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 Entries
Each creature entry follows this format:
- Hit Points: Hit Points the creature has before being taken out.
- Armor: Armor that reduces incoming Damage.
- Detachment: A large group acting as one (see below).
- Description: Behavior, traits, and special abilities.
- Attacks: Listed at the bottom of each entry. Notation like “6 Damage, 2 strikes” means the creature attacks twice and prompts multiple Defend Checks. “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.
Detachments
Some creatures are marked as detachments. These represent large groups (armies, swarms) or truly massive creatures (dragons, giants). Detachments:
- Deal Damage to groups and can target multiple enemies.
- Individual attacks against them are made from a Bad or Impossible Position.
- Are immune to single-target abilities or spells (charm, fear, poison, etc.).
- At 0 Hit Points, they are routed or weakened and will flee if possible.
Creating Your Own Creatures
Use these guidelines to create new creatures:
- Hit Points: Lesser foes have 6-8 Hit Points, hardened foes 10-14, deadly foes 14-20, and elites 20+.
- Armor: Light (1 Armor), Medium (2 Armor), Heavy (3 Armor)
- Damage: Light (4 Damage), standard (6 Damage), heavy (8 Damage), brutal (10 Damage), overwhelming (12 Damage)
- Special Abilities: Add one or two that make the creature memorable.
Converting Creatures
For creatures from Cairn, Into the Odd, Mausritter, or similar games, use this quick conversion:
- Hit Points: Keep the creature’s Hit Protection, HP, or Hit Points as written.
- Armor: Convert Armor directly. 1 Armor stays 1 Armor, 2 Armor stays 2 Armor, and 3 Armor stays 3 Armor.
- Attacks: Take the number of the attack die and add 2 to it: D4 -> 4 or 6 Damage, D6 -> 8 Damage, D8 -> 10 Damage, D10 -> 12 Damage, and D12 -> 14 Damage.
- Multiple dice: Convert each die separately and keep the number of strikes. For example, D8 + D8 becomes 10 Damage, 2 strikes.
- Area attacks: Keep blast, ranged, ignores Armor, and similar tags.
- Critical effects: Convert Critical Damage, Save-or-die effects, and serious poison or curse effects into Failed Critical Save effects with the most relevant Attribute.
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 |
Acolyte
4 Hit Points, 1 Armor
Holy servants bound to a particular deity. Typically travel in groups of four or more.
- Carry a holy symbol (Ward once per day).
- Attacks
- Ceremonial dagger: 8 Damage
Aranea
6 Hit Points
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.
- Attacks
- Bite: 10 Damage
Bandit
4 Hit Points, 1 Armor
Outlaws who raid settlements, attack ships, or ambush travelers. Groups of four or more are a detachment.
- A detachment always travels with one leader wearing chain mail or similar (2 Armor) and a long sword (12 Damage) or crossbow (10 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.
- Attacks
- Short sword: 8 Damage
- Short bow: 8 Damage
Banshee
8 Hit Points
Incorporeal spirits that linger long after death to haunt the living.
- Unharmed by cold, heat, or the elements. Iron weapon attacks deal +2 Damage.
- Attacks
- Ghostly touch: 10 Damage
- Wail: anyone in earshot makes a Willpower Check. On 0 Hits, they gain an “Unconscious” Condition
Basilisk
10 Hit Points, 1 Armor
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.
- Attacks
- Bite: 12 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
Blink Dog
5 Hit Points
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.
- Attacks
- Bite: 8 Damage
Blood Elk
4 Hit Points
Born from violence resulting from a greedy or selfish act.
- Kill their victims for sustenance, but gains no succor. They are always hungry.
- Attacks
- Horns: 10 Damage
- Failed Critical Save (Strength): gores its victims by ripping out their entrails
Boggart
3 Hit Points
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.
Bone Construct
8 Hit Points, 3 Armor, detachment
Gigantic, four-armed constructs made of bone and sorcery.
- Mindless guardians that stand ready to attack any creature other than their creator.
- Attacks
- Sharpened arms: 10 Damage, 2 strikes
Bugbear
8 Hit Points, 1 Armor
Large, goblin-like creatures covered in fur.
- Prefer stealth and trickery to gain an advantage.
- Often command parties of like creatures (typically goblins).
- Attacks
- Club: 10 Damage
Burrowing Horror
6 Hit Points, 1 Armor
Huge insectoids with multiple legs and shiny black eyes. Subsist from dirt, roots, and flesh.
- Burrow just beneath surfaces to ambush unsuspecting creatures.
- Attacks
- Bite: 12 Damage
- Acid squirt: 10 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
Cave Locust
2 Hit Points
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.
- Attacks
- Bite: 8 Damage
Centaur
6 Hit Points, 1 Armor
Creatures with the lower body and legs of a horse, but a humanoid upper body.
- Rarely found alone, preferring the company of their own.
- Attacks
- Spear: 10 Damage
- Short bow: 8 Damage
Cobblehounds
12 Hit Points, 2 Armor
Immobile constructs typically used as guardians to great tombs or artifacts.
- Unaffected by mundane persuasion techniques, but love a good bone.
- Attacks
- Bite: 12 Damage
Creeping Vines
8 Hit Points
Appear as an inert, typical vine. Attacks passing creatures to use their corpses as fertilizer.
- Attacks
- Vines: 6 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.
Crypt Guardian
12 Hit Points
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.
- Attacks
- Ethereal claws: 10 Damage, 2 strikes
Dryad
4 Hit Points
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.
- Attacks
- Knotted arms: 8 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
Ettin
10 Hit Points
The two-headed kin of giants. Prefer caves and underground hovels.
- Cannot be surprised.
- Attacks
- Club: 12 Damage
Eye of Terror
15 Hit Points
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.
- Attacks
- Bite: 10 Damage
- Spells: Charm, Phobia, Telekinesis, Sleep, Shuffle, Vision.
Frost Elf
14 Hit Points, 1 Armor
Beautiful, amoral, and long-lived.
- Resistant to most forms of magic.
- Attacks
- Icicle dagger: 8 Damage
- Spells: Sleep, Teleport, Detect Magic
Gargoyle
8 Hit Points, 3 Armor
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.
- Attacks
- Claws: 10 Damage, 2 strikes
Gelatinous Ooze
8 Hit Points, 1 Armor
Large shapeless masses of transparent jelly. Mindlessly hunt for food in dungeons and underground caverns.
- Attacks
- Devouring touch: 10 Damage
- Failed Critical Save (Strength): target is engulfed. Roll 3D, they are consumed in a number of rounds equal to Hits + 1 unless freed
Ghost
8 Hit Points
Incorporeal spirits of the restless dead, vulnerable only to magic and specific anointed rites.
- Attacks
- Life drain: 8 Damage
- Failed Critical Save (Willpower): target possessed, acting only on behalf of the ghost’s whims
Ghoul
6 Hit Points
Grey-skinned man-things wearing shredded clothes that crave only the flesh of the living.
- Attacks
- Elongated claws: 8 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
Giant Scorpion
8 Hit Points, 1 Armor
Horse-sized arachnids commonly found in dry terrain or caverns.
- Attacks
- Claws: 12 Damage, 2 strikes
- Stinger: 8 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.
Gnoll
6 Hit Points, 1 Armor
Ferocious humanoid hyenas spawned from arcane experiments long ago.
- Deadly warriors, they attack as a pack (as detachment) or on their own.
- Attacks
- Spear: 10 Damage
Goblin
4 Hit Points
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.
- Attacks
- Dagger: 8 Damage
- Sling: 8 Damage
Green Dragon
12 Hit Points, 3 Armor, detachment
Forest-dwelling snakes topped with tall green scales. Collect great hoards of treasure.
- Use intelligence and cunning to manipulate the weak into their service.
- Attacks
- Bite: 14 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
Griffon
7 Hit Points, detachment
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.
- Attacks
- Claws: 8 Damage, 2 strikes
- Failed Critical Save (Strength): tears flesh and bone from its victim with its razor-sharp beak
Grizzly Bear
6 Hit Points
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.
- Attacks
- Claws: 10 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
Harpy
8 Hit Points
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.
- Attacks
- Claws: 8 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
Hellhound
8 Hit Points
Monstrous, intelligent dogs that dwell near volcanoes.
- Immune to fire and heat Damage. Hot enough to melt iron simply by biting it.
- Attacks
- Bite: 10 Damage
- Fire breath: 8 Damage, blast
Hobgoblin
6 Hit Points, 2 Armor
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.
- Attacks
- Mace: 10 Damage
Hooded Men
12 Hit Points
The Watchers of the Wood; a cult that derive their power from leylines, rune stones, and the like.
- Attacks
- Leystaff: 10 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
Hydra
12 Hit Points, 2 Armor, detachment
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.
- Attacks
- Bite: 14 Damage, blast
Invisible Stalker
8 Hit Points
Intelligent beings shaped into reality by a powerful wizard. Completely invisible and silent.
- Each attack immediately triggers Critical Saves (Strength), skipping Hit Points.
- Attacks
- Fists: 6 Damage, 2 strikes
Killer Bees
6 Hit Points, detachment
Oversized bees that build underground hives. Hyper-aggressive, attack anything that comes near.
- Produce special honey that heals 6 Hit Points. 3 uses.
- Attacks
- Sting: 8 Damage. Stingers lodge into the target, who gains a “Stung” Condition that deals 8 Damage each round until removed
Kobold
3 Hit Points
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.
- Attacks
- Bite: 8 Damage
- Spear: 10 Damage
Lamia
6 Hit Points
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.
- Attacks
- Toothy bite: 10 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
Lich
14 Hit Points, 1 Armor
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.
- Attacks
- Soul dagger: 10 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
Manticore
6 Hit Points
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.
- Attacks
- Claws: 8 Damage, 2 strikes
- Tail spike: 10 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)
Mimic
9 Hit Points, 2 Armor
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.
- Attacks
- Bite: 10 Damage, on 0 Hits to Defend, the target is stuck until freed, usually requiring a Strength Check.
Mind Lasher
12 Hit Points
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.
- Attacks
- Tentacles: 8 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
Minotaur
12 Hit Points, 1 Armor
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.
- Attacks
- Two-handed axe: 12 Damage
- Charge: 14 Damage
Mummy
6 Hit Points
Undead humanoids wrapped in funerary cloth. Found in pyramids, ruins, temples, and tombs.
- Attacks
- Necrotic touch: 12 Damage
- Failed Critical Save (Strength): target gains an “Infected (Mummy Rot)” Condition and is unable to recover until cured by a specialist healer
Naga
6 Hit Points, 1 Armor
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.
- Attacks
- Sword: 8 Damage
- Bite: 12 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
Night Cat
6 Hit Points
Intelligent, nocturnal marsupials that make their homes in forests and swamps. Hunt in packs.
- Attacks
- Claws: 8 Damage, 2 strikes
- Failed Critical Save (Strength): the Night Cat begins to eat the target while they are still alive
Night Hag
8 Hit Points
Hideous old women that dwell in dead forests, swamps, and bogs.
- Attacks
- Talons: 10 Damage, 2 strikes
- Spells (3): Arcane Eye, Disguise, Fog Cloud, Identify Owner, Smoke Form
Nightmare
8 Hit Points
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.
- Attacks
- Flaming hooves: 10 Damage, 2 strikes
Ogre
6 Hit Points, 1 Armor
Massive, gluttonous brutes of ill-spirit and low intelligence.
- Easily impressed by shiny materials, keeping sacks of gold and treasure in their lairs.
- Attacks
- Club: 12 Damage
Owlbear
9 Hit Points
Bear-like carnivores with the face of an owl. Found in dense forests. Rumored spawn of a magical mishap.
- Attacks
- Beak: 12 Damage
- Claws: 10 Damage, 2 strikes
- Failed Critical Save (Strength): Roll 4D, each Hit rends or destroys a random Item in a Slot
Phoenix
4 Hit Points
Intelligent, hawk-like spirits of pure flame, found in isolated deserts and high mountains.
- If killed, they explode in a burst of flames dealing 12 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.
- Attacks
- Talons: 12 Damage, 2 strikes
Pixie
3 Hit Points
Tiny humanoids with insectoid wings. Naturally invisible.
- Attacks
- Spells: Sleep, Masquerade
Purple Worm
18 Hit Points, 1 Armor, detachment
Gargantuan worms that lair in enormous burrows deep underground, only coming to the surface to eat. Found in high deserts and hot tundra.
- Attacks
- Bite: 14 Damage
- Failed Critical Save (Strength): the target is devoured and dissolved in the worm’s stomach
Red Cap
6 Hit Points
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.
- Attacks
- Dual sickles: 8 Damage, 2 strikes
- Failed Critical Save (Strength): target is eviscerated, the spray of their blood restoring all of the Red Cap’s Hit Points
Reptilian
5 Hit Points, 1 Armor
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.
- Attacks
- Bone spear: 10 Damage
Root Goblin
4 Hit Points
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.
- Attacks
- Spear: 8 Damage
Root Witch
8 Hit Points
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.
- Attacks
- Tuber-fingers: 8 Damage
Rust Monster
5 Hit Points
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.
- Attacks
- Bite: 8 Damage
- Antennae: metal Armor rusts into useless weight.
Sea Hag
6 Hit Points
Ghostly, green-skinned hags that dwell in seaweed forests and warm shallow waters.
- Immune to magic from spellbooks.
- Attacks
- Long claws: 8 Damage, 2 strikes
- Hideous Gaze: target gains a “Frightened” Condition and is paralyzed with fear; Willpower Check each round to break the spell
Shadow
14 Hit Points
Incorporeal monsters that look like animated shadows. Unharmed by mundane attacks, sleep or mind control.
- Attacks
- Draining touch: 8 Damage, ignores Armor
- Failed Critical Save (Strength): target’s life force fades. If reduced to 0 Strength, they become a shadow as well.
Shambling Mound
9 Hit Points, detachment
Tall humanoids made of slimy vegetation. Dwell in dark swamps and damp undergrounds.
- Attacks
- Tendrils: 10 Damage, 2 strikes
- Failed Critical Save (Strength): target is swallowed whole and dragged away
Skeleton
5 Hit Points, 1 Armor
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.
- Attacks
- Rusty sword: 8 Damage
- Bow: 8 Damage
Sky Giant
12 Hit Points, 1 Armor, detachment
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.
- Attacks
- Mace: 12 Damage
Sphinx
18 Hit Points
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.
- Attacks
- Claws: 10 Damage, 2 strikes, blast
- Beak: 12 Damage
- Roar: anyone in earshot must make a Willpower Check. On 0 Hits, they gain a “Frightened” Condition and flee
Storm Giant
18 Hit Points, 2 Armor, detachment
Building-sized humanoids with bronze-hued skin and light-colored hair. Live on the highest mountain peaks and rockiest coastlines.
- Unharmed by lightning, can summon storm clouds at their will. Can fly with the wind as their chariot.
- Attacks
- Great sword: 14 Damage
- Thunderclap: 10 Damage against a single target; targets wearing metal Armor take 10 Damage
Swine Thing
9 Hit Points
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.
- Attacks
- Gore: 8 Damage, 2 strikes
- Charm: target obeys the swine’s every command until it is killed; Willpower Check once per round to break free
Titan
18 Hit Points, 3 Armor, detachment
Mythical, humanoid giants of radiant beauty and powerfully athletic bodies. Beneficent of character, but prone to megalomania.
- Natives of other planes of existence, but sometimes have strongholds in the mortal world.
- Can levitate, shape shift, and sculpt elements at will.
- Attacks
- Lightning sword: 14 Damage
Treant
10 Hit Points, 3 Armor
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.
- Attacks
- Roots: 10 Damage, 2 strikes, blast
Triton
6 Hit Points
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.
- Attacks
- Trident: 10 Damage
Troll
14 Hit Points, 1 Armor
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.
- Attacks
- Bite: 12 Damage
- Claws: 10 Damage, 2 strikes
Unicorn
6 Hit Points
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.
- Attacks
- Horn: 12 Damage, ignores Armor
Vampire
12 Hit Points, 1 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.
- Attacks
- Bite: 12 Damage
- Failed Critical Save (Strength): drains the target’s essence. They die and are raised as a thrall to the vampire
Viper
3 Hit Points
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.
- Attacks
- Bite: 8 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
Warp Panther
8 Hit Points
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.
- Attacks
- Tentacles: 10 Damage, 2 strikes, blast
- Bite: 12 Damage
Warrior Snail
4 Hit Points, 2 Armor
Giant armored snails with heavy, club-like tentacles.
- Some species have colorful shells that can reflect magical attacks.
- Attacks
- Tentacles: 10 Damage, 2 strikes
Water Elemental
14 Hit Points
Rare spirits of lakes, rivers, and seas.
- Mundane attacks against the Water Elemental are made from a Bad Position.
- Attacks
- Spray: 10 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
Werewolf
8 Hit Points
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.
- Attacks
- Claws: 8 Damage, 2 strikes
- Bite: 10 Damage
- Failed Critical Save (Strength): target gains an “Infected (Lycanthropy)” Condition, transforming into a werewolf by the next full moon
Wight
12 Hit Points, 3 Armor
Grotesque, fallen warriors, raised from death for ill purpose. Often astride equally nightmarish steeds, leading lesser undead creatures into battle.
- Attacks
- Long sword: 12 Damage
- Failed Critical Save (Strength): any Strength loss is permanent
Will-o-Wisp
3 Hit Points
Nocturnal spirits of cool flame, commonly found in dense woodlands, marshes, and swamps.
- Known to lead travelers astray, to a corpse, or back home again.
Wolf
6 Hit Points
Large canines that dwell primarily in forest or tundra.
- Can be trained with effort if captured at a young age.
- Attacks
- Bite: 10 Damage
Wood Troll
10 Hit Points
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.
- Attacks
- Bite: 10 Damage
- Club: 12 Damage
- Failed Critical Save (Strength): moss and twigs begin growing out of target’s wounds
Wyvern
11 Hit Points
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.
- Attacks
- Stinger: 12 Damage
- Failed Critical Save (Strength): the victim is impaled and held in place. The wyvern then bites their head off
Zombie
2 Hit Points
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.
- Attacks
- Jagged nails: 8 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
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