NPC Sheets

The Sheet of an NPC

VITALITY: NPCs do not have separate Health and Stamina attributes. Once their Vitality runs out, they are defeated. Consider that direct damage deals additional damage to NPCs equal to half the original damage, rounded up.

PROTECTION: NPCs that wear armor or have some layer of natural protection may have Protection values.

DEFENSE: For the sake of simplicity, NPCs have only the Defense skill to handle any check related to Agility , Dodge , or Shield .

RESISTANCE: For the sake of simplicity, NPCs have only the Resistance skill to handle any check related to Physique and Will .

SPEED: Only the most efficient speed of each NPC is described on its sheet. Based on this, the GM should use good judgment to determine the other types of speed and their values.

ATTACKS: Any NPC can make only one attack per major action . If its sheet has more than one attack, the GM must choose which one to use. The number following the attack's name represents the NPC 's skill with that attack, while the number in parentheses represents the damage dealt.

ABILITIES: Most NPCs have special abilities. Some abilities have conditions that define when they take effect. Abilities without conditions are normally passive abilities. However, whether or not they have a condition, abilities that appear in the attacks list require a major action from the NPC to be performed. The bonus in parentheses right after an ability's name indicates the NPC 's skill with that ability. Some abilities require the target to resist using a specific skill; in those cases the required skill is indicated at the end of the ability's description. Finally, abilities marked with the symbol † require the GM to spend 1 Bane to be activated.

Human NPCs

Human NPCs represent rivals, occasional enemies, or living obstacles in adventures. Here you will find ready-made sheets for creating tense encounters, dramatic duels, or unexpected confrontations with people who can be just as dangerous as any monster.

Bounty Hunter

A relentless pursuer of fugitives. Knows how to track, capture, and survive on its own. Fights with brutal efficiency and prefers its enemies alive, though it does not mind if they die.

Vitality 12, Protection 9, Defense +3, Resistance +2, Speed 30 feet,
Attacks: Sword +4 (1d8)

Hunter's Mark: Can use a minor action to mark a target. It has a positive chance on any check against its target, and the target has a negative chance on any check against it.

City Guard

A soldier trained to keep order. Fights in formation, follows orders without question, and arrests rather than kills unless provoked.

Vitality 12, Protection 6, Defense +4, Resistance +1, Speed 30 feet,
Attacks: Sword +3 (1d8)

Fanatic Cultist

A blind servant of a dark entity. Falls into a trance during combat, shouting prayers and fighting to the death without fear or reason.

Vitality 9, Defense +1, Resistance +3, Speed 30 feet,
Attacks: Dagger +2 (1d4)

Sorcery (+4): Can cast the spells Hold Creature , Summon Imps , and Chill Touch .

Highway Bandit

An opportunistic criminal who ambushes travelers on the roads. Prefers to attack with numerical advantage and to retreat if the fight seems lost.

Vitality 12, Defense +1, Resistance +1, Speed 30 feet,
Attacks: Sword +2 (1d8) or Short Bow +2 (1d4)

Stealthy (+2): Perception check to notice its approach on roads and in the wilderness.

Hired Mercenary

A professional warrior who fights for gold. Armed, disciplined, and cynical, it carries out orders with efficiency but abandons the cause if payment fails.

Vitality 12, Protection 6, Defense +2, Resistance +1, Speed 30 feet,
Attacks: Sword +2 (1d8)

Renegade Knight

A former paladin or fallen noble in disgrace. Fights with discipline and fury, wearing heavy armor and following a twisted personal code.

Vitality 18, Protection 12, Defense +4, Resistance +3, Speed 30 feet,
Attacks: Sword +4 (1d10)

Counterattack: If it takes damage from a melee attack, it can make a counterattack .

Shield: Has half cover while carrying a shield.

Shadow Acolyte

An apprentice of profane magic, trained in rituals and sacrifices. Attacks in groups, summoning demons to fight for them and using mind-control spells to weaken their opponents.

Vitality 9, Defense +1, Resistance +3, Speed 30 feet,
Attacks: Dagger +0 (1d4)

Sorcery (+2): Can cast the spells Hold Creature , Summon Imps , and Take Control .

Silent Assassin

A stealthy killer who strikes without warning. Moves through the shadows, attacks from behind, and vanishes before any retaliation.

Vitality 9, Protection 3, Defense +3, Resistance +2, Speed 30 feet,
Attacks: Dagger +3 (1d4) or Crossbow +3 (1d12)

Stealthy (+4): Perception check to notice its approach.

Poison (+3): A creature struck by its dagger suffers the effect of a neurotoxic poison of potency 3.

Street Thief

An agile, clever opportunist at home in alleys and on rooftops. Prefers to attack by surprise and flee before the strike is noticed.

Vitality 9, Defense +3, Resistance +2, Speed 40 feet,
Attacks: Dagger +2 (1d6) or Crossbow +2 (1d12)

Pickpocket (+3): With a minor action , steals a random item that is not being used or worn from a creature within melee range. Perception check to avoid.

Tavern Brawler

An improvised fighter driven by rage, drink, and pride. Uses whatever is at hand, such as bottles, chairs, or bare fists, and rarely weighs the consequences.

Vitality 10, Defense +2, Resistance +1, Speed 30 feet,
Attacks: Unarmed +2 (1d2) or Improvised Weapon +1

Improvised Weapon: Small improvised weapons such as bottles deal 1d4 damage, while larger ones such as a chair deal 1d8.

Soldier (Rookie)

Young in arms, with an uncertain gaze and trembling hands. Follows orders without understanding why, and believes that courage is simply not showing fear.

Vitality 9, Protection 6, Defense +1, Resistance +0, Speed 30 feet,
Attacks: Spear +1 (1d8)

Soldier (Veteran)

A combatant hardened by campaigns and defeats. Keeps a cool head in battle, acts with tactics, and never underestimates the enemy.

Vitality 24, Protection 12, Defense +4, Resistance +3, Speed 30 feet,
Attacks: Sword +4 (1d10)

Combat Tactics: Opponents have a negative chance to attack a veteran soldier if there is another soldier adjacent to it.

Wandering Hunter

A solitary tracker at home in forests and swamps. Deadly with bow and traps, avoids direct combat and stalks its prey for days.

Vitality 12, Protection 6, Defense +3, Resistance +2, Speed 30 feet,
Attacks: Sword +3 (1d8) or Bow +3 (1d8)

Trap† (+4): A creature within 30 feet of it falls into a random trap. Agility to avoid:

  1. Bear Trap: Snaps shut on the leg, causing a wound of severity 1d4 and leaving it restrained .
  2. Rope Snare: Catches the creature by the leg, leaving it restrained 20 feet off the ground.
  3. Hunting Net: Immobilizes the creature by tangling it in a net, leaving it restrained .

All traps require a Physique check to break free.

Animals

Animals are natural creatures driven by instinct that, though rarely aggressive or willing to fight to the death, can pose a real challenge if cornered. Here you will find sheets for common animals, ready to bring to life encounters with beasts defending their territories or to introduce valuable mounts and allies into adventures.

Baboon

An aggressive, territorial primate that lives in groups and defends its space with ferocity.

Vitality 9, Defense +2, Resistance +1, Speed 30 feet (climb),
Attacks: Bite +3 (1d4)

Pack Attack: Whenever it hits with an attack, it passes initiative to another baboon, regardless of whether the die result was odd.

Bat

A small nocturnal flying mammal with limited sight, but which guides itself with precision through echolocation.

Vitality 1, Defense +2, Resistance +0, Speed 40 feet (flight),
Attacks: Bite +0 (1)

Echolocation (+6): Can use its echolocation to handle checks related to Perception .

Bear

A massive omnivorous predator, slow at first glance, but possessed of an almost unbeatable physical strength.

Vitality 30, Defense +2, Resistance +2, Speed 40 feet,
Attacks: Claws +2 (1d10) or Bite +3 (1d8)

Grab (+4): A creature struck by a Claws attack becomes grappled by the bear. Physique check to break free.

Boar

A fierce, obstinate wild pig that never retreats and delivers dangerous charges with its tusks.

Vitality 12, Defense +2, Resistance +1, Speed 40 feet,
Attacks: Tusks +2 (1d6)

Charge: When it makes a charge , it can advance 10 feet in a straight line, in addition to its normal speed.

Buffalo

A large herbivore of robust build and unpredictable temperament, deadly when it attacks on a charge.

Vitality 24, Defense +2, Resistance +1, Speed 40 feet,
Attacks: Gore +2 (1d8)

Charge: When it makes a charge , it can advance 20 feet in a straight line, in addition to its normal speed.

Camel

A tall, hardy pack animal, perfectly adapted for long journeys in arid climates.

Vitality 18, Defense +1, Resistance +0, Speed 40 feet,
Attacks: Kick +1 (1d4)

Constrictor Snake

A large serpent that crushes its victims in deadly coils.

Vitality 12, Defense +2, Resistance +1, Speed 30 feet,
Attacks: Constriction +2 (1d6)

Constriction (+2): The creature becomes grappled by the constrictor snake. Creatures grappled by it cannot avoid the constrictor snake's Constriction attack. Physique check to break free.

Cougar

A solitary, agile feline, a master of ambush that stalks its prey from the tops of trees and slopes before leaping into a lethal attack.

Vitality 24, Defense +3, Resistance +1, Speed 40 feet (climb),
Attacks: Bite +2 (1d8) or Claws +3 (1d6)

Stealthy (+3): Perception check to notice its approach in the wilderness.

Crocodile

A patient predator, hidden beneath the water with its hard scales and devastating jaws.

Vitality 12, Protection 9, Defense +3, Resistance +1, Speed 30 feet (swim),
Attacks: Bite +3 (1d8)

Stealthy (+4): Perception check to notice its approach in rivers and lakes.

Grab (+4): A creature struck by a Bite attack becomes grappled by the crocodile. Creatures grappled by it cannot avoid the crocodile's Bite attack. Physique check to break free.

Deer

A graceful, highly alert herbivore, ready to run great distances at the first snap of a twig.

Vitality 6, Defense +2, Resistance +1, Speed 60 feet,
Attacks: Antlers +1 (1d4)

Dog

An incredibly loyal domesticated animal, widely used for guarding, hunting, or simple companionship.

Vitality 6, Defense +1, Resistance +1, Speed 40 feet,
Attacks: Bite +1 (1d4)

Donkey

A very hardy pack animal, famous for its stubbornness, but invaluable on long journeys.

Vitality 12, Defense +1, Resistance +2, Speed 40 feet,
Attacks: Kick +1 (1d4)

Eagle

A majestic bird of prey with keen sight, able to dive from the skies to strike with its talons.

Vitality 6, Defense +2, Resistance +1, Speed 60 feet (flight),
Attacks: Talons +2 (1d3)

Elephant

A herbivorous giant of colossal strength, able to crush opponents when enraged.

Vitality 36, Protection 9, Defense +2, Resistance +4, Speed 40 feet,
Attacks: Tusks +3 (1d10) or Trample +4 ()

Trample (+4): Any creature in its path when it moves takes 1d8 damage. Dodge to avoid.

Falcon

A swift, agile bird, widely used by hunters for its precision in the skies.

Vitality 3, Defense +3, Resistance +1, Speed 60 feet (flight),
Attacks: Talons +4 (1d4)

Gorilla

An immense, muscular primate that prefers peace, but attacks with crushing force if its territory is invaded.

Vitality 24, Defense +3, Resistance +2, Speed 30 feet (climb),
Attacks: Slam +4 (1d10)

Counterattack: If it takes damage from a melee attack, it can make a counterattack .

Hare

A small herbivore with extremely fast, unpredictable movements.

Vitality 1, Defense +3, Resistance +0, Speed 40 feet,
Attacks: Bite +0 (1)

Horse

A swift, skittish mount, vital for long journeys, but one that would rather flee than fight.

Vitality 18, Defense +1, Resistance +1, Speed 60 feet,
Attacks: Kick +1 (1d6)

Lion

The proud predator of the savannas, a fearsome hunter that uses group tactics to bring down its prey.

Vitality 36, Defense +3, Resistance +2, Speed 40 feet,
Attacks: Bite +3 (1d10) , Claws +4 (1d8) or Roar +3

Roar (+3): Creatures within 30 feet of it become shaken until the end of combat. Will to resist.

Mammoth

A massive prehistoric creature, a relative of the elephant, covered in fur and equipped with long, curved tusks.

Vitality 48, Protection 6, Defense +2, Resistance +6, Speed 40 feet,
Attacks: Tusks +3 (1d12) or Trample +4 ()

Trample (+4): Any creature in its path when it moves takes 1d10 damage. Dodge to avoid.

Cold Resistance: All cold damage is reduced by half, rounded up.

Orca

A formidable predator of the depths, extremely intelligent and a relentless pack hunter.

Vitality 48, Defense +4, Resistance +3, Speed 60 feet (swim),
Attacks: Bite +4 (1d12) or Tail +4 (1d8)

Counterattack: If it takes damage from a melee attack, it can make a Tail counterattack .

Otter

A small, agile aquatic mammal, playful and excellent at catching fish.

Vitality 3, Defense +3, Resistance +1, Speed 40 feet (swim),
Attacks: Bite +1 (1d3)

Owl

A nocturnal hunter with perfectly silent flight and senses keenly attuned to the dark.

Vitality 3, Defense +1, Resistance +1, Speed 60 feet (flight),
Attacks: Talons +1 (1d2)

Stealthy (+4): Perception check to notice its approach at night.

Rat

A small urban rodent, able to slip through the tiniest cracks.

Vitality 1, Defense +0, Resistance +1, Speed 30 feet,
Attacks: Bite +0 (1)

Stealthy (+4): Perception check to notice its approach in urban environments.

Shark

The most voracious hunter of the seas, whose senses are driven to a frenzy by the faintest scent of blood.

Vitality 24, Defense +3, Resistance +2, Speed 60 feet (swim),
Attacks: Bite +3 (1d10)

Blood Scent: Its bite damage increases one step on the damage ladder against creatures with wounds .

Tiger

An immense, stealthy solitary predator that strikes with deadly force and precision, bursting from the jungle.

Vitality 30, Defense +3, Resistance +2, Speed 40 feet,
Attacks: Bite +2 (1d10) or Claws +3 (1d8)

Stealthy (+3): Perception check to notice its approach in the wilderness.

Venomous Snake

A small, agile serpent that injects lethal toxins when it feels threatened.

Vitality 3, Defense +2, Resistance +0, Speed 30 feet,
Attacks: Bite +2 (1d2)

Poison (+3): A creature that is bitten suffers the effect of an inoculant poison of potency 3.

Warhorse

A sturdy mount trained not to fear the chaos of a battlefield.

Vitality 24, Defense +3, Resistance +2, Speed 60 feet,
Attacks: Hooves +3 (1d8)

Wolf

An agile, cunning canine predator that hunts in packs, relying on teamwork and encircling tactics to bring down its prey.

Vitality 9, Defense +2, Resistance +1, Speed 40 feet,
Attacks: Bite +2 (1d6)

Monsters

Monsters are creatures that inhabit the game world, representing challenges, mysteries, or potential allies. Here you'll find a varied list of monsters, ready to enrich your adventures with dangerous encounters, memorable battles, and unexpected situations.

Aboleth

An ancient aquatic creature with tentacles, slimy skin, and hypnotic eyes, able to enslave minds with its telepathy.

Vitality 36, Defense +2, Resistance +2, Speed 30 feet (swimming),
Attacks: Tentacle +2 (1d8) or Enslave +4

Counterattack: If it takes damage from a melee attack, it can make a counterattack with its Tentacle.

Telepathy: It knows the mind of every creature within 60 feet of it.

Enslave (+6): It can cast the spells Command and Take Control .

Animated Armor

An empty, enchanted suit of armor that moves on its own, attacking relentlessly through the magic that controls it.

Vitality 12, Protection 18, Defense +2, Resistance +0, Speed 20 feet,
Attacks: Slam +3 (1d8)

False appearance: While motionless, it is indistinguishable from ordinary armor.

Banshee

The vengeful, spectral spirit of a woman whose terrifying scream brings despair and death to all who hear it.

Vitality 12, Defense +2, Resistance +0, Speed 30 feet (flying),
Attacks: Necrotic touch +4

Intangible: It takes no damage from physical means.

Undead: Immune to effects that affect living creatures and to mind-control effects.

Necrotic touch: Deals 1d4 necrotic damage .

Terrifying wail† (+3): Creatures within 30 feet of it lose all their Stamina . Will to resist.

Basilisk

A monstrous lizard with iridescent scales that petrifies any creature that meets its gaze.

Vitality 18, Protection 6, Defense +1, Resistance +2, Speed 30 feet,
Attacks: Bite +2 (1d6)

Petrifying gaze (+4): A creature that looks into its eyes is petrified . Will to resist.

Black Pudding

An amorphous, gelatinous creature made of black, sticky matter, that consumes everything in its path, corroding and swallowing its prey before multiplying.

Vitality 8, Defense +1, Resistance +0, Speed 20 feet (climbing),
Attacks: Engulf +3 (1d4)

Corrosion: When struck by a non-magical weapon, it permanently reduces that weapon's damage by one step on the damage ladder .

Split: When reduced to 0 points of Vitality , it splits into two, each with half the original's total Vitality . A black pudding with 1 Vitality cannot split.

Brain Eater

A humanoid with cadaverous skin and an octopus-like head, come from alien dimensions, that rules through fear and feeds on the brains of sentient creatures.

Vitality 18, Defense +2, Resistance +6, Speed 30 feet,
Attacks: Tentacles +4 (1d8) or Extract Brain

Grab (+4): A creature hit by a Tentacles attack is grappled by the mind flayer. Physique check to break free.

Extract Brain: If the Stamina of a creature grappled by the mind flayer has been reduced to zero, its brain is devoured and it dies instantly.

Telepathy (+3): It hears the thoughts of any creature within 30 feet of it. Will to resist.

Invade the Mind (+4): It can cast the spells Command , Mind Blast, and Take Control .

Mind Blast: Spell. A creature within 30 feet that the mind flayer can see takes mental damage according to the PL .

Bugbear

A large, hairy, bestial humanoid with the traits of both bear and goblin, known for its surprising stealth and brutal attacks.

Vitality 18, Protection 9, Defense +2, Resistance +1, Speed 30 feet,
Attacks: Mace +2 (1d8) or Javelin +2 (1d4)

Counterattack: If it takes damage from a melee attack, it can make a counterattack .

Stealthy (+2): Perception check to notice its approach.

Bulette

An armored predator known as the "land shark," with an impenetrable carapace and the ability to burrow quickly to ambush its prey.

Vitality 12, Protection 18, Defense +2, Resistance +2, Speed 20 feet (burrowing),
Attacks: Bite +3 (1d8)

Leap: It can leap 20 feet, in addition to its normal movement.

Knock Down: If it hits with an attack at the end of a charge , in addition to dealing damage it also knocks the target down.

Centaur

A creature half human, half horse, gifted with great strength and agility, dwelling in forests and plains and living in warrior or shamanic tribes.

Vitality 12, Defense +2, Resistance +2, Speed 40 feet,
Attacks: Longbow +3 (1d8)

Chimera

A hybrid creature with the head of a lion, the body of a goat, a serpent's tail, and a dragon's head, able to breathe flame and attack with great ferocity.

Vitality 36, Defense +3, Resistance +2, Speed 40 feet (flying),
Attacks: Bite +3 (1d10) , Claws +3 (1d8) or Gore +3 (1d6)

Counterattack: If it takes damage from a melee attack, it can make a counterattack it has not yet used since the last time it had the initiative .

Flame breath† (+3): Creatures in a 20-foot cone take 1d6 fire damage . Dodge to avoid.

Cockatrice

A winged creature with the traits of rooster and reptile, born of dark sorcery, whose peck can turn its victims to stone.

Vitality 9, Defense +1, Resistance +1, Speed 30 feet,
Attacks: Peck +1 (1d4)

Petrifying peck (+2): A creature that is pecked is petrified . Physique to resist.

Death Knight

An undead warrior imbued with profane power, clad in black armor and wielding a cursed blade, destined to spread destruction in the name of darkness.

Vitality 36, Protection 18, Defense +4, Resistance +4, Speed 30 feet,
Attacks: Longsword +5 (1d10)

Counterattack: If it takes damage from a melee attack, it can make a counterattack .

Undead: Immune to effects that affect living creatures and to mind-control effects.

Eternal wound: Wounds caused by a death knight never fully heal.

Dire Wolf

A monstrous, fiercer version of the common wolf, able to lead a pack and strike with deadly precision.

Vitality 18, Defense +3, Resistance +2, Speed 40 feet,
Attacks: Bite +4 (1d8) or Howl

Howl: Once per day, it summons 1d6 wolves.

Pack: Any wolf within 30 feet of the dire wolf has a positive chance to attack, and opponents have a negative chance to attack it.

Dragon

A colossal creature of gleaming scales, eyes full of malice, and immense wings that eclipse the sky, able to breathe a devastating gout of flame. Revered as a guardian of ancient secrets or feared as an immortal tyrant, the dragon is a being of keen intelligence and unshakable pride, ruling over forgotten realms or hoarding treasure in deep lairs.

Vitality 64, Protection 36, Defense +4, Resistance +6, Speed 80 feet (flying),
Attacks: Bite +6 (1d12+6) , Claws +5 (1d12+4) , Tail +5 (1d12) or Flame breath

Counterattack: If it takes damage from a melee attack, it can make a counterattack with its Tail.

Fireproof: Immune to fire .

Menacing presence (+6): Creatures within 40 feet of it are shaken until the end of combat. Will to resist.

Flame breath† (+8): Creatures in an 60-foot cone take 3d6 fire damage . Dodge to avoid.

Drider

A half-elf, half-spider abomination, created as a curse from the dark gods, dwelling in deep caverns and corrupted forests and hunting intruders with cruel cunning, venom, and treacherous webs.

Vitality 24, Protection 18, Defense +2, Resistance +2, Speed 40 feet (climbing),
Attacks: Sting +3 (1d8)

Poison (+4): A creature that is stung suffers the effect of a neurotoxic poison of potency 4.

Web (+4): It can cast the spell Web .

Photophobic: It goes blind in bright light.

Dryad

A fey spirit bound to trees and forests, graceful in appearance and with bark-like skin, able to merge with nature and punish those who threaten its verdant domain.

Vitality 6, Protection 3, Defense +0, Resistance +3, Speed 30 feet,
Attacks: Claws +1 (1d4)

Bewitch (+3): It can cast the spell Take Control .

Nature's step: It can move magically from tree to tree.

Elemental, Air

An ethereal entity made of wind and storm, invisible as a breeze or furious as a cyclone, able to whip up hurricanes and hurl enemies through the air.

Vitality 36, Defense +4, Resistance +2, Speed 40 feet,
Attacks: Gust +3 (1d8)

Intangible: It takes no damage from physical means.

Hurricane: Creatures within 30 feet are slowed .

Elemental, Earth

A colossal entity formed of rock and clay, with a brutal, unrelenting body, able to reshape the ground around it and crush enemies with titanic strength.

Vitality 24, Protection 24, Defense +1, Resistance +4, Speed 30 feet,
Attacks: Slam +3 (1d8)

Shape earth (+3): Creatures within 30 feet are restrained to the ground. Physique check to break free.

Elemental, Fire

A blazing entity of living flame, radiating heat and destruction, able to set everything around it alight and reduce its enemies to ash with a single touch.

Vitality 36, Defense +4, Resistance +2, Speed 40 feet,
Attacks: Flame +3 (1d8)

Intangible: It takes no damage from physical means.

Blaze† (+3): Creatures within 30 feet take 1d6 fire damage . Dodge to avoid.

Elemental, Water

A living entity made of ever-flowing water, able to change shape, swallow enemies in whirlpools, and command the tides with its primordial will.

Vitality 36, Defense +4, Resistance +2, Speed 30 feet,
Attacks: Jet +3 (1d8)

Engulf (+3): Creatures within melee range become grappled inside the elemental. Physique check to escape.

Eye Tyrant

A terrifying creature with multiple eyes that warp reality and dominate minds, bringing destruction and madness with its gaze.

Vitality 54, Defense +2, Resistance +5, Speed 20 feet (flying),
Attacks: Bite +5 (1d12+2) or Eyes

Counterattack: If it takes damage from an attack, it can make a counterattack .

Eyes (+6): It can cast a random spell from the list below with a range of 30 feet (roll 1d6 and remove the results that have already come up):

  1. Magic Missiles
  2. Silence
  3. Sleep
  4. Polymorph
  5. Confusion
  6. Hold Creature
  7. Take Control
  8. Petrify
  9. Disintegrate
  10. Death Ray

After casting all the spells, the list resets.

Confusion: Spell. The target becomes confused .

Petrify: Spell. The target is petrified .

Disintegrate: Spell. The target takes damage from a spell of PL + 3.

Death ray: Spell. The target dies instantly.

Gargoyle

A creature of living stone with bat wings and demonic features, motionless as a statue until it wakes to attack intruders and guard ancient ruins.

Vitality 18, Protection 24, Defense +1, Resistance +2, Speed 40 feet,
Attacks: Claws +3 (1d8)

False appearance: While motionless, it is indistinguishable from an ordinary statue.

Gelatinous Cube

A translucent, sticky mass that glides silently through dungeons, dissolving everything within it with its digestive acid.

Vitality 36, Defense +0, Resistance +0, Speed 10 feet,
Attacks: Engulf +1

Transparent (+4): Perception check to notice its approach.

Engulf (+4): Creatures the cube moves over become grappled inside it, unable to breathe and taking 1d6 damage at the start of each of its following turns . Physique check to escape.

Genie

A mystical being of immense power, born of the primordial elements, able to grant wishes with unpredictable consequences and to rule supernatural domains beyond mortal comprehension.

Vitality 36, Defense +3, Resistance +3, Speed 40 feet,
Attacks: Scimitar +4 (1d10)

Intangible: It takes no damage from physical means.

Wish: It can grant a wish to a creature.

Ghoul

An undead ravenous for fresh flesh, with sharp claws and a putrid stench, able to paralyze its victims before devouring them.

Vitality 12, Defense +2, Resistance +2, Speed 30 feet,
Attacks: Claws +2 (1d6)

Stealthy (+4): Perception check to notice its approach.

Undead: Immune to effects that affect living creatures and to mind-control effects.

Paralysis (+3): A creature hit by a Claws attack is paralyzed until the end of combat. Physique to resist.

Giant

A colossal humanoid creature of titanic strength whose footsteps make the earth tremble, living in mountains, valleys, or ancient strongholds where they follow their own laws and traditions.

Vitality 54, Protection 9, Defense +2, Resistance +4, Speed 40 feet,
Attacks: Slam +4 (1d12+3) or Rock +3 (1d12+3)

Rock: 60 feet of range.

Giant Broodmother Spider

Mother to a brood of giant spiders, this arachnid of colossal proportions wields tremendous strength and a lethal venom she uses to dissolve her victims before devouring them.

Vitality 36, Protection 24, Defense +2, Resistance +4, Speed 40 feet (climbing),
Attacks: Bite +4 (1d10)

Poison (+6): A creature that is bitten suffers the effect of a neurotoxic poison of potency 6.

Web (+6): It can cast the spell Web .

Photophobic: It goes blind in bright light.

Giant Rat

A rat corrupted by dark forces and swollen to the size of a dog, with sharp teeth and dangerous claws steeped in disease and malice.

Vitality 3, Defense +2, Resistance +0, Speed 30 feet,
Attacks: Bite +1 (1d4) or Claws +1 (1d3)

Plague: Wounds caused by a giant rat are treated as moderate regardless of their severity.

Giant Snake

A colossal serpent with a powerful body, able to crush its prey in a deadly coil.

Vitality 18, Protection 3, Defense +1, Resistance +2, Speed 30 feet,
Attacks: Constriction +3 (1d10)

Constriction (+4): The creature is grappled by the giant snake. Creatures grappled by it cannot avoid the giant snake's Constriction attack. Physique check to break free.

Giant Spider

A monstrous, venomous spider that climbs sheer surfaces and weaves webs to trap its prey.

Vitality 6, Protection 6, Defense +3, Resistance +1, Speed 60 feet (climbing),
Attacks: Bite +2 (1d6)

Poison (+2): A creature that is bitten suffers the effect of a neurotoxic poison of potency 2.

Web (+2): It can cast the spell Web .

Photophobic: It goes blind in bright light.

Giant Toad

A monstrous toad, able to leap great distances and use its sticky tongue to snatch up prey in its path.

Vitality 18, Defense +1, Resistance +0, Speed 40 feet,
Attacks: Bite +2 (1d8)

Tongue (+2): A creature within 30 feet of it is pulled into melee range. Dodge to avoid.

Gibbering Mouther

An amorphous heap of pulsing flesh, covered in misshapen mouths and eyes, that whispers insanities and devours everything within its reach.

Vitality 36, Defense +1, Resistance +0, Speed 10 feet,
Attacks: Bites +3 (1d10)

Thousand mouths†: Attacks all creatures within melee range at the same time.

Gibbering (+3): Creatures within 30 feet of it become confused . Will to resist.

Gnoll

A savage humanoid creature with hyena-like traits, ferocious and bloodthirsty, that roams in raiding packs, spreading terror and destruction wherever it goes.

Vitality 18, Protection 6, Defense +3, Resistance +1, Speed 30 feet,
Attacks: Axe +2 (1d6)

Counterattack: If it takes damage from a melee attack, it can make a counterattack .

Goblin

A small, cunning creature with greenish skin, mischievous and chaotic, often found in noisy bands.

Vitality 6, Protection 3, Defense +2, Resistance +0, Speed 30 feet,
Attacks: Shortsword +1 (1d4)

Golem

A humanoid construct animated by magic, made of stone, metal, or clay, tireless and obedient, built to guard temples and fortresses or to carry out its creator's orders.

Vitality 24, Protection 36, Defense +1, Resistance +2, Speed 20 feet,
Attacks: Slam +4 (1d12)

Immutable: Its form cannot be altered by magic.

Slam (+2): Creatures hit by a Slam are slowed . Physique to resist.

Gorgon

A four-legged creature with a metallic hide and sharp horns, able to exhale a venomous breath that turns its victims to stone.

Vitality 24, Protection 24, Defense +1, Resistance +2, Speed 30 feet,
Attacks: Horn +3 (1d8)

Charge: When it makes a charge , it can advance 30 feet in a straight line, in addition to its normal movement.

Petrifying breath† (+4): Creatures within 30 feet of it are petrified . Physique to resist.

Griffon

A majestic hybrid creature with the body of a lion and the head, wings, and talons of an eagle, known for its ferocity, loyalty, and skill at hunting from the skies.

Vitality 36, Defense +2, Resistance +2, Speed 60 feet (flying),
Attacks: Claws +5 (1d12+1) or Peck +5 (1d10)

Grab (+4): A creature hit by a Claws attack during an aerial charge is grappled by the griffon. Physique check to break free.

Hag

A hideous supernatural creature, a master of dark sorcery and deceit, that feeds on the flesh and fear of its victims.

Vitality 18, Defense +3, Resistance +6, Speed 30 feet,
Attacks: Claw +3 (1d6)

Change appearance: It can change its appearance to take on the form of a humanoid woman.

Illusory Reality (+5): An illusory reality permanently cloaks the area around its lair, making it seem a safe and inviting place, so as to lure its victims and conceal its true nature. Perception check to see through the illusion.

Sorcery (+6): It can cast the spells Invisibility , Summon Imps , Magic Missiles , Polymorph , Sleep , and Fly .

Harpy

A winged creature with the body of a bird and the torso of a woman, known for its enchanting voice that lures unwary travelers to their doom.

Vitality 12, Defense +3, Resistance +1, Speed 40 feet (flying),
Attacks: Claws +2 (1d6)

Song (+3): Creatures within 60 feet of it become charmed and are magically drawn toward it. Will to resist.

Hell Hound

An infernal mastiff with glowing eyes and a body wreathed in flame, loyal to evil powers and able to breathe fire to reduce its enemies to ash.

Vitality 12, Defense +3, Resistance +2, Speed 40 feet,
Attacks: Bite +2 (1d6) or Flame breath

Fireproof: Immune to fire .

Flame breath (+2): Creatures in a 10-foot cone take 1 fire damage . Dodge to avoid.

Consecrated barrier: It cannot cross a line of salt.

Hippogriff

A majestic, agile creature with the body of a horse and the head, wings, and talons of an eagle, known for its fierce loyalty and impressive speed in the skies.

Vitality 24, Defense +2, Resistance +2, Speed 60 feet (flying),
Attacks: Claws +3 (1d8)

Grab (+2): A creature hit by a Claws attack during an aerial charge is grappled by the hippogriff. Physique check to break free.

Hobgoblin

A tall, disciplined goblinoid warrior with reddish or bluish skin, known for its rigid military organization, ruthless tactics, and fierce loyalty to its clan or empire.

Vitality 12, Protection 6, Defense +2, Resistance +1, Speed 30 feet,
Attacks: Longsword +2 (1d8)

Hydra

A monstrous, many-headed reptile, each head radiating fury and destruction, able to grow new heads whenever one is severed, making it a nearly immortal nightmare.

Vitality *, Protection *, Defense +1, Resistance +4, Speed 20 feet,
Attacks: Bites +6 (1d12)

Counterattack: If it takes damage from a melee attack, it can make a counterattack with its Bite that deals 1d12 damage.

Heads: A hydra has 1d8 heads. If a head is cut off and not cauterized, two more grow in its place the next time it has the initiative . Each head has 12 Vitality , 3 Protection , and adds 1 to Bites damage.

Imp

A small, cunning, treacherous demon with membranous wings and a pointed tail, who loves to play tricks and manipulate mortals for its own dark ends.

Vitality 6, Defense +3, Resistance +0, Speed 30 feet (flying),
Attacks: Claws +0 (1d4) or Flame +0 (1d4)

Flame: 30 feet of range.

Kobold

Small reptilian humanoids, cunning and treacherous, who live in caves and mines and specialize in ambushes and traps.

Vitality 6, Defense +0, Resistance +0, Speed 30 feet,
Attacks: Spear +0 (1d4)

Kraken

A colossal sea monster with gigantic tentacles, able to drag entire ships down into the ocean depths, spreading terror wherever it goes.

Vitality 72, Defense +3, Resistance +4, Speed 60 feet (swimming),
Attacks: Tentacles +6 (1d12+4) or Bite +5 (1d12+6)

Counterattack: If it takes damage from a melee attack, it can make a counterattack with its Tentacle that deals 1d8 damage.

Constriction (+6): A creature hit by a Tentacles attack is grappled by the kraken. Creatures grappled by it cannot avoid the kraken's Constriction attack. Physique check to break free.

Lich

An immortal sorcerer corrupted by necromancy, who preserves his soul in a phylactery, commanding the undead and seeking power through dark and forbidden practices.

Vitality 36, Defense +1, Resistance +6, Speed 30 feet,
Attacks: Necrotic touch +4

Undead: Immune to effects that affect living creatures and to mind-control effects.

Counterattack: If it takes damage from a melee attack, it can make a counterattack with its Necrotic touch.

Necrotic touch: Deals 1d6 necrotic damage .

Finger of death† (+6): A creature within 30 feet of it dies instantly. Will to resist.

Necromancy (+8): It can cast the spells Cone of Cold , Darkness , Globe of Invulnerability , Hold Creature , Misty Step , Silence , Vampiric Touch , and Fly .

Phylactery: If a lich's phylactery is not destroyed, it returns to life 1d6 days later.

Lizardfolk

Reptilian humanoids with hard scales and primal instincts, who inhabit swamps and rivers, living in warrior tribes and revering ancient serpent-gods.

Vitality 12, Protection 3, Defense +1, Resistance +0, Speed 30 feet,
Attacks: Spear +1 (1d6)

Manticore

A creature with the body of a lion, bat wings, and a scorpion's tail, whose tail-spike attack is deadly and devastating.

Vitality 36, Defense +2, Resistance +2, Speed 30 feet (flying),
Attacks: Bite +4 (1d8) or Spines +3 (1d6)

Counterattack: If it takes damage from a melee attack, it can make a counterattack with its Spines.

Spines: 30 feet of range.

Merman/Mermaid

Aquatic humanoid creatures with a human upper body and a fish's tail, known for their hypnotic beauty and their skill at swimming and hunting in the ocean depths.

Vitality 12, Protection 3, Defense +1, Resistance +1, Speed 60 feet (swimming),
Attacks: Trident +1 (1d6)

Song (+3): Creatures within 60 feet of a mermaid become charmed and are magically drawn toward her. Will to resist.

Mimic

A creature that disguises itself as inanimate objects, such as chests, to ambush its victims with a terrible maw.

Vitality 6, Protection 12, Defense +1, Resistance +0, Speed 20 feet,
Attacks: Bite +1 (1d6)

Adhesive: A creature hit by a Bite attack is grappled by the mimic. Creatures grappled by it cannot avoid the mimic's Bite attack. Physique check to break free.

Minotaur

A giant creature with a human body and the head of a bull, famed for its brute strength, hunting down anyone who dares to invade its domain.

Vitality 36, Protection 9, Defense +1, Resistance +2, Speed 30 feet,
Attacks: Axe +3 (1d10) or Horn +3 (1d8)

Charge: If it makes a charge with its horns, it can advance 30 feet in a straight line, in addition to its normal movement.

Mummy

An undead wrapped in linen bandages, raised by ancient magic, that guards old secrets and curses those who dare defile its eternal rest.

Vitality 6, Defense +0, Resistance +0, Speed 20 feet,
Attacks: Slam +0

Rotting touch: When it touches a target, it inflicts a wound with severity 1d4. This wound is treated as moderate regardless of its severity.

Mushroom Folk

Fungal creatures resembling giant mushrooms, who live in caves and dark forests, using sleep-inducing spores to immobilize their prey and hunt in silence.

Vitality 6, Defense +0, Resistance +0, Speed 20 feet,
Attacks: Slam +0 (1d4)

Sleep spores (+1): Creatures within 30 feet of it fall asleep. Physique to resist.

Naga

A bizarre creature with a long, sinuous serpent's body ending in a lewd, human-featured face with slitted eyes and a forked tongue.

Vitality 12, Defense +1, Resistance +3, Speed 30 feet,
Attacks: Bite +3 (1d8)

Poison (+4): A creature that is bitten suffers the effect of a neurotoxic poison of potency 4.

Serpent's tongue (+3): It can cast the spells Command , Hold Creature , and Take Control .

Ogre

A huge, brutal creature with immense strength and limited intellect, often found in the wilds, where it hunts and destroys everything in its path.

Vitality 54, Protection 9, Defense +1, Resistance +2, Speed 30 feet,
Attacks: Club +4 (1d12+2)

Orc

A brutal warrior creature with bestial features and an insatiable lust for combat, often organized into violent tribes or armies.

Vitality 12, Protection 9, Defense +2, Resistance +1, Speed 30 feet,
Attacks: Longsword +2 (1d8)

Counterattack: If it takes damage from a melee attack, it can make a counterattack .

Owlbear

A hybrid creature with the body of a bear and the head of an owl, combining brute strength with keen sight, a silent guardian of the forests.

Vitality 36, Defense +2, Resistance +2, Speed 30 feet,
Attacks: Claws +2 (1d10) or Peck +3 (1d8)

Counterattack: If it takes damage from a melee attack, it can make a counterattack .

Grab (+4): A creature hit by a Peck attack is grappled by the owlbear. Physique check to break free.

Pegasus

A mythical creature with the body of a horse and the wings of an eagle, known for its beauty and agility, able to fly great distances with grace and strength.

Vitality 18, Defense +2, Resistance +2, Speed 60 feet (flying),
Attacks: Kick +3 (1d8)

Roc

A colossal creature with the body of a giant bird, able to lift elephants with its powerful talons, known for its destructive power and immeasurable size.

Vitality 72, Defense +2, Resistance +4, Speed 80 feet (flying),
Attacks: Claws +5 (1d12+4)

Grab (+6): A creature hit by a Claws attack during an aerial charge is grappled by the roc. Physique check to break free.

Rust Monster

A corrosive creature that devours metal, able to rust and destroy weapons and armor with its touch, spreading destruction wherever it goes.

Vitality 6, Defense +0, Resistance +0, Speed 40 feet,
Attacks: Claw +0 (1d4) or Corrosion +1

Corrosion: Permanently reduces the damage of a metal weapon by one step on the damage ladder , or the Protection of metal armor by 1d6. It completely corrodes other metal objects.

Sahuagin

An amphibious humanoid creature with a fish-like appearance, known for its predatory nature and ability to live both in water and on land, attacking in packs.

Vitality 12, Defense +1, Resistance +1, Speed 60 feet (swimming),
Attacks: Trident +2 (1d6)

Blood scent: The Trident's damage increases by one step on the damage ladder against creatures with wounds .

Half-fish: It must return to water every 4 hours.

Sandworm

A colossal monstrosity that dwells beneath the desert sands, with a gigantic maw and a subterranean body, able to swallow everything in its path.

Vitality 72, Protection 12, Defense +1, Resistance +5, Speed 40 feet (burrowing),
Attacks: Bite +5 (1d12+6)

Swallow (+4): A creature it bites is swallowed. Dodge to avoid. Swallowed creatures take 1d8 damage each time initiative returns to their side. If the worm takes at least 12 damage from a single blow, it regurgitates all the creatures it has swallowed.

Satyr

A fey creature with the body of a man and the legs of a goat, known for its mischievous nature, enchanting musical talents, and bond with the wild.

Vitality 6, Defense +2, Resistance +3, Speed 30 feet,
Attacks: Horns +1 (1d4)

Panpipes (+3): It can cast the spells Illusion , Sleep , and Take Control .

Shadow

A spectral entity made of darkness and immune to physical attacks, able to drain the vitality of its victims.

Vitality 18, Defense +4, Resistance +2, Speed 40 feet (flying),
Attacks: Necrotic touch +3

Intangible: It takes no damage from physical means.

Undead: Immune to effects that affect living creatures and to mind-control effects.

Necrotic touch: Deals 1d4 necrotic damage .

Skeleton

An animated corpse with no will of its own, made of dry, lifeless bones, driven by necromancy to serve as a tireless guardian or an immortal soldier.

Vitality 3, Protection 9, Defense +1, Resistance +0, Speed 20 feet,
Attacks: Shortsword +0 (1d6)

Undead: Immune to effects that affect living creatures, to mind-control effects, and to piercing damage.

Sphinx

A majestic creature with the body of a lion, powerful wings, and a human face, guardian of ancient secrets, posing deadly riddles to those who seek its knowledge.

Vitality 54, Defense +3, Resistance +5, Speed 40 feet (flying),
Attacks: Claws +4 (1d8)

Inscrutable: Immune to mind-control and mind-reading effects.

Roar† (+4): Creatures within 60 feet that can hear it are paralyzed until the end of combat. Will to resist.

Reality control (+6): It can cast the spells Command , Dispel Magic , Hold Creature , Slow , Misty Step , Silence , and Take Control .

Stirge

A creature resembling a giant bat, that feeds by sucking the blood of its victims, latching onto them with its long beak.

Vitality 6, Defense +4, Resistance +0, Speed 60 feet (flying),
Attacks: Sting +4 (1d4)

Blood drain (+2): The stirge latches onto a creature it has stung, dealing 1d4 damage at the start of each of its following turns . A stirge latched onto a creature cannot attack. Physique check to remove it.

Succubus/Incubus

Seductive demonic creatures that feed on the life energy of their victims, taking on alluring forms to seduce and manipulate mortals in pursuit of pleasure or power.

Vitality 18, Defense +3, Resistance +4, Speed 40 feet,
Attacks: Claws +3 (1d6)

Change appearance: It can change its appearance to take on the form of a woman (for a succubus) or a man (for an incubus).

Kiss of death: When it kisses a target, it deals 1d6 necrotic damage .

Charm (+4): It can cast the spells Sleep and Take Control .

Swamp Beast

An amphibious humanoid with slimy skin and bulging eyes, native to the swamps, that moves in nimble leaps and lives in primitive, warlike tribes.

Vitality 6, Defense +1, Resistance +0, Speed 30 feet,
Attacks: Spear +0 (1d4)

Camouflage (+4): Perception check to notice its approach in swamps.

Treant

An ancient, imposing creature formed of trunks and roots, guardian of the forests, that defends its territory with immense strength and ancient wisdom.

Vitality 48, Protection 24, Defense +1, Resistance +4, Speed 30 feet,
Attacks: Branches +4 (1d12+4)

False appearance: While motionless, it is indistinguishable from an ordinary tree.

Animate trees†: It turns 1d4 nearby trees into Treants, without this ability, which revert to ordinary trees after one day.

Troll

A gigantic creature with thick, rocky skin, known for its brute strength and immense resilience, able to heal quickly from wounds.

Vitality 36, Protection 9, Defense +1, Resistance +3, Speed 30 feet,
Attacks: Claws +3 (1d12) or Regeneration

Counterattack: If it takes damage from a melee attack, it can make a counterattack .

Regeneration†: It recovers 1d12+4 points of Vitality .

Stone sleep: It turns to stone in sunlight.

Unicorn

A graceful, mythical creature with the body of a horse and a spiraled horn on its brow, a symbol of purity and beauty, able to heal wounds with the touch of its magic horn.

Vitality 36, Defense +2, Resistance +6, Speed 60 feet,
Attacks: Horn +3 (1d8) or Kick +3 (1d6)

Healing touch: It completely heals a wound .

Teleport: It and any creature within 10 feet of it are teleported.

Vampire

An immortal creature of the shadows, thirsting for blood, that hunts by night, leaving a trail of death and terror to sustain its cruel and eternal existence.

Vitality 54, Defense +5, Resistance +6, Speed 60 feet (flying),
Attacks: Bite +6 (1d12+2) or Claws +6 (1d12)

Undead: Immune to effects that affect living creatures and to mind-control effects.

Counterattack: If it takes damage from a melee attack, it can make a counterattack with its Claws.

Drink blood: It recovers Vitality points equal to the Bite's damage.

Charm (+6): It can cast the spell Take Control .

Change form: With a minor action , it can change its form into that of a bat, a wolf, or mist.

Intangible: In its mist form, it becomes immune to physical damage, but also unable to interact physically with the world.

Vampire: It turns to dust when exposed to sunlight. It becomes paralyzed if a wooden stake is driven through its heart. It has a negative chance on all checks while exposed to the smell of garlic. It cannot cross running water and cannot enter a house without being invited.

Werewolf

A cursed human who transforms into a wolfish beast during the full moon, with superhuman strength and savage instincts.

Vitality 36, Defense +4, Resistance +4, Speed 40 feet,
Attacks: Bite +6 (1d8) or Claws +6 (1d6)

Counterattack: If it takes damage from a melee attack, it can make a counterattack with its Claws.

Full moon: Werewolves take on their monstrous form only during the night of the full moon. At other times, it is an ordinary man with slightly bestial features.

Immunity: Immune to non-magical physical attacks, except from silver weapons, while in its monstrous form.

Curse of lycanthropy: A creature that is bitten transforms into a werewolf at the next full moon.

Wyvern

A winged reptilian creature resembling a dragon, though smaller and fiercer, with a deadly venomous stinger on its tail and a relentless predatory nature.

Vitality 36, Protection 9, Defense +3, Resistance +2, Speed 60 feet (flying),
Attacks: Claws +3 (1d12) , Bite +3 (1d10) or Stinger +3 (1d8)

Poison (+4): A creature that is bitten suffers the effect of a neurotoxic poison of potency 4.

Yeti

A giant, shaggy creature that inhabits the frozen mountains, attacking intruders with immense strength and relentless fury.

Vitality 36, Defense +1, Resistance +3, Speed 30 feet,
Attacks: Slam +4 (1d12)

Counterattack: If it takes damage from a melee attack, it can make a counterattack .

Camouflage (+3): Perception check to notice its approach in snowy environments.

Fear of fire: It has a negative chance to attack while it can see fire.

Zombie

An undead creature reanimated by necromancy, moving slowly and with an insatiable hunger for human flesh, spreading death wherever it goes.

Vitality 6, Defense +0, Resistance +0, Speed 20 feet,
Attacks: Bite +0 (1d4)

Undead: Immune to effects that affect living creatures and to mind-control effects.

Relentless: If it is reduced to 0 Vitality by non-magical means, it recovers 1d4 – 1 Vitality .