Kraken

Gargantuan monstrosity (titan)

Level 40

Armour Type 1-20 12   1-10 6 HARP 60 DB natural armor

Hit Points 472

Speed 4’/sec., swim 12’/sec.

ST SP IN EM PR
102 55 101 90 100
+45 +20 +30 +20 +25

 

Ignores the following criticals Electricity; Crush, Puncture, and Slash from nonmagical attacks

Skills  Perception +70

Languages understands Abyssal, Celestial, Infernal, and Primordial but can’t speak, telepathy 120 ft.

Amphibious. The kraken can breathe air and water.

Freedom of Movement. The kraken ignores difficult terrain, and magical effects can’t reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.

Siege Monster. The kraken deals double damage to objects and structures.

Actions

Multiattack. The kraken makes three tentacle attacks, each of which it can replace with one use of Fling.

Bite. Melee Weapon Attack: 216OB, Huge Bite. Secondary Acid critical

Tentacle. Melee Weapon Attack: 285OB Huge Grapple

Fling. Any creature that is grappled can be flung 60’. The attack uses the fall/crush table with an OB of 200 minus the distance travelled before they hit.

Ink Cloud. While underwater, the kraken expels an ink cloud in a 60-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than the kraken. Each creature other than the kraken that ends its turn there must make a resistance roll vs Poison of suffer 1d100 hits poison damage. A strong current disperses the cloud, which otherwise disappears after a minute.

Sprite

Tiny fey, neutral good

Level 2

Armor Type 1-20 5(20), 1-10 3(20) HARP +50DB (leather armour)

#Hits 62

Speed 10 ft., fly 40 ft.

ST SP IN EM PR
35 90 70 65 55
+0 +20 +10 +5 +0

Skills Perception +75, Stalk & Hide +40

Languages Common, Elvish, Sylvan

Actions

Longsword. Melee Weapon Attack: +18 OB

Shortbow. Ranged Weapon Attack: +38.

Arrows can be poisoned with a Level 1 poison. The poison takes a minute to takes 10-60 seconds to take effect and has a minimum effect of -10 to all actions and a maximum effect of Sleep as per the spell.

Heart Sight. The sprite can cast the following spells at will (with a range of touch only) Detect Hate and Detect Evil. No preparation is required and no power points are expended.

Invisibility. The sprite magically turns invisible as per the spell. This in an innate ability and does not require casting or power points.

Troll

Large giant, chaotic evil

Level 12

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

Hits 130

Speed 6’/sec

Max Pace Sprint/Fast Run /+0

ST SP IN EM PR
90 65 35 45 35
+20 +5 -10 -5 -10

Environment: Cold mountains (Scrag: Cold aquatic)

Organization: Solitary or gang (2-4) Trolls walk upright but hunched forward with sagging shoulders. Their gait is uneven, and when they run, their arms dangle and drag along the ground. For all this seeming awkwardness, trolls are very agile.

A typical adult troll stands 9 feet tall and weighs 500 pounds. Females are slightly larger than males. A troll’s rubbery hide is moss green, mottled green and grey, or putrid grey. The hair is usually greenish black or iron grey. Trolls speak Giant.

Combat

Trolls have no fear of death: They launch themselves into combat without hesitation, flailing wildly

at the closest opponent. Even when confronted with fire, they try to get around the flames and

attack.

Keen Smell. The troll has +25 to all Perception rolls involving smell.

Regeneration. The troll regains 2 hits each round until it takes a fatal critical.

Actions

Multiattack. The troll makes three attacks: one with its bite and two with its claws.

Bite. +125 OB Large Bite

Claw. +115 OB Large Claw

Owlbear

Large monstrosity, unaligned

Level 11
Armor Class
4/20 3/10 (natural armour)

Hit Points 110

Speed 8’/sec

Max Pace Sprint/Fast Run /+10

ST SP IN EM PR
95 60 15 60 35
+20 +5 -20 +5 -10

Environment: Temperate forests

Organization: Solitary, pair, or pack (3-8) An owlbear’s coat ranges in colour from brown-black to yellowish brown; its beak is a dull ivory colour. A full-grown male can stand as tall as 8 feet and weigh up to 1,500 pounds. Adventurers who have survived encounters with the creature often speak of the bestial madness they glimpsed in its red-rimmed eyes.

Combat

Owlbears attack prey—any creature bigger than a mouse—on sight, always fighting to the death. They slash with claws and beak, trying to grab their prey and rip it apart.

Keen Sight and Smell. The owlbear +25 on Perception checks that rely on sight or smell.

Actions

Multiattack. The owlbear makes two attacks: one with its beak and one with its claws.

Beak. +145 Large Beak/Pincher

Claws. +125 Large Claw

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

Fire Giant

Huge giant

Level 21

Speed 6’/sec

Max Pace Dash/+30

Armor Type 18/20 10/10 (plate) +30DB

Hits 212

ST SP IN EM PR
100 100 80 80 80
+35 +30 +15 +15 +15

 Environment: Warm mountains

Organization: Solitary, gang (2-5), band (6-9 plus 35% non-combatants plus 1 adept or cleric of 2nd or 3rd level), hunting/raiding party (6-9 plus 1 adept or sorcerer of 5th-8th level plus 2-4 hell hounds and 2-3 trolls or ettins), or tribe (21-30 plus 1 adept, cleric, or sorcerer of 9th or 10th level plus 12-30 hell hounds, 12-22 trolls, 5-12 ettins, and 1-2 young red dragons)

Some fire giants have bright orange hair. An adult male is 12 feet tall, has a chest that measures 9 feet around, and weighs about 7,000 pounds. Females are slightly shorter and lighter. Fire giants can live to be 350 years old. Fire giants wear sturdy cloth or leather garments coloured red, orange, yellow, or black. Warriors wear helmets and half-plate armour of blackened steel.

Combat

Fire giants heat their rocks in a nearby fire, geyser, or lava pools, so that they deal extra fire damage. They favour magic flaming swords in melee (when they can get them). They are also fond of grabbing smaller opponents and tossing them somewhere very hot.

Greatsword. Melee Weapon Attack: +175 OB

Rock. 170 OB Huge Bash Attack.