Creature Codex

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Converting Creatures

Creating Creatures

Converting Creatures

Animals

Auroch (Wild Bull)

Size: Large Type: Animal Encounter: 1–4 Habitat: Plains, Highlands Rarity: Unusual

Statistics

STR 21 DEX 10 CON 18 INT 3 WIS 10 CHA 7

INIT +1 Actions 2 DB 15 (Thick Hide) Move 5 HP 36

Attacks

Gore: +8, 1–8+3 piercing

Charge (Passive): If the auroch moves 4+ spaces before attacking, damage increases to 1–10+3.

Small Bird

(Crows, sparrows, songbirds)

Size: Minuscule Type: Animal Encounter: 2–12 Habitat: Nearly all environments Rarity: Common

Statistics

STR 4 DEX 14 CON 6 INT 1 WIS 10 CHA 6

INIT +2 Actions 2 DB 14 (Feathers) Move 3 Fly 6 HP 1

Attacks Peck: +2, 1 damage

Special Abilities

Flock Behavior: Gains +1 Edge on perception checks when in groups

Boar

Size: Small Type: Animal Encounter: 1–3 Habitat: Forests, Hills, Swamps Rarity: Common

Statistics

STR 14 DEX 10 CON 14 INT 2 WIS 12 CHA 6

INIT +1 Actions 2 DB 12 (Thick Hide) Move 4 HP 6

Attacks Gore: +4, 1–6+1 piercing

Description

Wild boars are aggressive, ill-tempered beasts that charge threats head-on. They are notoriously hard to drive off and will fight until badly wounded. Boars are common dangers in forested regions and are feared by hunters for their stubborn resilience.

Special Abilities

Charge: If the boar moves at least 2 squares before attacking, it gains +1 damage

Relentless: Ignores movement penalties from being injured

Cat

Size: Tiny Type: Animal Encounter: 1–2 Habitat: Urban, Forest, Farmland Rarity: Common

Statistics

STR 7 DEX 16 CON 9 INT 2 WIS 14 CHA 10

INIT +4 Actions 2 DB 16 (Fur) Move 4 HP 3

Attacks Claws and Bite: +3, 1–3 slashing or piercing

Description

Cats are agile, stealthy predators found wherever rodents thrive. Whether feral or domesticated, they are expert climbers and silent hunters. Cats rarely confront larger foes directly, preferring speed, surprise, and escape over sustained combat.

Special Abilities

Silent Stalker: Gains +1 Edge on stealth checks

Climber: Ignores movement penalties when climbing

Low-Light Vision

Medium Cat

(Commonly cougars, leopards, lynxes, panthers)

Size: Medium Type: Animal Encounter: 1–2 Habitat: Forests, Hills, Mountains, Jungles Rarity: Common

Statistics

STR 15 DEX 16 CON 13 INT 3 WIS 14 CHA 10

INIT +4 Actions 2 DB 16 (Fur) Move 6 HP 13

Attacks Claws and Bite: +5, 1–6 slashing or piercing

Description

Medium cats are solitary ambush predators built for explosive speed and precision. They rely on stealth and surprise, striking from concealment and aiming to disable prey before it can react. Unlike wolves, they rarely pursue fleeing targets.

Special Abilities

Pounce: If the cat moves at least 2 squares before attacking, it gains +1 Edge and +1 damage

Silent Predator: Gains +1 Edge on stealth checks

Big Cat

(Lions, tigers, panthers)

Size: Large Type: Animal Encounter: 1–3 Habitat: Forests, Savannahs, Jungles Rarity: Unusual

Statistics

STR 17 DEX 16 CON 14 INT 3 WIS 14 CHA 7

INIT +4 Actions 2 DB 16 Move 6 HP 28

Attacks Claws: +7, 1–8+2 slashing

Pounce (Passive): If the cat moves 3+ spaces before attacking, it gains +1 Edge and knocks the target prone on a hit.

Crocodile

Size: Medium Type: Animal Encounter: 1–2 Habitat: Swamps, Rivers, Marshes Rarity: Uncommon

Statistics

STR 18 DEX 10 CON 16 INT 2 WIS 12 CHA 6

INIT +1 Actions 2 DB 14 (Thick Scales) Move 4 Swim 5 HP 16

Attacks Crushing Bite: +6, 1–8+2 piercing

Description

Crocodiles are powerful ambush predators that lurk just below the water’s surface. Once they seize prey, they rarely let go, dragging victims into the water to drown.

Special Abilities

Death Grip: On a successful bite, target is grappled

Drag Under: Grappled targets in water are pulled 1 square deeper each round

Dog

Size: Small Type: Animal Encounter: 1–3 Habitat: Urban, Farmland, Wilderness Rarity: Common

Statistics

STR 12 DEX 14 CON 12 INT 3 WIS 15 CHA 10

INIT +3 Actions 2 DB 15 (Fur) Move 5 HP 5

Attacks Bite: +4, 1–4 piercing

Description

Dogs are loyal, social animals bred for guarding, hunting, and companionship. They are highly perceptive and excel at tracking, alerting allies, and working in coordinated packs. War dogs and trained hounds are common among guards and hunters.

Special Abilities

Keen Senses: Gains +1 Edge on perception and tracking checks

Pack Instinct: Gains +1 Edge to attacks when adjacent to an ally

Donkey / Pony

Size: Small Type: Animal Encounter: 1–6 Habitat: Farmland, Roads, Settlements Rarity: Common

Statistics

STR 12 DEX 10 CON 12 INT 2 WIS 13 CHA 8

INIT +1 Actions 2 DB 12 (Hide) Move 4 HP 5

Attacks Hooves: +3, 1–4 bludgeoning

Description

Donkeys and ponies are sturdy, sure-footed beasts of burden commonly used for transport and labor. Donkeys are known for their stubbornness and strong sense of self-preservation, while ponies are often bred for riding or hauling light loads.

Special Abilities

Sure-Footed: Gains +1 Edge on checks to resist being knocked prone

Pack Animal: Can carry or pull loads beyond what their size would suggest

Eagle

Size: Small Type: Animal Encounter: 1–2 Habitat: Mountains, Cliffs, Open Plains Rarity: Common

Statistics

STR 10 DEX 16 CON 10 INT 2 WIS 15 CHA 8

INIT +4 Actions 2 DB 16 (Feathers) Move 4 Fly 8 HP 5

Attacks Talons and Beak: +4, 1–4 slashing or piercing

Description

Eagles are powerful birds of prey renowned for their keen eyesight and dominance of the skies. They are capable hunters and exceptional scouts, often seen circling high above open terrain.

Special Abilities

Keen Sight: Gains +2 Edge on perception checks relying on vision

Aerial Predator: Gains +1 Edge when attacking from above

Elephant

Size: Huge Type: Animal Encounter: 1–2 Habitat: Plains, Jungles Rarity: Unusual

Statistics

STR 26 DEX 8 CON 22 INT 5 WIS 14 CHA 10

INIT +2 Actions 2 DB 16 (Thick Hide) Move 6 HP 66

Attacks Trample: +11, 1–12+5 bludgeoning Tusk Gore: +11, 1–10+5 piercing

Description

Elephants are towering megafauna of immense strength and surprising intelligence. They are social creatures that defend their herds fiercely and are capable of devastating destruction when enraged.

Special Abilities

Trample: As an action, the elephant may move through occupied spaces; creatures in its path take trample damage

Herd Protector: Gains +1 Edge to attacks when defending another elephant

Draft Horse

Size: Large Type: Animal Encounter: 1–6 Habitat: Farmland, Roads, Settlements Rarity: Common

Statistics

STR 18 DEX 8 CON 16 INT 2 WIS 12 CHA 8

INIT +1 Actions 2 DB 12 (Hide) Move 4 HP 32

Attacks Hooves: +5, 1–6+2 bludgeoning

Description

Draft horses are powerful, broad-bodied animals bred for pulling heavy loads and working long hours. They are calm, patient, and difficult to panic, making them ideal for wagons, plows, and siege transport. While slow compared to riding horses, their endurance is unmatched.

Special Abilities

Beast of Burden: May carry or pull loads as though one size larger

Steady Temperament: +5 to resist fear or panic

Riding Horse

Size: Large Type: Animal Encounter: 1–6 Habitat: Plains, Roads, Settlements Rarity: Common

Statistics

STR 16 DEX 14 CON 14 INT 2 WIS 13 CHA 10

INIT +3 Actions 2 DB 14 (Hide) Move 6 HP 28

Attacks Hooves: +5, 1–6+2 bludgeoning

Description

Riding horses are bred for speed, endurance, and responsiveness. They are the most common mounts for travelers, messengers, and scouts, capable of covering long distances at a steady pace. Riding horses are not trained for combat but may defend themselves if threatened.

Special Abilities

Endurance Runner: Can travel longer distances without fatigue

War Horse

Size: Large Type: Animal Encounter: 1–4 Habitat: Military Camps, Kingdoms, Fortresses Rarity: Uncommon

Statistics

STR 18 DEX 12 CON 16 INT 2 WIS 14 CHA 10

INIT +3 Actions 2 DB 16 (Barding) Move 6 HP 32

Attacks Trampling Hooves: +6, 1–8+2 bludgeoning Bite: +5, 1–4 piercing

Description

War horses are trained from a young age to endure battle—loud noises, blood, steel, and chaos do not easily break them. Larger and more aggressive than riding horses, they are capable of trampling infantry and maintaining formation under stress.

Special Abilities

Battle Trained: Immune to panic caused by combat or noise

Trample: If the horse moves at least 2 squares before attacking, damage increases by +1

Monitor Lizard

Size: Medium Type: Animal Encounter: 1 Habitat: Swamps, Jungles, Ruins Rarity: Uncommon

Statistics

STR 16 DEX 12 CON 14 INT 2 WIS 11 CHA 6

INIT +2 Actions 2 DB 14 (Scales) Move 5 HP 14

Attacks Bite and Claws: +5, 1–6+1 slashing or piercing

Description

Monitor lizards are large, intelligent reptiles known for their aggression and persistence. They stalk prey relentlessly and are capable climbers and swimmers.

Special Abilities

Relentless Hunter: Gains +1 Edge on tracking wounded prey

Climber: Can climb without penalty

Small Mammal

(Rabbits, foxes, raccoons)

Size: Small Type: Animal Encounter: 1–6 Habitat: Forests, Hills Rarity: Common

Statistics

STR 6 DEX 14 CON 8 INT 3 WIS 12 CHA 6

INIT +3 Actions 2 DB 14 Move 5 HP 8

Attacks Bite: +3, 1–3 damage

Octopus

Size: Small Type: Animal Encounter: 1 Habitat: Reefs, Coastal Waters, Sea Caves Rarity: Uncommon

Statistics

STR 12 DEX 14 CON 12 INT 6 WIS 13 CHA 8

INIT +3 Actions 2 DB 14 (Soft Body) Move 2 Swim 6 HP 5

Attacks Grasping Tentacles: +4, 1–4 bludgeoning

Description

Octopuses are intelligent, flexible predators capable of squeezing into impossibly small spaces. They rely on stealth, camouflage, and grappling to subdue prey rather than brute force.

Special Abilities

Grapple: On a successful hit, target is grappled

Ink Cloud (1/encounter): Creates concealment in a 3-square area for 1 round

Amorphous: Can pass through openings as small as its beak

Orca

Size: Large Type: Animal Encounter: 1–4 Habitat: Cold Seas, Open Ocean Rarity: Unusual

Statistics

STR 24 DEX 14 CON 20 INT 8 WIS 15 CHA 12

INIT +4 Actions 2 DB 15 (Thick Hide) Move 0 Swim 9 HP 40

Attacks Crushing Bite: +10, 1–10+4 bludgeoning or piercing

Description

Orcas are apex marine predators known for their intelligence and cooperative hunting. They coordinate attacks with precision, using speed and power to overwhelm even massive prey.

Special Abilities

Pack Hunters: Gains +1 Edge to attacks when another orca is adjacent to the same target

Ramming Strike: If the orca moves at least 3 squares before attacking, damage increases by +2

Owl

Size: Small Type: Animal Encounter: 1 Habitat: Forests, Ruins, Farmland Rarity: Common

Statistics

STR 8 DEX 15 CON 9 INT 2 WIS 15 CHA 10

INIT +4 Actions 2 DB 15 (Feathers) Move 3 Fly 7 HP 5

Attacks Talons: +3, 1–4 slashing

Description

Owls are silent nocturnal hunters with exceptional hearing and night vision. They are rarely aggressive toward larger creatures and are most often encountered watching from the shadows.

Special Abilities

Silent Flight: Gains +1 Edge on stealth checks while flying

Night Hunter: Ignores penalties from darkness

Rat

Size: Minuscule Type: Animal Encounter: 3–12 Habitat: Urban, Sewers, Ruins Rarity: Common

Statistics

STR 4 DEX 14 CON 6 INT 1 WIS 10 CHA 5

INIT +2 Actions 2 DB 14 (Skin) Move 3 HP 1

Attacks Bite: +2, 1 damage

Description

Rats are ubiquitous scavengers that infest settlements, ruins, and underground spaces. Individually insignificant, they become dangerous only in overwhelming numbers or disease-ridden environments.

Special Abilities

Squeeze: Can pass through openings no wider than a fist

Swarm Behavior: Rats gain +1 Edge to attacks when outnumbering a target

Rhinoceros

Size: Large Type: Animal Encounter: 1 Habitat: Plains, Savannas, Dry Grasslands Rarity: Uncommon

Statistics

STR 22 DEX 8 CON 20 INT 2 WIS 12 CHA 6

INIT +1 Actions 2 DB 15 (Thick Hide) Move 5 HP 40

Attacks Horned Charge: +9, 1–10+4 bludgeoning or piercing

Description

Rhinoceroses are massive, armor-skinned herbivores capable of devastating charges. Though generally placid, they react violently to perceived threats and can flatten obstacles and creatures alike with terrifying momentum.

Special Abilities

Thunderous Charge: If the rhinoceros moves at least 3 squares before attacking, damage is doubled

Immovable Mass: Gains +1 Edge against being knocked prone or pushed

Shark

Size: Medium Type: Animal Encounter: 1–3 Habitat: Coastal Waters, Open Ocean Rarity: Common

Statistics

STR 16 DEX 14 CON 14 INT 2 WIS 13 CHA 6

INIT +3 Actions 2 DB 14 (Hide) Move 0 Swim 7 HP 14

Attacks Rending Bite: +5, 1–8+1 piercing

Description

Sharks are relentless predators that patrol coastal waters and open seas. Once they taste blood, they pursue prey with tireless focus, attacking until the target is dead or escapes beyond reach.

Special Abilities

Blood Sense: Gains +1 Edge to attacks against wounded creatures

Water Hunter: Suffers no penalties for fighting or maneuvering underwater

Snake

Size: Tiny Type: Animal Encounter: 1–3 Habitat: Forests, Deserts, Swamps, Ruins Rarity: Common

Statistics

STR 6 DEX 15 CON 8 INT 1 WIS 12 CHA 6

INIT +3 Actions 2 DB 15 (Scales) Move 4 HP 3

Attacks Bite: +3, 1–3 piercing (venomous variants below)

Description

Snakes are quiet ambush predators that rely on stealth, speed, and venom rather than strength. Most avoid confrontation, striking only when threatened or surprised.

Special Abilities

Constrictor (large variants): On a successful bite, target is grappled

Venomous (optional): Bite delivers a +5 poison attack; damage and effects vary by species

Toad

Size: Minuscule Type: Animal Encounter: 1–4 Habitat: Swamps, Wetlands, Forests Rarity: Common

Statistics

STR 4 DEX 8 CON 10 INT 1 WIS 10 CHA 5

INIT −1 Actions 2 DB 8 (Skin) Move 2 HP 1

Attacks Bite: +1, 1 damage

Description

Toads are slow, hardy amphibians often found in damp environments. While harmless to most creatures, some species possess toxic secretions that deter predators.

Special Abilities

Toxic Skin (optional): Creatures that bite the toad suffer a +5 poison attack

Amphibious: Can breathe air and water

Weasel

Size: Tiny Type: Animal Encounter: 1–2 Habitat: Forests, Farmland Rarity: Common

Statistics

STR 8 DEX 15 CON 8 INT 2 WIS 13 CHA 8

INIT +3 Actions 2 DB 15 (Fur) Move 4 HP 3

Attacks Ferocious Bite: +3, 1–3 piercing

Description

Weasels are small but unnervingly aggressive predators known for attacking prey larger than themselves. Fast, flexible, and relentless, they are difficult to pin down once engaged.

Special Abilities

Slippery: Gains +1 Edge to escape grapples

Relentless Grip: If the weasel hits the same target two rounds in a row, it can follow one space as an immediate action if an opponent tries to disengage.

Wolf

Size: Medium Type: Animal Encounter: 2–6 Habitat: Forests, Hills, Plains, Tundra Rarity: Common

Statistics

STR 14 DEX 14 CON 13 INT 3 WIS 14 CHA 8

INIT +3 Actions 2 DB 14 (Fur) Move 5 HP 13

Attacks

Bite: +4, 1–4 piercing

Description

Wolves are intelligent pack hunters that rely on coordination, patience, and endurance rather than brute force. They stalk prey over long distances, testing for weakness before committing to an attack. Lone wolves are rare and usually desperate.

Special Abilities

Pack Tactics: Gains +1 Edge to attacks when adjacent to an ally

Hamstring Bite: If the wolf hits a target already engaged by another wolf, the target’s Move is reduced by 1 on its next turn

Wolverine

Size: Small Type: Animal Encounter: 1 Habitat: Forests, Mountains, Cold Regions Rarity: Uncommon

Statistics

STR 13 DEX 12 CON 14 INT 2 WIS 13 CHA 6

INIT +2 Actions 2 DB 14 (Thick Fur) Move 4 HP 6

Attacks Savage Bite and Claws: +4, 1–4 slashing or piercing

Description

Wolverines are compact, powerfully built predators infamous for their ferocity. Despite their size, they will attack much larger creatures and fight until driven off or killed. They are territorial, stubborn, and extraordinarily difficult to intimidate.

Special Abilities

Tenacious: When reduced to 0 HP, the wolverine remains active until the end of its next turn

Fury Surge: Gains +1 Edge to attacks while below half HP

Whale

Size: Huge Type: Animal Encounter: 1 Habitat: Open Ocean Rarity: Unusual

Statistics

STR 30 DEX 6 CON 24 INT 6 WIS 14 CHA 12

INIT +1 Actions 2 DB 14 (Thick Hide) Move 0 Swim 8 HP 72

Attacks Tail Sweep: +11, 1–12+5 bludgeoning

Description

Whales are immense, ancient creatures of the deep, more often gentle than hostile. When threatened or provoked, however, their sheer mass and power can obliterate ships and creatures alike.

Special Abilities

Massive Wake: Creatures adjacent to the whale must succeed on an Athletics check or be pushed 1 square

Deep Diver: Can remain submerged indefinitely

Beast Hybrids

Centicore

(Commonly called Turnhorn)

Size: Large Type: Magical Beast Encounter: 1–2 Habitat: Hills, Highlands, Rocky Plains, Wind-Carved Valleys Rarity: Unusual

Statistics

STR 19 DEX 12 CON 17 INT 4 WIS 12 CHA 7

INIT +2 Actions 2 DB 16 (Thick Hide) Move 5 HP 34

Attacks Goring Horns: +8, 1–8+3 piercing Headbutt: +8, 1–6+3 bludgeoning Locking Gore (Special)

Attributes

Dangerous

Perceptive

No Facing

Sure-Footed

Description

The Centicore, often called a Turnhorn, is a powerful quadrupedal beast resembling a massive bull-goat with a heavy, muscular frame and a thick, leathery hide. Its defining feature is a pair of long, spiraled horns set into flexible, articulated sockets. These horns can rotate independently, grinding against one another with a low, stone-like rasp as the creature prepares to strike.

Centicores are aggressive but not reckless. They defend territory fiercely and prefer to meet threats head-on, using their rotating horns to control space, catch weapons, and punish anyone foolish enough to circle behind them. Though lacking true intelligence, they possess a predator’s instinctive cunning and an uncanny awareness of movement around them.

They are most often found in broken terrain where footing is uncertain and charging lanes are short. Travelers familiar with Centicores know never to approach from the sides — the Turnhorn has no blind angle.

Special Abilities

Locking Gore

When the Centicore hits with Goring Horns, it may rotate its horns to hook or bind the target. The target is Grappled and cannot disengage without spending an action to break free. While grappled, the Centicore may deal 1–6 piercing damage at the start of its turn as the horns grind and tighten.

Rotating Guard

The Centicore cannot be flanked. Creatures attempting to gain positional advantage do not gain Edge from positioning against it.

Horn Reversal

Once per round, when struck by a melee attack, the Centicore may rotate its horns defensively. The attacker suffers −1 Edge on that attack, representing the weapon being deflected or caught.

Treasure / Alchemy

Turnhorn Horn Segment (DC15): Used in crafting weapons or armor that grant bonuses against charges or grapples.

Centicore Hide (DC14): Tough leather favored by caravan guards and monster hunters.

Grinding Cartilage Core (DC16): Rare alchemical component used in enhancement tonics related to balance, stability, or control.

ChimeraCOLOR-reduced.png

Chimera

Size: Large Type: Magical Beast Encounter: 1 Habitat: Badlands, Rocky Hills, Volcanic Slopes, Ruins Rarity: Rare

Statistics

STR 21 DEX 13 CON 18 INT 6 WIS 12 CHA 10

INIT +2 Actions 2 DB 17 (Thick Hide) Move 5 HP 36

Attacks Lion Bite: +8, 1–8+3 piercing Goat Horns: +8, 1–8+3 piercing Dragon Breath (Special)

Attributes

Dangerous

Fire Resistant

Perceptive

Multi-Aspect

Description

The Chimera is a fearsome hybrid predator composed of three dominant aspects: the body and jaws of a great lion, a secondary goat’s head rising from its back crowned with heavy horns, and a draconic head capable of exhaling flame. Its mismatched anatomy moves with unsettling coordination, each part acting independently yet in brutal harmony.

Chimeras are solitary, territorial beasts that lair in desolate regions where prey is scarce but defensible ground is plentiful. Though not intelligent in any scholarly sense, they possess sharp instincts and an animal cunning that makes them dangerous opponents. A Chimera will probe enemies with measured aggression before committing fully, using fire to break formations or force prey into reach of tooth and horn.

The presence of a Chimera often warps the local ecosystem. Few predators challenge it, and even giants are known to give Chimera territory a wide berth.

Special Abilities

Dragon Breath

The Chimera exhales fire in a 30-foot cone. Fire attack +8, damage 1–8 with Intensity x2. This attack requires both actions and may be used once every 1d6 rounds.

Threefold Assault

The Chimera may attack with two different heads in the same round, splitting its actions between Bite and Horns. These attacks may target the same or different creatures.

Reactive Head

Once per round, when struck by a melee attack, the Chimera may immediately make a Goat Horns attack against the attacker if they are within reach.

Treasure / Alchemical Ingredients

Chimera Fire Gland (DC16): Used in fire-based alchemy or incendiary weapons.

Lion-Hide Mantle (DC15): Crafted into cloaks or armor prized for durability.

Twisted Horn Core (DC17): A rare reagent used in mutation, hybridization, or enhancement rituals.

Griffin

GriffonCOLOR-reduced.png

Size: Large Type: Magical Beast Encounter: 1–2 Habitat: Highlands, Cliffs, Open Mountains, Wind-Swept Plains Rarity: Unusual

Statistics

STR 18 DEX 16 CON 16 INT 6 WIS 14 CHA 12

INIT +5 Actions 2 DB 19 (Feathered Hide) Move 6 Fly 12 HP 32

Attacks Beak: +7, 1–6+3 piercing Talons: +7, 1–8+3 slashing Aerial Rend (Special)

Attributes

Dangerous

Perceptive

Fast Flyer

No Facing

Territorial

Description

Griffins are powerful hybrid predators with the forequarters, wings, and head of a great raptor fused seamlessly to the muscular hindquarters of a lion. Their bodies are built for dominance in open skies and broken terrain, combining keen eyesight, explosive speed, and crushing talons. Their plumage ranges from tawny gold to ash-gray, often reflecting the stone and sky of their native regions.

Though not truly sapient, Griffins possess sharp instincts and a strong sense of territory. They are known to recognize individual threats, retreat when wounded, and pursue intruders relentlessly if their nesting grounds are threatened. Griffins form mated pairs and fiercely defend their eyries, often attacking long before trespassers realize they have been seen.

Unlike Tarnyx, Griffins are rarely bred as mounts. While capable of carrying a rider in desperate circumstances, they are proud, willful creatures and resist prolonged training.

Special Abilities

Aerial Rend

If the Griffin hits the same target with both Beak and Talons in the same round, it may tear free violently, dealing an additional 1–6 slashing damage.

Skybound Ambush

When attacking from above after moving at least 6 spaces while flying, the Griffin gains +1 Edge on its first attack of the round.

Keen Sight

Griffins ignore penalties from distance, elevation, or light wind when making perception-based checks involving sight.

Treasure / Alchemy

Griffin Feather Quills (1d6): Used in precision fletching or aerial navigation tools.

Griffin Talon (1–2): Favored in weapon crafting and hunting charms.

Heart-Plume Essence (DC16): Used in alchemy tied to courage, vigilance, or enhanced perception.

Harpy

Harpy.png

Size: Medium Type: Beast Hybrid Encounter: 2–6 Habitat: Cliffs, Coastal Ruins, Wind-Swept Hills, Broken Towers Rarity: Unusual

Statistics

STR 12 DEX 16 CON 12 INT 10 WIS 13 CHA 15

INIT +4 Actions 2 DB 18 (Feathered Hide) Move 4 Fly 8 HP 12

Attacks Talons: +6, 1–6+2 slashing Claw Rake: +6, 1–6+2 slashing Siren Song (Special)

Attributes

Stealthy

Perceptive

Fast Flyer

Pack Tactics

Social Predator

Description

Harpies are female avian humanoids, with feathered torsos, clawed feet, and large wings sprouting from their backs, which stretch out to an average span of twelve feet. The skin on their upper legs is rough, while their arms, neck and head are mostly smooth. They have angular features, slightly pointed ears, with human hair. Most have bird-like eyes, with yellow, green or blue sclera, and their mouths seem human too until they open them, revealing small, pointed fangs, and razor-sharp teeth designed for rending. Known and feared for their enchanting songs that they use to lure travelers with, harpies otherwise live simple lives, building their village aeries atop high places, often near water. They are talented crafters, herbalists, foragers, and hunters - the last part being key. Harpies are the only known species on Tellus that can, and must, mate with males of another species. All harpies are born female, and procreation requires some combination of enchantment, seduction, or force to complete their mating ritual. Some harpies might keep such a mate around as a pet for a period of time, but harpies almost as a rule see males of other species as little more than chattel to be used and then discarded or consumed.

Unlike many beast hybrids, Harpies are highly social and opportunistic. They hunt in flocks, using terrain, deception, and their voices to isolate prey before striking. Harpies understand language, negotiation, and fear, and often toy with victims rather than killing them quickly. They are notorious for luring travelers from safe paths, cliff edges, or fortified positions with false cries for help or alluring songs.

Some coastal and mountain communities know of Harpies well enough to leave offerings or sound warning horns rather than face their games.

Special Abilities

Siren Song

As an action, the Harpy sings, projecting her voice up to 60 feet. All creatures who can hear her are subjected to a +7 Charm attack. On a success, targets suffer −1 Edge to awareness-based skill checks and may be subtly compelled to move toward the Harpy or act recklessly, at the GM’s discretion. This effect lasts 1d4 rounds and does not stack.

Coordinated Ambush

When two or more Harpies attack the same target in a round, they gain +1 Edge on their attacks against that target.

Aerial Harassment

A Harpy that attacks from flight may move up to 3 spaces after attacking without provoking attacks, representing hit-and-run tactics.

Treasure / Alchemy

Harpy Feather (1d6): Used in illusion magic, gliders, or charm-based alchemy.

Siren Throat Cartilage (DC15): A rare component for enchantments involving voice, persuasion, or sonic effects.

Taloned Anklebone (DC14): Used in rituals or fetishes tied to flight or misdirection.

Hippocampus

Size: Large Type: Beast Hybrid Encounter: 1–4 Habitat: Coastal Waters, Open Seas, Coral Reefs, Deep Lakes Rarity: Unusual

Statistics

STR 18 DEX 16 CON 16 INT 5 WIS 13 CHA 12

INIT +4 Actions 2 DB 18 (Scaled Hide) Move 6 HP 32

Swim 12

Attacks

Bite: +7, 1–6+3 piercing

Hoof Strike: +7, 1–8+3 bludgeoning

Ramming Surge (Special)

Attributes

Amphibious

Fast Swimmer

Perceptive

Sure-Footed (underwater)

Steady Mount (trained individuals only)

Description

The Hippocampus is a majestic aquatic hybrid with the forequarters of a powerful horse and the scaled, sinuous body of a great sea serpent in place of hind legs. Its mane drifts like sea grass, and its eyes gleam with keen awareness beneath the waves. Though elegant in motion, the Hippocampus is a strong and territorial creature, capable of explosive bursts of speed and devastating ramming attacks.

Hippocampi are commonly found in shallow seas, reefs, and large inland lakes, where they serve as apex grazers and guardians of migratory routes. While naturally wary of humanoids, they can be bred and trained as aquatic mounts, prized by coastal cultures, river navies, and sea-raiding orders. A trained Hippocampus is faster and more maneuverable than any boat in tight waters.

Wild Hippocampi will aggressively defend feeding grounds and young, often attacking vessels that linger too long in their territory.

Special Abilities

Ramming Surge

If the Hippocampus moves at least 6 spaces straight toward a target before attacking, it may make a Hoof Strike with +1 Edge. On a hit, the target is pushed 2 spaces and may be knocked prone or destabilized if swimming.

Aquatic Grace

The Hippocampus ignores penalties for underwater movement, tight turns, or currents.

Sea-Bonded Mount

While mounted by a trained rider, the Hippocampus may share its Swim movement with the rider without requiring an additional action for control during simple movement.

Treasure / Alchemical Ingredients

Hippocampus Scale (DC14): Used in crafting armor or barding that improves underwater mobility.

Sea-Mane Fibers (1d6): Used in potions of water-breathing or aquatic endurance.

Tidebone Hoof (DC16): Valued in navigation charms or items that resist currents and drag.

Hippogriff

HippogriffCOLOR-reduced.png

Size: Large Type: Beast Hybrid Encounter: 1–3 Habitat: Highlands, Open Plains, Cliff Edges, Borderlands Rarity: Unusual

Statistics

STR 17 DEX 17 CON 15 INT 5 WIS 13 CHA 11

INIT +4 Actions 2 DB 20 (Feathered Hide) Move 6 Fly 12 HP 30

Attacks Beak: +7, 1–6+3 piercing Talons: +7, 1–8+3 slashing Wing Buffet (Special)

Attributes

Fast Flyer

Perceptive

Sure-Footed

Steady Mount (trained individuals only)

Description

Hippogriffs are powerful hybrid creatures combining the forequarters, wings, and head of a great raptor with the hindquarters of a horse. More lightly built than Griffins but sturdier than Pegasi, Hippogriffs are swift, adaptable flyers capable of both aerial combat and sustained travel.

Unlike Griffins, Hippogriffs are more amenable to training and bonding with humanoids, though they remain proud and temperamental. A mistreated Hippogriff may turn violent or flee at the first opportunity. When properly trained, they are reliable mounts favored by scouts, messengers, and aerial skirmishers.

In the wild, Hippogriffs are territorial but not overtly aggressive unless threatened or during nesting season. They prefer wide-open terrain where they can launch easily into flight.

Special Abilities

Wing Buffet

As an action, the Hippogriff may strike all adjacent creatures with a blast of wings and wind. Targets suffer 1–6 bludgeoning damage and are pushed 1 space away.

Aerial Skirmisher

If the Hippogriff attacks while flying, it may move up to 3 spaces after the attack without provoking attacks.

Bonded Mount

While mounted by a trained rider, the Hippogriff may perform simple maneuvers without requiring an action for control.

Treasure / Alchemy

Hippogriff Feather (1d6): Used in gliders, wind-charms, or lightweight armor.

Skybone Spur (1–2): Favored in crafting cavalry weapons or mobility-enhancing items.

Heartwind Essence (DC15): Used in alchemy tied to endurance, speed, or long-distance travel.

Manticore

Size: Large Type: Beast Hybrid Encounter: 1–2 Habitat: Badlands, Deserts, Rocky Hills, Ruins Rarity: Rare

Statistics

STR 20 DEX 15 CON 17 INT 7 WIS 12 CHA 9

INIT +3 Actions 2 DB 17 (Thick Hide) Move 5 HP 34

Attacks Bite: +8, 1–6+3 piercing Claws: +8, 1–8+3 slashing Tail Spikes (Special)

Attributes

Dangerous

Perceptive

Cruel

Sure-Footed

Description

Manticores are vicious hybrid predators with the muscular body of a great lion, a humanoid face twisted into a cruel parody of intelligence, bat-like wings, and a long tail bristling with razor-sharp spikes. Their expressions often appear mocking or hateful, and they are known to vocalize taunts, laughter, or crude speech while hunting.

Unlike many hybrids, Manticores display a mean intelligence. They understand fear, exploit terrain, and delight in tormenting prey before moving in for the kill. Manticores prefer ambush tactics, softening targets at range before closing with tooth and claw. They are highly territorial and will stalk intruders for hours, waiting for weakness or isolation.

Their lairs are often marked by scattered bones embedded with tail spikes, a warning few heed in time.

Special Abilities

Tail Spikes

The Manticore may fire a volley of spikes from its tail at targets within 30 feet. Ranged attack +8, damage 1–6+3 piercing. The Manticore may fire up to three spikes per action, either at one target or multiple targets. Spikes regenerate slowly; a Manticore can fire a total of 12 spikes per encounter.

Barbed Withdrawal

After making a Tail Spikes attack, the Manticore may move up to 3 spaces without provoking attacks.

Mocking Cruelty

Once per encounter, when a target misses the Manticore with an attack, the Manticore gains +1 Edge on its next attack against that target.

Treasure / Alchemy

Manticore Tail Spike (1d6): Used in poisoned weapons or piercing enchantments.

Wing Membrane Scrap (DC14): Used in gliders or ranged-weapon alchemy.

Cruel Heart Node (DC17): Rare component used in fear, domination, or aggression-based rituals.

Owlbear

OwlbearColor-reduced.png

Size: Large Type: Beast Hybrid Encounter: 1–2 Habitat: Dense Forests, Deep Woods, Mountain Foothills, Overgrown Ruins Rarity: Unusual

Statistics

STR 20 DEX 12 CON 18 INT 4 WIS 13 CHA 7

INIT +2 Actions 2 DB 15 (Thick Fur) Move 5 HP 36

Attacks Beak: +8, 1–6+3 piercing Claws: +8, 1–8+3 slashing Mauling Embrace (Special)

Attributes

Dangerous

Perceptive

Relentless

Territorial

Description

Owlbears are massive, ill-tempered hybrid predators combining the hulking body and strength of a bear with the hooked beak, forward-facing eyes, and feral intensity of a giant owl. Their thick fur ranges from mottled brown to gray-white, often blending perfectly with forest shadows and moonlit clearings. Despite their size, Owlbears move with surprising speed and terrifying persistence once prey is sighted.

Owlbears are notoriously aggressive and possess little fear of other creatures. They attack anything they perceive as food or a threat to their territory, often pursuing wounded prey for miles. Though not intelligent, they exhibit animal cunning and are capable of ambush, particularly at dusk or in low light where their keen vision gives them an advantage.

Most Owlbears are solitary, though mated pairs fiercely defend nesting sites. Stories of Owlbear dens are common warnings among foresters and hunters — usually ignored at great cost.

Special Abilities

Mauling Embrace

If the Owlbear hits the same target with both Beak and Claws in the same round, the target is Grappled. While grappled, the Owlbear deals 1–8 bludgeoning damage at the start of each of its turns as it crushes and tears its victim.

Relentless Pursuit

When an Owlbear reduces a creature to half HP or less, it gains +1 Edge on attacks against that creature for the rest of the encounter.

Night Predator

The Owlbear ignores penalties from low light or forest concealment when making attacks or perception-based checks.

Treasure / Alchemy

Owlbear Claw (1–2): Used in heavy weapons or intimidation charms.

Dense Fur Hide (DC14): Crafted into cold-resistant cloaks or armor padding.

Beak Plate Shard (DC15): A rare component for reinforced helms or crushing weapons.

Pegasus

PegasusColor-reduced.png

Size: Large Type: Beast Hybrid Encounter: 1–2 Habitat: High Plains, Mountain Meadows, Sacred Valleys, Remote Plateaus Rarity: Rare

Statistics

STR 16 DEX 18 CON 15 INT 6 WIS 14 CHA 16

INIT +4 Actions 2 DB 20 (Feathered Hide) Move 7 HP 30

Fly 14

Attacks Hooves: +7, 1–8+3 bludgeoning Wing Strike: +7, 1–6+3 bludgeoning

Attributes

Fast Flyer

Perceptive

Sure-Footed

Steady Mount (trained individuals only)

Strong Spirit

Description

Pegasi are majestic, winged horses born to the open sky. Their bodies are powerful yet refined, built for sustained flight rather than combat dominance. Broad feathered wings carry them effortlessly across great distances, and their eyes show an awareness beyond that of ordinary beasts. Their coats range from pure white to dappled gray or midnight black, often marked by subtle patterns said to reflect the winds of their birthplace.

Pegasi are intelligent and selective in their trust. They do not submit to force, cruelty, or domination, and will violently reject unworthy riders. When bonded willingly, however, a Pegasus becomes a steadfast and loyal companion, responding instinctively to its rider’s intent. Many cultures consider riding a Pegasus a mark of honor or destiny rather than ownership.

In the wild, Pegasi avoid conflict and rely on speed and altitude to escape danger. They will fight only when cornered or protecting a bonded rider or foal.

Special Abilities

Graceful Flight

The Pegasus ignores penalties from sharp turns, altitude changes, or turbulent winds while flying.

Bond of Trust

A Pegasus willingly bonded to a rider allows mounted movement without requiring an action for control. If mistreated, frightened, or wounded by its rider, the bond is immediately broken.

Soaring Evasion

Once per round, when targeted by a melee attack while flying, the Pegasus may move 2 spaces as a reaction, potentially causing the attack to miss if range or positioning changes.

Treasure / Alchemy

Pegasus Feather (1d6): Used in alchemy related to flight, purification, or speed.

Sky-Mane Hair (DC14): A rare reagent used in charms of loyalty or safe travel.

Heartwind Essence (DC16): Used in advanced elixirs that enhance endurance or reduce fatigue.

Sirin

Size: Medium Type: Beast Hybrid Encounter: 1–3 Habitat: Ancient Forests, Ruined Shrines, Coastal Cliffs, Forgotten Roads Rarity: Rare

Statistics

STR 10 DEX 15 CON 12 INT 14 WIS 13 CHA 18

INIT +4 Actions 2 DB 17 (Feathered Hide) Move 5 HP 12

Fly 10

Attacks Talons: +6, 1–6+2 slashing Piercing Cry (Special)

Attributes

Perceptive

Stealthy

Social Predator

Strong Spirit

Description

Sirins are haunting avian hybrids with the wings, talons, and lower bodies of great birds and the upper form of a humanoid woman. Their features are striking and expressive, their eyes bright with intelligence and unsettling empathy. Sirins are gifted singers, capable of producing melodies that evoke longing, sorrow, joy, or reckless desire with equal ease.

Unlike Harpies, Sirins are not purely cruel. They are intelligent, introspective, and emotionally complex, though no less dangerous. Some lure travelers to their deaths out of hunger or self-defense; others seek companionship, stories, or worship, often without fully understanding the consequences of their influence. A Sirin may guard a ruined shrine, sing over an ancient road, or haunt a lonely coastline for decades.

Encounters with Sirins are remembered long after the danger has passed. Survivors often describe the experience as dreamlike, fragmented, and emotionally overwhelming.

Special Abilities

Enthralling Song

As an action, the Sirin sings, projecting her voice up to 60 feet. All creatures who can hear her are subjected to a +8 Charm attack. On a success, targets suffer −1 Edge on skill checks and may be compelled to hesitate, approach, or act emotionally rather than rationally, at the GM’s discretion. The effect lasts 1d4 rounds and does not stack.

Piercing Cry

Once per encounter, the Sirin may unleash a focused sonic wail at a single target within 30 feet. Charm attack +8, damage 1–6 Spirit. This attack ignores physical armor.

Veil of Melody

While singing or immediately after using Enthralling Song, the Sirin gains +1 Edge to evasion-based positioning and stealth.

Treasure / Alchemy

Sirin Feather (1d6): Used in enchantments tied to voice, emotion, or illusion.

Resonant Throat Crystal (DC16): A rare alchemical focus for sonic or charm-based magic.

Echo-Heart Shard (DC18): Used in powerful rituals involving memory, grief, or inspiration.

Constructs & Elemental Beings

Animated Armor

AnimatedArmor-reduced.png

Size: Medium Type: Construct Encounter: 1–3 Habitat: Ruins, Ancient Keeps, Arcane Vaults, Noble Crypts Rarity: Common

Statistics

STR 14 DEX 10 CON 14 INT 1 WIS 8 CHA 1

INIT +0 Actions 2 DB 16 (Steel Plates) Move 4 HP 14

Attributes

Construct

Immune to poison, disease, charm, fear

Does not fatigue or bleed

Unfeeling

Crushing Vulnerability (+1 damage from bludgeoning attacks)

Description

Animated Armor is a suit of articulated plate harness animated through binding magic and precise construction. Unlike golems, these constructs rely entirely on their physical design — every hinge, joint, and balance point determines how well they move and fight. When inactive, animated armor is indistinguishable from an ordinary suit of armor.

They are commonly employed as guardians of vaults, tombs, or arcane sites, following simple directives such as “attack intruders” or “defend this chamber.” Animated armor possesses no will, memory, or awareness beyond its orders, and cannot be reasoned with or deceived.

In motion, the armor moves stiffly but relentlessly, joints grinding and plates clashing with hollow echoes. Blows that would cripple a living foe are ignored, though heavy impacts can dent or shatter its frame.

Special Abilities

Bound Directive

Animated Armor follows a single command set at creation. It cannot pursue targets beyond its assigned area unless explicitly programmed to do so.

Hollow Frame

Critical hits against Animated Armor do not cause additional effects unless they deal bludgeoning damage.

Lockstep Advance

Animated Armor cannot run, but it ignores penalties from difficult terrain caused by rubble, stairs, or debris.

Treasure / Alchemy

Arcane Rivets (DC12): Used in crafting or reinforcing constructs.

Bound Sigil Plate (DC14): A magical plate etched with the command rune controlling the armor.

Steel Husk: Salvaged armor plates usable as standard equipment once the animating magic is dispelled.

Guardian Hound

Size: Medium Type: Construct Encounter: 1–2 Habitat: Arcane Facilities, Noble Estates, Mage Towers, Ruins Rarity: Unusual

Statistics

STR 13 DEX 16 CON 12 INT 2 WIS 12 CHA 1

INIT +4 Actions 2 DB 15 (Reinforced Plating) Move 8 HP 12

Attributes

Construct

Immune to poison, disease, charm, fear

Does not fatigue or bleed

Perceptive

Unfeeling

Vulnerable to Electricity (+1 damage from lightning effects)

Description

Guardian Hounds are quadrupedal constructs built in the likeness of large dogs, wolves, or mastiffs. Forged from steel, bronze, stone, or enchanted alloys, they are designed to patrol, pursue, and incapacitate intruders rather than simply block passage. Their heads are often fitted with gem-lenses or rune-etched visors that glow faintly when active.

Unlike Animated Armor, Guardian Hounds exhibit fluid, purposeful movement. Their jointed limbs allow them to sprint, leap, and pivot with alarming speed, making them particularly dangerous in corridors, courtyards, or layered defenses. Many are programmed to work in pairs, herding intruders toward traps or stronger guardians.

Guardian Hounds cannot distinguish allies from enemies beyond their programmed criteria. Clever intruders may exploit rigid command logic, but once a hound identifies a target, it pursues relentlessly until destroyed or recalled.

Special Abilities

Hunter Protocol

A Guardian Hound gains +1 Edge to attacks against any creature it has successfully struck in the previous round.

Arcane Scent

Guardian Hounds can detect living creatures within 30 feet, even through darkness, smoke, or light concealment. This is not blocked by invisibility, but is blocked by solid barriers.

Takedown Lunge

If the Guardian Hound moves at least 3 spaces before attacking, its next bite attack gains +1 Edge. On a successful hit, the target’s movement is reduced by 2 spaces on their next turn.

Treasure / Alchemy

Arcane Eye-Gem (DC14): Used in detection wards or perception-enhancing devices.

Servo Tendons (DC16): Components for fast-moving constructs or articulated armor.

Bound Core Shard (DC18): A fragment of the command matrix that governs construct behavior.

Arcane Serpent

Size: Large Type: Construct Encounter: 1 Habitat: Arcane Vaults, Subterranean Passages, Ancient Ruins, Mage Towers Rarity: Unusual

Statistics

STR 16 DEX 14 CON 16 INT 3 WIS 10 CHA 1

INIT +3 Actions 2 DB 15 (Runed Plating) Move 6 HP 32

Attributes

Construct

Immune to poison, disease, charm, fear

Does not fatigue or bleed

No Facing

Crushing Resistant (½ damage from bludgeoning)

Vulnerable to Electricity (+1 damage from lightning effects)

Description

Arcane Serpents are long, jointed constructs built to patrol narrow corridors, coil around intruders, and guard magical conduits. Forged from segmented plates of metal or stone and etched with glowing runes, their bodies articulate smoothly despite their rigid construction. When inactive, an Arcane Serpent often coils around pillars, stair rails, or vault doors, easily mistaken for decorative ornamentation.

Unlike most constructs, Arcane Serpents exhibit a predatory efficiency in their movements. They strike quickly, constrict relentlessly, and adapt their positioning to control space rather than simply pursue. Many are bound to protect specific pathways or objects and will not stray far from their assigned route.

Their presence is often accompanied by a faint hum of arcane energy and the soft scraping of metal on stone as they shift and coil.

Special Abilities

Constriction Coil

On a successful bite attack, the Arcane Serpent may immediately grapple the target. A grappled target takes 1–6 crushing damage at the start of the serpent’s turn and has its Move reduced to 0 while grappled. The serpent may grapple creatures up to one size smaller.

Channel Discharge

Once per encounter, the Arcane Serpent may release stored arcane energy through its body. All creatures within 10 feet suffer a +6 magic attack resulting in 1–6 force damage.

Bound Path

The Arcane Serpent cannot willingly leave the area or route it was created to guard. If forcibly removed, it becomes inert after 1 minute.

Treasure / Alchemy

Runed Segment Plate (DC14): Used in crafting constructs or reinforcing magical armor.

Arcane Capacitor Node (DC16): Stores magical energy; used in wands or trap mechanisms.

Binding Sigil Spine (DC18): The control focus that anchors the serpent’s directive.

Air Elemental

Size: Large Type: Elemental Encounter: 1 Habitat: High Peaks, Stormfronts, Open Skies, Elemental Rifts Rarity: Unusual

Statistics

STR 12 DEX 18 CON 14 INT 6 WIS 12 CHA 10

INIT +5 Actions 2 DB 18 (Whirling Form) Move 8, Fly 8 HP 28

Attributes

Elemental

Immune to crushing damage

Electricity Resistant (½ damage)

No Facing

Does not bleed or fatigue

Hover

Description

An Air Elemental is a roiling vortex of wind and pressure, vaguely humanoid in outline but constantly shifting. Its form is defined by spinning currents, crackling static, and flashes of condensed mist. When moving at speed, it becomes nearly invisible, marked only by swirling debris and the howl of displaced air.

Air Elementals are restless and difficult to confine. They move with intention but rarely remain still, circling foes, disrupting formations, and turning the battlefield itself into a weapon. Though not inherently hostile, they react aggressively to restraint, confinement, or disruption of natural airflow.

When bound or summoned, Air Elementals are often tasked with guarding elevated locations or driving intruders from sacred or strategic sites.

Special Abilities

Whirlwind Body

Ranged physical attacks against the Air Elemental suffer −1 Edge due to turbulence and shifting form.

Gale Strike

On a successful melee attack, the Air Elemental may push the target up to 2 spaces directly away. If the target collides with an obstacle, they suffer 1 additional crushing damage.

Lift and Drop

Once per encounter, the Air Elemental may target a Large or smaller creature within 2 spaces. On a successful +6 magic attack, the target is lifted 3 spaces into the air and dropped at the end of the Elemental’s turn, suffering 1–6 crushing damage and falling prone.

Wind Shear

The Air Elemental ignores difficult terrain caused by debris, elevation changes, or loose footing, and may move through enemy spaces without penalty.

Treasure / Alchemy

Bottled Gale (DC14): Used in potions of flight or speed.

Storm Filament (DC16): A conductive strand used in lightning-based enchantments.

Zephyr Core (DC18): A rare focus for air or movement magic.

Cold Elemental

Size: Large Type: Elemental Encounter: 1 Habitat: Glaciers, Frozen Wastes, High Mountains, Permafrost Ruins Rarity: Unusual

Statistics

STR 14 DEX 14 CON 18 INT 6 WIS 12 CHA 8

INIT +3 Actions 2 DB 16 (Frozen Form) Move 5 HP 36

Attributes

Elemental

Immune to cold

Fire Vulnerability (+1 damage from fire attacks)

Does not bleed or fatigue

No Facing

Description

A Cold Elemental is a hulking mass of living frost and ice, its body formed from jagged plates of rime, packed snow, and translucent blue ice. Cracks along its surface glow faintly with pale inner light, and its presence rapidly lowers the surrounding temperature. Frost creeps across stone and metal in its wake, and breath turns to mist nearby.

Cold Elementals are patient and implacable. They do not rush foes, instead advancing steadily while the environment itself becomes hostile. Prolonged exposure to one can be as deadly as its direct attacks, as cold seeps into flesh, stiffens joints, and saps strength.

They are often found guarding ancient frozen sites or emerging from regions where elemental cold has saturated the land.

Special Abilities

Freezing Aura

Creatures that begin their turn within 10 feet of the Cold Elemental suffer a +5 cold attack. On a success, the target’s Move is reduced by 1 space until the end of their next turn. This effect does not stack.

Icebound Strikes

On a successful melee attack, the Cold Elemental deals normal damage and inflicts 1 additional cold damage if the target moved during their previous turn.

Rime Shell

Once per encounter, the Cold Elemental may encase itself in thick ice. Until the start of its next turn, it reduces all incoming damage by 1 but its Move is reduced to 0.

Shatter Weakness

If a creature affected by Freezing Aura is struck by a bludgeoning attack, that attack gains +1 damage as brittle ice fractures.

Treasure / Alchemy

Glacial Core (DC14): Used in cold-based enchantments or preservation magic.

Everfrost Shard (DC16): Never melts; used in alchemical refrigeration or frost weapons.

Frozen Essence (DC18): A rare reagent for slowing or stasis effects.

Earth Elemental

Size: Large Type: Elemental Encounter: 1 Habitat: Mountains, Deep Caverns, Ancient Ruins, Elemental Rifts Rarity: Unusual

Statistics

STR 20 DEX 8 CON 20 INT 5 WIS 12 CHA 6

INIT +1 Actions 2 DB 18 (Stone Body) Move 4 HP 40

Attributes

Elemental

Crushing Resistant (½ damage from bludgeoning)

Slashing Resistant (½ damage from slashing)

Does not bleed or fatigue

No Facing

Description

An Earth Elemental is a massive, animated mass of stone, soil, and crystal bound together by elemental force. Its body resembles a roughly humanoid figure carved from rock, though its form constantly sheds grit and stone fragments as it moves. Deep fractures glow faintly with inner energy, and each step sends tremors through the ground.

Earth Elementals are slow but relentless. They do not pursue fleeing foes unless commanded or provoked, instead controlling territory through sheer presence. Once engaged, they advance methodically, absorbing punishment that would shatter lesser beings.

They are often found guarding ancient structures, leyline anchors, or subterranean passages where elemental earth has pooled over centuries.

Special Abilities

Groundshaker

When the Earth Elemental moves, all creatures within 1 space suffer difficult terrain until the start of their next turn as the ground buckles and shifts.

Stone Slam

On a successful melee attack, the target must contend with a +6 crushing attack. On a success, the target is knocked prone.

Rooted Defense

If the Earth Elemental does not move during its turn, it gains +1 DB until the start of its next turn.

Earthen Grip

Once per encounter, the Earth Elemental may cause stone hands to erupt from the ground in a 5-foot square within 2 spaces. Creatures in the area suffer a +6 crushing attack and are restrained for 1 round on a success.

Treasure / Alchemy

Heartstone Core (DC14): Used in earth-aligned enchantments or fortification magic.

Living Stone Fragment (DC16): Retains elemental resonance, useful in defensive constructs.

Crystalline Matrix (DC18): Rare focus for binding or stabilizing elemental forces.

Fire Elemental

Size: Large Type: Elemental Encounter: 1 Habitat: Volcanic Regions, Burning Ruins, Elemental Rifts, Deserts Rarity: Unusual

Statistics

STR 16 DEX 18 CON 14 INT 6 WIS 12 CHA 8

INIT +5 Actions 2 DB 18 (Living Flame) Move 6 HP 28

Attributes

Elemental

Immune to fire

Cold Vulnerability (+1 damage from cold attacks)

No Facing

Does not bleed or fatigue

Light Source (illuminates 20 feet)

Description

A Fire Elemental is a living mass of flame given form, roughly humanoid in outline but constantly shifting and reshaping. Its core burns white-hot, surrounded by tongues of orange and crimson fire that lash outward with every movement. The air around it ripples with heat, and scorched footprints or blackened stone mark its passage.

Fire Elementals are not malicious, but they are utterly indifferent to life. They consume, spread, and burn according to instinct rather than intent. Some are summoned or bound by magic, while others emerge naturally from elemental rifts or regions saturated with heat and flame.

Though intelligent enough to recognize threats and obstacles, Fire Elementals do not communicate in any conventional sense. Their presence alone is enough to turn battlefields into infernos.

Special Abilities

Burning Form

Any creature that strikes the Fire Elemental with a melee attack suffers a +5 fire attack resulting in 1 fire damage if successful.

Flame Lash

The Fire Elemental’s attacks extend unnaturally. Its melee attacks may target creatures up to 2 spaces away.

Ignite

On a successful attack, flammable materials carried by the target ignite. At the GM’s discretion, this may cause ongoing fire damage or environmental hazards.

Fire Surge

Once per encounter, the Fire Elemental may spend an action to intensify its flames. Until the start of its next turn, all of its attacks deal +1 damage, and its Burning Form inflicts 2 fire damage instead of 1.

Treasure / Alchemy

Cinder Core (DC14): A dense knot of elemental fire used in fire-based enchantments.

Ash Essence (DC12): Used in alchemical explosives or heat-resistant salves.

Living Ember (DC16): A rare fragment that remains hot indefinitely unless magically contained.

Water Elemental

Size: Large Type: Elemental Encounter: 1 Habitat: Rivers, Lakes, Coastal Waters, Flooded Ruins, Elemental Rifts Rarity: Unusual

Statistics

STR 16 DEX 14 CON 18 INT 6 WIS 12 CHA 8

INIT +3 Actions 2 DB 16 (Fluid Body) Move 6, Swim 8 HP 36

Attributes

Elemental

Immune to drowning

Crushing Resistant (½ damage from bludgeoning)

Does not bleed or fatigue

No Facing

Amphibious

Description

A Water Elemental is a towering mass of animated liquid, vaguely humanoid in outline but constantly shifting. Its body is formed of churning water, foam, and suspended debris, with a darker core swirling at its center. When still, it may resemble a harmless pool or slow-moving current; when agitated, it surges with terrifying force.

Water Elementals are patient predators. They control space by shaping movement, pulling foes off balance, and dragging victims beneath the surface. Unlike fire or air elementals, they favor sustained engagement, wearing down opponents through restraint and attrition rather than sudden violence.

They are commonly found in places where water dominates the landscape or where elemental energies have saturated rivers, lakes, or submerged ruins.

Special Abilities

Engulf

On a successful melee attack, the Water Elemental may grapple the target. While grappled, the target is partially submerged, has its Move reduced to 0, and suffers 1–3 crushing damage at the start of each of the elemental’s turns. Creatures that cannot breathe water begin suffocating if the grapple persists.

Flowing Form

The Water Elemental may move through spaces occupied by other creatures and through openings as small as 1 foot wide without penalty.

Surging Wave

Once per encounter, the Water Elemental may release a powerful surge in a 3-space line. Creatures in the line suffer a +6 crushing attack and are pushed 2 spaces and knocked prone on a success.

Drowning Grasp

If a grappled creature is already prone or restrained, the Water Elemental’s grapple damage increases to 1–6.

Treasure / Alchemy

Tide Core (DC14): Used in water-aligned enchantments or movement magic.

Condensed Brine Pearl (DC16): Used in alchemy involving endurance or purification.

Living Current Essence (DC18): A rare reagent for spells that control flow, tides, or pressure.

Phoenix

Size: Large Type: Elemental Being Encounter: 1 Habitat: Volcanic Peaks, Ash Deserts, Sun-Scorched Ruins, Elemental Rifts Rarity: Exotic

Statistics

STR 16 DEX 18 CON 18 INT 12 WIS 16 CHA 18

INIT +5 Actions 2 DB 18 (Living Flame) Move 6, Fly 10 HP 36

Attributes

Elemental

Immune to fire

Cold Vulnerability (+1 damage from cold attacks)

No Facing

Does not bleed or fatigue

Light Source (illuminates 30 ft)

Description

A Phoenix is a vast, radiant bird of living flame, its wingspan stretching wider than a siege tower. Its feathers burn without consuming themselves, shifting through hues of gold, crimson, and white-hot light. Each beat of its wings sheds embers that drift slowly downward before fading into ash. Its cry echoes like ringing metal and roaring fire combined.

Phoenixes are not mere beasts but manifestations of renewal and destruction bound together. They are rare, solitary beings, appearing at moments of great upheaval or change. Some cultures revere them as omens of rebirth; others fear them as harbingers of ruin. A Phoenix does not hunt — it arrives, reshaping the land simply by existing.

Though intelligent, Phoenixes are aloof and inscrutable. They do not bargain easily and cannot be commanded for long without catastrophic consequences.

Special Abilities

Burning Wake

The Phoenix leaves scorched ground in its path. Any creature that enters or begins its turn in a space the Phoenix occupied in the previous round suffers a +6 fire attack resulting in 1 fire damage if successful.

Solar Talons

The Phoenix’s melee attacks reach up to 2 spaces and ignite on impact. On a successful hit, the attack deals normal damage plus 1 additional fire damage.

Inferno Sweep

Once per encounter, the Phoenix may sweep its wings in a wide arc. All creatures within 2 spaces suffer a +7 fire attack resulting in 1–6 fire damage and are pushed 1 space away.

Ashen Rebirth

When reduced to 0 HP, the Phoenix does not die. Instead, it collapses into a blazing heap of ash. After 1d6 rounds, it is reborn at half HP unless the ashes are doused with cold or water magic during that time. If reborn, Inferno Sweep immediately recharges.

Treasure / Alchemy

Phoenix Ash (DC16): Used in resurrection magic, purification rituals, or powerful healing draughts.

Heartflame Ember (DC18): A living coal that never cools, used in legendary fire enchantments.

Radiant Feather (Exotic, DC20): Can anchor spells tied to rebirth, immortality, or solar power.

Thunderbird

Size: Huge Type: Elemental Being Encounter: 1 Habitat: High Mountains, Stormfronts, Open Skies, Sacred Plateaus Rarity: Exotic

Statistics

STR 22 DEX 16 CON 20 INT 12 WIS 18 CHA 16

INIT +4 Actions 2 DB 18 (Storm-Plumage) Move 6, Fly 12 HP 60

Attributes

Elemental

Electricity Immune

Wind Resistant (½ damage from ranged physical attacks)

No Facing

Does not bleed or fatigue

Light Source (intermittent lightning flashes, 20 ft)

Description

The Thunderbird is a colossal avian being wreathed in storm clouds and crackling lightning. Its wings are vast, feathered in dark blues and iron grays, each beat sending thunder rolling across the land below. Lightning dances along its talons and beak, and rain follows in its wake as if the sky itself answers its passage.

Thunderbirds are omens given form. Their arrival heralds upheaval—wars, great migrations, the fall of kings, or the birth of legends. Some cultures worship them as divine messengers; others see them as judgment incarnate. Unlike the Phoenix, which embodies renewal, the Thunderbird represents reckoning and balance enforced through force.

They are fiercely territorial in the sky and will not tolerate flying rivals or prolonged defiance. On the ground, they are less graceful but unimaginably destructive.

Special Abilities

Storm Aura

Creatures within 3 spaces of the Thunderbird suffer −1 Edge on ranged attacks due to violent winds and driving rain.

Thunderclap

Once per encounter, the Thunderbird may release a deafening thundercrack. All creatures within 4 spaces suffer a +7 crushing attack. On a success, targets take 1–6 crushing damage and are stunned for 1 round.

Lightning Strike

As an action, the Thunderbird may call down a bolt of lightning on a target within 6 spaces. This is a +7 magic attack resulting in 1–8 electricity damage. Metal armor or exposed metal grants the attack +1 damage.

Sky Sovereign

While airborne, the Thunderbird ignores difficult terrain, weather penalties, and may move through storm conditions without hindrance. Any flying creature of Large size or smaller that begins its turn within 2 spaces must contend with a +6 wind attack or be forced 2 spaces in a direction of the Thunderbird’s choosing.

Treasure / Alchemy

Stormfeather (DC16): Used in enchantments tied to flight, weather, or speed.

Thunder Core (DC18): A condensed knot of storm energy used in lightning weapons or wards.

Rain-Soul Essence (DC20): Rare alchemical component used in rituals to end droughts, summon storms, or bind air elementals.

Draconic & Reptilian Beasts

Basilisk

Statistics
BasiliskColor-reduced.png

Size: Large Type: Magical Beast Encounter: 1 or 2 Habitat: Surface Caves Rarity: Unusual

STR 16 DEX 8 CON 15 INT 5 WIS 13 CHA 8

INIT +0 Actions 2 DB 14 (Thick Scales) Move 5 HP 38

Attacks: Bite +7, 1-6+2 (Venom +7). Claws +7, 1-6+2.

Attributes

Strong Bite, Thick Scales, Tough (+25% HP), Vicious (+5 Attack)

Description

Basilisks are 12 foot long, scaly six-legged reptiles, grey in color often matching the caves and rocky environs that they live in. Averaging 12 feet long, they move with surprising speed, often leaping from cover onto their unsuspecting prey before tearing into them with tooth and claw.

Special abilities

Venomous Bite - Constant. Poison +7, Immediate Effect, +1 Stun / Success; Cumulative stun >5 results in paralysis for an equal number of minutes.

Pounce - 10' powerful leap will attempt to tackle foe and drive them to the ground while tearing into them with claws. This is a +7 combat attack against the target’s Strength; If the pounce fails, roll a claw attack as normal. If successful, target is prone, apply both claw attacks, and treat target as grappled.

Grappling Rake - if the Basilisk starts its turn after a successful pounce in control of the grapple it will tear at the target with its claws while biting. Roll the bite attack and two claw attacks separately.

Basilisks will attack with the intent to capture and take prey. If they incapacitate a group, they will take whichever they deem to be the choice victim and leave, possibly returning for more if uninjured or otherwise in a position of strength. Basilisks hunt during the day.

Treasure / Alchemy

Basilisks drag their prey back to their den, usually a nearby cave, where they then eat them alive while paralyzed. There may be bipedal loot in their dens.

Poison glands can produce 1d6 doses of Basilisk venom (DC15 to remove) and their alchemical essence (gizzards) create a powerful antivenom (+10 Poison resistance for 1 hour, followed by nausea for 1d20 minutes).

Basilisk Venom; Cost 200. Compatible Base: Oil of Binding. Applied to slashing or piercing weapons; +7

Catoblepas

Size: Large Type: Magical Beast Encounter: 1 Habitat: Marsh, Salt Marsh, Swamp, Ruins Rarity: Rare

Statistics

STR 18 DEX 6 CON 20 INT 4 WIS 12 CHA 6

INIT -1 Actions 1 DB 8(Thick Hide) Move 4 HP 50

Attacks Tail Lash: +5 to hit, 1-6+2 bludgeoning damage (Reach 1) Gore: +4 to hit, 1-8+3 piercing damage (Reach 1) Corrupted Breath (Special Ability)

Attributes

Tough (25% more HP)

Poison Resistant (+5 vs. poisons)

Disease Immune

Crushing Resistant (½ damage from bludgeoning attacks)

Slow (1 action per turn)

Description

The Catoblepas is a repulsive, swamp-dwelling beast with the body of a bloated buffalo and a long, thick tail like a crocodile. Its head is massive and misshapen, hanging low from a neck too weak to lift it fully. Mists of black vapors curl from its nostrils, wilting plant life as it walks. Though it moves slowly, the danger it poses is insidious and lingering. The Catoblepas is a solitary and territorial creature, feared for its toxic presence and the superstitions tied to its cursed birth.

Special Abilities

Corrupted Breath – Aura, 15' radius, continuous.

All creatures entering or beginning their turn in the radius must take a +7 Disease attack.

Onset: 1 Round

Stage 1: Necrosis – Target suffers -1 Edge on all actions for 1 round per success and loses 1 HP per round as their skin begins to black in patches.

This breath does not affect creatures with Disease Immunity. Targets cannot be re-infected by the same creature on the same day.

Curse-Born Flesh – Any magical healing used on the Catoblepas OR on a victim during the Necrosis duration has no effect unless the caster succeeds a spellcasting check against DC 15. Spells that fail are wasted.

Treasure / Alchemy

Rot-Mist Glands (1d2, DC16 to harvest) – Used in brewing plague or sickness-based poisons, or as a magical focus to craft items that ward or spread disease.

Curse-Scarred Hide (harvestable with DC18 Crafting) – May be used to forge cloaks that resist magical healing (or act as foci for dark rituals).

Cockatrice

CockatriceCOLOR-reduced.png

Size: Small Type: Magical Beast Encounter: 1–6+1 Habitat: Ruins, Hills, Forests, Deserts, Underground Complexes Rarity: Unusual

Statistics

STR 6 DEX 14 CON 12 INT 2 WIS 10 CHA 6

INIT +2 Actions 2 DB 19 (Scales DR 5) Move 4 HP 6

Attacks Beak Strike: +7, 1–3 piercing + Petrifying Venom (see Special Abilities) Wing Buffet (1x/3 rounds): +7 to hit, 1–3 bludgeoning to all creatures within 5 ft. radius

Reach: 1 space (5 ft.)

Attributes

Dangerous +5

Stealthy (+5 Subterfuge + Stealth proficiency)

Poison Resistant (+5 vs poison)

Light Flyer (short hops, can glide/hover up to 10 ft. per round)

Magic Resistant (+5 INT vs magic)

Description

Cockatrices are grotesque lizard-rooster hybrids with scaly bodies, clawed feet, feathered crests, and unblinking pale eyes. Their beaks drip with a potent ichor. Despite their small size, they are aggressive and territorial.

They favor crumbling ruins, abandoned wells, or rocky dens. Residual magic in ancient sites seems to attract them, and some scholars speculate these creatures are born from magical corruption.

Special Abilities

Petrifying Venom (Triggered): On a successful Beak Strike, roll a +5 poison attack.

On success, the target is Slowed (-1 Action) for 1d6+1 rounds.

Once Slowed expires, a second +5 poison attack occurs. If successful, the target is petrified for 10 minutes per success.

Magical cures or alchemical salves can end the effect early.

Alchemical Origins: Magic detecting or affecting magical beasts perceives the Cockatrice as unstable or corrupted.

Treasure / Alchemy

Cockatrice Venom Sac: 1d2 per creature; used for paralyzing or petrifying potions. DC15 to harvest.

Cockatrice Crest Feathers: 1d6 per creature; used in potions of illusion or magical disguise.

Cockatrice Eye: If removed intact (DC16), usable in scrying rituals to observe ancient or hidden locations.

Dragon (Young Drake)

Size: Medium Type: Dragon Encounter: 1d3+1 (small pack) Habitat: Mountains, Forest, Hills, Surface Caves Rarity: Unusual

Statistics

STR 14 DEX 16 CON 14 INT 6 WIS 10 CHA 10

INIT +3 Actions 2 DB 14 (Scales DR 5) Move 6 HP 14

Attacks Bite: +6, 2–6+2 piercing (Reach 1) Claw: +6, 2–6+2 slashing (Reach 1) Fiery Spray (Cone, 15'): 2d6 fire damage (recharges every 2 rounds)

Attributes

Dangerous +4 attack

Fast (3 actions per round)

Fire Resistant (½ damage from fire)

Stealthy (+5 Subterfuge + Stealth proficiency)

Pack Tactics (+1 Edge when within 10’ of another Fledgling Dragon)

Description

Fledgling dragons, also called young drakes, are the size of warhorses. Sleek, scaled, and sharp-featured, their underdeveloped wings allow gliding and short lunges rather than sustained flight. Intelligent but instinct-driven, they communicate with chirps, hisses, and occasional Draconic phrases. Hunting in packs, they demonstrate surprising coordination.

Special Abilities

Fiery Spray: Cone, 15', 2d4 fire damage, DC13 DEX for half. Usable every 2 rounds. Not a full breath weapon but effective against groups.

Coordinated Strike: Gains +1 Edge on attack rolls when an ally is within 10’ of the same target.

Treasure / Alchemy

Drake Fang (1d3, DC13): Fire weapon enchantments.

Fledgling Scale (1d6, DC12 Crafting): Provides minor fire resistance; useful in armor or potions.

Heat-Sac Resin (1, DC15): Component for low-tier incendiary items or fire scrolls.

Dragon (Adult)

Size: Huge Type: Dragon Encounter: 1 (solitary) Habitat: Mountains, Deep Forests, Highlands Rarity: Rare to Exotic

Statistics

STR 24 DEX 14 CON 22 INT 16 WIS 18 CHA 18

INIT +5 Actions 2 DB 20 (Thick Scales 6) Move 7 HP 66

Attacks Strong Bite: STR attack, +17, 1–10 piercing Claw: STR attack, +17 to hit, 1–10 slashing Tail Bash: STR attack, +17 to hit, 1–10 bludgeoning

Breath Weapon: Directed attack, 20-foot line (4 squares), +13 to hit, 1–10 damage, Intense Special Attack x3, Recharge 1d6 rounds)

Type chosen per dragon: Flame, Acid, or Poison Gas

Reach: 2 spaces (10 ft)

Attributes

Fearsome (+10 Attack)

Fire Resistant (or alternate, depending on breath)

Magic Resistant (+5 Intelligence vs. Magic)

No Facing (Cannot be flanked)

Perceptive (+5 Perception, Alertness proficiency)

Spellcaster (2–4 known spells, typically defensive, sensory, or illusion-based)

Intense Special Attack (Breath Weapon ×3 damage) (doubled again on critical)

Description

An Adult Dragon is a thinking, scheming, ancient predator, a sovereign entity as much as a creature. Averaging 20–25 feet in length with wingspans twice as wide, they may have horns, spines, crests, or smooth armored hides. Their colors vary like reptiles, obsidian, forest green, volcanic red, pearl white, mossy brown, rarely uniform.

They hoard not only gold, but secrets, relics, and magic. Some observe humanoid realms for decades, manipulating events through messengers or illusion. Others isolate themselves in deep lairs, emerging only when disturbed.

These dragons do not fight rashly. They test foes, speak in riddles, and bargain when it suits them, before unleashing a calculated torrent of destruction. Many can cast spells, often favoring magic to obscure their lair, detect intrusions, or escape danger.

Special Abilities

Lair Mastery – When within its lair, the dragon knows the position of all creatures within 100 feet and may spend an action to collapse tunnels, summon illusory walls, or redirect intruders (effects vary).

Treasure / Alchemy

Dragon Blood (DC18 to harvest, 1d3 vials) – Universal alchemical base for rare potions; can substitute for other magical creature essence.

Heartscale Plate (DC20 Crafting) – Can be forged into armor that resists the dragon’s own breath weapon.

Claws or Fangs – Often used in weapon enchantments, particularly for piercing magical DR.

Dragon’s Eye (DC20 to remove) – May be used as a focus for divination or illusions.

Hoards – Adult dragons often collect hoards worth thousands of silver in gems, relics, and enchanted objects.

Glimmerfang

Size: Medium Type: Magical Beast Encounter: 2–4 Habitat: Underground Caverns, Surface Caves Rarity: Unusual

Statistics

STR 14 DEX 16 CON 12 INT 3 WIS 14 CHA 8

INIT +5 DB 20 (Tough Hide) Move 4 HP 12 Actions 2

Attacks Bite +5, 1–4+1 piercing Claws (x2) +5, 1–4+1 slashing Luminous Burst (see Special Abilities)

Attributes

Dangerous (+3 Attack)

Stealthy (+5 Subterfuge; proficient in Stealth)

Camouflage (+1 Edge on Stealth when motionless on stone)

Electricity Resistant (½ damage from lightning)

Description

Glimmerfangs are nocturnal reptilian predators with black, glassy hides and bioluminescent frill-spines along their backs. Native to deep caves and shadowed passages, they remain still against mineral-streaked stone until they strike. Their name comes from the eerie glow of their frills, which pulse just before an ambush.

Special Abilities

Luminous Burst (3/day): As an action, the Glimmerfang flares its bioluminescent frill. All creatures within 10 ft. are subject to a +5 attack against Body. On a failed defense, targets are blinded for 1 round per point of failure. Blinded characters suffer −2 Edge to all sight-based actions.

Cling to Walls: Glimmerfangs move along vertical stone as easily as level ground.

Pack Ambushers: When within 15 ft. of another Glimmerfang, gain +1 Edge on attacks against unaware or flanked targets.

Treasure / Alchemy

Glimmerfrill Gland (1, DC12): Glows faintly when distilled; used to create Light Sight Oil (grants darkvision 1 hr).

Chitin Shards (1d4, DC10): Used to craft Stealth-Enhanced Leather (+1 Edge to Stealth checks in caves).

Luminous Core Extract (DC14): Can be brewed into a Flash Vial, which emits a blinding burst as per Luminous Burst.

Hydra

Size: Giant Type: Draconic Beast Encounter: 1 (solitary apex predator) Habitat: Swamps, Lakes, River Deltas, Ancient Ruins Rarity: Rare

Statistics

STR 28 DEX 10 CON 26 INT 3 WIS 12 CHA 5

INIT +1 Actions 2 DB 16 (Thick Scales DR 6) Move 8, Swim 8 HP 130

Attacks Multi-Headed Strong Bite: Up to 5 heads can attack (max 2 per action). Each bite: +16 to hit, 1–10+4 piercing. Heads can target same or different opponents within reach.

Tail Slam: +16 to hit, 1–10+4 bludgeoning. Targets are thrown 1 ft per damage per size difference. DC15 Athletics/Acrobatics to avoid falling prone if thrown.

Reach: 3 spaces (15 ft.)

Attributes

Deadly (+7 Attack)

Tough (+25% HP)

Amphibious (can breathe air and water)

Crushing Resistant (½ damage vs bludgeoning)

Regenerative (see below)

Multi-Attack (allows multiple head attacks with a single action)

Description

Hydras are ancient, multi-headed reptilian predators with long necks rising from a single hulking body. Each head resembles a crocodilian maw lined with jagged teeth. Their dark, wet, stone-like hide provides camouflage in swampy terrain. Hydras move heavily on land but are terrifyingly fast in water.

Territorial and semi-mythical, Hydras dominate large swampy regions. While they usually avoid humanoid settlements, desperate or starving Hydras have destroyed entire villages.

Special Abilities

Hydra Regeneration (Constant): At the start of its turn, the Hydra regains 10 HP unless it took fire or acid damage during the round.

Severed Heads (Triggered): If a head suffers 15+ slashing damage in one hit, it is severed. On the next round, two new heads grow unless the wound was cauterized with fire or acid. A Hydra can have up to 10 heads. Each head adds +1 to the bite attack pool.

Lashing Fury (1/day): As a combined action, the Hydra makes one bite attack with each head and one tail slam. The Hydra cannot move this round.

Treasure / Alchemy

Hydra Heartsblood: Harvestable within 1 minute of death. Used in regeneration potions (restores 2d6 HP per round for 1 minute; nausea afterward). DC20 to harvest.

Hydra Teeth: Ground into powders for strengh tonics or rare resurrection rituals.

Thick Scales: If properly processed (DC18 Crafting), can create scale armor with resistance to bludgeoning or acid.

Hydras are older and more instinct-driven than dragons. Their rare appearances are a warning to local ecosystems, and hunting them is a dangerous task, often attempted only by the desperate or insane.

Parimeshard Turtle

Size: Giant Type: Magical Beast Encounter: 1 Habitat: Lake Parimes, Deep Lakes Rarity: Unusual

Statistics

STR 25 DEX 6 CON 24 INT 2 WIS 10 CHA 5

INIT -2 Actions 2 DB 12 (Thick Shell 6) Move 2 Swim 6 spaces HP 120

Attacks Bite: +5 to hit (Base +4, Vicious +1), 4–10+4 piercing (Reach 1) Shell Slam: +5 to hit, 4–10+4 bludgeoning (Reach 1)

Withdraw: See Special Abilities

Attributes

Tough (+25% HP)

Crushing Resistant (½ damage from bludgeoning)

Slashing Resistant (½ damage from slashing)

Piercing Resistant (½ damage from piercing)

Amphibious (Can breathe air and water)

Slow (1 action per turn)

Description

A massive, dark-shelled turtle that patrols the quiet depths of Lake Parimes. Solitary and immensely patient, Parimeshard Turtles feed on large fish and aquatic vegetation but are highly territorial, especially during nesting. Their dark green shells, encrusted with silt, stones, and freshwater barnacles, make them nearly indistinguishable from rocks when still. Tales warn of boats inadvertently tied to resting turtles and being dragged across the lake when the creature moves.

Special Abilities

Withdraw (1/day): Full action. The turtle retreats into its shell, gaining +4 Defense and immunity to all INT, charm, and spirit effects. Cannot move or attack while withdrawn. Lasts 1d6 rounds or until the turtle chooses to emerge.

Territorial Surge (Passive): If attacked within 100 ft of its nesting area, gains +2 to attack and +2 damage for the next 3 rounds.

Treasure / Alchemy

Shard Shell Plates (1d4, DC18): Used for durable shields, armor (slashing resistant), or even small boats.

Lacrimal Glands (1, DC14): Brewing calming potions or magical warding scrolls.

Turtle Liver: Minor regenerative effects; used in weak healing tonics or culinary delicacies.

Sea Serpent

Size: Colossal Type: Magical Beast Encounter: 1 Habitat: Ocean, Coastal Waters, Deep Lakes Rarity: Rare

Statistics

STR 30 DEX 12 CON 26 INT 4 WIS 14 CHA 6

INIT +3 Actions 2 DB 18 (Thick Scales DR 6) Move 4 Swim 9 HP 130

Attacks Strong Bite: +15, 1–10+5 piercing (Reach 3) Tail Slap: +15, 1–12+5 bludgeoning (Reach 3) Coil and Drag: See Special Abilities

Attributes

Vicious (+5 to hit)

Crushing Resistant (½ damage from bludgeoning)

Slashing Resistant (½ damage from slashing)

Fast Swimmer (Ignores underwater movement penalties)

Amphibious (Can breathe air and water)

Description

The Sea Serpent is a massive, sinuous predator stretching over 70 feet, its scaly body glistening in deep waters. With lantern-like eyes and immense STR, it drags ships and prey beneath the waves. Territorial and rarely approaching shorelines, its presence is marked by turbulent waters, vanished vessels, and eerie howls across the misty ocean.

Special Abilities

Coil and Drag (Triggered): On a successful tail attack, the serpent may attempt to grapple a Large or smaller creature. Success grapples the target, which can be dragged 30 ft (water only) at the start of the serpent’s next turn. Escaping requires a DC 30 grapple check. Targets pulled underwater begin suffocating unless they can breathe water.

Frightful Roar (Action): Creatures within 50 ft take a +10 Fear attack. On success, suffer −1 Edge to all rolls for 1 minute. Critical successes against NPCs cause cowering or fleeing. Creatures that save against this attack are immune for 24 hours.

Treasure / Alchemy

Serpent’s Heartscale (1, DC20): Used in high-tier armor crafting or potions granting underwater breathing.

Luminous Eye Jelly (1d2 vials, DC15): Used for night vision or directional magic potions.

Shed Fangs: Rare trophies; may serve as focus for fear-based enchantments or collectors’ items.

Wyvern

WyvernCOLOR-reduced.png

Size: Huge Type: Draconic Beast Encounter: 1–2 (solitary hunter or mating pair) Habitat: Mountains, Cliffs, Highlands, Wastes Rarity: Unusual

Statistics

STR 22 DEX 13 CON 19 INT 4 WIS 10 CHA 6

INIT +1 Actions 2 DB 18 (Scales DR 5) Move 6 Fly12 HP 57

Attacks Strong Bite +6, 1–8+3 piercing Claws (x2) +6, 1–8+3 slashing Tail Stinger +6, 1–6+2 piercing + Poison (+5)

Poison: On hit, +5 poison attack vs Body. Inflicts 1 poison damage per success and −1 Edge to all actions for a number of rounds equal to the damage.

Reach: 2 spaces (10 ft.)

Attributes

Dangerous (+3 Attack)

Flying

Poison Resistant (+5 Body vs poison)

Perceptive (+5 Perception; proficient in Alertness)

Slashing Resistant (½ damage)

Description

Wyverns are winged, reptilian predators with lean frames and long, barbed tails. Unlike true dragons, they have only two legs and vast, leathery wings stretching nearly 40 feet tip-to-tip. A muscular tail ends in a venomous stinger that is their preferred weapon in flight. Their scales are usually mottled grey-brown, blending into stone and highland terrain.

Highly territorial and always hungry, wyverns ambush prey from above, swooping in with a tail strike before retreating to circle and strike again. They rely on brute STR and venom to subdue even large prey.

Special Abilities

Venomous Stinger (Constant): Tail stinger inflicts venom as detailed above.

Swooping Charge (1/turn): If the wyvern moves at least 4 spaces before attacking with its stinger, the attack gains +1 Edge.

Wounded Frenzy (Triggered): If reduced below 15 HP, the wyvern gains +1 Action for 1d6 rounds as it lashes out in desperation.

Treasure / Alchemy

Wyvern Venom Gland: Harvestable (DC15 Survival). Produces 1d2 doses of Wyvern venom, usable in weapons or poisoncraft.

Wing Membranes: Each wing provides 1 use in crafting alchemical flight elixirs.

Heartstone (Rare, 10% chance in mature wyverns): Used in crafting items that grant Poison Resistance or enhance DEX.

Fey and Forest Spirits

Brownie

Fey1.png

Size: Small Type: Fey Encounter: 1–3 Habitat: Forest Homes, Hollow Trees, Farms, Workshops, Attics Rarity: Unusual

Statistics

STR 6 DEX 15 CON 12 INT 10 WIS 13 CHA 11

INIT +3 Actions 2 DB 15 (Enchanted Form) Move 4 HP 12

Attacks Small Blade: +5, 1–4 slashing Thrown Tools: +5, 1–3 bludgeoning

Attributes

Stealthy

Enchanted Form

Iron Vulnerability

Helper Fey

Description

Brownies are small, secretive fey resembling stout humanoids with weathered faces, expressive eyes, and practical clothing stitched from scraps and leaves. Most stand no more than two feet tall and move with quiet confidence through spaces far larger than themselves. Brownies are deeply tied to places of work and care — cobbler shops, barns, forest homes, mills, and kitchens — where their talents are most useful.

A Brownie that takes up residence will do so quietly, revealing itself only through mysteriously completed chores, repaired tools, or swept floors. In return, it expects simple offerings: bread, milk, honey, or wine. If treated kindly and kept secret, a Brownie may remain for years. If mocked, exposed, or insulted, it will vanish — sometimes after a final act of spiteful mischief.

Forest Brownies are more wary than their household kin, but no less helpful. They mend snares, guide lost animals, and quietly sabotage those who despoil the woods.

Brownies avoid violence whenever possible, relying on stealth, confusion, and flight. When forced to fight, they do so fiercely but briefly, preferring escape over victory.

Special Abilities

Hide in Plain Sight

A Brownie may attempt to hide even while being observed, provided there is an object at least half its height nearby. Brownies always gain +1 Edge on stealth-based actions.

Fey Craft

A Brownie may perform minor repairs, cleaning, or mending as an action, producing effects equivalent to simple utility magic at the GM’s discretion.

Enchanted Resilience

Brownies do not reduce HP for their size and are more resilient than mundane creatures of similar stature.

Iron Bane

Weapons made of iron (not steel) deal +50% damage to Brownies.

Treasure / Alchemy

Brownie Thread (DC12): Used in mending charms or stealth-related enchantments.

House-Blessing Token: A small carved charm that grants minor luck or protection to a home while the Brownie remains.

Fey Needle (DC14): A masterwork tool prized by tailors and cobblers.

Dryad

DryadColor.png

Size: Medium Type: Fey Encounter: 1–2 Habitat: Ancient Forests, Sacred Groves, Fey Glades Rarity: Unusual

Statistics

STR 10 DEX 14 CON 14 INT 12 WIS 16 CHA 15

INIT +3 Actions 2 DB 16 (Barkskin) Move 3 HP 14

Attributes

Fey

Enchanted Form

Iron Vulnerability

Forestbound

Description

Dryads are fey spirits bound to ancient trees, appearing as graceful humanoids whose skin resembles bark, leaves, or flowering vines. Their hair often mirrors the seasons — blossoms in spring, deep green in summer, gold and red in autumn, bare and pale in winter. Though beautiful, Dryads are not gentle creatures by nature; they are guardians, not caretakers.

A Dryad’s life is mystically tied to a specific tree or grove. Harm done to the tree is harm done to the Dryad, and those who fell ancient trees without reverence often vanish beneath tangled roots or are found days later, lifeless and entwined with ivy.

Dryads are cautious when dealing with outsiders, observing from concealment before revealing themselves. They may aid travelers who respect the forest, but will relentlessly hunt poachers, loggers, or those who despoil sacred land.

Special Abilities

Treebound Spirit

A Dryad is bound to a specific tree or grove. While within 100 feet of it, the Dryad gains +1 Edge on all actions. If the tree is destroyed, the Dryad dies within 1d6 days unless transferred by powerful fey magic.

Forest Step

A Dryad may move through natural undergrowth, roots, and trees without penalty. Difficult terrain caused by plants does not affect her.

Verdant Charm

Once per encounter, the Dryad may project fey magic toward a creature within 30 feet. Roll a +7 magic attack. On success, the target is Charmed for 1 round per point of success and will not willingly harm the forest or the Dryad during that time.

Entangling Roots

As an action, roots erupt in a 10-foot radius centered on a point the Dryad can see. Creatures within suffer a +6 Strength attack. On success, targets are restrained for 1d4 rounds or until they break free.

Treasure / Alchemy

Dryad Sap (DC14): Used in potions of vitality, barkskin effects, or forest attunement.

Heartwood Seed (rare, DC18): A living relic that can awaken a sacred grove if planted and tended properly.

Verdant Crown Leaves: Used in charms that enhance persuasion or nature magic.

Gremlin

Size: Small Type: Fey Encounter: 2–5 Habitat: Workshops, Ruins, Arcane Sites, Mills, Bridges, Forest Edges Rarity: Unusual

Statistics

STR 8 DEX 16 CON 12 INT 12 WIS 11 CHA 10

INIT +3 Actions 2 DB 16 (Fey Agility) Move 5 HP 12

Attributes

Fey

Stealthy

Iron Vulnerability

Saboteur

Description

Gremlins are malicious fey creatures drawn to tools, machines, mechanisms, and anything built with moving parts. Small, sharp-featured, and perpetually grinning, they delight in failure — snapped axles, jammed gears, loosened bolts, and spoiled enchantments. A gremlin infestation can ruin a workshop in days without a single tool ever visibly breaking.

Unlike Brownies, Gremlins do not help. They mimic help. They tighten the wrong bolt, reverse a rune, or “fix” something so it fails later — ideally at the worst possible moment. Many artificers and engineers consider Gremlins more dangerous than outright monsters.

Gremlins are cowardly in direct confrontation, relying on ambush, traps, and environmental hazards. When cornered, they fight viciously and flee at the first opportunity, cackling all the while.

Special Abilities

Sabotage

As an action, a Gremlin may sabotage a non-magical object, tool, mechanism, or weapon within reach. The next time it is used, it automatically fails or malfunctions in a way appropriate to the object.

Arcane Interference

When a magical item or spell effect is activated within 10 feet of a Gremlin, the Gremlin may spend a reaction to impose −1 Edge on the activation or casting.

Trap Sense

Gremlins automatically notice mechanical traps and gain +1 Edge when interacting with them — whether to disarm or improve them.

Scuttle

If a Gremlin successfully disengages or breaks line of sight, it may immediately move up to half its movement again without provoking retaliation.

Treasure / Alchemy

Gremlin Teeth (DC12): Used in alchemy involving instability, misfire, or entropy effects.

Saboteur’s Resin (DC14): Sticky substance useful for jamming mechanisms or creating temporary traps.

Twisted Gear (rare): A warped but magically charged component used in cursed devices or chaotic enchantments.

Korred

Brothers Grimm.png

Size: Small Type: Fey Encounter: 1–4 Habitat: Rocky Hills, Mountain Glades, Stone Circles, Wild Forest Clearings Rarity: Unusual

Statistics

STR 12 DEX 13 CON 14 INT 9 WIS 12 CHA 14

INIT +2 Actions 2 DB 15 (Enchanted Form) Move 4 HP 14

Attributes

Fey

Enchanted Form

Iron Vulnerability

Climber

Description

Korreds are wild, shaggy fey with knotted limbs, oversized noses, and long, tangled hair that grows thick across their heads, faces, and bodies. Their hair is never still — twitching, coiling, and swaying as if alive. They dress in crude leathers or scraps of cloth, often adorned with stones, bones, or bits of stolen finery.

Loud, musical, and aggressively social, Korreds revel in dance, song, and physical contests. They are quick to laughter and quicker to violence if insulted or bored. Travelers who stumble upon a Korred revel are just as likely to be welcomed into a night of drink and song as they are to be beaten unconscious for poor rhythm or a sour note.

Korreds disdain non-fey authority and civilization, but admire strength, boldness, and artistry. They often gather with satyrs and other revel-fey, and their gatherings leave behind trampled earth, broken stone, and echoes of wild laughter.

Special Abilities

Animate Hair

As an action, the Korred animates its hair to grapple a creature within reach up to one size larger. This is a Strength-based attack. While grappled, the target is restrained. The hair has 5 HP and may be attacked separately; if reduced to 0 HP, this ability cannot be used until the Korred rests.

Cudgel Mastery

Korreds are always considered proficient with their personal cudgel. A Korred’s cudgel is treated as a fine club and is rarely abandoned.

Stunning Laugh

A number of times per day equal to its CHA score modifier, the Korred may unleash a manic burst of laughter in a 30-foot radius. Roll a +6 magic attack. On success, affected creatures are Stunned for 1 round, plus 1 additional round per 5 points of success.

Stone-Step Climber

Korreds gain +1 Edge on climbing rocky surfaces, cliffs, or stone structures and ignore difficult terrain caused by loose rock.

Treasure / Alchemy

Living Hair Knot (DC14): Used in binding charms or grappling enchantments.

Korred Cudgel: A personal weapon, often finely carved; valuable to collectors of fey relics.

Revel Dust (DC16): A fine powder used in potions that induce euphoria, reckless courage, or exhaustion.

Naiad

Size: Medium Type: Fey Encounter: 1–3 (sometimes solitary, sometimes a small coven) Habitat: Rivers, Streams, Lakes, Waterfalls, Sacred Springs Rarity: Unusual

Statistics

STR 10 DEX 14 CON 12 INT 13 WIS 15 CHA 16

INIT +3 Actions 2 DB 14 (Enchanted Form) Move 5, Swim 5 HP 12

Attributes

Fey

Enchanted Form

Iron Vulnerability

Graceful Swimmer

Description

Naiads are freshwater fey bound to rivers, lakes, and springs. They appear as slender humanoids with pale skin often tinged blue or green, hair flowing like drifting weeds, and eyes reflecting the depth of the waters they guard. Though they resemble humans or elves at a glance, their movements are unnaturally fluid, and their presence is accompanied by the faint scent of clean water and moss.

Protective and territorial, Naiads act as guardians of their chosen waters. Communities that respect the river may find fish plentiful and waters pure, while those who pollute or exploit it may suffer drownings, floods, or unexplained illness. Naiads may form small covens within a shared waterway, cooperating to defend their domain or influence nearby settlements.

Though capable of leaving the water, Naiads weaken the longer they remain away from it. Some rare Naiads wander alongside rivers for years, serving as guides, healers, or subtle manipulators of mortal affairs.

Special Abilities

Water-Bound

A Naiad must immerse herself in fresh water at least once every 24 hours. Each full day spent away from fresh water reduces all actions by 1 Edge. After a number of days equal to her CON score, the Naiad dissolves into water and dies.

Fey Charm

A number of times per day equal to her CHA modifier, the Naiad may cast a charm effect as a magic attack against a creature within 30 feet. On success, the target is Charmed for 1 minute per point of success.

Purify Waters

A number of times per day equal to her WIS modifier, the Naiad may cleanse a body of fresh water up to a 20-foot radius, removing mundane poisons, rot, and disease.

Fluid Escape

If fully submerged, the Naiad may spend an action to vanish into the water. Until the start of her next turn, she cannot be targeted by physical attacks and may reappear anywhere within the same body of water up to 30 feet away.

Treasure / Alchemy

River Pearl (DC14): Used in purification potions or water-aligned enchantments.

Naiad Hair Strand (DC16): Component in charm magic or illusion inks.

Spring Essence (DC18): Distilled water infused with fey magic, used in healing draughts or ritual purification.

Pixie

PixieColor.png

Size: Tiny Type: Fey Encounter: 2–6 Habitat: Ancient Forests, Fey Glades, Overgrown Ruins Rarity: Unusual

Statistics

STR 2 DEX 18 CON 8 INT 13 WIS 12 CHA 14

INIT +5 Actions 2 DB 18 (Enchanted Form) Move 6, Fly 8 HP 8

Attributes

Fey

Enchanted Form

Iron Vulnerability

Stealthy

Graceful Flier

Description

Pixies are diminutive fey with sharp features, quick tongues, and dragonfly-like wings that shimmer in fractured hues of green, blue, or violet. Though often mistaken for fairies by the uninitiated, pixies are markedly different in temperament. Where fairies are curious and gentle, pixies delight in disruption, embarrassment, and petty cruelty.

Pixies are notorious pranksters, reveling in mischief that escalates from harmless tricks to dangerous humiliations. They steal small objects, spoil food, tangle gear, and lure travelers into hazards purely for amusement. Pixies rarely kill outright, preferring instead to leave their victims frightened, lost, or socially ruined.

Pixies and fairies are openly antagonistic toward one another, with centuries-old rivalries playing out in whispered insults, sabotaged glades, and occasional violent clashes. Pixies are social creatures and rarely encountered alone; their confidence grows sharply in numbers.

Special Abilities

Pixie Dust

As an action, a Pixie may produce a handful of pixie dust. The dust must be used immediately and cannot be stored. Pixie dust may be used in one of the following ways:

• Flight: A creature touched by the dust gains a Fly Move of 6 for 10 minutes.

• Dazzle: Thrown at a target within 10 feet as a magic attack. On success, the target suffers −1 Edge to all actions for 1d6 rounds.

• Confusion: Sprinkled in a 5-foot area; creatures entering suffer a +5 magic attack resulting in disorientation (cannot take reactions) for 1 round.

Invisibility

As an action, the Pixie may become invisible until it attacks or uses Pixie Dust. Attacking from invisibility grants +1 Edge.

Fey Mockery

Whenever a Pixie successfully avoids an attack due to DB or movement, it may taunt the attacker. That creature suffers −1 Edge on its next non-attack skill check.

Treasure / Alchemy

Pixie Wing Membrane (DC14): Used in invisibility or levitation potions.

Residual Pixie Dust (DC16): Can be stabilized briefly for illusion-based alchemy.

Prank Charm Trinket: Minor fey curios often imbued with lingering mischief magic.

Redcap

RedCap.png

Size: Small Type: Fey Encounter: 1–2 Habitat: Ruins, Old Mills, Abandoned Keeps, Battlefields, Blood-Soaked Ground Rarity: Rare

Statistics

STR 14 DEX 12 CON 14 INT 10 WIS 11 CHA 8

INIT +1 Actions 2 DB 13 (Tough Hide) Move 4 HP 14

Attributes

Fey

Iron Vulnerability

Fearsome

Stealthy

No Mercy

Description

Redcaps are murderous fey bound to places of violence and decay. Squat and broad-shouldered, they resemble gnarled old men with iron boots, jagged teeth, and eyes filled with spite. Each wears a battered red cap soaked in fresh blood, which must be regularly renewed to sustain their unnatural vitality. When the cap dries, the Redcap weakens and may perish.

Unlike other fey, Redcaps have little patience for tricks or games. They revel in slaughter and cruelty, delighting in ambushes, sudden violence, and prolonged torment. Redcaps are territorial and will stalk intruders relentlessly, taunting them from the shadows before closing in with brutal efficiency.

They despise other fey for what they see as weakness, but tolerate pixies if they serve as scouts or distractions. Mortal settlements built over old battlefields or ruins are especially vulnerable to Redcap infestations.

Special Abilities

Iron Boot Stomp

When a Redcap moves at least 2 spaces before attacking, its next melee attack gains +1 Edge. On a successful hit, the attack also inflicts 1 additional point of damage from crushing force.

Blood-Fed

If the Redcap deals damage that reduces a creature to 0 HP, it may spend its next action soaking its cap in blood. Until the end of the encounter, the Redcap gains +1 to attack and ignores 1 point of incoming damage.

Murderous Persistence

A Redcap ignores penalties from being wounded and will continue fighting until destroyed. If reduced to 0 HP while its cap is freshly soaked, it remains active for 1 additional round.

Treasure / Alchemy

Blood-Soaked Cap (DC16): Used in crafting fear-based charms or berserker draughts. The magic fades within 24 hours if not properly preserved.

Iron Boot Nails (DC14): Can be reforged into weapons that harm fey more effectively.

Spitebound Tooth (DC18): Used in curses or rituals tied to vengeance and rage.

Satyr

SatyrColor.png

Size: Medium Type: Fey Encounter: 1–4 Habitat: Forest Glades, Hills, Vineyards, Fey Crossroads Rarity: Unusual

Statistics

STR 13 DEX 14 CON 12 INT 11 WIS 12 CHA 16

INIT +3 Actions 2 DB 14 (Enchanted Form) Move 6 HP 12

Attributes

Fey

Enchanted Form

Iron Vulnerability

Skilled (Music, Performance, Persuasion)

Sure-Footed

Description

Satyrs are revel-loving fey with the upper body of a humanoid and the legs and horns of a goat. Their eyes sparkle with mischief and appetite, and their laughter carries easily through the woods. Satyrs are creatures of impulse and indulgence, drawn to music, wine, dance, and sensual pleasure above all else.

Most encounters with Satyrs occur in forest clearings where music drifts through the trees, luring travelers into nights of drinking, dancing, and excess. Some awaken unharmed but embarrassed, others robbed, and a few never awaken at all. While not inherently malicious, Satyrs are dangerously irresponsible and rarely consider the consequences of their actions.

Satyrs form loose bands rather than structured societies, following the strongest personality or most talented musician among them. They generally avoid direct combat, preferring charm, confusion, and manipulation.

Special Abilities

Fey Charm

A number of times per day equal to CHA modifier, the Satyr may charm a creature within 30 feet as a magic attack. On success, the target treats the Satyr as a trusted friend for 1 minute per point of success.

Enthralling Music

If the Satyr spends an action playing music, all creatures within 30 feet must contend with a +6 magic attack. On success, affected creatures suffer −1 Edge to awareness and perception-related actions for 1d6 rounds.

Bounding Leap

Satyrs ignore difficult terrain caused by natural ground features and always gain +1 Edge on Athletics checks involving jumping or climbing rocky terrain.

Treasure / Alchemy

Satyr Horn Shavings (DC14): Used in charm potions or performance-enhancing draughts.

Fey Wine Flask: Lightly enchanted; drinking grants confidence but impairs judgment.

Pan Pipes (Rare): May serve as a focus for illusion or charm magic.

Giants & Colossal Creatures

Behemoth

Size: Colossal Type: Magical Beast Encounter: 1 Habitat: Vast Plains, Ancient Forests, Mountain Valleys, Primeval Lands Rarity: Rare

Statistics

STR 30 DEX 8 CON 28 INT 3 WIS 14 CHA 8

INIT +1 Actions 2 DB 15 (Rock-like Plates) Move 10 HP 175

Attacks Titan Slam +17, 1–12+5 crushing; targets struck risk being knocked prone.

Goring Charge +17, 1–12+5 crushing; requires straight-line movement, targets are pushed back on a solid hit.

Trample +17, 1–10+4 crushing; affects all large or smaller creatures in the Behemoth’s path.

Reach 3 spaces (15 ft)

Attributes

Deadly

Tough

Crushing Resistant (half damage from crushing attacks by creatures smaller than Large)

Slashing Resistant (half damage from slashing weapons smaller than Large)

Fearsome Presence (creatures within 20 ft suffer −1 Edge on skill checks)

Unstoppable Mass (ignores difficult terrain and cannot be forcibly moved by creatures smaller than Huge)

Description

Behemoths are colossal survivors of the primeval world—towering, land-shaking beasts that stand roughly 25 feet tall (or long) and scar the terrain for generations. Their bodies are wrapped in layers of hardened hide and stone-like plates, cracked and scarred like ancient bedrock. Trees splinter beneath their bulk, and even fortified structures tremble when one draws near.

Despite their immense size, Behemoths are not mindless. They are territorial, patient, and slow to anger, but once roused they become walking catastrophes. A Behemoth does not hunt so much as erase obstacles, and entire regions may be abandoned when one claims a territory.

Special Abilities

Worldshaking Stomp (1/day): The Behemoth slams the ground, sending a violent shockwave through the area. All creatures within 30 ft are struck by a powerful crushing attack and knocked prone if overwhelmed.

Relentless Advance (Passive): If the Behemoth moves at least 1 space on its turn, it may make one Titan Slam as part of that movement.

Treasure / Alchemy

Behemoth Hide Plates: Used to craft siege-scale armor or shields that resist crushing damage.

Titan Bone Core: Dense bone used in siege weapons or endurance enchantments.

Behemoth Heart: Rare alchemical base for legendary fortitude draughts or size-altering rituals.

Cyclops

Size: Huge Type: Giant Encounter: 1 Habitat: Mountains, Cliffs, Highland Valleys, Deep Caves Rarity: Unusual

Statistics

STR 24 DEX 8 CON 22 INT 6 WIS 10 CHA 6

INIT +0 Actions 2 DB 14 (Thick Hide) Move 8 HP 88

Attacks

Great Club +14, 1–10+4 crushing; targets struck risk being knocked prone.

Rock Throw +13, 1–8+4 crushing; ranged attack up to 8 spaces.

Stomp +12, 1–8+3 crushing; may be used against prone or smaller targets.

Reach 2 spaces (10 ft)

Attributes

Deadly

Tough

Crushing Resistant (half damage from crushing attacks made by medium or smaller creatures)

Poor Depth Perception (−1 Edge on ranged attacks beyond 5 spaces)

Mountain Born (ignores difficult terrain in rocky or mountainous environments)

Description

Cyclopes are massive, one-eyed giants that dwell in isolated mountain regions far from civilized lands. Standing nearly 15 feet tall, they are thick-limbed, broad-shouldered, and immensely strong, with rough hides hardened by a lifetime of exposure to wind, stone, and cold. Their single eye sits deep within a heavy brow, granting sharp focus at close range but poor judgment of distance at long distances.

Unlike many giants, cyclopes are solitary by nature. They herd animals, hunt large game, and raid caravans that stray too close to their territory. Though not mindless, their thinking is blunt and practical, favoring direct solutions and overwhelming force. Some cyclopes serve more powerful giants or monstrous overlords, while others become legendary recluses feared by entire regions.

Special Abilities

Crushing Blow (Passive): When a Cyclops hits the same target with two melee attacks in the same round, the second attack gains +2 damage.

Hurl Boulder (1/round): A Cyclops may make a Rock Throw attack without losing Edge from terrain or elevation differences.

Territorial Rage (Triggered): When reduced below half HP, the Cyclops gains +1 Edge on melee attacks for the remainder of the encounter.

Treasure / Alchemy

Cyclops Eye (DC16): Used in divination rituals or enchantments related to perception and truth.

Giant Bone Fragments: Valued for crafting oversized weapons or reinforcing armor.

Hoarded Goods: Cyclopes often keep hoards of livestock, tools, stolen weapons, and occasional valuables taken from travelers.

Giant

Hill Giant.png

Size: Huge Type: Giant Encounter: 1–3 Habitat: Mountains, Highlands, Ancient Ruins, Stone Valleys Rarity: Unusual

Statistics

STR 23 DEX 10 CON 22 INT 10 WIS 12 CHA 10

INIT +1 Actions 2 DB 17 (Stone-Hardened Hide) Move 8 HP 78

Attacks Great Weapon +14, 1–10+4 crushing or slashing (club, hammer, axe, or similar); targets struck risk being knocked prone.

Rock Throw +13, 1–8+3 crushing; ranged attack up to 8 spaces.

Stomp +12, 1–8+3 crushing; may be used against prone or smaller targets.

Reach 2 spaces (10 ft)

Attributes

Deadly

Crushing Resistant (half damage from crushing attacks made by medium or smaller creatures)

Siegeborn (attacks deal double damage to structures and fortifications)

Ancient Bearing (+1 Edge on Command or Intimidation checks involving lesser creatures)

Description

Giants are towering humanoids, typically standing between 18 and 20 feet tall, broad of shoulder and dense of limb. Their proportions are unmistakably deliberate, built not merely for violence, but for labor on a monumental scale. Their skin is thick and stone-toughened, marked by scars, ritual brands, or remnants of ancient armor fused by time.

In the First Age of Tellus, giants were the world’s earliest empire builders. Created by Ogmus, they raised cities, roads, bridges, and monuments long before the rise of later civilizations. During the expansion of the Urlosh Empire, giant strength and craftsmanship were bent to imperial will, shaping many of the world’s enduring wonders that still scar the landscape.

In the modern era, giants are scattered remnants of that lost age. Some dwell as solitary wardens of ancient sites, others form crude clans bound by tradition rather than bloodline. While not subtle thinkers, giants retain a deep cultural memory of construction, dominion, and endurance. To encounter one is to stand before a living echo of the world’s first ambitions.

Special Abilities

Titanic Blow (Passive): When a Giant exceeds a target’s Defense Bonus by 5 or more with a melee attack, the attack deals +2 damage.

Earthshaker Step (1/Encounter): The Giant stomps the ground; all creatures within 2 spaces must contend with a crushing shockwave or be knocked prone.

Stonewise (Passive): Giants instinctively recognize ancient giant-built structures, construction methods, and runic foundations.

Treasure / Alchemy

Giant Blood: Used in fortification or strength-enhancing draughts.

Giant Bone or Tooth: Valued crafting material for oversized weapons or structural reinforcement.

Ancient Tools or Relics: Giants often carry or guard implements from the First Age—too large for others, but rich with historical value.

Ogre

Ogre.png

Size: Large Type: Giantkin Encounter: 1–4 Habitat: Hills, Forests, Ruins, Borderlands, Mountain Foothills Rarity: Common

Statistics

STR 18 DEX 8 CON 18 INT 6 WIS 8 CHA 6

INIT +0 Actions 2 DB 12 (Thick Hide) Move 6 HP 36

Attacks Crude Weapon +11, 1–8+3 crushing (club, maul, axe, or scavenged weapon); targets struck risk being knocked prone.

Bite +10, 1–6+2 piercing; often used against grappled or prone foes.

Grab +11; on a hit, target is grappled and may be thrown or crushed on subsequent actions.

Reach 1 space (5 ft)

Attributes

Dangerous

Tough

Crushing Resistant (half damage from crushing attacks made by Small creatures)

Brutal (when an Ogre exceeds a target’s Defense Bonus by 5 or more, it deals +1 damage)

Poor Judgment (−1 Edge on perception and social skill checks)

Description

Ogres are massive, thick-bodied humanoids standing 8 to 10 feet tall, broad of shoulder and heavy of gut. Their features are coarse and uneven, their movements powerful but poorly controlled. Though often mistaken for mindless brutes, ogres possess a dim but functional intelligence—enough to plan ambushes, follow leaders, and learn through repetition.

Most scholars believe ogres are a lesser offshoot of giants, whether through ancient breeding, magical degradation, or deliberate creation long forgotten. Whatever their origin, ogres breed quickly and live brutally short lives, a necessity given how often they are hunted, driven off, or slain by adventurers and border militias.

Ogres are most often encountered as raiders, bandits, or mercenary muscle, bullying weaker creatures into service. Rarely, an ogre may form a crude pact with a remote village, offering protection from worse threats in exchange for food, tribute, or simple acceptance. Such arrangements are unstable—but when they hold, they can last generations.

Special Abilities

Overhand Smash (1/Encounter): The Ogre commits fully to a crushing blow. Its next melee attack gains +2 damage and ignores up to 2 points of armor DR.

Rage of Hunger (Triggered): When reduced below half HP, the Ogre gains +1 Edge on melee attacks for the remainder of the encounter.

Throw Foe (Grappled Only): The Ogre may hurl a grappled creature up to 3 spaces, dealing 1–6 crushing damage on impact and knocking the target prone.

Treasure / Alchemy

Ogre Blood: Used in crude strength tonics or endurance brews.

Heavy Bone or Teeth: Crafting materials for brutal weapons or intimidation charms.

Looted Goods: Ogres carry scavenged weapons, armor, livestock, and whatever valuables they have managed not to break.

Skorn

(Commonly called Frostmaws, White Horrors, or Ice Devourers)

Size: Large Type: Magical Beast Encounter: 1–2 (rarely 3 in harsh winters) Habitat: Glaciers, Frozen Tundra, Ice Caves, Snow-Choked Mountains Rarity: Unusual

Statistics

STR 20 DEX 12 CON 18 INT 6 WIS 12 CHA 6

INIT +2 Actions 2 DB 14 (Thick Fur) Move 4 HP 36

Attacks Claws: +8, 1–8+3 slashing Bite: +8, 1–6+3 piercing Rending Grapple (Special)

Attributes

Dangerous

Cold Resistant

Perceptive

Camouflage (snow and ice)

Relentless Hunter

Description

Skorn are massive, white-furred predators adapted to the deadliest cold regions of Tellus. Standing over twelve feet tall when reared upright, their long arms end in heavy, hooked claws built for tearing prey apart or dragging victims into ice dens. Their bodies are dense and powerful, insulated by thick fur and layers of fat that render them nearly immune to cold.

Though primitive, Skorn are not mindless beasts. They understand territory, recognize threats, and remember injuries. A Skorn may stalk travelers for hours, waiting for exhaustion or exposure to weaken its prey before striking. They are solitary hunters by nature, though extreme conditions may drive temporary pairings.

Skorn do not build settlements, but they do establish lairs — usually ice caves or crevasses filled with frozen remains. Many explorers mistake these for abandoned shelters, a fatal error few survive.

Special Abilities

Rending Grapple

If the Skorn hits with both Claws in the same round, it may immediately grapple the target. Grappled creatures suffer 1–6 bludgeoning damage at the start of each of the Skorn’s turns as it crushes or drags them. The Skorn often pulls grappled prey into confined terrain.

Snow Ambush

When attacking from heavy snow, ice fog, or blizzard conditions, the Skorn gains +1 Edge on its first attack of the encounter.

Cold Endurance

The Skorn ignores penalties from extreme cold, snow, ice, or whiteout conditions.

Treasure / Alchemy

Skorn Hide (DC15): Used to craft cold-resistant armor or winter survival gear.

Frostmaw Fang (1–2): Valued trophies; used in weapons or charms that enhance damage in cold environments.

Icebound Marrow (DC16): Alchemical component used in frost tonics or endurance draughts.

Tarnyx

(Common names: Stonewing, Cliff Tarn, Sky-Hawk)

Tarnyx rider Concept.png

Size: Large Type: Bird / Magical Beast Encounter: 1–2 (wild), up to 6 near nesting sites Habitat: Mountain Plateaus, High Cliffs, Wind-Carved Spires Rarity: Unusual

Statistics

STR 19 DEX 18 CON 16 INT 4 WIS 13 CHA 8

INIT +4 Actions 2 DB 23 (Feathered Hide) Move 6 Fly 12 HP 32

Attacks Talons: +8, 1–8+3 slashing Beak Strike: +8, 1–6+3 piercing Aerial Grapple (Special)

Attributes

Fast Flyer

Perceptive

Dangerous

No Facing

Steady Mount (trained individuals only)

Description

The Tarnyx is a massive predatory bird standing nearly ten feet tall, with a wingspan exceeding thirty feet. Its body is lean and aerodynamically refined, supported by hollow bones and powerful flight muscles that allow it to move with startling speed and precision despite its size. Broad, stone-colored feathers provide camouflage against cliff faces, while hooked talons and a heavy, serrated beak mark it unmistakably as an apex hunter.

Wild Tarnyx are aggressive and fiercely territorial, striking from above with blinding speed before opponents can properly react. Even grounded, they remain in constant motion—sidestepping blows, snapping wings open to deflect attacks, or launching skyward in an instant. Those trained as mounts are prized beyond measure, valued for their speed, responsiveness, and battlefield dominance.

Tarnyx nests are built on exposed plateaus or sheer cliff ledges, unreachable without climbing gear or flight. Egg-hunting is extremely dangerous; adults will pursue intruders relentlessly and may chase them for miles across open sky.

Special Abilities

Aerial Grapple

If the Tarnyx hits with Talons while flying, it may immediately seize a Large or smaller creature. Grappled targets are lifted or dragged and suffer 1–6 bludgeoning damage per round from altitude strain unless released. Dropping a target is a free action.

Diving Strike

If the Tarnyx moves at least 6 spaces straight downward before attacking, its next Talon attack gains +1 Edge and +2 damage.

Mountain Stoic

The Tarnyx ignores penalties from high winds, thin air, or altitude effects.

Treasure / Alchemy

Tarnyx Egg (rare, extremely valuable): Can be sold, hatched, or used in high-tier alchemy. Removal almost always provokes a lethal response.

Stonewing Feathers (1d6): Used in crafting flight harnesses, wind-resistance cloaks, or precision fletching.

Skybone Talon (1–2): Prized trophies; used in weapons that enhance aerial combat or diving attacks.

Mounted Tarnyx Combat (Optional Rules)

Only Tarnyx raised from hatchlings or captured before maturity can be trained as mounts. Wild Tarnyx will never accept a rider.

Training Requirement

Training a Tarnyx requires months of bonding and a successful Animal Handling or Riding specialization (GM discretion). Failure often results in injury or death.

Mount Control

While mounted, the rider must spend 1 action per round to control the Tarnyx unless it is performing a simple movement or has been previously commanded. If control is not maintained, the Tarnyx acts according to its instincts (usually evasive flight or aggression).

Initiative

The Tarnyx and rider act on the same Initiative, using the higher of the two. The rider declares actions first.

Movement

A mounted Tarnyx uses its full Move and Fly values. Tight aerial maneuvers, sudden dives, or hovering in combat zones may require a Riding check at the GM’s discretion.

Attacking from a Tarnyx

A rider may attack normally while mounted. Melee attacks against ground targets gain +1 Edge if the Tarnyx moved at least 6 spaces that round. Ranged attacks from the air may suffer −1 Edge in high wind or during sharp maneuvers.

Tarnyx Attacks

If controlled, the Tarnyx may attack in place of one of the rider’s actions. Aerial Grapple and Diving Strike may only be used if the Tarnyx is free to maneuver.

Damage & Targeting

Attackers may target either the rider or the Tarnyx. Area attacks affect both unless otherwise specified. If the Tarnyx is reduced below half HP, it must make a morale check or attempt to disengage and flee.

Falling

If a mounted Tarnyx is killed or incapacitated while airborne, the rider immediately falls unless secured by harness or magic.

Humanoid Races

Centaur Warrior

Size: Large Type: Humanoid (Centaur) Encounter: 1–4 (skirmish band), larger herds possible Habitat: Plains, Steppes, Open Forests, High Grasslands Rarity: Unusual

Statistics

STR 16 DEX 14 CON 15 INT 10 WIS 12 CHA 11

INIT +3 Actions 2 DB 15 (Hide or Light Mail) Move 8 HP 30

Spear or Bow: +6 to hit (Strength +3 or Dexterity +2, Base +1), 1–8+2 piercing

Hooves (Close): +6 to hit, 1–6+2 bludgeoning; may be used against targets behind the centaur

Attributes

Quadruped Speed (+10 pace already included)

Large Physiology (HP calculated as Large)

Awkward Frame (see below)

Running Proficiency

Darkvision (low-light)

Description

Centaurs are nomadic hunter-warriors who roam wide open lands in large herds. Their powerful equine bodies grant them great speed and endurance, while their humanoid torsos allow the use of weapons, armor, and tools. A centaur warrior is typically armed with a spear or bow and light armor that does not restrict movement.

Though capable of crafting and trade, centaurs favor mobility and self-sufficiency. Warfare for them is swift and decisive—hit hard, withdraw, and strike again from another angle. They rarely fight in confined terrain, and will retreat rather than be pinned in tight spaces.

Special Abilities

Trampling Charge

If the centaur moves at least 4 squares before attacking, its first melee attack this turn gains +1 Edge and deals +1 damage.

Mobile Skirmisher

A centaur may split its movement before and after an action without penalty.

Awkward Frame (Passive)

The centaur suffers −1 Edge on climbing, balancing, squeezing through tight spaces, or complex lateral movement at the GM’s discretion.

Treasure / Equipment

Herd-Wrought Spear: Well-balanced weapon favored by centaurs

Hide Tack and Harness: Can be repurposed for mounts or pack animals

Orc Warrior

Orc with spear shield.png

Size: Medium Type: Humanoid Encounter: 2–6 Habitat: Underground Caverns, Ruins, Abandoned Cities, Badlands Rarity: Common

Statistics

STR 16 DEX 11 CON 15 INT 9 WIS 10 CHA 8

INIT +1 Actions 2 DB 14 (Boiled Leather or Mail) Move 3 HP 15

Attacks +8, Hunting Spear 1-8+1 / Spear & Shield 1-6 / War Axe 1-8+2

Attributes

Night vision

Pain Tolerance

Skilled (Combat)

Savage

Vicious

Description

Orcs are brutish, pig-headed humanoids with leathery skin ranging from pale pink to mottled grey and brown. Averaging six feet in height, they are broad-shouldered, thick-limbed, and powerfully built. Their faces are unmistakably porcine, with flattened snouts, small tusks, and expressive ears that twitch when agitated. Orcs squeal, snort, and grunt when excited or enraged, especially in battle.

Orcs are tribal and aggressive, thriving in large cave systems and the abandoned ruins of other civilizations. Though often dismissed as primitive, Orcs are highly adaptable and fully capable of farming, mining, and metallurgy. Their settlements are self-sufficient, but their culture prizes strength and dominance over cooperation. Orc society has no formal gender roles, and all are expected to fight if capable.

Orc young are communally raised with little nurturing; weakness is not tolerated. Runts are often killed or eaten, reinforcing a brutal survival ethic. Orcs are omnivorous and will consume nearly anything, preferring meat but never wasting available food.

Militarily, Orcs favor small, efficient raiding parties rather than large armies. They are cunning ambushers who understand terrain and timing. Spears, javelins, clubs, maces, and crude bows are common weapons, and while they often wear boiled leather or mail, solid helms are rare. Orcs do not retreat unless completely outmatched and show no mercy to non-orcs, whom they see as resources to be taken, killed, or enslaved.

Orcs came to Galtia nearly a thousand years ago from beneath the mountains, overwhelming the dwarven kingdoms through relentless numbers and ferocity. Though the unified force behind that invasion collapsed, Orcs have since spread throughout the dark places of the world. Their true origin remains unknown, as Orcs have appeared on distant continents without any evidence of seafaring.

Special Abilities

Savage Rush

Once per encounter, the Orc Warrior may move up to 2 additional spaces and make a melee attack as a single action.

Blood Frenzy

If the Orc Warrior reduces a creature to 0 HP, it gains +1 Edge on its next attack before becoming disabled.

No Mercy

Orc Warriors do not take prisoners unless explicitly ordered or bribed. Creatures attempting to disengage from combat with Orcs suffer −1 Edge on checks to escape or withdraw.

Treasure / Equipment

Spears, clubs, maces, javelins, or crude bows

Boiled leather armor or mail shirt

Trophies taken from fallen enemies (teeth, bones, bits of armor)

Goblin Warrior

Size: Small Type: Humanoid Encounter: 3–8 Habitat: Underground Warrens, Forest Caves, Ruins, Badlands Rarity: Common

Statistics

STR 10 DEX 15 CON 12 INT 11 WIS 10 CHA 9

INIT +2 Actions 2 DB 17 (Leathery Hide) Move 3 HP 6

Attacks +3, Spear 1-4 / Scimitar & Shield 1-4 / Short Bow +5 1-3+1

Attributes

Dangerous +3 Attack

Night vision

Stealthy

Pack Tactics

Strong Gut

Description

Goblins are small, vicious humanoids with green leathery skin, oversized ears, and wide mouths filled with sharp fangs. Hairless and wiry, they move with unsettling quickness, their clawed hands and feet well suited to climbing, scrambling, and dragging prey into the dark. Their voices are shrill and excitable, often erupting into cackles or squeals during combat.

Most goblins dwell underground in extensive warrens or natural cave systems, forming tribes ruled by strength and cunning. Goblin society is brutally competitive, with status gained through violence, humiliation, and public dominance. Family bonds are weak, and goblin young are raised communally with little concern for individual survival.

Goblin warriors fight dirty and without honor. They favor ambushes, night raids, and overwhelming numbers, striking from concealment before fading back into darkness. Travelers who underestimate goblins often do not survive long enough to correct their mistake.

Though most goblins remain feral predators, a minority have integrated into human cities, finding niches as ratcatchers, laborers, or ship vermin-hunters. These “civilized” goblins are viewed with suspicion by all and are despised by their feral kin.

Special Abilities

Pack Assault

If at least one other goblin is adjacent to the same target, the Goblin Warrior gains +1 Edge on melee attacks.

Skittering Retreat

Once per encounter, the Goblin Warrior may disengage and move up to 3 spaces without provoking attacks.

Claws and Fangs

If unarmed, the Goblin Warrior may attack with claws or bite for 1–3 damage.

Strong Gut

The Goblin Warrior gains +5 resistance against poison or disease caused by spoiled food, carrion, or contaminated water.

Treasure / Equipment

Crude spears, knives, clubs, slings, or short bows

Scavenged armor scraps or leather

Stolen trinkets, food, bones, and trophies

Hobgoblin Chief

Size: Medium Type: Humanoid (Goblin) Encounter: 1 (leader), often with 4–12 goblins Habitat: Warrens, Ruins, Caves, Fortified Camps Rarity: Uncommon

Statistics

STR 16 DEX 12 CON 16 INT 10 WIS 12 CHA 14

INIT +2 Actions 2 DB 18/20 (Mail + Shield) Move 3 HP 22

Attacks +8, Hunting Spear 1-8+1 / War Axe 1-8+2 / Pole Axe 1-10+2

Attributes

Tough (+25% HP)

Vicious (+5 Attack)

Commanding Presence (see below)

Night vision

Strong Gut (+5 vs ingested poison or disease)

Description

Hobgoblins are aberrant goblins born far larger than their kin, often killing their mothers at birth. Standing a full six feet tall with thick muscle and deeper-set eyes, they are unmistakably dominant. Where goblins squabble and scatter, a hobgoblin commands through violence, fear, and sheer presence.

A hobgoblin chief is not merely the strongest goblin — it is the one that survived long enough to break all rivals. They wear scavenged or forged armor, often reinforced mail or layered leather, and favor weapons that allow them to strike from behind a wall of lesser goblins. Their authority is absolute, maintained through public beatings, ritualized dominance displays, and ruthless execution of challengers.

Special Abilities

Command the Pack (Passive)

All allied goblins within 20 feet gain +1 to attack rolls and +1 Move while the hobgoblin chief is conscious. If the chief is slain, goblins must spend their next action either fleeing or attacking recklessly (GM choice).

Brutal Punishment (1/Encounter)

When a goblin ally within 10 feet misses an attack, the hobgoblin may immediately strike that goblin for 1 damage. Until the end of the next round, all goblins who witnessed this gain +1 Edge on attacks.

Iron Will

The hobgoblin cannot be Frightened while at least one goblin ally remains within sight.

Treasure / Alchemy

Crude Command Helm (DC14): A symbol of authority; useful in intimidation charms or dominance rituals

Goblin War Trophies: Teeth, ears, coins, and broken weapons worth modest silver

Blood-Marked Mail (DC16 Crafting): Reinforced armor scavenged from multiple sources; may be refitted for medium humanoids

Gnoll Warrior

Size: Medium Type: Humanoid (Gnoll) Encounter: 1–4 (hunting pack), larger warbands possible Habitat: Savannas, Badlands, Dry Forests, Ruins, Borderlands Rarity: Unusual

Statistics

STR 15 DEX 14 CON 14 INT 9 WIS 11 CHA 10

INIT +2 Actions 2 DB 15 (Hide or Patchwork Armor) Move 3 HP 14

Attacks +5, Hunting Spear 1-8+1

Bite (Close): +5 to hit, 1–4+1 damage

Attributes

Dangerous +3 Attack

Pack Hunter

Darkvision (low-light)

Strong Bite

Relentless Pursuit

Description

Gnolls are hyena-headed humanoids driven by hunger, violence, and the thrill of the hunt. A gnoll warrior is lean, sinewy, and perpetually restless, pacing even when standing guard. Their laughter—high, yipping, and unhinged—often precedes an ambush rather than follows it.

Gnoll society is built around the hunt. Warriors form loose packs that cooperate instinctively, falling into flanking positions without command. They favor crude but effective weapons scavenged from past kills, and their armor is often stitched together from hides, bone, and stolen gear. Gnolls are not disciplined soldiers, but they are terrifying skirmishers who excel at wearing prey down.

Special Abilities

Pack Hunter (Passive)

When a gnoll attacks a target that is adjacent to one of its allies, it gains +1 Edge on the attack.

Relentless Pursuit (Passive)

If a gnoll damages a target this round, its movement speed increases by +1 on its next turn when moving toward that same target.

Gnoll Savagery

When a gnoll reduces a creature to 0 HP, it may immediately move 2 squares as a free reaction, often howling in triumph or closing on its next victim.

Treasure / Equipment

Gnoll Fang Necklace: Trophy item

Scavenged Weapon: Often damaged or bloodstained but functional

Kobold Warrior

Size: Small Type: Humanoid (Kobold) Encounter: 3–8 (pack), often with traps or ambush Habitat: Caves, Ruins, Tunnels, Old Mines, Under-Settlements Rarity: Common

Statistics

STR 9 DEX 15 CON 10 INT 10 WIS 11 CHA 8

INIT +3 Actions 2 DB 15 (Leather or Scaled Hide) Move 3 HP 5

Light Spear or Dagger: +3, 1–4 damage

Sling Stones (Ranged): +3, 1–3 damage, short range

Attributes

Small

Low light vision

Trap Savvy

Cowardly but Cunning

Description

Kobolds are small, reptilian humanoids with narrow snouts, sharp teeth, and scaled hides ranging from rust-red to dark brown or green. Individually they are frail and unimpressive, but kobolds rarely fight alone or fairly. They favor ambushes, numbers, traps, and escape routes prepared long before intruders arrive.

A kobold warrior carries light weapons sized for speed rather than power—short spears, daggers, and slings are common. They chatter constantly during combat, shouting warnings, insults, and panicked cries, and will flee the moment a fight turns against them unless commanded or cornered.

Special Abilities

Trap Savvy (Passive)

Kobolds always gain +1 Edge to detect, avoid, or move through traps they or their kin created. They never trigger their own simple traps.

Pack Skirmishers (Passive)

When two or more kobolds are adjacent to the same enemy, each kobold gains +1 Edge on attacks against that target.

Scuttle Away (Reaction, 1/round)

If a kobold hits with an attack, it may immediately move 1 square without provoking reactions.

Cowardly Instinct

When reduced below half HP, a kobold must spend its next action retreating, hiding, or disengaging unless a stronger ally is adjacent.

Treasure / Equipment

Kobold Trinkets: Bent coins, shiny scraps, crude jewelry

Trap Components (DC10): Springs, wire, spikes useful for improvised traps

Scaled Hide Scrap (DC12): Minor component in stealth or climbing gear

Reptilian Warrior

Size: Medium Type: Humanoid (Reptilian) Encounter: 1–4 (patrol), 6–12 (warband) Habitat: Swamps, Marshlands, Flooded Ruins, River Deltas Rarity: Unusual

Statistics

STR 15 DEX 13 CON 14 INT 11 WIS 12 CHA 9

INIT +2 Actions 2 DB 14 (Scaled Hide or Light Armor) Move 4 HP 14

Spear or Trident: +5, 1–6 damage

Bite (Close): +5, 1–3 damage, Venom (+5, inflicts 1 HP damage per round from swelling and pain, until fails 3 consecutive or target dies.)

Attributes

Amphibious

Cold-Blooded

Poison Hardened

Marsh Strider

Description

Reptilians are tall, sinewy humanoids with serpentine heads, slit pupils, and scaled skin ranging from mossy green to dark umber or black. Their bodies are lean but powerful, built for endurance rather than brute force. A faint musky odor follows them, mingled with rot and stagnant water.

They are an ancient people who favor wetlands and half-flooded ruins, building stone causeways, reed villages, and sunken temples where others cannot easily tread. Reptilians are patient, territorial, and deeply pragmatic. They do not waste effort on cruelty, but neither do they hesitate to kill trespassers who threaten their lands.

Though not magical by nature, their culture makes frequent use of poisons, ambush tactics, and environmental advantage. They are capable warriors and disciplined fighters, often drilling with shields and spears in waist-deep water.

Special Abilities

Poison Hardened (Passive)

Reptilians gain +5 to resist poison attacks and are immune to ingested toxins from spoiled food or swamp water.

Marsh Strider (Passive)

Reptilians ignore movement penalties from mud, shallow water, reeds, or difficult swamp terrain.

Cold-Blooded

In cold environments or freezing rain, Reptilians suffer −1 Edge on physical actions unless they have spent at least one round warming themselves or are in direct sunlight or firelight.

Swamp Ambush (Passive)

When attacking from partial cover, concealment, or murky water, Reptilians gain +1 Edge on their first attack against an unaware target.

Treasure / Alchemy

Venom Glands (DC14): Used to brew mild paralytic or weakening poisons

Scaled Hide Panels (DC12): Craftable into light armor or shields resistant to rot and moisture

Sun Tokens: Carved stone or bone charms tied to territory or clan identity

Insects and Creepers

Stirge

Size: Tiny Type: Beast Encounter: 2–8 Habitat: Swamps, Ruins, Caves, Dense Forests Rarity: Common

Statistics

STR 6 DEX 16 CON 6 INT 1 WIS 10 CHA 2

INIT +3 Actions 2 DB 14 (Evasive Flight) Move 4 (Fly 6) HP 3

Attacks Blood Drain: +5, 1–3 piercing (Special)

Description

Stirges are bat-sized flying parasites with needle-like proboscises and bloated abdomens. They swarm prey silently, latching on to exposed flesh and draining blood until slain or forcibly removed.

Special Abilities

Blood Drain

On a hit, the stirge attaches to the target. While attached, the target takes 1 HP damage at the start of each of the stirge’s turns.

Removing a stirge requires an action or dealing any damage to it.

Skittering Flight

Stirges gain +5 DB to evade ranged attacks while in flight.

Giant Spider

Size: Large Type: Beast Encounter: 1–2 Habitat: Forests, Caves, Ruins, Underdark Rarity: Unusual

Statistics

STR 16 DEX 14 CON 14 INT 2 WIS 12 CHA 2

INIT +3 Actions 2 DB 15 (Chitin) Move 6 (Climb 6) HP 28

Attacks Venomous Bite: +7, 1–8+2 piercing + Poison 6 Web Snare (Special)

Description

Giant spiders are patient ambush predators, spinning massive webs across tunnels, forest paths, or ruined halls. They prefer to disable prey and feed at leisure rather than fight prolonged battles.

Special Abilities

Web Snare

As an action, the spider may target a creature within 30 feet. On a successful attack, the target is Restrained.

Escaping requires an action.

Venom

Poison 6 attack. On success, the target suffers −1 Edge on physical actions for 1d4 rounds.

Wall Crawler

Giant spiders ignore movement penalties while climbing and may cling to ceilings.

Giant Centipede

CentGiantCOLOR.png

Size: Medium Type: Beast Encounter: 1–3 Habitat: Caves, Ruins, Jungles, Sewers Rarity: Common

Statistics

STR 12 DEX 14 CON 12 INT 1 WIS 10 CHA 1

INIT +3 Actions 2 DB 14 (Segmented Body) Move 6 HP 12

Attacks Venomous Bite: +6, 1–6 piercing + Poison 5

Description

Giant centipedes are fast, skittering predators with dozens of hooked legs and venomous mandibles. They lurk in damp darkness, swarming prey with unsettling speed.

Special Abilities

Venom

Poison 5 attack. On success, the target suffers 1 point of Fatigue and −1 Edge to Athletics for 2d6 rounds.

Skitter

Giant centipedes ignore difficult terrain in natural or subterranean environments.

Unnerving Motion

Creatures attacked by a giant centipede suffer −1 Edge on their first reaction attack against it.

Oozes and Slimes

Black Pudding

Size: Large Type: Ooze Encounter: 1 Habitat: Ruins, Dungeons, Sewers, Subterranean Caverns Rarity: Unusual

Statistics

STR 20 DEX 4 CON 22 INT 1 WIS 6 CHA 1

INIT +0 Actions 2 DB 13 (Corrosive Flesh) Move 3 HP 44

Attacks Corrosive Slam: +7, 1–8 acid Engulf (Special)

Description

Black Puddings are massive, tar-like oozes that creep along stone floors and walls, leaving behind etched rock and ruined metal. Unlike gelatinous cubes, they are opaque and visibly hostile, their surface rippling with slow, corrosive motion. The stench of dissolved iron and rot precedes them.

Black puddings are drawn to vibration and warmth. They do not hunt intelligently, but once disturbed they flow toward prey with grim inevitability, dissolving weapons, armor, and flesh alike. Many ancient vaults and forges were lost not to war, but to a single unleashed pudding.

Special Abilities

Engulf

The pudding may flow over creatures in its space. Engulfed creatures take automatic acid damage each round and are Restrained. Escaping requires a successful Strength-based action.

Corrosive Body

Any successful melee hit against the pudding causes the attacker’s weapon to suffer 1 point of damage. Non-magical metal armor worn by a creature hit by the pudding suffers 1 point of damage. If armor is reduced to 0 durability, it is destroyed.

Amorphous

The pudding can move through gaps as small as a few inches and may climb walls and ceilings at normal movement.

Mindless

Immune to charm, fear, illusion, and morale effects.

Split Reaction

If the Black Pudding takes slashing damage of 6 or more from a single hit, it splits into two puddings with half the current HP (rounded down). Split puddings act independently.

Treasure

None. Any valuables consumed by a Black Pudding are destroyed unless magically protected.

Gelatinous Cube

GelatinousCubeCOLOR.png

Size: Large Type: Ooze Encounter: 1 Habitat: Dungeons, Ruins, Subterranean Corridors Rarity: Unusual

Statistics

STR 18 DEX 4 CON 20 INT 1 WIS 8 CHA 1

INIT +0 Actions 2 DB 12 (Amorphous) Move 3 HP 40

Attacks Engulf: +6, 1–6 acid Pseudopod Lash: +6, 1–6 acid

Description

Gelatinous Cubes are massive, transparent oozes that move with slow, relentless purpose through dungeon corridors, absorbing organic matter and dissolving debris. Perfectly shaped by magic and time, they often fill an entire passageway, making avoidance difficult. Weapons, bones, coins, and half-dissolved remains can often be seen suspended within their bodies.

Many ancient complexes were deliberately designed with gelatinous cubes in mind, using them as living custodians to keep halls clear of refuse—and intruders.

Special Abilities

Transparent Menace

The cube is nearly invisible in dim light. Creatures unaware of its presence are automatically Engulfed if they move into its space.

Engulf

Creatures in the cube’s space suffer automatic acid damage each round and are Restrained. Escaping requires a successful Strength-based action against the cube.

Acid Body

All non-magical weapons striking the cube take 1 point of damage. Organic matter dissolves rapidly.

Mindless

Immune to charm, fear, illusion, and morale effects.

Treasure

Any treasure found within a gelatinous cube is partially corroded but usually intact. Coins are dulled, scrolls are ruined, and potions must be tested before use.

Gray Ooze

Size: Medium Type: Ooze Encounter: 1–2 Habitat: Ruins, Dungeons, Caverns, Stone Corridors Rarity: Unusual

Statistics

STR 16 DEX 6 CON 18 INT 1 WIS 6 CHA 1

INIT +0 Actions 2 DB 14 (Stone-Mimic Hide) Move 3 HP 18

Attacks Pseudopod Slam: +6, 1–6 acid Drop Ambush (Special)

Description

Gray oozes are stealth predators that cling motionless to stone surfaces, perfectly mimicking wet rock, mineral deposits, or cave slime. When undisturbed, they are almost indistinguishable from their surroundings, making them infamous dungeon hazards.

Unlike black puddings, gray oozes are patient hunters. They wait for prey to pass beneath them before dropping with surprising force, dissolving weapons and armor in moments. Many adventurers mistake a gray ooze for harmless cave growth—often their last error.

Special Abilities

Drop Ambush

If a Gray Ooze attacks from a stationary position while adhered to a wall or ceiling, its first attack gains +1 Edge. On a hit, the target is knocked prone.

Corrosive Flesh

Any successful melee hit against the ooze causes the attacker’s weapon to suffer 1 point of damage. Non-magical metal armor worn by a creature hit by the ooze suffers 1 point of damage.

Stone Mimic

While motionless against stone, a Gray Ooze gains +2 Edge on Stealth checks. Creatures relying on sight alone automatically fail to notice it unless actively searching.

Amorphous

The ooze can squeeze through cracks as small as a few inches and climb stone surfaces without penalty.

Mindless

Immune to charm, fear, illusion, and morale effects.

Treasure

None. Items consumed by a Gray Ooze are destroyed unless magically protected.

Mind Slime

OozeLines.png

Size: Medium Type: Ooze Encounter: 1 Habitat: Arcane Ruins, Wizard Towers, Psionic Nodes, Dream-Scarred Places Rarity: Rare

Statistics

STR 14 DEX 10 CON 16 INT 8 WIS 14 CHA 6

INIT +2 Actions 2 DB 14 (Amorphous Body) Move 4 HP 16

Attacks Psychic Tendril: +6, 1–4 psychic Thought Leech (Special)

Description

Mind slimes are translucent, softly glowing oozes shot through with slow-moving pulses of violet and pale blue light. Faces, symbols, or half-formed memories can sometimes be seen drifting beneath their surface, as though the slime itself is thinking — or remembering.

Unlike most oozes, a mind slime is drawn not to warmth or motion, but to thought. Concentrated intellect, spellcasting, and emotional distress attract them. Ancient scholars believe mind slimes form where magical experiments failed catastrophically, or where prolonged psychic activity saturated the environment.

They do not speak, but their presence is accompanied by intrusive thoughts, whispered doubts, and sudden flashes of чуж memory.

Special Abilities

Thought Leech

On a successful Psychic Tendril hit, the mind slime makes a +6 psychic attack.

On a success, the target suffers 1 Spirit damage and has −1 Edge on skill checks until the end of their next turn.

Spirit lost this way returns after rest.

Psychic Feedback

Whenever a creature within 10 feet casts a spell or uses a supernatural ability, the mind slime immediately regains 1 HP (once per round).

Mindless Biology

Immune to charm, fear, morale effects, and illusion magic.

However, effects that specifically target psychic or mental creatures affect the slime normally.

Amorphous

The slime can move through gaps as small as a few inches and ignores difficult terrain caused by debris or organic matter.

Arcane Sensitivity

The mind slime always knows the location of creatures with Intelligence 12+ within 30 feet, even if they are hidden or invisible.

Treasure

None. Residual psychic energy dissipates moments after death.

Ochre Slime

Size: Medium Type: Ooze Encounter: 1–2 Habitat: Caverns, Ruins, Underground Streams, Fungal Tunnels Rarity: Unusual

Statistics

STR 17 DEX 8 CON 18 INT 1 WIS 6 CHA 1

INIT +1 Actions 2 DB 15 (Viscous Body) Move 4 HP 18

Attacks Pseudopod Lash: +7, 1–6 acid Engulfing Grasp (Special)

Description

Ochre slimes are aggressive, semi-translucent oozes with a yellow-orange hue, often streaked with darker veins of corrosive fluid. Unlike gray oozes, ochre slimes actively hunt, surging forward with unsettling speed when prey is detected.

They favor confined spaces where victims cannot easily retreat. Their most feared trait is their ability to split when struck improperly, turning a single threat into a writhing mass of smaller horrors that quickly overwhelm careless foes.

Special Abilities

Engulfing Grasp

On a successful hit, the target suffers 1 additional point of acid damage at the start of their next turn unless they spend an action pulling free or rinsing the affected area with water.

Split on Impact

If the ochre slime takes slashing or lightning damage that would deal 4 or more damage from a single attack, it splits into two Small ochre slimes.

Each new slime has half the original HP (rounded down), Actions 1, and loses this ability.

Splitting does not cost the slime an action.

Amorphous

The slime can move through gaps as small as a few inches and ignores difficult terrain caused by rubble or organic matter.

Mindless

Immune to charm, fear, illusion, morale effects, and mind-altering magic.

Treasure

None. Equipment damaged by an ochre slime is partially dissolved and worth half value unless magically repaired.

Plants and Fungi

Giant Flytrap

FlytrapCOLOR-reduced.png

Size: Large Type: Plant Encounter: 1 Habitat: Jungles, Swamps, Overgrown Ruins Rarity: Unusual

Statistics

STR 18 DEX 8 CON 18 INT 1 WIS 10 CHA 1

INIT +0 Actions 2 DB 15 (Thick Plant Flesh) Move 1 HP 36

Attacks Snap Maw: +7, 1–8+3 crushing Engulf (Special)

Description

Giant flytraps resemble enormous versions of the carnivorous plants common to humid regions, their toothed maws capable of snapping shut with terrifying force. They remain perfectly still for hours, indistinguishable from surrounding foliage until prey wanders too close.

Special Abilities

Engulf

If the flytrap hits with Snap Maw, the target is Grappled. While grappled, the target takes 1–6 crushing damage at the start of each of the flytrap’s turns.

Escaping requires a successful Athletics or Acrobatics action.

Rooted

The flytrap cannot move but gains +2 DB against attacks made from the front.

Plant Physiology

Immune to poison, charm, fear, and morale effects.

Assassin Vine

Size: Large Type: Plant Encounter: 1–2 Habitat: Forests, Ruins, Jungles, Swamps Rarity: Common

Statistics

STR 16 DEX 12 CON 16 INT 1 WIS 12 CHA 1

INIT +2 Actions 2 DB 14 (Fibrous Hide) Move 4 HP 32

Attacks Vine Lash: +6, 1–6+2 slashing Constrict (Special)

Description

Assassin vines are mobile carnivorous plants that slither slowly across the ground or hang from trees like natural rope. Their barbed tendrils strike with sudden speed, wrapping around limbs and dragging prey into dense foliage.

Special Abilities

Constrict

If a Vine Lash hits, the target is Grappled.

While grappled, the target suffers 1–6 crushing damage at the start of the vine’s turn.

Camouflaged

While motionless in natural terrain, the assassin vine gains +1 Edge on initiative and cannot be detected at range without careful observation.

Plant Physiology

Immune to poison, disease, charm, and fear.

Spore Blight

Size: Medium Type: Plant Encounter: 1–3 Habitat: Caves, Ruins, Ancient Forests Rarity: Unusual

Statistics

STR 10 DEX 10 CON 14 INT 1 WIS 12 CHA 1

INIT +1 Actions 2 DB 13 (Fungal Mass) Move 2 HP 14

Attacks Spore Burst (Special) Root Slam: +4, 1–4 bludgeoning

Description

Spore blights are shambling fungal growths that vaguely resemble humanoid shapes formed from rot, moss, and mushroom caps. Clouds of choking spores surround them, infecting anything that lingers too close.

Special Abilities

Spore Burst

At the start of its turn, all creatures within 10 feet are subjected to a +5 Disease attack.

On a success, the target suffers −1 Edge on physical actions for 1 round.

This effect does not stack with itself.

Fungal Regrowth

If left undisturbed for 1 minute after combat, a destroyed spore blight regrows unless burned or completely destroyed.

Plant Physiology

Immune to poison, charm, fear, and morale effects.

Undead & Hauntings

Banshee

Size: Medium Type: Undead Spirit Encounter: 1 (rarely 2) Habitat: Burial Grounds, Ruins, Forest Glades, Shadow World Rarity: Rare

Statistics

STR 4 DEX 14 CON 12 INT 10 WIS 14 CHA 18

INIT +4 Actions 2 DB 14 Move 3, Fly 6 HP 12

Attacks Chill Touch +3, 1–4 cold damage. If hit, target loses 1 Edge on their next action.

Wail of Dread (Special Attack, 1/day): Burst, 30 ft, affects all living creatures in range. +10 vs Intelligence, 1-10 x3

Attributes

No Facing – Cannot be flanked.

Stealthy (+5 Subterfuge, Stealth)

Magic Resistant (+5 Intelligence)

Spiritform – Incorporeal; immune to nonmagical physical attacks, takes half damage from magical weapons, full damage from magical spells.

Slow – 1 action per turn.

Description

A banshee is the sorrowful echo of a soul consumed by anguish or betrayal. Appearing as a pale, shrouded woman with flowing hair, she floats inches above the ground, radiating chill. Her presence instills fear in the living, and her wail is both guardian and curse. She rarely engages in extended combat, instead warning intruders with whispers before striking.

Special Abilities

Wail of Dread (1/day, Intense Special Attack ×2): All living creatures within 30 feet are automatically affected. Targets suffer:

Stage 1: Frightened 1d4 rounds, −1 Edge.

Stage 2: Stunned 1 round, Frightened 1d6 rounds.

Stage 3: Unconscious for 1 minute, or drop to 0 HP/Dying if already below 10 HP.

Ghostlight (Passive): Dim flickering light clings to the banshee. Any ranged attack against her suffers −1 Edge due to visual distortion.

Treasure / Alchemy

Ectoplasm Residue (DC14 to gather): Used in phasing or concealment potions.

Wailing Hair Strand (DC16): Used in magical items related to fear or death.

Tearstone Pearl (DC18): Formed when a banshee is released peacefully. Used in high-level resurrection or spirit warding rituals.

Ghost

GhostCOLOR.png

Size: Medium Type: Undead Spirit Encounter: 1 Habitat: Ruins, Battlefields, Shadow World, Ancestral Sites Rarity: Unusual

Statistics

STR 3 DEX 12 CON 10 INT 12 WIS 14 CHA 16

INIT +3 Actions 2 DB 12 Move 3, Fly 6 (hover) HP 10

Attacks Ghostly Touch (DEX Attack): +2 to hit, 1–4 cold damage. If it hits, the target loses 1 Edge to Spirit-based defenses for 1 round.

Possess (Intense Special Attack ×2, 1/day): The ghost targets a living humanoid within 10 ft. If successful, it controls the target for up to 1 minute. While possessed, the target cannot use its abilities or resist actions initiated by the ghost, though it retains its own HP. The ghost’s own body becomes vulnerable while possessing another.

Attributes

Spiritform – Incorporeal: immune to nonmagical physical attacks, half damage from magical weapons, full damage from magical spells.

No Facing – Cannot be flanked.

Magic Resistant (+5 Intelligence)

Stealthy (+5 Subterfuge, Stealth)

Perceptive (+5 Perception, Alertness)

Emotion Bound – Behavior and abilities tied to unfinished business.

Description

Ghosts are the lingering remnants of souls bound to the world by emotion, unfulfilled purpose, or violent death. Their forms vary from mournful and passive to wrathful and vengeful, often appearing translucent and glowing faintly. They may adopt their previous guise or manifest only during moments of distress, frequently near objects or people important to them in life.

Special Abilities

Possess (Intense Special Attack ×2, 1/day): Targets a humanoid within 10 ft. Ghost may control the target for up to 1 minute. Target may attempt a Spirit Defense check at the end of each turn to expel the ghost.

Unfinished Business (Passive): Each ghost is bound to a specific purpose (guarding a tomb, watching over a loved one, seeking revenge). Once this purpose is resolved (GM discretion), the ghost may vanish peacefully.

Treasure / Alchemy

Phantom Dust (DC12): Used in potions of invisibility or ethereal travel.

Bound Soul Fragment (DC15): Used to craft soulstones or enchantments related to memory or dream magic.

Echo Pendant Core (DC18): Rare component for items of telepathy, memory recall, or spirit summoning.

Ghoul

GhoulCOLOR.png

Size: Medium Type: Undead Encounter: 1–3 Habitat: Ruins, Graveyards, Catacombs, Crypts, Urban Undercity Rarity: Unusual

Statistics

STR 14 DEX 12 CON 13 INT 11 WIS 12 CHA 14

INIT +2 Actions 2 DB 12 Move 3 HP 13

Attacks Claw Slash (STR Attack): +2 to hit, 2–6 damage. On a hit, the target is afflicted by Corpse Rot (Disease 6).

Corpse Rend (STR Attack, Intense Special Attack ×2): +2 to hit, 2–6+1 damage. Usable only against incapacitated or prone targets.

Attributes

Stealthy (+5 Subterfuge, Stealth)

Perceptive (+5 Perception, Alertness)

Camouflage (+5 Subterfuge in urban decay, graveyards, or crypts)

Poison Resistant (+5 Body vs. Poison)

Immune to nonmagical disease, paralysis, and charm effects

No Facing – Cannot be flanked

Description

Ghouls are cunning undead predators that feed on the flesh of the dead and dying. Retaining a twisted intellect, they can speak, plan, and impersonate the living for brief periods. Their corpse-gray skin stretches tightly over wiry muscle, and their eyes gleam with hunger. In shadows or cloaked in deception, a ghoul can appear human or elven, drawing the unwary into ambushes. They often hunt in small packs, coordinating attacks and waiting for the perfect opportunity.

Special Abilities

Feast of Flesh (Passive): Whenever a ghoul kills a target or feeds on a fresh corpse, it gains 1d6 temporary HP for 1 hour.

Corpse Rot (Disease 6): The disease makes a +6 Disease Attack against the target’s Body each hour. On a hit, the victim suffers 1 point of damage per hour. The rot continues until cured magically or removed via Medicine (Surgery) DC15, which inflicts 2d6 damage. Anyone dying from Corpse Rot rises as a ghoul in 1d6 hours.

False Flesh (Passive): With 10 minutes of preparation, the ghoul can appear human or similar humanoid, gaining +1 Edge on Deception checks. Effect ends immediately if the ghoul attacks or is wounded.

Treasure / Alchemy

Rotting Nail Shard (DC12): Used in disease-based poisons or necrotic alchemy.

Heart of Hunger (DC16): Enhances necromantic power or cannibalistic STR in potions.

False Tongue (DC18): Component for deception-enhancing salves or illusion spells.

Revenant

Size: Medium Type: Undead Encounter: 1 (solitary) Habitat: Battlefields, Ruins, Forests, Shadow World Rarity: Rare

Statistics

STR 16 DEX 12 CON 18 INT 12 WIS 14 CHA 14

INIT +3 Actions 2 DB 12 Move 3 HP 18

Attacks Relentless Strike: +5 to hit, 2–6+3 slashing damage. This attack ignores up to 2 points of armor.

Spirit Rend: +5 to hit, 1–3 Spirit damage. Reduces the target’s Spirit; if Spirit drops to 0, the target dies.

Attributes

Stealthy: +5 Subterfuge, Stealth

Magic Resistant: +5 Intelligence

No Facing: Cannot be flanked

Haunting Presence (Passive): All creatures within 30 feet suffer –1 Edge on all skill checks due to the revenant’s unnerving aura.

Description

A revenant is the relentless manifestation of vengeance, bound to a singular purpose—punishing those responsible for its death or the deaths of its kin. Its appearance is both horrifying and sorrowful: a partially decayed warrior, armored and weaponed as in life, eyes glowing with unquenchable fury. Unlike ghouls or simple undead, revenants are intelligent, cunning, and patient. They hunt methodically, stalking their target until retribution is exacted.

Special Abilities

Relentless Pursuit: The revenant never tires in pursuit of its target, ignoring normal fatigue effects and difficult terrain while hunting its mark.

Haunting Presence: (see Attributes)

Treasure / Alchemy

Vengeful Essence (DC16): Used in crafting potions or charms that imbue a spirit with tenacity or lingering willpower.

Spirit-Touched Weapon Fragment (DC18): Can be used to enchant weapons with minor Spirit-damaging properties or necrotic effects.

Shade

Size: Medium Type: Undead (Corporeal with Phasing) Encounter: 1–3 Habitat: Ruins, Graveyards, Deep Forests, Caves Rarity: Unusual

Statistics

STR 12 DEX 14 CON 14 INT 8 WIS 12 CHA 6

INIT +3 Actions 2 DB 16 (Shadow-Flesh DR 2) Move 3 HP 14

Attacks Shadow Claw: +7 to hit (Base +1, STR +1, Deadly +3, undead trait +2), 1–8+2 slashing. On hit, target suffers −1 to attacks and skill checks until end of their next turn. This effect does not stack with itself.

Chill Grasp (1/round): Close attack, +7 to hit, 1–3 Spirit drain. Lost Spirit returns after rest. If reduced to 0 Spirit, victim dies, and rises as a zombie under the Shade’s control in 1d6 rounds.

Attributes

Shadow-Flesh (DR 2 vs mundane weapons, silver or magic bypasses)

Corporeal Body (can be struck, unlike ghosts)

Phase Step (see below)

Cold Aura (creatures starting their turn within 10’ of the Shade take a +5 Body attack resulting in one point of Fatigue if successful.)

Vulnerable to Radiant Light (takes +50% damage from holy/light sources)

Special Abilities

Phase Step (2/round): The Shade may become incorporeal until the start of its next turn. While incorporeal, it may move through solid matter, ignores difficult terrain, is immune to non-magical physical attacks but takes ½ damage versus magical physical attacks, but cannot use Shadow Claw.

Fading Strike (Incoporeal only): If the Shade passes through a creature while incorporeal, it may use an action to lash out from within. +8 to hit, 2–10 cold + 1 Spirit drain.

Frightful Glimpse (1/day): The Shade reveals its death-form. All creatures within 20 ft take a +7 INT attack; a success causes the target to be Frightened for 1 round per point. Any creature taking 5 rounds or more drop whatever they are holding and flee for as many rounds.

Description

Unlike wraiths or specters, Shades wear a body of semi-solid darkness, giving them weight and claws but leaving them tethered to shadow. They can slip into incorporeality at will, passing through walls or striking from unexpected angles. Shades are often found guarding cursed ruins or serving darker necromancers as assassins. They feed on warmth and spirit, leaving their victims shivering and hollow.

Treasure / Alchemy

Shadow-Flesh Remnant (DC16): Material for armor that grants brief phasing.

Ectoplasmic Residue (DC12): Used in potions of stealth or shadow-melding.

Heart of Shade (rare, DC18): Can be used in forging cursed weapons that sap Spirit.

Skeleton

Size: Medium Type: Undead Encounter: 2–6 Habitat: Tombs, Catacombs, Barrows, Necromantic Ruins Rarity: Common

Statistics

STR 10 DEX 13 CON 10 INT 2 WIS 6 CHA 1

INIT –1 Actions 2 DB 13 Move 3 HP 10

Attacks Rusty Weapon: +1 to hit, 2–6 damage. Skeletons usually wield swords, spears, or maces scavenged from tombs. Clattering Slam (Unarmed): +1 to hit, 1–4 damage.

Attributes

Undead Nature: Does not breathe, eat, or sleep.

Unfeeling: Immune to charm, fear, and morale checks.

Resistances: Piercing & Slashing

Immunities: Poison, disease, bleeding and stun.

Description

Skeletons are the bare remains of the dead, animated by necromantic energy. Stripped of all personality and memory, they follow only the commands of their summoner or the rituals that bind them. Left alone for centuries, they often degrade into repetitive patterns: pacing an ancient patrol route, standing eternal watch, or defending a long-forgotten grave.

Individually weak, skeletons are most dangerous in numbers, where their tireless advance and coordinated strikes overwhelm the living.

Special Abilities

Bonebind Ward (Passive): A skeleton gains +2 Defense Bonus when within 5 feet of another skeleton (shield walls and interlocked defenses).

Necrotic Spark (Passive): If within 30 feet of an active necromancer, skeletons gain +1 to attack and move in eerie unison.

Treasure / Alchemy

Dust of the Grave (DC 10): Used in necrotic resistance draughts or binding rituals.

Soul Cinder (DC 14): Found in the marrow of recently animated skeletons; used in undead warding amulets or magical inks.

Runed Fingerbone (DC 16): Spell component for minor necromantic effects.

Varkyn

Size: Medium Type: Undead Encounter: 1–2 Habitat: Barrow-Tombs, Crypts, Forgotten Temples, Mountain Shrines, Ancient Cairns Rarity: Rare

Statistics

STR 16 DEX 8 CON 14 INT 10 WIS 13 CHA 12

Init 0 Actions 2 DB 9 (Tough Hide +1) Move 2 HP 18 (tough)

Attacks Graveblade: +4 to hit (Base +2, STR +2), 2–6+2 slashing damage. Rust-pitted weapon carries chill of undeath.

Barrow Grasp (1/Day): Skeletal hand erupts from the ground in a 5 ft. square. Target is restrained for 1d4 rounds, taking 1d4 bludgeoning damage each round.

Reach: 1 space (5 ft.) / Barrow Grasp 1 space (5 ft.)

Attributes

Tough (+25% HP)

Spirit Resistant (+5 Spirit Defense)

Cold Resistant: Half damage from cold attacks

Fire Vulnerability: +1 Edge to attacks from fire sources

Immune: Poison, disease, charm, non-magical weapons

Half Damage: From magical weapons; full damage from direct magic

Oathbound Purpose (Passive): Gains +2 Edge on attacks or defense when defending its tomb or relic; immune to magical compulsion that would make it abandon its sworn charge

Description

Varkyn are tomb-bound revenants created through ritual oaths and burial rites, bound to guard sacred sites or relics. They move with grim determination, wrapped in funeral cloth or ancient rusted scale. Pale blue flames burn in their eye sockets, and they exude the scent of old earth. Unlike wights or mummies, Varkyn are defined not only by undeath but by enduring purpose, carrying out their oath to protect, punish, or avenge.

Special Abilities

Breath of Dust (1/Encounter): Exhales a cloud of grave dust in a 10 ft. cone. Targets take −1 Edge to all actions for 1d4 rounds.

Awakened Legacy (Passive): If defeated but not properly destroyed in its tomb, the Varkyn reforms in 7 days unless sanctified (Rites or Blessing spell, DC16 Religion).

Treasure / Alchemy

Varkyn Heart-Knot (DC15): Used in potions that ward against fear or compel undead

Ancient Dust Cloak (DC18): Fine bone dust usable for stealth or concealment brews

Grave Iron Shard (DC16): Cursed shard that enhances necromantic items or shields wearer from spirit effects

Wight

WightCOLOR-reduced.png

Size: Medium Type: Undead Encounter: 1–2 Habitat: Forgotten Battlefields, Ancient Cemeteries, Shadowed Ruins, Burial Grounds Rarity: Rare

Statistics

STR 13 DEX 12 CON 14 INT 10 WIS 12 CHA 13

Init 2 Actions 2 DB 13 (Hide +1) Move 3 HP 14

Attacks Soul Rake: +3 to hit (Base +2, STR +1), 2–6 damage. On hit, target loses 1–3 Spirit points (Spirit attack).

Grave Slash (Corporeal Only): +4 to hit (Base +3, STR +1), 2–6+1 slashing damage. Must be corporeal to use.

Reach: 1 space (5 ft.)

Attributes

Spirit Resistant (+5 Spirit Defense)

Cold Resistant: Half damage from cold attacks

Immune: Poison, disease, charm, non-magical weapons

Half Damage: From magical weapons; full damage from direct magic

Stealthy (+5 Subterfuge / Stealth)

Phasewalk (Passive): Can move through walls, doors, and solid objects as though incorporeal. Cannot attack while phasing; must become corporeal to make physical attacks. Magical barriers block this effect.

Lingering Grudge (Passive): If slain within its haunt, reforms in 3d6 days unless the ground is sanctified (Blessing or Rites, DC15 Religion).

Description

Wights are malevolent remnants of the dead, lingering at sites of sorrow and violence. Straddling the line between corporeal and incorporeal, they haunt the living with their presence. Shrouded in misty tattered garments, their faces flicker between skull and shadow. Unlike mindless undead, wights retain cunning and malice, often seeking vengeance or protecting burial sites they no longer remember. They drift silently through walls and ruins, striking unseen at the right moment.

Treasure / Alchemy

Tattered Grave Shroud (DC14): Used in fear or concealment-based concoctions

Soul Fragment Dust (DC18): Rare powder for necromantic magic or Spirit-draining rituals

Wight’s Claw (DC16): Curved blackened bone for death magic or crafting Spirit-affecting runes

Will-o’-the-Wisp

Size: Small Type: Undead / Spirit Encounter: 1–3 Habitat: Swamps, Marshes, Graveyards, Shadowed Forests Rarity: Unusual

Statistics

STR 2 DEX 18 CON 8 INT 12 WIS 16 CHA 18

Init 7 Actions 2 DB 18 Move 4, Fly 10, HP 8

Attacks Shock Touch: +4 to hit, 1–4 lightning damage, target loses 1 Edge on next action if hit.

Lure (Special): Can attempt to distract or mislead a creature within 20 ft., rolling Charm +4 vs Spirit Defense. Success causes the target to follow or investigate the wisp for 1d4 rounds.

Reach: 1 space (5 ft.), Lure 4 spaces (20 ft.)

Attributes

Spiritform (Incorporeal): Immune to nonmagical physical attacks; half damage from magical weapons; full damage from magical spells

Flying: Can hover and maneuver through small spaces

Stealthy: +5 Subterfuge / Stealth

Illumination: Sheds faint flickering light; ranged attacks against it have −1 Edge due to visual distortion

Electric Aura: Creatures starting their turn within 5 ft. take 1 lightning damage

Fearsome (Passive): Small creatures have −1 Edge on checks when within 10 ft.

Description

Will-o’-the-Wisps are eerie, floating lights, often appearing over marshes, graveyards, or misty landscapes. Though small and insubstantial, they are dangerous, luring travelers into hazards or shocking those who approach. Some are mischievous, seeking to confuse or terrify, while others are malevolent spirits of the dead, guarding forgotten places. Their small, glowing forms flicker unpredictably, making them difficult to strike.

Special Abilities

Luring Glow (1/Encounter): The wisp can intensify its light to create a hypnotic effect. All creatures within 15 ft. must make a INT check (target Spirit) or be compelled to move toward the light for 1d4 rounds.

Electric Surge (Passive): Any creature in physical contact with the wisp or struck by its touch attack takes 1 lightning damage per turn.

Treasure / Alchemy

Wisp Flame Essence (DC12): Used in alchemical items to mimic or store light and heat

Spectral Residue (DC15): Can enhance invisibility potions or spirit summoning rituals

Etheric Coil (DC18): Rare component for magic items that manipulate electricity or spirit energy

Zombie

Size: Medium Type: Undead Encounter: 1–4 Habitat: Catacombs, Ruins, Graveyards, Battlefields, Shadowed Places Rarity: Common

Statistics

STR 14 DEX 10 ON 12 INT 1 WIS 4 CHA 1

INIT –3 Actions 2 DB 10 Move 2 HP 12

Attacks

Rotting Slam: +2 to hit, 2–6+1 damage.

Crushing Grapple: +2 to hit, no damage. On hit, target is grappled (Body vs STR 14 to escape at start of their turn). While grappled, zombie’s slam attacks have advantage.

Attributes

Immune to poison, disease, charm, and fear

Resistant: Takes half damage from piercing attacks

Cannot run, jump, or climb well

Does not feel pain or fatigue

Mindless (cannot be reasoned with, distracted, or tricked)

Attacks last creature to damage it, or nearest living creature

Description

Zombies are corpses animated through necromancy, stitched together by dark willpower. They stagger with a grotesque, uneven gait, but their relentlessness and resistance to harm make them unnerving foes. Even after losing limbs or suffering fatal wounds, zombies lurch onward, heedless of pain or reason.

Though a single zombie is often easy to outmaneuver, their danger lies in numbers, or when used by necromancers to wear down living foes. They are driven only by hunger and the lingering magic that binds them.

Special Abilities

Unyielding (Passive): When reduced to 0 HP, a zombie may continue to act for 1d4 more rounds. Roll a d6 each round: on 1–3 it acts normally; on 4–6 it collapses.

Corpse Hunger (Passive): When a zombie reduces a creature to 0 HP, it immediately spends its next action feeding unless directly commanded otherwise. While feeding, it gains 1d6 temporary HP for 1 minute.

Treasure / Alchemy

Black Rot Paste (DC10): Ingredient for necrotic poisons.

Undeath Viscera (DC14): Used in undead detection potions or warding charms.

Spinal Root Nerve (DC16): Key in rituals to raise or repel the dead.