SRD 1E Monsters G-L ¶
Gargoyle ¶
| Normal 5th level Troop Construct | Initiative: +4 Furious claws and fangs +9 vs. AC—9 damage Natural 11+: The gargoyle can make two more melee attacks as a free action (but never more than three total attacks per standard action, even if you roll another 11+). Flight Nastier Specials Rocky hide: The gargoyle has resist damage 12+ against attacks targeting AC. Statues, statues, everywhere: Because they often look like statues, gargoyles are capable of springing a surprise on inattentive PCs. When there’s a chance of such an ambush, give the PCs a champion-tier skill check (DC 20) to notice the gargoyles and avoid being surprised. | AC PD MD HP | 24 21 14 60 |
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Gelahedron ¶
For special abilities, see Ooze Abilities.
Gelatinous Tetrahedron ¶
| Huge 4th level Blocker Ooze | Initiative: +3 Shlup’n’schlorp +9 vs. PD—22 acid damage, and the tetrahedron engulfs the target (functions like a grab; see below) if it’s smaller than the tetrahedron Miss: The tetrahedron can make a spasms attack as a free action. [Special trigger] C: Spasms +9 vs. AC (up to 2 attacks, each against a different nearby enemy)—11 damage Engulf and dissolve: Targets engulfed/grabbed by the tetrahedron take 22 acid damage at the start of the cube’s turn but are not viable targets for additional attacks by the tetrahedron. Multiple targets can be held within the tetrahedron simultaneously. Any engulfed creature that is also staggered must begin making last gasp saves or become paralyzed as the tetrahedron’s toxins overwhelm it. Instinctive actions: Gelatinous creatures have no brains, sometimes they just do things. When the escalation die is odd, instead of making an attack or moving, roll a d4 to see what the tetrahedron does. If an option is not viable (you roll a 1 but there is no engaged enemy), reroll until you get a valid option. 1. C: Fling +9 vs. PD (one engaged enemy)—14 damage, and the target pops free from the ooze and must roll an easy save (6+); on a failure, it loses its next move action 2. C: Fling +9 vs. PD (one nearby enemy not engaged with the ooze)—28 damage, and the target is flung somewhere nearby and must roll an easy save (6+); on a failure, it loses its next move action 3. C: Fling +9 vs. PD (one far away enemy)—42 damage, and the target is flung somewhere far away and must roll an easy save (6+); on a failure, it loses its next move action 4. As a standard action the ooze quickly moves around the battlefield, oozing over 1d3 nearby enemies. Those enemies become engaged with the ooze and stuck (save ends). First failed save: The target is engulfed instead of stuck. | AC PD MD HP | 19 17 14 160 |
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Gelatinous Cubahedron (aka Cube) ¶
| Huge 5th level Blocker Ooze | Initiative: +4 Shlup’n’schlorp +10 vs. PD—30 acid damage, and the cube engulfs the target (functions like a grab; see below) if it’s smaller than the cube Miss: The cube can make a spasms attack as a free action. [Special trigger] C: Spasms +10 vs. AC (up to 2 attacks, each against a different nearby enemy)—15 damage Engulf and dissolve: Targets engulfed/grabbed by the cube take 30 acid damage at the start of the cube’s turn but are not viable targets for additional attacks by the cube. Multiple targets can be held within the cube simultaneously. Any engulfed creature that is also staggered must begin making last gasp saves or become paralyzed as the cube’s toxins overwhelm it. Instinctive actions: Gelatinous creatures have no brains, sometimes they just do things. When the escalation die is odd, instead of making an attack or moving, roll a d6 to see what the cubahedron does. If an option is not viable (you roll a 5 but there is no engulfed enemy), reroll until you get a valid option. 1. The cubahedron jiggles in place. Each nearby enemy takes 5 acid damage. Each creature engulfed by the cube takes a –4 penalty to its saves until the end of its next turn. 2. The cubahedron moves as a quick action. If the cube ends its move engaged with enemies, each of those enemies must roll a save; on a failure, the cubahedron grabs them (but they’re not engulfed). 3. The cubahedron spits an engulfed creature into the air above it and makes a shlup’n’schlorp attack against that creature with a +5 attack bonus. Then the creature is engulfed again. 4. The cubahedron flattens itself slightly and crawls up a wall and possibly across the ceiling. The cube falls at the end of its turn. Each creature engulfed by the cube takes 30 damage, and it makes a gel drop attack against enemies below it. Gel drop +10 vs. PD (1d3 nearby enemies)—15 damage, and the cube engulfs the target if it’s smaller than the cube 5. The cubahedron moves one creature engulfed by it to the surface. The target gains a +4 bonus to attempts to escape the cube, but each time the cube is targeted by an attack, the engulfed creature must roll a save; on a failure, it becomes the target of the attack instead. 6. The cubahedron spits out each enemy engulfed by it with great force in different directions; each of those creatures takes 50 damage. | AC PD MD HP | 20 18 15 200 |
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Gelatinous Octahedron ¶
| Huge 6th level Blocker Ooze | Initiative: +5 Shlup’n’schlorp +11 vs. PD—38 acid damage, and the cube engulfs the target (functions like a grab; see below) if it’s smaller than the cube Miss: The cube can make a spasms attack as a free action. [Special trigger] C: Spasms +11 vs. AC (up to 2 attacks, each against a different nearby enemy)—19 damage Engulf and dissolve: Targets engulfed/grabbed by the cube take 38 acid damage at the start of the cube’s turn but are not viable targets for additional attacks by the cube. Multiple targets can be held within the cube simultaneously. Any engulfed creature that is also staggered must begin making last gasp saves or become paralyzed as the cube’s toxins overwhelm it. Instinctive actions: Gelatinous creatures have no brains, sometimes they just do things. When the escalation die is odd, instead of making an attack or moving, roll a d8 to see what the octahedron does. If an option is not viable (you roll a 3 but there are no nearby targets), reroll until you get a valid option. 1. C: Acid splash +11 vs. PD (1d3 nearby or far away enemies in a group)—8 ongoing acid damage Each failed save: Acid destroys one of the target’s non-magical items. The target takes a cumulative –1 attack penalty until the end of the battle (boots fall apart, shield straps snap, etc.). Miss: 5 ongoing acid damage. 2. The octahedron grows an orifice that gushes out a liquid glue that floods the area. Each enemy engaged with the octahedron is stuck (hard save ends, 16+). Each nearby enemy not engaged with the octahedron is stuck (save ends). Each far away enemy is stuck (easy save ends, 6+). The glue has no effect on creatures who are flying or that have some way of avoiding it. 3. The octahedron squirts a slick slime that targets 1d3 nearby enemies. Until the end of the battle, each target must roll an easy save each time it moves; on a failure, it’s hampered until the end of its next turn. 4. The octahedron makes a fire gout attack as it splashes out a gel that ignites in the air and sticks to skin and clothing. C: Fire gout +11 vs. PD (1d3 nearby or far away enemies in a group)—8 ongoing fire damage Each failed save: The ongoing damage for all enemies hit by the attack increases by 1. 5. The octahedron sweats acid. Each enemy engaged with the octahedron must roll a normal save; on a failure, it takes 40 acid damage. On a success it takes 20 acid damage. 6. C: Acid jet +11 vs. PD (one nearby or far away enemy)—45 acid damage Miss: 8 ongoing acid damage. 7. C: Acid geyser +11 vs. PD (1d3 nearby or far away enemies)—30 acid damage, and the octahedron is propelled uncontrollably about the area, passing next to each of its enemies. Unlike normal, each enemy can make an opportunity attack against the ooze as it moves this way, but the ooze can make a glomp attack against those who do as a free action as it passes. (Tell the PCs that the ooze will get a counter-attack.) Glomp +9 vs. PD—10 acid damage, and the cube engulfs the target if it’s smaller than the cube 8. The octahedron splits into two tetrahedrons, and each one can act this turn (roll a d4 for the instinctive actions of each one). Divide the octahedron’s current hit points equally between the two new creatures. | AC PD MD HP | 21 19 16 280 |
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Gelatinous Dodecahedron ¶
| Huge 7th level Blocker Ooze | Initiative: +5 Shlup’n’schlorp +10 vs. PD—30 acid damage, and the dodecahedron engulfs the target (functions like a grab; see below) if it’s smaller than the dodecahedron Miss: The cube can make a spasms attack as a free action. [Special trigger] C: Spasms +10 vs. AC (up to 2 attacks, each against a different nearby enemy)—15 damage Engulf and dissolve: Targets engulfed/grabbed by the cube take 30 acid damage at the start of the cube’s turn but are not viable targets for additional attacks by the cube. Multiple targets can be held within the cube simultaneously. Any engulfed creature that is also staggered must begin making last gasp saves or become paralyzed as the cube’s toxins overwhelm it. Instinctive actions: Gelatinous creatures have no brains, sometimes they just do things. When the escalation die is odd, instead of making an attack or moving, roll a d12 to see what the dodecahedron does. If an option is not available (you roll a 1 but there are no nearby enemies), reroll until you get a valid option. 1. The dodecahedron makes a squash attack against 1d4 nearby enemies as it rolls and shlorps around the area. Any enemies already engulfed by the dodecahedron take 10 thunder damage. C: Squash +10 vs. PD (1d4 nearby enemies)—20 damage, and the target is stunned (easy save ends, 6+) 2. The dodecahedron throws out whip-like tendrils and makes a sudden orifice attack against each enemy engaged with it. Then it pulls each nearby enemy next to it and engages that creature. Sudden orifice +12 vs. PD (each enemy engaged with it)—The dodecahedron engulfs the target if it’s smaller than the dodecahedron 3. Hundreds of finger-size slimes slither out from the interior of the dodecahedron and begin worming their way across the bodies of each of its enemies in the battle. Until the end of the battle, when a non-ooze creature takes any damage besides ongoing acid damage, it also takes 10 acid damage. 4. The dodecahedron bounces and thrums. Each enemy engaged with it or engulfed by it must roll a save; on a failure, that enemy takes 30 thunder damage. On a success, it takes 15 thunder damage and pops free from the dodecahedron. 5. The dodecahedron hunkers down and produces acidic spikes. It gains a +4 bonus to all defenses until the end of the battle, and each enemy who makes a melee attack against it with a non-magical weapon must roll a save; on a failure the weapon dissolves. When a creature’s weapon dissolves, that creature is hampered and weakened (save ends both). Magical weapons lose their bonuses to hit and damage until the end of the battle instead of being dissolved (but the owner is still hampered and weakened). They can be “restored” after the battle by taking a few minutes during a rest to re-attune them. 6. The dodecahedron moves, rolling around the battlefield, then makes a shlup’n’schlorp attack at the end of its movement with a +5 bonus. If the attack misses, instead of making a spasms attack the dodecahedron rolls about the area again and makes a second shlup’n’schlorp attack with a +10 bonus. If the second attack misses, it doesn’t get a spasms attack and the dodecahedron’s turn ends. 7. The dodecahedron makes a spasms attack. If it misses with either attack roll, after the attacks, it can make a stretch and engulf attack as a free action. C: Stretch and engulf +12 vs. PD (one nearby or far away enemy)—30 acid damage, and the dodecahedron engulfs the target if it’s smaller than the dodecahedron 8. C: Pseudopod slaps +10 vs. AC (one nearby enemy)—25 thunder damage Natural odd hit: The target pops free from the dodecahedron and is knocked far away, and the ooze makes the attack again against a different nearby enemy as a free action. Natural even hit: The dodecahedron engulfs the target if it’s smaller than the dodecahedron. 9. Each enemy engulfed by the dodecahedron takes 40 acid damage, and the dodecahedron heals 40 hp for each enemy it has engulfed. 10. The dodecahedron splits into an octahedron and a tetrahedron, and each one can act this turn (roll a d8 and d4 for the instinctive actions of each one). Divide the dodecahedron’s current hit points into thirds, and give one third to the tetrahedron and two thirds to the octahedron. 11. The dodecahedron splits into three tetrahedrons, and each one can act this turn (roll a d4 for the instinctive actions of each one). Divide the dodecahedron’s current hit points equally between the three new creatures. 12. The dodecahedron splits into two cubahedrons, and each one can act this turn (roll a d6 for the instinctive actions of each one). Divide the dodecahedron’s current hit points equally between the two new creatures. | AC PD MD HP | 21 19 16 550 |
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Genie ¶
Djinn ¶
| Large 9th level Spoiler Giant | Initiative: +15 Greatsword +13 vs. AC (2 attacks)—40 damage Natural 5, 10, 15, 20: Increase the escalation die by 1 (cumulative), and until the end of the battle, the djinn adds the escalation die to its attacks. C: Assault of the whirlwind +13 vs. PD (1d4 + 1 nearby creatures, including invisible creatures)—35 damage, and after the attack the djinn teleports to one of the targets and engages it Natural 5, 10, 15, 20: The target is hampered until the end of its next turn. Miss: 10 damage. Limited use: The djinn can only use this attack while it’s not staggered. Flight: Genies fly extremely well, but lumber, at best, when walking on the ground. Grant-a-wish: A PC whose attack drops a djinn to 0 hp gains the equivalent of an extremely favorable roll of 6 with an icon relationship die with an icon of the PC’s choice that the PC already has a positive or conflicted relationship with. Treat this advantage as if it came from a positive relationship. The GM is encouraged to treat this result with the utmost benevolence and compassion. Nastier Specials If you want a djinn to be even tougher, add a nastier special depending on which icon or icons the djinn is presently working for. The abilities represent the innate magic of the genie being channeled through the influence of the icon. Protection boon: While not staggered, the djinn gains resist spell damage 16+ against all spells except those cast by a PC that has at least a one point icon relationship with the icon that is channeling the djinn. Spiky bits: When an enemy makes a melee attack against the djinn and misses, it takes 2d20 damage. Demonic taint: The djinn gains a random demonic feature (see Demon). Unwelcome resonance: Whenever a nearby enemy attempts to trigger a magic item power, there’s a 50% chance that the power fails. If it does, the item refuses to let its owner use that power until the end of the battle. Sorcerous reach: The djinn’s assault of the whirlwind attack can also target far away enemies. Aura of command: Twice per battle as a free action, the djinn can turn an ally’s normal save into an easy save (6+), or an enemy’s normal save into a hard save (16+). Wind/Shadow form: While not staggered, the djinn has resist melee damage 16+. Frenzied: The djinn takes a –1 penalty to all defenses. While not staggered, its crit range expands by 3. | AC PD MD HP | 25 22 21 350 |
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Efreet ¶
| Large 10th level Wrecker Giant | Initiative: +15 Vulnerability: cold (only while staggered) Blade of the perfect warrior +15 vs. AC (3 attacks)—35 damage Natural 5, 10, 15, 20: Each nearby enemy takes 20 fire damage. R: Jet of absolute conflagration +15 vs. PD (one random nearby conscious enemy)—110 fire damage Natural 5, 10, 15, 20: The target loses all fire resistance until the end of the battle and is hampered (save ends). Flight: Efreet don’t fly as well or as quickly as djinn, but they are able to get around okay. Grant-a-wish: A PC whose attack drops an efreet to 0 hp gains the equivalent of an extremely favorable roll of 6 with an icon relationship die with an icon of the PC’s choice that the PC already has a positive or conflicted relationship with. Treat this advantage as if it came from a positive relationship. The GM is encouraged to treat this result with the utmost benevolence and compassion. Resist fire 18+: When a fire attack targets this creature, the attacker must roll a natural 18+ on the attack roll or it only deals half damage. Nastier Specials If you want an efreet to be even tougher, add a nastier special depending on which icon or icons the efreet is presently working for. The abilities represent the innate magic of the genie being channeled through the influence of the icon. | AC PD MD HP | 25 24 23 420 |
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Ghoul ¶
For nastier specials, instead of a slow, poisonous bite, a more deadly bite can also make things challenging for adventurers. Each time a ghoul bites a character, that PC immediately loses a recovery. If they run out of recoveries before their next full heal-up, that character must start making last gasp saves at the start of each battle. If the character fails their fourth last gasp save this way, they turn into a ghoul.
Gravemeat ¶
| Normal 1st level Mook Undead | Initiative: +2 Vulnerability: holy Dirtcaked claw +5 vs. AC—3 damage, or 6 damage if the target is vulnerable Natural 18+: The gravemeat can make another dirtcaked claw attack as a free action, then it takes 1d6 damage from the exertion. | AC PD MD HP | 17 12 10 5 |
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Newly-Risen Ghoul ¶
| Normal 2nd level Mook Undead | Initiative: +5 Vulnerability: holy Scrabbling claws +7 vs. AC—3 damage Natural 16+: The target is vulnerable (attacks vs. it have crit range expanded by 2) to attacks by undead until the end of the ghoul’s next turn. Pound of flesh: The newly-risen ghoul’s scrabbling claws attack deals +2 damage against vulnerable targets. | AC PD MD HP | 17 15 11 9 |
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Ghoul ¶
| Normal 3rd level Spoiler Undead | Initiative: +8 Vulnerability: holy Claws and bite +8 vs. AC—8 damage Natural even hit: The target is vulnerable (attacks vs. it have crit range expanded by 2) to attacks by undead until the end of the ghoul’s next turn. Pound of flesh: The ghoul’s claws and bite attack deals +4 damage against vulnerable targets. Infected bite: Any creature that is slain by a ghoul and not consumed will rise as a ghoul the next night. Nastier Specials Paralyzing bite: When the ghoul hits a vulnerable target with a natural even attack roll, the target is also stunned (save ends). | AC PD MD HP | 18 15 12 36 |
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Ghoul Fleshripper ¶
| Normal 4th level Wrecker Undead | Initiative: +9 Vulnerability: holy Bony claws +7 vs. AC (2 attacks)—6 damage, and the target is vulnerable (save ends) Critical hit: Until the target saves against the vulnerable effect, it also takes 2d6 ongoing damage each turn. Infected bite: Any creature that is slain by a ghoul and not consumed will rise as a ghoul the next night. | AC PD MD HP | 19 18 13 54 |
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Ghoul Licklash ¶
| Normal 4th level Blocker Undead | Initiative: +8 Vulnerable: holy Bloody claws +8 vs. AC—12 damage, and target is vulnerable (save ends) C: Flesh-seeking tongue +8 vs. PD (one nearby enemy)—8 damage Natural even hit: The target pops free from each enemy it’s engaged with and is pulled to the ghoul licklash, who engages it. Natural odd hit: The target is vulnerable (save ends). Critical hit: The licklash can make a flesh-seeking tongue attack against a different target as a free action. Infected bite: Any creature that is slain by a ghoul and not consumed will rise as a ghoul the next night. Tongue lash: Once per round when a nearby enemy makes a ranged attack, the ghoul licklash can make a flesh-seeking tongue attack against that enemy before the attack as a free action. | AC PD MD HP | 21 17 13 48 |
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Ghoul Pusbuster ¶
| Normal 4th level Spoiler Undead | Initiative: +7 Vulnerable: holy Feeble claws +8 vs. AC—9 damage C: Vomit comet +8 vs. PD (1d3 nearby enemies)—10 ongoing damage, and the target is vulnerable (save ends both) Natural even hit: The target is hampered (save ends). Natural odd hit: The target is dazed (save ends). Self-diminishing: The ghoul pusbuster takes 2d6 damage for each creature it targets with this attack. | AC PD MD HP | 19 16 13 60 |
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Ghast ¶
| Normal 5th level Wrecker Undead | Initiative: +12 Finely honed claws +11 vs. AC (2 attacks)—8 damage, and the target is vulnerable (save ends) Paralyzing bite +11 vs. AC (one vulnerable enemy)—12 damage, and the target is stunned (save ends) C: Hungry howl +11 vs. MD (each nearby enemy)—The target must choose one: 15 psychic damage; OR 5 psychic damage and the target is vulnerable (save ends) Limited use: 1/battle. | AC PD MD HP | 22 18 14 74 |
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Giant ¶
Hill Giant ¶
| Large 6th level Troop Giant | Initiative: +8 Massive gnarly club +10 vs. AC—45 damage Miss that’s a natural 6+: Half damage (sometimes close is good enough). R: Two-handed boulder throw +8 vs. PD—35 damage Nastier Specials Big bully: The giant deals double damage with its attacks against staggered targets. | AC PD MD HP | 20 20 14 200 |
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Ice Zombie ¶
| Normal 6th level Mook Undead | Initiative: +5 Vulnerability: fire, holy Chill claws +11 vs. AC—12 cold damage Icy breath of the grave +11 vs. PD—9 cold damage, and the target is vulnerable to cold attacks (save ends) Resist cold 18+: When a cold attack targets this creature, the attacker must roll a natural 18+ on the attack roll or it only deals half damage. Fiery decapitation: Ice zombies have frozen, iron-hard flesh that makes them tougher than normal zombies—critical hits that deal fire damage deal triple damage to ice zombies; other critical hits just deal double damage. | AC PD MD HP | 22 22 13 20 |
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Jotun Auroch ¶
| Huge 6th level Mook Beast | Initiative: +7 Trampling hooves +8 vs. PD—6 damage Natural 1–5: The jotun auroch can make a fiery or frosty breath attack as a free action. [Special trigger] C: Fiery or Frosty breath +10 vs. PD (1d4 nearby enemies)—5 fire or cold damage, depending on what the jotun auroch has been eating lately Resist cold and fire 18+: When a cold or fire attack targets this creature, the attacker must roll a natural 18+ on the attack roll or it only deals half damage. | AC PD MD HP | 20 18 13 70 |
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Winter Beast ¶
| Large 6th level Troop Beast | Initiative: +7 Fang, claw, or tusk +11 vs. AC—21 damage, and the beast’s special ability triggers Winter Beast Special Ability: Choose ONE Armored polar bear: The target takes 10 extra damage, and if the target makes an opportunity attack against the polar bear before the start of the bear’s next turn, the bear can make a fang, claw, or tusk attack against the target as a free action. Giant walrus: The target takes 14 extra damage and is stuck (save ends; also ends if the walrus moves) Winter wolf: The target takes 14 extra damage, or 28 extra damage if another winter wolf is engaged with it. Resist cold 12+: When a cold attack targets this creature, the attacker must roll a natural 12+ on the attack roll or it only deals half damage. | AC PD MD HP | 22 20 14 170 |
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Bergship Raider (Frost) ¶
| Large 7th level Spoiler Giant | Initiative: +10 Vulnerability: fire Whirling ice hook +13 vs. AC—50 damage, and the target takes a –5 penalty to disengage checks until the end of its next turn Miss: 15 damage to each enemy engaged with the giant. R: Frost chain +13 vs. AC (one nearby enemy or far away enemy at –2 atk)—40 damage, and the target is pulled next to the giant, who engages it Ancient cold: While battling one or more frost giants, there is only a 50% chance that the escalation die increases at the start of the round. Resist cold 16+: When a cold attack targets this creature, the attacker must roll a natural 16+ on the attack roll or it only deals half damage. Winter’s bite: When the escalation die is odd, each enemy engaged with the raider takes 35 cold damage at the start of its turn. Nastier Specials Overbearing: Twice per battle, the raider can make a knockdown attack as a quick action (once per round). Knockdown +10 vs. PD (one enemy smaller than it)—20 damage, and the target can’t disengage until the end of its next turn. | AC PD MD HP | 21 21 18 270 |
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Cloud Giant Thane ¶
| Huge 7th level Wrecker Giant | Initiative: +11 Cloud-forged morningstar +12 vs. AC—60 damage Natural even hit: The target loses any flight abilities and can’t gain flight in any way (save ends). Natural odd hit or miss: The thane can make a chains and shrapnel attack as a free action. C: Chains and shrapnel +12 vs. AC (1d4 random nearby creatures)—20 damage Strike with advantage: A cloud giant gains a +4 attack bonus against any enemy taking ongoing damage or that has an ongoing condition (dazed, for instance). | AC PD MD HP | 22 21 21 290 |
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Cloud Giant Warrior ¶
| Huge 7th level Caster Giant | Initiative: +12 Staff +10 vs. AC (2 attacks)—40 damage R: Sleep, little ones +12 vs. MD (one nearby enemy, or 1d3 nearby enemies in a group if the escalation die is 3+)—20 psychic damage, and if the target has 50 hp or fewer after the attack, it falls unconscious (hard save ends, 16+; it also ends if the target takes 10 or more damage) R: Zzzzzottttttttttt! +12 vs. PD—35 force damage, and 35 ongoing lightning damage Miss: 20 force damage, and 20 ongoing lightning damage. Strike with advantage: A cloud giant gains a +4 attack bonus against any enemy taking ongoing damage or that has an ongoing condition (unconscious sleep, for instance). | AC PD MD HP | 21 19 22 280 |
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Frost Giant ¶
| Large 7th level Spoiler Giant | Initiative: +10 Vulnerability: fire Ice-covered war axe +12 vs. AC—45 damage Natural even hit or miss: The giant can make a frost touch attack against the target as a free action. [Special trigger] Frost touch +11 vs. PD—10 cold damage, and the target is hampered (makes only basic attacks) until the end of its next turn R: Large rock or iceball +11 vs. PD (one nearby enemy or far away enemy at –2 atk)—35 damage Ancient cold: While battling one or more frost giants, there is only a 50% chance that the escalation die increases at the start of the round. Resist cold 16+: When a cold attack targets this creature, the attacker must roll a natural 16+ on the attack roll or it only deals half damage. Nastier Specials Strength of giants: Twice per battle, the giant can make a slam attack as a quick action (once per round). Slam +10 vs. PD (one enemy smaller than it)—20 damage, the target pops free from the giant, and the target loses its next move action. | AC PD MD HP | 23 22 17 210 |
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Ice Sorceress (Frost) ¶
| Large 7th level Caster Giant | Initiative: +10 Vulnerability: fire Icicle staff +14 vs. AC—20 damage, 20 cold damage, and the sorceress can make an icy delusions attack against the target as a free action R: Winter wind +14 vs. PD—55 cold damage Natural even hit or miss: The sorceress can make an icy delusions attack against the target as a free action. [Special trigger] C: Icy delusions +14 vs. MD (one enemy)—At the start of each round, the target loses 2d6 points from their initiative count as they slowly freeze from the inside out (save ends) Frozen flesh: When a creature is reduced to 0 initiative or lower from icy delusions, it becomes delusional and frozen and must choose one condition that will affect it: confused (hard save ends, 16+); OR stunned (save ends). After saving, the creature rerolls its initiative. Ice summoner: Once per round as a free action, the giant can make an ice wall attack to conjure forth a wall of ice that stops one enemy's movement or ranged attack. The giant can’t use this ability to target creatures making fire attacks or wielding weapons that deal fire damage. C: Ice wall +14 vs. PD (one moving enemy or ranged attacker)—The target stops its movement or loses its ranged attack that turn, and the wall of ice remains until the end of the battle (GM’s choice on its size, but it shouldn’t be too large or thick; normal DC to break through it) Ancient cold: While battling one or more frost giants, there is only a 50% chance that the escalation die increases at the start of the round. Resist cold 16+: When a cold attack targets this creature, the attacker must roll a natural 16+ on the attack roll or it only deals half damage. Nastier Specials Ice armor: The ice sorceress has resist damage 16+ unless the attack deals fire damage. | AC PD MD HP | 23 22 17 190 |
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Fire Giant ¶
| Large 8th level Wrecker Giant | Initiative: +12 Vulnerability: cold Flaming greatsword +13 vs. AC (2 attacks)—35 damage Natural even hit or miss: The target also takes 10 ongoing fire damage. R: Flaming black-iron javelin +11 vs. AC—40 damage Natural even hit or miss: The target also takes 10 ongoing fire damage. Fiery escalator: The fire giant adds the escalation die to its attacks against targets taking ongoing fire damage. Resist fire 16+: When a fire attack targets this creature, the attacker must roll a natural 16+ on the attack roll or it only deals half damage. Nastier Specials Burning blood: When a fire giant becomes staggered, it deals 10 ongoing fire damage to each enemy engaged with it. Strength of giants: Twice per battle, the giant can make a slam attack as a quick action (once per round). Slam +12 vs. PD (one enemy smaller than it)—10 damage, the target pops free from the giant, and the target loses its next move action. | AC PD MD HP | 25 21 17 285 |
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Frost Giant Adventurer ¶
| Large 8th level Spoiler Giant | Initiative: +13 Vulnerability: fire Overlarge club +13 vs. AC (one nearby enemy or one enemy engaged with giant)—75 damage Natural even hit: The target loses its next move action, and if it’s engaged with the giant, it pops free. Ancient cold: While battling one or more frost giants, there is only a 50% chance that the escalation die increases at the start of the round. Blood of the niefelheim: When an enemy the frost giant adventurer is engaged with scores a critical hit against the giant, that enemy is hampered (hard save ends, 16+). Resist cold 16+: When a cold attack targets this creature, the attacker must roll a natural 16+ on the attack roll or it only deals half damage. | AC PD MD HP | 24 23 18 280 |
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Stone Giant ¶
| Large 8th level Troop Giant | Initiative: +11 Stone club +13 vs. AC—50 damage Natural even hit or miss: The stone giant can also make a stomp attack against a single target as a free action. Stomp +13 vs. PD (each smaller enemy engaged with the giant)—30 damage, and the target is dazed (save ends) R: Thrown boulder +11 vs. PD (one nearby or far away enemy)—40 damage Natural even miss: 20 damage. Built of stone: The stone giant has resist weapons 16+. | AC PD MD HP | 24 22 18 270 |
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Fire Giant Warlord ¶
| Large 9th level Leader Giant | Initiative: +14 Vulnerability: cold Flaming greatsword +15 vs. AC (2 attacks)—40 damage Natural even hit or miss: The target also takes 10 ongoing fire damage. Massive strike +15 vs. AC—90 damage, and 10 ongoing fire damage Fiery escalator: The fire giant warlord adds the escalation die to its attacks against targets taking ongoing fire damage. Resist fire 16+: When a fire attack targets this creature, the attacker must roll a natural 16+ on the attack roll or it only deals half damage. Warlord of fire: As a standard action, the warlord can command one nearby ally that has resistance to fire to make a melee attack as a free action. Nastier Specials Unquenchable fires: Enemies engaged with the fire giant warlord take a –5 penalty to saves against ongoing fire damage. | AC PD MD HP | 26 22 18 355 |
|---|---|---|---|
Storm Giant ¶
| Huge 10th level Archer Giant | Initiative: +16 Truly enormous greatsword +15 vs. AC—120 damage Natural even hit or miss: The giant can make a lightning bolt attack against a random nearby enemy as a free action. Miss: 40 damage OR the giant can make a release the thunder attack as a free action. R: Giant longbow +14 vs. AC (2 attacks vs. nearby or far away enemies)—60 damage Natural even hit: The giant can make a lightning bolt attack against a random enemy that is nearby the target of the longbow attack. [Special trigger] C: Lightning bolt +15 vs. PD (one random nearby enemy)—2d6 x 10 lightning damage Miss: Half damage. [Special trigger] C: Release the thunder +15 vs. PD (all nearby creatures)—1d10 thunder damage per building thunder point (see below). Miss: Half damage. Building thunder: Keep count of the number of times the storm giant uses its lightning bolt attack during the battle. Add that number to the escalation die to get the current building thunder value. Skystep: A storm giant can use its standard action to walk or run through the air, using move actions to continue. If the storm giant makes a standard action attack, it settles back to the ground below it without falling. Storm born: The storm giant has resist thunder 16+ and resist lightning 16+. | AC PD MD HP | 26 24 22 650 |
|---|---|---|---|
Gnoll ¶
Nastier Special for all gnolls:
Blood fury: +1d10 melee damage if the gnoll or its target is staggered.
Gnoll Ranger ¶
| Normal 3rd level Archer Humanoid | Initiative: +9 Hand axes +6 vs. AC (2 attacks)—6 damage Pack ferocity: If more than one gnoll is engaged with the target, each gnoll melee attack that misses that target deals half damage. R: Longbow +8 vs. AC—8 damage Natural even hit or miss: The gnoll can make a second longbow attack (no more) as a free action. Quick shot: When the gnoll ranger is unengaged and an enemy moves to engage it, roll a d20. On a 11+, the gnoll ranger can make a longbow attack against that enemy as a free action just before being engaged. Nastier Specials Hates everyone: The crit range of attacks by gnoll rangers expands by 2 against humanoids. | AC PD MD HP | 18 17 14 46 |
|---|---|---|---|
Gnoll Savage ¶
| Normal 3rd level Troop Humanoid | Initiative: +7 Spear +7 vs. AC—10 damage Pack ferocity: If more than one gnoll is engaged with the target, each gnoll melee attack that misses that target deals half damage. R: Thrown spear +6 vs. AC—8 damage | AC PD MD HP | 19 16 13 42 |
|---|---|---|---|
Gnoll War Leader ¶
| Normal 4th level Leader Humanoid | Initiative: +8 Heavy flail +9 vs. AC—14 damage Natural even hit or miss: The target is marked for death; until the end of the battle, all gnoll attacks against the target gain an attack bonus equal to the escalation die. Pack ferocity: If more than one gnoll is engaged with the target, each gnoll melee attack that misses that target deals half damage. | AC PD MD HP | 20 17 14 56 |
|---|---|---|---|
Gnoll Shredder ¶
| Normal 7th level Blocker Humanoid | Initiative: +9 Diabolical axe +12 vs. AC—25 damage, and one of the shredder’s allies engaged with the target can pop free Battle lock: Gnoll shredders gain a +2 bonus to opportunity attacks, and enemies take a –8 penalty to disengage checks against them. Legion fighting: When the escalation die increases, if there are more gnolls in the battle than their enemies, one gnoll shredder in the battle can make a melee attack as a free action. Nastier Specials Spoiling strike: When the shredder hits with an opportunity attack, it can make a spoiling strike attack against that enemy as a free action. Spoiling strike +17 vs. PD (one enemy it hits with an opportunity attack)—The target loses the rest of its actions that turn (and stops moving if it was moving). Vicious in-fighting: When an enemy would pop free from the shredder, it must roll a disengage check as a free action instead. If it fails, the shredder can make a diabolical axe attack against that enemy as a free action. | AC PD MD HP | 27 19 15 95 |
|---|---|---|---|
Gnoll Fiendfletch ¶
| Normal 7th level Archer Humanoid | Initiative: +11 Infernal mace +12 vs. AC—18 damage Natural 16+: The fiendfletch can make a disengage check as a free action this turn after the attack. R: Hellbent bow +13 vs. AC—30 damage Natural 16+: The target is dazed until the end of its next turn as it suffers debilitating pain from a hellish arrow. Close-quarters archery: While making a ranged attack, the fiendfletch gains a +4 bonus to AC against opportunity attacks. Nastier Specials Duck and cover: While the fiendfletch has at least one blocker, troop, or wrecker ally (like a shredder) between it and an enemy, it gains a +4 bonus to all defenses against ranged and close-quarters attacks from that enemy. Living arrows: When the fiendfletch rolls a natural 16+ with a hellbent bow attack and hits, the target is weakened (save ends) instead of dazed. | AC PD MD HP | 23 19 15 75 |
|---|---|---|---|
Goblin ¶
Goblin Grunt ¶
| Normal 1st level Troop Humanoid | Initiative: +3 Club +6 vs. AC—6 damage if the goblins and their allies outnumber their enemies; 4 damage if they don’t. R: Shortbow +6 vs. AC—4 damage Shifty bugger: Goblins gain a +5 bonus to disengage checks. | AC PD MD HP | 16 13 12 22 |
|---|---|---|---|
Goblin Scum ¶
| Normal 1st level Mook Humanoid | Initiative: +3 Club +6 vs. AC—4 damage R: Shortbow +6 vs. AC—3 damage Shifty bugger: Goblins gain a +5 bonus to disengage checks. | AC PD MD HP | 16 14 11 5 |
|---|---|---|---|
Bugbear Scout ¶
| 2x 2nd level Troop Humanoid | Initiative: +8 Flanged mace +7 vs. AC—10 damage R: Throwing axe +7 vs. AC—8 damage Limited use: 1/battle. C: Stealthy maneuver +7 vs. MD (the nearby enemy with the highest MD)—The next attack the bugbear scout makes against the target this turn deals +1d12 extra damage. Limited use: 1/round, as a quick action when the bugbear scout starts its turn unengaged. Nastier Specials Unpredictable: The bugbear scout gains a +5 bonus to disengage checks, and when it successfully disengages, one of the enemies engaged with it takes 1d6 damage. | AC PD MD HP | 18 16 15 88 |
|---|---|---|---|
Goblin Shaman ¶
| Normal 2nd level Caster Humanoid | Initiative: +6 Pointy spear +6 vs. AC—5 damage R: Shaking curse +6 vs. PD—8 damage, and until the end of the shaman’s next turn, the target takes 2 damage whenever an enemy engages it or disengages from it Natural even hit or miss: Choose another nearby enemy; it also suffers from the engage/disengage effect until the end of the shaman’s next turn. Shifty bugger: Goblins only need to roll a 6+ to disengage. | AC PD MD HP | 17 12 16 34 |
|---|---|---|---|
Hobgoblin Warrior ¶
| Normal 2nd level Troop Humanoid | Initiative: +3 Longsword +7 vs. AC—8 damage Natural even miss: 2 damage. Group ability: For every two hobgoblins in the battle (round up, ignore mooks), one of them can use well-armored as a free action once during the battle. Well-armored (group): Ignore all damage from a hit (but not a crit) against AC. | AC PD MD HP | 19 14 14 32 |
|---|---|---|---|
Bugbear ¶
| Normal 3rd level Troop Humanoid | Initiative: +6 Oversized weapon +8 vs. AC—10 damage Natural even hit: The attack deals +5 damage. Miss: If the target is engaged with two or more foes, it takes 1d8 damage. | AC PD MD HP | 19 17 12 55 |
|---|---|---|---|
Bugbear Schemer ¶
| Normal 3rd level Leader Humanoid | Initiative: +7 Big-ass warclub +9 vs. AC—8 damage Natural even hit or miss: Each of the bugbear schemer’s nearby humanoid allies gains a +2 bonus to melee attacks until the start of the schemer’s next turn. Natural odd miss: 4 damage. R: Ridiculously heavy crossbow +7 vs. AC (one nearby or far away enemy)—14 damage Natural even hit: The target takes 1d6 extra damage. Limited use: 1/battle. [Special trigger] C: Rebuke to fools +9 vs. MD (one nearby enemy)—2d6 psychic damage Limited use: 1/round as an interrupt action, when a nearby enemy rolls a natural 1–5 with an attack against it. Combat reload: During the bugbear schemer’s turn, if it doesn’t engage an enemy or move, it regains a use of ridiculously heavy crossbow if it’s expended as it reloads the crossbow. Fighting withdrawal: When the bugbear schemer successfully disengages, one of the enemies engaged with it takes 1d6 damage. Nastier Specials Flee is a four-letter word: When the bugbear schemer thinks the battle is out of reach and it isn’t engaged, it can try to flee once per battle. As a move action, roll a hard save. On a success, the bugbear schemer had a bolt-hole or escape plan ready and it gets away (though it’s probably just getting more troops). | AC PD MD HP | 19 14 17 42 |
|---|---|---|---|
Barbarous Bugbear ¶
| Normal 4th level Wrecker Humanoid | Initiative: +12 (see ferocious start, below) Warclub +9 vs. AC—11 damage Natural even hit or miss: Each enemy engaged with the barbarous bugbear takes 1d8 damage. R: Throwing axe +8 vs. AC—10 damage Limited use: 2/battle. Ferocious start: Until the barbarous bugbear is staggered or the escalation die is 2+, it acts twice per round. Roll initiative once at +12. It takes its second turn when the initiative count is seven less (minimum 1). | AC PD MD HP | 18 17 16 51 |
|---|---|---|---|
Hobgoblin Captain ¶
| Normal 4th level Leader Humanoid | Initiative: +5 Longsword +10 vs. AC—14 damage, and willing-underling triggers Willing-underling: Until the start of its next turn, the first time an attack would hit the hobgoblin captain, it can partially avoid that attack if it has a nearby goblin ally. It only takes half damage from the attack, and that ally takes the rest. R: Throwing axe +8 vs. AC—10 damage Group ability: For every two hobgoblins in the battle (round up, ignore mooks), one of them can use well-armored as a free action once during the battle. Well-armored (group): Ignore all damage from a hit (but not a crit) against AC. | AC PD MD HP | 20 17 14 50 |
|---|---|---|---|
Hobgoblin Warmage ¶
| Normal 5th level Caster Humanoid | Initiative: +6 Warstaff +8 vs. AC—15 damage R: Fireblast +10 vs. PD (up to 2 nearby enemies in a group)—10 fire damage (or 20 if used against a single target), and the target loses its next move action C: Concussive blast +10 vs. PD (all enemies engaged with the warmage)—10 force damage, and the warmage pops the target off of it Natural 20: The target is also dazed (save ends). | AC PD MD HP | 20 14 19 70 |
|---|---|---|---|
Golem ¶
Flesh Golem ¶
| Large 4th level Blocker Construct | Initiative: +5 Sweeping fists +9 vs. AC (2 attacks)—15 damage Maddened battlefield repairs +11 vs. AC (one staggered living enemy)—20 damage, and the flesh golem heals 2d10 hit points Miss: 10 damage, and the flesh golem heals 1d10 hit points. Limited use: The flesh golem can only use this attack while it’s staggered. Energy magnet: Whenever a spell that causes cold, fire, force, lightning, or negative energy damage targets one of the flesh golem’s nearby allies, the flesh golem has a 50% chance of becoming the main target instead. Therefore, spells that affect groups would spread out from the flesh golem. Weakness of the flesh: Flesh golems are not immune to effects. | AC PD MD HP | 18 16 14 100 |
|---|---|---|---|
Clay Golem ¶
| Large 6th level Spoiler Construct | Initiative: +6 Bare brutal hands +10 vs. AC—36 damage Cursed wound: A non-dwarf creature damaged by a clay golem can’t be healed to above half its maximum hit points until after the battle. Golem immunity: Non-organic golems are immune to effects. They can’t be dazed, weakened, confused, made vulnerable, or touched by ongoing damage. You can damage a golem, but that’s about it. Ignore attacks 11+: When an attack hits this creature, the attacker must roll a natural 11+ on the attack roll or it misses instead. That’s all attacks. | AC PD MD HP | 20 18 14 120 |
|---|---|---|---|
Bronze Golem ¶
| Large 7th level Blocker Construct | Initiative: +11 Gong-like fists of bronze +12 vs. AC (2 attacks)—20 damage Natural even hit against a target in heavy armor: The target is dazed (save ends). Natural odd hit against a target in light armor or no armor: The target takes 10 extra damage. Miss: 4d6 damage. Golem immunity: Non-organic golems are immune to effects. They can’t be dazed, weakened, confused, made vulnerable, or touched by ongoing damage. You can damage a golem, but that’s about it. Hidden flaw: An enemy who hits the bronze golem with a natural 18+ attack roll can roll a DC 25 skill check using Intelligence or Wisdom to notice the bronze golem’s hidden flaw! On a success, until the end of the battle, the golem loses its damage resistance and becomes vulnerable to all attacks (against each enemy informed of the flaw). Resist damage 18+: When an attack targets this creature, the attacker must roll a natural 18+ on the attack roll or it only deals half damage. Nastier Specials Percussion resonance: When the escalation die reaches 3+, the bronze golem gains a bonus to its first gong-like fists of bronze attack roll each turn equal to the number of attacks made against it so far that turn. (Each turn is separate, not cumulative.) Spiky: When an enemy engaged with the bronze golem misses it with a melee attack, that enemy takes 2d12 damage. | AC PD MD HP | 22 21 17 190 |
|---|---|---|---|
Stone Golem ¶
| Large 8th level Blocker Construct | Initiative: +11 Massive stone fists +12 vs. AC (2 attacks)—35 damage Miss: 15 damage. Finishing smash +14 vs. AC (one staggered enemy)—80 damage, and the golem pops the target off it and moves it a short distance away from the golem Natural even hit or miss: 20 damage, and the target is hampered (save ends). Natural odd hit or miss: 20 damage, and the target is dazed (save ends). Golem immunity: Non-organic golems are immune to effects. They can’t be dazed, weakened, confused, made vulnerable, or touched by ongoing damage. You can damage a golem, but that’s about it. Nastier Specials Former idol: Evoke the powers of an ancient culture’s strange rites by giving the stone golem any weird power you wish. If you’re stuck for inspiration, consider starting with random abilities from the demons that aren’t related to energy or the cone of cold from the ogre mage. | AC PD MD HP | 25 23 18 280 |
|---|---|---|---|
Marble Golem ¶
| Large 9th level Troop Construct | Initiative: +10 Enormous maul +15 vs. AC—60 damage Natural even hit or miss: The golem can make a backswing attack as a free action. [Special trigger] Backswing +14 vs. PD—40 damage Golem immunity: Non-organic golems are immune to effects. They can’t be dazed, weakened, confused, made vulnerable, or touched by ongoing damage. You can damage a golem, but that’s about it. Special Virtues Each marble golem is infused with two virtues—magical properties that relate to the emotion or feeling incorporated into the sculpture as its dominant theme. Choose two virtues from the list below, or for a unique marble golem, invent your own. Awe (fear effect): While nearby the golem, enemies with 40 hp or fewer are dazed (–4 attack) and do not add the escalation die to their attacks. Beauty: The first time each enemy attacks the marble golem this battle, it must roll a normal save; on a failure, the attack takes a –6 penalty. Courage: While staggered, the marble golem adds the escalation die to its attack rolls. Endurance: When the marble golem rolls a natural 1–5 with an attack roll, it heals 1d10 hit points per point on the escalation die. (It was checking for damage and got distracted.) Hatred: When an enemy is staggered by the marble golem’s attack, that enemy takes 4d10 extra damage. Patience: Each turn, the marble golem can use one standard action to gain a +2 bonus to all defenses until the start of its next turn. If it does, it gains an extra standard action during its next turn. Protection: When the marble golem rolls a natural 16+ with an attack, decrease the escalation die by 1. Strength: The marble golem’s melee attacks now deal half damage on a miss. Nastier Specials More virtues: Statues that capture even more themes make stronger marble golems. Add one or two more virtues to the golem. | AC PD MD HP | 25 20 22 340 |
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Iron Golem ¶
| Large 10th level Wrecker Construct | Initiative: +13 Fists of iron +17 vs. AC (2 attacks)—50 damage Miss: 5d10 damage. Golem immunity: Non-organic golems are immune to effects. They can’t be dazed, weakened, confused, made vulnerable, or touched by ongoing damage. You can damage a golem, but that’s about it. Rampage: At the start of each of the iron golem’s turns, roll a d6. If the roll is equal to or less than the escalation die, the iron golem goes on a rampage that turn. Instead of its two normal fists of iron attacks, it can make three attacks with fists of iron, each against a different random nearby creature, enemy or ally. It can move after each such attack as a free action, if necessary, taking only half damage from opportunity attacks during the rampage. Nastier Specials Poison gas: The first time the iron golem is staggered, poison gas leaks from it into the area. It can make a poison gas cloud attack as a free action. [Special trigger] C: Poison gas cloud +15 vs. PD (all nearby creatures)—25 ongoing poison damage | AC PD MD HP | 28 24 20 360 |
|---|---|---|---|
Hag ¶
Hags get two of the following abilities, and a single death curse.
Abilities
Adept Illusionist: The hag gains a +5 bonus to initiative checks due to being not quite where she seems.
Hag ability: As a distraction, the hag creates an illusion of her doing one thing, when she is in fact setting a trap. The hag throws out a bear-trap or other impediment and one nearby enemy becomes stuck (save ends). While stuck this way, the target takes 6 damage at the start of each of its turns.
Another skin: On the hag’s first round of combat each battle, she gains a +2 attack bonus due to her victims being shocked as she bursts out of her false outer skin.
Hag ability: The hag coughs up a glob of liquid pseudo-flesh that globs onto a nearby enemy (no attack roll). The glob solidifies causing an effect of the hag’s choice: the target is stuck (save ends); OR the target is unable to cast spells during its next turn (the pseudo-flesh covers their mouth and face).
Blood pact: Each creature allied to the hag through a pact gains a +2 bonus with their first attack each battle if the hag is present.
Hag ability: The hag spits blood in the face of the target and makes a command. The target must roll an immediate save; on a failure, as a free action it makes basic attack against an ally or against itself (target’s choice).
Breath stealing: The hag starts combat with 10 temporary hit points.
Hag ability: The hag steals a recovery from the target and heals 20 hp.
Death shriek: When a melee attack hits the hag, she lets out a shriek as a free action and the attacker takes 2d4 thunder damage.
Hag ability: The hag begins to shriek, and each enemy in the battle takes a –4 attack penalty with spells until the start of her next turn.
Dusk walk: Once per day the hag can implant a suggestion in the mind of a target sleeping within a day’s travel of her. The hag rolls an attack: +10 vs. MD; on a hit, she implants a suggestion in the target that they must obey when a condition she chooses is met. Suggested actions can’t cause direct harm (the target can’t be forced to fight another or harm themselves), can be no longer than 12 words, and affects the target for a week or until triggered. GM keeps the roll hidden.
Hag ability: The hag becomes immaterial, pops free from all enemies engaged with her, and enters the land of dreams, re-appearing next to any nearby conscious creature (or a nearby or far away creature that is unconscious). The hag then makes the following attack: **C: +10 vs. MD (each nearby unconscious enemy)—**The hag implants a suggestion in the target that they must obey when they become conscious (usually “When you awake, flee this fight and discard your equipment.”) Suggested actions can’t cause direct harm. The round after the target acts on the implanted suggestion it can start rolling normal saves to throw off the effect.
Fateful visions: The hag uses a +2 magical weapon traded to her for her services (she gains a +2 bonus to attack and damage with melee attacks).
Hag ability: The hag has seen this fight in a vision. Her crit range expands by 2 until the end of the battle. Each increase is cumulative.
Foul-touched: When an enemy is battling the hag, at the start of each of its turns, it takes 2d6 psychic damage from the horror of the hag’s visage unless it takes precautions to avoid directly glancing at her terrible face (mirror, blindfold, etc., which might cause attack penalties).
Hag ability: The hag chooses a nearby enemy and glares at it. That target must roll an immediate save; on a failure, the target is stricken blind by her ugliness. While blinded this way, the target is hampered, weakened, and can’t make ranged attacks. The target can end the effect by splashing liquid into their eyes or using a similar act to clear the ugly out as a standard action.
Song of dreams: Enemies take a –4 penalty to their initiative rolls in battles with the hag.
Hag ability: The hag begins to sing and the two enemies closest to her (even if far away) must roll an immediate save; on a failure, the target is dazed (save ends). If the dazed target fails its first save, instead it’s weakened (save ends). If the weakened target fails its second save, instead it’s helpless (save ends).
Thief of mist: The hag ignores opportunity attacks and can’t be intercepted while moving.
Hag ability: The hag becomes a mist until the start of her next turn. While a mist, only spells cast with a +3 implement and attacks using a +3 magical weapon can harm her. (Some special story item might also allow attacks to hit if no PC has a +3 item.)
Twist the path: Once per day the hag can enspell an area to attract visitors, causing those traveling nearby to get lost and wander to that location. Alternately, the hag can cause the location to repel visitors. Finding the correct path to that location requires a DC 20 check if it is a familiar place, a DC 25 check if the travelers only have a map or guide, or a DC 30 check if the travelers are unfamiliar with the area.
Hag ability: The target is also confused (easy save ends, 6+).
Weakening touch: Each enemy fighting the hag must roll a normal save at the start of the battle; on a failure, that creature starts the battle weakened (easy save ends, 6+).
Hag ability: The target is dazed (save ends). If the dazed target fails its first save, instead it’s weakened (save ends). When the target saves against this effect, it takes a –2 attack penalty until the end of its next turn.
Winter breath: The hag’s attacks deal cold damage.
Hag ability: The target takes 6 ongoing cold damage.
Death Curses
When a hag dies she curses the one who killed her. The only known way to remove the curse is to seek the aid of another hag, though there may be some ways to end such a curse that are not readily known.
Create one curse per hag. A good curse makes life horribly weird for a character, but isn’t something that debilitates them. Avoid ones that blind, deafen, cripple, or mute characters. Odd habits, ugly features, unusual smells, strange and disgusting diets—all these are good. They should make the character and the story more interesting.
Hag ¶
| Normal 6th level Spoiler Humanoid | Initiative: +10 Iron claws +10 vs. AC (2 attacks)—9 damage Natural 14+: The hag triggers one hag ability as a free action. Natural 18+: The hag triggers two hag abilities as a free action (can’t be the same ability twice). R: Evil eye +10 vs. MD—Ongoing 12 damage (hard save ends, 16+) Natural 16+: The attack roll also targets a second different enemy of the hag’s choice (but not a third with another 16+). Natural 18+: As above, and the attack roll also targets a third different enemy of the hag’s choice (but not a fourth with another 18+). Death curse: Each hag can lay a curse upon the one who ends its horrible life. After dropping to 0 hit points, a hag always lingers long enough to pronounce the words of the curse. (See Death Curses.) Delusionist: All hags have the ability to twist the perceptions of others. If the hag has a short time to prepare, it can hide a small hut, disguise a volunteer or captive as a monster, disguise itself as a harmless peasant woman, etc. A DC 30 skill check is required to overcome the delusion and see the truth of it (if a player gives a reason for not trusting what their character sees; perhaps add subtle clues toward that end). The magic fades as soon as the hag enters combat. Fear: While engaged with this creature, enemies with 30 hp or fewer are dazed (–4 attack) and do not add the escalation die to their attacks. | AC PD MD HP | 21 19 15 108 |
|---|---|---|---|
Half-Orc ¶
Nastier Special for all half-orcs
Lethal swing: Once per battle, a half-orc can reroll a melee attack and use the result it prefers.
Half-Orc Legionnaire ¶
| Normal 4th level Troop Humanoid | Initiative: +8 Longsword +10 vs. AC—12 damage Natural even hit: The half-orc legionnaire gains a +2 bonus to all defenses until the start of its next turn. Natural odd hit: The target takes +1d6 damage. Natural even miss: 4 damage. Natural odd miss: If the legionnaire’s next melee attack is a natural even hit, it becomes a critical hit instead! R: Javelin +10 vs. AC—10 damage | AC PD MD HP | 20 18 14 56 |
|---|---|---|---|
Half-Orc Tribal Champion ¶
| Normal 5th level Wrecker Humanoid | Initiative: +9 Great axe +9 vs. AC—18 damage Natural odd miss: The tribal champion heals 5 hp. Natural even miss: 10 damage. R: Longbow +8 vs. AC—12 damage Tribal rage: When the escalation die is even, a tribal champion can roll two d20 for each melee attack roll it makes and use the result it prefers. If both dice are 11+, the melee attack is a critical hit. | AC PD MD HP | 19 18 17 80 |
|---|---|---|---|
Half-Orc Commander ¶
| Normal 8th level Leader Humanoid | Initiative: +13 Jagged longsword +15 vs. AC (2 attacks)—15 damage Natural even hit: One nearby lower-level mook makes an attack as a free action. R: Thrown javelin +13 vs. AC—20 damage Natural even hit: The half-orc commander gains 20 temporary hit points. Orcish command: When a nearby ally of the half-orc commander scores a critical hit, that ally can roll a save against a save ends effect as a free action. | AC PD MD HP | 23 22 18 150 |
|---|---|---|---|
Harpy ¶
| Normal 4th level Spoiler Humanoid | Initiative: +7 Talons +6 vs. AC—10 damage Cull: The harpy gains a +5 bonus to attack and damage with this attack against any enemy suffering from any fiendish song effect. C: Fiendish song +10 vs. MD (1d3 nearby enemies)—5 psychic damage Natural 16–17: The target is hampered (easy save ends, 6+). Natural 18–19: The target is weakened instead of hampered (easy save ends, 6+). Natural 20: The target is confused instead of weakened (easy save ends, 6+). Flight | AC PD MD HP | 18 14 17 44 |
|---|---|---|---|
Haunted Skull ¶
Watch Skull ¶
| Normal 1st level Troop Undead | Initiative: +9 C: Screech +8 vs. MD (1d3 random nearby creatures)—4 psychic damage Natural 16+: The target is stuck (save ends). Natural roll is equal to or lower than the escalation die: 1d3 nearby enemies hear the alarm and join the battle. The creatures attracted by the constant screeching are (usually) level 1 mooks of a type that would be appropriate for the skull’s location. Immobile: The skull can’t hop, jump, roll, or fly. It can’t even move its jaw. Lost opportunity: This creature can’t make opportunity attacks. Nastier Specials Allies: Creatures that have been mystically “keyed” to the skull aren’t affected by its screech attack. Gem eyes: The skull can sense the unseen and things from beyond the world. A wizard using a blur spell, a rogue shadow walking, and other similar abilities offer no protection from the skull and its screech attack. (If the PCs come up with a plausible tactic to bypass the skull, give the skull a normal save to detect them.) Move-triggered: When an enemy near the skull uses a move action to move, the skull can make a screech attack against that creature as a free action that interrupts the move. The skull can use this ability twice per round. Shadow walking, teleporting, and other non-standard modes of movement will trigger the screech attack. | AC PD MD HP | 16 11 16 20 |
|---|---|---|---|
Slime-Skull ¶
| Normal 3rd level Spoiler Undead | Initiative: +5 Slam +10 vs. AC—7 damage C: Grasping slime tendrils +10 vs. PD (one nearby enemy)—7 acid damage Natural 16+: The target takes 3 extra acid damage and is stuck (hard save ends, 16+). Acidic: When a creature is engaged with the slime-skull or stuck from its grasping slime tendrils attack at the start of its turn, it takes 3 acid damage. Slimy blastback: When an enemy engaged with the slime-skull hits it with a melee attack, the slime-skull fires a blast of acidic slime back at that creature, which takes 1d4 acid damage. Slow: This creature is slow. It only moves when the escalation die is odd or 6+. Wall-crawler: A slime-skull can climb on ceilings and walls as easily as it moves on the ground. Nastier Specials Breeder: If the slime-skull kills a creature, it takes that creature’s head as a standard action and attempts to escape (it can squeeze through gaps as small as the skull). The slain creature can’t be resurrected until its skull is recovered because its spirit is now trapped within the skull. If the PCs don’t track down the slime-skull before their next full heal-up (or within a day), the stolen skull will transform into another slime-skull. Attempts to resurrect the creature become much more difficult, perhaps even impossible, at that point. | AC PD MD HP | 18 10 18 36 |
|---|---|---|---|
Jest Bones ¶
| Normal 4th level Spoiler Undead | Initiative: +8 C: Puns +11 vs. PD (1d4 nearby enemies)—5 psychic damage, plus 1d6 ongoing psychic damage if the GM makes a horrible pun while rolling the attacks Bad puns: Creatures that can’t hear or that have attempted to reduce their hearing are only affected by a jest bones’ puns attack if the natural roll is odd. Limited flight: The haunted skull can glide and hover, always within seven or eight feet of the ground. It also performs barrel rolls. Lost opportunity: This creature can’t make opportunity attacks. | AC PD MD HP | 19 11 19 41 |
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Screaming Skull ¶
| Normal 4th level Troop Undead | Initiative: +7 C: Treacherous scream +11 vs. MD (up to 2 nearby or far away enemies)—6 psychic damage, and the target takes 2d6 psychic damage the first time it succeeds at a save before the end of its next turn. Limited flight: The haunted skull can glide and hover, always within seven or eight feet of the ground. Lost opportunity: This creature can’t make opportunity attacks. | AC PD MD HP | 19 11 19 45 |
|---|---|---|---|
Flaming Skull ¶
| Normal 5th level Caster Undead | Initiative: +10 Vulnerability: holy OR negative energy, depending on the skull R: Burning gaze +12 vs. PD (1d3 nearby enemies or one far away enemy)—10 fire damage First natural even hit each battle: The target is confused (easy save ends, 6+). C: Smoldering flames +11 vs. PD (one nearby enemy)—14 fire damage, and each time the target fails a save this battle, it bursts into flames and takes 5 ongoing fire damage Limited flight: The haunted skull can glide and hover, always within seven or eight feet of the ground. Lost opportunity: This creature can’t make opportunity attacks. Resist fire 16+: When a fire attack targets this creature, the attacker must roll a natural 16+ on the attack roll or it only deals half damage. | AC PD MD HP | 20 12 20 54 |
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Black Skull ¶
| Normal 8th level Caster Undead | Initiative: +13 R: Telekinetic grasp +15 vs. PD (1d3 nearby enemies)—28 force damage Natural even hit: The target is stuck (save ends). Telekinetic crush: When the escalation die is even, one enemy of the skull’s choice that is stuck from its telekinetic grasp takes 18 force damage at the start of the skull’s turn. When the escalation die is odd, one such stuck enemy of its choice is hampered (save ends). Limited flight: The haunted skull glides and hovers, always within seven or eight feet of the ground. If the skull is incognito, its empty clothing moves around beneath it, held in the shape of a person by telekinesis and it stays closer to the ground to appear normal. Lost opportunity: This creature can’t make opportunity attacks. | AC PD MD HP | 23 15 23 110 |
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Skull of the Beast ¶
| Large 9th level Wrecker Undead | Initiative: +10 Huge club +17 vs. AC—50 damage Miss: 18 thunder damage to 1d3 nearby enemies (the beast screams and bellows in disappointment). C: Baleful gaze +15 vs. PD (1d3 nearby enemies)—25 negative energy damage Natural odd hit: The target is stuck (save ends) from looking into the void within it. Limited use: 1/battle. Fear: While engaged with this creature, enemies that have 60 hp or fewer are dazed (–4 attack) and do not add the escalation die to their attacks. | AC PD MD HP | 21 13 21 400 |
|---|---|---|---|
Hellbugs ¶
Boombug ¶
| Normal 2nd level Troop Beast | Initiative: +5 Gnawing teeth +6 vs. AC—5 damage Miss: 2 damage. Puff go boom: When an enemy’s attack hits the boombug and leaves it staggered with an odd number of hit points, it explodes and dies. (Even hit points does nothing.) When it explodes, each nearby creature not engaged with it takes 1d4 thunder damage, and it makes the following attack against each creature engaged with it. C: Thunderous explosion +9 vs. PD—12 thunder damage Miss: 5 thunder damage. Nastier Specials Latches on: When the boombug hits with gnawing teeth, the target takes a –5 penalty to disengage checks until it’s no longer engaged with the boombug. | AC PD MD HP | 16 15 11 36 |
|---|---|---|---|
Hellwasp ¶
| Normal 2nd level Spoiler Beast | Initiative: +8 Necrotizing stinger +6 vs. PD—5 damage Natural even hit: 5 ongoing acid damage (easy save ends, 6+), and the hellwasp can pop free from the target. Virulent injection: When a creature fails a save against the hellwasp’s ongoing acid damage, it gains a random condition until it saves against that damage. Have the player roll a d4 to determine the condition: 1. confused; 2. weakened; 3. dazed; 4. vulnerable. Flight: Hellwasps are adroit fliers that can hover and even fly backward. Nastier Specials Lethal injection: The save versus the stinger’s ongoing acid damage is a normal save (11+) instead of an easy save. | AC PD MD HP | 18 16 12 28 |
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Hook Scuttler ¶
| Normal 2nd level Blocker Beast | Initiative: +5 Claws and mandibles +7 vs. AC—8 damage Spiky bits: When a hook scuttler moves to engage an enemy it wasn’t engaged with at the start of its turn, that enemy takes 1d6 damage. When an enemy tries to disengage from the hook scuttler and fails, it takes 1d6 damage. Nastier Specials Corpse eater: When a nearby enemy drops to 0 hit points or below in the battle, the hook scuttler will ignore other enemies and move to attack that unconscious enemy until that enemy is dead. | AC PD MD HP | 20 15 14 30 |
|---|---|---|---|
Swarming Maw ¶
| Normal 2nd level Wrecker Beast | Initiative: +6 Serrated maw +8 vs. AC—6 damage Natural even hit: The swarming maw can teleport to engage a nearby enemy it can see that is already engaged by at least one other hellbug. Miss: The first time each battle the serrated maw misses, the target takes 1d4 damage for each hellbug engaged with it. Nastier Specials Ongoing swarm: The serrated maw also deals miss damage the second time it misses with a serrated maw attack each battle. | AC PD MD HP | 17 15 14 38 |
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Hellhound ¶
| Normal 3rd level Wrecker Beast | Initiative: +5 Savage bite +9 vs. AC—7 damage Natural even hit or miss: The hellhound can make a fiery breath attack as a free action. [Special trigger] C: Fiery breath +9 vs. PD (1d3 nearby enemies in a group)—10 fire damage Resist fire 16+: When a fire attack targets this creature, the attacker must roll a natural 16+ on the attack roll or it only deals half damage. Nastier Specials Fiery aura: Each creature engaged with a hell hound at the start of its turn takes 2d6 fire damage. | AC PD MD HP | 18 16 11 58 |
|---|---|---|---|
Human ¶
Human Thug ¶
| Normal 1st level Troop Humanoid | Initiative: +3 Heavy mace +5 vs. AC—4 damage Natural even hit or miss: The thug deals +6 damage with its next attack this battle. | AC PD MD HP | 17 14 12 27 |
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Blue Sorcerer ¶
| Normal 3rd level Caster Humanoid | Initiative: +9 Nasty dagger or short spear +8 vs. AC—6 damage Minor Spell R: Lightning fork +8 vs. PD—6 lightning damage Natural even hit or miss: The sorcerer can target a different nearby enemy with the attack. Major Spells C: Breath of the Blue +8 vs. PD (one nearby enemy)—10 lightning damage, and at the start of the target’s next turn, 1d6 nearby allies of the target take 4 lightning damage C: Chaos orb +8 vs. MD (1d3 nearby enemies)—8 lightning damage Natural even hit: The sorcerer gains one use of the target’s racial power, if any. It must use that power by the end of the battle or lose it, and it can’t use the power this turn. Power-monger: When the blue sorcerer starts its turn and it didn’t gather power the previous turn, choose whether it will gather power or cast a spell this turn. When it chooses to cast a spell, roll a d20 to see if it uses a minor spell or a major spell: 1–10: minor spell; 11–20: major spell. Gather power: Like a PC sorcerer, a blue sorcerer can use its standard action to gather power in order to cast a double-strength and double-damage spell with its next standard action. When it gathers power, the sorcerer rolls a d6 and gains one of the following chaotic benefits. 1–2: The sorcerer gains a +1 bonus to AC until the start of its next turn. 3–4: One nearby enemy of the sorcerer’s choice takes damage equal to sorcerer’s level (3). 5–6: Each nearby enemy engaged with the sorcerer’s allies takes damage equal to sorcerer’s level (3); OR grant one nearby dragon with intermittent breath an additional use of its breath weapon this battle. Nastier Specials Escalating caster: Add the escalation die to the sorcerer’s power-monger rolls and attack rolls. Sorcerous evasion (kobold sorcerers only): Once per battle when an attack misses the sorcerer, the attacker takes the miss damage from that attack, if any, and the sorcerer takes no damage. | AC PD MD HP | 18 14 17 48 |
|---|---|---|---|
Demon-Touched Human Ranger ¶
| Normal 5th level Archer Humanoid | Initiative: +10 M or R: Demon bow +10 vs. AC—15 damage, and the target is dazed (–4 attack) until it pulls the arrow out using a quick action, which deals 10 ongoing damage Natural odd hit or miss: The demon bow eats at the ranger’s arm and the ranger takes 1d6 damage. Bow teeth: Whenever an attacker hits the ranger with a melee attack, that creature takes 1d6 damage as the bow chews on it. | AC PD MD HP | 21 14 19 80 |
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Hungry Star ¶
| Normal 3rd level Wrecker Aberration | Initiative: +8 Ripping tentacles +8 vs. AC—10 damage Natural even hit: If the target is taking ongoing psychic damage, the attack deals +2d6 damage. [Group ability] R: Warp-pulse +8 vs. PD (1d3 enemies in a group)—5 ongoing psychic damage Natural 16–18: While the target is taking the ongoing psychic damage, it is dazed (–4 attacks). Natural 19–20: While the target is taking the ongoing psychic damage, it is confused instead of dazed. Group ability: For every two hungry stars in the battle (round up), one of them can use warp-pulse once during the battle. Limited flight: Hungry stars flap and glide and hover, always within seven or eight feet of the ground. | AC PD MD HP | 16 12 15 54 |
|---|---|---|---|
Hydra ¶
Five-Headed Hydra ¶
| Huge 5th level Wrecker Beast | Initiative: +9 Gnashing teeth +10 vs. AC (5 attacks)—10 damage Natural even hit or miss: The hydra’s next gnashing teeth attack, if it has an attack left this turn, can be against any nearby enemy instead of against a creature engaged with it. Miss: 5 damage. Too tough to trick: Whenever the hydra would suffer any of the following conditions, it ignores the condition and takes 5 damage instead: confused, dazed, hampered, stunned, or weakened. Roiling swirl: If the hydra has at least two gnashing teeth attacks left during a turn, it can expend one of those attacks to move to engage a nearby enemy as a free action (but it will take opportunity attacks for doing so). Sprout sixth head: The first time the hydra is staggered, as a free action it gains 40 hit points and a sixth gnashing teeth attack, and is considered undamaged at its new hit point total. Using the hydra’s current hit points as a new baseline, the hydra will be staggered again when it drops below 50% of that total. Sprout seventh head: The second time the hydra is staggered, as a free action it gains 40 hit points and a seventh gnashing teeth attack, etc. Use a new hit point baseline as before, but there is no eighth head waiting to sprout. Nastier Specials Sprout eighth head: You know the drill. | AC PD MD HP | 20 19 15 150 |
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Seven-Headed Hydra ¶
| Huge 7th level Wrecker Beast | Initiative: +11 Gnashing teeth +12 vs. AC (7 attacks)—12 damage Natural even hit or miss: The hydra’s next gnashing teeth attack, if it has an attack left this turn, can be against any nearby enemy instead of against a creature engaged with it. Miss: 7 damage. Let’s not waste space: The seven-headed hydra has all the same abilities as the five-headed hydra, except that the heads that get sprouted are the 8th and 9th and those heads/attacks come with 50 new hit points apiece. And it has one additional ability… Resist opportunity attacks 16+: When an opportunity attack targets this creature, the attacker must roll a natural 16+ on the attack roll or it only deals half damage. Nastier Specials Pyrohydra: When the hydra gets a natural even attack roll with a gnashing teeth attack, its next attack that turn (if it has one) is a flame breath attack instead. Note that flame breath attacks don’t lead to other flaming breaths; the hydra has to return to making a gnashing teeth attack first. C: Flame breath +12 vs. PD (1d2 nearby enemies)—2d12 fire damage Miss: Half damage. | AC PD MD HP | 24 21 17 200 |
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Intellect Devourer ¶
Intellect Devourer ¶
| Normal 3rd level Spoiler Aberration | Initiative +5 C: Recall trauma +8 vs. MD (one nearby enemy)—16 psychic damage Natural even hit: The target can’t add the escalation die to its attacks (save ends). C: Ego scourge +8 vs. MD (one nearby or far away enemy)—10 psychic damage, and the target must choose one: take 10 extra damage; OR lose two points (cumulative) from its highest current background (min 0) until the next full heal-up C: Mind wipe +10 vs. MD (one nearby enemy per point on esc. die)—The target can neither detect the intellect devourer’s presence nor remember it was ever there to begin with. If no enemy in the battle remembers the devourer is there, remove it from play. Each nearby enemy immediately detects the devourer’s presence if it makes an attack or if it doesn’t leave the battle by the end of its next turn. Limited use: 1/battle. Exploit trauma: The intellect devourer’s crit range with attacks against MD expands by 2. Lost opportunity: This creature can’t make opportunity attacks. Psychovore: An intellect devourer remembers the current escalation die value the first time its host body drops to 0 hit points in a battle and gains a bonus equal to that value to all attacks and defenses until the end of the battle. Nastier Specials Increased trauma: Add the following extra effect trigger to the intellect devourer’s recall trauma attack. Natural 5, 10, 15, 20: The target can’t cast spells until the end of its next turn. | AC PD MD HP | 19 15 19 56 |
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Intellect Assassin ¶
| Normal 6th level Blocker Aberration | Initiative +9 Formless fist +9 vs. PD (one enemy)—25 damage; OR if the target is fighting a psychic duel (see below), it can choose to take a –4 to penalty to its next check instead Quick use: The assassin can take 15 damage to make this attack as a quick action (once per round). C: Insidious domination +11 vs. MD (one enemy)—14 damage, and the opponent is locked in a psychic duel with the assassin (see below) C: Mind thrust +10 vs. MD (one confused enemy)—35 damage (but only 50 damage on a crit) Exploit trauma: An intellect assassin’s crit range with attacks against MD expands by 2. Lost opportunity: This creature can’t make opportunity attacks. Psychovore: An intellect devourer remembers the current escalation die value the first time it becomes unhosted in a battle and gains a bonus equal to that value to all attacks and defenses until the end of the battle. Psychic duel: A psychic duel occurs when the intellect assassin hits with an insidious domination attack against a creature. At the start of the creature’s next turn, it must make an Intelligence skill check and can use a background that applies to psychic ability (if any). The result of this check determines that creature’s status until the start of its next turn. To maintain the psychic duel, the assassin must spend a move action each turn. Psychic Duel Result: Status 15 or less: The creature is confused until the end of its turn. It also can’t make opportunity attacks until the start of its next turn and takes a –2 penalty to its next psychic duel check. 16–22: The creature is pressured—it takes a –2 penalty to attacks against any enemy except the assassin (dueling opponent). 23–27: The creature steadies itself and can use a move action this turn to escape the psychic duel. If the creature chooses not to (or can’t) escape the duel, it gains a +2 bonus to its next psychic duel check. 28+: As 23–27, but the creature takes advantage and gains a +4 bonus to its next psychic duel check instead of +2. In addition, the assassin takes a –2 penalty to attack rolls that target other creatures. | AC PD MD HP | 22 16 20 90 |
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Jorogumo ¶
Spinneret Doxy ¶
| Normal 3rd level Spoiler Humanoid | Initiative: +5 Bite of the love bug +8 vs. AC (or automatic critical hit vs. an infatuated enemy)—10 damage, and target is infatuated (save ends) Infatuated: Infatuated enemies can’t attack the spinneret doxy or her Woven, but can convince themselves that other allies of the doxy don’t love her properly and should be slain. They also prattle on about how their friends shouldn’t attack her, but are too love-smitten to properly prevent it—they won’t attack their real allies. R: Bring me flowers +8 vs. MD (one infatuated enemy)—The target chooses one: it takes 6d6 psychic damage; OR as a free action, it moves next to the spinneret doxy (possibly provoking opportunity attacks), who engages it C: Stop in the name of love +8 vs. MD (each nearby infatuated enemy)—The target chooses one: it takes 6d6 psychic damage; OR it’s stuck (save ends) Give me your heart: When the doxy drops an enemy to 0 hit points or lower, she will move next to that creature and attempt to remove the target’s heart. The creature must begin making last gasp saves as she cuts their chest open. On the fourth failure, the doxy takes the heart and the target dies and becomes undead under her control. If the bride is stunned or moved away from the creature and can’t return to it on her turn, the creature doesn’t have to make a last gasp save that turn. | AC PD MD HP | 19 17 13 45 |
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Lethal Lothario ¶
| Normal 4th level Leader Humanoid | Initiative: +7 Brutal kiss +9 vs. AC—10 damage Natural even hit: Any woven engaged with the target can attack it as a free action. C: Unhealthy attraction +9 vs. MD (nearby enemy with the fewest hit points)—10 psychic damage and the target is hampered until the end of the battle or until it takes one turn as if it were confused. Miss: 5 ongoing psychic damage. Give me your heart: When the lothario drops an enemy to 0 hit points or lower, he will move next to that creature and attempt to remove the target’s heart. The creature must begin making last gasp saves as he cuts their chest open. On the fourth failure, the lothario takes the heart and the target dies and becomes undead under her control. If the lothario is stunned or moved away from the creature and can’t return to it on his turn, the creature doesn’t have to make a last gasp save that turn. | AC PD MD HP | 20 18 17 50 |
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Binding Bride ¶
| Normal 5th level Spoiler Humanoid | Initiative: +8 Biting kiss +10 vs. AC—18 damage Natural 16+: The target takes 10 ongoing poison damage. Unwrapping my gift +10 vs. AC—18 damage Natural even hit or miss: The binding bride can make a biting kiss attack as a free action. R: A bouquet of webs +10 vs. PD (up to 2 enemies in a group)—The target is hampered (save ends) R: You ruined my special day +10 vs. MD—The target takes 18 psychic damage each time it attacks the binding bride (save ends) Limited use: 1/battle, as a quick action. Give me your heart: When the binding bride drops an enemy to 0 hit points or lower, she will move next to that creature as a free action and attempt to remove the target’s heart. The creature must begin making last gasp saves as she cuts its chest open. On the fourth failed save, the bride takes the heart and the target dies and becomes undead under her control. If the bride is stunned or moved away from the creature and can’t return to it on her turn, the creature doesn’t have to make a last gasp save that turn. | AC PD MD HP | 21 15 19 72 |
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Swarm Prince ¶
| Normal 5th level Spoiler Humanoid | Initiative: +9 Palm strike +10 vs. PD—10 damage, and 10 ongoing poison damage Miss: 5 damage. R: Royal blessing +10 vs. MD—15 negative energy damage, and if one or more Woven have been slain this battle, return one Woven to life in the location where it died Limited use: The swarm prince can use this ability only when the escalation die is even. C: Hush my darling +10 vs. MD (the nearby conscious enemy with the fewest hit points)—5 psychic damage, and the target is unconscious (hard save ends, 16+; it also ends if the target takes 15 damage) Limited use: 1/battle, and the ability recharges when the swarm prince hits with palm strike. Surrounded by friends: The swarm prince gains a +1 bonus to all defenses for each nearby Woven. Give me your heart: When the prince drops an enemy to 0 hit points or lower, he will move next to that creature and attempt to remove the target’s heart. The creature must begin making last gasp saves as he cuts their chest open. On the fourth failure, the prince takes the heart and the target dies and becomes undead under his control. If the prince is stunned or moved away from the creature and can’t return to it on his turn, the creature doesn’t have to make a last gasp save that turn. | AC PD MD HP | 19 18 16 80 |
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The Woven ¶
| Normal 4th level Mook Humanoid | Initiative: +6 Clumsy strike +9 vs. AC—7 damage R: Why aren’t you happy for ussss +8 vs. MD (1d3 nearby enemies)—5 psychic damage as the target’s mind reels against the horror of the truth | AC PD MD HP | 18 16 12 13 |
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Kobold ¶
All kobolds have the trapster ability. When a kobold makes a trapster attack and rolls a natural attack roll that is higher than the target’s Wisdom, the creature has maneuvered the target into a trap with the attack. A creature can only be subjected to one trap per round.
When a kobold triggers its trapster ability, determine the damage the trap deals by rolling a 1d4, then adding the escalation die. If there’s a dungeon-shaman in the battle, use a d8 instead of a d4.
Kobold traps can deal ongoing damage to the target instead of regular damage, if that makes sense for the trap. For ongoing damage, roll 1d4 (or 1d8) plus the escalation die, and then subtract one (minimum 1).
Kobold traps can impose conditions upon the target, if you choose. Roll normal trap damage, but the trap only deals half damage (minimum 1). Then roll a d4 for the condition the trap imposes upon the target until the end of its next turn.
- The target is stuck.
- The target is hampered.
- The target is dazed.
- The target is vulnerable.
Trap types vary according to the location/terrain and the whim of the GM.
Kobold Grand Wizard ¶
| Normal 0 level Mook Humanoid | Initiative: +8 Static jolt +5 vs. AC—2 lightning damage R: Painful liver inversion hex +4 vs. PD—4 poison damage, or 6 poison damage against dwarves Evasive: Kobolds take no damage from missed attacks. | AC PD MD HP | 15 13 9 5 |
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Kobold Archer ¶
| Normal 1st level Mook Humanoid | Initiative: +4 Simple knife +6 vs. AC—3 damage R: Tiny crossbow or javelin +7 vs. AC—3 damage Evasive: Kobolds take no damage from missed attacks. Split off: When one of the kobold’s allies engages a creature engaged with the kobold, the kobold can pop free as a free action. | AC PD MD HP | 16 14 10 6 |
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Kobold Warrior ¶
| Normal 1st level Troop Humanoid | Initiative: +4 Spear +8 vs. AC—4 damage Natural even hit or miss: The kobold warrior can pop free from the target. Evasive: Kobolds take no damage from missed attacks. Not brave: Kobold warriors with single digit hit points will run away the first chance they get. | AC PD MD HP | 18 15 12 22 |
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Kobold Hero ¶
| Normal 2nd level Leader Humanoid | Initiative: +3 Shortsword +7 vs. AC—6 damage, and each nearby non-leader kobold deals +3 damage with its next attack this battle that hits Natural even miss: 3 damage. Evasive: Kobolds take no damage from missed attacks. | AC PD MD HP | 18 16 12 34 |
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Kobold Skyclaw ¶
| Normal 2nd level Mook Humanoid | Initiative: +9 Spike-toed boots +5 vs. AC—4 damage C: Alchemical flask +6 vs. PD (one nearby enemy or a far away enemy at –2 atk)—3 damage, and roll a d4 for the effect of the flask’s contents 1. Distilled ankheg spit: The target takes 3 ongoing acid damage. 2. Reconstituted remorhaz lymph: The target takes 3 ongoing fire damage. 3. Essence of giant spider web: The target is stuck (save ends). 4. Kobold blasting powder: There’s a loud bang and the battlefield is obscured with thick smoke. Each non-kobold creature takes a –2 attack penalty during its next turn. Natural 1: The kobold explodes (see mook). Erratic flight: The kobold flings itself from a trebuchet or ignites an unstable alchemical propellant and lands among its enemies. Each time the kobold uses a move action to fly, roll a d20. 1: It crashes and explodes (see mook). 2–15: It lands safely. 16+: It stays aloft and can keep flying. Evasive: Kobolds take no damage from missed attacks. | AC PD MD HP | 18 16 13 7 |
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Kobold Engineer ¶
| Normal 3rd level Leader Humanoid | Initiative: +8 Wrench, pick, or shovel +8 vs. AC—8 damage Natural 16+: The engineer’s kobold allies gain a +2 attack bonus against the target until the start of the engineer’s next turn. R: Explosive flask +5 vs. PD—The target is vulnerable to non-magical attacks (easy save ends, 6+) Natural roll is above target’s Wisdom (trapster): The blast knocks the target into a trap. See Trapster Kobold ability. Evasive: Kobolds take no damage from missed attacks. | AC PD MD HP | 19 17 13 45 |
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Kobold Dog-Rider ¶
| Normal 3rd level Troop Humanoid | Initiative: +8 Flaming lance +8 vs. AC—6 damage, and 3 ongoing fire damage Natural 16+: The kobold and its steed pop free from all enemies and can move as a free action. R: Tiny crossbow +8 vs. AC—9 damage, and the kobold and its steed can move as a free action. Natural roll is above target’s Wisdom (trapster): There is line tied to the barbed dart, pulling/tripping the target into a trap. See Trapster Kobold ability. Evasive: Kobolds take no damage from missed attacks. Canine steed: The steed can’t be targeted separately from the kobold. If the kobold dies the dog runs away. | AC PD MD HP | 19 16 12 41 |
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Kobold Bravescale ¶
| Normal 4th level Blocker Humanoid | Initiative: +9 Spear +9 vs. AC—13 damage Natural roll is above target’s Wisdom (trapster): The kobold pushes or trips the target into a trap. See Trapster Kobold ability. Disciplined maneuver: If the escalation die is 3+ and this creature has at least two bravescale allies in the battle, whenever an enemy moves to engage the bravescale, it can make a spear porcupine attack against that enemy as a free action. Spear porcupine +11 vs. AC—10 damage Lock shields: For each other kobold bravescale next to the bravescale or engaged with a creature that this bravescale is engaged with, the bravescale gains a +2 bonus to AC (maximum of +4), and each enemy engaged with the bravescale takes a –2 penalty (maximum of –4) to disengage checks. | AC PD MD HP | 20 18 14 55 |
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Kobold Dungeon-Shaman ¶
| 2x 4th level Caster Humanoid | Initiative: +9 Bear traps on chains +9 vs. AC (2 attacks)—13 damage Natural roll is above target’s Wisdom (trapster): The kobold drags the target into a trap. See Trapster Kobold ability. R: Hex of entrapment +9 vs. MD—26 damage Natural roll is above target’s Wisdom (trapster): The kobold summons a trap that was not previously there, which the target triggers. See Trapster Kobold ability. Miss: The target is stuck and hampered (save ends both). Evasive: Kobolds take no damage from missed attacks. | AC PD MD HP | 19 17 15 110 |
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Kobold Shadow-Warrior ¶
| Normal 4th level Mook Humanoid | Initiative: +9 C: Throwing star +9 vs. AC (one nearby enemy)—7 damage C: Stinging dust +6 vs. PD (up to 2 nearby enemies in a group)—5 damage, and the target takes a –1 penalty to attacks until the end of its next turn Elusive: If a shadow-warrior hasn’t been attacked since the end of its last turn, it can spend all of its actions on its turn to disappear from sight (remove it from play as it gets into position). At the start of its next turn, it reappears (dropping down from the ceiling or springing out of cover and re-entering play) and can make an elusive strike attack as a standard action. C: Elusive strike +13 vs. AC (one nearby creature)—18 damage Evasive: Kobolds take no damage from missed attacks. Wall-crawler: A kobold shadow-warrior can climb on ceilings and walls as easily as it moves on the ground. | AC PD MD HP | 20 13 17 14 |
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Kobold Dragon-Soul ¶
| Normal 5th level Troop Humanoid | Initiative: +10 Claws +10 vs. AC—17 damage Natural even hit: The target also takes 8 ongoing acid damage. R: Fire spit +10 vs. PD—18 fire damage Natural even hit: If flying, the kobold can remain in the air until the end of its next turn if it would normally have to land at the end of this turn. Evasive: Kobolds take no damage from missed attacks. Flight: A dragon-soul’s wings aren't strong enough for sustained flapping flight, but with a headwind and a tall place to launch from it can glide for hours. During battle, however, it must land at the end of its turn if the escalation die is even (but see fire spit). | AC PD MD HP | 22 19 14 70 |
|---|---|---|---|
Lammasu ¶
Lammasu Warrior ¶
| Large 7th level Troop Beast | Initiative: +10 Hooves +12 vs. AC (2 attacks)—28 damage, and lammasu can pop free from the target Natural even hit or miss while the warrior is staggered: The target is hampered (save ends). Roaring impact +12 vs. PD—35 damage, and 1d4 nearby enemies each take 2d10 thunder damage Miss: 1d4 nearby enemies each take 2d6 thunder damage. Limited use: The lammasu warrior can make this attack only when it starts its turn flying and unengaged. It engages the target as it lands and ends its turn on the ground. Refuge of stone: When the lammasu fails a save, it becomes a creature of living stone until the end of its next turn. While made of living stone, the lammasu warrior gains resist damage 16+ to all attacks against AC and PD. If it’s flying when it becomes living stone, its magic allows it to remain in the air if it wishes. Nastier Specials On the crusade: When an enemy misses the lammasu warrior with a melee attack, that enemy takes 2d10 damage. | AC PD MD HP | 23 20 17 220 |
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Fallen Lammasu ¶
| Large 7th level Wrecker Beast | Initiative: +11 Fiery hoof +12 vs. AC—30 damage Natural even hit: The target takes 20 ongoing fire damage. Natural odd hit: The fallen lammasu can make a second fiery hoof attack (but not a third) as a free action. R: Rain of hellfire +11 vs. PD (1d4 random nearby creatures)—20 fire damage Natural even hit against an ally: The target takes 10 ongoing fire damage instead of 20 fire damage, and until that ally saves against that damage, it adds the escalation die to its attacks. Natural even hit against an enemy: The target also takes 15 ongoing fire damage. Blessing of hellfire: When the fallen lammasu fails a save against an effect created by an enemy, each enemy engaged with it takes 3d10 fire damage. Nastier Specials Curse of the fallen: The lammasu gains an Abyssal curse attack. C: Abyssal curse +12 vs. MD (one nearby enemy)—The target takes 10 ongoing negative energy damage each time the fallen lammasu hits it with an attack (hard save ends, 16+) Limited use: When the escalation die is odd, as a quick action (once per round). The fire that burns: When the fallen lammasu makes an attack that deals fire damage and the attack roll beats the target’s fire resistance, the target loses its fire resistance until the end of the battle. | AC PD MD HP | 22 16 21 205 |
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Lammasu Wizard ¶
| Large 8th level Spoiler Beast | Initiative: +14 Disdainful hoof +12 vs. AC—60 damage R: Perfect energy sphere +13 vs. PD (1d3 nearby or far away enemies in a group)—40 damage of an energy type of the lammasu’s choice: cold, fire, lightning, or thunder Natural 18+: The target can’t cast spells (easy save ends, 6+). C: Superior words of power +13 vs. MD (one nearby or far away enemy)—65 psychic damage Natural even hit: One spell or effect created by the target this battle is canceled (lammasu’s choice). [Special trigger] C: Master wizard’s rejoinder +12 vs. MD (one enemy spellcaster)—30 damage, the triggering attack misses and has no effect against the lammasu wizard, and the target is hampered (save ends) Limited use: 1/round, as an interrupt action when an enemy attacks the lammasu wizard with a spell and rolls a natural odd attack roll. Refuge of stone: When the lammasu fails a save, it becomes a creature of living stone until the end of its next turn. While made of living stone, the lammasu wizard gains resist damage 16+ to all attacks against AC and PD. If it’s flying when it becomes living stone, its magic allows it to remain in the air if it wishes. | AC PD MD HP | 22 18 23 275 |
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Lammasu Priest ¶
| Large 9th level Caster Beast | Initiative: +13 Hooves of command +14 vs. AC (2 attacks)—40 damage, and the target can’t attack the lammasu priest until the end of its next turn R: Righteous ray of faith +13 vs. PD (one nearby or far away enemy)—80 holy damage Natural 16+: The lammasu priest can make a righteous ray of faith attack against a different target. C: Judgment of the lammasu +14 vs. MD (each nearby conscious enemy that’s staggered)—50 holy damage Natural even miss: Half damage. Limited use: 2/battle. Invocation of the world unseen: Once per battle, the lammasu priest can make this invocation as a quick action. At the start of each of the lammasu priest’s turns until the roll succeeds, roll a d4. If the roll is less than or equal to the escalation die, each nearby enemy is hampered (easy save ends, 6+). Invocation of the highest court: Once per battle, the lammasu priest can make this invocation as a quick action if it has used invocation of the world unseen. At the start of each of the lammasu priest’s turns, roll a d8. If the roll is less than or equal to the escalation die, the lammasu can make an overworld’s rebuke attack as a free action that turn. [Special trigger] C: Overworld’s rebuke +13 vs. PD (one nearby enemy)—25 holy or lightning damage, and the target can’t move to engage an enemy until the end of its next turn (it can move if it doesn’t engage) Natural even miss: Half damage. Refuge of stone: When the lammasu fails a save, it becomes a creature of living stone until the end of its next turn. While made of living stone, the lammasu wizard gains resist damage 16+ to all attacks against AC and PD. If it’s flying when it becomes living stone, its magic allows it to remain in the air if it wishes. | AC PD MD HP | 25 17 23 330 |
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Lich ¶
Lich Baroness ¶
| Normal 4th level Spoiler Undead | Initiative: +6 Crystal scepter +9 vs. AC—12 damage Natural even hit: The target is dazed (save ends). R: Soul blast +9 vs. PD—10 negative energy damage, and 5 ongoing psychic damage (hard save ends, 16+) C: Shroud of souls +9 vs. MD (each enemy engaged with it)—5 psychic damage, and the target takes 10 psychic damage each time it attacks the baroness (save ends) I drink your death save: When the lich baroness scores a critical hit, the target loses a death save until the end of the battle (effectively, it now dies after failing three death saves, and the effect is cumulative). In addition, the crit range of attacks by the lich against the target expands by the escalation die. Immortality: When the lich drops to 0 hit points, it crumbles to dust but does not die. It begins to reform near its phylactery, taking a number of days to regain its full strength equal to its level. If the phylactery has been destroyed, the lich dies when it drops to 0 hit points. | AC PD MD HP | 20 14 18 54 |
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Lich Count ¶
| 2x 8th level Spoiler Undead | Initiative: +11 Touch of the grave +13 vs. AC—50 cold damage, and the target is dazed (hard save ends, 16+) Natural even hit: The target is weakened instead of dazed (hard save ends, 16+) Miss: 25 cold damage. R: Shadow rays +12 vs. PD (2 attacks)—35 negative energy damage Natural 16+: The target is encased in shadows (save ends). While under the effect, it’s weakened and takes 10 ongoing cold damage. R: Empowered fireball +12 vs. PD (1d3 + 1 nearby creatures in a group)—35 fire damage, and 10 ongoing fire damage Natural even hit: The target takes 20 ongoing fire damage instead of 10. Miss: 15 fire damage, and 5 ongoing fire damage. Limited use: 2/battle. Thank you for the best ten years of your life: When the lich count scores a critical hit, the target loses a death save until the end of the battle (effectively, it now dies after failing three death saves, and the effect is cumulative). In addition, the crit range of attacks by the lich against the target expands by the escalation die and the lich heals 40 hit points. Immortality: When the lich drops to 0 hit points, it crumbles to dust but does not die. It begins to reform near its phylactery, taking a number of days to regain its full strength equal to its level. If the phylactery has been destroyed, the lich dies when it drops to 0 hit points. Nastier Specials C: Look upon your doom +13 vs. MD (up to 3 nearby enemies)—The lich gains a fear aura against the target until the end of the battle Fear aura: While engaged with this creature, if the target has 48 hp or fewer, it’s dazed (–4 attack) and does not add the escalation die to its attacks. | AC PD MD HP | 24 18 22 240 |
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Lich Prince ¶
| 2x 12th level Spoiler Undead | Initiative: +17 Draining bone rod +17 vs. AC—40 damage, 60 negative energy damage, and the target is dazed (hard save ends, 16+) Natural even hit: The target is weakened instead of dazed (hard save ends, 16+). Miss: 40 damage. R: Arcane blast +16 vs. PD (up to 3 nearby or far away enemies in a group)—50 force damage, and the target must roll a normal save; on a failure, it loses its next move action Natural even hit or miss: Each enemy engaged with the lich prince pops free from it as a bubble of arcane energy pushes them away. C: Soul rend +17 vs. PD (each nearby enemy)—30 negative energy damage, and ghostly hands reach up from the ground and grab the target (as they try to pull the target’s spirit out of its body) Ghostly grasping hands: When a creature is being grabbed by the ghostly hands, it takes 30 negative energy damage at the start of its turn and must make a last gasp save. On the fourth failed last gasp save, the creature’s soul is torn from it and it dies. Unconscious creatures take a –4 penalty to their last gasp saves. Note, grabbed creatures take a –5 penalty to disengage checks. Limited use: 2/battle. Blink and you missed it: Once per battle when an attack would hit the lich prince, the attack misses instead and the lich teleports to a nearby location it can see as a free action. Heartstopper: When the lich prince scores a critical hit, if after taking damage the target still has hit points, it drops to 0 hp, falls unconscious, and begins making death saves. When the target saves against this effect, it regains hit points equal to the amount it had before dropping to 0 hp (after the crit damage). In addition, the crit range of attacks by the lich against the target expands by an amount equal to the escalation die and the lich heals 60 hit points. Immortality: When the lich drops to 0 hit points, it crumbles to dust but does not die. It begins to reform near its phylactery, taking a number of days to regain its full strength equal to its level. If the phylactery has been destroyed, the lich dies when it drops to 0 hit points. Nastier Specials C: Look upon your doom +17 vs. MD (each enemy engaged with the lich’s allies)—The lich gains a fear aura against the target until the end of the battle Fear aura: While engaged with this creature, if the target has 120 hp or fewer, it’s dazed (–4 attack) and does not add the escalation die to its attacks. | AC PD MD HP | 28 24 26 620 |
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Lizardman ¶
Lizardman Savage ¶
| Normal 2nd level Wrecker Humanoid | Initiative: +6 Stone-tip spear (or club) +7 vs. AC—7 damage Natural 16+: The lizardman savage can make a bite attack against the target or another creature engaged with it as a free action. [Special trigger] Bite +7 vs. AC—5 damage, and the lizardman savage can make a ripping frenzy attack against the target as a standard action during its next turn if it’s engaged with that target [Special trigger] Ripping frenzy +9 vs. AC (3 attacks)—5 damage R: Thrown spear +6 vs. AC—5 damage | AC PD MD HP | 17 16 12 32 |
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