A purple dragon breathing green flame at a pink rocket lying around a d20.
Bluesky logo Youtube logo Itch.io logo A pen and paper Account Picture

Bestiary

The Stat Blocks

Stat Block Name

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.


Entity Size

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:

    • A d4 Hit Die at base.
    • +2 Agility.
    • Advantage on Stealth Skill Rolls.
    • +2 Size Bonus to HT.
  • Small. A Small entity has:

    • A d6 Hit Die at base.
    • +1 Agility.
    • Advantage on Stealth Skill Rolls.
    • +1 Size Bonus to HT.
  • Medium. A Medium entity has:

    • A d8 Hit Die at base.
  • Large. A Large entity has:

    • A d10 Hit Die at base.
    • +1 Physique.
    • A Reach of 2m.
  • Huge. A Huge entity has:

    • A d12 Hit Die at base.
    • +2 Physique & +1 Endurance.
    • Disadvantage on Stealth Skill Rolls.
    • A Reach of 3m.
  • Gargantuan. A Gargantuan entity has:

    • A d20 Hit Die at base.
    • +3 Physique & +2 Endurance.
    • Disadvantage on Stealth Skill Rolls.
    • A Reach of 5m.
  • Titanic. See the Titanic Combat section of the Other Rules Chapter.


Entity Types

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:
  • Down Power. Constructs instead of sleeping can temporarily down power to recharge while maintaining basic operations. A Construct’s Long Rest requires 2 less hours than normal. While down powered they remain conscious, even if inert and non-moving. Spells, psionics, and other magical effects cannot force them to sleep.
  • Synthetic Form. Constructs do not have the same limitation as organic beings. Constructs have Advantage on Trait Tests to resist being Poisoned and have Resistance to Poison damage. They are Immune to Disease and do not need to eat, drink, or breathe.
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:
  • Tied to the Heavens. All Demi-Eternals carry a portion of the Realm of Heavens with them. Demi-Eternals have Resistance to Radiant damage.
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:
  • Born of Dreams. All Dreamed are made by the thoughts and imagination of the folk of the Material Realm. Dreamed have Resistance to Psychic damage and are Immune to magic or psionic effects that would put them to sleep or alter their dreams unless they are willing.
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:
  • Fae Courtiers. Due to the very nature of the courts of the Fae, over time they have come to resist certain kinds of magic and trickery. An individual with this Entity Type has Advantage on Trait Tests to resist the Charmed condition and are Immune to spells and magical effects that would force them to sleep.
  • Trance. Fae don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, an individual with this Entity Type can dream after a fashion; such dreams are actually shared collective memories of their long-forgotten homelands. After resting in this way, you gain the same benefit that a Humanoid does from 8 hours of sleep.
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:
  • Giant’s Build. Giants are by their very nature larger than most of those found in their Size Category. You count as one Size Category larger when determining carrying capacity, Grapple & Shove effects, and the weight you can push, pull, drag, or lift. You also have Advantage on Trait Tests made to escape the Grappled condition.
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:
  • Born from Flames. All Masked were made to stand against the fires of their home Realms. Masked have Resistance to Fire damage.
Ooze Oozes are gelatinous creatures that rarely have a fixed shape. All Oozes gain the following Passive Traits:
  • Amorphous Form. Oozes have some flexibility in their form. They can squeeze through a space as narrow as 3cm wide. They have Advantage on Trait Tests to escape a Grapple.
  • Corrosive Form. Oozes are known for their corrosive nature, have Resistance to Acid and Poison damage, and they have Advantage on Trait Tests to resist being Poisoned.
  • Eyeless Form. Oozes can sense the world around them without eyes, they have Blindsight out to 6m.
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:
  • Unlife. Undead often do not have the requirements that the living do. Undead have Advantage on Trait Tests to resist being Poisoned and have Resistance to Poison and Necrotic damage. They are Immune to Disease and do not need to eat, drink, or breathe, they do however have to fulfil their Tithe.

Entity Tags

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.


Core Stats

This section of the Stat Block will detail an entity’s Hit Target (HT), Hit Points (HP), Movement speeds, and Traits.


Additional Stats

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.


Passive Traits

This section will detail special rules that apply to the entity without the need of any resources or actions.


Actions & Reactions

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.


Spellcasting

This section will cover any additional details of spellcasting available to the entity that are not already covered in the action and reaction sections.


Non-Stat Block 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.


Entity Roles

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.

Artillery

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:

  • Empowered Area of Effect. The Test TG for their Area of Effect abilities uses double the SB for calculations.
  • Empowered Range. The Range of Ranged Weapons (both Base Range and Long Range), spells, and powers increases by a number of metres equal to the CR of the entity (minimum of 3m).

Assassin

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:

  • Enhanced Critical. The entity has their Critical Hit Scope increases by half their SB, and their Attack Rolls use double their SB.
  • Increased Damage. This entity increases the size and number of damage dice rolled by 1.

Bulwark

This Role is intended for entities who focus on defending primarily by avoiding being hit. This Role has the following benefits:

  • Empowered Armour. They increase their HT by half their SB.
  • Empowered Health. Their Hit Die increases in size by 1.

Disruptor

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:

  • Empowered Effects. The Test TG for their abilities uses double the SB for calculations.

Elite

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:

  • Critical Strikes. Their Critical Hit Scope Increases by 1. They may roll twice on Critical Hit Tables if they have one, choosing which result to use.
  • Intimidating Resolve. Once per Round, this entity can use a reaction (1RP) when allied entities fail a Determination or Morale Tests, to cause the Target(s) to automatically pass the Test.
  • Opportunity Attacks. These entities may use the Opportunity Attack reaction.

Heavy

This Role is intended for entities who focus on defending with incredibly high HP. This Role has the following benefits:

  • Empowered Health. Their Hit Die increases in size by 1 and in number by half their SB.
  • 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.


Leader

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:

    • During their Turn.
    • During the Turn of an entity they are Leading.
    • At the end of any other entity’s Turn.
  • Command Reactions. So long as the Leader has CP available to spend on them, these reactions can be performed at any time during a Round when the Trigger occurs so long as they have available CP to spend.

Medic

This Role is intended for entities who specialise in treating their ally’s wounds. This Role has the following benefits:

  • Bloodied Rescue. This entity can add their CR to the amount of HP restored by entities with the Bloodied condition.
  • Empowered Healing. This entity increases the size and number of dice rolled to restore HP or bestow BP by 1.

Minion

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.


Scouts

This Role is intended for entities who focus on tracking and scouting for opponents. This Role has the following benefits:

  • Empowered Speed. This entity increases their Movement Speed by 1m.
  • Scout's Training. This entity is treated as a Master in the Perception, Stealth, & Survival Skills.

Skirmisher

This Role is intended for entities who specialise in hit and run tactics. This Role has the following benefits:

  • Empowered Evasion. This entity when using the Movement action does not provoke Opportunity Attacks.
  • Empowered Speed. This entity increases their Movement Speed by 2m.

Soldiers

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:

  • Shield Wall. This entity increases any Shield Bonus they have for their HT by 1 for every other allied Soldier also benefitting from a Shield Bonus within their AoC, up to half their CR (minimum of 2).
  • Unit's Discipline. This entity gains a Unit Bonus to their Attack Rolls and Determination Tests, equal to the number of allied Soldiers within their AoC, up to half their CR (minimum of 2).

Spellcasters

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.


Support

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:

  • Empowered Resolve. This entity increases the size and number of dice rolled to bestow BP by 1.
  • Group Support. When this entity uses an ability that would Target a single allied entity, they can choose a number of additional valid Targets within 3m of the original Target, up to half their SB.

Vanguard

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 Damage Reduction. This entity’s Damage Reductions increase by its CR.
  • 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.