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

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:


  1. Lawful creatures usually do things as expected by the society; usually, it means upholding the law and executing the will of their superiors.

  1. 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.

  1. 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.

  1. 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.

  1. 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.

  1. 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:

  1. Special resistance: all golems are immune to being charmed, exhausted, frightened, paralyzed, petrified or poisoned.

  2. 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:

  1. 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