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.
-
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.