Boundless

Boundless Bestiary

This bestiary is a conversion of the excellent Cairn 2e Bestiary created by Yochai Gal. The text is licensed under CC-BY-SA 4.0.

This bestiary contains classic high fantasy creatures for games where adventurers delve through dungeons while fantastic beasts soar high in the sky.

Reading Entries

Each creature entry follows this format:

  • HP: Hit Points the creature has before being taken out.
  • HP Armor: Extra HP that absorbs Damage first.
  • Detachment: A large group acting as one (see below).
  • Description: Behavior, traits, and special abilities.
  • Attacks: Listed at the bottom of each entry. Notation like “4 Damage, 2 strikes” means the creature attacks twice and prompts for multiple Saves. “Blast” means the attack hits all nearby targets.

Detachments

Some creatures are marked as detachments. These represent large groups (armies, swarms) or truly massive creatures (dragons, giants). Detachments:

  • Deal damage to groups and can target multiple enemies.
  • Individual attacks against them are impaired (-2 Damage) or impossible.
  • Are immune to single-target abilities or spells (charm, fear, poison, etc.).
  • At 0 HP, they are routed or weakened and will flee if possible.

Creating Your Own Creatures

Use these guidelines to create new creatures:

  1. HP: Fragile (1-3), Average (4-6), Tough (7-10), Mighty (11-15), Legendary (16+)
  2. Armor: Light (2 HP), Medium (4 HP), Heavy (6 HP)
  3. Damage: Light (2), Medium (3-4), Heavy (5-6)
  4. Special Abilities: Add one or two that make the creature memorable.

Creatures

Monster Categories

Roll 2D: first for the table (1-2, 3-4, or 5-6), then for the row (1-6).

Table: 1-2

1DGroup
1Avian: Phoenix, Roc, Wyvern
2Construct: Bone Construct, Cobblehounds, Gargoyle
3Giant: Ettin, Sky Giant, Storm Giant, Titan
4Hybrid: Centaur, Manticore, Minotaur, Owlbear
5Magical: Blink Dog, Warp Panther, Water Elemental
6Shape Shifter: Swine Thing, Werewolf

Table: 3-4

1DGroup
1Beast: Blood Elk, Grizzly Bear, Killer Bees, Night Cat, Viper, Wolf
2Demon & Extraplanar: Eye of Terror, Hellhound, Mind Lasher, Nightmare
3Goblinoid: Bugbear, Goblin, Hobgoblin, Ogre, Root Goblin, Troll, Wood Troll
4Insectoid: Aranea, Burrowing Horror, Cave Locust, Giant Scorpion
5Mythical: Banshee, Griffon, Harpy, Hydra, Lamia, Unicorn
6Undead & Incorporeal: Crypt Guardian, Ghost, Ghoul, Invisible Stalker, Lich, Mummy, Shadow, Skeleton, Vampire, Wight, Zombie

Table: 5-6

1DGroup
1Behemoth: Green Dragon, Purple Worm
2Fey: Boggart, Dryad, Frost Elf, Night Hag, Pixie, Red Cap, Sea Hag, Will-o-Wisp
3Humanoid: Acolyte, Bandit, Frost Elf, Gnoll, Hooded Men, Triton
4Lizard: Basilisk, Hydra, Kobold, Naga, Reptilian
5Plant: Creeping Vines, Root Witch, Shambling Mound, Treant
6Unusual: Gelatinous Ooze, Mimic, Rust Monster, Warrior Snail

Acolyte

4 HP, 2 HP Armor

Holy servants bound to a particular deity. Typically travel in groups of four or more.

  • Carry a holy symbol (Ward once per day).
  • Attacks
    • Ceremonial dagger: 3 Damage

Aranea

6 HP

Enormous spiders with greenish-black skin and large brains. Can shape shift into human form at will.

  • Conduct their magical research in dark, web-filled caverns. Carry the Charm and Command spellbooks at all times.
  • Fire damage against Aranea is enhanced (+2 Damage).
  • Attacks
    • Bite: 4 Damage

Bandit

4 HP, 2 HP Armor

Outlaws who raid settlements, attack ships, or ambush travelers. Groups of four or more are a detachment.

  • A detachment always travels with one leader wearing chain mail or similar (4 HP Armor) and a long sword (5 Damage) or crossbow (4 Damage).
  • Loyal: If half their numbers are taken down, make a Fortune Roll (4D) to see if the rest flees. If the leader dies, the others will flee immediately.
  • Attacks
    • Short sword: 3 Damage
    • Short bow: 3 Damage

Banshee

8 HP

Incorporeal spirits that linger long after death to haunt the living.

  • Unharmed by cold, heat, or the elements. Iron weapon damage is enhanced (+2 Damage).
  • Attacks
    • Ghostly touch: 4 Damage
    • Wail: anyone in earshot makes a Save or gains an “unconscious” Condition

Basilisk

10 HP, 2 HP Armor

Long, serpentine lizards that nest deep below the earth or in brambles just underfoot.

  • Fighting a Basilisk without meeting its gaze is difficult. Attacks facing it are impaired (-2 Damage).
  • Attacks
    • Bite: 5 Damage
    • Gaze: a target facing the Basilisk is slowly petrified from the bottom up. Roll 3D, they are completely frozen in a number of rounds equal to Hits + 1. An antidote can be brewed from the Basilisk’s gizzards. The creature’s reflection is harmless

5 HP

Teleporting canines in service of a powerful master.

  • Can phase out of reality at will. Melee attacks against them are impaired (-2 Damage).
  • Attacks
    • Bite: 3 Damage

Blood Elk

4 HP

Born from violence resulting from a greedy or selfish act.

  • Kill their victims for sustenance, but gains no succor. They are always hungry.
  • Attacks
    • Horns: 4 Damage
    • Failed Critical Save (Strength): gores its victims by ripping out their entrails

Boggart

3 HP

Wild, hairy tricksters that prize shiny trinkets above coin.

  • Boggarts have true names that describe their true nature. Knowing these names gives a person control over them.
  • The Boggart can bring objects to life, sow confusion, create magical disguises, use telekinesis, and teleport.

Bone Construct

8 HP, 6 HP Armor, detachment

Gigantic, four-armed constructs made of bone and sorcery.

  • Mindless guardians that stand ready to attack any creature other than their creator.
  • Attacks
    • Sharpened arms: 4 Damage, 2 strikes

Bugbear

8 HP, 2 HP Armor

Large, goblin-like creatures covered in fur.

  • Prefer stealth and trickery to gain an advantage.
  • Often command parties of like creatures (typically goblins).
  • Attacks
    • Club: 4 Damage

Burrowing Horror

6 HP, 2 HP Armor

Huge insectoids with multiple legs and shiny black eyes. Subsist from dirt, roots, and flesh.

  • Burrow just beneath surfaces to ambush unsuspecting creatures.
  • Attacks
    • Bite: 5 Damage
    • Acid squirt: 4 Damage, blast
    • Failed Critical Save (Strength): target loses a body part. Roll 2D: 0 Hits is the Head, 1 Hit is a Leg, 2 Hits is an Arm

Cave Locust

2 HP

Giant plant-eating crickets that dwell in caves. Immune to most types of poison.

  • Their natural coloration allows them to blend in with the stone. They emit loud shrieks when threatened.
  • Attacks
    • Bite: 3 Damage

Centaur

6 HP, 2 HP Armor

Creatures with the lower body and legs of a horse, but a humanoid upper body.

  • Rarely found alone, preferring the company of their own.
  • Attacks
    • Spear: 4 Damage
    • Short bow: 3 Damage

Cobblehounds

12 HP, 4 HP Armor

Immobile constructs typically used as guardians to great tombs or artifacts.

  • Unaffected by mundane persuasion techniques, but love a good bone.
  • Attacks
    • Bite: 5 Damage

Creeping Vines

8 HP

Appear as an inert, typical vine. Attacks passing creatures to use their corpses as fertilizer.

  • Attacks
    • Vines: 2 Damage, blast
    • Failed Critical Save (Strength): target is pulled into the air where they asphyxiate. Roll 2D, they die in a number of minutes equal to Hits + 1.

Crypt Guardian

12 HP

Animated skeletons clothed in billowing robes. Their eye sockets are hypnotically red. Defend crypts and tombs, but will not attack if left undisturbed.

  • Non-magical attacks against them are impaired (-2 Damage).
  • Can teleport any target in eyesight to a random room nearby.
  • Attacks
    • Ethereal claws: 4 Damage, 2 strikes

Dryad

4 HP

Shy, protective tree spirits that manifest as beautiful, green-skinned humanoids.

  • Unable to travel far from the tree they are bound to. They perish if the tree is destroyed.
  • Attacks
    • Knotted arms: 3 Damage
    • Befuddle: target gains a “confused” Condition, gradually moving further and further away from the host tree; Willpower Check once per round to break free

Ettin

10 HP

The two-headed kin of giants. Prefer caves and underground hovels.

  • Cannot be surprised.
  • Attacks
    • Club: 5 Damage

Eye of Terror

15 HP

Floating spheres with large mouths, enormous eyes, and several small eyes set atop long stalks.

  • They are highly intelligent, intensely greedy, and completely insane.
  • Spells used against them always slip out of control and require a Save to contain it.
  • Attacks
    • Bite: 4 Damage
    • Spells: Charm, Phobia, Telekinesis, Sleep, Shuffle, Vision.

Frost Elf

14 HP, 2 HP Armor

Beautiful, amoral, and long-lived.

  • Resistant to most forms of magic.
  • Attacks
    • Icicle dagger: 3 Damage
    • Spells: Sleep, Teleport, Detect Magic

Gargoyle

8 HP, 6 HP Armor

Magical, slow-moving statues of monstrous winged creatures, typically employed as guards or watchdogs.

  • Prowl at nights but fear the day, when the sun’s light freezes them in place.
  • Immune to charms and magical sleep.
  • Attacks
    • Claws: 4 Damage, 2 strikes

Gelatinous Ooze

8 HP, 2 HP Armor

Large shapeless masses of transparent jelly. Mindlessly hunt for food in dungeons and underground caverns.

  • Attacks
    • Devouring touch: 4 Damage
    • Failed Critical Save (Strength): target is engulfed. Roll 3D, they are consumed in a number of rounds equal to Hits + 1 unless freed

Ghost

8 HP

Incorporeal spirits of the restless dead, vulnerable only to magic and specific anointed rites.

  • Attacks
    • Life drain: 3 Damage
    • Failed Critical Save (Willpower): target possessed, acting only on behalf of the ghost’s whims

Ghoul

6 HP

Grey-skinned man-things wearing shredded clothes that crave only the flesh of the living.

  • Attacks
    • Elongated claws: 3 Damage, 2 strikes
    • Failed Critical Save (Strength): target gains an “infected” Condition from their necrotic wound. Roll 4D, they die in a number of days equal to Hits + 1 unless treated by a priest or skilled healer. If the body is not burned it later rises as a Ghoul as well

Giant Scorpion

8 HP, 2 HP Armor

Horse-sized arachnids commonly found in dry terrain or caverns.

  • Attacks
    • Claws: 5 Damage, 2 strikes
    • Stinger: 3 Damage
    • Failed Critical Save (Strength): target gains a “poisoned (necrotic)” Condition as the venom liquefies their insides and permanently reduces their Strength score by 1.

Gnoll

6 HP, 2 HP Armor

Ferocious humanoid hyenas spawned from arcane experiments long ago.

  • Deadly warriors, they attack as a pack (as detachment) or on their own.
  • Attacks
    • Spear: 4 Damage

Goblin

4 HP

Small, grotesque humanoids with skin in earthly tones of green, brown, and grey.

  • Avoid combat, only attacking when advantageous, using hit-and-run tactics.
  • Sometimes are found using dire wolves as mounts.
  • Attacks
    • Dagger: 3 Damage
    • Sling: 3 Damage

Green Dragon

12 HP, 6 HP Armor, detachment

Forest-dwelling snakes topped with tall green scales. Collect great hoards of treasure.

  • Use intelligence and cunning to manipulate the weak into their service.
  • Attacks
    • Bite: 6 Damage
    • Chlorine Gas: anyone nearby must make a Save to escape its reach or lose 3 HP and gain a “deprived” Condition

Griffon

7 HP, detachment

Ravenous hybrids, with the head and wings of an eagle and the lower body of a lion.

  • Can be used as mounts if taken young and properly trained.
  • Fly and attack at astonishing speeds, diving in to scoop up their prey.
  • Attacks
    • Claws: 3 Damage, 2 strikes
    • Failed Critical Save (Strength): tears flesh and bone from its victim with its razor-sharp beak

Grizzly Bear

6 HP

Reddish-brown bears commonly found in mountains, woodlands, and prairies.

  • Prefer to eat fish and meat, and will attack the rare unfortunate who crosses their path.
  • Attacks
    • Claws: 4 Damage, 2 strikes
    • Failed Critical Save (Strength): target gains a “bleeding” Condition. Roll 4D, they bleed out in a number of rounds equal to Hits + 1 unless bandaged

Harpy

8 HP

Hideous monstrosities with the body of a giant eagle and a humanoid head.

  • Their movements and flight are clumsy due to their disproportionate size. Rely on charmed victims to do anything of note.
  • Attacks
    • Claws: 3 Damage, 2 strikes
    • Song: anyone nearby must make a Save or gain a “charmed” Condition, following the harpy and defending it from any threat

Hellhound

8 HP

Monstrous, intelligent dogs that dwell near volcanoes.

  • Immune to fire and heat damage. Hot enough to melt iron simply by biting it.
  • Attacks
    • Bite: 4 Damage
    • Fire breath: 3 Damage, blast

Hobgoblin

6 HP, 4 HP Armor

Large and burly relatives of goblins. Dwell in underground fortresses until called for war.

  • Trained to fight together. Damage dealt is enhanced (+2 Damage) if an ally is also engaged with the same enemy.
  • Will fight to the death if their commander is fighthing alongside them.
  • Attacks
    • Mace: 4 Damage

Hooded Men

12 HP

The Watchers of the Wood; a cult that derive their power from leylines, rune stones, and the like.

  • Attacks
    • Leystaff: 4 Damage
    • Failed Critical Save (Willpower): leeches a part of the victim’s soul. They gain a “soul-drained” Condition and feel hollow and weakened
    • Spells: Charm, Hypnotize, Push/Pull, Shield

Hydra

12 HP, 4 HP Armor, detachment

Large reptilians with nine serpentine heads. Very difficult to throw off once their quarry is detected.

  • At 0 HP, the hydra loses one head. It then continues fighting until no heads remain loosing more heads after each successive hit.
  • Attacks
    • Bite: 6 Damage, blast

Invisible Stalker

8 HP

Intelligent beings shaped into reality by a powerful wizard. Completely invisible and silent.

  • Attacks damage to Armor first and then immediately trigger Attribute Saves (Strength), skipping HP.
  • Attacks
    • Fists: 1 Damage, 2 strikes

Killer Bees

6 HP, detachment

Oversized bees that build underground hives. Hyper-aggressive, attack anything that comes near.

  • Produce special honey that heals 3 HP. 3 uses.
  • Attacks
    • Sting: 3 Damage. Stingers lodge into the target, who gains a “stung” Condition that deals 2 Damage each round until removed

Kobold

3 HP

Hairless humanoids with canine-like features and scaly skin. Can see perfectly in the dark, but are harmed by direct sunlight.

  • Use traps and ambush to defeat opponents. Often act in service of more powerful creatures.
  • Attacks
    • Bite: 3 Damage
    • Spear: 4 Damage

Lamia

6 HP

Centaur-like creatures that prey on the life force of others, seducing their victims through heightened charm and intelligence. Their upper bodies are typically humanoid, the lower half any number of animal hybrids.

  • Inherently magical. Can create illusions, charm creatures, and disguise themselves at will.
  • Attacks
    • Toothy bite: 4 Damage
    • Failed Critical Save (Willpower): target gains an “enthralled” Condition as their spirit is slowly sapped away and becomes enthralled to the Lamia, obeying its every command while in its presence

Lich

14 HP, 2 HP Armor

Powerful sorcerers that paid the ultimate price for immortality: their own life. Now their thirst for power knows no bounds.

  • Maintain unlife by binding themselves to an earthly artifact, which is typically protected by at least 1D other undead servants.
  • Attacks
    • Soul dagger: 4 Damage
    • Spells (up to 6): Animate Object, Arcane Eye, Deafen, Disassemble, Elemental Wall, Frenzy, Gate, Hover, Hatred, Identify Owner, Knock, Pacify, Raise Dead, Raise Spirit, Shield, Sleep, Smoke Form, Telekinesis, Telepathy, Teleport, Vision, Wizard Mark

Manticore

6 HP

Spiteful monstrosities that wear a humanoid face, a lion’s body, wings of a bat, and a scorpion’s tail. Dwell in mountainous regions, abandoned castles, and forgotten dungeons.

  • Tail spikes act like darts, regrowing after a few days. A single spike is worth 150gp to a collector.
  • Attacks
    • Claws: 3 Damage, 2 strikes
    • Tail spike: 4 Damage, ranged
    • Failed Critical Save (Willpower): target gains a “deprived” Condition until they get a good night’s sleep. Until then, they act boorish, selfish, and cruel (or more so, if that already is their nature)

Mimic

9 HP, 4 HP Armor

Malicious shape shifters that take on the form of inanimate objects commonly found in dungeons.

  • Remain motionless while in disguise, surprising anyone that comes near.
  • The mimic’s saliva is extremely sticky and difficult to remove. Alchemists will pay up to 150gp for even the smallest vial.
  • Attacks
    • Bite: 4 Damage, adhesive; if the attack lands, the target is stuck until freed, usually requiring a Strength Check.

Mind Lasher

12 HP

Humanoid creatures with purple skin and squid-like heads. Dwell deep underground or in spacefaring vessels. Feed on the brains of other humanoids, absorbing their memories and life essence. Highly intelligent, but evil beyond belief.

  • Attacks
    • Tentacles: 3 Damage, blast
    • Mind Blast: nearby targets must make a Save or gain a “paralyzed” Condition
    • Failed Critical Save (Strength): a tentacle rips the victim’s brain out of their skull

Minotaur

12 HP, 2 HP Armor

Large humanoids (typically male) with the head of a bull. Dwell in mazes or dungeons.

  • Extraordinary trackers with an excellent sense of smell and navigation skills.
  • Attacks
    • Two-handed axe: 5 Damage
    • Charge: 6 Damage

Mummy

6 HP

Undead humanoids wrapped in funerary cloth. Found in pyramids, ruins, temples, and tombs.

  • Attacks
    • Necrotic touch: 5 Damage
    • Failed Critical Save (Strength): target gains an “infected (mummy rot)” Condition and is unable to recover until cured by a specialist healer

Naga

6 HP, 2 HP Armor

Humanoids with the lower body, tail, and neck of snakes. Dwell in hot jungles and temples lost to time.

  • Use cunning and hypnosis to capture other creatures to be enslaved.
  • Attacks
    • Sword: 3 Damage
    • Bite: 5 Damage
    • Gaze: target facing the Naga must make a Save or gain a “hypnotized” Condition, falling under its will; its victims cannot be compelled to violence

Night Cat

6 HP

Intelligent, nocturnal marsupials that make their homes in forests and swamps. Hunt in packs.

  • Attacks
    • Claws: 3 Damage, 2 strikes
    • Failed Critical Save (Strength): the Night Cat begins to eat the target while they are still alive

Night Hag

8 HP

Hideous old women that dwell in dead forests, swamps, and bogs.

  • Attacks
    • Talons: 4 Damage, 2 strikes
    • Spells (3): Arcane Eye, Disguise, Fog Cloud, Identify Owner, Smoke Form

Nightmare

8 HP

Intelligent, demonic horses with eyes like burning coals, smoldering nostrils, and flaming hooves.

  • Melee attacks against the Nightmare are impaired (-2 Damage) due to the thick clouds of smoke it produces.
  • Attacks
    • Flaming hooves: 4 Damage, 2 strikes

Ogre

6 HP, 2 HP Armor

Massive, gluttonous brutes of ill-spirit and low intelligence.

  • Easily impressed by shiny materials, keeping sacks of gold and treasure in their lairs.
  • Attacks
    • Club: 5 Damage

Owlbear

9 HP

Bear-like carnivores with the face of an owl. Found in dense forests. Rumored spawn of a magical mishap.

  • Attacks
    • Beak: 5 Damage
    • Claws: 4 Damage, 2 strikes
    • Failed Critical Save (Strength): Roll 4D, each Hit rents or destroys a random Item in a Slot

Phoenix

4 HP

Intelligent, hawk-like spirits of pure flame, found in isolated deserts and high mountains.

  • If killed, they explode in a burst of flames dealding 5 Damage. They are reborn from the ashes. Roll 3D, they are reborn in a number of days equal to Hits + 1.
  • Their feathers are highly-sought after for their healing properties.
  • Attacks
    • Talons: 5 Damage, 2 strikes

Pixie

3 HP

Tiny humanoids with insectoid wings. Naturally invisible.

  • Attacks
    • Spells: Sleep, Masquerade

Purple Worm

18 HP, 2 HP Armor, detachment

Gargantuan worms that lair in enormous burrows deep underground, only coming to the surface to eat. Found in high deserts and hot tundra.

  • Attacks
    • Bite: 6 Damage
    • Failed Critical Save (Strength): the target is devoured and dissolved in the worm’s stomach

Red Cap

6 HP

Born from blood left to rot in the land of Fairy. Their hats are a deep red from the blood they bathe in.

  • Ignore those with little to live for, as there is no pleasure in their murder.
  • Attacks
    • Dual sickles: 3 Damage, 2 strikes
    • Failed Critical Save (Strength): target is eviscerated, the spray of their blood restoring all of the Red Cap’s HP

Reptilian

5 HP, 2 HP Armor

Amphibian humanoids that live in large tribes near swamps and jungles.

  • Craft their armor and weapons from the bones of their prey. They will eat anything, including humanoids.
  • Attacks
    • Bone spear: 4 Damage

Root Goblin

4 HP

Avoid combat unless they have the advantage (such as greater numbers).

  • Guard their stolen goods to the death.
  • Root Goblins prize spellbooks and are always willing to trade.
  • Attacks
    • Spear: 3 Damage

Root Witch

8 HP

Excellent tunnelers that hide underground near water. Wiggle tiny fronds into the air as lures.

  • Above-ground, appear vaguely humanoid with the face of a rotted tree stump.
  • Will exchange rare minerals for a “fresh corpse” of any kind.
  • Attacks
    • Tuber-fingers: 3 Damage

Rust Monster

5 HP

Armadillo-like creatures with club-like tails and long antennae. Feed on iron and rusted metal.

  • Any mundane metals their antennae touch instantly become rust. Can smell metal from a long distance away.
  • Attacks
    • Bite: 3 Damage
    • Antennae: metal armor rusts into useless weight

Sea Hag

6 HP

Ghostly, green-skinned hags that dwell in seaweed forests and warm shallow waters.

  • Immune to magic from spellbooks.
  • Attacks
    • Long claws: 3 Damage, 2 strikes
    • Hideous Gaze: target gains a “frightened” Condition and is paralyzed with fear; Willpower Check each round to break the spell

Shadow

14 HP

Incorporeal monsters that look like animated shadows. Unharmed by mundane attacks, sleep or mind control.

  • Attacks
    • Draining touch: 3 Damage, ignores armor
    • Failed Critical Save (Strength): target’s life force fades. If reduced to 0 Strength, they become a shadow as well.

Shambling Mound

9 HP, detachment

Tall humanoids made of slimy vegetation. Dwell in dark swamps and damp undergrounds.

  • Attacks
    • Tendrils: 4 Damage, 2 strikes
    • Failed Critical Save (Strength): target is swallowed whole and dragged away

Skeleton

5 HP, 2 HP Armor

Frequently found serving a master or necromancer, often in groups of 3 or more.

  • Found wearing whatever was on them at the time of their death.
  • If a skeleton is killed and its bones are not scattered, it reforms the next round.
  • Attacks
    • Rusty sword: 3 Damage
    • Bow: 3 Damage

Sky Giant

12 HP, 2 HP Armor, detachment

Towering, white-skinned giants that live in castles high in the mountains.

  • Ranged attacks against them are impaired (-2 Damage) due to the powerful winds surrounding them.
  • Attacks
    • Mace: 5 Damage

Sphinx

18 HP

Mythical beasts with the upper body and head of a human, the wings of an eagle, and the body of a lion. Immune to magic of any kind.

  • Poses riddles to anyone they meet. Failure to answer correctly is usually met with death. They know almost everything worth knowing.
  • Attacks
    • Claws: 4 Damage, 2 strikes, blast
    • Beak: 5 Damage
    • Roar: anyone in earshot must make a Save or gain a “frightened” Condition and flee

Storm Giant

18 HP, 4 HP Armor, detachment

Building-sized humanoids with bronze-hued skin and light-colored hair. Live on the highest mountain peaks and rockiest coastlines.

  • Unharmed by lightning, can summon storm clouds at their will. Can fly with the wind as a their chariot.
  • Attacks
    • Great sword: 6 Damage
    • Thunderclap: 4 Damage against a single target; targets wearing metal armor take 8 Damage

Swine Thing

9 HP

Obese humanoids that transform into massive porcine monstrosities to feast on human flesh.

  • Prefer to hunt in isolated settlements close to forests and wetlands. Can only shapeshift at night.
  • Attacks
    • Gore: 3 Damage, 2 strikes
    • Charm: target obeys the swine’s every command until it is killed; Willpower Check once per round to break free

Titan

18 HP, 6 HP Armor, detachment

Mythical, humanoid giants of radiant beauty and powerfully athletic bodies. Beneficent of character, but prone to megalomania.

  • Natives of other planes of existence, but sometimes have strongholds in the mortal world.
  • Can levitate, shape shift, and sculpt elements at will.
  • Attacks
    • Lightning sword: 6 Damage

Treant

10 HP, 6 HP Armor

Sentient, bipedal trees with a vaguely humanoid face on their trunks. Found in the deepest part of the wood.

  • Speak slowly and ponderously, with a deep voice. Timeless, living for thousands of years.
  • Attacks
    • Roots: 4 Damage, 2 strikes, blast

Triton

6 HP

Aquatic humanoids with silvery skin, blue-green hair, and scaled legs ending in fins. Dwell in warmer waters close to land.

  • Lair in beautiful castles sculpted from sea rock and coral. Command vast schools of fish for both protection and food.
  • Attacks
    • Trident: 4 Damage

Troll

14 HP, 2 HP Armor

Giant, warty humanoids of flesh and bark. Dwell underground or in deep forests, as well as the ruined homes of their former victims. Carnivorous.

  • At 0 HP, a Troll continues fighting despite loss of flesh and limb. Unless their head is bathed in acid, fire, or powerful magic, they will fully regenerate. Roll 4D, they regenerate in a number of days equal to Hits + 1.
  • Attacks
    • Bite: 5 Damage
    • Claws: 4 Damage, 2 strikes

Unicorn

6 HP

Magical horses with a single long horn on their foreheads. Timid, but proud and willful, are seen as divine beings.

  • Their hair is worth a small fortune due to its powerful healing properties.
  • Attacks
    • Horn: 5 Damage, ignores armor

Vampire

12 HP, 2 HP Armor

Charming, undead creatures that drink the blood of mortals. Act at night and sleep in a coffin during the day. Can change into a bat at will.

  • Regeneration: A damaged vampire regains 6 HP when it bites a target that has blood. If killed, it becomes a cloud of gas and retreats to its coffin, reforming at the next nightfall. Can only be killed if exposed to sunlight or if the coffin is destroyed.
  • Attacks
    • Bite: 5 Damage
    • Failed Critical Save (Strength): drains the target’s essence. They die and are raised as a thrall to the vampire

Viper

3 HP

Poisonous snakes often found in caves, pits, and other dark places. An antitoxin can be made from their poison sacs.

  • Use heat and smell to track their victims.
  • Attacks
    • Bite: 3 Damage
    • Failed Critical Save (Strength): target gains a “poisoned” Condition. Roll 6D, they die in a number of hours equal to Hits + 2 without a cure

Warp Panther

8 HP

Grotesque panther-like predators with long razored tentacles growing out of their backs.

  • Resistant to magical attacks. Spells used against them always slip out of control to ignore the panther and require a Save to contain it.
  • Can teleport a short distance away at will. Hate Blink Dogs.
  • Attacks
    • Tentacles: 4 Damage, 2 strikes, blast
    • Bite: 5 Damage

Warrior Snail

4 HP, 4 HP Armor

Giant armored snails with heavy, club-like tentacles.

  • Some species have colorful shells that can reflect magical attacks.
  • Attacks
    • Tentacles: 4 Damage, 2 strikes

Water Elemental

14 HP

Rare spirits of lakes, rivers, and seas.

  • Mundane attacks against the Water Elemental are impaired (-2 Damage).
  • Attacks
    • Spray: 4 Damage
    • Failed Critical Save (Strength): target is enveloped by the water. Roll 3D, they drown in a number of rounds equal to Hits + 1 unless freed

Werewolf

8 HP

Ferocious lycanthropes that can transform into a wolf-shape at will.

  • Mundane attacks are impaired (-2 Damage) against werewolves, but attacks with weapons made of silver are enhanced (+2 Damage).
  • Attacks
    • Claws: 3 Damage, 2 strikes
    • Bite: 4 Damage
    • Failed Critical Save (Strength): target gains an “infected (lycanthropy)” Condition, transforming into a werewolf by the next full moon

Wight

12 HP, 6 HP Armor

Grotesque, fallen warriors, raised from death for ill purpose. Often astride equally nightmarish steeds, leading lesser undead creatures into battle.

  • Attacks
    • Long sword: 5 Damage
    • Failed Critical Save (Strength): any Strength loss is permanent

Will-o-Wisp

3 HP

Nocturnal spirits of cool flame, commonly found in dense woodlands, marshes, and swamps.

  • Known to lead travelers astray, to a corpse, or back home again.

Wolf

6 HP

Large canines that dwell primarily in forest or tundra.

  • Can be trained with effort if captured at a young age.
  • Attacks
    • Bite: 4 Damage

Wood Troll

10 HP

Large humanoids with elongated arms made of bark or root. They live in forests, sharing a deep connection with the vegetation around them.

  • If killed, they will slowly regenerate unless their corpse is taken out of the forest or burned with fire.
  • Attacks
    • Bite: 4 Damage
    • Club: 5 Damage
    • Failed Critical Save (Strength): moss and twigs begin growing out of target’s wounds

Wyvern

11 HP

Large, intelligent, winged reptiles. Dwell in any terrain, but favor dry cliffs.

  • Shy away from other creatures, preferring to silently stalk their targets from afar.
  • Attacks
    • Stinger: 5 Damage
    • Failed Critical Save (Strength): the victim is impaled and held in place. The wyvern then bites their head off

Zombie

2 HP

Re-animated corpses brought back through necromantic ritual or fell influence. Immune to all mind-influencing effects.

  • If not utterly destroyed (by fire, complete dismemberment, etc.), the Zombie will rise again after a few rounds. Roll 2D, they rise in a number of rounds equal to Hits + 1.
  • Attacks
    • Jagged nails: 3 Damage
    • Failed Critical Save (Strength): target gains an “infected” Condition. Without the services of a specialist or healer, they will become a zombie. Roll 4D, they transform in a number of days equal to Hits + 1