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:
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Druid Wild Shape — the Druid may transform into a Beast whose Rating is equal to or lower than their Magic skill.
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Conjure Animal — the summoned beast’s Rating equals the mana spent.
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Necromancer Minions — raised undead have all combat skills equal to the Necromancer’s Lore (Occult) skill, regardless of their original Rating.
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Summoner Guardian — the Guardian’s attributes equal the Summoner’s Magic skill.
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:
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Defense — a passive numerical value (Physical Defense, Elemental Defense) from natural armor that reduces incoming damage.
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defend roll — an active opposed skill check made when a creature is attacked.
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:
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Single-target resistance: Single-target attacks deal half damage to a swarm.
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Area vulnerability: Area-of-effect attacks deal damage twice.
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Swarming Mass: Swarms have 3 Consequence slots. When each Consequence slot is filled, the swarm’s Physical Stress Pool resets to its maximum and the swarm suffers a cumulative penalty: first — all damage halved; second — Disadvantage on all attack rolls; third — the swarm must succeed on a Resolve check vs the margin of incoming damage or disperse entirely.
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Occupy: A swarm can enter the same space as any creature it is fighting.
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 |
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| Physical Stress 3 |
Mental Stress 6 |
Consequences none |
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Attacks
- Bite (Fight +1, 1 AP) — 1d4-1 piercing damage (minimum 1).
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.
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| Fight +1 |
Reflex +1 |
Stealth +1 |
Perception +1 |
Survival +1 |
| Fortitude +1 |
Stride +1 |
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| Physical Defense 1 |
Elemental Defense 0 |
AP 3 |
Move 9m |
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| Physical Stress 6 |
Mental Stress 3 |
Consequences Mild |
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Attacks
- Bite (Fight +1, 1 AP) — 1d4 piercing damage.
Special Abilities
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Disease Carrier — On a hit, target makes Fortitude vs 2 or becomes Poisoned (-1 to all rolls) until end of scene.
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Swarm Instinct — When 3 or more Giant Rats attack the same target in one round, each gains +1 to its attack roll for that round.
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Squealing Retreat — When the Rat’s Physical Stress Pool is reduced to 0, it lets out a shriek. All other Giant Rats within 10m gain Advantage on their next attack roll.
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.
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| Fight +1 |
Shoot +1 |
Reflex +2 |
Stealth +2 |
Perception +1 |
| Fortitude +1 |
Stride +1 |
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| Physical Defense 1 |
Elemental Defense 0 |
AP 3 |
Move 9m |
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| Physical Stress 6 |
Mental Stress 3 |
Consequences Mild, Moderate |
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Attacks
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Rusty Blade (Fight +1, 1 AP) — 1d4 slashing damage.
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Thrown Rock (Shoot +1, 1 AP, range 10m) — 1d4 bludgeoning damage.
Special Abilities
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Pack Tactics — Advantage on attack rolls when at least one ally is adjacent to the target.
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Cowardly — When reduced below half its Physical Stress Pool, must succeed on Resolve vs 2 or use its next action to move away from the nearest threat by the safest available route.
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Nimble Escape — Once per turn, after making an attack, may move up to half speed as a free action.
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.
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| Fight +3 |
Reflex +4 |
Stealth +2 |
Perception +5 |
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| Resolve +2 |
Fortitude +1 |
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| Physical Defense 1 |
Elemental Defense 0 |
AP 3 |
Move 6m / Fly 16m |
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| Physical Stress 6 |
Mental Stress 6 |
Consequences Mild, Moderate |
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Attacks
- Talon Strike (Fight +3, 1 AP) — 1d4-1 piercing damage (minimum 1). On a hit with a margin of 2 or more: target is Blinded until the end of their next turn.
Special Abilities
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Dive Attack — When attacking after moving at least 10m downward, the attack gains +2 damage.
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Sharp Eyes — +2 to Perception when spotting prey or hidden creatures from above. Advantage on Perception checks in daylight.
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.
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| Fight +1 |
Reflex +1 |
Perception +2 |
Resolve +1 |
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| Might +2 |
Fortitude +2 |
Stride +3 |
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| Physical Defense 1 |
Elemental Defense 1 |
AP 3 |
Move 12m |
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| Physical Stress 6 |
Mental Stress 6 |
Consequences Mild, Moderate |
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Attacks
- Kick (Fight +1, 1 AP) — 1d4 + 2 bludgeoning damage.
Special Abilities
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Dash (2 AP, once per scene) — Move up to three times its base speed (36m) in a straight line. The horse cannot take any other action this turn.
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Sure-Footed — +2 to Stride when navigating rough or uneven natural terrain.
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Skittish — -1 to all rolls while adjacent to hostile creatures, unless calmed by its rider (Drive (Beast) vs 2).
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 |
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| Physical Stress 3 |
Mental Stress 3 |
Consequences Mild |
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Attacks
- Sting (Fight +1, 1 AP, Armor Pierce 1) — 1d4 piercing damage. On a hit: target makes Fortitude vs 2 or takes 1 additional poison damage at the start of their next 2 turns.
Special Abilities
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Devil’s Sight — Sees through magical darkness and illusions of level 1 or lower.
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Shapeshift — Once per scene, the Imp may take the form of a Tiny beast (rat, raven, spider). Stats remain unchanged.
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Infernal Resistance — Resistance to fire damage; immune to poison.
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 |
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| Physical Defense 0 |
Elemental Defense 0 |
AP 3 |
Move 8m |
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| Physical Stress 3 |
Mental Stress 3 |
Consequences none |
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Attacks
- Bite (Fight +1, 1 AP) — 1d4-1 piercing damage (minimum 1).
Special Abilities
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Scavenger — +2 to Stealth when searching for food or hiding in cluttered environments.
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Carrier of Disease — On a hit, the target makes a Fortitude check vs the margin of success. On a failure, the target contracts a wasting disease: -1 to Fortitude until treated.
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.
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| Fight +1 |
Shoot +1 |
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| Might +1 |
Fortitude +1 |
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| Physical Defense 2 |
Elemental Defense 0 |
AP 3 |
Move 8m |
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| Physical Stress 6 |
Mental Stress none |
Consequences Mild, Moderate |
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Attacks
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Short Sword (Fight +1, 1 AP) — 1d6 + 1 slashing damage.
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Shortbow (Shoot +1, 1 AP, range 60/180m) — 1d4 + 1 piercing damage.
Special Abilities
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Undead — Immune to poison, disease, fear, exhaustion, and all Mental Stress.
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Brittle Frame — Bludgeoning attacks deal +2 additional damage against Skeletons.
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Mindless — Cannot be Charmed, Frightened, or affected by any mind-altering effect.
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 |
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| Physical Defense 0 |
Elemental Defense 0 |
AP 3 |
Move 6m / Climb 6m |
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| Physical Stress 3 |
Mental Stress 3 |
Consequences Mild |
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Attacks
- Bite (Fight +1, 1 AP) — 1d4-1 piercing damage (minimum 1). On a hit: target makes Fortitude vs 2 or suffers -1 to their next roll.
Special Abilities
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Spider Climb — Moves freely along walls and ceilings without any roll required.
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Webslinger — Can use webs to entangle enemies equal to or smaller in size. Target makes Fortitude vs Fight +1 or is Restrained (Fortitude vs Fight +1 to escape, costs 1 AP).
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.
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| Fight +1 |
Stealth +3 |
Perception +1 |
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| Might +1 |
Fortitude +2 |
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| Physical Defense 2 |
Elemental Defense 0 |
AP 3 |
Move 4m |
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| Physical Stress 6 |
Mental Stress none |
Consequences Mild, Moderate |
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Attacks
- Vine Lash (Fight +1, 1 AP, Reach 2m) — 1d4 + 1 slashing damage. On a hit with a margin of 2 or more: target is Grappled (Might vs Fight +1 to escape, costs 1 AP).
Special Abilities
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Camouflage — Advantage on all Stealth checks in natural terrain. Creatures that have not spotted the Vine Crawler cannot benefit from Advantage when attacking it.
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Rooted — Cannot be moved more than 2m by any forced movement effect.
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Fire Vulnerability — Takes double damage from fire. Any fire damage ends its Grapple automatically.
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 |
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| Physical Stress 6 |
Mental Stress 6 |
Consequences Mild, Moderate |
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Attacks
- Talons (Fight +1, 1 AP) — 1d4-1 piercing damage (minimum 1).
Special Abilities
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Carrion Hunter — +2 to Perception when spotting wounded or dead creatures. Advantage on Perception rolls to detect injury or death within 1 km.
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Aerial Scavenger — +2 to Stealth when flying above enemies at altitude.
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Coward’s Instinct — Will not attack a target with a full Physical Stress Pool unless it is already engaged with another creature.
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.
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| Fight +2 |
Reflex +1 |
Stealth +2 |
Perception +2 |
Resolve +1 |
| Stride +1 |
Lore +1 |
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| Physical Defense 1 |
Elemental Defense 1 |
AP 3 |
Move 9m |
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| Physical Stress 3 |
Mental Stress 6 |
Consequences Mild, Moderate |
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Attacks
- Teeth and Claws (Fight +2, 1 AP) — 1d4-1 piercing damage (minimum 1).
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.
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| Fight +2 |
Reflex +1 |
Perception +1 |
Survival +2 |
Resolve +1 |
| Might +1 |
Fortitude +1 |
Stride +2 |
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| Physical Defense 1 |
Elemental Defense 1 |
AP 3 |
Move 10m |
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| Physical Stress 6 |
Mental Stress 6 |
Consequences Mild, Moderate, Severe |
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Attacks
- Bite (Fight +2, 1 AP) — 1d4 + 1 piercing damage. On a hit with a margin of 2 or more: target must succeed on Reflex vs Fight +2 or be knocked Prone.
Special Abilities
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Pack Tactics — +2 to Fight when a target is already engaged with another Wolf.
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Keen Scent — Advantage on Perception checks involving smell. Cannot be surprised by hidden creatures it can smell.
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Trip — When the Wolf knocks a target Prone, it may immediately move up to 2m as a free action without provoking opportunity attacks.
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.
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| Fight +4 |
Reflex +2 |
Perception +3 |
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| Might +4 |
Fortitude +4 |
Stride +2 |
Resolve +1 |
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| Physical Defense 5 |
Elemental Defense 1 |
AP 3 |
Move 10m / Climb 8m |
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| Physical Stress 10 |
Mental Stress 6 |
Consequences Mild, Moderate, Severe x2 |
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Attacks
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Bite (Fight +4, 1 AP) — 1d6 + 4 piercing damage.
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Claw (Fight +4, 1 AP) — 1d6 + 4 slashing damage.
Special Abilities
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Savage Assault — The bear may make one Bite and one Claw attack per turn (1 AP each). Both attacks may not target different creatures.
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Climbing Mastery — Advantage on Stride checks for climbing.
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Terrifying Roar (1 AP, once per scene) — All enemies within 10m make Resolve vs 3. On failure, they are Frightened until the end of their next turn.
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.
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| Fight +2 |
Reflex +2 |
Perception +2 |
Survival +2 |
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| Might +2 |
Fortitude +2 |
Stride +2 |
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| Physical Defense 2 |
Elemental Defense 0 |
AP 3 |
Move 10m |
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| Physical Stress 6 |
Mental Stress 3 |
Consequences Mild, Moderate |
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Attacks
- Savage Bite (Fight +2, 1 AP) — 1d8 + 2 piercing damage. On a hit with a margin of 2 or more: target must succeed on Reflex vs Fight +2 or be knocked Prone and Grappled (Might vs Fight +2 to escape, costs 1 AP).
Special Abilities
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Pack Tactics — Advantage on attack rolls when an ally is adjacent to the target.
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Terrifying Howl (1 AP, once per scene) — All enemies within 15m make Resolve vs 2. On failure, Frightened until end of their next turn.
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Relentless Pursuit — Ignores difficult terrain when chasing a target it has already attacked this scene.
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.
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| Fight +2 |
Reflex +5 |
Stealth +1 |
Perception +4 |
Resolve +3 |
| Might +2 |
Fortitude +2 |
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| Physical Defense 2 |
Elemental Defense 0 |
AP 3 |
Move 4m / Swim 16m |
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| Physical Stress 6 |
Mental Stress 10 |
Consequences Mild, Moderate, Severe |
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Attacks
- Ram (Fight +2, 1 AP) — 1d6 + 2 bludgeoning damage. On a hit: target makes Fortitude vs 3 or is pushed 2m.
Special Abilities
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Echolocation — +2 to Perception when detecting creatures underwater. Cannot be surprised while submerged.
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Aquatic — In water, all rolls made with Advantage. Cannot breathe air; must surface every 30 minutes.
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.
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| Fight +3 |
Reflex +2 |
Perception +4 |
Resolve +1 |
Lore +1 |
| Might +4 |
Fortitude +4 |
Stride +3 |
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| Physical Defense 2 |
Elemental Defense 1 |
AP 3 |
Move 11m |
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| Physical Stress 10 |
Mental Stress 6 |
Consequences Mild, Moderate, Severe |
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Attacks
- Gore (Fight +3, 1 AP) — 1d6 + 4 piercing damage.
Special Abilities
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Charge — When the Elk moves at least 10m in a straight line before attacking, it deals +2 damage and target makes Fortitude vs Might +4 or is knocked Prone.
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Sure-Footed — +2 to Stride when navigating rough or uneven terrain. Ignores difficult terrain from natural sources.
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.
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| Fight +2 |
Reflex +1 |
Perception +1 |
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| Fortitude +2 |
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| Physical Defense 1 |
Elemental Defense 0 |
AP 3 |
Move 5m / Swim 8m |
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| Physical Stress 6 |
Mental Stress none |
Consequences x3 (Swarming Mass) |
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Attacks
- Engulf (Fight +2, 1 AP) — 1d4 piercing damage. On a hit: target is Grappled (Might vs 2 to escape, costs 1 AP). While Grappled, the swarm automatically deals 1d4 piercing at the start of each of the target’s turns.
Special Abilities
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Swarm (see Swarm Rules) — Immune to single-target physical attacks; double damage from area effects.
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Seep — Armor provides no Physical Defense against the swarm’s attacks.
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Fire Vulnerability — Takes double fire damage. Any fire damage disperses a Grapple automatically.
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.
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| Fight +2 |
Reflex +1 |
Perception +2 |
Survival +3 |
Resolve +1 |
| Might +4 |
Fortitude +4 |
Stride +2 |
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| Physical Defense 3 |
Elemental Defense 1 |
AP 3 |
Move 10m |
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| Physical Stress 10 |
Mental Stress 6 |
Consequences Mild, Moderate, Severe |
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Attacks
- Gore (Fight +2, 1 AP) — 1d6 + 4 bludgeoning damage.
Special Abilities
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Charge — When the Moose moves at least 10m straight before attacking, it deals +2 damage.
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Sure-Footed — +2 to Survival when navigating rough terrain or deep snow.
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Massive — Immune to forced movement from non-magical sources.
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.
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| Fight +3 |
Shoot +3 |
Reflex +4 |
Perception +2 |
Influence +1 |
| Might +3 |
Fortitude +3 |
Stride +1 |
Lore +1 |
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| Physical Defense 2 |
Elemental Defense 1 |
AP 3 |
Move 9m / Climb 12m |
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| Physical Stress 10 |
Mental Stress 3 |
Consequences Mild, Moderate, Severe |
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Attacks
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Fists (Fight +3, 1 AP) — 1d4 + 3 bludgeoning damage.
-
Thrown Rock (Shoot +3, 1 AP, range 15m) — 1d4 + 3 bludgeoning damage.
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.
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| Fight +2 |
Shoot +2 |
Reflex +1 |
Perception +1 |
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| Might +2 |
Fortitude +2 |
Stride +1 |
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| Physical Defense 3 |
Elemental Defense 1 |
AP 3 |
Move 9m |
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| Physical Stress 6 |
Mental Stress 3 |
Consequences Mild, Moderate |
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Attacks
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Greatclub (Fight +2, 1 AP) — 1d8 + 2 bludgeoning damage.
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Javelin (Shoot +2, 1 AP, range 10/30m) — 1d4 + 2 piercing damage.
Special Abilities
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Aggressive — Once per turn, may move up to full speed toward an enemy as a free action (0 AP).
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Savage Resilience — Once per scene, when its Physical Stress Pool is reduced to 0, may make Fortitude vs 2. On success, stays conscious with 1 stress point for 1 additional round.
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War Chant (1 AP, once per scene) — All allied Orcs within 10m gain +1 to their next attack roll.
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.
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| Fight +2 |
Reflex +2 |
Stealth +3 |
Perception +1 |
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| Fortitude +1 |
Stride +1 |
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| Physical Defense 0 |
Elemental Defense 3 |
AP 3 |
Move 8m / Fly 8m |
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| Physical Stress 6 |
Mental Stress 3 |
Consequences Mild, Moderate |
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Attacks
- Strength Drain (Fight +2, 1 AP) — 1d6 cold damage (bypasses Physical Defense). On a hit: target’s Might is reduced by 1 for the scene (max -3). A target reduced to Might -3 is Paralyzed.
Special Abilities
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Incorporeal — Physical weapon attacks deal half damage. Magical attacks deal full damage.
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Shadow Step (1 AP) — Teleport between areas of dim light or darkness within 10m.
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Sunlight Weakness — In bright light, all rolls at Disadvantage.
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Death Spawn — A creature whose Physical Stress Pool is reduced to 0 by Strength Drain rises as a Shadow at the next midnight unless burned or exposed to direct sunlight.
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 |
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| Physical Stress 3 |
Mental Stress 6 |
Consequences x3 (Swarming Mass) |
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Attacks
- Biting Mass (Fight +1, 1 AP) — 2d4 piercing damage.
Special Abilities
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Swarm (see Swarm Rules) — Single-target attacks deal half damage; area effects deal damage twice.
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Night Vision — +2 to Perception in low-light conditions.
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Blinding Flutter — Any creature that ends its turn inside the swarm must succeed on Perception vs 2 or suffer -1 to attack rolls until it leaves the swarm’s space.
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.
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| Fight +2 |
Stealth +2 |
Survival +3 |
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| Fortitude +1 |
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| Physical Defense 2 |
Elemental Defense 0 |
AP 3 |
Move 6m |
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| Physical Stress 6 |
Mental Stress 3 |
Consequences x3 (Swarming Mass) |
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Attacks
- Stinging Mass (Fight +2, 1 AP) — 2d4 piercing damage.
Special Abilities
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Swarm (see Swarm Rules) — Single-target attacks deal half damage; area effects deal damage twice.
-
Numbing Swarm — Targets hit by the swarm suffer a -1 penalty to attack rolls until the end of their next turn.
-
Swarm Camouflage — +2 to Stealth in areas with heavy cover, foliage, or refuse.
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.
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| Fight +1 |
Reflex +2 |
Stealth +2 |
Survival +3 |
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| Stride +1 |
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|
|
| Physical Defense 0 |
Elemental Defense 0 |
AP 3 |
Move 9m |
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| Physical Stress 3 |
Mental Stress 3 |
Consequences x3 (Swarming Mass) |
|
|
Attacks
- Biting Mass (Fight +1, 1 AP) — 2d4 piercing damage.
Special Abilities
-
Swarm (see Swarm Rules) — Single-target attacks deal half damage; area effects deal damage twice.
-
Carrier of Disease — On a hit, target makes Fortitude vs the margin of success or contracts a wasting disease: -1 to Fortitude until treated.
-
Scavenger’s Delight — +2 to Stealth in dark places, sewers, or near refuse.
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.
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| Fight +3 |
Reflex +2 |
Perception +2 |
Resolve +2 |
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| Might +3 |
Fortitude +3 |
Stride +3 |
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|
| Physical Defense 3 |
Elemental Defense 1 |
AP 3 |
Move 12m |
|
| Physical Stress 10 |
Mental Stress 6 |
Consequences Mild, Moderate, Severe |
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|
Attacks
-
Trampling Hooves (Fight +3, 1 AP) — 1d6 + 3 bludgeoning damage.
-
Bite (Fight +3, 1 AP) — 1d4 + 3 piercing damage.
Special Abilities
-
Dash (2 AP) — Move up to three times its base speed (36m) in a straight line. The warhorse cannot take any other action this turn.
-
War-Trained — Immune to the Frightened condition from combat noise, explosions, or the sight of blood.
-
Charge — After moving at least 10m in a straight line before attacking with Trampling Hooves, deal +2 bonus damage, and the target makes Fortitude vs Might +3 or is knocked Prone.
-
Loyal Mount (Reaction, once per scene) — When its rider is hit by an attack, the warhorse may interpose itself and take the damage instead.
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.
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|
| Fight +1 |
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|
|
|
| Might +2 |
Fortitude +2 |
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|
|
| Physical Defense 3 |
Elemental Defense 0 |
AP 2 |
Move 5m |
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| Physical Stress 6 |
Mental Stress none |
Consequences Mild, Moderate |
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|
Attacks
- Slam (Fight +1, 1 AP) — 1d8 + 2 bludgeoning damage.
Special Abilities
-
Undead — Immune to poison, disease, fear, exhaustion, and Mental Stress.
-
Undead Fortitude — Once per scene, when its Physical Stress Pool is reduced to 0, make Fortitude vs 2. On success, survives with 1 stress point remaining.
-
Slow — 2 AP per turn instead of 3. Cannot take the Disengage action.
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.
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| Fight +1 |
Reflex +1 |
Magic +3 |
Resolve +2 |
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| Might +1 |
Fortitude +1 |
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| Physical Defense 1 |
Elemental Defense 3 |
AP 3 |
Move 8m |
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| Physical Stress 6 |
Mental Stress 6 |
Consequences Mild, Moderate, Severe |
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|
Choose an element at creation: Fire, Frost, or Lightning. The Atronach is immune to its chosen element.
Attacks
-
Elemental Slap (Fight +1, 1 AP) — 1d4 + 1 damage of its chosen element.
-
Firebolt / Frostbite / Sparks (Magic +3, 1 AP, range 40m, costs 1 Mana) — The target makes a Reflex defend roll vs Magic +3. On failure: elemental damage equal to the margin of failure.
Special Abilities
-
Mana Pool — The Atronach has 9 Mana and may cast its elemental spell freely within that pool.
-
Construct — Immune to poison, disease, fear, exhaustion, and all Mental Stress.
-
Elemental Form — Immune to its chosen element. Vulnerability to the opposing element (Fire ↔ Frost; Lightning is vulnerable to Frost).
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.
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| Fight +3 |
Reflex +3 |
Perception +3 |
Magic +3 |
Resolve +4 |
| Fortitude +2 |
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|
| Physical Defense 0 |
Elemental Defense 3 |
AP 3 |
Move 8m / Fly 8m |
|
| Physical Stress 6 |
Mental Stress 10 |
Consequences Mild, Moderate, Severe |
|
|
Attacks
-
Corrupting Touch (Fight +3, 1 AP) — 2d4 necrotic damage (bypasses Physical Defense).
-
Wail of Anguish (2 AP, 10m radius, once per scene) — All living creatures in range make Resolve vs Magic +3. On failure: take Mental Stress points equal to the margin. A creature whose Mental Stress Pool is at 0 is reduced to 0 Physical Stress Pool.
Special Abilities
-
Incorporeal — Physical weapon attacks deal half damage. Magical attacks deal full damage.
-
Undead — Immune to poison, disease, fear, and exhaustion.
-
Tethered Grief — Bound to the place of its death within a 30m radius. If forced beyond 30m, loses all Special Abilities until it returns.
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.
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| Fight +3 |
Reflex +2 |
Stealth +3 |
Perception +4 |
|
| Might +1 |
Fortitude +1 |
Stride +1 |
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|
| Physical Defense 3 |
Elemental Defense 1 |
AP 3 |
Move 9m / Climb 9m |
|
| Physical Stress 6 |
Mental Stress 3 |
Consequences Mild, Moderate, Severe |
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|
Attacks
-
Venomous Bite (Fight +3, 1 AP) — 1d6 + 2 piercing damage. On a hit: target makes Fortitude vs 3 or is Poisoned (-1 to all rolls) until end of scene.
-
Webslinger (Fight +3, 1 AP, range 10m) — No damage. Target makes Fortitude vs Fight +3 or is Restrained until they break free (Fortitude vs Fight +3, 1 AP).
Special Abilities
-
Spider Climb — Moves freely along walls and ceilings without any roll required.
-
Web Sense — While in contact with its web, detects any creature touching the web regardless of line of sight.
-
Ambush Predator — When attacking from Stealth, gains Advantage on the attack roll and deals +1d4 bonus damage on a hit.
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.
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| 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
- Fists (Fight +4, 1 AP) — 1d6 + 3 bludgeoning damage.
Special Abilities
-
Powerful Grapple — +2 to Fight when grappling an opponent.
-
Intimidating Roar (1 AP) — +2 to Influence when attempting to scare an enemy. Target makes Resolve vs Influence or is Frightened for 1 round.
-
Climbing Mastery — +2 to Stride when climbing or swinging. Ignores difficult terrain that involves vertical movement.
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.
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| Fight +3 |
Reflex +2 |
Perception +3 |
Survival +3 |
|
| Might +3 |
Fortitude +3 |
Stride +3 |
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|
| Physical Defense 3 |
Elemental Defense 2 |
AP 3 |
Move 11m |
|
| Physical Stress 10 |
Mental Stress 3 |
Consequences Mild, Moderate, Severe |
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|
Attacks
-
Infernal Bite (Fight +3, 1 AP) — 1d8 + 3 piercing + 1d6 fire damage.
-
Fire Breath (2 AP, 4m cone, once per round) — All creatures in cone make Reflex defend roll vs Fight +3. On failure: 2d4 fire damage. On success: half.
Special Abilities
-
Pack Tactics — Advantage on attack rolls when an ally is adjacent to the target.
-
Fire Immunity — Immune to all fire damage.
-
Infernal Tracking — Cannot be shaken from a scent trail by any mundane means.
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.
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| Fight +3 |
Shoot +3 |
Reflex +1 |
Perception +1 |
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| Might +4 |
Fortitude +4 |
Stride +1 |
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|
| Physical Defense 4 |
Elemental Defense 1 |
AP 3 |
Move 9m |
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| Physical Stress 10 |
Mental Stress 3 |
Consequences Mild, Moderate, Severe |
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|
Attacks
-
Greatclub (Fight +3, 1 AP) — 2d6 + 6 bludgeoning damage. On a hit: target makes Fortitude vs 3 or is knocked back 2m and falls Prone.
-
Hurled Boulder (Shoot +3, 1 AP, range 20m) — 1d12 + 6 bludgeoning damage.
Special Abilities
-
Mighty Swing (2 AP) — Makes a single attack roll against all creatures adjacent to it. Each creature hit takes full damage.
-
Brute Force — When scoring a margin of 3 or more on an attack, deals +3 additional damage.
-
Dim-Witted — -2 to all Influence and Lore checks. Cannot be Charmed by spells lower than level 3.
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.
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| Fight +4 |
Reflex +5 |
Stealth +4 |
Perception +3 |
Resolve +1 |
| Might +2 |
Fortitude +2 |
Stride +4 |
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|
| Physical Defense 3 |
Elemental Defense 2 |
AP 3 |
Move 12m |
|
| Physical Stress 10 |
Mental Stress 3 |
Consequences Mild, Moderate, Severe |
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Attacks
- Bite and Claw (Fight +4, 1 AP) — 1d8 + 2 piercing/slashing damage.
Special Abilities
-
Pounce — When the Raptor moves at least 10m before attacking, it deals +2 bonus damage. Target makes Reflex defend roll vs Fight +4 or is knocked Prone.
-
Pack Hunter — +2 to Fight if another Raptor is attacking the same target this turn.
-
Leaping Strike — May move up to 4m as a free action immediately after making a successful attack.
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.
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| Fight +3 |
Reflex +2 |
Stealth +3 |
Perception +1 |
|
| Might +2 |
Fortitude +2 |
Stride +2 |
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|
| Physical Defense 2 |
Elemental Defense 2 |
AP 3 |
Move 10m |
|
| Physical Stress 6 |
Mental Stress 3 |
Consequences Mild, Moderate, Severe |
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|
Attacks
-
Saber Bite (Fight +3, 1 AP) — 1d6 + 2 piercing damage.
-
Claw Rake (Fight +3, 1 AP) — 1d6 + 2 slashing damage.
Special Abilities
-
Savage Assault — May make one Saber Bite and one Claw Rake per turn (1 AP each).
-
Bombshell — +2 bonus damage on any attack made against a target that is unaware of the Tiger (surprise or Stealth attack).
-
Pounce — When the Tiger moves 6m or more before attacking, target makes Reflex defend roll vs Fight +3 or is knocked Prone and Grappled (Might vs Fight +3 to escape, costs 1 AP).
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.
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|
| Fight +3 |
Perception +2 |
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|
|
| Might +4 |
Fortitude +4 |
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|
|
| Physical Defense 5 |
Elemental Defense 3 |
AP 3 |
Move 6m |
|
| Physical Stress 10 |
Mental Stress none |
Consequences Mild, Moderate, Severe |
|
|
Attacks
-
Stone Fist (Fight +3, 1 AP) — 2d6 + 6 bludgeoning damage. On a critical hit: target is also Dazed until end of their next turn.
-
Tremor Stomp (Fight +3, 2 AP) — All creatures within 3m make Reflex defend roll vs Fight +3 or are knocked Prone.
Special Abilities
-
Construct — Immune to poison, disease, fear, exhaustion, and all Mental Stress.
-
Magic Resistance — Advantage on all defend rolls against spells.
-
Immovable — Cannot be forcibly repositioned by any non-magical effect.
-
Slow — Cannot Disengage. Cannot use Empowered Attacks.
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.
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|
| 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
-
Lion Bite (Fight +4, 1 AP) — 1d10 + 6 piercing damage.
-
Dragon Bite (Fight +4, 1 AP) — 1d10 + 6 piercing + 1d6 fire damage.
-
Ram Horns (Fight +4, 1 AP) — 1d8 + 6 bludgeoning damage. On a hit: target is knocked back 2m.
-
Three-Head Strike (3 AP, once per turn) — Makes one Lion Bite, one Dragon Bite, and one Ram Horns attack, each against the same or different targets.
-
Fire Breath (2 AP, 6m cone, once per round) — Reflex defend roll vs Fight +4. On failure: 2d6 fire damage. On success: half.
Special Abilities
-
Three Heads — Cannot be flanked. Makes no Perception checks at Disadvantage due to facing direction.
-
Aerial Predator — Advantage on attack rolls against targets on the ground while the Chimera is airborne.
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.
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| 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 |
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| Physical Stress 15 |
Mental Stress 10 |
Consequences Mild, Moderate, Severe x2 |
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|
Attacks
-
Gore (Fight +4, 1 AP) — 1d6 + 5 piercing damage. On a hit with a margin of 3 or more: target is flung 4m and knocked Prone.
-
Trunk Grab (Fight +4, 1 AP, Reach 3m) — No damage. Target is Grappled (Might vs Fight +5 to escape, costs 1 AP).
-
Stomp (Fight +4, 1 AP) — 1d6 + 5 bludgeoning damage. May only be used against a Prone target.
-
Trampling Charge (2 AP) — Move up to full speed in a straight line. All creatures in the path make Reflex defend roll vs Fight +4. On failure: 2d6 + 5 bludgeoning damage and knocked Prone. If target is already Prone after the charge, may make one free Stomp against them.
Special Abilities
-
Massive — Immune to forced movement from non-magical sources.
-
Thick Hide — Once per scene, reduce incoming damage by 4.
-
Charge Requirement — Trampling Charge requires moving at least 10m in a straight line before the attack.
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.
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| 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 |
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|
Attacks
-
Bite (Fight +4, 1 AP) — 1d10 + 4 piercing damage.
-
Body Ram (Fight +4, 2 AP) — 1d10 + 4 bludgeoning damage. Target makes Fortitude vs Might +4 or is knocked 3m and Prone.
Special Abilities
-
Apex Predator — +2 to Fight against creatures smaller than itself.
-
Echolocation — +2 to Perception when detecting creatures underwater. Cannot be surprised while submerged.
-
Aquatic Dominance — In water, all rolls made with Advantage.
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.
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|
| 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
-
Bite (Fight +4, 1 AP) — 1d10 + 4 piercing damage.
-
Claw (Fight +4, 1 AP) — 1d10 + 4 slashing damage.
Special Abilities
-
Savage Assault — May make one Bite and one Claw attack per turn (1 AP each).
-
Keen Senses — +2 to Perception when detecting hidden or invisible creatures. Cannot be surprised.
-
Screech (1 AP, once per scene) — All creatures within 10m make Resolve vs 4 or are Frightened until the end of their next turn.
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.
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|
| 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
-
Shadow Bite (Fight +4, 1 AP) — 1d10 + 4 piercing + 1d6 necrotic damage.
-
Shadow Claw (Fight +4, 1 AP) — 1d8 + 4 slashing damage. On a hit with a margin of 3 or more: target is Blinded until end of their next turn.
-
Void Breath (2 AP, 8m cone, once per round) — All creatures make Resolve defend roll vs Magic +2. On failure: 2d6 necrotic damage (bypasses Physical Defense). On success: half.
Special Abilities
-
Shadow Step (1 AP) — Teleport between areas of dim light or darkness within 15m.
-
Darkness Aura — Bright light within 4m of the Drake is reduced to dim light.
-
Incorporeal Shift (2 AP, once per scene) — Becomes incorporeal until start of its next turn. Immune to physical damage while incorporeal.
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.
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|
|
| 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
-
Claw (Fight +4, 1 AP) — 1d8 + 6 slashing damage.
-
Bite (Fight +4, 1 AP) — 1d12 + 6 piercing damage.
-
Multi-Claw (2 AP) — Makes two Claw attacks against the same or different targets.
Special Abilities
-
Regeneration — At the start of each of the Troll’s turns, it recovers 2 Physical Stress points. Does not function on turns where it took fire or acid damage.
-
Fire & Acid Vulnerability — Takes double damage from fire and acid. Regeneration does not function while burning or coated in acid.
-
Troll Stench — Creatures starting their turn adjacent to the Troll make Fortitude vs 3 or suffer -1 to attack rolls until they move away.
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.
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| 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
-
Claw (Fight +4, 1 AP) — 1d8 + 4 slashing damage.
-
Vampiric Bite (Fight +4, 2 AP) — 1d6 + 3 necrotic damage (bypasses Physical Defense). The Spawn recovers Physical Stress points equal to the damage dealt. After using Bite, cannot take another action or reaction this round.
Special Abilities
-
Undead — Immune to poison, disease, fear, and exhaustion.
-
Spider Climb — Moves freely along walls and ceilings.
-
Blood Frenzy — Advantage on all attack rolls against targets that have taken any stress (not at full Physical Stress Pool).
-
Sunlight Weakness — In direct sunlight, all rolls at Disadvantage and takes Physical Stress points equal to Fortitude at end of each turn.
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.
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|
| 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
-
Bite (Fight +4, 1 AP) — 1d12 + 6 piercing damage.
-
Stinger (Fight +4, 1 AP, Reach 2m) — 1d8 + 6 piercing damage. On a hit: target makes Fortitude vs 4 or takes 2d4 poison damage and is Poisoned (-1 to all rolls) for 3 rounds.
-
Aerial Dive (2 AP) — Fly up to 8m and immediately make a Bite or Stinger attack with +2 damage.
Special Abilities
-
Flyby — Does not provoke opportunity attacks when flying past creatures.
-
Snatch — When the Wyvern Bites a target of Medium size or smaller, may Grapple them as a free action and carry them while flying.
-
Poison Immunity — Immune to all poison and disease effects.
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.
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|
|
| 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
-
Venomous Bite (Fight +4, 1 AP) — 2d8 + 6 piercing damage. On a hit: target makes Fortitude vs 5. On failure: Slowed (movement halved) for 2 rounds. On two consecutive failures: target is Petrified.
-
Petrifying Gaze (2 AP, range 10m, once per round) — One visible target makes Reflex defend roll vs Perception +4. On failure: Paralyzed for 1 round. If Paralyzed on two consecutive rounds by this effect: target is Petrified.
Special Abilities
-
Petrification — A Petrified creature is Paralyzed and immune to all damage. Reversed by a spell of level 4 or higher that removes conditions, or a Supreme Potion of Restoration.
-
Reflection Blindness — If the Basilisk sees a clear reflection of itself, it must succeed on Fortitude vs 4 or be Stunned for 1 round.
-
Armored Scales — Physical Defense 6 comes from natural armor; no worn armor required.
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.
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| Fight +5 |
Reflex +2 |
Perception +2 |
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| Might +5 |
Fortitude +5 |
Stride +2 |
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| Physical Defense 5 |
Elemental Defense 2 |
AP 3 |
Move 8m |
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| Physical Stress 15 |
Mental Stress none |
Consequences Mild x2, Moderate, Severe |
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Attacks
-
Slam (Fight +5, 1 AP) — 2d10 + 7 bludgeoning damage.
-
Double Slam (3 AP) — Makes two Slam attacks against the same target.
-
Berserk Charge (2 AP) — Rush up to 8m and Slam with +3 additional damage.
Special Abilities
-
Construct — Immune to poison, disease, fear, exhaustion, and Mental Stress.
-
Lightning Absorption — Takes no damage from lightning; instead recovers 1d8 Physical Stress points.
-
Fire Vulnerability — Takes double damage from fire.
-
Berserk — When reduced to 2 or fewer stress points in its Physical Stress Pool, attacks the nearest creature including allies. The creator may attempt Resolve vs 3 (1 AP) to direct it.
-
Final Surge — When its Physical Stress Pool reaches 0 with consequences remaining, may make one free Slam as a Reaction before collapsing.
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.
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| Fight +5 |
Reflex +3 |
Perception +4 |
Magic +3 |
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| Might +4 |
Fortitude +4 |
Stride +3 |
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| Physical Defense 5 |
Elemental Defense 3 |
AP 3 |
Move 9m |
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| Physical Stress 15 |
Mental Stress 6 |
Consequences Mild x2, Moderate, Severe |
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Attacks
-
Vengeful Strike (Fight +5, 1 AP) — 2d8 + 6 slashing damage. Against the Revenant’s sworn target: add +1d6 Radiant damage and ignore all Physical Defense.
-
Ghostly Grasp (Fight +5, 1 AP) — 2d6 + 4 necrotic damage (bypasses Physical Defense). On a hit with a margin of 3 or more: target makes Resolve defend roll vs Magic +3 or is Stunned until end of their next turn.
Special Abilities
-
Sworn Target — The Revenant designates one creature as its sworn target. Advantage on all rolls against that target.
-
Undying Vengeance — If destroyed while its sworn target lives, reforms within 1d4 days at full strength.
-
Undead — Immune to poison, disease, fear, and exhaustion.
-
Aura of Despair (passive, 6m) — Enemies within range suffer -1 to all rolls.
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.
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| Fight +5 |
Reflex +3 |
Perception +4 |
Lore +3 |
Magic +3 |
| Might +5 |
Fortitude +5 |
Stride +4 |
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| Physical Defense 5 |
Elemental Defense 4 |
AP 3 |
Move 12m |
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| Physical Stress 15 |
Mental Stress 6 |
Consequences Mild x2, Moderate, Severe |
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Attacks
-
Greatsword (Fight +5, 1 AP) — 3d6 + 7 slashing damage.
-
Lightning Strike (Magic +3, 1 AP, range 30m) — 2d6 lightning damage. On a hit: target makes Fortitude vs 5 or is Stunned until end of their next turn.
-
Thunderclap (2 AP, 8m radius) — All creatures make Fortitude defend roll vs Fight +5. On failure: 2d8 thunder damage and Dazed until end of their next turn. On success: half damage.
Special Abilities
-
Lightning Immunity — Immune to lightning damage.
-
Storm’s Wrath (Reaction) — When struck by a melee attack, the attacker takes 1d6 lightning damage.
-
Titanic Presence — All creatures within 15m at start of scene make Resolve vs 5 or suffer -1 to all rolls.
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.
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| Fight +6 |
Reflex +4 |
Perception +4 |
Survival +2 |
Influence +3 |
| Might +5 |
Fortitude +5 |
Stride +3 |
Resolve +1 |
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| Physical Defense 6 |
Elemental Defense 3 |
AP 3 |
Move 11m |
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| Physical Stress 15 |
Mental Stress 6 |
Consequences Mild x2, Moderate, Severe x3 |
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Attacks
-
Jaw Crush (Fight +6, 1 AP) — 1d12 + 7 piercing damage. On a hit: target is Grappled in the jaws (Might vs Fight +6 to escape, costs 1 AP). While Grappled: automatically deals 1d12 + 7 piercing at the start of each of its turns.
-
Tail Sweep (Fight +6, 2 AP, 3m arc) — All creatures in arc make Reflex defend roll vs Fight +6 or take 1d12 + 7 bludgeoning damage and are knocked Prone.
Special Abilities
-
Savage Assault — May make one Jaw Crush and one Tail Sweep per turn. Both attacks cannot target the same creature.
-
Massive — Immune to forced movement from non-magical sources.
-
Ferocious Presence — At start of combat, all creatures within 15m make Resolve vs 5 or gain Frightened for 2 rounds.
-
Bloodlust — Advantage on all attack rolls against targets that have taken any stress (not at full Physical Stress Pool).
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.
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| Fight +5 |
Reflex +4 |
Perception +5 |
Magic +3 |
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| Might +5 |
Fortitude +5 |
Stride +3 |
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| Physical Defense 6 |
Elemental Defense 4 |
AP 3 |
Move 10m / Fly 16m |
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| Physical Stress 15 |
Mental Stress 6 |
Consequences Mild x2, Moderate, Severe |
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Choose an element (Fire, Frost, or Lightning) at creation. The Dragon is immune to its chosen element.
Attacks
-
Bite (Fight +5, 1 AP) — 2d8 + 7 piercing damage.
-
Claw (Fight +5, 1 AP) — 2d6 + 7 slashing damage.
-
Breath Weapon (2 AP, 10m cone or 20m line) — All creatures make Reflex defend roll vs Magic +3. On failure: 3d6 elemental damage (chosen type). On success: half. Recharges on a result of 4+ on a d6 at the start of the Dragon’s turn.
-
Wing Buffet (Reaction) — When a creature enters melee reach, target makes Reflex defend roll vs Fight +5 or is knocked back 4m and Prone.
Special Abilities
-
Draconic Presence — All creatures within 20m at start of scene make Resolve vs 5 or gain Frightened for 2 rounds.
-
Draconic Resilience — Natural armor provides Physical Defense 6.
-
Magic Sense — Passively detects magical auras within 30m.
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.
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| 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 |
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| Physical Stress 28 |
Mental Stress 15 |
Consequences Mild x2, Moderate x2, Severe |
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Legendary Resistance 3x per scene.
Attacks
-
Crimson Blade (Fight +6, 1 AP) — 2d10 + 7 slashing damage.
-
Vampiric Drain (Fight +6, 2 AP) — 3d6 necrotic damage (bypasses Physical Defense). Recovers Physical Stress points equal to the damage dealt. After using this, cannot take another action or reaction this round.
-
Dominating Gaze (Magic +5, 2 AP, range 20m) — Target makes Resolve defend roll vs Magic +5. On failure: Charmed for the scene. Target may reroll at the end of each of their turns.
-
Mist Form (1 AP, Reaction, once per scene) — Transforms into mist until start of its next turn. Immune to all damage while in Mist Form.
Special Abilities
-
Regeneration — Recovers 3 Physical Stress points per turn. Does not function in direct sunlight or on turns where Radiant damage was received.
-
Master Vampire — All vampire spawn within 100m gain +2 to attack rolls and defend rolls.
-
Shapechanger — May take the form of a bat swarm or a wolf as a 1 AP action. Stats remain unchanged.
-
Sunlight Weakness — In direct sunlight, all rolls at Disadvantage; takes Physical Stress points equal to Fortitude at end of each turn.
-
Lair Actions (at initiative count 20, choose one): vines erupt Restraining one creature (Reflex defend roll vs 4); all light sources within 20m extinguished; 1d4 Vampire Spawn emerge from shadows.
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.
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| Fight +6 |
Reflex +4 |
Perception +4 |
Lore (Religion) +5 |
Magic +5 |
| Might +5 |
Fortitude +5 |
Stride +3 |
Resolve +2 |
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| Physical Defense 8 |
Elemental Defense 4 |
AP 3 |
Move 9m |
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| Physical Stress 28 |
Mental Stress 10 |
Consequences Mild x2, Moderate x2, Severe |
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Legendary Resistance 2x per scene.
Attacks
-
Hellfire Blade (Fight +6, 1 AP) — 2d10 + 7 slashing + 1d6 necrotic damage (necrotic bypasses Physical Defense).
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Corrupted Smite (once per turn, triggers on a margin of 3 or more) — Deals additional Radiant damage equal to Lore (Religion), doubled against living creatures.
-
Hellfire Blast (Magic +5, 2 AP, range 20m) — 2d8 necrotic + fire damage (bypasses all Defenses).
Special Abilities
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Undead — Immune to poison, disease, fear, and exhaustion.
-
Crushing Aura (passive, 10m) — Living creatures starting their turn in range make Fortitude vs 5 or suffer -1 to all rolls until start of their next turn.
-
Marshal Undead (2 AP, once per scene) — All undead within 20m immediately take a free turn out of initiative order.
-
Hellfire Resurrection — On the round after being destroyed, roll a d6. On 5+, the Death Knight rises with 2 stress points remaining. May only occur once.
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.
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| Fight +6 |
Reflex +4 |
Perception +5 |
Magic +5 |
Resolve +3 |
| Might +6 |
Fortitude +6 |
Stride +4 |
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| Physical Defense 7 |
Elemental Defense 5 |
AP 3 |
Move 10m / Fly 14m |
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| Physical Stress 36 |
Mental Stress 15 |
Consequences Mild x2, Moderate x2, Severe |
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Resistance: Fire, Poison. Vulnerability: Radiant (double damage).
Legendary Resistance 2x per scene.
Attacks
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Abyssal Cleave (Fight +6, 1 AP) — 2d12 + 9 slashing damage.
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Hellfire Lance (Magic +5, 2 AP, range 30m) — 3d6 fire + necrotic damage (bypasses Elemental Defense). Target makes Reflex defend roll vs Magic +5 for half.
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Infernal Chains (Fight +6, 2 AP, range 10m) — Target is Grappled and Restrained. While Restrained: takes 1d8 fire damage per turn. Escape: Might vs Fight +6 (1 AP).
Special Abilities
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Magic Resistance — Advantage on all defend rolls against spells.
-
Terrifying Form — All creatures within 15m at scene start make Resolve vs 5 or Frightened for 2 rounds.
-
Aura of Corruption (passive, 6m) — Creatures starting their turn in range make Fortitude vs 4 or lose 1 stress point from their Physical Stress Pool without receiving damage.
-
Void Return — If destroyed outside the Abyss, reforms within 1d4 days unless killed with Radiant damage.
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.
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| Fight +6 |
Reflex +4 |
Perception +5 |
Survival +5 |
Resolve +0 |
| Might +7 |
Fortitude +6 |
Stride +3 |
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| Physical Defense 7 |
Elemental Defense 3 |
AP 3 |
Move 8m / Swim 18m |
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| Physical Stress 36 |
Mental Stress 3 |
Consequences Mild x2, Moderate x2, Severe |
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Resistance: Cold.
Legendary Resistance 2x per scene.
Attacks
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Jaw Crush (Fight +6, 1 AP) — 3d8 + 10 piercing damage. On a hit: target is Grappled (Might vs Fight +6 to escape, costs 1 AP).
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Constrict (Fight +6, 1 AP, Reach 4m) — 2d10 + 10 bludgeoning damage. On a hit with a margin of 2 or more: target is Grappled and Restrained.
-
Tail Smash (Fight +6, 2 AP, 5m arc) — All creatures in arc make Reflex defend roll vs Fight +6. On failure: 2d8 + 10 bludgeoning and knocked Prone.
-
Swallow Whole — When a Grappled creature in its jaws is hit again by Jaw Crush with a margin of 3 or more, the target is swallowed: it becomes Blinded and Restrained, and takes 2d6 acid damage per turn. Escape: Might vs 7 (1 AP).
Special Abilities
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Massive — Immune to all forced movement.
-
Aquatic Dominance — In water, all rolls made with Advantage.
-
Capsize (3 AP, must be in water) — All vessels and creatures within 10m make Fortitude vs 6 or are capsized and thrown into the water.
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.
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| Fight +7 |
Reflex +5 |
Perception +7 |
Magic +6 |
Resolve +2 |
| Might +7 |
Fortitude +7 |
Stride +5 |
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| Physical Defense 9 |
Elemental Defense 6 |
AP 3 |
Move 12m / Fly 20m |
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| Physical Stress 45 |
Mental Stress 10 |
Consequences Mild x2, Moderate x2, Severe x2 |
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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):
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Detect — Makes a Perception check.
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Wing Strike — All creatures within 4m make Reflex defend roll vs Fight +7 or knocked back 6m and Prone.
-
Tail Lash — One creature within 6m takes 1d12 + 10 bludgeoning damage.
Attacks
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Bite (Fight +7, 1 AP) — 3d10 + 10 piercing damage.
-
Claw (Fight +7, 1 AP) — 2d8 + 10 slashing damage.
-
Legendary Breath (2 AP, 15m cone or 30m line) — Reflex defend roll vs Magic +6. On failure: 5d6 elemental damage. On success: half. Recharges on 5–6 on a d6 at start of turn.
-
Wing Buffet (Reaction) — When a creature enters melee reach, Reflex defend roll vs Fight +7 or knocked back 6m and Prone.
Special Abilities
-
Draconic Terror — All creatures within 30m at scene start make Resolve vs 7 or gain Frightened for 3 rounds.
-
Massive — Immune to all forced movement.
-
Lair Actions (at initiative count 20, choose one): earthquake (Reflex defend roll vs 5 or Prone); elemental surge (20m radius, 2d6 elemental damage, Reflex defend roll vs Magic +6 for half); two Young Dragons summoned acting on initiative 15.
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.
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| Fight +7 |
Reflex +5 |
Perception +6 |
Influence +7 |
Magic +7 |
| Might +7 |
Fortitude +7 |
Stride +5 |
Resolve +4 |
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| Physical Defense 8 |
Elemental Defense 7 |
AP 3 |
Move 12m / Fly 16m |
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| Physical Stress 45 |
Mental Stress 21 |
Consequences Mild x2, Moderate x2, Severe x2 |
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Immunity: Fire, Poison. Vulnerability: Radiant (double damage). Immune to spells of level 1–3.
Legendary Resistance 3x per scene. Legendary Actions 3x per round:
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Abyssal Bolt (Magic +7, range 30m) — 2d6 fire + necrotic damage (bypasses Physical Defense).
-
Infernal Command — All demons within 20m gain +2 to their next attack roll.
-
Void Step — Teleports up to 20m to any visible location.
Attacks
-
Hellfire Greatsword (Fight +7, 1 AP) — 3d10 + 10 slashing + 2d6 fire damage (fire bypasses Physical Defense).
-
Soul Rend (Magic +7, 2 AP, range 30m) — Target makes Resolve defend roll vs Magic +7. On failure: 3d8 necrotic damage (bypasses all Defenses) and target’s Magic skill reduced by 1 for the scene.
-
Infernal Eruption (3 AP, 15m radius) — Reflex defend roll vs Magic +7. On failure: 4d6 fire + necrotic damage (bypasses all Defenses). On success: half. Recharges on 5–6 at start of turn.
-
Dominion Command (2 AP, once per scene, 30m radius) — All humanoids in range make Resolve defend roll vs Influence +7. On failure: Charmed for 3 rounds, must attack the Overlord’s enemies.
Special Abilities
-
Abyssal Lord — All demons within 50m gain +2 to all rolls.
-
Corrupting Presence (passive, 8m) — Living creatures starting their turn in range make Fortitude vs 6 or suffer -1 to all Defenses for the scene (max -3).
-
Hellish Return — If destroyed outside the Abyss, reforms within one week unless killed with Radiant damage or its true name is spoken aloud at the moment of destruction.
-
Lair Actions (at initiative count 20, choose one): infernal chains Restrain two creatures (Reflex defend roll vs 5); all magical effects of level 4 or lower within 20m Dispelled; the Overlord recovers 3 Physical Stress points.
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.
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| Fight +7 |
Reflex +4 |
Perception +6 |
Survival +6 |
Resolve +4 |
| Might +7 |
Fortitude +7 |
Stride +3 |
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| Physical Defense 9 |
Elemental Defense 5 |
AP 3 |
Move 10m / Swim 22m |
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| Physical Stress 45 |
Mental Stress 21 |
Consequences Mild x2, Moderate x2, Severe x2 |
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Resistance: all damage types except Radiant. Vulnerability: Radiant (double damage).
Legendary Resistance 4x per scene. Legendary Actions 3x per round:
-
Tail Thrash — All creatures within 8m make Reflex defend roll vs Fight +7 or take 2d10 + 10 bludgeoning damage and are knocked Prone.
-
Shadow Surge — Moves up to 12m as a free action.
-
Void Gaze — One creature within 30m makes Resolve defend roll vs 6 or gains Frightened for 2 rounds.
Attacks
-
Crushing Maw (Fight +7, 1 AP) — 4d8 + 10 piercing damage. On a hit with a margin of 3 or more: the target is swallowed — becomes Blinded and Restrained, and takes 3d6 acid damage per turn. Escape: Might vs 8 (1 AP).
-
Void Tide (3 AP, 20m radius, once per scene) — Fortitude defend roll vs 7. On failure: 4d6 necrotic damage (bypasses all Defenses) and Dazed for 2 rounds. On success: half damage only.
-
Shadow Form (1 AP, once per scene) — Becomes incorporeal until start of its next turn. Immune to physical damage while incorporeal.
Special Abilities
-
Mythic Resilience — When its Physical Stress Pool is reduced to 0 for the first time, it resets to full and the Leviathan enters Shadow Phase: physical attacks deal half damage; necrotic attacks deal full damage; gains Phase Walk and +2 to all rolls.
-
Massive — Immune to all forced movement.
-
Abyssal Tide Roar (Reaction) — When the Leviathan takes Radiant damage, all creatures within 20m make Fortitude defend roll vs 7 or take 2d8 sonic damage and are knocked Prone.
-
Ocean Sovereign — In water, all rolls made with Advantage.
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.
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| Fight +6 |
Reflex +7 |
Perception +7 |
Magic +7 |
Resolve +4 |
| Might +5 |
Fortitude +6 |
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| Physical Defense 6 |
Elemental Defense 7 |
AP 3 |
Move 0m / Fly 14m (hover) |
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| Physical Stress 36 |
Mental Stress 21 |
Consequences Mild x2, Moderate x2, Severe x2 |
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Legendary Resistance 3x per scene. Legendary Actions 3x per round:
-
Void Pulse — One creature within 20m makes Resolve defend roll vs Magic +7 or suffers -2 to all rolls until end of its next turn.
-
Phase Shift — Teleports up to 20m to any perceived location.
-
Temporal Rift — One creature makes Resolve defend roll vs 6 or has its next turn delayed by 1 round.
Attacks
-
Void Touch (Fight +6, 1 AP) — 2d8 + 5 necrotic damage (bypasses all Defenses).
-
Reality Tear (Magic +7, 2 AP, range 20m) — Target makes Resolve defend roll vs Magic +7. On failure: displaced 1d4 rounds into the future (misses those turns, reappears at last known position).
-
Mind Shatter (3 AP, 15m radius, once per scene) — Resolve defend roll vs Magic +7. On failure: Mental Stress points equal to margin + 1d6, and gain one random Condition.
Special Abilities
-
Phase Walk — Passes through solid objects freely. Cannot end its movement inside solid matter.
-
Void Presence — All spells and magical effects within 10m have a 50% chance to fail at the GM’s discretion.
-
Unraveling Aura — Creatures ending their turn within 4m make Fortitude vs 6 or have their highest active magical effect immediately ended.
-
Beyond Comprehension — Creatures that look directly at the Harbinger make Resolve defend roll vs 5 or gain Frightened.
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.