Monsters and NPCs

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2nd Class Great Arcane Order Mage

Level 9 Medium NPC Great Arcane Order
No description.
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Full Description
No description.
Core Stats
HP 65
Armor 7
Defence 19
Initiative 13
Speed Walk 30 ft
Actions / Turn 3
DC 24
Attack Bonus 13
Crit Threshold 29
Power Score 13.5
Abilities, Saves, and Skills
STR 7 / -2
DEX 14 / +2
CON 14 / +2
INT 20 / +5
WIS 16 / +3
CHA 14 / +2
Will 15
Reflex 9
Fortitude 7
Perception 13
Stealth 8
Athletics 7
Acrobatics 7
Insight 13
Attacks
Strike
1 Action
To Hit 10 AP 0 1D6 +10
Abilities
Counterspell
Passive · custom
+14 to counterspell
Defences and Resistances
No resistances listed.
Spellcasting
Mage Bolt (L1) Arcane Shift (L2) Ice Spear (L2) Spell Shield (L4) Wall of Stone (L4) Broadcast (L3) Chain Lightning (L5) Ferdak's Barrage (L5) Piercing Bolts of Burning (L4) Lightning Bolt (L3)

Arataki House Sorcerer

Level 6 Medium NPC Uncategorised
No description.
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Full Description
No description.
Core Stats
HP 36
Armor 0
Defence 18
Initiative 0
Speed Walk 30 ft
Actions / Turn 3
DC
Attack Bonus
Crit Threshold 28
Power Score 9.0
Abilities, Saves, and Skills
STR 10 / +0
DEX 10 / +0
CON 10 / +0
INT 10 / +0
WIS 10 / +0
CHA 10 / +0
Will 14
Reflex 4
Fortitude 4
Perception 0
Stealth 0
Athletics 0
Acrobatics 0
Insight 0
Attacks
Strike
1 Action
To Hit 4 AP 0 1D6 + 2
Abilities
No abilities listed.
Defences and Resistances
No resistances listed.
Spellcasting
Firebolt (Cantrip) Advantaged Attacks (L1) Fireball (L3) Shield Other (L2) Tarna's Black Shield (L3)

Arcane Order Elite Battlemage

Level 9 Medium Monster Great Arcane Order
No description.
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Full Description
No description.
Core Stats
HP 60
Armor 1
Defence 21
Initiative 13
Speed Walk 35 ft
Actions / Turn 3
DC 25
Attack Bonus 13
Crit Threshold 31
Power Score 13.5
Abilities, Saves, and Skills
STR 14 / +2
DEX 14 / +2
CON 14 / +2
INT 20 / +5
WIS 14 / +2
CHA 14 / +2
Will 15
Reflex 11
Fortitude 9
Perception 13
Stealth 13
Athletics 13
Acrobatics 13
Insight 13
Attacks
Strike
1 Action
To Hit 11 AP 0 2D6 + 11
Abilities
Counterspell
Active · 1 · custom
+15
Spell intercvept
Active · 1 · custom
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 · custom
If you succesfull intercept a spell, you instead target the opponent with your magic missile spell you had use to intercept
Projectile Intercept
Passive · custom
Gain a +5 to intercept non magical ranged weapon attacks
Defences and Resistances
No resistances listed.
Spellcasting
Mage Bolt (L1) Chilling Wind Blast (L2) Conducting Lightning (L6) Ice Spear (L2) Magical Warding Shield (L3) Mirror Image (L2) Mage Armor (L1) Kinetic Shield (L3) Ferdak's Barrage (L5) Blight (L4) Glittering Robe (L3) Laser Beam (L5) Soulblight (L4) Kinetic Ram (L1) Fireball (L3)
Tags
Great Arcane Order

Arcane Phoenix

Level 24 Large Monster Divine Holy
Arcane Phoenix’s are the true sign of Lirinoeix’s gift. These flying multicoloured phoenix’s are the foremost agents and warriors of the goddess of magic and are beings of astounding power, capable of matching even the most powerful dragons.
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Full Description
Arcane Phoenix’s are the true sign of Lirinoeix’s gift. These flying multicoloured phoenix’s are the foremost agents and warriors of the goddess of magic and are beings of astounding power, capable of matching even the most powerful dragons.
Core Stats
HP 320
Armor 2
Defence 40
Initiative 30
Speed Walk 55 ft, Fly 110 ft (Double speed)
Actions / Turn 5
DC 40
Attack Bonus 30
Crit Threshold 50
Power Score 60.0
Abilities, Saves, and Skills
STR 16 / +3
DEX 16 / +3
CON 16 / +3
INT 16 / +3
WIS 16 / +3
CHA 16 / +3
Will 30
Reflex 30
Fortitude 30
Perception 30
Stealth 21
Athletics 28
Acrobatics 29
Insight 26
Attacks
Arecane Talons
Melee · 1 Action · 1 attack(s) / action
To Hit 30 DC — AP 6 4D12 + 30 Any magical damage
Abilities
Arcane Retribution
Passive · custom
The Phoenix can use its legendary action to surround itself with deadly arcane energies of its choice. Those in a 5 foot radius must make a reflex saving throw or take 3D12 damage of the Phoenix choice.
Attuned to the Arcane
Passive · custom
The arcane phoenix is immune to spells of 6th level or lower and takes half damage from spells from 7th level and above. It also has advantage on saving throws against spells
Divine Presence
Passive · custom
Creatures must make a DC36 will save or be frightened until they succeed a repeat save, or terrified on a critical failure
Heightened Magic
Passive · custom
All its spells are overcast to level 5.
Lirinoeix Blessed Ward
Passive · custom
The Phoenix has a Ward value of 2, increasing to the value of the last spell it cast for 1 round.
Phoenix Dodge
Passive · custom
When attacked by a missile attack, if the Phoenix is not surprised, it can roll a D6 to subtract from the hit roll.
Phoenix Rebirth
Passive · custom
When the Phoenix falls below 50 hitpoint, it explodes in a birth of arcane energy, Those around take 4D10 force damage and the Phoenix regains 12D12 hitpoints. Once the phoenix does this, it cannot do so again until Lirineoix touches it.
Quickspell
Passive · custom
The phoenix can cast 5th level spells or lower as a single action
The Creator's Might
Passive · custom
Its attack and spells consider a creature to have -5 Ward
Defences and Resistances
Non-magical Physical
Resistance (half) · 0
Spellcasting
Amber Storm (L9) Arcane Shift (L2) Healing Burst (L3) Heaven's Comet (L8) Light of Battle (L4) Fiery Convocation (L8) Arcane Reflex (L4) Investiture of Fire (L6) Laser Beam (L5) Divine Courage (L2) Arcane Shield (Cantrip) Time Amok (L8) Aura of the Divine (L8) Star Lance (L4) Fireball (L3) Divine Favor (L1) Okkam's Mindrazor (L6) Mind Fortress (L7) Spell Shield (L4) Speed of Light (L6) Energy Aegis (L7) Banishment (L5) Ferdak's Barrage (L5) Adaptive Shield (L6) Regenerate (L7) Singularity Lance (L7) Mass Healing Word (L3) Adaptive infernum (L7) Healing Word (L1) Divine Biomancy (L7)

Bird

Level 0 Medium Monster Uncategorised
No description.
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Full Description
No description.
Core Stats
HP 1
Armor 0
Defence 13
Initiative 8
Speed Walk 45 ft
Actions / Turn 3
DC 12
Attack Bonus 5
Crit Threshold 23
Power Score 1.5
Abilities, Saves, and Skills
STR 6 / -2
DEX 16 / +3
CON 13 / +1
INT 6 / -2
WIS 6 / -2
CHA 6 / -2
Will 1
Reflex 5
Fortitude 4
Perception 10
Stealth 6
Athletics 3
Acrobatics 8
Insight 2
Attacks
Beak
1 Action
To Hit 5 AP 0 1D4
Abilities
Flight
Passive · custom
Defences and Resistances
No resistances listed.

Black Watch

Level 10 Medium NPC Soldier Special Force
Cloaked in dark blue or fully black light armor each fitted to the wearer and made with enchantments. An agents face is fully hidden by mask and they wear an enchanted famous cloak and are armed with advanced enchanted crossbows known as black watch repeater…
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Full Description
Cloaked in dark blue or fully black light armor each fitted to the wearer and made with enchantments. An agents face is fully hidden by mask and they wear an enchanted famous cloak and are armed with advanced enchanted crossbows known as black watch repeater The very best special operatives of the Cadmir. The operatives serve at the discrection of the Royal House of Cursor and the Cabinet and are not part of the Cadmirian military. An all female group traditionally, they were said to be founded by Namathe as her secret agents. They act as special operatives and excell in covert operatives, rapid intervention and bodyguard work.
Core Stats
HP 105
Armor 3
Defence 30
Initiative 19
Speed Walk 45 ft, Fly 23 ft (Half speed)
Actions / Turn 3
DC 25
Attack Bonus 18
Crit Threshold 20
Power Score 15.0
Abilities, Saves, and Skills
STR 16 / +3
DEX 20 / +5
CON 16 / +3
INT 16 / +3
WIS 14 / +2
CHA 12 / +1
Will 15
Reflex 18
Fortitude 15
Perception 20
Stealth 0
Athletics 0
Acrobatics 0
Insight 0
Attacks
Black Watch Repeater
Ranged · 1 Action · 1 attack(s) / action
To Hit 18 DC — AP 2 2D10 + 20 Piecing
Traits: Rapid 1, Load 2, Magazine 6
Black Sabre
Melee · 1 Action · 1 attack(s) / action
To Hit 18 DC — AP 2 2D8 + 20 Slashing
Abilities
Arcane Charge
Active · - · custom
After doing a dash or spending an action to charge, their next attack does a bonus of 4D10 force damage at the end of the round, on-hit.
Backstabber
Passive · feat
Making a sneak attack against a target you are flanking grants you +3 armor piercing.
Fleet Dueler
Passive · feat
When you are engaged in melee, ranged attacks have disadvantage against you
Quick Evasion
Passive · feat
You can spend your reaction to gain a +2 to defence
Devestating Impact
Passive · feat
Each time after you have dashed or charged, your next attack gains bonus damage equal to your half your martial class level + 5
Cloak Dodge
Passive · custom
They can dash 15ft before making an attack action.
Cloak Glide
Passive · custom
They gain +10 to saves vs fall damage and only take fall damage at 100ft or more
Updraft
Passive · custom
A black watch can dash 20ft into the air as a free action. They do not take penalty from shooting while flying.
Defences and Resistances
No resistances listed.

Cat

Level 0 Small Monster Uncategorised
No description.
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Full Description
No description.
Core Stats
HP 8
Armor 0
Defence 14
Initiative 5
Speed Walk 30 ft
Actions / Turn 3
DC 13
Attack Bonus 5
Crit Threshold 24
Power Score 1.5
Abilities, Saves, and Skills
STR 13 / +1
DEX 13 / +1
CON 13 / +1
INT 6 / -2
WIS 6 / -2
CHA 6 / -2
Will 1
Reflex 7
Fortitude 3
Perception 5
Stealth 5
Athletics 5
Acrobatics 5
Insight 5
Attacks
Claws
Melee · 1 Action · 1 attack(s) / action
To Hit 5 DC — AP 0 1D6 + 5
Abilities
No abilities listed.
Defences and Resistances
No resistances listed.

Cheetah

Level 2 Medium Monster Uncategorised
No description.
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Full Description
No description.
Core Stats
HP 23
Armor 0
Defence 22
Initiative 12
Speed Walk 120 ft, Swim 30 ft (Quarter speed), Crawl 30 ft (Quarter speed)
Actions / Turn 3
DC 16
Attack Bonus 7
Crit Threshold 32
Power Score 3.0
Abilities, Saves, and Skills
STR 14 / +2
DEX 16 / +3
CON 14 / +2
INT 6 / -2
WIS 10 / +0
CHA 10 / +0
Will 2
Reflex 12
Fortitude 6
Perception 12
Stealth 8
Athletics 6
Acrobatics 12
Insight 0
Attacks
Claw Attack
1 Action
To Hit 6 AP 0 1D6 + 10
MAP -2
Abilities
Cheetah Sprint
Active · 3 · custom
The Cheetah can move 600ft, once per hour
Lethal Pounce
Active · 3 · custom
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. This counts as a charge Once per hour
Cheetah Speed
Passive · custom
Gain a +2 damage bonus when charging and +10ft of charge distance
Defences and Resistances
No resistances listed.

Chosen Warriors of Sogomere

Level 12 Medium Monster Uncategorised
No description.
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Full Description
No description.
Core Stats
HP 150
Armor 7
Defence 31
Initiative 17
Speed Walk 35 ft
Actions / Turn 3
DC 28
Attack Bonus 19
Crit Threshold 43
Power Score 18.0
Abilities, Saves, and Skills
STR 22 / +6
DEX 14 / +2
CON 20 / +5
INT 14 / +2
WIS 10 / +0
CHA 12 / +1
Will 18
Reflex 13
Fortitude 21
Perception 17
Stealth 0
Athletics 0
Acrobatics 0
Insight 0
Attacks
Sogomere Axe
Melee · 1 Action · 1 attack(s) / action
To Hit 19 DC — AP 0 3D12 + 21 Piercing
Abilities
Smite
Active · 1 · class_feature
For 1 devoted point. You imbue your weapon with divine powers. The next melee weapon attack does <your favored="" domain="" damage="" type="">D10 damage. You can increase the amount of dice rolled by spending additional devoted points to a max of your charisma modifier + your level/4</your>
Conqueror's Crescendo
Passive · feat
Landing an attack grants you a +1 damage bonus to your next attack up to a maximum equal to half your level(rounded up) + 1. You lose this if you do not attempt to attack over a turn. If your bonus reaches max or 3, whicever comes first, your attacks grant you temporary hitpoints equal to damage bonus given by this feature.,
Offence Stance
Passive · feat
For an action, you gain this stance till you cancel it with an action. Gain a +2 to attack rolls, damage and a +1 to martial DC in this stance. However you cannot parry, use shield block reaction and gain a -2 to reflex saves and defence
Defences and Resistances
No resistances listed.
Martial Masteries
Linebreaker (L7, cost 2) Circular Stance (L7, cost 3) Decimate (L8, cost 3) Catacylsm (L8, cost 4) All in (L0, cost 0) Single Minded Execution (L13, cost 7) Serrated Spin Strike (L11, cost 4)

Civilian(Human)

Level 0 Medium Monster Animal
No description.
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Full Description
No description.
Core Stats
HP 8
Armor 0
Defence 10
Initiative 0
Speed Walk 30 ft
Actions / Turn 3
DC
Attack Bonus
Crit Threshold 20
Power Score 1.5
Abilities, Saves, and Skills
STR 10 / +0
DEX 10 / +0
CON 10 / +0
INT 10 / +0
WIS 10 / +0
CHA 10 / +0
Will 0
Reflex 0
Fortitude 0
Perception 0
Stealth 0
Athletics 0
Acrobatics 0
Insight 0
Attacks
Strike
1 Action
To Hit 0 AP 0
Abilities
No abilities listed.
Defences and Resistances
No resistances listed.

Deathfiend

Level 4 Large Monster Sogomere
No description.
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Full Description
No description.
Core Stats
HP 47
Armor 1
Defence 21
Initiative 15
Speed Walk 50 ft
Actions / Turn 3
DC
Attack Bonus
Crit Threshold 31
Power Score 6.0
Abilities, Saves, and Skills
STR 10 / +0
DEX 10 / +0
CON 10 / +0
INT 10 / +0
WIS 10 / +0
CHA 10 / +0
Will 6
Reflex 12
Fortitude 10
Perception 15
Stealth 9
Athletics 15
Acrobatics 13
Insight 0
Attacks
Fiend's Deathclaws
1 Action
To Hit 10 AP 1 2D10 + 10
MAP -1
Abilities
Deadly Pouce
Active · 2 · custom
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
Defences and Resistances
All Physical
Reduction (flat) · 4

Death Guard

Level 10 Medium Monster Uncategorised
Although their bodies have decayed, leaving only bones and tattered flesh, Death Guard are held together by evil magic so strong that it has endured for centuries. The most fearsome of the undead, only the corpses of the greatest warriors are allowed to becom…
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Full Description
Although their bodies have decayed, leaving only bones and tattered flesh, Death Guard are held together by evil magic so strong that it has endured for centuries. The most fearsome of the undead, only the corpses of the greatest warriors are allowed to become grave guard. Clad in heavy armor and equipped with fearsome weapons, they are a foe thet terrifies all.
Core Stats
HP 125
Armor 0
Defence 24
Initiative 14
Speed Walk 35 ft
Actions / Turn 3
DC 24
Attack Bonus 15
Crit Threshold 20
Power Score 15.0
Abilities, Saves, and Skills
STR 22 / +6
DEX 14 / +2
CON 22 / +6
INT 14 / +2
WIS 10 / +0
CHA 8 / -1
Will 14
Reflex 15
Fortitude 18
Perception 17
Stealth 6
Athletics 18
Acrobatics 10
Insight 12
Attacks
Death Axe
Melee · 1 Action · 1 attack(s) / action
To Hit 15 DC — AP 2 2D12 + 15, + 2D6 Necrotic Magical Piercing
Abilities
Conqueror's Crescendo
Passive · feat
Landing an attack grants you a +1 damage bonus to your next attack up to a maximum equal to half your level(rounded up) + 1. You lose this if you do not attempt to attack over a turn. If your bonus reaches max or 3, whicever comes first, your attacks grant you temporary hitpoints equal to damage bonus given by this feature.,
Frightening Area
Passive · custom
It can make a intimidation check as a free action, when it does so, they cannot get a degree of success worse than roll. CF: Terrified for one round before frightened F: Frightened CS/S; N/A
Undread Regeneration
Passive · custom
Regains 1D6 hitpoints at the start of its turn
Defences and Resistances
Necrotic
Immunity · 0
Physical Bludgeoning
Resistance (half) · 0
Physical Piercing
Resistance (half) · 0
Physical Slashing
Resistance (half) · 0

Demon Lord (Fighter)

Level 14 Huge Monster Sogomere
No description.
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Full Description
No description.
Core Stats
HP 470
Armor 4
Defence 30
Initiative 19
Speed Walk 35 ft, Fly 70 ft (Double speed)
Actions / Turn 4
DC 29
Attack Bonus 19
Crit Threshold 41
Power Score 28.0
Abilities, Saves, and Skills
STR 24 / +7
DEX 18 / +4
CON 24 / +7
INT 14 / +2
WIS 12 / +1
CHA 16 / +3
Will 15
Reflex 18
Fortitude 21
Perception 17
Stealth 0
Athletics 0
Acrobatics 0
Insight 0
Attacks
Sogomere Demon Lord Axe
Melee · 1 Action · 1 attack(s) / action
To Hit — DC — AP 4 4D12 + 24 Magical Piercing
Demon Lord Javellins
Melee · 1 Action · 1 attack(s) / action
To Hit — DC — AP 3 4D10 + 16 Magical Piercing
Abilities
Icon of War
Passive · custom
Grants allies within 20ft of it +2 to will saves and attack rolls
Soaring Charge
Passive · custom
It has a charge range of 40ft and a charged target must make a reflex save or be knocked prone, DC29
Defences and Resistances
All Physical
Resistance (half) · 0
Martial Masteries
Gullotine Blow (L12, cost 5) All in (L0, cost 0) Counterstrike (L10, cost 6) Circular Stance (L7, cost 3) Slice and Dice (L7, cost 2) Aureate Rush (L8, cost 5) Serrated Spin Strike (L11, cost 4) Lightning Whirlwind (L8, cost 2)

Demon Lord(Spellcaster)

Level 14 Huge Monster Uncategorised
No description.
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Full Description
No description.
Core Stats
HP 370
Armor 0
Defence 27
Initiative 19
Speed Walk 40 ft, Fly 80 ft (Double speed)
Actions / Turn 3
DC 31
Attack Bonus 19
Crit Threshold 39
Power Score 21.0
Abilities, Saves, and Skills
STR 18 / +4
DEX 15 / +2
CON 16 / +3
INT 22 / +6
WIS 16 / +3
CHA 16 / +3
Will 22
Reflex 14
Fortitude 17
Perception 19
Stealth 0
Athletics 0
Acrobatics 0
Insight 0
Attacks
Staff Slam
Melee · 1 Action · 1 attack(s) / action
To Hit 19 DC — AP 0 3D8 + 12
Abilities
Counterspell
Active · reaction · class_feature
+21
Versatile intercept
Passive · feat
You can use spell intercept to target ranged weapon attacks with it gains a +5 bonus to roll and its intercept damage if its a non magical attack
Spell interception
Passive · feat
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
Defences and Resistances
Non-magical Physical
Resistance (half) · 0
Spellcasting
Antyok Net (L5) Conducting Lightning (L6) Magical Warding Shield (L3) Gravitational Slamn (L5) Pit of Shades (L7) Missle Ward (L2) Speed of Light (L6) Ward (L1) Titanic Telekentic Bombartment (L7) Void Scatter (L4) Resounding Shockawave (L5) Spirit Song (L8) Soulblight (L4)

Dire Leopard

Level 6 Medium Monster Animal
No description.
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Full Description
No description.
Core Stats
HP 1
Armor 0
Defence 20
Initiative 10
Speed Walk 55 ft, Swim 28 ft (Half speed), Crawl 28 ft (Half speed)
Actions / Turn 3
DC 20
Attack Bonus 10
Crit Threshold 30
Power Score 9.0
Abilities, Saves, and Skills
STR 18 / +4
DEX 18 / +4
CON 18 / +4
INT 6 / -2
WIS 6 / -2
CHA 6 / -2
Will 6
Reflex 14
Fortitude 11
Perception 14
Stealth 12
Athletics 12
Acrobatics 10
Insight 1
Attacks
Bite
Melee · 1 Action · 1 attack(s) / action
To Hit 6 DC — AP 0 2D12 +7 Piercing
Abilities
Pounce
Active · 1 · custom
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. This counts as a charge
Pack Tactics
Passive · custom
Attacking an enemy that is within 10ft of an ally, you gain +2 to hit and damage
Sneak Attack
Passive · custom
Attacking an off guard target does extra 1D6 damage, increaisng to 1D12 when from stealth
Defences and Resistances
No resistances listed.

Direwolf

Level 5 Medium Monster Animal
No description.
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Full Description
No description.
Core Stats
HP 54
Armor 0
Defence 18
Initiative 14
Speed Walk 55 ft
Actions / Turn 3
DC
Attack Bonus
Crit Threshold 28
Power Score 7.5
Abilities, Saves, and Skills
STR 10 / +0
DEX 10 / +0
CON 10 / +0
INT 10 / +0
WIS 10 / +0
CHA 10 / +0
Will 0
Reflex 0
Fortitude 0
Perception 0
Stealth 0
Athletics 0
Acrobatics 0
Insight 0
Attacks
Claw Strike
1 Action
To Hit 9 AP 0 1D8 + 9
Can make a bit attack that ignores MAP once per turn, auto crits on grappled target has a -2 to hit
Abilities
Lethal Pouce
Passive · custom
The first attack or grapple after moving gain a +4 to damage or +2 to the check
Pack Tactics
Passive · custom
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
Defences and Resistances
No resistances listed.

Drow Blood Sister

Level 12 Medium NPC Drow
Trained from young and pitted relentlesssly against monsters and each other from them, drow blood sisters form fast and deadly shock units for the drow, mercilessly slaughtering foes with ease. They are equipped with duel daggers or shortswords, often co…
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Full Description
Trained from young and pitted relentlesssly against monsters and each other from them, drow blood sisters form fast and deadly shock units for the drow, mercilessly slaughtering foes with ease. They are equipped with duel daggers or shortswords, often coated with lethal drow poison. While dressed often in loincloth only the most skilled of fighters can even dream of hitting them,
Core Stats
HP 120
Armor 0
Defence 34
Initiative 21
Speed Walk 50 ft
Actions / Turn 3
DC 29
Attack Bonus 20
Crit Threshold 43
Power Score 18.0
Abilities, Saves, and Skills
STR 15 / +2
DEX 20 / +5
CON 18 / +4
INT 12 / +1
WIS 12 / +1
CHA 15 / +2
Will 18
Reflex 22
Fortitude 18
Perception 17
Stealth 0
Athletics 0
Acrobatics 0
Insight 0
Attacks
blood dagger
Melee · 1 Action · 1 attack(s) / action
To Hit 20 DC — AP 2 3D4 + 20 Piercing
Traits: Agile 2, Finesse
Applies Blood Sister Drow Poison on-hit, see description
Blood shorsword
Melee · 1 Action · 1 attack(s) / action
To Hit 20 DC — AP 1 3D6 + 20 Slashing
Traits: Agile 1. Finesse
Applies Blood Sister Drow Poison on-hit, see description
Abilities
Lightning Fast Reaction
Active · 1 · racial_feature

Elf-Nymphs combined the inherent grace and dexterity of both their parentage, allowing them to react to danger quickly and with unsurpassed grace, 


You gain advantage on reflex savs.
Onslaught
Passive · feat
You can make 3 attacks with 2 actions when dual wielding weapons attacks must be with alternating weapons
Battle Focus: Murderous Prowess
Passive · feat
Every Elf is capable of a semi/trance like state in high intensity situations, allowing their minds to hyper focus on certain aspects and tuning others out. For the drow this is conditionee to manifest as a deadly precise frenzy where any weakness is taken advantage of with deadly precision Entering battle focus takes an action and comimg out of battle focus is much the same as concentrating in a spell, except you can still concentrate on other spells. Thus requiring concentration checks each time you take damage. In additional, frighened effects also take you out of Battle Focus. You can only battle focus once per long rest, increasing to 2 if you are level 11 and above. In Battle Focus: Murderous Prowess, you attacks do a bonus of 1 damage. When you have killed an enemy in the past minute or or targetting an off guard, your armor piercing score is inceased by 2 and your Martial DC increases by 1.
Dual Weapon Onslaught
Passive · feat
MAP penalty when making attacks using dual weapons is reduce by 1
Hail of Blades
Passive · feat
If you make an attack against a creature with a non heavy weapon amd have not made an attack in 2 turns. These attack if against the same creature have the multi attack penalty halve(after reductions are made, round down, to a min of one). These attack also gain a +1 to AP and do bonus 6 damage per hit
Blood Rampage
Passive · custom
The creature is immune to frightened effects after taking damage or before doing damage for 1 minute
Blood Sister Drow Poison
Passive · custom
Creatures affected must make a DC28 Will Save CF; They gain the effects of the confusion spell for 2 turns and gain Weakened(body) 2 and Weakened(mind) 2 F; They gain the effects of the confusion spell for 1 turns and Weakened(body) 1 and Weakened(mind) 1 S: Weakened(body) 1 CS: N/A
Blood Ward
Passive · custom
Gains a + 1 to Ward for 2 turns after damage an enemy
Insane Dodge
Passive · custom
The Blood sister can expend a reaction to gain 1D6 bonus to defence when targetted
Defences and Resistances
No resistances listed.
Martial Masteries
Distracting Attack (L1, cost 1) Precise Onslaught (L4, cost 2) Off-Hand Attack (L1, cost 0) Flash of Blades Stance (L12, cost 7) Bladestorm (L12, cost 7) Audacious Dash (L3, cost 2)

Eagle

Level 0 Medium Monster Animal
These large birds of prey swoop down from incredible heights to snatch fish and small mammals in their powerful talons. Eagles nest atop high trees or steep cliffs that provide a commanding view of the surrounding area.
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Full Description
These large birds of prey swoop down from incredible heights to snatch fish and small mammals in their powerful talons. Eagles nest atop high trees or steep cliffs that provide a commanding view of the surrounding area.
Core Stats
HP 7
Armor 0
Defence 16
Initiative 6
Speed Walk 60 ft
Actions / Turn 3
DC 15
Attack Bonus 5
Crit Threshold 26
Power Score 1.5
Abilities, Saves, and Skills
STR 10 / +0
DEX 16 / +3
CON 12 / +1
INT 5 / -3
WIS 13 / +1
CHA 12 / +1
Will 4
Reflex 6
Fortitude 2
Perception 7
Stealth 0
Athletics 0
Acrobatics 6
Insight 2
Attacks
Beak
Melee · 1 Action · 1 attack(s) / action
To Hit — DC 5 AP 0 1D6 Piercing
Traits: Finesse
Talon
Melee · 1 Action · 1 attack(s) / action
To Hit — DC 5 AP 0 1D4 Slashing
Traits: Agile, Finesse
Abilities
Eagle Dive
Passive · custom
You can charge a creature while flying up to double its movement speed, your charge attack using a talon strike gains a +1 to AP
Eagle Evasion
Passive · custom
When flying gain a +4 to defence
Defences and Resistances
No resistances listed.

Elder Blue Dragon

Level 14 Medium Monster Uncategorised
Vain and territorial, blue dragons soar through the skies over deserts, plundering caravans and settlements who dare stray too close. Hoarding knowledge and books, they also collect currency and are able to engage in diplomacy if in specific situation if it …
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Full Description
Vain and territorial, blue dragons soar through the skies over deserts, plundering caravans and settlements who dare stray too close. Hoarding knowledge and books, they also collect currency and are able to engage in diplomacy if in specific situation if it is more beneficial than brute strength
Core Stats
HP 525
Armor 6
Defence 30
Initiative 21
Speed Walk 60 ft
Actions / Turn 5
DC 29
Attack Bonus 21
Crit Threshold 40
Power Score 35.0
Abilities, Saves, and Skills
STR 29 / +9
DEX 10 / +0
CON 27 / +8
INT 18 / +4
WIS 17 / +3
CHA 21 / +5
Will 24
Reflex 16
Fortitude 26
Perception 24
Stealth 0
Athletics 26
Acrobatics 14
Insight 19
Attacks
Jaws
Melee · 1 Action · 1 attack(s) / action
To Hit 20 DC — AP 5 3D10 + 21 Magical Piercing Reach 15ft
Traits: on-crit 2D12
Claws
Melee · 1 Action · 1 attack(s) / action
To Hit 23 DC — AP 4 3D8 + 17 Magical Slashing Reach 10ft
Traits: Agile
Tail
Melee · 1 Action · 1 attack(s) / action
To Hit 20 DC — AP 3 2D10 + 21 Bludgeoning Reach 20f5
Traits: 2D6 thunder on hit
Antler
Melee · 1 Action · 1 attack(s) / action
To Hit 18 DC — AP 3 2D6 + 17 Magical Piercing Reach 10fr
Traits: 2D12 Lightning on-hit
Abilities
Galvanic Bolt
Active · 1 · custom
The dragon can make all creatures with 60ft to make a basic reflex save, or do 4D12 lightning damage or half as much as a success
Command Lightning
Passive · custom
When in stormy weather or when a spell or effect that does lightning damage from a source that is lower level than it occurs within 45ft.. It may expend a reaction to directs a bolt of lightning at a creature within 100 feet, dealing 3d12 electricity damage with a DC 33 basic Reflex save.
Lightning Breath
Passive · custom
The dragon in a straight 10ft line extending 150ft forces all creatures to make a reflex save. Taking 16D8 lightning damage or half as much on a success. This breath recharges on a 5+ on a D6 on the start of their turn. The dragon can select one target hit with this ability and select another creature within 30ft to suffer this effect
Smooth Flying
Passive · custom
dragon doesn't fall if they don't Fly during their turn, and they're unaffected by strong winds or similar effects unless they choose to be.
Storm immunity
Passive · custom
Immunities dazzled, deafened, , paralyzed, sleep
Terrifying Presence
Passive · custom
Creatures who are in combat with it must make a will save at the start of their turn CF: terrified for one turn, then frightened F: Frightened, but may make a repeat save at the end of their next turn and following turns S: Frightened and may make a repeat save at the end of their current turn and all other turns with advantage. They also cannot CF or F the save. Once they succeed the save again, they are immune to this effect till a long rest CS: N/A and immune to this effect till a long rest
Defences and Resistances
Lightning
Immunity · 0
Thunder
Resistance (half) · 0

Elemental Inferno

Level 11 Medium Monster Uncategorised
DC28, Lore(Planes) Check Walking conflagrations of unimaginably hot fire, elemental infernos are harbingers of destruction and heedless chaos. More tactical than many elementals, the infernos will set entire cities ablaze to confuse enemies.
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Full Description
DC28, Lore(Planes) Check Walking conflagrations of unimaginably hot fire, elemental infernos are harbingers of destruction and heedless chaos. More tactical than many elementals, the infernos will set entire cities ablaze to confuse enemies.
Core Stats
HP 200
Armor 1
Defence 27
Initiative 16
Speed Walk 70 ft
Actions / Turn 3
DC 28
Attack Bonus 18
Crit Threshold 40
Power Score 16.5
Abilities, Saves, and Skills
STR 22 / +6
DEX 22 / +6
CON 20 / +5
INT 10 / +0
WIS 16 / +3
CHA 10 / +0
Will 16
Reflex 16
Fortitude 16
Perception 16
Stealth 0
Athletics 0
Acrobatics 0
Insight 0
Attacks
Fire Tendril
Melee · 1 Action · 1 attack(s) / action
To Hit 19 DC — AP 4 2D10 +12 Fire
3D8 fire end of round until put out as a action or take cold damage
Fire Mote
Ranged · 1 Action · 1 attack(s) / action
To Hit 18 DC — AP 2 8D6 Fire
Abilities
Untitled Ability
Passive · custom
The elemental inferno jumps horizontally and vertically with a maximum height and distance each equal to its Speed. Its intense heat is suppressed until the end of the jump. Instead, at any point during the jump, flames explode from the elemental in a 30-foot emanation, dealing 12d6 fire damage to each creature within the area (DC 28 basic Reflex save). The elemental inferno can't Inferno Leap again for 1d4 rounds.
Blue Flames
Passive · custom
When the elemental inferno scores a critical hit, its body surges with blue flames, increasing the damage of its intense heat and Inferno Leap by 3d6 until the start of its next turn.
Defences and Resistances
Cold
Vulnerability (double) · 0
Force
Immunity · 0
Non-magical Physical
Resistance (half) · 0
Radiant
Resistance (half) · 0

Flame Horror

Level 3 Medium Monster Sogomere
No description.
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Full Description
No description.
Core Stats
HP 22
Armor 0
Defence 15
Initiative 0
Speed Walk 25 ft
Actions / Turn 3
DC
Attack Bonus
Crit Threshold 25
Power Score 4.5
Abilities, Saves, and Skills
STR 10 / +0
DEX 10 / +0
CON 10 / +0
INT 10 / +0
WIS 10 / +0
CHA 10 / +0
Will 0
Reflex 0
Fortitude 0
Perception 0
Stealth 0
Athletics 0
Acrobatics 0
Insight 0
Attacks
Flame Bolt
1 Action
To Hit 7 AP 0 2D10 + 5
Fire Damage, 100ft range
Abilities
Fire Spray
Active · 2 · custom
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
Defences and Resistances
No resistances listed.

Flying Insect

Level 0 Tiny Monster Animal
No description.
View details
Full Description
No description.
Core Stats
HP 1
Armor 0
Defence 24
Initiative 16
Speed Walk 25 ft
Actions / Turn 3
DC
Attack Bonus
Crit Threshold 34
Power Score 1.5
Abilities, Saves, and Skills
STR 10 / +0
DEX 10 / +0
CON 10 / +0
INT 10 / +0
WIS 10 / +0
CHA 10 / +0
Will 5
Reflex 15
Fortitude -5
Perception 15
Stealth 22
Athletics -5
Acrobatics 9
Insight 0
Attacks
Strike
1 Action
To Hit 0 AP 0 1
Abilities
No abilities listed.
Defences and Resistances
No resistances listed.

Frenzied Zombie

Level 2 Medium Monster Undead
Charged by necrotic energy and driven by endless hunger, these zombie are faster and terrifying, capable of overwhelming foes
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Full Description
Charged by necrotic energy and driven by endless hunger, these zombie are faster and terrifying, capable of overwhelming foes
Core Stats
HP 25
Armor 0
Defence 15
Initiative 8
Speed Walk 35 ft
Actions / Turn 3
DC 15
Attack Bonus 7
Crit Threshold 27
Power Score 3.0
Abilities, Saves, and Skills
STR 16 / +3
DEX 16 / +3
CON 16 / +3
INT 4 / -3
WIS 4 / -3
CHA 4 / -3
Will 2
Reflex 3
Fortitude 8
Perception 7
Stealth -5
Athletics 9
Acrobatics 6
Insight -8
Attacks
Zombie Strike
Melee · 1 Action · 1 attack(s) / action
To Hit 7 DC — AP 0 1D6 + 7 Bludgeoning
Traits: Agile 2
Abilities
Frenzy Charge
Passive · custom
Gain +5 damage on a charged attack and increase 5ft of charge range
Zombie Hunger
Passive · custom
Heal for 2 damage on hit, or 5 on kill.
Defences and Resistances
Fire
Vulnerability (double) · 0
Necrotic
Immunity · 0
Physical Piercing
Resistance (half) · 0
Physical Slashing
Reduction (flat) · 0
Radiant
Vulnerability (double) · 0

Grave Guard

Level 6 Medium Monster Undead
When the dead of elite warriors are resurrected and enhanced with powerful necromancy, they are elected to become the grave guard, elite warriors of undead
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Full Description
When the dead of elite warriors are resurrected and enhanced with powerful necromancy, they are elected to become the grave guard, elite warriors of undead
Core Stats
HP 71
Armor 6
Defence 21
Initiative 10
Speed Walk 30 ft
Actions / Turn 3
DC 20
Attack Bonus 10
Crit Threshold 31
Power Score 9.0
Abilities, Saves, and Skills
STR 20 / +5
DEX 13 / +1
CON 18 / +4
INT 12 / +1
WIS 10 / +0
CHA 8 / -1
Will 9
Reflex 10
Fortitude 16
Perception 15
Stealth 0
Athletics 15
Acrobatics 9
Insight 8
Attacks
Longsword
Melee · 1 Action · 1 attack(s) / action
To Hit 10 DC — AP 0 2D8 + 12 Slashing
Abilities
Shield Block
Active · 1 · custom
They gain the shield raise action and shield block reaction. When they use it, they reduce incoming damage by 18
Frightfull Presence
Passive · custom
It can intimidate for a free action but once it does so, the selected creature cannot get a worse result than it currently has.
Undead Mastery
Passive · custom
When attacking equal or small size creature, it gains a +2 on attacks.
Defences and Resistances
No resistances listed.
Martial Masteries
Stance of Savagery (L5, cost 1) Cleave (L1, cost 0) All in (L0, cost 0) Posture Attack (L4, cost 0) Lacerating Strike (L3, cost 1) Silencing Strike (L5, cost 2) Sunder Strike (L3, cost 1)

Great Eagle

Level 6 Large Monster Animal
No description.
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Full Description
No description.
Core Stats
HP 67
Armor 0
Defence 20
Initiative 10
Speed Walk 90 ft
Actions / Turn 3
DC 20
Attack Bonus 10
Crit Threshold 28
Power Score 9.0
Abilities, Saves, and Skills
STR 13 / +1
DEX 13 / +1
CON 13 / +1
INT 13 / +1
WIS 13 / +1
CHA 13 / +1
Will 10
Reflex 10
Fortitude 10
Perception 10
Stealth 10
Athletics 10
Acrobatics 10
Insight 10
Attacks
Claw Strike
1 Action
To Hit 10 AP 2 2D8 + 13
Can do a beak strike once per turn doing 1D12 + 15
Abilities
Airstrike
Passive · custom
When charging from flight, the eagle gains +5 AP, or if attempting a grapple, a +5 to grapple
Eagle Flight
Passive · custom
Why flying the eagle gains a +5 to defence
Defences and Resistances
No resistances listed.

Great Stag

Level 5 Large NPC Animal
No description.
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Full Description
No description.
Core Stats
HP 60
Armor 0
Defence 20
Initiative 9
Speed Walk 60 ft
Actions / Turn 3
DC 19
Attack Bonus 9
Crit Threshold 30
Power Score 7.5
Abilities, Saves, and Skills
STR 18 / +4
DEX 13 / +1
CON 18 / +4
INT 6 / -2
WIS 13 / +1
CHA 6 / -2
Will 9
Reflex 9
Fortitude 9
Perception 9
Stealth 9
Athletics 9
Acrobatics 9
Insight 9
Attacks
Antlers
1 Action
To Hit 9 AP 2 1D12 + 9
Abilities
Deepwood's Ward
Passive · custom
Reduce non-magical damage by 2D8
Great Stag Charge
Passive · custom
When the Great Stag charges, it dashes 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 The victim of a great stag charge must make a fortitude save, and be knocked prone on a failure
Defences and Resistances
No resistances listed.

Great White Shark

Level 4 Large Monster Animal
An apex predator among the coastal surface waters where it hunts, the great white shark is one of the largest shark species. These silent killers glide gracefully through the ocean, always in search of their next meal.
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Full Description
An apex predator among the coastal surface waters where it hunts, the great white shark is one of the largest shark species. These silent killers glide gracefully through the ocean, always in search of their next meal.
Core Stats
HP 60
Armor 0
Defence 18
Initiative 8
Speed Walk 40 ft
Actions / Turn 3
DC 21
Attack Bonus 12
Crit Threshold 31
Power Score 6.0
Abilities, Saves, and Skills
STR 21 / +5
DEX 14 / +2
CON 18 / +4
INT 43 / +16
WIS 13 / +1
CHA 5 / -3
Will 9
Reflex 10
Fortitude 12
Perception 11
Stealth 12
Athletics 14
Acrobatics 4
Insight 2
Attacks
Jaws
Melee · 1 Action · 1 attack(s) / action
To Hit — DC — AP 0 1D12 + 8
Abilities
Breach
Active · 2 · custom
The shark Swims up to its swim Speed, then Leaps vertically out of the water up to 25 feet high, making a Strike against a creature at any point during the jump (this lets it attack a creature within 30 feet of the water's surface). After the Strike, the shark splashes back down into the water.
Savage
Active · 1 · custom
The shark hit with a jaws Strike on its most recent action this turn; Effect The creature the shark hit takes 1d12 slashing damage.
Strafing Chomp
Active · 1 · custom
The shark Swims up to half its swim Speed, makes a jaws Strike, and then Swims up to half its Speed further. The Strike deals half damage.
Blood Scent
Passive · custom
The shark can smell blood in the water from up to 1 mile away.
Defences and Resistances
No resistances listed.

Ground Insct

Level 0 Tiny Monster Animal
No description.
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Full Description
No description.
Core Stats
HP 1
Armor 0
Defence 17
Initiative 5
Speed Walk 10 ft
Actions / Turn 3
DC
Attack Bonus
Crit Threshold 27
Power Score 1.5
Abilities, Saves, and Skills
STR 10 / +0
DEX 10 / +0
CON 10 / +0
INT 10 / +0
WIS 10 / +0
CHA 10 / +0
Will 5
Reflex 7
Fortitude -5
Perception 9
Stealth 25
Athletics 9
Acrobatics 9
Insight 0
Attacks
Bite
1 Action
To Hit 0 AP 0 1
Abilities
No abilities listed.
Defences and Resistances
No resistances listed.

Horse

Level 1 Medium Monster Animal
No description.
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Full Description
No description.
Core Stats
HP 35
Armor 0
Defence 17
Initiative 10
Speed Walk 30 ft
Actions / Turn 3
DC
Attack Bonus
Crit Threshold 27
Power Score 1.5
Abilities, Saves, and Skills
STR 10 / +0
DEX 10 / +0
CON 10 / +0
INT 10 / +0
WIS 10 / +0
CHA 10 / +0
Will 2
Reflex 7
Fortitude 8
Perception 5
Stealth -1
Athletics 10
Acrobatics 6
Insight 0
Attacks
Hove Attack
1 Action
To Hit 2 AP 0 1D12 + 4
Abilities
Horse's Charge
Passive · custom
The Rider to a horse charge gains a +5 to damage when charging. A horse charge distance is increeased by 20ft
Defences and Resistances
No resistances listed.

Jaguar

Level 2 Medium NPC Animal
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…
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Full Description
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.
Core Stats
HP 36
Armor 0
Defence 16
Initiative 6
Speed Walk 60 ft
Actions / Turn 3
DC 16
Attack Bonus 6
Crit Threshold 28
Power Score 3.0
Abilities, Saves, and Skills
STR 13 / +1
DEX 13 / +1
CON 13 / +1
INT 13 / +1
WIS 13 / +1
CHA 13 / +1
Will 6
Reflex 6
Fortitude 6
Perception 6
Stealth 6
Athletics 6
Acrobatics 6
Insight 6
Attacks
Claw
Melee · 1 Action · 1 attack(s) / action
To Hit 7 DC — AP 0 1D6 +6
Ignore MAP from bite, once per turn
Bite
Melee · 1 Action · 1 attack(s) / action
To Hit 7 DC — AP 0 1D12 + 1
Ignore MAP from claw, once per turn
Abilities
Pounce
Active · 2 · custom
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 This counts as a charge
Ferocious Charge
Passive · custom
Gain +1 AP on the charge attack
Defences and Resistances
No resistances listed.

Jaw Minion

Level 0 Small Monster Sogomere
No description.
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Full Description
No description.
Core Stats
HP 20
Armor 0
Defence 10
Initiative 0
Speed Walk 15 ft
Actions / Turn 3
DC
Attack Bonus
Crit Threshold 25
Power Score 1.5
Abilities, Saves, and Skills
STR 10 / +0
DEX 10 / +0
CON 10 / +0
INT 10 / +0
WIS 10 / +0
CHA 10 / +0
Will -1
Reflex -4
Fortitude 8
Perception 0
Stealth 0
Athletics 9
Acrobatics 0
Insight 0
Attacks
Jaw Strike
1 Action
To Hit 5 AP 0 1D8 +12
Abilities
Chomp
Active · 3 · custom
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
Defences and Resistances
No resistances listed.

Knight of Sogomere

Level 7 Medium Monster Uncategorised
Trained in the demon city of Dhishkar, this bodies of armor are bound to a body or soul, some willingly, others not so. Trained for years in the martial arts and having superhuman strength and abilities. They are more than a match for most mortal soilders
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Full Description
Trained in the demon city of Dhishkar, this bodies of armor are bound to a body or soul, some willingly, others not so. Trained for years in the martial arts and having superhuman strength and abilities. They are more than a match for most mortal soilders
Core Stats
HP 91
Armor 6
Defence 22
Initiative 12
Speed Walk 30 ft
Actions / Turn 3
DC 21
Attack Bonus 12
Crit Threshold 34
Power Score 10.5
Abilities, Saves, and Skills
STR 20 / +5
DEX 12 / +1
CON 20 / +5
INT 12 / +1
WIS 8 / -1
CHA 8 / -1
Will 10
Reflex 9
Fortitude 17
Perception 8
Stealth 0
Athletics 18
Acrobatics 0
Insight 6
Attacks
Strike
1 Action
To Hit 0 AP 0
Abilities
Shield Block
Active · reaction · custom
Reaction, +1 to defence, reduce damage by 20
Offence Stance
Passive · feat
For an action, you gain this stance till you cancel it with an action. Gain a +2 to attack rolls, damage and a +1 to martial DC in this stance. However you cannot parry, use shield block reaction and gain a -2 to reflex saves and defence
Agile Shield Grip
Passive · feat
Using non-heavy shields grant them the Agile trait
Conqueror's Crescendo
Passive · feat
Landing an attack grants you a +1 damage bonus to your next attack up to a maximum equal to half your level(rounded up) + 1. You lose this if you do not attempt to attack over a turn. If your bonus reaches max or 3, whicever comes first, your attacks grant you temporary hitpoints equal to damage bonus given by this feature.,
Demoralise
Passive · custom
The creature has the demoralise action
Defences and Resistances
No resistances listed.
Martial Masteries
Cleave (L1, cost 0) All in (L0, cost 0) Shield Ram (L6, cost 4) Posture Attack (L4, cost 0) Lacerating Strike (L3, cost 1) Artery Slash (L7, cost 2) Whirlwind (L3, cost 1)

Kobald

Level 0 Small Monster Dragon
The typical kobold trains in tunnel fighting, learning to use simple weapons that are effective in narrow spaces. Kobolds are capable of landing sneaky strikes against unsuspecting foes, but are just as quick to scamper off to safety when they don't outnumber…
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Full Description
The typical kobold trains in tunnel fighting, learning to use simple weapons that are effective in narrow spaces. Kobolds are capable of landing sneaky strikes against unsuspecting foes, but are just as quick to scamper off to safety when they don't outnumber their enemies by at least two to one.
Core Stats
HP 8
Armor 1
Defence 15
Initiative 5
Speed Walk 25 ft
Actions / Turn 3
DC 15
Attack Bonus 5
Crit Threshold 25
Power Score 1.5
Abilities, Saves, and Skills
STR 12 / +1
DEX 16 / +3
CON 9 / -1
INT 10 / +0
WIS 9 / -1
CHA 9 / -1
Will 3
Reflex 7
Fortitude 3
Perception 9
Stealth 5
Athletics 0
Acrobatics 5
Insight 0
Attacks
Spear
Melee · 1 Action · 1 attack(s) / action
To Hit 5 DC — AP 0 1d6 + 1 Piercing
Sling
Melee · 1 Action · 1 attack(s) / action
To Hit 6 DC — AP 0 1d4 bludgeoning
Abilities
Scamper
Active · 1 · custom
Requirements The kobold warrior is adjacent to at least one enemy; Effect The kobold warrior Strides up to their Speed plus 5 feet and gains a +2 circumstance bonus to AC against reactions triggered by this movement. They must end this movement in a space that's not adjacent to any enemy.
Sneak Attack
Passive · custom
The kobold warrior deals an extra 1d4 damage to off-guard creatures.
Defences and Resistances
No resistances listed.

Kraken

Level 18 Gargantuan Monster Aberration
A kraken is an enormous, squid-like leviathan with a cruel intelligence. It hunts ships, whales, and heroes alike. While it resembles a squid, it is in fact not a animale, but rather a aberrant. None know where it comes from, and they have often been regarde…
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Full Description
A kraken is an enormous, squid-like leviathan with a cruel intelligence. It hunts ships, whales, and heroes alike. While it resembles a squid, it is in fact not a animale, but rather a aberrant. None know where it comes from, and they have often been regarded as myths. Yet in the stabalisation era their presence has increasingly been more felt
Core Stats
HP 444
Armor 5
Defence 32
Initiative 23
Speed Walk 20 ft, Swim 40 ft (Double speed)
Actions / Turn 6
DC 34
Attack Bonus 23
Crit Threshold 45
Power Score 54.0
Abilities, Saves, and Skills
STR 29 / +9
DEX 20 / +5
CON 29 / +9
INT 22 / +6
WIS 20 / +5
CHA 18 / +4
Will 24
Reflex 18
Fortitude 29
Perception 23
Stealth 0
Athletics 31
Acrobatics 0
Insight 25
Attacks
Tentecle
Melee · 1 Action · 1 attack(s) / action
To Hit 23 DC — AP 1 3D10 + 23 Magical bludgeoning 40ft Reach
Traits: Agile 4
Can reduce damage by 50% to grapple on-hit
Arm
Melee · 1 Action · 1 attack(s) / action
To Hit 23 DC — AP 3 4D10 + 23 Magical bludgeoning 20ft Reach
Traits: Agile 2
Jaws
Melee · 1 Action · 1 attack(s) / action
To Hit 23 DC — AP 4 4D12 + 23 Magical Piercing 10ft Reach
Abilities
Constrict
Active · 1 · custom
On a grappled 2d10+17 bludgeoning, Fortitude save. On a failed save, a creature that is holding its breath loses 1d4 rounds worth of air.
Ink Cloud
Active · 1 · custom
The kraken releases a cloud of black, venomous ink in an 80- foot emanation. This cloud has no effect outside water. Creatures inside the ink cloud are exposed to kraken ink poison and are undetected while inside the cloud. The kraken can't use Ink Cloud again for 2d6 rounds, and the cloud dissipates after 1 minute. Krakens are immune to this poison; Saving Throw DC 39 Fortitude; Maximum Duration 10 rounds; Stage 1 4d6 poison damage and Weakend(body)1 (1 round); Stage 2 5d6 poison damage and Weakend(body)2 (1 round)
Jet
Active · 1 · custom
A kraken can dash 150ft in water
Darkvision
Passive · custom
Defences and Resistances
No resistances listed.

Large Fox

Level 1 Small Monster Animal
This cunning yet wary animal pounces on live prey.
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Full Description
This cunning yet wary animal pounces on live prey.
Core Stats
HP 7
Armor 0
Defence 14
Initiative 7
Speed Walk 40 ft
Actions / Turn 3
DC 15
Attack Bonus 5
Crit Threshold 23
Power Score 1.5
Abilities, Saves, and Skills
STR 10 / +0
DEX 15 / +2
CON 13 / +1
INT 23 / +6
WIS 12 / +1
CHA 6 / -2
Will 1
Reflex 5
Fortitude 3
Perception 9
Stealth 10
Athletics 2
Acrobatics 4
Insight -1
Attacks
Strike
1 Action
To Hit 0 AP 0
Abilities
Fox Leap
Passive · custom
Gain a +6 bonus on jumping based athletic checks
Scent
Passive · custom
Gain a +5 bonus on tracking survival checks using smell
Defences and Resistances
No resistances listed.

Lion

Level 2 Medium NPC Animal
No description.
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Full Description
No description.
Core Stats
HP 45
Armor 0
Defence 17
Initiative 6
Speed Walk 40 ft
Actions / Turn 3
DC 18
Attack Bonus 6
Crit Threshold 27
Power Score 3.0
Abilities, Saves, and Skills
STR 18 / +4
DEX 16 / +3
CON 16 / +3
INT 6 / -2
WIS 6 / -2
CHA 6 / -2
Will 5
Reflex 10
Fortitude 9
Perception 6
Stealth 6
Athletics 6
Acrobatics 6
Insight 6
Attacks
Bite
Melee · 1 Action · 1 attack(s) / action
To Hit 6 DC — AP 1 2D8 + 2 Piercing
Traits: on-crit D8, once per turn
Abilities
Pounce
Active · 2 · custom
When you charge, you can instead 15ft and make an attack, on-hit force it to make a fortitude save which knocks them prone on a failure A normal lion charge has +10ft to charge distance and +2 AP on the charge attack
Pack Attack
Passive · custom
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 · custom
Does 1D6 extra damage on off-guard
Defences and Resistances
No resistances listed.

Noble Great Eagle

Level 12 Large Monster Uncategorised
No description.
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Full Description
No description.
Core Stats
HP 180
Armor 0
Defence 25
Initiative 17
Speed Walk 60 ft, Fly 120 ft (Double speed)
Actions / Turn 3
DC 27
Attack Bonus 17
Crit Threshold 20
Power Score 18.0
Abilities, Saves, and Skills
STR 14 / +2
DEX 14 / +2
CON 14 / +2
INT 14 / +2
WIS 14 / +2
CHA 14 / +2
Will 17
Reflex 17
Fortitude 17
Perception 17
Stealth 17
Athletics 17
Acrobatics 17
Insight 17
Attacks
Strike
1 Action
To Hit 0 AP 0
Abilities
Eagle Grace
Passive · custom
While in the air, gain a +5 to defence and reflex save
Defences and Resistances
All Physical
Resistance (half) · 0

Owlbear

Level 4 Medium Monster Uncategorised
No description.
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Full Description
No description.
Core Stats
HP 70
Armor 0
Defence 16
Initiative 9
Speed Walk 30 ft
Actions / Turn 3
DC 20
Attack Bonus 11
Crit Threshold 26
Power Score 6.0
Abilities, Saves, and Skills
STR 20 / +5
DEX 12 / +1
CON 18 / +4
INT 6 / -2
WIS 6 / -2
CHA 6 / -2
Will 2
Reflex 7
Fortitude 15
Perception 8
Stealth 8
Athletics 8
Acrobatics 8
Insight 8
Attacks
Beak
Melee · 1 Action · 1 attack(s) / action
To Hit 14 DC — AP 0 1D12 +6 Piercing
MAP -3 if used with claw and vice versa
Abilities
Gnaw
Active · 1 · custom
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 · custom
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
Defences and Resistances
No resistances listed.

Pelodrad Old Guard

Level 7 Large NPC Uncategorised
No description.
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Full Description
No description.
Core Stats
HP 80
Armor 21
Defence 22
Initiative 23
Speed Walk 30 ft
Actions / Turn 3
DC
Attack Bonus
Crit Threshold 32
Power Score 10.5
Abilities, Saves, and Skills
STR 10 / +0
DEX 10 / +0
CON 10 / +0
INT 10 / +0
WIS 10 / +0
CHA 10 / +0
Will 12
Reflex 10
Fortitude 12
Perception 10
Stealth 0
Athletics 12
Acrobatics 8
Insight 9
Attacks
Strike
1 Action
To Hit 14 AP 0 +14
Abilities
Cohesion of the Old Guard
Passive · custom
When near other Pelodrad Guard units of 10ft or in formation, gain +2 to attack roll and saves
Pride of the Old Guard
Passive · custom
Advantage on saves vs frightened
Defences and Resistances
No resistances listed.
Martial Masteries
Distracting Attack (L1, cost 1) Trip Attack (L1, cost 2) Cleave (L1, cost 0) Posture Attack (L4, cost 0)

Raven

Level 0 Tiny Monster Animal
These omnivorous birds are cunning and opportunistic scavengers. Capable of solving simple puzzles to retrieve desired items, ravens gather at the periphery of civilization, raiding it as needed when they're not hunting in the wilds. Ravens are known for tric…
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Full Description
These omnivorous birds are cunning and opportunistic scavengers. Capable of solving simple puzzles to retrieve desired items, ravens gather at the periphery of civilization, raiding it as needed when they're not hunting in the wilds. Ravens are known for trickery and often trained to further this instinct. Trained ravens will wait for an opening and peck their foes in vulnerable spots.
Core Stats
HP 8
Armor 0
Defence 15
Initiative 8
Speed Walk 40 ft
Actions / Turn 3
DC 15
Attack Bonus 6
Crit Threshold 25
Power Score 1.5
Abilities, Saves, and Skills
STR 6 / -2
DEX 17 / +3
CON 10 / +0
INT 4 / -3
WIS 16 / +3
CHA 10 / +0
Will 5
Reflex 7
Fortitude 2
Perception 5
Stealth 2
Athletics -3
Acrobatics 5
Insight 5
Attacks
Beak
Melee · 1 Action · 1 attack(s) / action
To Hit 6 DC — AP 0 1d4 - 1
Abilities
Raven's Evasion
Passive · custom
When flying gain a +4 to defence
Sneak Attack
Passive · custom
1D4 bonus on sneak attack
Defences and Resistances
No resistances listed.

Rodanin Merchant Marine

Level 2 Medium NPC Soldier
No description.
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Full Description
No description.
Core Stats
HP 30
Armor 2
Defence 18
Initiative 7
Speed Walk 30 ft
Actions / Turn 3
DC
Attack Bonus
Crit Threshold 2720
Power Score 3.0
Abilities, Saves, and Skills
STR 10 / +0
DEX 10 / +0
CON 10 / +0
INT 10 / +0
WIS 10 / +0
CHA 10 / +0
Will 6
Reflex 6
Fortitude 8
Perception 7
Stealth 0
Athletics 9
Acrobatics 5
Insight 0
Attacks
Longsword
Melee · 1 Action · 1 attack(s) / action
To Hit 8 DC — AP 0 1D8 + 8
Crossbow
Melee · 1 Action · 1 attack(s) / action
To Hit 8 DC — AP 0 1D10 + 6
Musket
Melee · 1 Action · 1 attack(s) / action
To Hit 8 DC — AP 4 2D8 + 6
Misfire 3
Abilities
No abilities listed.
Defences and Resistances
No resistances listed.
Martial Masteries
Pushing Attack (L0, cost 1) All in (L0, cost 0)

Screamer

Level 5 Small Monster Uncategorised
Screaming Spells from their horrific mouth this sogomereans beast dart in an out in the sky, unleashing a torrent of spears
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Full Description
Screaming Spells from their horrific mouth this sogomereans beast dart in an out in the sky, unleashing a torrent of spears
Core Stats
HP 55
Armor 16
Defence 14
Initiative 12
Speed Walk 30 ft
Actions / Turn 3
DC
Attack Bonus
Crit Threshold 20
Power Score 7.5
Abilities, Saves, and Skills
STR 10 / +0
DEX 10 / +0
CON 10 / +0
INT 10 / +0
WIS 10 / +0
CHA 10 / +0
Will 12
Reflex 8
Fortitude 2
Perception 0
Stealth 0
Athletics 0
Acrobatics 0
Insight 0
Attacks
Strike
1 Action
To Hit 0 AP 0
Abilities
Curse of Thorns
Active · 2 · custom
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 · custom
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 · custom
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 · custom
Fortitude Save DC19, 3D6 thunder on fail
Defences and Resistances
No resistances listed.

Skeleton Warriors

Level 1 Medium Monster Undead
Skeleton Warriors are, as their name implies, Undead Skeletons that have been raised from their graves to fight, willingly or not, on the behalf of the necromancer who raised them, forming the overall backbone of most Undead armies
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Full Description
Skeleton Warriors are, as their name implies, Undead Skeletons that have been raised from their graves to fight, willingly or not, on the behalf of the necromancer who raised them, forming the overall backbone of most Undead armies
Core Stats
HP 11
Armor 2
Defence 13
Initiative 2
Speed Walk 25 ft
Actions / Turn 3
DC 14
Attack Bonus 4
Crit Threshold 28
Power Score 1.5
Abilities, Saves, and Skills
STR 13 / +1
DEX 13 / +1
CON 13 / +1
INT 13 / +1
WIS 13 / +1
CHA 13 / +1
Will -1
Reflex -2
Fortitude 8
Perception 1
Stealth -2
Athletics 6
Acrobatics 0
Insight 0
Attacks
Weapon Attack
Melee · 1 Action · 1 attack(s) / action
To Hit 5 DC — AP 0 1D8 + 5 Weapon Depending Vary
Abilities
No abilities listed.
Defences and Resistances
Magical Bludgeoning
Vulnerability (double) · 0
Necrotic
Immunity · 0
Physical Bludgeoning
Resistance (half) · 0
Physical Bludgeoning
Vulnerability (double) · 0
Physical Slashing
Resistance (half) · 0

Sogomere Anointed Warrior

Level 10 Medium Monster Uncategorised
No description.
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Full Description
No description.
Core Stats
HP 111
Armor 6
Defence 23
Initiative 25
Speed Walk 35 ft
Actions / Turn 3
DC
Attack Bonus
Crit Threshold 35
Power Score 15.0
Abilities, Saves, and Skills
STR 10 / +0
DEX 10 / +0
CON 10 / +0
INT 10 / +0
WIS 10 / +0
CHA 10 / +0
Will 12
Reflex 7
Fortitude 18
Perception 12
Stealth 0
Athletics 18
Acrobatics 12
Insight 8
Attacks
Strike
1 Action
To Hit 16 AP 2 2D10 + 16 or 2D6 + 16
Depends of if shield
Abilities
Shield Block
Passive · custom
Reduce damage by 14
Unho;y Resilience
Passive · custom
Resistant to Radiant Damage. takes 5 damage less from crits
Defences and Resistances
No resistances listed.
Martial Masteries
Shield Vault (L6, cost 2) All in (L0, cost 0) Single Minded Execution (L13, cost 7) Decimate (L8, cost 3) Shield Ram (L6, cost 4) Lightning Whirlwind (L8, cost 2) Rush Attack (L1, cost 2)

Sogomerean Siege Engine

Level 7 Huge Monster Uncategorised
Massive and Hulking, this demonic construct is is immune to standard mortal weaponary and crushes those in its path.
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Full Description
Massive and Hulking, this demonic construct is is immune to standard mortal weaponary and crushes those in its path.
Core Stats
HP 250
Armor 6
Defence 24
Initiative 12
Speed Walk 30 ft
Actions / Turn 3
DC
Attack Bonus
Crit Threshold 20
Power Score 10.5
Abilities, Saves, and Skills
STR 10 / +0
DEX 10 / +0
CON 10 / +0
INT 10 / +0
WIS 10 / +0
CHA 10 / +0
Will 12
Reflex 4
Fortitude 20
Perception 0
Stealth 0
Athletics 0
Acrobatics 0
Insight 0
Attacks
Strike
1 Action
To Hit 0 AP 0
Abilities
Melee: Backbreaker Smash
Active · 2 · custom
15ft side by side, +12 to hit, 5 AP, 8D8 bludgeoning damage
Ranged: Soulfire Cannon
Active · 2 · custom
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 · custom
DC21 fortitude or reflex save, prone on fail
Switch Modes
Passive · custom
Switch between range or melee mode. Automatically switches when in melee
Defences and Resistances
No resistances listed.

Sogomerean Winged Minion

Level 4 Small Monster Uncategorised
Fast and furious, the Sogomerean winged minion is a deadly and terrifying swarmer
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Full Description
Fast and furious, the Sogomerean winged minion is a deadly and terrifying swarmer
Core Stats
HP 35
Armor 12
Defence 20
Initiative 17
Speed Walk 30 ft
Actions / Turn 3
DC
Attack Bonus
Crit Threshold 20
Power Score 6.0
Abilities, Saves, and Skills
STR 10 / +0
DEX 10 / +0
CON 10 / +0
INT 10 / +0
WIS 10 / +0
CHA 10 / +0
Will 7
Reflex 12
Fortitude 5
Perception 18
Stealth 5
Athletics 8
Acrobatics 0
Insight 0
Attacks
Strike
1 Action
To Hit 0 AP 0
Abilities
Crippling Surround
Active · 2 · custom
Force a target to make a DC20 will save, on fail, surrounded off guard also applies -2 to their dodge
Furious Attack
Active · 1 · custom
2D6 + 10, + 12 to attack, +5 AP
Keep up the attack
Passive · custom
When below 50% HP, do bonus 5 damage
Defences and Resistances
Resistance Notes
Non-magical damage 10%

Sogomeren Headhunter

Level 6 Medium Monster Uncategorised
Fast, armored, these assassins are designed to surround and remove key targets
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Full Description
Fast, armored, these assassins are designed to surround and remove key targets
Core Stats
HP 65
Armor 10
Defence 22
Initiative 20
Speed Walk 30 ft
Actions / Turn 3
DC
Attack Bonus
Crit Threshold 20
Power Score 9.0
Abilities, Saves, and Skills
STR 10 / +0
DEX 10 / +0
CON 10 / +0
INT 10 / +0
WIS 10 / +0
CHA 10 / +0
Will 10
Reflex 17
Fortitude 6
Perception 26
Stealth 12
Athletics 14
Acrobatics 0
Insight 0
Attacks
Strike
1 Action
To Hit 0 AP 0
Abilities
Claw Strike
Active · 1 · custom
+12 to hit, 6 AP, 1D8 +12
Demonic Kiss of Weakening
Active · 1 · custom
Will save, DC20 CF: Weakened (Body + Mind) 5 F: Weakened (Body or Mind) 3 S/CS: N/A
Bring em down
Passive · custom
-2 to crit threshold when attacking a target that has been attacked by another Sogomere creature
Defences and Resistances
No resistances listed.

Stone Golem Lord

Level 11 Huge Monster Elemental
DC26 Lore Plane Massive Hulking Lord of the stone golems, these earth elementals have spent thousands of years accumullating their might and asserting themself as leaders
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Full Description
DC26 Lore Plane Massive Hulking Lord of the stone golems, these earth elementals have spent thousands of years accumullating their might and asserting themself as leaders
Core Stats
HP 210
Armor 8
Defence 25
Initiative 16
Speed Walk 25 ft
Actions / Turn 3
DC 26
Attack Bonus 16
Crit Threshold 42
Power Score 16.5
Abilities, Saves, and Skills
STR 24 / +7
DEX 12 / +1
CON 22 / +6
INT 10 / +0
WIS 16 / +3
CHA 10 / +0
Will 14
Reflex 7
Fortitude 26
Perception 16
Stealth 0
Athletics 28
Acrobatics 0
Insight 0
Attacks
Slam
Melee · 1 Action · 1 attack(s) / action
To Hit 18 DC — AP 5 3D12 + 21 Blugdoening
Hurl Boulder
Area · 1 Action · 1 attack(s) / action
To Hit — DC — Reflex AP 0 8D10 bludgeoning Range, 200ft
DC28., half on success
Abilities
Earth Glide
Passive · custom
it can Burrow through any earthen matter, including rock. When it does so, the living avalanche moves at its full burrow Speed, leaving no tunnels or signs of its passing.
Earthquake
Passive · custom
Creatures within 40ft must make a fortitude save of DC26 of be knocked prone
Grinding Stones
Passive · custom
deals 4d12 bludgeoning damage to each prone creature within the elemental's melee reach with a DC 30 basic Reflex save.
Defences and Resistances
All Physical
Resistance (half) · 0

Varduin Armiger

Level 12 Large Monster Varduin Construct
Considered heavy yet mobile rapid response constructs, These advanced arcane constructs are designed to rapidly enter a area and destroy foes. It is equipped with two of the following weapons
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Full Description
Considered heavy yet mobile rapid response constructs, These advanced arcane constructs are designed to rapidly enter a area and destroy foes. It is equipped with two of the following weapons
Core Stats
HP 155
Armor 5
Defence 27
Initiative 17
Speed Walk 45 ft
Actions / Turn 3
DC 28
Attack Bonus 18
Crit Threshold 40
Power Score 18.0
Abilities, Saves, and Skills
STR 22 / +6
DEX 16 / +3
CON 20 / +5
INT 14 / +2
WIS 10 / +0
CHA 10 / +0
Will 21
Reflex 18
Fortitude 19
Perception 22
Stealth 12
Athletics 24
Acrobatics 15
Insight 17
Attacks
Tri-linked Fusion Blaster
Ranged · 1 Action · 1 attack(s) / action
To Hit 20 DC — AP 5 8D8 + 10 Force Range, 30ft
Traits: Range, 30ft
Laser Lance
Melee · 1 Action · 1 attack(s) / action
To Hit 18 DC — AP 7 4D10 + 15 Force Range,, 1000ft
Traits: Range,, 1000ft
Scatter Lance
Melee · 1 Action · 1 attack(s) / action
To Hit 18 DC — AP 2 4D8 + 9 Force Range, 500ft, NO MAP
Traits: Range, 500ft, NO MAP
Force Blades
Melee · 1 Action · 1 attack(s) / action
To Hit — DC — AP 5 4D12 + 18 Magical Slashing
Abilities
Emergency Shield System
Passive · custom
It can expend a reaction to grant itself 2D8 temporary hitpoints and Ward 5 till the start of the next turn
Jump Pack
Passive · custom
It can fly its movement speed provided it ends it turns on flat ground
Scan Area
Passive · custom
Gains a +5 on seek checks
Defences and Resistances
Acid
Resistance (half) · 0
Necrotic
Immunity · 0
All Physical
Resistance (half) · 0
Poison
Immunity · 0
Psychic
Immunity · 0

Varduin Crisis Eradicator

Level 12 Large Monster Uncategorised
Centuries old, and lacking many components and maintenance, these heavily armed and fast war constructs once formed the core of automated construct rapid response platforms. With highly intelligent systems and devastating weapons, they are more than a match f…
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Full Description
Centuries old, and lacking many components and maintenance, these heavily armed and fast war constructs once formed the core of automated construct rapid response platforms. With highly intelligent systems and devastating weapons, they are more than a match for most demons, creatures and wandering adventures. Constructs are armed with 3 of these weapons
Core Stats
HP 200
Armor 6
Defence 29
Initiative 21
Speed Walk 35 ft, Fly 70 ft (Double speed)
Actions / Turn 4
DC 27
Attack Bonus 17
Crit Threshold 40
Power Score 24.0
Abilities, Saves, and Skills
STR 21 / +5
DEX 14 / +2
CON 21 / +5
INT 14 / +2
WIS 10 / +0
CHA 7 / -2
Will 17
Reflex 19
Fortitude 22
Perception 20
Stealth 18
Athletics 22
Acrobatics 20
Insight 19
Attacks
Force Glaive
Melee · 1 Action · 1 attack(s) / action
To Hit 25 DC — AP 5 3D12 + 25 Magical Slashing
Heavy Laser Lance
Melee · 1 Action · 1 attack(s) / action
To Hit 21 DC — AP 6 3D10 + 20 Magical Piercing
Streamatter Scythe
Melee · 1 Action · 1 attack(s) / action
To Hit — DC — Fortitude AP 10 8D8 Force
Bonus 8D8 true on failure
Force Missile Pod (Strike Burst)
Melee · 1 Action · 1 attack(s) / action
To Hit 21 DC — AP 4 7D8 + 35 Force
Force Missile Pod (Barrage)
Melee · 1 Action · 1 attack(s) / action
To Hit — DC — Reflex AP 2 7D8
Select 10 targets or 10 5x5 area
Quad Heavy Fusion Blaster
Melee · 1 Action · 1 attack(s) / action
To Hit 25 DC — AP 3 7D12 + 16 Force
Riftmatter Cannon
Melee · 1 Action · 1 attack(s) / action
To Hit — DC — Reflex AP 10 15D8 True
Half on a success, select a 10ftx10ft area
Abilities
Advanced Scanner Systen
Passive · custom
It gains advantage on seek actions.
Force Shields
Passive · custom
Gain 4D6 temporary HP at the start of its turn, if its not stunned, gain Ward 2.
Replusion Shield
Passive · custom
As a action of reaction, creatures within 15ft must make a fortitude save, taking 3D10 force damage CF; Knocked back 20ft away Stun 1 and knocked prone F:Knocked back 20ft away, Knocked Prone S: Knocked back 10ft away, Half damage CS: N/A
Defences and Resistances
Necrotic
Immunity · 0
All Physical
Resistance (half) · 0
Poison
Immunity · 0
Psychic
Immunity · 0

Varduin Echo Warrior Servant

Level 12 Medium Monster Uncategorised
No description.
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Full Description
No description.
Core Stats
HP 120
Armor 0
Defence 29
Initiative 20
Speed Walk 45 ft
Actions / Turn 3
DC 28
Attack Bonus 20
Crit Threshold 42
Power Score 18.0
Abilities, Saves, and Skills
STR 18 / +4
DEX 22 / +6
CON 18 / +4
INT 20 / +5
WIS 15 / +2
CHA 12 / +1
Will 18
Reflex 20
Fortitude 16
Perception 20
Stealth 17
Athletics 14
Acrobatics 19
Insight 25
Attacks
Force Rifle
Melee · 1 Action · 1 attack(s) / action
To Hit — DC — AP 3 4D12 + 20 Force
Spirit Blade
Melee · 1 Action · 1 attack(s) / action
To Hit — DC — AP 5 7D8 + 25 Magical Slashing
Abilities
Spellstrike
Passive · feat
You can cast a spell as part of the attack action by increasing the attack action by one action. On-hit you apply the spell effect as part of the attack. On a miss, make a spellcasting check vs a DC15 + the spell your casted level check. On a failure, you lose the spell slot
Ethereal Weapon
Passive · custom
Gain a +5 when its attacks are parried.
Defences and Resistances
All Physical
Resistance (half) · 0
Spellcasting
Antyok Net (L5) Dominate Person (L5) Blight (L4) Ocular Overload (L4) Aganoising Despair (L3) Vampiric Touch (L3) Midnight Wind (L4) Confusion (L4)

Varduin Marker Drone

Level 3 Small Monster Uncategorised
No description.
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Full Description
No description.
Core Stats
HP 21
Armor 5
Defence 21
Initiative 12
Speed Walk 65 ft
Actions / Turn 3
DC 17
Attack Bonus 5
Crit Threshold 31
Power Score 4.5
Abilities, Saves, and Skills
STR 13 / +1
DEX 13 / +1
CON 13 / +1
INT 13 / +1
WIS 13 / +1
CHA 13 / +1
Will 5
Reflex 14
Fortitude 12
Perception 20
Stealth 5
Athletics 2
Acrobatics 8
Insight 15
Attacks
Strike
1 Action
To Hit 0 AP 0
Abilities
Advanced Sensor System
Passive · custom
It has 1km of darkvision and ignores invisibility.
Mark
Passive · custom
It can mark a target for allies to gain advantage on ranged attacks, a varduin missile auto hits against a target with mark target
Scan Area
Passive · custom
It can do a seek action with a +10 to perception checl
Defences and Resistances
No resistances listed.

Varduin Repair Drone

Level 3 Small Monster Uncategorised
No description.
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Full Description
No description.
Core Stats
HP 20
Armor 0
Defence 17
Initiative 12
Speed Walk 50 ft
Actions / Turn 3
DC 0
Attack Bonus 0
Crit Threshold 20
Power Score 4.5
Abilities, Saves, and Skills
STR 13 / +1
DEX 13 / +1
CON 13 / +1
INT 13 / +1
WIS 13 / +1
CHA 13 / +1
Will 9
Reflex 12
Fortitude 9
Perception 15
Stealth 7
Athletics 5
Acrobatics 9
Insight 9
Attacks
Strike
1 Action
To Hit 0 AP 0
Abilities
Repair
Active · 1 · custom
It can fly to an ally to repair them for 3D6 hitpoints
Defences and Resistances
No resistances listed.

Varduin Shield Drone

Level 3 Small Monster Uncategorised
No description.
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Full Description
No description.
Core Stats
HP 25
Armor 0
Defence 20
Initiative 15
Speed Walk 50 ft
Actions / Turn 3
DC 0
Attack Bonus 0
Crit Threshold 30
Power Score 4.5
Abilities, Saves, and Skills
STR 13 / +1
DEX 13 / +1
CON 13 / +1
INT 13 / +1
WIS 13 / +1
CHA 13 / +1
Will 6
Reflex 10
Fortitude 13
Perception 10
Stealth 7
Athletics 7
Acrobatics 7
Insight 7
Attacks
Strike
1 Action
To Hit 0 AP 0
Abilities
Sacrifice
Active · reaction · custom
It can fly to an ally within 10ft as a reaction and take a ranged attack to it, taking the damage instead
SHield System
Active · 1 · custom
It ccan grant an ally within 15ft + Ward 1 + 1D4 and 2D12 temporary hitpoints for one turn
Defences and Resistances
No resistances listed.

Varduin War Construct Force Cannon Gunner

Level 6 Large Monster Uncategorised
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
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Full Description
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
Core Stats
HP 88
Armor 5
Defence 18
Initiative 18
Speed Walk 30 ft
Actions / Turn 3
DC
Attack Bonus
Crit Threshold 32
Power Score 9.0
Abilities, Saves, and Skills
STR 10 / +0
DEX 10 / +0
CON 10 / +0
INT 10 / +0
WIS 10 / +0
CHA 10 / +0
Will 8
Reflex 1
Fortitude 13
Perception 15
Stealth 0
Athletics 15
Acrobatics 0
Insight 0
Attacks
Force Cannon
2 Actions
To Hit 10 AP 15 8D8 + 10 Force
Abilities
Punch
Active · 1 · custom
+10, 2D8 + 10
Streamatter Scythe(Alternate Weapon)
Active · 2 · custom
10x30ft cone, Reflex save 8D6 force damage. For every 6 rolled, do additional 6 true damage
Superior Build
Passive · custom
Reduce non-magical damage by half
Defences and Resistances
No resistances listed.
Tags
Construct Varduin

Varduin War Construct Omen Marker

Level 5 Small Monster Uncategorised
No description.
View details
Full Description
No description.
Core Stats
HP 30
Armor 2
Defence 28
Initiative 12
Speed Walk 60 ft
Actions / Turn 3
DC
Attack Bonus
Crit Threshold 40
Power Score 7.5
Abilities, Saves, and Skills
STR 10 / +0
DEX 10 / +0
CON 10 / +0
INT 10 / +0
WIS 10 / +0
CHA 10 / +0
Will 8
Reflex 12
Fortitude 4
Perception 30
Stealth 0
Athletics 0
Acrobatics 15
Insight 0
Attacks
Force Short
1 Action
To Hit 10 AP 5 2D6 + 5
Abilities
Attach Guide
Active · 2 · custom
Sustain 2, land on a varduin construct to give it advantage on attack rolls and ward +2
Markerlight
Active · 1 · custom
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 · custom
Reduce non-magical damage by half.
Defences and Resistances
No resistances listed.
Tags
Construct Varduin

Varduin War Construct Shieldreaver

Level 6 Large Monster Uncategorised
No description.
View details
Full Description
No description.
Core Stats
HP 88
Armor 5
Defence 7
Initiative 15
Speed Walk 30 ft
Actions / Turn 3
DC
Attack Bonus
Crit Threshold 34
Power Score 9.0
Abilities, Saves, and Skills
STR 10 / +0
DEX 10 / +0
CON 10 / +0
INT 10 / +0
WIS 10 / +0
CHA 10 / +0
Will 8
Reflex 2
Fortitude 12
Perception 15
Stealth 0
Athletics 15
Acrobatics 0
Insight 0
Attacks
Force Axe
1 Action
To Hit 10 AP 10 2D12 + 20
Abilities
Axe Charge
Active · 1 · custom
Next attack does extra 2D8 force damage on-hit and gains +5AP
Raise Shimmershield
Active · 1 · custom
Gain the shield block reaction to reduce damage by 15 and gain Ward 5.
Superior Form
Passive · custom
Reduce incoming non-magical damage by half.
Defences and Resistances
No resistances listed.
Martial Masteries
Disarming Strike (L3, cost 1) Decimate (L8, cost 3) All in (L0, cost 0)
Tags
Construct Varduin

Varduin War Construct Weaver

Level 5 Small Monster Uncategorised
No description.
View details
Full Description
No description.
Core Stats
HP 50
Armor 1
Defence 22
Initiative 4
Speed Walk 30 ft
Actions / Turn 3
DC
Attack Bonus
Crit Threshold 25
Power Score 7.5
Abilities, Saves, and Skills
STR 10 / +0
DEX 10 / +0
CON 10 / +0
INT 10 / +0
WIS 10 / +0
CHA 10 / +0
Will 8
Reflex 2
Fortitude 8
Perception 10
Stealth 0
Athletics 10
Acrobatics 0
Insight 0
Attacks
Strike
1 Action
To Hit 5 AP 1 1D12 + 10
Abilities
Construct Sight
Active · 1 · custom
Give a construct within 40ft a +5 to hit for 1 turn
Repair
Active · 1 · custom
Cause a friendly construct it touch to heal for 2D8 for each action it uses
Superior Construct
Passive · custom
Reduce incoming non-magical damage by half
Defences and Resistances
No resistances listed.
Tags
Construct Varduin

Wolf

Level 1 Small Monster Animal
No description.
View details
Full Description
No description.
Core Stats
HP 15
Armor 0
Defence 14
Initiative 8
Speed Walk 50 ft
Actions / Turn 3
DC
Attack Bonus
Crit Threshold 24
Power Score 1.5
Abilities, Saves, and Skills
STR 10 / +0
DEX 10 / +0
CON 10 / +0
INT 10 / +0
WIS 10 / +0
CHA 10 / +0
Will 4
Reflex 7
Fortitude 7
Perception 0
Stealth 0
Athletics 8
Acrobatics 8
Insight 0
Attacks
Strike
1 Action
To Hit 5 AP 0 1D6 + 5
MAP -1
Abilities
No abilities listed.
Defences and Resistances
No resistances listed.

Xiavos Elite

Level 7 Small Monster Uncategorised
Xiavos elite are veteran warriors or those that have proven themself. A highly lethal warrior that can overcome even regular professional elite forces with ease
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Full Description
Xiavos elite are veteran warriors or those that have proven themself. A highly lethal warrior that can overcome even regular professional elite forces with ease
Core Stats
HP 78
Armor 4
Defence 22
Initiative 12
Speed Walk 35 ft, Swim 35 ft (Full speed)
Actions / Turn 3
DC 20
Attack Bonus 11
Crit Threshold 33
Power Score 10.5
Abilities, Saves, and Skills
STR 20 / +5
DEX 14 / +2
CON 18 / +4
INT 14 / +2
WIS 12 / +1
CHA 12 / +1
Will 13
Reflex 9
Fortitude 13
Perception 11
Stealth 0
Athletics 15
Acrobatics 0
Insight 10
Attacks
Spear
Melee · 1 Action · 1 attack(s) / action
To Hit 11 DC — AP 2 2D10 + 11 Piercing Reach
Traits: on-crit D8
Javellin
Ranged · 1 Action · 1 attack(s) / action
To Hit 11 DC — AP 1 2D8 + 11 Piercing Range, 35,70,150
Traits: lethal D6
Abilities
Sundering Charge
Passive · feat
Your charged attack gains a +2 to AP
Parry
Passive · feat
You can use the parry reaction
Lethal Tempo
Passive · feat
Landing a melee or ranged weapon attack that has finesse or balanced trait reduces MAP by 1 to hit rolls to your next weapon attack up to a maximum of your dexterity modifier.. You lose stacks if you fail to hit an attack at least once per turn.
Cut Down
Passive · feat
Attacks against a creature with more than 50% HP do extra 1 damage. Improving to +2 if you are level 10 and above
Defences and Resistances
No resistances listed.
Martial Masteries
Distracting Attack (L1, cost 1) Comet Spear (L5, cost 1) Courageous Dash (L5, cost 2) All in (L0, cost 0) Lacerating Strike (L3, cost 1) Aggresive Stance (L2, cost 2)

Xiavos Hunter

Level 2 Medium NPC Humanoid
Savage and brutal, hunters form pacts that raid or roam or in times of war, form as scouts and skirnishes and support infantry.
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Full Description
Savage and brutal, hunters form pacts that raid or roam or in times of war, form as scouts and skirnishes and support infantry.
Core Stats
HP 28
Armor 0
Defence 16
Initiative 6
Speed Walk 30 ft, Swim 30 ft (Full speed)
Actions / Turn 3
DC 16
Attack Bonus 6
Crit Threshold 20
Power Score 3.0
Abilities, Saves, and Skills
STR 16 / +3
DEX 10 / +0
CON 16 / +3
INT 10 / +0
WIS 8 / -1
CHA 8 / -1
Will 7
Reflex 4
Fortitude 9
Perception 6
Stealth 0
Athletics 8
Acrobatics 0
Insight 0
Attacks
Spear
Melee · 1 Action · 1 attack(s) / action
To Hit 6 DC — AP 0 1D10 + 6 Piercing
Abilities
Cut Down
Passive · feat
Attacks against a creature with more than 50% HP do extra 1 damage. Improving to +2 if you are level 10 and above
Net
Passive · custom
10ft range, reflex save, on a fail become prone and restrained
Defences and Resistances
No resistances listed.
Martial Masteries
All in (L0, cost 0)

Xiavos Pact Hunter leader

Level 4 Medium Monster Uncategorised
Leaders of the Xiavos hunter packs, these veterans are even more brutal and ruthless than those they lead.
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Full Description
Leaders of the Xiavos hunter packs, these veterans are even more brutal and ruthless than those they lead.
Core Stats
HP 51
Armor 0
Defence 18
Initiative 8
Speed Walk 30 ft
Actions / Turn 3
DC 18
Attack Bonus 8
Crit Threshold 20
Power Score 6.0
Abilities, Saves, and Skills
STR 19 / +4
DEX 14 / +2
CON 16 / +3
INT 10 / +0
WIS 10 / +0
CHA 12 / +1
Will 9
Reflex 6
Fortitude 9
Perception 8
Stealth 0
Athletics 0
Acrobatics 0
Insight 0
Attacks
Spear
Melee · 1 Action · 1 attack(s) / action
To Hit 8 DC — AP 0 1D10 + 8 Piercing
Traits: on crit D6
Javellin
Ranged · 1 Action · 1 attack(s) / action
To Hit 8 DC — AP 0 1D8 + 8 Piercing
Abilities
Adrenaline Surge
Passive · feat
You can gain an extra action on your first turn, however you lose 2 actions on your second turn
Cut Down
Passive · feat
Attacks against a creature with more than 50% HP do extra 1 damage. Improving to +2 if you are level 10 and above
Net
Passive · custom
10ft range, reflex save, on a fail become prone and restrained
Defences and Resistances
No resistances listed.

Xiavos Warrior

Level 5 Medium NPC Humanoid Soldier
The best Xiavos hunters or those coming from noble houses become warriors. Trained from young, these highly trained creatures are more than a match for any common foot soilder.
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Full Description
The best Xiavos hunters or those coming from noble houses become warriors. Trained from young, these highly trained creatures are more than a match for any common foot soilder.
Core Stats
HP 58
Armor 3
Defence 18
Initiative 9
Speed Walk 25 ft, Swim 25 ft (Full speed)
Actions / Turn 3
DC 19
Attack Bonus 9
Crit Threshold 30
Power Score 7.5
Abilities, Saves, and Skills
STR 13 / +1
DEX 13 / +1
CON 13 / +1
INT 13 / +1
WIS 13 / +1
CHA 13 / +1
Will 9
Reflex 9
Fortitude 9
Perception 9
Stealth 0
Athletics 0
Acrobatics 0
Insight 0
Attacks
Spear
Melee · 1 Action · 1 attack(s) / action
To Hit 9 DC — AP 0 1D10 + 9 Piercing Reach
Traits: On-crit D6
Javelinn
Ranged · 1 Action · 1 attack(s) / action
To Hit 9 DC — AP 0 1D10 + 8 Piercing Range, 25,60,120
Abilities
Cut Down
Passive · feat
Attacks against a creature with more than 50% HP do extra 1 damage. Improving to +2 if you are level 10 and above
Break Defences
Passive · feat
After you critically land a hit on an target, it's defence bonus is reduced by one and its bonus from parry or shield is reduced by half until the end of the next round
Lethal Tempo
Passive · feat
Landing a melee or ranged weapon attack that has finesse or balanced trait reduces MAP by 1 to hit rolls to your next weapon attack up to a maximum of your dexterity modifier.. You lose stacks if you fail to hit an attack at least once per turn.
Xiavos Shield
Passive · custom
They can raise a shield, reducing damage by 14.
Defences and Resistances
No resistances listed.
Martial Masteries
All in (L0, cost 0)

Zombie

Level 0 Medium Monster Undead
Zombies are shambling Undead horrors that are usually the mindless, necromantically-animated corpses of various mortal races
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Full Description
Zombies are shambling Undead horrors that are usually the mindless, necromantically-animated corpses of various mortal races
Core Stats
HP 12
Armor 0
Defence 10
Initiative -2
Speed Walk 20 ft
Actions / Turn 3
DC 12
Attack Bonus 3
Crit Threshold 20
Power Score 1.5
Abilities, Saves, and Skills
STR 12 / +1
DEX 6 / -2
CON 15 / +2
INT 2 / -4
WIS 2 / -4
CHA 2 / -4
Will -5
Reflex -3
Fortitude 5
Perception -5
Stealth -5
Athletics 5
Acrobatics -5
Insight -5
Attacks
Weapon Attack/ First
Melee · 1 Action · 1 attack(s) / action
To Hit 3 DC — AP 0 1D3 + 1
Abilities
No abilities listed.
Defences and Resistances
Resistance Notes
Resistance to Slashing, Piercing damage
Fire
Vulnerability (double) · 0
Necrotic
Immunity · 0
Physical Piercing
Resistance (half) · 0
Physical Slashing
Resistance (half) · 0
Radiant
Vulnerability (double) · 0