Monsters: All Monsters

Ankheg

Large

2nd level

Troop

Beast

Initiative: +8

 

Mandibles +7 vs. AC—8 damage

Natural even hit: If the target is small, the ankheg grabs it. While the ankheg is grabbing a creature, the only legal target for its mandibles attack is the grabbed creature.

 

C: Acid spit +7 vs. PD (one nearby enemy, plus any enemy the ankheg has grabbed)—5 ongoing acid damage

Limited use: 1/round, as a quick action.

 

Escape speed: At the end of the ankheg’s turn, roll a d6. If it’s equal to or less than the escalation die, the ankheg can move again as a free action.

AC

PD

MD

HP

19

17

11

60

 

 

 

 

Bulette

Normal

5th level

Wrecker

Beast

Initiative: +7

 

Gigantic claws +12 vs. AC (2 attacks)—15 damage

Dual hit: If both claws hit during the same turn, the bulette can make a terrible bite attack during its next turn as a standard action.

 

[Special trigger] Terrible bite +14 vs. AC—45 damage

Miss: 22 damage.

 

Blood frenzy: The bulette’s crit range expands to 16+ while the escalation die is 4+.

 

Serious burrower: A bulette can burrow incredibly quickly for short distances. They’re renowned for the mounds of dirt and rock they push above them as they surge through the ground like land torpedoes.

 

Nastier Specials

Savage response: When an attacker scores a critical hit against the bulette and it survives, the bulette can make a terrible bite attack as a free action against one target engaged with it.

AC

PD

MD

HP

22

19

14

170

 

 

 

 

 

Chimera

Large

9th level

Wrecker

Beast

Initiative: +15

 

Fangs, claws, and horns +14 vs. AC (3 attacks)—25 damage

Natural 14–15: The target is dazed until the end of the chimera’s next turn from a headbutt.

Natural 16–17: The target takes 20 ongoing damage from raking claws.

Natural 18–20: The chimera makes a fiery breath attack as a free action.

 

[Special trigger] Fiery breath +14 vs. PD (up to 3 nearby enemies in a group)—3d10 fire damage

 

Bestial thresher: Whenever a creature misses the chimera with a melee attack, the chimera’s multiple sharp bits deal 3d10 damage to that attacker.

 

Nastier Specials

Now it’s angry: When an attacker scores a critical hit against the chimera and it survives, its attack rolls on its next turn deal the effects of the lower rolls as well as their own results.

 

AC

PD

MD

HP

24

20

16

320

Derro

Confusion effects only affect derro if they secretly want to murder one of their own companions.

Derro Maniac

Normal

4th level

Troop

Humanoid

Initiative: +8

 

Shortsword +9 vs. AC—12 damage

Natural 16+: The derro can cast one of the following close-quarters spells as a quick action this turn.

Cloaking dark: All nearby derro gain a +1 bonus to attacks and defenses until the end of the derro maniac’s next turn (cumulative).

Sonic squeal: Two random nearby non-derro creatures take 2d4 thunder damage.

 

R: Light repeating crossbow +9 vs. AC—10 damage

Natural 16+: The target also takes 5 ongoing poison damage.

Natural 19+: As above, and the derro maniac can make another light repeating crossbow attack as a free action.

AC

PD

MD

HP

19

16

18

52

 

 

 

 

Derro Sage

Normal

4th level

Caster

Humanoid

Initiative: +7

 

Staff +7 vs. AC—7 damage

Natural 16+: The derro can cast one of the following close-quarters spells as a quick action this turn.

Cloaking dark: All nearby derro gain a +1 bonus to attacks and defenses until end of the derro sage’s next turn (cumulative).

Sonic squeal: Two random nearby non-derro creatures take 2d8 thunder damage.

 

R: Mind scream +9 vs. MD—12 psychic damage, and the target is confused (make a basic or at-will attack vs. ally) until the end of the derro sage’s next turn

Natural 16+: The derro sage can make another mind scream attack against a different nearby target as a free action.

 

Nastier Specials

Group gibbering: The derro sage starts a group of derro gibbering as a quick action. It can maintain the gibber as a free action at the start of each turn by taking 1 damage. Each nearby non-derro creature that hears the gibber must roll a d6 at the start of its turn and takes psychic damage equal to the die roll or to the number of gibbering derro, whichever is lower.

AC

PD

MD

HP

18

15

18

40

Drider

Large

6th level

Caster

Aberration

Initiative: +10

 

Sword or mace +9 vs. AC—20 damage

Natural even hit: The drider can make a poison bite attack as a free action.

                  

[Special trigger] Poison bite +9 vs. PD—10 poison damage, and 10 ongoing poison damage

 

R: Lightning bolt spell +11 vs. PD—30 lightning damage

Natural even hit: The drider can make a lightning bolt spell attack against a second nearby enemy, followed by a third and final different nearby enemy if the second attack is also a natural even hit.

 

C: Web attack +11 vs. PD (up to 2 nearby enemies in a group)—the target is hampered (save ends)

Limited use: 1/round as a quick action, if the escalation die is even.

AC

PD

MD

HP

21

15

20

170

 

 

 

 

Ettin

Large

5th level

Troop

Giant

Initiative: +9

 

First big swing +10 vs. AC—25 damage, and the target pops free from the ettin; then as a free action, the ettin can move (or choose not to move) and make a second swing attack.

                  

[Special trigger] Second swing +10 vs. AC (different target from first big swing)—15 damage

 

Two-headed save: If an ettin’s first save against an effect fails, it can roll a second save.

 

Nastier Specials

Big bully: The ettin deals double damage with its attacks against staggered enemies.

Escalating agreement: If the escalation die is 3+, the ettin can target two engaged enemies with its first big swing attack.

AC

PD

MD

HP

21

18

14

160

 

 

 

 

Gargoyle

Normal

5th level

Troop

Construct

Initiative: +4

 

Furious claws and fangs +9 vs. AC—9 damage

Natural 11+: The gargoyle can make two more melee attacks as a free action (but never more than three total attacks per standard action, even if you roll another 11+).

                  

Flight

 

Nastier Specials

Rocky hide: The gargoyle has resist damage 12+ against attacks targeting AC.

Statues, statues, everywhere: Because they often look like statues, gargoyles are capable of springing a surprise on inattentive PCs. When there’s a chance of such an ambush, give the PCs a champion-tier skill check (DC 20) to notice the gargoyles and avoid being surprised.

AC

PD

MD

HP

24

21

14

60

 

 

 

 

Ghoul

Normal

3rd level

Spoiler

Undead

Initiative: +8

Vulnerability: holy

 

Claws and bite +8 vs. AC—8 damage

Natural even hit: The target is vulnerable (attacks vs. it have crit range expanded by 2) to attacks by undead until the end of the ghoul’s next turn.

                  

Pound of flesh: The ghoul’s claws and bite attack deals +4 damage against vulnerable targets.

 

Infected bite: Any creature that is slain by a ghoul and not consumed will rise as a ghoul the next night.

 

Nastier Specials

Paralyzing bite: When the ghoul hits a vulnerable target with a natural even attack roll, the target is also stunned (save ends).

AC

PD

MD

HP

18

15

12

36

 

 

 

 

Newly-Risen Ghoul

Normal

2nd level

Mook

Undead

Initiative: +5

Vulnerability: holy

 

Scrabbling claws +7 vs. AC—3 damage

Natural 16+: The target is vulnerable (attacks vs. it have crit range expanded by 2) to attacks by undead until the end of the ghoul’s next turn.

                  

Pound of flesh: The newly-risen ghoul’s scrabbling claws attack deals +2 damage against vulnerable targets.

AC

PD

MD

HP

17

15

11

9

 

 

 

 

Giant

Hill Giant

Large

6th level

Troop

Giant

Initiative: +8

 

Massive gnarly club +10 vs. AC—45 damage

Miss that’s a natural 6+: Half damage (sometimes close is good enough).

                  

R: Two-handed boulder throw +8 vs. PD—35 damage

 

Nastier Specials

Big bully: The giant deals double damage with its attacks against staggered targets.

AC

PD

MD

HP

20

20

14

200

 

 

 

 

Frost Giant

Large

7th level

Spoiler

Giant

Initiative: +10

Vulnerability: fire

                  

Ice-covered war axe +12 vs. AC—45 damage

Natural even hit or miss: The giant can make a frost touch attack against the target as a free action.

 

[Special trigger] Frost touch +11 vs. PD—10 cold damage, and the target is hampered (makes only basic attacks) until the end of its next turn

 

R: Large rock or iceball +11 vs. PD (one nearby enemy or far away enemy at –2 atk)—35 damage

 

Ancient cold: While battling one or more frost giants, there is only a 50% chance that the escalation die increases at the start of the round.

 

Resist cold 16+: When a cold attack targets this creature, the attacker must roll a natural 16+ on the attack roll or it only deals half damage.

 

Nastier Specials

Strength of giants: Twice per battle, the giant can make a slam attack as a quick action (once per round).

Slam +10 vs. PD (one enemy smaller than it)—20 damage, the target pops free from the giant, and the target loses its next move action.

AC

PD

MD

HP

23

22

17

210

 

 

 

 

Stone Giant

Large

8th level

Troop

Giant

Initiative: +11

 

Stone club +13 vs. AC—50 damage

Natural even hit or miss: The stone giant can also make a stomp attack against a single target as a free action.

                  

Stomp +13 vs. PD (each smaller enemy engaged with the giant)—30 damage, and the target is dazed (save ends)

 

R: Thrown boulder +11 vs. PD (one nearby or far away enemy)—40 damage

Natural even miss: 20 damage.

 

Built of stone: The stone giant has resist weapons 16+.

AC

PD

MD

HP

24

22

18

270

 

 

 

 

Fire Giant

Large

8th level

Wrecker

Giant

Initiative: +12

Vulnerability: cold

 

Flaming greatsword +13 vs. AC (2 attacks)—35 damage

Natural even hit or miss: The target also takes 10 ongoing fire damage.

 

R: Flaming black-iron javelin +11 vs. AC—40 damage

Natural even hit or miss: The target also takes 10 ongoing fire damage.

                  

Fiery escalator: The fire giant adds the escalation die to its attacks against targets taking ongoing fire damage.

 

Resist fire 16+: When a fire attack targets this creature, the attacker must roll a natural 16+ on the attack roll or it only deals half damage.

 

Nastier Specials

Burning blood: When a fire giant becomes staggered, it deals 10 ongoing fire damage to each enemy engaged with it.

Strength of giants: Twice per battle, the giant can make a slam attack as a quick action (once per round).

Slam +12 vs. PD (one enemy smaller than it)—10 damage, the target pops free from the giant, and the target loses its next move action.

AC

PD

MD

HP

25

21

17

285

 

 

 

 

Fire Giant Warlord

Large

9th level

Leader

Giant

Initiative: +14

Vulnerability: cold

                  

Flaming greatsword +15 vs. AC (2 attacks)—40 damage

Natural even hit or miss: The target also takes 10 ongoing fire damage.

 

Massive strike +15 vs. AC—90 damage, and 10 ongoing fire damage

 

Fiery escalator: The fire giant warlord adds the escalation die to its attacks against targets taking ongoing fire damage.

 

Resist fire 16+: When a fire attack targets this creature, the attacker must roll a natural 16+ on the attack roll or it only deals half damage.

 

Warlord of fire: As a standard action, the warlord can command one nearby ally that has resistance to fire to make a melee attack as a free action.

 

Nastier Specials

Unquenchable fires: Enemies engaged with the fire giant warlord take a –5 penalty to saves against ongoing fire damage.

AC

PD

MD

HP

26

22

18

355

 

 

 

 

Storm Giant

Huge

10th level

Archer

Giant

Initiative: +16

 

Truly enormous greatsword +15 vs. AC—120 damage

Natural even hit or miss: The giant can make a lightning bolt attack against a random nearby enemy as a free action.

Miss: 40 damage OR the giant can make a release the thunder attack as a free action.

 

R: Giant longbow +14 vs. AC (2 attacks vs. nearby or far away enemies)—60 damage

Natural even hit: The giant can make a lightning bolt attack against a random enemy that is nearby the target of the longbow attack.

                  

[Special trigger] C: Lightning bolt +15 vs. PD (one random nearby enemy)—2d6 x 10 lightning damage

Miss: Half damage.

 

[Special trigger] C: Release the thunder +15 vs. PD (all nearby creatures)—1d10 thunder damage per building thunder point (see below).

Miss: Half damage.

 

Building thunder: Keep count of the number of times the storm giant uses its lightning bolt attack during the battle. Add that number to the escalation die to get the current building thunder value.

 

Skystep: A storm giant can use its standard action to walk or run through the air, using move actions to continue. If the storm giant makes a standard action attack, it settles back to the ground below it without falling.

 

Storm born: The storm giant has resist thunder 16+ and resist lightning 16+.

AC

PD

MD

HP

26

24

22

650

 

 

 

 

Gnoll

Nastier Special for all gnolls:

Blood fury: +1d10 melee damage if the gnoll or its target is staggered.

Gnoll Ranger

Normal

3rd level

Archer

Humanoid

Initiative: +9

 

Hand axes +6 vs. AC (2 attacks)—6 damage

Pack ferocity: If more than one gnoll is engaged with the target, each gnoll melee attack that misses that target deals half damage.

                  

R: Longbow +8 vs. AC—8 damage

Natural even hit or miss: The gnoll can make a second longbow attack (no more) as a free action.

 

Quick shot: When the gnoll ranger is unengaged and an enemy moves to engage it, roll a d20. On a 11+, the gnoll ranger can make a longbow attack against that enemy as a free action just before being engaged.

 

Nastier Specials

Hates everyone: The crit range of attacks by gnoll rangers expands by 2 against humanoids.

AC

PD

MD

HP

18

17

14

46

 

 

 

 

Gnoll Savage

Normal

3rd level

Troop

Humanoid

Initiative: +7

 

Spear +7 vs. AC—10 damage

Pack ferocity: If more than one gnoll is engaged with the target, each gnoll melee attack that misses that target deals half damage.

                  

R: Thrown spear +6 vs. AC—8 damage

AC

PD

MD

HP

19

16

13

42

 

 

 

 

Gnoll War Leader

Normal

4th level

Leader

Humanoid

Initiative: +8

 

Heavy flail +9 vs. AC—14 damage

Natural even hit or miss: The target is marked for death; until the end of the battle, all gnoll attacks against the target gain an attack bonus equal to the escalation die.

Pack ferocity: If more than one gnoll is engaged with the target, each gnoll melee attack that misses that target deals half damage.

AC

PD

MD

HP

20

17

14

56

 

 

 

 

Goblin

Goblin Grunt

Normal

1st level

Troop

Humanoid

Initiative: +3

 

Club +6 vs. AC—6 damage if the goblins and their allies outnumber their enemies; 4 damage if they don’t.

                  

R: Shortbow +6 vs. AC—4 damage

 

Shifty bugger: Goblins gain a +5 bonus to disengage checks.

AC

PD

MD

HP

16

13

12

22

 

 

 

 

Goblin Scum

Normal

1st level

Mook

Humanoid

Initiative: +3

 

Club +6 vs. AC—4 damage

 

R: Shortbow +6 vs. AC—3 damage

 

Shifty bugger: Goblins gain a +5 bonus to disengage checks.

AC

PD

MD

HP

16

14

11

5

 

 

 

 

Goblin Shaman

Normal

2nd level

Caster

Humanoid

Initiative: +6

 

Pointy spear +6 vs. AC—5 damage

                  

R: Shaking curse +6 vs. PD—8 damage, and until the end of the shaman’s next turn, the target takes 2 damage whenever an enemy engages it or disengages from it

Natural even hit or miss: Choose another nearby enemy; it also suffers from the engage/disengage effect until the end of the shaman’s next turn.

 

Shifty bugger: Goblins only need to roll a 6+ to disengage.

AC

PD

MD

HP

17

12

16

34

 

 

 

 

Bugbear

Normal

3rd level

Troop

Humanoid

Initiative: +6

 

Oversized weapon +8 vs. AC—10 damage

Natural even hit: The attack deals +5 damage.

Miss: If the target is engaged with two or more foes, it takes 1d8 damage.

AC

PD

MD

HP

19

17

12

55

 

 

 

 

Hobgoblin Warrior

Normal

2nd level

Troop

Humanoid

Initiative: +3

 

Longsword +7 vs. AC—8 damage

Natural even miss: 2 damage.

                  

Group ability: For every two hobgoblins in the battle (round up, ignore mooks), one of them can use well-armored as a free action once during the battle.

 

Well-armored (group): Ignore all damage from a hit (but not a crit) against AC.

AC

PD

MD

HP

19

14

14

32

 

 

 

 

Hobgoblin Captain

Normal

4th level

Leader

Humanoid

Initiative: +5

 

Longsword +10 vs. AC—14 damage, and willing-underling triggers

Willing-underling: Until the start of its next turn, the first time an attack would hit the hobgoblin captain, it can partially avoid that attack if it has a nearby goblin ally. It only takes half damage from the attack, and that ally takes the rest.

 

R: Throwing axe +8 vs. AC—10 damage

 

Group ability: For every two hobgoblins in the battle (round up, ignore mooks), one of them can use well-armored as a free action once during the battle.

 

Well-armored (group): Ignore all damage from a hit (but not a crit) against AC.

AC

PD

MD

HP

20

17

14

50

 

 

 

 

Hobgoblin Warmage

Normal

5th level

Caster

Humanoid

Initiative: +6

 

Warstaff +8 vs. AC—15 damage

 

R: Fireblast +10 vs. PD (up to 2 nearby enemies in a group)—10 fire damage (or 20 if used against a single target), and the target loses its next move action

 

C: Concussive blast +10 vs. PD (all enemies engaged with the warmage)—10 force damage, and the warmage pops the target off of it

Natural 20: The target is also dazed (save ends).

AC

PD

MD

HP

20

14

19

70

 

 

 

 

Golem

Flesh Golem

Large

4th level

Blocker

Construct

Initiative: +5

 

Sweeping fists +9 vs. AC (2 attacks)—15 damage

 

Maddened battlefield repairs +11 vs. AC (one staggered living enemy)—20 damage, and the flesh golem heals 2d10 hit points

Miss: 10 damage, and the flesh golem heals 1d10 hit points.

Limited use: The flesh golem can only use this attack while it’s staggered.

 

Energy magnet: Whenever a spell that causes cold, fire, force, lightning, or negative energy damage targets one of the flesh golem’s nearby allies, the flesh golem has a 50% chance of becoming the main target instead. Therefore, spells that affect groups would spread out from the flesh golem.

 

Weakness of the flesh: Flesh golems are not immune to effects.

AC

PD

MD

HP

18

16

14

100

 

 

 

 

Clay Golem

Large

6th level

Spoiler

Construct

Initiative: +6

 

Bare brutal hands +10 vs. AC—36 damage

Cursed wound: A non-dwarf creature damaged by a clay golem can’t be healed to above half its maximum hit points until after the battle.

 

Golem immunity: Non-organic golems are immune to effects. They can’t be dazed, weakened, confused, made vulnerable, or touched by ongoing damage. You can damage a golem, but that’s about it.

 

Ignore attacks 11+: When an attack hits this creature, the attacker must roll a natural 11+ on the attack roll or it misses instead. That’s all attacks.

AC

PD

MD

HP

20

18

14

120

 

 

 

 

Stone Golem

Large

8th level

Blocker

Construct

Initiative: +11

 

Massive stone fists +12 vs. AC (2 attacks)—35 damage

Miss: 15 damage.

 

Finishing smash +14 vs. AC (one staggered enemy)—80 damage, and the golem pops the target off it and moves it a short distance away from the golem

Natural even hit or miss: 20 damage, and the target is hampered (save ends).

Natural odd hit or miss: 20 damage, and the target is dazed (save ends).

 

Golem immunity: Non-organic golems are immune to effects. They can’t be dazed, weakened, confused, made vulnerable, or touched by ongoing damage. You can damage a golem, but that’s about it.

 

Nastier Specials

Former idol: Evoke the powers of an ancient culture’s strange rites by giving the stone golem any weird power you wish. If you’re stuck for inspiration, consider starting with random abilities from the demons that aren’t related to energy or the cone of cold from the ogre mage.

AC

PD

MD

HP

25

23

18

280

 

 

 

 

Iron Golem

Large

10th level

Wrecker

Construct

Initiative: +13

 

Fists of iron +17 vs. AC (2 attacks)—50 damage

Miss: 5d10 damage.

 

Golem immunity: Non-organic golems are immune to effects. They can’t be dazed, weakened, confused, made vulnerable, or touched by ongoing damage. You can damage a golem, but that’s about it.

 

Rampage: At the start of each of the iron golem’s turns, roll a d6. If the roll is equal to or less than the escalation die, the iron golem goes on a rampage that turn. Instead of its two normal fists of iron attacks, it can make three attacks with fists of iron, each against a different random nearby creature, enemy or ally. It can move after each such attack as a free action, if necessary, taking only half damage from opportunity attacks during the rampage.

 

Nastier Specials

Poison gas: The first time the iron golem is staggered, poison gas leaks from it into the area. It can make a poison gas cloud attack as a free action.

[Special trigger] C: Poison gas cloud +15 vs. PD (all nearby creatures)—25 ongoing poison damage

AC

PD

MD

HP

28

24

20

360

 

 

 

 

Half-Orc

Nastier Special for all half-orcs

Lethal swing: Once per battle, a half-orc can reroll a melee attack and use the result it prefers.

Half-Orc Legionnaire

Normal

4th level

Troop

Humanoid

Initiative: +8

 

Longsword +10 vs. AC—12 damage

Natural even hit: The half-orc legionnaire gains a +2 bonus to all defenses until the start of its next turn.

Natural odd hit: The target takes +1d6 damage.

Natural even miss: 4 damage.

Natural odd miss: If the legionnaire’s next melee attack is a natural even hit, it becomes a critical hit instead!

 

R: Javelin +10 vs. AC—10 damage

AC

PD

MD

HP

20

18

14

56

 

 

 

 

Half-Orc Tribal Champion

Normal

5th level

Wrecker

Humanoid

Initiative: +9

 

Great axe +9 vs. AC—18 damage

Natural odd miss: The tribal champion heals 5 hp.

Natural even miss: 10 damage.

 

R: Longbow +8 vs. AC—12 damage

 

Tribal rage: When the escalation die is even, a tribal champion can roll two d20 for each melee attack roll it makes and use the result it prefers. If both dice are 11+, the melee attack is a critical hit.

AC

PD

MD

HP

19

18

17

80

 

 

 

 

Half-Orc Commander

Normal

8th level

Leader

Humanoid

Initiative: +13

 

Jagged longsword +15 vs. AC (2 attacks)—15 damage

Natural even hit: One nearby lower-level mook makes an attack as a free action.

 

R: Thrown javelin +13 vs. AC—20 damage

Natural even hit: The half-orc commander gains 20 temporary hit points.

 

Orcish command: When a nearby ally of the half-orc commander scores a critical hit, that ally can roll a save against a save ends effect as a free action.

AC

PD

MD

HP

23

22

18

150

 

 

 

 

Harpy

Normal

4th level

Spoiler

Humanoid

Initiative: +7

 

Talons +6 vs. AC—10 damage

Cull: The harpy gains a +5 bonus to attack and damage with this attack against any enemy suffering from any fiendish song effect.

 

C: Fiendish song +10 vs. MD (1d3 nearby enemies)—5 psychic damage

Natural 16–17: The target is hampered (easy save ends, 6+).

Natural 18–19: The target is weakened instead of hampered (easy save ends, 6+).

Natural 20: The target is confused instead of weakened (easy save ends, 6+).

 

Flight

AC

PD

MD

HP

18

14

17

44

 

 

 

 

Hellhound

Normal

3rd level

Wrecker

Humanoid

Initiative: +5

 

Savage bite +9 vs. AC—7 damage

Natural even hit or miss: The hellhound can make a fiery breath attack as a free action.

 

[Special trigger] C: Fiery breath +9 vs. PD (1d3 nearby enemies in a group)—10 fire damage

 

Resist fire 16+: When a fire attack targets this creature, the attacker must roll a natural 16+ on the attack roll or it only deals half damage.

 

Nastier Specials

Fiery aura: Each creature engaged with a hell hound at the start of its turn takes 2d6 fire damage.

AC

PD

MD

HP

18

16

11

58

 

 

 

 

Human

Human Thug

Normal

1st level

Troop

Humanoid

Initiative: +3

 

Heavy mace +5 vs. AC—4 damage

Natural even hit or miss: The thug deals +6 damage with its next attack this battle.

AC

PD

MD

HP

17

14

12

27

 

 

 

 

Demon-Touched Human Ranger

Normal

5th level

Archer

Humanoid

Initiative: +10

 

M or R: Demon bow +10 vs. AC—15 damage, and the target is dazed (–4 attack) until it pulls the arrow out using a quick action, which deals 10 ongoing damage

Natural odd hit or miss: The demon bow eats at the ranger’s arm and the ranger takes 1d6 damage.

 

Bow teeth: Whenever an attacker hits the ranger with a melee attack, that creature takes 1d6 damage as the bow chews on it.

AC

PD

MD

HP

21

14

19

80

 

 

 

 

Hungry Star

Normal

3rd level

Wrecker

Aberration

Initiative: +8

 

Ripping tentacles +8 vs. AC—10 damage

Natural even hit: If the target is taking ongoing psychic damage, the attack deals +2d6 damage.

 

[Group ability] R: Warp-pulse +8 vs. PD (1d3 enemies in a group)—5 ongoing psychic damage

Natural 16–18: While the target is taking the ongoing psychic damage, it is dazed (–4 attacks).

Natural 19–20: While the target is taking the ongoing psychic damage, it is confused instead of dazed.

 

Group ability: For every two hungry stars in the battle (round up), one of them can use warp-pulse once during the battle.

 

Limited flight: Hungry stars flap and glide and hover, always within seven or eight feet of the ground.

AC

PD

MD

HP

16

12

15

54

 

 

 

 

Hydra

Five-Headed Hydra

Huge

5th level

Wrecker

Beast

Initiative: +9

 

Gnashing teeth +10 vs. AC (5 attacks)—10 damage

Natural even hit or miss: The hydra’s next gnashing teeth attack, if it has an attack left this turn, can be against any nearby enemy instead of against a creature engaged with it.

Miss: 5 damage.

 

Too tough to trick: Whenever the hydra would suffer any of the following conditions, it ignores the condition and takes 5 damage instead: confused, dazed, hampered, stunned, or weakened.

 

Roiling swirl: If the hydra has at least two gnashing teeth attacks left during a turn, it can expend one of those attacks to move to engage a nearby enemy as a free action (but it will take opportunity attacks for doing so).

 

Sprout sixth head: The first time the hydra is staggered, as a free action it gains 40 hit points and a sixth gnashing teeth attack, and is considered undamaged at its new hit point total. Using the hydra’s current hit points as a new baseline, the hydra will be staggered again when it drops below 50% of that total.

 

Sprout seventh head: The second time the hydra is staggered, as a free action it gains 40 hit points and a seventh gnashing teeth attack, etc. Use a new hit point baseline as before, but there is no eighth head waiting to sprout.

 

Nastier Specials

Sprout eighth head: You know the drill.

AC

PD

MD

HP

20

19

15

150

 

 

 

 

Seven-Headed Hydra

Huge

7th level

Wrecker

Beast

Initiative: +11

 

Gnashing teeth +12 vs. AC (7 attacks)—12 damage

Natural even hit or miss: The hydra’s next gnashing teeth attack, if it has an attack left this turn, can be against any nearby enemy instead of against a creature engaged with it.

Miss: 7 damage.

 

Let’s not waste space: The seven-headed hydra has all the same abilities as the five-headed hydra, except that the heads that get sprouted are the 8th and 9th and those heads/attacks come with 50 new hit points apiece.

 

And it has one additional ability…

Resist opportunity attacks 16+: When an opportunity attack targets this creature, the attacker must roll a natural 16+ on the attack roll or it only deals half damage.

 

Nastier Specials

Pyrohydra: When the hydra gets a natural even attack roll with a gnashing teeth attack, its next attack that turn (if it has one) is a flame breath attack instead. Note that flame breath attacks don’t lead to other flaming breaths; the hydra has to return to making a gnashing teeth attack first.

C: Flame breath +12 vs. PD (1d2 nearby enemies)—2d12 fire damage

Miss: Half damage.

AC

PD

MD

HP

24

21

17

200

 

 

 

 

Kobold

Kobold Archer

Normal

1st level

Mook

Humanoid

Initiative: +4

 

Simple knife +6 vs. AC—3 damage

 

R: Tiny crossbow or javelin +7 vs. AC—3 damage

 

Evasive: Kobolds take no damage from missed attacks.

 

Split off: When one of the kobold’s allies engages a creature engaged with the kobold, the kobold can pop free as a free action.

AC

PD

MD

HP

16

14

10

6

 

 

 

 

Kobold Warrior

Normal

1st level

Troop

Humanoid

Initiative: +4

 

Spear +8 vs. AC—4 damage

Natural even hit or miss: The kobold warrior can pop free from the target.

 

Evasive: Kobolds take no damage from missed attacks.

 

Not brave: Kobold warriors with single digit hit points will run away the first chance they get.

AC

PD

MD

HP

18

15

12

22

 

 

 

 

Kobold Hero

Normal

2nd level

Leader

Humanoid

Initiative: +3

 

Shortsword +7 vs. AC—6 damage, and each nearby non-leader kobold deals +3 damage with its next attack this battle that hits

Natural even miss: 3 damage.

 

Evasive: Kobolds take no damage from missed attacks.

AC

PD

MD

HP

18

16

12

34

 

 

 

 

Lizardman

Lizardman Savage

Normal

2nd level

Wrecker

Humanoid

Initiative: +6

 

Stone-tip spear (or club) +7 vs. AC—7 damage

Natural 16+: The lizardman savage can make a bite attack against the target or another creature engaged with it as a free action.

 

[Special trigger] Bite +7 vs. AC—5 damage, and the lizardman savage can make a ripping frenzy attack against the target as a standard action during its next turn if it’s engaged with that target

 

[Special trigger] Ripping frenzy +9 vs. AC (3 attacks)—5 damage

 

R: Thrown spear +6 vs. AC—5 damage

AC

PD

MD

HP

17

16

12

32

 

 

 

 

Manticore

Large

6th level

Archer

Beast

Initiative: +13

 

Battering paws +11 vs. AC (2 attacks)—20 damage

Natural 16+: The manticore can make a single volley of tail spikes attack (one attack roll) against a different target as a free action.

 

Crushing leonine jaws +11 vs. AC—30 damage; OR 50 damage against a creature taking ongoing poison damage

 

C: Volley of tail spikes +13 vs. AC (1d3 nearby or far away enemies in a group)—5 ongoing poison damage (hard save ends, 16+)

 

Flight

 

Poison reservoirs: Each time the manticore uses its volley of tail spikes attack, it takes 1d6 damage, or 2d6 damage if it is staggered.

AC

PD

MD

HP

22

20

16

182

 

 

 

 

Medusa

Medusa Outlaw

2x

6th level

Wrecker

Humanoid

Initiative: +11

 

Snakes and daggers +11 vs. AC (2 attacks)—10 damage, and 10 ongoing poison damage

Natural 18+: The medusa can make a petrifying gaze attack against the target as a free action.

 

R: Poison arrow +11 vs. AC (one nearby or far away enemy)—15 damage, and 10 ongoing poison damage

Natural 20: The medusa can make a petrifying gaze attack against the target as a free action.

 

[Special trigger] C: Petrifying gaze +11 vs. MD (one enemy)—20 psychic damage, and the target must start making last gasp saves as it turns to stone

 

Caught by an eye: Whenever a nearby enemy attacks the medusa outlaw and rolls a natural 1 or 2, the medusa can make a petrifying gaze attack against that attacker as a free action.

 

Escalating threat: At the start of each of the medusa’s turns, roll a d4. If you roll less than or equal to the escalation die, the medusa can also use petrifying gaze as a quick action once during that turn.

AC

PD

MD

HP

22

16

20

150

 

 

 

 

Medusa Noble

2x

11th level

Caster

Humanoid

Initiative: +17

 

Snakes and swords +17 vs. AC (3 attacks)—30 damage, and 15 ongoing poison damage

Natural 18+: The medusa can make a petrifying gaze attack against the target as a free action.

 

R: Lightning fork +17 vs. PD (one nearby or far away enemy)—80 lightning damage

Natural odd hit or miss: The medusa deals 1d6 x 10 lightning damage to all nearby enemies.

Natural even hit or miss: The medusa can make a lightning fork attack against a different target as a free action; keep making lightning fork attacks until you run out of targets that have taken damage from lightning fork or roll a natural odd attack.

 

[Special trigger] C: Petrifying gaze +17 vs. MD (one enemy)—70 psychic damage, and the target must start making last gasp saves as it turns to stone

 

Caught by an eye: Whenever a nearby enemy attacks the medusa noble and rolls a natural 1–5, the medusa can make a petrifying gaze attack against that attacker as a free action.

 

Serpent wardings: Thrice per battle, as a free action, the medusa noble can force an enemy to reroll a spell attack that targeted it. The attacker can’t use the escalation die for the reroll.

 

Skilled sorcerer: If lightning isn’t working against her target, the medusa noble can take a –2 attack penalty to change the energy type of her ranged attack to fire or thunder.

AC

PD

MD

HP

27

21

25

500

 

 

 

 

Minotaur

Large

4th level

Troop

Humanoid

Initiative: +8

 

Axe or horns +9 vs. AC—27 damage, and one of the minotaur’s allies can pop free from the target as a free action

Furious charge: The attack instead deals 40 damage on a hit if the minotaur first moves before attacking an enemy it was not engaged with at the start of its turn.

 

Blood frenzy: Minotaurs gain a +4 melee attack bonus against staggered enemies.

 

Nastier Specials

Durable: The first time each round the minotaur takes damage, prevent 2d6 of it.

Fear: While engaged with this creature, enemies that have 24 hp or fewer are dazed (–4 attack) and do not add the escalation die to their attacks.

AC

PD

MD

HP

19

17

13

94

 

 

 

 

Ogre

Large

3rd level

Troop

Giant

Initiative: +5

 

Big honkin’ club +7 vs. AC—18 damage

Miss: Half damage.

 

Big shove +9 vs. PD (each enemy engaged with ogre)—1d6 damage, and the target pops free from the ogre

Quick use: This power only requires a quick action (once per round) instead of a standard action when the escalation die is even.

 

Nastier Specials

Tough skin: Whenever the ogre takes weapon damage, reduce that damage by 1d8 points.

AC

PD

MD

HP

19

16

12

90

 

 

 

 

Ogre Mage

Large

7th level

Caster

Giant

Initiative: +14

 

Naginata +13 vs. AC—35 damage

Natural 18+: Make a second naginata attack against a nearby enemy as a free action (engaging it is not required)

 

C: Cone of cold + 13 vs. PD (up to 3 nearby enemies in a group)—50 cold damage

Limited use: 1/day, and the attack affects the ogre’s allies engaged with or between enemy targets.

 

Aura of treachery: Once per round when a nearby enemy misses the ogre mage with an attack, the ogre mage can make an aura of treachery attack against it as a free action.

[Special trigger] C: Aura of treachery + 13 vs. MD—the target is confused until the end of the ogre mage’s next turn

 

Flight: The ogre mage flies using the sheer power of its superior mind.

 

Invisibility: If the ogre mage is not engaged, it can turn invisible as an at-will standard action. It becomes visible when it attacks. The ogre mage takes 1d10 damage each time it uses invisibility while it’s staggered.

 

Resist exceptional attacks 16+: When a limited attack (not an at-will attack) targets this creature, the attacker must roll a natural 16+ on the attack roll or it only deals half damage.

 

Trollish regeneration 20: While an ogre mage is damaged, its uncanny flesh heals 20 hit points at the start of the ogre mage’s turn. It can regenerate five times per battle. If it heals to its maximum hit points, then that use of regeneration doesn’t count against the five-use limit.

When the ogre mage is hit by an attack that deals fire or acid damage, it loses one use of its regeneration, and it can’t regenerate during its next turn.

Dropping an ogre mage to 0 hp doesn’t kill it if it has any uses of regeneration left.

AC

PD

MD

HP

23

19

21

170

 

 

 

 

Ooze

Black Pudding

Huge

9th level

Wrecker

Ooze

Initiative: +8

 

C: Acid-drenched pseudopod +14 vs. PD (up to 4 attacks, each against a different nearby enemy)—30 acid damage, and 10 ongoing acid damage

Miss: 10 acid damage.

 

Climber: A black pudding sticks to ceilings and walls when it wishes, sliding along as easily as on the floor.

 

Slippery: The pudding has resist weapons 12+.

AC

PD

MD

HP

23

20

19

470

 

 

 

 

Gelatinous Cube

Huge

5th level

Blocker

Ooze

Initiative: +4

 

Shlup’n’schlorp +10 vs. PD—30 acid damage, and the cube engulfs the target (functions like a grab) if it’s smaller than the cube

Miss: The cube can make a spasms attack as a free action.

 

[Special trigger] C: Spasms +10 vs. AC (up to 2 attacks, each against a different nearby enemy)—15 damage

 

Engulf and dissolve: Targets engulfed/grabbed by the cube take 30 acid damage at the start of the cube’s turn but are not viable targets for additional attacks by the cube. Multiple targets can be held within the cube simultaneously.

Any engulfed creature that is also staggered must begin making last gasp saves or become paralyzed as the cube’s toxins overwhelm it.

AC

PD

MD

HP

20

18

15

200

 

 

 

 

Ochre Jelly

Large

3rd level

Wrecker

Initiative: +2

 

C: Acid-drenched pseudopod +8 vs. PD (1d4 attacks, each against a different nearby enemy)—6 acid damage

Natural even hit or miss: 3 ongoing acid damage.

 

Splitter: The first time an ochre jelly takes 20 or more damage from a single attack, it splits into two normal-size ochre jellies, each with half the original’s current hit points plus 2d6 hp. Treat the new jellies as undamaged jellies at their new hit point totals without the splitter ability.

AC

PD

MD

HP

18

17

16

90

 

 

 

 

Orc

Orc Warrior

Normal

1st level

Troop

Humanoid

Initiative: +3

 

Jagged sword +6 vs. AC—6 damage

Dangerous: The crit range of attacks by orcs expands by 3 unless they are staggered.

AC

PD

MD

HP

16

14

10

30

 

 

 

 

Orc Berserker

Normal

2nd level

Troop

Humanoid

Initiative: +5

 

Greataxe +7 vs. AC—8 damage

Dangerous: The crit range of attacks by orcs expands by 3 unless they are staggered.

 

Unstoppable: When an orc berserker drops to 0 hp, it does not immediately die. Ignore any damage in excess of 0 hp, roll 2d6, and give the berserker that many temporary hit points. No other healing can affect the berserker or give it more temporary hit points. When the temporary hp are gone, the berserker dies.

AC

PD

MD

HP

16

15

13

40

 

 

 

 

Orc Shaman

Normal

2nd level

Leader

Humanoid

Initiative: +5

 

Spear +6 vs. AC—6 damage

Dangerous: The crit range of attacks by orcs expands by 3 unless they are staggered.

 

R: Battle curse +7 vs. MD (1d3 nearby enemies)—4 psychic damage, and for the rest of the battle, melee attacks by orcs deal +1d4 damage against the target (non-cumulative)

AC

PD

MD

HP

18

12

16

36

 

 

 

 

Orc Rager

Normal

7th level

Mook

Humanoid

Initiative: +12

 

Greataxe +12 vs. AC—16 damage

Dangerous mooks: The crit range of melee attacks by orc ragers expands by 3 until half the orc rager mob has been dropped.

 

Dying strike: When an orc rager drops to 0 hp, it can make a final attack as a free action. (These extra attacks can come from ragers engaged with a PC.)

AC

PD

MD

HP

22

20

16

27

 

 

 

 

Great Fang Cadre

Normal

10th level

Mook

Humanoid

Initiative: +13

 

Double axe +15 vs. AC—25 damage

Natural 11+: The cadre can make a second double axe attack (no more) as a free action.

Dangerous mooks: The crit range of melee attacks by great fang cadre orcs expands by 3 until half the great fang cadre mob has been dropped.

 

R: Big, black, creaking bow +15 vs. AC—37 damage

Natural even hit or miss: The attack targets PD instead of AC.

 

Nastier Specials

On the spot mutation: Whenever an attack eliminates one or more members of the mob, there is a 50% chance that each survivor gains one of these abilities: extra melee attack, damage aura: 1d20 damage vs. any enemy that starts its turn engaged with the orc, or +4 bonus to AC.

AC

PD

MD

HP

27

25

21

50

 

 

 

 

Otyugh

Large

3rd level

Blocker

Aberration

Initiative: +5

 

Grasping tentacles +8 vs. PD (2 attacks)—5 damage

Natural even hit: The otyugh can grab the target.

Natural 18 or 20: The otyugh can grab the target and make a big toothy maw attack against it as a free action.

 

Big toothy maw +12 vs. AC (one enemy it’s grabbing; includes +4 grab bonus)—16 damage

 

Trash nest defense: The otyugh gains a +2 bonus to all defenses while fighting in its nest or in similar piles of excrement and trash.

 

Tentacle flail: Once per round, an otyugh can make a grasping tentacles attack as a free action against a moving nearby creature it is not engaged with; on a natural even hit, the target is grabbed and its movement stops.

AC

PD

MD

HP

19

17

13

84

 

 

 

 

Owlbear

Large

4th level

Wrecker

Beast

Initiative: +8

 

Rip and peck +9 vs. AC—15 damage, and until the end of the owlbear’s next turn, the target is hampered (makes only basic attacks) while engaged with the owlbear

Vicious hybrid: If the escalation die is even, make another rip and peck attack.

 

Feed the cubs: An owlbear that scores a critical hit against a hampered enemy tears a piece of the creature off (GM chooses a limb) and will subsequently attempt to retreat with the prize to feed its cubs. The torn-up enemy is stunned until the end of its next turn.

 

Silent hunter: Owlbears are nearly silent until they strike. Checks to hear them approaching take a –5 penalty.

AC

PD

MD

HP

19

17

13

101

 

 

 

 

Phase Spider

Large

7th level

Spoiler

Beast

Initiative: +16

 

Phasing fangs +11 vs. PD (2 attacks)—25 damage

Natural even hit: The spider can make a rummage and filch attack against the target as a free action, even if the target isn’t staggered.

 

Rummage and filch +11 vs. MD (one staggered creature)—the phase spider steals a random true magic item from the target (see below).

 

Phasing abilities: As long as it didn’t just return from being out of phase, at the start of the phase spider’s turn, roll a d6 to see which of its phase and teleport abilities it can access that turn. The spider doesn’t have to use the available ability and can attack normally, if it wishes.

1–2: Short teleport—As a move action, the spider can teleport anywhere it can see nearby.

3: Long teleport—As a move action, the spider can teleport anywhere it can see nearby or far away.

4–5: Phase out—As a move action, the spider can remove itself from the battlefield, returning on its next initiative turn anywhere it chooses nearby. It doesn’t get to make a phase roll at the start of its next turn though.

6: Teleport away—If the spider has stolen at least one magic item, as a move action it can teleport back to its lair, or to its master if it has one. It leaves the battle. If it hasn’t stolen an item yet, it won’t leave and can use its choice of the other abilities this turn.

 

Stolen items: If the spider is slain before it leaves battle, all items stolen from the party are recovered. If a d20 roll results in a 20, other magic items are found.

AC

PD

MD

HP

23

22

18

200

 

 

 

 

Rakshasa

X2

8th level

Caster

Humanoid

Initiative: +16

 

Claws and bite +11 vs. AC (2 attacks)—25 damage

Natural even hit: The rakshasa can make a rend mind attack as a free action.

 

R: Striped lightning bolts +13 vs. PD (1d3 nearby enemies)—25 lightning damage, or 50 lightning damage against a staggered target

Natural even hit: The rakshasa can make a rend mind attack as a free action.

 

C: Rend mind +13 vs. MD (one nearby enemy)—15 psychic damage, and the target is confused (make a basic or at-will attack vs. ally) until the end of the rakshasa’s next turn

 

Shapechange: As a standard action, the rakshasa can change its form to that of any humanoid, or back to its own shape. Seeing through the shapechange requires a DC 25 skill check.

 

Nastier Specials

Master of chaos: The rakshasa gains a bonus to all defenses equal to the current number of confused enemies in the battle.

Reversal of fate: Once per day as a quick action, the rakshasa steals the escalation die; until the end of the battle, the rakshasa gains an attack bonus equal to the die’s value when it was stolen. Reset the escalation die to 0 for the players and increase it normally with each new round.

AC

PD

MD

HP

23

20

22

280

 

 

 

 

Sahuagin

Normal

5th level

Wrecker

Humanoid

Initiative: +9

 

Trident and bite +10 vs. AC (2 attacks)—10 damage

Natural 20: Increase the escalation die by 1, and the target is hampered (makes only basic attacks) until the end of its next turn.

 

R: Barbed crossbow +9 vs. AC (one nearby enemy, or a far away enemy at –2 atk)—10 damage, and 5 ongoing damage

 

Blood frenzy: Make a note of the escalation die when the sahuagin becomes staggered. The sahuagin gains a bonus to its melee attacks and damage equal to the escalation die value for the rest of the battle.

 

Nastier Specials

Demon-touched: Roll a d6 on the Demon Random Abilities table. The sahuagin gains that ability.

AC

PD

MD

HP

20

19

16

70

 

 

 

 

Skeleton

For all skeletons

Resist weapons 16+: When a weapon attack targets this creature, the attacker must roll a natural 16+ on the attack roll or it only deals half damage.

Decrepit Skeleton

Normal

1st level

Mook

Undead

Initiative: +6

Vulnerability: holy

 

Sword +6 vs. AC—3 damage

AC

PD

MD

HP

16

14

10

7

 

 

 

 

Skeletal Hound

Normal

1st level

Blocker

Undead

Initiative: +7

Vulnerability: holy

 

Bite +6—5 damage

Natural even hit: The hound leaves teeth in the wound; the target takes 5 ongoing damage, and the hound takes 1d6 damage.

 

Chomp chomp chomp: Enemies with a lower initiative than the hound take a –5 penalty to disengage checks against it.

 

Skilled intercept 11+: Once per round, an engaged skeletal hound can attempt to pop free and intercept an enemy moving past it. Roll a normal save; on 11+, it succeeds.

AC

PD

MD

HP

15

13

13

24

 

 

 

 

Skeleton Archer

Normal

1st level

Archer

undead

Initiative: +7

Vulnerability: holy

 

Jabby bones +5 vs. AC—4 damage

 

R: Shortbow +7 vs. AC—6 damage

AC

PD

MD

HP

16

14

11

26

 

 

 

 

Skeleton Warrior

Normal

2nd level

Troop

Undead

Initiative: +8

Vulnerability: holy

 

Spear +8 vs. AC—6 damage

AC

PD

MD

HP

16

14

11

26

 

 

 

 

Blackamber Skeletal Legionnaire

Normal

4th level

Troop

Undead

Initiative: +10

Vulnerability: holy

 

Shortsword +10 vs. AC—14 damage

Natural 16+: The target moves down 1d3 points in initiative order, to a minimum of 1.

Natural even miss: 5 damage.

 

R: Javelin +8 vs. AC—10 damage

 

Press advantage: The legionnaire deals +1d8 damage with its attacks against enemies that have a lower initiative than it.

AC

PD

MD

HP

21

15

17

48

 

 

 

 

Troglodyte

For all troglodytes

Trog stench: Trogs spray scents that stink so badly that other humanoids take penalties to all attacks, defenses, and saves when engaged with a troglodyte or when nearby three or more troglodytes. Non-humanoids aren’t affected.

Humanoids affected by trog stench can make a normal save (with a penalty) at the end of each of their turns. If the save succeeds, the humanoid can ignore all trog stench for the rest of the battle.

Trog stench penalties vary for different humanoid races:

Race

Save Penalty

Elves, gnolls, gnomes

-4

Humans, halflings, half-elves, Aasimar, tieflings, etc.

-3

Half-orcs, draconics

-2

Dwarves

-1

Steelforged

0

Trog

Normal

2nd level

Spoiler

Humanoid

Initiative: +4

 

Club +6 vs. AC—8 damage

Miss: Damage equal to the penalty the trog’s stench currently imposes on the target.

 

R: Javelin +5 vs. AC—6 damage

 

Chameleon: Underground, or in swamps and rivers, attacks against troglodytes by enemies who aren’t engaged with them take a –4 penalty.

AC

PD

MD

HP

18

17

13

38

 

 

 

 

Trog Chanter

Normal

3rd level

Leader

Humanoid

Initiative: +5

 

Spear +8 vs. AC—12 damage

Miss: Damage equal to the penalty the trog’s stench currently imposes on the target.

 

R: Hissing curse +10 vs. MD (one nearby enemy, or a far away enemy at –2 atk)—10 damage, and the target is again affected by trog stench if it had saved against the effect

Natural 20: All nearby humanoids who saved against trog stench earlier in the battle are affected again by it.

 

Chameleon: Underground, or in swamps and rivers, attacks against troglodytes by enemies who aren’t engaged with them take a –4 penalty.

AC

PD

MD

HP

19

16

18

44

 

 

 

 

Trog Underling

Normal

8th level

Mook

Humanoid

Initiative: +10

 

Club +12 vs. AC—22 damage

Miss: Damage equal to three times the penalty the trog’s stench currently imposes on the target.

 

R: Javelin +11 vs. AC—16 damage

 

Chameleon: Underground, or in swamps and rivers, attacks against troglodytes by enemies who aren’t engaged with them take a –4 penalty.

AC

PD

MD

HP

23

22

17

38

 

 

 

 

Troll

Large

4th level

Troop

Giant

Initiative: +9

 

Greedy wicked claw +8 vs. AC (2 attacks)—15 damage

 

Trollish regeneration 10: While a troll is damaged, its rubbery flesh heals 10 hit points at the start of the troll’s turn. It can regenerate five times per battle. If it heals to its maximum hit points, then that use of regeneration doesn’t count against the five-use limit.

When the troll is hit by an attack that deals fire or acid damage, it loses one use of its regeneration, and it can’t regenerate during its next turn.

Dropping a troll to 0 hp doesn’t kill it if it has any uses of regeneration left.

 

Nastier Specials

Increased regeneration: Increase the troll’s regeneration dice; the baseline amount a troll regenerates should run about 1/9 of its total hp, but you can go higher to be nasty.

Mutant: Fire and acid don’t hurt the troll’s regeneration; lightning does instead.

Rending: If both claw attacks hit the same target, the target also takes 10 ongoing damage.

AC

PD

MD

HP

17

17

13

90

 

 

 

 

Vampire

Normal

10th level

Spoiler

Undead

Initiative: +15

Vulnerability: holy

 

Deathly touch +15 vs. PD—50 negative energy damage

Natural 11+: The target is also weakened until the end of its next turn (–4 attacks and defenses). In addition, the target expends one unused limited trait (a spell, power, or talent with a once-per-battle or daily use, but not magic item powers) of its choice.

 

Vampiric regeneration: The vampire regenerates 1 hp per level at the start of each round indefinitely, but it turns to mist if it drops to 0 hp (see below).

 

Mist form: Unless it is slain in a manner appropriate for truly killing vampires in the campaign, a vampire that drops to 0 hp drifts away to return and fight some other day.

 

Nastier Specials

C: Vampiric compulsion +15 vs. MD (one enemy; see below)—the target is confused and vulnerable (save ends)

Limited use: The vampire can use vampiric compulsion as a free action only when a nearby enemy attacks the vampire and misses with a natural attack roll of 1–5.

AC

PD

MD

HP

26

20

26

220

 

 

 

 

Vampire Spawn

Normal

6th level

Spoiler

Undead

Initiative: +10

Vulnerability: holy

 

Claw +10 vs. AC—18 damage

Natural even hit: The vampire spawn can make a fangs attack against the target as a free action.

 

[Special trigger] Fangs +14 vs. AC—7 damage, and a humanoid target is weakened (–4 attack and defenses) until the end of the vampire spawn’s next turn

AC

PD

MD

HP

20

17

15

90

 

 

 

 

Spawn of the Master

Normal

10th level

Mook

Undead

Initiative: +16

Vulnerability: holy

 

Claws and fangs +15 vs. AC—30 damage

Natural 18+: If the target is staggered, it is also hampered (makes only basic attacks) until the end of its next turn.

AC

PD

MD

HP

25

23

20

54

 

 

 

 

Wight

Normal

4th level

Spoiler

Undead

Initiative: +7

Vulnerability: holy

 

Sword +9 vs. AC—10 damage

Natural even hit or miss: Unless the wight is staggered, the attack also deals 8 ongoing negative energy damage.

 

Nastier Specials

Barrow-touch: The wight’s attacks against enemies taking ongoing negative energy damage are against PD instead of AC and have an expanded crit range of 18+.

AC

PD

MD

HP

21

17

13

48

 

 

 

 

Wraith

Normal

5th level

Spoiler

Undead

Initiative: +10

Vulnerability: holy

 

Ice-cold ghost blade +10 vs. PD—14 negative energy damage

Natural 16+: The target is also weakened (save ends).

 

C: Spiraling assault +10 vs. PD (1d3 nearby enemies)—10 negative energy damage, and after the attack the wraith teleports to and engages with one target it hit

Limited use: The wraith can use spiraling assault only when the escalation die is even.

 

Flight

 

Ghostly: This creature has resist damage 16+ to all damage (including holy damage) except force damage, which damages it normally.

A wraith can move through solid objects, but it can’t end its movement inside them.

 

Nastier Specials

Drain life: The wraith heals half the damage it deals when it hits with a natural 18+ attack roll.

AC

PD

MD

HP

19

14

17

66

 

 

 

 

Wyvern

Large

5th level

Wrecker

Beast

Initiative: +10

 

Tearing jaws +10 vs. AC—35 damage

Natural even hit: The wyvern can make a deadly tail stinger attack during its next turn.

 

[Special trigger] Deadly tail stinger +10 vs. PD—15 damage, and the target takes 10 ongoing poison damage (difficult save ends, 16+)

 

Flight

 

Nastier Specials

Escalating poison: Add the escalation die to the wyvern’s ongoing poison damage whenever that damage is dealt.

AC

PD

MD

HP

20

19

14

140

 

 

 

 

Zombie

Zombie Shuffler

Normal

1st level

Mook

 

Initiative: +0

Vulnerability: holy

 

Rotting fist +5 vs. AC—3 damage

Natural 16+: Both the zombie and its target take 1d4 damage!

 

Headshot: A critical hit against a zombie shuffler deals triple damage instead of the normal double damage for a crit.

AC

PD

MD

HP

14

12

8

10

 

 

 

 

Human Zombie

Normal

2nd level

Troop

Undead

Initiative: +1

Vulnerability: holy

 

Rotting fist +7 vs. AC—6 damage

Natural 16+: Both the zombie and its target take 1d6 damage!

 

Headshot: A critical hit against a zombie drops it to 0 hp.

 

Nastier Specials

Eat brains: More dangerous zombies don’t try to kill the moving targets before feasting on brains; they keep attacking any enemy they’ve knocked unconscious, rolling attacks against the helpless enemy until it’s dead.

AC

PD

MD

HP

15

13

9

60

 

 

 

 

Big Zombie

Large

4th level

Wrecker

Undead

Initiative: +3

Vulnerability: holy

 

Club or club-like fists +9 vs. AC—22 damage

Natural even hit or miss: Both the zombie and its target take 4d6 damage!

 

Headshot: A critical hit against a zombie drops it to 0 hp.

AC

PD

MD

HP

17

15

12

160

 

 

 

 

Giant Zombie

Large

9th level

Mook

Undead

Initiative: +8

Vulnerability: holy

 

Club or club-like fists +14 vs. AC—50 damage

Natural even hit or miss: Both the zombie and its target take 6d10 damage!

 

Headshot: A critical hit against a giant zombie mook deals triple damage instead of the normal double damage for a crit.

 

Double-strength mook: The giant zombie mook counts as two 9th level mooks when you are building battles.

AC

PD

MD

HP

23

21

17

100