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Appendix B: Basic Bestiary

This Appendix contains some example Stat Blocks for some simple creatures Characters may come across early in their adventures, as well as rules for how Stat Blocks are organised.

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 Appendix.


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.


The Bestiary

Animals

Cat

Cat
Tiny Animal (Skirmisher)
CR 0

HT: 14

HP: 24 B(12) D(6)

Speed: 8m, Climb 8m


Initiative: +3

Hit Die: 8d4

PHY -4 KNO -4
AGI 3 INT 1 SB +1
END 0 DET 0

Skills Perception (+2)1 (:Smell), Stealth (+4)1

Senses Nightvision (12m), Passive Perception (10)

Languages N/A

Passive Traits

Increased Evasion. The Cat has Advantage on Stealth Skill Rolls. When the Cat uses the Movement action, it does not provoke Opportunity Attacks.

Skilled Jumper. The Cat uses Agility rather than Physique to determine its Jumping Distance. It can make a Running Jump whithout moving prior.

Actions

The Cat has 3AP and 1RP.

Claws (2AP). Melee Attack Roll: +4AGI1, Target: 1, Reach: 1m. Hit: 1 Slashing damage.



Dog

Dog
Medium Animal (Skirmisher)
CR 0

HT: 9

HP: 25 B(13) D(7)

Speed: 8m


Initiative: +0

Hit Die: 5d8

PHY 1 KNO -4
AGI -1 INT 0 SB +1
END 0 DET -2

Skills Perception (+2)2 (:Hearing, :Smell)

Senses Nightvision (12m), Passive Perception (10)

Languages N/A

Passive Traits

Increased Evasion. When the Dog uses the Movement action, it does not provoke Opportunity Attacks.

Pack Tactics. So long as the Target of the Dog's Bite is within the AoC of an allied entity, that is not Incapacitated, the Attack Roll is made with Advantage.

Actions

The Dog has 3AP and 1RP.

Bite (2AP). Melee Attack Roll: +2PHY1, Target: 1, Reach: 1m. Hit: 6 (1d6 + 2)PHY 1 Piercing damage, dealing an additional 1 Piercing damage against Prone Targets. If the Target’s Size Category = Small or smaller, it has the Prone condition.



Eagle

Eagle
Small Animal (Skirmisher)
CR 0

HT: 14

HP: 18 B(9) D(5)

Speed: 3m, Flying 8m


Initiative: +3

Hit Die: 6d6

PHY -2 KNO -4
AGI 3 INT 1 SB +1
END -1 DET -2

Skills Perception (+3)2 (:Sight)

Senses Passive Perception (11)

Languages N/A

Passive Traits

Increased Evasion. The Eagle has Advantage on Stealth Skill Rolls. When the Eagle uses the Movement action, it does not provoke Opportunity Attacks.

Actions

The Eagle has 3AP and 1RP.

Claws (2AP). Melee Attack Roll: +4AGI1, Target: 1, Reach: 1m. Hit: 7 (1d4 + 4)AGI 1 Slashing damage.



Hawk

Hawk
Tiny Animal (Skirmisher)
CR 0

HT: 15

HP: 16 B(8) D(4)

Speed: 3m, Flying 8m


Initiative: +4

Hit Die: 8d4

PHY 0 KNO -4
AGI 4 INT 1 SB +1
END -1 DET -4

Skills Perception (+3)2 (:Sight)

Senses Passive Perception (11)

Languages N/A

Passive Traits

Increased Evasion. The Hawk has Advantage on Stealth Skill Rolls. When the Hawk uses the Movement action, it does not provoke Opportunity Attacks.

Actions

The Hawk has 3AP and 1RP.

Claws (2AP). Melee Attack Roll: +5AGI1, Target: 1, Reach: 1m. Hit: 1 Slashing damage.



Horse

Pony
Medium Animal (Bulwark, Mount)
CR 1/8

HT: 11

HP: 49 B(25) D(13)

Speed: 8m


Initiative: +0

Hit Die: 7d10

PHY 2 KNO -4
AGI 0 INT 0 SB +1
END 1 DET -3

Senses Passive Perception (8)

Languages N/A

Passive Traits




Actions

The Pony has 3AP and 1RP.

Hooves (2AP). Melee Attack Roll: +3PHY1, Target: 1, Reach: 1m. Hit: 6 (1d4 + 3)PHY 1 Bludgeoning damage.


Draft Horse
Large Animal (Bulwark)
CR 1/4

HT: 11

HP: 72 B(36) D(18)

Speed: 8m


Initiative: +0

Hit Die: 8d12

PHY 3 KNO -4
AGI 0 INT 0 SB +1
END 2 DET -2

Senses Passive Perception (8)

Languages N/A

Passive Traits



Actions

The Horse has 3AP and 1RP.

Hooves (2AP). Melee Attack Roll: +4PHY1, Target: 1, Reach: 2m. Hit: 8 (1d6 + 4)PHY 1 Bludgeoning damage. If the Target’s Size Category = Large or smaller and Horse moved at least half Movement speed this Turn, deal additional 8 (2d6) Bludgeoning damage and Target has the Prone condition.


Riding Horse
Large Animal (Bulwark, Skirmisher, Mount)
CR 1/4

HT: 13

HP: 56 B(28) D(14)

Speed: 10m


Initiative: +3

Hit Die: 8d12

PHY 3 KNO -4
AGI 2 INT 0 SB +1
END 0 DET -2

Senses Passive Perception (8)

Languages N/A

Passive Traits

Dashing. The AP cost increase for multiple uses of the Movement action by the Horse on a Turn, increases by 1AP rather than 2AP.

Increased Evasion. When the Horse uses the Movement action, it does not provoke Opportunity Attacks.

Actions

The Horse has 3AP and 1RP.

Hooves (2AP). Melee Attack Roll: +4PHY1, Target: 1, Reach: 2m. Hit: 9 (1d8 + 4)PHY 1 Bludgeoning damage.


Warhorse
Large Animal (Bulwark, Soldier, Mount)
CR 1/2

HT: 12

HP: 80 B(40) D(20)

Speed: 8m


Initiative: +1

Hit Die: 10d12

PHY 3 KNO -4
AGI 1 INT 1 SB +1
END 1 DET -2

Senses Passive Perception (9)

Languages N/A





Passive Traits

Shield Wall. This Horse 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 a maximum of 2.

Unit's Discipline. This Horse gains a Unit Bonus to their Attack Rolls and Determination Tests, equal to the number of allied Soldiers within their AoC, up to a maximum of 2.

War Mount. If the Horse whilst being Mounted moves at least half its Movement speed, until the end of the Turn or the Horse moves (whichever occurs first), the rider gains a Mount Bonus to their next Damage Roll equal to their SB.

Actions

The Horse has 3AP and 1RP.

Hooves (2AP). Melee Attack Roll: +4PHY1, Target: 1, Reach: 2m. Hit: 12 (2d6 + 4)PHY 1 Bludgeoning damage. If the Target’s Size Category = Large or smaller and Horse moved at least half Movement speed this Turn, deal additional 8 (2d6) Bludgeoning damage and Target has the Prone condition.



Panther

Panther
Medium Animal (Assassin, Skirmisher)
CR 1/4

HT: 12

HP: 50 B(25) D(13)

Speed: 8m, Climb 8m


Initiative: +2

Hit Die: 10d8

PHY 1 KNO -4
AGI 2 INT 1 SB +1
END 0 DET -2

Skills Perception (+2)1 (:Smell), Stealth (+4)2

Senses Nightvision (12m), Passive Perception (10)

Languages N/A





Passive Traits

Increased Evasion. When the Panther uses the Movement action, it does not provoke Opportunity Attacks.

Sudden Strike. When the Panther uses the Claws action against a Prone Target, its AP cost is reduced to 1AP.

Actions

The Panther has 3AP and 1RP. Critical Hit Scope: +1.

Claws (2AP). Melee Attack Roll: +4AGI 2, Target: 1, Reach: 1m. Hit: 13 (2d8 + 3)AGI 1 Slashing damage. If the Target’s Size Category = Medium or smaller and Panther moved at least half Movement speed this Turn, deal additional 10 (2d8) Piercing damage and Target has the Prone condition.

Disengage (1AP).

Use Skill (Stealth) (1AP).



Raven

Raven
Tiny Animal (Scout)
CR 0

HT: 16

HP: 24 B(12) D(6)

Speed: 3m, Flying 7m


Initiative: +4

Hit Die: 8d4

PHY -4 KNO -3
AGI 4 INT 1 SB +1
END 0 DET -2

Skills Perception (+3)2, Stealth (+6)2, Survival (+3)2

Senses Passive Perception (11)

Languages N/A

Passive Traits

Mimicry. The Raven can mimic simple sounds it has heard, such as a whisper or chitter. A hearer can discern the sounds are imitations with a successful TG 10 Intuition (Empathy) Test.


Actions

The Raven has 3AP and 1RP.

Beak (2AP). Melee Attack Roll: +5AGI 1, Target: 1, Reach: 1m. Hit: 1 Piercing damage.





Wolf

Wolf, Young
Medium Animal (Skirmisher, Minion)
CR 0

HT: 12

HP: 1

Speed: 8m


Initiative: +2

Hit Die: -

PHY 0 KNO -4
AGI 2 INT 0 SB +0
END 0 DET -4

Senses Nightvision (12m), Passive Perception (8)

Languages N/A

Passive Traits

Increased Evasion. When the Wolf uses the Movement action, it does not provoke Opportunity Attacks.

Pack Tactics. So long as the Target of the Wolf's Bite is within the AoC of an allied entity, that is not Incapacitated, the Attack Roll is made with Advantage.

Actions

The Wolf has 2AP and 1RP.

Bite (2AP). Melee Attack Roll: +0PHY, Target: 1, Reach: 1m. Hit: 4 (1d6)PHY Piercing damage, dealing an additional 1 damage against Prone Targets. If the Target’s Size Category = Small or smaller, it has the Prone condition.

Reactions

Pack’s Aid (1RP). Trigger: An allied entity the Wolf can see is reduced to 0HP. Effect: This Wolf can move 9m towards ally and make a single Bite attack against an entity within 1m of the ally.








Wolf
Medium Animal (Skirmisher)
CR 1/4

HT: 12

HP: 60 B(30) D(15)

Speed: 8m


Initiative: +2

Hit Die: 10d8

PHY 2 KNO -4
AGI 2 INT 1 SB +1
END 1 DET -4

Skills Perception (+3)2 Stealth (+3)1

Senses Nightvision (12m), Passive Perception (11)

Languages N/A

Passive Traits

Increased Evasion. When the Wolf uses the Movement action, it does not provoke Opportunity Attacks.

Pack Tactics. So long as the Target of the Wolf's Bite is within the AoC of an allied entity, that is not Incapacitated, the Attack Roll is made with Advantage.

Actions

The Wolf has 3AP and 1RP.

Bite (2AP). Melee Attack Roll: +3PHY 1, Target: 1, Reach: 1m. Hit: 7 (1d6 + 3)PHY 1 Piercing damage, dealing an additional 3 damage against Prone Targets. If the Target’s Size Category = Medium or smaller, it has the Prone condition.

Reactions

Pack’s Aid (1RP). Trigger: An allied entity the Wolf can see gains the Desperation condition or is reduced to 0HP. Effect: This Wolf can move 8m towards ally and make a single Bite attack against an entity within 1m of the ally.


Wolf, Pack Leader
Large Animal (Skirmisher, Leader)
CR 1

HT: 14

HP: 96 B(48) D(24)

Speed: 9m


Initiative: +2

Hit Die: 12d10

PHY 3 KNO -4
AGI 2 INT 1 SB +1
END 2 DET -2

Skills Perception (+5)2 Stealth (+4)1

Senses Nightvision (12m), Passive Perception (13)

Languages N/A

Passive Traits

Increased Evasion. When the Wolf uses the Movement action, it does not provoke Opportunity Attacks.

Pack Tactics. So long as the Target of the Wolf's Bite is within the AoC of an allied entity, that is not Incapacitated, the Attack Roll is made with Advantage.

Actions

The Wolf has 3AP and 1RP.


Bite (2AP). Melee Attack Roll: +5PHY 1, Target: 1, Reach: 2m. Hit: 11 (1d10 + 5)PHY 1 Piercing damage, dealing an additional 5 damage against Prone Targets. If the Target’s Size Category = Large or smaller, it has the Prone condition.

Reactions

Pack’s Aid (1RP). Trigger: An allied entity the Wolf can see gains the Bloodied or Desperation conditions, or is reduced to 0HP. Effect: This Wolf can move 8m towards ally and make two Bite attacks against an entity within 2m of the ally.

Command Actions

The Wolf has 2CP.

Break Away (1CP). Target: 1d6 Wolves or Wolves, Young the Pack Leader can see within 12m (At Range). Effect: Each Target can use their reaction (1RP), to move up to double their Movement speed.

Pack Strike (1CP). Target: 1d4 Wolves or Wolves, Young the Pack Leader can see within 6m (Near). Effect: Each Target can use their reaction (1RP), to move up to their Movement speed and make a single Bite attack.

Pack Protection (1CP). Trigger: The Pack Leader is hit by an Attack Roll. Effect: A member of the Wolf Pack can move up to their Movement speed towards the Pack Leader. If the Pack Leader enters their AoC, this Wolf Pack member is hit by the Attack Roll instead.

Invigorating Howl (2CP). Target: 1d6 Wolves or Wolves, Young the Pack Leader can see within 12m (At Range). Effect: Each Target gains 1d10 BP, this becomes 1d6 for Target’s with the Minion Role Tag.


Wolf, Snow
Large Animal (Disruptor, Spellcaster)
CR 1

HT: 11

HP: 56 B(28) D(14)

Speed: 7m


Initiative: +1

Hit Die: 8d8

PHY 2 KNO -2
AGI 1 INT 1 SB +1
END 2 DET -2

Skills Perception (+5)2 Stealth (+3)1

Resistances Cold

Senses Nightvision (12m), Passive Perception (13)

Languages N/A

Passive Traits

Aura of Cold. The Wolf's AoC is magical Difficult Terrain, and all alllied entities in the Encounter/Scene have Cold Reduction (5).

Pack Tactics. So long as the Target of the Wolf's Bite is within the AoC of an allied entity, that is not Incapacitated, the Attack Roll is made with Advantage.

Actions

The Wolf has 3AP and 1RP.


Bite (2AP). Melee Attack Roll: +4PHY 1, Target: 1, Reach: 2m. Hit: 8 (1d6 + 4)PHY 1 Piercing damage, dealing an additional 5 damage against Prone Targets. If the Target’s Size Category = Medium or smaller, it has the Prone condition.

Reactions

Pack’s Aid (1RP). Trigger: An allied entity the Wolf can see gains the Bloodied or Desperation conditions, or is reduced to 0HP. Effect: This Wolf can move 8m towards ally and if are within 6m of Triggering ally, ally restores 7 (2d4 + 1) HP.

Spellcasting

Freezing Wind (2AP) (Recharge 6). Spell 1st Circle Evo, Ranged Spell Attack Roll: +3INT 1, Target: 1, Range: 6m (Near). Hit: 12 (3d6) Cold damage & 1 Degree of Burned (Cold).

Ice Breath (2AP) (Recharge 6). Spell 1st Circle Evo, AoE: 3m Cone Emanating from Wolf. Endurance (Stamina): TG15, each entity in AoE. Failed: 10 (2d8) Cold damage.

Failed 5+: Frozen until end of their Turn.

Successful: Half damage.

Icicle Shot (2AP) (Recharge 6). Spell 1st Circle Evo, Ranged Spell Attack Roll: +3INT 1, Target: 1, Range: 18m (At Range). Hit: 6 (1d10) Cold damage & 1 Degree of Slowed until end of their next Turn. Each entity within 1m (Melee) of Target must make Agility (Acrobatics): TG15.

Failed: 8 (2d6) Cold damage.

Successful: Half damage.

The 1m area around Target, becomes magical Difficult Terrain from 1d4 Rounds.



Undead

Zombie

Zombie, Severed Claw
Tiny Undead (Minion)
CR 0

HT: 16

HP: 1

Speed: 4m, Climb 4m


Initiative: +4

Hit Die: -

PHY 0 KNO -3
AGI 4 INT -3 SB +0
END 1 DET -3

Reductions Necrotic (5)

Immunities Poison, Charmed, Exhaustion, Poisoned

Senses Blindsight (6m), Passive Perception (7)

Languages N/A

Passive Traits

Tiny Form. The Claw has Advantage on Stealth Skill Rolls.

Undead Morale. The Claw is Immune to Morale Tests, so long as the entity that Summoned them is alive, if the Summoner Dies this entity automatically fails its Morale Test.

Actions

The Claw has 2AP and 0RP.

Grab (2AP). Melee Attack Roll: +4AGI, Target: 1, Reach: 1m. Hit: 7 (1d4 + 4)AGI Slashing damage. Critical Hit: The Claw grabs onto the Target until the start of their next Turn, whilst attached to the Target, they have Disadvantage on Attack Rolls.


Zombie, Summoned
Medium Undead (Minion)
CR 1/4

HT: 10

HP: 1

Speed: 6m


Initiative: +0

Hit Die: -

PHY 2 KNO -3
AGI 0 INT 0 SB +0
END 2 DET -3

Reductions Necrotic (5)

Immunities Poison, Charmed, Exhaustion, Poisoned

Senses Passive Perception (8)

Languages N/A






Passive Traits

Undead Morale. The Zombie is Immune to Morale Tests, so long as the entity that Summoned them is alive, if the Summoner Dies this entity automatically fails its Morale Test.

Undead Resilience. When the Zombie is reduced to 0HP, so long as it was not from Radiant damage or a Critical Hit, the Zombie must make an Endurance Test (TG = 5 + damage taken).

Successful: The Zombie stays on 1 HP.

Actions

The Zombie has 2AP and 0RP.

Grab (2AP). Melee Attack Roll: +2PHY, Target: 1, Reach: 1m. Hit: 7 (1d8 + 2)PHY Blugeoning damage. If the Target’s Size Category = Medium or smaller, it is Grappled.

Bite (2AP). Melee Attack Roll: +2PHY with Advantage against Entity Grappled by Zombie, Target: 1, Reach: 1m. Hit: 8 (1d10 + 2)PHY Piercing damage, dealing an additional 2 Piercing damage against Grappled Targets. If the Target’s Size Category = Small or smaller, it has the Prone condition.


Zombie, Summoned Brute
Large Undead (Heavy)
CR 2

HT: 11

HP: 150 B(75) D(38)

Speed: 6m


Initiative: +1

Hit Die: 15d12

PHY 4 KNO -3
AGI 1 INT 2 SB +2
END 3 DET -3

Resistances Necrotic

Vulnerabilities Bludgeoning, Radiant

Immunities Poison, Charmed, Exhaustion, Poisoned

Senses Nightvision (12m), Passive Perception (10)

Languages N/A






Passive Traits

Arcane Restoration. Should magic or other effects restore the Brute's HP, the HP restored increases by 2HP.

Undead Resilience. When the Brute is reduced to 0HP, so long as it was not from Radiant damage or a Critical Hit, the Brute must make an Endurance Test (TG = 5 + damage taken).

Successful: The Brute drops to 3HP.

Actions

The Brute has 2AP and 0RP.

Grab (2AP). Melee Attack Roll: +6PHY 1, Target: 1, Reach: 2m. Hit: 16 (2d8 + 6)PHY 1 Blugeoning damage. If the Target’s Size Category = Large or smaller, it is Grappled.

Bite (2AP). Melee Attack Roll: +6PHY 1 with Advantage against Entity Grappled by Brute, Target: 1, Reach: 2m. Hit: 10 (1d10 + 6)PHY 1 Piercing damage, dealing an additional 4 Piercing damage against Grappled Targets. The Brute recovers HP equal to 2 + the total damage dealt by this attack.


Zombie, Hound
Medium Undead (Skirmisher)
CR 3

HT: 14

HP: 152 B(76) D(38)

Speed: 8m


Initiative: +3

Hit Die: 19d8

PHY 2 KNO -3
AGI 3 INT 2 SB +2
END 3 DET -3

Skills Perception (+6)2 Stealth (+4)1

Resistances Necrotic

Vulnerabilities Bludgeoning, Radiant

Immunities Poison, Charmed, Exhaustion, Poisoned

Senses Nightvision (12m), Passive Perception (14)

Languages N/A






Passive Traits

Increased Evasion. When the Hound uses the Movement action, it does not provoke Opportunity Attacks.

Pack Tactics. So long as the Target of the Hound's Bite is within the AoC of an allied entity, that is not Incapacitated, the Attack Roll is made with Advantage.

Undead Resilience. When the Hound is reduced to 0HP, so long as it was not from Radiant damage or a Critical Hit, the Hound must make an Endurance Test (TG = 5 + damage taken).

Successful: The Hound drops to 1HP.

Actions

The Hound has 3AP and 1RP.

Bite (2AP). Melee Attack Roll: +5AGI 1 Target: 1, Reach: 1m. Hit: 8 (1d6 + 5)AGI 1 Piercing Poison damage, dealing an additional 2 Piercing Poison damage against Prone Targets. If the Target’s Size Category = Medium or smaller, it has the Prone condition.

Any damage dealt = Target makes Endurance (Stamina) Test: TG 8.

Failed: Target takes 7 (1d12) Poison damage, and gains Zombie Plague Disease.


Zombie, Infected
Medium Undead (Soldier)
CR 4

HT: 11

HP: 176 B(88) D(44)

Speed: 6m


Initiative: +1

Hit Die: 22d8

PHY 3 KNO -1
AGI 1 INT 2 SB +2
END 3 DET -1

Resistances Necrotic

Vulnerabilities Bludgeoning, Radiant

Immunities Poison, Charmed, Exhaustion, Poisoned

Senses Nightvision (12m), Passive Perception (10)

Languages N/A

Passive Traits

Horde Mentality. The Zombie gains a Unit Bonus to their Attack Rolls and Determination Tests, equal to the number of allied Soldiers within their AoC, up to +2. This Bonus (and the Bonus maximum) is doubled if the Soldier is a Zombie.

Undead Resilience. When the Zombie is reduced to 0HP, so long as it was not from Radiant damage or a Critical Hit, the Zombie must make an Endurance Test (TG = 5 + damage taken).

Successful: The Zombie drops to 1HP.

Wall of Flesh. When the Zombie has an allied entity within their AoC, they gain a +1 Shield Bonus to their HT. This Shield Bonus increases by 1 for every other allied Soldier also benefitting from a Shield Bonus within their AoC, up to a +2. These Bonuses (and the Bonus maximum) are doubled if the entity is a Zombie.

Actions

The Zombie has 3AP and 1RP.

Grab (2AP). Melee Attack Roll: +5PHY 1, Target: 1, Reach: 1m. Hit: 10 (1d8 + 5)PHY 1 Blugeoning damage. If the Target’s Size Category = Medium or smaller, it is Grappled.

Bite (2AP). Melee Attack Roll: +5PHY 1 with Advantage against Entity Grappled by Zombie, Target: 1, Reach: 1m. Hit: 11 (1d10 + 5)PHY 1 Piercing Necrotic Poison damage, dealing an additional 3 Piercing Necrotic Poison damage against Grappled Targets. If the Target’s Size Category = Small or smaller, it has the Prone condition.

Any damage dealt = Target makes Endurance (Stamina) Test: TG 10.

Failed: Target takes 7 (1d12) Necrotic Poison damage, and gains Zombie Plague Disease.


Zombie, Spewer
Large Undead (Artillery)
CR 4

HT: 13

HP: 162 B(81) D(41)

Speed: 6m


Initiative: +3

Hit Die: 18d10

PHY 2 KNO -1
AGI 3 INT 2 SB +2
END 3 DET -1

Resistances Necrotic

Vulnerabilities Bludgeoning, Radiant

Immunities Poison, Charmed, Exhaustion, Poisoned

Senses Nightvision (12m), Passive Perception (10)

Languages N/A

Passive Traits

Aura of Plague. The Spewer's AoC is Heavily Obscured for entities that are not Zombies, and rely on sight. All hostile entities that enter the AoC or end their Turn their must make Endurance (Stamina) Test: TG 15.

Failed: Gain 1 Degree of Poisoned, and cannot recover HP until the end of their next Turn.






Undead Resilience. When the Spewer is reduced to 0HP, so long as it was not from Radiant damage or a Critical Hit, the Spewer must make an Endurance Test (TG = 5 + damage taken).

Successful: The Spewer drops to 1HP.

Failed: The Spewer Dies. Each entity within double the Spewer's AoC takes 10 Necrotic Poison damage, and makes Endurance (Stamina) Test: TG 12.

Failed: Entity takes 7 (1d12) Necrotic Poison damage, and gains Zombie Plague Disease.

Unshaking Shot. The Spewer's Ranged Attacks ignore Disadvantage for making a ranged Attack Roll in a hostile entity's AoC.

Actions

The Zombie has 3AP and 1RP.

Slam (2AP). Melee Attack Roll: +4PHY 1, Target: 1, Reach: 2m. Hit: 9 (1d8 + 4)PHY 1 Blugeoning damage.

Vomit Shot (2AP). Ranged Attack Roll: +5AGI 1, Target: 1, Range: 28m | 56m (At Range | Far). Hit: 15 (2d8 + 5)AGI 1 Necrotic Acid damage & 1 Degree of Burned (Necrotic Acid).

Vomit Breath (2AP) (Recharge 6). Special Ranged Attack: AoE: 6m Cone, Agility (Acrobatics): TG15.

Failed: 15 (3d8) Necrotic Acid damage + 2 Degrees of Burned (Necrotic Acid).

Successful: Half damage.

Failed 5+: 2 Degrees of Poisoned, and makes Endurance (Stamina) Test: TG 12.

Failed: Entity takes 7 (1d12) Necrotic Poison damage, and gains Zombie Plague Disease.


Zombie, Winged
Medium Undead (Skirmisher)
CR 4

HT: 12

HP: 176 B(88) D(44)

Speed: 8m, Fly 8m (Hover)


Initiative: +2

Hit Die: 22d8

PHY 2 KNO -1
AGI 2 INT 2 SB +2
END 3 DET -1

Resistances Necrotic

Vulnerabilities Bludgeoning, Radiant

Immunities Poison, Charmed, Exhaustion, Poisoned

Senses Nightvision (12m), Passive Perception (10)

Languages N/A






Passive Traits

Increased Evasion. When the Winged uses the Movement action, it does not provoke Opportunity Attacks.

Undead Resilience. When the Winged is reduced to 0HP, so long as it was not from Radiant damage or a Critical Hit, the Winged must make an Endurance Test (TG = 5 + damage taken).

Successful: The Winged drops to 1HP.

Actions

The Winged has 3AP and 1RP.

Grab (2AP). Melee Attack Roll: +4PHY 1, Target: 1, Reach: 1m. Hit: 9 (1d8 + 4)PHY 1 Blugeoning damage. If the Target’s Size Category = Small or smaller, it is Grappled.

Bite (2AP). Melee Attack Roll: +4PHY 1 with Advantage against Entity Grappled by Winged, Target: 1, Reach: 1m. Hit: 10 (1d10 + 4)PHY 1 Piercing Necrotic Poison damage, dealing an additional 2 Piercing Necrotic Poison damage against Grappled Targets.

Any damage dealt = Target makes Endurance (Stamina) Test: TG 10.

Failed: Target takes 7 (1d12) Necrotic Poison damage, and gains Zombie Plague Disease.


Zombie, Brute
Large Undead (Bulwark, Heavy)
CR 6

HT: 14

HP: 360 B(180) D(90)

Speed: 6m


Initiative: +2

Hit Die: 24d20

PHY 5 KNO -1
AGI 2 INT 2 SB +3
END 4 DET -1

Resistances Necrotic

Vulnerabilities Bludgeoning, Radiant

Immunities Poison, Charmed, Exhaustion, Poisoned

Senses Nightvision (12m), Passive Perception (10)

Languages N/A

Passive Traits

Arcane Restoration. Should magic or other effects restore the Brute's HP, the HP restored increases by 6HP.

Undead Resilience. When the Brute is reduced to 0HP, so long as it was not from Radiant damage or a Critical Hit, the Brute must make an Endurance Test (TG = 5 + damage taken).

Successful: The Brute drops to 7HP.

Actions

The Brute has 3AP and 1RP.

Grab (2AP). Melee Attack Roll: +8PHY 1, Target: 1, Reach: 2m. Hit: 23 (3d8 + 8)PHY 1 Blugeoning damage. If the Target’s Size Category = Large or smaller, it is Grappled.

Bite (2AP). Melee Attack Roll: +8PHY 1 with Advantage against Entity Grappled by Brute, Target: 1, Reach: 2m. Hit: 20 (2d10 + 8)PHY 1 Piercing Necrotic Poison damage, dealing an additional 5 Piercing Necrotic Poison damage against Grappled Targets. The Brute recovers HP equal to 6 + the total damage dealt by this attack. If the Target’s Size Category = Medium or smaller, it has the Prone condition.

Any damage dealt = Target makes Endurance (Stamina) Test: TG 10.

Failed: Target takes 7 (1d12) Necrotic Poison damage, and gains Zombie Plague Disease.

Zombie Injury Table

The following Injury Table applies to all Zombie Stat Blocks.

Result
1

Topple Strike. The Zombie is knocked Prone.

2

Dazing Strike. The Zombie gains a Degree of the Dazed condition, until the end of their next Turn.

3

Forceful Strike. The Zombie gains the Wide Open condition, until the end of their your Turn.

4

Hand Severed. A Zombie, Severed Claw appears in an unoccupied space adjacent to the Zombie sharing its Initiative.

5

Sliced Muscles. The Zombie cannot Grapple entities until they recover HP.

6

Eye Strike. The Zombie permanently has Disadvantage on Attack Rolls and Trait Tests that rely on sight.

If this result is rolled a second time, the Zombie permanently gains the Impaired (Sight) condition.

7

Limb Severed. The Zombie permanently halves their Movement speed.

If this result is rolled a second time, the Movement speed is permanently reduced to 0m, they are knocked Prone, and cannot remove the condition. Whilst Prone this way the Zombie can use the Movement action to crawl up to 3m, per use of the action.

8

Severed Jaw. The Zombie permanently loses their Bite action. Zombie, Hounds may still use the Bite action but deal 0 damage.

9

Brutal Strike. Roll each damage dice an additional time as part of the Damage Roll (these additional rolls do not add their maximum value as well).

10

Head Strike. The Zombie Dies.