Bestiary
This bestiary is a conversion of the excellent Cairn 2e Bestiary created by Yochai Gal. The text is licensed under CC-BY-SA 4.0.
This bestiary contains classic high fantasy creatures for games where adventurers delve through dungeons while fantastic beasts soar high in the sky.
Reading Creatures
Each creature entry follows this format:
- Name: The creature name.
- Description: Behavior, traits, and special abilities.
- Details: Optional bullets that clarify tactics, behavior, or special rules.
- Stats: Listed in bold uppercase, such as 4 HIT POINTS, 1 ARMOR, FORCE. Hit Points measure how much harm the creature can avoid before being taken out. Armor reduces incoming Damage.
- Attacks: Listed below the stat line. Notation like “1D Damage, 2 strikes” means the creature attacks twice and rolls the listed Damage for each strike. “Blast” means the attack affects all nearby targets. “Ranged” means the attack can be made from a distance. “Ignores Armor” means Armor does not reduce its Damage.
Force
Forces: Colossal creatures or large groups of similar enemies fighting together count as one Force. An individual attacking a Force does so from a Bad Position and deals 1D-1 Damage. A Force attacking individuals does so from a Good Position and deals 1D+3 Blast Damage.
Creating Your Own Creatures
Use these guidelines to create new creatures:
- Hit Points: Use 1-5 Hit Points for weak foes, 5-8 for standard foes, 8-13 for dangerous foes, and 13+ for deadly foes.
- Armor: Use 1 Armor for light protection, 2 Armor for medium protection, and 3 Armor for heavy protection.
- Damage: Use 1D Damage for weak foes, 1D+1 Damage for standard foes, 1D+2 Damage for dangerous foes, and 1D+3 Damage for deadly foes.
- Special Abilities: Use one or two clear abilities that make the creature memorable.
Converting Creatures
For creatures from Cairn, Into the Odd, Mausritter, or similar games, use this procedure:
- Hit Points and Armor: Keep HP and Armor as written.
- Damage: Convert each listed damage die to Boundless Damage.
| Cairn Damage | Boundless Damage |
|---|---|
| d4 | 1D-1 |
| d6 | 1D |
| d8 | 1D+1 |
| d10 | 1D+2 |
| d12 | 1D+3 |
- Two weapons: When an attack is written with a plus sign, convert each damage die and keep the expression. For example, d8+d12 becomes 1D+1 & 1D+3 Damage.
- Attack tags: When an attack has a tag, keep it as written. Convert impaired attacks to Bad Position and enhanced attacks to Good Position.
- Saves and Critical Damage: Convert STR, DEX, and WIL saves to the closest Boundless Attribute Check. Convert Critical Damage and similar severe effects into a Critical Save trigger. If the save fails, the effect happens.
Creatures
Monster Categories
Roll 2D: first for the table (1-2, 3-4, or 5-6), then for the row (1-6).
Table: 1-2
| 1D | Group |
|---|---|
| 1 | Avian: Phoenix, Roc, Wyvern |
| 2 | Construct: Bone Construct, Cobblehounds, Gargoyle |
| 3 | Giant: Ettin, Sky Giant, Storm Giant, Titan |
| 4 | Hybrid: Centaur, Manticore, Minotaur, Owlbear |
| 5 | Magical: Blink Dog, Warp Panther, Water Elemental |
| 6 | Shape Shifter: Swine Thing, Werewolf |
Table: 3-4
| 1D | Group |
|---|---|
| 1 | Beast: Blood Elk, Grizzly Bear, Killer Bees, Night Cat, Viper, Wolf |
| 2 | Demon & Extraplanar: Eye of Terror, Hellhound, Mind Lasher, Nightmare |
| 3 | Goblinoid: Bugbear, Goblin, Hobgoblin, Ogre, Root Goblin, Troll, Wood Troll |
| 4 | Insectoid: Aranea, Burrowing Horror, Cave Locust, Giant Scorpion |
| 5 | Mythical: Banshee, Griffon, Harpy, Hydra, Lamia, Unicorn |
| 6 | Undead & Incorporeal: Crypt Guardian, Ghost, Ghoul, Invisible Stalker, Lich, Mummy, Shadow, Skeleton, Vampire, Wight, Zombie |
Table: 5-6
| 1D | Group |
|---|---|
| 1 | Behemoth: Green Dragon, Purple Worm |
| 2 | Fey: Boggart, Dryad, Frost Elf, Night Hag, Pixie, Red Cap, Sea Hag, Will-o-Wisp |
| 3 | Humanoid: Acolyte, Bandit, Frost Elf, Gnoll, Hooded Men, Triton |
| 4 | Lizard: Basilisk, Hydra, Kobold, Naga, Reptilian |
| 5 | Plant: Creeping Vines, Root Witch, Shambling Mound, Treant |
| 6 | Unusual: Gelatinous Ooze, Mimic, Rust Monster, Warrior Snail |
Holy servants bound to a particular deity. Typically travel in groups of four or more.
- Carry a holy symbol (Ward once per day).
4 HIT POINTS, 1 ARMOR
- Ceremonial dagger: 1D Damage
Enormous spiders with greenish-black skin and large brains. Can shape shift into human form at will.
- Conduct their magical research in dark, web-filled caverns. Carry the Charm and Command spellbooks at all times.
- Fire attacks against Aranea deal +2 Damage.
6 HIT POINTS
- Bite: 1D+1 Damage
Outlaws who raid settlements, attack ships, or ambush travelers. Groups of four or more are a Force.
- A Force always travels with one leader wearing chain mail or similar (2 Armor) and a long sword (1D+2 Damage) or crossbow (1D+1 Damage).
- Loyal: If half their numbers are taken down, make a Fortune Roll (4D) to see if the rest flees. If the leader dies, the others will flee immediately.
4 HIT POINTS, 1 ARMOR
- Short sword: 1D Damage
- Short bow: 1D Damage
Incorporeal spirits that linger long after death to haunt the living.
- Unharmed by cold, heat, or the elements. Iron weapon attacks deal +2 Damage.
8 HIT POINTS
- Ghostly touch: 1D+1 Damage
- Wail: anyone in earshot makes a Willpower Check. On 0 Hits, they gain an "Unconscious" Condition
Long, serpentine lizards that nest deep below the earth or in brambles just underfoot.
- Fighting a Basilisk without meeting its gaze is difficult. Attacks made while avoiding its gaze are made from a Bad Position.
10 HIT POINTS, 1 ARMOR
- Bite: 1D+2 Damage
- Gaze: a target facing the Basilisk is slowly petrified from the bottom up. Roll 3D, they are completely frozen in a number of rounds equal to Hits + 1. An antidote can be brewed from the Basilisk's gizzards. The creature's reflection is harmless
Teleporting canines in service of a powerful master.
- Can phase out of reality at will. Melee attacks against them are made from a Bad Position.
5 HIT POINTS
- Bite: 1D Damage
Born from violence resulting from a greedy or selfish act.
- Kill their victims for sustenance, but gains no succor. They are always hungry.
4 HIT POINTS
- Horns: 1D+1 Damage
- Failed Critical Save (Strength): gores its victims by ripping out their entrails
Wild, hairy tricksters that prize shiny trinkets above coin.
- Boggarts have true names that describe their true nature. Knowing these names gives a person control over them.
- The Boggart can bring objects to life, sow confusion, create magical disguises, use telekinesis, and teleport.
3 HIT POINTS
Gigantic, four-armed constructs made of bone and sorcery.
- Mindless guardians that stand ready to attack any creature other than their creator.
8 HIT POINTS, 3 ARMOR, FORCE
- Sharpened arms: 1D+1 Damage, 2 strikes
Large, goblin-like creatures covered in fur.
- Prefer stealth and trickery to gain an advantage.
- Often command parties of like creatures (typically goblins).
8 HIT POINTS, 1 ARMOR
- Club: 1D+1 Damage
Huge insectoids with multiple legs and shiny black eyes. Subsist from dirt, roots, and flesh.
- Burrow just beneath surfaces to ambush unsuspecting creatures.
6 HIT POINTS, 1 ARMOR
- Bite: 1D+2 Damage
- Acid squirt: 1D+1 Damage, blast
- Failed Critical Save (Strength): target loses a body part. Roll 2D: 0 Hits is the Head, 1 Hit is a Leg, 2 Hits is an Arm
Giant plant-eating crickets that dwell in caves. Immune to most types of poison.
- Their natural coloration allows them to blend in with the stone. They emit loud shrieks when threatened.
2 HIT POINTS
- Bite: 1D Damage
Creatures with the lower body and legs of a horse, but a humanoid upper body.
- Rarely found alone, preferring the company of their own.
6 HIT POINTS, 1 ARMOR
- Spear: 1D+1 Damage
- Short bow: 1D Damage
Immobile constructs typically used as guardians to great tombs or artifacts.
- Unaffected by mundane persuasion techniques, but love a good bone.
12 HIT POINTS, 2 ARMOR
- Bite: 1D+2 Damage
Appear as an inert, typical vine. Attacks passing creatures to use their corpses as fertilizer.
8 HIT POINTS
- Vines: 1D-1 Damage, blast
- Failed Critical Save (Strength): target is pulled into the air where they asphyxiate. Roll 2D, they die in a number of minutes equal to Hits + 1.
Animated skeletons clothed in billowing robes. Their eye sockets are hypnotically red. Defend crypts and tombs, but will not attack if left undisturbed.
- Non-magical attacks against them are made from a Bad Position.
- Can teleport any target in eyesight to a random room nearby.
12 HIT POINTS
- Ethereal claws: 1D+1 Damage, 2 strikes
Shy, protective tree spirits that manifest as beautiful, green-skinned humanoids.
- Unable to travel far from the tree they are bound to. They perish if the tree is destroyed.
4 HIT POINTS
- Knotted arms: 1D Damage
- Befuddle: target gains a "Confused" Condition, gradually moving further and further away from the host tree; Willpower Check once per round to break free
The two-headed kin of giants. Prefer caves and underground hovels.
- Cannot be surprised.
10 HIT POINTS
- Club: 1D+2 Damage
Floating spheres with large mouths, enormous eyes, and several small eyes set atop long stalks.
- They are highly intelligent, intensely greedy, and completely insane.
- Spells used against them always slip out of control and require a Willpower Check to contain them.
15 HIT POINTS
- Bite: 1D+1 Damage
- Spells: Charm, Phobia, Telekinesis, Sleep, Shuffle, Vision.
Beautiful, amoral, and long-lived.
- Resistant to most forms of magic.
14 HIT POINTS, 1 ARMOR
- Icicle dagger: 1D Damage
- Spells: Sleep, Teleport, Detect Magic
Magical, slow-moving statues of monstrous winged creatures, typically employed as guards or watchdogs.
- Prowl at nights but fear the day, when the sun's light freezes them in place.
- Immune to charms and magical sleep.
8 HIT POINTS, 3 ARMOR
- Claws: 1D+1 Damage, 2 strikes
Large shapeless masses of transparent jelly. Mindlessly hunt for food in dungeons and underground caverns.
8 HIT POINTS, 1 ARMOR
- Devouring touch: 1D+1 Damage
- Failed Critical Save (Strength): target is engulfed. Roll 3D, they are consumed in a number of rounds equal to Hits + 1 unless freed
Incorporeal spirits of the restless dead, vulnerable only to magic and specific anointed rites.
8 HIT POINTS
- Life drain: 1D Damage
- Failed Critical Save (Willpower): target possessed, acting only on behalf of the ghost's whims
Grey-skinned man-things wearing shredded clothes that crave only the flesh of the living.
6 HIT POINTS
- Elongated claws: 1D Damage, 2 strikes
- Failed Critical Save (Strength): target gains an "Infected" Condition from their necrotic wound. Roll 4D, they die in a number of days equal to Hits + 1 unless treated by a priest or skilled healer. If the body is not burned it later rises as a Ghoul as well
Horse-sized arachnids commonly found in dry terrain or caverns.
8 HIT POINTS, 1 ARMOR
- Claws: 1D+2 Damage, 2 strikes
- Stinger: 1D Damage
- Failed Critical Save (Strength): target gains a "Poisoned (Necrotic)" Condition as the venom liquefies their insides and permanently reduces their Strength score by 1.
Ferocious humanoid hyenas spawned from arcane experiments long ago.
- Deadly warriors, they attack as a pack (as a Force) or on their own.
6 HIT POINTS, 1 ARMOR
- Spear: 1D+1 Damage
Small, grotesque humanoids with skin in earthly tones of green, brown, and grey.
- Avoid combat, only attacking when advantageous, using hit-and-run tactics.
- Sometimes are found using dire wolves as mounts.
4 HIT POINTS
- Dagger: 1D Damage
- Sling: 1D Damage
Forest-dwelling snakes topped with tall green scales. Collect great hoards of treasure.
- Use intelligence and cunning to manipulate the weak into their service.
12 HIT POINTS, 2 ARMOR, FORCE
- Bite: 1D+3 Damage
- Chlorine Gas: anyone nearby must make an Agility Check to escape its reach. On 0 Hits, they lose 6 Hit Points and gain a "Deprived" Condition
Ravenous hybrids, with the head and wings of an eagle and the lower body of a lion.
- Can be used as mounts if taken young and properly trained.
- Fly and attack at astonishing speeds, diving in to scoop up their prey.
7 HIT POINTS, FORCE
- Claws: 1D Damage, 2 strikes
- Failed Critical Save (Strength): tears flesh and bone from its victim with its razor-sharp beak
Reddish-brown bears commonly found in mountains, woodlands, and prairies.
- Prefer to eat fish and meat, and will attack the rare unfortunate who crosses their path.
6 HIT POINTS
- Claws: 1D+1 Damage, 2 strikes
- Failed Critical Save (Strength): target gains a "Bleeding" Condition. Roll 4D, they bleed out in a number of rounds equal to Hits + 1 unless bandaged
Hideous monstrosities with the body of a giant eagle and a humanoid head.
- Their movements and flight are clumsy due to their disproportionate size. Rely on charmed victims to do anything of note.
8 HIT POINTS
- Claws: 1D Damage, 2 strikes
- Song: anyone nearby must make a Willpower Check. On 0 Hits, they gain a "Charmed" Condition, following the harpy and defending it from any threat
Monstrous, intelligent dogs that dwell near volcanoes.
- Immune to fire and heat Damage. Hot enough to melt iron simply by biting it.
8 HIT POINTS
- Bite: 1D+1 Damage
- Fire breath: 1D Damage, blast
Large and burly relatives of goblins. Dwell in underground fortresses until called for war.
- Trained to fight together. Their attacks deal +2 Damage if an ally is also engaged with the same enemy.
- Will fight to the death if their commander is fighting alongside them.
6 HIT POINTS, 2 ARMOR
- Mace: 1D+1 Damage
The Watchers of the Wood; a cult that derive their power from leylines, rune stones, and the like.
12 HIT POINTS
- Leystaff: 1D+1 Damage
- Failed Critical Save (Willpower): leeches a part of the victim's soul. They gain a "Soul-Drained" Condition and feel hollow and weakened
- Spells: Charm, Hypnotize, Push/Pull, Shield
Large reptilians with nine serpentine heads. Very difficult to throw off once their quarry is detected.
- At 0 Hit Points, the hydra loses one head. It then continues fighting until no heads remain, losing more heads after each successive hit.
12 HIT POINTS, 2 ARMOR, FORCE
- Bite: 1D+3 Damage, blast
Intelligent beings shaped into reality by a powerful wizard. Completely invisible and silent.
- Each attack immediately triggers Critical Saves (Strength), skipping Hit Points.
8 HIT POINTS
- Fists: 1D-1 Damage, 2 strikes
Oversized bees that build underground hives. Hyper-aggressive, attack anything that comes near.
- Produce special honey that heals 6 Hit Points. 3 uses.
6 HIT POINTS, FORCE
- Sting: 1D Damage. Stingers lodge into the target, who gains a "Stung" Condition that deals 1D Damage each round until removed
Hairless humanoids with canine-like features and scaly skin. Can see perfectly in the dark, but are harmed by direct sunlight.
- Use traps and ambush to defeat opponents. Often act in service of more powerful creatures.
3 HIT POINTS
- Bite: 1D Damage
- Spear: 1D+1 Damage
Centaur-like creatures that prey on the life force of others, seducing their victims through heightened charm and intelligence. Their upper bodies are typically humanoid, the lower half any number of animal hybrids.
- Inherently magical. Can create illusions, charm creatures, and disguise themselves at will.
6 HIT POINTS
- Toothy bite: 1D+1 Damage
- Failed Critical Save (Willpower): target gains an "Enthralled" Condition as their spirit is slowly sapped away and becomes enthralled to the Lamia, obeying its every command while in its presence
Powerful sorcerers that paid the ultimate price for immortality: their own life. Now their thirst for power knows no bounds.
- Maintain unlife by binding themselves to an earthly artifact, which is typically protected by at least 1D other undead servants.
14 HIT POINTS, 1 ARMOR
- Soul dagger: 1D+1 Damage
- Spells (up to 6): Animate Object, Arcane Eye, Deafen, Disassemble, Elemental Wall, Frenzy, Gate, Hover, Hatred, Identify Owner, Knock, Pacify, Raise Dead, Raise Spirit, Shield, Sleep, Smoke Form, Telekinesis, Telepathy, Teleport, Vision, Wizard Mark
Spiteful monstrosities that wear a humanoid face, a lion's body, wings of a bat, and a scorpion's tail. Dwell in mountainous regions, abandoned castles, and forgotten dungeons.
- Tail spikes act like darts, regrowing after a few days. A single spike is worth 150gp to a collector.
6 HIT POINTS
- Claws: 1D Damage, 2 strikes
- Tail spike: 1D+1 Damage, ranged
- Failed Critical Save (Willpower): target gains a "Deprived" Condition until they get a good night's sleep. Until then, they act boorish, selfish, and cruel (or more so, if that already is their nature)
Malicious shape shifters that take on the form of inanimate objects commonly found in dungeons.
- Remain motionless while in disguise, surprising anyone that comes near.
- The mimic's saliva is extremely sticky and difficult to remove. Alchemists will pay up to 150gp for even the smallest vial.
9 HIT POINTS, 2 ARMOR
- Bite: 1D+1 Damage, on 0 Hits to avoid it, the target is stuck until freed, usually requiring a Strength Check.
Humanoid creatures with purple skin and squid-like heads. Dwell deep underground or in spacefaring vessels. Feed on the brains of other humanoids, absorbing their memories and life essence. Highly intelligent, but evil beyond belief.
12 HIT POINTS
- Tentacles: 1D Damage, blast
- Mind Blast: nearby targets must make a Willpower Check. On 0 Hits, they gain a "Paralyzed" Condition
- Failed Critical Save (Strength): a tentacle rips the victim's brain out of their skull
Large humanoids (typically male) with the head of a bull. Dwell in mazes or dungeons.
- Extraordinary trackers with an excellent sense of smell and navigation skills.
12 HIT POINTS, 1 ARMOR
- Two-handed axe: 1D+2 Damage
- Charge: 1D+3 Damage
Undead humanoids wrapped in funerary cloth. Found in pyramids, ruins, temples, and tombs.
6 HIT POINTS
- Necrotic touch: 1D+2 Damage
- Failed Critical Save (Strength): target gains an "Infected (Mummy Rot)" Condition and is unable to recover until cured by a specialist healer
Humanoids with the lower body, tail, and neck of snakes. Dwell in hot jungles and temples lost to time.
- Use cunning and hypnosis to capture other creatures to be enslaved.
6 HIT POINTS, 1 ARMOR
- Sword: 1D Damage
- Bite: 1D+2 Damage
- Gaze: target facing the Naga must make a Willpower Check. On 0 Hits, they gain a "Hypnotized" Condition, falling under its will; its victims cannot be compelled to violence
Intelligent, nocturnal marsupials that make their homes in forests and swamps. Hunt in packs.
6 HIT POINTS
- Claws: 1D Damage, 2 strikes
- Failed Critical Save (Strength): the Night Cat begins to eat the target while they are still alive
Hideous old women that dwell in dead forests, swamps, and bogs.
8 HIT POINTS
- Talons: 1D+1 Damage, 2 strikes
- Spells (3): Arcane Eye, Disguise, Fog Cloud, Identify Owner, Smoke Form
Intelligent, demonic horses with eyes like burning coals, smoldering nostrils, and flaming hooves.
- Melee attacks against the Nightmare are made from a Bad Position due to the thick clouds of smoke it produces.
8 HIT POINTS
- Flaming hooves: 1D+1 Damage, 2 strikes
Massive, gluttonous brutes of ill-spirit and low intelligence.
- Easily impressed by shiny materials, keeping sacks of gold and treasure in their lairs.
6 HIT POINTS, 1 ARMOR
- Club: 1D+2 Damage
Bear-like carnivores with the face of an owl. Found in dense forests. Rumored spawn of a magical mishap.
9 HIT POINTS
- Beak: 1D+2 Damage
- Claws: 1D+1 Damage, 2 strikes
- Failed Critical Save (Strength): Roll 4D, each Hit rends or destroys a random Item in a Slot
Intelligent, hawk-like spirits of pure flame, found in isolated deserts and high mountains.
- If killed, they explode in a burst of flames dealing 1D+2 Damage. They are reborn from the ashes. Roll 3D, they are reborn in a number of days equal to Hits + 1.
- Their feathers are highly-sought after for their healing properties.
4 HIT POINTS
- Talons: 1D+2 Damage, 2 strikes
Tiny humanoids with insectoid wings. Naturally invisible.
3 HIT POINTS
- Spells: Sleep, Masquerade
Gargantuan worms that lair in enormous burrows deep underground, only coming to the surface to eat. Found in high deserts and hot tundra.
18 HIT POINTS, 1 ARMOR, FORCE
- Bite: 1D+3 Damage
- Failed Critical Save (Strength): the target is devoured and dissolved in the worm's stomach
Born from blood left to rot in the land of Fairy. Their hats are a deep red from the blood they bathe in.
- Ignore those with little to live for, as there is no pleasure in their murder.
6 HIT POINTS
- Dual sickles: 1D Damage, 2 strikes
- Failed Critical Save (Strength): target is eviscerated, the spray of their blood restoring all of the Red Cap's Hit Points
Amphibian humanoids that live in large tribes near swamps and jungles.
- Craft their Armor and weapons from the bones of their prey. They will eat anything, including humanoids.
5 HIT POINTS, 1 ARMOR
- Bone spear: 1D+1 Damage
Avoid combat unless they have the advantage (such as greater numbers).
- Guard their stolen goods to the death.
- Root Goblins prize spellbooks and are always willing to trade.
4 HIT POINTS
- Spear: 1D Damage
Excellent tunnelers that hide underground near water. Wiggle tiny fronds into the air as lures.
- Above-ground, appear vaguely humanoid with the face of a rotted tree stump.
- Will exchange rare minerals for a "fresh corpse" of any kind.
8 HIT POINTS
- Tuber-fingers: 1D Damage
Armadillo-like creatures with club-like tails and long antennae. Feed on iron and rusted metal.
- Any mundane metals their antennae touch instantly become rust. Can smell metal from a long distance away.
5 HIT POINTS
- Bite: 1D Damage
- Antennae: metal Armor rusts into useless weight.
Ghostly, green-skinned hags that dwell in seaweed forests and warm shallow waters.
- Immune to magic from spellbooks.
6 HIT POINTS
- Long claws: 1D Damage, 2 strikes
- Hideous Gaze: target gains a "Frightened" Condition and is paralyzed with fear; Willpower Check each round to break the spell
Incorporeal monsters that look like animated shadows. Unharmed by mundane attacks, sleep or mind control.
14 HIT POINTS
- Draining touch: 1D Damage, ignores Armor
- Failed Critical Save (Strength): target's life force fades. If reduced to 0 Strength, they become a shadow as well.
Tall humanoids made of slimy vegetation. Dwell in dark swamps and damp undergrounds.
9 HIT POINTS, FORCE
- Tendrils: 1D+1 Damage, 2 strikes
- Failed Critical Save (Strength): target is swallowed whole and dragged away
Frequently found serving a master or necromancer, often in groups of 3 or more.
- Found wearing whatever was on them at the time of their death.
- If a skeleton is killed and its bones are not scattered, it reforms the next round.
5 HIT POINTS, 1 ARMOR
- Rusty sword: 1D Damage
- Bow: 1D Damage
Towering, white-skinned giants that live in castles high in the mountains.
- Ranged attacks against them are made from a Bad Position due to the powerful winds surrounding them.
12 HIT POINTS, 1 ARMOR, FORCE
- Mace: 1D+2 Damage
Mythical beasts with the upper body and head of a human, the wings of an eagle, and the body of a lion. Immune to magic of any kind.
- Poses riddles to anyone they meet. Failure to answer correctly is usually met with death. They know almost everything worth knowing.
18 HIT POINTS
- Claws: 1D+1 Damage, 2 strikes, blast
- Beak: 1D+2 Damage
- Roar: anyone in earshot must make a Willpower Check. On 0 Hits, they gain a "Frightened" Condition and flee
Building-sized humanoids with bronze-hued skin and light-colored hair. Live on the highest mountain peaks and rockiest coastlines.
- Unharmed by lightning, can summon storm clouds at their will. Can fly with the wind as their chariot.
18 HIT POINTS, 2 ARMOR, FORCE
- Great sword: 1D+3 Damage
- Thunderclap: 1D+1 Damage against a single target; targets wearing metal Armor take 1D+1 Damage
Obese humanoids that transform into massive porcine monstrosities to feast on human flesh.
- Prefer to hunt in isolated settlements close to forests and wetlands. Can only shapeshift at night.
9 HIT POINTS
- Gore: 1D Damage, 2 strikes
- Charm: target obeys the swine's every command until it is killed; Willpower Check once per round to break free
Mythical, humanoid giants of radiant beauty and powerfully athletic bodies. Beneficent of character, but prone to megalomania.
- Natives of other planes of existence, but sometimes have strongholds in the mortal world.
- Can levitate, shape shift, and sculpt elements at will.
18 HIT POINTS, 3 ARMOR, FORCE
- Lightning sword: 1D+3 Damage
Sentient, bipedal trees with a vaguely humanoid face on their trunks. Found in the deepest part of the wood.
- Speak slowly and ponderously, with a deep voice. Timeless, living for thousands of years.
10 HIT POINTS, 3 ARMOR
- Roots: 1D+1 Damage, 2 strikes, blast
Aquatic humanoids with silvery skin, blue-green hair, and scaled legs ending in fins. Dwell in warmer waters close to land.
- Lair in beautiful castles sculpted from sea rock and coral. Command vast schools of fish for both protection and food.
6 HIT POINTS
- Trident: 1D+1 Damage
Giant, warty humanoids of flesh and bark. Dwell underground or in deep forests, as well as the ruined homes of their former victims. Carnivorous.
- At 0 Hit Points, a Troll continues fighting despite loss of flesh and limb. Unless their head is bathed in acid, fire, or powerful magic, they will fully regenerate. Roll 4D, they regenerate in a number of days equal to Hits + 1.
14 HIT POINTS, 1 ARMOR
- Bite: 1D+2 Damage
- Claws: 1D+1 Damage, 2 strikes
Magical horses with a single long horn on their foreheads. Timid, but proud and willful, are seen as divine beings.
- Their hair is worth a small fortune due to its powerful healing properties.
6 HIT POINTS
- Horn: 1D+2 Damage, ignores Armor
Charming, undead creatures that drink the blood of mortals. Act at night and sleep in a coffin during the day. Can change into a bat at will.
- Regeneration: A damaged vampire regains 6 Hit Points when it bites a target that has blood. If killed, it becomes a cloud of gas and retreats to its coffin, reforming at the next nightfall. Can only be killed if exposed to sunlight or if the coffin is destroyed.
12 HIT POINTS, 1 ARMOR
- Bite: 1D+2 Damage
- Failed Critical Save (Strength): drains the target's essence. They die and are raised as a thrall to the vampire
Poisonous snakes often found in caves, pits, and other dark places. An antitoxin can be made from their poison sacs.
- Use heat and smell to track their victims.
3 HIT POINTS
- Bite: 1D Damage
- Failed Critical Save (Strength): target gains a "Poisoned" Condition. Roll 6D, they die in a number of hours equal to Hits + 2 without a cure
Grotesque panther-like predators with long razored tentacles growing out of their backs.
- Resistant to magical attacks. Spells used against them always slip out of control, ignore the panther, and require a Willpower Check to contain them.
- Can teleport a short distance away at will. Hate Blink Dogs.
8 HIT POINTS
- Tentacles: 1D+1 Damage, 2 strikes, blast
- Bite: 1D+2 Damage
Giant armored snails with heavy, club-like tentacles.
- Some species have colorful shells that can reflect magical attacks.
4 HIT POINTS, 2 ARMOR
- Tentacles: 1D+1 Damage, 2 strikes
Rare spirits of lakes, rivers, and seas.
- Mundane attacks against the Water Elemental are made from a Bad Position.
14 HIT POINTS
- Spray: 1D+1 Damage
- Failed Critical Save (Strength): target is enveloped by the water. Roll 3D, they drown in a number of rounds equal to Hits + 1 unless freed
Ferocious lycanthropes that can transform into a wolf-shape at will.
- Mundane attacks against werewolves are made from a Bad Position, but attacks with weapons made of silver deal +2 Damage.
8 HIT POINTS
- Claws: 1D Damage, 2 strikes
- Bite: 1D+1 Damage
- Failed Critical Save (Strength): target gains an "Infected (Lycanthropy)" Condition, transforming into a werewolf by the next full moon
Grotesque, fallen warriors, raised from death for ill purpose. Often astride equally nightmarish steeds, leading lesser undead creatures into battle.
12 HIT POINTS, 3 ARMOR
- Long sword: 1D+2 Damage
- Failed Critical Save (Strength): any Strength loss is permanent
Nocturnal spirits of cool flame, commonly found in dense woodlands, marshes, and swamps.
- Known to lead travelers astray, to a corpse, or back home again.
3 HIT POINTS
Large canines that dwell primarily in forest or tundra.
- Can be trained with effort if captured at a young age.
6 HIT POINTS
- Bite: 1D+1 Damage
Large humanoids with elongated arms made of bark or root. They live in forests, sharing a deep connection with the vegetation around them.
- If killed, they will slowly regenerate unless their corpse is taken out of the forest or burned with fire.
10 HIT POINTS
- Bite: 1D+1 Damage
- Club: 1D+2 Damage
- Failed Critical Save (Strength): moss and twigs begin growing out of target's wounds
Large, intelligent, winged reptiles. Dwell in any terrain, but favor dry cliffs.
- Shy away from other creatures, preferring to silently stalk their targets from afar.
11 HIT POINTS
- Stinger: 1D+2 Damage
- Failed Critical Save (Strength): the victim is impaled and held in place. The wyvern then bites their head off
Re-animated corpses brought back through necromantic ritual or fell influence. Immune to all mind-influencing effects.
- If not utterly destroyed (by fire, complete dismemberment, etc.), the Zombie will rise again after a few rounds. Roll 2D, they rise in a number of rounds equal to Hits + 1.
2 HIT POINTS
- Jagged nails: 1D Damage
- Failed Critical Save (Strength): target gains an "Infected" Condition. Without the services of a specialist or healer, they will become a zombie. Roll 4D, they transform in a number of days equal to Hits + 1