Forest Monsters
Below is a list of Monsters that may be found in a forest or forest-like biome. The template for creating monsters is also below for reference.
Monster Template
- Desired CR = X
- HP: X * 5
- AC: 10 + X (Maximum of 25)
- AB: X (Maximum of +20)
- Damage: 1d6 + X
- Note: Monsters of CR 5+ may attempt 1 Attack as a Free Action each Turn. Monsters of CR 9+ may attempt 2 Attacks as Free Actions each Turn.
- Special: Give the Monster 1 to 5 special Abilities or special attributes, such as resistance to Fire Damage or the Ability to Cast Spells. If a Monster can Cast Spells, it may have a maximum number of Spell Points and a maximum number of know a number of Spells equal to X/2 (with a Maximum of 5). In terms of Spell's scaling, Monsters substitute their CR in place of Level.
- Save: 15 - (X/2) (Minimum of 5)
- Skills: X/2 Skill Pips may be applied (all Skills start as 1-in-6)
A
- Ant (Giant, Soldier) - 4 CR
- HP: 20
- AC: 14
- AB: +4
- Damage: 1d6 + 4
- Special: Can climb walls and upside down; Carapace (Takes 1 less Damage each time it takes Damage. It will always take at least 1 Damage.); Venom (Once per combat, can cause the Affliction Poisoned 2 on a hit)
- Save: 13
- Skills: Strength (3-in-6)
- Ant (Giant, Worker) - 2 CR
- HP: 10
- AC: 12
- AB: +2
- Damage: 1d6 + 2
- Special: Can climb walls and upside down; Venom (Once per combat, can cause the Affliction Poisoned 1 on a hit)
- Save: 14
- Skills: Strength (2-in-6)
- Ant (Giant, Queen) - 6 CR
- HP: 30
- AC: 16
- AB: +6
- Damage: 1d6 + 6, 1 Free Action Attack each Turn
- Special: Can climb walls and upside down; Carapace (Takes 1 less Damage each time it takes Damage. It will always take at least 1 Damage.); Venom (Once per combat, can cause the Affliction Poisoned 3 on a hit)
- Save: 12
- Skills: Strength (4-in-6)
- Bandit - 2 CR
- HP: 10
- AC: 12
- AB: +2
- Damage: 1d6 + 2
- Special: Can use Ranged Attacks; Backstab (Can deal an extra 1d6 Damage once per combat)
- Save: 14
- Skills: Thievery (2-in-6)
- Bandit Captain - 4 CR
- HP: 20
- AC: 14
- AB: +4
- Damage: 1d6 + 4
- Special: Can use Ranged Attacks; Backstab (Can deal an extra 1d6 Damage once per combat)
- Save: 13
- Skills: Charisma (2-in-6), Thievery (2-in-6)
- Bear - 5 CR
- HP: 25
- AC: 15
- AB: +5
- Damage: 1d6 + 5, 1 Free Action Attack each Turn
- Special: Can climb trees and other vegetation; Brutal (Lands a Critical Hit on a Natural 19 or a Natural 20 and deals an additional 5 Damage on Critical Hits); Revenge (Once per combat, can attempt a single Attack right after taking Damage)
- Save: 13
- Skills: Strength (3-in-6)
C
- Centipede (Giant) - 2 CR
- HP: 10
- AC: 12
- AB: +2
- Damage: 1d6 + 2
- Special: Can climb walls and upside down; Sickening (Causes the Affliction Enfeebled 1 on a hit)
- Save: 14
- Skills: Strength (2-in-6)
- Centipede (Giant, Dire) - 5 CR
- HP: 25
- AC: 15
- AB: +5
- Damage: 1d6 + 5, 1 Free Action Attack each Turn
- Special: Can climb walls and upside down; Carapace (Takes 1 less Damage each time it takes Damage. It will always take at least 1 Damage.); Sickening (Causes the Affliction Enfeebled 2 on a hit)
- Save: 13
- Skills: Strength (2-in-6), Survival (2-in-6)
- Cougar - 4 CR
- HP: 20
- AC: 14
- AB: +4
- Damage: 1d6 + 4
- Special: Can climb trees and other vegetation; Brutal (Lands a Critical Hit on a Natural 19 or a Natural 20 and deals an additional 4 Damage on Critical Hits); Intimidate (May cause one target to gain the Affliction Afraid 2 when combat begins)
- Save: 13
- Skills: Agility (2-in-6), Stealth (2-in-6)
D
- Dwarf - 1 CR
- HP: 5
- AC: 11
- AB: +1
- Damage: 1d6 + 1
- Special: Can use Ranged Attacks; Fortitude (Advantage on Saves)
- Save: 15
- Skills: All 1-in-6
E
- Elf - 2 CR
- HP: 10
- AC: 12
- AB: +2
- Damage: 1d6 + 2
- Special: Can use Ranged Attacks; 1 Spell Point; Magic Missile (The user creates 2 magical darts. They may then instantly send each dart to any target within Medium Range. These darts hit automatically and each dart deals 1d4 Force Damage.)
- Save: 14
- Skills: Liston (2-in-6)
F
- Fungal King - 4 CR
- HP: 20
- AC: 14
- AB: +4
- Damage: 1d6 + 4
- Special: Immune to Necrotic Damage and the Enfeebled Affliction; 2 Spell Points; Drain (The user may choose a target within Close Range and make an Attack Roll. On a hit, the target takes 2d4 + 4 Necrotic Damage and the user is Healed for half as much HP.), Heal (Heal self or an ally within Close Range for 1d6 + 4 HP)
- Save: 13
- Skills: Charisma (2-in-6), Survival (2-in-6)
- Fungal Sage - 2 CR
- HP: 10
- AC: 12
- AB: +2
- Damage: 1d6 + 2
- Special: Immune to Necrotic Damage and the Enfeebled Affliction; 1 Spell Point; Drain (The user may choose a target within Close Range and make an Attack Roll. On a hit, the target takes 2d4 + 2 Necrotic Damage and the user is Healed for half as much HP.)
- Save: 14
- Skills: Medicine (2-in-6)
- Fungal Warrior - 1 CR
- HP: 5
- AC: 11
- AB: +1
- Damage: 1d6 + 1
- Special: Immune to Necrotic Damage and the Enfeebled Affliction
- Save: 15
- Skills: All 1-in-6
G
- Goblin - 1 CR
- HP: 5
- AC: 11
- AB: +1
- Damage: 1d6 + 1
- Special: Can use Ranged Attacks; Scuttle (Can dodge a non-Critical Hit once per combat)
- Save: 15
- Skills: All 1-in-6
- Green Dragon - 10 CR
- HP: 50
- AC: 20
- AB: +10
- Damage: 1d6 + 10, 2 Free Action Attacks each Turn
- Special: Can fly; Immune to Poison Damage and the Poisoned Affliction; 5 Spell Points; Fear (A target within Short Range must roll a Save. If they fail, they gain the Affliction Afraid 5), Poison Gas (The user chooses a target within Medium Range. That target and all other targets within Close Range of the original must each roll a Save. If a target fails, they gain the Affliction Poisoned 5. If they succeed, nothing happens.)
- Save: 10
- Skills: Agility (2-in-6), Charisma (2-in-6), Knowledge (2-in-6), Strength (3-in-6)
H
- Hobgoblin - 3 CR
- HP: 20
- AC: 14
- AB: +3
- Damage: 1d6 + 3
- Special: Can use Ranged Attacks; Tough (This Monster has 5 additional HP. This is already accounted for in its Stats.); Well-Equipped (This Monster has +1 AC. This is already accounted for in its Stats.)
- Save: 14
- Skills: Strength (2-in-6)
I
- Insect Swarm - 5 CR
- HP: 25
- AC: 15
- AB: +5
- Damage: 1d6 + 5, 1 Free Action Attack each Turn
- Special: Can fly; Immune to falling Prone, being Grappled, and being Shoved; Scuttle (Can dodge a non-Critical Hit once per combat)
- Save: 13
- Skills: Agility (3-in-6)
J
- Jelly (Green) - 2 CR
- HP: 10
- AC: 12
- AB: +2
- Damage: 1d6 + 2
- Special: Immune to Poison Damage and the Poisoned Affliction; Immune to falling Prone, being Grappled, and being Shoved; Sticky (Once per combat, can automatically Grapple a target on a hit)
- Save: 14
- Skills: Stealth (2-in-6)
K
- Killer Bee - 1 CR
- HP: 5
- AC: 11
- AB: +1
- Damage: 1d6 + 1
- Special: Can fly; Venom (Once per combat, can cause the Affliction Poisoned 1 on a hit)
- Save: 15
- Skills: All 1-in-6
L
- Leech (Giant) - 4 CR
- HP: 20
- AC: 14
- AB: +4
- Damage: 1d6 + 4
- Special: Bloodlust (Causes the Affliction Bleed 4 on a Critical Hit. Deals +2 Damage to Bleeding targets.); Vampiric (Heals for 2 HP on a hit)
- Save: 13
- Skills: Strength (3-in-6)
M
- Mage (Evil) - 8 CR
- HP: 40
- AC: 18
- AB: +8
- Damage: 1d6 + 8, 1 Free Action Attack each Turn
- Special: 4 Spell Points; Bane (Choose a target within Short Range. They must subtract 4 from their Attack Rolls for 4 Rounds.), Drain (The user may choose a target within Close Range and make an Attack Roll. On a hit, the target takes 2d4 + 8 Necrotic Damage and the user is Healed for half as much HP.), Fireball (The user may choose a target within Medium Range. That target and all other targets within Close Range of the original target take 1d6 + 8 Fire Damage and they must each roll a Save. If a target succeeds, the Damage they take is halved.), Magic Missile (The user creates 8 magical darts. They may then instantly send each dart to any target within Medium Range. These darts hit automatically, but each dart only deals 1d4 Force Damage.)
- Save: 11
- Skills: Charisma (3-in-6), Knowledge (3-in-6)
N
- Noble - 2 CR
- HP: 10
- AC: 12
- AB: +2
- Damage: 1d6 + 2
- Special: Can use Ranged Attacks; Intimidate (May cause one target to gain the Affliction Afraid 1 when combat begins)
- Save: 14
- Skills: Charisma (2-in-6)
- Ogre - 9 CR
- HP: 45
- AC: 19
- AB: +9
- Damage: 1d6 + 9, 2 Free Action Attacks each Turn
- Special: Can use Ranged Attacks; Brutal (Lands a Critical Hit on a Natural 19 or a Natural 20 and deals an additional 9 Damage on Critical Hits); Intimidate (May cause one target to gain the Affliction Afraid 4 when combat begins)
- Save: 11
- Skills: Strength (5-in-6)
- Ooze (Green) - 6 CR
- HP: 30
- AC: 16
- AB: +6
- Damage: 1d6 + 6, 1 Free Action Attack each Turn
- Special: Immune to Poison Damage and the Poisoned Affliction; Immune to falling Prone, being Grappled, and being Shoved; Sticky (Once per combat, can automatically Grapple a target on a hit)
- Save: 12
- Skills: Stealth (2-in-6), Strength (3-in-6)
- Orc Chieftan - 7 CR
- HP: 35
- AC: 17
- AB: +7
- Damage: 1d6 + 7, 1 Free Action Attack each Turn
- Special: Can use Ranged Attacks; Intimidate (May cause one target to gain the Affliction Afraid 3 when combat begins); War Cry (Causes the Affliction Afraid 7 on a Critical Hit)
- Save: 12
- Skills: Charisma (2-in-6), Strength (3-in-6)
- Orc Shaman - 5 CR
- HP: 25
- AC: 15
- AB: +5
- Damage: 1d6 + 5, 1 Free Action Attack each Turn
- Special: Can use Ranged Attacks; 2 Spell Points; Heal (Heal self or an ally within Close Range for 1d6 + 5 HP); Fear (A target within Medium Range must roll a Save. If they fail, they gain the Affliction Afraid 2)
- Save: 13
- Skills: Medicine (2-in-6), Survival (2-in-6)
- Orc Warrior - 3 CR
- HP: 15
- AC: 13
- AB: +3
- Damage: 1d6 + 3
- Special: Can use Ranged Attacks; War Cry (Causes the Affliction Afraid 3 on a Critical Hit)
- Save: 14
- Skills: Strength (2-in-6)
P
- Pixie - 2 CR
- HP: 10
- AC: 12
- AB: +2
- Damage: 1d6 + 2
- Special: Can use Ranged Attacks; 1 Spell Point; Bless (Choose a target within Short Range. They may add 1 onto their Attack Rolls for 1 Round.)
- Save: 14
- Skills: Charisma (2-in-6)
Q
- Quarry Beetle - 3 CR
- HP: 15
- AC: 13
- AB: +3
- Damage: 1d6 + 3
- Special: Carapace (Takes 1 less Damage each time it takes Damage. It will always take at least 1 Damage.); Scuttle (Can dodge a non-Critical Hit once per combat)
- Save: 14
- Skills: Agility (2-in-6)
R
- Rat (Giant) - 2 CR
- HP: 10
- AC: 12
- AB: +2
- Damage: 1d6 + 2
- Special: Scuttle (Can dodge a non-Critical Hit once per combat)
- Save: 14
- Skills: Agility (2-in-6)
- Rat Swarm - 4 CR
- HP: 20
- AC: 14
- AB: +4
- Damage: 1d6 + 4
- Special: Immune to falling Prone, being Grappled, and being Shoved; Scuttle (Can dodge a non-Critical Hit once per combat)
- Save: 13
- Skills: Agility (3-in-6)
S
- Shambling Mound - 7 CR
- HP: 35
- AC: 17
- AB: +7
- Damage: 1d6 + 7, 1 Free Action Attack each Turn
- Special: Immune to Shock Damage; Heals from Shock Damage; Blindsense (This creature can automatically sense targets within 30 feet of itself without needing to see them, and it is Immune to the Blind Affliction.); Vampiric (Heals for 3 HP on a hit)
- Save: 12
- Skills: Stealth (3-in-6), Strength (2-in-6)
- Slime (Green) - 4 CR
- HP: 20
- AC: 14
- AB: +4
- Damage: 1d6 + 4
- Special: Immune to Poison Damage and the Poisoned Affliction; Immune to falling Prone, being Grappled, and being Shoved; Sticky (Once per combat, can automatically Grapple a target on a hit)
- Save: 13
- Skills: Stealth (2-in-6), Strength (2-in-6)
- Spider (Giant) - 3 CR
- HP: 15
- AC: 13
- AB: +3
- Damage: 1d6 + 3
- Special: Can climb walls and upside down; Venom (Once per combat, can cause the Affliction Poisoned 1 on a hit)
- Save: 14
- Skills: Agility (2-in-6)
- Strangler Vine - 5 CR
- HP: 25
- AC: 15
- AB: +5
- Damage: 1d6 + 5, 1 Free Action Attack each Turn
- Special: Can climb walls and upside down; Immune to the Blind Affliction; Sticky (Once per combat, can automatically Grapple a target on a hit); Strangle (Deals 1d6 Damage when a target is successfully Grappled and deals another 1d6 Damage at the end of each Round if a target is Grappled)
- Save: 13
- Skills: Stealth (3-in-6)
T
- Troll - 6 CR
- HP: 30
- AC: 16
- AB: +6
- Damage: 1d6 + 6, 1 Free Action Attack each Turn
- Special: Regeneration (Regains 6 HP at the end of each Round. Acid or Fire can prevent this.); Revenge (Once per combat, can attempt a single Attack right after taking Damage)
- Save: 12
- Skills: Strength (4-in-6)
U
- Undead Adventurer - 3 CR
- HP: 15
- AC: 13
- AB: +3
- Damage: 1d6 + 3
- Special: Can use Ranged Attacks; Immune to Necrotic Damage and the Enfeebled Affliction; Immune to Poison Damage and the Poisoned Affliction; Immune to the Bleed Affliction; Healed by Necrotic Damage; Damaged by Healing magic
- Save: 14
- Skills: Strength (2-in-6)
V
- Veteran Adventurer - 6 CR
- HP: 30
- AC: 16
- AB: +6
- Damage: 1d6 + 6, 1 Free Action Attack each Turn
- Special: Can use Ranged Attacks; Fortitude (Advantage on Saves)
- Save: 12
- Skills: Medicine (2-in-6), Strength (2-in-6), Survival (2-in-6)
W
- Wolf - 1 CR
- HP: 5
- AC: 11
- AB: +1
- Damage: 1d6 + 1
- Special: Pack Hunter (+1 Damage if at least 1 ally is also within Close Range)
- Save: 15
- Skills: All 1-in-6
- Wolf (Dire/Giant) - 3 CR
- HP: 15
- AC: 13
- AB: +3
- Damage: 1d6 + 3
- Special: Bold (This Monster has Advantage on Morale Checks); Pack Hunter (+1 Damage if at least 1 ally is also within Close Range)
- Save: 14
- Skills: Strength (2-in-6)
X, Y, Z
- Zombie - 2 CR
- HP: 10
- AC: 12
- AB: +2
- Damage: 1d6 + 2
- Special: Immune to Necrotic Damage and the Enfeebled Affliction; Immune to Poison Damage and the Poisoned Affliction; Immune to the Bleed Affliction; Healed by Necrotic Damage; Damaged by Healing magic; Vampiric (Heals for 1 HP on a hit)
- Save: 14
- Skills: Strength (2-in-6)
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