Monsters

Aboleth

Apex Huge aberration • Brute
HP 61
AC 2 6 10
AP 6
Power +4
Cunning +2
Focus +7
Luck +1
Speed 10 ft., swim 40 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Tentacles reach melee +4 2d10+4 physical

Spellcasting

Focus Attack+7 DC7
Cantrips

mind-spike, glimpse, minor-illusion

Charms

influence, calm-emotions, sleep, confusion, control-creature, modify-memory, power-word-stun

Tags

Amphibious
Can breathe both air and water.
Fadeward
+2 to its saves against spells
Grappler
Half fatigue to keep a creature restrained
Legendary
Gets a number of non-consecutive turns each round equal to half its Rank. Additionally, it can spend 1 Doom to count a missed save as a strong hit.

A primeval horror the length of a longboat, its bulk trailing four whiplike tentacles and three lidless red eyes stacked down its skull. It remembers everything its kind has ever known, and it regards every lesser mind as a tool it has not yet picked up.

Ancient Black Dragon

Apex Gargantuan dragon • Striker
HP 46
AC 3 7 11
AP 6
Power +7
Cunning +2
Focus +1
Luck +4
Immunities acid
Speed 40 ft., fly 60 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Bite reach, +1 piercing melee +7 2d12+7 physicalClaws melee +7 2d10+7 physicalTail reach melee +7 2d10+7 physical

Moves

  • Acid Breath
    Fatigue5 Recharge2 Doom2

    The dragon spits a stream of caustic acid in a 90-foot line. Every creature in its path makes a Cunning save (DC 7): on a miss it takes 2d10+7 acid acid and its armor is left sundered; on a weak hit it takes half damage and its armor holds.

Tags

Amphibious
Can breathe both air and water.
Legendary
Gets a number of non-consecutive turns each round equal to half its Rank. Additionally, it can spend 1 Doom to count a missed save as a strong hit.

A gaunt, long-necked horror of pitted black scales that lairs in drowned ruins and rotting swamps, at home in the water as on the land. It is the cruelest of the chromatic dragons and the least honest, a schemer that drowns its prey and strips the flesh from the bones at leisure. The stench of it carries a mile downwind.

Ancient Blue Dragon

Apex Gargantuan dragon • Striker
HP 46
AC 3 7 11
AP 6
Power +7
Cunning +2
Focus +1
Luck +4
Immunities lightning
Speed 40 ft., fly 30 ft.
Senses Darkvision, Tremorsense 30 ft.

Attacks

Strike Range Hit Damage Bite reach, +1 piercing melee +7 2d12+7 physicalClaws melee +7 2d10+7 physicalTail reach melee +7 2d10+7 physical

Moves

  • Lightning Breath
    Fatigue5 Recharge2 Doom1

    A bolt of raw lightning erupts from the dragon's jaws in a 90-foot line. Every creature in its path makes a Cunning save (DC 7): on a miss it takes 2d10+7 lightning lightning, on a weak hit half as much.

Tags

Legendary
Gets a number of non-consecutive turns each round equal to half its Rank. Additionally, it can spend 1 Doom to count a missed save as a strong hit.

A desert tyrant of banded blue scales, ridged and horned, that sings faintly in the dry heat before it strikes. It lairs beneath the dunes and feels every footfall on the sand above through the earth itself, so that nothing crosses its ground unannounced. It is the most patient of the chromatics, and it likes to be sure of a thing before it kills it.

Ancient Brass Dragon

Apex Gargantuan dragon • Controller
HP 55
AC 3 7 11
AP 6
Power +7
Cunning +2
Focus +1
Luck +4
Immunities fire
Speed 40 ft., fly 60 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Bite reach, +1 piercing melee +7 2d8+7 physicalClaws melee +7 2d6+7 physicalTail reach melee +7 2d6+7 physical

Moves

  • Fire Breath
    Fatigue5 Recharge2 Doom1

    The dragon exhales a torrent of fire in a 90-foot line. Every creature caught makes a Cunning save (DC 9): on a miss it takes 2d6+7 fire fire, on a weak hit half as much.

  • Sleep Gas
    Fatigue5 Recharge2 Doom1

    The dragon breathes a cloud of soporific gas in a 60-foot cone. Every creature caught makes a Cunning save (DC 9): on a miss it drops unconscious as the fumes take it, on a weak hit it is instead slowed until the end of its next turn.

Spellcasting

Power Attack+7 DC9
Cantrips

fire-mote, guidance

Charms

shield, blur, teleport, counterspell, calm-emotions, sleep, sanctuary

Tags

Legendary
Gets a number of non-consecutive turns each round equal to half its Rank. Additionally, it can spend 1 Doom to count a missed save as a strong hit.

The most talkative and least warlike of the metallic dragons, its scales a warm burnished brass that shades to copper along the spine. It lairs in the deep desert and would sooner trap a traveler in conversation for a day than eat one, prying loose every scrap of news of the wider world. Loneliness is the only thing that truly wears on it.

Ancient Bronze Dragon

Apex Gargantuan dragon • Sentinel
HP 46
AC 4 8 12
AP 6
Power +7
Cunning +2
Focus +1
Luck +4
Immunities lightning
Speed 40 ft., fly 60 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Bite reach, +1 piercing melee +7 2d10+7 physicalClaws melee +7 2d8+7 physicalTail reach melee +7 2d8+7 physical

Moves

  • Lightning Breath
    Fatigue5 Recharge2 Doom1

    The dragon looses a bolt of lightning in a 90-foot line. Every creature caught makes a Cunning save (DC 7): on a miss it takes 2d8+7 lightning lightning, on a weak hit half as much.

  • Repulsion Gas
    Fatigue3 Recharge2

    The dragon breathes a wall of repelling force in a 60-foot cone. Every creature caught makes a Cunning save (DC 7): on a miss it is hurled prone and driven back, on a weak hit it is driven back but keeps its feet.

Spellcasting

Power Attack+7 DC7
Cantrips

stone-sling, guidance

Charms

shield, blur, teleport, counterspell, sanctuary, calm-emotions, feather-fall

Tags

Legendary
Gets a number of non-consecutive turns each round equal to half its Rank. Additionally, it can spend 1 Doom to count a missed save as a strong hit.

The most soldierly and just of the metallic dragons, its scales a weathered sea-bronze that verges on green. It keeps the coasts and the deep water alike, and it takes a keen interest in the wars of the smaller creatures, siding without fail against tyrants and raiders. It would rather counsel a captain than fight one, but when it does fight it fights like a breaking storm.

Ancient Copper Dragon

Apex Gargantuan dragon • Striker
HP 46
AC 3 7 11
AP 6
Power +7
Cunning +2
Focus +1
Luck +4
Immunities acid
Speed 40 ft., fly 30 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Bite reach, +1 piercing melee +7 2d12+7 physicalClaws melee +7 2d10+7 physicalTail reach melee +7 2d10+7 physical

Moves

  • Acid Breath
    Fatigue5 Recharge2 Doom1

    The dragon spits a raking line of acid 90 feet long. Every creature caught makes a Cunning save (DC 7): on a miss it takes 2d10+7 acid acid, on a weak hit half as much.

  • Slowing Gas
    Fatigue3 Recharge2

    The dragon breathes a viscous, clinging gas in a 60-foot cone. Every creature caught makes a Cunning save (DC 7): on a miss it is slowed as the gas fouls its footing, on a weak hit it is instead impaired until the end of its next turn.

Spellcasting

Power Attack+7 DC7
Cantrips

acid-splash, minor-illusion

Charms

blur, teleport, invisibility, feather-fall, shield, slow, sleep

Tags

Flyby
Leaving a creature's reach doesn't trigger reactions
Jumper
Jump distances are doubled.
Legendary
Gets a number of non-consecutive turns each round equal to half its Rank. Additionally, it can spend 1 Doom to count a missed save as a strong hit.

The trickster of the metallic line, its scales a bright warm copper mottled with green where age has weathered them. It delights in riddles and pranks and the discomfort of the pompous, and it fights the same way it jokes, all feints and sudden angles, refusing to hold still long enough to be pinned down. A grudge it holds forever; a debt it repays twice over.

Ancient Gold Dragon

Apex Gargantuan dragon • Controller
HP 50
AC 2 6 10
AP 6
Power +2
Cunning +1
Focus +7
Luck +4
Immunities fire
Speed 40 ft., fly 60 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Bite reach, +1 piercing melee +2 2d8+2 physicalClaws melee +2 2d6+2 physicalTail reach melee +2 2d6+2 physical

Moves

  • Fire Breath
    Fatigue5 Recharge2 Doom2

    The dragon exhales a torrent of white-gold fire in a 60-foot cone. Every creature caught makes a Cunning save (DC 9): on a miss it takes 2d6+7 fire fire, on a weak hit half as much.

Spellcasting

Focus Attack+7 DC9
Cantrips

mind-spike, minor-illusion, guidance

Charms

magic-missile, shatter, slow, sleep, hasten, summon, hex, counterspell, invisibility, web, teleport, blur, shield, calm-emotions

Tags

Legendary
Gets a number of non-consecutive turns each round equal to half its Rank. Additionally, it can spend 1 Doom to count a missed save as a strong hit.

The greatest and wisest of all dragons, its scales a deep lustrous gold that seems lit from within. It sees further into a matter than any creature living, magic runs through it the way blood runs through lesser things, and it bends that power to whatever ends its long judgment settles on. Tyrants and horrors reckon it their surest enemy, for it has the patience to unmake them and the sight to find them wherever they hide.

Ancient Green Dragon

Apex Gargantuan dragon • Controller
HP 50
AC 8 12 16
AP 6
Power +2
Cunning +7
Focus +1
Luck +4
Immunities poison
Speed 40 ft., fly 60 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Bite reach, +1 piercing melee +2 2d8+2 physicalClaws melee +2 2d6+2 physicalTail reach melee +2 2d6+2 physical

Moves

  • Poison Breath
    Fatigue5 Recharge2 Doom2

    A cloud of stinging chlorine gas billows from the dragon's jaws in a 60-foot cone. Every creature caught makes a Cunning save (DC 9): on a miss it takes 2d6+7 poison poison and is frightened by the choking dark; on a weak hit it takes half damage and its nerve holds.

Spellcasting

Cunning Attack+7 DC9
Cantrips

mind-spike, minor-illusion

Charms

sleep, confusion, calm-emotions, modify-memory, control-creature, influence, power-word-stun

Tags

Legendary
Gets a number of non-consecutive turns each round equal to half its Rank. Additionally, it can spend 1 Doom to count a missed save as a strong hit.

The subtlest and most manipulative of the chromatic dragons, its scales a deep forest green that fades to near-black at the wingtips. It rules the old woods by cunning rather than force, turning rivals against one another and gathering secrets the way its cousins gather gold. It would far rather twist a creature into a servant than kill it outright.

Ancient Red Dragon

Apex Gargantuan dragon • Brute
HP 64
AC 2 6 10
AP 6
Power +7
Cunning +2
Focus +1
Luck +4
Immunities fire
Speed 40 ft., fly 60 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Bite reach, +1 piercing melee +7 2d10+7 physicalClaws melee +7 2d8+7 physicalTail reach melee +7 2d8+7 physical

Moves

  • Fire Breath
    Fatigue5 Recharge2 Doom2

    The dragon rears back and empties its furnace in a 60-foot cone. Every creature caught makes a Cunning save (DC 7): on a miss it takes 2d8+7 fire fire, on a weak hit half as much.

Tags

Legendary
Gets a number of non-consecutive turns each round equal to half its Rank. Additionally, it can spend 1 Doom to count a missed save as a strong hit.

The largest and vainest of the chromatic line, a mountain of overlapping scarlet plates that hold the heat of the deep places it hoards its gold in. Age has only made it crueler and surer of itself, and it burns a thing to ash as readily as it questions it.

Ancient Silver Dragon

Apex Gargantuan dragon • Sentinel
HP 46
AC 4 8 12
AP 6
Power +7
Cunning +2
Focus +1
Luck +4
Immunities cold
Speed 40 ft., fly 60 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Bite reach, +1 piercing melee +7 2d10+7 physicalClaws melee +7 2d8+7 physicalTail reach melee +7 2d8+7 physical

Moves

  • Cold Breath
    Fatigue5 Recharge2 Doom2

    The dragon breathes a wave of killing frost in a 60-foot cone. Every creature caught makes a Cunning save (DC 7): on a miss it takes 2d8+7 cold cold, on a weak hit half as much.

  • Paralyzing Gas
    Fatigue5 Recharge2 Doom1

    The dragon breathes a numbing, paralyzing gas in a 60-foot cone. Every creature caught makes a Cunning save (DC 7): on a miss it is stunned as the cold seizes its limbs, on a weak hit it is instead slowed until the end of its next turn.

Spellcasting

Power Attack+7 DC7
Cantrips

ice-knife, guidance

Charms

shield, blur, teleport, counterspell, sanctuary, feather-fall, calm-emotions

Tags

Icewalker
Ignores icy/snowy difficult terrain.
Legendary
Gets a number of non-consecutive turns each round equal to half its Rank. Additionally, it can spend 1 Doom to count a missed save as a strong hit.

The noblest and most curious of the metallic dragons, its scales a bright polished silver that catches the light like a struck coin. It keeps to the high peaks and the cloud country, and of all dragons it takes the most interest in the short lives of humanoids, often walking among them in a borrowed shape for the simple pleasure of their company. It fears little and pities much.

Ancient White Dragon

Apex Gargantuan dragon • Brute
HP 64
AC 2 6 10
AP 6
Power +7
Cunning +2
Focus +1
Luck +4
Immunities cold
Speed 40 ft., fly 30 ft.

Attacks

Strike Range Hit Damage Bite reach, +1 piercing melee +7 2d10+7 physicalClaws melee +7 2d8+7 physicalTail reach melee +7 2d8+7 physical

Moves

  • Cold Breath
    Fatigue5 Recharge2 Doom2

    A blast of killing frost pours from the dragon's jaws in a 60-foot cone. Every creature caught makes a Cunning save (DC 7): on a miss it takes 2d8+7 cold cold, on a weak hit half as much.

Tags

Icewalker
Ignores icy/snowy difficult terrain.
Legendary
Gets a number of non-consecutive turns each round equal to half its Rank. Additionally, it can spend 1 Doom to count a missed save as a strong hit.
Spicy (cold)
A creature that hits it with a melee attack or starts its turn touching it takes 1d6 cold damage.

The most feral and simple of the chromatic dragons, a low, hunched thing sheathed in frost-rimed white scales that crackle when it moves. It keeps to the high glaciers and the frozen deep, where the cold that lives in its blood is only the weather, and it remembers every creature that has ever crossed its territory.

Avatar of Death

Apex Medium undead
HP 52
AC 8 12 16
AP 6
Power +4
Cunning +7
Focus +2
Luck +1
Immunities necrotic
Speed fly 30 ft.

Attacks

Strike Range Hit Damage Reaping Scythe reach melee +4 2d10+4 physical

Moves

  • Mark for Reaping
    Fatigue2 Doom1

    The reaper singles out one creature within 30 feet and sweeps the scythe across the space where its shadow falls +7. On a hit it deals 2d10+7 necrotic necrotic; on a strong hit the cut severs the target from its own life and leaves it doomed. A weak hit deals only the damage.

Tags

Incorporeal
Moves through creatures and objects as difficult terrain
Legendary
Gets a number of non-consecutive turns each round equal to half its Rank. Additionally, it can spend 1 Doom to count a missed save as a strong hit.
Undying
Spend 2 Doom to drop to 1 HP instead of dying

A tall shape wrapped in a tattered shroud, faceless beneath the hood, drifting through wall and body alike as though neither were there. It is a sliver of the ending itself, given just enough shape to lift the scythe, and every life it takes stitches its ragged outline a little more solid. It makes no threats and strikes no bargains. It simply comes for the one it was called against, and it does not stop until that one is gone or it is unmade.

Balor

Apex Huge fiend
HP 55
AC 4 8 12
AP 6
Power +7
Cunning +3
Focus +2
Luck +2
Immunities fire
Speed 40 ft., fly 30 ft.

Attacks

Strike Range Hit Damage Flame Whip reach 30 ft. +7 2d10+7 fireLongsword melee +7 2d8+7 fire

Moves

  • Whip and Drag
    Fatigue1

    The balor snaps its burning whip around a creature within 30 feet +7. On a hit it deals 2d10+7 fire fire, and on a strong hit the creature is hauled up to 20 feet toward the balor and into its reach.

  • Sweeping Blade
    Fatigue2

    The balor cuts its flaming sword through everything around it. Every creature within reach makes a Cunning save (DC 7): on a miss it takes 2d6+7 fire fire, on a weak hit half.

Tags

Extraplanar
Reforms on home plane in 1d4 days when killed outside it.
Legendary
Gets a number of non-consecutive turns each round equal to half its Rank. Additionally, it can spend 1 Doom to count a missed save as a strong hit.
Reactive
One reaction per player turn instead of one per round

The greatest of the demon lords' warlords, a giant of shadow and flame with a whip of living fire in one hand and a burning blade in the other. It fights at the front of a horde and needs no horde to be the deadliest thing on the field, and the ground it dies on burns for a long time after.

Giant Ape

Apex Huge beast • Brute
Giant Ape
HP 64
AC 3 7 11
AP 6
Power +7
Cunning +3
Focus +3
Luck +1
Speed 40 ft., climb 40 ft.

Attacks

Strike Range Hit Damage Fist reach melee +9 2d10+7 physical

Moves

  • Boulder Toss
    Fatigue2 Recharge3 Doom1

    The ape hurls a boulder at a point it can see within 90 feet. Every creature within 10 feet makes a Cunning save (DC 7): on a miss it takes 2d8+7 physical and is knocked prone; on a weak hit it takes half damage instead.

  • Seize and Slam
    Fatigue2

    The ape closes a huge fist around a creature within reach +9; on a hit it deals 2d10+7 physical and the target is restrained in its grip, hauled off its feet and slammed against the ground or hurled aside.

  • Thunderous Bellow
    Fatigue3 Recharge3 Doom1

    The ape rears up and beats its chest, and the sound hits like a wall. Every creature within 20 feet makes a Focus save (DC 7): on a miss the display leaves it frightened, on a weak hit it holds its nerve and is unaffected.

Tags

Aggressive
+2 ongoing attack rolls
Bloodthirsty
+2 to damage

Iron Golem

Apex Large construct
HP 55
AC 4 8 12
AP 6
Power +7
Cunning +3
Focus -3
Luck +2
Immunities fire, poison, charmed, frightened
Speed 30 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Slam melee +7 2d10+7 physical

Moves

  • Poison Breath
    Fatigue4 Recharge3

    The golem's chest cracks open along its seams and vents a roiling cloud of toxic gas in a 15-foot cone. Every creature in the area makes a Cunning save (DC 7): on a miss it chokes on the fumes, taking 2d8+7 poison and left impaired; on a weak hit it takes half damage and holds its breath, unaffected otherwise.

Tags

Besieger
Deals double damage to objects and structures.
Immutable
Cannot be polymorphed or shape-shifted.
Legendary
Gets a number of non-consecutive turns each round equal to half its Rank. Additionally, it can spend 1 Doom to count a missed save as a strong hit.
Mindless
Immune to charmed and frightened, but drops Focus by -5.

A colossus of black iron, forged limb by limb and bound to a single purpose it will pursue past the ruin of everything around it. Fire only feeds the furnace at its core, and from the vents in its chest it breathes a killing fog.

Lich

Apex Medium undead • Weaver
HP 41
AC 5 9 13
AP 6
Power +2
Cunning +4
Focus +7
Luck +1
Resistance necrotic, physical
Speed 30 ft.

Attacks

Strike Range Hit Damage Withering Touch precise melee +7 2d10+7 necrotic

Spellcasting

Focus Attack+7 DC9
Cantrips

fire-mote, mind-spike, call-the-grave

Charms

wither, hex, speak-with-dead, summon, counterspell, shield, armor, blur, magic-missile, shatter, blast, slow, teleport, web

Tags

Legendary
Gets a number of non-consecutive turns each round equal to half its Rank. Additionally, it can spend 1 Doom to count a missed save as a strong hit.
Reactive
One reaction per player turn instead of one per round
Undying
Spend 2 Doom to drop to 1 HP instead of dying
Unrelenting
Spend 2 Doom to clear its exhaustion and reset its fatigue

A sorcerer who refused to die and paid for it with everything that made the death worth avoiding, its will bound into a hidden vessel while its body wears down to bone. Centuries of study sit behind its empty eyes, and it spends them without haste, certain that anything the living do to it can be undone as long as the vessel stays hidden.

Mammoth

Apex Huge beast • Brute
Mammoth
HP 64
AC 7 11 15
AP 6
Power +7
Cunning +5
Focus +1
Luck +1
Speed 50 ft.

Attacks

Strike Range Hit Damage Tusks reach melee +9 2d10+7 physical

Moves

  • Gore
    Fatigue1

    The mammoth drops its head and surges forward at a creature within reach after charging at least 20 feet straight toward it +9; on a hit it deals 2d10+7 physical, and on a strong hit the target is knocked prone.

  • Trample
    Fatigue2 Recharge2 Doom1

    The mammoth breaks into a run and drives through everything in its way. Every creature in its path makes a Power save (DC 7): on a miss it is trampled underfoot for 2d8+7 physical and knocked prone, on a weak hit it takes half damage and keeps its feet.

Tags

Aggressive
+2 ongoing attack rolls
Armored (2)
+2 to its AC
Bloodthirsty
+2 to damage

Pit Fiend

Apex Large fiend
HP 55
AC 4 8 12
AP 6
Power +7
Cunning +3
Focus +2
Luck +2
Immunities fire
Speed 30 ft., fly 60 ft.

Attacks

Strike Range Hit Damage Mace melee +7 2d10+7 physicalBite +1 piercing melee +7 2d8+7 fireTail reach melee +7 2d8+7 physical

Moves

  • Aura of Menace
    Fatigue4

    The pit fiend unfurls its full presence and every creature within 20 feet makes a Focus save (DC 2): on a miss it is frightened, on a weak hit it holds but strikes at disadvantage until the end of its next turn.

  • Hurl Hellfire
    Fatigue2 Recharge2

    The pit fiend hurls a ball of green fire that bursts in a 15-foot radius within 120 feet. Every creature caught makes a Cunning save (DC 7): on a miss it takes 2d8+7 fire fire, on a weak hit half.

  • Constrict
    Fatigue4 Doom1

    The pit fiend lashes its tail around a creature it holds restrained by a grab and crushes. The target takes 2d10+7 physical and, on a strong hit, is stunned until the end of its next turn as the coils drive the air from it.

Tags

Extraplanar
Reforms on home plane in 1d4 days when killed outside it.
Legendary
Gets a number of non-consecutive turns each round equal to half its Rank. Additionally, it can spend 1 Doom to count a missed save as a strong hit.

The lord of a devil legion, a towering, red-scaled tyrant wreathed in its own flame, with a barbed tail and a wingspan that blots out a doorway. It does not need to close the distance and it does not need to hurry; the fear it throws ahead of itself has already half-won the fight.

Purple Worm

Apex Gargantuan beast
Purple Worm
HP 55
AC 6 10 14
AP 6
Power +7
Cunning +5
Focus +1
Luck +1
Speed 50 ft., burrow 30 ft.
Senses Blindsight 30 ft., Tremorsense 60 ft.

Attacks

Strike Range Hit Damage Bite melee +7 2d10+7 physicalStinger agile, reach melee +7 2d8+7 poison

Moves

  • Swallow Whole
    Fatigue1 Recharge3 Doom1

    The worm rears and tries to gulp down a creature within reach at least one size smaller, which makes a Power save (DC 7): on a miss it is swallowed—restrained inside the worm and taking 2d10+7 acid at the start of each of the worm's turns until it cuts its way free—and on a weak hit it takes half damage instead.

Tags

Grappler
Half fatigue to keep a creature restrained
Spicy (acid)
A creature that hits it with a melee attack or starts its turn touching it takes 1d6 acid damage.
Tunneler
Leaves a tunnel when burrowing.

Reaver

Apex Medium aberration • Controller
HP 50
AC 5 9 13
AP 6
Power +2
Cunning +4
Focus +7
Luck +1
Resistance force
Speed 30 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Tentacles precise, reach melee +7 2d8+7 physical

Moves

  • Extract Brain
    Fatigue1 Doom3

    The reaver drives its tendrils through the skull of a creature it holds restrained by a grab and hauls out what sits behind the eyes. If that creature is below half its HP, it dies. Otherwise it takes 2d8+7 force force as its thoughts are half-torn loose.

Spellcasting

Focus Attack+7 DC9
Cantrips

mind-spike, glimpse, minor-illusion

Charms

influence, calm-emotions, sleep, confusion, control-creature, modify-memory, power-word-stun

Tags

Fadeward
+2 to its saves against spells
Grappler
Half fatigue to keep a creature restrained

A gaunt, ash-skinned figure that walks upright like a person but wears no face worth the name, only a writhing fringe of feelers over a cold slit of a mouth. It rarely bothers to fight—it presses into a mind and lifts out whatever it pleases, and once the thoughts are stripped away it cracks the skull for what remains and leaves the husk swaying on its feet.

Roc

Apex Gargantuan beast
Roc
HP 52
AC 8 12 16
AP 6
Power +4
Cunning +7
Focus +2
Luck +1
Speed 20 ft., fly 90 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Talons agile melee +9 2d10+7 physicalBeak melee +6 2d8+4 physical

Moves

  • Grab and Carry
    Fatigue1 Doom1

    The roc stoops and clutches a creature within reach in its talons, which makes a Power save (DC 7): on a miss it takes 2d10+7 physical, is restrained in the roc's grip, and is carried aloft up to half the roc's speed; on a weak hit it takes half damage instead and is left on the ground. If the grip ends in midair, the target falls.

Tags

Aggressive
+2 ongoing attack rolls
Flyby
Leaving a creature's reach doesn't trigger reactions

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.

Solar

Apex Large celestial
HP 55
AC 2 6 10
AP 6
Power +7
Cunning +2
Focus +4
Luck +1
Immunities charmed
Resistance radiant
Speed 30 ft., fly 60 ft.

Attacks

Strike Range Hit Damage Longsword sap melee +7 1d8+7 physicalLongbow precise, two-handed, pinpoint 150 ft. +4 1d8+4 physical

Spellcasting

Power Attack+7 DC7
Cantrips

sacred-flame, healing-word, guidance

Charms

blur, counterspell, invigorate, sanctuary, teleport, hasten, summon, calm-emotions, magic-missile, shatter, slow, web

Tags

Extraplanar
Reforms on home plane in 1d4 days when killed outside it.
Frail (1)
−1 to its AC
Legendary
Gets a number of non-consecutive turns each round equal to half its Rank. Additionally, it can spend 1 Doom to count a missed save as a strong hit.
Reactive
One reaction per player turn instead of one per round

The greatest of the winged host, tall as a giant and burning too bright to look on directly. Its greatsword and its bow answer its will alone, striking from across a field with no hand to loose them. Emperors and archdevils alike have learned that a solar sent to end a matter does not negotiate, and does not miss twice.

Storm Giant

Apex Huge humanoid
HP 52
AC 3 7 11
AP 6
Power +4
Cunning +2
Focus +7
Luck +1
Immunities lightning
Resistance cold
Speed 50 ft., fly 30 ft., swim 50 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Longsword sap melee +4 1d8+4 physical

Spellcasting

Focus Attack+7 DC7
Cantrips

lightning-bolt, windrush, glimpse

Charms

control-element, emanate, shatter, magic-missile, blast, detonate, splash, barrage, teleport, feather-fall

Tags

Amphibious
Can breathe both air and water.
Fadeward
+2 to its saves against spells

Mightiest of the giant kin, a storm giant stands closer to the divine than to its lesser cousins, and it carries that lineage in every measured word. It reads fate in the churn of the sky and answers slights with thunder. Sea and storm are one country to it: it strides the ocean floor and the high cloud with the same unbothered ease, and when its patience runs out the heavens open and lightning walks down to do its bidding.

Tyrannosaurus Rex

Apex Huge beast • Brute
Tyrannosaurus Rex
HP 64
AC 4 8 12
AP 6
Power +7
Cunning +4
Focus +2
Luck +1
Speed 50 ft.

Attacks

Strike Range Hit Damage Bite melee +9 2d10+7 physical

Moves

  • Seize
    Fatigue2 Doom1

    It bites a target within reach +9; on a hit it deals 2d10+7 physical, and on a strong hit the jaws lock and the target is hauled off the ground, restrained in its teeth.

  • Tail Sweep
    Fatigue3

    Its tail scythes through everything around it. Every creature within reach makes a Cunning save (DC 4): on a miss it takes 2d8+4 physical, on a weak hit it takes half damage instead.

  • Terrifying Roar
    Fatigue3 Recharge3 Doom1

    The tyrannosaur throws its head back and roars, a sound felt in the chest as much as heard. Every creature within 30 feet makes a Focus save (DC 4): on a miss it is frightened, on a weak hit it stands its ground and is unaffected.

Tags

Aggressive
+2 ongoing attack rolls
Bloodthirsty
+2 to damage
Grappler
Half fatigue to keep a creature restrained

Adult Black Dragon

Very Hard Huge dragon • Striker
HP 27
AC 3 7 11
AP 5
Power +5
Cunning +1
Focus +0
Luck +3
Immunities acid
Speed 40 ft., fly 60 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Bite +1 piercing melee +5 2d10+5 physicalClaws melee +5 2d8+5 physicalTail reach melee +5 2d8+5 physical

Moves

  • Acid Breath
    Fatigue5 Doom1

    It spits a hissing stream of acid in a 60-foot line. Every creature in the line makes a Cunning save (DC 5): on a miss it takes 2d8+5 acid acid and the corroding acid leaves it sundered; on a weak hit it takes half damage and shrugs off the worst of it.

Tags

Amphibious
Can breathe both air and water.

A swamp-lurker, cruel and patient, that lairs in flooded ruins and drowns what it doesn't dissolve. It fights from the water and the dark, and it never fights fair.

Adult Blue Dragon

Very Hard Huge dragon • Striker
HP 27
AC 3 7 11
AP 5
Power +5
Cunning +1
Focus +0
Luck +3
Immunities lightning
Speed 40 ft., fly 60 ft.
Senses Tremorsense 30 ft.

Attacks

Strike Range Hit Damage Bite +1 piercing melee +5 2d10+5 physicalClaws melee +5 2d8+5 physicalTail reach melee +5 2d8+5 physical

Moves

  • Lightning Breath
    Fatigue5 Doom1

    It exhales a bolt of raw lightning in a 60-foot line. Every creature in the line makes a Cunning save (DC 5): on a miss it takes 2d8+5 lightning lightning, on a weak hit it takes half damage instead.

A desert tyrant that reads the ground through its feet and the sky through its horn, striking from a clear day with a bolt that finds the metal on a hero from a mile off. It burrows through dune and stone as easily as it flies.

Adult Brass Dragon

Very Hard Huge dragon • Controller
HP 33
AC 3 7 11
AP 5
Power +5
Cunning +1
Focus +0
Luck +3
Immunities fire
Speed 40 ft., fly 60 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Bite +1 piercing melee +5 2d6+5 physicalClaws melee +5 1d12+5 physicalTail reach melee +5 1d12+5 physical

Moves

  • Fire Breath
    Fatigue5 Doom1

    It looses a roaring jet of flame in a 60-foot line. Every creature in the line makes a Cunning save (DC 7): on a miss it takes 1d12+5 fire fire, on a weak hit it takes half damage instead.

  • Sleep Gas
    Fatigue5

    It exhales a 30-foot cone of soporific gas. Every creature in the area makes a Cunning save (DC 7): on a miss it falls unconscious, on a weak hit it is instead stunned until the end of its next turn.

The talker of the metallic line, a sun-loving gossip that would rather pin a traveler in conversation for a day than fight—but it lairs in the desert for a reason, and its second breath is a mercy only by comparison to its first.

Adult Bronze Dragon

Very Hard Huge dragon • Sentinel
HP 27
AC 4 8 12
AP 5
Power +5
Cunning +1
Focus +0
Luck +3
Immunities lightning
Speed 40 ft., fly 60 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Bite +1 piercing melee +5 2d8+5 physicalClaws melee +5 2d6+5 physicalTail reach melee +5 2d6+5 physical

Moves

  • Lightning Breath
    Fatigue5 Doom1

    It looses a hammering bolt in a 60-foot line. Every creature in the line makes a Cunning save (DC 5): on a miss it takes 2d6+5 lightning lightning, on a weak hit it takes half damage instead.

  • Repulsion Breath
    Fatigue2

    It breathes a 30-foot cone of concussive force. Every creature in the area makes a Cunning save (DC 5): on a miss it is knocked prone, on a weak hit it holds its ground.

Spellcasting

Power Attack+5 DC5
Cantrips

lightning-bolt, guidance

Charms

shield, counterspell, hasten, sense, ward

Tags

Amphibious
Can breathe both air and water.

A coast-keeper and a soldier at heart, the most martial of the metallics, that patrols its stretch of shore and answers to a code older than any kingdom on it. It fights like it has already forgiven you and would still rather not.

Adult Copper Dragon

Very Hard Huge dragon • Striker
HP 27
AC 3 7 11
AP 5
Power +5
Cunning +1
Focus +0
Luck +3
Immunities acid
Speed 40 ft., fly 60 ft.

Attacks

Strike Range Hit Damage Bite +1 piercing melee +5 2d10+5 physicalClaws melee +5 2d8+5 physicalTail reach melee +5 2d8+5 physical

Moves

  • Acid Breath
    Fatigue5 Doom1

    It spits a raking line of acid in a 60-foot line. Every creature in the line makes a Cunning save (DC 5): on a miss it takes 2d8+5 acid acid, on a weak hit it takes half damage instead.

  • Slowing Gas
    Fatigue2

    It exhales a 30-foot cone of clinging vapor. Every creature in the area makes a Cunning save (DC 5): on a miss it is slowed, on a weak hit its speed is halved until the end of its next turn.

Spellcasting

Power Attack+5 DC5
Cantrips

acid-splash, minor-illusion

Charms

blur, invisibility, slow

Tags

Flyby
Leaving a creature's reach doesn't trigger reactions

A prankster and a show-off, the trickster of the hills, that would sooner strand a rival on a ledge than kill them. It never holds still—it hits, laughs, and is gone before the reprisal lands.

Adult Gold Dragon

Very Hard Huge dragon • Controller
HP 29
AC 2 6 10
AP 5
Power +1
Cunning +0
Focus +5
Luck +3
Immunities fire
Speed 40 ft., fly 60 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Bite +1 piercing melee +1 2d6+1 physicalClaws melee +1 1d12+1 physicalTail reach melee +1 1d12+1 physical

Moves

  • Fire Breath
    Fatigue5

    It exhales a searing 30-foot cone of golden flame. Every creature in the area makes a Cunning save (DC 7): on a miss it takes 1d12+5 fire fire, on a weak hit it takes half damage instead.

Spellcasting

Focus Attack+5 DC7
Cantrips

sacred-flame, guidance

Charms

counterspell, shield, calm-emotions, banishment, sense

The greatest of the dragons in bearing if not yet in years, a mind of enormous reach that treats a fight as the last and least of its options. Even now, half-grown into its power, it argues like a court and burns like a forge.

Adult Green Dragon

Very Hard Huge dragon • Controller
HP 29
AC 7 11 15
AP 5
Power +1
Cunning +5
Focus +0
Luck +3
Immunities poison
Speed 40 ft., fly 60 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Bite +1 piercing melee +1 2d6+1 physicalClaws melee +1 1d12+1 physicalTail reach melee +1 1d12+1 physical

Moves

  • Poison Breath
    Fatigue5 Doom1

    It breathes a 30-foot cone of stinging, mind-fogging gas. Every creature in the area makes a Cunning save (DC 7): on a miss it takes 1d12+5 poison poison and is frightened, on a weak hit it takes half damage instead.

Spellcasting

Cunning Attack+5 DC7
Cantrips

poison-spray, minor-illusion

Charms

influence, confusion, sleep, hex, web

A schemer coiled in the deep forest, more interested in dominion than slaughter—it prefers to twist a mind and keep a servant than to eat one outright. Its every word is a trap laid three moves back.

Adult Red Dragon

Very Hard Huge dragon • Brute
HP 38
AC 2 6 10
AP 5
Power +5
Cunning +1
Focus +0
Luck +3
Immunities fire
Speed 40 ft., fly 60 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Bite +1 piercing melee +5 2d8+5 physicalClaws melee +5 2d6+5 physicalTail reach melee +5 2d6+5 physical

Moves

  • Fire Breath
    Fatigue5

    It rears back and looses a roaring cone of flame in a 30-foot cone. Every creature in the area makes a Cunning save (DC 5): on a miss it takes 2d6+5 fire fire, on a weak hit it takes half damage instead.

A vast furnace of a beast, red-scaled and coal-eyed, that rules a mountain and everything under it by the simple argument of fire. It hoards what it burns for and burns most of what it finds.

Adult Silver Dragon

Very Hard Huge dragon • Sentinel
HP 27
AC 4 8 12
AP 5
Power +5
Cunning +1
Focus +0
Luck +3
Immunities cold
Speed 40 ft., fly 60 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Bite +1 piercing melee +5 2d8+5 physicalClaws melee +5 2d6+5 physicalTail reach melee +5 2d6+5 physical

Moves

  • Cold Breath
    Fatigue5

    It exhales a 30-foot cone of killing frost. Every creature in the area makes a Cunning save (DC 5): on a miss it takes 2d6+5 cold cold, on a weak hit it takes half damage instead.

  • Paralyzing Gas
    Fatigue5

    It breathes a 30-foot cone of numbing vapor. Every creature in the area makes a Cunning save (DC 5): on a miss it is stunned, on a weak hit it is instead impaired until the end of its next turn.

The noblest of the metallic line, a guardian that walks among people in borrowed shapes and takes wing only when there's nothing left to do but end a thing. It is slow to anger and terrible once it is.

Adult White Dragon

Very Hard Huge dragon • Brute
HP 38
AC 2 6 10
AP 5
Power +5
Cunning +1
Focus +0
Luck +3
Immunities cold
Speed 40 ft., fly 30 ft.

Attacks

Strike Range Hit Damage Bite +1 piercing melee +5 2d8+5 physicalClaws melee +5 2d6+5 physicalTail reach melee +5 2d6+5 physical

Moves

  • Cold Breath
    Fatigue5

    It exhales a 30-foot cone of killing frost. Every creature in the area makes a Cunning save (DC 5): on a miss it takes 2d6+5 cold cold, on a weak hit it takes half damage instead.

Tags

Icewalker
Ignores icy/snowy difficult terrain.
Spicy (cold)
A creature that hits it with a melee attack or starts its turn touching it takes 1d6 cold damage.

A predator of the high glaciers, small-minded and single-minded, sheathed in rime that never melts. It remembers every creature that has ever fled from it and hunts the ones that got away.

Archelon

Very Hard Huge beast • Sentinel
Archelon
HP 27
AC 8 12 16
AP 5
Power +5
Cunning +3
Focus +0
Luck +1
Speed 20 ft., swim 80 ft.

Attacks

Strike Range Hit Damage Bite melee +7 2d8+5 physical

Moves

  • Dragging Bite
    Fatigue1

    The archelon clamps its beak on a creature within reach +7; on a hit it deals 2d8+5 physical and the target is restrained in its jaws, hauled off balance and dragged down toward deep water.

Tags

Aggressive
+2 ongoing attack rolls
Amphibious
Can breathe both air and water.
Armored (2)
+2 to its AC

Archmage

Very Hard Medium humanoid • Weaver
HP 23
AC 5 9 13
AP 5
Power +1
Cunning +3
Focus +5
Luck +0
Speed 30 ft.

Attacks

Strike Range Hit Damage Quarterstaff ring melee +1 1d4+1 physical

Spellcasting

Focus Attack+5 DC7
Cantrips

fire-mote, mind-spike, minor-illusion, lightning-bolt

Charms

armor, shield, counterspell, invisibility, teleport, web, blur, magic-missile, shatter, slow, sleep, hasten, summon, hex, blast

Tags

Fadeward
+2 to its saves against spells
Legendary
Gets a number of non-consecutive turns each round equal to half its Rank. Additionally, it can spend 1 Doom to count a missed save as a strong hit.
Reactive
One reaction per player turn instead of one per round

A magus of the highest order, who long ago traded a lifetime of study for the power to unmake a battlefield. Carries a plain staff and the settled calm of someone who has never truly needed it.

Ard

Very Hard Large elemental
HP 29
AC 5 9 13
AP 5
Power +1
Cunning +3
Focus +5
Luck +0
Resistance physical
Speed 30 ft., burrow 30 ft.
Senses Tremorsense 60 ft.

Attacks

Strike Range Hit Damage Fist melee +1 2d8+1 physical

Spellcasting

Focus Attack+5 DC5
Cantrips

stone-sling, mind-spike, minor-illusion

Charms

blast, shatter, wither, summon, invisibility, teleport, control-element, disguise

Tags

Fadeward
+2 to its saves against spells

A broad, glowering lord of stone and buried ore, its body studded with raw gems and its eyes like lamplit crystal. It moves through solid rock as easily as air moves through a doorway, and it prizes every hidden thing the earth keeps.

Behir

Very Hard Huge monstrosity • Brute
HP 38
AC 4 8 12
AP 5
Power +5
Cunning +3
Focus +0
Luck +1
Immunities lightning
Speed 50 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Bite +1 piercing melee +7 2d8+5 physical

Moves

  • Lightning Breath
    Fatigue5 Recharge2 Doom1

    The behir rears and looses a crackling bolt down a 60-foot line, 5 feet wide. Each creature caught makes a Cunning save (DC 5): on a miss it takes 2d8+5 lightning lightning, on a weak hit it takes half.

Tags

Aggressive
+2 ongoing attack rolls
Climber
Can climb difficult surfaces, including ceilings, without a check.
Grappler
Half fatigue to keep a creature restrained
Tunneler
Leaves a tunnel when burrowing.

A serpent forty feet long, clawed down the length of its body and crested with a jagged frill, its scales cracking with caged storm-light. It holds the deep mountain crags as its own and drives off every rival that trespasses, dragons above all. What it coils around, it crushes, and what it cannot reach it strikes with a bolt of its own lightning.

Black Pudding

Very Hard Huge ooze • Behemoth
Black Pudding
HP 38
AC 3 7 11
AP 5
Power +5
Cunning +1
Focus -4
Luck +2
Immunities charmed, frightened, prone
Resistance acid
Speed 20 ft., climb 20 ft.
Senses Blindsight 60 ft.

Attacks

Strike Range Hit Damage Pseudopod reach, nick melee +5 2d6+5 acid

Moves

  • Caustic Spray
    Fatigue2 Recharge2

    The pudding flexes and flings ropes of acid in a 15-foot cone. Every creature in the area makes a Cunning save (DC 5): on a miss it takes 1d12+5 acid, on a weak hit it takes half damage instead.

  • Split
    Doom2

    it takes physical or lightning damage without dropping to 0 HP

    Struck, the pudding parts around the blow and reforms as two. Its current HP is divided between two black puddings, rounding down, and the two share one fatigue and exhaustion track—each as hungry as the whole.

Tags

Amorphous
Can move through spaces as narrow as 1 inch without squeezing.
Climber
Can climb difficult surfaces, including ceilings, without a check.
Draining
Heals half the HP it deals with melee attacks, rounded up
Mindless
Immune to charmed and frightened, but drops Focus by -5.
Occupier
Can enter and share another creature's space.
Spicy (acid)
A creature that hits it with a melee attack or starts its turn touching it takes 1d6 acid damage.

A heaving slick of black ooze that corrodes whatever it touches—steel, leather, bone. Strike it with a blade or a bolt of lightning and the severed mass simply reforms into two smaller puddings, each as hungry as the first.

Bulette

Very Hard Large beast • Brute
Bulette
HP 38
AC 4 8 12
AP 5
Power +5
Cunning +3
Focus +1
Luck +0
Speed 40 ft., burrow 40 ft.
Senses Darkvision, Tremorsense 60 ft.

Attacks

Strike Range Hit Damage Bite melee +7 2d8+5 physical

Moves

  • Deadly Leap
    Fatigue2 Recharge2 Doom1

    The bulette erupts from the ground and crashes down. Every creature within 15 feet makes a Cunning save (DC 5): on a miss it takes 2d6+5 physical and is knocked prone; on a weak hit it takes half damage instead.

Tags

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

Chimera

Very Hard Large monstrosity
HP 33
AC 5 9 13
AP 5
Power +5
Cunning +3
Focus +1
Luck +0
Speed 30 ft., fly 60 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Horns +1 piercing melee +7 2d8+5 physicalBite melee +7 2d6+5 physical

Moves

  • Fire Breath
    Fatigue2 Recharge2

    The dragon head rears back and spews flame in a 30-foot cone. Every creature in the area makes a Cunning save (DC 5): on a miss it takes 2d6+5 fire fire, on a weak hit it takes half damage instead.

Tags

Aggressive
+2 ongoing attack rolls

A monstrous braid of three beasts—the maned foreparts and horns of a great goat, the hindquarters and claws of a lion, and a scaled dragon's head that rises snarling from its shoulders to loose a gout of fire. It flies on ragged wings and attacks with all three heads at once.

Cloud Giant

Very Hard Huge humanoid
HP 31
AC 7 11 15
AP 5
Power +3
Cunning +5
Focus +1
Luck +0
Speed 40 ft., fly 30 ft.

Attacks

Strike Range Hit Damage Mace sap melee +3 1d6+3 physical

Moves

  • Thundercloud
    Fatigue4

    The giant's mace trails a knot of storm-cloud, and a hit bursts it in a clap of thunder against a creature within reach +3. On a hit it deals 2d8+3 force; on a strong hit the target is stunned until the end of the giant's next turn, and on a weak hit it is instead slowed.

Spellcasting

Cunning Attack+5 DC5
Cantrips

windrush, minor-illusion, glimpse

Charms

teleport, blur, feather-fall, enlarge-reduce, invisibility, disguise, control-element, emanate

Tags

Fadeward
+2 to its saves against spells

Born to the high halls of castle-clouds, a cloud giant carries the manners of nobility and the reach of the sky it rules. Its voice rolls like distant thunder, and the weather bends around its moods. It walks on banks of storm-cloud as easily as on stone, and its mace drags a scrap of that storm down with every swing, so each blow lands with a crack that leaves the ears ringing.

Deva

Very Hard Medium celestial
HP 31
AC 2 6 10
AP 5
Power +3
Cunning +0
Focus +1
Luck +5
Immunities charmed, frightened
Resistance radiant
Speed 30 ft., fly 30 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Mace sap melee +3 1d6+3 physical

Spellcasting

Luck Attack+5 DC5
Cantrips

sacred-flame, healing-word

Charms

invigorate, sanctuary, teleport, blur, counterspell

Tags

Extraplanar
Reforms on home plane in 1d4 days when killed outside it.
Fadeward
+2 to its saves against spells

A winged messenger clad in light, its face calm and its eyes fixed on some errand a mortal can only guess at. It carries a plain mace that has ended more evils than any blade of legend, and it wields it without anger. When it dies it does not fall so much as fade, its light drawn back to wherever it came from.

Dragon-Turtle

Very Hard Gargantuan dragon • Brute
HP 38
AC 2 6 10
AP 5
Power +5
Cunning +1
Focus +2
Luck +1
Immunities fire
Speed 20 ft., swim 60 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Bite +1 piercing melee +5 2d8+5 physicalTail reach melee +5 2d6+5 physical

Moves

  • Steam Breath
    Fatigue5 Recharge2 Doom2

    It looses a 60-foot cone of scalding steam that boils the water for a ship's length around it. Every creature in the cone makes a Cunning save (DC 5): on a miss it takes 2d6+5 fire fire, on a weak hit it takes half.

Tags

Amphibious
Can breathe both air and water.
Fadeward
+2 to its saves against spells

A sea-dragon the size of an island, armored in a barnacled shell that sailors moor against until it moves. It rises from the deep to crack a hull in its jaws and sweep the survivors under with a tail like a falling mast. The water around it steams where its breath has passed, and what it does not drown, it boils.

Erinyes

Very Hard Medium fiend
HP 33
AC 3 7 11
AP 5
Power +5
Cunning +1
Focus +3
Luck +0
Immunities fire
Speed 30 ft., fly 60 ft.

Attacks

Strike Range Hit Damage Longsword sap melee +5 1d8+5 physicalLongbow precise, two-handed, pinpoint 150 ft. +3 1d8+3 physical

Moves

  • Entangling Rope
    Fatigue1

    The erinyes casts out a coil of blessed rope that lashes tight around its quarry +5; on a hit the target is restrained, bound fast until it tears the cords apart.

Tags

Extraplanar
Reforms on home plane in 1d4 days when killed outside it.
Fadeward
+2 to its saves against spells

A winged devil in the shape of a stern, beautiful warrior, sworn to hunt down the oath-breakers and the marked. It fights with cold discipline, longbow at range and longsword in close, and it does not tire, does not flinch, and does not stop until the writ is served.

Fire Giant

Very Hard Huge humanoid • Brute
HP 38
AC 5 9 13
AP 5
Power +5
Cunning +2
Focus +1
Luck +1
Immunities fire
Speed 30 ft.

Attacks

Strike Range Hit Damage Longsword sap melee +7 1d8+5 physical

Moves

  • Hurl Molten Iron

    The giant snatches a hammer-head glowing from its forge and flings it at a creature within 60 feet +7, dealing 2d8+5 fire on a hit.

Tags

Aggressive
+2 ongoing attack rolls
Armored (2)
+2 to its AC

Black iron plate, soot-stained and scarred, wraps a warrior grown at the roots of a volcano. Fire giants are smiths before they are soldiers, and the same arms that shape a blade on the anvil bring it down in battle hard enough to split shields. Flame does not touch them; they wade the coals of their own forges to work, and hurl half-cooled iron across the field like a child skipping stones.

Frost Giant

Very Hard Huge humanoid • Brute
HP 38
AC 5 9 13
AP 5
Power +5
Cunning +2
Focus +1
Luck +1
Immunities cold
Speed 40 ft.

Attacks

Strike Range Hit Damage Battleaxe cleave melee +7 1d8+5 physicalLongbow precise, two-handed, pinpoint 150 ft. +3 1d8+1 physical

Moves

  • War Cry
    Fatigue1 Recharge2

    The giant throws back both heads and bellows a raider's cry. One ally within 30 feet that can hear it becomes invigorated until the end of the giant's next turn.

Tags

Aggressive
+2 ongoing attack rolls
Armored (2)
+2 to its AC

Skin the blue-white of glacier ice stretches over a frame built for the long raid, its axe-edge furred with rime that never melts. Frost giants live by the raid the way others live by the harvest, and the cold that cracks a lesser creature's bones only quickens theirs. When one lifts its voice in a booming war cry, the whole warband strikes harder for it.

Giant Crocodile

Very Hard Huge beast • Brute
Giant Crocodile
HP 38
AC 4 8 12
AP 5
Power +5
Cunning +3
Focus +0
Luck +1
Speed 30 ft., swim 50 ft.

Attacks

Strike Range Hit Damage Bite melee +7 2d8+5 physical

Moves

  • Death Roll
    Fatigue1

    Its jaws clamp on a creature within reach and the crocodile rolls, twisting prey into the depths. The target makes a Power save (DC 5): on a miss it takes 2d8+5 physical and is restrained; on a weak hit it takes half damage instead.

  • Tail Sweep
    Fatigue1

    Its tail lashes round at one target within reach +7; on a hit it deals 2d8+5 physical, and on a strong hit the target is knocked prone.

Tags

Aggressive
+2 ongoing attack rolls
Grappler
Half fatigue to keep a creature restrained

Giant Shark

Very Hard Huge beast • Striker
Giant Shark
HP 27
AC 5 9 13
AP 5
Power +5
Cunning +3
Focus +0
Luck +1
Speed 5 ft., swim 60 ft.
Senses Blindsight 30 ft.

Attacks

Strike Range Hit Damage Bite melee +7 2d10+5 physical

Moves

  • Savage Bite
    Fatigue1

    The shark drives in and locks its rows of teeth shut +7; on a hit it deals 2d10+5 physical and the target is restrained in its jaws, thrashed from side to side until the flesh gives.

Tags

Aggressive
+2 ongoing attack rolls
Aquatic
Can only breathe underwater. Suffocates if removed.
Bloodthirsty
+2 to damage

Glabrezu

Very Hard Huge fiend
HP 29
AC 5 9 13
AP 5
Power +1
Cunning +3
Focus +5
Luck +0
Resistance fire
Speed 40 ft.
Senses Truesight 30 ft.

Attacks

Strike Range Hit Damage Pincer reach, ring melee +1 2d8+1 physicalFist melee +1 2d6+1 physical

Spellcasting

Focus Attack+5 DC5
Cantrips

mind-spike, minor-illusion, fire-mote

Charms

influence, confusion, hex, blast, teleport, invisibility, disguise, counterspell, summon, power-word-stun

Tags

Extraplanar
Reforms on home plane in 1d4 days when killed outside it.
Fadeward
+2 to its saves against spells
Grappler
Half fatigue to keep a creature restrained

A four-armed brute of a demon, dog-headed and towering, with two great pincers below a pair of clawed hands. It bargains as readily as it kills, offering a heart's desire with one breath and closing a pincer with the next, and it sees through every lie but its own.

Gloomgazer

Very Hard Large aberration • Sentinel
HP 20
AC 6 10 14
AP 5
Power -2
Cunning +3
Focus +5
Luck +3
Speed 5 ft., fly 30 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Bite melee -2 1d6-2 physical

Moves

  • Antimagic Cone
    Doom2

    The widest socket yawns open and a 60-foot cone of null-magic pours out ahead of it, held wherever the creature turns until the socket seals. Spells cannot be cast into or out of the cone, ongoing magical effects are suppressed within it, and any creature relying on magic to fly or stay hidden inside it loses that magic while the socket stays open.

Spellcasting

Focus Attack+5 DC5
Cantrips

mind-spike, fire-mote, ice-knife

Charms

blast, sleep, slow, hex, magic-missile, shatter, web, wither, enlarge-reduce, heat-metal

Tags

Legendary
Gets a number of non-consecutive turns each round equal to half its Rank. Additionally, it can spend 1 Doom to count a missed save as a strong hit.

A hovering knot of grey flesh, its hide pocked all over with dark, wet sockets that open and shut of their own accord. It drifts through the deep places on a bed of its own spite, and each waking socket answers a separate cruelty—one leaves flesh sloughing from the bone, one drags the limbs to a crawl, one folds a mind down into sleep.

Guardian Naga

Very Hard Large celestial • Sentinel
HP 24
AC 4 8 12
AP 5
Power +2
Cunning +1
Focus +5
Luck +1
Immunities poison, charmed
Speed 40 ft., swim 40 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Bite reach, +1 piercing melee +2 2d8+2 poison

Moves

  • Venom Spray
    Fatigue5 Recharge2 Doom1

    The naga rears and spits a stream of stinging venom down a 60-foot line. Each creature caught makes a Cunning save (DC 5): on a miss it takes 2d8+5 poison poison, on a weak hit it takes half.

Spellcasting

Focus Attack+5 DC5
Cantrips

sacred-flame, mind-spike, guidance

Charms

sanctuary, invigorate, sense

Tags

Extraplanar
Reforms on home plane in 1d4 days when killed outside it.
Fadeward
+2 to its saves against spells
Illuminated
Emits bright light to twice its reach, dim light beyond.

A great serpent, gold-scaled and longer than a war-galley, crowned with the calm face of an ancient sage. It is set to watch over a holy place or a truth too dangerous to leave unguarded, and it keeps that watch across lifetimes—struck down, it gathers itself back from death within days and returns to its post. It would rather counsel a trespasser than kill one, but it does not fail its charge twice.

Horned Devil

Very Hard Large fiend
HP 33
AC 5 9 13
AP 5
Power +5
Cunning +3
Focus +1
Luck +0
Immunities fire
Speed 30 ft., fly 60 ft.

Attacks

Strike Range Hit Damage Searing Fork reach melee +5 2d8+5 fireTail +1 piercing melee +5 2d6+5 physical

Moves

  • Hurl Flame

    The devil flings a spinning gout of fire at a creature within 150 feet +5. On a hit it deals 2d8+5 fire fire.

Tags

Extraplanar
Reforms on home plane in 1d4 days when killed outside it.
Fadeward
+2 to its saves against spells

A towering winged devil that carries a long two-tined fork and trails heat enough to blister the air. Horned devils are the lawgivers' enforcers, and they hunt from above, raining fire down on anyone who runs before circling in to finish the sentence with the fork.

Hydra

Very Hard Huge monstrosity • Brute
HP 38
AC 4 8 12
AP 5
Power +5
Cunning +3
Focus +1
Luck +0
Speed 30 ft., swim 30 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Bite reach, +1 piercing melee +7 2d8+5 physical

Moves

  • Many Heads
    Fatigue2 Recharge2

    The hydra strikes with every head at once, snapping at up to five different creatures within reach. It makes a separate attack against each +7, dealing 2d6+5 physical to each it hits.

Tags

Aggressive
+2 ongoing attack rolls
Amphibious
Can breathe both air and water.
Occupier
Can enter and share another creature's space.
Regeneration (2)
Heals 2 HP at the start of its turn.

A vast reptilian body from which a thicket of serpentine necks rises, each ending in a snapping, wedge-shaped head. Sever one and the stump splits and grows two more, so the thing only fights harder the longer the fight runs on. It wades the marshes and river mouths where it makes its lair.

Ice Devil

Very Hard Large fiend
HP 33
AC 3 7 11
AP 5
Power +5
Cunning +1
Focus +3
Luck +0
Immunities cold
Resistance physical
Speed 40 ft.
Senses Blindsight 30 ft.

Attacks

Strike Range Hit Damage Frost Spear reach melee +5 2d8+5 coldTail +1 piercing melee +5 2d6+5 cold

Moves

  • Killing Cold
    Fatigue3 Recharge2

    The devil breathes a 15-foot cone of glittering frost. Every creature caught makes a Cunning save (DC 5): on a miss it takes 2d6+5 cold cold and its limbs stiffen so that it is slowed, on a weak hit it takes half and keeps its feet.

Tags

Extraplanar
Reforms on home plane in 1d4 days when killed outside it.
Fadeward
+2 to its saves against spells

A gaunt, insectoid devil of blue-white ice, its chitin cold enough to fog the air around it. Ice devils command the frost legions of the lower depths, and they fight without hurry, herding their quarry into the open with spear and freezing breath before the cold does the rest.

Ifrit

Very Hard Large elemental
HP 29
AC 5 9 13
AP 5
Power +1
Cunning +3
Focus +5
Luck +0
Immunities fire
Vulnerability cold
Speed 40 ft., fly 30 ft.

Attacks

Strike Range Hit Damage Scimitar melee +1 2d8+1 fire

Spellcasting

Focus Attack+5 DC5
Cantrips

fire-mote, mind-spike, minor-illusion

Charms

blast, detonate, shatter, summon, invisibility, teleport, control-element, disguise, hex, counterspell

Tags

Fadeward
+2 to its saves against spells
Spicy (fire)
A creature that hits it with a melee attack or starts its turn touching it takes 1d6 fire damage.

A towering lord of living flame, robed in smoke and crowned in a corona of blue fire, whose voice cracks like a burning beam. It rules over ash-choked wastes and the hearts of volcanoes, and it grants its favors and its cruelties with the same wide, wicked smile.

Marid

Very Hard Large elemental
HP 29
AC 5 9 13
AP 5
Power +1
Cunning +3
Focus +5
Luck +0
Immunities cold
Vulnerability fire
Speed 40 ft., fly 30 ft., swim 60 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Trident reach melee +1 2d8+1 cold

Spellcasting

Focus Attack+5 DC5
Cantrips

ice-knife, mind-spike, minor-illusion

Charms

blast, shatter, slow, summon, invisibility, teleport, control-element, disguise, counterspell, web

Tags

Fadeward
+2 to its saves against spells

A proud, imperious lord of the deep waters, its lower body a churning column of sea and its skin the blue-green of ocean glass. It holds court in flooded palaces beneath the waves, vain and generous and quick to take offense.

Marilith

Very Hard Large fiend
HP 32
AC 7 11 15
AP 5
Power +4
Cunning +5
Focus +0
Luck +0
Speed 40 ft.

Attacks

Strike Range Hit Damage Pact Blade agile melee +5 2d8+5 physical

Moves

  • Whirl of Blades
    Fatigue2

    The marilith becomes a spinning wall of steel, every arm swinging at once. Each creature within reach makes a Cunning save (DC 5): on a miss it takes 2d6+5 physical, on a weak hit half as it turns most of the blades aside.

  • Constrict
    Fatigue4

    The marilith coils its serpent body around a creature it holds restrained by a grab and bears down. The target takes 2d8+4 physical, and on a strong hit it is stunned until the end of its next turn as the coils crush the breath from it.

Tags

Extraplanar
Reforms on home plane in 1d4 days when killed outside it.
Fadeward
+2 to its saves against spells
Legendary
Gets a number of non-consecutive turns each round equal to half its Rank. Additionally, it can spend 1 Doom to count a missed save as a strong hit.
Reactive
One reaction per player turn instead of one per round

A demon general with the torso of a six-armed swordswoman rising from the body of a great serpent, a blade in every hand. It fights as a storm of steel that never leaves an opening, turning aside the strokes it cannot dodge, and it commands the lesser things around it as easily as it kills.

Mummy Lord

Very Hard Medium undead
HP 31
AC 2 6 10
AP 5
Power +3
Cunning +0
Focus +1
Luck +5
Resistance necrotic, physical
Vulnerability fire
Speed 30 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Rotting Fist melee +3 2d8+3 necrotic

Spellcasting

Luck Attack+5 DC5
Cantrips

sacred-flame, call-the-grave, mind-spike

Charms

wither, hex, speak-with-dead, spiritual-weapon, summon, sanctuary, invigorate, shield, slow, blast

Tags

Legendary
Gets a number of non-consecutive turns each round equal to half its Rank. Additionally, it can spend 1 Doom to count a missed save as a strong hit.
Undying
Spend 2 Doom to drop to 1 HP instead of dying
Unrelenting
Spend 2 Doom to clear its exhaustion and reset its fatigue

A high priest entombed with its power intact and bound by a rite it wrote itself, waiting out the centuries for the wrong grave to be opened. It rises with the authority it held in life and the curses it hoarded for death, and it does not forgive the disturbance of its rest.

Nalfeshnee

Very Hard Large fiend
HP 32
AC 2 6 10
AP 5
Power +4
Cunning +0
Focus +5
Luck +0
Immunities poison
Resistance cold
Speed 20 ft., fly 30 ft.

Attacks

Strike Range Hit Damage Claws reach melee +4 2d8+4 physical

Moves

  • Horror Nimbus
    Fatigue4 Recharge2

    A halo of warping light bursts from the nalfeshnee and washes over everything within 20 feet. Each creature caught makes a Focus save (DC 5): on a miss it takes 2d6+5 force force and reels away frightened, on a weak hit it takes half and holds its ground.

Tags

Extraplanar
Reforms on home plane in 1d4 days when killed outside it.
Fadeward
+2 to its saves against spells

A bloated demon the size of an ogre, porcine-headed and slung with useless little wings that somehow still carry it aloft. Its presence alone bends the minds of those near it, and it drifts across a battle throwing waves of mad terror ahead of itself so that nothing can gather the wits to flee.

Planetar

Very Hard Large celestial
HP 33
AC 2 6 10
AP 5
Power +5
Cunning +0
Focus +1
Luck +3
Immunities charmed
Resistance radiant
Speed 30 ft., fly 30 ft.

Attacks

Strike Range Hit Damage Longsword sap melee +5 1d8+5 physical

Spellcasting

Power Attack+5 DC5
Cantrips

sacred-flame, healing-word

Charms

invigorate, teleport, hasten, counterspell

Tags

Extraplanar
Reforms on home plane in 1d4 days when killed outside it.
Legendary
Gets a number of non-consecutive turns each round equal to half its Rank. Additionally, it can spend 1 Doom to count a missed save as a strong hit.

A towering warrior of the upper reaches, hairless and grey-skinned, with wings that throw a shadow like a stormfront. It carries a greatsword edged in light and swings it with the certainty of something that has never once wondered whether it was right. Where it lands, the ground remembers the weight.

Rakshasa

Very Hard Medium fiend
HP 29
AC 5 9 13
AP 5
Power +1
Cunning +3
Focus +5
Luck +0
Speed 40 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Claws agile melee +3 2d8+3 physical

Spellcasting

Focus Attack+5 DC5
Cantrips

mind-spike, glimpse, minor-illusion

Charms

influence, calm-emotions, sleep, confusion, control-creature, modify-memory, power-word-stun

Tags

Extraplanar
Reforms on home plane in 1d4 days when killed outside it.
Fadeward
+2 to its saves against spells
Legendary
Gets a number of non-consecutive turns each round equal to half its Rank. Additionally, it can spend 1 Doom to count a missed save as a strong hit.
Reactive
One reaction per player turn instead of one per round
Shapeshifter
Can assume the appearance of any creature or object it has seen of similar size. Mechanical stats are unchanged.

A fiend in the borrowed shape of a person, tiger-faced when it drops the mask, with hands that turn the wrong way at the wrist. It has worn the same court for a lifetime, moving the people in it like pieces, and lesser magic slides off it like rain off oil.

Remorhaz

Very Hard Huge monstrosity • Brute
HP 38
AC 4 8 12
AP 5
Power +5
Cunning +3
Focus +0
Luck +1
Immunities fire
Speed 30 ft., burrow 20 ft.
Senses Darkvision, Tremorsense 30 ft.

Attacks

Strike Range Hit Damage Bite +1 piercing melee +7 2d8+5 physical

Moves

  • Swallow Whole
    Fatigue1

    Against a creature no larger than the remorhaz that it has just bitten and can reach, the jaws close and the throat works it down. The target makes a Power save (DC 5): on a miss it is swallowed and restrained inside the molten gut, where the heat sears it each round until it forces its way free; on a weak hit the jaws only crush it in place and it is slowed. A creature that breaks free lands next to the remorhaz.

Tags

Aggressive
+2 ongoing attack rolls
Icewalker
Ignores icy/snowy difficult terrain.
Tunneler
Leaves a tunnel when burrowing.

A vast armored worm of the deep ice, its overlapping plates glowing a dull furnace-orange where the heat of its body burns through. It tunnels beneath the glaciers in silence and bursts up under whatever crosses the snow above, folding prey whole into a gut hot enough to cook them where they thrash. Frost cannot slow it and fire cannot touch it—it carries its own.

Riah

Very Hard Large elemental
HP 29
AC 5 9 13
AP 5
Power +1
Cunning +3
Focus +5
Luck +0
Resistance lightning
Speed 40 ft., fly 60 ft.

Attacks

Strike Range Hit Damage Slam melee +1 2d8+1 lightning

Spellcasting

Focus Attack+5 DC5
Cantrips

lightning-bolt, windrush

Charms

blast, shatter, summon, control-element

Tags

Fadeward
+2 to its saves against spells

A whirling lord of the high winds, its shape never quite settled — a face of moving cloud, robes of streaming air, a laugh that arrives as distant thunder. It is the swiftest and least patient of the four, gone before an insult has finished leaving the mouth.

Sphinx of Lore

Very Hard Large celestial • Controller
HP 28
AC 5 9 13
AP 5
Power +0
Cunning +3
Focus +5
Luck +1
Immunities poison
Speed 40 ft., fly 30 ft.
Senses Truesight 30 ft.

Attacks

Strike Range Hit Damage Claws agile melee +3 2d6+3 physical

Moves

  • Mind-Rending Roar
    Fatigue5 Recharge2 Doom1

    It looses a roar freighted with more knowledge than a mind can hold. Every creature in a 30-foot cone makes a Focus save (DC 7): on a miss it takes 1d12+5 force force and is stunned until the end of its next turn, on a weak hit it takes half damage and holds its wits.

Spellcasting

Focus Attack+5 DC7
Cantrips

mind-spike, guidance, minor-illusion

Charms

sense, commune, augury, scrying, counterspell, shield, polymorph, sanctuary, slow, calm-emotions

Tags

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

A winged lion with the face of a patient, unblinking scholar, set to guard a secret older than the library that holds it. It reads the shape of the truth beneath any lie or disguise, and it will trade a hoarded answer to anyone who meets its riddle honestly—and take back far more from anyone who does not.

Sphinx of Valor

Very Hard Large celestial • Sentinel
HP 27
AC 6 10 14
AP 5
Power +5
Cunning +3
Focus +0
Luck +1
Immunities poison
Speed 40 ft., fly 30 ft.
Senses Darkvision, Truesight 60 ft.

Attacks

Strike Range Hit Damage Claws reach melee +5 2d8+5 physical

Moves

  • Roar of Valor
    Fatigue3 Recharge2

    It sounds a battle-cry that runs through everyone who fights beside it. Every ally within a 30-foot emanation is invigorated until the end of its next turn.

Spellcasting

Power Attack+5 DC5
Cantrips

sacred-flame, guidance

Charms

invigorate, sanctuary, shield, ward

Tags

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

A winged lion armored in its own certainty, keeper of ground that has to be held. It weighs the courage of everyone who stands on that ground, and the worthy feel its judgment as a second wind that will not let them fall while the sphinx still stands.

Stone Golem

Very Hard Large construct • Brute
HP 38
AC 2 6 10
AP 5
Power +5
Cunning +1
Focus -4
Luck +2
Immunities poison, charmed, frightened
Speed 25 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Slam melee +5 2d8+5 physical

Moves

  • Slowing Gaze
    Fatigue1

    The golem turns its carved face on a creature within 30 feet and the air around the target thickens like cold syrup. It makes a Cunning save (DC 5): on a miss its every motion drags and it is slowed; on a weak hit it shakes the sluggishness after a heartbeat and is unaffected.

Tags

Besieger
Deals double damage to objects and structures.
Fadeward
+2 to its saves against spells
Immutable
Cannot be polymorphed or shape-shifted.
Mindless
Immune to charmed and frightened, but drops Focus by -5.

A towering figure hewn from a single block of granite, every muscle and sinew rendered by a mason's chisel. When it fixes its gaze on a foe, time itself seems to congeal around them, and its fists fall like toppling masonry.

Treant

Very Hard Huge plant
Treant
HP 33
AC 3 7 11
AP 5
Power +5
Cunning +1
Focus +3
Luck +0
Resistance physical, cold
Vulnerability fire
Speed 20 ft.

Attacks

Strike Range Hit Damage Slam reach, ring melee +5 2d8+5 physical

Moves

  • Grasping Roots
    Fatigue3

    The treant drives its roots up through the earth beneath everything within 15 feet. Each creature in the area makes a Power save (DC 5): on a miss the roots coil up its legs and it is restrained, held fast against the ground; on a weak hit it tears one foot loose and is slowed instead.

  • Splintering Slam
    Fatigue1

    The treant brings a limb down like a falling trunk on a single target +5; on a hit it deals 2d8+5 physical, and on a strong hit the blow drives the target off its feet and leaves it prone amid the wreckage.

Tags

Besieger
Deals double damage to objects and structures.
Fadeward
+2 to its saves against spells
Regeneration (1)
Heals 1 HP at the start of its turn.
Reinforcements
Spend 2 Doom to summon a number of Easy tier allies equal to its Rank

An ancient tree woken to slow, deliberate wrath, its trunk split into a rough face and its lower boughs bent into arms that end in fists of living wood. It moves rarely and speaks rarelier, but when the forest is threatened it stirs the lesser trees around it to root and grasp, and it strikes with the weight of a toppling oak. Only fire gives it real pause.

Vampire

Very Hard Medium undead
HP 33
AC 4 8 12
AP 5
Power +5
Cunning +2
Focus +2
Luck +0
Resistance necrotic, physical
Vulnerability radiant
Speed 30 ft.

Attacks

Strike Range Hit Damage Claws agile melee +5 2d8+5 physical

Moves

  • Draining Bite
    Fatigue2

    The vampire sinks its fangs into a creature it is grappling or that is restrained +5. On a hit it deals 2d8+5 necrotic necrotic and drinks; on a strong hit the blood loss leaves the target weakened. A weak hit deals only the damage.

  • Charm
    Fatigue2

    The vampire fixes its gaze on a creature within 30 feet and speaks a single soft command. The target makes a Focus save (DC 5): on a miss it is charmed and regards the vampire as a trusted friend; on a weak hit it hesitates and is only slowed. A creature that saves is immune to this vampire's gaze for the rest of the day.

Tags

Legendary
Gets a number of non-consecutive turns each round equal to half its Rank. Additionally, it can spend 1 Doom to count a missed save as a strong hit.
Photophobic
−2 ongoing while in sunlight
Regeneration (2)
Heals 2 HP at the start of its turn.
Undying
Spend 2 Doom to drop to 1 HP instead of dying
Unrelenting
Spend 2 Doom to clear its exhaustion and reset its fatigue

A creature of appetite that outlived its death and never lost the hunger, gracious and patient and entirely without mercy. It keeps a fine house and a fine face, mends whatever the living manage to break, and drinks its guests dry when the doors are shut. Only the sun and the old wards it fears still hold any power over it.

Air Elemental

Hard Large elemental
HP 14
AC 6 9 13
AP 4
Power +0
Cunning +4
Focus -5
Luck +2
Immunities charmed, frightened
Resistance physical
Speed 10 ft., fly 90 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Slam agile, reach melee +4 2d6+4 force

Moves

  • Whirlwind
    Fatigue1 Recharge2

    The elemental folds a creature within reach into its spinning core. The target makes a Power save (DC 4) to keep its feet: on a miss it is caught up and restrained, battered by the vortex for 2d6+4 force force; on a weak hit it is flung clear, slowed by the buffeting but free.

Tags

Mindless
Immune to charmed and frightened, but drops Focus by -5.

A coil of shrieking wind with no fixed shape, marked only by the dust and leaves it drags spinning through its body. It boils across the ground and the open sky alike, and where it passes it snatches up whatever is loose—and whatever is not braced well enough. Steel and stone pass through its churning form and find nothing to bite.

Allosaurus

Hard Large beast • Striker
Allosaurus
HP 15
AC 4 7 11
AP 4
Power +4
Cunning +2
Focus +0
Luck +0
Speed 60 ft.

Attacks

Strike Range Hit Damage Bite melee +6 2d8+4 physicalClaw agile melee +6 2d6+4 physical

Moves

  • Rush
    Fatigue1 Recharge2

    The allosaurus sprints in on its powerful hind legs and slams into a creature within reach +6; on a hit it deals 2d8+4 physical, and on a strong hit the target is knocked prone.

Tags

Aggressive
+2 ongoing attack rolls
Bloodthirsty
+2 to damage
Pack
Advantage on attacks when an ally is next to its target

Ankheg

Hard Large beast
Ankheg
HP 18
AC 4 7 11
AP 4
Power +4
Cunning +2
Focus +0
Luck +0
Speed 30 ft., burrow 10 ft.
Senses Darkvision, Tremorsense 60 ft.

Attacks

Strike Range Hit Damage Bite nick melee +4 2d6+4 physical

Moves

  • Acid Spit
    Fatigue1 Recharge2 Doom1

    The ankheg spits corrosive acid in a 30-foot line. Every creature in the line makes a Cunning save (DC 4): on a miss it takes 1d12+4 acid; on a weak hit it takes half damage instead.

Tags

Grappler
Half fatigue to keep a creature restrained
Tunneler
Leaves a tunnel when burrowing.

Ankylosaurus

Hard Large beast • Brute
Ankylosaurus
HP 20
AC 5 8 12
AP 4
Power +4
Cunning +2
Focus +0
Luck +0
Speed 30 ft.

Attacks

Strike Range Hit Damage Bite melee +6 2d6+4 physical

Moves

  • Tail
    Fatigue1

    The ankylosaurus swings its clubbed tail at a creature within reach +6; on a hit it deals 2d6+4 physical, and on a strong hit the target is knocked prone.

Tags

Aggressive
+2 ongoing attack rolls
Armored (2)
+2 to its AC

Assassin

Hard Medium humanoid
HP 16
AC 6 9 13
AP 4
Power +2
Cunning +4
Focus +0
Luck +0
Speed 30 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Shortsword agile, pinpoint melee +4 1d6+4 physicalHand Crossbow agile, pinpoint 30 ft. +4 1d6+4 physical

Moves

  • Poisoned blade
    Fatigue2

    The assassin drives a venom-slick edge into an opening it has already made. It strikes one creature within reach or within 30 feet +4, dealing 2d6+4 poison. On a strong hit the poison takes hold and the target is weakened; on a weak hit it takes the damage alone.

  • Crippling Shot

    Mark 2-fatigue to attack a creature with a ranged or thrown weapon, on a weak hit inflict impaired, on a strong hit inflict impaired and restrained. You do not deal damage with this attack.

  • Feint

    A creature within your reach hits you with an attack

    Mark 2-fatigue. The triggering creature makes a cunning saving throw, DC equal to your +CUNNING. On a miss, they become impaired until the end of the next round. On a weak hit, they become slowed until the end of the next round.

  • In-and-Out

    Mark 2-fatigue to move up to your SPEED and attack one creature you come within range of during your movement. Your movement doesn't provoke an opportunity attack.

Tags

Escape Artist
Disengage and Hide cost it 1 less AP

A killer who treats death as a craft and patience as its first tool. Studies a mark for days, then ends the matter in a single breath from a doorway that was empty a moment before.

Barbed Devil

Hard Medium fiend
HP 18
AC 4 7 11
AP 4
Power +4
Cunning +2
Focus +0
Luck +0
Immunities fire
Resistance cold
Speed 30 ft.

Attacks

Strike Range Hit Damage Claws +1 piercing melee +4 2d6+4 physical

Moves

  • Hurl Flame

    The devil flings a jet of fire at a creature within 90 feet +4. On a hit it deals 2d6+4 fire fire.

Tags

Extraplanar
Reforms on home plane in 1d4 days when killed outside it.
Spicy (physical)
A creature that hits it with a melee attack or starts its turn touching it takes 1d6 physical damage.

A devil covered head to foot in jagged barbs, so that catching hold of it costs as much as being caught. It prefers to open at a distance, hurling gouts of fire, and closes only when its quarry is already bloodied enough to grapple onto its spikes.

Basilisk

Hard Medium monstrosity
HP 18
AC 5 8 12
AP 4
Power +4
Cunning +2
Focus +0
Luck +0
Speed 30 ft., climb 30 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Bite +1 piercing melee +4 2d6+4 physical

Moves

  • Petrifying Gaze
    Fatigue4 Recharge2

    A creature that meets the basilisk's eyes within 30 feet makes a Focus save (DC 4): on a miss its limbs grey and lock and it is petrified; on a weak hit it is slowed as the stone creeps in but hasn't yet taken hold. A creature that has looked away and fights the basilisk blind is not affected.

Tags

Armored (1)
+1 to its AC

A squat eight-legged reptile the length of a man, its hide a warty greenish-brown and its eyes a dull, poisonous yellow. It moves slowly and cares nothing for stealth—it doesn't need to. Anything that holds its gaze too long stiffens where it stands, and the caves it haunts are lined with the stone shapes of things that did.

Berserker

Hard Medium humanoid • Berserker
HP 18
AC 3 6 10
AP 4
Power +4
Cunning +2
Focus +0
Luck +0
Speed 30 ft.

Attacks

Strike Range Hit Damage Battleaxe cleave melee +6 1d8+4 physical

Moves

  • Charge

    Mark 2-fatigue to charge at a creature. Move up to your SPEED to a creature then attack it with a melee weapon. This attack gains +2 piercing, and your movement doesn't provoke an opportunity attack.

  • Vicious Attack

    Mark up to 3-fatigue (minimum 1) to attack a single creature and deal your weapon damage a number of times equal to the amount of fatigue you spent. If you roll a strong hit, they also become impaired.

  • Forceful Blow

    Mark 1-fatigue to attack a creature with a heavy weapon, then push them up to 10 feet. On a weak hit, the target can mark 1-fatigue to resist being pushed.

  • Whirlwind Attack

    Mark 2-fatigue to attack all creatures of your choice within reach, dealing half your weapon damage to each creature.

Tags

Aggressive
+2 ongoing attack rolls
Bloodthirsty
+2 to damage

A warrior who has learned to let the fury off its leash and follow it over the enemy line. Feels the axe bite but not the wounds it takes in trade, at least not yet.

Bone Devil

Hard Large fiend
HP 16
AC 6 9 13
AP 4
Power +2
Cunning +4
Focus +0
Luck +0
Resistance fire
Speed 40 ft., fly 30 ft.

Attacks

Strike Range Hit Damage Stinger agile, +1 piercing, sap melee +4 2d6+4 poisonClaws agile melee +4 1d12+4 physical

Moves

  • Sapping Sting
    Fatigue2

    The devil drives its barbed tail home +4; on a hit it deals 2d6+4 poison and infernal venom drags at the wound, leaving the target weakened long after the sting.

Tags

Extraplanar
Reforms on home plane in 1d4 days when killed outside it.
Fadeward
+2 to its saves against spells

A tall, skeletal devil with a hooked tail that ends in a dripping barb, moving with the cold patience of a jailer. It circles above a fight on membranous wings and strikes down with its sting, and the venom leaves its quarry sapped and slow long before the wound does.

Brown Bear

Hard Large beast
Brown Bear
HP 18
AC 4 7 11
AP 4
Power +4
Cunning +2
Focus +0
Luck +0
Speed 40 ft., climb 30 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Rend cleave melee +6 2d6+4 physical

Moves

  • Maul
    Fatigue1

    The bear rears and swats a creature within reach +6; on a hit it deals 2d6+4 physical, and on a strong hit the target is knocked prone.

Tags

Aggressive
+2 ongoing attack rolls

Bugbear Stalker

Hard Medium humanoid
HP 18
AC 6 9 13
AP 4
Power +4
Cunning +2
Focus +0
Luck +0
Speed 30 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Spear graze melee +4 1d6+4 physicalLongsword sap melee +4 1d8+4 physical

Moves

  • Grapple

    Mark 1-fatigue to grapple a creature within touch range that is your size or smaller. They must make a power saving throw, DC equal to your +POWER—on a miss or a weak hit, they become restrained. If you become impaired or stunned, the restrained ends.

  • Vicious Attack

    Mark up to 3-fatigue (minimum 1) to attack a single creature and deal your weapon damage a number of times equal to the amount of fatigue you spent. If you roll a strong hit, they also become impaired.

Tags

Abductor
Moves at full speed while dragging a grappled creature.
Armored (2)
+2 to its AC
Grappler
Half fatigue to keep a creature restrained
Vicious (1)
Its damage die is 1 step larger

An elder of its kind, patient where the young are greedy. It picks one throat out of a crowd and waits, a spear held just out of reach, until the moment to lunge is the only moment there is. What it takes, it drags away, and what it drags away is rarely found.

Chain Devil

Hard Medium fiend
HP 18
AC 4 7 11
AP 4
Power +4
Cunning +2
Focus +0
Luck +0
Immunities fire
Resistance cold
Speed 30 ft.

Attacks

Strike Range Hit Damage Chain reach melee +4 2d6+4 physical

Moves

  • Conjure Infernal Chain
    Fatigue1 Recharge2

    The devil calls a length of barbed, red-hot chain out of the air to lash at a creature within 60 feet. The target makes a Cunning save (DC 4): on a miss it takes 2d6+4 fire fire and the chain winds tight and leaves it restrained, on a weak hit it is slowed instead as the links snag and drag.

Tags

Extraplanar
Reforms on home plane in 1d4 days when killed outside it.
Fadeward
+2 to its saves against spells

A devil bound in its own animated chains, each link ending in a hooked barb that swings and coils at no hand but its own. It fights like a jailer, throwing loops of iron across a room to drag its quarry back into reach, and where its chains fall short it simply pulls more out of the air.

Chuul

Hard Large aberration
HP 18
AC 4 7 11
AP 4
Power +4
Cunning +2
Focus +0
Luck +0
Immunities poison
Speed 30 ft., swim 30 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Pincers reach, ring melee +4 2d6+4 physicalTentacles reach melee +4 1d12+4 physical

Moves

  • Paralytic Tendrils
    Fatigue4 Doom1

    The fringe of tendrils around its maw fastens onto a creature it has restrained and floods it with venom. The target makes a Power save (DC 4): on a miss it is stunned as its limbs seize; on a weak hit it is impaired instead as the poison only half-takes.

Tags

Amphibious
Can breathe both air and water.
Grappler
Half fatigue to keep a creature restrained

A crustacean the size of a horse, all plated shell and grasping claws, with a nest of writhing tendrils where a face should be. It drags prey into those tendrils and holds it, twitching and helpless, until it stops struggling.

Clay Golem

Hard Large construct • Brute
HP 20
AC 1 4 8
AP 4
Power +4
Cunning +0
Focus -5
Luck +2
Immunities acid, poison, charmed, frightened
Speed 20 ft.

Attacks

Strike Range Hit Damage Slam melee +4 2d6+4 acid

Moves

  • Corrosive Fists
    Fatigue2

    The golem's clay runs to acid and it hammers a creature within reach +4; on a hit it deals 2d6+4 acid, and on a strong hit the acid keeps eating and the wound will not close, leaving the target weakened until it is tended.

Tags

Mindless
Immune to charmed and frightened, but drops Focus by -5.

A crude figure of hardened clay wrought in a rough parody of a person, damp and heavy and slow. Where it lands a blow the clay sloughs into biting acid, and the wounds it opens are slow to knit.

Cloaker

Hard Large aberration • Striker
HP 13
AC 6 9 13
AP 4
Power +2
Cunning +4
Focus +0
Luck +0
Speed 10 ft., fly 30 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Tail agile, reach melee +4 2d8+4 physicalBite melee +2 2d6+2 physical

Moves

  • Smothering Fold
    Fatigue1 Doom1

    It drops onto a creature its size or smaller within reach and wraps it in leathery folds. The target makes a Power save (DC 4): on a miss it is restrained beneath the cloaker in stifling dark, taking 2d8+4 physical; on a weak hit it takes half damage and is slowed as the folds only half-close.

  • Moan
    Fatigue2

    It fixes a creature within 30 feet that can hear it and lets out a subsonic moan pitched to saw at that one set of nerves. The target makes a Focus save (DC 4): on a miss it is frightened for the round; on a weak hit it is slowed instead as the sound only half-lands.

Tags

Grappler
Half fatigue to keep a creature restrained

What looks like a discarded black cloak until it unfurls—a flat, mantalike horror that glides through cavern dark and folds itself around anything warm. Held still, it is indistinguishable from cloth.

Couatl

Hard Medium celestial
HP 16
AC 6 9 13
AP 4
Power +2
Cunning +4
Focus +0
Luck +0
Immunities charmed, frightened
Resistance radiant
Speed 30 ft., fly 30 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Bite +1 piercing melee +2 2d6+2 physical

Moves

  • Constrict
    Fatigue1

    The serpent throws its rainbow coils around a creature within reach and squeezes, its scales prickling the mind of whoever it holds. The target makes a Power save (DC 4): on a miss it takes 2d6+4 force force and is restrained; on a weak hit it takes half damage instead.

Spellcasting

Cunning Attack+4 DC4
Cantrips

sacred-flame, guidance

Charms

shield, blur, teleport, sleep

Tags

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

A feathered serpent whose scales run through every color of a struck rainbow, banded gold and blue and green along a coiling length. It reads the hearts of those it meets before it speaks, and it speaks in whatever tongue will be understood. Where it roosts, the air stays clean and the water sweet.

Crocodile

Hard Large beast
Crocodile
HP 18
AC 4 7 11
AP 4
Power +4
Cunning +2
Focus +0
Luck +0
Speed 20 ft., swim 30 ft.

Attacks

Strike Range Hit Damage Bite melee +6 2d6+4 physical

Moves

  • Death Roll
    Fatigue1

    The crocodile clamps its jaws on a creature within reach and rolls. The target makes a Power save (DC 4): on a miss it takes 2d6+4 physical and is restrained; on a weak hit it takes half damage instead.

Tags

Aggressive
+2 ongoing attack rolls
Grappler
Half fatigue to keep a creature restrained

Dire Wolf

Hard Large beast • Striker
Dire Wolf
HP 14
AC 5 8 12
AP 4
Power +3
Cunning +3
Focus +0
Luck +0
Speed 50 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Bite graze melee +3 2d8+3 physical

Moves

  • Takedown
    Fatigue1

    The dire wolf clamps its jaws on a creature within reach and throws its weight sideways +3; on a hit it deals 2d8+3 physical, and on a strong hit the target is knocked prone.

Tags

Pack
Advantage on attacks when an ally is next to its target

Drider

Hard Large monstrosity • Controller
HP 16
AC 2 5 9
AP 4
Power +2
Cunning +0
Focus +4
Luck +0
Speed 30 ft., climb 30 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Bite +1 piercing melee +2 1d12+2 poison

Spellcasting

Focus Attack+4 DC6
Cantrips

mind-spike, poison-spray, call-the-grave

Charms

web, hex, leech, sense

Tags

Climber
Can climb difficult surfaces, including ceilings, without a check.
Escape Artist
Disengage and Hide cost it 1 less AP
Photophobic
−2 ongoing while in sunlight
Webwalker
Ignores web movement restrictions. Senses web contacts.

From the waist up an elf, gaunt and hollow-eyed; below, the bulbous body and eight jointed legs of a great spider. A dark power in the deep places remakes its most bitter servants this way, and the thing that crawls out hates what it has become. It hunts the lightless tunnels alone, binding prey in silk and draining them at its leisure, and it spits curses in a tongue no living elf still speaks.

Driftmaw

Hard Medium aberration • Striker
HP 13
AC 6 9 13
AP 4
Power +2
Cunning +4
Focus +0
Luck +0
Immunities lightning
Speed 10 ft., fly 30 ft.
Senses Blindsight 60 ft.

Attacks

Strike Range Hit Damage Tentacles agile, reach melee +4 2d8+4 physicalBeak melee +2 2d6+2 physical

Moves

  • Paralytic Sting
    Fatigue4 Doom1

    A dozen tendrils rake a creature within reach, each barb weeping venom. The target makes a Power save (DC 4): on a miss it is stunned as the poison locks its limbs; on a weak hit it is impaired instead as only a few barbs land.

A sightless, bag-bodied thing that hangs in the air trailing a nest of barbed tendrils around a hard, snapping maw. It rides the dark on silent currents, hunting by the stir of the air alone, and where its tendrils brush skin the flesh beneath goes cold and still.

Earth Elemental

Hard Large elemental • Brute
HP 20
AC 1 4 8
AP 4
Power +4
Cunning +0
Focus -5
Luck +2
Immunities charmed, frightened
Resistance physical
Speed 30 ft., burrow 30 ft.
Senses Darkvision, Tremorsense 60 ft.

Attacks

Strike Range Hit Damage Slam reach melee +4 2d6+4 physicalHurled Rock 60 ft. +4 1d12+4 physical

Tags

Besieger
Deals double damage to objects and structures.
Mindless
Immune to charmed and frightened, but drops Focus by -5.
Tunneler
Leaves a tunnel when burrowing.

A lumbering shape of packed soil and raw stone, roughly a body and two fists, that rises out of the ground as if the earth itself sat up. It moves through soil and bedrock without slowing, surfacing where it is least wanted, and its blows land with the weight of a rockslide. It cares nothing for what it crushes and stops for nothing short of being broken apart.

Elephant

Hard Huge beast • Brute
Elephant
HP 20
AC 3 6 10
AP 4
Power +4
Cunning +2
Focus +0
Luck +0
Speed 40 ft.

Attacks

Strike Range Hit Damage Tusks melee +6 2d6+4 physical

Moves

  • Gore
    Fatigue1

    After moving at least 20 feet straight toward its target, the elephant drives its tusks into a creature within reach +6; on a hit it deals 2d6+4 physical, and on a strong hit the target is knocked prone.

  • Trample
    Fatigue2 Recharge2 Doom1

    The elephant drives forward over anything in its path. Every creature in the way makes a Power save (DC 4): on a miss it is trampled for 1d12+4 physical and knocked prone, on a weak hit it takes half damage and keeps its feet.

Tags

Aggressive
+2 ongoing attack rolls

Ettin

Hard Large humanoid • Brute
HP 20
AC 3 6 10
AP 4
Power +4
Cunning +2
Focus +0
Luck +0
Speed 40 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Battleaxe cleave melee +6 1d8+4 physicalFlail sap melee +6 1d8+4 physical

Tags

Aggressive
+2 ongoing attack rolls
Reactive
One reaction per player turn instead of one per round

Two squabbling heads share one enormous body, and neither ever trusts the other to keep watch. While one sleeps the other glares into the dark, so nothing creeps up on it and nothing talks it into calm. One fist grips an axe, the other a flail, and the two heads bicker over which of them lands the killing blow even as both weapons come down at once.

Fire Elemental

Hard Large elemental
HP 14
AC 6 9 13
AP 4
Power +0
Cunning +4
Focus -5
Luck +2
Immunities fire, charmed, frightened
Vulnerability cold
Speed 50 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Burn agile, reach melee +4 2d6+4 fire

Tags

Illuminated
Emits bright light to twice its reach, dim light beyond.
Mindless
Immune to charmed and frightened, but drops Focus by -5.
Spicy (fire)
A creature that hits it with a melee attack or starts its turn touching it takes 1d6 fire damage.

A pillar of living flame that roars as it moves, throwing wild light and setting dry ground smoking in its wake. It has no purpose but to burn, racing across a field to press itself against anything that will catch, and merely standing near it is enough to blister skin. Cold bites it as fire bites everything else.

Flameskull

Hard Tiny undead • Weaver
HP 11
AC 3 6 10
AP 4
Power +0
Cunning +1
Focus +4
Luck +1
Resistance fire
Speed fly 30 ft.

Attacks

Strike Range Hit Damage Bite melee +0 2d6+0 physical

Spellcasting

Focus Attack+4 DC6
Cantrips

fire-mote, mind-spike, minor-illusion

Charms

magic-missile, shatter, blur, blast, hex, shield

Tags

Undying
Spend 2 Doom to drop to 1 HP instead of dying
Unrelenting
Spend 2 Doom to clear its exhaustion and reset its fatigue

A charred skull wreathed in green flame, hung in the air where a wizard's guard once fell. What is left of the mind inside remembers its spells and nothing kinder, and it flings fire at any intruder with the cold diligence of a set trap.

Flesh Golem

Hard Medium construct • Brute
HP 20
AC 1 4 8
AP 4
Power +4
Cunning +0
Focus -5
Luck +2
Absorbs lightning
Immunities poison, charmed, frightened
Vulnerability fire
Speed 30 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Slam melee +4 2d6+4 physical

Moves

  • Berserk
    Doom2

    it starts its turn below half its HP

    The pain in its stitched-together flesh boils over and it strikes wildly at the nearest living thing, whatever the command. It makes a slam against a creature within reach +4, dealing 2d6+4 physical, and lashes out a second time as the frenzy takes it.

Tags

Mindless
Immune to charmed and frightened, but drops Focus by -5.

A hulking body sewn from the parts of many corpses and jolted into motion, its skin a patchwork of mismatched flesh laced with black thread. Lightning feeds it and quickens its dead limbs, but flame it cannot abide, and pain drives it to blind fury.

Gelatinous Cube

Hard Large ooze • Controller
Gelatinous Cube
HP 18
AC 2 5 9
AP 4
Power +4
Cunning +0
Focus -5
Luck +2
Immunities charmed, frightened, prone
Resistance acid
Speed 15 ft.

Attacks

Strike Range Hit Damage Pseudopod reach melee +4 1d12+4 acid

Moves

  • Engulf
    Fatigue1 Doom1

    The cube glides into a creature's space and folds around it. The target makes a Power save (DC 6): on a miss it is restrained inside the cube, taking 1d12+4 acid and dissolving in the jelly while it's held; on a weak hit it is slowed instead as the cube only half-closes around it.

Tags

Amorphous
Can move through spaces as narrow as 1 inch without squeezing.
Grappler
Half fatigue to keep a creature restrained
Mindless
Immune to charmed and frightened, but drops Focus by -5.
Occupier
Can enter and share another creature's space.
Spicy (acid)
A creature that hits it with a melee attack or starts its turn touching it takes 1d6 acid damage.

A cube of near-invisible jelly that drifts down dungeon halls, scouring them clean of anything organic. Half-dissolved coins, bones, and the occasional adventurer hang suspended in its depths.

Ghost

Hard Medium undead
HP 15
AC 2 5 9
AP 4
Power +1
Cunning +1
Focus +4
Luck +0
Resistance physical
Speed fly 30 ft.

Attacks

Strike Range Hit Damage Withering Touch precise melee +4 1d12+4 necrotic

Moves

  • Horrifying Visage
    Fatigue2 Recharge3

    The ghost's face twists into the horror of its death for every creature within 30 feet that can see it. Each makes a Focus save (DC 4): on a miss it is frightened; on a weak hit it is unsettled but only slowed instead.

  • Possession
    Fatigue4

    The ghost pours itself into a creature within 5 feet, wrenching at its will. The target makes a Focus save (DC 4): on a miss it is stunned as the ghost seizes its body; on a weak hit it holds on and is only slowed. The ghost can end the hold at any time and slip back out.

Tags

Frail (1)
−1 to its AC
Incorporeal
Moves through creatures and objects as difficult terrain
Meek (1)
Its damage die is 1 step smaller
Undying
Spend 2 Doom to drop to 1 HP instead of dying

The impression a violent death leaves on a place, worn thin and cold and unable to let go. It shows the living the last thing it saw and the worst thing it felt, and sometimes it climbs inside a body and wears it for a while, hunting the ones who wronged it in a life it barely remembers.

Giant Boar

Hard Large beast • Berserker
Giant Boar
HP 18
AC 3 6 10
AP 4
Power +4
Cunning +2
Focus +0
Luck +0
Speed 40 ft.

Attacks

Strike Range Hit Damage Tusks melee +4 2d8+4 physical

Moves

  • Gore
    Fatigue2

    After charging at least 20 feet straight toward one target within reach, the boar hooks upward with its tusks +4; on a hit it deals 3d8+4 physical, and on a strong hit the target is knocked prone.

Tags

Bloodthirsty
+2 to damage

Giant Constrictor Snake

Hard Huge beast
Giant Constrictor Snake
HP 18
AC 4 7 11
AP 4
Power +4
Cunning +2
Focus +0
Luck +0
Speed 30 ft., swim 30 ft.

Attacks

Strike Range Hit Damage Bite melee +4 2d6+4 physical

Moves

  • Constrict
    Fatigue1

    The serpent loops around a Large or smaller creature within reach, which makes a Power save (DC 4): on a miss it takes 2d6+4 physical and is restrained; on a weak hit it takes half damage instead.

Tags

Grappler
Half fatigue to keep a creature restrained

Giant Elk

Hard Huge beast • Brute
Giant Elk
HP 20
AC 3 6 10
AP 4
Power +4
Cunning +2
Focus +0
Luck +0
Speed 60 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Antlers nick melee +6 2d6+4 physical

Moves

  • Charge
    Fatigue1

    After charging at least 20 feet straight toward one target within reach, the elk drives its antlers home +6; on a hit it deals 2d6+4 physical, and on a strong hit the target is knocked prone.

Tags

Aggressive
+2 ongoing 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 • Striker
Giant Hyena
HP 15
AC 4 7 11
AP 4
Power +4
Cunning +2
Focus +0
Luck +0
Speed 50 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Bite melee +4 2d8+4 physical

Tags

Bloodthirsty
+2 to damage
Pack
Advantage on attacks when an ally is next to its target

Giant Spider

Hard Large beast
Giant Spider
HP 16
AC 6 9 13
AP 4
Power +2
Cunning +4
Focus +0
Luck +0
Speed 30 ft., climb 30 ft.
Senses Darkvision, Tremorsense 30 ft.

Attacks

Strike Range Hit Damage Bite melee +2 2d6+2 poison

Moves

  • Web
    Fatigue1 Recharge2

    A line of sticky web shoots at one creature it can see within 60 feet, which makes a Cunning save (DC 4): on a miss it is restrained until the strands are torn or burned away; on a weak hit it is slowed instead.

  • Venomous Bite
    Fatigue2

    The spider sinks its fangs into a creature within reach +4. On a hit it deals 2d6+4 poison, and on a strong hit the venom burns through their veins and the target is weakened.

Tags

Climber
Can climb difficult surfaces, including ceilings, without a check.
Webwalker
Ignores web movement restrictions. Senses web contacts.

Gladiator

Hard Medium humanoid
HP 18
AC 6 9 13
AP 4
Power +4
Cunning +2
Focus +0
Luck +0
Speed 30 ft.

Attacks

Strike Range Hit Damage Longsword sap melee +6 1d8+4 physical

Moves

  • Whirlwind Attack

    Mark 2-fatigue to attack all creatures of your choice within reach, dealing half your weapon damage to each creature.

  • Taunt

    Call out a creature within medium range; if they don't attack you before the end of the next round, they must mark 1-fatigue. If they do attack you, you become quickened until the end of the next round.

  • Charge

    Mark 2-fatigue to charge at a creature. Move up to your SPEED to a creature then attack it with a melee weapon. This attack gains +2 piercing, and your movement doesn't provoke an opportunity attack.

  • Forceful Blow

    Mark 1-fatigue to attack a creature with a heavy weapon, then push them up to 10 feet. On a weak hit, the target can mark 1-fatigue to resist being pushed.

Tags

Aggressive
+2 ongoing attack rolls
Armored (2)
+2 to its AC

A fighter forged in the arena, where survival meant a crowd on its feet and defeat meant the sand. Reads an opponent the way a showman reads a room, and plays to both.

Gorgon

Hard Large monstrosity • Brute
HP 20
AC 5 8 12
AP 4
Power +4
Cunning +2
Focus +0
Luck +0
Speed 40 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Gore +1 piercing melee +4 2d6+4 physical

Moves

  • Petrifying Breath
    Fatigue2 Doom2

    The gorgon exhales a churning grey vapor in a 30-foot cone. Every creature in the area makes a Cunning save (DC 4): on a miss the vapor sets in its lungs and it is petrified; on a weak hit it is slowed as its limbs stiffen. A creature already slowed by the breath that fails is petrified.

Tags

Armored (2)
+2 to its AC

A bull wrought entirely of dull iron plates, snorting and stamping, its breath a poisonous grey fog. What that fog touches turns slowly to stone, and the beast charges through the statues it makes without slowing.

Green Hag

Hard Medium fey • Hexer
HP 14
AC 5 8 12
AP 4
Power +0
Cunning +4
Focus +2
Luck +0
Speed 30 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Claw agile melee +4 2d6+4 physical

Spellcasting

Cunning Attack+4 DC6
Cantrips

minor-illusion, glimpse, poison-spray

Charms

influence, sleep, calm-emotions, confusion

Tags

Escape Artist
Disengage and Hide cost it 1 less AP

A crook-backed horror with warty green skin and a mouth full of broken teeth, the green hag makes her lair in the deep forest and rules it through fear and deception. She is a mistress of glamours, wearing a fair face to lure the trusting close before the claws come out, and she savors turning friends against one another before she feeds.

Griffon

Hard Large beast • Striker
Griffon
HP 14
AC 5 8 12
AP 4
Power +3
Cunning +3
Focus +0
Luck +0
Speed 30 ft., fly 60 ft.

Attacks

Strike Range Hit Damage Rend melee +3 2d8+3 physical

Tags

Flyby
Leaving a creature's reach doesn't trigger reactions
Grappler
Half fatigue to keep a creature 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.

Hezrou

Hard Large fiend • Brute
HP 20
AC 3 6 10
AP 4
Power +4
Cunning +2
Focus +0
Luck +0
Resistance cold, fire
Speed 30 ft.

Attacks

Strike Range Hit Damage Claws melee +4 2d6+4 physicalBite +1 piercing melee +4 1d12+4 physical

Moves

  • Nauseating Stench
    Fatigue2 Doom1

    The demon's stink swells into something the body can't ignore. Every creature within 10 feet makes a Focus save (DC 4): on a miss the reek overwhelms them and they are weakened, on a weak hit they gag it down and are unaffected.

Tags

Extraplanar
Reforms on home plane in 1d4 days when killed outside it.
Radiates (poison)
Every creature in reach takes 1d6 poison damage at the start of its turn.

A hulking, toad-shaped demon that reeks so badly the air around it turns the stomach. It fights up close and takes its time, letting the stench do half the work while it crushes anything that can't pull itself away, and it feeds on the ruin it makes.

Hill Giant

Hard Huge humanoid • Brute
HP 20
AC 2 5 9
AP 4
Power +4
Cunning +1
Focus +0
Luck +1
Speed 40 ft.

Attacks

Strike Range Hit Damage Greatclub two-handed, ring melee +6 1d8+4 physical

Moves

  • Hurl Boulder
    Fatigue1

    The giant tears a rock from the ground and heaves it at a creature within 60 feet +6. On a hit it deals 2d6+4 physical, and on a strong hit the impact knocks the target prone.

Tags

Aggressive
+2 ongoing attack rolls
Bloodthirsty
+2 to damage

A mountain of gray flesh with an appetite that never quiets, tall as a cottage and twice as heavy. It thinks slowly and moves without grace, but a swing from its uprooted club folds a wagon in half. When something stays out of reach it simply pries a boulder loose and throws that instead.

Hippopotamus

Hard Large beast • Brute
Hippopotamus
HP 20
AC 3 6 10
AP 4
Power +4
Cunning +2
Focus +0
Luck +0
Speed 30 ft., swim 30 ft.

Attacks

Strike Range Hit Damage Bite melee +6 2d6+4 physical

Tags

Aggressive
+2 ongoing attack rolls
Bloodthirsty
+2 to damage

Hobgoblin Captain

Hard Medium humanoid
HP 18
AC 5 8 12
AP 4
Power +4
Cunning +2
Focus +0
Luck +0
Speed 30 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Longsword sap melee +6 1d8+4 physicalLongbow precise, two-handed, pinpoint 150 ft. +2 1d8+0 physical

Moves

  • Battle Cry

    Mark 2-fatigue and let out a battle cry. You and each ally of your choice within 20 feet who can hear you becomes invigorated until the end of the next round. Mark an additional 1-fatigue for each ally beyond the first.

  • Parry

    A creature within your reach hits you with an attack

    Mark fatigue 1:1 to the amount they spent on the attack (minimum 1) to cancel the attack after they have paid the price to use it.

Tags

Aggressive
+2 ongoing attack rolls
Armored (1)
+1 to its AC
Pack
Advantage on attacks when an ally is next to its target

The one the warband forms around. It reads a fight the way a smith reads iron, and where it plants its banner the line thickens and the shouting turns to purpose. Its troops fight better for its being there, and worse for its falling.

Hollow Guardian

Hard Medium construct
HP 18
AC 3 6 10
AP 4
Power +4
Cunning +0
Focus +2
Luck +0
Speed 30 ft., fly 30 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Longsword sap melee +4 1d8+4 physical

Tags

Armored (1)
+1 to its AC
Fadeward
+2 to its saves against spells

An empty suit of armor that stands sentinel where it was placed, a longsword held ready in gauntlets with nothing inside them. It carries out the orders bound into its hollow shell to the letter and shrugs off the spells that would unmake a weaker ward, a soldier that never tires and never once thinks to disobey.

Hunter Shark

Hard Large beast • Striker
Hunter Shark
HP 15
AC 4 7 11
AP 4
Power +4
Cunning +2
Focus +0
Luck +0
Speed 5 ft., swim 40 ft.
Senses Blindsight 30 ft.

Attacks

Strike Range Hit Damage Bite melee +4 2d8+4 physical

Tags

Aquatic
Can only breathe underwater. Suffocates if removed.
Bloodthirsty
+2 to damage

Incubus

Hard Medium fiend
HP 14
AC 4 7 11
AP 4
Power +0
Cunning +2
Focus +4
Luck +0
Resistance fire
Speed 30 ft., fly 30 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Touch precise melee +4 2d6+4 force

Moves

  • Haunt Dreams
    Fatigue2

    The incubus reaches into the sleeping or reeling mind of a creature within 60 feet and turns its own fears against it. The target makes a Focus save (DC 4): on a miss it takes 2d6+4 force force and is frightened as the nightmare takes hold, on a weak hit it takes half and shakes the vision off.

Spellcasting

Focus Attack+4 DC4
Cantrips

mind-spike, minor-illusion

Charms

disguise, invisibility, influence, sleep

Tags

Extraplanar
Reforms on home plane in 1d4 days when killed outside it.
Fadeward
+2 to its saves against spells
Shapeshifter
Can assume the appearance of any creature or object it has seen of similar size. Mechanical stats are unchanged.

A fiend that wears the face its mark most longs to see and keeps that face until the trap is sprung. The incubus works by devotion, not violence, haunting the sleep of those it has charmed and drawing the rest out of them night by night until nothing is left but a hollowed shell.

Invisible Stalker

Hard Medium elemental • Striker
HP 15
AC 2 5 9
AP 4
Power +4
Cunning +0
Focus +0
Luck +2
Speed 30 ft., fly 90 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Slam pinpoint melee +4 2d8+4 physical

Moves

  • Vanish
    Doom1

    The stalker unmakes itself into moving air and gains the invisible condition. Striking gives away its position and ends the effect; it can vanish again on a later turn for the same price.

Tags

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

A knot of air given will and malice, bound to a task it despises and left unseen while it carries it out. Its passing is a faint stir of wind, a displaced sound, the wrong footprint pressed into dust — never a shape.

Killer Whale

Hard Huge beast • Striker
Killer Whale
HP 15
AC 4 7 11
AP 4
Power +4
Cunning +2
Focus +0
Luck +0
Speed 5 ft., swim 60 ft.
Senses Blindsight 30 ft.

Attacks

Strike Range Hit Damage Bite melee +6 2d8+4 physical

Tags

Aggressive
+2 ongoing attack rolls
Pack
Advantage on attacks when an ally is next to its target

Knight

Hard Medium humanoid • Sentinel
HP 15
AC 6 9 13
AP 4
Power +4
Cunning +1
Focus +1
Luck +0
Immunities frightened
Speed 30 ft.

Attacks

Strike Range Hit Damage Longsword sap melee +4 1d8+4 physicalLight Crossbow precise, two-handed, pinpoint 80 ft. +1 1d8+1 physical

Moves

  • Parry

    A creature within your reach hits you with an attack

    Mark fatigue 1:1 to the amount they spent on the attack (minimum 1) to cancel the attack after they have paid the price to use it.

Tags

Armored (2)
+2 to its AC

A sworn warrior in heavy plate, sword in one hand and oath in the other. Their training holds their nerve where lesser soldiers would break.

Lamia

Hard Large fiend • Controller
HP 16
AC 6 9 13
AP 4
Power +2
Cunning +4
Focus +0
Luck +0
Immunities poison, frightened
Speed 40 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Claw agile melee +4 1d12+4 physical

Moves

  • Beguiling Touch
    Fatigue2 Recharge2

    The lamia lays a hand on a creature it can reach and pours a sweet, rotting glamour into it. The target makes a Focus save (DC 6): on a miss a corrupting devotion takes root and it is charmed by the lamia, doing as it bids within reason; on a weak hit the glamour only clouds its judgment and it is impaired until the end of its next turn.

Spellcasting

Cunning Attack+4 DC6
Cantrips

minor-illusion, glimpse

Charms

disguise, sense

Tags

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

The torso of a beautiful woman rising from the tawny body of a great lion, draped in the finery of a court that no longer exists. It rules a ruined oasis or a dead city from a throne of illusions, ringed by mortals who once wandered in and now cannot bear to leave. Every kindness it offers is a hook, and it savors the ruin of those it charms more than any feast.

Lion

Hard Large beast • Striker
Lion
HP 14
AC 5 8 12
AP 4
Power +3
Cunning +3
Focus +0
Luck +0
Speed 50 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Rend pinpoint melee +5 2d8+3 physical

Moves

  • Roar
    Fatigue2

    The lion looses a thunderous roar at a creature within reach, which makes a Focus save (DC 3): on a miss it is frightened; on a weak hit it shakes off the panic.

Tags

Aggressive
+2 ongoing attack rolls
Jumper
Jump distances are doubled.
Pack
Advantage on attacks when an ally is next to its target

Manticore

Hard Large monstrosity
HP 16
AC 6 9 13
AP 4
Power +2
Cunning +4
Focus +0
Luck +0
Speed 30 ft., fly 30 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Tail Spikes agile, +1 piercing 100 ft. +6 2d6+4 physicalBite melee +4 1d12+2 physical

Moves

  • Spike Volley
    Fatigue2 Recharge2

    The manticore whips its tail overhead and looses a rake of iron spikes at up to three creatures it can see within 100 feet. Each makes a Cunning save (DC 4): on a miss it takes 1d12+4 physical, on a weak hit it takes half damage instead.

Tags

Aggressive
+2 ongoing attack rolls

A lion the size of a warhorse, crowned with the leering face of a man and slung with the leathery wings of a bat. Its tail ends in a knot of iron spikes it can fling in a rattling volley, and it kills from the air as readily as on the ground.

Medusa

Hard Medium monstrosity
HP 14
AC 4 7 11
AP 4
Power +0
Cunning +2
Focus +4
Luck +0
Speed 30 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Snake Hair agile, +1 piercing melee +4 2d6+2 poisonLongbow precise, two-handed, pinpoint 150 ft. +6 1d8+4 physical

Moves

  • Petrifying Gaze
    Fatigue4 Recharge2

    A creature that meets the medusa's eyes within 30 feet makes a Focus save (DC 4): on a miss it greys and hardens where it stands, petrified; on a weak hit it is slowed as the stone climbs its legs. A creature fighting with its eyes averted or covered is not affected.

Tags

Aggressive
+2 ongoing attack rolls

A figure that might once have been a woman, her skin scaled and grey, her hair a writhing nest of vipers that hiss at whatever draws near. She fights at a distance with a bow when she can, and looks her cornered enemies in the eye when she can't.

Minotaur

Hard Large monstrosity • Berserker
HP 18
AC 3 6 10
AP 4
Power +4
Cunning +2
Focus +0
Luck +0
Speed 40 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Gore +1 piercing, nick melee +6 2d8+4 physical

Moves

  • Charge
    Fatigue2 Recharge2

    The minotaur lowers its horns and pounds at least 20 feet in a straight line into a creature +6. On a hit it deals 2d8+4 physical, and on a strong hit the impact hurls the target back 10 feet and leaves it prone.

Tags

Aggressive
+2 ongoing attack rolls
Bloodthirsty
+2 to damage

A great bull-headed brute, taller than the largest man and corded with muscle, its horns worn smooth and yellow from goring. It never loses its way in the twisting passages it calls home, and it runs down anything that tries to flee through them.

Mummy

Hard Medium undead • Brute
HP 20
AC 2 5 9
AP 4
Power +4
Cunning +1
Focus +1
Luck +0
Resistance necrotic, physical, poison
Vulnerability fire
Speed 20 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Rotting Fist melee +4 2d6+4 necrotic

Moves

  • Rotting Curse
    Fatigue2

    The mummy drives a bandaged fist into a creature within reach +4. On a hit it deals 2d6+4 necrotic necrotic; on a strong hit a curse of rot takes hold and the target is weakened as its flesh begins to wither. A weak hit deals only the damage.

  • Dreadful Glare
    Fatigue2

    The mummy fixes a creature within 30 feet with a dead, unblinking stare. The target makes a Focus save (DC 4): on a miss it is frightened; on a weak hit the dread only half takes hold and it is slowed instead.

Tags

Undying
Spend 2 Doom to drop to 1 HP instead of dying

A body wound in resin-soaked linen and buried with a curse to keep it, dragged upright when its rest is disturbed. It moves slow and hits like a falling beam, and the rot it carries under the wrappings spreads into any wound it opens.

Night Hag

Hard Medium fey • Hexer
HP 14
AC 5 8 12
AP 4
Power +0
Cunning +4
Focus +2
Luck +0
Speed 30 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Claw agile melee +4 2d6+4 physical

Moves

  • Etherealness
    Recharge2 Doom1

    The hag steps sideways out of the world and onto the ethereal border. Until the start of her next turn she cannot be seen, touched, or targeted by anything on the material plane, and she can move through solid matter as if it were open air. She returns to a space she can reach when the effect ends.

Spellcasting

Cunning Attack+4 DC6
Cantrips

glimpse, mind-spike

Charms

influence, sleep, calm-emotions, confusion

Tags

Extraplanar
Reforms on home plane in 1d4 days when killed outside it.
Fadeward
+2 to its saves against spells

A gaunt, ash-skinned fiend of the fey twilight who walks the border between the sleeping mind and the waking world. She rides the dreams of the guilty, feeding on their despair night after night until nothing is left but a hollow husk, and she slips into the ether at the first sign of a fight she cannot simply win.

Nightmare

Hard Large fiend
HP 18
AC 4 7 11
AP 4
Power +4
Cunning +2
Focus +0
Luck +0
Resistance fire
Speed 60 ft., fly 60 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Hooves melee +4 2d6+4 fire

Moves

  • Ember Stride
    Fatigue1

    The nightmare and its rider vanish into a gout of black smoke and reappear anywhere the nightmare can see within 120 feet, leaving a stinking cloud where they stood.

Tags

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

A coal-black horse with a mane and tail of open flame and hooves that scorch the ground to glass. It carries the cruel and the damned between worlds on a road of smoke, and it stamps and burns anything that tries to bar the way.

Oni

Hard Large fiend
HP 16
AC 6 9 13
AP 4
Power +2
Cunning +4
Focus +0
Luck +0
Resistance poison
Speed 30 ft., fly 30 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Claw reach melee +2 2d6+2 necrotic

Spellcasting

Cunning Attack+4 DC4
Cantrips

mind-spike, glimpse

Charms

disguise, invisibility, sleep, teleport

Tags

Extraplanar
Reforms on home plane in 1d4 days when killed outside it.
Regeneration (2)
Heals 2 HP at the start of its turn.
Shapeshifter
Can assume the appearance of any creature or object it has seen of similar size. Mechanical stats are unchanged.

An ogre-sized horror with skin the color of a bruise and a third eye set weeping in its brow, it wears a borrowed face by day and hunts by dark. An oni slips into a village as a traveler or a kindly elder, learns whose children sleep where, and returns on wings when the lamps go out. Steel bites it, but the wounds seal over almost as fast as they open, and a mind it fixes upon finds its own thoughts turning cold and afraid.

Otyugh

Hard Large aberration • Brute
HP 20
AC 1 4 8
AP 4
Power +4
Cunning +0
Focus +2
Luck +0
Immunities prone
Speed 30 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Tentacles reach melee +4 2d6+4 physicalBite melee +4 1d12+4 physical

Moves

  • Filthy Bite
    Fatigue2

    It hauls a restrained creature to its maw and bites down with a mouth caked in rot +4; on a hit it deals 2d6+4 poison, and on a strong hit the wound festers and the target is weakened as the sickness takes hold.

Tags

Amphibious
Can breathe both air and water.
Grappler
Half fatigue to keep a creature restrained

A bloated mound of leathery hide squatting on three stumpy legs, ringed by grasping tentacles and a lidded eye on a stalk. It nests in filth and offal, and its bite drives a rotting sickness deep into the wound.

Owlbear

Hard Large beast
Owlbear
HP 18
AC 4 7 11
AP 4
Power +4
Cunning +2
Focus +0
Luck +0
Speed 40 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Claws cleave melee +6 2d6+4 physicalBeak agile melee +6 1d12+4 physical

Tags

Aggressive
+2 ongoing attack rolls
Bloodthirsty
+2 to damage

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.

Phase Panther

Hard Large monstrosity
HP 16
AC 9 12 16
AP 4
Power +2
Cunning +4
Focus +0
Luck +0
Speed 40 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Tentacles agile, reach melee +4 2d6+4 physicalBite melee +2 1d12+2 physical

Tags

Armored (3)
+3 to its AC
Jumper
Jump distances are doubled.

A long-limbed hunting cat the color of a starless night, its coat swallowing the light that falls on it. It never quite holds still in the eye—it slips a half-step out of true, so a blow struck dead-on meets nothing but air, and its own raking swings arrive from a bearing that should have been empty.

Pirate Captain

Hard Medium humanoid
HP 14
AC 6 9 13
AP 4
Power +0
Cunning +4
Focus +0
Luck +2
Speed 30 ft.

Attacks

Strike Range Hit Damage Rapier precise, pinpoint melee +2 1d8+0 physical

Moves

  • Captain's Charm
    Fatigue3

    The captain sweeps a challenge across the deck. Every enemy of the captain's choosing within 30 feet makes a Focus save (DC 4). On a miss they are charmed until the end of the captain's next turn; on a weak hit they are only slowed until the end of the captain's next turn.

  • Counterstrike

    A creature within your reach hits you with an attack

    Strike the triggering creature.

  • Taunt

    Call out a creature within medium range; if they don't attack you before the end of the next round, they must mark 1-fatigue. If they do attack you, you become quickened until the end of the next round.

Tags

Aggressive
+2 ongoing attack rolls

The commander of a raiding vessel, a flamboyant duelist who turns the crew's faith into their own swagger. They fight from the front, parry famous enough to be sung about, and never draw steel until the odds have already been talked into their favor.

Plesiosaurus

Hard Large beast
Plesiosaurus
HP 18
AC 4 7 11
AP 4
Power +4
Cunning +2
Focus +0
Luck +0
Speed 20 ft., swim 40 ft.

Attacks

Strike Range Hit Damage Bite reach melee +4 2d6+4 physical

Moves

  • Lunging Bite
    Fatigue1

    The plesiosaur's long neck darts out and snaps shut on a creature within reach +4; on a hit it deals 2d6+4 physical and the target is restrained in its jaws, dragged off its feet and hauled toward the water.

Tags

Aquatic
Can only breathe underwater. Suffocates if removed.
Bloodthirsty
+2 to damage

Polar Bear

Hard Large beast
Polar Bear
HP 18
AC 4 7 11
AP 4
Power +4
Cunning +2
Focus +0
Luck +0
Resistance cold
Speed 40 ft., swim 40 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Rend cleave melee +6 2d6+4 physical

Tags

Aggressive
+2 ongoing attack rolls

Rhinoceros

Hard Large beast • Brute
Rhinoceros
HP 20
AC 4 7 11
AP 4
Power +4
Cunning +2
Focus +0
Luck +0
Speed 40 ft.

Attacks

Strike Range Hit Damage Horn nick melee +6 2d6+4 physical

Moves

  • Gore
    Fatigue2

    After moving at least 20 feet straight toward one target within reach, the rhinoceros tosses its head +6; on a hit it deals 3d6+4 physical, and on a strong hit the horn flings the target prone.

Tags

Aggressive
+2 ongoing attack rolls
Armored (1)
+1 to its AC

Roper

Hard Large monstrosity
HP 18
AC 4 7 11
AP 4
Power +4
Cunning +2
Focus +0
Luck +0
Speed 10 ft., climb 20 ft.
Senses Darkvision, Blindsight 60 ft.

Attacks

Strike Range Hit Damage Bite +1 piercing melee +4 2d6+4 physical

Moves

  • Reeling Tendril
    Fatigue2

    A thin, sticky strand shoots out at a creature within 50 feet +4. On a hit it deals 2d6+4 physical, and on a strong hit the strand latches on and the roper hauls the target up to 25 feet toward its maw, leaving it restrained.

Tags

Climber
Can climb difficult surfaces, including ceilings, without a check.
Grappler
Half fatigue to keep a creature restrained
Immutable
Cannot be polymorphed or shape-shifted.

A pillar of grey, warty stone that stands unremarkable among the cave formations until a fissure of an eye opens and a mouth of jagged teeth yawns wide. It fishes for prey with sticky strands flung from its flanks, reeling in whatever it snags and biting down.

Saber-Toothed Tiger

Hard Large beast • Striker
Saber-Toothed Tiger
HP 14
AC 5 8 12
AP 4
Power +3
Cunning +3
Focus +0
Luck +0
Speed 40 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Rend pinpoint melee +5 2d8+3 physical

Moves

  • Pounce
    Fatigue1

    The cat explodes out of cover onto a creature within reach +5; on a hit it deals 2d8+3 physical, and on a strong hit it rides the target to the ground and pins it prone beneath its weight.

Tags

Aggressive
+2 ongoing attack rolls
Escape Artist
Disengage and Hide cost it 1 less AP
Jumper
Jump distances are doubled.

Salamander

Hard Large elemental
HP 18
AC 4 7 11
AP 4
Power +4
Cunning +2
Focus +0
Luck +0
Immunities fire
Vulnerability cold
Speed 30 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Tail reach melee +4 2d6+4 fireSpear reach, +1 piercing melee +4 1d12+4 fire

Moves

  • Constrict
    Fatigue1

    The salamander coils its tail around a creature within reach +4; on a hit it deals 2d6+4 fire, and on a strong hit the coils cinch tight and the target is restrained, seared against its molten hide.

Tags

Spicy (fire)
A creature that hits it with a melee attack or starts its turn touching it takes 1d6 fire damage.

A great serpent from the waist down, its upper body that of a warrior and every inch of it wrapped in living fire. It fights with a long spear kept red-hot in its own coils, and wraps its blazing tail around anything that steps too close.

Shadow

Hard Medium undead • Striker
HP 12
AC 6 9 13
AP 4
Power +1
Cunning +4
Focus +1
Luck +0
Immunities frightened
Resistance necrotic
Speed 30 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Draining Touch agile melee +4 2d8+4 necrotic

Moves

  • Strength Drain
    Fatigue2

    The shadow lays a cold, formless hand on a creature within reach +4. On a hit it deals 2d8+4 necrotic; on a strong hit the touch leaves the target weakened as its vigor bleeds away into the dark. A weak hit deals only the damage.

Tags

Incorporeal
Moves through creatures and objects as difficult terrain
Photophobic
−2 ongoing while in sunlight
Undying
Spend 2 Doom to drop to 1 HP instead of dying

A patch of living darkness that slides along walls and floors, thinner than a real shadow and colder. Where it touches, strength drains out of a body like heat from a corpse, and what it leaves behind can rise as another of its kind.

Shambling Mound

Hard Large plant
Shambling Mound
HP 18
AC 2 5 9
AP 4
Power +4
Cunning +0
Focus +2
Luck +0
Absorbs lightning
Speed 20 ft.

Attacks

Strike Range Hit Damage Slam reach melee +4 2d6+4 physical

Moves

  • Engulf
    Fatigue3 Doom1

    The mound folds its sodden bulk over a creature its own size or smaller within reach. The target makes a Power save (DC 4): on a miss it is drawn inside the tangle of vines and restrained, blinded and taking 2d6+4 physical each turn as the mound feeds on it; on a weak hit the creepers only foul its footing and it is slowed.

Tags

Grappler
Half fatigue to keep a creature restrained

A hulking heap of rotting vines, roots, and creeper that hauls itself upright on limbs of matted vegetation. It thrives on the storms that would kill a lesser thing, drinking the lightning that strikes it and swelling larger for the meal, then closing over its prey to smother and devour it whole.

Shield Guardian

Hard Large construct • Stalwart
HP 18
AC 3 6 10
AP 4
Power +4
Cunning +0
Focus -5
Luck +2
Immunities poison, charmed, frightened
Speed 30 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Slam melee +4 1d12+4 physical

Tags

Mindless
Immune to charmed and frightened, but drops Focus by -5.
Regeneration (2)
Heals 2 HP at the start of its turn.

A broad-shouldered construct of wood and metal bound to a keyed amulet and the one who wears it. It shadows its master step for step, interposing its bulk against every blow, and its damaged frame knits itself whole between fights. A single spell can be laid into it to hold in reserve, released on its master's word.

Specter

Hard Medium undead • Striker
HP 12
AC 6 9 13
AP 4
Power +1
Cunning +4
Focus +1
Luck +0
Resistance necrotic
Speed 30 ft., fly 30 ft.

Attacks

Strike Range Hit Damage Life Drain agile melee +4 2d8+4 necrotic

Tags

Draining
Heals half the HP it deals with melee attacks, rounded up
Incorporeal
Moves through creatures and objects as difficult terrain
Photophobic
−2 ongoing while in sunlight
Undying
Spend 2 Doom to drop to 1 HP instead of dying

The last, hateful remnant of someone who died in terror or spite, held in the world by a grudge it no longer remembers. It drifts through walls on a cold draft and reaches into the living to pull the warmth out of them, feeding the little that is left of itself.

Spirit Naga

Hard Large fiend • Controller
HP 16
AC 2 5 9
AP 4
Power +2
Cunning +0
Focus +4
Luck +0
Resistance poison
Speed 40 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Bite reach, +1 piercing melee +4 1d12+2 poison

Spellcasting

Focus Attack+6 DC6
Cantrips

poison-spray, mind-spike, minor-illusion

Charms

influence, sleep, hex, confusion, calm-emotions, sense, blur, web

Tags

Aggressive
+2 ongoing attack rolls
Extraplanar
Reforms on home plane in 1d4 days when killed outside it.
Fadeward
+2 to its saves against spells

A great serpent the length of a war-galley, crowned with the face and shoulders of a woman who died hating and came back wrong. It coils in the ruins it has claimed for itself and rules whatever wanders in—first with a voice that gets under the skin, then, when that fails, with a bite that rots the blood. It remembers every slight from every life it has worn.

Stone Giant

Hard Huge humanoid
HP 18
AC 6 9 13
AP 4
Power +4
Cunning +2
Focus +0
Luck +0
Speed 40 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Greatclub two-handed, ring melee +4 1d8+4 physical

Moves

  • Hurl Boulder
    Fatigue1

    The giant spins and looses a rock at a creature within 90 feet +4. On a hit it deals 2d6+4 physical, and on a strong hit the target is knocked prone.

  • Catch and Return

    hit by a ranged attack that deals physical damage

    When a thrown or fired object would strike the giant, it plucks the missile from the air and hurls it at another creature within 60 feet, which makes a Cunning save (DC 4) to dodge. On a miss it takes 2d6+4 physical; on a weak hit it takes half.

Tags

Armored (2)
+2 to its AC

Carved, it seems, from the mountain it lives inside, its skin the gray of weathered granite and its movements strangely deliberate. A stone giant treats a hurled boulder as a work of art, judging the arc and the spin before it lets fly. Missiles sent its way rarely land; a great hand closes on the arrow or the sling-stone and sends it back with interest.

Succubus

Hard Medium fiend
HP 14
AC 4 7 11
AP 4
Power +0
Cunning +2
Focus +4
Luck +0
Resistance cold, fire
Speed 30 ft., fly 30 ft.

Attacks

Strike Range Hit Damage Claw agile melee +2 2d6+2 physical

Moves

  • Charming Gaze
    Fatigue2

    The succubus holds a creature within 30 feet in its gaze and reaches into its wants. The target makes a Focus save (DC 4): on a miss it is charmed, on a weak hit it is frightened instead as unease takes it.

  • Draining Kiss

    The succubus kisses a creature it holds charmed or one that is willing, and drinks the life from it. The target takes 2d6+4 force force, and the succubus recovers that many hit points.

Tags

Extraplanar
Reforms on home plane in 1d4 days when killed outside it.
Fadeward
+2 to its saves against spells
Shapeshifter
Can assume the appearance of any creature or object it has seen of similar size. Mechanical stats are unchanged.

A fiend that wears whatever face its mark most wants to see, beautiful and attentive and entirely false. It fights rarely and by preference not at all, working instead through devotion it plants and tends, until a single kiss draws the life out and leaves a hollowed body behind.

Tiger

Hard Large beast • Striker
Tiger
HP 14
AC 5 8 12
AP 4
Power +3
Cunning +3
Focus +0
Luck +0
Speed 40 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Rend pinpoint melee +5 2d8+3 physical

Moves

  • Pounce
    Fatigue1

    The tiger springs onto one target within reach +5; on a hit it deals 2d8+3 physical, and on a strong hit it rides the target down and knocks it prone.

Tags

Aggressive
+2 ongoing attack rolls
Escape Artist
Disengage and Hide cost it 1 less AP

Tough Boss

Hard Medium humanoid • Brute
HP 20
AC 4 7 11
AP 4
Power +4
Cunning +2
Focus +0
Luck +0
Speed 30 ft.

Attacks

Strike Range Hit Damage Hammer agile, nick melee +4 1d4+4 physicalLight Crossbow precise, two-handed, pinpoint 80 ft. +0 1d8+0 physical

Moves

  • Forceful Blow

    Mark 1-fatigue to attack a creature with a heavy weapon, then push them up to 10 feet. On a weak hit, the target can mark 1-fatigue to resist being pushed.

Tags

Armored (1)
+1 to its AC
Pack
Advantage on attacks when an ally is next to its target

The one every other tough answers to, and the reason the crew is feared rather than laughed at. They wade into the middle of a brawl with a hammer swung wide, sending anyone in range reeling off their feet.

Triceratops

Hard Huge beast • Brute
Triceratops
HP 20
AC 4 7 11
AP 4
Power +4
Cunning +2
Focus +0
Luck +0
Speed 50 ft.

Attacks

Strike Range Hit Damage Horns nick melee +6 2d6+4 physical

Moves

  • Gore
    Fatigue2

    After moving at least 20 feet straight toward one target within reach, the triceratops levels its horns and charges +6; on a hit it deals 3d6+4 physical, and on a strong hit the target is knocked prone.

Tags

Aggressive
+2 ongoing attack rolls
Armored (1)
+1 to its AC

Unicorn

Hard Large celestial
HP 16
AC 2 5 9
AP 4
Power +2
Cunning +0
Focus +0
Luck +4
Immunities charmed, frightened
Speed 50 ft.

Attacks

Strike Range Hit Damage Horn +1 piercing melee +2 2d6+2 radiant

Moves

  • Charge
    Fatigue1

    The unicorn lowers its horn and drives forward at a creature within its line +2. On a hit it deals 2d6+2 radiant, and on a strong hit the force of the charge knocks the target prone.

Spellcasting

Luck Attack+4 DC4
Cantrips

healing-word, guidance

Charms

invigorate, teleport

Tags

Extraplanar
Reforms on home plane in 1d4 days when killed outside it.
Legendary
Gets a number of non-consecutive turns each round equal to half its Rank. Additionally, it can spend 1 Doom to count a missed save as a strong hit.

A horse of unbroken white, its spiraled horn catching the light like polished bone. It walks the deep wood without bending a blade of grass, and no wound festers in the glade it keeps. It shows itself only to those it has already judged worthy of the sight.

Vampire Spawn

Hard Medium undead
HP 18
AC 4 7 11
AP 4
Power +4
Cunning +2
Focus +0
Luck +0
Resistance necrotic, physical
Vulnerability radiant
Speed 30 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Claws agile melee +4 2d6+4 physical

Moves

  • Draining Bite
    Fatigue2

    The spawn sinks its fangs into a creature it is grappling or that is restrained +4. On a hit it deals 2d6+4 necrotic necrotic and drinks deep; on a strong hit the blood loss leaves the target weakened. A weak hit deals only the damage.

Tags

Grappler
Half fatigue to keep a creature restrained
Photophobic
−2 ongoing while in sunlight
Regeneration (2)
Heals 2 HP at the start of its turn.
Unrelenting
Spend 2 Doom to clear its exhaustion and reset its fatigue

One of the wretched half-things a true vampire makes and keeps, risen with the thirst but not the power. It is fast and strong and mends its own wounds as fast as they open, but sunlight sears it and it cannot pass for living the way its master can.

Veteran

Hard Medium humanoid
HP 18
AC 5 8 12
AP 4
Power +4
Cunning +2
Focus +0
Luck +0
Speed 30 ft.

Attacks

Strike Range Hit Damage Longsword sap melee +4 1d8+4 physicalShortsword agile, pinpoint melee +4 1d6+4 physicalLight Crossbow precise, two-handed, pinpoint 80 ft. +0 1d8+0 physical

Moves

  • Parry

    A creature within your reach hits you with an attack

    Mark fatigue 1:1 to the amount they spent on the attack (minimum 1) to cancel the attack after they have paid the price to use it.

  • Disarm

    Mark 1-fatigue to try to knock a creature's weapon or focus out of their hands that's within your reach; make a power roll. On a weak hit, they mark 2-fatigue, on a strong hit, their weapon or focus is also knocked to the ground.

  • Counterstrike

    A creature within your reach hits you with an attack

    Strike the triggering creature.

  • Forceful Blow

    Mark 1-fatigue to attack a creature with a heavy weapon, then push them up to 10 feet. On a weak hit, the target can mark 1-fatigue to resist being pushed.

Tags

Armored (1)
+1 to its AC
Reactive
One reaction per player turn instead of one per round

A career soldier who has outlived every war they were sent to. Fights with the economy of someone who has nothing left to prove and every reason to go home.

Vrock

Hard Large fiend
HP 16
AC 6 9 13
AP 4
Power +2
Cunning +4
Focus +0
Luck +0
Resistance fire
Speed 40 ft., fly 30 ft.

Attacks

Strike Range Hit Damage Talons agile melee +4 2d6+4 physicalBeak +1 piercing melee +2 1d12+2 physical

Moves

  • Spore Cloud
    Fatigue2

    The vrock shakes a cloud of choking spores from its feathers in a 15-foot cone. Every creature caught makes a Cunning save (DC 4): on a miss it takes 1d12+4 poison poison, on a weak hit half.

  • Stunning Screech
    Fatigue4 Recharge2

    The vrock throws back its head and shrieks. A creature within 30 feet makes a Focus save (DC 4): on a miss it is stunned by the sound, on a weak hit it is impaired instead.

Tags

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

A vulture-headed demon that stinks of rot, all raking talons and mildewed feathers. It opens a fight by fouling the air with spores and driving a shriek through everything nearby, then wades into whatever is left choking and reeling.

Water Elemental

Hard Large elemental
HP 18
AC 4 7 11
AP 4
Power +4
Cunning +2
Focus -5
Luck +0
Immunities charmed, frightened
Resistance fire, acid
Vulnerability cold
Speed 30 ft., swim 90 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Slam reach melee +4 2d6+4 physical

Moves

  • Whelm
    Fatigue1 Recharge2

    The elemental surges over a creature within reach and folds it into its churning body. The target makes a Power save (DC 4) to keep its feet: on a miss it is restrained and dragged under, crushed by the current for 2d6+4 physical; on a weak hit it is shoved clear, slowed by the surge but free of it.

Tags

Amphibious
Can breathe both air and water.
Extraplanar
Reforms on home plane in 1d4 days when killed outside it.
Mindless
Immune to charmed and frightened, but drops Focus by -5.

A heaving mass of living water that holds a rough, man-shaped swell only as long as it cares to. It slides through the sea faster than anything born to swim, and it fights by rising over a foe and closing around them, dragging them down into a body with no bottom. Fire only steams against it; a hard enough cold is the one thing that stiffens it.

Wight

Hard Medium undead
HP 18
AC 3 6 10
AP 4
Power +4
Cunning +1
Focus +1
Luck +0
Resistance necrotic, poison
Speed 30 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Longsword sap melee +4 1d8+4 physical

Moves

  • Life Drain
    Fatigue2

    The wight seizes a creature within reach and pulls the life out of it with a bare, grey hand +4. On a hit it deals 2d6+4 necrotic necrotic; on a strong hit the drain runs deep and the target is left weakened. A weak hit deals only the damage.

Tags

Draining
Heals half the HP it deals with melee attacks, rounded up
Unrelenting
Spend 2 Doom to clear its exhaustion and reset its fatigue

A warrior who died with its will unbroken and rose again clutching the same blade, malice where the soul used to be. Its touch pulls the warmth and the vigor out of a living body, and the ones it kills too thoroughly rise to serve it.

Wraith

Hard Medium undead • Striker
HP 12
AC 6 9 13
AP 4
Power +1
Cunning +4
Focus +1
Luck +0
Resistance necrotic
Speed fly 30 ft.

Attacks

Strike Range Hit Damage Life Drain agile melee +4 2d8+4 necrotic

Moves

  • Consume Life
    Fatigue2

    The wraith closes over a creature within reach and pulls the life out of it whole +4. On a hit it deals 2d8+4 necrotic necrotic; on a strong hit the drain leaves the target weakened as its vitality is torn away. A weak hit deals only the damage.

Tags

Draining
Heals half the HP it deals with melee attacks, rounded up
Incorporeal
Moves through creatures and objects as difficult terrain
Photophobic
−2 ongoing while in sunlight
Undying
Spend 2 Doom to drop to 1 HP instead of dying

A robe of moving darkness with nothing inside it, a soul so twisted by its own malice that the body rotted off and left only the hate. It glides through stone as easily as air, hunting the living for the warmth it can never keep, and the cold that pours off it kills the grass it passes over.

Wyvern

Hard Large dragon
HP 18
AC 4 7 11
AP 4
Power +4
Cunning +2
Focus +0
Luck +0
Speed 20 ft., fly 90 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Bite +1 piercing melee +4 2d6+4 physicalStinger reach, +1 piercing melee +4 1d12+4 poison

Moves

  • Venomous Sting
    Fatigue2

    The wyvern whips its tail overhead and drives the barb down at a creature within reach +4; on a hit it deals 2d6+4 poison poison, and on a strong hit the venom floods the wound and the target is weakened as its limbs go leaden.

A winged serpent-drake, all leather and sinew, with a wingspan that blots the sun and a whip of a tail ending in a curved black stinger. It has none of a true dragon's cunning or fiery breath and needs none—it hunts on the wing, stooping from above to snatch prey in its jaws or run it through with the barb. The venom it carries turns strong limbs to water within moments.

Xorn

Hard Medium elemental
HP 18
AC 3 6 10
AP 4
Power +4
Cunning +0
Focus -5
Luck +2
Immunities charmed, frightened
Resistance physical
Speed 20 ft., burrow 20 ft.
Senses Darkvision, Tremorsense 60 ft.

Attacks

Strike Range Hit Damage Bite +1 piercing melee +4 2d6+4 physicalClaw melee +4 1d12+4 physical

Tags

Armored (1)
+1 to its AC
Mindless
Immune to charmed and frightened, but drops Focus by -5.
Tunneler
Leaves a tunnel when burrowing.

A squat, pebble-hided thing on three thick legs, three grasping arms, and a wide grinding maw set in the top of its body, with a single eye above each. It swims through solid rock the way a fish parts water, following the scent of raw ore and cut gems, which it crunches down whole. It ignores anything without metal on it, but a creature laden with coin and steel had best keep its distance.

Young Black Dragon

Hard Large dragon • Striker
HP 15
AC 4 7 11
AP 4
Power +4
Cunning +2
Focus +0
Luck +0
Resistance acid
Speed 40 ft., fly 60 ft.

Attacks

Strike Range Hit Damage Bite +1 piercing melee +4 2d8+4 physicalClaws melee +4 2d6+4 physicalTail reach melee +4 2d6+4 physical

Moves

  • Acid Breath
    Fatigue5 Recharge3 Doom1

    It spits a stream of caustic acid in a 60-foot line, 5 feet wide. Every creature caught makes a Cunning save (DC 4): on a miss it takes 2d6+4 acid acid and its armor is eaten away, leaving it sundered; on a weak hit it takes half damage and its armor holds.

Tags

Amphibious
Can breathe both air and water.

A gaunt, horn-crowned dragon of slick black scales that lairs in fetid swamps and drowned ruins, half-submerged and patient. It is a cruel and calculating ambusher, dragging prey into the murk to drown, and the acid it spits strips shields and mail to slag.

Young Blue Dragon

Hard Large dragon • Striker
HP 15
AC 4 7 11
AP 4
Power +4
Cunning +2
Focus +0
Luck +0
Resistance lightning
Speed 40 ft., fly 60 ft.
Senses Tremorsense 30 ft.

Attacks

Strike Range Hit Damage Bite +1 piercing melee +4 2d8+4 physicalClaws melee +4 2d6+4 physicalTail reach melee +4 2d6+4 physical

Moves

  • Lightning Breath
    Fatigue5 Recharge3 Doom1

    It looses a searing bolt of lightning in a 60-foot line, 5 feet wide. Every creature caught makes a Cunning save (DC 4): on a miss it takes 2d6+4 lightning lightning, on a weak hit half.

A dragon of polished, storm-blue scales that stalks the deep desert, burrowing beneath the dunes to wait out the heat and erupting on anything that crosses its territory. It feels the tread of prey through the sand long before it sees them, and it fights with a patient, calculating cruelty.

Young Brass Dragon

Hard Large dragon • Controller
HP 18
AC 4 7 11
AP 4
Power +4
Cunning +2
Focus +0
Luck +0
Resistance fire
Speed 40 ft., fly 60 ft.

Attacks

Strike Range Hit Damage Bite +1 piercing melee +4 1d12+4 physicalClaws melee +4 1d10+4 physicalTail reach melee +4 1d10+4 physical

Moves

  • Fire Breath
    Fatigue5 Recharge3 Doom1

    It exhales a searing jet of flame in a 60-foot line, 5 feet wide. Every creature caught makes a Cunning save (DC 6): on a miss it takes 1d10+4 fire fire, on a weak hit half.

  • Sleep Gas
    Fatigue5 Recharge2

    It breathes a rolling cloud of soporific gas in a 15-foot cone. Every creature caught makes a Cunning save (DC 6): on a miss it drops unconscious as the fumes drag it under; on a weak hit it is left impaired, groggy and clumsy, until it can shake its head clear.

A burnished, sand-colored dragon of the deep desert, and the most talkative of all dragonkind. It would sooner corner a traveler into hours of conversation than eat them, and it dozes half-buried in the dunes, sensing every footfall for miles. Its scorching breath is a last resort, second to the sleeping gas it uses to keep company from leaving too soon.

Young Bronze Dragon

Hard Large dragon • Sentinel
HP 15
AC 5 8 12
AP 4
Power +4
Cunning +2
Focus +0
Luck +0
Resistance lightning
Speed 40 ft., fly 60 ft.

Attacks

Strike Range Hit Damage Bite +1 piercing melee +4 2d6+4 physicalClaws melee +4 1d12+4 physicalTail reach melee +4 1d12+4 physical

Moves

  • Lightning Breath
    Fatigue5 Recharge3 Doom1

    It discharges a crackling bolt in a 60-foot line, 5 feet wide. Every creature caught makes a Cunning save (DC 4): on a miss it takes 1d12+4 lightning lightning, on a weak hit half.

  • Repulsion Gas
    Fatigue2

    It breathes a concussive gust in a 15-foot cone. Every creature caught makes a Cunning save (DC 4): on a miss it is knocked prone by the blast; on a weak hit it staggers but keeps its feet.

Tags

Amphibious
Can breathe both air and water.

A dragon of gleaming bronze scales that patrols the coastlines and the open sea, a soldier at heart with a soldier's sense of duty. It shepherds lost ships to harbor as readily as it sinks raiders, and it meets a real threat head-on, holding the line where a lesser dragon would flee.

Young Copper Dragon

Hard Large dragon • Striker
HP 15
AC 4 7 11
AP 4
Power +4
Cunning +2
Focus +0
Luck +0
Resistance acid
Speed 40 ft., fly 60 ft.

Attacks

Strike Range Hit Damage Bite +1 piercing melee +4 2d8+4 physicalClaws melee +4 2d6+4 physicalTail reach melee +4 2d6+4 physical

Moves

  • Acid Breath
    Fatigue5 Recharge3 Doom1

    It sprays a line of stinging acid in a 60-foot line, 5 feet wide. Every creature caught makes a Cunning save (DC 4): on a miss it takes 2d6+4 acid acid, on a weak hit half.

  • Slowing Gas
    Fatigue2

    It breathes a cloud of clinging vapor in a 15-foot cone. Every creature caught makes a Cunning save (DC 4): on a miss it is slowed as the mist stiffens its limbs; on a weak hit it shakes off the worst and moves freely.

Tags

Flyby
Leaving a creature's reach doesn't trigger reactions

A copper-scaled trickster of the rocky highlands, more prankster than tyrant, that delights in riddles and stolen trinkets and pratfalls at a rival's expense. It fights the way it jokes—darting in, spitting acid, and slipping out of reach before anyone can answer—and it would rather humiliate an intruder than kill them.

Young Gold Dragon

Hard Large dragon • Controller
HP 16
AC 2 5 9
AP 4
Power +2
Cunning +0
Focus +4
Luck +0
Resistance fire
Speed 40 ft., fly 60 ft.

Attacks

Strike Range Hit Damage Bite +1 piercing melee +2 1d12+2 physicalClaws melee +2 1d10+2 physicalTail reach melee +2 1d10+2 physical

Moves

  • Fire Breath
    Fatigue2 Recharge3

    It unleashes a torrent of golden flame in a 15-foot cone. Every creature caught makes a Cunning save (DC 6): on a miss it takes 1d10+4 fire fire, on a weak hit half.

  • Weakening Gas
    Fatigue3

    It breathes a shimmering, sapping vapor in a 15-foot cone. Every creature caught makes a Cunning save (DC 6): on a miss it is weakened as its strength drains away; on a weak hit it shrugs off the worst and holds its strength.

Tags

Flyby
Leaving a creature's reach doesn't trigger reactions

The greatest of the metallic dragons, a creature of burnished gold scales and immense, patient wisdom. It reads a heart at a glance and weighs a quarrel before it joins one, and its magic runs as deep as its hoard. Even young, it carries itself like something that has already seen how the story ends.

Young Green Dragon

Hard Large dragon • Controller
HP 16
AC 6 9 13
AP 4
Power +2
Cunning +4
Focus +0
Luck +0
Resistance poison
Speed 40 ft., fly 60 ft.

Attacks

Strike Range Hit Damage Bite +1 piercing melee +2 1d12+2 physicalClaws melee +2 1d10+2 physicalTail reach melee +2 1d10+2 physical

Moves

  • Poison Breath
    Fatigue5 Recharge3

    It breathes a rolling cloud of choking gas in a 15-foot cone. Every creature caught makes a Cunning save (DC 6): on a miss it takes 1d10+4 poison poison and, choking and blind in the murk, is frightened until it staggers clear; on a weak hit it takes half damage and holds its nerve.

Spellcasting

Cunning Attack+4 DC6
Cantrips

mind-spike, glimpse

Charms

influence, sleep, calm-emotions, confusion

A sinuous, forest-green dragon that rules its woodland as a spymaster rules a court, all whispers and bargains and poisoned promises. It is the schemer of dragonkind, coaxing secrets and loyalty from those it means to devour, and it would far rather turn a party against itself than fight it head-on.

Young Red Dragon

Hard Large dragon • Brute
HP 20
AC 3 6 10
AP 4
Power +4
Cunning +2
Focus +0
Luck +0
Resistance fire
Speed 40 ft., fly 60 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Bite +1 piercing melee +4 2d6+4 physicalClaws melee +4 1d12+4 physicalTail reach melee +4 1d12+4 physical

Moves

  • Fire Breath
    Fatigue2 Recharge3

    It rears back and looses a roaring cone of flame in a 15-foot cone. Every creature caught makes a Cunning save (DC 4): on a miss it takes 1d12+4 fire fire, on a weak hit half.

A scaled tyrant the color of banked coals, arrogant and ravenous, that claims a mountain and everything beneath it. Younger than the wyrms of legend, it already hoards what it can steal and burns what it cannot, and it fights with the reckless fury of a creature that has never learned to fear.

Young Silver Dragon

Hard Large dragon • Sentinel
HP 15
AC 5 8 12
AP 4
Power +4
Cunning +2
Focus +0
Luck +0
Resistance cold
Speed 40 ft., fly 60 ft.

Attacks

Strike Range Hit Damage Bite +1 piercing melee +4 2d6+4 physicalClaws melee +4 1d12+4 physicalTail reach melee +4 1d12+4 physical

Moves

  • Cold Breath
    Fatigue2 Recharge3

    It exhales a blast of glacial air in a 15-foot cone. Every creature caught makes a Cunning save (DC 4): on a miss it takes 1d12+4 cold cold, on a weak hit half.

  • Paralyzing Gas
    Fatigue5 Recharge2

    It breathes a cloud of numbing frost in a 15-foot cone. Every creature caught makes a Cunning save (DC 4): on a miss it locks up, stunned as the cold seizes its muscles; on a weak hit it is left impaired, sluggish and clumsy, rather than frozen fast.

A regal dragon of moonlit silver scales that keeps to the high peaks and the cloud layer, watching over the lands below with a quiet, protective eye. It walks among people wearing borrowed faces, drawn to their brief lives and their courage, and it comes down from the clouds only when something threatens those under its care.

Young White Dragon

Hard Large dragon • Brute
HP 20
AC 3 6 10
AP 4
Power +4
Cunning +2
Focus +0
Luck +0
Resistance cold
Speed 40 ft., fly 30 ft.

Attacks

Strike Range Hit Damage Bite +1 piercing melee +4 2d6+4 physicalClaws melee +4 1d12+4 physicalTail reach melee +4 1d12+4 physical

Moves

  • Cold Breath
    Fatigue2 Recharge3

    It exhales a blast of glacial air in a 15-foot cone. Every creature caught makes a Cunning save (DC 4): on a miss it takes 1d12+4 cold cold, on a weak hit half.

Tags

Icewalker
Ignores icy/snowy difficult terrain.
Spicy (cold)
A creature that hits it with a melee attack or starts its turn touching it takes 1d6 cold damage.

The most feral of dragonkind, a low-cunning brute of frost-rimed scales that dens in glaciers and hunts the frozen wastes. It has little of its cousins' guile, only a cold and single-minded hunger, and the air around it bites as sharp as its teeth.

Animated Armor

Moderate Medium construct • Stalwart
HP 10
AC 5 8 12
AP 3
Power +3
Cunning +0
Focus -5
Luck +0
Immunities charmed, frightened
Speed 25 ft.

Attacks

Strike Range Hit Damage Slam melee +3 1d4+3 physical

Moves

  • Shield Bash
    Fatigue1

    The empty harness throws its whole weight behind a gauntleted blow at a creature within reach +3; on a hit it deals 1d4+3 physical, and on a strong hit the impact drops the target prone.

Tags

Armored (2)
+2 to its AC
Mindless
Immune to charmed and frightened, but drops Focus by -5.

An empty suit of plate that stands sentry long after the one who wore it is gone. The visor gapes on darkness, and the gauntlets swing with the weight of the whole harness behind them.

Ape

Moderate Medium beast
Ape
HP 10
AC 3 6 10
AP 3
Power +3
Cunning +1
Focus +0
Luck -1
Speed 30 ft., climb 30 ft.

Attacks

Strike Range Hit Damage Fist melee +5 1d6+3 physical

Moves

  • Rock
    Fatigue1

    The ape hurls a rock at one creature it can see within 30 feet, which makes a Cunning save (DC 3): on a miss it takes 2d6+3 physical; on a weak hit it takes half damage instead.

Tags

Aggressive
+2 ongoing attack rolls
Climber
Can climb difficult surfaces, including ceilings, without a check.

Awakened Tree

Moderate Huge plant
HP 10
AC 3 6 10
AP 3
Power +3
Cunning +1
Focus +0
Luck -1
Resistance physical, poison
Vulnerability fire
Speed 20 ft.

Attacks

Strike Range Hit Damage Slam reach, ring melee +3 1d6+3 physical

Moves

  • Root Snare
    Fatigue1

    The tree's roots erupt from the soil around a creature within 10 feet, which makes a Power save (DC 3): on a miss the questing roots wrap its legs and it is restrained; on a weak hit it stumbles clear before they close.

Tags

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

A forest giant roused to slow awareness by druidic craft, its bark creased into the suggestion of a face and its lowest boughs bent into groping limbs. It walks on a tangle of root-feet, ponderous and patient, and answers any threat to its grove with sweeping blows that shatter bone. Green wood shrugs off blades and rot alike, but a torch still makes it flinch.

Azer

Moderate Medium elemental
HP 10
AC 3 6 10
AP 3
Power +3
Cunning +1
Focus +0
Luck -1
Resistance fire
Vulnerability cold
Speed 30 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Warhammer melee +3 1d6+3 fire

Tags

Spicy (fire)
A creature that hits it with a melee attack or starts its turn touching it takes 1d6 fire damage.

A stern, bearded smith wrought from living brass, its beard and crest a mane of open flame. It fights with a hammer heated in its own body, and the heat that rolls off its skin makes closing with it a hazard in itself.

Bandit Captain

Moderate Medium humanoid
HP 10
AC 3 6 10
AP 3
Power +3
Cunning +1
Focus +0
Luck -1
Speed 30 ft.

Attacks

Strike Range Hit Damage Longsword sap melee +5 1d8+3 physicalDagger agile, nick melee +5 1d4+3 physical

Moves

  • Taunt

    Call out a creature within medium range; if they don't attack you before the end of the next round, they must mark 1-fatigue. If they do attack you, you become quickened until the end of the next round.

  • Feint

    A creature within your reach hits you with an attack

    Mark 2-fatigue. The triggering creature makes a cunning saving throw, DC equal to your +CUNNING. On a miss, they become impaired until the end of the next round. On a weak hit, they become slowed until the end of the next round.

  • Disarm

    Mark 1-fatigue to try to knock a creature's weapon or focus out of their hands that's within your reach; make a power roll. On a weak hit, they mark 2-fatigue, on a strong hit, their weapon or focus is also knocked to the ground.

Tags

Aggressive
+2 ongoing attack rolls
Vicious (1)
Its damage die is 1 step larger

The one who took the crew by cunning and holds it by force, longsword in the main hand and a dagger for the quiet work. Their crew fights harder with them watching.

Bearded Devil

Moderate Medium fiend
HP 10
AC 3 6 10
AP 3
Power +3
Cunning +1
Focus +0
Luck -1
Resistance fire, cold
Speed 30 ft.

Attacks

Strike Range Hit Damage Glaive reach melee +3 1d6+3 physicalBeard +1 piercing melee +3 1d4+3 poison

Moves

  • Infernal Wound
    Fatigue2

    The devil twists its glaive in a wound it has already opened, targeting a creature it has damaged this turn +3. On a hit it deals 1d6+3 physical, and on a strong hit the cut refuses to close and the target is weakened as it bleeds.

Tags

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

A gaunt, scale-hided devil with a writhing, serpentine beard and a wicked polearm it never sets down. It fights to bleed rather than to kill outright, opening long wounds that fester and weep, and lets its quarry weaken on its feet before it finishes the work.

Black Bear

Moderate Medium beast
Black Bear
HP 10
AC 3 6 10
AP 3
Power +3
Cunning +1
Focus +0
Luck -1
Speed 30 ft., climb 30 ft., swim 30 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Rend cleave melee +5 1d6+3 physical

Tags

Aggressive
+2 ongoing attack rolls
Climber
Can climb difficult surfaces, including ceilings, without a check.

Black Dragon Wyrmling

Moderate Medium dragon • Striker
HP 9
AC 3 6 10
AP 3
Power +3
Cunning +1
Focus +0
Luck -1
Resistance acid
Speed 30 ft., fly 30 ft., climb 30 ft., swim 30 ft.

Attacks

Strike Range Hit Damage Bite melee +3 1d8+3 physicalClaws melee +3 1d6+3 physicalTail reach melee +3 1d6+3 physical

Moves

  • Acid Breath
    Fatigue4 Recharge3

    It spits a 20-foot line of caustic acid. Each creature in the line makes a Power save (DC 3): on a miss it takes 1d8+3 acid and its armor is eaten away, leaving it sundered; on a weak hit it takes half damage and its armor holds.

Tags

Amphibious
Can breathe both air and water.

Blue Dragon Wyrmling

Moderate Medium dragon • Striker
HP 9
AC 3 6 10
AP 3
Power +3
Cunning +1
Focus +0
Luck -1
Resistance lightning
Speed 30 ft., fly 30 ft.
Senses Tremorsense 30 ft.

Attacks

Strike Range Hit Damage Bite melee +3 1d8+3 physicalClaws melee +3 1d6+3 physicalTail reach melee +3 1d6+3 physical

Moves

  • Lightning Breath
    Fatigue2 Recharge3

    It looses a 20-foot line of crackling lightning. Each creature in the line makes a Power save (DC 3): on a miss it takes 1d8+3 lightning, on a weak hit it takes half damage instead.

Boar

Moderate Medium beast • Berserker
Boar
HP 10
AC 2 5 9
AP 3
Power +3
Cunning +1
Focus -1
Luck +0
Speed 40 ft.

Attacks

Strike Range Hit Damage Tusks melee +3 1d8+3 physical

Moves

  • Gore
    Fatigue2

    After moving at least 20 feet straight toward its target, the boar drives its tusks into a creature within reach +3; on a hit it deals 2d8+3 physical, and on a strong hit the target is knocked prone.

Tags

Bloodthirsty
+2 to damage

Brass Dragon Wyrmling

Moderate Medium dragon • Controller
HP 10
AC 2 5 9
AP 3
Power +3
Cunning +0
Focus +1
Luck -1
Resistance fire
Speed 30 ft., fly 30 ft.
Senses Darkvision, Low-Light Vision

Attacks

Strike Range Hit Damage Bite melee +3 1d4+3 physicalClaws melee +3 1+3 physicalTail reach melee +3 1+3 physical

Moves

  • Fire Breath
    Fatigue2 Recharge3

    It exhales a 20-foot line of flame. Each creature in the line makes a Power save (DC 5): on a miss it takes 1d4+3 fire, on a weak hit it takes half damage instead.

  • Sleep Gas
    Fatigue2 Recharge2

    It breathes a 15-foot cone of soporific gas. Each creature in the area makes a Power save (DC 5): on a miss it is slowed as its limbs grow heavy and its eyes droop; on a weak hit it shakes off the drowse.

Bronze Dragon Wyrmling

Moderate Medium dragon • Sentinel
HP 9
AC 4 7 11
AP 3
Power +3
Cunning +1
Focus +0
Luck -1
Resistance lightning
Speed 30 ft., fly 30 ft., swim 30 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Bite melee +3 1d6+3 physicalClaws melee +3 1d4+3 physicalTail reach melee +3 1d4+3 physical

Moves

  • Lightning Breath
    Fatigue2 Recharge3

    It looses a 20-foot line of lightning. Each creature in the line makes a Power save (DC 3): on a miss it takes 1d6+3 lightning, on a weak hit it takes half damage instead.

  • Repulsion Breath
    Fatigue2

    It breathes a 15-foot cone of repulsion gas that hurls its targets back. Each creature in the area makes a Power save (DC 3): on a miss it is knocked prone; on a weak hit it keeps its feet.

Bugbear Warrior

Moderate Medium humanoid • Brute
HP 11
AC 3 6 10
AP 3
Power +3
Cunning +1
Focus +0
Luck -1
Speed 30 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Spear graze melee +3 1d6+3 physical

Moves

  • Grapple

    Mark 1-fatigue to grapple a creature within touch range that is your size or smaller. They must make a power saving throw, DC equal to your +POWER—on a miss or a weak hit, they become restrained. If you become impaired or stunned, the restrained ends.

Tags

Abductor
Moves at full speed while dragging a grappled creature.
Armored (1)
+1 to its AC
Grappler
Half fatigue to keep a creature restrained

Near seven feet of matted fur and long, grasping arms, built to reach past a shield and take hold. Once its fingers close it does not slow, hauling a screaming captive off into the dark without breaking stride.

Camel

Moderate Large beast
Camel
HP 10
AC 3 6 10
AP 3
Power +3
Cunning +1
Focus +0
Luck -1
Speed 50 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Bite melee +5 1d6+3 physical

Moves

  • Kick
    Fatigue1

    The camel lashes out with a hind leg at a creature within reach +5; on a hit it deals 1d6+3 physical, and on a strong hit the blow drops the target prone.

Tags

Aggressive
+2 ongoing attack rolls

Constrictor Snake

Moderate Large beast
Constrictor Snake
HP 9
AC 4 7 11
AP 3
Power +2
Cunning +2
Focus +0
Luck -1
Speed 30 ft., swim 30 ft.

Attacks

Strike Range Hit Damage Bite melee +2 1d6+2 physical

Moves

  • Constrict
    Fatigue1

    The snake throws its coils around a creature within reach and squeezes. The target makes a Power save (DC 2): on a miss it takes 1d6+2 physical and is restrained; on a weak hit it takes half damage instead.

Tags

Grappler
Half fatigue to keep a creature restrained

Copper Dragon Wyrmling

Moderate Medium dragon • Striker
HP 9
AC 3 6 10
AP 3
Power +3
Cunning +1
Focus +0
Luck -1
Resistance acid
Speed 30 ft., fly 30 ft.

Attacks

Strike Range Hit Damage Bite melee +3 1d8+3 physicalClaws melee +3 1d6+3 physicalTail reach melee +3 1d6+3 physical

Moves

  • Acid Breath
    Fatigue2 Recharge3

    It spits a 20-foot line of acid. Each creature in the line makes a Power save (DC 3): on a miss it takes 1d8+3 acid, on a weak hit it takes half damage instead.

  • Slowing Gas
    Fatigue2

    It breathes a 15-foot cone of clinging vapor. Each creature in the area makes a Power save (DC 3): on a miss it is slowed; on a weak hit it shrugs it off.

Tags

Flyby
Leaving a creature's reach doesn't trigger reactions

Cult Fanatic

Moderate Medium humanoid • Hexer
HP 8
AC 1 4 8
AP 3
Power +1
Cunning +0
Focus -1
Luck +3
Speed 30 ft.

Attacks

Strike Range Hit Damage Dagger agile, nick melee +3 1d4+1 physical

Spellcasting

Luck Attack+5 DC5
Cantrips

sacred-flame, call-the-grave

Charms

hex, sanctuary, invigorate

Tags

Aggressive
+2 ongoing attack rolls
Unrelenting
Spend 2 Doom to clear its exhaustion and reset its fatigue

A true believer who has clawed their way to the inner circle, drunk on borrowed power and the certainty of the doomed. Where the cultist obeys, the fanatic commands.

Darkmantle

Moderate Small aberration
HP 10
AC 2 5 9
AP 3
Power +3
Cunning +0
Focus +0
Luck +0
Speed 10 ft., fly 30 ft.
Senses Blindsight 60 ft.

Attacks

Strike Range Hit Damage Crush melee +3 1d6+3 physical

Moves

  • Smother
    Fatigue2

    The darkmantle drops onto a creature's head and clamps its rubbery body across nose and eyes +3. On a hit it deals 1d6+3 physical; on a strong hit it seals over the face and the creature is blinded and cannot draw breath until it tears the thing loose.

Tags

Flyby
Leaving a creature's reach doesn't trigger reactions

A knot of leathery hide and grasping arms that hangs from a cave roof in the perfect shape of a stalactite. It hunts by dropping onto whatever passes beneath, folding its body over the head to blind and smother. It has no eyes and needs none, reading the black by the shape of sound and stir alone.

Death Dog

Moderate Medium beast
Death Dog
HP 10
AC 3 6 10
AP 3
Power +3
Cunning +1
Focus +0
Luck -1
Immunities charmed, frightened
Speed 40 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Bite melee +3 1d6+3 physical

Doppelganger

Moderate Medium monstrosity
HP 8
AC 5 8 12
AP 3
Power +1
Cunning +3
Focus +1
Luck -2
Immunities charmed
Speed 30 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Slam agile melee +3 1d6+3 physical

Spellcasting

Cunning Attack+3 DC3
Cantrips

mind-spike, minor-illusion

Charms

disguise, influence, sense

Tags

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

A lean, grey-skinned thing with blank features and colorless eyes, at rest. It rarely rests in that shape. Given a face to study it becomes that face, wears the voice and the walk and the borrowed life, and slips into a household to feed on trust. Those who uncover one among them seldom trust a familiar face again.

Draft Horse

Moderate Large beast
Draft Horse
HP 10
AC 3 6 10
AP 3
Power +3
Cunning +1
Focus +0
Luck -1
Speed 40 ft.

Attacks

Strike Range Hit Damage Hooves melee +3 1d8+3 physical

Moves

  • Kick
    Fatigue1

    The horse lashes out with a heavy hind hoof at a creature within reach +3; on a hit it deals 1d8+3 physical, and on a strong hit the blow knocks the target prone.

Tags

Vicious (1)
Its damage die is 1 step larger

Druid

Moderate Medium humanoid • Weaver
HP 7
AC 2 5 9
AP 3
Power +1
Cunning +0
Focus +3
Luck -1
Speed 30 ft.

Attacks

Strike Range Hit Damage Quarterstaff ring melee +1 1d4+1 physical

Spellcasting

Focus Attack+3 DC5
Cantrips

poison-spray, windrush, guidance

Charms

web, blur, control-element, heat-metal, summon, hasten

Tags

Escape Artist
Disengage and Hide cost it 1 less AP

A keeper of the old boundary between the tilled land and the wild, who speaks for the things that have no voice at the council. Carries a plain staff and the weather at their back.

Dryad

Moderate Medium fey • Controller
HP 7
AC 3 6 10
AP 3
Power +0
Cunning +1
Focus +3
Luck -1
Speed 30 ft.
Senses Low-Light Vision

Attacks

Strike Range Hit Damage Raking branch precise, reach melee +3 1d4+3 physical

Spellcasting

Focus Attack+3 DC5
Cantrips

poison-spray, glimpse, minor-illusion

Charms

influence, web, blur, calm-emotions

A dryad is the living heart of an old tree given a woman's shape, her skin the grey-green of bark and her hair a fall of leaves that turns with the seasons. She rarely strays far from her tree, but a threat to the grove wakes a slow, patient fury in her, and the wood itself answers her call — roots buckling the ground, branches snaring the unwary.

Elk

Moderate Large beast
Elk
HP 10
AC 3 6 10
AP 3
Power +3
Cunning +1
Focus +0
Luck -1
Speed 50 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Horns nick melee +5 1d6+3 physical

Moves

  • Ram
    Fatigue1

    The elk drives its antlers into a creature within reach +5; on a hit it deals 1d6+3 physical, and on a strong hit the target is knocked prone.

Tags

Aggressive
+2 ongoing attack rolls

Enokid Sovereign

Moderate Medium plant • Controller
HP 8
AC 2 5 9
AP 3
Power +1
Cunning +0
Focus +3
Luck -1
Resistance poison
Speed 20 ft.

Attacks

Strike Range Hit Damage Fist melee +1 1d4+1 physical

Moves

  • Pacifying Spores
    Fatigue2

    The sovereign exhales a drifting cloud of spores over a creature within 15 feet. The target makes a Focus save (DC 5): on a miss the spores flood its senses with a false serenity and it is charmed, unwilling to raise a hand against the sovereign or its brood; on a weak hit the fog only clouds its resolve and it is frightened instead.

Tags

Reinforcements
Spend 2 Doom to summon a number of Easy tier allies equal to its Rank

The eldest and largest of an Enokid colony, a towering cap of luminous flesh that stands a head above its lesser kin. It speaks to its brood in silent bursts of spores, and it turns that same wordless voice on intruders, filling their lungs with visions until they forget why they came armed.

Ettercap

Moderate Medium monstrosity
HP 10
AC 3 6 10
AP 3
Power +3
Cunning +1
Focus +0
Luck -1
Speed 30 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Bite +1 piercing melee +3 1d6+3 poisonClaws melee +3 1d4+3 physical

Moves

  • Web Snare
    Fatigue1 Recharge2

    The ettercap flicks a gob of sticky silk at a creature within 30 feet. It makes a Cunning save (DC 3): on a miss the strands cling and it is restrained; on a weak hit the silk fouls only its footing and it is slowed.

Tags

Climber
Can climb difficult surfaces, including ceilings, without a check.
Grappler
Half fatigue to keep a creature restrained
Spicy (poison)
A creature that hits it with a melee attack or starts its turn touching it takes 1d6 poison damage.
Webwalker
Ignores web movement restrictions. Senses web contacts.

A crook-limbed thing with a swollen spider's face grafted onto a lean humanoid frame, its fingers ending in curved claws made for herding. It tends the deep-wood spiders like cattle and hangs its captives in silk cocoons along the branches, tapping them for venom and meat. The webs strung through its hunting ground are its eyes and its snares both.

Gargoyle

Moderate Medium elemental • Stalwart
HP 10
AC 4 7 11
AP 3
Power +3
Cunning +1
Focus +0
Luck -1
Resistance physical
Speed 30 ft., fly 30 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Claws cleave melee +3 1d4+3 physical

Tags

Immutable
Cannot be polymorphed or shape-shifted.

A squat, leering figure of weathered stone, wings folded, that crouches motionless among the gutters and cornices until prey wanders beneath it. When it moves the mistake is already made — it drops in a rush of grinding wings and raking claws.

Gas Spore

Moderate Medium plant • Striker
HP 6
AC 5 8 12
AP 3
Power +0
Cunning +3
Focus -5
Luck +0
Immunities charmed, frightened
Vulnerability fire
Speed fly 30 ft.

Attacks

Strike Range Hit Damage Spore Contact melee +0 1d8+0 poison

Moves

  • Spore Cough
    Fatigue2

    Jostled or grazed, the sac vents a puff of choking spores over a creature within reach, which makes a Power save (DC 3): on a miss it takes 1d8+3 poison and hacks helplessly, impaired; on a weak hit it takes half damage instead.

Tags

Bursting
When it dies, creatures within twice its reach must make a Cunning save (DC Rank). On a miss, they take double its 1d8, and on a weak hit, they take half damage
Mindless
Immune to charmed and frightened, but drops Focus by -5.

A bloated sphere of pallid fungus that drifts on the barest current, its mottled skin swollen taut with the gases churning inside. In the gloom its shape apes some far deadlier thing that hangs in the air, enough to freeze the hand of anyone who spots it, and a single firm blow ruptures the sac and looses the rot within.

Ghast

Moderate Medium undead
HP 10
AC 3 6 10
AP 3
Power +3
Cunning +1
Focus +0
Luck -1
Resistance necrotic
Vulnerability radiant
Speed 30 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Bite melee +5 1d6+3 necroticClaws agile melee +5 1d4+3 physical

Moves

  • Reeking Stench
    Fatigue3

    The rot pouring off the ghast thickens into a haze that fills a 15-foot cone. Each creature caught in it makes a Power save. On a miss it is impaired as its stomach turns; on a weak hit it fights the gag down and is slowed until the end of its next turn instead.

Tags

Aggressive
+2 ongoing attack rolls
Unrelenting
Spend 2 Doom to clear its exhaustion and reset its fatigue

A corpse-eater grown strong on the flesh it tears, lean and quick where its lesser kin only shamble. The stink of the grave clings to it so thickly that even hardened fighters buckle when the wind carries it their way, and it lunges into that opening with black claws bared.

Ghoul

Moderate Medium undead
HP 10
AC 3 6 10
AP 3
Power +3
Cunning +1
Focus +0
Luck -1
Resistance necrotic
Speed 30 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Claws melee +3 1d6+3 physical

Moves

  • Paralyzing Claws
    Fatigue4

    The ghoul rakes a creature within reach +3. On a hit it deals 1d6+3 physical; on a strong hit the numbing rot locks the muscle and the target is restrained where it stands. A weak hit deals the damage and leaves the target slowed instead.

Tags

Unrelenting
Spend 2 Doom to clear its exhaustion and reset its fatigue

A gaunt, hunched corpse-eater with too many teeth and a hunger that never quiets. Its rending claws carry a numbing rot that locks a body rigid where it stands, and the ghoul feeds while the meat is still warm.

Giant Badger

Moderate Medium beast
Giant Badger
HP 10
AC 2 5 9
AP 3
Power +3
Cunning +0
Focus +1
Luck -1
Resistance poison
Speed 30 ft., burrow 10 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Bite melee +5 1d6+3 physical

Tags

Aggressive
+2 ongoing attack rolls

Giant Bat

Moderate Large beast
Giant Bat
HP 8
AC 5 8 12
AP 3
Power +1
Cunning +3
Focus +0
Luck -1
Speed 10 ft., fly 60 ft.
Senses Blindsight 30 ft.

Attacks

Strike Range Hit Damage Bite melee +1 1d6+1 physical

Giant Centipede

Moderate Small beast
Giant Centipede
HP 8
AC 6 9 13
AP 3
Power +1
Cunning +3
Focus -1
Luck +0
Speed 30 ft., climb 30 ft.

Attacks

Strike Range Hit Damage Bite melee +1 1d6+1 physical

Moves

  • Venom
    Fatigue1

    The centipede's mandibles pump numbing venom into one creature within reach, which makes a Power save (DC 3): on a miss it takes 1d6+3 poison and is impaired; on a weak hit it takes half damage instead.

Tags

Armored (1)
+1 to its AC
Climber
Can climb difficult surfaces, including ceilings, without a check.

Giant Crab

Moderate Medium beast
Giant Crab
HP 10
AC 4 7 11
AP 3
Power +3
Cunning +1
Focus -1
Luck +0
Speed 30 ft., swim 30 ft.

Attacks

Strike Range Hit Damage Pincer ring melee +3 1d6+3 physical

Moves

  • Clamp
    Fatigue1

    The crab's pincer closes on a Medium or smaller creature within reach, which makes a Power save (DC 3): on a miss it takes 1d6+3 physical and is restrained; on a weak hit it takes half damage instead.

Tags

Amphibious
Can breathe both air and water.
Armored (1)
+1 to its AC

Giant Eagle

Moderate Large beast
Giant Eagle
HP 7
AC 4 7 11
AP 3
Power +0
Cunning +2
Focus +2
Luck -1
Speed 10 ft., fly 60 ft.

Attacks

Strike Range Hit Damage Talons melee +0 1d6+0 physical

Tags

Flyby
Leaving a creature's reach doesn't trigger reactions

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

Moderate Small beast
Giant Fire Beetle
HP 10
AC 3 6 10
AP 3
Power +3
Cunning +1
Focus -1
Luck +0
Resistance fire
Speed 30 ft., climb 30 ft.

Attacks

Strike Range Hit Damage Bite melee +3 1d6+3 fire

Tags

Climber
Can climb difficult surfaces, including ceilings, without a check.
Illuminated
Emits bright light to twice its reach, dim light beyond.
Spicy (fire)
A creature that hits it with a melee attack or starts its turn touching it takes 1d6 fire damage.

Giant Frog

Moderate Medium beast
Giant Frog
HP 10
AC 3 6 10
AP 3
Power +3
Cunning +1
Focus +0
Luck -1
Speed 30 ft., swim 30 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Bite melee +3 1d6+3 physical

Moves

  • Tongue Grab
    Fatigue1

    Its tongue lashes out at one creature within reach, which makes a Power save (DC 3): on a miss it takes 1d6+3 physical and is restrained, reeled back toward the frog's maw; on a weak hit it takes half damage instead.

Tags

Amphibious
Can breathe both air and water.
Grappler
Half fatigue to keep a creature restrained
Jumper
Jump distances are doubled.

Giant Goat

Moderate Large beast • Brute
Giant Goat
HP 11
AC 2 5 9
AP 3
Power +3
Cunning +1
Focus +0
Luck -1
Speed 40 ft., climb 30 ft.

Attacks

Strike Range Hit Damage Ram melee +5 1d6+3 physical

Moves

  • Charge
    Fatigue1

    After charging at least 20 feet straight toward one target within reach, the goat slams its horns home +5; on a hit it deals 1d6+3 physical, and on a strong hit the target is knocked prone.

Tags

Aggressive
+2 ongoing attack rolls
Climber
Can climb difficult surfaces, including ceilings, without a check.

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

Moderate Large beast
Giant Lizard
HP 10
AC 3 6 10
AP 3
Power +3
Cunning +1
Focus +0
Luck -1
Speed 40 ft., climb 40 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Bite melee +3 1d6+3 physical

Moves

  • Thrash
    Fatigue1

    The lizard clamps down and rolls its whole body, wrenching a creature within reach +3; on a hit it deals 1d6+3 physical and the target is restrained in its jaws, pinned and dragged as the lizard twists.

Tags

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

Giant Octopus

Moderate Large beast
Giant Octopus
HP 10
AC 3 6 10
AP 3
Power +3
Cunning +1
Focus +0
Luck -1
Speed 10 ft., swim 60 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Tentacles melee +3 1d6+3 physical

Moves

  • Entangle
    Fatigue1

    Its arms coil around one creature within reach, which makes a Power save (DC 3): on a miss it takes 1d6+3 physical and is restrained; on a weak hit it takes half damage instead.

Tags

Aquatic
Can only breathe underwater. Suffocates if removed.
Escape Artist
Disengage and Hide cost it 1 less AP

Giant Owl

Moderate Large beast
Giant Owl
HP 7
AC 4 7 11
AP 3
Power +0
Cunning +2
Focus +2
Luck -1
Speed 5 ft., fly 60 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Talons melee +0 1d6+0 physical

Tags

Flyby
Leaving a creature's reach doesn't trigger reactions
Photophobic
−2 ongoing while in sunlight

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

Moderate Small beast
Giant Rat
HP 8
AC 5 8 12
AP 3
Power +1
Cunning +3
Focus +0
Luck -1
Speed 30 ft., climb 30 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Bite melee +1 1d6+1 physical

Moves

  • Filth Bite
    Fatigue1

    The rat's filth-caked teeth sink into one creature within reach, which makes a Power save (DC 3): on a miss it takes 1d6+3 physical and is weakened; on a weak hit it takes half damage instead.

Tags

Climber
Can climb difficult surfaces, including ceilings, without a check.
Pack
Advantage on attacks when an ally is next to its target

Giant Scorpion

Moderate Large beast
Giant Scorpion
HP 10
AC 3 6 10
AP 3
Power +3
Cunning +1
Focus -1
Luck +0
Speed 40 ft.
Senses Tremorsense 30 ft.

Attacks

Strike Range Hit Damage Pincer ring melee +3 1d6+3 physicalSting agile melee +3 1d4+3 poison

Moves

  • Clamp
    Fatigue1

    The scorpion's pincer closes around a Large or smaller creature within reach, which makes a Power save (DC 3): on a miss it takes 1d6+3 physical and is restrained; on a weak hit it takes half damage instead.

Giant Seahorse

Moderate Large beast
Giant Seahorse
HP 10
AC 4 7 11
AP 3
Power +3
Cunning +1
Focus +0
Luck -1
Speed 5 ft., swim 40 ft.

Attacks

Strike Range Hit Damage Snout melee +3 1d6+3 physical

Moves

  • Ram
    Fatigue1

    After charging at least 20 feet straight toward one target within reach, the seahorse drives its armored snout home +3; on a hit it deals 2d6+3 physical.

Tags

Aquatic
Can only breathe underwater. Suffocates if removed.
Armored (1)
+1 to its AC

Giant Toad

Moderate Large beast
Giant Toad
HP 10
AC 3 6 10
AP 3
Power +3
Cunning +1
Focus +0
Luck -1
Speed 30 ft., swim 30 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Bite melee +3 1d6+3 physical

Moves

  • Tongue Grab
    Fatigue1

    Its tongue lashes out at one creature within reach, which makes a Power save (DC 3): on a miss it takes 1d6+3 physical and is restrained, reeled back toward the toad's mouth; on a weak hit it takes half damage instead.

Tags

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

Giant Venomous Snake

Moderate Medium beast
Giant Venomous Snake
HP 8
AC 5 8 12
AP 3
Power +1
Cunning +3
Focus +0
Luck -1
Speed 40 ft., swim 40 ft.
Senses Blindsight 30 ft.

Attacks

Strike Range Hit Damage Bite melee +1 1d6+1 poison

Moves

  • Venom
    Fatigue2

    The snake strikes and holds, pumping venom through its fangs. One creature within reach makes a Power save (DC 3): on a miss it takes 1d6+3 poison and the poison fogs its senses, leaving it impaired; on a weak hit it takes half damage instead.

Giant Vulture

Moderate Large beast
Giant Vulture
HP 8
AC 3 6 10
AP 3
Power +1
Cunning +3
Focus +0
Luck -1
Speed 10 ft., fly 60 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Beak melee +1 1d6+1 poison

Tags

Flyby
Leaving a creature's reach doesn't trigger reactions
Frail (2)
−2 to its AC
Pack
Advantage on attacks when an ally is next to its 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

Moderate Medium beast
Giant Wasp
HP 8
AC 5 8 12
AP 3
Power +1
Cunning +3
Focus +0
Luck -1
Speed 10 ft., fly 60 ft.

Attacks

Strike Range Hit Damage Sting melee +1 1d6+1 poison

Tags

Flyby
Leaving a creature's reach doesn't trigger reactions

Giant Weasel

Moderate Medium beast
Giant Weasel
HP 8
AC 5 8 12
AP 3
Power +1
Cunning +3
Focus +0
Luck -1
Speed 40 ft., climb 30 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Bite melee +1 1d6+1 physical

Tags

Bloodthirsty
+2 to damage
Climber
Can climb difficult surfaces, including ceilings, without a check.

Giant Wolf Spider

Moderate Medium beast
Giant Wolf Spider
HP 8
AC 5 8 12
AP 3
Power +1
Cunning +3
Focus +0
Luck -1
Speed 40 ft., climb 40 ft.
Senses Tremorsense 30 ft.

Attacks

Strike Range Hit Damage Bite melee +1 1d6+1 poison

Moves

  • Venom
    Fatigue2

    The spider sinks its fangs deep and floods the wound with venom. One creature within reach makes a Power save (DC 3): on a miss it takes 1d6+3 poison and its limbs go leaden and clumsy, leaving it impaired; on a weak hit it takes half damage instead.

Tags

Climber
Can climb difficult surfaces, including ceilings, without a check.
Webwalker
Ignores web movement restrictions. Senses web contacts.

Gibbering Mouther

Moderate Medium aberration • Controller
HP 9
AC 1 4 8
AP 3
Power +2
Cunning -1
Focus +2
Luck +0
Immunities prone
Speed 20 ft., swim 20 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Bites melee +2 1d4+2 physical

Moves

  • Gibbering
    Fatigue2

    It fixes one creature within 30 feet that can hear it and pours out a babble of nonsense voices meant for that mind alone. The target makes a Focus save (DC 4): on a miss it is frightened as the words claw at its sense of self; on a weak hit it is slowed instead as the sound only half-takes hold.

  • Engulf
    Fatigue1 Doom1

    The mouther flows over a prone or slowed creature within reach, which makes a Power save (DC 4): on a miss it is restrained in the churning mass, taking 1d4+2 physical as the mouths worry at it; on a weak hit it takes half damage and is slowed as the tide only partly closes over it.

Tags

Amorphous
Can move through spaces as narrow as 1 inch without squeezing.
Amphibious
Can breathe both air and water.

A boiling heap of eyes and mouths that was once many creatures, now churned into one gabbling mass. It never stops talking, and the flood of half-formed words unmoors the mind of anyone who listens too long.

Goblin Boss

Moderate Small humanoid
HP 7
AC 5 8 12
AP 3
Power +0
Cunning +3
Focus +0
Luck +0
Speed 30 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Shortbow precise, two-handed, pinpoint 80 ft. +0 1d6+0 physicalShortsword agile, pinpoint melee +3 1d6+3 physical

Moves

  • Divert

    An ally within reach is hit with an attack and you're wielding a shield.

    You intercede and redirect the attack to you. Until the end of the next round, or until your ally moves out of your reach, you can redirect all attacks specifically targeting that ally to you without using another reaction.

Tags

Escape Artist
Disengage and Hide cost it 1 less AP
Pack
Advantage on attacks when an ally is next to its target

It leads by living longer than anyone who challenges it. When a blade swings its way, a lesser goblin is somehow always shoved into the path, and the boss is already three steps gone. Cleverness keeps it on the throne, not courage.

Gold Dragon Wyrmling

Moderate Medium dragon • Controller
HP 8
AC 2 5 9
AP 3
Power +1
Cunning +0
Focus +3
Luck -1
Resistance fire
Speed 30 ft., fly 30 ft.
Senses Darkvision, Low-Light Vision

Attacks

Strike Range Hit Damage Bite melee +1 1d4+1 physicalClaws melee +1 1+1 physicalTail reach melee +1 1+1 physical

Moves

  • Fire Breath
    Fatigue2 Recharge3

    It exhales a 15-foot cone of golden flame. Each creature in the area makes a Focus save (DC 5): on a miss it takes 1d4+3 fire, on a weak hit it takes half damage instead.

  • Weakening Gas
    Fatigue3

    It breathes a 15-foot cone of enervating gas. Each creature in the area makes a Focus save (DC 5): on a miss it is weakened; on a weak hit it holds its strength.

Green Dragon Wyrmling

Moderate Medium dragon • Controller
HP 8
AC 5 8 12
AP 3
Power +1
Cunning +3
Focus +0
Luck -1
Resistance poison
Speed 30 ft., fly 30 ft.
Senses Darkvision, Low-Light Vision

Attacks

Strike Range Hit Damage Bite melee +1 1d4+1 physicalClaws melee +1 1+1 physicalTail reach melee +1 1+1 physical

Moves

  • Poison Breath
    Fatigue5 Recharge3

    It breathes a 15-foot cone of stinging gas. Each creature in the area makes a Cunning save (DC 5): on a miss it takes 1d4+3 poison and, choking on the fumes, becomes frightened of the dragon; on a weak hit it takes half damage and holds its nerve.

Grick

Moderate Medium aberration • Striker
HP 8
AC 6 9 13
AP 3
Power +2
Cunning +3
Focus -1
Luck -1
Speed 30 ft., climb 30 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Tentacles agile, reach melee +3 1d8+3 physicalBeak melee +2 1d6+2 physical

Moves

  • Drag Into Reach
    Fatigue2

    Barbed arms lash out and haul a creature within reach off its feet. The target makes a Power save (DC 3): on a miss it is dragged adjacent and restrained in the coils, taking 1d8+3 physical; on a weak hit it takes half damage and is slowed as it slips free.

Tags

Armored (1)
+1 to its AC
Climber
Can climb difficult surfaces, including ceilings, without a check.

A worm the color of wet stone, ringed near its beak by four rubbery arms. It clings motionless to cavern walls and ceilings, indistinguishable from the rock until the arms unfurl and reach.

Grimlock

Moderate Medium humanoid
HP 10
AC 2 5 9
AP 3
Power +3
Cunning +0
Focus +0
Luck +0
Immunities blinded
Speed 30 ft., climb 30 ft.
Senses Blindsight 30 ft.

Attacks

Strike Range Hit Damage Club agile, sap melee +3 1d4+3 physical

A sightless dweller of the lightless deep, its eye sockets grown over with smooth grey skin. It navigates a maze of tunnels by scent and by the tremor of a footfall, and it swings its bone cudgel with a ferocity that its ragged frame does not promise.

Guard Captain

Moderate Medium humanoid • Brute
HP 11
AC 3 6 10
AP 3
Power +3
Cunning +1
Focus +0
Luck -1
Speed 30 ft.

Attacks

Strike Range Hit Damage Shortsword agile, pinpoint melee +5 1d6+3 physical

Moves

  • Forceful Blow

    Mark 1-fatigue to attack a creature with a heavy weapon, then push them up to 10 feet. On a weak hit, the target can mark 1-fatigue to resist being pushed.

Tags

Aggressive
+2 ongoing attack rolls
Armored (1)
+1 to its AC

A career officer commanding a city watch or castle garrison. They swing with the settled weight of someone who has broken a hundred lesser fighters and expects to break one more, knocking smaller opponents back a step as easily as shouldering open a door.

Harpy

Moderate Medium monstrosity
HP 8
AC 5 8 12
AP 3
Power +1
Cunning +3
Focus +0
Luck -1
Speed 20 ft., fly 30 ft.

Attacks

Strike Range Hit Damage Talons agile melee +3 1d6+3 physical

Moves

  • Luring Song
    Fatigue4 Recharge3

    The harpy lifts a keening, wordless melody and fixes it on one creature within 60 feet that can hear it. The target makes a Focus save (DC 3): on a miss it is charmed and, on its turn, must move as directly toward the harpy as it can; on a weak hit it is charmed but keeps its footing.

Tags

Flyby
Leaving a creature's reach doesn't trigger reactions
Jumper
Jump distances are doubled.

A gaunt, filth-matted thing with the wings and taloned legs of a great bird below the sallow torso of a woman. It nests in ruins and sea-cliffs and sings from the rocks, and the song is beautiful only until the singer is close enough to be seen.

Hell Hound

Moderate Medium fiend
HP 10
AC 3 6 10
AP 3
Power +3
Cunning +1
Focus +0
Luck -1
Resistance fire
Speed 50 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Bite melee +3 1d6+3 fire

Moves

  • Fire Breath
    Fatigue2 Recharge2

    The hound exhales a gout of flame in a 15-foot cone. Every creature caught makes a Cunning save (DC 3): on a miss it takes 1d4+3 fire fire, on a weak hit half.

Tags

Extraplanar
Reforms on home plane in 1d4 days when killed outside it.
Pack
Advantage on attacks when an ally is next to its target

A rangy, coal-black hound with embers for eyes and smoke curling from its jaws, running down whatever its master points it at. It hunts in a coordinated pack, cutting off escape while the others close, and when a quarry breaks for cover it answers with a breath of fire.

Hippogriff

Moderate Large beast
Hippogriff
HP 8
AC 5 8 12
AP 3
Power +1
Cunning +3
Focus +0
Luck -1
Speed 40 ft., fly 60 ft.

Attacks

Strike Range Hit Damage Rend melee +1 1d6+1 physical

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

Moderate Medium beast
Hyena
HP 10
AC 3 6 10
AP 3
Power +3
Cunning +1
Focus +0
Luck -1
Speed 50 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Bite melee +3 1d6+3 physical

Tags

Pack
Advantage on attacks when an ally is next to its target

Mage

Moderate Medium humanoid • Weaver
HP 6
AC 3 6 10
AP 3
Power +0
Cunning +1
Focus +3
Luck -1
Speed 30 ft.

Attacks

Strike Range Hit Damage Fist melee +0 1d4+0 physical

Spellcasting

Focus Attack+3 DC5
Cantrips

fire-mote, mind-spike, minor-illusion

Charms

armor, invisibility, counterspell, teleport

Tags

Escape Artist
Disengage and Hide cost it 1 less AP
Meek (1)
Its damage die is 1 step smaller
Reinforcements
Spend 2 Doom to summon a number of Easy tier allies equal to its Rank

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.

Merrow

Moderate Large monstrosity • Brute
HP 11
AC 2 5 9
AP 3
Power +3
Cunning +1
Focus +0
Luck -1
Speed 10 ft., swim 40 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Harpoon +1 piercing 20 ft. +5 1d6+3 physicalBite melee +5 1d4+3 physical

Moves

  • Barbed Haul
    Fatigue2

    The merrow hurls its barbed harpoon at a creature within 20 feet +5. On a hit it deals 1d6+3 physical; on a strong hit the barbs bite deep and it hauls the target up to 20 feet toward it, leaving it restrained by the trailing line.

Tags

Aggressive
+2 ongoing attack rolls
Amphibious
Can breathe both air and water.
Grappler
Half fatigue to keep a creature restrained

A brine-bloated cousin of the ogre, its hide gone grey-green and slick, its hands webbed and tipped with hooked claws, a broad tail lashing behind. It lurks below the piers and hull-shadows and drags down anything warm-blooded that ventures within reach of its harpoon. Hunger drives it, and cruelty keeps it hunting long after hunger is fed.

Mimic

Moderate Medium monstrosity
HP 10
AC 3 6 10
AP 3
Power +3
Cunning +1
Focus +0
Luck -1
Immunities prone
Resistance acid
Speed 20 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Pseudopod melee +3 1d6+3 acid

Moves

  • Adhesive Pseudopod
    Fatigue1

    The mimic lashes a limb of gluey flesh around a creature within reach +3. On a hit it deals 1d6+3 acid, and on a strong hit the creature sticks fast to the mimic and is restrained until it tears free.

Tags

Grappler
Half fatigue to keep a creature restrained
Immutable
Cannot be polymorphed or shape-shifted.
Shapeshifter
Can assume the appearance of any creature or object it has seen of similar size. Mechanical stats are unchanged.

A shapeshifting predator that molds itself into the furniture of the places it lurks—a chest, a door, a strongbox left invitingly ajar. The disguise holds until something reaches for it, and then the false wood splits into a maw and a lashing tongue of adhesive flesh.

Minotaur Skeleton

Moderate Large undead • Berserker
HP 10
AC 1 4 8
AP 3
Power +3
Cunning +0
Focus -5
Luck +0
Immunities charmed, frightened
Resistance necrotic
Vulnerability physical
Speed 40 ft.

Attacks

Strike Range Hit Damage Gore +1 piercing, nick melee +5 1d8+3 physical

Tags

Aggressive
+2 ongoing attack rolls
Mindless
Immune to charmed and frightened, but drops Focus by -5.
Undying
Spend 2 Doom to drop to 1 HP instead of dying

Bone horns lowered, a bull-skulled frame of yellowed bone lowers its head and comes on at a run, driven by whatever will was poured into it. There is nothing behind the empty sockets but the order to trample, and it holds that line until it is broken apart.

Ochre Jelly

Moderate Large ooze • Behemoth
Ochre Jelly
HP 11
AC 1 4 8
AP 3
Power +3
Cunning -1
Focus -5
Luck +1
Immunities charmed, frightened, prone
Resistance acid
Speed 10 ft., climb 10 ft.

Attacks

Strike Range Hit Damage Pseudopod reach, sap melee +3 1d4+3 acid

Moves

  • Split
    Doom2

    it takes physical or lightning damage without dropping to 0 HP

    Cut or shocked, the jelly is cloven in two rather than hurt. Its current HP is divided between two ochre jellies, rounding down, and the two share one fatigue and exhaustion track—each half slinks off to hunt on its own.

Tags

Amorphous
Can move through spaces as narrow as 1 inch without squeezing.
Mindless
Immune to charmed and frightened, but drops Focus by -5.
Occupier
Can enter and share another creature's space.
Spicy (acid)
A creature that hits it with a melee attack or starts its turn touching it takes 1d6 acid damage.

A pulsing yellow blob that oozes through corridors and seeps under doors. Cut it or shock it and the wound seals into a second jelly, each half creeping off to hunt on its own.

Ogre

Moderate Large humanoid • Brute
HP 11
AC 2 5 9
AP 3
Power +3
Cunning +1
Focus -1
Luck +0
Speed 40 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Mace sap melee +5 1d6+3 physical

Tags

Aggressive
+2 ongoing attack rolls
Bloodthirsty
+2 to damage

A hulking brute of dim caves and reeking lowland swamps, half again the height of a tall man and slow to think but never slow to swing. It drags a club hewn from a whole young tree and brings it down on anything that fails to flee, more interested in the crunch than in why the thing was running.

Ogre Zombie

Moderate Large undead • Behemoth
HP 11
AC 1 4 8
AP 3
Power +3
Cunning -1
Focus -5
Luck +1
Immunities charmed, frightened
Resistance necrotic
Speed 30 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Slam melee +3 1d4+3 physical

Tags

Mindless
Immune to charmed and frightened, but drops Focus by -5.
Undying
Spend 2 Doom to drop to 1 HP instead of dying

A giant's rotting corpse hauled back onto its feet, one arm swinging like a felled tree. Its strength outlasts its death, and it soaks up ruin that would drop anything living, plodding forward long past the point where it should have fallen.

Panther

Moderate Medium beast • Striker
Panther
HP 8
AC 4 7 11
AP 3
Power +2
Cunning +2
Focus +0
Luck -1
Speed 50 ft., climb 40 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Rend pinpoint melee +2 1d8+2 physical

Tags

Climber
Can climb difficult surfaces, including ceilings, without a check.
Escape Artist
Disengage and Hide cost it 1 less AP

Pegasus

Moderate Large celestial
HP 10
AC 3 6 10
AP 3
Power +3
Cunning +1
Focus +0
Luck -1
Speed 40 ft., fly 60 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Hooves melee +3 1d6+3 physical

Tags

Illuminated
Emits bright light to twice its reach, dim light beyond.

A horse of the high air, white-coated and feathered with a broad span of wings that beat like a storm rising. Pegasi keep to the clean reaches above the clouds and come down only for a rider they judge worthy, or to carry the innocent out from under a spreading shadow. Cornered, one rears and lashes with iron-shod hooves that crack a shield in two.

Phase Spider

Moderate Medium monstrosity
HP 8
AC 6 9 13
AP 3
Power +1
Cunning +3
Focus +0
Luck -1
Speed 30 ft., climb 30 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Bite agile, +1 piercing melee +3 1d6+3 poison

Moves

  • Ethereal Step
    Recharge2

    The spider slips half a step out of the world and back, vanishing from where it stood and reappearing in any open space within 30 feet. It cannot be seen or struck between the two points, and it may make a Bite against a creature next to where it arrives +3 for 1d6+3 poison.

Tags

Armored (1)
+1 to its AC
Climber
Can climb difficult surfaces, including ceilings, without a check.
Webwalker
Ignores web movement restrictions. Senses web contacts.

A spider the size of a war-dog, its chitin the oily grey-violet of a bruise, its legs blurring at the edges as though it were never quite in one place. It hunts by winking out of sight, closing the distance through somewhere else, and biting down with venom that eats away at flesh.

Pirate

Moderate Medium humanoid
HP 6
AC 5 8 12
AP 3
Power -1
Cunning +3
Focus +0
Luck +1
Speed 30 ft.

Attacks

Strike Range Hit Damage Dagger agile, nick melee +3 1d4+3 physical

Moves

  • Enthralling Panache
    Fatigue2

    The pirate spins a grin and a boast at a single creature within 30 feet, who makes a Focus save (DC 3). On a miss they are charmed until the end of the pirate's next turn; on a weak hit they merely hesitate, slowed until the end of the pirate's next turn.

  • Feint

    A creature within your reach hits you with an attack

    Mark 2-fatigue. The triggering creature makes a cunning saving throw, DC equal to your +CUNNING. On a miss, they become impaired until the end of the next round. On a weak hit, they become slowed until the end of the next round.

Tags

Escape Artist
Disengage and Hide cost it 1 less AP

A sea-rover with charm to spare and a knife to spend. Pirates talk a mark into hesitating, then bury the blade before the smile has faded.

Priest

Moderate Medium humanoid • Weaver
HP 7
AC 4 7 11
AP 3
Power +1
Cunning +0
Focus -1
Luck +3
Speed 30 ft.

Attacks

Strike Range Hit Damage Mace sap melee +1 1d6+1 physical

Spellcasting

Luck Attack+3 DC5
Cantrips

sacred-flame, guidance, healing-word

Charms

invigorate, sanctuary, divine-aura

Tags

Armored (2)
+2 to its AC

A faithful servant of a higher power, channeling divine energy into healing, protection, and radiant fire. Carries a sacred focus and a mace.

Pteranodon

Moderate Medium beast
Pteranodon
HP 8
AC 5 8 12
AP 3
Power +1
Cunning +3
Focus -1
Luck +0
Speed 10 ft., fly 60 ft.

Attacks

Strike Range Hit Damage Bite melee +1 1d6+1 physical

Tags

Flyby
Leaving a creature's reach doesn't trigger reactions

Ranger Land Companion

Moderate Medium beast
Ranger Land Companion
HP 10
AC 3 6 10
AP 3
Power +3
Cunning +1
Focus -1
Luck +0
Speed 40 ft., climb 40 ft., swim 60 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Claw melee +3 1d6+3 physical

Moves

  • Charge

    Mark 2-fatigue to charge at a creature. Move up to your SPEED to a creature then attack it with a melee weapon. This attack gains +2 piercing, and your movement doesn't provoke an opportunity attack.

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

Moderate Medium beast
Ranger Sea Companion
HP 9
AC 4 7 11
AP 3
Power +2
Cunning +2
Focus -1
Luck +0
Speed 5 ft., swim 60 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Tentacle melee +2 1d6+2 physical

Moves

  • Pin Down

    Mark 2-fatigue to attack a creature with a ranged weapon, dealing your weapon damage and inflicting restrained on them on a hit. If you become impaired or stunned, restrained ends.

Tags

Amphibious
Can breathe both air and water.
Grappler
Half fatigue to keep a creature 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.

Red Dragon Wyrmling

Moderate Medium dragon • Brute
HP 11
AC 1 4 8
AP 3
Power +3
Cunning +0
Focus -1
Luck +1
Resistance fire
Speed 30 ft., fly 30 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Bite melee +3 1d6+3 physicalClaws melee +3 1d4+3 physicalTail reach melee +3 1d4+3 physical

Moves

  • Fire Breath
    Fatigue2 Recharge3

    It exhales a 15-foot cone of flame. Each creature in the area makes a Power save (DC 3): on a miss it takes 1d6+3 fire, on a weak hit it takes half damage instead.

Reef Shark

Moderate Medium beast • Striker
Reef Shark
HP 8
AC 4 7 11
AP 3
Power +2
Cunning +2
Focus +0
Luck -1
Speed 5 ft., swim 30 ft.
Senses Blindsight 30 ft.

Attacks

Strike Range Hit Damage Bite melee +2 1d8+2 physical

Tags

Aquatic
Can only breathe underwater. Suffocates if removed.
Pack
Advantage on attacks when an ally is next to its target

Reekworm

Moderate Large monstrosity
HP 8
AC 5 8 12
AP 3
Power +1
Cunning +3
Focus +0
Luck -1
Speed 30 ft., climb 50 ft.
Senses Darkvision, Tremorsense 30 ft.

Attacks

Strike Range Hit Damage Tentacles agile, reach melee +3 1d6+3 poisonBite melee +1 1d4+1 physical

Moves

  • Paralyzing Tentacles
    Fatigue4 Recharge2

    The worm lashes out with its ring of poison-slick feelers at a creature within reach +3. On a hit it deals 1d6+3 poison, and on a strong hit the venom floods the limbs and the target is restrained as its muscles lock.

Tags

Climber
Can climb difficult surfaces, including ceilings, without a check.
Occupier
Can enter and share another creature's space.

A pale, segmented worm the length of a horse, wreathed at the head by a crown of drooping feelers that weep a numbing venom and a stench of old rot. It clings to cavern ceilings and drops onto whatever passes below, feeling for prey it can leave slack and helpless and eat at leisure.

Riding Horse

Moderate Large beast
Riding Horse
HP 10
AC 3 6 10
AP 3
Power +3
Cunning +1
Focus +0
Luck -1
Speed 60 ft.

Attacks

Strike Range Hit Damage Hooves melee +3 1d6+3 physical

Moves

  • Kick
    Fatigue1

    The horse lashes out with a hind hoof at a creature within reach +3; on a hit it deals 1d6+3 physical, and on a strong hit the blow knocks the target prone.

Tags

Escape Artist
Disengage and Hide cost it 1 less AP

Rug of Smothering

Moderate Large construct
HP 10
AC 2 5 9
AP 3
Power +3
Cunning +0
Focus -5
Luck +0
Immunities charmed, frightened, prone
Speed 15 ft.

Attacks

Strike Range Hit Damage Slam melee +3 1d8+3 physical

Moves

  • Smother
    Fatigue1

    The rug whips up and folds around a creature within reach +3; on a hit it deals 1d8+3 physical, and on a strong hit it wraps tight and the target is restrained, crushed and unable to breathe beneath the fabric until it tears free.

Tags

Amorphous
Can move through spaces as narrow as 1 inch without squeezing.
Grappler
Half fatigue to keep a creature restrained
Mindless
Immune to charmed and frightened, but drops Focus by -5.
Vicious (1)
Its damage die is 1 step larger

A woven carpet indistinguishable from any other until it lifts at the corners and lunges. It settles over a sleeping body and cinches down, a smothering weight that gives no purchase to fight it off.

Rust Monster

Moderate Medium monstrosity
HP 10
AC 4 7 11
AP 3
Power +3
Cunning +1
Focus +0
Luck -1
Speed 40 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Antennae melee +3 1d6+3 physical

Moves

  • Corrode
    Fatigue1

    The rust monster brushes its feathery antennae across a target's armor within reach +3. On a hit the metal blisters and flakes away, and on a strong hit the corrosion bites deep enough to leave the armor sundered.

Tags

Armored (1)
+1 to its AC

A low, armored thing the size of a large dog, plated in rust-red shell with a stub of a tail and two long feathery antennae that twitch toward the smell of iron. It eats metal, and a single sweep of those antennae can pit a blade or crumble a breastplate to red dust.

Sahuagin Warrior

Moderate Medium humanoid
HP 10
AC 3 6 10
AP 3
Power +3
Cunning +1
Focus +0
Luck -1
Speed 30 ft., swim 40 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Claws +1 piercing melee +3 1d6+3 physical

Moves

  • Charge

    Mark 2-fatigue to charge at a creature. Move up to your SPEED to a creature then attack it with a melee weapon. This attack gains +2 piercing, and your movement doesn't provoke an opportunity attack.

Tags

Amphibious
Can breathe both air and water.
Bloodthirsty
+2 to damage

A barbed predator of the coastal deep, all raking claws and crowded rows of teeth. It hunts the shallows in silence until the first wound is opened, then loses itself to a killing frenzy at the smell of blood in the water. It worships things that sleep far beneath the waves.

Satyr

Moderate Medium fey
HP 10
AC 3 6 10
AP 3
Power +3
Cunning +1
Focus +0
Luck -1
Speed 40 ft.

Attacks

Strike Range Hit Damage Ram +1 piercing melee +3 1d6+3 physical

Moves

  • Head-butt Charge
    Fatigue2

    The satyr lowers its horns and drives into a target within reach +3; on a hit it deals 1d6+3 physical, and on a strong hit the target is shoved 10 feet back and knocked prone.

Spellcasting

Power Attack+3 DC3
Cantrips

sacred-flame, glimpse

Charms

influence, calm-emotions

Tags

Escape Artist
Disengage and Hide cost it 1 less AP

Goat-legged and crowned with curling horns, a satyr lives for revelry and takes any intrusion on its wood as an insult to be answered with hoof and horn. It carries a set of reed pipes whose melody can lull an armed party into swaying, dreamy compliance long enough for the satyr to make its point.

Scarecrow

Moderate Medium construct
HP 9
AC 2 5 9
AP 3
Power +2
Cunning +0
Focus +3
Luck -2
Speed 25 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Claw melee +2 1d6+2 physical

Moves

  • Terrifying Glare
    Fatigue2

    The scarecrow fixes a creature within 30 feet with the hollow pits of its eyes. The target makes a Focus save (DC 3): on a miss it is frightened as raw dread takes hold; on a weak hit the fear only sets its nerves on edge and it is slowed instead.

  • Clawing Grasp
    Fatigue1

    Straw-stuffed hands close on a creature within reach +2; on a hit it deals 1d6+2 physical and the target is restrained, tangled in the clutching burlap and knotted sticks until it wrenches loose.

A frame of lashed sticks and stuffed burlap wearing a farmer's castoffs, propped in a field to fool the crows. Something spiteful nests in the straw, and when it wakes the painted grin no longer looks painted.

Scout

Moderate Medium humanoid • Striker
HP 6
AC 3 6 10
AP 3
Power +0
Cunning +1
Focus +3
Luck -1
Speed 30 ft.
Senses Low-Light Vision

Attacks

Strike Range Hit Damage Longbow precise, two-handed, pinpoint 150 ft. +3 1d8+3 physicalShortsword agile, pinpoint melee +1 1d6+1 physical

Moves

  • Volley

    Mark up to 3-fatigue (minimum 1). Choose a number of creatures within reach of your ranged weapon equal to the fatigue you marked +2. If they haven't moved by the end of the next round, strike them.

  • Poisoned Arrows

    Mark 3-fatigue to hold 3-poisonarrow. Spend 1-poisonarrow when you attack with a ranged weapon to deal acid damage instead of physical damage and inflict weakened on a strong hit as they become poisoned. Your hold lasts until the end of combat.

Tags

Escape Artist
Disengage and Hide cost it 1 less AP

A ranger, tracker, or skirmisher trained to operate alone in the wilds. Loaded quiver, patient eye, light feet.

Sea Hag

Moderate Medium fey • Hexer
HP 7
AC 4 7 11
AP 3
Power +0
Cunning +3
Focus +1
Luck -1
Resistance cold
Speed 30 ft., swim 40 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Claw agile melee +3 1d6+3 physical

Moves

  • Horrific Appearance
    Fatigue4

    The hag drops the glamour hiding her true face and turns it on one creature within 30 feet that can see her. It makes a Focus save (DC 5): on a miss it is frightened of her while it can see her, on a weak hit it is frightened until the end of its next turn instead. A creature that succeeds is immune to this hag's appearance for 24 hours.

A wretched, stringy-haired thing that dwells in drowned grottoes and reeking tide pools, so hideous that a single glimpse of her true face can stop a sailor's heart. She trades in despair, delighting in the ruin of anything hopeful, and her curse-laden bargains have wrecked more than one desperate soul.

Silver Dragon Wyrmling

Moderate Medium dragon • Sentinel
HP 9
AC 3 6 10
AP 3
Power +3
Cunning +0
Focus +1
Luck -1
Resistance cold
Speed 30 ft., fly 30 ft.
Senses Darkvision, Low-Light Vision

Attacks

Strike Range Hit Damage Bite melee +3 1d6+3 physicalClaws melee +3 1d4+3 physicalTail reach melee +3 1d4+3 physical

Moves

  • Cold Breath
    Fatigue2 Recharge3

    It exhales a 15-foot cone of frost. Each creature in the area makes a Power save (DC 3): on a miss it takes 1d6+3 cold, on a weak hit it takes half damage instead.

  • Numbing Gas
    Fatigue2 Recharge2

    It breathes a 15-foot cone of frigid, numbing vapor. Each creature in the area makes a Power save (DC 3): on a miss it is slowed as the cold seizes its limbs; on a weak hit it shakes off the chill.

Sphinx of Wonder

Moderate Tiny celestial • Controller
HP 6
AC 3 6 10
AP 3
Power -1
Cunning +1
Focus +3
Luck +0
Speed 20 ft., fly 30 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Claws agile melee +1 1d4+1 physical

Moves

  • Confounding Riddle
    Fatigue2 Recharge2

    It sets a riddle turning in a creature's mind. The target makes a Focus save (DC 5): on a miss it is charmed while it chases the answer, on a weak hit the puzzle passes and leaves it unbothered.

Spellcasting

Focus Attack+3 DC5
Cantrips

minor-illusion, guidance

Charms

sanctuary, sense, calm-emotions

Tags

Extraplanar
Reforms on home plane in 1d4 days when killed outside it.
Flyby
Leaving a creature's reach doesn't trigger reactions

A sphinx no bigger than a house cat, wings shot through with shifting color, the least and gentlest of its kind. It keeps company with quiet scholars and hands the curious a harmless puzzle, delighting when someone bothers to solve it.

Spy

Moderate Medium humanoid
HP 8
AC 5 8 12
AP 3
Power +1
Cunning +3
Focus +0
Luck -1
Speed 30 ft.

Attacks

Strike Range Hit Damage Hand Crossbow agile, pinpoint 30 ft. +3 1d6+3 physicalShortsword agile, pinpoint melee +3 1d6+3 physical

Moves

  • Poisoned Blade
    Fatigue2

    The spy slips a venom-slick edge past a distracted guard +3, dealing 1d6+3 poison. On a strong hit the toxin takes hold and the target is weakened; on a weak hit it takes the cut alone.

  • Feint

    A creature within your reach hits you with an attack

    Mark 2-fatigue. The triggering creature makes a cunning saving throw, DC equal to your +CUNNING. On a miss, they become impaired until the end of the next round. On a weak hit, they become slowed until the end of the next round.

  • Disarm

    Mark 1-fatigue to try to knock a creature's weapon or focus out of their hands that's within your reach; make a power roll. On a weak hit, they mark 2-fatigue, on a strong hit, their weapon or focus is also knocked to the ground.

  • In-and-Out

    Mark 2-fatigue to move up to your SPEED and attack one creature you come within range of during your movement. Your movement doesn't provoke an opportunity attack.

Tags

Escape Artist
Disengage and Hide cost it 1 less AP

An agent who deals in secrets and misdirection, at home in a ballroom or a back alley. Strikes only when the odds are already bent, then slips away before the alarm sounds.

Tough

Moderate Medium humanoid • Brute
HP 11
AC 2 5 9
AP 3
Power +3
Cunning +1
Focus +0
Luck -1
Speed 30 ft.

Attacks

Strike Range Hit Damage Mace sap melee +5 1d6+3 physicalShortbow precise, two-handed, pinpoint 80 ft. +2 1d6+0 physical

Tags

Aggressive
+2 ongoing attack rolls
Pack
Advantage on attacks when an ally is next to its target

A hired enforcer or street brawler who settles debts with a broken arm. Toughs work in pairs, and a target caught between two of them rarely stays standing long.

Vine Blight

Moderate Medium plant
HP 10
AC 3 6 10
AP 3
Power +3
Cunning +0
Focus -5
Luck +0
Immunities charmed, frightened
Vulnerability fire
Speed 20 ft.

Attacks

Strike Range Hit Damage Constrict reach melee +3 1d6+3 physical

Moves

  • Entangling Vines
    Fatigue1

    The blight lashes out with a knot of creepers at a creature within 15 feet. The target makes a Cunning save (DC 3): on a miss the vines cinch tight and it is restrained where it stands; on a weak hit it is only slowed as the creepers snag one leg.

Tags

Armored (1)
+1 to its AC
Grappler
Half fatigue to keep a creature restrained
Mindless
Immune to charmed and frightened, but drops Focus by -5.

A snarl of thorned creepers that heaves itself across the ground on a hundred grasping tendrils, a corruption in the deep wood given the will to hunt. It lies flat and still as a bed of ivy, then rears up in a wall of thrashing vines to seize whatever comes within reach.

Warhorse

Moderate Large beast • Brute
Warhorse
HP 10
AC 3 6 10
AP 3
Power +2
Cunning +2
Focus +0
Luck -1
Speed 60 ft.

Attacks

Strike Range Hit Damage Hooves melee +4 1d6+2 physical

Moves

  • Trample
    Fatigue1

    After moving at least 20 feet straight toward one target within reach, the warhorse strikes with its hooves +4; on a hit it deals 1d6+2 physical, and on a strong hit it drives the target prone.

Tags

Aggressive
+2 ongoing attack rolls

Watcher

Moderate Medium aberration
HP 8
AC 2 5 9
AP 3
Power +1
Cunning +0
Focus +3
Luck -1
Speed 30 ft.
Senses Darkvision, Blindsight 30 ft.

Attacks

Strike Range Hit Damage Claws agile melee +1 1d6+1 physical

Moves

  • Rotting Gaze
    Fatigue2

    Its great eye fixes on a creature within 30 feet and its flesh begins to sicken and slough. The target makes a Focus save (DC 3): on a miss it takes 1d6+3 necrotic necrotic and is weakened as the rot sets in; on a weak hit it takes half damage and is impaired instead.

A hunched, wasted thing that skulks in the dark of old ruins, its face split by a single enormous eye. That eye pries loose things a stranger has no way of knowing, and where its stare lingers on living flesh the skin begins to curdle and rot on the bone.

Water Weird

Moderate Large elemental
HP 10
AC 3 6 10
AP 3
Power +3
Cunning +1
Focus +0
Luck -1
Resistance cold
Vulnerability fire
Speed swim 30 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Coil reach melee +3 1d6+3 physical

Moves

  • Drowning Grip
    Fatigue1

    The weird rears from its pool and folds around a creature within reach +3; on a hit it deals 1d6+3 physical, and on a strong hit it drags the target under and holds it restrained, water forced into its lungs while the grip holds.

Tags

Aquatic
Can only breathe underwater. Suffocates if removed.
Freediver
Can hold its breath for up to 1 hour.
Grappler
Half fatigue to keep a creature restrained

A serpent shaped from a pool's own water, all but invisible until it rises. It rears from cistern or fountain to coil around whatever leans in for a drink, then drags the struggling shape down beneath the surface.

White Dragon Wyrmling

Moderate Medium dragon • Brute
HP 11
AC 1 4 8
AP 3
Power +3
Cunning +0
Focus -1
Luck +1
Resistance cold
Vulnerability fire
Speed 30 ft., fly 30 ft.

Attacks

Strike Range Hit Damage Bite melee +3 1d6+3 physicalClaws melee +3 1d4+3 physicalTail reach melee +3 1d4+3 physical

Moves

  • Cold Breath
    Fatigue2 Recharge3

    It exhales a 15-foot cone of freezing wind. Each creature in the area makes a Power save (DC 3): on a miss it takes 1d6+3 cold, on a weak hit it takes half damage instead.

Tags

Icewalker
Ignores icy/snowy difficult terrain.
Spicy (cold)
A creature that hits it with a melee attack or starts its turn touching it takes 1d6 cold damage.

Will-o'-Wisp

Moderate Tiny undead • Sentinel
HP 6
AC 6 9 13
AP 3
Power +0
Cunning +3
Focus +1
Luck -1
Resistance lightning
Speed fly 30 ft.

Attacks

Strike Range Hit Damage Shock agile 20 ft. +3 1d6+3 lightning

Moves

  • Beckoning Glow
    Fatigue2

    The wisp dims to a soft, inviting flicker and drifts toward safe-looking ground. One creature within 30 feet that can see it makes a Focus save (DC 3): on a miss it is charmed and follows the light onto the treacherous path; on a weak hit it hesitates, slowed for a moment, then catches itself.

Tags

Undying
Spend 2 Doom to drop to 1 HP instead of dying

A bob of pale light that hangs over marsh and battlefield, drifting toward anything that draws near. It looks like a lantern carried by someone lost, and it lures the living off the safe path and into the mire, then closes in with a crackling touch when they are too far gone to run.

Winter Wolf

Moderate Large monstrosity
HP 10
AC 2 5 9
AP 3
Power +3
Cunning +0
Focus +0
Luck +0
Resistance cold
Vulnerability fire
Speed 40 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Bite +1 piercing melee +3 1d6+3 physical

Moves

  • Cold Breath
    Fatigue2 Recharge2

    It rears and breathes a 15-foot cone of glittering frost. Every creature caught in it makes a Cunning save (DC 3): on a miss it takes 1d4+3 cold cold, on a weak hit it takes half.

Tags

Icewalker
Ignores icy/snowy difficult terrain.
Pack
Advantage on attacks when an ally is next to its target

A tundra hunter the size of a small horse, white as the drifts it vanishes into, with the wit to lay an ambush and the cruelty to savor it. It runs down prey in coordinated packs and speaks the harsh tongue of the giants it often serves, striking a bargain as readily as it strikes a throat.

Wolf

Moderate Medium beast • Striker
Wolf
HP 8
AC 4 7 11
AP 3
Power +2
Cunning +2
Focus +0
Luck -1
Speed 50 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Bite melee +2 1d8+2 physical

Moves

  • Takedown
    Fatigue1

    The wolf bites one target within reach and throws its weight sideways +2; on a hit it deals 1d8+2 physical, and on a strong hit it drags the target prone.

Tags

Pack
Advantage on attacks when an ally is next to its target

Worg

Moderate Large beast • Striker
Worg
HP 8
AC 4 7 11
AP 3
Power +2
Cunning +2
Focus +0
Luck -1
Speed 50 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Bite graze melee +2 1d8+2 physical

Tags

Pack
Advantage on attacks when an ally is next to its 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.

Yeti

Moderate Large monstrosity
HP 10
AC 3 6 10
AP 3
Power +3
Cunning +1
Focus +0
Luck -1
Resistance cold
Vulnerability fire
Speed 40 ft., climb 40 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Claws melee +3 1d6+3 cold

Moves

  • Chilling Gaze
    Fatigue2 Recharge3

    The yeti fixes a creature it can see within 30 feet with its pale, dead-eyed stare. The target makes a Focus save (DC 3): on a miss it is frightened as the killing cold reaches into it; on a weak hit it is slowed instead.

Tags

Climber
Can climb difficult surfaces, including ceilings, without a check.
Icewalker
Ignores icy/snowy difficult terrain.

A towering shape of white shaggy fur and grey hide that moves near-invisible against the snow. It hunts the high passes in silence, and its flat black eyes carry a cold that stops warm-blooded prey where it stands. Fire is the one thing it fears.

Acolyte

Easy Medium humanoid • Weaver
HP 4
AC 1 4 8
AP 3
Power +0
Cunning -1
Focus -1
Luck +2
Speed 30 ft.

Attacks

Strike Range Hit Damage Mace sap melee +0 1d6+0 physical

Spellcasting

Luck Attack+2 DC4
Cantrips

sacred-flame, healing-word

Charms

sanctuary, invigorate

Tags

Vicious (1)
Its damage die is 1 step larger

A junior servant of a temple, still learning the weight of the words spoken over the wounded. A mace hangs at the belt for when prayer is not enough.

Aerial Familiar

Easy Tiny fey
HP 3
AC 4 7 11
AP 3
Power -2
Cunning +2
Focus -1
Luck +1
Speed 10 ft., fly 30 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Nip agile melee +2 1d2+2 physical

A minor spirit bound to a spellcaster's service, wearing the shape of an owl, raven, or other winged creature.

Aquatic Familiar

Easy Tiny fey
HP 3
AC 4 7 11
AP 3
Power -2
Cunning +2
Focus -1
Luck +1
Speed 10 ft., swim 30 ft.
Senses Low-Light Vision

Attacks

Strike Range Hit Damage Nip agile melee +2 1d2+2 physical

Tags

Amphibious
Can breathe both air and water.

A minor spirit bound to a spellcaster's service, wearing the shape of a fish, octopus, or other water-dwelling creature.

Arcane Cannon

Easy Small construct • Brute
HP 5
AC 3 6 10
AP 3
Power +0
Cunning +2
Focus -5
Luck -1
Immunities charmed, frightened
Speed 10 ft.

Attacks

Strike Range Hit Damage Arcane Bolt agile 30 ft. owner's +CUNNING 1d4 + owner's +CUNNING physical

Moves

  • Bulwark
    Fatigue1

    A creature within 30 feet of the cannon gains temporary hit points equal to its artificer's +CUNNING, until lost.

  • Repulse
    Fatigue1

    A creature within 30 feet of the cannon makes a power saving throw against its artificer's +CUNNING. On a miss, it is pushed 10 feet and knocked Prone; on a weak hit, it is pushed 10 feet.

Tags

Bursting
When it dies, creatures within twice its reach must make a Cunning save (DC Rank). On a miss, they take double its 1d4, and on a weak hit, they take half damage
Mindless
Immune to charmed and frightened, but drops Focus by -5.

A compact arcane engine of brass and crystal, assembled in moments and directed by its artificer. It lobs bolts of force until it breaks—then detonates.

Awakened Shrub

Easy Small plant
Awakened Shrub
HP 7
AC 3 6 10
AP 3
Power +2
Cunning +0
Focus -1
Luck -1
Vulnerability fire
Speed 20 ft.

Attacks

Strike Range Hit Damage Rake melee +2 1d4+2 physical

Moves

  • Snare
    Fatigue1

    The shrub throws out a snarl of barbed branches at a creature within reach +2; on a hit it deals 1d4+2 physical and the target is restrained, snagged fast in the thorns until it tears loose.

Tags

Armored (1)
+1 to its AC

A bush roused into a dim, restless awareness, dragging its own roots free of the soil to shamble after intruders. It lashes with barbed branches, and it burns as readily as any pile of dry kindling.

Axe Beak

Easy Large beast • Striker
Axe Beak
HP 6
AC 2 5 9
AP 3
Power +2
Cunning +0
Focus -1
Luck -1
Speed 50 ft.

Attacks

Strike Range Hit Damage Beak melee +4 1d6+2 physical

Tags

Aggressive
+2 ongoing attack rolls

Baboon

Easy Small beast
Baboon
HP 4
AC 4 7 11
AP 3
Power -1
Cunning +2
Focus +0
Luck -1
Speed 30 ft., climb 30 ft.

Attacks

Strike Range Hit Damage Bite melee -1 1d4-1 physical

Tags

Climber
Can climb difficult surfaces, including ceilings, without a check.
Pack
Advantage on attacks when an ally is next to its target

Badger

Easy Tiny beast
Badger
HP 7
AC 1 4 8
AP 3
Power +2
Cunning -1
Focus +0
Luck -1
Resistance poison
Speed 20 ft., burrow 5 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Bite melee +2 1d4+2 physical

Bandit

Easy Medium humanoid • Brute
Bandit
HP 7
AC 1 4 8
AP 3
Power +2
Cunning +0
Focus -1
Luck -1
Speed 30 ft.

Attacks

Strike Range Hit Damage Shortbow precise, two-handed, pinpoint 80 ft. -1 1d6-1 physicalShortsword agile, pinpoint melee +2 1d6+2 physical

Tags

Pack
Advantage on attacks when an ally is next to its target
Vicious (1)
Its damage die is 1 step larger

A roadside cutthroat who robs whoever the wilds wash up. Dangerous in numbers, cheap on their own.

Bat

Easy Tiny beast
Bat
HP 4
AC 4 7 11
AP 3
Power -1
Cunning +2
Focus +0
Luck -1
Speed 5 ft., fly 30 ft.
Senses Blindsight 60 ft.

Attacks

Strike Range Hit Damage Bite melee -1 1d4-1 physical

Blink Dog

Easy Medium fey
HP 5
AC 4 7 11
AP 3
Power +0
Cunning +2
Focus -1
Luck -1
Speed 50 ft.

Attacks

Strike Range Hit Damage Bite melee +0 1d4+0 physical

Moves

  • Blink

    The dog winks out of the world and reappears in an unoccupied space it can see within 40 feet. The step provokes no reaction, and if it blinks out of a creature's reach it leaves that creature nothing to strike at.

Tags

Pack
Advantage on attacks when an ally is next to its target

A lean hunting hound with a coat the color of dry autumn grass and eyes that hold an unsettling patience. It fights in flickers, winking out of the world for the space of a breath and reappearing at a foe's flank, so that a pack of them seems to be everywhere and nowhere at once.

Blood Hawk

Easy Small beast
Blood Hawk
HP 4
AC 1 4 8
AP 3
Power -1
Cunning +1
Focus +1
Luck -1
Speed 10 ft., fly 60 ft.

Attacks

Strike Range Hit Damage Beak melee -1 1d4-1 physical

Moves

  • Blood Scent
    Fatigue1

    The hawk drives its beak into a creature within reach that is below half its wounds +1; on a hit it deals 2d4+1 physical.

Tags

Frail (2)
−2 to its AC
Pack
Advantage on attacks when an ally is next to its target

Boggle

Easy Small fey
HP 5
AC 4 7 11
AP 3
Power +0
Cunning +2
Focus -1
Luck -1
Speed 30 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Claw agile melee +2 1d4+2 physical

Moves

  • Oil Slick
    Fatigue1

    The boggle sweats a slick of grease across a 5-foot square within reach. A creature that starts its turn in the slick or moves through it makes a Cunning save (DC 2): on a miss it goes prone, on a weak hit it is slowed until the end of its next turn instead.

Tags

Escape Artist
Disengage and Hide cost it 1 less AP

A rubbery, long-limbed nuisance that sweats a clinging oil from every pore and squeezes through gaps no wider than a keyhole. It haunts the edges of a household or a hedgerow, souring milk, tangling laces, and slathering the floor with grease so its tormentors go sprawling.

Cat

Easy Tiny beast
Cat
HP 4
AC 4 7 11
AP 3
Power -1
Cunning +2
Focus +0
Luck -1
Speed 40 ft., climb 40 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Scratch melee -1 1d4-1 physical

Tags

Climber
Can climb difficult surfaces, including ceilings, without a check.
Escape Artist
Disengage and Hide cost it 1 less AP

Cockatrice

Easy Small monstrosity
HP 5
AC 4 7 11
AP 3
Power +0
Cunning +2
Focus -1
Luck -1
Speed 20 ft., fly 30 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Beak agile, +1 piercing melee +2 1d4+2 physical

Moves

  • Petrifying Bite
    Fatigue4 Recharge3

    The cockatrice sinks its beak into a creature within reach +2. On a hit it deals 1d4+2 physical, and on a strong hit the flesh around the wound greys and stiffens, leaving the target restrained as stone creeps through it. A creature already restrained this way that takes another strong hit is petrified.

Tags

Jumper
Jump distances are doubled.

A squat, ill-tempered bird the size of a rooster, feathered in mottled brown with the barbed tail of a serpent and a wattled, reptilian head. It flogs the air on stubby wings and pecks at anything that comes near, and where its beak breaks skin the wound goes cold and hard as stone.

Commoner

Easy Medium humanoid
HP 5
AC 2 5 9
AP 3
Power +0
Cunning +0
Focus +0
Luck +0
Speed 30 ft.

Attacks

Strike Range Hit Damage Club agile, sap melee +0 1d4+0 physical

Tags

Pack
Advantage on attacks when an ally is next to its target

An ordinary person scraping out a living as a farmer, shopkeeper, or laborer. They have never held a weapon in anger and scatter at the first sign of real violence.

Crab

Easy Tiny beast
Crab
HP 7
AC 3 6 10
AP 3
Power +2
Cunning +0
Focus -1
Luck -1
Speed 20 ft., swim 20 ft.

Attacks

Strike Range Hit Damage Claw ring melee +2 1d4+2 physical

Tags

Amphibious
Can breathe both air and water.
Armored (1)
+1 to its AC
Grappler
Half fatigue to keep a creature restrained

Cultist

Easy Medium humanoid
HP 7
AC 2 5 9
AP 3
Power +2
Cunning +0
Focus -1
Luck -1
Speed 30 ft.

Attacks

Strike Range Hit Damage Sickle agile, nick melee +4 1d4+2 physical

Tags

Aggressive
+2 ongoing attack rolls
Vicious (1)
Its damage die is 1 step larger

A robed devotee who traded a name and a face for the promise of something greater. Clutches a curved blade and a certainty that unsettles the sane.

Deer

Easy Medium beast
Deer
HP 4
AC 4 7 11
AP 3
Power -1
Cunning +2
Focus +0
Luck -1
Speed 50 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Ram melee -1 1d4-1 physical

Tags

Flyby
Leaving a creature's reach doesn't trigger reactions

Dretch

Easy Small fiend • Brute
HP 7
AC 1 4 8
AP 3
Power +2
Cunning +0
Focus -1
Luck -1
Resistance cold, fire
Speed 20 ft.

Attacks

Strike Range Hit Damage Claws melee +2 1d4+2 physicalBite melee +2 1+2 physical

Tags

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

A squat, potbellied demon with dull eyes and slack, dripping jaws, barely more than a knot of spite given legs. It shambles in numbers because it is worth nothing alone, and it knows it, and it hates everything that isn't as low as itself.

Dust Mephit

Easy Small elemental
HP 5
AC 4 7 11
AP 3
Power +0
Cunning +2
Focus -5
Luck -1
Immunities charmed, frightened
Speed 30 ft., fly 30 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Claws agile melee +2 1d4+2 physical

Moves

  • Blinding Breath
    Fatigue2

    The mephit spits a lungful of grit at a single creature within 15 feet, which makes a Cunning save (DC 2). On a miss its eyes fill and it is blinded until it clears them; on a weak hit the sting only leaves it impaired.

Tags

Mindless
Immune to charmed and frightened, but drops Focus by -5.

A gaunt, grinning thing of packed grit and dry wind, forever shedding a fine haze from its cracked hide. It wheels on ragged wings and claws at the eyes of anything that draws near.

Eagle

Easy Small beast
Eagle
HP 4
AC 4 7 11
AP 3
Power -1
Cunning +2
Focus +0
Luck -1
Speed 10 ft., fly 60 ft.

Attacks

Strike Range Hit Damage Talons melee -1 1d4-1 physical

Enokid

Easy Small plant
HP 5
AC 1 4 8
AP 3
Power +0
Cunning -1
Focus +2
Luck -1
Resistance poison
Speed 20 ft.

Attacks

Strike Range Hit Damage Fist melee +0 1d4+0 physical

Moves

  • Dulling Spores
    Fatigue1

    The Enokid puffs a small cloud of numbing spores at a creature within 10 feet. The target makes a Focus save (DC 2): on a miss the fog settles into its limbs and it is slowed; on a weak hit it shakes the spores off before they take hold.

A knee-high stalk of pale, capped fungus that walks on a knot of root-like legs, part of the shuffling rank and file that tends an Enokid colony. It gives off soft pulses of light and drifting spore-clouds, and it closes on intruders in silent numbers, breathing a dulling fog at anything that strays too near the brood.

Flying Snake

Easy Tiny beast
Flying Snake
HP 4
AC 3 6 10
AP 3
Power -1
Cunning +2
Focus +0
Luck -1
Speed 30 ft., fly 30 ft., swim 30 ft.
Senses Blindsight 10 ft.

Attacks

Strike Range Hit Damage Bite melee -1 1d4-1 poison

Tags

Flyby
Leaving a creature's reach doesn't trigger reactions
Frail (1)
−1 to its AC

Flying Sword

Easy Small construct
HP 4
AC 4 7 11
AP 3
Power -1
Cunning +2
Focus -5
Luck +0
Immunities charmed, frightened
Speed fly 60 ft.

Attacks

Strike Range Hit Damage Blade agile melee +2 1d4+2 physical

Tags

Mindless
Immune to charmed and frightened, but drops Focus by -5.

A blade that hangs upright in the air and darts of its own accord, guided by nothing a watcher can see. It hovers at rest until something crosses the space it guards, then wheels and strikes edge-first.

Frog

Easy Tiny beast
Frog
HP 4
AC 4 7 11
AP 3
Power -1
Cunning +2
Focus -1
Luck +0
Speed 20 ft., swim 20 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Bite melee -1 1d4-1 physical

Moves

  • Tongue Lash
    Fatigue1

    The frog's tongue snaps out at a small creature within reach, which makes a Cunning save (DC 2): on a miss it is caught fast and restrained, reeled back toward the frog's mouth; on a weak hit the tongue slaps off and misses its hold.

Tags

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

Gnoll Warrior

Easy Medium humanoid • Brute
HP 7
AC 1 4 8
AP 3
Power +2
Cunning +0
Focus -1
Luck -1
Speed 30 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Club agile, sap melee +4 1d4+2 physical

Tags

Aggressive
+2 ongoing attack rolls

Hyena-headed and hollow-bellied, it hunts to feed a hunger that never quiets. The first spray of blood tips it from cruelty into frenzy, and it throws itself at the wounded with a laugh that isn't a laugh.

Goat

Easy Medium beast
Goat
HP 7
AC 2 5 9
AP 3
Power +2
Cunning +0
Focus -1
Luck -1
Speed 40 ft., climb 30 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Horns melee +2 1d4+2 physical

Moves

  • Ram
    Fatigue1

    The goat lowers its head and barrels into a creature within reach after charging at least 20 feet straight toward it +2; on a hit it deals 2d4+2 physical.

Goblin Minion

Easy Small humanoid
HP 4
AC 4 7 11
AP 3
Power -1
Cunning +2
Focus +0
Luck -1
Speed 30 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Dagger agile, nick melee +2 1d4+2 physical

Tags

Escape Artist
Disengage and Hide cost it 1 less AP

The runts of the warren, too slight to hold a line and too craven to try. They fling blades from behind cover and scatter the moment a fight turns to face them.

Goblin Warrior

Easy Small humanoid
HP 4
AC 4 7 11
AP 3
Power -1
Cunning +2
Focus +0
Luck -1
Speed 30 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Shortbow precise, two-handed, pinpoint 80 ft. +0 1d6+0 physicalShortsword agile, pinpoint melee +2 1d6+2 physical

Tags

Vicious (1)
Its damage die is 1 step larger

A goblin that has clawed its way to a real blade and a proper bow. It will stand shoulder to shoulder with its packmates for a few frantic breaths, then break for the treeline the instant one of them falls.

Gray Ooze

Easy Medium ooze • Behemoth
Gray Ooze
HP 7
AC 1 4 8
AP 3
Power +2
Cunning -1
Focus -5
Luck +0
Immunities charmed, frightened, prone
Resistance acid
Speed 10 ft.

Attacks

Strike Range Hit Damage Pseudopod nick melee +2 1+2 acid

Moves

  • Corrosive Grasp
    Fatigue1

    The ooze lashes a creature within reach +2; on a hit it takes 1 acid, and on a strong hit the acid adheres and the target is restrained as the sludge clings to it.

Tags

Amorphous
Can move through spaces as narrow as 1 inch without squeezing.
Mindless
Immune to charmed and frightened, but drops Focus by -5.
Occupier
Can enter and share another creature's space.
Spicy (acid)
A creature that hits it with a melee attack or starts its turn touching it takes 1d6 acid damage.

A slick puddle of corrosive sludge that pools across the floor, easily mistaken for wet stone until something steps in it. Its touch eats through metal, leaving armor and weapons pitted and useless.

Guard

Easy Medium humanoid
HP 7
AC 3 6 10
AP 3
Power +2
Cunning +0
Focus -1
Luck -1
Speed 30 ft.

Attacks

Strike Range Hit Damage Spear graze melee +2 1d6+2 physical

Tags

Armored (1)
+1 to its AC
Vicious (1)
Its damage die is 1 step larger

A city watchman or gatehouse sentry, shield braced and spear level. Paid to hold a doorway, not to win a war.

Hawk

Easy Tiny beast
Hawk
HP 4
AC 2 5 9
AP 3
Power -1
Cunning +1
Focus +1
Luck -1
Speed 10 ft., fly 60 ft.

Attacks

Strike Range Hit Damage Talons melee -1 1d4-1 physical

Tags

Flyby
Leaving a creature's reach doesn't trigger reactions
Frail (1)
−1 to its AC

Hobgoblin Warrior

Easy Medium humanoid • Brute
HP 7
AC 1 4 8
AP 3
Power +2
Cunning +0
Focus +0
Luck -2
Speed 30 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Shortbow precise, two-handed, pinpoint 80 ft. +0 1d6+0 physicalShortsword agile, pinpoint melee +2 1d6+2 physical

Tags

Vicious (1)
Its damage die is 1 step larger

A soldier where its lesser cousins are a mob. It keeps its rank, dresses its line, and answers the horn instead of its own fear. Armor and drill make it a harder thing to break than any goblin.

Homunculus

Easy Tiny construct
HP 4
AC 2 5 9
AP 3
Power -1
Cunning +0
Focus +2
Luck -1
Speed 20 ft., fly 30 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Bite +1 piercing melee -1 1d4-1 physical

Moves

  • Venom Bite
    Fatigue2

    The homunculus sinks its needle teeth into a creature within reach and works its venom in. The target makes a Focus save (DC 2): on a miss the poison dulls its senses and it is impaired; on a weak hit only a wave of grogginess takes it and it is slowed. Either way it takes 1d4+2 poison.

A tiny homage in clay and hair, quickened by a spellcaster's own blood to serve as eyes and hands at a distance. It shares its maker's thoughts, and what it sees, its maker sees too.

Ice Mephit

Easy Small elemental
HP 5
AC 4 7 11
AP 3
Power +0
Cunning +2
Focus -5
Luck -1
Immunities charmed, frightened
Resistance cold
Vulnerability fire
Speed 30 ft., fly 30 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Claws agile melee +2 1d4+2 cold

Moves

  • Frost Breath
    Fatigue2

    A cone of biting sleet gusts 15 feet from the mephit. Each creature caught makes a Cunning save (DC 2): on a miss it takes 1 cold, on a weak hit half.

Tags

Mindless
Immune to charmed and frightened, but drops Focus by -5.

A brittle, glittering imp carved from rime and hoarfrost, its edges sharp enough to draw blood. Cold pours off it in a steady breath, and it shatters into a spray of frozen shards when it finally dies.

Imp

Easy Tiny fiend
HP 5
AC 3 6 10
AP 3
Power +0
Cunning +2
Focus -1
Luck -1
Resistance fire
Speed 20 ft., fly 30 ft.

Attacks

Strike Range Hit Damage Sting agile, +1 piercing melee +2 1d4+2 poison

Moves

  • Vanish
    Fatigue2

    The imp winks out of sight and slips away. Until it attacks or the start of its next turn it is invisible.

Tags

Extraplanar
Reforms on home plane in 1d4 days when killed outside it.
Frail (1)
−1 to its AC
Shapeshifter
Can assume the appearance of any creature or object it has seen of similar size. Mechanical stats are unchanged.

A tiny, red-skinned devil with a barbed tail and a bat's leathery wings, small enough to perch on a shoulder and whisper. It wears the shape of a rat or a spider as easily as its own, and it does its worst work unseen, sliding a poisoned tail into a sleeper's neck before flitting back into the dark.

Jackal

Easy Small beast
Jackal
HP 4
AC 4 7 11
AP 3
Power -1
Cunning +2
Focus +0
Luck -1
Speed 40 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Bite melee -1 1d4-1 physical

Tags

Pack
Advantage on attacks when an ally is next to its target

Kobold Warrior

Easy Small humanoid
HP 4
AC 4 7 11
AP 3
Power -1
Cunning +2
Focus -1
Luck +0
Speed 30 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Dagger agile, nick melee +2 1d4+2 physical

Tags

Pack
Advantage on attacks when an ally is next to its target
Photophobic
−2 ongoing while in sunlight

Scaled and draconic-blooded, no taller than a child and twice as spiteful. In the dark of a tunnel they swarm and trap and cut ankles; drag one into daylight and its nerve drains away with the shade.

Lemure

Easy Medium fiend • Brute
HP 7
AC 1 4 8
AP 3
Power +2
Cunning +0
Focus -5
Luck -1
Immunities charmed, frightened
Resistance fire
Speed 20 ft.

Attacks

Strike Range Hit Damage Fists melee +2 1d4+2 physical

Tags

Extraplanar
Reforms on home plane in 1d4 days when killed outside it.
Mindless
Immune to charmed and frightened, but drops Focus by -5.
Undying
Spend 2 Doom to drop to 1 HP instead of dying

A blob of molten, foul-smelling flesh in the rough shape of a person, its face a smear where a face should be. It does not think and it does not stop, only oozes forward and strikes at whatever it blunders into, reforming from the sludge each time it is cut down.

Lizard

Easy Tiny beast
Lizard
HP 7
AC 2 5 9
AP 3
Power +2
Cunning +0
Focus -1
Luck -1
Speed 20 ft., climb 20 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Bite melee +2 1d4+2 physical

Tags

Climber
Can climb difficult surfaces, including ceilings, without a check.
Escape Artist
Disengage and Hide cost it 1 less AP

Magma Mephit

Easy Small elemental
HP 5
AC 4 7 11
AP 3
Power +0
Cunning +2
Focus -5
Luck -1
Immunities charmed, frightened
Resistance fire
Vulnerability cold
Speed 30 ft., fly 30 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Claws agile melee +2 1d4+2 fire

Moves

  • Fire Breath
    Fatigue2

    A gout of molten spray fans 15 feet from the mephit. Each creature caught makes a Cunning save (DC 2): on a miss it takes 1 fire, on a weak hit half.

Tags

Mindless
Immune to charmed and frightened, but drops Focus by -5.

A squat imp of half-cooled lava, its crust cracked into a lattice of glowing veins. Heat shimmers around it, and its molten claws leave the smell of scorched stone wherever it lands.

Magmin

Easy Small elemental
HP 7
AC 2 5 9
AP 3
Power +2
Cunning +0
Focus -5
Luck -1
Immunities charmed, frightened
Resistance fire
Vulnerability cold
Speed 30 ft.

Attacks

Strike Range Hit Damage Touch melee +2 1d4+2 fire

Tags

Mindless
Immune to charmed and frightened, but drops Focus by -5.
Spicy (fire)
A creature that hits it with a melee attack or starts its turn touching it takes 1d6 fire damage.

A knee-high figure of clinkered coal and living ember, trailing sparks with every step. It scampers toward the nearest fight and clutches at armor and flesh, its grip hot enough to set both alight.

Mastiff

Easy Medium beast
Mastiff
HP 5
AC 4 7 11
AP 3
Power +0
Cunning +2
Focus -1
Luck -1
Speed 40 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Bite melee +0 1d4+0 physical

Moves

  • Takedown
    Fatigue1

    The mastiff clamps its jaws shut and drives forward into a creature within reach +2; on a hit it deals 1d4+2 physical, and on a strong hit the target is knocked prone.

Merfolk Skirmisher

Easy Medium humanoid • Brute
HP 7
AC 1 4 8
AP 3
Power +2
Cunning +0
Focus -1
Luck -1
Speed 10 ft., swim 40 ft.

Attacks

Strike Range Hit Damage Club agile, sap melee +2 1d4+2 physical

Moves

  • Tidewater Spear
    Fatigue1

    The merfolk hurls or drives its brine-charmed spear at a creature within 30 feet +2. On a hit it deals 1d4+2 physical, and on a strong hit the water clinging to the wound drags at the target, leaving them slowed until the end of the merfolk's next turn. The spear surges back into its hand after a throw.

Tags

Amphibious
Can breathe both air and water.
Escape Artist
Disengage and Hide cost it 1 less AP

A warrior of the reef shallows, fish-tailed and quick in the surf but clumsy the moment it is beached. Its spear is bound with old sea-magic, and the ocean seems to reach up through the shaft to clutch at whatever it strikes.

Mud Mephit

Easy Small elemental
HP 5
AC 4 7 11
AP 3
Power +0
Cunning +2
Focus -5
Luck -1
Immunities charmed, frightened
Speed 30 ft., fly 30 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Fists agile melee +2 1d4+2 physical

Moves

  • Mud Breath
    Fatigue1

    The mephit hurls a clot of clinging sludge over a single creature within 15 feet, which makes a Cunning save (DC 2). On a miss the muck sets and the target is restrained until it breaks free; on a weak hit it is only slowed as the mud drags at its limbs.

Tags

Mindless
Immune to charmed and frightened, but drops Focus by -5.

A sopping lump of animate silt that squelches with every movement, more ooze than imp. It labors through the air on drooping wings and flings gouts of thick muck to pin whatever it means to drown.

Mule

Easy Medium beast
Mule
HP 7
AC 2 5 9
AP 3
Power +2
Cunning +0
Focus -1
Luck -1
Speed 40 ft.

Attacks

Strike Range Hit Damage Hooves melee +2 1d6+2 physical

Moves

  • Kick
    Fatigue1

    The mule plants itself and lashes out with both hind hooves at a creature behind it +2; on a hit it deals 1d6+2 physical, and on a strong hit the kick knocks the target flat and prone.

Tags

Vicious (1)
Its damage die is 1 step larger
Workhorse
Carrying capacity is doubled.

Needle Blight

Easy Medium plant
HP 5
AC 5 8 12
AP 3
Power +0
Cunning +2
Focus -5
Luck -1
Immunities charmed, frightened
Resistance physical
Vulnerability fire
Speed 20 ft.

Attacks

Strike Range Hit Damage Needle Volley agile, +1 piercing 30 ft. +2 1d4+2 physical

Tags

Armored (1)
+1 to its AC
Mindless
Immune to charmed and frightened, but drops Focus by -5.

A hunched mass of pine-dark boughs bristling with long, iron-hard needles. When prey wanders into the open it snaps its limbs forward and looses a hissing spray of splinters, then reels the boughs back to reload.

Noble

Easy Medium humanoid
HP 5
AC 1 4 8
AP 3
Power +0
Cunning -1
Focus +2
Luck -1
Speed 30 ft.

Attacks

Strike Range Hit Damage Rapier precise, pinpoint melee +2 1d8+2 physical

Tags

Vicious (2)
Its damage die is 2 steps larger

A person of rank and inherited privilege, schooled in the dueling salon rather than the battlefield. The rapier is worn as jewelry until the moment it is not.

Octopus

Easy Small beast
Octopus
HP 5
AC 4 7 11
AP 3
Power +0
Cunning +2
Focus -1
Luck -1
Immunities prone
Speed 5 ft., swim 30 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Tentacles melee +0 1d4+0 physical

Tags

Amorphous
Can move through spaces as narrow as 1 inch without squeezing.
Aquatic
Can only breathe underwater. Suffocates if removed.
Escape Artist
Disengage and Hide cost it 1 less AP
Grappler
Half fatigue to keep a creature restrained

Owl

Easy Tiny beast
Owl
HP 4
AC 2 5 9
AP 3
Power -1
Cunning +1
Focus +1
Luck -1
Speed 5 ft., fly 60 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Talons melee -1 1d4-1 physical

Tags

Flyby
Leaving a creature's reach doesn't trigger reactions
Frail (1)
−1 to its AC
Photophobic
−2 ongoing while in sunlight

Piranha

Easy Tiny beast
Piranha
HP 4
AC 4 7 11
AP 3
Power -1
Cunning +2
Focus -1
Luck +0
Speed 5 ft., swim 40 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Bite melee -1 1d4-1 physical

Tags

Aquatic
Can only breathe underwater. Suffocates if removed.
Pack
Advantage on attacks when an ally is next to its target

Pixie

Easy Tiny fey • Controller
HP 4
AC 4 7 11
AP 3
Power -1
Cunning +2
Focus +0
Luck -1
Speed 10 ft., fly 30 ft.
Senses Low-Light Vision

Attacks

Strike Range Hit Damage Touch agile melee +2 1+2 force

Spellcasting

Cunning Attack+2 DC4
Cantrips

minor-illusion, glimpse

Charms

influence, invisibility

A slip of light and mischief, small enough to perch on a mushroom cap and quick enough to vanish before the eye can settle on it. Where a sprite draws blood, a pixie plays tricks — leading travelers in circles, whispering suggestions into a drowsing ear, and laughing from somewhere just out of reach.

Pony

Easy Medium beast
Pony
HP 7
AC 2 5 9
AP 3
Power +2
Cunning +0
Focus -1
Luck -1
Speed 40 ft.

Attacks

Strike Range Hit Damage Hooves melee +2 1d4+2 physical

Moves

  • Kick
    Fatigue1

    The pony bucks and lashes out with a hind hoof at a creature within reach +2; on a hit it deals 1d4+2 physical, and on a strong hit the blow knocks the target prone.

Tags

Escape Artist
Disengage and Hide cost it 1 less AP

Pseudodragon

Easy Tiny dragon
HP 4
AC 4 7 11
AP 3
Power -1
Cunning +2
Focus +0
Luck -1
Speed 15 ft., fly 30 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Bite agile, +1 piercing melee +2 1d4+2 physicalSting agile melee +2 1+2 poison

Moves

  • Drowsing Sting
    Fatigue4

    The pseudodragon flicks its tail-barb into a creature within reach +2; on a hit it deals 1d4+2 poison poison, and on a strong hit the venom drags at the target and it is slowed, its limbs heavy and its reactions dull, until the end of the pseudodragon's next turn.

A cat-sized dragon of iridescent scales, membranous wings, and a long whip of a tail tipped in a needle barb. It is clever and wary, more inclined to slip away than to fight, and it takes readily to a patient companion. The venom in its sting does not kill—it lulls, and a pricked hunter wakes hours later to find its quarry long gone.

Quasit

Easy Tiny fiend
HP 5
AC 3 6 10
AP 3
Power +0
Cunning +2
Focus -1
Luck -1
Resistance cold, fire
Speed 20 ft., fly 30 ft.

Attacks

Strike Range Hit Damage Claws agile, +1 piercing melee +2 1d4+2 poison

Tags

Extraplanar
Reforms on home plane in 1d4 days when killed outside it.
Frail (1)
−1 to its AC
Shapeshifter
Can assume the appearance of any creature or object it has seen of similar size. Mechanical stats are unchanged.

A wizened, toad-warted little demon with horns and a whipping tail, no bigger than a cat and twice as mean. It scuttles and glides through a fight looking for a soft target, and shifts into a bat or a centipede the instant the odds turn against it.

Ranger Sky Companion

Easy Small beast
Ranger Sky Companion
HP 5
AC 3 6 10
AP 3
Power +0
Cunning +2
Focus -1
Luck -1
Speed 10 ft., fly 60 ft.

Attacks

Strike Range Hit Damage Claw melee +0 1d4+0 physical

Moves

  • Duck and Twist

    Mark 1-fatigue to become protected until the end of the next round. On subsequent rounds, you can mark 1-fatigue and spend 1 AP to extend the duration an additional round. You cannot use this technique if you are wearing heavy armor.

Tags

Flyby
Leaving a creature's reach doesn't trigger reactions
Frail (1)
−1 to its AC

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
HP 4
AC 4 7 11
AP 3
Power -1
Cunning +2
Focus +0
Luck -1
Speed 20 ft., climb 20 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Bite melee -1 1d4-1 physical

Tags

Flyby
Leaving a creature's reach doesn't trigger reactions

Raven

Easy Tiny beast
Raven
HP 4
AC 4 7 11
AP 3
Power -1
Cunning +2
Focus +0
Luck -1
Speed 10 ft., fly 30 ft.

Attacks

Strike Range Hit Damage Beak melee -1 1d4-1 physical

Tags

Flyby
Leaving a creature's reach doesn't trigger reactions

Scorpion

Easy Tiny beast
Scorpion
HP 4
AC 4 7 11
AP 3
Power -1
Cunning +2
Focus -1
Luck +0
Speed 10 ft.
Senses Tremorsense 10 ft.

Attacks

Strike Range Hit Damage Sting melee -1 1d4-1 poison

Tags

Grappler
Half fatigue to keep a creature restrained

Seahorse

Easy Tiny beast
Seahorse
HP 4
AC 5 8 12
AP 3
Power -1
Cunning +2
Focus +0
Luck -1
Speed 5 ft., swim 20 ft.

Attacks

Strike Range Hit Damage Snout melee -1 1d4-1 physical

Tags

Aquatic
Can only breathe underwater. Suffocates if removed.
Armored (1)
+1 to its AC
Flyby
Leaving a creature's reach doesn't trigger reactions

Shrieker Fungus

Easy Medium plant
HP 4
AC 2 5 9
AP 3
Power -1
Cunning +0
Focus -5
Luck +2
Immunities charmed, frightened
Resistance poison
Speed
Senses Blindsight 30 ft.

Attacks

Strike Range Hit Damage Spore Burst melee -1 1d4-1 poison

Moves

  • Shriek

    Light or movement close to the stalk sets it off. It looses a wail that carries for hundreds of feet, on and on until nothing living remains within thirty feet of it. Any predator that hears the call comes to investigate.

Tags

Mindless
Immune to charmed and frightened, but drops Focus by -5.

A cluster of tall purple caps rooted in the black of deep caves, rimmed with drooping gills. It cannot pull free of the ground and does little on its own but burst a cloud of stinging spores at whatever brushes against it. Its true danger is its voice—a shriek that summons the hungrier things of the dark to the noise.

Skeleton

Easy Medium undead • Brute
HP 6
AC 2 5 9
AP 3
Power +1
Cunning +1
Focus -5
Luck -1
Immunities charmed, frightened
Resistance necrotic
Vulnerability physical
Speed 30 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Dagger agile, nick melee +1 1d4+1 physicalSling agile, pinpoint 30 ft. +1 1d4+1 physical

Tags

Mindless
Immune to charmed and frightened, but drops Focus by -5.
Undying
Spend 2 Doom to drop to 1 HP instead of dying

A dead thing lashed back into motion by the magic that raised it, bone scraping on bone as it lifts a rusted blade. It fights with whatever weapon it clutched in life and holds the line without fear, without pause, until it is hacked apart.

Smoke Mephit

Easy Small elemental
HP 4
AC 4 7 11
AP 3
Power -1
Cunning +2
Focus -5
Luck +0
Immunities charmed, frightened
Speed 30 ft., fly 30 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Claws agile melee +2 1d4+2 fire

Moves

  • Ash Breath
    Fatigue2

    The mephit coughs a plume of stinging ash over a single creature within 15 feet, which makes a Cunning save (DC 2). On a miss its eyes stream and it is blinded until it clears them; on a weak hit it is only impaired.

Tags

Mindless
Immune to charmed and frightened, but drops Focus by -5.

A curl of living smoke wound into a lean, shifting shape, hard to fix on and harder to grip. It boils out clouds of gritty ash that blind and choke, then thins to nothing when it falls.

Spider

Easy Tiny beast
Spider
HP 4
AC 4 7 11
AP 3
Power -1
Cunning +2
Focus +0
Luck -1
Speed 20 ft., climb 20 ft.
Senses Darkvision, Tremorsense 10 ft.

Attacks

Strike Range Hit Damage Bite melee -1 1d4-1 poison

Tags

Climber
Can climb difficult surfaces, including ceilings, without a check.
Webwalker
Ignores web movement restrictions. Senses web contacts.

Sprite

Easy Tiny fey • Controller
HP 4
AC 4 7 11
AP 3
Power -1
Cunning +2
Focus +0
Luck -1
Speed 10 ft., fly 30 ft.
Senses Low-Light Vision

Attacks

Strike Range Hit Damage Sting-bow agile, +1 piercing 40 ft. +2 1+2 poison

Spellcasting

Cunning Attack+2 DC4
Cantrips

poison-spray, minor-illusion

Charms

sleep, invisibility

A creature no larger than a hand, all gossamer wing and needle-blade, that guards its glade with a spite far out of proportion to its size. It moves unseen through the undergrowth and pricks trespassers with a dart soaked in a sap that steals the wakefulness from their limbs.

Steam Mephit

Easy Small elemental
HP 5
AC 4 7 11
AP 3
Power +0
Cunning +2
Focus -5
Luck -1
Immunities charmed, frightened
Resistance fire
Vulnerability cold
Speed 30 ft., fly 30 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Claws agile melee +2 1d4+2 fire

Moves

  • Scalding Breath
    Fatigue2

    The mephit exhales a searing cloud in a 15-foot cone. Each creature caught makes a Cunning save (DC 2): on a miss it takes 1 fire, on a weak hit half.

Tags

Mindless
Immune to charmed and frightened, but drops Focus by -5.

A boiling wisp of a creature, its body a churn of white vapor that hisses and rolls. It scalds the air around it and dissolves into a harmless puff when struck down, leaving only damp warmth behind.

Stirge

Easy Tiny beast
Stirge
HP 4
AC 3 6 10
AP 3
Power -1
Cunning +2
Focus +0
Luck -1
Speed 10 ft., fly 30 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Proboscis sap melee -1 1d4-1 physical

Tags

Draining
Heals half the HP it deals with melee attacks, rounded up
Flyby
Leaving a creature's reach doesn't trigger reactions
Frail (1)
−1 to its AC

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
HP 6
AC 3 6 10
AP 3
Power -1
Cunning +2
Focus +0
Luck -1
Speed 5 ft., fly 30 ft.
Senses Blindsight 60 ft.

Attacks

Strike Range Hit Damage Bites graze melee -1 1d4-1 physical

Tags

Swarm
Resists physical damage from weapons that aren't silvered or mithril. Rolls saves with disadvantage against an area effect that catches more than one of its squares. Immune to grappled, restrained, prone, and stunned. Can't gain temporary HP or be healed. Deals half damage while below half its HP. Its attack hits every creature sharing its space.

Swarm of Crawling Claws

Easy Medium swarm of tiny undeads
HP 9
AC 1 4 8
AP 3
Power +1
Cunning +0
Focus -5
Luck +0
Immunities charmed, frightened
Speed 30 ft.
Senses Blindsight 30 ft.

Attacks

Strike Range Hit Damage Grasping Hands graze melee +1 1d4+1 physical

Tags

Mindless
Immune to charmed and frightened, but drops Focus by -5.
Swarm
Resists physical damage from weapons that aren't silvered or mithril. Rolls saves with disadvantage against an area effect that catches more than one of its squares. Immune to grappled, restrained, prone, and stunned. Can't gain temporary HP or be healed. Deals half damage while below half its HP. Its attack hits every creature sharing its space.
Undying
Spend 2 Doom to drop to 1 HP instead of dying

A crawling tide of severed hands, each one dragging itself along on its fingertips toward the nearest living warmth. Cut one away and a dozen more pour over it, clawing and clutching, blind but never losing the scent of a heartbeat.

Swarm of Insects

Easy Medium swarm of tiny beasts
Swarm of Insects
HP 11
AC 1 4 8
AP 3
Power +2
Cunning +0
Focus -1
Luck -1
Resistance physical
Speed 20 ft., climb 20 ft.

Attacks

Strike Range Hit Damage Bites graze melee +2 1d4+2 poison

Moves

  • Stinging Cloud
    Fatigue2

    The swarm boils up around a creature within its space, biting and stinging every inch at once. The target makes a Power save (DC 0): on a miss it takes 1d4 poison and flails blindly against the cloud, impaired; on a weak hit it takes half damage instead.

Tags

Swarm
Resists physical damage from weapons that aren't silvered or mithril. Rolls saves with disadvantage against an area effect that catches more than one of its squares. Immune to grappled, restrained, prone, and stunned. Can't gain temporary HP or be healed. Deals half damage while below half its HP. Its attack hits every creature sharing its space.

Swarm of Piranhas

Easy Medium swarm of tiny beasts
Swarm of Piranhas
HP 8
AC 3 6 10
AP 3
Power +0
Cunning +2
Focus -1
Luck -1
Resistance physical
Speed 5 ft., swim 40 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Bites graze melee +0 1d4+0 physical

Tags

Aquatic
Can only breathe underwater. Suffocates if removed.
Swarm
Resists physical damage from weapons that aren't silvered or mithril. Rolls saves with disadvantage against an area effect that catches more than one of its squares. Immune to grappled, restrained, prone, and stunned. Can't gain temporary HP or be healed. Deals half damage while below half its HP. Its attack hits every creature sharing its space.

Swarm of Rats

Easy Medium swarm of tiny beasts
Swarm of Rats
HP 6
AC 3 6 10
AP 3
Power -1
Cunning +2
Focus +0
Luck -1
Resistance physical
Speed 20 ft., climb 20 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Bites graze melee -1 1d4-1 physical

Tags

Swarm
Resists physical damage from weapons that aren't silvered or mithril. Rolls saves with disadvantage against an area effect that catches more than one of its squares. Immune to grappled, restrained, prone, and stunned. Can't gain temporary HP or be healed. Deals half damage while below half its HP. Its attack hits every creature sharing its space.

Swarm of Ravens

Easy Medium swarm of tiny beasts
Swarm of Ravens
HP 8
AC 3 6 10
AP 3
Power +0
Cunning +2
Focus -1
Luck -1
Speed 10 ft., fly 30 ft.
Senses Low-Light Vision

Attacks

Strike Range Hit Damage Beaks graze melee +0 1d4+0 physical

Moves

  • Cacophony
    Fatigue2 Recharge2

    The swarm erupts into a wall of shrieking, beating wings around one creature within reach, which makes a Focus save (DC 2): on a miss it is frightened; on a weak hit it shakes off the panic.

Tags

Swarm
Resists physical damage from weapons that aren't silvered or mithril. Rolls saves with disadvantage against an area effect that catches more than one of its squares. Immune to grappled, restrained, prone, and stunned. Can't gain temporary HP or be healed. Deals half damage while below half its HP. Its attack hits every creature sharing its space.

Swarm of Venomous Snakes

Easy Medium swarm of tiny beasts
Swarm of Venomous Snakes
HP 8
AC 3 6 10
AP 3
Power +0
Cunning +2
Focus -1
Luck -1
Speed 20 ft., swim 20 ft.

Attacks

Strike Range Hit Damage Bites graze melee +0 1d4+0 poison

Tags

Bloodthirsty
+2 to damage
Swarm
Resists physical damage from weapons that aren't silvered or mithril. Rolls saves with disadvantage against an area effect that catches more than one of its squares. Immune to grappled, restrained, prone, and stunned. Can't gain temporary HP or be healed. Deals half damage while below half its HP. Its attack hits every creature sharing its space.

Terrestrial Familiar

Easy Tiny fey
HP 3
AC 4 7 11
AP 3
Power -2
Cunning +2
Focus -1
Luck +1
Speed 30 ft., climb 30 ft.
Senses Low-Light Vision

Attacks

Strike Range Hit Damage Nip agile melee +2 1d2+2 physical

A minor spirit bound to a spellcaster's service, wearing the shape of a cat, spider, or other land-dwelling creature.

Thug

Easy Medium humanoid • Brute
HP 7
AC 1 4 8
AP 3
Power +2
Cunning +0
Focus -1
Luck -1
Speed 30 ft.

Attacks

Strike Range Hit Damage Mace sap melee +4 1d6+2 physicalShortbow precise, two-handed, pinpoint 80 ft. +1 1d6-1 physical

Tags

Aggressive
+2 ongoing attack rolls
Vicious (1)
Its damage die is 1 step larger

A hired fist who breaks knees for coin and asks no questions. Swings a mace up close and keeps a crossbow for anyone who runs.

Tribal Warrior

Easy Medium humanoid
HP 7
AC 2 5 9
AP 3
Power +2
Cunning +0
Focus -1
Luck -1
Speed 30 ft.

Attacks

Strike Range Hit Damage Spear graze melee +2 1d6+2 physical

Tags

Pack
Advantage on attacks when an ally is next to its target
Vicious (1)
Its damage die is 1 step larger

A hunter of the deep wilds who fights for kin and territory. Reads the land like a page and closes on strangers with a leveled spear.

Twig Blight

Easy Small plant
HP 7
AC 3 6 10
AP 3
Power +2
Cunning +0
Focus -5
Luck -1
Immunities charmed, frightened
Vulnerability fire
Speed 20 ft.

Attacks

Strike Range Hit Damage Claw +1 piercing melee +2 1d4+2 physical

Moves

  • Grasping Claws
    Fatigue1

    The blight closes its splintered limbs around a creature within reach +2; on a hit it deals 1d4+2 physical and the target is restrained, snared in a cage of clawing twigs until it breaks free.

Tags

Armored (1)
+1 to its AC
Mindless
Immune to charmed and frightened, but drops Focus by -5.

A tangle of dead branches knotted into the rough shape of a body, sprouted from soil poisoned by a deeper corruption. It stands motionless among ordinary undergrowth until something warm passes near, then unfolds on splintered limbs and claws at it with a dozen sharpened twigs.

Vampire Familiar

Easy Medium humanoid
HP 7
AC 3 6 10
AP 3
Power +2
Cunning +1
Focus -1
Luck -2
Speed 30 ft., climb 30 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Dagger agile, nick melee +2 1d4+2 physical

Tags

Climber
Can climb difficult surfaces, including ceilings, without a check.
Escape Artist
Disengage and Hide cost it 1 less AP

A living thrall bought with a taste of undying blood, half in love with the master it serves and half terrified of it. It scales sheer walls without a sound and slips a blade between the ribs of anyone who threatens the coffin, buying its own eventual reward one killing at a time.

Venomous Snake

Easy Tiny beast
Venomous Snake
HP 5
AC 4 7 11
AP 3
Power +0
Cunning +2
Focus -1
Luck -1
Speed 30 ft., swim 30 ft.
Senses Blindsight 10 ft.

Attacks

Strike Range Hit Damage Bite melee +0 1d4+0 poison

Moves

  • Venom
    Fatigue2

    The snake lands a quick bite and holds, working venom into the wound. One creature within reach makes a Power save (DC 2): on a miss it takes 1d4+2 poison and the poison fogs its senses, leaving it impaired; on a weak hit it takes half damage instead.

Violet Fungus

Easy Medium plant
Violet Fungus
HP 7
AC 2 5 9
AP 3
Power +2
Cunning +0
Focus -5
Luck -1
Immunities charmed, frightened
Resistance physical
Vulnerability fire
Speed 5 ft.

Attacks

Strike Range Hit Damage Rotting Touch sap melee +2 1d4+2 necrotic

Moves

  • Rotting Grasp
    Fatigue2

    A frond presses long against a creature within reach +2; on a hit it deals 1d4+2 necrotic necrotic and the flesh softens and sloughs, leaving the target weakened as the rot spreads.

Tags

Draining
Heals half the HP it deals with melee attacks, rounded up
Mindless
Immune to charmed and frightened, but drops Focus by -5.

A cluster of livid purple stalks, easily taken for a harmless bracket of toadstools until it leans toward passing flesh. Where its fronds brush skin the tissue softens and sloughs, and the fungus swells fat on what it rots away.

Vulture

Easy Medium beast
Vulture
HP 4
AC 3 6 10
AP 3
Power -1
Cunning +2
Focus +0
Luck -1
Speed 10 ft., fly 30 ft.

Attacks

Strike Range Hit Damage Beak melee -1 1d4-1 physical

Tags

Flyby
Leaving a creature's reach doesn't trigger reactions
Frail (1)
−1 to its AC
Pack
Advantage on attacks when an ally is next to its target

Warhorse Skeleton

Easy Large undead • Brute
HP 6
AC 1 4 8
AP 3
Power +1
Cunning +0
Focus -5
Luck +0
Immunities charmed, frightened
Vulnerability physical
Speed 60 ft.

Attacks

Strike Range Hit Damage Hooves nick melee +1 1d4+1 physical

Tags

Mindless
Immune to charmed and frightened, but drops Focus by -5.
Undying
Spend 2 Doom to drop to 1 HP instead of dying

A charger stripped to its rattling frame, still saddled and still willing, carrying dead riders across the field at a gallop that never slows. It does not tire and it does not shy, and its iron-shod bones come down on the fallen without pause.

Warrior Infantry

Easy Medium humanoid • Brute
HP 6
AC 1 4 8
AP 3
Power +1
Cunning +0
Focus +0
Luck -1
Speed 30 ft.

Attacks

Strike Range Hit Damage Club agile, sap melee +1 1d4+1 physical

Tags

Pack
Advantage on attacks when an ally is next to its target

A rank-and-file soldier drilled in the spear-and-shield wall. On their own they are unremarkable, but shoulder to shoulder with the rest of the line they become genuinely dangerous.

Weasel

Easy Tiny beast
Weasel
HP 4
AC 4 7 11
AP 3
Power -1
Cunning +2
Focus +0
Luck -1
Speed 30 ft., climb 30 ft.
Senses Darkvision

Attacks

Strike Range Hit Damage Bite melee +1 1d4-1 physical

Tags

Aggressive
+2 ongoing attack rolls

Zombie

Easy Medium undead • Behemoth
HP 7
AC 1 4 8
AP 3
Power +2
Cunning -1
Focus -5
Luck +0
Immunities charmed, frightened
Resistance necrotic
Speed 20 ft.

Attacks

Strike Range Hit Damage Slam melee +2 1+2 physical

Tags

Mindless
Immune to charmed and frightened, but drops Focus by -5.
Undying
Spend 2 Doom to drop to 1 HP instead of dying

A corpse walking on rot and hunger, arms reaching, mouth working on nothing. It shrugs off wounds that would fell the living and keeps coming, slow and mindless, long after it should have fallen for good.