Ogre

Large giant

Level 11

Armor Type 3/20 2/10 (+5) Leather Hide or by Armour type
Hits 104
Speed 8’/sec.
Max Pace Run/-5

ST SP IN EM PR
90 40 25 35 35
+15 -5 -15 -10 -10

Environment: Temperate hills

Organization: Solitary, pair, gang (3-4), or band (5-8)

Adult ogres stand 9 to 10 feet tall and weigh 600 to 650 pounds. Their skin colour ranges from dull yellow to dull brown. Their clothing consists of poorly cured furs and hides, which add to their naturally repellent odour.

Ogres speak Giant, and those specimens who boast Intelligence scores of at least 50 also speak Common.

Combat

Ogres favour overwhelming odds, sneak attacks, and ambushes over a fair fight. They are intelligent enough to fire ranged weapons first to soften up their foes before closing but ogre gangs and bands fight as unorganized individuals.

Actions

Greatclub. 130 OB

Javelin. 75 OB melee, 110 OB ranged

Kobold

Small humanoid

Level 2

Armor Type 2/10 2/10 +10DB

Hits 25

Speed 6’/sec

Max Pace Dash/+10

ST SP IN EM PR
40 75 40 35 40
-10 +10 -5 -10 -5

Environment: Temperate forests

Organization: Gang (4-9), band (10-100 plus 100% non-combatants plus 1 5th-level sergeant per 20 adults and 1 leader of 6th-9th level), warband (10-24 plus 2-4 dire weasels), tribe (40-400 plus 1 5rd-level sergeant per 20 adults, 1 or 2 lieutenants of 6th or 7th level, 1 leader of 9th-12th level, and 5-8 dire weasels)

Kobolds are short, reptilian humanoids with cowardly and sadistic tendencies. A kobold’s scaly skin ranges from dark rusty brown to a rusty black colour. It has glowing red eyes. Its tail is non-prehensile.

Kobolds wear ragged clothing, favouring red and orange. A kobold is 2 to 2½ feet tall and weighs 35 to 45 pounds. Kobolds speak Draconic with a voice that sounds like that of a yapping dog.

Combat

Kobolds like to attack with overwhelming odds—at least two to one—or trickery; should the odds fall below this threshold, they usually flee. However, they attack gnomes on sight if their numbers are equal.

They begin a fight by slinging bullets, closing only when they can see that their foes have been weakened. Whenever they can, kobolds set up ambushes near trapped areas.

Sunlight Sensitivity. -10 to all actions while in direct sunlight

Pack Tactics. Kobolds get +25 in the first round of melee combat if they have superior numbers.

Actions

Dagger. Melee Weapon Attack: +18 OB

Sling. +38 OB

Kobold Sergeant

Level 5

Armor Type 2/10 2/10 +10DB

Hits 35

Speed 6’/sec

Max Pace Dash/+10

Dagger. Melee Weapon Attack: +60 OB

Sling. +80 OB

Kobold Lieutenant

Level 6

Armor Type 2/10 2/10 +10DB

Hits 40

Speed 6’/sec

Max Pace Dash/+10

Dagger. Melee Weapon Attack: +66 OB

Sling. +86 OB

Kobold Leader

Level 9

Armor Type 2/10 2/10 +10DB

Hits 50

Speed 6’/sec

Max Pace Dash/+10

Dagger. Melee Weapon Attack: +84 OB

Sling. +104 OB

Hobgoblin

Medium humanoid (goblinoid)

Level 3

Armor Type 14/20 7/10 +20 shield DB (chain mail, shield)

Hits 44

Speed 6’/sec
Max Pace Fast Sprint /+10

ST SP IN EM PR
65 60 50 50 45
+5 +5 +0 +0 -5

Environment: Warm hills

Organization: Gang (4-9), band (10-100 plus 50% non-combatants plus 1 5th level sergeant per 20 adults and 1 leader of 6th-9th level), warband (10-24), or tribe (30-300 plus 50% non-combatants plus 1 5th level sergeant per 20 adults, 1 or 2 lieutenants of 6th or 7th level, 1 leader of 9th-12th level, 2-4 dire wolves, and 1-4 ogres or 1-2 trolls)

Hobgoblins are larger cousins of goblins. Hobgoblins’ hair colour ranges from dark reddish-brown to dark grey. They have dark orange or red-orange skin. Large males have blue or red noses. Hobgoblins’ eyes are yellowish or dark brown, while their teeth are yellow. Their garments tend to be brightly coloured, often blood red with black-tinted leather. Their weaponry is kept polished and in good repair. Hobgoblins speak Goblin and Common. Most hobgoblins encountered outside their homes are warriors; the information in the statistics block is for one of 1st level.

Combat

These creatures have a strong grasp of strategy and tactics and are capable of carrying out sophisticated battle plans. Under the leadership of a skilled strategist or tactician, their discipline can prove a deciding factor. Hobgoblins hate elves and attack them first, in preference to other opponents.

Martial Advantage. Hobgoblins have a +25 Adrenal Strength Skill

Actions

Longsword. Melee Weapon +55 OB

Longbow. Ranged Weapon +55 OB

Hobgoblin Sergeant

Level 5

Armor Type 14/20 7/10 +20 shield DB (chain mail, shield)

Hits 55

Speed 6’/sec
Max Pace Fast Sprint /+10

Longsword. Melee Weapon +85 OB

Longbow. Ranged Weapon +85 OB

Hobgoblin lieutenant

Level 7

Armor Type 14/20 7/10 +20 shield DB (chain mail, shield)

Hits 73

Speed 6’/sec
Max Pace Fast Sprint /+10

Longsword. Melee Weapon +95 OB

Longbow. Ranged Weapon +95 OB

Hobgoblin Leader

Level 9

Armor Type 14/20 7/10 +20 shield DB (chain mail, shield)

Hits 94

Speed 6’/sec
Max Pace Fast Sprint /+10

Longsword. Melee Weapon +110 OB

Longbow. Ranged Weapon +110 OB

Gnoll

Medium humanoid
Level 5

Armor Type 6/20 3/10 (+10/+30 with shield) (leather armour, shield)

Hits 60

Speed 6’/sec

Max Pace Max Pace Fast Sprint /+10

ST SP IN EM PR
65 60 30 50 35
+10 +5 -10 +0 -10

Environment: Warm plains

Organization: Solitary, pair, hunting party (2-5 and 1-2 hyenas), band (10-100 plus 50% non-combatants plus 1 8th-level sergeant per 20 adults and 1 leader of 10th-12th level and 5-8 hyenas), or tribe (20-200 plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 10th or 11th level, 1 leader of 16th-18th level, and 7-12 hyenas; underground lairs also have 1-3 trolls)

Gnolls are hyena-headed, evil humanoids that wander in loose tribes. Most gnolls have dirty yellow or reddish-brown fur. A gnoll is a nocturnal carnivore, preferring intelligent creatures for food because they scream more. A gnoll is about 7½ feet tall and weighs 300 pounds. Gnolls speak Gnoll.

Combat

Gnolls like to attack when they have the advantage of numbers, using horde tactics and their physical strength to overwhelm and knock down their opponents. They show little discipline when fighting unless they have a strong leader; at such times, they can maintain ranks and fight as a unit. While they do not usually prepare traps, they do use ambushes and try to attack from a flanking position. Because of its shield, a gnoll’s modifier on Hide checks (untrained) is -2, which means gnolls always take special care to seek favourable conditions when laying ambushes (such as darkness, cover, or some other form of advantageous terrain).

Rampage. When the gnoll kills, knocks out or incapacitates its target it may attempt to roll adrenal move speed at +25 for the following round.

Actions

Bite. Medium Bite +90OB

Spear. Melee or Ranged Weapon Attack: +85 OB

Longbow. +35 OB

Gnoll Sergeant

Level 8

Armor Type 6/20 3/10 (+10/+30 with shield) (leather armour, shield)

Hits 70

Speed 6’/sec

Max Pace Max Pace Fast Sprint /+10

Bite. Medium Bite +110 OB

Spear. Melee or Ranged Weapon Attack: +105 OB

Longbow. +50 OB

Gnoll Lieutenant

Level 11

Armor Type 6/20 3/10 (+10/+30 with shield) (leather armour, shield)

Hits 81

Speed 6’/sec

Max Pace Max Pace Fast Sprint /+10

Bite. Medium Bite +125OB

Spear. Melee or Ranged Weapon Attack: +120 OB

Longbow. +70 OB

Gnoll Leader

Level 18

Armor Type 6/20 3/10 (+10/+30 with shield) (leather armour, shield)

Hits 102

Speed 6’/sec

Max Pace Max Pace Fast Sprint /+10

Bite. Medium Bite +155OB

Spear. Melee or Ranged Weapon Attack: +150 OB

Longbow. +75 OB

Goblin

Small humanoid (goblinoid)

Level 3

Armor Type 6/20 3/10 (+10/+30 with shield) (leather armour, shield)

Hits 27

Speed 6’/sec

Max Pace/MM Bonus Dash/+10

ST SP IN EM PR
40 70 50 40 40
-5 +10 +0 -5 -5

Languages Common, Goblin

Environment: Temperate plains

Organization: Gang (4-9), band (10-100 plus 100% non-combatants plus 1 5th-level sergeant per 20 adults and 1 leader of 6th-9th level), warband (10-24 with worg mounts), or tribe (40-400 plus 100% non-combatants plus 1 5rd-level sergeant per 20 adults, 1 or 2 lieutenants of 6th or 7th level, 1 leader of 9th-12th level, 10-24 worgs, and 2-4 dire wolves)

A goblin stands 3 to 3½ feet tall and weigh 40 to 45 pounds. Its eyes are usually dull and glazed, varying in colour from red to yellow. A goblin’s skin colour ranges from yellow through any shade of orange to a deep red; usually all members of a single tribe are about the same colour. Goblins wear clothing of dark leather, tending toward drab, soiled-looking colours. Goblins speak Goblin; those with Intelligence scores of 60 or higher also speak Common. Most goblins encountered outside their homes are warriors; the information in the statistics block is for one of 3rd level.

Combat

Being bullied by bigger, stronger creatures has taught goblins to exploit what few advantages they have: sheer numbers and malicious ingenuity. The concept of a fair fight is meaningless in their society. They favour ambushes, overwhelming odds, dirty tricks, and any other edge they can devise. Goblins have a poor grasp of strategy and are cowardly by nature, tending to flee the field if a battle turns against them. With proper supervision, though, they can implement reasonably complex plans, and in such circumstances their numbers can be a deadly advantage.

Nimble Escape. Goblins get +25 to MM rolls when trying to escape.

Scimitar. Melee Weapon Attack: +32 OB

Shortbow. +47OB

Goblin Sergeant

Level 5

Armor Type 6/20 3/10 (+10/+30 with shield) (leather armour, shield)

Hits 38

Speed 6’/sec

Max Pace/MM Bonus Dash/+10

Scimitar. Melee Weapon Attack: +65 OB

Shortbow. +80OB

 Goblin Lieutenant

Level 7

Armor Type 6/20 3/10 (+10/+30 with shield) (leather armour, shield)

Hits 45

Speed 6’/sec

Max Pace/MM Bonus Dash/+10

Scimitar. Melee Weapon Attack: +75 OB

Shortbow. +90OB

 Goblin Leader

Level 9

Armor Type 6/20 3/10 (+10/+30 with shield) (leather armour, shield)

Hits 52

Speed 6’/sec

Max Pace/MM Bonus Dash/+10

Scimitar. Melee Weapon Attack: +90 OB

Shortbow. +110OB

Orc

Orc Grunt

Level 3
Base Rate 5’/sec
Max Pace/MM Bonus Fast Sprint/+5
Size/Critical M
Hits 55

ST SP IN EM PR
80 60 35 50 50
+15 +5 -10 +0 +0

AT 3/20 2/10 (+5) Leather Hide or by Armour type

Attacks OB 67 Weapon Spear or Javelin
Environment: Temperate hills
Organization: Gang (2-4), squad (11-20 plus 2 5th level sergeants and 1 leader of 9th level), or band (30-100 plus 150% non-combatants plus 1 5th level sergeant per 10 adults, 5 8th level lieutenants, and 3 11th level captains)

An orc’s hair usually is black. It has lupine ears and reddish eyes. Orcs prefer wearing vivid colours that many humans would consider unpleasant, such as blood red, mustard yellow, yellow-green, and deep purple. Their equipment is dirty and unkempt. An adult male orc is a little over 6 feet tall and weighs about 210 pounds.

Females are slightly smaller.

The language an orc speaks varies slightly from tribe to tribe, but any orc is understandable by someone else who speaks Orc. Some orcs know Goblin or Giant as well.

Most orcs encountered away from their homes are warriors; the information in the statistics block is for one of 3rd level.

Combat

Orcs are proficient with all simple weapons, preferring those that cause the most damage in the least time. Many orcs who take up the warrior or fighter class also gain proficiency with the falchion or the great axe as a martial weapon. They enjoy attacking from concealment and setting ambushes, and they obey the rules of war (such as honouring a truce) only as long as it is convenient for them.

Orc Sergeant

Level 5
Base Rate 5’/sec
Max Pace/MM Bonus Fast Sprint/+5
Size/Critical M
Hits 75
AT 3/20 2/10 (+5) Leather Hide or by Armour type
Attacks OB 90 Weapon Great Axe or Spear

Orc Leader

Level 9
Base Rate 5’/sec
Max Pace/MM Bonus Fast Sprint/+5
Size/Critical M
Hits 103
AT 3/20 2/10 (+5) Leather Hide or by Armour type
Attacks OB 119 Weapon Great Axe or Falchion

Orc Lieutenant

Level 8
Base Rate 5’/sec
Max Pace/MM Bonus Fast Sprint/+5
Size/Critical M
Hits 96
AT 3/20 2/10 (+5) Leather Hide or by Armour type
Attacks OB 113 Weapon Great Axe or Falchion

Orc Captain

Level 11
Base Rate 5’/sec
Max Pace/MM Bonus Fast Sprint/+5
Size/Critical M
Hits 117
AT
3/20 2/10 (+5) Leather Hide or by Armour type
Attacks OB 128 Weapon Great Axe or Falchion

Ettin

Large giant

Level 15

Armor Class 4/20 3/10 (natural armour)

Hit Points 125
Speed 8’/sec ft.

Max Pace Run /-5

ST SP IN EM PR
90 40 30 50 40
+20 -5 -10 +0 -5

Environment: Cold hills

Organization: Solitary, gang (2-4), troupe (1-2 plus 1-2 brown bears), band (3-5 plus 1-2 brown bears), or colony (3-5 plus 1-2 brown bears and 7-12 orcs or 9-16 goblins)

Ettins, or two-headed giants, are vicious and unpredictable hunters that stalk the night. An ettin never bathes if it can help it, which usually leaves it so grimy and dirty its skin resembles thick, grey hide. Adult ettins are about 13 feet tall and weigh 5,200 pounds. They live about 75 years.

Ettins have no language of their own but speak a pidgin of Orc, Goblin, and Giant. Creatures that can speak any of these languages communicate with an ettin as if they had one third of their current skill ranks in the language. If a character speaks two of the languages then they can communicate as if they had half their current ranks, based upon the lowest ranked language.

Combat

Though ettins aren’t very intelligent, they are cunning fighters.

They prefer to ambush their victims rather than charge into a straight fight, but once the battle has started, an ettin usually fights furiously until all enemies are dead.

Two Heads. The ettin gains +25 on Perception checks and on restance rolls against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

Wakeful. When one of the ettin’s heads is asleep, its other head is awake.

Actions

Multiattack. The ettin makes two attacks: one with its battle axe and one with its morning star.

Battleaxe. +155 OB

Morningstar. +135 OB

Bugbear

Medium humanoid (goblinoid)

Level 5

Armor Class 4/20 3/10 (natural armour) +20 shield DB

Hits 60

Speed 6’/sec

Max Pace Sprint /+5

ST SP IN EM PR
75 70 40 55 45
+10 +5 -5 +0 -5

Environment: Temperate mountains

Organization: Solitary, gang (2-4), or band (11-20 plus 150% non-combatants plus 2 7th level sergeants and 1 leader of 8th to 10th level)

Bugbears speak Goblin and Common.

Combat

Bugbears prefer to ambush opponents whenever possible. When hunting, they normally send scouts ahead of the main group that, if they spy prey, return to report and bring up reinforcements. Bugbear attacks are coordinated, and their tactics are sound if not brilliant.

Surprise Attack. Bugbears have a +9 Ambush skill

Actions

Morningstar. +80 OB

Javelin. Ranged +75 OB

Bugbear Sergeant

Level 7

Armor Class 4/20 3/10 (natural armour) +20 shield DB

Hits 70

Speed 6’/sec

Max Pace Sprint /+5

Morningstar. +100 OB

Javelin. Ranged +95 OB

Bugbear Leader

Level 10

Armor Class 4/20 3/10 (natural armour) +20 shield DB

Hits 85

Speed 6’/sec

Max Pace Sprint /+5

Morningstar. +110 OB

Javelin. Ranged +105 OB