---
title: "Appendix E: NPCs and Adversaries"
description: "This Appendix includes detailed information for 19 NPCs and Adversaries common to fantasy roleplaying game worlds. Friendly NPCs and non-friendly Adversaries are both referred to [AS](https://openadventurerpg.com/glossary/as/) NPCs here to simplify the text. The Adventure Guide may use these opponents and…"
url: "https://openadventurerpg.com/coc/appendix-e-npcs-and-adversaries/"
updated: "2025-12-31"
category: Core Rules
---

# Appendix E: NPCs and Adversaries

This Appendix includes detailed information for 19 NPCs and Adversaries common to fantasy roleplaying game worlds. Friendly NPCs and non-friendly Adversaries are both referred to [AS](https://openadventurerpg.com/glossary/as/) NPCs here to simplify the text. The Adventure Guide may use these opponents and allies [AS](https://openadventurerpg.com/glossary/as/) presented or [AS](https://openadventurerpg.com/glossary/as/) inspiration for creating new NPCs.

The NPCs included here are:

- Bandit
- Bandit Captain
- Ghost
- Giant
- Goblin
- Kobold
- Lizardfolk
- Malevolent Menhir
- Merchant
- Noble
- Noxious Psylioptrix
- Orc
- Owlbear
- Skeleton
- Troll
- Villager
- Wolf
- Zombie
- Ancient Red Dragon (Epic NPC)

## **Epic NPCs**

Epic NPCs are the primary antagonists and key supporting cast of an Adventure. An Epic NPC antagonist is the foe the characters must defeat in the final battle of an Adventure, such [AS](https://openadventurerpg.com/glossary/as/) an ancient dragon or a legendary vampire. Friendly Epic NPCs are key figures the characters interact with during the Adventure, such [AS](https://openadventurerpg.com/glossary/as/) the benevolent king or a powerful [Wizard](https://openadventurerpg.com/glossary/wizard/) mentor. Epic NPCs are built like Player Characters, have the same Attributes, and follow the same rules [AS](https://openadventurerpg.com/glossary/as/) Player Characters, such [AS](https://openadventurerpg.com/glossary/as/) those for Actions, Injuries, and Wounds.

## **Statblocks**

Each NPC entry is called a **statblock**. Each statblock includes:

- **Name**: The name of the NPC.
- **Description**: A short description of the NPC and their typical role in Adventures.
- **[Challenge](https://openadventurerpg.com/glossary/challenge/) Points**: The NPC’s [Challenge](https://openadventurerpg.com/glossary/challenge/) Points.
- **[Reaction](https://openadventurerpg.com/glossary/reaction/)**: The NPC’s [Reaction](https://openadventurerpg.com/glossary/reaction/) Score. Use this number for determining [Turn](https://openadventurerpg.com/glossary/turn/) Order rather than rolling. Also used for standard [Reaction](https://openadventurerpg.com/glossary/reaction/) Checks.
- **Attributes**: The NPC’s Primary Attributes. For simplicity’s sake, NPC statblocks only list scores for Attribute groups rather than listing all nine individual Attributes. If the Gamemaster wants the NPC to perform an [Action](https://openadventurerpg.com/glossary/action/) that calls for a particular [Primary Attribute](https://openadventurerpg.com/glossary/primary-attribute/), use the score for the NPC’s matching Attribute group.
- **Defenses**: The NPC’s Defense scores. The scores listed already includes Attribute Scores, general training, expertise, and equipment modifiers. A Defense listed [AS](https://openadventurerpg.com/glossary/as/) NA means the NPC is immune to the Effects of that type of [Attack](https://openadventurerpg.com/glossary/attack/).
- **Armor**: The NPC’s Armor Scores. The number shown includes modifiers for [Natural Armor](https://openadventurerpg.com/glossary/natural-armor/) and equipment.
- **Expertise**: Things the NPC is especially good at. If the NPC performs an [Action](https://openadventurerpg.com/glossary/action/) not listed under Favored Actions, but related to one of the areas of expertise listed here, add the listed modifier to the appropriate Attribute score to determine the [Action](https://openadventurerpg.com/glossary/action/) Score.
- **Favored Actions**:The Actions this NPC commonly performs. The [Action](https://openadventurerpg.com/glossary/action/) Scores and Effects already include the Attribute score, expertise, and equipment modifiers. In some cases, a [Difficulty Score](https://openadventurerpg.com/glossary/difficulty-score/) is listed for the [Action](https://openadventurerpg.com/glossary/action/). Otherwise, determine the [Difficulty Score](https://openadventurerpg.com/glossary/difficulty-score/) normally for that type of [Action](https://openadventurerpg.com/glossary/action/).
- **Powers and Abilities:**Special powers, unusual abilities, and unique Actions available to the NPC.
- **Gear:**A list of distinctive equipment the NPC carries. This is in addition to whatever mundane equipment the Adventure Guide feels is appropriate.

## **Bandit**

*Bandits are thugs and criminals who prey on travelers, preferring ambush to a straight fight.*

**[Challenge](https://openadventurerpg.com/glossary/challenge/) Points**: 6 **[Reaction](https://openadventurerpg.com/glossary/reaction/)**: 5

|  | **Body** | **Mind** | **Spirit** |
| --- | --- | --- | --- |
| **Attributes:** | 2 | 1 | 1 |
| **Defenses:** | 3 | 2 | 2 |
| **Armor:** | 0 | 0 (1) | 0 (1) |

**Expertise**

Ambush +1, Intimidate +2, [Attack](https://openadventurerpg.com/glossary/attack/) (Melee) +2, [Attack](https://openadventurerpg.com/glossary/attack/) (Ranged) +1

**Favored Actions**

***Scimitar (Melee [Attack](https://openadventurerpg.com/glossary/attack/))***: [AS](https://openadventurerpg.com/glossary/as/) 5 (d12); [Effect](https://openadventurerpg.com/glossary/effect/) +1

***Shortbow (Ranged [Attack](https://openadventurerpg.com/glossary/attack/))***: [AS](https://openadventurerpg.com/glossary/as/) 4 (d10); [Range](https://openadventurerpg.com/glossary/range/) AR/BS; [Effect](https://openadventurerpg.com/glossary/effect/) +1

***Threaten (Obstruct)***: [AS](https://openadventurerpg.com/glossary/as/) 3 (d8), [DS](https://openadventurerpg.com/glossary/ds/) [Spirit Defense](https://openadventurerpg.com/glossary/spirit-defense/); apply a [Drawback](https://openadventurerpg.com/glossary/drawback/) to the target’s [DS](https://openadventurerpg.com/glossary/ds/) for [Attack](https://openadventurerpg.com/glossary/attack/) Checks against the bandit

**Powers and Abilities**

***Group Courage***: If three or more bandits or bandit captains are in the same battle, they gain a [Benefit](https://openadventurerpg.com/glossary/benefit/) to Armor (Mind) and Armor (Spirit). This Armor represents their unwarranted [Self](https://openadventurerpg.com/glossary/self/)-confidence when fighting [AS](https://openadventurerpg.com/glossary/as/) a group.

**Gear**

- Scimitar
- Shortbow
- Quiver (20 arrows)

## **Bandit Captain**

*Bandit Captains are criminals who were smart enough or [Lucky](https://openadventurerpg.com/glossary/lucky/) enough to survive the life of a common bandit.*

**[Challenge](https://openadventurerpg.com/glossary/challenge/) Points**: 25 **[Reaction](https://openadventurerpg.com/glossary/reaction/)**: 6

|  | **Body** | **Mind** | **Spirit** |
| --- | --- | --- | --- |
| **Attributes:** | 4 | 2 | 2 |
| **Defenses:** | 4 (5 [Parry](https://openadventurerpg.com/glossary/parry/)) | 2 | 2 |
| **Armor:** | 1 | 0 (1) | 0 (1) |

**Expertise**

Ambush +2, [Attack](https://openadventurerpg.com/glossary/attack/) (Melee) +3, [Attack](https://openadventurerpg.com/glossary/attack/) (Ranged) +2, Intimidate +3, Leadership +2

**Favored Actions**

***Longsword (Melee [Attack](https://openadventurerpg.com/glossary/attack/))***: [AS](https://openadventurerpg.com/glossary/as/) 8 (d6 + d10);
[Parry](https://openadventurerpg.com/glossary/parry/) +1; [Effect](https://openadventurerpg.com/glossary/effect/) +1

***Longbow (Ranged [Attack](https://openadventurerpg.com/glossary/attack/))***: [AS](https://openadventurerpg.com/glossary/as/) 6 (2d6); [Range](https://openadventurerpg.com/glossary/range/) AR/BS;
[Effect](https://openadventurerpg.com/glossary/effect/) +1

***Intimidate (Obstruct)***: [AS](https://openadventurerpg.com/glossary/as/) 5 (d12), [DS](https://openadventurerpg.com/glossary/ds/) Highest enemy [Spirit Defense](https://openadventurerpg.com/glossary/spirit-defense/) + # of foes; apply a [Drawback](https://openadventurerpg.com/glossary/drawback/) to the [Action](https://openadventurerpg.com/glossary/action/) Scores for all [Attack](https://openadventurerpg.com/glossary/attack/) Checks made against the captain and allied bandits

***Lead by Fear ([Aid](https://openadventurerpg.com/glossary/aid/))***: [AS](https://openadventurerpg.com/glossary/as/) 5 (d12), [DS](https://openadventurerpg.com/glossary/ds/) 2 + number of bandit allies; apply a [Benefit](https://openadventurerpg.com/glossary/benefit/) to [Action](https://openadventurerpg.com/glossary/action/) Scores for [Attack](https://openadventurerpg.com/glossary/attack/) Checks made by bandit allies

**Powers and Abilities**

***Group Courage***: If two or more additional bandits are in the same battle, the captain gains a [Benefit](https://openadventurerpg.com/glossary/benefit/) to Armor (Mind) and Armor (Spirit). This Armor score represents their unwarranted [Self](https://openadventurerpg.com/glossary/self/)-confidence when fighting [AS](https://openadventurerpg.com/glossary/as/) a group.

***Sacrificial Withdraw***: The bandit captain can force any number of surviving bandits under their command to stay and fight to the death (they may not Withdraw). The captain gains one [Benefit](https://openadventurerpg.com/glossary/benefit/) to their Withdraw Check [Action](https://openadventurerpg.com/glossary/action/) Score for each bandit sacrificed in this fashion.

**Gear**

- Leather armor
- ***Tattered Pennoncelle***: The bandit captain carries a tattered pennoncelle marked with the heraldry of the noble they served prior to their fall to banditry. Returning the device to the appropriate noble [AS](https://openadventurerpg.com/glossary/as/) proof of the bandit captain’s defeat will likely earn the character favor with the noble and perhaps a reward.

## **Ghost**

*Ghosts are tortured spirits of murdered individuals who seek revenge for their dark fate.*

**[Challenge](https://openadventurerpg.com/glossary/challenge/) Points**: 30 **[Reaction](https://openadventurerpg.com/glossary/reaction/)**: 10

|  | **Body** | **Mind** | **Spirit** |
| --- | --- | --- | --- |
| **Attributes:** | 0 | 3 | 5 |
| **Defenses:** | 2 | 3 | 5 |
| **Armor:** | 0 (Special) | 0 | 0 |

**Expertise**

[Attack](https://openadventurerpg.com/glossary/attack/) +2

**Favored Actions**

***Chilling Touch (Melee Cold [Attack](https://openadventurerpg.com/glossary/attack/))***: [AS](https://openadventurerpg.com/glossary/as/) 7 (d6 + d8); [Piercing](https://openadventurerpg.com/glossary/piercing/)

***Terrifying Visage (Ranged Spirit [Attack](https://openadventurerpg.com/glossary/attack/))***: [AS](https://openadventurerpg.com/glossary/as/) 8 (d6+d10); [Range](https://openadventurerpg.com/glossary/range/) AR

**Powers and Abilities**

***Flight***: Ghosts are unbound by physical laws and fly [AS](https://openadventurerpg.com/glossary/as/) easily [AS](https://openadventurerpg.com/glossary/as/) a living person walks.

***Haunt***: Ghosts are bound to a specific place or object, and may not move more than a [Stone Throw](https://openadventurerpg.com/glossary/stone-throw/) from it. 

***Immortal***: Defeated ghosts return to their haunt with full [Challenge](https://openadventurerpg.com/glossary/challenge/) Points at the next full moon.

***Immunity (Non-Magic Physical Attacks)***: Ghosts are only harmed by physical attacks using magic weapons or spell effects.

***Intangible***: Ghosts may move through solid objects.

***Invisibility***: Ghosts may become invisible to all physical senses [AS](https://openadventurerpg.com/glossary/as/) a Major [Action](https://openadventurerpg.com/glossary/action/). While invisible they may not interact with the physical world, but they can still move and observe. Becoming visible requires a Major [Action](https://openadventurerpg.com/glossary/action/).

***Supernatural Senses***: Ghosts do not need [Light](https://openadventurerpg.com/glossary/light/) or any physical input to “see” their surroundings. They perceive the world with some unexplained, otherworldly sense.

**Gear**

- ***Personal Talisman***: Each ghost has a physical talisman of great personal importance. This might be an object precious to the ghost in life, the place they are haunting, or even their mortal remains. The only way to completely Defeat a ghost is to destroy its talisman.

## **Giant**

*Giants are twenty-foot-tall humanoids with grotesque features (by [Human](https://openadventurerpg.com/glossary/human/) standards) and volatile tempers.*

**[Challenge](https://openadventurerpg.com/glossary/challenge/) Points**: 55 **[Reaction](https://openadventurerpg.com/glossary/reaction/)**: 2

|  | **Body** | **Mind** | **Spirit** |
| --- | --- | --- | --- |
| **Attributes:** | 5 | 1 | 2 |
| **Defenses:** | 3 | 2 | 3 |
| **Armor:** | 1 | 0 | 0 |

**Expertise**

[Attack](https://openadventurerpg.com/glossary/attack/) +3, Intimidate +3, [Strength](https://openadventurerpg.com/glossary/strength/) +3

**Favored Actions**

***Club (Melee [Attack](https://openadventurerpg.com/glossary/attack/))***: [AS](https://openadventurerpg.com/glossary/as/) 8 (d6 + d10); [Effect](https://openadventurerpg.com/glossary/effect/) +6

***Club (Area of [Effect](https://openadventurerpg.com/glossary/effect/), [Line](https://openadventurerpg.com/glossary/line/), AR)***: [AS](https://openadventurerpg.com/glossary/as/) 8 (d6 + d10); [Effect](https://openadventurerpg.com/glossary/effect/) +4

***Rock Throw (Ranged [Attack](https://openadventurerpg.com/glossary/attack/))***: [AS](https://openadventurerpg.com/glossary/as/) 8 (d6 + d10); [Range](https://openadventurerpg.com/glossary/range/) ST, [Effect](https://openadventurerpg.com/glossary/effect/) +4

***Stomp***: [AS](https://openadventurerpg.com/glossary/as/) 6 (2d6); [Effect](https://openadventurerpg.com/glossary/effect/) (Body) +4

***Roar (Obstruct, Fear)***: [AS](https://openadventurerpg.com/glossary/as/) 5 (d12), [DS](https://openadventurerpg.com/glossary/ds/) highest enemy [Spirit Defense](https://openadventurerpg.com/glossary/spirit-defense/) + # of foes; foes suffer a [Drawback](https://openadventurerpg.com/glossary/drawback/) to all [Action](https://openadventurerpg.com/glossary/action/) Checks.

**Powers and Abilities**

***[Long](https://openadventurerpg.com/glossary/long/) Sleep***: Giants can sleep for years without the need for any form of sustenance. The giant takes two Turns to awaken. While in their [Long](https://openadventurerpg.com/glossary/long/) sleep, the giant has 0 [Body Defense](https://openadventurerpg.com/glossary/body-defense/) and Armor (Body) 5.

***Sleeping Camouflage***: Within a week of a giant lying down for a [Long](https://openadventurerpg.com/glossary/long/) sleep, grass, trees, stones, and other elements of their environment cover the giant making them very difficult to notice ([DS](https://openadventurerpg.com/glossary/ds/) 10).

**Gear**

- ***Gold Tooth***: Every giant is born with one solid gold molar. This tooth is worth 1d6 x 1,000 [SP](https://openadventurerpg.com/glossary/sp/). The exact value is not known until the tooth is extracted.
- Club (giant-sized) 

## **Goblin**

*Goblins are evil, craven creatures that rely on sheer numbers to overwhelm foes.*

**[Challenge](https://openadventurerpg.com/glossary/challenge/) Points**: 4 **[Reaction](https://openadventurerpg.com/glossary/reaction/)**: 6

|  | **Body** | **Mind** | **Spirit** |
| --- | --- | --- | --- |
| **Attributes:** | 2 | 1 | 1 |
| **Defenses:** | 4 | 2 | 3 |
| **Armor:** | 1 | 0 | 0 |

**Expertise**

Acrobatics +3, [Attack](https://openadventurerpg.com/glossary/attack/) +2, Climb +3, Stealth +2

**Favored Actions**

***Bite (Melee [Attack](https://openadventurerpg.com/glossary/attack/))***: [AS](https://openadventurerpg.com/glossary/as/) 4 (d10); [Effect](https://openadventurerpg.com/glossary/effect/) (Body) +1

***Spear (Ranged [Attack](https://openadventurerpg.com/glossary/attack/))***: [AS](https://openadventurerpg.com/glossary/as/) 5 (d12); [Range](https://openadventurerpg.com/glossary/range/) AR/ST

***Hide***: [AS](https://openadventurerpg.com/glossary/as/) 4 (d10); [Effect](https://openadventurerpg.com/glossary/effect/) is [DS](https://openadventurerpg.com/glossary/ds/) to find.

***Withdraw***: [AS](https://openadventurerpg.com/glossary/as/) 5 (d12); goblin Withdraws from the [Encounter](https://openadventurerpg.com/glossary/encounter/)

**Powers and Abilities**

***Dark Vision***: Goblins can see [AS](https://openadventurerpg.com/glossary/as/) well in the dark [AS](https://openadventurerpg.com/glossary/as/) in daylight.

***Sneak Away***: Goblins may perform a Withdraw Check [AS](https://openadventurerpg.com/glossary/as/) a Minor [Action](https://openadventurerpg.com/glossary/action/). They commonly use this ability to get in one last [Attack](https://openadventurerpg.com/glossary/attack/) before fleeing combat.

**Gear**

- Spear

## **Kobold**

*Kobolds are small reptilian humanoids who fiercely defend the belief that they are descended from dragons.*

**[Challenge](https://openadventurerpg.com/glossary/challenge/) Points**: 4 **[Reaction](https://openadventurerpg.com/glossary/reaction/)**: 5

|  | **Body** | **Mind** | **Spirit** |
| --- | --- | --- | --- |
| **Attributes:** | 1 | 1 | 3 |
| **Defenses:** | 3 (4) | 2 | 2 |
| **Armor:** | 0 | 0 | 0 |

**Expertise**

[Aid](https://openadventurerpg.com/glossary/aid/) +1, Assist +2, [Attack](https://openadventurerpg.com/glossary/attack/) +1, Cooperate +2

**FAVORED ACTIONS**

***Bite (Melee [Attack](https://openadventurerpg.com/glossary/attack/))***: [AS](https://openadventurerpg.com/glossary/as/) 4 (d10), Coordinated [AS](https://openadventurerpg.com/glossary/as/) 5 (d12); [Effect](https://openadventurerpg.com/glossary/effect/) (Body) +1

***Spear (Ranged [Attack](https://openadventurerpg.com/glossary/attack/))***: [AS](https://openadventurerpg.com/glossary/as/) 4 (d10), Coordinated [AS](https://openadventurerpg.com/glossary/as/) 5 (d12); [Range](https://openadventurerpg.com/glossary/range/) AR/ST

***Support ([Aid](https://openadventurerpg.com/glossary/aid/))***: [AS](https://openadventurerpg.com/glossary/as/) 4 (d10), [DS](https://openadventurerpg.com/glossary/ds/) 3; kobold supports their allies in combat, applying an additional [Benefit](https://openadventurerpg.com/glossary/benefit/) to the [Action](https://openadventurerpg.com/glossary/action/) Scores for the [Attack](https://openadventurerpg.com/glossary/attack/) Checks of all allies

**Powers and Abilities**

***Coordinated Combat***: If a kobold is within [Reach](https://openadventurerpg.com/glossary/reach/) of another kobold during combat, both kobolds gain a [Benefit](https://openadventurerpg.com/glossary/benefit/) to [Body Defense](https://openadventurerpg.com/glossary/body-defense/) and a [Benefit](https://openadventurerpg.com/glossary/benefit/) to Melee [Attack](https://openadventurerpg.com/glossary/attack/) [Action](https://openadventurerpg.com/glossary/action/) Scores.

***Low [Light](https://openadventurerpg.com/glossary/light/) Vision***: Kobolds see [AS](https://openadventurerpg.com/glossary/as/) well in near darkness [AS](https://openadventurerpg.com/glossary/as/) they do in full [Light](https://openadventurerpg.com/glossary/light/), provided there is some form of [Light](https://openadventurerpg.com/glossary/light/) nearby, no matter how dim. Kobolds are not affected by [Drawbacks](https://openadventurerpg.com/glossary/drawbacks/) due to limited illumination.

**Gear**

- Spear
- ***Dragon Charm***: Every kobold carries a small dragon charm, often worn around their neck on a leather cord, representing the Great Dragon from which they believe their clan is descended.

## **Lizardfolk**

*Reptilian humanoids, lizardfolk hunt for prey in the swamps where they live in primeval tribes.*

**[Challenge](https://openadventurerpg.com/glossary/challenge/) Points**: 14 **[Reaction](https://openadventurerpg.com/glossary/reaction/)**: 5

|  | **Body** | **Mind** | **Spirit** |
| --- | --- | --- | --- |
| **Attributes:** | 3 | 2 | 2 |
| **Defenses:** | 4 | 2 | 3 |
| **Armor:** | 1 | 0 | 0 |

**Expertise**

[Attack](https://openadventurerpg.com/glossary/attack/) +2, Hunting +2, Survival +2, Swimming +2, Tracking +2

**Favored Actions**

***Bite (Melee [Attack](https://openadventurerpg.com/glossary/attack/))***: [AS](https://openadventurerpg.com/glossary/as/) 5 (d12); [Effect](https://openadventurerpg.com/glossary/effect/) +2

***Spiked Shield (Melee [Attack](https://openadventurerpg.com/glossary/attack/))***: [AS](https://openadventurerpg.com/glossary/as/) 5 (d12); on successful [Attack](https://openadventurerpg.com/glossary/attack/) Check gain [Benefit](https://openadventurerpg.com/glossary/benefit/) to Armor (Body) until the start of their next [Turn](https://openadventurerpg.com/glossary/turn/)

***Spear (Ranged [Attack](https://openadventurerpg.com/glossary/attack/))***: [AS](https://openadventurerpg.com/glossary/as/) 5 (d12); [Range](https://openadventurerpg.com/glossary/range/) AR/ST; [Effect](https://openadventurerpg.com/glossary/effect/) +1

**Powers and Abilities**

***Hold Breath***: If they do not engage in strenuous activity, lizardfolk can hold their breath for hours equal to their Body score. The time is reduced to 15 minutes if they engage in strenuous activity.

***Swimming***: Lizardfolk swim [AS](https://openadventurerpg.com/glossary/as/) easily, naturally, and quickly [AS](https://openadventurerpg.com/glossary/as/) other aquatic reptiles.

**Gear**

- 2 spears
- ***Spiked Shield***: The spiked shield the lizardfolk traditionally wield is constructed [AS](https://openadventurerpg.com/glossary/as/) part of their coming-of-age in the tribe. Losing one’s shield is a great dishonor, and lizardfolk will go to great lengths to get it back.

## **Malevolent Menhir**

*These stone constructs are created by powerful wizards using forbidden spells to guard sites of great arcane power*.

**[Challenge](https://openadventurerpg.com/glossary/challenge/) Points**: 25 **[Reaction](https://openadventurerpg.com/glossary/reaction/)**: 5

|  | **Body** | **Mind** | **Spirit** |
| --- | --- | --- | --- |
| **Attributes:** | 4 | 0 | 2 |
| **Defenses:** | 4 | NA | 2 |
| **Armor:** | 4 | NA | 0 |

**Expertise**

Ranged [Attack](https://openadventurerpg.com/glossary/attack/) +2

**Favored Actions**

***Lightning Soul Strike (Ranged Spirit [Attack](https://openadventurerpg.com/glossary/attack/))***: [AS](https://openadventurerpg.com/glossary/as/) 6 (2d6); [Range](https://openadventurerpg.com/glossary/range/) ST; [Effect](https://openadventurerpg.com/glossary/effect/) +2

***Malevolent Moan (Special)***: [AS](https://openadventurerpg.com/glossary/as/) 7 (d6 + d8), [DS](https://openadventurerpg.com/glossary/ds/) [Spirit Defense](https://openadventurerpg.com/glossary/spirit-defense/); [Range](https://openadventurerpg.com/glossary/range/) AR; special

***Redirect Spell (Special)***: [AS](https://openadventurerpg.com/glossary/as/) 6 (2d6); [Range](https://openadventurerpg.com/glossary/range/) ST; outcome matches that of the spell (see **Spell Absorption**)

**Powers and Abilities**

***Blink (Movement)***: [AS](https://openadventurerpg.com/glossary/as/) a Minor [Action](https://openadventurerpg.com/glossary/action/), a menhir may disappear, then reappear at the beginning of its next [Turn](https://openadventurerpg.com/glossary/turn/) on the ground up to two [Range](https://openadventurerpg.com/glossary/range/) increments in any direction from the starting location. It may not move more than [Bow Shot](https://openadventurerpg.com/glossary/bow-shot/) from the site it is guarding.

***Malevolent Moan*****:**The menhir emits a deep, soul shaking moan targeting an enemy up to [Across the Room](https://openadventurerpg.com/glossary/across-the-room/). On a successful Malevolent Moan Check, the only [Action](https://openadventurerpg.com/glossary/action/) the target may make is **Resist Fear** ([DS](https://openadventurerpg.com/glossary/ds/) 8), using [Resilience](https://openadventurerpg.com/glossary/resilience/). The target must also use their Minor [Action](https://openadventurerpg.com/glossary/action/) each [Turn](https://openadventurerpg.com/glossary/turn/) to move away from the menhir. The [Effect](https://openadventurerpg.com/glossary/effect/) lasts until the target succeeds at a Resist Fear Check. This power may only be used once against each target.

***Perfect Camouflage***: Until the menhir activates, it is indistinguishable from a mundane stone monolith. Menhirs automatically succeed at ambushing opponents, allowing them a free [Turn](https://openadventurerpg.com/glossary/turn/) to act before enemies notice the threat.

***Spell Absorption***: Menhirs absorb spells cast at them using Mind-based Spellcasting Checks. On its next [Turn](https://openadventurerpg.com/glossary/turn/), the menhir may redirect the spell at a target by making a Redirect Spell Check. The [Difficulty Score](https://openadventurerpg.com/glossary/difficulty-score/) is the target’s [Mind Defense](https://openadventurerpg.com/glossary/mind-defense/) or [Body Defense](https://openadventurerpg.com/glossary/body-defense/) [AS](https://openadventurerpg.com/glossary/as/) determined by the Adventure Guide. The [Effect](https://openadventurerpg.com/glossary/effect/) or outcome is the same [AS](https://openadventurerpg.com/glossary/as/) what the menhir would have experienced if it did not absorb the spell. A menhir may only have a single spell absorbed at a time. If the menhir does not redirect the spell on its next [Turn](https://openadventurerpg.com/glossary/turn/), the absorbed spell is lost.

**Gear**

No distinctive equipment.

*This terrifying [Adversary](https://openadventurerpg.com/glossary/adversary/) was created for Open Adventure by Kickstarter backer Doug Kilmer.*

## **Merchant**

*Whether based at a shop or traveling from town to town, merchants always have something you need.*

**[Challenge](https://openadventurerpg.com/glossary/challenge/) Points**: 4 **[Reaction](https://openadventurerpg.com/glossary/reaction/)**: 5

|  | **Body** | **Mind** | **Spirit** |
| --- | --- | --- | --- |
| **Attributes:** | 1 | 3 | 2 |
| **Defenses:** | 1 | 3 | 2 |
| **Armor:** | 0 | 0 | 0 |

**Expertise**

Appraisal +2, [Attack](https://openadventurerpg.com/glossary/attack/) +1, Haggle +3, Mathematics +2

**Favored Actions**

***Dagger (Melee [Attack](https://openadventurerpg.com/glossary/attack/))***: [AS](https://openadventurerpg.com/glossary/as/) 2 (d6)

***Appraise (Social Interact)***: [AS](https://openadventurerpg.com/glossary/as/) 5 (d12); the merchant identifies the value of an item

***Deceive (Social Interact)***: [AS](https://openadventurerpg.com/glossary/as/) 4 (d10); the merchant tricks the target, typically into believing a worthless item has value

***Haggle (Social Interact)***: [AS](https://openadventurerpg.com/glossary/as/) 6 (2d6), [DS](https://openadventurerpg.com/glossary/ds/) Opposed; the merchant convinces the target to pay 10% over list price for an item

**Powers and Abilities**

***Contacts***: Merchants always know who to contact when there is something that needs to get done. With the right incentive, a merchant can connect a character with any sort of expert or service.

**Gear**

- Dagger
- ***Portable Scale***: Every merchant carries a portable scale. After all, they don’t want to be fooled by a clipped or counterfeit coin!

## **Noble**

*Nobles are good friends and [Dangerous](https://openadventurerpg.com/glossary/dangerous/) enemies. They rule feudal societies with authoritarian power.*

**[Challenge](https://openadventurerpg.com/glossary/challenge/) Points**: 7 **[Reaction](https://openadventurerpg.com/glossary/reaction/)**: 5

|  | **Body** | **Mind** | **Spirit** |
| --- | --- | --- | --- |
| **Attributes:** | 2 | 2 | 2 |
| **Defenses:** | 5 ([Parry](https://openadventurerpg.com/glossary/parry/) 6) | 4 | 5 |
| **Armor:** | 0 | 0 | 0 |

**Expertise**

[Attack](https://openadventurerpg.com/glossary/attack/) +3, Governance +3, Influence +2, Leadership +2, Ride +2

**Favored Actions**

***Longsword (Melee [Attack](https://openadventurerpg.com/glossary/attack/))***: [AS](https://openadventurerpg.com/glossary/as/) 6 (2d6); [Parry](https://openadventurerpg.com/glossary/parry/) +1; [Effect](https://openadventurerpg.com/glossary/effect/) +1

***Charm (Manipulate)***: [AS](https://openadventurerpg.com/glossary/as/) 6 (2d6); convinces the target the noble is trustworthy

***Debate (Manipulate)***: [AS](https://openadventurerpg.com/glossary/as/) 6 (2d6); convinces the target and audience the target is wrong about some fact

**Powers and Abilities**

***Absolute Power***: Within the lands they rule, nobles wield absolute power over all except higher ranking nobles.

**Gear**

- ***Fine Longsword***: Noble blades are crafted by the finest weaponsmiths in the land. They are stronger, lighter, and hold their edge better than any mundane weapon. Many are also lavishly decorated with inlays of precious metal and have jeweled scabbards.

## **Noxious Psylioptrix**

*These [Human](https://openadventurerpg.com/glossary/human/)-sized insects with mottled yellow-brown carapaces stun their foes before consuming them alive.*

**[Challenge](https://openadventurerpg.com/glossary/challenge/) Points**: 30 **[Reaction](https://openadventurerpg.com/glossary/reaction/)**: 10

|  | **Body** | **Mind** | **Spirit** |
| --- | --- | --- | --- |
| **Attributes:** | 2 | 4 | 3 |
| **Defenses:** | 4 | 4 | 4 |
| **Armor:** | 3 (0) | 1 | 0 |

**Expertise**

Ambush +1, [Attack](https://openadventurerpg.com/glossary/attack/) +1, Grappling +1, Tracking +1

**Favored Actions**

***Mandible Bite (Melee [Attack](https://openadventurerpg.com/glossary/attack/))***: [AS](https://openadventurerpg.com/glossary/as/) 6 (2d6)

***Psychic Lash (Ranged Mind [Attack](https://openadventurerpg.com/glossary/attack/))***: [AS](https://openadventurerpg.com/glossary/as/) 5 (d12); [Range](https://openadventurerpg.com/glossary/range/) AR; [Effect](https://openadventurerpg.com/glossary/effect/) +2; see Psychic Lash below-

**Powers and Abilities**

***Burrow (Movement)***: The psylioptrix can burrow [Reach](https://openadventurerpg.com/glossary/reach/) [Distance](https://openadventurerpg.com/glossary/distance/) [AS](https://openadventurerpg.com/glossary/as/) a Minor [Action](https://openadventurerpg.com/glossary/action/) or [Across the Room](https://openadventurerpg.com/glossary/across-the-room/) [AS](https://openadventurerpg.com/glossary/as/) Major [Action](https://openadventurerpg.com/glossary/action/). When burrowing, the tunnel collapses behind the creature making pursuit impossible except by digging or burrowing. The psylioptrix often uses its Burrow ability to move unseen beneath a foe and then burst out to [Attack](https://openadventurerpg.com/glossary/attack/) with its mandibles.

***Fluid Drain***: The psylioptrix feeds by draining fluids from dead or [Incapacitated](https://openadventurerpg.com/glossary/incapacitated/) foes. [AS](https://openadventurerpg.com/glossary/as/) a Major [Action](https://openadventurerpg.com/glossary/action/), the psylioptrix drains the target’s fluids, causing 1 Body [Wound](https://openadventurerpg.com/glossary/wound/).

***Psychic Lash***: The psylioptrix has a series of semi-transparent red polyps on the inside of its unfurled tail which are infused with psychic energy. When the tail is unfurled it can release the energy [AS](https://openadventurerpg.com/glossary/as/) a ranged Mind [Attack](https://openadventurerpg.com/glossary/attack/). The tail must be unfurled before making the [Attack](https://openadventurerpg.com/glossary/attack/) Check, and the psylioptrix must spend at least one [Round](https://openadventurerpg.com/glossary/round/) with the tail furled between attacks to recharge the polyps. Recharging is automatic when the tail is furled and does not require an [Action](https://openadventurerpg.com/glossary/action/)

***Supercharge Polyps***: While its tail is furled, the psylioptrix may use a Major [Action](https://openadventurerpg.com/glossary/action/) to supercharge its polyps. Each point by which the psylioptrix reduces its [Challenge](https://openadventurerpg.com/glossary/challenge/) Points increases the [Effect](https://openadventurerpg.com/glossary/effect/) of its next Psychic Lash [Attack](https://openadventurerpg.com/glossary/attack/) by +1. If the supercharged [Attack](https://openadventurerpg.com/glossary/attack/) Check fails, the additional [Effect](https://openadventurerpg.com/glossary/effect/) is lost and the [Challenge](https://openadventurerpg.com/glossary/challenge/) Points are not regained.

***Tail Furl (Movement)***: [AS](https://openadventurerpg.com/glossary/as/) a Minor [Action](https://openadventurerpg.com/glossary/action/), the psylioptrix may furl or unfurl its tail.

***Psychic Sense***: The noxious psylioptrix senses its prey using innate psychic abilities. It is unaffected by darkness or other obstacles to normal senses.

**Gear**

No distinctive equipment.

*This terrifying [Adversary](https://openadventurerpg.com/glossary/adversary/) was created for Open Adventure by Kickstarter backer Michael Garrett.*

## **Orc**

*Orcs have brutal, violent lives, and the blade of their war axe is their solution to every problem. *

**[Challenge](https://openadventurerpg.com/glossary/challenge/) Points**: 12 **[Reaction](https://openadventurerpg.com/glossary/reaction/)**: 5

|  | **Body** | **Mind** | **Spirit** |
| --- | --- | --- | --- |
| **Attributes:** | 3 | 1 | 2 |
| **Defenses:** | 3 | 2 | 2 |
| **Armor:** | 1 | 0 | 0 |

**Expertise**

[Attack](https://openadventurerpg.com/glossary/attack/) +2, Break +2, Drag +2, Intimidate +1, Shove +2

**Favored Actions**

***War Axe (Melee [Attack](https://openadventurerpg.com/glossary/attack/))***: [AS](https://openadventurerpg.com/glossary/as/) 5 (d12); [Effect](https://openadventurerpg.com/glossary/effect/) +2

***Javelin (Ranged [Attack](https://openadventurerpg.com/glossary/attack/))***: [AS](https://openadventurerpg.com/glossary/as/) 5 (d12); [Range](https://openadventurerpg.com/glossary/range/) AR/ST

**Powers and Abilities**

***[Elf](https://openadventurerpg.com/glossary/elf/) Bane***: It is said that orcs are the shadows of elves, captured by an evil [Sorcerer](https://openadventurerpg.com/glossary/sorcerer/) and brought to life [AS](https://openadventurerpg.com/glossary/as/) a new, foul creature. Orcs gain a [Benefit](https://openadventurerpg.com/glossary/benefit/) to [Action](https://openadventurerpg.com/glossary/action/) Scores for [Attack](https://openadventurerpg.com/glossary/attack/) Checks made against elves.

**Gear**

- Orcish war axe
- 3 javelins
- ***Chains and Manacles***: An orc’s standing with his war band is elevated every time it returns from battle with prisoners to put to work in the deep mines.

## **Owlbear**

*The size of a grizzly bear with the head of a giant owl, owlbears are violently territorial highland hunters.*

**[Challenge](https://openadventurerpg.com/glossary/challenge/) Points**: 35 **[Reaction](https://openadventurerpg.com/glossary/reaction/)**: 7

|  | **Body** | **Mind** | **Spirit** |
| --- | --- | --- | --- |
| **Attributes:** | 4 | 1 | 2 |
| **Defenses:** | 5 | 3 | 2 |
| **Armor:** | 0 | 0 | 0 |

**Expertise**

[Attack](https://openadventurerpg.com/glossary/attack/) +3, Climb +2, Sense +2, [Strength](https://openadventurerpg.com/glossary/strength/) +3

**Favored Actions**

***Bite (Melee [Attack](https://openadventurerpg.com/glossary/attack/))***: [AS](https://openadventurerpg.com/glossary/as/) 7 (d6 + d8); [Effect](https://openadventurerpg.com/glossary/effect/) +4

***Claws (Melee [Attack](https://openadventurerpg.com/glossary/attack/))***: [AS](https://openadventurerpg.com/glossary/as/) 7 (d6 + d8); [Effect](https://openadventurerpg.com/glossary/effect/) +3

***[Grab](https://openadventurerpg.com/glossary/grab/) ([Grab](https://openadventurerpg.com/glossary/grab/))***: [AS](https://openadventurerpg.com/glossary/as/) 6 (2d6); grabbed

***Squeeze (Harm vs Grabbed)***: [AS](https://openadventurerpg.com/glossary/as/) 6 (2d6); [Effect](https://openadventurerpg.com/glossary/effect/) +7

**Powers and Abilities**

***Claw and Bite***: On its [Turn](https://openadventurerpg.com/glossary/turn/), an owlbear may make both a claw and a bite [Attack](https://openadventurerpg.com/glossary/attack/) [Action](https://openadventurerpg.com/glossary/action/).

**Gear**

- ***Pinion Feathers***: Although owlbears cannot fly (thank the gods), they do have vestigial pinion feathers. Among many outlander cultures, wearing the pinion feathers of an owlbear you defeated is a way to signal to others your prowess in battle.

## **Skeleton**

*Skeletons, animated by necromantic magic, are often used [AS](https://openadventurerpg.com/glossary/as/) guardians for tombs and vaults.*

**[Challenge](https://openadventurerpg.com/glossary/challenge/) Points**: 8 **[Reaction](https://openadventurerpg.com/glossary/reaction/)**: 4

|  | **Body** | **Mind** | **Spirit** |
| --- | --- | --- | --- |
| **Attributes:** | 2 | 0 | 0 |
| **Defenses:** | 5 | NA | NA |
| **Armor:** | 1 (Pierce [Resistance](https://openadventurerpg.com/glossary/resistance/)) | Immune | Immune |

**Expertise**

[Attack](https://openadventurerpg.com/glossary/attack/) (Melee) +2, [Attack](https://openadventurerpg.com/glossary/attack/) (Ranged) +3

**Favored Actions**

***Shortsword (Melee [Attack](https://openadventurerpg.com/glossary/attack/))***: [AS](https://openadventurerpg.com/glossary/as/) 4 (d10); [Effect](https://openadventurerpg.com/glossary/effect/) +2

***Shortbow (Ranged [Attack](https://openadventurerpg.com/glossary/attack/))***: [AS](https://openadventurerpg.com/glossary/as/) 5 (d12); [Range](https://openadventurerpg.com/glossary/range/) AR/BS; [Effect](https://openadventurerpg.com/glossary/effect/) +1

**Powers and Abilities**

***Pierce [Resistance](https://openadventurerpg.com/glossary/resistance/)***: [Piercing](https://openadventurerpg.com/glossary/piercing/) attacks slide between a skeleton’s bones. They lose half the modified [Effect](https://openadventurerpg.com/glossary/effect/) in [Challenge](https://openadventurerpg.com/glossary/challenge/) Points on a successful [Attack](https://openadventurerpg.com/glossary/attack/) Check made against them with [Piercing](https://openadventurerpg.com/glossary/piercing/) weapon.

**Gear**

- Shortbow
- Shortsword

## **Troll**

*Trolls are the bigger, meaner, hungrier cousins of orcs and goblins.*

**[Challenge](https://openadventurerpg.com/glossary/challenge/) Points**: 45 **[Reaction](https://openadventurerpg.com/glossary/reaction/)**: 4

|  | **Body** | **Mind** | **Spirit** |
| --- | --- | --- | --- |
| **Attributes:** | 5 | 1 | 2 |
| **Defenses:** | 4 | 2 | 3 |
| **Armor:** | 2 | 0 | 0 |

**Expertise**

[Attack](https://openadventurerpg.com/glossary/attack/) +3, [Strength](https://openadventurerpg.com/glossary/strength/) +3

**Favored Actions**

***Club (Melee [Attack](https://openadventurerpg.com/glossary/attack/))***: [AS](https://openadventurerpg.com/glossary/as/) 7 (d6 + d8); [Effect](https://openadventurerpg.com/glossary/effect/) +4

***Club Quake (Area of [Effect](https://openadventurerpg.com/glossary/effect/))***: [AS](https://openadventurerpg.com/glossary/as/) 5 (d12), [DS](https://openadventurerpg.com/glossary/ds/) 0; special

***Regenerate (Special)***: [AS](https://openadventurerpg.com/glossary/as/) 5 (d12), [DS](https://openadventurerpg.com/glossary/ds/) special; special

**Powers and Abilities**

***Club Quake***: The troll slams their club on the ground in front of it, which shakes the earth and knocks opponents to the ground. The Area of [Effect](https://openadventurerpg.com/glossary/effect/) is a [Cone](https://openadventurerpg.com/glossary/cone/) starting at the troll and extending to [Across the Room](https://openadventurerpg.com/glossary/across-the-room/) with [Across the Room](https://openadventurerpg.com/glossary/across-the-room/) width. All living creatures standing in the Area of [Effect](https://openadventurerpg.com/glossary/effect/) at the time of the strike must make a [Coordination](https://openadventurerpg.com/glossary/coordination/) Check to remain standing with a [DS](https://openadventurerpg.com/glossary/ds/) equal to the [Effect](https://openadventurerpg.com/glossary/effect/) of the Club Quake Check.

***Regeneration***: [AS](https://openadventurerpg.com/glossary/as/) a Minor [Action](https://openadventurerpg.com/glossary/action/), the troll may make a Regeneration Check. The [DS](https://openadventurerpg.com/glossary/ds/) is the [Round](https://openadventurerpg.com/glossary/round/) number of the [Encounter](https://openadventurerpg.com/glossary/encounter/). For instance, on [Round](https://openadventurerpg.com/glossary/round/) 1 the [DS](https://openadventurerpg.com/glossary/ds/) is 1, on [Round](https://openadventurerpg.com/glossary/round/) 2 the [DS](https://openadventurerpg.com/glossary/ds/) is 2, and so forth. The troll regains [Challenge](https://openadventurerpg.com/glossary/challenge/) Points equal to the [Effect](https://openadventurerpg.com/glossary/effect/) of the Regeneration Check up to their starting maximum.

**Gear**

- Club (troll-sized)

## **Villager**

*Villagers are the everyday people whose hard work keeps kingdoms running.*

**[Challenge](https://openadventurerpg.com/glossary/challenge/) Points**: 3 **[Reaction](https://openadventurerpg.com/glossary/reaction/)**: 3

|  | **Body** | **Mind** | **Spirit** |
| --- | --- | --- | --- |
| **Attributes:** | 2 | 2 | 2 |
| **Defenses:** | 2 | 2 | 2 |
| **Armor:** | 0 | 0 | 0 |

**Expertise**

Animal Husbandry +2, [Attack](https://openadventurerpg.com/glossary/attack/) +1, Farming +2

**Favored Actions**

***Staff (Melee [Attack](https://openadventurerpg.com/glossary/attack/))***: [AS](https://openadventurerpg.com/glossary/as/) 3 (d8)

**Powers and Abilities**

No powers or special abilities.

**Gear**

- Staff

## **Wolf**

*Wolves are fierce predators that hunt in deadly packs.*

**[Challenge](https://openadventurerpg.com/glossary/challenge/) Points**: 9 **[Reaction](https://openadventurerpg.com/glossary/reaction/)**: 7

|  | **Body** | **Mind** | **Spirit** |
| --- | --- | --- | --- |
| **Attributes:** | 3 | 1 | 1 |
| **Defenses:** | 4 | 2 | 2 |
| **Armor:** | 0 | 0 | 0 |

**Expertise**

[Attack](https://openadventurerpg.com/glossary/attack/) +2, Perception +2, Stealth +2, Tracking +2

**Favored Actions**

***Bite (Melee [Attack](https://openadventurerpg.com/glossary/attack/))***: [AS](https://openadventurerpg.com/glossary/as/) 5 (d12); [Effect](https://openadventurerpg.com/glossary/effect/) (Body) +2

***Pack Flank ([Aid](https://openadventurerpg.com/glossary/aid/))***: [AS](https://openadventurerpg.com/glossary/as/) 5 (d12), [DS](https://openadventurerpg.com/glossary/ds/) 3; apply an additional [Benefit](https://openadventurerpg.com/glossary/benefit/) to ally’s [Action](https://openadventurerpg.com/glossary/action/) Scores for [Attack](https://openadventurerpg.com/glossary/attack/) Checks

**Powers and Abilities**

***Pack [Attack](https://openadventurerpg.com/glossary/attack/)***: If more than one wolf is attacking the same target, all wolves attacking that target gain a [Benefit](https://openadventurerpg.com/glossary/benefit/) to their [Attack](https://openadventurerpg.com/glossary/attack/) [Action](https://openadventurerpg.com/glossary/action/) Scores.

**GEAR**

No distinctive equipment.

## **Zombie**

*Zombies are the reanimated corpses of the recently dead.*

**[Challenge](https://openadventurerpg.com/glossary/challenge/) Points**: 6 **[Reaction](https://openadventurerpg.com/glossary/reaction/)**: 5

|  | **Body** | **Mind** | **Spirit** |
| --- | --- | --- | --- |
| **Attributes:** | 3 | 0 | 0 |
| **Defenses:** | 3 | 6 | NA |
| **Armor:** | 1 | 0 | 0 |

**Expertise**

[Attack](https://openadventurerpg.com/glossary/attack/) +1

**Favored Actions**

***Bite (Melee [Attack](https://openadventurerpg.com/glossary/attack/) vs. Grabbed Target)***: [AS](https://openadventurerpg.com/glossary/as/) 4 (d10); [Effect](https://openadventurerpg.com/glossary/effect/) +2

***Claw (Melee [Attack](https://openadventurerpg.com/glossary/attack/))***: [AS](https://openadventurerpg.com/glossary/as/) 4 (d10); [Effect](https://openadventurerpg.com/glossary/effect/) (Body) +2

***[Grab](https://openadventurerpg.com/glossary/grab/) (Melee [Attack](https://openadventurerpg.com/glossary/attack/))***: [AS](https://openadventurerpg.com/glossary/as/) 4 (d10)

**Powers and Abilities**

***Infectious***: A character that loses [Body Points](https://openadventurerpg.com/glossary/body-points/) from a zombie bite must make a [Toughness](https://openadventurerpg.com/glossary/toughness/) Check with a [DS](https://openadventurerpg.com/glossary/ds/) equal to the number of [Body Points](https://openadventurerpg.com/glossary/body-points/) lost from the [Attack](https://openadventurerpg.com/glossary/attack/). On a failure, the victim is infected and will rise [AS](https://openadventurerpg.com/glossary/as/) a zombie one [Round](https://openadventurerpg.com/glossary/round/) after they die, using the rules for the zombie’s They Keep Coming power. There is no known cure.

***Slow***: Zombies must use a Major [Action](https://openadventurerpg.com/glossary/action/) to move.

***They Keep Coming***: Each time a zombie is Defeated, it returns to battle in one [Round](https://openadventurerpg.com/glossary/round/) with two fewer [Challenge](https://openadventurerpg.com/glossary/challenge/) Points. When this leaves the zombie with zero [Challenge](https://openadventurerpg.com/glossary/challenge/) Points, it is fully defeated.

**Gear**

No distinctive equipment.

## **Ancient Red Dragon (Epic NPC)**

*Dragons are giant fire-breathing reptiles willing to wipe out entire towns just to increase the size of their hoard.*

|  | **Body** | **Mind** | **Spirit** |
| --- | --- | --- | --- |
| **Attributes:** | S10/C3/T10 | I8/D8/W8 | P8/I5/R5 |
| **Defenses:** | 8 | 18 | 5 |
| **Points:** | 23 | 24 | 20 |
| **Armor:** | 5 ([Resistance](https://openadventurerpg.com/glossary/resistance/), immunity) | 5 | 5 |

**[Reaction](https://openadventurerpg.com/glossary/reaction/): 10**

**[MO](https://openadventurerpg.com/glossary/mo/)**

[Warrior](https://openadventurerpg.com/glossary/warrior/) (2), [Wizard](https://openadventurerpg.com/glossary/wizard/) (10)

**Specializations**

Deceive, [Deduction](https://openadventurerpg.com/glossary/deduction/), Fascinate, Knowledge (Any), Manipulate, Spellcasting (All Spells), [Strength](https://openadventurerpg.com/glossary/strength/), Terrify

**Favored Actions**

***Bite (Melee [Attack](https://openadventurerpg.com/glossary/attack/))***: [AS](https://openadventurerpg.com/glossary/as/) 12 (2d6 + d10); [Effect](https://openadventurerpg.com/glossary/effect/) +8

***Claw (Melee [Attack](https://openadventurerpg.com/glossary/attack/))***: [AS](https://openadventurerpg.com/glossary/as/) 10 (2d6 + d8); [Effect](https://openadventurerpg.com/glossary/effect/) +2

***Fire Breath (Area of [Effect](https://openadventurerpg.com/glossary/effect/) Fire [Attack](https://openadventurerpg.com/glossary/attack/), [Line](https://openadventurerpg.com/glossary/line/)/[Stone Throw](https://openadventurerpg.com/glossary/stone-throw/), Body [Stunt](https://openadventurerpg.com/glossary/stunt/))***: [AS](https://openadventurerpg.com/glossary/as/) 13 (2d6 + d12), [Effect](https://openadventurerpg.com/glossary/effect/) +7

***Terrify (Spirit [Attack](https://openadventurerpg.com/glossary/attack/))***: [AS](https://openadventurerpg.com/glossary/as/) 6 (2d6)

***Influence (Manipulate)***: [AS](https://openadventurerpg.com/glossary/as/) 9 (3d6); target takes whatever reasonable [Action](https://openadventurerpg.com/glossary/action/) the dragon suggested

***Sense True Purpose (Special)***: [AS](https://openadventurerpg.com/glossary/as/) 8 (d6 + d12), [DS](https://openadventurerpg.com/glossary/ds/) [Spirit Defense](https://openadventurerpg.com/glossary/spirit-defense/); dragon knows if the character is lying

***Spellcasting ([Intellect](https://openadventurerpg.com/glossary/intellect/))***: [AS](https://openadventurerpg.com/glossary/as/) 18 (4d6)

***Hypnotic Hold (Spell)***: [AS](https://openadventurerpg.com/glossary/as/) 19 (3d6 + d8), [DS](https://openadventurerpg.com/glossary/ds/) [Mind Defense](https://openadventurerpg.com/glossary/mind-defense/) + 6 ([Range](https://openadventurerpg.com/glossary/range/) S) + 2 (Additional Outcome); target is mentally grabbed and restrained, Escape Checks are based on a Mind [Primary Attribute](https://openadventurerpg.com/glossary/primary-attribute/)

**Powers and Abilities**

***Dragon Luck***: Once per [Encounter](https://openadventurerpg.com/glossary/encounter/), the Adventure Guide may ignore a failed [Action](https://openadventurerpg.com/glossary/action/) Check for the dragon and roll again.

***Flight***: Dragons have leathery wings they use to fly. They can move any [Distance](https://openadventurerpg.com/glossary/distance/) within [Bow Shot](https://openadventurerpg.com/glossary/bow-shot/) with a Minor [Action](https://openadventurerpg.com/glossary/action/).

***Immunity (Fire)***: Dragons are immune to fire and heat Effects.

***Languages***: Dragons can speak all languages.

***[Resistance](https://openadventurerpg.com/glossary/resistance/) (Non-Magic Attacks)***: Dragons have [Resistance](https://openadventurerpg.com/glossary/resistance/) to Body Point loss from [Action](https://openadventurerpg.com/glossary/action/) Checks made using non-magical weapons.

***[Spellcaster](https://openadventurerpg.com/glossary/spellcaster/)***: Dragons are natural Spellcasters, although they rarely use their magic in combat. [AS](https://openadventurerpg.com/glossary/as/) natural Spellcasters, they do not require a [Spellcasting Talisman](https://openadventurerpg.com/glossary/spellcasting-talisman/) for Spellcasting Checks.

***Two Major Actions***: Dragons get two Major Actions each [Turn](https://openadventurerpg.com/glossary/turn/) instead of a Major [Action](https://openadventurerpg.com/glossary/action/) and a Minor [Action](https://openadventurerpg.com/glossary/action/).

**Gear**

- ***Dragon’s Hoard***: Dragons tend to stay close to their lairs. Dragon’s love gold and jewels, and the typical dragon’s lair contains a hoard of treasure worth at least 100,000 [SP](https://openadventurerpg.com/glossary/sp/). 
- ***Dragon Scales***: The body of a dragon yields enough scales to create two suits of Dragonscale armor. This armor is treated [AS](https://openadventurerpg.com/glossary/as/) full plate but also provides [Resistance](https://openadventurerpg.com/glossary/resistance/) (Fire).
