Abyssal Drake
4
Demon
·
Large
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 Shadow Bite (Fight +4, 1 AP) — 1d10 + 4 piercing + 1d6 necrotic damage.
Speed 8m / Fly 12m
Actions 3
Ancient Dragon Remnant
7
Dragon
·
Gargantuan
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.
Speed 12m / Fly 20m
Actions 3
Ancient Vampire Lord
6
Undead
·
Medium
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.
Speed 12m / Fly 12m / Climb 12m
Actions 3
Atronach
3
Elemental / Construct
·
Medium
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.
Speed 8m
Actions 3
Banshee
3
Undead
·
Medium
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 Corrupting Touch (Fight +3, 1 AP) — 2d4 necrotic damage (bypasses Physical Defense).
Speed 8m / Fly 8m
Actions 3
Basilisk
5
Beast
·
Large
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 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.
Speed 8m
Actions 3
Bat
1
Beast
·
Tiny
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 Bite (Fight +1, 1 AP) — 1d4-1 piercing damage (minimum 1). Special Abilities Night Vision — +2 to Perception in low-light conditions.
Speed 8m / Fly 12m
Actions 3
Bear
2
Beast
·
Large
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 Bite (Fight +4, 1 AP) — 1d6 + 4 piercing damage.
Speed 10m / Climb 8m
Actions 3
Chimera
4
Beast
·
Large
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 Lion Bite (Fight +4, 1 AP) — 1d10 + 6 piercing damage.
Speed 10m / Fly 12m
Actions 3
Death Knight
6
Undead
·
Medium
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.
Speed 9m
Actions 3
Demon Overlord
7
Demon
·
Huge
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.
Speed 12m / Fly 16m
Actions 3
Dire Wolf
2
Beast
·
Large
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 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 Pack Tactics — Advantage on attack rolls when an ally is adjacent to the target.
Speed 10m
Actions 3
Dolphin
2
Beast
·
Medium
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 Ram (Fight +2, 1 AP) — 1d6 + 2 bludgeoning damage. On a hit: target makes Fortitude vs 3 or is pushed 2m. Special Abilities Echolocation — +2 to Perception when detecting creatures underwater. Cannot be surprised while submerged.
Speed 4m / Swim 16m
Actions 3
Dragon Echo
5
Dragon
·
Large
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.
Speed 10m / Fly 16m
Actions 3
Elephant
4
Beast
·
Huge
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 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.
Speed 11m
Actions 3
Elk
2
Beast
·
Large
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 Gore (Fight +3, 1 AP) — 1d6 + 4 piercing damage. Special Abilities 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.
Speed 11m
Actions 3
Flesh Golem
5
Construct
·
Large
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 Slam (Fight +5, 1 AP) — 2d10 + 7 bludgeoning damage.
Speed 8m
Actions 3
Giant Rat
1
Beast
·
Small
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 Bite (Fight +1, 1 AP) — 1d4 piercing damage. Special Abilities Disease Carrier — On a hit, target makes Fortitude vs 2 or becomes Poisoned (-1 to all rolls) until end of scene.
Speed 9m
Actions 3
Giant Spider
3
Beast
·
Large
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 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.
Speed 9m / Climb 9m
Actions 3
Goblin
1
Humanoid
·
Small
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 Rusty Blade (Fight +1, 1 AP) — 1d4 slashing damage.
Speed 9m
Actions 3
Gorilla
3
Beast
·
Large
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 Fists (Fight +4, 1 AP) — 1d6 + 3 bludgeoning damage. Special Abilities Powerful Grapple — +2 to Fight when grappling an opponent.
Speed 9m / Climb 12m
Actions 3
Greater Demon of the Pit
6
Demon
·
Large
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).
Speed 10m / Fly 14m
Actions 3
Hawk
1
Beast
·
Tiny
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 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 Dive Attack — When attacking after moving at least 10m downward, the attack gains +2 damage.
Speed 6m / Fly 16m
Actions 3
Hell Hound
3
Demon
·
Medium
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 Infernal Bite (Fight +3, 1 AP) — 1d8 + 3 piercing + 1d6 fire damage.
Speed 11m
Actions 3
Horse
1
Beast
·
Large
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 Kick (Fight +1, 1 AP) — 1d4 + 2 bludgeoning damage. Special Abilities 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.
Speed 12m
Actions 3
Imp
1
Demon
·
Tiny
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 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 Devil’s Sight — Sees through magical darkness and illusions of level 1 or lower.
Speed 6m / Fly 8m
Actions 3
Leech Swarm
2
Beast
·
Large (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 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 Swarm (see Swarm Rules) — Immune to single-target physical attacks; double damage from area effects.
Speed 5m / Swim 8m
Actions 3
Moose
2
Beast
·
Large
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 Gore (Fight +2, 1 AP) — 1d6 + 4 bludgeoning damage. Special Abilities Charge — When the Moose moves at least 10m straight before attacking, it deals +2 damage.
Speed 10m
Actions 3
Ogre
3
Humanoid
·
Large
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 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.
Speed 9m
Actions 3
Orangutan
2
Beast
·
Medium
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 Fists (Fight +3, 1 AP) — 1d4 + 3 bludgeoning damage.
Speed 9m / Climb 12m
Actions 3
Orc Warrior
2
Humanoid
·
Medium
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 Greatclub (Fight +2, 1 AP) — 1d8 + 2 bludgeoning damage.
Speed 9m
Actions 3
Orca
4
Beast
·
Huge
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 Bite (Fight +4, 1 AP) — 1d10 + 4 piercing damage.
Speed 4m / Swim 16m
Actions 3
Owlbear
4
Beast
·
Large
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 Bite (Fight +4, 1 AP) — 1d10 + 4 piercing damage.
Speed 11m
Actions 3
Raptor
3
Beast
·
Medium
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 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.
Speed 12m
Actions 3
Rat
1
Beast
·
Tiny
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 Bite (Fight +1, 1 AP) — 1d4-1 piercing damage (minimum 1). Special Abilities Scavenger — +2 to Stealth when searching for food or hiding in cluttered environments.
Speed 8m
Actions 3
Revenant
5
Undead
·
Medium
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 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.
Speed 9m
Actions 3
Saber-Toothed Tiger
3
Beast
·
Large
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 Saber Bite (Fight +3, 1 AP) — 1d6 + 2 piercing damage.
Speed 10m
Actions 3
Sea Serpent
6
Beast
·
Gargantuan
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.
Speed 8m / Swim 18m
Actions 3
Shadow
2
Undead
·
Medium
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 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 Incorporeal — Physical weapon attacks deal half damage. Magical attacks deal full damage.
Speed 8m / Fly 8m
Actions 3
Shadow Leviathan
7
Beast
·
Gargantuan
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).
Speed 10m / Swim 22m
Actions 3
Skeleton
1
Undead
·
Medium
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 Short Sword (Fight +1, 1 AP) — 1d6 + 1 slashing damage.
Speed 8m
Actions 3
Spider
1
Beast
·
Tiny
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 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 Spider Climb — Moves freely along walls and ceilings without any roll required.
Speed 6m / Climb 6m
Actions 3
Stone Golem
3
Construct
·
Large
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 Stone Fist (Fight +3, 1 AP) — 2d6 + 6 bludgeoning damage. On a critical hit: target is also Dazed until end of their next turn.
Speed 6m
Actions 3
Storm Giant
5
Humanoid
·
Huge
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 Greatsword (Fight +5, 1 AP) — 3d6 + 7 slashing damage.
Speed 12m
Actions 3
Swarm of Bats
2
Beast
·
Large (swarm)
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 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.
Speed 4m / Fly 12m
Actions 3
Swarm of Cockroaches
2
Beast
·
Medium (swarm)
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 Stinging Mass (Fight +2, 1 AP) — 2d4 piercing damage. Special Abilities Swarm (see Swarm Rules) — Single-target attacks deal half damage; area effects deal damage twice.
Speed 6m
Actions 3
Swarm of Rats
2
Beast
·
Large (swarm)
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 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.
Speed 9m
Actions 3
Troll
4
Humanoid
·
Large
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 Claw (Fight +4, 1 AP) — 1d8 + 6 slashing damage.
Speed 10m
Actions 3
Tyrannosaurus Rex
5
Beast
·
Huge
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 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.
Speed 11m
Actions 3
Vampire Spawn
4
Undead
·
Medium
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 Claw (Fight +4, 1 AP) — 1d8 + 4 slashing damage.
Speed 10m / Climb 10m
Actions 3
Vine Crawler
1
Plant
·
Small
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 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 Camouflage — Advantage on all Stealth checks in natural terrain. Creatures that have not spotted the Vine Crawler cannot benefit from Advantage when attacking it.
Speed 4m
Actions 3
Void Harbinger
7
Aberration
·
Large
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:
Speed 0m / Fly 14m (hover)
Actions 3
Vulture
1
Beast
·
Small
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 Talons (Fight +1, 1 AP) — 1d4-1 piercing damage (minimum 1). Special Abilities Carrion Hunter — +2 to Perception when spotting wounded or dead creatures. Advantage on Perception rolls to detect injury or death within 1 km.
Speed 4m / Fly 20m
Actions 3
Warhorse
2
Beast
·
Large
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 Trampling Hooves (Fight +3, 1 AP) — 1d6 + 3 bludgeoning damage.
Speed 12m
Actions 3
Weasel
1
Beast
·
Tiny
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 Teeth and Claws (Fight +2, 1 AP) — 1d4-1 piercing damage (minimum 1). Special Abilities Quick Strike — +1 to Fight when attacking after moving at least 5m.
Speed 9m
Actions 3
Wolf
1
Beast
·
Medium
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 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 Pack Tactics — +2 to Fight when a target is already engaged with another Wolf.
Speed 10m
Actions 3
Wyvern
4
Beast
·
Large
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 Bite (Fight +4, 1 AP) — 1d12 + 6 piercing damage.
Speed 8m / Fly 14m
Actions 3
Zombie
2
Undead
·
Medium
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 Slam (Fight +1, 1 AP) — 1d8 + 2 bludgeoning damage. Special Abilities Undead — Immune to poison, disease, fear, exhaustion, and Mental Stress.
Speed 5m
Actions 2
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