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Monsters

A collection of monsters you can use in your campaigns. For help creating your own, see Creating Quick Monsters.

  • Alligator

    7 AD · 10 HP · 1 Armor

    Swims. If attack hits, succeed on Strength roll or grappled. Grappled players cannot move unless they pass a Strength check, and suffer 2 AD (slashing) each turn.

  • Bandit

    3 AD · 5 HP

    Mostly interested in money. Can be bribed.

  • Bat

    2 AD · 2 HP

    Flying. Attacks in swarms.

  • Basilisk

    4 AD · 8 HP · 1 Armor

    If player and basilisk can see each other, player must succeed on Dexterity roll or half of body is turned to stone. Will attack its own reflection.

  • Bear

    6 AD · 10 HP

    Bite & Claws: on Success attack, add +2 to damage.

  • Carnivorous Plant

    2 AD · 3 HP

    Cannot move. Look like normal plants until they attack. Vulnerable: Slashing

  • Centaur

    6 AD · 13 HP · 1 Armor

    Ram & Sword: on Success attack, add +2 to damage.

  • Centipede (Giant)

    2 AD · 7 HP

    Only attacks if cornered. Can burrow.

  • Clockwork Golem

    2 AD · 5 HP

    Robotic humanoid. Very strong. Follows commands of a creator. Vulnerable: Lightning.

  • Coconut/Pinecone Monster

    1 AD · 3 HP · 1 Armor

    Preferring to attack from afar, they resemble coconuts or pinecones (depending on location) and have a natural armor. Vulnerable: Fire.

  • Cyclops

    9 AD · 10 HP

    Very strong. Throws rocks. Horrible vision up-close.

  • Crab

    2 AD · 4 HP · 1 Armor

  • Crab (Giant)

    5 AD · 12 HP · 1 Armor

    Crushing Pinch: on Success attack, does +2 damage.

  • Dragon

    12 AD · 18-20 HP · 2 Armor

    Flying. Breathes fire. Fire-Breath & Claws: on Success attack, add +4 damage. Immune: Fire

  • Eagle (Giant)

    6 AD · 10 HP

    Flying. Swoop attack with talons.

  • Elf

    3 AD · 7 HP

    Quick and agile. Expert with bows and swords.

  • Enchanted Objects

    1 AD · 3 HP

  • Fairy/Pixie

    2 AD · 3 HP

    Sneaky. Usually doesn't attack outright but sets traps and uses magic to create problems.

  • Gnome

    2 AD · 5 HP

    Secretive. Master of illusion. Avoid conflict, but will attack in groups if threatened.

  • Gargoyle

    3 AD · 8 HP · 1 Armor

    Flying. Appears to be a statue until attacks. Immune: Fire.

  • Goblin

    2 AD · 5 HP

    Attacks in swarms. Does +1 damage when attacking in a group.

  • Hydra

    8 AD · 15 HP · 1 Armor

    Many heads: on Success attack, add +1 damage for each head. Heads randomly grow back.

  • Ice Monster

    10 AD · 15 HP

    Throws ice. Can merge into the snow and ice. Immune: Cold. Vulnerable: Bludgeoning, Slashing, Fire.

  • Knight

    3 AD · 8 HP · 2 Armor

    Slow in armor. Immune: Bludgeoning, Slashing. Vulnerable: Fire, Lightning.

  • Kobold

    2 AD · 3 HP

    Can see in the dark. Hates the sunlight.

  • Kraken

    12 AD · 18 HP

    Swims. If attack hits, succeed on Strength roll or grappled. Grappled players cannot move unless they pass a Strength check, and suffer 2 AD (bludgeoning) each turn.

  • Lava Monster

    10 AD · 15 HP

    Throws lava balls. Immune: Fire. Vulnerable: Cold.

  • Lizardfolk

    3 AD · 4 HP · 1 Armor

    Weapon & Bite: on Success attack, add +2 damage.

  • Mammoth

    8 AD · 10 HP

    Rams with tusks. If attack hits, succeed on Strength roll or get knocked down. Immune: Cold

  • Ogre

    7 AD · 13 HP

    Smashes things with club. Easy to confuse.

  • Piranha

    2 AD · 3 HP

    Attack in swarms. If player is injured, add +2 damage.

  • Pirate

    3 AD · 5 HP

    Obssessed with treasure. Unskilled fighter.

  • Pirate Captain

    7 AD · 10 HP · 1 Armor

    Obssessed with treasure. Cunning and sneaky.

  • Rat

    2 AD · 2 HP

    Attacks in swarms.

  • Rock Monster

    12 AD · 15 HP · 2 Armor

    Throws rocks.

  • Scorpion (Giant)

    6 AD · 12 HP · 2 Armor

    Paralyzing tail sting.

  • Shark

    7 AD · 10 HP

    Swims. If attack hits, succeed on Strength roll or grappled. Grappled players cannot move unless they pass a Strength check, and suffer 2 AD (slashing) each turn.

  • Skeleton

    2 AD · 5 HP

    Move slow. Spring back to life shortly after being knocked out.

  • Slime/Ooze

    3 AD · 13 HP

    Acidic residue does 1 AD (acid) every turn if it gets on a player's skin. Immune: Acid.

  • Snake (Giant)

    6 AD · 10 HP

    Bites. Constricts. Constricted players cannot move unless they pass a Strength check, and suffer 2 AD (bludgeoning) each turn.

  • Sorcerer

    6-8 AD · 10-15 HP

    Has a wide assortment of powerful spells.

  • Sorcerer's Apprentice

    3 AD · 7 HP

    Knows a limited selection of spells.

  • Spider

    2 AD · 4 HP

    Can climb walls. Can attack with webs. Can see in the dark.

  • Spider (Giant)

    4 AD · 8-10 HP

    Can climb walls. Can attack with webs. Can see in the dark.

  • Toad (Giant)

    5 AD · 8 HP

    Can grapple players with strong bite.

  • Townspeople

    1 AD · 5 HP

    Easily frightened. Will flee rather than fight.

  • Troll

    6 AD · 13 HP

    Great sense of smell. Heals quickly.

  • Treefolk

    10-12 AD · 15 HP · 1 Armor

    Move slowly. Vulnerable: Fire, Lightning.

  • Wolf

    2 AD · 7 HP

    Attack in packs. If attack hits, succeed on Strength roll or get knocked down.

  • Yeti

    6 AD · 13 HP

    Good at stealth and camoflauge. Immune: Cold. Vulnerable: Fire.

  • Witch

    6 AD · 10-15 HP

    Has a wide assortment of powerful spells. Can shapeshift.