Each Stat Block has a unique name. In this book they are arranged alphabetically spit by Entity Type (See below). Related entities may have similar names such as a Young Bronze Dragon and an Adult Bronze Dragon.
Every Stat Block will state an Entity Size Category. Some Entity Size Categories will have special rules applied to how they interact with the world, such as what is covered in the Active Time Chapter of the Core Rules.
If a Stat Block gives a choice of Entity Size Category, you must pick one of the options for Size Categories.
The Entity Size Categories and their special rules are:
Tiny. A Tiny entity has:
Small. A Small entity has:
Medium. A Medium entity has:
Large. A Large entity has:
Huge. A Huge entity has:
Gargantuan. A Gargantuan entity has:
Titanic. See the Titanic Combat section of the Other Rules Chapter.
Every Stat Block will have listed an Entity Type. Some mechanics may refer to only affecting specific Entity Types and some Entity Types have special rules that apply to every entity of that Type.
If a Stat Block has two or more Entity Types, any ability that would affect at least one of the Entity Types will affect the entity even if it would explicitly have no effect on another of the entity’s Entity Types.
The Entity Types and their special rules are:
| Humanoid | |
| Animal | Are the general fauna of the world from farm animals to chimaera and manticores. Animals are general creatures that can be found in the natural world, even if their origins may be magical in nature. |
| Construct | Constructs are created. They can be simple automata following pre-programmed instructions, others are fully sentient beings. Their origins are diverse and varied. Some are purely made of metal and electronics, others made of clockwork and some containing organic pieces like wood in their construction. All Constructs gain the following Passive Traits:
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| Demi-Eternal | Demi-Eternals are entities native to the Realms of the Heavens. Many of them are the servants of deities or other kinds of Eternals, employed as agents in the material realm and beyond. All Demi-Eternals gain the following Passive Trait:
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| Dreamed | These are entities tied to the Realms of Dreams. They are as varied in forms as the imaginations of the dreamers who make them. This category also includes the creatures of Nightmare and the Spirits that fight them. All Dreamed gain the following Passive Trait:
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| Dragon | Dragons are large reptilian creatures of ancient origin and tremendous power. True dragons are highly intelligent and have innate magic. Also in this category are entities distantly related to true dragons, but less powerful, less intelligent, and less magical, such as wyverns and pseudodragons. |
| Fae | A Fae entity is tied to the Fae Courts, they tend to be beings with strong Cosmic magical potential and have innate abilities to warp the laws of nature. All Fae gain the following Passive Traits:
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| Flora | Flora are the sentient plant life that you may come across, this does include fungal entities. |
| Giants | Giants tower over most kinds of folk. They are usually humanoid in shape, though this is not always completely true. All giants gain the following Passive Trait:
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| Masked | The Masked Evils come in two primary forms, Abyssians and Maledar. These evil entities inhabit the Realms of the Masquerade. All Masked gain the following Passive Trait:
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| Ooze | Oozes are gelatinous creatures that rarely have a fixed shape. All Oozes gain the following Passive Traits:
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| Outsider | Outsiders are alien beings from beyond the bounds of creation known as the Outside. They defy the rules of reality and can use this to produce a wide range of physical and supernatural traits. |
| Primordial | Primordials are from the Realms Primordial. Their forms and abilities largely depend on which Elemental Realm they originate from. |
| Undead | Undead include both the denizens of the Realms of Death alongside corpses and spirits of the deceased returned to the Material Realm via the use of necromancy. All Undead gain the following Passive Trait:
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Here will take any special Entity Tags the entity may have such as Shapechanger, Spellcaster, or Summoned, exclusive to Stat Blocks may also be Entity Role Tags included amongst the Entity Tags. The rules for Entity Roles and their associated Role Tags are detailed further in this Chapter.
This section of the Stat Block will detail an entity’s Hit Target (HT), Hit Points (HP), Movement speeds, and Traits.
This section will detail any Senses, Skills, and Languages they have access to. Alongside any Damage Reduction, Resistances, Magnifications, Vulnerabilities, Immunities, and condition Immunities they may have, with entities that use Items also having a Gear section here.
This section will detail special rules that apply to the entity without the need of any resources or actions.
These sections will detail the Action Points (AP), and Reaction Points (RP) the entity has alongside any unique actions and reactions they have access to, all entities have access to the Basic Combat Actions listed in the Active Time Chapter.
This section will cover any additional details of spellcasting available to the entity that are not already covered in the action and reaction sections.
In addition to the Stat Bock which is intended for quick reference in situations such as Combat or Social Encounters/Scenes without much need for prep, you will also find a small lore section that will help give you ideas for how you may use the entity, there may be details of locations the entity can be found, how they interact with other groups, tables for results of the Study action.
When in combat some entities may have Tactics Tables for those wanting to run Encounters more autonomously or when a GG is stuck for ideas on how to proceed, and Critical Hit Injury Tables for more cinematic Encounters that change the flow of combat with the score of a Critical Hit. There may be Loot and Harvest Tables for some entities that players can use for Crafting Events.
Entities may also have stated Concepts and Behaviours for social Encounters, and potential conditions to avoid or provoke different kinds of reactions.
These sections while optional should be considered an additional part of the GG’s Toolkit to use to assist in the running of their Campaigns.
Most entities have Role Tags that confer additional abilities alongside providing guidance as for how they should be used in a combat. The Roles are as follows: Artillery, Assassin, Bulwark, Disruptor, Elite, Heavy, Leader, Medic, Minion, Scout, Skirmisher, Soldier, Support, and Vanguard. Each Role comes with some common aspects listed below, GGs should feel free to modify them to integrate them within the Stat Block.
This Role is intended for entities who stay back at range dealing damage to a large number of foes at once. This Role has the following benefits:
This Role is intended for entities who specialise in the elimination of a single Target, be it at range or melee.
Some Assassins will only specialise in melee or ranged combat, if this is the case the benefits only apply to the specialised type of attacks.
This Role has the following benefits:
This Role is intended for entities who focus on defending primarily by avoiding being hit. This Role has the following benefits:
This Role is intended for entities who focus through martial or magical means knock opponents off guard, interrupt or counter their actions, apply conditions and other debuffing effects, and manipulate the environment to disrupt their opponents. This role has the following benefits:
This Role is intended for entities who may act as lesser commanders to Leader entities or are far more trained than other Entity Roles. This Role has the following benefits:
This Role is intended for entities who focus on defending with incredibly high HP. This Role has the following benefits:
Empowered Regeneration. This entity always recovers HP equal to half the damage dealt by their Weapon Attacks and Unarmed Strikes.
Should magic or other abilities recover this entity’s HP, it increases the HP restored by the CR of this entity.
This Role is intended for entities who command other entities. This Role has the following benefits:
Command Points. Leaders have a resource called Command Points (CP). These can be expended to perform Command Actions/Reactions.
Any expended CP is replenished at the start of the Leader’s Turn much like AP and RP.
Command Actions. So long as the Leader has CP available to spend on them, these actions can be performed at any of the following times:
This Role is intended for entities who specialise in treating their ally’s wounds. This Role has the following benefits:
This Role is intended for entities who act as servants to other more powerful entities, acting as weakened versions of other Roles. This Role has the following benefits:
Minion's CR. This entity reduces its CR by 2 Levels.
Minion's HP. This entity has 1HP and 0 Hit Dice.
Minion's Skill. This entity’s Skill Bonus is halved (rounded down).
Morale. If during an Encounter/Scene half the number of Minions died, then this Minion needs to roll a d6 and roll under their Determination.
On a failed Morale Test this Minion flees unless the Stat Block states an alternate reaction.
If one Minion flees, then every other Minion increases the result of their d6 roll by 1 (this only happens once per Test).
If the Minion has the Frightened or Terror conditions, then they automatically fail the Morale Test. Minions who flee this way do not affect the results of other Minion's rolls.
Minions with the Construct or Undead Entity Types may be Immune to Morale Tests if they are a mindless entity such as a Zombie, with the exception of those forced by a specific rule in their Stat Block.
This Role is intended for entities who focus on tracking and scouting for opponents. This Role has the following benefits:
This Role is intended for entities who specialise in hit and run tactics. This Role has the following benefits:
This Role is intended for disciplined entities who can be found in the common forces of more powerful entities, gaining power from coordinated with other Soldiers. This Role has the following benefits:
Whilst not a Role, entities with the Spellcaster Entity Tag as well as having access to spell have the following modification:
Weakened Form. This entity decreases the size of their Hit Die by 1, this is done after determining the number of Hit Die for their CR.
This Role is intended for entities who focus through martial or magical means support their allies, granting their allies additional accuracy and abilities, apply conditions and other buffing effects, and bestow BP to allies. This Role has the following benefits:
This Role is intended for entities who focus on defending primarily by reducing incoming damage and through BP. This Role has the following benefits:
Empowered Health. Their Hit Die increases in size by 1.
Empowered Shield. At the start of each of this entity’s Turns, they recover BP equal to a roll of their Hit Die.
Should magic or other abilities bestow BP to this entity, it increases the BP bestowed by the CR of this entity.