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SRD 1E Monsters M-R

Manticore

Manticore Bard

Large 5th level Caster Beast Initiative: +12 Battering paws +10 vs. AC (2 attacks)—18 damage Natural 16+: The manticore can make a single volley of tail spikes attack (one attack roll) against a different target as a free action without taking an opportunity attack. Crushing leonine jaws +10 vs. AC—30 damage, or 40 damage against a creature taking ongoing poison damage C: Musical voice +13 vs. MD (1d3 nearby enemies)—20 psychic damage, and the target is dazed (hard save ends, 16+) Natural 16+: In addition, the target can’t use the escalation die until it saves. Intermittent song: The manticore can use musical voice only 1d4 times during the battle, and never two turns in a row. R: Volley of tail spikes +11 vs. AC (1d3 nearby or far away enemies in a group)—5 ongoing poison damage (hard save ends, 16+) Poison reservoirs: Each time the manticore uses its volley of tail spikes attack, it takes 1d6 damage, or 2d6 damage if it’s staggered. Nastier Specials Battle music: The manticore has songs for many different purposes. When the manticore makes a musical voice attack and rolls a natural even hit, choose one song (or roll a d4): *1: Fortissimo—*Each of the manticore’s allies gains a +2d6 damage bonus with attacks that hit until the end of the battle (non-cumulative). *2: Profundo—*The manticore’s musical voice attack now deals 40 psychic damage instead of 20 until the end of the battle. *3: Furioso—*The target is confused instead of dazed. *4: Largo—*The manticore can make a musical voice attack during its next turn as a free action, but with a +3 attack bonus. This free attack won’t trigger another battle music effect. AC PD MD HP 21 19 15 150

Mantikumhar

Large 5th level Spoiler Beast Initiative: +14 Pincer claws +11 vs. AC (2 attacks)—18 damage Natural 16+: The mantikumhar pulls its target under the soil/ground. The target is stuck, hampered, and takes 5 ongoing damage from suffocation (save ends all) Miss: The target must roll an immediate save; on a failure, it’s dazed until the end of its next turn from dirt or sand thrown in its face Crushing leonine jaws +10 vs. AC—30 damage, or 40 damage against a creature taking ongoing poison damage C: Serpent sting +12 vs. AC—10 damage, and 5 ongoing poison damage (hard save ends, 16+) Burrowing: The mantikumhar can move rapidly through sand, loose soil, or dry eroded earth. It prefers to dig out a wide pit and lie in wait for prey. (See Burrowing.) Can’t be blinded: Between nictitating membranes that keep its eyes from being scratched out by the sand and its weird burrowing echolocation sense, the mantikumhar can’t be blinded. Poison reservoirs: Each time the mantikumhar uses its serpent sting attack, it takes 1d6 damage, or 2d6 damage if it’s staggered. Nastier Specials Hunker down: A mantikumhar can burrow into the soil as a move action, concealing itself from attacks. A hunkered mantikumhar gains a +3 bonus to AC and PD, but it can’t use crushing leonine jaws. Sand ambush: The mantikumhar’s extensible tail can strike by surprise like a cobra from anywhere in its pit. C: Serpent sting +15 vs. AC (one nearby enemy)—10 damage, and 5 ongoing poison damage (hard save ends, 16+) AC PD MD HP 23 19 15 119

Coursing Manticore

Large 6th level Spoiler Beast Initiative: +13 Battering paws +11 vs. AC (2 attacks)—20 damage Natural 16+: The manticore can make a scorpion sting attack against a different target as a free action. Crushing leonine jaws +11 vs. AC—30 damage, or 50 damage against a creature taking ongoing poison damage C: Scorpion sting +13 vs. AC—10 damage, and 5 ongoing poison damage (hard save ends, 16+) Fly-by attack: While flying, the manticore can make a scorpion sting attack, pop free from the target, and keep flying to somewhere nearby. Flight: Giant batlike dragon wings put the final horrid touch on the coursing manticore’s “everything awful” design aesthetic. Poison reservoirs: Each time the manticore uses its scorpion sting attack, it takes 1d6 damage, or 2d6 damage if it’s staggered. Nastier Specials Aerial archer: Instead of a scorpion tail, the manticore has a spiked tail full of quills and can make volley of tail spikes attacks instead of scorpion sting attacks. R: Volley of tail spikes +13 vs. AC (1d3 nearby or far away enemies in a group)—5 ongoing poison damage (hard save ends, 16+) Diving leap: The manticore leaps toward its prey, using its wings to arrow into battle at tremendous speed. During its first turn only, add +6 to its initiative count. After that, the beast returns to its normal initiative order. AC PD MD HP 23 21 15 170

Manticore

Large 6th level Archer Beast Initiative: +13 Battering paws +11 vs. AC (2 attacks)—20 damage Natural 16+: The manticore can make a single volley of tail spikes attack (one attack roll) against a different target as a free action. Crushing leonine jaws +11 vs. AC—30 damage; OR 50 damage against a creature taking ongoing poison damage C: Volley of tail spikes +13 vs. AC (1d3 nearby or far away enemies in a group)—5 ongoing poison damage (hard save ends, 16+) Flight Poison reservoirs: Each time the manticore uses its volley of tail spikes attack, it takes 1d6 damage, or 2d6 damage if it is staggered. AC PD MD HP 22 20 16 182

Medusa

Medusa Outlaw

2x 6th level Wrecker Humanoid Initiative: +11 Snakes and daggers +11 vs. AC (2 attacks)—10 damage, and 10 ongoing poison damage Natural 18+: The medusa can make a petrifying gaze attack against the target as a free action. R: Poison arrow +11 vs. AC (one nearby or far away enemy)—15 damage, and 10 ongoing poison damage Natural 20: The medusa can make a petrifying gaze attack against the target as a free action. [Special trigger] C: Petrifying gaze +11 vs. MD (one enemy)—20 psychic damage, and the target must start making last gasp saves as it turns to stone Caught by an eye: Whenever a nearby enemy attacks the medusa outlaw and rolls a natural 1 or 2, the medusa can make a petrifying gaze attack against that attacker as a free action. Escalating threat: At the start of each of the medusa’s turns, roll a d4. If you roll less than or equal to the escalation die, the medusa can also use petrifying gaze as a quick action once during that turn. AC PD MD HP 22 16 20 150

Medusa Noble

2x 11th level Caster Humanoid Initiative: +17 Snakes and swords +17 vs. AC (3 attacks)—30 damage, and 15 ongoing poison damage Natural 18+: The medusa can make a petrifying gaze attack against the target as a free action. R: Lightning fork +17 vs. PD (one nearby or far away enemy)—80 lightning damage Natural odd hit or miss: The medusa deals 1d6 x 10 lightning damage to all nearby enemies. Natural even hit or miss: The medusa can make a lightning fork attack against a different target as a free action; keep making lightning fork attacks until you run out of targets that have taken damage from lightning fork or roll a natural odd attack. [Special trigger] C: Petrifying gaze +17 vs. MD (one enemy)—70 psychic damage, and the target must start making last gasp saves as it turns to stone Caught by an eye: Whenever a nearby enemy attacks the medusa noble and rolls a natural 1–5, the medusa can make a petrifying gaze attack against that attacker as a free action. Serpent wardings: Thrice per battle, as a free action, the medusa noble can force an enemy to reroll a spell attack that targeted it. The attacker can’t use the escalation die for the reroll. Skilled sorcerer: If lightning isn’t working against her target, the medusa noble can take a –2 attack penalty to change the energy type of her ranged attack to fire or thunder. AC PD MD HP 27 21 25 500

Minotaur

Large 4th level Troop Humanoid Initiative: +8 Axe or horns +9 vs. AC—27 damage, and one of the minotaur’s allies can pop free from the target as a free action Furious charge: The attack instead deals 40 damage on a hit if the minotaur first moves before attacking an enemy it was not engaged with at the start of its turn. Blood frenzy: Minotaurs gain a +4 melee attack bonus against staggered enemies. Nastier Specials Durable: The first time each round the minotaur takes damage, prevent 2d6 of it. Fear: While engaged with this creature, enemies that have 24 hp or fewer are dazed (–4 attack) and do not add the escalation die to their attacks. AC PD MD HP 19 17 13 94

Mummy

2x 8th level Wrecker Humanoid Initiative: +9 Vulnerability: fire Unholy grasp +11 vs. PD—40 ongoing negative energy damage and the target is affected by mummy rot (save ends both) Each failed save (mummy rot): The target’s flesh begins to rot and the ongoing damage increases by +40 (cumulative). Saves granted by special powers don’t increase this damage if they fail, only end of turn failures. Natural 16+: The target also takes 20 damage. C: Sepulchral glare +11 vs. MD (one nearby enemy)—The target is hampered until the start of the mummy’s next turn Crit: If the target is already affected by mummy rot, increase the ongoing negative energy damage by 40. If the target isn’t affected by mummy rot already, it takes 40 ongoing negative energy damage and is affected by mummy rot (save ends both) Limited use: 1/round, as a quick action. Mortal terror: The presence of a mummy unnerves opponents, giving it an unusual fear aura. While engaged with this creature, enemies that have 200 hp or fewer are dazed (–4 attack) and do not add the escalation die to their attacks. Each time an enemy with 200 hp or fewer attacks the mummy, hit or miss, it must roll a save. On a success, it’s no longer affected by the fear aura effects of any mummy in the battle. Spiritual grit: When the mummy takes 20 damage or less from a non-fire attack, it takes no damage instead. Nastier Specials Blessing of preservation: The mummy has a +4 bonus to all defenses until it takes damage. Bone-chilling cry: Once per battle as a quick action, the mummy can issue a bone-chilling cry that seems to echo from some unseen tomb or portal and it makes a call of the sarcophagus attack. C: Call of the sarcophagus +11 vs. MD (each nearby enemy suffering mummy rot)—The target is hampered until the end of its next turn AC PD MD HP 21 17 22 350

Naga

Swaysong Naga

Large 5th level Leader Beast Initiative: +8 Bite +10 vs. AC—24 damage Natural 16+: The target also takes 15 ongoing poison damage. Miss: 12 damage. R: Song of reversals +10 vs. MD (1d3 nearby or far away enemies)—25 psychic damage Natural 16+: The target is confused (save ends). Miss: 10 psychic damage. Limited use: 1/battle. C: Hypnotic movements +10 vs. MD (one nearby enemy, or one nearby enemy per point of esc. die if mystic escalator benefit is active)—10 psychic damage, and the target is hampered (save ends) Arcane mirror: When an enemy targets the swaysong naga with a spell, the naga regains the use of song of reversals if it’s expended. In addition, if that spell is a recharge spell, roll its recharge check immediately after the spell is cast. If the spell is a per-battle or daily spell, roll a hard save (16+) immediately after the spell is cast; on a success, the spellcaster doesn’t expend the spell. Mystic escalator: The naga and each of its nearby allies can use the escalation die unless the naga has been targeted by an enemy’s spell since its last turn. AC PD MD HP 21 16 18 144

Sparkscale Naga

Large 6th level Leader Beast Initiative: +10 Bite +11 vs. AC─30 damage Natural 16+: Each nearby enemy takes 10 thunder damage. Miss: 20 damage. R: Bloom of lightning +10 vs. PD (1d3 nearby or far away enemies)—30 lightning damage Natural 16+: Each nearby enemy takes 10 thunder damage. Miss: Each nearby creature (including allies) takes 5 thunder damage. Limited use: 1/battle. C: Sparking aura +10 vs. PD (one nearby enemy, or one nearby enemy per point of esc. die if mystic escalator benefit is active)—20 lightning damage, and the target is vulnerable (save ends) Arcane mirror: When an enemy targets the sparkscale naga with a spell, the naga regains the use of sparking aura if it’s expended. In addition, if that spell is a recharge spell, roll its recharge check immediately after the spell is cast. If the spell is a per-battle or daily spell, roll a hard save (16+) immediately after the spell is cast; on a success, the spellcaster doesn’t expend the spell. Mystic escalator: The naga and each of its nearby allies can use the escalation die unless the naga has been targeted by an enemy’s spell since its last turn. AC PD MD HP 21 20 16 190

Manafang Naga

Large 7th level Leader Beast Initiative: +14 Bite +12 vs. AC—45 damage Natural 16+: The naga gains resist spell damage 16+ against the target’s spells until the end of the battle. Miss: 25 damage. R: Force missiles (1d4 nearby or far away enemies)—25 force damage Limited use: 1/battle. C: Ritual movements +12 vs. MD (one nearby enemy, or one nearby enemy per point of esc. die if mystic escalator benefit is active)—40 psychic damage, and the target can’t cast spells or use the activated powers of true magic items (save ends) Arcane mirror: When an enemy targets the manafang naga with a spell, the naga regains the use of force missiles if it’s expended. In addition, if that spell is a recharge spell, roll its recharge check immediately after the spell is cast. If the spell is a per-battle or daily spell, roll a hard save (16+) immediately after the spell is cast; on a success, the spellcaster doesn’t expend the spell. Mystic escalator: The naga and each of its nearby allies can use the escalation die unless the naga has been targeted by an enemy’s spell since its last turn. AC PD MD HP 23 17 21 210

Elder Swaysong Naga

Normal 8th level Leader Beast Initiative: +12 Bite +13 vs. AC—24 damage Natural 16+: The target also takes 15 ongoing poison damage. Miss: 12 damage. R: Song of reversals +13 vs. MD (1d3 nearby or far away enemies)—25 psychic damage Natural 16+: The target is confused (save ends). Miss: 10 psychic damage. Limited use: 1/battle. C: Hypnotic movements +13 vs. MD (one nearby enemy, or one nearby enemy per point of esc. die if supreme mystic escalator benefit is active)—15 psychic damage, and the target is hampered (save ends); until the target saves, it takes 15 psychic damage each time it attacks the naga Arcane mirror: Whenever an enemy targets the elder swaysong naga with a spell, the naga regains the use of song of reversals if it’s expended. In addition, if that spell is a recharge spell, roll its recharge check immediately after the spell is cast. If the spell is a per-battle or daily spell, roll a hard save (16+) immediately after the spell is cast; on a success, the spellcaster doesn’t expend the spell. Supreme mystic escalator: The naga and each of its nearby allies can use the escalation die unless the naga has been hit by two enemy spells since its last turn. AC PD MD HP 24 19 21 144

Elder Sparkscale Naga

Normal 9th level Leader Beast Initiative: +15 Bite +14 vs. AC—30 damage Natural 16+: Each nearby enemy takes 10 thunder damage. Miss: 20 damage. R: Bloom of lightning +14 vs. PD (1d3 nearby or far away enemies)—30 lightning damage Natural 16+: Each nearby enemy takes 10 thunder damage. Miss: Each nearby creature (including allies) takes 5 thunder damage. Limited use: 1/battle. C: Sparking aura +14 vs. PD (one nearby enemy, or one nearby enemy per point of esc. die if supreme mystic escalator benefit is active)—40 lightning damage, and the target is vulnerable (save ends) Arcane mirror: Whenever an enemy targets the elder sparkscale naga with a spell, the naga regains the use of bloom of lightning if it’s expended. In addition, if that spell is a recharge spell, roll its recharge check immediately after the spell is cast. If the spell is a per-battle or daily spell, roll a hard save (16+) immediately after the spell is cast; on a success, the spellcaster doesn’t expend the spell. Supreme mystic escalator: The naga and each of its nearby allies can use the escalation die unless the naga has been hit by two enemy spells since its last turn. AC PD MD HP 24 23 19 190

Elder Manafang Naga

Normal 10th level Leader Beast Initiative: +18 Bite +15 vs. AC—45 damage Natural 16+: The naga gains resist spell damage 16+ against the target’s spells until the end of the battle. Miss: 25 damage. R: Force missiles (1d4 nearby or far away enemies)—45 force damage Limited use: 1/battle. C: Ritual movements +15 vs. MD (one nearby enemy, or one nearby enemy per point of esc. die if supreme mystic escalator benefit is active)—45 psychic damage, and the target can’t cast spells or use the activated powers of true magic items (save ends) Miss: 20 psychic damage. Arcane mirror: Whenever an enemy targets the elder manafang naga with a spell, the naga regains the use of force missiles if it’s expended. In addition, if that spell is a recharge spell, roll its recharge check immediately after the spell is cast. If the spell is a per-battle or daily spell, roll a hard save (16+) immediately after the spell is cast; on a success, the spellcaster doesn’t expend the spell. Supreme mystic escalator: The naga and each of its nearby allies can use the escalation die unless the naga has been hit by two enemy spells since its last turn. AC PD MD HP 26 20 24 210

Ogre

Ogre

Large 3rd level Troop Giant Initiative: +5 Big honkin’ club +7 vs. AC—18 damage Miss: Half damage. Big shove +9 vs. PD (each enemy engaged with ogre)—1d6 damage, and the target pops free from the ogre Quick use: This power only requires a quick action (once per round) instead of a standard action when the escalation die is even. Nastier Specials Tough skin: Whenever the ogre takes weapon damage, reduce that damage by 1d8 points. AC PD MD HP 19 16 12 90

Ogre Penitent

Large 3rd level Blocker Giant Initiative: +4 Remorseful flail +6 vs. AC—20 damage Natural 5, 10, 15, or 20: Until the end of the battle, when an enemy engaged with the ogre attacks it, that enemy can’t target other enemies with that attack. Miss: Half damage to a different nearby enemy. Closer my death to thee: While staggered, the ogre penitent gains a +4 attack bonus. Crumbling ego: Each time the ogre fails a save, it takes 1d8 psychic damage. Nastier Specials Frenzied disappointment: If the ogre penitent rolls a natural 1 or 2 with an attack roll, it can take an extra standard action during its next turn. AC PD MD HP 18 16 14 100

Demonic Ogre

Large 4th level Spoiler Giant Initiative: +8 Demon-kissed blade +9 vs. AC—24 damage Natural 5, 10, 15, or 20: The ogre gains a random demonic advantage (see below) until the end of the battle. All demonic advantages end if the ogre experiences a demonic eruption. Miss: Half-damage. R: Flaming spear +9 vs. AC—20 damage Natural 5, 10, 15, or 20: The target takes 10 ongoing fire damage. Demonic advantage: Roll a d6 to determine which demonic ability the ogre gains. 1: The ogre gains resist energy 16+. 2: Once per battle, the ogre can teleport anywhere it can see as a move action. 3: The ogre’s attacks deal +1d8 damage, hit or miss. 4: At the start of the ogre’s turn, each enemy engaged with it takes 2d6 negative energy damage. 5: The ogre gains a +5 bonus to saves this battle. 6: The ogre begins making demonic eruption rolls when the escalation die is 4+ instead of 6+. Demonic eruption: When the escalation die is 6+, the demonic ogre rolls a normal save at the start of each of its turns. On a success, roll a d6 and replace the demonic ogre with a new undamaged demon. 1–2: Imp; 3–4: Despoiler; 5: Frenzy demon; 6: Cambion sickle. Nastier Specials Early eruption: Begin making demonic eruption rolls when the escalation die is 5+ instead of 6+. Also use stronger demons for the options that the ogre could turn into. AC PD MD HP 20 16 16 100

Ogre Berserker

Large 4th level Wrecker Giant Initiative: +9 Giant axe or sword +8 vs. AC—28 damage Natural 5, 10, 15, or 20: The ogre berserker gains the escalator ability (it adds the escalation die to its attacks) until the end of the battle. Miss: Half damage, and the ogre berserker takes 1d6 damage. You shouldn’t have done that: When an enemy engaged with the berserker scores a critical hit against it, that enemy takes 7d6 damage. Incidental damage: When an enemy makes an opportunity attack against the berserker, hit or miss, that enemy takes 2d6 damage. Rauguguggh: Once per battle as a free action, when the ogre berserker fails a save, it can take 3d6 damage to succeed at the save instead. AC PD MD HP 18 18 15 120

Ogre Crusader

Large 4th level Troop Giant Initiative: +6 Jagged greatsword or greataxe +10 vs. AC (2 attacks)—18 damage Natural 5, 10, 15, or 20: The ogre crusader can make a war-curse attack as a free action. Miss: Half damage. R: War javelin +8 vs. AC—18 damage C: War-curse +10 vs. MD (the nearby conscious enemy with the lowest hit points)—10 psychic damage Special hate: When the ogre crusader attacks an enemy that has a positive or conflicted relationship with an icon that is aligned opposite to the Ogre’s aligned icon, it adds the escalation die to the attack roll. AC PD MD HP 21 17 15 106

Ogre Champion

Large 5th level Wrecker Giant Initiative: +10 Champion’s battle-axe +10 vs. AC—30 damage Natural 5, 10, 15, or 20: The ogre champion gains a second standard action this turn, but not a third. Miss: Half damage. R: Heavy javelin +10 vs. AC (one nearby or far away enemy)—26 damage Miss: 10 damage. Racial enemies: Whenever a nearby dwarf or elf enemy attempts to use their racial power, they must roll a hard save (16+). On a failure, the power fails and has no effect that turn (but they can try again next turn). Slayer of wizards: Creatures engaged with the ogre champion take opportunity attacks from it when casting close spells as if they were casting ranged spells. Nastier Specials Escalating danger: The ogre champion adds the escalation die to the damage it deals with its attacks, hit or miss. AC PD MD HP 21 19 18 140

Ogre Minion

Large 9th level Mook Giant Initiative: +11 Ogre-sized chopper +14 vs. AC—35 damage Miss: Half damage. R: Ogre-sized javelin +14 vs. AC (one nearby or far away enemy)—20 damage Incidental damage: When an enemy makes an opportunity attack against the ogre minion, hit or miss, that enemy takes 4d6 damage. Double-strength mook: The ogre minion mook counts as two 9th level mooks when you’re building battles. Nastier Specials Punching above its weight: Once per round, the ogre minion mob can take 5d10 damage to reroll an attack (a member of the mob takes one for the team). AC PD MD HP 24 23 19 80

Ogre Mage

Ogre Mage Knight

Large 6th level Wrecker Giant Initiative: +13 Naginata +11 vs. AC—The effect depends on the roll. Natural even hit: 25 damage, and the ogre mage knight can use lightning pulse as a free action. Natural odd hit: 20 damage, and the ogre mage knight can use voice of thunder as a free action. Natural even miss: 10 damage, and the ogre mage knight can teleport to any nearby location it can see before using magi’s lightning chain as a free action. Natural odd miss: The ogre mage knight can use cone of cold as a free action. R: Magi’s lightning chain +11 vs. PD—15 lightning damage, and each time this attack has a natural even attack roll, the ogre mage knight can target a different creature with the ability C: Cone of cold +11 vs. PD (up to 3 nearby enemies in a group, also targets the ogre’s allies engaged with the targets)—20 cold damage Miss: 10 cold damage. C: Lightning pulse +11 vs. PD (one random nearby or far away enemy)—20 lightning damage Natural even hit: The target is weakened (save ends). C: Voice of thunder +11 vs. PD (1d3 nearby enemies)—15 thunder damage Resist exceptional attacks 16+: When a limited attack (not an at-will attack) targets this creature, the attacker must roll a natural 16+ on the attack roll or it only deals half damage. Trollish regeneration 15: While an ogre mage is damaged, its uncanny flesh heals 15 hit points at the start of the ogre mage’s turn. It can regenerate five times per battle. If it heals to its maximum hit points, then that use of regeneration doesn’t count against the five-use limit. When the ogre mage is hit by an attack that deals fire or acid damage, it loses one use of its regeneration, and it can’t regenerate during its next turn. Dropping an ogre mage to 0 hp doesn’t kill it if it has any uses of regeneration left. Nastier Specials Ki: Gain 1d4 ki at the start of each battle. Spend a point of ki as a free action, once per round, to change the ogre mage knight’s natural attack result by one; a natural 1 could become a 2, a natural 19 could become a natural 20, and so on. AC PD MD HP 22 19 17 160

Ogre Mage

Large 7th level Caster Giant Initiative: +14 Naginata +13 vs. AC—35 damage Natural 18+: Make a second naginata attack against a nearby enemy as a free action (engaging it is not required) C: Cone of cold + 13 vs. PD (up to 3 nearby enemies in a group)—50 cold damage Limited use: 1/day, and the attack affects the ogre’s allies engaged with or between enemy targets. Aura of treachery: Once per round when a nearby enemy misses the ogre mage with an attack, the ogre mage can make an aura of treachery attack against it as a free action. [Special trigger] C: Aura of treachery + 13 vs. MD—the target is confused until the end of the ogre mage’s next turn Flight: The ogre mage flies using the sheer power of its superior mind. Invisibility: If the ogre mage is not engaged, it can turn invisible as an at-will standard action. It becomes visible when it attacks. The ogre mage takes 1d10 damage each time it uses invisibility while it’s staggered. Resist exceptional attacks 16+: When a limited attack (not an at-will attack) targets this creature, the attacker must roll a natural 16+ on the attack roll or it only deals half damage. Trollish regeneration 20: While an ogre mage is damaged, its uncanny flesh heals 20 hit points at the start of the ogre mage’s turn. It can regenerate five times per battle. If it heals to its maximum hit points, then that use of regeneration doesn’t count against the five-use limit. When the ogre mage is hit by an attack that deals fire or acid damage, it loses one use of its regeneration, and it can’t regenerate during its next turn. Dropping an ogre mage to 0 hp doesn’t kill it if it has any uses of regeneration left. AC PD MD HP 23 19 21 170

Ogre Lightning Mage

Large 8th level Caster Giant Initiative: +15 Naginata +14 vs. AC (2 attacks)—40 damage Miss: 15 damage. R: Lightning from torn sky +14 vs. PD (up to 2 nearby enemies, plus one far away enemy, if any)—52 lightning damage Limited use: 1/battle, but the ogre lightning mage regains the use of this attack if it’s expended each time it uses its naginata attack. R: Past master’s judgment +14 vs. MD (1d3 nearby enemies)—25 psychic damage First natural even hit each attack: The ogre lightning mage can cancel one spell or magical effect created by the target. Flight: The ogre lightning mage flies well using the sheer power of its superior mind. Invisibility: While not engaged, the ogre lightning mage can turn invisible as an at-will standard action. It becomes visible when it attacks. The ogre mage takes 1d10 damage each time it uses invisibility while it’s staggered. Resist exceptional attacks 16+: When a limited attack (not an at-will attack) targets this creature, the attacker must roll a natural 16+ on the attack roll or it only deals half damage. Trollish regeneration 20: While an ogre mage is damaged, its uncanny flesh heals 20 hit points at the start of the ogre mage’s turn. It can regenerate five times per battle. If it heals to its maximum hit points, then that use of regeneration doesn’t count against the five-use limit. When the ogre mage is hit by an attack that deals fire or acid damage, it loses one use of its regeneration, and it can’t regenerate during its next turn. Dropping an ogre mage to 0 hp doesn’t kill it if it has any uses of regeneration left. AC PD MD HP 24 20 22 230

Prismatic Ogre Mage

Large 9th level Caster Giant Initiative: +16 Horns and claws +15 vs. AC—75 damage Natural 2–5: The prismatic ogre mage can use prismatic blast as a free action without provoking an opportunity attack. Force shove +15 vs. PD (each enemy engaged with ogre)—10 force damage, and the target pops free from the ogre mage Quick use: This power only requires a quick action (once per round) instead of a standard action when the escalation die is odd. R: Prismatic blast +15 vs. PD (1d3 nearby or far away enemies in a group)—Roll a d8 against each hit target to determine the type of ray and effect 1. Red: 75 fire damage; Miss: 40 fire damage. 2. Orange: 50 damage, and the target is confused (save ends). 3. Yellow: 40 ongoing poison damage. 4. Green: The target loses a recovery, and the prismatic ogre mage heals 70 hp. 5. Blue: 60 lightning damage, and make a secondary attack: +15 vs. PD (one enemy near the target)—20 lightning damage. 6. Cyan: The target is stunned (save ends). 7. Purple: The target is dazed and confused (save ends both). When the target saves, it takes 40 psychic damage. 8. Magenta: The target is transported into the future. Remove that creature from play, returning it to the battle in (or near) its previous location at the end of its next turn. No time seems to pass for the target while it’s gone. Resist exceptional attacks 16+: When a limited attack (not an at-will attack) targets this creature, the attacker must roll a natural 16+ on the attack roll or it only deals half damage. Warp: The prismatic ogre mage warps reality with its presence. Each character hit by the prismatic blast attack during battle must write down one true personal trait or preference about their character such as: “Yellow hair,” “Afraid of spiders,” “Prefers white wine to red,” or “Tattoo of a halfling on left bicep.” These personal traits are shuffled and randomly distributed equally by the GM after the battle is over. Whichever trait each player receives is now true for their character as well as for the character of the player who wrote it down (unless there has somehow turned out to be a swap…). These traits don’t alter game mechanics (feats, powers, backgrounds, icon relationships, attributes, bonuses, etc.). They are personal details that have been warped and scrambled by the prismatic ogre mage’s magic. AC PD MD HP 25 22 18 360

Ooze

All oozes have the following two abilities:

Flows where it likes: The ooze is immune to opportunity attacks.

Ooze: The ooze is immune to effects. When an attack applies a condition to an ooze (dazed, hampered, weakened, ongoing damage, etc.), that condition doesn’t affect it.

Black Pudding

Huge 9th level Wrecker Ooze Initiative: +8 C: Acid-drenched pseudopod +14 vs. PD (up to 4 attacks, each against a different nearby enemy)—30 acid damage, and 10 ongoing acid damage Miss: 10 acid damage. Climber: A black pudding sticks to ceilings and walls when it wishes, sliding along as easily as on the floor. Slippery: The pudding has resist weapons 12+. AC PD MD HP 23 20 19 470

Gelatinous 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) 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. AC PD MD HP 20 18 15 200

Ochre Jelly

Large 3rd level Wrecker Ooze Initiative: +2 C: Acid-drenched pseudopod +8 vs. PD (1d4 attacks, each against a different nearby enemy)—6 acid damage Natural even hit or miss: 3 ongoing acid damage. Splitter: The first time an ochre jelly takes 20 or more damage from a single attack, it splits into two normal-size ochre jellies, each with half the original’s current hit points plus 2d6 hp. Treat the new jellies as undamaged jellies at their new hit point totals without the splitter ability. AC PD MD HP 18 17 16 90

Orc

Orc Warrior

Normal 1st level Troop Humanoid Initiative: +3 Jagged sword +6 vs. AC—6 damage Dangerous: The crit range of attacks by orcs expands by 3 unless they are staggered. AC PD MD HP 16 14 10 30

Orc Berserker

Normal 2nd level Troop Humanoid Initiative: +5 Greataxe +7 vs. AC—8 damage Dangerous: The crit range of attacks by orcs expands by 3 unless they are staggered. Unstoppable: When an orc berserker drops to 0 hp, it does not immediately die. Ignore any damage in excess of 0 hp, roll 2d6, and give the berserker that many temporary hit points. No other healing can affect the berserker or give it more temporary hit points. When the temporary hp are gone, the berserker dies. AC PD MD HP 16 15 13 40

Orc Shaman

Normal 2nd level Leader Humanoid Initiative: +5 Spear +6 vs. AC—6 damage Dangerous: The crit range of attacks by orcs expands by 3 unless they are staggered. R: Battle curse +7 vs. MD (1d3 nearby enemies)—4 psychic damage, and for the rest of the battle, melee attacks by orcs deal +1d4 damage against the target (non-cumulative) AC PD MD HP 18 12 16 36

Orcish Archer

Normal 2nd level Archer Humanoid Initiative: +5 Scimitar +6 vs. AC—6 damage R: Short bow +6 vs. AC—7 damage Natural 1–5: Reroll the attack against a random nearby creature. If the rerolled attack is also a natural 1–5, the orcish archer takes 3 damage from sheer agonized frustration, but it doesn’t get to make another attack. Final frenzy: When the escalation die is 3+, the orcish archer gains a +3 bonus to melee attacks and melee damage AC PD MD HP 18 17 11 32

Pit-Spawn Orc

2x 2nd level Mook Humanoid Initiative: +2 Punch or bludgeon +7 vs. AC—5 damage Mob attack: The crit range for pit-spawn orcs is 17+. Whenever a pit-spawn orc scores a critical hit, each pit-spawn orc mook in the battle gains a +1 cumulative bonus to damage until the end of the battle. Nastier Specials Boiling rage: When an enemy engaged with the orc hits it with an attack, the enemy takes 4 damage as the orc bites and claws it back. AC PD MD HP 17 15 12 18

Cave Orc

Normal 3rd level Mook Humanoid Initiative: +6, or +12 at night or in dark caves Obsidian knife +8 vs. AC—4 damage, and +1d4 damage for each other orc engaged with the target (max +4d4) R: Rock +7 vs. AC—5 damage Hears everything: Increase the DC to sneak past cave orcs silently by +5. Nocturnal predator: If the battle is at night (or in darkness), the orc gains a +2 attack bonus. If the battle is during the day (or in daylight) it takes a –2 penalty to all defenses. AC PD MD HP 19 18 12 10

Death-Plague Orc

Large 3rd level Spoiler Humanoid Initiative: +2 Huge spiked flail +8 vs. AC—21 damage Natural roll is above target’s Constitution: The target catches a disease (see below). When a creature contracts a death-plague orc disease, roll a d4 for the disease type and a d6 for that disease’s symptoms after the battle. Until cured, at the start of each day (after each full heal-up) the PC makes a Constitution check (including any appropriate background) to determine the severity of the disease for that day, or if the PC is cured. Full bed rest under the care of a healer reduces severity roll from a d6 to a d4 (so a severity check result of 18 would be 1d4 + 2 not 1d6 + 2). A PC under the care of and experience healer or someone who knows healing magic gains a +10 bonus to the Constitution check. At the GM’s option, special ingredients or healing items, found via quest, can give additional bonuses to the check. Disease Type (d4) 1: Filthy Fever (d6 roll for symptoms that day) 2: Chatter Pox (d6 roll for symptoms that day) 3: Slug Scourge (d6 roll for symptoms that day) 4: Red Fever (d6 roll for symptoms that day) Filthy Fever Symptoms (d6) 1: Slight temperature. 2–3: The runs. You gain 1 less recovery than normal after a full heal-up due to fluid loss. 4+: You have a hacking cough that sounds like insane laughter and are losing fluids. You gain 2 fewer recoveries than normal after a full heal-up and can’t remain silent. Chatter Pox Symptoms (d6) 1: Unsightly and painful sores, occasional shivers. 2–3: Running sores, shivering and chattering teeth. You take a –3 penalty to social skill checks and to attack rolls with spells. 4+: Infected sores, fever dreams. Your constitution is weakened. After each full heal-up, roll 1d4 + 3 to determine your starting maximum recoveries for that day. Each time you cast a spell that isn’t at-will, there’s a 25% chance it fails (but you don’t expend the spell). Slug Scourge Symptoms (d6) 1: Extreme appetite, nausea. 2–3: Vomiting up slugs. Whenever you make a non-combat Charisma check, roll 2d20 and take the lower result. 4+: The slugs are inside your lungs! After each quick rest, you lose 25% of your maximum hit points. If you drop to 0 hp this way, you enter into a coma until the next day. Red Fever Symptoms (d6) 1: Scarlet stripes on the eyeballs, itching, buzzing in ears. 2–3: Blurred vision. You take a –3 penalty to ranged attacks. 4+: Fever, rage, and confusion. Whenever you roll a natural odd attack roll, you are confused until the end of your next turn. Ranged attacks have a 25% chance of accidentally targeting an ally (check before making the attack roll). Disease Severity (Con check each day; result affects d6 symptoms roll) 1–14: d6 + 3 15–20: d6 + 2 20–24: d6 + 1 25–29: d6 + 0 30+: Cured AC PD MD HP 20 18 12 90

Orc Battle Screamer

Normal 3rd level Leader Humanoid Initiative: +8 Sharpened flute or club-like drumstick +9 vs. AC—10 damage Orcish Instruments: Choose ONE R: Skull drum +7 vs. MD—8 damage, and as a free action, one nearby orc ally can move or make a basic attack (doesn’t trigger special abilities) R: Bone flute +7 vs. MD—8 damage, and one nearby orc ally deals +1d6 damage on a hit during its next turn R: War bagpipes—1d3 nearby or far away enemies that can hear the bagpipes must immediately roll a normal save; on a failure, the target is hampered until the end of its next turn AC PD MD HP 22 15 15 33

Orc Tusker

Normal 3rd level Troop Humanoid Initiative: +7 Club’n’tusk +5 vs. AC—7 damage Furious charge: The attack instead deals 12 damage on a hit if the orc tusker first moves before attacking an enemy it was not engaged with at the start of its turn. Miss: 4 damage, and the orc tusker pops free from all enemies. AC PD MD HP 22 17 13 45

Orc Rager

Normal 7th level Mook Humanoid Initiative: +12 Greataxe +12 vs. AC—16 damage Dangerous mooks: The crit range of melee attacks by orc ragers expands by 3 until half the orc rager mob has been dropped. Dying strike: When an orc rager drops to 0 hp, it can make a final attack as a free action. (These extra attacks can come from ragers engaged with a PC.) AC PD MD HP 22 20 16 27

Great Fang Cadre

Normal 10th level Mook Humanoid Initiative: +13 Double axe +15 vs. AC—25 damage Natural 11+: The cadre can make a second double axe attack (no more) as a free action. Dangerous mooks: The crit range of melee attacks by great fang cadre orcs expands by 3 until half the great fang cadre mob has been dropped. R: Big, black, creaking bow +15 vs. AC—37 damage Natural even hit or miss: The attack targets PD instead of AC. Nastier Specials On the spot mutation: Whenever an attack eliminates one or more members of the mob, there is a 50% chance that each survivor gains one of these abilities: extra melee attack, damage aura: 1d20 damage vs. any enemy that starts its turn engaged with the orc, or +4 bonus to AC. AC PD MD HP 27 25 21 50

Otyugh

Large 3rd level Blocker Aberration Initiative: +5 Grasping tentacles +8 vs. PD (2 attacks)—5 damage Natural even hit: The otyugh can grab the target. Natural 18 or 20: The otyugh can grab the target and make a big toothy maw attack against it as a free action. Big toothy maw +12 vs. AC (one enemy it’s grabbing; includes +4 grab bonus)—16 damage Trash nest defense: The otyugh gains a +2 bonus to all defenses while fighting in its nest or in similar piles of excrement and trash. Tentacle flail: Once per round, an otyugh can make a grasping tentacles attack as a free action against a moving nearby creature it is not engaged with; on a natural even hit, the target is grabbed and its movement stops. AC PD MD HP 19 17 13 84

Owlbear

Large 4th level Wrecker Beast Initiative: +8 Rip and peck +9 vs. AC—15 damage, and until the end of the owlbear’s next turn, the target is hampered (makes only basic attacks) while engaged with the owlbear Vicious hybrid: If the escalation die is even, make another rip and peck attack. Feed the cubs: An owlbear that scores a critical hit against a hampered enemy tears a piece of the creature off (GM chooses a limb) and will subsequently attempt to retreat with the prize to feed its cubs. The torn-up enemy is stunned until the end of its next turn. Silent hunter: Owlbears are nearly silent until they strike. Checks to hear them approaching take a –5 penalty. AC PD MD HP 19 17 13 101

Phase Spider

Large 7th level Spoiler Beast Initiative: +16 Phasing fangs +11 vs. PD (2 attacks)—25 damage Natural even hit: The spider can make a rummage and filch attack against the target as a free action, even if the target isn’t staggered. Rummage and filch +11 vs. MD (one staggered creature)—the phase spider steals a random true magic item from the target (see below). Phasing abilities: As long as it didn’t just return from being out of phase, at the start of the phase spider’s turn, roll a d6 to see which of its phase and teleport abilities it can access that turn. The spider doesn’t have to use the available ability and can attack normally, if it wishes. 1–2: Short teleport—As a move action, the spider can teleport anywhere it can see nearby. 3: Long teleport—As a move action, the spider can teleport anywhere it can see nearby or far away. 4–5: Phase out—As a move action, the spider can remove itself from the battlefield, returning on its next initiative turn anywhere it chooses nearby. It doesn’t get to make a phase roll at the start of its next turn though. 6: Teleport away—If the spider has stolen at least one magic item, as a move action it can teleport back to its lair, or to its master if it has one. It leaves the battle. If it hasn’t stolen an item yet, it won’t leave and can use its choice of the other abilities this turn. Stolen items: If the spider is slain before it leaves battle, all items stolen from the party are recovered. If a d20 roll results in a 20, other magic items are found. AC PD MD HP 23 22 18 200

Pixie

All pixies have the glamour ability.

Glamour: Outside of combat, pixies can create complex illusions at will. For the PC, it’s usually a normal or hard skill check to sort out what’s real.

Pixie Warrior

Normal 3rd level Spoiler Humanoid Initiative: +12 Diminutive sparkly sword +8 vs. PD—5 psychic damage Natural 16+: The pixie warrior can make a madness attack against the target as a free action. R: Enchanted bowshot +8 vs. PD—4 psychic damage, and the pixie warrior can make a madness attack against the target as a free action. [Special trigger] Madness +8 vs. MD—The target is maddened until the end of the pixie’s next turn. The first thing the creature does on its turn is use a standard action to make a display of power that has no practical benefit. The GM chooses the attack, spell, or other power, which should be the most powerful one the character has, preferably a daily. The target expends the power in a great show of prowess, aimed for display rather than effect. Wizards cast their fireballs into the sky, monks demonstrate flawless form while shadow-boxing, and clerics bless the very stones underfoot instead of allies. When the madness effect gets old, substitute any of the following effects, by choice or at random: 1: You love pixies and hate those who threaten them. The target is confused until the end of the pixie’s next turn. 2: Brains knocked loose. The target takes 4 psychic damage each time it takes an action (save ends; yes that could be 3 times per round or more). 3: Reality bender. The target takes 5 ongoing psychic damage. Each time the target fails the save, the ongoing damage increases by 5, cumulative. 4: Massive attack on the unconscious mind. The target chooses one: either let the onslaught slam its mind (take 15 psychic damage), or steel its mind against the onslaught (stunned until the end of the pixie’s next turn). 5: Compulsion to dance. The target takes 5 ongoing psychic damage (no save) until it spends a standard action to dance maniacally. Dancing ends all such ongoing damage, even if the target has been hit multiple times with this effect. 6: Pacifism. The target can’t attack until the end of the pixie’s next turn. Dazzling lights: During battle, pixies fill the air with the light and sound of countless flashy illusions. The effects are disorienting enough that the PCs don’t get to add the escalation die to their attacks. Flight: Pixies make flying look like a lot of fun. Invisibility: When an enemy attacks a pixie and misses, the pixie turns invisible until the start of its next turn (even if it makes opportunity attacks). A pixie can also turn invisible as a standard action, in which case the invisibility still lasts until the start of its next turn. AC PD MD HP 20 13 17 24

Predatory Plant

Claw Flower

Normal 2nd level Spoiler Plant Initiative: +6 Attack name +7 vs. AC—8 damage Natural 1–5: The claw flower takes 1d4 damage from burst roots. C: Bumble spores +4 vs. MD (1d2 nearby random non-plant creatures)—The effect depends on the roll Natural even hit: 4 psychic damage, and the target is confused until end of its next turn. Natural odd hit: 3 psychic damage, and the target is stuck until end of its next turn. Miss: 2 psychic damage. Immobile until pressed: The claw flower has roots and normally can’t move, but when it takes 10 or more damage from a single attack it can move normally during its next turn. Spore escalator: The claw flower adds the escalation die to its bumble spores attack rolls. Nastier Specials Gentle roar: Once per battle, the claw flower can make a bumble spores attack as a quick action. AC PD MD HP 16 12 15 40

Pixie Pod

2x 3rd level Leader Plant Initiative: +7 C: Peripheral summoning +8 vs. MD (one random nearby enemy)—8 psychic damage Natural even hit: Add a new podling into the battle in a random location. Release the pods: Once per battle when the pixie pod rolls a natural even hit with peripheral summoning, it adds a number of podlings into the battle equal to the escalation die instead of only one. Immobile: Although its podlings occasionally pick up and move it around out of combat, in battle the pixie pod can’t move and is stuck except for its teleport ability. Lost opportunity: This creature can’t make opportunity attacks. Lurching teleport: Once per battle as a move action, the pixie-pod can teleport to a nearby location. But its control sucks. The teleport goes in a random direction. Roll it using a d8 for direction. Magical concealment: As long as one or more of its podlings are nearby, the pixie pod is invisible and extremely difficult to even detect. A PC who wants to locate the pixie-pod must spend a standard action searching and succeed at a DC 25 skill check using Wisdom. Backgrounds connected to plants and the wilderness help normally, and general searching skills and magic talents might help a bit but not at full strength. Once located, the plant can be attacked like a normal invisible creature. When it teleports, however, it must be located all over again. Start with mooks: The pixie pod is normally accompanied by five active podlings that don’t count toward the total when building a battle with the pod. Additional podlings do count, however. AC PD MD HP 17 13 16 40

Podling

Normal 3rd level Mook Plant Initiative: +9 Needle sword +8 vs. AC—6 damage Natural even hit: The target can’t choose to search for the pixie-pod plant until all podlings in the battle are slain. R: Tiny green bow +8 vs. AC—5 damage Nastier Specials Flight: The podling that can fly, hovering out of reach and firing arrows. AC PD MD HP 18 17 13 10

Purple Worm

Purple Worm

Huge 8th level Wrecker Beast Initiative: +11 Devouring maw +13 vs. PD—50 damage Natural even hit: The target is swallowed whole if it’s smaller than the worm (see below). Miss: Half damage. Tail sting +13 vs. AC (one random nearby enemy)—20 damage, and 20 ongoing poison damage C: Mighty thrash +13 vs. AC (1d3 random nearby enemies)—30 damage Miss: Half damage. Natural 1–5: The worm takes 10 damage (but it still deals miss damage on a 2–5). Limited use: The worm can make this attack as a free action if it has no enemies swallowed after using its standard action during its turn. Swallow whole: While a creature is swallowed whole, it takes 7d10 acid damage at the start of its turn and is stuck, hampered, and unable to attack or affect anything outside the worm’s stomach (and vice-versa). Most teleport abilities don’t work because you’re hampered and you can’t see the location out of the worm you want to teleport to. There are two ways out. Cut your way out: Deal 40 damage to the worm with a single attack and you can cut your way out. All edged or bladed weapons are reduced to d6 damage dice (at most) inside the worm’s gullet, so good luck. At least you’ll be damaging the worm attacking it from within. Get upchucked: While the worm is staggered, you can use a standard action to try and crawl out of its mouth. Roll a hard save (16+); on a success, the worm vomits you out and spits you somewhere nearby. The worm also vomits out all creatures it has swallowed when it drops to 0 hp. Burrow: As the standard monster ability. Nastier Specials Larval feeding: The worm’s stomach also includes a mob of larval mooks (purple larvae or parasitic lightning beetles). Feel free to add this nastier special if a PC acts dismissive about the possibility of being swallowed by the worm. Resist most energy damage 16+: Purple worms generate weird energy resistances thanks to underworld radiation and their odd diets. Roll a d8 twice, in secret, to determine what energy types the worm is not resistant to. The PCs probably have to find out what energy works best against the worm the hard way, though you might have mercy and allow a DC 35 Wisdom skill check to figure out what energy types work against the worm. 1: acid; 2: cold; 3: fire; 4: lightning; 5: thunder; 6: holy; 7: negative energy; 8: poison. AC PD MD HP 23 22 17 440

Parasitic Lightning Beetle

Normal 8th level Mook Beast Initiative: +14 Mouthparts +12 vs. AC—10 damage Natural even hit or miss: The target also takes 5 lightning damage. R: Lightning zap +12 vs. PD (one nearby enemy not engaged with a purple worm, purple larvae, or parasitic beetle)—20 lightning damage Natural even hit or miss: The target takes 5 extra lightning damage. Flight: The beetles fly badly, usually just enough to get back to the worm when they’ve been shaken off from their hiding spots in its segments. Scaredy bugs: Whenever one or more parasitic lightning beetles drop to 0 hp, roll a d6. If you roll less than or equal to the number of beetles that were destroyed by that attack, all beetles in the battle stop fighting, using all their actions during their next turn to disengage and fly away. AC PD MD HP 27 22 17 36

Purple Larva

Normal 8th level Mook Beast Initiative: +9 Bitey maw +13 vs. AC—20 damage Natural even hit or miss: The larvae can make a tail stinger attack against a random enemy engaged with it as a free action. [Special trigger] Tail sting +13 vs. AC—5 damage, and 10 ongoing poison damage Merge with worm: Purple larvae can dig quickly in and out of the skin of the purple worm as if they were burrowing but without needing die rolls to succeed. AC PD MD HP 22 20 16 44

Ancient Purple Worm

Huge 12th level Wrecker Beast Initiative: +17 Devouring maw +18 vs. PD—100 damage Natural even hit: The target is swallowed whole if it’s smaller than the worm (see below). Miss: Half damage. Tail sting +18 vs. AC (up to 2 random nearby enemies)—40 damage, and 40 ongoing poison damage Miss: 20 damage. Prodigious thrash +18 vs. AC (1d4 random nearby enemies)—50 damage Miss: Half damage. Natural 1–2: The worm and any creatures it has swallowed take 8d6 damage (but it still deals miss damage on a 2). Limited use: The worm can make this attack as a free action if it has one enemy swallowed or less after using its standard action during its turn. Swallow whole: While a creature is swallowed whole, it takes 10d12 acid damage at the start of its turn and is stuck, hampered, and unable to attack or affect anything outside the worm’s stomach (and vice-versa). Most teleport abilities don’t work because you’re hampered and you can’t see the location out of the worm you want to teleport to. There are two ways out. Cut your way out: Deal 80 damage to the worm with a single attack and you can cut your way out. All edged or bladed weapons are reduced to d6 damage dice (at most) inside the worm’s gullet, so good luck. At least you’ll be damaging the worm attacking it from within. Get upchucked: While the worm is staggered, you can use a standard action to try and crawl out of its mouth. Roll a hard save (16+); on a success, the worm vomits you out and spits you somewhere nearby. The worm also vomits out all creatures it has swallowed when it drops to 0 hp. Burrow: As the standard monster ability, but with a +5 bonus to the check. Nastier Specials Resist most energy damage 16+: Purple worms generate weird energy resistances thanks to underworld radiation and their odd diets. Roll a d8 twice, in secret, to determine what energy types the worm is not resistant to. The PCs probably have to find out what energy works best against the worm the hard way, though you might have mercy and allow a DC 35 Wisdom skill check to figure out what energy types work against the worm. 1: acid; 2: cold; 3: fire; 4: lightning; 5: thunder; 6: holy; 7: negative energy; 8: poison. AC PD MD HP 27 25 21 1200

Rakshasa

2x 8th level Caster Humanoid Initiative: +16 Claws and bite +11 vs. AC (2 attacks)—25 damage Natural even hit: The rakshasa can make a rend mind attack as a free action. R: Striped lightning bolts +13 vs. PD (1d3 nearby enemies)—25 lightning damage, or 50 lightning damage against a staggered target Natural even hit: The rakshasa can make a rend mind attack as a free action. C: Rend mind +13 vs. MD (one nearby enemy)—15 psychic damage, and the target is confused (make a basic or at-will attack vs. ally) until the end of the rakshasa’s next turn Shapechange: As a standard action, the rakshasa can change its form to that of any humanoid, or back to its own shape. Seeing through the shapechange requires a DC 25 skill check. Nastier Specials Master of chaos: The rakshasa gains a bonus to all defenses equal to the current number of confused enemies in the battle. Reversal of fate: Once per day as a quick action, the rakshasa steals the escalation die; until the end of the battle, the rakshasa gains an attack bonus equal to the die’s value when it was stolen. Reset the escalation die to 0 for the players and increase it normally with each new round. AC PD MD HP 23 20 22 280

Redcap

All redcaps have special abilities based on The Bad Word. Before every battle against redcaps, the GM should determine the bad word for that battle. Whenever a PC or a player at the table says the word, every redcap in the battle can use their associated ability as a free action that interrupts whatever action is currently happening.

Splotchcap

Normal 2nd level Archer Humanoid Initiative: +8 Stabby knife +5 vs. AC—6 damage Natural 16+: The target also takes 2 ongoing damage. R: Smashy slingstone +7 vs. AC—7 damage Natural 18+: The target can’t cast a spell until the end of its next turn or until the splotchcap drops to 0 hp, whichever comes first. [Special trigger] C: Pop-out and stab ‘em +7 vs. AC (one nearby enemy)—8 damage Miss: Damage equal to the escalation die. Impossible teleport: When the splotchcap scores a critical hit OR when a PC or a player at the table says the bad word, the splotchcap can teleport to a nearby hidden location it can see as a free action. Pop-out surprise: When the splotchcap starts its turn and no enemy can see it, it can make a pop-out and stab ‘em attack that turn as a standard action. AC PD MD HP 16 17 14 32

Redcap

Normal 3rd level Wrecker Humanoid Initiative: +9 Twin skinning knives +8 vs. AC (2 attacks)—6 damage Miss: Damage equal to the escalation die. Stompy iron boots +8 vs. PD (one staggered or unconscious enemy)—12 damage Miss: 5 damage. [Special trigger] C: Pop-out and ride ‘em +10 vs. AC (one nearby enemy)—10 damage, and 5 ongoing damage Ridey-horsey: While the target is taking ongoing damage from this attack, the redcap is riding the target’s shoulders with its knives in the target’s ears, and once during its turn the redcap can use a move action to make the target move anywhere nearby that won’t directly cause it harm (but opportunity attacks are fair game). Miss: 5 damage. Impossible teleport: When the redcap scores a critical hit OR when a PC or a player at the table says the bad word, the redcap can teleport to a nearby hidden location it can see as a free action. Pop-out surprise: When the redcap starts its turn and no enemy can see it, it can make a pop-out and ride ‘em attack that turn as a standard action AC PD MD HP 17 18 15 42

Crimsoncap

Normal 6th level Spoiler Humanoid Initiative: +11 Huge bloody cleavers +11 vs. AC (2 attacks)—13 damage, and the crimsoncap can pop free from the target Horrible stompy boots +11 vs. PD (one staggered or unconscious enemy)—20 damage, and the target is hampered (save ends) Miss: 5 damage. [Special trigger] C: Pop-out and slash ‘em +11 vs. AC (1d4 nearby enemies)—15 damage, and 5 ongoing damage Miss: 10 damage. Impossible teleport: When the crimsoncap scores a critical hit OR when a PC or a player at the table says the bad word, the crimsoncap can teleport to a nearby hidden location it can see or can’t see (like inside a closet) as a free action. Pop-out surprise: When the crimsoncap starts its turn and no enemy can see it, it can make a pop-out and slash ’em attack that turn as a standard action Nastier Specials F*** T***: The crimsoncap has two bad words instead of one. And the PCs find that out the hard way. Write the words down ahead of time to prove you’re not just being a mean GM. AC PD MD HP 20 21 18 84

Crustycap

Normal 7th level Wrecker Humanoid Initiative: +14 Big bloody axe +12 vs. AC (2 attacks)—10 damage Natural even hit: The crustycap can make a single big bloody axe attack against a different nearby enemy as a free action. Miss: 5 ongoing damage. Devastating stompy boots +12 vs. PD (one staggered or unconscious enemy)—40 damage Miss: 10 damage. Oh no oh no: When a PC or a player at the table says the bad word, the crustycap can take an extra standard action during its next turn. Feel free to let the extra actions stack a few times if someone gets cocky. Nastier Specials Just plain mean: When the crustycap scores a critical hit OR when a PC or a player at the table says the bad word, the crustycap can teleport away as a free action. Far away, even to a location it can’t see, and out of the battle. Then at the start of the PCs’ next battle, it teleports back and attacks the PCs, no matter what enemies they are fighting. It will continue to use this power if it can until the PCs take a full heal-up, at which point, if it’s still alive, it loses interest. AC PD MD HP 21 22 19 100

Remorhaz

Squib Swarm

Normal 0 level Mook Beast Initiative: +0 Sharp nibbling beaks +5 vs. AC—3 cold damage Heat absorption: When a creature is engaged with the squib swarm at the start of its turn, it takes cold damage equal to the escalation die. AC PD MD HP 14 12 8 5

Barbellite

Normal 3rd level Troop Beast Initiative: +7 Arctic bite +11 vs. AC—7 cold damage Heat absorption: When a creature is engaged with the remorhaz at the start of its turn, it takes cold damage equal to the escalation die. Shatterer: Death can cause fluid-filled sacks inside the barbellite to explode. When the attack roll that kills the barbellite is a natural even roll, each nearby creature takes 10 cold damage. AC PD MD HP 18 16 12 36

Frost-Würm

Large 6th level Troop Beast Initiative: +9 Würm glaciation +11 vs. AC—18 damage Natural even hit: The target and one other nearby enemy takes 18 cold damage as the area freezes over. Miss: The target and one other nearby enemy takes 6 cold damage. Trilling vibrations +9 vs. MD (1d3 nearby enemies in a group)—The target is stunned (save ends) Limited use: The remorhaz can use trilling vibrations only when the escalation die is odd. Burrow: As the standard monster ability, except the remorhaz only needs to roll 6+ in snow. Massive heat absorption: When a creature is engaged with the remorhaz at the start of its turn, it takes cold damage equal to twice the escalation die. Shatterer: Death can cause fluid-filled sacks inside the frost-würm to explode. When the attack roll that kills the frost-würm is a natural even roll, each nearby creature takes 20 cold damage. AC PD MD HP 22 20 16 180

Adult Remorhaz

Large 8th level Wrecker Beast Initiative: +11 [Special trigger] C: Death from below! +14 vs. AC (each nearby creature)—45 damage; OR 22 damage, and the target is stunned (save ends) Miss: 15 damage. Limited use: 1/battle, during the remorhaz’s first turn or if appearing on the surface after burrowing. Savage bite +16 vs. AC—50 damage, 20 fire damage, and the remorhaz grabs the target if it’s not already grabbing a creature Miss: 15 fire damage. Burrow: As the standard monster ability, except the remorhaz only needs to roll 6+ in snow and ice. Furnace aura: When a creature is engaged with the remorhaz (or grabbed by it) at the start of its turn, it takes fire damage equal to 6 x the escalation die. Nastier Specials Bejeweled remorhaz: The remorhaz has glowing “jewels” on its armored plates. When a nearby or far away enemy misses with an attack against the remorhaz, that enemy chooses one: It takes 10 fire damage; OR one piece of its non-magical equipment (something useful, but player’s choice) melts or burns up. Adjust skill checks or stats accordingly. Remorhaz steamer: The remorhaz is melting the ice/snow all the time and obscuring steam rises into the air. Ranged attacks against the remorhaz take a –2 penalty, or a –4 penalty if the attacker is far away. Spiney remorhaz: The remorhaz is covered in red-hot spines. When a nearby enemy rolls a natural 1–5 with an attack roll, it takes 20 fire damage unless it has somehow protected itself from the heat. AC PD MD HP 24 22 18 280

Remorhaz Queen

Large 11th level Wrecker Beast Initiative: +2d10 (see sluggish initiative) Bite and trample +17 vs. AC—80 damage, 40 fire damage, and the remorhaz grabs the target Miss: The target and each other creature engaged with the remorhaz takes 20 fire damage. R: Nova blast +16 vs. PD (1d3 nearby enemies)—100 fire damage Miss: 25 fire damage. Burrow: As the standard monster ability, except the remorhaz only needs to roll 6+ in snow and ice. Furnace aura: When a creature is engaged with the remorhaz (or grabbed by it) at the start of its turn, it takes fire damage equal to 10 x the escalation die. Sluggish initiative: The queen may be sluggish after eating unsuccessful suitors, laying eggs, or moving across the ice like a rushing avalanche. Roll 2d10 to determine her current initiative. Nastier Specials Bejeweled remorhaz: The remorhaz has glowing “jewels” on its armored plates. When a nearby or far away enemy misses with an attack against the remorhaz, that enemy chooses one: It takes 25 fire damage; OR one piece of its non-magical equipment (something useful, GM’s choice) melts or burns up. Adjust skill checks or stats accordingly. Remorhaz steamer: The remorhaz is melting the ice/snow all the time and obscuring steam rises into the air. Ranged attacks against the remorhaz take a –2 penalty, or a –4 penalty if the attacker is far away. Spiney remorhaz: The remorhaz is covered in red-hot spines. When a nearby enemy rolls a natural 1–5 with an attack roll, it takes 30 fire damage unless it has somehow protected itself from the heat. AC PD MD HP 27 26 22 580

Rust Monster

Rust Monster

Normal 3rd level Spoiler Aberration Initiative: +5 Caustic bite +8 vs. AC (one creature wearing light armor or no armor)—10 damage, and 5 ongoing acid damage Natural 16+: The target is now considered to be wearing no armor (the armor is damaged beyond repair; adjust defenses accordingly). If the target’s armor is magical, the target must roll a hard save (16+). On a success, the armor isn’t affected. This effect is permanent until the creature obtains new armor. Rusting antenna +8 vs. PD (one creature wearing heavy armor)—1 damage, and the target is now considered to be wearing no armor (the armor is damaged beyond repair; adjust defenses accordingly). If the target’s armor is magical, the target must roll a hard save (16+). On a success, the armor isn’t affected. This effect is permanent until the creature obtains new armor. Corrupting body: Whenever a creature hits the rust monster with a melee weapon, the attacker must roll a save; on a failure, the weapon is destroyed. Magic weapons require an easy save (6+) instead. This effect is permanent. Rust’s targets: Magic items wielded by creatures with 60 hp or more are not affected by the rust monster’s ability to destroy items (but the target still takes damage). Saving quirks: Before rolling a save for a magic item, a PC can gain a +5 bonus to the save by agreeing to roleplay the item’s quirk as a huge element of their personality until the next full heal-up. Failure to live up to this roleplaying agreement means that the item hasn’t received the support it needs from its owner to survive the rust monster’s destructive effects, and the item is destroyed at the end of the next battle even if its owner successfully saved. Nastier Specials Big antenna: When the rust monster scores a critical hit, it can try to destroy another random magic item in the target’s possession (or a random normal item if the target has no other magic items). The creature must roll a save for the item, as usual. AC PD MD HP 19 17 13 45

Rust Monster Obliterator

Normal 5th level Spoiler Demon Initiative: +8 Caustic bite +10 vs. AC (one creature wearing light armor or no armor)—18 damage, and 5 ongoing acid damage Natural 14+: The target is now considered to be wearing no armor (the armor is damaged beyond repair; adjust defenses accordingly). If the target’s armor is magical, the target must roll a hard save (16+). On a success, the armor isn’t affected. This effect is permanent until the creature obtains new armor. Rusting antenna +10 vs. PD (one creature wearing heavy armor)—10 damage, and the target is now considered to be wearing no armor (the armor is damaged beyond repair; adjust defenses accordingly). If the target’s armor is magical, the target must roll a hard save (16+). On a success, the armor isn’t affected. This effect is permanent until the creature obtains new armor. Each time the rust monster obliterator destroys heavy armor with this attack, it gains a different random demon ability until the end of the battle (reroll duplicate abilities). (See the demon abilities table.) Corrupting body: Whenever a creature hits the rust monster with a melee weapon, the attacker must roll a save; on a failure, the weapon is destroyed. Magic weapons require an easy save (6+) instead. This effect is permanent. Rust’s targets: Magic items wielded by creatures with 100 hp or more are not affected by the rust monster’s ability to destroy items (but the target still takes damage). Saving quirks: Before rolling a save for a magic item, a PC can gain a +5 bonus to the save by agreeing to roleplay the item’s quirk as a huge element of their personality until the next full heal-up. Failure to live up to this roleplaying agreement means that the item hasn’t received the support it needs from its owner to survive the rust monster’s destructive effects, and the item is destroyed at the end of the next battle even if its owner saved. Nastier Specials Tail whirligig: When an enemy targets the rust monster obliterator with a spell, the rust monster rolls a save. On a success, the spell has no effect on the rust monster. If the rust monster is staggered, it must roll a hard save (16+) instead. AC PD MD HP 21 19 15 72

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