Beasts

Beasts #

Animals #


Rat Swarm #

1st Level Mook, Fast Initiative
Reckless, Targets most recent

AC 16
PD 14
MD 13
HP 7 (mook)
4 Mooks
Infected Bites (Melee, +6 vs AC)

Hit: 1 ongoing necrotic damage.


Spend 1 Threat: Until the end of the encounter, a character that takes 5 or more ongoing damage from rats in a round is Softened until the end of their next turn.


Wolf #

1st Level Troop, Fast Initiative
Brave, Targets most threatening

AC 15
PD 15
MD 13
HP 28
Savage Bite (Melee, +6 vs AC)

Hit: 3 damage.


Pack Hunter: This creature gains 1 advantage to attack if an ally has hit the target this round and +2 damage for every ally that’s hit the target this round.


Bear #

2nd Level Troop, Medium Initiative
Volatile, Targets most recent

AC 16
PD 16
MD 14
HP 44
Bite (Melee, +7 vs AC)

Hit: 5 damage.

Natural 13+ Hit: Damage as Hit +1d6.


Dire Animals #

Every Dire Animal has at least one Dire Feature (pick from the list below).

d6Description
1Armor Plates: Add +1 to the dire animal’s AC and PD. Once per encounter, the animal may negate one non-Crit hit against AC.
2Spikes: Deal damage equal to twice the dire animal’s level to attackers who miss it in melee.
3Carnage: The dire animal’s attacks have damage equal to level on a miss when not staggered and half damage when staggered.
4Poisonous Barbs: On an Natural Even hit, the dire animal adds ongoing necrotic damage equal to half its hit damage.
5Fury: While staggered, the dire animal gains 2 advantage to attack, but takes 1d4 x Level damage at the end of every turn.
6Apex: The dire animal gains its Threat ability for free (or if it already has it, roll again or give it a unique ability).

Dire Rat #

2nd Level Troop, Fast Initiative
Double-Strength
Cautious, Targets most threatening

AC 16
PD 16
MD 14
HP 68

Bite (Melee, +7 vs AC)

Hit: 6 damage and 4 ongoing necrotic damage.

Natural Even Hit: As Hit, and until the end of the Dire Rat’s next turn, anyone hit by a rat is Shaken and gains 1 Disadvantage to disengage.


Spend 2 Threat: Until the end of the encounter, on a Natural Odd Hit with Bite, in addition to the listed damage, the target’s saves against ongoing damage gain 1 disadvantage until the end of the Dire Rat’s next turn.


Dire Wolf #

3rd Level Troop, Fast Initiative
Double-Strength
Brave, Targets most threatening

AC 17
PD 17
MD 15
HP 88

Bite (Melee, +8 vs AC)

Hit: 14 damage.

Howl (Ranged, +8 vs MD)

Hit: The target is Shaken until the end of the Dire Wolf’s next turn.

Crit: As Hit, and the target is also Softened until the end of the Dire Wolf’s next turn.


Pack Hunter: This creature gains 1 advantage to attack if an ally has hit the target this round and +2 damage for every ally that’s hit the target this round.

Spend 2 Threat: Each Dire Wolf in the encounter uses Howl as a free action against every nearby enemy. You may only use this during a surprise round, when an enemy is staggered for the first time, or when an enemy drops.


Dire Bear #

4th Level Troop, Medium Initiative
Double-Strength
Volatile, Targets most recent

AC 18
PD 18
MD 16
HP 112

Claws (Melee, +9 vs AC, 2 attacks)

Hit: 8 damage. If both claws hit the same target during an attack, the target is Stuck (11+ save ends, or ends when the Dire Bear moves away).

Bite (Melee, +7 vs AC)

Hit: 24 damage.

Special: If the target is Stuck or Grabbed, this attack gains 1 Advantage.


Large 9+

Spend 1 Threat: You may use this when the Dire Bear hits with a Bite. The target is Grabbed.

Insects #

All insects have the following ability:

Hive Mind: If there are three or more insects with the species noted (Ant, Spider, etc) in an encounter, every member of that species gives 1 disadvantage to any attack against its MD. Double/Triple-Strength enemies count as two insects.


Giant Ant #

0th Troop, Medium Initiative
Reckless, Targets most recent

AC 15
PD 13
MD 12
HP 22

Mandibles (Melee, +5 vs AC)

Hit: 2 damage.

Natural 13+ Hit: As Hit, and 1d3 ongoing acid damage.


Hive Mind (Ant)


Giant Scorpion #

1st Level Wrecker, Fast Initiative
Reckless, Targets most recent

AC 15
PD 12
MD 13
HP 26

Stinger (Melee, +6 vs AC)

Hit: 3 damage, 3 ongoing necrotic damage.

Special: This gains 1 Advantage if the Giant Scorpion has hit with a Pincer this turn.

Pincer (Melee, Quick, +6 vs PD)

Hit: 1 damage.


Hive Mind (Scorpion)


Ankheg #

2nd Level Spoiler, Fast Initiative
Double-Strength
Brave, Targets most recent

AC 17
PD 15
MD 14
HP 72
Mandibles (Melee, +7 vs AC)

Hit: 6 damage.

Natural 13+ Hit: As Hit, and the target is Grabbed. Acid Spit also targets any Grabbed targets.

Acid Spit (Ranged, Quick, +7 vs PD, 1 nearby target)

Hit: 4 ongoing acid damage.


Large 9+, Hive Mind (Ant and/or Scorpion)

Spend 1 Threat: Mandibles inflicts Grabbed regardless of the roll.


Hunting Spider #

2nd Level Wrecker, Fast Initiative
Brave, Targets most recent

AC 17
PD 15
MD 14
HP 30

Bite (Melee, +7 vs AC)

Hit: 5 damage.

Natural 13+ Hit: As Hit, and 1d4 ongoing necrotic damage.


Scuttle: When hit, you may move or make a disengage check as a free action.

Hive Mind (Spider)


Web Spider #

2nd Level Blocker, Medium Initiative
Brave, Targets most recent

AC 17
PD 15
MD 14
HP 34

Bite (Melee, +7 vs AC)

Hit: 5 damage.

Web (Ranged, +7 vs PD)

Hit: 3 damage and the target is Dazed until the end of the spider’s next turn.

Natural 15+ Hit: As Hit and the target is also Stuck until the end of the spider’s next turn.


Hive Mind (Spider)


Spider Hive Queen #

2nd Level Leader, Fast Initiative
Double-Strength
Cautious, Targets most threatening

AC 17
PD 14
MD 15
HP 64

Bite (Melee, +7 vs AC)

Hit: 4 damage and 4 ongoing necrotic damage. This gains 1 Advantage against targets who are Stuck, Dazed, or Grabbed.

Pheromone Spray (Ranged, +7 vs PD, 1d3 nearby targets)

Hit: 3 damage and the target is Stuck until the end of the spider’s next turn.

Natural 13+ Hit: As Hit, and the target is Softened to all spiders (11+ save ends). The target may make a save against this before the end of their turn by spending a move action to wipe the pheremones off.


Hive Mind (Spider)

Spend 1 Threat: For the rest of the encounter, Pheromone Web inflicts Grabbed in addition to Stuck on a hit. The Queen can only Grab one target at a time with this.

Legendary Beasts #


Hellhound #

3rd Level Wrecker, Fast Initiative
Cautious, Targets least threatening

AC 17
PD 17
MD 15
HP 40
Bite (Melee, +8 vs AC)

Hit: 5 damage.

Natural Even Hit: Make a Fiery Breath attack as a free action.

Fiery Breath (Melee, +8 vs AC, 1d3 targets)

Hit: 4 fire damage.


Resist Fire 13+

Spend 1 Threat: Until the end of the encounter, at the start of its turn, the hellhound may deal 1d6 fire damage to every engaged enemy.


Otyugh #

3rd Level Blocker, Slow Initiative
Double-Strength
Cautious, Targets most threatening

AC 18
PD 16
MD 15
HP 88

Grasping Tentacles (Melee, +8 vs PD, 2 attacks)

Hit: 6 damage.

Natural Even Hit: As Hit, and the Otyugh can grab the target.

Toothy Maw (Melee, +8 vs AC)

Hit: 20 damage.

Special: Can only make this attack against a grabbed target.


Large 9+


Owlbear #

4th Level Troop, Medium Initiative
Double-Strength
Volatile, Targets most recent

AC 19
PD 17
MD 16
HP 112

Rip and Peck (Melee, +9 vs AC)

Hit: 14 damage and the target is Hampered until the end of the Owlbear’s next turn.

Special: This has two attacks on even escalation.


Silent Hunter: Owlbears count as one tier higher when determining if characters can hear them approaching.

Spend 2 Threat: On a crit against enemies who are already Hampered, an Owlbear can tear off a limb of the GM’s choosing.


Bulette #

5th Level Troop, Medium Initiative
Double-Strength
Brave, Targets most recent

AC 20
PD 18
MD 17
HP 144

Giant Claws (Melee, +9 vs AC, 2 attacks)

Hit: 14 damage. If both attacks hit, the Bulette may make a Terrible Bite attack next turn.

Terrible Bite (Melee, +11 vs AC)

Hit: 36 damage.

Miss: 18 damage.

Special: This can only be triggered when indicated from Giant Claws or using the Threat ability below.


Spend 2 Threat: On a Natural 13+ Hit with any attack, the Bulette Burrows into the ground. It can’t be targeted until the start of its next turn, and gains 1 Advantage on its next attack (which may be a Terrible Bite).


Wyvern #

5th Level Wrecker, Fast Initiative
Double-Strength
Reckless, Targets most recent

AC 20
PD 18
MD 17
HP 122

Tearing Jaws (Melee, +10 vs AC)

Hit: 28 damage.

Natural Even Hit: As Hit, and the Wyvern may use Deadly Tail Stinger next turn.

Deadly Tail Stinger (Melee, +10 vs PD)

Hit: 16 damage and 8 + escalation ongoing necrotic damage (13+ save ends).

Special: May only be used when indicated from Tearing Jaws.


Flight

Spend 2 Threat: This Wyvern is closer to being a true Dragon than most and thus has Escalator.


Manticore #

6th Level Spoiler, Fast Initiative
Double-Strength
Cautious, Targets most threatening

AC 21
PD 19
MD 18
HP 168

Battering Paws (Melee, +11 vs AC, 2 attacks)

Hit: 15 damage.

Natural 13+ Hit: As Hit, and the Manticore may use Single Spike against a target it hasn’t attacked this turn as a free action. Resolve this after resolving all Battering Paws attacks. This can only happen once per turn.

Lion’s Maw (Melee, +11 vs AC)

Hit: 27 damage, or 45 damage if the target is taking ongoing damage.

Single Spike (Ranged, +11 vs AC, 1 nearby target)

Hit: 5 damage and 5 ongoing necrotic damage (13+ save ends). The target is Dazed while taking this ongoing damage.

Volley of Spikes (Ranged, +11 vs AC, 1d3 nearby targets)

Hit: 5 damage and 5 ongoing necrotic damage (13+ save ends). The target is Dazed while taking this ongoing damage.

Special: On a Natural 8-, the Manticore takes 1d6 damage. This can’t happen more than once per round.


Flight, Large 9+

Spend 2 Threat: Until the end of the encounter, add 1 extra target to Single Spike and Volley of Spikes.


Phase Spider #

7th Level Troop, Fast Initiative
Double-Strength
Brave, Targets least threatening

AC 22
PD 20
MD 19
HP 214

Phase-Venomed Fangs (Melee, +12 vs AC, 2 attacks)

Hit: 16 damage.

Natural 13+ Hit: The target takes 12 necrotic damage, or 24 necrotic damage if this is used the turn after Phase Ambush.

Phasing: Roll 1d6 at the start of each of the spider’s turns if it’s not Phased Out. Phase Teleport and Phase Ambush can only be used if the appropriate number is rolled.

  • 1-3: It can use Phase Teleport this turn.
  • 4-6: It can use Phase Ambush this turn.

Phase Teleport (Ranged, Move, +12 vs highest enemy MD)

Hit: The spider teleports anywhere it can see, nearby or far. It will use this to try to escape if it’s stolen something of value.

Phase Ambush (Ranged, Move, +12 vs highest enemy MD)

Hit: The spider becomes Phased Out until the start of its next turn (it’s removed from the battlefield and it doesn’t roll the 1d6 when it starts its turn). When it returns from Phased Out it can be moved anywhere nearby and its attacks gain 1 advantage against staggered targets during that turn.

Special: This can’t be used if the Phase Spider has already used its Standard action this turn. Hitting with this means it doesn’t also get a Standard Action that turn.


Spend 2 Threat: A Phase Spider who crits on Phase Teleport or Phase Ambush may steal an item from one engaged enemy.


Chimera #

9th Level Wrecker, Fast Initiative
Double-Strength
Volatile, Targets most threatening

AC 24
PD 22
MD 21
HP 350

Fangs, Claws, Horns (Melee, +14 vs AC, 3 attacks)

Hit: 21 damage.

Natural 13+ Hit: Roll 1d6 on the chart below:

  • 1-2: The target is Stunned until the end of the Chimera’s next turn.
  • 3-4: The target takes 16 ongoing weapon damage.
  • 5-6: The chimera makes a Fiery Breath attack this turn.

Fiery Breath (Ranged, Quick, +14 vs PD, 3 nearby targets)

Hit: 3d10 fire damage.


Bestial Thrash: When an enemy misses the Chimera with a melee attack, it takes 3d10 damage.

Spend 3 Threat: While the Chimera is staggered, when it uses Fangs, Claws, and Horns, decrease the special ability’s trigger from a Natural 13+ Hit to a Natural 11+ Hit or Miss.


Gargantuan Worm #

12th Level Blocker, Slow Initiative
Triple-Strength
Brave, Targets most recent

AC 25
PD 23
MD 22
HP 686

Impossibly Large Maw (Melee, +15 vs AC)

Hit: 125 damage and the target is Grabbed.

Natural 9+ Miss: 50 damage and the target is Grabbed:

Digest (Quick, Melee, +15 vs PD, all Grabbed enemies)

Hit: 5d10 acid damage.


Swallow Whole: While an enemy is Grabbed, whenever the Gargantuan Worm moves, the Grabbed enemy moves with it. Anyone disengaging or popping off from the Gargantuan Worm deals damage to it equal to double their level if it hadn’t taken damage from them this turn.

Large 13+

Hydra #

Hydras all have the following abilities:

Chaotic Thoughts: Unable to become Confused, Dazed, Hampered, Stunned, Stuck, or Weakened. If any of these would happen, the Hydra either takes damage equal to the attacker’s level for 1-round effects or ongoing damage equal to the attacker’s level with the same save as the effect (13+ if the effect would end at the end of the encounter).

Roiling Swirl: A Hydra may expend one attack from Gnashing Teeth to move as a free action (taking Opportunity Attacks as appropriate).

Sprout Heads (XHP, up to Y): When the Hydra is staggered, it gains X HP (its new Staggered amount is half of its new total) and Gnashing Teeth gains another attack. Do this until Gnashing Teeth has Y attacks.

Spend 2 Threat: Increase the “up to” part of Sprout Heads by 1.

Spend 2 Threat: On a Natural Even Hit, the next attack may be a fire breath attack (use Gnashing Teeth attack/damage, but increase the target of that attack to 1d2 targets and it now targets PD and does fire damage).


Five-Headed Hydra #

5th Level Wrecker, Medium Initiative
Triple-Strength
Reckless, Targets most recent

AC 19
PD 17
MD 16
HP 140

Gnashing Teeth (Melee, +10 vs AC, 5 attacks)

Natural Odd Hit: 8 damage.

Natural Even Hit: 8 damage, and the Hydra’s next attack this turn can be nearby instead of engaged.

Miss: 4 damage.


Large 11+, Chaotic Thoughts, Roiling Swirl, Sprout Heads (50HP, up to 7)


Eight-Headed Hydra #

8th Level Wrecker, Medium Initiative
Triple-Strength
Reckless, Targets most recent

AC 23
PD 21
MD 20
HP 300

Gnashing Teeth (Melee, +13 vs AC, 8 attacks)

Natural Odd Hit: 12 damage.

Natural Even Hit: 12 damage, and the Hydra’s next attack this turn can be nearby instead of engaged.

Miss: 6 damage.


Large 11+, Chaotic Thoughts, Roiling Swirl, Sprout Heads (80HP, up to 10)