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Burning Sands

Campaign

Bestiary

bleybourne@gmail.com
Introduction
This document is split into Creatures (for more standard fights), Monsters (for very challenging
fights), and finally a section on how to create monsters.

Table of contents
Creatures .................................................................. 3 Ankheg ( ) .......................................................... 15
Aarakocra ................................................................. 3 Ape, Albino ( ) .................................................... 15
Apeman .................................................................... 3 Basilisk ( )................................................. 16
Bugbear .................................................................... 4 Beholder ( ).............................................. 17
Centipede, Giant ...................................................... 4 Elemental, Air (Medium) ( ) ............................... 18
Crab Spider ............................................................... 4
Elemental, Air (Large) ( )............................... 18
Crawling Claws ......................................................... 5
Elemental, Earth (Medium) ( ) ........................... 19
Gargoyle, Little ......................................................... 5
Elemental, Earth (Large) ( ) .......................... 19
Gelatinous Cube ....................................................... 6
Giant Scorpion ( ) ............................................... 20
Goblin ....................................................................... 6
Giant Spider Herd ( )..................................... 20
Green Slime .............................................................. 6
Golem, Clay ( ) .............................................. 20
Grick ......................................................................... 7
Hell Hound ............................................................... 7 Golem, Iron ( ) ......................................... 21

Humanoid, Adventurer Warrior ............................... 8 Hag, Green ( )..................................................... 21

Humanoid, Archer Elite ............................................ 8 Kobold Swarm ( ) ............................................... 22


Humanoid, Rogue .................................................... 8 Lich ( ) ...................................................... 23
Humanoid, Shaman Apprentice ............................... 9 Medusa ( ) .................................................... 23
Humanoid, Shield Knight.......................................... 9 Ooze, Black Pudding ( )................................. 24
Humanoid, Town Guard .........................................10 Psurlon, Giant ( ) ..................................... 24
Humanoid, Tribal Hunter with Pet .........................10
Roper ( ) ....................................................... 25
Humanoid, Tribal Mounted Warrior ......................11
Stirge, Swarm ( ) ................................................ 25
Humanoid, Tribal Poisoner ....................................11
Succubus ( )........................................................ 26
Mummy ..................................................................12
Vampiric Man-Bat ( ) .................................... 27
Ogre........................................................................12
Wereboar ( ) ................................................. 27
Rat, Giant ...............................................................13
Werewolf ( ) ................................................. 28
Lizard or Toad, Giant ..............................................13
Vampire, Fear .........................................................13 Zombie Gang ( ) ............................................ 28

Zombie, Ogre..........................................................14 Wizard ( ) ...................................................... 29

Zombie, Weak ........................................................14 How to create monsters .................................... 30

Monsters.................................................................15

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Creatures
The creatures in this section of the document are intended as lesser enemies, and can be encountered
in groups. Each Creature has a list of possible “reskins” that the entry could be used for, to cover a lot
more combat options – the way you describe and flavour the encounter can be wildly different, even if
you’re using much the same stats and tactics. Difficulty is rated from to . Each creature also
has a Role, which is one of the following:

• Brute: A big strong enemy, tough to take down


• Lurker: A sneaky ambush enemy who avoids a direct fight
• Soldier: Standard enemy, usually works well in a team
• Curveball: An enemy who manipulates the battlefield to change the situation in expected
ways

There are also Tactics listed for each entry. This covers Talents, Basic Attacks, and special moves
that can be employed to make a fight more interesting.

A few of the creatures presented don’t usually exist in Dark Sun (such as Bugbears), but might be used
in cross-over adventures or reskinned as Dark Sun creatures.

Aarakocra
Flying bird-man, prefers ranged weapons.
Reskin As: Archer on a flying mount, large flying bird (loses throwing attack)
Strength: 3 Armor: 0 Difficulty: 💀
Agility: 4 Role: Curveball
Wits: 2 Skills: Melee 1, Marksmanship 1, Move 1.
Empathy: 2
• Javelin Throw. Short Range. Slow Action. Agility 4 + Skill 1 + Gear 2. Damage 1.
• Flying. While at Near Range, an enemy cannot approach to Arms Length unless the enemy
is also flying.
• Fly-by Charge. As a Slow Action and Fast Action, the Aarakocra can move from Near Range
to Arms Length, make a melee attack, and then withdraw back to Near Range.
o Spear Stab. Strength 3 + Skill 1 + Gear 1. Damage 1.
• Dodge. Agility 4 + Move 1. If flying, the Aarakocra does not go Prone when Dodging.

Apeman
Dim-witted subhuman. Broad chested with iron-strong arms.
Reskin As: Big saurian, mountain berserker, sub-human tribal champion
Strength: 6 Armor: 2 Difficulty: 💀💀💀
Agility: 2 Role: Brute
Wits: 1 Skills: Melee 2, Move 2.
Empathy: 2
• Large Bone Club.
o Swing. Fast Action. +1 Damage to next Slash.
o Slash. Slow Action. Strength 6 + Skill 2 + Gear 1. Damage 2. Heavy, Blunt.
• Bite. Slow Action. Strength 6 + Skill 2. Damage 1.
Never unarmed, their canines are used in threat displays, but also work well to rip flesh.
• Grapple. Slow Action. Strength 6 + Skill 2.
Apemen can attempt crude teamwork. One will tackle an enemy while an ally clubs them to death.
• Dodge. Agility 2 + Move 2.

Bugbear
Quite strong, deceptively stealthy and good at sneaking up on adventurers. Even better with a
weapon in-hand
Reskin As:
Strength: 6 Armor: 4 (Natural) Difficulty: Gang is 💀
Agility: 4 Role: Lurker
Wits: 3 Skills: Stealth 3. Survival 1. Might 2.
Empathy: 3 Number appearing: 2d4
• Weapon attack. Slow action. Strength 6 + Weapon bonus. Weapon damage +1.
• Often attempts to perform a sneak attack on unsuspecting enemies
• Stealth: Agility 4 + Stealth 3
• Dodge. Agility 4
• Parry: Strength 6 + Large shield 2.

Centipede, Giant
These 1’ long centipedes prefer dark, wet locations. They attack with a poisonous bite that does a
small amount of piercing damage but inflicts a sickness on the defender if their body cannot handle
the toxins.
Reskin As: Giant Leech, Giant toxic worm
Strength: 2 Armor: 1 (Natural Carapace) Difficulty: Gang is 💀
Agility: 4 Role: Lurker
Wits: 0 Skills: Melee 1, Move 2, Stealth 1.
Empathy: 0 Number Appearing: 2d4
• Bite. Slow action. Strength 2 + Melee 1 + 1 per helper. 1 Weapon damage. Sickness roll with
Virulence 4.
• Grapple. Slow action. Strength 2 + Melee 1. The centipede wraps itself around one
adventurer in Arm’s Length.
• The centipedes like to crawl around on dark walls and ceilings, and leap onto unsuspecting
adventurers.
• Stealth: Agility 4 + Stealth 1.
• Dodge. Agility 4 + Move 2.

Crab Spider

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These 5’ long carnivorous spiders do not weave webs, instead preferring to crawl up walls and along
ceilings to pounce upon their prey, they can change their colours to match their environment and
have a venomous bite.
Reskin As:
Strength: 6 Armor: 3 (Natural) Difficulty: 💀
Agility: 3 Role: Lurker
Wits: 0 Skills: Move 2. Stealth 2. Melee 1.
Empathy: 0 Number Appearing: 1d4
• Bite. Slow Action. Strength 6 + Melee 1. 1 Weapon damage. Potency 3 Lethal poison.
• Crab spiders crawl along walls and ceilings and leap down on unsuspecting adventurers.
• Stealth. Agility 3 + Stealth 2.
• Dodge. Agility 3 + Move 2.

Crawling Claws
These gruesome undead hands scamper across the floor and leap onto slow adventurers.
Adventurers will find it hard to hit a monster that is around their friend’s neck.
Reskin As: Mummy Fragments, Zombie hands etc
Strength: 1 Armor: 0 (Immune to cold and poison) Difficulty: Gang is 💀
Agility: 4 Role: Soldier
Wits: 0 Skills: Melee 3, Move 2.
Empathy: 0
• Claw. Slow Action. Strength 1 + Melee 3. 1 Weapon damage.
• Grapple. Slow Action. Strength 1 + Melee 3. Leaps onto an adventurer’s neck and strangles
them.
• Dodge. Agility 4 + Move 2.

Gargoyle, Little
Small gargoyle statues have come to life. They spread their wings and swoop at you, spitting acid
slime and doing flyby slashes with their talons.
Reskin As: Hostile parrot, small annoying demon.
Strength: 2 Armor: 0 (Stone skin means maximum 1 damage from Difficulty: 💀
Agility: 4 ranged attacks). Role: Lurker or Soldier
Wits: 3
Empathy: 2 Skills: Melee 1, Marksmanship 1, Move 2. Number Appearing: 1d6
• Spit acid. Agility 4 + Skill 1. Can be dodged or parried (with a shield). If hit, does 0 damage
to Strength now, and 1 Strength damage on the target’s next turn. Acid damage will
continue until a Slow Action is spent to clean the acid.
• Claws. Slow Action. Strength 2 + Skill 1 + Gear 1 +1 per helper. Damage 1.
• Grapple. Slow Action. Strength 2 + Skill 1 +1 per helper.
Working as a flock, the pesky gargoyles all target one individual, getting stuck in their hair and
cloak. They try to trip them up so they can bite.
• Dodge. Agility 4 + Move 2.

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Gelatinous Cube
This nearly transparent gelatinous cube travels slowly along dungeon corridors and cave floors,
absorbing carrion, creatures and trash. Inorganic material remains trapped and visible inside the
cube’s body. The cube can expand to fill whatever space it occupies and relies on adventurers
walking straight into it, to be digested.
Reskin As: Not much else really
Strength: 15 Armor: 0 (Immune to cold, lightning, and Difficulty: 💀
Agility: 1 stabbing/piercing attacks including ranged) Role: Lurker/Curveball
Wits: 0
Empathy: 0 Skills: Stealth 3
• The cube moves over an unsuspecting adventurer, they must endure the damage of the gelatinous
body slamming into them, and the ongoing challenge of struggling to breathe once engulfed.
• Immobilizing attack. Slow Action. 6 Base dice. 1 Weapon Damage. On a successful attack,
the adventurer is also engulfed inside the cube’s body and must succeed an Endurance every
round or take 1 damage to strength, as if drowning. The adventurer or an ally must cause 2
damage to the cube to free the adventurer.
• Stealth. Agility 1 + Stealth 3 (They hide in plain sight)
• Dodge. Agility 1

Goblin
Clever. Small. Dangerous.
Reskin As: Gang member.
Strength: 2 Armor: 0 Difficulty: 💀 - 💀💀💀
Agility: 4 Role: Lurker
Wits: 4 Skills: Melee 1, Marksmanship 1, Move 1, Number Appearing: 2d6
Empathy: 2 Stealth 2, Insight 2, Manipulation 2.
• Help. Provide an ally with +1 dice.
Goblins will help their allies with all their actions. Working together, they aim to keep the enemy
busy, and the whole team will focus their attacks on a single enemy at a time to bring them down.
• Dodge. Agility 4 + Move 1 + Help (optional).
• Short Bow. Agility 4 + Marksmanship 1 + Gear 2. Damage 1.
• Short Spear. Strength 2 + Melee 1 + Gear 1 + Help (optional). Damage 1.
• Darkness. Goblins will seek to snuff out any light source in an area if it will help them,
because they are totally unaffected by darkness (Nocturnal talent). Creatures that don’t have
dark vision must first succeed on a Scout check before they can attack at arms length.

Green Slime
This animate, viscous green slime feeds on plants, animals and metals, including weapons and
armour. Green slime senses movements through subtle vibrations and will drop from high places
onto victims to feed, or will cling to those who step on it (It doesn’t move much apart from this).

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Reskin As: Something.
Strength: 6 Armor: 0 (Immune to slash and stab, fire does double Difficulty: 💀
Agility: 3 damage) Role: Lurker
Wits: 0
Empathy: 0 Skills: Melee 2 (sticky). Stealth 2.
• Grapple. Slow action. Strength 6 + Melee 2. If an adventurer is grappled, they take 1
automatic damage to their armour and carried weapons each round. When their armour is
broken, they start taking the damage directly to strength. If they are broken in this way,
they are digested and die instantly, no critical injury is rolled.
• Green slimes lie in wait and let adventurer’s come to them. They move at the rate of a snail and
thus, if adventurers manage to avoid the slime’s initial attack, they will be able to escape it very
easily.
• Stealth: Agility 3 + Stealth 2.
• Dodge. Agility 3.

Grick
Large snake-like worm creature with tentacles and a snapping beak.
Reskin As: ??
Strength: 4 Armor: 3 (hide) Supernatural hardiness means the Grick Difficulty: 💀💀💀
Agility: 4 takes half damage from non-magical attacks (round down). Role: Lurker
Wits: 1
Empathy: 4 Skills: Melee 2, Move 2, Scout 3, Stealth 3.
• Climb any surface. Can hang from ceiling, climb exterior walls.
• Hide in rocky terrain. +2 to Stealth checks.
• Prepared Ambush. Roll Stealth with an additional +2 bonus. Enemy group selects one
person to roll to oppose. If succeed, gets one free Slow/Fast action that can’t be dodged
• Tentacle Snatch. Slow Action, Near range. Roll Strength 4 + Melee 2. Damage 2. If hit,
then Grick pulls opponent into Arms Reach and makes an immediate Bite as a Free Action.
• Bite. Slow Action. Strength 4 + Skill 2. Damage 1.
• Dodge. Fast Action. Agility 4 + Move 2.

Hell Hound
Fire breathing demonic animal
Reskin As: Fire lizard.
Strength: 6 Armor: 3 (hide) Difficulty: 💀💀
Agility: 4 Role: Curveball
Wits: 0 Skills: Melee 3, Move 2, Scout 3.
Empathy: 0
• Bite. Slow Action. Strength 6 + Skill 3. Damage 2.
• Fire Breath. Slow Action (once per fight). Roll 10 dice for attack in cone at Near Range.
• Dodge. Fast Action. Agility 4 + Move 2.

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Humanoid, Adventurer Warrior
Resourceful, cautious.
Reskin As: Gang leader, mercenary champion.
Strength: 6 Armor: 6 (scaled leather and a cuir bouilli cap) Difficulty: 💀💀💀
Agility: 3 Skills: Melee 5, Crafting 3, Scouting 3, Lore 3, Insight Role: Soldier
Wits: 3 1, Move 2.
Empathy: 3 Talents: Path of Blade 3, Path of Shield 2, Melee
Charge 2.
• Parry with Shield. Strength 6 + Melee 5 + Path of Shield 1 + Gear 2. Can spend 1 WP to
make the Parry not count as an action.
• Parry for Friend. Fast Action, can spend 1 WP and Parry for an ally within Near Range.
• Long Sword slash. Slow Action. Strength 6 + Melee 5 + Gear 2. Damage 2. Can spend 1 WP
to ignore armor. Can spend WP to increase damage after hitting.
• Second Attack. Gets a 2nd sword attack if first attack breaks an opponent
• Charge. As a Slow Action, can move from Near to Arms Length and attack with +1.

Humanoid, Archer Elite


Strike from a hidden position. Then fade away.
Reskin As: Elf sniper.
Strength 4 Armor: 3 (studded leather) Difficulty: 💀💀💀
Agility 5 Skills: Melee 3, Stealth 3, Move 4, Marksmanship 4, Role: Lurker
Wits 3 Manipulation 2.
Empathy 2 Talents: Fast Shooter 3, Path of the Arrow 2, Executioner
2, Cold Blooded 1.
• Prepared Ambush. Roll Agility 5 + Stealth 3 + Bonus 2. Enemy group selects one person to
roll to oppose. If succeed, gets one free Slow/Fast action that can’t be dodged
• Longbow Double Shot. Using the Fast Shooter talent, your shoot is a Fast Action. Agility 5
+ Marksmanship 4 + Gear 2. Damage 2. Can spend 1 WP to ignore armor.
o Executioner talent. If your target is Broken, roll twice on the critical table and take
the worse result. You can also reverse the d6s if you choose (e.g. 16 becomes 61).
• Run and Shoot. Using the Fast Shooter talent, you move to a new zone and also attack once
as a Slow action.
• Quick Shot. Can spend 1 WP to attack with a ranged weapon without using an action.
• Dodge. Agility 5 + Move 4.

Humanoid, Rogue
Will run rather than fight, unless the odds are unfair in their favour.
Reskin As: Gang leader, thieves guild assassin.
Strength: 3 Armor: 3 (studded leather) Difficulty: 💀💀
Agility: 3 Skills: Melee 3, Sleight of Hand 2, Marksmanship 3, Role: Lurker
Wits: 3 Move 2, Insight 3, Manipulation 2.
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Empathy: 3 Talents: Path of Poison 2, Fast Footwork 2.
• Poisoned Throwing Knife. Agility 3 + Marksmanship 3 + Gear 1. Damage 1. Lethal Poison
potency 6. Then run away and wait for poison to take effect.
o (See pg. 113 for Poison explanation).
• Dodge. Agility 3 + Move 2 + Talent 1. One Dodge per turn does not cost an action.
• Dagger Slash. Slow Action. Strength 3 + Melee 3 + Gear 1. Damage 1.
• Sneak in and poison the target’s water supply.

Humanoid, Shaman Apprentice


A religious figure, or one who speaks with spirits.
Reskin As: Cultist, psion.
Strength: 3 Armor: 2 (leather rags) Difficulty: 💀💀
Agility: 3 Role: Curveball
Wits: 4 Skills: Melee 1, Move 1, Lore 2.
Empathy: 3
• Chant of Woe. A Rank 2 spell. All targets within Short range get -2 Dice to all actions until
the Shaman’s next action. GM rolls 2 dice to check for Magical Mishap. Can use this spell
once per battle.
“The shaman’s song was high pitched and frantic. I felt my knees knock and my arms grow weak.”
- Dern, mercenary.
• Prayer of Frenzy. A Rank 2 spell. Two targets within Short range Heal 1 Strength (or 1
target heals 2). GM rolls 2 dice to check for Mishap. Can use this spell twice per battle.
“Then they all got a crazy look in their eyes, and the shaman was muttering some magic to excite
them.”
• Staff. Strength 3 + Melee 1 + Gear 1. Damage 1.
• Parry with Staff. Strength 3 + Melee 1 + Gear 1 and (+2 if Punch/Kick)(-2 if Stab)(staff has
the Parrying tag).
• Shove with Staff. Strength 3 + Melee 1 + Gear 1 (staff has the Hook tag).
The shaman attempts to trip you up.

Humanoid, Shield Knight


A trained warrior in heavy armor who is skilled with a shield.
Reskin As: Heavily armored gladiator.
Strength: 5 Armor: 6 (scaled leather and a cuir bouilli cap) Difficulty: 💀💀💀
Agility: 2 Skills: Melee 3, Performance 1. Role: Brute
Wits: 2 Talents: Defender 1. One free Parry per round, not an
Empathy: 3 action, Shield Fighter 1. +1 to Parry checks, Shield
Fighter 3 (for Elite Shield Knight). +d8 Artifact dice to
Parry checks.
• Flail. Slow Action. Near range. Strength 5 + Melee 3 + Gear 1. Damage 2.
Enemies at Near range may think themselves safe and forget to reserve actions for defence

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• Shove with Large Shield. Fast Action. Strength 5 + Melee 3 + Gear 2. Can be dodged or
parried (with a shield only). On a success, the target goes Prone. Attacks against a Prone
target get +2.
• Talent: Shield Fighter 1.
• Parry with Large Shield. Fast Action. Strength 5 + Melee 3 + Gear 2 + Talent 1.
o (Optional) For an elite knight, use Talent: Shield Fighter 3 and add d8 Artifact to
Parry rolls with a shield.
• Taunt. Slow Action. Short Range. Empathy 3 + Performance 1 vs target Insight check. If
you win, they must direct their next attack against you (see Taunt, pg. 57).
The shield knight’s role is to attract attacks and deflect them. They prefer to reserve their actions for
Parry, and allow other allies to mete out damage.

Humanoid, Town Guard


Not well trained, but adequately equipped.
Reskin As: Soldier conscript.
Strength: 3 Armor: 3 (leather and a cap) Difficulty: 💀
Agility: 3 Skills: Melee 2, Insight 2. Role: Soldier
Wits: 2 Talents: Defender 1. One free Parry per round, not an
Empathy: 3 action.
• Short Spear. Slow Action. Near range. Strength 3 + Melee 2 + Gear 1. Damage 1.
Enemies at Near range may think themselves safe, and forget to reserve actions for defence.
• Parry with Small Shield. Fast Action. Strength 3 + Melee 2 + Gear 1. One Parry per round is
not an action.
• Shove with Small Shield. Fast Action . Strength 3 + Melee 2 + Gear 1. Can be dodged, or
only parried with a shield. Get the suspect into a vulnerable position, and they may surrender.
• Grapple. Slow Action. Strength 3 + Melee 2. Can be dodged or parried. If successful, the
target loses their weapon and you both go prone. The only action they can take thereafter is
Break Free (Slow). Meanwhile, you Grapple Attack (Fast) every turn to inflict 1 auto-
damage each time.
• Disarm. Fast Action. Strength 3 + Melee 2 + Gear 1. Can be dodged or parried.
• Call for help.

Humanoid, Tribal Hunter with Pet


Keep your distance and work as a team.
Reskin As: Goblin wolf-talker, eagle hunter.
Strength: 3 Armor: 3 (studded leather) Difficulty: 💀💀
Agility: 3 Skills: Melee 2, Stealth 3, Sleight of Hand 2, Move 3, Role: Curveball
Wits: 2 Marksmanship 2, Animal Handling 3.
Empathy: 3 Talents: Path of the Beast 3.
Example Pets
• Attack Bird. Strength 3, Agility 5. Move 3, Melee 3, Scout 5. Claws 1 damage. Movement 3.
Flier

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• Wolf. Strength 4, Agility 4. Move 3, Melee 3, Scout 5. Bite 1 damage. Movement 2.
• War Dog. Strength 5, Agility 3. Move 2, Melee 3, Scout 3. Bite 1 damage. Movement 2.

• Pet Actions. Spend 1 WP and the pet can attack and act on your Initiative.
o Grapple. Aim to get the enemy on the ground, so the hunter can strike easily.
o Recovery. Path of the Beast 2. Spend WP, and the pet can restore Attributes that are
Broken.
• Long Spear. Slow action. Near range. Strength 3 + Melee 2 + Gear 2. Damage 1.
• Dodge. Fast Action. Agility 3 + Move 3.

Humanoid, Tribal Mounted Warrior


Mobility and strength.
Reskin As: Junior knight.
Strength: 2 Armor: 2 (leather) Difficulty: 💀💀
Agility: 4 Role: Soldier
Wits: 3 Skills: Melee 2, Marksmanship 2, Move 2, Animal
Empathy: 3 Handling 2.
Crodlu
• Movement Rate: 2 (Open Zones) or 1 (Difficult).
• Strength 6, Agility 5, Wits NA, Empathy NA.
• Skills Move 2, Scout 3, Melee 2 (if it attacks; 8 Dice, B, 1 Damage)

• Talent: Horseback Fighter 2. You can use a short bow from horseback. You get +1 to
mounted melee attacks (included).
• When someone attacks you in melee, the attack is at -1. Or they can choose to attack the
mount at no penalty.
• Shortbow. Slow Action. Short Range. Agility 4 + Marksmanship 2 + Gear 1. Damage 1.
• Spear Throw. Slow Action. Short Range. Agility 4 + Marksmanship 2 + Gear 2. Damage 1.
• Spear Thrust. Slow Action. Near Range. Strength 2 + Melee 2 + Gear 1. Damage 1.
• Retreat. Fast Action. When an enemy is in Arms Reach, roll Agility 4 + Animal Handling 2.
If you get a success you can move to Near Range. A good idea would be to then Run as a
Slow Action to move Movement Rate zones away.
• Dodge myself. Agility 4 + Move 2.
• Dodge mount. Agility 5 + Move 2.

Humanoid, Tribal Poisoner


With simple equipment, these hunters are better suited to hunting animals than adventurers. Still,
they should not be underestimated.
Reskin As: Junior assassin, goblin sapper.
Strength: 3 Armor: 0 Difficulty: 💀💀
Agility: 3 Role: Lurker
Wits: 3 Skills: Melee 1, Marksmanship 1, Move 2.
Empathy: 3
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• Poisoned Arrow with Short Bow. Slow Action. Agility 3 + Marksmanship 1 + Gear 1. Damage
1. Plus, target must resist a Potency 6 (Strong) Paralyzing Poison.
Can also substitute Sleeping Poison or Hallucinogenic Poison.
• Gas Grenade. Slow Action. Short Range. Choose a zone within Short Range. The gas begins
to spread in this area for the remainder of the current round. On your next initiative action,
any targets still in the target zone will be affected by a Potency 3 (Weak) Hallucinogenic
Poison. The zone remains affected by the gas for 2 rounds.
• Dagger. Slow Action. Strength 3 + Melee 1 + Gear 1. Damage 1.
• Dodge. Fast Action. Agility 3 + Move 2.
• Retreat. Fast Action. If an enemy is in Arms Length, roll Agility + Move to move to Near
range. If you fail, they get a free Slash / Stab / Punch that cannot be dodged.

Mummy
Their bodies are already dead, so they are difficult to kill. Their claws can cause an infection of the
dreaded Mummy Rot disease to spread, but they are vulnerable to fire.
Reskin As: Infected zombie.
Strength: 4 (8 for purposes of HPs) Armor: 0 Difficulty: 💀💀💀
Agility: 2 Role: Soldier
Wits: 0 Skills: Melee 2.
Empathy: 0
• Shove. Fast Action. Strength 4 + Melee 2. Can be dodged or parried with a shield. A success
causes the target to go prone.
“Their strength was surprising. They beat Toby down and then descended on him with claws. The
rest of us ran.”
• Infected Claw. Slow Action. Strength 4 + Skill 2. Damage 1. To resist Mummy Rot, the
target rolls Endurance and GM rolls Virulence 4.
• Vulnerable to Fire. If Mummy takes damage from a torch or other fire source, they take an
additional +2 damage.

Ogre
Big and slow, but not as stupid as you might think.
Reskin As: Mutant.
Strength: 8 Armor: 0 Difficulty: 💀💀
Agility: 3 Role: Brute
Wits: 2 Skills: Might 3, Melee 2.
Empathy: 1
• Grapple. Strength 8 + Melee 2. Can be dodged or parried. If successful, the target loses their
weapon and you both go prone. The only action they can take thereafter is Break Free
(Slow). Meanwhile, you Grapple Attack (Fast) every turn to inflict 1 auto-damage each time.
• Large Wooden Club Swing. Fast action to get +1 damage on the next attack. The attack
would be a Slow Action; Strength 8 + Melee 2 + Gear 1. Damage 3.
• Large Wooden Club attack. Slow Action; Strength 8 + Melee 2 + Gear 1. Damage 2.

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• Parry with Large Wooden Club. Fast action. Strength 8 + Melee 2 + Gear 1.

Rat, Giant
These rats are at least 3’ long and live in refuse like their smaller cousins.
Reskin As: Wild dog, giant cockroach.
Strength: 1 Armor: 0 Difficulty: Gang is 💀
Agility: 5 Role: Soldier
Wits: 0 Skills: Melee 1, Move 1.
Empathy: 0 Number appearing: 3d6
• Bite. Slow action. Strength 1 + Melee 1 + 1 per helper. 1 Weapon damage. Virulence 2
Sickness roll.
• Giant rats can exceed the usual 3 helper limit, up to 5, as they rely on their numbers to survive.
• Dodge. Agility 5 + Move 1.

Lizard or Toad, Giant


As big as a dog, and hungry. It is not an expert jumper, but can shoot out a sticky tongue and pull
you along.
Reskin As: Big lizard, warrior with a net.
Strength: 4 Armor: 3 (rubbery skin) Difficulty: 💀💀
Agility: 3 Role: Curveball
Wits: 2 Skills: Endurance 1, Melee 2, Scouting 2.
Empathy: 2
• Bite. Strength 4 + Skill 2 + Gear 1. Damage 1.
• Tongue Pull. Slow Action. Grapple, works at Near range. Strength 4 + Skill 2 + Gear 1. If
successful, the target is Grappled and pulled to Arms Length range.
• Bite the Grabbed. A target that has been Tongue Pulled is easier to bite. Strength 4 + Skill 2
+ Gear 4. Damage 1.

Vampire, Fear
These vampires feed on fear. Their bite carries a hallucinogenic toxin that causes the victim to
experience nightmarish visions.
Reskin As: ???
Strength: 4 Armor: 2 (leather) Difficulty: 💀💀
Agility: 4 Role: Curveball
Wits: 2 Skills: Might 1, Melee 3, Move 2, Stealth 3.
Empathy: 2
• Talent: Fast Footwork 2. The vampire gets 1 Dodge per round that does not require an
action, and it is at +1.
• Dodge: Agility 4 + Move 2 + Talent 1.

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• Bite. Strength 4 + Skill 3. Damage 1.
The target must also make an Insight check. If no successes are obtained, the target takes 1
point of Wits damage on their turn, every turn. They see visions of horrific things, but can
continue to act normally. If an ally spends a Slow Action to slap them, the effect ends
immediately. If the target spends a Slow Action to clear their mind, they can re-attempt an
Insight check to end the effect.

Zombie, Ogre
Reskin As: ???
Strength: 8 Armor: 0 Difficulty: 💀💀
Agility: 2 Role: Brute
Wits: 1 Skills: Melee 2
Empathy: 1
• Dirty Claw. Slow Action. Strength 8 + Melee 2. Damage 2.
• Shove. Fast Action. Strength 8 + Melee 2. Can be dodged, or parried with a shield.
Otherwise go Prone.
• Stench. Creatures within Arms Length take a -1 penalty to actions.

Zombie, Weak
Reskin As: ???
Strength: 2 Armor: 0 Difficulty: 💀
Agility: 2 Role: Soldier
Wits: 1 Skills: Melee 2
Empathy: 1
• Dirty Claw. Strength 2 + Melee 2. Damage 2.

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Monsters
Ankheg (💀)
Attributes Strength 8, Agility 2, Wits NA, Empathy NA.
Movement 1 (can burrow, and sense movement on the surface easily)
Armor 6 (chitin hide)
Attack 1 💀 Bite. (Melee Target Strike). 8 Base Dice, 2 Weapon Damage.
Attack 2 💀 Dive. (Special). The ankheg burrows into the ground and disappears. It is below
the ground, planning its next move. The ankheg can move, undetected to another
adjacent zone, and is now ready for Erupt From The Earth (below).
Attack 3 💀 Acid Spray. (Ranged Target Strike). The ankheg squirts a stream of corrosive
yellow fluid at a target within Short range. 8 Base Dice, 2 Weapon Damage.
Attack 4 💀 Bite and Hold. (Grapple). 8 Base Dice, 1 Weapon Damage. If the attack hits, the
target is also Grappled. Ankeg has Strength 3 for purposes of Grapple.
Attack 5 💀 Tail Flick. (Single Target Force Move). 6 Base Dice, 2 Weapon Damage. If the
attack hits, the target is knocked to Short range and is prone.
Attack 6 💀 Erupt From The Earth. (Horrific Melee Target Strike). The ankheg must first
have used the Dive attack (above). The ankheg bursts from the ground in an
unexpected place and pounces onto a victim. 7 Base Dice, 2 Weapon Damage.
Damage is applied to both Strength and Wits.

Ape, Albino (💀)


Description These apes have evolved to survive in the dark, empty parts of the world and so have lost all
their pigment. They are incredibly territorial creatures and this is usually the cause of most
of their squabbles.
Number Appearing: 1d6 (2d4).
Attributes Strength 8, Agility 3, Wits 2, Empathy 2.
Movement 1
Armor 4 (Thick fur)
Attack 1 💀 Primal Fist (Melee Target Strike). The ape slams its fist into an adventurer in
Arm’s Length. The target suffers an attack with 9 Base dice, 2 Weapon damage and
is knocked to Near range, prone.
Attack 2 💀 Rock Toss. (Ranged Target Strike). The ape picks up a rock or other large piece
of debris and hurls it at an adventurer in Short range. The target suffers an attach
with 8 Base dice and 2 Weapon damage.
Attack 3 💀 Chest Drum. (Area Effect Fear). The ape rises up onto its legs and beats its chest
while letting out an almighty guttural noise. All adventurers in Near range are
targeted with a fear attack of 5 Base dice, damaging Wits.
Attack 4 💀 Ground Pound. (Area Attack (Near)). The ape repeatedly slams its fists into the
ground around it, creating difficult terrain in that zone and attacking all
adventurers in Near range with 5 Base dice and 1 Weapon damage.
Attack 5 💀 Iron Grip. (Grapple Attack). The ape rushes to an adventurer in Near range and
grabs them in its huge hand. The target is attacked with 8 Base dice and 1 Weapon

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damage. If the attack succeeds, the target is also grappled and will need to beat a
Strength 3 opposed roll to break free.
Attack 6 💀 Flurry of Fists. (Arm’s Length Multi-Attack). The ape pummels an adventurer
in Arm’s Length with its fists. The target is subjected to 2 separate attacks of 6 Base
dice and 2 Weapon damage each.

Basilisk (💀💀💀)
Attributes Strength 25, Agility 3, Wits 5, Empathy 2.
Movement 2
Armor 8
Passive Basilisk Stare
If the basilisk just glances at a creature, the only effect is a slight sensation of
pressure. If it focuses on a creature for one round, the target’s limbs become heavy,
slow, and grey. Their thoughts move like treacle. If they succeed on an Endurance
roll, they can move. If they fail, they are rooted in place, and enemies get a +2 to hit
as if they were prone.. This effect ends immediately if the basilisk looks away.

If the basilisk stares at a target for a second round, they must succeed an Endurance
roll again or be turned to stone. If they pass, they are still rooted in place (as above).
The effect has Near range. Test at the start of each round, before initiative order is
determined. The effect is not reflected by mirrors.
Attack 1 💀💀💀 Charge. (Charge). The basilisk prioritises partially petrified adventurers. It
charges at them with double its normal movement (4) and snaps its great jaws at the
target. This is an attack of 10 Base dice and 1 Weapon damage. If made of stone, the
target shatters and is devoured by the basilisk. If made of flesh, the target is knocked
prone. If the target was also surprised and not aware of the basilisk’s presence, they
also take a fear attack of 12 base dice. The basilisk can also maintain its stare while it
charges.
Attack 2 💀💀💀 Lizard Frenzy. (Area Attack (Arm’s Length)). The basilisk thrashes around
wildly and all adventurers in Arm’s Length suffer an attack of 12 Base dice and 2
Weapon damage. If they are hit, they are also knocked prone.
Attack 3 💀💀💀 Tail Strike. (Single Target Force Move). While pretending to focus its
attacks on an adventurer in front of it, the basilisk whips its tail at an adventurer
behind it, in Near range. The target suffers an attack of 9 Base dice and 2 Weapon
damage. If hit, they are knocked to Short range and are prone. If the attack misses,
the adventurer still suffers 1 damage as the tail grazes them.
Attack 4 💀💀 Bite. (Melee Target Strike). The basilisk attempts to sink its fangs into an
adventurer in Arm’s length. The target suffers an attack of 10 Base dice and 2 Weapon
damage.
Attack 5 💀💀 Tail Jab. (Arm’s Length Multi-Attack). The basilisk bites at an adventurer
twice and then unexpectedly whips its tail around for a third attack. Each attack
targets the same adventurer in Arm’s length with 6 Base dice and 2 Weapon damage.
Attack 6 💀💀 Down the Hatch. (Devouring Attack). The basilisk gobbles up an adventurer in
Arm’s length who has the highest strength. They can make a Move roll to avoid the

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beast’s maw but if they fail they suffer an attack of 8 Base dice, 1 Weapon damage and
are devoured. They then take 1 damage each round and must inflict 4 damage to break
free from inside the basilisk.

Beholder (💀💀💀)
Notes The GM can tweak the difficulty of a fight with a beholder by choosing to use the
Lesser Eye Rays attack more or less frequently.
I recommend you draw Initiative cards for each Lesser Eye, so the eyes act
intermittently during the round. At the end of the round, the beholder moves or
performs other actions.
A beholder has no reason to allow enemies to approach to Arms Length range. It
can fly and will maintain altitude if possible. A savvy party may need to use nets,
harpoons or grappling hooks to control the movement of a beholder.
Attributes Strength 12 + (3 per lesser eye x 3) = 24, Agility 3, Wits 4, Empathy 4.
Movement 1 (fly)
Armor 6 (natural)
Special Antimagic Cone. Magic does not work in front of the monster when its main eye is
Defences open. This also disables its own lesser eyes in that direction. The monster can open
or close this eye, or face in different directions easily. Assume the cone covers 1
person at Arms Length, 2 people at Near, 4 people at Short.
Special Lesser Eyes. The beholder starts with 3 lesser eyes. Each of these lesser eyes can
Weaknesses shoot a ray (Attack 1). Decide which eyes your beholder has or roll randomly. An
adventurer can target a lesser eye by taking a -3 Penalty. 3 damage destroys a lesser
eye. An eye cannot affect a target in front of the main anti magic eye if the main
eye is open.
Attack 1 💀💀💀 Lesser Eye Ray. Each round, any lesser eye not destroyed may shoot by
rolling 8 Base Dice. A ray can be Dodged or Parried With Shield.
1. Telekinesis. On a hit, the target is flung 1 zone and takes 3 base dice of
Falling damage.
2. Death / Disintegration. On a hit, the target makes an Endurance check. If
they succeed, they take 1 damage to all attributes. If they fail, they perish.
3. Paralysis. On a hit, roll Potency 10 Paralysis poison vs the targets
Endurance.
4. Harm. On a hit, the target takes 3 damage to Agility or Strength (their
choice).
5. Fear. On a hit, roll a 12 Base Dice Fear attack.
6. Slow. On a hit, the target can only take Slow Actions for 1d6 rounds or until
an ally uses an ability such as Destroy Magic to help.
7. Charm. On a hit, the target takes 3 damage to Empathy. If this breaks them,
they obey the beholder for 1d6 rounds or until an ally uses an ability such as
Destroy Magic to help.
8. Sleep. On a hit, roll Potency 10 Sleep poison vs the targets Endurance.
Attack 2 💀 Bite. (Melee Target Strike). Only when desperate or enraged. (Melee Target
Strike). 8 Base Dice, Weapon Damage 1.

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Attack 3 💀💀 Telekinetic Assault. (Area Attack, Near). The beholder throws boulders or
furniture around. Adventurers roll Move to avoid being hit by debris. If hit, roll 10
Base Dice, 1 Weapon Damage.
Attack 4 💀 Monologue. (Recovery). The beholder flies to Short range and lectures the
Adventurers about their inevitable defeat. It recovers 3 Strength.
Attack 5 💀 Mocking Laugh. (Area Effect Fear). The beholder ridicules the Adventurers at
Near range. 6 Base Dice damage to Wits.
Attack 6 💀💀 Something Falls On You. (Immobilizing Attack). The beholder breaks
something (e.g. a pillar) that falls on you. Near Range, 8 Base Dice, 1 Weapon
Damage. If the attack succeeds, they cannot move until they (or a helping ally)
succeed on a Might check.

Elemental, Air (Medium) (💀)


Attributes Strength 10, Agility 6, Wits 3, Empathy 2.
Movement 2 (fly)
Armor 6 (hard to hurt)
Attack 1 💀 Concealing Fog. (Blindness). The elemental surrounds itself in a dense fog or dust
storm for d6 rounds. Functions as Darkness, see Pg. 112.
Attack 2 💀 Whirlwind. (Grapple Attack). Roll 8 Base Dice, 1 Weapon Damage. If hits, the
target is Grappled. The elemental has Strength 3 for Grapple purposes.
Attack 3 💀 Slam. (Melee Target Strike). Roll 8 Base Dice, 2 Weapon Damage.
Attack 4 💀 Blow Away. (Aura Force Move). All adventurers within Near range are blown
away and take 5 base dice Fall damage.
Attack 5 💀 Lightning Zap. (Ranged Target Strike). A single adventurer in Short Range. Roll
8 Base Dice, 2 Weapon Damage.
Attack 6 💀 Lightning Aura. (Area Attack (Arms Length)). Targets within Arms Length
range all receive a 6 Base Dice, 1 Weapon Damage attack.

Elemental, Air (Large) (💀💀)


Attributes Strength 14, Agility 6, Wits 3, Empathy 2.
Movement 2 (fly)
Armor 8 (hard to hurt)
Attack 1 💀 Concealing Fog. (Blindness). The elemental surrounds itself in a dense fog or dust
storm for d6 rounds. Functions as Darkness, see Pg. 112.
Attack 2 💀💀 Whirlwind. (Grapple Attack). Roll 9 Base Dice, 1 Weapon Damage. If hits, the
target is Grappled. The elemental has Strength 5 for Grapple purposes.
Attack 3 💀💀 Slam. (Melee Target Strike). Roll 10 Base Dice, 2 Weapon Damage.
Attack 4 💀💀 Blow Away. (Aura Force Move). All adventurers within Near range are blown
away and take 8 base dice Fall damage.
Attack 5 💀 Lightning Zap. (Ranged Target Strike). A single adventurer in Short Range. Roll
8 Base Dice, 2 Weapon Damage.
Attack 6 💀 Lightning Aura. (Area Attack (Arms Length)). Targets within Arms Length
range all receive a 6 Base Dice, 1 Weapon Damage attack.

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Elemental, Earth (Medium) (💀)
Attributes Strength 15, Agility 2, Wits 3, Empathy 2.
Movement 1 (can walk through stone)
Armor 8 (rock)
Special If a weapon suffers Gear damage in an attack on the Earth elemental, it loses
Defences double normal durability.
Attack 1 💀 Slam. (Melee Target Strike). A single target at Arms Length range. 9 Base
Dice, 2 Weapon Damage. On a hit, the target is thrown to Near range.
Attack 2 💀 Earth Spike. (Ranged Target Strike). The elemental punches the earth and a
spike of rock shoots at a target at Short range. 8 Base Dice, 2 Weapon damage.
Attack 3 💀 Earthquake. (Area Attack (Near)). The elemental punches the earth and
everyone at Near range is shaken about. 6 Base Dice, 1 Weapon damage.
Attack 4 💀 Rain of Pebbles. (Super Area Attack). Hundreds of pellets shoot out of the
elemental towards all targets in the same zone. 6 Base Dice, 2 Weapon Damage.
Can use this attack only once per battle.
Attack 5 💀 Smack Back. (Single Target Force Move). With a fist strike, a target at Arms
Length is thrown to Short range. They are Prone if hit. 6 Base Dice, 2 Weapon
Damage.
Attack 6 💀 Rock Grab. (Immobilizing Attack). The earth moulds around the target’s feet
and locks them in place. 7 Base Dice, 1 Weapon damage. If 2 damage is inflicted on
the elemental, then the victim is freed.

Elemental, Earth (Large) (💀💀)


Attributes Strength 20, Agility 2, Wits 3, Empathy 2.
Movement 1 (can walk through stone)
Armor 10 (rock)
Special If a weapon suffers Gear damage in an attack on the Earth elemental, it loses
Defences double normal durability.
Attack 1 💀💀 Slam. (Melee Target Strike). A single target at Arms Length range. 10 Base
Dice, 2 Weapon Damage. On a hit, the target is thrown to Near range.
Attack 2 💀 Earth Spike. (Ranged Target Strike). The elemental punches the earth and a
spike of rock shoots at a target at Short range. 8 Base Dice, 2 Weapon damage.
Attack 3 💀💀 Earthquake. (Area Attack (Near)). The elemental punches the earth and
everyone at Near range is shaken about. 8 Base Dice, 1 Weapon damage.
Attack 4 💀 Rain of Pebbles. (Super Area Attack). Hundreds of pellets shoot out of the
elemental towards all targets in the same zone. 6 Base Dice, 2 Weapon Damage.
Can use this attack only once per battle.
Attack 5 💀💀 Smack Back. (Single Target Force Move). With a fist strike, a target at Arms
Length is thrown to Short range and knocked Prone. 8 Base Dice, 2 Damage.
Attack 6 💀 Rock Grab. (Immobilizing Attack). The earth moulds around the target’s feet
and locks them in place. 7 Base Dice, 1 Weapon damage. If 2 damage is inflicted on
the elemental, then the victim is freed.

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Giant Scorpion (💀)
Attributes Strength 10, Agility 3, Wits NA, Empathy NA.
Movement 1
Armor 10 (plate chitin). It is intended that adventurers need to make use of Special
Weaknesses to overcome the giant scorpion.
Special Vulnerable Spot - Eyes. The tiny eyes of the scorpion can be targeted with a -3
Weaknesses Penalty. A hit to the eyes does not benefit from Armor.
Attack 1 💀 Venomous Tail. (Paralysis Attack). 6 Base Dice, 1 Weapon Damage at Arms
Length range. Then resist a Potency 6 Paralyzing Poison.
Attack 2 💀 Pincer Bash. (Single Target Force Move). 6 Base Dice, 2 Weapon Damage at
Arms Length. On a hit, the target is moved to Short range.
Attack 3 💀 Pincer Grab. (Grapple Attack). 8 Base Dice, 1 Weapon Damage at Arms
Length. On a hit, the target is Grappled. Giant Scorpion has Strength 3 for
Grapple purposes.
Attack 4 💀 Scuttle Charge. (Area Attack, Near). 6 Base Dice, 1 Weapon Damage to all
enemies in Near range..
Attack 5 💀 Double Pincer Slice. (Arms Length Multi-Attack). Two attacks with 6 Base
Dice, 2 Weapon Damage against a single target at Arms Length.
Attack 6 💀 Pincer Slice. (Melee Target Strike). 9 Base Dice, 2 Weapon damage.

Giant Spider Herd (💀💀)


Attributes Strength 12, Agility 3, Wits NA, Empathy NA.
Movement 2
Armor 0
Special Swarm. A single attack deals a maximum of 1 damage to the herd.
Defences
Attack 1 💀💀 Web Ensnare. (Grapple Attack). 9 Base Dice, 1 Weapon Damage. On a hit,
the target is Grappled. The herd has Strength 5 for Grapple purposes.
Attack 2 💀 Pounce and Bite. (Melee Target Strike). 8 Base Dice, 2 Weapon Damage.
Attack 3 💀💀 Grab and Carry Off. (Special). A single target at Arms Length faces an 8
Base Dice attack. On a hit, the target and the herd moved within Short range.
Attack 4 💀 Venomous Charge. (Toxic Charge). A single target at Near range. 6 Base Dice,
2 Weapon Damage. On a hit, the target must resist a Potency 7 Sleeping Poison.
Attack 5 💀 Threatening Display. (Single Target Fear). Near range. 8 Base Dice.
Attack 6 💀💀 Herd Attack. (Area Attack, Near). All targets within Near range face a 7
Base Dice, 1 Weapon Damage attack.

Golem, Clay (💀💀)


Attributes Strength 16, Agility 1, Wits NA, Empathy NA.
Movement 1 (Intended to be very difficult to kill, but dumb as a brick and tireless).
Armor 8 (hard as a rock)

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Special Healed by Acid. Instead of damage, Acid causes the golem to repair itself. If
Defences terribly damaged, the golem will seek out an acid bath.
Special Vulnerable Spot - Joints. The golem’s joints be attacked with a -3 penalty. Hits
Weaknesses to the joints do not benefit from Armor.
Attack 1 💀💀 Slam. (Melee Target Strike). 9 Base Dice, 2 Weapon Damage. If hit, the
target is thrown to Near range and is Prone.
Attack 2 💀 Hasty Smacks. (Arms Length Multi Attack). Two attacks of 6 Base Dice, 2
Weapon Damage are directed at an adventurer.
Attack 3 💀💀 Berserk. (Area Attack, Arms Length). 2 Base Dice, 2 Weapon Damage to
all targets at Arms Length.
Attack 4 💀 Grab. (Immobilizing Attack). 6 Base Dice, 1 Weapon Damage. If hit, the
target cannot move until they inflict 2 Damage.
Attack 5 💀 Throw Object. (Ranged Target Strike). The golem throws a rock or nearby
object at a target at Short range. 9 Base Dice, 2 Weapon damage.
Attack 6 💀💀 Kick Away. (Single Target Force Move). 8 Base Dice, 2 Weapon damage.
If hit, the target is thrown to Short range and is Prone.

Golem, Iron (💀💀💀)


Attributes Strength 24, Agility 1, Wits NA, Empathy NA.
Movement 1 (Intended to be very difficult to kill, but dumb as a brick and tireless).
Armor 10 (hard as a rock)
Special Healed by Fire. Instead of damage, Fire causes the golem to repair itself. If
Defences terribly damaged, the golem will seek out a fire to go and stand in.
Special Vulnerable Spot - Eyes. The golem’s black gem eyes are tiny, and can be attacked
Weaknesses with a -3 penalty. Hits to the eyes do not benefit from Armor.
Attack 1 💀💀💀 Slam. (Melee Target Strike). A quick step and punch targeting an
adventurer at Arms Length. If hit, the target is thrown to Near range and is
Prone. 12 Base Dice, 2 Weapon damage.
Attack 2 💀💀 Poison Breath. (Area Attack, Near). A cloud of toxic fumes vent from the
golem, smelling of chlorine. All enemies at Near range face a Virulence 8 Lethal
Poison.
Attack 3 💀💀 Ground Stomp. (Aura Force Move). The golem pounds the ground and
attempt to knock everyone at Near range down with 5 base dice Fall damage.
Attack 4 💀💀 Cymbal Clap. (Area Attack, Arms Length). The golem’s thick arms make a
clapping motion that attempt to crush two adventurers together. 10 Base Dice, 1
Weapon Damage.
Attack 5 💀💀💀 Throw Threat. (Single Target Force Move). An adventurer within Near
range is grabbed and thrown to Short range. 11 Base Dice, 2 Weapon damage.
Attack 6 💀💀 Defensive Mode. (Special). The golem makes a weaker attack, but their
armor is doubled this round. 8 Base Dice, 2 Weapon Damage.

Hag, Green (💀)


Attributes Strength 14, Agility 4, Wits 4, Empathy 4.

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Movement 1
Armor 6 (natural)
Special • Amphibious. The hag can breathe both air and water.
Defences • Magical Disguise. Can use illusions to appear as anyone she chooses. An
Insight check with -2 penalty can see through.
Attack 1 💀 Cruel Mockery. (Single Target Fear). 9 Base Dice fear attack against a single
target. The hag cackles and ridicules their efforts.
Attack 2 💀 Claws. (Melee Target Strike). 8 Base Dice, 2 Weapon Damage. Arms Length
range.
Attack 3 💀 Mimic Ally. (Area Effect Fear). 5 Base Dice fear attack affects all enemies in
Near range. The hag assumes the appearance of one of the adventurers, and she
disguises her voice and mannerisms perfectly. The effect is unnerving - which one is
the real one?
Attack 4 💀 Invisibility. (Blindness). The effect lasts for d6 rounds. Enemies within Arms
Length can attempt a Scout check to locate the hag (does not take an action).
Ranged attackers at Near range can also attempt a Scout check, but their attacks are
at -2. Ranged attackers at Short range or further cannot attack.
Attack 5 💀 Sickening Curse. (Toxic Charge). 7 Base Dice, 2 Weapon Damage. Virulence 7.
With a muttering of a magical curse, a target at Near range feels worms in their
belly.
Attack 6 💀 Hex. (Horrific Melee Target Strike). After drawing a rune in the air, a target
within Near range suffers a 6 Base Dice, 2 Weapon Damage attack. Damage is
applied to both Strength and Wits.

Kobold Swarm (💀)


Attributes Strength 10, Agility 5, Wits 3, Empathy 2.
Movement 1
Armor 2 (soft)
Special Swarm. The monster represents several individuals. A maximum of 1 damage can
Defences be inflicted with any attack.
Special Cowardly. When reduced to 5 Strength, the swarm will attempt to flee and escape.
Weaknesses
Attack 1 💀 Bomb Throw. (Area Attack Near, with Save). A kobold lobs a smoking
explosive jar. All enemies at Near range, must make a Move roll (not an Action).
Enemies who fail this roll, take a 10 Base Dice, 1 Weapon damage attack, which
can be Dodged or Parried with Shield.
Attack 2 💀Fire At Will. (Ranged Target Strike). Several kobolds open fire at a single
target at Short range. Mechanically, it is a single attack of 8 Base Dice attack, 2
Weapon Damage.
Attack 3 💀 Flurry of Knives. (Area Attack, Arms Length). All enemies at Arms Length
range face the same attack. They can individually Dodge or Parry it. 8 Base Dice, 1
Weapon Damage.

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Attack 4 💀 Smoke Bomb. (Blindness). A kobold smashes a clay jar containing a foul
smelling chemical cloud. It lasts for d6 rounds. While active, the smoke cloud
functions as Darkness (see pg. 112).
Attack 5 💀 Net Trap. (Grapple Attack). A prepared kobold trap is triggered. A target
within Near range is attacked with 8 Base Dice, 1 Weapon damage. It the attack
hits, the target is Grappled. The net has Strength 3 for Grapple escape purposes.
Attack 6 💀 Get That One. (Arms Length Multi Attack). The kobols make 2 attacks with 6
Base Dice, 2 Weapon Damage against a single target at Arms Length. Each attack
is Dodged / Parried separately.

Lich (💀💀💀)
Attributes Strength 21, Agility 5, Wits 5, Empathy 5.
Movement 1
Armor 4 (dead flesh)
Special Rejuvenation. When the body of a lich is destroyed, it will reform slowly over 2d6
Defences days if its phylactery survives.
Attack 1 💀💀💀 Paralyzing Touch. (Paralysis Attack). The lich brushes their life-sapping
hand near a target within Near range. They must roll Endurance against a Potency
10 Paralyzing poison.
Attack 2 💀💀💀 Frightening Gaze. (Area Effect Fear). The cold gaze of death falls on all
enemies in the same zone. Roll 8 Base Dice Fear attack which damages Wits.
Attack 3 💀💀💀 Disrupt Life. (Horrific Melee Target Strike). The lich sucks the life force
from a target at Near range. Roll 10 Base Dice, 2 Weapon Damage. Damage is
taken to both Strength and Wits.
Attack 4 💀💀 Disintegrate. (Ranged Target Strike). A beam of death energy shoots at a
target at Short range. Roll 10 Base Dice, 2 Weapon Damage.
Attack 5 💀💀 Power Word Stun. (Immobilizing Attack). By speaking a Word of Power, a
target at Near range becomes disoriented. 8 Base Dice, damage is applied to
Agility.
Attack 6 💀💀 Cloudkill. (Super Area Attack). The lich does not need to breathe. It fills the
zone with deadly green gas that burns the skin. Roll 8 Base Dice, 2 Weapon
Damage. Can be Dodged, but not Parried.

Medusa (💀💀)
Attributes Strength 8, Agility 5, Wits 4, Empathy 3.
Movement 1
Armor 0
Special Petrifying Gaze. Any creature that looks at Medusa’s eyes will begin to turn to
Defences stone. Adventurers should engage her from behind or with their eyes closed or
averted (treat as Darkness, pg. 112). Adventurers who do not close their eyes must
roll Endurance against an 8 Base Dice attack. Damage is taken to Agility. If
Broken, the victim is turned to stone.
Attack 1 💀💀 Longbow. (Ranged Target Strike). 10 Base Dice, 2 Weapon Damage.

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Attack 2 💀 Snake Hair Bite. (Area Attack, Arms Length). 6 Base Dice, 1 Weapon Damage
with a Virulence 7 Paralysis poison.
Attack 3 💀 Scimitar Strike. (Melee Target Strike). 8 Base Dice, 2 Weapon Damage.
Attack 4 💀💀 Hiss of Terror. (Single Target Fear). Medusa’s black tongue flicks out as she
attempts to intimidate an adventurer. 10 Base Dice.
Attack 5 💀 Dance of Blades. (Area Attack, Arms Length). 7 Base Dice, 1 Weapon Damage.
Attack 6 💀 Seductive Call. (Special). Medusa calls to an adventurer, mocking or teasing
them in an attempt to trick them to open their eyes. The target should roll Insight
against a 8 Base Dice attack. If they fail, resolve the Petrifying Gaze effect.

Ooze, Black Pudding (💀💀)


Attributes Strength 12, Agility 1, Wits NA, Empathy NA.
Movement 1 (can climb / hang on ceiling; can squeeze through 1 inch gaps).
Armor 0
Special Immune Slashing Weapons.
Defences
Attack 1 💀 Acid Splash. (Area Attack, Arms Length). A sudden spurt of acid splashes at
those nearby. 9 Base Dice, 1 Weapon Damage.
Attack 2 💀💀 Envelop. (Devouring Attack). 8 Base Dice, 1 Weapon Damage. Target makes
a Move roll to avoid part of themselves being absorbed and stuck. If they fail, 1
point of damage every round until freed. To free an enveloped adventurer, inflict 4
damage.
Attack 3 💀 Corrosive. (Special). A jet of acid targets the weapon of an enemy at Near range.
9 Base Dice, 2 Weapon Damage. Can be Dodged or Parried With Shield. Damage is
inflicted onto the target weapon, not its wielder.
Attack 4 💀 Psuedopod. (Melee Target Strike). Part of the pudding forms a crude limb and
slams a victim at Arms Length. 9 Base Dice, 2 Weapon Damage.
Attack 5 💀💀 Split. (Special). After being attacked with a Slash, the pudding divides into
two smaller puddings. Halve the current Strength of the pudding, and round up, to
determine the Attributes of new puddings. Draw a new initiative card for the new
pudding.
Attack 6 💀 Grapple. (Grapple Attack). A target adventurer within Near range is attacked
with 7 Base Dice, 1 Weapon Damage. If the attack succeeds, they are Grappled. The
Pudding has Strength 3 for purposes of escaping Grapple.

Psurlon, Giant (💀💀💀)


Attributes Strength 16, Agility 3, Wits 5, Empathy 2.
Movement 1
Armor 0
Attack 1 💀 Tentacle Stretch. (Ranged Target Strike). Short Range, single target. 8 Base
Dice, 2 Weapon Damage.
Attack 2 💀💀 Psychic Paralysis. (Paralysis Attack). Near Range, single target. Potency 8
Paralyzing Poison vs Endurance.

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Attack 3 💀💀 Psychic Blast. (Area Effect Fear). Near Range, every target. 6 Base Dice
damage to Wits.
Attack 4 💀💀 Beam of Defiling Energy. (Ranged Target Strike). Short Range, single target.
10 Base Dice and 2 Weapon damage.
Attack 5 💀💀💀 Grappling Tentacles. (Grapple Attack). 11 Base Dice and 2 Weapon
Damage. Targets affected are also Grappled.
Attack 6 💀💀💀 Drain Lifeforce. (Single Target Fear). 12 Base Dice damage to Wits.

Roper (💀💀)
Attributes Strength 17, Agility 3, Wits 4, Empathy 4.
Movement 0 (Slow moving. It can move as an action, see below)
Armor 11
Special False Appearance. As long as it does not move or act, the Roper is indistinguishable
Defences from a normal cave formation.
Special Gravity. Hang from a high ceiling and pull targets up. Even if they manage to
Tactics escape from the grapple, the fall can tenderize them.
Attack 1 💀💀 Grasping Tendrils. (Grapple). The roper shoots 1d6 tendrils out at targets at
Short range. Each tendril targets a different enemy. 9 Base Dice, 1 Weapon
Damage. On a hit, the target is Grappled and Prone. Tendril has STR 5 for grapple
checks. Or a Might check will allow target to break free (Slow action).
Attack 2 💀 Climb. (Move). The roper moves very slowly, but can hang upside down and
walk on ceilings and walls. This movement counts as its action.
Attack 3 💀💀 Reel and Bite. (Aura Force Move). All targets currently grappled by tendrils,
are moved one zone closer to the Roper. Short -> Near -> Arms Length. Targets at
Arms Length are not moved, and instead are bitten with 9 Base Dice, 2 Weapon
damage.
Attack 4 💀💀 Tendril Thwaps. (Area Attack Near). Multiple tendrils flick and swing all
over the place. All targets at Near range face a 7 Base Dice, 1 Weapon damage
attack.
Attack 5 💀 Tendril Impale. (Ranged Target Strike). A single tendril shoots out to Short
range and attempts to spike a target. 9 Base Dice, 2 Weapon damage.
Attack 6 💀 Concuss. (Ranged Target Strike). A tendril shoots out and grabs the ankle of a
target at Short Range. The target is flung about and smacked into the wall several
times. 9 Base Dice, 2 Weapon damage.

Stirge, Swarm (💀)


Attributes Strength 8, Agility 5, Wits NA, Empathy NA.
Movement 1
Armor 0
Special Swarm
Defences The monster actually represents several individuals. Maximum of 1 damage is taken
from any incoming attack.

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Attack 1 💀 Buzzing Bites. (Malee Target Strike). The stirges smell blood and the whole
swarm targets one adventurer at Arms Length range. 8 Base Dice, 2 Weapon
damage.
Attack 2 💀 Inject Toxin. (Toxic Charge). A stirge with proboscis dripping in yellow fluid,
tries to bite an adventurer. 6 Base Dice, 2 Weapon damage attack. If hits, Virulence
7 Paralyzing poison (see pg 113).
Attack 3 💀 Cloud of Bites. (Area Attack (Near)). The swarm disperses and individuals bite
at all enemies within Near range. Can Dodge or Parry. 5 Base Dice, 1 Weapon
Damage.
Attack 4 💀 Spray of Toxin. (Paralysis Attack). A stirge squirts poison into the face of an
adventurer at Near range. They must roll Endurance against a Potency 6 Paralysis
poison.
Attack 5 💀 Bite Together. (Arms Length Multi-Attack). Two stirges work together and
both attack the same adventurer at Arms Length. Each attack is Dodged or Parried
separately. 2 attacks of 6 Base Dice, 2 Weapon Damage.
Attack 6 💀 Confusing Buzz. (Single Target Fear). The swarm buzz and confuse an
adventurer at Near range. 8 Base Dice Fear attack.

Succubus (💀)
Attributes Strength 13, Agility 5, Wits 4, Empathy 5.
Movement 1 (2 if flying)
Armor 2
Attack 1 💀 Claw. (Melee Target Strike) [True form only]. The succubus claws at an
adventurer in Arm’s Length. The target suffers an attack of 8 Base dice and 2 Weapon
damage.
Attack 2 💀 Shapeshift. (Special). The succubus turns into a small or medium sized humanoid
or back to her true form. Her stats remain the same but her appearance, size and
speed are that of the creature she has become. She will often use this OUTSIDE of
combat to trick adventurers into letting their guard down, when she will fatally kiss
them.
Attack 3 💀 Telepathy. (Special). The succubus sends thoughts of pain or suffering to any
creature she desires, regardless of range. The target suffers 8 Base dice damage to
either Wits or Empathy, her choice. She can also use this ability to read surface
thoughts and speak telepathically to others, or even dig deeper and find memories if
she has more time and is uninterrupted.
Attack 4 💀 Draining Kiss. (Special). The succubus kisses an adventurer in Arm’s Length.The
target must succeed on an Endurance roll or take 9 Base dice damage to Strength. If
broken by this, the target ages 1d10 years and may have to decrease their attributes
correspondingly or even die if their age category changes (See Player’s Handbook
Page 32).
Attack 5 💀 Charm. (Special). An adventurer in Short range must succeed on an Insight roll or
be forced to use all their actions to get within Arm’s Length of the succubus when
they next have the opportunity.

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Attack 6 💀 Devil’s moan . (Area Effect Fear). The succubus moans alluringly, drawing the
attention of all adventurer’s in Near range. Then these moans change to deathly
screams and all affected adventurers suffer a Fear attack with 5 Base dice to Wits.

Vampiric Man-Bat (💀💀)


Attributes Strength 16, Agility 2, Wits 2, Empathy 2.
Movement 1 (can fly)
Armor 4 (skin)
Special Aura of Mind Warping. (Debuff Aura). All enemies within Arms Length suffer a
Defences penalty of -1 to all actions.
Regeneration. Heals 1 point of lost Strength at the end of each round.
Attack 1 💀💀 Fear of Death. (Area Effect Fear). Roll 6 Base Dice to determine damage
taken to Wits by all enemies within Near Range.
Attack 2 💀 Rending Attack. (Melee Target Strike). 9 Base Dice, 2 Weapon Damage.
Attack 3 💀💀 Sweeping Strike. (Area Attack (Near)). Targets within Near range face the
same attack. 8 Base Dice and 1 Weapon Damage. Enemies can Dodge or Parry.
Attack 4 💀 Uppercut. (Single Target Force Move). A target is punched high. They take
Fall damage of 6 base dice
Attack 5 💀 Savage Claws. (Arms Length Multi-Attack). The monster makes multiple
attacks against a single adventurer at Arms Length range. Each attack is dodged or
parried separately. 2 attacks with 6 Base Dice, 2 Weapon Damage.
Attack 6 💀💀 Mesmerizing Gaze (Paralysis Attack). A single target within Near range
suffers a Paralyzing Poison with Potency 8.

Wereboar (💀💀)
Attributes Strength 12, Agility 4, Wits 3, Empathy 2.
Movement 1
Armor 4 (Thick fur)
Special Half damage from normal weapons
Defences
Special Double damage from silver weapons
Weaknesses
Attack 1 💀 Claw attack! (Melee Target Strike). The wereboar strikes with his long claws.
Attack with 8 Base Dice, 2 Weapon Damage (slash).
Attack 2 💀 Head throw!. (Area Attack, Arms Length). The boarman tries to throw you to
the ground with his mighty head. All adventurers within Arm’s Length suffer an
attack with 9 Base Dice, 1 Weapon Damage (blunt), prone if successful.
Attack 3 💀💀 Tusk charge!. (Ranged Target Strike). The wereboar charges forward with
his tusks. The monster moves 1 zone and attacks with 10 Base Dice, 2 Weapon
Damage (stab).
Attack 4 💀 Boar frenzy! (Recovery) The eyes of the boar begin to glow red, salvia is
dropping from his tusks. Throw 7 base dice. Every success gives it back one point of
lost Strength and one dice for the next attack.

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Attack 5 💀💀 Horrific roar! (Area Effect Fear). The wereboar screams in agony and hate.
Everyone in Near distance suffers a horror attack with 6 base dice.
Attack 6 💀 Bite of the Wereboar!. (Special). The wereboar bites you with his horrific teeth.
Attack with ten base dice (weapon damage 2). If the attack is successful, you
become infested with the curse of the wereboar. You suffer half the damage on
agility, immediately become COLD and HUNGRY. Every full moon there is a
chance to transform into a wereboar.

Werewolf (💀💀)
Attributes Strength 12, Agility 4, Wits 2, Empathy 2.
Movement 1
Armor 0
Special NIL (Depending on your version of Werewolf, you might want to add
Defences Regeneration or Hard To Kill).
Special Double damage from Silver weapons.
Weaknesses
Attack 1 💀💀 Claw. (Melee Target Strike). 10 Base Dice, 2 Weapon Damage.
Attack 2 💀 Howl. (Area Effect Fear). 5 Base Dice damage to Wits for all enemies within
Near range.
Attack 3 💀 Horrific Pounce. (Horrific Melee Target Strike). Near range. 6 Base Dice, 2
Weapon Damage. The attack damages both Strength and Wits as the primal fear
of the werewolf takes effect.
Attack 4 💀 Mighty Backhand. (Single Target Force Move). 6 Base Dice, 2 Weapon
damage. A single target within Near range is moved to Short range, and is Prone.
Attack 5 💀💀 Alpha Challenge. (Single Target Fear). The werewolf locks eyes with the
adventurer with the highest Strength within Near range. 10 Base Dice.
Attack 6 💀💀 Mad Blood Frenzy. (Area Attack, Arms Length). All targets within Arms
Length face a flurry of fur and claws. 8 Base Dice, 1 Weapon Damage.

Zombie Gang (💀💀)


Attributes Strength 12, Agility 3, Wits NA, Empathy NA.
Movement 1
Armor 0
Special Swarm. The monster actually represents several individuals. Maximum of 1
Defences damage is taken from any incoming attack.
Special Self-Harm. The zombies are hungry for blood and brains. If fresh blood or gore
Weaknesses can be spread onto the gang, they will become confused and attack themselves for
1 round.
Attack 1 💀 Grasping Hands. (Grapple). An adventurer at Near range is attacked. 8 Base
Dice, 1 Weapon Damage. If the attack succeeds, they are Grappled. The zombies
have Strength 3 for Grapple purposes.
Attack 2 💀 Bite and Claw. (Area Attack, Near). 5 Base Dice, 1 Weapon Damage against
all adventurers within Near range.

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Attack 3 💀💀 Surround. (Devouring Attack). 8 Base Dice, 1 Weapon Damage. If the
attack succeeds, the target is surrounded and will take 1 point of damage at the end
of every round until 3 damage is inflicted on the gang.
Attack 4 💀💀 Strong Grasping Hands. (Grapple). An adventurer at Near range is attacked
10 Base Dice, 2 Weapon Damage. If the attack succeeds, they are Grappled. The
zombies have Strength 4 for Grapple purposes.
Attack 5 💀 Focused Clawing. (Arms Length Multi-Attack). Several zombies all grab for
one adventurer. 2 attacks are made against the target with 6 Base Dice, 2 Weapon
Damage.
Attack 6 💀💀 Stand Up Again. (Recovery). A few zombies you thought were dead stand up
again and rejoin the fray. Recover 3 Strength.

Wizard (💀💀)
Attributes Strength 16, Agility 4, Wits 6, Empathy 3 (Strength is visualized as a force field)
Movement 1
Armor 0
Attack 1 💀💀 Blast Back. (Area Attack (Arms Length)) A shockwave throws all adventurers at
Arms Length out to Near range, and hurts them. 12 Base Dice, 1 Weapon Damage.
Attack 2 💀💀 Firestorm. (Super Area Attack). A storm of fire affects all enemies in my zone
and up to Short Range. Can be Dodged, but not parried. 8 Base Dice, 2 Weapon
Damage. Can use this attack only once per fight.
Attack 3 💀 Mind Shatter. (Single Target Fear). 9 Base Dice fear attack against the most
dangerous PC at Short Range.
Attack 4 💀💀 Missiles of Magic. (Ranged Target Strike). Short Range, 10 Base Dice, 2
Weapon Damage. Can be Dodged, or Parried With Shield.
Attack 5 💀 Chains of Energy. (Immobilizing Attack). A single target within Near range is
attacked with 7 Base Dice, 1 Weapon Damage. If they take damage from the attack,
they cannot move until they (or a helping ally) inflict 2 damage.
Attack 6 💀 Blur. (Blindness). The wizard uses a distorting illusion to make themselves
difficult to target. All attacks at Arms Length are at -2, and further range are -3 until
the end of the fight.

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How to create monsters

Decide on a Difficulty rated 💀 to 💀💀💀. This will guide you on Attributes, Defences and Attacks.
Reverse-engineering monsters from the FBL Book will not match up exactly. Nevertheless, the
guidelines will help you. Some FBL monsters are “off the charts” (e.g. Large Dragon).

Difficulty 💀 💀💀 💀💀💀
Examples Ghost, Harpies Young Abyss Worm, Bloodling, Death Old Abyss Worm,
from FBL (small group), Knight, Ent, Giant Squid, Grey Bear, Small Dragon,
Nightwarg, Gryphon, Harpies (large group), Hydra Drakewyrm, Giant,
Strangling Vine. (4 heads), Manticore, Minotaur, Troll. Hydra (6 heads), Sea
Serpent.
Attributes 10-15. 16-24. 25-40.
Defences Armor 0-6. Armor 6-10. Armor 8-12.
1 Special If low Armor, then take 1 Special 1 Special Defense.
Defense if Defense.
accompanied by
1 Special
Weakness.

Decide on Attributes. STR, AGI, WITS, EMP and MOVE. If you choose to not have Wits or
Empathy, subtract 4 points.

Decide on Defences. Armor and Special Defences.

Special Defences Examples from FBL


Incorporeal Bloodling “Incorporeal
The monster cannot be hurt by ordinary weapons. Perhaps the weapon Form”. Ghost
needs to be of a certain material. “Immaterial”.
Hard to Kill Death Knight.
Takes half damage from physical attacks.
Multi-Limbed Giant Squid. Harpies.
Decide how many body parts the monster has. Every X damage taken
by the monster removed 1 body part. It can take additional actions
depending on how many body parts remain.
Swarm Harpies.
The monster actually represents several individuals. Maximum of 1
damage is taken from any incoming attack.
Regeneration Troll.
The monster heals 1 Strength every round.
Debuff Aura
Any adventurers in Arms Length suffer a penalty to their actions.

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Harm Aura Troll.
Any adventurers in Arms Length suffer 1 point of damage to
Agility/Empathy/Wits at the end of each round.

Decide on any Special Weakness. These are fun and add interest to the fight.

Special Weakness Examples from FBL


Light sensitivity Bloodling “Sensitive to
The monster takes continual damage from sunlight or firelight at Arms Light”, Troll.
Length.
Vulnerable Spot Dragon, Giant.
The monster has a vulnerable location. Attacks against this spot are at
-3, but are extra effective (e.g. Armor is reduced).
Vulnerable to Fire Ent.
The monster takes double damage from fire.
Self-Harm Sea Serpent.
If certain conditions are fulfilled, the monster becomes confused for 1
round and can actually hurt itself.

Decide on Attacks. Choose 6 different attacks. 2-3 attacks should be from a Difficulty that is lower
than what you have chosen (except for 1 Skull monsters). Give each attack a cool name.

Description Examples from 💀 💀💀 💀💀💀


FBL
Melee Target Strike Abyss worm 8-9 Base Dice, 10 Base Dice, 12 Base Dice,
Targets a single adventurer “Hideous Bite”. 2 Weapon 2 Weapon 2 Weapon
at Arms Length range. If Bloodling “Slashing Damage. Damage. Damage.
you want, the target is Thrust”.
thrown to Near range and
is Prone.
Horrific Melee Target Nightwarg “Throat 6-7 Base Dice, 8-9 Base Dice, 10 Base Dice,
Strike Bite”. Strangling 2 Weapon 2 Weapon 2 Weapon
Targets a single adventurer Vine “Penetrating Damage. Damage. Damage.
at Near range. The target Attack”.
takes damage to both
Strength and
Empathy/Wits.
Ranged Target Strike Dragon “Fire 8-9 Base Dice, 10 Base Dice, 12 Base Dice,
Targets a single adventurer Attack”. Ent “Rock 2 Weapon 2 Weapon 2 Weapon
at Short Range. You can Throw”. Hydra Damage. Damage. Damage.
add Continual damage (e.g. “Acid Spit”.
set on fire), if you reduce
Weapon Damage.
Toxic Charge Bloodling “Going 6-7 Base Dice, 8-9 Base Dice, 10 Base Dice,
for the Jugular”. 2 Weapon 2 Weapon 2 Weapon
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Targets a single adventurer Damage. Damage. Damage.
at Near range. The Virulence 7. Virulence 8. Virulence 9.
monster jumps at them and
attacks. The attack
damages 2 Attributes and
carries an Infection or
Poison.
Single Target Fear Bloodling “Life 8-9 Base Dice. 10-11 Base 12 Base Dice.
Usually a Fear attack, Extraction”. Death Dice.
which damages Wits, Knight “Deathly
targeting a single Visions”. Ghost
adventurer within Near “Touch of Death”.
range. Undodgeable.
Area Effect Fear Abyss worm 5 Base Dice 6 Base Dice 7-8 Base
Usually a Fear attack, “Unearthly Roar”. damage to damage to Dice damage
which damages Wits, Bloodling Wits. Wits. to Wits.
targeting everyone in the “Horrible Mist”.
same Zone. Undodgeable. Dragon “Roar”.
Area Attack (Arms Bloodling 6-9 Base Dice, 10-12 Base 12 Base Dice,
Length) “Whirlwind 1 Weapon Dice, 1 2 Weapon
Targets within Arms Attack” and Damage. Weapon Damage.
Length range face the same “Double Stab”. Damage.
attack. They can Death Knight
individually Dodge or “Sweeping Attack”.
Parry it. Minotaur
“Sweeping Attack”.
Area Attack (Near) Abyss worm 5-6 Base Dice, 7-8 Base Dice, 9-10 Base
Targets within Near range “Sweeping Attack”. 1 Weapon 1 Weapon Dice, 1-2
face the same attack. They Drakewyrm “Acid Damage. Damage. Weapon
can individually Dodge or Attack”. Gryphon Damage.
Parry it. You can reduce “Whirlwind
the Base Dice and add Strike”.
Continual Damage if you
want.
Area Attack (Near), with Abyss worm “The 10 Base Dice, 12 Base Dice, NA
Save Sky Darkens”. 1 Weapon 1 Weapon
Targets all adventurers in a Damage. Damage.
zone. PCs may make a
Move roll (not an action).
If they fail, they are
targeted (and can still
Dodge).
Arms Length Multi- Gryphon “Claw 2 attacks with 3 attacks with NA
Attack Flurry”. 6 Base Dice, 2 6 Base Dice, 2
The monster makes Weapon Weapon
multiple attacks against a Damage. Damage.
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single adventurer at Arms
Length range. Each attack
is dodged or parried
separately.
Super Area Attack Dragon 6-7 Base Dice, 8-10 Base 12 Base Dice,
Targets in the monster’s “Firestorm”. 2 Weapon Dice, 2 1 Weapon
Zone and all adjacent zones Manticore “Rain of Damage. Weapon Damage.
face this attack. Can use Spikes”. Damage.
once per combat.
Devouring Attack Abyss worm NA 8-9 Base Dice, 10 Base Dice,
Target adventurer with “Devouring 1 Weapon 1 Weapon
highest Strength. They can Attack”. Damage. Damage.
make a Move roll (not an Drakewyrm 1 continual 1 continual
action). If they fail, they “Devouring damage. damage.
take an attack and are Attack”. Giant
Devoured. They take Squid “Tentacle
continual damage, but can Hug”. 4 Damage to 8 Damage to
attack from inside, and will escape. escape.
escape if X damage is
inflicted from inside.
Grapple Attack Ent “Gnarly 7-8 Base Dice, 9 Base Dice, 1 11-12 Base
Target adventurer within Roots”. Giant Squid 1 Weapon Weapon Dice, 2
Near range is attacked. If “Drown”. Grey Damage. Damage. Weapon
the attack succeeds, the Bear “Bear Hug”. Strength 3 for Strength 3 for Damage.
target is Grappled. Sea Serpent Grapple Grapple
“Deathly purposes. purposes.
Embrace”.
Aura Force Move Abyss worm “The 1d6+3 Fall 2d6m Fall 2d6+5m Fall
Targets in the same zone as Ground Shatters”. damage. damage. damage.
the monster take Fall Dragon “Wind”.
damage and are Prone. Wyvern “Fall from
the Sky”.
Single Target Force Death Knight 6 Base Dice, 2 8 Base Dice, 2 11 Base Dice,
Move “Dead Mans Weapon Weapon 2 Weapon
A single target within Near Hand”. Giant Damage. Damage. Damage.
range is moved to Short “Cannonball”.
range. They take damage
from the listed attack, and
are Prone.
Paralysis Attack Death Knight Potency 6 vs Potency 8 vs Potency 10 vs
A single target within Near “Crippling Cold”. Endurance. Endurance. Endurance.
range suffers a Paralyzing Strangling Vine
Poison with the listed “Spore Attack”.
Potency (pg. 113).

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Immobilizing Attack Ent “Hug”. 6-7 Base Dice, 8 Base Dice, 1 10-12 Base
Similar to Devouring 1 Weapon Weapon Dice, 1
Attack, but no Continual Damage. Damage. Weapon
damage. Damage.
A single target within Near 2 Damage to 4 Damage to
range is attacked. If they escape. escape. 6 Damage to
take damage from the escape.
attack, they cannot move
until they (or a helping
ally) inflict X damage.
Blindness Giant Squid “Black
The monster surrounds Fog”.
itself defensively. The
effect lasts for d6 rounds.
See Darkness effects on pg.
112.
Recovery
The monster spends an
action healing itself 3
Strength.

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