This Open Adventure supplement includes detailed information for 55 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.
Epic NPCs #
Epic NPCs are the primary antagonists and critical supporting cast in an Adventure. An Epic NPC antagonist is the foe the characters must defeat in the final battle of an Adventure. Examples include 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. Unlike a normal NPC, which use a reduced set of scores and attributes, Epic NPCs are built like Player Characters. They have the same Attributes and follow the same rules, such AS those for Actions, Injuries, and Wounds, AS a standard Player Character.
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 Adventure Guide wants the NPC to perform an Action that calls for a particular Primary Attribute, use the score for the NPC’s matching Attribute group. An NPC with an Attribute Score of 0 still has the listed Attribute, but it is so insignificant, it does not have an impact on the NPC’s Action Scores. An Attribute Score of NA means the NPC is disembodied (Body), mindless (Mind), or without a spirit (Spirit).
- Defenses: The NPC’s Defense scores. The scores listed already include Attribute Scores and Benefits from training, expertise, and equipment.
- Protection: The NPC’s Protection scores, including Armor, Immunities, Resistances, and Vulnerabilities.
- Expertise: Things the NPC is especially good at. If the NPC performs an Action not listed under Favored Actions, and it has an applicable Expertise, add the listed score to the NPC’s Action Score.
- Favored Actions:The NPC’s most common Actions. Each Action lists the Action name. If the named Action does not appear in the Action Library of the Core Rules, it is followed in parentheses by a comparable Action from the Action Library. The listed Action Scores and Effect modifiers already include Attribute scores and Benefits from Expertise, experience, and equipment. In some cases, a Difficulty Score is listed for the Action. If not, 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 and unique treasure. This is in addition to whatever mundane treasure and equipment the Adventure Guide feels is appropriate.
New NPC Trait #
Vulnerability: After reducing for Armor, double the Effect of successful attacks made with the listed Attack or damage type.
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 #
Favored Actions #
- Scimitar (Attack: Melee): AS 5 (d12); Effect +1
- Shortbow (Attack: Ranged): AS 4 (d10); Range AR/BS; Effect +1
- Threaten (Obstruct): AS 3 (d8), DS target’s 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 at least one bandit captain are in the same battle, bandits gain a Benefit to Armor (Mind) and Armor (Spirit). This Benefit reflects 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) |
Protection #
- Armor (Body) 1 Leather
Expertise #
Favored Actions #
- Longsword (Attack: Melee): AS 8 (d6 + d10);
Parry +1; Effect +1 - Longbow (Attack: Ranged): 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 Benefit reflects their unwarranted Self-confidence when fighting AS a group.
- Sacrificial Withdraw: AS a Minor Action, 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
- Longsword
- Longbow
- Quiver (20 arrows)
- 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.
Basilisk #
A 13-foot-Long magical serpent with dark blue iridescent scales and a gold, crown-shaped marking on its head.
Challenge Points: 25 Reaction: 5
| Body | Mind | Spirit | |
| Attributes: | 4 | 1 | 2 |
| Defenses: | 5 | 2 | 3 |
| Armor: | 1 | 0 | 0 |
Protection #
- Armor (Body) 1 Scales
Expertise #
- Ambush +2, Attack: Melee +1, Burrow +2, Hide +2
Favored Actions #
Powers and Abilities #
- Petrifying Gaze: AS a Major Action, the basilisk can Turn its gaze on any living target within a Stone Throw that it can see and can see it. No Action Check is required. The target must immediately make a DS 7 Toughness Check. On a success, the target resists the power.
- On a failure, the target loses Body Points equal to the amount they rolled under the Difficulty Score, and their body begins to Turn to stone. They must repeat the Toughness Check at the end of each of their Turns. On a success, the Effect ends. On a failure, they lose additional Body Points equal to the amount they rolled under the Difficulty Score.
- If the target is reduced to 0 Body Points after a failed Toughness Check, the target turns to stone. The target does not suffer a Wound. This Effect can only be reversed using magic, with a Base Difficulty Score equal to the character’s maximum Body Points. If Spellcasting is used, the spell incurs a +6 Reality Modifier.
- Targets may choose to avert their eyes while within Range of the basilisk’s gaze. Doing so adds a Benefit to their Toughness Check Action Scores when Resisting the initial Effect but not to Toughness Checks made after an initial failure. Averting one’s gaze also adds a Drawback to Difficulty Scores for any actions requiring sight.
- If the basilisk sees a clear reflection of itself from up to Across the Room, on its next Turn it target’s itself with its gaze.
Gear #
- Basilisk’s Eyes: The eyes of the basilisk Turn to blue crystal when it dies. If a Spellcaster uses a basilisk’s eye AS a spell component for a spell to reverse the Effect of petrification, reduce the Reality Modifier to +3. Using an eye AS a component for spells related to stone adds a Benefit to the Spellcaster’s Spellcasting Check Action Score.
Black Ooze #
An amorphous creature made from a black, oily substance that oozes caustic acid.
Challenge Points: 40 Reaction: 3
| Body | Mind | Spirit | |
| Attributes: | 4 | 1 | 1 |
| Defenses: | 3 | 2 | 2 |
| Armor: | 0 | 0 | 0 |
Protection #
- Immunity (acid, cold, electricity, mind)
- Resistance (bludgeoning, Piercing, spirit)
- Vulnerability (fire)
Expertise #
- Ambush +2, Attack: Melee +3, Climb +5, Stealth +2
Favored Actions #
Powers and Abilities #
- Acid Splash: Successful physical attacks made against the ooze from Reach splash the attacker with acid. The attacker loses 1 Body Point from the splash, although they may choose instead to damage their weapon, resulting in a permanent Drawback for attacks made using that weapon. Drawbacks may stack with each hit.
- Acidic Strike: The base Effect of a black ooze’s Attack is bludgeoning damage, but the Effect bonus is acid. On a successful Pseudopod Strike against a target wearing armor, the target may choose to negate the Effect bonus by permanently reducing the armor score for one piece of worn armor by 1. Armor reduced to 0 is destroyed.
- Amorphous: The ooze can shift its shape AS a Minor Action, allowing it to flatten out over a surface AS wide AS Across the Room or squeeze through cracks and pipes AS small AS two inches in diameter.
- Climbing and Clinging: The black ooze can effortlessly climb and cling to walls and ceilings.
- Slow Moving: A black ooze must use a Major Action to move Across the Room.
- Split: If a single slashing Attack reduces the ooze by 10 Challenge Points or more, it splits into two. Both oozes have half the original ooze’s remaining Challenge Points and they are both half the size of the original. All other scores, powers, and abilities remain the same for both oozes, including the Split power.
Gear #
- No distinctive equipment.
Bugbear #
Bugbears look like huge, hairy, muscular goblins. They love to fight and seek out conflict.
Challenge Points: 15 Reaction: 4
| Body | Mind | Spirit | |
| Attributes: | 4 | 2 | 2 |
| Defenses: | 4 (5 block) | 3 | 3 |
| Armor: | 2 | 0 | 0 |
Protection #
- Armor (Body) 2 Chain Shirt
Expertise #
- Ambush +3, Attack: Melee +2, Stealth +2
Favored Actions #
- Morningstar (Attack: Melee): AS 6 (2d6); Effect +2
- Javelin (Attack: Ranged): AS 5 (d12); Range AR/BS; Effect +1
Powers and Abilities #
- Ambush: If the bugbear successfully ambushes their foe, they may make two Attack Checks on their first Turn using a single Major Action.
Gear #
- Chain shirt
- Javelins (x5)
- Medium Shield
- Morningstar
Centaur #
A Hybrid creature with the upper torso and arms of a Human combined with the body and legs of a horse.
Challenge Points: 26 Reaction: 5
| Body | Mind | Spirit | |
| Attributes: | 4 | 2 | 2 |
| Defenses: | 3 | 3 | 3 |
| Armor: | 0 | 0 | 0 |
Expertise #
Favored Actions #
- Halberd (Attack: Melee): AS 6 (2d6); Effect +2
- Hooves (Attack: Melee): AS 6 (2d6); Effect +3
- Longbow (Attack: Ranged): AS 5 (d12); Range AR/BS; Effect +1
Powers and Abilities #
- Charger: The centaur gains a Benefit to their Action Score if they move at least Across the Room prior to making their Attack Check.
- Gallop: Centaurs may move up to a Stone Throw AS a Minor Action.
- Swift Hoof Strike: Making an Attack Check with its hooves only requires the centaur to use a Minor Action.
Gear #
- Halberd
- Longbow
- Quiver with 20 arrows
Chimera #
A composite creature with the body and head of a lion, a second head in the shape of a fire-breathing goat, and a snake for a tail.
Challenge Points: 58 Reaction: 5
| Body | Mind | Spirit | |
| Attributes: | 5 | 2 | 2 |
| Defenses: | 5 | 3 | 3 |
| Armor: | 1 | 0 | 0 |
Protection #
- Armor (Body) 1 Thick Hide
Expertise #
Favored Actions #
- Claws (Attack: Melee): AS 7 (d6 + d8); Effect +3
- Lion Bite (Attack: Melee): AS 7 (d6 + d8); Effect +3
- Snake Bite (Attack: Melee): AS 5 (d12); see Venomous Bite
- Goat Head Fire Breath (Attack: Area of Effect, Cone, Body Stunt): AS 7 (d6 + d8); Effect +3; Range AR; Width AR
Powers and Abilities #
- Triple Attack: The chimera may perform three of its four favored Attack actions using a single Major Action. Each Attack is a separate Action Check.
- Venomous Bite: A successful Snake Bite Check that causes the target to lose at least 1 Body Point requires the target to immediately make a DS 10 Toughness Check to resist the chimera’s venom.
- On a failure, the target loses Body Points equal to the amount by which they rolled under the Difficulty Score. In addition, they must repeat the Toughness Check at the end of each of their Turns.
- A success on the initial Toughness Check or on any subsequent Toughness Checks means the target has resisted the venom and does not need to make any additional Toughness Checks.
Gear #
- No distinctive equipment.
Cockatrice #
A rooster with a draconian body, tail, and wings, able to petrify victims with its bite.
Challenge Points: 14 Reaction: 5
| Body | Mind | Spirit | |
| Attributes: | 3 | 1 | 1 |
| Defenses: | 3 | 2 | 2 |
| Armor: | 0 | 0 | 0 |
Expertise #
- Attack: Melee +1
Favored Actions #
Powers and Abilities #
- Fly: The cockatrice can fly but only up to a Stone Throw at a time. After a Stone Throw of flight, it must land before flying again. If it cannot land, it falls to the ground and may lose Challenge Points from the fall.
- Petrifying Bite: A successful Beak Bite Check that causes the target to lose at least 1 Body Point, requires the target to immediately make a DS 7 Toughness Check. If the target succeeds, they resist the cockatrice’s power.
- If the Toughness Check fails, the target starts turning to stone. While transforming, the target has a Drawback added to the Difficulty Scores for all physical Action Checks. In addition, anyone making Attack Checks against the target gain a Benefit to their Action Score. Finally, the target may only move up to Reach Distance, and doing so requires a Major Action. At the end of the target’s next Turn, they must make another DS 7 Toughness Check. If the check succeeds, they are free of the Effect. If the check fails, the target turns to stone and remains petrified for 1 day.
Gear #
- No distinctive equipment.
Darkmantle #
A man-sized land squid that lives in caves and drops from the ceiling to envelop and crush its prey.
Challenge Points: 14 Reaction: 7
| Body | Mind | Spirit | |
| Attributes: | 3 | 1 | 1 |
| Defenses: | 3 | 2 | 2 |
| Armor: | 0 | 0 | 0 |
Expertise #
- Climb +3, Crush +3, Grab +2, Hide +3, Stealth +4
Favored Actions #
- Drop Attack (Attack: Melee + Grab, Body Stunt): AS 6 (2d6); see Drop Attack
- Grab: AS 5 (d12); Grabbed
- Crush (Harm): AS 6 (2d6)
Powers and Abilities #
- Climbing and Clinging: The darkmantle effortlessly climbs and clings to walls and ceilings.
- Drop Attack: The darkmantle may only make a Drop Attack Check when dropping on a target from above. On a success, the target loses Body Points AS normal and is automatically Grabbed. The Grab covers the target’s head and face triggering the darkmantle’s Smother ability.
- Gloom: AS a Major Action, the darkmantle may emit an aura of murky, black gloom centered on the darkmantle with a diameter of Across the Room. The gloom blocks all sight, including special and magical forms of vision, such AS Infravision. No Action Check is required.
- When the gloom is emitted, characters may attempt to make a DS 8 Action Check to leap clear if space allows. The darkmantle gets a Benefit on all Attack Checks against targets in the gloom and all other creatures in the gloom suffer a Drawback to the Difficulty Scores for any Action requiring sight.
- The gloom persists until the darkmantle is defeated or it chooses to end the Effect.
- Perfect Camouflage: If the darkmantle holds perfectly still while attached to a natural stone surface, it is indistinguishable from the natural stone.
- Smother: If the darkmantle envelops the target’s head (see Drop Attack) the target is blinded and begins to smother. These conditions persist until the target makes a successful Escape Check or another character makes an Escape Check on their behalf to tear the darkmantle off.
- Smothered targets lose 1 Body Point at the end of each of their Turns. If they do not have any Body Points remaining, they immediately take 1 Wound.
- Blinded targets can take no actions requiring sight except to try to Escape the darkmantle. AS a Major Action, the target may move up to Across the Room while blinded by feeling their way along.
- Attacks made against the darkmantle when it is on a target’s head count AS attacks against both the darkmantle and the target. The attacker makes one Attack Check and uses the result to resolve and Attack Check against both the darkmantle and the target.
- Unnatural Senses: The darkmantle uses a supernatural ability to sense its environment and prey. It does not require Light to see.
Gear #
- No distinctive equipment.
Devourer Worm #
A 100-foot-Long, 10-foot-diameter burrowing worm with a deep red hide that swallows its prey whole. It also has a tail stinger that injects prey with acid.
Challenge Points: 120 Reaction: 3
| Body | Mind | Spirit | |
| Attributes: | 6 | 1 | 1 |
| Defenses: | 6 | 2 | 2 |
| Armor: | 3 | 0 | 0 (1) |
Protection #
- Armor (Body) 3 Thick Hide
Expertise #
- Attack: Melee +2, Tunnel +2
Favored Actions #
- Bite (Attack: Melee): AS 8 (d6 + d10); Effect +13; see Swallow
- Stinger (Attack: Melee): AS 4 (d10); Range ST; Effect +1
Powers and Abilities #
- Acid Injection: Any target that loses Body Points to the worm’s Stinger Attack is injected with acid. The target must make a DS 11 Toughness Check. On a failure, they automatically suffer 3 Body Wounds. On a success, they suffer 1 Body Wound.
- Swallow: Devourer worms are infamous for swallowing enemies alive. Any target that loses Body Points or Challenge Points to the devourer worm’s Bite Check must make a DS 11 Coordination Check. On a failure, the target is swallowed by the worm.
- While the worm is alive, a swallowed target cannot change position or escape. With the Adventure Guide’s permission, they may still take other actions, including Attack Checks and Spellcasting Checks. The worm’s Armor (Body) does not reduce the Effect of attacks from inside. Any Action performed inside the worm that causes a loss of 15 or more Challenge Points due to physical injury in a single Action Check causes the worm to immediately spit out all swallowed targets. The targets land a Stone Throw away from the worm.
- At the end of every Turn the target spends inside the worm, they must make a DS 12 Toughness Check to resist the worm’s digestive acids. On a failure, the target loses Body Points equal to the amount they rolled under the DS. Armor (Body) protects.
- Tunneling: The devourer worm tunnels through stone and earth AS quickly AS it moves on the surface. It leaves behind a highly unstable, 10-foot diameter tunnel that collapses after 15 minutes.
Gear #
- No distinctive equipment.
Doppleganger #
A gray humanoid creature with large dark eyes able to shapeshift into any humanoid form.
Challenge Points: 35 Reaction: 5
| Body | Mind | Spirit | |
| Attributes: | 2 | 4 | 2 |
| Defenses: | 4 | 5 | 3 |
| Armor: | 1 | 1 | 1 |
Protection #
- Armor (Body) 1 Rubbery Hide
- Armor (Mind) 1 Alien Logic
- Armor (Spirit) 1 Inscrutable Emotions
Expertise #
Favored Actions #
- Killing Punch (Attack: Melee): AS 5 (d12); Effect +2
- Impersonate: AS 8 (d6 + d10)
- Mimic Voice (Special): AS 8 (d6 + d10); see Mimic Voice
- Deceive: AS 6 (2d6)
- Disguise: AS 6 (2d6)
- Shapeshift (Disguise): AS 8 (d6 + d10); see Shapeshift
Powers and Abilities #
- Ambush: If the doppleganger makes an Attack Check against an unaware target, on a success, add +3 to the Effect.
- Double Strike: The doppleganger may make two Attack Checks using its Killing Punch Action AS a single Major Action.
- Mimic Voice: The doppleganger may reshape its vocal chords to mimic voices. The result of the Mimic Voice Check serves AS the Difficulty Score to recognize there is something off about the voice the doppleganger is mimicking.
- Shapeshift: AS a Major Action, the doppleganger may make a Disguise Check to shapeshift into any humanoid creature (Human, Elf, Dwarf, Halfling, etc.) of roughly the same mass AS itself. This only changes the doppleganger’s physical appearance and does not grant it any powers or abilities related to the shape it imitates. The doppleganger’s clothing and equipment remain unchanged.
- The result of the Shapeshift Check is the Difficulty Score to recognize there is something off about the doppleganger’s shapeshifted appearance.
Gear #
- Dream Sphere: Where its heart should be, the doppleganger has a shiny black Sphere roughly the size of a grape. Anyone who swallows the Sphere while concentrating on a different humanoid appearance will permanently shapeshift into that form. The transformation is excruciating, and the swallower must succeed at a DS 6 Toughness Check or die instantly from the pain of having their body reshaped. This transformation does not grant any new powers or abilities, but it could regrow missing limbs. It only changes the person’s physical appearance. The Sphere is destroyed when used in this fashion.
Drider #
A Hybrid creature with the body and legs of a giant spider and the upper torso and arms of a Human or Elf.
Challenge Points: 60 Reaction: 5
| Body | Mind | Spirit | |
| Attributes: | 6 | 3 | 2 |
| Defenses: | 6 | 5 | 4 |
| Armor: | 3 | 3 | 3 |
Protection #
- Armor (Body) 2 Thick Hide + 1 Magical
- Armor (Mind/Spirit) 3 Magical
Expertise #
Favored Actions #
- Bite (Attack: Melee): AS 7 (d6 + d8); Effect +3
- Longsword (Attack: Melee): AS 7 (d6 + d8); Effect +2
- Longbow (Attack: Ranged): AS 7 (d6 + d8); Range AR/BS; Effect +1
- Gloom (Special, Mind Stunt): AS 6 (2d6); DS 6; see Gloom
- Gloom Lights (Special, Mind Stunt): AS 8 (d6 + d10); DS 8; see Gloom Lights
- Gloom Touch (Special, Mind Stunt): AS 8 (d6 + d10); DS 8; see Gloom Touched
- Webcast (Special, Body Stunt): AS 8 (d6 + d10); DS 8; see Webcast
Powers and Abilities #
- Charm Resistance: The drider gains a Benefit on any Action Checks to resist mental manipulation or mind Control.
- Gloom: AS a Major Action, the drider emits an aura of murky, black gloom Across the Room in diameter, centered on the drider. The gloom blocks all sight, including special and magical forms of vision, such AS Infravision. The gloom lasts AS Long AS it is maintained by the drider. Maintaining the gloom adds a Drawback to the Difficulty Scores for all the drider’s Action Checks.
- Gloom Lights: The drider creates four, dim, fist-sized floating globes of sickly green Light. The globes emit Light out to Reach radius. Maintaining the globes adds a Drawback to the Difficulty Scores for all the drider’s Action Checks. The drider may direct any or all of the lights to move up to a Stone Throw Distance away AS a Minor Action. AS the drider moves, the lights follow at whatever Distance the drider placed them.
- Gloom Sight: The drider sees in dim Light AS effectively AS other creatures see in full Light.
- Gloom Touch: A globe of sickly green energy flows out from the drider to a diameter of Across the Room and then disappears. Each living creature struck by the energy is surrounded by a nimbus of pale green Light. Attack Checks against targets highlighted in this fashion gain a Benefit to Attack Check Action Scores. New creatures entering the area later are not affected.
- The Light lasts AS Long AS the drider maintains the Effect. Maintaining the Light adds a Drawback to the Difficulty Scores for all the drider’s Action Checks. If space allows, targets may attempt to leap clear by making a Reaction Check with a Difficulty Score equal to the Effect of the Gloom Touch Check. On a success, they leap outside the area of Effect and do not have a nimbus.
- Multiple Attack Checks: AS a single Major Action, the drider can make three Attack Action Checks using any of its melee or ranged attacks.
- Webcast: AS a Major Action, the drider shoots a strand of webbing 1 inch in diameter from its hind section up to Across the Room. The far end of the web adheres to the targeted point with the near end stuck to a point within Reach of the drider. Tearing the web free or cutting the web has a Base Difficulty Score of 9. The web is sticky, and anyone who touches the web must make a DS 5 Strength Check to pull free. Note that the web is not a precision ranged Attack. It simply throws out a web at a general target space.
- Webwalking: AS a Minor Action the drider may traverse any of its webs in any direction up to Across the Room.
Gear #
- Gloomsteel Longsword: Gloomsteel weapons are deep green and are always cold to the touch.
- Gloomwood Longbow: Drider bows are shaped from the wood of a tree that grows underground. It has a deep green color.
- Gloomwood Quiver and Arrows (20)
Elemental (Air) #
A large, roughly humanoid shaped air spirit made up of wind and storm clouds.
Challenge Points: 50 Reaction: 7
| Body | Mind | Spirit | |
| Attributes: | 5 | 2 | 2 |
| Defenses: | 5 | 3 | 3 |
| Armor: | 1 | 0 | 2 |
Protection #
- Armor (Body) 1 Wind Form
- Armor (Spirit) 2 Magic
- Immunity (air, electricity, wind)
- Resistance (electricity, non-magical physical damage)
- Vulnerability (earth)
Expertise #
- Attack: Melee +3, Fly +1
Favored Actions #
- Wind Blast (Attack: Melee): AS 8 (d6 + d10); Effect +5
- Whirlwind (Attack: Area of Effect, Cylinder, Body Stunt): AS 6 (2d6); Range Self; Diameter AR; Height AR; see Whirlwind
Powers and Abilities #
- Fly: AS a Minor Action the elemental can fly up to Stone Throw. It may hover in the air AS a Free Action.
- Multiple Wind Blast Checks: The elemental may make two Wind Blast Checks with one Major Action.
- Whirlwind: The elemental summons a whirlwind that fills a space centered on itself with a diameter and height of Across the Room. The whirlwind lasts until the end of the elemental’s Turn.
- All creatures within the area of Effect must make a Strength Check with a Difficulty Score equal to the result of the elemental’s Whirlwind Check. On a success, the target holds their ground or finds cover. On a failure, the target is thrown Across the Room directly away from the elemental and suffers damage equal to the amount they rolled under the Difficulty Score.
Gear #
- No distinctive equipment.
Elemental (Earth) #
A large, roughly humanoid shaped earth spirit made up of dirt and stones.
Challenge Points: 60 Reaction: 4
| Body | Mind | Spirit | |
| Attributes: | 5 | 1 | 2 |
| Defenses: | 5 | 3 | 3 |
| Armor: | 2 | 0 | 2 |
Protection #
- Armor (Body) 2 Stone Body
- Armor (Spirit) 2 Magic
- Resistance (non-magical physical damage)
- Vulnerability (air)
Expertise #
Favored Actions #
- Slam (Attack: Melee): AS 8 (d6 + d10); Effect +5
- Grab: AS 8 (d6 + d10); grabbed
- Crush (Harm): AS 8 (d6 + d10); Effect +5
Powers and Abilities #
- Multiple Slam Checks: The elemental may make two Slam Checks AS a single Major Action.
- Stonewalker: The earth elemental may pass through unworked earth and stone AS if it were not there. Passing through worked stone requires a Major Action in addition to the Minor Action for the movement.
- Wallbreaker: Double the Effect of successful Slam Checks against walls and structures before Armor reductions.
Gear #
- No distinctive equipment.
Elemental (Fire) #
A large, roughly humanoid shaped fire spirit made up of flame and smoke.
Challenge Points: 55 Reaction: 5
| Body | Mind | Spirit | |
| Attributes: | 5 | 1 | 2 |
| Defenses: | 5 | 3 | 3 |
| Armor: | 1 | 0 | 2 |
Protection #
- Armor (Body) 1 Flame Form
- Armor (Spirit) 2 Magic
- Immunity (heat, fire)
- Resistance (non-magical physical damage)
- Vulnerability (water)
Expertise #
Favored Actions #
- Flame Touch (Attack: Melee): AS 8 (d6 + d10); Effect +3
- Firestorm (Attack: Area of Effect, Cylinder, Body Stunt): AS 6 (2d6); Range Self; Diameter AR; Height AR; see Firestorm
Powers and Abilities #
- Firestorm: The elemental summons a whirlwind of fire that fills a space centered on itself with a diameter and height of Across the Room. The whirlwind lasts until the end of the elemental’s Turn.
- If targets have space to do so, all creatures within the area of Effect may make a Reaction Check with a Difficulty Score equal to the result of the elemental’s Firestorm Check to leap clear. On a success they leap to safety. On a failure, the target suffers fire damage equal to the amount they rolled under the Difficulty Score. Armor (Body) protects.
- Highly flammable objects (paper, kindling, dry wood) caught in the firestorm burst into flames.
- Multiple Flame Touch Checks: The elemental may make two Flame Touch Checks AS a single Major Action.
Gear #
- No distinctive equipment.
Elemental (Water) #
A large, roughly humanoid shaped fire spirit made up of water and sea foam.
Challenge Points: 55 Reaction: 6
| Body | Mind | Spirit | |
| Attributes: | 5 | 1 | 2 |
| Defenses: | 5 | 3 | 3 |
| Armor: | 1 | 0 | 2 |
Protection #
- Armor (Body) 1 Water Form
- Armor (Spirit) 2 Magic
- Immunity (cold, water)
- Resistance (non-magical physical attacks)
- Vulnerability (fire)
Expertise #
- Attack: Melee +3, Drown +3, Engulf +3
Favored Actions #
- Wave Strike (Attack: Melee): AS 8 (d6 + d10); Effect +5
- Engulf (Grab and Restrain, Body Stunt): AS 8 (d6 + d10); grabbed and restrained
- Drown (Special): AS 8 (d6 + d10); target must be grabbed
Powers and Abilities #
- Multiple Wave Strike Checks: The elemental may make two Wave Strike Checks AS a single Major Action.
- Amphibious: The water elemental moves AS easily in the water AS on land.
Gear #
- No distinctive equipment.
Ettin #
A fifteen-foot-tall brutish humanoid with two heads.
Challenge Points: 40 Reaction: 5
| Body | Mind | Spirit | |
| Attributes: | 4 | 2 | 2 |
| Defenses: | 4 | 3 | 3 |
| Armor: | 1 | 0 | 0 |
Protection #
- Armor (Body) 1 Thick Hide
Expertise #
Favored Actions #
- Battleaxe (Attack: Melee): AS 7 (d6 + d8); Effect +5
- Morningstar (Attack: Melee): AS 6 (2d6); Effect +5
- Rock Toss (Attack: Ranged): AS 5 (d12); Range BS; Effect +2
Powers and Abilities #
- Double Reaction Checks: Anytime an ettin is called on to make a Reaction Check, especially to notice things in its environment (including hidden characters) it rolls twice and takes the best result.
- Multiple Melee Attack Checks: The ettin may make two melee Attack Checks, one with each hand, AS a single Major Action.
Gear #
- Giant battleaxe
- Giant morningstar
- Pile of Boulders (5)
Gargoyle #
A winged humanoid monster made from stone.
Challenge Points: 25 Reaction: 4
| Body | Mind | Spirit | |
| Attributes: | 4 | 2 | 2 |
| Defenses: | 4 | 3 | 3 |
| Armor: | 1 | 0 | 0 |
Protection #
- Armor (Body) 1 Stone Skin
- Resistance (non-magical physical damage)
Expertise #
- Attack: Melee +1, Climb +2, Glide +2
Favored Actions #
Powers and Abilities #
- Climb: Gargoyles can scale sheer surfaces and even ceilings by digging into the material with their claws. Moving up to Across the Room in this fashion requires the gargoyle to spend a Major Action.
- Glide: Gargoyles can use their wings to glide short distances. AS a Major Action, a gargoyle can glide a Distance equal to their current elevation, moving downward at no greater than a 45-degree angle.
- Multiple Attack Checks: AS a single Major Action, the gargoyle may make one Bite Check and one Claws Check.
- Nightsight: Gargoyle eyesight is magical, allowing them to see AS well in complete darkness AS in full Light.
- Statue-like: When a gargoyle holds perfectly still, it is indistinguishable from a stone statue.
Gear #
- No distinctive equipment.
Gelatinous Cube #
A cube of transparent acidic jelly that is roughly ten feet to a side. It fights by ambushing and engulfing its prey.
Challenge Points: 40 Reaction: 3
| Body | Mind | Spirit | |
| Attributes: | 4 | 0 | 1 |
| Defenses: | 3 | 0 | 3 |
| Armor: | 0 | 0 | 0 |
Protection #
- Immunity (mind)
- Resistance (Piercing, slashing)
Expertise #
- Engulf +2
Favored Actions #
- Engulf (Grab and Restrain): AS 6 (2d6); grabbed and restrained
- Digest (Special): AS 6 (2d6); Effect +3; see Digest
Powers and Abilities #
- Conforming: The cube can fill any space between five feet and ten feet tall or wide.
- Digest: AS a Major Action, the cube may make a single Digest Check against all the targets it has engulfed. Every target must make AS Toughness Check with a Difficulty Score equal to the Digest Check result. For every point they roll under the Difficulty Score, they lose one Body Point. Armor (Body) does not protect.
- Engulf: The cube Engulfs its target by moving into the space the target occupies. It can maintain Restrains on AS many engulfed targets AS fit into a ten-foot by ten -foot space. Unlike a normal Restrain, a single successful Escape Check by a target allows it to pull free of the cube.
- Transparent: If the cube is holding still with nothing Engulfed, a target must make a DS 9 Reaction Check to avoid stumbling into it. Targets that fail the check are automatically subject to the cube’s Engulf power.
- Tremorvision: The cube “sees” by sensing tremors in the ground and air. This allows it to “see” in pitch darkness.
Gear #
- No distinctive equipment.
Ghost #
Ghosts are tortured spirits of murdered individuals who seek revenge for their dark fate.
Challenge Points: 30 Reaction: 10
| Body | Mind | Spirit | |
| Attributes: | 5 | 3 | 5 |
| Defenses: | 2 | 3 | 5 |
| Armor: | 0 | 0 | 0 |
Protection #
- Immunity (non-magical physical damage)
Expertise #
Favored Actions #
- Chilling Touch (Attack: Melee): AS 7 (d6 + d8); cold damage; ignores armor
- Terrifying Visage (Attack: Ranged Spirit): AS 8 (d6 + d10); Range AR
Powers and Abilities #
- Anchor: Ghosts have a physical anchor to the world of the living. This might be an object precious to the ghost in life, the place they are haunting, or even their mortal remains. Ghosts are bound to a specific place or object and may not move more than a Stone Throw from it. Defeated ghosts rise again at the next full moon if the anchor is not destroyed.
- Fly: Ghosts are unbound by physical laws and can fly.
- 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 #
- No distinctive equipment.
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 |
Protection #
- Armor (Body) 1 Thick Hide
Expertise #
- Attack: Area of Effect +3, Attack: Melee +3, Attack: Ranged +3, Intimidate +3, Stomp +1, Strength +3
Favored Actions #
- Club (Attack: Melee): AS 8 (d6 + d10); Effect +6
- Club (Attack: Area of Effect, Line): AS 8 (d6 + d10); Distance AR; Effect +4
- Rock Throw (Attack: Ranged): AS 8 (d6 + d10); Range ST; Effect +4
- Roar (Obstruct): AS 5 (d12), DS highest enemy Spirit Defense + # of foes; foes suffer a Drawback to all Action Checks due to fear
Powers and Abilities #
- Long Sleep: Giants can sleep for years without needing any form of sustenance. The giant takes two Turns to awaken. During their Long sleep and while awakening, 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 requiring a DS 10 Action Check to recognize them AS anything other than a natural hill.
Gear #
- Club (giant-sized)
- 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.
Gibbering Mouther #
A blob of amorphous flesh the size of small wagon covered with dozens of dinner-plate-sized mouths and eyes.
Challenge Points: 30 Reaction: 5
| Body | Mind | Spirit | |
| Attributes: | 4 | 1 | 1 |
| Defenses: | 3 | 8 | 8 |
| Armor: | 0 | 4 | 4 |
Protection #
- Armor (Mind/Spirit) 4 Chaos Spawned
Expertise #
Favored Actions #
Powers and Abilities #
- Chaotic Attacks: At the beginning of its Turn, the Adventure Guide rolls a d6 to determine how many Bite Checks the mouther can make with a single Major Action. This roll does not explode.
- Gibbering: AS soon AS a living creature is Across the Room from the mouther or closer, every mouth not engaged in biting gibbers incessantly, creating a maddening cacophony of noise. At the beginning of their Turn, any living creature that can hear the sound must succeed at a DS 5 Willpower Check at the beginning of its Turn. On a failure, roll on the table below to determine how the target creature behaves:
| d6 Result | Victim’s Action for the Turn |
| 1-3 | Enters a state of madness induced catatonia until the start of their next Turn. |
| 4 | Takes no actions and moves in a random direction to a position a Stone Throw away, even if that movement places the target creature in harm’s way. |
| 5 | Makes an Attack Check against a random target within Reach. |
| 6 | Struggles to maintain their sanity. They may act normally but suffer a Drawback to all Difficulty Scores. |
Gear #
- No distinctive equipment.
Gnoll #
A tall, powerfully built humanoid with canine features.
Challenge Points: 13 Reaction: 5
| Body | Mind | Spirit | |
| Attributes: | 3 | 2 | 2 |
| Defenses: | 4 | 3 | 3 |
| Armor: | 1 | 0 | 0 |
Protection #
- Armor (Body) 1 Leather
Expertise #
Favored Actions #
- Bite (Attack: Melee): AS 4 (d10); Effect +1
- Spear (Attack: Melee or Ranged): AS 4 (d10); Range AR/ST
- Longbow (Attack: Ranged): AS 3 (d8); Range AR/BS; Effect +1
Powers and Abilities #
- Lowlight Vision: If even dim Light is present, such AS candlelight or starlight, gnolls can see AS effectively AS if the area is fully lit.
- Savage Rejoinder: When a gnoll’s Challenge Points are reduced to 0, it may immediately move up to Across the Room toward a target and make a Bite Check against that opponent before it falls or flees.
- Sharp Hearing and Sense of Smell: The gnoll has especially sharp senses of smell and hearing. It gains a Benefit on Action Scores for Reaction Checks to notice or spot things when their powerful sense of smell or hearing would improve their chance of success.
Gear #
- Leather
- Longbow
- Spear
- Quiver (20 arrows)
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 #
Favored Actions #
- Bite (Attack: Melee): AS 4 (d10); Effect (Body) +1
- Spear (Attack: Ranged): AS 5 (d12); Range AR/ST
- Hide: AS 4 (d10)
- Withdraw (Withdraw): AS 5 (d12); goblin Withdraws from the Encounter
Powers and Abilities #
- Darkvision: 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 and then flee the combat.
Gear #
- Spear
Golem (Clay) #
A large, magically animated humanoid shaped creature made entirely from clay.
Challenge Points: 70 Reaction: 3
| Body | Mind | Spirit | |
| Attributes: | 6 | 1 | 1 |
| Defenses: | 5 | 2 | 2 |
| Armor: | 1 | 0 | 2 |
Protection #
- Armor (Body) 1 Clay Form
- Armor (Spirit) 2 Magic
- Resistance (non-magical physical attacks)
Expertise #
- Attack: Melee +2
- Favored Actions
- Punch (Attack: Melee): AS 8 (d6 + d10); Effect +7
- Golem’s Fury (Special, Body Stunt): AS 9 (d6 + d12); DS 6; see Golem’s Fury
Powers and Abilities #
- Golem’s Fury: When the golem’s Challenge Points drop to 35 or less, it may use its Golem’s Fury power. On a success, the Golem gains the following advantages:
- +1 to all Defense Scores
- Make 2 Punch Checks using one Major Action
- +1 Effect to successful Punch Checks
- These remain in Effect for a number of Turns equal to the Effect of the Golem’s Fury Check.
Gear #
- No distinctive equipment.
Hellhound #
An enormous black dog with eyes that glow with the fires of hell.
Challenge Points: 30 Reaction: 7
| Body | Mind | Spirit | |
| Attributes: | 4 | 2 | 2 |
| Defenses: | 5 | 3 | 3 |
| Armor: | 1 | 0 | 1 |
Protection #
- Armor (Body) 1 Thick Hide
- Armor (Spirit) 1 Hell Spawn
Expertise #
Favored Actions #
- Bite (Attack: Melee): AS 6 (2d6); Effect +5 flame
- Hellfire Breath (Attack: Ranged, Body Stunt): AS 6 (2d6); Range AR; Effect +3
Powers and Abilities #
- Hellsight: The hellhound’s glowing red eyes allow it to see AS well in dim Light or complete darkness AS in full Light.
- Pack Hunter: The hellhound gains a Benefit on Attack: Melee Checks when fighting alongside other hellhounds.
- Sharp Hearing and Sense of Smell: The hellhound has especially sharp senses of smell and hearing. It gains a Benefit on the Action Scores for Reaction Checks to notice or spot things when their powerful sense of smell or hearing would improve their chance of success.
Gear #
- No distinctive equipment.
Hobgoblin #
Hobgoblins are gangly, Human-sized goblins that love the thrill of the hunt.
Challenge Points: 10 Reaction: 5
| Body | Mind | Spirit | |
| Attributes: | 3 | 2 | 2 |
| Defenses: | 5 | 3 | 3 |
| Armor: | 3 | 0 | 0 |
Protection #
- Armor (Body) 1 Thick Hide + 2 Chain Shirt
Expertise #
Favored Actions #
- Longsword (Attack: Melee): AS 4 (d10); Effect +1
- Longbow (Attack: Ranged): AS 4 (d10); Range AR/BS; Effect +1
- Savage Blow (Attack: Melee, Body Stunt): AS 4 (d10); Effect +3
- Powers and Abilities
- Lowlight Vision: If even dim Light is present, such AS candlelight or starlight, hobgoblins can see AS effectively AS if the area is fully lit.
Gear #
- Chain shirt
- Longbow
- Longsword
- Quiver (20 arrows)
Homunculus #
A tiny, alchemically created humanoid creature. Most are the servants of powerful wizards or alchemists.
Challenge Points: 3 Reaction: 10
| Body | Mind | Spirit | |
| Attributes: | 0 | 2 | 3 |
| Defenses: | 3 | 3 | 4 |
| Armor: | 0 | 0 | 0 |
Expertise #
Favored Actions #
Powers and Abilities #
- Telepathy: The homunculus may communicate with its master at any Distance using magical telepathy.
- Venomous Bite: Any target that loses at least 1 Body Point to the homunculus’s Bite Check must make a DS 6 Toughness Check to resist the creature’s venom. On a success, the target resists the venom. On a failure, the target suffers a Drawback on all Difficulty Scores for a number of Turns equal to the amount they rolled under the Difficulty Score.
Gear #
- No distinctive equipment.
Hydra #
A twenty-foot-Long serpent with five heads at the ends of five, Long, sinuous necks.
Challenge Points: 85 Reaction: 5
| Body | Mind | Spirit | |
| Attributes: | 5 | 1 | 2 |
| Defenses: | 5 | 2 | 3 |
| Armor: | 1 | 0 | 0 |
Protection #
- Armor (Body) 1 Scales
Expertise #
- Attack: Melee +3, Climb +1, Swim +1
Favored Actions #
- Bite (Attack: Melee): AS 8 (d6 + d10); Effect +3
- Regrow Head (Special, Body Stunt): AS 8 (d6 + d10); DS 8; see Regrow Heads
Powers and Abilities #
- Amphibious: The hydra moves just AS easily through water AS it does on land. It can hold its breath for up to an hour.
- Enhanced Awareness: Anytime a Reaction Check is required, the hydra may roll once for each head. When the hydra is sleeping, one head always remains awake.
- Multiple Bite Checks: AS a single Major Action, the hydra may make a Bite Check with each of its heads.
- Regrow Heads: Any edged or slashing Attack that reduces the hydra’s Challenge Points by 10 or more in a single strike severs one of its heads (whether intended or not). AS an immediate Free Action, the hydra may attempt a Regrow Head Check. On a success, it regrows two new heads to replace the lost head.
Gear #
- No distinctive equipment.
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 #
FAVORED ACTIONS #
- Bite (Attack: Melee): AS 4 (d10), Coordinated AS 5 (d12); Effect (Body) +1
- Spear (Attack: Ranged): AS 4 (d10), Coordinated AS 5 (d12); Range AR/ST
- 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 the Actions Scores for Attack: Melee Checks.
- Lowlight Vision: If even dim Light is present, such AS candlelight or starlight, kobolds can see AS effectively AS if the area is fully lit.
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 |
Protection #
- Armor (Body) 1 Scales
Expertise #
Favored Actions #
- Bite (Attack: Melee): AS 5 (d12); Effect +2
- Spiked Shield (Attack: Melee): AS 5 (d12); on successful Attack Check gain a Benefit to Armor (Body) until the start of their next Turn
- Spear (Attack: Ranged): 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 #
- Spears (2)
- 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 | NA | 2 |
| Defenses: | 4 | NA | 2 |
| Armor: | 4 | NA | 0 |
Protection #
- Armor (Body) 4 Stone Body
Expertise #
- Attack: Ranged +2
Favored Actions #
- Lightning Soul Strike (Attack: Ranged Spirit): AS 6 (2d6); Range ST; Effect +2
- Malevolent Moan (Special): AS 7 (d6 + d8), DS Spirit Defense; Range AR; see Malevolent Moan
- Redirect Spell (Special): AS 6 (2d6); Range ST; see Spell Absorption
Powers and Abilities #
- Blink: AS a Minor Action, a menhir may disappear, then reappear at the beginning of its next Turn up to a Stone Throw away 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 causing a loss of Spirit Points. On the target’s next Turn after a successful Malevolent Moan Check, the only Action they must spend their Major Action to make a DS 8 Resilience Check against fear. The target must also use their Minor Action each Turn to move away from the menhir. These are the only actions the target may take each Turn until they succeed at the Resilience 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 automatically absorb spells cast at them using Mind-based Spellcasting Checks, taking no Effect from the spell. On its next Turn, AS a Major Action, the menhir may make a Redirect Spell Check to send the absorbed spell at the Spellcaster. 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.
Manticore #
A monster with Human face, a lion’s body, and a tail covered with spines.
Challenge Points: 35 Reaction: 5
| Body | Mind | Spirit | |
| Attributes: | 4 | 2 | 2 |
| Defenses: | 4 | 3 | 3 |
| Armor: | 1 | 0 | 0 |
Protection #
- Armor (Body) 1 Thick Hide
Expertise #
- Ambush +1, Attack: Ranged +1, Stealth +2
Favored Actions #
- Bite (Melee Attack): AS 4 (d10); Effect +2
- Claws (Melee Attack): AS 4 (d10); Effect +1
- Spines (Special, Ranged Attack): AS 6 (2d6); Range AR/ST; Effect +2; see Spines
Powers and Abilities #
- Multiple Attack Checks: The manticore may make a Bite Check, a Claws Check, and a Spines Check AS a single Major Action.
- Spines: The manticore shoots spines from its tail. It has a maximum of twenty spines. It takes 24 hours to regrow a spine after it is fired.
Gear #
- Spines: Manticore spines are used for a variety of purposes, including AS Spell Components, ingredients for potions, and in the manufacture of weapons. Each spine is worth 20 SP.
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 #
Appraise +2, Attack: Melee +1, Deceive +1, Haggle +3, Mathematics +2
Favored Actions #
- Dagger (Attack: Melee): AS 2 (d6)
- Appraise: AS 5 (d12); DS Adventure Guide sets; the merchant identifies the value of an item
- Deceive: AS 4 (d10); the merchant tricks the target, typically into believing a worthless item has value
- Haggle (Manipulate): AS 6 (2d6); the merchant convinces the target adjust the price by 10% in the merchant’s favor
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!
Mimic #
An ambush predator that grows to resemble a mundane object such AS a chest or door.
Challenge Points: 30 Reaction: 5
| Body | Mind | Spirit | |
| Attributes: | 4 | 1 | 2 |
| Defenses: | 3 | 2 | 3 |
| Armor: | 0 | 0 | 0 |
Expertise #
- Ambush +4, Attack: Melee +1, Drag +3, Harm +2, Restrain +2
Favored Actions #
- Bite (Attack: Melee): AS 5 (d12); Effect +3
- Pseudopod (Attack: Melee): AS 5 (d10); Effect +1; see Adhere
- Drag: AS 7 (d6 + d8)
- Harm: AS 6 (2d6)
- Restrain: AS 6 (2d6)
Powers and Abilities #
- Adhere: The mimic’s pseudopod, which is a giant prehensile tongue, automatically adheres to anything it strikes. The result is AS if the mimic performed a successful Grab Action against the target. The mimic may take normal Follow-on Actions, such AS Restrain, Drag, or Harm. It may release the target at will.
- Shift Form: The mimic can alter its form. It must have a source item to imitate. The change takes five days, during which time it is easily distinguishable AS a shapeshifting monster.
- Perfect Disguise: Until it attacks or some Action reveals its true nature (like trying to open a mimic shaped like a chest), the mimic is completely indistinguishable from the mundane object it imitates.
Gear #
- Mimic Jelly: The slime that coats a mimic’s tongue, if properly harvested (DS 9 Alchemy Check), makes a strong glue (DS 8 Strength Check to break). An adult mimic tongue yields doses equal to the Effect of the Alchemy Check (up to four doses).
A ritually preserved corpse brought back to unnatural life.
Mummy #
Challenge Points: 30 Reaction: 8
| Body | Mind | Spirit | |
| Attributes: | 4 | 2 | 3 |
| Defenses: | 4 | 3 | 4 |
| Armor: | 0 | 0 | 3 |
Protection #
- Armor (Spirit) 3 Magical
- Immunity (mind)
- Resistance (non-magical physical damage)
Expertise #
Favored Actions #
- Rotting Touch (Attack: Melee): AS 6 (2d6); Effect +15 (5 bludgeoning + 10 magical rot); see Rotting Touch
- Baleful Glare (Attack: Ranged Spirit): AS 7 (d6 + d8); Range ST; see Baleful Glare
Powers and Abilities #
- Baleful Glare: AS a Minor Action the mummy may make a Baleful Glare Check against one target within a Stone Throw. This is a fear-based Attack, and the target must be able to see the mummy.
- Mummy Rot: Any target that loses Body Points or Challenge Points due to the mummy’s Rotting Touch Attack must make a DS 7 Toughness Check. On a failure, the target has contracted Mummy Rot. A target suffering from Mummy Rot is unable to heal Wounds. In addition, the target’s maximum Body Points is temporarily reduced by 1 every 24 hours. If the maximum Body Points is reduced to 0, the target dies, their body turning to dust. Mummy Rot can only be cured by magical means (DS 9 to cure).
- Spiritsight: The mummy’s field of vision includes the spirit realm. The practical Benefit is the mummy can see in the dark.
Gear #
- No distinctive equipment.
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: Melee +3, Governance +3, Influence +2, Leadership +2, Ride +2
Favored Actions #
- Fine 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 people 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: | 1 | 3 | 0 |
Protection #
- Armor (Body) 1 Exoskeleton
- Armor (Mind) 3 Psychic
Expertise #
- Ambush +1, Attack: Melee +1, Grappling +1, Tracking +1
Favored Actions #
- Mandible Bite (Melee Attack): AS 6 (2d6)
- Psychic Lash (Attack: Ranged Mind): AS 5 (d12); Range AR; Effect +2; see Psychic Lash
Powers and Abilities #
- Burrow: 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 may drain the fluids of an Incapacitated target, 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 with a Psychic Lask Check. This is a Mind Attack and a success reduces the target’s Mind Points. The tail must be unfurled before making the Psychic Lash 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 Check by +1. If the supercharged Psychic Lash Check fails, the additional Effect is lost and the Challenge Points are not regained.
- Tail Furl: 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 |
Protection #
- Armor (Body) 1 Leather
Expertise #
Favored Actions #
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 #
- Javelins (3)
- Leather armor
- Orcish war axe
- 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.
Ogre #
Ogres are ten-foot-tall muscular humanoids. They are violent by nature and rumored to eat their victims.
Challenge Points: 30 Reaction: 4
| Body | Mind | Spirit | |
| Attributes: | 4 | 1 | 1 |
| Defenses: | 3 | 2 | 2 |
| Armor: | 0 | 0 | 0 |
Expertise #
Favored Actions #
- Greatclub (Attack: Melee): AS 6 (2d6); Effect +4
- Javelin (Attack: Ranged): AS 6 (2d6); Range AR/ST; Effect +3
Gear #
- Large greatclub
- Large javelins (5)
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 #
Favored Actions #
- Bite (Attack: Melee): AS 7 (d6 + d8); Effect +4
- Claws (Attack: Melee): AS 7 (d6 + d8); Effect +3
- Grab: AS 6 (2d6); grabbed
- Squeeze (Harm): AS 6 (2d6); Effect +7
Powers and Abilities #
- Multiple Attack Checks: An owlbear may make a Claws Check and Bite Check AS a single Major 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.
Roper #
A ten-foot-tall conical stone creature that looks like a cave formation when it stands perfectly still.
Challenge Points: 50 Reaction: 5
| Body | Mind | Spirit | |
| Attributes: | 5 | 1 | 2 |
| Defenses: | 6 | 2 | 3 |
| Armor: | 3 | 0 | 0 |
Protection #
- Armor (Body) 3 Stone Skin
Expertise #
- Ambush +2, Attack: Melee +1, Grapple +2, Notice +2, Stealth +2
Favored Actions #
- Bite (Attack: Melee): AS 7 (d6 + d8); Effect +13; only usable against grabbed targets within Reach
- Tendril (Attack: Melee and Grab): AS 7 (d6 + d8); Grabbed, see Tendrils
- Constrict (Harm): AS 8 (d6 + d10)
- Drag: AS 8 (d6 + d10); drag a Grabbed target to within Reach
- Restrain: AS 8 (d6 + d10); Restrain a Grabbed target
- Extrude Tendrils (Special, Body Stunt): AS 8 (d6 + d10); DS equal to the number of tendrils the roper is extruding; see Extrude Tendrils
Powers and Abilities #
- Extrude Tendrils: A roper may extrude up to six tendrils AS a single Major Action but may never have more than six extruded tendrils.
- Multiple Attack Checks: AS a single Major Action, the roper may Attack once with each weapon (each active tendril plus its bite) available to it. Tendrils that have Grabbed a target may choose to Drag, Harm, or use other actions requiring a Grabbed target.
- Perfect Camouflage: If the roper holds perfectly still it is indistinguishable from a natural cave feature.
- Slow: The Roper may move Reach Distance AS a Minor Action, but it must use a Major Action to move Across the Room.
- Tendrils: The roper uses its tendrils for locomotion and to Attack. The tendrils can Reach (and Attack) up to Across the Room. It is possible to target a tendril with a physical Attack. Each tendril has:
- 10 CP, Body Defense 8, Armor (Body 3)
- Snapping a tendril requires a DS 9 Strength Check. Destroying a tendril does not reduce the roper’s Challenge Points.
- Vibralocation: The roper “sees” by sending vibrations through the ground and air that are imperceptible except to those with appropriately enhanced senses. This ability works like echolocation, allowing the roper to operate normally in complete darkness.
Gear #
- No distinctive equipment.
Rust Monster #
A ten-foot-Long (from antennae to tail tip) insectoid monster with a clubbed tail that eats oxidated metal.
Challenge Points: 14 Reaction: 5
| Body | Mind | Spirit | |
| Attributes: | 3 | 1 | 1 |
| Defenses: | 4 | 2 | 2 |
| Armor: | 1 | 0 | 0 |
Protection #
- Armor (Body) 1 Chitinous Hide
Expertise #
- Attack: Melee +1
Favored Actions #
- Bite (Attack: Melee): AS 4 (d10); Effect +1
- Rust Touch (Special): AS 5 (d12); Range R; see Rust Touch
Powers and Abilities #
- Iron Detection: Rust monsters can automatically detect the Presence of iron and iron alloys (such AS steel) up to a Stone Throw away.
- Rust Touch: Rust monsters cause non-magical iron and iron alloys to rust by touching them with its antennae. A single touch from its antennae rusts up to a cubic foot of metal.
- To touch unwilling targets (such AS a target’s armor, weapons, or other metal equipment) requires a successful Rust Touch Check with a Difficulty Score equal to the target’s Body Defense. The Action causes no damage, but the touched item instantly rusts.
- When an item rusts, reduce the Armor (Body) of touched armor and shields by 1. If the Armor (Body) is already 0, a touch destroys it. Reduce the Action Score bonus of touched weapons by 1. If the weapon’s Action Score bonus is already 0, the weapon is destroyed.
Gear #
- No distinctive equipment.
Shambling Mound #
A large mound of animated plant matter that violently attacks any living creature it encounters.
Challenge Points: 65 Reaction: 4
| Body | Mind | Spirit | |
| Attributes: | 5 | 1 | 1 |
| Defenses: | 5 | 2 | 2 |
| Armor: | 1 | 0 | 0 |
Protection #
- Armor (Body) 1 Squishy Body
- Immunity (Electricity)
- Resistance (Cold, Fire, Heat)
Expertise #
- Ambush +1, Attack: Melee +2
Favored Actions #
Powers and Abilities #
- Electrical Absorption: Attacks based on electricity increases the mound’s Challenge Points by the Effect of the Attack rather than decreasing the Challenge Points. There is no limit to how high this may increase the mound’s Challenge Points.
- Engulf: If the mound successfully strikes a Human-sized or smaller target with both of its Slam attacks, the target is automatically engulfed. The mound can only engulf one target at a time. While engulfed, the target cannot see, hear, or breathe. At the end of the engulfed target’s Turn, they must make a DS 8 Toughness Check. On a success, the target remains engulfed but suffers no other effects.
- On a failure, the mound burrows roots into the target’s orifices and exposed flesh, and the target loses Body Points equal to the amount they rolled under the Difficulty Score. Any target killed in this fashion transforms at the start of their next Turn into a shambling mound with 30 CP. The new mound separates from the original and joins the battle.
- It is possible to cure a transformed target using magic. This is a separate Cure Challenge, with Challenge Points equal to the combined value of the target’s Body attributes. The Base Difficulty Score is 6 plus appropriate modifiers (such AS Range) and Drawbacks. The Cure Challenge can be attempted at the same time AS other characters are fighting the transformed target. If the target is defeated in combat before the cure is achieved, however, the Cure Challenge fails.
- Multiple Slam Attacks: The mound may make two Slam Checks AS a single Major Action.
Gear #
- No distinctive equipment.
Shrieker #
A ten-foot-tall mushroom that emits a terrifying shriek when approached by living creatures.
Challenge Points: 5 Reaction: 2
| Body | Mind | Spirit | |
| Attributes: | 1 | NA | NA |
| Defenses: | 2 | NA | NA |
| Armor: | 0 | NA | NA |
Protection #
- Immunity (mind, spirit)
- Favored Actions
- Shriek (Special): AS 3 (d8); see Shriek
Powers and Abilities #
- Detect Life: Through a magic sensing organ, the shrieker automatically detects the Presence of living creatures that approach within Across the Room of the shrieker.
- Shriek: The moment the shrieker detects life, it begins shrieking. This shriek can be heard up to a Bow Shot away, but only directly affects targets within Across the Room. Even if the living thing moves away, the shrieker continues shrieking for a full minute afterward.
- Any living creature that ends its Turn within Across the Room of the shrieker must make a Willpower Check with a Difficulty Score equal to the result of the shrieker’s Shriek Check. On a success, the target is unnerved but suffers no other effects. On a failure, the target loses Mind Points equal to the amount they rolled under the DS.
- A character reduced to 0 Mind Points by the shirek does not suffer a Wound. They are, however, Incapacitated until the shrieker stops shrieking.
Gear #
- Life Detector: It is possible to remove the fist-sized, fleshy, purple organ that allows the shrieker to magically detect life. Doing so properly has a Base Difficulty Score of 8. On a failure, it is destroyed. The organ will vibrate and give off a faint purple glow whenever there is a living creature within Across the Room from it. After a week, the organ decomposes and ceases to function.
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 | 1 | 5 |
| Defenses: | 5 | 0 | 5 |
| Armor: | 1 | 0 | 0 |
Protection #
- Immunity (mind)
- Resistance (Piercing)
Expertise #
Favored Actions #
- Shortsword (Attack: Melee): AS 4 (d10); Effect +2
- Shortbow (Attack: Ranged): AS 5 (d12); Range AR/BS; Effect +1
Powers and Abilities #
- Single Minded: Skeletons are animated guardians and may only perform the simple Action their creator gave them at creation. Typically, this is something like “Kill anyone who enters the tomb.” They have no free will outside of this instruction.
Gear #
- Shortbow
- Shortsword
Stirge #
Stirges are flying monsters about the size of a crow, with a Long, blood sucking protuberance for a mouth.
Challenge Points: 3 Reaction: 7
| Body | Mind | Spirit | |
| Attributes: | 1 | 1 | 1 |
| Defenses: | 4 | 2 | 2 |
| Armor: | 0 | 0 | 0 |
Expertise #
- Attack: Melee +2, Cling +5, Fly +4
Favored Actions #
- Puncture (Attack: Melee and Grab): AS 4 (d10); Effect +1; Grabbed; see Blood Drain
- Blood Drain (Harm): AS 4(d10); See Blood Drain
- Cling (Grab): AS 6 (d10); Range AR/BS; Effect +1
Powers and Abilities #
- Blood Drain: On the Turn after the stirge punctures and Grabs a target, it begins to drain the target’s blood. The target must a Toughness Check to oppose the stirge’s Blood Drain Check. If the stirge succeeds, the target loses Body Points equal to the Effect. Armor (Body) does not protect against this damage.
- Cling: Once a stirge Grabs a target, it clings to it with razor sharp claws. The stirge is only removed if the target succeeds at an opposed Strength Check against the stirge’s Cling Check.
- Swoop Attack: When attempting to puncture a victim, the stirge may use its Major Action to move up to Across the Room and make its Puncture Check. If it misses and it still has its Minor Action, it may use its Minor Action to fly up to Across the Room away. It uses this method to stay out of Reach of melee attacks, although a target may delay their Action to Attack AS the stirge flies by.
Gear #
- No distinctive equipment.
Treant #
A twenty-foot-tall animated, sentient tree.
Challenge Points: 70 Reaction: 5
| Body | Mind | Spirit | |
| Attributes: | 6 | 2 | 4 |
| Defenses: | 5 | 3 | 5 |
| Armor: | 2 | 0 | 2 |
Protection #
- Armor (Body) 1 Bark
- Armor (Spirit) 1 Magic
- Resistance (bludgeoning, Piercing)
- Vulnerability (Fire)
Expertise #
Favored Actions #
- Smash (Attack: Melee): AS 9 (d6 + d12); Reach AR; Effect +7
- Swipe (Attack: Area of Effect, Cone): AS 6 (2d6); Range AR; Width AR; Effect +4; see Swipe
- Throw Boulder (Attack: Ranged): AS 9 (d6 + d12); Range ST; Effect +10
- Grab: AS 7 (d6 + d8); target is grabbed
- Awaken Tree (Special, Spirit Stunt): AS 6 (2d6); DS 8
Powers and Abilities #
- Awaken Tree: Treants can awaken normal trees. On a successful Awaken Tree Check, the treant awakens one tree of roughly the same size AS itself. On the treant’s Turn, the awakened tree may independently attempt one of the treant’s Favored Actions except Awaken Tree using the same scores AS the treant.
- The tree cannot change position or take any other actions. Awakened trees have 35 CP and Armor (Body) 2. Like the treant, they have Resistance to bludgeoning and Piercing attacks and a Vulnerability to fire.
- The tree remains awakened until the treant releases it, it is destroyed, or the treant is defeated. The treant may repeat the Action to awaken multiple trees, but for each tree currently awakened, the treant suffers a Drawback to the Difficulty Scores for all its Action Checks.
- Multiple Smash Attacks: Treants smash their foes with their branches or rooty feet. AS a Major Action, the treant may make two Smash Checks.
- Perfect Camouflage: When holding still, the treant is indistinguishable from a normal tree.
- Swipe: Treants may make broad swipes at their foes with their branches. These powerful swipes are treated AS a Cone-shaped Area of Effect Attack with a width of Across the Room at the far end. Any target within the Area of Effect that fails to leap to safety takes damage AS indicated by the Effect of the Attack Check and is thrown a Stone Throw away. The swipe does not cause the damage, but rather the landing. The Adventure Guide may rule that targets landing on soft surfaces suffer reduced damage or no damage.
Gear #
- No distinctive equipment.
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 |
Protection #
- Armor (Body) 2 Thick Hide
Expertise #
Favored Actions #
- Club (Attack: Melee): AS 7 (d6 + d8); Effect +4
- Club Quake (Area of Effect, Cone, Takedown): AS 5 (d12); Reach AR; Width AR; see Club Quake
- Regenerate (Special): AS 5 (d12); see Regenerate
Powers and Abilities #
- Club Quake: The troll slams their club on the ground in front of it, which shakes the earth and knocks opponents off their feet. 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 Difficulty Score equal to the Club Quake Check.
- Regenerate: AS a Minor Action, the troll may make a Regenerate Check. The Difficulty Score is the Round number of the Encounter. For instance, on Round 1 it is DS 1, on Round 2 it is DS 2, and so forth. The troll regains Challenge Points equal to the Effect of the Regeneration Check, up to their starting maximum.
Gear #
- Troll-sized club
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 #
Favored Actions #
Gear #
- Sling
- Staff
Wight #
A vengeful undead monster that feeds on the life force of its victims.
Challenge Points: 25 Reaction: 8
| Body | Mind | Spirit | |
| Attributes: | 4 | 2 | 4 |
| Defenses: | 4 | 3 | 4 |
| Armor: | 1 | 0 | 1 |
Protection #
- Armor (Body/Spirit) 1 Magic
- Resistance (non-magical physical damage)
Expertise #
Favored Actions #
- Longsword (Attack: Melee): AS 5 (d12); Effect +1
- Longbow (Attack: Ranged): AS 5 (d12); Range AR/BS; Effect +1
- Terrify (Attack: Spirit): AS 4 (d10); Range Reach; spirit
- Drain Life (Special, Spirit Stunt): AS 7 (d6 + d10); Range Reach; Effect +1; see Drain Life
Powers and Abilities #
- Drain Life: The wight can drain away the life force of a target. The target must make an opposed Resilience Check against the wight’s Drain Life Check. The target loses Spirit Points equal to the Effect of the Drain Life Check.
- Humanoids that die from a Wound inflicted by the wight’s Drain Life Attack are cursed to rise from the dead 24 hours later AS a zombie. If the wight is still alive, the zombie is under the wight’s Control. Burning the victim’s body or cleansing the victim with holy magic (DS 6) will remove the curse.
- Multiple Mundane Attacks: Wights are extremely fast. They may make two Attack Checks using mundane attacks AS a single Major Action.
- Silver Weakness: Wights hate silver. Silver weapons, or a weapon coated with silver, ignore the creature’s Resistance to non-magical physical weapons.
Gear #
- Ancient Longsword
- Ancient Longbow
- Ancient Quiver (20 ancient arrows)
Will-o-the-Wisp #
An incorporeal fairy Light that leads unwary travelers to their dooms.
Challenge Points: 15 Reaction: 10
| Body | Mind | Spirit | |
| Attributes: | 1 | 2 | 4 |
| Defenses: | 3 | 3 | 6 |
| Armor: | 0 | 0 | 2 |
Protection #
- Armor (Spirit) 2 Magic
- Immunity (non-magical physical damage)
Expertise #
- Spirit Powers +2
Favored Actions #
- Beguile (Spirit Grab): AS 6 (2d6); see Beguile
- Dangerous Path (Special): AS 6 (2d6); see Dangerous Path
- Lure (Special): AS 6 (2d6); see Lure
- Obscure Path (Special): AS 6 (2d6); see Obscure Path
Powers and Abilities #
- Aversion to Holy Sites: The will-o’-the-wisp is unable to enter holy sites, and it may not use its powers against targets who are on holy ground.
- Beguile: The will-o’-the-wisp may beguile victims with its magic, taking away the victim’s will and luring them down Dangerous paths. Treat the wisp’s Beguile Check like a physical Grab Action except the target opposes the Beguile Check with a Resilience Check. If the wisp succeeds, the target is spiritually grabbed, opening it up to the wisp’s Lure, Fascinate, and Dangerous Path actions.
- While beguiled, the target feels strangely content, warm, and peaceful, regardless of their actual circumstances. They remain aware of their surroundings and may still make any Action Checks they like, although they suffer a Drawback to all Difficulty Scores. In addition, if they attempt to perform an Action the wisp opposes, the wisp may try to stop the target by making a free Beguile Check opposed by a Resilience Check. If the wisp succeeds, the character loses their Turn. If the target succeeds, they may act normally.
- The target may attempt to free itself from the wisp’s beguilement by using AS Major Action to make an Action Check using one of their Spirit attributes opposed by a new Beguile Check by the wisp. This functions the same AS a character trying to Escape a physical Grab.
- Dangerous Path: The will-o’-the-wisp may lead a beguiled character into danger, such AS luring them off a cliff or into deep water. The target opposes the wisp’s Dangerous Path Check with a Resilience Check. If the wisp wins the Opposed Check, the target stumbles into whatever danger the wisp desired. The target loses Body Points or Challenge Points equal to the Effect of the Dangerous Path Check. Armor (Body) typically reduces the Body Point loss. Either way, the target remains beguiled and are blissfully unaware of any injuries they just suffered.
- False Light: From any Distance greater than Across the Room, a will-o’-the-wisp takes on the appearance of a mundane Light of the wisp’s choosing (a torch, a campfire, or any other mundane Light source). It is indistinguishable from the mundane version of the Light until the viewer moves to within Across the Room from the wisp.
- Fascinate: The will-o’-the-wisp may cloud the mind of a beguiled target, making it impossible for the target to do anything. This is the equivalent of a physical Restrain Check. The target opposes the Fascinate Check with a Resilience Check. If the wisp succeeds, the target believes they are in a perfectly peaceful and beautiful place. They remain unaware of any outside stimulus, including physical injury.
- The target may attempt to free itself from the wisp’s fascination by using a Major Action to make an Action Check using one of their Spirit attributes opposed by a new Fascinate Check by the wisp. This functions the same AS a character trying to Escape a physical Restrain. On a success, the target is now beguiled instead of fascinated.
- Floating: Wisps do not fly. Rather, they float up to five feet off the ground or the surface of water. They may drop lower, go underwater, or float down into the ground if they choose. When moving over a surface, they may travel up to a Stone Throw AS a Minor Action. They may also fly AS high AS Across the Room AS a Minor Action, AS Long AS they end their movement inside a solid object or with a solid surface at least five feet beneath them.
- Incorporeal: The wisp may move through solid objects. It cannot be touched except by magic and magical weapons.
- Lure: The wisp may force a beguiled character to follow a path of the wisp’s choosing, AS Long AS the path is not inherently Dangerous. The target makes a Resilience Check to oppose the wisp’s Lure Check. If the wisp succeeds, the target follows the path the wisp wishes. This is the Spiritual equivalent of a Drag.
- Nocturnal: The will-o’-the-wisp may only operate between sunset and sunrise. At the first Light of day, it disappears.
- Obscure Path: When a will-o’-the-wisp is within Bow Shot of a traveler at night, and the traveler is making an Action Check to find their way, the wisp may replace the normal Difficulty Score with the result of its Obscure Path Check. The traveler may be unaware of this switch, and think they are on the right path if they rolled equal to or greater than the normal Navigation Check Difficulty Score but lower than the wisp’s Obscure Path result.
Gear #
- No distinctive equipment.
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 #
Favored Actions #
- Bite (Attack: Melee): AS 5 (d12); Effect (Body) +2
- Pack Flank (Aid): AS 5 (d12); DS 3; apply an additional Benefit to the Action Scores for the Attack Checks of other wolves in the combat
Powers and Abilities #
- Pack Attack: If more than one wolf is attacking the same target, all wolves attacking that target gain a single Benefit to their Attack Action Scores.
Gear #
- No distinctive equipment.
Wraith #
An angry ghost that hates the living.
Challenge Points: 40 Reaction: 10
| Body | Mind | Spirit | |
| Attributes: | 2 | 2 | 3 |
| Defenses: | 3 | 3 | 4 |
| Armor: | 0 | 0 | 2 |
Protection #
- Armor (Spirit) 2 Magic
- Resistance (non-magical physical damage)
- Vulnerability (blessed, holy, sunlight)
Expertise #
- Attack (Melee) +5, Draining +2, Fly +3
Favored Actions #
- Chilling Touch (Attack: Spirit): AS 8 (d6 + d12); Effect +4
- Drain Life (Special): AS 6 (2d6); Effect +12; see Drain Life
Powers and Abilities #
- Bound: Every wraith is Bound to a place or item. Every day at sunrise, the wraith must return to the Bound place or item. If the wraith is prevented from doing so, either because it is blocked from returning, fails to Reach it soon enough, or the item or place is destroyed, the wraith is permanently banished from this Plane.
- Drain Life: The wraith’s Drain Life Check is opposed by a Resilience Check. Each time the wraith causes a Wound with its Drain Life Attack, increase its Spirit score by 1. The increase raises the wraith’s Spirit Defense and the Spirit-based Action Scores by 1 and its Challenge Points by 5. There is no maximum. The increases last until sunrise.
- Fly: The wraith flies when it moves, traveling up to a Stone Throw AS a Minor Action. It can also hover in place.
- Incorporeal: The wraith may move through solid objects at will.
- Nocturnal: Wraiths may only operate between sunset and sunrise. At the first Light of day, it must return to the place or item to which it is Bound.
Gear #
- No distinctive equipment.
Wyvern #
A dragon with two legs, two wings, and a Long, pointed tail tipped by a non-venomous stinger.
Challenge Points: 55 Reaction: 5
| Body | Mind | Spirit | |
| Attributes: | 5 | 1 | 2 |
| Defenses: | 5 | 2 | 3 |
| Armor: | 0 | 0 | 0 |
Expertise #
- Attack: Melee +2, Fly +1
Favored Actions #
- Bite (Attack: Melee): AS 6 (2d6); Effect +3
- Claws (Attack: Melee): AS 7 (d6 + d8); Effect +4
- Stinger (Attack: Melee): AS 8 (d6 + d10); Reach AR; Effect +3
Powers and Abilities #
- Fly: The wyvern can fly, moving up to a Stone Throw AS a Minor Action or up to Bow Shot AS a Major Action. It cannot hover and must remain in motion when flying.
- Multiple Attack Checks: The wyvern may make two Attack Checks using two of its weapons (bite, claws, or stinger) AS a single Major Action.
Gear #
- Wyvern Stinger: The wyvern’s three-foot-Long stinger may be fashioned into a sword by a skilled smith. The resulting weapon has the base attributes of a longsword, is nearly unbreakable (DS 12 to break), and adds an extra +1 Effect (in addition to a longsword’s normal benefits) to successful Attack Checks.
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 | 5 |
| Armor: | 1 | 0 | 0 |
Protection #
- Armor (Body) 1 Breakaway Flesh
Expertise #
- Attack +1
Favored Actions #
- Bite (Attack: Melee): AS 4 (d12); Effect +3; only against Grabbed targets
- Claw (Attack: Melee): AS 4 (d10); Effect (Body) +2
- Grab: AS 4 (d10)
Powers and Abilities #
- Infectious: A character that loses Body Points from a zombie bite must make a Toughness Check with a Difficulty Score 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
MO #
Specializations #
- Deceive, Deduction, Fascinate, Knowledge (Any), Manipulate, Spellcasting (All Spells), Strength, Terrify
Favored Actions #
- Bite (Attack: Attack): AS 12 (2d6 + d10); Effect +8
- Claw (Attack: Attack): AS 10 (2d6 + d8); Effect +2
- Fire Breath (Attack: Area of Effect Fire, Line, Body Stunt): AS 13 (2d6 + d12); Range ST; Effect +7
- Terrify (Attack: Ranged Spirit): AS 6 (2d6); Range ST
- Influence (Manipulate): AS 9 (3d6); target takes whatever reasonable Action the dragon suggested
- Sense True Purpose (Special): AS 8 (d6 + d12), DS target’s 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 Physical Damage): 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).
