Professional Documents
Culture Documents
1695604515925655
1695604515925655
1
Author’s Preface Setting Introduction
Hello! I want to begin by thanking you for Ten thousand years ago the sentient races of the
purchasing the Bestiary! As discussed in the Core material planes; banded together for the third
Rules preface it brings me immeasurable joy to and final time in recorded history. Collectively
finally have this book out in the hands of people. known as the Santerrans. They presented a
unified force and defeated the bane of existence,
This Bestiary is a monstrous tome (heh). Three the Atlasians.
hundred monsters! Each monster has 2 abilities
(plus basic actions such as strikes) per level (so a While many fought bravely, victory would not
20th level monster has 40 unique abilities!). have been possible if it were not for the
Monster building rules, dealing with non- Champions. Individuals who had awoken their
Atlasian foes and how to scale up combat to keep inner heroic spirit. A traumatising event. The
monsters up to 7 levels below the average party strength of the heroic spirit sears the mind and
level relevant summarizes the content you have soul of their host, extinguishing all skills that the
to look forward to. heroic spirit deemed unnecessary. In exchange,
the heroic spirit grants the Champion great
I think the design philosophy behind Array of
power. If cultivated, this power can surpass that
Champions has enabled for a wonderfully
of any other being on the material plane.
diverse cast of enemies that are both fun to fight
and to be fought by. I can only hope that you, Time is oft the death of wisdom, and even the
the reader feel the same. That this book long lived and immortal races grow arrogant.
empowers you to easily run combats as well as to Content that should the Atlasians return in force
easily create your own interesting and unique they will be repelled for a fourth time.
foes for your playgroup!
The web of intrigue between nations grows, wars
Feedback is the only way Array of Champions
are more common and sightings of Atlasians
can grow into the perfect high fantasy adventure
grow. To combat the growing chaos, the world
game. Please, never be afraid to reach out to me
will need more than a mere hero. It will need an
directly at my business email address
Array of Champions.
Legedarygamesstudioscanada@gmail.com. No
matter how much time passes, no matter how
big the game gets it’s only when I become
arrogant enough to not take the feedback that
you the reader have to offer that Array of
Champions will have abandoned its original
vision. Likewise, no matter how small Array of
Champions remains it’s only when I stop caring
about your feedback and growing the game
organically that it’s truly a dead game.
2
Chapter 3 – First Level Monsters
Belcher Abilities
Belch (Maneuver)
The Belcher may modify a ‘Strike’ action
performed with their claws to deal 1 sonic
damage on failure or success. ‘Belch’ may only
be used while the Belcher is digesting a creature
and may only be performed up to three times
per combat.
Devour (Passive)
When the Belcher has finished eating a meal,
after digestion it leaves behind a most
unfortunate present. Any who walk across a
square containing the droppings of a Belcher
must roll Perception against the Belchers
Statistics Trickery, on failure they are forced to make a
Area Defence save against the Belchers
Weapon Attack 53
Unexpected Attack. On hit the victim suffers D6
Supernatural Attack 23
acid damage.
Unexpected Attack 38
Non-attack Physical 50 Weakness
Physical Defence 50 Belchers take an additional 100% fire damage.
Area Defence: 20
Constitution Defence 35 Lore and Tactics
Mental Defence 35 Belchers are The Atlasian Emperors way of
recycling dead enemies who are not fit to be
Trickery 35
more than a compost mine. In a full Atlasian
Knowledge 20
invasion they are typically kept in reserve to
Nature 50
clean up the aftermath of battle and leave behind
Perception 50 their surprises for those who are unfortunate
Type Indomitable enough to investigate the aftermath.
Size Large
When the Atlasian Emperor is sealed away or in
Movement 25ft
slumber Belchers are simple creatures just
Fate Points 24
looking for meals. They will typically create a
Premovement Actions 1 per round den to litter with their foul gift, protecting them
Maneuver Actions 1 per round while they slumber.
Reaction Actions 1 per round
Gambit Actions 1 per round
3
Bloated Stalker Abilities
Bloated Bomb (Passive)
When slain force a Area Defence against the
Unexpected Attack of the Bloated Stalker against
all enemies within a 5ft burst centered around
the Bloated Stalker. On hit the enemy suffers D6
acid damage.
5
Burster Abilities
Death Shriek (Conflict)
Force all enemies within a 30-foot cone
originating from the Burster to perform an Area
Defence save against the Unexpected Attack of
the Burster. On hit the enemy suffers D6 sonic
damage. If this is the second time or later that an
enemy has been targeted by ‘Death Shriek’ this
combat, then deal D3 sonic damage instead.
Shriek (Gambit)
Force Mental Defence saves against the Bursters
Supernatural Attack for all enemies who can
hear the Burster. On hit all enemies suffer from
weakness 1 to sonic until the end of combat.
Statistics Shriek stacks with itself up to 3 times.
Weapon Attack 38
Weakness
Supernatural Attack 23
Bursters take an additional 50% water damage.
Unexpected Attack 53
Non-attack Physical 50 Lore and Tactics
Physical Defence 35 Invading the realms of Santerra is a difficult
Area Defence: 50 gruelling endeavor for the Atlasian Emperor,
Constitution Defence 20 taking time and energy before more powerful
Mental Defence 35 servants can materialize in the realms. During
the earliest stages the Bursters are the first troops
Trickery 50
of his army to emerge en masse. Their screams
Knowledge 35
signaling the beginning of the end.
Nature 20
Perception 50 Bursters prefer to have an ambush round that
Type Conniving they can use their ‘Shriek’ ability in. Bursters will
Size Medium try to subtly keep their distance, sacrificing one
of their own if necessary and only fighting with
Movement 30ft
their unarmed Strike until the enemy has 3
Fate Points 16
stacks of Shriek before using exclusively their
Premovement Actions 1 per round Death Shriek. The only time when the Bursters
Maneuver Actions 1 per round will use their Death Shriek without 3 stacks of
Reaction Actions 1 per round Shriek afflicting the enemy, is if they feel that
Gambit Actions 1 per round their going to die, or in desperation if the enemy
is resistant to bludgeoning damage.
6
Donut Abilities
Sing (Premovement)
All allies within a 10ft burst centred around the
Donut gain 5 Physical Defence or Mental
Defence until the end of the combat round.
Weakness
Donuts take an additional 75% Sonic damage.
Statistics
Lore and Tactics
Weapon Attack 38
Donuts were named after an event thousands of
Supernatural Attack 38 years ago where one materialized in the middle
Unexpected Attack 38 of a baking competition, ignored the screaming
Non-attack Physical 35 civilians and all food except the 1000 donuts
Physical Defence 35 made by the master baker Baxter (sadly
Area Defence: 35 bankrupting him, albeit that part is forgotten to
Constitution Defence 35 history). Donuts will typically only exit the realm
Mental Defence 35 of the Outsider to follow other Atlasians. During
the early stages of invasion Donuts would be
Trickery 35
placed tactically in the center of units to let their
Knowledge 35
song inspire the Atlasians to fight harder. While
Nature 35
beautiful to the Atlasians, the denizens of the
Perception 35 realms of Santerra lack the senses required to
Type Dreadful hear the Donuts voice.
Size Large
Movement 40ft
Fate Points 20
Premovement Actions 1 per round
Maneuver Actions 1 per round
Reaction Actions 1 per round
Gambit Actions 1 per round
7
Egg Mind Abilities
Mind Thrust (Conflict)
Force target enemy within 90ft to make a
Physical Defence save against the Egg Minds
Supernatural Attack. On hit the enemy suffers
D8 force damage. Mind Thrust provokes threat
attacks.
8
Fish Eater Abilities
Strong Swimmers and Fishers (Passive)
Fish Eaters can hold their breath for up to ten
minutes and can move at 1.5x speed when
swimming. Fish eaters have an additional 19
Nature when foraging in water.
Weakness
Statistics Fish Eaters take an additional 50% dark damage.
Weapon Attack 38
Supernatural Attack 23
Lore and Tactics
Unexpected Attack 53 Hunters, securing food for the Atlasian armies,
the Fish Eater has the nasty habit of eating the
Non-attack Physical 50
food meant to be delivered to the troops, but
Physical Defence 35
utilizes its speed to be efficient enough at its job
Area Defence: 50 to make up for it. In combat Fish Eaters prefer to
Constitution Defence 20 fight in water to decrease the odds of their
Mental Defence 35 opponent fleeing and will single mindedly use
Trickery 50 their ‘Bite’ and ‘Leg Bite’ on their chosen prey
Knowledge 35 until the enemy or themselves are slain.
Nature 20
Perception 50
Type Conniving
Size Medium
Movement 35ft
Fate Points 16
Premovement Actions 1 per round
Maneuver Actions 1 per round
Reaction Actions 1 per round
Gambit Actions 1 per round
9
Grasper Abilities
Grasp (Maneuver)
The Grasper may modify a ‘Strike’ action to
Grapple their foe on hit.
Bite (Conflict)
Force target grappled enemy to perform a
Physical Defence save against the Grapplers
Weapon Attack. On success the enemy suffers
D4+1 piercing damage.
Weakness
Graspers take an additional 100% light damage.
10
Groaner Abilities
Extend (Maneuver)
The Groaner may extend the reach of a melee
‘Strike’ action by 5ft. If a Strike performed with
‘Extend’ hits an enemy that enemy is considered
threatened and will provoke threat attacks from
the Groaner if they try to move away.
Weakness
Groaners take an additional 100% holy damage.
Statistics
Lore and Tactics
Weapon Attack 53
Groaners are named after the constant groan
Supernatural Attack 23 they emit. It’s not to far from reality, as the
Unexpected Attack 38 Groaner is a servant class within Atlasian Society
Non-attack Physical 50 that constantly bemoans its status. This
Physical Defence 50 bemoaning is tolerated as they never do
Area Defence: 20 anything about it and are rather good at their
Constitution Defence 35 jobs. If a Groaner is in the material planes away
Mental Defence 35 from other Atlasians they will continue to groan
and complain that they have no purpose while
Trickery 35
seeking a way back to the realm of the Outsider.
Knowledge 20
As usual, Atlasians can never be understood by
Nature 50
the members of the realms of Santerra and have
Perception 50 no desire to cooperate with them. When fighting
Type Indomitable alongside other Atlasians they’ll try to groan
Size Medium louder and appear more threatening to try and
Movement 30ft take attention away from their comrades.
Fate Points 24
Premovement Actions 1 per round
Maneuver Actions 1 per round
Reaction Actions 1 per round
Gambit Actions 1 per round
11
Happy Biter Abilities
Momentous Bite (Maneuver)
The Happy Biter may modify a ‘Bite’ to deal an
additional D3 piercing damage. Momentous Bite
may only be performed in a combat round in
which the Happy Biter performed a horizontal
Jump.
Squat (Gambit)
The Happy Biter may perform a ‘Jump’ action in
the following combat round without reducing
their movement value.
Weakness
Happy Biters suffer an additional 100% unholy
Statistics damage.
12
Hunchback Fire Eaters Abilities
Burning Bolt (Conflict)
Force target enemy within 60ft to make a Area
Defence save against the Hunchback Fire Eaters
Supernatural Attack. On hit the enemy suffers
D8 fire damage. ‘Burning Bolt’ provokes threat
attacks.
Statistics Weakness
Hunchback Fire Eaters take an additional 25%
Weapon Attack 23
slashing damage.
Supernatural Attack 53
Unexpected Attack 38 Lore and Tactics
Non-attack Physical 20 Hunchback Fire Eaters are outsiders born in a
Physical Defence 20 pool of fire, volcano or environment of extreme
Area Defence: 35 heat. Abandoned by their parents they had to
Constitution Defence 35 live off the flames, those that survive the ordeal
Mental Defence 50 become able to freely use the power of fire at
will. Young Hunchback Fire Eaters are obsessed
Trickery 35
with battle and will tend to live an existence that
Knowledge 50
is nothing but battle and food. When Hunchback
Nature 50
fire eaters reach middle age, they refuse to fight
Perception 20 unless absolutely necessary and will seek to find
Type Incomprehensible a hot environment to copulate. In battle, young
Size Medium Hunchback Fire Eaters will fixate on back-liners
Movement 20ft perceiving them to be the most cowardly and
Fate Points 12 deserving of death. Older Hunchback Fire Eaters
will be better at identifying which targets are
Premovement Actions 1 per round
actually the most threatening and needing to be
Maneuver Actions 1 per round
eliminated first.
Reaction Actions 1 per round
Gambit Actions 1 per round
13
Little Destroyer Abilities
Inner Flame (Maneuver)
The Little Destroyer may modify a conflict
action to use Unexpected Attack, the action will
also deal an additional fire damage on hit. Inner
Flame deals 1 damage to the Little Destroyer.
Vacuum (Conflict)
Force target enemy within reach to roll Area
Defence against the Supernatural Attack of the
Little Destroyer. On hit the enemy suffers D6
Irresistible damage.
14
Lizard Shot Abilities
Precise Shot (Maneuver)
The Lizard Shot may manipulate ‘Artillery’ to
use Unexpected Attack instead of Weapon
Attack.
15
Moon Man Abilities
Starfall (Conflict)
Force all enemies in a 5ft burst centered around
a point within 90ft to perform a Area Defence
save against the Moon Mans Supernatural Attack.
Each hit enemy suffers D8 holy damage. Starfall
provokes threat attacks.
16
Rams of Atlasia Abilities
Wall Break (Maneuver)
The Atlasian Ram may modify a ‘Head Rush’ to
only deal bludgeoning damage on hit. This
bludgeoning damage is tripled if performed
against an object.
Weakness
Statistics Rams of Atlasia take an additional 100% slashing
damage.
Weapon Attack 53
Supernatural Attack 23 Lore and Tactics
Unexpected Attack 38 The Atlasian Ram is typically used for the
Non-attack Physical 50 invasion of minor settlements during the early
Physical Defence 50 stages of invasion. Its large body and low
Area Defence: 20 practical damage gives defenders of any
Constitution Defence 35 moderate to major sized settlement to much
Mental Defence 35 time to react and destroy them despite their
speed. Atlasian Rams are sentient but can only
Trickery 35
find joy when watching something be destroyed
Knowledge 20
or partaking in an object’s destruction. Atlasian
Nature 50
rams will typically try to avoid direct combat,
Perception 50 recognizing their objective as the destruction of
Type Indomitable fortifications.
Size Immense
Movement 50ft
Fate Points 24
Premovement Actions 1 per round
Maneuver Actions 1 per round
Reaction Actions 1 per round
Gambit Actions 1 per round
17
Slasher Abilities
Curved Blow (Maneuver)
The Slasher may manipulate a Strike action to
use Unexpected Attack instead of Weapon Attack
and target Area Defence instead of Physical
Defence.
18
Spike Hounds Abilities
Spike Launch (Conflict)
Force target enemy within 30ft to roll a Area
Defence save against the Unexpected Attack of
the Spike Hound. On hit the enemy suffers D8
piercing damage. ‘Spike Launch’ may only be
used once per combat.
Scent (Passive)
Spike Hounds can mentally record up to three
scents and successfully track anyone whose scent
they’ve memorized.
Weakness
Statistics Spike Hounds take an additional 50% acid
damage.
Weapon Attack 38
Supernatural Attack 23 Lore and Tactics
Unexpected Attack 53 Spike Hounds are trackers and pets for the
Non-attack Physical 50 Atlasians. They are vicious, cruel and have no
Physical Defence 35 playful side, just as many Atlasians like it. In
Area Defence: 50 battle they will launch the Spikes from their
Constitution Defence 20 backs before closing in looking to bite and stomp
Mental Defence 35 on their foes. The Spikes take ten minutes to
regrow.
Trickery 50
Knowledge 35
Nature 20
Perception 50
Type Conniving
Size Large
Movement 60ft
Fate Points 16
Premovement Actions 1 per round
Maneuver Actions 1 per round
Reaction Actions 1 per round
Gambit Actions 1 per round
19
Spores of Atlasia Abilities
Rain of Spikes (Conflict)
Force all enemies in a 15ft burst centered around
a point within 60ft to roll a Area Defence save
against the Atlasian Spores Supernatural Attack.
Each hit enemy suffers D8 piercing damage.
‘Rain of Spikes’ provokes threat attacks and may
only be used once per combat.
20
Time Jumper Abilities
Time Skip (Passive)
Time Jumpers may move without provoking
threat attacks. Once per combat as a free action
the Time Jumper may ‘skip’ an enemies
successful roll forcing them to reroll it.
21
Tricky Feet Abilities
Attack! (Premovement)
Target ally within 120ft gains 5 Unexpected
Attack until the end of the combat round.
Apparition (Passive)
The Tricky Feet is accompanied by a large sized,
intimidating apparition with the same speed as
the Tricky Feet. The Tricky Feet must remain
within 30ft of the Apparition by the end of the
combat round or its dispelled. The Tricky Feet is
invisible to all enemies who do not have true
sight and can see the Tricky Feets Apparition.
When an enemy performs any actions against
the Apparition, even though there is feedback it
Statistics will “feel wrong” and potentially manifest a sixth
Weapon Attack sense within the attacker. Discretely use the
38
enemies attack roll as a Perception check against
Supernatural Attack 38
the Trickery of the Tricky Feet. On success the
Unexpected Attack 38
enemy can now see the Tricky Feet until the end
Non-attack Physical 35 of combat. The Tricky Feet has a bonus 20 to
Physical Defence 35 Trickery for the purpose of this check.
Area Defence: 35
Constitution Defence 35 Weakness
Mental Defence 35 Tricky Feet take an additional 50% piercing
Trickery damage.
35
Knowledge 35
Lore and Tactics
Nature 35
Tricky Feet are one of the early support units
Perception 35 during an Atlasian invasion. They rarely
Type Dreadful willingly enter the planes of Santerra. If within
Size Small the plane, they will try to lay low and wait for the
Movement 25ft next time their Emperor awakes. They will use
Fate Points 20 their Apparition to scare away those they find to
threatening, ironically leading to more powerful
Premovement Actions 1 per round
investigators. Tricky Feet are happy to work with
Maneuver Actions 1 per round
other Atlasians and support them. Tricky Feet
Reaction Actions 1 per round
are named after the fact that their Apparitions
Gambit Actions 1 per round don’t make sound when walking and the Tricky
Feets attempts at loud stomps not matching up
to the footsteps of their Apparition.
22
Bears
Abilities
Roar (Premovement)
Target bear within 30ft gains 2 Weapon Attack
until the end of the following combat round.
Weakness
Bears take an additional 100% piercing damage.
Statistics
Weapon Attack 53 Lore and Tactics
Supernatural Attack 23 It’s a damn bear.
Unexpected Attack 38
Non-attack Physical 50
Physical Defence 50
Area Defence: 20
Constitution Defence 35
Mental Defence 35
Trickery 35
Knowledge 20
Nature 50
Perception 50
Type Indomitable
Size Large
Movement 30ft
Fate Points 24
Premovement Actions 1 per round
Maneuver Actions 1 per round
Reaction Actions 1 per round
Gambit Actions 1 per round
23
24
25