Iron & Aether
Table of Contents

Monstrosities

Tier 0



Small
Dwelling exclusively in wetlands and dense jungles, Bog Crawlers are ugly, thin little creatures that use guerrilla tactics - specifically traps, hit-and-run strategies, and ambushes - to catch and eat their prey. Their bodies are thin and scrawny, and they cover themselves with various flora to serve as both basic armor and to make themselves appear bigger than they actually are. Their primary preferred weaponry consists of sharpened sticks that they use as spears.

Statistics

STR 1 CON 3 AGI 3 DEX 3 INT 1 WIS 2 CHA 1
DEF 8 (Armor 1+3, Dodge 4), RaDEF 12
Health 22 (4d4 +12)
Damage Vulnerabilities Fire
Saves Fort. 2 (+3), Ref. 3 (+3), Will. 1.5 (+2)
Speed 3m/sec
Action Skills Climb 3 (+1), Nature 2 (+1), Perception 2 (+2), Stealth 3 (+3), Swim 2 (+1)
Weapon Skills Polearm 3, Throwing 3
Languages Monstrine
Locations Wetlands

Passive Abilities

Swampy Appearance. While in its natural habitat, the Bog Crawler has advantage on Stealth checks.

Actions

Shoddy Spear. Melee attack, 1 target, 1.5s, 3d6 -1 physical damage.
Shoddy Spear, Thrown. Ranged attack (15/30), 1 target, 3s, 2d6 +1 physical damage.

Tactics

Bog Crawlers try to ambush unsuspecting prey in groups of 1d3+3, usually while they are either resting or preoccupied with another activity. If their prey seems to be heading in a specific direction, they will attempt to set a basic trap, such as a Hunting Trap (Suspension Snare modification) or a Pit. Once their prey is defeated, they will drag their body/ies to the nearest perceived safe area, where they will set up a fire to cook and eat it.

Treasure

Armor: Shoddy breastplate (Small)
Weapons: 3 shoddy spears.


Small/Medium/Big (Stats assume Medium)
A Monstrosity that has mastered the art of deception, Mimics use their Perfect Disguise ability to perfectly assume the form of any Small, Medium, or Big object, from chests to weapons to doors to ladders to much more; additionally, the adhesive that covers their skin is incredibly powerful, ensuring that any adventurer unlucky enough to be fooled into touching them is near-hopelessly stuck. Once its prey is stuck in this way, the Mimic will use its reaction to unfurl its arms and shove its prey into its mouth to bite it; if there is further prey in the immediate vicinity, the Mimic will also unfurl its legs, allowing it to flee or fight the unlucky adventurer’s companions.

Statistics

STR 3 CON 2 AGI 1 DEX 2 INT 2 WIS 2 CHA 0
DEF 8 (Armor 8), RaDEF 11
Health 22 (4d6 +8)
Damage Resistances Poison
Damage Vulnerabilities Burn, Caustic
Saves Fort. 2.5 (+3), Ref. 1.5 (+2), Will. 1 (+2)
Speed 2.5m/sec
Action Skills Climb 2 (+3), Nature 2 (+2), Perception 3 (+2), Stealth 2 (+2)
Weapon Skills Unarmed 4
Senses Infrared vision
Languages Monstrine
Locations Ruins, underground, urbanity

Passive Abilities

Adhesive Skin. The Mimic emits a glue-like substance all over its body that it uses to trap unwitting prey that touch it. Once a creature touches a Mimic, they are grappled by it and cannot escape the grapple without severing whatever is attached to it; alternatively, the glue loses its strength a few minutes after the Mimic dies.
Perfect Disguise. The Mimic can take the appearance of any object that is the same size as it; while not moving, the Mimic’s appearance perfectly matches that of the object it is imitating. In combat, the Mimic grows a set of arms and legs that it uses to fight or flee.

Actions

Bite. Melee attack, 1 target, 3s, 4d8+3 physical damage; once another creature touches the Mimic, it will immediately use its reaction to perform this action.
Punch. Melee attack, 1 target, 1s, 4d6+3 physical damage.

Tactics

Mimics are solitary or small-group hunters, preferring to hunt in groups of 1d3. Once the first Mimic has caught an unfortunate victim, the others in the group (if there are any) will also show themselves, distracting the rest of the party and allowing its feasting compatriot to finish its prey off.

Treasure

Alchemy Ingredients: Up to 3 Elixir Ingredients (DR 14: Medicine or Survival)
Armor Materials: Up to 7 lbs. of Monster Hide (DR 14: Medicine or Survival)


Small/Medium/Big (Stats assume Medium)
Whereas regular Mimics disguise themselves as objects, Organic Mimics take on the visage of creatures, luring their prey in with their cuteness and seeming innocence until it is too late.

Statistics

STR 3 CON 3 AGI 3 DEX 3 INT 2 WIS 2 CHA 1
DEF 10 (Armor 7, Dodge 3), RaDEF 13
Health 26 (4d6 +12)
Damage Resistances Poison
Damage Vulnerabilities Burn, caustic
Saves Fort. 3 (+3), Ref. 3 (+3), Will. 1.5 (+2)
Speed 3.5m/sec
Action Skills Climb 3 (+3), Nature 2 (+2), Perception 3 (+2), Stealth 3 (+3), Swim 2 (+3)
Weapon Skills Unarmed 4
Senses Infrared vision
Languages Common, Monstrine
Locations Ruins, underground, urbanity

Passive Abilities

Adhesive Skin. The Organic Mimic emits a glue-like substance all over its body that it uses to trap unwitting prey that touch it. Once a creature has touched an Organic Mimic, they are grappled by it and cannot escape the grapple without severing whatever is attached to it; alternatively, the glue loses its strength a few minutes after the Organic Mimic dies.
Perfect Disguise. The Organic Mimic can take the appearance of any creature that is the same size as it. The Organic Mimic can also grow up to 2 extra limbs to help it fight or flee.

Actions

Bite. Melee attack, 1 target, 3s, 4d8+3 physical damage; once another creature touches the Organic Mimic, it immediatly uses its reaction to perform this action.
Punch. Melee attack, 1 target, 1s, 4d6+3 physical damage.

Tactics

More so than ordinary Mimics, Organic Mimics are solitary hunters, preferring to lure a creature away from its group (if it has one in the first place) and feast on them in secret; a particularly sadistic Organic Mimic will then assume that creature's form, rejoin that creature's group, and rinse and repeat until it has hunted down the entire group. Being struck with fire or acid will cause the Organic Mimic extreme agony, causing it to reveal its true nature to those around it.

Treasure

Alchemy Ingredients: Up to 3 Elixir Ingredients (DR 14: Medicine or Survival)
Armor Materials: Up to 7 lbs. of Monster Hide (DR 14: Medicine or Survival)


Tiny
Horrible worms that slide into a creature’s brain through their eyes, ears, nose, or mouth, Mind Eaters hijack a person’s nervous system to take control of their body, using it in service to their hive-minded colony. Should a Mind Eater’s host become unusable (i.e. die) the Mind Eater will immediately leave the defunct host to find a new one. The oldest living Mind Eater in a colony becomes the Mind Eater Queen, changing sexes if it needs to in order to produce eggs for the colony. Because Mind Eaters live in hotter climes, they suffer when exposed to the cold, allowing for a method of killing the Mind Eater without harming the host. The statistics of a Mind Eater Host can be found here.

Statistics

STR 0 CON 3 AGI 0 DEX 0 INT 2 WIS 2 CHA 0
DEF 1 (Armor 1), RaDEF 7
Health 3.5 (1d2 +3)
Damage Resistances Burn
Damage Vulnerabilities Freeze
Saves Fort. 1.5 (+3), Will. 1 (+2)
Speed .5m/sec
Action Skills Perception 2 (+2), Stealth 3
Locations Desert, mountains, ruins, swamp, underground

Actions

Take Control. If a Mind Eater enters a creature's eye, ear, nose, or mouth, that creature must succeed on a DR 25 Fort./Will. save (their choice) or the ME will take possession of that creature. If that creature is a Sentient, they become a Mind Eater Host. Should the host die (Sentient or not), the Mind Eater will immediately leave their body to search for a new one.

Tactics

Given their complete inability to fight, Mind Eaters always attempt to catch their prey unawares, such as while they are sleeping, distracted, or otherwise disadvantaged. Once they have their host, their hive mind makes them quite dangerous and surprisingly cunning, able to execute group tactics with deadly efficiency. Additionally, all the Mind Eaters of a given colony are supremely loyal to their Queen, and will obey her will to the best of their ability, even if it means putting themselves in danger.


Small
Skaks share a common ancestor with modern-day Orks and Goblins, though where Orks retained the incredible strength of their forebears and Goblins became more intelligent (and eventually sentient) over time, Skaks instead became leaner and focused on the use of speed and agility to survive and wage war. Physically speaking, skaks are lean and scrawny, with black hair and eyes, sharp teeth and nails, and beige-red skin. Skak Leaders specifically are slightly smarter than other Skaks, though still very dextrous. SLs decide where the tribe goes, who they fight, and when the time comes for a "tactical retreat". Tribes always have only 1 leader.

Statistics

STR 1 CON 2.5 AGI 4 DEX 5 INT 2 WIS 2 CHA 3
DEF 11 (Armor 1+3, Dodge 7), RaDEF 15
Health 30 (6d4 +15)
Saves Fort. 1.75 (+2.5), Ref. 4.5 (+5), Will. 2.5 (+3)
Speed 3.5m/sec
Action Skills Appraisal 2 (+2), Climb 2 (+1), Nature 2 (+2), Navigation 3 (+2), Perception 3 (+2), Persuasion 2 (+3), Swim 2 (+1)
Weapon Skills Polearm 3, Small 3
Senses Infrared vision
Languages Monstrine
Locations Forest, Mountains, Plains, Ruins, Underground, and Wetlands

Actions

Commander's Strike. 1 target, 1s: the SL commands one ally that they can see and who can hear them to use their reaction to make a single attack against a target of the SL's choice that is within range.
Shoddy Shortsword. Melee attack (short), 1 target, .5s, 3d6+3 physical damage.
Shoddy Spear. Melee attack, 1 target, 1s, 3d6+3 physical damage.

Tactics

Using information gathered by their scouts, Skak Leaders will lead tribes of 1d4+7 other Skaks to areas that they believe are either relatively safe and/or are currently home to groups that the tribe believes are vulnerable and/or weak enough to be easily defeated and/or stolen/scavenged from. If the Leader believes the target group in question is significantly weaker than them, then they will have no issue engaging them in open combat; otherwise, they will have the tribe lay traps and prepare an ambush for the target group, or even attack them from stealth outright, such as while they are sleeping or distracted with something else. When the tribe attacks a target, Leaders will typically stay out of the thick of the fighting, instead choosing to direct and command the rest of the tribe from a place of relative safety, putting their Commander's Strike ability to use more frequently than their weapons.

Treasure

Armor: Leather (Small)
Weapons: Shoddy shortsword, shoddy spear


Small
Physically, Skak Scouts look very similar to Skak Leaders, though they are even scrawnier and more agile, and generally less intelligent. Most tribes will only have 2-4 scouts, which themselves travel in scouting parties of 1-2.

Statistics

STR .5 CON 1.5 AGI 5 DEX 6 INT 1 WIS 1.5 CHA 1
DEF 11 (Armor 1+1, Dodge 9), RaDEF 15
Health 16 (4d4 +6)
Saves Fort. 1 (+1.5), Ref 5.5 (+6), Will. 1.25 (+1.5)
Speed 4m/sec
Action Skills Climb 3 (+.5), Navigation 3 (+1.5), Perception 4 (+1.5), Stealth 4 (+6), Survival 3 (+1.5), Swim 3 (+.5)
Weapon Skills Small 2
Senses Infrared vision
Languages Monstrine
Locations Forest, Mountains, Plains, Ruins, Underground, and Wetlands

Passive Abilities

Precision Attack. Once per turn, when the SS has advantage on an attack, or they don't have disadvantage and their target is facing at least one other creature in melee combat, the Skak Scout adds 2 damage dice to their attack.

Actions

Dagger. Melee attack (short), 1 target, .5s, 2d4+6 physical damage.

Tactics

Scouts are most definitely not fighters, and will avoid combat at all costs, keeping a dagger on them more for utility than for any combative purposes. Traveling only in groups of one or two, Scouts will take up to a few days to scout out an area that the Skak tribe is considering moving into, either for scavenging or just because that area is where the Skaks would like to move to next. If faced with combat, Skak Scouts will flee at the earliest available opportunity, thinking nothing of leaving their partner behind if it means saving themselves. When the tribe attacks a target, Scouts put their Precision Attack feature to use on targets that are distracted or otherwise disadvantaged. If the rest of the tribe appears to be losing the fight, Scouts will have no second thoughts about running to live another day and finding another tribe to put their skills to use for.

Treasure

Armor: Shoddy leather (Small)
Weapons: Dagger


Small
Similar physically to other Skaks, though relatively quite charismatic, Skak Spellslingers are those that, through some means or another, have gained the powers of Aether and become able to bend one of the elements to their will, a trait which comes in quite handy for the tribe. It is exceptionally rare for Skak tribes to have more than 1 Spellslinger.

Statistics

STR .5 CON 1.5 AGI 4 DEX 4 INT 1 WIS 1.5 CHA 3
DEF 8 (Armor 1+1, Dodge 6), RaDEF 12
Health 20 (5d4 +7.5)
Saves Fort. 1 (+1.5), Ref. 4 (+4), Will. 2.25 (+3)
Speed 3.5m/sec
Action Skills Arcana 2 (+1), Nature 2 (+1), Perception 2 (+1.5), Stealth 3 (+4)
Weapon Skills Aether 2
Senses Infrared vision
Languages Monstrine
Locations Forest, Mountains, Plains, Ruins, Underground, and Wetlands

Actions

Aether. The Skak Spellslinger is a 3rd-level Aetherian of any type; it uses its CHA for its spell damage bonus and ASDR, which is 13; due to its DEX, the Casting Time of spells is reduced by 1 second (minimum .5s).

Tactics

Spellcasters will use their abilities to aid the tribe in whatever way they deem fit, whether that be via martial or utilitarian purposes. They are wise enough to know not to involve themselves in the thick of the fray, and cowardly enough to run away as soon as they realize that the fight will likely not turn out in their favor.

Treasure

Armor: Shoddy leather (Small)

Tier 1



Big
From the waist up, Gorgons resemble Sentients with incredibly horrible visages, including a nest of snakes in lieu of hair. From the waist down, they are serpent-like, with long tails that they use to slither around on the ground with instead of legs. Their likenesses are so horrifyingly ugly that they have the power to petrify any who look upon them, turning them to stone over the course of a few seconds. Because of this power, Gorgons make for popular guardians, including by Sentients who are able to convince them to come into their employ. The statues of their victims make for excellent warning signs against intruders.

Lair

When left to their own devices, Gorgons tend to nest in groups of 2+1d2, as they can only stand seeing so much of each other. Though their lairs, like those of Basilisks, are decorated with the statues of their victims, Gorgon lairs tend to be more open in their spacing and not as cramped as a Basilisk’s.

Statistics

STR 3 CON 3 AGI 3.5 DEX 3 INT 2 WIS 2 CHA 4
DEF 12.5 (Armor 10, Dodge 2.5), RaDEF 14.5
Health 75 (10d8 +30)
Saves Fort. 3 (+3), Ref. 3.25 (+3.5), Will. 3 (+4)
Condition Immunities Petrified (stone)
Condition Resistances Prone
Speed 4.25m/sec
Action Skills Appraisal 2 (+2), Climb 4 (+3), Insight 2 (+2), Nature 1 (+2), Perception 3 (+2), Stealth 4 (+3), Survival 2 (+2), Swim 3 (+3)
Weapon Skills Unarmed 3
Senses Infrared vision
Languages Monstrine
Locations Desert, forest, mountains, ruins, underground, urbanity

Passive Abilities

Petrifying Visage. Any creature in a 15-meter cone in front of the Gorgon that faces it while not blinded must make a DR 20 Fort. save or become petrified at the start of their next turn.

Actions

Claws. Melee attack (short), 1 target, 1s, 3d6+3 physical damage.
Constrict. The Gorgon takes 3 seconds to attempt to grapple a Big or smaller target; on a success, they deal 3d6+3 physical damage reduced only by the target's Armor score in addition to grappling the target. Snake Bite. Melee attack (short), 1 target, 1s, 3d6+3 physical damage; a creature that takes final damage from this attack also takes 2d12+3 poison damage.

Tactics

Gorgons, though they may cohabitate, are solitary hunters, and will often wander out on their own to find food or other prey. Knowing their true strength lies in their Petrifying Visage, they will take advantage of this by sneaking up on and ambushing their prey, hoping to catch them by surprise before they can cover their eyes. Of course, even if their foe(s) survive their attempted petrification, they still have to do battle with a Gorgon while blind!

Treasure

Alchemy Ingredients: Up to 4 Elixir and Poison Ingredients (DR 16: Medicine or Survival)
Armor Materials: Up to 10 lbs. of Monster Hide (DR 16: Medicine or Survival)


Large
A magnificent creature with the body, tail, and hindlegs of a lion and the head, wings, and forelegs of an eagle. Stronger and hardier than any horse, and better in a fight than a Pegasus, Griffins are valued and highly-sought after flying mounts for those that can afford or catch them.

Statistics

STR 4 CON 3.5 AGI 3.5 DEX 1 INT 2 WIS 3 CHA 2.5
DEF 12 (Armor 12), RaDEF 13
Health 90 (10d10 +35)
Saves Fort. 3.75 (+4), Ref. 2.25 (+3.5), Will. 2.75 (+3)
Condition Resistances Grappled
Speed (Walking and Flying) 6.75m/sec
Action Skills Insight 3 (+3), Intimidation 3 (+2.5), Nature 2 (+2), Perception 3 (+3), Stealth 1 (+1), Swim 1 (+4)
Weapon Skills Unarmed 4
Senses Darkvision
Locations Air, desert, mountains, plains

Actions

Wing Beat. Sphere (6m), 3s, 4d6 +4 physical damage: all creatures in the AoE must make a Fort. save against the total damage rolled or be knocked 2 meters back and knocked prone (targets that get a Partial Success are pushed back but not knocked prone); being moved in this way does not provoke Opportunity Attacks.
Bite. Melee attack, 1 target, 1.5s, 4d8 +4 physical damage.
Claws. Melee attack, 1 target, 1.5s, 4d8 +4 physical damage.

Tactics

Griffins may be proud and majestic, but they aren't stupid. In the wild, they know that their best odds of survival lie in groups of 1d4+1, while tamed Griffins have been taught through both training and experience to trust their riders. Typically, like most flying creatures, Griffins will rely on hit-and-run tactics, though they are not afraid to use their Wing Beat ability both offensively and defensively.

Treasure

Armor Materials: Up to 15 lbs. of Monster Hide (DR 20: Medicine or Survival)


Big
Having somehow gained the powers of Aether, Ork Spellmakers make for an interesting opponent: their simple minds are unable to formulate strategic methods of utilizing their spells, but their application of their arcane power, unfettered by such trifles as "strategy" or "concern for their comrades", make them uniquely terrifying compared to their Warrior brethren. Like Ork Warriors, Spellmakers also view ranged warfare as "cowardly", however are slightly more inclined to it given their innate access to it. Ork war parties, like Skak tribes, rarely have more than 1 Spellmaker, if they even have that 1.

Statistics

STR 4.5 CON 4 AGI 2 DEX 1.5 INT 1 WIS 1.5 CHA 3
DEF 12 (Armor 8+4), RaDEF 14
Health 51 (6d8 +24)
Saves Fort. 4.25 (+4.5), Ref. 1.75 (+2), Will. 2.25 (+3)
Condition Resistances Frightened
Speed 3.5m/sec
Action Skills Climb 4 (+4.5), Intimidation 5 (+3), Navigation 2 (+1.5) Perception 2 (+1.5), Survival 2 (+1.5), Swim 2 (+4.5)
Weapon Skills Aether 4, Large 3, Unarmed 3
Senses Infrared vision
Locations Forest, Mountains, Ruins, Tundra

Passive Abilities

Bloodlust. When an Ork Spellmaker deals or takes final damage, it goes into a state of bloodlust, granting it resistance to physical damage; it can also give itself advantage on attacks, but if it grants itself advantage on >1 attacks, all attacks against it gain advantage as well.

Actions

Aether. The Ork Spellmaker is a 5th-level Aetherian of any type, though its Aether proficiency is 4 instead of 3; it uses its CHA for its spell damage bonus and ASDR, which is 17.
Greataxe. Melee attack (long), 1 target, 3s, 3d8 +4.5 physical damage.
Punch. Melee attack, 1 target, 1.5s, 3d6 +4.5 physical damage.

Tactics

Given that Orks view ranged warfare as cowardly and less than, Ork Spellmakers are only slightly less likely than their Warrior brethren to rush headlong into battle and start mercilessly attacking their target(s), this time using mainly spells instead of a weapon or their fists, unless they feel they need to for some reason. Orks also don't really care about the well-being of their comrades, so if they - or the Spellmaker themself - happen to get caught in the AoE of the Spellmaker's spells, then so be it.

Treasure

Armor: Reinforced Leather (Big)
Weapons: Greataxe


Large
If a regular Ork is a bloodthirsty, war-mongering, simple-minded monster, then an Ork Warlord is what that monster dreams of becoming; an unimaginably savage, incredibly powerful, immeasurably ruthless true beast of a creature that seeks only to kill and destroy. Typically leading packs of 1d4 +2 other Ork Warriors (and occasionally Spellmakers), Ork Warlords decide where the pack goes and who they attack next, seeking only to sate their insatiable bloodlust.

Statistics

STR 6 CON 6 AGI 2 DEX 1 INT 1 WIS 2 CHA 3.5
DEF 15 (Armor 8+7), RaDEF 16
Health 92 (8d10 +48)
Saves Fort. 6 (+6), Ref. 1.5 (+2), Will. 2.75 (+3.5)
Condition Immunities Frightened
Condition Resistances Charmed
Speed 4m/sec
Action Skills Climb 5 (+6), Intimidation 6 (+3.5), Navigation 2 (+2) Perception 3 (+2), Survival 2 (+2), Swim 2 (+6)
Weapon Skills Large 6, Unarmed 5
Senses Infrared vision
Locations Forest, Mountains, Ruins, Tundra

Passive Abilities

Bloodlust. When an Ork Warlord deals or takes final damage, it goes into a state of bloodlust, granting it resistance to physical damage; it can also give itself advantage on attacks, but if it grants itself advantage on >1 attacks, all attacks against it gain advantage as well.
Pain Tolerance. An Ork Warlord does not suffer from Health loss penalties.

Actions

Commander's Strike. 1 target, 1s: the OW commands one ally that they can see and who can hear them to use their reaction to make a single attack against a target of the OW's choice that is within range.
Warcry. Sphere (20m), 3s: the OW lets out a bellowing, blood-curdling scream of rage, causing all Orks in the AoE to enter into their Bloodlust state if they haven't already; all non-Orks must succeed on a DR 18 Willpower save or become frightened of the OW for the next minute, or only 30 seconds on a Partial Success; creatures who fail the save can repeat it at the end of each of their turns to end the effect early on them (Partial Successes reduce the duration by half); a creature who succeeds against this effect is immune to it for 24 hours.
Greataxe. Melee attack (long), 1 target, 3s, 6d8 +6 physical damage.
Punch. Melee attack, 1 target, 1.5s, 5d6 +6 physical damage.

Tactics

Unlike the commanders of Sentient militaries or the weak and cowardly Skak Leaders, Ork Warlords lead the charge into the fray themselves, and the word "retreat" never once pops into their head under any circumstances. An Ork Warlord will start a battle using its Warcry ability, then run screaming into the thickest parts of battle and the toughest-looking enemies themselves, rarely using their Commander's Strike ability as they prefer to secure kills themselves whenever possible.

Treasure

Armor: Half plate (Large)
Weapons: Greataxe


Big
Orks are simple creatures: all they want, all they crave, is bloodshed. Combat, war, the feel of blades tearing through flesh, bones shattering under the weight of heavy blows, blood spattering across the ground: all of these things are music to an Ork's ears. On Aethra, Orks share an ancestor with modern-day Goblins and Skaks, being descended from a war-mongering race of monsters that were explicitly designed to wage war against the near-perfect Predecessors. Generally hulking, muscular, and various shades of red in appearance, the sight of an Ork war party is enough to make any lone traveler fill their britches with fear.

Statistics

STR 5 CON 4.5 AGI 2 DEX 1.5 INT 1 WIS 1.5 CHA 2.5
DEF 13 (Armor 8+5), RaDEF 15
Health 72 (8d8 +36)
Saves Fort. 4.75 (+5), Ref. 1.75 (+2), Will. 2 (+2.5)
Condition Resistances Frightened
Speed 3.5m/sec
Action Skills Climb 4 (+5), Intimidation 5 (+2.5), Navigation 2 (+1.5) Perception 2 (+1.5), Survival 2 (+1.5), Swim 2 (+5)
Weapon Skills Large 4, Unarmed 4
Senses Infrared vision
Locations Forest, Mountains, Ruins, Tundra

Passive Abilities

Bloodlust. When an Ork Warrior deals or takes final damage, it goes into a state of bloodlust, granting it resistance to physical damage; it can also give itself advantage on attacks, but if it grants itself advantage on >1 attacks, all attacks against it gain advantage as well.

Actions

Greataxe. Melee attack (long), 1 target, 3s, 4d8 +5 physical damage.
Punch. Melee attack, 1 target, 1.5s, 4d6 +5 physical damage.

Tactics

Orks have little-to-no mind for strategy, instead prefer to bum-rush their opponents and attempt to overwhelm them with their incredible strength and sheer ferocity. They also view ranged combat as cowardly and shameful, and so would never engage in it unless absolutely necessary. Ork war parties are typically made up of 1d4+2 Ork Warriors and an Ork Warlord (plus the occasional Spellmaker), and always travel (and fight) together.

Treasure

Armor: Breastplate (Big)
Weapons: Greataxe


Big
All Sahuagin appear as ugly humanoid fish-like people, however Sahuagin Scouts are relatively thin and physically weaker than their Warrior or Warchief counterparts.

Statistics

STR 2.5 CON 2 AGI 3 DEX 2 INT 1.5 WIS 2 CHA 2
DEF 12 (Armor 10+1, Dodge 1), RaDEF 14
Health 39 (6d8 +12)
Damage Resistances Freeze
Saves Fort. 2.25 (+2.5), Ref. 2.5 (+3), Will. 2 (+2)
Speed (Walking and Swimming) 4m/sec
Action Skills Intimidation 2 (+2), Nature 2 (+1.5), Perception 3 (+2), Stealth 4 (+2)
Weapon Skills Polearm 2, Throwing 3, Unarmed 3
Senses Infrared vision
Languages Monstrine
Locations Coast, sea, wetlands

Passive Abilities

Amphibious. Sahuagin can breathe both air and water.

Actions

Bite. Melee attack, 1 target, 1.5s, 3d6+2.5 physical damage.
Claws. Melee attack, 1 target, 1s, 3d4+2.5 physical damage.
Spear. Melee attack, 1 target, 1.5s, 2d6+2.5 physical damage.
Spear, thrown. Ranged attack (20/40), 1 target, 3s, 3d6+2.5 physical damage.

Tactics

Sahuagin are not particularly bright creatures, but they know that information can help greatly in preparing for a fight. Thus, the tribe will send a band of 2-3 Scouts to scope out an area or force that they either plan on attacking or believe will attack them soon. Though the Scouts are not supposed to attack their target, it is not an uncommon occurrence if they believe they can defeat the force they are scouting.

Treasure

Armor Materials: Up to 10 lbs. of Monster Hide (DR 16: Medicine or Survival)
Armor: Thin leather (Big)
Weapons: Spear


Big
Sahuagin Warriors bear similar appearances to their Scout brethren, though they are bigger and beefier.

Statistics

STR 4 CON 3 AGI 2 DEX 2 INT 1 WIS 1.5 CHA 2
DEF 13 (Armor 10+3), RaDEF 15
Health 60 (8d8 +24)
Damage Resistances Freeze
Saves Fort. 3.5 (+4), Ref. 2 (+2), Will. 1.75 (+2)
Speed (Walking and Swimming) 3.5m/sec
Action Skills Intimidation 3 (+2), Nature 1 (+1.5), Perception 1 (+1.5), Stealth 1 (+2)
Weapon Skills Polearm 4, Medium 3, Throwing 4, Unarmed 3
Senses Infrared vision
Languages Monstrine
Locations Coast, sea, wetlands

Passive Abilities

Amphibious. Sahuagin can breathe both air and water.

Actions

Bite. Melee attack, 1 target, 1.5s, 3d6+4 physical damage.
Claws. Melee attack, 1 target, 1s, 3d4+4 physical damage.
Sword. Melee attack, 1 target, 1.5s, 3d6+4 physical damage.
Spear. Melee attack, 1 target, 1.5s, 4d6+4 physical damage.
Spear, thrown. Ranged attack (20/40), 1 target, 3s, 4d6+4 physical damage.

Tactics

Acting on knowledge gathered from the Scouts, Sahuagin tribes will send parties of Warriors, led by at least one Warchief depending on the size of the party to attack their target. To give themselves an added advantage, the war party will try to strike at night or at some other time when their quarry least suspects it. If the war party is split up, Sahuagin Warriors will try to move in groups of 3-5 if they can. There is typically 1 Sahuagin Warchief per group of 10-15 Warriors.

Treasure

Armor Materials: Up to 10 lbs of Monster Hide (DR 16: Medicine or Survival)
Armor: Leather (Big)
Weapons: 3 spears


Big
The biggest, toughest, and most-experienced of the Warriors, Warchiefs are a force to be reckoned with all on their own, though are almost always found directing groups of Warriors in combat.

Statistics

STR 6 CON 3.5 AGI 2 DEX 3 INT 2 WIS 2.5 CHA 3
DEF 17 (Armor 10+6, Dodge 1), RaDEF 19
Health 80 (10d8 +35)
Damage Resistances Freeze
Saves Fort. 4.75 (+6), Ref. 2.5 (+3), Will. 2.75 (+3)
Speed (Walking and Swimming) 3.5m/sec
Action Skills Intimidation 5 (+3), Nature 1 (+2), Perception 3 (+2.5)
Weapon Skills Polearm 5, Medium 4, Throwing 5, Unarmed 4
Senses Infrared vision
Languages Monstrine
Locations Coast, sea, wetlands

Passive Abilities

Amphibious. Sahuagin can breathe both air and water.

Actions

Commander's Strike. 1 target, 1s: Commands one ally within 10 meters of it that it can see and still has its reaction to attack a target of its choice, which it does immediately, using up its reaction in the process.
Bite. Melee attack, 1 target, 1.5s, 4d6+6 physical damage.
Claws. Melee attack, 1 target, 1s, 4d4+6 physical damage.
Sword. Melee attack, 1 target, 1.5s, 4d6+6 physical damage.
Trident. Melee attack, 1 target, 3s, 5d8+6 physical damage.
Trident, thrown. Ranged attack (15/30), 1 target, 3s, 5d8+3 physical damage.

Tactics

Sahuagin Warchiefs, a terrifying and powerful force on their own, typically lead war parties of about 9+1d6 Sahuagin Warriors, acting on intelligence gathered by Sahuagin Scouts. Though typically Warchiefs prefer to stay back and observe the fight to ensure all is going well, it is not unheard of for them to give into their bloodlust and join the fray themselves, almost always turning it into an outright bloodbath.

Treasure

Armor Materials: Up to 10 lbs. of Monster Hide (DR 16: Medicine or Survival)
Armor: Scale mail (Big)
Weapons: Sword, 2 tridents


Medium/Big (Stats assume Big)
Famed for their affinity for guarding crops, Scarecrows are capable of frightening off more than just some unruly birds, and are very capable protectors. More subtle and less outright deadly than a Gorgon or a Sphinx, a Scarecrow is the perfect guardian for those just looking to frighten off intruders instead of kill them – though Scarecrows are able to do that when the need arises as well.

Statistics

STR 2 CON 2 AGI 3 DEX 3 INT 1 WIS 3 CHA 4
DEF 3 (Armor 1, Dodge 2), RaDEF 5
Health 52 (8d8 +16)
Damage Immunities Poison
Damage Resistances Physical (blunt and piercing weapons)
Damage Vulnerabilities Burn
Saves Fort. 2 (+2), Ref. 3 (+3), Will. 3.5 (+4)
Condition Immunities Frightened
Speed 4m/sec
Action Skills Beguilement 3 (+4), Climb 2 (+2), Intimidation 3 (+3), Nature 1 (+1), Perception 4 (+3), Stealth 3 (+3), Survival 2 (+3)
Weapon Skills Unarmed 4, Polearm 5, Small 5
Senses Darkvision
Languages Common and Monstrine
Locations Urbanity

Passive Abilities

False Appearance. While immobile, the Scarecrow looks exactly like an actual scarecrow.
Frightening Visage. A creature that looks at the Scarecrow must succeed on a DR 16 Willpower save or be frightened of it for the next hour, or only half an hour on a Partial Success; a creature that succeeds on this save is immune to this effect for the next 24 hours. If the Scarecrow chooses to decorate itself with trophies from its past kills, then this DR increases by 2 per trophy, to a maximum of 26.

Actions

Claws. Melee attack , 1 target, 1s, 4d6 +2 physical damage.
Sickle. Melee attack, 1 target, 1s, 5d4 +3 physical damage.
Warscythe. Melee attack (Long), 1 target, 3s, 5d6 +2 physical damage.

Tactics

As guards over a given area, Scarecrows will typically rely on their Frightening Visage to keep would-be intruders away, though if that is not enough, then they will stalk their prey and wait to ambush them at the most opportune moment. Depending on the will of their master, they will either knock their foes unconscious and then deposit them outside of the guarded area after the fight, or simply kill them outright. If it kills Sentients, then it will take trophies from their bodies (i.e. severed body parts) and decorate itself with them in order to enhance its Frightening Visage. Additionally, because their bodies are so naturally frail, it is not uncommon for Scarecrows to be outfitted with proper armor by their master to make up for this weakness.


Small
Easily the beefiest of a given group of Skaks, Skak Warriors are the fighters and rule enforcers of the tribe, using their martial skills whenever the tribe engages their chosen target in warfare. Outside of combat, they enforce their leader's rules as needed and hunt and scavenge for food for the tribe whenever their pillaged stores run low. Because of Skaks' unrefined methods of making weapons and armor, they are unable to create swords that would put their natural finesse to use, and so use their STR score when attacking. If a Skak Warrior were to find a sword that could use their DEX, they likely would choose not to use it anyway, either preferring their own blade or not realizing they can use their dexterity to enhance their strikes. Warriors make up the majority of any given Skak tribe, typically making up two-thirds or more of the tribe itself.

Statistics

STR 2 CON 3 AGI 4.5 DEX 4 INT .5 WIS .5 CHA 1
DEF 11.5 (Armor 5, Dodge 6.5), RaDEF 15.5
Health 44 (8d4 +24)
Saves Fort. 2.5 (+3), Ref. 4.25 (+4.5) Will. .75 (+1)
Speed 3.75m/sec
Action Skills Climb 3 (+2), Perception 2 (+.5), Stealth 2 (+4), Survival 3 (+.5), Swim 3 (+2)
Weapon Skills Archery 3, Medium 4
Senses Infrared vision
Languages Monstrine
Locations Forest, Mountains, Plains, Ruins, Underground, and Wetlands

Actions

Shoddy Shortbow. Ranged attack (40/100), 1 target, 1s, 3d6 +2 physical damage. Sword. Melee attack, 1 target, 1s, 4d6 +2 physical damage.

Tactics

Skak Warriors, though tough, are rather simple-minded, with no aptitude for strategy, which is instead handled by their Leader. No, Skak Warriors will instead typically bum-rush their foes, believing their numbers and strength will be enough to take their opponents down, especially when they are caught by surprise. Additionally, unless explicitly ordered to by their Leader, Skak Warriors have little fear of death or desire to surrender or retreat, and will typically fight to the death if that is what their current situation entails. Given that Skak tribes typically vary from 8-12 in size, any tribe members that are not the Leader, the Scouts, or the Spellslingers are then Warriors (typically about 4-8 Warriors depending on tribe composition).

Treasure

Armor: Reinforced leather (Small)
Weapons: 2d10 shoddy arrows, shoddy shortbow, sword


Medium
Swamp Spitters are quadripedal, lizard-like creatures that, as their name suggests, reside in swamps, bogs, and other wetlands. With their ability to hawk caustic bile and their razor-sharp teeth and claws, they are threats at both close and long ranges. When they spit their bile, a pair of fins on the sides of their head flair out, making them appear larger and more terrifying to their prey.

Statistics

STR 3 CON 4 AGI 3 DEX 1 INT .5 WIS 1 CHA 1
DEF 9 (Armor 8, Dodge 1), RaDEF 12
Health 45 (6d6 +24)
Damage Resistances Caustic, poison
Saves Fort. 3.5 (+4), Ref. 2 (+3), Will. 1 (+1)
Speed (Walking, Climbing, and Swimming) 5.5m/sec
Action Skills Climb 4 (+3), Intimidation 3 (+1), Nature 2 (+.5), Perception 2 (+1), Stealth 3 (+1), Survival 2 (+1)
Weapon Skills Unarmed 3
Senses Infrared vision
Locations Wetlands

Passive Abilities

Semi-Amphibious. Swamp Spitters can hold their breath for up to 1 hour.
Sticky Feet. Swamp Spitters can climb upside-down and up walls with no difficulty, and have advantage on their Climb checks.
Wetlands Native. While in its natural habitat and stationary, the Swamp Spitter has advantage on Stealth checks.

Actions

Bile. Ranged attack (15/30), 1 target, 1.5s, 4d6 +4 caustic damage.
Bite. Melee attack, 1 target, 1.5s, 3d6 +3 physical damage: a target that takes final damage from this attack must pass a Fort./Ref. save against twice the final damage dealt or become grappled by the Swamp Spitter.
Claws. Melee attack (Short), 1 target, 1s, 3d6 +3 physical damage.

Tactics

Swamp Spitters typically hunt in groups of 3: 2 regular Spitters and 1 Mature. The group will typically ambush their prey at the most opportune moment, with the younger two acting as ranged attackers while the Mature gets up close.

Treasure

Alchemy Ingredients: Up to 3 Poison Ingredients (DR 14: Medicine or Survival)
Armor Materials: Up to 7 lbs. of Monster hide (DR 14: Medicine or Survival)


Big
Mature Swamp Spitters are bigger, stronger, and more well-armored than their younger brethren, and as such are a much more deadly threat even on their own, never mind when backed up by a pair of younger Spitters as is typical.

Statistics

STR 5 CON 6 AGI 3 DEX 1 INT 1 WIS 1 CHA 2
DEF 12 (Armor 12), RaDEF 14
Health 84 (8d8 +48)
Damage Resistances Caustic, poison
Saves Fort. 5.5 (+6), Ref. 2 (+3), Will. 1.5 (+2)
Speed (Walking, Climbing, and Swimming) 6m/sec
Action Skills Climb 5 (+5), Intimidation 5 (+2), Nature 2 (+1), Perception 3 (+1), Stealth 3 (+1), Survival 3 (+1)
Weapon Skills Unarmed 5
Senses Infrared vision
Locations Wetlands

Passive Abilities

Semi-Amphibious. Mature Swamp Spitters can hold their breath for up to 2 hours.
Sticky Feet. Mature Swamp Spitters can climb upside-down and up walls with no difficulty, and have advantage on their Climb checks.
Wetlands Native. While in its natural habitat and stationary, the Mature Swamp Spitter has advantage on Stealth checks.

Actions

Bile. Ranged attack (20/40), 1 target, 1.5s, 6d8 +6 caustic damage.
Bite. Melee attack, 1 target, 1.5s, 5d8+5 physical damage; a target that takes final damage from this attack must pass a Ref. save against twice the final damage dealt or become grappled by the Mature Swamp Spitter.
Claws. Melee attack, 1 target, 1s, 5d8 +5 physical damage.

Tactics

Swamp Spitters usually hunt in groups of 3: 2 regular Spitters and 1 Mature. The group will typically ambush their prey at the most opportune moment, with the younger two acting as ranged attackers while the Mature gets up close.

Treasure

Alchemy Ingredients: Up to 4 Poison Ingredients (DR 16: Medicine or Survival)
Armor Materials: Up to 10 lbs. of Monster Scale (DR 16: Medicine or Survival)


Large
Tall, hairless, lanky creatures with blue-gray skin, red eyes, long noses, and sharp teeth, Trolls are widely known (and feared) for their incredible regenerative abilities, being absolutely impossible to kill short of being burned or melted to death (or vaporized, but very few possess the ability to do that). Their regenerative abilities are so strong, in fact, that it is how Trolls reproduce, with new Trolls growing wholesale out of the severed appendages of other Trolls.

Statistics

STR 5 CON 8 AGI 3 DEX 2 INT 1 WIS 1 CHA 2
DEF 10 (Armor 10), RaDEF 11
Health 108 (8d10 +64)
Damage Vulnerabilities Burn, caustic
Saves Fort. 6.5 (+8), Ref. 2.5 (+3), Will. 1.5 (+2)
Speed 4.5m/sec
Action Skills Climb 4 (+5), Intimidation 2 (+2), Nature 2 (+1), Perception 3 (+1), Survival 3 (+1)
Weapon Skills Unarmed 5
Senses Infrared vision
Locations Mountains, tundra, underground

Passive Abilities

Regeneration. A Troll will regenerate 1d10+8 Health at the start of each of its turns, so long as it did not take burn or caustic damage since the end of its last turn. If a Troll's Health is reduced to 0 by any means other than burn or caustic damage or by being disintegrated, it does not die and instead immediately regains 1 Health. If a Troll's Health is reduced to 0 via burn or caustic damage or by being disintegrated, only then will it die for good.

Actions

Bite. Melee attack, 1 target, 1.5s, 5d8+5 physical damage.
Claws. Melee attack, 1 target, 1.5s, 5d8+5 physical damage.

Tactics

Trolls are, naturally, aware of their incredible regenerative abilities, and because of them, are not afraid of pretty much anything, confident that their regeneration will see them through an otherwise impossible fight. That being said, they are keenly aware that fire and acid will hamper their regeneration, and will become frightened and flee if either of those things come within a few meters of them; they will also be cautious of getting caught in traps or being rendered immobile since both could easily mean a painful fiery death awaits them shortly thereafter. Aside from that, Trolls typically travel in groups of 1d4, but have a tendency not to fight defensively unless they are aware of the presence of any nearby fire or acid.

Treasure

Alchemy Ingredients: Up to 6 Potion Ingredients (DR 20: Medicine or Survival)
Armor Materials: Up to 15 lbs. of Monster Hide (DR 20: Medicine or Survival)




Tier 2



Large
A vaguely serpentine fire-breathing creature with the head, wings, and feet of a rooster.

Statistics

STR 4 CON 3 AGI 3 DEX 1 INT 1 WIS 1.5 CHA 1.5
DEF 14 (Armor 14), RaDEF 15
Health 85 (10d10 +30)
Damage Resistances Burn
Saves Fort. 3.5 (+4), Ref. 2 (+3), Will. 1.5 (+1.5)
Speed 4.5m/sec
Action Skills Climb 2 (+4), Intimidation 3 (+1), Nature 1 (+1), Perception 2 (+1), Survival 2 (+1), Swim 2 (+4)
Weapon Skills Unarmed 4
Senses Infrared vision
Locations Forest, plains

Actions

Fire Breath. Cone (4m), 1.5s, 6d6+3 burn damage: targets have a percent chance of catching fire equal to twice the final damage they took; recharges after 1d8+1 seconds.
Beak and Talons. Melee attack (Short), 1 target, 1.5s, 4d8+4 physical damage.

Tactics

Cockatri prefer to hunt in groups of 1d2+1, recognizing strength and safety in numbers but not wanting to split food amongst too many of each other.

Treasure

Alchemy Ingredients: Up to 6 Elixir Ingredients (DR 20: Medicine or Survival)
Armor Materials: Up to 15 lbs. of Monster Hide (DR 20: Medicine or Survival)


Huge
Big, dumb, and incredibly ugly, ogres make up for their shortcomings with their incredible strength and resistance to a wide variety of damage types. Due to their incredible damage resistance, their flesh counts as Monster Scale for Armor Material purposes, and can be used to create special armor that grants resistance to the same damage types.

Statistics

STR 7 CON 6.5 AGI 2 DEX 1 INT .5 WIS .5 CHA 1
DEF 15 (Armor 15), RaDEF 16
Health 156 (12d12 +78)
Damage Resistances Burn, caustic, electric, freeze
Saves Fort. 6.75 (+7), Ref. 1.5 (+2), Will. .75 (+1)
Condition Resistances Frightened
Speed 4.5m/sec
Action Skills Intimidation 4 (+1), Perception 2 (+.5), Survival 2
Weapon Skills Large 5, Thrown 4, Unarmed 5
Locations Mountains, ruins

Actions

Greatclub. Melee attack (long), 1 target, 2s, 5d10+7 physical damage.
Punch. Melee attack, 1 target, 2s, 5d10+7 physical damage.
Rock, Thrown. Ranged attack (75m), 1 target, 2s, 4d10+7 physical damage; creatures that take final damage from this must succeed on a Fort./Ref. save against half the final damage taken or be knocked prone, with only a 50% chance of that happening on a Partial Success.

Tactics

Ogres are loners, and as such will live, hunt, and fight alone. They are too stupid to think strategically or consider that they might be walking into traps or ambushes. That being said, they are aware on an unconscious level that they are resistant to various types of damage, and so will not easily be frightened by shows of force or danger.

Treasure

Armor Materials: Up to 25 lbs. of Monster Scale (DR 25: Medicine or Survival)


Large
A magnificent bird with vibrant red and yellow feathers, an affinity for burning flame, and that rises from its own ashes the next midnight after it dies unless it is killed with ice. Their tears are venomous to Basilisks.

Statistics

STR 4 CON 3.5 AGI 3 DEX 1 INT 2 WIS 3 CHA 3.5
DEF 16 (Armor 16), RaDEF 17
Health 144 (16d10 +56)
Damage Immunities Burn
Damage Vulnerabilities Freeze
Saves Fort. 3.75 (+4), Ref. 2 (+3), Will. 3.25 (+3.5)
Speed (Walking) 2m/sec
Speed (Flying) 4.5m/sec
Action Skills Arcana 2 (+2), Insight 3 (+3), Intimidation 3 (+3.5), Nature 2 (+2), Perception 2 (+3)
Weapon Skills Unarmed 4
Senses Infrared vision
Locations Air, desert, mountains, ruins

Passive Abilities

Resurrection. When the Phoenix is reduced to 0 Health by any means other than freeze damage, it dissolves into ashes; at the next midnight, it resurrects at full Health in a burst of 5 meters of bright and dim light out of this ash.

Actions

Fire Breath. Cone (6m), 3s, 6d6+3.5 burn damage: creatures that take final damage from this attack have a percent chance of catching fire equal to the total damage rolled; recharges after 1d10 seconds.
Bite. Melee attack, 1 target, 1.5s, 4d8+4 physical damage.

Tactics

Phoenixes typically roost and hunt alone, fighting off invaders with their claws, beak, and of course, their fire breath. Due to their vulnerability to the cold, if a Phoenix sees ice or another source of cold, it becomes frightened of the cold source and will likely flee, especially if it is already injured.

Treasure

Alchemy Ingredients: Up to 4 Elixir and 2 Potion Ingredients (DR 20: Medicine or Survival)
Armor Materials: Up to 15 lbs. of Monster Hide (DR 20: Medicine or Survival)


Large
A magnificent bird with vibrant blue and white feathers, an affinity for freezing ice, and that rises from its own snow the next midnight after it dies unless it is killed with fire. Their tears are venomous to Basilisks.

Statistics

STR 4 CON 3.5 AGI 3 DEX 1 INT 2 WIS 3 CHA 3.5
DEF 16 (Armor 16), RaDEF 17
Health 135 (15d10 +52.5)
Damage Immunities Freeze
Damage Vulnerabilities Burn
Saves Fort. 3.75 (+4), Ref. 2 (+3), Will. 3.25 (+3.5)
Speed (Walking) 2m/sec
Speed (Flying) 4.5m/sec
Action Skills Arcana 2 (+2), Insight 3 (+3), Intimidation 3 (+3.5), Nature 2 (+2), Perception 2 (+3)
Weapon Skills Unarmed 4
Senses Infrared vision
Locations Air, mountains, ruins, tundra

Passive Abilities

Resurrection. When the Ice Phoenix is reduced to 0 Health by any means other than burn damage, it dissolves into snow; at the next midnight, it resurrects at full Health in a burst of 5 meters of bright and dim light out of this snow.

Actions

Ice Breath. Cone (6m), 3s, 6d6+3.5 freeze damage: creatures that take final damage must succeed on a Fort. save against the total damage rolled or be slowed for the next 3d6 seconds (or half as long on a Partial Success); recharges after 1d10 seconds.
Bite. Melee attack, 1 target, 1.5s, 4d8+4 physical damage.

Tactics

Ice Phoenixes typically roost and hunt alone, fighting off invaders with their claws, beak, and of course, their cold breath. Should they successfully slow a creature with their breath, they will attempt to pick the fighter up, fly to the nearest cliff (or several dozen meters into the air), and drop the afflicted from a great height. Due to their vulnerability to fire, an Ice Phoenix is frightened of flames and heat sources, and will likely flee outright if it sees fire, especially if it is injured.

Treasure

Alchemy Ingredients: Up to 4 Elixir and 2 Potion Ingredients (DR 20: Medicine or Survival)
Armor Materials: Up to 15 lbs. of Monster Hide (DR 20: Medicine or Survival)


Huge
Wyverns at first appear very similar to dragons, except that their wings double as their forelegs. Additionally, wyverns come in three varieties: brown ones that use piercing scream attacks, brownish-green ones that projectile vomit acid, and brownish-red ones that breathe fire. Additionally, no Wyverns are resistant to their respective attack types.

Statistics

STR 5 CON 5 AGI 4 DEX 2 INT 1 WIS 2 CHA 3
DEF 18 (Armor 18), RaDEF 19
Health 172.5 (15d12 +75)
Saves Fort. 5 (+5), Ref. 3 (+4), Will. 2.5 (+3)
Speed (Walking) 2.25m/sec
Speed (Flying) 4.5m/sec
Action Skills Climb 6 (+5), Intimidation 6 (+3), Perception 3 (+2)
Weapon Skills Unarmed 6
Senses Infrared vision
Locations Air, mountains, ruins

Actions

Each Wyvern has either acid or fire breath, but not both:
Acid Breath. Line (10m), 3s, 6d8 +5 caustic damage: creatures that take final damage from this attack have their Armor score reduced by 1, including their base Armor until they take a night's or day's rest to recover from their wounds; additionally, this attack deals double damage to objects and structures; recharges after 1d8+2 seconds.
Fire Breath. Line (10m), 3s, 6d8 +5 burn damage: creatures that take final damage from this attack have a percent chance of catching fire equal to the total damage rolled; recharges after 1d8+2 seconds.
Screech. Line (10m), 3s, 6d8 +5 sonic damage: creatures that take final damage from this attack must succeed on a Fortitude save against half the final damage taken or be deafened for the next minute, or only 30 seconds on a Partial Success.
Bite. Melee attack (long, 3m), 1 target, 1.5s, 6d8 +5 physical damage.

Tactics

Typically traveling in groups of 1d4, Wyverns like to use their breath weapons to harry and wear down their targets in hit-and-run style attacks until they are ready to be finished off, at which point they will come in and finish their prey off personally; if there is more than one Wyvern attacking the same target, they may fight with each other over who gets the remains. Additionally, as airborne creatures, Wyverns will not land to engage a target unless absolutely necessary, and will be very, very hesitant to so much as enter an enclosed space, much less fight in one. Should a Wyvern be trained and used for Sentient warfare, then they will be paired with riders who will control where they go and when, what, and who they use their breath weapon on.

Treasure

Alchemy Ingredients: Up to 8 Elixir Ingredients (DR 25: Medicine or Survival)
Armor Materials: Up to 25 lbs. of Monster Scale (DR 25: Medicine or Survival)

Tier 3



Huge
Massive sapient snake-like creatures with four eyes that use their Slithering Venom to poison their foes and their Petrifying Gaze to turn their prey to stone to add to their menagerie. If a Basilisk’s lower eyes (located immediately beneath their normal eyes) are destroyed, they lose their Petrifying Gaze. Basilisks are vulnerable to weapons that have been lathered in the tears of a Phoenix.

Lair

Basilisks love to collect prey that they have petrified, taking them back to their lairs in order to use them as decorations to create macabre menageries comprised of various creatures – usually Sentients – frozen in horror until they crumble into dust. Because a Basilisk lives in its lair, the area is usually saturated in its venom, causing the damage from its Slithering Venom to increase to 2d12+5. Basilisks typically make their lairs in large, open caverns, or in cave systems with many interconnecting tunnels.

Statistics

STR 6 CON 5 AGI 2 DEX .5 INT 2 WIS 2 CHA 2
DEF 20 (Armor 20), RaDEF 21
Health 197 (18d12 +90)
Damage Vulnerabilities Physical damage from weapons lathered in Phoenix tears.
Saves Fort. 5.5 (+6), Ref. 1.25 (+2), Will. 2 (+2)
Condition Immunities Petrified (stone), prone
Speed 4.5m/sec
Action Skills Climb 3 (+6), Insight 1 (+2), Intimidation 3 (+3), Nature 2 (+3), Perception 4 (+2), Stealth 2 (+.5), Survival 2 (+2), Swim 2 (+6)
Weapon Skills Unarmed 4
Senses Darkvision
Languages Monstrine
Locations Desert, forest, mountains, ruins, underground

Passive Abilities

Petrifying Gaze. Any creatures in a 20-meter cone in front of the Basilisk that face it while not blinded must make a DR 25 Fort. save or become petrified at the start of their next turn.
Slithering Venom. Any surface that the Basilisk has crawled over in the last hour is saturated with its venom, which deals 1d12+4 poison damage (or 2d12+5 in its lair) on contact and at the start of the touching creature’s turns.

Actions

Bite. Melee attack, 1 target, 1.5s, 4d10 +6 physical damage.
Constrict. The Basilisk takes 3s to attempt to grapple a Huge or smaller target; on a success, they deal 4d10+6 physical damage reduced only by the target's Armor score.
Swallow. Melee attack, up to 1 Big target, 3s: the target must make a Fort. save against the Basilisk’s STR check or become blinded and restrained as it swallows them. At the start of each of their turns thereafter, they take 4d6+4 caustic damage as the Basilisk begins to digest them. If the Basilisk takes >52 damage in a single turn, it immediately vomits all swallowed creatures back up. If the Basilisk dies, any swallowed creatures can take 6 seconds actions to crawl out of it, exiting prone.

Tactics

If the Basilisk is aware that its prey is heading somewhere, it will attempt to cover as much of that area in its venom as it can. Otherwise, it will attempt to lure its prey to its lair, where it knows its venom is more potent.

Treasure

Alchemy Ingredients: Up to 6 Poison and 2 Elixir Ingredients (DR 25: Medicine or Survival)
Armor Materials: Up to 25 lbs. of Monster Scale (DR 25: Medicine or Survival)


Huge
A wicked amalgam of three beasts – a lion, a goat, and a snake – the Chimera is a triple threat all by itself. With a ravenous hunger, incredible strength, and the ability to breathe fire from its lion head, poison from its snake head, and lightning from its goat head, the Chimera is a widely feared monster for good reason.

Statistics

STR 7 CON 4 AGI 3 DEX 2 INT 3 WIS 3 CHA 3.5
DEF 20 (Armor 20), RaDEF 21
Health 210 (20d12 +80); 70 Health per head
Damage Resistances Burn, electric, poison
Damage Vulnerabilities Freeze
Saves Fort. 5.5 (+7), Ref. 2.5 (+3), Will. 3.25 (+3.5)
Condition Resistances Blinded, charmed, deafened, frightened, sickened, unconscious
Speed 7m/sec
Action Skills Climb 2 (+7), Insight 2 (+3), Intimidation 5 (+3.5), Perception 7 (+3), Survival 4 (+3)
Weapon Skills Unarmed 4
Senses Infrared vision (snake head)
Languages Monstrine
Locations Desert, forest, mountains, ruins

Passive Abilities

Simultaneous Actions. The Chimera can perform 2 different actions simultaneously so long as each action uses a different head.
Three Heads. The Chimera has disadvantage on saves that require the effect to be seen or heard.

Actions

Fire Breath (Lion Head). Cone (4m), 3s, 6d6+4 burn damage; if a creature takes final damage, they have a percent chance of catching fire equal to the total damage rolled; recharges after 1d12+3 seconds.
Lightning Breath (Goat Head). Line (6m), 3s, 6d6+4 electric damage; targets must succeed on a Fort. save against the total damage rolled or be stunned until the end of their next turn (or slowed if they got a Partial Success); recharges after 1d12+3 seconds.
Poison Breath (Snake Head). Cone (4m), 3s, 6d6+4 poison damage; lingers in the AoE until the start of the Chimera's next turn; if the target takes final damage from this attack, they become sickened for the next minute; recharges after 1d12+3 seconds.
Bite (Snake Head). Melee attack (Long), 1 target, 1s, 4d8 +2 physical + 4d6 +4 poison damage; if the target takes final poison damage from this attack, they become sickened for the next minute.
Bite (Lion Head). Melee attack, 1 target, 2s, 4d10 +7 physical damage.
Claws. Melee attack (Short), 1 target, 1s, 4d8 +7 physical damage.
Ram (Goat Head). Melee attack, 1 target, 4d10 +14 physical damage: can only be used after the Chimera has moved in a straight line for >5 meters; a creature that takes final damage from this attack must succeed on a Fort./Ref. save against half the final damage taken or be knocked prone, or only have a 50% chance of that happening on a Partial Success.

Tactics

The Chimera, the proud and powerful beast that it is, prefers to fight alone, and is not afraid of much due to the versatility of its heads. That being said, the Chimera is not stupid, and will not wander into an obvious trap or let itself be caught unawares, keeping at least one head awake while the other two sleep or are occupied with something else.

Treasure

Alchemy Ingredients: Up to 8 Elixir and Poison Ingredients (DR 25: Medicine or Survival)
Armor Materials: Up to 25 lbs. of Beast Hide and Monster Scale (DR 25: Medicine or Survival)


Massive
As the name would imply, Giants are, well, giant. Ranging from 5 - 10 meters tall, Giants strike a unique mixture of awe and fear in those who behold them. They are not always outright hostile to Sentients, but neither do they make any great effort to be on good terms with them, and view them more akin to how Sentients might view rodents or other annoying, invasive pests. The appearance of giants is incredibly varied, though their skin (whilst incredibly thick) is almost always light blue or brown with a tint of gray. They also tend to have long, mangy hair and beards, with incredibly thick legs and arms.

Statistics

STR 9 CON 7 AGI 1 DEX .5 INT 2 WIS 2 CHA 2
DEF 22 (Armor 21+1), RaDEF 23
Health 245 (14d20 +98)
Damage Resistances Burn, electric, physical, poison
Saves Fort. 8 (+9), Ref. .75 (+1), Will. 2 (+2)
Condition Resistances Frightened, paralyzed, petrified, sickened
Speed 4.5m/sec
Action Skills Climb 6 (+9), Insight 2 (+2), Intimidation 5 (+2), Nature 3 (+2), Navigation 3 (+2), Perception 4 (+2), Survival 2 (+2)
Weapon Skills Large 7, Thrown 6, Unarmed 6
Senses Darkvision
Languages Monstrine
Locations Desert, mountains, tundra

Passive Abilities

Siege Monster. The Giant deals double damage to structures.

Actions

Bellow. Sphere (20m), 4.5s, 6d8 +9 sonic damage; creatures that take final damage from this attack must succeed on a Fortitude save against half the final damage taken or become deafened for the next minute, or only 30 seconds on a Partial Success.
Greatclub. Melee attack, 5m cone, 3s, 7d10 +9 physical damage; creatures that take final damage from this must succeed on a Fort./Ref. save against half the final damage taken or be knocked back 1d4 meters and knocked prone, or only one of those on a Partial Success.
Punch. Melee attack (long), 1 target, 2s, 6d8 +9 physical damage.
Rock, Thrown. Ranged attack (150m), 2m sphere, 3s, 6d10 +9 physical damage; creatures that take final damage from this must succeed on a Fort./Ref. save against half the final damage taken or be knocked back 1d3 meters and knocked prone, or only one of those on a Partial Success.
Rocks, Thrown. Melee attack, 10m cone, 3s, 6d10 +9 physical damage.

Tactics

Giants are not particularly war-minded, and so do not really consider the tactical aspect of war all that often. Additionally, they rarely have need for tactics, as their immense size and strength is nearly always enough to carry them through whatever combat comes their way. Other than that, Giants are generally solitary creatures, rarely traveling in groups greater than 3.

Treasure

Alchemy Ingredients: Up to 10 Elixir Ingredients (DR 32: Medicine or Survival)
Armor Materials: Up to 50 lbs. of Monster Hide (DR 32: Medicine or Survival)




Tier 4


Tier 5


Tier 6



Colossal
The Behemoth is the true epitome of the Monstrosity: a colossal creature with massive horns, teeth like stalagmites and stalactites, claws as long as glaives, and a hunger that seems to be insatiable. No one knows its origins or its purpose, but what is known is that this horror is among the greatest monstrous threats that Sentients know of, and requires a small army just to be taken down. When any town, settlement, or city feels the tremble of its footfalls and the echo of its cacophonous roar, prayers are uttered, precious belongings are packed, and fighters are kissed goodbye – many for the last time.

Statistics

STR 10 CON 10 AGI 3 DEX 0 INT 0 WIS 1 CHA 5
DEF 45 (Armor 45), RaDEF 46
Health 615 (30d20 +300)
Damage Resistances Physical, poison
Saves Fort. 10 (+10), Ref. 1.5 (+3), Will. 3 (+5)
Condition Immunities Frightened
Condition Resistances Grappled, paralyzed, sickened, stunned
Speed 8.5m/sec
Action Skills Intimidation 10 (+6), Perception 3 (+1)
Weapon Skills Unarmed 10
Senses Infrared vision, arcane darkvision
Locations Any except air and underground

Passive Abilities

Earthquake. Every time the Behemoth moves, all creatures on the ground within 10 meters of it must succeed on a DR 16 Fort. save or be knocked prone; structures within this radius take 4d6 +10 physical damage.
Siege Monster. The Behemoth deals double damage to objects and structures.
Terrifying Presence. All creatures within 30 meters of the Behemoth that are not allied with it must succeed on a DR 40 Willpower save or be frightened of the Behemoth for the next hour, or only 30 minutes on a Partial Success. A creature that succeeds on this save is immune to this effect for the next 24 hours.

Actions

Fire Breath. Cone (20m), 3s, 10d8+10 burn damage: creatures that take final damage have a percent chance of catching fire equal to the total damage rolled - targets reduced to 0 Health by this attack are killed instantly and burned to ash; recharges after 3d6 seconds.
Ice Breath. Cone (20m), 3s, 10d8+10 freeze damage: creatures that take final damage must succeed on a Fort. save against the total damage rolled or become paralyzed by the cold for one minute (or slowed if they get a Partial Success) - targets reduced to 0 Health by this attack are killed instantly and petrified in ice; recharges after 3d6 seconds.
Poison Breath. Cone (20m), 3s, 10d8+10 poison damage: targets that take >6 final damage from this attack become sickened for one hour (or for one minute if they take <5 final damage) - targets reduced to 0 Health by this attack die horrible, grisly deaths as they vomit blood and bile until they die; recharges after 3d6 seconds.
Roar. Sphere (30m), 6s, 10d6 +10 sonic damage.
Bite. Melee attack, 1 target, 3s, 10d12 +10 physical damage: if this attack deals final damage to the target, the target must succeed on a Fort./Ref. save against the final damage dealt or be restrained by the Behemoth.
Claws. Melee attack (Long, 5m), 1 target, 4s, 10d12+10 physical damage.
Horns. Melee attack (Long, 5m), up to 2 targets, 3s, 10d10+10 physical damage.
Tail. Melee attack (Long, 6m), up to 3 targets, 2s, 10d10+10 physical damage: creatures that take final damage must succeed on a Fort./Ref. save (their choice) against the total damage rolled or be knocked prone.
Swallow. The Behemoth attempts to swallow a creature that is being restrained via its Bite: that creature must succeed on a Fort. save against the Behemoth’s STR check or become blinded, deafened, and restrained as the Behemoth forces it down its throat and into its gut. At the start of each of the swallowed creature’s turns thereafter, it takes 6d10+10 caustic damage as the Behemoth begins to digest it. If the Behemoth takes >181 damage in a single turn, it immediately vomits all swallowed creatures back up. If the Behemoth dies, any swallowed creatures can take 15 seconds to crawl out of it, exiting prone.

Tactics

The Behemoth is a thoughtless being of destruction that will attack whatever it sees until its target is nothing but dust, rubble, or paste.

Treasure

Alchemy Ingredients: Up to 12 Elixir and Poison Ingredients (DR 40: Medicine or Survival)
Armor Materials: Up to 100 lbs. of Monster Hide and Dragon Scale (DR 40: Medicine or Survival)