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Monsters

Stat blocks for monsters and NPCs, ready to drop into an adventure.

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145 monsters

A

Acolyte

4 HP1 Armor8 STR11 DEX14 WIL

Ceremonial dagger (d6)

  • Holy servants bound to a particular deity. Typically travel in groups of four or more.
  • Carry a holy symbol (Ward once per day).

Air Elemental

16 HP11 STR15 DEX8 WIL

detachment

  • Living vortexes of whirling air and gas. Lighter creatures are swept away by their mere presence.
  • Whirlwind: All nearby targets that fail a STR save are blown away.

Aranea

6 HP13 STR12 DEX15 WIL

Bite (d8)

  • Enormous spiders with greenish-black skin and large brains. Can shape shift into human form at will.
  • Conduct their magical research in dark, web-filled caverns. Carry the Charm and Command spellbooks at all times.
  • Fire damage against Aranea is enhanced.

B

Bandit

4 HP1 Armor12 STR12 DEX9 WIL

Shortsword (d6) or short bow (d6)

  • Outlaws who raid settlements, attack ships, or ambush travelers. Groups of four or more are a detachment.
  • A detachment always travels with one leader wearing chainmail or similar (2 Armor) and a long sword (d10) or crossbow (d8).
  • Loyal: When testing Morale, save using the leader’s WIL (13). If the leader dies, the others will flee.

Banshee

8 HP6 STR12 DEX15 WIL

Ghostly touch (d8)

  • Incorporeal spirits that linger long after death to haunt the living.
  • Unharmed by cold, heat, or the elements. Iron weapon damage is enhanced.
  • Wail: Anyone in earshot must make a WIL save or fall unconscious.

Basilisk

10 HP1 Armor12 STR13 DEX13 WIL

Bite (d10)

  • Long, serpentine lizards that nest deep below the earth or in brambles just underfoot.
  • Fighting a Basilisk without meeting its gaze is difficult. (Attacks facing it are impaired.)
  • Gaze: A target facing the Basilisk is slowly petrified from the bottom up and completely frozen after three rounds. An antidote can be brewed from the Basilisk’s gizzards. The creature’s reflection is harmless.

Berserker

10 HP1 Armor14 STR13 DEX15 WIL

Twin axes (d8+d8)

  • Ruthless warriors that derive their power from the skins they wear: bears, wolves, boars, etc.
  • Ignore the Morale rule and are never treated as part of a detachment.
  • Rage: A Berserker’s first attack has both the enhanced and blast qualities.

Black Bear

6 HP14 STR12 DEX6 WIL

Claws (d6+d6)

  • Waist-high bears that subsist mostly on berries and roots. Drawn to campsites in search of food.
  • Aggressive if cornered or feel that their young are threatened.
  • Critical Damage: A large chunk of flesh is bitten off (d6 STR damage).

Black Dragon

16 HP1 Armor13 STR18 DEX14 WIL

Bite (d12), claws (d10+d10), detachment

  • Amphibious dragons with glossy black scales and thick hides. Dwell in swamps or similarly dangerous and flooded environments.
  • Cruel and prone to violence. Make use of the dark and their surprising agility to separate their victims and kill them one by one.

Black Pudding

12 HP11 STR5 DEX3 WIL

Devouring touch (d8)

  • Giant, brainless blobs of black jelly driven only by their insatiable hunger.
  • Moves along walls and across ceilings. Squeeze through holes and cracks with ease.
  • Immune to mundane attacks, save fire. Normal attacks splits the Black Pudding. creating two Puddings that share HP and STR.
  • Critical Damage: Targets wearing non-metallic armor lose 1 point of Armor, and any STR loss to unarmored targets is permanent.

Blink Dog

5 HP11 STR14 DEX5 WIL

Bite (d6)

  • Teleporting canines in service of a powerful master.
  • Can phase out of reality at will. Melee attacks against them are impaired.

Blood Elk

4 HP12 STR13 DEX5 WIL

Horns (d8)

  • Born from violence resulting from a greedy or selfish act.
  • Kill their victims for sustenance, but gains no succor. They are always hungry.
  • Critical Damage: Gores its victims by ripping out their entrails.

Blue Dragon

14 HP3 Armor14 STR16 DEX15 WIL

Bite (d12), claws (d10+d10), detachment

  • Enormous, centipede-like reptilian creatures that dwells in deserts and rocky drylands.
  • Proud and vain, they often keep victims as slaves. The more prestigious the better.
  • Thunderclap: Deals 4 STR damage against a single target. Targets wearing metal armor take double damage.

Boar

3 HP12 STR9 DEX6 WIL

Tusks (d6)

  • Omnivorous wild boars that dwell primarily in forests.
  • Not naturally aggressive, but dangerous if disturbed.
  • Critical Damage: Gores its victims, who bleed out very quickly.

Boggart

3 HP4 STR17 DEX13 WIL

  • Wild, hairy tricksters that prize shiny trinkets above coin.
  • Boggarts have true names that describe their true nature. Knowing these names gives a person control over them.
  • Magic: The Boggart can bring objects to life, sow confusion, create magical disguises, use telekinesis, and teleport.

Bone Construct

8 HP3 Armor15 STR5 DEX3 WIL

Sharpened arms (d8+d8), detachment

  • Gigantic, four-armed constructs made of bone and sorcery.
  • Mindless guardians that stand ready to attack any creature other than their creator.

Bronze Construct

3 HP3 Armor18 STR6 DEX0 WIL

Fists (d10+d10), detachment

  • Towering humanoid constructs made of pure bronze. Resemble old men with long beards and hair, and emanate a strong heat.
  • Immune to fire and heat.
  • If punctured, spurts a burning hot liquid dealing d6 STR damage to anyone nearby.

Bugbear

8 HP1 Armor14 STR12 DEX11 WIL

Club (d8)

  • Large, goblin-like creatures covered in fur.
  • Prefer stealth and trickery to gain an advantage.
  • Often command parties of like creatures (typically goblins).

Burrowing Horror

6 HP1 Armor16 STR11 DEX4 WIL

Bite (d10), acid squirt (d8, blast)

  • Huge insectoids with multiple legs and shiny black eyes. Subsist from dirt, roots, and flesh.
  • Burrow just beneath surfaces to ambush unsuspecting creatures.
  • Critical Damage: Target loses a body part. Roll 1d6. 1: Head, 2-4: Leg, 5-6: Arm.

C

Camel

3 HP14 STR13 DEX4 WIL

Bite or kick (d6)

  • Beasts of burden native to dry, arid lands.
  • Can survive without water for weeks at a time.
  • Moves through sand and broken ground without difficulty.

Catoblepas

7 HP1 Armor16 STR9 DEX13 WIL

Tail (d8)

  • A chimeric monstrosity bearing traits of buffalo, lizard, and boar. Its enormous head is always pointing towards the ground.
  • Paralyze: A single target is turned to stone. Moonlight reverses the effect.

Cave Locust

2 HP6 STR12 DEX3 WIL

Bite (d6)

  • Giant plant-eating crickets that dwell in caves. Immune to most types of poison.
  • Their natural coloration allows them to blend in with the stone. They emit loud shrieks when threatened.

Centaur

6 HP1 Armor14 STR12 DEX14 WIL

Spear (d8) or short bow (d6)

  • Creatures with the lower body and legs of a horse, but a humanoid upper body.
  • Rarely found alone, preferring the company of their own.

Chimera

10 HP14 STR11 DEX13 WIL

Bite (d10)

  • A flying, sorcerous hybrid of lion, goat, and dragon (pick one).
  • Dragon’s Breath: The dragon’s head spits acid, lightning, or fire depending on its type. d8 STR damage.

Cobblehounds

12 HP2 Armor14 STR1 DEX8 WIL

Bite (d10)

  • Immobile constructs typically used as guardians to great tombs or artifacts.
  • Unaffected by mundane persuasion techniques, but love a good bone.

Cockatrice

5 HP8 STR14 DEX4 WIL

Beak (d6)

  • Small, agile creatures resembling chickens with reptilian features.
  • Critical Damage: The target’s injured area is covered in stone, which spreads to the rest of their body within three rounds. The stone can be chipped off.

Couatl

9 HP6 STR12 DEX15 WIL

Bite (d6)

  • Long, feathered serpents with colorful wings. Live in hot jungles, and are considered divine by some civilizations.
  • Highly intelligent and magical, they are capable of speaking any language.
  • Can shapechange into the form of a person or small animal.

Creeping Vines

8 HP10 STR12 DEX2 WIL

Vines (d4, blast)

  • Appear as an inert, typical vine. Attacks passing creatures to use their corpses as fertilizer.
  • Critical Damage: Target is pulled into the air where they asphyxiate within a few minutes.

Crypt Guardian

12 HP12 STR11 DEX14 WIL

Ethereal claws (d8+d8)

  • Animated skeletons clothed in billowing robes. Their eye sockets are hypnotically red. Defend crypts and tombs, but will not attack if left undisturbed.
  • Non-magical attacks against them are impaired.
  • Can teleport any target in eyesight to a random room nearby.

Cyclops

9 HP18 STR8 DEX6 WIL

Club (d10)

  • Giant humanoids with a single large eye centered on the face. Dwell in caves and herd small animals.
  • Slow-witted and easily fooled.

D

Deep One

6 HP14 STR16 DEX12 WIL

Trident (d8)

  • Amphibious, fish-like humanoids that live in the deep sea. Highly resistant to magical effects.
  • Occasionally surface to trade with coastal settlements. On land their movement is slowed by half.
  • Can only reproduce with land-dwelling humanoids.

Dire Wolf

8 HP14 STR12 DEX8 WIL

Bite (d10)

  • Horse-sized, semi-intelligent wolves that roam the forests and mountains. Highly territorial.
  • Can be trained as pets if captured young.

Djinn

15 HP16 STR16 DEX18 WIL

Elemental fists (d10+d10), detachment

  • Magical, intelligent extraplanar beings. Can take any form, or none at all.
  • Can conjure mundane objects, sounds, and visions from nothing.
  • Whirlwind: Transforms into a building-sized vortex, destroying anything in its path (DEX save or take d12 STR damage).

Draugr

12 HP2 Armor15 STR9 DEX13 WIL

Rusty broadsword (d8)

  • Undead horror made of withered flesh. Rises from those killed in battle and left to rot.
  • Critical Damage: target is instantly killed, only to rise later as a Thrall.

Driver Ant

3 HP4 STR12 DEX1 WIL

Bite (d6)

  • Giant, omnivorous black ants that build colonies deep underground.
  • Consume any edible object in their path.
  • Often act as a hive mind. Two or more Driver Ants together is a detachment.

Dryad

4 HP8 STR12 DEX14 WIL

Knotted arms (d6)

  • Shy, protective tree spirits that manifest as beautiful, green-skinned humanoids.
  • Unable to travel far from the tree they are bound to. They perish if the tree is destroyed.
  • Befuddle: Target becomes confused, gradually moving further and further away from the host tree. WIL save once per round to break free.

Dwarf

4 HP2 Armor14 STR6 DEX13 WIL

Hammer (d8)

  • Short, humanoids with skin as tough as stone. Dwell in mountains and underground.
  • Highly resistant to poison and disease.

E

Earth Elemental

12 HP3 Armor16 STR6 DEX5 WIL

Dirt clods (d10)

  • Enormous humanoid-shaped beings made of earth and stone.
  • Can move through the ground as if it were water.
  • Mudcannon: A wall of earth is raised and then quickly lowered beneath a target, dealing d8 STR damage.

Elephant

9 HP16 STR6 DEX11 WIL

Tusks (d10)

  • Large, intelligent animals that dwell in deserts and plains, usually in herds.
  • Their tusks are worth 1000gp to the right buyer. There are some who consider taking the tusks as immoral.
  • Charge: Nearby targets must make a DEX save or be trampled underfoot (d12 STR damage, ignoring armor).

Elf

4 HP1 Armor8 STR12 DEX14 WIL

Shortsword (d6) or longbow (d8)

  • Long-lived, slender Fae with pointed ears preferring to live in harmony with nature.
  • Highly resistant to charming and mind-controlling effects.
  • Can cast the following spells at will: Charm, Pacify, Telepathy.

Estrie

10 HP11 STR15 DEX14 WIL

Draining hair (d8)

  • Appears as a woman with long dark hair that extends all the way to her feet.
  • Can transform into owls, but only at night. Binding their hair prevents transformation.
  • Drinks the blood of small animals and sleeping travelers, who dream of feathers and the moon.
  • If killed they resurrect at the next full moon. This can be stopped by burying the head under ground and filling the mouth with sand.
  • Critical Damage: target falls unconscious for 1d6 hours.

Ettin

10 HP16 STR8 DEX6 WIL

Club (d10)

  • The two-headed kin of giants. Prefer caves and underground hovels.
  • Cannot be surprised.

Eye of Terror

15 HP9 STR8 DEX16 WIL

Bite (d8)

  • Floating spheres with large mouths, enormous eyes, and several small eyes set atop long stalks.
  • They are highly intelligent, intensely greedy, and completely insane.
  • Can cast the following spells at will: Charm, Phobia, Telekinesis, Sleep, Shuffle, Vision. Magic used against them requires a WIL save or it fizzles out.

F

False Dragon

4 HP8 STR14 DEX12 WIL

Sting (d6)

  • Tiny winged draconic creatures with a sting-tipped tail and reddish scales. Commonly found in forests and caverns.
  • Can communicate telepathically with nearby creatures.
  • Critical Damage: Target is deprived for d6 days, unless purged of the sting’s toxins.

Fire Beetle

2 HP1 Armor4 STR14 DEX3 WIL

Bite (d6)

  • Dog-sized beetles that make their home deep underground.
  • Their organs produce a brilliant slime that glows for several days, making them highly valuable to alchemists and artists alike.

Fire Elemental

16 HP8 STR12 DEX14 WIL

Flare (d10, blast), detachment

  • Living columns of pure flame capable of changing shape at will.
  • Mundane attacks are ineffective, but water deals d12 STR damage upon contact.
  • Critical Damage: The target and all their non-metallic belongings are burnt to a crisp.

Fire Giant

13 HP3 Armor17 STR8 DEX5 WIL

Greatsword (d10)

  • Colossal, red-haired humanoids build their fortresses in or near volcanoes. They are immune to fire and heat.
  • They forge heavy armor made of brass, bronze, or copper and are masters of their craft.

Flesh Construct

9 HP1 Armor15 STR8 DEX8 WIL

Fists (d10+d10), detachment

  • Tall, bloated humanoid abominations made of stitched together flesh.
  • If destroyed, the construct slowly reassembles using parts from nearby corpses.

Foxwoman

8 HP12 STR14 DEX15 WIL

Claws (d6+d6), bite (d8)

  • Can take the form of a fox or a woman with a hidden fox leg.
  • Immune to attacks from metal weapons.
  • Critical damage: Victim is choked unconscious.

Frost Elf

14 HP1 Armor8 STR13 DEX14 WIL

Icicle dagger (d6)

  • Beautiful, amoral, and long-lived.
  • Resistant to most forms of magic.
  • Can cast the following spells at will: Sleep, Teleport, Detect Magic.

Frost Giant

14 HP2 Armor18 STR9 DEX12 WIL

Great axe (d12) or longbow (d8)

  • Colossal, pale-haired humanoids with blueish skin and pale hair. Unharmed by cold and ice.
  • Excellent trackers, they are often accompanied by dire wolves.

G

Gargoyle

8 HP3 Armor14 STR4 DEX12 WIL

Claws (d8+d8)

  • Magical, slow-moving statues of monstrous winged creatures, typically employed as guards or watchdogs.
  • Prowls at night but fear the day, when the sun’s light freezes them in place.
  • Immune to charms and magical sleep.

Gelatinous Ooze

8 HP1 Armor15 STR6 DEX3 WIL

Devouring touch (d8)

  • Large shapeless masses of transparent jelly. Mindlessly hunt for food in dungeons and underground caverns.
  • Critical Damage: The target is engulfed, losing d6 STR damage per round until they are consumed.

Ghost

8 HP14 STR12 DEX15 WIL

Life drain (d6)

  • Incorporeal spirits of the restless dead, vulnerable only to magic and specific anointed rites.
  • Critical Damage: Target must save WIL or is possessed, acting only on behalf of the ghost’s whims.

Ghoul

6 HP14 STR8 DEX3 WIL

Elongated claws (d6+d6)

  • Grey-skinned man-things wearing shredded clothes that crave only the flesh of the living.
  • Critical Damage: Target is deprived from their necrotic wound, dying in d4 days unless treated by a priest or skilled healer. If the body is not burned it later rises as a Ghoul as well.

Giant Aquatic Spider

4 HP13 STR8 DEX4 WIL

Bite (d8)

  • Enormous spiders that dwell in large bodies of fresh water, building air-filled nests in the aquatic vegetation.
  • Lurk just below the water’s surface, waiting to surprise their victims.
  • Critical Damage: Paralyzes their target, dealing an additional d4 DEX damage.

Giant Centipede

5 HP6 STR13 DEX3 WIL

Sting (d6)

  • Dog-sized centipedes that live in damp, underground places. They prefer to avoid combat if possible.
  • Critical Damage: Venom renders the target deprived. Save STR once per day to recover.

Giant Crab

6 HP3 Armor14 STR3 DEX8 WIL

Pincers (d8+d8)

  • Huge crustaceans that live in coastal areas.
  • Their pincers ignore non-metallic armor completely.

Giant Crocodile

15 HP3 Armor16 STR6 DEX5 WIL

Bite (d12), detachment

  • Rare, gigantic reptiles from ancient times.
  • Natural hunters, they are attracted to the scent of blood in the water, even at great distances.

Giant Mantis

10 HP1 Armor12 STR14 DEX12 WIL

Forelegs (d8+d8)

  • Cow-sized insects with sharp forelimbs and slicing mandibles. Dwell in tropical forests and jungles.
  • Relies on its dark green coloration to camouflage in foliage and attack unsuspecting prey.
  • Critical Damage: Target loses a body part. Roll 1d6. 1: Head, 2-4: Leg, 5-6: Arm.

Giant Phase Spider

6 HP13 STR14 DEX12 WIL

Bite (d6), detachment

  • 8’ long, black spiders that have the ability to become intangible. Dwell in web-filled lairs and sometimes prey on humans.
  • Can freely shift in and out of its current plane, phasing back to attack. It cannot phase out again until its next turn.
  • Critical Damage: Without specialist healing the target begins to slowly phase out of reality over 1d6 days.

Giant Scorpion

8 HP1 Armor11 STR12 DEX4 WIL

Claws (d10+d10)

  • Horse-sized arachnides commonly found in dry terrain or caverns.
  • Critical Damage: The stinger’s poison liquifies the target’s insides for an additional d8 STR damage. The STR loss is permanent.

Giant Draco

6 HP14 STR14 DEX5 WIL

Bite (d10)

  • Tall, carnivorous lizards that glide in the air on flaps of skin.
  • Wait atop tall natural formations to swing down and surprise their unsuspecting targets.

Gnoll

6 HP1 Armor12 STR14 DEX8 WIL

Spear (d8)

  • Ferocious humanoid hyenas spawned from arcane experiments long ago.
  • Deadly warriors, they attack as a pack (as detachment) or on their own.

Gnome

4 HP8 STR12 DEX14 WIL

Crossbow (d8, bulky)

  • Short humanoids with long noses and ears. Live underground or deep in forests.
  • Intelligent tinkers, love messing with any kind of mechanism. Can easily be convinced by the promise of something novel or uncommon.
  • Can understand and communicate with small mammals like moles or squirrels.

Goblin

4 HP8 STR12 DEX8 WIL

Dagger (d6) or sling (d6)

  • Small, grotesque humanoids with skin in earthly tones of green, brown, and grey.
  • Avoid combat, only attacking when advantageous, using hit-and-run tactics.
  • Sometimes are found using dire wolves as mounts.

Golem

12 HP3 Armor18 STR6 DEX0 WIL

Stone fists (d10+d10)

  • Immune to mental attacks. Damage from fire is enhanced.
  • Scratching off the first letter on its forehead or performing in reverse the ritual that created it reduces the Golem to mud.

Gorilla

3 HP14 STR14 DEX9 WIL

Fists (d8+d8)

  • Large, muscular apes that dwell in hot jungles. Highly territorial.
  • Critical Damage: Breaks a limb, dealing 1d4 extra STR damage.

Great White Shark

8 HP14 STR14 DEX6 WIL

Bite (d12)

  • Enormous grey sharks that dwell in warm water, sometimes attacking smaller boats.
  • Can detect the smell of blood from many miles away.

Green Dragon

12 HP2 Armor14 STR15 DEX18 WIL

Bite (d12), detachment

  • Forest-dwelling snakes topped with tall green scales. Collect great hoards of treasure.
  • Use intelligence and cunning to manipulate the weak into their service.
  • Chlorine Gas: Anyone nearby must make a DEX save to escape its reach or lose 1d4 STR and become deprived.

Green Slime

3 HP18 STR6 DEX3 WIL

Acidic touch (d10)

  • Large blobs of green slime that stick to walls and ceiling. Immune to all damage except fire.
  • Drop Attack: As trap. Deals 1d6 STR damage per round, corroding metal, wood, and flesh. Flesh consumed in this way becomes more Green Slime.

Griffon

7 HP14 STR15 DEX12 WIL

Claws (d6+d6), detachment

  • Ravenous hybrids, with the head and wings of an eagle and the lower body of a lion.
  • Can be used as mounts if taken young and properly trained.
  • Fly and attack at astonishing speeds, diving in to scoop up their prey.
  • Critical Damage: Tears flesh and bone from its victim with its razor-sharp beak.

Grizzly Bear

6 HP15 STR13 DEX5 WIL

Claws (d8+d8)

  • Reddish-brown bears commonly found in mountains, woodlands, and prairies.
  • Prefer to eat fish and meat, and will attack the rare unfortunate who crosses their path.
  • Critical Damage: Bites the victim for an additional d6 STR damage. They bleed out very quickly.

H

Halfling

4 HP8 STR14 DEX14 WIL

Shortsword (d6)

  • Small humanoids with hairy feet live in small settlements. Highly resistant to mental attacks.

Harpy

8 HP7 STR12 DEX14 WIL

Claws (d6+d6)

  • Hideous monstrosities with the body of a giant eagle and a humanoid head.
  • Their movements and flight are clumsy due to their disproportionate size. Rely on charmed victims to do anything of note.
  • Song: Anyone nearby must save WIL or be charmed by its voice, following the harpy and defending it from any threat.

Hellhound

8 HP12 STR15 DEX9 WIL

Bite (d8) or fire breath (d6, blast)

  • Monstrous, intelligent dogs that dwell near volcanoes.
  • Immune to fire and heat damage. Hot enough to melt iron simply by biting it.

Hobgoblin

6 HP2 Armor14 STR8 DEX11 WIL

Mace (d8)

  • Large and burly relatives of goblins. Dwell in underground fortresses until called for war.
  • Automatically succeed in Morale Saves if a commander is present.
  • Trained to fight together. Damage dealt is enhanced if an ally is also engaged with the same enemy.

Hooded Men

12 HP9 STR12 DEX14 WIL

Leystaff (d8)

  • The Watchers of the Wood; a cult that derive their power from leylines, rune stones, and the like.
  • Carries two of the following spellbooks: Charm, Hypnotize, Push/Pull, Shield.
  • Critical Damage: Leech a part of the victim’s soul (1d4 WIL damage).

Hunting Dog

3 HP4 STR12 DEX8 WIL

Bite (d6)

  • Domestic canines shaped into ferocious hunters, attacking only at their owner’s command.
  • Track by scent, relentlessly following their target.

Hydra

12 HP2 Armor13 STR7 DEX12 WIL

Bite (d12, blast), detachment

  • Large reptilians with nine serpentine heads. Very difficult to throw off once their quarry is detected.
  • On taking Critical Damage, the hydra loses one head. It then continues fighting until no heads remains.

I

Ifrit

10 HP11 STR13 DEX14 WIL

Flaming sword (d10)

  • Clever, djinn-like beings from the elemental plane of fire. Appear as giant humanoids. Wet weapons deal enhanced damage against them.
  • Often summoned through powerful magic in service to a wizard, but will subvert their orders whenever possible.
  • Pillar of Flame: Creates a column of flame as tall as a building, dealing d12 STR damage to all it touches. It can only do this once per day.

Invisible Stalker

8 HP12 STR12 DEX15 WIL

Fists (d4+d4)

  • Intelligent beings shaped into reality by a powerful wizard. Completely invisible and silent.
  • Attacks deal direct STR damage (subtracting Armor).

Iron Construct

8 HP3 Armor15 STR5 DEX8 WIL

Giant sword (d12)

  • Tall, humanoid statues forged of metal, fire, and magic. Wield massive swords of iron.
  • Immune to mundane attacks, electricity, and cold. Fire damage is absorbed and heals any lost STR.

K

Killer Bees

6 HP6 STR14 DEX8 WIL

Sting (d6), detachment

  • Oversized bees that build underground hives. Hyper-aggressive, attack anything that comes near.
  • Produce special honey that heals 1d6 STR. 3 uses.
  • When the bees cause STR damage, the stingers are lodged into the target, dealing d4 damage each round until removed.

Kobold

3 HP8 STR13 DEX4 WIL

Bite (d6), spear (d8)

  • Hairless humanoids with canine-like features and scaly skin. Can see perfectly in the dark, but are harmed by direct sunlight.
  • Use traps and ambush to defeat opponents. Often act in service of a more powerful creatures.

Kraken

16 HP15 STR13 DEX8 WIL

Arms (d10, blast)

  • Titanic, eight-armed saltwater monstrosities that build enormous “castles” deep below the ocean.
  • Terrorize ships and coastal cities alike in their obsessive search for building materials.

L

Lamia

6 HP11 STR12 DEX16 WIL

Toothy bite (d8)

  • Centaur-like creatures that prey on the life force of others, seducing their victims through heightened charm and intelligence. Their upper bodies are typically humanoid, the lower half any number of animal hybrids.
  • Inherently magical. Can create illusions, charm creatures, and disguise themselves at will.
  • Critical Damage: The target takes d6 WIL damage as their spirit is slowly sapped away. They then become enthralled to the Lamia, obeying its every command while in its presence.

Lich

14 HP1 Armor8 STR8 DEX18 WIL

Soul dagger (d8)

  • Powerful sorcerers that paid the ultimate price for immortality: their own life. Now their thirst for power knows no bounds.
  • Maintain unlife by binding themselves to an earthly artifact, which is typically protected by at least d6 other undead servants.
  • Carry up to six of the following spellbooks: Animate Object, Arcane Eye, Deafen, Disassemble, Elemental Wall, Frenzy, Gate, Hover, Hatred, Identify Owner, Knock, Pacify, Raise Dead, Raise Spirit, Shield, Sleep, Smoke Form, Telekinesis, Telepathy, Teleport, Vision, Wizard Mark.

Lion

5 HP12 STR12 DEX11 WIL

Claws (d6+d6)

  • Carnivorous hunters that live in the savannah or other similarly dry lands.
  • Can follow the scent of blood over great distances.
  • Critical Damage: Delivers a killing bite to the throat (d6 STR damage).

M

Manticore

6 HP15 STR14 DEX12 WIL

Claws (d6+d6) or tail spike (d8)

  • Spiteful monstrosities that wear a humanoid face, a lion’s body, wings of a bat, and a scorpion’s tail. Dwell in mountainous regions, abandoned castles, and forgotten dungeons.
  • Tail spikes act like darts, regrowing after a few days. A single spike is worth 150gp to a collector.
  • Critical Damage: Target is deprived until they get a good night’s sleep. Until then, they act boorish, selfish, and cruel (or more so, if that already is their nature).

Medusa

10 HP8 STR12 DEX16 WIL

Snake bite (d8)

  • Magical creatures that resemble humanoid women, but have snakes in place of hair. Proud and territorial.
  • Gaze: Those who look into the eyes of the Medusa are quickly turned to stone (its reflection is harmless). Attacks against it are almost normally impaired.
  • If severed, a Medusa’s head maintains its powers for a full day.

Mimic

9 HP2 Armor13 STR6 DEX12 WIL

Bite (d8)

  • Malicious shape shifters that take on the form of inanimate objects commonly found in dungeons.
  • Remain motionless while in disguise, surprising anyone that comes near.
  • The mimic’s saliva is extremely sticky and difficult to remove. Alchemists will pay up to 150gp for even the smallest vial.

Mind Lasher

12 HP8 STR12 DEX18 WIL

Tentacles (d6, blast)

  • Humanoid creatures with purple skin and squid-like heads. Dwell deep underground or in spacefaring vessels. Feed on the brains of other humanoids, absorbing their memories and life essence. Highly intelligent, but evil beyond belief.
  • Mind Blast: Nearby targets must save WIL or lose 1d4 WIL and become paralyzed.
  • Critical Damage: A tentacle rips the victim’s brain out of their skull.

Minotaur

12 HP1 Armor16 STR12 DEX8 WIL

Two-handed axe (d10) or charge (d12)

  • Large humanoids (typically male) with the head of a bull. Dwell in mazes or dungeons.
  • Extraordinary trackers with an excellent sense of smell and navigation skills.

Mummy

6 HP12 STR8 DEX6 WIL

Necrotic touch (d10)

  • Undead humanoids wrapped in funerary cloth. Found in pyramids, ruins, temples, and tombs.
  • Critical Damage: Target is infected with mummy rot, and is unable to recover STR until they are cured by a specialist healer. The target is also deprived.

N

Naga

6 HP1 Armor14 STR12 DEX14 WIL

Sword (d6), bite (d10)

  • Humanoids with the lower body, tail, and neck of snakes. Dwell in hot jungles and temples lost to time.
  • Use cunning and hypnosis to capture other creatures to be enslaved.
  • Gaze: A target facing the Naga is hypnotized, falling under its will. Its victims cannot be compelled to violence.

Night Cat

6 HP9 STR14 DEX5 WIL

Claws (d6+d6)

  • Intelligent, nocturnal marsupials that make their homes in forests and swamps. Hunt in
  • Critical Damage: The Night Cat begins to eat the target (d4 STR damage) while they are

Night Hag

8 HP9 STR11 DEX16 WIL

Talons (d8+d8)

  • Hideous old women that dwell in dead forests, swamps, and bogs.
  • Carry three of the following spellbooks: Arcane Eye, Disguise, Fog Cloud, Identify Owner, Smoke Form.

Nightmare

8 HP15 STR12 DEX8 WIL

Flaming hooves (d8+d8)

  • Intelligent, demonic horses with eyes like burning coals, smoldering nostrils, and flaming hooves.
  • Melee attacks against the Nightmare are impaired due to the thick clouds of smoke it produces.

O

Ogre

6 HP1 Armor16 STR8 DEX6 WIL

Club (d10)

  • Massive, gluttonous brutes of ill-spirit and low intelligence.
  • Easily impressed by shiny materials, keeping sacks of gold and treasure in their lairs.

Owlbear

9 HP16 STR12 DEX5 WIL

Beak (d10) or claws (d8+d8)

  • Bear-like carnivores with the face of an owl. Found in dense forests. Rumored spawn of a magical mishap.
  • Critical Damage: A piece of armor is rent and destroyed.

P

Panther

4 HP11 STR14 DEX8 WIL

Claws (d6+d6)

  • Dark-furred cats that live in forests and plains. Hunt animals of almost any size, pouncing on unsuspecting targets from on high.
  • Critical Damage: Delivers a killing bite to the target’s throat, dealing an extra d4 STR damage.

Phoenix

4 HP15 STR13 DEX12 WIL

Talons (d10+d10)

  • Intelligent, hawk-like spirits of pure flame, found in isolated deserts and high mountains.
  • If killed, they explode in a burst of flames. They are reborn 1d3 days later from the ashes.
  • Their feathers are highly-sought after for their healing properties.

Pixie

3 HP3 STR15 DEX13 WIL

  • Tiny humanoids with insectoid wings. Naturally invisible.
  • Can cast Sleep and Masquerade at will.

Pseudodragon

4 HP6 STR14 DEX13 WIL

Bite (d6)

  • Winged, cat-sized reptiles capable of flight, speech, and high intelligence. Commonly found acting as familiars and spies.
  • Love treats, rubs, and good stories.

Purple Worm

18 HP1 Armor18 STR8 DEX6 WIL

Bite (d12), detachment

  • Gargantuan worms that lair in enormous burrows deep underground, only coming to the surface to eat. Found in high deserts and hot tundra.
  • Critical Damage: The target is devoured, taking d8 STR damage from the acid in the worm’s stomach.

R

Red Cap

6 HP6 STR12 DEX8 WIL

Dual sickles (d6+d6)

  • Born from blood left to rot in the land of Fairy. Their hats are a deep red from the blood they bathe in.
  • Ignore those with little to live for, as there is no pleasure in their murder.
  • Critical Damage: Target is eviscerated, the spray of their blood restoring STR loss suffered by the Red Cap.

Red Dragon

18 HP3 Armor18 STR12 DEX16 WIL

Bite (d12), detachment

  • Flaming titans of smoke and fire, boasting a greater wingspan than any of their brethren. Lair close to volcanos and lava flows.
  • Immune to fire damage of any kind. Ice and water evaporate on contact.
  • Fire Breath: Deals 8 STR damage to anyone nearby, destroying all mundane armor it touches in the process.

Reptilian

5 HP1 Armor14 STR12 DEX5 WIL

Bone spear (d8)

  • Amphibian humanoids that live in large tribes near swamps and jungles.
  • Craft their armor and weapons from the bones of their prey. They will eat anything, including humanoids.

Roc

15 HP16 STR14 DEX12 WIL

Beak (d12, blast), detachment

  • Gargantuan birds of prey that roost in high plateau and distant mountain peaks. Powerful hunters, they will defend a clutch of eggs to the death.
  • Grab: Their powerful talons can scoop up entire groups of people (targets must all make a DEX save to escape). Victims are carried back to the nest to be eaten alive.
  • Critical Damage: Target is pierced through their middle, dying instantly.

Root Goblin

4 HP8 STR14 DEX8 WIL

Spear (d6)

  • Avoid combat unless they have the advantage (such as greater numbers).
  • Guard their stolen goods to the death.
  • Root Goblins prize spellbooks and are always willing to trade.

Root Witch

8 HP9 STR16 DEX14 WIL

Tuber-fingers (d6)

  • Excellent tunnelers that hide underground near water. Wiggle tiny fronds into the air as lures.
  • Above-ground, appear vaguely humanoid with the face of a rotted tree stump.
  • Will exchange rare minerals for a “fresh corpse” of any kind.

Rust Monster

5 HP16 STR13 DEX5 WIL

Bite (d6)

  • Armadillo-like creatures with club-like tails and long antennae. Feed on iron and rusted metal.
  • Any mundane metals their antennae touch instantly become rust. Can smell metal from a long distance away.
  • Critical Damage: Metal armor rusts into useless weight.

S

Sabre-Toothed Cat

8 HP15 STR14 DEX3 WIL

Claws (d8+d8)

  • Huge, primeval cats with enormous fangs. Extremely rare, generally found in regions untouched by civilization.
  • Critical Damage: Punctures the flesh of its victim (d6 STR damage), resulting in extreme blood loss.

Satyr

6 HP11 STR14 DEX16 WIL

Horns (d6)

  • Mythical humanoids with legs and horns of a goat that love to dance and drink. Found in deep forests. Immune to mind-altering magic.
  • Pipes: Anyone in earshot of their music must save WIL or fall asleep.

Sea Hag

6 HP11 STR15 DEX14 WIL

Long claws (d6+d6)

  • Ghostly, green-skinned hags that dwell in seaweed forests and warm shallow waters.
  • Immune to magic from spellbooks.
  • Hideous Gaze: A target is overcome with fear (HP drops to 0). WIL save each round to break the spell.

Shadow

14 HP1 STR18 DEX14 WIL

Draining touch (d6, ignores armor) 

  • Incorporeal monsters that look like animated shadows. Unharmed by mundane attacks, sleep or mind control.
  • Critical Damage: Target loses d4 STR. If reduced to 0 STR, they become a shadow as well.

Shambling Mound

9 HP15 STR6 DEX8 WIL

Tendrils (d8+d8), detachment

  • Tall humanoids made of slimy vegetation. Dwell in dark swamps and damp undergrounds.
  • Critical Damage: Target is swallowed whole and dragged away.

Skeleton

5 HP1 Armor8 STR13 DEX0 WIL

Rusty sword (d6) or bow (d6)

  • Frequently found serving a master or necromancer, often in groups of 3 or more.
  • Found wearing whatever was on them at the time of their death.
  • If a skeleton is killed and its bones are not scattered, it reforms.

Sky Giant

12 HP1 Armor16 STR12 DEX14 WIL

Mace (d10), detachment

  • Towering, white-skinned giants that live in castles high in the mountains.
  • Missile attacks against them are impaired due to the powerful winds surrounding them.

Sphinx

18 HP12 STR13 DEX18 WIL

Claws (d8+d8, blast), beak (d10)

  • Mythical beasts with the upper body and head of a human, the wings of an eagle, and the body of a lion. Immune to magic of any kind.
  • Poses riddles to anyone they meet. Failure to answer correctly is usually met with death. They know almost everything worth knowing.
  • Roar: Anyone in earshot must save WIL or flee in fear.

Storm Giant

18 HP2 Armor18 STR16 DEX18 WIL

Great sword (d12), detachment

  • Building-sized humanoids with bronze-hued skin and light-colored hair. Live on the highest mountain peaks and rockiest coastlines.
  • Unharmed by lightning, can summon storm clouds at their will. Can fly with the wind as their chariot.
  • Thunderclap: Deals 4 STR damage against a single target. Targets wearing metal armor take double damage.

Swine Thing

9 HP16 STR8 DEX13 WIL

Gore (d6+d6)

  • Obese humanoids that transform into massive porcine monstrosities to feast on human flesh.
  • Prefer to hunt in isolated settlements close to forests and wetlands. Can only shapeshift at night.
  • Charm: Target obeys the swine’s every command until it is killed. WIL save once per round to break free.

T

Tiger

6 HP14 STR14 DEX6 WIL

Claws (d8+d8)

  • Striped, solitary felines found in temperate regions.
  • Use camouflage and stealth to surprise their prey. Drag away their victims for later consumption.
  • Critical Damage: Bites through flesh an bone alike (d6 STR damage).

Titan

18 HP3 Armor16 STR15 DEX18 WIL

Lightning sword (d12), detachment

  • Mythical, humanoid giants of radiant beauty and powerfully athletic bodies. Beneficent of character, but prone to megalomania.
  • Natives of other planes of existence, but sometimes have strongholds in the mortal world.
  • Can levitate, shapeshift, and sculpt elements at will.

Treant

10 HP3 Armor15 STR3 DEX12 WIL

Roots (d8+d8, blast)

  • Sentient, bipedal trees with a vaguely humanoid face on their trunks. Found in the deepest part of the wood.
  • Speak slowly and ponderously, with a deep voice. Timeless, living for thousands of years.

Triton

6 HP12 STR15 DEX12 WIL

Trident (d8)

  • Aquatic humanoids with silvery skin, blue-green hair, and scaled legs ending in fins. Dwell in warmer waters close to land.
  • Lair in beautiful castles sculpted from sea rock and coral. Command vast schools of fish for both protection and food.

Troll

14 HP1 Armor14 STR12 DEX4 WIL

Claws (d8+d8), club (d10)

  • Giant, warty humanoids of flesh and bark. Dwell underground or in deep forests, as well as the ruined homes of their former victims. Carnivorous.
  • When taking Critical Damage, a Troll will continue fighting, despite loss of flesh and limb. Only when their STR is 0 are they truly killed. Unless their heads are bathed in acid, fire, or powerful magic, they will fully regenerate within 1d4 days.

Tyrannosaurus

15 HP1 Armor18 STR12 DEX8 WIL

Bite (d12), detachment

  • Massive, two-legged, predatory reptiles with huge jaws.
  • Ferocious hunters, attacking the most threatening foe first.

U

Unicorn

6 HP14 STR12 DEX14 WIL

Horn (d10, ignores armor)

  • Magical horses with a single long horn on their foreheads. Timid, but proud and willful, are seen as divine beings.
  • Their hair is worth a small fortune due to its powerful healing properties.

V

Vampire

12 HP1 Armor14 STR12 DEX16 WIL

Bite (d10)

  • Charming, undead creatures that drink the blood of mortals. Act at night and sleep in a coffin during the day. Can change into a bat at will.
  • Regeneration: A damaged vampire regains 6 HP when it bites a target that has blood. If killed, it becomes a cloud of gas and retreats to its coffin, reforming at the next nightfall. Can only be killed if exposed to sunlight or if the coffin is destroyed.
  • Critical Damage: The vampire drains the target’s essence, dealing d12 damage to WIL. If the target reaches 0 WIL this way, it dies and is raised as a thrall of the vampire.

Vampire Bat

3 HP6 STR14 DEX3 WIL

Bite (d8)

  • Large, nocturnal mammals that feed on live blood.
  • Use echolocation to navigate. Fear loud noises.
  • Critical Damage: Target is infected by disease and are deprived without specialist healing.

Viper

3 HP5 STR12 DEX3 WIL

Bite (d6)

  • Poisonous snakes often found in caves, pits, and other dark places. An antitoxin can be made from their poison sacs.
  • Use heat and smell to track their victims.
  • Critical Damage: Target is poisoned, dying in 1d12 hours without a cure.

W

Warp Panther

8 HP13 STR16 DEX12 WIL

Tentacles (d8+d8, blast), bite (d10)

  • Grotesque panther-like predators with long razored tentacles growing out of their backs.
  • Resistant to magical attacks. Caster must make a WIL save for the intended effect to succeed.
  • Can teleport a short distance away at will. Hate Blink Dogs.

Warrior Snail

4 HP2 Armor14 STR6 DEX3 WIL

Tentacles (d8+d8)

  • Giant armored snails with heavy, club-like tentacles.
  • Some species have colorful shells that can reflect magical attacks.

Water Elemental

14 HP15 STR16 DEX4 WIL

Spray (d8)

  • Rare spirits of lakes, rivers, and seas.
  • Mundane attacks against the Water Elemental are impaired.
  • Critical Damage: Target is enveloped by the water and drowns in three rounds.

Werewolf

8 HP15 STR14 DEX6 WIL

Claws (d6+d6), bite (d8)

  • Ferocious lycanthropes that can transform into a wolf-shape at will.
  • Mundane attacks are impaired against werewolves, but attacks with weapons made of silver are enhanced.
  • Critical Damage: Target becomes infected with lycanthropy, transforming into a werewolf by the next full moon.

White Ape

6 HP14 STR15 DEX12 WIL

Claws (d6+d6), rocks (d6, blast)

  • Nocturnal gorillas covered in snow-white hair.
  • Defend their territory with threatening gestures followed by sudden violence.

White Dragon

16 HP1 Armor16 STR16 DEX12 WIL

Bite (d12), detachment

  • A massive winged creature of frost that lairs comfortably in only the coldest regions.
  • Perpetually accompanied by a storm of ice and wind, the White Dragon is a manifestation of winter itself.
  • Frost Breath: Nearby targets must make a DEX save or are frozen solid, their breath turned to icicles in their lungs.

Wight

12 HP3 Armor16 STR8 DEX12 WIL

Longsword (d10)

  • Grotesque, fallen warriors, raised from death for ill purpose. Often astride equally nightmarish steeds, leading lesser undead creatures into battle.
  • Critical Damage: On a fail, any STR loss is permanent.

Will-o-Wisp

3 HP6 STR17 DEX12 WIL

  • Nocturnal spirits of cool flame, commonly found in dense woodlands, marshes, and swamps.
  • Known to lead travelers astray, to a corpse, or back home again.

Wolf

6 HP12 STR14 DEX8 WIL

Bite (d8)

  • Large canines that dwell primarily in forest or tundra.
  • Can be trained with effort if captured at a young age.

Wood Troll

10 HP15 STR12 DEX7 WIL

Bite (d8), club (d10)

  • Large humanoids with elongated arms made of bark or root. They live in forests, sharing a deep connection with the vegetation around them.
  • If killed, they will slowly regenerate unless their corpse is taken out of the forest or burned with fire.
  • Critical Damage: Moss and twigs begin growing out of the target’s wounds.

Wyvern

11 HP15 STR14 DEX13 WIL

Stinger (d10)

  • Large, intelligent, winged reptiles. Dwell in any terrain, but favor dry cliffs.
  • Shy away from other creatures, preferring to silently stalk their targets from afar.
  • Critical Damage: The victim is impaled and held in place. The wyvern then bites their head off.

Z

Zombie

2 HP12 STR6 DEX3 WIL

Jagged nails (d6)

  • Re-animated corpse brought back through necromantic ritual or fell influence. Immune to all mind-influencing effects.
  • If not utterly destroyed (by fire, complete dismemberment, etc.), the Zombie will rise again within a few minutes.
  • Critical Damage: Target is infected and becomes deprived. Without the services of a specialist or healer, they will become a zombie in d4 days.