Rulebook
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
MinionSmall, cunning humanoids that rely on numbers and trickery.
Dire Wolf
StandardLarge, ferocious predators that hunt in packs.
Troll
EliteGiant humanoids with remarkable regenerative abilities.
Corrupted Knight
EliteOnce-noble warriors twisted by dark magic.
Ancient Wyrm
BossMassive, intelligent dragons with breath weapons and innate magic.
- 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
StandardSpectral remnants of the deceased with unfinished business.
- 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
StandardWolves corrupted by the blight of the Southern Wastes.
Cult Fanatic
StandardDevoted followers of forbidden powers.
Stone Guardian
EliteAncient constructs created to protect sacred sites.
- Immunity - Immune to poison and mind-affecting effects.
- Vulnerability - Spells from the Diamonds suit deal +1 Wound.
Shadowfang
BossLegendary beasts that hunt using the power of darkness itself.
- 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.