You are on page 1of 47

Dragonslayers RPG

book 2: monsters & treasures


Credits and Contents
GAME DESIGNER AND WRITER MONSTERS
Ben Ramos. Using Monsters 3
Monster Customization 4
GAME DESIGN ASSISTANTS Stock Characters 11
– Commoner 11
Chris Pihlgren, Paul Zaldana, and anyone who has ever voted on a
DSRPG rules discussion chat poll. – Mage, Mage (Mighty) 12
– Rogue, Rogue (Mighty) 13

PLAYTESTERS – Warrior, Warrior (Mighty) 14


List of Monsters 15
Alex Neff, Andy White, Better Ben, Carder McNally, Chelsea McNally, – Balor, Basilisk 15
Chris Pihlgren, Chris VonArb, Claes Youngberg, Colin Wilson, Corina, – Bear (Cave), Carpet of Flying 16
Dan Miles, Daria Winter, Darren Green, Devon Stoll, Gerald McAlister,
Heidi Kershaw, Ian Anderson, James Morgan, James Quick, Jimmy – Dragon (Red Drake), Dragon (Blooded Red) 17
Shada, John Bult, John Pearson, Johnny Miller, Jonathan Convery, – Dragon (High Red), Dragon (Exalted Red) 18
Kendra Weaver, Kirsten Battaglia, Lawren “Grif” Miller, Maggie Ramos,
– Gargoyle, Ghost 19
Max Deibel, Nathan B., Nick Restifo, Paige Wilson Deibel, Patrick Russo,
Patrick Wilson, Paul Zaldana, Ryan Kasprowicz, Ryan Morgan, Sam – Ghoul (Cinder), Ghoul (Dripping) 20
Frazier, Tommy Meeusen, Wren Groth. – Ghoul (Fetid), Ghoul (Ghast) 21
– Giant (Frost), Goblin (Scum) 22
ILLUSTRATIONS – Goblin (Legionnaire), Goblin (Bugbear Berserker) 23
– Goblin (Captain), Griffin 24
Bidaj Doo, Liu Zishan, Riptaid, T Studio, Vuk Kostic, Warm_Tail.
– Horse, Husk 25

Images used under license from www.shutterstock.com. – Husk King, Imp 26


– Lich, Lion 27

FONTS – Mimic, Serpent (Sea) 28


– Snegle, Spider 29
Metamorphous by James Grieshaber from fonts.google.com. – Spider (Monstrous), Spider (Large Monstrous) 30
– Swarm of Rats, Treant 31
Fontin and Fontin Sans by Jos Buivenga from www.exljbris.com.
– Troll Glutton, Troll Wrecker 32
– Troll Armiger, Tyrannosaurus 33
LEGAL – Unicorn, Vampire 34

The following items are hereby identified as Product Identity, as defined – Wolf, Wolf (Dire) 35
in the Open Gaming License version 1.0a, Section 1(e), and are not Open – Werewolf, Wraith 36
Content: All trademarks, registered trademarks, proper names,
(characters, place names, etc.), dialogue, plots, story elements,
locations, characters, artwork, and trade dress. (Elements that have TREASURES
previously been designated as Open Game Content are not included in
this declaration.)
Using Treasure 38

Except for material designated as Product Identity (see above), the Potions, Oils, and Poisons 39
game mechanics of this game product are Open Game Content, as Magic Armor and Weapons 40
defined in the Open Gaming License version 1.0a Section 1(d). No
Wondrous Items 42
portion of this work other than the material designated as Open Game
Content may be reproduced in any form without written permission. Cursed Items and Artifacts 43
Adapting Adventures 44
Permission is granted to reproduce this document for personal use.

1
Monsters

2
Using Monsters
WHAT IS A MONSTER? SPECIAL FEATURES
For the purpose of applying the rules of the game, a “monster” is any In the stat block of a monster, its basic features and defenses are listed
creature – other than a hero – that can be meaningfully interacted first, followed by its active features and passive features.
with. In other words, the terms “monster” and “nonhero” are
synonymous, and this manual uses them interchangeably. Basic Features: These features are shared by many different monsters.
You can find these features on page 28 of the Core Rules.
This broad definition is an abstraction; few people in the world of
Dragonslayers RPG would call a horse (see page 25) a “monster.” Defenses: These features include condition immunities, damage
immunities, resistances, and vulnerabilities.
A monster's statistics, sometimes referred to as its stat block, provide
the essential information that the GM needs to run the monster. Active and Passive Features: An active feature generally requires the
Guidelines for understanding this information are presented below. For monster's action, reaction, or minor interaction to use, as specified in
the general rules governing all creatures, see page 28 of the Core Rules. the feature's description. Passive features, by contrast, are “always on.”

COMBAT ROLE MULTIATTACK


A monster's combat role describes how it behaves in a fight. These roles A monster with the Multiattack feature can use its action to attack
have no rules of their own, but they serve as a form of shorthand. more than once, up to a limit specified in its description. Here is an
When preparing a potentially violent encounter, the GM can include example of a typical Multiattack description:
different adversaries with a variety of roles to increase the dynamism.
Multiattack (Action)
Most monsters have only one combat role, but a monster can have The troll glutton makes two attacks, each of which can be a melee
more than one. This is often the case for a monster that changes its attack or grab maneuver. It can move between the attacks.
strategy under certain circumstances. Each role is described below:
The monster's stat block specifies what options it has when it uses
– Brute: This monster focuses on dealing damage, usually in close Multiattack. Some special features aren't compatible with Multiattack:
combat. Brutes make an encounter more dangerous without making
it more complicated. List of Spells and Feats Incompatible With Multiattack:
Alter Time (Loop, Skip), Arcana (Behold, Ward), Barrier, Clairvoyance
– Controller: This monster focuses less on dealing damage and more (Farsight, Gnosis), Conduct Lightning (Surge), Control Winds (Leap),
on handicapping its enemies. The Controller achieves this by Dominate Beast, Draw Life (Conscript), Find Familiar, Mold Earth
hampering movement, imposing conditions, or both. (Meld), Prayer (Guidance, Sanctuary), Summon Storm (Squall), Veil,
Weave Shadows (Shadow Step), Wild Shape, Battle Tactics
– Defender: True to its name, this monster focuses on protecting itself (Delegate, Reposition), Dash Attack, Dual Weapon Attack (Parry),
or its allies (intentionally or incidentally). Fearsome Defense, Skirmish, Stab Attack (Jab).

– Grappler: This monster prefers to use combat maneuvers or other


“sticky” attacks to ensnare its targets and abscond with them. Readying Multiattack: When a monster readies the Multiattack action
to perform a feat, cast a spell, or both, use the rules for readying a feat
– Leader: This isn't necessarily the monster who calls the shots, but it or spell found on page 23 of the Core Rules.
can be. A Leader focuses on supporting its allies, often through the
use of special abilities that grant advantage. A monster with the Multiattack feature generally expects the heroes to
be chumps, and – especially in the first 2–3 rounds of combat – divvies
– Maverick: Some monsters defy categorization. A Maverick might use its attacks between multiple targets. The optional Multiattack Defense
bizarre combat tactics, or it might not participate in combat at all rule (see page 30 of the Core Rules) reinforces this behavior.
(preferring instead to evade and escape).

– Minion: Goons, lackeys, extras, cannon fodder... by whatever name, THREAT RATING
these lesser foes are a fantasy adventure staple. A Minion usually has
inaccurate attacks and few hit points (most often, only 1 hit point). Nearly every monster has a threat rating (TR), which indicates how
dangerous the monster is. In many cases, a monster's threat rating
Starting at 2nd level, a hero can determine whether or not a creature equals its hit point maximum. You can use threat ratings to estimate
is a Minion just by looking at it. the difficulty of a combat encounter (see page 28 of the Core Rules).

– Striker: This monster uses ranged attacks or superior mobility to deal Unless otherwise specified, a monster's threat rating assumes that the
significant damage and avoid reprisal. heroes have only nonmagical weapons.

3
Monster Customization
WHEN TO CUSTOMIZE HIT POINT MAXIMUM
This book contains over 40 monsters to get you (the GM) started, but To determine your monster's hit point maximum, you should first
you will soon want to create one of your own. If you have a neat idea decide where it falls in the “pecking order.” You can use the following
for a monster and you want to give it a stat block, you should start by categories to help determine how tough the monster should be:
looking for a similar creature in this book. Most of the time, you can
use an existing monster and just describe it differently. The statistics of – Minion: If the monster has the Minion combat role, its hit point
a werewolf (page 36) could easily represent a “weretiger,” for instance. maximum ranges from 1 to 12.

Even if you want to design something totally unique, it is easiest to – Standard: The monster is about as tough as a hero. A standard
work from a model. For example, when designing a phantasmal monster's hit point maximum ranges from 12 to 36.
monster, you can take inspiration from the ghost entry on page 19.
– Elite: The monster is about as tough as two heroes. An elite monster's

MONSTER CREATION STEP-BY-STEP hit point maximum ranges from 24 to 72.

– Solo: The monster is about as tough as five heroes. A solo monster's


Creating a monster from scratch is a series of steps: hit point maximum ranges from 60 to 180.

1. Choose a Concept: You imagine the monster and assign to it one of


the fourteen creature types (Aberration, Beast, Celestial, Construct, SPIRIT POINT MAXIMUM
Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity,
Ooze, Plant, or Undead) from page 28 of the Core Rules. Most creatures have no spirit points. Few things are more frustrating
for a hero player than watching their explosion get negated. For a
2. Choose a Combat Role (Optional): You can choose one of the major villain, 1–3 spirit points are appropriate.
following combat roles (Brute, Controller, Defender, Grappler,
Leader, Maverick, Minion, or Striker) from page 5.
MOVEMENT SPEED
3. Determine Size and Vital Stats: You choose the monster's size
category (Tiny, Small, Medium, Large, Huge, or Gargantuan), then Most bipedal creatures have a movement speed of 6 squares, and most
you determine the monster's hit point maximum (HP), spirit point quadrupedal creatures have a movement speed of 8 squares. Almost no
maximum (SP), and movement speed (MV). creature has a MV slower than 4 or faster than 12.

4. Determine Special Defenses: You choose the monster's condition


immunities, damage immunities, resistances, and vulnerabilities. OFFENSIVE CAPABILITIES
5. Determine Special Features: You choose the monster's other special
Damage per Round: A monster's average damage per round (DPR)
features (including its spells and feats). Many special features are
should roughly equal one-quarter its hit point maximum. The next page
described in this book (see page 6).
includes a chart of potential combinations using this ratio.

6. Determine Fighting: You assign the monster's Fighting die, based on


Areas of Effect: Some monsters can attack several heroes at once,
its hit point maximum and its offensive capabilities.
usually via a feature that affects multiple targets within an area. You
can assume that a cubic area of effect captures a number of targets
7. Determine Utility Skills: You assign the monster's utility skill dice
equal to half its width, and each target after the first counts as taking
(Agility, Intellect, Strength, and Will).
“half damage” for the purpose of calculating the monster's DPR.

8. Work Out the Details: You assign the monster's possessions, the
Messing With the Math: You can adjust your monster's hit point
monster's appearance, and the monster's motivations. What does
maximum and Fighting die to taste. This sort of alteration should be
your monster want? To what lengths will the monster go to get it?
made conservatively, as gameplay suffers when the monster's offense
Why is your monster in this adventure?
and defense are too lopsided. As a general rule, a monster's hit points
should never exceed six times its DPR, nor should a non-Minion
9. Determine Threat Rating (Optional): If you want to know exactly
monster's DPR exceed half its hit point maximum. To calculate the
how dangerous your monster is, you should derive its threat rating.
threat rating of a monster you have altered in this way, see page 8.
See page 28 of the Core Rules to learn how you can use threat
ratings to estimate the difficulty of an encounter.
The Rule of Three: You can assume that your monster will stick around
for at least three rounds of combat (unless the monster is a Minion).
When creating a monster, following the steps in order is less important
than when creating a hero. You might change your mind several times!
Helpful dice probabilities can be found on page 64 of the Core Rules.
Feel free to jump back and forth between steps.

4
Monster Customization
MONSTER OFFENSE BY HIT POINTS SPECIAL FEATURE BASICS
To save time, you can choose a row on the following chart to quickly Most monsters have one or more special features, such as darkvision or
determine your monster's hit point maximum, Fighting die, and flight. A monster might also have 1–3 feats, spells, or both.
number of attacks (if the monster has Multiattack):
Be sure to take combat feats and damaging spells into account when
HP FIGHTING DIE MULTIATTACK DPR allocating the monster's DPR budget. Other features may also increase
your monster's “effective DPR” (see page 6).
12 Fair (D4) -- 3
16 Good (D6) -- 4 Legendary Resilience: If your monster has 60 or more hit points, you
20 Excellent (D8) -- 5 should give that monster the Legendary Resilience special feature
(see page 28 of the Core Rules). This feature prevents a powerful
24 Amazing (D10) -- 6
monster from being dispatched trivially by a spell.
28 Phenomenal (D12) -- 7
24 Fair (D4) Two Attacks 6 Spells: If your monster knows any spells, you must determine its power
source. Because few monsters have spirit points, the monster might
32 Good (D6) Two Attacks 8
also need a feature that allows it to heighten its spells.
40 Excellent (D8) Two Attacks 10
48 Amazing (D10) Two Attacks 12 Keep in mind that the spells in the Core Rules are designed primarily for
the heroes to use. The Wild Shape spell in particular interacts
56 Phenomenal (D12) Two Attacks 14
awkwardly with any creature that isn't naturally Medium or Small.
36 Fair (D4) Three Attacks 9
48 Good (D6) Three Attacks 12 Trappings and Description: The monster's description should include
references to its special features. For example, a monster that has
60 Excellent (D8) Three Attacks 15
resistance against mundane damage might possess an armored hide or
72 Amazing (D10) Three Attacks 18 be composed of a gelatinous substance. These trappings justify a
84 Phenomenal (D12) Three Attacks 21 special feature's presence to the hero players (similar to how a player
might justify their hero's qualifications to attempt a trained-only task).
48 Fair (D4) Four Attacks 12
64 Good (D6) Four Attacks 16
80 Excellent (D8) Four Attacks 20
CREATURE TYPE FEATURES
96 Amazing (D10) Four Attacks 24 The creature types described on page 28 of the Core Rules have no rules
112 Phenomenal (D12) Four Attacks 28 of their own, but the following types often share a number of traits:
60 Fair (D4) Five Attacks 15
Aberrations and Fey: These monsters usually have advantage on all
80 Good (D6) Five Attacks 20 Intellect and Will tests against spells.
100 Excellent (D8) Five Attacks 25
120 Amazing (D10) Five Attacks 30 Beasts: These “monsters” have Keen Senses and few other features.
A Beast knows no languages.
140 Phenomenal (D12) Five Attacks 35
72 Fair (D4) Six Attacks 18 Constructs: These monsters are usually immune to the effects of
deprivation, poison, suffocation, and being Petrified. Some Constructs
96 Good (D6) Six Attacks 24
are mindless and consequently have no Intellect or Will.
120 Excellent (D8) Six Attacks 30
144 Amazing (D10) Six Attacks 36 Undead: These monsters usually have darkvision, and they are usually
immune to the effects of deprivation, poison, and suffocation. In
168 Phenomenal (D12) Six Attacks 42
addition, Undead monsters often have resistance against or even
84 Fair (D4) Seven Attacks 21 immunity to necrotic damage.
112 Good (D6) Seven Attacks 28
Constructs and Undead aren't truly alive, so the word “destruction” is
140 Excellent (D8) Seven Attacks 35
sometimes used in place of “death” for these creatures.
168 Amazing (D10) Seven Attacks 42
196 Phenomenal (D12) Seven Attacks 49 Silver Sensitivity: An Aberration, Fiend, or Undead has disadvantage on
Fighting tests with a silver weapon. Furthermore, an Aberration, Fiend,
No creature in the game has an Awesome (D20) Fighting die, and no or Undead has disadvantage on all tests while wearing silver armor
creature should (the D20 rarely explodes, and its variance is too great). (see page 40 for more information on the properties of silver).

5
Monster Customization
LIST OF BASIC FEATURES LIST OF ADVANCED FEATURES
What follows is a list of basic special features that your monster might These special features are more complex than basic features.
have. These features are described on page 28 of the Core Rules.
Many advanced features alter a monster's DPR or hit point maximum
Blindsight for the purpose of calculating its threat rating (see page 10). Such
A monster typically has blindsight (usually to a radius of 12 squares) modifications are indicated in parentheses.
only if it doesn't have ordinary sight.
For example, giving the monster a feature that includes “(+10 HP)” in its
Condition Immunities description is equivalent to giving the monster 10 extra hit points.
A monster has whatever condition immunities make sense for its
physiology. Almost no creature is immune to being Exhausted, GM Tip: Some features are more powerful in combination than they are
Incapacitated, Invisible, or Unconscious. in isolation. Monster design is more often art than science.

Damage Immunity and Resistance Absorption


A monster has whatever immunities and resistances make sense for its When subjected to a specified damage type (usually lightning damage),
physiology. Resistance is more common than immunity. the monster gains advantage on the next Fighting test it makes before
the end of its next turn.
The mundane damage resistance of many monsters can be bypassed
with silver weaponry. Unless otherwise specified, a monster's threat Amorphous
rating assumes that the heroes don't have silver weapons. The monster can squeeze through an opening as narrow as 1 inch, the
monster can willingly end its move in the space of another creature,
Damage Vulnerability and no creature can prevent the monster from moving through its
A monster has whatever vulnerabilities make sense for its physiology. space.

Vulnerabilities are devastating, and they should be used sparingly. If In addition, the monster is immune to the Prone condition, and it can
you think your custom monster should have a weakness of some kind, use its action to escape automatically from nonmagical restraints or
you are almost certainly better off giving it the Susceptibility feature from being Grabbed.
(see page 9).
Aversion
Darkvision The monster is perpetually Frightened of something. Its phobia might
A monster that lives in subterranean environments might have be cats, fire, bright light, holy symbols, or something else.
darkvision (usually to a radius of 12 squares or more).
A monster with Aversion usually has some (inconvenient) means to
Darkvision is a supernatural sense; nonmagical night vision should be counter or temporarily suppress it.
represented with the Keen Senses feature (see page 8).
Bad Aim (Requires D4 Fighting) (-1 DPR per Attack)
Flight The monster has disadvantage on all Fighting tests.
A monster that flies generally relies on a pair of wings to do so, though
some monsters hover. If the monster exclusively flies to get around, Battlecry (+1 DPR per Ally, Doesn't Stack With Multiattack)
each square of nonflying movement costs 1 extra square. As an action, the monster can shout to inspire every other creature of a
specified kind within 6 squares. Each target that can understand the
Legendary Resilience monster has advantage on the next Fighting test it makes before the
Any monster with a hit point maximum of 60 or more should have the end of its next turn.
Legendary Resilience feature.
Before the turn ends, the monster can take another action. This action
Natural Weapons can be used only to Attack, Dash, Dodge, Help, Hide, or Search.
A monster that doesn't use manufactured weapons usually has natural
weapons. A monster's natural weapons sometimes have additional Berserk
properties (such as poison, or superior reach). When the monster starts its turn with its current hit points equal to or
less than half its hit point maximum, the GM rolls a D6. On a 6, the
Almost every monster has a “Basic Features” line in its stat block. monster goes berserk. On each of its turns while berserk, the monster
Because these features are so common (and page space is limited), the attacks the nearest creature it can see. If no visible creature is near
full description of each one isn't given in the stat block. enough to move to and attack, the monster will instead attack an
object (with preference for an object smaller than itself).
When the basic feature of a monster carries with it a special rule or
exception, the full description of that feature is included among the Once the monster goes berserk, it continues to do so until it drops to 0
monster's advanced features. hit points or regains all its hit points.

6
Monster Customization
Blastwave (+1 Attack) Death Throes (+1 DPR)
As an action, or once as a part of the Multiattack action, the monster When reduced to 0 hit points, the monster dies and its corpse
can fill an adjacent 5-square* cube with a wave of destructive energy. immediately detonates, making a blast attack (or magic blast attack)
The monster makes a blast attack (or magic blast attack) against every against every creature and unattended object within 2 squares (with a
creature and unattended object in the area, with a separate Fighting separate Fighting test for each target). The corpse has a Fair (D4)
test for each target. On each of the Fighting tests, the monster has Fighting die. On each of the Fighting tests, the corpse has advantage,
advantage, and vision is irrelevant. Each target the monster succeeds and vision is irrelevant. Each target the corpse succeeds against takes
against takes damage (of a specified type) equal to its result. damage (of a specified type) equal to its result.

*If the monster is Large, the wave fills a 6-square cube. If the monster is Disruptive Strike
Huge, the wave fills a 7-square cube. If the monster is Gargantuan, the As an action, the monster can make a special melee attack against a
wave fills an 8-square cube. creature. If the monster succeeds, the target suffers the attack's usual
effects, and it can't take reactions for the rest of the turn.
Blood Frenzy (Requires D6 Fighting or Better) (+2 DPR per Attack)
The monster has advantage on the Fighting test of any melee attack False Appearance
made against a creature that is missing any of its hit points. While the monster remains motionless, it is indistinguishable from a
specified type of object.
Burrow
The monster can burrow through loose earth. Each square of Gore (+2 DPR)
burrowing movement costs the monster 1 extra square. As an action, or once as a part of the Multiattack action, the monster
makes a special melee attack with its goring weapon. If the monster
Camouflage succeeds, the target suffers the attack's usual effects, and – if the target
As an action, the monster can become Invisible. The condition ends if is a creature that can be Poisoned, and it took damage from the attack
the monster makes an attack, casts a spell, or moves 1 or more squares. – the target sustains a wound which bleeds for 1 minute. At the end of
each of its turns, the bleeding target takes D4 damage.
This feature might work only in certain environments
(a leafy monster can use Camouflage only in foliage, for instance). A creature can use its action to stanch the wound on itself or another
creature within its reach, which stops the bleeding.
For stronger invisibility, see the Invisible feature (below).
Harrier
Clumsy Flight When the monster is adjacent to a hostile creature it can see, and the
The monster can fly, but only in short bursts. If the monster ends its monster isn't Incapacitated, the creature has disadvantage on Fighting
turn in midair, it falls unless something else is holding it aloft. tests against any target that doesn't have this feature (unless, for some
reason, the monster chooses not to interfere).
Command
As an action, or once as a part of the Multiattack action, the monster Incorporeal (×2 HP)
can gesture or speak to direct another creature within 12 squares. If the The monster can move through other creatures, objects, and structures
target understands the monster, the target can immediately use its as if they were difficult terrain. In addition, no creature can move the
reaction to take one of the following actions of the monster's choice: monster using nonmagical means, no creature can prevent the
Attack, Dash, Dodge, Help, Hide, Search. monster from moving through its space, and the monster can willingly
end its move in the space of another creature. The monster takes D4
Constrictor prime damage when it ends its turn inside an object or structure.
The monster has advantage on any Strength test it makes to grab,
choke, pin, or prevent a Grabbed creature from ending the condition. The monster is immune to the Grabbed, Paralyzed, Petrified, Poisoned,
Prone, and Restrained conditions, it is immune to poison damage, and
Damaging Aura (+4 DPR) it has resistance against acid, adamant, cold, fire, lightning, mundane,
The monster emits an aura which extends to a radius of 2 squares. and thunder damage.
When another creature moves into the aura for the first time on a turn
or starts its turn there, that creature takes D4 damage If the monster is an Aberration, Fiend, or Undead, an attack with a
(of a specified type). silver weapon or piece of ammunition might bypass its resistance
against mundane damage (see page 40).
Dangerous to Touch (+1 DPR)
When a creature touches the monster for the first time on a turn or Invisible (Requires D6 Fighting or Better)
starts its turn touching the monster, that creature takes D4 damage (+8 HP per Attack) (+2 DPR per Attack)
(of a specified type). An adjacent creature touches the monster when it The monster is permanently Invisible. This invisibility might have
succeeds on a melee attack against the monster. A combat maneuver countermeasures (the monster can be seen in mirrors, children 10 years
necessarily involves touch, unless it has been avoided via Agility. old and younger can see the monster, and so forth).

7
Monster Customization
Keen Senses Regeneration (Special)
The monster has advantage on Intellect tests that rely on hearing, The monster regains a specified number of lost hit points at the start of
sight, smell, or some combination of these senses. each of its turns. If the monster takes damage of a specified type, this
feature doesn't function at the start of the monster's next turn. The
Light Sensitivity monster dies only if it starts its turn with 0 hit points and doesn't
The monster has advantage on any Fighting test against a target it can regenerate.
see. However, the monster is Blinded while in bright light.
If the monster is Undead, the appropriate damage type is usually
A monster with Light Sensitivity almost always has darkvision, too radiant damage. In the case of some Aberrations, Fiends, and Undead,
(to a range of 24 squares or more). the appropriate damage type is the mundane damage of a silver
weapon or piece of ammunition.
For a supernatural weakness to the light of day, see the Sunlight
Sensitivity feature (page 9). If the heroes don't have access to any damage type that would disable
the monster's Regeneration, the monster is more-or-less invulnerable.
Multiple Heads The threat rating of a monster with Regeneration assumes that the
The monster has two or more heads. A monster with at least two heroes have the spells and magic weapons necessary to pose a threat.
heads has advantage on tests against being Blinded, Charmed, Dazed,
Deafened, Frightened, Possessed, Stunned, or Unconscious. Rust Touch
Any nonmagical metal object that touches the monster on a turn is
Paralyze (Requires D6 Fighting or Better) (+9 HP) destroyed at the end of that turn. In addition, the monster can use its
As an action, or once as a part of the Multiattack action, the monster action to destroy a Tiny volume of nonmagical metal within its reach.
can make a special melee attack with its paralytic weapon against a
creature. If the monster succeeds, the target suffers the attack's usual Scary (+6 HP per Attack)
effects, and the target must succeed on an Easy (2+) Strength test or The monster emanates an aura of dread which extends to a radius of 6
become Poisoned for 1 hour. squares. When another creature starts its turn in the aura, it must
succeed on a Hard (4+) Will test or become Frightened of the monster
At the end of its next turn, the Poisoned target must succeed on until the start of its next turn. A creature that succeeds against the
another Easy (2+) Strength test or become Paralyzed until the Poisoned monster's Scary is immune to it for 24 hours.
condition ends.
Secret Sight
Petrify (Requires D6 Fighting or Better) The monster can see into a different plane of existence (typically the
(+8 HP per Attack) (+2 DPR per Attack) Ethereal Plane) when it is on the Material Plane. The radius of this
As an action, or once as a part of the Multiattack action, the monster sense is usually 12 squares.
can attempt to magically petrify a creature within 12 squares
(provided that the monster and the creature can see each other). The Siege Monster
target must succeed on a Hard (4+) Agility test or become Restrained The monster's melee and ranged attacks deal double damage to objects
until the end of its next turn; at which point the target must succeed and structures.
on a Hard (4+) Strength test or become Petrified. Success on either test
ends the effect. A creature that has advantage on tests against being Shapeshift
Petrified has advantage on both of these tests. A creature that can't be The monster can use its action to transform into a specified creature or
Petrified at all can't be Restrained by Petrify. object, or back into its true form. Other than its size, the monster's
statistics are the same in each form, and any equipment it is wearing
To avoid being targeted by Petrify, a creature can choose to avert its or carrying isn’t transformed with it. The monster reverts to its true
eyes at the start of its turn. Such a creature is effectively Blinded until form if it dies.
the start of its next turn.
The transformation's other properties and limitations depend on the
Typically, a ritual involving the application of some powdered monster's nature (the monster can only transform into an object, the
component of the monster's body can end the effects of Petrify. monster can only transform into a creature it has eaten, and so forth).

Poison Resistance Spell Resistance


The monster has advantage on tests against being Poisoned, and it has The monster has advantage on all tests against spells and resistance
resistance against poison damage. against the damage of spells.

Reactive Sticky
The monster can take up to a specified number of reactions each round Anything that touches the monster adheres to it. A creature of specified
– usually three – but only one reaction per turn. size so adhered is automatically Grabbed by the monster. Tests made to
escape this grab have disadvantage. An adjacent creature adheres when
Some monsters can take one reaction on every turn in combat. it succeeds on a melee attack against the monster.

8
Monster Customization
Sunlight Sensitivity GM Tip: To prevent a combat encounter with an Incorporeal or Swarm
While in sunlight, the monster has disadvantage on all tests. If sunlight monster from dragging out too long, consider reducing its hit point
is deadly to the monster, it has hypersensitivity: When a hypersensitive maximum by about one-third (be sure to modify its threat rating).
monster moves into sunlight for the first time on a turn or starts its
turn there, it must succeed on a Hard (4+) Strength test or die Teleport
(its body being reduced to ashes) or become Petrified. The monster can teleport to any unoccupied space it can see. Each use
of this teleportation costs the monster an amount of movement equal
Superb Climber to the distance traveled, and the monster can’t use it at all if its
Climbing doesn't cost extra movement for the monster. If the monster movement speed is 0.
is even better at climbing, it can climb difficult surfaces, including
upside down on ceilings, without needing to make a Strength test. Terrify (Requires D6 Fighting or Better)
(+8 HP per Attack) (+2 DPR per Attack)
Superb Swimmer As an action, or once as a part of the Multiattack action, the monster
Swimming doesn't cost extra movement for the monster. Most such can attempt to magically terrify a creature within 12 squares (provided
monsters can also hold their breath for 1 hour, can breathe both air that the monster and the creature can see each other). The target must
and water, or can breathe only water. If the monster exclusively swims succeed on a Hard (4+) Will test or become Frightened of the monster
to get around, each square of nonswimming movement costs 1 extra for 1 minute or until the monster dies or becomes Incapacitated. If the
square. If the monster is waterbound, it is Restrained while on land. target fails with a result of 1, it is also Stunned and drops whatever it is
holding until the Frightened condition ends.
Susceptibility
When the monster takes damage of a specified type for the first time The Frightened target repeats the test at the end of each of its turns.
on a turn, it suffers an additional D6 damage of the same type. On a success, the effect ends. A creature that succeeds against the
monster's Terrify is immune to it for 24 hours.
Swallow (Requires Size Medium or Larger)
As an action, or once as a part of the Multiattack action, the monster To avoid being targeted by Terrify, a creature can choose to avert its
can make a special melee attack with its jaws against a creature it has eyes at the start of its turn. Such a creature is effectively Blinded until
Grabbed. If the monster succeeds, the target suffers the attack's usual the start of its next turn.
effects, and the target is swallowed by the monster (ending the grab
and overriding the No Sharing Spaces rule on page 21 of the Core Rules). Top-Heavy
To be swallowed, the target must be at least two sizes smaller than the The monster has disadvantage on all Agility and Strength tests against
monster. being Prone. In addition, when the monster is Prone, standing up costs
the monster an amount of movement equal to its movement speed.
While swallowed, the target is Blinded and Restrained, it has total
cover against attacks and other effects outside the monster's stomach, Unchangeable Form
and it takes D8 acid damage at the start of each of its turns. When the The monster is immune to the Petrified condition and to any spell or
monster moves, the target is carried along with it. magical effect that would alter its form.

An attack made by the target might bypass the monster's defenses Venomous Fangs (+2 DPR per Attack; but See Below)
(depending on the nature of those defenses). If the monster takes 5 or The monster has venomous fangs. A creature that takes damage from
more damage on a single turn from a creature inside it, the monster an attack made with the monster's fangs suffers an additional D4
regurgitates all swallowed creatures at the end of that turn, which fall (or more) poison damage.
Prone in a space within 2 squares of the monster. If the monster dies, a
swallowed creature is no longer Restrained by it and can escape from Weak Point
the corpse by using 6 squares of movement, exiting Prone. The monster has resistance or immunity against the mundane damage
of attacks. However, the monster also has a weak point located
Swarm (×2 HP) somewhere on its body. A melee or ranged attack aimed at this point
The monster can squeeze through an opening as narrow as 1 inch. In bypasses the monster's resistance or immunity against the mundane
addition, no creature can move the monster using nonmagical means, damage of attacks.
no creature can prevent the monster from moving through its space,
and the monster can willingly end its move in the space of another To aim at the monster's weak point, the attacker must know the weak
creature. However, the monster can't regain lost hit points and can't point's location, the attacker must be able to see the monster, and the
reach outside of its space. attacker must not have disadvantage on the Fighting test.

The monster is immune to the Grabbed, Paralyzed, Petrified, Prone, and Some monsters have a hidden weak point. A creature that can see the
Restrained conditions, it has advantage on tests against being Blinded, monster and is within 12 squares of it can locate the monster's hidden
Charmed, Dazed, Deafened, Frightened, Possessed, Stunned, or weak point by succeeding on an Intellect test (difficulty varies). Doing
Unconscious, and it has resistance against adamant damage and so in combat time usually requires the Search action. If the monster's
mundane damage. weak point is hidden, its effective HP increases (+10 HP).

9
Monster Customization
UTILITY SKILLS POSSESSIONS
If a monster isn't famous for its proficiency in a particular utility skill, You should give your monster whatever possessions make sense, given
it should probably have a Fair (D4) rating in that skill. Only exceptional its interests, intelligence, and physiology. Possessions can include gold,
monsters possess a utility skill rating better than Excellent (D8). equipment, ritual components, magic items, and valuable body parts.

– Agility: Most monsters have Fair (D4) Agility. Smaller monsters tend
to have superior Agility, whereas larger monsters tend to have MOTIVATIONS
inferior Agility, but this isn't always the case.
Almost every creature has motivations which drive its behavior. These
Rules Tip: A Tiny creature can use its Agility instead of its Strength in motivations can be fleshed out with beliefs, goals, quirks, weaknesses,
certain situations (see page 21 of the Core Rules). and relationships. The heroes can leverage such traits to finesse the
fiction (see page 5 of the Core Rules).
– Intellect: Most monsters have Fair (D4) Intellect. A monster of animal
intelligence automatically fails any task that requires sapience Morale: Very few creatures will fight to the death! You should decide
(this is not the same as having a low Intellect). what your monster is willing to risk to get what it wants, and what
circumstances would cause it to flee.
– Strength: Size and Strength are correlated for most monsters, not-
withstanding supernatural factors. You can use the following chart to
determine a monster's Strength die: THREAT RATING MATH
SIZE STRENGTH DIE If you want to know how challenging your custom monster would be
Tiny Fair (D4) (with Disadvantage) in a fight, you must determine its threat rating.

Medium or Small Fair (D4), Good (D6), or Excellent (D8)


Simple Threat Rating: If the monster's DPR equals one-quarter its hit
Large Excellent (D8) or Amazing (D10) point maximum, its threat rating equals its hit point maximum.
Huge Amazing (D10) or Phenomenal (D12)
Complex Threat Rating: If the monster's DPR doesn't equal one-quarter
Gargantuan Phenomenal (D12) or Awesome (D20) its hit point maximum, use the following formula to determine its
threat rating: Threat Rating = √(Hit Point Maximum) × (4 × DPR) .
– Will: Most monsters have Fair (D4) Will. A monster of animal
intelligence automatically fails any task that requires language or A monster with a hit point maximum of 1 counts as having a hit point
other forms of sophisticated expression. maximum of 2 for the purpose of this formula.

Convert From 5e: The following charts can help you determine the Threat Rating Adjustments: The following adjustments are made after
utility skills of a monster you are translating from the 5th edition of the the Simple Threat Rating or the Complex Threat Rating step
world's most-popular roleplaying game: (round fractions to the nearest whole number):

5E ABILITY DSRPG SKILL – Spirit Points: For each spirit point the monster has, increase its
Strength Strength threat rating by 1.

Dexterity Agility – Spells: For each spell the monster knows, increase its threat rating by
Constitution Strength 3 if the spell reliably enhances the monster's damage or durability.
Intelligence Intellect
– Feats: For each feat the monster has, increase its threat rating by an
Wisdom Intellect amount equal to the feat's SP value if the feat reliably enhances the
Charisma Will monster's damage or durability.

– Flyby: If the monster can fly and deal damage to its targets from a
ABILITY SCORE SKILL DIE
safe distance, it will overperform in open spaces.
1–10 Fair (D4)
11–13 Good (D6) – Close Combat Specialist: If the monster can't deal damage effectively
from afar, it will underperform in open spaces.
14–16 Excellent (D8)
17–19 Amazing (D10) Some GMs always make “balanced” encounters, while others trust the
20–25 Phenomenal (D12) heroes to choose their fights carefully. Both styles are valid. In the
latter case, it is crucial that the GM gives the hero players plenty of
26–30 Awesome (D20)
warning, so they aren't fooled into picking a fight they can't win.

10
Stock Characters
STOCK CHARACTER BASICS COMMONER [TR 4]
Stock characters are nonhero members of the common and uncommon [Size] [Creature Type] Minion. This individual – however brave, reliable, or
folk. The heroes are likely to encounter these creatures more often smart – is unprepared for the perils of dragonslaying.
than any other kind of “monster.”
HP 1, MV [as folk]
The stat blocks provided in this section include no size, creature type,
or movement speed. To use one of these stat blocks as intended, you Agility D4, Fighting D4, Intellect D4 (2), Strength D4, Will D4
must assign to it a folk (such as human, wood elf, centaur, or golem).
The common folk and uncommon folk can be found on page 13 and Possessions
page 35 of the Core Rules, respectively. Basic weapon, bullet sling, bullet pouch, adventuring pack, 2 gold.

Everything but the Points: A stock character's stat block gains all the Bad Aim
features of its folk, except hit points and spirit points. For example, a The commoner has disadvantage on all Fighting tests.
halfling commoner is Small, has a movement speed of 6, and has the
Nimble and Brave feature (granting it a boost to Agility and Will), but it The stat block presented here describes the sort of commoner most
still has only 1 hit point and no spirit points. often encountered by the heroes, but the vast majority of folk in the
world are “commoners” from the perspective of the rules. The stats of
As with a custom creature, the GM can freely swap the possessions, a commoner – with different possessions – can even describe a noble or
feats, and spells described in these stat blocks for alternatives. a lord (in fact, a commoner's stats are usually quite appropriate).

The difference in combat prowess between a peasant boy and a bandit


STOCK CHARACTER FLAVOR might be meaningful to the average observer, but these differences are
insignificant on the scale of heroes and dragons. Even a trained soldier
The stat blocks provided in this section are generic and can represent a is considered to have Bad Aim by this standard.
wide array of archetypes. Here are some examples:
Commoners don't know that they have Bad Aim, so they take measures
– Commoner: Bandit, cultist, guard, noble, peasant, soldier. to avoid other sources of disadvantage (preferring to attack enemies
that aren't dodging, maneuvering around cover, surrendering when
– Mage: Druid, priest, witch, wizard. Frightened or disarmed, and so on). A commoner that has spent more
than a day watching the heroes at work learns the truth straight away.
– Mighty Mage: Archmage, high priest, sorcerer.
A hero who has the minion background perk gains a commoner of their
– Rogue: Ranger, scout, thief, spy. folk as a loyal assistant (see page 15 of the Core Rules).

– Mighty Rogue: Assassin, pirate king.

– Warrior: Gladiator, knight, sharpshooter, swashbuckler.

– Mighty Warrior: Blackguard, champion, legendary duelist.

Heroes and nonheroes don't always follow the same rules. The mage
class, for instance, is not representative of all or even most spellcasters
in the game world. Moreover, it is possible for a nonhero to attain
heights of power beyond what a hero can achieve (though this is rare).

11
Stock Characters
MAGE [TR 16] MIGHTY MAGE [TR 38]
[Size] [Creature Type] Striker. This individual wears simple robes and carries [Size] [Creature Type] Controller. This individual wears opulent robes and
a wand. Most mages desire knowledge and power. carries a staff. Mighty mages are powerful spellcasters (and cowards)
known for hoarding books and conducting unethical rituals.
HP 16, MV [as folk]
HP 32, SP 2, MV [as folk]
Agility D4, Fighting D6, Intellect D6 (3), Strength D4, Will D4
Agility D4, Fighting D8, Intellect D8 (4), Strength D4, Will D6
Possessions
Wand, dagger, crossbow, bolt case, adventuring pack, 10 gold. Possessions
Staff, dagger, fine robes, crossbow, bolt case, adventuring pack,
Spellcaster (Ceremonial Power Source) (CR p. 18) Elixir of Invisibility (M&T p. 39), 50 gold.
Produce Flame (CR p. 49).
Spellcaster (Ceremonial Power Source) (CR p. 18)
Not all folk are heroes! Heroic mages know two or more spells. By the Conduct Lightning (CR p. 43),
standards of a hero, the common mage is a “minor” magic-user. Mage Hand (CR p. 47),
Tongue of the Sun and Moon (CR p. 52).

Multiattack (Action)
The mighty mage casts Conduct Lightning (Arc) twice. It can move
between the castings. The mage can replace one of these castings with
a spell of its choice.*

*Other than Conduct Lightning (Surge).

12
Stock Characters
ROGUE [TR 16] MIGHTY ROGUE [TR 38]
[Size] [Creature Type] Striker. This individual wears dark clothing and [Size] [Creature Type] Striker. Savvier than their counterparts, mighty
approaches cautiously. Rogues take joy in outwitting their foes, and they rogues rarely demonstrate the fatal hubris that afflicts mighty mages and
rarely fight fair. mighty warriors.

HP 16, MV [as folk] HP 32, MV [as folk]

Agility D6, Fighting D6, Intellect D6 (3), Strength D4, Will D4 Agility D8, Fighting D8, Intellect D6 (3), Strength D4, Will D6

Possessions Possessions
2 daggers, bullet sling, bullet pouch, vial of basic poison (CR p. 17), 2 daggers, bow, quiver (arrows), vial of Burnt Uthor Fumes (M&T p. 39),
adventuring pack, 10 gold. adventuring pack, 50 gold.

Cunning (Special) Feats


When the rogue has advantage on a test, it can reroll one of the dice Skirmish (CR p. 59).
once (before the outcome is settled).
Multiattack (Action)
The rogue's stat block is a versatile one, as it can describe just about The mighty rogue makes two attacks, each of which can be a melee or
any nonhero that is more dangerous than a commoner but not quite as ranged attack. It can move between the attacks. The rogue can replace
dangerous as a warrior. one of these attacks with Skirmish.

Cunning (Special)
When the mighty rogue has advantage on a test, it can reroll one of the
dice once (before the outcome is settled).

13
Stock Characters
WARRIOR [TR 20] MIGHTY WARRIOR [TR 45]
[Size] [Creature Type] Brute. This individual wears mail armor, and you can [Size] [Creature Type] Brute. This individual wears finely-crafted armor and
see that their equipment is both well-used and well-maintained. A warrior wields a magic weapon. The mighty warrior is an impressive physical
values glory in battle, and almost never retreats from a Humanoid foe. specimen, but they are a creature of both brains and brawn.

HP 20, MV [as folk] HP 38, MV [as folk]

Agility D4, Fighting D8, Intellect D4 (2), Strength D6, Will D4 Agility D6, Fighting D10, Intellect D6 (3), Strength D6, Will D4

Possessions Possessions
Axe, shield, bow, quiver (arrows), mail armor, adventuring pack, Adamantine sword (M&T p. 40), dagger, bow, quiver (arrows),
10 gold. plate armor, adventuring pack, 50 gold.

Feats
Dual Weapon Attack (CR p. 56).

Multiattack (Action)
The mighty warrior makes two attacks, each of which can be a melee
or ranged attack. It can move between the attacks. The warrior can
replace one of these attacks with Dual Weapon Attack.

14
List of Monsters
BALOR [TR 125] BASILISK [TR 32]
Huge Fiend Brute/Controller. This ancient demon has a body of coal and a Large Monstrosity Controller. This crocodilian monster drags itself along on
mane of cinders. It knows only the rule of might and its ultimate goal is to a dozen legs and leers at you with glowing green eyes. The basilisk is equal
cloak the world in fire and darkness. parts lazy and stupid, but its petrifying gaze is a formidable talent.

HP 62, SP 3, MV 8 HP 24, MV 4

Agility D8, Fighting D12, Intellect D12 (6), Strength D12, Will D12 Agility D4, Fighting D10, Intellect D4 (2), Strength D8, Will D4

Basic Features (CR p. 28) Possessions


Darkvision (24 squares), Flight (see below), Legendary Resilience, Gizzard (worth 200 gold).
Natural Weapons (horns, fangs, claws, hooves, and tail spade),
Reach (3 squares). Basic Features (CR p. 28)
Darkvision (12 squares), Natural Weapons (fangs and talons).
Resistances
Acid damage, adamant damage, cold damage, lightning damage, Petrify (Action)
thunder damage, mundane damage from any source other than an The basilisk attempts to magically petrify a creature within 12 squares
attack made with a silver weapon or silver piece of ammunition. (provided that the basilisk and the creature can see each other). The
target must succeed on a Hard (4+) Agility test or become Restrained
Immunities until the end of its next turn; at which point the target must succeed
Fire damage, poison damage, psychic damage. Poisoned, Possessed, on a Hard (4+) Strength test or become Petrified. Success on either test
deprivation, suffocation. ends the effect. A creature that has advantage on tests against being
Petrified has advantage on both of these tests. A creature that can't be
Feats Petrified at all can't be Restrained by Petrify.
Hack & Slash (CR p. 57),
Lash Mastery (CR p. 57). To avoid being targeted by Petrify, a creature can choose to avert its
eyes at the start of its turn. Such a creature is effectively Blinded until
Multiattack (Action) the start of its next turn.
The balor makes up to three melee attacks. It can move between the
attacks. The balor can replace one of these attacks with Hack & Slash. A ritual involving the basilisk's powdered gizzard can end the effects of
Petrify. The ritual's instructions can be found for sale in larger
Scourge (Action or Minor Interaction) settlements for about 300 gold.
The balor summons an oversized basic weapon or oversized whip in its
empty hand. The balor chooses at the time of summoning whether the
weapon is made of flames or shadows. The weapon sheds dim light in a
2-square radius, and attacks with it deal fire damage (flames) or
psychic damage (shadows) instead of mundane damage. If a turn ends
and the balor isn't holding the weapon, the weapon disappears.

Clumsy Flight
The balor can fly, but only in short bursts. If the balor ends its turn in
midair, it falls unless something else is holding it aloft.

Flame & Shadow


The balor emits an aura which extends to a radius of 2 squares. When
another creature moves into the aura for the first time on a turn or
starts its turn there, that creature takes D4 fire damage and D4 psychic
damage. The aura also causes the balor's body to shed bright light in a
6-square radius, and dim light for an additional 6 squares.

Hot-Handed
The balor's touch ignites flammable objects that aren't worn or carried
by another creature.

15
List of Monsters
CAVE BEAR [TR 28] CARPET OF FLYING
Large Beast Brute. This hulking black bear pursues its prey single-mindedly Large Construct (Vehicle). This beautiful rug floats in midair and billows of
and attacks with unusual ferocity. its own accord, as if it were alive (see page 42 for more information).

HP 28, MV 8 HP 5, MV 12

Agility D4, Fighting D8, Intellect D4 (2), Strength D10, Will D4 Agility D8, Strength D4

Basic Features (CR p. 28) Basic Features (CR p. 28)


Natural Weapons (fangs and claws). Flight.

Blood Frenzy Immunities


The cave bear has advantage on the Fighting test of any melee attack Poison damage, psychic damage, adamant and mundane damage from
made against a creature that is missing any of its hit points. attacks made with blunt weapons, mundane damage from falling,
Blinded, Charmed, Dazed, Deafened, Exhausted, Frightened,
Keen Hearing and Smell Incapacitated, Paralyzed, Petrified, Poisoned, Possessed, Prone,
The cave bear has advantage on Intellect tests that rely on hearing or Stunned, Unconscious, deprivation, suffocation, effects that require an
smell. Intellect test, effects that require a Will test.

Flammable
When the Carpet of Flying takes fire damage for the first time on a
turn, it suffers an additional D6 fire damage.

Object Nature
The Carpet of Flying is mindless. It can't rest, speak, manipulate
objects, or concentrate on spells, and it automatically fails Fighting,
Intellect, and Will tests. When reduced to 0 hit points, the Carpet of
Flying is destroyed.

Vehicle Traits
The Carpet of Flying is a magic vehicle. The carpet's tassels are its
control mechanism, and it relies on an operator to act, move, and
perceive. On its turn, the Carpet of Flying is limited to the following
action options: Dash, Dodge, Improvise. See page 32 of the Core Rules
for more information about vehicles.

16
List of Monsters
RED DRAKE [TR 45] BLOODED RED DRAGON [TR 80]
Large Dragon Striker. Every part of this flying, horse-sized reptile is a Huge Dragon Striker. This reptilian beast is somewhat similar to a drake,
weapon, from its butting horns to its lashing tail. The drake is a cunning but its armored hide, increased size, and humanlike intelligence combine
predator and it attacks with calculated precision. to make it even more deadly.

HP 45, MV 8 HP 70, SP 1, MV 10

Agility D8, Fighting D8, Intellect D6 (3), Strength D8, Will D6 Agility D6, Fighting D10, Intellect D8 (4), Strength D10, Will D8

Possessions Possessions
Treasure hoard (about 500 gold). Treasure hoard (about 10,000 gold).

Basic Features (CR p. 28) Basic Features (CR p. 28)


Darkvision (24 squares), Flight (see below), Natural Weapons Darkvision (24 squares), Flight (see below), Legendary Resilience,
(fangs, horns, talons, and tail spade). Natural Weapons (fangs, horns, talons, and tail spade),
Reach (2 squares).
Spellcaster (Verbal Power Source) (CR p. 18)
Dragonbreath (Red) (CR p. 44) (6-square cube), Resistances
Produce Flame (CR p. 49). Fire damage, mundane damage from attacks (but see below).

Multiattack (Action) Spellcaster (Verbal Power Source) (CR p. 18)


The drake casts Produce Flame (Fireball) twice. It can move between Dragonbreath (Red) (CR p. 44) (7-square cube),
the castings. The drake can replace one of these castings with a spell of Produce Flame (CR p. 49).
its choice.
Multiattack (Action)
Flight The blooded dragon casts Produce Flame (Fireball) up to three times. It
The drake can fly. When it has 22 hit points or fewer, its wings are can move between the castings. The dragon can replace one of these
impaired. If the drake ends its turn in midair while so impaired, it falls castings with a spell of its choice.
unless something else is holding it aloft.
Flight
Keen Sight and Smell The blooded dragon can fly. When it has 35 hit points or fewer, its
The drake has advantage on Intellect tests that rely on sight or smell. wings are impaired. If the dragon ends its turn in midair while so
impaired, it falls unless something else is holding it aloft.
True dragons are made, not born. A drake has a heart of magic, though
its potential hasn't yet been fully realized. Only when called to ascend Keen Sight and Smell
does the drake become a blooded dragon. The blooded dragon has advantage on Intellect tests that rely on sight
or smell.
Ascension can happen at any stage of life, and many drakes die before
they get the chance. When its time has come, the dragon-to-be is Weak Point
compelled to pluck out one of its own scales. The initiate's sacrifice is The blooded dragon is missing a scale somewhere on its body. A melee
rewarded with enhanced might and heightened mental faculties. or ranged attack aimed at this exposed point bypasses the dragon's
resistance against mundane damage from attacks.
The greatest blooded dragons can be called to ascend a second time. To
prepare for its second ascension, the dragon hides away and slumbers To aim at the blooded dragon's weak point, the attacker must know
for several centuries while bathed in its element. What emerges is a the weak point's location, the attacker must be able to see the dragon,
glittering, impervious calamity known as a high dragon. and the attacker must not have disadvantage on the Fighting test.

The third and final ascension has occurred only a few times in recorded A creature that can see the blooded dragon and is within 12 squares of
history. During its third ascension, the dragon boils its blood. The result it can locate its weak point by succeeding on a Hard (4+) Intellect test.
is an exalted dragon, and it is no longer a mortal creature but a liminal Doing so in combat time usually requires the Search action.
entity sustained by magic.
GM Tip: The dragon stat blocks presented here are relatively basic. Feel
This book describes “red” dragons, but dragons come in every color of free to spice things up with additional spells and other special features.
the Dragonbreath spell (see page 44 of the Core Rules). When using Encountering an enhanced monster with an unexpected suite of
these stat blocks to describe a dragon of a different color, replace the abilities is one of the great thrills of dragonslaying.
dragon's resistance or immunity to fire damage with the appropriate
damage type and adjust the dragon's spell list to fit the new theme.

17
List of Monsters
HIGH RED DRAGON [TR 128] EXALTED RED DRAGON [TR 200]
Gargantuan Dragon Striker. Before you soars a fully-realized dragon, grand Gargantuan (but see below) Dragon Striker. This titanic monster is one of
and terrible. The high dragon is a brilliant manipulator, constantly plotting the most powerful beings in existence, and its breath can wipe out legions.
to acquire wealth and influence.
HP 180, SP 4, MV 16
HP 124, SP 2, MV 12
Agility D4, Fighting D12, Intellect D12 (6), Strength D20, Will D12
Agility D6, Fighting D12, Intellect D10 (5), Strength D12, Will D10
Possessions
Possessions Treasure hoard (about 4,000,000 gold).
Treasure hoard (about 200,000 gold).
Basic Features (CR p. 28)
Basic Features (CR p. 28) Darkvision (24 squares), Flight (see below), Legendary Resilience,
Darkvision (24 squares), Flight (see below), Legendary Resilience, Natural Weapons (fangs, horns, talons, and tail spade),*
Natural Weapons (fangs, horns, talons, and tail spade),* Reach (3 squares).
Reach (2 squares).
*Attacks with its natural weapons deal adamant damage instead of
*Attacks with its natural weapons deal adamant damage instead of mundane damage.
mundane damage.
Immunities
Immunities Fire damage, poison damage, psychic damage, mundane damage from
Fire damage, mundane damage from attacks (but see below). attacks (but see below), Poisoned, deprivation, suffocation, spells that
require an Intellect test, spells that require a Will test.
Spellcaster (Verbal Power Source) (CR p. 18)
Dragonbreath (Red) (CR p. 44) (8-square cube), Spellcaster (Verbal Power Source) (CR p. 18)
Produce Flame (CR p. 49). Dragonbreath (Red) (CR p. 44) (10-square cube),
Produce Flame (CR p. 49).
Multiattack (Action)
The high dragon casts Produce Flame (Fireball) up to four times. It can Multiattack (Action)
move between the castings. The dragon can replace one of these The exalted dragon casts Produce Flame (Fireball) up to seven times. It
castings with a spell of its choice. can move between the castings. The dragon can replace one of these
castings with a spell of its choice.
Flight
The high dragon can fly. When it has 62 hit points or fewer, its wings Colossal Body
are impaired. If the dragon ends its turn in midair while so impaired, it The exalted dragon occupies a 6-square cube.
falls unless something else is holding it aloft.
Flight
Keen Sight and Smell The exalted dragon can fly. When it has 90 hit points or fewer, its wings
The high dragon has advantage on Intellect tests that rely on sight or are impaired. If the dragon ends its turn in midair while so impaired, it
smell. falls unless something else is holding it aloft.

Weak Point Keen Sight and Smell


The high dragon is missing a scale somewhere on its body. A melee or The exalted dragon has advantage on Intellect tests that rely on sight or
ranged attack aimed at this exposed point bypasses the dragon's smell.
immunity to mundane damage from attacks.
Weak Point
To aim at the high dragon's weak point, the attacker must know the The exalted dragon is missing a scale somewhere on its body. A melee
weak point's location, the attacker must be able to see the dragon, and or ranged attack aimed at this exposed point bypasses the dragon's
the attacker must not have disadvantage on the Fighting test. immunity to mundane damage from attacks.

A creature that can see the high dragon and is within 12 squares of it To aim at the exalted dragon's weak point, the attacker must know the
can locate its weak point by succeeding on a Very Hard (5+) Intellect weak point's location, the attacker must be able to see the dragon, and
test. Doing so in combat time usually requires the Search action. the attacker must not have disadvantage on the Fighting test.

A creature that can see the exalted dragon and is within 12 squares of it
can locate its weak point by succeeding on a Very Hard (7+) Intellect
test. Doing so in combat time usually requires the Search action.

18
List of Monsters
GARGOYLE [TR 28] GHOST [TR 20]
Medium or Small Elemental (Earth) Striker. This living statue moves Medium or Small Undead Maverick. This pale, translucent humanoid figure
infrequently and prefers to attack from a safe distance. Gargoyles are is accompanied by an unnatural chill. It seeks to finish its business.
typically encountered in solemn pairs.
HP 7, MV 8
HP 19, MV 4
Agility D8, Fighting D8, Intellect D4 (2), Strength D4, Will D8
Agility D6, Fighting D8, Intellect D6 (3), Strength D8, Will D4
Basic Features (CR p. 28)
Basic Features (CR p. 28) Darkvision (12 squares), Flight, Natural Weapons (fingers).*
Darkvision (12 squares), Flight (see below), Natural Weapons
(fangs, horns, and talons). *Attacks with its natural weapons deal necrotic damage instead of
mundane damage.
Resistances
Acid damage, cold damage, fire damage, lightning damage, mundane Resistances
damage from any source other than an attack with a crushing weapon Acid damage, adamant damage, fire damage, lightning damage,
or pick.* The gargoyle's threat rating assumes that half of its foes are thunder damage, mundane damage from any source other than an
using such weaponry. attack made with a silver weapon or silver piece of ammunition.

*Club, flail, greatclub, mace, maul, morningstar, warhammer, or war pick. Immunities
Cold damage, necrotic damage, poison damage, Charmed, Frightened,
Immunities Grabbed, Paralyzed, Petrified, Poisoned, Possessed, Prone, Restrained,
Poison damage, Petrified, Poisoned, deprivation, suffocation. deprivation, suffocation.

Gaze Attack (Action) Plane Shift (Action)


The gargoyle emits eye-rays to make a magic blast attack against a The ghost enters the Ethereal Plane from the Material Plane, or vice
creature or an object within 12 squares. The gargoyle has advantage on versa (to an outside observer, the ghost appears to simply disappear).
the Fighting test. If the gargoyle succeeds, the target takes prime
damage equal to the gargoyle's result. Possess (Action) (Ethereal Plane Only)
The ghost invades the mind of a Beast or Humanoid it can see within
Clumsy Flight the Material Plane. The target automatically perceives the invasion, and
The gargoyle can fly, but only in short bursts. If the gargoyle ends its the target must succeed on a Hard (4+) Will test or be Possessed by the
turn in midair, it falls unless something else is holding it aloft. ghost. The condition lasts until the target drops to 0 hit points, the
ghost leaves the Ethereal Plane, the target enters the Ethereal Plane, or
False Appearance the ghost ends the effect for free on its turn (no action required).
While the gargoyle remains motionless, it is indistinguishable from an
ordinary statue. Once it has used Possess, the ghost must finish a long rest before it can
use the feature again. The ghost can invade only one mind at a time.
True Sight
The gargoyle can see 12 squares into the Ethereal Plane when it is on Ethereal Sight
the Material Plane. In addition, within this range, the gargoyle can see The ghost can see 12 squares into the Ethereal Plane when it is on the
Invisible creatures and objects, automatically detect visual illusions and Material Plane, and vice versa. This sense thwarts the Veil spell.
succeed on Intellect tests against them, and see the true form of any
visible object or creature that has been disguised by magic. Incorporeal
The ghost can move through other creatures, objects, and structures as
if they were difficult terrain. In addition, no creature can move the
ghost using nonmagical means, no creature can prevent the ghost from
moving through its space, and the ghost can willingly end its move in
the space of another creature. The ghost takes D4 prime damage when
it ends its turn inside an object or structure.

Scary
The ghost emanates an aura of dread which extends to a radius of 6
squares. When a creature other than a Construct or Undead starts its
turn in the aura, it must succeed on a Hard (4+) Will test or become
Frightened of the ghost until the start of its next turn. A creature that
succeeds against the ghost's Scary is immune to it for 24 hours.

19
List of Monsters
CINDER GHOUL [TR 16] DRIPPING GHOUL [TR 16]
Medium or Small Undead (Ghoul) Striker. This brittle, flaming skeleton Medium or Small Undead (Ghoul) Defender. This corpse-eating corpse is
strafes the arena and launches blazing orbs at you from a distance. slick and red with blood. It hobbles toward you too quickly.

HP 16, MV 6 HP 16, MV 8

Agility D8, Fighting D6, Intellect D6 (3), Strength D6, Will D4 Agility D8, Fighting D6, Intellect D6 (3), Strength D6, Will D4

Basic Features (CR p. 28) Basic Features (CR p. 28)


Darkvision (12 squares), Natural Weapons (fangs and claws). Darkvision (12 squares), Natural Weapons (fangs and claws).

Vulnerabilities Immunities
Adamant and mundane damage from attacks made with crushing Poison damage, Charmed, Poisoned, deprivation, suffocation.
weapons.* The cinder ghoul's threat rating assumes that half of its foes
are using such weaponry. Harrier
When the dripping ghoul is adjacent to a hostile creature it can see,
*Clubs, flails, greatclubs, maces, mauls, morningstars, and warhammers. and the ghoul isn't Incapacitated, the creature has disadvantage on
Fighting tests against any target that doesn't have this feature
Immunities (unless, for some reason, the ghoul chooses not to interfere).
Fire damage, poison damage, Charmed, Poisoned, deprivation,
suffocation. Slippery
The dripping ghoul has advantage on all Agility and Strength tests
Spellcaster (Somatic Power Source) (CR p. 18) against being Grabbed or Restrained.
Produce Flame (CR p. 49).

Blazing Bones
The cinder ghoul's body sheds bright light in a 6-square radius, and dim
light for an additional 6 squares. When a creature touches the cinder
ghoul for the first time on a turn or starts its turn touching the ghoul,
that creature takes D4 fire damage.

An adjacent creature touches the cinder ghoul when it succeeds on a


melee attack against the ghoul. A combat maneuver necessarily
involves touch, unless it has been avoided via Agility.

Hot-Handed
The cinder ghoul's touch ignites flammable objects that aren't worn or
carried by another creature.

20
List of Monsters
FETID GHOUL [TR 16] GHAST [TR 28]
Medium Undead (Ghoul) Controller. This bloated, waddling, gurgling corpse Medium Undead (Ghoul) Controller. This horrific, gibbering monster has a
reeks of death. It hastily rushes its foes, eager to die again. hanging, helicoprion jaw and inky pits where its eyes should be.

HP 10, MV 6 HP 20, MV 6

Agility D4, Fighting D6, Intellect D4 (2), Strength D6, Will D4 Agility D10, Fighting D8, Intellect D8 (4), Strength D8, Will D8

Basic Features (CR p. 28) Basic Features (CR p. 28)


Darkvision (12 squares), Natural Weapons (fangs and claws). Darkvision (12 squares), Natural Weapons (fangs and claws).

Vulnerabilities Resistances
Adamant and mundane damage from attacks made with stabbing Necrotic damage, psychic damage.
weapons.* The fetid ghoul's threat rating assumes that half of its foes
are using such weaponry. Immunities
Poison damage, Charmed, Poisoned, deprivation, suffocation.
*Greatspears, greatswords, lances, pikes, spears, swords, and tridents.
Ghastly Visage (Action)
Immunities The ghast leers at a creature – other than a Construct or Undead –
Poison damage, Charmed, Poisoned, deprivation, suffocation. within 12 squares, provided that the ghast and the creature can see
each other and the ghast isn't in sunlight. The target must succeed on
Rotting Stench a Hard (4+) Will test or become Frightened of the ghast for 1 minute, or
The fetid ghoul emanates a hideous odor which extends to a radius of 6 until the ghast dies or becomes Incapacitated. If the target fails with a
squares. When a creature starts its turn in the area, it must succeed on result of 1, it is also Stunned and drops whatever it is holding until the
a Hard (4+) Strength test or become Poisoned until the start of its next Frightened condition ends.
turn. A creature that succeeds against the ghoul's Rotting Stench is
immune to it for 24 hours. The Frightened target repeats the test at the end of each of its turns.
On a success, the effect ends. A creature that succeeds against the
Sickening Pop ghast's Ghastly Visage is immune to it for 24 hours.
When reduced to 0 hit points, the fetid ghoul is destroyed and its
corpse immediately detonates, making a blast attack against every To avoid being targeted by Ghastly Visage, a creature can choose to
creature and unattended object within 2 squares (with a separate avert its eyes at the start of its turn. Such a creature is effectively
Fighting test for each target). The corpse has a Fair (D4) Fighting die. Blinded until the start of its next turn.
On each of the Fighting tests, the corpse has advantage, and vision is
irrelevant. Each target the corpse succeeds against takes poison
damage equal to its result.

The fetid ghoul is destroyed when it detonates, but its Rotting Stench
persists in place for D4 minutes, or until a wind of moderate or greater
speed disperses the odor.

21
List of Monsters
FROST GIANT [TR 65] GOBLIN SCUM [TR 4]
Huge Giant Striker. This mammoth-sized humanoid shakes the earth when Medium or Small Fiend (Goblin) Minion. This cackling menace seeks to
it walks. It fights for glory, and it follows a code of conduct, but that code cause pain and suffering wherever it goes. A goblin can imagine neither
is conspicuously silent on the topic of eating humans and halflings. duty nor mercy, and, though it may flee, it never surrenders.

HP 70, SP 2, MV 8 HP 1, MV 6

Agility D4, Fighting D12, Intellect D4 (2), Strength D12, Will D6 Agility D4, Fighting D4, Intellect D4 (2), Strength D4, Will D4

Possessions Possessions
Oversized greataxe, leg of giant lamb, 30 gold. Mace, dagger, bow, mail armor, quiver (arrows), 1 gold.

Basic Features (CR p. 28) Basic Features (CR p. 28)


Legendary Resilience, Reach (3 squares). Darkvision (12 squares).

Immunities Bad Aim


Cold damage. The goblin scum has disadvantage on all Fighting tests.

Multiattack (Action) Sunlight Sensitivity


The frost giant makes two attacks, each of which can be a melee or While in sunlight, the goblin scum has disadvantage on all tests.
ranged attack. It can move between the attacks. The giant can replace
one of these attacks with Frigid Breath or Stomp (see below). A goblin is not a natural creature, but a Humanoid prisoner who has
been irreversibly transformed by a dark ritual. The gruesome process
Bones of the Earth (Action or Minor Interaction) warps the victim's body and strips away its soul, leaving behind a
The giant uses a free hand to reach into loose earth or the ground and monster devoid of empathy and compassion. The fresh goblin erupts
retrieve a boulder. The boulder counts as an oversized basic weapon. from its spawning pit slimy, starving, and programmed to hate.

Frigid Breath (Action) Goblins are fanatically devoted to evil for its own sake. Every decision a
The frost giant fills an adjacent 5-square cube with a puff of wintry air. goblin makes is a calculated assessment: “what course of action would
The giant makes a blast attack against every creature and unattended make the world worse?” To that end, goblins take care to create as
object in the area, with a separate Fighting test for each target. On much waste and pollution as they can. They gleefully set fire to forests
each of the Fighting tests, the giant has disadvantage, and vision is and steal candy from babies. Left to their own devices, a legion of
irrelevant. Each target the giant succeeds against takes cold damage callow goblins will engage in disorganized mischief. Under the yoke of
equal to the giant's result. a dark lord, goblins become bloodthirsty conquerors, oppressive
colonizers, and corrupt bureaucrats.
Stomp (Action)
The frost giant stomps the ground, provided that it is standing there. Goblins have catlike eyes, anglerfish teeth, porcine noses, and oily,
Each Large or smaller creature standing on the ground within 12 translucent skin. They are covered in self-inflicted burns, bruises, and
squares of the giant must succeed on a Hard (4+) Agility test or fall scars, and black ichor weeps from their jaws. Goblins take little care of
Prone. An Incapacitated creature fails automatically. their things, but their armor, weapons, and tools are functional
(even advanced) by the standards of the common folk.
Other varieties of giant exist, including fire giants, hill giants, mountain
giants, cloud giants, and storm giants; each with comparable thematic Goblins are truly evil, in a way that no human society ever was or could
features. Pictured on the cover of this book is a hill giant. be. Unfortunately, humans from Earth say the worst things about other
humans from Earth, and saying those same things about goblins can
reinforce harmful stereotypes in the minds of your players. Developing
your sensitivities is a lifelong process, but you can start by avoiding
loaded words like “barbaric,” “savage,” and “exotic.” When you portray
goblins, focus on their inhuman qualities, showcase their animosity
toward nature, and play up their unrepentant, self-aware villainy.

Dragonslayers RPG aspires to model your fantasy world rather than


impose its own. In many worlds, goblins are simply people, in which
case you should dispense with the grim lore offered above.

22
List of Monsters
GOBLIN LEGIONNAIRE [TR 5] BUGBEAR BERSERKER [TR 20]
Medium Fiend (Goblin) Minion. This goblin stands taller than most human Medium Fiend (Goblin) Brute. This strapped freak of a goblin wears only a
beings. Goblin legionnaires are sometimes called “hobgoblins,” and they are loincloth and a helm (at best), and its patchy fur is matted with drool. It
more durable than goblin scum. swings its great weapon wildly, consumed by a mindless rage.

HP 4, MV 6 HP 20, MV 8

Agility D4, Fighting D4, Intellect D4 (2), Strength D6, Will D4 Agility D6, Fighting D8, Intellect D4 (2), Strength D8, Will D6

Possessions Possessions
Sword, shield, plate armor, crossbow, bolt case, 1 gold. Greataxe, 2 gold.

Basic Features (CR p. 28) Basic Features (CR p. 28)


Darkvision (12 squares). Darkvision (12 squares), Natural Weapons (nails and fangs).

Bad Aim Berserk


The goblin legionnaire has disadvantage on all Fighting tests. When the bugbear berserker starts its turn with its current hit points
equal to or less than 10, the GM rolls a D6. On a 6, the berserker goes
Sunlight Sensitivity berserk. On each of its turns while berserk, the berserker attacks the
While in sunlight, the goblin legionnaire has disadvantage on all tests. nearest creature it can see. If no visible creature is near enough to
move to and attack, the berserker will instead attack an object
(with preference for an object smaller than itself).

Once the bugbear berserker goes berserk, it continues to do so until it


drops to 0 hit points or regains all its hit points.

Sunlight Sensitivity
While in sunlight, the bugbear berserker has disadvantage on all tests.

A “bugbear” is a big, hairy goblin with natural weapons, produced


when bear blood is skillfully incorporated into the goblinizing ritual.

23
List of Monsters
GOBLIN CAPTAIN [TR 32]* GRIFFIN [TR 24]
Medium Fiend (Goblin) Leader. The goblin captain is a formidable foe and Large Monstrosity Brute. This chimeric beast has body of a lion and the
an equal to any human commander with regard to wits, but the captain's head and wings of a giant eagle. The griffin is a territorial predator with a
true power is its near-supernatural ability to inspire the goblins around it taste for horse and no love for basilisks.
to even greater bloodshed.
HP 24, MV 12
HP 28, MV 6
Agility D8, Fighting D10, Intellect D6 (3), Strength D8, Will D6
Agility D6, Fighting D8, Intellect D8 (4), Strength D6, Will D8
Basic Features (CR p. 28)
Possessions Flight (see below), Natural Weapons (beak and talons).
Sword, shield, plate armor, bow, quiver (arrows), 30 gold.
Resistances
Basic Features (CR p. 28) Advantage on tests against being Frightened or Petrified.
Darkvision (12 squares).
Screech (Action)
Battlecry (Action) The griffin releases an ear-splitting cry, directed at an adjacent 4-square
The goblin captain shouts to inspire every other goblin within 6 cube. Each creature in the area that can hear the griffin makes a Hard
squares. Each target that can understand the captain has advantage on (4+) Strength test. A creature succeeds automatically if it is immune to
the next Fighting test it makes before the end of its next turn. thunder damage or if it can't be Dazed. Each creature that fails is
Deafened and Incapacitated until the end of the griffin's next turn.
Before the turn ends, the goblin captain can take another action. This
action can be used only to Attack, Dash, Dodge, Help, Hide, or Search. Flight
The griffin can fly. When it has 12 hit points or fewer, its wings are
Command (Action) impaired. If the griffin ends its turn in midair while so impaired, it falls
The goblin captain gestures or speaks to direct another creature within unless something else is holding it aloft.
12 squares. If the target understands the captain, the target can
immediately use its reaction to take one of the following actions of the Keen Sight
captain's choice: Attack, Dash, Dodge, Help, Hide, Search. The griffin has advantage on Intellect tests that rely on sight.

Sunlight Sensitivity
While in sunlight, the goblin captain has disadvantage on all tests.

*The goblin captain's threat rating assumes that it has at least four goblins
to lead. A goblin captain by itself has a threat rating of 24.

24
List of Monsters
HORSE [TR 8] HUSK [TR 5]
Large Beast Brute. This fast, loyal, and graceful beast makes a fine mount. Medium or Small Undead (Husk) Minion. The quintessential walking dead,
husks are shambling, dim-witted zombies and skeletons. They seek to feast
HP 10, MV 12 on the hearts of the living, or to fulfill the mission of their dark masters.

Agility D6, Fighting D4, Intellect D4 (2), Strength D8, Will D4 HP 4, MV 4

Basic Features (CR p. 28) Agility D4, Fighting D4, Intellect D4 (2), Strength D6, Will D4
Natural Weapons (hooves).
Basic Features (CR p. 28)
Bad Aim Darkvision (12 squares), Natural Weapons (limbs).
The horse has disadvantage on all Fighting tests.
Immunities
Keen Smell Poison damage, Poisoned, deprivation, suffocation.
The horse has advantage on Intellect tests that rely on smell.
Braindead
The chief purpose of a creature's stat block is to provide the GM with The husk has disadvantage on all Fighting and Intellect tests.
the information necessary to model the creature using the rules of the
game. In an effort to be succinct, a stat block avoids excessive and False Appearance
unnecessary details. Dragonslayers RPG isn't written to the rigor of While the husk remains motionless, it is indistinguishable from a
computer code, and we trust the GM to apply common sense where normal corpse.
the rules of the game are silent.
Variant Husks (Optional)
A horse can't juggle, stand on its head, shoot a missile weapon, or The stat block above describes a standard husk, of the sort that one can
balance on a tightrope... and you don't need us to tell you that. create with the Draw Life (Conscript) spell (CR p. 44). The following
variant husks are more unusual:

– Armed husks are clever enough to use manufactured weapons. An


armed husk is typically equipped with a sword, a dagger, a bow,
and a quiver of arrows.

– Decrepit husks have vulnerability against adamant and mundane


damage from attacks made with crushing weapons (clubs, flails,
greatclubs, maces, mauls, morningstars, and warhammers). A
decrepit husk is TR 4 (assuming its foes are using such weaponry).

– Fungal husks have durable mushroom armor. When a fungal husk


takes mundane damage from an attack, the husk can reduce that
damage by 1 if it isn't Incapacitated. In addition, fungal husks have
neither darkvision nor ordinary sight, and instead rely on Blindsight
(echoes) (12 squares). Fungal husks are TR 6.

– Icy husks have immunity to cold damage and resistance against fire
damage.

– Mummified husks have resistance against necrotic damage. When a


mummified husk takes fire damage for the first time on a turn, it
suffers an additional D6 fire damage.

– Sodden husks have resistance against fire damage. In addition,


swimming doesn't cost extra movement for a sodden husk.

25
List of Monsters
HUSK KING [TR 70] IMP [TR 4]
Huge Undead (Husk) Defender. This imaginative nightmare is a bulbous Tiny Aberration, Celestial, Construct, Dragon, Elemental, Fey, or Fiend
wad of at least two dozen husks, glued together via black magic. The husk Minion (see below). This diminutive, otherworldly scamp is usually found in
king serves as an efficient machine of war for its evil creator. the service of a spellcaster.

HP 48, MV 6 HP 1, MV 6

Agility D4, Fighting D8, Intellect D4 (2), Strength D10, Will D4 Agility D4, Fighting D4, Intellect D4 (2), Strength D4, Will D4

Basic Features (CR p. 28) Basic Features (CR p. 28)


Darkvision (12 squares), Natural Weapons (limbs), Reach (2 squares). Darkvision (12 squares), Flight, Natural Weapons.*

Vulnerabilities *Some imps technically have claws, fangs, hooves, horns, talons, and so on
Adamant and mundane damage from attacks made with hacking (this is a distinction without a difference).
weapons.* The husk king's threat rating assumes that half of its foes
are using such weaponry. Feeble
The imp has disadvantage on all Fighting tests and Strength tests. The
*Axes, greataxes, greatswords, polearms, scythes, sickles, and swords. imp can bite, pinch, poke, or scratch to make a melee attack, but it is
too puny to attack with conventional weapons.
Resistances
Advantage on tests against being Blinded, Charmed, Dazed, Deafened, Types of Imp
Frightened, Possessed, Stunned, or Unconscious. An imp's creature type (see page 28 of the Core Rules) determines its
appearance and fundamental nature:
Immunities
Poison damage, Poisoned, deprivation, suffocation. – Aberration: A fleshy ball with D6 muscular eyestalks. This imp propels
itself via jets of mildly smelly gas.
Multiattack (Action)
The husk king makes two melee attacks. It can move between the – Celestial: A winged beast with white, gold, or rainbow-colored
attacks. The husk king can replace one of these attacks with feathers. This imp sports a faint halo.
Absorb Flesh (see below).
– Construct: A swollen, leaky homonculus with misshapen limbs and a
Absorb Flesh (Action) mix of organic and inorganic features.
The husk king touches a creature – other than a Construct or Undead –
that has 0 hit points. The creature instantly dies, its corpse joins the – Dragon: A hissing drake the size of a housecat, with gleaming scales
husk king, and the husk king regains 10 lost hit points. The husk king and pinioned wings.
can't regain lost hit points except through the use of this feature.
– Elemental: A grotesque, grinning gremlin with diaphanous wings of
Corpse Collapse ash, vapor, sand, or dust.
The husk king is a bolus of intertwined corpses. When the husk king is
reduced to 24 hit points or fewer, and again when it is reduced to 0 hit – Fey: An elfin sprite with faintly shimmering wings; typically those of a
points, 2D4 husks (see page 25) appear in unoccupied spaces adjacent butterfly or dragonfly.
to the husk king. If the husk king has 0 hit points when this happens,
its body is destroyed. – Fiend: A red, yellow, green, black, or gray devil with batlike wings and
a mildly sulfurous body odor.

26
List of Monsters
LICH [TR 140] LION [TR 20]
Medium or Small Undead Controller. The mightiest of all undead has never Large Beast Brute. This big cat stalks its prey from afar before lunging forth
technically died. A lich is a powerful spellcaster who has unnaturally in a blur of fangs and fur.
extended their life through a fiendish mummification ritual. The lich
desires omniscience, and hubris is its downfall. HP 20, MV 10

HP 72, SP 4, MV 6 Agility D8, Fighting D8, Intellect D4 (2), Strength D8, Will D4

Agility D8, Fighting D12, Intellect D12 (6), Strength D6, Will D8 Basic Features (CR p. 28)
Natural Weapons (fangs and claws).
Possessions
Starglass spear (M&T p. 40), dagger, fine robes, 20,000 gold. Keen Senses
The lion has advantage on Intellect tests that rely on hearing, sight, or
Basic Features (CR p. 28) smell.
Darkvision (24 squares), Legendary Resilience.

Resistances
Acid damage, adamant damage, cold damage, fire damage, lightning
damage, thunder damage, mundane damage from any source other
than an attack made with a silver weapon or silver piece of
ammunition.

Immunities
Necrotic damage, poison damage, Charmed, Frightened, Paralyzed,
Poisoned, Possessed, deprivation, suffocation.

Spellcaster (Verbal Power Source) (CR p. 18)


Arcana (CR p. 41),
Create Frost (CR p. 43),
Death Ray (CR p. 43),
Dragonbreath (Gray) (CR p. 44),
Draw Life (CR p. 44),
Swarm of Flies (CR p. 51),
Telepathy (CR p. 51),
Weave Shadows (CR p. 52).

Multiattack (Action)
The lich casts Create Frost (Ice Ray) up to four times. It can move
between the castings. The lich can replace one of these castings with
a spell of its choice.*

*Other than Arcana (Behold, Ward) or Weave Shadows (Shadow Step).

Rejuvenation
When the lich dies, its body is destroyed. The lich gains a new body in
D10 days; returning to life fully rested and restored. The new body
appears within 1 square of the lich's reliquary (an elaborate box or
other precious object that houses the lich's soul). If its reliquary is
destroyed, the lich can't rejuvenate.

27
List of Monsters
MIMIC [TR 24] SEA SERPENT [TR 90]
Medium or Small Ooze Grappler. This undulating mass of gooey flesh can Gargantuan Dragon Grappler. With an erupting wave, this glittering snake
effortlessly assume the shape of any object it has seen. When an unwary rises from the ocean. The monster's flexible tail coils around unfortunate
victim steps too close, the mimic strikes! souls and deposits them into its gullet.

HP 24, MV 3 HP 95, SP 1, MV 12

Agility D6, Fighting D6, Intellect D4 (2), Strength D6, Will D4 Agility D8, Fighting D12, Intellect D6 (3), Strength D12, Will D6

Possessions Basic Features (CR p. 28)


Mimic mucus (as 1 vial of basic poison, but acid damage instead). Darkvision (24 squares), Legendary Resilience, Natural Weapons
(fangs and tail), Reach (2 squares).
Basic Features (CR p. 28)
Darkvision (12 squares), Natural Weapons (fangs). Resistances
Cold damage.
Immunities
Acid damage, Prone. Multiattack (Action)
The sea serpent makes up to three attacks, each of which can be a
Amorphous melee attack or grab maneuver. It can move between the attacks. The
The mimic can squeeze through an opening as narrow as 1 inch, the serpent can replace one of these attacks with Swallow (see below).
mimic can willingly end its move in the space of another creature, and
no creature can prevent the mimic from moving through its space. In Swallow (Action)
addition, the mimic can use its action to escape automatically from The sea serpent makes a special melee attack with its fangs against a
nonmagical restraints or from being Grabbed. Large or smaller creature it has Grabbed. If the sea serpent succeeds,
the target suffers the attack's usual effects, and the target is swallowed
Caustic Sticky Doom by the serpent (ending the grab and overriding the No Sharing Spaces
A creature that takes damage from an attack made with the mimic's rule on page 21 of the Core Rules).
fangs suffers an additional D4 acid damage. In addition, if the creature
is no more than one size larger than the mimic, it is automatically While swallowed, the target is Blinded and Restrained, it has total
Grabbed by the mimic. Agility and Strength tests made to escape this cover against attacks and other effects outside the serpent's stomach,
grab have disadvantage. and it takes D8 acid damage at the start of each of its turns. When the
sea serpent moves, the target is carried along with it.
False Appearance
While the mimic remains motionless, it is indistinguishable from an If the serpent takes 5 or more damage on a single turn from a creature
ordinary object. inside it, the serpent regurgitates all swallowed creatures at the end of
that turn, which fall Prone in a space within 2 squares of the serpent.

If the sea serpent dies, a swallowed creature is no longer Restrained by


it and can escape from the serpent's corpse by using 6 squares of
movement, exiting Prone.

Amphibious
The sea serpent can breathe both air and water, and swimming doesn't
cost extra movement for it. However, each square of nonswimming
movement costs the sea serpent 1 extra square.

Constrictor
The sea serpent has advantage on any Strength test it makes to grab,
choke, pin, or prevent a Grabbed creature from ending the condition.

28
List of Monsters
SNEGLE [TR 32] SPIDER [TR 5]
Large Aberration Striker. You are what you eat, and this enormous snail Tiny Beast (Spider) Minion. This arthropod is about the size of a human
eats magic. The snegle hunts spellcasters and forages for magic items with hand. It attacks larger creatures only when threatened or surprised.
patience and persistence. In battle, it casts spells with its eyestalks.
HP 1, MV 4
HP 28, SP 2, MV 2
Agility D8, Fighting D4, Intellect D4 (2), Strength D4, Will D4
Agility D4, Fighting D6, Intellect D4 (2), Strength D6, Will D4
Basic Features (CR p. 28)
Possessions Natural Weapons (fangs).
Snegle slime (worth 50 gold), snegle shell (worth 200 gold).
Feeble
Resistances The spider has disadvantage on all Fighting tests and Strength tests.
Psychic damage. Advantage on all Intellect and Will tests against spells.
Spider Climb
Spellcaster (Somatic Power Source) (CR p. 18) Climbing doesn't cost extra movement for the spider. In addition, the
Conduct Lightning (CR p. 43), spider can climb difficult surfaces, including upside down on ceilings,
Death Ray (CR p. 43), without needing to make a Strength test.
Discus (CR p. 44),
Heat Vision (CR p. 46), Spider Venom
Magic Missile (CR p. 47). A creature that takes damage from an attack made with the spider's
fangs suffers an additional D4 poison damage.
Shell Up (Action)
The snegle withdraws into its shell (rubbing off any salt on its body). Webspinner
Until it falls Prone or chooses to emerge for free on its turn, the snegle The spider can spin threads of spider silk at a rate of 20 feet (6 meters)
can take no actions or reactions, it is immune to mundane damage per round while it isn't Incapacitated. With 10 minutes of work, the
from attacks, and it isn't affected by Salt Weakness (see below). spider can weave multiple threads together to create a Tiny web
suitable for capturing insects and other very small prey.
Salt Weakness
For every pound of salt sprinkled on the snegle, it takes 4D6 acid
damage. The snegle also takes this damage when it touches a pound or
more of salt for the first time on a turn or starts its turn touching it.

Slime Climb
Climbing doesn't cost extra movement for the snegle. In addition, the
snegle can climb difficult surfaces, including upside down on ceilings,
without needing to make a Strength test.

Snegle Slime
The snegle's movement on land or when climbing leaves behind a trail
of sticky, slippery mucus 2 squares wide. The mucus counts as difficult
terrain for nongastropods, and it lasts until it dries (about 1 hour).

When a nongastropod steps onto the mucus for the first time on a turn
or starts its turn standing there, it must succeed on a Hard (4+) Agility
test or fall Prone. An Incapacitated creature fails automatically.

When a Large or smaller nongastropod falls Prone on the mucus for the
first time on a turn or starts its turn Prone there, it is Restrained until
it is freed.

A creature can use its action to make a Hard (4+) Strength test, freeing
itself or another creature within its reach on a success.

29
List of Monsters
MONSTROUS SPIDER [TR 16] LARGE MONSTROUS SPIDER [TR 28]
Medium or Small Monstrosity (Spider) Brute. This filthy monster is no Large Monstrosity (Spider) Brute/Controller. This stupendous spider drags
natural beast. Eight legs propel the spider toward its hapless prey. its bloated abdomen along the ground. It threatens the heroes with
paralysis and a slow, agonizing death.
HP 13, MV 6
HP 23, MV 8
Agility D8, Fighting D4, Intellect D4 (2), Strength D4, Will D4
Agility D8, Fighting D6, Intellect D4 (2), Strength D8, Will D4
Possessions
Venom glands (as 1 vial of the spider's poison). Possessions
Venom glands (as 1 vial of the spider's poison).
Basic Features (CR p. 28)
Natural Weapons (fangs). Basic Features (CR p. 28)
Natural Weapons (fangs).
Monstrous Spider Venom
A creature that takes damage from an attack made with the monstrous Large Monstrous Spider Venom
spider's fangs suffers an additional D4 poison damage. A creature that takes damage from an attack made with the large
monstrous spider's fangs suffers an additional D4 poison damage, and
Spider Climb it must succeed on an Easy (2+) Strength test or become Poisoned for 1
Climbing doesn't cost extra movement for the monstrous spider. In hour. At the end of its next turn, the Poisoned target must succeed on
addition, the spider can climb difficult surfaces, including upside down another Easy (2+) Strength test or become Paralyzed until the Poisoned
on ceilings, without needing to make a Strength test. condition ends.

Webspinner Spider Climb


The monstrous spider can spin threads of monstrous spider silk at a Climbing doesn't cost extra movement for the large monstrous spider.
rate of 30 feet (9 meters) per round while it isn't Incapacitated. Each In addition, the spider can climb difficult surfaces, including upside
thread is strong enough to support up to 200 stone. With 20 minutes of down on ceilings, without needing to make a Strength test.
work, the spider can weave multiple threads together to create a
Gargantuan web (anchored between at least two solid masses). Webspinner
The large monstrous spider can spin threads of monstrous spider silk at
The web's area is lightly obscured, and it counts as difficult terrain for a rate of 40 feet (12 meters) per round while it isn't Incapacitated. Each
nonspiders. When a Huge or smaller nonspider enters the web for the thread is strong enough to support up to 200 stone. With 15 minutes of
first time on a turn or starts its turn there, it must succeed on a Hard work, the spider can weave multiple threads together to create a
(4+) Agility test or be Restrained until it is freed. An Incapacitated Gargantuan web (anchored between at least two solid masses).
creature fails automatically.
The web's area is lightly obscured, and it counts as difficult terrain for
A creature can use its action to make a Very Hard (5+) Strength test, nonspiders. When a Huge or smaller nonspider enters the web for the
freeing itself or another creature within its reach on a success. first time on a turn or starts its turn there, it must succeed on a Hard
Destroying the web also frees the creature. The web has 20 hit points (4+) Agility test or be Restrained until it is freed. An Incapacitated
and immunity to poison and psychic damage. In addition, the web has creature fails automatically.
immunity to adamant and mundane damage from attacks made with
blunt weapons (clubs, fists, warhammers, and so on). When the web A creature can use its action to make a Very Hard (5+) Strength test,
takes fire damage for the first time on a turn, the web and any creature freeing itself or another creature within its reach on a success.
in the web's area suffers an additional D6 fire damage. Destroying the web also frees the creature. The web has 20 hit points
and immunity to poison and psychic damage. In addition, the web has
Any spider in contact with the web can pinpoint the location of any immunity to adamant and mundane damage from attacks made with
other creature in contact with the same or a contiguous web. blunt weapons (clubs, fists, warhammers, and so on). When the web
takes fire damage for the first time on a turn, the web and any creature
in the web's area suffers an additional D6 fire damage.

Any spider in contact with the web can pinpoint the location of any
other creature in contact with the same or a contiguous web.

30
List of Monsters
SWARM OF RATS [TR 16] TREANT [TR 56]
Medium Beast (Swarm) Defender. The sound of skittering, scratching claws Huge Plant Striker. This animated tree takes slow, long steps. It has skin of
alerts you to this writhing mass of vermin. The swarm attacks only when bark, eyes of sap, spindly limbs, and a mane of leaves. The treant concerns
cornered, or when compelled to do so by magic. itself with the balance of nature, and it defends the forest against any who
would seek to disrupt that balance.
HP 8, MV 6
HP 40, SP 2, MV 6
Agility D4, Fighting D4, Intellect D4 (2), Strength D4, Will D4
Agility D4, Fighting D10, Intellect D8 (4), Strength D10, Will D6
Basic Features (CR p. 28)
Natural Weapons (fangs). Possessions
Firewood (harvesting the treant's corpse yields ½ cord).
Resistances
Adamant damage, mundane damage. Advantage on tests against being Basic Features (CR p. 28)
Blinded, Charmed, Dazed, Deafened, Frightened, Possessed, Stunned, or Natural Weapons (limbs), Reach (3 squares).
Unconscious.
Resistances
Immunities Mundane damage from any source other than an attack with a hacking
Grabbed, Paralyzed, Petrified, Prone, Restrained. weapon.* The treant's threat rating assumes that half of its foes are
using such weaponry.
Keen Senses
The swarm of rats has advantage on Intellect tests that rely on hearing, *Axe, greataxe, greatsword, polearm, scythe, sickle, or sword.
sight, or smell.
Spellcaster (Verbal Power Source) (CR p. 18)
Reactive Druidcraft (CR p. 45).
The swarm of rats can take one reaction on every turn in combat.
Multiattack (Action)
Strength in Numbers The treant makes two attacks, each of which can be a melee or ranged
The swarm of rats has advantage on all Fighting and Strength tests, attack. It can move between the attacks. The treant can replace one of
provided that it has at least 5 hit points. these attacks with Druidcraft.

Swarm Bones of the Earth (Action or Minor Interaction)


The swarm of rats can squeeze through an opening as narrow as 1 inch. The treant uses a free hand to reach into loose earth or the ground and
In addition, no creature can move the swarm using nonmagical means, retrieve a boulder. The boulder counts as an oversized basic weapon.
no creature can prevent the swarm from moving through its space, and
the swarm can willingly end its move in the space of another creature. Flammable
However, the swarm of rats can't regain lost hit points and can't reach When the treant takes fire damage for the first time on a turn, it
outside of its space. suffers an additional D6 fire damage.

Plant Nature
The treant has no digestive system, but it can meet its daily need for
food by standing in direct sunlight for 30 minutes. While the treant
remains motionless, it is indistinguishable from a normal tree.

Rooted
When the treant is touching the ground, the Unconscious condition
doesn't cause it to fall Prone, and it has advantage on all Agility and
Strength tests against being Prone.

Siege Monster
The treant's melee and ranged attacks deal double damage to objects
and structures.

31
List of Monsters
TROLL GLUTTON [TR 40] TROLL WRECKER [TR 40]
Large Giant (Troll) Grappler. Dripping fangs line this humanoid's wide Large Giant (Troll) Brute. This warty monster awkwardly crashes its way
mouth, and its muscular arms throb with pulsating veins. It ambles into the battle, swinging its weapon in wide arcs without regard for friend
crookedly (and with upsetting nimbleness) to grab its next meal. or foe. It aims to make an impression.

HP 40, MV 10 HP 40, MV 8

Agility D6, Fighting D8, Intellect D4 (2), Strength D10, Will D4 Agility D4, Fighting D8, Intellect D4 (2), Strength D10, Will D4

Possessions Possessions
Oversized dagger, 12 gold. Oversized warhammer, troll-chain,* 12 gold.

Basic Features (CR p. 28) *As an oversized whip (see page 32 of the Core Rules).
Darkvision (12 squares), Natural Weapons (nails and fangs),
Reach (2 squares). Basic Features (CR p. 28)
Darkvision (12 squares), Reach (2 squares).
Multiattack (Action)
The troll glutton makes two attacks, each of which can be a melee Multiattack (Action)
attack or grab maneuver. It can move between the attacks. The troll wrecker makes two melee attacks. It can move between the
attacks.
Hold 'Em by the Legs
When the troll glutton succeeds on a grab maneuver against a Medium Omniattack (Action)
or smaller creature, the target suffers the maneuver's usual effects and The troll wrecker makes a melee attack against every creature within
falls Prone. 2 squares – whether or not all of them are hostile – with a separate
Fighting test for each target. On each of the Fighting tests, the wrecker
Sunlight Hypersensitivity has advantage, and vision is irrelevant.
When the troll glutton moves into sunlight for the first time on a turn
or starts its turn there, it must succeed on a Hard (4+) Strength test or Sunlight Hypersensitivity
become Petrified. While in sunlight, the glutton has disadvantage on all When the troll wrecker moves into sunlight for the first time on a turn
tests. or starts its turn there, it must succeed on a Hard (4+) Strength test or
become Petrified. While in sunlight, the wrecker has disadvantage on
all tests.

32
List of Monsters
TROLL ARMIGER [TR 48] TYRANNOSAURUS [TR 56]
Large Giant (Troll) Brute/Defender. The armiger is what happens when a Huge Beast (Dinosaur) Brute. This gigantic bipedal animal is technically
troll receives formal combat training. It focuses on no more than two related to birds. This fact gives you no comfort as it eats you alive.
opponents at a time and uses the Dodge action when prudent.
HP 56, MV 10
HP 48, MV 8
Agility D4, Fighting D12, Intellect D4 (2), Strength D12, Will D4
Agility D4, Fighting D10, Intellect D6 (3), Strength D10, Will D6
Basic Features (CR p. 28)
Possessions Natural Weapons (fangs and talons), Reach (2 squares).
2 oversized swords, oversized plate armor, 20 gold.
Multiattack (Action)
Basic Features (CR p. 28) The tyrannosaurus makes two melee attacks. It can move between the
Darkvision (12 squares), Reach (2 squares). attacks.

Resistances Keen Smell


Mundane damage from attacks while the troll armiger is wearing plate The tyrannosaurus has advantage on Intellect tests that rely on smell.
armor and isn't Incapacitated (but see below).

Multiattack (Action)
The troll armiger makes two melee attacks. It can move between the
attacks.

Exposed Joints
The troll armiger's plate armor has large gaps to accommodate the
mobility of its limbs. A melee or ranged attack aimed at one of these
exposed joints bypasses the armiger's resistance against mundane
damage from attacks.

To aim at one of the troll armiger's exposed joints, the attacker must be
able to see the armiger and the attacker must not have disadvantage
on the Fighting test.

Sunlight Hypersensitivity
When the troll armiger moves into sunlight for the first time on a turn
or starts its turn there, it must succeed on a Hard (4+) Strength test or
become Petrified. While in sunlight, the armiger has disadvantage on
all tests.

33
List of Monsters
UNICORN [TR 36] VAMPIRE [TR 48]
Large Celestial Leader. This majestic horse possesses cloven hooves, the Medium or Small Undead (Vampire) Defender/Striker. A vampire is a
beard of a goat, a mane of silver, and a spiraling horn on its head. Unicorns mortal who has sold their soul to a vampire lord in exchange for eternal
guard sacred places and protect the innocent from unnatural monsters. unlife. This deal usually comes with strings attached.

HP 32, SP 2, MV 12 HP 48, MV 8

Agility D8, Fighting D8, Intellect D6 (3), Strength D8, Will D8 Agility D10, Fighting D10, Intellect D8 (4), Strength D10, Will D8

Possessions Basic Features (CR p. 28)


Unicorn horn (worth 500 gold), unicorn blood Darkvision (24 squares), Natural Weapons (fangs and nails).
(counts as a Greater Elixir of Healing, see page 39).
Immunities
Basic Features (CR p. 28) Necrotic damage, sleep deprivation, water deprivation, suffocation.
Natural Weapons (horn and hooves).*
Multiattack (Action)
*The unicorn's horn is a silver weapon (see page 40). The vampire makes two melee attacks. It can move between the
attacks.
Resistances
Advantage on all Intellect and Will tests against spells. Blood Hunger
Ordinary food doesn't nourish the vampire. To meet its daily need for
Immunities food, the vampire must drink at least one gallon (4 liters) of blood.
Poison damage, Charmed, Paralyzed, Poisoned.
Mark of the Damned
Spellcaster (Intrinsic Power Source) (CR p. 18) The vampire casts no shadow and has no reflection. These properties
Bestow Life (CR p. 42). extend to anything the vampire is wearing or carrying.

Aura of Purity Regeneration


The unicorn emits a divine aura which extends to a radius of 2 squares. The vampire regains 12 lost hit points at the start of each of its turns if
Aberrations, Fiends, and Undead have disadvantage on all tests within it isn't in sunlight and its heart is intact. If the vampire takes radiant
the aura. In addition, when a creature the unicorn can see moves into damage, or damage from an attack made with a silver weapon or silver
the aura for the first time on a turn or starts its turn there, the unicorn piece of ammunition, this feature doesn't function at the start of the
can cause that creature to take D4 radiant damage. vampire's next turn. The vampire dies only if it starts its turn with 0 hit
points and doesn't regenerate. The vampire's threat rating assumes
that its foes have access to radiant damage, silver weaponry, or both.

Sunlight Hypersensitivity
When the vampire moves into sunlight for the first time on a turn or
starts its turn there, it must succeed on a Hard (4+) Strength test or die
(its body being reduced to ashes). While in sunlight, the vampire has
disadvantage on all tests.

Wall Walk
Climbing doesn't cost extra movement for the vampire, and the
vampire can climb difficult surfaces, including upside down on ceilings,
without needing to make a Strength test. In addition, the vampire
needs no hands to climb.

GM Tip: This stat block describes a relatively young vampire. Older


vampires are more powerful, they have the ability to cast spells
(especially Mind Trick and Wild Shape, see pages 48 and 53 of the
Core Rules), and their weaknesses are weirder and more specific.

34
List of Monsters
WOLF [TR 5] DIRE WOLF [TR 16]
Medium Beast Brute. These gray canines encircle you. One grabs you in its Large Beast Brute. This wolf is nearly the size of a lion, and nearly as deadly.
jaws while the others pull you down and tear you apart. Several wolves
stand back, observing the carnage to learn from their packmates. HP 16, MV 10

HP 1, MV 8 Agility D8, Fighting D6, Intellect D4 (2), Strength D8, Will D4

Agility D8, Fighting D4, Intellect D4 (2), Strength D6, Will D4 Basic Features (CR p. 28)
Natural Weapons (fangs).
Basic Features (CR p. 28)
Natural Weapons (fangs). Keen Hearing and Smell
The dire wolf has advantage on Intellect tests that rely on hearing or
Keen Hearing and Smell smell.
The wolf has advantage on Intellect tests that rely on hearing or smell.
Variant Dire Wolves (Optional)
The stat block above describes a standard dire wolf. The following
variant dire wolves are more unusual:

– Dire wolf alphas are badder, beefier dire wolves with 24 hit points,
Amazing (D10) Fighting, and Amazing (D10) Strength. Dire wolf
alphas are TR 24.

– Hellhounds are wicked dire wolf spellcasters (verbal power source)


with infernal origins. These Fiends have darkvision (12 squares),
immunity to fire damage, and knowledge of the Produce Flame spell.

– Shimmer wolves are strange Monstrosities with the magical ability to


bend light. An attacker has disadvantage on all Fighting tests against
a shimmer wolf it can see. The wolf can't benefit from this ability
while it is Incapacitated or has a movement speed of 0. Shimmer
wolves are TR 20.

– Vvargs are malevolent dire wolves analogous to (and allied with) the
goblins who ride them into battle. Vvargs are Fiends with darkvision
(12 squares) and Sunlight Sensitivity (see page 9).

– Winter wolves are white-furred dire wolves allied with the frost
giants who keep them as pets. Winter wolves are Monstrosities, they
have immunity to cold damage, and they have the Camouflage
feature (see page 7) (limited to snowy environments).

35
List of Monsters
WEREWOLF [TR 40] WRAITH [TR 32]
Medium Fiend Defender/Brute. A mortal afflicted with a terrible curse Medium or Small Undead Controller. A wraith is the twisted, empty shell of
(the result of some ancient broken oath, perhaps). The poor soul is doomed a mortal that died in the service of a dark lord. Its body disintegrated long
to become this hungry, nigh-invincible monster on nights of the full moon. ago, but – unlike a ghost – the wraith is bound to the Material Plane.

HP 40, MV 10 HP 13, MV 6

Agility D8, Fighting D8, Intellect D4 (2), Strength D10, Will D4 Agility D8, Fighting D10, Intellect D4 (2), Strength D4, Will D8

Basic Features (CR p. 28) Possessions


Darkvision (12 squares), Natural Weapons (fangs and nails). Sword, dagger, scale armor.

Multiattack (Action) Basic Features (CR p. 28)


The werewolf makes two melee attacks. It can move between the Darkvision (12 squares), Natural Weapons (fingers).*
attacks.
*Attacks with its natural weapons deal necrotic damage instead of
Curse of Lycanthropy mundane damage.
The werewolf usually has the statistics of an ordinary Humanoid, such
as a commoner (see page 11). On the night of every full moon, it Resistances
transforms into the monster described in this stat block and goes on a Acid damage, adamant damage, fire damage, lightning damage,
rampage. At daybreak, or when the werewolf dies, it transforms back thunder damage, mundane damage from any source other than an
into its natural form. Unless it can transform at will (see below), the attack made with a silver weapon or silver piece of ammunition.
werewolf can't consciously remember the events of its transformation.
Immunities
When a Humanoid takes damage from an attack made with the Cold damage, necrotic damage, poison damage, Charmed, Frightened,
werewolf's fangs, and that damage leaves the Humanoid with 0 hit Grabbed, Paralyzed, Petrified, Poisoned, Possessed, Prone, Restrained,
points, the curse spreads and the Humanoid becomes a werewolf upon deprivation, suffocation.
the next full moon.
Cold Iron
Removing the curse requires a special ritual. Such a ritual is usually When the wraith succeeds on a melee attack with a metal weapon, the
performed on the night of the full moon, and succeeds only if the target suffers an additional D4 necrotic damage.
werewolf's sire is dead.
Ethereal Sight
Keen Hearing and Smell The wraith can see 12 squares into the Ethereal Plane when it is on the
The werewolf has advantage on Intellect tests that rely on hearing or Material Plane. This sense thwarts the Veil spell.
smell.
Scary
Regeneration The wraith emanates an aura of dread which extends to a radius of 6
The werewolf regains 10 lost hit points at the start of each of its turns. squares. When a creature other than a Construct or Undead starts its
If the werewolf takes damage from an attack made with a silver turn in the aura, it must succeed on a Hard (4+) Will test or become
weapon or silver piece of ammunition, this feature doesn't function at Frightened of the wraith until the start of its next turn. A creature that
the start of the werewolf's next turn. The werewolf dies only if it starts succeeds against the wraith's Scary is immune to it for 24 hours.
its turn with 0 hit points and doesn't regenerate. The werewolf's threat
rating assumes that its foes have access to silver weaponry. Sunlight Sensitivity
While in sunlight, the wraith has disadvantage on all tests.
Some werewolves can transform at will (as an action). To sustain this
degree of control, the werewolf must be an exceptionally wicked and
vicious Humanoid (in other words, this is no option for a hero). These
“true” werewolves often exhibit identifying characteristics in
Humanoid form, such as hairy palms or enlarged canine teeth.

36
Treasures

37
Using Treasure
TREASURE BASICS CRAFTING A MAGIC ITEM
Dragonslaying can be a lucrative profession. On their adventures, the The rules for crafting an item require that you know the item's price in
heroes can expect to find and keep treasure (money, goods, and items). gold. While only Common and Uncommon magic items can normally
be found for sale, the following chart includes hypothetical prices
Money: Most often in the form of coins, money is the most common (and target numbers) for Rare, Very Rare, and Mythic items:
kind of treasure. All money can be recorded as gold.
RARITY PRICE CRAFTING TN
Goods: These include precious stones, gems, and art objects. Most
Common 100 gold Medium (3+)
goods can be sold for a specified value; for instance, a 10-pound solid
gold idol might be worth 700 gold. However, there is no guarantee that Uncommon 500 gold Hard (4+)
an interested buyer for it can be easily found. Rare 1,000 gold Very Hard (5+)
Very Rare 2,000 gold Very Hard (6+)
Items: These include both magic items and nonmagical items
(like tools and armor). The heroes value this sort of treasure highly, as Mythic 3,000 gold Very Hard (7+)
quality equipment improves their capabilities.
The crafting of a magic item might require hard-to-find raw materials
Other Rewards: An influential lord or noble might offer the heroes or the use of a ritual. See page 31 of the Core Rules for more details.
favors, properties, or titles as payment for their services. Rewards like
these are often more useful than other kinds of treasure.
MAGIC ITEMS AND GAME BALANCE
MAGIC ITEM BASICS Dragonslayers RPG makes no assumption that the heroes will have
access to magic items. Because of this assumption, the addition of a
The rules for magic items can be found on page 29 of the Core Rules. magic item represents a genuine increase or expansion in a hero's
This section expands on the topic. capabilities (rather than something to be taken for granted). That being
said, the effects of a magic item should be considered with the same
Wearing and Wielding Items: Using a magic item’s properties might care as any other game feature.
mean wearing or wielding it. A magic item meant to be worn must be
donned in the intended fashion: boots go on the feet, gloves on the Attunement and Game Balance: Attunement prevents the heroes from
hands, hats and helmets on the head, rings on the finger, and so on. A easily sharing one magic item while simultaneously preventing a lone
weapon must be held. In most cases, a magic item that’s meant to be hero from hogging them all. An item should require attunement if
worn can fit a creature regardless of size or build. sharing that item between multiple heroes would disrupt the normal
flow of gameplay, fuel power imbalances between the heroes, trivialize
Multiple Items of the Same Kind: Use common sense to determine a large portion of the game's challenges, or encourage behaviors
whether more than one of a given kind of magic item can be worn. A (inside or outside the fiction) that make the game less enjoyable.
creature can’t normally wear more than one pair of footwear, one pair
of gloves or gauntlets, one pair of bracers, one suit of armor, one item Rarity and Game Balance: A magic item's rarity corresponds to the
of headwear, and one cloak. number of spirit points the item would be worth if it were a feat. If the
item's effects are on par with the power of a spell, the item's rarity is
Paired Items: Items that come in pairs – such as boots, bracers, and Mythic. A Common or Uncommon item is worth a fraction of a spirit
gloves – impart their benefits only if both items of the pair are worn. point. These values are indicated on the following chart:

Consumable Items: Some items are used up when they are activated. A RARITY SP VALUE
potion must be swallowed, or an oil applied to the object. The writing
vanishes from a scroll when it is read. Once used, a consumable item Common ⅒ SP
loses its magic. Uncommon ½ SP
Rare 1 SP
Spell Items: Some items grant the user the ability to cast a specified
spell, as if the user knew that spell. A spell cast in this manner has no Very Rare 2 SP
power source requirements – unless otherwise specified – and the user Mythic 3 SP
of the item needn't meet the spell's prerequisites, but the user must
concentrate if the spell requires concentration. A consumable item, such as a potion, has half the rarity of a
nonconsumable magic item with the same properties (round up).
If one is normally asked to make a choice upon learning the spell, that
choice is predetermined by the item's creator. In the case of the Prayer The treasures included in this book are examples to get you started.
spell, the patron is a suitable being chosen by the item's creator. You are encouraged to invent new magic items, using these as models.

38
Potions, Oils, and Poisons
POTIONS OILS
Magic potions offer benefits when imbibed. Common potions are often Magic oils offer benefits when applied to a suitable object. A creature
called “tinctures.” Rare and rarer potions are usually called “elixirs.” A can safely intuit the effects of an oil by touching it.
hero can safely intuit the effects of a potion by taking a small sip.
Oil of Sharpness (Consumable) (Uncommon): As an action, you can
Greater Elixir of Healing (Consumable) (Very Rare): As an action, you apply this oil to a sharp weapon or a piece of ammunition. Any target
can drink this fluorescent, white potion or administer the potion to that takes damage from an attack made with the weapon or piece of
another creature within your reach. The drinker's level of Exhaustion is ammunition suffers an additional 1 adamant damage. Once applied, the
reduced to zero, and any poison in the drinker's system is neutralized. oil retains potency for three strikes or 8 hours (whichever comes first).
In addition, the drinker regains all lost hit points. A Greater Elixir of
Healing sheds bright light in a 2-square radius and dim light for an
additional 2 squares. POISONS
Lesser Elixir of Healing (Consumable) (Rare): As an action, you can Given their insidious and deadly nature, poisons are illegal in most
drink this fluorescent, white potion or administer the potion to societies. There are four families of poison:
another creature within your reach. The drinker's level of Exhaustion is
reduced by one, and any poison in the drinker's system is suspended – Contact: Contact poison can be smeared on an object and remains
for 24 hours. In addition, the drinker regains a number of lost hit potent until it is touched or washed off. A creature that touches
points equal to half its hit point maximum (round up). A Lesser Elixir of contact poison with exposed skin suffers its effects.
Healing sheds dim light in a 2-square radius.
– Ingested: A creature must swallow an entire dose of ingested poison
Elixir of Invisibility (Consumable) (Rare): As an action, you can drink to suffer its effects. The dose can be delivered in food or a liquid. You
this clear, flavorless potion or administer the potion to another can decide that a partial dose has a reduced effect, such as allowing
creature within your reach. The drinker becomes Invisible for 1 hour. advantage on the test or dealing only half damage (round down).
The effect ends early if the drinker makes an attack or casts a spell.
– Inhaled: These poisons are powders or gases that take effect when
Potion of Haste (Consumable) (Uncommon): As an action, you can inhaled. Blowing the powder or releasing the gas subjects creatures
drink this sour, green potion or administer the potion to another in a square to its effect. The resulting cloud dissipates immediately
creature within your reach. The drinker's movement speed increases by afterward. Holding one's breath is ineffective against inhaled
4 squares for 1 hour. poisons, as they also affect nasal membranes, tear ducts, and so on.

Potion of Spirit (Consumable) (Uncommon): As an action, you can – Injury: Injury poison can be applied to sharp weapons, ammunition,
drink this sparkling, blue potion or administer the potion to another trap components, or other such objects, and remains potent until
creature within your reach. The drinker regains 1 lost spirit point. dried up or washed off. The basic poison described on page 17 of the
Core Rules is an injury poison.
Potion of Vigor (Consumable) (Uncommon): As an action, you can
drink this fizzy, red potion or administer the potion to another creature Assassin's Blood (Ingested) (150 Gold): A creature subjected to this
within your reach. The drinker regains a number of lost hit points poison must succeed on a Medium (3+) Strength test. If it fails, the
equal to half its hit point maximum (round up). creature takes 2D8 poison damage and is Poisoned for 24 hours. If it
succeeds, the creature takes D8 poison damage and isn't Poisoned.
Tincture of Antitoxin (Consumable) (Common): As an action, you can
drink this viscous, black potion or administer the potion to another Burnt Uthor Fumes (Inhaled) (500 Gold): A creature subjected to this
creature within your reach. The drinker has advantage on tests against poison must succeed on a Medium (3+) Strength test or take 3D4
being Poisoned and resistance against poison damage, for 1 hour. poison damage, and must repeat the test at the end of each of its
turns. On each successive failed test, the creature takes D4 poison
Tincture of Fire Resistance (Consumable) (Common): As an action, you damage. After three successful tests, the poison ends.
can drink this steaming, orange potion or administer the potion to
another creature within your reach. The drinker has resistance against Frog Mucus (Contact) (500 Gold): A creature subjected to this poison
fire damage for 1 hour. must succeed on an Easy (2+) Strength test. If it fails, the creature takes
D12 poison damage and is Poisoned for 1 hour. At the end of its next
Acid, cold, lightning, and thunder resistance tinctures also exist. turn, the Poisoned creature must succeed on another Easy (2+) Strength
test or become Paralyzed until the Poisoned condition ends.
Tincture of Strength (Consumable) (Common): As an action, you can
drink this chunky, purple-red potion or administer the potion to Truth Serum (Ingested) (150 Gold): A creature subjected to this poison
another creature within your reach. The drinker gains a boost to must succeed on a Medium (3+) Strength test or become Poisoned for 1
Strength for 1 hour. hour. The Poisoned creature can't knowingly speak a lie.

39
Magic Armor and Weapons
MAGIC MATERIALS SILVER
The following magic materials (adamantine, dragonscale, orichalcum, In the world of Dragonslayers RPG, silver is magic. Creatures of
silver, starglass, and urpearl) make superior armor and weapons. unnatural origin are repulsed by silver's appearance and pained by its
touch. Because silver is softer than iron, functional silver weapons are

ADAMANTINE expensive and difficult to craft, and silver armor is nearly unheard of.

Silver Ammunition (Bundle) (Rare): Attacks with this piece of


This metal is famous for its incredible hardness. An adamantine object ammunition ignore the immunity or resistance to mundane damage of
has immunity to all damage except adamant damage, and – unlike certain specified Aberrations, Fiends, and Undead.
other objects – it doesn't have vulnerability against adamant damage.
Silver Weapon (Rare): Attacks with this weapon ignore the immunity
White adamantine (called mithral in Elvish) is found in the heart of the or resistance to mundane damage of certain specified Aberrations,
world, whereas black adamantine (called ghalvorn in Elvish) is found in Fiends, and Undead.
the hearts of fallen stars. The two varieties are mechanically identical.
Silver Armor (Very Rare): While you wear this armor, you have
Adamantine Ammunition (Bundle) (Rare): Attacks with this piece of advantage on all tests against being Charmed, Frightened, or Possessed
ammunition deal adamant damage instead of mundane damage. by an Aberration, Fiend, or Undead. In addition, a Fighting test made by
an Aberration, Fiend, or Undead against you has disadvantage if the
Adamantine Weapon (Rare): Attacks with this weapon deal adamant creature is adjacent to you.
damage instead of mundane damage.
Unnatural Creatures Using Silver Equipment: An Aberration, Fiend, or
Adamantine Armor (Very Rare): When you take mundane damage from Undead has disadvantage on Fighting tests with a silver weapon
an attack while you wear this armor, you can reduce that damage by 1. (but not with a piece of silver ammunition). An Aberration, Fiend, or
To benefit from adamantine armor, you must not be Incapacitated. Undead has disadvantage on all tests while wearing silver armor.

DRAGONSCALE STARGLASS
The lustrous, cast-off scale of a blooded dragon is supernaturally This brittle, transparent substance is tempered by moonlight and
strong, but workable. An object made of dragonscale has resistance starlight, using elvish rituals. Starglass blades are incredibly sharp and
against any damage type the blooded dragon has resistance against. starglass plates are incredibly hard, but their true potential can be
These resistances correspond to the protective benefits of armor made realized only by breaking them.
from that dragonscale.
Starglass Weapon (Rare): When you succeed on a melee attack with a
Dragonscale Armor (Red) (Very Rare): When you take fire or mundane starglass weapon, you can double the mundane damage dealt by the
damage from an attack while you wear this armor, you can reduce that attack. Immediately after this doubling, the starglass weapon shatters
damage by 1. To benefit from dragonscale armor, you must not be and is destroyed.
Incapacitated.
Starglass Armor (Rare): When you take mundane damage from an

ORICHALCUM attack while you wear this armor, you can reduce that damage by 20 if
you aren't Incapacitated. Immediately after this reduction, the starglass
armor shatters and is destroyed.
This red alloy was first forged by dwarven smiths under extreme
subterranean pressures. Orichalcum armor is warm to the touch, and
orichalcum blades are searing hot. An object made of orichalcum has URPEARL
immunity to fire damage and resistance against cold damage
(in addition to the usual properties for an object made of metal). This gleaming substance is harvested by the sea elves deep beneath the
ocean. Urpearl is nearly as hard as iron, but it has neutral buoyancy –
Orichalcum Weapon (Common): When you succeed on a melee attack making it an ideal material for underwater tools and weapons.
with an orichalcum weapon on a target against which you don't have
disadvantage on the Fighting test, you can deal fire damage instead of Urpearl Weapon (Common): This weapon was made for aquatic use. It
mundane damage with the attack. ignores the Limited Range rule (see page 24 of the Core Rules).

Orichalcum Armor (Uncommon): While you wear this armor, you have Urpearl Armor (Uncommon): No Fighting test can have advantage
resistance against cold damage, and you are comfortably warm even in against you; so long as you are wearing this armor, you are immersed
freezing environments. in water, and you are not Incapacitated.

40
Magic Armor and Weapons
BANE WEAPONS ELEMENTAL WEAPONS
These weapons have magical enhancements which make them more The power of these weapons can be activated with a gesture or switch.
potent against certain creatures. To activate or deactivate an elemental weapon, you must be holding it.

Arrow of Dragonslaying (Rare): When an attack made with this arrow Flaming Greataxe (Very Rare): As an action or minor interaction, you
deals mundane damage to a dragon, that damage is doubled, and the can activate the magic of this greataxe, which lasts for 1 minute or
arrow is embedded in the dragon's body. While the Arrow of Dragon- until you use another action or minor interaction to deactivate it.
slaying is so embedded, the dragon can't concentrate and has While the effect lasts, the Flaming Greataxe is wreathed in flames
disadvantage on all tests. which shed bright light in a 4-square radius and dim light for an
additional 4 squares. Any target that takes damage from an attack
The dragon can use its action to extract the arrow. Alternatively, made with the activated greataxe suffers an additional D4 fire damage.
another creature can use its action to extract the arrow from a dragon
within its reach. Once the Flaming Greataxe has been activated, it must roast in a fire
for at least 8 hours before it can be activated again.
Ghost Mace (Attunement) (Very Rare): The flanges of this silver mace
glow white when one or more Undead are within 60 squares of it, Ice Lance (Very Rare): As an action or minor interaction, you can
emitting dim light in a 2-square radius (this property requires no activate the magic of this lance, which lasts for 1 minute or until you
attunement). While you hold the mace, you have advantage on tests use another action or minor interaction to deactivate it. While the
against being Charmed, Frightened, or Possessed. effect lasts, the Ice Lance emits frigid energy. Any target that takes
damage from an attack made with the activated lance suffers an
Goblin-Cleaver Sword (Attunement) (Rare): The blade of this sword additional D4 cold damage.
glows blue when one or more goblins are within 60 squares of it,
emitting dim light in a 2-square radius (this property requires no Once the Ice Lance has been activated, it must be immersed in water,
attunement). Once on each of your turns, when you make a melee snow, or ice for at least 8 hours before it can be activated again.
attack against a creature, you can follow up with a second melee
attack against a different creature (no action required). The two Thunder Hammer (Very Rare): As an action or minor interaction, you
creatures must be adjacent to each other, and both attacks must be can activate the magic of this warhammer, which lasts for 1 minute or
made with the Goblin-Cleaver Sword. until you use another action or minor interaction to deactivate it.
While the effect lasts, the Thunder Hammer loudly booms. Any target
Spear of Trollslaying (Attunement) (Rare): The blade of this greatspear that takes damage from an attack made with the activated warhammer
glows green when one or more trolls are within 60 squares of it, suffers an additional D4 thunder damage.
emitting dim light in a 2-square radius (this property requires no
attunement). In addition, when a Large or larger creature makes an Once the Thunder Hammer has been activated, it must rest under a
attack against you, you can wield the Spear of Trollslaying to make a pile of rocks for at least 8 hours before it can be activated again.
melee attack against that creature as a reaction. Your attack occurs
right after the creature finishes its attack. Twilight Dagger (Very Rare): As an action or minor interaction, you can
activate the magic of this dagger, which lasts for 1 minute or until you
Spiderbane Dagger (Attunement) (Rare): The blade of this dagger use another action or minor interaction to deactivate it. While the
glows yellow when one or more spiders of Small or larger size are effect lasts, the Twilight Dagger emanates waves of shadow. Any
within 60 squares of it, emitting dim light in a 2-square radius creature that takes damage from an attack made with the activated
(this property requires no attunement). When you succeed on a melee dagger suffers an additional D4 psychic damage.
or ranged attack against a creature that is missing any of its hit points,
the creature takes an additional 1 poison damage. This attack must be Once the Twilight Dagger has been activated, it must rest uncovered in
made with the Spiderbane Dagger. a place of darkness (outdoors at night, for example) for at least 8 hours
before it can be activated again.
Vorpal Blade (Attunement) (Mythic): As an action, you can wield this
adamantine sword to make a special melee attack. Alternatively, you Zephyr Bow (Very Rare): As an action or minor interaction, you can
can throw it to make a special ranged attack. In either case, the target activate the magic of this bow, which lasts for 1 minute or until you
must be a creature against which you have advantage on the Fighting use another action or minor interaction to deactivate it. While the
test. If you succeed, the target suffers the attack's usual effects, and it effect lasts, a gentle breeze swirls around the Zephyr Bow. When you
takes additional adamant damage equal to your result. make a Fighting test as a part of a ranged attack with the activated
bow, you can reroll one of the dice once (before the outcome is settled)
If this damage leaves the creature with 0 hit points, it is beheaded and choose whether or not to use the new roll.
(if the creature has multiple heads, it loses only one of them).
Once the Zephyr Bow has been activated, it must rest outdoors in a
Once the Vorpal Blade's special attack has been used, it can't be used high place (in the branches of a tree, for example) for at least 8 hours
again until the weapon rests planted in a stone for at least 8 hours. before it can be activated again.

41
Wondrous Items
WONDROUS EQUIPMENT WONDROUS WEARABLES
This is the broadest category of magic item. The following examples are The following items can be worn on your body. A wondrous wearable
varied, but they hardly scratch the surface of possibilities: can be an article of clothing or a piece of jewelry.

Carpet of Flying (Very Rare): The Carpet of Flying is a vehicle. It has the Armor of Righteousness (Attunement) (Mythic): While you wear this
stat block described on page 16. elaborate suit of plate armor, a faint, circular halo appears above your
head, and you have advantage on tests against being Charmed,
Immovable Rod (Rare): This flat iron rod has a button on one end. You Frightened, or Possessed. In addition, you can use your action to cast
can use an action to press the button, which causes the rod to become the Prayer spell (see page 49 of the Core Rules).
magically fixed in place. Until you or another creature uses an action to
push the button again, the rod doesn't move, even if it is defying To be attuned to the Armor of Righteousness, you must uphold the
gravity. The rod can support up to 500 stone. More weight causes it to values of compassion, fellowship, honesty, justice, liberty, and sanctity:
deactivate and fall. A creature can use an action to make a Very Hard weighing these virtues above your own self-interest. Should you ever
(10+) Strength test, moving the fixed rod up to 10 feet on a success. fall short of this expectation, your attunement on the armor ends, and
you can't attune to the armor again for at least 1 year.
Rope of Climbing (Uncommon): This 60-foot length of silk rope can
support up to 200 stone. As an action while you are holding one end of Boots of Soaring (Attunement) (Rare): While you wear these boots, you
the rope, you can speak or gesture to command the rope (causing it to can cast Control Winds (Leap) (see page 43 of the Core Rules).
animate). The rope understands the following commands:
Cloak of Elvenkind (Rare): While you wear this cloak with the hood up,
– Coil: The rope winds itself up for carrying or storage. you have advantage on all Agility tests made to hide.

– Slither: The other end of the rope flies up to 2 squares (10 feet) Headband of Intellect (Attunement) (Very Rare): Your Intellect is
toward a location of your choice. It continues to fly up to 2 squares Amazing (D10) while you wear this headband. This item has no effect
at the start of each of your turns; until it reaches its destination, on you if your Intellect is already Amazing (D10) or better.
until the rope has extended to its maximum length, or until the rope
is commanded to Coil. Robe of Fire Resistance (Uncommon): While you wear this robe, you
have resistance against fire damage, and you are comfortably cool even
– Tie/Untie: The other end of the rope fastens itself securely to an in scorching environments.
object of your choice or unfastens itself.

The Rope of Climbing has 10 hit points and immunity to poison and RINGS AND SCROLLS
psychic damage. In addition, it has immunity to adamant and mundane
damage from attacks made with blunt weapons. The rope regains 1 hit These magic items grant the benefits of a feat or a spell to the wearer.
point every 5 minutes as long as it has at least 1 hit point. If the rope
drops to 0 hit points, it is destroyed. Ring of [Feat] (Attunement) (Special): This magic ring contains one feat
that costs no more than 3 spirit points. While you wear the ring, you
Sending Stones (Very Rare): These stones come in pairs, with each have that feat (provided that you meet the feat's prerequisites).
smooth stone carved to match the other so the pairing is easily
recognized. While you touch one stone, you can use an action to send a The rarity of a Ring of [Feat] corresponds to the spirit point cost of the
telepathic message (limited to a sentence or two) to the bearer of the feat it contains (see page 38). For example, a Ring of Evasion is
other stone. You needn't share a common language with the target for Very Rare, because the Evade feat costs 2 spirit points.
the message to be understood, but the target must understand at least
one language. Right after you use this action, the target can respond to Ring of [Spell] (Attunement) (Mythic): This magic ring contains one
your message in kind. spell. While you wear the ring, you can cast that spell.

If one of the stones is destroyed, the other one becomes nonmagical. Spell Scroll (Consumable) (Rare): This magic scroll contains one spell
in written form. As an action, you can read the scroll aloud to gain the
Tome of Leadership & Influence (Rare): This book contains guidelines ability to cast that spell for the next 8 hours. Your power source for the
for influencing others, and its words are charged with magic. If you spell is verbal (see page 18 of the Core Rules). Once the scroll has been
spend 48 hours over a period of 6 days or fewer studying the book's read aloud, the writing vanishes and the scroll becomes nonmagical.
contents and practicing its guidelines, you gain a boost to Will. The
manual then loses its magic, but regains it in a century. Rings and scrolls come in many forms. Any circular object, such as a
necklace, belt, or crown, can function as a magic ring. Likewise, any
Wand of Fireballs (Rare): While you hold this sooty wand, you can cast writing system (including tactile writing systems) and physical medium
Produce Flame (Fireball) (see page 49 of the Core Rules). can be suitable for a magic scroll.

42
Cursed Items and Artifacts
CURSED ITEMS ARTIFACTS
These are magic items with some sort of negative impact. Some cursed These relics are the most potent of magic items – capable of altering
items are harmful for the user, while others are merely inconvenient. the balance of a campaign – and only one of each such item exists. An
Occasionally an item will mix bad with good, forcing a hero to make a artifact therefore has no rarity, and the ability to craft an artifact is the
difficult choice. Most cursed items are one-of-a-kind and therefore have exclusive purview of deities and demigods. Moreover, an artifact is not
no rarity. There are four families of cursed item: easily destroyed; each one has only a single means of destruction.

– Delusion: The user believes the item is what it appears to be, yet it An artifact could be the center of a whole set of adventures; a quest to
actually has no magical power other than to deceive. The user is recover it, a fight against a opponent wielding it, a mission to cause its
fooled into thinking the item is functioning, and cannot be convinced destruction, and so on. Here are three examples:
otherwise without the help of a specific ritual to remove the curse.
Cloak of Invisibility (Artifact): While you wear this cloak with the hood
– Drawback: An item with a drawback is usually still beneficial to the up, you are Invisible. Anything you are wearing or carrying is also
user, but it also carries some negative aspect. The item might fail to invisible as long as it is on your person.
function some of the time, function only when certain inconvenient
conditions are met, or occasionally activate at random. – Unwoven: The Cloak of Invisibility can be unmade by the diaphanous
silver spiders who weave between the stars.
– Opposite Effect or Target: This item malfunctions, so that either it
does the opposite of what the creator intended, or it targets the user Dragonslayer (Attunement) (Artifact): This adamantine greatsword has
instead of someone else. An item of this sort usually includes some the following properties when you hold it:
magic that compels the wielder to keep and use it. In such cases, a
specific ritual is generally needed to get rid of the item. – Accuracy: When you make a Fighting test with Dragonslayer, you can
reroll one of the dice once (before the outcome is settled) and choose
– Sentient: This item is inhabited by a malicious spirit. The item whether or not to use the new roll.
behaves like a character, complete with motivations and personality.
The item can communicate (most often via telepathy), it has two – Dragonsbane: When an attack made with Dragonslayer deals
skills: Intellect and Will, and it can perceive its environment as a adamant damage to a dragon, that damage is doubled. In addition,
human does. the dragon can't concentrate and has disadvantage on all tests until
the end of your next turn.
Any activated property of the item is under the item’s control, not its
wielder’s. As long as the wielder maintains a good relationship with – Resistance: You have resistance against the damage of any spell cast
the item, the wielder can access those properties normally. If the by a dragon. In addition, you have advantage on any test you make
relationship is strained, the item can suppress its activated properties against a spell cast by a dragon.
or even turn them against the wielder.
– Final Rest: When the last dragon has been slain, you can retire the
A sentient item often makes demands of its wielder. When its wielder Dragonslayer with an action (at which point it turns to stone).
refuses to comply, the item can attempt to magically beguile the
wielder. When this happens, the item makes a Will test opposed by Staff of the Magi (Attunement) (Artifact): To attune to this golden staff,
the wielder's Will test. If the wielder fails, it is Charmed by the item you must know at least two spells. The staff has the following
for D12 hours. While Charmed, the wielder must try to follow the properties when you hold it:
item's commands. If the wielder takes damage, the effect ends.
– Puissance: When you spend 1 or more spirit points (or mana points)
Once it has attempted to control its wielder, the item can’t attempt to heighten a spell, reuse an expended power, or stack the odds on the
to do so again until the next dawn. Fighting test of a magic blast attack, you can reduce the number of
points you spend by 1.
Angrazel (Attunement) (Cursed): Once attuned to this sentient dagger,
you are unwilling to end your attunement to it, and you try to keep it You can use Puissance five times. The staff regains expended uses
safe and within reach at all times. When you succeed on a melee attack when it is exposed to dawn's first light.
with Angrazel against a creature that is missing any of its hit points,
the creature takes an additional D4 necrotic damage. – Retributive Strike: You can use an action to break the staff over your
knee or against a solid surface. The staff is destroyed and releases its
Angrazel's Intellect and Will are both Excellent (D8), and it can converse magic in an explosion that expands to fill a 13-square cube centered
telepathically with any creature within a 12-square radius (provided on its square. When this happens, the GM rolls any die. If the result is
that the creature understands at least one language). Angrazel is even, you instantly travel to random plane of existence, avoiding the
bloodthirsty. Once every 24 hours, it demands that you use it to kill a blast. If the result is odd, you take 16D8 prime damage. In either case,
Small or larger creature (other than a Construct or Undead). every other creature in the area takes 12D8 prime damage.

43
Adapting Adventures
DIY ROLEPLAYING TREASURE
As of writing, there are no published adventures for Dragonslayers RPG. Gold pieces convert 1:1 from the 5th edition of the world's most-
For that reason, this brief guide has been included to help you adapt popular roleplaying game to Dragonslayers RPG. When the heroes
adventures from the 5th edition of the world's most-popular discover money in other denominations, convert them into gold and
roleplaying game and the family of games that grew from it. round down to the nearest gold piece.

GM Tip: Adaptation isn't about perfectly translating every fine detail The amount of gold heroes are expected to find in Dragonslayers RPG is
from one game to another. Rather, it is a “reimagining” process that a little bit less than the amount they would find in most other games.
tries to capture the spirit of the original. This is true in part because the game emphasizes heroic features over
gold and loot.

CONVERTING A HERO
HOMEBREW
To convert a player character from another game, you follow the steps
on page 12 of the Core Rules, choosing the folk, class, and background Like most RPGs in the fantasy tradition, Dragonslayers RPG is amenable
that best fits your character concept, then advance your hero to the to hacking and homebrewing. Many assets from the 5th edition of the
appropriate level. When choosing feats and spells, try to find options world's most-popular roleplaying game can be adapted to fit with only
that hearken back to the original character instead of attempting to superficial changes. Look at other elements in Dragonslayers RPG as
recreate their capabilities with absolute fidelity. Keep in mind that models to guide your design.
spellcasting heroes in Dragonslayers RPG have subtler magic than their
counterparts in most other RPGs.
CONVERSION OF TERMS
MAGIC ITEM PHILOSOPHY Adapting a feat, spell, or magic item from the 5th edition of the world's
most-popular roleplaying game is more art than science. Properly
In Dragonslayers RPG, there is no such thing as a “+1” weapon. Even a converting terms is a good place to begin:
small numerical bonus can have a massive impact, so the availability of
straight damage increases should be kept to a minimum. If the 5 Feet: 1 Square.
adventure you are adapting contains many items that grant numerical
bonuses, consider replacing them with alternative items that are more Armor Class, Alignment, Hit Die, XP: No equivalent.
appropriate (and more interesting besides).
Speed: Movement Speed.

ATTRITION-BASED CHALLENGES Strength or Constitution: Strength.

With 10-minute short rests and plentiful “at-will” features, heroes in Dexterity: Agility.
Dragonslayers RPG are difficult to slow down. You should expect an
adventure with a heavy focus on attrition-based challenges to be easier Intelligence or Wisdom: Intellect.
in this game than it would be in another RPG. This isn't to say that
such stories must be avoided entirely; random encounters, Exhaustion, Perception: Intellect tests that rely on hearing, sight, or smell.
and optional rules like skill challenges and stress (see pages 33 and 34 of
the Core Rules) can be employed to tax the heroes appropriately. Charisma: Will.

Hit point loss in particular isn't very impactful outside of combat time. Ability Check or Saving Throw: Test.
Traps and hazards are more interesting if they impose conditions or
other negative effects that are inconvenient to reverse. Attack Roll: Fighting test.

Melee Weapon Attack: Melee Attack.


COMBAT ENCOUNTERS
Ranged Weapon Attack: Ranged Attack.
When adapting a combat encounter, you should attempt to create a
similar experience rather than a perfect translation. Choose or create Melee or Ranged Spell Attack: Magic Blast Attack.
adversaries that resemble those featured in the original adventure, and
don't be afraid to adjust the number of enemies or other details. You Spell Slot: No equivalent (but you might use spirit points).
can use the guidelines for determining encounter difficulty on page 28
of the Core Rules to inform your decisions. Save DC: Target Number (most often Hard (4+) for a spell).

44
OPEN GAME LICENSE Version 1.0a Identity. The owner of any Product Identity used in Open Game Content shall
retain all rights, title and interest in and to that Product Identity.
The following text is the property of Wizards of the Coast, Inc. and is Copyright
2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 8. Identification: If you distribute Open Game Content You must clearly indicate
which portions of the work that you are distributing are Open Game Content.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners
who have contributed Open Game Content; (b)"Derivative Material" means 9. Updating the License: Wizards or its designated Agents may publish updated
copyrighted material including derivative works and translations (including into versions of this License. You may use any authorized version of this License to
other computer languages), potation, modification, correction, addition, extension, copy, modify and distribute any Open Game Content originally distributed under
upgrade, improvement, compilation, abridgment or other form in which an any version of this License.
existing work may be recast, transformed or adapted; (c) "Distribute" means to
reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or 10. Copy of this License: You MUST include a copy of this License with every copy
otherwise distribute; (d)"Open Game Content" means the game mechanic and of the Open Game Content You Distribute.
includes the methods, procedures, processes and routines to the extent such
content does not embody the Product Identity and is an enhancement over the 11. Use of Contributor Credits: You may not market or advertise the Open Game
prior art and any additional content clearly identified as Open Game Content by Content using the name of any Contributor unless You have written permission
the Contributor, and means any work covered by this License, including from the Contributor to do so.
translations and derivative works under copyright law, but specifically excludes
Product Identity. (e) "Product Identity" means product and product line names, 12. Inability to Comply: If it is impossible for You to comply with any of the terms
logos and identifying marks including trade dress; artifacts; creatures characters; of this License with respect to some or all of the Open Game Content due to
stories, storylines, plots, thematic elements, dialogue, incidents, language, statute, judicial order, or governmental regulation then You may not Use any Open
artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, Game Material so affected.
themes and graphic, photographic and other visual or audio representations;
names and descriptions of characters, spells, enchantments, personalities, teams, 13. Termination: This License will terminate automatically if You fail to comply
personas, likenesses and special abilities; places, locations, environments, with all terms herein and fail to cure such breach within 30 days of becoming
creatures, equipment, magical or supernatural abilities or effects, logos, symbols, aware of the breach. All sublicenses shall survive the termination of this License.
or graphic designs; and any other trademark or registered trademark clearly
identified as Product identity by the owner of the Product Identity, and which 14. Reformation: If any provision of this License is held to be unenforceable, such
specifically excludes the Open Game Content; (f) "Trademark" means the logos, provision shall be reformed only to the extent necessary to make it enforceable.
names, mark, sign, motto, designs that are used by a Contributor to identify itself
or its products or the associated products contributed to the Open Game License 15. COPYRIGHT NOTICE
by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit,
format, modify, translate and otherwise create Derivative Material of Open Game Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
Content. (h) "You" or "Your" means the licensee in terms of this agreement.
System Reference Document. Copyright 2000, Wizards of the Coast, Inc; Authors:
2. The License: This License applies to any Open Game Content that contains a Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David
notice indicating that the Open Game Content may only be Used under and in Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James
terms of this License. You must affix such a notice to any Open Game Content that Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
you Use. No terms may be added to or subtracted from this License except as
described by the License itself. No other terms or conditions may be applied to any Castles & Crusades. Copyright 2004, Troll Lord Games; Authors: Davis Chenault,
Open Game Content distributed using this License. Mac Golden.

3. Offer and Acceptance: By Using the Open Game Content You indicate Your Pathfinder Core Rulebook (Second Edition). Copyright 2019, Paizo Inc.; Designers:
acceptance of the terms of this License. Logan Bonner, Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter.

4. Grant and Consideration: In consideration for agreeing to use this License, the Pathfinder Roleplaying Game Core Rulebook. Copyright 2009, Paizo Publishing,
Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook,
with the exact terms of this License to Use, the Open Game Content. and Skip Williams.

5. Representation of Authority to Contribute: If You are contributing original 13th Age. Copyright 2013, Fire Opal Media; Authors: Rob Heinsoo, Jonathan
material as Open Game Content, You represent that Your Contributions are Your Tweet, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
original creation and/or You have sufficient rights to grant the rights conveyed by
this License. System Reference Document 5.1. Copyright 2016, Wizards of the Coast, Inc;
Authors: Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve
of this License to include the exact text of the COPYRIGHT NOTICE of any Open Townshend, based on original material by E. Gary Gygax and Dave Arneson.
Game Content You are copying, modifying or distributing, and You must add the
title, the copyright date, and the copyright holder's name to the COPYRIGHT Dragonslayers RPG. Copyright 2017, Beast Box Publishing; Author: Ben Ramos.
NOTICE of any original Open Game Content you Distribute.
Dragonslayers RPG (Second Edition). Copyright 2023, Beast Box Publishing;
7. Use of Product Identity: You agree not to Use any Product Identity, including as Author: Ben Ramos.
an indication as to compatibility, except as expressly licensed in another,
independent Agreement with the owner of each element of that Product Identity. Dragonslayers RPG (Second Edition) (2024 Revision). Copyright 2024, Beast Box
You agree not to indicate compatibility or co-adaptability with any Trademark or Publishing; Author: Ben Ramos.
Registered Trademark in conjunction with a work containing Open Game Content
except as expressly licensed in another, independent Agreement with the owner of END OF LICENSE
such Trademark or Registered Trademark. The use of any Product Identity in Open
Game Content does not constitute a challenge to the ownership of that Product

45

You might also like