Bestiary

Monster Categories

     
d20 Group Monsters
1 Avian Phoenix, Roc, Wyvern
2 Beast Blood Elk, Grizzly Bear, Killer Bees, Night Cat, Viper, Wolf
3 Behemoth Green Dragon, Purple Worm
4 Construct Bone Construct, Cobblehounds, Gargoyle
5 Demon Hellhound, Nightmare
6 Extraplanar Eye of Terror, Mind Lasher
7 Fey Boggart, Dryad, Frost Elf, Pixie, Red Cap, Night Hag, Sea Hag, Will-o-Wisp
8 Giant Ettin, Sky Giant, Storm Giant, Titan
9 Goblinoid Bugbear, Goblin, Hobgoblin, Ogre, Root Goblin, Troll, Wood Troll
10 Humanoid Acolyte, Bandit, Frost Elf, Gnoll, Hooded Men, Triton
11 Hybrid Centaur, Manticore, Minotaur, Owlbear
12 Incorporeal Invisible Stalker, Shadow
13 Insectoid Aranea, Burrowing Horror, Cave Locust, Giant Scorpion
14 Lizard Basilisk, Hydra, Kobold, Naga, Reptilian
15 Magical Blink Dog, Warp Panther, Water Elemental
16 Mythical Banshee, Griffon, Harpy, Hydra, Lamia, Unicorn
17 Plant Creeping Vines, Root Witch, Shambling Mound, Treant
18 Shape Shifter Swine Thing, Werewolf
19 Undead Crypt Guardian, Ghost, Ghoul, Lich, Mummy, Skeleton, Vampire, Wight, Zombie
20 Unusual Gelatinous Ooze, Mimic, Rust Monster, Warrior Snail

Aranea

6 HP, 13 STR, 12 DEX, 15 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.

Bandit

4 HP, 1 Armor, 12 STR, 12 DEX, 9 WIL, short sword (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 chain mail 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 HP, 6 STR, 12 DEX, 15 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 HP, 1 Armor, 12 STR, 13 DEX, 13 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, completely frozen after three rounds. An antidote can be brewed from the Basilisk’s gizzards. The creature’s reflection is harmless.

Blink Dog

5 HP, 11 STR, 14 DEX, 5 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 HP, 12 STR, 13 DEX, 5 WIL, horns (d8)

  • Born from violence resulting from a greedy or selfish act.
  • Kills its victims for sustenance, but gains no succor. It is always hungry.
  • Critical Damage: gores its victims by ripping out their entrails.

Boggart

3 HP, 4 STR, 17 DEX, 13 WIL

  • A wild, hairy trickster that prizes 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 HP, 3 Armor, 15 STR, 5 DEX, 3 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.

Bugbear

8 HP, 1 Armor, 14 STR, 12 DEX, 11 WIL, club (d8)

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

Burrowing Horror

6 HP, 1 Armor, 16 STR, 11 DEX, 4 WIL, bite (d10), acid squirt (d8, blast)

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

Cave Locust

2 HP, 6 STR, 12 DEX, 3 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 HP, 1 Armor, 14 STR, 12 DEX, 14 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.

Cobblehounds

12 HP, 2 Armor, 14 STR, 1 DEX, 8 WIL, bite (d10)

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

Creeping Vines

8 HP, 10 STR, 12 DEX, 2 WIL, vines (d4, blast)

  • Appears 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 HP, 12 STR, 11 DEX, 14 WIL, ethereal claws (d8+d8)

  • An animated skeleton clothed in billowing robes. Its eye sockets are hypnotically red. Defends crypts & tombs, but will not attack if left undisturbed.
  • Non-magical attacks against it are impaired.
  • Can teleport any target in eyesight to a random room nearby.

Dryad

4 HP, 8 STR, 12 DEX, 14 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, and perish themselves if it is destroyed.
  • Befuddle: Target becomes confused, gradually moving further and further away from the host tree. WIL save once per round to break free.

Ettin

10 HP, 16 STR, 8 DEX, 6 WIL, club (d10)

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

Eye of Terror

15 HP, 9 STR, 8 DEX, 16 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 fizzle out.

Frost Elf

14 HP, 1 Armor, 8 STR, 13 DEX, 14 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

Gargoyle

8 HP, 3 Armor, 14 STR, 4 DEX, 12 WIL, claws (d8+d8)

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

Gelatinous Ooze

8 HP, 1 Armor, 15 STR, 6 DEX, 3 WIL, devouring touch (d8)

  • Large shapeless masses of transparent jelly. Mindlessly hunts 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 HP, 14 STR, 12 DEX, 15 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 HP, 14 STR, 8 DEX, 3 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 Scorpion

8 HP, 1 Armor, 11 STR, 12 DEX, 4 WIL, claws (d10+d10)

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

Gnoll

6 HP, 1 Armor, 12 STR, 14 DEX, 8 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.

Goblin

4 HP, 8 STR, 12 DEX, 8 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.

Green Dragon

12 HP, 2 Armor, 14 STR, 15 DEX, 18 WIL, bite (d12), detachment

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

Griffon

7 HP, 14 STR, 15 DEX, 12 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 a mount if taken young and properly trained.
  • Flies and attacks at astonishing speeds, diving in scoop up its prey.
  • Critical Damage: Tears flesh and bone from its victim with its razor-sharp beak.

Grizzly Bear

6 HP, 15 STR, 13 DEX, 5 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: Their bite does 1d6 additional STR damage. The target bleeds out very quickly.

Harpy

8 HP, 7 STR, 12 DEX, 14 WIL, claws (d6+d6)

  • Hideous monstrosities with the body of a giant eagle and a humanoid head.
  • Its movements and flight are clumsy due to its 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 HP, 12 STR, 15 DEX, 9 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 by simply biting it.

Hobgoblin

6 HP, 2 Armor, 14 STR, 8 DEX, 11 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 HP, 9 STR, 12 DEX, 14 WIL, leystaff (d8)

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

Hydra

12 HP, 2 Armor, 13 STR, 7 DEX, 12 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.

Invisible Stalker

8 HP, 12 STR, 12 DEX, 15 WIL, fists (d4+d4)

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

Killer Bees

6 HP, 6 STR, 14 DEX, 8 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 HP, 8 STR, 13 DEX, 4 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.

Lamia

6 HP, 11 STR, 12 DEX, 16 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, 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 HP, 1 Armor, 8 STR, 8 DEX, 18 WIL, soul dagger (d8)

  • Powerful sorcerers that paid the ultimate price for immortality: their own life. Now, their thirst for power knows no bounds.
  • Maintains unlife by binding themselves to an earthly artifact, which is typically protected by at least d6 other undead servants.
  • Carries 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.

Manticore

6 HP, 15 STR, 14 DEX, 12 WIL, claws (d6+d6) or tail spike (d6)

  • 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).

Mimic

9 HP, 2 Armor, 13 STR, 6 DEX, 12 WIL, bite (d8)

  • Malicious shape shifters that take on the form of inanimate objects commonly found in dungeons.
  • Remain motionless (typically in the form of a chest or door), 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 HP, 8 STR, 12 DEX, 18 WIL, tentacles (d6, blast)

  • Humanoid creatures with purple skin and an 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 HP, 1 Armor, 16 STR, 12 DEX, 8 WIL, two-handed axe (d10) or charge (d12)

  • A large humanoid (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 HP, 12 STR, 8 DEX, 6 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.

Naga

6 HP, 1 Armor, 14 STR, 12 DEX, 14 WIL, sword (d6), bite (d10)

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

Night Cat

6 HP, 9 STR, 14 DEX, 5 WIL, claws (d6+d6)

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

Night Hag

8 HP, 9 STR, 11 DEX, 16 WIL, talons (d8+d8)

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

Nightmare

8 HP, 15 STR, 12 DEX, 8 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.

Ogre

6 HP, 1 Armor, 16 STR, 8 DEX, 6 WIL, club (d10)

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

Owlbear

9 HP, 16 STR, 12 DEX, 5 WIL, beak (d10) or claws (d8+d8)

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

Phoenix

4 HP, 15 STR, 13 DEX, 12 WIL, talons (d10+d10)

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

Pixie

3 HP, 3 STR, 15 DEX, 13 WIL

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

Purple Worm

18 HP, 1 Armor, 18 STR, 8 DEX, 6 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.

Red Cap

6 HP, 6 STR, 12 DEX, 8 WIL, dual sickles (d6+d6)

  • Borne 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.

Reptilian

5 HP, 1 Armor, 14 STR, 12 DEX, 5 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.

Root Goblin

4 HP, 8 STR, 14 DEX, 8 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 HP, 9 STR, 16 DEX, 14 WIL, tuber-fingers (d6)

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

Rust Monster

5 HP, 16 STR, 13 DEX, 5 WIL, bite (d6)

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

Sea Hag

6 HP, 11 STR, 15 DEX, 14 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 HP, 1 STR, 18 DEX, 14 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 HP, 15 STR, 6 DEX, 8 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 HP, 1 Armor, 8 STR, 13 DEX, 0 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 HP, 1 Armor, 16 STR, 12 DEX, 14 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.

Storm Giant

18 HP, 2 Armor, 18 STR, 16 DEX, 18 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 a their chariot.
  • Thunderclap: Deals 4 STR damage against a single target. Targets wearing metal armor take double damage.

Swine Thing

9 HP, 16 STR, 8 DEX, 13 WIL, gore (d6+d6)

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

Titan

18 HP, 3 Armor, 16 STR, 15 DEX, 18 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, shape shift, and sculpt elements at will.

Treant

10 HP, 3 Armor, 15 STR, 3 DEX, 12 WIL, roots (d10+d10, blast)

  • A sentient, bipedal tree with a vaguely humanoid face on its trunk. Found in the deepest part of the wood.
  • Speaks slowly and ponderously, with a deep voice. Timeless, living for thousands of years.

Triton

6 HP, 12 STR, 15 DEX, 12 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 HP, 1 Armor, 14 STR, 12 DEX, 4 WIL, bite (d10), claws (d8+d8)

  • 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.

Unicorn

6 HP, 14 STR, 12 DEX, 14 WIL, horn (d10, ignores armor)

  • Magical horses with a single long horn on its forehead. Timid, but proud and willful, are seen as divine beings.
  • Its hairs are worth small fortunes due to their powerful healing properties.

Vampire

12 HP, 1 Armor, 14 STR, 12 DEX, 16 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 its form to the one of a bat.
  • 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

Viper

3 HP, 5 STR, 12 DEX, 3 WIL, bite (d6)

  • Poisonous snakes often found in caves, pits, and other dark places. An antitoxin can be made from their poison sacs.
  • Does not rely on vision, using heat and smell to track its victims.
  • Critical Damage: Target is poisoned, dying in 1d12 hours without a cure.

Warp Panther

8 HP, 13 STR, 16 DEX, 12 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 HP, 2 Armor, 14 STR, 6 DEX, 3 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 HP, 15 STR, 16 DEX, 4 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 HP, 15 STR, 14 DEX, 6 WIL, claws (d6+d6) or bite (d8)

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

Wight

12 HP, 3 Armor, 16 STR, 8 DEX, 12 WIL, long sword (d10)

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

Will-o-Wisp

3 HP, 6 STR, 17 DEX, 12 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 HP, 12 STR, 14 DEX, 8 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 HP, 15 STR, 12 DEX, 7 WIL, claws (d8+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 target’s wounds.

Wyvern

11 HP, 15 STR, 14 DEX, 13 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.

Zombie

2 HP, 12 STR, 6 DEX, 3 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 (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 1d4 days.