Monsters

Giant Ape

Apex · Huge beast
Giant Ape
Fatigue / Exhaustion 14 / 5
HP 50
AP 6
AC 6 / 8 / 15
Resistance
Vulnerability
Speed 40 ft., climb 40 ft.
Senses
Power +6
Cunning +2
Focus +1
Luck +2

Attacks

  • Fist: 2d8+6 physical

Signature Moves

  • Boulder Toss 2 AP Recharge 3
    Target
    Sphere
    Range
    90 ft.
    Save
    Cunning save
    Effect
    Damage

    The ape hurls a boulder at a point it can see within 90 feet. Each creature in a 5-foot-radius sphere centered there makes a Cunning save. On a miss, the target takes 7d6 physical damage and, if Large or smaller, is knocked Prone. On a save, half damage and no Prone.

Traits

Aggressive
+1 ongoing to attack rolls

Mammoth

Apex · Huge beast
Mammoth
Fatigue / Exhaustion 14 / 5
HP 50
AP 6
AC 6 / 8 / 15
Resistance
Vulnerability
Speed 50 ft.
Senses
Power +7
Cunning +2
Focus +0
Luck +2

Attacks

  • Tusks: 2d8+7 physical

Signature Moves

  • Gore 2 AP
    Target
    Single target
    Range
    Touch
    Effect
    Damage
    Requires
    Moved 20+ feet straight toward the target immediately before the attack.

    The mammoth drops its head and surges forward, the sweep of its tusks throwing its target to the ground.

Traits

Aggressive
+1 ongoing to attack rolls

Purple Worm

Apex · Gargantuan beast
Purple Worm
Fatigue / Exhaustion 14 / 5
HP 60
AP 6
AC 6 / 8 / 15
Resistance
Vulnerability
Speed 50 ft., burrow 30 ft.
Senses Blindsight 30 ft., Tremorsense 60 ft.
Power +6
Cunning +2
Focus +2
Luck +2

Attacks

  • Bite: 2d8+6 physical
  • Stinger: 1d8+6 poison

Signature Moves

  • Swallow Whole 0 AP
    Target
    Single target
    Range
    Touch
    Save
    Power save
    Effect
    Inflicts Restrained
    Requires
    On a successful Bite hit against a smaller creature.

    On a successful Bite hit against a creature one or more sizes smaller than the worm, the target makes a Power save. On a miss, the target is swallowed: it is Restrained and takes 1d10 acid damage at the start of each worm turn. When the Restrained ends, the target lands in a space adjacent to the worm.

Traits

Aggressive
+1 ongoing to attack rolls
Grappler
Half fatigue to maintain restrained
Spicy (acid)
Creatures that touch or are touched take 1d12 acid damage.
Tunneler
Leaves a tunnel when burrowing.

A 50-foot serpent of the deep places, devouring stone, miner, and ore alike. Its tail stinger drips a venom prized by alchemists; its acidic gut digests anything it can swallow.

Roc

Apex · Gargantuan beast
Roc
Fatigue / Exhaustion 14 / 5
HP 58
AP 6
AC 5 / 8 / 14
Resistance
Vulnerability
Speed 20 ft., fly 120 ft.
Senses Darkvision
Power +6
Cunning +2
Focus +2
Luck +2

Attacks

  • Talons: 2d8+6 physical
  • Beak: 1d10+6 physical

Signature Moves

  • Grab and Carry 0 AP
    Target
    Single target
    Range
    Touch
    Save
    Power save
    Effect
    Inflicts Restrained
    Requires
    On a successful Talons hit this turn.

    On a successful Talons hit, the target is Restrained in the roc's grip. The roc may immediately fly up to half its speed, carrying the target with it. When the Restrained ends mid-flight, the target falls from the roc's current altitude.

Traits

Aggressive
+1 ongoing to attack rolls
Flyby
No reactions provoked when leaving reach

A colossal raptor that nests on the loftiest peaks and stoops on grazing elephants. Sailors tell of rocs lifting ships out of bays — exaggerations, but only just.

Tyrannosaurus Rex

Apex · Huge beast
Tyrannosaurus Rex
Fatigue / Exhaustion 14 / 5
HP 52
AP 6
AC 6 / 8 / 15
Resistance
Vulnerability
Speed 50 ft.
Senses
Power +7
Cunning +2
Focus +1
Luck +2

Attacks

  • Bite: 2d8+7 physical

Signature Moves

  • Seize 2 AP
    Target
    Single target
    Range
    Touch
    Effect
    Damage

    The tyrannosaurus drives its bite home; on a solid hit the jaws lock and the target is hauled off the ground, Restrained in its teeth.

  • Tail Sweep 2 AP
    Target
    Multiple targets
    Range
    Touch
    Save
    Cunning save
    Effect
    Inflicts Prone

    The tyrannosaurus's tail scythes through everything around it. A creature caught in the arc is knocked Prone on a miss, or knocked off balance and Slowed on a weak hit.

Traits

Aggressive
+1 ongoing to attack rolls
Grappler
Half fatigue to maintain restrained

Aboleth

Very Hard · Large aberration
Fatigue / Exhaustion 10 / 5
HP 30
AP 4
AC 4 / 7 / 13
Resistance
Vulnerability
Speed 10 ft., swim 40 ft.
Senses Darkvision
Power +5
Cunning +1
Focus +4
Luck +4

Attacks

  • Tentacle: 1d6+5 physical

Signature Moves

  • Consume Memories 1 AP
    Target
    Single target
    Range
    30 ft.
    Save
    Focus save
    Effect
    Inflicts Doomed
    Requires
    Target is Charmed or Restrained by the aboleth.

    The aboleth fixes its mind upon a creature within 30 feet that is Charmed or Restrained by it. Target makes a Focus save, taking psychic damage on a miss and gaining the Doomed condition. The aboleth gains insight into the target's secrets.

  • Dominate Mind 2 AP Recharge 2
    Target
    Single target
    Range
    30 ft.
    Save
    Focus save
    Effect
    Inflicts Charmed

    The aboleth seizes a creature's mind within 30 feet. Target makes a Focus save or is Charmed by the aboleth until the aboleth dies or moves to a different plane. The aboleth can communicate telepathically with the dominated target at any range. Recharge 2 turns.

Cantrips

mind-spike

Charms

control-creature, sense

Traits

Amphibious
Can breathe both air and water.
Extraplanar
Reforms on home plane in 1d4 days when killed outside it.
Grappler
Half fatigue to maintain restrained
Legendary
Can take Legendary Actions and Legendary Resistance
Magic Resistance
+2 ongoing to saves vs spells and magic
Undying
Spend 3 Doom to drop to 1 wound instead of dying

Condition Immunities

Charmed, Frightened

An ancient horror predating the rise of the gods, eel-like and ten feet long with a mind that has devoured countless others'. Aboleths dwell in flooded ruins and bend mortal slaves to their service through psychic domination.

Adult Black Dragon

Very Hard · Huge dragon
Fatigue / Exhaustion 10 / 5
HP 24
AP 4
AC 3 / 6 / 12
Resistance
Vulnerability
Speed 40 ft., fly 80 ft., climb 40 ft.
Senses Darkvision, Blindsight 60 ft.
Power +5
Cunning +2
Focus +3
Luck +2

Attacks

  • Bite: 1d10+5 physical
  • Claw: 1d8+5 physical

Signature Moves

  • Acid Breath 2 AP Recharge 2
    Target
    Line
    Range
    60 ft.
    Save
    Cunning save
    Effect
    Damage

    A 60-foot line of acid erupts from the dragon. Each creature in the area makes a Cunning save, taking damage on a miss (half on a save). Recharge 2 turns.

Traits

Flyby
No reactions provoked when leaving reach
Legendary
Can take Legendary Actions and Legendary Resistance

A swamp tyrant in its prime, broad-winged and venom-tongued. Hoards bones, gold, and the secrets of drowned cities; commands lesser swamp creatures with cruelty.

Adult Blue Dragon

Very Hard · Huge dragon
Fatigue / Exhaustion 10 / 5
HP 24
AP 4
AC 3 / 6 / 12
Resistance
Vulnerability
Speed 40 ft., fly 80 ft., climb 40 ft.
Senses Darkvision, Blindsight 60 ft.
Power +5
Cunning +2
Focus +3
Luck +2

Attacks

  • Bite: 1d10+5 physical
  • Claw: 1d8+5 physical

Signature Moves

  • Lightning Breath 2 AP Recharge 2
    Target
    Line
    Range
    60 ft.
    Save
    Cunning save
    Effect
    Damage

    A 60-foot line of lightning erupts from the dragon. Each creature in the area makes a Cunning save, taking damage on a miss (half on a save). Recharge 2 turns.

Traits

Flyby
No reactions provoked when leaving reach
Legendary
Can take Legendary Actions and Legendary Resistance

A desert sovereign, scales the color of thunderhead. Marches across dunes claiming oases and demanding tribute from caravan masters; lightning answers any defiance.

Adult Brass Dragon

Very Hard · Huge dragon
Fatigue / Exhaustion 10 / 5
HP 24
AP 4
AC 3 / 6 / 12
Resistance
Vulnerability
Speed 40 ft., fly 80 ft., climb 40 ft.
Senses Darkvision, Blindsight 60 ft.
Power +5
Cunning +1
Focus +4
Luck +2

Attacks

  • Bite: 1d10+5 physical
  • Claw: 1d8+5 physical

Signature Moves

  • Fire Breath 2 AP Recharge 2
    Target
    Line
    Range
    60 ft.
    Save
    Cunning save
    Effect
    Damage

    A 60-foot line of fire erupts from the dragon. Each creature in the area makes a Cunning save, taking damage on a miss (half on a save). Recharge 2 turns.

Traits

Flyby
No reactions provoked when leaving reach
Legendary
Can take Legendary Actions and Legendary Resistance

A garrulous desert dragon and seasoned conversationalist. Settles arguments over tea, then incinerates anyone who breaks hospitality.

Adult Bronze Dragon

Very Hard · Huge dragon
Fatigue / Exhaustion 10 / 5
HP 24
AP 4
AC 3 / 6 / 12
Resistance
Vulnerability
Speed 40 ft., fly 80 ft., swim 40 ft.
Senses Darkvision, Blindsight 60 ft.
Power +5
Cunning +1
Focus +4
Luck +2

Attacks

  • Bite: 1d10+5 physical
  • Claw: 1d8+5 physical

Signature Moves

  • Lightning Breath 2 AP Recharge 2
    Target
    Line
    Range
    60 ft.
    Save
    Cunning save
    Effect
    Damage

    A 60-foot line of lightning erupts from the dragon. Each creature in the area makes a Cunning save, taking damage on a miss (half on a save). Recharge 2 turns.

Traits

Flyby
No reactions provoked when leaving reach
Legendary
Can take Legendary Actions and Legendary Resistance

A coastal guardian of mortal kingdoms, scales weathered to dark patina. Sails alongside friendly fleets and shatters pirate ships with one stormcall.

Adult Copper Dragon

Very Hard · Huge dragon
Fatigue / Exhaustion 10 / 5
HP 24
AP 4
AC 3 / 6 / 12
Resistance
Vulnerability
Speed 40 ft., fly 80 ft., climb 40 ft.
Senses Darkvision, Blindsight 60 ft.
Power +5
Cunning +1
Focus +4
Luck +2

Attacks

  • Bite: 1d10+5 physical
  • Claw: 1d8+5 physical

Signature Moves

  • Acid Breath 2 AP Recharge 2
    Target
    Line
    Range
    60 ft.
    Save
    Cunning save
    Effect
    Damage

    A 60-foot line of acid erupts from the dragon. Each creature in the area makes a Cunning save, taking damage on a miss (half on a save). Recharge 2 turns.

Traits

Flyby
No reactions provoked when leaving reach
Legendary
Can take Legendary Actions and Legendary Resistance

A hill-country trickster grown deadly. Loves wordplay and elaborate scams but will torch an entire valley if its hoard is touched.

Adult Gold Dragon

Very Hard · Huge dragon
Fatigue / Exhaustion 10 / 5
HP 24
AP 4
AC 3 / 6 / 12
Resistance
Vulnerability
Speed 40 ft., fly 80 ft., climb 40 ft.
Senses Darkvision, Blindsight 60 ft.
Power +5
Cunning +1
Focus +4
Luck +2

Attacks

  • Bite: 1d10+5 physical
  • Claw: 1d8+5 physical

Signature Moves

  • Fire Breath 2 AP Recharge 2
    Target
    Cone
    Range
    60 ft.
    Save
    Cunning save
    Effect
    Damage

    A 60-foot cone of fire erupts from the dragon. Each creature in the area makes a Cunning save, taking damage on a miss (half on a save). Recharge 2 turns.

Traits

Flyby
No reactions provoked when leaving reach
Legendary
Can take Legendary Actions and Legendary Resistance

A high-court protector of mortal realms, scales gleaming like coined sun. Offers counsel to the wise and judgment to the cruel; few dragons can match its breath weapon.

Adult Green Dragon

Very Hard · Huge dragon
Fatigue / Exhaustion 10 / 5
HP 24
AP 4
AC 3 / 6 / 12
Resistance
Vulnerability
Speed 40 ft., fly 80 ft., climb 40 ft.
Senses Darkvision, Blindsight 60 ft.
Power +5
Cunning +2
Focus +3
Luck +2

Attacks

  • Bite: 1d10+5 physical
  • Claw: 1d8+5 physical

Signature Moves

  • Poison Breath 2 AP Recharge 2
    Target
    Cone
    Range
    60 ft.
    Save
    Cunning save
    Effect
    Damage

    A 60-foot cone of poison erupts from the dragon. Each creature in the area makes a Cunning save, taking damage on a miss (half on a save). Recharge 2 turns.

Traits

Flyby
No reactions provoked when leaving reach
Legendary
Can take Legendary Actions and Legendary Resistance

A forest-deep manipulator with scales of mossy green. Commands lesser fey and bandit kings alike; its preferred trophy is the slow corruption of a noble line.

Adult Red Dragon

Very Hard · Huge dragon
Fatigue / Exhaustion 10 / 5
HP 24
AP 4
AC 3 / 6 / 12
Resistance
Vulnerability
Speed 40 ft., fly 80 ft., climb 40 ft.
Senses Darkvision, Blindsight 60 ft.
Power +5
Cunning +2
Focus +3
Luck +2

Attacks

  • Bite: 1d10+5 physical
  • Claw: 1d8+5 physical

Signature Moves

  • Fire Breath 2 AP Recharge 2
    Target
    Cone
    Range
    60 ft.
    Save
    Cunning save
    Effect
    Damage

    A 60-foot cone of fire erupts from the dragon. Each creature in the area makes a Cunning save, taking damage on a miss (half on a save). Recharge 2 turns.

Traits

Flyby
No reactions provoked when leaving reach
Legendary
Can take Legendary Actions and Legendary Resistance

A volcanic tyrant of vast pride and vaster hoard. The classic dragon of legend: arrogant, vengeful, and impossibly hot.

Adult Silver Dragon

Very Hard · Huge dragon
Fatigue / Exhaustion 10 / 5
HP 24
AP 4
AC 3 / 6 / 12
Resistance
Vulnerability
Speed 40 ft., fly 80 ft., climb 40 ft.
Senses Darkvision, Blindsight 60 ft.
Power +5
Cunning +1
Focus +4
Luck +2

Attacks

  • Bite: 1d10+5 physical
  • Claw: 1d8+5 physical

Signature Moves

  • Cold Breath 2 AP Recharge 2
    Target
    Cone
    Range
    60 ft.
    Save
    Cunning save
    Effect
    Damage

    A 60-foot cone of cold erupts from the dragon. Each creature in the area makes a Cunning save, taking damage on a miss (half on a save). Recharge 2 turns.

Traits

Flyby
No reactions provoked when leaving reach
Legendary
Can take Legendary Actions and Legendary Resistance

A high-peak sovereign of mirror-bright scale. Walks among mortals in disguise, judges them, and intervenes only when great evil stirs.

Adult White Dragon

Very Hard · Huge dragon
Fatigue / Exhaustion 10 / 5
HP 24
AP 4
AC 3 / 6 / 12
Resistance
Vulnerability
Speed 40 ft., fly 80 ft., climb 40 ft.
Senses Darkvision, Blindsight 60 ft.
Power +5
Cunning +2
Focus +3
Luck +2

Attacks

  • Bite: 1d10+5 physical
  • Claw: 1d8+5 physical

Signature Moves

  • Cold Breath 2 AP Recharge 2
    Target
    Cone
    Range
    60 ft.
    Save
    Cunning save
    Effect
    Damage

    A 60-foot cone of cold erupts from the dragon. Each creature in the area makes a Cunning save, taking damage on a miss (half on a save). Recharge 2 turns.

Traits

Flyby
No reactions provoked when leaving reach
Legendary
Can take Legendary Actions and Legendary Resistance

An arctic predator at the height of its power. Lacks the cunning of other dragons but compensates with raw cold and savage hunger.

Allosaurus

Very Hard · Large beast
Allosaurus
Fatigue / Exhaustion 10 / 5
HP 24
AP 4
AC 2 / 5 / 11
Resistance
Vulnerability
Speed 60 ft.
Senses
Power +4
Cunning +2
Focus +1
Luck +2

Attacks

  • Bite: 2d10+4 physical
  • Claw: 1d8+4 physical

Signature Moves

  • Rush 2 AP Recharge 3
    Target
    Single target
    Range
    Touch
    Effect
    Inflicts Prone

    The allosaurus sprints in on its powerful hind legs and slams into its prey, bowling it off its feet. On a hit the target is knocked Prone.

Ancient Black Dragon

Very Hard · Gargantuan dragon
Fatigue / Exhaustion 10 / 5
HP 30
AP 5
AC 3 / 6 / 12
Resistance
Vulnerability
Speed 40 ft., fly 80 ft., climb 40 ft.
Senses Darkvision, Blindsight 60 ft.
Power +5
Cunning +2
Focus +4
Luck +3

Attacks

  • Bite: 1d10+5 physical
  • Claw: 1d8+5 physical

Signature Moves

  • Acid Breath 3 AP Recharge 2
    Target
    Line
    Range
    90 ft.
    Save
    Cunning save
    Effect
    Damage

    A 90-foot line of acid erupts from the dragon. Each creature in the area makes a Cunning save, taking damage on a miss (half on a save). Recharge 2 turns.

Cantrips

acid-splash

Charms

wither

Traits

Ancient
Gain +1 AP per turn
Flyby
No reactions provoked when leaving reach
Legendary
Can take Legendary Actions and Legendary Resistance
Magic Resistance
+2 ongoing to saves vs spells and magic

A primordial swamp tyrant. Centuries of cruelty have turned its acid potent enough to dissolve castle walls; whole kingdoms have been swallowed by the slow rot of its hoard.

Ancient Blue Dragon

Very Hard · Gargantuan dragon
Fatigue / Exhaustion 10 / 5
HP 30
AP 5
AC 3 / 6 / 12
Resistance
Vulnerability
Speed 40 ft., fly 80 ft., climb 40 ft.
Senses Darkvision, Blindsight 60 ft.
Power +5
Cunning +2
Focus +4
Luck +3

Attacks

  • Bite: 1d10+5 physical
  • Claw: 1d8+5 physical

Signature Moves

  • Lightning Breath 3 AP Recharge 2
    Target
    Line
    Range
    90 ft.
    Save
    Cunning save
    Effect
    Damage

    A 90-foot line of lightning erupts from the dragon. Each creature in the area makes a Cunning save, taking damage on a miss (half on a save). Recharge 2 turns.

Cantrips

lightning-bolt

Charms

detonate

Traits

Ancient
Gain +1 AP per turn
Flyby
No reactions provoked when leaving reach
Legendary
Can take Legendary Actions and Legendary Resistance
Magic Resistance
+2 ongoing to saves vs spells and magic

An ancient desert overlord. The storms above its territory move to its will; its lightning has carved valleys into the bedrock over millennia.

Ancient Brass Dragon

Very Hard · Gargantuan dragon
Fatigue / Exhaustion 10 / 5
HP 30
AP 5
AC 3 / 6 / 12
Resistance
Vulnerability
Speed 40 ft., fly 80 ft., climb 40 ft.
Senses Darkvision, Blindsight 60 ft.
Power +5
Cunning +1
Focus +5
Luck +3

Attacks

  • Bite: 1d10+5 physical
  • Claw: 1d8+5 physical

Signature Moves

  • Fire Breath 3 AP Recharge 2
    Target
    Line
    Range
    90 ft.
    Save
    Cunning save
    Effect
    Damage

    A 90-foot line of fire erupts from the dragon. Each creature in the area makes a Cunning save, taking damage on a miss (half on a save). Recharge 2 turns.

Cantrips

fire-mote

Charms

detonate

Traits

Ancient
Gain +1 AP per turn
Flyby
No reactions provoked when leaving reach
Legendary
Can take Legendary Actions and Legendary Resistance
Magic Resistance
+2 ongoing to saves vs spells and magic

An ancient desert dragon, wise and merry in disposition but devastating when provoked. Has befriended generations of caliphs and ruined the few who broke faith.

Ancient Bronze Dragon

Very Hard · Gargantuan dragon
Fatigue / Exhaustion 10 / 5
HP 30
AP 5
AC 3 / 6 / 12
Resistance
Vulnerability
Speed 40 ft., fly 80 ft., swim 40 ft.
Senses Darkvision, Blindsight 60 ft.
Power +5
Cunning +1
Focus +5
Luck +3

Attacks

  • Bite: 1d10+5 physical
  • Claw: 1d8+5 physical

Signature Moves

  • Lightning Breath 3 AP Recharge 2
    Target
    Line
    Range
    90 ft.
    Save
    Cunning save
    Effect
    Damage

    A 90-foot line of lightning erupts from the dragon. Each creature in the area makes a Cunning save, taking damage on a miss (half on a save). Recharge 2 turns.

Cantrips

lightning-bolt

Charms

detonate

Traits

Ancient
Gain +1 AP per turn
Flyby
No reactions provoked when leaving reach
Legendary
Can take Legendary Actions and Legendary Resistance
Magic Resistance
+2 ongoing to saves vs spells and magic

An ancient coastal sovereign. Sailors of every faith pray to it as a god of storms; it has sunk armadas and saved them in equal measure across the centuries.

Ancient Copper Dragon

Very Hard · Gargantuan dragon
Fatigue / Exhaustion 10 / 5
HP 30
AP 5
AC 3 / 6 / 12
Resistance
Vulnerability
Speed 40 ft., fly 80 ft., climb 40 ft.
Senses Darkvision, Blindsight 60 ft.
Power +5
Cunning +1
Focus +5
Luck +3

Attacks

  • Bite: 1d10+5 physical
  • Claw: 1d8+5 physical

Signature Moves

  • Acid Breath 3 AP Recharge 2
    Target
    Line
    Range
    90 ft.
    Save
    Cunning save
    Effect
    Damage

    A 90-foot line of acid erupts from the dragon. Each creature in the area makes a Cunning save, taking damage on a miss (half on a save). Recharge 2 turns.

Cantrips

acid-splash

Charms

wither

Traits

Ancient
Gain +1 AP per turn
Flyby
No reactions provoked when leaving reach
Legendary
Can take Legendary Actions and Legendary Resistance
Magic Resistance
+2 ongoing to saves vs spells and magic

An ancient hill-country trickster of legendary cunning. Its hoard is half-coin, half-stories. The few mortals it counts as friends inherit secrets that outlast empires.

Ancient Gold Dragon

Very Hard · Gargantuan dragon
Fatigue / Exhaustion 10 / 5
HP 30
AP 5
AC 3 / 6 / 12
Resistance
Vulnerability
Speed 40 ft., fly 80 ft., climb 40 ft.
Senses Darkvision, Blindsight 60 ft.
Power +5
Cunning +1
Focus +5
Luck +3

Attacks

  • Bite: 1d10+5 physical
  • Claw: 1d8+5 physical

Signature Moves

  • Fire Breath 3 AP Recharge 2
    Target
    Cone
    Range
    90 ft.
    Save
    Cunning save
    Effect
    Damage

    A 90-foot cone of fire erupts from the dragon. Each creature in the area makes a Cunning save, taking damage on a miss (half on a save). Recharge 2 turns.

Cantrips

fire-mote

Charms

detonate

Traits

Ancient
Gain +1 AP per turn
Flyby
No reactions provoked when leaving reach
Legendary
Can take Legendary Actions and Legendary Resistance
Magic Resistance
+2 ongoing to saves vs spells and magic

An ancient sovereign of the high air, scales like beaten sun. Mortal kingdoms fall and rise within the span of its sleep; its judgment is final and rarely wrong.

Ancient Green Dragon

Very Hard · Gargantuan dragon
Fatigue / Exhaustion 10 / 5
HP 30
AP 5
AC 3 / 6 / 12
Resistance
Vulnerability
Speed 40 ft., fly 80 ft., climb 40 ft.
Senses Darkvision, Blindsight 60 ft.
Power +5
Cunning +2
Focus +4
Luck +3

Attacks

  • Bite: 1d10+5 physical
  • Claw: 1d8+5 physical

Signature Moves

  • Poison Breath 3 AP Recharge 2
    Target
    Cone
    Range
    90 ft.
    Save
    Cunning save
    Effect
    Damage

    A 90-foot cone of poison erupts from the dragon. Each creature in the area makes a Cunning save, taking damage on a miss (half on a save). Recharge 2 turns.

Cantrips

poison-spray

Charms

wither

Traits

Ancient
Gain +1 AP per turn
Flyby
No reactions provoked when leaving reach
Legendary
Can take Legendary Actions and Legendary Resistance
Magic Resistance
+2 ongoing to saves vs spells and magic

An ancient forest-deep schemer. Has corrupted noble houses across continents, played kings against priests, and is rumored to hold one mortal soul as a personal hobby.

Ancient Red Dragon

Very Hard · Gargantuan dragon
Fatigue / Exhaustion 10 / 5
HP 30
AP 5
AC 3 / 6 / 12
Resistance
Vulnerability
Speed 40 ft., fly 80 ft., climb 40 ft.
Senses Darkvision, Blindsight 60 ft.
Power +5
Cunning +2
Focus +4
Luck +3

Attacks

  • Bite: 1d10+5 physical
  • Claw: 1d8+5 physical

Signature Moves

  • Fire Breath 3 AP Recharge 2
    Target
    Cone
    Range
    90 ft.
    Save
    Cunning save
    Effect
    Damage

    A 90-foot cone of fire erupts from the dragon. Each creature in the area makes a Cunning save, taking damage on a miss (half on a save). Recharge 2 turns.

Cantrips

fire-mote

Charms

detonate

Traits

Ancient
Gain +1 AP per turn
Flyby
No reactions provoked when leaving reach
Legendary
Can take Legendary Actions and Legendary Resistance
Magic Resistance
+2 ongoing to saves vs spells and magic

An ancient volcanic tyrant of legendary hoard. Wars have been fought over its name; mortal heroes who slew its kin still flinch when reminded that it lives.

Ancient Silver Dragon

Very Hard · Gargantuan dragon
Fatigue / Exhaustion 10 / 5
HP 30
AP 5
AC 3 / 6 / 12
Resistance
Vulnerability
Speed 40 ft., fly 80 ft., climb 40 ft.
Senses Darkvision, Blindsight 60 ft.
Power +5
Cunning +1
Focus +5
Luck +3

Attacks

  • Bite: 1d10+5 physical
  • Claw: 1d8+5 physical

Signature Moves

  • Cold Breath 3 AP Recharge 2
    Target
    Cone
    Range
    90 ft.
    Save
    Cunning save
    Effect
    Damage

    A 90-foot cone of cold erupts from the dragon. Each creature in the area makes a Cunning save, taking damage on a miss (half on a save). Recharge 2 turns.

Cantrips

ice-knife

Charms

wither

Traits

Ancient
Gain +1 AP per turn
Flyby
No reactions provoked when leaving reach
Legendary
Can take Legendary Actions and Legendary Resistance
Magic Resistance
+2 ongoing to saves vs spells and magic

An ancient high-peak sovereign. Has walked among mortals in a thousand forms across the centuries; its hoard includes the wedding rings of forgotten queens it counseled.

Ancient White Dragon

Very Hard · Gargantuan dragon
Fatigue / Exhaustion 10 / 5
HP 30
AP 5
AC 3 / 6 / 12
Resistance
Vulnerability
Speed 40 ft., fly 80 ft., climb 40 ft.
Senses Darkvision, Blindsight 60 ft.
Power +5
Cunning +2
Focus +4
Luck +3

Attacks

  • Bite: 1d10+5 physical
  • Claw: 1d8+5 physical

Signature Moves

  • Cold Breath 3 AP Recharge 2
    Target
    Cone
    Range
    90 ft.
    Save
    Cunning save
    Effect
    Damage

    A 90-foot cone of cold erupts from the dragon. Each creature in the area makes a Cunning save, taking damage on a miss (half on a save). Recharge 2 turns.

Cantrips

ice-knife

Charms

wither

Traits

Ancient
Gain +1 AP per turn
Flyby
No reactions provoked when leaving reach
Legendary
Can take Legendary Actions and Legendary Resistance
Magic Resistance
+2 ongoing to saves vs spells and magic

An ancient arctic predator. Centuries of cold have hardened it into a living glacier; it broods alone in ice halls, attended only by the most powerful frost-kin.

Archelon

Very Hard · Huge beast
Archelon
Fatigue / Exhaustion 10 / 5
HP 27
AP 4
AC 2 / 5 / 11
Resistance
Vulnerability
Speed 20 ft., swim 80 ft.
Senses
Power +4
Cunning +3
Focus +2
Luck +2

Attacks

  • Bite: 3d6+4 physical

Traits

Aggressive
+1 ongoing to attack rolls
Amphibious
Can breathe both air and water.

Archmage

Very Hard · Medium humanoid
Archmage
Fatigue / Exhaustion 10 / 5
HP 24
AP 4
AC 3 / 6 / 12
Resistance
Vulnerability
Speed 30 ft.
Senses
Power +2
Cunning +3
Focus +5
Luck +2

Attacks

  • Arcane Burst: 1d8+5 force, 150'

Cantrips

fire-mote, lightning-bolt, mind-spike

Charms

armor, invisibility, counterspell, teleport, polymorph

Traits

Magic Resistance
+2 ongoing to saves vs spells and magic

Condition Immunities

Charmed

A master of the arcane arts — decades of study give them spells few can match, defenses few can pierce, and a sense of confidence verging on contempt. Capable of teleporting from a fight as easily as ending it.

Avatar of Death

Very Hard · Medium undead
Fatigue / Exhaustion 10 / 5
HP 24
AP 4
AC 0 / 4 / 9
Resistance
Vulnerability
Speed 40 ft., fly 40 ft.
Senses Truesight 60 ft.
Power +2
Cunning +5
Focus +3
Luck +3

Attacks

  • Reaping Scythe: 1d12+2 physical, 5'

Traits

Draining
Recover half wounds dealt with melee attacks
Incorporeal
Move through creatures and objects as difficult terrain
Legendary
Can take Legendary Actions and Legendary Resistance

Condition Immunities

Charmed, Frightened, Stunned, Petrified, Unconscious

A faceless figure in a tattered shroud, the Avatar of Death answers the Skull when the deck is dealt. It is a shard of the end itself, given just enough form to swing the scythe—deathly cold, untiring, and impossible to bargain with. It drifts through stone and flesh alike, and every soul it harvests knits its own ragged shape a little more whole. It does not gloat and it does not stop; it simply reaps until the one who drew the card is dead or it is unmade.

Balor

Very Hard · Huge fiend
Fatigue / Exhaustion 10 / 5
HP 30
AP 4
AC 5 / 7 / 14
Resistance cold, lightning, physical
Vulnerability
Speed 40 ft., fly 80 ft.
Senses Truesight 120 ft.
Power +5
Cunning +2
Focus +3
Luck +5

Attacks

  • Flame Whip: 1d10+5 fire
  • Lightning Blade: 1d10+5 force

Signature Moves

  • Flame Whip Pull 0 AP
    Target
    Single target
    Range
    Touch
    Save
    Power save
    Effect
    Inflicts Restrained
    Requires
    On a successful Flame Whip hit this turn.

    On a successful Flame Whip hit, the target makes a Power save. On a miss, the balor pulls the target up to 25 feet toward itself and the target is Restrained by burning coils. The target takes 1d6 fire damage at the start of each balor turn while Restrained.

Cantrips

fire-mote

Charms

detonate, teleport

Traits

Aggressive
+1 ongoing to attack rolls
Bursting
Explodes on death dealing double 1d10
Extraplanar
Reforms on home plane in 1d4 days when killed outside it.
Flyby
No reactions provoked when leaving reach
Legendary
Can take Legendary Actions and Legendary Resistance
Magic Resistance
+2 ongoing to saves vs spells and magic
Radiates (fire)
All creatures within reach take 1d10 fire damage at the start of this creature's turn.
Spicy (fire)
Creatures that touch or are touched take 1d10 fire damage.
Undying
Spend 3 Doom to drop to 1 wound instead of dying

Condition Immunities

Charmed, Frightened

A towering demon-general of the lower planes, wreathed in living flame and wielding a whip of fire and a sword of lightning. Balors lead armies of lesser demons; when slain, they explode in a final supernova of hellfire.

Banana Bob

Very Hard · Gargantuan humanoid
Banana Bob
Fatigue / Exhaustion 10 / 5
HP 60
AP 5
AC (Half Plate Armor + Shield) 6 / 8 / 15
Resistance physical
Vulnerability fire
Speed 10 ft., fly 70 ft.
Senses Low-Light Vision
Power +3
Cunning +4
Focus +5
Luck +0

Attacks

  • Fist: 4d12+3 necrotic, 30'
  • Tail: 1d6+3 fatigue
  • Fist: 1d6+3 fire
  • Fist: 1d6+3 cold
  • Fist: 1d6+3 force
  • Fist: 1d6+3 lightning
  • Fist: 1d6+3 poison
  • Fist: 1d6+3 acid
  • Fist: 1d6+3 radiant
  • Greataxe
  • Hand Crossbow
  • Rapier

Signature Moves

  • Test Attack Action 3 AP Costs 1 Doom
    Target
    Single target
    Range
    30 ft.
    Effect
    Damage

    Do A Thing

  • And A Save 1 AP
    Target
    Single target
    Range
    Touch
    Save
    Focus save
    Effect
    Damage

    A Thing

  • Shield 1 AP
    Target
    Single target
    Range
    Touch
    Effect
    Inflicts Protected
    Requires
    Hit by damage

    Look at me now

  • The Attack 2 AP Costs 1 Doom
    Target
    Single target
    Range
    Touch
    Effect
    Damage

    Do a normal attack

  • Oh No 1 AP
    Target
    Single target
    Range
    Touch
    Save
    Cunning save
    Effect
    Inflicts Impaired

    Save or Suck

  • Go Fast 1 AP Recharge 3
    Target
    Single target
    Range
    Self
    Effect
    Damage

    Go Fast Go Far

Cantrips

lightning-lasso

Charms

counterspell

Traits

Ancient
Gain +1 AP per turn
Bloodthirsty
+2 ongoing to attacks and damage when below half wounds
Legendary
Can take Legendary Actions and Legendary Resistance
Radiates (radiant)
All creatures within reach take 1d12 radiant damage at the start of this creature's turn.
Spicy (fatigue)
Creatures that touch or are touched take 1d12 fatigue damage.
Unrelenting
Spend 2 Doom to clear exhaustion and reset fatigue

Condition Immunities

Doomed

Behir

Very Hard · Huge monstrosity
Fatigue / Exhaustion 10 / 5
HP 30
AP 4
AC 5 / 7 / 14
Resistance
Vulnerability
Speed 50 ft., climb 40 ft.
Senses Darkvision
Power +5
Cunning +2
Focus +2
Luck +2

Attacks

  • Bite: 1d12+5 physical

Signature Moves

  • Lightning Breath 2 AP Recharge 2
    Target
    Line
    Range
    60 ft.
    Save
    Cunning save
    Effect
    Damage

    The behir exhales a 60-foot line of lightning, 5 feet wide. Each creature in the line makes a Cunning save, taking 4d6 lightning damage on a miss (half on a save). Recharge 2 turns.

  • Constrict 0 AP
    Target
    Single target
    Range
    Touch
    Save
    Power save
    Effect
    Inflicts Restrained
    Requires
    On a successful Bite hit against a Large or smaller creature.

    On a successful Bite hit against a Large or smaller creature, the target makes a Power save. On a miss, the behir coils around it: the target is Restrained and takes 1d8 physical damage at the start of each behir turn until the Restrained ends.

Traits

Aggressive
+1 ongoing to attack rolls
Climber
Can climb difficult surfaces, including ceilings, without a check.
Grappler
Half fatigue to maintain restrained
Spicy (lightning)
Creatures that touch or are touched take 1d10 lightning damage.
Tunneler
Leaves a tunnel when burrowing.

A serpentine apex predator forty feet long, clawed and crested, breathing storm-charged lightning. Behirs hold territories deep within mountain crags and tolerate no rival — least of all dragons.

Bulette

Very Hard · Large beast
Bulette
Fatigue / Exhaustion 10 / 5
HP 24
AP 4
AC 4 / 6 / 13
Resistance
Vulnerability
Speed 40 ft., burrow 40 ft.
Senses Darkvision, Tremorsense 60 ft.
Power +4
Cunning +1
Focus +1
Luck +1

Attacks

  • Bite: 1d10+4 physical

Signature Moves

  • Deadly Leap 3 AP Recharge 2
    Target
    Emanation
    Range
    15 ft.
    Save
    Cunning save
    Effect
    Damage

    The bulette erupts from the ground, leaping up to 30 feet. Each creature within 15 feet of where it lands makes a Cunning save. On a miss, the target takes 2d6 physical damage and is knocked Prone. On a save, half damage and no Prone.

Traits

Aggressive
+1 ongoing to attack rolls
Jumper
Jump distances are doubled.
Tunneler
Leaves a tunnel when burrowing.
Unrelenting
Spend 2 Doom to clear exhaustion and reset fatigue

A shark-headed apex predator armored in plates of bone, the bulette tunnels through soil and stone, breaching the surface to land-shark anything that catches its hungry eye.

Cloud Giant

Very Hard · Huge humanoid
Fatigue / Exhaustion 10 / 5
HP 24
AP 4
AC 3 / 6 / 12
Resistance
Vulnerability
Speed 40 ft., fly 20 ft.
Senses
Power +5
Cunning +2
Focus +3
Luck +3

Attacks

  • Fist: 1d6+5 physical
  • Mace

Signature Moves

  • Thundercloud 1 AP
    Target
    Single target
    Range
    30 ft.
    Save
    Focus save
    Effect
    Inflicts Stunned

    When the cloud giant strikes a target with their mace within 30 feet, the target makes a Focus save or is Stunned until the end of the next round as a thundercloud bursts around them.

Cantrips

windrush, minor-illusion

Charms

teleport, careful-spell

Traits

Magic Resistance
+2 ongoing to saves vs spells and magic

A noble-blooded giant of cloud-castles and storm-trails. Cloud giants speak in thunder, command the weather, and hover gracefully on stormwinds. Their mace echoes when it strikes.

Deva

Very Hard · Medium celestial
Fatigue / Exhaustion 10 / 5
HP 24
AP 4
AC 4 / 7 / 13
Resistance radiant, necrotic
Vulnerability
Speed 50 ft., fly 90 ft.
Senses Darkvision
Power +4
Cunning +3
Focus +4
Luck +5

Attacks

  • Mace: 1d10+4 force

Cantrips

sacred-flame, healing-word

Charms

invigorate, sanctuary, divine-aura

Traits

Extraplanar
Reforms on home plane in 1d4 days when killed outside it.
Flyby
No reactions provoked when leaving reach
Illuminated
Emits bright light to twice its reach, dim light beyond.
Legendary
Can take Legendary Actions and Legendary Resistance
Magic Resistance
+2 ongoing to saves vs spells and magic

Condition Immunities

Charmed, Frightened

A messenger of the upper planes, robed in glowing raiment and bearing a force-touched mace. Devas can take any humanoid form to walk among mortals unseen.

Djinni

Very Hard · Large elemental
Fatigue / Exhaustion 10 / 5
HP 30
AP 4
AC 4 / 7 / 13
Resistance
Vulnerability
Speed 30 ft., fly 90 ft.
Senses Darkvision
Power +5
Cunning +2
Focus +3
Luck +5

Attacks

  • Storm Blade: 1d6+5 lightning
  • Storm Bolt: 1d8+3 force, 120'

Signature Moves

  • Create Whirlwind 2 AP Recharge 2
    Target
    Pool
    Range
    60 ft.
    Save
    Power save
    Effect
    Inflicts Restrained

    The djinni conjures a 20-foot-radius, 60-foot-high cylinder of thunderous wind at a point within 60 feet. Each creature in the area makes a Power save or takes thunder damage and is Restrained until they escape the cylinder. Recharge 2 turns.

Cantrips

lightning-bolt, windrush

Charms

cloud, teleport

Traits

Extraplanar
Reforms on home plane in 1d4 days when killed outside it.
Flyby
No reactions provoked when leaving reach
Legendary
Can take Legendary Actions and Legendary Resistance
Magic Resistance
+2 ongoing to saves vs spells and magic

Condition Immunities

Prone, Restrained

A noble genie of the elemental plane of air, blue-skinned and crowned with stormcloud. Djinn fight with lightning blades and conjure whirlwinds; some grant wishes to those who win their respect.

Dragon-Turtle

Very Hard · Gargantuan dragon
Fatigue / Exhaustion 10 / 5
HP 30
AP 4
AC 5 / 7 / 14
Resistance
Vulnerability
Speed 20 ft., swim 60 ft.
Senses Darkvision
Power +5
Cunning +0
Focus +2
Luck +1

Attacks

  • Bite: 1d12+5 physical
  • Tail: 1d10+5 physical

Signature Moves

  • Steam Breath 2 AP Recharge 2
    Target
    Cone
    Range
    60 ft.
    Save
    Cunning save
    Effect
    Damage

    A 60-foot cone of scalding steam erupts from the dragon-turtle. Each creature in the area makes a Cunning save, taking damage on a miss (half on a save). Recharge 2 turns.

Traits

Amphibious
Can breathe both air and water.
Legendary
Can take Legendary Actions and Legendary Resistance
Magic Resistance
+2 ongoing to saves vs spells and magic

An immense sea-dragon with the shell of a colossal turtle and the head of a great dragon. Sailors mistake them for islands until they breach. Their breath superheats the seawater around them, boiling smaller creatures to death.

Efreeti

Very Hard · Large elemental
Fatigue / Exhaustion 10 / 5
HP 30
AP 4
AC 4 / 7 / 13
Resistance
Vulnerability
Speed 40 ft., fly 60 ft.
Senses Darkvision
Power +5
Cunning +1
Focus +3
Luck +4

Attacks

  • Heated Blade: 1d8+5 fire
  • Hurl Flame: 1d8+1 fire, 120'

Cantrips

fire-mote

Charms

detonate, disguise

Traits

Aggressive
+1 ongoing to attack rolls
Extraplanar
Reforms on home plane in 1d4 days when killed outside it.
Flyby
No reactions provoked when leaving reach
Illuminated
Emits bright light to twice its reach, dim light beyond.
Legendary
Can take Legendary Actions and Legendary Resistance
Magic Resistance
+2 ongoing to saves vs spells and magic
Spicy (fire)
Creatures that touch or are touched take 1d8 fire damage.

A noble genie of the elemental plane of fire, red-skinned and crowned with flame. Efreet are imperious tyrants who command lesser fire creatures; some bind themselves to grant wishes only for those who outwit them.

Erinyes

Very Hard · Medium fiend
Fatigue / Exhaustion 10 / 5
HP 30
AP 4
AC 4 / 7 / 13
Resistance cold, physical
Vulnerability
Speed 30 ft., fly 60 ft.
Senses Truesight 120 ft.
Power +4
Cunning +3
Focus +2
Luck +4

Attacks

  • Withering Sword: 1d8+4 necrotic

Signature Moves

  • Entangling Rope 1 AP Recharge 2
    Target
    Single target
    Range
    120 ft.
    Save
    Power save
    Effect
    Inflicts Restrained

    The erinyes hurls a magical rope at a creature within 120 feet. Target makes a Power save or takes force damage and gains the Restrained condition until the rope is destroyed or the erinyes releases the target. Recharge 2 turns.

Traits

Aggressive
+1 ongoing to attack rolls
Extraplanar
Reforms on home plane in 1d4 days when killed outside it.
Flyby
No reactions provoked when leaving reach
Magic Resistance
+2 ongoing to saves vs spells and magic

Condition Immunities

Frightened, Charmed

A winged devil-knight, sword in hand and magic rope at the hip. Erinyes hunt souls that have broken infernal contracts; their truesight pierces every illusion, and their parries turn aside the worst blows.

Ettin

Very Hard · Large humanoid
Fatigue / Exhaustion 10 / 5
HP 24
AP 4
AC 1 / 5 / 10
Resistance
Vulnerability
Speed 40 ft.
Senses Darkvision
Power +5
Cunning +2
Focus +2
Luck +2

Attacks

  • Fist: 1d6+5 physical
  • Battleaxe
  • Flail

Traits

Reactive
1 reaction per PC turn instead of 1 per round

Condition Immunities

Blinded, Frightened, Stunned

A two-headed giant. The heads never sleep at the same time and argue constantly, making the ettin alert and difficult to surprise. Wields battleaxe in one hand, flail in the other.

Fire Giant

Very Hard · Huge humanoid
Fatigue / Exhaustion 10 / 5
HP 24
AP 4
AC (Plate Armor) 5 / 7 / 14
Resistance
Vulnerability
Speed 30 ft.
Senses
Power +5
Cunning +2
Focus +2
Luck +2

Attacks

  • Fist: 1d6+5 physical
  • Greatsword

A volcanic-forged warrior in plate of black iron. Fire giants are master smiths and brutal soldiers, hurling hammers across battlefields with bone-breaking force.

Frost Giant

Very Hard · Huge humanoid
Fatigue / Exhaustion 10 / 5
HP 24
AP 4
AC 3 / 6 / 12
Resistance
Vulnerability
Speed 40 ft.
Senses
Power +5
Cunning +2
Focus +2
Luck +2

Attacks

  • Fist: 1d6+5 physical
  • Greataxe
  • Longbow

Signature Moves

  • War Cry 1 AP Recharge 2
    Target
    Single target
    Range
    30 ft.
    Effect
    Inflicts Invigorated

    An ally the giant can see within 30 feet gains temporary wounds equal to half their wound floor (rounded up) and becomes Invigorated until the end of the next round. Recharge 2 turns.

Traits

Bloodthirsty
+2 ongoing to attacks and damage when below half wounds

A blue-skinned giant of arctic peaks and glacier halls. Frost giants are raiders by tradition, their axes etched with rime and their war cries lifting allies' spirits.

Giant Crocodile

Very Hard · Huge beast
Giant Crocodile
Fatigue / Exhaustion 10 / 5
HP 27
AP 4
AC 3 / 6 / 12
Resistance
Vulnerability
Speed 30 ft., swim 50 ft.
Senses
Power +5
Cunning +1
Focus +0
Luck +1

Attacks

  • Bite: 1d6+5 physical

Signature Moves

  • Death Roll 2 AP
    Target
    Single target
    Range
    Touch
    Save
    Power save
    Effect
    Damage

    Its jaws clamp down and the crocodile rolls, twisting prey into the depths and pinning it under its enormous weight.

  • Tail Sweep 2 AP
    Target
    Single target
    Range
    Touch
    Effect
    Damage
    Requires
    Strong hit.

    Its tail lashes round in a wide arc and knocks the target flat into the mud.

Traits

Aggressive
+1 ongoing to attack rolls
Grappler
Half fatigue to maintain restrained

Giant Shark

Very Hard · Huge beast
Giant Shark
Fatigue / Exhaustion 10 / 5
HP 27
AP 4
AC 2 / 5 / 11
Resistance
Vulnerability
Speed 5 ft., swim 60 ft.
Senses
Power +6
Cunning +2
Focus +0
Luck +2

Attacks

  • Bite: 2d8+6 physical

Traits

Aggressive
+1 ongoing to attack rolls
Aquatic
Can only breathe underwater. Suffocates if removed.

Guardian Naga

Very Hard · Large celestial
Fatigue / Exhaustion 10 / 5
HP 30
AP 4
AC 4 / 7 / 13
Resistance radiant, necrotic
Vulnerability
Speed 40 ft., swim 40 ft.
Senses Darkvision
Power +4
Cunning +2
Focus +5
Luck +3

Attacks

  • Bite: 1d8+4 poison

Signature Moves

  • Poison Spit 2 AP Recharge 2
    Target
    Line
    Range
    60 ft.
    Save
    Cunning save
    Effect
    Damage

    The naga spits a stream of venom in a 60-foot line. Each creature in the line makes a Cunning save, taking poison damage on a miss (half on a save). Recharge 2 turns.

Cantrips

sacred-flame, mind-spike, guidance

Charms

sanctuary, invigorate, polymorph

Traits

Extraplanar
Reforms on home plane in 1d4 days when killed outside it.
Illuminated
Emits bright light to twice its reach, dim light beyond.
Legendary
Can take Legendary Actions and Legendary Resistance
Magic Resistance
+2 ongoing to saves vs spells and magic

Condition Immunities

Charmed, Frightened

A massive serpent with the head of a wise sage, set to guard a sacred site or hidden knowledge. Guardian nagas reincarnate when slain, returning to their post within days.

Horned Devil

Very Hard · Large fiend
Fatigue / Exhaustion 10 / 5
HP 30
AP 4
AC 5 / 7 / 14
Resistance cold, physical
Vulnerability
Speed 30 ft., fly 60 ft.
Senses Darkvision
Power +5
Cunning +3
Focus +3
Luck +4

Attacks

  • Searing Fork: 1d8+5 fire
  • Hurl Flame: 1d8+3 fire, 150'

Traits

Aggressive
+1 ongoing to attack rolls
Extraplanar
Reforms on home plane in 1d4 days when killed outside it.
Flyby
No reactions provoked when leaving reach
Magic Resistance
+2 ongoing to saves vs spells and magic

Condition Immunities

Frightened, Charmed

A massive winged devil with a trident-like fork and a body that radiates hellish heat. Horned devils serve as elite enforcers of infernal law, hurling burning flames at any who flee their judgment.

Hydra

Very Hard · Huge monstrosity
Fatigue / Exhaustion 10 / 5
HP 36
AP 4
AC 3 / 6 / 12
Resistance
Vulnerability
Speed 30 ft., swim 30 ft.
Senses Darkvision
Power +5
Cunning +2
Focus +2
Luck +2

Attacks

  • Bite: 1d10+5 physical

Traits

Aggressive
+1 ongoing to attack rolls
Amphibious
Can breathe both air and water.
Five-Headed: If the hydra took fire damage since the end of its last turn, its Regeneration does not function this turn. Represents the many heads — even regrowth fails when cauterized. Combined with the hydra's many AP and Aggressive Strike escalation, it may bite up to three different targets in a single turn.
Legendary
Can take Legendary Actions and Legendary Resistance
Magic Resistance
+2 ongoing to saves vs spells and magic
Regeneration (15)
Regains 15 wounds at the start of each turn. Blocked by vulnerable damage types.

Condition Immunities

Charmed, Frightened, Unconscious

A monstrous serpent of the deep waters with five gnashing heads on five long necks. Sever one and two more sprout — unless you have the foresight to bring fire to the marsh.

Ice Devil

Very Hard · Large fiend
Fatigue / Exhaustion 10 / 5
HP 30
AP 4
AC 5 / 7 / 14
Resistance physical
Vulnerability
Speed 40 ft.
Senses Blindsight 120 ft.
Power +5
Cunning +2
Focus +4
Luck +4

Attacks

  • Ice Spear: 1d8+5 cold, 30'
  • Tail: 1d8+5 cold

Signature Moves

  • Ice Wall 2 AP Recharge 2
    Target
    Pool
    Range
    60 ft.

    The ice devil conjures a massive frozen wall up to 30 feet long and 10 feet thick within 60 feet. The wall blocks movement and sight; it has wounds 30 and immunity to cold. Recharge 2 turns.

Traits

Aggressive
+1 ongoing to attack rolls
Extraplanar
Reforms on home plane in 1d4 days when killed outside it.
Magic Resistance
+2 ongoing to saves vs spells and magic

Condition Immunities

Frightened, Charmed

A pale-skinned, insectoid devil of glittering ice, native to the coldest depths of the lower planes. Ice devils command frost legions and unleash blizzards that bury whole armies.

Iron Golem

Very Hard · Large construct
Fatigue / Exhaustion 10 / 5
HP 30
AP 4
AC 6 / 8 / 15
Resistance
Vulnerability
Speed 30 ft.
Senses Darkvision
Power +5
Cunning -1
Focus +2
Luck -2

Attacks

  • Bladed Arm: 1d10+5 physical
  • Fiery Bolt: 1d10-1 fire, 120'

Signature Moves

  • Poison Breath 2 AP Recharge 2
    Target
    Cone
    Range
    60 ft.
    Save
    Power save
    Effect
    Damage

    The iron golem exhales a cloud of poisonous gas in a 60-foot cone. Each creature in the area makes a Power save, taking poison damage on a miss (half on a save). Recharge 2 turns.

Traits

Aggressive
+1 ongoing to attack rolls
Immutable
Cannot be polymorphed or shape-shifted.
Legendary
Can take Legendary Actions and Legendary Resistance
Magic Resistance
+2 ongoing to saves vs spells and magic
Siege
Deals double damage to objects and structures.

Condition Immunities

Charmed

A colossal warrior of black iron, eyes glowing with infernal heat. Iron golems absorb fire — burning them only makes them stronger — and exhale clouds of poison that drop armored knights mid-charge.

Killer Whale

Very Hard · Huge beast
Killer Whale
Fatigue / Exhaustion 10 / 5
HP 27
AP 4
AC 2 / 5 / 11
Resistance
Vulnerability
Speed 5 ft., swim 60 ft.
Senses
Power +4
Cunning +2
Focus +1
Luck +2

Attacks

  • Bite: 2d8+4 physical

Lich

Very Hard · Medium undead
Fatigue / Exhaustion 10 / 5
HP 30
AP 4
AC 4 / 7 / 13
Resistance necrotic, cold
Vulnerability radiant
Speed 30 ft.
Senses Truesight 120 ft.
Power +2
Cunning +3
Focus +5
Luck +3

Attacks

  • Eldritch Burst: 1d10+5 force, 120'
  • Paralyzing Touch: 1d8+5 cold

Signature Moves

  • Frightening Gaze 2 AP Recharge 2
    Target
    Cone
    Range
    60 ft.
    Save
    Focus save
    Effect
    Inflicts Frightened

    The lich's hollow gaze sweeps across the area. Each creature within a 60-foot cone makes a Focus save or becomes Frightened of the lich until the end of the next round. Recharge 2 turns.

Cantrips

fire-mote, mind-spike

Charms

counterspell, teleport, polymorph

Traits

Aggressive
+1 ongoing to attack rolls
Legendary
Can take Legendary Actions and Legendary Resistance
Magic Resistance
+2 ongoing to saves vs spells and magic
Undying
Spend 3 Doom to drop to 1 wound instead of dying

Condition Immunities

Frightened

An archmage who exchanged mortality for eternal undeath. Liches dwell in fortified necropolises, surrounded by their experiments and trophies. Their true existence rests in a hidden spirit jar; destroy the body and they reform within days. Destroy the jar and the work of an age unravels.

Marilith

Very Hard · Large fiend
Fatigue / Exhaustion 10 / 5
HP 30
AP 4
AC 3 / 6 / 12
Resistance cold, fire, lightning
Vulnerability
Speed 40 ft., climb 40 ft.
Senses Truesight 120 ft.
Power +4
Cunning +5
Focus +3
Luck +5

Attacks

  • Pact Blade: 1d10+5 necrotic

Signature Moves

  • Constrict 1 AP
    Target
    Single target
    Range
    Touch
    Save
    Power save
    Effect
    Inflicts Restrained

    The marilith uses her serpent body to crush a creature within 5 feet. Target makes a Power save, taking physical damage on a miss and gaining the Restrained condition.

Traits

Aggressive
+1 ongoing to attack rolls
Extraplanar
Reforms on home plane in 1d4 days when killed outside it.
Grappler
Half fatigue to maintain restrained
Legendary
Can take Legendary Actions and Legendary Resistance
Magic Resistance
+2 ongoing to saves vs spells and magic
Reactive
1 reaction per PC turn instead of 1 per round

Condition Immunities

Charmed, Frightened

A demon general with the upper body of a six-armed woman and the lower body of a great serpent. The marilith wields six pact-blades at once and parries with the seventh hand the universe seems to grant her in combat.

Medusa

Very Hard · Medium monstrosity
Fatigue / Exhaustion 10 / 5
HP 24
AP 4
AC 4 / 7 / 13
Resistance
Vulnerability
Speed 30 ft.
Senses Darkvision
Power +3
Cunning +5
Focus +5
Luck +5

Attacks

  • Shortbow: 1d6+5 physical
  • Snake-Hair: 1d6+3 poison

Signature Moves

  • Petrifying Gaze 1 AP
    Target
    Single target
    Range
    30 ft.
    Save
    Focus save
    Effect
    Inflicts Petrified

    The medusa locks eyes with a creature it can see within 30 feet. The target makes a Focus save; on a miss, it becomes Petrified. A target that averts its eyes (declared at the start of its turn) takes disadvantage on its attacks against the medusa and gains advantage on this save.

  • Snake-Hair Strike 1 AP
    Target
    Single target
    Range
    Touch
    Save
    Power save
    Effect
    Damage

    The medusa's hair-snakes lash at an adjacent creature. The target takes 1d8 poison damage (Power save for half) and makes a Focus save; on a miss, it is Impaired until the end of the next round as the venom clouds its senses.

Traits

Legendary
Can take Legendary Actions and Legendary Resistance
Magic Resistance
+2 ongoing to saves vs spells and magic
Photophobic
-2 ongoing in sunlight
Spicy (poison)
Creatures that touch or are touched take 1d6 poison damage.

Condition Immunities

Charmed, Petrified

A cursed beauty whose hair writhes with serpents and whose gaze freezes flesh into stone. Medusae rule sunken palaces, surrounded by the eternal statues of would-be heroes.

Mummy Lord

Very Hard · Medium undead
Fatigue / Exhaustion 10 / 5
HP 30
AP 4
AC 3 / 6 / 12
Resistance necrotic, cold
Vulnerability radiant, fire
Speed 30 ft.
Senses Truesight 60 ft.
Power +4
Cunning +2
Focus +4
Luck +3

Attacks

  • Rotting Fist: 1d10+4 necrotic
  • Channel Negative Energy: 1d10+4 necrotic, 60'

Signature Moves

  • Soul Scour 2 AP Recharge 2
    Target
    Single target
    Range
    60 ft.
    Save
    Focus save
    Effect
    Inflicts Doomed

    The mummy-lord directs a beam of withering negative energy at a creature within 60 feet. Target makes a Focus save or gains the Doomed condition for 1 minute as their lifeforce frays. Recharge 2 turns.

Cantrips

sacred-flame, call-the-grave

Charms

invigorate, contagion, summon

Traits

Aggressive
+1 ongoing to attack rolls
Legendary
Can take Legendary Actions and Legendary Resistance
Magic Resistance
+2 ongoing to saves vs spells and magic
Undying
Spend 3 Doom to drop to 1 wound instead of dying

Condition Immunities

Frightened

An entombed priest-king risen as undead sovereign of a forgotten tomb. Mummy lords wield divine magic that twists healing into curse, blessing into plague. As long as their preserved heart remains, they always return.

Nalfeshnee

Very Hard · Large fiend
Fatigue / Exhaustion 10 / 5
HP 30
AP 4
AC 4 / 7 / 13
Resistance cold, fire, lightning
Vulnerability
Speed 20 ft., fly 30 ft.
Senses Truesight 120 ft.
Power +5
Cunning +2
Focus +4
Luck +2

Attacks

  • Rend: 1d10+5 force

Signature Moves

  • Horror Nimbus 1 AP Recharge 2
    Target
    Emanation
    Range
    15 ft.
    Save
    Focus save
    Effect
    Inflicts Frightened

    A nimbus of mind-warping force bursts from the nalfeshnee in a 15-foot emanation. Each creature in the area makes a Focus save, taking force damage on a miss and gaining the Frightened condition for 1 minute (until they take damage or end their turn out of line of sight). Recharge 2 turns.

Traits

Aggressive
+1 ongoing to attack rolls
Extraplanar
Reforms on home plane in 1d4 days when killed outside it.
Magic Resistance
+2 ongoing to saves vs spells and magic
Radiates (force)
All creatures within reach take 1d8 force damage at the start of this creature's turn.
Reactive
1 reaction per PC turn instead of 1 per round

Condition Immunities

Frightened, Charmed

A grotesquely bloated demon with a porcine head and feathered wings. The nalfeshnee's mere presence warps the minds of nearby mortals; it teleports across the battlefield to ensure no enemy escapes its terror.

Pit Fiend

Very Hard · Large fiend
Fatigue / Exhaustion 10 / 5
HP 30
AP 4
AC 6 / 8 / 15
Resistance cold, physical
Vulnerability
Speed 30 ft., fly 60 ft.
Senses Truesight 120 ft.
Power +5
Cunning +2
Focus +4
Luck +5

Attacks

  • Bite: 1d8+5 poison
  • Devilish Claw: 1d10+5 necrotic
  • Fiery Mace: 1d10+5 fire

Signature Moves

  • Hellfire Spellcasting 2 AP Recharge 2
    Target
    Sphere
    Range
    60 ft.
    Save
    Cunning save
    Effect
    Damage

    The pit fiend casts a sphere of hellfire centered on a point within 60 feet. Each creature in a 20-foot radius makes a Cunning save, taking fire damage on a miss (half on a save). Recharge 2 turns.

Cantrips

fire-mote

Charms

detonate, banishment

Traits

Aggressive
+1 ongoing to attack rolls
Extraplanar
Reforms on home plane in 1d4 days when killed outside it.
Flyby
No reactions provoked when leaving reach
Legendary
Can take Legendary Actions and Legendary Resistance
Magic Resistance
+2 ongoing to saves vs spells and magic
Radiates (necrotic)
All creatures within reach take 1d8 necrotic damage at the start of this creature's turn.
Reinforcements
Can summon allies by spending Doom
Undying
Spend 3 Doom to drop to 1 wound instead of dying

Condition Immunities

Frightened, Charmed

The most powerful of devils, lord of an infernal layer. Pit fiends are master strategists who command legions of lesser devils, exude an aura of fear, and breathe hellfire at will. A pit fiend's destruction merely sends them back to Hell to plot anew.

Planetar

Very Hard · Large celestial
Fatigue / Exhaustion 10 / 5
HP 30
AP 4
AC 5 / 7 / 14
Resistance radiant, necrotic
Vulnerability
Speed 40 ft., fly 120 ft.
Senses Darkvision, Truesight 120 ft.
Power +5
Cunning +3
Focus +5
Luck +5

Attacks

  • Holy Greatsword: 1d10+5 force

Cantrips

sacred-flame, healing-word, guidance

Charms

invigorate, sanctuary, divine-aura, banishment

Traits

Aggressive
+1 ongoing to attack rolls
Extraplanar
Reforms on home plane in 1d4 days when killed outside it.
Flyby
No reactions provoked when leaving reach
Illuminated
Emits bright light to twice its reach, dim light beyond.
Legendary
Can take Legendary Actions and Legendary Resistance
Magic Resistance
+2 ongoing to saves vs spells and magic
Undying
Spend 3 Doom to drop to 1 wound instead of dying

Condition Immunities

Charmed, Frightened

A celestial warrior-priest, hairless and graceful, wielding a greatsword that hums with sanctified force. Planetars enforce divine will and shatter unholy strongholds; killed outside the upper planes, they reform there at once.

Rakshasa

Very Hard · Medium fiend
Fatigue / Exhaustion 10 / 5
HP 30
AP 4
AC 4 / 7 / 13
Resistance
Vulnerability
Speed 40 ft.
Senses Truesight 60 ft.
Power +2
Cunning +3
Focus +3
Luck +5

Attacks

  • Cursed Touch: 1d12+3 necrotic

Signature Moves

  • Baleful Command 2 AP Recharge 2
    Target
    Emanation
    Range
    30 ft.
    Save
    Focus save
    Effect
    Inflicts Frightened

    The rakshasa speaks a baleful command in a voice that crushes the will. Each enemy in a 30-foot emanation makes a Focus save, taking force damage and gaining the Frightened condition until the end of the next round on a miss. Recharge 2 turns.

Cantrips

fire-mote, mind-spike, minor-illusion

Charms

disguise, invisibility, control-creature, sense

Traits

Extraplanar
Reforms on home plane in 1d4 days when killed outside it.
Magic Resistance
+2 ongoing to saves vs spells and magic
Undying
Spend 3 Doom to drop to 1 wound instead of dying

Condition Immunities

Charmed, Frightened

A tiger-headed fiend in noble robes, master of illusion and corruption. Rakshasas live among mortal aristocracy, manipulating kingdoms for sport. Slain in this plane, a rakshasa simply reforms elsewhere days later.

Remorhaz

Very Hard · Huge monstrosity
Fatigue / Exhaustion 10 / 5
HP 30
AP 4
AC 5 / 7 / 14
Resistance
Vulnerability
Speed 30 ft., burrow 20 ft.
Senses Darkvision, Tremorsense 60 ft.
Power +5
Cunning +2
Focus +2
Luck +2

Attacks

  • Bite: 2d6+5 physical

Signature Moves

  • Swallow Whole 0 AP
    Target
    Single target
    Range
    Touch
    Save
    Power save
    Effect
    Inflicts Restrained
    Requires
    On a successful Bite hit against a Large or smaller creature.

    On a successful Bite hit against a Large or smaller creature, the target makes a Power save. On a miss, the target is swallowed: it is Restrained and takes 2d6 fire damage at the start of each remorhaz turn from the burning gut. When the Restrained ends, the target lands in a space adjacent to the remorhaz.

Traits

Aggressive
+1 ongoing to attack rolls
Grappler
Half fatigue to maintain restrained
Icewalker
Ignores icy/snowy difficult terrain.
Spicy (fire)
Creatures that touch or are touched take 1d10 fire damage.
Tunneler
Leaves a tunnel when burrowing.

An arctic apex predator with armored plates so hot they glow molten orange against the snow. Remorhazes burrow through glaciers and erupt to swallow whole what they find above.

Shield Guardian

Very Hard · Large construct
Fatigue / Exhaustion 10 / 5
HP 30
AP 4
AC 5 / 7 / 14
Resistance
Vulnerability
Speed 30 ft.
Senses Darkvision
Power +5
Cunning +2
Focus +1
Luck +2

Attacks

  • Fist: 1d10+5 physical

Traits

Immutable
Cannot be polymorphed or shape-shifted.
Magic Resistance
+2 ongoing to saves vs spells and magic
Reactive
1 reaction per PC turn instead of 1 per round
Regeneration (10)
Regains 10 wounds at the start of each turn. Blocked by vulnerable damage types.
Siege
Deals double damage to objects and structures.

Condition Immunities

Charmed

A massive construct bonded to a single creator-master via an amulet. The shield guardian regenerates wounds steadily, takes a portion of damage meant for its bonded master, and can store a single prepared spell.

Solar

Very Hard · Large celestial
Fatigue / Exhaustion 10 / 5
HP 30
AP 4
AC 6 / 8 / 15
Resistance radiant, necrotic
Vulnerability
Speed 50 ft., fly 150 ft.
Senses Darkvision, Truesight 120 ft.
Power +5
Cunning +3
Focus +5
Luck +7

Attacks

  • Flying Sword: 1d10+5 force, 120'

Signature Moves

  • Slaying Bow 2 AP Once per encounter
    Target
    Single target
    Range
    60 ft.
    Save
    Cunning save
    Effect
    Instant kill

    The solar fires a bow of pure radiance at a creature within 600 feet. Target makes a Cunning save. If the target has wounds at or below half their floor, they die instantly on a miss. Otherwise they take massive radiant damage. Once per encounter.

Cantrips

sacred-flame, healing-word, guidance

Charms

invigorate, sanctuary, divine-aura, banishment, resurrection

Traits

Aggressive
+1 ongoing to attack rolls
Extraplanar
Reforms on home plane in 1d4 days when killed outside it.
Flyby
No reactions provoked when leaving reach
Illuminated
Emits bright light to twice its reach, dim light beyond.
Legendary
Can take Legendary Actions and Legendary Resistance
Magic Resistance
+2 ongoing to saves vs spells and magic
Undying
Spend 3 Doom to drop to 1 wound instead of dying

Condition Immunities

Charmed, Frightened

The mightiest of celestial messengers, six-winged and crowned with sunfire. Solars wield a flying sword and a bow that can fell legendary villains with a single shot. Their gaze knows lies.

Sphinx of Lore

Very Hard · Large celestial
Fatigue / Exhaustion 10 / 5
HP 30
AP 4
AC 4 / 7 / 13
Resistance radiant, necrotic
Vulnerability
Speed 40 ft., fly 60 ft.
Senses Darkvision, Truesight 120 ft.
Power +4
Cunning +2
Focus +4
Luck +4

Attacks

  • Claw: 1d8+4 physical

Signature Moves

  • Mind-Rending Roar 2 AP Recharge 2
    Target
    Emanation
    Range
    300 ft.
    Save
    Focus save
    Effect
    Inflicts Stunned

    The sphinx unleashes a roar laden with arcane knowledge. Each enemy in a 300-foot emanation makes a Focus save, taking force damage on a miss and gaining the Stunned condition until the end of the next round. Recharge 2 turns.

Cantrips

mind-spike, minor-illusion, guidance

Charms

sense, commune, polymorph, sanctuary

Traits

Extraplanar
Reforms on home plane in 1d4 days when killed outside it.
Illuminated
Emits bright light to twice its reach, dim light beyond.
Legendary
Can take Legendary Actions and Legendary Resistance
Magic Resistance
+2 ongoing to saves vs spells and magic

Condition Immunities

Charmed, Frightened

A celestial scholar with the body of a winged lion and the head of a wise person, guardian of secret libraries and arcane knowledge. Riddle-bound; will not attack any who answer its three riddles correctly.

Sphinx of Valor

Very Hard · Large celestial
Fatigue / Exhaustion 10 / 5
HP 30
AP 4
AC 5 / 7 / 14
Resistance radiant, necrotic
Vulnerability
Speed 40 ft., fly 60 ft.
Senses Darkvision, Truesight 120 ft.
Power +5
Cunning +3
Focus +3
Luck +4

Attacks

  • Claw: 1d8+5 physical

Signature Moves

  • Roar of Valor 1 AP Recharge 2
    Target
    Emanation
    Range
    30 ft.
    Effect
    Inflicts Invigorated

    The sphinx roars a battle-cry that emboldens allies. Each ally in a 30-foot emanation gains the Invigorated condition until the end of the next round. Recharge 2 turns.

Cantrips

sacred-flame, guidance

Charms

invigorate, sanctuary, divine-aura

Traits

Extraplanar
Reforms on home plane in 1d4 days when killed outside it.
Illuminated
Emits bright light to twice its reach, dim light beyond.
Legendary
Can take Legendary Actions and Legendary Resistance
Magic Resistance
+2 ongoing to saves vs spells and magic

Condition Immunities

Charmed, Frightened

A celestial warrior with the body of a winged lion, guardian of holy battlefields. Sphinxes of valor judge mortal courage; those they deem worthy receive their roar of blessing.

Stone Giant

Very Hard · Huge humanoid
Fatigue / Exhaustion 10 / 5
HP 24
AP 4
AC 3 / 6 / 12
Resistance
Vulnerability
Speed 40 ft.
Senses Darkvision
Power +5
Cunning +2
Focus +2
Luck +2

Attacks

  • Fist: 1d6+5 physical
  • Greatclub

Signature Moves

  • Deflect Missile 0 AP Recharge 2
    Target
    Single target
    Range
    60 ft.
    Save
    Cunning save
    Effect
    Damage
    Requires
    Hit by a ranged attack that deals physical damage.

    When hit by a ranged attack that deals physical damage, reduce the damage to zero. Then choose a creature the giant can see within 60 feet; they make a Cunning save or take 1d10+power force damage as the giant hurls the missile back. Recharge 2 turns.

A graceful mountain-dweller carved from living stone. Stone giants prize artistry and the perfect throw — a hurled boulder is both attack and sculpture.

Stone Golem

Very Hard · Large construct
Fatigue / Exhaustion 10 / 5
HP 30
AP 4
AC 5 / 7 / 14
Resistance physical
Vulnerability
Speed 30 ft.
Senses Darkvision
Power +5
Cunning -1
Focus +1
Luck +0

Attacks

  • Slam: 1d10+5 physical

Signature Moves

  • Slow 1 AP Recharge 2
    Target
    Single target
    Range
    60 ft.
    Save
    Cunning save
    Effect
    Inflicts Slowed

    The stone golem fixes a creature within 60 feet with a glare that warps time. Target makes a Cunning save or is Slowed until the end of the next round. Recharge 2 turns.

Traits

Aggressive
+1 ongoing to attack rolls
Immutable
Cannot be polymorphed or shape-shifted.
Legendary
Can take Legendary Actions and Legendary Resistance
Magic Resistance
+2 ongoing to saves vs spells and magic
Siege
Deals double damage to objects and structures.

Condition Immunities

Charmed

A massive humanoid of carved granite, animated by ancient ritual. Stone golems stand as silent guardians for centuries before answering their last command.

Storm Giant

Very Hard · Huge humanoid
Fatigue / Exhaustion 10 / 5
HP 24
AP 4
AC 3 / 6 / 12
Resistance cold
Vulnerability
Speed 50 ft., fly 25 ft., swim 50 ft.
Senses Darkvision, Truesight 30 ft.
Power +5
Cunning +2
Focus +3
Luck +2

Attacks

  • Fist: 1d6+5 physical
  • Greatsword

Signature Moves

  • Lightning Storm 3 AP Recharge 2
    Target
    Pool
    Range
    60 ft.
    Save
    Focus save
    Effect
    Damage

    A cylinder 10 feet wide and 40 feet tall descends from the storm to a point within 60 feet. Each creature in the area makes a Focus save, taking 3d10 lightning damage on a miss (half on a save). Recharge 2 turns.

Cantrips

lightning-bolt, windrush

Charms

emanate, control-element

Traits

Amphibious
Can breathe both air and water.
Magic Resistance
+2 ongoing to saves vs spells and magic

The mightiest of giants — kin to gods, oracles of fate, riders of the wind and the wave. A storm giant strides on cloud or seafloor with equal ease, calling down lightning in 40-foot pillars.

Treant

Very Hard · Huge plant
Treant
Fatigue / Exhaustion 10 / 5
HP 30
AP 4
AC 4 / 6 / 13
Resistance physical
Vulnerability fire
Speed 30 ft.
Senses
Power +5
Cunning -1
Focus +2
Luck +1

Attacks

  • Slam: 1d10+5 physical
  • Hail of Bark: 1d10-1 physical, 180'

Signature Moves

  • Animate Trees 2 AP Once per encounter
    Target
    Multiple targets
    Range
    60 ft.

    The treant calls upon two trees it can see within 60 feet. They animate as Awakened Trees under the treant's command, taking turns immediately after the treant on its initiative. The trees remain animate for 1 day or until they die or move more than 120 feet from the treant. Once per encounter.

Traits

Climber
Can climb difficult surfaces, including ceilings, without a check.
Legendary
Can take Legendary Actions and Legendary Resistance
Reinforcements
Can summon allies by spending Doom

Condition Immunities

Charmed, Frightened

An ancient tree-creature, intelligent and slow to anger but devastating once roused. Treants speak the language of trees, command lesser plants, and hurl branches sharp enough to pierce armor over great distances.

Triceratops

Very Hard · Huge beast
Triceratops
Fatigue / Exhaustion 10 / 5
HP 27
AP 4
AC 3 / 6 / 12
Resistance
Vulnerability
Speed 50 ft.
Senses
Power +6
Cunning +2
Focus +0
Luck +2

Attacks

  • Horns: 1d6+6 physical

Signature Moves

  • Gore 2 AP
    Target
    Single target
    Range
    Touch
    Effect
    Damage
    Requires
    Moved 20+ feet straight toward the target immediately before the attack.

    The triceratops levels its horns and charges, the impact throwing its target sprawling.

Traits

Aggressive
+1 ongoing to attack rolls

Vampire

Very Hard · Medium undead
Fatigue / Exhaustion 10 / 5
HP 30
AP 4
AC 4 / 7 / 13
Resistance necrotic, cold
Vulnerability radiant
Speed 40 ft., climb 40 ft.
Senses Darkvision
Power +4
Cunning +4
Focus +2
Luck +4

Attacks

  • Grave Strike: 1d8+4 physical
  • Bite: 1d8+4 necrotic

Signature Moves

  • Charm Gaze 1 AP Recharge 2
    Target
    Single target
    Range
    30 ft.
    Save
    Focus save
    Effect
    Inflicts Charmed

    The vampire fixes their gaze on a creature within 30 feet. Target makes a Focus save or becomes Charmed by the vampire for 24 hours. A charmed target is a willing recipient of the vampire's Bite, and subsequent bites don't end the charm. Recharge 2 turns.

Traits

Aggressive
+1 ongoing to attack rolls
Draining
Recover half wounds dealt with melee attacks
Legendary
Can take Legendary Actions and Legendary Resistance
Magic Resistance
+2 ongoing to saves vs spells and magic
Photophobic
-2 ongoing in sunlight
Undying
Spend 3 Doom to drop to 1 wound instead of dying

Condition Immunities

Frightened

A master of the night, ancient and cunning. Vampires command vast holdings of mortal thralls and lesser undead. Sunlight chars them, running water burns them, a stake through the heart paralyzes them in their resting place — but short of these specific ends, they always return.

Air Elemental

Hard · Large elemental
Fatigue / Exhaustion 7 / 5
HP 18
AP 4
AC 3 / 6 / 12
Resistance physical
Vulnerability
Speed 10 ft., fly 90 ft.
Senses Darkvision
Power +2
Cunning +5
Focus +1
Luck +1

Attacks

  • Thunderous Slam: 1d8+5 force

Signature Moves

  • Whirlwind 2 AP Recharge 2
    Target
    Single target
    Range
    Touch
    Save
    Power save
    Effect
    Inflicts Restrained

    The elemental engulfs a Medium or smaller creature within 5 feet in a churning vortex. Target makes a Power save or is Restrained and takes 4d6 force damage. Recharge 2 turns.

Traits

Extraplanar
Reforms on home plane in 1d4 days when killed outside it.
Flyby
No reactions provoked when leaving reach
Incorporeal
Move through creatures and objects as difficult terrain
Magic Resistance
+2 ongoing to saves vs spells and magic

Condition Immunities

Prone, Restrained

A swirling vortex of wind given form. Air elementals roar through battlefields, snatching up enemies and hurling them aside.

Ankheg

Hard · Large beast
Ankheg
Fatigue / Exhaustion 7 / 5
HP 16
AP 4
AC 4 / 6 / 13
Resistance
Vulnerability
Speed 30 ft., burrow 10 ft.
Senses Darkvision, Tremorsense 60 ft.
Power +3
Cunning +1
Focus +1
Luck +1

Attacks

  • Bite: 1d8+3 physical

Signature Moves

  • Acid Spit 2 AP Recharge 2
    Target
    Line
    Range
    30 ft.
    Save
    Power save
    Effect
    Damage

    The ankheg spits a 30-foot line of corrosive acid. Each creature in the line makes a Power save, taking 2d6 acid on a miss (half on a save). Recharge 2 turns.

Traits

Grappler
Half fatigue to maintain restrained
Spicy (acid)
Creatures that touch or are touched take 1d8 acid damage.
Tunneler
Leaves a tunnel when burrowing.

A chitin-plated burrower the size of a horse, with mandibles that drip caustic acid. Ankhegs ambush from beneath the topsoil of farmland and forest paths.

Ankylosaurus

Hard · Large beast
Ankylosaurus
Fatigue / Exhaustion 7 / 5
HP 14
AP 4
AC 4 / 7 / 13
Resistance
Vulnerability
Speed 30 ft.
Senses
Power +4
Cunning +1
Focus -2
Luck +1

Attacks

  • Bite: 1d6+4 physical

Signature Moves

  • Tail 2 AP
    Target
    Single target
    Range
    Touch
    Effect
    Damage

    The ankylosaurus swings its clubbed tail in a bone-jarring arc, slamming a creature its size or smaller to the ground.

Traits

Aggressive
+1 ongoing to attack rolls

Assassin

Hard · Medium humanoid
Fatigue / Exhaustion 7 / 5
HP 18
AP 4
AC (Studded Leather Armor) 3 / 6 / 12
Resistance poison
Vulnerability
Speed 30 ft.
Senses
Power +2
Cunning +4
Focus +3
Luck +1

Attacks

  • Fist: 1d6+2 physical
  • Light Crossbow
  • Shortsword

Traits

Aggressive
+1 ongoing to attack rolls
Escape Artist
Disengage and Hide cost 1 fewer AP

Awakened Tree

Hard · Huge plant
Awakened Tree
Fatigue / Exhaustion 7 / 5
HP 21
AP 4
AC 2 / 5 / 11
Resistance physical
Vulnerability fire
Speed 20 ft.
Senses
Power +5
Cunning +1
Focus +0
Luck +1

Attacks

  • Slam: 1d8+5 physical

Traits

Climber
Can climb difficult surfaces, including ceilings, without a check.

Condition Immunities

Charmed, Frightened

A great tree given awareness by druidic magic. It groans and shifts on root-feet, lashing intruders with its branches. Speaks only the language of the druid who awakened it.

Azer Sentinel

Hard · Medium elemental
Fatigue / Exhaustion 7 / 5
HP 14
AP 4
AC 4 / 7 / 13
Resistance
Vulnerability cold
Speed 30 ft.
Senses
Power +3
Cunning +1
Focus +1
Luck +2

Attacks

  • Fist: 1d6+3 fire
  • Hammer

Traits

Extraplanar
Reforms on home plane in 1d4 days when killed outside it.
Illuminated
Emits bright light to twice its reach, dim light beyond.
Spicy (fire)
Creatures that touch or are touched take 1d6 fire damage.

A dwarf-like elemental of bronze skin and fiery beard, born from the elemental forges. Azer sentinels guard volcanic vaults and smelt weapons that burn with their maker's heat.

Barbed Devil

Hard · Medium fiend
Fatigue / Exhaustion 7 / 5
HP 14
AP 4
AC 3 / 6 / 12
Resistance fire, cold, physical
Vulnerability
Speed 30 ft., climb 30 ft.
Senses Darkvision
Power +3
Cunning +3
Focus +2
Luck +2

Attacks

  • Claws: 1d6+3 physical
  • Tail: 1d10+3 physical
  • Hurl Flame: 1d6+3 fire, 150'

Traits

Aggressive
+1 ongoing to attack rolls
Extraplanar
Reforms on home plane in 1d4 days when killed outside it.
Magic Resistance
+2 ongoing to saves vs spells and magic
Spicy (physical)
Creatures that touch or are touched take 1d6 physical damage.

Condition Immunities

Frightened

A devil whose body bristles with iron-hard spikes. Touching or grappling a barbed devil draws blood; the devil itself hurls handfuls of hellfire from a distance.

Bearded Devil

Hard · Medium fiend
Fatigue / Exhaustion 7 / 5
HP 14
AP 4
AC 3 / 6 / 12
Resistance fire, cold, physical
Vulnerability
Speed 30 ft.
Senses Darkvision
Power +3
Cunning +2
Focus +1
Luck +2

Attacks

  • Glaive: 1d10+3 physical
  • Beard: 1d6+2 poison

Signature Moves

  • Infernal Wound 0 AP
    Target
    Single target
    Range
    Touch
    Save
    Power save
    Effect
    Inflicts Doomed

    On a Glaive hit, the target makes a Power save or gains the Doomed condition as a bleeding infernal wound opens. While Doomed they lose 1 wound at the start of each of their turns. The wound closes after a long rest or after a creature spends an action to stanch it.

Traits

Extraplanar
Reforms on home plane in 1d4 days when killed outside it.
Magic Resistance
+2 ongoing to saves vs spells and magic

Condition Immunities

Frightened

A muscular devil with a writhing, snake-like beard and a wicked polearm. Its wounds never quite stop bleeding. Bearded devils form shock troops of infernal legions.

Berserker

Hard · Medium humanoid
Berserker
Fatigue / Exhaustion 7 / 5
HP 14
AP 4
AC (Hide Armor) 1 / 5 / 10
Resistance
Vulnerability
Speed 30 ft.
Senses
Power +3
Cunning +1
Focus +1
Luck +1

Attacks

  • Fist: 1d6+3 physical
  • Greataxe

Traits

Bloodthirsty
+2 ongoing to attacks and damage when below half wounds

Black Pudding

Hard · Large ooze
Black Pudding
Fatigue / Exhaustion 7 / 5
HP 18
AP 4
AC 1 / 5 / 10
Resistance physical
Vulnerability
Speed 20 ft., climb 20 ft.
Senses Blindsight 60 ft.
Power +3
Cunning +1
Focus +0
Luck +1

Attacks

  • Dissolving Pseudopod: 1d6+3 acid

Traits

Amorphous
Can move through spaces as narrow as 1 inch without squeezing.
Bursting
Explodes on death dealing double 1d8
Climber
Can climb difficult surfaces, including ceilings, without a check.
Occupier
Can enter and share another creature's space.
Spicy (acid)
Creatures that touch or are touched take 1d8 acid damage.

Condition Immunities

Charmed, Frightened, Prone

A massive black ooze that corrodes anything it touches — armor, weapons, flesh. When struck by lightning or slashing, the pudding divides into two smaller puddings that continue the attack.

Bone Devil

Hard · Large fiend
Fatigue / Exhaustion 7 / 5
HP 18
AP 4
AC 3 / 6 / 12
Resistance fire, cold, physical
Vulnerability
Speed 40 ft., fly 40 ft.
Senses Darkvision
Power +4
Cunning +3
Focus +2
Luck +3

Attacks

  • Claw: 1d8+4 physical
  • Infernal Sting: 1d10+4 poison

Traits

Aggressive
+1 ongoing to attack rolls
Extraplanar
Reforms on home plane in 1d4 days when killed outside it.
Flyby
No reactions provoked when leaving reach
Magic Resistance
+2 ongoing to saves vs spells and magic

Condition Immunities

Frightened

A skeletal giant of polished bone, wings of leathery membrane stretched over wing-bones. The bone devil's stinger drips an infernal poison that drains health and prevents healing.

Brown Bear

Hard · Large beast
Brown Bear
Fatigue / Exhaustion 7 / 5
HP 15
AP 4
AC 2 / 5 / 11
Resistance
Vulnerability
Speed 40 ft., climb 30 ft.
Senses Darkvision
Power +3
Cunning +1
Focus +1
Luck +1

Attacks

  • Rend: 1d10+3 physical

Signature Moves

  • Maul 2 AP
    Target
    Single target
    Range
    Touch
    Save
    Power save
    Effect
    Damage

    The bear rears and swats a Large or smaller creature within reach with the full weight of its forelimbs, slamming it off its feet.

Traits

Aggressive
+1 ongoing to attack rolls

Bugbear Stalker

Hard · Medium humanoid
Fatigue / Exhaustion 7 / 5
HP 14
AP 4
AC (Scale Mail) 3 / 6 / 12
Resistance
Vulnerability
Speed 30 ft.
Senses Darkvision
Power +3
Cunning +2
Focus +1
Luck +1

Attacks

  • Fist: 1d6+3 physical
  • Spear
  • Longsword

Traits

Abduct
Moves at full speed while dragging a grappled creature.
Grappler
Half fatigue to maintain restrained

An elite bugbear hunter — patient, brutal, and selective with targets. Uses spear range to ambush before closing with a longsword.

Chain Devil

Hard · Medium fiend
Fatigue / Exhaustion 7 / 5
HP 14
AP 4
AC 3 / 6 / 12
Resistance fire, cold, physical
Vulnerability
Speed 30 ft.
Senses Darkvision
Power +4
Cunning +2
Focus +1
Luck +2

Attacks

  • Chain: 1d6+4 physical

Signature Moves

  • Conjure Infernal Chain 2 AP Recharge 2
    Target
    Single target
    Range
    60 ft.
    Save
    Cunning save
    Effect
    Inflicts Restrained

    The devil conjures a fiery chain to bind a creature within 60 feet. Target makes a Cunning save. On a miss, take 1d8 fire damage and gain the Restrained condition until the end of the next round, at which point the chain disappears. Recharge 2 turns.

Traits

Extraplanar
Reforms on home plane in 1d4 days when killed outside it.
Magic Resistance
+2 ongoing to saves vs spells and magic
Reactive
1 reaction per PC turn instead of 1 per round

Condition Immunities

Frightened

A tormented devil whose body is wound in animated chains, each hooked at the tip. The chains move at the devil's whim, lashing, binding, and conjuring more chains from sheer malice.

Chimera

Hard · Large monstrosity
Fatigue / Exhaustion 7 / 5
HP 22
AP 4
AC 3 / 6 / 12
Resistance
Vulnerability
Speed 30 ft., fly 60 ft.
Senses Darkvision
Power +4
Cunning +1
Focus +2
Luck +1

Attacks

  • Bite: 1d8+4 physical
  • Horns: 1d6+4 physical
  • Claws: 1d6+4 physical

Signature Moves

  • Fire Breath 2 AP Recharge 2
    Target
    Cone
    Range
    15 ft.
    Save
    Cunning save
    Effect
    Damage

    The chimera's dragon head exhales a 15-foot cone of fire. Each creature in the area makes a Cunning save, taking 3d6 fire damage on a miss (half on a save). Recharge 2 turns.

Traits

Aggressive
+1 ongoing to attack rolls
Flyby
No reactions provoked when leaving reach
Spicy (fire)
Creatures that touch or are touched take 1d8 fire damage.

A chimeric monster of three heads — lion, goat, and dragon — joined to a winged tawny body. Each head acts on its own appetites, which can be turned against the others by a clever foe.

Chuul

Hard · Large aberration
Chuul
Fatigue / Exhaustion 7 / 5
HP 18
AP 4
AC 3 / 6 / 12
Resistance
Vulnerability
Speed 30 ft., swim 30 ft.
Senses Darkvision
Power +3
Cunning +1
Focus +1
Luck +1

Attacks

  • Pincer: 1d6+3 physical

Signature Moves

  • Paralyzing Tentacles 0 AP
    Target
    Single target
    Range
    Touch
    Save
    Power save
    Effect
    Inflicts Stunned
    Requires
    Target is restrained by a grab

    When the chuul has a creature Restrained by both pincers, it lashes them with its facial tentacles. Target makes a Power save or is Stunned until the end of the next round from the chuul's venom.

Traits

Amphibious
Can breathe both air and water.
Grappler
Half fatigue to maintain restrained

Condition Immunities

Charmed, Frightened

A four-legged crustacean horror with two great pincers and a writhing fringe of facial tentacles. Chuuls hunt the shallows of underground lakes, dragging victims back to feed their unseen masters.

Clay Golem

Hard · Large construct
Fatigue / Exhaustion 7 / 5
HP 18
AP 4
AC 4 / 7 / 13
Resistance
Vulnerability
Speed 20 ft.
Senses Darkvision
Power +5
Cunning +1
Focus +0
Luck +1

Attacks

  • Slam: 1d10+5 physical

Traits

Aggressive
+1 ongoing to attack rolls
Immutable
Cannot be polymorphed or shape-shifted.
Siege
Deals double damage to objects and structures.

Condition Immunities

Charmed

A massive humanoid of fired clay, animated by a priestly ritual. Clay golems remember little but their last command; if wounded enough they go berserk and turn on their creator.

Cloaker

Hard · Large aberration
Cloaker
Fatigue / Exhaustion 7 / 5
HP 18
AP 4
AC 3 / 6 / 12
Resistance
Vulnerability
Speed 10 ft., fly 40 ft.
Senses Darkvision
Power +3
Cunning +3
Focus +1
Luck +2

Attacks

  • Bite: 1d6+3 physical
  • Tail: 1d6+3 physical

Signature Moves

  • Moan 1 AP
    Target
    Emanation
    Range
    60 ft.
    Save
    Power save
    Effect
    Inflicts Frightened

    The cloaker releases a soul-tearing moan. Each creature in a 60-foot emanation that can hear the cloaker makes a Power save or is Frightened until the end of the next round.

Traits

Flyby
No reactions provoked when leaving reach

Condition Immunities

Charmed, Frightened

A leathery bat-like creature that masquerades as an ordinary cloak draped on a hook. Cloakers wrap their batwings around prey and feed while their moan disorients allies.

Crocodile

Hard · Large beast
Crocodile
Fatigue / Exhaustion 7 / 5
HP 15
AP 4
AC 3 / 6 / 12
Resistance
Vulnerability
Speed 20 ft., swim 30 ft.
Senses
Power +2
Cunning +1
Focus +0
Luck +1

Attacks

  • Bite: 1d6+2 physical

Signature Moves

  • Death Roll 2 AP
    Target
    Single target
    Range
    Touch
    Save
    Power save
    Effect
    Damage

    Its jaws clamp down and the crocodile rolls, twisting prey into the murk and pinning it under its bulk.

Traits

Aggressive
+1 ongoing to attack rolls
Grappler
Half fatigue to maintain restrained

Dire Wolf

Hard · Large beast
Dire Wolf
Fatigue / Exhaustion 7 / 5
HP 15
AP 4
AC 2 / 5 / 11
Resistance
Vulnerability
Speed 50 ft.
Senses Darkvision
Power +3
Cunning +2
Focus +1
Luck +1

Attacks

  • Bite: 1d6+3 physical

Signature Moves

  • Takedown 2 AP
    Target
    Single target
    Range
    Touch
    Effect
    Damage
    Requires
    Strong hit.

    Its jaws clamp shut and the dire wolf throws its weight sideways, dragging the target off its feet.

Traits

Pack
+1 ongoing to attacks when an ally is adjacent to the target

Drider

Hard · Large monstrosity
Fatigue / Exhaustion 7 / 5
HP 18
AP 4
AC 3 / 6 / 12
Resistance
Vulnerability
Speed 30 ft., climb 30 ft.
Senses Darkvision
Power +3
Cunning +2
Focus +2
Luck +1

Attacks

  • Bite: 1d8+3 poison
  • Longsword: 1d8+3 physical
  • Longbow: 1d8+2 physical

Signature Moves

  • Web Bolt 2 AP Recharge 2
    Target
    Single target
    Range
    30 ft.
    Save
    Cunning save
    Effect
    Inflicts Restrained

    The drider fires a glob of webbing at a creature within 30 feet. The target makes a Cunning save; on a miss, it is Restrained by sticky webs. Recharge 2 turns.

Cantrips

mind-spike

Charms

sanctuary

Traits

Climber
Can climb difficult surfaces, including ceilings, without a check.
Escape Artist
Disengage and Hide cost 1 fewer AP
Photophobic
-2 ongoing in sunlight
Spicy (poison)
Creatures that touch or are touched take 1d8 poison damage.
Webwalker
Ignores web movement restrictions. Senses web contacts.

Once an elven priestess, condemned by a dark spider-goddess of the deep places and transformed into a half-spider abomination. Driders hunt the lightless tunnels alone, bitter at their fall.

Earth Elemental

Hard · Large elemental
Fatigue / Exhaustion 7 / 5
HP 21
AP 4
AC 5 / 7 / 14
Resistance physical
Vulnerability
Speed 30 ft., burrow 30 ft.
Senses Darkvision, Tremorsense 60 ft.
Power +5
Cunning +1
Focus +1
Luck +1

Attacks

  • Slam: 1d10+5 physical
  • Rock Launch: 1d6+5 physical, 60'

Traits

Extraplanar
Reforms on home plane in 1d4 days when killed outside it.
Grappler
Half fatigue to maintain restrained
Siege
Deals double damage to objects and structures.
Tunneler
Leaves a tunnel when burrowing.

Condition Immunities

Petrified

A massive humanoid of stone and packed earth, fists like boulders. Earth elementals burrow through soil and rock as easily as a swimmer parts water.

Elephant

Hard · Huge beast
Elephant
Fatigue / Exhaustion 7 / 5
HP 18
AP 4
AC 2 / 5 / 11
Resistance
Vulnerability
Speed 40 ft.
Senses
Power +5
Cunning +1
Focus +0
Luck +1

Attacks

  • Tusks: 1d6+5 physical

Signature Moves

  • Gore 2 AP
    Target
    Single target
    Range
    Touch
    Effect
    Damage
    Requires
    Moved 20+ feet straight toward the target immediately before the attack.

    The elephant lowers its tusks and slams forward, bowling its target off their feet.

Traits

Aggressive
+1 ongoing to attack rolls

Fire Elemental

Hard · Large elemental
Fatigue / Exhaustion 7 / 5
HP 18
AP 4
AC 2 / 5 / 11
Resistance physical
Vulnerability cold
Speed 50 ft.
Senses Darkvision
Power +1
Cunning +3
Focus +1
Luck +1

Attacks

  • Burn: 1d6+3 fire

Traits

Extraplanar
Reforms on home plane in 1d4 days when killed outside it.
Flyby
No reactions provoked when leaving reach
Illuminated
Emits bright light to twice its reach, dim light beyond.
Spicy (fire)
Creatures that touch or are touched take 1d8 fire damage.

Condition Immunities

Prone, Restrained

A roaring column of living flame, hot enough to set wood ablaze on touch. Fire elementals burn through battlefields, leaving scorched trails.

Flesh Golem

Hard · Medium construct
Fatigue / Exhaustion 7 / 5
HP 18
AP 4
AC 3 / 6 / 12
Resistance
Vulnerability
Speed 30 ft.
Senses Darkvision
Power +4
Cunning +1
Focus +0
Luck +1

Attacks

  • Slam: 1d8+4 physical

Traits

Bursting
Explodes on death dealing double 1d6
Immutable
Cannot be polymorphed or shape-shifted.
Siege
Deals double damage to objects and structures.

Condition Immunities

Charmed

A patchwork humanoid stitched from the body parts of many corpses and animated by lightning. Flesh golems are unstable — taking too much damage can send them berserk, attacking friend and foe alike.

Ghost

Hard · Medium undead
Fatigue / Exhaustion 7 / 5
HP 14
AP 4
AC 3 / 6 / 12
Resistance necrotic, cold
Vulnerability radiant
Speed 5 ft., fly 40 ft.
Senses Darkvision
Power +1
Cunning +1
Focus +2
Luck +3

Attacks

  • Withering Touch: 1d8+1 necrotic

Signature Moves

  • Horrifying Visage 1 AP Recharge 2
    Target
    Cone
    Range
    30 ft.
    Save
    Focus save
    Effect
    Inflicts Frightened

    The ghost reveals its true terrible form. Each creature within a 30-foot cone makes a Focus save or becomes Frightened of the ghost until the end of the next round. A target that succeeds is immune to this ghost's Horrifying Visage for 24 hours. Recharge 2 turns.

  • Possession 2 AP Once per encounter
    Target
    Single target
    Range
    Touch
    Save
    Focus save
    Effect
    Inflicts Stunned

    The ghost attempts to possess a humanoid within 5 feet. The target makes a Focus save. On a miss, the ghost merges into the target's body and the target is Stunned for 1 hour or until the ghost is forced out by damage to the host.

Traits

Incorporeal
Move through creatures and objects as difficult terrain

Condition Immunities

Frightened

The lingering spirit of someone who cannot accept death. Ghosts haunt the places of their unfinished business, sometimes pleading for resolution, sometimes wreaking vengeance through possession.

Giant Boar

Hard · Large beast
Giant Boar
Fatigue / Exhaustion 7 / 5
HP 15
AP 4
AC 2 / 5 / 11
Resistance
Vulnerability
Speed 40 ft.
Senses
Power +3
Cunning +1
Focus -2
Luck +1

Attacks

  • Tusks: 1d6+3 physical

Signature Moves

  • Gore 2 AP
    Target
    Single target
    Range
    Touch
    Effect
    Damage
    Requires
    Moved 20+ feet straight toward the target immediately before the attack.

    The great boar barrels in headlong and hooks upward with its tusks, hurling its quarry to the ground.

Traits

Bloodthirsty
+2 ongoing to attacks and damage when below half wounds

Giant Constrictor Snake

Hard · Huge beast
Giant Constrictor Snake
Fatigue / Exhaustion 7 / 5
HP 14
AP 4
AC 2 / 5 / 11
Resistance
Vulnerability
Speed 30 ft., swim 30 ft.
Senses
Power +4
Cunning +2
Focus +0
Luck +2

Attacks

  • Bite: 2d6+4 physical

Signature Moves

  • Constrict 2 AP
    Target
    Single target
    Range
    Touch
    Save
    Power save
    Effect
    Damage

    The serpent loops its body around a Large or smaller creature within reach and bears down, crushing the breath from it and holding it fast.

Traits

Grappler
Half fatigue to maintain restrained

Giant Elk

Hard · Huge beast
Giant Elk
Fatigue / Exhaustion 7 / 5
HP 18
AP 4
AC 2 / 5 / 11
Resistance
Vulnerability
Speed 60 ft.
Senses Darkvision
Power +4
Cunning +2
Focus +1
Luck +1

Attacks

  • Antlers: 1d10+4 physical

Signature Moves

  • Charge 2 AP
    Target
    Single target
    Range
    Touch
    Effect
    Damage
    Requires
    Moved 20+ feet straight toward the target immediately before the attack.

    If the elk moved at least 20 feet straight toward the target immediately before the hit, the target has the Prone condition on a strong hit. range: 5

Traits

Aggressive
+1 ongoing to attack rolls

A huge majestic creature with antlers spanning over ten feet. Giant elk charge with bone-shattering force but carry themselves with quiet grace when undisturbed.

Giant Hyena

Hard · Large beast
Giant Hyena
Fatigue / Exhaustion 7 / 5
HP 15
AP 4
AC 2 / 5 / 11
Resistance
Vulnerability
Speed 50 ft.
Senses Darkvision
Power +3
Cunning +2
Focus +1
Luck +1

Attacks

  • Bite: 2d6+3 physical

Giant Spider

Hard · Large beast
Giant Spider
Fatigue / Exhaustion 7 / 5
HP 15
AP 4
AC 2 / 5 / 11
Resistance
Vulnerability
Speed 30 ft., climb 30 ft.
Senses Darkvision, Tremorsense 30 ft.
Power +2
Cunning +3
Focus +0
Luck +1

Attacks

  • Bite: 1d8+2 poison

Signature Moves

  • Web 2 AP Recharge 2
    Target
    Single target
    Range
    Touch
    Save
    Cunning save

    Choose one creature the spider can see within 60 feet. They make a cunning saving throw. On a miss, The target has the Restrained condition until the web is destroyed (AC 10; HP 5; Vulnerability to Fire damage; Immunity to Poison and Psychic damage). On a weak hit, The target is not Restrained.

Glabrezu

Hard · Large fiend
Fatigue / Exhaustion 7 / 5
HP 18
AP 4
AC 4 / 7 / 13
Resistance fire, cold, physical
Vulnerability
Speed 40 ft.
Senses Truesight 120 ft.
Power +5
Cunning +2
Focus +4
Luck +3

Attacks

  • Pincer: 1d10+5 physical

Signature Moves

  • Pummel 1 AP
    Target
    Single target
    Range
    Touch
    Save
    Cunning save
    Effect
    Damage
    Requires
    Target is restrained by a grab

    The glabrezu pounds a creature it has Restrained with its smaller pair of arms. Target makes a Cunning save, taking weapon damage on a miss (half on a save).

Traits

Extraplanar
Reforms on home plane in 1d4 days when killed outside it.
Grappler
Half fatigue to maintain restrained
Magic Resistance
+2 ongoing to saves vs spells and magic

Condition Immunities

Frightened

A towering demon with four arms — two great pincers, two clawed hands. Glabrezu offer dark bargains, granting wishes that always corrupt the wisher. Truesight lets them see through any deception in turn.

Gladiator

Hard · Medium humanoid
Fatigue / Exhaustion 7 / 5
HP 14
AP 4
AC (Studded Leather Armor + Shield) 3 / 6 / 12
Resistance
Vulnerability
Speed 30 ft.
Senses
Power +4
Cunning +2
Focus +1
Luck +2

Attacks

  • Fist: 1d6+4 physical
  • Spear

Traits

Aggressive
+1 ongoing to attack rolls

A trained arena combatant. The crowd's roar and years of survival fights make them relentless, comfortable shoving foes off-balance with shield or spear.

Gorgon

Hard · Large construct
Fatigue / Exhaustion 7 / 5
HP 18
AP 4
AC 5 / 7 / 14
Resistance
Vulnerability
Speed 40 ft.
Senses Darkvision
Power +5
Cunning +1
Focus +1
Luck +1

Attacks

  • Gore: 1d12+5 physical

Signature Moves

  • Petrifying Breath 2 AP Recharge 2
    Target
    Cone
    Range
    30 ft.
    Save
    Power save
    Effect
    Inflicts Petrified

    The gorgon snorts a cloud of greenish vapor in a 30-foot cone. Each creature in the area makes a Power save. On a first miss, the target is Restrained. On a second miss (next turn), the target is Petrified. Recharge 2 turns.

Traits

Aggressive
+1 ongoing to attack rolls
Immutable
Cannot be polymorphed or shape-shifted.
Siege
Deals double damage to objects and structures.

Condition Immunities

Charmed

A massive metallic bull, all steel-plate hide and iron horns. Gorgons charge intruders and breathe a petrifying mist that turns prey to stone for later consumption.

Green Hag

Hard · Medium fey
Fatigue / Exhaustion 7 / 5
HP 14
AP 4
AC 4 / 7 / 13
Resistance
Vulnerability
Speed 30 ft., swim 30 ft.
Senses Darkvision
Power +4
Cunning +1
Focus +2
Luck +2

Attacks

  • Claw: 1d8+4 physical

Signature Moves

  • Invisible Stalker 1 AP
    Target
    Single target
    Range
    Touch
    Effect
    Inflicts Invisible

    The hag steps sideways out of mortal sight, becoming Invisible until the end of the next round or until she makes an attack. While Invisible she leaves no tracks.

Cantrips

mind-spike, minor-illusion

Charms

disguise, sense

Traits

Extraplanar
Reforms on home plane in 1d4 days when killed outside it.
Magic Resistance
+2 ongoing to saves vs spells and magic

Condition Immunities

Charmed

A withered green-skinned crone of swamp and bog. Green hags lure travelers off marked paths with sweet voices and crocodile tears, then strangle them in vine-bound nooses.

Griffon

Hard · Large beast
Griffon
Fatigue / Exhaustion 7 / 5
HP 18
AP 4
AC 2 / 5 / 11
Resistance
Vulnerability
Speed 30 ft., fly 80 ft.
Senses Darkvision
Power +3
Cunning +2
Focus +1
Luck +1

Attacks

  • Rend: 1d8+3 physical

Traits

Flyby
No reactions provoked when leaving reach
Grappler
Half fatigue to maintain restrained

An eagle-lion hybrid with a raptor's forequarters and the body of a lion. Griffons hunt from the air, snatching prey in their talons and carrying it aloft to feed.

Guard Captain

Hard · Medium humanoid
Fatigue / Exhaustion 7 / 5
HP 14
AP 4
AC (Breastplate + Shield) 3 / 6 / 12
Resistance
Vulnerability
Speed 30 ft.
Senses
Power +4
Cunning +2
Focus +1
Luck +1

Attacks

  • Fist: 1d6+4 physical
  • Longsword

A veteran officer commanding city watch or castle garrison troops. Strikes with measured weight, knocking smaller foes back as easily as opening a door.

Hezrou

Hard · Large fiend
Fatigue / Exhaustion 7 / 5
HP 18
AP 4
AC 4 / 7 / 13
Resistance fire, cold, physical
Vulnerability
Speed 30 ft.
Senses Darkvision
Power +4
Cunning +3
Focus +1
Luck +1

Attacks

  • Rend: 1d6+4 poison

Signature Moves

  • Stench Aura 0 AP
    Target
    Emanation
    Range
    10 ft.
    Save
    Power save
    Effect
    Inflicts Doomed

    Each creature that starts its turn within 10 feet of the hezrou makes a Power save or gains the Doomed condition until the end of the next round from the demon's overpowering stench.

Traits

Aggressive
+1 ongoing to attack rolls
Extraplanar
Reforms on home plane in 1d4 days when killed outside it.
Magic Resistance
+2 ongoing to saves vs spells and magic

Condition Immunities

Frightened

A bloated, toad-headed demon with talons and warty hide. The hezrou's stench is so overwhelming that creatures nearby can barely act.

Hill Giant

Hard · Huge humanoid
Fatigue / Exhaustion 7 / 5
HP 18
AP 4
AC 1 / 5 / 10
Resistance
Vulnerability
Speed 40 ft.
Senses
Power +5
Cunning +1
Focus +1
Luck +1

Attacks

  • Fist: 1d6+5 physical
  • Greatclub

A massive lowland giant of insatiable appetite. Hurls boulders and tree-clubs, rarely fast but always strong enough to knock the smaller folk flat.

Hippopotamus

Hard · Large beast
Hippopotamus
Fatigue / Exhaustion 7 / 5
HP 15
AP 4
AC 2 / 5 / 11
Resistance
Vulnerability
Speed 30 ft., swim 30 ft.
Senses
Power +5
Cunning +1
Focus +1
Luck +1

Attacks

  • Bite: 1d12+5 physical

Traits

Aggressive
+1 ongoing to attack rolls

Hobgoblin Captain

Hard · Medium humanoid
Fatigue / Exhaustion 7 / 5
HP 14
AP 4
AC (Half Plate Armor) 4 / 7 / 13
Resistance
Vulnerability
Speed 30 ft.
Senses Darkvision
Power +2
Cunning +2
Focus +1
Luck +1

Attacks

  • Fist: 1d6+2 physical
  • Greatsword
  • Longbow

Cantrips

bestial-aspect

Charms

emanate, empower

Commander of a hobgoblin warband. Wields a greatsword and a presence that awakens beast-like ferocity in nearby troops — willing allies in their aura fight with sharpened reflexes and predator confidence.

Hunter Shark

Hard · Large beast
Hunter Shark
Fatigue / Exhaustion 7 / 5
HP 15
AP 4
AC 2 / 5 / 11
Resistance
Vulnerability
Speed 5 ft., swim 40 ft.
Senses
Power +4
Cunning +2
Focus +0
Luck +1

Attacks

  • Bite: 3d6+4 physical

Traits

Aquatic
Can only breathe underwater. Suffocates if removed.

Incubus

Hard · Medium fiend
Fatigue / Exhaustion 7 / 5
HP 14
AP 4
AC 3 / 6 / 12
Resistance fire, cold, physical
Vulnerability
Speed 30 ft., fly 60 ft.
Senses Darkvision
Power +1
Cunning +3
Focus +1
Luck +5

Attacks

  • Restless Touch: 1d6+1 force

Signature Moves

  • Nightmare 1 AP Recharge 2
    Target
    Single target
    Range
    60 ft.
    Save
    Power save
    Effect
    Inflicts Unconscious

    The incubus invades a creature's dreams from up to 60 feet away. Target makes a Power save. On a miss, if the target has fewer wounds than half their floor, they fall Unconscious for 1 hour or until taking damage. Otherwise they take force damage from psychic torment. Recharge 2 turns.

Cantrips

mind-spike, minor-illusion

Charms

disguise, invisibility

Traits

Extraplanar
Reforms on home plane in 1d4 days when killed outside it.
Flyby
No reactions provoked when leaving reach

Condition Immunities

Frightened

A fiend in the shape of perfect mortal beauty, the male counterpart to the succubus. The incubus haunts dreams and saps the rest of those who lie with him, leaving them tired beyond recovery.

Invisible Stalker

Hard · Medium elemental
Fatigue / Exhaustion 7 / 5
HP 14
AP 4
AC 3 / 6 / 12
Resistance
Vulnerability
Speed 50 ft., fly 50 ft.
Senses Darkvision
Power +2
Cunning +4
Focus +1
Luck +1

Attacks

  • Slam: 1d8+2 force

Traits

Aggressive
+1 ongoing to attack rolls
Escape Artist
Disengage and Hide cost 1 fewer AP
Extraplanar
Reforms on home plane in 1d4 days when killed outside it.
Flyby
No reactions provoked when leaving reach

Condition Immunities

Prone, Restrained

An air elemental shaped as a wind-formed humanoid, naturally invisible. Bound to a single target by a summoner's command; once it kills its quarry, it returns to the elemental plane.

Knight

Hard · Medium humanoid
Fatigue / Exhaustion 7 / 5
HP 14
AP 4
AC (Plate Armor) 5 / 7 / 14
Resistance
Vulnerability
Speed 30 ft.
Senses
Power +3
Cunning +1
Focus +1
Luck +2

Attacks

  • Fist: 1d6+3 physical
  • Greatsword
  • Heavy Crossbow

Condition Immunities

Frightened

A sworn warrior in heavy plate, sword in one hand and oath in the other. Their training inoculates them against fear in all its forms.

Lamia

Hard · Large fiend
Fatigue / Exhaustion 7 / 5
HP 18
AP 4
AC 2 / 5 / 11
Resistance
Vulnerability
Speed 40 ft.
Senses Darkvision
Power +3
Cunning +1
Focus +2
Luck +3

Attacks

  • Claw: 1d8+3 physical

Signature Moves

  • Corrupting Touch 0 AP
    Target
    Single target
    Range
    Touch
    Save
    Focus save
    Effect
    Inflicts Charmed

    On a Claw hit, the target makes a Focus save. On a miss they are Charmed by the lamia for 1 hour as a corrupting curse takes hold. The lamia can issue commands the target will obey within reason.

Cantrips

minor-illusion

Charms

disguise, sense

Traits

Extraplanar
Reforms on home plane in 1d4 days when killed outside it.

Condition Immunities

Frightened

A fiend with the upper body of a beautiful woman and the lower body of a lion. Lamias rule cursed cities and oases, surrounded by charmed mortals who obey their every cruel whim.

Lion

Hard · Large beast
Lion
Fatigue / Exhaustion 7 / 5
HP 15
AP 4
AC 2 / 5 / 11
Resistance
Vulnerability
Speed 50 ft.
Senses Darkvision
Power +3
Cunning +2
Focus +1
Luck +1

Attacks

  • Rend: 1d8+2 physical

Signature Moves

  • Roar 2 AP
    Target
    Single target
    Range
    Touch
    Save
    Focus save
    Effect
    Inflicts Frightened

    The lion looses a thunderous roar at a creature within range, a sound that turns the bowels to water and sends lesser hunters fleeing.

Traits

Aggressive
+1 ongoing to attack rolls
Jumper
Jump distances are doubled.
Pack
+1 ongoing to attacks when an ally is adjacent to the target

Mage

Hard · Medium humanoid
Fatigue / Exhaustion 7 / 5
HP 14
AP 4
AC 2 / 5 / 11
Resistance
Vulnerability
Speed 30 ft.
Senses
Power +1
Cunning +2
Focus +4
Luck +1

Attacks

  • Arcane Burst: 1d8+4 force, 120'

Cantrips

fire-mote, mind-spike, minor-illusion

Charms

armor, invisibility, counterspell, teleport

Traits

Magic Resistance
+2 ongoing to saves vs spells and magic

A trained arcane spellcaster — schooled, innate, or pact-bound. Comfortable with offensive cantrips, defensive wards, and an array of utility magic that makes them dangerous beyond their stat block.

Mummy

Hard · Medium undead
Fatigue / Exhaustion 7 / 5
HP 14
AP 4
AC 3 / 6 / 12
Resistance necrotic, cold
Vulnerability radiant, fire
Speed 20 ft.
Senses Darkvision
Power +3
Cunning +1
Focus +1
Luck +1

Attacks

  • Rotting Fist: 1d8+3 necrotic

Signature Moves

  • Dreadful Glare 1 AP
    Target
    Single target
    Range
    60 ft.
    Save
    Focus save
    Effect
    Inflicts Frightened

    The mummy fixes a creature within 60 feet with a withering stare. Target makes a Focus save or is Frightened until the end of the next round. A target that succeeds is immune to this mummy's Dreadful Glare for 24 hours.

Traits

Aggressive
+1 ongoing to attack rolls

Condition Immunities

Frightened

A wrapped corpse risen from a tomb to defend or avenge. Its rotting bandages burn easily; its glare freezes mortals in terror; its touch carries the rot of ancient curses.

Night Hag

Hard · Medium fiend
Fatigue / Exhaustion 7 / 5
HP 14
AP 4
AC 3 / 6 / 12
Resistance fire, cold
Vulnerability
Speed 30 ft.
Senses Darkvision
Power +4
Cunning +2
Focus +3
Luck +3

Attacks

  • Claw: 1d8+4 physical

Signature Moves

  • Nightmare Haunting 3 AP Once per encounter
    Target
    Single target
    Range
    60 ft.
    Save
    Focus save
    Effect
    Inflicts Doomed
    Requires
    Target is asleep or unconscious.

    From the spirit world, the hag torments a sleeping mortal she can sense on the mortal plane. The target makes a Focus save or gains the Doomed condition and loses 1d8 wounds from the nightmare. Once per encounter.

Cantrips

mind-spike

Charms

disguise, sense

Traits

Extraplanar
Reforms on home plane in 1d4 days when killed outside it.
Magic Resistance
+2 ongoing to saves vs spells and magic

Condition Immunities

Charmed, Frightened

A withered crone who walks the dreams of mortals carrying a leather soul-bag. Mortals slain by her dream-stalkings have their souls trapped in the bag; the hag trades them with devils for foul rewards.

Ogre

Hard · Large humanoid
Fatigue / Exhaustion 7 / 5
HP 15
AP 4
AC 1 / 5 / 10
Resistance
Vulnerability
Speed 40 ft.
Senses Darkvision
Power +4
Cunning +1
Focus +1
Luck +1

Attacks

  • Fist: 1d6+4 physical
  • Greatclub

A slow-witted, brutish giant of dim caves and lowland swamps. Swings a tree-sized club and crushes anything that doesn't run fast enough.

Oni

Hard · Large fiend
Fatigue / Exhaustion 7 / 5
HP 18
AP 4
AC 4 / 7 / 13
Resistance cold
Vulnerability
Speed 30 ft., fly 30 ft.
Senses Darkvision
Power +4
Cunning +1
Focus +1
Luck +2

Attacks

  • Claw: 1d12+4 necrotic
  • Nightmare Ray: 1d6+1 force, 60'

Cantrips

mind-spike

Charms

disguise, invisibility

Traits

Extraplanar
Reforms on home plane in 1d4 days when killed outside it.
Regeneration (10)
Regains 10 wounds at the start of each turn. Blocked by vulnerable damage types.

Condition Immunities

Frightened

A towering ogre-fiend with a third eye and an appetite for human flesh. Oni shape-shift to hide among mortals, then strike at night. Their wounds knit closed almost as fast as warriors can inflict them.

Otyugh

Hard · Large aberration
Otyugh
Fatigue / Exhaustion 7 / 5
HP 18
AP 4
AC 3 / 6 / 12
Resistance
Vulnerability
Speed 30 ft.
Senses Darkvision
Power +3
Cunning +1
Focus +1
Luck +1

Attacks

  • Tentacle: 1d8+3 physical
  • Bite: 1d8+3 physical

Signature Moves

  • Tentacle Slam 0 AP
    Target
    Single target
    Range
    Touch
    Save
    Power save
    Effect
    Inflicts Doomed

    On a Tentacle hit, the target makes a Power save or is Restrained and infected with the otyugh's filth disease (Doomed).

Traits

Grappler
Half fatigue to maintain restrained

A squat refuse-eater with three legs, two long tentacles, and a stinking maw. Otyughs dwell in sewers and middens, dragging garbage and unlucky travelers into their pits.

Owlbear

Hard · Large beast
Owlbear
Fatigue / Exhaustion 7 / 5
HP 17
AP 4
AC 2 / 5 / 11
Resistance
Vulnerability
Speed 40 ft.
Senses Darkvision
Power +3
Cunning +1
Focus +0
Luck +1

Attacks

  • Claws: 1d8+3 physical
  • Beak: 1d6+3 physical

Traits

Bloodthirsty
+2 ongoing to attacks and damage when below half wounds

A chimeric apex predator with the body of a great bear and the head and forelimbs of a giant owl. Mated pairs hunt the deep forest in unrelenting silence.

Pegasus

Hard · Large celestial
Fatigue / Exhaustion 7 / 5
HP 14
AP 4
AC 2 / 5 / 11
Resistance radiant, necrotic
Vulnerability
Speed 60 ft., fly 90 ft.
Senses Darkvision
Power +3
Cunning +2
Focus +1
Luck +2

Attacks

  • Hooves: 1d8+3 physical

Traits

Extraplanar
Reforms on home plane in 1d4 days when killed outside it.
Flyby
No reactions provoked when leaving reach
Illuminated
Emits bright light to twice its reach, dim light beyond.

Condition Immunities

Charmed, Frightened

A noble winged horse, the breed of celestial mounts. Pegasi roam the skies of upper planes and rarely descend except to bear worthy riders or flee corruption.

Pirate Captain

Hard · Medium humanoid
Fatigue / Exhaustion 7 / 5
HP 14
AP 4
AC 2 / 6 / 11
Resistance
Vulnerability
Speed 30 ft.
Senses
Power +1
Cunning +4
Focus +2
Luck +3

Attacks

  • Fist: 1d6+1 physical
  • Rapier

Signature Moves

  • Captain's Charm 1 AP
    Target
    Multiple targets
    Range
    30 ft.
    Save
    Focus save
    Effect
    Inflicts Charmed

    Choose two creatures the pirate captain can see within 30 feet. They each make a Focus save; on a miss they are Charmed until the end of the next round.

Traits

Aggressive
+1 ongoing to attack rolls

Commander of a pirate vessel — a flamboyant duelist who turns the crew's faith into their own bravado. Their riposte is famous.

Plesiosaurus

Hard · Large beast
Plesiosaurus
Fatigue / Exhaustion 7 / 5
HP 15
AP 4
AC 2 / 5 / 11
Resistance
Vulnerability
Speed 20 ft., swim 40 ft.
Senses
Power +4
Cunning +2
Focus +1
Luck +1

Attacks

  • Bite: 2d6+4 physical

Polar Bear

Hard · Large beast
Polar Bear
Fatigue / Exhaustion 7 / 5
HP 15
AP 4
AC 2 / 5 / 11
Resistance cold
Vulnerability
Speed 40 ft., swim 40 ft.
Senses Darkvision
Power +5
Cunning +2
Focus +1
Luck +1

Attacks

  • Rend: 1d8+5 physical

Traits

Aggressive
+1 ongoing to attack rolls

Rhinoceros

Hard · Large beast
Rhinoceros
Fatigue / Exhaustion 7 / 5
HP 15
AP 4
AC 2 / 5 / 11
Resistance
Vulnerability
Speed 40 ft.
Senses
Power +5
Cunning +1
Focus +1
Luck +1

Attacks

  • Horn: 1d6+5 physical

Signature Moves

  • Gore 2 AP
    Target
    Single target
    Range
    Touch
    Effect
    Damage
    Requires
    Moved 20+ feet straight toward the target immediately before the attack.

    The rhinoceros thunders forward and tosses its head, the great horn flinging its target sprawling.

Roper

Hard · Large aberration
Roper
Fatigue / Exhaustion 7 / 5
HP 18
AP 4
AC 5 / 7 / 14
Resistance
Vulnerability
Speed 10 ft., climb 10 ft.
Senses Darkvision
Power +5
Cunning +1
Focus +1
Luck +1

Attacks

  • Bite: 1d10+5 physical
  • Tendril: 1d6+5 physical

Signature Moves

  • Reel 1 AP
    Target
    Single target
    Range
    50 ft.
    Requires
    Target is restrained by a grab

    The roper retracts its tendrils, dragging each creature Restrained by them up to 25 feet straight toward itself. If a target ends adjacent to the roper, the roper makes one Bite attack as a free action.

Traits

Grappler
Half fatigue to maintain restrained

Condition Immunities

Charmed, Frightened

A stone-skinned cave-monster that mimics a stalactite or stalagmite until prey wanders within reach. Six sticky tendrils whip out to ensnare and reel in victims.

Saber-Toothed Tiger

Hard · Large beast
Saber-Toothed Tiger
Fatigue / Exhaustion 7 / 5
HP 15
AP 4
AC 2 / 5 / 11
Resistance
Vulnerability
Speed 40 ft.
Senses Darkvision
Power +4
Cunning +3
Focus +1
Luck +1

Attacks

  • Rend: 2d6+3 physical

Traits

Aggressive
+1 ongoing to attack rolls
Escape Artist
Disengage and Hide cost 1 fewer AP
Jumper
Jump distances are doubled.

Salamander

Hard · Large elemental
Fatigue / Exhaustion 7 / 5
HP 18
AP 4
AC 3 / 6 / 12
Resistance
Vulnerability cold
Speed 30 ft.
Senses Darkvision
Power +4
Cunning +1
Focus +1
Luck +2

Attacks

  • Flame Spear: 1d8+4 fire

Signature Moves

  • Tail Grab 0 AP
    Target
    Single target
    Range
    Touch
    Save
    Power save
    Effect
    Inflicts Restrained

    On a successful melee hit with the tail, the salamander wraps its serpentine lower body around a creature within 5 feet. Target makes a Power save or is Restrained and burned by the salamander's body.

Cantrips

fire-mote

Charms

detonate

Traits

Extraplanar
Reforms on home plane in 1d4 days when killed outside it.
Grappler
Half fatigue to maintain restrained
Illuminated
Emits bright light to twice its reach, dim light beyond.
Spicy (fire)
Creatures that touch or are touched take 1d8 fire damage.

A serpentine fire elemental with the upper torso of a humanoid wielding a flame-touched spear. Salamanders serve efreeti as soldiers and metalsmiths.

Sea Hag

Hard · Medium fey
Fatigue / Exhaustion 7 / 5
HP 14
AP 4
AC 3 / 6 / 12
Resistance
Vulnerability
Speed 30 ft., swim 40 ft.
Senses Darkvision
Power +4
Cunning +1
Focus +2
Luck +1

Attacks

  • Claw: 1d8+4 physical

Signature Moves

  • Death Glare 1 AP
    Target
    Single target
    Range
    30 ft.
    Save
    Focus save
    Effect
    Instant kill
    Requires
    Target has the Frightened condition.

    The sea hag locks eyes with a Frightened creature within 30 feet. Target makes a Focus save. On a miss, if the target is currently Frightened, their wounds drop to 0 immediately as their heart fails from fear.

Cantrips

mind-spike, minor-illusion

Charms

disguise

Traits

Extraplanar
Reforms on home plane in 1d4 days when killed outside it.
Magic Resistance
+2 ongoing to saves vs spells and magic

Condition Immunities

Charmed

A withered hag of sea-bottom mud, scales, and seaweed hair. Sea hags appear horrific enough to stop hearts; they delight in turning a brave hero into a frightened wreck just so they can stare them dead.

Shambling Mound

Hard · Large plant
Shambling Mound
Fatigue / Exhaustion 7 / 5
HP 18
AP 4
AC 2 / 5 / 11
Resistance physical
Vulnerability fire
Speed 20 ft., swim 20 ft.
Senses
Power +4
Cunning +1
Focus +0
Luck +1

Attacks

  • Slam: 1d8+4 physical

Signature Moves

  • Engulf 0 AP
    Target
    Single target
    Range
    Touch
    Save
    Power save
    Effect
    Inflicts Restrained

    On a Slam hit, the shambling mound enfolds the target inside its rotting vegetable mass. Target makes a Power save or is Restrained, Blinded, and can't breathe. The target takes acid damage from the rot at the start of each shambling-mound turn.

Traits

Grappler
Half fatigue to maintain restrained

Condition Immunities

Charmed, Frightened

A heap of rotting vegetable matter risen from a bog or marsh, bound together by druidic ill-will. Shambling mounds absorb lightning that strikes them, healing instead of harming.

Specter

Hard · Medium undead
Fatigue / Exhaustion 7 / 5
HP 14
AP 4
AC 2 / 6 / 11
Resistance necrotic, cold
Vulnerability radiant
Speed 30 ft., fly 50 ft.
Senses Darkvision
Power +1
Cunning +2
Focus +1
Luck +1

Attacks

  • Life Drain: 1d6+2 necrotic

Traits

Draining
Recover half wounds dealt with melee attacks
Incorporeal
Move through creatures and objects as difficult terrain
Photophobic
-2 ongoing in sunlight

Condition Immunities

Frightened

A tormented spirit, hateful of the living. Specters drift through walls and battlefields alike, their touch draining the warmth from anything that breathes.

Sphinx of Wonder

Hard · Tiny celestial
Fatigue / Exhaustion 7 / 5
HP 14
AP 4
AC 3 / 6 / 12
Resistance radiant, necrotic
Vulnerability
Speed 20 ft., fly 40 ft.
Senses Darkvision
Power +1
Cunning +3
Focus +3
Luck +3

Attacks

  • Claws: 1d4+3 physical

Signature Moves

  • Confounding Riddle 1 AP Recharge 2
    Target
    Single target
    Range
    30 ft.
    Save
    Focus save
    Effect
    Inflicts Charmed

    The sphinx asks a riddle in a creature's mind. Target makes a Focus save or is Charmed by the sphinx for 1 minute as they puzzle the riddle. Recharge 2 turns.

Cantrips

minor-illusion

Charms

sanctuary

Traits

Extraplanar
Reforms on home plane in 1d4 days when killed outside it.
Flyby
No reactions provoked when leaving reach
Illuminated
Emits bright light to twice its reach, dim light beyond.
Magic Resistance
+2 ongoing to saves vs spells and magic

Condition Immunities

Charmed

A house-cat-sized sphinx with iridescent wings, the smallest of its kin. Sphinxes of wonder befriend gentle scholars and pose harmless puzzles to test the curious.

Spirit Naga

Hard · Large fiend
Fatigue / Exhaustion 7 / 5
HP 18
AP 4
AC 4 / 7 / 13
Resistance
Vulnerability
Speed 40 ft.
Senses Darkvision
Power +4
Cunning +3
Focus +3
Luck +3

Attacks

  • Bite: 1d6+4 poison
  • Necrotic Ray: 1d8+3 necrotic, 60'

Cantrips

poison-spray, mind-spike

Charms

sense, control-creature

Traits

Aggressive
+1 ongoing to attack rolls
Extraplanar
Reforms on home plane in 1d4 days when killed outside it.
Magic Resistance
+2 ongoing to saves vs spells and magic

Condition Immunities

Charmed, Frightened

A massive serpent with the head and torso of a woman, fanged and scaled. Spirit nagas dwell in ancient ruins, weaving illusions and dominating cultists drawn to their poisoned wisdom.

Succubus

Hard · Medium fiend
Fatigue / Exhaustion 7 / 5
HP 14
AP 4
AC 3 / 6 / 12
Resistance fire, cold, physical
Vulnerability
Speed 30 ft., fly 60 ft.
Senses Darkvision
Power +1
Cunning +3
Focus +1
Luck +5

Attacks

  • Fiendish Touch: 1d10+1 force

Signature Moves

  • Draining Kiss 1 AP
    Target
    Single target
    Range
    Touch
    Save
    Power save
    Effect
    Damage
    Requires
    Target is Charmed by the succubus.

    The succubus kisses a creature it has Charmed within 5 feet. Target makes a Power save, taking force damage on a miss (half on a save). The succubus regains wounds equal to half the damage dealt.

Cantrips

mind-spike, minor-illusion

Charms

disguise, invisibility

Traits

Draining
Recover half wounds dealt with melee attacks
Extraplanar
Reforms on home plane in 1d4 days when killed outside it.
Flyby
No reactions provoked when leaving reach

Condition Immunities

Frightened

A fiend in the shape of perfect mortal beauty, wings folded behind her. The succubus seduces through charm and reverie, then drains the life from her enraptured prey one kiss at a time.

Tiger

Hard · Large beast
Tiger
Fatigue / Exhaustion 7 / 5
HP 15
AP 4
AC 2 / 5 / 11
Resistance
Vulnerability
Speed 40 ft.
Senses Darkvision
Power +3
Cunning +3
Focus +1
Luck +1

Attacks

  • Rend: 1d6+3 physical

Signature Moves

  • Pounce 2 AP
    Target
    Single target
    Range
    Touch
    Effect
    Damage
    Requires
    Strong hit.

    The tiger springs from cover, riding the target down under its full weight as its claws Rend.

Traits

Escape Artist
Disengage and Hide cost 1 fewer AP

Tough Boss

Hard · Medium humanoid
Fatigue / Exhaustion 7 / 5
HP 14
AP 4
AC (Scale Mail) 3 / 6 / 12
Resistance
Vulnerability
Speed 30 ft.
Senses
Power +3
Cunning +2
Focus +1
Luck +1

Attacks

  • Fist: 1d6+3 physical
  • Hammer
  • Heavy Crossbow

Traits

Pack
+1 ongoing to attacks when an ally is adjacent to the target

Boss of a crew of toughs. Wades into melee, hammer swung wide, sending opponents reeling.

Unicorn

Hard · Large celestial
Fatigue / Exhaustion 7 / 5
HP 18
AP 4
AC 1 / 5 / 10
Resistance radiant, necrotic
Vulnerability
Speed 50 ft.
Senses Darkvision
Power +3
Cunning +1
Focus +2
Luck +3

Attacks

  • Hooves: 1d8+3 physical
  • Radiant Horn: 1d8+3 radiant

Signature Moves

  • Healing Touch 1 AP
    Target
    Single target
    Range
    Touch
    Effect
    Inflicts Invigorated

    The unicorn touches an ally with its horn, granting them the Invigorated condition until the end of the next round. They also recover wounds equal to the unicorn's focus + power.

Cantrips

guidance, healing-word

Charms

sanctuary, invigorate

Traits

Extraplanar
Reforms on home plane in 1d4 days when killed outside it.
Illuminated
Emits bright light to twice its reach, dim light beyond.
Legendary
Can take Legendary Actions and Legendary Resistance
Magic Resistance
+2 ongoing to saves vs spells and magic

Condition Immunities

Charmed, Frightened

A silver-coated steed with a single spiraling horn of light. Unicorns guard ancient forests; mortals of pure heart sometimes glimpse them between the trees. Hostile presence draws a charge in answer.

Vampire Spawn

Hard · Medium undead
Fatigue / Exhaustion 7 / 5
HP 14
AP 4
AC 3 / 6 / 12
Resistance necrotic, cold
Vulnerability radiant
Speed 30 ft., climb 30 ft.
Senses Darkvision
Power +3
Cunning +3
Focus +1
Luck +1

Attacks

  • Claw: 1d6+3 physical
  • Bite: 1d6+3 necrotic

Signature Moves

  • Charming Bite 0 AP
    Target
    Single target
    Range
    Touch
    Save
    Focus save
    Effect
    Inflicts Charmed

    On a Bite hit against a non-Undead creature, the target makes a Focus save. On a miss they become Charmed by the vampire-spawn for 24 hours. The target willingly accepts further bites; subsequent bites don't end the charm.

Traits

Aggressive
+1 ongoing to attack rolls
Draining
Recover half wounds dealt with melee attacks
Photophobic
-2 ongoing in sunlight

Condition Immunities

Frightened

A vampire's thrall: faster, stronger, hungrier than in life. Vampire spawn climb walls like spiders and feed on willing or unwilling alike. Sunlight chars them; running water repels them.

Vrock

Hard · Large fiend
Fatigue / Exhaustion 7 / 5
HP 18
AP 4
AC 3 / 6 / 12
Resistance fire, cold, physical
Vulnerability
Speed 40 ft., fly 60 ft.
Senses Darkvision
Power +3
Cunning +2
Focus +1
Luck +1

Attacks

  • Shred: 1d6+3 poison

Signature Moves

  • Stunning Screech 2 AP Recharge 2
    Target
    Emanation
    Range
    20 ft.
    Save
    Power save
    Effect
    Inflicts Stunned

    The vrock unleashes a shrieking cry. Each creature in a 20-foot emanation makes a Power save (other demons are immune). On a miss, the target takes force damage and is Stunned until the end of the next round. Recharge 2 turns.

Traits

Extraplanar
Reforms on home plane in 1d4 days when killed outside it.
Flyby
No reactions provoked when leaving reach
Magic Resistance
+2 ongoing to saves vs spells and magic

Condition Immunities

Frightened

A vulture-headed demon with spore-shedding feathers and a screech that shatters minds. Vrocks circle battlefields, choosing where to swoop and what to defile.

Warrior Veteran

Hard · Medium humanoid
Fatigue / Exhaustion 7 / 5
HP 14
AP 4
AC (Splint Armor) 5 / 7 / 14
Resistance
Vulnerability
Speed 30 ft.
Senses
Power +3
Cunning +1
Focus +1
Luck +1

Attacks

  • Fist: 1d6+3 physical
  • Greatsword
  • Heavy Crossbow

A career soldier — a sergeant of the king's army, a mercenary captain, a battle-scarred guard who has survived decades of skirmishes.

Water Elemental

Hard · Large elemental
Fatigue / Exhaustion 7 / 5
HP 21
AP 4
AC 2 / 5 / 11
Resistance acid, fire
Vulnerability cold
Speed 30 ft., swim 90 ft.
Senses Darkvision
Power +4
Cunning +2
Focus +1
Luck +1

Attacks

  • Slam: 1d8+4 physical

Signature Moves

  • Whelm 2 AP Recharge 2
    Target
    Single target
    Range
    Touch
    Save
    Power save
    Effect
    Inflicts Restrained

    The elemental engulfs each creature in its space. Each target makes a Power save or is Restrained, suffocating (unless they breathe water), and takes 4d8 physical damage at the start of each elemental turn. Recharge 2 turns.

Traits

Amphibious
Can breathe both air and water.
Extraplanar
Reforms on home plane in 1d4 days when killed outside it.
Grappler
Half fatigue to maintain restrained

Condition Immunities

Prone, Restrained

A heaving tidal mass with vague humanoid form. Water elementals swim faster than any natural creature and drag enemies down beneath their flowing body.

Wraith

Hard · Medium undead
Fatigue / Exhaustion 7 / 5
HP 14
AP 4
AC 3 / 6 / 12
Resistance necrotic, cold
Vulnerability radiant
Speed 5 ft., fly 60 ft.
Senses Darkvision
Power +1
Cunning +3
Focus +1
Luck +2

Attacks

  • Life Drain: 1d8+3 necrotic

Traits

Draining
Recover half wounds dealt with melee attacks
Incorporeal
Move through creatures and objects as difficult terrain
Photophobic
-2 ongoing in sunlight
Reinforcements
Can summon allies by spending Doom

Condition Immunities

Frightened

A greater shade of malice, the wraith was once a corrupted soul of great power. It can call up to seven specters from the corpses of those it has slain, building a court of the unhappy dead.

Wyvern

Hard · Large dragon
Fatigue / Exhaustion 7 / 5
HP 18
AP 4
AC 3 / 6 / 12
Resistance
Vulnerability
Speed 20 ft., fly 80 ft.
Senses Darkvision
Power +3
Cunning +1
Focus +1
Luck +1

Attacks

  • Bite: 1d8+3 physical
  • Stinger: 1d8+3 poison

Signature Moves

  • Poison Stinger 0 AP
    Target
    Single target
    Range
    Touch
    Save
    Power save
    Effect
    Inflicts Doomed

    When the wyvern hits with its Stinger attack, the target makes a Power save or gains the Doomed condition until the end of the next round.

Traits

Flyby
No reactions provoked when leaving reach

A dragon-kin with leathery wings, a serpentine tail tipped with a barbed stinger, and a savage temperament. Lacks the cunning and breath weapons of true dragons but compensates with predatory speed and venom.

Xorn

Hard · Medium elemental
Fatigue / Exhaustion 7 / 5
HP 14
AP 4
AC 5 / 7 / 14
Resistance physical
Vulnerability
Speed 20 ft., burrow 20 ft.
Senses Darkvision, Tremorsense 60 ft.
Power +4
Cunning +1
Focus +1
Luck +2

Attacks

  • Bite: 1d8+4 physical
  • Claw: 1d6+4 physical

Traits

Extraplanar
Reforms on home plane in 1d4 days when killed outside it.
Grappler
Half fatigue to maintain restrained
Tunneler
Leaves a tunnel when burrowing.

A three-legged, three-armed earth elemental with a wide mouth atop a stone-hide body. Xorn eat precious metals and gems; they slide through earth as fish swim water.

Young Black Dragon

Hard · Large dragon
Fatigue / Exhaustion 7 / 5
HP 18
AP 4
AC 3 / 6 / 12
Resistance
Vulnerability
Speed 30 ft., fly 60 ft., climb 30 ft.
Senses Darkvision, Blindsight 30 ft.
Power +3
Cunning +2
Focus +2
Luck +1

Attacks

  • Rend: 1d8+3 physical

Signature Moves

  • Acid Breath 2 AP Recharge 2
    Target
    Line
    Range
    30 ft.
    Save
    Cunning save
    Effect
    Damage

    A 30-foot line of acid erupts from the dragon. Each creature in the area makes a Cunning save, taking damage on a miss (half on a save). Recharge 2 turns.

Traits

Flyby
No reactions provoked when leaving reach

A young swamp dragon coming into its element. Its acid breath dissolves leather and flesh alike; its cunning matches that of a sly noble's spymaster.

Young Blue Dragon

Hard · Large dragon
Fatigue / Exhaustion 7 / 5
HP 18
AP 4
AC 3 / 6 / 12
Resistance
Vulnerability
Speed 30 ft., fly 60 ft., climb 30 ft.
Senses Darkvision, Blindsight 30 ft.
Power +3
Cunning +2
Focus +2
Luck +1

Attacks

  • Rend: 1d8+3 physical

Signature Moves

  • Lightning Breath 2 AP Recharge 2
    Target
    Line
    Range
    30 ft.
    Save
    Cunning save
    Effect
    Damage

    A 30-foot line of lightning erupts from the dragon. Each creature in the area makes a Cunning save, taking damage on a miss (half on a save). Recharge 2 turns.

Traits

Flyby
No reactions provoked when leaving reach

A young desert dragon, scales the color of stormcloud. Lightning lances along its hide; it strikes with a hot, dry arrogance.

Young Brass Dragon

Hard · Large dragon
Fatigue / Exhaustion 7 / 5
HP 18
AP 4
AC 3 / 6 / 12
Resistance
Vulnerability
Speed 30 ft., fly 60 ft., climb 30 ft.
Senses Darkvision, Blindsight 30 ft.
Power +3
Cunning +1
Focus +3
Luck +1

Attacks

  • Rend: 1d8+3 physical

Signature Moves

  • Fire Breath 2 AP Recharge 2
    Target
    Line
    Range
    30 ft.
    Save
    Cunning save
    Effect
    Damage

    A 30-foot line of fire erupts from the dragon. Each creature in the area makes a Cunning save, taking damage on a miss (half on a save). Recharge 2 turns.

Traits

Flyby
No reactions provoked when leaving reach

A young dragon of warm desert sands, talkative even in combat. Will challenge interlopers to riddle contests as readily as flame them.

Young Bronze Dragon

Hard · Large dragon
Fatigue / Exhaustion 7 / 5
HP 18
AP 4
AC 3 / 6 / 12
Resistance
Vulnerability
Speed 30 ft., fly 60 ft., swim 30 ft.
Senses Darkvision, Blindsight 30 ft.
Power +3
Cunning +1
Focus +3
Luck +1

Attacks

  • Rend: 1d8+3 physical

Signature Moves

  • Lightning Breath 2 AP Recharge 2
    Target
    Line
    Range
    30 ft.
    Save
    Cunning save
    Effect
    Damage

    A 30-foot line of lightning erupts from the dragon. Each creature in the area makes a Cunning save, taking damage on a miss (half on a save). Recharge 2 turns.

Traits

Flyby
No reactions provoked when leaving reach

A young dragon of stormy coasts. Coastal raiders fear bronzes; pirates respect them. Their lightning crackles across the waves.

Young Copper Dragon

Hard · Large dragon
Fatigue / Exhaustion 7 / 5
HP 18
AP 4
AC 3 / 6 / 12
Resistance
Vulnerability
Speed 30 ft., fly 60 ft., climb 30 ft.
Senses Darkvision, Blindsight 30 ft.
Power +3
Cunning +1
Focus +3
Luck +1

Attacks

  • Rend: 1d8+3 physical

Signature Moves

  • Acid Breath 2 AP Recharge 2
    Target
    Line
    Range
    30 ft.
    Save
    Cunning save
    Effect
    Damage

    A 30-foot line of acid erupts from the dragon. Each creature in the area makes a Cunning save, taking damage on a miss (half on a save). Recharge 2 turns.

Traits

Flyby
No reactions provoked when leaving reach

A young dragon of red-brown scales who delights in tricks. Prefers to outwit than overpower, but the acid breath earns respect when wit fails.

Young Gold Dragon

Hard · Large dragon
Fatigue / Exhaustion 7 / 5
HP 18
AP 4
AC 3 / 6 / 12
Resistance
Vulnerability
Speed 30 ft., fly 60 ft., climb 30 ft.
Senses Darkvision, Blindsight 30 ft.
Power +3
Cunning +1
Focus +3
Luck +1

Attacks

  • Rend: 1d8+3 physical

Signature Moves

  • Fire Breath 2 AP Recharge 2
    Target
    Cone
    Range
    30 ft.
    Save
    Cunning save
    Effect
    Damage

    A 30-foot cone of fire erupts from the dragon. Each creature in the area makes a Cunning save, taking damage on a miss (half on a save). Recharge 2 turns.

Traits

Flyby
No reactions provoked when leaving reach

A young dragon of beaten-coin scales and noble bearing. Already a defender of small folk and seeker of higher justice.

Young Green Dragon

Hard · Large dragon
Fatigue / Exhaustion 7 / 5
HP 18
AP 4
AC 3 / 6 / 12
Resistance
Vulnerability
Speed 30 ft., fly 60 ft., climb 30 ft.
Senses Darkvision, Blindsight 30 ft.
Power +3
Cunning +2
Focus +2
Luck +1

Attacks

  • Rend: 1d8+3 physical

Signature Moves

  • Poison Breath 2 AP Recharge 2
    Target
    Cone
    Range
    30 ft.
    Save
    Cunning save
    Effect
    Damage

    A 30-foot cone of poison erupts from the dragon. Each creature in the area makes a Cunning save, taking damage on a miss (half on a save). Recharge 2 turns.

Traits

Flyby
No reactions provoked when leaving reach

A young forest dragon, scales the dim green of canopy moss. Manipulative and patient; it would rather make an enemy a slave than a corpse.

Young Red Dragon

Hard · Large dragon
Fatigue / Exhaustion 7 / 5
HP 18
AP 4
AC 3 / 6 / 12
Resistance
Vulnerability
Speed 30 ft., fly 60 ft., climb 30 ft.
Senses Darkvision, Blindsight 30 ft.
Power +3
Cunning +2
Focus +2
Luck +1

Attacks

  • Rend: 1d8+3 physical

Signature Moves

  • Fire Breath 2 AP Recharge 2
    Target
    Cone
    Range
    30 ft.
    Save
    Cunning save
    Effect
    Damage

    A 30-foot cone of fire erupts from the dragon. Each creature in the area makes a Cunning save, taking damage on a miss (half on a save). Recharge 2 turns.

Traits

Flyby
No reactions provoked when leaving reach

A young dragon of crimson scale, hatched within volcanic caldera. Vain and proud; its fire is fierce but disciplined.

Young Silver Dragon

Hard · Large dragon
Fatigue / Exhaustion 7 / 5
HP 18
AP 4
AC 3 / 6 / 12
Resistance
Vulnerability
Speed 30 ft., fly 60 ft., climb 30 ft.
Senses Darkvision, Blindsight 30 ft.
Power +3
Cunning +1
Focus +3
Luck +1

Attacks

  • Rend: 1d8+3 physical

Signature Moves

  • Cold Breath 2 AP Recharge 2
    Target
    Cone
    Range
    30 ft.
    Save
    Cunning save
    Effect
    Damage

    A 30-foot cone of cold erupts from the dragon. Each creature in the area makes a Cunning save, taking damage on a miss (half on a save). Recharge 2 turns.

Traits

Flyby
No reactions provoked when leaving reach

A young dragon of mirror-bright scales. Wise beyond its years; aids mortals it judges worthy.

Young White Dragon

Hard · Large dragon
Fatigue / Exhaustion 7 / 5
HP 18
AP 4
AC 3 / 6 / 12
Resistance
Vulnerability
Speed 30 ft., fly 60 ft., climb 30 ft.
Senses Darkvision, Blindsight 30 ft.
Power +3
Cunning +2
Focus +2
Luck +1

Attacks

  • Rend: 1d8+3 physical

Signature Moves

  • Cold Breath 2 AP Recharge 2
    Target
    Cone
    Range
    30 ft.
    Save
    Cunning save
    Effect
    Damage

    A 30-foot cone of cold erupts from the dragon. Each creature in the area makes a Cunning save, taking damage on a miss (half on a save). Recharge 2 turns.

Traits

Flyby
No reactions provoked when leaving reach

A young dragon of pure white scale, born in glacial caves. Direct and savage — white dragons fight before they speak.

Animated Armor

Medium · Medium construct
Fatigue / Exhaustion 5 / 5
HP 12
AP 3
AC 5 / 7 / 14
Resistance
Vulnerability
Speed 25 ft.
Senses Blindsight 60 ft.
Power +3
Cunning +0
Focus +0
Luck +0

Attacks

  • Slam: 1d6+3 physical

Traits

Immutable
Cannot be polymorphed or shape-shifted.

Condition Immunities

Charmed

A suit of plate mail animated to defend its station — a gallery, a tomb, a wizard's vault. The armor moves with a metallic shriek that gives almost no warning.

Animated Rug of Smothering

Medium · Large construct
Fatigue / Exhaustion 5 / 5
HP 12
AP 3
AC 1 / 5 / 10
Resistance
Vulnerability
Speed 10 ft.
Senses Blindsight 60 ft.
Power +3
Cunning +2
Focus +0
Luck +0

Attacks

  • Smother: 1d6+3 physical

Signature Moves

  • Smother 0 AP
    Target
    Single target
    Range
    Touch
    Save
    Power save
    Effect
    Inflicts Restrained

    On a Smother hit, the rug wraps around the target. Target makes a Power save or is Restrained, Blinded, and can't breathe. The rug deals automatic damage to anyone it has fully wrapped each turn while wrapped.

Traits

Grappler
Half fatigue to maintain restrained
Immutable
Cannot be polymorphed or shape-shifted.

Condition Immunities

Charmed

A heavy carpet animated to wait flat on the floor of a foyer or trophy room. When a creature steps on it, the rug rears up and flips over the victim, smothering them in its dusty folds.

Ape

Medium · Medium beast
Ape
Fatigue / Exhaustion 5 / 5
HP 12
AP 3
AC 1 / 5 / 10
Resistance
Vulnerability
Speed 30 ft., climb 30 ft.
Senses
Power +3
Cunning +2
Focus +1
Luck +0

Attacks

  • Fist: 1d4+3 physical

Signature Moves

  • Rock 2 AP
    Target
    Single target
    Range
    30 ft.
    Save
    Cunning save
    Effect
    Damage

    The ape hurls a rock at a creature it can see within 30 feet, which makes a Cunning save. On a miss it takes 1d6+power physical damage; on a weak save, half damage; on a strong save, the rock goes wide.

Traits

Aggressive
+1 ongoing to attack rolls

Bandit Captain

Medium · Medium humanoid
Bandit Captain
Fatigue / Exhaustion 5 / 5
HP 12
AP 3
AC (Studded Leather Armor) 3 / 6 / 12
Resistance
Vulnerability
Speed 30 ft.
Senses
Power +2
Cunning +3
Focus +2
Luck +1

Attacks

  • Fist: 1d6+2 physical
  • Shortsword

Basilisk

Medium · Medium monstrosity
Fatigue / Exhaustion 5 / 5
HP 12
AP 3
AC 4 / 6 / 13
Resistance
Vulnerability
Speed 20 ft.
Senses Darkvision
Power +2
Cunning +0
Focus +1
Luck +0

Attacks

  • Bite: 1d8+2 physical

Signature Moves

  • Petrifying Gaze 1 AP Recharge 2
    Target
    Single target
    Range
    30 ft.
    Save
    Focus save
    Effect
    Inflicts Petrified

    The basilisk locks eyes with a creature it can see within 30 feet. The target makes a Focus save; on a miss, it becomes Petrified. A target that averts its eyes (declared at the start of its turn) takes disadvantage on its attacks against the basilisk and gains advantage on this save. Recharge 2 turns.

A many-legged reptile the size of a large dog, its yellow eyes capable of seizing the marrow into stone. Statue gardens around basilisk lairs are not works of art.

Black Bear

Medium · Medium beast
Black Bear
Fatigue / Exhaustion 5 / 5
HP 12
AP 3
AC 1 / 5 / 10
Resistance
Vulnerability
Speed 30 ft., climb 30 ft., swim 30 ft.
Senses Darkvision
Power +2
Cunning +1
Focus +1
Luck +0

Attacks

  • Rend: 1d6+2 physical

Traits

Aggressive
+1 ongoing to attack rolls

Blink Dog

Medium · Medium fey
Fatigue / Exhaustion 5 / 5
HP 12
AP 3
AC 1 / 5 / 10
Resistance
Vulnerability
Speed 40 ft.
Senses Darkvision
Power +2
Cunning +3
Focus +1
Luck +1

Attacks

  • Bite: 1d6+2 physical

Signature Moves

  • Blink Teleport 1 AP
    Target
    Single target
    Range
    40 ft.

    The blink dog vanishes and reappears at a point within 40 feet that it can see. This can be used as a bonus action.

Traits

Extraplanar
Reforms on home plane in 1d4 days when killed outside it.
Flyby
No reactions provoked when leaving reach
Pack
+1 ongoing to attacks when an ally is adjacent to the target

A noble fey-touched canine that blinks between the mortal world and the fey realms. Blink dogs hunt corrupted creatures in coordinated packs, vanishing before a counterattack can land.

Boar

Medium · Medium beast
Boar
Fatigue / Exhaustion 5 / 5
HP 8
AP 3
AC 1 / 5 / 10
Resistance
Vulnerability
Speed 40 ft.
Senses
Power +2
Cunning +0
Focus -1
Luck +0

Attacks

  • Tusks: 1d6+2 physical

Signature Moves

  • Gore 2 AP
    Target
    Single target
    Range
    Touch
    Effect
    Damage
    Requires
    Moved 20+ feet straight toward the target immediately before the attack.

    The boar lowers its head and drives its tusks home, the impact lifting its quarry off their feet.

Traits

Bloodthirsty
+2 ongoing to attacks and damage when below half wounds

Bugbear Warrior

Medium · Medium humanoid
Fatigue / Exhaustion 5 / 5
HP 12
AP 3
AC (Hide Armor) 2 / 5 / 11
Resistance
Vulnerability
Speed 30 ft.
Senses Darkvision
Power +2
Cunning +2
Focus +0
Luck +0

Attacks

  • Fist: 1d6+2 physical
  • Hammer

Traits

Abduct
Moves at full speed while dragging a grappled creature.
Grappler
Half fatigue to maintain restrained

A hulking goblinoid warrior, almost seven feet tall and built for grabs and drags. Will pull a prisoner across a battlefield without slowing down.

Camel

Medium · Large beast
Camel
Fatigue / Exhaustion 5 / 5
HP 9
AP 3
AC 2 / 5 / 11
Resistance
Vulnerability
Speed 50 ft.
Senses Darkvision
Power +3
Cunning +0
Focus +0
Luck +0

Attacks

  • Bite: 1d4+3 physical

Constrictor Snake

Medium · Large beast
Constrictor Snake
Fatigue / Exhaustion 5 / 5
HP 9
AP 3
AC 2 / 5 / 11
Resistance
Vulnerability
Speed 30 ft., swim 30 ft.
Senses
Power +2
Cunning +2
Focus +0
Luck +0

Attacks

  • Bite: 1d8+2 physical

Signature Moves

  • Constrict 2 AP
    Target
    Single target
    Range
    Touch
    Save
    Power save
    Effect
    Damage

    The snake throws its coils around a Medium or smaller creature within reach and squeezes, crushing the breath from it and pinning it fast.

Couatl

Medium · Medium celestial
Fatigue / Exhaustion 5 / 5
HP 12
AP 3
AC 3 / 6 / 12
Resistance radiant
Vulnerability
Speed 30 ft., fly 90 ft.
Senses Truesight 120 ft.
Power +1
Cunning +2
Focus +3
Luck +2

Attacks

  • Bite: 1d8+2 poison

Signature Moves

  • Constrict 1 AP
    Target
    Single target
    Range
    Touch
    Save
    Power save
    Effect
    Inflicts Restrained

    The couatl coils around a Medium or smaller creature within 5 feet. Target makes a Power save, taking physical damage on a miss and gaining the Restrained condition.

Cantrips

sacred-flame, healing-word

Charms

invigorate, sanctuary

Traits

Extraplanar
Reforms on home plane in 1d4 days when killed outside it.
Flyby
No reactions provoked when leaving reach
Illuminated
Emits bright light to twice its reach, dim light beyond.
Magic Resistance
+2 ongoing to saves vs spells and magic

Condition Immunities

Charmed

A feathered serpent of jeweled plumage, sent from the upper planes to guard sacred places or guide mortal heroes. Couatls speak every language and shield their minds from any intrusion.

Cultist Fanatic

Medium · Medium humanoid
Fatigue / Exhaustion 5 / 5
HP 10
AP 3
AC (Leather Armor) 1 / 5 / 10
Resistance
Vulnerability
Speed 30 ft.
Senses
Power +0
Cunning +2
Focus +2
Luck +0

Attacks

  • Pact Blade: 1d8+2 necrotic

Cantrips

sacred-flame, guidance

Charms

invigorate, sanctuary

A zealot whose devotion has earned them a sliver of their patron's power. They wield a necrotic-touched blade and can call down minor blessings or wounds.

Death Dog

Medium · Medium beast
Death Dog
Fatigue / Exhaustion 5 / 5
HP 12
AP 3
AC 1 / 5 / 10
Resistance
Vulnerability
Speed 40 ft.
Senses Darkvision
Power +2
Cunning +1
Focus +1
Luck +0

Attacks

  • Bite: 1d6+2 physical

Traits

Reactive
1 reaction per PC turn instead of 1 per round

Condition Immunities

Charmed, Frightened

A vicious two-headed dog whose bite carries a wasting disease. The second head never sleeps, and the creature is famously hard to startle, charm, or frighten. GMs may impose lingering sickness on creatures bitten by a death dog as a long-term narrative complication.

Doppelganger

Medium · Medium monstrosity
Fatigue / Exhaustion 5 / 5
HP 12
AP 3
AC 1 / 5 / 10
Resistance
Vulnerability
Speed 30 ft.
Senses Darkvision
Power +1
Cunning +3
Focus +2
Luck +2

Attacks

  • Slam: 1d6+3 physical

Signature Moves

  • Read Thoughts 1 AP
    Target
    Single target
    Range
    30 ft.
    Save
    Focus save
    Effect
    Inflicts Impaired

    The doppelganger probes the mind of a creature it can see within 30 feet. The target makes a Focus save. On a miss, the doppelganger learns its surface thoughts and the target is Impaired until the end of the next round as memories shuffle. No damage.

Traits

Shapeshifter
Can assume the appearance of any creature or object it has seen of similar size. Mechanical stats are unchanged.

Condition Immunities

Charmed

A grey-skinned shapechanger that wears stolen faces and stolen lives. Communities that discover one in their midst rarely trust their own neighbors again.

Draft Horse

Medium · Large beast
Draft Horse
Fatigue / Exhaustion 5 / 5
HP 9
AP 3
AC 2 / 5 / 11
Resistance
Vulnerability
Speed 40 ft.
Senses
Power +3
Cunning +0
Focus +0
Luck +0

Attacks

  • Hooves: 1d4+3 physical

Druid

Medium · Medium humanoid
Fatigue / Exhaustion 5 / 5
HP 10
AP 3
AC (Studded Leather Armor) 1 / 5 / 10
Resistance
Vulnerability
Speed 30 ft.
Senses
Power +0
Cunning +1
Focus +3
Luck +0

Attacks

  • Fist: 1d6+0 physical
  • Quarterstaff

Cantrips

bestial-aspect, sacred-flame, windrush

Charms

emanate, control-element, commune

A nature priest of an old tradition, conduit for the primal world. Speaks with animals, calls thunder, and shapes the green to hinder enemies.

Dryad

Medium · Medium fey
Fatigue / Exhaustion 5 / 5
HP 12
AP 3
AC 1 / 5 / 10
Resistance
Vulnerability
Speed 30 ft.
Senses Darkvision
Power +1
Cunning +2
Focus +2
Luck +3

Attacks

  • Vine Whip: 1d6+2 physical

Signature Moves

  • Fey Charm 1 AP Once per encounter
    Target
    Single target
    Range
    60 ft.
    Save
    Focus save
    Effect
    Inflicts Charmed

    The dryad speaks soft fey-magic to a creature within 60 feet. Target makes a Focus save or is Charmed by the dryad for 24 hours. While Charmed, the target regards the dryad as a dear friend. Once per encounter.

Cantrips

minor-illusion

Charms

disguise

Traits

Escape Artist
Disengage and Hide cost 1 fewer AP
Extraplanar
Reforms on home plane in 1d4 days when killed outside it.
Illuminated
Emits bright light to twice its reach, dim light beyond.

Condition Immunities

Charmed

A fey spirit bonded to a single tree, taking the form of a beautiful person of bark and leaf. Dryads charm intruders into peaceful retreat — and worse fates for those who threaten the bonded tree.

Elk

Medium · Large beast
Elk
Fatigue / Exhaustion 5 / 5
HP 9
AP 3
AC 2 / 5 / 11
Resistance
Vulnerability
Speed 50 ft.
Senses Darkvision
Power +3
Cunning +0
Focus +0
Luck +0

Attacks

  • Horns: 1d6+3 physical

Signature Moves

  • Ram 2 AP
    Target
    Single target
    Range
    Touch
    Effect
    Damage

    The elk rears and drives its antlers into its target, throwing its full weight behind the blow to bowl the target over. On a hit the target is knocked Prone.

Ettercap

Medium · Medium monstrosity
Fatigue / Exhaustion 5 / 5
HP 10
AP 3
AC 2 / 5 / 11
Resistance
Vulnerability
Speed 30 ft., climb 30 ft.
Senses Darkvision
Power +2
Cunning +1
Focus +1
Luck +0

Attacks

  • Bite: 1d6+2 poison
  • Claws: 1d6+2 physical

Signature Moves

  • Web Snare 2 AP Recharge 2
    Target
    Single target
    Range
    30 ft.
    Save
    Cunning save
    Effect
    Inflicts Restrained

    The ettercap flicks a glob of silken web at a creature within 30 feet. The target makes a Cunning save; on a miss, it is Restrained by webbing. Recharge 2 turns.

Traits

Climber
Can climb difficult surfaces, including ceilings, without a check.
Grappler
Half fatigue to maintain restrained
Spicy (poison)
Creatures that touch or are touched take 1d6 poison damage.
Webwalker
Ignores web movement restrictions. Senses web contacts.

A spider-tender of the deep woods, with a humanoid body, an arachnid face, and crooked claws that herd captives toward its silk-bound larder.

Gargoyle

Medium · Medium elemental
Fatigue / Exhaustion 5 / 5
HP 12
AP 3
AC 3 / 6 / 12
Resistance physical
Vulnerability
Speed 30 ft., fly 60 ft.
Senses Darkvision
Power +2
Cunning +2
Focus +1
Luck +0

Attacks

  • Bite: 1d6+2 physical
  • Claws: 1d6+2 physical

Traits

Extraplanar
Reforms on home plane in 1d4 days when killed outside it.
Flyby
No reactions provoked when leaving reach

A stone-skinned earth elemental in the shape of a grotesque winged statue. Gargoyles hold still atop battlements for years, then animate when prey passes below.

Gelatinous Cube

Medium · Large ooze
Gelatinous Cube
Fatigue / Exhaustion 5 / 5
HP 15
AP 3
AC 0 / 4 / 9
Resistance physical
Vulnerability
Speed 15 ft.
Senses
Power +3
Cunning +0
Focus +0
Luck +0

Attacks

  • Pseudopod: 1d6+3 acid

Signature Moves

  • Engulf 1 AP
    Target
    Emanation
    Range
    5 ft.
    Save
    Power save
    Effect
    Inflicts Restrained

    The cube glides through a creature's space, attempting to engulf them. Target makes a Power save or is Restrained inside the cube, Blinded, and takes 2d6 acid damage at the start of each cube turn.

Traits

Amorphous
Can move through spaces as narrow as 1 inch without squeezing.
Grappler
Half fatigue to maintain restrained
Occupier
Can enter and share another creature's space.
Spicy (acid)
Creatures that touch or are touched take 1d8 acid damage.

Condition Immunities

Charmed, Frightened, Prone

A 10-foot cube of translucent jelly that drifts down dungeon halls, scrubbing them clean of organic matter. Half-dissolved coins, bones, and unlucky adventurers float suspended within.

Ghast

Medium · Medium undead
Fatigue / Exhaustion 5 / 5
HP 12
AP 3
AC 1 / 5 / 10
Resistance necrotic, cold
Vulnerability radiant
Speed 30 ft.
Senses Darkvision
Power +3
Cunning +3
Focus +0
Luck +0

Attacks

  • Bite: 1d8+3 necrotic
  • Claw: 1d6+3 physical

Signature Moves

  • Stench Aura 0 AP
    Target
    Emanation
    Range
    5 ft.
    Save
    Power save
    Effect
    Inflicts Doomed

    Each creature that starts its turn within 5 feet of the ghast must make a Power save or gain the Doomed condition until the end of the next round. A creature that succeeds is immune to this ghast's stench for 24 hours.

Traits

Aggressive
+1 ongoing to attack rolls

Condition Immunities

Frightened

A more powerful kindred of the ghoul, the ghast leads packs of lesser corpse-eaters. The reek of decay rolls off it in waves potent enough to sicken the strongest warrior.

Ghoul

Medium · Medium undead
Fatigue / Exhaustion 5 / 5
HP 12
AP 3
AC 1 / 5 / 10
Resistance necrotic, cold
Vulnerability radiant
Speed 30 ft.
Senses Darkvision
Power +1
Cunning +2
Focus +0
Luck +0

Attacks

  • Bite: 1d6+1 necrotic
  • Claw: 1d4+2 physical

Signature Moves

  • Paralyzing Claws 0 AP
    Target
    Single target
    Range
    Touch
    Save
    Power save
    Effect
    Inflicts Stunned

    On a Claw hit, the target makes a Power save. On a miss they are Stunned until the end of the next round as a paralyzing necrotic poison floods their veins.

Traits

Aggressive
+1 ongoing to attack rolls

Condition Immunities

Frightened

A corpse-eating undead with hungry yellow eyes and claws that drip paralyzing necrotic poison. Ghouls hunt in packs through graveyards and battlefields.

Giant Badger

Medium · Medium beast
Giant Badger
Fatigue / Exhaustion 5 / 5
HP 8
AP 3
AC 1 / 5 / 10
Resistance poison
Vulnerability
Speed 30 ft., burrow 10 ft.
Senses Darkvision
Power +3
Cunning +0
Focus +1
Luck +0

Attacks

  • Bite: 2d4+3 physical

Giant Bat

Medium · Large beast
Giant Bat
Fatigue / Exhaustion 5 / 5
HP 9
AP 3
AC 2 / 5 / 11
Resistance
Vulnerability
Speed 10 ft., fly 60 ft.
Senses Blindsight 60 ft.
Power +2
Cunning +3
Focus +1
Luck +0

Attacks

  • Bite: 1d6+2 physical

Giant Centipede

Medium · Small beast
Giant Centipede
Fatigue / Exhaustion 5 / 5
HP 10
AP 3
AC 1 / 5 / 10
Resistance
Vulnerability
Speed 30 ft., climb 30 ft.
Senses
Power +1
Cunning +2
Focus -2
Luck +0

Attacks

  • Bite: 1d8+1 physical

Signature Moves

  • Venom 2 AP
    Target
    Single target
    Range
    Touch
    Save
    Power save
    Effect
    Damage

    The centipede's mandibles pump a numbing venom into the wound, fogging the mind and dulling the senses.

Giant Crab

Medium · Medium beast
Giant Crab
Fatigue / Exhaustion 5 / 5
HP 12
AP 3
AC 1 / 5 / 10
Resistance
Vulnerability
Speed 30 ft., swim 30 ft.
Senses
Power +1
Cunning +1
Focus -1
Luck +0

Attacks

  • Pincer: 1d8+1 physical

Signature Moves

  • Clamp 2 AP
    Target
    Single target
    Range
    Touch
    Save
    Power save
    Effect
    Damage

    The crab's pincer closes on a Medium or smaller creature within reach and holds it pinned against the shell.

Traits

Amphibious
Can breathe both air and water.

Giant Eagle

Medium · Large beast
Giant Eagle
Fatigue / Exhaustion 5 / 5
HP 12
AP 3
AC 1 / 5 / 10
Resistance
Vulnerability
Speed 10 ft., fly 80 ft.
Senses
Power +2
Cunning +2
Focus +1
Luck +0

Attacks

  • Talons: 1d8+2 physical

Traits

Flyby
No reactions provoked when leaving reach

A massive raptor with a 20-foot wingspan, unusually keen-witted — said to understand the tongues of mortal folk. Older eagles have been known to bear willing riders aloft.

Giant Fire Beetle

Medium · Small beast
Giant Fire Beetle
Fatigue / Exhaustion 5 / 5
HP 10
AP 3
AC 1 / 5 / 10
Resistance fire
Vulnerability
Speed 30 ft., climb 30 ft.
Senses
Power +1
Cunning +0
Focus -2
Luck +0

Attacks

  • Bite: 1d8+1 fire

Traits

Illuminated
Emits bright light to twice its reach, dim light beyond.
Spicy (fire)
Creatures that touch or are touched take 1d6 fire damage.

Giant Frog

Medium · Medium beast
Giant Frog
Fatigue / Exhaustion 5 / 5
HP 12
AP 3
AC 1 / 5 / 10
Resistance
Vulnerability
Speed 30 ft., swim 30 ft.
Senses Darkvision
Power +1
Cunning +1
Focus +0
Luck +0

Attacks

  • Bite: 1d6+1 physical

Signature Moves

  • Tongue Grab 2 AP
    Target
    Single target
    Range
    Touch
    Save
    Power save
    Effect
    Damage

    Its tongue lashes out and snares the target, reeling it back toward the frog's waiting maw.

Traits

Amphibious
Can breathe both air and water.
Jumper
Jump distances are doubled.

Giant Goat

Medium · Large beast
Giant Goat
Fatigue / Exhaustion 5 / 5
HP 14
AP 3
AC 0 / 4 / 9
Resistance
Vulnerability
Speed 40 ft., climb 30 ft.
Senses
Power +2
Cunning +1
Focus +0
Luck +0

Attacks

  • Ram: 1d8+2 physical

Signature Moves

  • Charge 2 AP
    Target
    Single target
    Range
    Touch
    Effect
    Damage
    Requires
    Moved 20+ feet straight toward the target immediately before the attack.

    If the goat moved at least 20 feet straight toward the target immediately before the hit, the target has the Prone condition on a strong hit. range: 5

A surefooted mountain dweller the size of a draft horse, with curling horns and a charge that can splinter shields. Giant goats roam high crags where most predators cannot follow.

Giant Lizard

Medium · Large beast
Giant Lizard
Fatigue / Exhaustion 5 / 5
HP 9
AP 3
AC 2 / 5 / 11
Resistance
Vulnerability
Speed 40 ft., climb 40 ft.
Senses Darkvision
Power +2
Cunning +1
Focus +0
Luck +0

Attacks

  • Bite: 1d8+2 physical

Giant Octopus

Medium · Large beast
Giant Octopus
Fatigue / Exhaustion 5 / 5
HP 15
AP 3
AC 2 / 5 / 11
Resistance
Vulnerability
Speed 10 ft., swim 60 ft.
Senses Darkvision
Power +2
Cunning +1
Focus +0
Luck +0

Attacks

  • Tentacles: 1d6+2 physical

Signature Moves

  • Entangle 2 AP
    Target
    Single target
    Range
    Touch
    Save
    Power save
    Effect
    Damage

    Its arms coil around the target, suckers gripping fast as the octopus hauls it close.

Traits

Aquatic
Can only breathe underwater. Suffocates if removed.

Giant Owl

Medium · Large beast
Giant Owl
Fatigue / Exhaustion 5 / 5
HP 12
AP 3
AC 1 / 5 / 10
Resistance
Vulnerability
Speed 5 ft., fly 60 ft.
Senses Darkvision
Power +1
Cunning +2
Focus +2
Luck +0

Attacks

  • Talons: 1d8+2 physical

Traits

Flyby
No reactions provoked when leaving reach

A silent flier with eyes that pierce even the deepest night. Giant owls are uncommonly intelligent and have been known to serve as scouts and messengers for forest-dwelling folk.

Giant Rat

Medium · Small beast
Giant Rat
Fatigue / Exhaustion 5 / 5
HP 10
AP 3
AC 1 / 5 / 10
Resistance
Vulnerability
Speed 30 ft., climb 30 ft.
Senses Darkvision
Power +0
Cunning +2
Focus +0
Luck +0

Attacks

  • Bite: 1d8+0 physical

Signature Moves

  • Filth Bite 2 AP
    Target
    Single target
    Range
    Touch
    Save
    Power save
    Effect
    Damage

    The rat's filth-caked teeth sink in, and the wound festers almost at once, sapping the strength from the limb.

Traits

Pack
+1 ongoing to attacks when an ally is adjacent to the target

Giant Scorpion

Medium · Large beast
Giant Scorpion
Fatigue / Exhaustion 5 / 5
HP 11
AP 3
AC 2 / 5 / 11
Resistance
Vulnerability
Speed 40 ft.
Senses Tremorsense 30 ft.
Power +2
Cunning +1
Focus -1
Luck +1

Attacks

  • Pincer: 1d6+2 physical
  • Sting: 1d8+2 poison

Signature Moves

  • Clamp 2 AP
    Target
    Single target
    Range
    Touch
    Save
    Power save
    Effect
    Damage

    The scorpion's pincer closes around a Large or smaller creature within reach and holds it fast while the tail arches overhead.

Giant Seahorse

Medium · Large beast
Giant Seahorse
Fatigue / Exhaustion 5 / 5
HP 11
AP 3
AC 2 / 5 / 11
Resistance
Vulnerability
Speed 5 ft., swim 40 ft.
Senses
Power +2
Cunning +1
Focus +1
Luck +0

Attacks

  • Snout: 1d8+2 physical

Signature Moves

  • Ram 2 AP
    Target
    Single target
    Range
    Touch
    Effect
    Damage
    Requires
    Moved 20+ feet straight toward the target immediately before the attack.

    The seahorse drives its armored snout forward in a heavy charging blow.

Traits

Aquatic
Can only breathe underwater. Suffocates if removed.

Giant Toad

Medium · Large beast
Giant Toad
Fatigue / Exhaustion 5 / 5
HP 15
AP 3
AC 2 / 5 / 11
Resistance
Vulnerability
Speed 30 ft., swim 30 ft.
Senses Darkvision
Power +2
Cunning +1
Focus +0
Luck +0

Attacks

  • Bite: 1d6+2 physical

Signature Moves

  • Tongue Grab 2 AP
    Target
    Single target
    Range
    Touch
    Save
    Power save
    Effect
    Damage

    Its tongue lashes out and snares the target, reeling it back toward the toad's gaping mouth.

Traits

Amphibious
Can breathe both air and water.
Jumper
Jump distances are doubled.

Giant Venomous Snake

Medium · Medium beast
Giant Venomous Snake
Fatigue / Exhaustion 5 / 5
HP 12
AP 3
AC 1 / 5 / 10
Resistance
Vulnerability
Speed 40 ft., swim 40 ft.
Senses
Power +1
Cunning +2
Focus +0
Luck +0

Attacks

  • Bite: 1d8+1 poison

Giant Vulture

Medium · Large beast
Giant Vulture
Fatigue / Exhaustion 5 / 5
HP 14
AP 3
AC 0 / 4 / 9
Resistance
Vulnerability
Speed 10 ft., fly 60 ft.
Senses Darkvision
Power +2
Cunning +0
Focus +0
Luck +0

Attacks

  • Beak: 1d8+2 poison

Traits

Flyby
No reactions provoked when leaving reach
Pack
+1 ongoing to attacks when an ally is adjacent to the target

An enormous scavenger that circles battlefields and dying caravans. Their bites carry the rot of corpse-eaten meat, and they often hunt in groups when prey grows scarce.

Giant Wasp

Medium · Medium beast
Giant Wasp
Fatigue / Exhaustion 5 / 5
HP 12
AP 3
AC 1 / 5 / 10
Resistance
Vulnerability
Speed 10 ft., fly 50 ft.
Senses
Power +0
Cunning +2
Focus +0
Luck +0

Attacks

  • Sting: 1d8+0 poison

Traits

Flyby
No reactions provoked when leaving reach

Giant Weasel

Medium · Medium beast
Giant Weasel
Fatigue / Exhaustion 5 / 5
HP 12
AP 3
AC 1 / 5 / 10
Resistance
Vulnerability
Speed 40 ft., climb 30 ft.
Senses Darkvision
Power +1
Cunning +2
Focus +1
Luck +0

Attacks

  • Bite: 1d8+1 physical

Giant Wolf Spider

Medium · Medium beast
Giant Wolf Spider
Fatigue / Exhaustion 5 / 5
HP 12
AP 3
AC 1 / 5 / 10
Resistance
Vulnerability
Speed 40 ft., climb 40 ft.
Senses Tremorsense 30 ft.
Power +1
Cunning +2
Focus +1
Luck +0

Attacks

  • Bite: 1d8+1 poison

Gibbering Mouther

Medium · Medium aberration
Gibbering Mouther
Fatigue / Exhaustion 5 / 5
HP 12
AP 3
AC 0 / 4 / 9
Resistance
Vulnerability
Speed 10 ft., swim 10 ft.
Senses Darkvision
Power +1
Cunning +0
Focus +0
Luck +1

Attacks

  • Bites: 1d6+1 physical

Signature Moves

  • Gibbering Aura 0 AP
    Target
    Emanation
    Range
    5 ft.
    Save
    Cunning save
    Effect
    Inflicts Stunned

    A constant cacophony spills from the mouther's many mouths. Each creature that starts its turn within 5 feet makes a Cunning save or is Stunned until the end of the next round from the maddening noise.

Traits

Spicy (acid)
Creatures that touch or are touched take 1d6 acid damage.

A bubbling mass of flesh, mouths, and eyes that mutters madness in every language it has eaten. Standing near a gibbering mouther saps the will to act.

Goblin Boss

Medium · Small humanoid
Fatigue / Exhaustion 5 / 5
HP 10
AP 3
AC (Scale Mail + Shield) 4 / 7 / 13
Resistance
Vulnerability
Speed 30 ft.
Senses Darkvision
Power +0
Cunning +2
Focus +0
Luck +0

Attacks

  • Fist: 1d6+0 physical
  • Shortbow
  • Shortsword

Traits

Escape Artist
Disengage and Hide cost 1 fewer AP
Pack
+1 ongoing to attacks when an ally is adjacent to the target

Leader of a goblin warband. Trades shields with weaker minions when attacks come their way, fights with cunning rather than courage.

Grick

Medium · Medium aberration
Grick
Fatigue / Exhaustion 5 / 5
HP 12
AP 3
AC 2 / 5 / 11
Resistance
Vulnerability
Speed 30 ft., climb 30 ft.
Senses Darkvision
Power +2
Cunning +2
Focus +0
Luck +0

Attacks

  • Tentacles: 1d6+2 physical
  • Beak: 1d6+2 physical

A serpentine cavern predator with four barbed tentacles around a parrot-like beak. Gricks hang from ceilings and drop onto passing prey.

Harpy

Medium · Medium monstrosity
Fatigue / Exhaustion 5 / 5
HP 10
AP 3
AC 1 / 5 / 10
Resistance
Vulnerability
Speed 20 ft., fly 40 ft.
Senses
Power +0
Cunning +1
Focus +1
Luck +2

Attacks

  • Claws: 1d6+0 physical
  • Club: 1d6+0 physical

Signature Moves

  • Luring Song 1 AP Recharge 2
    Target
    Emanation
    Range
    60 ft.
    Save
    Focus save
    Effect
    Inflicts Charmed

    The harpy sings. Each humanoid and giant within a 60-foot emanation that can hear makes a Focus save. On a miss, the target is Charmed by the harpy and must move toward it on its next turn. Other harpies' songs do not stack. Recharge 2 turns.

Traits

Flyby
No reactions provoked when leaving reach

A winged woman with a singing voice that drives mortals to walk willingly off cliffs. Harpies roost on coastal crags and pick over the bodies their song delivers.

Hell Hound

Medium · Medium fiend
Fatigue / Exhaustion 5 / 5
HP 12
AP 3
AC 2 / 5 / 11
Resistance
Vulnerability
Speed 50 ft.
Senses Darkvision
Power +3
Cunning +1
Focus +1
Luck +0

Attacks

  • Bite: 1d6+3 fire

Signature Moves

  • Fire Breath 2 AP Recharge 2
    Target
    Cone
    Range
    15 ft.
    Save
    Cunning save
    Effect
    Damage

    A 15-foot cone of hellfire erupts from the hound's jaws. Each creature in the area makes a Cunning save, taking fire damage on a miss (half on a save). Recharge 2 turns.

Traits

Extraplanar
Reforms on home plane in 1d4 days when killed outside it.
Pack
+1 ongoing to attacks when an ally is adjacent to the target
Spicy (fire)
Creatures that touch or are touched take 1d6 fire damage.

Condition Immunities

Frightened

A muscular, coal-furred hound with eyes of molten iron. Hell hounds hunt in packs trained by devils, breathing fire and dragging prey back to the lower planes.

Hippogriff

Medium · Large beast
Hippogriff
Fatigue / Exhaustion 5 / 5
HP 12
AP 3
AC 1 / 5 / 10
Resistance
Vulnerability
Speed 40 ft., fly 60 ft.
Senses
Power +2
Cunning +1
Focus +0
Luck +0

Attacks

  • Rend: 1d8+2 physical

Traits

Flyby
No reactions provoked when leaving reach

An eagle-horse hybrid combining a raptor's head and forequarters with the body of a horse. Hippogriffs are often domesticated as flying mounts.

Hyena

Medium · Medium beast
Hyena
Fatigue / Exhaustion 5 / 5
HP 8
AP 3
AC 1 / 5 / 10
Resistance
Vulnerability
Speed 50 ft.
Senses Darkvision
Power +1
Cunning +1
Focus +1
Luck +0

Attacks

  • Bite: 1d6+1 physical

Traits

Pack
+1 ongoing to attacks when an ally is adjacent to the target

Manticore

Medium · Large monstrosity
Fatigue / Exhaustion 5 / 5
HP 14
AP 3
AC 2 / 5 / 11
Resistance
Vulnerability
Speed 30 ft., fly 50 ft.
Senses Darkvision
Power +3
Cunning +0
Focus +1
Luck +1

Attacks

  • Bite: 1d6+3 physical
  • Claws: 1d6+3 physical
  • Tail Spike: 1d6+0 physical

Signature Moves

  • Tail Spike Volley 2 AP Recharge 2
    Target
    Multiple targets
    Range
    100 ft.
    Save
    Cunning save
    Effect
    Damage

    The manticore launches a flurry of tail spikes at up to three creatures within 100 feet. Each target makes a Cunning save, taking 1d6 physical damage on a miss (no damage on a save). Recharge 2 turns.

Traits

Flyby
No reactions provoked when leaving reach

A lion-bodied terror with a human-like face, leathery wings, and a tail of barbed spikes that can be loosed at half a hundred yards. Manticores parley sometimes — for the right ransom.

Merrow

Medium · Large monstrosity
Fatigue / Exhaustion 5 / 5
HP 14
AP 3
AC 2 / 5 / 11
Resistance
Vulnerability
Speed 10 ft., swim 40 ft.
Senses Darkvision
Power +3
Cunning +0
Focus +0
Luck +1

Attacks

  • Harpoon: 1d8+3 physical
  • Bite: 1d6+3 physical

Signature Moves

  • Harpoon Pull 2 AP Recharge 2
    Target
    Single target
    Range
    20 ft.
    Save
    Power save
    Effect
    Inflicts Restrained

    The merrow throws a barbed harpoon at a creature within 20 feet. On a hit, the target takes 1d8 physical damage and makes a Power save. On a miss, the target is Restrained by the harpoon's line, and the merrow may immediately pull the target up to 20 feet toward itself.

Traits

Aggressive
+1 ongoing to attack rolls
Amphibious
Can breathe both air and water.
Grappler
Half fatigue to maintain restrained

A twisted sea-cousin of the ogre, with webbed claws, a thrashing tail, and a hunger for any warm-blooded thing on a reachable deck or pier.

Mimic

Medium · Medium monstrosity
Fatigue / Exhaustion 5 / 5
HP 12
AP 3
AC 3 / 6 / 12
Resistance
Vulnerability
Speed 15 ft.
Senses Darkvision
Power +3
Cunning +0
Focus +1
Luck +1

Attacks

  • Pseudopod: 1d8+3 acid

Signature Moves

  • Adhesive Pseudopod 0 AP
    Target
    Single target
    Range
    Touch
    Save
    Power save
    Effect
    Inflicts Restrained
    Requires
    On a successful Pseudopod hit this turn.

    On a successful Pseudopod hit, the target makes a Power save. On a miss, it is stuck fast to the mimic — Restrained. The mimic may move while a creature is stuck, dragging it along.

Traits

Grappler
Half fatigue to maintain restrained
Shapeshifter
Can assume the appearance of any creature or object it has seen of similar size. Mechanical stats are unchanged.

Condition Immunities

Prone

A predator of corridors and treasure rooms, shaped like whatever furniture or strongbox the local prey expect to find. The first warning is the pseudopod that won't let go.

Minotaur

Medium · Large monstrosity
Fatigue / Exhaustion 5 / 5
HP 14
AP 3
AC 3 / 6 / 12
Resistance
Vulnerability
Speed 40 ft.
Senses Darkvision
Power +3
Cunning +0
Focus +1
Luck +1

Attacks

  • Greataxe: 1d10+3 physical
  • Gore: 1d8+3 physical

Signature Moves

  • Goring Charge 0 AP
    Target
    Single target
    Range
    Touch
    Save
    Power save
    Effect
    Inflicts Prone
    Requires
    Minotaur moved at least 10 feet in a straight line this turn before the Gore hit.

    If the minotaur moves at least 10 feet in a straight line toward a creature before using its Gore natural weapon, the Gore deals an extra 1d8 physical damage and the target makes a Power save. On a miss, the target is knocked Prone.

Traits

Aggressive
+1 ongoing to attack rolls
Bloodthirsty
+2 ongoing to attacks and damage when below half wounds
Reactive
1 reaction per PC turn instead of 1 per round

A bull-headed warrior twisted by a cult-forged curse, stalking labyrinthine ruins of its making. Encounters end one of two ways: the minotaur on the ground, or everyone else.

Minotaur Skeleton

Medium · Large undead
Fatigue / Exhaustion 5 / 5
HP 15
AP 3
AC 2 / 5 / 11
Resistance
Vulnerability
Speed 40 ft.
Senses Darkvision
Power +3
Cunning +0
Focus +0
Luck +0

Attacks

  • Gore: 1d10+3 physical
  • Greataxe

Traits

Aggressive
+1 ongoing to attack rolls

A massive skeletal minotaur, animated by foul rituals. Charges with bone horns lowered; the bull-skull lends an air of ancient violence to the necromancer's army.

Nightmare

Medium · Large fiend
Fatigue / Exhaustion 5 / 5
HP 12
AP 3
AC 2 / 5 / 11
Resistance
Vulnerability
Speed 60 ft., fly 60 ft.
Senses
Power +3
Cunning +2
Focus +1
Luck +2

Attacks

  • Hooves: 1d10+3 fire

Traits

Extraplanar
Reforms on home plane in 1d4 days when killed outside it.
Flyby
No reactions provoked when leaving reach

A jet-black horse wreathed in flame, ridden by the cruel and the desperate. Its hooves burn the earth; its mane is fire.

Ochre Jelly

Medium · Large ooze
Ochre Jelly
Fatigue / Exhaustion 5 / 5
HP 15
AP 3
AC 0 / 4 / 9
Resistance physical
Vulnerability
Speed 10 ft., climb 10 ft.
Senses
Power +2
Cunning +0
Focus +0
Luck +0

Attacks

  • Pseudopod: 1d8+2 acid

Traits

Amorphous
Can move through spaces as narrow as 1 inch without squeezing.
Bursting
Explodes on death dealing double 1d8
Occupier
Can enter and share another creature's space.
Spicy (acid)
Creatures that touch or are touched take 1d8 acid damage.

Condition Immunities

Charmed, Frightened, Prone

A pulsing yellow blob that creeps through dungeon corridors. When struck by lightning or slashed, an ochre jelly splits into smaller jellies that act independently.

Ogre Zombie

Medium · Large undead
Fatigue / Exhaustion 5 / 5
HP 15
AP 3
AC 0 / 4 / 9
Resistance
Vulnerability
Speed 30 ft.
Senses Darkvision
Power +3
Cunning +0
Focus +0
Luck +0

Attacks

  • Slam: 1d10+3 physical

An ogre's massive corpse reanimated by dark sorcery. Even in death its strength is terrifying; it ignores wounds that would drop a living creature.

Panther

Medium · Medium beast
Panther
Fatigue / Exhaustion 5 / 5
HP 8
AP 3
AC 1 / 5 / 10
Resistance
Vulnerability
Speed 50 ft., climb 40 ft.
Senses Darkvision
Power +2
Cunning +3
Focus +2
Luck +0

Attacks

  • Rend: 1d6+3 physical

Traits

Escape Artist
Disengage and Hide cost 1 fewer AP

Phase Spider

Medium · Large monstrosity
Fatigue / Exhaustion 5 / 5
HP 10
AP 3
AC 2 / 5 / 11
Resistance
Vulnerability
Speed 30 ft., climb 30 ft.
Senses Darkvision
Power +2
Cunning +2
Focus +0
Luck +1

Attacks

  • Bite: 1d6+2 poison

Signature Moves

  • Phase Step 1 AP Recharge 2
    Target
    Single target
    Range
    40 ft.

    The phase spider slips out of phase with the world and reappears at a point within 40 feet that it can perceive. It may pass through solid objects to reach the destination. No save.

Traits

Climber
Can climb difficult surfaces, including ceilings, without a check.
Spicy (poison)
Creatures that touch or are touched take 1d8 poison damage.
Webwalker
Ignores web movement restrictions. Senses web contacts.

A wolf-sized arachnid that exists half in the spirit world and half in the mortal. Phase spiders ambush by stepping out of empty air, biting once, then vanishing back.

Pirate

Medium · Medium humanoid
Fatigue / Exhaustion 5 / 5
HP 10
AP 3
AC (Leather Armor) 1 / 5 / 10
Resistance
Vulnerability
Speed 30 ft.
Senses
Power +0
Cunning +3
Focus +1
Luck +2

Attacks

  • Fist: 1d6+0 physical
  • Dagger

Signature Moves

  • Enthralling Panache 1 AP
    Target
    Single target
    Range
    30 ft.
    Save
    Focus save
    Effect
    Inflicts Charmed

    Choose a creature the pirate can see within 30 feet. They make a Focus save; on a miss they are Charmed until the end of the next round.

A sea-rover with charm to spare and steel to spend. Pirates con marks into hesitation, then strike with sudden ferocity.

Priest

Medium · Medium humanoid
Fatigue / Exhaustion 5 / 5
HP 10
AP 3
AC (Scale Mail) 2 / 5 / 11
Resistance
Vulnerability
Speed 30 ft.
Senses
Power +2
Cunning +0
Focus +3
Luck +0

Attacks

  • Radiant Flame: 1d8+3 radiant, 60'
  • Mace

Cantrips

sacred-flame, guidance, healing-word

Charms

invigorate, sanctuary, divine-aura

A faithful servant of a higher power, channeling divine energy into healing, protection, and radiant fire. Carries a sacred focus and a mace.

Pteranodon

Medium · Medium beast
Pteranodon
Fatigue / Exhaustion 5 / 5
HP 8
AP 3
AC 1 / 5 / 10
Resistance
Vulnerability
Speed 10 ft., fly 60 ft.
Senses
Power +1
Cunning +2
Focus -1
Luck +0

Attacks

  • Bite: 1d8+1 physical

Traits

Flyby
No reactions provoked when leaving reach

Ranger Land Companion

Medium · Medium beast
Ranger Land Companion
Fatigue / Exhaustion 5 / 5
HP 12
AP 3
AC 2 / 5 / 11
Resistance
Vulnerability
Speed 40 ft., climb 40 ft., swim 60 ft.
Senses Darkvision
Power +2
Cunning +1
Focus -1
Luck +0

Attacks

  • Claw: 1d8+2 physical

A faithful beast bound to a ranger's side, loyal and swift across wild terrain. It charges into battle with tooth and claw, amplifying the hunter's reach and fury.

Ranger Sea Companion

Medium · Medium beast
Ranger Sea Companion
Fatigue / Exhaustion 5 / 5
HP 12
AP 3
AC 2 / 5 / 11
Resistance
Vulnerability
Speed 5 ft., swim 60 ft.
Senses Darkvision
Power +2
Cunning +2
Focus -1
Luck +0

Attacks

  • Tentacle: 1d6+2 physical

Traits

Amphibious
Can breathe both air and water.
Grappler
Half fatigue to maintain restrained

A creature of water and tide bonded to a ranger's will, moving with cunning grace through depths and shallows alike. Its limbs coil and grasp, dragging prey into its domain.

Reef Shark

Medium · Medium beast
Reef Shark
Fatigue / Exhaustion 5 / 5
HP 11
AP 3
AC 1 / 5 / 10
Resistance
Vulnerability
Speed 5 ft., swim 30 ft.
Senses
Power +2
Cunning +2
Focus +0
Luck +0

Attacks

  • Bite: 2d4+2 physical

Traits

Aquatic
Can only breathe underwater. Suffocates if removed.
Pack
+1 ongoing to attacks when an ally is adjacent to the target

Riding Horse

Medium · Large beast
Riding Horse
Fatigue / Exhaustion 5 / 5
HP 9
AP 3
AC 2 / 5 / 11
Resistance
Vulnerability
Speed 60 ft.
Senses
Power +3
Cunning +1
Focus +0
Luck +0

Attacks

  • Hooves: 1d8+3 physical

Satyr

Medium · Medium fey
Fatigue / Exhaustion 5 / 5
HP 12
AP 3
AC 2 / 5 / 11
Resistance
Vulnerability
Speed 40 ft.
Senses
Power +2
Cunning +3
Focus +1
Luck +3

Attacks

  • Ram: 1d6+2 physical
  • Shortsword

Signature Moves

  • Mystic Pipes 2 AP Recharge 2
    Target
    Emanation
    Range
    60 ft.
    Save
    Focus save
    Effect
    Inflicts Charmed

    The satyr plays an enchanted melody on its pan-pipes. Each creature in a 60-foot emanation that can hear makes a Focus save. On a miss, the satyr chooses one effect for that target: Charmed (lull), Frightened (terror), or Unconscious (sleep). Effect lasts until the target takes damage. Recharge 2 turns.

Cantrips

minor-illusion

Charms

disguise, sense

Traits

Escape Artist
Disengage and Hide cost 1 fewer AP
Extraplanar
Reforms on home plane in 1d4 days when killed outside it.

Condition Immunities

Charmed

A half-goat reveler from the fey realms who plays mischief upon mortals — or seduces them into glades from which they never return. The satyr's pipes carry charm, fear, or sleep at its whim.

Shadow

Medium · Medium undead
Fatigue / Exhaustion 5 / 5
HP 10
AP 3
AC 1 / 5 / 10
Resistance necrotic, cold
Vulnerability radiant
Speed 40 ft.
Senses Darkvision
Power +0
Cunning +2
Focus +0
Luck +0

Attacks

  • Draining Swipe: 1d6+2 necrotic

Signature Moves

  • Strength Drain 0 AP
    Target
    Single target
    Range
    Touch
    Save
    Power save
    Effect
    Drains an ability

    On a Draining Swipe hit, the target makes a Power save. On a miss their Power score drops by 1 until they finish a short rest. If Power reaches -5, the target dies and rises 1d4 hours later as a Shadow.

Traits

Draining
Recover half wounds dealt with melee attacks
Incorporeal
Move through creatures and objects as difficult terrain
Photophobic
-2 ongoing in sunlight

Condition Immunities

Frightened

A creature of pure darkness, the silhouette of a forgotten soul. Shadows slip through walls and drain the strength of the living with a single touch. Sunlight banishes them but does not destroy.

Spy

Medium · Medium humanoid
Fatigue / Exhaustion 5 / 5
HP 10
AP 3
AC 1 / 5 / 10
Resistance
Vulnerability
Speed 30 ft., climb 30 ft.
Senses
Power +0
Cunning +2
Focus +1
Luck +2

Attacks

  • Fist: 1d6+0 physical
  • Hand Crossbow
  • Shortsword

Traits

Escape Artist
Disengage and Hide cost 1 fewer AP

An agent of an intelligence service, criminal network, or noble's secret retinue. Carries lockpicks, poisoned blades, and an unfailing alibi.

Tough

Medium · Medium humanoid
Fatigue / Exhaustion 5 / 5
HP 10
AP 3
AC (Leather Armor) 1 / 5 / 10
Resistance
Vulnerability
Speed 30 ft.
Senses
Power +2
Cunning +1
Focus +0
Luck +0

Attacks

  • Fist: 1d6+2 physical
  • Mace
  • Heavy Crossbow

Traits

Pack
+1 ongoing to attacks when an ally is adjacent to the target

A hired enforcer or street brawler. Toughs travel in pairs and back each other up with brutal efficiency.

Vampire Familiar

Medium · Medium humanoid
Fatigue / Exhaustion 5 / 5
HP 12
AP 3
AC 1 / 5 / 10
Resistance necrotic
Vulnerability
Speed 30 ft., climb 30 ft.
Senses Darkvision
Power +3
Cunning +3
Focus +0
Luck +2

Attacks

  • Fist: 1d6+3 physical
  • Dagger

Signature Moves

  • Umbral Dagger 0 AP
    Target
    Single target
    Range
    Touch
    Effect
    Inflicts Unconscious
    Requires
    Reduces the target to 0 wounds with this attack.

    If the familiar's dagger attack reduces the target to 0 wounds, the target gains the Unconscious condition for 1 hour as the necrotic shadow drops them into a deathlike stillness.

Traits

Escape Artist
Disengage and Hide cost 1 fewer AP

A mortal thrall bound to a vampire master through blood and pact. Climbs walls in silence and strikes with daggers that drink life.

Violet Fungus

Medium · Medium plant
Violet Fungus
Fatigue / Exhaustion 5 / 5
HP 8
AP 3
AC 0 / 4 / 9
Resistance
Vulnerability fire
Speed 5 ft.
Senses Blindsight 30 ft.
Power +1
Cunning +0
Focus -2
Luck +0

Attacks

  • Rotting Touch: 1d6+1 necrotic

Traits

Aggressive
+1 ongoing to attack rolls
Spicy (necrotic)
Creatures that touch or are touched take 1d6 necrotic damage.

Condition Immunities

Charmed

A many-stalked fungus with rotting tendrils. The violet fungus dissolves the flesh of small creatures that brush against it and absorbs them for nourishment.

Warhorse

Medium · Large beast
Warhorse
Fatigue / Exhaustion 5 / 5
HP 11
AP 3
AC 2 / 5 / 11
Resistance
Vulnerability
Speed 60 ft.
Senses
Power +2
Cunning +1
Focus +1
Luck +1

Attacks

  • Hooves: 1d8+2 physical

Signature Moves

  • Trample 2 AP
    Target
    Single target
    Range
    Touch
    Effect
    Damage
    Requires
    Moved 20+ feet straight toward the target immediately before the attack.

    A charging blow from its hooves drives a Large or smaller target down beneath them.

Will-o'-Wisp

Medium · Tiny undead
Fatigue / Exhaustion 5 / 5
HP 8
AP 3
AC 1 / 5 / 10
Resistance necrotic, cold
Vulnerability radiant
Speed 5 ft., fly 50 ft.
Senses Darkvision
Power +0
Cunning +3
Focus +2
Luck +0

Attacks

  • Shock: 1d8+3 lightning

Signature Moves

  • Consume Life 1 AP
    Target
    Single target
    Range
    Touch
    Save
    Power save
    Effect
    Inflicts Unconscious
    Requires
    Target is at 0 wounds.

    When a creature within 5 feet is at 0 wounds, the wisp may attempt to consume their fading spark. The target makes a Power save; on a miss they fall Unconscious for 1 hour and the wisp regains 1d8 wounds.

Traits

Incorporeal
Move through creatures and objects as difficult terrain
Photophobic
-2 ongoing in sunlight

Condition Immunities

Frightened

A tiny mote of pale lightning that drifts above bogs and battlefields. Will-o'-wisps lure the dying off paths and consume what remains when they fall. They are made of light, but no sunlight reveals them — only the radiant fire of true daylight burns them.

Winter Wolf

Medium · Large monstrosity
Fatigue / Exhaustion 5 / 5
HP 12
AP 3
AC 2 / 5 / 11
Resistance
Vulnerability fire
Speed 50 ft.
Senses Darkvision
Power +3
Cunning +0
Focus +1
Luck +0

Attacks

  • Bite: 1d8+3 physical

Signature Moves

  • Cold Breath 2 AP Recharge 2
    Target
    Cone
    Range
    15 ft.
    Save
    Cunning save
    Effect
    Damage

    The winter wolf exhales a 15-foot cone of frost. Each creature in the area makes a Cunning save, taking 2d6 cold damage on a miss (half on a save). Recharge 2 turns.

Traits

Icewalker
Ignores icy/snowy difficult terrain.
Pack
+1 ongoing to attacks when an ally is adjacent to the target
Spicy (cold)
Creatures that touch or are touched take 1d8 cold damage.

A pony-sized predator of the high tundra, sapient enough to scheme and cruel enough to enjoy it. Winter wolves hunt in packs and parley in the giants' tongue.

Wolf

Medium · Medium beast
Wolf
Fatigue / Exhaustion 5 / 5
HP 8
AP 3
AC 1 / 5 / 10
Resistance
Vulnerability
Speed 40 ft.
Senses Darkvision
Power +2
Cunning +2
Focus +1
Luck +0

Attacks

  • Bite: 1d6+2 physical

Signature Moves

  • Takedown 2 AP
    Target
    Single target
    Range
    Touch
    Effect
    Damage
    Requires
    Strong hit.

    Its jaws clamp shut and the wolf throws its weight sideways, dragging the target off its feet.

Traits

Pack
+1 ongoing to attacks when an ally is adjacent to the target

Worg

Medium · Large beast
Worg
Fatigue / Exhaustion 5 / 5
HP 12
AP 3
AC 1 / 5 / 10
Resistance
Vulnerability
Speed 50 ft.
Senses Darkvision
Power +2
Cunning +1
Focus +0
Luck +0

Attacks

  • Bite: 1d8+2 physical

Traits

Pack
+1 ongoing to attacks when an ally is adjacent to the target

A cruel, cunning wolf the size of a horse. Worgs speak the harsh tongue of goblinkind and serve as mounts and allies to goblin warbands. They hunt for sport as often as for meat.

Animated Flying Sword

Easy · Small construct
Fatigue / Exhaustion 3 / 3
HP 6
AP 3
AC 2 / 6 / 11
Resistance
Vulnerability
Speed fly 50 ft.
Senses Blindsight 60 ft.
Power +1
Cunning +2
Focus +0
Luck -1

Attacks

  • Slash: 1d6+2 physical

Traits

Flyby
No reactions provoked when leaving reach
Immutable
Cannot be polymorphed or shape-shifted.

Condition Immunities

Charmed, Frightened

A longsword animated by magic to defend a place or pursue a foe. It hovers silently, point forward, until it strikes.

Awakened Shrub

Easy · Small plant
Awakened Shrub
Fatigue / Exhaustion 3 / 3
HP 4
AP 3
AC 0 / 4 / 9
Resistance
Vulnerability fire
Speed 20 ft.
Senses
Power -1
Cunning +0
Focus +0
Luck -1

Attacks

  • Rake: 1d4-1 physical

Condition Immunities

Charmed

A bush given awareness by druidic magic. The shrub waddles on its roots and lashes intruders with branches; it speaks only the language of its awakener.

Axe Beak

Easy · Large beast
Axe Beak
Fatigue / Exhaustion 3 / 3
HP 9
AP 3
AC 0 / 4 / 9
Resistance
Vulnerability
Speed 50 ft.
Senses
Power +2
Cunning +1
Focus +0
Luck -1

Attacks

  • Beak: 1d8+2 physical

Traits

Aggressive
+1 ongoing to attack rolls

A flightless predatory bird the size of a draft horse, with a heavy dagger-shaped beak. Aggressive and territorial, axe-beaks hunt the plains by running smaller prey to ground.

Baboon

Easy · Small beast
Baboon
Fatigue / Exhaustion 3 / 3
HP 6
AP 3
AC 0 / 4 / 9
Resistance
Vulnerability
Speed 30 ft., climb 30 ft.
Senses
Power +0
Cunning +2
Focus +1
Luck +0

Attacks

  • Bite: 1d4+0 physical

Traits

Pack
+1 ongoing to attacks when an ally is adjacent to the target

Badger

Easy · Tiny beast
Badger
Fatigue / Exhaustion 3 / 3
HP 4
AP 3
AC 0 / 3 / 8
Resistance poison
Vulnerability
Speed 20 ft., burrow 5 ft.
Senses Darkvision
Power +2
Cunning +0
Focus +1
Luck +0

Attacks

  • Bite: 1+2 physical

Bandit

Easy · Medium humanoid
Bandit
Fatigue / Exhaustion 3 / 3
HP 8
AP 3
AC (Leather Armor) 1 / 5 / 10
Resistance
Vulnerability
Speed 30 ft.
Senses
Power +2
Cunning +2
Focus +0
Luck +0

Attacks

  • Fist: 1d6+2 physical
  • Light Crossbow
  • Shortsword

Bat

Easy · Tiny beast
Bat
Fatigue / Exhaustion 3 / 3
HP 4
AP 3
AC 0 / 3 / 8
Resistance
Vulnerability
Speed 5 ft., fly 30 ft.
Senses Blindsight 60 ft.
Power -1
Cunning +2
Focus +1
Luck +0

Attacks

  • Bite: 1-1 physical

Black Dragon Wyrmling

Easy · Medium dragon
Fatigue / Exhaustion 3 / 3
HP 4
AP 3
AC 1 / 5 / 10
Resistance
Vulnerability
Speed 30 ft., fly 60 ft., climb 30 ft.
Senses Darkvision, Blindsight 10 ft.
Power +1
Cunning +1
Focus +0
Luck +0

Attacks

  • Rend: 1d6+1 physical

Signature Moves

  • Acid Breath 2 AP Recharge 2
    Target
    Line
    Range
    15 ft.
    Save
    Cunning save
    Effect
    Damage

    A 15-foot line of acid erupts from the dragon. Each creature in the area makes a Cunning save, taking damage on a miss (half on a save). Recharge 2 turns.

Traits

Flyby
No reactions provoked when leaving reach

A jet-scaled hatchling dragon of fetid swamps, already cunning beyond its size. Its acid bite stings; in years its breath will dissolve steel.

Blood Hawk

Easy · Small beast
Blood Hawk
Fatigue / Exhaustion 3 / 3
HP 6
AP 3
AC 0 / 4 / 9
Resistance
Vulnerability
Speed 10 ft., fly 60 ft.
Senses
Power +0
Cunning +2
Focus +2
Luck +0

Attacks

  • Beak: 1d6+0 physical

Signature Moves

  • Blood Scent 1 AP
    Target
    Single target
    Range
    Touch
    Effect
    Damage
    Requires
    Target is below half wounds

    Drawn to a wounded mark, the hawk drives its beak into the wound. Against a target already below half its wounds, the strike tears deeper.

Traits

Pack
+1 ongoing to attacks when an ally is adjacent to the target

Blue Dragon Wyrmling

Easy · Medium dragon
Fatigue / Exhaustion 3 / 3
HP 4
AP 3
AC 1 / 5 / 10
Resistance
Vulnerability
Speed 30 ft., fly 60 ft., climb 30 ft.
Senses Darkvision, Blindsight 10 ft.
Power +1
Cunning +1
Focus +0
Luck +0

Attacks

  • Rend: 1d6+1 physical

Signature Moves

  • Lightning Breath 2 AP Recharge 2
    Target
    Line
    Range
    15 ft.
    Save
    Cunning save
    Effect
    Damage

    A 15-foot line of lightning erupts from the dragon. Each creature in the area makes a Cunning save, taking damage on a miss (half on a save). Recharge 2 turns.

Traits

Flyby
No reactions provoked when leaving reach

A young desert dragon, scales the color of stormcloud. Curious and territorial; sparks of lightning crackle along its hide when threatened.

Brass Dragon Wyrmling

Easy · Medium dragon
Fatigue / Exhaustion 3 / 3
HP 4
AP 3
AC 1 / 5 / 10
Resistance
Vulnerability
Speed 30 ft., fly 60 ft., climb 30 ft.
Senses Darkvision, Blindsight 10 ft.
Power +1
Cunning +0
Focus +1
Luck +0

Attacks

  • Rend: 1d6+1 physical

Signature Moves

  • Fire Breath 2 AP Recharge 2
    Target
    Line
    Range
    15 ft.
    Save
    Cunning save
    Effect
    Damage

    A 15-foot line of fire erupts from the dragon. Each creature in the area makes a Cunning save, taking damage on a miss (half on a save). Recharge 2 turns.

Traits

Flyby
No reactions provoked when leaving reach

A sun-bright young dragon of warm desert sands. Already talkative and intensely curious — brass wyrmlings hatch with full speech and a love of riddles.

Bronze Dragon Wyrmling

Easy · Medium dragon
Fatigue / Exhaustion 3 / 3
HP 4
AP 3
AC 1 / 5 / 10
Resistance
Vulnerability
Speed 30 ft., fly 60 ft., swim 30 ft.
Senses Darkvision, Blindsight 10 ft.
Power +1
Cunning +0
Focus +1
Luck +0

Attacks

  • Rend: 1d6+1 physical

Signature Moves

  • Lightning Breath 2 AP Recharge 2
    Target
    Line
    Range
    15 ft.
    Save
    Cunning save
    Effect
    Damage

    A 15-foot line of lightning erupts from the dragon. Each creature in the area makes a Cunning save, taking damage on a miss (half on a save). Recharge 2 turns.

Traits

Flyby
No reactions provoked when leaving reach

A coastal-born dragon with sea-green scales darkening to copper. Equally at home gliding above the waves and swimming beneath them.

Cat

Easy · Tiny beast
Cat
Fatigue / Exhaustion 3 / 3
HP 4
AP 3
AC 0 / 3 / 8
Resistance
Vulnerability
Speed 40 ft., climb 40 ft.
Senses Darkvision
Power +0
Cunning +2
Focus +1
Luck +0

Attacks

  • Scratch: 1+0 physical

Cockatrice

Easy · Small monstrosity
Fatigue / Exhaustion 3 / 3
HP 6
AP 3
AC 1 / 5 / 10
Resistance
Vulnerability
Speed 20 ft., fly 40 ft.
Senses Darkvision
Power +0
Cunning +0
Focus +0
Luck +0

Attacks

  • Bite: 1d4+0 physical

Signature Moves

  • Petrifying Peck 1 AP Once per encounter
    Target
    Single target
    Range
    Touch
    Save
    Power save
    Effect
    Inflicts Petrified

    The cockatrice darts in and pecks an adjacent creature. The target takes 1d4 physical damage and makes a Power save; on a miss, it becomes Petrified. Usable once per encounter.

Traits

Flyby
No reactions provoked when leaving reach

A misshapen rooster with the leathery wings of a bat and a beak that turns flesh to stone. Single cockatrices are nuisance pests; flocks have depopulated entire farmsteads.

Commoner

Easy · Medium humanoid
Fatigue / Exhaustion 3 / 3
HP 4
AP 3
AC 0 / 4 / 9
Resistance
Vulnerability
Speed 30 ft.
Senses
Power +0
Cunning +0
Focus +0
Luck +0

Attacks

  • Fist: 1d6+0 physical
  • Club

An ordinary person — a farmer, shopkeeper, or laborer. Untrained in combat and easily routed.

Copper Dragon Wyrmling

Easy · Medium dragon
Fatigue / Exhaustion 3 / 3
HP 4
AP 3
AC 1 / 5 / 10
Resistance
Vulnerability
Speed 30 ft., fly 60 ft., climb 30 ft.
Senses Darkvision, Blindsight 10 ft.
Power +1
Cunning +0
Focus +1
Luck +0

Attacks

  • Rend: 1d6+1 physical

Signature Moves

  • Acid Breath 2 AP Recharge 2
    Target
    Line
    Range
    15 ft.
    Save
    Cunning save
    Effect
    Damage

    A 15-foot line of acid erupts from the dragon. Each creature in the area makes a Cunning save, taking damage on a miss (half on a save). Recharge 2 turns.

Traits

Flyby
No reactions provoked when leaving reach

A reddish young dragon with a fondness for hills and twisting canyons. Sharp-witted and given to pranks even at this age.

Crab

Easy · Tiny beast
Crab
Fatigue / Exhaustion 3 / 3
HP 4
AP 3
AC 0 / 3 / 8
Resistance
Vulnerability
Speed 20 ft., swim 20 ft.
Senses
Power +1
Cunning +0
Focus -1
Luck +0

Attacks

  • Claw: 1+1 physical

Traits

Amphibious
Can breathe both air and water.

Cultist

Easy · Medium humanoid
Fatigue / Exhaustion 3 / 3
HP 6
AP 3
AC (Leather Armor) 1 / 5 / 10
Resistance
Vulnerability
Speed 30 ft.
Senses
Power +0
Cunning +1
Focus +1
Luck +0

Attacks

  • Fist: 1d6+0 physical
  • Sickle

A devoted follower of a dark or extraplanar power. Cultists fight in numbers, drawing on faith for courage they otherwise lack.

Darkmantle

Easy · Small aberration
Darkmantle
Fatigue / Exhaustion 3 / 3
HP 6
AP 3
AC 1 / 5 / 10
Resistance
Vulnerability
Speed 10 ft., fly 30 ft.
Senses Blindsight 60 ft.
Power +1
Cunning +1
Focus +0
Luck +0

Attacks

  • Crush: 1d6+1 physical

Signature Moves

  • Engulf 0 AP
    Target
    Single target
    Range
    Touch
    Save
    Power save
    Effect
    Inflicts Blinded

    On a Crush hit, the darkmantle wraps around the target's head. Target makes a Power save or is Blinded and unable to breathe until they escape.

Traits

Flyby
No reactions provoked when leaving reach

A creature that resembles a stalactite until it drops from a cave ceiling. The darkmantle wraps its body around victims' heads to smother them.

Deer

Easy · Medium beast
Deer
Fatigue / Exhaustion 3 / 3
HP 8
AP 3
AC 1 / 5 / 10
Resistance
Vulnerability
Speed 50 ft.
Senses Darkvision
Power +0
Cunning +2
Focus +2
Luck +0

Attacks

  • Ram: 1d4+0 physical

Traits

Flyby
No reactions provoked when leaving reach

Dretch

Easy · Small fiend
Fatigue / Exhaustion 3 / 3
HP 6
AP 3
AC 0 / 4 / 9
Resistance
Vulnerability
Speed 20 ft.
Senses Darkvision
Power +1
Cunning +0
Focus -1
Luck -1

Attacks

  • Rend: 1d6+1 physical

Signature Moves

  • Fetid Cloud 0 AP Once per encounter
    Target
    Emanation
    Range
    10 ft.
    Save
    Power save
    Effect
    Inflicts Doomed

    A 10-foot emanation of choking vapor erupts from the dretch. Each creature in the area makes a Power save or gains the Doomed condition until the end of the next round. Once per encounter.

Traits

Extraplanar
Reforms on home plane in 1d4 days when killed outside it.

A weak and dim-witted demon shaped like a corpulent humanoid with stubby limbs. Dretches travel in packs, croaking abyssal nonsense and releasing waves of fetid stench.

Dust Mephit

Easy · Small elemental
Fatigue / Exhaustion 3 / 3
HP 6
AP 3
AC 1 / 5 / 10
Resistance
Vulnerability
Speed 30 ft., fly 30 ft.
Senses Darkvision
Power -1
Cunning +1
Focus +0
Luck -1

Attacks

  • Claws: 1d4+1 physical

Signature Moves

  • Blinding Dust 2 AP Recharge 2
    Target
    Emanation
    Range
    5 ft.
    Save
    Cunning save
    Effect
    Inflicts Blinded

    A 5-foot emanation of choking dust surrounds the mephit. Each creature in the area makes a Cunning save or is Blinded until the end of the next round.

Traits

Extraplanar
Reforms on home plane in 1d4 days when killed outside it.
Flyby
No reactions provoked when leaving reach

A tiny mephit of swirling dust, mocking and quick. Dust mephits irritate eyes and ruin breath.

Eagle

Easy · Small beast
Eagle
Fatigue / Exhaustion 3 / 3
HP 6
AP 3
AC 0 / 4 / 9
Resistance
Vulnerability
Speed 10 ft., fly 60 ft.
Senses
Power +1
Cunning +2
Focus +2
Luck +0

Attacks

  • Talons: 1d4+1 physical

Flying Snake

Easy · Tiny beast
Flying Snake
Fatigue / Exhaustion 3 / 3
HP 4
AP 3
AC 1 / 5 / 10
Resistance
Vulnerability
Speed 30 ft., fly 60 ft., swim 30 ft.
Senses Blindsight 10 ft.
Power -1
Cunning +2
Focus +1
Luck -1

Attacks

  • Bite: 1d4+2 poison

Traits

Flyby
No reactions provoked when leaving reach

A small winged serpent of brightly colored scales. Its venomous bite is wildly disproportionate to its size, and it darts in and out of reach before opponents can react.

Frog

Easy · Tiny beast
Frog
Fatigue / Exhaustion 3 / 3
HP 4
AP 3
AC 0 / 3 / 8
Resistance
Vulnerability
Speed 20 ft., swim 20 ft.
Senses Darkvision
Power -1
Cunning +1
Focus -1
Luck +0

Attacks

  • Bite: 1-1 physical

Traits

Amphibious
Can breathe both air and water.
Jumper
Jump distances are doubled.

Gnoll Warrior

Easy · Medium humanoid
Fatigue / Exhaustion 3 / 3
HP 8
AP 3
AC (Leather Armor) 3 / 6 / 12
Resistance
Vulnerability
Speed 30 ft.
Senses Darkvision
Power +2
Cunning +1
Focus +0
Luck -1

Attacks

  • Fist: 1d6+2 physical
  • Spear
  • Longbow

Traits

Bloodthirsty
+2 ongoing to attacks and damage when below half wounds

Hyena-headed humanoid warrior, ravenous and cruel. Once given a taste of blood, gnolls fight with terrifying ferocity.

Goat

Easy · Medium beast
Goat
Fatigue / Exhaustion 3 / 3
HP 8
AP 3
AC 1 / 5 / 10
Resistance
Vulnerability
Speed 40 ft., climb 30 ft.
Senses Darkvision
Power +0
Cunning +0
Focus +0
Luck +0

Attacks

  • Horns: 1d6+0 physical

Signature Moves

  • Ram 2 AP
    Target
    Single target
    Range
    Touch
    Effect
    Damage
    Requires
    Moved 20+ feet straight toward the target immediately before the attack.

    The goat lowers its head and barrels into its target. If it charged in a straight line first, the impact lands with extra force.

Goblin Minion

Easy · Small humanoid
Fatigue / Exhaustion 3 / 3
HP 4
AP 3
AC 1 / 5 / 10
Resistance
Vulnerability
Speed 30 ft.
Senses Darkvision
Power -1
Cunning +2
Focus +0
Luck -1

Attacks

  • Fist: 1d6-1 physical
  • Dagger

Traits

Escape Artist
Disengage and Hide cost 1 fewer AP

The weakest of goblinkind — sneaky, cowardly, and dangerous only in numbers or by ambush. Will throw daggers from cover and disengage before being caught.

Goblin Warrior

Easy · Small humanoid
Fatigue / Exhaustion 3 / 3
HP 6
AP 3
AC (Leather Armor + Shield) 3 / 6 / 12
Resistance
Vulnerability
Speed 30 ft.
Senses Darkvision
Power -1
Cunning +2
Focus +0
Luck -1

Attacks

  • Fist: 1d6-1 physical
  • Shortbow
  • Shortsword

Traits

Escape Artist
Disengage and Hide cost 1 fewer AP

A goblin who has earned a proper sword and bow. Still small and twitchy, but capable of holding a line with companions for a few moments before bolting.

Gold Dragon Wyrmling

Easy · Medium dragon
Fatigue / Exhaustion 3 / 3
HP 4
AP 3
AC 1 / 5 / 10
Resistance
Vulnerability
Speed 30 ft., fly 60 ft., climb 30 ft.
Senses Darkvision, Blindsight 10 ft.
Power +1
Cunning +0
Focus +1
Luck +0

Attacks

  • Rend: 1d6+1 physical

Signature Moves

  • Fire Breath 2 AP Recharge 2
    Target
    Cone
    Range
    15 ft.
    Save
    Cunning save
    Effect
    Damage

    A 15-foot cone of fire erupts from the dragon. Each creature in the area makes a Cunning save, taking damage on a miss (half on a save). Recharge 2 turns.

Traits

Flyby
No reactions provoked when leaving reach

A radiant young dragon with scales like beaten coin. Already noble of bearing, watchful of mortal folk and patient with smaller creatures.

Gray Ooze

Easy · Medium ooze
Gray Ooze
Fatigue / Exhaustion 3 / 3
HP 8
AP 3
AC 0 / 4 / 9
Resistance physical
Vulnerability
Speed 10 ft., climb 10 ft.
Senses
Power +1
Cunning +0
Focus +0
Luck +0

Attacks

  • Pseudopod: 1d6+1 acid

Traits

Amorphous
Can move through spaces as narrow as 1 inch without squeezing.
Occupier
Can enter and share another creature's space.
Spicy (acid)
Creatures that touch or are touched take 1d6 acid damage.

Condition Immunities

Charmed, Frightened, Prone

A slick puddle of corrosive sludge, easily mistaken for wet stone. Gray oozes dissolve metal armor and weapons on contact.

Green Dragon Wyrmling

Easy · Medium dragon
Fatigue / Exhaustion 3 / 3
HP 4
AP 3
AC 1 / 5 / 10
Resistance
Vulnerability
Speed 30 ft., fly 60 ft., climb 30 ft.
Senses Darkvision, Blindsight 10 ft.
Power +1
Cunning +1
Focus +0
Luck +0

Attacks

  • Rend: 1d6+1 physical

Signature Moves

  • Poison Breath 2 AP Recharge 2
    Target
    Cone
    Range
    15 ft.
    Save
    Cunning save
    Effect
    Damage

    A 15-foot cone of poison erupts from the dragon. Each creature in the area makes a Cunning save, taking damage on a miss (half on a save). Recharge 2 turns.

Traits

Flyby
No reactions provoked when leaving reach

A small dragon of muted forest greens, hatched in deep woodlands. Devious from the shell — green wyrmlings prefer to talk their way out before fighting.

Grimlock

Easy · Medium humanoid
Fatigue / Exhaustion 3 / 3
HP 6
AP 3
AC 0 / 4 / 9
Resistance
Vulnerability
Speed 30 ft., climb 30 ft.
Senses Blindsight 30 ft.
Power +2
Cunning +1
Focus -1
Luck -1

Attacks

  • Fist: 1d6+2 physical
  • Club

A blind cave-dweller with a wretched cunning. Hunts by sound and tremor in lightless tunnels, swinging a bone cudgel with surprising ferocity.

Guard

Easy · Medium humanoid
Fatigue / Exhaustion 3 / 3
HP 6
AP 3
AC (Scale Mail + Shield) 3 / 6 / 12
Resistance
Vulnerability
Speed 30 ft.
Senses
Power +1
Cunning +1
Focus +0
Luck +0

Attacks

  • Fist: 1d6+1 physical
  • Spear

A trained city watch member or castle guard. Stands their post and calls for backup when outmatched.

Hawk

Easy · Tiny beast
Hawk
Fatigue / Exhaustion 3 / 3
HP 4
AP 3
AC 0 / 4 / 9
Resistance
Vulnerability
Speed 10 ft., fly 60 ft.
Senses
Power -1
Cunning +2
Focus +2
Luck +0

Attacks

  • Talons: 1-1 physical

Hobgoblin Warrior

Easy · Medium humanoid
Fatigue / Exhaustion 3 / 3
HP 8
AP 3
AC (Half Plate Armor + Shield) 4 / 7 / 13
Resistance
Vulnerability
Speed 30 ft.
Senses Darkvision
Power +1
Cunning +1
Focus +1
Luck -1

Attacks

  • Fist: 1d6+1 physical
  • Longbow
  • Longsword

Traits

Pack
+1 ongoing to attacks when an ally is adjacent to the target

A hobgoblin soldier in proper armor, fighting in disciplined formation. Tougher and more methodical than goblin kin.

Homunculus

Easy · Tiny construct
Fatigue / Exhaustion 3 / 3
HP 4
AP 3
AC 1 / 5 / 10
Resistance
Vulnerability
Speed 20 ft., fly 40 ft.
Senses Darkvision
Power -1
Cunning +2
Focus +1
Luck +0

Attacks

  • Bite: 1d4+2 poison

Traits

Flyby
No reactions provoked when leaving reach
Immutable
Cannot be polymorphed or shape-shifted.

Condition Immunities

Charmed

A tiny artificial creature made from clay, herbs, and a drop of its creator's blood. A homunculus shares its creator's thoughts within 1 mile and serves as a familiar.

Ice Mephit

Easy · Small elemental
Fatigue / Exhaustion 3 / 3
HP 6
AP 3
AC 1 / 5 / 10
Resistance
Vulnerability fire
Speed 30 ft., fly 30 ft.
Senses Darkvision
Power -1
Cunning +1
Focus +0
Luck -1

Attacks

  • Claws: 1d4+1 cold

Signature Moves

  • Ice Breath 2 AP Recharge 2
    Target
    Cone
    Range
    10 ft.
    Save
    Cunning save
    Effect
    Damage

    A 10-foot cone of freezing air erupts from the mephit. Each creature in the area makes a Cunning save, taking cold damage on a miss (half on a save). Recharge 2 turns.

Traits

Extraplanar
Reforms on home plane in 1d4 days when killed outside it.
Flyby
No reactions provoked when leaving reach

A tiny mephit of crystal ice and bitter wind. Ice mephits gather in arctic places and ambush the unwary.

Imp

Easy · Tiny fiend
Fatigue / Exhaustion 3 / 3
HP 4
AP 3
AC 1 / 5 / 10
Resistance
Vulnerability
Speed 20 ft., fly 40 ft.
Senses Darkvision
Power -1
Cunning +2
Focus +1
Luck +2

Attacks

  • Sting: 1d4+2 poison

Charms

invisibility

Traits

Extraplanar
Reforms on home plane in 1d4 days when killed outside it.
Flyby
No reactions provoked when leaving reach
Magic Resistance
+2 ongoing to saves vs spells and magic

A diminutive devil with leathery wings, a barbed tail, and a malicious grin. Imps serve as familiars to dark spellcasters, slipping invisibly through keyholes to spy and stab.

Jackal

Easy · Small beast
Jackal
Fatigue / Exhaustion 3 / 3
HP 6
AP 3
AC 0 / 4 / 9
Resistance
Vulnerability
Speed 40 ft.
Senses Darkvision
Power +0
Cunning +2
Focus +1
Luck +0

Attacks

  • Bite: 1d4+0 physical

Kobold Warrior

Easy · Small humanoid
Fatigue / Exhaustion 3 / 3
HP 4
AP 3
AC 1 / 5 / 10
Resistance
Vulnerability
Speed 30 ft.
Senses Darkvision
Power -1
Cunning +2
Focus -1
Luck -1

Attacks

  • Fist: 1d6-1 physical
  • Dagger

Traits

Pack
+1 ongoing to attacks when an ally is adjacent to the target
Photophobic
-2 ongoing in sunlight

Small, scaly, draconic-blooded humanoid. Cowardly in the open, deadly in tunnels — kobolds rely on numbers and traps. Sunlight blinds them and saps their fight.

Lemure

Easy · Medium fiend
Fatigue / Exhaustion 3 / 3
HP 4
AP 3
AC 0 / 4 / 9
Resistance
Vulnerability
Speed 20 ft.
Senses Darkvision
Power +0
Cunning +0
Focus +0
Luck +0

Attacks

  • Vile Slime: 1d4+0 poison

Traits

Extraplanar
Reforms on home plane in 1d4 days when killed outside it.

The basest damned souls, twisted into pools of corrupted flesh. Lemures forget pain as quickly as they feel it; killed in the lower planes, they reform within days.

Lizard

Easy · Tiny beast
Lizard
Fatigue / Exhaustion 3 / 3
HP 4
AP 3
AC 0 / 3 / 8
Resistance
Vulnerability
Speed 20 ft., climb 20 ft.
Senses Darkvision
Power +0
Cunning +0
Focus -1
Luck +0

Attacks

  • Bite: 1+0 physical

Traits

Escape Artist
Disengage and Hide cost 1 fewer AP

Magma Mephit

Easy · Small elemental
Fatigue / Exhaustion 3 / 3
HP 6
AP 3
AC 1 / 5 / 10
Resistance
Vulnerability cold
Speed 30 ft., fly 30 ft.
Senses Darkvision
Power -1
Cunning +1
Focus +0
Luck -1

Attacks

  • Claws: 1d4+1 fire

Signature Moves

  • Fire Breath 2 AP Recharge 2
    Target
    Cone
    Range
    10 ft.
    Save
    Cunning save
    Effect
    Damage

    A 10-foot cone of molten heat erupts from the mephit. Each creature in the area makes a Cunning save, taking fire damage on a miss (half on a save). Recharge 2 turns.

Traits

Extraplanar
Reforms on home plane in 1d4 days when killed outside it.
Flyby
No reactions provoked when leaving reach
Illuminated
Emits bright light to twice its reach, dim light beyond.
Spicy (fire)
Creatures that touch or are touched take 1d6 fire damage.

A tiny mephit of glowing magma. Magma mephits scuttle near volcanoes and revel in setting fires.

Magmin

Easy · Small elemental
Fatigue / Exhaustion 3 / 3
HP 8
AP 3
AC 1 / 5 / 10
Resistance
Vulnerability cold
Speed 30 ft.
Senses Darkvision
Power +1
Cunning +1
Focus +0
Luck +0

Attacks

  • Touch: 1d6+1 fire

Traits

Bursting
Explodes on death dealing double 1d6
Extraplanar
Reforms on home plane in 1d4 days when killed outside it.
Illuminated
Emits bright light to twice its reach, dim light beyond.
Spicy (fire)
Creatures that touch or are touched take 1d6 fire damage.

A small humanoid figure of living magma, hot to the touch. Magmin shamble cheerfully toward whatever interests them; when killed, they crack open and spill burning slag.

Mastiff

Easy · Medium beast
Mastiff
Fatigue / Exhaustion 3 / 3
HP 8
AP 3
AC 1 / 5 / 10
Resistance
Vulnerability
Speed 40 ft.
Senses Darkvision
Power +1
Cunning +2
Focus +1
Luck +0

Attacks

  • Bite: 1d6+1 physical

Signature Moves

  • Takedown 2 AP
    Target
    Single target
    Range
    Touch
    Effect
    Damage
    Requires
    Strong hit.

    Its jaws clamp shut and the mastiff drives forward, bowling the target to the ground.

Merfolk Skirmisher

Easy · Medium humanoid
Fatigue / Exhaustion 3 / 3
HP 8
AP 3
AC 0 / 4 / 9
Resistance
Vulnerability
Speed 10 ft., swim 40 ft.
Senses
Power +0
Cunning +1
Focus +2
Luck +1

Attacks

  • Fist: 1d6+0 physical
  • Spear

Signature Moves

  • Slowing Spear 0 AP
    Target
    Single target
    Range
    Touch
    Effect
    Inflicts Slowed

    On a hit with the merfolk's enchanted spear, the target is Slowed until the end of the next round. The spear magically returns to the merfolk's hand after a ranged throw.

Traits

Amphibious
Can breathe both air and water.

A sea-folk warrior, fish-tailed and free in the water but slow on land. Carries an ocean-enchanted spear that drags at a target's speed on contact.

Mule

Easy · Medium beast
Mule
Fatigue / Exhaustion 3 / 3
HP 8
AP 3
AC 1 / 5 / 10
Resistance
Vulnerability
Speed 40 ft.
Senses
Power +2
Cunning +0
Focus +0
Luck +0

Attacks

  • Hooves: 1d4+2 physical

Traits

Burden
Carrying capacity is doubled.

Noble

Easy · Medium humanoid
Fatigue / Exhaustion 3 / 3
HP 6
AP 3
AC (Breastplate) 2 / 5 / 11
Resistance
Vulnerability
Speed 30 ft.
Senses
Power +0
Cunning +1
Focus +2
Luck +2

Attacks

  • Fist: 1d6+0 physical
  • Rapier

A landed aristocrat or social climber, lightly trained in dueling. Quick of wit but slow to favor a fair fight when retainers can be summoned.

Octopus

Easy · Small beast
Octopus
Fatigue / Exhaustion 3 / 3
HP 6
AP 3
AC 0 / 4 / 9
Resistance
Vulnerability
Speed 5 ft., swim 30 ft.
Senses Darkvision
Power +0
Cunning +2
Focus +0
Luck +0

Attacks

  • Tentacles: 1+0 physical

Traits

Amorphous
Can move through spaces as narrow as 1 inch without squeezing.
Aquatic
Can only breathe underwater. Suffocates if removed.

Owl

Easy · Tiny beast
Owl
Fatigue / Exhaustion 3 / 3
HP 4
AP 3
AC 0 / 4 / 9
Resistance
Vulnerability
Speed 5 ft., fly 60 ft.
Senses Darkvision
Power -1
Cunning +1
Focus +1
Luck +0

Attacks

  • Talons: 1-1 physical

Traits

Flyby
No reactions provoked when leaving reach

Piranha

Easy · Tiny beast
Piranha
Fatigue / Exhaustion 3 / 3
HP 4
AP 3
AC 0 / 3 / 8
Resistance
Vulnerability
Speed 5 ft., swim 40 ft.
Senses Darkvision
Power -1
Cunning +2
Focus -2
Luck +0

Attacks

  • Bite: 1-1 physical

Traits

Aquatic
Can only breathe underwater. Suffocates if removed.

Pony

Easy · Medium beast
Pony
Fatigue / Exhaustion 3 / 3
HP 8
AP 3
AC 1 / 5 / 10
Resistance
Vulnerability
Speed 40 ft.
Senses
Power +2
Cunning +0
Focus +0
Luck +0

Attacks

  • Hooves: 1d4+2 physical

Priest Acolyte

Easy · Medium humanoid
Fatigue / Exhaustion 3 / 3
HP 6
AP 3
AC (Scale Mail) 2 / 5 / 11
Resistance
Vulnerability
Speed 30 ft.
Senses
Power +1
Cunning +0
Focus +2
Luck +0

Attacks

  • Fist: 1d6+1 physical
  • Mace

Cantrips

sacred-flame, healing-word

Charms

invigorate

A temple initiate, sworn to faith but still learning the deeper rites. Trained in basic healing and one minor radiant attack.

Pseudodragon

Easy · Tiny dragon
Fatigue / Exhaustion 3 / 3
HP 4
AP 3
AC 1 / 5 / 10
Resistance
Vulnerability
Speed 15 ft., fly 60 ft.
Senses Darkvision, Blindsight 30 ft.
Power -1
Cunning +2
Focus +1
Luck +1

Attacks

  • Bite: 1d4+2 physical
  • Sting: 1d4+2 poison

Signature Moves

  • Sleep Sting 0 AP
    Target
    Single target
    Range
    Touch
    Save
    Power save
    Effect
    Inflicts Unconscious

    If the pseudodragon hits with a Sting attack, the target must succeed on a Power save or fall Unconscious for up to 1 hour. The target wakes if it takes damage or another creature spends an action to wake it.

Traits

Flyby
No reactions provoked when leaving reach
Magic Resistance
+2 ongoing to saves vs spells and magic

A cat-sized dragon with iridescent scales and a long stinger tail. Telepathic and intelligent, often befriended by lone arcanists as a familiar. Its sting carries a soporific poison rather than lethal venom.

Quasit

Easy · Tiny fiend
Fatigue / Exhaustion 3 / 3
HP 4
AP 3
AC 1 / 5 / 10
Resistance
Vulnerability
Speed 40 ft.
Senses Darkvision
Power -1
Cunning +2
Focus +0
Luck +0

Attacks

  • Rend: 1d4+2 physical

Cantrips

mind-spike

Traits

Extraplanar
Reforms on home plane in 1d4 days when killed outside it.
Magic Resistance
+2 ongoing to saves vs spells and magic

The demonic counterpart to the imp: a stunted, claw-handed creature with venomous claws and a knack for shape-shifting into vermin. Quasits delight in petty cruelty.

Ranger Sky Companion

Easy · Small beast
Ranger Sky Companion
Fatigue / Exhaustion 3 / 3
HP 10
AP 3
AC 0 / 4 / 9
Resistance
Vulnerability
Speed 10 ft., fly 60 ft.
Senses Darkvision
Power +0
Cunning +2
Focus -1
Luck +0

Attacks

  • Claw: 1d4+0 physical

Traits

Flyby
No reactions provoked when leaving reach

A swift aerial sentinel bound to a ranger's spirit, wheeling through sky with predatory grace. It strikes from above and darts away, lending its keen eyes and talons to the hunt.

Rat

Easy · Tiny beast
Rat
Fatigue / Exhaustion 3 / 3
HP 4
AP 3
AC 0 / 3 / 8
Resistance
Vulnerability
Speed 20 ft., climb 20 ft.
Senses Darkvision
Power -1
Cunning +0
Focus +0
Luck +0

Attacks

  • Bite: 1-1 physical

Traits

Flyby
No reactions provoked when leaving reach

Raven

Easy · Tiny beast
Raven
Fatigue / Exhaustion 3 / 3
HP 4
AP 3
AC 0 / 4 / 9
Resistance
Vulnerability
Speed 10 ft., fly 50 ft.
Senses
Power +0
Cunning +2
Focus +1
Luck +0

Attacks

  • Beak: 1+0 physical

Red Dragon Wyrmling

Easy · Medium dragon
Fatigue / Exhaustion 3 / 3
HP 4
AP 3
AC 1 / 5 / 10
Resistance
Vulnerability
Speed 30 ft., fly 60 ft., climb 30 ft.
Senses Darkvision, Blindsight 10 ft.
Power +1
Cunning +1
Focus +0
Luck +0

Attacks

  • Rend: 1d6+1 physical

Signature Moves

  • Fire Breath 2 AP Recharge 2
    Target
    Cone
    Range
    15 ft.
    Save
    Cunning save
    Effect
    Damage

    A 15-foot cone of fire erupts from the dragon. Each creature in the area makes a Cunning save, taking damage on a miss (half on a save). Recharge 2 turns.

Traits

Flyby
No reactions provoked when leaving reach

A young dragon of volcanic red, hatched in mountain calderas. Already vain and short-tempered; its bite singes.

Rust Monster

Easy · Medium monstrosity
Fatigue / Exhaustion 3 / 3
HP 8
AP 3
AC 2 / 5 / 11
Resistance
Vulnerability
Speed 40 ft.
Senses Darkvision
Power +0
Cunning -1
Focus -1
Luck +0

Attacks

  • Bite: 1d4+0 physical

Signature Moves

  • Corrode Metal 0 AP
    Target
    Single target
    Range
    Touch
    Effect
    Destroys equipment
    Requires
    Target wears or wields non-magical metal.

    The rust monster brushes its antennae against an adjacent creature wearing or wielding non-magical metal. One non-magical metal weapon or shield the target carries is destroyed, or — if the target wears non-magical metal armor — that armor's AC is reduced by 1 step until repaired. No attack roll, no save.

A four-legged scuttler with feathery antennae that crumble iron to flakes on contact. Dungeon delvers learn quickly to leave their plate behind when rust monsters are in the warrens.

Sahuagin Warrior

Easy · Medium humanoid
Fatigue / Exhaustion 3 / 3
HP 8
AP 3
AC 1 / 5 / 10
Resistance acid, cold
Vulnerability
Speed 30 ft., swim 40 ft.
Senses Darkvision
Power +1
Cunning +0
Focus +1
Luck -1

Attacks

  • Claws: 1d6+1 physical

Traits

Amphibious
Can breathe both air and water.
Bloodthirsty
+2 ongoing to attacks and damage when below half wounds

A fish-folk warrior — barbed scales, sharp claws, sharper teeth. Hunts in shallow coasts and frenzies on the sight of blood. Speaks an alien tongue and reveres terrible deep-water deities.

Scorpion

Easy · Tiny beast
Scorpion
Fatigue / Exhaustion 3 / 3
HP 4
AP 3
AC 0 / 3 / 8
Resistance
Vulnerability
Speed 10 ft.
Senses Tremorsense 10 ft.
Power -1
Cunning +0
Focus -1
Luck +0

Attacks

  • Sting: 1d6-1 poison

Traits

Grappler
Half fatigue to maintain restrained

Scout

Easy · Medium humanoid
Fatigue / Exhaustion 3 / 3
HP 8
AP 3
AC (Leather Armor) 1 / 5 / 10
Resistance
Vulnerability
Speed 30 ft.
Senses
Power +0
Cunning +2
Focus +1
Luck +0

Attacks

  • Fist: 1d6+0 physical
  • Longbow
  • Shortsword

A ranger, tracker, or skirmisher trained to operate alone in the wilds. Loaded quiver, patient eye, light feet.

Seahorse

Easy · Tiny beast
Seahorse
Fatigue / Exhaustion 3 / 3
HP 4
AP 3
AC 0 / 3 / 8
Resistance
Vulnerability
Speed 5 ft., swim 20 ft.
Senses
Power -1
Cunning +1
Focus +0
Luck +0

Attacks

  • Snout: 1d6+1 physical

Traits

Aquatic
Can only breathe underwater. Suffocates if removed.
Flyby
No reactions provoked when leaving reach

Shrieker Fungus

Easy · Medium plant
Shrieker Fungus
Fatigue / Exhaustion 3 / 3
HP 6
AP 3
AC 0 / 4 / 9
Resistance
Vulnerability fire
Speed
Senses Blindsight 30 ft.
Power -1
Cunning -1
Focus -2
Luck -1

Attacks

  • Spore Burst: 1d4-1 poison

Signature Moves

  • Shriek 0 AP
    Target
    Emanation
    Range
    30 ft.

    When any creature within 30 feet moves into a space adjacent to the shrieker or makes a loud noise, the shrieker emits a piercing shriek audible for 300 feet. The shriek lasts until no creatures are within 30 feet. Alerts any allies within range.

Traits

Reinforcements
Can summon allies by spending Doom

Condition Immunities

Charmed

A mound of purple fungus that grows in dark caverns. It cannot move or attack effectively, but its shriek summons larger predators of the depths.

Silver Dragon Wyrmling

Easy · Medium dragon
Fatigue / Exhaustion 3 / 3
HP 4
AP 3
AC 1 / 5 / 10
Resistance
Vulnerability
Speed 30 ft., fly 60 ft., climb 30 ft.
Senses Darkvision, Blindsight 10 ft.
Power +1
Cunning +0
Focus +1
Luck +0

Attacks

  • Rend: 1d6+1 physical

Signature Moves

  • Cold Breath 2 AP Recharge 2
    Target
    Cone
    Range
    15 ft.
    Save
    Cunning save
    Effect
    Damage

    A 15-foot cone of cold erupts from the dragon. Each creature in the area makes a Cunning save, taking damage on a miss (half on a save). Recharge 2 turns.

Traits

Flyby
No reactions provoked when leaving reach

A young dragon with mirror-bright scales, born on high snowy peaks. Curious about mortals and protective of those it judges good.

Skeleton

Easy · Medium undead
Fatigue / Exhaustion 3 / 3
HP 8
AP 3
AC 1 / 5 / 10
Resistance
Vulnerability
Speed 30 ft.
Senses Darkvision
Power +0
Cunning +2
Focus -2
Luck -1

Attacks

  • Fist: 1d6+0 physical
  • Shortsword
  • Shortbow

Animated bones bound by necromantic ritual. Mindless and tireless, skeletons obey their creator's commands until destroyed. Some carry the weapons they bore in life.

Spider

Easy · Tiny beast
Spider
Fatigue / Exhaustion 3 / 3
HP 4
AP 3
AC 0 / 3 / 8
Resistance
Vulnerability
Speed 20 ft., climb 20 ft.
Senses Darkvision, Tremorsense 10 ft.
Power -1
Cunning +2
Focus +0
Luck +0

Attacks

  • Bite: 1d4-1 poison

Sprite

Easy · Tiny fey
Fatigue / Exhaustion 3 / 3
HP 4
AP 3
AC 2 / 6 / 11
Resistance
Vulnerability
Speed 10 ft., fly 40 ft.
Senses Darkvision
Power -1
Cunning +2
Focus +1
Luck +1

Attacks

  • Fist: 1d4+2 physical
  • Shortsword
  • Shortbow

Signature Moves

  • Charming Arrow 0 AP
    Target
    Single target
    Range
    Touch
    Save
    Focus save
    Effect
    Inflicts Charmed

    On a Shortbow hit, the target makes a Focus save or becomes Charmed by the sprite for 1 hour. The arrow leaves the target with no memory of being shot.

Traits

Extraplanar
Reforms on home plane in 1d4 days when killed outside it.
Flyby
No reactions provoked when leaving reach
Illuminated
Emits bright light to twice its reach, dim light beyond.

Condition Immunities

Charmed

A tiny, dragonfly-winged fey who shoots harmless-looking arrows that befuddle and beguile. Sprites delight in pranks and rarely cause lasting harm, but they take fey honor seriously.

Steam Mephit

Easy · Small elemental
Fatigue / Exhaustion 3 / 3
HP 6
AP 3
AC 1 / 5 / 10
Resistance
Vulnerability
Speed 30 ft., fly 30 ft.
Senses Darkvision
Power -1
Cunning +1
Focus +0
Luck -1

Attacks

  • Claws: 1d4+1 fire

Signature Moves

  • Steam Breath 2 AP Recharge 2
    Target
    Cone
    Range
    10 ft.
    Save
    Cunning save
    Effect
    Damage

    A 10-foot cone of scalding steam erupts from the mephit. Each creature in the area makes a Cunning save, taking fire damage on a miss (half on a save). Recharge 2 turns.

Traits

Extraplanar
Reforms on home plane in 1d4 days when killed outside it.
Flyby
No reactions provoked when leaving reach
Illuminated
Emits bright light to twice its reach, dim light beyond.
Spicy (fire)
Creatures that touch or are touched take 1d6 fire damage.

A tiny mephit of hissing steam and condensed water. Steam mephits cackle and scald any who corner them.

Stirge

Easy · Tiny beast
Stirge
Fatigue / Exhaustion 3 / 3
HP 4
AP 3
AC 1 / 5 / 10
Resistance
Vulnerability
Speed 10 ft., fly 40 ft.
Senses Darkvision
Power -1
Cunning +2
Focus +0
Luck -1

Attacks

  • Proboscis: 1d4+2 physical

Traits

Draining
Recover half wounds dealt with melee attacks
Flyby
No reactions provoked when leaving reach

A bat-sized predator that latches onto larger creatures with a needle-like proboscis and drains their blood. A solo stirge is a nuisance; a colony is a serious threat.

Swarm of Bats

Easy · Large swarm of tiny beasts
Swarm of Bats
Fatigue / Exhaustion 3 / 3
HP 4
AP 3
AC 0 / 3 / 8
Resistance physical
Vulnerability
Speed 5 ft., fly 35 ft.
Senses Blindsight 60 ft.
Power +0
Cunning +2
Focus +1
Luck +0

Attacks

  • Bites: 2d4+0 physical

Swarm of Crawling Claws

Easy · Medium swarm of tiny undeads
Fatigue / Exhaustion 3 / 3
HP 6
AP 3
AC 1 / 5 / 10
Resistance
Vulnerability
Speed 30 ft., climb 30 ft.
Senses Blindsight 30 ft.
Power +1
Cunning +1
Focus -2
Luck -1

Attacks

  • Grasping Hands: 1d6+1 necrotic

Traits

Pack
+1 ongoing to attacks when an ally is adjacent to the target

A scuttling tide of severed hands animated by necromancy. Each claw scrabbles forward seeking living flesh; together they overwhelm by sheer numbers.

Swarm of Insects

Easy · Medium swarm of tiny beasts
Swarm of Insects
Fatigue / Exhaustion 3 / 3
HP 4
AP 3
AC 0 / 3 / 8
Resistance
Vulnerability
Speed 20 ft., climb 20 ft.
Senses
Power +2
Cunning +1
Focus -2
Luck +0

Attacks

  • Bites: 2d4+2 poison

Swarm of Piranhas

Easy · Medium swarm of tiny beasts
Swarm of Piranhas
Fatigue / Exhaustion 3 / 3
HP 4
AP 3
AC 0 / 4 / 9
Resistance physical
Vulnerability
Speed 5 ft., swim 40 ft.
Senses Darkvision
Power +1
Cunning +2
Focus -2
Luck +0

Attacks

  • Bites: 2d4+1 physical

Traits

Aquatic
Can only breathe underwater. Suffocates if removed.

Swarm of Rats

Easy · Medium swarm of tiny beasts
Swarm of Rats
Fatigue / Exhaustion 3 / 3
HP 4
AP 3
AC 0 / 4 / 9
Resistance
Vulnerability
Speed 20 ft., climb 20 ft.
Senses Darkvision
Power -1
Cunning +0
Focus +0
Luck +0

Attacks

  • Bites: 2d4-1 physical

Swarm of Ravens

Easy · Medium swarm of tiny beasts
Swarm of Ravens
Fatigue / Exhaustion 3 / 3
HP 4
AP 3
AC 0 / 3 / 8
Resistance
Vulnerability
Speed 10 ft., fly 50 ft.
Senses
Power +1
Cunning +2
Focus +1
Luck +0

Attacks

  • Beaks: 1d6+1 physical

Signature Moves

  • Cacophony 2 AP Recharge 3
    Target
    Single target
    Range
    Touch
    Save
    Focus save
    Effect
    Inflicts Frightened

    The swarm erupts into a wall of shrieking, beating wings that surrounds and disorients its prey. On a weak or strong save the target shakes off the panic; on a miss it is Frightened.

Swarm of Venomous Snakes

Easy · Medium swarm of tiny beasts
Swarm of Venomous Snakes
Fatigue / Exhaustion 3 / 3
HP 6
AP 3
AC 0 / 4 / 9
Resistance
Vulnerability
Speed 20 ft., swim 20 ft.
Senses
Power +0
Cunning +2
Focus +0
Luck +0

Attacks

  • Bites: 1d8+0 poison

Traits

Bloodthirsty
+2 ongoing to attacks and damage when below half wounds

Venomous Snake

Easy · Tiny beast
Venomous Snake
Fatigue / Exhaustion 3 / 3
HP 4
AP 3
AC 0 / 3 / 8
Resistance
Vulnerability
Speed 30 ft., swim 30 ft.
Senses
Power +0
Cunning +2
Focus +0
Luck +0

Attacks

  • Bite: 1d4+0 poison

Vulture

Easy · Medium beast
Vulture
Fatigue / Exhaustion 3 / 3
HP 8
AP 3
AC 1 / 5 / 10
Resistance
Vulnerability
Speed 10 ft., fly 50 ft.
Senses
Power +1
Cunning +0
Focus +1
Luck +0

Attacks

  • Beak: 1d4+1 physical

Traits

Pack
+1 ongoing to attacks when an ally is adjacent to the target

Warhorse Skeleton

Easy · Large undead
Fatigue / Exhaustion 3 / 3
HP 9
AP 3
AC 1 / 5 / 10
Resistance
Vulnerability
Speed 60 ft.
Senses Darkvision
Power +2
Cunning +1
Focus -2
Luck -1

Attacks

  • Hooves: 1d8+2 physical

A skeletal warhorse risen as a tireless mount for dark knights or necromantic generals. Charges without fatigue and tramples without mercy.

Warrior Infantry

Easy · Medium humanoid
Fatigue / Exhaustion 3 / 3
HP 8
AP 3
AC (Scale Mail) 2 / 5 / 11
Resistance
Vulnerability
Speed 30 ft.
Senses
Power +1
Cunning +0
Focus +0
Luck -1

Attacks

  • Fist: 1d6+1 physical
  • Spear

Traits

Pack
+1 ongoing to attacks when an ally is adjacent to the target

Rank-and-file soldier, drilled in the spear-and-shield formation but most dangerous when fighting beside fellow infantry.

Weasel

Easy · Tiny beast
Weasel
Fatigue / Exhaustion 3 / 3
HP 4
AP 3
AC 0 / 3 / 8
Resistance
Vulnerability
Speed 30 ft., climb 30 ft.
Senses Darkvision
Power -1
Cunning +2
Focus +1
Luck +0

Attacks

  • Bite: 1-1 physical

White Dragon Wyrmling

Easy · Medium dragon
Fatigue / Exhaustion 3 / 3
HP 4
AP 3
AC 1 / 5 / 10
Resistance
Vulnerability
Speed 30 ft., fly 60 ft., climb 30 ft.
Senses Darkvision, Blindsight 10 ft.
Power +1
Cunning +1
Focus +0
Luck +0

Attacks

  • Rend: 1d6+1 physical

Signature Moves

  • Cold Breath 2 AP Recharge 2
    Target
    Cone
    Range
    15 ft.
    Save
    Cunning save
    Effect
    Damage

    A 15-foot cone of cold erupts from the dragon. Each creature in the area makes a Cunning save, taking damage on a miss (half on a save). Recharge 2 turns.

Traits

Flyby
No reactions provoked when leaving reach

A small dragon of pale frost-scale, hatched in glacial caves. The simplest of dragonkind — direct, predatory, and quick to anger.

Zombie

Easy · Medium undead
Fatigue / Exhaustion 3 / 3
HP 8
AP 3
AC 0 / 4 / 9
Resistance
Vulnerability
Speed 20 ft.
Senses Darkvision
Power +1
Cunning -1
Focus -2
Luck -1

Attacks

  • Slam: 1d8+1 physical

A shambling corpse animated by foul magic. Slow, stupid, and tireless. The hunger that drives a zombie is unquenchable; only complete destruction stops it.