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supportive community on the
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the Quest Creators Resource ABILITY NAMES AND DESCRIPTIONS.
This work includes the QUEST NPC includes: THE BASICS, DISTANCES & DIE
STAT GENERATOR, a resource created ROLLING, ABILITIES, and NPC TEMPLATES
by J.N. Butler licensed under CC AND FEATURES.
BY 4.0. Based on work from the
Quest Creators Resource. It is
available here.
Welcome,
important keywords 6
Regardless of whether you’re npc design toolkit 7
Extra Attack
False Appearance*
13
13
seeking a bridge to Quest from Adapting NPCs to Quest 7 Fierce* 13
players and another tabletop roleplaying NPC Stat Block Format 7 Horrifying 14
Humanoids Revised 8 Immunity 14
system, or you are new to Modify & Create NPCs 8 Immutable Form* 14
NPC Stat Generator 9
TTRPGs altogether — this book Invisible 14
Creatures
your own NPCs — either Veteran
Paragon*
10
10
Not So Close*
Pack Tactics*
15
15
adapted from other TTRPG Ancient* 10 Phase Shifter 15
NPC Features 11
systems or built from scratch. Rampage* 15
of all types
Absorb* 11 Reflection 15
Amphibious* 11 Regeneration 15
QUEST GAME BOOK Amorphous* 11 Relentless* 15
await you
Blood Frenzy* 11 Resistance 15
The NPC stat blocks in this book Breath Attack* 11 Shapeshifter 15
Constrict 11 Shriek* 15
require the Quest Game Book. Corrode* 12 Siege Damage* 16
NON-PLAYER CHARACTERS (NPCS). Any creature An NPC's hit points, like the
HIT POINTS. IN REACH.If something is IN REACH, a
played by the Guide. player characters' hit points, are the character can touch or hit it from where
measure of their mortality. However, they stand.
CREATURES.Any sentient being, including NPCs are more vulnerable to death than
both NPCs and player characters. player characters. When an NPC is NEARBY. If something is NEARBY, a
People, humans, dogs, aliens, talking reduced to 0 hit points, they die character can move to be IN REACH of it
trees — yes, anything. immediately. during their turn.
Classification of creatures
CREATURE TYPE. An NPC's attack rating is
ATTACK RATING. IN RANGE.If something is IN RANGE, a
of similar morphology. how much damage they deal whenever character can hit it with a ranged attack
they hit an opponent with a basic attack. this turn.
Quest’s classification of NPCs
NPC TYPE.
as commoners, minions, or bosses. ANIMALS.Sentient creatures without self- If something is TOO FAR, it’s
TOO FAR.
awareness or personhood, like cats, dogs, beyond a character’s range this turn.
COMMONERS. Normal people, common giant eagles, and insects. They will have to get closer.
animals, or other average creatures.
Think of them like extras in the Ethereal creatures who do not
SPIRITS.
background of a movie. have physical bodies. Think of them like
ghosts who float through the world.
MINIONS.Creatures that are more Many spirits are invisible.
powerful than average, like a villain’s
groupies or the town guard. OBJECTS.Any inanimate thing in a scene,
like a door or a chair.
BOSSES. Unique creatures of power,
intellect, or importance who are
resistant to some abilities.
NPC DESIGN TOOLKIT 7
npc size
Select their tiny –1 —
size. small/medium
big
—
10
—
1
huge 20 2
colossal 40 4
experience. veteran
paragon
4
10
1
2 (max. 8)
ancient 20 2 (max. 10)
REFLECTION SHAPESHIFTER
NOT SO CLOSE* When the creature receives damage,
The creature can freely change their
return half of the damage received to the
Any target whose body is in contact shape to take on the likeness of other
attacker.
with this creature takes 1 damage due to creatures. They revert to their default
the creature’s protective hide or armor. form upon death.
The damage type is noted next to the
feature.
REGENERATION
At the beginning of each of their turns,
the creature recovers half of their hit
SHRIEK*
point maximum. When the creature is IN RANGE of bright
PACK TACTICS* light or another creature, they emit a
The creature has extra attack if an ally is shriek audible within a quarter mile
NEARBY. (0.4 km). The shrieking continues until
RELENTLESS* one minute after the disturbance moves
Once per day, if the creature takes TOO FAR away.
damage that reduces them to 0 hit
PHASE SHIFTER points, they can make a die roll. On a
The creature can shift between physical success or higher they are reduced to 1
and ethereal forms or between solid and hit point instead.
gaseous forms.
NPC FEATURES 16
AMPHIBIOUS — LIFETAP AMPHIBIOUS — EVASIVE: SWIM BREATH ATTACK: ACID — EXTRA ATTACK
— EXTRA ATTACK — HORRIFYING
IMMUNITY: Mind Control
IMMUNITY: Poison SPELLS: Bamboozle (D88 / P116)
SPELLS: Control** (D90 / P118),
Message (D86 / P114), Insight (D86 / P114)
IDEAL/FLAW: Power/Wrathful
CHARGE (D36 / P57) — EVASIVE: OUTRUN EVASIVE: CLIMB CHARGE (D36 / P57) — RELENTLESS
BREATH ATTACK: BLIND (INK) PACK TACTICS BLOOD FRENZY — EVASIVE: SWIM
— EVASIVE: SWIM — FALSE APPEARANCE
EVASIVE: SWIM CHARGE (D36 / P57) BREATH ATTACK: BLIND (INK) — FALSE
APPEARANCE
EVASIVE: SWIM — STOUT BLOOD FRENZY — EVASIVE: SWIM BLOOD FRENZY — EVASIVE: SWIM
BEASTS 28
EVASIVE: SWIM — SWARM EVASIVE: FLY — SWARM EVASIVE: OUTRUN — RAMPAGE — STOUT
— WILD ATTACK (D35 / P56)
BLOOD FRENZY — EVASIVE: SWIM CHARGE (D36 / P57) — STOUT EVASIVE: FLY — PACK TACTICS
— FIERCE — SWARM
WEASEL
1 HP — 1 ATTACK
COMMONER — TINY
WINTER WOLF
12 HP — 2 ATTACK
COMMONER — BIG
WOLF
2 HP — 1 ATTACK
COMMONER — MEDIUM
SPELLS: Mend (D67 / P92), SPELLS: Evil Eye (D44 / P66), SPELLS: Evil Eye (D44 / P66),
Sense Magic (D97 / P126), Heal (D67 / P93), Invoke (D42 / P64), Invisibility (D84 / P112),
Shield (D47 / P69), Whisper (D86 / P114), Restore (D67 / P92) Invoke (D42 / P64),
Wren’s Delightful Dream (D88 / P116) Lawbringer (D46 / P68),
EQUIPMENT: A holy mace crafted in a
celestial forge. Reinstate the Dead (D69 / P94),
Restore (D67 / P92), Stormcall (D61 / P85)
IDEAL/FLAW: Salvation/Reckless
PEGASUS
14 HP — 3 ATTACK
MINION — BIG
EVASIVE: FLY
CELESTIALS 33
SOLAR UNICORN
30 HP — 5 ATTACK 14 HP — 3 ATTACK
BOSS — BIG MINION — BIG
IDEAL/FLAW: Justice/Wrathful
EXTRA ATTACK — FALSE APPEARANCE ABSORB: ACID — IMMUTABLE FORM ABSORB: FIRE — BREATH ATTACK: POISON
— WILD ATTACK (D35 / P56) — IMMUTABLE FORM — STOUT
IMMUNITY: Poison, Psychic
Acid, Poison, Non-Magic &
IMMUNITY: EQUIPMENT: A retractable sword built into
Non-Adamantine Weapons their arm.
IDEAL/FLAW: Order/Reckless
EVASIVE: FLY — FALSE APPEARANCE ABSORB: LIGHTNING — IMMUTABLE FORM BREATH ATTACK: SLOW — IMMUTABLE FORM
— WILD ATTACK (D35 / P56) — STOUT
EQUIPMENT: Is a sword.
IMMUNITY: Lightning, Poison Poison, Psychic, Non-Magic &
IMMUNITY:
Non-Adamantine Weapons
CONSTRUCTS 36
RUG OF SMOTHERING
12 HP — 2 ATTACK
COMMONER — BIG
AMPHIBIOUS — BREATH ATTACK: ACID BREATH ATTACK: FIRE, SLEEP BREATH ATTACK: ACID DAMAGE, SLOW
— EVASIVE: FLY, SWIM — HORRIFYING — EVASIVE: BURROW, FLY — HORRIFYING — EVASIVE: CLIMB, FLY — HORRIFYING
IDEAL/FLAW: Generosity/Reckless
DRAGONS 39
BREATH ATTACK: FIRE — EVASIVE: CLIMB, FLY BREATH ATTACK: COLD BREATH ATTACK: LIGHTNING
— HORRIFYING — EVASIVE: BURROW, FLY, SWIM — EVASIVE: BURROW, FLY — HORRIFYING
— HORRIFYING
IMMUNITY: Fire IMMUNITY: Lightning
IMMUNITY: Cold
IDEAL/FLAW: Power/Wrathful IDEAL/FLAW: Pleasure/Hedonist
IDEAL/FLAW: Justice/Foolish
DRAGONS 40
AMPHIBIOUS AMPHIBIOUS — BREATH ATTACK: POISON BREATH ATTACK: FIRE — EVASIVE: CLIMB, FLY
— BREATH ATTACK: LIGHTNING, REPULSE — EVASIVE: FLY, SWIM — HORRIFYING — HORRIFYING
— EVASIVE: FLY, SWIM — HORRIFYING
IMMUNITY: Poison IMMUNITY: Fire
— SHAPESHIFTER
IDEAL/FLAW: Pragmatism/Liar IDEAL/FLAW: Power/Wrathful
IMMUNITY: Lightning
IDEAL/FLAW: Generosity/Reckless
DRAGONS 41
BREATH ATTACK: COLD, PARALYZE AMPHIBIOUS — BREATH ATTACK: STEAM AMPHIBIOUS — BREATH ATTACK: ACID
— EVASIVE: FLY — HORRIFYING — EVASIVE: SWIM — EVASIVE: FLY, SWIM
— SHAPESHIFTER
RESISTANCE: Fire IMMUNITY: Acid
IMMUNITY: Cold
IDEAL/FLAW: The Ends/Oblivious
IDEAL/FLAW: Honor/Thief
IDEAL/FLAW: Justice/Foolish
DRAGONS 42
BREATH ATTACK: FIRE, SLEEP BREATH ATTACK: ACID, SLOW AMPHIBIOUS — BREATH ATTACK: POISON
— EVASIVE: BURROW, FLY — EVASIVE: CLIMB, FLY — EVASIVE: FLY, SWIM
BREATH ATTACK: COLD, PARALYZE AMPHIBIOUS — BREATH ATTACK: ACID BREATH ATTACK: FIRE, SLEEP
— EVASIVE: FLY — EVASIVE: FLY, SWIM — EXTRA ATTACK — EVASIVE: BURROW, FLY — EXTRA ATTACK
WYRMLING, WHITE
4 HP — 2 ATTACK
MINION — MEDIUM
BREATH ATTACK: ACID, SLOW AMPHIBIOUS — BREATH ATTACK: POISON BREATH ATTACK: COLD, PARALYZE
— EVASIVE: CLIMB, FLY — EXTRA ATTACK — EVASIVE: FLY, SWIM — EXTRA ATTACK — EVASIVE: FLY — EXTRA ATTACK
AMPHIBIOUS BREATH ATTACK: FIRE — EVASIVE: CLIMB, FLY BREATH ATTACK: COLD
— BREATH ATTACK: FIRE, WEAKEN — EXTRA ATTACK — EVASIVE: BURROW, FLY, SWIM
— EVASIVE: FLY, SWIM — EXTRA ATTACK — EXTRA ATTACK
IMMUNITY: Fire
IMMUNITY: Fire IMMUNITY: Cold
ELEMENTALS 45
NOT SO CLOSE — LUMINOUS PHASE SHIFTER ELEMENTAL WALL: FIRE — PHASE SHIFTER
SPELLS: Fiery Avenger (D46 / P68) SPELLS: Clap (D93 / P122), SPELLS: Burn (D60 / P84),
Conjure (D94 / P123), Stretch (D98 / P127), Teleport (D95 / P124)
EQUIPMENT: A warhammer.
Dark Door (D95 / P124),
A glowing scimitar crafted in
EQUIPMENT:
Evil Eye (D44 / P66), an elemental plane of fire.
Helen’s Fantastic Feast (D87 / P115),
STORY: Once a day efreeti can summon a
Sense Magic (D97 / P126), fire elemental. The fire elemental
disappears when they reach 0 hit points
Teleport (D95 / P124)
or after 1 hour.
EQUIPMENT:A weightless scimitar crafted
in an elemental plane of air.
IDEAL/FLAW: Generosity/Impish
ENVIRONMENT STRIDE: EARTH & STONE AMORPHOUS — ENGULF: BLUDGEONING EVASIVE: FLY, OUTRUN — EXTRA ATTACK
— EXTRA ATTACK — SIEGE DAMAGE — EVASIVE: SWIM — EXTRA ATTACK — INVISIBLE
— TREMORSENSE
RESISTANCE: Acid, Non-Magic Weapons RESISTANCE: Non-Magic Weapons
RESISTANCE: Non-Magic Weapons IMMUNITY: Poison IMMUNITY: Poison
IMMUNITY: Poison
SPELLS: Clap (D93 / P122) SPELLS: Nemesis (D54 / P77)
VULNERABILITY: Thunder
ELEMENTALS 48
DEATH THROES: LAVA — LUMINOUS BREATH ATTACK: COLD BREATH ATTACK: STEAM — EVASIVE: FLY
— DEATH THROES: COLD — EVASIVE: FLY
RESISTANCE: Non-Magic Weapons
— FALSE APPEARANCE
IMMUNITY: Fire
IMMUNITY: Cold, Poison
VULNERABILITY: Bludgeoning, Fire
BREATH ATTACK: BLIND — EVASIVE: FLY BREATH ATTACK: FIRE NOT SO CLOSE: FIRE
— DEATH THROES: LAVA — EVASIVE: FLY
SPELLS: Sleep RESISTANCE: Non-Magic Weapons
— FALSE APPEARANCE
IMMUNITY: Fire
IMMUNITY: Fire, Poison VULNERABILITY: Cold
VULNERABILITY: Cold
EQUIPMENT: A spear or other polearm.
ELEMENTALS 49
XORN
14 HP — 2 ATTACK
MINION — MEDIUM
SPELLS: Blink (D95 / P124) SPELLS: Invisibility (D84 / P112), SPELLS: Folksong (D51 / P74)
Magic Tricks (D84 / P112),
EQUIPMENT: A common melee weapon,
Phantom Menace (D85 / P113) and a lying lyre.
DEATH THROES: FIRE EXTRA ATTACK — NOT SO CLOSE: SPIKES EVASIVE: FLY — EXTRA ATTACK
— EVASIVE: FLY, TELEPORT
Cold, Non-Magic & Non-
RESISTANCE: Cold, Non-Magic & Non-
RESISTANCE:
— NOT SO CLOSE: FIRE Silvered Weapons Silvered Weapons
IMMUNITY: Fire, Poison IMMUNITY: Fire, Poison
RESISTANCE: Cold, Lightning, Non-Magic
Weapons
SPELLS: Burn (D60 / P84)
IMMUNITY: Fire, Poison
ELEMENTAL WALL: ICE COUNTERATTACK (D35 / P56) — EVASIVE: FLY PHASE SHIFTER — SHAPESHIFTER
RESISTANCE: Non-Magic & Non-Silvered RESISTANCE: Cold Cold, Fire, Non-Magic &
RESISTANCE:
Weapons Non-Silvered Weapons
IMMUNITY: Fire, Poison
IMMUNITY: Cold, Fire, Poison
SPELLS: Dark Door (D95 / P124),
EQUIPMENT: A long sword and a barbed
IDEAL/FLAW: The Ends/Vain whip. Fear (D88 / P116),
Magic Strike (D93 / P122), Sleep (D68 / P93)
FIENDS 55
BREATH ATTACK: FIRE — EVASIVE: OUTRUN EVASIVE: FLY — SHAPECHANGER COUNTERATTACK (D35 / P56)
— PACK TACTICS — EVASIVE: TELEPORT — EXTRA ATTACK
Cold, Non-Magic & Non-
RESISTANCE:
Silvered Weapons
IMMUNITY: Fire Cold, Fire, Lightning, Non-
RESISTANCE:
IMMUNITY: Fire, Poison Magic Weapons
IMMUNITY: Poison
SPELLS: Invisibility (D84 / P112)
EQUIPMENT: Six hooked longswords — one
for each of their hands.
NOT SO CLOSE: POISON STENCH RESISTANCE: COLD EVASIVE: FLY, TELEPORT — HORRIFYING
IMMUNITY: POISON
Cold, Fire, Lightning, Non-
RESISTANCE: Cold, Fire, Lightning, Non-
RESISTANCE:
Magic Weapons Magic Weapons
IMMUNITY: Poison IMMUNITY: Poison
FIENDS 56
PHASE SHIFTER — LUMINOUS HORRIFYING — SHAPECHANGER BREATH ATTACK: PARALYZE, POISON SPORES
— EVASIVE: FLY
IMMUNITY: Fire Cold, Fire, Lightning, Non-
RESISTANCE:
Magic Weapons
Cold, Fire, Lightning, Non-
RESISTANCE:
IMMUNITY: Poison Magic Weapons
IMMUNITY: Poison
PIT FIEND SPELLS: Invisibility (D84 / P112)
30 HP — 5 ATTACK
BOSS — BIG RAKSHASA
ELEMENTAL WALL: FIRE — EVASIVE: FLY 10 HP — 4 ATTACK
BOSS — MEDIUM
— HORRIFYING — STOUT
SHAPESHIFTER
Cold, Lightning, Non-Magic
RESISTANCE:
& Non-Silvered Weapons
IMMUNITY: Non-Magic Weapons
IMMUNITY: Fire, Poison
SPELLS: Bamboozle (D88 / P116),
SPELLS: Fireball (D60 / P84),
No (D96 / P125),
Mesmerize (D84 / P112),
Perky Profanation (D88 / P116),
Sense Magic (D97 / P126)
Reflect (D96 / P125), See (D97 / P126),
EQUIPMENT: A hefty iron mace. Teleport (D95 / P124)
A battleaxe and a
EQUIPMENT: IMMUNITY: Fire EQUIPMENT: A large club carved from the
morningstar. trunk of a tree, and a stack of boulders
EQUIPMENT: A greatsword wielded with for throwing.
just one hand and a war-door shield in
the other.
SPELLS: Cloudcall (D61 / P85), IMMUNITY: Cold EQUIPMENT: A stack of boulders for
throwing.
Sense Magic (D97 / P126),
EQUIPMENT: A ice covered greataxe.
Telekinesis (D93 / P122)
SPELLS: Magic Tricks (D84 / P112), DISGUISE (D77 / P104) — EVASIVE: OUTRUN COUNTERATTACK (D35 / P56)
Mend (D67 / P92) — EXTRA ATTACK — POISON (D76 / P103)
EQUIPMENT: A dagger and a shortsword or
EQUIPMENT: A common melee weapon.
— SNEAK ATTACK (D76 / P103) scimitar.
SPELLS:The archmage knows all but the EQUIPMENT: A common melee weapon and
legendary spells in the Wizard role a light crossbow. COMMONER
(D92-100 / P120-129).
2 HP — 1 ATTACK
EQUIPMENT: A dagger and a staff or wand. COMMONER — MEDIUM
EQUIPMENT: A ceremonial dagger. COUNTERATTACK (D35 / P56) BREATH ATTACK: (DAMAGE TYPE MATCHING
— DISARM (D35 / P56) — DUEL (D35 / P56) RELEVANT DRAGON)
STORY: Humanoid minions can have any COUNTERATTACK (D35 / P56) COUNTERATTACK (D35 / P56)
variety of ancestries. If you would like to
give them an NPC feature or role ability,
— DUEL (D35 / P56)
EQUIPMENT: A rapier and dagger.
consider picking one that relates to — MARSHAL (D37 / P58)
where they live, like a water dwelling
merfolk might know the Naturalist’s
EQUIPMENT:Plate mail, a greatsword, and a
Vortex spell, or an NPC who lives in
heavy crossbow.
cavernous spaces leveraging the
Darkness feature to keep themselves
hidden in the shadows even above
ground. You could also consider a
feature that relates to their morphology, MAGE PRIEST
like a lizardfolk using the Regeneration
feature to regrow their limbs and tail. If 4 HP — 2 ATTACK 8 HP — 3 ATTACK
the NPC has some sort of unique MINION — MEDIUM MINION — MEDIUM — VETERAN
training or profession, like an assassin or
warrior, consider using one of the other SPELLS: Burn (D60 / P84), SPELLS: Fiery Avenger (D46 / P68),
humanoid stat blocks which are
Fireball (D60 / P84), Lawbringer (D46 / P68),
mechanically agnostic to the ancestry of
the NPC. Invisibility (D84 / P112), Magic Strike (D93 / P122),
Magic Strike (D93 / P122), Mend (D67 / P92),
Magic Tricks (D84 / P112), No (D96 / P125), Thunderous Word (D46 / P68)
Sense Magic (D97 / P126),
EQUIPMENT: A common melee weapon.
Shield (D47 / P69), Telekinesis (D93 / P122)
PLAN (D38 / P59) PACK TACTICS PACK TACTICS — WHIRLWIND (D36 / P57)
EQUIPMENT: A shortsword and longbow. EQUIPMENT: A mace, club, or heavy EQUIPMENT: A spear or other polearm.
crossbow.
DISGUISE (D77 / P104) — EVASIVE: OUTRUN EXTRA ATTACK — RECRUIT (D38 / P59) EVASIVE: CLIMB — RAMPAGE
— EXTRA ATTACK — SHAPECHANGER — STOUT
EQUIPMENT: A longsword and a heavy
— SNEAK ATTACK (D76 / P103) crossbow.
Non-Magic & Non-Silvered
IMMUNITY:
Weapons
EQUIPMENT:A shortsword or dagger, a
hand crossbow, and a forgery kit.
EQUIPMENT:A greataxe with an intricately
carved handle.
HUMANOIDS 65
WEREBOAR WERETIGER
4 HP — 2 ATTACK 8 HP — 3 ATTACK
MINION — MEDIUM MINION — MEDIUM — VETERAN
WERERAT WEREWOLF
4 HP — 2 ATTACK 8 HP — 3 ATTACK
MINION — MEDIUM MINION — MEDIUM — VETERAN
BREATH ATTACK: ACID — TREMORSENSE BREATH ATTACK: LIGHTNING CHARGE (D36 / P57)
— CONSTRICT — EVASIVE: CLIMB
EQUIPMENT: A pike and longbow.
— ENGULF/SWALLOW: ACID
IMMUNITY: Lightning
CHIMERA
14 HP — 3 ATTACK
MINION — BIG
FALSE APPEARANCE — DARKNESS EVASIVE: CLIMB — DARKNESS EVASIVE: CLIMB — FALSE APPEARANCE
— ENGULF/SWALLOW: BLUDGEONING — EXTRA ATTACK
— EVASIVE: FLY
EQUIPMENT: A longsword and longbow.
SNEAK ATTACK (D76 / P103) BREATH ATTACK: PETRIFY EVASIVE: FLY — LURE: SONG
— SHAPECHANGER — CHARGE (D36 / P57)
EQUIPMENT: A shortsword or shortbow.
SPELLS: Insight (D86 / P114)
MONSTROSITIES 69
EXTRA ATTACK CHARGE (D36 / P57) BREATH ATTACK: POISON — EVASIVE: SWIM
— WILD ATTACK (D35 / P56)
SPELLS: Compel Truth (D45 / P67), IMMUNITY: Mind Control, Poison
Petrify (D58 / P82), Soul Gaze (D44 / P66) EQUIPMENT: A well honed greataxe.
SPELLS: Afflict (D70 / P95),
A shortsword and a common
EQUIPMENT: STORY:The minotaur can perfectly recall Insight (D86 / P114),
ranged weapon. any path they have traveled
Magic Strike (D93 / P122),
IDEAL/FLAW: Justice/Wrathful Shield (D47 / P69)
EVASIVE: SWIM PHASE SHIFTER — EVASIVE: CLIMB EVASIVE: BURROW — NOT SO CLOSE: FIRE
— ENGULF/SWALLOW: FIRE
IMMUNITY: Mind Control, Poison
— TREMORSENSE
SPELLS: Insight (D86 / P114),
Sleep (D68 / P93), Stormcall (D61 / P85)
EVASIVE: OUTRUN — OVERPOWER (D35 / P56) EVASIVE: BURROW, OUTRUN EVASIVE: FLY
— STOUT — ENGULF/SWALLOW: ACID
— TREMORSENSE
SPELLS: Clap (D93 / P122), Find (D97 / P126), Fire, Poison, Non-Magic
IMMUNITY:
Weapons
Gate (D95 / P124), Invisibility (D84 / P112),
Magic Tricks (D84 / P112), No (D96 / P125), IDEAL/FLAW: The Ends/Oblivious
See (D97 / P126), Sense Magic (D97 / P126),
Shield (D47 / P69), Telekinesis (D93 / P122)
RUST MONSTER IDEAL/FLAW: Pragmatism/Impish
WORG
4 HP — 2 ATTACK STORY: The sphinx is immune to any
12 HP — 4 ATTACK
MINION — MEDIUM COMMONER — BIG
effect that would sense their emotions
or read their thoughts.
CORRODE EVASIVE: OUTRUN — FIERCE
OOZES 73
FALSE APPEARANCE
— NOT SO CLOSE: NECROTIC
UNDEAD 77
HORRIFYING
**Before using the control spell, make
sure your table has discussed the player RESISTANCE: Cold, Lightning, Necrotic
safety rules in the Quest Game Book. If
Mind Control, Poison, Non-
IMMUNITY:
mind control or any other method of
Magic Weapons
taking control of a player’s character —
even if temporarily — is out of bounds
The lich knows all the spells in
SPELLS:
with the Guide or the players then do
the Wizard role (D92-100 / P120-129).
not use the control spell.
IDEAL/FLAW: Power/Megalomaniac
IDEAL/FLAW: Justice/Wrathful
UNDEAD 80
ETHEREAL — EVASIVE: FLY — LIFETAP EVASIVE: FLY (BAT FORM) EXTRA ATTACK
— SUNLIGHT SENSITIVITY: BLINDED, — LIFETAP — MESMERIZE (D84 / P112) — SUNLIGHT SENSITIVITY: BLINDED,
WEAKENED — PHASE SHIFTER — REGENERATION WEAKENED
— SHAPECHANGER — LIFETAP
Acid, Cold, Fire, Lightning,
RESISTANCE:
Thunder, Non-Magic Weapons
— SUNLIGHT SENSITIVITY: INCINERATED
RESISTANCE: Necrotic, Non-Magic
IMMUNITY: Mind Control, Necrotic, Weapons
RESISTANCE: Necrotic, Non-Magic
Poison
Weapons IMMUNITY: Poison
VAMPIRE SPAWN
4 HP — 2 ATTACK
MINION — MEDIUM
ZOMBIE
2 HP — 1 ATTACK
COMMONER — MEDIUM
RELENTLESS