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Bestiary

Level 10 Poisonous Flying Stingray

Beast

Stats

7 Strength

8 Dexterity

7 Stamina

3 Knowledge

0 Arcana

0 Charisma

♥   70/70 HP

➤   Fast Movement

á—œ   1 Defense

Traits

SKILLS

 

PASSIVES

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Abilities

BASIC ATTACK: BATTER

4+d10 damage​

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T3 POISON SPIT 

Any healing effects on the target gained from spells, potions, or other effects instead deal damage for the next one or two turns.

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T3 STING (ST)

3+1d8 / 3+1d8 / 5+2d8 poison damage

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T2 WINGSLAP (ST)

10+d10 damage

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T2 RAM (ST)

The Ray charges a target up to 1.5x its movement speed away, stunning and knocking them back 10 feet.

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T1 DEATH THROES (AOE)

The Ray expels poison from vents on its body and dies. This triggers on death, or may be used early. 17 poison damage AOE.

Level 10 Charm/Necrotic Damage Mage

Humanoid, Rare cloth armor

Stats

1 Strength

4 Dexterity

3 Stamina

7 Knowledge

10 Arcana

8 Charisma

♥   60/60 HP

➤   Medium Movement

á—œ   3 Defense

Traits

SKILLS

Identify Magic

Dispel Magic

Detect Magic

Persuasion

Seduction

PASSIVES

Combat Passive -- Leech: When she falls under half hp, the mage gains lifesteel and heals herself 1d4 every time she hits an enemy with necrotic damage.

Abilities

BASIC ATTACK: NECROTIC BOLT

6+d6 damage​

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T3 HEARTRENDER (ST)

3 + 2d6 damage, healing is ineffective for 1 turn on the target

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T3 WICKED LUST (ST)

Charm target falls hopelessly in love with the caster for one turn. Target aids caster in any way possible, but won’t expend tier abilities to do so

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T2 ENTRANCE (UTILITY)

Beguile all enemies, giving -5 to all attacks for one turn

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T2 BALEFUL BOLT (ST)

7 + 2d6 necrotic damage

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T1 SIPHON LIFE

20 hp dealt to the target, heals the mage for 11

Level 10 Bone Serpent Variants

Bone golem

Stats

10 Strength

8 Dexterity

6 Stamina

0 Knowledge

0 Arcana

0 Charisma

♥   100/100 HP

➤   Slow Movement

á—œ   5 Defense

Traits

SKILLS

Climbing

Swimming

Grappling

Squeezing

PASSIVES

Racial Passive -- Grotesque Creation: The serpent is immune to necrotic, poison, and psychic damage. When taking necrotic damage, it heals.

Abilities

All serpents share the same T3 ability:

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T3: Encase: The serpent’s ribcage opens up, and it attempts to enclose a creature inside with a +5 bonus to its grapple check. On success, the creature is contained inside and takes 2d6 piercing damage per turn. While inside, the serpent trapping it cannot attack that target, and the target rolls with disadvantage.

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Cunning Serpent Variant (Anti-healer, debuffer)

T3: Encase.

T3: Terrifying Scream: Frightens nearby enemies.

T2: Necrotic Bolt: 5+2d8 damage

T2: Necrosis: Any healing effects on the target gained from spells, potions, or other effects instead deal damage for the next two turns. Can be used as a Minor action.

T1: Necrotic Scream: Enemies can’t heal for two turns, and healing instead deals damage.

 

Vicious Serpent Variant (High AOE damage)

T3: Encase.

T3: Expose Weakness: Crit chance increased by +7 (rolls of 13+ crit)

T2: Boneshard: 5+2d8 damage (ranged)

T2: Bone Whirlwind: 10 damage aoe

T1: Necrotic Storm AOE: 19 damage

 

Aggressive Serpent Variant (Sustained ST damage)

T3: Focused Gaze: +5 to next attack roll

T3: Vicious Bite: 5+d10

T3: Violent Slam: 3+d10 and stuns target 1 turn

T2: Boneshard: 5+2d8 damage (ranged)

T1: Cannibalize: 10+d10 damage, heals self for 10+d10.

Note: At level 10, characters have the option to sacrifice stat points for hit points / combat passives for hit points, so that justifies the higher hit point pool for creatures. Keep in mind encounter balancing tips regarding relative party health values vs. enemy health values.

© 2023 by Victoria McKinnon

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