# 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!

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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

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Link to the Indiegogo campaign: https://www.indiegogo.com/projects/open-legend-fantasy-bestiary-books/x/18535727#/




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**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.”*



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### Credits

**OL Fantasy Bestiary Lead Designer:** Luka Vodanović
___
**Additional Contributors:** Josip Bušelić, Matea Vodanović
___
**Cover Illustrator:** Cyntia Castillo UBC Comics
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**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



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<div class='toc'>
##### Table Of Contents
- **[Open Legend Fantasy Bestiary](#p1)**
  - [1.](#p1)
    - [1.1 Credits](#p1)
  - [2 Allignment](#p3)
  - [3 Aboleth](#p4)
  - [4 Angels](#p5)
    - [4.1 Deva](#p5)
    - [4.2 Planetar](#p5)
    - [4.3 Solar](#p6)
  - [5 Animated armor](#p6)
  - [6 Flying Sword](#p7)
  - [7 Ankheg](#p7)
  - [8 Azer](#p8)
  - [9 Bazilisk](#p8)
  - [10 Behir](#p9)
  - [11 Bugbear](#p9)
  - [12 Bullete](#p10)
  - [13 Chimera](#p11)
  - [14 Chuul](#p11)
  - [15 Cockatrice](#p12)
  - [16 Darkmantle](#p12)
  - [17 Demons](#p13)
    - [17.1 Balor](#p13)
    - [17.2 Dretch](#p13)
    - [17.3 Glabrezu](#p14)
    - [17.4 Hezrou](#p14)
    - [17.5 Marilith](#p15)
    - [17.6 Nalfeshnee](#p15)
    - [17.7 Vrock](#p16)
  - [18 Devils](#p16)
    - [18.1 Barbed Devil](#p16)
    - [18.2 Bearded Devil](#p17)
    - [18.3 Bone Devil](#p17)
    - [18.4 Chain Devil](#p18)
    - [18.5 Erinyes](#p18)
    - [18.6 Horned Devil](#p19)
    - [18.7 Ice Devil](#p19)
    - [18.8 Imp](#p20)
    - [18.9 Pit Fiend](#p20)
  - [1.19 Dinosaurs](#p21)
    - [19.1 Plesiosaurus](#p21)
    - [19.2 Triceratops](#p21)
    - [19.3 Tyrannosaurus Rex](#p22)
  - [20 Doppelganger](#p22)
  - [21 Dragons](#p23)
    - [21.1 Ancient Dragon](#p24)
    - [21.2 Adult Dragon](#p24)
    - [21.3 Young Dragon](#p25)
    - [22 Drider](#p25)
  - [23 Dryad](#p26)
  - [24 Duergar](#p26)
  - [25 Elementals](#p27)
    - [25.1 Air Elemental](#p27)
    - [25.2 Earth Elemental](#p27)
    - [25.3 Fire Elemental](#p28)
    - [25.4 Water Elemental](#p28)
  - [26 Elf, Drow](#p29)
  - [27 Ettercap](#p29)
  - [28 Ettin](#p30)
</div>
    

   
  
<div class='toc'>
- 
  - [29 Violet Fungus](#p30)
  - [30 Gargoyle](#p31)
  - [31 Genies](#p31)
  - [32 Eefreeti](#p32)
  - [33 Ghoul](#p32)
  - [34 Giants](#p33)
    - [34.1 Cloud Giant](#p33)
    - [34.2 Fire Giant](#p33)
    - [34.3 Frost Giant](#p34)
    - [34.4 Stone Giant](#p34)
    - [34.5 Storm Giant](#p35)
  - [35 Goblin](#p35)
  - [36 Golems](#p36)
    - [36.1 Clay Golem](#p36)
    - [36.2 Iron Golem](#p36)
    - [36.3 Stone Golem](#p37)
  - [37 Gorgon](#p37)
  - [38 Grick](#p38)
    - [38.1 Grick Leader](#p38)
  - [39 Griffon](#p39)
  - [40 Hag](#p39)
  - [41 Harpy](#p40)
  - [42 Hell Hound](#p40)
  - [43 Hobgoblin](#p41)
  - [44 Hydra](#p41)
  - [45 Kobold](#p42)
  - [46 Kraken](#p42)
  - [47 Lich](#p43)
  - [48 Manticore](#p43)
  - [49 Medusa](#p44)
  - [50 Mimic](#p44)
  - [51 Minotaur](#p45)
  - [52 Mummy](#p45)
  - [53 Nightmare](#p46)
  - [54 Ogre](#p46)
  - [55 Gelatinous Cube](#p47)
  - [56 Orc](#p47)
  - [57 Otyugh](#p48)
  - [58 Purple Worm](#p48)
  - [59 Remorrhaz](#p49)
  - [60 Rust Monster](#p49)
  - [61 Shadow](#p50)
  - [62 Skeleton](#p50)
  - [63 Tarrasque](#p51)
  - [64 Treant](#p51)
  - [65 Troll](#p52)
  - [66 Vampire](#p52)
    - [66.1 Vampire Spawn](#p53)
  - [67 Wraith](#p53)
  - [68 Wyvern](#p54)
  - [69 Zombie](#p54)
  - [Creatures by Level](#p55)

</div>








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## 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:

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1. Lawful creatures usually do things as expected by the society; usually, it means upholding the law and executing the will of their superiors.
___
2. 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.
___
3. 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.
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4. 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.
___
5. 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.
___
6. 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. 







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## 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.


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## 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.


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### 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






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## 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


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## 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.



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## 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


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## 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


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## 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


<div class='pageNumber auto'></div>


\page



## 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).



<div class='pageNumber auto'></div>


\page



## 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)*



<div class='pageNumber auto'></div>


\page


### 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*


<div class='pageNumber auto'></div>


\page

### 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.


<div class='pageNumber auto'></div>


\page


### 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*


<div class='pageNumber auto'></div>


\page


### 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.


<div class='pageNumber auto'></div>


\page


### 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*


<div class='pageNumber auto'></div>


\page



### 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.


<div class='pageNumber auto'></div>


\page


### 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.


<div class='pageNumber auto'></div>


\page



## 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.



<div class='pageNumber auto'></div>


\page



### 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.


<div class='pageNumber auto'></div>


\page



## 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


<div class='pageNumber auto'></div>


\page


### 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.


<div class='pageNumber auto'></div>


\page


### 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*


<div class='pageNumber auto'></div>


\page

## 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.


<div class='pageNumber auto'></div>


\page

## 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*


<div class='pageNumber auto'></div>


\page


### 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* 


<div class='pageNumber auto'></div>


\page

## 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.


<div class='pageNumber auto'></div>


\page

## 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*


<div class='pageNumber auto'></div>


\page

## 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).


<div class='pageNumber auto'></div>


\page

## 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*

<div class='pageNumber auto'></div>


\page



## 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.

\page


### 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.
\page


### 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.


<div class='pageNumber auto'></div>


\page

## 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*


<div class='pageNumber auto'></div>


\page


### 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*


<div class='pageNumber auto'></div>


\page


## 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*



<div class='pageNumber auto'></div>


\page

## 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*


<div class='pageNumber auto'></div>


\page

## 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*


<div class='pageNumber auto'></div>


\page

## 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.


<div class='pageNumber auto'></div>


\page

## 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)*.


<div class='pageNumber auto'></div>



\page

## 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*



<div class='pageNumber auto'></div>


\page

## 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*


<div class='pageNumber auto'></div>


\page

## 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)*
>


<div class='pageNumber auto'></div>


\page

## 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*


<div class='pageNumber auto'></div>


\page

## 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.


<div class='pageNumber auto'></div>


\page

## 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)*


<div class='pageNumber auto'></div>


\page

## 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*


<div class='pageNumber auto'></div>


\page

## 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*


<div class='pageNumber auto'></div>


\page

## 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*


<div class='pageNumber auto'></div>


\page


## 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.


<div class='pageNumber auto'></div>


\page


### 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*


<div class='pageNumber auto'></div>

\page

## 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*



<div class='pageNumber auto'></div>


\page

## Creatures by level

<div class='toc'>
##### Creatures by level
- **[Open Legend Fantasy Bestiary](#p1)**
  - 1.
    - [Animated Armor](#p6)
    - [Flying Sword](#p7)
    - [Bugbear](#p9)
    - [Cockatrice](#p12)
    - [Darkmantle](#p12)
    - [Dretch](#p13)
    - [Bearded Devil](#p17)
    - [Imp](#p20)
    - [Doppelganger](#p22)]
    - [Duergar](#p26)
    - [Elf, Drow](#p29)
    - [Violet Fungus](#p30)
    - [Ghoul](#p32)]
    - [Goblin](#p35)
    - [Grick](#p38)
    - [Grick Leader](#p38)
    - [Harpy](#p40)]
    - [Hell Hound](#p40)
    - [Hobgoblin](#p41)
    - [Kobold](#p42)
    - [Mimic](#p44)
    - [Orc](#p47)
    - Rust Monster](#p49)
    - [Shadow](#p50)
    - [Skeleton](#p50)
    - [Zombie](#p54)
  - 2.
    - [Ankheg](#p7)
    - [Azer](#p8)
    - [Chimera](#p11)
    - [Plesiosaurus](#p21)
    - [Ettercap](#p29)]
    - [Griffon](#p39)
    - [Manticore](#p43)
    - [Ogre](#p46)
    - [Gelatinous Cube](#p47)
    - [Troll](#p52)
  - 3.
    - [Basilisk](#p8)
    - [Vrock](#p16)
    - [Barbed Devil](#p16)
    - [Triceratops](#p21)
    - [Young Dragon](#p25)
    - [Drider](#p25)
    - [Air Elemental](#p27)
    - [Earth Elemental](#p27)
    - [Fire Elemental](#p28)
    - [Water Elemental](#p28)
    - [Ettin](#p30)]
    - [Gorgon](#p37)
    - [Minotaur](#p45)
    - [Nightmare](#p46)
    - [Wraith](#p53)
    - [Wyvern](#p54)

  
</div>

    
   
  
<div class='toc'>
- 
  - 4.
    - [Chuul](#p11)
    - [Chain Devil](#p18)
    - [Tyrannosaurus Rex](#p22)
    - [Gargoyle](#p31)
    - [Frost Giant](#p34)
    - [Stone Giant](#p34)
    - [Hag](#p39)
    - [Hydra](#p41)
    - [Vampire Spawn](#p53)
  - 5.
    - [Aboleth](#p4)
    - [Deva](#p5)
    - [Behir](#p9)
    - [Bullete](#p10)
    - [Glabrezu](#p14)
    - [Bone Devil](#p17)
    - [Cloud Giant](#p33)
    - [Fire Giant](#p33)
    - [Clay Golem](#p36)
    - [Mummy](#p45)
    - [Otyugh](#p48)
    - [Remorrhaz](#p49)
    - [Treant](#p51)
  - 6.
    - [Nalfeshnee](#p15)
    - [Erinyes](#p18)
    - [Horned Devil](#p19)
    - [Adult Dragon](#p24)]
    - [Djinni](#p31)
    - [Eefreeti](#p32)
    - [Iron Golem](#p36)
    - [Stone Golem](#p37)
    - [Medusa](#p44)
    - [Vampire](#p52)
  - 7.
    - [Hezrou](#p14)
    - [Ice Devil](#p19)
    - [Storm Giant](#p35)
  - 8.
    - [Planetar](#p5)
    - [Purple Worm](#p48)
  - 10.
    - [Solar](#p6)
    - [Marilith](#p15)
    - [Lich](#p43)
  - 11.
    - [Ancient Dragon](#p24)
  - 12.
    - [Pit Fiend](#p20)
  - 13.
    - [Balor](#p13)
  - 14.
    - [Kraken](#p42)
    - [Tarrasque](#p51)
</div>