Broken Sorcery
Chapter 17

Bestiary

Danger lies behind every corner, hidden in the depths, and lurking in strongholds.

The Bestiary is a GM resource and exists only as a starting point for building epic Encounters: modify, tweak, adjust.

  • Biome: Use in conjunction with Random Encounter tables

  • Frequency: How Common, or Rare, a Species is

  • Appearing: Some monsters are Solitary—others travel in groups

  • Size: Creature Size (see Size)

  • Treasure: Which treasure tables to use. Treasure Hoards are noted in parentheses.

  • Powers, Immunity, Spells, & Special Attacks: See description

  • Beasts with Spells listed under Powers can cast the Spell at will without a Spellcasting Check

  • Hit Dice: Represents the monster’s Level. Add or subtract Hit Dice to adjust Level.

  • Bonus: Modifier used for Competitions and Magic Resistance

  • Attack(s): Difficulty for Player Defense rolls (see Defense). Multiple Attacks are denoted as “Attacks: 2”.

  • Damage: How much Damage they do. A value of W indicates any Weapon. A value of S indicates a Special Attack, noted at the end of the stat block.

  • Defense: Difficulty for Player Attack rolls (see Attack). A value of A indicates any Armor and/or Shield plus Bonus.

Commoners

Normal folk, like you and me (d30).

Assassin 1

A hired killer, clad in shadows and secrets.

Biome
Urban
Frequency
Rare
Appearing
Solitary
Size
Any
Treasure
G (V)
Hit Dice
4d6
Bonus
+2
Attack
18
Damage
W
Defense
15
On Hit
Poison: Weapon Damage + 3d4 on the target's next Turn, then 2d4, etc.
Stealth Kill
×3 Damage on Surprise

Bandit 2

Beady-eyed low-life in ragged leathers.

Biome
Forest, Urban
Frequency
Uncommon
Appearing
d6
Size
Any
Treasure
D (R)
Hit Dice
d6
Bonus
+1
Attack
12
Damage
W +1
Defense
A

Bard 3

Colorful and energetic, a grin on their face, and their hand in your Coin Purse.

Biome
Urban
Frequency
Common
Appearing
d6
Size
Any
Treasure
B (R)
Hit Dice
2d6
Bonus
+2
Attack
13
Damage
W
Defense
11
Spells
2 Bard Spells
Cutpurse
Perception 15 vs pickpocket

Cleric 4

A spiritual devotee—clad in Armor and spreading the word of their deity (d12 for a Celestial deity).

Biome
Urban
Frequency
Common
Appearing
d4
Size
Any
Treasure
C (V)
Hit Dice
2d8
Bonus
+2
Attack
12
Damage
W
Defense
15
Spells
4 Cleric Spells
Turn
Turn Undead (see Turn Undead)

Cultist 5

Tattoo faced fanatical humanoids—concealed under crimson hooded robes.

Biome
Urban, Wilderness
Frequency
Uncommon
Appearing
3d6
Size
Any
Treasure
D, F (V)
Hit Dice
d10
Bonus
+1
Attack
13
Damage
W
Defense
10
Spells
3 Cleric Spells

Dark Elf 6

A gray-skinned and white-harried subterranean Elf Species; powerful with Magic and deadly in Close Combat. Clad in Elven Chainmail, most Dark Elves Dual Wield Longsword and Dagger.

Biome
Forest, Subterrane, Urban
Frequency
Rare
Appearing
d12
Size
Medium
Treasure
C (V)
Hit Dice
2d8
Bonus
+2
Attack
14
Damage
W
Defense
15
Spells
Any 4 Spells

Druid 7

Powerful shamans who speak to forest animals and protect secret Wells of Power.

Biome
Wilderness
Frequency
Uncommon
Appearing
d8
Size
Any
Treasure
D (R)
Hit Dice
2d8
Bonus
+2
Attack
10
Damage
W
Defense
12
Spells
4 Druid Spells

Dwarf 8

Subterranean humanoids who mine the Earth for ore and gems.

Biome
Subterrane, Urban
Frequency
Uncommon
Appearing
d12
Size
Small
Treasure
B, G (V)
Hit Dice
d8
Bonus
Attack
10
Damage
W
Defense
A

Elf 9

Graceful fey-beings; Elves have quick reflexes and live thousands of years.

Biome
Forest, Urban
Frequency
Uncommon
Appearing
d20
Size
Medium
Treasure
C (V)
Hit Dice
d8
Bonus
+2
Attack
12
Damage
W
Defense
A

Fighter 10

A specialized combat veteran.

Biome
Urban
Frequency
Common
Appearing
d4
Size
Any
Treasure
D (S)
Hit Dice
2d12
Bonus
+2
Attack
14
Damage
W +2
Defense
A

Gnome 11

Curious people who farm mushrooms, build great feats of Engineering, and brew Potions.

Biome
Forest, Subterrane, Urban
Frequency
Uncommon
Appearing
d12
Size
Tiny
Treasure
A, E (R)
Hit Dice
d6
Bonus
+2
Attack
11
Damage
W
Defense
A

Goblin 12

Goblinkind — Small and devious, Goblins are brilliant inventors and ruthless in battle.

Biome
Subterrane, Urban
Frequency
Common
Appearing
d12
Size
Small
Treasure
B (T)
Hit Dice
d6
Bonus
+1
Attack
12
Damage
W
Defense
A
Sensitive
–1 Attack in direct sunlight

Goblin, Shaman 13

Goblinkind — Mystical leaders of Goblin tribes, eccentric in appearance; clad in skulls, teeth, and feathers.

Biome
Subterrane
Frequency
Uncommon
Appearing
With tribe
Size
Small
Treasure
H (T)
Hit Dice
3d6
Bonus
+3
Attack
13
Damage
S
Defense
12
Powers
Spellcasting
Spells
5 from Conjuration, Enchantment, & Evocation

Guard 14

A common warrior paid for security.

Biome
Urban
Frequency
Common
Appearing
2d6
Size
Any
Treasure
A
Hit Dice
d10
Bonus
+1
Attack
13
Damage
W +1
Defense
A

Halfling 15

Happy, fuzzy-footed farmers and borrowers!

Biome
Hills, Urban
Frequency
Common
Appearing
d6
Size
Small
Treasure
B (R)
Hit Dice
d6
Bonus
+2
Attack
11
Damage
W
Defense
A

Human 16

Boring, run of the mill, Human.

Biome
Urban
Frequency
Common
Appearing
d20
Size
Medium
Treasure
C (R)
Hit Dice
d6
Bonus
Attack
10
Damage
W
Defense
A

Knight 17

Armed and armor clad and warrior.

Biome
Urban, Wilderness
Frequency
Uncommon
Appearing
d8
Size
Medium
Treasure
C (T)
Hit Dice
3d12
Bonus
+3
Attack
15
Damage
W +2
Defense
18

Monarch 18

A sovereign head of state.

Biome
Urban
Frequency
Rare
Appearing
Leader
Size
Any
Treasure
H (U)
Hit Dice
d6
Bonus
Attack
10
Damage
W
Defense
A

Orc 19

Orckind — Fierce tribal, marauding carnivores with tusks and light green skin.

Biome
Urban, Wilderness
Frequency
Uncommon
Appearing
2d10
Size
Medium
Treasure
D (R)
Hit Dice
d10
Bonus
+2
Attack
12
Damage
W +1
Defense
A
Sensitive
–1 Attack in direct sunlight

Orc Chieftain 20

Orckind — Leader of a band of Orc warriors.

Biome
Wilderness
Frequency
Uncommon
Appearing
With party
Size
Medium
Treasure
D (S)
Hit Dice
2d10
Bonus
+4
Attack
14
Damage
W +2
Defense
A

Paladin 21

A knight, bestowed with supernatural powers.

Biome
Urban
Frequency
Rare
Appearing
Solitary
Size
Medium
Treasure
C (S)
Hit Dice
2d10
Bonus
+4
Attack
16
Damage
W
Defense
A +1
Spells
2 Paladin Spells

Peasant 22

Builders, growers, merchants, and storekeeps.

Biome
Urban
Frequency
Common
Appearing
d12
Size
Any
Treasure
A
Hit Dice
d6
Bonus
Attack
10
Damage
W
Defense
10

Priest 23

A non-confrontational spiritual Spellcaster.

Biome
Urban
Frequency
Common
Appearing
d8
Size
Any
Treasure
B (R)
Hit Dice
d8
Bonus
+1
Attack
11
Damage
W
Defense
A
Spells
2 Cleric Spells

Ranger 24

Solitary woodsmen sworn to protect their homelands from invaders.

Biome
Wilderness
Frequency
Rare
Appearing
d12
Size
Medium
Treasure
B (R)
Hit Dice
2d10
Bonus
+2
Attack
14
Damage
W
Defense
14

Soldier 25

Fed, paid, and battle trained.

Biome
Urban
Frequency
Common
Appearing
4d6
Size
Medium
Treasure
B (R)
Hit Dice
2d10
Bonus
+2
Attack
14
Damage
W +1
Defense
A

Spawn 26

Demonic mixed-breeds with translucent oily skin and horns.

Biome
Urban, Wilderness
Frequency
Rare
Appearing
d4
Size
Any
Treasure
C (S)
Hit Dice
2d8
Bonus
+2
Attack
12
Damage
W
Defense
A

Thief 27

Thieves come in all forms, a few may even be trustworthy.

Biome
Ruins, Urban
Frequency
Uncommon
Appearing
d4
Size
Any
Treasure
D (S)
Hit Dice
2d8
Bonus
+1
Attack
12
Damage
W
Defense
A

Thug 28

Blunt and armed; muscle for hire.

Biome
Urban
Frequency
Common
Appearing
d8
Size
Any
Treasure
A
Hit Dice
2d6
Bonus
+1
Attack
12
Damage
W
Defense
A

Wizard 29

Arcane Mages and Sorcerers.

Biome
Urban
Frequency
Rare
Appearing
d4
Size
Any
Treasure
C, F (U)
Hit Dice
2d6
Bonus
+2
Attack
10
Damage
S
Defense
10
Spells
Any 4

Wizard Apprentice 30

An aspiring Wizard; awkward but dangerous.

Biome
Urban
Frequency
Rare
Appearing
d2
Size
Any
Treasure
A
Hit Dice
d6
Bonus
Attack
10
Damage
S
Defense
10
Spells
Any 2

Beasts

Creatures of the Wilderness and secret underground labyrinths (d100).

Animated Armor 1

Magically animated Plate, Shield, and Sword.

Biome
Frequency
Rare
Appearing
Conjured
Size
Medium
Treasure
G, J
Hit Dice
5d6
Bonus
+5
Attack
15
Damage
d8
Defense
20
Immunity
Sleep, Fear, Illusion Magic, etc.

Banshee 2

Undead — A ghostly wailing spectre.

Biome
Wilderness
Frequency
Rare
Appearing
Solitary
Size
Medium
Treasure
Hit Dice
4d8
Bonus
+4
Attack
15
Damage
d8
Defense
20
Immunity
Charm, Sleep, & Hold Magic
On Hit
Magic Resistance vs 15 or be Frightened for d4 Turns

Basilisk 3

Rooster-snake hybrid that kills with its gaze.

Biome
Forest, Ruins
Frequency
Rare
Appearing
Solitary
Size
Medium
Treasure
Hit Dice
6d6
Bonus
+6
Attack
16
Damage
S
Defense
16
Gaze
Magic Resistance vs 15 or Turn To Stone
On Hit
Poison Breath: 4d6 Damage on the target's next Turn, then 3d6, etc.

Bat, Giant Vampire 4

Blood sucking bats the size of Kobolds.

Biome
Ruins, Subterrane
Frequency
Common
Appearing
d20
Size
Small
Treasure
Hit Dice
d6
Bonus
+2
Attack
12
Damage
d4
Defense
12
Powers
Flight
On Hit
Attaches to victim dealing automatic Damage each Turn
Detach
Strength Competition as an Action

Bear, Dire 5

A massive, aggressive, territorial bear.

Biome
Wilderness
Frequency
Uncommon
Appearing
d2
Size
Large
Treasure
Hit Dice
6d6
Bonus
+4
Attack
15
Damage
d12
Defense
15
Powers
Darkvision

Berserker 6

Primitive beastman warriors who fight in a trance-like battle-rage.

Biome
Wilderness
Frequency
Uncommon
Appearing
d8
Size
Medium
Treasure
C (S)
Hit Dice
d12
Bonus
+2
Attack
15
Damage
d12
Defense
12

Boar, Dire 7

A giant, tusked boar the size of a horse!

Biome
Wilderness
Frequency
Uncommon
Appearing
d2
Size
Large
Treasure
Hit Dice
3d6
Bonus
+3
Attack
13
Damage
d8
Defense
12
Powers
Darkvision

Bone Knight 8

Relentless skeleton warriors clad in metal— minions of the Skull Knights.

Biome
Ruins, Subterrane, Swamp
Frequency
Uncommon
Appearing
d4
Size
Medium
Treasure
C, H (X)
Hit Dice
4d8
Bonus
+4
Attack
15
Damage
d8+2
Defense
18
Powers
Spellcasting
Spells
Fireball, Flaming Weapon, Summon Steed (Skeleton Horse)

Brain Sucker 9

Small, flying, purple octopus creatures with multiple rows of teeth from the Astral Plane.

Biome
Ruins, Subterrane
Frequency
Uncommon
Appearing
d4
Size
Small
Treasure
(V)
Hit Dice
2d6
Bonus
+2
Attack
13
Damage
d8
Defense
10
Powers
Darkvision, Flight
On Hit
Attaches to victim dealing automatic Damage each Turn
On Suck
While attached, Magic Resistance vs 15 or the victim Attacks their allies on their Turn
Detach
Strength Competition as an Action

Bugbear 10

Goblinkind — Furry, muscular, giant Goblins with Bear-like faces, preferring to ambush their prey with Thrown Weapons.

Biome
Subterrane, Ruins
Frequency
Uncommon
Appearing
2d4
Size
Large
Treasure
B, D (T)
Hit Dice
3d6
Bonus
+3
Attack
13
Damage
W
Defense
A
Powers
Advantage to Stealth and Perception

Centaur 11

Woodland equestrian humanoids.

Biome
Wilderness
Frequency
Uncommon
Appearing
d8
Size
Large
Treasure
B, E (V)
Hit Dice
4d6
Bonus
+3
Attack
13
Damage
W
Defense
15
Attack 2 & 3
Centaurs Kick with their front hooves in Close Combat, dealing d8 Damage with each on hit

Centipede, Giant 12

Grotesquely large crawling insects which drop on their prey from branches.

Biome
Wilderness, Ruins, Subterrane
Frequency
Common
Appearing
2d12
Size
Small
Treasure
Hit Dice
d6
Bonus
Attack
11
Damage
d4
Defense
11
On Hit
Constitution Check vs 12 or be Paralyzed for d4 hours

Cockatrice 13

A small lizard-chicken capable of turning anything to stone.

Biome
Wilderness, Ruins
Frequency
Very Rare
Appearing
d6
Size
Small
Treasure
E
Hit Dice
2d6
Bonus
+5
Attack
15
Damage
d4
Defense
14
On Hit
Magic Resistance vs 15 or Turn To Stone

Crocodile 14

Green scaled, jaw snapping, scaly reptiles which attack their prey on land from water.

Biome
Swamp
Frequency
Common
Appearing
d12
Size
Large
Treasure
Hit Dice
3d6
Bonus
+3
Attack
13
Damage
d12
Defense
15

Cyclops 15

Hulking giant with a single massive eye.

Biome
Hills
Frequency
Very Rare
Appearing
d4
Size
Massive
Treasure
H (Y)
Hit Dice
7d12
Bonus
+8
Attack
20
Damage
3d12
Defense
18

Deep Dwarf 16

Subterranean albino Dwarves bent by darkness, populating deep cities of the Earth.

Biome
Subterrane
Frequency
Very Rare
Appearing
2d4+2
Size
Small
Treasure
D (V)
Hit Dice
d6
Bonus
+1
Attack
11
Damage
W
Defense
A
Powers
Darkvision

Deep Gnome 17

Grey-skinned subterranean Gnomes who seek gems and farm bio-luminescent fungus.

Biome
Subterrane
Frequency
Rare
Appearing
4d4
Size
Tiny
Treasure
J (X)
Hit Dice
d6
Bonus
+1
Attack
11
Damage
W
Defense
A
Powers
Darkvision, Meld
Meld
Deep Gnomes can meld with stone, becoming invisible at will while underground

Doppleganger 18

Telepathic shapeshifters who mimic individuals with 90% accuracy for espionage, and assissanation. Rumored to be artificial agents of the Void Beings.

Biome
Urban
Frequency
Very Rare
Appearing
d12
Size
Any
Treasure
C (V)
Hit Dice
4d6
Bonus
+4
Attack
14
Damage
d12
Defense
15
Powers
Shapechange at will
Immunity
Sleep & Charm Magic
Surprise
Advantage on Surprise

Dragons

Majestic flying, serpentine creatures who speak many Languages and wield ancient Magic. Dragons devastate countrysides, build armies of minions, and slumber for ages.

Dragon, Black 19

Angry, smoky, fire breathing, obsidian Dragons who hoard treasure and slumber for ages.

Biome
Ruins, Swamp
Frequency
Rare
Appearing
d2
Size
Massive
Treasure
H (Z)
Hit Dice
12d6
Bonus
+10
Attack
20
Damage
d12+6
Defense
19
Powers
Darkvision, Flight, Spellcasting
Spells
Any
Attack 3
Firebreath: 4d6 Damage on hit

Dragon, Blue 20

Azure scaled ice drakes who shoot lightning.

Biome
Mountains
Frequency
Very Rare
Appearing
Solitary
Size
Massive
Treasure
J (X)
Hit Dice
12d8
Bonus
+10
Attack
21
Damage
d20
Defense
18
Powers
Darkvision, Flight, Spellcasting
Spells
Any

Dragon, Green 21

Lazy, plump, rolly-polly Dragons who slumber in the forests.

Biome
Forest
Frequency
Rare
Appearing
Solitary
Size
Massive
Treasure
G (Y)
Hit Dice
12d6
Bonus
+13
Attack
23
Damage
d8+6
Defense
20
Powers
Darkvision, Flight, Spellcasting
Spells
Any
Attack 3
Firebreath: 4d6 Damage on hit

Dragon, Red 22

Fierce and greedy, Red Dragons rampage, conquer, and hoard treasure.

Biome
Ruins, Subterrane
Frequency
Very Rare
Appearing
d4
Size
Massive
Treasure
J (Z)
Hit Dice
12d8
Bonus
+13
Attack
23
Damage
d12+6
Defense
23
Powers
Darkvision, Flight, Spellcasting
Immunity
Fire
Spells
Any 5d6
Attack 3
Firebreath: 5d6 Damage on hit

Dragon, White 23

Shimmering ice drakes who freeze everything they touch.

Biome
Mountains, Ruins
Frequency
Rare
Appearing
d4
Size
Massive
Treasure
E (S, W)
Hit Dice
8d8
Bonus
+10
Attack
20
Damage
d8+6
Defense
19
Powers
Darkvision, Flight, Spellcasting
Immunity
Fire & Ice
Spells
Any
Attack 3
Icebreath: 3d6 Damage on hit; Magic Resistance vs 15 or be Frozen for d6 Turns

Dryad 24

Fey — Beautiful tree sprites wrapped in flowers and leaves. Dryads are bound to their Dryad Tree and wither if they are taken away from it or it is destroyed. Dryads can meld with trees, allowing them to teleport to their Dryad Tree.

Biome
Forest
Frequency
Rare
Appearing
d4
Size
Medium
Treasure
C
Hit Dice
2d6
Bonus
+1
Attack
11
Damage
d4
Defense
11
Powers
Casts a powerful Charm Spell

Elementals

Beings of energy conjured by Spellcasters from the Elemental Plans to serve them. Elementals are extremely difficult to control and may be found wandering Earth with no mortal master.

Elemental, Air 25

Conjured from the wind—a humanoid cloud.

Biome
Frequency
Rare
Appearing
Conjured
Size
Large
Treasure
Hit Dice
6d6
Bonus
+6
Attack
17
Damage
d10
Defense
18
On Hit
Air Blast: Sends its target flying two Combat Zones away

Elemental, Earth 26

Conjured dirt, stone, metal, and/or gem infused humanoid orbiting a central catalyst.

Biome
Frequency
Rare
Appearing
Conjured
Size
Large
Treasure
Hit Dice
6d6
Bonus
+6
Attack
17
Damage
d20
Defense
20

Elemental, Fire 27

Swirling flames fill a vaguely humanoid form with hollow eyes and mouth.

Biome
Frequency
Rare
Appearing
Conjured
Size
Large
Treasure
Hit Dice
6d6
Bonus
+6
Attack
17
Damage
d12
Defense
18
Immunity
Fire

Elemental, Water 28

Liquid humanoid manifested from water.

Biome
Frequency
Rare
Appearing
Conjured
Size
Large
Treasure
Hit Dice
6d6
Bonus
+6
Attack
17
Damage
d8
Defense
20
Action
Tidalwave: While fighting in water, projects a violent wave in all directions, capsizing boats and dealing 4d8 Damage to anyone in the water

Ettin 29

Two-headed, primitive and grotesque giants who argue with themselves.

Biome
Mountains
Frequency
Very Rare
Appearing
d4
Size
Massive
Treasure
C (V)
Hit Dice
8d8
Bonus
+8
Attack
18
Damage
2d6
Defense
17
Powers
Advantage to Perception

Fairy 30

Fey — Fairies can be found everywhere. They often appear as tiny flying humanoids but can also take the form of small organic objects such as stones, leaves, pools, or mushrooms. Fairies can turn invisible at will and love to play pranks. They will often share information if you know the right questions to ask. Because Fairies' natural state is invisible, many Encounters with Fairies go completely unnoticed.

Biome
Any
Frequency
Common
Appearing
d12
Size
Tiny
Treasure
K
Hit Dice
d4
Bonus
+1
Attack
11
Damage
1
Defense
13
Powers
Spellcasting
Spells
Abjuration, Enchantment, & Illusion
Immunity
Fairies are particularly fond of Charm & Sleep Spells

Frog, Giant 31

Enormous frogs with sticky tongues that consume their prey whole.

Biome
Swamp
Frequency
Common
Appearing
5d10
Size
Medium
Treasure
Hit Dice
d8
Bonus
+1
Attack
11
Damage
2d4
Defense
13
On Hit
Swallows its prey whole, dealing automatic Damage each Turn
While Swallowed
Disadvantage to all Checks

Gargoyle, Stone 32

Seemingly stone statues manifested to protect a specific location by ambushing unaware victims. Gargoyles can fly and will attack anything that moves 90% of the time.

Biome
Ruins, Urban
Frequency
Uncommon
Appearing
d6
Size
Any
Treasure
C (S)
Hit Dice
4d6
Bonus
+5
Attack
15
Damage
d4
Defense
15

Gargoyle, Glass 33

Glass Gargoyles ambush their victims by springing forth from stained glass in castles, monasteries, and ruins.

Biome
Ruins, Urban
Frequency
Rare
Appearing
d6
Size
Any
Treasure
Hit Dice
8d6
Bonus
+5
Attack
18
Damage
2d12
Defense
15
Powers
Advantage to Surprise

Gelatinous Cube 34

Translucent cubes of ooze which move slowly down dungeon corridors, absorbing creatures and junk, disintegrating them with its toxic slime. Often spottable by floating debris.

Biome
Subterrane, Ruins
Frequency
Uncommon
Appearing
Solitary
Size
Large
Treasure
B, F, J
Hit Dice
4d8
Bonus
+3
Attack
13
Damage
2d4
Defense
12
Immunity
Fear, Holds, Paralyzation, Polymorph, Sleep, & Charm
On Hit
Absorbs its prey dealing automatic Damage each Turn
While Absorbed
Constitution Check vs 15 or be Paralyzed for d4 Turns
Extract
Strength Check vs 15 as an Action

Genie, Djinni 35

Summoned from the Elemental Plane of Air, made of mist and Magic. Blue-skinned muscular humans surrounded by swirling smoke and vapor, Djinni are called upon by Spellcasters and may be found trapped in bottles, lamps, or chests. Djinni are capable of transporting passengers on the wind.

Biome
Frequency
Very Rare
Appearing
Solitary
Size
Medium
Treasure
H, J
Hit Dice
5d12
Bonus
+6
Attack
17
Damage
2d8
Defense
16
Powers
Darkvision, Flight, Invisibility

Genie, Efreeti 36

Genies from the Elemental Plane of Fire, Efreeti are malevolent giants formed of fire and ash wielding flaming scimitars. A captured Efreeti will grant you three wishes; careful what you wish for, they thrive on deception and misdirection.

Biome
Frequency
Very Rare
Appearing
Conjured
Size
Large
Treasure
E, F, J, K
Hit Dice
8d12
Bonus
+9
Attack
18
Damage
3d8
Defense
18
Powers
Detect Magic, Enlarge, Polymorph, Fireball, & Fire Wall
Immunity
Fire

Ghost 37

Undead — Lost, vengeful spirits trapped in the Material Plane.

Biome
Ruins, Urban
Frequency
Rare
Appearing
Solitary
Size
Medium
Treasure
K
Hit Dice
4d8
Bonus
+6
Attack
14
Damage
S
Defense
18
Fear
Anyone besides Clerics seeing a Ghost makes a Wisdom Check vs 15 or is Frightened for d4 Turns
On Hit
Magic Resistance vs 18 or be Possessed for 2d4 Turns

Ghoul 38

Undead — Rotting and deranged undead humanoids who serve a master.

Biome
Ruins, Wilderness
Frequency
Uncommon
Appearing
2d12
Size
Medium
Treasure
B, C
Hit Dice
2d8
Bonus
+1
Attack
11
Damage
d4
Defense
14
On Hit
Constitution Check vs 12 or be Paralyzed for d4 Turns

Giants

Massive, greedy humanoids who live in solitary or small reclusive clans.

Giant, Frost 39

Evil mountain dwellers who build their keeps high in the icy peaks, ambushing their victims from beneath the snow.

Biome
Mountains
Frequency
Very Rare
Appearing
d8
Size
Massive
Treasure
J (V)
Hit Dice
12d8
Bonus
+12
Attack
20
Damage
d8+8
Defense
20
Immunity
Ice
Hurling
In addition to using Weapons, Frost Giants can hurl massive boulders up to Extreme Range dealing 4d6 Damage

Giant, Hill 40

Barbaric and dimwitted hulks preferring ambush from above.

Biome
Hills
Frequency
Rare
Appearing
d6
Size
Massive
Treasure
H (S, W)
Hit Dice
8d8
Bonus
+5
Attack
18
Damage
d12+5
Defense
18

Giant, Stone 41

Blunt faced, blue-grey skinned silent watchers of the mountains.

Biome
Mountains
Frequency
Rare
Appearing
d6
Size
Massive
Treasure
D, E, F (V)
Hit Dice
10d8
Bonus
+10
Attack
20
Damage
d8+8
Defense
20

Gnoll 42

Green-grey hyena-like humanoids who maraud the Wilderness in unorganized packs.

Biome
Wilderness
Frequency
Uncommon
Appearing
2d6
Size
Large
Treasure
B (R)
Hit Dice
2d6
Bonus
+1
Attack
12
Damage
W
Defense
A

Golems

Golems are Magical constructs, brought to life from sculptures of raw materials. Golems are bound to their creator’s Magic and are destroyed instantly if their creator perishes. There is a 1% cumulative chance per Turn a Golem will break free and become a berserker, attacking everything in sight, calculated independently each Combat.

Golem, Clay 43

A distorted, animated statue of a human. Incapable of thinking or tactics, Clay Golems follow orders explicitly.

Biome
Frequency
Rare
Appearing
Conjured
Size
Medium
Treasure
Hit Dice
6d8
Bonus
+8
Attack
19
Damage
3d10
Defense
13
Immunity
Fire, Ice, & Electricity

Golem, Flesh 44

Disgusting, rotting, re-animated collection of flesh and bone. Incapable of thinking or tactics, Flesh Golems follow orders explicitly.

Biome
Frequency
Rare
Appearing
Conjured
Size
Medium
Treasure
Hit Dice
5d6
Bonus
+6
Attack
19
Damage
2d8
Defense
11

Golem, Iron 45

An empty, animated suit of iron armor twice the height of a normal human.

Biome
Frequency
Very Rare
Appearing
Conjured
Size
Large
Treasure
Hit Dice
10d8
Bonus
+10
Attack
22
Damage
4d10
Defense
17
Weakness
Takes double Damage from Electrical Attacks

Golem, Stone 46

Animated stone statues with incredible strength who attack with stone fists.

Biome
Frequency
Rare
Appearing
Conjured
Size
Medium
Treasure
Hit Dice
8d8
Bonus
+8
Attack
20
Damage
3d8
Defense
15

Gray Ooze 47

A slimy surface which appears as wet stone or sedimentary rock which slides and drips along dungeon floors and walls. A snake-like appendage lashes out from the Ooz puddle when it attacks.

Biome
Subterrane
Frequency
Uncommon
Appearing
d4
Size
Medium
Treasure
Hit Dice
3d10
Bonus
+3
Attack
13
Damage
4d4
Defense
12
Immunity
Fire & Ice
Corrosion
Corrodes metal in one Round of contact

Griffon 48

Majestic lion-eagle hybrids. Hunters by nature who hunger for horseflesh—and will readily attack mounted adventurers for it.

Biome
Wilderness
Frequency
Uncommon
Appearing
d6
Size
Large
Treasure
(V)
Hit Dice
6d8
Bonus
+7
Attack
17
Damage
2d6
Defense
17

Hag 49

Wretched bog beings who look like old women with long frayed hair and black teeth. Hags have hatred of all things, practicing dark magic and curses.

Biome
Swamp
Frequency
Very Rare
Appearing
d3
Size
Medium
Treasure
E, J (V)
Hit Dice
6d8
Bonus
+6
Attack
16
Damage
S
Defense
14
Powers
Spellcasting
Spells
Any, always Attacks with Magic
Shift
Hags can appear as beautiful maidens at will

Hobgoblin 50

Goblinkind — Fierce, burly humanoids who wage perpetual war and live off plunder.

Biome
Subterrane, Wilderness
Frequency
Uncommon
Appearing
2d20
Size
Medium
Treasure
B (S)
Hit Dice
d8
Bonus
+1
Attack
11
Damage
W
Defense
A

Horse 51

Roaming herd animals, since domesticated.

Biome
Urban, Wilderness
Frequency
Common
Appearing
5d6
Size
Large
Treasure
Hit Dice
3d6
Bonus
+1
Attack
13
Damage
d6
Defense
13

Imp 52

Demon — Tiny malicious bat-like humans.

Biome
Any
Frequency
Uncommon
Appearing
d12
Size
Tiny
Treasure
C (F, G)
Hit Dice
2d8
Bonus
+2
Attack
11
Damage
d4
Defense
18
Immunity
Fire, Ice, & Electricity
On Hit
Constitution vs 15 or be Poisoned for 2d4 Damage on the target's next Turn, then d4 on the following
Regen
Regenerates 1 HP per Turn

Infernal 53

Demon — Fiendish, diabolical humanoids with giant bat wings, wreathed in smoke, shadows, and fire.

Biome
Any
Frequency
Rare
Appearing
d6
Size
Any
Treasure
K
Hit Dice
4d8
Bonus
+4
Attack
15
Damage
W
Defense
15
Powers
Darkvision, Flight, Spellcasting
Spells
Fireball & Fire Wall
Immunity
Healed by Fire Damage

Kobold 54

Glowing red eyes set into tiny rat-like humanoid faces. Kobolds hate Spellcasters and will try to eliminate them first.

Biome
Subterrane, Wilderness
Frequency
Common
Appearing
4d4
Size
Small
Treasure
A (R)
Hit Dice
d4
Bonus
Attack
10
Damage
W
Defense
11

Kraken 55

God-like colossal octopus manifestations from Leviathan's slumber.

Biome
Aquatic
Frequency
Very Rare
Appearing
Solitary
Size
Massive
Treasure
(X, Y, Z)
Hit Dice
20d8
Bonus
+10
Attack
20
Damage
2d12
Defense
18

Lich 56

Undead — Necromancers lost in Magic who have transmogrified into vile undead. Liches seek riches and power and employ minions.

Biome
Ruins, Subterrane
Frequency
Very Rare
Appearing
Solitary
Size
Medium
Treasure
H (U, W)
Hit Dice
10d8
Bonus
+8
Attack
18
Damage
W
Defense
20
Powers
Darkvision, Spellcasting
Spells
Any
Gaze
Magic Resistance vs 15 or Fear
On Touch
Deals d10 Damage; Magic Resistance vs 15 or become Paralyzed for d6 Turns

Lion 57

Wilderness cougars who stalk their prey.

Biome
Wilderness
Frequency
Uncommon
Appearing
d4
Size
Medium
Treasure
Hit Dice
3d8
Bonus
+3
Attack
15
Damage
d8
Defense
15

Lizardfolk 58

Savage, semi-aquatic alligator people.

Biome
Swamps
Frequency
Uncommon
Appearing
d8
Size
Medium
Treasure
D (S)
Hit Dice
2d8
Bonus
+2
Attack
12
Damage
W
Defense
15

Manticore 59

Face of a human, body of a lion, wings of a bat, and tail tipped with iron spikes.

Biome
Wilderness
Frequency
Uncommon
Appearing
Solitary
Size
Massive
Treasure
E (T)
Hit Dice
6d6
Bonus
+7
Attack
17
Damage
d8
Defense
16
Powers
Flight
Action
Fires d6 tail spikes dealing d6 Damage each

Merfolk 60

Armed aquatic mermaids and mermans who wield tridents, underwater crossbows, and use grappling hooks to attack ships.

Biome
Aquatic
Frequency
Uncommon
Appearing
2d20
Size
Medium
Treasure
C (S)
Hit Dice
d8
Bonus
+1
Attack
11
Damage
W
Defense
12
Powers
Waterbreathing

Mimic 61

Magically created trap monsters who appear as a chest, box, or barrel but are covered with a sticky goo and morph into ferocious mouths.

Biome
Frequency
Rare
Appearing
Conjured
Size
Medium
Treasure
H
Hit Dice
6d6
Bonus
+7
Attack
17
Damage
3d4
Defense
13
On Hit
Attaches to victim dealing d8 automatic Damage each Turn
Detach
Strength Checks vs 15 as an Action

Minotaur 62

Large muscular humanoids with the horned head of a bull, dwelling in underground mazes.

Biome
Subterrane
Frequency
Rare
Appearing
d8
Size
Large
Treasure
B (S)
Hit Dice
6d8
Bonus
+4
Attack
17
Damage
W +6
Defense
14
Powers
Can move an extra Combat Zone each Turn

Mummy 63

Undead — Decrepit cloth warped corpses which have been re-animated through Necromancy.

Biome
Subterrane
Frequency
Rare
Appearing
d8
Size
Medium
Treasure
C, G (V)
Hit Dice
8d6
Bonus
+6
Attack
16
Damage
d12
Defense
17
Weakness
Double Damage from Fire
On Hit
Constitution Check vs 15 or become Infected
Infected
An infected's wounds rot and stink—they cannot be Healed or regain HP until the Disease is cured

Nightmare 64

Demon — A majestic black stallion surrounded by black fire. Inflicts freakish dreams from the Shadow Realm upon sleeping creatures in their vicinity.

Biome
Wilderness
Frequency
Very Rare
Appearing
Solitary
Size
Large
Treasure
Hit Dice
6d8
Bonus
+3
Attack
13
Damage
d6 +4
Defense
23
Powers
Noxious Vapor: Constitution Check vs 15 or suffer Disadvantage on all Checks
Immunity
Fire

Nymph 65

Fey — Beautiful, graceful fey beings who cause onlookers to go blind.

Biome
Forest
Frequency
Rare
Appearing
d4
Size
Medium
Treasure
K (X)
Hit Dice
3d8
Bonus
+3
Attack
13
Damage
S
Defense
11
Powers
Spellcasting
Spells
Portal, plus any 6 Spells
Gaze
Looking upon a Nymph for the first time triggers Magic Resistance vs 12 or blindness

Octopus, Giant 66

Huge octopus predators who attack ships. Giant Octopus typically Attack with six of their tentacles while stabilizing themselves with the remaining two. Each of a Giant Octopus' tentacles can be Attacked individually and is severed by causing 12 points of Damage.

Biome
Aquatic
Frequency
Rare
Appearing
Solitary
Size
Large
Treasure
(X)
Hit Dice
8d8
Bonus
+6
Attack
17
Damage
d6 +2
Defense
13
On Hit
Grapples victim dealing automatic Damage each Turn; Giant Octopus can maintain up to 6 grapples
Detach
Strength Check vs 15 as an Action
Action
Consume: Creatures grappled by a Giant Octopus are immediately attempted to be eaten causing d12 +2 Damage on Hit

Ogre 67

Big, dumb, ugly, and very strong. Ogres often lead bands of smaller humanoids, leading raids on unsuspecting victims.

Biome
Subterrane, Wilderness
Frequency
Common
Appearing
d20
Size
Large
Treasure
D, K (S, V)
Hit Dice
4d8
Bonus
+3
Attack
15
Damage
W +6
Defense
15

Owlbear 68

Crossbreed creation of a twisted Wizard; a bear with the head and claws of an owl.

Biome
Wilderness
Frequency
Rare
Appearing
Solitary
Size
Large
Treasure
(R, S)
Hit Dice
5d8
Bonus
+5
Attack
15
Damage
d8 +4
Defense
15

Pegasus 69

Magnificent, winged, intelligent horses who communicate telepathically.

Biome
Wilderness
Frequency
Very Rare
Appearing
d10
Size
Large
Treasure
(X)
Hit Dice
4d8
Bonus
+3
Attack
13
Damage
d8
Defense
14
Powers
Flight, Telepathy

Phase Spider 70

A massive spider who exists somewhere between the Material and Ethereal Planes. Minions of the Void Beings.

Biome
Subterrane, Wilderness
Frequency
Rare
Appearing
d6
Size
Large
Treasure
K
Hit Dice
4d6
Bonus
+4
Attack
16
Damage
S
Defense
13
Powers
Shift between Planes
On Hit
Poison: 4d6 Damage on the target's next Turn, then 3d6, etc.

Pixie 71

Fey — Tiny sprite beings who delight in playing tricks on humanoids in their forest. Pixies carry tiny Shortswords and Shortbows which they use to fire Magic Arrows.

Biome
Forest
Frequency
Rare
Appearing
d20
Size
Tiny
Treasure
H
Hit Dice
d4
Bonus
+2
Attack
14
Damage
S
Defense
15
Powers
Flight, Invisibility, Spellcasting
Spells
Polymorph, Dispel, Hallucinate Sound, & Hallucinate Vision
On Hit
Magic Arrows: Sleep, cause amnesia (cured with Dispel), or d4 +1 Damage

Rat, Giant 72

Rodents of unusual size.

Biome
Ruins, Urban
Frequency
Common
Appearing
d20
Size
Small
Treasure
(R)
Hit Dice
d8
Bonus
Attack
10
Damage
d4
Defense
13
On Hit
Disease: 5% chance of contracting plague which reduces the victim's Constitution by 2 until cured

Roc 73

A gargantuan eagle-like bird of prey who ambushes their targets then carries them off to their lair for devouring at leisure.

Biome
Mountains
Frequency
Rare
Appearing
Solitary
Size
Massive
Treasure
(X)
Hit Dice
10d8
Bonus
+5
Attack
15
Damage
3d6
Defense
16
Powers
Flight

Scorpion, Giant 74

Horse sized scorpions with highly venomous poison stingers!

Biome
Wilderness
Frequency
Uncommon
Appearing
d4
Size
Large
Treasure
(R, S)
Hit Dice
4d8
Bonus
+5
Attack
15
Damage
d10
Defense
17
Attack 3
Poison: 3d4 Damage on the target's next Turn, then 2d4, etc.

Shadow Reaver 75

Monsters of the Shadow Realm who have slipped through the cracks of reality. Reavers appear as an amorphous moving cloud of shadow and smoke—hunched over wolverine like beasts with glowing red eyes. Reavers are teleported back to the Shadow Realm when defeated or exposed to daylight.

Biome
Wilderness
Frequency
Rare
Appearing
d4
Size
Large
Treasure
B, J
Hit Dice
4d8
Bonus
+4
Attack
16
Damage
d8 +2
Defense
18

Shark 76

Large predatory fish of the ocean.

Biome
Aquatic
Frequency
Uncommon
Appearing
d20
Size
Large
Treasure
Hit Dice
2d8
Bonus
+3
Attack
16
Damage
d12
Defense
13

Siren 77

Beautiful women-like beings with light green or blue skin who prey on sailors and pirates.

Biome
Aquatic
Frequency
Rare
Appearing
Solitary
Size
Medium
Treasure
K (V)
Hit Dice
4d8
Bonus
+3
Attack
13
Damage
W
Defense
17
Powers
Waterbreathing, Spellcasting
Spells
Charm, Polymorph, & Invisibility

Skeleton 78

Undead — Magically animated minions created as guardians through Necromancy. Their bones magically float in suspension. They have no eyes, skin, or organs and wield dirty rusty Weapons.

Biome
Ruins, Urban
Frequency
Common
Appearing
2d10
Size
Any
Treasure
A, C (R)
Hit Dice
d8
Bonus
+1
Attack
11
Damage
W
Defense
13
Immunity
Sleep, Charm, Hold, Confusion, & Fear Magic

Skeleton Warrior 79

Undead — Powerful lords of the undead with glowing eyes set into empty skulls. Skeleton Warriors are clad in Armor and wield nasty Weapons. Often under the direct control of a Necromancer.

Biome
Ruins
Frequency
Very Rare
Appearing
Solitary
Size
Medium
Treasure
C (R, S)
Hit Dice
6d8
Bonus
+5
Attack
16
Damage
W
Defense
A

Snake, Giant 80

A massive serpent—truly a demon of nature.

Biome
Swamp
Frequency
Uncommon
Appearing
d2
Size
Large
Treasure
Hit Dice
4d6
Bonus
+4
Attack
15
Damage
d4
Defense
15
On Hit
Poison: 2d4 Damage on the target's next Turn, then d4

Spectre 81

Undead — A ghostly undead spirit who haunts a desecrated place.

Biome
Urban, Wilderness
Frequency
Rare
Appearing
Solitary
Size
Medium
Treasure
E
Hit Dice
5d8
Bonus
+10
Attack
17
Damage
d8
Defense
18
Immunity
Sleep, Charm, Hold, Confusion, Ice, & Fear Magic
Weakness
Holy Water, Animate Dead
On Hit
Drain: The Specter Heals itself for each Damage dealt; victims cannot be Healed or otherwise regain HP until the Spectre is dead

Sphinx 82

Large cat-bodied and winged creatures with the face of a human, ram, or hawks. Sphinx can speak many languages, love riddles, and may know a great deal of secrets.

Biome
Wilderness
Frequency
Very Rare
Appearing
Solitary
Size
Large
Treasure
G (V)
Hit Dice
8d8
Bonus
+8
Attack
18
Damage
2d6
Defense
18
Action
Roar: Constitution vs 15 or be Paralyzed for d4 Turns

Spider, Giant 83

Dog sized spiders who quickly weave webs around their victims.

Biome
Wilderness
Frequency
Common
Appearing
d8
Size
Small
Treasure
Hit Dice
d10
Bonus
+2
Attack
13
Damage
d6
Defense
14
On Hit
Poison: 3 Damage on the target's next Turn, then 2, etc.

Sprite 84

Fey — Shy, magical fairy beings of the forest.

Biome
Forest
Frequency
Rare
Appearing
10d10
Size
Tiny
Treasure
C (X)
Hit Dice
d6
Bonus
+1
Attack
11
Damage
d2
Defense
12
On Hit
Magic Arrows: Magic Resistance vs 15 or fall into a deep Sleep for d6 hours

Succubus / Incubus 85

Demon — Winged demonic nightmare of the Shadow Realm who seduces its targets to further its sinister goals.

Biome
Urban
Frequency
Very Rare
Appearing
Solitary
Size
Any
Treasure
E (V)
Hit Dice
4d8
Bonus
+5
Attack
15
Damage
W
Defense
13
Powers
Darkvision, Flight, Spellcasting
Spells
Chain Lightning, Chaos, Charm, Darkness, Forget, Hypnotize, Portal, Sleep, & Telepathy

Treant 86

Slow, peaceful, tree-beings. Their humanoid faces are wrought with bark and their limbs can reach and grasp things around them.

Biome
Forest
Frequency
Rare
Appearing
d20
Size
Massive
Treasure
(V)
Hit Dice
6d10
Bonus
+7
Attack
16
Damage
2d6
Defense
20
Powers
Cannot be Surprised

Troll 87

Fearsome and frightening lean-bodied humanoid beasts with long noses and massive hands. Trolls lumber slowly, hunched over, and breathe heavily. Trolls are able to regenerate any lost body parts.

Biome
Forest, Ruins
Frequency
Uncommon
Appearing
d2
Size
Large
Treasure
F, G (X)
Hit Dice
6d6
Bonus
+5
Attack
17
Damage
2d4
Defense
16
Weakness
Cannot Regenerate Fire or Acid Damage
Regen
Regenerates 3 HP per Turn

Unicorn 88

Fey — Elusive and majestic, Unicorns are horned guardians of forest sanctuaries.

Biome
Forest
Frequency
Rare
Appearing
d6
Size
Large
Treasure
G
Hit Dice
4d8
Bonus
+5
Attack
15
Damage
d6
Defense
18
Powers
Teleport
Immunity
Sleep, Charm, & Hold

Vampire 89

Undead — Silent undead hunters of the night. Vampires feed on the living, typically maintain a stronghold and minions, and typically possess great wealth.

Biome
Ruins, Urban
Frequency
Very Rare
Appearing
d4
Size
Any
Treasure
H (Z)
Hit Dice
6d8
Bonus
+9
Attack
19
Damage
W
Defense
A +4
Powers
Darkvision, Flight, Polymorph, Spellcasting, Create Familiar (Magic Resistance vs 15)
Immunity
Sleep, Charm, & Hold Magic, Poison, & Paralysis
Weakness
Garlic, Holy Symbols, Holy Water, Sunlight
Spells
Any

Vampire Minion 90

A helplessly possessed minion of a Vampire, which is granted limited powers: enhanced strength, speed, and regeneration.

Biome
Ruins, Urban
Frequency
Rare
Appearing
d12
Size
Any
Treasure
D
Hit Dice
2d8
Bonus
+2
Attack
13
Damage
W
Defense
A
Powers
Telekinesis & Turn to Mist
Regen
Regenerates 1 HP per Turn

Werewolf / Werebear 91

Lycanthrope — Cursed humanoids who transform into Wilderness creatures, becoming violently uncontrollable during a full moon—though it's rumored that some have mastered Shifting between forms at will.

Biome
Urban, Wilderness
Frequency
Uncommon
Appearing
d12
Size
Any
Treasure
D
Hit Dice
4d8
Bonus
+4
Attack
15
Damage
d6 +3
Defense
15
Immunity
Mundane Weapons: Harmed only by Silver or Magical Weapons
Regen
Regenerates 1 HP per Turn

Wererat / Ratkin 92

Lycanthrope — Thin, wiry humanoids who can transform into human-sized ratpeople and Giant Rats. Wererats are cunning and deceiving, always looking for an advantage. They appear nervous, their eyes dart around, and they constantly rub their hands together while talking to themselves.

Biome
Urban, Wilderness
Frequency
Uncommon
Appearing
d6
Size
Any
Treasure
B, K (W)
Hit Dice
3d6
Bonus
+3
Attack
13
Damage
W
Defense
A
On Hit
1% chance of becoming a Wererat

Wight 93

Undead — Extremely powerful undead minions—a nightmare version of their former selves with bloodshot eyes and green skin.

Biome
Ruins, Swamp
Frequency
Uncommon
Appearing
d8
Size
Medium
Treasure
C
Hit Dice
4d8
Bonus
+5
Attack
15
Damage
d4
Defense
15
Immunity
Sleep, Charm, Hold Magic, & Ice
Weakness
Holy Water, Animate Dead, Sunlight
On Hit
Death Touch: Magic Resistance vs 14 or permanently loose d4 HP

Will-o'-wisp 94

Dazzling sparkling lights which float in the air and lure unsuspecting victims so they can feed on their energy.

Biome
Swamp, Wilderness
Frequency
Uncommon
Appearing
Solitary
Size
Small
Treasure
K
Hit Dice
7d6
Bonus
+9
Attack
19
Damage
2d8
Defense
22
Powers
Flight, Invisibility
Immunity
Magic

Wolf, Dire 95

Massive k-9 pack hunters with sleek gray, white, and black fur.

Biome
Forest
Frequency
Uncommon
Appearing
4d4
Size
Large
Treasure
Hit Dice
4d6
Bonus
+3
Attack
15
Damage
d4 +4
Defense
14

Wraith 96

Demon — A black undead cloud spirit drawn to life energy, bent on draining it.

Biome
Urban, Wilderness
Frequency
Rare
Appearing
d6
Size
Medium
Treasure
K
Hit Dice
4d8
Bonus
+4
Attack
15
Damage
d6
Defense
17
On Hit
Drain: The Wraith Heals itself for each Damage dealt
Weakness
Sunlight
Regen
1 HP per day

Wyvern 97

A fierce, demi-dragon with a poison stinger.

Biome
Ruins, Wilderness
Frequency
Uncommon
Appearing
d6
Size
Large
Treasure
D (Y)
Hit Dice
7d8
Bonus
+7
Attack
17
Damage
2d8
Defense
17
Powers
Flight
On Hit
Poison: 3d4 Damage on the target's next Turn, then 2d4, etc.

Yeti 98

Ape-like humanoid snow beast.

Biome
Mountains
Frequency
Very Rare
Appearing
d6
Size
Large
Treasure
E
Hit Dice
4d8
Bonus
+3
Attack
15
Damage
d6
Defense
14
Powers
Advantage on Surprise
Immunity
Ice

Zombie 99

Undead — Flesh dripping, infected undead scourge on the earth—animated by twisted Necromancers.

Biome
Ruins, Wilderness
Frequency
Rare
Appearing
3d6
Size
Medium
Treasure
B
Hit Dice
2d6
Bonus
+2
Attack
12
Damage
d8
Defense
12
Immunity
Sleep, Charm, & Hold Magic
Weakness
Holy Water
On Hit
Constitution Check vs 12 or become Infected
Infected
Disease: Infected slowly become a Zombie themselves over the next several days unless cured

Zombie Mutant 100

Undead — A bloodthirsty mutated Zombie—fast, powerful, and grotesque.

Biome
Ruins
Frequency
Very Rare
Appearing
Solitary
Size
Large
Treasure
H
Hit Dice
6d8
Bonus
+5
Attack
17
Damage
d8
Defense
15
Powers
Can move an extra Combat Zone each Turn
Weakness
Holy Water
On Hit
Constitution Check vs 15 or become Infected
Infected
Disease: Infected slowly become a Zombie themselves over the next several days unless cured

Celestials

Ancient beings of power who traverse the Planes of Existence—meddling in the affairs of mortals (d12).

While the physical manifestation of a Primordial or an Ancient One may be defeated, they are immortal and are not so easily banished from the Planes of Existence.

Demigods on the other hand are products of the physical word. Though they may live forever, they can truly be slain.

Archdruids 1

Demigods — Ancient circle of Druids. More spirit now than flesh.

Biome
Wilderness
Frequency
Very Rare
Appearing
Solitary
Size
Medium
Treasure
H, J, K
Hit Dice
10d10
Bonus
+12
Attack
25
Damage
S
Defense
22
Powers
Shift, Spectral Form, Spellcasting
Spells
Any

Death Crawlers 2

Demigods — Ancient spider Gods who dwell deep within the mountains—hoarding treasure and victims.

Biome
Subterrane
Frequency
Very Rare
Appearing
Solitary
Size
Large
Treasure
J, K (X, Y, Z)
Hit Dice
12d12
Bonus
+11
Attack
25
Damage
2d20
Defense
25
Powers
Darkness, Death, Teleport, Portal
On Hit
Poison: 5d6 Damage on the target's next Turn, then 4d6, etc.
Action
Project Web: Strength vs 20 or be Held; a Strength check can be attempted each Turn

Hydra 3

Ancient One — Relic of the ancient world. Impossible to defeat: severing one head spawns two. God of Evocation.

Biome
Any
Frequency
Unique
Appearing
Solitary
Size
Massive
Treasure
(V, W, X)
Hit Dice
20d8
Bonus
+8
Attack
23
Damage
S
Defense
25
Powers
Poisonous blood dealing d20 Damage on contact
On Hit
Firebreath: 4d6 Damage
Regen
Regenerates 2d8 HP per Turn

Leviathan 4

Primordial — The one which eternally slumbers. The dreamer of reality. God of Divination.

Biome
Ethereal
Frequency
Unique
Appearing
Solitary
Size
Massive
Treasure
Hit Dice
18d10
Bonus
+15
Attack
25
Damage
2d12
Defense
25
Powers
Unhindered manipulation of reality

Moria 5

Ancient One — Ancient, immortal Dryad Tree. God of Abjuration.

Biome
Forest
Frequency
Unique
Appearing
Solitary
Size
Massive
Treasure
Hit Dice
9d10
Bonus
+12
Attack
Damage
S
Defense
26
Powers
Spellcasting
Spells
Any

Morthag 6

Ancient One — Silent colossal skeleton: channeled by Necromancers, revered by the vile undead. God of Necromancy.

Biome
Subterrane
Frequency
Unique
Appearing
Solitary
Size
Massive
Treasure
J, K (X, Y, Z)
Hit Dice
20d6
Bonus
+9
Attack
23
Damage
d20
Defense
22
Powers
Darkvision, Spellcasting, Necromancy Magic
Spells
Any

Phoenix 7

Primordial — Endlessly cycling destruction and rebirth—as all things must flow. God of Transmutation.

Biome
Elemental
Frequency
Unique
Appearing
Solitary
Size
Massive
Treasure
Hit Dice
14d8
Bonus
+8
Attack
18
Damage
S
Defense
22
Powers
Flight, Healing, Resurrection
Immunity
Healed by Fire Damage
On Hit
Fire: 4d6 Damage

Skull Knights 8

Demigods — Flaming eyes set deep within fragmented skulls. The vile agents of Morthag. Masters of Chaos.

Biome
Ruins
Frequency
Very Rare
Appearing
Solitary
Size
Large
Treasure
J, K (Z, Y, Z)
Hit Dice
8d12
Bonus
+7
Attack
20
Damage
W +8
Defense
22
Powers
Darkvision, Spellcasting, Skull Knights never trigger Chaos
Spells
Conjuration, Evocation, & Necromancy Magic

The Deepness 9

Primordial — The life-force of Earth itself. Many who follow say they hear her whispering. God of Conjuration.

Biome
Subterrane
Frequency
Unique
Appearing
Solitary
Size
Unknown
Treasure
Hit Dice
22d8
Bonus
+12
Attack
Damage
S
Defense
25
Powers
Conjuration Magic

The Endless 10

Primordial — The Ouroboros serpent—forever devouring itself. God of Illusion.

Biome
Astral
Frequency
Unique
Appearing
Solitary
Size
Massive
Treasure
Hit Dice
18d10
Bonus
+10
Attack
20
Damage
4d8
Defense
20
Powers
Abjuration, Illusion, & Transmutation Magic

The Faded 11

Demigods — Immortal Wizards who wander the landscape, meddling in mortal affairs.

Biome
Wilderness
Frequency
Very Rare
Appearing
Solitary
Size
Medium
Treasure
G, J, K
Hit Dice
12d6
Bonus
+10
Attack
17
Damage
S
Defense
18
Powers
Spellcasting
Spells
Any

Void Beings 12

Demigods — Doppelganger-like creatures able to teleport vast distances and replicate individuals. Void Beings hate all other gods and seek to destroy them. Masters of Enchantment.

Biome
Urban, Subterrane
Frequency
Very Rare
Appearing
Solitary
Size
Any
Treasure
F, G, H, J
Hit Dice
8d6
Bonus
+7
Attack
18
Damage
W
Defense
19
Powers
Portal, Teleport, Polymorph, Enchantment Magic, Spellcasting
Spells
Any