Open Legend Fantasy Bestiary
Hello! Welcome to the playtest version of the Open Legend: Fantasy Bestiary. Among these pages, you will find a hundred different creatures, from devils of the Underworld to dragons that soar the skies. Each creature has been manually built using the complex build from the Open Legend core rules and edited from there to fit its abilities better.
This is a playtest version of the full book, and we would highly appreciate it if you sent feedback and supported the project!
Link to the official conversation on the Open Legend official page: https://community.openlegendrpg.com/t/ol-fantasy-bestiary-full-playtest-book-indiegogo-campaign/1393
Link to the Indiegogo campaign: https://www.indiegogo.com/projects/open-legend-fantasy-bestiary-books/x/18535727#/
License Notice “This product was created under the Open Legend Community License and contains material that is copyright to Seventh Sphere Entertainment. Such use of Seventh Sphere Entertainment materials in this product is in accordance with the Open Legend Community License and shall not be construed as a challenge to the intellectual property rights reserved by Seventh Sphere Entertainment. Seventh Sphere Entertainment and Open Legend RPG and their respective logos are trademarks of Seventh Sphere Entertainment in the U.S.A. and other countries.
The full-text Open Legend Community License can be found at http://www.openlegendrpg.com/community-license.”
Credits
OL Fantasy Bestiary Lead Designer: Luka Vodanović
Additional Contributors: Josip Bušelić, Matea Vodanović
Cover Illustrator: Cyntia Castillo UBC Comics
The creator of Homebrewery, the program used to create this book: Scott Tolksdorf
Creators of Open Legend: Ed Greenwood, Matthew Mercer, Dan Dillon, Ryan Schapals, Jim Pinto, Savannah Broadway, Brandes Stoddard, BJ Hensley, Ish Stabosz, Brian Feister
Table Of Contents
- Open Legend Fantasy Bestiary
- 1.
- 2 Allignment
- 3 Aboleth
- 4 Angels
- 5 Animated armor
- 6 Flying Sword
- 7 Ankheg
- 8 Azer
- 9 Bazilisk
- 10 Behir
- 11 Bugbear
- 12 Bullete
- 13 Chimera
- 14 Chuul
- 15 Cockatrice
- 16 Darkmantle
- 17 Demons
- 18 Devils
- 1.19 Dinosaurs
- 20 Doppelganger
- 21 Dragons
- 23 Dryad
- 24 Duergar
- 25 Elementals
- 26 Elf, Drow
- 27 Ettercap
- 28 Ettin
- 29 Violet Fungus
- 30 Gargoyle
- 31 Genies
- 32 Eefreeti
- 33 Ghoul
- 34 Giants
- 35 Goblin
- 36 Golems
- 37 Gorgon
- 38 Grick
- 39 Griffon
- 40 Hag
- 41 Harpy
- 42 Hell Hound
- 43 Hobgoblin
- 44 Hydra
- 45 Kobold
- 46 Kraken
- 47 Lich
- 48 Manticore
- 49 Medusa
- 50 Mimic
- 51 Minotaur
- 52 Mummy
- 53 Nightmare
- 54 Ogre
- 55 Gelatinous Cube
- 56 Orc
- 57 Otyugh
- 58 Purple Worm
- 59 Remorrhaz
- 60 Rust Monster
- 61 Shadow
- 62 Skeleton
- 63 Tarrasque
- 64 Treant
- 65 Troll
- 66 Vampire
- 67 Wraith
- 68 Wyvern
- 69 Zombie
- Creatures by Level
Allignment
As monsters are numerous, difficult to predict, and varied, we broke down each monster into a set of the base traits for its species; each individual monster may step away from those base traits if it fits the GM's world or the campaign. These traits are called allignments, and they, on a very broad scale, represent the general behaviour or ulterior motives of these creatures.
There are 2 types of allignments, and there are 3 possible allignments for each type; when combined, they form a creature's allignment. Unintellignent creatures are unable to distinguish morals and are unalligned. The possible allignments are as follows:
- Lawful creatures usually do things as expected by the society; usually, it means upholding the law and executing the will of their superiors.
- Neutral creatures respect the laws of society, they are willing to break them if it's for something they consider important. Most of the people in the Material Plane fall into tis category.
- Chaotic creatures have little care of the laws of the society; even though they may have a personal code of their own, they are usually unpredictable in their actions.
- Good creatures will usually go out of their way to help the ones in need, put the needs of others before their won, and attempt to rid the world of evil in every way (small or big) they can.
- Neutral creatures generally do have a moral compass they follow, but are usually more worried about their own well-being, or for their loved ones, than anyone else. Most of the people in the Material Plane fall into this category.
- Evil creatures most often work for their own goals and care not about others, even though they may also have good intentions in mind; the methods they use to accomplish those goals make them evil. They're willing to torture and kill in cold blood to achieve them.
Aboleth
Aboleth
Large aberration, lawful evil
Level 5, BOSS monster
- Hit points: 75
- Guard: 22
- Toughness: 18
- Resolve: 16
- Speed: 10ft., swim 40ft.
- Feats: Multiattack specialist III, Attack Specialization III (tentacle)
- Languages: Deep Speech, telepathy 120ft.
- Boss edge: 2
Attributes
Primary
Might: 8 (3d8)
Learning: 8 (3d8)
Influence: 8 (3d8)
Secondary
Fortitude: 6 (2d8)
Logic: 6 (2d8)
Perception: 6 (2d8)
Will: 6 (2d8)
Entropy: 6 (2d8)
Prescience: 6 (2d8)
Special
Amphibious. The aboleth can breathe air and water.
Disease. Upon using "Persistent Damage" bane, its target is inflicted by the aboleth's disease. While this bane is in effect, the target's skin is translucent and slimy, it cannot regain hit points unless it is underwater, and it takes 1d8 damage from dehydration every 10 minutes while outside a body of water. The target cannot take a move action to resist this bane at the beginning of its turns. This Disease can be removed by the Nullify bane of Power Level 6 or higher, or by other means that are up to the GM's discretion.
Favored Actions
Multiattack specialist. The aboleth can make up to 4 additional attacks, and reduces the disadvantage penalty for multiple attacks by 3.
Tentacle attack: Might (3d8, advantage 5) vs. Guard. Banes: Fatigued, Persistent damage (disease)
Enslave: Bane, Dominated, Power Level 5. Influence (3d8) vs. Resolve.
Probing Telepathy: Bane, Mind Dredge, Power Level 6. Prescience (2d8) vs. Resolve.
Angels
Deva
Deva
Medium celestial, lawful good
Level 5
- Hit points: 32
- Guard: 20
- Toughness: 15
- Resolve: 18
- Speed: 30ft., fly 90ft.
- Feats: Alternate form II, Attribute substition II (Presence-->Might), Boon focus II (Heal), Flying
- Languages: All, telepathy 120ft.
Attributes
Primary
Presence: 6 (2d8)
Perception: 6 (2d8)
Secondary
Agility: 4 (1d10)
Might: 2 (1d6)
Fortitude: 3 (1d8)
Will: 2 (1d6)
Creation: 4 (1d10)
Special
Alternate form. The deva transforms into a medium sized humanoid creature. While in this form, she retains all of her base statistics, but loses the "Alternate form II" and "Flying" feats and gains "Attack specialization II (mace)" instead.
Favored Actions
Mace: Presence (2d8) vs. Guard. Banes: Knockdown, Stunned, Forced Move
Heal: Boon, Heal, Power Level 6. Presence (2d8), Minor Action.
Change shape. Feat, Alternate Form, 1 focus action.
Planetar
Planetar
Large celestial, lawful good
Level 8
- Hit points: 41
- Guard: 25 (plate armor)
- Toughness: 15
- Resolve: 20
- Speed: 40ft., fly 120ft.
- Feats: Tough as nails, Attribute substition II (Presence-->Might), Boon focus II (Heal), Flying, Attack Specialization II (Greatsword), Multi-attack specialist II
- Languages: All, telepathy 120ft.
Attributes
Primary
Presence: 8 (3d8)
Perception: 8 (3d8)
Secondary
Agility: 4 (1d10)
Might: 2 (1d6)
Fortitude: 3 (1d8)
Will: 2 (1d6)
Creation: 4 (1d10)
Favored Actions
Multiattack: The planetar can make up to 5 additional attacks, and reduces the disadvantage penalty for multiple attacks by 2.
Greatsword: Presence (3d8, advantage 2) vs. Guard. Banes: Forced Move, Knockdown
Heal: Boon, Heal, Power Level 8. Presence (3d8), Minor Action.
Solar
Solar
Large celestial, lawful good
Level 10, BOSS monster
- Hit points: 100
- Guard: 26
- Toughness: 21
- Resolve: 26
- Speed: 50ft., fly 150ft.
- Feats: Tough as nails II, Diehard, Attribute substitution II (Presence-->Might), Boon focus II (Heal), Flying, Attack Specialization II (Greatsword), Multi-attack specialist II, Attribute substitution II (Presence-->Entropy)
- Languages: All, telepathy 120ft.
- Boss edge: 4
Attributes
Primary
Presence: 10 (4d8)
Perception: 10 (4d8)
Secondary
Agility: 6 (2d8)
Might: 4 (1d10)
Fortitude: 5 (2d6)
Will: 6 (2d8)
Creation: 6 (2d8)
Favored Actions
Multiattack: The solar can make up to 6 additional attacks, and reduces the disadvantage penalty for multiple attacks by 2.
Greatsword: Presence (3d8, advantage 6) vs. Guard. Banes: Forced Move, Knockdown
Slaying longbow: Bane, Death, Power Level 9. Presence (4d8) vs. Toughness.
Blinding gaze. Bane, Blinded, Power Level 5. Creation (2d8) vs. Guard.
Heal: Boon, Heal, Power Level 8. Presence (4d8), Minor Action.
Animated armor
Animated armor
Medium construct, unalligned
Level 1
- Hit points: 25
- Guard: 19
- Toughness: 15
- Resolve: 10
- Speed: 25ft.
- Feats: Multi-attack specialist I, Tough as nails
- Languages: -
Attributes
Primary
Might: 5 (2d6)
Fortitude: 5 (2d6)
Secondary
Agility: 4 (1d10)
Favored Actions
Multiattack: Animated armor can make up to 2 additional attacks, and reduces the disadvantage penalty for multiple attacks by 1.
Slam: Might (2d6) vs. Guard. Banes: Knockdown
Flying Sword
Flying Sword
Small construct, unalligned
Level 1
- Hit points: 20
- Guard: 19
- Toughness: 15
- Resolve: 10
- Speed: 0ft., fly 50ft.
- Feats: Flying, Attack Specialist I (longsword)
- Languages: -
Attributes
Primary
Agility: 5 (2d6)
Fortitude: 5 (2d6)
Secondary
Might: 4 (1d10)
Favored Actions
Longsword: Agility (2d6, advantage 1) vs. Guard. Banes: Persistent Damage, Disarmed
Ankheg
Ankheg
Large monstrosity, unalligned
Level 2
- Hit points: 18
- Guard: 15
- Toughness: 14
- Resolve: 10
- Speed: 30ft., burrow 10ft.
- Feats: Attack Specialist II (Acid)
- Languages: -
Attributes
Primary
Might: 5 (2d6)
Energy: 5 (2d6)
Secondary
Perception: 4 (1d10)
Fortitude: 4 (1d10)
Favored Actions
Bite: Might (2d6) vs. Guard. Banes: Immobile
Acid Spray: Energy (2d6) vs. Guard, 20ft. long, 10ft. high, 5ft. wide line. Banes: Persistent Damage
Azer
Azer
Medium elemental, lawful neutral
Level 2
- Hit points: 23
- Guard: 17
- Toughness: 14
- Resolve: 11
- Speed: 30ft.
- Feats: Battlefield retribution, Attack specialization I (Warhammer), Tough as nails, Diehard
- Languages: -
Attributes
Primary
Might: 4 (1d10)
Energy: 4 (1d10)
Secondary
Agility: 3 (1d8)
Fortitude: 3 (1d8)
Logic: 1 (1d4)
Perception: 3 (1d8)
Will: 1 (1d4)
Favored Actions
Warhammer: Might (1d10, advantage 1) vs. Guard. Banes: Knockdown, Stunned, Forced Move
Heated warhammer: Energy (1d10) vs. Guard. Banes: Persistent Damage, Knockdown, Stunned, Forced Move
Bazilisk
Bazilisk
Medium monstrosity, unalligned
Level 3, BOSS monster
- Hit points: 60
- Guard: 17
- Toughness: 17
- Resolve: 16
- Speed: 20ft.
- Feats: Attack Specialization IIII (Bite)
- Languages: -
- Boss edge: 2
Attributes
Primary
Might: 7 (2d10)
Influence: 7 (2d10)
Fortitude: 7 (2d10)
Secondary
Perception: 6 (1d10)
Will: 6 (1d10)
Favored Actions
Bite: Might (2d10, advantage 6) vs. Guard. Banes: Immobile, Knockdown
Petrifying gaze: Bane, Incapacitated, Power Level 7. Influence (2d10) vs. Resolve.
Behir
Behir
Huge monstrosity, neutral evil
Level 5, BOSS monster
- Hit points: 70
- Guard: 18
- Toughness: 24
- Resolve: 16
- Speed: 50ft., climb 40ft.
- Feats: Attack specialization II (bite), Climbing, Diehard, Overpowering strike, Crushing blow
- Languages: Draconic
- Boss edge: 2
Attributes
Primary
Fortitude: 8 (3d8)
Might: 8 (3d8)
Energy: 8 (3d8)
Secondary
Presence: 6 (2d8)
Logic: 6 (2d8)
Perception: 6 (2d8)
Will: 6 (2d8)
Entropy: 6 (2d8)
Prescience: 6 (2d8)
Special
Swallow. If the behir inflicts an Immobile bane on an already immobile target, it can swallow it. Swallow automatically inflicts the Blinded and Persistent damage (acid) banes on the target, but the target cannot be directly attacked while this feature is in effect; these banes cannot be resisted until the behir takes at least 10 points of damage from the target of the attack in a single round, at which point it regurgitates all creatures that are swallowed.
Favored Actions
Bite: Might (3d8, advantage 4) vs. Guard. Banes: Immobile
Lightning breath: Energy (3d8, advantage 2) vs. Guard, 20ft. long, 10ft. high, 5ft. wide line. Banes: Persistent damage, Stunned
Bugbear
Bugbear
Medium humanoid (goblinoid), chaotic evil
Level 1
- Hit points: 18
- Guard: 19
- Toughness: 14
- Resolve: 10
- Speed: 30ft.
- Feats: Martial focus (Morningstar), Lethal strike I
- Languages: -
Attributes
Primary
Might: 5 (2d6)
Secondary
Agility: 4 (1d8)
Fortitude: 4 (1d10)
Perception: 3 (1d8)
Favored Actions
Morningstar: Might (2d8) vs. Guard. Banes: Knockdown, Stunned, Forced Move
Javelin: Might (2d6) vs. Guard. Banes: Persistent damage, Knockdown
Bullete
Bullete
Large monstrosity, unalligned
Level 5
- Hit points: 18
- Guard: 19
- Toughness: 14
- Resolve: 10
- Speed: 40ft., burrow 40ft.
- Feats: Martial focus (Bite), Attack Specialization II (Bite), Attack Specialization II (Jump), Great Leap
- Languages: -
Attributes
Primary
Might: 6 (2d8)
Fortitude: 6 (2d8)
Secondary
Presence: 4 (1d10)
Perception: 4 (1d10)
Will: 4 (1d10)
Favored Actions
Bite: Might (2d10, advantage 2) vs. Guard. Banes: Immobile
Jump: Might (2d8) vs. Guard, 10ft. cube. Banes: Knockdown
Centaur
Large monstrosity, neutral good
Level 2
- Hit points: 18
- Guard: 19
- Toughness: 14
- Resolve: 14
- Speed: 50ft.
- Feats: Attack Specialization I (longbow), Longshot (Agility), Fast tracker, Great leap
- Languages: Elvish, Sylvan
Attributes
Primary
Agility: 5 (2d6)
Perception: 5 (2d6)
Secondary
Might: 4 (1d10)
Will: 4 (1d10)
Favored Actions
Longbow: Agility (2d6, advantage 1) vs. Guard. Banes: Persistent Damage, Immobile
Hooves: Might (1d10) vs. Guard. Banes: Force Move, Knockdown
Pike: Agility (2d6) vs. Guard. Banes: Persistent Damage, Disarmed, Immobile
Chimera
Chimera
Large monstrosity, chaotic evil
Level 3, BOSS monster
- Hit points: 55
- Guard: 17
- Toughness: 22
- Resolve: 15
- Speed: 30ft., fly 60ft.
- Feats: Multi-target specialist III (melee), Flying
- Languages: understands Draconic but can't speak
- Boss edge: 2
Attributes
Primary
Might: 7 (2d10)
Fortitude: 7 (2d10)
Energy: 7 (2d10)
Secondary
Perception: 5 (2d6)
Will: 5 (2d6)
Favored Actions
Multiattack: Chimera reduces the disadvantage caused by attacking multiple targets by 3.
Bite: Might (2d10, advantage 2) vs. Guard. Banes: Immobile
Horns: Might (2d10, advantage 2) vs. Guard. Banes: Force Move, Knockdown
Claws: Might (2d10, advantage 2) vs. Guard. Banes: Knockdown, Persistent Damage
Fire breath: Energy (2d10, disadvantage 1) vs. Guard, 15-foot cone. Banes: Persistent Damage.
Chuul
Chuul
Large aberration, chaotic evil
Level 4
- Hit points: 20
- Guard: 16
- Toughness: 21
- Resolve: 15
- Speed: 30ft., swim 30ft.
- Feats: Multiattack specialist III, Energy resistance IV (poison)
- Languages: Elvish, Sylvan
Attributes
Primary
Might: 6 (2d8)
Fortitude: 6 (2d8)
Secondary
Perception: 5 (2d6)
Will: 5 (2d6)
Favored Actions
Multiattack: Chuul can make up to 3 additional attacks, and reduces the disadvantage caused by multiple attacks by 3.
Pincer: Might (2d8) vs. Guard. Banes: Immobile, Persistent damage
Cockatrice
Cockatrice
Small monstrosity, unalligned
Level 1
- Hit points: 16
- Guard: 15
- Toughness: 13
- Resolve: 10
- Speed: 20ft. fly 40ft.
- Feats: Flying
- Languages: -
Attributes
Primary
Agility: 5 (2d6)
Secondary
Fortitude: 3 (1d8)
Favored Actions
Bite: Agility (2d6) vs. Guard. Banes: Incapacitated
Darkmantle
Darkmantle
Small monstrosity, unalligned
Level 1
- Hit points:
- Guard:
- Toughness:
- Resolve:
- Speed: 10ft. fly 30ft.
- Feats: Flying, Bane focus (Blinded)
- Languages: -
Attributes
Primary
Agility: 5 (2d6)
Secondary
Fortitude: 3 (1d8)
Special
Echolocation: The darkmantle uses echolocation to locate foes that are within 60ft. of it and doesn't have sight. Deafening the darkmantle inflicts the Blinded bane upon it.
False appearance: While the darkmantle remains motionless, it is indistinguishable from a cave formation such as a stalactite or stalagmite.
Favored Actions
Crush: Agility (2d6) vs. Guard. Banes: Blinded.
If the darkmantle inflicts a Blinded bane on its target using Crush attack, it attaches itself to it. While attached to the target, the darkmantle cannot attack any other target but it, has advantage 1 on attack rolls against it, has a speed of 0, and moves with the target. The target must spend a Major Action (as opposed to the usual Move action) to get rid of the Blinded bane (and the darkmantle with it).
Demons
All demons gain Energy Resistance I (cold, fire, lightning) and Energy Resistance IV (poison) as free feats.
Balor
Balor
Huge fiend (demon), chaotic evil
Level 13, BOSS monster
- Hit points: 105
- Guard: 21
- Toughness: 27
- Resolve: 29
- Speed: 40ft., fly 80ft.
- Feats: Attribute Substitution II (Might-->Energy), Diehard, Energy Resistance IV (fire, poison), Energy Resistance III (cold, electricity), Flying, Multi-attack specialist III, Natural Defense
- Languages: Abyssal, telepathy 120ft.
- Boss edge: 5
Attributes
Primary
Might: 10 (4d8)
Presence: 10 (4d8)
Secondary
Fortitude: 8 (3d8)
Logic: 8 (3d8)
Will: 8 (3d8)
Movement: 8 (3d8)
Special
Death throes: When the balor dies, it explodes, and each creature within 30 feet of it must make a CR 25 Agility Attribute check, taking 17 (5d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren’t being worn or carried, and it destroys the balor’s weapons.
Fire aura: A creature that starts its turn within 5 feet of the balor takes 1 point of lethal fire damage. Additionally, when a creature attacks the balor and doesn't pierce its defense with a melee attack, it takes 3 points of fire damage.
Energized attacks: Whenever the balor hits with a weapon attack, it deals an additional 2 points of energy damage: fire with his longsword and electricity with his whip.
Favored Actions
Multiattack: The balor can make up to 8 additional attacks, and reduces the disadvantage caused by multiattacking by 3.
Longsword: Might (4d8, advantage 5) vs. Guard. Banes: Disarmed, Knockdown, Persistent Damage
Whip: Might (4d8, advantage 5) vs. Guard. Banes: Disarmed, Immobile, Persistent Damage
Dretch
Dretch
Small fiend (demon), chaotic evil
Level 1
- Hit points: 20
- Guard: 13
- Toughness: 15
- Resolve: 10
- Speed: 20ft.
- Feats: Energy Resistance I (cold, fire, lightning, poison), Energy Resistance IV (poison)
- Languages: Abyssal, telepathy 60ft. (works only with creatures that understand Abyssal)
Attributes
Primary
Fortitude: 5 (2d6)
Might: 3 (1d8)
Entropy: 3 (1d8)
Favored Actions
Bite or claw: Might (1d8) vs. Guard. Banes: Persistent damage (poison)
Fetid cloud: Entropy (1d8, disadvantage 3), 15 foot cube. Banes: Persistent damage (poison)
Glabrezu
Glabrezu
Large fiend (demon), chaotic evil
Level 5
- Hit points: 28
- Guard: 20
- Toughness: 19
- Resolve: 15
- Speed: 40ft.
- Feats: Attack Specialization I (Pincer), Energy resistance I (cold, fire, lightning), Energy resistance IV (poison), Boon focus II (Truesight)
- Languages: Abyssal, telepathy 120ft.
Attributes
Primary
Might: 6 (2d8)
Prescience: 6 (2d8)
Secondary
Fortitude: 5 (2d6)
Will: 4 (1d10)
Agility: 4 (1d10)
Favored Actions
Truesight: Boon: Truesight, Prescience (2d8), Minor Action, Power Level 5.
Pincer: Might (2d8, advantage 1) vs. Guard. Banes: Knockdown, Immobile (grapple)
Hezrou
Hezrou
Large fiend (demon), chaotic evil
Level 7
- Hit points: 34
- Guard: 23
- Toughness: 22
- Resolve: 16
- Speed: 40ft.
- Feats: Attack Specialization I (Claw), Energy resistance II (cold, fire, lightning), Energy resistance IV (poison), Multi-attack Specialist III
- Languages: Abyssal, telepathy 120ft.
Attributes
Primary
Might:7 (2d10)
Fortitude: 6 (2d8)
Secondary
Will: 6 (2d8)
Agility: 5 (2d6)
Special
Stench: The Hezrou emits a horrible stench around itself. Every creature that starts its turn within 5 feet of the Hezrou takes 1 lethal poison damage. This damage does not stack from multiple sources (like multiple Hezrous).
Favored Actions
Multiattack: The Hezrou can make up to 4 additional attacks, and reduces the disadvantage caused by multiattacking by 3.
Claw: Might (2d10, advantage 1) vs. Guard. Banes: Knockdown, Persistent damage
Marilith
Marilith
Large fiend (demon), chaotic evil
Level 10, BOSS monster
- Hit points: 100
- Guard: 30
- Toughness: 24
- Resolve: 16
- Speed: 40ft.
- Feats: Battlefield Opportunitist V, Battlefield Retribution, Diehard, Energy Resistance I (cold, fire, lightning), Energy Resistance IV (poison), Multi-attack specialist VI
- Languages: Abyssal, telepathy 120ft.
- Boss edge: 4
Attributes
Primary
Might: 10 (4d8)
Agility: 10 (4d8)
Secondary
Fortitude: 8 (3d8)
Logic: 8 (3d8)
Will: 6 (2d8)
Movement: 5 (2d6)
Favored Actions
Multiattack: The Marilith can make up to 6 additional attacks, and reduces the disadvantage caused by multiattacking by 6.
Longsword: Might (4d8, advantage 4) vs. Guard. Banes: Disarmed, Knockdown, Persistent Damage
Tail: Might (4d8, advantage 4), vs. Guard. Banes: Immobile, Persistent damage
Teleport: Boon, Teleportation, Power Level 5, using Movement (2d8).
Nalfeshnee
Nalfeshnee
Large fiend (demon), chaotic evil
Level 6, BOSS monster
- Hit points:
- Guard:
- Toughness:
- Resolve:
- Speed: 20ft., fly 30ft.
- Feats: Boon Focus II (Teleportation), Energy Resistance I (cold, fire, lightning), Energy Resistance IV (poison), Flying, Heightened Invocation I (usually uses it to reduce the disadvantage on Horror Nimbus, if needed)
- Languages: Abyssal, telepathy 120ft.
- Boss edge: 3
Attributes
Primary
Might: 8 (3d8)
Presence: 8 (3d8)
Secondary
Fortitude: 6 (2d8)
Prescience: 6 (2d8)
Will: 6 (2d8)
Movement: 5 (2d6)
Favored Actions
Bite: Might (3d8, advantage 3) vs. Guard. Banes: Immobile, Persistent Damage
Horror Nimbus: Bane, Demoralized, Power Level 6. Presence (3d8, reduces the disadvantage caused by multi-targeting by 2) vs. Resolve.
Teleport: Boon, Teleportation, Power Level 5, using Movement (2d8), Minor Action.
Vrock
Vrock
Large fiend (demon), chaotic evil
Level 3
- Hit points: 20
- Guard: 19
- Toughness: 15
- Resolve: 10
- Speed: 40ft., fly 60ft.
- Feats: Attack Specialization III (Beak), Bane Focus I (Persistent Damage), Energy resistance I (cold, fire, lightning), Energy resistance IV (poison)
- Languages: Abyssal, telepathy 120ft.
Attributes
Primary
Might: 5 (2d6)
Fortitude: 5 (2d6)
Secondary
Agility: 4 (1d10)
Energy: 4 (1d10)
Favored Actions
Beak: Might (2d6, advantage 3) vs. Guard. Banes: Knockdown, Persistent Damage
Spores: Bane, Persistent Damage, Power Level 4, poison, 15-foot square. Energy (1d10, disadvantage 3) vs. Toughness.
Stunning Screech: Bane, Stunned, Power Level 4. Energy (1d10) vs. Toughness.
Devils
All devils get Energy Resistance I (cold), Energy Resistance IV (fire, poison) as free feats. Additionally, all devils gain Extraordinary Defense III feat; however, this feat is bypassed by magical and/or silvered weapons. All devils can see in the dark, both magical and mundane, up to a distance of 120 feet.
Barbed Devil
Barbed Devil
Medium fiend (devil), lawful evil
Level 3
- Hit points: 20
- Guard: 21 / 18
- Toughness: 18 / 15
- Resolve: 13 / 10
- Speed: 30ft.
- Feats: Attack Specialization III (Claw), Bane Focus I (Persistent Damage), Energy Resistance I (cold), Energy Resistance IV (fire, poison)
- Languages: Infernal, telepathy 120ft.
Attributes
Primary
Fortitude: 5 (2d6)
Persuasion: 5 (2d6)
Secondary
Agility: 4 (1d10)
Energy: 4 (1d10)
Might: 4 (1d10)
Perception: 4 (1d10)
Favored Actions
Claw: Might (1d10, advantage 3) vs. Guard. Banes: Knockdown, Persistent Damage
Hurl Flame: Energy (1d10) vs. Guard. Banes: Persistent Damage
Bearded Devil
Bearded Devil
Medium fiend (devil), lawful evil
Level 1
- Hit points: 18
- Guard: 20 / 17
- Toughness: 17 / 14
- Resolve: 13 / 10
- Speed: 30ft.
- Feats: Energy Resistance I (cold), Energy Resistance IV (fire, poison), Multi attack specialist II (Glaive)
- Languages: Infernal, telepathy 120ft.
Attributes
Primary
Fortitude: 4 (1d10)
Might: 4 (1d10)
Secondary
Agility: 3 (1d8)
Entropy: 3 (1d8)
Favored Actions
Multiattack: Bearded Devil can make up to 2 additional attacks, and reduces the disadvantage caused by multiattacking by 2.
Glaive: Might (1d10) vs. Guard. Banes: Knockdown, Persistent Damage
Beard: Bane, Persistent Damage, Power Level 2. Entropy (1d8) vs. Toughness.
Bone Devil
Bone Devil
Large fiend (devil), lawful evil
Level 5
- Hit points: 32
- Guard: 24 / 21
- Toughness: 19 / 16
- Resolve: 18 / 15
- Speed: 40ft., fly 40ft.
- Feats: Attack Specialization III (Claw), Bane Focus II (Immobile) Energy Resistance I (cold), Energy Resistance IV (fire, poison), Multiattack Specialist III
- Languages: Infernal, telepathy 120ft.
Attributes
Primary
Fortitude: 6 (2d8)
Might: 6 (2d8)
Secondary
Agility: 5 (2d6)
Perception: 5 (2d6)
Presence: 5 (2d6)
Favored Actions
Multiattack: Bone Devil can make up to 4 additional attacks, and reduces the disadvantage caused by multiattacking by 3.
Claw: Might (2d8, advantage 3) vs. Guard. Banes: Knockdown, Persistent Damage
Tail: Bane, Knockdown, Power Level 1. Might (2d8) vs. Guard.
Chain Devil
Chain Devil
Medium fiend (devil), lawful evil
Level 4
- Hit points: 22
- Guard: 23 / 20
- Toughness: 19 / 16
- Resolve: 13 / 10
- Speed: 40ft.
- Feats: Attack Specialization IV (Chain), Bane Focus (Immobile), Energy Resistance I (cold), Energy Resistance IV (fire, poison)
- Languages: Infernal, telepathy 120ft.
Attributes
Primary
Fortitude: 6 (2d8)
Might: 6 (2d8)
Secondary
Agility: 4 (1d10)
Influence: 5 (2d6)
Favored Actions
Chain: Might (2d8, advantage 4) vs. Guard. Banes: Immobile, Persistent Damage
Unnerving Mask: Bane, Fear, Power Level 5. Influence (2d6) vs. Resolve. Chain Devil creates an illusion that looks like one of the creature’s departed loved ones or bitter enemies, so powerful that it might instill fear in their hearts.
Erinyes
Erinyes
Medium fiend (devil), lawful evil
Level 6
- Hit points: 32
- Guard: 25 / 22
- Toughness: 20 / 17
- Resolve: 18 / 15
- Speed: 30ft., fly 60ft.
- Feats: Attack Specialization IV (Longbow), Energy Resistance I (cold), Energy Resistance IV (fire, poison), Multiattack Specialist III
- Languages: Infernal, telepathy 120ft.
Attributes
Primary
Agility: 7 (2d10)
Fortitude: 7 (2d10)
Secondary
Might: 5 (2d6)
Presence: 5 (2d6)
Favored Actions
Multiattack: Erinyes can make up to 4 additional attacks, and reduces the disadvantage caused by multiattacking by 3.
Longbow: Agility (2d10, advantage 4) vs. Guard. Banes: Immobile, Persistent Damage
Horned Devil
Horned Devil
Large fiend (devil), lawful evil
Level 6
- Hit points: 32
- Guard: 20 / 17
- Toughness: 20 / 17
- Resolve: 18 / 15
- Speed: 20ft., fly 60ft.
- Feats: Attack Specialization VI (Fork), Bane Focus (Persistent Damage), Energy Resistance I (cold), Energy Resistance IV (fire, poison)
- Languages: Infernal, telepathy 120ft.
Attributes
Primary
Might: 7 (2d10)
Fortitude: 7 (2d10)
Secondary
Energy: 5 (2d6)
Perception: 5 (2d6)
Presence: 5 (2d6)
Favored Actions
Fork: Might (2d10, advantage 6) vs. Guard. Banes: Disarmed, Persistent Damage
Hurl Flame: Energy (2d6) vs. Guard. Banes: Persistent Damage
Ice Devil
Ice Devil
Large fiend (devil), lawful evil
*Level 7 BOSS monster
- Hit points: 85
- Guard: 22 / 19
- Toughness: 27 / 24
- Resolve: 27 / 24
- Speed: 40ft.
- Feats: Attack Specialization I (Bite, Claws, Tail), Energy Resistance IV (cold, fire, poison), Multiattack Specialist IV
- Languages: Infernal, telepathy 120ft.
- Boss edge: 3
Attributes
Primary
Might: 9 (3d10)
Energy: 9 (3d10)
Secondary
Fortitude: 7 (2d10)
Perception: 7 (2d10)
Presence: 7 (2d10)
Will: 7 (2d10)
Favored Actions
Multiattack: Ice Devil can make 5 additional attacks, and reduces the disadvantage caused by multiattacking by 4.
Bite, Claws, or Tail: Might (3d10, advantage 4) vs. Guard. Banes: Immobile, Knockdown, Persistent Damage
Ice Wall: Boon, Barrier, Power Level 9. Energy (3d10). 30-foot long, 5-foot wide, 10-foot tall line.
Imp
Imp
Tiny fiend (devil, shapenchanger), lawful evil
Level 1
- Hit points: 10
- Guard: 16 / 13
- Toughness: 13 / 10
- Resolve: 13 / 10
- Speed: 20ft., fly 40ft.
- Feats: Energy Resistance I (cold), Energy Resistance IV (fire, poison), Multi attack specialist II (Glaive)
- Languages: Infernal, telepathy 120ft.
Attributes
Primary
Alteration: 4 (1d10)
Persuasion: 4 (1d10)
Secondary
Agility: 3 (1d8)
Perception: 3 (1d8)
Favored Actions
Bite: Agility (1d8) vs. Guard. Banes: Persistent damage
Shapechanger: Without any checks, the imp can polymorph into a beast form that resembles a rat (speed 20ft.), a raven (20ft., fly 60ft.), or a spider (20ft., climb 20ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
Pit Fiend
Pit Fiend
Large fiend (devil), lawful evil
Level 12, BOSS monster
- Hit points: 105
- Guard: 23 / 20
- Toughness: 32 / 29
- Resolve: 31 / 28
- Speed: 30ft., fly 60ft.
- Feats: Attack Specialization V (Mace), Bane Focus (Persistent Damage), Battlefield Retribution, Battlefield Punisher, Crushing Blow, Energy Resistance I (cold), Energy Resistance IV (fire, poison), Multi attack specialist VI, Overpowering Strike
- Languages: Infernal, telepathy 120ft.
- Boss edge: 5
Attributes
Primary
Energy: 10 (4d8)
Fortitude: 10 (4d8)
Might: 10 (4d8)
Secondary
Presence: 9 (3d10)
Will: 9 (3d10)
Favored Actions
Multiattack: Pit Fiend can make up to 7 additional attacks, and reduces the penalty caused by multiattacking by 6.
Mace: Might (4d8, advantage 10) vs. Guard. Banes: Forced Move, Knockdown, Stunned. Forceful property.
Fear aura: usually used as a boss edge action. Bane, Fear, Power Level 5. Might (4d8, advantage 5) vs. Resolve.
Fireball: Energy (4d8) vs. Guard. 20-foot cube.
Wall of fire: Boon, Barrier, Power Level 9. Energy (4d8). 50-foot long, 5.foot wide, 10-foot tall line.
Dinosaurs
Plesiosaurus
Plesiosaurus
Large beast, unalligned
Level 2
- Hit points: 16
- Guard: 17
- Toughness: 13
- Resolve: 10
- Speed: 20ft., swim 40ft.
- Feats: Combat Follow-through, Combat Momentum, Evasive Footwork
- Languages: -
Attributes
Primary
Might: 4 (1d10)
Secondary
Agility: 3 (1d8)
Fortitude: 3 (1d8)
Perception: 2 (1d6)
Favored Actions
Bite: Might (1d8) vs. Guard. Banes: Persistent damage
Triceratops
Triceratops
Huge beast, unalligned
Level 3
- Hit points: 18
- Guard: 18
- Toughness: 16
- Resolve: 10
- Speed: 50ft.
- Feats: Crushing blow, Natural Defense II, Overpowering Strike
- Languages: -
Attributes
Primary
Might: 6 (2d8)
Secondary
Fortitude: 4 (1d10)
Favored Actions
Gore: Might (2d8) vs. Guard. Banes: Force Move, Knockdown. Forceful property.
Stomp: Might (2d8) vs. Guard. Banes: Immobile, Stunned. Usually used while the target is prone.
Tyrannosaurus Rex
Tyrannosaurus Rex
Huge beast, unalligned
Level 4, BOSS monster
- Hit points: 70
- Guard: 20
- Toughness: 20
- Resolve: 15
- Speed: 50ft.
- Feats: Attack Specialization I (Bite, Tail), Diehard, Naturall Defense III
- Languages: -
- Boss edge: 2
Attributes
Primary
Might: 7 (2d10)
Fortitude: 7 (2d10)
Secondary
Perception: 5 (2d6)
Presence: 5 (2d6)
Favored Actions
Bite: Might (2d8, advantage 3) vs. Guard. Banes: Immobile, Persistent Damage.
Tail: Might (2d8. advantage 3) vs. Guard. Banes: Forced move, Knockdown, Stunned.
Frightful Presence: Bane, Fear, Power Level 5- Might (2d8, advantage 2) vs. Resolve.
Doppelganger
Doppelganger
Medium monstrosity (shapenchanger), neutral
Level 1
- Hit points: 10
- Guard: 13
- Toughness: 10
- Resolve: 10
- Speed: 30ft.
- Feats: Lethal Strike II
- Languages: Common
Attributes
Primary
Persuasion: 4 (1d10)
Prescience: 4 (1d10)
Secondary
Agility: 3 (1d8)
Perception: 3 (1d8)
Favored Actions
Bite: Agility (1d8) vs. Guard. Banes: Persistent damage
Shapechanger: Without any checks, the doppelganer can use its major action polymorph into a small or medium humanoid, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
Read Thoughts: Bane, Mind Dredge, Power Level 4. Prescience (1d10) vs. Resolve.
Dragons
All dragons receive Energy Resistance IV feat for free. The type of damage depends on their color and type:
- Acid: Black and Copper
- Lightning: Blue and Bronze
- Poison: Green
- Fire: Brass, Gold and Red
- Cold: Silver and White
All dragons can see in the dark and pinpoint the exact location of every creature within a certain distance of them, depending on their age (blindsight).
Additionally, all dragons have an additional time of movement speed in addition to those than noted in their stat block. This movement speed is equal to 40ft. :
- Swim: Black, Bronze, Gold, Green and White
- Burrow: Blue, Brass and White
- Climb: Copper and Red
Dragons shoot either lines or cones of energy corresponding to their type:
- Cone: Brass, Gold, Green, Red, Silver and White
- Line: Black, Blue, Bronze amd Copper
Evil (chromatic) dragons:
- Black
- Blue
- Green
- Red
- White
Good (metallic) dragons:
- Brass
- Bronze
- Copper
- Gold
- Silver
Ancient Dragon
Ancient Dragon
Gargantuan dragon
Level 11, BOSS monster
- Hit points: 100
- Guard: 24 (+4 from natural armor)
- Toughness: 29
- Resolve: 28
- Speed: 40ft., fly 80ft.
- Feats: Attack Specialization (Energy), Diehard, Energy Resistance IV (X), Multiattack Specialist VI, Multitarget Attack Specialist V
- Languages: Common, Draconic
- Boss edge: 4
- Special senses: Blindsight 60ft., Darkvision 120ft.
Attributes
Primary
Energy: 10 (4d8)
Fortitude: 10 (4d8)
Learning: 10 (4d8)
Logic: 10 (4d8)
Might: 10 (4d8)
Secondary
Perception: 9 (3d10)
Persuasion: 9 (3d10)
Presence: 9 (3d10)
Will: 9 (3d10)
Favored Actions
Multiattack: A dragon can make up to 7 additional attacks, and reduces the penalty caused by multiattacking by 6.
BIte, Claws, or Tail: Might (4d8, advantage 4) vs. Guard. Banes: Immobile, Knockdown, Persistent Damage, Stunned
Dragon's Breath: Energy (4d8) vs. Guard. Banes: Persistent Damage. 9 squares.
Frightful Presence: usually used as a boss edge action. Bane, Fear, Power Level 5. Might (4d8, advantage 4) vs. Resolve.
Adult Dragon
Adult Dragon
Huge dragon
Level 7, BOSS monster
- Hit points: 85
- Guard: 21 (+2 from natural armor)
- Toughness: 26
- Resolve: 24
- Speed: 40ft., fly 80ft.
- Feats: Diehard, Energy Resistance IV (X), Multiattack Specialist III, Multitarget Attack Specialist VI
- Languages: Common, Draconic
- Boss edge: 3
- Special senses: Blindsight 60ft., Darkvision 120ft.
Attributes
Primary
Energy: 9 (3d10)
Fortitude: 9 (3d10)
Learning: 9 (3d10)
Logic: 9 (3d10)
Might: 9 (3d10)
Secondary
Perception: 7 (2d10)
Persuasion: 7 (2d10)
Presence: 7 (2d10)
Will: 7 (2d10)
Favored Actions
Multiattack: A dragon can make up to 5 additional attacks, and reduces the penalty caused by multiattacking by 3.
Bite, Claws, or Tail: Might (3d10, advantage 3) vs. Guard. Banes: Immobile, Knockdown, Persistent Damage, Stunned
Dragon's Breath: Energy (2d10) vs. Guard. Banes: Persistent Damage. 6 squares.
Frightful Presence: usually used as a boss edge action. Bane, Fear, Power Level 5. Might (3d10, advantage 3) vs. Resolve.
Young Dragon
Young Dragon
Large dragon
Level 3, BOSS monster
- Hit points: 60
- Guard: 18 (+1 from natural armor)
- Toughness: 22
- Resolve: 20
- Speed: 40ft., fly 80ft.
- Feats: Diehard, Energy Resistance IV (X), Multiattack Specialist I, Multitarget Attack Specialist I
- Languages: Common, Draconic
- Boss edge: 2
- Special senses: Blindsight 30ft., Darkvision 120ft.
Attributes
Primary
Energy: 7 (2d10)
Fortitude: 7 (2d10)
Learning: 7 (2d10)
Logic: 7 (2d10)
Might: 7 (2d10)
Secondary
Perception: 5 (2d6)
Persuasion: 5 (2d6)
Presence: 5 (2d6)
Will: 5 (2d6)
Favored Actions
Multiattack: A dragon can make up to 3 additional attacks, and reduces the penalty caused by multiattacking by 1.
Bite, Claws, or Tail: Might (2d10, advantage 2) vs. Guard. Banes: Immobile, Knockdown, Persistent Damage, Stunned
Dragon Breath: Energy (2d10) vs. Guard. Banes: Persistent Damage. 3 squares.
Frightful Presence: usually used as a boss edge action. Bane, Fear, Power Level 5. Might (2d10, advantage 2) vs. Resolve.
Drider
Drider
Large monstrosity, chaotic evil
Level 3
- Hit points: 18
- Guard: 14
- Toughness: 14
- Resolve: 10
- Speed: 30ft., climb 30ft.
- Feats: Boon Focus II (Darkness), Multiattack Specialist I, Superior Concentration I
- Languages: Elvish, Undercommon
- Special senses: Darkvision 120ft.; sustain persists
- Special weakness: The drider has disadvantage 1 on all rolls while in direct sunlight due to their sunlight sensitivity.
Attributes
Primary
Influence: 5 (2d6)
Prescience: 5 (2d6)
Secondary
Agility: 4 (1d10)
Fortitude: 4 (1d10)
Perception: 4 (1d10)
Favored Actions
Multiattack: The drider can make up to 3 additional attacks, and reduces the penalty caused by multiattacking by 1.
Darkness: Boon, Darkness, Power Level 5. Influence (2d6); automatical invoke, no roll required.
Longsword: Agility (1d10) vs. Guard. Banes: Disarmed, Persistent Damage.
Longbow: Agility (1d10) vs. Guard. Banes: Persistent Damage, Slowed
Dryad
Dryad
Medium fey, neutral
Level 1
- Hit points: 18
- Guard: 13
- Toughness: 10
- Resolve: 14
- Speed: 30ft.
- Feats: Boon Focus I (Resistance), Boon Focus I (Heal)
- Languages: Common
Attributes
Primary
Alteration: 4 (1d10)
Presence: 4 (1d10)
Secondary
Agility: 3 (1d8)
Perception: 3 (1d8)
Favored Actions
Barkskin: Boon, Resistance, Power Level 3. Alteration (1d10) to invoke.
Goodberry: Boon, Heal, Power Level 4. Presence (1d10) to invoke.
Entangle: Bane, Immobile, Power Level 4. Alteration (1d10) vs. Guard.
Shortbow: Agility (1d10) vs. Guard. Banes: Knowckdown, Persistent Damage, Slowed
Duergar
Duergar
Medium humanoid (dwarf), lawful evil
Level 1
- Hit points: 24
- Guard: 18
- Toughness: 17
- Resolve: 13
- Speed: 25ft.
- Feats: Energy Resistance II (Poison)
- Languages: Dwarvish, Undercommon
- Special senses: Darkvision 120ft.
Attributes
Primary
Alteration: 5 (2d6)
Fortitude: 4 (1d10)
Might: 4 (1d10)
Secondary
Will: 3 (1d8)
Favored Actions
Enlarge: As a Major Action, the duergar can increase in size, becoming 10 feet tall and increasing his reach to 10 feet. This change lasts for 1 minute.
War pick: Might (1d10) vs. Guard. Banes: Forced Move, Knockdown, Stunned
Invisibility: Boon, Invisible, Power Level 5. Alteration (2d6) to invoke.
Elementals
Due to their elemental nature, all elementals receive the Energy Resistance IV (poison) feat for free. Additionally, they are immune to the fatigued bane, immobile bane caused by paralyzing, and cannot be petrified.
Air Elemental
Air Elemental
Large elemental, neutral
Level 3
- Hit points: 20
- Guard: 21
- Toughness: 15
- Resolve: 10
- Speed: 0ft., fly 90ft. (hover)
- Feats: Energy Resistance IV (poison), Evasive Footwork, Multi-target Attack Specialist III
- Languages: Auran
- Special senses: Darkvision 60ft.
Attributes
Primary
Agility: 6 (2d8)
Secondary
Might: 5 (2d6)
Fortitude: 5 (2d6)
Favored Actions
Slam: Agility (2d8) vs. Guard. Banes: Knockdown, Stunned
Whirlwind: All targets within reach, disadvantage reduced by 3. Agility (2d8) vs. Guard. Banes: Knockdown, Stunned
Earth Elemental
Earth Elemental
Large elemental, neutral
Level 3
- Hit points: 22
- Guard: 16
- Toughness: 16
- Resolve: 10
- Speed: 30ft., burrow 30ft.
- Feats: Attack Specialization IV (slam), Energy Resistance IV (poison)
- Languages: Terran
- Special senses: Darkvision 60ft.
- Earth Glide: The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn’t disturb the material it moves through.
- Siege monster: The elemental deals double damage to objects and structures, and has advantage 1 on all rolls against them.
- Vulnerability: The elemental takes double damage from electricity based attacks.
Attributes
Primary
Fortitude: 6 (2d8)
Might: 6 (2d8)
Favored Actions
Slam: Might (2d8, advantage 4) vs. Guard. Banes: Knockdown, Stunned
Fire Elemental
Fire Elemental
Large elemental, neutral
Level 3
- Hit points: 26
- Guard: 15
- Toughness: 18
- Resolve: 10
- Speed: 50ft.
- Feats: Energy Resistance IV (fire, poison)
- Languages: Ignan
- Special senses: Darkvision 60ft.
- Fire form: The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 1 fire damage. In addition, the elemental can enter a hostile creature’s space and stop there. The first time it enters a creature’s space on a turn, that creature takes 1 fire damage and catches fire; the creature is subject to a Persistent Damage bane, taking 1 point of fire damage instead of the usual amount.
- Water susceptibility: For every 5 feet the fire elemental moves in water, or for every gallon of water splashed on it, it takes 1 point of cold damage.
Attributes
Primary
Agility: 5 (2d6)
Secondary
Fortitude: 4 (1d10)
Will: 4 (1d10)
Favored Actions
Slam: Agility (2d6) vs. Guard. Banes: Persistent Damage
Water Elemental
Water Elemental
Large elemental, neutral
Level 3
- Hit points: 20
- Guard: 20
- Toughness: 15
- Resolve: 10
- Speed: 30ft., swim 90ft.
- Feats: Attack Specialization III (Whelm), Bane Focus (Immobilized), Energy Resistance IV (poison)
- Languages: Aquan
- Special senses: Darkvision 60ft.
- Water form: The elemental can move through a space as narrow as 1 inch wide without squeezing. It can also go into a hostile creature's space and stop there.
- Freeze: If the elemental takes cold damage, it partially freezes; its speed is reduced by 20ft. until the end of its next turn.
- Whelm: this attack is only available if the elemental is in an enemy space. The elemental gains advantage 1 on the attack roll if it uses this attack.
Attributes
Primary
Might: 5 (2d6)
Fortitude: 5 (2d6)
Agility: 5 (2d6)
Favored Actions
Slam: Might (2d6) vs. Guard. Banes: Knockdown, Stunned
Whelm: Might (2d6, advantage 4) vs. Guard. Only available when the elemental is in an enemy space. Banes: Immobilized
Elf, Drow
Drow
Medium humanoid (elf), neutral evil
Level 1
- Hit points: 16
- Guard: 14
- Toughness: 10
- Resolve: 13
- Speed: 30ft.
- Feats: Boon Focus I (Darkness), Lethal Strike I
- Languages: Elvish, Undercommon
- Special senses: Darkvision 120ft.
- Sunlight sensitivity: While in direct sunlight, the drow has disadvantage 1 on all rolls.
Attributes
Primary
Agility: 4 (1d10)
Perception: 4 (1d10)
Secondary
Influence: 3 (1d8)
Will: 3 (1d8)
Favored Actions
Darkness: Boon, Darkness, Power Level 3. Influence (1d8); automatical invoke, no roll required.
Longsword: Agility (1d10) vs. Guard. Banes: Disarmed, Persistent Damage.
Longbow: Agility (1d10) vs. Guard. Banes: Persistent Damage, Slowed
Ettercap
Ettercap
Medium monstrosity, neutral evil
Level 2
- Hit points: 22
- Guard: 14
- Toughness: 16
- Resolve: 13
- Speed: 30ft., climb 30ft.
- Feats: Bane Focus (Immobile), Multiattack Specialist III
- Languages: -
- Special senses: Darkvision 60ft., Web Sense
- Web Sense: While in contact with a web, the ettercap knows the exact location of any other creature in contact with the same web.
Attributes
Primary
Agility: 4 (1d10)
Movement: 5 (2d6)
Perception: 4 (1d10)
Secondary
Fortitude: 3 (1d8)
Will: 3 (1d8)
Favored Actions
Multiattack: The ettercap can make up to 2 additional attacks, and reduces the penalty caused by multiattacking by 3.
Bite, Claw: Agility (1d10) vs. Guard. Banes: Disarmed, Immobile.
Web: Bane, Immobile, Power Level 1. Movement (2d6, advantage 2) vs. Guard.
Ettin
Ettin
Large giant, chaotic evil
Level 3
- Hit points: 23
- Guard: 15
- Toughness: 15
- Resolve: 10
- Speed: 40ft.
- Feats: Attack Specialization II (Battleaxe), Diehard, Tough as nails
- Languages: -
- Two Heads: The ettin, due to its 2 heads, has advantage 1 on all Perception rolls
Attributes
Primary
Fortitude: 5 (2d6)
Might: 5 (2d6)
Perception: 5 (2d6, advantage 1)
Favored Actions
Battleaxe: Might (2d6, advantage 2) vs. Guard. Banes: Forced Move, Knockdown, Stunned
Violet Fungus
Violet Fungus
Medium plant, unallignedl
Level 1
- Hit points: 10
- Guard: 10
- Toughness: 10
- Resolve: 10
- Speed: 5ft.
- Feats: Attack Specialization 1 (Rotting Touch), Bane Focus I (Persistent Damage)
- Languages: -
- Special senses: Blindsight 30ft. (blind beyond this radius)
Attributes
Primary
Entropy: 5 (2d6)
Favored Actions
Rotting Touch: Entropy (2d6, advantage 1) vs. Toughness. Banes: Persistent Damage
Gargoyle
Gargoyle
Medium elemental, chaotic evil
Level 4
- Hit points: 25
- Guard: 19
- Toughness: 19
- Resolve: 10
- Speed: 30ft., fly 60ft.
- Feats: Diehard, Energy Resistance IV (poison), Natural Defense III, Tough as Nails
- Languages: Terran
- False appeareance: While the gargoyle remains motionless, it is indistinguishable from a normal statue.
Attributes
Primary
Fortitude: 6 (2d8)
Might: 6 (2d8)
Favored Actions
Claws: Might (2d8) vs. Guard. Banes: Forced Move, Knockdown, Stunned
Genies
Djinni
Large elemental, chaotic good
Level 6
- Hit points: 24
- Guard: 15
- Toughness: 17
- Resolve: 22
- Speed: 30ft., fly 90ft.
- Feats: Attack Specialization IV (Scimitar), Attack Specialization III (Energy)
- Languages: Auran
- Elemental demise: If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying.
Attributes
Primary
Movement: 7 (2d10)
Will: 7 (2d10)
Secondary
Energy: 5 (2d6)
Illusion: 5 (2d6)
Might: 5 (2d6)
Prescience: 5 (2d6)
Favored Actions
Detection: Boon, Detection, Power Level 1. Prescience (2d6) to invoke.
Teleport: Boon, Teleport, Power Level 7. Movement (2d10) to invoke.
Wind Walk: Boon, Haste, Power Level 6. Movement (2d10) to invoke.
Scimitar: Might (2d6, advantage 4) vs. Guard. Banes: Persistent Damage, Unarmed
Thunderwave: Energy (2d6) vs. Guard. Banes: Persistent Damage, Knockback. 15 foot cube (with the Djinni as the source of it).
Eefreeti
Eefreeti
Large elemental, lawful evil
Level 6
- Hit points: 24
- Guard: 15
- Toughness: 17
- Resolve: 17
- Speed: 40ft., fly 60ft.
- Feats: Attack Specialization IV (Scimitar), Attack Specialization III (Energy)
- Languages: Ignan
- Elemental demise: If the efreeti dies, its body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment the efreeti was wearing or carrying.
Attributes
Primary
Movement: 7 (2d10)
Will: 7 (2d10)
Secondary
Energy: 5 (2d6)
Illusion: 5 (2d6)
Might: 5 (2d6)
Prescience: 5 (2d6)
Favored Actions
Detection: Boon, Detection, Power Level 1. Prescience (2d6) to invoke.
Teleport: Boon, Teleport, Power Level 7. Movement (2d10) to invoke.
Wind Walk: Boon, Haste, Power Level 6. Movement (2d10) to invoke.
Scimitar: Might (2d6, advantage 4) vs. Guard. Banes: Persistent Damage, Unarmed
Hurl flame: Energy (2d6, advantage 3) vs. Guard. Banes: Persistent Damage, Knockback.
Ghoul
Ghoul
Medium undead, chaotic evil
Level 1
- Hit points: 14
- Guard: 17
- Toughness: 12
- Resolve: 10
- Speed: 30ft.
- Feats: Attack specialization I (Enervating strike), Bane focus (Immobile)
- Languages: Common
- Special senses: Darkvision 60ft.
Attributes
Primary
Entropy: 5 (2d6)
Might: 4 (1d10)
Secondary
Agility: 3 (1d8)
Perception: 2 (1d6)
Fortitude: 2 (1d6)
Deception: 2 (1d6)
Favored actions
Enervating strike: Entropy (2d6) vs. Toughness. Banes: Persistent Damage, Immobile
Stench: Bane, Sickened, Power Level 5.Entropy (2d6) vs. Toughness.
Claw: Might (1d10) vs. Guard. Banes: Persistent Damage
Giants
Cloud Giant
Cloud Giant
Huge giant, neutral
Level 5
- Hit points: 18
- Guard: 16
- Toughness: 14
- Resolve: 10
- Speed: 45ft.
- Feats: Breakfall II, Crushing blow, Energy resistance II (Electricity), Flying, Longshot (Rock), Overpowering strike
- Languages: Common, Giant
- Special senses:
Attributes
Primary
Alteration: 7 (2d10)
Might: 6 (2d8)
Secondary
Movement: 4 (1d10)
Fortitude: 4 (1d10)
Perception: 3 (1d8)
Favored actions
Warhammer: Might (2d8) vs. Guard. Banes: Stunned. If the attack is successful, the target is forcibly pushed 5 feet in a direction of the giant's choice and knocked prone.
Cloud form: Boon, Insubstantial, Power Level 7. Alteration (2d10) to invoke.
Rock: Might (2d10) vs. Guard. Banes: Knockdown, Stunned
Fire Giant
Fire Giant
Huge giant, lawful evil
Level 5
- Hit points: 20
- Guard: 17
- Toughness: 15
- Resolve: 10
- Speed: 40ft.
- Feats: Attack specialization I (Morningstar), Battle trance, Destructive trance, Energy resistance I, Multi-target attack specialist I, Overpowering strike, Potent bane (Persistent damage), Tough as nails
- Languages: Common, Giant
- Special senses:
Attributes
Primary
Alteration: 6 (2d8)
Might: 7 (2d10)
Secondary
Energy: 4 (1d10)
Entropy: 2 (1d6)
Fortitude: 5 (2d6)
Favored actions
Multi-target attack: The Fire giant reduces the penalty for attacking multiple targets by 1.
Morningstar: Might (2d10) vs. Guard. Banes: Stunned. If the attack is successful, the target is forcibly pushed 5 feet in a direction of the giant's choice and knocked prone.
Fire form: Boon, Insubstantial, Power Level 7. Alteration (2d8) to invoke.
Ring of fire: Boon, Barrier, Power level 5. Alteration (2d8) to invoke. Properties: Damaging, Baneful. Fire giant can summon forth a ring of fire, of widght up to 30ft. A creature who ends its turn within the barrier or willingly enters it, suffers damage (1d8). Banes: Persistent damage.
Natural armor: Boon, Resistance, Power level 5. Fortitude (2d6) to invoke.
Frost Giant
Frost Giant
Huge giant, neutral evil
Level 4
- Hit points: 22
- Guard: 19
- Toughness: 16
- Resolve: 11
- Speed: 40ft.
- Feats: Attack specialization I (), Companion I, Energy resistance I, Great leap I, Multi-attack specialist, Potent bane (Persistent damage), Two-weapon brute
- Languages: Common, Giant
- Special senses:
Attributes
Primary
Alteration: 5 (2d6)
Might: 6 (2d8)
Secondary
Agility: 3 (1d8)
Energy: 3 (1d10)
Fortitude: 5 (2d6)
Protection: 2 (1d6)
Will: 1 (1d4)
Favored actions
Morningstar: Might (2d10) vs. Guard. Banes: Stunned. If the attack is successful, the target is forcibly pushed 5 feet in a direction of the giant's choice and knocked prone.
form: Boon, Insubstantial, Power Level 7. Alteration (2d8) to invoke.
Ring of fire: Boon, Barrier, Power level 5. Alteration (2d8) to invoke. Properties: Damaging, Baneful. Fire giant can summon forth a ring of fire, of widght up to 30ft. A creature who ends its turn within the barrier or willingly enters it, suffers damage (1d8). Banes: Persistent damage.
Natural armor: Boon, Resistance, Power level 5. Fortitude (2d6) to invoke.
Stone Giant
Stone Giant
Huge giant, neutral
Level 4
- Hit points: 24
- Guard: 21
- Toughness: 21
- Resolve: 12
- Speed: 40ft.
- Feats: Attack specialization I (Stone Greatclub), Crushing blow, Energy resistance I (Cold, Electricity), Longshot, Natural defense II, Overpowering strike, Tough as nails
- Languages: Common, Giant
- Special senses:
Attributes
Primary
Agility: 5 (2d6)
Might: 6 (2d8)
Secondary
Alteration: 4 (1d10)
Fortitude: 5 (2d6)
Protection: 2 (1d6)
Will: 2 (1d6)
Favored actions
Morningstar: Might (2d10) vs. Guard. Banes: Stunned. If the attack is successful, the target is forcibly pushed 5 feet in a direction of the giant's choice and knocked prone.
form: Boon, Insubstantial, Power Level 7. Alteration (2d8) to invoke.
Ring of fire: Boon, Barrier, Power level 5. Alteration (2d8) to invoke. Properties: Damaging, Baneful. Fire giant can summon forth a ring of fire, of widght up to 30ft. A creature who ends its turn within the barrier or willingly enters it, suffers damage (1d8). Banes: Persistent damage.
Natural armor: Boon, Resistance, Power level 5. Fortitude (2d6) to invoke.
Storm Giant
Storm Giant
Huge giant, Chaotic good
Level 7
- Hit points: 24
- Guard: 21
- Toughness: 17
- Resolve: 11
- Speed: 40ft.
- Feats: Attack specialization I (Two Longswords), Boon Focus I (Flying) Energy resistance I (Frost), Extraordinary defense I, Extraordinary focus, Flying, Longshot (Lightning), Multi-attack specialist I, Multi-Bane Specialist, Two weapon brute
- Languages: Common, Giant
- Special senses: A storm giant can breathe both air and water.
Attributes
Primary
Energy: 8 (3d8)
Might: 7 (2d10)
Secondary
Agility: 4 (1d10)
Alteration: 2 (1d6)
Fortitude: 6 (2d8)
Prescience: 2 (1d6)
Movement: 2 (1d6)
Will: 1 (1d4)
Favored actions
Blinding Array: Bane, Blinded, Power level 5. Energy (3d8) to invoke.
Futuresight: Boon, Precognition. Prescience (1d6) to invoke. Storm giants use futuresight as protection. If successful, they can predict any actions possibly used against them.
Lightning storm: Energy (3d8) vs. Guard. Banes: Persistent damage, Slowed.
Light as a feather: Boon, Flying, automatical invoke. Storm giants have a inherent telekinetic force that allows them to fly, using their voice as a focus. Since only continuity keeps them in the air, the most common practice is singing a song or recitating a story.
Longshot: Energy (3d8) vs. Agility (1d10).
Multiattack: The Storm giant reduces the penalty for multiple attack by 1.
Two-longsword attack: Might (2d10, advantage 4) vs. Agility (1d10).
Goblin
Goblin
Small humanoid, chaotic evil
Level 1 minion
- Hit points: 1
- Guard: 15
- Toughness: 10
- Resolve: 10
- Speed: 30ft.
- Feats: Evasive footwork
- Languages: Goblin, sometimes Common
- Special senses: Darkvision 60ft.
Attributes
Primary
Agility: 5 (2d6)
Movement: 3 (1d8)
Favored actions
Boneslicer: Agility (2d6) vs. Guard. Banes: Persistent Damage, Immobile
Trickster's step: Boon, Teleport. Power Level 3. Movement (1d8) to invoke.
Golems
Optional, flavourful golem rules:
Special resistance: all golems are immune to being charmed, exhausted, frightened, paralyzed, petrified or poisoned.
Additionally, they take half damage (rounded down) from all attacks and are immune to magical effects from all sources weaker than Power Level 5.
Clay Golem
Clay Golem
Large construct, unalligned
Level 5
- Hit points: 36
- Guard: 18
- Toughness: 18
- Resolve: 17
- Speed: 20ft.
- Feats: Attack specialization III (Sword), Crushing Blow, Extraordinary Defense I, Overpowering Strike
- Languages: None, but can understand its creator's words
- Special senses: Darkvision 60ft.
- Immutable form: A clay golem is immune to any effect that would alter its form.
- Acid absorption: Whenever a clay golem takes acid damage, it heals for the amount of damage dealt instead. This ability can heal lethal damage.
Attributes
Primary
Might: 7 (2d10)
Fortitude: 7 (2d10)
Secondary
Presence: 6 (2d8)
Favored actions
Smash: Might (2d10, advantage 3) vs. Guard. If the attack is successful, the target is automatically pushed 5 feet away and knocked prone. Banes: Knockdown, Stunned
Iron Golem
Iron Golem
Large construct, unalligned
Level 6, BOSS monster
- Hit points: 80
- Guard: 21
- Toughness: 29
- Resolve: 20
- Speed: 30ft.
- Feats: Attack specialization III (Longsword), Attribute Substitution II (Might-->Energy), Crushing Blow, Diehard, Extraordinary Defense III, Overpowering Strike
- Languages: None, but can understand its creator's words
- Boss edge: 3
- Special senses: Darkvision 120ft.
- Immutable form: An iron golem is immune to any effect that would alter its form.
- Fire absorption: Whenever an iron golem takes fire damage, it heals for the amount of damage dealt instead. This ability can heal lethal damage. -
Attributes
Primary
Might: 8 (3d8)
Fortitude: 8 (3d8)
Secondary
Perception: 6 (2d8)
Presence: 6 (2d8)
Favored actions
Longsword: Might (3d8, advantage 6) vs. Guard. If the attack is successful, the target is automatically pushed 5 feet away and knocked prone. Banes: Knockdown, Stunned
Steam breath: Might (3d8, 15-foot cone) vs. Toughness. Banes: Persistent Damage, Sickened
Stone Golem
Stone Golem
Large construct, unalligned
Level 6
- Hit points: 34
- Guard: 17
- Toughness: 24
- Resolve: 15
- Speed: 30ft.
- Feats: Attack specialization III (Smash), Attribute Substitution II (Might-->Energy), Crushing Blow, Diehard, Overpowering Strike
- Languages: None, but can understand its creator's words
- Boss edge: 3
- Special senses: Darkvision 120ft.
- Immutable form: A stone golem is immune to any effect that would alter its form.. -
Attributes
Primary
Might: 7 (2d10)
Fortitude: 7 (2d10)
Secondary
Entropy: 5 (2d6)
Presence: 5 (2d6)
Favored actions
Smash: Might (3d8, advantage 3) vs. Guard. If the attack is successful, the target is automatically pushed 5 feet away and knocked prone. Banes: Knockdown, Stunned
Slow: Bane, Slowed, Power Level 1. Entropy (2d6) vs. Toughness.
Gorgon
Gorgon
Large monstrosity, unalligned
Level 3
- Hit points: 35
- Guard: 15
- Toughness: 20
- Resolve: 15
- Speed: 40ft.
- Feats: Battle Trance, Bane Focus (Knockdown), Martial Focus (Gore), Tough as Nails
- Languages: -
- Trampling charge: If the gorgon moves at least 20 feet before making a gore attack on its turn, the enemy automatically receives the effects of a Knockdown bane if the attack is successful.
Attributes
Primary
Fortitude: 5 (2d6)
Might: 5 (2d6)
Will: 5 (2d6)
Favored Actions
Gore: Might (2d8) vs. Guard. Banes: Forced Move, Knockdown
Hooves: Might (2d6) vs. Guard. Banes: Knockdown
Grick
Grick
Medium monstrosity, neutral
Level 1
- Hit points:
- Guard: 18
- Toughness: 18
- Resolve: 14
- Speed: 30ft., climb 30ft.
- Feats: Climbing, Multi-target attack specialist I (Melee)
- Languages: -
Attributes
Primary
Fortitude: 4 (1d10)
Might: 4 (1d10)
Perception: 4 (1d10)
Will: 4 (1d10)
Favored Actions
Multi-target attack: The grick reduces the disadvantage caused by attacking multiple targets by 1.
Tentacle: Might (1d10) vs. Guard. Banes: Immobile, Persistent Damage
Beak: Might (1d10) vs. Guard. Banes: Persistent Damage
Grick Leader
Grick Leader
Large monstrosity, neutral
Level 1 BOSS
- Hit points: 40
- Guard: 18
- Toughness: 18
- Resolve: 14
- Speed: 30ft., climb 30ft.
- Feats: Climbing, Diehard, Multi-target attack specialist I (Melee)
- Languages: -
- Boss edge: 1
Attributes
Primary
Fortitude: 5 (2d6)
Might: 5 (2d6)
Secondary
Perception: 4 (1d10)
Will: 4 (1d10)
Favored Actions
Multi-target attack: The grick leader reduces the disadvantage caused by attacking multiple targets by 1.
Tentacle: Might (2d8, advantage 1) vs. Guard. Banes: Immobile, Persistent Damage
Beak: Might (2d8, advantage 1) vs. Guard. Banes: Persistent Damage
Griffon
Griffon
Large Monstrosity, neutral
Level 2
- Hit points:
- Guard:
- Toughness:
- Resolve:
- Speed: 30ft., fly 60ft.
- Feats: Flying, Multi-attack Specialist I, Skill Specialization I (Perception)
- Languages: -
Attributes
Primary
Fortitude: 5 (2d6)
Might: 5 (2d6)
Secondary
Perception: 3 (1d8)
Favored Actions
Multiattack: The griffon can make up to 2 additional attacks, and reduces the penalty caused by multiattacking by 1.
Beak: Might (2d6) vs. Guard. Banes: Knockdown, Persistent Damage
Claws: Might (2d6) vs. Guard. Banes: Persistent Damage
Hag
Hag
Medium fiend, neutral evil
Level 4
- Hit points: 32
- Guard: 13
- Toughness: 16
- Resolve: 15
- Speed: 30ft.
- Feats: Attribute Substitution II (Entropy-->Influence), Attack specialization II (Ray of fatigue), Bane focus (Fatigued)
- Languages: Abyssal, Common, Infernal, Primordial
- Special senses: Darkvision 60ft.
Attributes
Primary
Entropy: 6 (2d8)
Fortitude: 6 (2d8)
Secondary
Deception: 6 (2d8)
Learning: 4 (1d10)
Logic: 4 (1d10)
Might: 3 (1d8)
Prescience: 2 (2d6)
Presence: 5 (2d6)
Favored actions
Ray of fatigue: Entropy (2d8, advantage 3) vs. Toughness. Banes: Fatigued, Persistent Damage
Charm: Bane, Charmed, Power Level 6.Entropy (2d8) vs. Resolve.
Claw: Might (1d8) vs. Guard. Banes: Persistent Damage
Harpy
Harpy
Medium monstrosity, chaotic evil
Level 1
- Hit points: 20
- Guard: 13
- Toughness: 10
- Resolve: 15
- Speed: 20ft., fly 40ft.
- Feats: Bane Focus (Dominated). Flying
- Languages: Common
- Special senses: Darkvision 60ft.
Attributes
Primary
Influence: 5 (2d6)
Will: 5 (2d6)
Secondary
Agility: 3 (1d8)
Favored actions
Luring song: Bane, Dominated, Power Level 5. Influence (2d6, advantage 2) vs. Resolve.
Claws: Agility (1d8) vs. Guard. Banes: Persistent Damage
Hell Hound
Hell Hound
Medium fiend, lawful evil
Level 1
- Hit points: 16
- Guard: 18
- Toughness: 18
- Resolve: 10
- Speed: 50ft.
- Feats: Energy Resistance IV (fire)
- Languages: understands Infernal but cannot speak it
- Special senses: Darkvision 60ft.
- Pack tactics: when within 5 feet of an ally, the hell hound gains advantage 1 on all attack rolls.
Attributes
Primary
Might: 5 (2d6)
Secondary
Agility: 3 (1d8)
Energy: 3 (1d8)
Fortitude: 3 (1d8)
Favored actions
BIte: Might (2d6) vs. Guard. Banes: Knockdown, Persistent Damage
Fire breath: Energy (1d8, disadvantage 2, 10-foot cone) vs. Guard. Banes: Persistent Damage
Claws: Might (2d6) vs. Guard. Banes: Persistent Damage
Hobgoblin
Hobgoblin
Medium humanoid (goblinoid), lawful evil
Level 1
- Hit points: 16
- Guard: 29
- Toughness: 20
- Resolve: 13
- Speed: 30ft.
- Feats: Extraordinary Defense II
- Languages: Common, Goblin
- Special senses: Darkvision 60ft.
- Superior command: as a minor action, the hobgoblin can inspire a nearby ally, giving them advantage 1 on all attack rolls.
Attributes
Primary
Might: 5 (2d6)
Logic: 5 (2d6)
Secondary
Agility: 2 (1d6)
Fortitude: 3 (1d8)
Will: 1 (1d4)
Favored actions
Longspear: Might (2d6) vs. Guard. Banes: Disarmed, Immobile, Persistent Damage
Longbow: Agiltiy (1d6) vs. Guard. Banes: Persistent Damage, Slowed
Hydra
Hydra
HUge monstrosity, unalligned
Level 4, BOSS monster
- Hit points: 70
- Guard: 17
- Toughness: 24
- Resolve: 10
- Speed: 30ft.
- Feats: Martial Focus (bite), Multi-attack Specialization VI (Melee)
- Languages: Abyssal, Common, Infernal, Primordial
- Boss edge: 2
- Special senses: Darkvision 60ft.
- Head growth: When hydra takes more than 15 damage in a single turn, one of its heads die. On its next Major Action, the hydra may use its Regeneration boon to regrow 2 heads in its place. For each additional head grown in this way, the hydra gains 2 more tiers of the Multi-Attack Specialization feat. Taking fire damage in a turn disables this growth.
Attributes
Primary
Alteration: 7 (2d10)
Fortitude: 7 (2d10)
Might: 7 (2d10)
Secondary
Perception: 5 (2d6)
Presence: 5 (2d6)
Favored actions
Multiattack: The hydra can make up to 3 additional attacks, and reduces the penalty caused by multiattacking by 6.
Bite: Might (3d8, advantage 2) vs. Guard. Banes: Immobile, Persistent Damage
Regeneration: Boon, Regeneration, Power Level 7. Alteration (2d10) to invoke.
Kobold
Kobold
Small humanoid (kobold), lawful evil
Level 1
- Hit points: 3
- Guard: 16
- Toughness: 10
- Resolve: 10
- Speed: 30ft.
- Weak, but quick: Kobolds have their hitpoint maximum reduced by 7, but have their Agility attribute increased by 1 (max. 10).
- Feats: Bane Focus (Immobilized), Superior Bane Focus (Immobilized)
- Languages: Draconic
- Special senses: Darkvision 60ft.
Attributes
Primary
Agility: 6 (2d8)
Secondary
Logic: 4 (1d10)
Perception: 3 (1d8)
Kraken
Kraken
Gargantuan monstrosity (titan), chaotic evil
Level 14, BOSS monster
- Hit points: 110
- Guard: 20
- Toughness: 29
- Resolve: 28
- Speed: 20ft., swim 60ft.
- Feats: Attack Specialization V (Tentacle), Energy Resistance IV (electricity), Multi-target Attack Specialist VI
- Languages: Abyssal, Celestial, Infernal, Primordial; cannot speak, telepathy 120ft.
- Boss edge: 5
- Special senses: Truesight (Power Level 9) 120ft.
- Freedom of movement: The kraken ignores difficult terrain, and magical effects can’t reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
Attributes
Primary
Might: 10 (4d8)
Fortitude: 10 (4d8)
Secondary
Energy: 9 (3d10)
Learning: 9 (3d10)
Logic: 9 (3d10)
Prescience: 9 (3d10)
Presence: 9 (3d10)
Will: 9 (3d10)
Favored actions
Lightning storm: Energy (3d10, advantage 5) vs. Guard. Banes: Persistent Damage, Stunned
Tentacle: Might (4d8, advantage 10) vs. Guard. Banes: Immobile (Grappled), Knockdown
Fling: While holding a grappled target, the kraken can fling it up to 60ft. away on its turn. The target takes falling damage from the fling and lands prone. Might (4d8, advantage 11) vs. Guard.
Bite: The kraken can bite a single creature it's grappling. If successful, the target is automatically gains the banes stated in the attack. Might (4d8, advantage 5) vs. Guard. Banes: Blinded, Immobile (Grappled).
Lich
Optional rules:
- The lich is immune to being charmed, put to sleep, exhaustion, paralyzation and poison.
Lich
Medium humanoid (undead), lawful evil
Level 10, BOSS monster
- Hit points: 100
- Guard: 16 (Frostblight)
- Toughness: 22
- Resolve: 31
- Speed: 30ft., fly 30ft. (hover)
- Feats: Attack Specialization V (Necrotic Touch), Attribute Substitution II (Learning-->Entropy, Learning--> any other attribute of the DM's choice that the lich specializes in)), Bane Focus (Death), Craft Extraordinary Item III, Energy Resistance II (cold), Energy Resistance IV (necrotic), Extraordinary Defense III
- Languages: Any 7
- Boss edge: 4
- Special senses: Darkvision 120ft.
- Equipment: Frostblight (provides the defense of a plate mail and automatically grants the wearer the Flying boon)
Attributes
Primary
Logic: 10 (4d8)
Learning: 10 (4d8)
Secondary
Fortitude: 9 (3d10)
Perception: 9 (3d10)
Prescience: 9 (3d10)
Presence: 9 (3d10)
Will: 9 (3d10)
Favored actions
Power Word Kill: Bane, Death, Power Level 9. Learning (4d8, advantage 6) vs. Toughness.
Necrotic Touch: Learning (4d8, advantage 9) vs. Guard. Banes: Immobile, Persistent Damage, Slowed
Something that fits the lich: As they're mutually as different as they get, something they specialize in, like Alteration for example, would be a good fit here.
Manticore
Manticore
Large monstrosity, chaotic evil
Level 2, BOSS monster
- Hit points: 50
- Guard: 22
- Toughness: 22
- Resolve: 14
- Speed: 30ft., fly 50ft.
- Feats: Diehard, Flying, Multi-attack Specialization III (Melee)
- Languages: Common
- Boss edge: 1
Attributes
Primary
Agility: 6 (2d8)
Fortitude: 6 (2d8)
Might: 6 (2d8)
Secondary
Will: 4 (1d10)
Favored actions
Multiattack: The manticore can make up to 2 additional attacks, and reduces the penalty caused by multiattacking by 3.
Bite: Might (3d8, advantage 2) vs. Guard. Banes: Immobile, Persistent Damage
Tail Spike: Agility (2d8, advantage 1, ranged) vs. Guard. Banes: Persistent Damage, Slowed
Medusa
Medusa
Large monstrosity, lawful evil
Level 6, BOSS monster
- Hit points: 80
- Guard: 16
- Toughness: 18
- Resolve: 22
- Speed: 30ft.
- Feats: Bane Focus (Incapacitated), Combat Momentum, Evasive Footwork, Lethal Strike II, Skill Specialization V (Agility)
- Languages: Common
- Boss edge: 3
- Special senses: Darkvision 60ft.
- The petrifier: The medusa's Influence score counts as 1 higher for the purposes of the Incapacitated bane.
Attributes
Primary
Fortitude: 8 (3d8)
Influence: 8 (3d8)
Secondary
Agility: 6 (2d8)
Presence: 6 (2d8)
Will: 6 (2d8)
Favored Actions
Petrifying gaze: Bane, Incapacitated, Power Level 9. Influence (3d8, advantage 5) vs. Resolve.
Longbow: Agility (2d8, advantage 3) vs. Guard. Banes: Immobilized, Persistent Damage, Slowed
Hide: Agility (2d8, advantage 5)
Mimic
Mimic
Medium monstrosity, unalligned
Level 1
- Hit points: 26
- Guard: 14
- Toughness: 15
- Resolve: 13
- Speed: 20ft.
- Feats: Attribute Substitution I (Alteration-->Fortitude), Boon Focus I (Shapeshift)
- Languages: -
- Special senses: Blindsight 60ft.
Attributes
Primary
Alteration: 5 (2d6)
Agility: 4 (1d10)
Secondary
Perception: 3 (1d8)
Will: 3 (1d8)
Favored actions
Sticky: Bane, Immobile, Power Level 1. Alteration (2d6) vs. Guard.
Bite: Agility (1d10, advantage 1 if immobilizied with the Sticky ability) vs. Guard. Banes: Persistent Damage, Slowed
Minotaur
Minotaur
Large monstrosity, chaotic evil
Level 3
- Hit points: 31
- Guard: 15
- Toughness: 20 (23 in Battle Trance)
- Resolve: 14 (17 in Battle Trance)
- Speed: 40ft.
- Feats: Attack Specialization I (Greataxe), Battle Trance, Diehard, Tough as Nails I
- Languages: Primordial
- Special senses: Darkvision 60ft.
- Labyrinthine recall: The minotaur can perfectly recall any path it's travelled.
Attributes
Primary
Fortitude: 5 (2d6)
Might: 5 (2d6)
Secondary
Logic: 4 (1d10)
Will: 4 (1d10)
Favored actions
Greataxe: Might (2d6, advantage 1 (2 if in Battle Trance)) vs. Guard. Banes: Forced Move, Knockdown
Mummy
Mummy
Medium undead, lawful evil
Level 5
- Hit points: 22
- Guard: 16
- Toughness: 22
- Resolve: 10
- Speed: 30ft.
- Feats: Attack Specialization V (Rotting touch), Bane Focus (Rot)
- Languages: the languages it knew in life
- Rot: This bane is unique to mummies' Rotting Touch ability. Whenever the mummy can inflict this bane with the attack, the target contracts a disease called Rot, which causes it to lose 1d4 Might every day until it dies or until it's healed. The only way to heal Rot is using a Regeneration boon of Power Level 5 or higher.
Attributes
Primary
Entropy: 6 (2d8)
Fortitude: 6 (2d8)
Might: 6 (2d8)
Secondary
Protection: 4 (1d10)
Favored Actions
Rotting touch: Might (2d8, advantage 5) vs. Guard. Banes: Rot (see above)
Nightmare
Nightmare
Large fiend, neutral evil
Level 3
- Hit points: 26
- Guard: 15
- Toughness: 19
- Resolve: 14
- Speed: 60ft., fly 90ft.
- Feats: Boon Focus (Teleport), Energy Resistance IV (Fire), Flying
- Languages: understands Common, Abyssal and Infernal, but cannot speak
- Special senses: Darkvision 60ft.
- Ethereal traveller: The nightmare can use the Teleport boon at Power Level 5 to transport itself and 3 other creatures to the Ethereal Plane or back from it.
- Confer fire resistance: The night may confer an Energy Resistance
Attributes
Primary
Might: 5 (2d6)
Movement: 5 (2d6)
Secondary
Fortitude: 4 (1d10)
Will: 4 (1d10)
Favored actions
Hooves: Might (2d6) vs. Guard. Banes: Forced Move, Knockdown
Ethereal Stride: Boon, Teleport, Power Level 5, Focus Action. THe nightmare may teleport itself and up to 3 other creatures on it to the Ethereal Plane or back from it.
Ogre
Ogre
Large giant, chaotic evil
Level 2
- Hit points: 20
- Guard: 15
- Toughness: 20
- Resolve: 10
- Speed: 40ft.
- Feats: Attack Specialization II (Greatclub), Attack Specialization I (Javelin)
- Languages: Goblin
- Special senses: Darkvision 60ft.
Attributes
Primary
Fortitude: 5 (2d6)
Might: 5 (2d6)
Favored actions
Greaclub: Might (2d6, advantage 2) vs. Guard. Banes: Forced Move, Knockdown
Javelin: Might (2d6, advantage 1) vs. Guard. Banes: Immobile, Persistent Damage, Slow
Gelatinous Cube
Gelatinous Cube
Large ooze, unalligned
Level 2
- Hit points: 25
- Guard: 15
- Toughness: 20
- Resolve: 10
- Speed: 20ft.
- Feats: Bane Focus (Immobile), Superiour Bane Focus (Immobile), Tough as Nails I
- Languages:-
- Special senses: Blindsight 60ft., blind over this radius
- Ooze swallow: Whenever the gelatinous cube inflicts an Immobile bane on its target, it can engulf it as a part of its move action. While engulfed, the target is still considered immobile and is atuomatically subject to the gelatinous cube's Pseudopod attack at the start of its every turn. The engulfed target always takes at least 3 points of damage, no matter is the attack a hit or a miss. If the attack is a hit, the target is also automatically inflicted with the Persistent Damage bane.
Attributes
Primary
Fortitude: 5 (2d6)
Might: 5 (2d6)
Favored actions
Pseudopod: Might (2d6) vs. Guard. Banes: Imobile, Persistent Damage
Orc
Orc
Medium humanoid (orc), chaotic evil
Level 1
- Hit points: 26
- Guard: 16
- Toughness: 20
- Resolve: 13
- Speed: 30ft.
- Feats: Attack Specialization II (Falchion)
- Languages: Orc
- Special senses: Darkvision 60ft.
Attributes
Primary
Fortitude: 5 (2d6)
Might: 5 (2d6)
Secondary
Agility: 1 (1d4)
Presence: 3 (1d8)
Favored actions
Falchion: Might (2d6, advantage 2) vs. Guard. Banes: Disarmed, Forced Move, Persistent Damage
Longbow: Agility (1d4) vs. Guard. Banes: Persistent Damage, Slowed
intimidate: Bane, Demoralized, Power Level 3. Presence (1d8) vs. Resolve.
Otyugh
Otyugh
Large aberration, neutral
Level 5
- Hit points: 38
- Guard: 19
- Toughness: 26
- Resolve: 15
- Speed: 30ft.
- Feats: Diehard, Extraordinary Defense III, Multi-Attack Specialist III
- Languages: Otyugh
Attributes
Primary
Fortitude: 7 (2d10)
Secondary
Prescience: 6 (2d8)
Might: 6 (2d8)
Will: 2 (1d6)
Favored Actions
Multiattack: The otyugh can make up to 4 additional attacks, and reduces the penalty caused by multiattacking by 4.
Tentacle: Might (2d8) vs. Guard. Banes: Immobile, Persistent Damage
Bite: Might (2d8) vs. Guard. Banes: Immobile, Persistent Damage
Purple Worm
Purple Worm
Gargantuan Monstrosity, unalligned
Level 8, BOSS monster
- Hit points: 90
- Guard: 23
- Toughness: 33
- Resolve: 23
- Speed: 50ft., burrow 30ft.
- Feats: Attack Specialization IX (Bite), Bane Focus (Persistent Damage), Extraordinary Defense III, Superior Bane Focus (Persistent Damage)
- Languages: -
- Boss edge: 3
- Special senses: Blindsight 30ft., Tremorsense 60ft.
- Tunneler: The purple worm can tunnel through solid rock at half its burrow speed and leaves a 10-foot diameter tunnel in its wake.
Attributes
Primary
Fortitude: 10 (4d8)
Might: 10 (4d8)
Presence: 10 (4d8)
Secondary
Perception: 7 (2d10)
Protection: 7 (2d10)
Favored Actions
Bite: Might (4d8, advantage 12) vs. Guard. Banes: Immobile (Grappled), Persistent Damage (acid)
Remorrhaz
Remorrhaz
Huge monstrosity, unalligned
Level 5
- Hit points: 22
- Guard: 16
- Toughness: 22
- Resolve: 10
- Speed: 30ft.
- Feats: Attack Specialization III (Bite), Bane Focus (Immobile), Bane Focus (Persistent Damage), Superior Bane Focus (Persistent Damage)
- Languages: Draconic
Attributes
Primary
Might: 6 (2d8)
Energy: 6 (2d8)
Fortitude: 6 (2d8)
Favored Actions
Bite: Might (2d8, advantage 3) vs. Guard. Banes: Immobile, Persistent Damage
Swallow: Bane, Immobilize, Power Level 1. Might (2d8, advantage 2) vs. Guard. The target that is successfully swallowed by Remorrhaz is slowly being digested in its belly. The target is automatically attacked by Energy (Fire) from Remorrhaz's heated insides. This attack always deals a minimum of 3 points of damage, no matter is it a hit or a miss. If the target successfully deals 4 or more points of damage to the remorrhaz on its turn, the remorrhaz regurgitates it and the target falls prone at a randomly chosen location within remorrhaz's reach.
Rust Monster
Rust Monster
Medium monstrosity, unalligned
Level 1
- Hit points: 16
- Guard: 15
- Toughness: 18
- Resolve: 10
- Speed: 40ft.
- Feats: Bane Focus (Persistent Damage), Superior Bane Focus (Persistent Damage)
- Languages: -
- Special senses: Darkvision 60ft.
- Rusty: Whenever the rust monster inflicts the Persistent Damage bane, it deals damage to the target's weapon or armor (its choice). On a successful hit, the weapon's damage or the armor's Guard bonus are reduced by 1 (cummulative). If this penalty reaches -3 damage on a weapon, or the armor's Guard bonus reaches 0, its destroyed.
Attributes
Primary
Energy: 5 (2d6)
Might: 5 (2d6)
Secondary
Fortitude: 3 (1d8)
Favored actions
Antennae: Might (2d6) vs. Guard. Banes: Persistent Damage
Shadow
Shadow
Medium undead, chaotic evil
Level 1
- Hit points: 22
- Guard: 15
- Toughness: 15
- Resolve: 16
- Speed: 30ft.
- Feats: Attribute Substitution I (Entropy--> Might), Bane Focus (Exhausted)
- Languages: -
- Special senses: Darkvision 60ft.
Attributes
Primary
Entropy: 5 (2d6)
Secondary
Movement: 3 (1d8)
Presence: 3 (1d8)
Will: 3 (1d8)
Favored actions
Shadowy touch: Entropy (2d6) vs. Guard. Banes: Exhausted
Skeleton
Skeleton
Medium undead, lawful evil
Level 1
- Hit points: 10
- Guard: 18
- Toughness: 14
- Resolve: 10
- Speed: 30ft.
- Feats: Attack Specialization I (Longsword), Attack Specialization I (Longbow)
- Languages: -
- Special senses: Darkvision 60ft.
Attributes
Primary
Agility: 4 (1d10)
Might: 4 (1d10)
Favored actions
Broken Longsword: Might (2d6) vs. Guard. Banes: Persistent Damage
Longbow: Agility (2d6, advantage 1) vs. Guard. Banes: Immobile, Persistent Damage, Slowed
Tarrasque
Tarrasque
Gargantuan monstrosity (titan), unalligned
Level 14, BOSS monster
- Hit points: 110
- Guard: 33
- Toughness: 33
- Resolve: 31
- Speed: 20ft., swim 60ft.
- Feats: Attack Specialization IX (Bite), Attribute Substitution I (Might-->Agility), Bane Focus (Immobile) Diehard, Energy Resistance III (all), Extraordinary Defense III
- Languages: Understands Primordial but cannot speak
- Boss edge: 5
- Special senses: Blindsight 120ft.
- Freedom of movement: The tarrasque ignores difficult terrain, and magical effects can’t reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
Attributes
Primary
Might: 10 (4d8)
Fortitude: 10 (4d8)
Secondary
Protection: 9 (3d10)
Presence: 9 (3d10)
Will: 9 (3d10)
Favored actions
Bite: Might (4d8, advantage 14) vs. Guard. Banes: Forced Move, Immobile, Knockdown, Persistent Damage
Swallow: Bane, Immobilize, Power Level 1. Might (4d8, advantage 7) vs. Guard. The target that is successfully swallowed by the tarrasque is slowly being digested in its belly. The target is automatically attacked by acidic juices from the tarrasque's insides. This attack always deals a minimum of 3 points of damage, no matter is it a hit or a miss. If the target successfully deals 7 or more points of damage to the tarrasque on its turn, the tarrasque regurgitates it and the target falls prone at a randomly chosen location within the tarrasque's reach.
Treant
Treant
Huge plant, chaotic good
Level 5
- Hit points: 33
- Guard: 18
- Toughness: 23
- Resolve: 12
- Speed: 30ft.
- Feats: Attack Specialization II (Slam), Boon Focus I (Summon Creature), Extraordinary Defense II, Tough as Nails
- Languages: Common, Druidic, Elvish, Sylvan
Attributes
Primary
Fortitude: 5 (2d6)
Might: 6 (2d8)
Energy: 6 (2d8)
Secondary
Creation: 4 (1d10)
Protection: 4 (1d10)
Favored Actions
Animate plants: Boon, Summon Creature, Power Level 4. Creation (1d10) to invoke.
Rock Throw: Might (2d6) vs. Guard. Banes: Forced Move, Knockdown
Slam: Might (2d8, advantage 2) vs. Guard. Banes: Forced Move, Immobile, Knockdown
Troll
Troll
Large giant, chaotic evil
Level 2, BOSS monster
- Hit points: 50
- Guard: 17
- Toughness: 22
- Resolve: 10
- Speed: 30ft.
- Feats: Boon Focus (Regeneration), Crushing Blow, Overpowering Strike
- Languages: -
- Boss edge: 1
- Special senses: Darkvision 60ft.
Attributes
Primary
Alteration: 5 (2d6)
Fortitude: 6 (2d8)
Might: 6 (2d8)
Favored actions
Claw: Might (2d8, advantage 1) vs. Guard. Banes: Forced Move, Knockdown, Persistent Damage
Regenerate: Boon, Regeneration, Power Level 5. Automatic invoke.
Vampire
Vampire
Medium undead, neutral evil
Level 6, BOSS monster
- Hit points: 80
- Guard: 18
- Toughness: 16
- Resolve: 22
- Speed: 30ft.
- Feats: Attack Specialization V (Bite), Bane Focus (Immobilize), Bane Focus (Persistent Damage), Boon Focus (Insubstantial), Climbing, Diehard, Energy Resistance IV (Necrotic), Evasive Footwork
- Languages: the languages it knew in life
- Boss edge: 3
- Vampire weaknesses: While in the sun, the vampire automatically takes 3 points of damage per round and cannot use its boss edge actions or regenerate health. Additionally, it has disadvatnage 1 on all checks and attack rolls.
- Lord of the night: From dusk until dawn, the vampire has advantage 1 on all checks and attack rolls.
Attributes
Primary
Agility: 8 (3d8)
Alteration: 8 (3d8)
Influence: 8 (3d8)
Secondary
Fortitude: 6 (2d8)
Perception: 6 (2d8)
Presence: 6 (2d8)
Will: 6 (2d8)
Entropy: 6 (2d8)
Might: 6 (2d8)
Special
Blood Drain. Upon inflicting the "Persistent Damage" bane after a target's been grappled by the vampire's bite attack, the vampire also causes one level of exhaustion to the target. This effect stacks.
Favored Actions
Bite: Agility (3d8, advantage 8) vs. Guard. Banes: Immobilize (Grappled)
Blood Drain: Bane, Persistent Damage, Power Level 6. Entropy (2d8, advantage 5) vs. Toughness.
Dash: The vampire moves its speed.
Misty Form: Boon, Insubstantial, Power Level 7. Automatical invoke.
Vampire Spawn
Vampire Spawn
Medium undead, lawful evil
Level 4
- Hit points: 16
- Guard: 16
- Toughness: 13
- Resolve: 13
- Speed: 30ft.
- Feats: Attack Specialization II (Bite), Bane Focus (Immobilize), Bane Focus (Persistent Damage), Climbing, Energy Resistance IV (Necrotic), Evasive Footwork
- Languages: the languages it knew in life
- Vampire weaknesses: While in the sun, the vampire spawn automatically takes 5 points of damage per round and cannot regenerate health. Additionally, it has disadvatnage 1 on all checks and attack rolls.
- Lords of the night: From dusk until dawn, the vampire spawn has advantage 1 on all checks and attack rolls.
Attributes
Primary
Agility: 6 (2d8)
Alteration: 6 (2d8)
Entropy: 6 (2d8)
Secondary
Fortitude: 3 (1d6)
Will: 3 (1d6)
Favored Actions
Bite: Agility (2d8, advantage 2) vs. Guard. Banes: Immobilize (Grappled)
Blood Drain: Bane, Persistent Damage, Power Level 6. Entropy (2d8, advantage 2) vs. Toughness.
Wraith
Wraith
Medium undead, neutral evil
Level 3
- Hit points: 26
- Guard: 14
- Toughness: 14
- Resolve: 14
- Speed: 60ft. (hover)
- Feats: Bane Focus (Fatigued), Bane Focus (Slowed), Flying, Multi-bane Specialist (Slowed, Fatigued)
- Languages: the languages it knew in life
Attributes
Primary
Entropy: 6 (2d8)
Secondary
Agility: 4 (1d10)
Fortitude: 4 (1d10)
Presence: 4 (1d10)
Favored Actions
Death's Touch: Entropy (2d8) vs. Guard. Banes: Fatigued, Slowed
Wyvern
Wyvern
Large dragon, unalligned
Level 3, BOSS monster
- Hit points: 60
- Guard: 19 (+2 natural armor)
- Toughness: 24
- Resolve: 10
- Speed: 20ft., fly 80ft.
- Feats: Attack Specialization III (Stinger), Bane Focus (Persistent Damage), Diehard, Superior Bane Focus (Persistent Damage)
- Languages: -
- Boss edge: 2
Attributes
Primary
Fortitude: 7 (2d10)
Might: 7 (2d10)
Secondary
Energy: 5 (2d6)
Perception: 5 (2d6)
Favored Actions
Bite: Might (2d10, advantage 2) vs. Guard. Banes: Immobile, Persistent Damage
Stinger: Might (2d10, advantage 5) vs. Guard. Banes: Persistent Damage (Energy: acid)
Wing Flap: Bane, Knockdown, Power Level 1. Might (2d8) vs. Guard, 10-foot cone.
Zombie
Zombie
Medium undead, neutral evil
Level 1
- Hit points:
- Guard:
- Toughness:
- Resolve:
- Speed: 30ft.
- Feats: Attack Specialization I (Bite), Diehard
- Languages: -
- Special senses: Darkvision 60ft.
- Create zombie: A creature killed by a zombie's bite attack rises as a zombie itself after 1d6 days.
Attributes
Primary
Fortitude: 5 (2d6)
Might: 5 (2d6)
Favored actions
Bite: Might (2d8, advantage 2) vs. Guard. Banes: Persistent Damage
Creatures by level
Creatures by level
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