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CREDITS

Designer
Sean K Reynolds

Editor and Proofreader


Scotti W Smith

Cover Artist
Gerald Lee

Interior Artists
Gennifer Bone, Jeff Dee, Jean Ignace Isidore Gérard Grandville,
Louis Le Briton, Gerald Lee, Eric Lofgren, Matt Morrow
Some artwork © 2015 Dean Spencer, used with permission. All rights reserved.

Special Thanks To
the Kickstarter backers
Thank you for your input, playtesting, and patience.

my cats
You are so very distracting, but I wouldn’t be here without you.

Scotti
Thank you for helping me get these books finished.

© 2020 Sean K Reynolds


Printed in the USA

INTRODUCTION
This books contains nearly sixty monster might be fighting with two weapons (the GM can
descriptions and stat blocks for the Five Moons ignore its water breathing if it’s not relevant).
RPG—foes, foils, and potential allies of wary and Two, some monsters presented here,
warlike adventurers! particularly humanoids like kobolds and orcs,
Outside of the discussion of the actual rules of include a variant of that sort of creature, like a
a monster, here are three simple suggestions for bugbear assassin or a kobold sorcerer. This variant
keeping things interesting. is the same Challenge Rating (CR) as the regular
One, it’s easy to make a leader or “boss” version of that creature. This allows GM to create
version of a monster by using the stats of a similar more interesting encounters.
creature with a higher Challenge Rating (and Three, adding a few cronks, spells, or stunts to
ignore anything that doesn’t make sense for the a monster doesn’t make it much more powerful.
creature). For example, if you have a group of It makes them more versatile than the regular
orcs (CR 1) and you want them led by a tough version of the monster, but not really more powerful
orc boss, use the stats of an arachnith (CR 2) or because they’re still limited by how many boosts
lizardfolk (CR 3); the arachnith-orc’s poison might they have. Adding just one or two abiiities that are
be a poisoned weapon and its webs might be a net useful outside of combat can easily turn a simple
or a weird prayer; the lizardfolk-orc’s extra attacks monster into a complex foe or a long-term villain.

2
READING MONSTER ENTRIES
Here’s what the lines in a monster stat block mean. for what the monster can do when it’s not its turn,
Name and CR: The type of creature and its such as its Defense, resist bonuses, or special
Challenge Rating (CR). An easy encounter is with abilities that it can activate when it is attacked.
one monster whose CR is equal to the average PC Abilities: Abilities the creature can use when
level in the group; an average encounter is two to it’s not its turn without spending a boost.
three monsters of that CR, and a hard encounter is Boosts: Anything the monster can use a boost
four or more monsters of that CR. on when it’s not its turn (such as rerolling a failed
Initiative: The monster’s bonus on initiative rolls. resist roll).
Senses: Any special senses the monster has, Defense: The monster’s Defense stat.
such as darksight. If this line isn’t present, the Health: The monster’s Health.
monster has normal human senses. Fort, Ref, Will: The monster’s resist bonuses.
My Turn: A header to separate out the things Statistics: A header to separate out other
the monster can do on its turn, such as make monster abilities.
attacks, use special abilities, and so on. Languages: Any languages the monster
Abilities: Abilities the creature can use on its speaks, and any special communication abilities it
turn without spending a boost. This might include has (such as telepathy).
any kind of feat (cronk, spell, or stunt). Skills: Skill ratings for skills important to the
The monster can use its boosts to activate monster. If a skill isn’t listed, the monster’s rating for
boosted abilities from feats listed here. that skill is probably Untrained or Comptent.
Non-feat abilities are explained under the Special Abilities: A header to separate the
Special Abilities section at the end of the stat block. descriptions of the monster’s special abilities.
Usually, the monster can also use abilities from Tactics: Suggested tactics for using the
the Not My Turn section of its stat block, unless monster in a combat encounter.
that doesn’t make sense. For example, a giant
sandworm could use pinpoint sense on its turn
because it is actively looking for a hidden enemy,
but it couldn’t use reactive attack because that
ability only can be used when an enemy attacks it
(which won’t happen on the monster’s turn).
Boosts: Anything the monster can use a boost
on during its turn. If a feat is listed here that isn’t
listed under Abilities, the monster only can use the
feat (normal or boosted) by spending a boost.
Melee: The monster’s melee attack routine,
listing attack type (“bite”), attack bonus (“+4”), and
the damage “1d8+4”).
Some monsters can attack more than once
on its turn; roll separately for each attack (for
example, “2 claws” means two separate claw
attacks). When a monster spends 3 AP to attack, it
can make some or all of these attacks (for example,
it doesn’t spend 3 AP for each claw attack).
Some creatures have more than one
attack routine, such as the choice of using two
shortswords or two claws plus a bite.
Ranged: The monster’s ranged attack routine.
Speed: The monster’s speed (how far it can
move by spending 1 Action Point). Some creatures
have speeds listed for other types of movement
such as climbing, flying, or swimming.
Not My Turn: A header to separate out stats
arachnith

3
MONSTER BOOSTS enemy gets a resist roll against it each time until
Most monsters have 5 boosts per day, just like a one of the listed conditions is met. For example,
player character. “repeat until pass 1/fail 5” means the enemy gets
Monsters can normally only use one boost per a resist roll every round until they pass one resist
round, just like PCs. roll against the poison or fail a total of five resist
The GM can increase or decrease the difficulty rolls against the poison (including the initial resist
of an encounter by giving monsters more or fewer roll against the poison).
boosts. Spells: I know some spells. These work just
Instead of tracking boosts for individual like PCs using spells.
monsters, the GM might give a group of monsters The DN for my spells is usually equal to 10
a common pool of boosts to draw on, such as a plus half my CR.
gang of 10 weak zombies that have a total of 3 I use my Challenge Rating (CR) as my caster
boosts among them. level for my spells.
If a spell uses INT or PSY, mine is one-fourth of
SPECIAL ABILITY DESCRIPTIONS my CR, rounded up.
This is a mini-glossary of some special abilities that Often, this list of spells is just a suggestion,
multiple monsters have. Like the uniue abilities in and I might know different spells instead of the
the monster’s description, these are written from standard spells for my kind of monster.
the monster’s perspective (using “I” sentences). Undead: I am immune to disease, necromantic
If a special ability doesn’t have an AP (Action energy, paralysis, poison, sleep, stun, things that
Point) cost listed, it doesn’t cost any AP to activate only affect living creatures, and any effect that uses
it. Many special abilities require the monster to a Fortitude resist roll (unless it works on objects).
spend a boost to activate it.
Darksight: I can see in dim light (like
candlelight). as if it were bright light. Monsters Sorted By Challenge Rating
Gaze Attack: This is a special ability that I Dire rat 1 Mummy 11
can choose to activate, but might also work if an Goblin 1 Manticore 12
enemy just looks at me. My enemy can do one of Kobold 1 Assassin demon 13
two things to make it easier to for them to resist Orc 1 Frost dragon 13
my gaze attack. Skeleton 1 Swamp dragon 14
Avert Their Eyes: On their turn, the enemy Arachnith 2 Chimera 15
tells the GM they’re avoiding looking directly at Giant centipede 2 Elephant 15
me. They get a free reroll on any resist roll against Zombie 2 Hill giant 15
my gaze attack, but I use the Concealment Rule Ghoul 3 Medusa 15
against them (they have a 25% miss chance against Lizardfolk 3 Ogre mage 15
me). Microdrake 3 Forest dragon 16
Blindness: If the enemy is unable to see me Wolf 3 Giant octopus 17
(like they face the other way, wear a blindfold, or Constrictor snake 4 Sphinx 17
are actually blind), I can’t use my gaze on them,
Bugbear 5 Stone giant 17
but I use the Total Concealment Rule against them
Crocodile 5 Desert dragon 18
(they have a 50% miss chance against me).
Shark 5 Sea dragon 18
Peripheral Vision: I’m able to see very well
Werewolf 5 Frost giant 19
in all directions, making it easier to guard against
Giant scorpion 6 Tyrannosaurus 19
attacks from different sides. Even if my enemies
surround me, it doesn’t count as me being flanked. Monstrous slime 6 Angel 20
Pinpoint Sense: Spend a boost to activate my Unicorn 6 Death knight 20
enhanced senses for 1 minute. While this sense is Centaur 7 Rakshasa 20
active, I automatically pinpoint all creatures within Ogre 7 Vampire 20
range. Clockwork knight 8 Couatl 21
Poison: One or more of my attacks includes Ghost 8 Fire giant 21
a toxic substance (such as poison or venom). This Hydra 8 Giant flytrap 21
ability lists the DN of my poison and what happens Grizzly bear 9 Mountain dragon 21
if my enemy fails the save against it. If the ability Gryphon 9 Lich 22
also says “repeat until,” the poison keeps trying to Minotaur 10 Torture devil 23
affect the enemy again once each round, and the Basilisk 11 Giant sandworm 25

4
MONSTER LISTINGS
ANGEL CR 20 ARACHNITH CR 2
Initiative +8 Initiative +2
Senses darksight, See Invisibility
My Turn
My Turn Abilities poison, web
Boost reroll attack, stun, spells Boost poison, web
Melee warhammer +18/+18 (1d8+16) Melee 2 claws +2 (1d6+1), bite +2 (1d6+1), or
Speed 25 ft., fly 50 ft. longsword +3 (1d8+1), bite +3 (1d6+1)
Speed 15 ft., climb 10 ft.
Not My Turn
Boost reroll Ref, spells Not My Turn
Defense 24 Defense 14
Health 130 Health 15
Fort +13, Ref +13, Will +9 Fort +4, Ref +4, Will +1

Statistics Statistics
Languages Celestial, Demonic, Deviltongue, Languages Common, Sylvan
speak with any thinking creature Skills Athletics (Notable), Sense (Expert), Sneak
Skills Athletics (Notable), Persuade (Olympic), (Expert), Tumble (Expert)
Know Dimension (Olympic), Know Religion
(Olympic), Sense (Olympic), Sneak (Notable) Special Abilities
Poison: Spend a boost to poison an enemy I bit
Special Abilities this round. Fort DN 12, 5 poison damage, repeat
Stun: Spend a boost to stun an enemy I hit with until pass 1/fail 5.
my warhammer this round. Fort DN 19, lasts 1d6 Boost: Apply my poison on up to three weapons.
rounds. Web (3 AP): Create webbing that lasts 10
Spells (DN 20): I know these spells: Eternal minutes.
Light, Healing, Invisibility (self only), Resist Boost: Throw sticky webbing like a net to
Poison, See Invisibility, Teleport. entangle an enemy. To destroy the webbing, the
enemy has to spend 2 AP and pass a STR roll
Tactics (DN 15).
Focus on killing the Boost: Spend 1 minute
greatest evil present covering a 5 by 5 floor or other
or protecting the most surface with webbing, which
innocents. Use my makes that space difficult
warhammer and stun terrain.
to deal with annoying
enemies. Use flight Tactics
to avoid grounded Use stealth. Prepare the area with
enemies. Heal if webs. Strike only when ready
necessary. Teleport and sure of success. Throw
away if necessary. webs to deal with runners and
dangerous enemies. Use poison
on weak enemies.

5
ASSASSIN DEMON CR 13 BASILISK CR 11
Initiative +5 Initiative –1
Senses darksight; See Invisibility Senses darksight

My Turn My Turn
Abilities Sneak Attack (+15), Snuff Light, Teleport Boost gaze attack
Boost summon Melee bite +10 (1d8+10)
Melee 2 claws +14 (1d6+5), bite +14 (1d6+5), or Speed 10 ft.
longspear +15 (1d8+7/+8), bite +9 (1d6+2)
Speed 15 ft. Not My Turn
Defense 18
Not My Turn Abilities gaze attack
Resist acid 10, cold 10, electricity 10, fire 10 Health 60
Boost acid slime, reroll poison resist roll, reroll Will Fort +8, Ref +4, Will +4
Defense 19
Health 77 Statistics
Fort +9, Ref +9, Will +5 Skills Sense (Expert), Sneak (Expert)

Statistics Special Abilities


Languages Celestial, Demonic, Draconic, Gaze Attack (0 or 3 AP): When it’s my turn,
telepathy 100 ft. spend a boost and 3 AP to blast all enemies in a
Skills Athletics (Expert), Sabotage (Expert), Sense 30 foot cone with my gaze attack.
(Olympic), Sneak (Olympic) When it’s not my turn and an enemy attack me,
spend a boost to blast that enemy with my gaze.
Special Abilities The enemy or enemies must
Acid Slime: Spend a boost to do 1d8+5 acid pass a Fort resist roll (DN
damage to an enemy who just hit me, or ruin a 15) or turn to stone. Within
weapon that just hit me. 1 hour of turning to stone, a
Summon (3 AP): Spend a boost to stone enemy can spend a boost
summon a weaker demon to serve on its turn to try a new Fort
me for 25 hours (use bugbear stats resist roll to end this effect. If
for the weaker demon). a stone enemy is coated with
blood from a freshly-slain
Tactics basilisk (no more than 1
Use stealth. Summon a demon hour dead), it turns back
if I think I’ll need help, into flesh (one basilisk has
distraction, or flanking. enough blood to coat 1d3
Focus on my chosen human-sized creatures).
enemy—the
weakest one Tactics
if I am free Use stealth, or not. Move close
to choose, or enough to use my gaze attack
whoever I am on many enemies. Use my
commanded gaze attack when an enemy
to kill. USe attacks me. Bite if I have to.
acid slime to
deter attacks or
destroy enemy
weapons.

6
BUGBEAR CR 5 CENTAUR CR 7
Initiative +1 Initiative +6
Senses pinpoint sense 30 ft., darksight Senses darksight

My Turn My Turn
Boost reroll Sneak, threatening attack Boost trample
Melee heavy flail +7 (1d10+3) Melee longsword +8 (1d8+2/19–20/+4) or
Ranged javelin +4 (1d6+3) 2 hooves +4 (1d6+2)
Speed 15 ft. Ranged shortbow +8 (1d6+2/+6)
Speed 25 ft.
Not My Turn
Boost pinpoint sense, reroll Sense Not My Turn
Defense 17 Defense 18
Health 18 Health 30
Fort +6, Ref +3, Will +1 Fort +4, Ref +8, Will +8

Statistics Statistics
Languages Common, Goblin Languages Common, Elven, Sylvan
Skills Persuade (Competent, Expert for Skills Persuade (Competent), Know Geography
intimidate), Sense (Expert), Sneak (Competent) (Competent), Know Nature (Competent), Sense
(Competent)
Special Abilities
Threatening Attack: Spend a boost to try a free Special Abilities
Persuade (intimidate) roll on an enemy I just hit. Trample (1 AP): I can spend a boost to charge
through enemy squares. I can move up to my
Tactics Speed when I use this ability. Each enemy I move
Use weak allies to soften up enemies. Make ranged through takes 1d6+2 points of damage (no attack
attacks from concealment. Use threatening roll needed).
attack to scare off enemies or trick them into
surrendering. Use pinpoint sense if it seems like Tactics
there are hidden enemies nearby. Use my knowledge of the terrain to pick a place
where I am at an advantage. Use ranged attacks
Bugbear Assassin to soften up enemies. Use speed to delay enemies
A bugbear assassin uses stealth and shadow who are strong in melee. Use trample to harm
magic to hunt their enemies and discipline other and scatter enemies who are clustered together.
members of their clan. Their stat block is the
same as a regular bugbear except for these
changes:
Abilities Sneak Attack
Skills Athletics (Expert), Sneak (Expert)
Spells (DN 12): I know these spells: Blur,
Burst of Billowing Fog, Drain Life, Minor
Fear, Snuff Light.

7
CHIMERA CR 15 CLOCKWORK KNIGHT CR 8
Initiative +5 Initiative +6
Senses pinpoint sense 30 ft., darksight Senses darksight

My Turn My Turn
Boost breath weapon, dust cloud Boost amazing leap, fast healing, reroll melee
Melee lion bite +12 (2d6+4), snake bite +12 attack, shock
(1d8+4), goat horns +12 (1d8+4), 2 claws Melee 2 slams +8 (2d6+4)
(1d6+4) Speed 15 ft.
Speed 15 ft., fly 25 ft.
Not My Turn
Not My Turn Abilities electric healing
Defense 19 Defense 18
Boost pinpoint sense, reroll Will Boost reroll Fort, reroll Will
Health 85 Health 40
Fort +9, Ref +7, Will +6 Fort +5, Ref +5, Will +5

Statistics Statistics
Skills Sense (Expert), Sneak (Competent) Languages Common
Skills Athletics (Expert), Sense (Expert)
Special Abilities
Breath Weapon (3 AP): Spend a boost to Special Abilities
breathe out a 30-foot cone of fire that does 6d8 Amazing Leap (2 AP): Spend a boost to jump
fire damage (Reflex DN 17 half). up to 50 feet up, down, laterally, or diagonally,
If I use this ability again before waiting 1d4 landing safely.
rounds, it costs 2 boosts. Electric Healing: Attacks that do electricity
Dust Cloud (2 AP): Spend a boost while flying damage to me instead heal me equal to the
within 20 feet of the ground to stir up a cloud amount of damage they would have done.
of dust. The cloud is 60 feet in diameter. The Fast Healing: Spend a boost to heal 10 damage.
cloud limits how far anyone can see to about 10 If I take damage from acid or cold, until the
feet. Anything within 10 feet has concealment, end of my turn this ability only heals 5 damage
anything farther away has total concealment. instead of 10.
Machine: I am immune to disease, necromantic
Tactics energy, paralysis, poison, sleep, stun, things that
Stay in the sky until I am ready to attack. If only affect living creatures, and any effect that
enemies are spread out, use pinpoint sense, uses a Fortitude resist roll (unless it works on
approach, then dust cloud on the enemies I objects).
attack first so the other group can’t see me. Use Shock: Spend a boost to add +5 electricity
breath weapon on a group of enemies. When damage to all of my attacks this round.
waiting to use breath weapon again, try melee
attacks. Tactics
Focus on the most knightly enemy. If necessary,
use amazing leap to quickly enter battle. Use
shock if I am likely to hit with both attacks. Use
fast healing early and often. Honorably retreat if
necessary, or surrender to an honorable foe for a
period of service.

8
CONSTRICTOR SNAKE CR 4 COUATL CR 21
Initiative +3 Initiative +7
Senses pinpoint sense 30 ft. Senses darksight

My Turn My Turn
Boost constrict Abilities spells
Melee bite +5 (1d6+5) Boost constrict, poison, spells
Speed 15 ft., climb 10 ft., swim 15 ft. Melee bite +16 (1d8+10 plus constrict and poison)
Speed 15 ft., fly 30 ft.
Not My Turn
Boost pinpoint sense Not My Turn
Defense 14 Abilities spells
Health 20 Boost reroll Will, spells
Fort +5, Ref +7, Will +2 Defense 22
Health 126
Statistics Fort +9, Ref +13, Will +14
Skills Sense (Expert), Sneak (Expert)
Statistics
Special Abilities Languages Celestial, Common, Draconic,
Constrict: Spend a boost to grab and squeeze an telepathy 100 ft.
enemy I bit this round. Skills Bluff (Expert), Know Magic (Expert), Know
Squeezing automatically does bite damage (no Religion (Expert), Persuade (Notable), Sense
attack roll needed) every round (no additional (Superhuman), Sneak (Expert)
boosts needed) until I let go.
I can still bite an enemy I am squeezing. Special Abilities
I get +5 on attack rolls against a grabbed enemy. Constrict: Spend a boost to grab and squeeze an
The enemy cannot move away from me while it is enemy I bit this round.
grabbed. Squeezing automatically does bite damage (no
An adjacent enemy or the grabbed enemy attack roll needed) every round (no additional
can make me let go of the grabbed enemy by boosts needed) until I let go.
spending 3 AP and a boost. I can still bite an enemy I am squeezing.
I get +5 on attack rolls against a grabbed enemy.
Tactics The enemy cannot move away from me while it is
Use stealth. Focus on the weakest and most grabbed.
digestible enemy. Use constrict and bite on the An adjacent enemy or the grabbed enemy
same enemy. can make me let go of the grabbed enemy by
spending 3 AP and a boost.
Poison: Spend a boost to poison an enemy I
bit this round. Fort DN 19, nauseated for 10
minutes, repeat until pass 2/fail 6. (This ends the
ongoing rolls against poison but not the nausea.)
Spells (DN 20): I know these spells: Burst of
Billowing Fog, Healing, Invisibility, Monster
Friendliness Charm, Scorching Ray, Short
Teleport, Thought Empathy.

Tactics
Use Invisibility and stealth to observe enemies. Use
Thought Empathy if I’m not sure they’re enemies.
Focus on who I think is the most dangerous
enemy. Use poison to negate a strong enemy.
Use constrict on a weak enemy. Use Short
Teleport to escape.

9
CROCODILE CR 5 DEATH KNIGHT CR 20
Initiative +1 Initiative +5
Senses darksight Senses darksight

My Turn My Turn
Boost death roll, grab, hold breath, run Abilities Blind-Fight, Devastating Charge,
Melee bite +5 (1d8+4), tail +0 (1d12+2) Distracting Fear, Energized Weapons, Expert
Speed 15 ft., swim 15 feet Disarm, fear aura, Master Disarm, Power Attack,
Sneak Attack (+25), spells
Not My Turn Boost cronks, death touch, fear aura, spells
Defense 14 Melee longsword +15/+15 (1d8+10)
Health 25 Ranged shortbow +10/+10 (1d6+5)
Fort +6, Ref +4, Will +2 Speed 15 ft.

Statistics Not My Turn


Skills Sense (Expert), Sneak (Competent, Expert Abilities Dodge Arrows, Improved Initiative,
in water) spells, undead
Boost reroll resist
Special Abilities Defense 20
Death Roll: Spend a boost to spin and twist a Health 150
grabbed enemy. I automatically do bite damage Fort +15, Ref +5, Will +10
to the enemy (no attack roll needed), the bite is
automatically a crit, and I trip the enemy. Statistics
Grab: Spend a boost to grab an enemy I hit with a Languages Common, several others
bite this round. Skills Athletics (Expert), Bluff (Notable), Know
I get +5 on attack rolls against a grabbed enemy. History (Expert), Persuade (Expert, Notable for
The enemy cannot move intimidate), Sense (Olympic)
away from me while it
is grabbed. Special Abilities
An adjacent enemy Fear Aura: Spend a boost to terrify all enemies
or the grabbed enemy within 50 feet with fear. Enemies must pass a
can make me let go of Will resist roll (DN 14) or be paralyzed for 1d4
a grabbed enemy by rounds. A paralyzed enemy can spend 1 boost
spending 3 AP and a or 5 Resolve on its turn to try another resist
boost. roll to end the paralysis.
Hold Breath: Spend Spells (DN 20): I know these spells:
a boost to hold Blindness, Circle of Death, Fireball, See
my breath for 10 Invisibility, and Wall of Ice.
minutes.
Run: Spend a boost Tactics
to double my Use fear aura. Use Circle of Death
Speed until my and Fireball to kill multiple weak
next turn. enemies. Use Distracting Fear and
Sneak Attack to kill a frightened
Tactics enemy. Disarm skilled enemies
Use stealth or run using weapons. Use Power Attack on
to get close to an easily-hit enemies. Use Blindness on
enemy. Use grab and dangerous enemies. Use Wall of Ice
death roll. If in the to control the battlefield.
water, go deep with a
grabbed enemy and use
hold breath to outlast
them until they drown.

10
DESERT DRAGON CR 18 DIRE RAT CR 1
Initiative +5 Initiative +3
Senses darksight, pinpoint sense 60 ft. Senses darksight

My Turn My Turn
Abilities Mirusi’s Major Illusion, Power Attack, Abilities disease
sandwalker Melee bite +1 (1d4)
Speed 20 ft., climb 10 ft., swim 10 ft.
Boost breath weapon, reroll Bluff, reroll Sense
Melee bite +15 (2d6+6), 2 claws +15 (1d8+8) Not My Turn
Speed 15 ft., burrow 10 ft., fly 100 ft. Defense 14
Health 5
Not My Turn Fort +3, Ref +5, Will +1
Abilities resist electricity 60
Boost pinpoint sense, reroll paralysis, reroll sleep, Statistics
reroll Will Skills Sense (Competent), Sneak (Expert)
Defense 21
Health 95 Special Abilities
Fort +10, Ref +10, Will +10 Disease: Spend a boost to give a disease to an
enemy I bite (Fort DN 10 to resist). Starting in
Statistics 1d3 days, the infected enemy must pass a Fort
Languages Common, Draconic resist roll each day or take 1d6 damage and
Skills Bluff (Expert), Persuade (Expert, Notable for reduce their number of AP by 1. Two passed
intimidate), Sense (Notable), Sneak (Expert) resist rolls in a row cures the disease.

Special Abilities Tactics


Breath Weapon (3 AP): Spend a boost to Use stealth. Hunt in packs. Use disease often. Flee
breathe out a 75-foot line of electricity that does my enemies are about to kill me.
6d8 electricity damage (Reflex DN 17 half).
If I use this ability again before waiting 1d4 Ratling Priest
rounds, it costs 2 boosts. In the deep, dark places, rats can mutate from
Sandwalker: I can walk on sand as easily as exposure to strange magical energies or the
moving on solid ground. Sand, gravel, and similar manipulation of weird gods, gaining enough
terrain never counts as difficult terrain for me. sentience to use their little paws like human
hands and leading entire colonies of rats like mad
Tactics prophets, or teaming up with kobolds as spies.
Choose terrain where sandwalker gives me an Their stat block is the same as a regular dire rat
advantage. Use Mirusi’s Major Illusion to create except for these changes:
an area where I know the terrain and my enemies Skills Athletics (Expert), Sense (Expert)
don’t. Burrow or fly to surprise enemies. Use Spells (DN 10): I know these spells: Invisibility,
breath weapon on multiple enemies. While Minor Telekinesis, Shock Bolt, Snuff Light.
waiting to use breath weapon again, make
melee attacks and use Power Attack to kill weak
enemies. Try to bluff or intimidate my way out of
a fight where I might die.

11
ELEPHANT CR 15 FIRE GIANT CR 21
Initiative +0 Initiative –1
Senses darksight, pinpoint sense Senses darksight

My Turn My Turn
Abilities Power Attack Abilities Power Attack, sweeping smash
Boost trample Melee greatsword +21 (3d6+15 plus 1d6 fire) or
Melee gore +16 (2d8+10), trunk +16 (2d6+10) 2 slams +20 (1d8+10 plus 1d6 fire)
Speed 20 ft. Ranged rock +10 (1d8+15 plus 1d6 fire)
Speed 20 ft.
Not My Turn
Defense 17 Not My Turn
Boost pinpoint sense, reroll Fort, reroll Will Abilities cold vulnerability, resist fire 60
Health 93 Boosts catch rock, reroll Fort
Fort +13, Ref +7, Will +6 Defense 24
Health 142
Statistics Fort +14, Ref +4, Will +9
Skills Sense (Olympic)
Statistics
Special Abilities Languages Common, Giant
Throw: Spend a boost to throw an enemy I gore Skills Athletics (Expert), Persuade (Untrained,
or hit with my trunk. I move the enemy up to 15 Expert for intimidate), Sense (Expert)
feet away from me in a straight line (30 feet on a
critical hit). If the enemy hits a barrier, they take Special Abilities
1d6 damage for every 10 feet between me and Catch Rock: Spend a boost to catch a rock (or
the barrier, and land prone. other heavy projectile) that hits me. I have to be
Trample (1 AP): I can spend a boost to charge aware of the attack. If I catch the rock, I take no
through enemy squares. I can move up to my damage from it.
Speed when I use this ability. Each enemy I move Cold Vulnerability: Cold does x1.5 damage to me.
through takes 2d8+15 points of damage (no Sweeping Smash: Spend a boost to get a free
attack roll needed). melee attack against an enemy adjacent to an
enemy I hit this round. This attack is at the same
Tactics bonus as the attack that hit. If this attack hits,
Call for help. Warn others. Protect the herd’s this is a rechargeable boost.
calves. Use trample to harm and scatter enemies
who are clustered together. Throw enemies at Tactics
hard things or down hills. Throw rocks until in melee range. Catch rocks
hurled at me. Kill cold-using enemies first. Use
Power Attack to kill weak enemies. Use sweeping
smash against enemies in groups.

Fire Giant Priest


A fire giant priest usually has a leadership role
in their clan. Their stat block is the same as a
regular fire giant except for these changes:
Skills Athletics (Expert), Know Religion (Expert),
Persuade (Competent, Expert for intimidate),
Sense (Expert)
Spells (DN 20): I know these spells: Explosive
Rune, Fireball, Healing, Martyr’s Link, Winter
Ward.

12
FOREST DRAGON CR 16 FROST DRAGON CR 13
Initiative +2 Initiative +6
Senses pinpoint sense 60 ft., darksight Senses pinpoint sense 60 ft., darksight

My Turn My Turn
Abilities Power Attack, Suggestion, Web, Abilities Power Attack, Spider Climb (ice only),
woodswalker Stone Shape (ice and snow only)
Boost breath weapon
Boost breath weapon, reroll Sense Melee bite +11 (1d8+8), 2 claws +11 (1d6+6)
Melee bite +13 (2d6+6), 2 claws +13 (1d6+6) Speed 15 ft., fly 75 ft., swim 15 ft.
Speed 15 ft., swim 15 ft., fly 100 ft.
Not My Turn
Not My Turn Abilities fire vulnerability, resist cold 60
Abilities resist acid 60 Boost pinpoint sense, reroll paralysis, reroll sleep,
Boost pinpoint sense, reroll paralysis, reroll sleep, reroll Will
reroll Will Defense 20
Defense 20 Health 66
Health 85 Fort +8, Ref +7, Will +5
Fort +9, Ref +9, Will +9
Statistics
Statistics Languages Common, Draconic
Languages Common, Draconic Skills Persuade (Competent, Expert for
Skills Know Nature (Expert), Persuade (Expert), intimidate), Sense (Expert), Sneak (Expert)
Sense (Notable), Sneak (Expert)
Special Abilities
Special Abilities Breath Weapon (3 AP): Spend a boost to
Breath Weapon (3 AP): Spend a boost to breathe out a 30-foot cone of freezing air that
breathe out a 50-foot cone of acidic mist that does 6d6 cold damage (Reflex DN 16 half).
does 6d6 acid damage (Reflex DN 16 half). If I use this ability again before waiting 1d4
If I use this ability again before waiting 1d4 rounds, it costs 2 boosts.
rounds, it costs 2 boosts. Fire Vulnerability: Fire does x1.5 damage to me.
Woodswalker: I can move
through forest and similar Tactics
foliage as easily as moving Choose terrain where
across an open prairie. Spider Climb gives
Trees, brush, branches, and me an advantage.
similar terrain never counts as Use Stone Shape
difficult terrain for me. to prepare where
I want to fight. Fly
Tactics or swim to surprise
Choose terrain where enemies. Use
woodswalker gives me an breath weapon on
advantage. Use Web to multiple enemies.
prepare where I want to While waiting to
fight. Swim or fly to surprise use breath weapon
enemies. Use breath weapon again, make melee
on multiple enemies. While attacks and use
waiting to use breath weapon Power Attack to kill
again, make melee attacks weak enemies.
and use Power Attack to
kill weak enemies. Use
Suggestion to send away a
weak-minded enemy for a
while.

13
FROST GIANT CR 19 GHOST CR 8
Initiative –1 Initiative +5
Senses darksight Senses darksight

My Turn My Turn
Abilities Power Attack, sweeping smash Abilities fear aura,
Melee greataxe +18 (3d6+13) or spells
2 slams +18 (1d8+9) Boost fear aura,
Ranged rock +9 (1d8+13) rejuvenate
Speed 20 ft. Melee ghostly touch
+5 (1d6+6)
Not My Turn Speed 15 ft., fly 15
Abilities fire vulnerability, resist cold 60
Boosts catch rock, reroll Fort Not My Turn
Defense 21 Abilities bodiless, spells,
Health 133 undead
Fort +14, Ref +3, Will +3 Boost reroll Will
Defense 15
Statistics Health 45
Languages Common, Giant Fort +6, Ref +6, Will +6
Skills Athletics (Expert), Persuade (Untrained,
Expert for intimidate), Sense (Expert), Sneak Statistics
(Untrained, Competent in snow) Languages Common,
perhaps others
Special Abilities Skills Bluff (Notable), Know
Catch Rock: Spend a boost to catch a rock (or History (Expert), Persuade
other heavy projectile) that hits me. I have to be (Competent, Expert to intimidate), Sense
aware of the attack. If I catch the rock, I take no (Olympic), Sneak (Expert)
damage from it.
Fire Vulnerability: Fire does x1.5 damage to me. Special Abilities
Sweeping Smash: Spend a boost to get a free Bodiless: I take half damage from everything
melee attack against an enemy adjacent to an that isn’t ghostly like me. I get +5 on resist rolls
enemy I hit this round. This attack is at the same against abilities that don’t do damage. I can pass
bonus as the attack that hit. If this attack hits, through walls and other obstacles with Speed 5
this is a rechargeable boost. feet (I can attack from inside an obstacle, which
gives me cover, but I’m blind while I do it).
Tactics Fear Aura: Spend a boost to terrify all enemies
Use stealth in snowy terrain to approach or ambush within 50 feet with fear. Enemies must pass a
enemies. Throw rocks until in melee range. Catch Will resist roll (DN 15) or be paralyzed for 1d4
rocks hurled at me. Kill fire-using enemies first. rounds. A paralyzed enemy can spend 1 boost or
Use Power Attack to kill weak enemies. Use 4 Resolve on its turn to try another resist roll to
sweeping smash against enemies in groups. end the paralysis
Rejuvenate: Spend a boost to return to unlife 2d6
Frost Giant Priest days after I was killed. I can spend this boost if I
A frost giant priest is respected, feared, and am dead.
despised by their clan. Their stat block is the Spells (DN 14): I know two or three spells
same as a regular frost giant except for these from this list: Debilitating Curse, Drain Life,
changes: Fear, Minor Telekinesis, Mirusi’s Major Illusion,
Skills Athletics (Expert), Know Religion (Expert), Possession, Snuff Light, Thougt Empathy.
Persuade (Competent, Expert for intimidate),
Sense (Expert), Sneak (Untrained, Competent in Tactics
snow) Use fear aura. Use spells to harm and separate
Spells (DN 19): I know these spells: Alarm, enemies. Use melee attacks against solo enemies.
Debilitating Curse, Healing, Invisibility, Summer
Ward.

14
GHOUL CR 3 GIANT CENTIPEDE CR 2
Initiative +2 Initiative +2
Senses darksight Senses darksight

My Turn My Turn
Abilities disease, paralyze Boost poison
Melee bite +3 (1d6+1) or Melee bite +3 (1d6–1)
2 claws +2 (1d6+1) Speed 20 ft., climb 20 ft.
Speed 15 ft.
Not My Turn
Not My Turn Defense 14
Defense 14 Health 8
Abilities undead Fort +4, Ref +2, Will +0
Health 20
Fort +2, Ref +2, Will +5 Statistics
Skills Sense (Competent), Sneak (Expert)
Statistics
Languages Common Special Abilities
Skills Athletics (Competent), Sense (Competent), Poison: Spend a boost to poison an enemy I bit
Sneak (Expert), Swim (Competent) this round. Fort DN 12, 5 poison damage, repeat
until pass 1/fail 5.
Special Abilities
Disease: Spend a boost to give a disease to an Tactics
enemy I bite (Fort DN 13 to resist). Starting in 1 Use stealth. Climb on anything I can, but stay off
day, the infected enemy must pass a Fort resist the ground. Bite. Use poison often.
roll each day or take 1d6 damage and reduce
their number of AP by 1. Two passed resist rolls
in a row cures the disease. If my disease kills a
humanoid enemy, they rise from the dead as a
ghoul.
Paralyze: Spend a boost to paralyze an enemy
I hit this round with a bite or claw. The enemy
must pass a DN 13 Fort resist roll or be
paralyzed 1d4 rounds. The enemy can spend a
boost or 3 Resolve on its turn to try a new resist
roll to end the paralysis.

Tactics
Use stealth. Isolate an enemy, or attack the last
one in a line so it’s harder for their friends to
notice they’re gone. Bite and claw. Use paralyze
to deal with an enemy. If possible, drag away
paralyzed enemies for food. When there are few
of my kind, make hit-and-run attacks and use
disease to convert enemies into friends.

15
GIANT FLYTRAP CR 21 GIANT OCTOPUS CR 17
Initiative +8 Initiative +6
Senses pinpoint sense 60 feet, darksight Senses darksight

My Turn My Turn
Abilities Power Attack, grab, gulp Boost constrict, jet, poison
Melee 4 bites +15 (1d8+8 plus grab) Melee bite +13 (1d8+5 plus poison), 8 tentacles
Speed 5 ft. +11 (1d4+2 plus constrict)
Speed 10 ft., swim 15 ft.
Not My Turn
Boost pinpoint sense Not My Turn
Defense 22 Boost constrict
Abilities resist acid 20 Defense 18
Health 140 Health 90
Fort +17, Ref +8, Will +5 Fort +11, Ref +12, Will +7

Statistics Statistics
Skills Sense (Expert), Sneak (Competent, Notable Skills Athletics (Expert), Sense (Expert), Sneak
in undergrowth) (Notable)

Special Abilities Special Abilities


Grab: Spend a boost to grab an enemy I bit this Constrict: Spend a boost to grab and squeeze an
round. enemy I hit with a tentacle this round.
I get +5 on attack rolls against a grabbed enemy. Squeezing automatically does tentacle damage
The enemy cannot move away from me while it is (no attack roll needed) every round (no additional
grabbed. boosts needed) until I let go.
An adjacent enemy or the grabbed enemy I can still bite an enemy I am squeezing and
can make me let go of the grabbed enemy by attack it with other tentacles.
spending 3 AP and a boost. I get +5 on attack rolls against a grabbed enemy.
Gulp: Spend a boost to swallow and do bite The enemy cannot move away from me while it is
damage to a human-sized or smaller enemy grabbed.
I’m grabbing. (In my case, instead of actually An adjacent enemy or the grabbed enemy
swallowing my enemy, my plant-mouth closes up can make me let go of the grabbed enemy by
and seals itself around my enemy.) spending 3 AP and a boost.
At the start of the enemy’s turn every round it Jet (3 AP): Spend a boost to swim in a straight
takes bite damage. line up to 200 feet.
The enemy can spend a boost force my plant- Poison: Spend a boost to poison an enemy I
mouth open again so they are only grabbed and bit this round. Fort DN 19, nauseated for 10
not gulped. minutes, repeat until pass 2/fail 6. (This ends the
The enemy can use a light piercing or slashing ongoing rolls against poison but not the nausea.)
weapon to cut free of my plant-mouth (Defense
17, Health 15) Tactics
Use stealth. Focus on one or two soft enemies.
Tactics Use constrict on soft enemies. Use poison on
Use stealth. Hide among other plants. Use grab dangerous or hard enemies. Retreat into water if
and gulp. Retreat if I have two gulped two necessary, bringing food-enemies with me. If in
enemies. water, use jet to escape.

16
GIANT SANDWORM CR 25 GIANT SCORPION CR 6
Initiative –2 Initiative +0
Senses darksight, pinpoint sense 60 ft. Senses darksight, pinpoint sense 60 ft.

My Turn My Turn
Boosts gulp, knockback, staggering blow, poison Boost constrict, poison
Melee bite +25 (4d8+12 plus gulp), sting +25 Melee 2 claws +6 (1d6+4), sting +6 (1d6+4)
(2d8+12 plus poison) Speed 25 ft.
Speed 15 ft., burrow 10 ft., swim 5 ft.
Not My Turn
Not My Turn Boosts pinpoint sense
Abilities Power Attack Defense 14
Boosts pinpoint sense, reactive attack Health 35
Defense 26 Fort +7, Ref +1, Will +1
Health 200
Fort +17, Ref +8, Will +4 Statistics
Skills Athletics (Competent), Sense (Expert),
Statistics Sneak (Competent)
Skills Sense (Notable)
Special Abilities
Special Abilities Constrict: Spend a boost to grab and squeeze an
Gulp: Spend a boost to swallow and do bite enemy I clawed this round.
damage to an ogre-sized or smaller enemy I bit Squeezing automatically does claw damage (no
this turn. At the start of the enemy’s turn every attack roll needed) every round (no additional
round it takes bite damage. If my mouth is boosts needed) until I let go.
empty, the enemy can spend a boost to climb out I can still sting an enemy I am squeezing or hit
of my stomach into my mouth again. The enemy them with my other claw.
can use a light piercing or slashing weapon to cut I get +5 on attack rolls against a grabbed enemy.
free of my stomach (Defense 21, Health 20). The enemy cannot move away from me while it is
Knockback: Spend a boost to knock back an grabbed.
enemy I bite or sting. I move the enemy up to 15 An adjacent enemy or the grabbed enemy
feet away from me in a straight line (30 feet on a can make me let go of the grabbed enemy by
critical hit). If the enemy hits a barrier, they take spending 3 AP and a boost.
1d6 damage for every 10 feet between me and Poison: Spend a boost to poison an enemy I stung
the barrier, and land prone. this round. Fort DN 16, 7 poison damage, repeat
Reactive Attack: Spend a boost to get a free bite until pass 1/fail 6.
or sting on an enemy that moves into melee with
me. Tactics
Staggering Blow: Spend a boost to stagger Use stealth. Claw and sting. Use
an enemy I hit with a bite or sting this round. constrict on one enemy and
The enemy has 2 fewer AP than normal for its poison on another.
next 1d4+1 turns (Fort DN 22 reduces this to 1
round).
Poison: Spend a boost to poison an enemy I
bit this round. Fort DN 22, nauseated for 10
minutes, repeat until pass 3/fail 6. (This ends
the ongoing rolls against poison but not the
nausea.)

Tactics
Burrow to surprise enemies. Use reactive attack
on enemies who approach. Use gulp on soft
enemies. Use knockback, staggering blow,
and poison on hard enemies. Retreat if I am
hurting and have swallowed at least two enemies.

17
GOBLIN CR 1 GRIZZLY BEAR CR 9
Initiative +6 Initiative +1
Senses darksight, pinpoint sense 60 ft. Senses darksight

My Turn My Turn
Boosts bat wings Boosts grab, run
Melee shortsword +2 (1d4/19–20) Melee 2 claws +7 (1d6+5), bite +7 (1d6+5)
Ranged shortbow +4 (1d4/+4) Speed 20 ft., swim 10 ft.
Speed 15 ft.
Not My Turn
Not My Turn Defense 16
Boost bat wings, pinpoint sense Health 42
Defense 13 Fort +11, Ref +8, Will +4
Health 6
Fort +3, Ref +2, Will +0 Statistics
Skills Athletics (Expert), Sense (Expert)
Statistics
Languages Goblin Special Abilities
Skills Atheltics (Competent), Sense (Competent), Grab: Spend a boost to grab an enemy I clawed
Sneak (Expert), Tumble (Competent) this round.
I get +5 on attack rolls against a grabbed enemy.
Special Abilities The enemy cannot move away from me while it is
Bat Wings: When it’s my turn, I can spend a boost grabbed.
to morph my arms for 1 minute. I can turn them An adjacent enemy or the grabbed enemy can
into wings or back into arms again. When my make me let go of a grabbed enemy by spending
arms are wings, I can fly with Speed 20 feet. 3 AP and a boost.
When it’s not my turn, I can spend a boost to Run: Spend a boost to double my Speed until my
morph my arms into wings so I glide safely to next turn.
the ground (they turn back into arms as soon as I
land). Tactics
Use run to get close to an enemy. Climb or swim if
Tactics necessary. Claw and bite. Use grab. Focus on the
Use stealth. Hunt in packs. Choose an area where grabbed enemy.
flying is an advantage or an easy escape. Use bat
wings to drop into melee combat from above, or
make ranged attacks from concealment.

Goblin Warlock
A goblin warlock is blessed with a pact from a
demon, godling, sentient magical fountain, or
other strange source of power. They use their
power to bully other goblins. Their stat block
is the same as a regular goblin except for these
changes:
Defense 17 (from Wizard Armor)
Skills Know Magic (Expert)
Spells (DN 10): I know these spells: Conjured
Pet, Fire Bolt, Mirusi’s Minor Illusion, Resist
Energy, Wizard Armor.

18
GRYPHON CR 9 HILL GIANT CR 15
Initiative +2 Initiative –1
Senses darksight, pinpoint sense 30 ft. Senses darksight

My Turn My Turn
Boost grab, shred Abilities Power Attack, sweeping smash
Melee bite +8 (1d6+3), 2 claws +7 (1d6+3) Melee greatclub +14 (2d8+10) or
Speed 15 ft., fly 40 ft. 2 slams +13 (1d8+7)
Ranged rock +6 (1d8+10)
Not My Turn Speed 15 ft.
Boosts pinpoint sense
Defense 17 Not My Turn
Health 42 Boost catch rock, reroll Fort
Fort +7, Ref +6, Will +4 Defense 21
Health 85
Statistics Fort +11, Ref +2, Will +3
Skills Sense (Notable)
Statistics
Special Abilities Languages Giant
Grab: Spend a boost to grab an enemy I hit with a Skills Athletics (Expert), Persuade (Untrained,
claw this round. Expert for intimidate), Sense (Competent)
I get +5 on attack rolls against a grabbed enemy.
The enemy cannot move away from me while it is Special Abilities
grabbed. Catch Rock: Spend a boost to catch a rock (or
An adjacent enemy or the grabbed enemy can other heavy projectile) that hits me. I have to be
make me let go of a grabbed enemy by spending aware of the attack. If I catch the rock, I take no
3 AP and a boost. damage from it.
Shred: Spend a boost to shred an enemy that I hit Sweeping Smash: Spend a boost to get a free
with two claws this round. I make two extra claw melee attack against an enemy adjacent to an
attacks against that enemy. enemy I hit this round. This attack is at the same
bonus as the attack that hit. If this attack hits,
Tactics this is a rechargeable boost.
Keep flying until ready to attack. Dive, bite, and
claw. Use grab. If I have a grabbed enemy and Tactics
there are other dangerous enemies nearby, fly Throw rocks until in melee range. Catch rocks
away with the grabbed enemy. Drop the grabbed hurled at me. Use Power Attack to kill weak
enemy from the sky if it keeps fighting. enemies. Use sweeping smash against enemies in
groups.

Hill Giant Beastmaster


A hill giant beastmaster has a natural affinity for
befriending or taming dangerous creatures, and
are always accompanied by at least one pet such
as a basilisk, grizzly bear, or manticore. Their stat
block is the same as a regular hill giant except for
these changes:
Skills Know Nature (Expert)
Spells (DN 17): I know these spells: Beast
Morph, Haste, Martyr’s Link.

19
HYDRA CR 8 KOBOLD CR 1
Initiative +1 Initiative +4
Senses darksight, pinpoint sense 30 ft. Senses darksight

My Turn My Turn
Abilities fast healing, regenerate heads Boosts reroll Sense, reroll Sneak, trapmaking
Melee one bite per head +6 (1d8+4) Melee small shortspear +2 (1d4)
Speed 10 ft., swim 15 ft. Ranged small sling +4 (1d3)
Speed 15 ft.
Not My Turn
Abilities hydra immortality, pinpoint sense Not My Turn
Boost reroll Will Abilities light sensitivity
Defense 15 Defense 13
Health 50 Health 5
Fort +8, Ref +7, Will +3 Fort +2, Ref +1, Will +1

Statistics Statistics
Skills Sense (Expert), Sneak (Competent, Expert Languages Draconic
in water) Skills Sabotage (Expert), Sense (Competent),
Sneak (Competent)
Special Abilities
Fast Healing: Spend a boost to heal 10 damage. Special Abilities
Hydra Immortality: I only die if all of my heads Light Sensitivity: I’m distracted and staggered in
are killed. To kill a head, an enemy must attack it areas of bright light.
as if it is a separate creature and do 10 damage Trapmaking: Spend a boost and one hour to
(this doesn’t affect my Health). create a mechanical or magical trap that works
Regenerate Heads: Spend a boost to grow two like Alarm, Explosive Rune, or Web.
heads from the stump of one of my heads that
was killed today. I can’t use this boost if all of my Tactics
dead heads are cauterized by at least 5 damage Prepare an area with traps. Use stealth (and
from acid or fire, or if my current number of boosts to reroll stealth). Make ranged attacks
heads is twice my original number of heads. from concealment. Retreat to a better or safer
position.
Tactics
(I start with four or five Kobold Sorcerer
heads.) Use stealth A kobold sorcerer has magic in its
in water to approach blood, perhaps a gift from a dragon
or ambush enemies. or a devil. They are leaders,
Focus on one or advisors, and cullers of the young
two enemies. in their clan. Their stat block is
Use fast the same as a regular kobold
healing and except for these changes:
regenerate Skills Know Magic (Expert),
heads often. Sneak (Expert).
Spells (DN 11): I know
these spells: Familiar Bond,
Kaleidoscopic Blast, either Ice
Armor or Scorching Armor, and
either Acid Bolt, Fire Bolt, Frost
Bolt, Shock Bolt, or Wizard
Bolt.

20
LICH CR 22 LIZARDFOLK CR 3
Initiative +2 Initiative +0
Senses darksight
My Turn
My Turn Boost breathe water
Abilities death touch, fear aura, spells Melee morningstar +2 (1d8+1), bite +0 (1d4) or
Boost death touch, fear aura, phylactery, spells claw +2 (1d4+1), bite +2 (1d4+1)
Melee touch or weapon +10 (1d8+5) Ranged javelin +1 (1d6+1)
Speed 15 ft., fly 15 (from Fly spell) Speed 15 ft., Swim 10 ft.

Not My Turn Not My Turn


Abilities spells, undead Boost breathe water
Boost reroll resist Defense 17
Defense 23 (includes Wizard Armor) Health 12
Health 110 Fort +4, Ref +0, Will +0
Fort +6, Ref +7, Will +11
Statistics
Statistics Languages Draconic
Languages Common, several others Skills Sense (Competent), Sneak (Competent)
Skills Bluff (Notable), Know (any two, Olympic),
Persuade (Olympic), Sense (Superhuman), Sneak Special Abilities
(Olympic) Breathe Water: Spend a boost to be able to
breathe water for 1 hour. I can still breathe air
Special Abilities when using this.
Death Touch: Spend a boost to paralyze an
enemy I hit this round with my touch or weapon Tactics
(Will DN 18), as if using my fear aura. Use stealth. Hunt in packs. Use the terrain to my
Fear Aura: Spend a boost to terrify all enemies advantage. Throw javelins, then move to melee
within 50 feet with fear. Enemies must pass a range. Retreat and regroup to avoid being killed.
Will resist roll (DN 15) or be paralyzed for 1d4
rounds. A paralyzed enemy can spend 1 boost or Lizardfolk Priest
5 Resolve on its turn to try another resist roll to A lizardfolk priest is an authority figure, healer, and
end the paralysis. spiritual guide for their tribe. Their stat block is
Phylactery: My soul is stored in a special magical the same as a regular lizardfolk except for these
object. Spend a boost to return to unlife in a changes:
new body 1d10 days after my previous body was Health 20
killed. I can spend this boost if I am dead. If my Will +4
phylactery is destroyed, I can’t use this ability. Skills Know Healing (Expert), Know Nature
Spells (DN 21): I know at least ten spells, (Expert), Know
typically: Circle of Death, Debilitating Religion (Expert),
Curse, Fast Floating Eye, Fireball, Fly, Sense (Expert),
Grand Illusion, Monster Friendliness Sneak (Competent)
Charm, Scorching Ray, Skeletal Horde, Spells (DN 12): I
Teleport, Wall of Ice, Wizard Armor. know these spells:
Defensive Blessing,
Tactics Familiar Bond,
Hide my phylactery in a safe place. Use Healing, Resist
Monster Friendliness Charm or Skeletal Poison, Speak
Horde to acquire guards for my lair. Use With Animals.
Grand Illusion to disguise the area to my
advantage. Use fear aura. Use area spells
on multiple weak enemies. Use Debilitating
Curse or death touch on a dangerous
enemy. Save a boost to activate my
phylactery if killed.

21
MANTICORE CR 12 MEDUSA CR 15
Initiative +2 Initiative +5
Senses darksight Senses darksight, peripheral vision

My Turn My Turn
Boost dust cloud, throw spikes Boost gaze attack
Melee bite +15 (1d8+5), 2 claws +11 (2d4+5) Melee hair snakes bite +10 (1d6+5 plus poison)
Ranged throw spikes and longsword +10 (1d8+5)
Speed 15 ft.; fly 25 ft. Ranged longbow +10 (1d8+5)
Speed 15 ft.
Not My Turn
Defense 17 Not My Turn
Health 63 Abilities gaze attack, peripheral vision
Fort +10, Ref +9, Will +5 Boosts pinpoint sense
Defense 15
Statistics Health 80
Languages Common Fort +6, Ref +8, Will +8
Skills Athletics (Expert), Sense (Expert)
Statistics
Special Abilities Languages Common
Dust Cloud (2 AP): Spend a boost while flying Skills Bluff (Expert), Know Disguise (Expert),
within 20 feet of the ground to stir up a cloud Persuade (Notable), Sense (Notable), Sneak
of dust. The cloud is 60 feet in diameter. The (Notable)
cloud limits how far anyone can see to about 10
feet. Anything within 10 feet has concealment, Special Abilities
anything farther away has total concealment. Gaze Attack (0 or 3 AP): When it’s my turn,
Throw Spikes (3 AP): Spend a boost to throw spend a boost and 3 AP to blast all enemies in a
up to 4 metal spikes from my tail. Try a ranged 30 foot cone with my gaze attack.
attack roll for each spike. All enemies I attack When it’s not my turn and an enemy attack me,
with spikes must be within 30 feet of each other. spend a boost to blast that enemy with my gaze.
The spikes have Range 40 feet (because they’re The enemy or enemies must pass a Fort resist
thrown weapons, they have a maximum range of roll (DN 17) or turn to stone. Within 1 hour of
200 feet). turning to stone, a stone enemy can spend a
Ranged: 4 spikes +11 (1d6+5) boost on its turn to try a new Fort resist roll to
end this effect. If a stone enemy is coated with
Tactics blood from a freshly-slain medusa (no more than
Hunt in a pack or with my mate. Approach from 1 hour dead), it turns back into flesh (one medusa
the air. Throw one or two volleys of spikes. Use has enough blood to coat 1d2 human-sized
dust cloud before landing. Bite and claw. Retreat creatures).
by flying if necessary.
Tactics
Use stealth, trickery, or at least conceal my face so
my enemies think I’m a relatively harmless uman.
Use my bow from concealment. Move around
and use cover so my enemies have to approach
me. Use my gaze attack on multiple enemies. Use
my gaze when an enemy attacks me. Make melee
attacks only if I have to.

22
MICRODRAKE  CR 3 MINOTAUR CR 10
Initiative +2 Initiative +0
Senses darksight, pinpoint sense 50 ft. Senses darksight

My Turn My Turn
Boosts poison Abilities horrific gore, natural cunning
Melee bite +6 (1d4), sting +6 (1d4 plus poison) Melee greataxe +10 (3d6+6) or
Speed 5, fly 20 gore +5 (1d6+3)
Speed 15 ft.
Not My Turn
Boost pinpoint sense Not My Turn
Defense 16 Boost natural cunning
Health 15 Defense 14
Fort +5, Ref +5, Will +5 Health 45
Fort +6, Ref +7, Will +7
Statistics
Languages Draconic, telepathy 50 ft. Statistics
Skills Persuade (Competent), Sense (Expert), Languages Giant
Sneak (Notable) Skills Persuade (Untrained, Expert for intimidate),
Sense (Expert), Sneak (Competent)
Special Abilities
Poison: Spend a boost to poison an enemy I Special Abilities
stung this round. Fort DN 14, sleep for 1 minute, Horrific Gore: When I hit after moving at least
repeat until pass 1/fail 10. 10 feet on my turn, spend a boost to add +10
damage to my enemy.
Tactics Natural Cunning: I never get lost in mazes.
Use stealth. Stay out of danger. Attack only if I Spend a boost to act in the surprise sound even if
have to. Use poison to deal with an enemy, then I was surprised.
flee or get help. Spend a boost to end an effect on me from a
[mental] attack.
Spend a boost to increase Sneak skill to expert
for ten minutes.

Tactics
Use stealth. Use natural cunning if my enemies are
very perceptive. If I am surprised, use natural
cunning so I can act. Charge, attack, and use
horrific gore.

Minotaur Blackguard
A minotaur blackguard worships demons and is
infected with evil power. They are leaders and
champions of minotaur tribes. Their stat block is
the same as a regular minotaur except for these
changes:
Abilities Bleeding Critical, resist fire 30
Skills Know Magic (Expert)
Spells (DN 15): I know these spells: Fireball,
Haste, See Invisibility, Wall of Fire.

23
MONSTROUS SLIME CR 6 MOUNTAIN DRAGON CR 21
Initiative +0 Initiative +6
Senses darksight, pinpoint sense 60 ft. Senses darksight, pinpoint sense 60 ft.

My Turn My Turn
Boost absorb Abilities fear aura, Power Attack, Shape Stone,
Melee pseudopod or slam +5 (1d6 plus 1d6 acid smokesight
and paralysis) Boost breath weapon, reroll Persuade, reroll
Speed 5 ft. Sense
Melee bite +17 (2d8+8), 2 claws +17 (1d10+10)
Not My Turn Speed 15 ft., fly 100 ft.
Abilities blob, pinpoint sense
Defense 10 Not My Turn
Health 50 Abilities cold vulnerability, resist fire 60,
Fort +10, Ref –5, Will –5 smokesight
Boost pinpoint sense, reroll paralysis, reroll sleep,
Statistics reroll Will
Skills Sneak (Expert) Defense 21
Health 115
Special Abilities Fort +11, Ref +11, Will +11
Absorb: Spend a boost to absorb a creature I
move over or hit with a pseudopod this round. Statistics
My enemy must pass a Fort resist roll (DN 12) or Languages Common, Draconic
become entangled within my body and take 1d6 Skills Bluff (Notable), Persuade (Notable, Olympic
acid every round. for intimidate), Sense (Notable), Sneak (Expert)
An adjacent enemy can pull free the absorbed
enemy by spending 3 AP and a boost. Special Abilities
I can absorb about four human-sized creatures at Breath Weapon (3 AP): Spend a boost to
the same time. breathe out a 50-foot cone of fire that does 6d10
Blob: I am a simple creature with very primitive fire damage (Reflex DN 20 half).
instincts and senses. I am immune to disease, If I use this ability again before waiting 1d4
flanking, paralysis, poison, stunning, and any rounds, it costs 2 boosts.
effect that uses a Will resist roll or requires me to Cold Vulnerability: Cold does x1.5 damage to me.
see. Fear Aura: Spend a boost to terrify all enemies
Paralysis: Anyone I touch, hit, or absorb must within 50 feet with fear. Enemies must pass a
pass a Fort resist roll (DN 15) or be helpless Will resist roll (DN 20) or be paralyzed for 1d4
for 3d6 rounds. A paralyzed enemy can spend rounds. A paralyzed enemy can spend 1 boost or
1 boost or 3 Resolve on its turn to try another 5 Resolve on its turn to try another resist roll to
Fort resist roll to end the end the paralysis.
paralysis. Smokesight: I can see perfectly well through
smoke, ash, and air rippling by heat. These
Tactics things do not block my vision or give my enemies
Search. concealment.
Attack.
Absorb. Tactics
Choose terrain where smokesight gives me an
advantage. Use Shape Stone to prepare
where I want to fight. Fly to surprise
enemies. Use fear aura. Use breath
weapon on multiple enemies. While
waiting to use breath weapon again,
make melee attacks and use Power
Attack to kill weak enemies.

24
MUMMY CR 11 OGRE CR 7
Initiative +0 Initiative –1
Senses darksight Senses darksight

My Turn My Turn
Boost fear aura, disease Abilities powerful smash, sweeping smash
Melee slam +15 (1d8+10) Melee large club or sword +11 (2d8+7)
Speed 15 ft. Ranged large javelin +4 (1d8+5)
Speed 15 ft.
Not My Turn
Defense 20 Not My Turn
Abilities fire vulnerability Defense 16
Health 80 Health 40
Fort +5, Ref +4, Will +10 Fort +8, Ref +1, Will +4

Statistics Statistics
Languages Common Languages Giant
Skills Sense (Notable), Sneak (Expert) Skills Athletics (Expert), Sense (Competent)

Special Abilities Special Abilities


Disease: Spend a boost to give a disease to an Powerful Smash: When I hit with a melee or
enemy I slammed this turn (Fort DN 16 to resist). ranged attack, spend a boost to add +10 damage
An infected enemy must pass a Fort resist roll to my enemy.
each day or take 11 damage and be staggered Sweeping Smash: Spend a boost to get a free
for 25 hours. A diseased enemy can’t be healed melee attack against an enemy adjacent to an
unless the healer passes a spell attack roll against enemy I hit this round. This attack is at the same
the disease (DN 20). An enemy who dies from bonus as the attack that hit. If this attack hits,
this disease decays and turns into dust. this is a rechargeable boost.
Fear Aura: Spend a boost to terrify all enemies
within 30 feet with fear. Enemies must Tactics
pass a Will resist roll (DN 16) or be Use javelins. Charge.
paralyzed for 1d4 rounds. A paralyzed Use powerful smash
enemy can spend 1 boost or 4 Resolve often. Use sweeping
on its turn to try another Will resist roll to strikes against
end the paralysis. enemies in groups.
Fire Vulnerability: Fire does x1.5 damage
to me.

Tactics
Use stealth, or not. Use fear aura. If I
may not survive, or I am serving a more
powerful mummy, use disease to punish
and weaken my enemies.

Mummy Lord
A mummy lord was a priest or wizard when
it was alive, and still retains some of
their magical power. Their stat block is
the same as a regular mummy except for
these changes:
Skills Know Magic (Expert)
Spells (DN 15): I know these spells:
Debilitating Curse, Magic Lock, Paralysis,
Skeletal Horde, Speak With the Dead,
Spider Climb.

25
OGRE MAGE CR 15 ORC CR 1
Initiative +7 Initiative +0
Senses darksight Senses darksight, pinpoint sense 30 ft.

My Turn My Turn
Boost fast healing, spells Abilities light sensitivity
Melee large sword +15 (3d6+10) Boost berserk
Ranged large longbow +10 (2d6+5) Melee longspear +3 (1d8+2)
Speed 15 ft., fly 30 Ranged javelin +3 (1d6+2)
Speed 15 ft.
Not My Turn
Boost mist form, reroll resist, spells Not My Turn
Defense 20 Abilities light sensitivity
Health 90 Boosts pinpoint sense
Fort +5, Ref +4, Will +10 Defense 13
Health 10
Statistics Fort +3, Ref +0, Will +0
Languages Common, Giant
Skills Bluff (Notable), Know Disguise (Notable), Statistics
Know Magic (Notable), Sense (Notable) Languages Common, Orc
Skills Persuade (Untrained, Competent for
Special Abilities intimidate), Sense (Competent)
Fast Healing: Spend a boost to heal 15 damage.
If I take damage from acid or fire, until the end of Special Abilities
my turn this ability only heals 5 damage instead Berserk: When I hit with a melee attack, spend a
of 15. boost to add +5 damage to my enemy.
Humanoid Shape (2 AP): This works like Face Light Sensitivity: I’m distracted and staggered in
Alteration (usable only on myself). areas of bright light.
Spend a boost to turn into any humanoid from
halfling to ogre size. Tactics
Mist Form (3 AP): Spend a boost to turn into a Hunt in packs. Use pinpoint sense to be aware of
cloud of mist for 10 minutes. In this form I can’t all nearby enemies. Use a javelin, then move into
manipulate objects, make attacks, or use spells; melee. Use berserk often.
I am immune to flanking and poison; I take half
damage from everything; I get +5 on resist rolls
against abilities that don’t do damage. I can end
this by spending 5 AP.
Spells (DN 17): I know these spells: Icicles of
Doom, Invisibility, Monster Friendliness Charm,
Paralysis, Snuff Light.

Tactics
Use Monster Friendliness Charm to gain minions or
turn enemies into friends. Use Paralysis against
a dangerous enemy. Use Icicles of Doom against
enemies in a group. Use fast healing often. Use
Invisibility to escape.

26
RAKSHASA CR 20 SEA DRAGON CR 18
Initiative +10 Initiative +4
Senses darksight Senses darksight, pinpoint sense 60 ft.

My Turn My Turn
Boost fast healing, mind reader, spells Abilities gulp, Power Attack, Water Breathing
Melee bite +10 (1d6+5) and 2 claws +10 (1d6+5) Boost breath weapon
Ranged longbow +10 (1d8+5) Melee bite +16 (2d6+6), 2 claws +16 (2d6+6)
Speed 15 ft. Speed 15 ft., swim 20 ft.

Not My Turn Not My Turn


Boost reroll resist, spells Abilities resist cold 30, resist electricity 30
Defense 22 Boost pinpoint sense, reroll paralysis, reroll sleep,
Health 150 reroll Will
Fort +10, Ref +10, Will +10 Defense 20
Health 110
Statistics Fort +10, Ref +8, Will +8
Languages Common, Deviltongue
Skills Bluff (Olympic), Know Disguise (Olympic), Statistics
Perform (Notable), Persuade (Notable), Sense Languages Common, Draconic
(Notable), Sneak (Notable) Skills Persuade (Competent, Notable for
intimidate), Sense (Notable), Sneak (Expert in
Special Abilities water)
Fast Healing: Spend a boost to heal 20 damage.
Humanoid Shape (2 AP): This works like Face Special Abilities
Alteration (usable only on myself). Breath Weapon (3 AP): Spend a boost to
Spend a boost to turn into any humanoid from breathe out a 50-foot cone of steam that does
halfling to ogre size. 6d10 fire damage (Reflex DN 19 half). This
Mind Reader: Boosts I use on Thought Empathy works underwater and above water.
are reusable boosts. If I use this ability again before waiting 1d4
Spells (DN 15): I knows these spells: Acid Bolt, rounds, it costs 2 boosts.
Friendliness Charm, Invisibility, Kaleidoscopic Gulp: Spend a boost to swallow and do bite
Blast, Lightning Bolt, Minor Telekinesis, Mirusi’s damage to an ogre-sized or smaller enemy I bit
Minor Image, Suggestion, Thought Empathy, this turn. At the start of the enemy’s turn every
Wizard Bolt. round it takes bite damage. If my mouth is
empty, the enemy can spend a boost to climb out
Tactics of my stomach into my mouth again. The enemy
Use disguises, Invisibility, or concealment to study can use a light piercing or slashing weapon to cut
enemies (use Thought Empathy and mind reader free of my stomach (Defense 21, Health 20).
if necessary). Choose a battlefield that suits my
abilities and hinders my enemies. Use fast healing Tactics
often. Use Lightning Bolt on multiple enemies. Use stealth in watery terrain to approach or
Use Acid Bolt, Kaleidoscopic Blast, and Wizard ambush enemies. Use breath weapon. While
Bolt at range. waiting to use breath weapon again, make
melee attacks and use Power Attack to kill weak
enemies. Use gulp on soft enemies. Retreat if
I am hurting and have swallowed at least two
enemies.

27
SHARK CR 5 SKELETON CR 1
Initiative +5 Initiative +6
Senses pinpoint sense 30 ft. (180 ft. in water) Senses darksight

My Turn My Turn
Boost bleed, Power Attack Boost ignore cold
Melee bite +5 (1d8+6 plus bleed) Melee scimitar +0 (1d6) and claw +0 (1d6) or
Speed swim 30 ft. 2 claws +2 (1d6)
Speed 15 ft.
Not My Turn
Boost pinpoint sense, reroll Fort Not My Turn
Defense 14 Abilities undead
Health 22 Boost empty bones, ignore cold
Fort +7, Ref +5, Will +2 Defense 13
Health 10
Statistics Fort +0, Ref +2, Will +2
Skills Sense (Expert)
Statistics
Special Abilities Skills Sense (Competent)
Bleed: Spend a boost to give a bleeding wound
to an enemy I hit with a bite this round. At the Special Abilities
start of the enemy’s turn every round the bleeding Empty Bones: Spend a boost to ignore 5 points
wound does 1d8 damage. If the enemy gets 5 or of damage from an attack that just hit me.
more points of healing, the bleeding ends. Ignore Cold: Spend a boost to ignore all cold
damage for one round.
Tactics
Hunt in packs. Use pinpoint sense to be aware of Tactics
all nearby enemies. Charge and bite. Use bleed Search for enemies. Hunt in packs. Kill. Use empty
often. bones often.

Burning Skeleton
A burning skeleton is covered in magical flames
that never burn out. It has resist fire 60 and this
ability:
Burning Aura: An enemy who hits me with a
melee attack takes 1 fire damage.
My attacks add +1 fire damage.
When I die, spend a boost to explode in a 10-foot
sphere of flames. Any enemy in the explosion
must pass a Reflex resist roll or take 1d6 fire
damage.

Giant Skeleton
A giant skeleton is made from the body of an ogre,
giant, or similar large creature. Their stat block
is the same as a regular skeleton except for these
changes:
CR 4
Health 20
Will +4
Melee scimitar +5 (1d8+4) and claw +5 (1d8+4) or
2 claws +7 (1d8+4)

28
SPHINX CR 17 STONE GIANT CR 17
Initiative +5 Initiative +2
Senses darksight Senses darksight

My Turn My Turn
Abilities Debilitating Curse, Floating Eye, See Abilities Invisibility (rocky areas only), Power
Invisibility, Speak in Tongues Attack
Boost riddle, shred Boost sweeping smash
Melee 2 claws +17 (2d6+6) Melee greatclub +16 (2d8+12) or
Speed 20 ft., fly 30 ft. 2 slams +16 (1d8+8)
Ranged rock +11 (1d8+12)
Not My Turn Speed 20 ft.
Boost reroll Will
Defense 21 Not My Turn
Health 102 Boosts catch rock, reroll Fort
Fort +11, Ref +9, Will +10 Defense 22
Health 102
Statistics Fort +12, Ref +6, Will +7
Languages Common, Draconic, Sphinx
Skills Bluff (Notable), Know (any two, Expert), Statistics
Persuade (Notable), Sense (Olympic) Languages Common, Giant
Skills Athletics (Expert), Persuade (Competent,
Special Abilities Expert for intimidate), Sense (Expert), Sneak
Riddle: Spend a boost to ask up to five enemies (Competent, Expert in rocky terrain)
within 100 feet to answer a riddle (Will DN 19).
Enemies who fail the resist roll are forced to Special Abilities
answer within 1 minute. Catch Rock: Spend a boost to catch a rock (or
I get a +5 on attack and damage rolls against all other heavy projectile) that hits me. I have to be
enemies who pass the save, answer incorrectly, aware of the attack. If I catch the rock, I take no
or run away. damage from it.
Shred: Spend a boost to try two extra claw attacks If I pass a Ref resist roll against the rock’s attack
against an enemy that I hit with two claws this roll, this is a rechargeable boost.
round. Sweeping Smash: Spend a boost to get a free
melee attack against an enemy adjacent to an
Tactics enemy I hit this round. This attack is at the same
Wait in ambush or openly. Use riddle. Use bonus as the attack that hit. If this attack hits,
Debilitating Curse on arrogant enemies. Use this is a rechargeable boost.
claws and shred. Flee into the air if necessary.
Stone Giant Priest
A stone giant priest is a respected tribe elder. Their
stat block is the same as a regular stone giant
except for these changes:
Skills Athletics (Expert), Know Religion (Expert),
Persuade (Expert), Sense (Expert), Sneak
(Competent, Expert in rocky terrain)
Spells (DN 18): I know these spells: Floating Eye,
Healing, Monster Friendliness Charm, Shape
Stone, Voice of the Dead

Tactics
Use stealth and blend with stone to observe
enemies. Catch rocks hurled at me. Use Power
Attack to kill weak enemies.

29
SWAMP DRAGON CR 14 TORTURE DEVIL CR 23
Initiative +5 Initiative +6
Senses darksight, pinpoint sense 60 ft. Senses darksight, see in darkness 60 ft.

My Turn My Turn
Abilities Burst of Billowing Fog, Power Abilities frighten, impale, Power Attack, Smoke
Attack, Speak With Animals (reptiles only), Bomb, spells
swampwalker, Water Breathing Melee 2 claws +18 (2d8+6 plus frighten and grab)
Boosts breath weapon, fear aura Speed 15 ft.
Melee bite +21 (2d6+10), 2 claws +20 (1d8+7),
tail +15 (1d8+10) Not My Turn
Speed 15 ft., fly 75 ft., swim 15 ft. Boost barbed defense, reroll resist roll against
poison
Not My Turn Defense 26
Abilities resist acid 60 Abilities resist acid 10, resist cold 10, fire 60
Boost pinpoint sense, reroll paralysis, reroll sleep Health 180
Defense 20 Fort +14, Ref +14, Will +8
Health 80
Fort +9, Ref +8, Will +8 Statistics
Languages Celestial, Common, Draconic,
Statistics Deviltongue, telepathy 100 ft.
Languages Common, Draconic, Giant Skills Know Dimensions (Notable), Persuade
Skills Persuade (Competent, Expert for (Expert, Notable for intimidate), Sense (Olympic),
intimidate), Sense (Notable), Sneak (Notable). Sneak (Expert)

Special Abilities Special Abilities


Breath Weapon (3 AP): Spend a boost to Barbed Defense: Spend a boost to do 1d8+6
breathe out a 60-foot line of acid that does 6d6 damage to an enemy who just hit me.
acid damage (Reflex DN 17 half). Frighten: Spend a boost to frighten an enemy I
If I use this ability again before waiting 1d4 hit this round (Will DN 20) for 1d4 rounds. A
rounds, it costs 2 boosts. frightened enemy can spend 1 boost or 5 Resolve
Swampwalker: I ignore difficult terrain from on its turn to try another Will resist roll to end
swamps, such as bushes, mud, and quicksand. the fear.
Grab: Spend a boost to grab an enemy I hit with a
Tactics claw this round.
Choose terrain I get +5 on attack rolls against a grabbed
where enemy. The enemy cannot move away from
swampwalker me while it is grabbed.
gives me an An adjacent enemy or the grabbed enemy
advantage. Use can make me let go of the grabbed enemy
Burst of Billowing by spending 3 AP and a boost.
Fog to shroud Impale: Spend a boost to add 3d8+9
where I want to damage to one melee attack this round.
fight. Swim or See in Darkness: I can see in absolute
fly to surprise darkness as if it were bright daylight.
enemies. Use Spells (DN 21): I know these spells:
breath weapon on Mirusi’s Major Illusion, Paralysis, Scorching
multiple enemies. Ray, Teleport.
While waiting to
use breath weapon Tactics
again, make melee Hunt in the darkness. Inflict as much pain as
attacks and use possible. Use barbed defense and frighten
Power Attack to against strong enemies. Use grab or impale
kill weak enemies. on weak or easily-frightened enemies.
Teleport away if necessary.

30
TYRANNOSAURUS CR 19 UNICORN  CR 6
Initiative +5 Initiative +3
Senses darksight, pinpoint sense Senses darksight, pinpoint sense

My Turn My Turn
Abilities Power Attack Abilities Devastating Charge, Expert Charge
Boost grab, gulp, run Boosts charger, reroll horn attack, spells
Melee bite +20 (4d6+22 plus bleed and grab) Melee horn +6 (1d8+5), 2 hooves +6 (1d6+3)
Speed 20 ft. Speed 30 ft.

Not My Turn Not My Turn


Boosts pinpoint sense, reroll Fort, reroll Will Boost pinpoint sense, reroll resist roll, spells
Defense 21 Defense 15
Health 150 Health 35
Fort +15, Ref +12, Will +10 Fort +7, Ref +7, Will +7

Statistics Statistics
Skills Sense (Notable) Languages Common, Sylvan
Skills Athletics (Notable), Persuade (Competent,
Special Abilities Expert with animals), Sense (Notable), Sneak
Bleed: Spend a boost to give a bleeding wound (Expert)
to an enemy I bit his round. At the start of the
enemy’s turn every round the bleeding wound Special Abilities
does 1d10 damage. If the enemy gets 5 or more Charger: Any boosts I use for Devastating Charge
points of healing, the bleeding ends. or Expert Charge are rechargeable boosts.
Grab: Spend a boost to grab an enemy I bit this Spells (DN 13): I know these spells: Eternal
round. Light, Healing, Resist Poison, Short Teleport,
I get +5 on attack rolls against a grabbed enemy. Speak With Animals.
The enemy cannot move away from me while it is
grabbed. Tactics
An adjacent enemy or the grabbed enemy Coordinate with the herd, if possible. Focus on
can make me let go of the grabbed enemy by the most dangerous enemy. Charge, using
spending 3 AP and a boost. Devastating Charge and/or Expert Charge as
Gulp: Spend a boost to swallow and do bite appropriate. Use horn and hooves. Use Short
damage to a human-sized or smaller enemy I’m Teleport to escape if necessary.
grabbing.
At the start of the enemy’s turn every round it
takes bite damage. If my mouth is empty, the
enemy can spend a boost to climb out of my
stomach into my mouth again.
The enemy can use a light piercing or slashing
weapon to cut free of my stomach (Defense 17,
Health 15).
Run: Spend a boost to double my Speed until my
next turn.

Tactics
Hunt alone or with my mate. Use run to approach
an enemy. Bite. Use grab and gulp on a soft
enemy. Use bleed often.

31
VAMPIRE CR 20 WEREWOLF CR 5
Initiative +8 Initiative +5
Senses darksight Senses pinpoint sense, darksight

My Turn My Turn
Abilities Feather Fall, Power Attack, Suggestion, Abilities Power Attack, wolf empathy
summon minions Boost change shape, fast healing, trip
Boosts create spawn, fast healing Melee bite +5 (1d6+1), 2 claws +5 (1d6+1),
Melee bite +14 (1d8+5), 2 slams +14 (1d8+5) or
Speed 20 ft. bite +5 (1d6+1), claw +5 (1d6+1), longsword +5
(1d8+1)
Not My Turn Ranged light crossbow +4 (1d8/19–20)
Abilities overcome death, resist cold 10, resist Speed 15 ft.
electricity 10, vampire vulnerability
Defense 21 Not My Turn
Health 135 Defense 15
Fort +13, Ref +10, Will +8 Boost pinpoint sense
Health 25
Statistics Fort +6, Ref +2, Will +2
Languages Common, perhaps others
Skills Bluff (Expert), Persuade (Olympic), Sense Statistics
(Olympic), Sneak (Expert) Skills Athletics (Expert), Sense (Competent),
Sneak (Competent)
Special Abilities
Create Spawn (3 AP): Spend a boost to feed a Special Abilities
dying or stable enemy some of my blood and turn Change Shape (2 AP): Spend a boost to change
them into a ghoul (no disease or paralysis, add shape into a wolf, a human, or a wolf-human
blood drain and fast healing 10). hybrid (this stat block is for my hybrid form).
Fast Healing: Spend a boost to heal 20 damage. Human Form: I can’t make bite or claw attacks.
If I take damage from a silver weapon, until the Wolf Form: My Speed becomes 25 feet. My
end of my turn this ability only heals 5 damage Sense and Sneak skills become Expert. I can’t
instead of 20. If I bit an enemy this round, this is make claw, crossbow, or longsword attacks.
a rechargeable boost. Fast Healing: Spend a boost to heal 20 damage.
Mist Form (3 AP): Spend a boost to turn into If I take damage from a silver weapon, until the
a cloud of mist. In this form I can’t manipulate end of my turn this ability only heals 5 damage
objects or make attacks; I am immune to flanking instead of 20.
and poison; I take half damage from everything; Trip: Spend a boost to trip an enemy I just bit.
I get +5 on resist rolls against abilities that don’t This is a rechargeable boost.
do damage. I can end this by spending 5 AP. Wolf Empathy: This works
Overcome Death: If I am at 0 Health or lower, I like the Friendliness Charm
automatically use Mist Form. If I don’t reach my spell and the Incredible
coffin within 2 hours, I die. After 1 hour helpless Handling stunt, but only
in my coffin, I am at 1 Health. against wolf-like creatures.
Summon Minions (2 AP): Spend a boost to
summon 5 dire rats, dire bats (dire rat stats plus fly Tactics
30 ft.), or wolves. These minions arrive 2d6 rounds Hunt in packs (with wolves
later and obey me for 1 hour before they leave. or werewolves). Use fast
Vampire Vulnerability: Aversions to sunlight, healing often. Use trip to
running water, garlic, holy symbols, and mirrors. make it easier for allies to
hit enemies. Use Power
Tactics Attack to dispatch weak
Use create spawn or summon minions if I need enemies.
allies or a distraction. Use stealth. Use fast
healing often. Use Power Attack and Suggestion
against vulnerable enemies.

32
WOLF CR 3 ZOMBIE CR 2
Initiative +2 Initiative +0
Senses darksight Senses darksight

My Turn My Turn
Boost trip Abilities staggered
Melee bite +4 (1d6+1) Boost revive, unstagger
Speed 25 ft. Melee bite or slam +4 (1d6+4)
Speed 15 ft.
Not My Turn
Boost reroll Sneak Not My Turn
Defense 14 Defense 13
Health 20 Abilities staggered, undead
Fort +6, Ref +6, Will +2 Health 15
Fort +0, Ref +0, Will +3
Statistics
Skills Sense (Expert), Sneak (Expert) Statistics
Skills Sense (Competent)
Special Abilities
Trip: Spend a boost to trip an enemy I just bit. Special Abilities
This is a rechargeable boost. Revive (3 AP): Spend a boost to return to unlife
this round with 5 Health and try a melee attack.
Tactics I can spend this boost if I am dead, but not if my
Hunt in packs. Be stealthy. Flank. Focus on the brain is destroyed.
smallest and weakest prey. Trip it to bring it to (My brain is destroyed if an enemy hits me while
the ground. Drag it away, or scare off any other I’m dead or helpless. The GM may decide that a
enemies helping it. critical hit that kills me also destroys my brain.)
Staggered: I only have 3 AP each round.
Unstagger: Spend a boost to get 5 AP this turn
instead of only 3 AP.

Tactics
Hunt in packs. Focus on whoever is closest. Use
unstagger to move and attack. Keep attacking
until I get its tasty brains. If they kill me, use
revive and keep attacking.

Fast Zombie
Fast zombies don’t have staggered and unstagger
abilities, and have the run ability:
Run: Spend a boost to double my Speed until my
next turn.

Plague Zombie
Plague zombies have the disease ability:
Disease: Spend a boost to give a disease to an
enemy I hit (Fort DN 12 to resist). The infected
enemy must pass a Fort resist roll each day or
take 1d6+6 damage and reduce their number of
AP by 1.
Five passed resist rolls in a row cures the disease.
Any living creature that dies with this disease
rises as a new plague zombie 1d6 hours later.

33

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