ฮจโ•โ•๐“ก๐“Ÿ ๐“ข๐”‚๐“ผ๐“ฝ๐“ฎ๐“ถ๐“ผโ•โ•ฮจ / monster-guide
Void Dragon Body: 20 Mind: 20 Spirit: 20 Class: Draconic AC: 10 Combat Modifier: +5 Attacks: Void Dragon attacks either with it's claws, bite, or it's tail. The damage is 3 Body/ 3 Spirit per hit. Special Ability: Blue Vapor Breath Weapon 20 ft wide that reaches for 100 feet. (5 Mind Dmg) [[ DM makes a /roll12 -Twice- to determine total loot.]} Treasure Table: (1-2) 3 Void Dragon Scales, (3-4) 3 Valorite Ingots, (5-6) 4 Anima Orbs, (7-8) 3 Rhodium Ingots, (8-10) 3 Astral Diamonds, (11-12) 3 Soul Sapphire The Void Dragon can make either 1 attacks per round, or it can unleash it's breath weapon once every 3 rounds.

Gazer Body: 4 Mind: 4 Spirit: 4 Combat Modifier: 0 Class: Aberration Attacks: Gazers can attack with their teeth for 1 Body Dmg. Special Ability: Gaze Attack. DC: 6 or higher to resist. ((Failure to resist will result in being paralyzed for 2 rounds unable to do anything. )) [[ DM makes a /roll12 to determine loot drop.]} Treasure Table: (1-2) No Loot, (3-4) 1 Gold Ingot, (5-6) 1 Anima Orbs, (7-8) 2 Gazer Wings, (9-10) 1 Smokey Quartz, (11-12) 2 Zoogi Fungus Gazers can make either 1 attack per round, or it can unleash it's Gaze Attack once every 2 rounds.

Mother Eye Body: 14 Mind: 14 Spirit: 14 Class: Aberration AC: 8 Combat Modifier: +3 Attacks: Mother Eye attacks with it's green eye beam. The damage is 2 Body/ 2 Mind per hit. Special Ability: On a successful hit, the Mother Eye can grab someone and constrict them with it's tentacles. The Player can take no further action till they escape. DC: 10 to get free. Take 2 Body Dmg each round they remain within it's grasp. [[ DM makes a /roll12 -Twice- to determine total loot.]} Treasure Table: (1-2) 2 Platinum Ingots, (3-4) 1 Gold Ingot, (5-6) 1 Anima Orbs, (7-8) 3 Organic Oil, (9-10) 3 Zoogie Fungus, (11-12) 2 Astral Diamond *Mother Eye can make either 1 attack per round, or it can unleash it's tentacle grab every 3 rounds.

Abyss Horror Body: 6 Mind: 6 Spirit: 6 Class: Aberration AC: 6 Combat Modifier: +1 Attacks: Abyss Horrors can attack with their gigantic arm for 2 Body Dmg. Special Ability: Charge Attack. DC: 7 or higher to resist. ((Failure to resist will result in being stunned for 1 round unable to do anything. )) [[ DM makes a /roll12 to determine loot drop.]} Treasure Table: (1-2) No Loot, (3-4) 2 Gold Ingot , (5-6) 1 Anima Orbs, (7-8) 2 Abyss Horror Bones, (9-10) 1 Zoogie Fungus, (11-12) 1 Burning Ruby Abyss Horrors can make either 1 attack per round, or it can unleash it's Charge Attack once every 4 rounds.

Catacomb Ghoul Body: 3 Mind: 3 Spirit: 3 Class: Undead Combat Modifier: +0 Attacks: Catacomb Ghouls can attack with their claws for 1 Body Dmg. Special Ability: Infectious Bite. DC: 5 or higher to resist. ((Failure to resist will result in developing an infection that will do 1 Body Dmg every 2 rounds till cured. )) [[ DM makes a /roll12 to determine loot drop.]} Treasure Table: (1-2) No Loot, (3-4) 2 Grave Dust , (5-6) 1 Anima Orbs, (7-8) 1 Gold Ingot, (9-10) 1 Zoogie Fungus, (11-12) 1 Smoky Quartz Catacomb Ghouls can make either 1 attack per round, or it can unleash it's Infectious Bite once every 3 rounds.

Corrupted Hippogriff Body: 5 Mind: 5 Spirit: 5 Class: Large Magical Creature Combat Modifier: +0 Attacks: Corrupted Hippogriff can attack with their beaks for 2 Body Dmg. Special Ability: Talon Strike. DC: 6 or higher to resist. ((Failure to resist will result in developing a bleed that will do 1 Body Dmg every round till healed. )) [[ DM makes a /roll12 to determine loot drop.]} Treasure Table: (1-2) No Loot, (3-4) 1 Soul Sapphire , (5-6) 1 Anima Orbs, (7-8) 1 Platinum Ingot, (9-10) 2 Corrupted Hippogriff Feathers, (11-12) 2 Smoky Quartz Corrupted Hippogriff can make either 1 attack per round, or it can unleash it's Talon Strike once every 2 rounds.

Fel Lich Body: 10 Mind: 10 Spirit: 10 Class: Undead AC: 6 Combat Modifier: +2 Attacks: The Fel Lich can exhale Hellfire that does 2 Body, 2 Mind, and 3 Spirit per strike. Special Ability: Fear Shriek. DC: 8 or higher to resist. ((Failure to resist will result in taking 4 Spirit Dmg. )) [[ DM makes a /roll12 -Twice- to determine total loot.]} Treasure Table: (1-2) No Loot, (3-4) 2 Astral Diamond , (5-6) 3 Anima Orbs, (7-8) 1 Vertite Ingot, (9-10) 3 Fel Crystals, (11-12) 3 Nox Emerald Fel Lich can make either 1 attack per round, or it can unleash it's Fear Shriek once every 3 rounds.

Destroyer of Worlds Body: 14 Mind: 14 Spirit: 14 Class: Demonic AC: 9 Combat Modifier: + 4 Attacks: The Destroyer can strike with it's gigantic flaming sword for 3 Body, 2 Mind, and 2 Spirit. Special Ability: Ring of Fire. The Destroyer can unleash a massive pulse of fire in all directions hitting everyone around him. If hit, the players take 3 Body Dmg. [[ DM makes a /roll12 -Twice- to determine total loot.]} Treasure Table: (1-2) 2 Vertite Ingots, (3-4) 2 Astral Diamond , (5-6) 1 Rhodium Ingot, (7-8) 1 Valorite Ingot, (9-10) 3 Living Iron, (11-12) 3 Burning Rubys The Destroyer can make either 1 attack per round, or it can unleash it's Ring of Fire once every 4 rounds.

Frightner Body: 5 Mind: 5 Spirit: 5 Class: Aberration Combat Modifier: +0 Attacks: A Frightner can attack with their claws for 2 Body Dmg. Special Ability: Eye Beam. DC: 6 or higher to resist. ((Failure to resist will result in being struck with fear causing you to lose a round as you're unable to take action. The Eye Beam does 3 Spirit Damage. [[ DM makes a /roll12 to determine loot drop.]} Treasure Table: (1-2) No Loot, (3-4) 2 Frightner Blood , (5-6) 1 Anima Orbs, (7-8) 2 Gold Ingot, (9-10) 1 Zoogie Fungus, (11-12) 1 Soul Sapphire Frightners can make either 1 attack per round, or it can unleash it's Eye Beam once every 3 rounds.

The Unspeakable Terror Body: 17 Mind: 17 Spirit: 17 Class: Aberration AC: 10 Combat Modifier: + 5 Attacks: The Unspeakable Terror can strike with it's gigantic claws for 3 Body, 2 Mind, and 2 Spirit. Special Ability: Large Swipe. The Unspeakable Terror can unleash a massive swipe with it's gigantic claws hitting everyone around him. If hit, the players take 3 Body Dmg. [[ DM makes a /roll12 -Twice- to determine total loot.]} Treasure Table: (1-2) 3 Vertite Ingots, (3-4) 2 Astral Diamond , (5-6) 2 Rhodium Ingot, (7-8) 2 Valorite Ingot, (9-10) 4 Gold Ingots, (11-12) 4 Nox Emeralds The Unspeakable Terror can make either 1 attack per round, or it can unleash it's Large Swipe once every 4 rounds.

The King of Shadows Body: 35 Mind: 35 Spirit: 35 Class: Deity AC: 6 Combat Modifier: + 8 Attacks: The King of Shadows strikes three times during combat. Due to his magical nature and his armor, his first strike does 3 Body/ 3 Mind/ 3 Spirit. His other two tentacle attacks do 1 Body Dmg each. Special Ability: When the King of Shadows wishes to show his power, he unleashes the might of his magical knowledge upon those that stand in his way. [[ DM makes a /roll12 -three times - to determine total loot.]} Treasure Table: (1-2) 5 Vertite Ingots, (3-4) 4 Astral Diamond , (5-6) 4 Rhodium Ingot, (7-8) 4 Valorite Ingot, (9-10) 6 Gold Ingots, (11-12) 6 Soul Sapphires The King of Shadows can either make three physical attacks per round, or cast a spell.

Abyssal Beholder Body: 20 Mind: 20 Spirit: 20 Class: Aberration AC: 7 Combat Modifier: +3
Movement: - Levitation 20ft per round. Attacks: The Abyssal Beholder attacks with three eyebeams per round along with a massive bite. Beholder Bite: - Anyone hit by the sharp teeth of an Abyssal Beholder takes 3 Body Damage 1-2: Charm Beam - Those hit by the pink eye beam must roll a DC: 7 or find themselves unable to harm the beholder in anyway. Also, they will see this creature as someone of extreme importance and love, and do whatever they can to protect them. A Purgo Anima or a Greater Restoration Spell will NOT remove the effect, only time, unless the beholder harms the person charmed, then the spell drops automatically. Anyone charmed can make a DC: 11 roll to break out of the effects. 3-4: Disintegration Beam - The intense blue beam will break apart anything solid turning it to ashes or dust. If used against another person, this eye beam can have devastating consequences. Anyone hit with this will suffer an immediate 3 Body Damage, and must roll a DC: 6 or take a further 3 Body Damage. Anyone with 3 Body or less will be obliterated by this spell upon being hit. 5-6: Slow Beam - Anyone one hit with this yellow beam increases the density of your foe making it hard for them to move or fly. Those hit with this beam must make a DC: 8 roll or suffers the effects. Anyone suffering from the Slow Beam can only take an action every other round. May roll a DC: 8 on their turn to try and resist the effects. 7-8: Burning Beam - Anyone hit with this intense burning beam takes 2 Body Damage and must roll a DC: 8 or be set on fire taking a further 2 Body till the flames are extinguished. 9-10: Paralyzation Beam - Anyone hit with this purple eye beam must make a DC: 8 roll or be paralyzed till a Purgo Anima spell is used. 11-12: Death Beam - Anyone hit with this intense green beam must make a DC: 9 roll or be struck dead with immediate effect. ((Undead are immune to this effect.))
Special Ability: Every three rounds the Abyssal Beholder can attack with a Anti-Magic Cone 30ft wide and 30ft long from it's central eye. Anyone hit by this attack loses their ability to cast magic till a Greater Cure Potion is used, or a Purgo Anima spell is cast upon them. [[ DM makes a /roll12 -Twice- to determine total loot.]} Treasure Table: (1-2) 3 Gold, (3-4) 3 Valorite Ingots, (5-6) 4 Anima Orbs, (7-8) 3 Rhodium Ingots, (8-10) 3 Astral Diamonds, (11-12) 3 Soul Sapphire Abyssal Beholders can make one physical attack with their teeth along with 3 attacks from their eye stalks.

Abyssal Cube Body: 8 Mind: 8 Spirit: 8 AC: 6 Combat Modifier: +1 Class: Unaligned Movement: 15 ft Attacks: The Abyssal Cube can produce a Pseudopod arm to attack those a few feet away. The arm does 2 Body Damage from the acid. Special Ability: If the Abyssal Cube moves close to a foe, it can attempt to Engulf them. If pulled inside the cube, the victim takes 2 Body Damage per round till pulled free. DC: 8 to pull them to safety. Those attempting to free the victim takes 2 Body Damage from the acid. All melee attacks to the Abyssal Cube will damage the attacker by 2 Body Damage per strike. [[ DM makes a /roll12 to determine loot drop.]} Treasure Table: (1-2) No Loot, (3-4) 2 Silver Ingot , (5-6) 1 Anima Orbs, (7-8) 2 Gold Ingot, (9-10) 1 Zoogie Fungus, (11-12) 1 Soul Sapphire *Abyssal Cubes can make attacks with it's Pseudopod arms, or attempt to engulf a foe. *

Crawling Claws Body: 3 Mind: 0 Spirit: 0 AC: 0 Combat Modifier: +0 Class: Undead Movement: 20 ft, climb 20ft Attacks: Attacks by engulfing a creature and harms by a miriad of punching, scratching, pummeling and grappling. Causing 1 Body damage to any target hit. The claws are able to leap vertically 6 ft to attack. Special Defenses: Any single-target attack that hits the swarm will only deal 1 Body damage. Any paralysis or holding effect of single target will only hold 1 claw and so will instead deal 1 Body damage (regardless of damage type). Any Area of Effect powers, abilities or spells, etc. will have their effectiveness doubled. Special Attack: Theft. Every three rounds/minutes the Crawling Claws can attempt to steal a random item from a target creature's character sheet. If the target is hit by the attack, they must make a DC6 roll or loose that item. Any subsequent successful attack on the Claws will cause them to drop the item, allowing the attacker to pick up the item as a free action. [[ DM makes a /roll12 to determine loot drop.]} Treasure Table: (1-2) Nothing, (3-4) 1 Gold Ingot , (5-6) 1 Anima Orb, (7-8) 1 Grave Dust, (9-10) 2 Zoogie Fungus, (11-12) 1 Smokey Quartz

Scurying Swarm Body: 10 Mind: 0 Spirit: 0 AC: 0 Combat Modifier: +1 Class: Undead Movement: 20 ft, climb 20ft Attacks: Any creature within it's 10ft radius will be attacked by a miriad of punching, scratching, pummeling and grappling. Causing 1 Body damage to any target hit. The claws are able to leap vertically 6 ft to attack. Multiple Swarms may overlap Special Defenses: Any single-target attack that hits the swarm will only deal 1 Body damage. Any paralysis or holding effect of single target will only hold 1 claw and so will instead deal 1 Body damage (regardless of damage type). Any Area of Effect powers, abilities or spells, etc. will have their effectiveness doubled. Special Attack: Theft. Every three rounds/minutes the Crawling Claws can attempt to steal a random item from a target creature's character sheet. If the target is hit by the attack, they must make a DC6 roll or loose that item. Any subsequent successful attack on the Claws will cause them to drop the item, allowing the attacker to pick up the item as a free action. [[ DM makes a /roll12 to determine loot drop.]} Treasure Table: (1-2) 3 Abyssal Horror Bones, (3-4) 2 Gold Ingot , (5-6) 3 Anima Orb, (7-8) 2 Grave Dust, (9-10) 3 Zoogie Fungus, (11-12) 1 Burning Ruby

Flying Fingers Body: 10 Mind: 0 Spirit: 0 AC: 0 Combat Modifier: +1 Class: Undead Movement: Fly 60 ft Attacks: Any creature within it's 30ft radius will be attacked by a miriad of punching, scratching, pummeling and grappling. Causing 1 Body damage to any target hit. The claws are able to leap vertically 6 ft to attack. Special Defenses: Any single-target attack that hits the swarm will only deal 1 Body damage. Any paralysis or holding effect of single target will only hold 1 claw and so will instead deal 1 Body damage (regardless of damage type). Any Area of Effect powers, abilities or spells, etc. will have their effectiveness doubled. Special Attack: Theft. Every three rounds/minutes the Crawling Claws can attempt to steal a random item from a target creature's character sheet. If the target is hit by the attack, they must make a DC6 roll or loose that item. Any subsequent successful attack on the Claws will cause them to drop the item, allowing the attacker to pick up the item as a free action. [[ DM makes a /roll12 to determine loot drop.]} Treasure Table: (1-2) 3 Gazer Wings, (3-4) 2 Gold Ingot , (5-6) 3 Anima Orb, (7-8) 2 Grave Dust, (9-10) 3 Zoogie Fungus, (11-12) 1 Smokey Quartz

Tearing Talons Body: 8 Mind: 8 Spirit: 8 AC: 6 Combat Modifier: +1 Class: Undead Movement: 30ft Climb 30 ft Attacks: Attacks using it's sharp Dragon Talons. Causing 2 Body 1 Spirit damage to any target hit. The claws are able to leap vertically 6 ft to attack. Special Abilities: Tearing Talon can merge with any surviving Crawling Claws, Scurrying Swarm, or Flying Fingers to create a Dire Chirophos. Weaknesses: Undead receive double damage from all fire except Hellfire. [[ DM makes a /roll12 to determine loot drop.]} Treasure Table: (1-2) 3 Abyssal Horror Bones, (3-4) 2 Gold Ingot , (5-6) 3 Anima Orb, (7-8) 2 Grave Dust, (9-10) 3 Zoogie Fungus, (11-12) 1 Burning Ruby

Dire Chirophos Body: 14 Mind: 14 Spirit: 14 AC: 9 Combat Modifier: +4 Class: Construct Movement: 50ft Attacks: The Dire Chirophos attacks by slamming into it's target using it's many arms and hands. Damages for 3 Body/2 Mind/2 Spirit damage. Special Abilities: Every three rounds/minutes the Dire Chirophos can attack by launching fists at all enemies on the battlefield that it is able to perceive. Anyone hit by this attack takes 2 Body damage. [[ DM makes a /roll12 to determine loot drop.]} Treasure Table: /Roll2 Twice on this table: (1-2) 2 Vertite Ingots, (3-4) 2 Astral Diamond , (5-6) 3 Anima Orbs, (7-8) 1 Valorite Ingot, (9-10) 3 Zoogie Fungus, (11-12) 3 Burning Rubys

Night Reaper Body: 16 Mind: 30 Spirit: 30 AC: 8 Combat Modifier: +4 Class: Necromancer Movement: 20ft Attacks: A Night Reaper is a powerful Necromancer that attacks with a long, black staff that is topped with a skull. The staff is made of a dark, hard wood and the skull is that of a powerful demon that was slain by the necromancer in ages past. Being struck by the staff will cause 2 Body/2 Spirit Damage. Special Abilities: The staff is imbued with the necromancer's dark magic. The necromancer can use the staff to cast a variety of necromantic spells, including spells that raise the dead, create undead minions, and drain the life force from enemies. The staff can also be used to inflict a variety of curses on enemies, including curses that cause disease, madness, and death. A Night Reaper has the knowledge of all the Necromancy spells known to the Fallen Gate. [[ DM makes a /roll12 -Twice- to determine loot drop.]} Treasure Table: (1-2) 2 Vertite Ingots, (3-4) 2 Grave Dust , (5-6) 3 Anima Orbs, (7-8) 1 Valorite Ingot, (9-10) 3 Zoogie Fungus, (11-12) 3 Astral Diamonds

Grimm Hound Body: 4 Mind: 4 Spirit: 4 Class: Demonic AC: 4 Combat Modifier: +0 Movement: 80ft ground, leap for 15ft Attacks: Grimm Hounds can claw or bite for 1 BODY dmg Special Ability: Fear Aura: makes the target people fear the hound and all other grimm nearby and does 1 spirit dmg (DC 4: If failed the people lose 1 spirit extra) Research: Immune to Curses, Drawn to negative emotions and feelings [[ DM makes a /roll12 to determine loot drop.]} Treasure Table: (1-2) No Loot, (3-4) 1 shadow Iron Ingot, (5-6) 1 Anima Orbs, (7-8) 2 black pearls, (9-10) 1 Smokey Quartz, (11-12) 2 Night Shade Grimm Hound can make either 1 attack per round, or it can unleash it's Fear Aura once every 2 rounds.

Grimm Beowolf Body: 6 Mind: 6 Spirit: 6 Class: Demonic AC: 6 Combat Modifier: +0 Movement: 70ft ground, leap for 25ft Attacks: Grimm Beowolfs can claw or bite for 2 BODY dmg Special Ability: Fear Aura: makes the target people fear the hound and all other grimm nearby (DC 4: If faild the people lose 1 spirit) Research: Immune to Curses, Drawn to negative emotions and feelings [[ DM makes a /roll12 to determine loot drop.]} Treasure Table: (1-2) No Loot, (3-4) 1 shadow Iron Ingot, (5-6) 1 Anima Orbs, (7-8) 2 black pearls, (9-10) 1 Burning Ruby, (11-12) 2 Night Shade Grimm Beowolfs can make either 1 attack per round, or it can unleash it's Fear Aura once every 2 rounds.

Grimm Boarbatusk Body: 4 Mind: 4 Spirit: 4 Class: Demonic AC: 8 Combat Modifier: +0 Movement: 50ft (Running) 60ft (rolling) ground, leap for 5ft Attacks: Grimm Boarbatusk can Charge or Rollout for 1 BODY dmg Special Ability: Fear Aura: makes the target people fear the hound and all other grimm nearby and does 1 spirit dmg (DC 4: If faild the people lose 1 spirit extra) Research: Immune to Curses, Drawn to negative emotions and feelings [[DM makes a /roll12 to determine loot drop.]} Treasure Table: (1-2) No Loot, (3-4) 1 shadow Iron Ingot, (5-6) 1 Anima Orbs, (7-8) 2 black pearls, (9-10) 1 Nox Emerald, (11-12) 2 Night Shade Grimm Boarbatusk can make either 1 attack per round, or it can unleash it's Fear Aura once every 2 rounds.

Grimm Geist Body: 8 Mind: 8 Spirit: 8 Class: Demonic Movement: 60ft Flying Attacks: Grimm Geist can Scratch for 2 BODY and 2 MIND dmg Special Ability: Fear Aura: makes the target people fear the hound and all other grimm nearby and does 1 spirit dmg (DC 4: If failed the people lose 1 spirit extra), Posses inanimate object: posses inanimate objects to form a protective layer around itself Research: Immune to Curses, Drawn to negative emotions and feelings, can't be hit by physical weapons [[ DM makes a /roll12 to determine loot drop.]} Treasure Table: (1-2) No Loot, (3-4) 1 shadow Iron Ingot, (5-6) 1 Anima Orbs, (7-8) 2 black pearls, (9-10) 1 Soul Saphire, (11-12) 2 Night Shade Grimm Geist can make either 1 attack per round, or it can unleash it's Fear Aura once every 2 rounds, or Possesses a object after 2 rounds (can only posses again after 2 round being out of a object)

Scarab Scorpion Body: 2 Mind: 0 Spirit: 0 Class: Pest Movement: 30 feet Attacks: Sting for 1 BODY

Ascalon - Sword of Saint George N/A Body/ 20 Mind/ 20 Spirit Combat Modifiers: Holy Aura +3 to Combat Roll and -1 DC to those evil-aligned. Alignment: Good Attributes: 30โ€ double-edged broad-sword, gold hilt, blade forged in Valorite. Special Conditions: 1. To possess the Sword, it must either be presented or won/retrieved upon the battlefield. 2. To wield the Sword, the โ€˜would-beโ€™ owner must master it by defeating the Will of the Sword itself. 3. Only Light and Neutral Magic can be used; Dark Magic spells/abilities are ineffective. 4. The Sword can use the following forms of Light Magic: a. Any of the following once per round: Lux Caelorum, Perforans Sagitta, Trabem Caeca, Restituere Artus (restores one (1) Mind or one (1) Spirit to itself) b. Only one of the following per battle: Mentis Judicii (Mind Judgement) 5. The Sword is immune to Hexes/Curses/Charms. 6. If the 'would-be' owner attempts the Angelic ability to Imbue Weapon to render it under their control, a Combat Roll must be performed, all modifiers apply. 7. The Sword's Will is defeated if either its Mind or Spirit is brought to 0. Special Abilities: 1. Blessed Weapon: Will do Double Damage vs Demons, Fallen Angels, and those evil aligned
2. Successful hit, heals 1 Body/1 Mind/1 Spirit to the user or heals itself 0 Body/1 Mind/1 Spirit. 3. Once per round the Sword will attack the Mind and Spirit of the 'would-be' owner as they attempt to โ€˜masterโ€™ the Sword (other evil-aligned creatures are subject to attack as well). A Combat Roll is required, all modifiers apply. 2 Body/ 2 Mind/ 2 Spirit dmg per hit. 4. Once per round the Sword can paralyze a foe using Stypticus Judicii (Paralyze Judgement), rendering them unable to act in any way. DC: 6 to avoid the effect. Purgo Anima Spell to remove the effect. 5. Every three rounds, the Sword can attack all evil-aligned creatures in a 200 ft radius.

Mist Dragon Body: 25 Mind: 25 Spirit: 25 Class: Draconic AC: 10 Combat Modifier: 5 Attacks: Mist dragon attacks either with it's claws, bite, or it's tail. The damage is 3 Body/ 3 Spirit per hit. Special Ability: Blue Vapor Breath Weapon 20 ft wide that reaches for 100 feet. (5 Mind Dmg) DC:7 Obscuring Mist: Will blind every one in a 20 foot wide radious DC: 7 to beat blindness or lose 1 turn and 3 spirit [[ DM makes a /roll12 to determine loot drop.]} Treasure Table: (1-2) 3 Void Dragon Scales, (3-4) 3 Valorite Ingots, (5-6) 4 Anima Orbs, (7-8) 3 Rhodium Ingots, (8-10) 3 Astral Diamonds, (11-12) 3 Soul Sapphire The Mist Dragon can make either 1 attacks per round, or it can unleash it's breath weapons once every 3 rounds.
Grimm Apathy Body: 8 Mind: 8 Spirit: 8 Class: Demonic AC: 4 Bonus: +4 Movement: 10ft Walking Attacks: Grimm Apathy can scream to reduce the Spirit of multiple people by 2 Special Ability: Spirit drain: Grimm Apathy can let out a really loud Yell that drains the Spirit of anyone that is in normal hearing range Research: Immune to Curses, Drawn to negative emotions and feelings [[ DM makes a /roll2 -twise- to determine loot drop.]} Treasure Table: (1-2) No Loot, (3-4) 1 shadow Iron Ingot, (5-6) 1 Anima Orbs, (7-8) 2 black pearls, (9-10) 2 Living Iron, (11-12) 2 Night Shade Grimm Apathy can make either 1 attack per round, or it can unleash it's Spirit Dran once every 2 rounds, drains 3 Spirit every round (DC 7 to negate)
Name: Shadow Revenants Class: Abyssal Stats: โ€ข Body: 15 โ€ข Mind: 20 โ€ข Spirit: 18 Combat Stats: โ€ข AC: 10 โ€ข Combat Modifier: 3 Attacks: โ€ข Shadow Revenants wield wickedly sharp blades infused with abyssal energy, dealing 3 points of Body and 2 points of Spirit damage per hit. Special Abilities: Umbral Cloak: The Shadow Revenants can envelop themselves in a veil of darkness, granting them increased evasion and resistance to magical attacks. This ability grants a +2 bonus to AC and a +2 bonus to saving throws against spells and magical effects. Spectral Strike: Once per round, the Shadow Revenants can unleash a spectral strike, channeling dark energy into their weapons to bypass the physical defenses of their foes. This attack inflicts an additional 2 points of Spirit damage on top of its normal damage. Defensive Maneuvers: โ€ข The Shadow Revenants are skilled in hit-and-run tactics, utilizing their speed and agility to outmaneuver their opponents. They will strike swiftly and retreat into the shadows to regroup, making it difficult for their enemies to land decisive blows. Combat Strategy: โ€ข The Shadow Revenants excel at hit-and-run tactics, using their Umbral Cloak to evade attacks and Spectral Strike to bypass the physical defenses of their foes. They will coordinate their attacks to overwhelm their enemies with their superior speed and agility. โ€ข To defeat the Shadow Revenants, players must be vigilant and maintain their focus in the face of their elusive foes. Area-of-effect spells and abilities that target their Spirit stat can weaken their defenses and expose them to decisive strikes. Treasure Table: โ€ข (1-2) 2 Grave Dust โ€ข (3-4) 2 Anima Orbs โ€ข (5-6) 2 Rhodium Ingot โ€ข (7-8) 2 Shadow Iron Ingots โ€ข (8-10) 1 Soul Sapphire โ€ข (11-12) 1 Nox Crystal The Shadow Revenants represent the remnants of the once-mighty King of Shadows, serving as his loyal minions and guardians of his dark legacy. Though diminished in number, they remain formidable opponents, wielding their abyssal powers with deadly precision and unwavering resolve.
Grimm Nevermore Body: 15 Mind: 15 Spirit: 15 Class: Demonic AC: 6 Bonus: +6 Attacks: Grimm Nevermore can claw or pack for 2 BODY dmg, headbud for 4 body dmg Special Ability: Feather shot: A nevermore can shoot out there Giant Feathers (8 Body DMG) Fear Aura: makes the target people fear the hound and all other grimm nearby (DC 4: If faild the people lose 1 spirit) Research: Immune to Curses, Drawn to negative emotions and feelings [[ DM makes a /roll2 twice to determine loot drop.]} Treasure Table: (1-2) No Loot, (3-4) 1 shadow Iron Ingot, (5-6) 1 Anima Orbs, (7-8) 2 black pearls, (9-10) 1 Burning Ruby, (11-12) 2 Night Shade Grimm Nevermores can make either 1 attack per round, or it can unleash it's Fear Aura once every 2 rounds, and use it's feather shot every 2 rounds
Grimm Death Stalker Body: 10 Mind: 10 Spirit: 10 Class: Demonic AC: 8 Attacks: Grimm Death Stalker can Attack twice with it's claws (dealing 2 body per claw) and potentially grab an enemy and hold them (DC: 6 to release yourself of be freed by a team mate with there attack, can also use grabbed person as a shield for a claw, people grabbed by a claw can't dodge or block) Special Ability: Stinger: can attack once with it's stinger (deals 6 body dmg and DC:5 to resist paralysis poison) [[ DM makes a /roll2 to determine total loot.]} Treasure Table: (1-2) 5 Vertite Ingots, (3-4) 4 Astral Diamond , (5-6) 4 Rhodium Ingot, (7-8) 4 Valorite Ingot, (9-10) 6 Gold Ingots, (11-12) 6 Soul Sapphires The God of Darkness can either make two physical attacks per round, or use its stinger every 3 turns.
The God of Darkness Body: 35 Mind: 35 Spirit: 35 Class: Demonic Deity AC: 6 Bonus to Attack: + 8 Attacks: The God of Darkness strikes three times during combat. Due to his magical nature and his armor, his first strike does 3 Body/ 3 Mind/ 3 Spirit. His other two attacks do 1 Body Dmg each. Special Ability: Grimm Pool: the God of Darkness creates a pool of Darkness that spawns a couple Grimm (DC 1-2 [2x Apathy], 3-4 [1x Apathy], 5-6 [2x hounds], 7-8 [2x Beowolf], 9-10 [2x boarbatusk], 11-12 [1 Geist]) [[ DM makes a /roll2 -three times - to determine total loot.]} Treasure Table: (1-2) 5 Vertite Ingots, (3-4) 4 Astral Diamond , (5-6) 4 Rhodium Ingot, (7-8) 4 Valorite Ingot, (9-10) 6 Gold Ingots, (11-12) 6 Soul Sapphires The God of Darkness can either make three physical attacks per round, or create a Grimm Pool every 3 turns. weak to light magic
General Xal'thul, Master of the Abyssal Horde Body: 35 Mind: 35 Spirit: 35 Class: Abyssal Warrior AC: 6 Bonus to Attack: 8 Attacks: โ€ข Xal'thul wields a massive, obsidian blade known as the Soul Cleaver. Its edge crackles with dark energy, and a single, deep wound inflicted by this blade can bind a monster's essence to Xal'thul's will, forcing it to obey. Stronger beings can resist the control, but will take 2 Body/2 Mind/2 Spirit damage if hit. โ€ข Xal'thul also utilizes a spiked chain weapon infused with shadow magic. He can lash out with this chain, inflicting a painful blow and simultaneously wrapping tendrils of dark energy around the creature. These tendrils can constrict and restrain the monster, making it easier to subdue. 2 Body damage if hit. Those struck must beat DC:5 or else be subdued for a turn and be unable to attack (dodging/evading is not limited). Special Abilities: (Three turn cool-down) โ€ข Whispers of the Void: Xal'thul can unleash a wave of chilling whispers that pierce the minds of monsters. Preying on their primal fears and baser instincts, he can manipulate their behavior, turning them against each other or driving them into a frenzy that makes them easier to control. All monsters in his herd will get +4 to attack rolls for one round. โ€ข Mark of Oblivion: Xal'thul can etch a glowing glyph onto a monster's flesh. This mark serves as a conduit for his dark magic, inflicting pain and sapping the creature's strength. __ Pulls all of the body/mind/spirit from the targeted monster in his herd, killing it instantly and transfering the stats to himself (cannot go over the 35/35/35 starting stats). Treasure Table: (3 rolls) (1-2) 5 Shadow Iron Ingots, (3-4) 5 Vertite Ingots, (5-6) 4 Astral Diamonds, (7-8) 4 Rhodium Ingots, (9-10) 4 Valorite Ingots, (11-12) 3 Soul Sapphires
Spectral Mimic Body: 4 Mind: 4 Spirit: 6 Class: Ghostly Trickster AC: 4 Bonus: 2 Attacks: Phantom Strike: Description: The Spectral Mimic lashes out with ghostly appendages, striking at the vital essence of its prey. Effect: Drains the life force from the target, causing necrotic damage. Damage: 1 Body / 1 Spirit damage if hit. Special: Reduces the target's AC by 1 for one turn as the ghostly tendrils sap their strength. Ethereal Grasp: Description: The mimic wraps ghostly tendrils around its target, constricting and chilling them to the bone. Effect: Restrains the target, preventing movement. Damage: 2 Body damage if hit. Special: Targets must beat DC: 4 or be subdued for one turn, unable to move or attack. Special Abilities: Haunting Presence (Two-turn cooldown): Description: The Spectral Mimic emits an eerie aura that unsettles those nearby, inducing fear and confusion. Effect: Causes fear and disorientation in nearby creatures. Bonus: All creatures within a 10-foot radius must beat DC: 4 or suffer a -2 penalty to attack rolls for one round. Phantom Form (Three-turn cooldown): Treasure Table: (1-2) No Loot, (3-4) 1 shadow Iron Ingot, (5-6) 1 Anima Orbs, (7-8) 2 black pearls, (9-10) 1 Astral Diamonds, (11-12) 1 Soul Sapphire
Wraith Vail Guardian Body: 15 Mind: 20 Spirit: 20 Class: Guardian of the Spirit Realm AC: 8 Bonus: 5 Attacks: Spectral Slash: Description: The Wraith Guardian slashes with a blade formed of pure ectoplasm, cutting through both flesh and spirit. Effect: Inflicts severe damage that affects both the physical and spiritual essence of the target. Damage: 3 Body / 3 Spirit damage if hit. Special: Reduces the target's attack bonus by 1 for one turn as their essence is disrupted. Ethereal Grasp: Description: The Wraith Guardian extends ghostly chains that bind and drain the life force of its target. Effect: Restrains the target, causing continuous damage. Damage: 2 Body / 2 Spirit damage per turn while restrained. Special: Targets must beat DC: 6 or be restrained for two turns, unable to move or attack. Special Abilities: Soul Siphon (Three-turn cooldown): Description: The Wraith Guardian channels dark energy to drain the life force of all nearby creatures, healing itself. Effect: Drains energy from all creatures within a 20-foot radius. Bonus: Deals 3 Spirit damage to all creatures within range and heals the Wraith Guardian for the total amount drained. Treasure Table:(roll twice ) (1-2) 2 Gold Ingot (3-4) 3 Anima Orbs (5-6) 2 Rhodium Ingot (7-8) 2 Shadow Iron Ingots (8-10) 1 Soul Sapphire (11-12) 2 Nox Crystal
Mathan Dorcha Body: 10 Mind: 10 Spirit: 10 Class: Abyssal Nature AC: 0 Bonus: 3 Attacks: Shadow Strike: Description: The Mathan Dorcha melts into the shadows, then lunges at its prey with razor-sharp claws, inflicting a deep physical wound and leaving a lingering chilling aura. Damage: 3 Body. Special: Those hit must beat DC: 6 or lose 2 Spirit. Psychic Drain: Description: The Mathan Dorcha locks eyes with its victim, draining their mental energy. This causes intense headaches and disorientation. Damage: 1 Mind Treasure Table: (roll once) (1-2) 2 Platinum Ingots, (3-4) 1 Gold Ingot, (5-6) 1 Anima Orbs, (7-8) 2 Shadow Iron Ingots (8-10) 1 Soul Sapphire (11-12) 2 Nox Crystal
Voidfly Body: 8 Mind: 8 Spirit: 8 Class: Abyssal Nature AC: 5 Bonus: 1 Attacks: Corrosive Bite: Description: The Voidfly latches onto its victim with its proboscis, injecting a corrosive venom that eats away at flesh. Damage: 2 Body. Shadow Swarm: Description: The Voidfly calls upon a swarm of smaller shadowflies that erupt from the darkness, biting and stinging all their prey within a 30ft radius. Damage: 1 Body Treasure Table: (roll once ) (1-2) 2 Vertite Ingots, (3-4) 2 Astral Diamond , (5-6) 1 Rhodium Ingot, (7-8) 2 Gazer Wings, (9-10) 1 Smokey Quartz, (11-12) 2 Zoogi Fungus
Gloom Bloom Body: 6 Mind: 6 Spirit: 6 Class: Abyssal Nature AC: 0 Bonus: 4 Attacks: Constricting Tendrils: Description: The Gloom Bloom lashes out with its tendrils, attempting to ensnare prey and squeeze them to death. Damage: 2 Body. Special: Once ensnared players must beat a DC: 6 on their turn or remain trapped (losing an additional 2 Body for each round they are ensnared). The Gloom Bloom can ensnare 3 enemies at the same time and cannot use Constricting Tendrils if it already has 3 victims. If the Gloom Bloom is hit by a non auto hit attack, it will drop any players it is holding. Spore Burst: Description: The flower explodes in a cloud of toxic spores, damaging the lungs and causing hallucinations in any creature (ally or enemy) in a 50ft radius. Damage: 1 Mind, 1 Spirit Treasure Table: (roll once ) (1-2) No Loot, (3-4) 1 Shadow Iron Ingot, (5-6) 1 Anima Orbs, (7-8) 2 Black Pearls, (9-10) 1 Burning Ruby, (11-12) 2 Night Shade
NullEater Body: 10 Mind: 10 Spirit: 10 Class: Interdimensional Creature AC: 4 Bonus: 4 Attacks: Razor Bite: Description: The NullEater's sole purpose is to destroy any and all matter that slips between worlds. Their sharp teeth can grind and rip anything they catch to atoms. Damage: 3 Body. Treasure Table: (roll once) (1-2) 2 Anima Orbs, (3-4) 1 Shadow Iron Ingot, (5-6) 1 Fel Crystal, (7-8) 2 Black Pearls, (9-10) 1 Burning Ruby, (11-12) 2 Night Shade
Re-Animated Horrors Body: 10 Mind: 10 Spirit: 0* Class: Construct AC: 8 Combat Modifier: +4 Attacks: scythe type long blade arms for 2 Body Dmg. Special Ability: Stabbing Attack. DC: 7 or higher to resist. ((Failure to resist will result in 4 body dmg and bleed status for 1 body per turn.)) [DM makes a /roll2 to determine loot drop.]} Treasure Table: (1-2) No Loot, (3-4) 2 Gold Ingot , (5-6) 1 Anima Orbs, (7-8) 2 Abyss Horror Bones, (9-10) 1 Zoogie Fungus, (11-12) 1 Burning Ruby Abyss Horrors can make either 1 attack per round, or it can unleash its stabbing Attack once every 3 rounds. *Re-animated Horrors do not suffer spirit damage they are programed to kill until stopped
Re-Animated Swarm Lord Body: 20 Mind: 20 Spirit: 0* Class:Titan Construct AC: 6 Combat Modifier: +6 Attacks: Psychic lance. (every 2 turns) all must make save vs DC7 or suffer 4 mind Special Ability: Psychic Link: Give all allies on battle field a +1 to all rolls [DM makes a /roll2 to determine loot drop.]} Treasure Table: (1-2) 2 Vertite Ingots, (3-4) 2 Astral Diamond , (5-6) 1 Rhodium Ingot, (7-8) 1 Valorite Ingot, (9-10) 3 Living Iron, (11-12) 3 Burning Rubys Abyss Horrors can make either 1 attack per round, or it can unleash its stabbing Attack once every 3 rounds. *Re-animated Horrors do not suffer spirit damage they are programed to kill until stopped
(edited)
Infernal - Hell Infernal Golem โ€ข Type: Hell Construct โ€ข Size: Giant โ€ข Appearance: A towering figure of molten stone and blackened iron, glowing with fiery veins of hellfire coursing through its massive frame. Its eyes are orbs of searing flame, and its movements are accompanied by the grinding of stone and the hiss of steam. Stats โ€ข Body: 18 (Extraordinary physical power, immense durability) โ€ข Mind: 14 (Limited intelligence, relies on primal instincts and commands) โ€ข Spirit: 12 (Fueled by infernal energies, resistant to magical disruption) โ€ข AC 9 โ€ข Combat bonus +6 Abilities Hellfire Core o The golem radiates intense heat, dealing 2 Body Fire damage to any creature within 10 feet at the start of their turn. o Once per encounter, it can release a Hellfire Surge, dealing 6 Body Fire damage in a 30-foot radius. Creatures must make a Body save vs DC 6 to take half damage. Infernal Might o Its melee attacks are devastating, dealing 4 body 2 mind Bludgeoning damage with each strike. and cause shaken unless a save vs DC6 is passed Molten Regeneration o The golem regains 3 Body points per turn while standing on molten terrain or near an active source of fire. o It cannot regenerate in holy or consecrated ground. Impenetrable Shell o Resistant to non-magical physical attacks, as well as Hellfire and Shadow-based spells. Damage is halved when struck o Vulnerable to Holy and Light-based spells, taking double damage from these sources. Tactics โ€ข Close Combat Specialist: The golem prefers to wade into combat, leveraging its massive strength and area attacks. โ€ข Environmental Advantage: It thrives in volcanic or fiery terrain, using the heat to bolster its regeneration. โ€ข Overwhelming Force: Infernal uses its size and brute strength to control the battlefield, forcing enemies into unfavorable positions.
Balor Movement: Fly 80 walk 40 Size: Huge -3 to dodge rolls Class: Demonic Stats: 40 Body | 25 Mind | 25 Spirit AC: 9 Modifier: +6 Abilites: Multiattack 1 whip attack and 1 sword attack Flamelick Whip Damage: 2 Body /2 Mind/ 2 Spirit Damage per strike. Effect: Those struck take an extra 1 Body Damage of Fire Magic, and must make a DC: 6 check or Burn taking a further 1 Body Damage. ((Those with Fire Jewelry ignore this damage and the Burn effect.)) Thunderstruck Sword Damage: Thunder Struck Weapons do 2 Body /2 Mind/ 2 Spirit Damage per strike. Effect: Those struck take an extra 1 Body Damage of Wind Magic, and must make a DC: 6 check or be Shocked from the blow causing them to take a -2 to their next attack. ((Those with Wind Jewelry ignore this damage and the Shocked effect.)) Special Abilities: Taskmaster (enemies hit by the whip attack must succeed on a DC 10 or they must immediately follow an order given by the balor.) Has access to hellfire spells. Death throes: When the Balor dies it explodes dealing 2 body to everything 60 ft (succeed on a DC 6 on take no damage) Weakness: Light damage. Treasure: rollx2 (1 no loot, 2-3 3 shadow-iron ingot, 4-5 2 burning ruby, 5-6 3 Liquid Luck potions, 7-8 3 strength potions, 9-10 burning ruby, 11 29 Anima orbs, 12 Demon heart.) Appearance: Standing over 12 feet tall with a wingspan to match, it's wreathed in fire, wields a flaming whip and a lightning sword, and radiates sheer destruction. Balors are cruel, commanding generals of demon armies, remnants of fallen celestials twisted by chaos. When slain, they explode in a fiery blast capable of incinerating nearby foes.
Name: Galbrezu Movement: 40ft Size: medium Class: Demonic Stats: 12/12/12 AC: 8 Modifier: 3 Abilites: Can use multi attack or one special ability per round. Special Abilities: Multiattack makes 4 attacks 2 claw 3/0/0 and 2 Melee 2/0/0 Truesight (Can see through magical darkness) Can Cast Shadow Cover. (Can be under the effects of regalia) Treasure: 1-2 (No loot) 3-4 (2 Smokey quartz) 5-6 (1 agility potion) 7-8 (2 Greater Heal) 9-10 (2 abyssal horror bone) 11-12 2 (Helweed)
Name: Quasit gang Movement: 60 fly 10 Size: Tiny Class: Demonic Stats: 2-10 Body | 2-10 Mind | 2-10 Spirit (This is a swarm creature dealing single target damage will only effect one of the swarm. Each Quasit has 2 Body | 2 Mind | 2 Spirit) AC: 0 but they have +2 to dodge as they are tiny. Modifier: If body is 5+ they have +2 Abilites: 1-5 attacks Sting each imp will strike out at targets within 30 ft. Scare: DC4 or target is feared losing a turn can replace any attack with scare Deals 1 Body | 1 Mind | 1 Spirit Special Abilities: Immune to Spirit and Mind damage Weakness light AOE will deal double damage. Single target abilities will deal maximum 2 body. Invisible (Quasit always start out combat as Invisible. Unless seen by eyes of truth) Treasure: 1-2 no loot. | 3-4 2 Zoogie fungus | 5-6 1 deadly poison | 7-8 1 agility potion | 9-10 | 1 Valorite ignot | 11-12 5 enchanting orbs
ฮจโ•โ•๐“ก๐“Ÿ ๐“ข๐”‚๐“ผ๐“ฝ๐“ฎ๐“ถ๐“ผโ•โ•ฮจ / monster-guide / Monsters of Heaven

Guardian Angel Body: 20 Mind: 20 Spirit: 20 AC: 6 Combat Modifier: +4 Class: Angelic: Arch Angel Movement: 60ft flying Attacks: 2 x Wind attack. The Angel may attack twice, each attack deals 2/2/2 Damage. Target make a DC6 check or be stumbled, suffering -2 to their next attack. Special Attack: A Guardian Angel is tasked with protecting a Holy Book. They are able to cast all spells, including restricted spells, from that book at no Mind cost (must still pay any Spirit or Body costs) Guardian Angels can use all Psionic Powers and Racial Abilities listed for Arch Angels Special Defenses: Guardian Angels are tasked with protecting a Holy Book. They are immune to any attacks, or detrimental effects of spells or abilities based on that book. Immune to Curses and Judgements Special Weaknesses: Angelic: Suffers double damage from Shadow spells and attacks [[ DM makes two /roll2 to determine loot drop.]] Treasure Table: 1-2 Rhodium Ingot 3-8 Gem (Based on Guardian Type: Abjuration: Aegis Emerald, Healing: Healing Sapphire, Holyfire: Emberstone, Judgement: Judgement Ruby, Light: Divine Topaz) 9-12 Arcanite Ore

Shield Guardian Body: 30 Mind: 10 Spirit: 10 AC: 6 Combat Modifier: +2 Class: Large Angelic Golem Movement: 20 ft/turn ground Attacks: May attack every other turn using it's powerful fists to bludgeon the enemy for 5 Body damage Special Attack: On one of it's active turns the Guardian may select a ally to protect. For the rest of the battle that ally will only take half Body damage, with the other half being suffered by the Shield Guardian instead. The Guardian can only have one protected ally at any time, but may change this ally by spending an action to transfer it. Special Defenses: The Shield Guardian is immune to magic, both hostile and friendly. Special Weaknesses: May only take an action every other turn as if effected by a Tardus spell [[ DM makes a /roll2 to determine loot drop.]] Treasure Table: 1-2 Aegis Emerald 3-4 Platinum Ingot 5-6 Vertite Ingot 7-8 Living Iron 9-10 Nekko Ingot 11-12 Arcanite Ore

Baby Shocker Lizard Body: 3 Mind: 3 Spirit: 3 AC: 0 Combat Modifier: 0 Class: Animal Movement: 50ft Attacks: The bite of a Baby Shocker Lizard causes 1 Body damage Special Attack: When agitated the shocker lizard generates an electrical charge in it's body which regularly discharges into those around them. Once every 2 turns the Baby Shocker Lizard involuntarily attacks all within 10 ft with it's electrical attack (including allies). Those hit take no damage but will suffer -2 to their next attack roll. Those wearing Wind Regalia may ignore this penalty. Special Defenses: Takes half damage from electrical spells and attacks Special Weaknesses: N/A [[ DM makes a /roll2 to determine loot drop.]] Treasure Table: 1-4 No loot 5-7 Black Pearl 8-10 Sulphuric Ash 11-12 Shocker Scale

Will 'o' Wisp Body: 2 Mind: 2 Spirit: 2 AC: 0 Combat Modifier: +0 Class: Angelic Movement: 30ft/turn flying Attacks: N/A Special Attack: The Will o Wisp has no damaging attack, a successful "hit" from a Will o Wisp will cause the target to glow, increasing it's vulnerability on the battlefield. All attacks against the target are at +1 to hit until the end of the target's next round. Special Defenses: The Will o Wisp is immune to all Body type damage, only being effected by damage to Mind or Spirit Special Weaknesses: Angelic creature: Takes double damage from Shadow type attacks. [[ DM makes a /roll2 to determine loot drop.]] Treasure Table: 1-4 No loot 5-7 Grave Dust 8-10 Organic Oil 11-12 Divine Topaz

Pegasus Body: 5 Mind: 5 Spirit: 5 AC: 0 Combat Modifier: +0 Class: Large Angelic Creature Movement: (movement on ground, flight, water etc in ft per turn) Attacks: A Pegasus tramples it's target for 2 Body damage. Special Attack: Swoop: Once every 3 turns the Pegasus can make a swooping attack, trampling attack against all targets in a 60ft straight line. Dealing 2 Body damage against each target hit. Special Defenses: N/A Special Weaknesses: Angelic. Takes double damage from Shadow attacks. [[ DM makes a /roll2 to determine loot drop.]] Treasure Table: 1-2 Gazer Wing 3-4 Corrupted Hippogriff Feather 5-6 Pegasus Hair 7-8 Celestial Feather 9-10 Astral Diamond 11-12 Arcanite Ore

Adult Shocker Lizard Body: 7 Mind: 7 Spirit: 7 AC: 6 Combat Modifier: 0 Class: Celestial Animal Movement: 50ft Attacks: The bite of a Shocker Lizard causes 2 Body damage Special Attack: The mature Shocker Lizard is able to control how and when to use it's ability. Once every 2 turns the Shocker Lizard may attack all enemies within 10 ft with it's electrical attack (no firendly fire). Those hit take no damage but will suffer -2 to their next attack roll. Those wearing Wind Regalia may ignore this penalty. Special Defenses: Takes half damage from electrical spells and attacks Special Weaknesses: N/A [[ DM makes a /roll2 to determine loot drop.]] Treasure Table: 1-4 No loot 5-7 Black Pearl 8-10 Sulphuric Ash 11-12 Shocker Scale
ฮจโ•โ•๐“ก๐“Ÿ ๐“ข๐”‚๐“ผ๐“ฝ๐“ฎ๐“ถ๐“ผโ•โ•ฮจ / monster-guide / Isle of Arachne Spiders
Scuttlers Body: 2 Mind: 2 Spirit: 2 Attacks: Tiny, venomous newborns, their bites delivered in unseen swarms. Their attacks do 2 body damage to the target. Tresure Table: (1-4) No Loot, (5-8) 1 Anima Orb, (9-12) 1 Gold Ingot
Hunters Body: 3 Mind: 3 Spirit: 3 Attacks: Agile and aggressive, leaping from webs to ensnare prey. Their attacks do 3 body damage to the target. Treasure Table: (1-4) No Loot, (5-8) 2 Anima Orbs, (9-12) 2 Gold Ingots
Weavers Body: 4 Mind: 4 Spirit: 4 Attacks: Massive creatures, blind but with an uncanny sense of vibration, crafting webs as strong as steel and laced with potent paralytic venom. Their attacks do 2 body damage to the target. If struck, the victim must beat a DC4 to avoid being paralyzed for 1 turn. Treasure Table: (1-2) No Loot, (3-4) 1 Shadow Iron Ingot, (5-6) 2 Anima Orbs, (7-8) 2 Black Pearls, (9-10) 2 Living Iron, (11-12) 2 Night Shade
Razorbacks Body: 5 Mind: 5 Spirit: 5 Attacks: These hulking spiders, with carapaces as hard as steel and limbs tipped with razor-sharp blades. Their ferocity was legendary, and their attacks were swift and brutal. Their attacks do 3 body damage to the target. Treasure Table: (1-2) No Loot, (3-4) 1 Smokey Quartz, (5-6) 2 Anima Orbs, (7-8) 1 Platinum Ingot, (9-10) 1 Nox Emerald, (11-12) 2 Night Shade
Wardens Body: 6 Mind: 6 Spirit: 6 AC: 6 Attacks: Towering behemoths, their exoskeletons hardened like obsidian. Their attacks do 4 body damage to the target. Treasure Table: (1-2) 1 Gold Ingot, (3-4) 2 Shadow Iron Ingot, (5-6) 2 Anima Orbs, (7-8) 2 Astral Diamonds, (9-10) 2 Living Iron, (11-12) 1 Arcanite Ore
Generals Body: 10 Mind: 10 Spirit: 10 Attacks: Elusive and monstrous, these master strategists coordinated the island's defenses, their intelligence rumored to rival any human commander. Their attacks do 5 body damage to the target. Treasure Table: (1-2) 2 Gold Ingots, (3-4) 3 Shadow Iron Ingot, (5-6) 3 Anima Orbs, (7-8) 3 Rhodium Ingots, (9-10) 2 Arcanite Ore, (11-12) 3 Soul Sapphire
Guardian Spider Body: 15 Mind: 15 Spirit: 15 Bonus: +3 to attack rolls only Attacks: While their primary function is defense, Guardian Spiders can also fight offensively. They can spit a caustic venom and their claws can inflict significant damage. However, they are not as agile as hunting spiders. (3 Body Damage per attack) Special Abilities: The defining characteristic of Guardian Spiders is their ability to project a magical barrier. By channeling their own magical reserves, they create a dome-shaped shield around their Queen that prevents all magical attacks on her, but does not protect the Guardian Spider. Weaknesses: Their size and bulky exoskeletons make them less agile than hunting spiders and cannot dodge attacks as effectively (-1 to defense rolls). They also have an aversion to extreme cold. A well-placed blast of freezing magic will do double damage. Treasure Table: (1-2) 3 Gold Ingot, (3-4) 4 Shadow Iron Ingot, (5-6) 4 Anima Orb, (7-8) 4 Rhodium Ingot, (9-10) 3 Arcanite Ore, (11-12) 4 Soul Sapphire
Queen Spider Body: 30 Mind: 30 Spirit: 30 AC: 8 Bonus: +5 to all rolls Attacks: Her primary weapon is a pair of enormous, wickedly curved mandibles. Made from a black, obsidian-like chitin, they are strong enough to crush stone & shear through bone. Their edges are razor-sharp, capable of slicing through flesh with sickening ease. The Queen possesses immense strength, allowing her to leap vast distances and pin opponents beneath her prodigious weight. Her eight legs, thick and muscular, are capable of delivering bone-crushing blows or impaling victims with barbed tips.(5 Body Damage per attack) Special Abilities: By manipulating the flow of magic from the Crimson Eye, the Queen can produce webs of shimmering, crimson energy. The webs trigger a searing pain that stuns & weakens anyone struck. Additionally, the webs drain a victim's life force, strengthening the Queen and fueling her powers. (3 body damage per strike and the queen get a +3 body healing effect) Special Abilities: The Crimson Eye allows the Queen to tap into the deepest fears of those around her. With a focused thought, she can project horrifying illusions specifically tailored to each victim's psyche. These illusions can be so realistic that they can drive even the bravest warriors to madness or surrender. (Auto-Hit -- Victim must beat a DC:6 or suffer 2 spirit damage.) Special Abilities: Channeling the Crimson Eye's power, the Queen can unleash a deafening sonic scream in a cone 10ft wide and 30ft long. This scream, a concentrated wave of pure magical energy, can shatter eardrums, disrupt internal organs, and even scramble the minds of everyone caught in it. (2 Body Damage if unable to evade. Those hit must beat DC:4 or suffer an additional -2 Mind) Treasure Table: (1-2) 4 Gold Ingot, (3-4) 5 Shadow Iron Ingot, (5-6) 5 Anima Orb, (7-8) 5 Rhodium Ingot, (9-10) 4 Arcanite Ore, (11-12) 5 Soul Sapphire 2 rolls
ฮจโ•โ•๐“ก๐“Ÿ ๐“ข๐”‚๐“ผ๐“ฝ๐“ฎ๐“ถ๐“ผโ•โ•ฮจ / monster-guide / Dreadspire Enemies
Phantom Blight Body: 9 Mind: 10 Spirit: 8 Class: Demonic Creature AC: 5 Bonus: 1 Attacks: Toxic Spores: Description: The Phantom Blight releases a cloud of toxic spores that can cause severe respiratory issues and weaken the target. Damage: 2 Body. Corrosive Touch: (Every 3 rounds) Description: A touch attack that corrodes flesh, dealing physical damage and draining the body's vitality. Damage: 1 Body. DC: 7 or the effect will linger doing 1 Body Damage on the target's turn until the target passes the DC. Treasure Table: (roll 2x) (1) No Loot, (2) 1 Ginger, (3) 1 Nightshade, (4) 1 Blood Moss, (5) 1 Sulfuric Ash, (6) 1 Mandrake, (7) 2 Vertite Ingots, (8) 1 Abyssal Horror Bone, (9) 1 Corrupted Hippogriff Feather, (10) 1 Gazer Wing, (11) 2 Black Pearls, (12) 1 Soul Sapphire

Dread Mire Body: 10 Mind: 7 Spirit: 8 Class: Demonic Creature AC: 5 Bonus: 0 Attacks: Shadow Leech: Description: The Dread Mire emits tendrils of shadow that wrap around its target, draining both physical and mental vitality. This attack saps the life force and weakens the victim's resolve. Damage: 1 Body / 1 Mind. Dark Illusion Mirage: (Every 3 rounds) Description: The Dread Mire conjures an illusory mirage that plays tricks on the senses, blurring vision and causing the target to become disoriented. DC:5 or become confused and lose a round of combat Damage: 2 Spirit. Treasure Table: (roll 2x) (1) No Loot, (2) 1 Garlic, (3) 2 Nightshade, (4) 1 Blood Moss, (5) 1 Mandrake, (6) 2 Valorite Ingots, (7) 1 Living Iron, (8) 1 Gazer Wing, (9) 2 Astral Diamonds, (10) 1 Judgment Ruby, (11) 1 Healing Sapphire, (12) 1 Soul Sapphire

Spire Demon Body: 9 Mind: 10 Spirit: 8 Class: Demonic Creature AC: 5 Bonus: 1 Attacks: Bone Spike Lunge: Description: The Spire Demon lunges forward, impaling its target with sharp bone spikes. The spikes cause severe bodily harm. Damage: 2 Body. Spire Grasp: (Every 3 rounds) Description: The Spire Demon extends dark, grasping spikes that bind the target, causing physical damage and potentially pinning them to the ground. Damage: 1 Body. Make a DC 6 roll or be unable to dodge or evade for 1 round. Treasure Table: (roll 2x) (1) No Loot, (2) 1 Ginger, (3) 2 Nightshade, (4) 1 Blood Moss, (5) 1 Sulfuric Ash, (6) 1 Mandrake, (7) 1 Iron Ingot, (8) 1 Abyssal Horror Bone, (9) 1 Corrupted Hippogriff Feather, (10) 1 Gazer Wing, (11) 1 Smoking Quartz, (12) 1 Judgment Ruby

Shadow Wraith Body: 5 Mind: 6 Spirit: 9 Class: Demonic Creature AC: 7 Bonus: 2 Attacks: Shadow Lash: Description: The Shadow Wraith latches onto its target with a whip of dark energy, causing painful bodily harm. Damage: 2 Body. Dark Pulse: (Every 2 rounds) Description: A burst of dark energy that disrupts the target's spiritual essence, causing confusion and temporary loss of focus. Damage: 2 Spirit. Treasure Table: (roll 2x) (1) No Loot, (2) 1 Garlic, (3) 1 Nightshade, (4) 2 Iron Ingots, (5) 1 Mandrake, (6) 1 Sulfuric Ash, (7) 1 Living Iron, (8) 1 Abyssal Horror Bone, (9) 2 Valorite Ingots, (10) 1 Gazer Wing, (11) 1 Judgment Ruby, (12) 1 Healing Sapphire
ฮจโ•โ•๐“ก๐“Ÿ ๐“ข๐”‚๐“ผ๐“ฝ๐“ฎ๐“ถ๐“ผโ•โ•ฮจ / monster-guide / The Order of the Eternal Prism
1. Sir Alric Dawnshield (Squad Leader) โ€ข Race: Highborn Aasimar โ€ข Class: Prism Knight (Holy Defender) โ€ข Attributes: o Body: 9 o Mind: 7 o Spirit: 5 o Combat bonus +8 o AC 10 โ€ข Abilities: o Radiant Bulwark: Gains +2 AC against physical attacks and grants allies within 10 feet a +1 AC bonus. o Aegis of the Prism: Can create a shimmering barrier that absorbs the next physical attack. Once per scene o Blinding Smite: A melee strike that deals extra Light damage and forces the target to make a Mind save vs DC 8 or be blinded for a turn. โ€ข Gear: o Dawnbreaker Shield ( absorbs the first critical hit in combat on him ) o Prismforged Longsword 3 body 3 mind 3 spirit (Deals extra Light damage to abyssal creatures) __ 2. Sister Lyara Solvail (Mage) โ€ข Race: Half-Elf โ€ข Class: Lightweaver (Holy Battle Mage) โ€ข Attributes: o Body: 5 o Mind: 10 o Spirit: 6 o Combat bonus +4 o AC 6 โ€ข Abilities: o Solar Lance: Fires a concentrated beam of radiant energy, dealing Light and Fire damage. 4 body 1 mind 1 spirit o Prismatic Wards: Grants allies resistance to physical damage for 3 rounds. All physical damage is halved o Auric Nova: Releases a burst of radiant energy, healing allies and damaging shadow-aligned enemies. 2 body 2 mind 2 spirit โ€ข Gear: o Sunfire Staff (Empowers Light spells, +1 Mind) o Woven Prism Robes (Grants resistance to piercing and slashing damage by half) __ 3. Captain Rurik Ironbound (Tank & Melee Specialist) โ€ข Race: Dwarven Stoneborn โ€ข Class: Adamant Sentinel (Heavy Defender) โ€ข Attributes: o Body: 10 o Mind: 6 o Spirit: 4 o Combat bonus +6 o AC 10 โ€ข Abilities: o Unbreakable Stance: Rurik can root himself in place, gaining damage resistance but losing movement for a turn. Gains +4 AC for the turn o Stoneguardโ€™s Challenge: Forces a single enemy to focus attacks on him for 2 turns. โ€ข Gear: o Everstone Warhammer 6 body __ 4. Seraphis Dawnseer (Support & Healer) โ€ข Race: Human โ€ข Class: Auric Cleric (Holy Healer) โ€ข Attributes: o Body: 6 o Mind: 9 o Spirit: 7 o Combat bonus +4 o AC 6 โ€ข Abilities: o Beacon of Hope: Grants all allies within 20 feet +2 on DC saving throws . o Divine Rejuvenation: Heals an ally and grants them resistance to the next attack. Heals 3 body 3 mind and +2 AC โ€ข Gear: o Saintโ€™s Ward (A sacred tome that empowers healing spells) __ 5. Vaelith "The Prism Fang" (Ranged Specialist) โ€ข Race: Elf โ€ข Class: Solar Marksman โ€ข Attributes: o Body: 8 o Mind: 7 o Spirit: 5 o Combat bonus +6 o AC 6 โ€ข Abilities: o Piercing Lightshot: Fires a radiant-charged arrow that ignores armor.3 body 3 mind 1 spirit o Hallowed Precision: Gains a bonus to attack rolls against creatures aligned with darkness. +2 to combat bonus โ€ข Gear: o Prismforged Longbow (Arrows gain Light damage against abyssal foes +2 body)
ฮจโ•โ•๐“ก๐“Ÿ ๐“ข๐”‚๐“ผ๐“ฝ๐“ฎ๐“ถ๐“ผโ•โ•ฮจ / monster-guide / The Covenant of the Endless Maw
"Squad Name: Mawborn Reapers" 1. Voryx the Hungering (Squad Leader) โ€ข Race: Abyssal Revenant โ€ข Class: Dread Reaver (Dark Champion of the Endless Maw) โ€ข Attributes: o Body: 8 o Mind: 6 o Spirit: 7 o Combat bonus +6 o AC 10 โ€ข Abilities: o Void Maw Strike: Melee attack that devours part of the targetโ€™s essence (Heals Voryx for half the damage dealt) Deals 3 body 3 mind 3 spirit. o Howl of the Maw: A terrifying scream that causes Fear in enemies within 20 feet. Target must roll DC vs 8 or loss there next Action (action loss is any action the player would take next attack or defensive) โ€ข Gear: o Twin Abyssal Cleavers (Soul-harvesting blades) 2 body 4 mind o Mawforged Plate (+2 AC, reduces Mind damage taken by 2) __ 2. Xallith the Flayer (Mage) โ€ข Race: Fallen Tiefling โ€ข Class: Abyssal Warlock โ€ข Attributes: o Body: 6 o Mind: 9 o Spirit: 10 o Combat bonus +4 o AC 6 โ€ข Abilities: o Phantasmal Evisceration: Launches a spectral tendril that rips at an enemyโ€™s mind and body, dealing both physical and Spirit damage. 3 body, 3 spirit o Tendrils of the Maw: Conjures black, writhing tendrils that ensnare and strangle enemies within a 15-ft radius. DC vs 8 or become trapped and may reroll to break free during players start of turn o Soul Gorge: Can drain the life force of a weakened foe to restore their own power. 4 body dmg to player Xallith gains 4 body โ€ข Gear: o Mawbound Grimoire (Enhances all Spirit-based magic) o Cloak of the Abyss (+1 resistance to Spirit damage) __ 3. Zhulra the Bonecarver (Assassin & Scout) โ€ข Race: Shadowborn (Maw-blessed human) โ€ข Class: Nightblade of the Maw โ€ข Attributes: o Body: 9 o Mind: 7 o Spirit: 6 o Combat bonus +6 o AC 8 โ€ข Abilities: o Haste o Umbral Step: Can teleport between shadows up to 30 feet. o Silent Reaper: If Zhulra attacks an enemy who is unaware, the strike deals double damage. o Crimson Offering: Stabbing an enemy causes their blood to seep into the ground, slowing them and weakening their defenses. On a successful target losses 1 AC till end of scene (can not go into negative) โ€ข Gear: o Serrated Mawfang Daggers 4 body 4 mind 2 spirit __ 4. Dhorgul the Gore Prophet (Support & Debuff Specialist) โ€ข Race: Abyssal-Blessed Orc โ€ข Class: Flesh-Shaman โ€ข Attributes: o Body: 7 o Mind: 8 o Spirit: 9 o Combat bonus +4 o AC 6 โ€ข Abilities: o Blood Tithe: Sacrifices HP to empower an allyโ€™s attack, adding extra damage. 1 body for +2 body damage o Mawโ€™s Benediction: Creates a zone of abyssal energy that heals allies but harms enemies. 3 body 2 mind every start of combat list turn โ€ข Rend Reality: Tears a rift in space, dealing AoE in a 20 ft circle of 5 Spirit damage Gear: o Mawtooth Totem (Amplifies healing effects) +2 to any heal any heal an allies gets o Ritualistโ€™s Bone Staff __ 5. Krell "The Red Hunger" (Berserker) โ€ข Race: Half-Demon โ€ข Class: Blood-Frenzied Ravager โ€ข Attributes: o Body: 10 o Mind: 4 o Spirit: 7 o Combat bonus +6 o AC 10 โ€ข Abilities: o Unstoppable Onslaught (Conditional haste): If Krell kills an enemy, he gains another attack immediately. o Rage of the Maw: While at half HP or lower, Krell deals extra damage but takes more in return. Deals double and takes double o Flesh Reaver: A portion of damage dealt heals Krell. Half damage delt heals krell โ€ข Gear: o Mawcrusher Greataxe (Deals +3 damage if Krell is below 50% HP) o Spiked Bloodplate
ฮจโ•โ•๐“ก๐“Ÿ ๐“ข๐”‚๐“ผ๐“ฝ๐“ฎ๐“ถ๐“ผโ•โ•ฮจ / monster-guide / Slimes of the Abyss

Abyssal Cube Body: 8 Mind: 8 Spirit: 8 AC: 6 Combat Modifier: +1 Class: Unaligned Movement: 15 ft Attacks: The Abyssal Cube can produce a Pseudopod arm to attack those a few feet away. The arm does 2 Body Damage from the acid. Special Ability: If the Abyssal Cube moves close to a foe, it can attempt to Engulf them. If pulled inside the cube, the victim takes 2 Body Damage per round till pulled free. DC: 8 to pull them to safety. Those attempting to free the victim takes 2 Body Damage from the acid. All melee attacks to the Abyssal Cube will damage the attacker by 2 Body Damage per strike. [[ DM makes a /roll12 to determine loot drop.]} Treasure Table: (1-2) No Loot, (3-4) 2 Silver Ingot , (5-6) 1 Anima Orbs, (7-8) 2 Gold Ingot, (9-10) 1 Zoogie Fungus, (11-12) 1 Soul Sapphire *Abyssal Cubes can make attacks with it's Pseudopod arms, or attempt to engulf a foe. *

Blood Slime Swarm Body: Variable (2-10) Mind: Variable (2-10) Spirit: Variable (2-10) AC: 0 Combat Modifier: Variable (1-5 +0, 6-10 +1) Class: Slime, Swarm Movement: 20ft land, climb, swim Attacks: Make one attack against each enemy within the radius of the swarm (radius is number of members of the swarm in feet). A successful attack causes 1 Body damage, and increases the number in the swarm by 1, increasing the swarm stats by 1/1/1. Special Defenses: Swarm: Attacks which attack a single target will cause only 1 damage per hit, destroying a single Blood Slime (reducing Swarm stats by 1). Any AOE attack will cause DOUBLE DAMAGE to the swarm, killing many slimes in a single attack. Reproduce: By feeding on the blood of it's victims, the Blood Swarm quickly reproduces. Each successful hit by the swarm will cause a new Slime to join the swarm, increasing the Swarm stats by 1/1/1. Any new slimes causing the stats to go above 10 will form a new swarm of their own. Infest. When a Blood Slime Swarm encounters a corpse, either their own kill or that of another. They will "infest' the corpse. A Slime will enter the remains, reducing the slime size and strength by 1. Up to 24 hours later (2D12 in hours), the corpse will reanimate as a Slime Creature. Special Weaknesses: Cold. Blood Slimes take double damage from cold attacks (single target attacks still only kill 1 slime). Swarm: AOE attacks deal double damage to the Slime Swarm. This stacks with their Cold weakness. [[ DM makes a /roll12 to determine loot drop.]} Treasure Table: (1-2) No Loot, (3-4) 2 Copper Ingot , (5-6) 2 Anima Orbs, (7-8) 3 Frightner Blood , (9-10) 1 Zoogie Fungus, (11-12) 1 Burning Ruby

Slime Creature Slime Creature is a template which can be applied to any creature with a physical body Body: as base creature Mind: as base creature Spirit: as base creature AC: 0 Combat Modifier: as base creature Class: becomes Slime Movement: Land, Climbing and Swimming at 30ft per round. Looses flying abilities. Attacks: All types of attacks are replaced with psuedopod attacks, multiple attacks creatures gain multiple pseudopod attacks. Pseudopod: The pseudopod arm does 2 Body Damage from the acid and can stretch up to 15ft from the slime. Special Attack: All special attacks and abilities are removed, instead the Slime Creature has Engulf. If the Slime Creature moves next to an enemy, they may attempt to Engulf them, an attack roll must be made, and if it hits, the victim is pulled inside the Slime Creature, the victim takes 2 Body Damage per round till pulled free. DC: 8 to pull them to safety. Those attempting to free the victim takes 2 Body Damage from the acid. All melee attacks to the Abyssal Cube will damage the attacker by 2 Body Damage per strike. Special Defenses: Remove all special defenses and immunities Special Weaknesses: Replace all special weaknesses with Weakness to Cold: A Slime Creature takes double damage from cold and ice based attacks. [[ DM makes a /roll12 to determine loot drop.]] Usual Loot Drops are replaced with the below loot table. Treasure Table: (1-2) No Loot, (3-4) 2 Silver Ingot , (5-6) 1 Anima Orbs, (7-8) 2 Gold Ingot, (9-10) 1 Zoogie Fungus, (11-12) 1 Soul Sapphire
ฮจโ•โ•๐“ก๐“Ÿ ๐“ข๐”‚๐“ผ๐“ฝ๐“ฎ๐“ถ๐“ผโ•โ•ฮจ / monster-guide / Jotun
Frost wolf Body: 4 Mind: 4 Spirit: 4 Class: Jotun AC: 0 Bonus: 0 Attacks: Frost wolves can bite or claw for 2 body Weakness: Frost wolves take double damage from Fire spells and attacks [[ DM makes a /roll12 twice to determine loot drop.]} Treasure Table: (1-2) No Loot, (3-4) 1 shadow Iron Ingot, (5-6) 1 Anima Orbs, (7-8) 2 black pearls, (9-10) 1 Nox crystal, (11-12) 2 Night Shade

ROC Body: 8 Mind: 8 Spirit: 8 Class: Jotun AC: 0 Bonus: +1 Attacks: Roc can claw or pack for 2 BODY dmg, headbutt for 4 body dmg Special Ability: Feather shot: A Roc can shoot out there Giant Feathers (8 Body DMG) Fear Aura: makes the target people fear the bird (DC 4: If failed the people lose 1 spirit) [[ DM makes a /roll12 twice to determine loot drop.]} Treasure Table: (1-2) No Loot, (3-4) 1 shadow Iron Ingot, (5-6) 1 Anima Orbs, (7-8) 2 black pearls, (9-10) 1 Burning Ruby, (11-12) 2 Night Shade ROC can make either 1 attack per round, or it can unleash it's Fear Aura once every 2 rounds, and use it's feather shot every 2 rounds

Bulette Body: 12 Mind: 12 Spirit: 12 Class: Jotun AC: 6 Bonus: +2 Attacks: Bulette can slam its body for 2 BODY dmg, bite for 3 body dmg Special Ability: Burrow: A Bulette can burrow under ground and pop up at a random point biting their target (4 Body DMG) while burrowed they cant be targeted for attack , but the burrow takes 1 turn before they may bite [[ DM makes a /roll12 twice to determine loot drop.]} Treasure Table: (1-2) 2 Platinum Ingots, (3-4) 1 Gold Ingot, (5-6) 1 Anima Orbs, (7-8) 2 Shadow Iron Ingots (8-10) 1 Soul Sapphire (11-12) 2 Nox Crystal Bulette can make either 1 attack per round, or it can burrow once every 3 rounds

Frost Giant Body: 15 Mind: 15 Spirit: 15 Class: Jotun AC: 9 Combat Modifier: + 4 Attacks: The ice giant can strike with it's gigantic club for 3 Body, 2 Mind, and 2 Spirit. Special Ability: Frost breath. The frost giant can unleash a massive breath of frost in all directions hitting everyone around him. If hit, the players take 3 Body Dmg. Weakness: Frost Giants take double damage from Fire spells and attacks [[ DM makes a /roll12 -Twice- to determine total loot.]} Treasure Table: (1-2) 2 Vertite Ingots, (3-4) 2 Astral Diamond , (5-6) 1 Rhodium Ingot, (7-8) 1 Valorite Ingot, (9-10) 3 Living Iron, (11-12) 3 Nox crystal The frost giant can make either 1 attack per round, or it can unleash it'sfrost breath once every 4 rounds.

Ice Dragon Body: 25 Mind: 25 Spirit: 25 Class: Draconic AC: 10 Combat Modifier: 5 Attacks: Ice dragon attacks either with it's claws, bite, or it's tail. The damage is 3 Body/ 3 Spirit per hit. Special Ability: ice Breath Weapon 20 ft wide that reaches for 100 feet. (5 body Dmg) DC:7 Blizzard: Will blind every one in a 20 foot wide radious DC: 7 to beat blindness or lose 1 turn and 3 spirit [[ DM makes a /roll12-TWICE to determine loot drop.]] Treasure Table: (1-2) 3 Void Dragon Scales, (3-4) 3 Valorite Ingots, (5-6) 4 Anima Orbs, (7-8) 3 Rhodium Ingots, (8-10) 3 Astral Diamonds, (11-12) 3 Soul Sapphire The Ice Dragon can make either 1 attacks per round, or it can unleash it's breath weapons once every 3 rounds.
ฮจโ•โ•๐“ก๐“Ÿ ๐“ข๐”‚๐“ผ๐“ฝ๐“ฎ๐“ถ๐“ผโ•โ•ฮจ / monster-guide / Abyssal Nature
Dead Root Warrior Body:8 Mind:8 Spirt:8 Class: Abyssal Nature AC:4 Bonus: 0 Attacks: Root Slash: Description: The dead root warriors root slash comes from its elongated fingers. the razor sharp root ends deal a painful slash of 3 body damage. Death Grip: The death grip of the Dead Root Warrior sends out roots from its torso that grips its target causing continuous crushing of 1 body damage. Target must beat DC:5 to free themself from the grip or suffer 1 body damage for 2 rounds. Weakness: Dead Root Warrior takes double damage from all fire. [DM makes a /roll12 to determine loot drop.]} Treasure Table: (1-2) 2 Zoogi Fungus, (3-4) 2 Blood Moss, (5-6) 1 Mandrake, (7-8) 1 Valorite Ingot, (9-10) 1 Petrified Amber, (11-12) 1 Elder Branch
Oak Maiden Body:15 Mind:15 Spirt:15 Class: Abyssal Nature AC:0 Bonus: 0 Attacks: Poison Sap Drip: The Oak Maidens poison sap drip causes her skin to be coated with poison sap. When touched by a target the sap then spreads onto them causing 2 body damage until the poison is cured.
  • Oak Maiden wields a Elder Short sword dealing 2 body damage per strike. due to her poison drip the sap from her skin dripping down to the sword gives it the ability to cause an additional 1 body damage.
Special Abilities: Elder Oak Blast: with the elder oak the Oak Maiden is able to once per round emit a blast of oak spores. the spore attach to targets in a 30 ft radius and explode causing 1 body damage. Weakness: Oak Maiden takes double damage from all fire. [DM makes a /roll12 to determine loot drop.]} Treasure Table: (1-2) 2 Zoogi Fungus, (3-4) 2 Blood Moss, (5-6) 1 Mandrake, (7-8) 1 Valorite Ingot, (9-10) 1 Petrified Amber, (11-12) 1 Elder Branch
ฮจโ•โ•๐“ก๐“Ÿ ๐“ข๐”‚๐“ผ๐“ฝ๐“ฎ๐“ถ๐“ผโ•โ•ฮจ / monster-guide / A City in Chaos - Infected Enemies
Citizens of Arktosburg -- Before the virus started.
Infected Arktosburg Citizen Severity 1: Frenzy Body: 3 Mind: 3 Spirit: 3 Class: Ursari (humanoid bear) AC: 0 Bonus: 0 Attacks: Mauling Strikes: Description: The infected citizen lashes out with a Frenzy attack with its massive paws and claws. Damage: 2 Body. Mighty Roar: (Every 3 rounds) Description: The infected Ursari lets out a mighty roar that knocks back every enemy in a 10 foot radius. Damage: 1 Body. DC: 5 or those impacted by the roar will be knocked down and lose 1 turn and 1 Spirit. Treasure Table: (roll 1x) (1) 2 Anima Orbs, (2) 1 Ginger, (3) 1 Nightshade, (4) 1 Blood Moss, (5) 1 Sulfuric Ash, (6) 1 Mandrake, (7) 2 Vertite Ingots, (8) 1 Abyssal Horror Bone, (9) 1 Corrupted Hippogriff Feather, (10) 1 Gazer Wing, (11) 2 Black Pearls, (12) 1 Soul Sapphire
Infected Arktosburg Citizen Severity 2: Rage Body: 5 Mind: 5 Spirit: 5 Class: Ursari (humanoid bear) AC: 4 Bonus: 0 Attacks: Mauling Strikes: Description: The infected citizen lashes out with a Rage attack with its massive paws and claws. Damage: 2 Body and 2 Spirit. Mighty Roar: (Every 3 rounds) Description: The infected Ursari lets out a mighty roar that knocks back every enemy in a 12 foot radius. Damage: 1 Body. DC: 7 or those impacted by the roar will be knocked down and lose 1 turn and 2 Spirit. Treasure Table: (roll 1x) (1) 4 Anima Orbs, (2) 1 Ginger, (3) 1 Nightshade, (4) 1 Blood Moss, (5) 1 Sulfuric Ash, (6) 1 Mandrake, (7) 2 Vertite Ingots, (8) 1 Abyssal Horror Bone, (9) 1 Corrupted Hippogriff Feather, (10) 1 Gazer Wing, (11) 2 Black Pearls, (12) 1 Astral Diamond
Infected Arktosburg Citizen Severity 3: Fury Body: 8 Mind: 8 Spirit: 8 Class: Ursari (humanoid bear) AC: 4 Bonus: 2 Attacks: Mauling Strikes: Description: The infected citizen lashes out with a Fury attack with its massive paws and claws. Damage: 2 Body, 2 Mind, 2 Spirit. Mighty Roar: (Every 3 rounds) Description: The infected Ursari lets out a mighty roar that knocks back every enemy in a 14 foot radius. Damage: 2 Body. DC: 9 or those impacted by the roar will be knocked down and lose 1 turn and 2 Spirit. Treasure Table: (roll 1x) (1) 6 Anima Orbs, (2) 1 Petrified Amber, (3) 1 Nightshade, (4) 1 Blood Moss, (5) 1 Sulfuric Ash, (6) 1 Elder Branch, (7) 2 Vertite Ingots, (8) 1 Abyssal Horror Bone, (9) 1 Corrupted Hippogriff Feather, (10) 1 Gazer Wing, (11) 2 Black Pearls, (12) 1 Nox Emerald
Infected Arktosburg Citizen Severity 4: Berserk Body: 10 Mind: 10 Spirit: 10 Class: Ursari (humanoid bear) AC: 6 Bonus: 2 Attacks: Mauling Strikes: Description: The infected citizen lashes out with a Berserk attack with its massive paws and claws. Damage: 3 Body. Mighty Roar: (Every 3 rounds) Description: The infected Ursari lets out a mighty roar that knocks back every enemy in a 16 foot radius. Damage: 3 Body. DC: 5 or those impacted by the roar will be knocked down and lose 1 turn and 3 Spirit. Treasure Table: (roll 2x) (1) 8 Anima Orbs, (2) 1 Ginger, (3) 1 Nightshade, (4) 1 Blood Moss, (5) 1 Sulfuric Ash, (6) 1 Mandrake, (7) 2 Valorite Ingots, (8) 1 Abyssal Horror Bone, (9) 1 Corrupted Hippogriff Feather, (10) 1 Gazer Wing, (11) 2 Black Pearls, (12) 1 Burning Ruby
Infected Arktosburg Citizen Severity 5: Carnage Body: 12 Mind: 12 Spirit: 12 Class: Ursari (humanoid bear) AC: 6 Bonus: 4 Attacks: Mauling Strikes: Description: The infected citizen lashes out with a Carnage attack with its massive paws and claws. Damage: 3 Body and 3 Spirit. Mighty Roar: (Every 3 rounds) Description: The infected Ursari lets out a mighty roar that knocks back every enemy in a 18 foot radius. Damage: 3 Body. DC: 7 or those impacted by the roar will be knocked down and lose 1 turn and 3 Spirit. Treasure Table: (roll 2x) (1) 10 Anima Orbs, (2) 1 Petrified Amber, (3) 1 Living Iron, (4) 1 Blood Moss, (5) 1 Sulfuric Ash, (6) 1 Elder Branch, (7) 2 Valorite, (8) 1 Nox Emerald, (9) 1 Divine Topaz, (10) 1 Judgement Ruby, (11) 1 Emberstone, (12) 1 Smokey Quartz
Infected Arktosburg Citizen Severity 6: Khaos Body: 15 Mind: 15 Spirit: 15 Class: Ursari (humanoid bear) AC: 8 Bonus: 4 Attacks: Mauling Strikes: Description: The infected citizen lashes out with a Khaos attack with its massive paws and claws. Damage: 3 Body, 3 Mind, 3 Spirit. Mighty Roar: (Every 3 rounds) Description: The infected Ursari lets out a mighty roar that knocks back every enemy in a 20 foot radius. Damage: 3 Body. DC: 9 or those impacted by the roar will be knocked down and lose 1 turn and 3 Spirit. Treasure Table: (roll 3x) (1) 20 Anima Orbs, (2) 1 Ginger, (3) 1 Living Iron, (4) 1 Blood Moss, (5) 1 Petrified Amber, (6) 1 Elder Branch, (7) 2 Valorite Ingots, (8) 1 Abyssal Horror Bone, (9) 1 Nox Emerald, (10) 1 Divine Topaz, (11) 1 Judgement Ruby, (12) 1 Emberstone

Infected Arktosburg Citizen Severity 7+: Death Cure Nest boss Body: 30 Mind: 30 Spirit: 30 Class: Ursari (humanoid bear) AC: 8 Bonus: 6 Attacks: Mauling Strikes: Description: The infected citizen lashes out with a Death attack with its massive paws and claws. Damage: 3 Body, 3 Mind, 3 Spirit. Infectious Roar: (Every 4 rounds) Description: The infected Ursari lets out a mighty roar that knocks back every enemy in a 40 foot radius. Damage: 3 Mind. DC: 9 or those impacted by the roar will become infected by the virus and will lose 1 body per round (starting with the current round) unless cured via a Purgo Caro Spell (free - neutralizing infection), Pharus de Lux, Sanatio Cercis, or a Greater Cure potion. Treasure Table: Will ALWAYS drop a cure sample no matter how it is defeated. (roll 3x) (1) 50 Anima Orbs, (2) 4 Vertite Ingots, (3) 4 Platinum Ingots, (4) 4 Rhodium Ingots, (5) 4 Petrified Amber, (6) 4 Living Iron, (7) 4 Valorite Ingots, (8) 4 Abyssal Horror Bone, (9) 1 Nox Emerald, (10) 1 Divine Topaz, (11) 1 Judgement Ruby, (12) 1 Emberstone