Monsters




Monsters

Contents

Monster Rules

Stats & Characteristics

Most monster attacks generally deal a specific amount of damage (instead of rolling for damage) and don’t add on the escalation die. Only exceptional monsters get to add the escalation die to their attacks.

Monsters may have particular abilities or powers that are triggered when the attack roll is greater than a certain threshold. The default trigger happens at a 16+ monster d20 attack roll, though unpredictable monsters may have effects trigger on other rolls.

Mooks

Mooks are weaker monsters that can be cut down in large numbers in a single turn. Damage is not tracked against single mooks, but against the entire mob of mooks you’re facing. If you roll damage against a mook and it is greater than the single mook’s hit points, then another mook takes the remainder. In this way, damage can cascade to multiple mooks, and a player can kill multiple in one turn, even if they’re not all directly within your attack range.

A mook’s hit point value is one-fifth that of a regular monster.

Mooks move and attack individually. Mooks deal a fixed damage when they hit, and double damage when they roll a natural 20.

Mooks can be split up into multiple mobs with different initiative numbers and hit point pools for each.

Large & Huge Monsters

Large monsters generally have twice the hit points and deal roughly double the damage of a normal-sized monster. They also count as two monsters when you build a battle.

Huge monsters have triple the hit points, deal triple damage, and count as three normal-sized monsters when you’re putting together a battle.

Regular-sized monsters may also have the same stats as large and huge monsters, in which case they are labeled as double-strength and triple-strength monsters, respectively.

Dire Animals

Dire animals are bigger (large-sized) versions of normal animals. Dire animals usually have at least one dire feature, determined randomly using the table below.

d6 Dire Feature Description
1 Armor plates Add +2 to the dire animal’s AC, and add +1 to its PD.
2 Spiky bits Whenever an enemy hits the dire animal with a melee attack, deal damage equal to twice the animal’s level to that attacker.
3 Carnage The dire animal’s attacks that miss deal damage equal to its level. When staggered, its missed attacks deal damage equal to double its level.
4 Poison The dire animal’s main attack also deals 5 ongoing poison damage per tier (5 ongoing poison at levels 1–4, 10 at 5–7, etc.).
5 Dire regeneration When the escalation die is even, this animal heals damage equal to triple its level at the start of its turn.
6 Fury While staggered, the dire animal gains a +2 attack bonus and deals +4 damage, but at the end of each of its turns it takes 2d6 damage.

Abilities

Monsters may have special abilities for use in battle.

Burrowing

Burrowing is a special rule for monsters that allows somewhat restricted movement underground. Unless otherwise specified, monsters generally do not leave functional tunnels behind them when burrowing.

A burrowing creature on the surface may attempt to burrow underground by using a standard action. Burrowing is successful if a saving throw beats the required save for the type of ground.

Type of Ground Difficulty Save Needed
Sand, dirt, forest soil Easy 6+
Hard-packed dirt, loose rocks Normal save 11+
Rock, caves, dungeon floors Hard save 16+

After successfully burrowing, a creature may move underground, faster or slower depending on the hardness of the ground, out of sight of other creatures, hidden and safe from attacks.

For breaking through to the surface, the sequence is as follows: a move action from deeper under the ground to come close to the surface, close enough that people see there’s something coming, followed by a quick action to break through, and then by a standard action attack.

Death Attacks and Last-Gasp Saves

Some deadly monsters have a special attack called a death attack that can kill (petrify, paralyze, liquefy, immolate) in a single attack. Such attacks offer the player a last-gasp save.

A player that is affected by a death attack has a limited amount of last-gasp saves to try to throw off the condition of the death attack. On the first turn a player is affected, the player may make a single action (standard, move, or quick), after which they must roll a hard save (16+). If successful, the player shrugs off the death attack condition and can act normally on their next turn. If unsuccessful, their turn ends and the player may not take any other actions on future turns except for further last-gasp saves. Each successive last-gasp save is a hard save (16+). A successful save means that the player can act normally on the next round, unless the player rolls a natural 20 for their last-gasp save, which means that the player can take their turn normally in the current round.

Once a player fails four last-gasp saves while fighting off the death attack, the death attack effect succeeds, and the player is adversely affected as the attack indicates.

An ally may assist a player affected by a death attack. The ally must use a standard action to help the player shake off the attack. This gives the player a free last-gasp save that may be rolled immediately. (A failure doesn’t count against the four allowed saves.) In addition, the assisted save becomes normal difficulty (11+) instead of hard.

Demon Abilities

Demons may or may not have a special demonic ability. Roll 1d10 for each non-mook normal-sized demon. If you roll less than or equal to the demon’s level, it has a random ability. Large or huge (or double- or triple-strength) demons automatically get one at least one random ability.

When a demon has an ability, roll 1d6 or 1d8 (GM’s choice) on the table below to determine what it is.

d6 or d8 Demonic Ability Description
1 True seeing The demon is immune to invisibility and ignores any illusions.
2 Resist fire 18+ You’ll see that the demon resists fire the first time you use fire against it.
3 Invisibility The first time the demon is staggered in a battle, it becomes invisible until the end of its next turn.
4 Resist energy 12+ The demon’s resistance to all energy types puts a damper on enemy spellcasters, but at least the resistance is only 12+.
5 Fear aura Enemies engaged with the demon who are below its fear hit point threshold are dazed and can’t use the escalation die. See Fear.
6 Teleport 1d3 times per battle, as a move action, the demon can teleport anywhere it can see nearby.
7 Demonic speed The demon can take an extra action each turn while the escalation die is 4+.
8 Gate Once per battle as a standard action, if the demon is staggered, it can summon a single demon ally at least two levels below its own level. The allied demon rolls initiative and does not appear on the battlefield until its turn starts.

Dragon Abilities

All dragons have two standard abilities: escalator and flight. The escalator ability allows the dragon to add the escalation die to its attack rolls. The flight ability allows the dragon to fly—fairly well, and quickly in a straight line, though not as maneuverable as more agile fliers.

Dragons have a breath attack. Unlike most close attacks that target a number of enemies, dragon breath attacks don’t care about whether the targets are in a group.

Young dragons are medium-sized. Adult dragons are usually large sized. Huge-sized dragons are the exception, and have usually outgrown the vulnerabilities of their weaker kin.

Dragons have distinct personalities. A few have unique features. They are smart enough not to fight to their own death.

Dragons may have random abilities. For GMs who are uncertain whether a medium dragon should have a random ability, roll a d8. Otherwise, roll a d12. If the roll is less than or equal to the dragon’s level, it gets a random ability according to the table below. Some huge dragons have two abilities. If you want to give the dragon a chance of having one of the abilities that has campaign implications, add +2 to the roll.

d8 or d12 Dragon Ability Description
1 True seeing The dragon is immune to invisibility and ignores any illusions.
2 Whipping tail When an enemy engaged with the dragon rolls a natural 1 or 2 with an attack roll, the dragon can make an opportunity attack against that creature as a free action. The attack is set up by the dragon’s whipping tail but delivered by the dragon’s usual melee attack.
3 Tough Hide The dragon has a +1 bonus to AC.
4 Twisted Mind The dragon has a +2 bonus to MD.
5 Nimble The dragon has a +2 bonus to PD.
6 No vulnerability Unlike other dragons of its color, this dragon has no vulnerability. The PCs will figure that out the first time they try to use its supposed vulnerability against it.
7 Now I’m mad! The first time the dragon is staggered each battle, it uses its breath weapon attack as a free action that does not count against the normal uses of its breath.
8 Serious threat Disengage checks against the dragon take a –5 penalty. When a creature fails to disengage from the dragon, it takes damage equal to double the dragon’s level.
9 PC-style racial power The dragon has one of the racial powers of a player character race. The most common expressions per color are: white (halfling); black (halfling, half-orc, human, wood elf); green (dwarf, dark elf); blue (high elf, half-orc); red (half-orc, human, wood elf).
10 Raw power Until it is staggered, the dragon rolls 2d20 with its melee attacks and uses the higher roll.
11 Damage aura When an enemy starts its turn engaged with the dragon, it takes damage equal to the dragon’s level (adventurer tier), double the level (champion tier), or triple the level (epic tier). The damage type is the same as the dragon’s breath weapon.
12 More breath The dragon can use its intermittent breath 1d4 more times each battle. If its breath weapon isn’t intermittent (white and green dragons), the dragon gains the extra uses anyway, making it more dangerous than lesser specimens of its color.
13 Humanoid form The dragon is capable of shapechanging into a humanoid form, usually of a warrior or spellcaster appropriate to its nature and usually not obviously draconic, registering as a normal humanoid. The dragon has the PC-style racial power of their humanoid form, but only while in shapechanged form.
14 Some Unique Thing The dragon has an entirely unique characteristic, something akin to a player character’s one unique thing except that the dragon’s version may be relevant to combat. GM, if you don’t feel like making something up, choose an ability from the list above.

Fear

Some monsters may have an aura of fear that makes them more difficult to be attacked. A character engaged with such a monster must have a certain amount of hit points (according to the level of the monster with the fear aura) or be dazed (-4 attack) and gain no benefit from the escalation die.

Level Fear threshold (HP)
0 7
1 9
2 12
3 15
4 18
5 24
6 30
7 36
8 48
9 60
10 72
11 96
12 120
13 144
14 192

Should the character’s hp increase past the fear threshold or the character disengage from the monster, they lose the dazed effect and regain the escalation die benefits.

Group Abilities

A few monsters have limited abilities that can be used a certain number of times in a battle for the group. Any monster within that group may use the ability, but then the number of available uses is decremented for the entire group. It does not matter which monster uses the ability.

Mooks cannot have group abilities.

Monster List

Lvl Monster Size Role
0 giant ant normal troop
1 decrepit skeleton normal mook
1 dire rat normal mook
1 giant scorpion normal wrecker
1 goblin grunt normal troop
1 goblin scum normal mook
1 human thug normal troop
1 kobold archer normal mook
1 kobold warrior normal troop
1 orc warrior normal troop
1 skeletal hound normal blocker
1 skeleton archer normal archer
1 wolf normal troop
1 zombie shuffler normal mook
2 ankheg large troop
2 bear normal troop
2 giant web spider large blocker
2 goblin shaman normal caster
2 hobgoblin warrior normal troop
2 human zombie normal troop
2 hunting spider normal wrecker
2 kobold hero normal leader
2 lizardman savage normal wrecker
2 medium white dragon normal troop
2 newly-risen ghoul normal mook
2 orc berserker normal troop
2 orc shaman normal leader
2 skeleton warrior normal troop
2 trog normal spoiler
3 bugbear normal troop
3 dire wolf large troop
3 dretch normal mook
3 ghoul normal spoiler
3 gnoll ranger normal archer
3 gnoll savage normal troop
3 hell hound normal wrecker
3 hungry star normal wrecker
3 imp normal spoiler
3 medium black dragon normal wrecker
3 ochre jelly large wrecker
3 ogre large troop
3 otyugh large blocker
3 trog chanter normal leader
4 Blackamber skeletal legionnaire normal troop
4 derro maniac normal troop
4 derro sage normal caster
4 despoiler normal caster
4 dire bear large troop
4 flesh golem large blocker
4 gnoll war leader normal leader
4 half-orc legionaire normal troop
4 harpy normal spoiler
4 hobgoblin captain normal leader
4 large white dragon large troop
4 medium green dragon normal spoiler
4 minotaur large troop
4 owl bear large wrecker
4 troll large troop
4 wight normal spoiler
5 bulette large wrecker
5 demon-touched human ranger normal archer
5 ettin large troop
5 frenzy demon normal wrecker
5 gargoyle normal troop
5 gelatinous cube huge blocker
5 half-orc tribal champion normal wrecker
5 hobgoblin warmage normal caster
5 huge white dragon huge troop
5 hydra, 5-headed huge wrecker
5 medium blue dragon normal caster
5 sahuagin normal wrecker
5 wraith normal spoiler
5 wyvern large wrecker
6 clay golem large spoiler
6 drider large caster
6 hill giant large troop
6 large black dragon large wrecker
6 manticore large archer
6 medium red dragon normal wrecker
6 medusa normal (x2) wrecker
6 vampire spawn normal spoiler
6 vrock normal spoiler
7 frost giant large spoiler
7 hezrou large troop
7 hydra, 7-headed huge wrecker
7 large green dragon large spoiler
7 ogre mage large caster
7 orc rager normal mook
7 phase spider large wrecker
8 fire giant large wrecker
8 glabrezou large caster
8 large blue dragon large caster
8 rakshasa normal (x2) caster
8 stone giant large troop
8 stone golem large blocker
9 black pudding huge wrecker
9 chimera large wrecker
9 despoiler mage normal caster
9 fire giant warlord large leader
9 giant vrock large spoiler
9 hooked demon normal mook
9 huge black dragon huge wrecker
10 great fang cadre (orc) normal mook
10 iron golem large wrecker
10 large red dragon large wrecker
10 nalfeshnee large caster
10 spawn of the master (vampire) normal mook
10 storm giant huge archer
10 vampire normal spoiler
11 huge green dragon huge spoiler
11 medusa noble normal (x2) caster
12 huge blue dragon huge caster
12 marilith large troop
13 balor large wrecker
13 huge red dragon huge wrecker

Monster Key

Monsters on this site are formatted in the following manner. This may deviate somewhat from the format provided by Pelgrane Press in order to take advantage of web page formatting options. The information should be identical, only the presentation may differ.

Monster Name

Size/Strength regular, large, or huge; Level level; Role role; Type type Initiative Initiative

Attack Any attack forms the monster possesses are listed here.

Extra Effects Any extra effects the monster possesses are listed here.

Specials

Any special abilities the monster may possess are listed here.

AC PD MD HP
XX XX XX XX

Size/Strength and Level

These are the key stats that determine how tough a battle will be using the creature.

Sizes are regular, large, and huge. Regular-sized monster can have double-strength (2x) and triple-strength (3x). Regular-sized and regular-strength monsters are labeled as normal.

Role

Monsters with different roles still use the same stats.

Archer

Archers are ranged attackers who use weapons rather than spells.

Blocker

Blockers have abilities that help them protect their allies.

Caster

Casters are magician-types who need space to cast their spells properly. They’re capable of anything.

Leader

Leaders have abilities that help other monster allies fight better.

Mook

Mooks are minor monsters that are good cannon fodder. (See Mooks.)

Spoiler

Spoilers mess the PCs up with attacks that inflict harmful effects instead of or in addition to hit point damage.

Troop

Troops are the default monster type that aim to hurt PCs via hit point damage.

Wrecker

Wreckers really bring the pain. Enemy groups containing only wreckers will be very dangerous to the PCs.

Type

Some spells and magic items care about monster type. A ranger with a favored enemy type definitely cares about it.

Types include: aberration, beast, construct, demon, dragon, giant, humanoid, ooze, and undead.

Initiative, AC, PD, MD, HP

See Combat Stats.

Attack

The default attack is a melee attack against one target that requires a standard action to use. If an attack can target more than one creature, that information follows the attack value.

When a monster makes an opportunity attack, it must use a melee attack. If that attack action normally includes multiple attacks, it can make only one attack roll.

Ranged: The attack is a ranged attack instead of a melee attack. The default ranged attack assumes a single nearby target, but some can hit far away targets as well, which is noted in the targeting information or extra effect trigger.

Close: The attack is a close-quarters attack. Close-quarters attacks can be used without triggering opportunity attacks from engaged enemies like ranged attacks do. Each close-quarters attack will note its targets.

Some attacks can only be used when the natural roll triggers it. These attacks have a [Special trigger] indicator at the start of the attack line. Other triggers allow a monster to use a normal standard action attack as a free action.

Extra Effect Trigger

Many monster abilities trigger randomly based on the monster’s attack roll. Not all attacks have triggers. Most extra effect triggers are natural even or odd attack rolls or other specific die rolls, but a few are more unusual.

Specials

These are other attacks and special abilities like fear or movement abilities like flight. Not all monsters have them.

Some monsters have nastier special abilities that increase a monster’s options and help keep monsters interesting throughout the campaign. Use them as options whenever you like.

Monster List

Aberrations

Drider
Hungry Star
Otyugh

Beasts

Addanc [3pp]
Ankheg
Bear
Bulette
Chimera
Dire Bear
Dire Flytrap [3pp]
Dire Rat
Dire Wolf
Giant Ant
Giant Scorpion
Giant Web Spider
Glatisant [3pp]
Hunting Spider
Hydra
Manticore
Owlbear
Phase Spider
Piranha Swarm [3pp]
Sluagh [3pp]
Wolf
Wyvern

Constructs

Befouled Air Elemental [3pp]
Befouled Earth Elemental [3pp]
Befouled Fire Elemental [3pp]
Befouled Water Elemental [3pp]
Gargoyle
Golem, Flesh
Clay Golem
Stone Golem
Iron Golem
Temple Sentinel Golem [3pp]

Demons

Demon, Dretch
Demon, Imp
Demon, Despoiler
Demon, Frenzy
Demon, Vrock (vulture demon)
Demon, Hezrou (Toad Demon)
Demon, Glabrezou (Pincer Demon)
Demon, Despoiler Mage
Demon, Hooked
Demon, Giant Vrock (Vulture Demon)
Demon, Nalfeshnee (Boar Demon)
Demon, Marilith (Serpent Demon)
Demon, Balor (Flame Demon)
Tethra [3pp]

Dragons

Dragon, Medium White
Dragon, Medium Black
Dragon, Large White
Dragon, Medium Green
Dragon, Huge White
Dragon, Medium Blue
Dragon, Large Black
Dragon, Medium Red
Dragon, Large Green
Dragon, Large Blue
Dragon, Huge Black
Dragon, Large Red
Dragon, Huge Green
Dragon, Huge Blue
Dragon, Huge Red
Dragon, Black Dragon Queen [3pp]
Dragon, Half-Dragon Bog Toad [3pp]
Dragon, Half-Dragon Anaconda [3pp]
Stormwyt [3pp]

Giants

Ettin
Hill Giant
Frost Giant
Stone Giant
Fire Giant
Fire Giant Warlord
Storm Giant
Half-Dragon Sphinx [3pp]
Troll

Humanoids

Bugbear
Derro
Gnoll
Goblin
Half-Orc
Harpy
Hatchling Brood Spirits [3pp]
Hellhound
Hobgoblin Warrior
Human
Kobold
Lizardman
Half-Dragon Lizardman Brute [3pp]
Half-Dragon Lizardman Terror [3pp]
Medusa
Minotaur
Ogre
Orc
Rakshasa
Sahuagin
Troglodyte

Oozes

Black Pudding
Bog Scum [3pp]
Gelatinous Cube
Ochre Jelly

Undead

Ghoul
Mummy
Skeleton
Vampire
Wight
Wraith
Zombie

Monster Details

Aberrations

Drider

Size/Strength Large; Level 6th; Role Caster; Type Aberration Initiative +10

Sword or mace +9 vs. AC; 20 damage

Natural even hit: The drider can make a poison bite attack as a free action.

[Special trigger] Poison bite +9 vs. PD —10 poison damage, and 10 ongoing poison damage

Ranged: Lightning bolt spell +11 vs. PD; 30 lightning damage

Natural even hit: The drider can make a lightning bolt spell attack against a second nearby enemy, followed by a third and final different nearby enemy if the second attack is also a natural even hit.

Close: Web attack +11 vs. PD (up to 2 nearby enemies in a group); the target is hampered (save ends)

Limited use: 1/round as a quick action, if the escalation die is even.

AC PD MD HP
21 15 20 170

Hungry Star

Size/Strength Normal; Level 3rd; Role Wrecker; Type Aberration Initiative +8

Ripping tentacles +8 vs. AC; 10 damage

Natural even hit: If the target is taking ongoing psychic damage, the attack deals +2d6 damage.

[Group ability] R: Warp-pulse +8 vs. PD (1d3 enemies in a group); 5 ongoing psychic damage

Natural 16–18: While the target is taking the ongoing psychic damage, it is dazed (–4 attacks).

Natural 19–20: While the target is taking the ongoing psychic damage, it is confused instead of dazed.

Group ability: For every two hungry stars in the battle (round up), one of them can use warp-pulse once during the battle.

Limited flight: Hungry stars flap and glide and hover, always within seven or eight feet of the ground.

AC PD MD HP
16 12 15 54

Otyugh

Size/Strength Large; Level 3rd; Role Blocker; Type Aberration Initiative +5

Grasping tentacles +8 vs. PD (2 attacks); 5 damage

Natural even hit: The otyugh can grab the target.

Natural 18 or 20: The otyugh can grab the target and make a big toothy maw attack against it as a free action.

Big toothy maw +12 vs. AC (one enemy it’s grabbing; includes +4 grab bonus); 16 damage

Trash nest defense: The otyugh gains a +2 bonus to all defenses while fighting in its nest or in similar piles of excrement and trash.

Tentacle flail: Once per round, an otyugh can make a grasping tentacles attack as a free action against a moving nearby creature it is not engaged with; on a natural even hit, the target is grabbed and its movement stops.

AC PD MD HP
19 17 13 84

Beasts

Addanc

Source Book of Beasts: Monsters of the Great Druid

This monster possesses the form of a crocodile with the fur of a beaver and the behavior of both.

Size/Strength Large; Level 4th; Role Wrecker; Type Beast Initiative +5

Bite +9 vs. AC; 14 damage

Natural even hit: If the target is smaller than the addanc, the addanc grabs it. While the addanc is grabbing a creature, the only legal target for its bite attack is the grabbed creature.

Tail Slap +9 vs. PD; 10 damage, and the target is dazed until the end of the addanc’s next turn.

Natural 18+: The target is stunned until the end of the addan’s next turn.

Water-breathing: An addanc swims well and can breathe underwater. It can swim normally while grabbing a creature.

AC PD MD HP
19 18 14 108

Ankheg

Size/Strength Large; Level 2nd; Role Troop; Type Beast Initiative +8

Mandibles +7 vs. AC; 8 damage

Natural even hit: If the target is small, the ankheg grabs it. While the ankheg is grabbing a creature, the only legal target for its mandibles attack is the grabbed creature.

Close: Acid spit +7 vs. PD (one nearby enemy, plus any enemy the ankheg has grabbed); 5 ongoing acid damage

Limited use: 1/round, as a quick action.

Escape speed: At the end of the ankheg’s turn, roll a d6. If it’s equal to or less than the escalation die, the ankheg can move again as a free action.

AC PD MD HP
19 17 11 60

Bear

Size/Strength Normal; Level 2nd; Role Troop; Type Beast Initiative +4

Bite +7 vs. AC; 6 damage

Natural even hit: The target takes +1d6 damage from a claw swipe.

AC PD MD HP
17 16 12 45

Bulette

Size/Strength Normal; Level 5th; Role Wrecker; Type Beast Initiative +7

Gigantic claws +12 vs. AC (2 attacks); 15 damage

Dual hit: If both claws hit during the same turn, the bulette can make a terrible bite attack during its next turn as a standard action.

[Special trigger] Terrible bite +14 vs. AC; 45 damage

Miss: 22 damage.

Blood frenzy: The bulette’s crit range expands to 16+ while the escalation die is 4+.

Serious burrower: A bulette can burrow incredibly quickly for short distances. They’re renowned for the mounds of dirt and rock they push above them as they surge through the ground like land torpedoes.

Nastier Specials:

Savage response: When an attacker scores a critical hit against the bulette and it survives, the bulette can make a terrible bite attack as a free action against one target engaged with it.

AC PD MD HP
22 19 14 170

Chimera

Size/Strength Large; Level 9th; Role Wrecker; Type Beast Initiative +15

Fangs, claws, and horns +14 vs. AC (3 attacks); 25 damage

Natural 14–15: The target is dazed until the end of the chimera’s next turn from a headbutt.

Natural 16–17: The target takes 20 ongoing damage from raking claws.

Natural 18–20: The chimera makes a fiery breath attack as a free action.

[Special trigger] Fiery breath +14 vs. PD (up to 3 nearby enemies in a group); 3d10 fire damage

Bestial thresher: Whenever a creature misses the chimera with a melee attack, the chimera’s multiple sharp bits deal 3d10 damage to that attacker.

Nastier Specials:

Now it’s angry: When an attacker scores a critical hit against the chimera and it survives, its attack rolls on its next turn deal the effects of the lower rolls as well as their own results.

AC PD MD HP
24 20 16 320

Dire Bear

Size/Strength Large; Level 4th; Role Troop; Type Beast
Initiative +7

Bite +8 vs. AC; 24 damage

Natural even hit: The target takes +2d6 damage from a claw swipe.

Savage: The dire bear gains a +2 attack bonus against staggered enemies.

One dire feature: Roll randomly unless you know this beast’s story already.

AC PD MD HP
19 19 14 130

Dire Flytrap

Source Deadly Delves: Reign of Ruin

This sizable cluster of vines and leaves covered in barbs appears to have a series of thorny mouths in its center.

Size/Strength Large; Level 5th; Role Wrecker; Type Beast Initiative +4

Bite +10 vs. AC (2 attacks)—13 damage and 5 acid damage.

Natural even: When a grabbed target is hit by this attack, its penalty to disengage checks is increased by the escalation die until the dire flytrap’s next turn.

Ranged: Vine slap +9 vs. AC—13 damage and the target is grabbed.

Ranged: Acid spit +10 vs. PD—18 acid damage.

Resist acid 16+: When an acid attack targets this creature, the attacker must roll a natural 16+ on the attack roll or it only deals half damage.

Spiky bits: Whenever an enemy hits the dire flytrap with a melee attack, it takes 9 damage.

AC PD MD HP
21 15 19 141

Dire Rat

Size/Strength Normal; Level 1st; Role Mook; Type Beast Initiative +2

Infected bite +5 vs. AC; 4 ongoing damage

Nastier Specials:

Squealing pack attack: This creature gains a +1 attack bonus per other dire rat engaged with the target it’s attacking.

AC PD MD HP
15 15 10 6

Dire Wolf

Size/Strength Large; Level 3rd; Role Troop; Type Beast Initiative +6

Vicious bite +8 vs. AC; 18 damage

Pack attack: This creature gains a +2 bonus to attack and damage for each other ally engaged with the target (max +4 bonus).

Chilling howl: Whenever a dire wolf’s attack drops an enemy to 0 hp or below, all dire wolves in the battle can howl as a free action. When the wolves howl, each enemy in the battle takes a penalty to its attacks and all defenses equal to the number of living dire wolves in the battle (max –5) until the end of the attacking wolf’s next turn. New howls extend the duration of the current howl rather than downgrading the howl’s effect if dire wolves have been slain in the meantime.

One dire feature: Roll randomly unless you know this beast’s story already.

AC PD MD HP
17 17 13 80

Giant Ant

Size/Strength Normal; Level 0; Role Troop; Type Beast Initiative +0

Mandibles +5 vs. AC; 3 damage

Natural 16+: The target also takes 1d3 ongoing acid damage.

Wall-crawler: A giant ant can climb on ceilings and walls as easily as it moves on the ground.

AC PD MD HP
14 13 9 20

Giant Scorpion

Size/Strength Normal; Level 1st; Role Wrecker; Type Beast Initiative +6

Pincer +6 vs. PD; 1 damage, and the scorpion gains a +2 attack bonus against the same target this turn with its stinger attack.

Limited use: 2/round, each requiring a quick action. (Hitting the same target twice with pincer gives the stinger attack a +4 bonus.)

Stinger +6 vs. AC; 3 damage, and 3 ongoing poison damage

AC PD MD HP
16 15 10 22

Giant Web Spider

Size/Strength Large; Level 2nd; Role Blocker; Type Beast Initiative +6

Bite +7 vs. AC; 5 damage, and 5 ongoing poison damage

Natural even hit: The target also takes 2d6 ongoing poison damage if it’s dazed or stuck.

Close: Web +7 vs. PD (up to 2 nearby enemies in a group); 3 damage, and the target is dazed until the end of the spider’s next turn

Natural 18+: The target is also stuck until the end of the spider’s next turn.

Wall-crawler: A giant web spider can climb on ceilings and walls as easily as it moves on the ground.

AC PD MD HP
17 16 12 68

Glatisant

Source Deadly Delves: Reign of Ruin

Size/Strength Large; Level 5th; Role Wrecker; Type Beast Initiative +10

Claw Swipe +11 vs. AC (2 attacks)—18 damage.

Miss: 9 damage.

Natural 16+: The glatisant can make a poison fang attack against the target or another creature engaged with it as a free action.

[Special trigger] Poison fang +11 vs. PD—9 ongoing poison damage.

Evasive: A glatisant takes no damage from missed attacks.

Pounce: As a move action, the glatisant can engage a far away enemy and make one claw swipe at it. The glatisant ignores most non-magical obstacles—including pits, but excluding walls— that would normally hamper its ability to move to that location.

AC PD MD HP
21 19 15 144

Hunting Spider

Size/Strength Normal; Level 2nd; Role Wrecker; Type Beast Initiative +6

Bite +6 vs. AC; 8 damage

Natural 16+: The target also takes 1d8 ongoing poison damage.

Scuttle: A hunting spider can turn its own failed disengage check into a success by taking 1d4 damage.

Wall-crawler: A hunting spider can climb on ceilings and walls as easily as it moves on the ground.

AC PD MD HP
17 14 11 34

Hydra

Five-Headed Hydra

Size/Strength Huge; Level 5th; Role Wrecker; Type Beast Initiative +9

Gnashing teeth +10 vs. AC (5 attacks); 10 damage

Natural even hit or miss: The hydra’s next gnashing teeth attack, if it has an attack left this turn, can be against any nearby enemy instead of against a creature engaged with it.

Miss: 5 damage.

Too tough to trick: Whenever the hydra would suffer any of the following conditions, it ignores the condition and takes 5 damage instead: confused, dazed, hampered, stunned, or weakened.

Roiling swirl: If the hydra has at least two gnashing teeth attacks left during a turn, it can expend one of those attacks to move to engage a nearby enemy as a free action (but it will take opportunity attacks for doing so).

Sprout sixth head: The first time the hydra is staggered, as a free action it gains 40 hit points and a sixth gnashing teeth attack, and is considered undamaged at its new hit point total. Using the hydra’s current hit points as a new baseline, the hydra will be staggered again when it drops below 50% of that total.

Sprout seventh head: The second time the hydra is staggered, as a free action it gains 40 hit points and a seventh gnashing teeth attack, etc. Use a new hit point baseline as before, but there is no eighth head waiting to sprout.

Nastier Specials:

Sprout eighth head: You know the drill.

AC PD MD HP
20 19 15 150

Seven-Headed Hydra

Size/Strength Huge; Level 7th; Role Wrecker; Type Beast Initiative +11

Gnashing teeth +12 vs. AC (7 attacks); 12 damage

Natural even hit or miss: The hydra’s next gnashing teeth attack, if it has an attack left this turn, can be against any nearby enemy instead of against a creature engaged with it.

Miss: 7 damage.

Let’s not waste space: The seven-headed hydra has all the same abilities as the five-headed hydra, except that the heads that get sprouted are the 8th and 9th and those heads/attacks come with 50 new hit points apiece.

And it has one additional ability

Resist opportunity attacks 16+: When an opportunity attack targets this creature, the attacker must roll a natural 16+ on the attack roll or it only deals half damage.

Nastier Specials:

Pyrohydra: When the hydra gets a natural even attack roll with a gnashing teeth attack, its next attack that turn (if it has one) is a flame breath attack instead. Note that flame breath attacks don’t lead to other flaming breaths; the hydra has to return to making a gnashing teeth attack first.

Close: Flame breath +12 vs. PD (1d2 nearby enemies); 2d12 fire damage

Miss: Half damage.

AC PD MD HP
24 21 17 200

Manticore

Size/Strength Large; Level 6th; Role Archer; Type Beast Initiative +13

Battering paws +11 vs. AC (2 attacks); 20 damage

Natural 16+: The manticore can make a single volley of tail spikes attack (one attack roll) against a different target as a free action.

Crushing leonine jaws +11 vs. AC; 30 damage; OR 50 damage against a creature taking ongoing poison damage

Close: Volley of tail spikes +13 vs. AC (1d3 nearby or far away enemies in a group); 5 ongoing poison damage (hard save ends, 16+)

Flight

Poison reservoirs: Each time the manticore uses its volley of tail spikes attack, it takes 1d6 damage, or 2d6 damage if it is staggered.

AC PD MD HP
22 20 16 182

Owlbear

Size/Strength Large; Level 4th; Role Wrecker; Type Beast Initiative +8

Rip and peck +9 vs. AC; 15 damage, and until the end of the owlbear’s next turn, the target is hampered (makes only basic attacks) while engaged with the owlbear.

Vicious hybrid: If the escalation die is even, make another rip and peck attack.

Feed the cubs: An owlbear that scores a critical hit against a hampered enemy tears a piece of the creature off (GM chooses a limb) and will subsequently attempt to retreat with the prize to feed its cubs. The torn-up enemy is stunned until the end of its next turn.

Silent hunter: Owlbears are nearly silent until they strike. Checks to hear them approaching take a –5 penalty.

AC PD MD HP
19 17 13 101

Phase Spider

Size/Strength Large; Level 7th; Role Spoiler; Type Beast Initiative +16

Phasing fangs +11 vs. PD (2 attacks); 25 damage

Natural even hit: The spider can make a rummage and filch attack against the target as a free action, even if the target isn’t staggered.

Rummage and filch +11 vs. MD (one staggered creature); the phase spider steals a random true magic item from the target (see below).

Phasing abilities: As long as it didn’t just return from being out of phase, at the start of the phase spider’s turn, roll a d6 to see which of its phase and teleport abilities it can access that turn. The spider doesn’t have to use the available ability and can attack normally, if it wishes.

1–2: Short teleport—As a move action, the spider can teleport anywhere it can see nearby.

3: Long teleport—As a move action, the spider can teleport anywhere it can see nearby or far away.

4–5: Phase out—As a move action, the spider can remove itself from the battlefield, returning on its next initiative turn anywhere it chooses nearby. It doesn’t get to make a phase roll at the start of its next turn though.

6: Teleport away—If the spider has stolen at least one magic item, as a move action it can teleport back to its lair, or to its master if it has one. It leaves the battle. If it hasn’t stolen an item yet, it won’t leave and can use its choice of the other abilities this turn.

Stolen items: If the spider is slain before it leaves battle, all items stolen from the party are recovered. If a d20 roll results in a 20, other magic items are found.

AC PD MD HP
23 22 18 200

Piranha Swarm

Source Deadly Delves: Reign of Ruin

If your players aren’t afraid of the water yet, they will be by the time this encounter is over.

Size/Strength Normal; Level 4th; Role Wrecker; Type Beast Initiative +12

Voracious Devouring +12 vs. PD—10 damage and 5 ongoing damage.

Escalation die 3+: The piranha swarm makes 2 voracious devouring attacks on its turn.

Escalation die 6: The piranha swarm makes 3 voracious devouring attacks on its turn.

Feeding frenzy: A piranha swarm adds the escalation die to its attack rolls and ongoing damage rating.

Resist weapons 18+: When a weapon attack targets this creature, the attacker must roll a natural 18+ on the attack roll or it only deals half damage.

AC PD MD HP
17 15 11 54

Sluagh

Source Deadly Delves: Reign of Ruin

Size/Strength Normal; Level 5th; Role Spoiler; Type Beast Initiative +13

Vulnerability: holy

Hunt and peck +10 vs. PD—15 damage.

Natural 16+: A humanoid target suffers a –2 penalty to attack and damage. Multiple instances of this effect stack with one another.

Ranged: Soulblight swarm +10 vs. MD—10 ongoing psychic damage. When any affected target suffers this ongoing damage, the sluagh immediately heals an equal amount of damage. Limited use: 1/round, as a move action.

Flight: A sluagh flies with deadly precision and fluid grace.

Resist weapons 16+: When a weapon attack targets this creature, the attacker must roll a natural 16+ on the attack roll or it only deals half damage.

AC PD MD HP
19 15 21 63

Wolf

Size/Strength Normal; Level 1st; Role Troop; Type Beast Initiative +4

Bite +5 vs. AC; 5 damage

Pack attack: This creature gains a +2 bonus to attack and damage for each other ally engaged with the target (max +4 bonus).

AC PD MD HP
17 15 11 28

Wyvern

Size/Strength Large; Level 5th; Role Wrecker; Type Beast Initiative +10

Tearing jaws +10 vs. AC; 35 damage

Natural even hit: The wyvern can make a deadly tail stinger attack during its next turn.

[Special trigger] Deadly tail stinger +10 vs. PD; 15 damage, and the target takes 10 ongoing poison damage (difficult save ends, 16+)

Flight

Nastier Specials:

Escalating poison: Add the escalation die to the wyvern’s ongoing poison damage whenever that damage is dealt.

AC PD MD HP
20 19 14 140

Constructs

Befouled Air Elemental

Source Deadly Delves: Reign of Ruin

A noxious funnel of dust, debris, tumbleweeds, and stinking swamp air twirls toward you.

Size/Strength Normal; Level 3rd; Role Troop; Type Construct Initiative +9

Whirling fury +8 vs. PD—10 negative energy damage.

Natural 16+: The target is hampered (save ends).

Close: Lightning strike +8 vs. PD (1 nearby or far away enemy)—5 negative energy damage and 5 ongoing lightning damage; The air elemental moves through the target’s space and cannot be intercepted during this movement. It must end this movement nearby the target.

Flier: Air elementals are flawless fliers, changing altitude with great ease.

Resist lightning 16+: When a lightning attack targets this creature, the attacker must roll a natural 16+ on the attack roll or it only deals half damage.

AC PD MD HP
20 17 13 45

Befouled Earth Elemental

Source Deadly Delves: Reign of Ruin

Fallow, salty mud and craggy rock congeal into a vaguely humanoid form, hulking and formidable.

Size/Strength Normal; Level 3rd; Role Troop; Type Construct Initiative +3

Rocky fist +8 vs. AC—10 negative energy damage.

Natural 16+: The earth elemental pops free from the target, and the target is moved in a straight line to a nearby location. Other creatures along the path of this movement may intercept the target.

Burrowing

AC PD MD HP
18 17 13 45

Befouled Fire Elemental

Source Deadly Delves: Reign of Ruin

The flame morphs into a grinning maw of fiery teeth, billowing smoke that smells of a funeral pyre.

Size/Strength Normal; Level 3rd; Role Troop; Type Construct Initiative +9

Fiery lash +8 vs. PD—5 negative energy damage and 5 ongoing fire damage.

Natural 16+: The fire elemental may make a second fiery lash attack as a free action.

Close: Backdraft strike +8 vs. PD—5 negative energy damage and 5 ongoing fire damage; The fire elemental moves through the target’s space and cannot be intercepted during this movement. It must end this movement nearby the target.

Resist fire 16+: When a fire attack targets this creature, the attacker must roll a natural 16+ on the attack roll or it only deals half damage.

AC PD MD HP
19 17 13 45

Befouled Water Elemental

Source Deadly Delves: Reign of Ruin

A stomach-churning excrement-tinged odor fills your nostrils as this living tide of sewage draws near.

Size/Strength Normal; Level 3rd; Role Troop; Type Construct Initiative +3

Crushing wave +8 vs. AC—10 negative energy damage.

Natural 16+: The target’s lungs fill with water, and it is helpless until the end of its next turn. Creatures that do not breathe or that can breathe water are immune to this effect. After affecting a target with this ability, the water elemental may make a second crushing wave attack against another nearby target, both automatically moving to engage it and striking as a free action.

AC PD MD HP
18 17 13 45

Gargoyle

Size/Strength Normal; Level 5th; Role Troop; Type Construct Initiative +4

Furious claws and fangs +9 vs. AC; 9 damage

Natural 11+: The gargoyle can make two more melee attacks as a free action (but never more than three total attacks per standard action, even if you roll another 11+).

Flight

Nastier Specials:

Rocky hide: The gargoyle has resist damage 12+ against attacks targeting AC.

Statues, statues, everywhere: Because they often look like statues, gargoyles are capable of springing a surprise on inattentive PCs. When there’s a chance of such an ambush, give the PCs a champion-tier skill check (DC 20) to notice the gargoyles and avoid being surprised.

AC PD MD HP
24 21 14 60

Golem, Flesh

Size/Strength Large; Level 4th; Role Blocker; Type Construct Initiative +5

Sweeping fists +9 vs. AC (2 attacks); 15 damage

Maddened battlefield repairs +11 vs. AC (one staggered living enemy); 20 damage, and the flesh golem heals 2d10 hit points

Miss: 10 damage, and the flesh golem heals 1d10 hit points.

Limited use: The flesh golem can only use this attack while it’s staggered.

Energy magnet: Whenever a spell that causes cold, fire, force, lightning, or negative energy damage targets one of the flesh golem’s nearby allies, the flesh golem has a 50% chance of becoming the main target instead. Therefore, spells that affect groups would spread out from the flesh golem.

Weakness of the flesh: Flesh golems are not immune to effects.

AC PD MD HP
18 16 14 100

Clay Golem

Size/Strength Large; Level 6th; Role Spoiler; Type Construct Initiative +6

Bare brutal hands +10 vs. AC; 36 damage

Cursed wound: A non-dwarf creature damaged by a clay golem can’t be healed to above half its maximum hit points until after the battle.

Golem immunity: Non-organic golems are immune to effects. They can’t be dazed, weakened, confused, made vulnerable, or touched by ongoing damage. You can damage a golem, but that’s about it.

Ignore attacks 11+: When an attack hits this creature, the attacker must roll a natural 11+ on the attack roll or it misses instead. That’s all attacks.

AC PD MD HP
20 18 14 120

Stone Golem

Size/Strength Large; Level 8th; Role Blocker; Type Construct Initiative +11

Massive stone fists +12 vs. AC (2 attacks); 35 damage

Miss: 15 damage.

Finishing smash +14 vs. AC (one staggered enemy); 80 damage, and the golem pops the target off it and moves it a short distance away from the golem

Natural even hit or miss: 20 damage, and the target is hampered (save ends).

Natural odd hit or miss: 20 damage, and the target is dazed (save ends).

Golem immunity: Non-organic golems are immune to effects. They can’t be dazed, weakened, confused, made vulnerable, or touched by ongoing damage. You can damage a golem, but that’s about it.

Nastier Specials:

Former idol: Evoke the powers of an ancient culture’s strange rites by giving the stone golem any weird power you wish. If you’re stuck for inspiration, consider starting with random abilities from the demons that aren’t related to energy or the cone of cold from the ogre mage.

AC PD MD HP
25 23 18 280

Iron Golem

Size/Strength Large; Level 10th; Role Wrecker; Type Construct Initiative +13

Fists of iron +17 vs. AC (2 attacks); 50 damage

Miss: 5d10 damage.

Golem immunity: Non-organic golems are immune to effects. They can’t be dazed, weakened, confused, made vulnerable, or touched by ongoing damage. You can damage a golem, but that’s about it.

Rampage: At the start of each of the iron golem’s turns, roll a d6. If the roll is equal to or less than the escalation die, the iron golem goes on a rampage that turn. Instead of its two normal fists of iron attacks, it can make three attacks with fists of iron, each against a different random nearby creature, enemy or ally. It can move after each such attack as a free action, if necessary, taking only half damage from opportunity attacks during the rampage.

Nastier Specials:

Poison gas: The first time the iron golem is staggered, poison gas leaks from it into the area. It can make a poison gas cloud attack as a free action.

[Special trigger] C: Poison gas cloud +15 vs. PD (all nearby creatures); 25 ongoing poison damage

AC PD MD HP
28 24 20 360

Temple Sentinel Golem

Source Deadly Delves: Reign of Ruin

Incredible effort and unparalleled attention to detail must have gone into the carving of these heavy crystal statues. Not that their being pretty will make it hurt any less when they slam their unyielding fists of quartz into your face, but you have to admire the craftsmanship nonetheless.

Size/Strength Normal; Level 6th; Role Blocker; Type Construct Initiative +8

Stone sword +10 vs. AC (2 attacks)—10 damage.

Miss: 5 damage.

Finishing smash +12 vs. AC (one staggered enemy)—20 damage, and the golem pops the target free of itself and moves the target to a nearby location.

Natural even hit or miss: The target is hampered (save ends).

Natural odd hit or miss: The target is dazed (save ends).

Former idol: The tomb sentinel golems are statues of revered heroes of the forgotten human culture that built the temple, infused with holy—but destructive—positive energy. At the start of a tomb sentinel’s turn, each enemy engaged with it takes 2d6 holy damage; any die result of 6 is kept and the die is rerolled.

Golem immunity: Non-organic golems are immune to effects. They can’t be dazed, weakened, confused, made vulnerable, or touched by ongoing damage. You can damage a golem, but that’s about it.

AC PD MD HP
22 20 16 90

Demons

For common demon abilities, see Demon.

Demon, Dretch

Size/Strength Normal; Level 3rd; Role Mook; Type Demon Initiative +5

Claws +8 vs. AC; 6 damage

Fear: While engaged with this creature, enemies that have 15 hp or fewer are dazed (–4 attack) and do not add the escalation die to their attacks.

AC PD MD HP
17 15 11 13

Demon, Imp

Size/Strength Normal; Level 3rd; Role Spoiler; Type Demon Initiative +8

Festering claws +7 vs. AC; 3 damage, and 5 ongoing damage

Ranged: Blight jet +7 vs. PD; 7 damage, and the target is dazed (save ends)

First natural 16+ each turn: The imp can choose one: the target is weakened instead of dazed; OR the imp can make a blight jet attack against a different target as a free action.

Curse aura: Whenever a creature attacks the imp and rolls a natural 1–5, that creature takes 1d10 psychic damage.

Flight

AC PD MD HP
20 13 16 40

Demon, Despoiler

Size/Strength Normal; Level 4th; Role Caster; Type Demon Initiative +9

Horns and daggers +8 vs. AC (2 attacks); 5 damage

Natural 16+: The despoiler can pop free from the target.

Ranged: Abyssal whispers +9 vs. MD (one nearby or far away enemy); 15 psychic damage, and the target is confused (save ends); OR the target can choose to avoid the confusion effect by taking 6d6 psychic damage.

Close: Sow discord +9 vs. MD (2 nearby enemies engaged with the same creature or with each other); one target makes an at-will melee attack against this power’s other target

Limited use: 1/day, as a quick action.

AC PD MD HP
19 14 18 52

Demon, Frenzy

Size/Strength Normal; Level 5th; Role Wrecker; Type Demon Initiative +10

Claw +9 vs. AC (2 attacks); 9 damage

Raging frenzy: Whenever the frenzy demon misses with a melee attack, it gains a +1 attack bonus and deals +1d4 damage until the end of the battle (maximum bonus +4, +4d4).

AC PD MD HP
21 17 17 70

Demon, Vrock (vulture demon)

Size/Strength Normal; Level 6th; Role Spoiler; Type Demon Initiative +9

Filth-covered claws +11 vs. AC (2 attacks); 7 damage, and 5 ongoing poison damage

Natural even hit: The vrock can make a demonic screech attack as a free action.

[Special trigger] C: Demonic screech +11 vs. MD (1d3 nearby enemies), 5 psychic damage, and the target is vulnerable (attacks vs. it have crit range expanded by 2) until the end of the battle

Nastier Specials:

Predation: Creatures hit by the vrock’s demonic screech attack that are already vulnerable are also hampered (save ends).

AC PD MD HP
21 17 17 88

Demon, Hezrou (Toad Demon)

Size/Strength Large; Level 7th; Role Troop; Type Demon Initiative +11

Meaty, clawed hands +12 vs. AC (2 attacks); 28 damage

Any hit: The demon can grab the target if it isn’t already grabbing a creature. The grabbed foe can’t move except to teleport, pop free, or attempt to disengage, and disengage attempts take a –5 penalty unless the creature hit the hezrou with an attack that turn.

The hezrou gains a +4 attack bonus against any enemy it is grabbing.

Demonic stench: While engaged with this creature, enemies with 84 hp or fewer are dazed (–4 attack) and do not add the escalation die to their attacks.

Nastier Specials:

Abyssal sergeant: Lower-level non-mook demons nearby the hezrou deal damage equal to their level when they miss with an attack.

Stab this now: The hezrou’s allies gain a +4 attack bonus against any creature it is grabbing.

AC PD MD HP
22 16 20 210

Demon, Glabrezou (Pincer Demon)

Size/Strength Large; Level 8th; Role Caster; Type Demon Initiative +16

Pincer +13 vs. AC; 45 damage

Natural even hit: The demon can grab the target as long as it isn’t already grabbing a creature. The grabbed foe can’t move except to teleport, pop free, or attempt to disengage, and disengage attempts take a –5 penalty unless the creature hit the glabrezou with an attack that turn.

The glabrezou gains a +4 attack bonus against any enemy it is grabbing.

Ranged: Painbolt +13 vs. MD (one nearby or far away creature); 70 psychic damage

Close: Hellfire +13 vs. PD (1d3 nearby enemies in a group and any glabrezou allies engaged with those enemies); 50 fire damage

Mirror images: At will, as a move action, a glabrezou can create multiple images of itself that make it harder to target. The next time an attack would hit the glabrezou, the attacker has to roll 11+ with another d20 roll: success indicates a hit; failure is a miss that hits one of the mirror images instead, dealing no miss damage to the glabrezou but dispelling all the images.

Once the glabrezou is staggered, it takes 2d10 damage whenever it uses mirror image, so movement or escape start registering as alternatives.

Power word stun: Once per day as a free action, the glabrezou can utter a word of power, canceling a single action just taken by a nearby creature with fewer hit points than the glabrezou—whether it was casting a spell, healing an ally, or whatever. The GM can see the results of the action, such as a die roll, before deciding whether to use the power word.

AC PD MD HP
22 22 18 320

Demon, Despoiler Mage

Size/Strength Normal; Level 9th; Role Caster; Type Demon Initiative +14

Horns and swords +13 vs. AC (2 attacks); 20 damage

Natural 16+: The despoiler mage can pop free from the target.

Ranged: Abyssal whispers +14 vs. MD (one nearby or far away enemy); 45 psychic damage, and the target is confused (save ends); OR the target can choose to avoid the confusion effect by taking 10d10 psychic damage to clear their head . . .

Ranged: Magic missile (one nearby or far away enemy); 10 automatic force damage

Limited use: 1/round, as a quick action.

Close: Sow discord +14 vs. MD (2 nearby enemies engaged with the same creature or with each other); one target makes an at-will melee attack against this power’s other target

Limited use: 1/battle, as quick action.

Aura of betrayal: At the start of each of the despoiler mage’s turns, choose a random nearby enemy. Until the start of the despoiler mage’s next turn, that creature’s allies no longer consider it an ally, though its enemies’ powers can still target it as an enemy. The creature isn’t compelled to attack its former friends.

AC PD MD HP
24 19 23 170

Demon, Hooked

Size/Strength Normal; Level 9th; Role Mook; Type Demon Initiative +12

Hooks and barbs +14 vs. AC; 27 damage

Natural 16+: The hooked demon can make another hooks and barbs attack as a free action (and yes, this can keep going up to a maximum number of attacks equal to the escalation die + 1).

Nastier Specials:

Bleeding wounds: Whenever the hooked demon hits a creature with hooks and barbs, that creature takes 10 damage each time it makes a non-basic attack (save ends).

AC PD MD HP
23 21 17 45

Demon, Giant Vrock (Vulture Demon)

Size/Strength Large; Level 9th; Role Spoiler; Type Demon Initiative +12

Giant filth-covered claws +14 vs. AC (2 attacks); 30 damage, and 15 ongoing poison damage

Natural even hit: The vrock can make a demonic screech attack as a free action.

[Special trigger] C: Demonic screech +14 vs. MD (1d3 nearby enemies); 15 psychic damage, and the target is vulnerable (attacks vs. it have crit range expanded by 2) until the end of the battle

Close: Sporeburst +14 vs. PD (all nearby enemies); 30 damage, and 30 ongoing damage; while the target is taking ongoing damage, it is hampered

Limited use: 1/battle, when the escalation die is 4+.

Predation: Creatures hit by the vrock’s demonic screech attack that are already vulnerable are also hampered (save ends).

AC PD MD HP
24 21 21 333

Demon, Nalfeshnee (Boar Demon)

Size/Strength Large; Level 10th; Role Caster; Type Demon Initiative +13

Musky claw or slimy hoof +15 vs. AC; 90 damage

Miss: The nalfeshnee gains a +4 attack bonus until it hits. Unlike most effects, let it stack.

Ranged: Accursed burst +15 vs. PD (1d3 nearby enemies); 50 cold/fire/lightning/negative energy damage (your choice), and the nalfeshnee can make an abyssal curse attack as a free action

[Special trigger] Abyssal curse +15 vs. MD (each creature hit by accursed burst); the target is weakened until the end of its next turn

Flight

Unpredictable: Nalfeshnee always have at least two random demon abilities.

Nastier Specials:

Hooked mooks: Once per battle, if the nalfeshnee is staggered, it can gate in 2d4 hooked demons as a quick action. Roll initiative for the hooked demons; they do not appear in the battle and take their turns until their next initiative count comes up.

AC PD MD HP
25 20 24 400

Demon, Marilith (Serpent Demon)

Size/Strength Large; 12th level; Role Troop; Type Demon Initiative +20

Six whirling swords +17 vs. AC (6 attacks); 30 damage, and the marilith can pop free from the target after the attacks

Ranged: Beguiling gaze +17 vs. MD (one nearby or far away unengaged enemy); As a free action, the target immediately moves toward the marilith, attempting to engage it or get as close as possible to it

Limited use: 1/round, as a quick action.

Terrible swift swords: The marilith’s crit range with melee attacks expands by a number equal to the escalation die.

AC PD MD HP
28 21 25 666

Demon, Balor (Flame Demon)

Size/Strength Large; Level 13th; Role Wrecker; Type Demon Initiative +17

Abyssal blade +18 vs. AC; 160 damage

Natural even hit: The balor deals +1d20 lightning damage to the target and to one other nearby enemy of balor’s choice. Then repeat that damage roll against the targets once for each point on the escalation die (so if it’s 4, that’s four more d20 rolls)

Natural even miss: 80 damage.

Close: Flaming whip +18 vs. PD (one nearby enemy); 50 fire damage, and the target is pulled to the balor, who engages it.

Natural even miss: 25 fire damage.

Limited use: 1/round, as a quick action.

Desperate escalator: While staggered, the balor adds the escalation die to its attack rolls.

Fiery aura: At the start of the balor’s turn, each enemy engaged with it takes 4d10 fire damage; any die result of 10 is kept and the die rerolled.

Flight

Shadow and flame: The balor gains a +5 bonus to all defenses against attacks by far away enemies.

Nastier Specials:

Vorpal blade: Critical hits with the abyssal blade deal triple damage instead of double damage.

AC PD MD HP
29 27 23 850

Tethra

Source Deadly Delves: Reign of Ruin

Size/Strength Large; Level 4th; Role Wrecker; Type Demon Initiative +8

Fomorian blade +9 vs. AC—20 damage.

Natural even hit: Tethra deals +3d6 fire damage to the target and to one other nearby enemy of Tethra’s choice.

Natural even miss: 10 damage.

Close: Scourge of despair +9 vs. PD—10 lightning damage, and the target is pulled to Tethra, who engages it.

Natural even miss: 5 lightning damage.

Limited use: 1/round, as a quick action.

Desperate escalator: While staggered, Tethra adds the escalation die to his attack rolls.

Evil eye: Tethra gains resist damage 12+ when targeted by a rogue’s Sneak Attack ability.

Flight: Tethra’s fearsome bat-like wings grant him excellent momentum when flying, if not maneuverability.

Shadow and flame: Tethra gains a +5 bonus to all defenses against attacks by far away enemies.

AC PD MD HP
20 18 14 110

Dragons

See Dragon Abilities.

Dragon, Medium White

Size/Strength Normal; Level 2nd; Role Troop; Type Dragon Initiative +6

Vulnerability: fire

Claws and bite +6 vs. AC (2 attacks); 4 damage

Natural 16+: The white dragon can make an ice breath attack as a free action.

[Special trigger] C: Ice breath +6 vs. PD (1d3 nearby enemies); 4 cold damage

Natural odd hit or miss: The dragon takes 1d4 damage.

Resist cold 12+: When a cold attack targets this creature, the attacker must roll a natural 12+ on the attack roll or it only deals half damage.

AC PD MD HP
18 15 11 38

Dragon, Medium Black

Size/Strength Normal; Level 3rd; Role Wrecker; Type Dragon Initiative +9

Vulnerability: thunder

Claws and bite +8 vs. AC (2 attacks); 4 damage

Natural 16+: The target also takes 4 ongoing acid damage.

Close: Acid breath +9 vs. PD (1d3 nearby enemies); 5 acid damage, and 5 ongoing acid damage

Miss: 3 acid damage.

Draconic grace: At the start of each of the black dragon’s turns, roll a d6 to see if it gets an extra standard action. If the roll is equal to or less than the escalation die, the black dragon can take an extra standard action that turn.

After the first success, the grace die bumps up to a d8. After the second success, it’s a d10, then a d12 after the third success, and finally a d20 after the fourth one.

Intermittent breath: A medium black dragon can use acid breath 1d3 times per battle, but never two turns in a row.

Water-breathing: Black dragons swim well and can breathe underwater.

Resist acid 12+: When an acid attack targets this creature, the attacker must roll a natural 12+ on the attack roll or it only deals half damage.

AC PD MD HP
19 17 15 42

Dragon, Large White

Size/Strength Large; Level 4th; Role Troop; Type Dragon Initiative +8

Vulnerability: fire

Claws and bite +8 vs. AC (2 attacks); 12 damage

Natural 16+: The white dragon can make an ice breath attack as a free action.

[Special trigger] C: Ice breath +8 vs. PD (1d3 nearby enemies); 10 cold damage

Natural odd hit or miss: The dragon takes 2d4 damage.

Resist cold 16+: When a cold attack targets this creature, the attacker must roll a natural 16+ on the attack roll or it only deals half damage.

AC PD MD HP
20 17 13 104

Dragon, Medium Green

Size/Strength Normal; Level 4th; Role Spoiler; Type Dragon Initiative +9

Vulnerability: psychic

Sharp claws +9 vs. AC; 7 damage

Natural 11–15: The dragon can make a bite attack as a free action.

Natural 16+: The dragon can make a poison breath attack as a free action.

[Special trigger] Bite +9 vs. AC; 10 damage

Natural 16+: The target also takes 5 ongoing poison damage.

[Special trigger] C: Poison breath +9 vs. PD (1d3 nearby enemies); 7 poison damage, and the target is hampered (save ends)

Burrow

Resist poison 12+: When a poison attack targets this creature, the attacker must roll a natural 12+ on the attack roll or it only deals half damage.

AC PD MD HP
21 18 14 60

Dragon, Huge White

Size/Strength Huge; Level 5th; Role Troop; Type Dragon Initiative +10

Vulnerability: fire

Claws and bite +9 vs. AC (2 attacks); 25 damage

Natural 16+: The white dragon can make an ice breath attack as a free action.

[Special trigger] C: Ice breath +9 vs. PD (1d3 nearby enemies); 20 cold damage

Natural odd hit or miss: The dragon takes 2d8 damage.

Resist cold 18+: When a cold attack targets this creature, the attacker must roll a natural 18+ on the attack roll or it only deals half damage.

AC PD MD HP
21 18 14 200

Dragon, Medium Blue

Size/Strength Normal; Level 5th; Role Caster; Type Dragon Initiative +9

Vulnerability: force

Dragon claw +9 vs. AC; 10 damage

Natural even hit or miss: The dragon can make a bite attack as a free action.

[Special trigger] Bite +9 vs. AC; 10 damage, and 2d6 lightning damage

Close: Lightning breath +9 vs. PD (1d3 nearby enemies); 8 lightning damage

Natural even hit: The target is also dazed (save ends).

Counter-spell: When an enemy targets the blue dragon with a spell, the dragon can roll a save; success means the spell has no effect on the dragon. If the level of the spell is lower than the dragon’s level, it’s a normal save (11+). Against an equal or higher-level spell, the save is a hard save (16+). If the dragon is staggered, the save target increases by +5 (normal becomes hard, hard becomes 21+: impossible unless the dragon has a save bonus from some other source).

Intermittent breath: A medium blue dragon can use lightning breath 1d4 times per battle, but never two turns in a row.

Resist lightning 12+: When a lightning attack targets this creature, the attacker must roll a natural 12+ on the attack roll or it only deals half damage.

AC PD MD HP
22 19 19 76

Dragon, Large Black

Size/Strength Large; Level 6th; Role Wrecker; Type Dragon Initiative +13

Vulnerability: thunder

Claws and bite +11 vs. AC (2 attacks); 18 damage

Natural 16+: The target also takes 10 ongoing acid damage.

Close: Acid breath +11 vs. PD (1d3 nearby enemies); 20 acid damage, and 10 ongoing acid damage

Miss: 10 acid damage.

Draconic grace: At the start of each of the black dragon’s turns, roll a d6 to see if it gets an extra standard action. If the roll is equal to or less than the escalation die, the black dragon can take an extra standard action that turn.

After the first success, the grace die bumps up to a d8. After the second success, it’s a d10, then a d12 after the third success, and finally a d20 after the fourth one.

Intermittent breath: A large black dragon can use acid breath 1d3 times per battle, but never two turns in a row.

Water-breathing: Black dragons swim well and can breathe underwater.

Resist acid 16+: When an acid attack targets this creature, the attacker must roll a natural 16+ on the attack roll or it only deals half damage.

AC PD MD HP
22 20 19 160

Dragon, Medium Red

Size/Strength Normal; Level 6th; Role Wrecker; Type Dragon Initiative +11

Vulnerability: cold

Fangs, claws, and tail +11 vs. AC (2 attacks); 8 damage

First natural even hit or miss each turn: Roll another fangs, claws, and tail attack.

Close: Fiery breath +11 vs. PD (2d3 nearby enemies); 10 fire damage

Miss: Half damage.

Intermittent breath: A medium red dragon can use fiery breath 1d3 times per battle, but never two turns in a row.

Resist fire 12+: When a fire attack targets this creature, the attacker must roll a natural 12+ on the attack roll or it only deals half damage.

AC PD MD HP
21 20 16 90

Dragon, Large Green

Size/Strength Large; Level 7th; Role Spoiler; Type Dragon Initiative +11

Vulnerability: psychic

Sharp claws +12 vs. AC; 25 damage

Natural 11–15: The dragon can make a bite attack as a free action.

Natural 16+: The dragon can make a poison breath attack as a free action.

[Special trigger] Bite +12 vs. AC; 38 damage

Natural 16+: The target also takes 10 ongoing poison damage.

[Special trigger] C: Poison breath +12 vs. PD (1d3 nearby enemies); 25 poison damage, and the target is hampered (save ends)

Burrow

Resist poison 16+: When an acid attack targets this creature, the attacker must roll a natural 16+ on the attack roll or it only deals half damage.

AC PD MD HP
24 21 16 230

Dragon, Large Blue

Size/Strength Large; Level 8th; Role Caster; Type Dragon Initiative +13

Vulnerability: force

Double claws +12 vs. AC (2 attacks); 15 damage

Natural even hit or miss: The dragon can make a bite attack as a free action.

[Special trigger] Bite +12 vs. AC; 20 damage, and 2d10 lightning damage

Close: Lightning breath +12 vs. PD (1d3 nearby or far away enemies); 40 lightning damage

Natural even hit: The target is also dazed (save ends).

Intermittent breath: A large blue dragon can use lightning breath 1d6 times per battle, but never two turns in a row.

Counter-spell: When an enemy targets the blue dragon with a spell, the dragon can roll a save; success means the spell has no effect on the dragon. If the level of the spell is lower than the dragon’s level, it’s a normal save (11+). Against an equal or higher-level spell, the save is a hard save (16+). If the dragon is staggered, the save target increases by +5 (normal becomes hard, hard becomes 21+: impossible unless the dragon has a save bonus from some other source).

Resist lightning 16+: When a lightning attack targets this creature, the attacker must roll a natural 16+ on the attack roll or it only deals half damage.

AC PD MD HP
25 22 22 260

Dragon, Huge Black

Size/Strength Huge; Level 9th; Role Wrecker; Type Dragon Initiative +17

Claws and bite +14 vs. AC (3 attacks); 30 damage

Natural 16+: The target also takes 15 ongoing acid damage.

Miss: 20 damage.

Close: Acid breath +14 vs. PD (1d3 nearby or far away enemies); 50 acid damage, and 15 ongoing acid damage

Miss: 4d12 acid damage.

Draconic grace: At the start of each of the huge black dragon’s turns, roll a d4 to see if it gets an extra standard action. If the roll is equal to or less than the escalation die, the black dragon can take an extra standard action that turn.

After the first success, the grace die bumps up to a d6. After the second success, it’s a d8, then a d10 after the third success. The fourth success is a d12, and finally a d20 after the fifth one.

Intermittent breath: A huge black dragon can use acid breath 2d3 times per battle, but never two turns in a row.

Water-breathing: Black dragons swim well and can breathe underwater.

Resist acid 18+: When an acid attack targets this creature, the attacker must roll a natural 18+ on the attack roll or it only deals half damage.

AC PD MD HP
25 23 21 510

Dragon, Large Red

Size/Strength Large; Level 10th; Role Wrecker; Type Dragon Initiative +13

Vulnerability: cold

Fangs, claws, and tail +15 vs. AC (2 attacks); 35 damage

First natural even hit or miss each turn: Roll a third fangs, claws, and tail attack.

Close: Fiery breath +15 vs. PD (2d3 nearby enemies); 40 fire damage

Miss: Half damage.

Intermittent breath: A large red dragon can use fiery breath 1d4 times per battle, but never two turns in a row.

Fear: While engaged with this creature, enemies with 72 hp or fewer are dazed (–4 attack) and do not add the escalation die to their attacks.

Resist fire 16+: When a fire attack targets this creature, the attacker must roll a natural 16+ on the attack roll or it only deals half damage.

AC PD MD HP
25 24 20 400

Dragon, Huge Green

Size/Strength Huge; Level 11th; Role Spoiler; Type Dragon Initiative +15

Sharp claws +16 vs. AC; 100 damage

Natural 11–15: The dragon can make a bite attack as a free action.

Natural 16+: The dragon can make a poison breath attack as a free action.

[Special trigger] Bite +16 vs. AC; 140 damage

Natural 16+: The target also takes 20 ongoing poison damage.

[Special trigger] C: Poison breath +16 vs. PD (1d3 nearby enemies); 100 poison damage, and the target is hampered (save ends)

Burrow

Resist poison 18+: When a poison attack targets this creature, the attacker must roll a natural 18+ on the attack roll or it only deals half damage.

AC PD MD HP
28 25 20 900

Dragon, Huge Blue

Size/Strength Huge; Level 12th; Role Caster; Type Dragon Initiative +17

Double claws +16 vs. AC (2 attacks); 50 damage

Natural even hit or miss: The dragon can make a bite attack as a free action.

[Special trigger] Bite +16 vs. AC; 60 damage, and 4d10 lightning damage to the target and to one other nearby enemy of the dragon’s choice

Close: Far slashing lightning breath +16 vs. PD (1d4 nearby or far away enemies); 80 lightning damage

Natural even hit: The target is also dazed (save ends). After the target saves, it takes a –1 attack penalty (non-cumulative) until its next full heal-up (because it’s vibrating slightly out of synch with the rest of the world).

Intermittent breath: A huge blue dragon can use far slashing lightning breath 2d4 times per battle, but never two turns in a row.

Counter-spell: When an enemy targets the blue dragon with a spell, the dragon can roll a save; success means the spell has no effect on the dragon. If the level of the spell is lower than the dragon’s level, it’s a normal save (11+). Against an equal or higher-level spell, the save is a hard save (16+). If the dragon is staggered, the save target increases by +5 (normal becomes hard, hard becomes 21+: impossible unless the dragon has a save bonus from some other source).

Resist lightning 18+: When a lightning attack targets this creature, the attacker must roll a natural 18+ on the attack roll or it only deals half damage.

AC PD MD HP
29 26 26 980

Dragon, Huge Red

Size/Strength Huge; Level 13th; Role Wrecker; Type Dragon Initiative +19

Fangs, claws, and tail +19 vs. AC (3 attacks); 70 damage

First natural even hit or miss each turn: Roll a fourth fangs, claws, and tail attack.

Second natural even hit or miss each turn: Roll a fifth fangs, claws, and tail attack.

Close: Fiery breath +19 vs. PD (2d3 nearby or far away enemies); 80 fire damage

Miss: Half damage.

Intermittent breath: A huge red dragon can use fiery breath 1d6 times per battle, but never two turns in a row.

Fear: While engaged with this creature, enemies with 144 hp or fewer are dazed (–4 attack) and do not add the escalation die to their attacks.

Resist fire 18+: When a fire attack targets this creature, the attacker must roll a natural 18+ on the attack roll or it only deals half damage.

AC PD MD HP
28 27 23 1200

Dragon, Black Dragon Queen

Source Deadly Delves: Reign of Ruin

She is death on the night wind, the daughter of ruin, sole heir to her mother’s cruel reign. Her jaws can crush steel like a child crushes paper and her talons are sharp enough to cleave through scale mail like butter. Her breath melts flesh and devours screams before they can even be born in a man’s throat. Beneath her wings roil currents of carrion and decay, which only serves to stoke your fear and awe as you gaze upon this fully grown black dragon.

Size/Strength Huge; Level 7th; Role Wrecker; Type Dragon Initiative +14

Vulnerability thunder

Claws and bite +12 vs. AC (2 attacks)—42 damage.

Natural 16+: The target also takes 10 ongoing acid damage.

Close: Acid breath +12 vs. PD (1d3 nearby enemies)—40 acid damage, and 10 ongoing acid damage.

Miss: 20 acid damage.

Draconic grace: At the start of each of the black dragon queen’s turns, roll a d6 to see if she gets an extra standard action. If the roll is equal to or less than the escalation die, the black dragon queen can take an extra standard action that turn. After the first success, the grace die bumps up to a d8. After the second success, it’s a d10, then a d12 after the third success, and finally a d20 after the fourth one.

Escalator: The black dragon queen adds the escalation die to her attack rolls.

Wand of polymorph: As a quick action, the black dragon queen can transform herself from dragon form into a tiny black and red skink, or vice versa. She cannot use her melee attacks or breath weapon in skink form, but her stats are otherwise unchanged.

Raw power—Until she is staggered, the black dragon queen rolls 2d20 with her melee attacks and uses the higher roll.

Water-breathing: the black dragon queen is an excellent swimmer and can breathe underwater.

Resist acid 16+: When an acid attack targets this creature, the attacker must roll a natural 16+ on the attack roll or it only deals half damage.

AC PD MD HP
25 21 19 325

Dragon, Half-Dragon Bog Toad

Source Deadly Delves: Reign of Ruin

Despite his draconic heritage, this creature isn’t much smarter than your average bullfrog, but what he lacks in brains he makes up for with size and raw nastiness.

Size/Strength Normal; Level 5th; Role Spoiler; Type Dragon Initiative +4

Om nom glomph +10 vs. AC—18 damage.

Ranged: Tongue lash +10 vs. PD—9 damage, and the target is pulled next to Hopsey, who automatically engages with it.

Close: Acid breath +9 vs. PD (1d3 nearby enemies)—10 acid damage, and 5 ongoing acid damage.

Miss: 5 acid damage.

Hop and glide: Hopsey does not fly so much as leap into the air and swoop inelegantly toward his targets, but his stubby little wings are strong enough to grant him a +5 bonus to disengage checks.

Intermittent breath: Hopsey can use acid breath twice per battle, but never two turns in a row.

Resist acid 12+: When an acid attack targets this creature, the attacker must roll a natural 12+ on the attack roll or it only deals half damage.

AC PD MD HP
21 15 15 75

Dragon, Half-Dragon Anaconda

Source Deadly Delves: Reign of Ruin

The snake is immense beyond belief, a thing from a nightmare, its sinuous form covered in black scales with a crest of oversized horn-like scales over its glazed red reptilian eyes. The dragon-snake coils as if to strike, its acidic breath befouling the water as its wickedly fanged maw parts hungrily.

Size/Strength Huge; Level 5th; Role Wrecker; Type Dragon Initiative +14

Bite +10 vs. AC—27 damage.

Natural 11+: The half-dragon anaconda can make a coil attack against the target as a free action.

[Special trigger] Coil +10 vs. PD—27 damage, and the target is grabbed.

Close: Acid breath +10 vs. PD (1d3 nearby enemies)—15 acid damage, and 10 ongoing acid damage.

Miss: 10 acid damage.

Constrictor: At the end of the half-dragon anaconda’s turn, a creature it has grabbed takes 27 damage.

Intermittent breath: The half-dragon anaconda can use acid breath twice per battle, but never two turns in a row.

Resist acid 12+: When an acid attack targets this creature, the attacker must roll a natural 12+ on the attack roll or it only deals half damage.

AC PD MD HP
21 19 15 225

Stormwyt

Source Deadly Delves: Reign of Ruin

The creature resembles a wyvern without a stinger, but black-scaled and red-eyed. A pronounced horned ridge shades its brow, and its batlike wings flap with the calm intensity of an apex predator on the hunt as it glides through the air.

Size/Strength Large; Level 3rd; Role Troop; Type Dragon Initiative +8

Tearing jaws +8 vs. AC—15 damage and 5 ongoing acid damage.

Close: Alkaline breath +8 vs. PD (1d3 nearby enemies)—10 acid damage, and 10 ongoing lightning damage. Miss: 5 acid damage and 5 lightning damage.

Flier: A stormwyt is a capable and agile aerobat.

Intermittent breath: A stormwyt can use alkaline breath twice per battle, but never two turns in a row.

Resist acid 12+: When an acid attack targets this creature, the attacker must roll a natural 12+ on the attack roll or it only deals half damage.

Resist lightning 12+: When a lightning attack targets this creature, the attacker must roll a natural 12+ on the attack roll or it only deals half damage.

AC PD MD HP
19 17 13 90

Giants

Ettin

Size/Strength Large; Level 5th; Role Troop; Type Giant Initiative +9

First big swing +10 vs. AC; 25 damage, and the target pops free from the ettin; then as a free action, the ettin can move (or choose not to move) and make a second swing attack.

[Special trigger] Second swing +10 vs. AC (different target from first big swing); 15 damage

Two-headed save: If an ettin’s first save against an effect fails, it can roll a second save.

Nastier Specials:

Big bully: The ettin deals double damage with its attacks against staggered enemies.

Escalating agreement: If the escalation die is 3+, the ettin can target two engaged enemies with its first big swing attack.

AC PD MD HP
21 18 14 160

Hill Giant

Size/Strength Large; Level 6th; Role Troop; Type Giant Initiative +8

Massive gnarly club +10 vs. AC; 45 damage

Miss that’s a natural 6+: Half damage (sometimes close is good enough).

Ranged: Two-handed boulder throw +8 vs. PD; 35 damage

Nastier Specials:

Big bully: The giant deals double damage with its attacks against staggered targets.

AC PD MD HP
20 20 14 200

Frost Giant

Size/Strength Large; Level 7th; Role Spoiler; Type Giant Initiative +10

Vulnerability: fire

Ice-covered war axe +12 vs. AC; 45 damage

Natural even hit or miss: The giant can make a frost touch attack against the target as a free action.

[Special trigger] Frost touch +11 vs. PD; 10 cold damage, and the target is hampered (makes only basic attacks) until the end of its next turn

Ranged: Large rock or iceball +11 vs. PD (one nearby enemy or far away enemy at –2 atk); 35 damage

Ancient cold: While battling one or more frost giants, there is only a 50% chance that the escalation die increases at the start of the round.

Resist cold 16+: When a cold attack targets this creature, the attacker must roll a natural 16+ on the attack roll or it only deals half damage.

Nastier Specials:

Strength of giants: Twice per battle, the giant can make a slam attack as a quick action (once per round).

Slam +10 vs. PD (one enemy smaller than it); 20 damage, the target pops free from the giant, and the target loses its next move action.

AC PD MD HP
23 22 17 210

Stone Giant

Size/Strength Large; Level 8th; Role Troop; Type Giant Initiative +11

Stone club +13 vs. AC; 50 damage

Natural even hit or miss: The stone giant can also make a stomp attack against a single target as a free action.

Stomp +13 vs. PD (each smaller enemy engaged with the giant); 30 damage, and the target is dazed (save ends)

Ranged: Thrown boulder +11 vs. PD (one nearby or far away enemy); 40 damage

Natural even miss: 20 damage.

Built of stone: The stone giant has resist weapons 16+.

AC PD MD HP
24 22 18 270

Fire Giant

Size/Strength Large; Level 8th; Role Wrecker; Type Giant Initiative +12

Vulnerability: cold

Flaming greatsword +13 vs. AC (2 attacks); 35 damage

Natural even hit or miss: The target also takes 10 ongoing fire damage.

Ranged: Flaming black-iron javelin +11 vs. AC; 40 damage

Natural even hit or miss: The target also takes 10 ongoing fire damage.

Fiery escalator: The fire giant adds the escalation die to its attacks against targets taking ongoing fire damage.

Resist fire 16+: When a fire attack targets this creature, the attacker must roll a natural 16+ on the attack roll or it only deals half damage.

Nastier Specials:

Burning blood: When a fire giant becomes staggered, it deals 10 ongoing fire damage to each enemy engaged with it.

Strength of giants: Twice per battle, the giant can make a slam attack as a quick action (once per round).

Slam +12 vs. PD (one enemy smaller than it); 10 damage, the target pops free from the giant, and the target loses its next move action.

AC PD MD HP
25 21 17 285

Fire Giant Warlord

Size/Strength Large; Level 9th; Role Leader; Type Giant Initiative +14

Vulnerability: cold

Flaming greatsword +15 vs. AC (2 attacks); 40 damage

Natural even hit or miss: The target also takes 10 ongoing fire damage.

Massive strike +15 vs. AC; 90 damage, and 10 ongoing fire damage

Fiery escalator: The fire giant warlord adds the escalation die to its attacks against targets taking ongoing fire damage.

Resist fire 16+: When a fire attack targets this creature, the attacker must roll a natural 16+ on the attack roll or it only deals half damage.

Warlord of fire: As a standard action, the warlord can command one nearby ally that has resistance to fire to make a melee attack as a free action.

Nastier Specials:

Unquenchable fires: Enemies engaged with the fire giant warlord take a –5 penalty to saves against ongoing fire damage.

AC PD MD HP
26 22 18 355

Storm Giant

Size/Strength Huge; Level 10th; Role Archer; Type Giant Initiative +16

Truly enormous greatsword +15 vs. AC; 120 damage

Natural even hit or miss: The giant can make a lightning bolt attack against a random nearby enemy as a free action.

Miss: 40 damage OR the giant can make a release the thunder attack as a free action.

Ranged: Giant longbow +14 vs. AC (2 attacks vs. nearby or far away enemies); 60 damage

Natural even hit: The giant can make a lightning bolt attack against a random enemy that is nearby the target of the longbow attack.

[Special trigger] C: Lightning bolt +15 vs. PD (one random nearby enemy); 2d6 x 10 lightning damage

Miss: Half damage.

[Special trigger] C: Release the thunder +15 vs. PD (all nearby creatures); 1d10 thunder damage per building thunder point (see below).

Miss: Half damage.

Building thunder: Keep count of the number of times the storm giant uses its lightning bolt attack during the battle. Add that number to the escalation die to get the current building thunder value.

Skystep: A storm giant can use its standard action to walk or run through the air, using move actions to continue. If the storm giant makes a standard action attack, it settles back to the ground below it without falling.

Storm born: The storm giant has resist thunder 16+ and resist lightning 16+.

AC PD MD HP
26 24 22 650

Half-Dragon Sphinx

Source Deadly Delves: Reign of Ruin

Imagine a great cat with the cruel countenance of a drow and the temper of a dragon, then make it a madcap genius. We promise you that this is worse.

Size/Strength Large; Level 6th; Role Spoiler; Type Dragon Initiative +10

Claws +11 vs. AC (2 attacks)—20 damage.

Natural 16+: The half-dragon sphinx can make a bite attack against the target or another creature engaged with her as a free action.

[Special trigger] Bite +11 vs. AC—15 damage.

Close: Acid breath +11 vs. PD (1d3 nearby enemies)—15 acid damage, and 5 ongoing acid damage.

Miss: 10 acid damage.

Ranged: Maddening Riddle +11 vs. MD—20 psychic damage.

Natural even hit: The target is stunned until the end of Orsephia’s next turn.

Natural odd hit: The target is confused (save ends).

Flier: The half-dragon sphinx is a competent flier who uses the vaulted ceiling in her chamber to her advantage if forced to fight.

Intermittent breath: The half-dragon sphinx can use acid breath twice per battle, but never two turns in a row.

Resist acid 12+: When an acid attack targets this creature, the attacker must roll a natural 12+ on the attack roll or it only deals half damage.

AC PD MD HP
22 17 19 180

Troll

Size/Strength Large; Level 4th; Role Troop; Type Giant Initiative +9

Greedy wicked claw +8 vs. AC (2 attacks); 15 damage

Trollish regeneration 10: While a troll is damaged, its rubbery flesh heals 10 hit points at the start of the troll’s turn. It can regenerate five times per battle. If it heals to its maximum hit points, then that use of regeneration doesn’t count against the five-use limit.

When the troll is hit by an attack that deals fire or acid damage, it loses one use of its regeneration, and it can’t regenerate during its next turn.

Dropping a troll to 0 hp doesn’t kill it if it has any uses of regeneration left.

Nastier Specials:

Increased regeneration: Increase the troll’s regeneration dice; the baseline amount a troll regenerates should run about 1/9 of its total hp, but you can go higher to be nasty.

Mutant: Fire and acid don’t hurt the troll’s regeneration; lightning does instead.

Rending: If both claw attacks hit the same target, the target also takes 10 ongoing damage.

AC PD MD HP
17 17 13 90

Humanoids

Derro

Confusion effects only affect derro if they secretly want to murder one of their own companions.

Derro Maniac
Size/Strength Normal; Level 4th; Role Troop; Type Humanoid Initiative +8

Shortsword +9 vs. AC; 12 damage

Natural 16+: The derro can cast one of the following close-quarters spells as a quick action this turn.

Cloaking dark: All nearby derro gain a +1 bonus to attacks and defenses until the end of the derro maniac’s next turn (cumulative).

Sonic squeal: Two random nearby non-derro creatures take 2d4 thunder damage.

Ranged: Light repeating crossbow +9 vs. AC; 10 damage

Natural 16+: The target also takes 5 ongoing poison damage.

Natural 19+: As above, and the derro maniac can make another light repeating crossbow attack as a free action.

AC PD MD HP
19 16 18 52
Derro Sage
Size/Strength Normal; Level 4th; Role Caster; Type Humanoid Initiative +7

Staff +7 vs. AC; 7 damage

Natural 16+: The derro can cast one of the following close-quarters spells as a quick action this turn.

Cloaking dark: All nearby derro gain a +1 bonus to attacks and defenses until end of the derro sage’s next turn (cumulative).

Sonic squeal: Two random nearby non-derro creatures take 2d8 thunder damage.

Ranged: Mind scream +9 vs. MD; 12 psychic damage, and the target is confused (make a basic or at-will attack vs. ally) until the end of the derro sage’s next turn

Natural 16+: The derro sage can make another mind scream attack against a different nearby target as a free action.

Nastier Specials:

Group gibbering: The derro sage starts a group of derro gibbering as a quick action. It can maintain the gibber as a free action at the start of each turn by taking 1 damage. Each nearby non-derro creature that hears the gibber must roll a d6 at the start of its turn and takes psychic damage equal to the die roll or to the number of gibbering derro, whichever is lower.

AC PD MD HP
18 15 18 40

Gnoll

Nastier Special for all gnolls:

Blood fury: +1d10 melee damage if the gnoll or its target is staggered.

Gnoll Ranger

Size/Strength Normal; Level 3rd; Role Archer; Type Humanoid Initiative +9

Hand axes +6 vs. AC (2 attacks); 6 damage

Pack ferocity: If more than one gnoll is engaged with the target, each gnoll melee attack that misses that target deals half damage.

Ranged: Longbow +8 vs. AC; 8 damage

Natural even hit or miss: The gnoll can make a second longbow attack (no more) as a free action.

Quick shot: When the gnoll ranger is unengaged and an enemy moves to engage it, roll a d20. On a 11+, the gnoll ranger can make a longbow attack against that enemy as a free action just before being engaged.

Nastier Specials:

Hates everyone: The crit range of attacks by gnoll rangers expands by 2 against humanoids.

AC PD MD HP
18 17 14 46

Gnoll Savage

Size/Strength Normal; Level 3rd; Role Troop; Type Humanoid Initiative +7

Spear +7 vs. AC; 10 damage

Pack ferocity: If more than one gnoll is engaged with the target, each gnoll melee attack that misses that target deals half damage.

Ranged: Thrown spear +6 vs. AC; 8 damage

AC PD MD HP
19 16 13 42

Gnoll War Leader

Size/Strength Normal; Level 4th; Role Leader; Type Humanoid Initiative +8

Heavy flail +9 vs. AC; 14 damage

Natural even hit or miss: The target is marked for death; until the end of the battle, all gnoll attacks against the target gain an attack bonus equal to the escalation die.

Pack ferocity: If more than one gnoll is engaged with the target, each gnoll melee attack that misses that target deals half damage.

AC PD MD HP
20 17 14 56

Goblin

Goblin Grunt

Size/Strength Normal; Level 1st; Role Troop; Type Humanoid Initiative +3

Club +6 vs. AC; 6 damage if the goblins and their allies outnumber their enemies; 4 damage if they don’t.

Ranged: Shortbow +6 vs. AC; 4 damage

Shifty bugger: Goblins gain a +5 bonus to disengage checks.

AC PD MD HP
16 13 12 22

Goblin Scum

Size/Strength Normal; Level 1st; Role Mook; Type Humanoid Initiative +3

Club +6 vs. AC; 4 damage

Ranged: Shortbow +6 vs. AC; 3 damage

Shifty bugger: Goblins gain a +5 bonus to disengage checks.

AC PD MD HP
16 14 11 5

Goblin Shaman

Size/Strength Normal; Level 2nd; Role Caster; Type Humanoid Initiative +6

Pointy spear +6 vs. AC; 5 damage

Ranged: Shaking curse +6 vs. PD; 8 damage, and until the end of the shaman’s next turn, the target takes 2 damage whenever an enemy engages it or disengages from it

Natural even hit or miss: Choose another nearby enemy; it also suffers from the engage/disengage effect until the end of the shaman’s next turn.

Shifty bugger: Goblins only need to roll a 6+ to disengage.

AC PD MD HP
17 12 16 34

Bugbear

Size/Strength Normal; Level 3rd; Role Troop; Type Humanoid Initiative +6

Oversized weapon +8 vs. AC; 10 damage

Natural even hit: The attack deals +5 damage.

Miss: If the target is engaged with two or more foes, it takes 1d8 damage.

AC PD MD HP
19 17 12 55

Hobgoblin Warrior

Size/Strength Normal; Level 2nd; Role Troop; Type Humanoid Initiative +3

Longsword +7 vs. AC; 8 damage

Natural even miss: 2 damage.

Group ability: For every two hobgoblins in the battle (round up, ignore mooks), one of them can use well-armored as a free action once during the battle.

Well-armored (group): Ignore all damage from a hit (but not a crit) against AC.

AC PD MD HP
19 14 14 32

Hobgoblin Captain

Size/Strength Normal; Level 4th; Role Leader; Type Humanoid Initiative +5

Longsword +10 vs. AC; 14 damage, and willingunderling triggers

Willing-underling: Until the start of its next turn, the first time an attack would hit the hobgoblin captain, it can partially avoid that attack if it has a nearby goblin ally. It only takes half damage from the attack, and that ally takes the rest.

Ranged: Throwing axe +8 vs. AC; 10 damage

Group ability: For every two hobgoblins in the battle (round up, ignore mooks), one of them can use well-armored as a free action once during the battle.

Well-armored (group): Ignore all damage from a hit (but not a crit) against AC.

AC PD MD HP
20 17 14 50

Hobgoblin Warmage

Size/Strength Normal; Level 5th; Role Caster; Type Humanoid Initiative +6

Warstaff +8 vs. AC; 15 damage

Ranged: Fireblast +10 vs. PD (up to 2 nearby enemies in a group); 10 fire damage (or 20 if used against a single target), and the target loses its next move action

Close: Concussive blast +10 vs. PD (all enemies engaged with the warmage); 10 force damage, and the warmage pops the target off of it

Natural 20: The target is also dazed (save ends).

AC PD MD HP
20 14 19 70

Half-Orc

Nastier Special for all half-orcs

Lethal swing: Once per battle, a half-orc can reroll a melee attack and use the result it prefers.

Half-Orc Legionnaire

Size/Strength Normal; Level 4th; Role Troop; Type Humanoid Initiative +8

Longsword +10 vs. AC; 12 damage

Natural even hit: The half-orc legionnaire gains a +2 bonus to all defenses until the start of its next turn.

Natural odd hit: The target takes +1d6 damage.

Natural even miss: 4 damage.

Natural odd miss: If the legionnaire’s next melee attack is a natural even hit, it becomes a critical hit instead!

Ranged: Javelin +10 vs. AC; 10 damage

AC PD MD HP
20 18 14 56

Half-Orc Tribal Champion

Size/Strength Normal; Level 5th; Role Wrecker; Type Humanoid Initiative +9

Great axe +9 vs. AC; 18 damage

Natural odd miss: The tribal champion heals 5 hp.

Natural even miss: 10 damage.

Ranged: Longbow +8 vs. AC; 12 damage

Tribal rage: When the escalation die is even, a tribal champion can roll two d20 for each melee attack roll it makes and use the result it prefers. If both dice are 11+, the melee attack is a critical hit.

AC PD MD HP
19 18 17 80

Half-Orc Commander

Size/Strength Normal; Level 8th; Role Leader; Type Humanoid Initiative +13

Jagged longsword +15 vs. AC (2 attacks); 15 damage

Natural even hit: One nearby lower-level mook makes an attack as a free action.

Ranged: Thrown javelin +13 vs. AC; 20 damage

Natural even hit: The half-orc commander gains 20 temporary hit points.

Orcish command: When a nearby ally of the half-orc commander scores a critical hit, that ally can roll a save against a save ends effect as a free action.

AC PD MD HP
23 22 18 150

Harpy

Size/Strength Normal; Level 4th; Role Spoiler; Type Humanoid Initiative +7

Talons +6 vs. AC; 10 damage

Cull: The harpy gains a +5 bonus to attack and damage with this attack against any enemy suffering from any fiendish song effect.

Close: Fiendish song +10 vs. MD (1d3 nearby enemies); 5 psychic damage

Natural 16–17: The target is hampered (easy save ends, 6+).

Natural 18–19: The target is weakened instead of hampered (easy save ends, 6+).

Natural 20: The target is confused instead of weakened (easy save ends, 6+).

Flight

AC PD MD HP
18 14 17 44

Hatchling Brood Spirits

Source Deadly Delves: Reign of Ruin

An unnatural aura surrounds this not-quite-dragon shaped flurry of shadows, the faint echoes of skittering eggshells shattering on stone accompanying their movements. These are things that should not be, you feel deep down inside—hungry entities of death scrambling for the precious scraps of life denied them by dragonslayers when they were yet unborn.

Size/Strength Normal; Level 6th; Role Spoiler; Type Undead Initiative +11

Vulnerability: holy

Ghostly Jaws +11 vs. PD—20 negative energy damage.

Natural 16+: The target is also weakened (save ends).

Close: Entropic breath +11 vs. PD (1d3 nearby enemies)—15 negative energy damage, and all affected targets must roll a normal save (11+) or suffer from fear.

Limited use: The hatchling brood spirit can use its entropic breath only when the escalation die is odd.

Drain life: The hatchling brood spirit heals half the damage it deals when it hits with a natural 16+ attack roll.

Flight: A cloud of foul darkness, the hatchling brood spirit floats and jets around.

Ghostly: The hatchling brood spirit has resist damage 16+ to all damage (yes, even holy damage) except force damage, which damages it normally. It can move through solid objects, but it can’t end its movement inside them.

AC PD MD HP
22 16 20 81

Hellhound

Size/Strength Normal; Level 3rd; Role Wrecker; Type Humanoid Initiative +5

Savage bite +9 vs. AC; 7 damage

Natural even hit or miss: The hellhound can make a fiery breath attack as a free action.

[Special trigger] C: Fiery breath +9 vs. PD (1d3 nearby enemies in a group); 10 fire damage

Resist fire 16+: When a fire attack targets this creature, the attacker must roll a natural 16+ on the attack roll or it only deals half damage.

Nastier Specials:

Fiery aura: Each creature engaged with a hell hound at the start of its turn takes 2d6 fire damage.

AC PD MD HP
18 16 11 58

Human

Human Thug

Size/Strength Normal; Level 1st; Role Troop; Type Humanoid Initiative +3

Heavy mace +5 vs. AC; 4 damage

Natural even hit or miss: The thug deals +6 damage with its next attack this battle.

AC PD MD HP
17 14 12 27

Demon-Touched Human Ranger

Size/Strength Normal; Level 5th; Role Archer; Type Humanoid Initiative +10

M or R: Demon bow +10 vs. AC; 15 damage, and the target is dazed (–4 attack) until it pulls the arrow out using a quick action, which deals 10 ongoing damage

Natural odd hit or miss: The demon bow eats at the ranger’s arm and the ranger takes 1d6 damage.

Bow teeth: Whenever an attacker hits the ranger with a melee attack, that creature takes 1d6 damage as the bow chews on it.

AC PD MD HP
21 14 19 80

Kobold

Kobold Archer

Size/Strength Normal; Level 1st; Role Mook; Type Humanoid Initiative +4

Simple knife +6 vs. AC; 3 damage

Ranged: Tiny crossbow or javelin +7 vs. AC; 3 damage

Evasive: Kobolds take no damage from missed attacks.

Split off: When one of the kobold’s allies engages a creature engaged with the kobold, the kobold can pop free as a free action.

AC PD MD HP
16 14 10 6

Kobold Warrior

Size/Strength Normal; Level 1st; Role Troop; Type Humanoid Initiative +4

Spear +8 vs. AC; 4 damage

Natural even hit or miss: The kobold warrior can pop free from the target.

Evasive: Kobolds take no damage from missed attacks.

Not brave: Kobold warriors with single digit hit points will run away the first chance they get.

AC PD MD HP
18 15 12 22

Kobold Hero

Size/Strength Normal; Level 2nd; Role Leader; Type Humanoid Initiative +3

Shortsword +7 vs. AC; 6 damage, and each nearby non-leader kobold deals +3 damage with its next attack this battle that hits

Natural even miss: 3 damage.

Evasive: Kobolds take no damage from missed attacks.

AC PD MD HP
18 16 12 34

Kobold Slave

Source Deadly Delves: Reign of Ruin

Size/Strength Normal; Level 3rd; Role Spoiler; Type Humanoid Initiative +8

Rusty Dagger +8 vs. AC; 8 damage

Natural even hit: Until the end of the kobold’s next turn, the target does not add the escalation die to his attacks (the tetanus-infected would makes it too painful to concentrate).

Ranged: Alchemist’s Fire +10 vs. PD; 5 damage and 5 ongoing fire damage.

Natural odd hit: The target is stunned until the end of its next turn (which it will spend beating out the wickedly persistent flames of the alchemists’ fire).

Evasive: Kobold slaves take no damage from missed attacks.

Not brave: If the kobold slave’s hit points reach single digits, they will run away the first chance they get.

AC PD MD HP
20 17 14 45

Lizardman

Lizardman Savage

Size/Strength Normal; Level 2nd; Role Wrecker; Type Humanoid Initiative +6

Stone-tip spear (or club) +7 vs. AC; 7 damage

Natural 16+: The lizardman savage can make a bite attack against the target or another creature engaged with it as a free action.

[Special trigger] Bite +7 vs. AC; 5 damage, and the lizardman savage can make a ripping frenzy attack against the target as a standard action during its next turn if it’s engaged with that target

[Special trigger] Ripping frenzy +9 vs. AC (3 attacks); 5 damage

Ranged: Thrown spear +6 vs. AC; 5 damage

AC PD MD HP
17 16 12 32

Lizardman Priest

Source Deadly Delves: Reign of Ruin

This lizardman stands a full head taller than his savage brethren, his scales a deep, near-black green and his eyes a bright crimson red. Leathery wings spanning eight feet rise from his shoulders, and his facial structure is noticeably more primal and draconic than the rest of the Ixtupi.

Size/Strength Normal; Level 5th; Role Leader; Type Humanoid Initiative +9

Unholy spear +10 vs. AC; 18 damage

Natural 16+: The lizardman priest can make a bite attack against the target or another creature engaged with it as a free action.

[Special trigger] Bite +10 vs. AC; 15 damage, and the lizardman priest can make a ripping frenzy attack against the target as a standard action during its next turn if it’s engaged with that target

[Special trigger] Ripping frenzy +12 vs. AC (3 attacks); 10 damage

Fervor of faith: Nearby allied lizardmen (living or undead) of lower level to the priest add the escalation die to their next attack roll.

Necromancer: As a quick action on its turn, a lizardman priest can command a nearby corpse to rise and attack its enemies. Such corpses have the statistics of either a skeleton warrior or a human zombie if human, or those of a Lizardman Mud Zombie if a lizardman. A lizardman priest can command no more than four such corpses at one time.

AC PD MD HP
21 19 15 72

Lizardman Sorcerer

Source Deadly Delves: Reign of Ruin

This Ixtupi is covered in bright war paint outlining intricate magical glyphs upon its green scales. She hisses viciously and forms a ball with her digits, her talons pulling a bolt of acid from thin air as she trains her eyes on you.

Size/Strength Normal; Level 4th; Role Caster; Type Humanoid Initiative +8

Stone-tip spear +8 vs. AC; 12 damage

Natural 16+: The lizardman sorcerer can make a bite attack against the target or another creature engaged with it as a free action.

[Special trigger] Bite +8 vs. AC; 9 damage, and the lizardman sorcerer can make a ripping frenzy attack against the target as a standard action during its next turn if it’s engaged with that target

[Special trigger] Ripping frenzy +10 vs. AC (3 attacks); 9 damage

Ranged: Corrosive Ray +9 vs PD; 5 acid damage and 5 ongoing acid damage.

Natural 16+: The lizardman sorcerer can use corrosive ray again immediately as a free action.

AC PD MD HP
20 14 18 54

Half-Dragon Lizardman Brute

Source Deadly Delves: Reign of Ruin

This lizardman stands a full head taller than his savage brethren, his scales a deep, near-black green and his eyes a bright crimson red. Leathery wings spanning eight feet rise from his shoulders, and his facial structure is noticeably more primal and draconic than the rest of the Ixtupi.

Size/Strength Large; Level 4th; Role Wrecker; Type Dragon Initiative +8

Stone-tip spear +10 vs. AC; 15 damage

Natural 16+: The lizardman brute can make a bite attack against the target or another creature engaged with it as a free action.

[Special trigger] Bite +10 vs. AC; 10 damage, and the lizardman brute can make a ripping frenzy attack against the target as a standard action during its next turn if it’s engaged with that target

[Special trigger] Ripping frenzy +8 vs. AC (3 attacks); 10 damage

Ranged: Thrown spear +8 vs. AC; 15 damage

Close: Acid Breath +9 vs PD (1d3 nearby enemies) – 10 acid damage.

Miss: 5 acid damage.

Flier: Half-dragon lizardman brutes are clumsy fliers, usually hovering only momentarily to attack with their spears or breath weapons.

Intermittent breath: Half-dragon lizardman brutes can use acid breath twice per battle, but never two turns in a row.

Resist acid 12+: When an acid attack targets this creature, the attacker must roll a natural 12+ on the attack roll or it only deals half damage.

AC PD MD HP
20 18 14 110

Half-Dragon Lizardman Terror

Source Deadly Delves: Reign of Ruin

This half-dragon brute is larger by far than any of the other Ixtupi lizardmen you have seen until now. The gilding on his horns and breast scales that no other Ixtupi sports plainly marks him as a leader among his own kind. He casually hefts a stone axe taller than a full-grown human in his left hand, and you get the distinct impression he’d like to bury it in your cranium just for the fun of it.

Size/Strength Large; Level 5th; Role Wrecker; Type Dragon Initiative +9

Stone axe +11 vs. AC—20 damage.

Miss: The lizardman terror deals 5 extra damage on his next stone axe attack against this creature. This effect is cumulative, but if the lizardman terror changes targets, he loses this bonus damage.

Natural 16+: The lizardman terror can make a bite attack against the target or another creature engaged with him as a free action.

[Special trigger] Bite +11 vs. AC; 15 damage, and the lizardman terror can make a ripping frenzy attack against the target as a standard action during its next turn if it’s engaged with that target

[Special trigger] Ripping frenzy +9 vs. AC (3 attacks); 15 damage

Close: Acid Breath +9 vs PD (1d3 nearby enemies) – 10 acid damage.

Miss: 5 acid damage.

Escalator: The lizardman terror adds teh escalation die to his attack rolls.

Flier: Half-dragon lizardman terrors are clumsy fliers, usually hovering only momentarily to attack with their spears or breath weapons.

Intermittent breath: Half-dragon lizardman brutes can use acid breath twice per battle, but never two turns in a row.

Resist acid 12+: When an acid attack targets this creature, the attacker must roll a natural 12+ on the attack roll or it only deals half damage.

AC PD MD HP
21 19 15 145

Medusa

Medusa Outlaw

2x; Level 6th; Role Wrecker; Type Humanoid Initiative +11

Snakes and daggers +11 vs. AC (2 attacks); 10 damage, and 10 ongoing poison damage

Natural 18+: The medusa can make a petrifying gaze attack against the target as a free action.

Ranged: Poison arrow +11 vs. AC (one nearby or far away enemy); 15 damage, and 10 ongoing poison damage

Natural 20: The medusa can make a petrifying gaze attack against the target as a free action.

[Special trigger] C: Petrifying gaze +11 vs. MD (one enemy); 20 psychic damage, and the target must start making last gasp saves as it turns to stone

Caught by an eye: Whenever a nearby enemy attacks the medusa outlaw and rolls a natural 1 or 2, the medusa can make a petrifying gaze attack against that attacker as a free action.

Escalating threat: At the start of each of the medusa’s turns, roll a d4. If you roll less than or equal to the escalation die, the medusa can also use petrifying gaze as a quick action once during that turn.

AC PD MD HP
22 16 20 150

Medusa Noble

2x; Level 11th; Role Caster; Type Humanoid Initiative +17

Snakes and swords +17 vs. AC (3 attacks); 30 damage, and 15 ongoing poison damage

Natural 18+: The medusa can make a petrifying gaze attack against the target as a free action.

Ranged: Lightning fork +17 vs. PD (one nearby or far away enemy); 80 lightning damage

Natural odd hit or miss: The medusa deals 1d6 x 10 lightning damage to all nearby enemies.

Natural even hit or miss: The medusa can make a lightning fork attack against a different target as a free action; keep making lightning fork attacks until you run out of targets that have taken damage from lightning fork or roll a natural odd attack.

[Special trigger] C: Petrifying gaze +17 vs. MD (one enemy); 70 psychic damage, and the target must start making last gasp saves as it turns to stone

Caught by an eye: Whenever a nearby enemy attacks the medusa noble and rolls a natural 1–5, the medusa can make a petrifying gaze attack against that attacker as a free action.

Serpent wardings: Thrice per battle, as a free action, the medusa noble can force an enemy to reroll a spell attack that targeted it. The attacker can’t use the escalation die for the reroll.

Skilled sorcerer: If lightning isn’t working against her target, the medusa noble can take a –2 attack penalty to change the energy type of her ranged attack to fire or thunder.

AC PD MD HP
27 21 25 500

Minotaur

Size/Strength Large; Level 4th; Role Troop; Type Humanoid Initiative +8

Axe or horns +9 vs. AC; 27 damage, and one of the minotaur’s allies can pop free from the target as a free action

Furious charge: The attack instead deals 40 damage on a hit if the minotaur first moves before attacking an enemy it was not engaged with at the start of its turn.

Blood frenzy: Minotaurs gain a +4 melee attack bonus against staggered enemies.

Nastier Specials:

Durable: The first time each round the minotaur takes damage, prevent 2d6 of it.

Fear: While engaged with this creature, enemies that have 24 hp or fewer are dazed (–4 attack) and do not add the escalation die to their attacks.

AC PD MD HP
19 17 13 94

Ogre

Size/Strength Large; Level 3rd; Role Troop; Type Giant Initiative +5

Big honkin’ club +7 vs. AC; 18 damage

Miss: Half damage.

Big shove +9 vs. PD (each enemy engaged with ogre); 1d6 damage, and the target pops free from the ogre

Quick use: This power only requires a quick action (once per round) instead of a standard action when the escalation die is even.

Nastier Specials:

Tough skin: Whenever the ogre takes weapon damage, reduce that damage by 1d8 points.

AC PD MD HP
19 16 12 90

Ogre Mage

Size/Strength Large; Level 7th; Role Caster; Type Giant Initiative +14

Naginata +13 vs. AC; 35 damage

Natural 18+: Make a second naginata attack against a nearby enemy as a free action (engaging it is not required)

Close: Cone of cold + 13 vs. PD (up to 3 nearby enemies in a group); 50 cold damage

Limited use: 1/day, and the attack affects the ogre’s allies engaged with or between enemy targets.

Aura of treachery: Once per round when a nearby enemy misses the ogre mage with an attack, the ogre mage can make an aura of treachery attack against it as a free action.

[Special trigger] C: Aura of treachery + 13 vs. MD; the target is confused until the end of the ogre mage’s next turn

Flight: The ogre mage flies using the sheer power of its superior mind.

Invisibility: If the ogre mage is not engaged, it can turn invisible as an at-will standard action. It becomes visible when it attacks. The ogre mage takes 1d10 damage each time it uses invisibility while it’s staggered.

Resist exceptional attacks 16+: When a limited attack (not an at-will attack) targets this creature, the attacker must roll a natural 16+ on the attack roll or it only deals half damage.

Trollish regeneration 20: While an ogre mage is damaged, its uncanny flesh heals 20 hit points at the start of the ogre mage’s turn. It can regenerate five times per battle. If it heals to its maximum hit points, then that use of regeneration doesn’t count against the five-use limit.

When the ogre mage is hit by an attack that deals fire or acid damage, it loses one use of its regeneration, and it can’t regenerate during its next turn.

Dropping an ogre mage to 0 hp doesn’t kill it if it has any uses of regeneration left.

AC PD MD HP
23 19 21 170

Orc

Orc Warrior

Size/Strength Normal; Level 1st; Role Troop; Type Humanoid Initiative +3

Jagged sword +6 vs. AC; 6 damage

Dangerous: The crit range of attacks by orcs expands by 3 unless they are staggered.

AC PD MD HP
16 14 10 30

Orc Berserker

Size/Strength Normal; Level 2nd; Role Troop; Type Humanoid Initiative +5

Greataxe +7 vs. AC; 8 damage

Dangerous: The crit range of attacks by orcs expands by 3 unless they are staggered.

Unstoppable: When an orc berserker drops to 0 hp, it does not immediately die. Ignore any damage in excess of 0 hp, roll 2d6, and give the berserker that many temporary hit points. No other healing can affect the berserker or give it more temporary hit points. When the temporary hp are gone, the berserker dies.

AC PD MD HP
16 15 13 40

Orc Shaman

Size/Strength Normal; Level 2nd; Role Leader; Type Humanoid Initiative +5

Spear +6 vs. AC; 6 damage

Dangerous: The crit range of attacks by orcs expands by 3 unless they are staggered.

Ranged: Battle curse +7 vs. MD (1d3 nearby enemies); 4 psychic damage, and for the rest of the battle, melee attacks by orcs deal +1d4 damage against the target (non-cumulative)

AC PD MD HP
18 12 16 36

Orc Rager

Size/Strength Normal; Level 7th; Role Mook; Type Humanoid Initiative +12

Greataxe +12 vs. AC; 16 damage

Dangerous mooks: The crit range of melee attacks by orc ragers expands by 3 until half the orc rager mob has been dropped.

Dying strike: When an orc rager drops to 0 hp, it can make a final attack as a free action. (These extra attacks can come from ragers engaged with a PC.)

AC PD MD HP
22 20 16 27

Great Fang Cadre

Size/Strength Normal; Level 10th; Role Mook; Type Humanoid Initiative +13

Double axe +15 vs. AC; 25 damage

Natural 11+: The cadre can make a second double axe attack (no more) as a free action.

Dangerous mooks: The crit range of melee attacks by great fang cadre orcs expands by 3 until half the great fang cadre mob has been dropped.

Ranged: Big, black, creaking bow +15 vs. AC; 37 damage

Natural even hit or miss: The attack targets PD instead of AC.

Nastier Specials:

On the spot mutation: Whenever an attack eliminates one or more members of the mob, there is a 50% chance that each survivor gains one of these abilities: extra melee attack, damage aura: 1d20 damage vs. any enemy that starts its turn engaged with the orc, or +4 bonus to AC.

AC PD MD HP
27 25 21 50

Rakshasa

X2; Level 8th; Role Caster; Type Humanoid Initiative +16

Claws and bite +11 vs. AC (2 attacks); 25 damage

Natural even hit: The rakshasa can make a rend mind attack as a free action.

Ranged: Striped lightning bolts +13 vs. PD (1d3 nearby enemies); 25 lightning damage, or 50 lightning damage against a staggered target.

Natural even hit: The rakshasa can make a rend mind attack as a free action.

Close: Rend mind +13 vs. MD (one nearby enemy); 15 psychic damage, and the target is confused (make a basic or at-will attack vs. ally) until the end of the rakshasa’s next turn.

Shapechange: As a standard action, the rakshasa can change its form to that of any humanoid, or back to its own shape. Seeing through the shapechange requires a DC 25 skill check.

Nastier Specials:

Master of chaos: The rakshasa gains a bonus to all defenses equal to the current number of confused enemies in the battle.

Reversal of fate: Once per day as a quick action, the rakshasa steals the escalation die; until the end of the battle, the rakshasa gains an attack bonus equal to the die’s value when it was stolen. Reset the escalation die to 0 for the players and increase it normally with each new round.

AC PD MD HP
23 20 22 280

Sahuagin

Size/Strength Normal; Level 5th; Role Wrecker; Type Humanoid Initiative +9

Trident and bite +10 vs. AC (2 attacks); 10 damage

Natural 20: Increase the escalation die by 1, and the target is hampered (makes only basic attacks) until the end of its next turn.

Ranged: Barbed crossbow +9 vs. AC (one nearby enemy, or a far away enemy at –2 atk); 10 damage, and 5 ongoing damage

Blood frenzy: Make a note of the escalation die when the sahuagin becomes staggered. The sahuagin gains a bonus to its melee attacks and damage equal to the escalation die value for the rest of the battle.

Nastier Specials:

Demon-touched: Roll a d6 on the Demon Random Abilities table. The sahuagin gains that ability.

AC PD MD HP
20 19 16 70

Troglodyte

All Troglodytes:

Trog stench: Trogs spray scents that stink so badly that other humanoids take penalties to all attacks, defenses, and saves when engaged with a troglodyte or when nearby three or more troglodytes. Non-humanoids aren’t affected.

Humanoids affected by trog stench can make a normal save (with a penalty) at the end of each of their turns. If the save succeeds, the humanoid can ignore all trog stench for the rest of the battle.

Trog stench penalties vary for different humanoid races:

Race Save Penalty
Elves, gnolls, gnomes -4
Humans, halflings, half-elves, Aasimar, tieflings, etc. -3
Half-orcs, draconics -2
Dwarves -1
Steelforged 0

Trog

Size/Strength Normal; Level 2nd; Role Spoiler; Type Humanoid Initiative +4

Club +6 vs. AC; 8 damage

Miss: Damage equal to the penalty the trog’s stench currently imposes on the target.

Ranged: Javelin +5 vs. AC; 6 damage

Chameleon: Underground, or in swamps and rivers, attacks against troglodytes by enemies who aren’t engaged with them take a –4 penalty.

AC PD MD HP
18 17 13 38

Trog Chanter

Size/Strength Normal; Level 3rd; Role Leader; Type Humanoid Initiative +5

Spear +8 vs. AC; 12 damage

Miss: Damage equal to the penalty the trog’s stench currently imposes on the target.

Ranged: Hissing curse +10 vs. MD ( one nearby enemy, or a far away enemy at –2 atk ); 10 damage, and the target is again affected by trog stench if it had saved against the effect

Natural 20: All nearby humanoids who saved against trog stench earlier in the battle are affected again by it.

Chameleon: Underground, or in swamps and rivers, attacks against troglodytes by enemies who aren’t engaged with them take a –4 penalty.

AC PD MD HP
19 16 18 44

Trog Underling

Size/Strength Normal; Level 8th; Role Mook; Type Humanoid Initiative +10

Club +12 vs. AC; 22 damage

Miss: Damage equal to three times the penalty the trog’s stench currently imposes on the target.

Ranged: Javelin +11 vs. AC; 16 damage

Chameleon: Underground, or in swamps and rivers, attacks against troglodytes by enemies who aren’t engaged with them take a –4 penalty.

AC PD MD HP
23 22 17 38

Oozes

Black Pudding

Size/Strength Huge; Level 9th; Role Wrecker; Type Ooze Initiative +8

Close: Acid-drenched pseudopod +14 vs. PD (up to 4 attacks, each against a different nearby enemy); 30 acid damage, and 10 ongoing acid damage

Miss: 10 acid damage.

Climber: A black pudding sticks to ceilings and walls when it wishes, sliding along as easily as on the floor.

Slippery: The pudding has resist weapons 12+.

AC PD MD HP
23 20 19 470

Bog Scum

Source Book of Beasts: Monsters of the Great Druid

This thick green blob lays on top of the water, devouring everything it touches.

Size/Strength Huge; Level 7th; Role Spoiler; Type Ooze Initiative +6

Shluuuup +12 vs. AC—64 acid damage

Natural 18+: The bog scum engulfs the target (functions like a grab; see below) if it is smaller than the bog scum.

Engulf and dissolve: Targets engulfed/grabbed by the bog scum take 20 acid damage at the start of the bog scum’s turn but are not viable targets for additional attacks by the bog scum. Multiple targets can be held within the bog scum simultaneously.

Any engulfed creature that is also staggered must begin making last gasp saves or become paralyzed as the bog scum’s toxins overwhelm it.

Nastier Specials:

Close: Seeeeeerlp +12 vs. PD—42 acid damage and the target is stuck until the end of the bog scum’s next turn.

Natural 20: Target is stuck until the end of the battle .

AC PD MD HP
23 21 17 324

Gelatinous Cube

Size/Strength Huge; Level 5th; Role Blocker; Type Ooze Initiative +4

Shlup’n’schlorp +10 vs. PD; 30 acid damage, and the cube engulfs the target (functions like a grab) if it’s smaller than the cube

Miss: The cube can make a spasms attack as a free action.

[Special trigger] C: Spasms +10 vs. AC (up to 2 attacks, each against a different nearby enemy); 15 damage

Engulf and dissolve: Targets engulfed/grabbed by the cube take 30 acid damage at the start of the cube’s turn but are not viable targets for additional attacks by the cube. Multiple targets can be held within the cube simultaneously.

Any engulfed creature that is also staggered must begin making last gasp saves or become paralyzed as the cube’s toxins overwhelm it.

AC PD MD HP
20 18 15 200

Ochre Jelly

Size/Strength Large; Level 3rd; Role Wrecker; Type ?
Initiative +2

Close: Acid-drenched pseudopod +8 vs. PD (1d4 attacks, each against a different nearby enemy); 6 acid damage

Natural even hit or miss: 3 ongoing acid damage.

Splitter: The first time an ochre jelly takes 20 or more damage from a single attack, it splits into two normal-size ochre jellies, each with half the original’s current hit points plus 2d6 hp. Treat the new jellies as undamaged jellies at their new hit point totals without the splitter ability.

AC PD MD HP
18 17 16 90

Undead

Ghoul

Size/Strength Normal; Level 3rd; Role Spoiler; Type Undead Initiative +8

Vulnerability: holy

Claws and bite +8 vs. AC; 8 damage

Natural even hit: The target is vulnerable (attacks vs. it have crit range expanded by 2) to attacks by undead until the end of the ghoul’s next turn.

Pound of flesh: The ghoul’s claws and bite attack deals +4 damage against vulnerable targets.

Infected bite: Any creature that is slain by a ghoul and not consumed will rise as a ghoul the next night.

Nastier Specials:

Paralyzing bite: When the ghoul hits a vulnerable target with a natural even attack roll, the target is also stunned (save ends).

AC PD MD HP
18 15 12 36

Ghoul, Newly Risen

Size/Strength Normal; Level 2nd; Role Mook; Type Undead Initiative +5

Vulnerability: holy

Scrabbling claws +7 vs. AC —3 damage

Natural 16+: The target is vulnerable (attacks vs. it have crit range expanded by 2) to attacks by undead until the end of the ghoul’s next turn.

Pound of flesh: The newly-risen ghoul’s scrabbling claws attack deals +2 damage against vulnerable targets.

AC PD MD HP
17 15 11 9

Mummy

Lizardman Mummy

Source Deadly Delves: Reign of Ruin

Size/Strength Normal; Level 6th; Role Spoiler; Type Undead Initiative +5

Vulnerability: holy

Necrotic slam +11 vs. AC—10 damage and 10 ongoing necrotic damage (unlike other types of ongoing damage, multiple instances of this effect do not stack); the target also suffers from the mummy’s curse. A successful save does not end the damage, although it does not continue to deal damage outside of combat (see mummy’s curse ability below).

Natural 16+: The lizardman mummy can make a bite attack against the target or another creature engaged with it as a free action.

[Special trigger] Bite +8 vs. AC—15 damage.

Fear: While engaged with this creature, enemies that have 30 hp or fewer are dazed (–4 attack) and do not add the escalation die to their attacks.

Mummy’s curse: A creature affected by ongoing necrotic damage from a mummy’s necrotic slam must make a hard save (16+) to benefit from any healing effects, such as from a cleric spell, a potion, or a recovery. Ritual magic using up a minimum of a 5th-level spell slot and taking 1d4 quarter-hours to complete will remove the curse, ending this effect.

AC PD MD HP
22 16 20 90

Skeleton

All skeletons gain the following:

Resist weapons 16+: When a weapon attack targets this creature, the attacker must roll a natural 16+ on the attack roll or it only deals half damage.

Decrepit Skeleton

Size/Strength Normal; Level 1st; Role Mook; Type Undead Initiative +6

Vulnerability: holy

Sword +6 vs. AC—3 damage

AC PD MD HP
16 14 10 7

Skeletal Hound

Size/Strength Normal; Level 1st; Role Blocker; Type Undead Initiative +7

Vulnerability: holy

Bite +6; 5 damage

Natural even hit: The hound leaves teeth in the wound; the target takes 5 ongoing damage, and the hound takes 1d6 damage.

Chomp chomp chomp: Enemies with a lower initiative than the hound take a –5 penalty to disengage checks against it.

Skilled intercept 11+: Once per round, an engaged skeletal hound can attempt to pop free and intercept an enemy moving past it. Roll a normal save; on 11+, it succeeds.

AC PD MD HP
15 13 13 24

Skeleton Archer

Size/Strength Normal; Level 1st; Role Archer; Type Undead Initiative +7

Vulnerability: holy

Jabby bones +5 vs. AC; 4 damage

Ranged: Shortbow +7 vs. AC; 6 damage

AC PD MD HP
16 14 11 26

Skeleton Warrior

Size/Strength Normal; Level 2nd; Role Troop; Type Undead Initiative +8

Vulnerability: holy

Spear +8 vs. AC; 6 damage

AC PD MD HP
16 14 11 26

Blackamber Skeletal Legionnaire

Size/Strength Normal; Level 4th; Role Troop; Type Undead Initiative +10

Vulnerability: holy

Shortsword +10 vs. AC; 14 damage

Natural 16+: The target moves down 1d3 points in initiative order, to a minimum of 1.

Natural even miss: 5 damage.

Ranged: Javelin +8 vs. AC; 10 damage

Press advantage: The legionnaire deals +1d8 damage with its attacks against enemies that have a lower initiative than it.

AC PD MD HP
21 15 17 48

Vampire

Size/Strength Normal; Level 10th; Role Spoiler; Type Undead Initiative +15

Vulnerability: holy

Deathly touch +15 vs. PD; 50 negative energy damage

Natural 11+: The target is also weakened until the end of its next turn (–4 attacks and defenses). In addition, the target expends one unused limited trait (a spell, power, or talent with a once-per-battle or daily use, but not magic item powers) of its choice.

Vampiric regeneration: The vampire regenerates 1 hp per level at the start of each round indefinitely, but it turns to mist if it drops to 0 hp (see below).

Mist form: Unless it is slain in a manner appropriate for truly killing vampires in the campaign, a vampire that drops to 0 hp drifts away to return and fight some other day.

Nastier Specials:

Close: Vampiric compulsion +15 vs. MD (one enemy; see below); the target is confused and vulnerable (save ends)

Limited use: The vampire can use vampiric compulsion as a free action only when a nearby enemy attacks the vampire and misses with a natural attack roll of 1–5.

AC PD MD HP
26 20 26 220

Vampire Spawn

Size/Strength Normal; Level 6th; Role Spoiler; Type Undead Initiative +10

Vulnerability: holy

Claw +10 vs. AC; 18 damage

Natural even hit: The vampire spawn can make a fangs attack against the target as a free action.

[Special trigger] Fangs +14 vs. AC; 7 damage, and a humanoid target is weakened (–4 attack and defenses) until the end of the vampire spawn’s next turn

AC PD MD HP
20 17 15 90

Spawn of the Master

Size/Strength Normal; Level 10th; Role Mook; Type Undead Initiative +16

Vulnerability: holy

Claws and fangs +15 vs. AC; 30 damage

Natural 18+: If the target is staggered, it is also hampered (makes only basic attacks) until the end of its next turn.

AC PD MD HP
25 23 20 54

Wight

Size/Strength Normal; Level 4th; Role Spoiler; Type Undead Initiative +7

Vulnerability: holy

Sword +9 vs. AC; 10 damage

Natural even hit or miss: Unless the wight is staggered, the attack also deals 8 ongoing negative energy damage.

Nastier Specials:

Barrow-touch: The wight’s attacks against enemies taking ongoing negative energy damage are against PD instead of AC and have an expanded crit range of 18+.

AC PD MD HP
21 17 13 48

Wraith

Size/Strength Normal; Level 5th; Role Spoiler; Type Undead Initiative +10

Vulnerability: holy

Ice-cold ghost blade +10 vs. PD; 14 negative energy damage

Natural 16+: The target is also weakened (save ends).

Close: Spiraling assault +10 vs. PD (1d3 nearby enemies); 10 negative energy damage, and after the attack the wraith teleports to and engages with one target it hit

Limited use: The wraith can use spiraling assault only when the escalation die is even.

Flight

Ghostly: This creature has resist damage 16+ to all damage (including holy damage) except force damage, which damages it normally.

A wraith can move through solid objects, but it can’t end its movement inside them.

Nastier Specials:

Drain life: The wraith heals half the damage it deals when it hits with a natural 18+ attack roll.

AC PD MD HP
19 14 17 66

Zombie

Zombie Shuffler

Size/Strength Normal; Level 1st; Role Mook; Type Undead Initiative +0

Vulnerability: holy

Rotting fist +5 vs. AC; 3 damage

Natural 16+: Both the zombie and its target take 1d4 damage!

Headshot: A critical hit against a zombie shuffler deals triple damage instead of the normal double damage for a crit.

AC PD MD HP
14 12 8 10

Human Zombie

Size/Strength Normal; Level 2nd; Role Troop; Type Undead Initiative +1

Vulnerability: holy

Rotting fist +7 vs. AC; 6 damage

Natural 16+: Both the zombie and its target take 1d6 damage!

Headshot: A critical hit against a zombie drops it to 0 hp.

Nastier Specials:

Eat brains: More dangerous zombies don’t try to kill the moving targets before feasting on brains; they keep attacking any enemy they’ve knocked unconscious, rolling attacks against the helpless enemy until it’s dead.

AC PD MD HP
15 13 9 60

Big Zombie

Size/Strength Large; Level 4th; Role Wrecker; Type Undead Initiative +3

Vulnerability: holy

Club or club-like fists +9 vs. AC; 22 damage

Natural even hit or miss: Both the zombie and its target take 4d6 damage!

Headshot: A critical hit against a zombie drops it to 0 hp.

AC PD MD HP
17 15 12 160

Giant Zombie

Size/Strength Large; Level 9th; Role Mook; Type Undead Initiative +8

Vulnerability: holy

Club or club-like fists +14 vs. AC; 50 damage

Natural even hit or miss: Both the zombie and its target take 6d10 damage!

Headshot: A critical hit against a giant zombie mook deals triple damage instead of the normal double damage for a crit.

Double-strength mook: The giant zombie mook counts as two 9th level mooks when you are building battles.

AC PD MD HP
23 21 17 100

Lizardman Mud Zombie

Source Deadly Delves: Reign of Ruin

Layers of mud crack and flake as the desiccated body of this lizardman moves inside its hardened burial shell, lumbering toward you and loosing an unsettling hissing moan that shreds through its dry lungs and vocal cords.

Size/Strength Normal; Level 4th; Role Mook; Type Undead Initiative +3

Vulnerability: holy

Rotting claw +9 vs. AC; 6 damage

Natural 16+: The lizardman mud zombie can make a bite attack against the target or another creature engaged with it as a free action.

[Special trigger] Bite +9 vs. AC—6 damage.

Headshot: A critical hit against a lizardman mud zombie mook drops it to 0 hp.

AC PD MD HP
18 16 14 15 (each)

Monster Creation

Initiative

Establish a monster’s initiative bonus by adding its level to a modifier between –1 and +9.

Modifier Speed Example
–1 Super-slow and utterly clumsy oozes, zombies
+0 Slow and clumsy animated statues
+1 Awkward or small city guards, dire rats
+2 Average hellhound, human thug
+3 Just above average derro sage
+4 Quick owlbear
+5 Fast wyvern
+6 Really fast gnoll ranger
+7 Fast like a fast PC ogre mage
+8 Blindingly fast rakshasa
+9 Competing with the rogue

Attack Bonus

Add or subtract 1 to adjust how accurate a monster is.

Strike Damage

Orient yourself around the average damage for a monster’s attack at any given level. When it comes to large (or double-strength) or huge (or triple-strength) monsters, you don’t have to put all their damage into one strike. Split damage up into smaller attacks or use conditional follow-up attacks.

HP & AC

Use the defense numbers as the top-end rather than the baseline unless you want the difficulty to scale up.

Better Defense/Lesser Defense

Make either PD or MD better than the other, in general.

Fear Threshold

If the monster has a fear ability, it’s the number of hit points where creatures are dazed (–4 attack) while engaged with the monster and can’t use the escalation die. It’s based on level, so that higher-level monsters are more fearsome.

Stat Adjustments

Ad hoc adjustments work fine when limited to adjustments of 1 or 2 points. If you raise a couple scores, drop a couple others.

If you want to add a full level to a monster

  • and you only want to boost its attack: Give the monster a +6 attack boost.
  • and you only want to boost AC: Give the monster a +6 AC boost.
  • and you only want to increase the monster’s hit points: Double the monster’s hit points.
  • and you only want to increase the damage the monster deals: Add a second attack or ongoing damage.
  • and you only want to increase every stat: Add +1 to attack, +1 to all defenses, multiply its damage output by 1.25, and multiply its hit points by 1.25.

Powers to Avoid

Avoid defensive powers that make it harder for the monsters to be killed unless there’s an offense to unlock the defense.

Baseline Stats for Normal Monsters

Monster Level Attack Bonus Strike Damage HP AC Better Defense Lesser Defense Fear threshold (HP)
0 5 4 20 16 14 10 7
1 6 5 27 17 15 11 9
2 7 7 36 18 16 12 12
3 8 10 45 19 17 13 15
4 9 14 54 20 18 14 18
5 10 18 72 21 19 15 24
6 11 21 90 22 20 16 30
7 12 28 108 23 21 17 36
8 13 38 144 24 22 18 48
9 14 50 180 25 23 19 60
10 15 58 216 26 24 20 72
11 16 70 288 27 25 21 96
12 17 90 360 28 26 22 120
13 18 110 432 29 27 23 144

14

19 135 576 30 28 24 192

Baseline Stats for Mooks

Monster Level Attack Bonus Strike Damage Damage to kill one (HP) AC Better Defense Lesser Defense
0 5 3 5 16 14 10
1 6 4 7 17 15 11
2 7 5 9 18 16 12
3 8 6 11 19 17 13
4 9 7 14 20 18 14
5 10 9 18 21 19 15
6 11 12 23 22 20 16
7 12 18 27 23 21 17
8 13 23 36 24 22 18
9 14 31 45 25 23 19
10 15 37 54 26 24 20
11 16 46 72 27 25 21
12 17 60 90 28 26 22
13 18 74 108 29 27 23
14 19 90 144 30 28 24

Baseline Stats for Large or Double-Strength Monsters

Monster Level Attack Bonus Strike Damage HP AC Better Defense Lesser Defense Fear threshold (HP)
0 5 9 41 16 14 10 7
1 6 10 54 17 15 11 9
2 7 14 72 18 16 12 12
3 8 21 90 19 17 13 15
4 9 28 108 20 18 14 18
5 10 36 144 21 19 15 24
6 11 42 180 22 20 16 30
7 12 56 216 23 21 17 36
8 13 76 288 24 22 18 48
9 14 100 360 25 23 19 60
10 15 116 432 26 24 20 72
11 16 140 576 27 25 21 96
12 17 180 720 28 26 22 120
13 18 220 864 29 27 23 144
14 19 270 1152 30 28 24 192

Baseline Stats for Huge or Triple-Strength Monsters

Monster Level Attack Bonus Strike Damage HP AC Better Defense Lesser Defense Fear threshold (HP)
0 5 12 60 16 14 10 7
1 6 15 81 17 15 11 9
2 7 21 108 18 16 12 12
3 8 30 135 19 17 13 15
4 9 42 162 20 18 14 18
5 10 54 216 21 19 15 24
6 11 63 270 22 20 16 30
7 12 84 324 23 21 17 36
8 13 114 432 24 22 18 48
9 14 150 540 25 23 19 60
10 15 174 648 26 24 20 72
11 16 210 864 27 25 21 96
12 17 270 1080 28 26 22 120
13 18 330 1296 29 27 23 144
14 19 405 1728 30 28 24 192