BESTIARY



The Kingdoms of Bravehold each have their own wellspring of dangers, from slavering natural beasts to wily bandits. Every inch of this fantastical land is filled with strange creatures that defy reason and logic altogether. Presented below is but a sample serving of the odd creatures that have been discovered in creation thus far. It is certain that as each day passes, more and more terrifying, strange enemies will make themselves known. Each Kingdom has their own unique, native threats and dangers, and are very rarely found outside their native habitat.


Looting: Whenever you loot a fallen enemy, roll a d6 and consult the loot chart of the critter in question and see what goodies you manage to pick off the corpse. Those who take the Artisan Edge can use Monster Parts to craft all kinds of fantastic goodies (see the Gear section for more information). 

 

Rare Monster Parts: Anyone who rolls a 5 for a Loot roll picks up a rare Monster part. Rare Monster parts act as “Wild Card” crafting material. You can break down a Rare Monster Part into d3 Wild Materials. A Wild Material may be used to replace ANY other Material when crafting. Rare Monster Parts are highly sought after and sell for 100g each. 

 

Monsters and Numbers: You’ll notice that the Monsters presented below do not have Stats or Skills listed for them for the sake of brevity. Monsters fight and use their attacks to try and kill/eat people, so, listing Skills and Stat ratings would be relatively wasteful. Monsters always prefer action!



The patron animal of the Valtborn is the noble Silverbeak, a majestic eagle with a beak made of pure and gleaming silver. These proud hunters are favored as hunting birds and cherished pets for nobles of the Valtborn, and owning one is a sign of great status among the elite.


Energy: 25 Armor: 1


Half Actions

-Peck and Claw: Angering these birds of prey is most unwise, and a Silverbeak often uses their legendary pecker (the other one) and curled talons to tear regretful chunks out of those that earn their ire in a melee attack. Attack (3d6/Difficulty 4) Damage Value (3). 


Special Abilities

-Favored Pet: Valtborn Nobles (and only Valtborn Nobles) can have a tamed Silverbeak as a pet if they have a Presence score of 3+, the Primal Skill at Adept rank or higher, and pay an exorbitant cost of 1,000 gold. For whatever reason, a Silverbeak will only act as a pet to someone of noble birth, as these animals are intrinsically tied to the lofty elite of Valtmoor.


-Flight: It’s a bird. It can fly. I mean, come on. 


Loot

1: Nothing

2: d6 Monster Eggs

3: d6 Monster Meat

4: d6 Monster Feathers

5: Special Monster Part (Sterling Silver Beak)

6: All Loot from this chart



Considered to be little more than disgusting vermin, Pixies are crass, vulgar, and absolutely disgusting creatures that love to sow discord and chaos, making messes wherever their wretched hives spring up. These small, 3 feet tall winged cretins congregate in gangs, staying up at all hours of the night and having loud, wild parties that disturb hard working folks for miles around. Incredibly fond of mischief, Pixies love to steal and hide things, watching from afar as others are blamed for their naughty behavior. 


Energy: 10 Armor: 0


Half Actions

-Pinprick: Pixies use large, pointy needles to poke away at their foes, gleefully stabbing at anyone that gets close to them. Attack (2d6/Difficulty 5) Damage Value (1). While this attack does not deal much damage, anyone who takes damage from it must immediately roll a Vigor (Athletics) test, with a failure immediately putting the victim to sleep for one turn. All attacks against a sleeping character gain advantage. 


-Spit: Did I mention that Pixies are incredibly ill-mannered? Like a moody camel, Pixies can spit a foul smelling loogie at anyone they can see within 50 feet of them. Attack (3d6/Difficulty 4) Damage Value (2). Anyone that takes damage from this attack must immediately roll a d6. If the result is higher than the CURRENT amount of Luck Points that the character has, then the target stinks to high heaven until they take a Long Rest. This grants them Disadvantage to all social rolls against someone who can smell ya.


Special Abilities

-Gang Tactics: Pixies never fight alone, and always do their mischief in mobs of at least 5. If a Pixie is ever alone in a battle, it will immediately try to flee. 


-Flight: Their little Pixie Wings allow these foul creatures to buzz around up to 6 feet off the ground.


-Magical: Pixies constantly flutter around, blinking in and out of existence, making them incredibly difficult to hit in combat from afar. All ranged attacks made against a Pixie gain disadvantage. 


Loot

1: Nothing

2: d6 Monster Blood

3: d6 Monster Meat

4: Jar of Pixie Spit (Sells for 100g)

5: Special Monster Part (Pixie Wing)

6: All Loot from this chart



Who woulda thunk it that a career lopping off heads might eventually result in some mentally unbalanced people, am I right? A crazed Headsman results when someone in the beheading business truly excels at their calling, and upon chopping off their 100th head, there is a chance that the beheader in question turns into one of these fearsome beings. Crazed Headsmen roam the land of Valtmoor, seeking to eternally decapitate anything they come across (man or beast) with their massive lopping ax. 


Energy: 155 Armor: 2 (Greasy, thick and hairy skin)


Half Actions

-Lemme Ax you a question: One swing of this massive two handed ax can certainly change your perspective on life (by ending it). Attack (5d6/Difficulty 3) Damage Value (5). This attack ignores all Armor.


Full Actions

-Whirlwind: The Crazed Headsman can unleash a frenzied whirlwind attack that attacks any and all targets within 10 feet of them. The Crazed Headsman swirls around in a circle with their mighty weapon extended, lopping and chopping any who stand in their path. All targets must roll a Vigor OR Agility (Athletics) roll to get the heck out of the way, with failure dealing d6 x 10 damage to anyone unfortunate enough to reap the whirlwind! This attack ignores all armor. 


Special Abilities

-Lopsteady: Whenever a Crazed Headsman reduces a target to 0 Energy or less with any attack made by their ax, the target is immediately killed, with their head being neatly, expertly separated from their body.


-Extra Loot: Killing a Crazed Headsman leaves behind their legendary tool of the trade, a massive two handed ax. This weapon requires a Vigor score of 3+ to wield, as well as the Melee skill at Adept or higher. This ax is a damage value 5 weapon that ignores all armor. Anyone you bring to 0 Energy or less with this weapon is immediately beheaded instead of knocked out. While this is quite a potent weapon, prolonged use does have a small drawback: Each time you dispatch a foe with this weapon, roll a d6. On a result of 1, the wielder immediately becomes a Crazed Headsman and attacks anyone in the vicinity.


-On Becoming: Whenever someone in the executioner trade beheads 100 people, they are in danger of becoming a Crazed Headsman. On their 100th head (and every head after), the executioner rolls a d6. On a result of 1, the target immediately becomes a Crazed Headsman.


Loot

1: Nothing

2: Monster Blood

3: Monster Leather

4: Executioner’s Hood (Grants advantage to all Intimidation rolls/Smells terrible)

5: Special Monster Part (Coarse arm hair)

6: All Loot from this chart



You can only kick around the little guy for so long. Sometimes, the pawns on a chess board unionize and band together into a massive, six foot tall sentient being that is hell bent on revenge. No longer tasked with protecting their betters and carelessly sacrificing themselves, Pawnishers roam the landscape, battering down anyone who crosses their path.


Energy: 75 Armor:


Half Actions

-Pawnstomp: They don’t exactly have any limbs, so this is pretty much all they can do, but a Pawn can use its hefty size to stomp down on anyone angered by it. Attack (3d6/Difficulty 5) Damage Value (3). If this attack earns 3+ Stars, the target is knocked Prone. Attacks on a Prone target gain advantage. Standing from a Prone position takes a Full Action.


Special Abilities

-Beat the Rich: Pawnishers have a searing hatred for the nobility they once served, and all attacks made against a Valtmoor Noble gain advantage. If an attack a Pawnisher makes against a Valtmoor Noble already has advantage, increase the Damage Value of their attack to 5.

-Double Move: A Pawnisher can move with shocking speed at the start of a battle. Pawnishers have double movement speed for their first turn only.


Loot

1-6: Useless chunks of dust and debris. What, you expected Pawns to have sweet lootz?



Why do even the common pests of Bravehold have to be so…interesting? Lightning Rats are pretty much exactly the same as their common vermin counterpart, except they are about the size of dogs and can shoot bolts of crackling lightning out of their eyes and have metal lightning rod tails. Other than that, pretty much the same ol’ stuff.


Energy: 30 Armor: 0


Half Actions

-Nibble: Just a little love bite with their long and pointies! A Lightning Rat’s favored method of attack is a vicious bite that crackles and sparks, like licking a battery. Attack (2d6/Difficulty 5) Damage Value (2). If this attack scores 3+ Stars on its attack roll, the target immediately rolls a Vigor (Athletics) test, with failure meaning that the target contracts Electric Rabies (See below).


Full Actions

-Chain Lightning: Every once in a while, a Lightning Rat can fire a jolt of searing electricity at their foes that arcs from target to target. This bolt of energy is shot straight from the beady little eyes of a Lightning Rat. This attack can target anyone the Lightning rat can see within 50 feet. The target rolls a Vigor OR Agility (Athletics) to get the heck out of the way. Failure deals d6 x 5 damage (ignore all armor) to the target. IF the bolt hits the first target, it arcs to a second target, who must make a similar roll to resist. The bolt can arc a number of times equal to the amount of Lightning Rats involved in the combat. The Bolt ceases to arc once it is evaded by a target. For example, if you are fighting 3 Lightning Rats, this attack can arc to up to 3 different targets (since there are 3 Lightning Rats in the group you are fighting). Once used, this attack cannot be used again for d6 turns.  


Special Abilities

-Diseased Bite: Anyone infected by a Lightning Rat’s bite gets a unique disease called Electric Rabies. Someone with Electric Rabies gains a crackling, electric yellow glow to their eyes, and their touch gives a slight little electric shock to others (this deals no damage, but doesn’t feel great). While infected, the target’s two front teeth grow to comical size, and they also sprout a pair of crusty whiskers. This disease can be cured via an antidote, or by someone with the Heal skill at Adept or higher rolling a successful treatment roll.


Loot

1: Nothing

2: d6 Monster Blood

3: d6 Monster Fur

4: d6 Monster leather

5: Special Monster Part (Metal Lightning Rod Tail)

6: All Loot from this chart



Plague to all libraries and places of learning, an infestation of Scroll Eaters can erase entire histories if left unchecked. These curious beings actually feast on the written word, and more than one library has been wiped out of sacred knowledge by an unseemly handful of these strange creatures. Wizards particularly fear Scroll Eaters, and will pay handsomely to adventuring parties to deal with these fearsome foes.


Energy: 50 Armor: 0


Half Actions

-Brainchomp: The only attack these creatures have is a hungry chomp with their gaping maws. The effectiveness of this bite depends on the mental acuity of the victim, with less educated individuals finding it a bit ticklish, but the truly intelligent finding the kiss of these odd beings to be true agony. Below is a handy-dandy chart to tell you what kind of damage this attack deals depending on the target’s intelligence.


Victim’s Intellect (Attack Strength/Attack Difficulty/Damage Value)

Smarts 1 (1d6 Attack/Difficulty 5/Damage Value 1)

Smarts 2 (2d6 Attack/Difficulty 5/Damage Value 2)

Smarts 3 (3d6 Attack/Difficulty 4/Damage Value 3)

Smarts 4 (4d6 Attack/Difficulty 4/Damage Value 4)

Smarts 5 (5d6 Attack/Difficulty 3/Damage Value 5)


Special Abilities

-Hungry for Knowledge: The Scroll Eater gains advantage on all attacks made against someone who has any levels in the Bookworm skill. Those with refined education are among the favored dinnertime meals of these nefarious devourers. 


-Mob Rules: Where there’s one Scroll Eater, there are most likely plenty more. These beings are always encountered in groups that range from 3 to 5.


Loot

1: Nothing

2: d6 Monster Blood

3: d6 Monster Leather

4: A Half-Eaten Spellbook (Sells to any Wizard for 50g)

5: Special Monster Part (Scroll Eater Tongue)

6: All Loot from this chart



Nobody knows where these furious females come from, but everyone knows to run when they arrive! These red-skinned, malnourished females sport hefty iron masks, long, stringy hair, and an attitude. Iron Maidens attack anyone and anything that gets in their path with reckless abandon, only growing stronger the closer they come to defeat. Iron Maidens are pretty gnarly gals and like to hang out in dank, dark dungeons.


Energy: 100 Armor: (Varies)


Half Actions

-Frenzied Assault: The Iron Maiden hurls herself into battle and attacks anyone in her path with a fury that few ever forget. What’s worse is, the effectiveness of their attack improves the more damage she has taken. Below is a chart for the combat statistics of an Iron Maiden as she takes damage.


100-75 Energy

-Attack 5d6/Difficulty 5, Armor 0, One attack per Turn

74-50 Energy

-Attack 5d6/Difficulty 4, Armor 1, One attack per Turn

49-25 Energy

-Attack 5d6/Difficulty 3, Armor 2, Two attacks per Turn

24-1 Energy

-Attack 5d6/Difficulty 3, Armor 3, Three attacks per Turn


Special Abilities

-Extra Loot: Killing an Iron Maiden leaves behind their rather curious, massive spiked club with a flail at the end. Before you get too excited, this bulky, altogether strange weapon is nigh-impossible to operate in battle, and no one knows how Iron Maidens got so proficient in its use. As such, this weapon cannot be used in battle (you’ll stab your eye out), but can be sold to interested collectors for 500 gold. 


-Weakness (Light): Iron Maidens are prone to lurking about deep, dark dungeons and despise bright light. When in any light brighter than torchlight, an Iron Maiden gains Disadvantage on all her attacks. 


Loot  

1: Nothing 

2: d6 Monster Blood

3: d6 Monster Fur (Stringy hair can be woven into cloth)

4: d6 grime-encrusted Copper Pieces

5: Special Monster Part (Rusty Iron Mask) 

6: All Loot from this chart



What black cats are to most people, Horrid Hares are for the superstitious Lepkin. These antlered Bunnies may seem cute at first glance, but their maliciousness truly knows no bounds. Far larger than a normal rabbit and infinitely more aggressive, Horrid Hares are seen as the worst of all omens in Lepkin society, and for darn good reason.


Energy: 80 Armor: 0


Half Actions

-Heat-Seeking Carrot: The favored method of attack from a Horrid Hare is spitting out a deadly carrot that can impale a victim upon impact. This is a ranged attack that suffers no penalty if it is used in close combat. Attack (2d6/Difficulty 4) Damage Value (3). This attack ignores Armor ratings of 1. If this attack earns 3+ Stars, the Carrot explodes upon impact, sending pointy shards in all directions. Any enemies within a 15 foot radius from the person hit must roll a Vigor OR Agility (Athletics) roll to get the heck out of the way, with failure dealing d3 x 5 damage. The range of this attack is about 50 feet. 


Full Actions

-Gore: Those antlers ain’t just for show. Those antlers can GO! The Horrid Hare lowers its head and bum rushes a target within 30 feet of them, impaling them with a procession of stubbornly edged antlers. Attack (4d6/Difficulty 4) Damage Value (4). Once used, this attack cannot be used again for d6 rounds.


Special Abilities

-Unfortunate Son: Any time the Horrid Hare deals damage to a target, that target rolls a d6. On a result of 1, the target immediately loses 1 Luck Point. If they have no Luck Points to lose, the attack deals an extra d6 damage instead. If the target is Lepkin, then do not roll, they lose a point of Luck automatically.


Loot

1: Nothing

2: d6 Monster Blood

3: d6 Monster Fur

4: d6 Monster Leather

5: Special Monster Part (Unlucky Rabbit's Foot)

6: All Loot from this chart


Somewhere over the rainbow PAIN AWAITS. These curious blob-like beings are comprised of roiling, multi-colored rainbow sludge that skulks around Denderway looking for victims. A Painbow exists to spread suffering and bring about ruinous calamity for all. Some surmise that these beings can be found at the end of Rainbows, guarding pots of gold, but they have been recorded deep in dungeons as well, so it’s really anyone’s guess as to where one of these fearsome monstrosities might be encountered.


Energy: 100 Armor: 0


Half Actions

-Headbutt: Ramming their rubbery skull-forehead against their foes is a favored method for delivering pain, and a Painbow’s headbutt packs quite a wallop. Attack (4d6/Difficulty 4) Damage Value (3). If this attack earns 3+ Stars, the target immediately makes a Vigor (Athletics) test, with failure indicating they are dazed for 3 turns. A Dazed character can only take a Half Action on their turn. Because of the bendy, stretchy nature of the Painbow’s boneless form, they can unleash this attack even if the target is up to 25 feet away, rolling it as a melee attack.


Full Actions

-Devour: This horrifying ability sees the Painbow crash over a victim like a wave, consuming them inside its murky depths. When this attack is used, the Painbow rolls 5d6 and the target rolls a number of d6’s equal to their current Luck score. The difficulty for this roll is 5. If the Painbow earns more Stars than the victim, the Victim is consumed inside the Painbow, where they experience a choking agony the likes of which I lack the words to adequately describe. At the start of each of their turns, a consumed character can take no action other than taking d6 damage. A Consumed character is out of the fight (and possibly out of this existence) once devoured. Killing the Painbow frees the target (hurry up!) and ends the agony. Luckily, a Painbow can only use this horrific attack once per hour, and can only Devour one person at a time. 


Special Abilities

-Absorb: Whenever a Painbow takes damage from a close combat attack with a weapon, the target rolls a d6. If the result is a 1, the Painbow’s gooey body slurps up the weapon in question, which cannot be retrieved until the Painbow is destroyed. This had led to more than one outraged adventurer who lost their prized weapon within the sludgy confines of this nefarious creature.


Loot

1: Nothing

2: d6 (very colorful) Monster Blood

3: A completely intact skeleton of a previously devoured victim (worthless)

4: A mildly rusted pot of Gold (500 tarnished gold coins)

5: Special Monster Part (Gelatin Painbow Skull)

6: All Loot from this chart



The glistening emerald hills of Denderway house some of the most lush, valuable gold mines in all of Creation, but these gleaming treasures are oftentimes guarded by roving sentinels comprised of rock solid earth and a bad attitude. Yaknow, you’d get pretty sick and tired of people pecking away at your guts to pry apart some of the valuables encrusted inside your body, and that is exactly how Motherlodes are born. These living rock beings are tired of being exploited for material gain, and bring the fight to would-be prospectors. 


Energy: 175 Armor: 3


Half Actions

-Slam: Stone fist meets brittle face in this rather lopsided encounter. While lacking finesse, a Slam attack from a Motherlode is their primary way of dishing out damage. Attack (4d6/Difficulty 4) Damage Value (5). If this attack earns 3+ Stars, the target rolls a Vigor (Athletics) test to avoid being sent sailing through the air. On a failure, the blow knocks the target back about 20 feet, and they land with an unceremonious thud, taking an additional d6 damage in the process. A Motherlode may make two Slam attacks on each of their turns, assuming that the first one does not miss. If the Slam attack misses, a second cannot be attempted.


-Stellar Stalagmite: A Motherlode can summon forth sharp rocky formations of earth to impale their foes at range. This can target anyone the Motherlode can see within 50 feet of them. The target must make an Agility (Athletics) test to evade the lance of earth, with failure dealing d6 x 5 damage. This attack ignores Armor Ratings of 1. 


Full Actions

-Earthquake: By stomping a hefty foot onto the ground, a Motherlode can cause the ground beneath its feet to rumble and quake, causing all within a 25 foot radius to make an Agility (Athletics) roll to stay on their feet. Those that fail are immediately knocked Prone and take d6 damage. 


Special Abilities

-Enmity: Motherlodes have a particular grudge against anyone who is particularly wealthy, and all attacks against individuals with any level in the Lifestyle Edge deal an additional 1d6 damage. Ouch!


-(Somewhat) Reasonable: A Motherlode normally attacks any interlopers in their mines without care or reason, but they do feel a kinship with those that practice Elemental Magic. Anyone with the Mysterious Blood (Primordial Magic) may communicate with a Motherlode and attempt to talk their way out of a fight by succeeding on a Presence (Persuasion) roll. A Motherlode will at least hear you out if you are an ally to the elements.


Loot

1: Nothing

2: d6 Monster Carapace

3: Some Gold Dust (about 100g worth)

4: The Motherlode! (About 1,000g worth of impressive, fist sized Gold Nuggets)

5: Special Monster Part (Golden Motherlode Heart)

6: All Loot on this chart.



These rowdy shrooms are quite numerous in the enchanted hills of Denderway, looking to test their pugilistic prowess on anyone who happens to come by. These man-sized mushrooms are rather adept at the sweet science, and adore testing their mettle against all comers.


Energy: 100 Armor: 1 (Calloused Stalk)


Half Action

-Jab: A lightning quick jab that can really soften up a foe in melee range. Attack (3d6/Difficulty 4) Damage Value (2). A Furious Fungus can unleash two jabs per turn. If both of these jabs connect and deal damage, the Furious Fungus can unleash a Bodyblow (see below).


-Bodyblow: A rib-cracking shot to the lower body that can easily stagger an opponent, knocking the wind out of their battered lungs. Attack (4d6/Difficulty 4) Damage Value (3). If this attack earns 3+ Stars, the target rolls a Vigor (Athletics). Failure knocks the wind out of them for 3 rounds. Someone with the wind knocked out of them gains disadvantage on all attack rolls they make.


Full Actions

-Uppercut: This devastating blow can end a fight quickly, as the Furious Fungus unleashes all its punching power into one jaw-shattering strike. Attack (5d6/Difficulty 3) Damage Value (5). If this attack scores 3+ Stars, the target immediately rolls a Vigor (Athletics) test. Failure means that the target is immediately Knocked Out (Reduced to 0 Energy) and taken out of the fight, no matter their current Energy total. Once used, this attack cannot be unleashed again for d6 rounds.


-Standing 8 Count: Once per hour, a Furious Fungus can take a Full Action to gain a second wind, rolling 5d6. Any of these dice that roll a 5 or higher immediately restore 5 Energy to the potent pugilist.


Special Abilities

-Fancy Footwork: A specialist in fighting defensively, a Furious Fungus is adept at ducking, bobbing and weaving out of harm’s way. All ranged attacks made against a Furious Fungus gain Disadvantage. Melee attacks suffer no penalties. 


Loot

1: Nothing

2: d6 Monster Blood

3: d6 Monster Carapace

4: Elaborate Title Belt (Sells for 100g)

5: Special Monster Part (Well-Worn Boxing Glove)

6: All Loot from this chart


Most of the dangerous creatures of Bravehold threaten your safety. A rare few threaten your very sanity. Enter the Warp Weed, a malignant creature that revels in manipulating the minds of those unlucky enough to cross its path. Warp Weeds grow deep underground and emit a haze of mind-altering spores that slowly seeps upwards and infects up to an entire town of victims. Bards tell horrific tales of entire communities that descend into madness because a vicious Warp Weed festers and blooms below the surface.


Energy: 125 Armor: 0


Half Actions

-Vine Lash: A Warp Weed is covered in thick and pulsating vines that can lash out like a vicious whip, slashing and slapping at any foe. This can be either a melee or a ranged attack up to 30 feet away from the Warp Weed. Attack (3d6/Difficulty 5) Damage Value (3). Anyone who takes damage from a Vine Lash must immediately roll a Smarts (Willpower) test, with a failure meaning that the target gains an Insanity Point (see below).


-Seed Spit: The Warp Weed can launch a football sized seed at any foe within 50 feet that they can see. The target can roll a Vigor OR Agility (Athletics) test to get the heck out of the way. Failure indicates that the target rolls a d6 and endures the result. Once this attack is launched, it cannot be attempted again for d6 turns.


1-The target is reduced to 1 Energy

2-The target spends their next turn loudly singing

3-The target uses their next turn to attack their closest ally

4-The target takes d6 x 5 damage

5-The target takes d6 x 5 damage and gains 1 Insanity Point (See below)

6-The seed bounces harmlessly off the target’s head, growing a pretty flower wherever the seed lands


Special Abilities

-Insane Whispers: Certain attacks a Warp Weed launches grant Insanity Points to their victim. If a Victim ever gains a number of Insanity Points more than their Smarts score, the target goes insane. The target loses 1 Insanity Point after every Long Rest they take. An insane character rolls a d6 at the start of each of their turns. A result of 1 means the target wastes their action doing something loony, like singing a song, doing a dance, or ripping grass out of the ground obsessively. Insane characters can regain their grip on reality by spending 10 Experience Points to alleviate this condition. 


-Deadly Spores: A Warp Weed is always surrounded by a hazy, burning cloud of itchy spores that irritate the skin and sizzle the nerves. Anyone who starts their turn within 10 feet of a Warp Weed must roll a Smarts (Willpower) test. Failure deals d6 damage to the target, whose tongue gets swollen, eyes get itchy and irritated, and their skin breaks out in a painful rash.

-Fester: A Warp Weed’s madness spreads as it plants its roots and settles in an area. Most times, Warp Weeds settle down deep below a town, slowly driving those that live topside insane until the troublesome weed is finally (permanently) plucked. 


Loot

1: Nothing

2: d6 Common Herbs of the player’s choice

3: d6 Uncommon Herbs of the player’s choice

4: d6 Rare Herbs of the player’s choice

5: Special Monster Part (Warp Weed Root)

6: All Loot from this chart


Female Bards who had their musical hearts broken by tragic love sometimes become legendary Banshees. These bitter broads now spend their time bemoaning their lives and lost loves, and don’t mind too much if they bring other folks down with them! No matter what Species a Banshee was previously, the change into a Banshee alters her appearance, with all Banshees having pale, freckled skin and fiery orange hair and large, fae-like pointed ears.


Energy: 60 Armor: 0


Half Actions

-Bitter Lament: A Banshee can point at a target and utter a hex that inflicts emotional agony on any target they can see within 50 feet. The target rolls a Smarts (Willpower) roll to resist the attack, with failure infusing the target with a surge of morose depression and raging self-hatred. The target gives in to a strong urge to harm themself, and the target rolls an attack with whatever weapon they are currently wielding, targeting themself. 


Full Actions

-Wail of the Banshee: The famous death-shriek of the Banshee has filled more than a few graves, and all who hear this horrible screech must roll a Smarts (Willpower) test to resist. Failure deals d6 x 10 damage to all who fail this roll. Wearing earplugs grants Advantage to the roll to resist this ability. Once used, this ability cannot be attempted again for d6 turns. 


Special Abilities

-Hover: A Banshee floats about a foot off the ground, and never actually touches the surface. A Banshee can sustain this levitation at will for as long as they desire.


-Diva: Banshees absolutely hate sharing the spotlight, and will not allow another Bard to live. A Banshee can sense another Bard, and will focus her attacks on the character whenever possible. Furthermore, Bards of any kind take an additional d6 damage from any of a Banshee’s attacks. 


Loot

1: Nothing

2: d6 Monster Blood

3: d6 Monster Fur (Lustrous Orange Hair)

4: Unfinished Demo Tape of bitter emo music (worthless)

5: Special Monster Part (Freckled Vocal Chords)

6: All Loot from this chart


The crazed Lepkin dollmaker Azagail Bidlain sits in her crusty old cottage all day and whittles these shockingly creepy dollies from the comfort of her rocking chair. Not long after their construction, a dolly is infused with Fae Magic (long story, don’t ask) and becomes sentient (and violent) towards anyone but their crazy mother. These small, two foot tall dolls often wander about in packs looking for playmates, painting the emerald green hills of Denderway red.


Energy: 25 Armor: 0


Half Actions

-Stab: Armed with little more than kitchen knives and other common household implements, a Dire Dolly revels in the screams of its victims, plunging something sharp into something soft. Attack (2d6/Difficulty 5) Damage Value (2). 


Special Abilities

-Playmates: You never fight a single Dire Dolly, and these roving playtoys hunt in gangs of 5.


-Splinter is Coming: Whenever a Dire Dolly is reduced to 0 Energy or less, it explodes in a hail of long, thin, nasty splinters that deal d3 x 5 damage to anyone standing within 15 feet of the Dire Dolly. This damage does not affect others of their kind.


-Weakness (Fire): Being wood isn’t all its cracked up to be, and Dire Dollies suffer double damage from any attack that deals fire damage. If a Dire Dolly is killed by fire damage, its “Splinter is Coming” ability does not activate. 


Loot

1-6: Not much but sawdust and kindling



Headless, handless, and hulking, Stumpguts are the rank and file workers of the underworld-realm of the dead known as Mortriggaz. This labyrinthian realm is comprised of a never-ending maze of stone corridors that Stumpguts relentlessly carve out using their skewer-tipped limbs. Silent and single-minded, Stumpguts toil and work to further expand the underground realm of their God of Death, the worm king Mortriggon. Occasionally, Stumpguts are used as minions by powerful Necromancers, who jealously attack anyone threatening their master. Stumpguts serve without question, and make useful sentinels and guardians for other, more intelligent and nefarious Undead.


Energy: 35 Armor: 1


Half Actions

-Ack!-You’re-Punctured: A Stumpgut can take a Half Action to stab into foes relentlessly with their pointy limbs. Simple, yet effective, these tools are equally well-suited for stabbing into flesh and muscle as it is at carving out stone. Attack (2d6/Difficulty 4) Damage Value (2). These attacks ignore Armor Ratings of 1. A Stumpgut can make two of these attacks on each of their turns. This is a melee attack.


Full Actions

-Bite: They might not have heads, but a Stumpgut has a fang-filled maw on their bellies (just like their grim God!) that can deliver quite the chomp. Attack (3d6/Difficulty 4) Damage Value (4). This attack ignores Armor Ratings of 2. This is a melee attack.


Special Abilities

-Undead: This creature does not need to breathe and is susceptible to all attacks and weaknesses that target Undead specifically.


-Frenzy: When close to (real) death, a Stumpgut enters a battle rage, allowing it to take a Bite attack as an extra action on each of its turns. This battle rage is entered automatically when the Stumpgut is reduced to below 10 Energy. 


Loot

1: Nothing

2: d6 Monster Blood

3: d6 Monster Carapace

4: d6 Undead Dust

5: Special Monster Part (Stumpgut Skewer)

6: All Loot from this chart



These skulking bloodsuckers are some of the more lofty among the Undead, and are granted esteemed status among the ranks of the slavering dead. Night Slurpers have a bit of a nasty addiction to the blood of the living, and slake their thirst whenever possible. Due to it being eternally night in the realm of Bleakharrow, it is exceedingly rare to find one outside the comfy, morose borders of the Kingdom of the Trollochs.

 

Energy: 90 Armor: 2


Half Actions

-Sucky-Sucky: These aloof undead nobles think that physical combat is beneath them, and prefer to drain the life from their victims using this grotesque ability. By holding out a clawed hand towards their prey and opening their gaping maw, a Night Slurper can command a target to usher forth its own life essence. The target must succeed at a Vigor (Athletics) roll to resist this attack. Failure indicates that the target is drained of d3 x 5 Energy, with the Night Slurper being healed for 1/5th of this amount. For instance, if a Night Slurper drains 10 energy using this attack, they will regain 2 Energy as they feast on the pain inflicted. This attack is quite gruesome to behold, as the victim’s hot blood rushes out of the target’s pores to fill the Night Slurper’s hungry maw. Yuck!


Full Actions

-Mesmerism: By locking eyes on a target within 50 feet of them, the Night Slurper can command a target to aid them in battle. The target rolls a Smarts (Willpower) test to resist this attack. Failure means that the target defends the Night Slurper on its next 3 turns, attacking whomever the foul bloodsucker chooses. The target gets a new Smarts (Willpower) roll to resist at the start of each of these three turns, but these rolls suffer Disadvantage. Only 1 target may be Mesmerized at a time. A Night Slurper may use this ability once per hour. 


Special Abilities

-Undead: This creature does not need to breathe and is susceptible to all attacks and weaknesses that target Undead specifically.


-Dread Nobility: Night Slurpers are the nobles of the Undead, and can command lesser beings to serve them. A typical Nightslurper employs lesser undead as bodyguards and servitors that defend its lair.


-Flight: A Night Slurper has a set of pale yellow bat wings that they use to flutter about and conduct their grim business. These wings aren’t the strongest, but can elevate the Night Slurper up to 10 feet off the ground.


-Mist Form: Whenever the Night Slurper is reduced to 0 Energy or less, it immediately rolls a d6. On a result of 1-5, it is destroyed. On a result of a 6, it assumes the form of a red cloud of mist and drifts its way back to its spooky castle lair to regenerate. D6 nights later, the Night Slurper returns to full strength, seeking vengeance on those who dared defeat it.


-On Becoming: Someone who is reduced to 0 Energy or less by a Night Slurper’s drain attack rolls a d6. On a result of a 1, the victim will rise as a Night Slurper the following evening at midnight. Anyone with the Mysterious Blood (Radiant Magic) Edge is immune to ever becoming one of these foul beasts. 


Loot

1: Nothing

2: d6 Monster Blood

3: d6 Undead Dust

4: A stylish black cloak (Sells for 75g)

5: Special Monster Part (Night Slurper Fang)

6: All Loot from this chart



These gloomy avians are quite populous in Bleakharrow, hanging around cemeteries and other spooky surroundings. Some might call Blightbeaks the national bird of Bleakharrow, with their pitiless stare and taste for dead meat making this carrion animal quite a character, indeed. Instead of legs, a Blightbeak has a grotesque explosion of thin, wriggling worms that act as its lower appendages.


Energy: 40 Armor: 0


Half Actions  

-Dive Bomb: The Blightbeak’s favored method of attack is streaking down on an unwary foe and using its wickedly sharp beak to hack at any vital part of a target that it can peck at. Attack (3d6/Difficulty 4) Damage Value (3). This attack ignores Armor Ratings of 1.  

  

Special Abilities  

-Go for the Eyes: Whenever a Blightbeak deals damage to a foe, roll a d6. On a result of a 1, the target’s eyes were viciously pecked or gouged at, rendering the target blinded for 3 rounds. Blinded targets gain Disadvantage on all attack rolls.   

  

-Lice Swarm: A Blightbeak is constantly surrounded by a buzzing cloud of biting, stinging lice. Anyone that starts their turn within 5 feet of these gruesome birdies automatically takes 1d6 damage. Armor does not negate this damage, as the hungry lice are far too small to let a thing like armor get in their way. Damage taken from this ability does not trigger the “Go for the eyes” ability.  


-Flight: Birds fly. Water’s wet. You get the idea.

  

Loot  

1: Nothing 

2: d6 Monster Eggs 

3: d6 Monster Feathers 

4: d6 Undead Dust 

5: Special Monster Part (Blightbeak Beak) 

6: All Loot from this chart 



These ghostly miscreants attach themselves to dwellings of great emotional resonance, haunting the area with a procession of strange occurrences and supernatural phenomena. A place haunted by an Ectoplasmoid can suffer from walls that bleed a glowing green slime, random items floating around, eerie wails echoing in the middle of the night, or any other number of strange events. These creatures appear as translucent floating entities comprised of a bright green ectoplasmic substance.


Energy: 55 Armor: 0


Half Actions

-Slimeshot: The Ectoplasmoid hurls a ball of gooey, ice-cold ectoplasm at a foe as a ranged attack that can target anyone within 50 feet. Attack (3d6/Difficulty 4) Damage Value (2). If this attack earns 3+ Stars, the target rolls a Smarts (Willpower) test, with failure meaning that the target is frightened for 3 turns. A frightened character rolls a d6 at the start of each of their turns, with a result of a 1 meaning that the target spends their entire turn shivering and cowering in fear. Since this attack consists of nothing but goop, it ignores all Armor. 


Full Actions

-Telekinetic Flurry: By using their control over their haunted surroundings, an Ectoplasmoid can telekinetically launch a volley of objects at a foe. This normally takes the form of clunky or sharp objects that can be found around the area, which are hurled by an invisible hand at any target within 50 feet of the Ectoplasmoid. Attack (5d6/Difficulty 4) Damage Value (5). Once this attack is used, it cannot be attempted again for d6 turns.


Special Abilities

-Undead: This creature does not need to breathe and is susceptible to all attacks and weaknesses that target Undead specifically.


-Ethereal: Ectoplasmoids flitter in and out of physical existence. Whenever this ghastly ghost is hit by any physical attack, roll a d6. On a result of 1-4, the attack deals damage as per normal. On a result of 5 or 6, the attack passes harmlessly through the Ectoplasmoid’s body. Magical attacks of any kind are immune to this resistance. 


Loot  

1: Nothing 

2: A broken Holy Symbol (worthless)  

3: A Spooky Doll that occasionally speaks at inopportune times

4: d6 Undead Dust 

5: Special Monster Part (Jar of Ectoplasm) 

6: All Loot from this chart



This portly, ornery grey warthog has large, floppy bat ears and a set of puny little wings. Batpigs are strange creatures that are incredibly resilient to physical damage, but have a crippling vulnerability to magic. 


Energy: 95 Armor: 3


Half Actions

-Gore: What they lack in tactical cleverness, a Batpig makes up for with raw, unadulterated force. Their battleplans are always simple: put your head down and charge until stuff stops moving. Attack (4d6/Difficulty 4) Damage Value (4). If this attack brings a target to 0 Energy or less, the Batpig may immediately make another attack on another target who is within 30 feet of it. 


Full Actions

-Summon Swarm: A Batpig can unleash a high pitched sonar squeal that summons forth a cloud of slavering bats that attack any and ALL enemy targets within a 25 foot radius around the Batpig. Targets roll a Vigor OR Agility (Athletics) to get the heck out of the way. Failure deals d6 x 5 damage to all who fail this test as the bat swarm harasses and bites the unlucky victims, chewing on their faces exuberantly. 

 

Special Abilities 

-Double Tough: Batpigs are exceedingly durable. Whenever a Batpig takes damage from an attack, roll a d6. If the result is 1-5, the attack deals damage as per normal. On a result of a 6, reduce the damage of the attack to 0.


-Vulnerability (Magic): Batpigs are absolutely terrified of Magic, and all damaging spells made against them deal twice as much damage. All attacks a Batpig makes against someone with the Mysterious Blood Edge gain Disadvantage.


-(Kinda) Flight: While the Batpig does have wings, it isn’t the most graceful creature. A Batpig’s wings can be used to have the creature hover about 1 foot off the ground for limited spurts of time.


Loot  

1: Nothing 

2: d6 Monster Blood

3: d6 Monster Meat

4: d6 Monster Leather

5: Special Monster Part (Batpig Snout) 

6: All Loot from this chart



The lonesome trails of the Black Forest of Bleakharrow are teeming with slavering packs of these vicious predators, but Shadenwulfs can be encountered in any corner of the dark realm of the Trollochs. Their three eyes and purple fur match the general aesthetic of the Trolloch people, which leads many to believe that the two beings share a relation. These rumors may have the slightest hint of truth to them.


Energy: 50 Armor: 0


Half Actions

-Embittered Bite: One chomp from a set of powerful canine teeth is enough to ruin anyone’s day. Attack (3d6/Difficulty 4) Damage Value (3).


Full Actions

-Shadow Lash: The Shadenwulf can emit coils of inky darkness from their slavering maw, which act as tendrils that whip out at unwary victims. A Shadenwulf may take a Full Action to unleash 3 of these attacks on any target within 25 feet of them. Attack (4d6/Difficulty 5) Damage Value (2). Anyone who is successfully damaged by all 3 of these attacks becomes Embittered (see below). Once this attack is used, it cannot be used by any member of the Shadenwulf pack for d6 rounds. 


Special Abilities

-Pack Hunters: Shadenwulfs believe in strength in numbers, and roam in packs of 3.


-Enhanced Senses: A Shadenwulf can sense the pulse of life in others, and does not need to see in order to track its prey. Not even complete darkness can impede its ability to track a pulse with truly alarming accuracy.


-Embittered Lash: Anyone who becomes Embittered by a Shadenwulf’s Shadow Lash attack becomes infected with a spirit of dour moroseness, and suffers Disadvantage on all Presence checks made to interact with people until they can shake off the effects with a Long Rest.


-On Becoming: The legends of Shadenwulf once being Trollochs is actually true, and this fate is reserved for Trollochs who commit acts of such evil and depravity that The Fates have no recourse but to doom them to a life of savagery that was so rightfully earned. Note that becoming a Shadenwulf is reserved for the most heinous of crimes, and only afflicts the Trolloch people, who make it a habit to check their dark inhibitions lest they find themselves with a whole new outlook on life…


Loot

1: Nothing

2: d6 Monster Blood

3: d6 Monster Fur

4: d6 Monster Leather

5: Special Monster Part (Shadenwulf Snout)

6: All Loot from this chart



Territorial and defensive, Gargoyles act as lumbering sentinels over an area that they are tasked with protecting. Most of the time, a Gargoyle spends much of their day frozen in place, appearing as little more than a menacing statue, but when interlopers tread upon ground they were sworn to protect, they spring into action and quickly dispatch intruders. Gargoyles often sell their services to others, acting as popular bodyguards for those that can afford them.


Energy: 80 Armor: 3 (Literal Stone Skin)


Half Actions

-Rend: A stone claw cuts just as deep as a natural one, and the Gargoyle’s favored method of attack is to lash out with its stone claws. Attack (3d6/Difficulty 4) Damage Value (3). 


Full Actions

-Air Mail: A Gargoyle uses this attack to clutch an opponent and fly them about 50 feet in the air or so, then drop them and see what kind of splatter their insides make. The target makes an Agility (Athletics) roll to get the heck out of the way, with failure meaning that they go for a nice little ride with their stony new friend. This attack deals d6 x 10 damage and knocks the target Prone. Once this action is attempted, the Gargoyle may not attempt it again for d6 turns.


Special Abilities

-Wings: Gargoyles can fly up to 50 feet in the air if they really need to. Despite their dense, heavy frames, a Gargoyle’s powerful wings can keep them airborne indefinitely. 


-Weakness (Blunt Weapons): Since it is comprised entirely of stone, blunt weapons are quite effective against a Gargoyle, and ignore all its Armor. 


-Sentient Sentinels: Gargoyles are not dumb, and have about average intelligence. They are able to carry on conversations and even be reasoned with. A Gargoyle can sense the presence of an interloper within a 150 foot radius around their position. All attempts to sneak past a Gargoyle automatically fail due to this sense. 


Loot  

1: Nothing 

2: 3 Monster Carapace (Sturdy Stone)

3: 5 Monster Carapace (Sturdy Stone)

4: 10 Monster Carapace (Sturdy Stone)

5: Special Monster Part (Cement Tooth) 

6: All Loot from this chart



These chonky fishies got mad beef! Large, slow, and packing a set of fin-flails that are great at bonking brains around, this aquatic terror is a staple of the Eternal Sea and is rather commonly encountered there. Rumble Guppies enjoy pounding away at the bottom of ships, often doing tremendous damage to their hulls if not dealt with quickly. 


Energy: 55 Armor: 1


Half Actions

-Slam Session: The Rumble Guppy uses its hefty fin-flails to hammer its foes into submission. Attack (4d6/Difficulty 4) Damage Value (5). A Rumble Guppy can unleash two Slam Sessions on each of their turns. If both Slam Sessions deal damage to the same target, that target immediately loses a point of Luck. This attack has a reach of 10 feet around the Rumble Guppy.


Special Abilities

-Aquatic: This creature can breathe underwater indefinitely, and may attack and act normally underwater without penalty. 


-Shipwrecker: Whenever a Rumble Guppy attacks the Hull of a Ship (no matter the size), roll 2d6. On a result of Snake Eyes (two 1’s), the Rumble Guppy manages to breach the hull of the ship, causing it to take on water and begin to sink. Once these terrors of the sea start knocking, wise sailors know that the threat needs to be dealt with ASAP.


Loot  

1: Nothing 

2: d6 Monster Blood

3: d6 Monster Meat

4: d6 Monster Carapace (Tough scales)

5: Special Monster Part (Rumble Guppy Fin-Flail) 

6: All Loot from this chart



The ultimate glass cannon, the famed Manowar is a very delicate jellyfish creature with a procession of 5 lightning quick tentacles that can absolutely slap the crap out of anyone that displeases them. As colorful as they are deadly, this aggressive creature drifts through the Eternal Sea looking for trouble, and rarely is disappointed in its search.


Energy: 30 Armor: 0


Half Actions

-Tentacle Tickle: Maybe you’d better sit down for this next part, because Manowar get five attacks each turn, one with each of their brightly colored tentacles. The good news is, these attacks are relatively weak. Attack (3d6/Difficulty 4) Damage Value (2). The range of these attacks is anywhere within 25 feet of the Manowar.


Special Abilities

-Aquatic: This creature can breathe underwater indefinitely, and may attack and act normally underwater without penalty. 


-Numbing Sting: A target who takes damage from 3 or more Tentacle Tickles finds their muscles spasming and their limbs growing numb for d3 turns. A numb character makes all their attacks at Disadvantage for the duration of this condition.


-Vengeful Demise: Upon death, a Manowar explodes in a violent shockwave of colorful energy that radiates outward. Any enemies within 25 feet of the Manowar must roll an Agility or Vigor (Athletics) test to evade this attack. Those that fail take d3 x 10 damage.


Loot  

1-6: Nothing. The freaking thing blows up when it dies. Did you not read the last part?



The mythically alluring Merdermaid of the Eternal Sea carry a mystifying beauty that has driven (literal) boatloads of seaworthy admirers to rather grisly ends. These enchanting ladies often drift to the surface, emitting their magical siren song and luring unwitting mariners into their silken clutches. 


Energy: 70 Armor: 0


Half Actions

-Tidal Song: Any males who hear the hypnotic song of the Merdermaid must roll a Smarts (Willpower) test to resist its otherworldly allure. Those that fail find themselves wanting nothing more than to investigate the source of that heavenly melody, and they will rush to the Merdermaid in order to do so. Once an enchanted victim is within striking distance, the Merdermaid takes a massive bite out of them, revealing a mouth full of several rows of thin needle teeth. Females are immune to this song, but hey, they’re probably just jelly of the hottie with the fishtail, am I right, fellas? This is not considered an attack, so the Merdermaid can sing her happy song (a half action) and Chomp a victim (another Half Action). A target who has taken damage from a Merdermaid’s Chomp attack is immune to being enchanted again (Bite me once, shame on you. Bite me twice, shame on me!).


-Chomp: A devastating bite that usually targets the throat of seduced prey, this savage attack deals d3 x 10 damage and immediately snaps the victim out of the trance (assuming they survive). An enchanted target automatically takes this damage, but someone who is not under the Merdermaid’s spell can roll a Vigor OR Agility (Athletics) to get the heck out of the way.


Special Abilities

-Aquatic: This creature can breathe underwater indefinitely, and may attack and act normally underwater without penalty. 


-Hypnotic Allure: Even after getting their throat ripped open by a set of stabby needle-teeth, Men still have a real hard time raising a hand to these sultry creatures. All attacks a Male makes against a Merdermaid suffers Disadvantage. 


Loot  

1: Nothing 

2: d6 Monster Blood

3: A handful of partially digested bones (worthless)

4: An exquisite bottle of “Au de Tempest” perfume (Sells for 125g) 

5: Special Monster Part (Vial of Merdermaid Sweat) 

6: All Loot from this chart



Want a free hug? Seek out one of these spine-covered fellows, and they’ll gladly squeeze the life out of you in a most enthusiastic manner. Barb Eels stalk the murky depths of the Eternal Sea, slinking up on their prey and shredding them to ribbons with an endless procession of thin and curled hook-spines. 


Energy: 40 Armor: 1


Half Actions

-Coil: Barb Eels begin combat by wrapping themselves around their prey. Potential victims roll an Agility (Athletics) to get the heck out of the way. Failure means that the Barb Eel becomes coiled around the target, dealing d3 x 5 damage. At the start of each of their turns, a coiled target can take a Half Action to roll a Vigor (Athletics) test at disadvantage to muscle their way out of this horrid embrace. A target cannot act until they are freed, and a coiled victim can use their entire Full Action to attempt to break free twice on their turn. Attacking a Barb Eel who is constricting an ally is a delicate affair, and all attacks made against a Barb Eel while they are constricting their prey are rolled with disadvantage.  


-Constrict: On their turn, a Barb Eel can tighten its grip on constricted prey, dealing another d3 x 5 damage. 


Special Abilities

-Aquatic: This creature can breathe underwater indefinitely, and may attack and act normally underwater without penalty. 


-Pack Hunter: Barb Eels are social hunters, and are usually encountered in groups of 3.


Loot  

1: Nothing 

2: d6 Monster Blood

3: d6 Monster Meat

4: d6 Monster Carapace

5: Special Monster Part (Spine Hook) 

6: All Loot from this chart



These angry birds are quite cantankerous, drifting like fluffy yellow battleships atop the calm waves of the Eternal Sea. Ill-tempered and seemingly always agitated, Double Ducks are two-headed creatures that argue and quack at themselves in a never-ending circular argument. It’s really no wonder why these foul fowl immediately attack anyone they come across, as they are always needing to let off some steam and vent their endless aggression. Unlike most of the threats of the Eternal Sea, Double ducks do not do battle below the waves, and are most often encountered on dry land by shores. 


Energy: 60 Armor: 0


Half Actions

-Beak Beatdown: The Double Duck unleashes a double session of beak-battering, pummeling their foe with their steely bills. Attack (3d6/Difficulty 5) Damage Value (2). A Double Duck can use this attack twice on their turn.


Full Actions

-Eggsplosion: The Double Duck can launch a large egg as a volatile projectile weapon. This attack can target anything the Double Duck can see within 50 feet. Once used, this attack cannot be attempted again for d6 turns. A victim gets to roll a Vigor OR Agility test to get the heck out of the way, with failure causing the target to roll a d6 and deal with one of the following consequences:


1-The Egg deals no damage, but immediately hatches another fully grown Double Duck

2-The Egg deals d6 x 10 damage to the target and half this amount to all allies within 10 feet

3-The Egg deals d6 x 10 damage 

4-The Egg deals d6 x 5 damage

5-The Egg deals d3 x 5 damage

6-The Egg splatters against the target, dealing no damage but making a gooey mess


Special Abilities

-Too Stubborn to Die: Once per day when a Double Duck is reduced to 0 Energy or less, they immediately roll 5d6. Any of these dice that roll a 5 or better immediately restore 5 Energy to the Double Duck. 


Loot  

1: Nothing 

2: d6 Monster Meat

3: d6 Monster Feathers

4: d6 Monster Eggs

5: Special Monster Part (Pair of matching Beaks) 

6: All Loot from this chart



Weresharks are a very real thing in the Eternal Sea, and you’d be surprised how many sailors tend to morph into bipedal shark-things and run amok all over the place whenever they are exposed to a particularly bloody scene. What’s worse is, Sharkanthropes have exceedingly obnoxious personalities, and talk and act just like annoying surfer brahs. 


Energy: 125 Armor: 2


Half Actions

-Bite: It’s a shark. I don’t know what else you were expecting. Perhaps a karate chop of some kind? Attack (5d6/Difficulty 3) Damage Value (5). If this attack earns 3+ Stars, the target immediately rolls a Vigor (Athletics) test. Failure indicates that the victim contracts Sharkanthropy (See below).


-Karate Chop: Just kidding. 


Special Abilities

-Aquatic: This creature can breathe underwater indefinitely, and may attack and act normally underwater without penalty. 


-Blood in the Water: Sharkanthropes put a little extra mustard on all attacks made against bloody targets, and all attacks they make against a target that has less than half (round down) their full Energy pool gain advantage.


-Vulnerability (Silver): Sailors often carry silver weapons just in case they come across one of these ravenous shifters. Buying a Silver version of a weapon adds a cost of 50g to it. Any attacks made against a Sharkanthrope using a Silver weapon double the damage dealt.


-On Becoming: Someone who contracts Sharkanthropy gains a ravenous craving for raw meat. If this condition is not cured (via an Antidote) in d3 days, they become a full-blown Sharkanthrope. A Sharkanthrope turns into a walking, talking, chomping shark-creature that attacks all beings in their vicinity. A Sharkanthrope changes when they are confronted with a particularly bloody scene, feeling their primal urges well up inside them. Resisting this change is a Smarts (Willpower) roll (at Disadvantage when confronted by a particularly gory scene). Ship Captains often test their crew for Sharkanthropy by dumping a bucket of chum on the deck and seeing if anyone falls to all fours and starts licking it up. 


Loot  

1: Nothing 

2: d6 Monster Blood

3: d6 Monster Meat

4: d6 Monster Carapace

5: Special Monster Part (Sharkanthrope Fin) 

6: All Loot from this chart


Hey, ain’t these things normally in the water? Skyrays are large, hungry predators that can be seen peacefully drifting through the skies above the Eternal Sea, looking for just the right tender morsel to sweep down and give a nice couple of love bites to with its multiple mouths. Sailors are a Skyray’s meal of choice, and anyone who has spent notable time aboard a ship has had to deal with these strange skyborn terrors. 


Energy: 65 Armor: 0


Half Actions

-Multi-Chomp: Hey, this thing has 4 mouths to feed! Attack (3d6/Difficulty 5) Damage Value (3). A Skyray gets one of these attacks per Half Action, but if they deal damage with the first bite, they can immediately take d3 more against the same target. If the Skyray misses their initial chomp, then they do not get to make attacks that round. 


Full Action

-Tail Sting: The famous stinger of a Skyray can be used as an attack as well, and is often employed to get people out of the fight while the Skyray deals with other, more immediate threats. Attack (4d6/Difficulty 4) Damage Value (4). Once used, the Skyray cannot attempt this attack again for d6 rounds. If this attack deals damage, the target immediately rolls a Vigor (Athletics) test to resist the toxic sting. A failure indicates that the target to get intensely nauseous, rolling a d3 and suffering the result as listed below:


1-2: Your next attack suffers Disadvantage

3-4: For the remainder of the fight, you may only take Full Actions

5-6: Your muscles spasm and you spend the next d3 turns on the ground writhing in anguish


Special Abilities

-Best of Both Worlds: A Skyray can fly and soar up to 100 feet above the ground. It can also function aquatically like a normal stingray and attack without penalty underwater. Skyrays prefer the open air, however, and will mostly venture beneath the waves to pursue fleeing prey.


Loot  

1: Nothing 

2: d6 Monster Blood

3: d6 Monster Leather

4: d6 Monster Venom

5: Special Monster Part (Skyray Stinger) 

6: All Loot from this chart



The premier scavengers of the roiling deserts of Thet’Kharoon, the cunning Hyenax lurk the silken dunes in search of their next meal, often following traveling caravans and waiting for just the perfect time to strike.


Energy: 50 Armor: 0


Half Actions

-Feverish Bite: The dreaded bite of a Hyenax is a common enough ailment for beleaguered travelers in Thet’Kharoon, and many sufferers who do not get medical attention after one find themselves in dire condition indeed. Attack (3d6/Difficulty 4) Damage Value (3). If this attack earns 3+ Stars, the target immediately rolls a Vigor (Athletics) test or comes down with Scavenger Fever (See Below). 


Special Abilities

-Pack Hunters: You never encounter a single Hyenax, and these roving beastie besties travel in hungry packs of at least 3.


-Opportunistic: Hyenax are the ultimate scavengers, and will always attack the target with the least amount of Energy, focusing on bringing down their prey one at a time, delighting in the suffering they inflict as they gang up on a hapless meal of flailing limbs and yielding flesh.


-Scavenger Fever: Those who contract this affliction find themselves in the grip of a serious fever that sees the target hallucinate and sweat profusely, which in itself can be a death sentence in such a hot, dry climate as Thet’Kharoon, where moisture is a precious thing, indeed. Scavenger Fever lasts until the victim has taken 3 Long Rests. An afflicted patient rolls a d6 after they complete each Long Rest while infected. A result of 1 means that the target succumbs to the fever and expires. Luckily, this condition can be cured by an antidote or ends on its own after 3 Long Rests. 


Loot  

1: Nothing 

2: d6 Monster Blood

3: d6 Monster Fur

4: d6 Monster Leather

5: Special Monster Part (Hyenax Paw) 

6: All Loot from this chart



These legless, dog-sized scorpions glide their way under the sand in a similar fashion to sidewinder snakes, borrowing beneath the surface and using their strange tremor sense to detect topside prey, springing deadly ambushes on those hapless victims who end up filling their bellies.


Energy: 35 Armor: 1


Half Actions

-Pinchy: The Slithersting opens up its attacks by using both its potent pincers to assail their foes. Attack (2d6/Difficulty 4) Damage Value (2). A Slithersting can take a Full Action to unleash two of these attacks on their turn. If both these attacks damage the same target, the Slithersting can unleash a Searing Sting attack (see below) on the same target for free.

-Searing Sting: This wickedly curved tail injects a boatload of venom into its prey’s bloodstream. Attack (3d6/Difficulty 3) Damage Value (4). Targets who are damaged by this attack roll a Vigor (Athletics) test to resist the burning poison that this attack slips into the victim’s bloodstream. A poisoned target takes d6 damage at the start of each of their turns for the next 3 turns. Remember that Serpae are immune to all poisons, and that immunity extends to this ability (though they still take damage from the attack).


Special Abilities

-Hive Mind: Slitherstings all share one conscious mind and attack as a unit. These wily creatures are never encountered in groups of less than 3.


-Ambush: Slitherstings lie in wait beneath the sand and burst up to strike at their foes in an explosion of sand and violence. Whenever a party is nearing the ambush, all members of the party may attempt a Presence (Perception) to get a hunch that something just ain’t right. Success allows them to roll Initiative for a chance of avoiding the ambush. Failure means that the Slitherstings act first and successfully surprise their enemies, with all attacks made on their first round of combat gaining Advantage.  


Loot  

1: Nothing 

2: d6 Monster Blood

3: d6 Monster Carapace

4: d6 Monster Venom

5: Special Monster Part (Slithersting Tail) 

6: All Loot from this chart



Haughty and arrogant, these magical wish-granters spend their time chilling in their lamp and keeping to themselves. Mostly wanting to be left alone, Djinn mostly relocate their lamp-homes to the middle of the desert where they can be left in peace and undisturbed. However, whenever someone is unfortunate enough to stumble across one of their seemingly discarded lamps jutting out of the sand, the Djinn springs forth from its confines and begins to unleash holy heck on whoever dared disturb its peace. While encountering a Djinn is oftentimes incredibly bad news, these beings have a strange sense of honor, and will lower themselves to grant one wish to someone who manages to best them in battle. 


Energy: 85 Armor: 0


Half Actions

-Sentient Scimitar: Djinn do not dirty themselves with base combat, and instead can summon forth a large, curved scimitar that floats on its own accord and attacks at the whim of the Djinn. This blade is massive and deadly, and sails through the air effortlessly, carving up foes as the Djinn taunts and laughs at its feeble opposition. Attack (4d6/Difficulty 3) Damage Value (3). 


-Haughty Taunt: The Djinn unleashes a flurry of truly hurtful, embarrassing disses at their opponent, absolutely humiliating them in the process. This is not an attack, and can be used once per turn. The target rolls a Smarts (Willpower) test to resist this awful barb. On a failure, the target rolls a d6 and endures the result:


1-4: The target fumes with humiliation, gaining Disadvantage on their next attack

5: The target is truly ashamed, and spends their next action throwing a tantrum

6:  The target is ranked out to the max, losing 1 Experience Point at the end of the adventure


Special Abilities

-Mirage: A Djinn is a natural trickster and often hides its true location via illusion. Whenever a physical attack hits a Djinn, roll a d6. On a result of 1-5, the attack hits as per usual. On a result of 6, the attack hits an illusion of the Djinn and deals no damage. Magical attacks are not affected by this. 


-Arrogant: A Djinn is a truly overconfident being and believes themselves to be better than just about everyone else in creation. This personality trait makes them quite prone to flattery and can be used to sometimes grovel for mercy if a fight is going poorly for a would be enemy. Those who are reduced below 10 Energy while in battle with a Djinn may attempt to beg the lofty creature for mercy, and may attempt a Presence (Persuasion) roll to do so (Make sure you have the player roleplay out the pathetic groveling and intense flattery required). If this roll garners 3+ Stars, the Djinn shows its magnanimous mercy and relents, snapping its fingers and vanishing from the area. If this roll fails, the Djinn offers no mercy, and attacks with even more savagery (all its attacks deal an extra d6 damage after this). This tactic can only be applied by 1 member in any party.


-Wish: Djinn cannot be killed, only bested (temporarily). A bested Djinn will cease all aggressions and bestow one wish upon whoever delivered the final blow that caused the defeat. While Djinn can do many very cool things, they are not Gods, and will only perform tasks within their control. Some example wishes that most Djinns have the power to grant are listed below:


-Raise any Stat by 1

-Grant any Edge at Basic, or improve an existing Edge from Basic to Advanced

-Heal a disease or condition (blindness, deafness, etc) or regrow a limb

-GM’s discretion, but nothing earth-shattering!


-Special Loot (Wishmaster Scimitar): When bested, a Djinn will grant a gift of its Scimitar to whoever dealt the last blow against it. This weapon is quite powerful and is a mark of status to anyone who carries its bejeweled blade. This gorgeous weapon has a sell price of 1,000g that most merchants would be happy to pay to own such a beautiful blade. This ornate Scimitar acts as a Longsword in all respects, but the wielder can spend a point of Luck once per Long rest to have the Scimitar attack without being held. This gives the wielder one free attack per turn for 3 turns. Attack (4d6/Difficulty 3) Damage Value (3).  


Loot

1-6: Nothing. Much like Dave, Djinn cannot be destroyed, so they cannot be looted.



The rich and elite of Thet’Kharoon are often ritually mummified as one final and ostentatious display of wealth. Most times, this goes without a hitch, but every now and again, a Mummified person decides they aren’t quite done with the lands of the living yet, and ventures out to cause more mischief. 


Energy: 70 Armor: 0


Half Actions

-Bandage Whip: By suddenly jerking their head back and forth in a sickening display, the crusty mummy lashes out with its dirty bandages, giving a little slap session to anyone within 30 feet of them. Attack (3d6/Difficulty 5) Damage Value (3). A Mummy can make two of these attacks per turn.


Full Actions

-Sandstorm: By opening its dry, cracked lips, a Mummy can breathe out a roiling sandstorm in a cone that envelopes all targets within its area of effect. This can reach up to 50 feet away from the Mummy. Anyone in the line of fire must roll a Vigor OR Agility to get the heck out of the way, with failure dealing d3 x 10 damage to those who cannot avoid the searing, whipping sand that tears their flesh. Those that take damage from this attack gain disadvantage on the next attack they make. Once used, this dreaded ability cannot be attempted again for d6 rounds. 


Special Abilities

-Undead: This creature does not need to breathe and is susceptible to all attacks and weaknesses that target Undead specifically.


-Slowpoke: This may shock you, but Mummies are not renowned for their lightning quickness. A Mummy always acts last in combat. 


-The Mummy’s Curse: After defeating a Mummy, every member of a party who engaged in the fight must roll 2d6. If anyone rolls Snake Eyes (two 1’s), they gain the Mummy’s Curse. This dreaded mystical hex grants Disadvantage on all rolls the target makes until they spend 10 Experience Points to fend off the dreaded curse for good. 


-Special Loot (Royal Map): All Mummies jealously guard a map to their tomb somewhere on their person, which is undoubtedly stuffed with riches (and death traps…and guardians…). Defeating a Mummy reveals this map to the players, who can either sell it (for about 500g) or attempt to brave the dangers of the Mummy’s Tomb in search of greater prizes… 


-On Becoming: Whenever someone with the Lifestyle Edge is mummified, they roll 2d6. On a result of a Snake Eyes, they will become reborn as a Mummy the next sunrise. If the target is exceedingly wealthy and has the Lifestyle Edge at Advanced, they roll this check twice. It is worth noting that anyone who is rich and Mummified may be reborn as a Mummy, not just Serpae. Indeed, many Valtmoor Nobles have become obsessed with the process, and some have expressed their own desire to be given this showy sendoff into the great beyond. 


Loot  

1: Nothing 

2: d6 Monster Blood

3: d6 Monster Fur (The wrappings can be woven into fabric)

4: d6 Undead Dust

5: Special Monster Part (Ancient bottle of eyeliner) 

6: All Loot from this chart



These nigh-unkillable creatures are some of the most deadly and revered beings in the entire Kingdom of Thet’Kharoon. Luckily, they are very rarely encountered, but when they are, just one of these massive, 25 feet tall beetles can level a town before being brought low. Aptly named, Pharaoh Scarabs are widely considered to be the King of all monsters in Bravehold, and are some of the most formidable opponents in Creation. 


Energy: 200 Armor: 3


Half Actions

-Pharaonic Pummel: A frenzied assault of pincers rains down on any foe within 10 feet of the Scarab, delivering sharp, curved death with each lethal strike. Attack (5d6/Difficulty 3) Damage Value (5). The sharp pincers of a Pharaoh Scarab ignore all armor. In fact, anyone wearing Armor damaged by this attack automatically has their armor broken and in need of repair (See the Gear section).


-Acid Spray: This ranged attack can target anyone within 100 feet of the irate insect, and sees the fiend open its mighty pincers and spray forth a line of acidic bile that sizzles the flesh and ruins one’s day. Attack (3d6/Difficulty 4) Damage Value (5). Anyone hit by this attack must roll an immediate Vigor (Athletics) test, with failure causing the acid to continue to burn the victim. The caustic acid is exceedingly toxic and continues to burn for 3 turns, doing d6 damage at the start of a victim’s turn if they fail the roll to resist.


Full Actions

-Carapace Roll: Sometimes, for fun, a Pharaoh Scarab will roll up into a ball and casually roll over a few dozen people. This attack can target anyone within 30 feet of the Scarab in a twenty foot width, and anyone in the line of attack must roll a Vigor OR Agility (Athletics) test to get the heck out of the way. Failure deals d6 x 10 damage and knocks the targets Prone.


Special Abilities

-Sturdy Carapace: Any attacks that have a Damage Value of 1 or 2 deal 0 damage to this mammoth creature. You may tickle the scarab with such trinkets, but not wound it. 

-Reflective Shell: Whenever the Pharaoh Scarab is the target of any Mysterious Blood Power, roll a d6. On a result of anything but a 1, the power is reflected back at the caster. On a result of 1, the spell functions as per normal. 


Loot  

1: Nothing 

2: 10 Monster Blood

3: 10 Monster Venom

4: 10 Monster Carapace

5: Special Monster Part (Unusually large antennae) 

6: All Loot from this chart



Primitive and simple, the Lizardfolk of Thet’Kharoon stick to the small patches of sweltering jungle and the occasional oasis that dot the harsh wasteland landscape. These quirky, gullible beings are oftentimes used as slaves or manual laborers by the Serpae (honestly, they aren’t good for much else). While newcomers to Thet’Kharoon might balk at the concept of slavery, the dim-witted Lizardfolk find it a high honor to be wanted by a superior creature, and often develop close ties to their Masters, bringing them simple gifts and showering them with worshipful praise. Sardonic Serpae find it truly ironic when a snooty Valtmoor noble huffs in disgust at the Serpae owning slaves, when the lowly Serfs they lord over are just the same thing answering to a different title…


Energy: 20 Armor: 1 (Scaly hide)


Half Actions

-Commoner Tactics: Lizard Folk have thin claws that they often use in combat. They are also fond of using cheap, simple weapons that can be easily replaced (they always forget them and lose their weapons someplace…). Whether they are using their sharp talons or a hefty bone, the stats for their simple attacks are the same. Attack (2d6/Difficulty 5) Damage Value (2). Lizardfolk often carry javelins or throwing rocks for ranged engagements, and can make a melee or ranged attack against anyone they can see within 30 feet of them.


Special Abilities

-Annoying: Lizardfolk have very child-like intellects and speak in broken, stilted sentences. They ain’t all that bright and are rather easily fooled by others. Any roll made to persuade a Lizardfolk of…well, just about anything enjoys Advantage. They will never willingly betray a confidence, but can be tricked into doing so with minimal difficulty. Lizardfolk are not evil, but react with violence in most excitable situations if they think they can win. There is a naive savagery to these scaled peeps, and their incessant questions and limited mental prowess can often make them daunting to be around. The Serpae tolerate Lizardfolk in their towns and settlements, but rarely regard them warmly. The Serpae are the favored deity of the Goddess of knowledge and secrets and magic, and they have little patience or respect for those who wallow in ignorance. This may seem cruel, but YOU don’t need to deal with these dummies, now do you? 


-Clumsy: Lizardfolk are notorious klutzes, and their tails are always knocking things over and making a mess. It’s gotten so bad that some Serpae businesses actually have to hang “NO LIZARDFOLK” signs on their doors. In game terms, a Lizardfolk who rolls even ONE 1 on an attack roll botches that attack, as the clumsy combatant trips over its own tail in mid-battle. These poor simple-minds just cannot catch a break!


Loot  

1: Nothing 

2: d6 Monster Blood

3: d6 Monster Meat

4: d6 Monster Leather

5: Special Monster Part (Very Small Lizard Brain) 

6: All Loot from this chart



Curious and cunning, the legendary Sphinxes of Thet’Kharoon are winged lions with the face of a female. They tend to frequent tattered ruins and dangerous tombs that Adventurers are likely to find themselves exploring. In fact, these wily creatures have something of an affinity for those in the questing trade, and enjoy questioning any Adventurers that cross their paths, sometimes even lending their aid if the party is cunning enough to answer one of their famed riddles. The Serpae revere Sphinxes for their wisdom and ferocity, and most show these creatures great respect when they are encountered. Sphinxes are rarely outright hostile (until they need to be), but will unleash their potent combat abilities if threatened.


Energy: 115 Armor: 0


Half Actions

-Pounce: Like any other lion(?), it doesn’t take much to get a Sphinx to lunge atop a target with her razor sharp claws and hefty paws. A Sphinx can use this attack on anyone within 30 feet of her. The target must succeed at a Vigor OR Agility (Athletics) roll to get the heck out of the way. Failure knocks the target prone and deals d6 x 5 damage. A target who is Pounced upon remains prone until the Sphinx chooses to relent, or until the target succeeds at a Vigor (Athletics) test to fight their way free at the start of their turn (this requires a Half Action and can be attempted twice per turn by using a Full Action). If the target fails to free themselves, they remain pinned to the ground and any attacks they make suffer Disadvantage.


Special Abilities

-Prey Rend: On their turn, a Sphinx can use a Full Action to gut prey that they are currently pinning to the ground using their Pounce attack. This attack deals d6 x 5 damage and hits automatically (it’s super easy to claw somebody if you’re on top of them).


-Majesty: The legendary Sphinx is said to be a favored creature of the Goddess Shebsharu, who taught the Sphinx how to undo any magical words of power. Anyone with the Mysterious Blood Edge who is in the presence of a Sphinx cannot use any of their Powers without her permission. 

 

-Riddler: A Sphinx can share a great deal of useful knowledge to an adventuring party who encounters one, but will not offer her aid freely. A party must solve one of the Sphinx’s riddles in order to employ her valuable assistance. Those who fail the riddle are considered beneath her aid, and the Sphinx quickly tires of these sorts, and she will shrug her furry shoulders and wander away without another word.


Loot  

1: Nothing 

2: d6 Monster Blood

3: d6 Monster Fur

4: d6 Monster Leather

5: Special Monster Part (Book of Riddles) 

6: All Loot from this chart


While the monsters native to the other Kingdoms of Bravehold are all horrible and bloodthirsty, at least they are not all allied under one cruel banner! This is not the case in the frozen wasteland of Goblund, where the love-crazed Frost Goblin King Nulgriff has somehow managed to unite the entire continent of Goblund under his leadership. The absolutely massive Warband that Nulgriff controls makes use of ALL of the following creatures, each lending their strength and nefariousness to the bloody campaign of their heartsick liege!


By far, the rank and file of King Nulgriff’s forces are aptly named Gobfodder. A weak-minded, cowering legion of violent Goblins who follow Nulgriff because he is the meanest and most foul among them, Gobfodders hurl themselves into battle, and attack in chaotic, untalented swarms and somehow keep multiplying as the fight intensifies.


Energy: 10 Armor: 0


Half Actions

-Unskilled Attack: Whether it’s hurling a rock or battering the enemy with crudely assembled weaponry, Gobfodder are the ultimate quantity-over-quality utility soldier. They can attack in melee or ranged, using the same not-too-great statistics for both. Attack (2d6/Difficulty 5) Damage Value (2).


Special Abilities

-Immunity (Cold): As a native to the harsh winter wonderland of Goblund, this being is immune to the effects of extreme cold or any type of ability or attack that deals cold damage.


-Swarm: Gobfodder never attack in single numbers, and attack in units of 10. A typical assault force of King Nulgriff will make use of several units of these expendable frontline soldiers to soften up a defensive position before sending in the big guns.


-Reinforcements: A swarm of Gobfodders can quickly get out of control if not dealt with permanently, and the icy tide of many battles have turned when a small force of Goblin grunts suddenly grows into a slavering horde. Whenever a Gobfodder is reduced to 0 or less Energy, roll a d6 and endure the results listed below:


1-4: The Gobfodder is defeated as per normal and nothing happens 

5: Another Gobfodder is immediately sprouted and attacks on the next turn

6: Two Gobfodders immediately sprout into existence and attack on the next turn


Loot

1-6: Nothing of value. Gobfodders are poorly equipped and not particularly worth looting.



These stoic, broad-shouldered short Kangs are normally quiet and keep to themselves (until the horns of battle blare, anyway!). Berserker Dwarves hurl themselves into a trance-like battle-rage that leaves nothing but destruction and wild fury in their wake once slaughter is in the air. Berserker Dwarves act as the elite troops in Nulgriff’s Warband, and are legendary for their ferocity and ability to withstand punishment.


Energy: 80 Armor: 2 (Deadened Nerves)


Half Actions

-Ax Lop: His weapon is bigger than he is, but I’m not gonna be the one to point that out. Attack (4d6/Difficulty 4), Damage Value (5).


Special Abilities

-Immunity (Cold): As a native to the harsh winter wonderland of Goblund, this being is immune to the effects of extreme cold or any type of ability or attack that deals cold damage.


-Indomitable: These legendary combatants are famous for their ability to shrug off the most horrific of blows with little more than a grunt, and once per day, a Berserker Dwarf can reduce the damage of any one attack made on them to 1. 


-Fearsome Presence: Just having one of these bearded madmen on your side of the fight is inspiring to the rank and file, and all Gobfodder within 25 feet of a Berserker Dwarf gain 5 points of Energy as long as they remain within this vicinity.


-Unbridled Rage: Whenever the Berserker Dwarf is reduced to less than 40 Energy, it flies into a frothing frenzy. During this time, a Berserker Dwarf cannot regain Energy for any reason. While raging, a Berserker Dwarf can take its Ax Lop attack twice on each of its turns, and its Armor Rating increases to 3. While raging, a Berserker Dwarf rolls a d6 at the start of each of its turns. On a result of 1, it will mindlessly attack the closest Gobfodder to it. If there are no Gobfodders within striking distance, the Berserker Dwarf lets out a howl of rage on its turn instead, which grants all Gobfodders within 25 feet of it Advantage on their next attack. 


-Special Loot (Frosty Great Axe): Defeating a Berserker Dwarf leaves behind their large, bulky weapon, which functions as a normal Great Axe in all respects, but is exceedingly cold to the touch. The Ax is inlaid with some sweet looking Dwarven runes, however, and sells for 300 gold.


Loot

1: Nothing

2: d6 Monster Blood

3: d6 Monster Fur (Scraggly, ice-encrusted beard)

4: d6 Monster Leather (Thick skin)

5: Special Monster Part (Overly large adrenal gland)

6: All Loot from this chart



I told you that Sasquatch was real! These lumbering, eight foot tall monstrosities are as savage as they are fuzzy, and Frostfoots take on the role of heavy infantry in King Nulgriff’s warband. A single one of these roaring beasts on a battlefield can often clear the board of several impressive enemy forces, but luckily, Frostfoots are quite rare, though most attack forces possess at least one in their formation.  


Energy: 155 Armor: 3


Half Actions

-Cold Clutch: Frostfoots love to snatch a hold of their prey and then do TERRIBLE things to them. When used against a target within 10 feet of the Frostfoot, it rolls 5d6 (Difficulty 3). The target rolls a Vigor OR Agility (Athletics) test to get the heck out of the way. If the Frostfoot wins, the target is considered grappled. This is not a gentle process, and the target takes 3 damage for each Star more that the Frostfoot earned on its attack roll. At the start of a grappled character’s turn, they may only attempt a Half-Action to wriggle free by winning another contested grapple check with the Frostfoot. Since this is a Half Action, the target can use a Full Action to attempt to escape twice. If the first attempt fails, the second attempt gains Disadvantage.


Full Actions

-Squeeze: The Frostfoot gives its grappled prey a big ol’ hug, cracking bones and crushing a few organs in the process. This attack deals d6 x 5 damage to the target. 


-Hurl: A Grappled character can be hurled by the Frostfoot and used as a projectile weapon. This attack can target anyone within 30 feet of the Frostfoot. Attack (3d6/Difficulty 4). If this attack deals at least one Star of damage, the target takes d6 x 5 damage and the person who was hurled takes half this amount. This attack can only be used on a Grappled character. Once this ability is used, it cannot be attempted again for d6 rounds.


-Chomp: The Frostfoot gets hungry sometimes, and can take a few chunks out of a grappled character using this ability. Attack (5d6/Difficulty 3) Damage Value (5). This attack ignores all Armor Ratings. This attack can only be used on a Grappled character. Once this ability is used, it cannot be attempted again for d6 rounds.


Special Abilities

-Immunity (Cold): As a native to the harsh winter wonderland of Goblund, this being is immune to the effects of extreme cold or any type of ability or attack that deals cold damage.


Loot
1: Nothing
2: d6 Monster Blood
3: d6 Monster Fur
4: d6 Monster Leather (Thick skin)
5: Special Monster Part (Frostfoot Toe)
6: All Loot from this chart



The aerial attack of King Nulgriff’s army is primarily filled by these five foot tall, ill-tempered flying lizards. Drakes are nimble and lightning quick, peppering down rains of spikey icicles onto their prey. 


Energy: 25 Armor: 1 (Scales)


Half Actions

-Shiv Spit: The Drake can cough up a dagger-fine icicle that it launches at any enemy within 50 feet of it. Attack (3d6/Difficulty 4) Damage Value (2). This attack ignores Armor Ratings of 1.


Special Abilities

-Immunity (Cold): As a native to the harsh winter wonderland of Goblund, this being is immune to the effects of extreme cold or any type of ability or attack that deals cold damage.


-Flock Off: Drakes are social creatures and attack in flocks of 3.


-Aerialist: Drakes are exceedingly graceful flyers and are very difficult to hit at range. Any ranged attacks made against a Drake who is more than 15 feet away suffers Disadvantage. Melee attacks do not suffer this penalty.


Loot

1: Nothing

2: d6 Monster Blood

3: d6 Monster Eggs

4: d6 Monster Carapace

5: Special Monster Part (Drake Wing)

6: All Loot from this chart



These large, two-headed dire wolves howl (and bite!) in stereo. Fenrin are exceedingly difficult to domesticate and train, but King Nulgriff counts a few of these faithful doggies among his forces. In fact, the Frost Goblin King rides his very own pet Fenrin into battle.


Energy: 75 Armor: 0


Half Actions

-Double-Bite: Two heads means twice the fun, and a Fenrin can unleash dual lethal bites on each of their turns. Attack (3d6/Difficulty 3) Damage Value (3). If both these attacks deal damage to the same target on its turn, both heads of the Fenrin play a fun game of tug-of-war with the victim, dealing an extra d3 x 5 damage to the poor chew toy.


Special Abilities

-Immunity (Cold): As a native to the harsh winter wonderland of Goblund, this being is immune to the effects of extreme cold or any type of ability or attack that deals cold damage.


-Vicious: These cunning canines can sense weakness in others, and the Damage Value of a Fenrin’s Double-Bite attack is increased by 1 whenever it deals damage to a target currently at less than half its maximum Energy pool. 


Loot

1: Nothing

2: d6 Monster Meat

3: d6 Monster Fur

4: d6 Monster Leather

5: Special Monster Part (Wiry Wolfy Whiskers)

6: All Loot from this chart



Strange and otherworldly, Rune Witch’s are willowy, floating figures that carve ancient and powerful runes in their flesh. Rune Witches are all female (surprise, surprise), and are accorded great respect for their wisdom and strange connection with the primordial forces of ice and lightning. Luckily, these mythical beings are quite rare, and King Nulgriff only has a small handful of these formidable females at his disposal.


Energy: 100 Armor: 0


Half Actions

-Freezing Touch: Just the touch of a Rune Witch can deliver quite a frosty chill to a victim. This attack can be used on anyone within melee distance of the witch. The target of the attack gets a Vigor OR Agility (Athletics) roll to get the heck out of the way. A failure means that you roll a d6 and endure the result presented below:


1-4: Chilled. You take d3 x 5 damage and can only take Half Actions for the next d3 turns. 

5-6: Frozen: You are encased in a shell of ice and frozen in place for one turn. You lose your next turn and all attacks on you gain Advantage while you are frozen. 


Full Actions

-Call Lightning: After muttering ancient words of power and gesturing to a target, the Rune Witch summons forth a bolt of lightning that streaks towards any target within 100 feet of the Rune Witch that she can see. The target gets to roll a Vigor OR Agility (Athletics) roll to get the heck out of the way. Failure means that the target takes d6 x 5 damage. Worse, the bolt of lightning then arcs to a second target within 25 feet of the first target. The second target may make another test to avoid the bolt. Failure means the second target takes half the damage of the first. Once used, this attack may not be attempted again for d6 turns.


Special Abilities

-Immunity (Cold): As a native to the harsh winter wonderland of Goblund, this being is immune to the effects of extreme cold or any type of ability or attack that deals cold damage.


-Levitation: A Rune Witch floats around eerily and never has her blue feet touching the ground. She can float about five feet off the ground at about the same speed that she can walk or run.


-Frost Aura: The air around a Rune Witch is freezing cold, and the ground in a 15 foot radius around a Rune Witch becomes glazed in a frozen layer of ice. As you might imagine, this can be quite a slippery situation, and any ranged or melee attacks made on frozen ground gain Disadvantage. Attacks outside this radius are unaffected. 


-Runes of Protection: A Rune Witch’s body is scarred with ancient rune carvings of protection that make her completely immune to any and all forms of harmful magic. She may benefit from beneficial magical abilities, however.


Loot

1: Nothing

2: d6 Monster Blood

3: d6 Monster Fur (Long silver hair)

4: d6 Monster Leather (Rune-covered flesh)

5: Special Monster Part (Electrically charged Eyeball)

6: All Loot from this chart



Not even the snowmen in Goblund are friendly! These malevolent ice elementals are quite common, appearing as regular snowmen upon first inspection, but then coming to life to hack and slash their prey to ribbons with their pointy, twiggy fingers. This ain’t no winter wonderland–it’s a crime scene!


Energy: 50 Armor: 0


Half Actions

-Twig Rake: While the spindly twig-limbs of a Snow Mangler might appear to be weak, their pointy edges seem to fit just perfectly into a set of eye sockets. Attack (3d6/Difficulty 4) Damage Value (3). If this attack earns 3+ Stars, the victim rolls a d6. On a result of 3-6, nothing happens, on a result of 2, the target is blinded for 1 turn. A blinded character spends their turn blindly flailing and attacking in the wrong direction, unable to see their target. If this roll comes up a 1, the target rolls an attack on their nearest ally. If there is no ally in range, the target ends up hurting themselves in the process of flailing about blindly, and takes d3 x 5 damage that ignores all Armor. A Snowmangler can make 2 Twig Rake attacks on its turn by spending a Full Action, but the second attack gains Disadvantage.


-Garrotte: A Snowmangler can use its itchy scarf to choke somebody the heck out, and this is a fond method of execution for these wily snowfiends. Attack (4d6/Difficulty 4) Damage Value (4). If this attack earns 3+ Stars, the target rolls a Vigor (Athletics) test, gaining a level of Strain on a failure. See the Survival section in the Special Systems chapter for more information on Strain. Someone who gains a third level of Strain from use of this power is promptly and efficiently strangled to death.


-Coal Spit: A Snowmangler can hawk tuah a fist sized lump of coal that can be used as a ranged attack on anyone within 50 feet of them. Attack (2d6/Difficulty 5) Damage Value (2).


Full Actions

-Rapid fire: The Snowmangler can unleash a machine-gun torrent of spat out coal every once in a while, mowing down their foes with chunks of hurled projectiles on up to 3 different targets inside a 15 foot cone. Each target can roll a Vigor Or Agility (Athletics) test to get the heck out of the way, with failure dealing d3 x 5 damage. Once this ability is used, it cannot be attempted again for d6 rounds.


Special Abilities

-Immunity (Cold): As a native to the harsh winter wonderland of Goblund, this being is immune to the effects of extreme cold or any type of ability or attack that deals cold damage.


Loot

1: Nothing

2: d6 lumps of coal (Worthless)

3: Raggedy Top Hat (Distinguished, but worthless)

4: d6 Monster Fur (Frayed Scarf)

5: Special Monster Part (Shiny orange Carrot-Nose)

6: All Loot from this chart


These moody miscreants aren’t the best when it comes to taking their medication, and are often incredibly unpredictable. Who woulda thunk it, huh?


Energy: 95 Armor: 2 (Blubber)


Half Actions

-Maul: A flurry of paw swipes and aggression, Bipolar Bears are not known for their finesse, and wail away at their foes with pure, unadulterated force. Attack (5d6/Difficulty 4) Damage Value (3). If this attack earns 3+ Stars, roll a d6. On a result of a 6, the Bipolar Bear may immediately make a Frost-Bite attack on the same target immediately.


Full Actions

-Frostbite: A Bipolar Bear has a maw filled with sharp, craggy crystalline icicle teeth, and it isn’t afraid to use it! Attack (5d6/Difficulty 3) Damage Value (5). This attack ignores Armor Ratings of 1 and 2. If this attack earns 3+ Stars, the target earns d3 points of Chill (See below). Whenever this attack is used, it cannot be attempted again for d6 rounds.


Special Abilities

-Deep Freeze: Whenever a target earns 5 points of Chill, they are immediately frozen in place and cannot take any actions for d3 turns. Any attacks on a Frozen character gain Advantage.


-Unstable: That name ain’t just a (devilishly clever) pun! At the start of each of its turns, a Bipolar Bear rolls a d6, which determines its action for that round:


1-This Monster spends the turn weeping and feeling quite overwhelmed by its own problems

2-This Monster makes 1 Maul attack

3-This Monster makes d3 Maul attacks

4-This Monster heals itself of 3d6 Energy. If it is already at full Energy, roll again

5-This Monster lets out a chilling roar that grants all player characters 1 point of Chill

6-This Monster makes d3 Maul attacks and 1 Frostbite attack


Loot

1: Nothing

2: d6 Monster Blood

3: d6 Monster Fur

4: d6 Monster Leather

5: Special Monster Part (Half filled Bottle of Prozac)

6: All Loot from this chart



These pint-sized and demented evil inventors are the technological backbone of King Nulgriff’s army. These warped-yet-brilliant artificers are constantly coming up with newfangled machines of war and astonishing vehicles (some of which even work!) that grants the Frost Goblin King even more firepower in his campaign to bring the continent of Bravehold to its knees. 


Energy: 30 Armor: 3 (Force Field)


Half Actions

-Wrench Smash: “Work smartly and carry a big wrench” is a favored motto of these uncanny little inventors. Little Helpers will do all they can to avoid melee combat if it can be avoided, but are not helpless if it comes down to a good ol’ fashioned slugfest. Attack (2d6/Difficulty 5) Damage Value (2).


Full Actions

-Ray Gun: This ingenious weapon can zap out bolts of supercharged energy. Attack (3d6/Difficulty 4) Damage Value (5). This attack ignores all armor. If this attack earns 3+ Stars, then the target is shrunk to half its normal size for d3 turns. During this time, the target’s Vigor score is reduced to 1. Once this attack is used, it cannot be attempted again for d6 turns. 


-Scrap Grenade: Little Helpers often enjoy lobbing explosive devices that are filled with rusty nails, screws, and other jagged scrap metals. The Little Helper chooses a spot to throw his grenade and rolls a d6. On any result other than a 1, the Grenade lands on target and explodes. Anyone within 25 feet of the impact zone can roll a Vigor OR Agility (Athletics) to get the heck out of the way. If the roll fails, all in the blast radius take d6 x 5 damage. If the Little Helper rolls a 1 on the throwing roll, the grenade malfunctions and explodes in their hand, dealing its damage to the poor little fella. Once this attack is used, it cannot be attempted again for d6 turns.


Special Abilities

-Ingenious: Little helpers are adept at all manner of technology and tinkering. They can pilot complex contraptions and adore all things mechanical. Little Helpers gain Advantage on all Smarts rolls made to deal with, repair, or interact with technology.


Loot

1: Nothing

2: d6 Monster Blood

3: d6 Monster Fur (Bushy Eyebrows)

4: About 100 gold worth of spare parts and scrap metal

5: Special Monster Part (Exceptionally large Brain)

6: All Loot from this chart



The industriously insane Elves of Goblund are constantly contributing new and ingenious devices to the Frost Goblin King Nulgriff’s war effort, and Tinker Troopers are cheap, mass produced infantry that the not-so-good King gleefully adds to his massive warband’s numbers. Beyond this use, Tinker Troopers are used to patrol the Little Helper home town of Mistletopia Village, where they act as the de facto police force and town guard. 


Energy: 20 Armor: 1 (Sturdy Wood Frame)


Half Actions

-Cork Rifle: These lightweight wooden rifles shoot out a solid cork that can put a pretty good-sized knot in somebody’s dome. Attack (3d6/Difficulty 5) Damage Value (3). Reloading the Cork Rifle and preparing it to fire again takes a Half Action.


-Bayonette: This thin and stabby attachment to a Cork Rifle can poke a few holes in someone who gets to close. A Tinker Trooper can attack anyone within ten feet of them with this attack. Attack (2d6/Difficulty 5) Damage Value (2). This attack ignores Armor Ratings of 1. 


Full Actions

-Nutcracker: This devastating attack sees the Tinker Trooper open its sizable wooden maw and chomp a fella where it hurts. As you might expect, this attack may only target male characters. Attack (3d6/Difficulty 3) Damage Value (5). If this attack earns 3+ Stars, the victim rolls a d6. On a result of 1, the victim loses the ability to “Perform” for one month of in game time. Once this attack is used, it cannot be attempted again by any Tinker Trooper in the squad for d6 turns.


-Firing Line: This ability can only be used if there is a full squad of 5 Tinker Troopers. All five soldiers line up and take aim, then fire in unison, filling the air with cork and death. All enemy targets within 50 feet of a firing line not behind cover must roll a Vigor OR Agility (Athletics) test to get the heck out of the way. Failure deals d3 x 5 damage. Once used, this attack cannot be attempted again for d6 turns. This is ALWAYS the first attack a full Squad of Tinker Troopers will make in combat.


Special Abilities

-Squad Goals: Tinker Troopers are never encountered alone and travel in Squads of 5.


-Vulnerability (Fire): As they are made of highly lacquered wood, Tinker Troopers take double damage from any source that deals fire damage.


-Stiff: The long, thin limbs of a Tinker Trooper are not designed for deftness, and these fantastic devices walk in a clockwork and methodical manner. Tinker Troopers never roll for initiative, and players always act first in combat against them.


Loot

1: Nothing

2: Cork Rifle (Curiosity item. Sells for 100g)

3: d6 Monster Fur (Fur lined boots and fuzzy hat)

4: d6 Monster Carapace (Wood shavings)

5: Special Monster Part (Wooden Dog Tags)

6: All Loot from this chart



The most populous species in Chartrundle are the stone age simpletons known as Cromagnerthals. Suspicious, instinctual and oftentimes violent, Cromagnerthals do what they can to get by, residing in simple huts, hollowed out caves, or whatever else can provide them shelter from the elements to see them through another blazing orange sunset. Cromagnerthals are far more instinctual than they are outright evil, and they tend to revere or worship anything bigger or stronger than them. Currently, Cromagnerthals look up to and mimic the towering Lava Giants and their illustrious Queen, Big Momma Sha’Graan.


Energy: 35 Armor: 1 (Tough Skin)


Half Actions

-Sticks and Stones: They’re dumb, but they’re quick to smash someone with a bone, slab of wood, or primitive club. Attack (2d6/Difficulty 4) Damage Value (3).


-Get Stoned: Cromagnerthals often make use of sharpened rocks that they hurl at their foes with much gusto. Attack (2d6/Difficulty 5) Damage Value (2).


Special Abilities

-Superstitious: Simple and unassuming, Cromagnerthals are absolutely horrified by Magic, and will flee if confronted by any display of the Supernatural in their vicinity. Each turn that a Cromagnerthal witnesses any Power from the Mysterious Blood Edge, they roll a d6. On a result of 1 or 2, they flee in abject terror. Any attacks made against someone with the Mysterious Blood Edge also suffer Disadvantage.


Loot

1: Nothing

2: d6 Monster Blood

3: d6 Monster Fur (Unwashed Body hair)

4: A Stone idol of a strangely shaped head (sells for 5 gold)

5: Special Monster Part (Exceptionally small Brain)

6: All Loot from this chart



These cunning and quick predators roam the prehistoric landscapes of Chartrundle, stalking their prey and viciously pouncing whenever the chance arises. Cruel and calculating, Razor Raptors take exceptional glee when gutting their prey, relishing agony and all the sticky delights that rest just beneath the flesh of terrified prey.


Energy: 45 Armor: 0


Half Actions

-Prehistoric Nibble: Those thin, dagger-sharp needle teeth ain’t there for nibbling cabbage! The bite of a Razor Raptor is a truly agonizing affair. Attack (3d6/Difficulty 4) Damage Value (3). This attack ignores 1 point of Armor.


Full Actions

-Disembowel: The Razor Raptor leaps towards its prey with both feet forth, using its massive and curled toe talons to bring someone’s insides outside! A Razor Raptor will ALWAYS start an encounter using this maneuver. Attack (3d6/Difficulty 3) Damage Value (4). This attack ignores Armor Ratings of 2. If this attack reduces a target to 5 Energy or less, the poor victim’s soft belly is torn open and their floppy guts make a big ol’ mess on the floor, killing the target immediately. Once used, this attack cannot be used again by any Razor Raptor in the fight for d6 turns.


Special Abilities

-Buddy System: Razor Raptors hunt in pairs, often flanking their prey. 


-Ambush Predator: Whenever a Razor Raptor acts first in combat, they roll their initial attacks with Advantage.


-Gleeful Wounding: Any damage dealt by a Razor Raptor is particularly grievous and prone to infection. Energy lost to a Razor Raptor attack does not heal for any reason (healing potions, healing powers, second winds, etc) until the victim takes a Short Rest. 


Loot

1: Nothing

2: d6 Monster Meat

3: d6 Monster Leather

4: d6 Monster Eggs

5: Special Monster Part (Dangerously Sharp Toenail)

6: All Loot from this chart



These volatile infants are quite curious, and are sloppily birthed from volcanoes, where they roam the landscape in search of someone to give a nice, explosive hug to. 


Energy: 20 Armor: 0


Half Actions

-Magma Spittle: The poor little tot burps up a glowing line of Magma that can target anyone the Magma Baybee can see up to 35 feet away. Attack (3d6/Difficulty 5) Damage Value (3). Anyone who is damaged by this ability rolls a d6. On a result of a 1, the target is set on fire, taking an extra d6 damage at the start of their next 3 turns. Someone on fire can take a Full Action to stop, drop, and roll to douse the flames. 


Full Actions

-Hurtful Hug: Magma Baybees don’t really attack, but instead stagger up to a target and reach out to embrace them. Once contact is made, the Magma Baybee explodes in a searing explosion. Someone targeted for hugging rolls a Vigor OR Agility (Athletics) to get the heck out of the way. Failure ignites the Magma Baybee and ALL OTHER Magma Baybees around it (they travel in groups, you see). This deals 10 damage for EACH Magma Baybee ignited in a massive explosion that has a radius of 50 feet around the ignition. Therefore, if there are 3 Magma Baybees remaining in the group, one of them getting a hug will detonate an explosion that deals 30 damage to all beings within 50 feet. Once used, this ability cannot be attempted again for d6 turns. 


Special Abilities

-Immunity (Heat): As a native to the harsh and boiling land of Chartrundle, this being is immune to the effects of extreme heat or any type of ability or attack that deals fire damage.


-Playmates: Magma Baybees are never encountered alone, and travel in broods of 3.


-Mommy Issues: Magma Baybees are always looking for their mommy, and will always attempt to use their Hurtful Hug ability on a female target if one is available.


Loot

1-6: Nothing much but a singed diaper and some charred wooden blocks.



These horned and demonic hounds are quite troublesome beings that revel in madness and chaos. These ravenous beasts are oftentimes used as beloved pets by the undisputed masters of Chartrundle, the towering Lava Giants. 


Energy: 80 Armor: 0


Half Actions

-Gore: The favored method of attack for these horrific fiends is to lower their horns and charge forth through anyone who earns their heated ire. Attack (4d6/Difficulty 4) Damage Value (4). If this attack earns 3+ Stars, the target rolls a Vigor (Athletics) or is trampled underfoot and knocked Prone. 


Full Actions

-Fire Breath: A Heck Hound can cough forth a blazing stream of flame that attacks all targets within a 15 foot cone in front of the Heck Hound up to a maximum of 50 feet away. This can hit a maximum of 3 targets. All within the area of effect can roll a Vigor OR Agility to get the heck out of the way. Failure deals d3 x 10 damage and ignores all Armor. Once this ability is used, it cannot be used again for d6 rounds.


Special Abilities

-Immunity (Heat): As a native to the harsh and boiling land of Chartrundle, this being is immune to the effects of extreme heat or any type of ability or attack that deals fire damage.


-Boiling Blood: Heck Hound blood is made of actual lava, and can cause quite a bit of trouble once it starts splashing about. Anyone who deals damage to a Heck Hound in Melee Combat takes d6 damage, as the Heck Hound’s fiery blood sizzles them. Those that attack from 10 feet or more away are unaffected by this.


Loot

1: Nothing

2: d6 Monster Blood

3: d6 Monster Fur

4: d6 Monster Leather

5: Special Monster Part (Piping hot Dog Tongue)

6: All Loot from this chart



The legendary Firebird itself, a Phoenix is different from most Monsters that occupy the cruel Kingdom of Chartrundle, and is actually highly intelligent and not immediately hostile to anyone who encounters it. Its fabled healing powers are highly coveted, and due to this, this very rare bird has been hunted to near-extinction. 


Energy: 200 Armor: 0


Half Actions

-Beak Beating: While peaceful by nature and not immediately hostile, a Phoenix is exceedingly capable of defending itself if need be. Its piercing, strong beak can deliver quite the peck to an unsuspecting victim. Attack (3d6/Difficulty 5) Damage Value (3). This attack ignores Armor Ratings of 1.


-Warmth of the Hearth: By nudging its beak against a wounded being, the Phoenix infuses the target with a rush of healing Energy, immediately healing the target for d6 Energy. This is not an attack, and can be used Twice by taking a Full Action on the Phoenix’s turn. A Phoenix will only heal a being that it deems pure of heart, and will not use this ability on an Evil character, even if captured and enslaved. 


Full Actions

-Shriek: The Phoenix can let out an otherworldly squawk that can certainly pop a few eardrums. Anyone within 50 feet of the Phoenix rolls a Vigor (Athletics) or a Vigor (Willpower) to resist the sonic shriek. Failure deals d6 x 5 damage and deafens any who fail for one hour. After this attack is used, this ability cannot be used again for d6 turns.


-Rejuvenating Wave: A Phoenix can take a Full Action to infuse itself with positive energy. Once used this ability cannot be attempted again for d6 turns. When activated, roll a d6 and enact the result as listed below:


1: Nothing Happens

2: The Phoenix is healed for d6 Energy

3: The Phoenix is healed for 2d6 Energy

4: The Phoenix is healed for 3d6 Energy

5: The Phoenix is healed for 4d6 Energy

6: The Phoenix is healed for 5d6 Energy


Special Abilities

 -Immunity (Heat): As a native to the harsh and boiling land of Chartrundle, this being is immune to the effects of extreme heat or any type of ability or attack that deals fire damage.


-Flight: Shock of all shocks, a Phoenix can fly and spends most of its time soaring majestically above the fiery skies of Chartrundle.


-Feather of Life: Once per month, a Phoenix can pluck out one of its brilliant feathers and gift it to a worthy ally. This is mostly reserved for great acts of selflessness and heroics, and is not done easily. Anyone who holds a Phoenix Feather on their person regains 1 Energy at the start of each of their turns for as long as they are in possession of this hallowed relic. Furthermore, if the carrier of this item dies, the Feather vanishes in a brilliant flame and the character is reborn and revitalized at Full Health. A Phoenix feather not freely given by the Phoenix has no power.


-Rise of the Firebird: If a Phoenix is ever destroyed, roll a d6. On a result of 1-2, the Phoenix is slain and may be looted as per normal. A result of 3-6 means that the bird immediately explodes in a glorious explosion of flame that deals d6 x 10 damage to all beings within a 50 foot radius of the Phoenix, and it is reborn (at full health) at dawn d6 days later.


Loot

1: Nothing

2: d6 Monster Blood

3: d6 Monster Eggs

4: d6 Monster Feathers

5: Special Monster Part (Phoenix Ashes)

6: All Loot from this chart  



Crude, cantankerous, and utterly unpleasant to be around, Ash Imps are chain-smoking menaces that adore causing trouble and being mean for no particular reason.


Energy: 20 Armor: 0  


Half Actions

-Cig Flick: Ash Imps attack by flicking lit cigarettes at their foes, and man, is that insulting! Attack (3d6/Difficulty 4) Damage Value (2). If this attack earns 3+ Stars, the target rolls a Smarts OR PResence (Willpower), with failure making the target humiliated for d3 turns. A Humiliated character gains Disadvantage on all rolls they make.


Special Abilities

 -Immunity (Heat): As a native to the harsh and boiling land of Chartrundle, this being is immune to the effects of extreme heat or any type of ability or attack that deals fire damage.


-Gang Mentality: These chain-smoking freaks hang out in PACKS (get it?) of 3 or 5, and are never encountered alone.


-Flight: Ash Imps can hover about ten feet off the ground and are rarely not doing so.


-Smoggy Demise: Whenever an Ash Imp is reduced to 0 Energy or less, it explodes in a cloud of gray, hazy smog that forces any non-Ash Imp to roll a Vigor (Athletics) test, with failure indicating that the target contracts a nasty, lingering and hacking cough that grants the afflicted Disadvantage on all Presence checks. During this time, the afflicted stinks to high heaven like heavy cigarette smoke, as well. This affliction lasts until treated by someone with the Heal skill at Adept or higher making a successful Smarts (Heal) check. An Antidote will also heal this condition immediately. 


Loot

1-6: Nothing but a pile of stanky ash.



The undisputed lords of Chartrundle are the ten foot tall, volcano-dwelling Lava Giants, who just love to throw their sizable weight around and display their dominance whenever possible. 


Energy: 125 Armor: 3 (Dense Bones)


Half Actions

-Swat: Giants are not the most poetic of combatants, and use brute force instead of effective skill. Their attacks normally consist of back handing or punting their foes and sending them sailing through the air in dramatic fashion. Attack (5d6/Difficulty 5) Damage Value (5). If this attack earns 3+ Stars, the target is sent sailing through the air and is knocked back d3 x 5 feet and must succeed at an Agility (Athletics) test to land on their feet. If the roll is failed, the victim lands with a dull thud, taking another d6 damage and being knocked Prone. 


-Toss: When a Lava Giant needs to pelt someone at range, they will pick up something large, bulky, and painful and hurl it at a foe. This can be anything from a rock to a goat, or a small uprooted tree. Anything nearby will do. Attack (3d6/Difficulty 5) Damage Value (3). 


Full Actions

-Stomp: The Giant can put its rather hefty foot down with much authority, sending the ground in a 15 feet radius around the Lava Giant rumbling in a mini-earthquake. Anyone caught in this radius must roll an Agility (Athletics) test to remain upright. Any who fail are knocked Prone for d3 Rounds. Once this attack is used, it cannot be attempted again for d6 rounds. 


-Super Stomp: A Lava Giant can take a Full Action to automatically deliver a SUPER Stomp to an already downed opponent, dealing d3 x 10 damage to any Prone opponents within ten feet of them. 


Special Abilities

-Immunity (Heat): As a native to the harsh and boiling land of Chartrundle, this being is immune to the effects of extreme heat or any type of ability or attack that deals fire damage.


-Rooted: As long as a Lava Giant has 1 Energy or more, it cannot be pushed, moved, knocked prone, or dazed by any attack coming from a target that is smaller than them. 


Loot

1: Nothing

2: d6 Monster Blood

3: d6 Monster Leather

4: d6 x 100 gold worth of random treasures and oddities

5: Special Monster Part (Knobby Giant Knuckle)

6: All Loot from this chart