DDRPG Beta
DDRPG Beta
ABILITY CHECKS
These are the most common dice rolls. These can be anything
from moving a boulder, leaping to a rope, or deciphering a
riddle. Ability Checks are tied to one of the six Ability Scores.
Ability checks are listed along with the Difficulty Class (DC)
thusly: Strength check (DC 11). An Ability Check is made
by rolling d20 and adding the Ability Modifier and either the
Proficiency Bonus or the Non-Proficiency Bonus.
SAVING THROWS
Saves are reactive rolls used to resist or evade some harm such as
a falling boulder, poison gas, or a spell.
Saving throws are tied to Ability Scores and are made by
the target of the effect. When asked to make a saving throw, a
player rolls a d20 and adds their Ability Modifier along with the
Proficiency or Non-Proficiency bonus. This is checked against
the DC set by the GM. If the modified roll equals or exceeds the
DC, the saving throw is successful and any harmful effects are
either reduced or nullified.
ATTACK ROLLS
To conduct an attack, the target must be within Reach or Range
of the attacker. The attacker rolls 1d20 and adds either their
Strength Modifier (for melee attacks) or Dexterity Modifier (for
ranged attacks). Finesse weapons (such as rapiers) and thrown
weapons allow the wielder to use their Strength or Dexterity
Modifier to both the attack roll and the damage roll. The attacker
adds either their Proficiency Bonus (if trained with the weapon)
or Non-Proficiency Bonus (if not trained with the weapon).
The GM may assess other modifiers for range, lighting,
position, etc.
The adjusted Attack Roll is compared to the target’s Defense.
If the Attack Roll equals or exceeds the target’s Defense, the
attacker hits and damage dice are rolled. The damage dice are
summed up and subtracted from the target’s Hit Points.
When Hit Points are exhausted, the target is disabled and
possibly killed. PCs who run out of Hit Points are disabled and
must make a Death Save to survive.
SPELLCASTING
Some spells are simple effects; when cast the effects simply occur.
However, some spells are conducted as attacks. In such cases
the d20 is rolled and the spellcasting Ability Modifier is added
along with the Proficiency Bonus. This is compared to the target’s
Defense. If the spellcasting attack equals or exceeds the target’s
Defense, damage dice are rolled just like a normal attack.
Other spells require a saving throw; in such cases the target
rolls d20 adding their Ability Modifier (listed in the spell) and
either the Proficiency or Non-Proficiency bonus. If successful,
some or all of the spell is resisted and the effects nullified or
reduced.
PART 2: PLAYER CHARACTER GENERATING ABILITY SCORES
There are three options for generating Ability Scores. Before
CREATION creating a character, the players and the GM should decide which
option their group will use to determine Ability Scores.
Each Player needs a Player Character (PC). The PC is the vehicle
that interacts within the game world. Player Characters are OPTION 1: DISTRIBUTION METHOD
created with the following steps: Players distribute the following scores: 16 (+3), 14 (+2), 12 (+1),
11 (+0), 10 (+0), 8 (-1). Folk Ability Score adjustments are
CHARACTER CREATION STEPS added to these scores to determine the final Ability Score.
1. Assign Ability Scores
2. Choose Folk OPTION 2: RANDOM METHOD
3. Choose Class Players roll dice to determine their starting Ability Scores.
4. Assign Saving Throws Stingy: 3d6 is rolled for each score and placed in order of
5. Choose Background Strength, Dexterity, Constitution, Intelligence, Wisdom, and
6. Note Armor and Shield Proficiencies Charisma. This is also known as the Iron Man method.
7. Select Weapon Training Average: 4d6 is rolled, adding the three highest rolled results
8. Choose Languages (discarding the lowest rolled result); the score is then assigned to
9. Determine Hit Points whatever Ability the Player prefers.
10. Purchase Gear Generous: 5d6 is rolled, adding the three highest rolled
results (discarding the two lowest rolled results); the score is then
STEP 1: ASSIGN ABILITY SCORES assigned to whatever Ability the Player prefers.
Ability Scores are numerical ratings; the higher the Score the
more effective it is. Every creature has the same six Ability Scores: OPTION 3: POINT-BASED METHOD
• Strength (Str): Might and physique useful for melee attacks, The third option is to purchase starting Scores by spending from
athletics, lifting, pushing, and forcing a pool of Ability Points (AP). Ability Scores start at a default of
• Dexterity (Dex): Nimbleness and reflexes useful for ranged 10 with a +0 Modifier costing 0 AP. Spending points increases an
attacks, dodging, tumbling, and catching Ability Score. The maximum Ability Score before applying a Folk
• Constitution (Con): Vitality and health useful for surviving Adjustment modifier is 18. No score may be lower than a 6 after
injury and resisting poison, fatigue, and disease applying the Folk Adjustment modifier.
• Intelligence (Int): Memory and reasoning useful for
recalling lore, searching, and solving puzzles Stingy 6 Ability Points
• Wisdom (Wis): Insight and willpower useful for detecting Average 12 Ability Points
lies, crafts, and resisting compulsions Generous 18 Ability Points
• Charisma (Cha): Appeal and leadership useful for
charming, manipulating, and influencing others GMs are free to adjust the number of APs awarded or use a
hybrid system awarding a random number of APs.
A score 6 or less denotes a severe impairment. There is no
upper limit for a score, but 10-11 is average. Table 2.2 Ability Scores and Costs in Ability
Points (AP)
Ability Modifiers, sometimes called modifiers or mods, are Ability Ability AP
adjustments to dice rolls involving an Ability Score. Every Ability Score Modifier Cost
Score has an associated Ability Modifier. In the case of Strength 6 -2 -6
(Str) the modifier applies to most melee attacks, damage rolls, 7 -2 -5
and attempts to apply muscular power to push, pull or break 8 -1 -3
something. 9 -1 -2
10 +0 0
Table 2.1 Ability Scores & Modifiers
11 +0 1
Ability Ability
12 +1 3
Score Modifier
13 +1 4
0-1 -5
14 +2 6
2-3 -4
15 +2 7
4-5 -3
16 +3 9
6-7 -2
17 +3 10
8-9 -1
18 +4 12
10-11 0
12-13 +1 It is important to be mindful of the importance of Ability Scores.
14-15 +2 GMs may struggle to challenge PCs created with overly generous
16-17 +3 Ability Score generation methods. On the other hand, overly
18-19 +4 stingy methods may yield puny characters who struggle to
20 +5 survive the perilous world of Dungeon Dwellers.
STEP 2: CHOOSE FOLK ELF
Folk defines a number of inherent and learned traits. There are Elves are tall, willowy sylvan-dwelling folk known for their
four playable Folk to choose from. Note your choice of Folk on nimbleness and skill with bows.
the character sheet along with the Folk’s traits. Movement: 15 paces
Folk Ability Score Adjustments: +2 Dex, -1 Con
DWARF Weapon Proficiency: proficient in shortbow, longbow,
Dwarves are stocky, subterranean, bearded folk known for their shortsword and either rapier or longsword
toughness and craft skills especially with metal, stone, and gems. Typical Proficiencies: Elves live in harmony with the natural
Movement: 6 paces world as they have for millennia, magic is equally part of their
Folk Ability Score Adjustments: +2 Con, -1 Cha makeup.
Size: Medium; may not use longbows or melee weapons with • Wilderness survival, foraging, setting traps and snares, and
Reach greater than 2 hunting
Weapon Proficiency: choose two Weapon Trainings: any axe, any • Wilderness navigation and traversing difficult wilderness
pick, or any hammer terrain
Typical Proficiencies: Dwarves are extraordinarily gifted with • Knowing the ways of ancestral enemies and allies
senses developed from millennia of living underground. Many • Spotting minute details to find secret doors
of their talents relate to crafting as well as surviving the hostile • Recognizing and identifying spells and magic items
Darkreaches. Elfsight: +2 bonus to checks involving vision. Elves may detect
• Underground survival to find and identify edible fungi and secret doors walking within 2 paces of concealed portals of any
drinkable water kind
• Underground navigation to traverse dangerous terrain and Feykin: +2 to saves vs. enchantment and charm spells and effects.
recognize denizens Spell Resistance 20 + Character Level vs. sleep spells and similar
• Finding and disarming stonework traps, noticing secret effects
doors, and avoiding hazards Unspoiled: Immune to ghoul paralysis but not from ghasts
• Knowledge relating to dwarven allies and foes Trance: Require 1 hour of rest per day during which time they
Magic Resistant:+2 to saves vs. magic and magical effects enter a deep meditative trance similar to sleep
Poison Resistant: +2 to saves vs. poisons and venoms Low-Light Vision: treat starlight and moonlight as normal
Darkvision: 20 paces, black and white only daylight; all light sources count as double to elves; color vision is
Doughty: no reduction to Movement due to worn armor or Load retained
until Heavily Encumbered is exceeded. Bonus Languages: Any Human, Draconic, Gnoll, Gnome,
Grudgesworn: +1 to hit goblin-kind (goblins, hobgoblins, orcs, Goblin, Orc, and Sylvan
and half-orcs)
Giant Fighter: +4 bonus to Defense when fighting giants and
their kin
Bonus Languages: Any Human, Giant, Gnome, Goblin, Orc,
Terran, and Undercommon
HALFLING HUMAN
Halflings are small, pudgy pastoral dwelling folk known for their Humans are the most common of the folk, they dwell
fearlessness and stealthiness. everywhere and are known for their versatility
Movement: 9 paces Movement: 12 paces
Folk Ability Score Adjustments: +2 Dex, -1 Str Folk Ability Score Adjustments: +2 to one score or +1 to two
Size: Small for Load and Heft, +1 Defense scores
Weapon Proficiency: Sling Weapon Proficiency: Pick any single weapon
Typical Proficiencies: Despite their brief adolescent period of Typical Proficiencies: Humans being highly versatile enjoy the
intense curiosity, of all the Folk produce the fewest adventurers most leeway in terms of what they likely learned in the few years
as such most of their knowledge relates to the pastoral and before they took to adventuring
sedentary lifestyle • Highly variable, while some humans live in cities, others are
• Evaluating the quality of food, drink, and creature comforts nomads
• Knowledge of halfling foes and allies • Knowledge of the geography and history of their lands as
• Moving silently and remaining hidden well as the legends and rumors
• Knowledge of the best taverns and inns and knowing the • Knowledge of their regional allies and foes
names of the owners, the wait staff, and even the cooks and Proficient Save: nominate a third Ability Score as a Proficient
brewmasters of the establishments Saving Throw
Deadeye: +1 Attack Rolls with thrown weapons, slings, and staff Versatile: Once per game session, a human PC may reroll
slings any one Attack, Saving Throw, or Ability Check. The new roll
Lucky: +1 to all saves supersedes the original roll even if it’s lower
Sneaky: +2 bonus to rolls involving stealth including picking Bonus Languages: Any
pockets and moving unseen and unheard
Sharp Eared: +2 bonus to checks involving hearing
Plucky: +2 to saves vs. Fear and fear-based effects including
mundane intimidation attempts
Peckish: count as medium-sized for provision consumption
Bonus Languages: Any Human, Dwarven, Elven, Gnome,
Goblin, and Orc
STEP 3: CHOOSE CLASS Spells Prepared Per Day: Clerics pray one hour per day to
Class refers to a character’s role as a a professional explorer and receive their spells. Clerics may prepare level + Wisdom Modifier
adventurer. spells per day selected from the Cleric list. Prepared spells are
Class defines many character traits, among them hit points, cast by expending slots.
armor and weapon training, and special Class features such as
spellcasting, rebuking undead, sneak attack, and weapon focus. Reliquary: Clerics find, are given, or otherwise acquire a minor
There are four playable Classes. Note your selection on the divine relic which. The device functions as an ordinary holy
character sheet. symbol but is essential to the use of the Devotion ability acquired
at level 2. Replacing the reliquary takes 3 days.
CLERIC
Clerics are the divine representatives of the gods. They are skilled Devotion: The cleric may spend a short rest to restore some of
in battle and wield divine magic. their spent spell power. The cleric recovers a number of spell
Proficient Save: Wisdom slots equal to half their level, rounded down. A 5th level cleric
Armor Trainings: Very Light, Light, Medium, Heavy, and Shield would recover 2 levels of spell slots either 2 1st level spell slots or
Weapon Trainings: All clerics gain Weapon Proficiency in their 1 2nd level spell slot. This feature recharges after a long rest.
deity’s weapon plus any 3 from the following: club, any flail,
any mace, any hammer, any staff or club, sling. Clerics learn 1 Healing Hands: Clerics always have the cure wounds spell
Weapon Proficiency every 3 levels. prepared. This does not count against their daily limit. As the
Hit Die: 1d8 + Con Mod per level. Cleric levels, additional spells are treated as always prepared:
Typical Proficiencies: Clerics are active representatives of the
gods straddling the intersection of a crusader, temple defender,
and cloistered priest. Different faiths emphasize different aspects: Cleric Level Prepared Spells
a cleric devoted to a god of battle studies strategy, military 1 Cure Wounds
history, and siegecraft more typical of warriors and professional 3 Lesser Restoration
soldiers, but a cleric serving a nature goddess will have a more
agrarian focus, schooled in healing, various crafts, animal Rituals: Prepared cleric spells with the ritual descriptor may be
husbandry, and farming. cast. The ritual takes 10 minutes longer to cast but does not use
• Religious beliefs and practices of both allied and enemy up a spell slot.
faiths
• Planar knowledge relating to locales and entities dwelling Spells Per Day: Clerics access to spells increases in terms of slots
there per day and available spell levels, see below.
• Treating wounds, curing poisons, diseases, herbal remedies
and apothecary work Spellcasting Attack Bonus: Proficiency Bonus + Wisdom Bonus
• Public speaking and social interactions in the name of the
faith Spellcasting Save (DC): 10 + Proficiency Bonus + Wisdom
• Domain knowledge such as streetwise and burglary for Bonus
clerics of the god of thieves or economics, stewardship, and
haggling for a goddess of trade. Rebuke Undead: When rebuked, undead within 10 paces must
make a Wisdom save DC 10 + Cleric’s Charisma Modifier+
Spellcasting: Clerics use Wisdom as their casting Ability Score Proficiency Bonus. If the Save is successful, the undead ignores
Reliquary: Clerics find, are given, or otherwise acquire a minor the rebuke attempt. If the save is unsuccessful the undead must
divine relic which. The device functions as an ordinary holy immediately retreat away from the Cleric. Turned undead may
symbol but is essential to the use of the Devotion ability acquired approach no closer than 10 paces for 2d6 rounds (GM rolls in
at level 2. Replacing the reliquary takes 3 days. secret). Undead unable to retreat cower and take the defend
action +4 AC. Any injury, hostile abilities, or effects targeting the
Orisons: Clerics know 3 orisons at level 1 and gain additional undead breaks the rebuke.
orisons as they gain levels (see Table 2.2). Unlike normal spells, This feature is restored after a short rest.
orisons are not expended when cast.
FIGHTER ROGUE
Fighters are professional warriors. They are broadly skilled in Rogues are the generalists, thieves and scouts. They are modestly
arms and armor and are the toughest of the classes. skilled in weapons but are lethal with surprise.
Proficient Save: Constitution Proficient Save: Dexterity
Armor Trainings: Very Light, Light, Medium, Heavy, Very Armor Trainings: Very Light, Light
Heavy, Shield Weapon Trainings: 3 selected from the following: short sword,
Weapon Trainings: Any 4, fighters learn +1 weapon proficiency rapier, short bow, dart, club, dagger, light crossbow, +1 per 4
per 2 levels levels
Hit Die: 1d10 + Con Mod per level Hit Die: 1d6 + Con Mod per level
Typical Proficiencies: Fighter training is very diverse and tied to Typical Proficiencies: Rogues are, by nature, generalists. Some
their battlefield experiences. are sneak thieves, others spies, many are assassins making their
• Feats of athletics such as climbing, lifting, pulling, and livings with poison and garrotes.
swimming as well as riding beasts and driving chariots • Tumbling, scaling sheer surfaces, and feats of balance,
• Evaluating the quality of weapons, armor, and tools of moving unseen and unheard
warfare • Picking locks, finding and disabling traps, and other
• Recognizing standards, heraldry, and related iconography security measures
• Intimidating and evaluating foes • Picking pockets, cutting purses, and sleight of hand,
• Spotting an ambush or tactical hazard concealing goods on yourself or others
• Lying and deception, running cons, bluffing to manipulate
Second Wind: Once between long rests a fighter may, as a bonus a foe
action, spend one or more of their Recovery Dice to immediately • Contacting, identifying, and interacting with figures within
recover hit points. the criminal underworld
Cleave: After reducing a foe to 0 hit points, the Fighter may Sneak Attack: Once per turn, a flanked or a surprised enemy
execute an additional attack against an enemy. Every round the may be targeted with a Sneak Attack with a finesse or ranged
Fighter may perform as many Cleave attacks as they have levels. weapon. The attack roll is +4, on a successful hit the attack deals
A fighter may move to reach additional foes with cleave attacks the listed Sneak Attack as bonus damage. Ranged weapons can
provided they have unused movement. be used to deliver Sneak Attacks so long as the target is within 10
paces and unaware of the Rogue’s presence or be adjacent to one
Weapon Focus: At level 1, the Fighter chooses a weapon focus to of the Rogue’s allies.
gain +1 to hit and +1 damage with a specific weapon. Every even
level the Fighter chooses to increase the bonus with a previously
chosen weapon by a further +1 to hit and +1 damage (max
weapon focus bonus +3 to hit and +3 damage) or selects a new
Weapon Focus.
WIZARD Spells Per Day: As Wizards level their access to spells increases
Wizards are scholars of the dark arts. They are poor in a fight but both in terms of slots per day and available spell levels, see below.
they wield potent arcane spells.
Proficient Save: Intelligence Spellcasting Attack Bonus: Proficiency Bonus + Intelligence
Armor Trainings: None Bonus
Weapon Trainings: 1 selected from the following: quarterstaff,
dagger, dart, light crossbow, club, +1 weapon proficiency every 5 Spellcasting Save DC: 10 + Proficiency Bonus + Intelligence
levels Bonus
Hit Die: 1d4 + Con Mod per level
Typical Proficiencies: Wizards are scholars and sages by STEP 4: ASSIGN SAVING THROWS
necessity. All PCs have at least 2 proficient saving throws, and human PCs
• Sensing and identifying magic items receive one additional proficient saving throw. Class determines
• Decrypting magical formulas and codes, solving ancient the first proficient saving throw, and any additional proficient
mysteries, riddles, and puzzles saving throws are selected by the Player. All other saving throws
• Obscure and erudite knowledge, myths and legends, fey, are considered Non-Proficient. For more information see Saving
magical beasts Throws below.
• Interacting with scholars, sages, librarians, alchemists, and
wizard guild members. STEP 5: CHOOSE BACKGROUND
Players define their character’s three background elements:
Spellcasting: Wizards use Intelligence as their casting Ability Culture, Upbringing, and Trade. Choose one from each element.
Score.
Culture defines the circumstances of a character’s birth, in part
Cantrips: Wizards know 3 cantrips at level 1 and gain additional defining access to education, language, and technologies. The
cantrips as they level, see Table X.X: Wizard Features below. four cultures in are as follows:
• Nomad. These are always on the move, rarely staying in an
Talisman: During apprenticeship, a young wizard acquires a area for long. Some are seasonal foragers while others follow
minor arcane device such as a ring, amulet, wind, etc. The device game migrations or seek grazing lands.
is essential to the use of the Diligence ability acquired at level 2. • Barbarian. They live in modest tribes and clans on the very
Replacing the talisman takes 3 days. fringes of civilization. They tend to be superstitious, obeying
taboos handed down by their elders ages ago. They may
Diligence: Beginning at the 2nd level, once per day, between even worship unusual nature and elemental gods some of
long rests, the wizard may spend a short rest to restore some which date back to the earliest days of the world.
of their spent spell power. After the rest, the wizard recovers a • Urban. These folk have abandoned rural living and are
number of spell slots equal to half their level, rounded down. reliant upon technology and trade to sustain themselves.
Most urban folk are skilled tradesmen either crafting or
Rituals: Cast any ritual known if the spell is in a spellbook. The providing services in exchange for goods or funds.
spell takes 10 minutes longer to cast. The ritual spell doesn’t need • Rural. These folk are farmers, homesteaders, and hermits
to be prepared and does not use up a slot. living on the bounty of the land.
Upbringing describes the circumstances into which a PC was
Spells Prepared Per Day: Wizards must study their spellbooks born, raised, and educated. It is, in part, their social class and
to replenish their arcane powers. Studying takes one hour. The standing within their community.
wizard prepares a number of spells equal to their wizard level • Orphan. The character wasn’t raised in a typical family
+ Intelligence Modifier. It is from this pool of spells a Wizard situation and generally had to look after themselves. They
draws from when casting spells throughout the day. For more are self-reliant out of necessity. For them, life is hard and
details see Chapter 7: Spells & Magic. often very short.
• Bondsmen. The lowest rung of any society is occupied by
Spellbooks: All wizards begin play with a spellbook containing those who are considered property. Most born indentured
6 1st level spells. When the character levels, they gain 2 Wizard will die indentured as will their children.
spells of their choosing but the spells must be castable. Most • Commoner. The bulk of any society is the common man.
spellbooks are 100 pages and weigh around 10 lbs. Each spell Most are tenants spending the bulk of their earnings
occupies one page per level. If a Wizard comes upon a spell they keeping a roof over their heads and food in their bellies;
can, with time and materials, copy the spell into their spellbook. many struggle to do either.
• Freemen. Also known freeholders, freemen are among the As PCs acquire XP, they gain levels (see Table 2.7
few middle-class. They may own land provided they stay in Experience Points and Levels below). By leveling up, a
the good graces of the presiding noble and pay bribes to the character’s hit points increase, attack bonuses and saving throws
right people. improve, spells are learned, and new class features are unlocked.
• Noble. Born into a life of privilege or, through good fortune,
acquire privilege, nobles rule from on high, wielding power LEVELING
and prestige for their selfish ends. Leveling is the most dramatic form of PC improvement. After
• Outlaw. Every society has outsiders, those who live on the leveling a character becomes tougher and more capable of
fringes either choosing the life of a criminal and outsider. surviving the perils of the world.
Outlaws are treated as dangerous animals. Outlaws are When a PC accumulates the necessary XP, they attain a
reviled, distrusted, and face severe consequences if caught new level. Generally, the timing of leveling should be between
by the authorities. adventures. This is up to the GM. So long as the Players see
some return on their time and effort timing XP awards is largely
Trade defines a character’s vocation. PCs are not born Wizards irrelevant.
or Fighters. Most folk are apprenticed. Training begins before
adolescence, in some cases when the character is a child. Some Table 2.7 Experience Points and Levels
sample trades include: Level XP Required
barber, beggar, pickpocket, burglar, bandit, poacher, hunter, 1 0
fisherman, bookbinder, woodcutter, scribe, cartographer, 2 1000
midwife, herbalist, cobbler, brewer, vintner, distiller, innkeeper, 3 3000
server, artisan, farmer, alchemist, apothecary, drover, fence,
entertainer, smuggler, forger, healer, grifter, stevedore, sailor, The next level formula: (current level x 1000) + previous level
emissary, soldier, watch, ferrier, furrier, tailor, haberdasher, XP required, eg: to reach level 6 requires at least 16,000 XP [(6 x
tinkerer, bower, fletcher, glassblower, dyer, weaver, herer, cook, 1000) + 10,000]
servant, cryer, groundskeeper, tanner, leatherworker, smith,
armorer, carpenter, woodworker, laborer, potter, wheelwright, LEVELING STEPS
logger, toymaker, trapper, baker Upon gaining a new level the PC’s character sheet should be
updated by following these steps.
STEP 6: NOTE ARMOR & SHIELD TRAININGS
Class defines what armor and shield characters are trained to 1. Roll hit points equal to Class Hit Die adding in Constitution
wear and use. Note these on the character sheet. Mod. Note, the minimum number of additional hit points per level
is +1 regardless of Constitution Mod. Generous GMs may use the
STEP 7: CHOOSE WEAPON TRAININGS option listed below.
Folk provide opportunities to learn one or more cultural 2. Increase Proficiency Bonus
weapons. Class provides additional opportunities. Note these on 3. Increase Non-Proficiency Bonus (if level evenly divides by 4)
the character sheet. 4. Review newly unlocked Class Features
5. Review newly unlocked spell levels & slots
STEP 8: CHOOSE LANGUAGES 6. Assign new Weapon Training (if applicable)
All characters know their native tongue. Characters with 7. Update Spellcasting Bonus and Spellcasting DCs
Intelligence 8+ are assumed literate with their native script. 8. Select new Wizard spells (if applicable).
Characters learn additional tongues and scripts, equal to their 9. Review new Cleric spell levels (if applicable).
Intelligence Modifier. Note these on the character sheet.
STEP 9: DETERMINE HIT POINTS Generous GMs looking to promote tougher PCs may use the
Characters begin play at Level 1 with maximum hit points based following optional rule: the minimum rolled number of hit points
upon their Constitution Modifier and their Class. For example, a is half the class hit die, e.g. Fighters have a d10 class hit die, so
Fighter with Constitution 15 at 1st level has 12 hit points (1d10 + the minimum number of hit points a fighter may receive at a new
2). Note this on the character sheet. level is 5 (one half of 10). PCs may still choose to roll to determine
their new hit points, but if they roll less than half their hit die
STEP 10: PURCHASE GEAR they receive the minimum instead. Constitution modifiers are still
All characters begin with 200 gold pieces (gp) representing added to this minimum. This optional rule diminishes the crushing
savings and goods acquired prior to beginning play as a 1st level disappointment of rolling a 1 for new hit points.
character. These monies are spent to purchase armor, shield,
weapons, ammunition, and other adventuring equipment.
Choose wisely and enter this onto the character sheet. Unspent
funds are noted on the character sheet.
If a surprised combatant is still alive after the surprise round, Opportunity Attacks
Initiative is rolled normally. Whenever a creature becomes distracted and lowers their
guard, they may be attacked by all engaged foes. Generally
Initiative opportunity attacks occur when a creature makes a Dash, Stow,
Combatants take turns in rolled Initiative order. Initiative is or Ready action while engaged. A combatant may only make
determined by rolling a die, usually 1d8 to which nothing is one opportunity attack per round, the GM makes the call with
added. Creatures wielding awkward two-handed weapons roll unusual foes with many limbs.
1d4 while small weapon wielders roll 1d12. Ties between players
are resolved in any way they see fit. Ties between GM controlled Movement & Ranges
creatures and PCs go to the Player Characters. All distances are measured in units called Paces which are
The GM counts down from 12 to 1. When a creature’s approximately 5 feet. All creatures have a Movement rating based
Initiative is called it may act or take a Delay action delaying their upon their creature type. Creatures may move up to their Pace in
turn for later in the round. squares or hexes as part of an action.
GMs are free to adjust the value of a piece of jewelry down to ACTIVATING AND USING MAGIC ITEMS
25% for cheap materials or shoddy workmanship or upwards by Some items function so long as they are worn other items require
up to x4 for superior materials. a trigger. Such details are included in the item description.
Incapacitated creatures can not activate magic items.Continuous
GEMSTONES functioning items do not require the user to be conscious.
There are many factors determining the value of a gem: rarity,
size, and quality. Rarity is the baseline determining the overall CHARGES AND DAILY USES
value of the stone Many magic items such as armor and weapons are in continuous
use. The simple act of putting on a ring, donning the armor, or
Table X.X Gemstones drawing the weapons empowers the device so long as it’s worn or
d20 Rarity gp (avg)* Example: wielded.
1-9 Ornamental 2 (10 gp) azurite Some items such as wands, staves, and rods require the
10-13 Fancy 10 (50 gp) onyx expenditure of one or more charges to trigger an effect. Once
14-15 Semi-Precious 20 (100 gp) amethyst expended charges are gone forever.
16-17 Precious 100 (500 gp) aquamarine Other items have daily uses. For the purposes of daily use,
18-19 Gem 200 (1000 gp) sapphire the item’s daily uses are tracked from one sunup till the next
20 Jewel 1000 (5000 gp) diamond sunup.
*The gp value is per carat, all gems are assumed to be 5 carats in MAGIC ITEM SLOTS AND STACKING
size, about the size of a real-world dime. How many of a given type of magic item a creature can
reasonably wear at a time is determined by the Gamemaster.
GMs are free to adjust the per carat gp value up or down A character can wear one, and only one, of any given type of
adjusting for size, quality of the cut, and brilliance. item such as one suit of armor, one cloak, one headgear, one
medallion or amulet, one pair of boots, etc. Rings and jewelry are
OBJETS D’ART an obvious exception in which case a creature can wear one ring
Objets d’art on each finger and one bracelet or similar jewelry on each arm.
d20 gp (Average)
1-2 1d10 × 10 (55 gp) Table X.X Magic Item Type
3-5 3d6 × 10 (105 gp) d20 Magical Item Type
6-7 1d6 × 100 (350 gp) 1-5 Magical Potion, see Table X.X below
8-9 1d10 × 100 (550 gp) 6-9 Magical Scroll, see Table X.X below
10-11 2d6 × 100 (700 gp) 10-11 Magical Wand/Staff/Rod, see Table X.X below
12-13 3d6 × 100 (1,050 gp) 12-14 Armor & Shield, see Table X.X below
14-15 4d6 × 100 (1,400 gp) 15-17 Weapon, see Table X.X below
16 5d6 × 100 (1,750 gp) 18-20 Wondrous Item, see Table X.X below
17 1d4 × 1,000 (2,500 gp)
18 1d6 × 1,000 (3,500 gp) MAGICAL POTIONS
19 2d4 × 1,000 (5,000 gp) Potions are discrete quantities of liquid formulations prepared
20 2d6 × 1,000 (7,000 gp) by a spellcasting alchemist. Potions are usually found in sealed
containers to prevent spillage or contamination.
Potions take an action to imbibe but take effect immediately.
Assume any found potion is a single dose of the minimum level.
Potions last 1d4 hours unless otherwise stated, the GM rolls in
secret as the PC would have no way of knowing the duration.
SAMPLE POTIONS protection takes effect. Protection is centered on the user and
d20 Potion extends in a 3 pace radius lasting 1d4x10 minutes and affects up
1-3 Potion of Diminution: This formulation functions as to 4d6 HD of opponents, affecting the lowest HD first. Protection
the Reduce effect of the enlarge/reduce spell, lasting scrolls cannot be copied.
1d4 hours.
4-5 Potion of ESP: This formulation functions as detect PROTECTION SCROLLS
thoughts, lasting 1d4 hours. d20 Protection Scroll
6-9 Potion of Gaseous Form: This formulation functions as 1-3 Protection from Lycanthropes: This protection scroll
the spell gaseous form, lasting 1d4 hours. functions as a protection from evil and good except
10-11 Potion of Growth: This formulation functions as the only applying to lycanthropes such as wererats,
Enlarge effect of the enlarge/reduce spell, lasting 1d4 werewolves, etc.
hours. 4-5 Protection from Elementals: This protection scroll
12-15 Potion of Healing: This formulation functions as the functions as a protection from evil and good except
cure wounds spell, healing 1d8+2 hit points. only applying to elementals.
16-17 Potion of Invisibility: This formulation functions as 6-8 Protection from Undead: This protection scroll
the invisibility spell, lasting 1 hour. functions as a protection from evil and good except
18-20 Potion of Levitation: This formulation functions as the only applying to the undead.
levitate spell, lasting up to 1 hour. 9-10 Protection from Scalykind: This protection scroll
functions as a protection from evil and good except
MAGICAL SCROLLS only applying to reptiles and dragons.
Three kinds of scrolls: instructional, protection, and spell. 11-12 Protection from Arachnids: This protection scroll
functions as a protection from evil and good except
d20 Scroll Found only applying to spiders and scorpions.
1-7 Instructional, see Table X.X below 13-16 Protection from Beasts: This protection scroll
8-17 Spell, see Table X.X below functions as a protection from evil and good except
18-20 Protection, see Table X.X below only applying to animals.
17-18 Protection from Plants: This protection scroll
Table X.X Scroll Level functions as a protection from evil and good except
d20 Level only applying to plants.
1-15 1 19-20 Protection from Constructs: This protection scroll
16-20 2 functions as a protection from evil and good except
only applying to constructs.
Instructional scrolls are arcane formulas identical to what is
found in a wizard’s spellbook and is intended for a wizard to MAGICAL ARMOR & SHIELDS
learn a new spell. Once deciphered (DC 15 + level of spell) the Magical armor and shields provide a Defense bonus in addition
scroll may either be used during daily spell preparation or the to whatever the armor or shield normally provide. Armor and
spell can be copied into the wizard’s spellbook. Once copied, the shield bonuses stack.
scroll goes blank. Magical armor and shields reduce Load and Bulk by the
Spell scrolls store a spell until it is released. Like Protection spell magical bonus to a minimum of 0.
spell scrolls can be used by any literate creature however, the At the GM’s option, large magical shields grant the magical
less familiar the reader is the more likely the spell will either bonus to saving throws against area of effect attacks such as
not function or it will backfire potentially with catastrophic dragon breath and area of effect spells.
consequences. No ability check is required if the spellcaster
is familiar with the spell through class and level. If the spell Table X.X Armor & Shield
isn’t available due to level, the check is DC 10+level of spell. If d20
the spell is outside of the caster’s experience, such as a wizard 1-15 Shield, See Table X.X below
attempting to cast a cure would spell, from a scroll, then the 16-20 Armor, See Table X.X below
check is much harder DC 20+level of spell. If the user isn’t a
spellcaster, the DC is 30+level of spell. Spell scrolls cannot be Table X.X Shield
copied. d20 Shield
See below for the effects of a failed ability check. 1-5 Buckler Shield
6-11 Small Shield
Check 12-17 Medium Shield
Missed Effect 18-20 Large Shield
1 Nothing happens, spell remains intact.
2-4 Spell is triggered but fizzles and harmlessly dissipates. Table X.X Armor
S croll goes blank. d20 Armor
5+ Small calamity, wrong target, effect reversed or other 1-8 Very Light Armor
minor disastrous effect at the GM’s whim. Scroll goes 9-13 Light Armor
blank. 14-17 Medium Armor
16-18 Heavy Armor
Protection scrolls are single-use wondrous items usable by 19-20 Very Heavy
any literate creature. Once read the scroll goes blank as the
Table X.X Armor & Shield Magical Bonus 13-17 Protection: This ring grants +1 to the wearer’s Defense
d20 Bonus and +1 to all saving throws. Roughly 1 in 10 of these
1-16 +1 rings also grant +1 to the saving throws of allies within
17-20 +2 3 paces.
18-20 Water Walking: This ring allows the wearer to walk on
Table X.X Armor Size water as if it were solid ground.
d20 Size
1-3 Halfling WANDS, RODS, & STAVES
4-9 Dwarf These devices replicate specific spells and effects. All are charged,
10-12 Elf once expended, the device becomes inert and loses all magical
13-19 Human traits. Note, if a class appears in parenthesis, only that class can
20 Other use the device.
Wands are 8-18 inches in length and as thick as a finger.
Magic Armor Sizes Wands are always single-spell devices. Wands may have up to 50
Gamemasters may opt for armor to resize itself to accommodate charges.
a variety of physiques. At most allow for a small increase or Rods are similar to wands but are scepter-like 24-36 in
decrease so a suit of chainmail sized for humans could fit a elf length. Rods contain up to 50 charges but may have multiple
or an orc but not a pixie or a hill giant. Alternatively the armor functions.
resizes for any humanoid wearer. Staves are 5-7 feet in length, thicker than a human thumb,
hold up to 100 charges and have one or more functions.
If a class appears in parenthesis, only the class or classes may use
WEAPONS the device.
Magical weapons provided a magical bonus to hit and damage Note! Most of these devices will be partly expended when
which is added to attack rolls. Secondarily the weapons can harm found. Roll 1d100 for the percentage of charges remaining in the
creatures ordinarily immune to non-magical attacks. device.
Table X.X Weapon Weapons SAMPLE MAGICAL WANDS, STAVES, and RODS
d20 Magical Bonus d20 Wand, Stave, or Rod
16-18 +1 (sheds light 3 pace radius) 1-4 Wand of Enemy Detection: For 1 charge the wand
19-20 +2 (sheds light 6 pace radius) detects the nearest creature hostile to the wielder
within 20 paces. The user knows the direction
Table X.X Weapon Weapons but not the distance. The wand detects ethereal,
d20 Weapon Type noncorporeal, disguised, polymorphed, and invisible
1-12 Melee enemies.
13-20 Ranged 5-8 Wand of Magic Detection (Wizard or Cleric): For 1
charge the user may cast detect magic, as the spell.
MAGICAL RINGS 9-10 Wand of Paralyzation (Wizard): For 1 charge, a
Rings can be enchanted for a variety of purposes but all share creature within 20 paces must pass a Constitution
several traits. Magical rings only function when worn but save (DC 15) or be paralyzed for 1 minute. The target
automatically resize when the wearer decides to put the ring is entitled to a save every round. Rare variations of this
on their finger. Only one ring can be worn on a hand at a time. wand allow the wielder to spend 3 charges for a cone
Lastly, if no duration is limited the ring functions constantly. effect 20 paces long and 10 paces wide affecting all
creatures in the area of effect.
SAMPLE MAGICAL RINGS 11-12 Wand of Magic Missiles (Wizard): For 1 charge the
d20 Ring spell discharges 3 magic missiles, as the spell, at targets
1-4 Animal Control: This ring functions once per short of the wielder’s choosing. For an additional 1 or 2
rest allowing the user to cast animal friendship, as charges, 1 or 2 additional missiles are discharged.
the spell (DC 13). The duration is concentration or 1 13-14 Staff of Healing (Cleric): With a touch and 1 charge
minute. the wielder casts cure wound spell on a target restoring
5-9 Energy Resistance: The wearer of the ring gains +2 to 1d8+2 hit points per charge expended. Up to 3 charges
all saving throws and takes half damage from magic may be spent per touch. Using the staff to attack
and effectsof a particular type of energy. drains all charges.
d20 Energy Form 15-17 Staff of Striking (Wizard or Cleric): The device is
1-4 Fire a +1 magical quarterstaff. The user may spend 1, 2, or
5-8 Cold 3 charges increasing damage by a further +2, +4, or +6
9-11 Sonic with a successful attack roll.There is a 50%
12-15 Electricity chance the staff retains the +1 magical bonus after all
15-17 Poison charges are expended.
18-20 Acid 18 Rod of Cancellation: The rod is usable once then
10-12 Invisibility: This ring functions as the invisibility becomes inert. On a successful attack ignoring armor,
spell, taking an action to activate or a bonus action to any one magical item or effect is permanently
deactivate. disenchanted.
19-20 Python Staff (Cleric): The staff is +1 to hit and damage
(1d6+1). As an action, the staff may be thrown up to 3 8d6 damage to the user (no save) and all within 3
paces turning into a large constrictor snake with paces (Dexterity save DC 20) if used more than once
maximum Hit Points. The snake is under the mental per day.
command of the wielder so long as it remains within 20 Medallion of ESP: As the Helm of Telepathy but a
20 paces and the wielder isn’t incapacitated. If reduced medallion.
to 0 hp, the snake reverts to staff form and shatters.
Turning the snake into staff is a bonus action. The
snake regains all Hit Points after reverting to staff
form.
WONDROUS ITEMS
Wondrous items come in all shapes and sizes, some have
daily uses others have charges. Some have a single use and are
expended forever.
If a class appears in parenthesis, only the class or classes may
use the device.
Dire rats are ferocious rodents 2-3 feet long and weighing as
much as a human toddler.Once introduced to an ecosystem, dire
rats quickly adapt to their new surroundings and breed rapidly.
Given time, dire rats can chew through masonry and steel.
Dire rats are immune to most diseases but readily transmit
them. Any dire rat is 50% likely to carry 1d3 diseases. A strain of
GARGOYLE Loathsome subhuman scavengers prowling graveyards and ruins
No. Enc.: 1d6 (2d4) by night in search of carrion or prey. Their gaunt, hunchbacked
Movement: 9 paces, 15 paces flying bodies are covered in half-rotted skin stretched tight over their
Str Dex Con Int Wis Cha bones. Their skull-like heads feature two glowing red eyes and
15 (+2) 12 (+1) 13 (+1) 10 (+0) 11 (+0) 12 (+1) a mouth full of pointed teeth. Their fingers and toes are capped
Defense 15 (+1 Dex, +4 natural) with iron-hard nails used to slash prey and excavate tunnels.
Hit Dice (hp): 4d10+4 (22 hp) Any opponent successfully struck by a ghoul must make a
Size/Reach: Medium/1 pace Strength save DC 14 or become paralyzed for 2d4x10 minutes.
Proficiency Bonus: +4 The paralysis can be removed with any cure spell but does not
Attacks/Damage: 2 claws +6/1d4+2 and +6 bite/1d6+2 and +6 restore hit points. Elves are immune to ghoul paralysis.
horn/1d4+2 A human slain by a ghoul rises as one in 24 hours unless a
Proficient Saves: Strength & Constitution bless spell is cast on the corpse.
Environment: Any Ghouls possess typical undead immunities to charm, sleep,
and hold spells not specifically targeting undead, as well as
These horned, ugly, stone-hided predators are likely the product immunity to poison and disease. Ghouls receive +2 to their
of dark magic or alchemy, or both. Gargoyles cleverly conceal Wisdom saves to resist turning.
themselves by pretending to be statues and stonework, gaining
a +2 bonus to stealth rolls. Their unique natures and thick hides GHAST
render them immune to non-magical weapons and attacks. No. Enc.: 1d6 (1d6)
Movement: 16 paces, 8 paces climbing, 4 paces burrowing
GELATINOUS CUBE Str Dex Con Int Wis Cha
No. Enc.: 1 (0) 15 (+2) 17 (+3) 16 (+3) 13 (+1) 13 (+1) 10 (+0)
Movement: 6 paces, 6 paces climbing. Defense 16 (+3 Dex, +3 natural)
Str Dex Con Int Wis Cha Hit Dice (hp): 4d8+12 (30 hp)
16 (+3) 6 (-2) 14 (+2) Nil Nil Nil Size/Reach: Medium/1 pace
Defense 12 (-2 Dex, +4 natural) Proficiency Bonus: +4
Hit Dice (hp): 4d8+8 (26 hp) to 4d12+8 (34 hp) Attacks/Damage: 2 +7 claws/1d4+3 plus paralysis and +7
Size/Reach: Large/4 paces or more! bite/1d8+3 plus paralysis
Proficiency Bonus: +4 Proficient Saves: Strength & Constitution
Attacks/Damage: +7 slam/2d4 plus paralysis Environment: Any
Proficient Saves: Strength & Constitution
Environment: Any dungeon Ghasts are a larger, more vicious strain of ghoul with a rotting
stench. All living creatures within 4 paces of a ghast take 1d4
A species of translucent slime in the rough shape of a cube, subdual damage and must make a Constitution save DC 17 for
ranging roughly 3 paces on a side. They engulf and digest any half damage or be sickened, suffering a -2 to attack, proficiency
organic material. They move silently and are difficult to spot (+2 checks, ability checks, and damage rolls. The effect lasts 1d4
bonus to stealth checks). Metal goods, coins, bones, and other rounds after leaving the area of effect. Once a save is successful
indigestibles continue to float in the slime. the creature is immune to the stench for 24 hours.
Any creature contacting the cube is paralyzed for 2d4x10 Any opponent successfully struck by a ghast must make a
minutes unless they make a Constitution Save DC 16. Paralyzed Strength save DC 17 or become paralyzed for 2d4x10 minutes.
creatures are automatically engulfed taking 2d4 acid damage per The paralysis can be removed with any cure spell but does not
round. A cure spell removes the paralysis but heals no hit points. restore hit points. Elves are not immune to ghast paralysis.
Like all slimes, gelatinous cubes are immune to fear A creature with fewer than 4 HD or levels slain by a ghast
and mind effects, charm and sleep spells and similar effects rises as a ghoul in 24 hours. Creatures with 4 or more HD or
targeting the mind, will, or personality. They are also immune levels rise as a ghast. In either case, a bless spell cast upon the
to petrification, polymorph, disease, and poison, lightning and corpse prevents the reanimation.
cold-based damage and effects but take damage from weapons Ghasts possess typical undead immunities to charm, sleep,
and fire-based attacks. and hold spells not specifically targeting undead, as well as
immunity to poison and disease.
Ghasts are so vile that they gain +3 to their Wisdom saves to
GHOUL resist turning, and protection from evil spells must be combined
No. Enc.: 1d6 (2d8) with powdered iron to be effective. Cold iron weapons deal
Movement: 9 paces, 6 paces climbing, 2 paces burrowing double damage to ghasts.
Str Dex Con Int Wis Cha
13 (+1) 15 (+2) 14 (+2) 9 (-1) 11 (+0) 7 (-2)
Defense 14 (+2 Dex, +2 natural)
Hit Dice (hp): 2d8+4 (13 hp)
Size/Reach: Medium/1 pace
Proficiency Bonus: +2
Attacks/Damage: 2 +4 claws/1d4+2 plus paralysis and +4
bite/1d6+2 plus paralysis
Proficient Saves: Strength & Constitution
Environment: Any
GNOLL GORGON
No. Enc.: 1d6 (3d6) No. Enc.: 1d3 (1d4)
Movement: 9 paces Movement: 9 pace
Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
14 (+2) 13 (+1) 13 (+1) 10 (+0) 11(+0) 9 (-1) 11 (+0) 15 (+2) 12 (+1) 15 (+2) 14 (+2) 15 (+2)
Defense 15 (+1 Dex, +2 natural, +2 armor) Defense 15 (+2 Dex, +3 Natural)
Hit Dice (hp): 2d8+2 (11 hp) Hit Dice (hp): 4d8+4 (13 hp)
Size/Reach: Medium/1 pace Size/Reach: Medium/1 pace
Proficiency Bonus: +2 Proficiency Bonus: +4
Attacks/Damage: +4 bite/1d6+2 or +4 weapon/1d10+2 by Attacks/Damage: +6 bite/1d6+2 plus venom or +6 by
weapon weapon/1d6+2 usually shortbow or shortsword.
Proficient Saves: Strength & Constitution Proficient Saves: Dexterity, Intelligence, & Charisma
Environment: Any Environment: Any
Gnolls are ferocious and cruel humanoid hyena men standing A spiteful all female race resembling humans in all but one very
7 feet tall. They are nocturnal carnivores and raiders targeting important way: instead of hair, their hair is coils of writhing
other intelligent folk for plunder and food. Gnolls reek of rotten venomous vipers. The gorgon has complete control of the
meat and sweaty, dirty hides. Gnolls may use any weapon but writhing serpents framing her face. Unless wearing a full hood,
prefer heavy chopping weapons such as blades and axes or flails. gorgons are difficult to surprise, +4 to avoid surprise.
Gnoll pack leaders have +2 Str, +1 Dex, +1 Con, +2 Int, Gorgons petrify those meeting their gaze unless a
+1 Wis, and +3 Cha and have 3 HD but receive +1 to hit and Constitution save DC 16 is made. Viewing the gaze through
damage when wielding their great flails or axes. a mirror is safe but combat through a mirror is difficult, -2 to
Gnolls speak the yipping and snarling language of hyenas, attacks, the gorgon gains +1 to hit. Those averting their gaze are
frequently keeping them as pets; there is a 25% chance a gnoll immune but must fight blind, -4 to their rolls while the gorgon
pack will have 1d2 loyal hyenas. gains +2 to its attacks.
A gorgon meeting its reflected gaze must make a
GOBLIN Constitution Save to avoid petrification.
No. Enc.: 2d4 (6d10) A gorgon’s snake hair can be wielded in combat although
Movement: 9 paces clever gorgons extract their own venom and apply it to their
Str Dex Con Int Wis Cha blades and arrows.
8 (-1) 13 (+1) 11 (+0) 12 (+1) 9 (-1) 10 (+0) Gorgons possess Low Light vision and subterranean dwellers
Defense: 14 (+1 Dex, +1 armor, +2 shield) develop darkvision 20 paces after a few weeks.
Hit Dice (hp): 1d6 (3) Gorgons are highly resistant to magic, receiving a +2 on all
Size/Reach: Small/1 pace saving throws against magic spells and effects.
Proficiency Bonus: +1 Legends tell of greater gorgons who are larger and possess
Attacks/Damage: +2 weapon/1d6+1 usually light hammer, serpentine tails instead of legs.
hand axe, scimitar, or shortspear
Proficient Saves: Dexterity & Intelligence GRAY OOZE
Environment: Subterranean No. Enc.: 1 (1)
Movement: 3 paces, 3 paces climbing, 3 paces swimming.
Slim and sharp-featured humanoids standing 3-4 feet in height. Str Dex Con Int Wis Cha
Goblin skin ranges from rusty orange to mustard yellow, orange, 13 (+1) 13 (+1) 12 (+1) 12 (+1) 12 (+1) 10 (+0)
or olive green. Chroniclers believe goblin skin color is influenced Defense 12 (+1 Dex, +1 Natural)
by minerals in their food and water. Hit Dice (hp): 3d8+3 (16 hp)
Their large eyes are light-sensitive, suffering -1 to attack, Size/Reach: Large, 3 paces
proficiency, and ability checks in full sunlight but possess Proficiency Bonus: +3
darkvision 30 paces. Attacks/Damage: +4 slam/1d6+1 plus 2d8 acid plus grab
Goblins are accomplished miners. Their tunnels frequently Proficient Saves: Constitution & Intelligence
cut into the holds of other subterranean denizens. Goblins Environment: Any subterranean
despise dwarves and gnomes; the feeling is mutual.
Goblins understand the snarling language of dire wolves Corrosive predatory slimes easily mistaken for patches of wet
keeping the feral beasts as pets and mounts, 20% chance a pack stone. The slime lashes out like a serpent with a pseudopod
includes 1d4 dire wolves. dissolving the prey. The acid quickly destroys armor (light armor
Any goblin community has a goblin chieftain, a ruthless, in 1 round, medium armor in 2 rounds, etc.). On a successful hit,
cruel, and usually, well-fed potentate who is medium-sized, the defender is held fast taking 2d8 acid damage until a Strength
possesses 3 HD, +3 Str, +3 Con, +4 Defense, and is skilled in check DC 15 is made.
battle (+1 to hit and damage). The goblin king is served by 2d6 Weapons striking the ooze are damaged suffering a
unflinchingly loyal bodyguards with 2 HD, Con +1, and +2 cumulative -1 to hit and damage for each hit. When the weapon
Armor. takes penalties equal to half the damage die, the weapon is
destroyed.
Gray oozes are immune to fire and cold based attacks and
effects but take normal damage from lightning and weapon
attacks.
Gray oozes possess strong predatory instincts, roughly 10% always accompanied by 1d4 bodyguards with 4 HD, +1 Str, and
develop the ability to deliver a psychic crush against a single +2 Defense from armor.
intelligent creature up to 3 paces away causing 2d6 psychic
damage, Charisma Save DC 14 for half damage. The psychic KOBOLD
crush is regained after a short rest. No. Enc.: 4d4 (6d10)
Movement: 6 paces
HARPY Str Dex Con Int Wis Cha
No. Enc.: 1d6 (2d4) 8 (-1) 13 (+1) 11 (+0) 11 (+0) 10 (+0) 10 (+0)
Movement: 6 paces, 15 flying Defense 13 (+1 Dex, +2 Natural)
Str Dex Con Int Wis Cha Hit Dice (hp): 1d4 (2)
12 (+1) 14 (+2) 13 (+1) 12 (+1) 11 (+0) 14 (+2) Size/Reach: Small/1 pace
Defense 13 (+2 Dex, +1 Natural) Proficiency Bonus: +1
Hit Dice (hp): 3d8+3 (16 hp) Attacks/Damage: +2 claw/1d2+1 or +2 weapon/1d4+1 or two-
Size/Reach: Medium/1 pace handed 1d6+1
Proficiency Bonus: +3 Proficient Saves: Dexterity & Intelligence
Attacks/Damage: 2 +5 claws/1d4+2 and +5 weapon/1d6+2 Environment: Any subterranean
usually a club, shortsword, or short spear or song.
Proficient Saves: Constitution & Charisma Small, dog-like reptilian folk known for their cowardice, cruelty,
Environment: Any but prefer remote roosts in remote hills, and deviousness. The snarling and yipping humanoids stand
mountains, and ruins. around 3 feet tall and resemble long-snouted scale-covered dogs.
Kobolds live exclusively in vast warrens of interconnected
Cruel creatures as ugly on the inside as they are on the outside. tunnels filled with fiendishly effective mechanical traps. Kobolds
From the waist up they are grimy hags but possess the legs and have a +2 bonus to rolls to trapcraft checks.
wings of vultures. Their feathers are glossy black, flecked with Kobolds have 30 pace darkvision.
offal, and crawling with vermin. Kobolds have a mutual hatred of gnomes due to some
A harpy’s most powerful ability is their charmsongs. Any ancient slight between their gods.
creature within 100 paces must make a Charisma save DC 15 Kobold tribes are led by a chieftain with +1 HD, Str +2,
or be compelled to follow the song to its origin at their fastest Dex +1, Con +1, Int +2, Wis +2, Cha +2, and +4 Def from
speed. Once the harpy touches their charmed victim, they’re armor and buckler shield. The chieftain is protected by 1d6 loyal
allowed another saving throw, if failed the victim is helpless. The bodyguards with +1 Str, +1 Dex, +4 Def from armor.
victim is then tortured and devoured. The charm effect lasts 1
round after the harpy ceases singing; LIZARDFOLK
If either Save is successful, the victim is immune to harpy No. Enc.: 2d4 (6d6)
songs for the duration of the encounter. Movement: 6 pace, 12 pace swimming
Harpies are highly immune to magic gaining +2 to their Str Dex Con Int Wis Cha
saving throws. 13 (+1) 11 (+0) 12 (+1) 10 (+0) 11 (+0) 10 (+0)
Defense 17 (+5 Natural, +2 shield)
HOBGOBLIN Hit Dice (hp): 2d8+2 (11 hp)
No. Enc.: 1d6 (4d6) Size/Pace: Medium/1 pace
Movement: 9 pace Proficiency Bonus: +2
Str Dex Con Int Wis Cha Attacks/Damage: 2 +3 Claws/1d4+1 or +3 Tail/1d8+1 or +3
13 (+1) 12 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0) weapon/1d8+1 usually spears, tridents, and great clubs.
Defense 16 (+1 Dex, +3 Armor, +2 shield) Proficient Saves: Strength & Constitution
Hit Dice (hp): 1d8+2 (6 hp) Environment: Temperate and tropical wetlands, any
Size/Reach: Medium/1 pace subterranean
Proficiency Bonus: +1
Attacks/Dmg: +2 weapon/by weapon usually broadsword or Lizardfolk are humanoid reptiles with a ridge running from
battleaxe their head down their powerfully muscled tail. Most tribes live
Proficient Saves: Strength & Constitution a simple stone-age existence. Only the most powerful members
Environment: Any own metal weapons, shields, and armor. They are indiscriminate
carnivores greedily eating the meat of other humanoids.
Larger cousin to the goblin favoring heavier arms and armor They are powerful swimmers capable of holding their breath
coupled to a more serious outlook. Hobgoblins are militaristic in for a number of minutes equal to the sum of their Strength and
outlook with rigid hierarchies and protocols. Their weapons and Constitution scores.They are equally at home in the water as
armor are always in good repair. Hobgoblins are skilled in siege on dry land. They ignore difficult terrain penalties in wetlands..
warfare. Lizardfolk are skilled hunters receiving +2 to checks when in
Hobgoblins possess Darkvision 20 paces but are not light wetlands.
sensitive. They sometimes lord over goblin communities as
ruthless warlords.
Hobgoblins are led by a king with 5 HD and +2 Str, +2
Con, and +2 Cha, and at least +4 Defense from worn armor.
Hobgoblin kings have their pick of the spoils wielding superior
arms such as greatswords, axes, and picks. Hobgoblin kings are
LYCANTHROPE, WERERAT A charging minotaur delivers 2d8+5 damage on a successful
No. Enc.: 1d8 (2d6) gore attack.
Movement: 12 paces. 9 paces climb, 6 paces swim
Str Dex Con Int Wis Cha MUMMY
12 (+1) 14 (+2) 14 (+2) 10 (+0) 11 (+0) 10 (+0) No. Enc.: 1d4 (1d12)
Defense 13 (+2 Dex, +1 Natural) Movement: 6 paces
Hit Dice (hp): 3d8+6 (19 hp) Str Dex Con Int Wis Cha
Size/Reach: Medium/1 pace 16 (+3) 9 (-1) 13 (+1) 8 (-1) 13 (+1) 13 (+1)
Proficiency Bonus: +3 Defense: 17 (-1 Dex, +8 Natural)
Attacks/Damage: +5 bite/1d4+2 or by weapon usually short Hit Dice (hp): 5d8+5 (27 hp)
sword, mace, or hand axe Size/Reach: Medium/1 pace
Proficient Saves: Dexterity & Constitution Proficiency Bonus: +5
Environment: Any urban, dungeon, or subterranean Attacks/Damage: +8 slam/1d12+3 plus mummy rot
Proficient Saves: Strength & Charisma
Wererats are common in urban environments. They are found Environment: Tombs
lurking in sewers, beneath docks, or wherever folks keep
their heads down and ask few questions. They are the least Mummies are withered tireless protectors of tombs and the
discriminating when it comes to recruiting. valuables contained therein. Mummies are undead created using
Their hybrid form is that of a humanoid rat: mangy with ancient rituals and alchemy to preserve the corpse and then
sharp features and pink paws capable of using tools and wielding binding the soul to the withered remains to reanimate it.
weapons. Their clothing and gear are worn and rusty. The sight of a mummy causes paralysis from dread unless
Wererats can speak in their hybrid form. Wererats take 1-2 Wisdom save DC 16 is made. The paralysis lasts until the
rounds to change into their hybrid form which is immune to mummy leaves the victim’s sight or the mummy attacks the
non-silver and non-magical damage. Like all lycanthropes they victim.
are immune to polymorph spells and effects unless they wish it. Mummies are supernaturally strong but it is the mummy rot
Wererats transmit their curse with a bite. Any human tomb explorers fear. Any living creature damaged by a mummy
sustaining 50% or more of their hit points from a bite may must make a Constitution save DC 16 to avoid contracting the
contract lycanthropy, roll a Constitution Save DC 15 to avoid. rot. Each week the cursed character loses 1d2 Con and Cha as
The first change is intensely painful occurring 2d6 nights after their flesh grotesquely rots and sloughs. While afflicted magical
the bite. During the first change the new wererat blacks out as healing fails, and natural healing occurs at 1/10 the usual rate.
they give into their murderous rage. Mummy rot is not a disease but rather a powerful curse requiring
The curse may be cured by a cleric of at least 11th level remove curse to cure it.
casting a remove curse spell. Mummies, like all undead, are immune to petrification,
Wererats are immune to disease but usually carry several polymorph, disease, poisons, charm, sleep, and hold spells and
such as the red plague and filth fever. Their bites and bladed are only harmed by magical weapons, spells, and fire-based
weapons are vectors. attacks.
Wererats may summon and communicate with rats and dire
rats, 2d6 normal rats or 1d6 dire rats arrive in 1d6 minutes. This OCHRE JELLY
ability is regained after a short rest. No. Enc.: 1 (0)
Wererats have darkvision 20 paces and are quiet, gaining +4 Movement: 3 paces, 3 paces climbing, 3 paces swimming
to rolls involving stealth. Str Dex Con Int Wis Cha
12 (+1) 9 (-1) 13 (+1) NA NA NA
MINOTAUR Defense 12 (-1 Dex, +3 Natural)
No. Enc.: 1d2 (1d8) Hit Dice (hp): 5d8+5 (27 hp)
Movement: 12 paces Size/Reach: Medium/3 paces
Str Dex Con Int Wis Cha Proficiency Bonus: +5
19 (+4) 12 (+1) 15 (+2) 9 (-1) 13 (+1) 11 (+0) Attacks/Damage: +6 slam, 1d6+1 plus 2d6 acid
Defense 14 (+1 Dex, +3 Natural) Proficient Saves: Strength & Constitution
Hit Dice (hp): 6d8+12 (39 hp) Environment: Subterranean
Size/Reach: Large/2 paces
Proficiency Bonus: +6 An enormous translucent yellow enormous amoeba. The
Attacks/Damage: +10 bite/1d6+4 and +10 gore/1d8+5 or by secretions dissolve cloth, wood, and leather in one round but
weapon usually great axe or great spear. has no effect on stone or metal. Due to the amorphous state, the
Proficient Saves: Strength & Constitution slime easily squeezes through tight spaces.
Environment: Subterranean When attacked by lightning or weapons the ochre jelly
divides into 1d4+1 2 HD amoebas dealing 1d4 slam and 1d6 acid
Minotaurs are large brutish humanoids with the head and feet
damage.
of a bull standing 8 feet tall and weighing in excess of 500 lbs.
Minotaurs prowl dungeons and labyrinths in search of prey;
they relish human flesh. They may forge brief alliances with
humanoids but only if they cannot dominate them.
Minotaurs cannot become lost and are immune to spells.
Their senses of smell and hearing are exceptional, gaining +4 to
rolls involving either of those two senses.
OGRE OWLBEAR
No. Enc.: 1d6 (2d6) No. Enc.: 1d4 (1d4)
Movement: 9 paces Movement: 12 paces
Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
20 (+5) 10 (+0) 15 (+2) 8 (-1) 10 (+0) 9 (-1) 16 (+3) 13 (+1) 16 (+3) 4 (-3) 12 (+1) 10 (+0)
Defense 14 (+2 Natural, +3 Armor, -1 Size) Defense 15 (+1 Dex, +4 Natural)
Hit Dice (hp): 4d10+8 (26 hp) Hit Dice (hp): 5d10+15 (42 hp)
Size/Reach: Large/2 paces Size/Reach: Large/2 paces
Proficiency Bonus: +4 Proficiency Bonus: +5
Attacks: +9 fist, 1d6+5 or +9 by weapon/1d12+5 usually great Attacks: +8 bite/1d6+3 and 2 +8 claws/1d8+3 plus bearhug
axe, great mace, or great sword wielded in one hand. Proficient Saves: Strength & Constitution
Proficient Saves: Strength & Constitution Environment: Woods, Hills, Ruins, and Subterranean
Environment: Any
Horrifying hybrids of owl and bear, these beasts are believed to
Lumbering thugish humanoids with wide shoulders, thick heads, be the product of magical experimentation by wizards or the
and unpleasant dispositions. Ogres stand 9-10 feet tall and weigh cruel joke of a deranged god. Owlbears possess the feathered
almost 800 lbs. They wear furs and hides along with whatever heads and arms of an owl but the trunks and limbs of a brown
armor they can scavenge off victims and battlefields. bear. The beasts are universally ill-tempered and very territorial,
Ogres have low light vision and darkvision 30 paces. especially females protecting their 2-3 chicks.
Ogres are large enough to wield great weapons in one hand A creature struck by both claws must succeed in a Strength
or, if they somehow acquire one, wield giant weapons in two check DC 20 or be drawn in for a bear hug receiving 2d8+3
hands dealing 1d12+ 1d2 +5 damage on a successful hit. damage per round until dead or they escape.
Marauding ogres carry large sacks containing 1d6x100 gp in
unsorted plunder. PHASECAT
No. Enc.: 1d4 (1d4)
ORC Movement: 15 paces
No. Enc.: 2d4 (1d6x10) Str Dex Con Int Wis Cha
Movement: 12 paces 17 (+3) 15 (+2) 16 (+3) 5 (-3) 12 (+2) 8 (-1)
Str Dex Con Int Wis Cha Defense 18 (+2 Dex, +4 natural, +2 phasing)
13 (+1) 12 (+1) 13 (+1) 8 (-1) 9 (-1) 10 (+0) Hit Dice (hp): 6d10+18 (46 hp)
Defense 16 (+1 Dex, +3 Armor, +2 shield) Size/Reach: Large/3 paces
Hit Dice (hp): 1d8+1 (5 hp) Proficiency Bonus: +6
Size/Reach: Medium/1 pace Attacks/Damage: 4 +8 tentacles/1d6+3 and +9 bite/1d10+3
Proficiency Bonus: +1 Proficient Saves: Strength & Dexterity
Attacks/Damage: +2 weapon/by weapon usually 1d8+1 or Environment: Any
1d10+1 shieldless
Proficient Saves: Strength & Constitution Sinuous beasts resembling panthers in terms of physique and
Environment: Any movements but with a pair of flattened whiplike spur-covered
Orcs are quarrelsome humanoids with skin colors ranging from tentacles sprouting from each shoulder.
deep olive green to yellows and reds. Orcs stand a head taller Phasecats have short, smooth mottled fur which
than most men and are wider weighing 200-250 lbs. Orcs are continuously ripples. This is a supernatural effect as the cat
omnivores but prefer meat rare and on the bone. Many orcs phases into and out of this plane. The effect makes the beast
think nothing of eating the flesh of other sentients and may difficult to target granting +2 to Dexterity saves and Defense.
ritualize it. Blink dogs and phasecats are natural enemies and will attack
Orcs can survive in any environment except at the crushing one another over any other potential enemy.
depths at the bottom of the sea. Their savage gods encourage orcs Phasecats are naturally resistant to magic gaining +2 to their
to conquer all before them. saves against magical spells and effects.
Orcs are nocturnal by nature, their eyes are sensitive to
sunlight suffering -1 to attack, ability, and proficiency checks. All
orcs possess darkvision 30 paces and low light vision.
Some have suggested orcs descended from elves which
would explain the enmity but this is a fallacy. The orcs were
present when the elves first set foot on Adonian soil. Orcs are
regarded as savage and cruel by most folk and for good reason.
Orc warbands are led by leaders with +1 HD, +2 Str, +2 Con,
and +2 Cha. Such orcs are well fed, possess superior armor (+3
Armor) and arms (+1 to hit and damage rolls).
There is a 50% chance a warband includes 1-2 dire wolves.
Tribes with 20+ members have a 60% chance of employing an
ogre.
PIERCER SHADOW
No. Enc.: 3d6 (3d6) No. Enc.: 1d8 (1d12)
Movement: 6 paces, 6 paces climb Movement: 12 paces
Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
10 (+0) 16 (+3) 12 (+1) 6 (-2) 11 (+0) 5 (-3) Nil 14 (+2) 11 (+0) 8 (-1) 12 (+1) 13 (+1)
Defense: 17 (+3 Dex, +4 Natural Defense: 13 (+2 Dex, +1 Natural)
Hit Dice (hp): 1d10+1 (6 hp) Hit Dice (hp): 2d10 (11 hp)
Size/Reach: Small/1 pace or 2 paces with tentacles. Size/Reach: Medium/1 pace
Proficiency Bonus: +1 Proficiency Bonus: +2
Attacks/Damage: +4 stab/1d10+3 plus impale or 3 +4 Attacks: +4 touch, 1d4+2 plus 1d4 Strength drain.
lash/1d4+3 Proficient Saves: Dexterity and Constitution
Proficient Saves: Strength & Dexterity Environment: Subterranean and ruins
Environment: Caverns
Cowardly simple-minded undead compelled to feed on the
A subterranean monstrosity resembling a jagged stalactite. They lifeforce of living creatures. They attack from using ambush,
cling to cavern ceilings with their muscular foot and jointed gaining +4 rolls involving stealth. In the dark shadows are
crab-like legs. Piercers have darkvision for 20 paces but can also considered invisible.
sense heat up to 20 paces. When prey walks under the piercer, Shadows are devious hunters waiting for prey to run afoul of
it release its foot and it plunges pointwards. The creatures have traps or hazards and then move in to feed as a pack.
thick mineral mantles, small piercers weigh in excess of 50 lbs. Drain: shadows grow stronger as they feed gaining +1 hp per
Impale: the injuries caused by the descent are severe, on a point of Strength drained..
natural hit roll of 17-20, the damage dice are doubled. Shadows are immune to cold and non-magical damage. They
Piercers are clumsy on the ground. To right themselves, possess typical undead immunities to polymorph, petrification,
the foot affixes to the ground and three barbed crab-like limbs disease, poison, charm, sleep, and hold spells unless specifically
extend allowing the beast to scuttle about. While scuttling, three targeting undead.
serrated hooked tentacles extend. Those reduced to 0 or fewer Strength rise as shadows in 1d4
rounds under the control of the draining shadow.
RUST MONSTER
No. Enc.: 1d4 (1d4) SHRIEKER
Movement: 12 paces/4 paces climbing No. Enc.: 1d8 (0)
Str Dex Con Int Wis Cha Movement: 3 paces
13 (+1) 15 (+2) 13 (+1) 4 (-3) 13 (+1) 8 (-1) Str Dex Con Int Wis Cha
Defense: 18 (+2 Dex, +6 Natural) 8 (-1) 9 (-1) 13 (+1) Nil 11 (+0) Nil
Hit Dice (hp): 2d10+2 (11 hp) Defense 13 (-1 Dex, +4 natural)
Size/Reach: Medium/2 paces Hit Dice (hp): 3d8+3 (16 hp)
Proficiency Bonus: +2 Size/Reach: Medium/1 pace
Attacks/Damage: +4 Antenna/0 damage plus rust or +4 tail Proficiency Bonus: +3
slam/1d6+1 plus trip Attacks/Damage: +2 slam/1d4
Proficient Saves: Dexterity & Constitution Proficient Saves: Strength & Constitution
Environment: Subterranean Environment: Subterranean
A subterranean denizen with a round, hunched back covered Troublesome scavenger fungus resembling a pale, veiny
in overlapping plates. Two six foot long feathery tentacles flank mushroom 3-5 feet tall. The cap is 3-4 ft wide and bulbous with
the beak-like mouth. Smaller thumb sized sensory tentacles 6-10 fist-sized pores attached to an echoing chamber and a
surround the beak.The largest tentacles instantly transform muscular diaphragm. When a creature comes within 10 paces
non-magical iron and steel into rust which the creature greedily or 20 paces with light, the fungus emits a piercing wail lasting
devours. The rust monster can scent iron and steel up to 30 1d4 rounds. Any creature within 10 paces takes 1 sonic damage,
paces away. The same effect occurs when an iron or steel weapon Strength save DC 12 for none and avoiding 1 round of stun.
strikes the creature (rolling Defense 12 or better). Those rolling a 1 on their save are deafened for 1d6x10 minutes.
On a successful hit, held or worn armor and weapons and The sound carries for a mile underground. There is a 50% chance
goods receive a Dexterity Save DC 14 or be destroyed; magical something or someone comes to investigate.
goods gain +1 per plus, for non-plus items the GM will have to The shriekers grow on a 2 ft deep matrix of sticky wet
improvise a bonus to the Save. If the metal is not worn or held, roots extending 3 paces around them. This is treated as difficult
there is no Save unless it is magical. ground and may cause creatures to stumble and fall.
A hungry rust monster is dogged in its pursuit of a meal, Many (50%) of shriekers have 1d4 violet fungi growing
employing its 200+ lbs weight and nimbleness to smash aside symbiotically nearby.
barriers, force open doors, and to trip foes with its club-like tail. Shriekers are sometimes planted on the edge of a territory of
Those struck by the tail are knocked prone unless a Dexterity humanoids use it as an early warning system.
save DC 16 is successful. Shriekers are mindless and are immune to mind affecting
Rust monsters possess darkvision 30 paces. spells and effects as well as poison, and disease.
SKELETON STIRGE
No. Enc.: 3d4 (3d10) No. Enc.: 1d10 (3d12)
Movement: 12 paces Movement: 3 paces, 18 paces flying
Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
10 (+0) 12 (+1) 12 (+1) 4 (-3) 11 (+0) 9 (-1) 5 (-3) 16 (+3) 11 (+0) 4 (-3) 12 (+1) 4 (-3)
Defense: 15 (+1 Dex, +2 Armor, +1 shield) Defense 14 (+3 Dex, +1 size)
Hit Dice (hp): 1d8+1 (5 hp) Hit Dice (hp): 1d6 (3 hp)
Size/Reach: Medium Size/Reach: Tiny/1 pace
Proficiency Bonus: +1 Proficiency Bonus: +1
Attacks/Damage: +2 claw/1d4+1 or +1 weapon/by weapon Attacks/Damage: +6 proboscis/1d2+3 plus blood loss.
Proficient Saves: Dexterity & Constitution Proficient Saves: Dexterity & Constitution
Environment: Any Environment: Any non-arid non-arctic
Skeletons are usually the product of necromancy but they An obnoxious and all-too-common dungeon denizen resembling
may come about in supernaturally tainted areas where the bats but have four clawed wings, multiple pairs of rudimentary
barrier between worlds is thin. Skeletons occupy the lowest clawed limbs, and a long barbed proboscis instead of a mouth.
rung of undead are capable of simple tasks such as guard duty They have compound eyes like insects and are accompanied by a
but require smarter overseers such as other undead for more high-pitched buzzing from their wings.
complex activities A swarm of stirges is called a thirst.
Skeletons bear whatever weapons and wear whatever armor Stirges are quick and agile, gaining +2 on their attack roll
they were buried in. (included above). After a successful proboscis attack, stirge
Skeletons lack flesh and organs are immune to piercing latches on and begins pumping blood from the prey. Latched
damage and take half damage from slashing attacks. Like all stirges are difficult to dislodge, requiring a Strength check DC 12.
undead skeletons are immune to petrification, polymorph, The creature drains 1d4 hp blood loss until slated at 10 hit points
disease, poison, as well as mind affecting magic such as sleep, at which point it lets go..
charm, and hold spells unless targeting undead specifically. Stirges possess Darkvision 30 paces.