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Copyright © 2022 Legendary Games Studios

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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.

I hope you enjoy the Bestiary and that you’ll


look forward to the Game Masters Guide &
Magic Item Vault to provide the player
characters amazing rewards and you the tools to
run Array of Champions in as easy a manner as
possible.

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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.

Claws (Conflict - Strike)


Force a Physical Defence save against the
Belchers Weapon Attack. On hit deal D3 slashing
damage.

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

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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.

Punch (Conflict - Strike)


Force a Physical Defence save against the
Weapon Attack of the Bloated Stalker. On hit the
enemy suffers D6 bludgeoning damage.

Stalk (Gambit, Passive)


Increase the Bloated Stalkers Trickery by 4 when
attempting to use stealth. In combat ‘Stalk’ allows
the Bloated Stalker to leave an acid trail when
moving until the end of the following combat
round. This trail is optional difficult terrain
(halving movement) depending on the pace of
Statistics the mover, if treated as normal terrain the
Weapon Attack mover suffers 1 acid damage when passing
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through. Ending your movement on the trail
Supernatural Attack 23
also causes you to suffer 1 acid damage. The trail
Unexpected Attack 53
disappears after 2 combat rounds (including the
Non-attack Physical 50 round it was made).
Physical Defence 35
Area Defence: 50 Weakness
Constitution Defence 20 Bloated Stalkers take an additional 50% shock
Mental Defence 35 damage.
Trickery 50
Lore and Tactics
Knowledge 35
Pitiable Creatures that only exist because the
Nature 20
Atlasian Emperor deems all creations of the
Perception 50 Outsider worth preserving. In their home plane
Type Conniving they typically live in the closest approximation
Size Small to a “zoo”. If a Bloated Stalker leeks into the
Movement 10ft material plane it will typically be cowardly and
Fate Points 16 hide, only hunting small animals. This changes
once it has 2 or more fellows with it. They will
Premovement Actions 1 per round
try to take on any size of game, even if they can’t
Maneuver Actions 1 per round
possibly win.
Reaction Actions 1 per round
Gambit Actions 1 per round Bloated Stalkers will attempt to ambush their
prey, preferably while their prey rests, but can
often be figured out very easily by the trail they
leave. Stalkers recognize its unlikely for them to
win a straight fight, but they believe that as long
as one of their comrades dies slaying the enemy
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that it’ll work out. When they figure out that
they can’t win, they will fight to the death,
recognizing their much slower speed.

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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.

Wack (Conflict - Strike)


Force a Physical Defence save against the
Weapon Attack of the Burster. On hit the enemy
suffers D4 bludgeoning damage.

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.

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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.

Acid Spit (Conflict - Strike)


Force target enemy within 30ft to roll an Area
Defence save against the Unexpected Attack of
the Donut. On hit the enemy suffers D4 acid
damage. ‘Acid Spit’ provokes threat attacks.

Empathy for Donut (Passive)


Donuts cries of pain inspire their allies. When a
Donut takes damage, all allies within 15ft of the
Donut get 1 in all their statistics until the end of
the following 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

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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.

Unarmed Strike (Conflict - Strike)


Force a Physical Defence save against the Egg
Minds Weapon Attack. On hit the enemy suffers
D3 bludgeoning damage.

Mind Push (Reaction)


If ‘Mind Thrust’ hit in the preceding conflict
phase the Egg Mind may push the enemy back
5ft. If Mind Thrust dealt 5 or more damage, then
Mind Push instead pushes the enemy back 10ft.
Forced movement from Mind Push provokes
threat attacks.
Statistics
Weakness
Weapon Attack 23
Egg Minds take an additional 25% ice damage.
Supernatural Attack 53
Unexpected Attack 38 Lore and Tactics
Non-attack Physical 20 Egg Minds are a basic ‘spellcaster’ in the Atlasian
Physical Defence 20 Empires army, there isn’t too much to say about
Area Defence: 35 them. Egg Minds will typically hide behind more
Constitution Defence 35 powerful Atlasians while trying to use their Mind
Mental Defence 50 Thrust to keep foes away as well as in
conjunction with front lining Atlasians to
Trickery 35
provoke threat attacks.
Knowledge 50
Nature 50
Perception 20
Type Incomprehensible
Size Small
Movement 25ft
Fate Points 12
Premovement Actions 1 per round
Maneuver Actions 1 per round
Reaction Actions 1 per round
Gambit Actions 1 per round

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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.

Bite (Conflict - Strike)


Force a Physical Defence save against the
Weapon Attack of the Fish Eater. On hit the
enemy suffers D4 slashing damage.

Leg Bite (Gambit)


Force an Area Defence save against the Fish
Eaters Unexpected Attack. On hit the enemy
suffers D3 slashing damage and has their
movement halved until the end of the following
combat round.

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

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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.

Tentacle Punch (Conflict - Strike)


Force a Physical Defence save against the
Weapon Attack of the Grasper. On hit the enemy
suffers 2 irresistible damage.

Weakness
Graspers take an additional 100% light damage.

Lore and Tactics


Graspers are civilians within the Realm.
Statistics
Sometimes conscripted for the initial invasion
Weapon Attack 53
due to their tentacle fingers making it easy to
Supernatural Attack 23 grasp the foe while other Atlasians slay the foe. If
Unexpected Attack 38 within the realms of Santerra alone and without
Non-attack Physical 50 the emperors orders the Grasper will seek a way
Physical Defence 50 to return home, at any cost.
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

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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.

Punch and Claw (Conflict)


Force a Physical Defence save against the
Groaners Weapon Attack. On hit the enemy
suffers the Groaners choice of either D3 slashing
or D3 bludgeoning damage.

Strong Body (Passive)


Groaners reduce bludgeoning, slashing and
piercing damage suffered by 2.

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

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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.

Bite (Conflict - Strike)


Force a Physical Defence save against the Happy
Biters Weapon Attack. On hit the target suffers
D3 piercing damage.

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.

Weapon Attack 53 Lore and Tactics


Supernatural Attack 23 Happy Biters are pets to more powerful Atlasians
Unexpected Attack 38 who enjoy watching their antics. In combat
Non-attack Physical 50 Happy Biters will try to avoid engaging into
Physical Defence 50 melee range without the added momentum
Area Defence: 20 from jumping. They will happily dart between
Constitution Defence 35 targets, not caring about the danger of a Threat
Mental Defence 35 Attack so that they can use their Momentous
Bite.
Trickery 35
Knowledge 20
Nature 50
Perception 50
Type Indomitable
Size Large
Movement 25ft
Fate Points 24
Premovement Actions 1 per round
Maneuver Actions 1 per round
Reaction Actions 1 per round
Gambit Actions 1 per round

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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.

Refined Claw (Conflict - Strike)


Force a Physical Defence save against the
Hunchback Fire Eaters Weapon Attack. On hit
the enemy suffers 1 slashing damage.

Born in Flame (Passive)


Hunchback Fire eaters are immune to fire
damage and can eat external sources of flame to
satiate their appetite, restoring D6 fate points. If
performed in combat, Born in Flame is a free
action at the start of any phase.

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

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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.

Tentacle Wack (Conflict - Strike)


Force target enemy within reach to roll Physical
Defence against the Weapon Attack of the Little
Destroyer. On hit the enemy suffers D4
bludgeoning damage.

Destroy Them All (Passive)


Little Destroyers ignore any all resistances when
Statistics
attacking living or undead targets.
Weapon Attack 38
Supernatural Attack 23 Weakness
Unexpected Attack 53 Little Destroyers take an additional 50%
Non-attack Physical 50 bludgeoning damage.
Physical Defence 35
Area Defence: 50
Lore and Tactics
The Little Destroyer is the most feared of the
Constitution Defence 20
weakest Atlasians, its tentacles sucking in and
Mental Defence 35
destroying everything they touch. There Inner
Trickery 50 Flame unleashing even more destruction into
Knowledge 35 the world. Was the Atlasian Emperor exercising
Nature 20 cruelty when he gifted the Little Destroyers with
Perception 50 an appreciation for the arts but no way to
Type Conniving perform them, or does the Little Destroyer revel
Size Small in it’s ability to destroy art that it appreciates?
Movement 30ft
Fate Points 16
Premovement Actions 1 per round
Maneuver Actions 1 per round
Reaction Actions 1 per round
Gambit Actions 1 per round

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Lizard Shot Abilities
Precise Shot (Maneuver)
The Lizard Shot may manipulate ‘Artillery’ to
use Unexpected Attack instead of Weapon
Attack.

Artillery (Conflict - Strike)


Force target enemy within 120ft to make an Area
Defence test against the Lizard Shots Weapon
Attack. On success the enemy suffers D6
piercing damage. ‘Artillery’ provokes threat
attacks.

Smack (Conflict - Strike)


Force target enemy within reach to make a
Physical Defence save against the Lizard Shots
Weapon Attack. On success the enemy suffers
D3 bludgeoning damage.

Rapid Fire Stance (Gambit)


Until the end of the following combat round the
Statistics
Lizard Shot may not use ‘Precise Shot’ but gains
Weapon Attack 38
a bonus conflict action that may only be used for
Supernatural Attack 23 ‘Artillery’.
Unexpected Attack 53
Non-attack Physical 50 Weakness
Physical Defence 35 Lizard Shots take an additional 50% piercing
Area Defence: 50 damage.
Constitution Defence 20
Lore and Tactics
Mental Defence 35
Lizard Shots form the primary ranged line of the
Trickery 50 initial stages of an Atlasian invasion. Named after
Knowledge 35 the lizard like appearance of the ammunition
Nature 20 that they fire, Lizard Shots are true tools of war
Perception 50 with little personality or interest beyond firing at
Type Conniving whatever is within range. When a Lizard Shot
Size Small leaks into the realms of Santerra they will
Movement 30ft indiscriminately fire on everything, only taking a
break to eat or to sleep.
Fate Points 16
Premovement Actions 1 per round
Maneuver Actions 1 per round
Reaction Actions 1 per round
Gambit Actions 1 per round

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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.

Futile Strike (Conflict - Strike)


Force target enemy within reach to perform a
Physical Defence save against the Moon Mans
Weapon Attack. On hit the enemy suffers 1
piercing damage.

Star Explosion (Reaction)


If Starfall hit any enemies in the preceding
conflict phase, then as a reaction the Moon Man
may perform a second Starfall targeting all hit
enemies without provoking threat attacks.
’Starfall’ damage from a ‘Star Explosion’ deals
Statistics unholy damage. ‘Star Explosion’ may only be
Weapon Attack used once per combat.
23
Supernatural Attack 53 Weakness
Unexpected Attack 38
Moon Men suffer an additional 25% holy
Non-attack Physical 20 damage.
Physical Defence 20
Area Defence: 35 Lore and Tactics
Constitution Defence 35 The Moon of the realm of the Outsider is a
Mental Defence 50 horrifying presence that one should not look at
for long. The Moon Man however is obsessed
Trickery 35
with the Moon. This obsession with the Moon
Knowledge 50
allows them to draw on the power of the God of
Nature 50
the Moon, no matter how unwilling he is to grant
Perception 20 such power. Conjuring false small stars to
Type Incomprehensible decorate themselves with and destroy their
Size Medium enemies is the height of pleasure for the Moon
Movement 10ft Man. Its frequent that when outside of the realm
Fate Points 12 of the Outsider and not invading in the name of
the Atlasian Emperor, Moon Men simply starve
Premovement Actions 1 per round
to death as they fail to properly hunt prey.
Maneuver Actions 1 per round
Reaction Actions 1 per round
Gambit Actions 1 per round

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.

Head Rush (Conflict - Strike)


The Atlasian Ram forces target enemy within
reach to perform a Physical Defence save against
the Atlasian Rams Weapon Attack. On hit the
enemy suffers D2 Bludgeoning and 1 Slashing
damage. Enemies slain by ‘Head Rush’ restore 4
fate points to the Atlasian Ram.

Wall Breaker (Passive)


The Atlasian Ram ignores the hardness of objects
when performing a ‘Strike’ action.

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.

Slash (Conflict - Strike)


The Slasher forces a Physical Defence save
against their Weapon Attack. On hit the enemy
suffers D6 slashing damage.

Spinning Slash (Conflict)


The Slasher may charge 30ft in a straight line or
in a 90-degree angled line (they can change
direction once), each enemy that the Slasher
moves through is victim of a ‘Slash’ that uses
Unexpected Attack instead of Weapon Attack
and has a D8 damage die. ‘Spinning Slash’ may
only be used once per combat.
Statistics
Weakness
Weapon Attack 38
Slashers take an additional 50% ice damage.
Supernatural Attack 23
Unexpected Attack 53 Lore and Tactics
Non-attack Physical 50 First appearing during the second Atlasian
Physical Defence 35 invasion, Slashers were a creation of a
Area Defence: 50 particularly smart and inspired Grasper. A body
Constitution Defence 20 seemingly made of slashing swords, a creation of
Mental Defence 35 pure violence. The reward bestowed by the
Atlasian Emperor on that Grasper was
Trickery 50
immeasurable for creating a new mindless and
Knowledge 35
servile Atlasian. The crafting process would be
Nature 20
more trouble than its worth if it weren’t for the
Perception 50 fact that only weak Atlasians are able to enter the
Type Conniving realms of Santerra during the initial stages of
Size Medium invasion. Typically arranged into hit squads that
Movement 30ft are meant to coordinate their ‘Spinning Slash’
Fate Points 16 for a decisive killing blow. Everything they
manage to perform after a Spinning Slash is
Premovement Actions 1 per round
considered a bonus.
Maneuver Actions 1 per round
Reaction Actions 1 per round
Gambit Actions 1 per round

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.

Tooth and Toe (Conflict - Strike)


Force target enemy within reach to roll a
Physical Defence save against the Weapon Attack
of the Spike Hound. On hit the enemy suffers
either D4 bludgeoning or D4 piercing damage.

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.

Feeble Blow (Conflict - Strike)


Force enemy within reach to perform a Physical
Defence save against the Atlasian Spores
Weapon Attack. On hit the enemy suffers 1
bludgeoning damage.

Spore Missile (Conflict)


Force target enemy within 60ft to roll Physical
Defence against the Supernatural Attack of the
Atlasian Spore. On hit the enemy suffers D8 acid
damage. Spore Missile provokes threat attacks.
Statistics
Weakness
Weapon Attack 23
Spores of Atlasia take an additional 25% light
Supernatural Attack 53
damage.
Unexpected Attack 38
Non-attack Physical 20 Lore and Tactics
Physical Defence 20 Atlasian Spores are the result of an experiment
Area Defence: 35 on the ‘gifts’ left behind from a Belcher, much to
Constitution Defence 35 the regret of all involved. The realm of the
Mental Defence 50 outsider welcomed them despite not being
native born Atlasians and their population has
Trickery 35
since exploded, allowing for yet another
Knowledge 50
potential unit to be used during the initial stages
Nature 50
of invasion. Atlasian Spores have no real
Perception 20 ambition and despite not being a servant are
Type Incomprehensible easily ordered around by their fellows. Atlasian
Size Small Spores will typically open up a fight with their
Movement 25ft ‘Rain of spikes’, far to impatient to wait for an
Fate Points 12 appropriate time to place the AOE down.
Premovement Actions 1 per round
Maneuver Actions 1 per round
Reaction Actions 1 per round
Gambit Actions 1 per round

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.

Tiny Power Punch (Conflict - Strike)


Force a Physical Defence save against the
Weapon Attack of the Time Jumper. On hit the
enemy suffers D6 bludgeoning damage.

Time Slow (Gambit)


The Time Jumper may force a Constitution
Defence save against their Supernatural Attack
targeting an enemy within 30ft. On success the
enemy suffers a -5 penalty to all statistics until
the end of combat or until the Time Jumper is
slain. ‘Time Slow’ may only target each enemy
once per combat.
Statistics
Weakness
Weapon Attack 38
Time Jumpers take an additional 50% holy
Supernatural Attack 23
damage.
Unexpected Attack 53
Non-attack Physical 50 Lore and Tactics
Physical Defence 35 Time Jumpers tend to be part of assassin teams
Area Defence: 50 sent by the Atlasian emperor, even powerful
Constitution Defence 20 assassination teams may have a time jumper or
Mental Defence 35 two with them for their ‘Time Skip’ ability. The
sensation of a successful action being skipped
Trickery 50
and undone disorients most foes with those who
Knowledge 35
don’t see it coming failing to react to a blow they
Nature 20
would otherwise easily avoid. When not
Perception 50 partaking in assassination, Time Jumpers are
Type Conniving playful creatures that are more likely to stalk
Size Tiny someone and use their ‘Time Skip’ to play
Movement 20ft pranks than actually outright fight.
Fate Points 16
Premovement Actions 1 per round
Maneuver Actions 1 per round
Reaction Actions 1 per round
Gambit Actions 1 per round

21
Tricky Feet Abilities
Attack! (Premovement)
Target ally within 120ft gains 5 Unexpected
Attack until the end of the combat round.

Kick (Conflict - Strike)


Force a Physical Defence save against the Tricky
Feets Weapon Attack. On hit the enemy suffers
D2 bludgeoning and 1 slashing damage.

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.

Double Strike (Maneuver)


The bear may modify a ‘claw’ action to on hit
deal damage twice. Doing so leaves the bear
open reducing their defensive statistics by 5 until
the end of the following combat round.

Claw (Strike – Conflict)


Force target enemy within reach to perform a
Physical Defence roll against the Bears Weapon
Attack. On hit the enemy suffers D3 slashing
damage.

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

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