critical. If this drops a creature to 0 health they immediately die.
Defense: | 0/2 | AP: | 10 |
Wounds: | 6 | Challenge: | 2 |
Move/Sprint: | 3/1 | Size: | Medium |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
3/2 | 0/0 | 2/2 | -2/0 | 0/0 | 0/0 |
Undead. This creature is immune to Sleep and any attack, maneuver, or spell that Dazes or Stuns only inflicts those conditions if they rolled 2 or more criticals.
Fortitude. When taking lethal damage as long as the attack was not a critical, roll a wound die. On blank the Zombie survives with 1 health.
Actions
Slam. Melee Attack: 5 AP, 0/3/2/0/0 - Deals 3 wound dice.
Bite. Melee Attack, Once per turn: 7 AP, 1/2/2/0/0 - Creature makes a Strength or Dexterity save against the attack. On hit they take 1/1 in piercing damage, are grappled and gain Poison 1.
Defense: | 0/4 | AP: | 10 |
Wounds: | 3 | Challenge: | 2 |
Move/Sprint: | 4/2 | Size: | Medium |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
2/0 | 1/0 | 2/0 | -1/0 | 0/0 | -1/0 |
Undead. This creature is immune to Sleep and any attack, maneuver, or spell that Dazes or Stuns only inflicts those conditions if they rolled 2 or more criticals.
Skeletal Form. This creature has Resistance 1 to piercing damage and Vulnerability 1 to bludgeoning damage.
Actions
Rusty Sword. Melee Attack: 5 AP, 2/0/3/0/0 - Deals 1 wound.
Press the Attack. Maneuver, Melee Attack: 5 AP, 2/1/3/0/0 - Deals 1 wound. On hit the target is pushed back 1 tile and the skeleton moves to occupy the space, avoiding opportunity attacks. On crit the target is staggered until the start of their next turn.
Defense: | 1/4 | AP: | 11 |
Wounds: | 5 | Challenge: | 6 |
Move/Sprint: | 4/2 | Size: | Medium |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
3/1 | 1/1 | 3/1 | -1/0 | 0/0 | -1/0 |
Undead. This creature is immune to Sleep and any attack, maneuver, or spell that Dazes or Stuns only inflicts those conditions if they rolled 2 or more criticals.
Skeletal Form. This creature has Resistance 1 to piercing damage and Vulnerability 1 to bludgeoning damage.
Actions
Spear. Reach 1, Melee Attack: 5 AP, 2/1/2/0/0 - Deals 1 wound.
Enhanced Press the Attack. Maneuver, Melee Attack: 4 AP, 2/2/2/0/0 - Deals 1 wound and 1 wound die. On hit the target is pushed back 1 tile and the skeleton moves to occupy the space, avoiding opportunity attacks. On crit the target is staggered until the start of their next turn.
Enhanced Shield Slam. Maneuver, Melee Attack: 3 AP, 2/2/2/0/0 - Deals 1 wound. Hit a target with your shield staggering them on hit and knocking them prone on a critical.
Defense: | 0/2 | AP: | 10 |
Wounds: | 4 | Challenge: | 4 |
Move/Sprint: | 4/4 | Size: | Medium |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
-1/0 | 2/0 | 0/0 | 0/0 | 2/0 | 1/0 |
Undead. This creature is immune to Sleep and any attack, maneuver, or spell that Dazes or Stuns only inflicts those conditions if they rolled 2 or more criticals.
Ethereal. This creature has Resistance 2 to all physical damage from non-silvered weapons and Vulnerability 1 to Force damage and attacks from magical weapons. This creature may move through walls and solid objects at will, but cannot enter a wall if they would end their turn there.
Ghostly Form. This creature has no physical body and is immune to the Charm, Possession, and Poison conditions.
Flying. This creature can fly with its movement and is immune to ground based effects.
Actions
Grasp. Melee Attack: 5 AP, 0/2/3/0/0 - Deals 2 wound dice in cold damage.
Possess. Maneuver, Melee Special: 10 AP, 0/1/4/0/0 - The target makes a Charisma save, becoming Possessed by the Ghost on fail. While possessed the Ghost controls all actions the creature takes and is untargetable. Every time the creature takes 1 wound in damage they may make the Charisma save again, ending the possession on success. If the creature becomes incapacitated the possession ends with the Ghost appearing in an adjacent tile.
Defense: | 0/3 | AP: | 10 |
Wounds: | 5 | Challenge: | 6 |
Move/Sprint: | 4/4 | Size: | Medium |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
-1/0 | 3/0 | 1/0 | 0/0 | 1/0 | 1/0 |
Undead. This creature is immune to Sleep and any attack, maneuver, or spell that Dazes or Stuns only inflicts those conditions if they rolled 2 or more criticals.
Ethereal. This creature has Resistance 2 to all physical damage from non-silvered weapons and Vulnerability 1 to Force damage and attacks from magical weapons. This creature may move through walls and solid objects at will, but cannot enter a wall if they would end their turn there.
Ghostly Form. This creature has no physical body and is immune to the Charm, Possession, and Poison conditions.
Flying. This creature can fly with its movement and is immune to ground based effects.
Actions
Grasp. Melee Attack: 5 AP, 1/2/2/0/0 - On hit deals 0/2 in death damage.
Strength Drain. Maneuver, Melee Attack: 7 AP, 1/0/4/0/0 - The target makes a Stamina save, taking 1 wound in death damage, healing the Shadow for 1 wound. The target loses 1 Strength for every crit rolled, up to 2. Creatures regain their Strength after a long rest or after Cleanse has been cast on them. A creature with a Strength of -3 or less dies, becoming a Shadow in 1 hour.
Defense: | 0/4 | AP: | 13 |
Wounds: | 13 | Challenge: | 9 |
Move/Sprint: | 4/2 | Size: | Large |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
4/2 | -2/0 | 4/1 | 0/0 | 1/0 | 1/1 |
Undead. This creature is immune to Sleep and any attack, maneuver, or spell that Dazes or Stuns only inflicts those conditions if they rolled 2 or more criticals.
Aura of Gloom. All undead within 5 tiles of this creature gain an extra proficiency die on all attacks and saving throws.
Ghoul Form. This creature is highly resistant to poison and paralysis. Paralysis is removed at the end of its turn and it reduces the level of Poison each turn without making a Stamina save.
Actions
Claw. Melee Attack: 5 AP, 1/3/1/0/0 - Deals 3 wound dice. On crit the target is paralyzed for 1 minute.
Devour. Maneuver, Melee Attack: 7 AP, 0/4/1/0/0 - Only usable against paralyzed living creatures with a size of Medium or smaller. Target takes 2 wound dice in damage and are swallowed by the Corpse Beast. While they are devoured the Corpse Beasts movement is reduced to 1. The creature is incapacitated and at the start of their turn takes a wound in damage and gains a random Lesser Wound. After taking 5 or more damage in a single round the Corpse Beast regurgitates the creature leaving them prone in an adjacent tile. Only one creature may be Devoured at a time. A creature that dies inside a Corpse Beast is regurgitated as a Zombie.
Defense: | 0/3 | AP: | 12 |
Wounds: | 14 | Challenge: | 10 |
Move/Sprint: | 4/1 | Size: | Large |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
5/4 | -2/0 | 4/3 | -2/0 | 0/0 | 0/0 |
Undead. This creature is immune to Sleep and any attack, maneuver, or spell that Dazes or Stuns only inflicts those conditions if they rolled 2 or more criticals.
Fortitude. When taking lethal damage as long as the attack was not a critical, roll a wound die. On a blank the Zombie Ogre survives with 1 health.
Actions
Slam. Melee Attack: 5 AP, 1/4/0/0/0 - Deals 1/3 in bludgeoning damage.
Bite. Melee Attack, Once per turn: 7 AP, 1/4/0/0/0 - Creature makes a Strength or Dexterity save against the attack. On hit they take 2/1 in piercing damage, are grappled and gain Poison 1.
Defense: | 1/3 | AP: | 12 |
Wounds: | 14 | Challenge: | 13 |
Move/Sprint: | 4/3 | Size: | Medium |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
4/3 | 2/2 | 2/0 | -1/0 | 1/1 | -1/0 |
Undead. This creature is immune to Sleep and any attack, maneuver, or spell that Dazes or Stuns only inflicts those conditions if they rolled 2 or more criticals.
Turn Resistance. This creature adds 2 superior dice to effects that turn undead.
Undying. If this creature dies without having taken Holy damage in the past hour it will resurrect after 24 hours.
Actions
Rake. Melee Attack: 4 AP, Reach 2, 2/2/1/0/0 - Deals 3 wound dice in damage. On crit the target creature gains a Lesser Wound: Bleeding. Attacks against a bleeding creature reroll all blank wound dice.
Impaling Claw. Maneuver, Melee Attack: 5 AP, Reach 2, 3/1/1/0/0 - Deals 1 wound and 1 wound die. On crit the target is pulled 2 tiles towards the boneclaw.
Blinding Shadows. Maneuver, Melee Attack: 6 AP, 2/0/3/0/0 - All adjacent creatures are bathed in shadows. Creatures make a Stamina save, taking 2 wound dice on fail. On crit the target is blind for one minute.
Defense: | 4/2 | AP: | 14 |
Wounds: | 25 | Challenge: | 20 |
Move/Sprint: | 4/2 | Size: | Medium |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
4/4 | -2/0 | 6/4 | 0/0 | 2/1 | 4/1 |
Undead. This creature is immune to Sleep and any attack, maneuver, or spell that Dazes or Stuns only inflicts those conditions if they rolled 2 or more criticals.
Fortitude. When taking lethal damage as long as the attack was not a critical, roll a wound die. On blank the Death Knight survives with 1 health.
Innate Magic. This creature does not require a codex to cast spells. They cast all spells at 4th level using 3/2/1 as their spellcasting roll, and cannot cast more than 4 times per long rest. They know the spells Essence Drain, Gloom, Fearful Presence.
Actions
Spiked Mace. Melee Attack: 4 AP, 4/0/1/0/0 - On hit deals 1/2 in physical damage.
Unholy Smite. Maneuver, Melee Attack: 4 AP, 4/1/1/0/0 - On hit deals 1/4 in death damage. Can only be used 3 times per day.
Superior Shield Slam. Maneuver, Melee Attack: 2 AP, 4/1/1/0/0 - Knock back all adjacent creatures with your shield. Creatures make a Strength save against this roll. On hit they are staggered, lose any benefit from their shield until the stagger ends, and may be pushed away 1 tile.
Defense: | 2/3 | AP: | 14 |
Wounds: | 65 | Challenge: | 60 |
Move/Sprint: | 4/1 | Size: | Medium |
STR | DEX | STA | INT | WIL | CHA |
---|---|---|---|---|---|
4/3 | -2/0 | 5/3 | 4/0 | 7/7 | 3/1 |
Aura of Gloom. This creature empowers nearby undead. All undead creatures within 10 tiles have Combat Advantage with their attacks and restore 1 health at the start of their turn.
Invincibility. This creature has Resistance 3 to damage from mundane weapons, and Resistance 1 to all other weapons. The Lich stores its soul in a phylactery. While the Phylactery is within 10 tiles of this creature its wounds cannot go below 1.
Curse Mastery. This creature has expertise with Curse spells. They are a 9th level caster, having 7 Curse proficiency and 100 mana.
Anti-life Shell. The Lich radiates necrotic energies, destroying living flesh within 3 tiles. Any creature that enters this area or starts their turn there makes a Stamina save against 5 Superior dice, taking 0/5 in death damage on fail.
Spellcaster. This creature knows the following spells: Bleed, Life Sense, Curse of Misfortune, Sleep, Corpse Explosion, Dull Intellect, Fearful Presence, Laughing Skull, Mass Hex, Paralytic Cloud, Raise Dead, Heart Grip, Impale, Curse of Fear, Curse of Pain, Miasma, Gravity Well, Curse of Death, Power Word: Kill
Actions
Touch of Death. Melee Attack: 5 AP, 5/2/1/0/0 - On hit deals 2/4 in death damage.
Raise Undead. Special, Once per day: 7 AP, Range 10, 6/0/0/0/0 - Raises undead from corpses in range to fight for the Lich. The Lich may spend 1 success to raise a Skeleton or Zombie, or 2 successes to raise a Skeleton Knight or Zombie Ogre.
Item | Cost |
---|---|
Net, Rope | 3sc |
Barbed Net | 8sc |
Banded Net | 15sc |
Enchanted Net | 85sc |
Caltrops | 150ct |
Whistle | 250ct |
Smoke Pellet | 80ct |
Black Powder Pellet | 20sc |
Grapple Hook | 15sc |
Healers Kit | 35sc |
Bandage | 20ct |
Rope, 50ft | 150ct |
Banded Rope, 50ft | 7sc |
Chain, 10ft | 5sc |
Antidote | 6sc |
Prayer Chalk | 15sc |
Snare | 5sc |
Bear Trap | 25sc |
Black Resin | 40sc |
Alembic | 150sc |
Etching Acid | 10 sc |
Linseed Oil | 15 sc |
A net made of rope, leather, or twined fibers used to catch a medium or smaller creature. Used in place of the attack action, make a ranged attack using Strength or Dexterity against a creature within 2 tiles. The creature makes a Dexterity save against the attack, being grappled on hit.
Once grappled, the creature can spend 5 AP on their turn making a Strength save against 5 Enhanced dice, freeing themselves and destroying the net on success. Another creature can free the grappled creature by spending 1 turn cutting through the net with an edged weapon, or 1 minute untangling the net.
The net must be properly bundled before being thrown again, reqeuiring 5 minutes of work.
Barbed Net: Adding barbs to the next causes it to deal 1 wound die in piercing damage on hit and every time the grappled creature attempts a Strength save to free themselves from the net.
Banded Net: A net reinforced with metal. Adds 1 Bad die to your attack rolls with the net. The grappled creature makes a Strength save against 5 Superior dice instead of Enhanced, and attempting to cut the net requires a successful attack roll against 3 Superior Defense dice.
Enchanted Net: A net made with enchanted rope that seeks out its target. You may target creatures up to 5 tiles away and add 1 Superior die to your attack roll.
A sack of caltrops, enough to cover 2 tiles. By spending 5 AP you spread caltrops in 2 adjacent tiles. The Caltrops count as difficult terrain and any creature that falls into the caltrops, either by falling or being knocked prone, takes 1 wound in piercing damage.
A simple whistle made out of wood. You may spend 2 AP to blow the whistle which is audible up to 60 tiles away.
Small beads that when thrown create an area of obscuring smoke. You may spend 2 AP to throw the pellet up to 5 tiles, exploding in a cloud of smoke covering a 3x3 tile area centered on the impact.
Black Powder Pellet: Creates a cloud of flammable black powder when thrown. Any fire in the 3x3 tile area, such as a torch or the flaming projectile of a spell like Firebolt causes it to ignite. All creatures make a Dexterity save against 4 Enhanced dice, taking a wound and wound die in fire damage on fail.
A metal hook attached to 50 ft of rope. Used in place of an attack action, make a ranged attack using Strength or Dexterity targeting a point within 10 tiles. The GM adds challenge dice depending on the distance and the surface hooked. On success the hook lodges firmly, able to hold 1000 lbs of weight before breaking.
A small pack containing banadages, ointments, and other materials used to patch up small injuries. You may spend 1 minute tending to yours or another creatures wounds. The creature may spend a healing surge, healing for the amount rolled. Each kit has 5 uses.
Simple cloth bandages used to cover wounds. During a long or short rest you may use a bandage to reroll a healing surge.
A bundle of rope 50 ft long. A creature bound by the rope can attempt to break free once every hour by making a Strength save against 5 Enhanced dice. On success the rope breaks.
Banded Rope: Rope reinforced with metal. Attempting to break the rope uses 5 Superior dice instead of Enhanced dice.
Chain: A metal chain 10 ft long. Attempting to break the chain uses 7 Superior dice for the Strength save.
A vial of antidote used to treat common poisons. You may spend 2 AP to drink the antidote, curing Poison. This does not work against Poison inflicted through magic, such as from Ray of Sickness, or mundane Poisons of level 2 or higher.
Chalk made from bones purified by a priest. You may spend 1 minute per tile etching holy wards and inscriptions. For the next day undead treat the inscriptions as difficult terrain and any undead that pass over the inscriptions add 1 bad die to all attacks and saving throws until the end of their next turn.
Each piece of chalk can cover 10 tiles.
Contains everything needed to make a simple snare trap. The snare takes 5 minutes to set up and covers a single tile, making a raw Dexterity or Intelligence roll to determine how well it's hidden. A creature attempting to see the trap makes a Survival or Perception check against your roll, seeing the trap on success.
When triggered by a large or smaller creature they are grappled and knocked prone. The creature or an ally can spend 5 AP to cut the snare, freeing them and destroying the trap.
A metal floor trap used to immoblize large creatures. The trap takes 5 minutes to set up and covers a single tile, making a raw Dexterity or Intelligence roll to determine how well it's hidden. A creature attempting to see the trap makes a Survival or Perception check against your roll, seeing the trap on success.
When a large or medium creature steps on the trap they make a Defense roll against 4 Enhanced dice. On hit they are grappled and take a wound and a wound die in piercing damage. They or another creature can spend 5 AP to make a Strength save against 4 Enhanced dice, freeing themselves on success.
A long burning resin made from tar. When ignited, the resin burns for 1 hour, slowly filling a 10x10 tile area (or nearest 100 tiles) with a thick, black smoke. A creature that enters or starts their turn in the smoke this round makes a Stamina save against 3 Enhanced dice. A creature that fails this save 3 times over a 5 minute period becomes incapacitated, waking within an hour after the smoke clears.
A small, portable Alembic for potion making. When making an Apothecary roll you may reroll 1 die.
A small vial of acid used to engrave metal. When making an Enchanting or Inscription roll you may reroll 1 die, consuming the acid. You may also use the acid to melt a small amount of metal. For example, it can be used on the hinges of a door to fuse them together, barring the door.
A small jar of linseed oil, used to maintain weapons and armor. When making a Repair roll you may reroll 1 die. 5 uses.
Wondrous Item
A rugged cloak lined with pockets, it billows heroically even when there is no wind. It starts with charges equal to the successes from 3 superior die. Once per hour you may expend a charge to grab something from the cloaks pocket. You may find one of the following : 50 ft. of rope, 10 ft. of fine iron chain, a bandage, a torch, a fire kit, a gallon of water, a grappling hook.
The item lasts for 1 hour, after which it turns to dust.
Magic Weapon +1
A hatchet inscribed with runes, cold to the touch. When thrown the Hatchet appears back in your hand at the end of your turn. You gain the Icy Impact maneuver.
- AP Cost: 5
- Range: Thrown 5/10
Empower your Axe with chilling cold. Throw the axe at a target position in range. On hit a 3x3 area of ice appears centered on the hatchet. All creatures inside the area make a stamina save, taking 1 wound in cold damage. The ice counts as difficult terrain and lasts for 1 minute.
Magical Medium Armor
When attuned to this armor you have Resistance 1 to physical damage. Attuning to this armor curses the wearer. While cursed they are unable to remove the armor and any physical damage they take reduces their maximum health an equal amount. The curse can be broken by casting Break Curse against a 4th level curse, restoring their max wounds to normal.
Magical Medium Armor +1
This armor is made from the scales of each chromatic dragon. You have Resistance 1 against elemental damage and Resistance 3 against dragon breath attacks.
Wondrous Item
A book of instructions for enchanting items, made by the battle mage Aventus.
Name | Spell Slot | Supplies | Roll | Effect | |
---|---|---|---|---|---|
Weapon | |||||
Firebolt | 2nd | 2 | 2B | Enchant a weapon with the Firebolt spell. This weapon gains the Firebolt spell as a maneuver. | |
Returning | 3rd | 2 | 2B/1T | After throwing this weapon you may call it, instantly returning it to your hand. | |
Armor | |||||
Shielding | 3rd | 4 | 3B/1T | Enchant armor with a defensive spell. The spell must be one you can cast, or have cast on the armor during enchanting of 3rd level or lower. The stored spell can only be used once, and must target the wearer. The spellcasting roll for the spell uses 1 superior die, plus an additional superior die for every crit rolled in the enchantment check. | |
Resistance | 3rd | 4 | 2B/2T | Enchant this armor to give you Resistance 1 against one of the following damage types: fire, cold, lightning, thunder, arcane |
Wondrous Item
This black metal band resizes itself to fit around the wearers forearm. Once per day you can command the band to emit a field of absolute silence for 10 minutes. Once activated the field stays until dispelled or the duration ends. The field extends to all adjacent tiles around the wearer and moves with them. A creature in the field is unable to make or hear a sound, is Silenced, and gains resistance 3 to thunder damage.
Wondrous Item, Requires Attunement
You gain Force Resistance 1 while wearing this cloak. Once per long rest you can spend 2 AP to cast Barrier at 2nd level using 3 Superior dice for the spellcasting roll.
A hexigonal shield lined with gold. Once per day you may cast Barrier at 2nd level using 3 Superior dice for the spellcasting roll.
Magical Battleaxe +2, Reach
This massive battle axe requires 4 Strength to wield. Attacks with this weapon cost 2 more AP but deal an additional wound of damage. Basic attacks always cleave hitting a creature adjacent to your target if they are in your zone of control. While attuned to this weapon, after landing the killing blow on a creature using this weapon you may spend a healing surge, healing for the wounds rolled.
Magical Weapon +1, Requires Attunement
Battlemaster's prize can appear as any weapon, but does not change form after being found. While attuned to this weapon any maneuver you make that uses this weapon has its level increased; Basic maneuvers become enhanced and enhanced maneuvers become superior.
While wearing these gloves you have expertise in Animal Handling checks and gain the Horde Fighter feat. When touching a beast with these gloves you are able to communicate emotions, warnings, and needs. For example, you know if the beast is aggressive, defending their territory, or friendly. You know if the beast is asking for help or food, or if the beast is warning you of any dangers, such as nearby predators, traps, or hazards.
Horde Fighter: When attacking a creature you add 1 success for every allied beast adjacent to the creature.
Wondrous Item, Requires Attunement
While wearing this belt your gain expertise with your Stamina save. If you do not know Dwarvish, you are able to read and speak it, and add 1 superior die to Charisma skills with dwarves.
Wondrous Item, Requires Attunement
While wearing this belt your gain expertise with your Dexterity save. If you do not know Elvish, you are able to read and speak it, and add 1 superior die to Charisma skills with elves.
Wondrous Item
These small black pinecones are extremely volitile, exploding into a black miasma when thrown. On your turn you may spend 5 AP to throw a blackcone at a point you can see within 10 tiles. The blackcone explodes on impact, hitting all creatures in a 3x3 tile area. Creatures make a Stamina save against 3 superior dice, taking a wound and a wound die in death damage on hit and being blinded until the end of their next turn on a critical. Once used the blackcone is destroyed.
Wondrous Item
This lantern has enough oil to light for 8 hours. When lit it acts as a normal lantern, shedding bright light 5 tiles out, and dim light a further 5. When invisible creatures or objects are within 10 tiles of the lantern the flame turns blue, and are visible while in the lanterns bright light.
Magical Ammunition
These crossbow bolts contain a small vial of holy water. On hit these bolts do normal damage, adding 2 wounds of holy damage against Demons, Monstrosities, and Undead.
Wondrous Item, Requires Attunement
Chimes made from the bones of Lizardfolk elders. When worn increases your Willpower by 1. The Chimes hold a max of 6 charges. Each morning roll a superior dice, regaining charges based on how many successes were rolled. You may spend a charge to cast Weal on up to 5 creatures, automatically succeeding on the spellcasting roll.
The Chimes can be used to ask the spirits for guidance. Spending a charge and meditating for 1 minute you may ask the spirits a single yes or no question, or a question that results in a direction. For example, asking "which path leads to the tomb we seek?" is valid, but "which tomb do we seek?" is not. The spirits will give you a feeling of determination, apprehension, or a sense of direction as their answer. The spirits do not like to be disturbed, with each question asked within the last few days giving an increasing chance of the spirits answering incorrectly.
Magic Leather Armor +1, Requires Attunement
Leather armor with bones woven to reinforce it. Once per day you may cast Cloud of Teeth at 3rd level.
Wondrous Item, Requires Attunement
Old boots with frills made from an waving, ethereal cloth. When attuned to these boots you gain the Etherwalk maneuver.
- AP Cost: 3
As an action you enter the ethereal plane. While in the ethereal plane you have Resistance 3 to physical damage, Vulnerability 1 to elemental damage, and may move through creatures and 1 tile wide walls. While in the ethereal plane you cannot attack, however you may cast spells.
You remain in the ethereal plane until the start of your next turn.
Wondrous Item, Requires Attunement
Light leather boots with feathers sewn up the sides. When wearing these boots you can jump 3 times further. While attuned to the boots you know the superior version of the Savage Leap maneuver and it has a range of 4 tiles instead of 2.
Wondrous Item
Heavy boots that are slow to move and hard to stop. While wearing your sprint speed is reduced by 1. When you move at least 2 tiles and land an attack you may reroll all wound dice in the attack and push the creature back 1 tile if they are Large or smaller, moving to their tile.
Scalemail Armor, Requires Attunement
Scale armor adorned with feathers from a Carrion bird. When worn gives Resistance 1 to Death damage.
Magical Spellbook
This spellbook has been enchanted and is immutable, spells cannot be added to it. When used as your primary spellbook fire spells you cast deal an extra wound die on a critical. This spellbook has the following spells: Firebolt, Beam of Fire, Detect Magic, Barrier, Combust, Elemental Shell, Fireball, Major Image, Fire Shell, Wall of Fire, Conjuration, Mass Fireball, Power Word: Fire.
Wondrous Item
Magical chains made out of a mysterious golden metal, with a single broken chain link separated from the rest. When used on a Celestial, Fey, Undead, Elemental, Fiend or Outsider the creature must make a Willpower save against 5 superior dice. On success the creature is under the effects of the Bind Creature spell until the chain is removed. While bound the creature is unable to use magic. Once per day the creature can attempt to break the chains making a Strength save against 8 superior dice, destroying the chains on success.
Touching the broken chain link to the chain unlocks the bindings and ends the effects.
Wondrous Item, Requires Attunement
While wearing the circlet your spells are empowered. When making a spellcasting roll you may reroll dice equal to the circlets modifier.
Wondrous Item
An enchanting book of charms, counter hexes, and other baubles written by the witch Cirilla Wormwood.
Name | Mana | Supplies | Roll | Effect | |
---|---|---|---|---|---|
Trinket | |||||
Minor Mindful Magic | 1 | 1 | 2B | You add 1 success to saving throws against fear and charm effects. | |
Hexproof Charm | 3 | 3 | 3B | You ignore level 1 Hex's. Higher level Hex's still apply. | |
Lesser Counter Curse | 4 | 3 | 2B/1T | You add 1 superior die to saving throws against curses. This enchantment is immediately dispelled once you are cursed. | |
Greater Counter Curse | 7 | 5 | 2B/2T | You add 2 superior dice to saving throws against curses. This enchantment is immediately dispelled once you are cursed. | |
Consumable | |||||
Stamp of Beast Steed | 4 | 2 | 1B/1T | Creates a Stamp of Beast Steed. | |
Bewitched Blackcone | 6 | 4 | 1B/2T | Creates 3 Bewitched Blackcones. |
Wondrous Item, Requires Attunement
This cloak grants you +1 to your Dexterity. If your move speed is lower than your sprint speed, it is increased to your sprint speed.
Wondrous Item
While wearing this cloak with the hood up it obscures your face from light, preventing penalties from being in bright light or sunlight. Bright light is reduced to dim light, and dim light is reduced to darkness in this way. In addition, you gain the following maneuver.
- AP Cost: 8
- Range: Melee
You spin your dagger tipped cloak, slashing all adjacent creatures. Make a Dexterity save against the targets defense. If this is during or before the first round of combat, add 1 superior die to your roll. On hit they take 1 wound in piercing damage.
Wondrous Item
A cloak made from the skin of an Astral Stalker. When standing still in dim light or darkness you become invisible. Only a creature with True Sight or making a perception check against 5 Terrible dice can spot you. While attuned to the cloak you can spend 1 mana to create an aura of darkness around you for one minute, giving the effects of being in dim light or darkness regardless of light level.
Magical Padded Armor +1
Robes enchanted to protect the wearer against harm. While attuned to this item you have Resistance 1 against bludgeoning and force damage, and take half as much damage from falling.
Magical Flail +2
Twin flails, glowing red hot, only function when used together. The burning iron heads are etched with a holy symbol branding those struck. Attacks with these weapons do not deal physical damage, instead dealing a wound of fire and a wound die of holy damage with each attack. Any damage added by attacks or abilities are converted to fire damage when made with this weapon. This weapon has 5 charges, restoring 3 after each long rest. While attuned to this weapon you gain the following maneuvers:
- AP Cost: 7
- Charge Cost: 1
- Range: Melee
Strike a creature with the flail, closing their wounds. The creature restores 1 wound and 3 wound dice in health, reducing the healing by 1 for each level of Fire Resistance they have. The creatures max wounds are reduced by half the amount healed, rounding up, regaining them after their next long rest.
- AP Cost: 5
- Charge Cost: 1
- Range: 7
Blast a flaming holy symbol at a creature in range. Make an attack against the creatures defense. On hit they take 1 wound and 4 wound dice in fire damage and are branded for 1 day on a critical. Brands emit a dim light and cannot be hidden. Branded creatures cannot hide their presence and gain no benefits from being invisible.
Magical Spellbook
This spellbook has been enchanted and is immutable, spells cannot be added to it. When used as your primary spellbook non-damaging spells that target mutliple creatures can target one extra creature without adding dice to the spellcasting roll. This spellbook has the following spells: Life Sense, Message, Minor Image, Trickery, Concealment, Ray of Sickness, Hex, Dark Sight, Apathy, Blindness, Counter Spell, Enlarge/Reduce, Fearful Presence, Major Image, Mass Hex.
Wondrous Item
A pendant with a rest mist swirling in it's gemstone. Once per day you may use this to touch a creature, attempting to break a curse of 4th level or below. The target makes a Willpower save against 1 terrible die. On success they end a single curse afflicting the target.
Magical Heavy Armor
A heavy armor enchanted to ward off an assassins dagger or arrow. While wearing this armor you have Resistance 1 to piercing damage.
Wondrous Item
A dragon skull has been carved from the bones of a dragon, fashioned into a small charm. Wearing this charm on your person protects you from fire and death. The charm absorbs 4 wounds worth of fire or death damage, after which it crumbles to dust.
Wonderous Item, Requires Attunement
Garments made from dridersilk and dyed with their blood, these clothes shrink and expand to fit their wearer. While wearing this you gain the following:
- When poisoned the level is reduced by 1, being removed at level 0 or less.
- You may walk along vertical surfaces and ceilings, keeping your hands free.
- You automatically succeed on saving throws against being caught in spider webs, such as from the Mass Web spell.
- When taking the defend action, any melee attackers must make a Dexterity save against 3 Superior dice. On fail they are wrapped in webbing from the garments and are grappled. While grappled they may spend 5 AP to free themselves from the webbing.
Wondrous Item
When making an Intelligence or Stamina save you may reroll dice equal to its modifier.
Legendary Padded Armor +3
Woven from thin strands of songsteel, this armor is incredibly durable, able to block even the most deadly attacks. While wearing this armor you are immune to gaining Lesser Wounds from attacks.
Wondrous Item
Once per day you may cast Wall of Faith, automatically succeeding the roll. When holding this emblem you may reroll 1 die when making Religion checks.
Wondrous Item
A book of common enchantments, used by Emillion to train beginners in the craft.
Name | Mana | Supplies | Roll | Effect |
---|---|---|---|---|
Fire Starting | 1 | 1 | 1B | Enchant a ring. Concentrating for a round allows you to light something on fire, such as a torch or camp fire. |
Balancing | 2 | 2 | 2B | When making an Acrobatics or Athletics check you cannot roll below a normal die. |
Rope Trick | 3 | 2 | 2B/1T | Enchant a rope to automatically tie itself to an object, such as a branch, or rock. The rope moves across surfaces, up walls, and can reach 2 tiles into the air. |
Swiftness | 3 | 3 | 2B/1T | Increase your move and sprint speed by 1. |
Wondrous Item, Requires Attunement
This ring imbues an extreme vitality to the user. Once per day the wearer can activate the ring by spending 2 AP, gaining 3 wounds and increasing their max wounds by the same amount. The wounds last for 10 minutes, after which the wearer loses 3 wounds and their max wounds returns to normal.
If this brings the wearer to 0 wounds or below they are consumed by the ring, leaving no body.
Magical Shield, Requires Attunement
While attuned to the shield you may use your Religion roll inplace of Willpower saves. Once per day, when you are reduced to 0 health from an attack or spell that doesn't outright kill you, make a Religion check against 3 terrible dice. On success you survive with 1 wound.
Wondrous Item
This Tome, written in Elvish, contains instructions on how to construct a variety of wands. Someone proficient in enchanter's tools can spend 8 hours crafting a wand, given they have the materials.
Translating this book is difficult, and takes 8 days of successful translating to read the instructions for a single wand. To translate, you must successfully make an Intelligence save vs 2 bad dice each day, or else the day is wasted.
This book gives instructions on how to craft the following wands:
Wand | Materials | Roll |
---|---|---|
Wand of Secrecy | a gemstone worth at least 10gp, 3 enchanting supplies, vial of black ink | 2B |
Wand of Sight | a gemstone worth at least 25gp, 4 enchanting supplies, Eye of a beast | 2B |
Wand of Cinders | a gemstone worth at least 50gp, 4 enchanting supplies, 1lb of charcoal | 2B/1T |
Wand of Shock | 2 gemstones worth at least 50gp each, 2 enchanting supplies, a metal rod | 2B/1T |
Woundrous Item
An eye made from gold and emerald, engraved with a diamond shaped pupil. To use this item, the wearer must remove one of their eyes and replace it with this eye. Once bound to a creature, it cannot be removed without killing them.
The eye gives the wearer truesight out 30 tiles and expertise on saving throws against blinding effects. The eye can see the threads of fate. Once per day you may cast Change Fate at 9th level. The spell automatically succeeds.
Magic Weapon +1
A weapon whose blade can ignite in flames. Can be used as a torch. Grants the Flame Slash maneuver.
- AP Cost: 5
- Weapon: Slashing
- Range: Melee
Make a normal weapon attack against a creature, adding a enhanced die to the attack. The attack deals normal weapon damage, plus 2 wound dice in fire damage.
Magical Shield
This magical shield looks like an ordinary brass ball. When attuned to the shield you may command it to activate, projecting a magical shield that wards attacks. While holding the activated shield you add 1 Defense die to defense rolls and have Resistance 3 against force damage.
Magic Weapon +1
A blade that emits a cutting force beyond the edge of its sword. Damage dealt with this weapon is considered Force damage. You gain the Cutting Force maneuver.
- AP Cost: 6
- Weapon: Slashing
- Range: 7
Send a blast of force at a target within range. Make a normal weapon attack against the target, on hit the target takes 2 wound die in force damage.
Magic Ammunition +1
Magical arrows enchanted by mischievous fey. When fired the arrow transforms into foxfire, chasing down its target. The target makes a dexterity save vs your attack instead of a defense roll, dealing fire damage on hit. Targets gain no benefit from cover from these arrows.
Wondrous Item
This weapon empowers your unarmed attacks, allowing you your attacks to strike those in the ethereal plane. You bypass the physical resistances of ghosts, and can hit creatures phasing to the ethereal plane.
When attempting a grapple you may target creatures 1 tile away as the chains from your shackle bind the creature. If you crit your grapple roll the target is restrained instead.
Wondrous Item, Requires Attunement
While wearing these gloves your Strength is increased by 1. Your carry weight is tripled, lifting heavy objects, such as a boulder, with ease.
Wondrous Item
A pristine red gemstone that fits in the palm of your hand. You may cast a spell of 7th level or lower into the gem, doing so increases the spells cast time by 10 minutes. Once a spell is stored you may spend 5 AP to cast the spell, ignoring the spells casting time. The spell uses 5 superior dice for its spellcasting roll regardless of the casting ability of the original caster. Only one spell can be stored at a time, casting a new spell into the gem replaces any spell stored.
Magical Plate Armor +2
Armor infused with the essence of a greater demon. The armor is heavy, requiring 4 Strength to wear. Wearing the armor reduces your movement speed by 1.
While attuned you gain the Greater Demon Resistance feat. Once per day you may cast the spell Mass Fireball at 7th level, using 5 superior dice for the roll. When a creature lands a critical attack against you you enter a rage until the end of your next turn. While enraged you cannot flee and must target the creature with an attack or spell on your turn. You have Vulnerability 1 to Holy damage.
Greater Demon Resistance You add 2 superior dice with saving throws against non-damaging spells and have Resistance 1 against fire, cold, and lightning damage.
Wondrous Item
A cloak infused with the scales of a Greater Demon. While attuned you gain the Greater Demon Resistance feat. Once per day you can use the Portal of Flames maneuver.
Greater Demon Resistance You add 2 superior dice with saving throws against non-damaging spells and have Resistance 1 against fire, cold, and lightning damage.
Portal of Flames. Special Action: 4 AP, Range 10, 3 Superior Dice
You are engulfed in flames, teleporting to an unoccupied location in range. All adjacent creatures make a Dexterity save against this roll, taking 0/3 in fire damage on fail. Adjacent creatures that are grappling you automatically fail this roll.
Magical Mace +2, Requires Attunement
A heavy hammer inscribed with the holy symbol of justice. Once per turn you may spend 5 AP to mark a creature as an Agent of Chaos for the next 24 hours. While marked they have Vulnerability 1 to holy damage from your attacks and spells. You add 2 superior dice to saving throws against non-damging effects coming from an Agent of Chaos and you are immune to Sleep. While an Agent of Chaos is within sight you are incapable of fleeing.
You gain the Hammer Toss maneuver .
- AP Cost: 5
- Weapon: bludgeoning
- Range: 7
Throw your hammer at a creature in range. Make a ranged weapon attack against the creature, dealing an extra wound in damage on hit and they are Dazed until the end of their next turn on a critical. If the creature is an Agent of Chaos they are also Weakened and Silenced until the end of their next turn on a critical. The hammer returns to your hand after the attack.
Wondrous Item, Requires Attunement
A pitch black cube, untarnished through age where not even dust settles on it. Each edge is exactly the same length, and the edges seems to bend light causing it to glitter.
While attuned to the Heart of Madness you may use it to cast any damaging spell you have prepared, reducing its mana cost by 3. When cast this way the spells damage type changes to Death damage and it no longer inflicts any conditions or effects other than damage and it ignores critical effects. Instead, on crit target creatures gains Hex 1 for 1 minute.
Wondrous Item, Requires Attunement
While wearing this pendant you gain 1 Stamina and have expertise when making saving throws against effects that deal poison damage or inflict Poison.
Wondrous Item
You are immune to fear. Anytime you make an Intelligence, Willpower, or Charisma save you may reroll 1 die, keeping the new value.
Magical Medium Armor +1
Armor made from the hide of a Hydra and imbued with its essence. While attuned your max healing surges inceases by 1. At the start of your turn if have less than half your max wounds remaining you spend a healing surge, healing for the value rolled.
Magical Heavy Armor +2
This armor is made of an extremely dense metal able to resist even the strongest of blows. This armor requires 5 Strength to wear, reducing your move and sprint speeds to 0 if worn with less. While worn your sprint speed is reduced by 1 and any knockback effects push you 2 tiles less.
Wondrous Greatsword +1
A sword used to execute rogue mages, this 6ft claymore is inscribed with protective runes. When taking the defend action you add this weapons bonus to all saving throws and defense rolls against magic. Once per day you may cast Dispel Magic using 4 superior dice for the spellcasting roll.
Magic Ammunition
Both arrows and bolts can be enchanted. When using magic ammunition add a wound die for each modifier on the ammunition. Once a hit has landed the ammunition becomes mundane.
Magical Armor
You add Superior Defense dice equal to its bonus modifier when making Defense rolls.
Magical Weapon
Attacks made with this weapon add Superior dice equal to its bonus modifier to attack rolls.
Wondrous Item, Requires Attunement
While attuned to the Bone Charm you may reroll 1 wound dice when dealing Death damage from spells. You gain the Raise Skeleton spell.
- AP Cost: 8
- Mana Cost: 4
- Range: 5
You may target up to 3 corpses, making a spellcasting roll and adding a bad die for every corpse. On success a Skeleton raises from the corpse under your command for 24 hours. Alternatively you may cast this on up to 3 Skeleton creatures. If you do the Skeletons make a charisma save against your spellcasting, falling under your command for 24 hours on fail.
After 24 hours you lose command over the skeletons and they behave like normal undead. You may only control up to 3 skeletons this way, attempting to control more will remove your command over your previous skeletons.
Magic Weapon +2, Requires Attunement
The staff of the great necromancer Magthera. When casting a spell you may reroll 2 dice in your spellcasting roll, taking the new values. Melee attacks with this staff add wound dice to the attack instead of superior dice based on it's modifier, dealing Death damage. The staff can be empowered with the wielders mana, giving the Obliterate spell attack.
- AP Cost: 8
- Mana Cost: 7
- Range: Touch
Necrotic energy pulses from the staff. All creatures in a 3x3 area in front of the caster makes a Stamina save against 5 superior dice, taking half damage on success. This attack deals full damage to plants. Wood in the area splinters and shatters, while stone cracks and crumbles, losing any ability to support a structure.
Wondrous Item, Requires Attunement
While wearing this medallion your max wounds increases by 1.
Wondrous Item
This leather-bound book is filled with mismatched pages describing a variety of plants and potions.
You may search for these plants the same way you would search for apothecary ingredients, increasing the challenge by 1 tier.
Area | 6 | 5 | 4 | 3 | 2 | 1 | 0 |
---|---|---|---|---|---|---|---|
Plains | Gracebloom | Gracebloom | Vitalflower | Vitalflower | Silverleaf | Silverleaf | Silverleaf |
Forest | Lucky Leaf | Lucky Leaf | Hearty Root | Hearty Root | Silverleaf | Silverleaf | Silverleaf |
You learn how to make the following potions.
- Ingredients: 2 Healroot/Basic Healing Potion, 1 Silverleaf
- Roll: 2 Bad dice, 1 Terrible die
A greater healing potion. On use, heals 2w + 3 wound dice in health.
- Ingredients: Healing Potion +1, 1 Gracebloom
- Roll: 2 Bad dice, 2 Terrible dice
An advanced healing potion. On use, heals 3w + 4 wound dice in health.
- Ingredients: 2 Poison Nettle/Nettle Fever, 1 Nightshade
- Roll: 2 Bad dice, 1 Terrible die
A concentrated poison. On hit inflicts Poison 2, or Poison 3 on crit.
- Ingredients: 1 Gracebloom, 2 Silverleaf
- Roll: 2 Bad dice, 1 Terrible die
For the next hour you add an enhanced die to all saving throws.
- Ingredients: 2 Healroot, 1 Vitalflower, 1 Hearty root
- Roll: 2 Bad dice, 1 Terrible die
Your max wounds increases by 1 for the next 24 hours. Every time you roll a healing surge you heal an extra wound.
Wondrous Item
A book containing a number of enchantments created by the Arcanist Mryiam.
Name | Mana | Supplies | Roll | Effect |
---|---|---|---|---|
Elemental Weapon | 6 | 5 | 1B/2T | Enchanting a weapon, choose between: fire, cold, lightning, thunder, poison, and force. Attacks with this weapon deal an extra wound die of the chosen damage type. |
Elemental Armor | 6 | 5 | 3T | Enchanting armor, choose between: fire, cold, lightning, thunder, poison, and force. The armor gives Resistance 1 to the chosen damage. |
Lesser Physical Resist | 5 | 3 | 3B/1T | Enchants armor. When taking 3 or more physical damage from an attack or spell you gain Resistance 1 against that damage. |
Greater Physical Resist | 10 | 8 | 4B/2T | Enchants armor. When taking 2 or more physical damage from an attack or spell you gain Resistance 1 against that damage. |
Magic Bow +1
A bow blessed by a water spirit and empowered by one of its scales. The bow is a +1 Magic weapon that gives the Lightning Arrow and Water Arrow maneuvers.
- AP Cost: 6
- Damage: Lightning
- Range: 10
Fires a bolt of lightning in the target direction. All creatures in a 10 tile line must make a dexterity save against 3 superior dice, taking 1 wound on fail plus 1 wound die on crit.
- AP Cost: 6
- Range: Bow Range
Fires a bolt of compressed water that explodes on impact. All creatures adjacent to the tile of impact must make a strength save against 3 superior dice. being pushed away 1 tile, and being knocked prone on crit. The blast of water extinguishes magical and non-magical fires on all tiles hit.
Magical Armor
Armor that is made from or been reinforced with Orichalcum. When making a Defense roll you replace a number of Defense dice with Superior Defense dice equal to its modifier.
Wondrous Item
When making a Willpower or Charisma save you may reroll dice equal to its modifier.
Magic Weapon +1
A hammer infused with the power of earth. When attacking Elementals you deal an additional wound die in damage. You also gain the Quake maneuver.
- AP Cost: 7
- Weapon: bludgeoning
- Range: Melee
Smash your hammer into the ground, causing the earth in your zone of control to break. Make a weapon attack roll, adding 1 proficient die to the roll. On hit each target takes 1 wound in bludgeoning damage, and on crit are staggered until the start of your next turn.
Wondrous Item
When making a Strength or Dexterity save you may reroll dice equal to its modifier.
Magical Crossbow +1
This heavy crossbow has a second chamber that will occasionally cause it to fire twice. Once per turn, when you land a critical hit with this weapon you make a second basic attack against the target as a free action. The second attack consumes ammunition as normal.
Wondrous Item, Requires Attunement
Your max AP increases by 1 and any slow effect against you is reduced by 1.
Wondrous Item, Requires Attunement
This item has 5 charges, regaining all charges at dawn. On your turn you may spend a charge and 2 AP to gain the effects of the spell Quicken for 10 minutes. You may spend additional charges to add a critical to the effect. You may spend 5 charges and 2 AP to give yourself the effects of the spell Haste for 10 minutes.
Wondrous Item, Requires Attunement
A strange ring that wards the wearer from danger. When making a defense roll you can reroll a number of defense die equal to the rings modifier.
Wondrous Item
A ring adorned with silver ram's head. You may cast Thundering Blow as a cantrip, using your unarmed attack roll instead of spellcasting. This can be used 3 times, at which point the ram tarnishes. This ring can be used again after a successful repair roll.
Wondrous Item, Requires Attunement
While wearing this ring arcane spells you cast are cast 1 level higher.
Wondrous Item
This flask is made of iron with a band of runes engraved around it. Studying the runes teaches you a ritual for the flask. Using chalk to draw out a rune covering a 2x2 tile area, you can attempt to trap a Demon, Elemental, Outsider, or Celestial inside the flask. The creature must remain inside the rune for 1 minute, after which they make a Charisma save against 4 superior dice. On fail they are trapped inside the flask.
A creature trapped inside the flask does not require food, air or water, and does not age. They cannot be communicated with, and a spell that locates a creature will instead locate the flask.
You may spend 5 AP to open the flask, releasing the trapped creature. A creature released must pass a Willpower save against 4 superior dice or be charmed by you for 1 hour. You may give commands to the creature, but cannot command it to hurt itself or take a course of action that will obviously cause itself harm.
When finding a flask it may already contain a creature, and a successful Lore check will tell you if a creature is inside, but not which type.
Wondrous Item
This rod has 3 charges, gaining a charge at the start of each day. As an action you may spend a charge and 7 AP to blast a creature with necrotic lightning. Choosing a creature within 5 tiles that you can see roll 4 Superior dice against their Dexterity save. On success they take 1/5 in lightning damage. If this kills a living creature they will rise as a zombie for medium creatures or a zombie ogre for large creatures.
Targeting an undead creature does no damage, instead giving them temporary wounds equal to half the damage rolled, rounded up. The temporary wounds last for 1 hour and while the wounds remain the creature adds a Superior die to all of their rolls.
Wondrous Item, Requires Attunement
An otherwise unassuming red scarf. When worn it gives the wearer +1 to their Charisma score and Diplomacy proficiencies. When making a saving throw against an effect that causes fear you may use your Charisma save instead.
Wondrous Item, Requires Attunement
An opal pendant, a thick black mist swirls across the opals surface. Once per day you may make a shadow clone of yourself. Spending 5 AP, The shadowy mist on your pendant takes form, creating a mirror image of you in a place within 5 tiles. The illusion can move, sharing your movement stats. It does not make noise and you cannot see or sense through the illusion. When casting a spell you may choose the illusion to be the casting point instead of yourself.
The illusion is purely visual, lasts for 10 minutes, and is destroyed if it takes 1 wound in force damage.
Wondrous Dagger +1
This dull blue dagger emits faint wisps of smoke visible even when sheathed. You gain the Shadowwalk maneuver while holding this dagger.
- AP Cost: 5
- Damage: Death
- Range: 5/10
Make an attack roll against a target, turning you and the dagger into shadow. On hit you deal Death damage instead of piercing and you reform out of the shadows in a tile adjacent to the target. If the attack misses the GM determines where the dagger lands, with the wielder appearing in the closest unoccupied tile.
Wondrous Item
A translucent white crystal. You may spend 5 AP to cause it to emit bright light out 3 tiles and dim light a further 3. Creatures in the bright light add a crit to saving throws against undead and demons.
Magical Shield Requires Attunement
While attuned to the shield you know the superior version of the Protector maneuver. Protector can be used when a creature is targeted by an attack or spell, adding the shields defense die to the creatures saving throw.
Magic Shield
A shield covered in eyes that dart around, looking for any threats. Gives 1 superior die for perception checks and the Terrifying Gaze maneuver.
- AP Cost: 6
- Weapon: Shield
- Range: Area of Control
All creatures in your zone of control must make a Willpower save vs 3 superior dice. On fail they become terrified for the next minute. They cannot move closer to you and they add a terrible die to all attack rolls.
Magical Shield
A shield adorned in a wreath of thorns. When taking the defend action with this shield, any adjacent creature that makes a melee attack against you takes a wound die in piercing damage.
Magical Shield
While attuned you add successes equal to its bonus modifier to attacks against a creature as long as you are adjacent to an ally inside the creatures zone of control. Adjacent allies add successes equal to its bonus modifier to Strength, Dexterity, and Stamina saving throws.
Magical Buckler
When taking the defend action you are immune to opportunity attacks until the start of your next turn.
Wondrous Item, Requires Attunement
A large blue orb with storm clouds swirling inside. While attuned to this item all Lightning spells you cast start with 1 crit (but no successes) and you may reroll 1 die for those rolls. Regardless of the weather, while you hold the orb it is always considered stormy weather for the purposes of spellcasting.
Magic Dagger +1
A stilleto with a snake-like handle, the snakes fangs keep the blade slick with a deadly poison. Once per turn, when you land a critical hit on a creature with the stilleto you add 3 wound dice in poison damage to the attack, giving the creature Poison 1 for 1 hour.
during a short or long rest you may extract a vial of poison from the stilleto. The poison can used to coat a blade 4 times, giving this weapons effect. The poison lasts for 1 day before becoming inert.
Magic Spear +1
An otherwise ordinary spear, it's metal tip is covered in a black tarnish. When attacking, the target creature gains Vulnerability 1 to Death damage on crit for the next minute.
Legendary Spear +3
A silver and gold spear imbued with scales from the Pale Lady. The spear was created by the Pale Lady, a Demon Lord residing over Pandemonium, and carries her hedonistic desires. The staff abhors being controlled and actively seeks to rule over others, taking over cities and usurping kingdoms.
When a creature attempts to attune to this weapon they must make a Willpower save against 5 Superior dice. On fail they are possessed by the spear. The possession lasts forever, even when they are not holding the spear. Successfully casting Break Curse against an 8th level curse ends the possession.
While attuned, attacks with the spear enchant your enemies. A creature hit by the spear adds a failure to all rolls against the spear's wielder for every crit rolled in the attack, lasting until the end of their next turn. You may cast the spell Command at will, using 5 Superior dice for the roll.
Once per day you may spend 8 AP to dominate a creature you can see within 5 tiles. The creature makes a Willpower save against 5 Superior dice, becoming dominated on fail. While dominated you control all of the creatures actions. This effect lasts until you are incapacitated or you let go of the spear. You may only have a single creature dominated at any time.
Magic Weapon +1
An incredibly light spear able to cut through armor. When making a basic attack you may reduce the AP cost by 1, to a minimum of 3. If you do, add 1 bad die to your roll.
If you land 3 hits against the same target during your turn, the target is dazed until the end of their turn.
Wondrous Item
A pristine red gemstone that fits in the palm of your hand. You may cast a spell of 4th level or lower into the gem, doing so increases the spells cast time by 10 minutes. Once a spell is stored you may spend 5 AP to cast the spell, ignoring the spells casting time. The spell uses 3 superior dice for its spellcasting roll regardless of the casting ability of the original caster. Only one spell can be stored at a time, casting a new spell into the gem replaces any spell stored.
Magical Weapon +1
This weapon has no blade, ending at the hilt. When attuned to this item you may command it to activate, summoning a sword made out of an element matching the gemstone in its hilt. When making attacks with this weapon you may use your weapon roll or a spellcasting roll for the attack. The attack does 1 wound in damage depending on its element, converting any added damage to that element.
Gemstone | Damage Type |
---|---|
Ruby | Fire |
Saphire | Cold |
Diamond | Lightning |
Topaz | Thunder |
Emerald | Poison |
Opal | Force |
Magic Padded Armor
A tunic woven from the hair of a spriggan. While outside you have expertise in stealth as long as you aren't moving. While in a forest you gain the Treewalk Maneuver.
- AP Cost: 5
- Range: 12
When standing next to a tree you may magically enter the tree. While inside the tree you are untargetable by effects that do not target the ethereal plane. At the start of your next turn you appear beside a tree within range.
Magic Staff, Requires Attunement
A staff made of blackened oak. While attuned to this staff the wielder gains +1 Intelligence. When preparing spells for the day you may choose two spells to be enhanced by the staff. For the rest of the day you have expertise when casting these spells.
Magical Staff +1
This staff has 6 charges. When casting a spell that deals elemental damage you may spend a charge to add a wound die to the damage matching its element. On your turn you may spend 5 AP and mana to recharge the staff, restoring 1 charge for each mana spent. While attuned to this item you gain the Control Elemental action.
When adjacent to an elemental creature you may attempt to take control of it. Spending 10 AP, roll 4 Superior dice. If you have successes greater than or equal to half of the creatures challenge level you take control of the creature. While holding the staff the creature obeys every command to the best of its ability.
Legendary Staff +3
A staff made from black onyx capped with a human skull. The staff was created by the Demon Lord Mantus using one of his onyx claws and carries his personality. The staff dispises mortals and refuses to use its full power when wielded by one. While held by a mortal the staff feigns obedience while whispering promises of power to its holder, while its true intention is to cause as much destruction in mortal realms as possible.
The staff seeks an immortal master to serve. If the staff is particularly desparate for a master it will tell its wielder about a tablet containing the secrets of life and death. The tablet was hidden away by Mantus himself in his fortress in Hell. After studying the tablet a creature learns how to create a Lich's phylactery and become immortal.
When a mortal attempts to attune to the staff they take 5/5 in death damage. This effect happens the first time a creature attunes to this item, having no effect if the creature reattunes to it again. The staff curses mortals with Vulnerability 1 to all damage, lasting until the creature dies. This curse is not removed when breaking attunement with the staff. The curse can be broken by successfully casting Break Curse against an 8th level curse.
While attuned to the staff you may reroll 3 dice when making spellcasting rolls. Attacks with this weapon deal 1 wound and 1 wound die in death damage, ignoring a level of resistance. Once per day you may cast Fiendfire using 6 Superior dice for the roll.
Once per day you may spend 8 AP to summon an undead legion. Roll 8 Superior dice, conjuring a Skeleton within 10 tiles of yourself for each success rolled. The skeletons obey your commands and last for 1 hour after which they turn to dust.
Magical Staff +2
While attuned to this weapon you gain the superior inspiring words maneuver and you may reroll all blank wound dice dealt by thunder damage. While holding this staff you may spend 5 AP to begin a chant, spending an additional 5 AP at the start of every turn to keep the chant active. Chanting requires concentration and uses the same rules for concentrating on a spell. You gain the following chants:
- Song of Blades: All allied creatures within 3 tiles of you gains expertise on one attack or maneuver this round.
- Defender's Ballad: All allied creatures within 3 tiles of you gains expertise on one saving throw or defense roll this round.
- Song of Sorcery: All allied creatures within 3 tiles of you may reroll 3 wound dice on one spell this round.
Wondrous Item
Transform a beast into a loyal steed. Can only be used on a non-intelligent, small or smaller beast you can touch. A hostile creature makes a willpower save vs 2 superior die, taking no effect on success. Once used the token bursts into a handful of dry leaves.
The target beast transforms into a giant version of the animal, growing to the size of an average horse. The creature is charmed by you for the next 24 hours and can be used as a mount. They have 3 wounds and a move/sprint speed of 5/5. The gain +1 Strength, but their other stats are identical to their normal forms.
After 24 hours the creature returns to normal, becoming hostile if it was hostile before.
Wondrous Item, Requires Attunement
While wearing this mask you add 1 enhanced die to all spellcasting rolls. When taking a move action you can choose to hover. While hovering you ignore ground based effects and difficult terrain and can pass over creatures, returning to the ground at the end of your turn. You also learn two maneuvers, Shadow Magic and Orb of Destruction.
Curse. This item is cursed. After attuning to the mask you are unable to part with it, wearing it covering your face or off to one side. If you reach 0 wounds or suffer an effect that would kill you outright, the Mask consumes you and you return as a Shadowbeast. You are stalked by a powerful entity of shadow that wants the mask. This entity knows your general location and you cannot hide from it through magic.
- AP Cost: 7
- Damage: Death
- Range: 7
You summon 3 shadowbolts and launch them at targets in range. You may choose different targets, or have all bolts hit the same target. Make a curse spellcasting roll against the targets defense for each bolt, dealing 2 wound die on hit, and giving Hex 1 on crit. You gain 1 temporary wound for every 3 wounds dealt by this attack.
- AP Cost: 9
- Damage: Death
- Range: 10
You channel the masks power to create a large orb of negative energy. You send the orb crashing into the earth, hitting all creatures in a 3x3 area centered on a position in range. All creatures hit make a Dexterity save vs your curse spellcasting. On hit they take 3 wounds in damage, plus an additional wound die for each crit.
If this would reduce a creature to 0 wounds their body is consumed by the Orb, vaporizing and leaving no body behind. This maneuver can be used once, after which you must long rest before using again.
Magical Shield
This massive shield requires 4 Strength to wield. When taking a defend action you choose a direction, gaining half cover against ranged attacks from that direction until the start of your next turn.
Magical Sword +1
A two pronged sword in the shape of a tuning fork. After striking an enemy the sword rings, becoming attuned to that enemy. While attuned to a target you have expertise in attacks and maneuvers using this weapon against that target. The attunement lasts for 1 minute.
While the sword is attuned you may cast Thunderclap at 1st level using 3 superior dice, ending the attunement.
Wondrous Item
A magic stone from the Astral Void. While holding the stone you can spend 3 AP and 2 mana to open up a rift in space that pulls in the user. At the start of your next turn you attempt to exit the rift in an open space within 1000 ft. (200 tiles). Make a hard Arcana check, on success you appear within a few tiles, with each failure placing you progressively farther away.
Wondrous Item
A wand with a tip that looks like the embers from a campfire. Roll 5 Superior dice, this wand has charges equal to the total successes. Spending 1 charge you can cast Firebolt at 1st level. Spending 2 charges you may cast Beam of Fire at 1st level.
Spells cast with this wand do not benefit from any spellcasting feats, and use 3 Superior dice for the spellcasting roll.
Wondrous Item
A wand wrapped in vines with a blooming flower at its tip. Roll 5 Superior dice, this wand has charges equal to the total successes. Spending 1 charge you may cast Vine Whip at 1st level, or spending 2 charges you may cast Bramble at 1st level. For either spell, use 3 Superior dice for the spellcasting roll.
Wondrous Item
A wand that emits black wisps of smoke. Roll 5 Superior dice, this wand has charges equal to the total successes. You can spend a charge to turn all mundane lights in a 6x6 tile area to dim light for 10 minutes, covering half as much area as bright light. Spending 2 charges gives you the effects of Concealment for 10 minutes.
Wondrous Item
A wand in the shape of a lightning bolt. Roll 5 superior die, this wand has charges equal to the total success. Spending 1 charge you may cast the Static Shock cantrip. If you do, you may spend up to 2 additional charges to add a superior die for each charge to the spellcasting roll.
Spells cast with this wand do not benefit from any spellcasting feats, and use 2 superior dice for the spellcasting roll.
Wondrous Item
A wand with a brass star on its tip. This wand is a simple weapon, using your Arcane spellcasting for the attack. It has a range of 5/10 and deals 1 wound die in force damage on hit. The star arcs over cover, ignoring all but total cover.
If your attack roll has no successes and a critical fail the wand breaks, losing its magic.
Wondrous Item
A wand with a crystal eye attached to the tip. Roll 5 superior die, this wand has charges equal to the total success. Spending 1 charge you gain the effects of Dark Sight for 1 hour. Spending 3 charges you may cast Magic Sight without concentrating on the spell.
Spells cast with this wand do not benefit from any spellcasting feats, and use 3 superior dice for the spellcasting roll.
Wondrous Item
A wand made from gnarled wood, clasping a shining jewel in its pommel. Roll 2 Superior dice, this wand has charges equal to the total successes. On your turn you may spend 5 AP and a charge to give yourself the effects of the spell Evocation for 1 minute.
Wondrous Item
This smooth crystal band is slick and cold to the touch. While worn, Misty Step costs 1 less mana and travels double the distance, but you add 2 terrible dice to the spellcasting roll. While travelling through a warren with the Open Warren spell the spellcaster maintaining the warren adds 1 failure to their roll.
Wondrous Item Allows the holder to control fluids contained in the waterskin. The waterskin can hold up to 1L of fluid. attempting to hold extremely hot or corrosive materials, such as lava, will destroy the waterskin. By spending 5 AP you may open the waterskin and control the contained fluid, moving it up to 5 tiles away in any direction. This can be used to extinguish fires, such as a torch or campfire, but does not move quickly enough to cause harm to a creature.
Wondrous Item
A huge book that looks like its been patched together from several works of different sizes, with papers glued or stapled as needed. During a long rest you may study this book. For the next day you have expertise in all Intelligence skills.
You may spend a week studying a portion of the "Manuals of Talent" section. After completing your study you gain a feat of your choosing with the book disappearing the following morning. The book reappears in a random place in the same realm after 66 years.
Legendary Sword +3, Requires Attunement
Can only be attuned by the true ruler of Tartarus. Maneuvers using this weapon add a wound die in death damage to the attack. On hitting a creature with this weapon they gain Hex 1 for 1 minute.
While attuned to the sword you gain the Souls of the Damned maneuver.
The 8 Swords of Tyr are split across the various alignments:
- Nomos - Lawful Good
- Oros - Good
- Faust - Chaotic Good
- Archeon - Law
- Astraea - Chaos
- War - Lawful Evil
- Death - Evil
- Chaos - Chaotic Evil
The blades were divided between the various races to protect them, ensure their survival, and prevent any one race from becoming too powerful.
Archeon and Astraea were given to the elves to keep balance between Law and Chaos. Archeon was eventually loaned to the humans in their fight against demons, while Astraea was taken by the high elves that become star elves. In their fights with high elves the sword was lost to the void.
Nomos and War were given to the Dwarves, the most dutiful and lawful of the races. War was given to a dwarven archmage, while Nomos was given to the King. The archmage would eventually be forced to flee from the King and hid in human lands where he was killed by the emperor, taking war for himself. Nomos was handed down to Thorgrim Flametongue, now held by the great dragon under the mountain after defeating him.
Oros and Death were given to the Humans who showed the greatest capacity to adapt. Tyr believed the balance of good and evil would keep humans grounded. Oros and Death are thought to be lost, having been hidden away.
Faust and Chaos were given to the tlani, seen as the wisest of the races. Tyr left it to them to find suitable races to wield these weapons. Faust was given to the Lizardfolk, both to prevent it from falling into the hands of other races and to protect the lizardfolk. Chaos was hidden away in a tlani temple as its power was too dangerous for any one person to wield. Chaos was taken by the human emperor after destroying the temple.
All the swords have a dormant state where they are +0 or +1 weapons and happens after a period of not being used. They can be awakened through various rituals to become +1 or +2 weapons, and can be activated to become +3 for a short time.
When awakened the swords will take the shape the wield is most accustomed to as long as it remains a bladed weapon. It can take the form of a short, long, or great sword, a bladed polearm or dagger.
judgement sword, sword of protection?
Magic Sword +1
While attuned to Nomos you gain an aura of protection. You and all creatures of your choosing within 3 tiles of you may reroll 1 die when making defense rolls or saving throws.
Magic Sword +2
While attuned to Nomos you gain an aura of protection. You and all creatures of your choosing within 5 tiles of you may reroll 1 die when making defense rolls or saving throws. Once per day you may cast the spell Judgement using 5 Superior dice for the roll.
This sword has 3 charges, regaining 1 every morning. When taking the defend action you may spend a charge to empower your aura of protection, giving 3 rerolls when making defense or saving throws until the start of your next turn.
Magic Sword +3
While attuned to Nomos you gain an aura of protection. You and all creatures of your choosing within 10 tiles of you may reroll 1 die when making defense rolls or saving throws. Once per day you may cast the spell Judgement using 6 Superior dice for the roll.
This sword has 5 charges, regaining 2 every morning. When taking the defend action you may spend a charge to empower your aura of protection, giving 3 rerolls when making defense or saving throws until the start of your next turn. Alternatively you may choose to empower your aura with an aura of retribution until the start of your next turn. Once per turn, when a creature in your aura of retribution is attacked by an adjacent creature they may make an opportunity attack against that creature.
healing sword, has restoration and can use charges to heal a target and remove conditions
Magic Sword +1
This sword has 3 charges, regaining 1 charge each time you use a healing surge during a rest. While attuned to Oros you may spend a charge when making an attack with this weapon, causing all damage dealt by the sword to heal instead. Any Slow, Poison, or Hex conditions have their levels reduced by the damage dealt.
Magic Sword +2
This sword has 5 charges, regaining 1 charge each time you use a healing surge during a rest. While attuned to Oros you may spend a charge when making an attack with this weapon, causing all damage dealt by the sword to heal instead. Any Slow, Poison, or Hex conditions have their levels reduced by the damage dealt. If you roll a critical with the attack the creature removes a level of exhaustion. Healed creatures have expertise on all saving throws until the start of your next turn.
Magic Sword +3
This sword has 7 charges, regaining 1 charge each time you use a healing surge during a rest. While attuned to Oros you may spend a charge when making an attack with this weapon, causing all damage dealt by the sword to heal instead. Any Stun, Daze, Blind, and Weakened conditions are removed and Slow, Poison, or Hex conditions have their levels reduced by the damage dealt. If you roll a critical with the attack the creature removes a level of exhaustion. Healed creatures have expertise on all saving throws until the start of your next turn.
You may spend 5 charges to cast the spell Restoration.
oathbreaker sword, anti magic sword? attacks break curses and hexes
Magic Sword +1
This sword has 3 charges. At any point the wielder can gain a level of exhaustion to restore all charges. While attuned to Faust, when making a roll you may spend a charge to reroll any 3 dice in the roll. After the roll you gain Hex until the start of your next turn.
Magic Sword +2
This sword has 4 charges. At any point the wielder can gain a level of exhaustion to restore all charges. While attuned to Faust, when making a roll you may spend a charge to reroll any 5 dice in the roll. After the roll you gain Hex 2 until the start of your next turn.
Creatures critically hit by this weapon fall under the effects of the spell Isolation until the start of your next turn.
Magic Sword +3
This sword has 5 charges. At any point the wielder can gain a level of exhaustion to restore all charges. While attuned to Faust, when making a roll you may spend a charge to reroll all dice in the roll. Alternatively you may spend a charge and 1 year of your life to set the dice rolls to any face you want. The life spent increases by 1 year each time this is used in the same week. After the roll you gain Hex 3 until the start of your next turn.
Creatures critically hit by this weapon fall under the effects of the spell Isolation until the start of your next turn.
Magic Sword +1
This sword has 3 charges, regaining a charge every day as long as it is exposed to the light of dawn. You may use a charge to take the Justice maneuver.
Justice AP: 5
Make a weapon attack against a target. On hit the attack deals normal weapon damage, adding 2 wounds in Holy damage. On crit the target is blind until the end of their next turn.
Magic Sword +2, Requires Attunement
The sword has 6 charges, regaining 2 charges every day as long as it is exposed to the light of dawn. When activating the sword, either by spending a charge or taking the Justice maneuver, you gain the effects of the spell Radiance for 10 minutes.
You may spend all charges to awaken Archeon, becoming a +3 weapon for a minute per charge spent. While awakwened Archeon does an extra wound of Holy damage with each attack, or 3 wounds to chaotic demons, outsiders and monstrosities. In addition you may use the Law maneuver.
Law AP: 6 Range: 10
A target creature in range makes a Charisma save against 5 superior dice. On fail, if they are not lawfully aligned they are unable to roll criticals for the next 24 hours, with any critical rolled counting as 2 successes instead. If the creature is chaotic they are Blind, Dazed, and gain Slow 3 until the start of your next turn. These conditions bypass any resistances.
Magic Sword +1
Once per day, can cast Starfall at 4th level using 3 superior die for the roll.
Magic Sword +2
Once per day, can cast Starfall at 4th level using 4 superior die for the roll.
The sword has 6 charges, regaining all charges when bathed in the light of a full moon. When activating the sword, either by spending a charge or taking the Starcall Maneuver, you gain the effects of Enhance Ability for 10 minutes. While attuned to Astraea you gain the Starcall maneuver.
Starcall
-AP: 5 -Range: 5 -Cost: 1 Charge
Targeting up to 3 creatures in range, they make a Strength save against 4 Superior dice. On hit they take 1 wound in force damage, adding a wound die on crit.
Magic Sword +3
Once per day, can cast Starfall at 4th level using 5 superior die for the roll.
The sword has 10 charges, regaining 2 charges every night Astraea can see the sky. When activating the sword, either by spending a charge or taking the Starcall Maneuver, you gain the effects of Enhance Ability for 10 minutes. While attuned to Astraea you gain the Starcall and Dimension Door maneuvers.
This sword is always under the effects of the spell Sword Burst (1st level), and when landing a critical hit with the sword you may drain an attribute from the creature. You choose the attribute with the creature losing 1 point and you gaining 1 point in the chosen attribute. This effect lasts for 1 hour, during which you have expertise on all rolls using that attribute and gain madness. This can only effect one creature at a time and applying this to a new creature ends the effects on the old creature.
Dimension Door
-AP: 5 -Range: 60 -Cost: 2 Charges
You create a magical rift at a target location you can see, visualize, or recall within range. The rift pulls you and anything you're carrying in and instantly teleports you to the target location. The maneuver fails if you attempt to teleport into a solid object or otherwise can't pass through the rift.
You may instead use this maneuver targetting an adjacent creature. The creature makes a Dexterity save against 4 superior dice, being teleported to the location on fail.
Whoever wields War seeks to rise in power, using that power to rule over others or crush their enemies into submission. War's strength is proportional to the wielders ability to defeat rulers and champions. A dormant War will awaken when its user defeats a goblin shaman leading a raiding party, or a bandit leader harassing a town. War is empowered to +2 after defeating a local baron or minor lord, and increases to +3 after defeating a duke, king, or taking control of a small nation.
Magic Weapon +1
While attuned to War you gain an aura of battle. You and all creatures of your choosing within 2 tiles are immune to fear, charm, and sleep effects from mundane sources or spells of 3rd level and below.
Magic Weapon +2
While attuned to War you gain an aura of battle. You and all creatures of your choosing within 5 tiles are immune to fear, charm, and sleep effects from mundane sources or spells of 6th level and below. Once per day you may cast Spirit Warriors at 5th level. You may target up to 5 corpses with the spell automatically succeeding.
Magic Weapon +3
While attuned to War you gain an aura of battle. You and all creatures of your choosing within 10 tiles are immune to fear, charm, and sleep effects from mundane sources or spells of 9th level and below. You may spend a healing surge to empower the sword and your allies until the start of your next turn. While empowered you have Combat Advantage and deal an extra wound die in death damage with your attacks.
Once per day you may cast Spirit Warriors at 5th level. You may target up to 10 corpses with the spell automatically succeeding.
Magic Weapon +1
Instead of adding superior dice, the bonus modifier from this weapon adds criticals to your attacks. While attuned to this weapon your attacks deal an extra wound die in slashing damage on a critical.
The sword has 3 charges. The wielder may spend a healing surge to replenish charges, restoring a charge for every wound rolled. You may spend a charge to cast Betrayal using 3 superior dice for the roll, adding this weapons bonus modifier as criticals.
Magic Weapon +2
Instead of adding superior dice, the bonus modifier from this weapon adds criticals to your attacks. While attuned to this weapon your attacks deal an extra wound die per critical rolled, up to 2.
The sword has 3 charges. The wielder may spend a healing surge to replenish charges, restoring a charge for every wound rolled. You may spend a charge to cast Betrayal using 5 superior dice for the roll, adding this weapons bonus modifier as criticals.
Magic Weapon +3
Instead of adding superior dice, the bonus modifier from this weapon adds criticals to your attacks. While attuned to this weapon your attacks deal an extra wound die per critical rolled, up to Chaos's bonus modifier.
The sword has 3 charges. The wielder may spend a healing surge to replenish charges, restoring a charge for every wound rolled. You may spend a charge to cast Betrayal using 6 superior dice for the roll, adding this weapons bonus modifier as criticals. Alternatively you may spend 3 charges, making Betrayal target yourself and all creatures within 10 tiles of you. While you are under the effects of Betrayal Chaos becomes a +4 weapon.
Magic Weapon +1
The sword exudes necrotic energy. After killing a creature, for the next hour when making an attack or maneuver with this weapon it deals an extra wound of Death damage on crit.
Magic Weapon +2
This weapon has 5 charges, regaining 1 after killing a creature with it, or all charges after killing a Good aligned creature. You may spend 1 charge to cast Bleed at 2nd level using 4 superior dice for the spellcasting roll.
After killing a creature, for the next hour you gain the following effects:
- When making an attack or maneuver with this weapon it deals an extra wound of Death damage on crit.
- You gain 1 temporary wound every time you deal death damage with this sword.
Magic Weapon +3
This weapon has 5 charges, regaining 1 after killing a creature with it, or all charges after killing a Good aligned creature. You may spend 1 charge to cast Bleed at 3rd level using 5 superior dice for the spellcasting roll. You may spend 5 charges to cast Power word: Kill against a good aligned creature using 6 superior dice.
After killing a creature, for the next hour you gain the following effects:
- When making an attack or maneuver with this weapon it deals an extra wound of Death damage on crit.
- You gain 1 temporary wound every time you deal death damage with this sword.
- You gain 3 superior dice to Strength, Dexterity, and Stamina saves while you have temporary wounds from this effect.
With the correct ingredients and skill, an enchanter can create magical items beyond normal enchantments. These items become permanent magic items. The creation is prone to errors, and even the most seasoned enchanter can never truly be sure of their creation.
Creating magic items takes time and a dedicated space to craft in. They require parts from a magical creature, rare materials, and costly enchanting supplies. Crafting items can end up being a quest in itself.
Rarity | Weeks Taken | Challenge Dice | Supplies Per Day |
---|---|---|---|
Common | 1 | 1T/2B | 1-2 |
Uncommon | 2 | 2T/1B | 2-4 |
Rare | 4 | 2T/2B | 3-6 |
Legendary | 8 | 3T/2B | 5-10 |
Artifact | 16 | 3T/3B | 10-20 |
Roll Successes | Effect |
---|---|
7+ | You were able to expertly navigate the workings of the magic materials. Roll on the Major Success table. |
4+ | This week went better than expected, carefully avoiding errors. Roll on the Minor Success table. |
0-3 | You were able to avoid any major pitfalls, but also any major breakthroughs. |
Fail | Despite your best efforts you failed to infuse the magic correctly. Roll on the Minor Failure table. |
Critical Fail | You failed a critical moment, having unknown effects on the item. Roll on the Critical Failure table. |
Items can only have a single major success. If a second major success is to be rolled you may roll from the table again taking the new value, or roll on the minor Success table.
Roll Successes | Effect |
---|---|
Gain +1 to an attribute if it is rare or better, otherwise reroll. | |
Gain expertise with a skill. | |
Gain expertise with a saving throw. | |
This items bonus modifier increases by 1. | |
Gain the ability to cast a spell once per day. Artifacts gain a 7-9th level spell and use 6 superior dice. Legendary gain a 6-8th level spell and use 5 superior dice. Rare gain a 4-6th level spell and use 4 superior dice. Uncommon gain a 3-4th level spell and use 3 superior dice. Common gain a Cantrip-2nd level spell and use 3 superior dice. | |
Gain a feature or maneuver from the creature used in this items creation. | |
If this item has charges, double the max charges and charges regained. | |
If this is a weapon it deals an extra wound against a monster type | |
Gain 1 superior die with a spellcasting skill | |
Gain 1 superior die against damaging spells | |
Gain 1 superior die against non-damaging spells | |
Gain 1 superior defense die with armor rolls | |
Gain Resistance 1 to a random non-physical damage type | |
Your max AP increases by 1 | |
Your max wounds increases by 2 | |
Reduce the difficulty dice by 1 die for the remainder of the craft | |
Remove the effects of a previous critical failure or prevent the next one |
Items can have two minor successes. If a third minor success is to be rolled you may roll from the table again, replacing a minor success with the new value.
Roll Successes | Effect |
---|---|
Gain 1 success with a skill | |
Gain 1 reroll with attack rolls | |
Gain 1 reroll with spellcasting rolls | |
Gain 1 success with rolls against charm, sleep, fear, and possession effects | |
Increases the number of spells you can prepare by 1 | |
Gain 1 reroll against attacks from a monster type | |
Gain 1 reroll with an attribute save | |
The item glows when invisible creatures are within 10 tiles | |
Permanently reduce the enchanting supply cost for this item by half. | |
The next crafting roll on this item has +3 successes. | |
Your max wounds increases by 1 | |
Ranged attacks targeting you add a critical failure to their attack rolls | |
Your first attack, maneuver, or spell each turn costs 1 AP less, to a minimum of 2 | |
You add 1 success to initiative rolls |
Items can have a single critical failure. Rolling a second critical failure destroys the item.
Roll Successes | Effect |
---|---|
Gain Vulnerability to a damage type | |
Reduces an attribute score by 1 | |
You do not use proficiency with saving throws | |
You add 3 failures to saving throws against against fear, charm, or possession | |
The bonus modifier is reduced by 1 | |
When hit by a critical attack you gain Weakened for 1 minute | |
When a creature hits you with critical attack you add a Terrible die to any action not targeting that creature until the end of your next turn. | |
Spells you cast cost 1 additional mana | |
Your max wounds are reduced by 2 | |
When dropping to 0 wounds you die instead of gaining temporary wounds | |
attacks, maneuvers, and spell attacks add one critical against you | |
If this is armor your move speeds are reduced by 1 to a minimum of 1 | |
If this is a weapon your attacks and maneuvers cannot critically hit |
Items can have two minor failures. Each minor failure after this counts as a Critical Failure and uses the Critical Failure Table.
Roll Successes | Effect |
---|---|
Add a critical failure to attacks | |
Add a critical failure to defense rolls | |
Add a critical failure to a saving throw | |
Add a Bad die when making Concentration checks | |
Add a failure to saving throws against a monster type | |
Add a failure to saving throws against fear, charm, or possession | |
Ranged attacks targeting you add a critical success to their attack rolls | |
A spellcasting proficiency is reduced by 1 | |
Permanently add a Bad die to the crafting challenge | |
This item costs 2 additional enchanting supplies per day for the remaining crafting tiem | |
Your max wounds are reduced by 1 | |
If this item has charges the max charges are reduced by 1 |
Now that we have a bunch of monsters and items we need to use them. The following are quick dungeons and encounters you can use in your games, or as inspiration.
Deep in the forest is a ruined temple, once dedicated to a god of the forest. Now the temple is being used as a home for monsters. This dungeon gives examples for using goblins, kobolds, or undead, but this can be adapted to almost any monster. The monsters in this temple are organized by a cunning leader, which means they will be on the lookout for any adventurers that may come to clear them out.
There's plenty of ways to integrate this into your game. The monsters could be harassing a small town or village the players travel through. A Church dedicated to the god may hire the players to retrieve a long lost item from the temple. Or the players could just stumble upon one of the monsters patrols while travelling through the forest.
This dungeon is designed for a party of 4 between levels 1-4.
A small clearing around a stairway built into the side of a hill. The monsters have cleared some of the undergrowth around the entrance where a handful of guards stand watch.
Type | Monsters |
---|---|
Goblins | 1-2 Goblins, 1 Goblin Fighter |
Kobolds | 2 Kobolds |
Undead | 1 Ghost |
A handful of monsters stand guard outside the temple. These guards have been tasked with watching for any threats and alerting the temple if any are spotted. However the remoteness of the temple has left them complacent and easily bored. Careful players will spot the guards before being spotted themselves.
The forest surrounding the temple is dense, providing ample cover. A player can sneak up on the guards with a successful Stealth check against an easy challenge. If the players are spotted, or if the guards are attacked they will try to alert the temple by sending one of the guards, or themselves, inside to warn the others.
After defeating or otherwise bypassing the guards the players will be able to descend the stairs into the underground temple.
The stairs descend into a dimly lit room. On one wall is a partially destroyed mural of the god of the forest. The doorway across the room has collapsed with age, leaving only one way forward through the temple.
There are no monsters in this room, however a perceptive player may hear the sounds of monsters deeper in the temple. The mural depicts an elven druid using a wand to tend to the forest before heading back to an altar. A player can make a Religion check against an average challenge. On success they decipher the mural and learn of a secret cache hidden behind an altar deeper in the temple.
There is a single doorway leading deeper into the temple, protected by a snare trap. A player can spot the trap by making a successful Perception check against an easy challenge. Once spotted the trap can be easily disarmed or avoided. If a player steps on the tile infront of the door the trap is triggered. The player makes a Dexterity save against a hard challenge, taking 1 wound in piercing damage and gaining Slow 1 for 1 minute on fail. Once triggered the trap cannot be triggered again.
A large room with a water fountain against the left wall. The fountain has long since gone dry, with moss and vines growing from it instead. The room is being used as a nest for the monsters. The only exit is a door leading to a hallway on the far wall.
Type | Monsters |
---|---|
Goblins | 3-6 Goblins, 1-4 Goblin Fighters |
Kobolds | 2-4 Kobolds, 1-2 Kobold Alchemist |
Undead | 1-4 Zombies, 1-2 Skeletons |
The monsters in this room will act differently if they have been alerted by the guards. If alerted they will form a semicircle around the door waiting for the players to enter or trigger the snare trap. On hearing the trap trigger the monsters will open the door and ambush the players, giving the monsters a surprise round for initiative. Otherwise they will attack once the door is opened. The guard or guards that alerted the temple will take part in the fight as well, adding to this rooms monsters.
Should the players successfully sneak their way inside the monsters in this room will be disorganized, giving the players a surprise round for initiative. After this fight the temple will be alerted to the players presence, regardless of whether they sneaked past the guards.
A small, narrow hallway with two doorways. The door on the right leads to the storeroom, while the far door leads to the altar room. The hallway has no light, and has a tripwire between the storeroom and altar doors. A successful Perception check against an average challenge will reveal the trap. Triggering the trap causes rocks to fall from the ceiling. Players make a Dexterity save against a hard challenge, taking 3 wound dice in bludgeoning damage on fail.
A small storeroom filled with stolen goods the monsters have collected. The goods may belong to a nearby town, giving the players a reward for returning it, or it could just be items the monsters collected. The players can make an Investigation check against an easy challenge. On success they find ~40sc worth of enchanting supplies, gemstones, or other valuables, finding a basic healing potion on a critical.
A room with an altar to the forest god. On the far wall is a continuation of the mural from the entrance room, depicting a sprawling tree surrounded by elven druids.
Type | Monsters |
---|---|
Goblins | 2-6 Goblins, 1 Goblin Shaman, 1 Goblin Leader |
Kobolds | 2-4 Kobolds, 1 Kobold Sorcerer |
Undead | 1-3 Skeletons, 1-3 Zombies, 1 Necromancer |