You are on page 1of 81

CREDITS & ATTRIBUTION 2

WRITTEN, ILLUSTRATED, This work uses material from the This work also uses material
DESIGNED, & EDITED BY: Quest Creators Resource. The from the System Reference
J.N. Butler Quest Creators Resource by The Document 5.1 (SRD5) under the
Adventure Guild, LLC is licensed Open Gaming License. A copy of
SEE MORE OF THEIR WORK AT:
under CC BY 4.0. For more the full text of the Open Game
https://jnbutler.art information about Quest, please License is included with the
OR FOLLOW THEM ON TWITTER:
visit www.adventure.game. download of this work.
@jnbutlerart Additionally, please read Quest’s
Community Guidelines to help Open Game Content used and
SPECIAL THANKS TO: create experiences that are modified from the SRD5 in this
Megan, all my friends, and the positive and fun. work includes: DAMAGE TYPES,
MONSTER NAMES, MONSTER TYPE NAMES
supportive community on the
Quest Discord. Material used and modified from AND DESCRIPTIONS, and MONSTER
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.

VERSION 1.3 LAST UPDATED 2020-10-29


TABLE OF CONTENTS 3

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

guides. is full of NPCs for your games.


npc size & experience
Tiny*
Small/Medium*
10
10
10
Invulnerable
Lifetap
Luminous*
14
14
14

Monster Manifest also includes a Big


huge*
10
10
Lure*
Magic Weapons*
14
14
toolkit you can use to generate Colossal 10 Mimicry* 15

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

inside. PLAYER SAFETY


Damage Transfer*
Darkness*
Death Throes*
12
12
12
Split*
Stout*
Sunlight Sensitivity*
16
16
16
For rich player safety resources beyond Divine Awareness* 12 Swarm* 16
Elemental Wall* 12 Tremorsense* 16
what is offered in the Quest Game Engulf/Swallow* 13 Vulnerable* 16
Book, check out the TTRPG Safety Entangle* 13 Role-Based Abilities 16
Environment Stride* 13
Toolkit, compiled by Kienna Shaw and Ethereal 13
Lauren Bryant-Monk. Evasive 13
TABLE OF CONTENTS 4
Aberrations 17 Giant Constrictor Snake 23 Octopus 26 Deva 32 Ancient Silver Dragon 41
Aboleth 18 Giant Crab 23 Owl 26 Pegasus 32 Ancient White Dragon 41
Chuul 18 Giant Crocodile 23 Panther 27 Planetar 32 Dragon Turtle 41
Cloaker 18 Giant Eagle 23 Poisonous Snake 27 Solar 33 Pseudodragon 41
Gibbering Mouther 18 Giant Elk 23 Plesiosaurus 27 Unicorn 33 Wyrmling, Black 41
Otyugh 18 Giant Fire Beetle 23 Polar Bear 27 Constructs 34 Wyrmling, Blue 41
Beasts 19 Giant frog 23 Pony 27 Animated Armor 35 Wyrmling, Brass 42
Ape 20 giant goat 23 Quipper 27 Flying Sword 35 Wyrmling, Bronze 42
Axe Beak 20 giant hyena 23 Rat 27 Golem, Clay 35 Wyrmling, Copper 42
Baboon 20 Giant Lizard 24 Raven 27 Golem, Flesh 35 Wyrmling, Gold 42
Badger 20 Giant Octopus 24 Reef Shark 27 Golem, Iron 35 Wyrmling, Green 42
Bat 20 Giant Owl 24 Rhinoceros 28 Golem, Stone 35 Wyrmling, Red 42
Black Bear 20 Giant Poisonous Snake 24 Riding Horse 28 Homunculus 36 Wyrmling, Silver 43
Blood Hawk 20 Giant Rat 24 Saber-Toothed Tiger 28 Rug Of Smothering 36 Wyrmling, White 43
Boar 20 Giant Scorpion 24 Scorpion 28 Shield Guardian 36 Wyvern 43
Brown Bear 20 Giant Sea Horse 24 Sea Horse 28 Dragons 37 Young Black Dragon 43
Cat 21 Giant Shark 24 Spider 28 Adult Black Dragon 38 Young Blue Dragon 43
Camel 21 Giant Spider 24 Stirge 28 Adult Blue Dragon 38 Young Brass Dragon 43
Constrictor snake 21 Giant Toad 25 Swarm Of Bats 28 Adult Brass Dragon 38 Young Bronze Dragon 43
Crab 21 Giant Vulture 25 Swarm Of Insects 28 Adult Bronze Dragon 38 Young Copper Dragon 44
Crocodile 21 Giant Wasp 25 Swarm Of Poison Snakes 29 Adult Copper Dragon 38 Young Gold Dragon 44
Deer 21 Giant Weasel 25 Swarm Of Quippers 29 Adult Green Dragon 38 Young Green Dragon 44
Dire Wolf 21 Giant Wolf Spider 25 Swarm Of Rats 29 Adult Gold Dragon 39 Young Red Dragon 44
Draft Horse 21 Goat 25 Swarm Of Ravens 29 Adult Red Dragon 39 Young Silver Dragon 44
Eagle 21 Hawk 25 Triceratops 29 Adult Silver Dragon 39 Young White Dragon 44
Elephant 22 Hunter Shark 25 Tiger 29 Adult White Dragon 39
Elk 22 Hyena 25 Tyrannosaurus Rex 29 Ancient Black Dragon 39
Flying Snake 22 Jackal 26 Vulture 29 Ancient Blue Dragon 39
Frog 22 Killer Whale 26 Warhorse 29 Ancient Brass Dragon 40
Giant Ape 22 Lion 26 Weasel 30 Ancient Bronze Dragon 40
Giant Badger 22 Lizard 26 Winter Wolf 30 Ancient Copper Dragon 40
Giant bat 22 Mammoth 26 Wolf 30 Ancient Green Dragon 40
Giant Boar 22 Mastiff 26 Celestials 31 Ancient Gold Dragon 40
Giant Centipede 22 Mule 26 Couatl 32 Ancient Red Dragon 40
TABLE OF CONTENTS 5
Elementals 45 Glabrezu 54 Druid 62 Griffon 68 Violet Fungus 76
Azer 46 Hag, Night 54 Gladiator 62 Harpy 68 Undead 77
Djinni 46 Hell Hound 55 Guard 62 Hippogriff 69 Ghast 78
Efreeti 46 Hezrou 55 Half-Dragon Veteran 62 Hydra 69 Ghost 78
Elemental, Air 47 Imp 55 Humanoid Minion 63 Kraken 69 Ghoul 78
Elemental, Earth 47 Lemure 55 Knight 63 Lamia 69 Lich 78
Elemental, Fire 47 Marilith 55 Mage 63 Manticore 69 Mummy 79
Elemental, Water 47 Nalfeshnee 55 Noble 63 Medusa 70 Mummy Lord 79
Gargoyle 47 Nightmare 56 Priest 63 Merrow 70 Shadow 79
Invisible Stalker 47 Pit Fiend 56 Scout 64 Minotaur 70 Skeleton 79
Magmin 48 Quasit 56 Spy 64 Mimic 70 Skeleton, Minotaur 79
Mephit, Dust 48 Rakshasa 56 Thug 64 Naga, Guardian 70 Skeleton, Warhorse 79
Mephit, Ice 48 Vrock 56 Veteran 64 Naga, Spirit 71 Specter 80
Mephit, Magma 48 Giants 57 Warrior 64 Owlbear 71 Vampire 80
Mephit, Steam 48 Ettin 58 Werebear 64 Phase Spider 71 Vampire Spawn 80
Salamander 48 Giant, Cloud 58 Wereboar 65 Purple Worm 71 Wight 80
Xorn 49 Giant, Fire 58 Wererat 65 Remorhaz 71 Will-O'-Wisp 81
Fey 50 Giant, Frost 58 Weretiger 65 Roc 71 Wraith 81
Blink Dog 51 Giant, Hill 58 Werewolf 65 Roper 72 Zombie 81
Dryad 51 Giant, Stone 58 Monstrosities 66 Rust Monster 72 Zombie, Ogre 81
Hag, Green 51 Giant, Storm 59 Ankheg 67 Sphinx 72
Hag, Sea 51 Ogre 59 Basilisk 67 Tarrasque 72
Satyr 51 Oni 59 Behir 67 Worg 72
Sprite 51 Troll 59 Bulette 67 Oozes 73
Fiends 52 Humanoids 60 Centaur 67 Black Pudding 74
Balor 53 Acolyte 61 Chimera 67 Gelatinous Cube 74
Devil, Barbed 53 Archmage 61 Cockatrice 67 Gray Ooze 74
Devil, Bearded 53 Assassin 61 Darkmantle 68 Ochre Jelly 74
Devil, Bone 53 Bandit/Pirate 61 Death Dog 68 Plants 75
Devil, Chain 53 Bandit/Pirate Captain 61 Doppelganger 68 Awakened Shrub 76
Devil, Horned 54 Berserker 61 Drider 68 Awakened Tree 76
Devil, Ice 54 Commoner 61 Ettercap 68 Shambling Mound 76
Dretch 54 Cult Fanatic 62 Gorgon 68 Shrieker 76
Erinyes 54 Cultist 62 Grick 68 Treant 76
IMPORTANT KEYWORDS 6

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

I looked for tonal matches between the


ADAPTING NPCS TO QUEST SRD5’s abilities and spells and Quest’s
NPC STAT BLOCK FORMAT
Creatures from other systems can be NPC features and role abilities. In some
exceptionally complicated. My goal for cases there wasn’t a good match with
adapting monsters of the SRD5 for use any existing NPC feature or role I added
name
in Quest was to distill the 0-30 a variety of new features which are # HP — # ATTACK
Challenge Rating spread, ability scores, marked with an asterisk in the NPC NPC TYPE — SIZE — EXPERIENCE
proficiency bonuses, and multi-faceted features chapter.
action economy into the elegant
LIST — OF — FEATURES — AND — ABILITIES
COMMONER, MINION, and BOSS NPC types of Only the most powerful bosses have an
Quest. The problem to solve was turning attack rating of 10 because killing a
full page stat blocks into something no player character in one turn isn’t a good RESISTANCE: List, Of, Resistances
larger than a tarot card. match for the tone of Quest. Similarly,
IMMUNITY: List, Of, Immunities
no creatures with an attack rating of 5 or
I developed a number of conversion higher have extra attack. Only NPCs VULNERABILITY: List, Of, Vulnerabilities
tables, and while they were less who are quick or have extra limbs,
complicated than the source, they still tentacles, or heads get Quest’s extra SPELLS: Spell Name
didn’t fit the design principles of Quest. attack feature by default.
My goal was to make a catalog of EQUIPMENT: A sentence describing their
familiar creatures available for easy use If you use a powerful boss, give players inventory.
within quest, not to make Quest be narrative queues that it might be better
more like 5E. So, I opted to capture the to parley. Bosses were given example IDEAL/FLAW:If the NPC is a boss, they
feel of the SRD5 monsters rather than Ideals and Flaws to give Guides a have a suggested ideal and flaw.
making a one-to-one translation. starting point for what motivates those
bosses and how they might behave. STORY:A short description about the
In the end I leveraged three Quest NPC, sometimes including special
concepts to adapt NPCs: NPC TYPE, SIZE, Finally, all use of the pronoun “it,” from things they can do.
and EXPERIENCE. The NPC STAT GENERATOR table both the SRD5 and the Quest
is the product of this approach. This Community Resource, was replaced Some spells and abilities contain a
table defines the hit points and attack with the pronoun “they.” reference to the digital and physical
rating for every creature in this book. Quest Game Book page numbers of the
spell or ability, formatted like this:
(D# / P#)
NPC DESIGN TOOLKIT 8

Give an NPC a magic item or


HUMANOIDS REVISED MODIFY & CREATE NPCS TREASURE.
two from the Treasure Catalog in the
The SRD5 is an extension of a TTRPG Try these options out when modifying Quest Game Book. Consider what an
system that has a long history of racist, existing NPCs or creating new ones: NPC’s choice of magic item(s) says
sexist, and otherwise bigoted views that about their character.
are mechanically encoded into the game. EXTRA ATTACK. Give an NPC extra attack
For this reason, I made a few design to make them more dangerous, or take Grant or revoke NPC
FEATURES & ABILITIES.
choices to avoid carrying those it away if they are too dangerous for the features or role abilities from the Quest
mechanics forward: players right now. Avoid giving extra Game Book. For bosses, consider how a
attack to any creature with an attack Legendary role ability could create
First, the notion of innate good or evil rating of 5 or more — killing a player in narratively compelling stakes for the
has been removed from creature type one turn is not a good match for the player characters.
descriptions and stat blocks. tone of Quest.
Give the major NPCs in
IDEALS & FLAWS.
Next, I merged the androsphinx and NPC STAT GENERATOR. Shift NPC types, your games ideals, flaws, and dreams.
gynosphinx into one stat block called sizes, and experience levels up or down, Bosses are the obvious choice for this,
“sphinx,” and I eliminated the Incubus using the NPC STAT GENERATOR to add up the but the minions and commoners in your
and Succubus stat blocks altogether. new hit points and attack rating for game who breathe life into the world
NPCs adjusted in this way. More hit deserve similar attention.
Finally, I also chose to eliminate points means NPCs last longer in
individual stat blocks for duergar, drow, combat, and a higher attack rating The first three options can be done on
goblinoids, orcs, etc. and instead created means they do more damage per round the fly if you need to rescale an
a single Humanoid Minion stat block, — the lower either number goes, the encounter that’s giving the players too
along with the recommendation that the more fate favors the players. much or too little challenge.
chapter of humanoid stat blocks be used
more like a chapter of backgrounds and OUT OF TURN ACTIONS. Use some role The last three options are better
professions that could apply to NPCs of abilities that trigger outside a normal reserved for preparing ahead of time,
any ancestry. This generic Humanoid turn, like No or Counterattack, if you when you can consider how magic items,
Minion stat block is listed within the want to vary the pace of combat and NPC features, and an NPC’s ideals,
Humanoid chapter itself. give the NPCs more opportunities to flaws, and dreams all weave into your
challenge the players. world and story.
NPC STAT GENERATOR 9

Select an npc type


commoner
hp
2
attack
1

NPC type. minion


boss
4
10
2
4

npc size
Select their tiny –1 —

size. small/medium
big

10

1
huge 20 2
colossal 40 4

Select their npc experience


none — —

experience. veteran
paragon
4
10
1
2 (max. 8)
ancient 20 2 (max. 10)

Add it all up. type + size + experience =


total hp
#
total attack
#
NPC SIZE & EXPERIENCE 10

TINY* HUGE* VETERAN


Add 4 HP and 1 attack if the creature is
Subtract 1 HP if the creature is Add 20 HP and 2 attack if the creature
highly experienced, like a veteran town
exponentially smaller than the players, is significantly larger than the players,
guard, a professor of magic, or an
like a rat, an imp, or a sprite. like an elephant, an adult dragon, or a
ancient elemental.
hydra. Huge creatures whose anatomy
enables them to pick up objects are also
capable of using large boulders, fallen
SMALL/MEDIUM* trees, and other Big objects as ranged PARAGON*
Player characters and other creatures attacks.
Add 10 HP and 2 attack (up to a
between 3 feet (0.91 m) and 8 feet (2.44
maximum of 8 attack) if the creature has
m) tall are considered small or medium.
gone beyond the skill of a veteran, and
They have no hit point or attack rating COLOSSAL has become an expert at what they do,
boon or bane based on their size.
Add 40 HP and 4 attack if the creature like an archmage, a celestial deva, or a
is orders of magnitude larger than the deadly vampire.
players, like a sandworm, a kraken, or a
BIG titan.
Add 10 HP and 1 attack if the creature is
much larger than the players, like a bear,
ANCIENT*
a giant spider, or a hill giant. Add 20 HP and 2 attack (up to a
maximum of 10 attack) if the creature
has honed their endurance and skill
through the trials of time, like an
ancient dragon, a lich, or a solar.

Even the most experienced of


adventurers should take heed when
encountering an ancient one — there is
good reason that some of these ancient
*NPC Sizes and experience levels creatures have outlived countless others.
marked with an asterisk are new to this
reference, and not present in the Quest
Game Book
NPC FEATURES 11

are reduced to 0 during the spell, they


ABSORB* BREATH ATTACK* shatter to pieces and die.
When the creature is subjected to Once every few turns, the creature can
damage of a certain type, they take no make a breath attack against up to 3 REPULSE.The creature exhales repulsion
damage and instead regain a number of clustered targets IN RANGE. Targets must energy that causes targets to be pushed
hit points equal to the damage dealt. make a die roll. Targets who roll a failure back until they are TOO FAR.
The damage type is noted next to the or worse suffer the effect of the breath
feature. attack. Targets who roll a tough choice SLEEP.The creature exhales gas that
can either treat the roll as a success, or causes targets to fall asleep for a number
push a NEARBY ally out of the way and of minutes equal to the attack rating of
suffer the effect of the breath attack in the creature.
AMPHIBIOUS* their place. Choose from the following
The creature can breathe air and water. breath types: SLOW. The creature exhales gas that
causes targets to move in slow motion
BLIND.The creature exhales a cloud that until the end of the creature’s next turn.
obscures targets’ vision until the end of Targets treat distances as one category
AMORPHOUS* the creature’s next turn. farther than normal and cannot use
The creature can move through abilities outside their turn such as the
extremely narrow spaces like a crack in DAMAGE. The creature exhales a harmful Wizard’s Reflect spell.
the wall, or the space under a door, element or chemical that deals damage
without squeezing. to targets equal to the creature’s attack WEAKEN. The creature exhales gas that
rating plus 1. The damage type is noted causes targets to deal half damage until
next to the feature. the end of the creature’s next turn.
BLOOD FRENZY* PARALYZE.The creature exhales gas that
The creature has extra attack against causes targets to be paralyzed until the CONSTRICT
targets missing any of their hit points. end of the creature’s next turn.
The creature can wrap around a target,
locking their limbs and preventing the
PETRIFY.The creature exhales petrifying
target from moving. Constricted targets
gas that causes targets to turn to stone.
must roll the die to see if they can break
The target cannot move, see, hear, or
*NPC Features marked with an asterisk free.
speak during this time. The creature has
are new to this reference, and not
50 HP while petrified. If their hit points
present in the Quest Game Book
NPC FEATURES 12

success, or push a NEARBY ally out of the


CORRODE* DIVINE AWARENESS* way and suffer the damage in their place.
Non-magic metal weapons that contact The creature knows when someone lies.
the creature become corroded and deal 1 ICE.The creature manifests a thick wall
less damage until repaired. Corroded of ice. If the wall cuts through a target’s
containers spill their contents if not space when it appears the target must
patched or repaired within one day.
ELEMENTAL WALL* make a die roll. Targets who roll a failure
Once every few rounds, the creature can or worse suffer 2 damage. Targets who
form an elemental wall on a surface IN roll a tough choice can either treat the
RANGE. The wall extends NEARBY in the roll as a success, or push a NEARBY ally out
DAMAGE TRANSFER* direction chosen by the creature. The of the way and suffer the damage in their
While the creature is constricting a wall lasts for 1 minute or until the place. Each IN REACH section of the wall
target, the creature takes only half the creature is incapacitated or dies. Choose has 10 hit points. Reducing a section of
damage dealt to them, and the target from the following elemental wall types: the wall to 0 hit points destroys that
takes the other half. section.
AIR.The creature manifests an invisible
wall of powerful wind. If the wall cuts STONE. The creature manifests a thick
through a target’s space when it appears, wall of stone. If the wall cuts through a
DARKNESS* the target is pushed to one side of the target’s space when it appears the target
This creature can create a shroud of wall. The creature chooses to which side must make a die roll. Targets who roll a
magical darkness around a NEARBY area. the target is pushed. Non-magic failure or worse suffer 2 damage. Targets
The darkness lasts 10 minutes and can’t weapons and attacks are deflected by the who roll a tough choice can either treat
be illuminated by non-magical light. wall. Creatures cannot pass through the the roll as a success, or push a NEARBY ally
wall unless they are ethereal. out of the way and suffer the damage in
their place. Each IN REACH section of the
The creature manifests a violent wall has 10 hit points. Reducing a
DEATH THROES* FIRE.
wall of fire. If the wall cuts through a section of the wall to 0 hit points
When the creature dies, they explode. target’s space when it appears, or if a destroys that section.
Each NEARBY target must make a die roll. target attempts to pass through the wall
A NEARBY target who rolls a failure or of fire, the target must make a die roll.
worse takes damage equal to the attack Targets who roll a failure or worse suffer
rating of the dead creature. The damage 2 damage. Targets who roll a tough
type is noted next to the feature. choice can either treat the roll as a
NPC FEATURES 13

ENGULF/SWALLOW* ENVIRONMENT STRIDE* EVASIVE


The creature has an extraordinary
The creature engulfs or swallows a target The creature can meld into part of their
method of movement. Choose one: they
smaller than themself. The target cannot environment such as stone, trees, or
can fly, they can climb or swim quickly,
see, move, or breathe. At the start of the lava. They can move through it and
they can burrow and travel underground,
target’s turn they make a roll. On a emerge at another location NEARBY. The
they can teleport brief distances, or they
success or better they break free. The specific part of their environment they
can outrun other creatures by foot. The
target takes 1 damage each turn that can move through is noted next to the
movement type is noted next to the
they remain engulfed or swallowed. The feature.
feature.
damage type is noted next to the
feature.
ETHEREAL
SMALL CREATURE VARIANT. Small creatures
The creature has no physical body and
EXTRA ATTACK
with this ability can engulf just the head
cannot be affected by physical damage. The creature can attack twice during
of a larger target. The target cannot see
(They can only be affected by magic their turn instead of once.
or breathe, but can still move. At the
harm.) They can freely pass through
start of the target’s turn they make a
physical objects and communicate
roll. On a success or better they break
telepathically.
free. The target takes 1 damage every FALSE APPEARANCE*
other turn that their head remains
All spirit creatures are ethereal. When the creature remains motionless,
engulfed. The damage type is noted next
they are indistinguishable from any
to the feature.
Many ethereal creatures are invisible, identical inanimate object.
but not all are. Ethereal creatures that
can be seen appear like ghosts:
ENTANGLE* translucent creatures that glide through
FIERCE*
the air.
Once every few turns, the creature can
Add 2 attack if the creature is
restrain a target IN RANGE by summoning
exceptionally ferocious for a creature of
vines, shooting a sticky web, or
their size and experience.
manifesting another similar hazard. The
material used to restrain the target is
noted next to the feature.
NPC FEATURES 14

HORRIFYING INVISIBLE LURE*


The creature is so grotesque, The creature cannot be seen with
The creature sings, dances, emits an
otherworldly, or grim that they cause natural vision.
aroma, or makes a dazzling display of
immense fear in anyone who sees them.
shapes and colors that lures any number
When first encountering a horrifying
of targets in-range to them. A target in-
creature, players must roll the die. If INVULNERABLE range must make a roll. On a failure or
they fail, they are frozen in fear and lose
The creature cannot lose hit points. It's worse, the target is enchanted by the
their first turn.
probably a god. creature. While enchanted in this way
the target cannot take any hostile action
towards the creature and must use their
IMMUNITY LIFETAP turn to move in the creature’s direction.
The creature takes no damage from a
When the creature damages an
type of damage or cannot be affected by At the start of the target’s turn they
adversary, they recover hit points equal
certain conditions, like sleep or mind make a roll. On a success or better they
to the amount of damage dealt.
control. The damage or condition type is break the enchantment. An enchanted
noted next to the feature. target who takes damage also breaks the
enchantment. A target who breaks the
LUMINOUS* enchantment cannot become enchanted
in this way again for 1 day.
IMMUTABLE FORM* The creature casts bright light IN REACH,
and dim light NEARBY.
The creature is immune to any spell or
effect that would alter their form.
MAGIC WEAPONS*
This creature’s attacks count as magic
weapons.
NPC FEATURES 15

MIMICRY* RAMPAGE* RESISTANCE


The creature takes half damage from a
The creature can mimic simple sounds If the creature reduces a target to 0 hit
type of damage, like fire or non-magic
they have heard, such as a person points, the creature can make an extra
weapons. The damage type is noted next
whispering, a baby crying, or a hammer attack against a NEARBY target.
to the feature.
striking an anvil.

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

SIEGE DAMAGE* SUNLIGHT SENSITIVITY* TREMORSENSE*


The creature deals double damage to While in or exposed to sunlight, the The creature can pinpoint the origin of
objects and structures. creature suffers one or more of the vibrations through solid matter,
following conditions: provided that the creature and the
source of the vibrations are in contact
The creature has difficulty with the same ground or substance.
SPLIT* BLINDED.
seeing things further than NEARBY.
If the creature has at least 4 hit points
and is hit with a weapon that cuts into The creature goes up in
them, they split into two new creatures
INCINERATED.
flame and leaves behind a silhouette of
VULNERABLE*
of the same type. Each new creature has ash — they are reduced to 0 hit points. The creature takes double damage from
hit points equal to half of the original a type of damage, like fire or non-magic
creature. The new creatures can WEAKENED. The creature is vulnerable to weapons. The damage type is noted next
continue to be split further if they have all damage. to the feature.
at least 4 hit points.

SWARM* ROLE-BASED ABILITIES


STOUT* The creature is actually a swarm of Some creatures have abilities and spells
Add 10 HP if the creature is particularly smaller creatures, like a swarm of rats, from player roles. NPCs do not have
hearty and capable of absorbing more swarm of insects, or swarm of poisonous adventure points, and they do not need
damage for a creature of their size and snakes. Swarms have three times the hit AP to use special abilities. If you use any
experience. points of the creature they are a swarm especially powerful abilities, use your
of. Swarms gain the amorphous and judgment to limit how many times they
extra attack abilities, and they are can use them.
resistant to non-magic melee weapon
attacks due to how swarms can split A role ability innate to an NPC is placed
away from those attacks. as a feature in the stat block, and
otherwise it is placed as a spell — the
A swarm occupying the same space as a digital and physical Quest Game Book
target causes the target to lose sight of page numbers are provided in either
anything not IN REACH. case.
ABERRATIONS 17

Aberrations are utterly alien


beings. Many of them have
innate magical abilities drawn
from the creature’s alien mind
rather than the magical energy of
the Beyond. Aberrations
include aboleths, gibbering
mouthers, and
otyughs.
ABERRATIONS 18

ABOLETH CHUUL GIBBERING MOUTHER


20 HP — 5 ATTACK 12 HP — 2 ATTACK 4 HP — 2 ATTACK
BOSS — BIG COMMONER — BIG MINION — MEDIUM

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

**Before using the control spell, make


sure your table has discussed the player
safety rules in the Quest Game Book. If
mind control or any other method of CLOAKER OTYUGH
taking control of a player’s character —
even if temporarily — is out of bounds 14 HP — 3 ATTACK 14 HP — 3 ATTACK
with the Guide or the players then do MINION — BIG MINION — BIG
not use the control spell.
EXTRA ATTACK — FALSE APPEARANCE EXTRA ATTACK
— DAMAGE TRANSFER
SPELLS: Whisper (D86 / P114)
SPELLS: Splitting Image (D85 / P113)
BEASTS 19

Beasts are non-


humanoid
creatures that
are a natural
part of the
Worldly Plane.
Some of them have magical
powers, but most are
unintelligent and lack any society
or language. Beasts include all
varieties of ordinary animals,
dinosaurs, and giant versions of
animals.
BEASTS 20

APE BADGER BLOOD HAWK


2 HP — 1 ATTACK 1 HP — 3 ATTACK 2 HP — 1 ATTACK
COMMONER — MEDIUM COMMONER — TINY COMMONER — SMALL

EVASIVE: CLIMB FIERCE EVASIVE: FLY — PACK TACTICS

AXE BEAK BAT BOAR


12 HP — 2 ATTACK 1 HP — 1 ATTACK 2 HP — 1 ATTACK
COMMONER — BIG COMMONER — TINY COMMONER — MEDIUM

EVASIVE: OUTRUN CHARGE (D36 / P57) — RELENTLESS

BABOON BLACK BEAR BROWN BEAR


2 HP — 1 ATTACK 12 HP — 2 ATTACK 12 HP — 4 ATTACK
COMMONER — SMALL COMMONER — BIG COMMONER — BIG

PACK TACTICS EVASIVE: CLIMB EVASIVE: CLIMB — FIERCE


— OVERPOWER (D35 / P56)
BEASTS 21

CAT CRAB DIRE WOLF


1 HP — 1 ATTACK 1 HP — 1 ATTACK 12 HP — 2 ATTACK
COMMONER — TINY COMMONER — TINY COMMONER — BIG

EVASIVE: OUTRUN — PACK TACTICS

CAMEL CROCODILE DRAFT HORSE


12 HP — 2 ATTACK 12 HP — 2 ATTACK 12 HP — 2 ATTACK
COMMONER — BIG COMMONER — BIG COMMONER — BIG

EVASIVE: SWIM EVASIVE: OUTRUN

CONSTRICTOR SNAKE DEER EAGLE


12 HP — 2 ATTACK 2 HP — 1 ATTACK 2 HP — 1 ATTACK
COMMONER — BIG COMMONER — MEDIUM COMMONER — SMALL

CONSTRICT EVASIVE: OUTRUN EVASIVE: FLY


BEASTS 22

ELEPHANT FROG GIANT BAT


32 HP — 3 ATTACK 1 HP — 0 ATTACK 12 HP — 2 ATTACK
COMMONER — HUGE COMMONER — TINY COMMONER — BIG

CHARGE (D36 / P57) — STOUT AMPHIBIOUS EVASIVE: FLY

ELK GIANT APE GIANT BOAR


12 HP — 2 ATTACK 24 HP — 3 ATTACK 12 HP — 2 ATTACK
COMMONER — BIG COMMONER — HUGE COMMONER — BIG

CHARGE (D36 / P57) — EVASIVE: OUTRUN EVASIVE: CLIMB CHARGE (D36 / P57) — RELENTLESS

FLYING SNAKE GIANT BADGER GIANT CENTIPEDE


1 HP — 1 ATTACK 12 HP — 4 ATTACK 2 HP — 1 ATTACK
COMMONER — TINY COMMONER — BIG COMMONER — SMALL

EVASIVE: FLY, SWIM EVASIVE: BURROW — FIERCE


BEASTS 23

GIANT CONSTRICTOR SNAKE GIANT EAGLE GIANT FROG


22 HP — 3 ATTACK 12 HP — 2 ATTACK 2 HP — 1 ATTACK
COMMONER — HUGE COMMONER — BIG COMMONER — MEDIUM

CONSTRICT — EVASIVE: SWIM EVASIVE: FLY AMPHIBIOUS — EVASIVE: SWIM

GIANT CRAB GIANT ELK GIANT GOAT


2 HP — 1 ATTACK 22 HP — 3 ATTACK 12 HP — 2 ATTACK
COMMONER — MEDIUM COMMONER — HUGE COMMONER — BIG

AMPHIBIOUS CHARGE (D36 / P57) CHARGE (D36 / P57) — EVASIVE: OUTRUN

GIANT CROCODILE GIANT FIRE BEETLE GIANT HYENA


22 HP — 3 ATTACK 2 HP — 1 ATTACK 12 HP — 2 ATTACK
COMMONER — HUGE COMMONER — SMALL COMMONER — BIG

EVASIVE: SWIM — ENGULF/SWALLOW: ACID LUMINOUS EVASIVE: OUTRUN — RAMPAGE


BEASTS 24

GIANT LIZARD GIANT POISONOUS SNAKE GIANT SEA HORSE


12 HP — 2 ATTACK 2 HP — 1 ATTACK 12 HP — 2 ATTACK
COMMONER — BIG COMMONER — MEDIUM COMMONER — BIG

EVASIVE: CLIMB CHARGE (D36 / P57) — EVASIVE: SWIM

GIANT OCTOPUS GIANT RAT GIANT SHARK


12 HP — 2 ATTACK 2 HP — 1 ATTACK 22 HP — 3 ATTACK
COMMONER — BIG COMMONER — MEDIUM COMMONER — HUGE

BREATH ATTACK: BLIND (INK) PACK TACTICS BLOOD FRENZY — EVASIVE: SWIM
— EVASIVE: SWIM — FALSE APPEARANCE

GIANT OWL GIANT SCORPION GIANT SPIDER


10 HP — 2 ATTACK 12 HP — 2 ATTACK 12 HP — 2 ATTACK
COMMONER — BIG COMMONER — BIG COMMONER — BIG

EVASIVE: FLY EXTRA ATTACK EVASIVE: CLIMB — ENTANGLE: WEB


BEASTS 25

GIANT TOAD GIANT WEASEL HAWK


12 HP — 2 ATTACK 2 HP — 1 ATTACK 1 HP — 1 ATTACK
COMMONER — BIG COMMONER — MEDIUM COMMONER — TINY

AMPHIBIOUS — EVASIVE: SWIM EVASIVE: FLY


— ENGULF/SWALLOW: ACID

GIANT VULTURE GIANT WOLF SPIDER HUNTER SHARK


12 HP — 2 ATTACK 2 HP — 1 ATTACK 12 HP — 2 ATTACK
COMMONER — BIG COMMONER — MEDIUM COMMONER — BIG

EVASIVE: FLY — PACK TACTICS BLOOD FRENZY — EVASIVE: SWIM

GIANT WASP GOAT HYENA


2 HP — 1 ATTACK 2 HP — 1 ATTACK 2 HP — 1 ATTACK
COMMONER — MEDIUM COMMONER — MEDIUM COMMONER — MEDIUM

EVASIVE: FLY CHARGE (D36 / P57) EVASIVE: OUTRUN — PACK TACTICS


BEASTS 26

JACKAL LIZARD MULE


2 HP — 3 ATTACK 1 HP — 1 ATTACK 2 HP — 1 ATTACK
COMMONER — SMALL COMMONER — TINY COMMONER — MEDIUM

EVASIVE: OUTRUN — FIERCE


— PACK TACTICS

KILLER WHALE MAMMOTH OCTOPUS


24 HP — 3 ATTACK 24 HP — 4 ATTACK 2 HP — 1 ATTACK
COMMONER — HUGE MINION — HUGE COMMONER — SMALL

EVASIVE: SWIM CHARGE (D36 / P57) BREATH ATTACK: BLIND (INK) — FALSE
APPEARANCE

LION MASTIFF OWL


12 HP — 2 ATTACK 2 HP — 1 ATTACK 1 HP — 1 ATTACK
COMMONER — BIG COMMONER — MEDIUM COMMONER — TINY

EVASIVE: OUTRUN — PACK TACTICS EVASIVE: FLY


— OVERPOWER (D35 / P56)
BEASTS 27

PANTHER POLAR BEAR RAT


2 HP — 3 ATTACK 12 HP — 4 ATTACK 1 HP — 1 ATTACK
COMMONER — MEDIUM COMMONER — BIG COMMONER — TINY

EVASIVE: CLIMB, OUTRUN — FIERCE EVASIVE: SWIM — FIERCE


— OVERPOWER (D35 / P56) — OVERPOWER (D35 / P56)

POISONOUS SNAKE PONY RAVEN


1 HP — 1 ATTACK 2 HP — 1 ATTACK 1 HP — 1 ATTACK
COMMONER — TINY COMMONER — MEDIUM COMMONER — TINY

EVASIVE: SWIM EVASIVE: FLY — MIMICRY

PLESIOSAURUS QUIPPER REEF SHARK


22 HP — 2 ATTACK 1 HP — 1 ATTACK 2 HP — 1 ATTACK
COMMONER — BIG COMMONER — TINY COMMONER — MEDIUM

EVASIVE: SWIM — STOUT BLOOD FRENZY — EVASIVE: SWIM BLOOD FRENZY — EVASIVE: SWIM
BEASTS 28

RHINOCEROS SCORPION STIRGE


22 HP — 2 ATTACK 1 HP — 1 ATTACK 2 HP — 1 ATTACK
COMMONER — BIG COMMONER — TINY COMMONER — SMALL

CHARGE (D36 / P57) — STOUT EVASIVE: FLY — LIFETAP

RIDING HORSE SEA HORSE SWARM OF BATS


12 HP — 2 ATTACK 1 HP — 0 ATTACK 3 HP — 1 ATTACK
COMMONER — BIG COMMONER — TINY COMMONER — MEDIUM

EVASIVE: OUTRUN EVASIVE: FLY — SWARM

SABER-TOOTHED TIGER SPIDER SWARM OF INSECTS


12 HP — 2 ATTACK 1 HP — 1 ATTACK 3 HP — 1 ATTACK
COMMONER — BIG COMMONER — TINY COMMONER — MEDIUM

OVERPOWER (D35 / P56) EVASIVE: FLY — SWARM


BEASTS 29

SWARM OF POISON SNAKES SWARM OF RAVENS TYRANNOSAURUS REX


3 HP — 1 ATTACK 3 HP — 1 ATTACK 34 HP — 4 ATTACK
COMMONER — MEDIUM COMMONER — MEDIUM MINION — HUGE

EVASIVE: SWIM — SWARM EVASIVE: FLY — SWARM EVASIVE: OUTRUN — RAMPAGE — STOUT
— WILD ATTACK (D35 / P56)

SWARM OF QUIPPERS TRICERATOPS VULTURE


3 HP — 3 ATTACK 34 HP — 4 ATTACK 2 HP — 1 ATTACK
COMMONER — MEDIUM MINION — HUGE COMMONER — MEDIUM

BLOOD FRENZY — EVASIVE: SWIM CHARGE (D36 / P57) — STOUT EVASIVE: FLY — PACK TACTICS
— FIERCE — SWARM

SWARM OF RATS TIGER WARHORSE


3 HP — 1 ATTACK 12 HP — 4 ATTACK 12 HP — 2 ATTACK
COMMONER — MEDIUM COMMONER — BIG COMMONER — BIG

SWARM EVASIVE: OUTRUN — FIERCE CHARGE (D36 / P57) — EVASIVE: OUTRUN


— OVERPOWER (D35 / P56)
BEASTS 30

WEASEL
1 HP — 1 ATTACK
COMMONER — TINY

WINTER WOLF
12 HP — 2 ATTACK
COMMONER — BIG

BREATH ATTACK: COLD — PACK TACTICS

WOLF
2 HP — 1 ATTACK
COMMONER — MEDIUM

EVASIVE: OUTRUN — PACK TACTICS


CELESTIALS 31

Celestials are creatures


native to the Beyond.
Many of them are the
heralds of deities,
employed as
messengers or agents in
the Worldly Plane, the
Shadow Plane, and the Rift.
Celestials mostly share the
motivations of their gods, but
sometimes revolt against the
gods if their convictions diverge.
Celestials include angels, couatls,
and pegasi.
CELESTIALS 32

COUATL DEVA PLANETAR


4 HP — 2 ATTACK 8 HP — 3 ATTACK 20 HP — 5 ATTACK
MINION — MEDIUM MINION — MEDIUM — VETERAN BOSS — BIG

CONSTRICT — SHAPESHIFTER EXTRA ATTACK — SHAPESHIFTER EVASIVE: FLY

RESISTANCE: Radiant RESISTANCE: Radiant, Non-Magic RESISTANCE: Radiant, Non-Magic


Weapons Weapons
Radiant, Mind Control, Non-
IMMUNITY:
Magic Weapons IMMUNITY: Mind Control IMMUNITY: Mind Control

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)

EQUIPMENT: A gleaming greatsword.

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

DIVINE AWARENESS — EVASIVE: TELEPORT CHARGE (D36 / P57) — ENTANGLE: VINES


— MAGIC WEAPONS — EVASIVE: OUTRUN — REGENERATION

RESISTANCE: Radiant, Non-Magic IMMUNITY: Mind Control, Poison


Weapons
SPELLS: Evil Eye (D44 / P66),
IMMUNITY: Mind Control, Necrotic,
Poison Modulate (D71 / P96), Oblation (D47 / P69),
Shield (D47 / P69)
SPELLS: Evil Eye (D44 / P66),
Invoke (D42 / P64), Last Light (D93 / P122),
Lawbringer (D46 / P68),
Shift Season (D63 / P97),
Restore (D67 / P92)

EQUIPMENT: A flying sword and a longbow.

IDEAL/FLAW: Justice/Wrathful

STORY: As long as the solar can see their


flying sword, they can mentally
command it to hover NEARBY, fly around
IN RANGE and make one attack, or return
to their hand. The sword falls to the
ground if no one is controlling it.
CONSTRUCTS 34

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 thought.
Golems are the iconic constructs.
CONSTRUCTS 35

ANIMATED ARMOR GOLEM, CLAY GOLEM, IRON


2 HP — 1 ATTACK 14 HP — 3 ATTACK 30 HP — 5 ATTACK
COMMONER — MEDIUM MINION — BIG BOSS — BIG

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

FLYING SWORD GOLEM, FLESH GOLEM, STONE


2 HP — 2 ATTACK 4 HP — 2 ATTACK 24 HP — 3 ATTACK
COMMONER — SMALL MINION — MEDIUM MINION — BIG

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

HOMUNCULUS SHIELD GUARDIAN


1 HP — 1 ATTACK 24 HP — 3 ATTACK
COMMONER — TINY MINION — BIG

EVASIVE: FLY REGENERATION — STOUT

SPELLS: Whisper (D86 / P114) IMMUNITY: Poison

SPELLS: Lifelink (D68 / P93)

RUG OF SMOTHERING
12 HP — 2 ATTACK
COMMONER — BIG

CONSTRICT — DAMAGE TRANSFER


— FALSE APPEARANCE

IMMUNITY: Poison, Psychic


DRAGONS 37

Dragons are large reptilian


creatures of ancient origin and
tremendous power. True
dragons, including metallic and
chromatic dragons, are highly
intelligent and have innate magic.
Also in this
category are
creatures related to
true dragons, but less
powerful, and less
magical, such as wyverns
and pseudodragons.
DRAGONS 38

ADULT BLACK DRAGON ADULT BRASS DRAGON ADULT COPPER DRAGON


30 HP — 6 ATTACK 30 HP — 6 ATTACK 30 HP — 6 ATTACK
BOSS — HUGE BOSS — HUGE BOSS — HUGE

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

IMMUNITY: Acid IMMUNITY: Fire IMMUNITY: Acid

IDEAL/FLAW: The Ends/Megalomaniac IDEAL/FLAW: Compassion/Impish IDEAL/FLAW: Order/Fearful

ADULT BLUE DRAGON ADULT BRONZE DRAGON ADULT GREEN DRAGON


30 HP — 6 ATTACK 30 HP — 6 ATTACK 30 HP — 6 ATTACK
BOSS — HUGE BOSS — HUGE BOSS — HUGE

BREATH ATTACK: LIGHTNING AMPHIBIOUS AMPHIBIOUS — BREATH ATTACK: POISON


— EVASIVE: BURROW, FLY — HORRIFYING — BREATH ATTACK: LIGHTNING, REPULSE — EVASIVE: FLY, SWIM — HORRIFYING
— EVASIVE: FLY, SWIM — HORRIFYING
IMMUNITY: Lightning IMMUNITY: Poison
— SHAPESHIFTER
IDEAL/FLAW: Pleasure/Hedonist IDEAL/FLAW: Pragmatism/Liar
IMMUNITY: Lightning

IDEAL/FLAW: Generosity/Reckless
DRAGONS 39

ADULT GOLD DRAGON ADULT SILVER DRAGON ANCIENT BLACK DRAGON


30 HP — 6 ATTACK 30 HP — 6 ATTACK 70 HP — 10 ATTACK
BOSS — HUGE BOSS — HUGE BOSS — COLOSSAL — ANCIENT

AMPHIBIOUS BREATH ATTACK: COLD, PARALYZE AMPHIBIOUS — BREATH ATTACK: ACID


— BREATH ATTACK: FIRE, WEAKEN — EVASIVE: FLY — HORRIFYING — EVASIVE: FLY, SWIM — HORRIFYING
— EVASIVE: FLY, SWIM — HORRIFYING — SHAPESHIFTER
IMMUNITY: Acid
— SHAPESHIFTER
IMMUNITY: Cold
IDEAL/FLAW: The Ends/Megalomaniac
IMMUNITY: Fire
IDEAL/FLAW: Honor/Thief
IDEAL/FLAW: Heroism/Vain

ADULT RED DRAGON ADULT WHITE DRAGON ANCIENT BLUE DRAGON


30 HP — 6 ATTACK 30 HP — 6 ATTACK 70 HP — 10 ATTACK
BOSS — HUGE BOSS — HUGE BOSS — COLOSSAL — ANCIENT

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

ANCIENT BRASS DRAGON ANCIENT COPPER DRAGON ANCIENT GOLD DRAGON


70 HP — 10 ATTACK 70 HP — 10 ATTACK 70 HP — 10 ATTACK
BOSS — COLOSSAL — ANCIENT BOSS — COLOSSAL — ANCIENT BOSS — COLOSSAL — ANCIENT

BREATH ATTACK: FIRE, SLEEP BREATH ATTACK: ACID, SLOW AMPHIBIOUS


— EVASIVE: BURROW, FLY — HORRIFYING — EVASIVE: CLIMB, FLY — HORRIFYING — BREATH ATTACK: FIRE, WEAKEN
— SHAPESHIFTER — SHAPESHIFTER — EVASIVE: FLY, SWIM — HORRIFYING
— SHAPESHIFTER
IMMUNITY: Fire IMMUNITY: Acid
IMMUNITY: Fire
IDEAL/FLAW: Compassion/Impish IDEAL/FLAW: Order/Fearful
IDEAL/FLAW: Heroism/Vain

ANCIENT BRONZE DRAGON ANCIENT GREEN DRAGON ANCIENT RED DRAGON


70 HP — 10 ATTACK 70 HP — 10 ATTACK 70 HP — 10 ATTACK
BOSS — COLOSSAL — ANCIENT BOSS — COLOSSAL — ANCIENT BOSS — COLOSSAL — ANCIENT

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

ANCIENT SILVER DRAGON DRAGON TURTLE WYRMLING, BLACK


70 HP — 10 ATTACK 50 HP — 8 ATTACK 4 HP — 2 ATTACK
BOSS — COLOSSAL — ANCIENT BOSS — COLOSSAL MINION — MEDIUM

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

ANCIENT WHITE DRAGON PSEUDODRAGON WYRMLING, BLUE


70 HP — 10 ATTACK 1 HP — 1 ATTACK 4 HP — 2 ATTACK
BOSS — COLOSSAL — ANCIENT COMMONER — TINY MINION — MEDIUM

BREATH ATTACK: COLD EVASIVE: FLY BREATH ATTACK: LIGHTNING


— EVASIVE: BURROW, FLY, SWIM — EVASIVE: BURROW, FLY
SPELLS: Whisper (D86 / P114)
— HORRIFYING
IMMUNITY: Lightning
IMMUNITY: Cold

IDEAL/FLAW: Justice/Foolish
DRAGONS 42

WYRMLING, BRASS WYRMLING, COPPER WYRMLING, GREEN


4 HP — 2 ATTACK 4 HP — 2 ATTACK 4 HP — 2 ATTACK
MINION — MEDIUM MINION — MEDIUM MINION — MEDIUM

BREATH ATTACK: FIRE, SLEEP BREATH ATTACK: ACID, SLOW AMPHIBIOUS — BREATH ATTACK: POISON
— EVASIVE: BURROW, FLY — EVASIVE: CLIMB, FLY — EVASIVE: FLY, SWIM

IMMUNITY: Fire IMMUNITY: Acid IMMUNITY: Poison

WYRMLING, BRONZE WYRMLING, GOLD WYRMLING, RED


4 HP — 2 ATTACK 4 HP — 2 ATTACK 4 HP — 2 ATTACK
MINION — MEDIUM MINION — MEDIUM MINION — MEDIUM

AMPHIBIOUS AMPHIBIOUS BREATH ATTACK: FIRE — EVASIVE: CLIMB, FLY


— BREATH ATTACK: LIGHTNING, REPULSE — BREATH ATTACK: FIRE, WEAKEN
IMMUNITY: Fire
— EVASIVE: FLY, SWIM — EVASIVE: FLY, SWIM

IMMUNITY: Lightning IMMUNITY: Fire


DRAGONS 43

WYRMLING, SILVER YOUNG BLACK DRAGON YOUNG BRASS DRAGON


4 HP — 2 ATTACK 14 HP — 3 ATTACK 14 HP — 3 ATTACK
MINION — MEDIUM MINION — BIG MINION — BIG

BREATH ATTACK: COLD, PARALYZE AMPHIBIOUS — BREATH ATTACK: ACID BREATH ATTACK: FIRE, SLEEP
— EVASIVE: FLY — EVASIVE: FLY, SWIM — EXTRA ATTACK — EVASIVE: BURROW, FLY — EXTRA ATTACK

IMMUNITY: Cold IMMUNITY: Acid IMMUNITY: Fire

WYRMLING, WHITE
4 HP — 2 ATTACK
MINION — MEDIUM

BREATH ATTACK: COLD


— EVASIVE: BURROW, FLY, SWIM YOUNG BLUE DRAGON YOUNG BRONZE DRAGON
14 HP — 3 ATTACK 14 HP — 3 ATTACK
IMMUNITY: Cold MINION — BIG MINION — BIG

BREATH ATTACK: LIGHTNING AMPHIBIOUS


WYVERN — EVASIVE: BURROW, FLY — EXTRA ATTACK — BREATH ATTACK: LIGHTNING, REPULSE
24 HP — 3 ATTACK — EVASIVE: FLY, SWIM — EXTRA ATTACK
MINION — BIG IMMUNITY: Lightning
IMMUNITY: Lightning
EVASIVE: FLY — EXTRA ATTACK — STOUT
DRAGONS 44

YOUNG COPPER DRAGON YOUNG GREEN DRAGON YOUNG SILVER DRAGON


14 HP — 3 ATTACK 14 HP — 3 ATTACK 14 HP — 3 ATTACK
MINION — BIG MINION — BIG MINION — BIG

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

IMMUNITY: Acid IMMUNITY: Poison IMMUNITY: Cold

YOUNG GOLD DRAGON YOUNG RED DRAGON YOUNG WHITE DRAGON


14 HP — 3 ATTACK 14 HP — 3 ATTACK 14 HP — 3 ATTACK
MINION — BIG MINION — BIG MINION — BIG

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

Elementals are creatures born of


air, earth, fire, and wind. Some
creatures of this type are little
more than animate masses of
their respective elements,
including the creatures simply
called elementals. Others have
biological forms infused with
elemental energy. Elemental
creatures include azers, invisible
stalkers, and genies — such as
the djinn and efreet.
ELEMENTALS 46

AZER DJINNI EFREETI


4 HP — 2 ATTACK 24 HP — 6 ATTACK 18 HP — 4 ATTACK
MINION — MEDIUM BOSS — BIG — VETERAN MINION — BIG — VETERAN

NOT SO CLOSE — LUMINOUS PHASE SHIFTER ELEMENTAL WALL: FIRE — PHASE SHIFTER

IMMUNITY: Fire, Poison IMMUNITY: Lightning, Thunder IMMUNITY: Fire

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

STORY: Once a day djinni can summon an


air elemental. The air elemental
disappears when they reach 0 hit points
or after 1 hour.
ELEMENTALS 47

ELEMENTAL, AIR ELEMENTAL, FIRE GARGOYLE


14 HP — 3 ATTACK 14 HP — 3 ATTACK 14 HP — 2 ATTACK
MINION — BIG MINION — BIG MINION — MEDIUM

AMORPHOUS AMORPHOUS — EVASIVE: OUTRUN FALSE APPEARANCE — STOUT


— BREATH ATTACK: BLUDGEONING, REPULSE — EXTRA ATTACK — NOT SO CLOSE: FIRE
Non-Magic & Non-
RESISTANCE:
— EVASIVE: FLY — EXTRA ATTACK — LUMINOUS Adamantine Weapons
IMMUNITY: Poison
Lightning, Thunder, Non-
RESISTANCE: RESISTANCE: Non-Magic Weapons
Magic Weapons
IMMUNITY: Fire, Poison
IMMUNITY: Poison
VULNERABILITY: Water
SPELLS: Clap (D93 / P122)

ELEMENTAL, EARTH ELEMENTAL, WATER INVISIBLE STALKER


14 HP — 3 ATTACK 14 HP — 3 ATTACK 4 HP — 2 ATTACK
MINION — BIG MINION — BIG MINION — MEDIUM

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

MAGMIN MEPHIT, ICE MEPHIT, STEAM


2 HP — 1 ATTACK 2 HP — 1 ATTACK 2 HP — 1 ATTACK
COMMONER — SMALL COMMONER — SMALL COMMONER — SMALL

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

SPELLS: Cloudcall (D61 / P85)

MEPHIT, DUST MEPHIT, MAGMA SALAMANDER


2 HP — 1 ATTACK 2 HP — 1 ATTACK 14 HP — 3 ATTACK
COMMONER — SMALL COMMONER — SMALL MINION — BIG

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

ENVIRONMENT STRIDE: EARTH & STONE


— EXTRA ATTACK — FALSE APPEARANCE
— STOUT — TREMORSENSE

Non-Magic & Non-


RESISTANCE:
Adamantine Weapons

STORY:The xorn can pinpoint, by scent,


the location of precious metals and
stones, such as coins and gems, IN RANGE
of them.
FEY 50

Fey are magical creatures closely


tied to the forces of nature. They
dwell in twilight groves and misty
forests. In some worlds, they are
from their own Shadow Plane of
faeries. Fey include dryads, hags,
and satyrs.
FEY 51

BLINK DOG HAG, GREEN SATYR


2 HP — 1 ATTACK 8 HP — 3 ATTACK 4 HP — 2 ATTACK
COMMONER — MEDIUM MINION — MEDIUM — VETERAN MINION — MEDIUM

PHASE SHIFTER AMPHIBIOUS — MIMICRY — SHAPESHIFTER EVASIVE: OUTRUN

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.

DRYAD HAG, SEA SPRITE


4 HP — 2 ATTACK 8 HP — 3 ATTACK 1 HP — 1 ATTACK
MINION — MEDIUM MINION — MEDIUM — VETERAN COMMONER — TINY

ENTANGLE: VINES AMPHIBIOUS — EVASIVE: SWIM EVASIVE: FLY — INVISIBLE


— ENVIRONMENT STRIDE: TREES — HORRIFYING — SHAPESHIFTER
SPELLS: Soul Gaze (D44 / P66)
SPELLS: Command Nature (D63 / P87), SPELLS: Fear (D88 / P116)
EQUIPMENT: A miniature melee or ranged
Steel Sprout (D58 / P82), weapon.
Speak with Animal (D55 / P78),
Speak with Trees (D53 / P76)

EQUIPMENT: A gnarled shillelagh.


FIENDS 52

Fiends are creatures of order and


subservience. Many fiends labor
under the leadership of
archdevils and demonic royalty.
Priests and mages sometimes
summon fiends to the Worldly
Plane to do their bidding.
Fiends include demons,
devils, hell hounds, and
rakshasas.
FIENDS 53

BALOR DEVIL, BARBED DEVIL, BONE


30 HP — 6 ATTACK 4 HP — 2 ATTACK 14 HP — 3 ATTACK
BOSS — HUGE MINION — MEDIUM MINION — BIG

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

SPELLS: Fiery Avenger (D46 / P68),


Whisper (D86 / P114)
DEVIL, BEARDED DEVIL, CHAIN

EQUIPMENT: A longsword and a whip with


4 HP — 2 ATTACK 4 HP — 2 ATTACK
MINION — MEDIUM MINION — MEDIUM
fiery avenger cast on it.
EXTRA ATTACK EXTRA ATTACK — HORRIFYING
IDEAL/FLAW: Salvation/Wrathful
— ENTANGLE: CHAINS
Cold, Non-Magic & Non-
RESISTANCE:
Silvered Weapons
Cold, Non-Magic & Non-
RESISTANCE:
IMMUNITY: Fire, Poison Silvered Weapons
IMMUNITY: Fire, Poison
SPELLS: Corrupt (D70 / P95),
Whisper (D86 / P114) EQUIPMENT: A dozen bladed chain whips.

An infernal glaive and a beard


EQUIPMENT:
adorned with poisonous spikes.
FIENDS 54

DEVIL, HORNED DRETCH GLABREZU


14 HP — 6 ATTACK 4 HP — 2 ATTACK 14 HP — 3 ATTACK
MINION — BIG COMMONER — SMALL MINION — BIG

EVASIVE: FLY BREATH ATTACK: BLIND, POISON EXTRA ATTACK

Cold, Non-Magic & Non-


RESISTANCE: Cold, Fire, Lightning, Non-
RESISTANCE:
Silvered Weapons Magic Weapons
IMMUNITY: Fire, Poison IMMUNITY: Poison

SPELLS: Burn (D60 / P84) SPELLS: Aurora (D59 / P83),


Bamboozle (D88 / P116), No (D96 / P125)
EQUIPMENT: A forked polearm.

DEVIL, ICE ERINYES HAG, NIGHT


20 HP — 5 ATTACK 4 HP — 2 ATTACK 8 HP — 3 ATTACK
BOSS — BIG MINION — MEDIUM MINION — MEDIUM — VETERAN

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

HELL HOUND IMP MARILITH


4 HP — 2 ATTACK 3 HP — 2 ATTACK 18 HP — 4 ATTACK
MINION — MEDIUM MINION — TINY MINION — BIG — VETERAN

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.

HEZROU LEMURE NALFESHNEE


14 HP — 3 ATTACK 2 HP — 1 ATTACK 14 HP — 3 ATTACK
MINION — BIG COMMONER — MEDIUM MINION — BIG

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

NIGHTMARE QUASIT VROCK


14 HP — 3 ATTACK 3 HP — 2 ATTACK 14 HP — 3 ATTACK
MINION — BIG MINION — TINY MINION — BIG

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)

IDEAL/FLAW: Order/Hedonist IDEAL/FLAW: Pleasure/Liar


GIANTS 57

Giants tower over humans


and their kind. They are
humanlike, though some
have multiple heads or
are shapeshifters. The
six varieties of true giant
are hill giants, stone
giants, frost giants, fire
giants, cloud giants, and
storm giants. Creatures
such as ogres and trolls
are also giants.
GIANTS 58

ETTIN GIANT, FIRE GIANT, HILL


14 HP — 3 ATTACK 24 HP — 4 ATTACK 24 HP — 4 ATTACK
MINION — BIG MINION — HUGE MINION — HUGE

EXTRA ATTACK SIEGE DAMAGE SIEGE DAMAGE

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.

GIANT, CLOUD GIANT, FROST GIANT, STONE


24 HP — 4 ATTACK 24 HP — 4 ATTACK 34 HP — 4 ATTACK
MINION — HUGE MINION — HUGE MINION — HUGE

EVASIVE: TELEPORT — SIEGE DAMAGE SIEGE DAMAGE SIEGE DAMAGE — STOUT

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)

A morningstar or other one-


EQUIPMENT:
handed melee weapon.
GIANTS 59

GIANT, STORM OGRE TROLL


50 HP — 8 ATTACK 14 HP — 3 ATTACK 14 HP — 3 ATTACK
BOSS — HUGE — ANCIENT MINION — BIG MINION — BIG

AMPHIBIOUS — EVASIVE: OUTRUN, SWIM EVASIVE: OUTRUN REGENERATION


— SIEGE DAMAGE
EQUIPMENT: A club carved from a tree STORY:The troll does not regenerate lost
trunk. hit points caused by fire damage.
RESISTANCE: Cold
IMMUNITY: Lightning, Thunder

SPELLS: Cloudcall (D61 / P85),


Sense Magic (D97 / P126),
Shock (D60 / P84), Stormcall (D61 / P85)

EQUIPMENT: A greatsword or a polearm


carved from the trunk of a lightning
ONI
struck tree. 14 HP — 3 ATTACK
MINION — BIG
IDEAL/FLAW: Honor/Reckless
DARKNESS — EXTRA ATTACK
— PHASE SHIFTER — SHAPESHIFTER

SPELLS: Invisibility (D84 / P112),


Sleep (D68 / P93)

EQUIPMENT: A well sharpened glaive.


HUMANOIDS 60

Humanoids are often the


main peoples of a fantasy
gaming world, including
dwarves, elves, orcs, and a
tremendous variety of other
ancestries. They have language
and culture, and a bipedal form
(with some exceptions). They
have many backgrounds and
professions, but many of their
titles, such as archmage or
gladiator, could apply to
creatures of other
types as well.
HUMANOIDS 61

ACOLYTE ASSASSIN BANDIT/PIRATE CAPTAIN


4 HP — 2 ATTACK 8 HP — 3 ATTACK 8 HP — 3 ATTACK
MINION — MEDIUM MINION — MEDIUM — VETERAN MINION — MEDIUM — VETERAN

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.

EQUIPMENT: A bandolier of daggers and a


light crossbow.
BERSERKER
8 HP — 3 ATTACK
MINION — MEDIUM — VETERAN

WILD ATTACK (D35 / P56)


ARCHMAGE BANDIT/PIRATE
20 HP — 6 ATTACK 4 HP — 2 ATTACK EQUIPMENT: A greataxe.
BOSS — MEDIUM — PARAGON MINION — MEDIUM

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

IDEAL/FLAW: Power/Megalomaniac EQUIPMENT: An improvised melee weapon


such as a broom or cast iron pan.
HUMANOIDS 62

CULT FANATIC DRUID GUARD


8 HP — 3 ATTACK 8 HP — 3 ATTACK 4 HP — 2 ATTACK
MINION — MEDIUM — VETERAN MINION — MEDIUM — VETERAN MINION — MEDIUM

EQUIPMENT: A ceremonial dagger. ENTANGLE: VINES INTERCEPT (D36 / P57)

SPELLS: Burn (D60 / P84),


— PROVOKE (D36 / P57)
SPELLS: Command Nature (D63 / P87),
Corrupt (D70 / P95),
— RETREAT (D36 / P57)
Courier (D55 / P78), Shroud (D52 / P75),
Magic Tricks (D84 / P112),
Steel Sprout (D58 / P82), EQUIPMENT: A spear or other polearm.
Shield (D47 / P69)
Speak with Animal (D55 / P78)

EQUIPMENT:A quarterstaff adorned with


tokens and symbols of the druid’s
homeland.

CULTIST GLADIATOR HALF-DRAGON VETERAN


4 HP — 2 ATTACK 8 HP — 3 HP 8 HP — 3 HP
MINION — MEDIUM MINION — MEDIUM — VETERAN MINION — MEDIUM — VETERAN

EQUIPMENT: A ceremonial dagger. COUNTERATTACK (D35 / P56) BREATH ATTACK: (DAMAGE TYPE MATCHING
— DISARM (D35 / P56) — DUEL (D35 / P56) RELEVANT DRAGON)

EQUIPMENT: A spear and a shield. Resistance to the same


RESISTANCE:
damage type as the breath attack.

EQUIPMENT: A longsword and heavy


crossbow.
HUMANOIDS 63

HUMANOID MINION KNIGHT NOBLE


4 HP — 2 ATTACK 4 HP — 2 ATTACK 4 HP — 2 ATTACK
MINION — MEDIUM MINION — MEDIUM MINION — MEDIUM

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)

EQUIPMENT: A dagger and a staff or wand.


HUMANOIDS 64

SCOUT THUG WARRIOR


4 HP — 2 ATTACK 4 HP — 2 ATTACK 4 HP — 2 ATTACK
MINION — MEDIUM MINION — MEDIUM MINION — MEDIUM

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.

SPY VETERAN WEREBEAR


4 HP — 2 ATTACK 8 HP — 3 ATTACK 18 HP — 3 ATTACK
MINION — MEDIUM MINION — MEDIUM — VETERAN MINION — MEDIUM — VETERAN

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

CHARGE (D36 / P57) — SHAPECHANGER CHARGE (D36 / P57)


— OVERPOWER (D35 / P56)
Non-Magic & Non-Silvered
IMMUNITY:
Weapons
— SHAPECHANGER

Non-Magic & Non-Silvered


IMMUNITY:
Weapons

EQUIPMENT: A scimitar or other melee


weapon.

WERERAT WEREWOLF
4 HP — 2 ATTACK 8 HP — 3 ATTACK
MINION — MEDIUM MINION — MEDIUM — VETERAN

EXTRA ATTACK — SHAPECHANGER RAMPAGE — SHAPECHANGER

Non-Magic & Non-Silvered


IMMUNITY: Non-Magic & Non-Silvered
IMMUNITY:
Weapons Weapons

EQUIPMENT: A shortsword and hand


crossbow.
MONSTROSITIES 66

Monstrosities are monsters in


the strictest sense — creatures
that are unusual, unnatural, or
uncanny. Some are the results of
magical experimentation
gone awry, and others
are the product of
terrible curses. They
defy categorization, and
in some sense serve as a catch-all
category for creatures that don’t
fit into any other type. Well-
known examples include the
kraken, mimics, and owlbears.
MONSTROSITIES 67

ANKHEG BEHIR CENTAUR


12 HP — 2 ATTACK 24 HP — 4 ATTACK 14 HP — 3 ATTACK
COMMONER — BIG MINION — HUGE MINION — BIG

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

BREATH ATTACK: FIRE — EVASIVE: FLY


BASILISK BULETTE — EXTRA ATTACK
4 HP — 2 ATTACK 24 HP — 3 ATTACK
MINION — MEDIUM MINION — BIG

SPELLS: Petrify (D58 / P82) OVERPOWER (D35 / P56) — STOUT


COCKATRICE
— TREMORSENSE
2 HP — 1 ATTACK
COMMONER — SMALL

EVASIVE: FLY — PETRIFY (D58 / P82)


MONSTROSITIES 68

DARKMANTLE DRIDER GRICK


2 HP — 1 ATTACK 14 HP — 3 ATTACK 4 HP — 2 ATTACK
COMMONER — SMALL MINION — BIG MINION — MEDIUM

FALSE APPEARANCE — DARKNESS EVASIVE: CLIMB — DARKNESS EVASIVE: CLIMB — FALSE APPEARANCE
— ENGULF/SWALLOW: BLUDGEONING — EXTRA ATTACK
— EVASIVE: FLY
EQUIPMENT: A longsword and longbow.

DEATH DOG ETTERCAP GRIFFON


4 HP — 2 ATTACK 4 HP — 2 ATTACK 14 HP — 3 ATTACK
MINION — MEDIUM MINION — MEDIUM MINION — BIG

EXTRA ATTACK — HORRIFYING ENTANGLE: WEB — EVASIVE: CLIMB EVASIVE: FLY

DOPPELGANGER GORGON HARPY


4 HP — 2 ATTACK 14 HP — 3 ATTACK 4 HP — 2 ATTACK
MINION — MEDIUM MINION — BIG MINION — MEDIUM

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

HIPPOGRIFF KRAKEN LAMIA


14 HP — 3 ATTACK 70 HP — 10 ATTACK 14 HP — 3 ATTACK
MINION — BIG BOSS — COLOSSAL — ANCIENT MINION — BIG

EVASIVE: FLY AMPHIBIOUS SHAPESHIFTER


— BREATH ATTACK: POISON, BLIND (INK)
SPELLS: Afflict (D70 / P95),
— EVASIVE: SWIM — SIEGE DAMAGE
False Sense (D71 / P96),
Lightning, Non-Magic
IMMUNITY: Perky Profanation (D88 / P116),
Weapons
Scry (D97 / P126),
SPELLS: Nature’s Wrath (D65 / P88), Splitting Image (D85 / P113)
Shock (D60 / P84), Stormcall (D61 / P85)

IDEAL/FLAW: The Ends/Wrathful


HYDRA MANTICORE
24 HP — 4 ATTACK 14 HP — 3 ATTACK
MINION — HUGE MINION — BIG

EVASIVE: SWIM — EXTRA ATTACK EVASIVE: FLY — EXTRA ATTACK


— REGENERATION — THORN (D59 / P83)
MONSTROSITIES 70

MEDUSA MINOTAUR NAGA, GUARDIAN


10 HP — 4 ATTACK 14 HP — 3 ATTACK 14 HP — 3 ATTACK
BOSS — MEDIUM MINION — BIG MINION — BIG

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)

STORY: If they die, the naga returns to life


in 3 days and regains all their hit points.
MERROW MIMIC
14 HP — 3 ATTACK 4 HP — 2 ATTACK
MINION — BIG MINION — MEDIUM

AMPHIBIOUS — EVASIVE: SWIM CONSTRICT — FALSE APPEARANCE


— SHAPECHANGER
EQUIPMENT: A harpoon or trident.
MONSTROSITIES 71

NAGA, SPIRIT PHASE SPIDER REMORHAZ


24 HP — 4 ATTACK 12 HP — 2 ATTACK 24 HP — 4 ATTACK
MINION — HUGE COMMONER — BIG MINION — HUGE

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)

STORY: If they die, the naga returns to life


in 3 days and regains all their hit points.

OWLBEAR PURPLE WORM ROC


22 HP — 2 ATTACK 50 HP — 8 ATTACK 44 HP — 6 ATTACK
COMMONER — BIG BOSS — COLOSSAL MINION — COLOSSAL

EVASIVE: OUTRUN — OVERPOWER (D35 / P56) EVASIVE: BURROW, OUTRUN EVASIVE: FLY
— STOUT — ENGULF/SWALLOW: ACID
— TREMORSENSE

IDEAL/FLAW: The Ends/Reckless


MONSTROSITIES 72

ROPER SPHINX TARRASQUE


14 HP — 3 ATTACK 20 HP — 6 ATTACK 90 HP — 10 ATTACK
MINION — BIG BOSS — BIG BOSS — COLOSSAL — ANCIENT

CONSTRICT — EXTRA ATTACK EVASIVE: FLY, TELEPORT HORRIFYING — REFLECTION


— FALSE APPEARANCE — SIEGE DAMAGE
Mind Control, Psychic, Non-
IMMUNITY:
Magic Weapons
— ENGULF/SWALLOW: ACID

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

Oozes are gelatinous creatures


that rarely have a fixed shape.
They are mostly subterranean,
dwelling in caves and dungeons
and feeding on refuse, carrion,
or creatures unlucky enough
to get in their way. Black
puddings and gelatinous
cubes are among the most
recognizable oozes.
OOZES 74

BLACK PUDDING GRAY OOZE


12 HP — 2 ATTACK 2 HP — 1 ATTACK
COMMONER — BIG COMMONER — MEDIUM

AMORPHOUS — CORRODE — SPLIT AMORPHOUS — CORRODE


— FALSE APPEARANCE
IMMUNITY: Acid, Cold, Lightning, Slashing
RESISTANCE: Acid, Cold, Fire

GELATINOUS CUBE OCHRE JELLY


12 HP — 2 ATTACK 12 HP — 2 ATTACK
COMMONER — BIG COMMONER — BIG

ENGULF/SWALLOW: ACID AMORPHOUS — SPLIT

STORY:The gelatinous cube is RESISTANCE: Acid


transparent. As long as they have not
moved or attacked they are difficult to IMMUNITY: Lightning, Slashing
notice and easy to stumble into
unawares.
PLANTS 75

Plants in this context are


vegetable creatures, not
ordinary flora. Most of
them are ambulatory,
and some are carnivorous.
The quintessential plants are
the shambling mound and the
treant. Fungal creatures such as
the shrieker also fall into this
category.
PLANTS 76

AWAKENED SHRUB SHAMBLING MOUND TREANT


2 HP — 1 ATTACK 14 HP — 3 ATTACK 34 HP — 4 ATTACK
COMMONER — SMALL MINION — BIG MINION — HUGE

FALSE APPEARANCE ABSORB: LIGHTNING FALSE APPEARANCE — SIEGE DAMAGE


— ENGULF/SWALLOW: BLUDGEONING — STOUT
VULNERABILITY: Fire
RESISTANCE: Cold, Fire RESISTANCE: Bludgeoning, Piercing
IMMUNITY: Lightning VULNERABILITY: Fire

STORY: Once per day the treant can


magically turn a NEARBY tree into an
awakened tree that acts as an ally of the
treant. The awakened tree takes root
back in the ground as an inanimate tree
in 1 day.
AWAKENED TREE SHRIEKER
32 HP — 3 ATTACK 2 HP — 0 ATTACK
COMMONER — HUGE COMMONER — MEDIUM

FALSE APPEARANCE — STOUT FALSE APPEARANCE — SHRIEK

RESISTANCE: Bludgeoning, Piercing VIOLET FUNGUS


VULNERABILITY: Fire 2 HP — 1 ATTACK
COMMONER — MEDIUM

FALSE APPEARANCE
— NOT SO CLOSE: NECROTIC
UNDEAD 77

Undead are once-living creatures


brought to a horrifying state of
undeath through the practice of
necromantic magic or some
unholy curse. Undead include
walking corpses, such as vampires
and zombies, as well as bodiless
spirits, such as ghosts and
specters.
UNDEAD 78

GHAST GHOST GHOUL


4 HP — 2 ATTACK 4 HP — 2 ATTACK 4 HP — 2 ATTACK
MINION — MEDIUM MINION — MEDIUM MINION — MEDIUM

HORRIFYING ETHEREAL — HORRIFYING — CONTROL HORRIFYING

RESISTANCE: Necrotic Acid, Fire, Lightning,


RESISTANCE: IMMUNITY: Mind Control, Poison
Thunder, Non-Magic Weapons
IMMUNITY: Mind Control, Poison
IMMUNITY: Cold, Mind Control, Necrotic,
Poison
LICH
SPELLS: Control** (D90 / P118),
Wither (D70 / P95)
30 HP — 6 ATTACK
BOSS — MEDIUM — ANCIENT

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

STORY: If a destroyed lich still has their


phylactery, they gain a new body with
full hit points within 10 days. The new
body appears IN REACH of the phylactery.
UNDEAD 79

MUMMY SHADOW SKELETON, MINOTAUR


4 HP — 2 ATTACK 4 HP — 2 ATTACK 12 HP — 2 ATTACK
MINION — MEDIUM MINION — MEDIUM COMMONER — BIG

HORRIFYING AMORPHOUS — LIFETAP CHARGE (D36 / P57)


— SUNLIGHT SENSITIVITY: BLINDED,
RESISTANCE: Non-Magic Weapons IMMUNITY: Poison
WEAKENED
IMMUNITY: Necrotic, Poison VULNERABILITY: Bludgeoning
Acid, Cold, Fire, Lightning,
RESISTANCE:
SPELLS: Afflict (D70 / P95) A greataxe or other two-
EQUIPMENT:
Thunder, Non-Magic Weapons —
handed weapon.
IMMUNITY: Necrotic, Poison
MUMMY LORD
20 HP — 6 ATTACK
BOSS — MEDIUM — PARAGON
SKELETON SKELETON, WARHORSE
HORRIFYING
2 HP — 1 ATTACK 12 HP — 2 ATTACK
COMMONER — MEDIUM COMMONER — BIG
Necrotic, Poison, Non-Magic
IMMUNITY:
Weapons
VULNERABILITY: Bludgeoning CHARGE (D36 / P57) — EVASIVE: OUTRUN
VULNERABILITY: Fire
EQUIPMENT: A common melee or ranged
IMMUNITY: Poison
SPELLS: Afflict: Blighted (D70 / P95), weapon.
VULNERABILITY: Bludgeoning
Corrupt (D70 / P95),
Mesmerize (D84 / P112),
Reanimate (D69 / P94)

IDEAL/FLAW: Justice/Wrathful
UNDEAD 80

SPECTER VAMPIRE WIGHT


4 HP — 2 ATTACK 20 HP — 6 ATTACK 4 HP — 2 ATTACK
MINION — MEDIUM BOSS — MEDIUM — PARAGON MINION — MEDIUM

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

IDEAL/FLAW: Pleasure/Hedonist EQUIPMENT: A longsword and longbow.

VAMPIRE SPAWN
4 HP — 2 ATTACK
MINION — MEDIUM

EVASIVE: CLIMB — EXTRA ATTACK


— REGENERATION
— SUNLIGHT SENSITIVITY: INCINERATED

RESISTANCE: Necrotic, Non-Magic


Weapons
UNDEAD 81

WILL-O'-WISP WRAITH ZOMBIE, OGRE


3 HP — 2 ATTACK 4 HP — 2 ATTACK 12 HP — 2 ATTACK
MINION — TINY MINION — MEDIUM COMMONER — BIG

ETHEREAL — LIFETAP — LUMINOUS ETHEREAL — LIFETAP RELENTLESS


— SUNLIGHT SENSITIVITY: BLINDED,
Acid, Cold, Fire, Necrotic,
RESISTANCE: IMMUNITY: Poison
WEAKENED
Thunder, Non-Magic Weapons
A large one handed
EQUIPMENT:
IMMUNITY: Lightning, Poison
Acid, Cold, Fire, Lightning,
RESISTANCE: bludgeoning weapon such as a
Thunder, Non-Magic Weapons morningstar.
SPELLS: Invisibility (D84 / P112)
IMMUNITY: Necrotic, Poison

STORY:The wraith can raise the spirit of a


recently deceased body as a specter.

ZOMBIE
2 HP — 1 ATTACK
COMMONER — MEDIUM

RELENTLESS

You might also like