Monsters and NPCs

Global entries only.

Civilian(Human)

Monster • Animal • Level 0 • HP 8 • Armor 0 • Defence • Initiative 0

Flying Insect

Monster • Animal • Level 0 • HP 1 • Armor 0 • Defence • Initiative 16

Ground Insct

Monster • Animal • Level 0 • HP 1 • Armor 0 • Defence • Initiative 5

Horse

Monster • Animal • Level 1 • HP 35 • Armor 0 • Defence • Initiative 10

Large Fox

Monster • Animal • Level 1 • HP 7 • Armor 0 • Defence • Initiative 7
This cunning yet wary animal pounces on live prey.
Abilities
Fox Leap (Passive )
Gain a +6 bonus on jumping based athletic checks
Scent (Passive )
Gain a +5 bonus on tracking survival checks using smell

Wolf

Monster • Animal • Level 1 • HP 15 • Armor 0 • Defence • Initiative 8

Cheetah

Monster • Animal • Level 2 • HP 32 • Armor 0 • Defence • Initiative 12
Abilities
Cheetah Sprint (Active , 3)
The Cheetah can move 600ft, once per hour
Lethal Pounce (Active , 3)
The cheetah dashes up to 100ft, and makes 3 attacks with a +2 to AP, forcing the target to make a DC18 fortitude save. On a basic failure they are knocked prone Once per hour

Direwolf

Monster • Animal • Level 5 • HP 54 • Armor 0 • Defence • Initiative 14
Abilities
Lethal Pouce (Passive )
The first attack or grapple after moving gain a +4 to damage or +2 to the check
Pack Tactics (Passive )
When within 15ft of another direwolf and si attacking a creature it has attcked or is being attacked by in the pas turn, the direwolf gains a +2

Dire Leopard

Monster • Animal • Level 6 • HP 1 • Armor 0 • Defence • Initiative 10
Abilities
Pounce (Active , 1)
The jaguar dashes 20ft and makes an attack at the end of it, forcing the target of medium or smaller to make a fortitude save on-hit. On a failure, they are prone and you can make a attack ignoring MAP
Pack Tactics (Passive )
Attacking an enemy that is within 10ft of an ally, you gain +2 to hit and damage
Sneak Attack (Passive )
Attacking an off guard target does extra 1D6 damage, increaisng to 1D12 when from stealth

Great Eagle

Monster • Animal • Level 6 • HP 67 • Armor 0 • Defence • Initiative 10
Abilities
Eagle Flight (Passive )
Why flying the eagle gains a +5 to defence

Arcane Order Elite Battlemage

Monster • Great Arcane Order • Level 9 • HP 60 • Armor 1 • Defence • Initiative 13
Great Arcane Order
Abilities
Counterspell (Active , 1)
+15
Spell intercvept (Active , 1)
When you cast a spell with the magic missile tag, you can instead hold it till the end of the round. If someone casts a magic missile spell, you can attempt to intercept the spell with your current spell provided it is not of a 4 level gap or higher as a free reaction. Making a spell attack against the caster spell DC. If you intercept, both roll damage of your magic missile, if your damage is equal to half their spell damage + their casters spellcaster level. Their spell has no effect, else their spell goes through. If by the end of the round, no such opportunitues has been given you can cast your spell normally
Overwhelm intercept (Passive )
If you succesfull intercept a spell, you instead target the opponent with your magic missile spell you had use to intercept
Projectile Intercept (Passive )
Gain a +5 to intercept non magical ranged weapon attacks

Jaw Minion

Monster • Sogomere • Level 0 • HP 20 • Armor 0 • Defence • Initiative 0
Abilities
Chomp (Active , 3)
It can make an instead that does 25% of the target current HP extra on hit on crit and does bonus 2D8 on hit on normal attack

Flame Horror

Monster • Sogomere • Level 3 • HP 22 • Armor 0 • Defence • Initiative 0
Abilities
Fire Spray (Active , 2)
Can instead do this forcing a 5x15ft cone to make a basic reflex save, DC19 save, half damage on success and 0 on crit. Does 6D6 fire damage

Deathfiend

Monster • Sogomere • Level 4 • HP 47 • Armor 1 • Defence • Initiative 15
Abilities
Deadly Pouce (Active , 2)
The Hound after a move action can do a deadly pounce attack with a +8 to damage on an attack as part of this action after dashing 25ft

Bird

Monster • Level 0 • HP 1 • Armor 0 • Defence • Initiative 8
Abilities
Flight (Passive )

Cat

Monster • Level 0 • HP 8 • Armor 0 • Defence • Initiative 5

Fist Mercenary Recruit

Monster • Level 1 • HP 19 • Armor 18 • Defence • Initiative 3
With adequate training and decent armor, this fist recruit mercenary is a capable fighter at handling bandits and poorly equipped forces, though not excatly professional forces
Abilities
Attack (Active , 1)
Longsword 1D10 + 4, +4 to hit Crossbow 1D10 + 3, +4 to hit, Load

Golden Brotherhood Recruit

Monster • Level 1 • HP 19 • Armor 18 • Defence • Initiative 2
Humanoid Paldatan
Abilities
Attack (Active , 1)
1D6 + 5, +5 to hit
Raise Shield (Active , 1)
Decrease damage taken by 8

Shur-Constable (Recruit)

Monster • Level 1 • HP 15 • Armor 12 • Defence • Initiative 5
Paldatan Paldatan National Constable
The basic and untested constable of Paldatan’s local security force. Young, inexperienced but with some training and decent equipment
Abilities
Attack (Active , -)
Spear, 1D8 + 4, +5 to hit. Reach Baton 1D4 + 4, + 5 to hit, Agile
Tackle (Active , 1)
Make an attack with a +4 to hit, on hit force them to make a reflex save on fail, they become prone.

Ref-Constable(File Constable)

Monster • Level 2 • HP 31 • Armor 17 • Defence • Initiative 0
The more experienced Constables make up file constables, these are leaders of lower ranked constables and generall well trained. However, they are also often easily bribed and persuaded
Abilities
Attack (Active , 1)
Scimitar 1D8 + 6, +6 to hit, agile Spear 1D8 + 6, +6 to hit reach
Shield Block (Active , 1)
Raise a shield, thus able to use a reaction to reduce incoming damage by 8.

Bloodsand Jezzail

Monster • Level 3 • HP 35 • Armor 14 • Defence • Initiative 4
Bloodsand Pact Humanoid Paldatan
Armed with Jezzail’s and and optical scopes, these marksmen are deadly ambushere utilised by the Bloodsand as ambushers. Their long jezail muskets provide increased accuracy than normal arquebus, allowing them to hit targets accurately above standard musket range.
Abilities
Attack (Active , 1)
Jezzail, Load 2, Armor Piercing +7 +7 to hit, 2D6 + 7 damage
Headshot (Passive )
Make a ranged attack with a -5 to hit but +5 to damage and take the hit roll full value for armor piercing.

Owlbear

Monster • Level 4 • HP 70 • Armor 0 • Defence • Initiative 9
Abilities
Gnaw (Active , 1)
The owlbear has a creature grabbed with its talons. Effect The owlbear attempts to disembowel the creature with a beak Strike. If the Strike hits, the target must attempt a Will save. Critical Success The target is unaffected. Success The target is sickened 1. Failure The target is sickened 1 and slowed 1 as long as it remains sickened.
Bloodcurling Scream (Passive )
The owlbear unleashes a loud screech that terrifies its prey. Each creature in an 80-foot emanation must attempt a Will save. Regardless of the result, creatures are temporarily immune for 1 minute. Critical Success/ Success The creature is unaffected. Failure The creature is frightened for one turn Critical Failure The creature is terrified for one turn

Sogomerean Winged Minion

Monster • Level 4 • HP 35 • Armor 12 • Defence • Initiative 17
Fast and furious, the Sogomerean winged minion is a deadly and terrifying swarmer
Abilities
Crippling Surround (Active , 2)
Force a target to make a DC20 will save, on fail, surrounded off guard also applies -2 to their dodge
Furious Attack (Active , 1)
2D6 + 10, + 12 to attack, +5 AP
Keep up the attack (Passive )
When below 50% HP, do bonus 5 damage

Screamer

Monster • Level 5 • HP 55 • Armor 16 • Defence • Initiative 12
Screaming Spells from their horrific mouth this sogomereans beast dart in an out in the sky, unleashing a torrent of spears
Abilities
Curse of Thorns (Active , 2)
The target must make a saving throw. Taking 6D6 magical piercing damage. They gain a +1 stackimg bonus each time they repeat a saving throw CF. The target gains weakened(all) 1 , takes full damage and cannot takes reactions F The target takes full damage and gains weakened(all) 1 S Takes half damage CS No damage
Lightning Bolt (Active , 2)
From the caster in a straight line, targets make a saving throw. 6D6 Lightning Damage CS N/A S Half Damage F Full damage CF Full damage
Pool of Pain (Active , 2)
In the selected area, creatures who start their turn there must make a fortitude save, taking 1D8 necrotic damage CF They take double damage and gain weakened(Strength) 1 F They take normal damage and gain weakened(Strength) 1 S They take half damage CS They take 1 damage
Sonic Strike (Active , 1)
Fortitude Save DC19, 3D6 thunder on fail

Varduin War Construct Omen Marker

Monster • Level 5 • HP 30 • Armor 2 • Defence • Initiative 12
Construct Varduin
Abilities
Attach Guide (Active , 2)
Sustain 2, land on a varduin construct to give it advantage on attack rolls and ward +2
Markerlight (Active , 1)
Replace the range attack with a markerlight. Markerlight have a +5 to hit. When attacking targets with markerlight a Varduin creatures has a +5 to hit
Superior Construct (Passive )
Reduce non-magical damage by half.

Varduin War Construct Weaver

Monster • Level 5 • HP 50 • Armor 1 • Defence • Initiative 4
Construct Varduin
Abilities
Construct Sight (Active , 1)
Give a construct within 40ft a +5 to hit for 1 turn
Repair (Active , 1)
Cause a friendly construct it touch to heal for 2D8 for each action it uses
Superior Construct (Passive )
Reduce incoming non-magical damage by half

Sogomeren Headhunter

Monster • Level 6 • HP 65 • Armor 10 • Defence • Initiative 20
Fast, armored, these assassins are designed to surround and remove key targets
Abilities
Claw Strike (Active , 1)
+12 to hit, 6 AP, 1D8 +12
Demonic Kiss of Weakening (Active , 1)
Will save, DC20 CF: Weakened (Body + Mind) 5 F: Weakened (Body or Mind) 3 S/CS: N/A
Bring em down (Passive )
-2 to crit threshold when attacking a target that has been attacked by another Sogomere creature

Varduin War Construct Force Cannon Gunner

Monster • Level 6 • HP 88 • Armor 5 • Defence • Initiative 18
Construct Varduin
The primary support weapon carrier of Varduin construct formations. They are armed with a variety of deadly heavy weapons that can punch through even the heaviest armor
Abilities
Punch (Active , 1)
+10, 2D8 + 10
Streamatter Scythe(Alternate Weapon) (Active , 2)
10x30ft cone, Reflex save 8D6 force damage. For every 6 rolled, do additional 6 true damage
Superior Build (Passive )
Reduce non-magical damage by half

Varduin War Construct Shieldreaver

Monster • Level 6 • HP 88 • Armor 5 • Defence • Initiative 15
Construct Varduin
Abilities
Axe Charge (Active , 1)
Next attack does extra 2D8 force damage on-hit and gains +5AP
Raise Shimmershield (Active , 1)
Gain the shield block reaction to reduce damage by 15 and gain Ward 5.
Superior Form (Passive )
Reduce incoming non-magical damage by half.

Sogomerean Siege Engine

Monster • Level 7 • HP 250 • Armor 6 • Defence • Initiative 12
Massive and Hulking, this demonic construct is is immune to standard mortal weaponary and crushes those in its path.
Abilities
Melee: Backbreaker Smash (Active , 2)
15ft side by side, +12 to hit, 5 AP, 8D8 bludgeoning damage
Ranged: Soulfire Cannon (Active , 2)
500ft range, Either 6D8 fire damage 10ft blast with DC18 reflex save, half damage on success 1000ft range, +10 to hit, +20 AP, 5D10 force damage
Slamn (Active , 1)
DC21 fortitude or reflex save, prone on fail
Switch Modes (Passive )
Switch between range or melee mode. Automatically switches when in melee

Order of the Shining Hand Master(Astral)

Monster • Level 10 • HP 120 • Armor 4 • Defence • Initiative 14
Abilities
Untitled Ability (Active , -)
Ki Powers (MK1WYSP-1) You gain the following Ki powers you can spend to do the following Ki Rush - 2 Ki Points As an action, you may dash 40ft. Wholeness of Body - 2 Ki points As an action, choose to either attempt a contested check your spell/dc to remove a poison or disease or regain 8 hitpoints. This increases to 16 hitpoints at level 8, 24 at level 16 and 30 at level 20.
Untitled Ability (Active , -)
You can spend 1 ki point and a reaction to reduce fire, acid, cold, thunder and lightning damage by 1D10 + your monk DC.
Astral Echo (Active , -)
Spend 4 ki points so that for the next hour, When you move at least 10 feet, you leave behind an illusory afterimage that lasts until the start of your next turn. If an enemy targets you with an attack, they must make a Will Save: • Success: No effect. • Failure: They target the afterimage instead and waste their attack. • Critical Failure: They target the afterimage and are Off-Guard until the start of their next turn.
Flurry of Blows (Active , -)
Once per turn as an action, you can make 2 unarmed melee attacks with your first as an unarmed attack. These attacks account and take into account MAP.
Ki Blast (Active , -)
You can fire a blast of ki energy for one ki point using one of the options. You force the target to make a reflex save where they take half damage on success, or no damage on a critical success. Direct Blast (50ft range, target line or sight! 6D10 force damage Wide Blast(20ft cone) 6)D6 force damage
Catch and Return (Passive )
you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, roll a attack roll. If yours is higher or equal to their attack roll. You catch the missile if you can hold it in one hand, else you deflect it and it falls to the ground beside you.. If you catch missile in this way, you can spend 1 ki point to make a ranged attack (range 20 feet/60 feet) with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack. (bonus here is +14)

Sogomere Anointed Warrior

Monster • Level 10 • HP 111 • Armor 6 • Defence • Initiative 25
Abilities
Shield Block (Passive )
Reduce damage by 14
Unho;y Resilience (Passive )
Resistant to Radiant Damage. takes 5 damage less from crits

Jaguar

NPC • Animal • Level 2 • HP 36 • Armor 0 • Defence • Initiative 6
The third largest cat after lions and tigers, the jaguar is a robust, powerful animal. While not as nimble a climber as a leopard, they are still capable climbers and show even a greater propensity for aquatic habitats than tigers. These cats also sport among the most powerful bites in proportion to their size of the big cats, with a notable killing method used on smaller animals (though humanoids are notably included) is to bite the back of the head and crack the skull.
Abilities
Pounce (Active , 2)
The jaguar dashes 20ft and makes an attack at the end of it, forcing the target of medium or smaller to make a fortitude save on-hit. On a failure, they are prone and you can make a attack ignoring MAP

Lion

NPC • Animal • Level 2 • HP 45 • Armor 0 • Defence • Initiative 6
Abilities
Pounce (Active , 2)
Dash 15ft and make an attack, on-hit force it to make a fortitude save which knocks them prone on a failure
Pack Attack (Passive )
The lion deals 1d4 extra damage to any creature that's within reach of at least two of the lion's allies.
Sneak Attack (Passive )
Does 1D6 extra damage on off-guard

Great Stag

NPC • Animal • Level 5 • HP 60 • Armor 0 • Defence • Initiative 9
Abilities
Deepwood's Ward (Passive )
Reduce non-magical damage by 2D8
Great Stag Charge (Passive )
The Great Stag charges, dashing up to 40ft, making an attack at a target at the end of the attack. It's rider gains a +2 to hit and AP, while the stag makes an attack with a +5 to hit and does 2D12 +12 damage instead

2nd Class Great Arcane Order Mage

NPC • Great Arcane Order • Level 9 • HP 65 • Armor 0 • Defence • Initiative 13
Abilities
Counterspell (Passive )
+14 to counterspell

Order of the Shining Hand DIsciple(Astral)

NPC • Order Monk • Level 6 • HP 65 • Armor 3 • Defence • Initiative 14
Abilities
Catch and Return (Active , reaction)
you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, roll a attack roll. If yours is higher or equal to their attack roll. You catch the missile if you can hold it in one hand, else you deflect it and it falls to the ground beside you.. If you catch missile in this way, you can spend 1 ki point to make a ranged attack (range 20 feet/60 feet) with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack. (bonus here is +14)
Flurry of Blows (Active , 1)
Once per turn as an action, you can make 2 unarmed melee attacks with your first as an unarmed attack. These attacks account and take into account MAP.
Ki Blast (Active , -)
You can fire a blast of ki energy for one ki point using one of the options. You force the target to make a reflex save where they take half damage on success, or no damage on a critical success. Direct Blast (50ft range, target line or sight! 1 + Monk Level/4, round up)D10 force damage Wide Blast(20ft cone) 1 + Monk Level/4, round up)D6 force damage
Ki Powers (Active , -)
Ki Powers (MK1WYSP-1) You gain the following Ki powers you can spend to do the following Ki Rush - 2 Ki Points As an action, you may dash 40ft. Wholeness of Body - 2 Ki points As an action, choose to either attempt a contested check your spell/dc to remove a poison or disease or regain 8 hitpoints. This increases to 16 hitpoints at level 8, 24 at level 16 and 30 at level 20.

Order of the Shining Hand DIsciple(Wu Chun)

NPC • Order Monk • Level 6 • HP 65 • Armor 2 • Defence • Initiative 14
Abilities
Drilling Fist (Active , -)
Spend 1 ki point when making an attack to make an attack that ignores parry.
Fist of Parry (Active , reaction)
PARRY
Flurry of Blows Wu Chun (Active , 1)
3 attacks, half damage 0 MAP
Precise Flurry (Active , 1)
When using flurry of blows, a missed attack does not count towards MAP.

Order of the Shining Hand Master(Wu Chun)

NPC • Order Monk • Level 10 • HP 135 • Armor 2 • Defence • Initiative 18
Abilities
Drilling Fist (Active , free)
Spend 1 ki point when making an attack to make an attack that ignores parry.
Fist of Parry (Active , reaction)
PARRY
Flurry of Blows Wu Chun (Active , 1)
3 attacks, half damage 0 MAP
Phoenix Eye Strik (Active , -)
When you make an unarmed attack spend 2 ki points that force the target to make a reflex save on hit, on a failure, they are blinded until the start of your next turn
Precise Flurry (Active , 1)
When using flurry of blows, a missed attack does not count towards MAP.
Pummeling Defence (Passive )
When you are attacked by a creature who you had targetted with both flurry of blows attacks in the previous turn, increased your defence by 3

Rodanin Merchant Marine

NPC • Soldier • Level 2 • HP 30 • Armor 2 • Defence • Initiative 7

Rodanin Naval Greatsword Strikers

NPC • Soldier • Level 7 • HP 79 • Armor 4 • Defence • Initiative 11
Specalosed Version of Rodanin Greatswords meant for naval combat
Abilities
Parry (Passive )
+2 to parry and incoming parry rolls

Escort Mercenaries

NPC • Level 2 • HP 30 • Armor 16 • Defence • Initiative 5
Abilities
Weapon Attack (Active , 1)
+7 to hit, +7 to damage Arquebus 2D6 Scimitar 1D8 Spear 1D8

Golden Brotherhood veteran

NPC • Level 3 • HP 42 • Armor 17 • Defence • Initiative 6
Abilities
Attack (Active , 1)
1D10 + 9 damage, +9 to hit
Lacerating Strike (Active , 1)
You make an attack that forces them to make a basic fortitude save. On a failure, they have disadvantage on fortitude saves until the end of your turn.
Trip Attack (Active , 1)
You force a creature to make a basic reflex save on hit or be knocked prone.

Arataki House Sorcerer

NPC • Level 6 • HP 36 • Armor 0 • Defence • Initiative 0

Pelodrad Old Guard

NPC • Level 7 • HP 80 • Armor 21 • Defence • Initiative 23
Abilities
Cohesion of the Old Guard (Passive )
When near other Pelodrad Guard units of 10ft or in formation, gain +2 to attack roll and saves
Pride of the Old Guard (Passive )
Advantage on saves vs frightened