Broken Sorcery
Chapter 17
Bestiary
Danger lies behind every corner, hidden in the depths, and lurking in strongholds.
The Bestiary is a GM resource and exists only as a starting point for building epic Encounters: modify, tweak, adjust.
-
Biome: Use in conjunction with Random Encounter tables
-
Frequency: How Common, or Rare, a Species is
-
Appearing: Some monsters are Solitary—others travel in groups
-
Size: Creature Size (see Size)
-
Treasure: Which treasure tables to use. Treasure Hoards are noted in parentheses.
-
Powers, Immunity, Spells, & Special Attacks: See description
-
Beasts with Spells listed under Powers can cast the Spell at will without a Spellcasting Check
-
Hit Dice: Represents the monster’s Level. Add or subtract Hit Dice to adjust Level.
-
Bonus: Modifier used for Competitions and Magic Resistance
-
Attack(s): Difficulty for Player Defense rolls (see Defense). Multiple Attacks are denoted as “Attacks: 2”.
-
Damage: How much Damage they do. A value of W indicates any Weapon. A value of S indicates a Special Attack, noted at the end of the stat block.
-
Defense: Difficulty for Player Attack rolls (see Attack). A value of A indicates any Armor and/or Shield plus Bonus.
Commoners
Normal folk, like you and me (d30).
Assassin 1
A hired killer, clad in shadows and secrets.
- Biome
- Urban
- Frequency
- Rare
- Appearing
- Solitary
- Size
- Any
- Treasure
- G (V)
- Hit Dice
- 4d6
- Bonus
- +2
- Attack
- 18
- Damage
- W
- Defense
- 15
- On Hit
- Poison: Weapon Damage + 3d4 on the target's next Turn, then 2d4, etc.
- Stealth Kill
- ×3 Damage on Surprise
Bandit 2
Beady-eyed low-life in ragged leathers.
- Biome
- Forest, Urban
- Frequency
- Uncommon
- Appearing
- d6
- Size
- Any
- Treasure
- D (R)
- Hit Dice
- d6
- Bonus
- +1
- Attack
- 12
- Damage
- W +1
- Defense
- A
Bard 3
Colorful and energetic, a grin on their face, and their hand in your Coin Purse.
- Biome
- Urban
- Frequency
- Common
- Appearing
- d6
- Size
- Any
- Treasure
- B (R)
- Hit Dice
- 2d6
- Bonus
- +2
- Attack
- 13
- Damage
- W
- Defense
- 11
- Spells
- 2 Bard Spells
- Cutpurse
- Perception 15 vs pickpocket
Cleric 4
A spiritual devotee—clad in Armor and spreading the word of their deity (d12 for a Celestial deity).
- Biome
- Urban
- Frequency
- Common
- Appearing
- d4
- Size
- Any
- Treasure
- C (V)
- Hit Dice
- 2d8
- Bonus
- +2
- Attack
- 12
- Damage
- W
- Defense
- 15
- Spells
- 4 Cleric Spells
- Turn
- Turn Undead (see Turn Undead)
Cultist 5
Tattoo faced fanatical humanoids—concealed under crimson hooded robes.
- Biome
- Urban, Wilderness
- Frequency
- Uncommon
- Appearing
- 3d6
- Size
- Any
- Treasure
- D, F (V)
- Hit Dice
- d10
- Bonus
- +1
- Attack
- 13
- Damage
- W
- Defense
- 10
- Spells
- 3 Cleric Spells
Dark Elf 6
A gray-skinned and white-harried subterranean Elf Species; powerful with Magic and deadly in Close Combat. Clad in Elven Chainmail, most Dark Elves Dual Wield Longsword and Dagger.
- Biome
- Forest, Subterrane, Urban
- Frequency
- Rare
- Appearing
- d12
- Size
- Medium
- Treasure
- C (V)
- Hit Dice
- 2d8
- Bonus
- +2
- Attack
- 14
- Damage
- W
- Defense
- 15
- Spells
- Any 4 Spells
Druid 7
Powerful shamans who speak to forest animals and protect secret Wells of Power.
- Biome
- Wilderness
- Frequency
- Uncommon
- Appearing
- d8
- Size
- Any
- Treasure
- D (R)
- Hit Dice
- 2d8
- Bonus
- +2
- Attack
- 10
- Damage
- W
- Defense
- 12
- Spells
- 4 Druid Spells
Dwarf 8
Subterranean humanoids who mine the Earth for ore and gems.
- Biome
- Subterrane, Urban
- Frequency
- Uncommon
- Appearing
- d12
- Size
- Small
- Treasure
- B, G (V)
- Hit Dice
- d8
- Bonus
- –
- Attack
- 10
- Damage
- W
- Defense
- A
Elf 9
Graceful fey-beings; Elves have quick reflexes and live thousands of years.
- Biome
- Forest, Urban
- Frequency
- Uncommon
- Appearing
- d20
- Size
- Medium
- Treasure
- C (V)
- Hit Dice
- d8
- Bonus
- +2
- Attack
- 12
- Damage
- W
- Defense
- A
Fighter 10
A specialized combat veteran.
- Biome
- Urban
- Frequency
- Common
- Appearing
- d4
- Size
- Any
- Treasure
- D (S)
- Hit Dice
- 2d12
- Bonus
- +2
- Attack
- 14
- Damage
- W +2
- Defense
- A
Gnome 11
Curious people who farm mushrooms, build great feats of Engineering, and brew Potions.
- Biome
- Forest, Subterrane, Urban
- Frequency
- Uncommon
- Appearing
- d12
- Size
- Tiny
- Treasure
- A, E (R)
- Hit Dice
- d6
- Bonus
- +2
- Attack
- 11
- Damage
- W
- Defense
- A
Goblin 12
Goblinkind — Small and devious, Goblins are brilliant inventors and ruthless in battle.
- Biome
- Subterrane, Urban
- Frequency
- Common
- Appearing
- d12
- Size
- Small
- Treasure
- B (T)
- Hit Dice
- d6
- Bonus
- +1
- Attack
- 12
- Damage
- W
- Defense
- A
- Sensitive
- –1 Attack in direct sunlight
Goblin, Shaman 13
Goblinkind — Mystical leaders of Goblin tribes, eccentric in appearance; clad in skulls, teeth, and feathers.
- Biome
- Subterrane
- Frequency
- Uncommon
- Appearing
- With tribe
- Size
- Small
- Treasure
- H (T)
- Hit Dice
- 3d6
- Bonus
- +3
- Attack
- 13
- Damage
- S
- Defense
- 12
- Powers
- Spellcasting
- Spells
- 5 from Conjuration, Enchantment, & Evocation
Guard 14
A common warrior paid for security.
- Biome
- Urban
- Frequency
- Common
- Appearing
- 2d6
- Size
- Any
- Treasure
- A
- Hit Dice
- d10
- Bonus
- +1
- Attack
- 13
- Damage
- W +1
- Defense
- A
Halfling 15
Happy, fuzzy-footed farmers and borrowers!
- Biome
- Hills, Urban
- Frequency
- Common
- Appearing
- d6
- Size
- Small
- Treasure
- B (R)
- Hit Dice
- d6
- Bonus
- +2
- Attack
- 11
- Damage
- W
- Defense
- A
Human 16
Boring, run of the mill, Human.
- Biome
- Urban
- Frequency
- Common
- Appearing
- d20
- Size
- Medium
- Treasure
- C (R)
- Hit Dice
- d6
- Bonus
- –
- Attack
- 10
- Damage
- W
- Defense
- A
Knight 17
Armed and armor clad and warrior.
- Biome
- Urban, Wilderness
- Frequency
- Uncommon
- Appearing
- d8
- Size
- Medium
- Treasure
- C (T)
- Hit Dice
- 3d12
- Bonus
- +3
- Attack
- 15
- Damage
- W +2
- Defense
- 18
Monarch 18
A sovereign head of state.
- Biome
- Urban
- Frequency
- Rare
- Appearing
- Leader
- Size
- Any
- Treasure
- H (U)
- Hit Dice
- d6
- Bonus
- –
- Attack
- 10
- Damage
- W
- Defense
- A
Orc 19
Orckind — Fierce tribal, marauding carnivores with tusks and light green skin.
- Biome
- Urban, Wilderness
- Frequency
- Uncommon
- Appearing
- 2d10
- Size
- Medium
- Treasure
- D (R)
- Hit Dice
- d10
- Bonus
- +2
- Attack
- 12
- Damage
- W +1
- Defense
- A
- Sensitive
- –1 Attack in direct sunlight
Orc Chieftain 20
Orckind — Leader of a band of Orc warriors.
- Biome
- Wilderness
- Frequency
- Uncommon
- Appearing
- With party
- Size
- Medium
- Treasure
- D (S)
- Hit Dice
- 2d10
- Bonus
- +4
- Attack
- 14
- Damage
- W +2
- Defense
- A
Paladin 21
A knight, bestowed with supernatural powers.
- Biome
- Urban
- Frequency
- Rare
- Appearing
- Solitary
- Size
- Medium
- Treasure
- C (S)
- Hit Dice
- 2d10
- Bonus
- +4
- Attack
- 16
- Damage
- W
- Defense
- A +1
- Spells
- 2 Paladin Spells
Peasant 22
Builders, growers, merchants, and storekeeps.
- Biome
- Urban
- Frequency
- Common
- Appearing
- d12
- Size
- Any
- Treasure
- A
- Hit Dice
- d6
- Bonus
- –
- Attack
- 10
- Damage
- W
- Defense
- 10
Priest 23
A non-confrontational spiritual Spellcaster.
- Biome
- Urban
- Frequency
- Common
- Appearing
- d8
- Size
- Any
- Treasure
- B (R)
- Hit Dice
- d8
- Bonus
- +1
- Attack
- 11
- Damage
- W
- Defense
- A
- Spells
- 2 Cleric Spells
Ranger 24
Solitary woodsmen sworn to protect their homelands from invaders.
- Biome
- Wilderness
- Frequency
- Rare
- Appearing
- d12
- Size
- Medium
- Treasure
- B (R)
- Hit Dice
- 2d10
- Bonus
- +2
- Attack
- 14
- Damage
- W
- Defense
- 14
Soldier 25
Fed, paid, and battle trained.
- Biome
- Urban
- Frequency
- Common
- Appearing
- 4d6
- Size
- Medium
- Treasure
- B (R)
- Hit Dice
- 2d10
- Bonus
- +2
- Attack
- 14
- Damage
- W +1
- Defense
- A
Spawn 26
Demonic mixed-breeds with translucent oily skin and horns.
- Biome
- Urban, Wilderness
- Frequency
- Rare
- Appearing
- d4
- Size
- Any
- Treasure
- C (S)
- Hit Dice
- 2d8
- Bonus
- +2
- Attack
- 12
- Damage
- W
- Defense
- A
Thief 27
Thieves come in all forms, a few may even be trustworthy.
- Biome
- Ruins, Urban
- Frequency
- Uncommon
- Appearing
- d4
- Size
- Any
- Treasure
- D (S)
- Hit Dice
- 2d8
- Bonus
- +1
- Attack
- 12
- Damage
- W
- Defense
- A
Thug 28
Blunt and armed; muscle for hire.
- Biome
- Urban
- Frequency
- Common
- Appearing
- d8
- Size
- Any
- Treasure
- A
- Hit Dice
- 2d6
- Bonus
- +1
- Attack
- 12
- Damage
- W
- Defense
- A
Wizard 29
Arcane Mages and Sorcerers.
- Biome
- Urban
- Frequency
- Rare
- Appearing
- d4
- Size
- Any
- Treasure
- C, F (U)
- Hit Dice
- 2d6
- Bonus
- +2
- Attack
- 10
- Damage
- S
- Defense
- 10
- Spells
- Any 4
Wizard Apprentice 30
An aspiring Wizard; awkward but dangerous.
- Biome
- Urban
- Frequency
- Rare
- Appearing
- d2
- Size
- Any
- Treasure
- A
- Hit Dice
- d6
- Bonus
- –
- Attack
- 10
- Damage
- S
- Defense
- 10
- Spells
- Any 2
Beasts
Creatures of the Wilderness and secret underground labyrinths (d100).
Animated Armor 1
Magically animated Plate, Shield, and Sword.
- Biome
- –
- Frequency
- Rare
- Appearing
- Conjured
- Size
- Medium
- Treasure
- G, J
- Hit Dice
- 5d6
- Bonus
- +5
- Attack
- 15
- Damage
- d8
- Defense
- 20
- Immunity
- Sleep, Fear, Illusion Magic, etc.
Banshee 2
Undead — A ghostly wailing spectre.
- Biome
- Wilderness
- Frequency
- Rare
- Appearing
- Solitary
- Size
- Medium
- Treasure
- –
- Hit Dice
- 4d8
- Bonus
- +4
- Attack
- 15
- Damage
- d8
- Defense
- 20
- Immunity
- Charm, Sleep, & Hold Magic
- On Hit
- Magic Resistance vs 15 or be Frightened for d4 Turns
Basilisk 3
Rooster-snake hybrid that kills with its gaze.
- Biome
- Forest, Ruins
- Frequency
- Rare
- Appearing
- Solitary
- Size
- Medium
- Treasure
- –
- Hit Dice
- 6d6
- Bonus
- +6
- Attack
- 16
- Damage
- S
- Defense
- 16
- Gaze
- Magic Resistance vs 15 or Turn To Stone
- On Hit
- Poison Breath: 4d6 Damage on the target's next Turn, then 3d6, etc.
Bat, Giant Vampire 4
Blood sucking bats the size of Kobolds.
- Biome
- Ruins, Subterrane
- Frequency
- Common
- Appearing
- d20
- Size
- Small
- Treasure
- –
- Hit Dice
- d6
- Bonus
- +2
- Attack
- 12
- Damage
- d4
- Defense
- 12
- Powers
- Flight
- On Hit
- Attaches to victim dealing automatic Damage each Turn
- Detach
- Strength Competition as an Action
Bear, Dire 5
A massive, aggressive, territorial bear.
- Biome
- Wilderness
- Frequency
- Uncommon
- Appearing
- d2
- Size
- Large
- Treasure
- –
- Hit Dice
- 6d6
- Bonus
- +4
- Attack
- 15
- Damage
- d12
- Defense
- 15
- Powers
- Darkvision
Berserker 6
Primitive beastman warriors who fight in a trance-like battle-rage.
- Biome
- Wilderness
- Frequency
- Uncommon
- Appearing
- d8
- Size
- Medium
- Treasure
- C (S)
- Hit Dice
- d12
- Bonus
- +2
- Attack
- 15
- Damage
- d12
- Defense
- 12
Boar, Dire 7
A giant, tusked boar the size of a horse!
- Biome
- Wilderness
- Frequency
- Uncommon
- Appearing
- d2
- Size
- Large
- Treasure
- –
- Hit Dice
- 3d6
- Bonus
- +3
- Attack
- 13
- Damage
- d8
- Defense
- 12
- Powers
- Darkvision
Bone Knight 8
Relentless skeleton warriors clad in metal— minions of the Skull Knights.
- Biome
- Ruins, Subterrane, Swamp
- Frequency
- Uncommon
- Appearing
- d4
- Size
- Medium
- Treasure
- C, H (X)
- Hit Dice
- 4d8
- Bonus
- +4
- Attack
- 15
- Damage
- d8+2
- Defense
- 18
- Powers
- Spellcasting
- Spells
- Fireball, Flaming Weapon, Summon Steed (Skeleton Horse)
Brain Sucker 9
Small, flying, purple octopus creatures with multiple rows of teeth from the Astral Plane.
- Biome
- Ruins, Subterrane
- Frequency
- Uncommon
- Appearing
- d4
- Size
- Small
- Treasure
- (V)
- Hit Dice
- 2d6
- Bonus
- +2
- Attack
- 13
- Damage
- d8
- Defense
- 10
- Powers
- Darkvision, Flight
- On Hit
- Attaches to victim dealing automatic Damage each Turn
- On Suck
- While attached, Magic Resistance vs 15 or the victim Attacks their allies on their Turn
- Detach
- Strength Competition as an Action
Bugbear 10
Goblinkind — Furry, muscular, giant Goblins with Bear-like faces, preferring to ambush their prey with Thrown Weapons.
- Biome
- Subterrane, Ruins
- Frequency
- Uncommon
- Appearing
- 2d4
- Size
- Large
- Treasure
- B, D (T)
- Hit Dice
- 3d6
- Bonus
- +3
- Attack
- 13
- Damage
- W
- Defense
- A
- Powers
- Advantage to Stealth and Perception
Centaur 11
Woodland equestrian humanoids.
- Biome
- Wilderness
- Frequency
- Uncommon
- Appearing
- d8
- Size
- Large
- Treasure
- B, E (V)
- Hit Dice
- 4d6
- Bonus
- +3
- Attack
- 13
- Damage
- W
- Defense
- 15
- Attack 2 & 3
- Centaurs Kick with their front hooves in Close Combat, dealing d8 Damage with each on hit
Centipede, Giant 12
Grotesquely large crawling insects which drop on their prey from branches.
- Biome
- Wilderness, Ruins, Subterrane
- Frequency
- Common
- Appearing
- 2d12
- Size
- Small
- Treasure
- –
- Hit Dice
- d6
- Bonus
- –
- Attack
- 11
- Damage
- d4
- Defense
- 11
- On Hit
- Constitution Check vs 12 or be Paralyzed for d4 hours
Cockatrice 13
A small lizard-chicken capable of turning anything to stone.
- Biome
- Wilderness, Ruins
- Frequency
- Very Rare
- Appearing
- d6
- Size
- Small
- Treasure
- E
- Hit Dice
- 2d6
- Bonus
- +5
- Attack
- 15
- Damage
- d4
- Defense
- 14
- On Hit
- Magic Resistance vs 15 or Turn To Stone
Crocodile 14
Green scaled, jaw snapping, scaly reptiles which attack their prey on land from water.
- Biome
- Swamp
- Frequency
- Common
- Appearing
- d12
- Size
- Large
- Treasure
- –
- Hit Dice
- 3d6
- Bonus
- +3
- Attack
- 13
- Damage
- d12
- Defense
- 15
Cyclops 15
Hulking giant with a single massive eye.
- Biome
- Hills
- Frequency
- Very Rare
- Appearing
- d4
- Size
- Massive
- Treasure
- H (Y)
- Hit Dice
- 7d12
- Bonus
- +8
- Attack
- 20
- Damage
- 3d12
- Defense
- 18
Deep Dwarf 16
Subterranean albino Dwarves bent by darkness, populating deep cities of the Earth.
- Biome
- Subterrane
- Frequency
- Very Rare
- Appearing
- 2d4+2
- Size
- Small
- Treasure
- D (V)
- Hit Dice
- d6
- Bonus
- +1
- Attack
- 11
- Damage
- W
- Defense
- A
- Powers
- Darkvision
Deep Gnome 17
Grey-skinned subterranean Gnomes who seek gems and farm bio-luminescent fungus.
- Biome
- Subterrane
- Frequency
- Rare
- Appearing
- 4d4
- Size
- Tiny
- Treasure
- J (X)
- Hit Dice
- d6
- Bonus
- +1
- Attack
- 11
- Damage
- W
- Defense
- A
- Powers
- Darkvision, Meld
- Meld
- Deep Gnomes can meld with stone, becoming invisible at will while underground
Doppleganger 18
Telepathic shapeshifters who mimic individuals with 90% accuracy for espionage, and assissanation. Rumored to be artificial agents of the Void Beings.
- Biome
- Urban
- Frequency
- Very Rare
- Appearing
- d12
- Size
- Any
- Treasure
- C (V)
- Hit Dice
- 4d6
- Bonus
- +4
- Attack
- 14
- Damage
- d12
- Defense
- 15
- Powers
- Shapechange at will
- Immunity
- Sleep & Charm Magic
- Surprise
- Advantage on Surprise
Dragons
Majestic flying, serpentine creatures who speak many Languages and wield ancient Magic. Dragons devastate countrysides, build armies of minions, and slumber for ages.
Dragon, Black 19
Angry, smoky, fire breathing, obsidian Dragons who hoard treasure and slumber for ages.
- Biome
- Ruins, Swamp
- Frequency
- Rare
- Appearing
- d2
- Size
- Massive
- Treasure
- H (Z)
- Hit Dice
- 12d6
- Bonus
- +10
- Attack
- 20
- Damage
- d12+6
- Defense
- 19
- Powers
- Darkvision, Flight, Spellcasting
- Spells
- Any
- Attack 3
- Firebreath: 4d6 Damage on hit
Dragon, Blue 20
Azure scaled ice drakes who shoot lightning.
- Biome
- Mountains
- Frequency
- Very Rare
- Appearing
- Solitary
- Size
- Massive
- Treasure
- J (X)
- Hit Dice
- 12d8
- Bonus
- +10
- Attack
- 21
- Damage
- d20
- Defense
- 18
- Powers
- Darkvision, Flight, Spellcasting
- Spells
- Any
Dragon, Green 21
Lazy, plump, rolly-polly Dragons who slumber in the forests.
- Biome
- Forest
- Frequency
- Rare
- Appearing
- Solitary
- Size
- Massive
- Treasure
- G (Y)
- Hit Dice
- 12d6
- Bonus
- +13
- Attack
- 23
- Damage
- d8+6
- Defense
- 20
- Powers
- Darkvision, Flight, Spellcasting
- Spells
- Any
- Attack 3
- Firebreath: 4d6 Damage on hit
Dragon, Red 22
Fierce and greedy, Red Dragons rampage, conquer, and hoard treasure.
- Biome
- Ruins, Subterrane
- Frequency
- Very Rare
- Appearing
- d4
- Size
- Massive
- Treasure
- J (Z)
- Hit Dice
- 12d8
- Bonus
- +13
- Attack
- 23
- Damage
- d12+6
- Defense
- 23
- Powers
- Darkvision, Flight, Spellcasting
- Immunity
- Fire
- Spells
- Any 5d6
- Attack 3
- Firebreath: 5d6 Damage on hit
Dragon, White 23
Shimmering ice drakes who freeze everything they touch.
- Biome
- Mountains, Ruins
- Frequency
- Rare
- Appearing
- d4
- Size
- Massive
- Treasure
- E (S, W)
- Hit Dice
- 8d8
- Bonus
- +10
- Attack
- 20
- Damage
- d8+6
- Defense
- 19
- Powers
- Darkvision, Flight, Spellcasting
- Immunity
- Fire & Ice
- Spells
- Any
- Attack 3
- Icebreath: 3d6 Damage on hit; Magic Resistance vs 15 or be Frozen for d6 Turns
Dryad 24
Fey — Beautiful tree sprites wrapped in flowers and leaves. Dryads are bound to their Dryad Tree and wither if they are taken away from it or it is destroyed. Dryads can meld with trees, allowing them to teleport to their Dryad Tree.
- Biome
- Forest
- Frequency
- Rare
- Appearing
- d4
- Size
- Medium
- Treasure
- C
- Hit Dice
- 2d6
- Bonus
- +1
- Attack
- 11
- Damage
- d4
- Defense
- 11
- Powers
- Casts a powerful Charm Spell
Elementals
Beings of energy conjured by Spellcasters from the Elemental Plans to serve them. Elementals are extremely difficult to control and may be found wandering Earth with no mortal master.
Elemental, Air 25
Conjured from the wind—a humanoid cloud.
- Biome
- –
- Frequency
- Rare
- Appearing
- Conjured
- Size
- Large
- Treasure
- –
- Hit Dice
- 6d6
- Bonus
- +6
- Attack
- 17
- Damage
- d10
- Defense
- 18
- On Hit
- Air Blast: Sends its target flying two Combat Zones away
Elemental, Earth 26
Conjured dirt, stone, metal, and/or gem infused humanoid orbiting a central catalyst.
- Biome
- –
- Frequency
- Rare
- Appearing
- Conjured
- Size
- Large
- Treasure
- –
- Hit Dice
- 6d6
- Bonus
- +6
- Attack
- 17
- Damage
- d20
- Defense
- 20
Elemental, Fire 27
Swirling flames fill a vaguely humanoid form with hollow eyes and mouth.
- Biome
- –
- Frequency
- Rare
- Appearing
- Conjured
- Size
- Large
- Treasure
- –
- Hit Dice
- 6d6
- Bonus
- +6
- Attack
- 17
- Damage
- d12
- Defense
- 18
- Immunity
- Fire
Elemental, Water 28
Liquid humanoid manifested from water.
- Biome
- –
- Frequency
- Rare
- Appearing
- Conjured
- Size
- Large
- Treasure
- –
- Hit Dice
- 6d6
- Bonus
- +6
- Attack
- 17
- Damage
- d8
- Defense
- 20
- Action
- Tidalwave: While fighting in water, projects a violent wave in all directions, capsizing boats and dealing 4d8 Damage to anyone in the water
Ettin 29
Two-headed, primitive and grotesque giants who argue with themselves.
- Biome
- Mountains
- Frequency
- Very Rare
- Appearing
- d4
- Size
- Massive
- Treasure
- C (V)
- Hit Dice
- 8d8
- Bonus
- +8
- Attack
- 18
- Damage
- 2d6
- Defense
- 17
- Powers
- Advantage to Perception
Fairy 30
Fey — Fairies can be found everywhere. They often appear as tiny flying humanoids but can also take the form of small organic objects such as stones, leaves, pools, or mushrooms. Fairies can turn invisible at will and love to play pranks. They will often share information if you know the right questions to ask. Because Fairies' natural state is invisible, many Encounters with Fairies go completely unnoticed.
- Biome
- Any
- Frequency
- Common
- Appearing
- d12
- Size
- Tiny
- Treasure
- K
- Hit Dice
- d4
- Bonus
- +1
- Attack
- 11
- Damage
- 1
- Defense
- 13
- Powers
- Spellcasting
- Spells
- Abjuration, Enchantment, & Illusion
- Immunity
- Fairies are particularly fond of Charm & Sleep Spells
Frog, Giant 31
Enormous frogs with sticky tongues that consume their prey whole.
- Biome
- Swamp
- Frequency
- Common
- Appearing
- 5d10
- Size
- Medium
- Treasure
- –
- Hit Dice
- d8
- Bonus
- +1
- Attack
- 11
- Damage
- 2d4
- Defense
- 13
- On Hit
- Swallows its prey whole, dealing automatic Damage each Turn
- While Swallowed
- Disadvantage to all Checks
Gargoyle, Stone 32
Seemingly stone statues manifested to protect a specific location by ambushing unaware victims. Gargoyles can fly and will attack anything that moves 90% of the time.
- Biome
- Ruins, Urban
- Frequency
- Uncommon
- Appearing
- d6
- Size
- Any
- Treasure
- C (S)
- Hit Dice
- 4d6
- Bonus
- +5
- Attack
- 15
- Damage
- d4
- Defense
- 15
Gargoyle, Glass 33
Glass Gargoyles ambush their victims by springing forth from stained glass in castles, monasteries, and ruins.
- Biome
- Ruins, Urban
- Frequency
- Rare
- Appearing
- d6
- Size
- Any
- Treasure
- –
- Hit Dice
- 8d6
- Bonus
- +5
- Attack
- 18
- Damage
- 2d12
- Defense
- 15
- Powers
- Advantage to Surprise
Gelatinous Cube 34
Translucent cubes of ooze which move slowly down dungeon corridors, absorbing creatures and junk, disintegrating them with its toxic slime. Often spottable by floating debris.
- Biome
- Subterrane, Ruins
- Frequency
- Uncommon
- Appearing
- Solitary
- Size
- Large
- Treasure
- B, F, J
- Hit Dice
- 4d8
- Bonus
- +3
- Attack
- 13
- Damage
- 2d4
- Defense
- 12
- Immunity
- Fear, Holds, Paralyzation, Polymorph, Sleep, & Charm
- On Hit
- Absorbs its prey dealing automatic Damage each Turn
- While Absorbed
- Constitution Check vs 15 or be Paralyzed for d4 Turns
- Extract
- Strength Check vs 15 as an Action
Genie, Djinni 35
Summoned from the Elemental Plane of Air, made of mist and Magic. Blue-skinned muscular humans surrounded by swirling smoke and vapor, Djinni are called upon by Spellcasters and may be found trapped in bottles, lamps, or chests. Djinni are capable of transporting passengers on the wind.
- Biome
- –
- Frequency
- Very Rare
- Appearing
- Solitary
- Size
- Medium
- Treasure
- H, J
- Hit Dice
- 5d12
- Bonus
- +6
- Attack
- 17
- Damage
- 2d8
- Defense
- 16
- Powers
- Darkvision, Flight, Invisibility
Genie, Efreeti 36
Genies from the Elemental Plane of Fire, Efreeti are malevolent giants formed of fire and ash wielding flaming scimitars. A captured Efreeti will grant you three wishes; careful what you wish for, they thrive on deception and misdirection.
- Biome
- –
- Frequency
- Very Rare
- Appearing
- Conjured
- Size
- Large
- Treasure
- E, F, J, K
- Hit Dice
- 8d12
- Bonus
- +9
- Attack
- 18
- Damage
- 3d8
- Defense
- 18
- Powers
- Detect Magic, Enlarge, Polymorph, Fireball, & Fire Wall
- Immunity
- Fire
Ghost 37
Undead — Lost, vengeful spirits trapped in the Material Plane.
- Biome
- Ruins, Urban
- Frequency
- Rare
- Appearing
- Solitary
- Size
- Medium
- Treasure
- K
- Hit Dice
- 4d8
- Bonus
- +6
- Attack
- 14
- Damage
- S
- Defense
- 18
- Fear
- Anyone besides Clerics seeing a Ghost makes a Wisdom Check vs 15 or is Frightened for d4 Turns
- On Hit
- Magic Resistance vs 18 or be Possessed for 2d4 Turns
Ghoul 38
Undead — Rotting and deranged undead humanoids who serve a master.
- Biome
- Ruins, Wilderness
- Frequency
- Uncommon
- Appearing
- 2d12
- Size
- Medium
- Treasure
- B, C
- Hit Dice
- 2d8
- Bonus
- +1
- Attack
- 11
- Damage
- d4
- Defense
- 14
- On Hit
- Constitution Check vs 12 or be Paralyzed for d4 Turns
Giants
Massive, greedy humanoids who live in solitary or small reclusive clans.
Giant, Frost 39
Evil mountain dwellers who build their keeps high in the icy peaks, ambushing their victims from beneath the snow.
- Biome
- Mountains
- Frequency
- Very Rare
- Appearing
- d8
- Size
- Massive
- Treasure
- J (V)
- Hit Dice
- 12d8
- Bonus
- +12
- Attack
- 20
- Damage
- d8+8
- Defense
- 20
- Immunity
- Ice
- Hurling
- In addition to using Weapons, Frost Giants can hurl massive boulders up to Extreme Range dealing 4d6 Damage
Giant, Hill 40
Barbaric and dimwitted hulks preferring ambush from above.
- Biome
- Hills
- Frequency
- Rare
- Appearing
- d6
- Size
- Massive
- Treasure
- H (S, W)
- Hit Dice
- 8d8
- Bonus
- +5
- Attack
- 18
- Damage
- d12+5
- Defense
- 18
Giant, Stone 41
Blunt faced, blue-grey skinned silent watchers of the mountains.
- Biome
- Mountains
- Frequency
- Rare
- Appearing
- d6
- Size
- Massive
- Treasure
- D, E, F (V)
- Hit Dice
- 10d8
- Bonus
- +10
- Attack
- 20
- Damage
- d8+8
- Defense
- 20
Gnoll 42
Green-grey hyena-like humanoids who maraud the Wilderness in unorganized packs.
- Biome
- Wilderness
- Frequency
- Uncommon
- Appearing
- 2d6
- Size
- Large
- Treasure
- B (R)
- Hit Dice
- 2d6
- Bonus
- +1
- Attack
- 12
- Damage
- W
- Defense
- A
Golems
Golems are Magical constructs, brought to life from sculptures of raw materials. Golems are bound to their creator’s Magic and are destroyed instantly if their creator perishes. There is a 1% cumulative chance per Turn a Golem will break free and become a berserker, attacking everything in sight, calculated independently each Combat.
Golem, Clay 43
A distorted, animated statue of a human. Incapable of thinking or tactics, Clay Golems follow orders explicitly.
- Biome
- –
- Frequency
- Rare
- Appearing
- Conjured
- Size
- Medium
- Treasure
- —
- Hit Dice
- 6d8
- Bonus
- +8
- Attack
- 19
- Damage
- 3d10
- Defense
- 13
- Immunity
- Fire, Ice, & Electricity
Golem, Flesh 44
Disgusting, rotting, re-animated collection of flesh and bone. Incapable of thinking or tactics, Flesh Golems follow orders explicitly.
- Biome
- –
- Frequency
- Rare
- Appearing
- Conjured
- Size
- Medium
- Treasure
- —
- Hit Dice
- 5d6
- Bonus
- +6
- Attack
- 19
- Damage
- 2d8
- Defense
- 11
Golem, Iron 45
An empty, animated suit of iron armor twice the height of a normal human.
- Biome
- –
- Frequency
- Very Rare
- Appearing
- Conjured
- Size
- Large
- Treasure
- –
- Hit Dice
- 10d8
- Bonus
- +10
- Attack
- 22
- Damage
- 4d10
- Defense
- 17
- Weakness
- Takes double Damage from Electrical Attacks
Golem, Stone 46
Animated stone statues with incredible strength who attack with stone fists.
- Biome
- –
- Frequency
- Rare
- Appearing
- Conjured
- Size
- Medium
- Treasure
- –
- Hit Dice
- 8d8
- Bonus
- +8
- Attack
- 20
- Damage
- 3d8
- Defense
- 15
Gray Ooze 47
A slimy surface which appears as wet stone or sedimentary rock which slides and drips along dungeon floors and walls. A snake-like appendage lashes out from the Ooz puddle when it attacks.
- Biome
- Subterrane
- Frequency
- Uncommon
- Appearing
- d4
- Size
- Medium
- Treasure
- –
- Hit Dice
- 3d10
- Bonus
- +3
- Attack
- 13
- Damage
- 4d4
- Defense
- 12
- Immunity
- Fire & Ice
- Corrosion
- Corrodes metal in one Round of contact
Griffon 48
Majestic lion-eagle hybrids. Hunters by nature who hunger for horseflesh—and will readily attack mounted adventurers for it.
- Biome
- Wilderness
- Frequency
- Uncommon
- Appearing
- d6
- Size
- Large
- Treasure
- (V)
- Hit Dice
- 6d8
- Bonus
- +7
- Attack
- 17
- Damage
- 2d6
- Defense
- 17
Hag 49
Wretched bog beings who look like old women with long frayed hair and black teeth. Hags have hatred of all things, practicing dark magic and curses.
- Biome
- Swamp
- Frequency
- Very Rare
- Appearing
- d3
- Size
- Medium
- Treasure
- E, J (V)
- Hit Dice
- 6d8
- Bonus
- +6
- Attack
- 16
- Damage
- S
- Defense
- 14
- Powers
- Spellcasting
- Spells
- Any, always Attacks with Magic
- Shift
- Hags can appear as beautiful maidens at will
Hobgoblin 50
Goblinkind — Fierce, burly humanoids who wage perpetual war and live off plunder.
- Biome
- Subterrane, Wilderness
- Frequency
- Uncommon
- Appearing
- 2d20
- Size
- Medium
- Treasure
- B (S)
- Hit Dice
- d8
- Bonus
- +1
- Attack
- 11
- Damage
- W
- Defense
- A
Horse 51
Roaming herd animals, since domesticated.
- Biome
- Urban, Wilderness
- Frequency
- Common
- Appearing
- 5d6
- Size
- Large
- Treasure
- –
- Hit Dice
- 3d6
- Bonus
- +1
- Attack
- 13
- Damage
- d6
- Defense
- 13
Imp 52
Demon — Tiny malicious bat-like humans.
- Biome
- Any
- Frequency
- Uncommon
- Appearing
- d12
- Size
- Tiny
- Treasure
- C (F, G)
- Hit Dice
- 2d8
- Bonus
- +2
- Attack
- 11
- Damage
- d4
- Defense
- 18
- Immunity
- Fire, Ice, & Electricity
- On Hit
- Constitution vs 15 or be Poisoned for 2d4 Damage on the target's next Turn, then d4 on the following
- Regen
- Regenerates 1 HP per Turn
Infernal 53
Demon — Fiendish, diabolical humanoids with giant bat wings, wreathed in smoke, shadows, and fire.
- Biome
- Any
- Frequency
- Rare
- Appearing
- d6
- Size
- Any
- Treasure
- K
- Hit Dice
- 4d8
- Bonus
- +4
- Attack
- 15
- Damage
- W
- Defense
- 15
- Powers
- Darkvision, Flight, Spellcasting
- Spells
- Fireball & Fire Wall
- Immunity
- Healed by Fire Damage
Kobold 54
Glowing red eyes set into tiny rat-like humanoid faces. Kobolds hate Spellcasters and will try to eliminate them first.
- Biome
- Subterrane, Wilderness
- Frequency
- Common
- Appearing
- 4d4
- Size
- Small
- Treasure
- A (R)
- Hit Dice
- d4
- Bonus
- –
- Attack
- 10
- Damage
- W
- Defense
- 11
Kraken 55
God-like colossal octopus manifestations from Leviathan's slumber.
- Biome
- Aquatic
- Frequency
- Very Rare
- Appearing
- Solitary
- Size
- Massive
- Treasure
- (X, Y, Z)
- Hit Dice
- 20d8
- Bonus
- +10
- Attack
- 20
- Damage
- 2d12
- Defense
- 18
Lich 56
Undead — Necromancers lost in Magic who have transmogrified into vile undead. Liches seek riches and power and employ minions.
- Biome
- Ruins, Subterrane
- Frequency
- Very Rare
- Appearing
- Solitary
- Size
- Medium
- Treasure
- H (U, W)
- Hit Dice
- 10d8
- Bonus
- +8
- Attack
- 18
- Damage
- W
- Defense
- 20
- Powers
- Darkvision, Spellcasting
- Spells
- Any
- Gaze
- Magic Resistance vs 15 or Fear
- On Touch
- Deals d10 Damage; Magic Resistance vs 15 or become Paralyzed for d6 Turns
Lion 57
Wilderness cougars who stalk their prey.
- Biome
- Wilderness
- Frequency
- Uncommon
- Appearing
- d4
- Size
- Medium
- Treasure
- –
- Hit Dice
- 3d8
- Bonus
- +3
- Attack
- 15
- Damage
- d8
- Defense
- 15
Lizardfolk 58
Savage, semi-aquatic alligator people.
- Biome
- Swamps
- Frequency
- Uncommon
- Appearing
- d8
- Size
- Medium
- Treasure
- D (S)
- Hit Dice
- 2d8
- Bonus
- +2
- Attack
- 12
- Damage
- W
- Defense
- 15
Manticore 59
Face of a human, body of a lion, wings of a bat, and tail tipped with iron spikes.
- Biome
- Wilderness
- Frequency
- Uncommon
- Appearing
- Solitary
- Size
- Massive
- Treasure
- E (T)
- Hit Dice
- 6d6
- Bonus
- +7
- Attack
- 17
- Damage
- d8
- Defense
- 16
- Powers
- Flight
- Action
- Fires d6 tail spikes dealing d6 Damage each
Merfolk 60
Armed aquatic mermaids and mermans who wield tridents, underwater crossbows, and use grappling hooks to attack ships.
- Biome
- Aquatic
- Frequency
- Uncommon
- Appearing
- 2d20
- Size
- Medium
- Treasure
- C (S)
- Hit Dice
- d8
- Bonus
- +1
- Attack
- 11
- Damage
- W
- Defense
- 12
- Powers
- Waterbreathing
Mimic 61
Magically created trap monsters who appear as a chest, box, or barrel but are covered with a sticky goo and morph into ferocious mouths.
- Biome
- –
- Frequency
- Rare
- Appearing
- Conjured
- Size
- Medium
- Treasure
- H
- Hit Dice
- 6d6
- Bonus
- +7
- Attack
- 17
- Damage
- 3d4
- Defense
- 13
- On Hit
- Attaches to victim dealing d8 automatic Damage each Turn
- Detach
- Strength Checks vs 15 as an Action
Minotaur 62
Large muscular humanoids with the horned head of a bull, dwelling in underground mazes.
- Biome
- Subterrane
- Frequency
- Rare
- Appearing
- d8
- Size
- Large
- Treasure
- B (S)
- Hit Dice
- 6d8
- Bonus
- +4
- Attack
- 17
- Damage
- W +6
- Defense
- 14
- Powers
- Can move an extra Combat Zone each Turn
Mummy 63
Undead — Decrepit cloth warped corpses which have been re-animated through Necromancy.
- Biome
- Subterrane
- Frequency
- Rare
- Appearing
- d8
- Size
- Medium
- Treasure
- C, G (V)
- Hit Dice
- 8d6
- Bonus
- +6
- Attack
- 16
- Damage
- d12
- Defense
- 17
- Weakness
- Double Damage from Fire
- On Hit
- Constitution Check vs 15 or become Infected
- Infected
- An infected's wounds rot and stink—they cannot be Healed or regain HP until the Disease is cured
Nightmare 64
Demon — A majestic black stallion surrounded by black fire. Inflicts freakish dreams from the Shadow Realm upon sleeping creatures in their vicinity.
- Biome
- Wilderness
- Frequency
- Very Rare
- Appearing
- Solitary
- Size
- Large
- Treasure
- –
- Hit Dice
- 6d8
- Bonus
- +3
- Attack
- 13
- Damage
- d6 +4
- Defense
- 23
- Powers
- Noxious Vapor: Constitution Check vs 15 or suffer Disadvantage on all Checks
- Immunity
- Fire
Nymph 65
Fey — Beautiful, graceful fey beings who cause onlookers to go blind.
- Biome
- Forest
- Frequency
- Rare
- Appearing
- d4
- Size
- Medium
- Treasure
- K (X)
- Hit Dice
- 3d8
- Bonus
- +3
- Attack
- 13
- Damage
- S
- Defense
- 11
- Powers
- Spellcasting
- Spells
- Portal, plus any 6 Spells
- Gaze
- Looking upon a Nymph for the first time triggers Magic Resistance vs 12 or blindness
Octopus, Giant 66
Huge octopus predators who attack ships. Giant Octopus typically Attack with six of their tentacles while stabilizing themselves with the remaining two. Each of a Giant Octopus' tentacles can be Attacked individually and is severed by causing 12 points of Damage.
- Biome
- Aquatic
- Frequency
- Rare
- Appearing
- Solitary
- Size
- Large
- Treasure
- (X)
- Hit Dice
- 8d8
- Bonus
- +6
- Attack
- 17
- Damage
- d6 +2
- Defense
- 13
- On Hit
- Grapples victim dealing automatic Damage each Turn; Giant Octopus can maintain up to 6 grapples
- Detach
- Strength Check vs 15 as an Action
- Action
- Consume: Creatures grappled by a Giant Octopus are immediately attempted to be eaten causing d12 +2 Damage on Hit
Ogre 67
Big, dumb, ugly, and very strong. Ogres often lead bands of smaller humanoids, leading raids on unsuspecting victims.
- Biome
- Subterrane, Wilderness
- Frequency
- Common
- Appearing
- d20
- Size
- Large
- Treasure
- D, K (S, V)
- Hit Dice
- 4d8
- Bonus
- +3
- Attack
- 15
- Damage
- W +6
- Defense
- 15
Owlbear 68
Crossbreed creation of a twisted Wizard; a bear with the head and claws of an owl.
- Biome
- Wilderness
- Frequency
- Rare
- Appearing
- Solitary
- Size
- Large
- Treasure
- (R, S)
- Hit Dice
- 5d8
- Bonus
- +5
- Attack
- 15
- Damage
- d8 +4
- Defense
- 15
Pegasus 69
Magnificent, winged, intelligent horses who communicate telepathically.
- Biome
- Wilderness
- Frequency
- Very Rare
- Appearing
- d10
- Size
- Large
- Treasure
- (X)
- Hit Dice
- 4d8
- Bonus
- +3
- Attack
- 13
- Damage
- d8
- Defense
- 14
- Powers
- Flight, Telepathy
Phase Spider 70
A massive spider who exists somewhere between the Material and Ethereal Planes. Minions of the Void Beings.
- Biome
- Subterrane, Wilderness
- Frequency
- Rare
- Appearing
- d6
- Size
- Large
- Treasure
- K
- Hit Dice
- 4d6
- Bonus
- +4
- Attack
- 16
- Damage
- S
- Defense
- 13
- Powers
- Shift between Planes
- On Hit
- Poison: 4d6 Damage on the target's next Turn, then 3d6, etc.
Pixie 71
Fey — Tiny sprite beings who delight in playing tricks on humanoids in their forest. Pixies carry tiny Shortswords and Shortbows which they use to fire Magic Arrows.
- Biome
- Forest
- Frequency
- Rare
- Appearing
- d20
- Size
- Tiny
- Treasure
- H
- Hit Dice
- d4
- Bonus
- +2
- Attack
- 14
- Damage
- S
- Defense
- 15
- Powers
- Flight, Invisibility, Spellcasting
- Spells
- Polymorph, Dispel, Hallucinate Sound, & Hallucinate Vision
- On Hit
- Magic Arrows: Sleep, cause amnesia (cured with Dispel), or d4 +1 Damage
Rat, Giant 72
Rodents of unusual size.
- Biome
- Ruins, Urban
- Frequency
- Common
- Appearing
- d20
- Size
- Small
- Treasure
- (R)
- Hit Dice
- d8
- Bonus
- –
- Attack
- 10
- Damage
- d4
- Defense
- 13
- On Hit
- Disease: 5% chance of contracting plague which reduces the victim's Constitution by 2 until cured
Roc 73
A gargantuan eagle-like bird of prey who ambushes their targets then carries them off to their lair for devouring at leisure.
- Biome
- Mountains
- Frequency
- Rare
- Appearing
- Solitary
- Size
- Massive
- Treasure
- (X)
- Hit Dice
- 10d8
- Bonus
- +5
- Attack
- 15
- Damage
- 3d6
- Defense
- 16
- Powers
- Flight
Scorpion, Giant 74
Horse sized scorpions with highly venomous poison stingers!
- Biome
- Wilderness
- Frequency
- Uncommon
- Appearing
- d4
- Size
- Large
- Treasure
- (R, S)
- Hit Dice
- 4d8
- Bonus
- +5
- Attack
- 15
- Damage
- d10
- Defense
- 17
- Attack 3
- Poison: 3d4 Damage on the target's next Turn, then 2d4, etc.
Shadow Reaver 75
Monsters of the Shadow Realm who have slipped through the cracks of reality. Reavers appear as an amorphous moving cloud of shadow and smoke—hunched over wolverine like beasts with glowing red eyes. Reavers are teleported back to the Shadow Realm when defeated or exposed to daylight.
- Biome
- Wilderness
- Frequency
- Rare
- Appearing
- d4
- Size
- Large
- Treasure
- B, J
- Hit Dice
- 4d8
- Bonus
- +4
- Attack
- 16
- Damage
- d8 +2
- Defense
- 18
Shark 76
Large predatory fish of the ocean.
- Biome
- Aquatic
- Frequency
- Uncommon
- Appearing
- d20
- Size
- Large
- Treasure
- –
- Hit Dice
- 2d8
- Bonus
- +3
- Attack
- 16
- Damage
- d12
- Defense
- 13
Siren 77
Beautiful women-like beings with light green or blue skin who prey on sailors and pirates.
- Biome
- Aquatic
- Frequency
- Rare
- Appearing
- Solitary
- Size
- Medium
- Treasure
- K (V)
- Hit Dice
- 4d8
- Bonus
- +3
- Attack
- 13
- Damage
- W
- Defense
- 17
- Powers
- Waterbreathing, Spellcasting
- Spells
- Charm, Polymorph, & Invisibility
Skeleton 78
Undead — Magically animated minions created as guardians through Necromancy. Their bones magically float in suspension. They have no eyes, skin, or organs and wield dirty rusty Weapons.
- Biome
- Ruins, Urban
- Frequency
- Common
- Appearing
- 2d10
- Size
- Any
- Treasure
- A, C (R)
- Hit Dice
- d8
- Bonus
- +1
- Attack
- 11
- Damage
- W
- Defense
- 13
- Immunity
- Sleep, Charm, Hold, Confusion, & Fear Magic
Skeleton Warrior 79
Undead — Powerful lords of the undead with glowing eyes set into empty skulls. Skeleton Warriors are clad in Armor and wield nasty Weapons. Often under the direct control of a Necromancer.
- Biome
- Ruins
- Frequency
- Very Rare
- Appearing
- Solitary
- Size
- Medium
- Treasure
- C (R, S)
- Hit Dice
- 6d8
- Bonus
- +5
- Attack
- 16
- Damage
- W
- Defense
- A
Snake, Giant 80
A massive serpent—truly a demon of nature.
- Biome
- Swamp
- Frequency
- Uncommon
- Appearing
- d2
- Size
- Large
- Treasure
- –
- Hit Dice
- 4d6
- Bonus
- +4
- Attack
- 15
- Damage
- d4
- Defense
- 15
- On Hit
- Poison: 2d4 Damage on the target's next Turn, then d4
Spectre 81
Undead — A ghostly undead spirit who haunts a desecrated place.
- Biome
- Urban, Wilderness
- Frequency
- Rare
- Appearing
- Solitary
- Size
- Medium
- Treasure
- E
- Hit Dice
- 5d8
- Bonus
- +10
- Attack
- 17
- Damage
- d8
- Defense
- 18
- Immunity
- Sleep, Charm, Hold, Confusion, Ice, & Fear Magic
- Weakness
- Holy Water, Animate Dead
- On Hit
- Drain: The Specter Heals itself for each Damage dealt; victims cannot be Healed or otherwise regain HP until the Spectre is dead
Sphinx 82
Large cat-bodied and winged creatures with the face of a human, ram, or hawks. Sphinx can speak many languages, love riddles, and may know a great deal of secrets.
- Biome
- Wilderness
- Frequency
- Very Rare
- Appearing
- Solitary
- Size
- Large
- Treasure
- G (V)
- Hit Dice
- 8d8
- Bonus
- +8
- Attack
- 18
- Damage
- 2d6
- Defense
- 18
- Action
- Roar: Constitution vs 15 or be Paralyzed for d4 Turns
Spider, Giant 83
Dog sized spiders who quickly weave webs around their victims.
- Biome
- Wilderness
- Frequency
- Common
- Appearing
- d8
- Size
- Small
- Treasure
- –
- Hit Dice
- d10
- Bonus
- +2
- Attack
- 13
- Damage
- d6
- Defense
- 14
- On Hit
- Poison: 3 Damage on the target's next Turn, then 2, etc.
Sprite 84
Fey — Shy, magical fairy beings of the forest.
- Biome
- Forest
- Frequency
- Rare
- Appearing
- 10d10
- Size
- Tiny
- Treasure
- C (X)
- Hit Dice
- d6
- Bonus
- +1
- Attack
- 11
- Damage
- d2
- Defense
- 12
- On Hit
- Magic Arrows: Magic Resistance vs 15 or fall into a deep Sleep for d6 hours
Succubus / Incubus 85
Demon — Winged demonic nightmare of the Shadow Realm who seduces its targets to further its sinister goals.
- Biome
- Urban
- Frequency
- Very Rare
- Appearing
- Solitary
- Size
- Any
- Treasure
- E (V)
- Hit Dice
- 4d8
- Bonus
- +5
- Attack
- 15
- Damage
- W
- Defense
- 13
- Powers
- Darkvision, Flight, Spellcasting
- Spells
- Chain Lightning, Chaos, Charm, Darkness, Forget, Hypnotize, Portal, Sleep, & Telepathy
Treant 86
Slow, peaceful, tree-beings. Their humanoid faces are wrought with bark and their limbs can reach and grasp things around them.
- Biome
- Forest
- Frequency
- Rare
- Appearing
- d20
- Size
- Massive
- Treasure
- (V)
- Hit Dice
- 6d10
- Bonus
- +7
- Attack
- 16
- Damage
- 2d6
- Defense
- 20
- Powers
- Cannot be Surprised
Troll 87
Fearsome and frightening lean-bodied humanoid beasts with long noses and massive hands. Trolls lumber slowly, hunched over, and breathe heavily. Trolls are able to regenerate any lost body parts.
- Biome
- Forest, Ruins
- Frequency
- Uncommon
- Appearing
- d2
- Size
- Large
- Treasure
- F, G (X)
- Hit Dice
- 6d6
- Bonus
- +5
- Attack
- 17
- Damage
- 2d4
- Defense
- 16
- Weakness
- Cannot Regenerate Fire or Acid Damage
- Regen
- Regenerates 3 HP per Turn
Unicorn 88
Fey — Elusive and majestic, Unicorns are horned guardians of forest sanctuaries.
- Biome
- Forest
- Frequency
- Rare
- Appearing
- d6
- Size
- Large
- Treasure
- G
- Hit Dice
- 4d8
- Bonus
- +5
- Attack
- 15
- Damage
- d6
- Defense
- 18
- Powers
- Teleport
- Immunity
- Sleep, Charm, & Hold
Vampire 89
Undead — Silent undead hunters of the night. Vampires feed on the living, typically maintain a stronghold and minions, and typically possess great wealth.
- Biome
- Ruins, Urban
- Frequency
- Very Rare
- Appearing
- d4
- Size
- Any
- Treasure
- H (Z)
- Hit Dice
- 6d8
- Bonus
- +9
- Attack
- 19
- Damage
- W
- Defense
- A +4
- Powers
- Darkvision, Flight, Polymorph, Spellcasting, Create Familiar (Magic Resistance vs 15)
- Immunity
- Sleep, Charm, & Hold Magic, Poison, & Paralysis
- Weakness
- Garlic, Holy Symbols, Holy Water, Sunlight
- Spells
- Any
Vampire Minion 90
A helplessly possessed minion of a Vampire, which is granted limited powers: enhanced strength, speed, and regeneration.
- Biome
- Ruins, Urban
- Frequency
- Rare
- Appearing
- d12
- Size
- Any
- Treasure
- D
- Hit Dice
- 2d8
- Bonus
- +2
- Attack
- 13
- Damage
- W
- Defense
- A
- Powers
- Telekinesis & Turn to Mist
- Regen
- Regenerates 1 HP per Turn
Werewolf / Werebear 91
Lycanthrope — Cursed humanoids who transform into Wilderness creatures, becoming violently uncontrollable during a full moon—though it's rumored that some have mastered Shifting between forms at will.
- Biome
- Urban, Wilderness
- Frequency
- Uncommon
- Appearing
- d12
- Size
- Any
- Treasure
- D
- Hit Dice
- 4d8
- Bonus
- +4
- Attack
- 15
- Damage
- d6 +3
- Defense
- 15
- Immunity
- Mundane Weapons: Harmed only by Silver or Magical Weapons
- Regen
- Regenerates 1 HP per Turn
Wererat / Ratkin 92
Lycanthrope — Thin, wiry humanoids who can transform into human-sized ratpeople and Giant Rats. Wererats are cunning and deceiving, always looking for an advantage. They appear nervous, their eyes dart around, and they constantly rub their hands together while talking to themselves.
- Biome
- Urban, Wilderness
- Frequency
- Uncommon
- Appearing
- d6
- Size
- Any
- Treasure
- B, K (W)
- Hit Dice
- 3d6
- Bonus
- +3
- Attack
- 13
- Damage
- W
- Defense
- A
- On Hit
- 1% chance of becoming a Wererat
Wight 93
Undead — Extremely powerful undead minions—a nightmare version of their former selves with bloodshot eyes and green skin.
- Biome
- Ruins, Swamp
- Frequency
- Uncommon
- Appearing
- d8
- Size
- Medium
- Treasure
- C
- Hit Dice
- 4d8
- Bonus
- +5
- Attack
- 15
- Damage
- d4
- Defense
- 15
- Immunity
- Sleep, Charm, Hold Magic, & Ice
- Weakness
- Holy Water, Animate Dead, Sunlight
- On Hit
- Death Touch: Magic Resistance vs 14 or permanently loose d4 HP
Will-o'-wisp 94
Dazzling sparkling lights which float in the air and lure unsuspecting victims so they can feed on their energy.
- Biome
- Swamp, Wilderness
- Frequency
- Uncommon
- Appearing
- Solitary
- Size
- Small
- Treasure
- K
- Hit Dice
- 7d6
- Bonus
- +9
- Attack
- 19
- Damage
- 2d8
- Defense
- 22
- Powers
- Flight, Invisibility
- Immunity
- Magic
Wolf, Dire 95
Massive k-9 pack hunters with sleek gray, white, and black fur.
- Biome
- Forest
- Frequency
- Uncommon
- Appearing
- 4d4
- Size
- Large
- Treasure
- –
- Hit Dice
- 4d6
- Bonus
- +3
- Attack
- 15
- Damage
- d4 +4
- Defense
- 14
Wraith 96
Demon — A black undead cloud spirit drawn to life energy, bent on draining it.
- Biome
- Urban, Wilderness
- Frequency
- Rare
- Appearing
- d6
- Size
- Medium
- Treasure
- K
- Hit Dice
- 4d8
- Bonus
- +4
- Attack
- 15
- Damage
- d6
- Defense
- 17
- On Hit
- Drain: The Wraith Heals itself for each Damage dealt
- Weakness
- Sunlight
- Regen
- 1 HP per day
Wyvern 97
A fierce, demi-dragon with a poison stinger.
- Biome
- Ruins, Wilderness
- Frequency
- Uncommon
- Appearing
- d6
- Size
- Large
- Treasure
- D (Y)
- Hit Dice
- 7d8
- Bonus
- +7
- Attack
- 17
- Damage
- 2d8
- Defense
- 17
- Powers
- Flight
- On Hit
- Poison: 3d4 Damage on the target's next Turn, then 2d4, etc.
Yeti 98
Ape-like humanoid snow beast.
- Biome
- Mountains
- Frequency
- Very Rare
- Appearing
- d6
- Size
- Large
- Treasure
- E
- Hit Dice
- 4d8
- Bonus
- +3
- Attack
- 15
- Damage
- d6
- Defense
- 14
- Powers
- Advantage on Surprise
- Immunity
- Ice
Zombie 99
Undead — Flesh dripping, infected undead scourge on the earth—animated by twisted Necromancers.
- Biome
- Ruins, Wilderness
- Frequency
- Rare
- Appearing
- 3d6
- Size
- Medium
- Treasure
- B
- Hit Dice
- 2d6
- Bonus
- +2
- Attack
- 12
- Damage
- d8
- Defense
- 12
- Immunity
- Sleep, Charm, & Hold Magic
- Weakness
- Holy Water
- On Hit
- Constitution Check vs 12 or become Infected
- Infected
- Disease: Infected slowly become a Zombie themselves over the next several days unless cured
Zombie Mutant 100
Undead — A bloodthirsty mutated Zombie—fast, powerful, and grotesque.
- Biome
- Ruins
- Frequency
- Very Rare
- Appearing
- Solitary
- Size
- Large
- Treasure
- H
- Hit Dice
- 6d8
- Bonus
- +5
- Attack
- 17
- Damage
- d8
- Defense
- 15
- Powers
- Can move an extra Combat Zone each Turn
- Weakness
- Holy Water
- On Hit
- Constitution Check vs 15 or become Infected
- Infected
- Disease: Infected slowly become a Zombie themselves over the next several days unless cured
Celestials
Ancient beings of power who traverse the Planes of Existence—meddling in the affairs of mortals (d12).
While the physical manifestation of a Primordial or an Ancient One may be defeated, they are immortal and are not so easily banished from the Planes of Existence.
Demigods on the other hand are products of the physical word. Though they may live forever, they can truly be slain.
Archdruids 1
Demigods — Ancient circle of Druids. More spirit now than flesh.
- Biome
- Wilderness
- Frequency
- Very Rare
- Appearing
- Solitary
- Size
- Medium
- Treasure
- H, J, K
- Hit Dice
- 10d10
- Bonus
- +12
- Attack
- 25
- Damage
- S
- Defense
- 22
- Powers
- Shift, Spectral Form, Spellcasting
- Spells
- Any
Death Crawlers 2
Demigods — Ancient spider Gods who dwell deep within the mountains—hoarding treasure and victims.
- Biome
- Subterrane
- Frequency
- Very Rare
- Appearing
- Solitary
- Size
- Large
- Treasure
- J, K (X, Y, Z)
- Hit Dice
- 12d12
- Bonus
- +11
- Attack
- 25
- Damage
- 2d20
- Defense
- 25
- Powers
- Darkness, Death, Teleport, Portal
- On Hit
- Poison: 5d6 Damage on the target's next Turn, then 4d6, etc.
- Action
- Project Web: Strength vs 20 or be Held; a Strength check can be attempted each Turn
Hydra 3
Ancient One — Relic of the ancient world. Impossible to defeat: severing one head spawns two. God of Evocation.
- Biome
- Any
- Frequency
- Unique
- Appearing
- Solitary
- Size
- Massive
- Treasure
- (V, W, X)
- Hit Dice
- 20d8
- Bonus
- +8
- Attack
- 23
- Damage
- S
- Defense
- 25
- Powers
- Poisonous blood dealing d20 Damage on contact
- On Hit
- Firebreath: 4d6 Damage
- Regen
- Regenerates 2d8 HP per Turn
Leviathan 4
Primordial — The one which eternally slumbers. The dreamer of reality. God of Divination.
- Biome
- Ethereal
- Frequency
- Unique
- Appearing
- Solitary
- Size
- Massive
- Treasure
- –
- Hit Dice
- 18d10
- Bonus
- +15
- Attack
- 25
- Damage
- 2d12
- Defense
- 25
- Powers
- Unhindered manipulation of reality
Moria 5
Ancient One — Ancient, immortal Dryad Tree. God of Abjuration.
- Biome
- Forest
- Frequency
- Unique
- Appearing
- Solitary
- Size
- Massive
- Treasure
- –
- Hit Dice
- 9d10
- Bonus
- +12
- Attack
- –
- Damage
- S
- Defense
- 26
- Powers
- Spellcasting
- Spells
- Any
Morthag 6
Ancient One — Silent colossal skeleton: channeled by Necromancers, revered by the vile undead. God of Necromancy.
- Biome
- Subterrane
- Frequency
- Unique
- Appearing
- Solitary
- Size
- Massive
- Treasure
- J, K (X, Y, Z)
- Hit Dice
- 20d6
- Bonus
- +9
- Attack
- 23
- Damage
- d20
- Defense
- 22
- Powers
- Darkvision, Spellcasting, Necromancy Magic
- Spells
- Any
Phoenix 7
Primordial — Endlessly cycling destruction and rebirth—as all things must flow. God of Transmutation.
- Biome
- Elemental
- Frequency
- Unique
- Appearing
- Solitary
- Size
- Massive
- Treasure
- –
- Hit Dice
- 14d8
- Bonus
- +8
- Attack
- 18
- Damage
- S
- Defense
- 22
- Powers
- Flight, Healing, Resurrection
- Immunity
- Healed by Fire Damage
- On Hit
- Fire: 4d6 Damage
Skull Knights 8
Demigods — Flaming eyes set deep within fragmented skulls. The vile agents of Morthag. Masters of Chaos.
- Biome
- Ruins
- Frequency
- Very Rare
- Appearing
- Solitary
- Size
- Large
- Treasure
- J, K (Z, Y, Z)
- Hit Dice
- 8d12
- Bonus
- +7
- Attack
- 20
- Damage
- W +8
- Defense
- 22
- Powers
- Darkvision, Spellcasting, Skull Knights never trigger Chaos
- Spells
- Conjuration, Evocation, & Necromancy Magic
The Deepness 9
Primordial — The life-force of Earth itself. Many who follow say they hear her whispering. God of Conjuration.
- Biome
- Subterrane
- Frequency
- Unique
- Appearing
- Solitary
- Size
- Unknown
- Treasure
- –
- Hit Dice
- 22d8
- Bonus
- +12
- Attack
- –
- Damage
- S
- Defense
- 25
- Powers
- Conjuration Magic
The Endless 10
Primordial — The Ouroboros serpent—forever devouring itself. God of Illusion.
- Biome
- Astral
- Frequency
- Unique
- Appearing
- Solitary
- Size
- Massive
- Treasure
- –
- Hit Dice
- 18d10
- Bonus
- +10
- Attack
- 20
- Damage
- 4d8
- Defense
- 20
- Powers
- Abjuration, Illusion, & Transmutation Magic
The Faded 11
Demigods — Immortal Wizards who wander the landscape, meddling in mortal affairs.
- Biome
- Wilderness
- Frequency
- Very Rare
- Appearing
- Solitary
- Size
- Medium
- Treasure
- G, J, K
- Hit Dice
- 12d6
- Bonus
- +10
- Attack
- 17
- Damage
- S
- Defense
- 18
- Powers
- Spellcasting
- Spells
- Any
Void Beings 12
Demigods — Doppelganger-like creatures able to teleport vast distances and replicate individuals. Void Beings hate all other gods and seek to destroy them. Masters of Enchantment.
- Biome
- Urban, Subterrane
- Frequency
- Very Rare
- Appearing
- Solitary
- Size
- Any
- Treasure
- F, G, H, J
- Hit Dice
- 8d6
- Bonus
- +7
- Attack
- 18
- Damage
- W
- Defense
- 19
- Powers
- Portal, Teleport, Polymorph, Enchantment Magic, Spellcasting
- Spells
- Any