Bestiary

Using This Bestiary

The creatures in this section provide a starting point for encounters in your adventures. Each entry includes basic stats and abilities. GMs can adjust these as needed by adding or removing Wound points or special abilities.

Threat Levels

Creatures are categorized by threat level:

Minion

Weak creatures that pose little threat individually

Standard

Average threat, equivalent to a single player character

Elite

Powerful beings that can challenge multiple characters

Boss

Major threats that can serve as adventure climaxes

Creature Stat Blocks

Goblins

Minion

Small, cunning humanoids that rely on numbers and trickery.

Body
1
Mind
2
Spirit
1
Wounds:
3
Skills:
Stealth 2, Ranged 1
Attacks:
Crude Spear (1 Wound) or Shortbow (1 Wound)
Special:
Pack Tactics - Gain +1 die when attacking alongside other goblins.

Dire Wolf

Standard

Large, ferocious predators that hunt in packs.

Body
3
Mind
1
Spirit
2
Wounds:
5
Skills:
Stealth 1, Melee 2, Survival 2
Attacks:
Bite (2 Wounds)
Special:
Takedown - On a critical success, knocks the target prone.

Troll

Elite

Giant humanoids with remarkable regenerative abilities.

Body
4
Mind
1
Spirit
1
Wounds:
10
Skills:
Melee 2, Intimidation 2
Attacks:
Claws (2 Wounds) or Slam (3 Wounds)
Special:
Regeneration - Recovers 1 Wound at the start of each turn unless damaged by fire.

Corrupted Knight

Elite

Once-noble warriors twisted by dark magic.

Body
3
Mind
2
Spirit
2
Wounds:
8
Skills:
Melee 3, Intimidation 2
Attacks:
Cursed Sword (3 Wounds)
Special:
Dark Resilience - The first critical hit against them is downgraded to a normal hit.

Ancient Wyrm

Boss

Massive, intelligent dragons with breath weapons and innate magic.

Body
5
Mind
4
Spirit
4
Wounds:
15
Skills:
Melee 3, Magic 3, Intimidation 3
Attacks:
Bite (4 Wounds), Claws (3 Wounds), Tail Swipe (2 Wounds, hits all targets in area)
Special:
  • Breath Weapon - Once every three rounds, deals 4 Wounds to all targets in a cone (2 successes to dodge for half damage).
  • Spell Resistance - +1 die to resist magical effects.
  • Flight - Can move through the air freely.

Ghost

Standard

Spectral remnants of the deceased with unfinished business.

Body
2
Mind
2
Spirit
3
Wounds:
6
Skills:
Stealth 3, Intimidation 2
Attacks:
Spectral Touch (2 Wounds, ignores armor)
Special:
  • Incorporeal - Can pass through solid objects. Physical attacks deal half damage.
  • Terror - Targets must succeed on a Spirit roll or lose their next action.

Blightwolf

Standard

Wolves corrupted by the blight of the Southern Wastes.

Body
3
Mind
1
Spirit
2
Wounds:
6
Skills:
Stealth 2, Melee 2
Attacks:
Corrupted Bite (2 Wounds)
Special:
Blight Infection - A critical hit forces the target to roll Spirit or gain a corruption point.

Cult Fanatic

Standard

Devoted followers of forbidden powers.

Body
2
Mind
3
Spirit
2
Wounds:
5
Skills:
Magic 2, Deception 2
Attacks:
Ritual Dagger (1 Wound)
Special:
Dark Magic - Can cast spells using the Spades suit, drawing 3 cards at the start of combat.

Stone Guardian

Elite

Ancient constructs created to protect sacred sites.

Body
4
Mind
1
Spirit
1
Wounds:
10
Skills:
Melee 2
Attacks:
Stone Fists (3 Wounds)
Special:
  • Immunity - Immune to poison and mind-affecting effects.
  • Vulnerability - Spells from the Diamonds suit deal +1 Wound.

Shadowfang

Boss

Legendary beasts that hunt using the power of darkness itself.

Body
4
Mind
3
Spirit
3
Wounds:
12
Skills:
Stealth 3, Melee 3
Attacks:
Shadow Claws (3 Wounds)
Special:
  • Shadow Step - Can teleport up to 10 spaces through shadows once per round.
  • Devour Light - Can extinguish light sources within 10 spaces.
  • Shadow Form - Once per combat, becomes incorporeal for one round.