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 NPCs here to simplify the text. The Adventure Guide may use these opponents and allies AS presented or 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 an ancient dragon or a legendary vampire. Friendly Epic NPCs are key figures the characters interact with during the Adventure, such AS the benevolent king or a powerful Wizard mentor. Epic NPCs are built like Player Characters, have the same Attributes, and follow the same rules AS Player Characters, such 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 Points: The NPC’s Challenge Points.
- Reaction: The NPC’s Reaction Score. Use this number for determining Turn Order rather than rolling. Also used for standard 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 that calls for a particular 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 NA means the NPC is immune to the Effects of that type of Attack.
- Armor: The NPC’s Armor Scores. The number shown includes modifiers for Natural Armor and equipment.
- Expertise: Things the NPC is especially good at. If the NPC performs an 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 Score.
- Favored Actions: The Actions this NPC commonly performs. The Action Scores and Effects already include the Attribute score, expertise, and equipment modifiers. In some cases, a Difficulty Score is listed for the Action. Otherwise, determine the Difficulty Score normally for that type of 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 Points: 6 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 (Melee) +2, Attack (Ranged) +1
Favored Actions
Scimitar (Melee Attack): AS 5 (d12); Effect +1
Shortbow (Ranged Attack): AS 4 (d10); Range AR/BS; Effect +1
Threaten (Obstruct): AS 3 (d8), DS Spirit Defense; apply a Drawback to the target’s DS for 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 to Armor (Mind) and Armor (Spirit). This Armor represents their unwarranted Self-confidence when fighting AS a group.
Gear
- Scimitar
- Shortbow
- Quiver (20 arrows)
Bandit Captain #
Bandit Captains are criminals who were smart enough or Lucky enough to survive the life of a common bandit.
Challenge Points: 25 Reaction: 6
| Body | Mind | Spirit | |
| Attributes: | 4 | 2 | 2 |
| Defenses: | 4 (5 Parry) | 2 | 2 |
| Armor: | 1 | 0 (1) | 0 (1) |
Expertise
Ambush +2, Attack (Melee) +3, Attack (Ranged) +2, Intimidate +3, Leadership +2
Favored Actions
Longsword (Melee Attack): AS 8 (d6 + d10);
Parry +1; Effect +1
Longbow (Ranged Attack): AS 6 (2d6); Range AR/BS;
Effect +1
Intimidate (Obstruct): AS 5 (d12), DS Highest enemy Spirit Defense + # of foes; apply a Drawback to the Action Scores for all Attack Checks made against the captain and allied bandits
Lead by Fear (Aid): AS 5 (d12), DS 2 + number of bandit allies; apply a Benefit to Action Scores for 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 to Armor (Mind) and Armor (Spirit). This Armor score represents their unwarranted Self-confidence when fighting 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 to their Withdraw Check 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 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 Points: 30 Reaction: 10
| Body | Mind | Spirit | |
| Attributes: | 0 | 3 | 5 |
| Defenses: | 2 | 3 | 5 |
| Armor: | 0 (Special) | 0 | 0 |
Expertise
Attack +2
Favored Actions
Chilling Touch (Melee Cold Attack): AS 7 (d6 + d8); Piercing
Terrifying Visage (Ranged Spirit Attack): AS 8 (d6+d10); Range AR
Powers and Abilities
Flight: Ghosts are unbound by physical laws and fly AS easily AS a living person walks.
Haunt: Ghosts are bound to a specific place or object, and may not move more than a Stone Throw from it.
Immortal: Defeated ghosts return to their haunt with full 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 a Major Action. While invisible they may not interact with the physical world, but they can still move and observe. Becoming visible requires a Major Action.
Supernatural Senses: Ghosts do not need 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 standards) and volatile tempers.
Challenge Points: 55 Reaction: 2
| Body | Mind | Spirit | |
| Attributes: | 5 | 1 | 2 |
| Defenses: | 3 | 2 | 3 |
| Armor: | 1 | 0 | 0 |
Expertise
Attack +3, Intimidate +3, Strength +3
Favored Actions
Club (Melee Attack): AS 8 (d6 + d10); Effect +6
Club (Area of Effect, Line, AR): AS 8 (d6 + d10); Effect +4
Rock Throw (Ranged Attack): AS 8 (d6 + d10); Range ST, Effect +4
Stomp: AS 6 (2d6); Effect (Body) +4
Roar (Obstruct, Fear): AS 5 (d12), DS highest enemy Spirit Defense + # of foes; foes suffer a Drawback to all Action Checks.
Powers and Abilities
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 sleep, the giant has 0 Body Defense and Armor (Body) 5.
Sleeping Camouflage: Within a week of a giant lying down for a Long sleep, grass, trees, stones, and other elements of their environment cover the giant making them very difficult to notice (DS 10).
Gear
- Gold Tooth: Every giant is born with one solid gold molar. This tooth is worth 1d6 x 1,000 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 Points: 4 Reaction: 6
| Body | Mind | Spirit | |
| Attributes: | 2 | 1 | 1 |
| Defenses: | 4 | 2 | 3 |
| Armor: | 1 | 0 | 0 |
Expertise
Acrobatics +3, Attack +2, Climb +3, Stealth +2
Favored Actions
Bite (Melee Attack): AS 4 (d10); Effect (Body) +1
Spear (Ranged Attack): AS 5 (d12); Range AR/ST
Hide: AS 4 (d10); Effect is DS to find.
Withdraw: AS 5 (d12); goblin Withdraws from the Encounter
Powers and Abilities
Dark Vision: Goblins can see AS well in the dark AS in daylight.
Sneak Away: Goblins may perform a Withdraw Check AS a Minor Action. They commonly use this ability to get in one last Attack before fleeing combat.
Gear
- Spear
Kobold #
Kobolds are small reptilian humanoids who fiercely defend the belief that they are descended from dragons.
Challenge Points: 4 Reaction: 5
| Body | Mind | Spirit | |
| Attributes: | 1 | 1 | 3 |
| Defenses: | 3 (4) | 2 | 2 |
| Armor: | 0 | 0 | 0 |
Expertise
Aid +1, Assist +2, Attack +1, Cooperate +2
FAVORED ACTIONS
Bite (Melee Attack): AS 4 (d10), Coordinated AS 5 (d12); Effect (Body) +1
Spear (Ranged Attack): AS 4 (d10), Coordinated AS 5 (d12); Range AR/ST
Support (Aid): AS 4 (d10), DS 3; kobold supports their allies in combat, applying an additional Benefit to the Action Scores for the Attack Checks of all allies
Powers and Abilities
Coordinated Combat: If a kobold is within Reach of another kobold during combat, both kobolds gain a Benefit to Body Defense and a Benefit to Melee Attack Action Scores.
Low Light Vision: Kobolds see AS well in near darkness AS they do in full Light, provided there is some form of Light nearby, no matter how dim. Kobolds are not affected by 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 Points: 14 Reaction: 5
| Body | Mind | Spirit | |
| Attributes: | 3 | 2 | 2 |
| Defenses: | 4 | 2 | 3 |
| Armor: | 1 | 0 | 0 |
Expertise
Attack +2, Hunting +2, Survival +2, Swimming +2, Tracking +2
Favored Actions
Bite (Melee Attack): AS 5 (d12); Effect +2
Spiked Shield (Melee Attack): AS 5 (d12); on successful Attack Check gain Benefit to Armor (Body) until the start of their next Turn
Spear (Ranged Attack): AS 5 (d12); Range AR/ST; 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 easily, naturally, and quickly AS other aquatic reptiles.
Gear
- 2 spears
- Spiked Shield: The spiked shield the lizardfolk traditionally wield is constructed 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 Points: 25 Reaction: 5
| Body | Mind | Spirit | |
| Attributes: | 4 | 0 | 2 |
| Defenses: | 4 | NA | 2 |
| Armor: | 4 | NA | 0 |
Expertise
Ranged Attack +2
Favored Actions
Lightning Soul Strike (Ranged Spirit Attack): AS 6 (2d6); Range ST; Effect +2
Malevolent Moan (Special): AS 7 (d6 + d8), DS Spirit Defense; Range AR; special
Redirect Spell (Special): AS 6 (2d6); Range ST; outcome matches that of the spell (see Spell Absorption)
Powers and Abilities
Blink (Movement): AS a Minor Action, a menhir may disappear, then reappear at the beginning of its next Turn on the ground up to two Range increments in any direction from the starting location. It may not move more than 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. On a successful Malevolent Moan Check, the only Action the target may make is Resist Fear (DS 8), using Resilience. The target must also use their Minor Action each Turn to move away from the menhir. The 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 to act before enemies notice the threat.
Spell Absorption: Menhirs absorb spells cast at them using Mind-based Spellcasting Checks. On its next Turn, the menhir may redirect the spell at a target by making a Redirect Spell Check. The Difficulty Score is the target’s Mind Defense or Body Defense AS determined by the Adventure Guide. The Effect or outcome is the same 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, the absorbed spell is lost.
Gear
No distinctive equipment.
This terrifying 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 Points: 4 Reaction: 5
| Body | Mind | Spirit | |
| Attributes: | 1 | 3 | 2 |
| Defenses: | 1 | 3 | 2 |
| Armor: | 0 | 0 | 0 |
Expertise
Appraisal +2, Attack +1, Haggle +3, Mathematics +2
Favored Actions
Dagger (Melee Attack): AS 2 (d6)
Appraise (Social Interact): AS 5 (d12); the merchant identifies the value of an item
Deceive (Social Interact): AS 4 (d10); the merchant tricks the target, typically into believing a worthless item has value
Haggle (Social Interact): AS 6 (2d6), 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 enemies. They rule feudal societies with authoritarian power.
Challenge Points: 7 Reaction: 5
| Body | Mind | Spirit | |
| Attributes: | 2 | 2 | 2 |
| Defenses: | 5 (Parry 6) | 4 | 5 |
| Armor: | 0 | 0 | 0 |
Expertise
Attack +3, Governance +3, Influence +2, Leadership +2, Ride +2
Favored Actions
Longsword (Melee Attack): AS 6 (2d6); Parry +1; Effect +1
Charm (Manipulate): AS 6 (2d6); convinces the target the noble is trustworthy
Debate (Manipulate): 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-sized insects with mottled yellow-brown carapaces stun their foes before consuming them alive.
Challenge Points: 30 Reaction: 10
| Body | Mind | Spirit | |
| Attributes: | 2 | 4 | 3 |
| Defenses: | 4 | 4 | 4 |
| Armor: | 3 (0) | 1 | 0 |
Expertise
Ambush +1, Attack +1, Grappling +1, Tracking +1
Favored Actions
Mandible Bite (Melee Attack): AS 6 (2d6)
Psychic Lash (Ranged Mind Attack): AS 5 (d12); Range AR; Effect +2; see Psychic Lash below-
Powers and Abilities
Burrow (Movement): The psylioptrix can burrow Reach Distance AS a Minor Action or Across the Room AS Major 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 with its mandibles.
Fluid Drain: The psylioptrix feeds by draining fluids from dead or Incapacitated foes. AS a Major Action, the psylioptrix drains the target’s fluids, causing 1 Body 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 a ranged Mind Attack. The tail must be unfurled before making the Attack Check, and the psylioptrix must spend at least one 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
Supercharge Polyps: While its tail is furled, the psylioptrix may use a Major Action to supercharge its polyps. Each point by which the psylioptrix reduces its Challenge Points increases the Effect of its next Psychic Lash Attack by +1. If the supercharged Attack Check fails, the additional Effect is lost and the Challenge Points are not regained.
Tail Furl (Movement): AS a Minor 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 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 Points: 12 Reaction: 5
| Body | Mind | Spirit | |
| Attributes: | 3 | 1 | 2 |
| Defenses: | 3 | 2 | 2 |
| Armor: | 1 | 0 | 0 |
Expertise
Attack +2, Break +2, Drag +2, Intimidate +1, Shove +2
Favored Actions
War Axe (Melee Attack): AS 5 (d12); Effect +2
Javelin (Ranged Attack): AS 5 (d12); Range AR/ST
Powers and Abilities
Elf Bane: It is said that orcs are the shadows of elves, captured by an evil Sorcerer and brought to life AS a new, foul creature. Orcs gain a Benefit to Action Scores for 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 Points: 35 Reaction: 7
| Body | Mind | Spirit | |
| Attributes: | 4 | 1 | 2 |
| Defenses: | 5 | 3 | 2 |
| Armor: | 0 | 0 | 0 |
Expertise
Attack +3, Climb +2, Sense +2, Strength +3
Favored Actions
Bite (Melee Attack): AS 7 (d6 + d8); Effect +4
Claws (Melee Attack): AS 7 (d6 + d8); Effect +3
Grab (Grab): AS 6 (2d6); grabbed
Squeeze (Harm vs Grabbed): AS 6 (2d6); Effect +7
Powers and Abilities
Claw and Bite: On its Turn, an owlbear may make both a claw and a bite Attack 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 guardians for tombs and vaults.
Challenge Points: 8 Reaction: 4
| Body | Mind | Spirit | |
| Attributes: | 2 | 0 | 0 |
| Defenses: | 5 | NA | NA |
| Armor: | 1 (Pierce Resistance) | Immune | Immune |
Expertise
Attack (Melee) +2, Attack (Ranged) +3
Favored Actions
Shortsword (Melee Attack): AS 4 (d10); Effect +2
Shortbow (Ranged Attack): AS 5 (d12); Range AR/BS; Effect +1
Powers and Abilities
Pierce Resistance: Piercing attacks slide between a skeleton’s bones. They lose half the modified Effect in Challenge Points on a successful Attack Check made against them with Piercing weapon.
Gear
- Shortbow
- Shortsword
Troll #
Trolls are the bigger, meaner, hungrier cousins of orcs and goblins.
Challenge Points: 45 Reaction: 4
| Body | Mind | Spirit | |
| Attributes: | 5 | 1 | 2 |
| Defenses: | 4 | 2 | 3 |
| Armor: | 2 | 0 | 0 |
Expertise
Favored Actions
Club (Melee Attack): AS 7 (d6 + d8); Effect +4
Club Quake (Area of Effect): AS 5 (d12), DS 0; special
Regenerate (Special): AS 5 (d12), 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 is a Cone starting at the troll and extending to Across the Room with Across the Room width. All living creatures standing in the Area of Effect at the time of the strike must make a Coordination Check to remain standing with a DS equal to the Effect of the Club Quake Check.
Regeneration: AS a Minor Action, the troll may make a Regeneration Check. The DS is the Round number of the Encounter. For instance, on Round 1 the DS is 1, on Round 2 the DS is 2, and so forth. The troll regains Challenge Points equal to the 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 Points: 3 Reaction: 3
| Body | Mind | Spirit | |
| Attributes: | 2 | 2 | 2 |
| Defenses: | 2 | 2 | 2 |
| Armor: | 0 | 0 | 0 |
Expertise
Animal Husbandry +2, Attack +1, Farming +2
Favored Actions
Staff (Melee Attack): AS 3 (d8)
Powers and Abilities
No powers or special abilities.
Gear
- Staff
Wolf #
Wolves are fierce predators that hunt in deadly packs.
Challenge Points: 9 Reaction: 7
| Body | Mind | Spirit | |
| Attributes: | 3 | 1 | 1 |
| Defenses: | 4 | 2 | 2 |
| Armor: | 0 | 0 | 0 |
Expertise
Attack +2, Perception +2, Stealth +2, Tracking +2
Favored Actions
Bite (Melee Attack): AS 5 (d12); Effect (Body) +2
Pack Flank (Aid): AS 5 (d12), DS 3; apply an additional Benefit to ally’s Action Scores for Attack Checks
Powers and Abilities
Pack Attack: If more than one wolf is attacking the same target, all wolves attacking that target gain a Benefit to their Attack Action Scores.
GEAR
No distinctive equipment.
Zombie #
Zombies are the reanimated corpses of the recently dead.
Challenge Points: 6 Reaction: 5
| Body | Mind | Spirit | |
| Attributes: | 3 | 0 | 0 |
| Defenses: | 3 | 6 | NA |
| Armor: | 1 | 0 | 0 |
Expertise
Attack +1
Favored Actions
Bite (Melee Attack vs. Grabbed Target): AS 4 (d10); Effect +2
Claw (Melee Attack): AS 4 (d10); Effect (Body) +2
Grab (Melee Attack): AS 4 (d10)
Powers and Abilities
Infectious: A character that loses Body Points from a zombie bite must make a Toughness Check with a DS equal to the number of Body Points lost from the Attack. On a failure, the victim is infected and will rise AS a zombie one 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 to move.
They Keep Coming: Each time a zombie is Defeated, it returns to battle in one Round with two fewer Challenge Points. When this leaves the zombie with zero 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, immunity) | 5 | 5 |
Reaction: 10
Specializations
Deceive, Deduction, Fascinate, Knowledge (Any), Manipulate, Spellcasting (All Spells), Strength, Terrify
Favored Actions
Bite (Melee Attack): AS 12 (2d6 + d10); Effect +8
Claw (Melee Attack): AS 10 (2d6 + d8); Effect +2
Fire Breath (Area of Effect Fire Attack, Line/Stone Throw, Body Stunt): AS 13 (2d6 + d12), Effect +7
Terrify (Spirit Attack): AS 6 (2d6)
Influence (Manipulate): AS 9 (3d6); target takes whatever reasonable Action the dragon suggested
Sense True Purpose (Special): AS 8 (d6 + d12), DS Spirit Defense; dragon knows if the character is lying
Spellcasting (Intellect): AS 18 (4d6)
Hypnotic Hold (Spell): AS 19 (3d6 + d8), DS Mind Defense + 6 (Range S) + 2 (Additional Outcome); target is mentally grabbed and restrained, Escape Checks are based on a Mind Primary Attribute
Powers and Abilities
Dragon Luck: Once per Encounter, the Adventure Guide may ignore a failed Action Check for the dragon and roll again.
Flight: Dragons have leathery wings they use to fly. They can move any Distance within Bow Shot with a Minor Action.
Immunity (Fire): Dragons are immune to fire and heat Effects.
Languages: Dragons can speak all languages.
Resistance (Non-Magic Attacks): Dragons have Resistance to Body Point loss from Action Checks made using non-magical weapons.
Spellcaster: Dragons are natural Spellcasters, although they rarely use their magic in combat. AS natural Spellcasters, they do not require a Spellcasting Talisman for Spellcasting Checks.
Two Major Actions: Dragons get two Major Actions each Turn instead of a Major Action and a Minor 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.
- Dragon Scales: The body of a dragon yields enough scales to create two suits of Dragonscale armor. This armor is treated AS full plate but also provides Resistance (Fire).
