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introduction ..................................

3
demon ............................................... 4
dragon..............................................5
ghost.................................................6
giant..................................................7
giant spider....................................8
griffon..............................................9
harpy.............................................. 10
manticore........................................11
minotaur ........................................ 12
troll ............................................... 13
wight............................................... 14
vampiric bats............................... 15

Alternate Monster Attacks copyright © Philip Reed,


all rights reserved. Artwork on pp. 1, 2, 3, 5, 6, 8, 13,
and 14 copyright © Patrice Long, used under license.
Some artwork © 2018, 2019, and 2022 Dean Spencer,
used with permission. All rights reserved. Some
artwork © 2021 Douglas “Draco” Manzini, used
with permission. All rights reserved. Cover artwork
copyright © Daniel Comerci / danielcomerci.com,
used under license.

This game is not affiliated with, sponsored, or


endorsed by Fria Ligan AB. This Supplement was
created under Fria Ligan AB’s Dragonbane Third
Party Supplement License.

2
As detailed in the core rules, monsters in the game do not make
attacks in the way we normally encounter in a fantasy roleplaying
game. Instead, most monsters (goblins, orcs, and skeletons are
an exception, and as such are not covered in this work) make a
special attack that automatically hits.

"Each monster has a unique set of monster


attacks, which are summarized in a table. The
GM rolls or chooses an attack from this table
when it is the monster’s turn to attack.”
In the game, each of the dozen monsters that follow this rule are
given a table with up to six entries. This works for a time, but
gamemasters will find themselves looking for new attack results
for these monsters. (Especially if a particular monster is used
repeatedly in the campaign.)

Alternate Monster Attacks includes new attack tables for those


dozen monsters. To expand on the gamemaster’s choices even
more, each table includes up to six entries. Between the core rules
and this third-party supplement, gamemaster’s now have a total of
up to twelve different attack options (depending on the monster)
for each of the dozen monsters in the core rules.

selecting an attack table


Of course, the gamemaster may merely select a table to roll on
(or, as detailed in the core rules, choose a specific result without
rolling a die). For those who wish to let chance decide what
happens, you can let the dice make the choice for you:

Roll 1d6. On a result of 1 or 2, use the monster attacks table in the


core rules. On a result of 3 through six, use the monster attacks
table in this supplement.

create your own attacks


I am always encouraging gamemasters to take my work and make
it their own. As you read through the monster attacks tables in
this supplement, I hope that it will inspire new attacks of your
own design. Maybe you’ll have enough ideas to craft a third table
of results for one or more of the monsters in the game.

3
There are an infinite number of demons, every one to the air on leathery wings. 4. A massive, towering
of which is as different in appearance and ability bug-like beast with horns and razor-sharp claws.
as the gamemaster wishes. The core game rules
present what may be considered an average demon, alternate demon stats
which stats and attacks that align perfectly with Use the below stats if you wish to change a demon
the concept that demons “are sprung from ancient encounter even more than by using a different
magic, and they are driven by the same insatiable, monster attacks table.
arrogant hunger for power that also burns in the
hearts of dragons.” Lesser Demon
Ferocity: 1 Size: Normal
If you’re stuck for an idea when describing a Movement: 12 Armor: 3 HP: 48
demon, please roll 1d4: 1. A bipedal beast with
blood-soaked claws and fangs. 2. A crouching, Greater Demon
armor-plated monstrosity with a sword. 3. A two- Ferocity: 3 Size: Huge
headed creature wielding a fiery mace and taking Movement: 18 Armor: 5 HP: 76

Monster Attacks
1 Hell’s Fiery Blast! The demon opens a portal to the infinite hells of the cosmos and unleashes a
burst of fire that envelops everything within 10 meters. All player characters suffer 2d8 fire damage.
(3d8 fire damage if it is a greater demon.)
2 Demon’s Terrible Promise! The demon points at a random player character within 20 meters and
makes a cruel, sadistic promise that only the target can hear. The target is instantly scared. The
target must then make a roll against WIL. The roll can be pushed and does not count as an action.
If the WIL roll fails, the victim is suffers 2d6 bludgeoning damage
3 Bite Attack! The demon attacks any one player character within 2 meters, biting down with razor-
sharp teeth. The target suffers 3d4 piercing damage.
4 Summon Imps! Instead of attacking any of the player characters directly, the demon summons 2d4
imps that work as a swarm. (Ferocity: 1, Size: Swarm, Movement: 12, Armor: –, HP: 3/imp.) The
tiny fiends attack a different character each round, inflicting a number of points of damage equal to
the number of imps still surviving.
5 Flaming Sword of Destruction! The demon wields a massive, wicked greatsword that is bathed
in flames. Any one player character within 5 meters is struck by the weapon which inflicts 2d10
damage (piercing or slashing, GM’s choice) and 1d8 fire damage.
6 The Horrors of Hell! The demon sinks its claws into its chest, ripping its body open and releasing
a swarm of fiery bats that deal 6d6 fire damage (8d8 fire damage if it is a greater demon) to each
player character within 20 meters. There is a one-in-six chance the demon instantly recovers and
continues to fight; otherwise, it dies after making this attack. The bats vanish instantly – returning
to one of the infinite hells – after the attack ends.

4
The classic dragons are, as the core rules state, “vicious,
reptilian beasts mainly found in rugged mountainous
areas, where they build their dens in deep caves or
abandoned dwarven mines.” Of course, there may be
other types of dragons, some of which include:

Desert Dragons. Sand-colored, snake-like beasts with


wings too small to support flight. They lie in wait beneath
the sand and spring sneak attacks on intruders.

Forest Dragons. Green and brown in color, these monsters hide


quiet easily in the forests of the world. They will guard their lair –
usually a clearing in the woods – with their full strength.

Don’t hesitate to devise new dragons to fit your campaign.

Monster Attacks
1 Sleeping Spell! The dragon casts a variant of the sleep spell, forcing all player characters within 20
meters to make a WIL roll. Those who fail fall into a deep slumber for a stretch. Any who succeed
sleep for 3d4 rounds. A sleeping character is difficult to wake, but will wake instantly if they suffer
damage.
2 Unchecked Rage! The dragon is so angered that its actions inflict self-harm. The monster suffers
2d6 damage and then roll 1d3: 1. The dragon performs a Claw Attack!, as detailed in the core rules,
affecting up to four player characters and dealing 3d10 slashing damage to each. 2. The dragon’s
Tail Strike!, as listed in the core rules, deals double damage each time it comes up for the remain-
der of the battle. 3. The dragon performs a Dragon Bite!, as detailed in the core rules, against two
foes at once. Each suffers 200 points of slashing damage.
3 Recharge! The dragon takes no action . . . this time. The next time it deals damage of any kind, it
inflicts triple damage against its target(s).
4 Lightning Breath! The dragon channels power from the elemental plane of storms, siphoning off
electricity and turning into a brilliant display of destructive lightning. All player characters within
30 meters suffer 6d6 damage.
5 Draconic Healing! The dragon’s HP are restored to maximum and roll again for a second attack.
6 Poisonous Breath! The dragon rears back and opens its maw wide, bellowing in uncontrolled rage
as it unleashes a cloud of poison that blinds the player characters for 1d3 rounds (they act as if in
total darkness during that time). Additionally, each character must make an opposed roll against
a strong potency poison (15). (Full Effect: The target suffers 1d6 damage each round. Limited
Effect: The target takes 1d4 damage each round. The damage persists until the cloud dissipates or is
dispersed. The cloud dissipates naturally after 3d4 rounds.)

5
These spectral fiends can be found anywhere, though they are most often
encountered in cemeteries, dungeons, and abandoned homes. A ghost is
typically tied to the material world because of some unfinished task. A few
ideas for why a ghost may be unable to continue on to the afterlife include:

1 Was wrongfully murdered and is waiting until the villains are dead.
2 Lost a ring. Will not rest until it is found and given to their family.
3 Died when trying to deliver a letter. The letter must be delivered!
4 Was swindled by a greedy merchant who must be brought to justice.

Monster Attacks
1 Possessed! One random player character within 20
meters of the ghost must make a WIL roll. On a failure,
the character falls under the control of the ghost for
1d4 rounds. (A possessed character will not willingly
inflict self-harm; if so ordered, the possession ends
automatically.) If the roll succeeds, the target is Dazed.
2 Steal Life! The player character closest to the ghost is
struck by the monster’s incorporeal, wicked claws. The
target cannot heal by any means – mundane or magical
– for 2d3 days.
3 Spectral Blast! The ghost unleashes a bolt of spectral
energy that inflicts 2d10 bludgeoning damage against a
single player character. The victim is Dazed.
4 Penetrate Armor! The ghost’s spectral claws stab at their
foe’s heart, ignoring any armor the target may be wear-
ing. One player character is knocked back 2d4 meters
and suffers a number of points of bludgeoning damage
equal to the distance they are knocked back. The victim
is prone and Dazed.
5 Ferocious Assault! The ghost lashes out at the player
character with the highest STR score, inflicting 2d4
damage. It then immediately makes a second monster
attack using the table in the core rules.
6 Horrifying Screech! The ghost screams, filling the air
with a deathy, terrifying howl that leaves all within
20 meters Dazed. Any within 5 meters of the ghost’s
Horrifying Screech! also suffer a fear attack.

6
These towering monsters are primarily encountered their homes. “Civilized” giants will often choose to
in mountainous areas, but some of them have engage in conversation before combat.
wandered closer to society and make their homes
in the forests and plains. Those who choose to live alternate giant stats
far from the mountains have either constructed Use the below stats if you wish to change a giant
homes – sometimes, ensorcelled castles that float in encounter even more than by using a different
the clouds – or have chosen to move into existing monster attacks table.
caverns and labyrinths.
Lesser Giant
Although usually reclusive, giants who have taken Ferocity: 1 Size: Large
the trouble to construct a home will make a small Movement: 16 Armor: – HP: 60
number of contacts with the cities or towns. These
“civilized” giants trade their strength or riches for Greater Giant
supplies from the people, sometimes even going so Ferocity: 2 Size: Huge
far as to employ humans or dwarves as guards for Movement: 20 Armor: – HP: 86

Monster Attacks
1 Greater Stomp Attack! As per the giant’s Stomp Attack! in the core rules, except that it targets
three player characters within 5 meters of each other and the damage is increased to 4d8.
2 Spine-Shattering Punch! The monster strikes a random player character within 10 meters, dealing
6d6 bludgeoning damage and knocking the victim back 2d6 meters where they land prone. The
target must make a STR roll at a -4 penalty. If the roll fails, then the player character’s bones are
pulverized by the attack and they are unable to walk until the lost hit points are restored (by either
mundane or magical healing).
3 Ferocious Attack! The giant swings its weapon and strikes the nearest player character, inflicting
2d6 bludgeoning damage. Then, the monster immediately makes a second attack, using the
monster attack table in the core rules.
4 Slam Together! The giant reaches out and grabs any two player characters that are no more than 10
meters apart . . . and smashes them into each other. Each victim suffers 3d12 bludgeoning damage.
Additionally, they are Dazed after the attack.
5 Destructive Assault! The giant strikes the closest player character with a massive, deadly fist that
deals 2d6 bludgeoning damage to the target and knocks them down. The victim must make a STR
roll at a -4 penalty. If the roll fails, they are Exhausted.
6 Hurl Boulder! The giant grabs a nearby rock and throws it at the player characters, centering the
attack on the character with the highest STR score. The victim suffers 4d6 bludgeoning damage,
is knocked down, and is Dazed. Any player characters within 5 meters of the target each take 2d6
bludgeoning damage and are knocked down. If the giant is encountered outside of a mountainous
region – or anywhere that loose boulders makes no sense – the gamemaster should describe the
attack as the monster throwing whatever appropriate large object makes the most sense.

7
Skittering about on their eight massive legs, giant spiders
are a terrifying monster that many choose to avoid if at
all possible. Although spiders do not necessarily collect
treasures, their webs may unwittingly accumulate items of
value. There is a one-in-six chance a spider's web will
hold 1d4 treasure cards worth of riches.

alternate giant spider stats


Use the below stats if you wish to change a giant spider
encounter even more than by using a different monster
attacks table.

Colossal Spider
Ferocity: 3 Size: Huge
Movement: 24 Armor: – HP: 72

Monster Attacks
1 Snatch! The spider uses its webbing to ensnare a single player character who is automatically caught
in the web. The victim must make a STR roll at a -2 penalty to break free of the web. This requires
an action and allies may assist the web’s target. If the victim does not escape after 1d4 rounds, the
spider yanks the web and pulls the caught character to the complex of webs overhead.
2 Hinder Foes! The spider covers the floor in the immediate area with strands of thick, sticky
webbing. For the remainder of the battle, all player characters’ movement is cut in one-half (round
down) and none of them may dash in the affected area. The spider is immune to this effect.
3 Siphon Blood! The spider attacks a random player character within 10 meters, inflicting 1d4
piercing damage as it sinks its mandibles into its target’s flesh. The monster steals blood from the
character, leaving them Sickly.
4 Venomous Bite! The spider bites a player character (inflicting 1d6 slashing damage) and injects the
victim with a deadly venom. Treat as a paralyzing poison with a potency of 12.
5 Release the Offspring! The spider wounds a random player character, dealing 2d4 slashing damage.
The spider also implants 4d6 eggs in the victim, all of which hatch 2d6 shifts later. (Spiderlings.
Ferocity: 1. Size: Swarm. Movement: 6. Armor: –. HP: 1/spiderling. The swarm automatically
inflicts 1 HP of damage for each spiderling until the swarm is eradicated. If it kills the host, the
swarm turns the corpse into their home and lives off the flesh until all but one of them have died.
The survivor grows into a giant spider and abandons the skeletal remains of its host.)
6 Pounce! The spider leaps on a random player character within 20 meters. At the start of each
round, the victim makes a STR roll. If the roll succeeds, then they escape the spider’s grasp. If the
roll fails, they suffer 1d6 slashing damage as the spider snaps at them with its mandibles. A spider
engaged in a Pounce! attack does not use other monster attacks while so engaged.

8
Griffon nests – often made atop giant, epic-sized
trees or along nearly-unclimbable cliffs – are alternate griffon stats
a treasure trove waiting to be discovered. As Use the below stats if you wish to change a griffon
gamemaster, you may always stock a griffon’s nest encounter even more than by using a different
with whatever riches you wish, or you may choose monster attacks table.
to roll on the following table if you’re stuck for
ideas and wish to quickly populate the nest with Young Griffon (Chick)
treasures for the heroes to discover. Ferocity: 1 Size: Normal
Movement: 20 Armor: – HP: 24
1 Leather Armor 7 Quiver of arrows
2 Knife 8 Amulet Ancient Griffon
Ferocity: 3 Size: Huge
3 Harp 9 Morningstar Movement: 36 Armor: – HP: 48
4 Longbow 10 Boots
5 Padlock with key 11 Halberd
6 Book 12 Great Helm

Monster Attacks
1 Wing Bash! The griffon beats its wings furiously, knocking a random player character back 3d4
meters and dealing 2d6 bludgeoning damage. The target must make an AGL roll. If the roll fails,
they land prone. Otherwise, the victim manages to land on their feet (and suffers one-half damage,
round down).
2 Terrifying Scream! The griffon lets out a long, terrible cry that inflicts a fear attack on all of
the player characters within 50 meters. If this result is rolled a second time during the conflict,
disregard and instead the griffon lashes out with its claws and deals 3d6 slashing damage to the
nearest player character.
3 Aggressive Charge! The monster rushes a random player character within 20 meters and slams
into them, knocking them down and dealing 4d6 bludgeoning damage to the victim.
4 Swallow Gear! The griffon strikes swiftly, snapping its sharp beak down on the arm of one of the
player characters within 10 meters and shaking them. The victim suffers 1d4 piercing damage, is
Dazed, and drops 1d4 random items of the GM’s choosing. The monster instantly snatches the
dropped items, swallowing them in one gulp.
5 Mating Call! The griffon screeches, calling to its mate. The next round, a second griffon joins the
battle. If this result is rolled against during this conflict, instead use the Whirlwind! monster attack
as detailed in the core rules.
6 Ferocious Attack! The griffon uses both its claws and razor-sharp beak on one of the player
characters within 20 meters. The target may choose to dodge or parry one of the two attacks (claws
or beak), but not both. Claws deal 3d6 slashing damage to the target and the beak snaps at the
victim’s weapon, with a three-in-six chance of ripping the weapon from their hand and tossing it
2d4 meters away. If the target is unarmed, the beak attack deals 3d6 piercing damage.

9
In addition to the harpy swarms (as presented in Entourage: The harpy queen is rarely encountered
the core rules), there also exists a harpy queen. This alone, but is often accompanied by a swarm of 3d6
larger, more powerful monster is often joined by common harpies (see the core rules).
lesser harpies and makes her home in the ruins of
towers or on tall mountains. Song of Charm: A harpy queen may, instead of
making a monster attack, charm enemies. All
alternate harpy stats within 20 meters must make a WIL roll. The roll
Use the below stats if you wish to change a harpy can be pushed and does not count as an action. If
encounter even more than by using a different the roll fails, the victim is under the spell of the
monster attacks table. harpy queen for 2d4 rounds. During that time, they
are frozen in place and can take no actions.
Harpy Queen
Ferocity: 3 Size: Large This power may only be used every other round. It
Movement: 28 Armor: – HP: 36 cannot be used in consecutive rounds. This may be
used no more than three times each day.

Monster Attacks
1 Snatch Gear! A random player character must make an
AGL roll. If the roll fails, then one piece of gear (selected
by the gamemaster) is stolen . . . and then thrown at the
character. The thrown item deals 1d4 bludgeoning dam-
age and must be recovered before it can be used.
2 Talon Slash! The swarm (or queen, as appropriate) deals
3d4 slashing damage to a random player character.
3 Harpy Screech! The swarm cries out as one, filling their
air with an ear-piercing shout. All player characters
within 50 meters suffer a fear attack.
4 Call Reinforcements! The monsters make no attack this
round, but instead cry out for aid. 2d6 harpies answer
the call and arrive on the following round.
5 Ferocious Attack! The swarm deals 3d4 slashing dam-
age with their talons. They immediately make a second
attack using the monster attacks table in the core rules.
© Dean Spencer

6 Drop Attack! Unless the target dodges the attack, the


swarm grabs a random player character and pulls them
2d6 meters into the air . . . and then drops them. The
victim suffers 2d4 bludgeoning damage and is Dazed. If
a harpy queen is attacking, instead use the Death From
Above! attack detailed in the core rules.

10
In the core game, the manticore’s “tail ends
in a swollen lump, covered in spikes and
nasty growths.” As a bizarre, supernatural
creature, though, there exists more than one
type of manticore. The alternate stats, below,
represent the serpent-tailed version of this
cruel and horrible monster.

alternate manticore stats


Use the below stats if you wish to change a
manticore encounter even more than by using
a different monster attacks table.

Serpent-Tailed Manticore
Ferocity: 3 Size: Huge
Movement: 20 Armor: – HP: 50

Monster Attacks
1 Venomous Bite! The serpent-tailed minotaur’s snake-like tail lashes out, snapping at a random
player character within 10 meters. The GM makes an open opposed roll as if the target was facing a
moderate poison with a potency of 12. (Full Effect: The target suffers 2d4 damage per shift for 1d6
shifts. Limited Effect: The target suffers 1d4 damage per shift for 1d4+1 shifts. Healing spells or
potions instantly cancel the effect.) If the manticore is a standard version, then treat as a Tail Strike!
as detailed in the core rules.
2 Fearsome Gaze! The monster glares at its opponents, infusing its stare with an arcane power so
terrifying that all player characters within 10 meters suffer a fear attack.
3 Snarling Patience! The manticore growls, snarls, and paces, clearly enraged. Set 2d6 aside. The next
time the monster inflicts any damage, add these two dice to the total damage inflicted.
4 Trample! The manticore charges, racing at a random player character within 16 meters. That
character suffers 4d6 bludgeoning damage as the monster overruns them, knocking them prone
for 1d4+1 rounds. Any player characters standing between the minotaur and suffer the Crushing
Charge! monster effect detailed in the core rules.
5 Ferocious Bite! The manticore discards any unused initiative cards this round. It bites a random
player character, dealing 3d10 slashing damage.
6 Pounce! The monster leaps on a random player character within 10 meters. At the start of each
round, the victim makes a STR roll at a -2 penalty. If the roll succeeds, then they escape the mi-
notaur. If the roll fails, they suffer 2d6 bludgeoning damage as the monster crushes them with
its weight. A manticore engaged in a Pounce! attack does not use other monster attacks while so
engaged. It does, though, inflict 1d4+1 damage to a random player character within 5 meters every
round that it is engaged in a Pounce! attack.

11
Larger, angrier, more powerful minotaurs
often inhabit a labyrinth. These beasts are
the masters of their maze-like homes and
enjoy stalking and murdering intruders. Such
monsters need to eat very little, capable of
going for years at a time without food.

alternate minotaur stats


Use the below stats if you wish to change a
minotaur encounter even more than by using a
different monster attacks table.

© Dean Spencer
Ferocity: 3 Size: Large
Movement: 18 Armor: – HP: 40
Typical Gear: Two longswords.

Monster Attacks
1 Confusing Labyrinth! The minotaur takes advantage of its knowledge of the area to inflict
sword attacks against each of the player characters in a single round. Every character suffers 2d8
slashing damage and the monster hides for one round (cannot be attacked). If using the minotaur
as detailed in the core rules, the monster instead makes a Sweeping Attack! as detailed in the
minotaur monster attacks table in the core rules.
2 Grappling Attack! The minotaur grabs the closest player character and pins them down (or to a
wall, whatever best fits the scene). At the start of each round, the victim must make a STR roll at a
-4 penalty. If the roll fails, they suffer 1d4 bludgeoning damage as the monster holds them in place
with one fist. If the roll succeeds, the target escapes and may act normally starting the following
round. For as long as the minotaur is engaged in the Grappling Attack!, it does not roll a monster
attack. Instead, it deals 1d8 bludgeoning damage to a different player character within 2 meters.
3 Brutal Blow! The monster throws all of its strength and weight into a single punch against a
random player character within 10 meters. The target suffers 3d8 bludgeoning damage and is
Dazed.
4 Bull Rush! The minotaur charges at the player character with the highest STR score within 20 me-
ters. The target suffers 3d6 bludgeoning damage and is knocked down.
5 Uncontrolled Rage! The minotaur shakes its head and roars in anger. It lashes out with its weap-
on, dealing a number of points of damage equal to the amount of HP it has lost during this battle.
(If thus far unharmed in the attack, the minotaur deals 2d6 bludgeoning damage with its fists and
immediately makes a second attack using the monster attack table in the core rules.)
6 Minotaur Magic! The monster roars in anger as it casts a powerful, terrifying spell. Each player
character suffers a fear attack.

12
“Who’s that tripping over my bridge?”
roared the Troll.
– The Three Billy-Goats Gruff
Trolls may be found in all sorts of places in the world, but
there exists a type of troll that is drawn to bridges where
they demand a toll of all who wish to cross. (Often, the toll
is the flesh of the traveler, trolls do love to eat, but at times
they may demand material wealth as payment.)

Trolls prefer to live under stone bridges, but may also be


found under wooden bridges at times. Whenever the
adventurers come to a bridge far from civilization,
there’s a slim chance – one-in-twenty – that a troll
lives there. And the monster is very hungry.

Monster Attacks
1 Give Me Gold! The troll demands payment from the player characters. If they give the monster 4d6
gold coins, it does not make an attack this round. If they do not instantly pay the troll the gold that
it demands, the monster makes a monster attack using the table in the core rules.
2 Brutal Claw Attack! The troll strikes at the player character with the highest STR, inflicting 3d6
slashing damage (that can be parried). The target must make a STR roll at a -2 penalty. If the roll
fails, then the player character is knocked prone and is Dazed. If the roll succeeds, then the troll’s
target is merely knocked prone.
3 Troll’s Curse! The monster targets a any one random player character within 15 meters and curses
them. The target cannot heal by any means – mundane or magical – until the next sunrise.
4 Troll’s Twin! The monster has a companion, a sibling or loved one that joins the battle and aids the
troll in combating the player characters. This attack causes no damage directly, but the newly-ar-
rived troll automatically makes a monster attack using the table in the core rules.
5 Independent Limbs! If the troll has already suffered 10 or more damage in the fight, the next attack
against it severs one of its arms. For the remainder of the battle, the limb is treated as a separate
monster (Ferocity: 1. Size: Normal. Movement: 8. Armor: –. HP: 8. Automatically deals 1d6
slashing damage to any one player character within 5 meters every round.) A troll that survives a
conflict may reattach any severed limbs after 1d6 shifts.
6 Rage-Fueled Regeneration! The troll taps into the worst parts of its existence, calling upon the evil
of its ancestors to amplify its regenerative powers. For the remainder of the battle, the monster’s
regeneration ability (see the core rules) is increased to 1d8 HP on each of its turns in combat.

13
These undead foes are far more powerful than
skeletons, but may be accompanied by skeletons
at times.

As stated in the core rules, wights “are often


bound to certain places, such as the burial mound
where they were entombed.” A few such places
wights may be found include:

1 The cellar of an abandoned cathedral.


2 An ancient battlefield. Now haunted.
3 A forgotten tomb under a busy a tavern.
4 The ruins of a wizard’s tower.
5 The maze-like tunnels of the sewers.
6 The dead tree where they were buried.

Monster Attacks
1 Gruesome Skewering! The wight pulls a glowing short sword from its
voluminous robes and stabs any one random player character within
10 meters. The victim suffers 1d10 piercing damage and is Dazed.
2 Summon Painful Memories! One random player character within 30
meters must make a WIL roll. If the roll succeeds, then the target is
Dazed. If the roll fails, they suffer the Paralyzed result on the fear attack
table in the core rules.
3 Rain of Insects! The wight shouts to the heavens, begging the darker
forces of the cosmos to aid it in its battle. A rain of biting, flying, horrif-
ic bugs falls, inflicting 3d6 damage to each of the player characters. The
bugs scatter the next round.
4 Aggressive Assault! The wight releases tendrils of necromantic pow-
er that strike the nearest player character, inflicting 2d8 damage. The
wight then immediately makes a second monster attack using the table
in the core rules.
5 Hasten Death! All player characters within 20 meters of the wight
must make a WIL roll at a -2 penalty. Those who fail are Scared and
their life expectency is reduced by 25% (round down).
6 Summon Ghosts! The wight reaches out to the lands of the dead, call-
ing for reinforcements. 1d4 rounds later, 1d3 ghosts join the monster
in attacking the adventurers. If the wight is defeated, the summoned
ghosts instantly vanish.

14
alternate vampiric bat stats
Use the below stats if you wish to change a vampiric bat
encounter even more than by using a different monster
attacks table.

Lesser Vampiric Bats


Ferocity: .25/bat Size: Swarm
Movement: 24 Armor: – HP: 2/bat

Resistance: Lesser vampiric bats attack as a swarm (1d12+10

© Dean Spencer
bats) and count as a single creature. The swarm’s Ferocity
equals the number of individual bats divided by four (round
up). However, each individual bat has separate HP, and the
Ferocity decreases as the bats are killed.

Monster Attacks
1 Cloud of Terror! The swarm targets a single player character, enveloping them so tightly that the
targeted character loses their next round and can take no actions. The target is Dazed and all other
player characters within 5 meters suffer a fear attack.
2 Thirst for Blood! A random player character within 30 meters is brutally assaulted as the bats snap
and hiss, biting their victim and draining some of the character’s blood. The victim is Sickly and
suffers 3d4 slashing damage.
3 Diseased Bite! The bats carry disease and bite one of the player characters who must make a CON
roll at a -4 penalty. If the roll succeeds, then the character is Sickly. If the roll fails, then the victim
must make an open opposed roll against the disease’s virulence rating of 12. (See “Disease” in the
core rules.) If this opposed roll fails, the target loses 1d4 HP and is sick.
4 Blinding Wings! The swarm beats their wings and close tightly together, completely enveloping
a random player character within 20 meters. Their claws slash out, inflicting dozens of tiny cuts
on the target’s face until blood flows into their eyes. The victim is treated as if in total darkness for
1d4+1 rounds and can take no action during that time. (They’re too busy wiping the blood from
their eyes.)
5 Call Swarm! The bats make no attack this round, instead flying out of the reach of the player char-
acters and, as a group, emitting a terrifying screech. 1d4 rounds later, more bats join the swarm. (If
using the core rules stats, the swarm recovers all lost HP. If using the lesser vampiric bats detailed
above, 2d4 bats join the swarm.)
6 Aggressive Attack! The swarm inflicts 1d6 slashing damage to each player character. The swarm
then immediately makes a second monster attack using the table in the core rules.

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