Monsters

Note that the stats below are incomplete.

Name Description
Angry Spirit
Bear
Beholder (Greater)
Blowtoad
Clockwork Turret
Colossal Dreadmaw
Dog
Drake
Drone
Elk
Giant Squirrel
Golem
Guard
Green Wurm
Griffon (Young)
Griffon (Adult)
Horse
Molerat
Monadster
Nightmare
Ogre
Skeleton
Spider Mech v1
Spider Mech v2
Spy
Spy Lieutenant
Troll
Wild Tree
Zombie

Angry Spirit

Attributes
Strength -3, Agilty +2, Intellect +1, Spirit +3
Other stats
Health 15, Defense 12, Speed 30 feet, Size +0

Claw Strike
+2 vs. Defense, 1d10+2 Slashing damage
Incorporeal Move
As the Incorporeal Move feat
Scream
+3 vs. Spirit DC, range 60, 2d6 Fear damage

Bear

Attributes
Strength +6, Agilty +0, Intellect -3, Spirit -1
Other stats
Health 50, Defense 14, Speed 40 feet, Size +1

Claw Strike
+6 vs. Defense, 2d6+6 Slashing damage

Beholder (Greater)

Attributes
Strength +0, Agility +5, Intellect +8, Spirit +4
Other stats
Health 180, Defense 18, Speed 20 feet (fly), Size +1
Spellcasting
Mana 36, Magic +8, Mana Limit 10

Master Illusionist. The beholder knows all Illusionist talents of Master tier and below.

Antimagic Cone
As Antimagic Field, but it fills a 150-foot cone and lasts one round
Bite Strike
+5 vs. Defense, 3d6+5 Piercing damage
Eye Ray
120 foot range, +8 to hit, shoot three random rays, Spell trait
  1. Charm Ray vs. Spirit DC, target can’t attack the beholder until harmed by the beholder
  2. Paralyzing Ray vs. Strength DC (sustained), target is stunned
  3. Fear Ray vs. Spirit DC (sustained), target is terrified
  4. Slowing Ray vs. Agility DC (sustained), target is slowed and can’t use powers
  5. Enervation Ray vs. Strength DC, 8d8 Necrotic damage (half on failure)
  6. Telekinetic Ray as Telekinetic Grip
  7. Sleep Ray vs. Spirit DC, target is unconscious until harmed or awakened as a power
  8. Petrification Ray as Petrify
  9. Disintegration Ray vs. Agility DC, 10d8 Force damage, Death trait
  10. Enervation Ray vs. Agility DC, 10d10 Necrotic damage, Death trait

Blowtoad

Attributes
Strength -5, Agilty +0, Intellect -4, Spirit -2
Other stats
Health 2, Defense 10, Speed 20 feet, Size -2

Explode
10-foot emanation, +5 vs. Agility DC, 2d6 Fire damage

Clockwork Turret

Attributes
Strength +0, Agilty +3, Intellect –, Spirit –
Other stats
Health 15, Defense 15, Speed 0 feet, Size -1

The clockwork turret can fire its ballista as a crossbow.

Colossal Dreadmaw

Attributes
Strength +8, Agilty +3, Intellect -2, Spirit +4
Other stats
Health 400, Defense 19, Speed 60 feet, Size +4

Bite Strike
+8 vs. Defense, 4d10+8 Piercing damage
Tail Strike
+8 vs. Defense, 2d10+8 Bludgeoning damage
Trample
Stride and attack everything it moves over, +8 vs. Agility DC, 3d10 Bludgeoning damage

Dog

Attributes
Strength +1, Agilty +2, Intellect -4, Spirit -1
Other stats
Health 5, Defense 12, Speed 40 feet, Size +0

Bite Strike
+1 vs. Defense, 1d6+1 Piercing damage

Drake

Attributes
Strength +6, Agilty +4, Intellect -3, Spirit +3
Other stats
Health 150, Defense 17, Speed 60 feet (fly), Size +2

Bite Strike
+6 vs. Defense, 3d6+6 Piercing damage
Fire Breath (Recharge 5-6)
30-foot cone, +6 vs. Agility DC, 6d6 Fire damage (half on miss)

Drone

Attributes
Strength -2, Agilty +2, Intellect -2, Spirit +0
Other stats
Health 10, Defense 14, Speed 40 feet (fly), Size -2

50 Mental Shield, 10 Toxic Shield.

The drone can slam with its body as a Finesse melee weapon that deals 1d6 Bludgeoning base damage.

Elk

Attributes
Strength +3, Agilty +0, Intellect -4, Spirit -1
Other stats
Health 15, Defense 11, Speed 50 feet, Size +1

Antler Strike
+3 vs. Defense, 1d6+3 Piercing damage
Charge
Once/encounter, Stride, then Antler Strike for an extra 2d6 damage

Giant Squirrel

Attributes
Strength +2, Agilty +5, Intellect -4, Spirit -2
Other stats
Health 30, Defense 15, Speed 40 feet (climb), Size +1

Bite Strike
+5 vs. Defense, 2d4+5 Piercing damage

Golem

Attributes
Strength +1, Agilty +0, Intellect -2, Spirit -1
Other stats
Health 20, Defense 12, Speed 25 feet, Size +0

50 Mental Shield, 10 Toxic Shield.

The golem can slam with its fists as a melee weapon that deals 1d8 Bludgeoning base damage.

The golem can wield weapons, most commonly a bludgeon, a shield, or a sword.

Guard

Attributes
Strength +1, Agilty +0, Intellect +0, Spirit +0
Other stats
Health 15, Defense 13, Speed 25 feet, Size +0

The guard wears chain mail and wields a short polearm and a shield.

Spear Strike
+1 vs. Defense, 1d8+1 Piercing damage

Green Wurm

Attributes
Strength +7, Agilty +1, Intellect -3, Spirit +0
Other stats
Health 100, Defense 17, Speed 40 feet (burrow), Size +2

Bite Strike
+7 vs. Defense, 3d6+7 Piercing damage, free grapple on crit

+6 to Wrestling rolls

Griffon (Young)

Attributes
Strength +5, Agilty +3, Intellect -4, Spirit +2
Other stats
Health 50, Defense 15, Speed 40 feet (fly), Size +1

Beak Strike
+5 vs. Defense, 2d6+5 Piercing damage

Griffon (Adult)

Attributes
Strength +6, Agilty +4, Intellect -3, Spirit +3
Other stats
Health 150, Defense 17, Speed 60 feet (fly), Size +2

Beak Strike
+6 vs. Defense, 3d6+6 Piercing damage

Horse

Attributes
Strength +4, Agilty +0, Intellect -4, Spirit -1
Other stats
Health 20, Defense 11, Speed 60 feet, Size +1

Hoof Strike
+4 vs. Defense, 1d4+4 Bludgeoning damage

Molerat

Attributes
Strength -1, Agilty +4, Intellect -3, Spirit -2
Other stats
Health 15, Defense 14, Speed 30 feet (burrow, climb), Size -1

Bite Strike
+4 vs. Defense, 1d6+4 Piercing damage

Monadster

Attributes
As possessed creature
Other stats
As possessed creature

Fmap. The monadster can use all powers of the posessed creature.

Pure
+5 vs. Intellect DC, 4d6 Force damage. If killed, target is possessed by a new monadster.
Join
Absorb an adjacent monadster. Add your Health together, use the higher of all others stats, and gain all of the target’s powers.

Nightmare

Attributes
Strength +6, Agilty +2, Intellect +0, Spirit +2
Other stats
Health 70, Defense 13, Speed 90 feet, Size +1

50 Fire Shield. Gives its rider 10 Fire Shield.

Hoof Strike
+6 vs. Defense, 2d6+6 Bludgeoning damage + 2d6 Fire damage

Ogre

Attributes
Strength +6, Agilty -1, Intellect -3, Spirit -2
Other stats
Health 59, Defense 11, Speed 40 feet, Size +1

Greatclub Strike
+6 vs. Defense, 1d12+6 Bludgeoning damage

Skeleton

Attributes
Strength +0, Agilty +2, Intellect -2, Spirit -3
Other stats
Health 10, Defense 12, Speed 30 feet, Size +0

5 Bludgeoning Weakness, 5 Radiant Weakness, 10 Toxic Shield.

Revives after a day if it hadn’t taken Radiant damage within 1 minute of dying.

Sword Strike
+2 vs. Defense, 1d8+2 Bludgeoning damage

Spider Mech v1

Attributes
Strength +8, Agilty +0, Intellect -2, Spirit -1
Other stats
Health 200, Defense 19, Speed 50 feet (climb), Size +3

50 Mental Shield, 50 Toxic Shield, 20 Anything Shield, 20 Water Weakness.

Elemental Absorption. After it takes elemental damage, slam strikes deal +3d6 damage of that type next round.

Slam Strike
+8 vs. Defense, 3d6+8 Bludgeoning damage
Spell Shield
Gain +10 to Intellect or Spirit DC against one spell

Spider Mech v2

Attributes
Strength +13, Agilty +0, Intellect -4, Spirit -1
Other stats
Health 210, Defense 20, Speed 50 feet (climb), Size +3

50 Mental Shield, 50 Toxic Shield, 20 Anything Shield, 20 Water Weakness.

Elemental Absorption. After it takes Elemental damage, slam strikes deal +3d6 damage of that type next round.

Slam Strike
+13 vs. Defense, 3d6+13 Bludgeoning damage
Spell Shield
Gain +10 to Intellect or Spirit DC against one spell

Spy

Attributes
Strength +0, Agilty +4, Intellect +1, Spirit +2
Other stats
Health 27, Defense 14, Speed 30 feet, Size +0
Skill boosts
Eloquence +2, Notice +2, Stealth +2

The spy knows Smoke Bomb and Sneak Attack. The spy carries a crossbow and a dagger.

Spy Lieutenant

Attributes
Strength +0, Agilty +5, Intellect +1, Spirit +3
Other stats
Health 54, Defense 15, Speed 30 feet, Size +0
Skill boosts
Eloquence +4, Notice +4, Stealth +4

The spy lieutenant knows Smoke Bomb, Sneak Attack, Debilitation, and Improved Sneak Attack. The spy lieutenant carries a crossbow and a dagger.

Troll

Attributes
Strength +7, Agilty +1, Intellect -2, Spirit -2
Other stats
Health 84, Defense 15, Speed 30 feet, Size +1

10 Fire Weakness, 10 Toxic Weakness.

Regeneration. The troll heals 10 health at the start of each of its turns. If the troll takes Fire or Toxic damage, it loses this ability for a round. The troll only dies if it doesn’t regenerate or if it is killed by a critical success on an attack.

Claw Strike
+7 vs. Defense, 2d6+7 Slashing damage

Wild Tree

Attributes
Strength +6, Agilty -1, Intellect -1, Spirit +1
Other stats
Health 150, Defense 15, Speed 30 feet, Size +2

The Wild Tree has a Reach of 30 feet.

Entangle
Grapple someone
Slam Strike
+6 vs. Defense, 3d6+6 Bludgeoning damage, 5 feet knockback
Thrown Rock Strike
+6 vs. Defense, range 60, 1d10+6 Bludgeoning damage, roll for Wild Magic

Zombie

Attributes
Strength +1, Agilty -2, Intellect -2, Spirit -3
Other stats
Health 20, Defense 10, Speed 25 feet, Size +0

5 Radiant Weakness, 10 Toxic Shield.

Revives after a day if it hadn’t taken Radiant damage within 1 minute of dying.

Slam Strike
+1 vs. Defense, 1d6+1 Bludgeoning damage