Introduction Playing ELDRA Character Creation Game Mechanics Equipment Peoples of ELDRA Classes Skills Spells Spellcasting Stunts Bestiary

Bestiary

Creatures in ELDRA are defined by a Rating from 1 to 7, representing their overall power and danger. Rating also determines which abilities may summon, transform into, or raise them:

All creatures use the same core rules as player characters unless stated otherwise: they have 3 AP per turn, their movement is 8 + Stride meters, and they follow the standard Physical Stress Pool and Consequence system. Damage listed for attacks is the weapon dice and bonus only — the margin of success is added on top as normal. The two terms used throughout are:

Multi-Slot Consequences.

High-Rating creatures may have multiple slots at the same tier (e.g., Mild x2). Each slot absorbs damage independently up to its tier value (Mild +2, Moderate +4, Severe +6).

Swarm Rules.

Swarms are composed of many tiny creatures acting as a single entity. They follow these rules unless stated otherwise:

Creature Types: Beast, Undead, Demon, Humanoid, Construct, Dragon, Elemental, Aberration, Plant.

Sizes (see Combat Mechanics for full definitions): Tiny, Small, Medium, Large, Huge, Gargantuan.

Rating 6 — Boss Creatures

Rating 6 creatures are boss-tier threats designed for a full party encounter. They use Legendary Resistance, defined below.

Legendary Resistance.

Each Rating 6+ creature has a Legendary Resistance value (e.g., “Legendary Resistance 3x per scene”). When the creature would fail a defend roll, it may instead choose to succeed. Each use consumes one of its Legendary Resistance charges for the scene. Charges refresh at the start of the next scene. The decision to use a Legendary Resistance must be made after the roll is made but before damage or effects are applied.

Rating 7 — Mythic Creatures

Rating 7 creatures are mythic-tier threats and should serve as the culmination of a full campaign arc. They have both Legendary Resistance (defined in the Rating 6 intro) and Legendary Actions, defined below.

Legendary Actions.

Each Rating 7 creature has a Legendary Action value (e.g., “Legendary Actions 3x per round”) and a list of available Legendary Actions in its stat block. After any other creature’s turn ends, the Rating 7 creature may take one of its Legendary Actions out of initiative order without spending AP. It may use up to its listed number of Legendary Actions per round, and may not use more than one between any pair of other creatures’ turns. The Legendary Action allowance refreshes at the start of each round.

Bat

Bats are small, nocturnal creatures that nest in caves, ruins, and the eaves of abandoned buildings. Alone they are harmless; disturbed in large numbers they become a disorienting nuisance, and their bites can carry disease.

Fight +1 Reflex +2 Stealth +3 Perception +2 Resolve +1
Physical Defense 0 Elemental Defense 0 AP 3 Move 8m / Fly 12m
Physical Stress 3 Mental Stress 6 Consequences none

Attacks

Special Abilities

Giant Rat

Giant Rats haunt sewers, ruins, and the cellars of forgotten buildings. A pack of them in a confined space can overwhelm an unprepared traveller. Their bites carry filth and disease.

Fight +1 Reflex +1 Stealth +1 Perception +1 Survival +1
Fortitude +1 Stride +1
Physical Defense 1 Elemental Defense 0 AP 3 Move 9m
Physical Stress 6 Mental Stress 3 Consequences Mild

Attacks

Special Abilities

Goblin

Goblins are wiry, cunning scavengers who compensate for their physical weakness with numbers and dirty tricks. They are rarely dangerous alone but become a genuine threat in packs, exploiting every opening and fleeing the moment the odds turn against them.

Fight +1 Shoot +1 Reflex +2 Stealth +2 Perception +1
Fortitude +1 Stride +1
Physical Defense 1 Elemental Defense 0 AP 3 Move 9m
Physical Stress 6 Mental Stress 3 Consequences Mild, Moderate

Attacks

Special Abilities

Hawk

Hawks are sharp-eyed aerial predators, prized as hunting companions and scouts. On their own they are a minor threat but their diving talons can blind or unsettle opponents well above their weight class.

Fight +3 Reflex +4 Stealth +2 Perception +5
Resolve +2 Fortitude +1
Physical Defense 1 Elemental Defense 0 AP 3 Move 6m / Fly 16m
Physical Stress 6 Mental Stress 6 Consequences Mild, Moderate

Attacks

Special Abilities

Horse

Horses are the most common riding mount across settled lands. Bred for endurance and steady temperament rather than combat, a well-trained horse can carry a rider and their gear across vast distances, but will shy from open violence unless specifically conditioned to it.

Fight +1 Reflex +1 Perception +2 Resolve +1
Might +2 Fortitude +2 Stride +3
Physical Defense 1 Elemental Defense 1 AP 3 Move 12m
Physical Stress 6 Mental Stress 6 Consequences Mild, Moderate

Attacks

Special Abilities

Imp

Imps are the smallest and most cunning of demonic entities, often sent as spies, familiars, or advance scouts. They prefer harassment over open combat, using their ability to fly and their venomous sting to antagonise foes before retreating into the shadows.

Fight +1 Reflex +2 Stealth +2 Perception +1 Magic +1
Physical Defense 1 Elemental Defense 2 AP 3 Move 6m / Fly 8m
Physical Stress 3 Mental Stress 3 Consequences Mild

Attacks

Special Abilities

Rat

Ordinary rats are a fixture of cities, dungeons, and anywhere food is stored carelessly. A single rat is barely worth noticing; a rat cornered or defending a nest is less negligible, and their bites can carry wasting disease.

Fight +1 Reflex +2 Stealth +2 Survival +3
Physical Defense 0 Elemental Defense 0 AP 3 Move 8m
Physical Stress 3 Mental Stress 3 Consequences none

Attacks

Special Abilities

Skeleton

Animated by necromantic residue or deliberate magic, Skeletons are the most basic form of undead servitude. They retain no memory of life and fight mechanically until destroyed. Their bony frames shrug off blades but shatter under heavy blows.

Fight +1 Shoot +1
Might +1 Fortitude +1
Physical Defense 2 Elemental Defense 0 AP 3 Move 8m
Physical Stress 6 Mental Stress none Consequences Mild, Moderate

Attacks

Special Abilities

Spider

Common spiders are ubiquitous across ELDRA — found in cellars, caves, and the corners of any room left untouched long enough. They are not dangerous individually but their venom causes irritation and their webs create significant hazards in enclosed spaces.

Fight +1 Reflex +1 Stealth +2 Perception +2
Physical Defense 0 Elemental Defense 0 AP 3 Move 6m / Climb 6m
Physical Stress 3 Mental Stress 3 Consequences Mild

Attacks

Special Abilities

Vine Crawler

Vine Crawlers are predatory plant creatures that lurk motionless in undergrowth, mimicking ordinary foliage until prey passes close enough to ensnare. They are slow and unintelligent but remarkably patient, and their thorned vines can restrain creatures far larger than themselves.

Fight +1 Stealth +3 Perception +1
Might +1 Fortitude +2
Physical Defense 2 Elemental Defense 0 AP 3 Move 4m
Physical Stress 6 Mental Stress none Consequences Mild, Moderate

Attacks

Special Abilities

Vulture

Vultures circle the battlefields and wastelands of ELDRA, patient as death itself. They rarely attack living prey but will harry injured creatures and mob anything they believe is about to become carrion.

Fight +1 Reflex +3 Stealth +4 Perception +5 Resolve +2
Physical Defense 1 Elemental Defense 1 AP 3 Move 4m / Fly 20m
Physical Stress 6 Mental Stress 6 Consequences Mild, Moderate

Attacks

Special Abilities

Weasel

Weasels are fast, aggressive predators far out of proportion to their size. They are tireless hunters, capable of following prey into burrows and narrow gaps, and will fight creatures many times their own size when cornered.

Fight +2 Reflex +1 Stealth +2 Perception +2 Resolve +1
Stride +1 Lore +1
Physical Defense 1 Elemental Defense 1 AP 3 Move 9m
Physical Stress 3 Mental Stress 6 Consequences Mild, Moderate

Attacks

Special Abilities

Wolf

Wolves are apex hunters of the dark forests surrounding civilised settlements. Fast, coordinated, and relentless, a lone wolf is dangerous; a pack is lethal, using flanking and attrition to wear down prey far larger than themselves.

Fight +2 Reflex +1 Perception +1 Survival +2 Resolve +1
Might +1 Fortitude +1 Stride +2
Physical Defense 1 Elemental Defense 1 AP 3 Move 10m
Physical Stress 6 Mental Stress 6 Consequences Mild, Moderate, Severe

Attacks

Special Abilities

Bear

Bears are powerful, territorial predators that can sustain tremendous punishment and deal devastating blows in return. They are not naturally aggressive but when provoked they are extraordinarily dangerous, able to make two attacks per turn and shrug off wounds that would incapacitate lesser creatures.

Fight +4 Reflex +2 Perception +3
Might +4 Fortitude +4 Stride +2 Resolve +1
Physical Defense 5 Elemental Defense 1 AP 3 Move 10m / Climb 8m
Physical Stress 10 Mental Stress 6 Consequences Mild, Moderate, Severe x2

Attacks

Special Abilities

Dire Wolf

Dire Wolves are ancient, massive predators that haunt the deep wilderness. They are twice the size of a common wolf, with jaws strong enough to crush bone and the cunning to drive prey into ambushes.

Fight +2 Reflex +2 Perception +2 Survival +2
Might +2 Fortitude +2 Stride +2
Physical Defense 2 Elemental Defense 0 AP 3 Move 10m
Physical Stress 6 Mental Stress 3 Consequences Mild, Moderate

Attacks

Special Abilities

Dolphin

Dolphins are swift, intelligent aquatic creatures. In the waters of ELDRA, some have been corrupted by dark energy, becoming aggressive and territorial. Even uncorrupted, a pod of dolphins defending young can ram hard enough to stun a swimmer.

Fight +2 Reflex +5 Stealth +1 Perception +4 Resolve +3
Might +2 Fortitude +2
Physical Defense 2 Elemental Defense 0 AP 3 Move 4m / Swim 16m
Physical Stress 6 Mental Stress 10 Consequences Mild, Moderate, Severe

Attacks

Special Abilities

Elk

Elk are large, proud herd animals whose antlers can impale a man and whose charge can shatter bones. They are not predators but their territorial aggression during rutting season makes them exceptionally dangerous, and their stamina far exceeds that of most pursuit mounts.

Fight +3 Reflex +2 Perception +4 Resolve +1 Lore +1
Might +4 Fortitude +4 Stride +3
Physical Defense 2 Elemental Defense 1 AP 3 Move 11m
Physical Stress 10 Mental Stress 6 Consequences Mild, Moderate, Severe

Attacks

Special Abilities

Leech Swarm

Leech Swarms form in stagnant marshes and cursed waterways, drawn toward warmth and the scent of blood. They flow under doors, through cracks, and into armor gaps. They follow the Swarm Rules described in the Bestiary introduction.

Fight +2 Reflex +1 Perception +1
Fortitude +2
Physical Defense 1 Elemental Defense 0 AP 3 Move 5m / Swim 8m
Physical Stress 6 Mental Stress none Consequences x3 (Swarming Mass)

Attacks

Special Abilities

Moose

Moose are the largest of the cervid family, standing taller than most horses and possessed of an aggression that belies their herbivorous nature. Their antlers are capable of disemboweling an armored soldier and their bulk makes them nearly impossible to stop once they build momentum.

Fight +2 Reflex +1 Perception +2 Survival +3 Resolve +1
Might +4 Fortitude +4 Stride +2
Physical Defense 3 Elemental Defense 1 AP 3 Move 10m
Physical Stress 10 Mental Stress 6 Consequences Mild, Moderate, Severe

Attacks

Special Abilities

Orangutan

Orangutans are intelligent, powerful great apes with a solitary nature and a territorial streak. They are excellent climbers and opportunistic fighters, preferring to hurl objects from height before descending to close quarters if provoked.

Fight +3 Shoot +3 Reflex +4 Perception +2 Influence +1
Might +3 Fortitude +3 Stride +1 Lore +1
Physical Defense 2 Elemental Defense 1 AP 3 Move 9m / Climb 12m
Physical Stress 10 Mental Stress 3 Consequences Mild, Moderate, Severe

Attacks

Special Abilities

Orc Warrior

Orc Warriors are the backbone of tribal raiding parties: brutish, aggressive, and sustained by a cultural belief that pain is simply the price of combat. Their natural toughness makes them difficult to put down quickly.

Fight +2 Shoot +2 Reflex +1 Perception +1
Might +2 Fortitude +2 Stride +1
Physical Defense 3 Elemental Defense 1 AP 3 Move 9m
Physical Stress 6 Mental Stress 3 Consequences Mild, Moderate

Attacks

Special Abilities

Shadow

Shadows are the remnants of souls consumed by darkness, stripped of body and left as animate hatred. They haunt lightless places, draining the strength from the living. A creature drained to nothing by a Shadow rises as a new Shadow the following midnight.

Fight +2 Reflex +2 Stealth +3 Perception +1
Fortitude +1 Stride +1
Physical Defense 0 Elemental Defense 3 AP 3 Move 8m / Fly 8m
Physical Stress 6 Mental Stress 3 Consequences Mild, Moderate

Attacks

Special Abilities

Swarm of Bats

A Swarm of Bats is a disorienting, screeching mass of leathery wings and snapping teeth. They are used as a weapon by vampires and certain dark ritualists who can command them. Disturbing a colony in an enclosed space without torchlight is a death sentence for the unprepared. Follows the Swarm Rules.

Fight +1 Reflex +2 Stealth +3 Perception +2 Resolve +1
Physical Defense 0 Elemental Defense 0 AP 3 Move 4m / Fly 12m
Physical Stress 3 Mental Stress 6 Consequences x3 (Swarming Mass)

Attacks

Special Abilities

Swarm of Cockroaches

A Swarm of Cockroaches is a living carpet of chitinous bodies that strips food, contaminates water, and overwhelms the senses of anything caught in its path. They cannot be reasoned with, cannot be intimidated, and are very hard to fully destroy. Follows the Swarm Rules.

Fight +2 Stealth +2 Survival +3
Fortitude +1
Physical Defense 2 Elemental Defense 0 AP 3 Move 6m
Physical Stress 6 Mental Stress 3 Consequences x3 (Swarming Mass)

Attacks

Special Abilities

Swarm of Rats

A Swarm of Rats is a writhing mass of gnashing teeth and claws that strips flesh from bone with terrifying efficiency. They are drawn to blood and noise and can squeeze into almost any space. Follows the Swarm Rules.

Fight +1 Reflex +2 Stealth +2 Survival +3
Stride +1
Physical Defense 0 Elemental Defense 0 AP 3 Move 9m
Physical Stress 3 Mental Stress 3 Consequences x3 (Swarming Mass)

Attacks

Special Abilities

Warhorse

Warhorses are selectively bred and rigorously trained for battle, conditioned from foals to remain steady amid the noise and chaos of combat. They are expensive, loyal, and capable of fighting alongside their rider rather than simply carrying them into the fray.

Fight +3 Reflex +2 Perception +2 Resolve +2
Might +3 Fortitude +3 Stride +3
Physical Defense 3 Elemental Defense 1 AP 3 Move 12m
Physical Stress 10 Mental Stress 6 Consequences Mild, Moderate, Severe

Attacks

Special Abilities

Zombie

Zombies are the most common product of unchecked necromantic energy. Slow, strong, and utterly relentless, they overwhelm through attrition. They feel no pain and continue to fight even after suffering wounds that would fell a living creature.

Fight +1
Might +2 Fortitude +2
Physical Defense 3 Elemental Defense 0 AP 2 Move 5m
Physical Stress 6 Mental Stress none Consequences Mild, Moderate

Attacks

Special Abilities

Atronach

Atronachs are elemental constructs conjured and bound by powerful spellcasters, or occasionally formed spontaneously in areas of intense magical saturation. They exist only to enact their bound purpose and are immune to the social and psychological pressures that affect living creatures. Each Atronach is aligned to a specific element chosen when it is created.

Fight +1 Reflex +1 Magic +3 Resolve +2
Might +1 Fortitude +1
Physical Defense 1 Elemental Defense 3 AP 3 Move 8m
Physical Stress 6 Mental Stress 6 Consequences Mild, Moderate, Severe

Choose an element at creation: Fire, Frost, or Lightning. The Atronach is immune to its chosen element.

Attacks

Special Abilities

Banshee

Banshees are the tormented spirits of those who died in profound grief or anguish, bound to the place of their death by unresolved sorrow. Their wail is the echo of a suffering so intense it tears at the minds of the living.

Fight +3 Reflex +3 Perception +3 Magic +3 Resolve +4
Fortitude +2
Physical Defense 0 Elemental Defense 3 AP 3 Move 8m / Fly 8m
Physical Stress 6 Mental Stress 10 Consequences Mild, Moderate, Severe

Attacks

Special Abilities

Giant Spider

Giant Spiders haunt ruins, caves, and the canopies of cursed forests. Patient ambush predators, they spin near-invisible webs to capture prey and rely on venom to immobilise victims before feeding.

Fight +3 Reflex +2 Stealth +3 Perception +4
Might +1 Fortitude +1 Stride +1
Physical Defense 3 Elemental Defense 1 AP 3 Move 9m / Climb 9m
Physical Stress 6 Mental Stress 3 Consequences Mild, Moderate, Severe

Attacks

Special Abilities

Gorilla

Gorillas are the largest of the great apes — massively built, surprisingly intelligent, and capable of terrifying violence when provoked. They are social creatures with complex group hierarchies and a memory for perceived threats.

Fight +4 Reflex +4 Perception +2 Influence +1 Lore +1
Might +3 Fortitude +3 Stride +1 Resolve +3 Crafts +1
Physical Defense 4 Elemental Defense 1 AP 3 Move 9m / Climb 12m
Physical Stress 10 Mental Stress 10 Consequences Mild, Moderate, Severe

Attacks

Special Abilities

Hell Hound

Hell Hounds are demonic hunting beasts bred in the lower Abyss and unleashed into the mortal world to run down the enemies of their masters. They think, they coordinate, and they never give up a scent. Their breath weapon is used to flush prey from cover before a coordinated takedown.

Fight +3 Reflex +2 Perception +3 Survival +3
Might +3 Fortitude +3 Stride +3
Physical Defense 3 Elemental Defense 2 AP 3 Move 11m
Physical Stress 10 Mental Stress 3 Consequences Mild, Moderate, Severe

Attacks

Special Abilities

Ogre

Ogres are massive, brutish humanoids of low intelligence and tremendous strength. They rely on overpowering opponents through sheer force, often wielding improvised weapons. They can be cunning in a crude way.

Fight +3 Shoot +3 Reflex +1 Perception +1
Might +4 Fortitude +4 Stride +1
Physical Defense 4 Elemental Defense 1 AP 3 Move 9m
Physical Stress 10 Mental Stress 3 Consequences Mild, Moderate, Severe

Attacks

Special Abilities

Raptor

Raptors are pack-hunting dinosaurs, built for explosive speed and coordinated ambush. They communicate through rapid vocalisations and eye contact, flanking prey with a precision that suggests genuine tactical reasoning. Alone they are dangerous; in a pack of three or more they are lethal.

Fight +4 Reflex +5 Stealth +4 Perception +3 Resolve +1
Might +2 Fortitude +2 Stride +4
Physical Defense 3 Elemental Defense 2 AP 3 Move 12m
Physical Stress 10 Mental Stress 3 Consequences Mild, Moderate, Severe

Attacks

Special Abilities

Saber-Toothed Tiger

Saber-Toothed Tigers are the apex predators of ancient wilderness and the cold reaches of ELDRA. Massively muscled, blindingly fast over short distances, and possessed of extraordinary hunting instinct, they stalk prey with methodical patience before ending the chase in a single explosive lunge.

Fight +3 Reflex +2 Stealth +3 Perception +1
Might +2 Fortitude +2 Stride +2
Physical Defense 2 Elemental Defense 2 AP 3 Move 10m
Physical Stress 6 Mental Stress 3 Consequences Mild, Moderate, Severe

Attacks

Special Abilities

Stone Golem

Stone Golems are hand-crafted guardians, animated by rune-work and bound to protect a location or serve a master. They do not sleep, do not hunger, and cannot be reasoned with. Their slow, methodical advance and near-impervious bodies make them exceptionally dangerous in enclosed spaces.

Fight +3 Perception +2
Might +4 Fortitude +4
Physical Defense 5 Elemental Defense 3 AP 3 Move 6m
Physical Stress 10 Mental Stress none Consequences Mild, Moderate, Severe

Attacks

Special Abilities

Chimera

A Chimera is a grotesque fusion of lion, goat, and dragon, bound together by ancient magical catastrophe. All three heads operate with a degree of independence, giving the creature an unnerving ability to track multiple targets simultaneously. No head likes the others, but all three agree on the value of violence.

Fight +4 Reflex +3 Perception +3
Might +4 Fortitude +4 Stride +3
Physical Defense 4 Elemental Defense 2 AP 3 Move 10m / Fly 12m
Physical Stress 10 Mental Stress 3 Consequences Mild, Moderate, Severe

Attacks

Special Abilities

Elephant

Elephants are among the largest and most dangerous land beasts in the natural world. Intelligent, long-memoried, and extraordinarily powerful, they are capable of calculated aggression when threatened. A charging elephant can shatter stone walls and scatter entire formations of soldiers.

Fight +4 Reflex +1 Perception +3 Influence +2 Lore +2
Might +5 Fortitude +5 Stride +3 Resolve +3
Physical Defense 4 Elemental Defense 2 AP 3 Move 11m
Physical Stress 15 Mental Stress 10 Consequences Mild, Moderate, Severe x2

Attacks

Special Abilities

Orca

Orcas are the apex predators of the world’s oceans — intelligent, methodical, and utterly relentless. They hunt in coordinated groups, using echolocation and strategic positioning to herd prey before delivering killing blows. In the corrupted waters near ELDRA’s coastal reaches, lone rogue Orcas of terrifying size have been reported hunting ships.

Fight +4 Reflex +5 Stealth +1 Perception +3 Lore +2
Might +4 Fortitude +4 Resolve +2
Physical Defense 4 Elemental Defense 2 AP 3 Move 4m / Swim 16m
Physical Stress 10 Mental Stress 6 Consequences Mild, Moderate, Severe x2

Attacks

Special Abilities

Owlbear

An Owlbear is the product of a magical experiment that should never have been repeated: the fusion of a great owl and a bear into something that has the aggression of both and the restraint of neither. They are fiercely territorial, nearly impossible to track quietly due to their exceptional senses, and capable of rotating their heads almost completely around.

Fight +4 Reflex +3 Stealth +1 Perception +2 Resolve +1
Might +4 Fortitude +4 Stride +3
Physical Defense 2 Elemental Defense 2 AP 3 Move 11m
Physical Stress 10 Mental Stress 6 Consequences Mild, Moderate, Severe x2

Attacks

Special Abilities

Abyssal Drake

Abyssal Drakes are demonic predators whose silhouettes resemble dragons at a distance. They are not true dragons, nor are they descended from the powers that shaped the planes. Their bodies are shaped by abyssal evolution, shadow-rich flesh, and predatory adaptation. In present ELDRA, they are most often encountered near unmanaged crossings, abandoned pact sites, or territories where demonic authorities have failed to enforce their own agreements.

Fight +4 Reflex +4 Stealth +3 Perception +3 Magic +2
Might +3 Fortitude +4 Stride +2
Physical Defense 4 Elemental Defense 3 AP 3 Move 8m / Fly 12m
Physical Stress 10 Mental Stress 6 Consequences Mild, Moderate, Severe

Attacks

Special Abilities

Troll

Trolls are a living argument against the idea that wounds matter. Their bodies regenerate with terrifying speed. The only reliable way to stop a Troll is fire or acid, which disrupt the magical regeneration that sustains them. Many an adventuring party has learned this lesson the hard way.

Fight +4 Reflex +2 Perception +2
Might +4 Fortitude +4 Stride +2
Physical Defense 4 Elemental Defense 1 AP 3 Move 10m
Physical Stress 10 Mental Stress 3 Consequences Mild, Moderate, Severe

Attacks

Special Abilities

Vampire Spawn

Vampire Spawn are a legacy of the old vampire order: bound, partially transformed servants created by older turned vampires through domination rites. They are not the same thing as born-vampires, and in present surface vampire society their creation is illegal. Spawn still appear in old estates, hidden extremist cells, forgotten facilities, and the private arsenals of vampires who never accepted the new order.

Fight +4 Reflex +4 Stealth +3 Perception +3 Magic +2
Might +3 Fortitude +3 Stride +3
Physical Defense 4 Elemental Defense 2 AP 3 Move 10m / Climb 10m
Physical Stress 10 Mental Stress 6 Consequences Mild, Moderate, Severe

Attacks

Special Abilities

Wyvern

Wyverns are large aerial reptiles whose resemblance to dragons is superficial. They have no relationship to the true dragons who shaped the planes, no divine essence, and no place in dragon theology. Their danger is physical: speed, venom, height, and the instinct to snatch prey before the prey understands it has been chosen.

Fight +4 Reflex +3 Perception +4
Might +4 Fortitude +4 Stride +3
Physical Defense 5 Elemental Defense 2 AP 3 Move 8m / Fly 14m
Physical Stress 10 Mental Stress 3 Consequences Mild, Moderate, Severe

Attacks

Special Abilities

Basilisk

Basilisks are eight-legged lizards of immense size whose gaze has the power to petrify living flesh into stone. They are slow and methodical hunters, relying on their petrifying abilities to immobilise prey before feeding at leisure.

Fight +4 Reflex +2 Perception +4 Survival +3
Might +4 Fortitude +5 Stride +2
Physical Defense 6 Elemental Defense 2 AP 3 Move 8m
Physical Stress 15 Mental Stress 3 Consequences Mild x2, Moderate, Severe

Attacks

Special Abilities

Flesh Golem

A Flesh Golem is a horror assembled from the corpses of many different individuals and animated by a bolt of controlled lightning. Unlike Stone Golems, Flesh Golems retain a fragment of the fractured souls stitched into them — enough to suffer, not enough to think. When badly damaged, this suffering fragments into uncontrollable berserk fury.

Fight +5 Reflex +2 Perception +2
Might +5 Fortitude +5 Stride +2
Physical Defense 5 Elemental Defense 2 AP 3 Move 8m
Physical Stress 15 Mental Stress none Consequences Mild x2, Moderate, Severe

Attacks

Special Abilities

Revenant

A Revenant is a mortal returned from death by a singular, overwhelming purpose: vengeance. It remembers who killed it. It remembers why. It will not stop until that person is dead, and it cannot be permanently destroyed while they live.

Fight +5 Reflex +3 Perception +4 Magic +3
Might +4 Fortitude +4 Stride +3
Physical Defense 5 Elemental Defense 3 AP 3 Move 9m
Physical Stress 15 Mental Stress 6 Consequences Mild x2, Moderate, Severe

Attacks

Special Abilities

Storm Giant

Storm Giants dwell in the highest mountain peaks and the deepest ocean trenches, holding themselves apart from the world of lesser beings. Ancient, philosophical, and deeply patient. When they fight, they bring the weather with them.

Fight +5 Reflex +3 Perception +4 Lore +3 Magic +3
Might +5 Fortitude +5 Stride +4
Physical Defense 5 Elemental Defense 4 AP 3 Move 12m
Physical Stress 15 Mental Stress 6 Consequences Mild x2, Moderate, Severe

Attacks

Special Abilities

Tyrannosaurus Rex

The Tyrannosaurus Rex is the undisputed apex predator of any region it inhabits. It does not stalk, it does not hide, and it does not wait. It approaches in full view, relying on pure physical superiority. The ground shakes when it walks.

Fight +6 Reflex +4 Perception +4 Survival +2 Influence +3
Might +5 Fortitude +5 Stride +3 Resolve +1
Physical Defense 6 Elemental Defense 3 AP 3 Move 11m
Physical Stress 15 Mental Stress 6 Consequences Mild x2, Moderate, Severe x3

Attacks

Special Abilities

Dragon Echo

A Dragon Echo is not a living true dragon. It is a temporary or semi-stable remnant produced by dragon-residue zones, failed rituals, damaged relics, or the lingering memory of the old war. Echoes can be fought, studied, dispersed, or bound, but they do not breed and do not represent a surviving dragon species.

Fight +5 Reflex +4 Perception +5 Magic +3
Might +5 Fortitude +5 Stride +3
Physical Defense 6 Elemental Defense 4 AP 3 Move 10m / Fly 16m
Physical Stress 15 Mental Stress 6 Consequences Mild x2, Moderate, Severe

Choose an element (Fire, Frost, or Lightning) at creation. The Dragon is immune to its chosen element.

Attacks

Special Abilities

Ancient Vampire Lord

An Ancient Vampire Lord is a surviving relic of the old age: an old turned vampire who learned rule, secrecy, predation, and ritual control under the previous courtly order. Such beings are rare in the present era. Some joined the new vampire settlement. Some entered abyssal society. The most dangerous ones went underground, where they preserve forbidden rites, bound spawn, and older ideas of vampire supremacy.

Use the original Ancient Vampire Lord statistics unless a campaign wants a full mechanical redesign. Replace any lair action that creates new Vampire Spawn with old bound spawn emerging from prepared hiding places; it should not imply that present-era vampire society accepts spawn creation.

Fight +6 Reflex +6 Stealth +5 Perception +5 Influence +6
Might +5 Fortitude +5 Stride +5 Magic +5 Resolve +3
Physical Defense 7 Elemental Defense 4 AP 3 Move 12m / Fly 12m / Climb 12m
Physical Stress 28 Mental Stress 15 Consequences Mild x2, Moderate x2, Severe

Legendary Resistance 3x per scene.

Attacks

Special Abilities

Death Knight

A Death Knight is an oath-warrior whose binding vow has survived the death, corruption, or spiritual collapse of the person who made it. Some were paladins. Others were cult champions, failed saint-guards, divine soldiers, or executioners bound to dead institutions. Their power is not proof that their oath was righteous. It is proof that the oath was strong enough to keep moving after everything humane in it had failed.

Use the original Death Knight statistics. The creature should be tied to a broken oath, destroyed institution, or failed divine binding rather than to paladins as a universal corruption path.

Fight +6 Reflex +4 Perception +4 Lore (Religion) +5 Magic +5
Might +5 Fortitude +5 Stride +3 Resolve +2
Physical Defense 8 Elemental Defense 4 AP 3 Move 9m
Physical Stress 28 Mental Stress 10 Consequences Mild x2, Moderate x2, Severe

Legendary Resistance 2x per scene.

Attacks

Special Abilities

Greater Demon of the Pit

A Greater Demon of the Pit is a senior abyssal power whose strength is matched by the seriousness of its agreements. In unmanaged regions it may appear as an apex predator or tyrant. In treaty-bound territories, the same kind of demon may be a military patron, territorial lord, or dangerous but lawful pact authority. Fighting one is rarely random. Someone broke terms, crossed territory, or became useful as an example.

Fight +6 Reflex +4 Perception +5 Magic +5 Resolve +3
Might +6 Fortitude +6 Stride +4
Physical Defense 7 Elemental Defense 5 AP 3 Move 10m / Fly 14m
Physical Stress 36 Mental Stress 15 Consequences Mild x2, Moderate x2, Severe

Resistance: Fire, Poison. Vulnerability: Radiant (double damage).

Legendary Resistance 2x per scene.

Attacks

Special Abilities

Sea Serpent

Sea Serpents are ancient predators from the depths of the world’s oceans. They are not supernatural creatures — they are simply what happens when an apex predator lives long enough and grows large enough that it has nothing left to fear.

Fight +6 Reflex +4 Perception +5 Survival +5 Resolve +0
Might +7 Fortitude +6 Stride +3
Physical Defense 7 Elemental Defense 3 AP 3 Move 8m / Swim 18m
Physical Stress 36 Mental Stress 3 Consequences Mild x2, Moderate x2, Severe

Resistance: Cold.

Legendary Resistance 2x per scene.

Attacks

Special Abilities

Ancient Dragon Remnant

An Ancient Dragon Remnant is not a surviving member of a dragon species. It is a unique mythic event: a coherent mass of dragon memory, banishment residue, relic power, and wounded cosmology taking the shape of a dragon because the world still remembers dragons as the form of impossible force. A Remnant should be unique to a campaign arc and should raise theological consequences by existing at all.

Fight +7 Reflex +5 Perception +7 Magic +6 Resolve +2
Might +7 Fortitude +7 Stride +5
Physical Defense 9 Elemental Defense 6 AP 3 Move 12m / Fly 20m
Physical Stress 45 Mental Stress 10 Consequences Mild x2, Moderate x2, Severe x2

Choose an element. Immune to that element. Spells of level 1–2 have no effect on it.

Legendary Resistance 3x per scene. Legendary Actions 3x per round (choose one per use):

Attacks

Special Abilities

Demon Overlord

A Demon Overlord is a sovereign abyssal power. In the present era, such beings are rarely encountered as wandering monsters. They are territorial authorities, ancient pact-holders, military patrons, or catastrophic breaches in the negotiated boundary between ELDRA and the abyssal plane. Some are enemies of abyssal vampire society. Some are its reluctant partners. All of them understand that an agreement can be sharper than a blade.

Fight +7 Reflex +5 Perception +6 Influence +7 Magic +7
Might +7 Fortitude +7 Stride +5 Resolve +4
Physical Defense 8 Elemental Defense 7 AP 3 Move 12m / Fly 16m
Physical Stress 45 Mental Stress 21 Consequences Mild x2, Moderate x2, Severe x2

Immunity: Fire, Poison. Vulnerability: Radiant (double damage). Immune to spells of level 1–3.

Legendary Resistance 3x per scene. Legendary Actions 3x per round:

Attacks

Special Abilities

Shadow Leviathan

Unique creature.\

The Shadow Leviathan is a single creature, older than ELDRA itself, that has absorbed so much necrotic energy over its existence that it has become part void. It surfaces only when it hungers, which is rarely, but the event reshapes coastlines. It has been mistaken for an island. Ships have been built on it.

Fight +7 Reflex +4 Perception +6 Survival +6 Resolve +4
Might +7 Fortitude +7 Stride +3
Physical Defense 9 Elemental Defense 5 AP 3 Move 10m / Swim 22m
Physical Stress 45 Mental Stress 21 Consequences Mild x2, Moderate x2, Severe x2

Resistance: all damage types except Radiant. Vulnerability: Radiant (double damage).

Legendary Resistance 4x per scene. Legendary Actions 3x per round:

Attacks

Special Abilities

Void Harbinger

A Void Harbinger is something that should not exist in the physical world. Its presence causes space and time to begin breaking down in its immediate vicinity. Spells misfire. Time stutters. Creatures near it lose track of where they are in the sequence of cause and effect. It does not have goals a mortal mind can understand — it simply unmakes.

Fight +6 Reflex +7 Perception +7 Magic +7 Resolve +4
Might +5 Fortitude +6
Physical Defense 6 Elemental Defense 7 AP 3 Move 0m / Fly 14m (hover)
Physical Stress 36 Mental Stress 21 Consequences Mild x2, Moderate x2, Severe x2

Legendary Resistance 3x per scene. Legendary Actions 3x per round:

Attacks

Special Abilities

Ancient Dragon

An Ancient Dragon has lived long enough to remember the world before the current age. When one finally acts against a party, it does so with the calm certainty of something that has never lost.

Atronach

Atronachs are elemental constructs conjured and bound by powerful spellcasters, or occasionally formed spontaneously in areas of intense magical saturation. They exist only to enact their bound purpose and are immune to the social and psychological pressures that affect living creatures. Each Atronach is aligned to a specific element chosen when it is created.

Dire Wolf

Dire Wolves are ancient, massive predators that haunt the deep wilderness. They are twice the size of a common wolf, with jaws strong enough to crush bone and the cunning to drive prey into ambushes.

Giant Rat

Giant Rats haunt sewers, ruins, and the cellars of forgotten buildings. A pack of them in a confined space can overwhelm an unprepared traveller. Their bites carry filth and disease.

Leech Swarm

Leech Swarms form in stagnant marshes and cursed waterways, drawn toward warmth and the scent of blood. They flow under doors, through cracks, and into armor gaps. They follow the Swarm Rules described in the Bestiary introduction.

Orc Warrior

Orc Warriors are the backbone of tribal raiding parties: brutish, aggressive, and sustained by a cultural belief that pain is simply the price of combat. Their natural toughness makes them difficult to put down quickly.

Shadow Drake

Shadow Drakes are abyssal creatures that resemble dragons in shape but are composed partially of solidified darkness. They are scouts and assassins of the Abyss, hunting through shadow rather than across it. Their breath does not burn or freeze—it unmakes the light in a creature’s soul.

Tyrannosaurus Rex

The Tyrannosaurus Rex is the undisputed apex predator of any region it inhabits. It does not stalk, it does not hide, and it does not wait. It approaches in full view, relying on pure physical superiority. The ground shakes when it walks.

Young Dragon

A Young Dragon is centuries old but not yet at the height of its power. It is already more dangerous than almost anything else a party is likely to encounter, combining enormous physical power with genuine magical aptitude, flight, and a breath weapon capable of killing unprotected creatures outright.