Enemies

Enemies come in several categories and can be up to 10th level. Instead of rolling for their health, they get maximum health (plus constitution) at 1st level and half their health die value (plus constitution) for each additional level.

Animals

All animals have keen senses, allowing them to see in the dark and track by scent. They have 1d8 health per level and are proficient with natural weapons, fortitude saves, and reflex saves. Most animals have some special form of movement, such as flying, swimming, burrowing, or climbing. Animals do not speak any languages, though they can understand Primal, and some specially trained animals like guard dogs and warhorses might understand a few commands in Common.

Hawk

Animal 1

Str 1, Dex 5, Con 1, Int 1, Wis 4, Cha 1

Fort +2, Ref +6, Will +4

Health 9, claws +6 (1d4+1), Defense 15

When a hawk moves and attacks on the same turn, it deals +2 damage.

Wolf

Animal 2

Str 2, Dex 3, Con 2, Int 1, Wis 2, Cha 2

Fort +4, Ref +5, Will +3

Health 16, bite +4 (1d6+2), Defense 13

Wolves gain a +1 bonus on attack rolls when they attack the same target as another wolf.

Panther

Animal 3

Str 3, Dex 5, Con 2, Int 1, Wis 3, Cha 2

Fort +5, Ref +8, Will +4

Health 22, bite +8 (1d6+5), Defense 15

Panthers always have advantage on initiative rolls.

Crocodile

Animal 4

Str 4, Dex 2, Con 3, Int 1, Wis 2, Cha 2

Fort +7, Ref +6, Will +4

Health 32, bite +8 (1d8+4), Defense 12

When a crocodile hits with its bite attack, all of its subsequent bite attacks automatically hit the target until it spends an action to escape with a difficulty 14 strength roll.

Ape

Animal 5

Str 5, Dex 4, Con 4, Int 2, Wis 3, Cha 3

Fort +9, Ref +9, Will +5

Health 44, 2 slams +10 (1d6+5), Defense 14

Apes can climb almost anything as quickly as they can run.

Tiger

Animal 6

Str 4, Dex 5, Con 3, Int 1, Wis 3, Cha 2

Fort +9, Ref +11, Will +6

Health 46, bite +11 (2d6+4) and 2 claws +11 (1d8+4), Defense 15

When a tiger hits with its bite attack, its claws receive a +2 bonus on their attack rolls.

Bear

Animal 7

Str 6, Dex 2, Con 6, Int 1, Wis 2, Cha 2

Fort +13, Ref +9, Will +5

Health 74, bite +13 (2d6+6) and 2 claws +13 (1d8+6), Defense 12

When a bear hits with both its claws, it deals an additional 1d10+6 damage with a bear hug.

Anaconda

Animal 8

Str 5, Dex 6, Con 4, Int 1, Wis 3, Cha 2

Fort +12, Ref +14, Will +7

Health 68, bite +14 (2d6+5) and constrict (4d6+5), Defense 16

When an anaconda hits with its constrict attack, all of its subsequent constrict attacks automatically hit the target until it spends an action to escape with a difficulty 18 strength roll.

Triceratops

Animal 9

Str 7, Dex 1, Con 7, Int 1, Wis 2, Cha 2

Fort +16, Ref +10, Will +6

Health 103, horns +16 (3d6+7), Defense 11

When a triceratops moves and attacks on the same turn, it deals +18 damage. It also has +10 defense against targets it attacks during its turn.

Tyrannosaurus

Animal 10

Str 8, Dex 1, Con 8, Int 1, Wis 3, Cha 3

Fort +18, Ref +11, Will +8

Health 124, bite +18 (4d6+8), stomp +18 (1d12+8), and tail+18 (1d8+8), Defense 11

If a tyrannosaurus scores a critical hit with a bite attack, it swallows its victim whole, dealing 1d6 damage to it per turn until it spends an action to escape with a difficulty 20 strength roll.

Brutes

Brutes are humanoids, though they can vary dramatically in size. They have 1d8 health per level and are proficient with simple weapons, martial weapons, heavy weapons, light armor, shields, and fortitude saves. Some brutes speak Common, but most only speak Grawl, a guttural and harsh tongue completely devoid of subtlety, romance, or poetry.

Goblin

Brute 1

Str 1, Dex 3, Con 2, Int 1, Wis 1, Cha 1

Fort +3, Ref +3, Will +1

Health 10, hatchet +2 (1d6+1) or javelin +4 (1d6+1), Defense 13

Goblins have advantage on dexterity rolls made to hide.

Orc

Brute 2

Str 3, Dex 2, Con 2, Int 1, Wis 2, Cha 1

Fort +4, Ref +3, Will +3

Health 16, battleaxe +5 (1d8+3) or spear +4 (1d6+3), Defense 16 (light armor)

Orcs gain +1 strength while wounded.

Gnoll

Brute 3

Str 3, Dex 2, Con 3, Int 2, Wis 2, Cha 2

Fort +6, Ref +3, Will +3

Health 28, halberd +6 (2d6+5) or shortbow +5 (1d8+2), Defense 17 (light armor)

Gnolls can track by scent and move fast.

Hobgoblin

Brute 4

Str 4, Dex 2, Con 2, Int 3, Wis 3, Cha 2

Fort +8, Ref +4, Will +5

Health 28, greataxe +8 (2d6+6) or crossbow +6 (1d8+2), Defense 18 (light armor)

Hobgoblins always have advantage on initiative rolls unless they’re surprised.

Ogre

Brute 5

Str 6, Dex 2, Con 4, Int 1, Wis 1, Cha 2

Fort +9, Ref +4, Will +3

Health 44, club +11 (2d6+6) or shotput +7 (1d8+6), Defense 19 (light armor)

Ogres can track people by scent.

Troll

Brute 6

Str 5, Dex 3, Con 4, Int 1, Wis 3, Cha 1

Fort +10, Ref +6, Will +6

Health 56, bite +11 (1d8+5) and 2 claws +11 (1d6+5), Defense 13

Trolls regenerate 2d6 health every turn and can only be permanently killed with fire.

Ettin

Brute 7

Str 7, Dex 2, Con 5, Int 2, Wis 2, Cha 2

Fort +14, Ref +5, Will +5

Health 71, 2 clubs +14 (2d6+7) or 2 rocks (1d6+7), Defense 21 (light armor)

Ettins can make two will saves against mind-affecting effects.

Cyclops

Brute 8

Str 8, Dex 1, Con 7, Int 3, Wis 3, Cha 2

Fort +15, Ref +5, Will +7

Health 96, greatspear +16 (2d6+10) or rock +9 (2d6+8), Defense 21 (light armor)

Cyclopses cannot be surprised. They can also detect illusions and invisible targets.

Giant

Brute 9

Str 9, Dex 2, Con 8, Int 2, Wis 2, Cha 2

Fort +17, Ref +6, Will +6

Health 116, tree +18 (6d6+11) or boulder +11 (3d6+9), Defense 23 (light armor)

Giants can throw boulders at far away targets.

Titan

Brute 10

Str 10, Dex 4, Con 9, Int 5, Wis 6, Cha 4

Fort +18, Ref +6, Will +7

Health 138, greatsword +20 (4d6+12) or lightning +14 (5d6), Defense 26 (light armor)

Titans can shoot lightning bolts at far away targets. They are immune to normal weapons and any spell of 3rd rank or lower.

Constructs

All constructs are sturdy, with inorganic builds that function as heavy armor. They’re immune to any use of social skills as well as fear and other mind-affecting effects, as they are not considered living things. They have 1d12 health per level and are proficient with natural weapons and fortitude saves. While most constructs understand Common, they communicate via a rapid series of clicking and blinking lights called Autory, which is impossible for any biological being to speak, though they can learn to understand it. Their plating allows them to add their proficiency bonus to their defense.

Marionette

Construct 1

Str 1, Dex 4, Con 1, Int 2, Wis 2, Cha 3

Fort +2, Ref +4, Will +2

Health 13, bite +5 (1d4+1), Defense 15 (plating)

If a marionette hits a target with its bite attack, it grapples the target and automatically hits with all subsequent bite attacks until the target succeeds on a difficulty 11 strength check to dislodge it.

Scarecrow

Construct 2

Str 2, Dex 2, Con 2, Int 1, Wis 2, Cha 1

Fort +4, Ref +3, Will +3

Health 22, 2 slams +4 (1d6+2), Defense 12

Scarecrows have advantage on initiative rolls. Unlike other constructs, scarecrows do not have armor plating. They are immune to ranged weapons, but are instantly destroyed by any fire damage.

Clocktrooper

Construct 3

Str 3, Dex 2, Con 4, Int 2, Wis 2, Cha 1

Fort +7, Ref +3, Will +3

Health 36, 2 sword-arms +6 (1d8+3), Defense 15 (plating)

A clocktrooper may spend its action to heal itself or another close clocktrooper for 2d6 health.

Sentinel

Construct 4

Str 3, Dex 2, Con 5, Int 1, Wis 4, Cha 1

Fort +8, Ref +4, Will +6

Health 50, 2 shield-arms +7 (1d6+3), Defense 16 (plating)

Sentinels can make more than one shield block roll per turn.

Automaton

Construct 5

Str 5, Dex 3, Con 5, Int 3, Wis 3, Cha 4

Fort +10, Ref +5, Will +5

Health 61, 2 slams +10 (1d6+5), Defense 18 (plating)

Automatons can speak Common, use normal weapons, and have free will. Unlike other constructs, they can be affected by social skills, though they are not living things.

Gargoyle

Construct 6

Str 5, Dex 1, Con 6, Int 1, Wis 5, Cha 2

Fort +12, Ref +4, Will +8

Health 78, bite +11 (1d8+5) and 2 slams +11 (1d6+6), Defense 17 (plating)

Gargoyles are immune to normal weapons and have advantage on initiative rolls.

Golem

Construct 7

Str 7, Dex 1, Con 8, Int 1, Wis 3, Cha 1

Fort +15, Ref +4, Will +6

Health 104, 2 slams +14 (2d6+7), Defense 18 (plating)

Targets of a golem’s slam attacks are knocked back to nearby, suffering an additional 1d8+8 damage. Golems are immune to normal weapons.

Devastator

Construct 8

Str 6, Dex 4, Con 6, Int 1, Wis 3, Cha 1

Fort +14, Ref +8, Will +7

Health 102, 4 sword-arms +14 (2d6+6), Defense 22 (plating)

Targets hit by two or more of the devastator’s sword-arm attacks suffer an additional 2d8+6 damage.

Juggernaut

Construct 9

Str 9, Dex 1, Con 9, Int 1, Wis 1, Cha 1

Fort +18, Ref +5, Will +5

Health 141, ram +18 (6d6+9), Defense 20 (plating)

When a juggernaut moves, all targets it passes through suffer damage from its ram attack.

Colossus

Construct 10

Str 10, Dex 1, Con 10, Int 1, Wis 3, Cha 1

Fort +20, Ref +6, Will +8

Health 166, slam +20 (4d6+10) and eye-beam +11 (5d6), Defense 21 (plating)

A colossus can attack all nearby targets. It’s eye-beam attack can hit far away targets and set them on fire. They can destroy most buildings with a single attack.

Dragons

All dragons can breathe fire and have thick scales that function as heavy armor. They have 1d10 health per level and are proficient with natural weapons, spellcasting, fortitude saves, and will saves.

Dragons speak Common and Draconic, and the more intelligent ones could speak just about any other language, especially those known to their underlings. All dragons can fly and have keen senses, allowing them to see in the dark and track by scent. Their thick scales allow them to add their proficiency bonus to their defense.

Hatchling Dragon

Dragon 1

Str 3, Dex 3, Con 3, Int 2, Wis 3, Cha 3

Fort +4, Ref +3, Will +4

Health 13, bite +4 (1d6+3) and 2 claws +4 (1d4+3), Defense 14 (scales)

Dragons can breathe fire once per scene, dealing 1d6 damage to all nearby targets. A hatchling dragon has a spellcasting roll bonus of +3, can cast up to rank 5 spells, and knows the following spells: arcane sight, charm person, counter spell, dispel magic, read minds, resist energy, revealing divination, and ward area.

Young Dragon

Dragon 2

Str 4, Dex 3, Con 4, Int 2, Wis 3, Cha 3

Fort +6, Ref +4, Will +4

Health 23, bite +6 (1d6+4) and 2 claws +6 (1d4+4), Defense 15 (scales)

Dragons can breathe fire once per scene, dealing 2d6 damage to all nearby targets. A young dragon has a spellcasting roll bonus of +4, can cast up to rank 1 spells, and knows the following spells: arcane sight, charm person, counter spell, dispel magic, read minds, resist energy, revealing divination, and ward area.

Juvenile Dragon

Dragon 3

Str 5, Dex 3, Con 4, Int 3, Wis 4, Cha 3

Fort +7, Ref +4, Will +7

Health 32, bite +8 (1d8+5) and 2 claws +8 (1d6+5), Defense 16 (scales)

Dragons can breathe fire once per scene, dealing 3d6 damage to all nearby targets. A juvenile dragon has a spellcasting roll bonus of +6, can cast up to rank 2 spells, and knows the following spells: arcane sight, charm person, counter spell, dispel magic, read minds, resist energy, revealing divination, and ward area.

Adolescent Dragon

Dragon 4

Str 5, Dex 2, Con 5, Int 3, Wis 4, Cha 3

Fort +9, Ref +5, Will +8

Health 45, bite +9 (1d8+5) and 2 claws +9 (1d6+5), Defense 16 (scales)

Dragons can breathe fire once per scene, dealing 4d6 damage to all nearby targets. An adolescent dragon has a spellcasting roll bonus of +7, can cast up to rank 2 spells, and knows the following spells: arcane sight, charm person, counter spell, dispel magic, read minds, resist energy, revealing divination, and ward area.

Mature Dragon

Dragon 5

Str 6, Dex 2, Con 6, Int 4, Wis 4, Cha 3

Fort +11, Ref +5, Will +9

Health 60, bite +11 (2d6+6) and 2 claws +11 (1d8+6), Defense 17 (scales)

Dragons can breathe fire once per scene, dealing 5d6 damage to all nearby targets. A mature dragon has a spellcasting roll bonus of +9, can cast up to rank 3 spells, and knows the following spells: arcane sight, charm person, counter spell, dispel magic, read minds, resist energy, revealing divination, and ward area.

Adult Dragon

Dragon 6

Str 6, Dex 1, Con 7, Int 5, Wis 4, Cha 3

Fort +12, Ref +4, Will +10

Health 77, bite +12 (2d6+6) and 2 claws +4 (1d8+6), Defense 17 (scales)

Dragons can breathe fire once per scene, dealing 6d6 damage to all nearby targets. An adult dragon has a spellcasting roll bonus of +11, can cast up to rank 3 spells, and knows the following spells: arcane sight, charm person, counter spell, dispel magic, read minds, resist energy, revealing divination, and ward area.

Old Dragon

Dragon 7

Str 7, Dex 1, Con 8, Int 6, Wis 5, Cha 4

Fort +15, Ref +4, Will +15

Health 96, bite +14 (3d6+7) and 2 claws +14 (2d6+7), Defense 18 (scales)

Dragons can breathe fire once per scene, dealing 7d6 damage to all nearby targets. An old dragon has a spellcasting roll bonus of +13, can cast up to rank 4 spells, and knows the following spells: arcane sight, charm person, counter spell, dispel magic, read minds, resist energy, revealing divination, and ward area.

Venerable Dragon

Dragon 8

Str 8, Dex 1, Con 9, Int 7, Wis 5, Cha 4

Fort +17, Ref +5, Will +13

Health 117, bite +16 (3d6+8) and 2 claws +16 (2d6+8), Defense 19 (scales)

Dragons can breathe fire once per scene, dealing 8d6 damage to all nearby targets. A venerable dragon has a spellcasting roll bonus of +15, can cast up to rank 4 spells, and knows the following spells: arcane sight, charm person, counter spell, dispel magic, read minds, resist energy, revealing divination, and ward area.

Elder Dragon

Dragon 9

Str 9, Dex 1, Con 9, Int 8, Wis 5, Cha 5

Fort +18, Ref +5, Will +14

Health 131, bite +18 (4d6+9) and 2 claws +18 (2d6+9), Defense 20 (scales)

Dragons can breathe fire once per scene, dealing 9d6 damage to all nearby targets. An elder dragon has a spellcasting roll bonus of +17, can cast up to rank 5 spells, and knows the following spells: arcane sight, charm person, counter spell, dispel magic, read minds, resist energy, revealing divination, and ward area.

Ancient Dragon

Dragon 10

Str 9, Dex 1, Con 10, Int 9, Wis 6, Cha 6

Fort +20, Ref +6, Will +16

Health 155, bite +19 (4d6+9) and 2 claws +19 (2d6+9), Defense 21 (scales)

Dragons can breathe fire once per scene, dealing 10d6 damage to all nearby targets. An ancient dragon has a spellcasting roll bonus of +19, can cast up to rank 5 spells, and knows the following spells: arcane sight, charm person, counter spell, dispel magic, read minds, resist energy, revealing divination, and ward area.

Elementals

Elementals come in four varieties: air, earth, fire, and water, each with an affinity for their natural environment. They’re immune to any use of social skills as well as fear and other mind-affecting effects. They have 1d8 health per level and are proficient with natural weapons, fortitude saves, and reflex saves.

Wisp

Elemental 1

Str 1, Dex 8, Con 1, Int 2, Wis 3, Cha 2

Fort +2, Ref +9, Will +3

Health 9, spark +9 (1d4), Defense 18

Wisps can fly. Any targets close to those hit by its spark attack are also hit.

Triton

Elemental 2

Str 3, Dex 3, Con 4, Int 2, Wis 3, Cha 3

Fort +5, Ref +5, Will +3

Health 20, trident +5 (1d8+3), Defense 17 (light armor)

Tritons can swim, breathe underwater, and are proficient with martial weapons and light armor.

Sandman

Elemental 3

Str 4, Dex 1, Con 4, Int 1, Wis 2, Cha 1

Fort +7, Ref +4, Will +3

Health 28, 2 slams +7 (1d6+4), Defense 11

Sandmen ignore the first 5 damage from all weapon attacks. They can burrow through sand and dirt with ease, even sifting through the cracks in stone walls.

Hellhound

Elemental 4

Str 4, Dex 3, Con 5, Int 2, Wis 3, Cha 3

Fort +8, Ref +7, Will +5

Health 40, bite +8 (1d8+4), Defense 13

Once per scene, hellhounds can breathe fire, dealing 4d6 damage to all close targets. They are immune to fire.

Sylph

Elemental 5

Str 1, Dex 9, Con 3, Int 4, Wis 3, Cha 5

Fort +8, Ref +14, Will +5

Health 39, gust +14 (3d6), Defense 19

Living creatures close to sylphs must succeed on difficulty 15 fortitude saves or be unable to breathe and have disadvantage on all rolls. Sylphs can fly.

Nymph

Elemental 6

Str 3, Dex 6, Con 3, Int 4, Wis 4, Cha 8

Fort +9, Ref +12, Will +7

Health 46, drown +12 (2d6), Defense 16

Once per turn, nymphs can attempt to seduce a target. Unless the target succeeds on a difficulty 16 will save, they helplessly move close to the nymph and suffer 2d6 damage per turn from drowning until rescued. They may attempt a new will save each turn to act normally, but with disadvantage. Nymphs can swim and breathe underwater.

Xorn

Elemental 7

Str 8, Dex 1, Con 10, Int 1, Wis 4, Cha 1

Fort +17, Ref +8, Will +7

Health 102, grind +15 (4d6+8), Defense 11

Xorn are immune to normal weapons can burrow through any solid material. Once per scene, they can emit a blast of razor-sharp stone spikes, dealing 5d6 damage to all nearby targets unless they succeed on a difficulty 17 reflex save.

Salamander

Elemental 8

Str 7, Dex 4, Con 6, Int 4, Wis 4, Cha 4

Fort +14, Ref +12, Will +8

Health 84, pike +15 (2d6+9) and tail (1d8+7), Defense 22 (scales)

Salamanders have thick scales that allow them to add their proficiency bonus to their defense. Any target hit by a salamander or who this a salamander with a melee attack is set on fire. Salamanders are immune to fire.

Djinn

Elemental 9

Str 6, Dex 7, Con 8, Int 6, Wis 7, Cha 9

Fort +17, Ref +16, Will +11

Health 112, 2 slams +15 (2d6+6), Defense 17

Djinn can surround themselves with a swirling tempest, dealing 2d6 damage per turn to all nearby targets. They can fly, pass through solid objects, and are immune to normal weapons.

Ifrit

Elemental 10

Str 7, Dex 3, Con 8, Int 5, Wis 6, Cha 3

Fort +18, Ref +13, Will +11

Health 124, ignite +17 (5d6), Defense 13

Targets hit by an Ifrit’s ignite attack are on fire until the ifrit is destroyed; these magical flames cannot be extinguished by any normal means. Their attacks ignore fire immunity. Ifrit are immune to fire and normal weapons.

Fiends

Fiends are demons and devils from the netherworld, an origin that renders them completely immune to fire and normal weapons. They have 1d10 health per level and are proficient with natural weapons, simple weapons, martial weapons, fortitude saves, and will saves. Fiends can fly and speak Common and Infernal.

Imp

Fiend 1

Str 1, Dex 4, Con 2, Int 3, Wis 2, Cha 2

Fort +3, Ref +4, Will +3

Health 12, bite +4 (1d4+4), Defense 14

Imps are invisible during any turn in which they don’t attack.

Lemure

Fiend 2

Str 3, Dex 1, Con 3, Int 2, Wis 1, Cha 1

Fort +5, Ref +2, Will +3

Health 21, slam +5 (1d6+3), Defense 11

Lemures killed by means other than divine sources rise again on their next turn.

Shadow

Fiend 3

Str 1, Dex 7, Con 3, Int 3, Wis 4, Cha 3

Fort +6, Ref +8, Will +7

Health 29, drain +10 (1d4+1), Defense 17

When a shadow’s drain attack hits a living target, it must succeed on a difficulty 13 fortitude save or suffer 1 point of strength damage and heal the shadow back to full health.

Incubus

Fiend 4

Str 3, Dex 3, Con 4, Int 5, Wis 4, Cha 7

Fort +8, Ref +5, Will +8

Health 41, touch +7 (2d6), Defense 13

Each turn, an incubus will attempt to hypnotize a nearby living target, forcing it to succeed on a difficulty 14 will save or act as his ally for a turn. If the incubus hits the target with his touch attack, the difficulty of the will save increases to 18.

Succubus

Fiend 5

Str 2, Dex 6, Con 3, Int 4, Wis 3, Cha 9

Fort +8, Ref +8, Will +8

Health 50, whip +11 (1d4+6) or kiss +7 (special), Defense 16

If a succubus is able to kiss a target, through seduction or as a melee attack, the target must make a difficulty 15 will save or suffer 1 point of wisdom and charisma damage.

Hezrou

Fiend 6

Str 6, Dex 4, Con 6, Int 3, Wis 4, Cha 2

Fort +12, Ref +7, Will +10

Health 71, bite +12 (2d6+6) and claws +12 (1d8+6), Defense 20 (scales)

Hezrous have thick scales that allow them to add their proficiency bonus to their defense. They can swim and breathe underwater. Any living creature close to a hezrou suffers 2d6 damage each turn from their noxious stench, even underwater.

Vrock

Fiend 7

Str 7, Dex 3, Con 6, Int 2, Wis 4, Cha 1

Fort +13, Ref +6, Will +11

Health 82, 2 claws +14 (2d6+7), Defense 20 (exoskeleton)

Vrocks have thick exoskeletons that allow them to add their proficiency bonus to their defense. Any target hit by both their claws also suffers a bite attack for 2d6+7 damage. Once per scene, they can emit a horrible screech, stunning all nearby targets for 1 turn unless they succeed on a difficulty 17 fortitude save.

Glabrezu

Fiend 8

Str 8, Dex 2, Con 8, Int 2, Wis 3, Cha 2

Fort +16, Ref +6, Will +11

Health 109, 4 claws +18 (2d6+8), Defense 20 (scales)

Glabrezus have thick scales that allow them to add their proficiency bonus to their defense. Every time it deals damage with one of its claws, a glabrezu heals 1d6 health and when a living target dies anywhere nearby, it heals 3d6 health.

Marilith

Fiend 9

Str 6, Dex 6, Con 7, Int 4, Wis 5, Cha 6

Fort +16, Ref +10, Will +14

Health 113, 6 swords +15 (1d8+6) and constrict (3d6+6), Defense 26 (hide)

Once per scene, a marilith can summon 2d6 lemures. She can sacrifice one of her attacks each turn to devour a close lemure, healing herself for 2d6 health. They have thick hides that allow them to add their proficiency bonus to their defense.

Balor

Fiend 10

Str 9, Dex 3, Con 9, Int 4, Wis 5, Cha 4

Fort +19, Ref +8, Will +15

Health 145, sword +19 (4d6+9) and whip +13 (2d6+3), Defense 23 (hide)

A balor’s opponents must succeed on difficulty 20 will saves upon seeing it or be terrified of it for the rest of the scene, suffering disadvantage on all rolls due to fear. Any target close to a balor suffers 2d6 fire damage each turn. Its whip can strike nearby targets. Balors are immune to any damage not from a divine source. They have thick hides that allow them to add their proficiency bonus to their defense.

Monsters

Monsters are a very diverse group of enemies. They have 1d8 health per level and are proficient with natural weapons, simple weapons, and fortitude saves. Some monsters have some special form of movement, such as flying, swimming, burrowing, or climbing.

Cockatrice

Monster 1

Str 1, Dex 3, Con 2, Int 1, Wis 3, Cha 2

Fort +3, Ref +3, Will +3

Health 10, peck +3 (1d4+3), Defense 13

Any living target hit by a cockatrice’s peck attack suffers 1 point of dexterity damage.

Naga

Monster 2

Str 3, Dex 2, Con 3, Int 2, Wis 2, Cha 3

Fort +4, Ref +3, Will +3

Health 18, bite +5 (1d8+3), Defense 14 (scales)

Naga can breathe underwater and have advantage on initiative rolls while underwater. They have thick scales that allow them to add their proficiency bonus to their defense.

Displacer

Monster 3

Str 3, Dex 5, Con 3, Int 1, Wis 4, Cha 2

Fort +6, Ref +6, Will +5

Health 25, bite +8 (1d8+3) and 2 tentacles +8 (1d6+3), Defense 15

Displacers have a +10 bonus to their defense and reflex saves against attackers that cannot detect illusions.

Werewolf

Monster 4

Str 5, Dex 4, Con 5, Int 2, Wis 4, Cha 2

Fort +9, Ref +4, Will +6

Health 40, bite +9 (1d8+5) and 2 claws (1d6+5), Defense 18 (hide)

Werewolves are immune to normal weapons, except for silver, and may assume the form of a wolf, human, or werewolf (using the statistics above) as an action. They have thick hides that allow them to add their proficiency bonus to their defense while in werewolf form. Living targets damaged by a werewolf’s bite must succeed on a difficulty 14 fortitude save or be afflicted with lycanthropy, becoming a werewolf themselves the next full moon.

Basilisk

Monster 5

Str 4, Dex 1, Con 4, Int 1, Wis 3, Cha 1

Fort +9, Ref +3, Will +5

Health 44, bite +9 (1d8+4), Defense 11

Any living target that makes eye contact with a basilisk must succeed on a difficulty 15 fortitude save or suffer 1 point of strength damage. Targets reduced to 0 strength in this manner are turned to stone; they do not heal strength damage normally and must be cured by magical means.

Rakshasa

Monster 6

Str 3, Dex 3, Con 4, Int 6, Wis 6, Cha 8

Fort +10, Ref +6, Will +9

Health 52, 2 claws +9 (1d6+3), Defense 13

Rakshasas may cast alter self, create illusion, and read minds, up to rank 5, each turn with a single action without making spellcasting rolls.

Flayer

Monster 7

Str 2, Dex 3, Con 4, Int 9, Wis 7, Cha 4

Fort +11, Ref +6, Will +10

Health 60, bite +9 (1d8+2), Defense 13

Flayers can sense the presence of nearby minds. They are proficient with spellcasting. Targets hit by their bite attack suffer 1 point of intelligence and wisdom damage. A flayer has a spellcasting roll bonus of +16, can cast up to rank 4 spells, and knows the following spells: arcane sight, charm person, counter spell, dispel magic, drain life, energy blast, feather flight, force armor, force barrier, read minds, resist energy, revealing divination, telekinetic field, teleportation field, and unseen presence.

Chimera

Monster 8

Str 7, Dex 3, Con 6, Int 2, Wis 4, Cha 3

Fort +14, Ref +7, Will +8

Health 84, 3 bites +15 (2d6+7), Defense 21 (hide)

Chimeras have thick hides that allow them to add their proficiency bonus to their defense. Once per scene, a chimera can breathe fire, dealing 6d6 damage to all nearby targets. They have thick scales that allow them to add their proficiency bonus to their defense.

Beholder

Monster 9

Str 1, Dex 1, Con 5, Int 8, Wis 10, Cha 6

Fort +14, Ref +5, Will +14

Health 85, 8 eyebeams +10 (2d6), Defense 20 (hide)

Beholders have thick hides that allow them to add their proficiency bonus to their defense. They cannot be surprised and have advantage on initiative rolls. They can also detect illusions and invisible targets.

Kraken

Monster 10

Str 9, Dex 4, Con 8, Int 1, Wis 4, Cha 2

Fort +18, Ref +9, Will +9

Health 124, 8 tentacles +19 (2d6+9) and bite +19 (8d6+9), Defense 24 (scales)

A kraken can make melee attacks against any nearby target. Any target hit by a kraken’s tentacles is dragged into its mouth, suffering a bite attack unless it succeeds on a difficulty 20 fortitude or reflex save. They have thick scales that allow them to add their proficiency bonus to their defense.

People

People are usually much smarter than other enemies are make use of equipment more often. All people speak Common, though some might have additional languages based on their race. Their health and proficiencies are based on their class, which means they should be created using the same methods the players do to create their characters. The following examples are all 1st level and could easily serve as pre-generated characters or low-level townsfolk.

Raider

Person (half-orc barbarian) 1

Str 4, Dex 3, Con 3, Int 2, Wis 2, Cha 2

Fort +4, Ref +3, Will +2

Health 15, greataxe +5 (2d6+6), Defense 17 (constitution)

Half-orcs reroll all 1s on damage dice. Raiders gain +2 to their strength until the end of their next turn whenever they cause damage to an enemy or receive damage from an enemy.

Minstrel

Person (half-elf bard) 1

Str 2, Dex 3, Con 2, Int 3, Wis 2, Cha 4

Fort +2, Ref +3, Will +3

Health 10, rapier +4 (1d6+3) and dagger +2 (1d6+3), Defense 16 (light armor)

half-elves can speak two additional languages (dwarven and grawl). A minstrel has a spellcasting roll bonus of +5, can cast up to rank 1 spells, and knows the following spells: charm person, inspire competence, inspire courage and soothing song.

Acolyte

Person (dwarf cleric) 1

Str 3, Dex 2, Con 3, Int 2, Wis 4, Cha 2

Fort +3, Ref +2, Will +5

Health 11, warhammer +4 (1d8+3), Defense 18 (heavy armor and shield)

Dwarves’ speed is never reduced by wearing heavy armor or being encumbered. An acolyte has a spellcasting roll bonus of +5, can cast up to rank 1 spells, and knows the following spells: bless allies, heal wounds, raise dead, and remove affliction.

Guide

Person (elf druid) 1

Str 2, Dex 3, Con 3, Int 2, Wis 4, Cha 2

Fort +3, Ref +3, Will +5

Health 11, quarterstaff +3 (1d6+4) or longbow +4 (1d8+3), Defense 16 (light armor)

Elves can see in the dark. A guide has a spellcasting roll bonus of +5, can cast up to rank 1 spells, and knows the following spells: control weather, heal wounds, remove affliction, and summon animal.

Apprentice

Person (gnome wizard) 1

Str 2, Dex 3, Con 2, Int 4, Wis 2, Cha 3

Fort +2, Ref +3, Will +3

Health 8, dagger +4 (1d6+3) or wand +5 (1d6+4), Defense 13

Gnomes can tell if any object they touch is magical. An apprentice has a spellcasting roll bonus of +15, can cast up to rank 1 spells, and knows the following spells: arcane sight, counter spell, create object, create illusion, energy blast, feather flight, force armor, and teleportation field.

Disciple

Person (human monk) 1

Str 3, Dex 3, Con 3, Int 2, Wis 3, Cha 2

Fort +3, Ref +4, Will +3

Health 11, 2 unarmed +4 (1d6+3) or longbow +4 (1d8+3), Defense 17 (wisdom)

Humans receive a bonus weapon or save proficiency (archery weapons). Disciples add their wisdom and proficiency bonus to their defense while not wearing armor or using a shield. They also add their proficiency as a bonus on all rolls for movement of any kind, including balance, climbing, jumping, running, or tumbling. They may make one additional unarmed attack every time they take the attack action, even if their primary attack isn’t an unarmed.

Templar

Person (human paladin) 1

Str 3, Dex 2, Con 3, Int 2, Wis 3, Cha 3

Fort +4, Ref +2, Will +4

Health 13, longsword +4 (1d8+4) or longbow +3 (1d8+3), Defense 18 (heavy armor and shield)

Humans receive a bonus weapon or save proficiency (fortitude saves). Once per scene, a templar may cast one of the following spells up to a rank equal to half their level, rounded up: divine might, divine protection, inspire courage, remove affliction, sanctify ground, smite evil, or turn undead. They do not need to make spellcasting rolls to use these spells.

Hunter

Person (elf ranger) 1

Str 3, Dex 4, Con 2, Int 2, Wis 3, Cha 2

Fort +3, Ref +4, Will +3

Health 12, longsword +4 (1d8+3) or longbow +6 (1d8+4), Defense 17 (light armor)

Elves can see in the dark. Hunters add their proficiency bonus on all wisdom rolls to navigate the wilderness, locate food and water, and track creatures. A hunter adds +1 to all archery attack rolls. They can move and make an attack with an archery weapon with one action.

Hunters have an animal companion with a level equal to half their level, rounded up. This companion is loyal to the hunter and obeys its commands to the best of its abilities.

Dog

Animal 1

Str 2, Dex 2, Con 2, Int 1, Wis 2, Cha 2

Fort +3, Ref +3, Will +2

Health 10, bite +2 (1d4+2), Defense 12

Dogs can track by scent.

Thief

Person (halfling rogue) 1

Str 2, Dex 4, Con 2, Int 3, Wis 2, Cha 3

Fort +2, Ref +5, Will +2

Health 10, 2 daggers +5/+3 (1d6+4) or crossbow +5 (1d8+4), Defense 17 (light armor)

Halflings can use close allies or enemies as cover. Thieves add their proficiency bonus on all dexterity rolls for acrobatic, thievery, or stealthy actions, as well as all charisma rolls on deception and disguise. Whenever a thief makes an attack roll with advantage or melee attack against a target close to one of their allies, they deal 1d6 extra damage.

Soldier

Person (human warrior) 1

Str 4, Dex 3, Con 3, Int 2, Wis 2, Cha 2

Fort +4, Ref +4, Will +2

Health 13, longsword +6 (1d8+5) or longbow +5 (1d8+4), Defense 19 (heavy armor and shield)

Humans receive a bonus weapon or save proficiency (reflex saves). They add their proficiency bonus when rolling strength for anything athletic. They can also switch weapons or equip a shield without spending an action. A warrior adds +1 to all weapon attack and damage rolls.

Undead

Undead are immune to all social skills and mind-affecting spells, as well as biological effects, as they are not considered living things. They have 1d10 health per level and are proficient with natural weapons, fortitude saves, and will saves. Undead (if they are able to communicate) speak whatever languages they knew in life.

Skeleton

Undead 1

Str 2, Dex 2, Con 2, Int 1, Wis 1, Cha 1

Fort +3, Ref +2, Will +2

Health 12, sword +2 (1d8+2), Defense 12

Skeletons are immune to all ranged weapons.

Zombie

Undead 2

Str 4, Dex 1, Con 3, Int 1, Wis 1, Cha 1

Fort +5, Ref +2, Will +3

Health 21, slam +6 (1d4+4), Defense 11

Zombies always lose initiative and take their turn last.

Ghoul

Undead 3

Str 4, Dex 3, Con 3, Int 2, Wis 3, Cha 1

Fort +6, Ref +4, Will +6

Health 29, 2 claws +7 (1d8+4), Defense 13

Targets hit by a ghoul’s claws must succeed on a difficulty 15 fortitude save or suffer 1 point of dexterity damage.

Wight

Undead 4

Str 4, Dex 2, Con 4, Int 2, Wis 3, Cha 1

Fort +5, Ref +2, Will +3

Health 21, 2 claws +8 (1d6+4), Defense 12

Any person or brute killed by a wight becomes a zombie on its next turn. They are immune to normal weapons.

Ghost

Undead 5

Str 1, Dex 5, Con 1, Int 3, Wis 5, Cha 4

Fort +6, Ref +7, Will +10

Health 35, touch +10 (1d4+1), Defense 15

Ghosts are immune to all physical attacks. They can fly and pass through solid objects. Targets hit by a ghost’s touch attack must succeed on a difficulty 15 will save or suffer 1 point of constitution damage.

Wraith

Undead 6

Str 1, Dex 5, Con 1, Int 4, Wis 5, Cha 2

Fort +7, Ref +8, Will +11

Health 41, drain +11 (3d6), Defense 15

Wraiths are immune to normal weapons. They can fly and pass through solid objects. Any damage they deal with their drain attack heals them for the same amount of health.

Banshee

Undead 7

Str 3, Dex 3, Con 5, Int 3, Wis 4, Cha 4

Fort +12, Ref +7, Will +11

Health 75, 2 claws +10 (1d8+3), Defense 13

Banshees can fly and are immune to normal weapons. Once per scene, they can emit a horrible scream, dealing 1d4 points of constitution damage to all nearby living targets.

Vampire

Undead 8

Str 6, Dex 5, Con 7, Int 5, Wis 6, Cha 10

Fort +15, Ref +9, Will +14

Health 101, bite +14 (1d6+6), Defense 15

Vampires are immune to normal weapons and have advantage on initiative rolls. Living targets hit by their bite attack suffer 1 point of constitution damage and the vampire heals for 3d6 health. Living targets damaged by a vampire’s bite must succeed on a difficulty 18 fortitude save or be afflicted with vampirism, becoming a vampire themselves the next evening. Each turn, without requiring an action, a vampire will attempt to charm a nearby living target, forcing it to succeed on a difficulty 18 will save or act as his ally for a turn.

Mummy

Undead 9

Str 7, Dex 1, Con 8, Int 4, Wis 8, Cha 4

Fort +17, Ref +5, Will +17

Health 122, slam +16 (2d6+7), Defense 11

Mummies are immune to normal weapons and all spells of 3rd rank and lower. Once per scene, a mummy will attempt to curse all nearby living targets, who must succeed on difficulty 19 will saves or have disadvantage on all rolls until the mummy is slain. They are proficient with spellcasting. A mummy has a spellcasting roll bonus of +17, can cast up to rank 5 spells, and knows the following spells: animate dead, arcane sight, charm person, curse enemies, dispel magic, gate fiend, read minds, resist energy, revealing divination, and ward area.

Lich

Undead 10

Str 4, Dex 2, Con 8, Int 8, Wis 5, Cha 7

Fort +18, Ref +7, Will +15

Health 135, touch +14 (1d4+4) or wand +18 (1d6+8), Defense 12

Liches are immune to normal weapons. A target touched by a lich must succeed on a difficulty 20 fortitude save or suffer 1 point of constitution and wisdom damage; every time this happens, the lich heals 3d6 health. A lich has a spellcasting roll bonus of +18, can cast up to rank 5 spells, and knows the following spells: animate dead, arcane sight, charm person, create illusion, curse enemies, dispel magic, energy blast, feather flight, force armor, gate fiend, read minds, resist energy, revealing divination, teleportation field, unseen presence, and ward area.

Vermin

Vermin are insects and crustaceans, nasty things like spiders, beetles, and ants. All the vermin listed here are giant versions, at least half as large as a human. They are immune to all social skills and mind-affecting spells, and some of them have hard exoskeletons allow them to add their proficiency bonus to their defense. They have 1d6 health per level and are proficient with natural weapons, fortitude saves, and reflex saves. Most vermin have some special form of movement, such as flying, swimming, burrowing, or climbing. Vermin do not speak any languages, though they can understand Primal.

Ant

Vermin 1

Str 3, Dex 2, Con 3, Int 1, Wis 2, Cha 1

Fort +4, Ref +3, Will +2

Health 9, bite +4 (1d6+3), Defense 13 (exoskeleton)

Ants can burrow and receive a +1 bonus on attack rolls for each other ant attacking the same target.

Stinkbug

Vermin 2

Str 2, Dex 2, Con 3, Int 1, Wis 3, Cha 1

Fort +5, Ref +4, Will +4

Health 15, bite +2 (1d6+2), Defense 14 (exoskeleton)

Living targets close to stinkbugs must succeed on difficulty 12 fortitude saves or become nauseated and have disadvantage on all rolls.

Leech

Vermin 3

Str 2, Dex 1, Con 2, Int 1, Wis 1, Cha 1

Fort +5, Ref +4, Will +2

Health 18, bite +5 (1d6+2), Defense 11

Leeches can swim and living targets hit by their bite attack suffer 1 point of constitution damage.

Dragonfly

Vermin 4

Str 2, Dex 6, Con 2, Int 1, Wis 3, Cha 1

Fort +6, Ref +10, Will +5

Health 23, bite +10 (1d8+6), Defense 20 (exoskeleton)

Dragonflies can fly and move fast.

Wasp

Vermin 5

Str 3, Dex 5, Con 2, Int 1, Wis 3, Cha 1

Fort +7, Ref +10, Will +5

Health 28, sting +10 (3d6+5), Defense 20 (exoskeleton)

Wasps can fly.

Mantis

Vermin 6

Str 4, Dex 4, Con 3, Int 2, Wis 4, Cha 1

Fort +9, Ref +10, Will +7

Health 39, bite +19 (2d6+4) and 2 claws (1d8+4), Defense 20 (exoskeleton)

Mantises can jump incredibly high, and if they move and attack on the same turn, all their attacks deal +2 damage.

Crab

Vermin 7

Str 6, Dex 2, Con 4, Int 2, Wis 2, Cha 1

Fort +11, Ref +9, Will +5

Health 52, 2 claws +13 (3d6+6), Defense 19 (exoskeleton)

Crabs can breathe underwater.

Spider

Vermin 8

Str 5, Dex 7, Con 4, Int 3, Wis 5, Cha 1

Fort +12, Ref +15, Will +9

Health 59, bite +13 (2d6+5), Defense 25 (exoskeleton)

Spiders can climb anything. Living targets hit by a spider’s bite attack must succeed on a difficulty 18 fortitude save or become poisoned, suffering 1 point of strength and constitution damage. Spiders are usually found in large webs, which cause all targets to move slowly.

Scorpion

Vermin 9

Str 6, Dex 4, Con 6, Int 2, Wis 4, Cha 1

Fort +15, Ref +13, Will +8

Health 84, 2 claws +15 (4d6+6) and stinger +15 (6d6+6), Defense 23 (exoskeleton)

Living targets hit by a scorpion’s stinger attack must succeed on a difficulty 19 fortitude save each turn or suffer 1 point of constitution damage; one successful save ends the effect.

Sandworm

Vermin 10

Str 9, Dex 1, Con 9, Int 1, Wis 3, Cha 1

Fort +19, Ref +11, Will +8

Health 123, bite +19 (4d6+9), Defense 21 (exoskeleton)

If a sandworm scores a critical hit with a bite attack, it swallows its victim whole, dealing 3d6 damage to it per turn it spends an action to escape with a difficulty 20 strength roll.