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Bestiary

Level 2 Dual Wielding Rogue or Monk

Humanoid - Cloth or leather armor w/ Daggers

Stats

2 Strength

8 Dexterity

2 Stamina

1 Knowledge

0 Arcana

1 Charisma

♥   20/20 HP

➤   Fast Movement

á—œ   2 or 3 Defense

Traits

SKILLS

Escape Restraints

Stealth

Sleight of Hand

PASSIVES

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Abilities

BASIC ATTACK: DAGGERS

1+d4 mainhand, 1+d4 offhand damage (+1d4 damage if backstabbing)

Level 3 Two-Handed Fighter

Humanoid - Plate armor w/ Greatsword

Stats

8 Strength

4 Dexterity

5 Stamina

0 Knowledge

0 Arcana

0 Charisma

♥   20/20 HP

➤   Medium Movement

á—œ   4 Defense

Traits

SKILLS

Climbing

Lifting​

PASSIVES

​

Abilities

BASIC ATTACK: GREATSWORD

4+d8 damage

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T3 CHALLENGING SHOUT (AOE)

Force all enemies nearby to attack you, and doubles their movement speed for one turn.  Enemies may seek distance from you, but may target no other character other than you with offensive abilities.

Level 4 Shieldbearer

Humanoid - Plate armor with Mace and Tower Shield

Stats

6 Strength

4 Dexterity

6 Stamina

0 Knowledge

0 Arcana

2 Charisma

♥   30/30 HP

➤   Medium Movement

á—œ   5 Defense

Traits

SKILLS

Endure Weather

Perception

Grappling

PASSIVES

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Abilities

BASIC ATTACK: MACE

2+d6 damage

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T3 BATTERING RAM (ST)

d6 damage, and stuns the target

Level 4 Whip-wielder

Humanoid - Cloth or leather armor with Whip

Stats

4 Strength

8 Dexterity

3 Stamina

1 Knowledge

0 Arcana

2 Charisma

♥   30/30 HP

➤   Fast Movement

á—œ   2 or 3 Defense

Traits

SKILLS

Seduction

Perception

Grappling

PASSIVES

​

Abilities

BASIC ATTACK: WHIP

2+d6 damage

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T3 TACTICAL WINK (ST, MINOR)

Add +5 to your next attack roll as a Minor action.

Level 4 Giant Honey Badger

Beast

Stats

6 Strength

6 Dexterity

6 Stamina

0 Knowledge

0 Arcana

0 Charisma

♥   30/30 HP

➤   Medium Movement

á—œ   0 Defense

Traits

SKILLS

Perception

Grappling

Digging

PASSIVES

​

Abilities

BASIC ATTACK: CLAW

4+d8 damage​

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T3 BEES! (ST)

4+2d8, spits bees at the target. Note: devastating against lower levels due to their small hit point pools.

Level 5 Knight

Humanoid - Tower shield, Epic Longsword, and +1 Plate armor

Stats

7 Strength

3 Dexterity

5 Stamina

2 Knowledge

0 Arcana

4 Charisma

♥   30/30 HP

➤   Low Movement

á—œ   7 Defense

Traits

SKILLS

Persuasion

Intimidation

Perception

Lifting

Endure Weather

PASSIVES

​

Protector: Gain +2 to attack rolls if an adjacent ally takes damage.

Abilities

BASIC ATTACK: LONGSWORD

3+d6 Longsword

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T3 CHALLENGING SHOUT (AOE, MINOR)

Force all enemies nearby to attack you, and doubles their movement speed for one turn.  Enemies may seek distance from you, but may target no other character other than you with offensive abilities.

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T2 CONCUSSION BLOW (ST)

3+d6 damage, and stun the target for one turn.

Level 5 Drowned Sailor

Humanoid - Cloth armor, dual wielding +1 cutlasses

Stats

3 Strength

3 Dexterity

3 Stamina

0 Knowledge

0 Arcana

0 Charisma

♥   30/30 HP

➤   Low Movement

á—œ   2 Defense

Traits

SKILLS

N/A

PASSIVES

Abilities

BASIC ATTACK: CUTLASSES

2+d6 mainhand, 2+d6 offhand 

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T3 REAP THE WHIRLWIND (AOE)

2+d6 mainhand, d6 offhand

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T2 SLASH 'EM TO RUBBONS (ST)

8+d6 mainhand, 2+d6 offhand

Note: Drowned minions of Kog'sumoth (a kraken) are shadows of what they were in life. Not quite undead, not quite alive either, they are thralls under his control. They have no skills and very low stats, but deal respectable damage.

Level 5 Drowned Ranger or Stowaway

Humanoid - Cloth armor, wielding a shortbow

Stats

3 Strength

3 Dexterity

3 Stamina

0 Knowledge

0 Arcana

0 Charisma

♥   30/30 HP

➤   Low Movement

á—œ   1 Defense

Traits

SKILLS

N/A

PASSIVES

Abilities

BASIC ATTACK: SHORTBOW

2+d8

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T3 TACTICAL RETREAT

Leap 1.5x your movement speed

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T2 I HAVE THE HIGH GROUND (ST)

4+2d8 damage

Level 5 Undead Rogue / Thief

Undead - Unarmored, wielding two short swords

Stats

4 Strength

8 Dexterity

8 Stamina

0 Knowledge

0 Arcana

0 Charisma

♥   30/30 HP

➤   Low Movement

á—œ   1 Defense

Traits

SKILLS

N/A

PASSIVES

Abilities

BASIC ATTACK: SHORTSWORDS

1+d6 mainhand, 1+d6 offhand

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T3 ROLL THE BONES, MINOR

Roll a d6. On evens, gain +5 to your next attack roll. On odds, gain +7 critical strike chance to your next attack roll. (Minor action)

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T2 CONCUSSION BLOW

1+d6 mainhand, 1+d6 offhand damage, and stuns the target for one turn

Level 5 Undead Mage / Healer

Undead - Cloth armor

Stats

4 Strength

4 Dexterity

4 Stamina

0 Knowledge

8 Arcana

0 Charisma

♥   30/30 HP

➤   Low Movement

á—œ   2 Defense

Traits

SKILLS

N/A

PASSIVES

Abilities

BASIC ATTACK: NECROTIC BOLT

2+d8 damage

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T3 VORTEX (AOE)

3+d6 damage, and sucks all targets to the center of the vortex

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T2 SONG OF SOULS (AOE)

All nearby allies regain 7+d6 hit points

Note: "All allies" includes the caster

Level 2 Archer or Ranger

Humanoid - Cloth or leather armor w/ Longbow

Stats

2 Strength

6 Dexterity

1 Stamina

5 Knowledge

0 Arcana

0 Charisma

♥   20/20 HP

➤   Medium Movement

á—œ   2 or 3 Defense

Traits

SKILLS

Survival

Stealth

Perception

PASSIVES

​

​

Abilities

BASIC ATTACK: LONGBOW

1d8 damage, ranged (+ long distance bonus damage if applicable)

Level 3 Basic Healer

Humanoid - Cloth or unarmored

Stats

0 Strength

0 Dexterity

1 Stamina

5 Knowledge

6 Arcana

4 Charisma

♥   20/20 HP

➤   Slow Movement

á—œ   1 or 2 Defense

Traits

SKILLS

First Aid​

Perception

PASSIVES

​

Abilities

BASIC ATTACK: MAGICBOLT

1+d6 damage, ranged

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T3 MEND (ST)

1+d6 healing to target

Level 3 Sylph Variants

Air Sprite - Cloth armor

Stats

1 Strength

4 Dexterity

2 Stamina

1 Knowledge

6 Arcana

6 Charisma

♥   20/20 HP

➤   Fast Movement

á—œ   2 Defense

Traits

SKILLS

Persuasion

Endure Weather

Escape Restraints

Detect Magic

Dispel Magic

PASSIVES

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Child of Wind: Floats constantly, flies, weighs nothing at all, immune to wind and shadow magic

​

Morpheus Form: When critically struck, splits in two. Each half has 1/2 of the current hit points, and deals 1d4+1 with their basic attacks. Can no longer use tier abilities.

Abilities

BASIC ATTACK: ZEPHYR

1d6+1 damage, ranged

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T3 (TRICKSTER VARIANT): DAZZLING DISPLAY (AOE)

d6 damage. Characters who specialize in radiant magic can roll an Arcana check, DC 8, to avoid being blinded.

​

T3 (STORMRAGE VARIANT): TORNADO (ST)

4+2d6 damage, and deals 5 healing to a nearby ally. Spins the target and disorients them, while draining their life essence.

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T3 (STRIKER VARIANT): FADE AWAY (UTILITY)

Become invisible for one turn.

Note: The different Tier abilities go with different creatures. Each level 3 Sylph can only have one of the above Tier abilities. They are simply displayed on the same statblock for simplicity's sake; every Sylph has the same baseline stats and traits.

Level 5 Mage or Warlock

Humanoid - Unarmored or cloth

Stats

0 Strength

1 Dexterity

2 Stamina

6 Knowledge

8 Arcana

3 Charisma

♥   30/30 HP

➤   Slow Movement

á—œ   0 or 2 Defense

Traits

SKILLS

Seduction

Perception

Grappling

PASSIVES

​

Abilities

BASIC ATTACK: FIREBOLT

2+d8 damage, ranged

​

T3 FLIGHT (UTILITY)

Sprout wings and fly 1.5x your regular movement speed.

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T2 FIREBOMB (AOE)

4+d6 damage

Level 4 Giant Scorpion

Beast, covered in thick carapace

Stats

6 Strength

6 Dexterity

6 Stamina

0 Knowledge

0 Arcana

0 Charisma

♥   30/30 HP

➤   Medium Movement

á—œ   4 Defense

Traits

SKILLS

Perception

Grappling

Digging

PASSIVES

​

Abilities

BASIC ATTACK: PINCERS

3+d10​

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T3 STING (ST)

3+d6 damage, and the target rolls a DC10 Stamina check. On failure, the venom paralyzes them for one turn.

Level 5 Tidemage

Humanoid - Cloth armor

Stats

3 Strength

3 Dexterity

1 Stamina

5 Knowledge

8 Arcana

1 Charisma

♥   30/30 HP

➤   Low Movement

á—œ   2 Defense

Traits

SKILLS

Identify Magic

Dispel Magic

Climbing

Swimming

PASSIVES

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Foresight: After seeing an enemy cast a spell once, all subsequent uses of that spell take a -2 penalty to their attack rolls to hit this Tidemage. Excludes basic attacks.

Abilities

BASIC ATTACK: WATERBOLT

3+d6, ranged

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T3 WHIRLPOOL (AOE)

3+d6 water damage, and enemies are all pulled to the center of the whirlpool and rooted for 1 turn.

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T2 FAVORABLE WINDS (AOE UTILITY)

The Tidemage conjures galeforce winds that double all ally movement speed for 2 turns. Allies can leap 2x their movement speed as a minor action while Favorable Winds is active.

Level 5 Drowned Whalecatcher

Humanoid - Cloth armor, wielding a harpoon

Stats

3 Strength

3 Dexterity

3 Stamina

0 Knowledge

0 Arcana

0 Charisma

♥   30/30 HP

➤   Low Movement

á—œ   1 Defense

Traits

SKILLS

N/A

PASSIVES

Abilities

BASIC ATTACK: HARPOON

3+d10

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T3 STICK 'EM 'TWEEN THE RIBS (ST)

5+d10 damage

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T2 WINDING UP THE KILLING BLOW (ST)

Add 9+d10 to your next attack

Note: Winding Up the Killing Blow is devastating to parties without healers or serious control options. It hits very heavily.

Level 5 Drowned Marine or Soldier

Humanoid - Cloth armor, wielding a 2h greatsword

Stats

3 Strength

3 Dexterity

3 Stamina

0 Knowledge

0 Arcana

0 Charisma

♥   30/30 HP

➤   Low Movement

á—œ   1 Defense

Traits

SKILLS

N/A

PASSIVES

Abilities

BASIC ATTACK: GREATSWORD

4+d8 damage

​

T3 TACTICIAN, MINOR 

Add +5 to your next attack roll (Minor action)

​

T2 HACK TO PIECES (ST)

7+d8, and the target is slowed

Level 5 Undead Anti-Healer / Plaguebringer

Undead - Cloth armor, wielding a longsword

Stats

4 Strength

8 Dexterity

8 Stamina

0 Knowledge

0 Arcana

0 Charisma

♥   30/30 HP

➤   Low Movement

á—œ   2 Defense

Traits

SKILLS

N/A

PASSIVES

Abilities

BASIC ATTACK: LONGSWORD

4+d6 damage (wielding the longsword 2h)

​

T3 FESTERING WOUND

The next basic attack that strikes causes a nasty infection, dealing 2+d6 / 2+d6 / 5+2d6 damage

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T2 MORTAL STRIKE (ST)

7+d6 damage, and the target cannot be healed for one turn.

Note: Wielding a 1h weapon in both hands increases its damage by +3, which is why the Longsword deals 4+d6 damage. Additionally, abilities written like 2+d6 / 2+d6 / 5+2d6 are damage-over-time; that is, they deal 2+d6 damage immediately, 2+d6 damage at the start of the caster's next turn, and 5+2d6 damage at the start of the caster's third turn. If the caster dies before the damage is completed, the damage is instead taken at the start of the target's turn.

© 2023 by Victoria McKinnon

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