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Chapter 11: Antagonist

This chapter presents a collection of creatures, from mundane HOSTILE: A hostile (or enemy) creature wants you dead of
animals to otherworldly demons. They can appear in your chronicle suffering. It will attack to kill, incapacitate or to imprison your
as enemies or allies, hampering or helping your personal and character to torture it or eat it latter.
fellowship goals. Antagonists are usually separated in three
categories: Adversaries, Rivals and Nemeses. UNFRIENDLY: An unfriendly creature wants you ill, broken,
unsuccessful, disgraced, shamed, dishonored, condemned, etc.
INDIFERENT: An indifferent creature doesn’t desire anything good
ADVERSARIES or bad to your character. They have other priorities. The majority of
NPCs fall in this category when first encountered.
They are the majority of NPC antagonists. They range from the street
thug or city watch to the bandit-gang boss or army captain. They can FRIENDLY: A friendly creature wants your wellbeing, friendship
also be simple, non-combatants, like the local peasants, artisans, and happiness. Although a friendly creature will not harm itself or
merchants, nobles, and sages. The majority of all Adversaries have confront a mortal danger, it can help you in safe and indirect ways.
no special action (see below) and follow the regular rules of conflict HELPFUL: A helpful creature will fight for your life, defend you
described in chapter 8. However, some may have one or two against even mortal dangers, like a parent defending its children. This
Reactive Actions at their disposal to surprise the player characters. attitude is very rare.

RIVALS
CREATURE TYPES
They are the crime syndicate bosses, the merchant guildmaster, the
royalty members of the court, the Church Bishops, the Order All creatures descripted here are separated in categories that are used
Magisters, the barbarian tribes war chiefs and their senior witches. A by several magical and talent rules. For example, you cannot charm a
combat scene against a Rival should not take less than 10 combat demon, because a demon isn’t a humanoid (although it has two legs,
rounds, with player character expending more than half their two arms, a trunk and a head – usually).
resources even with previous preparation. The Rival should always
have Adversary minions to protect him or her, maybe allowing its Some creature types have subtypes, or variations of the same
escape to fight another day. Rivals have special Reactive Actions category – like humanoids (ogres) and humanoids (dwarves).
and, if encountered inside their Lairs (or base of operations) it can Sometimes, an item, talent or spell may affect only a creature subtype
also have one Lair Action. specified in its description. For example, a sword enchanted to kill
demons will not deliver its magic against a faerie or undead, even all
three creatures been classified as Outsiders.
NEMESES ABOMINATIONS: The Abomination category covers all the
thoroughly corrupted blight beasts, demons, and creatures terrorizing
They are the huge monstrosities from Davokar, the mighty dragons, the Davokar region. Particularly sensitive creatures – such as children
the corruptive abominations, the powerful Order Archwizards, the and animals – react with instinctive dislike towards abominations,
fanatical Church Archbishops, the influential Queen of Korinthia, or even if they appear mundane. Others can make a Hard Insight
the mysterious winter elves of Symbaroum ruins. Nemeses should be Check to notice the reaction of said children or animals. Also, note
confronted by player character only at the end of a chronicle, in the that blighted and stigmata creatures recognize each other’s darkness
climax of the story. A combat scene with a Nemeses should not take and will normally not attack one another. A blighted (or more
less than 15 rounds, with one or more player character disabled or corrupted) creature can make a Hard Persuasion (Intimidation)
dead. Additional enemies or allies should enter the scene and one or Check to affect an abomination’s behavior, for instance making it
more secrets revealed that turn the tide of the combat. Humanoid leave the individual and their fellow travelers alone.
Nemeses can have several Adversaries and at least one Rival to
protect it; while monstrous Nemesis are usually strong and powerful ANIMALS: The Animals category covers all mundane animals,
enough to protect themselves alone. Nemeses have more than one wild, tame or domestic. The category covers both predators and
Reactive Actions. If encountered inside their Lairs they will have herbivores from simple birds, rats and dogs to wolves, bears and
Lair Actions as well. Finally, Nemeses have access to Legendary mountain tigers.
Actions (see below).
BEASTS: Beasts are non-humanoid creatures that are a natural part
of a fantasy ecology. Some have magical powers; most are
ANTAGONIST ATTITUDES unintelligent and lack any cultural society or language. Most are the
crossbreed of mundane animals with magical creatures from The
When a character encounter an NPC, its attitude is defined by the Faerie Realm. They are closely connected to the wild and untamed
GM according to the scene and story. Below are the roughly nature, be it in the form of the forest of Davokar, the valleys of the
categories of NPC Attitudes that may help to define and standardize Ravens, or the courses of the rivers. Cunning creatures like the spider
the attitudes of NPCs when players want to affect them with abilities monsters are also included in the Beast category – while they have an
of spells. intellect close to that of cultural beings, they are still fundamentally
driven by instinct.
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CONSTRUCTS: Constructs are made, not born. Some are


programmed by their creators to follow a simple set of instructions,
while others are imbued with sentience and capable of independent REACTIVE ACTIONS
thought. Dwarves, although made and not born, have free will and an
Rivals and Nemeses have a special selection of Reactive Actions
artificially, magically brewed soul, thus being considered humanoids.
beyond the usual Reactive Actions available to any character from
DRAGONS: Dragons are large intelligent and magical reptilian Chapter 8. They can be activated when some specific trigger occurs
creatures of ancient origin and tremendous power. Fortunately, the and usually spend a Support or Free Action to perform. Those
are rare. triggers are described in each Reactive Action description below.

HUMANOIDS: This category includes the world’s more or less A NEW MIRROR: When one of its mirrored images is destroyed,
intelligent, community-building, cultural creatures – such as humans, the creature can restore it in the next round.
elves, changelings, ogres, goblins, and so on. They have few features
ACROBATIC FIGHTER: When attacked by a melee or ranged
in common, other than that they organize themselves socially and
weapon, this creature can make a Hard Agility Check and add its
develop different cultures depending on where they are located.
number of successes to the successes of its Defense Check against
Humanoids can have monstrous features, but if so they are linked to
the attack.
their origin rather than the category.
BATTLE WIND: When an attack hits this creature, it receives 1D4
OUTSIDERS: There are more creatures living in other realms than
Potence points before it takes damage. These points can surpass the
in the Mundane Realm. The most common outsider found in mortal
maximum Potence Score of the creature for 1 minute.
lands are natural from the Shadow Realm (like spirits), Faerie Realm
(like sentient plants and the fey), from The Elemental Chaos (like BLEAK SCREAM: When this creature takes damage, it lets loose a
Elementals), and from Infernum (like demons). scream that darkens every other creature’s heart. Each other creature
within medium-range from the creature that is not deafened must
 Demons: Also called Daemons, these dark, sinister, hateful and
pass on a Hard Discipline Check or take 1D3 Intellect Damage
diabolical creatures come from the ravaged realm of fire and
(Confusion).
shadows called Infernum (or Yonderworld). They are magically
powerful and hungry for humanoid souls. BLOOD DRINK: If this creature has a victim grappled, it inflicts 1
 Elementals: Some creatures of this type are little more than piercing damage to the victim; plus 1 Fatigue Damage and 1
animate masses of their respective elements, including the Corruptive Damage per round.
creatures simply called elementals. Others have biological forms
infused with elemental energy. BID TO ACTION: When an enemy turn ends, this creature can call
 Faeries: Magical creatures from the Realm of Faeries. They are out a command, allowing an allied creature that can see and hear the
diverse as the dreams and legends told by common folk to scare command to take the turn next, rather its own on initiative order.
children. From the tiny and agile sprites to the prankster fauns, They cannot have already acted this round and this effect ends when
enthralling nymphs, wise treants, mischievous giant spiders, and their turn ends.
mysterious fey people – elves and changelings. Magical plants BLIGHTED HORNS: When an enemy comes into reach, this
that are not only sentient but also have some degree of creature can rake it with its slime-covered horns. The other creature
intelligence and free will are also considered Faeries. Most of must pass on a Challenging Defense Check or gain 1D3 Physical
them are ambulatory, and some are carnivorous. Deadly flora are Damage (Piercing) plus 1D4 Corruptive Damage.
natural from the Faerie Realm and are frequently mentioned in
many expedition chronicles. Barbarians and witches are well BODY SLAM: When an enemy comes within reach, this creature
aware of the threats which grow and blossom, and as more and can slam into the other creature with its body. The target must pass
more treasure hunters venture deeper into Davokar, these horrors on an Opposed Athletics Check or take 1D3 Physical Damage
are becoming increasingly evident to Ambrians as well. (Bludgeoning) and be shoved, becoming prone.
 Undeads: The once-living creatures brought to a horrifying state
BROAD ANTLERS: The wild tangle of the creature’s antlers
of undeath through the practice of necromantic magic or some
provides natural cover against ranged weapons. When attacked, it
unholy curse. The Undead sub-category covers both spirits and
twists unnaturally, placing the thorny antlers in the path of the
walking corpses. Spirits are creatures without physical bodies,
missile. Apply a -1D6 penalty on attacker Ranged Combat Skill
while walking corpses are spiritually empty dead bodies
Check.
animated by dark magic or possessed by incorporeal entities
from the Shadow Realm. CRUSHING EMBRACE: When a grappled creature attempts to
escape and fails, this creature can squeeze it to do 1D3 Physical
PHENOMENA: The term Phenomena is used to describe a large Damage (Force).
number of beings which scholars find hard to classify in any other
category. In many cases it can actually be difficult to determine DEATH BLOW: When this creature is reduced to 0 hit points it
whether they are beings at all, and not a hateful place or a climate splays out its claws in a death seizure. If the attacker is still Engaged,
condition; indeed, the strangest of these occurrences are best make a melee attack roll against the attacker with -2D6 penalty.
described as poisonous and contagious states of mind, rather than
DISAPPEAR: When an enemy makes an attack against this creature
physical manifestation.
it can briefly disappear from sight, providing -2D6 penalty on the
enemy’s attack roll if the creature uses sight to target its attacks.
DODGER: When attacked by melee or ranged weapons, this
creature adds +2D6 on its Defense Skill Checks.
ANTAGONISTS SPECIAL ACTIONS
FADE: When attacked, the creature shifts itself towards the Shadow
Antagonists have special actions that can be performed, at GM Realm, taking only half damage from the attack.
discretion, to rise the tension of a combat scene.

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FLARE: When another creature makes an attack against this creature SUDDEN STRIKE: When an enemy comes within reach of the
it can briefly become much brighter, providing -2D6 penalty on the creature, it can make a melee attack as long as it is not grappling
attack roll if the other creature uses sight to target its attacks. another victim with that attack method.
FLOWING BODY: When attacked, the damage is reduced by half, SUDDEN TOUCH: If another creature moves within reach, this
rounding down, minimum 1. creature makes a melee attack.
HARDEN BODY: Immediately after an attack, this creature TAIL-ATTACK: When another creature comes within reach of this
develops Damage Resistance 2 against the same damage type. creature, it can swipe its tail at that creature. That creature must pass
on a Hard Agility Check or be knocked prone.
INSTINCTUAL SHOT: If an enemy at medium-range uses its
movement, this creature may make a ranged weapon attack at that TWO-HANDED FORCE: If this creature misses an attack, it can
creature. use its reaction to reroll the attack.
INTIMIDATE: When it detects the presence of another creature, UNCANNY DODGE: When another creature damages it, this
this creature can stand on its hind legs and attempt to intimidate any creature can choose to reduce the damage by half.
creatures that can see and hear it. Such creatures must on a
Challenging Discipline Check or take 1D3 Morale Damage (Fear). WILD SWING: If another creature comes into this creature’s reach
On a success, the target is immune to the effect for 24 hours once it is it can make an unarmed attack with -2D6 penalty on the dice roll.
successful.
ISSUE COMMAND: This creature can direct an allied creature that
it can see within medium range to focus its efforts on a single target,
LAIR ACTIONS
adding +1D6 on attack rolls against the chosen target. Rivals and Nemeses encountered inside their Lairs (like its
homebase, castle, base of criminal operations, dungeon complex,
NIBBLE ARM LOCKS: If this creature has a victim grappled, it
nest, laboratory, church, etc.) have access to Lair Actions; special
can make a unarmed attack against that target.
effects or events triggered in combat scenes to protect its master from
PARRY: The creature adds half its Melee Combat Skill Ranks invaders.
(rounding down) as bonus dice to its Defense Check. To do so, the
creature must see the attacker and be wielding a melee weapon.
COLD AIR: If this creature is within its territory, it can, on initiative
POLEARM MASTER: This creature can make an attack against an
count 20 (losing all ties) cause the air to become deadly chill. Other
enemy that enters its reach.
creatures in the area must pass on a Challenging Athletics Check to
POUNCE: When an enemy comes within Short Range from this avoid the Freezing Condition. The creature can spend a Support
creature, it can leap forward at the enemy creature and make a single Action each round to reinforce the cold, demanding a new Athletics
melee attack. Check from all creatures again. This creature cannot use this lair
action if it is incapacitated or otherwise can’t take actions. If
PREEMPTIVE ATTACK: When a creature comes within weapon surprised, it can’t use it until after its first turn in the combat.
reach, this creature can make a melee attack.
COLLAPSE: If this creature is within its territory, it can, on
RETALIATE: When an enemy within its reach does damage to the initiative count 20 (losing all ties) cause an area of tunnel or ground
creature, it can make a single melee attack in response. to collapse. The area is short-range zone up to medium-range
RETALIATORY CHARGE: When an enemy comes within reach, distance from the Nemeses. Targets in the area must pass on a Hard
this creature can crush the enemy between its body and the ground. Agility Check to avoid falling into the hole and take 4 Physical
The other creature takes 12 Physical Damage (Force) and is prone. Damage (Force) damage points. If inside a tunnel, each other
creature within a short-range zone, and up to medium range distance
ROLL OVER: When an enemy comes within reach, this creature from the Nemeses, takes 8 Physical Damage (Force); becoming
can crush the enemy between its body and the ground. The creature Restrained. This creature cannot use this lair action if it is
takes 8 Physical Damage (Force) and is prone. incapacitated or otherwise can’t take actions. If surprised, it can’t use
it until after its first turn in the combat.
ROOT TRAP: If a target comes within Engaged Range from this
creature, it can grapple the target if the victim fail on a Hard Agility IRRITATION: If this creature is within its territory, it can, on
Check. initiative count 20 (losing all ties) release an irritant gas into the air.
Certain creatures may be immune to the irritant (GM’s discretion).
SIDESTEP: This creature can immediately Retreat when an enemy Other creatures must pass on a Challenging Athletics Check at the
comes from Short to Engaged Range without provoking a Free start of each turn. On a failure, the character becomes Poisoned (as
Attack. the Condition) until the beginning of its next turn. This creature
STRETCHING WHIP: If an enemy enters this creature’s reach cannot use this lair action if it is incapacitated or otherwise can’t take
with its whip, it can make a single attack with the whip against that actions. If surprised, it can’t use it until after its first turn in the
enemy. combat.

STOMP: If this creature passes through an Engaged Range zone STRANGE VAPORS: The area where this creature lairs is
from another creature, it can make a melee attack against that surrounded by thick, hallucinating fog and strange echoes. On
creature. initiative count 20 (losing all ties) each target within medium-range
from this creature must pass on a Challenging Discipline Check each
SUBDUE: If this creature successfully hits a Medium or smaller round or receive a -2D6 penalty on attack rolls and skill checks. This
creature with its weapon, it can Shove that creature making it become creature cannot use this lair action if it is incapacitated or otherwise
prone. can’t take actions. If surprised, it can’t use it until after its first turn in
the combat.
SUDDEN LUNGE: If an enemy misses its melee attack, this
creature can lean into the target and make a melee attack.

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UNSTABLE GROUND: If this creature is in its lair, it can, on CHARGE: If the creature spend at least one Support Action moving
initiative count 20 (losing all ties) cause the ground to become toward a target and then hits it with a melee attack on the same turn,
unstable, and the area within medium range from this creature the target takes an extra 1 point of Physical Damage. If the attack
becomes a difficult terrain, increasing all movement in one additional fails, the target gets a Free Attack against the charger.
Support Action. This creature cannot use this lair action if it is
incapacitated or otherwise can’t take actions. If surprised, it can’t use CHEAP SHOTS: This creature is well versed in back-alley fighting.
it until after its first turn in the combat. Its unarmed strikes do +1 bludgeoning damage.
COMBAT MAGIC EXPERT: This creature generate spells with +1
damage. Alternatively, skill checks to resist its spells increase in one
LEGENDARY ACTIONS difficulty category.

Nemeses have a special selection of abilities called Legendary CRUSHING HAMMER: On a successful attack, this creature can
Actions that allow incredible combat maneuvers, powerful magical choose to cause 10 points of Sundering Damage on the target’s shield
effects and deadly attacks. Nemeses can activate these legendary (if it has one).
actions inside or outside their Lairs. CUMBERSOME. This armor is unwieldy, and the creature has -2D6
ADDITIONAL MAIN ACTION: The creature can perform an on all physical action checks while wearing it.
additional Main Action in the same round but on a different (5 points CUNNING ACTION. On each of its turns, the creature can use a
higher or lower) initiative number. Free Action to take the Positioning or Run/Walk action. It also can
ADDITIONAL SUPPORT ACTIONS: The creature can perform perform a Retreat as a Support Action.
two additional Support Actions in the same round but on a different DISTRACT: The creature receives +2D6 to perform the Assist,
(5 points higher or lower) initiative number. Disarm and Feint Actions.
CLUSTER: The swarm surrounds the head of a creature, causing DUELING STYLE: This creature adds +1 to its damage with a
that creature to be blinded until the swarm moves away or is melee weapon.
destroyed.
EVASION: If this creature is subjected to an effect that allows it to
COMMAND: This creature can select another allied creature which make a skill check to take only half damage, it instead takes no
takes its turn next, instead of at its normal initiative count. This damage if it succeeds on the skill check, and only half damage if it
creature receives +2D6 on attack and defense rolls until the fails.
beginning of the commander creature next turn.
EXPERTISE [Skill]: This creature has +2D6 on one or more
DEFEND: Attacks against this creature have -2D6 penalty until the specified skills.
beginning of the creature’s next turn.
HUNTER’S INSTINCT: This creature can use its Free Action to
EARTHQUAKE: This creature shivers its body, sending waves mark one creature as its chosen target. The first time it does damage
through the earth. Each creature must pass on a Hard Agility Check to the target, it does +1 bonus damage. It can use its Reaction when
or take 4 Physical Damage (Force) and become prone. On a success, the target moves to make a ranged weapon attack.
the creature takes half damage. Each structure in the area takes
double damage automatically. INSPIRE. The creature chooses one allied creature that shares a
language with it and can hear the creature. The creature speaks
RECHARGE: This creature automatically recharges another feature encouraging words to it, giving it +1D6 on Skill Checks until the end
that have a limited number of charges or uses per day. of the target’s next turn.
LOREKEEPER: The creature can make a knowledge skill check
(like nature, religion, politics or mysticism) to gain clues about some
FEATURES & TRAITS ancient secret or hidden knowledge.

The following provides a list of several antagonist features and MAN-AT-ARMS: This creature armor has its armor dice improved
monster traits, special attacks, reactions and racial features. You can in +1. It can don or doff armor in half the regular required time.
use this list to help customize a creature, create a new one, or modify MAUL: If this creature has a Engaged target grappled, immobilized,
an existing threat to make a new challenge for your players. restrained, distracted or unconscious at the beginning of its turn, it
receives +2 physical damage bonus on a successful attack.

ANTAGONIST FEATURES MEDICAL KNOWLEDGE: The creature has +2D6 on Medicine


Checks.
ALCHEMIST: This creature is trained in the use and manufacture
of alchemical products. MEDICUS: If the creature binds a creature’s wounds, that creature
gains +2D6 on its next Death/Madness Roll.
ARCHERY STYLE: This creature has a +2D6 to attack rolls with
ranged weapons. NIMBLE ESCAPE: The creature can take the Retreat or Brake
Free actions as a Support Actions.
ARCHIVIST: The creature has +2D6 on Awareness Skill Checks
while researching in archives and libraries. NOISY: While wearing its armor the creature has -2D6 on Stealth
Checks.
BACKSTAB: The creature deals an extra 1D4 Physical Damage
when it hits a target during a Surprise attacks. The target must be at OFF-HAND ATTACK: This creature can use Free Action to make
short or closer range, distracted, surprised, immobilized or a second attack at the same round, using a light or throwing melee
unconscious. weapon held in its off hand.

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ORDERLY WITHDRAWAL: This creature can perform a Retreat ANCIENT MAGIC: This creature can cast 1st Circle Spells without
Action, moving away from an Engaged enemy without provoking a gaining Corruptive Damage.
Free Attack from it.
AQUATIC: The creature breathes only below water. Once outside
RETREATING. If this creature starts its turn with half its maximum its environment, it starts to Suffocate.
Potence Score or fewer, it must pass on a Challenging Discipline
Check or spend its turn retreating from the combat. ARMORED CARAPACE: Most of this creature’s body is protected
by a carapace made of minerals extracted from the rock. Another
SHIELD FIGHTER: If this creature makes a successful attack roll, creature can aim for a patch of exposed
it can spend a Support Action to slam the target with its shield (if
any). If the target is a Medium sized creature or smaller, it must pass flesh by taking -2D6 on the attack roll.
on a Challenging Athletics Check. On a failure, this creature is ARTIFACT SENSE: This creature can sense the presence of
shoved or become prone (GM decides). magical objects, up to 1 kilometer away.
SIEGE EXPERT. The creature is trained in siege equipment and its BESTIAL: This creature has -2D6 on any skill check related to
attacks do double damage against objects and structures. social interactions. However, it has +2D6 on Persuasion checks used
SNEAK ATTACK. This creature deals an extra 3 points of Physical to intimidate other creatures.
Damage when it hits a distracted, surprised, immobilized, or BLINDSIGHT: The creature can see in total darkness and through
unconscious target. It also applies to targets Engaged in melee smoke or gas that blocks natural and Darkvision.
combat with an ally of this creature that isn’t incapacitated.
BLOOD DRAIN: If this creature is successful with its bite attack, it
SPELLCASTING. This creature is trained in one type of can immediately use a Free Action to do 1D3 Necrotic Damage to
spellcasting (enchantment, sorcery, theurgy, witchcraft or wizardry). the creature.
Choose spells from the appropriate list.
BLOOD FRENZY: The creature has +2D6 on melee attack rolls
STRETCHING WHIP. If a victim enters the creature’s whip reach, against any other creature that currently has less than its maximum
it can make a single attack with the whip. Potence Score.
CAPTIVATE: The creature uses a Support Action to stares at a
TALISMANS: The artifact crafter currently has a specified number single creature up to Short Range. The creature must pass on a
of chosen spells stored in the talisman and the user can release them Challenging Discipline Check or acquire the Stunned Condition for
using command words through a Support Action (but only one per 1D8+2 rounds. The creature can repeat the check at the end of all its
round). turns, ending the effect on a success.

WHIP FIGHTER. If the creature successfully strikes with its whip, CARAPACE: This creature can close itself up in its shell and roll
it can use a Support Action to make a second attack with its other towards its enemies. When rolled up, enemies have -4D6 on attack
melee weapon if the target is in reach. rolls and this creature cannot attack. Rolling itself up or unrolling
requires a Support Action.
WILDERNESS EXPLORER. With a successful Challenging
Survival Check this creature can keep its party supplied in the CHITIN ARMOR. This creature has a natural armor against
wilderness. Physical Damage.
CONGEALED BLOOD: The creature is resistant to bludgeoning
damage.
MONSTER TRAITS CORRUPTION FILTER: At the beginning of its turn, if this
ACIDIC BLOOD: Another creature that attacks this creature with a creature’s Temporary Corruption is below five points, it loses 1
melee weapon takes 1d3 Elemental Acid Damage and 1 Corruptive Temporary Corruption Point.
Damage from its blood spattering onto their body.
CORRUPTION SENSE: If another creature has one or more points
ACROBATIC DODGE: The creature can make an additional of Permanent Corruption, this creature receives +2D6 on Awareness
Defense Skill Check against the attack roll to take half damage from Checks to find or notice it.
a successful attack.
CORRUPTION SIPHON: With a successful bite attack, the
ACTION SURGE (X/DAY): The creature can take extra actions per creature immediately drains 1D6 Temporary Corruption Points from
day indicated in its description. another creature. If the victim still has Temporary Corruption
remaining, they are converted into 1 point of Permanent Corruption.
AGGRESSIVE: As a Free Action, the creature can move up the
equivalent of one Support Action toward a hostile creature that it can CORRUPTIVE BLOOD: Another creature that attacks this creature
see. with a melee weapon takes 1D6 Corruptive Damage from its blood
spattering onto their body.
AIR FORM: This creature can enter a hostile creature's space and
stop there. It can move through a space as narrow as 1 inch wide CRUSH: If this creature begins its turn grappling another creature, it
without squeezing. can spend a Free Action to cause 1D3 Physical Damage
(Bludgeoning) to the victim.
AMBUSHER: This creature has +2D6 on attack rolls against any
creature it has surprised. DAMAGE TRANSFER: While this creature is grappling a target,
the grappler takes only half the damage dealt to it by the target. The
AMPHIBIAN: The creature can breathe below and above water
grappled victim takes the other half.
without penalty.

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DARK DESTINY: If this creature reaches or exceeds its 10 points FLEET-FOOTED: This creature can use a Free Action to take the
of Temporary Corruption, it acquires 1 Permanent Corruption Point Run/Walk or Positioning Actions.
and, on its next turn, its Temporary Corruption becomes 0.
FLYBY: This creature doesn’t provoke Free Attacks when it flies
DARKVISION: The creature can see in total darkness but without out of an enemy’s reach.
colors, and only up to Medium Range. Smoke and gas can block this
vision. GRAVELY COLD: Each other creature that starts its turn within
Short Range of this creature must pass on a Challenging Athletics
DEADLY BREATH: This creature can release a lightning attack Check or acquire the Freezing Condition while under Short Range.
against 1D3 targets up to Medium Range. Each target must pass on a
Very Hard Defense Skill Check or take 8 Elemental Damage HARD SKIN: This creature has a natural armor of 3 against
(Lightning) on a failure and half that on a success. This trait Physical Damage.
recharges if the GM gets 1 on a 1D4. HARMFUL AURA: If another creature is within Short Range of
DEATH CRY: This creature wails a keening cry that transcends the this creature, it receives 1 Corruptive Damage per round and must
borders between life and death. Each other creature that hears it must pass on a Hard Athletics Check or receives 1 Permanent Corruption
pass on a Very Hard Discipline Check or take a number of Necrotic Point.
Damage Points equal to their current Temporary Corruption. This HAUNTING: This creature can spend a Support Action to attempt to
trait recharges if the GM gets 1 on a 1D4. take control of the other Engaged creature. The target must pass on a
DRACONIC FEATURE: If this creature takes a short or longer Hard Discipline Check or become possessed by the creature. At the
rest, it can select 1D3 draconic features to gain. end of its next turns, it can repeat the skill check, ending the effect on
a success. A creature that succeeds on the saving throw is immune to
DRAIN LIFE: As a Free Action this creature can drain the life force the haunting feature for 24 hours.
from another creature it is Engaged with. The other creature takes
1D3 necrotic damage and 1 temporary corruptive damage. HOLY AURA: The creature can choose to gain corruption points in
exchange to 1D3 points Radiant Damage on its next successful attack
EARTH GLIDE: This creature can burrow through nonmagical, roll. It a number of Corruptive Damage equal to the value of radiant
unworked earth and stone. While doing so, this creature doesn't damage rolled.
disturb the material it moves through.
ILLUMINATION: This creature sheds bright light in a Short-Range
EARTHBOUND: Corruptive Damage applied on this creature is Zone and dim light (shadows) on Medium Range Zone.
converted into physical damage against Potence Score. Additionally,
they are immune to necromantic spells that affect its own soul/spirit; INCORPOREAL MOVEMENT: This creature can move through
have +2D6 on skill checks to resist spell effects, poisons and other creatures and objects. It takes 1 force damage if it ends its turn
illnesses. inside an object. If the object is a creature, that creature takes 1D3
Corruptive Damage.
ECHOLOCATION: This creature cannot use its Blindsight Trait
while deafened. INFECTIOUS: If this creature bites another creature, the victim
must pass on a Challenging Athletics Check. On a failure, the
ENDURING: The creature has +2D6 on Athletics Checks to creature acquires the Sickness Condition.
perform long duration exhaustive tasks.
INNATE SPELLCASTING: The creature can innately cast the
ENLARGED: The creature is increased in size one step, along with following spells, requiring no ingredients. [pick spells as
anything it is wearing or carrying. It increases 50% (round up) of its appropriate].
Potence Score. It does an additional +2 damage on melee attacks
while enlarged. INSUBSTANTIAL: This creature can pass through objects and
creatures without issue. It cannot wear or carry anything.
ENTHRALL: This creature can spend a Support Action trying to
hypnotize a victim up to Short Range. The target must pass on a INVISIBILITY: This creature is invisible to normal and Darkvision.
Hard Discipline Check. On a failure, the victim acquires the KEEN HEARING: This creature has +2D6 on Awareness Checks
Charmed Condition for 1D3 minutes. A creature that succeeds at the that rely on hearing.
saving throw becomes immune to the effect for 24 hours.
KEEN SMELL: This creature has +2D6 on Awareness Checks that
ENTICE: A victim that has not already been attacked by this rely on smell.
creature and is within Medium Range, must pass on a Hard
Discipline Check each round or approach closer. A creature that fails LAY ON HANDS: This creature can touch a creature and restore 1
three checks in a row decides to rest of sleep at Engaged Range from attribute point as a Main Action.
this creature.
LEATHERY SKIN: This creature has a natural armor against
[Environment] CAMOUFLAGE: This creature has +2D6 on Physical Damage.
Stealth Checks made to hide in its [environment] terrain.
LEGENDARY RESISTANCE: If the creature fails a skill check to
EXTENDABLE EYESTALKS: This creature can extend its resist a spell effect, it can choose to succeed instead.
eyestalks above the waterline. While submerged, other creatures have
-2D6 on their Awareness Checks to detect this creature. LIFE SENSE: This creature has +2D6 on Awareness Checks to
detect living creatures.
FALSE APPEARANCE: While this creature remains motionless, it
is indistinguishable from a normal plant. MAGIC RESISTANCE: The creature has +2D6 bonus on skill
checks to resist spell and magical effects.
FIRE FORM. This creature can move through a space as narrow as
1 inch wide without squeezing. Another creature that touches this METAMORPHOSIS: This creature can use a Support Action to
creature or becomes Engaged with it, takes 1D3 Elemental Damage change its body shape, size or changing its features according to the
(Fire) per round. options available for that creature.

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MIMICRY: This creature can use a Support Action to imitate the RAISE ALARM: This creature can spend a Free Action to make a
sound of a trapped animal or hurt child by making an Opposed loud noise, summoning allied creatures within 1d4 + 1 rounds. The
Persuasion (Deception) Check. creature summoned depends on the situation.
MIRAGE: This creature can produce an illusion to attract prey. A REDUCED: The creature is reduced in size by one step, along with
victim can detect the illusion by making a Hard Insight Check. anything it is wearing or carrying. Its Potence Score is reduced in
half (round down). Its melee attack does the minimum possible
MIRRORS: This creature can use its Support Action to create up to damage (as if the creature rolled a 1 on all damage dice).
three duplicates of itself. When attacked, the GM rolls 1d12. Only on
a 10–12 does the attack hit the actual glimmer. If the attack hits a RECKLESS INTENSITY: When a combat scene begins, the
duplicate, it is destroyed. When only two duplicates remain, an attack creature must succeed at a Challenging Discipline Check or become
is successful on a 9–12. When only one duplicate remains, an attack reckless – receiving +2D6 on attack rolls against enemies, and
is successful on a 7–12. This feature is only available for thoroughly enemies receiving +2D6 on attack rolls against the reckless creature.
corrupt creatures.
REGENERATION: The creature recovers 1 attribute point at the
MULTIATTACK. This creature can make more than one attack start of its turn unless it has taken at least one point of a specific
when it takes a Main Action, choosing between attack features it damage type (like fire or acid) since its last turn.
already has. It can also repeat the same attack feature more than once.
RELENTLESS: If the creature takes damage that would reduce it to
NATURAL WEAPON. The creature has an inherent melee weapon, 0 Potence Score, it is reduced to 1 Potence Score instead. This
like a claw, beak, talon or other dangerous appendage. The creature is monster trait can only be used once per day.
proficient with the weapon, using either Potence or Competence –
whichever is higher. The weapon does damage according to the RETRACT TONGUE: If this creature starts its turn with a Large or
creature’s size (1 for Small or Medium, 2 for Large, 3 for Huge and 4 smaller creature grappled by its tongue, it can use its Support Action
or more for Gargantuan). The damage type must be appropriate to the to retract its tongue and bring the grappled creature to Engaged
creature’s appendage (e.g., piercing for a beak, slashing for a claw, Range.
bludgeoning for a slam attack, etc.). REVENANT STRIKE: A creature that dies because of damage
NATURE’S LULLABY: The creature can use this feature to bypass from this creature’s melee weapon returns as a Dragoul under its
an abominations and monsters unnoticed. control at the start of its next turn. This feature is only available to
thoroughly corrupt creatures.
NIMBLE: The creature’s Defense Skill has a +2D6 bonus.
RITUALIST: The creature can cast the specified spells as rituals and
PACK TACTICS: This creature has +2D6 on an attack roll against gains only half Corruptive Damage for casting.
a victim if at least one of the attacker allies is Engaged with the target
creature and the ally isn't incapacitated. ROBUST: This creature has a +2 to its Potence Score, Natural
Armor 1, +2D6 on Athletic Skill Checks and has -4 on Critical Injury
POISONOUS: If this creature is held with bare hands, it causes 1 Rolls (1D20-4).
poison damage to the holder or grappler per round. If it bites a
victim, it can make the victim to take an additional 1D3 Poison ROOT WALLS: This creature can use a Reaction to erect a root
Damage. wall. Each root wall is 3 meters high, 3 meters thick and consists of 1
to 4 wide sections. It has 2D4 points of Armor against Physical
POSSESSION: One engaged humanoid that this creature can see Attacks and 40 points of Wholeness. It has immunity against piercing
must succeed on a Hard Discipline Check or be possessed. The attacks, takes half damage from bludgeoning attacks and has
creature can now take control of the body – when the creature is in vulnerability against fire damage (taking double the normal damage).
control, the victim retains no memories of its actions or events during No root wall section can be further than 60 feet from the main body
that time. The creature retains its Intelligence and Presence Scores. It of the original creature.
otherwise uses the possessed target's physical statistics, but doesn't
gain access to the target's knowledge, talents or proficiencies. To SHAPESHIFTER: This creature can transform itself into a
represent that, all physical skills should be rolled with a -2D6 mundane animal of the same size or lower for 1 hour.
penalty. The possession lasts until the humanoid host is slain, the SIEGE MONSTER: The creature deals double damage against
spirit is magically forced to leave its host or if the creature objects and structures.
voluntarily ends it as a Free Action. When the possession ends, the
creature reappears at Engaged range of the unconscious body. The SINKHOLE: The creature quickly burrows directly at the feet of
target is immune to this creature’s Possession for 24 hours after another creature, creating a 3 meters diameter hole. Each creature in
succeeding on the saving throw or after the possession ends. the area must pass on a Hard Agility Check or fall into the hole,
taking 3 Force Damage (Falling) and becoming prone 6 meters
POUNCE: After a successful attack, the creature may use it’s a Free beneath the ground’s surface. Climbing back to surface needs a
Action to leap onto the victim. If the target has the same size or Challenging Athletics Check, and Defense Checks to avoid the
smaller, it must pass on a Hard Athletics Check or become prone and creature’s attacks inside its sinkhole has -2D6.
grappled. A grappled target gets 1 Physical Damage (Slashing) per
round. SPIDER CLIMB: This creature can climb difficult surfaces,
including upside down on ceilings, without needing to make a skill
RAGE: As a Support Action, the creature can enter a rage that lasts check.
for 1 minute. While in the rage, the creature has +2D6 on Potence
based skill checks and +1 in melee damage. The creature has 1 point STANDING LEAP: This creature can perform long or high jumps a
of Damage Resistance to bludgeoning, piercing and slashing damage regular humanoid can’t. It also can stand from prone using a Free
while in the rage. The creature can use a Free Action to voluntarily Action.
end the rage if no threat remains nearby.
STENCH: Any breathing creature that starts its turn Engaged with
this creature must pass on a Hard Athletics Check or be poisoned

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until the start of its next turn. On a successful check the creature WEB WALKER: This creature ignores movement restrictions
become immune to this creature’s stench for 24 hours. caused by webbing.
STRANGLE: If this creature has a victim grappled, it can use a Free WINGS: This creature has wings and can fly with the dexterity and
Action to cause +1D3 fatigue damage to the creature from speed of a falcon.
suffocation.
WITCH BRAID: This creature has Damage Resistance 2 against
SUMMON CHILDREN: This creature can summon its choice of necrotic damage.
allies, that arrive at the end of this creature’s next turn.
SURVIVAL INSTINCT: The goblin can take the Brake Free or
Retreat action as a Support Action. SWARM TRAITS
SWALLOW: If the creature begins its turn with a Medium or BLINDING: This swarm purposefully swarms over a creature’s
smaller creature grappled it can use a Free Action to swallow its head, trying to enter various orifices. A creature sharing a space with
victim. The swallowed target is blinded and restrained; it has total the swarm is blinded.
cover against attacks and other effects outside, and it takes 5 points
of Elemental Damage (Acid) at the start of each turn. The creature CRIES OF DOOM: When the swarm does damage to a creature the
can have only one target swallowed at a time. If the creature dies, a other members of the swarm can let out a blood-curdling shriek. The
swallowed creature is no longer restrained but starts to suffocate and injured creature must pass on a Hard Discipline Check or take 1D3
need to use a light slashing melee weapon to open its passage through Morale Damage (Fear) from the swarm.
the creature guts (dealing at least 10 points of slashing damage).
EXTRAORDINARY POISON: If an enemy is already poisoned by
SWIPE: This creature can strike out with its limbs when an enemy this creature and fails a Challenging Athletics Check it becomes
comes within its reach. The creature must pass on a Hard Defense paralyzed instead. A successful check at the end of the victim’s turn
Check. On a failure, it takes 5 Physical Damage (bludgeoning) and ends the Paralyzed Condition but not the Poisoned Condition.
becomes prone. On a success, it takes 3 damage and is not shoved.
SCATTER: The swarm may separate after a successful attack to
TERRIFYING: Each enemy that starts its turn within Medium halve the damage caused to them, as few of the individual creatures
Range of this creature must pass a Hard Discipline Check or take are struck.
1D4+1 points of Morale Damage (Fear). Creatures that succeed are
SHIFT: If an enemy comes within Engaged Range from the swarm,
immune to this effect for 24 hours.
they can abandon the current victim and swarm that creature instead.
THE BIGGER THEY ARE: This creature has +2D6 on all attacks
SWARM: The swarm can occupy another creature’s space and vice
against creatures that are Large or bigger.
versa, and the swarm can move through any opening large enough for
THIRSTY: If this creature has no Temporary Corruption Points it a tiny creature.
has +2D6 on its attack rolls.
SWARM GROWTH: If this swarm is within Engaged Range from a
TOUGHNESS: The creature has 5 Toughness Points above its friendly swarm, the two can combine together, adding their stats. If
maximum Potence Score. It only loses Potence points from damage the two swarms had different initiative counts, the combined swarm
after all Toughness points are depleted. gains the lower initiative count.

TRAMPLING CHARGE: If this creature moves toward a same size SWIFT: The swarm can use a Support Action to disperse and reform
or smaller target and then hits it with a hooves attack on the same at the beginning of its next turn.
turn, that target must succeed on a Hard Athletics Check or be
shoved, becoming prone. If the target is already prone, this creature
can make a melee attack against it as a Support Action.
TRAPPER: This creature can use a Main Action to deploy a
ARACHS, EXALTED
mechanical trap in its current location. Another creature that enters Large Humanoid (Rival)
the Engaged Zone must pass on a Challenging Defense Check or POTENCE: 9/19
take 1D4 slashing damage. This creature is never affected by the trap. COMPETENCE: 7
TUNNELER: This creature can perform a Retreat Action INTELLIGENCE: 5
(burrowing its way out) without provoking a Free Attack from PRESENCE: 5
Engaged enemies. CORRUPTION: 3
ATTITUDES: Hostile
WATER FORM: This creature can enter a hostile creature's space SENSES: Darkvision, Web Sense
or move through a space as narrow as 1 centimeter wide without LANGUAGES: Spider Tongue, plus its original pre-transformation
squeezing. tongue.
WATER SUSCEPTIBILITY: For every gallon of water splashed SKILLS: Athletics 4, Melee Combat 4, Agility 4, Defense 5, Ranged
on this creature, it takes 1 point of Elemental Damage (Cold). Combat 3, Stealth 5, Awareness 5, Nature 2, Survival 3, Discipline 4,
Insight 3.
WAVE OF CORRUPTION: This creature causes each other GEAR: Jewelry worth 250gc.
creature within Medium Range of it to gain 1d4 points of Corruptive WEAPONS: Trident.
Damage. The victims may resist half this damage effect (minimum 1 ARMOR: Natural 4.
point) with a successful Hard Athletics Check. This feature can only FEATURES & TRAITS: Chitin Armor 4, Legendary Resistance
be used by thoroughly corrupt creatures. (2x/day), Spider Climb, Toughness x2, Web Attack (3x/day), Web
Walker.
WEB SENSE: While in contact with a web, this creature knows the
exact location of any other creature in contact with the same web.

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TATICS IN COMBAT: Trident or Poisonous Bite attacks; prefers TATICS IN COMBAT: Longspear or Poisonous Bite attacks;
attacks from above if possible, first restraining or immobilizing prefers attacks from above if possible; keep enemy distant using
victims with its Web Attack. Longspear reach quality.
 Poisonous Bite: Melee Combat vs Defense; 1 Physical Damage  Poisonous Bite: Melee Combat vs Defense; 1 Physical Damage
(Piercing) plus Strong Paralyzing Poison. (Piercing) plus Strong Paralyzing Poison.
 Trident Attack: Melee/Ranged Combat vs Defense; 3 Physical  Longspear Attack: Melee Combat vs Defense; 2 Physical
Damage (Piercing). Damage (Piercing).
 Web Attack: Ranged Combat vs Defense; Restrained Condition;
Break Free (Extremely Hard Athletics Check or 2D4 rounds
cutting with a blade weapon); Web is flammable like a rope or
clothes.
BESTIAL
Medium Humanoid (Rival)
ARACHS, POISONER POTENCE: 5/15
COMPETENCE: 5
Medium Humanoid (Adversary) INTELLIGENCE: 3
POTENCE: 5/10 PRESENCE: 3
COMPETENCE: 6 CORRUPTION: 3
INTELLIGENCE: 5 ATTITUDES: Hostile
PRESENCE: 2 SENSES: Heightened scent/smell
CORRUPTION: 3 LANGUAGES: Ambrian, Barbarian, Bestial.
ATTITUDES: Hostile SKILLS: Athletics 5, Melee Combat 5, Agility 5, Defense 5, Stealth
SENSES: Darkvision, Web Sense 5, Awareness 5, Nature 1, Survival 3, Discipline 1.
LANGUAGES: Spider Tongue, plus its original pre-transformation GEAR: None.
tongue. WEAPONS: Claws.
SKILLS: Athletics 3, Melee Combat 2, Agility 3, Crafting (Poison) ARMOR: Natural 2.
5, Defense 3, Ranged Combat 3, Stealth 5, Awareness 5, Survival 2, FEATURES & TRAITS: Aggressive, Blood Frenzy, Enlarged,
Discipline 2, Insight 1. Leathery Skin 2, Metamorphosis (turn to a mundane animal for up to
GEAR: Poisoned arrows, 1D4 weak poison flasks. 8 hours), Multiattack (Claws x2), Toughness x2.
WEAPONS: Longspear, shortbow. TATICS IN COMBAT: Activates Enlarge first, following by
ARMOR: Natural 2. Multiattack with claws.
FEATURES & TRAITS: Chitin Armor 2, Pack Tactics, Spider  Bite: Melee Combat vs Defense; 2 Physical Damage (Piercing)
Climb, Toughness x1, Web Walker. plus Bestow Curse Spell (no token).
TATICS IN COMBAT: Spear or Poisonous Bite attacks; Spider  Claws: Melee Combat vs Defense; 2 Physical Damage
Climb to attack from above; prefers ranged poisoned attacks using (Slashing).
shortbow, from above if possible.
 Poisonous Bite: Melee Combat vs Defense; 1 Physical Damage
(Piercing) plus Strong Paralyzing Poison.
 Spear attack: Melee or Ranged Combat vs Defense; 2 Physical
Damage (Piercing) plus Weak Paralyzing Poison.
COLOSSI
 Shortbow attack: Ranged Combat vs Defense; 1 Physical Huge Construct (Nemeses)
Damage (Piercing) plus Weak Paralyzing Poison. POTENCE: 15/35
COMPETENCE: 3
INTELLIGENCE: 1
PRESENCE: 1
ARACHS, SOLDIER CORRUPTION: 3
ATTITUDES: Unfriendly
Medium Humanoid (Adversary) SENSES: Normal.
POTENCE: 6/16 LANGUAGES: None.
COMPETENCE: 6 SKILLS: Athletics 3, Melee Combat 3, Defense 1, Awareness 3.
INTELLIGENCE: 3 GEAR: Master’s carried gear.
PRESENCE: 3 WEAPONS: Hooves.
CORRUPTION: 3 ARMOR: Natural 5.
ATTITUDES: Hostile FEATURES & TRAITS: Wooden Armor 5, Multiattack (Hooves
SENSES: Darkvision, Web Sense x2), Legendary Resistance (2x/day), Legendary Action (2x/day),
LANGUAGES: Spider Tongue, plus its original pre-transformation Toughness x4, Siege Monster.
tongue. TATICS IN COMBAT: Hooves Multiattack.
SKILLS: Athletics 4, Melee Combat 4, Agility 4, Defense 4, Ranged  Hooves: Melee Combat vs Agility; 8 Physical Damage (Force).
Combat 3, Stealth 5, Awareness 5, Survival 2, Discipline 2, Insight 1.  Legendary Action (Earthquake)
GEAR: None.  Legendary Action (Additional Main Action)
WEAPONS: Longspear.
ARMOR: Natural 3.
FEATURES & TRAITS: Chitin Armor 3, Pack Tactics, Spider
Climb, Toughness x2, Web Walker.
DEMON

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Large Outsider (Nemeses)


POTENCE: 10/30
COMPETENCE: 6
INTELLIGENCE: 4
PRESENCE: 6
CORRUPTION: 10
ATTITUDES: Hostile
SENSES: Normal.
LANGUAGES: Any.
SKILLS: Athletics 5, Melee Combat 5, Defense 5, Awareness 5,
Insight 5, Persuasion 5.
GEAR: None.
WEAPONS: Flaming Sword, Acid Whip.
ARMOR: Natural 3.
FEATURES & TRAITS: Aggressive, Natural Armor 3, Multiattack
(Sword plus Whip), Legendary Resistance (2x/day), Legendary
Action (2x/day), Preemptive Attack, Toughness x4.
TATICS IN COMBAT: Attack engaged enemies with flaming
sword and short-range enemies with acid whip; use Preemptive attack
if someone tries to approach; if in disadvantage, uses last Legendary
Action to flee.
 Claws: Melee Combat vs Defense; 2 Physical Damage
(slashing).
 Flaming Sword: Melee Combat vs Defense; 3 Physical Damage
(slashing) plus 4 Elemental Damage (Fire)
 Acid Whip: Melee Combat vs Defense; 1 Physical Damage
(slashing) plus 4 Elemental Damage (Acid)
 Legendary Action (Brimstone Cascade Spell)
 Legendary Action (Additional Main Action)

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