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SRD 1E Monsters S-Z

Sahuagin

Sahuagin Raider

Normal 2nd level Troop Humanoid Initiative: +4 Coral-tipped spear +6 vs. AC—6 damage Natural even hit against a stuck or hampered enemy: The target takes 1d6 extra damage. R: Hooked net +6 vs. PD—3 damage Natural even hit: The target is hampered (save ends). Natural odd hit: The target is stuck (save ends). Limited use: 1/battle. Blood rage: The sahuagin raider gains a +2 attack bonus while it’s staggered. Water breather: Sahuagin breathe underwater and swim very well. AC PD MD HP 18 14 13 34

Razor Shark

Normal 2nd level Mook Beast Initiative: +6 Razortoothed jaws +7 vs. AC—4 damage Natural even hit: Increase the damage by +1 for each razor shark mook that has dropped this battle. Natural even miss: The target and the razor shark each take 1d6 damage. Frenzy (group): When two or more razor sharks in the same mob are dropped to 0 hp by an attack, as a free action each dropped razor shark attacks one random nearby non-razor shark creature before it dies. That creature takes 1d8 damage. Water breather: Sharks breathe underwater and swim very well. They’re not so good out of sea water (even if they jump), so treat them as semi-hazardous terrain while they’re busy thrashing to death outside the water. AC PD MD HP 17 14 11 10

Sahuagin

Normal 5th level Wrecker Humanoid Initiative: +9 Trident and bite +10 vs. AC (2 attacks)—10 damage Natural 20: Increase the escalation die by 1, and the target is hampered (makes only basic attacks) until the end of its next turn. R: Barbed crossbow +9 vs. AC (one nearby enemy, or a far away enemy at –2 atk)—10 damage, and 5 ongoing damage Blood frenzy: Make a note of the escalation die when the sahuagin becomes staggered. The sahuagin gains a bonus to its melee attacks and damage equal to the escalation die value for the rest of the battle. Water breather: Sahuagin breathe underwater and swim very well. Nastier Specials Demon-touched: Roll a d6 on the demon abilities table. The sahuagin gains that ability. AC PD MD HP 20 19 16 70

Sahuagin Glow Priest

Normal 5th level Caster Humanoid Initiative: +10 Coral rod +10 vs. AC—12 damage Natural even hit or miss: The priest teleports the target next to one of its nearby allies that it can see, who engages it as a free action. It can’t teleport the target to a location that causes it direct damage (so into a pool of flaming oil is out, but off a ship into the sea is fine). R: Glowpriest’s prayer +10 vs. MD (1d3 nearby enemies)—12 psychic damage, and if the attack hits 2 or more targets, roll 1d8 after the attack for the prayer’s effect 1–2 (Hymn of hate): One random nearby conscious enemy takes 4d6 negative energy damage. 3–4 (Curse of despair): Each target that was hit takes a –2 penalty (non-cumulative) to all saves until the end of the battle. 5–6 (Scream of victory): Until the start of the glowpriest’s next turn, each sahuagin and demon in the battle adds the escalation die to its attacks and the PCs don’t. 7–8 (Word of refuge): Remove the glowpriest from play. At the start of its next turn, return it to play nearby its original location. It gains a +4 bonus to all defenses until the end of its next turn after it returns to play. Water breather: Sahuagin breathe underwater and swim very well. AC PD MD HP 21 16 19 70

Sea Shark

2x 5th level Mook Beast Initiative: +6 Massive iron jaws +10 vs. AC—14 damage Miss: 2d6 damage. Frenzy: While staggered, if the iron sea shark is unengaged at the start of its turn, it must roll an easy save (6+). On a failure, the shark must move and attack a random nearby enemy that’s staggered, or a random nearby if there are no staggered enemies. Shredder: When an enemy misses with a melee attack against an iron sea shark and rolls a natural 1–5, the attacker takes 2d6 damage. Water breather: Sharks breathe underwater and swim very well. They’re not so good out of sea water (even if they jump), so treat them as semi-hazardous terrain while they’re busy thrashing to death outside the water. AC PD MD HP 22 19 14 32

Sahuagin Mutant

Large 6th level Wrecker Humanoid Initiative: +12 Four-armed frenzy +11 vs. AC (1d4 attacks)—15 damage Natural 4, 8, 12, 16, 20: The target takes 10 ongoing damage. R: Heavy crossbow +10 vs. AC (one nearby or far away enemy)—30 damage Natural 16+: The target takes 10 ongoing damage. Limited escalator: The sahuagin mutant adds the escalation die to its attacks until the die is 5+. Water breather: Sahuagin breathe underwater and swim very well. Nastier Specials Punisher: When an enemy intercepts the sahuagin mutant, it takes 4d8 damage from the mutant’s claws and teeth. Ripper: When an enemy makes a melee attack against the sahuagin mutant and rolls a natural odd miss, that enemy takes 2d8 damage. AC PD MD HP 22 20 15 200

Skeleton

For all skeletons

Resist weapons 16+: When a weapon attack targets this creature, the attacker must roll a natural 16+ on the attack roll or it only deals half damage.

Decrepit Skeleton

Normal 1st level Mook Undead Initiative: +6 Vulnerability: holy Sword +6 vs. AC—3 damage AC PD MD HP 16 14 10 7

Skeletal Hound

Normal 1st level Blocker Undead Initiative: +7 Vulnerability: holy Bite +6—5 damage Natural even hit: The hound leaves teeth in the wound; the target takes 5 ongoing damage, and the hound takes 1d6 damage. Chomp chomp chomp: Enemies with a lower initiative than the hound take a –5 penalty to disengage checks against it. Skilled intercept 11+: Once per round, an engaged skeletal hound can attempt to pop free and intercept an enemy moving past it. Roll a normal save; on 11+, it succeeds. AC PD MD HP 15 13 13 24

Skeleton Archer

Normal 1st level Archer Undead Initiative: +7 Vulnerability: holy Jabby bones +5 vs. AC—4 damage R: Shortbow +7 vs. AC—6 damage AC PD MD HP 16 14 11 26

Skeleton Warrior

Normal 2nd level Troop Undead Initiative: +8 Vulnerability: holy Spear +8 vs. AC—6 damage AC PD MD HP 16 14 11 26

Blackamber Skeletal Legionnaire

Normal 4th level Troop Undead Initiative: +10 Vulnerability: holy Shortsword +10 vs. AC—14 damage Natural 16+: The target moves down 1d3 points in initiative order, to a minimum of 1. Natural even miss: 5 damage. R: Javelin +8 vs. AC—10 damage Press advantage: The legionnaire deals +1d8 damage with its attacks against enemies that have a lower initiative than it. AC PD MD HP 21 15 17 48

Stirge

Stirge

Normal 0 level Troop Beast Initiative: +4 Claws +7 vs. AC—2 damage, and the stirge can make a draining probe attack against the target during its next turn if it’s still engaged with the target [Special trigger] Draining probe +7 vs. AC (one enemy hit by claws last turn)—5 damage, and 5 ongoing damage Flight: Stirges fly well. Also, the pitch of their wings is high and thin, allowing a stirge to get very close without tipping off its prey. Nastier Specials One and done: After hitting a living creature that has blood with its draining probe attack, the stirge heals 5 hit points and will use its next turn to move, fleeing to the hive to feed the stirgelings…and to alert the hive that there is an easy meal nearby. A new full-strength stirge enters the battle during the next round on the same initiative count. AC PD MD HP 16 14 10 18

Archer Stirge

Normal 1st level Archer Beast Initiative: +6 Serrated claws +7 vs. AC—4 damage R: Barbed stinger +9 vs. AC (one nearby enemy)—3 damage, and 3 ongoing damage Natural 16+: One stirge ally engaged with the target can make a melee attack against it as a free action. Flight: The archer stirge flies faster and higher than a normal stirge, but on louder wings. AC PD MD HP 18 14 12 22

Cobbler Stirge

Normal 1st level Blocker Beast Initiative: +5 Claws +7 vs. AC—6 damage C: Gooey bloody spray +7 vs. PD (1d4 nearby enemies)—5 damage Natural even hit or miss: The target is stuck (save ends). Natural odd hit or miss: The cobbler stirge takes 3 damage. Painful flight: The cobbler has stubby ill-proportioned wings and takes 1d6 damage at the end of each round that it flies during battle. AC PD MD HP 16 14 12 30

Stirgelings

Normal 0 level Mook Beast Initiative: +2 Claws +5 vs. AC—The effect depends on the roll Natural odd hit: 2 damage. Natural even hit: Choose one effect, and then the stirgeling mob takes 4 damage (killing this creature first). Regular stirgeling: The target takes 3 damage, and 3 ongoing damage. Archer stirgeling: The target takes 6 damage. Cobbler stirgeling: The target takes 3 damage and is stuck until end of its next turn. Flight: They aren’t strong fliers but they are quick and agile. AC PD MD HP 15 13 9 4

Soul Flenser

Soul Flenser

Normal 9th level Spoiler Aberration Initiative: +15 Soul flensing tentacles +14 vs. PD—30 damage Natural even hit, or any hit against a weakened, stunned, or confused target: Randomly select one of the target’s limited-use powers or spells. The soul flenser flenses it away, removing it from the target until that creature regains it via a successful connection to the oversoul (see below). Natural 3, 6, or 9: The target is confused (save ends). C: Soul blast +14 vs. MD (1d4 nearby enemies in a group)—35 psychic damage Natural even hit: The target is weakened (save ends). Natural odd hit: If the target is already weakened, it’s also stunned until end of its next turn. Natural 3, 6, or 9: The target is confused (save ends). Connection to the Oversoul: When a creature slays a soul flenser, it can roll a hard save (16+). If it succeeds, the creature regains one power it has had flensed away. Intellect fortress: When an enemy misses the soul flenser with an attack against MD, that attacker takes half the miss damage, if any. Underkraken teleport: A soul flenser that has successfully flensed at least once can (and usually will, provided some of its enemies are confused, weakened, or stunned) use a standard action to prepare itself to teleport. Once it does this, during its next turn it can use a move action to teleport back to its home underkraken, no matter how distant, leaving the battle behind. Soul flensers fighting beside or within their underkraken can’t use this ability; they’re already home. Nastier Specials Flensing escalator: The soul flenser gains an attack bonus equal to the escalation die against creatures that have had one or more powers flensed away. Oversoul control: While confused by a soul flenser’s effect, a creature that has had a power flensed away can use and re-use that limited power against their erstwhile allies, if the GM sees how to use the power in a useful way. AC PD MD HP 25 21 23 180

The Flensed

Normal 9th level Mook Aberration Initiative: +12 Fists, claws, or shoddy weapons +13 vs. AC—20 damage, or 40 damage against a target that currently has one more powers flensed away. Connection to the Oversoul: When a creature slays one of the flensed, it can roll a hard save (16+). If it succeeds, the creature regains one power it had flensed away. Flensing escalator: The Flensed gains an attack bonus equal to the escalation die against creatures that have had one or more powers flensed away. AC PD MD HP 22 20 22 60

Specter

Specter

2x 6th level Wrecker Undead Initiative: +9 Icy, life-draining touch +10 vs. PD—30 negative energy damage Natural even hit or miss: Each enemy engaged with the specter (including the target) takes 4 negative energy damage. R: Deathly stare +10 vs. MD—20 negative energy damage Punishing aura: When an enemy attacks the specter and misses, it takes 8 negative energy damage. Wrack and ruin: While a specter is in the battle, the PCs don’t add the escalation die to attack rolls, but it does. AC PD MD HP 19 15 19 160

Dread Specter

3x 9th level Wrecker Undead Initiative: +12 Icy, life-draining touch +12 vs. PD—110 negative energy damage Natural even hit or miss: Each enemy engaged with the specter (including the target) takes 20 negative energy damage. R: Deathly stare +12 vs. MD (up to 2 nearby enemies)—75 negative energy damage Phantom movement: As a move action when the escalation die is odd, the specter can teleport anywhere nearby, dematerializing from its location to materialize in another. Punishing aura: When an enemy attacks the specter and misses, it takes 24 negative energy damage. Wrack and ruin: While a specter is in the battle, the PCs don’t add the escalation die to attack rolls, but it does. Nastier Specials Death grasp: At the start of each of the specter’s turns, if any enemy in the battle has 60 hp or fewer, the specter can make a death grasp attack against one of those enemies as a free action. Be sure to let players see this one coming. C: Death grasp +14 vs. MD (one nearby enemy with 60 hp or fewer)—60 negative energy damage AC PD MD HP 22 18 22 550

Tarrasque

Huge 15th level Wrecker Beast Initiative: +20 Creature of Legend The tarrasque can make one close attack and one melee attack each round as a standard action. Note that flying is usually no defense against the tarrasque, which is huge and powerful enough to pluck or whack enemies out of the sky with surprising leaps. All-enveloping toothy maw +19 vs. AC—155 damage Natural even hit: The tarrasque grabs the target. It will swallow a grabbed enemy in 1d3 rounds (see swallow whole). Natural 16+: The tarrasque swallows the target immediately (see swallow whole). Immense spike, horn, or tusk +18 vs. AC—155 damage Natural 16+: The target takes 9d6 extra damage and pops free from the tarrasque as it’s hurled far away. C: Earth-shaking, taloned claw +20 vs. AC (each nearby enemy in a group)—155 damage Natural 16+: The target is stunned (save ends). Miss: The target is dazed (save ends). C: Cataclysmic tail slam +18 vs. PD (each nearby enemy in a group)—170 damage Natural 16+: The target is vulnerable (save ends). Miss: The target is dazed until the end of its next turn. Amphibious: The tarrasque can swim and breathe underwater (or it holds so much air in its vast lungs that it makes no difference). Enormously bulky: The tarrasque is so huge that it ignores opportunity attacks. In addition, normal-sized enemies are like fleas to it, and disengaging from the tarrasque requires only an easy save (6+), unless the target is grabbed. Immortal: The tarrasque can’t be killed, save by the explicit will of a god (and not some jumped-up local god, either) or, perhaps, the sacrifice of a great icon. The tarrasque’s HP total indicates the amount of damage required to make it disgorge swallowed enemies and flee to go hibernate while it regenerates the damage it suffered and decide if it wants to rampage again. Inflexible: The tarrasque can’t easily fight foes that get onto its back, and may not even notice them if they aren’t attacking it. When it does tire of a passenger, it can either use its tail slam attack (–2 attack penalty: on a hit, the target only takes half damage and is knocked off the tarrasque [possibly falling damage]; on a miss, the target takes no damage) or a drag attack as a standard action, crushing the rider between its shell and a mountainside or other high, hard obstacle. Drag +21 vs. PD (each creature on its back)—130 damage, the target pops free of the tarrasque, and the target is hampered (save ends) Legendary resistance: The tarrasque is immune to normal conditions and effects (stunned, weakened, etc.), but it isn’t completely impervious. Bypassing its resistances requires icon-supported effort. A PC can use one 5 or 6 they acquired from icon relationship dice rolls to overcome the resistance each time they use an attack or power that would apply a condition or effect upon the tarrasque. Of course, they must also provide a story to go along with the reason the tarrasque is affected. Leveler: When the escalation die is even, as a move action the tarrasque can demolish any ordinary structure it can reach, such as a house, castle wall, temple, or ship. The beast automatically reduces the structure to rubble, rendering it useless. Each creature on top of or within the structure is subject to a collapse attack. Collapse +18 vs. PD (each creature in/on the structure)—90 damage, and the target is stuck and takes 20 ongoing damage (hard save ends both, 16+) Swallow whole: Once a creature is swallowed, it goes inside one of the tarrasque’s gigantic stomachs. It can still act while inside the tarrasque, but it will have to deal with the beast’s stomach acid that is splashing around. A swallowed creature must deal 400 damage to the tarrasque to force it to disgorge the contents of its gullet, freeing the creature. During the tarrasque’s turn, it can make a gullet digestion attack against the target as a free action. Gullet digestion +19 vs. PD—80 acid damage, and 20 ongoing acid damage Miss: 5d12 acid damage. Soft-ish innerbelly: The tarrasque doesn’t have scales on the inside. It takes a –5 penalty to all defenses against attacks from inside its gullet, though only melee and close attacks can be made in there. The tarrasque’s insides are immune to acid damage, however. Nastier Specials Fear: While engaged with the tarrasque, enemies that have 216 hp or fewer are dazed (–4 attack) and do not add the escalation die to their attacks. Regeneration 230: While a tarrasque is damaged, its malign magical flesh heals 230 hit points at the start of the tarrasque’s turn. It can regenerate five times per battle. If it heals up to its maximum hit points, then that use of regeneration doesn’t count against the five-use limit. With this power, the monstrosity is likely unstoppable without a powerful magical artifact designed specifically to bind, wound, or otherwise hamper the tarrasque. AC PD MD HP 31 29 25 2130

The Saved

Avenging Orb

Normal 2nd level Caster Humanoid Initiative: +3 Gauntlet slap +5 vs. AC—3 damage Natural 5, 10, 15, 20: The target also takes 3 ongoing psychic damage. R: Orb of pain +7 vs. MD (one or more nearby or far away enemies; see history of abuse)—5 psychic damage Natural 5, 10, 15, 20: The target also takes 3 ongoing psychic damage. Beyond saving: The avenging orb takes a –5 penalty to saving throws. History of abuse: Keep track of the number of enemy attacks that hit the avenging orb during the battle. Until the end of the battle, the avenging orb can target an additional enemy beyond the first with its orb of pain attack for each of those hits. (Note that avenging orbs engaged in melee usually choose to use orb of pain and suffer any resulting opportunity attacks; if they’re lucky they’ll survive the attack and be able to choose more targets for the orb of pain.) AC PD MD HP 17 13 13 46

Destroying Sword

Normal 2nd level Wrecker Humanoid Initiative: +4 Cheap greatsword +8 vs. AC—3 damage Natural odd hit: The target takes extra damage equal to half the amount the destroying sword took from the last attack that hit it this battle. R: Shortbow +6 vs. AC (one nearby or far away enemy)—6 damage Beyond saving: The destroying sword takes a –5 penalty to saving throws. AC PD MD HP 16 14 13 38

Enduring Shield

Normal 2nd level Blocker Humanoid Initiative: +3 Steel hammer +7 vs. AC—6 damage Miss: 1d4 damage. Anguished interceptor: When an enduring shield is engaged and an enemy attempts to move past it, the enduring shield can roll a disengage check to intercept it as an interrupt action (once per round). If the attempt fails, the enduring shield takes 1d6 psychic damage. Beyond saving: The enduring shield takes a –5 penalty to saving throws. Supernatural endurance: When an attack hits the enduring shield, it gains a +5 bonus to the defense that the attack targeted until the end of the battle or until another attack hits it, in which case the bonus switches to the defense most recently hit. AC PD MD HP 18 15 13 40

Treant

All treants except awakened tress have the demolish ability.

Free-form ability—Demolish: Given time, treants are capable of pulling apart just about anything that’s been put together. Their roots squeeze into spaces between paving stones, slowly pulling them up and out of place. Their branches can likewise worm their way into spaces in walls, doors, and gates, and with steady pressure they can pull down most human-made structures. This slow-motion destruction takes minutes for the simplest efforts and hours for major demolition.

Awakened Trees

Normal 4th level Mook Plant Initiative: +5 Vulnerability: fire Lashing branches +9 vs. AC—7 damage Hardwood resistance: This creature has resist damage 12+ to all damage except fire damage and melee weapon damage, which damages it normally. AC PD MD HP 22 20 14 13

Common Treant

Normal 5th level Spoiler Plant Initiative: +4 Vulnerability: fire Grasping branches +10 vs. AC—9 damage, and the treant grabs the target. When the treant starts its turn grabbing an enemy, it can make a twist and snap attack against that target as a standard action that turn. [Special trigger] Twist and snap +14 (includes +4 grab bonus) vs. PD—27 damage Fire fire fire!: When the treant takes 15 or more fire damage from a single attack, it releases all grabbed creatures. Hardwood resistance: This creature has resist damage 12+ to all damage except fire damage and melee weapon damage, which damages it normally. Nastier Specials Toxic haze: The treant exudes a toxic cloud of pollen. When an enemy engages the treant or starts its turn engaged with the treant, it takes 4 poison damage. AC PD MD HP 23 21 15 65

Treant Titan

Large 10th level Spoiler Plant Initiative: +9 Vulnerability: fire Grasping branches +15 vs. AC (2 attacks)—30 damage, and the treant grabs the target. When the treant starts its turn grabbing an enemy, it can make a twist and snap attack against that target as a standard action that turn. [Special trigger] Twist and snap +19 (includes +4 grab bonus) vs. PD—80 damage, and the target is dazed (save ends). If the treant starts its turn grabbing a dazed enemy, it can make a titanic rend attack against that target as a standard action that turn. Miss: 40 damage. [Special trigger] Titanic rend +19 (includes +4 grab bonus) vs. PD—160 damage, and the treant titan can continue making titanic rend attacks against the target until it escapes the grab, at which point the treant will have to use a grasping branches attack against it again. Miss: 60 damage. Fire fire fire!: When the treant takes 35 or more fire damage from a single attack, it releases all grabbed creatures. Hardwood resistance: This creature has resist damage 18+ to all damage except fire damage and melee weapon damage, which damages it normally. Nastier Specials Coffin of living wood: When the treant titan hits with a titanic rend attack, the target is pulled into a hollow chamber within the treant. While grabbed by the treant this way, the target can’t be the target of its allies’ powers or spells. Gauntlet of branches: Countless smaller branches whip through the air around the treant titan. When a creature engaged with the treant misses it with an attack, that creature takes 12 damage from the whipping branches. AC PD MD HP 28 26 20 390

Troglodyte

For all troglodytes

Trog stench: Trogs spray scents that stink so badly that other humanoids take penalties to all attacks, defenses, and saves when engaged with a troglodyte or when nearby three or more troglodytes. Non-humanoids aren’t affected.

Humanoids affected by trog stench can make a normal save (with a penalty) at the end of each of their turns. If the save succeeds, the humanoid can ignore all trog stench for the rest of the battle.

Trog stench penalties vary for different humanoid races:

Race Save Penalty
Elves, gnolls, gnomes -4
Humans, halflings, half-elves, Aasimar, tieflings, etc. -3
Half-orcs, draconics -2
Dwarves -1
Steelforged 0

Trog

Normal 2nd level Spoiler Humanoid Initiative: +4 Club +6 vs. AC—8 damage Miss: Damage equal to the penalty the trog’s stench currently imposes on the target. R: Javelin +5 vs. AC—6 damage Chameleon: Underground, or in swamps and rivers, attacks against troglodytes by enemies who aren’t engaged with them take a –4 penalty. AC PD MD HP 18 17 13 38

Trog Chanter

Normal 3rd level Leader Humanoid Initiative: +5 Spear +8 vs. AC—12 damage Miss: Damage equal to the penalty the trog’s stench currently imposes on the target. R: Hissing curse +10 vs. MD (one nearby enemy, or a far away enemy at –2 atk)—10 damage, and the target is again affected by trog stench if it had saved against the effect Natural 20: All nearby humanoids who saved against trog stench earlier in the battle are affected again by it. Chameleon: Underground, or in swamps and rivers, attacks against troglodytes by enemies who aren’t engaged with them take a –4 penalty. AC PD MD HP 19 16 18 44

Trog Underling

Normal 8th level Mook Humanoid Initiative: +10 Club +12 vs. AC—22 damage Miss: Damage equal to three times the penalty the trog’s stench currently imposes on the target. R: Javelin +11 vs. AC—16 damage Chameleon: Underground, or in swamps and rivers, attacks against troglodytes by enemies who aren’t engaged with them take a –4 penalty. AC PD MD HP 23 22 17 38

Troll

Large 4th level Troop Giant Initiative: +9 Greedy wicked claw +8 vs. AC (2 attacks)—15 damage Trollish regeneration 10: While a troll is damaged, its rubbery flesh heals 10 hit points at the start of the troll’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 troll 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 a troll to 0 hp doesn’t kill it if it has any uses of regeneration left. Nastier Specials Increased regeneration: Increase the troll’s regeneration dice; the baseline amount a troll regenerates should run about 1/9 of its total hp, but you can go higher to be nasty. Mutant: Fire and acid don’t hurt the troll’s regeneration; lightning does instead. Rending: If both claw attacks hit the same target, the target also takes 10 ongoing damage. AC PD MD HP 17 17 13 90

Vampire

Vampire

Normal 10th level Spoiler Undead Initiative: +15 Vulnerability: holy Deathly touch +15 vs. PD—50 negative energy damage Natural 11+: The target is also weakened until the end of its next turn (–4 attacks and defenses). In addition, the target expends one unused limited trait (a spell, power, or talent with a once-per-battle or daily use, but not magic item powers) of its choice. Vampiric regeneration: The vampire regenerates 1 hp per level at the start of each round indefinitely, but it turns to mist if it drops to 0 hp (see below). Mist form: Unless it is slain in a manner appropriate for truly killing vampires in the campaign, a vampire that drops to 0 hp drifts away to return and fight some other day. Nastier Specials C: Vampiric compulsion +15 vs. MD (one enemy; see below)—the target is confused and vulnerable (save ends) Limited use: The vampire can use vampiric compulsion as a free action only when a nearby enemy attacks the vampire and misses with a natural attack roll of 1–5. AC PD MD HP 26 20 26 220

Vampire Spawn

Normal 6th level Spoiler Undead Initiative: +10 Vulnerability: holy Claw +10 vs. AC—18 damage Natural even hit: The vampire spawn can make a fangs attack against the target as a free action. [Special trigger] Fangs +14 vs. AC—7 damage, and a humanoid target is weakened (–4 attack and defenses) until the end of the vampire spawn’s next turn AC PD MD HP 20 17 15 90

Spawn of the Master

Normal 10th level Mook Undead Initiative: +16 Vulnerability: holy Claws and fangs +15 vs. AC—30 damage Natural 18+: If the target is staggered, it is also hampered (makes only basic attacks) until the end of its next turn. AC PD MD HP 25 23 20 54

Warbanner

Warbanners have a number of abilities in common. The feral warbanner has the full version of these abilities. You may customize the feral warbanner by giving it icon-associated abilities.

A warbanner generally commands large groups of mooks that are simple to play. Creatures in a warbanner’s band are allies fully under its control. It could also have allies not in its band.

Feral Warbanner

2x 2nd level Caster Construct Initiative: +7 Whipping barbed tassel +7 vs. AC—10 damage Miss: 5 damage. C: Banner magic—Roll 2d20 and use each roll (or a lower result of your choice) to determine one effect 1–5: The warbanner’s bearer can make a basic attack with a +2 attack bonus as a free action. 6–10: Each different enemy engaged with a creature in the warbanner’s band takes 1d6 psychic damage. 11–15: If any mooks in the warbanner’s band have dropped this battle, return one of those mooks to the battle next to the warbanner. (If the warbanner has no mooks in its band, choose a lower result.) 16–20: The warbanner can make a false rally attack as a free action. [Special trigger] C: False rally +7 vs. MD (one nearby enemy with 12 hp or fewer)—The target is confused (hard save ends, 16+) Critical hit: The target can now only save against the confusion with a natural 20 (or until the warbanner drops) and can’t flee if the rest of the PCs choose to do so. Designated bearer: Once per round as a quick action, the warbanner can fly directly above a lower-level ally in its band and designate that ally as its bearer. Alternately, it can release itself from a bearer and fly free. Bearer beware: While the warbanner has a bearer it moves with the bearer and is engaged by enemies that engage the bearer. The bearer is vulnerable to all attacks but it can use the escalation die. Conditional resist damage 16+: Unless an ally in the warbanner’s band dropped to 0 hp since the start of the current round, an enemy attacking the warbanner must roll a natural 16+ on the attack roll or it only takes half damage. This ability has no effect if the warbanner has no allies in its band. Flight: Warbanners fly quickly, fluttering in winds only they can feel, preferably never touching the ground. They can’t fly off the ground higher than a flag on a pole can be carried into battle, so enemies on the ground can still target them. At best, a warbanner might gain a +2 bonus to defenses against attacks made by small PCs like halflings and gnomes. Mook morale: Mooks fighting in the warbanner’s band gain a bonus to their hit points equal to the warbanner’s level (2). AC PD MD HP 18 14 14 70

Human Rabble

Normal 2nd level Mook Humanoid Initiative: +5 Spear, sword, or club +7 vs. AC—4 damage Miss: 1 damage. AC PD MD HP 17 14 11 9

Vicious Warbanner

2x 3rd level Caster Construct Initiative: +8 Flagspear +9 vs. AC—18 damage Miss: 8 damage. C: Banner magic: Roll 2d20 and use each roll (or a lower result of your choice) to determine one effect 1–5: The warbanner’s bearer can make a basic attack with a +2 attack bonus as a free action. 6–10: Add a 3rd level orc mook to the warbanner’s band. 11–15: The warbanner can make a flagspear attack as a free action. 16–20: The warbanner can make a false rally attack as a free action. [Special trigger] C: False rally +8 vs. MD (one nearby enemy with 15 hp or fewer)—The target is confused (hard save ends, 16+) Critical hit: The target can now only save against the confusion with a natural 20 (or until the warbanner drops) and can’t flee if the rest of the PCs choose to do so. Designated bearer: Once per round as a quick action, the warbanner can fly directly above a lower-level ally in its band and designate that ally as its bearer. Alternately, it can release itself from a bearer and fly free. Bearer beware: While the warbanner has a bearer it moves with the bearer and is engaged by enemies that engage the bearer. The bearer is vulnerable to all attacks but it can use the escalation die. Conditional resist damage 16+: As feral warbanner. Flight: As feral warbanner. Mook morale: Mooks fighting in the warbanner’s band gain a bonus to their hit points equal to the warbanner’s level (3). AC PD MD HP 18 16 13 100

Zealous Warbanner

2x 3rd level Caster Construct Initiative: +8 Whipping hook +8 vs. AC—10 damage, and 10 ongoing damage Miss: 5 damage. C: Banner magic: Roll 2d20 and use each roll (or a lower result of your choice) to determine one effect 1–5: The warbanner’s bearer can make a basic attack with a +2 attack bonus as a free action. 6–10: Each different enemy engaged with a creature in the warbanner’s band takes 1d8 psychic damage. 11–15: Until the end of the battle, each ally in the warbanner’s band gains a +2 cumulative bonus to damage on hits with melee attacks. 16–20: The warbanner can make a false rally attack as a free action. [Special trigger] C: False rally +8 vs. MD (one nearby enemy with 15 hp or fewer)—The target is confused (hard save ends, 16+) Critical hit: The target can now only save against the confusion with a natural 20 (or until the warbanner drops) and can’t flee if the rest of the PCs choose to do so. Designated bearer: Once per round as a quick action, the warbanner can fly directly above a lower-level ally in its band and designate that ally as its bearer. Alternately, it can release itself from a bearer and fly free. Bearer beware: While the warbanner has a bearer it moves with the bearer and is engaged by enemies that engage the bearer. The bearer is vulnerable to all attacks but it can use the escalation die. Conditional resist damage 16+: As feral warbanner. Flight: As feral warbanner. Mook morale: Mooks fighting in the warbanner’s band gain a bonus to their hit points equal to the warbanner’s level (3). AC PD MD HP 19 15 15 86

Deathly Warbanner

2x 4th level Caster Construct Initiative: +9 Bladed fringe +8 vs. AC—15 damage, and 10 ongoing negative energy damage Miss: 10 damage. C: Banner magic—Roll 2d20 and use each roll (or a lower result of your choice) to determine one effect 1–5: The warbanner’s bearer can make a basic attack with a +2 attack bonus as a free action. 6–10: Each different enemy engaged with a creature in the warbanner’s band takes 1d10 psychic damage. 11–15: If any mooks in the warbanner’s band have dropped this battle, return one of those mooks to the battle next to the warbanner. (If the warbanner has no mooks in its band, choose a lower result.) 16–20: The warbanner can make a false rally attack as a free action. [Special trigger] C: False rally +9 vs. MD (one nearby enemy with 18 hp or fewer)—The target is confused (hard save ends, 16+) Critical hit: The target can now only save against the confusion with a natural 20 (or until the warbanner drops) and can’t flee if the rest of the PCs choose to do so. Designated bearer: Once per round as a quick action, the warbanner can fly directly above a lower-level ally in its band and designate that ally as its bearer. Alternately, it can release itself from a bearer and fly free. Bearer beware: While the warbanner has a bearer it moves with the bearer and is engaged by enemies that engage the bearer. The bearer is vulnerable to all attacks but it can use the escalation die. Conditional resist damage 16+: As feral warbanner. Flight: As feral warbanner. Mook morale: Mooks fighting in the warbanner’s band gain a bonus to their hit points equal to the warbanner’s level (4). AC PD MD HP 20 14 18 104

Werebeasts

Each werebeast can take one of three forms as a quick action once per round: a humanoid form, a beast form, or a hybrid form that combines the two. The hybrid form is the most powerful in combat, but the humanoid and beast forms are useful for various activities outside of combat as well.

The stats below work for the beast and hybrid forms. If a werebeast ends up fighting in humanoid form, subtract 2 from all its defenses and halve its normal attack damage.

The following powers are common for werebeasts.

Beast heart (all three forms): Animals of the werebeast’s type are intuitively on good terms with the were, even dire animals. If the werebeast betrays them, however, retaliation is certain and merciless.

Cursed bite (hybrid or animal form only): While the moon is full, the first time each battle a creature takes damage from a werebeast melee attack, it takes 10 extra damage (champion: 20 damage; epic: 40 damage). The malignant curse, transmitted through the attack, shocks the mortal flesh. Further attacks, even from weres of different types, don’t cause extra damage. Unless blessed, purged, or otherwise cured, the damaged creature will turn into a werebeast on the night of the next full moon. Heroes powerful enough to fight werebeasts can usually find benefactors or rituals to cure them, but there’s an exception to every rule. GM, if you’re unsure whether it’s a full moon, roll a d10. On a 1–3, the moon is full enough.

Resilient shifting (all three forms): As mentioned above, a werebeast can shift forms once per round as a quick action. When a werebeast shifts, it can roll a save against one save ends effect.

Nastier Specials for all werebeasts

The following ability is extremely nasty when combined with the bestial fury most werebeasts have. It’s possibly better used as a story option, a consequence of a problem with a skill check or an icon relationship, or a situation that should have been avoided and may require sacrifices to deal with:

Moon fury (hybrid form only): While fighting in moonlight, a werebeast gains a bonus to damage equal to its level (champion: double its level; epic: triple it).

Wererat

Normal 2nd level Troop Beast Initiative: +11 Infected bite +7 vs. AC—2 damage and 2 ongoing damage, and the crit range for each wererat in the battle against the target expands by 1 (cumulative) Natural 11+: The target can’t make opportunity attacks until the end of the turn (making it easier for the wererat to move away from the target). Hybrid miss: While in hybrid form, when the wererat makes an opportunity attack with infected bite, it deals damage equal to its level on a miss. Unnatural vigor (hybrid or animal form only): When the wererat is not staggered at the start of its turn, it heals 5 hp. Bestial fury (hybrid form only): Wererats gain a bonus to damage equal to the escalation die (champion: double the die; epic: quadruple the die). Nastier Specials Uncanny moves: The wererat takes no damage and suffers no effects from attacks that miss. Piercing shriek: Once per battle when the escalation die is 2+ and there are three or more wererats in the battle, a wererat can make a piercing shriek attack as a free action. Usually all the wererats in the battle will do this at the same time. C: Piercing shriek +7 vs. MD (the closest nearby enemy)—4 damage Miss: 2 damage. AC PD MD HP 15 14 18 34

Werewolf

Normal 3rd level Troop Beast Initiative: +10 Ravening bite +6 vs. AC—10 damage Miss: The werewolf gains a +2 attack bonus (cumulative) to ravening bite attacks until the end of the battle. Bestial fury (hybrid form only): Werewolves gain a bonus to damage equal to the escalation die (champion: double the die; epic: quadruple the die). Pack attack: When the werewolf attacks a creature that is engaged with one of its allies, the target is vulnerable to that attack. Unnatural vigor (hybrid or animal form only): When the werewolf is not staggered at the start of its turn, it heals 6 hp. Nastier Specials Sustaining blood: When the werewolf hits with a ravening bite attack, it heals 4 hp. AC PD MD HP 17 15 19 42

Wereboar

2x 4th level Troop Beast Initiative: +7 Goring tusks +9 vs. AC (1d3 enemies)—15 damage Slashing tusks: While the escalation die is 3+, the crit range of this attack expands by 2. Beastly grit: When the wereboar takes 8 damage or less from any source, it takes no damage instead. Bestial durability: The wereboar can roll normal saves against effects that aren’t save ends (until end of turn or battle, for example). Bestial fury (hybrid form only): Wereboars gain a bonus to damage equal to the escalation die (champion: double the die; epic: quadruple the die). Unnatural vigor (hybrid or animal form only): When the wereboar is not staggered at the start of its turn, it heals 18 hp. Nastier Specials Vicious turn: Once per battle, the wereboar can make a smash attack as a free action. Smash +9 vs. PD—The target is dazed (save ends) AC PD MD HP 18 16 20 120

Werebear

Large 5th level Troop Beast Initiative: +10 Massive claws +10 vs. AC—20 damage Natural 16+: The werebear grabs the target. As a standard action, it can make a head chomp attack against an enemy it’s grabbing. [Special trigger] Head chomp +14 (includes +4 grab bonus) vs. AC (one enemy it’s grabbing)—70 damage Miss: 20 damage. Bestial fury (hybrid form only): Werebears gain a bonus to damage equal to the escalation die (champion: double the die; epic: quadruple the die). Unnatural vigor (hybrid or animal form only): When the werebear is not staggered at the start of its turn, it heals 20 hp. Nastier Specials Chew on arm: Instead of chomping on a grabbed enemy’s head, the werebear can make an arm crunch attack against an enemy it’s grabbing. Arm crunch +14 vs. AC—70 damage, and the target is weakened until it regains maximum hit points AC PD MD HP 19 17 21 140

Weretiger

Large 6th level Troop Beast Initiative: +11 Claws and bite +11 vs. AC—20 damage First natural 11+ each turn: The weretiger can make a second claws and bite attack as a free action. Second natural 11+ each turn: The weretiger can make a third claws and bite attack as a free action if the escalation die is 3+. [Special trigger] Springing strike +11 vs. AC—25 damage Limited use: When an enemy engages the weretiger, if weretiger isn’t already engaged, it can make a springing strike attack against that enemy as an interrupt action before the attack. Bestial fury (hybrid form only): Weretigers gain a bonus to damage equal to the escalation die (champion: double the die; epic: quadruple the die). Unnatural vigor (hybrid or animal form only): When the weretiger is not staggered at the start of its turn, it heals 24 hp. Nastier Specials Stymie: When the weretiger hits with a springing strike attack, the target pops free from it and can’t take any more actions that turn unless it succeeds on a save. AC PD MD HP 20 18 22 180

Wendigo

Wendigo Spirit

Large 5th level Wrecker Undead Initiative: +12 Soul bite +10 vs. MD—36 psychic damage, and the target is affected by wendigo’s hunger (save ends) Wendigo’s hunger: Until the target saves, roll 1d6 at the start of each of its turns. It takes the corresponding action for its full turn instead of its normal turn: 1–2: The target takes 10 damage as it bites itself. 3–4: The target makes a basic attack against its nearest or most vulnerable ally (moving to that target if necessary). 5–6: The target attacks the wendigo if it can; otherwise, it does nothing. Wind claw +10 vs. PD (2 attacks)—15 damage Natural even hit: After the attack the wendigo can teleport somewhere nearby as a free action. Flight: The wendigo can walk on the wind. It is not a graceful flyer, but it moves as fast as the wind that carries it. Nearby creatures can see its feet blazing with fire as it runs. Spirit form: The wendigo has resist damage 16+ to all damage except thunder damage. A wendigo spirit can move through solid objects but it can’t end its movement inside them. Unseen horror: The wendigo is invisible to far away creatures. When the wendigo attacks, if its target couldn’t see it at the start of its turn, the wendigo gains a +2 attack bonus that turn. Nastier Specials Curse of the wendigo: If a creature subject to wendigo’s hunger drops itself (through biting) or an ally (with a basic attack) to 0 hp or lower, that creature also begins making last gasp saves. Failing the fourth last gasp save turns the creature into a raving cannibal; it loses all its normal abilities and becomes an NPC until the PCs find a way to restore their ally (at GM’s discretion). AC PD MD HP 20 15 19 100

Ravenous Cannibal

Normal 4th level Mook Humanoid Initiative: +9 Bloody melee weapon +9 vs. AC—4 damage, and 4 ongoing damage Latching bite +9 vs. AC (one staggered enemy, or one enemy making saving throw rolls)—6 damage Natural even hit: Add another ravenous cannibal mook to the mob (it must have been hiding somewhere nearby, or wasn’t really dead when it dropped earlier in the battle). AC PD MD HP 18 15 11 13

Elder Wendigo

Huge 9th level Spoiler Demon Initiative: +18 Icy claws +14 vs. PD (3 attacks, each against a different nearby enemy)—50 cold damage Frostburn: If all three attacks hit, each nearby enemy takes 4d10 fire damage. C: Flame blizzard +14 vs. PD (1d6 nearby or far away enemies, but not more than esc. die)—90 fire or cold damage (GM choice) Natural even hit: The target is hampered until the end of its next turn. C: Horrific gaze +14 vs. MD (one nearby or far away enemy)—120 psychic damage, and the target is confused (save ends) Fourth failed confusion save: The target slips into madness and becomes a cannibal cultist or wendigo or some other terrible demon-thing of the GM’s or player’s choice in 2d10 hours. Miss: 60 psychic damage. Flight: The elder wendigo can walk on the wind. It is not a graceful flyer, but it moves as fast as the wind that carries it. Swirling snow and fog and flame: The elder wendigo gains a +5 bonus to all defenses against attacks by far away enemies. Nastier Specials Force of disruption: When the elder wendigo scores a critical hit against a target or drops a target to 0 hp or lower, that creature must permanently change one of its icon relationship points to a relationship with a different icon—one of a few that the GM chooses. Alternatively, a point the character already has with one of those icons changes to involve another icon (of the PC’s choice). The demon stares back: Once per round when a nearby or far away enemy attacks the elder wendigo and rolls a natural odd miss, the wendigo can make a horrific gaze attack against that attacker as a free action. AC PD MD HP 26 22 22 600

Whispering Prophet

Normal 5th level Leader Aberration Initiative: +15 Tentacle caress +9 vs. PD—12 damage, and the target is vulnerable to psychic damage (save ends) C: Whispered secrets +10 vs. MD (1d3 nearby enemies)—5 psychic damage, and the target’s mind is filled with a delusional scene from its past that depends on the roll Natural even hit: The target is confused until the end of its next turn as it sees a foe from its past. Natural odd hit: The target is weakened until the end of its next turn as it remembers a past failure. Rewards of the patron: So long as the attack hits one or more targets, one ally of the prophet’s choice gains a cumulative +1 attack bonus until the end of the battle that increases that ally’s natural attack roll (so a roll of natural 15 becomes a roll of natural 16 with a +1 bonus, or a natural 17 with a +2 bonus, etc.). The ally can choose not to use the bonus. Saw it coming: Twice per battle as a free action, the prophet can try to avoid a non-critical attack that hits it. The attacker must reroll the attack roll with a –4 penalty. Knows the angles: Twice per battle as a move action, the prophet can teleport to anywhere it can see, or to a location it can’t see but that has the correct geometry and that it has previously prepared (a lair). Nastier Specials Haruspicy master: When an enemy has dropped to 0 hp or lower since the prophet’s last turn, as a quick action it can get a glimpse of the near-future. It grants 1d3 nearby allies a +4 bonus to attacks and to all defenses until the start of its next turn. A special secret: When the prophet makes a whispered secrets attack, it can choose to target only one nearby enemy. If it does, it gains a +4 attack bonus against that enemy and the hit effects are save ends. AC PD MD HP 22 14 20 62

Wibble

Normal 1st level Mook Construct Initiative: +1 R: Force burp spell +6 vs. PD—4 force damage Disengaged: Wibbles gain a +5 bonus to disengage checks. They also don’t remain engaged with their foes and will move every turn in battle. When they fail a disengage check, a wibble moves away anyway. Eruptive blorp: When an enemy hits a wibble with a melee attack, it takes force damage equal to its level. Flight: Wibbles waft about. They can fly well enough to ignore most wind, but not strong gale winds. Whiff and wibble: When a creature makes a non-spell attack against a wibble and rolls a natural 1–2, 1d3 new wibbles are created in the same area. These new wibbles typically melt back into their “parent” at the end of a battle if not destroyed, but sometimes they remain separate and drift off on their own. AC PD MD HP 13 13 13 6

Wight

Normal 4th level Spoiler Undead Initiative: +7 Vulnerability: holy Sword +9 vs. AC—10 damage Natural even hit or miss: Unless the wight is staggered, the attack also deals 8 ongoing negative energy damage. Nastier Specials Barrow-touch: The wight’s attacks against enemies taking ongoing negative energy damage are against PD instead of AC and have an expanded crit range of 18+. AC PD MD HP 21 17 13 48

Wraith

Normal 5th level Spoiler Undead Initiative: +10 Vulnerability: holy Ice-cold ghost blade +10 vs. PD—14 negative energy damage Natural 16+: The target is also weakened (save ends). C: Spiraling assault +10 vs. PD (1d3 nearby enemies)—10 negative energy damage, and after the attack the wraith teleports to and engages with one target it hit Limited use: The wraith can use spiraling assault only when the escalation die is even. Flight Ghostly: This creature has resist damage 16+ to all damage (including holy damage) except force damage, which damages it normally. A wraith can move through solid objects, but it can’t end its movement inside them. Nastier Specials Drain life: The wraith heals half the damage it deals when it hits with a natural 18+ attack roll. AC PD MD HP 19 14 17 66

Wyvern

Large 5th level Wrecker Beast Initiative: +10 Tearing jaws +10 vs. AC—35 damage Natural even hit: The wyvern can make a deadly tail stinger attack during its next turn. [Special trigger] Deadly tail stinger +10 vs. PD—15 damage, and the target takes 10 ongoing poison damage (difficult save ends, 16+) Flight Nastier Specials Escalating poison: Add the escalation die to the wyvern’s ongoing poison damage whenever that damage is dealt. AC PD MD HP 20 19 14 140

Zombie

Zombie Shuffler

Normal 1st level Mook Undead Initiative: +0 Vulnerability: holy Rotting fist +5 vs. AC—3 damage Natural 16+: Both the zombie and its target take 1d4 damage! Headshot: A critical hit against a zombie shuffler deals triple damage instead of the normal double damage for a crit. AC PD MD HP 14 12 8 10

Human Zombie

Normal 2nd level Troop Undead Initiative: +1 Vulnerability: holy Rotting fist +7 vs. AC—6 damage Natural 16+: Both the zombie and its target take 1d6 damage! Headshot: A critical hit against a zombie drops it to 0 hp. Nastier Specials Eat brains: More dangerous zombies don’t try to kill the moving targets before feasting on brains; they keep attacking any enemy they’ve knocked unconscious, rolling attacks against the helpless enemy until it’s dead. AC PD MD HP 15 13 9 60

Zombie Beast

Large 2nd level Troop Undead Initiative: +1 Smash +7 vs. AC—20 damage, and the zombie can only attack using gutburst during its next turn Natural 16+: Both the zombie and its target take 2d6 damage. [Special trigger] C: Gutburst +6 vs PD (up to 2 nearby enemies)—The target takes 3 ongoing acid damage from a spray of stinking zombified gut juice. The zombie takes 1d6 damage. Headshot: The first time an enemy crits the zombie, the beast must roll a save. If it succeeds, it takes normal crit damage. If it fails, it drops to 0 hp. A second crit just drops the thing. Nastier Specials Ghastly thrashing: When the zombie beast is first staggered, it makes a thrash attack as a free action. C: Thrash +7 vs. PD (each enemy engaged with it)—15 damage AC PD MD HP 14 12 8 110

Big Zombie

Large 4th level Wrecker Undead Initiative: +3 Vulnerability: holy Club or club-like fists +9 vs. AC—22 damage Natural even hit or miss: Both the zombie and its target take 4d6 damage! Headshot: A critical hit against a zombie drops it to 0 hp. AC PD MD HP 17 15 12 160

Zombie of the Silver Rose

Normal 4th level Mook Undead Initiative: +7 Iron-hard hands +9 vs. AC—7 damage Natural even hit or miss: Both the zombie and its target take 1d6 damage. Hand of the fallen: When a melee attack drops one or more Silver Rose mooks, the hand of one of those zombies ends up severed from its owner and latched onto a nearby enemy. The afflicted creature is vulnerable to all attacks until the hand is removed, which takes a standard action by that creature or an ally next to them. Shot to the head: When an attack drops this zombie and it had 2, 4, or 6 hp remaining, the attack deals the same amount of damage to another member of the mob. If this zombie has any other number of hit points left? No hit to the head. Nastier Specials Curse of failure: Each round, one zombie mook in the Silver Rose mob can make a curse attack as a quick action. C: Curse +4 vs. MD (one nearby enemy)—The target is weakened until the start of the zombie’s next turn. Mob rule: The curse gains an attack bonus equal to the number of Silver Rose zombies in the battle. AC PD MD HP 17 15 11 20

Giant Zombie

Large 9th level Mook Undead Initiative: +8 Vulnerability: holy Club or club-like fists +14 vs. AC—50 damage Natural even hit or miss: Both the zombie and its target take 6d10 damage! Headshot: A critical hit against a giant zombie mook deals triple damage instead of the normal double damage for a crit. Double-strength mook: The giant zombie mook counts as two 9th level mooks when you are building battles. AC PD MD HP 23 21 17 100

Headless Zombie

Normal 9th level Troop Undead Initiative: +8 Flailing fists +10 vs. AC—25 damage Natural even hit or miss: Both the zombie and the target take 3d10 damage. R: Mouthless cry +10 vs. MD (1d3 closest nearby enemies)—The target is dazed (save ends) Natural 16+: The target takes 20 psychic damage. Death spasms: When a headless zombie drops to 0 hp, it flails with its fists and makes a mouthless cry attack as a free action before it dies. Inevitable hunger: When a creature tries to affect the zombie’s attack, such as forcing a reroll or applying a penalty, it must roll a normal save; on a failure, the effect is negated. Nastier Specials Baleful aura: While nearby a headless zombie, when a creature would heal, it only heals half the normal hit points. Necrotic supremacy: When the escalation die increases to 6, each headless zombie in the battle is restored to maximum hit points, including the dead ones. AC PD MD HP 22 20 17 270

Zorigami

Dawn Zorigami

Normal 3rd level Spoiler Construct Initiative: +6 Headbutt +8 vs. AC—10 damage, and the target moves down 1d6 points in initiative order R: Ray of wasted time +8 vs. MD (1d3 nearby enemies or one far away enemy)—5 psychic damage, and 5 ongoing psychic damage Natural 16+: The target also moves down 1d6 points in initiative order. A moment of silence: The escalation die does not increase the round after a dawn zorigami drops to 0 hp. On pause: A creature that is reduced to a negative initiative count in a battle involving one or more dawn zorigami moves forward in time, reappearing somewhere nearby in a number of minutes equal to their negative initiative count, presumably long after the current battle is over. The target may be confused by this effect, since the ways of zorigami are mysterious. AC PD MD HP 22 13 17 30

Apex Zorigami

Normal 6th level Spoiler Construct Initiative: +11 Multi-geared mace +11 vs. AC—20 damage Natural even hit or miss: The target can’t use the bonuses and powers of one of its randomly determined true magic items until the end of the battle. R: Spray of sharpened gears +11 vs. AC (1d3 nearby enemies or one far away enemy)—15 damage Miss: 8 damage. Lethal parries: When an enemy engaged with the apex zorigami misses it with an attack, the apex zorigami rolls a normal save; on a success, it can make a multi-geared mace attack as a free action. Take five: The escalation die does not increase the round after an apex zorigami is staggered or drops to 0 hp. AC PD MD HP 24 17 19 75

Dusk Zorigami

Normal 10th level Wrecker Construct Initiative: +18 Arm full of blades +15 vs. AC (2 attacks)—30 damage Natural even hit: The target is hampered (save ends). Natural odd hit: The target can’t heal using its own recoveries (save ends). Natural 1–5: The dusk zorigami can make a shaking the hourglass attack against a single target as a free action. C: Shaking the hourglass +15 vs. MD (each nearby enemy not engaged with a zorigami)—20 psychic damage, and the target is vulnerable (save ends) Natural even hit: The escalation die increases by one. Natural odd hit: The escalation die decreases by one. The ticking clock of its own mortality: While it’s staggered, the dusk zorigami uses the escalation die. AC PD MD HP 28 23 23 200

Underkrakens

While not monsters in and of themselves, underkrakens are enormous, city-sized dungeons in which monsters (like soul flensers) abide. They may be alive, or they may be complex vehicles, or colonies from another dimension or unknown portion of the world.

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