Forbidden Lands Monster File 1

By SpandexAndy


Contents

Other Documents        3

How to Design a Monster        3

Next Monsters Needed        6

Ankheg (💀)        7

Ape, Albino (💀)        7

Basilisk (💀💀💀)        8

Beholder (💀💀💀)        9

Elemental, Air (Medium) (💀)        10

Elemental, Air (Large) (💀💀)        10

Elemental, Earth (Medium) (💀)        11

Elemental, Earth (Large) (💀💀)        11

Giant Scorpion (💀)        12

Giant Spider Herd (💀💀)        12

Golem, Clay (💀💀)        13

Golem, Iron (💀💀💀)        13

Hag, Green (💀)        14

Kobold Swarm (💀)        14

Lich (💀💀💀)        15

Medusa (💀💀)        15

Ooze, Black Pudding (💀💀)        16

Psurlon, Giant (💀💀💀)        16

Roper  (💀💀)        17

Stirge, Swarm (💀)        17

Succubus (💀)        18

Vampiric Man-Bat (💀💀)        18

Wereboar (💀💀)        19

Werewolf (💀💀)        19

Zombie Gang (💀💀)        20

Wizard (💀💀)        20



Other Documents

Forbidden Lands Creature File 1.

Do you want to add a monster to this document? Submit it here!

How to Design a Monster

  1. Decide on a Difficulty rated 💀 to 💀💀💀. This will guide you on Attributes, Defences and Attacks. Reverse-engineering monsters from the FBL Book will not match up exactly. Nevertheless, the guidelines will help you. Some FBL monsters are “off the charts” (e.g. Large Dragon).

Difficulty

💀

💀💀

💀💀💀

Examples from FBL

Ghost, Harpies (small group), Nightwarg, Strangling Vine.

Young Abyss Worm, Bloodling, Death Knight, Ent, Giant Squid, Grey Bear, Gryphon, Harpies (large group), Hydra (4 heads), Manticore, Minotaur, Troll.

Old Abyss Worm, Small Dragon, Drakewyrm, Giant, Hydra (6 heads), Sea Serpent.

Attributes

10-15.

16-24.

25-40.

Defences

Armor 0-6.

1 Special Defense if accompanied by 1 Special Weakness.

Armor 6-10.

If low Armor, then take 1 Special Defense.

Armor 8-12.

1 Special Defense.

  1. Decide on Attributes. STR, AGI, WITS, EMP and MOVE. If you choose to not have Wits or Empathy, subtract 4 points. You can use this Google Sheet to help convert a 5e monster.
  2. Decide on Defences. Armor and Special Defences.

Special Defences

Examples from FBL

Incorporeal
The monster cannot be hurt by ordinary weapons. Perhaps the weapon needs to be of a certain material.

Bloodling “Incorporeal Form”. Ghost “Immaterial”.

Hard to Kill

Takes half damage from physical attacks.

Death Knight.

Multi-Limbed

Decide how many body parts the monster has. Every X damage taken by the monster removed 1 body part. It can take additional actions depending on how many body parts remain.

Giant Squid. Harpies.

Swarm

The monster actually represents several individuals. Maximum of 1 damage is taken from any incoming attack.

Harpies.

Regeneration

The monster heals 1 Strength every round.

Troll.

Debuff Aura

Any adventurers in Arms Length suffer a penalty to their actions.

Harm Aura

Any adventurers in Arms Length suffer 1 point of damage to Agility/Empathy/Wits at the end of each round.

Troll.

  1. Decide on any Special Weakness. These are fun and add interest to the fight.

Special Weakness

Examples from FBL

Light sensitivity
The monster takes continual damage from sunlight or firelight at Arms Length.

Bloodling “Sensitive to Light”, Troll.

Vulnerable Spot

The monster has a vulnerable location. Attacks against this spot are at -3, but are extra effective (e.g. Armor is reduced).

Dragon, Giant.

Vulnerable to Fire

The monster takes double damage from fire.

Ent.

Self-Harm

If certain conditions are fulfilled, the monster becomes confused for 1 round and can actually hurt itself.

Sea Serpent.

 

  1. Decide on Attacks. Choose 6 different attacks. 2-3 attacks should be from a Difficulty that is lower than what you have chosen (except for 1 Skull monsters). Give each attack a cool name.

Description

Examples from FBL

💀

💀💀

💀💀💀

Melee Target Strike
Targets a single adventurer at Arms Length range. If you want, the target is thrown to Near range and is Prone.

Abyss worm “Hideous Bite”. Bloodling “Slashing Thrust”.

8-9 Base Dice, 2 Weapon Damage.

10 Base Dice, 2 Weapon Damage.

12 Base Dice, 2 Weapon Damage.

Horrific Melee Target Strike

Targets a single adventurer at Near range. The target takes damage to both Strength and Empathy/Wits.

Nightwarg “Throat Bite”. Strangling Vine “Penetrating Attack”.

6-7 Base Dice, 2 Weapon Damage.

8-9 Base Dice, 2 Weapon Damage.

10 Base Dice, 2 Weapon Damage.

Ranged Target Strike

Targets a single adventurer at Short Range. You can add Continual damage (e.g. set on fire), if you reduce Weapon Damage.

Dragon “Fire Attack”. Ent “Rock Throw”. Hydra “Acid Spit”.

8-9 Base Dice, 2 Weapon Damage.

10 Base Dice, 2 Weapon Damage.

12 Base Dice, 2 Weapon Damage.

Toxic Charge

Targets a single adventurer at Near range. The monster jumps at them and attacks. The attack damages 2 Attributes and carries an Infection or Poison.

Bloodling “Going for the Jugular”.

6-7 Base Dice, 2 Weapon Damage. Virulence 7.

8-9 Base Dice, 2 Weapon Damage. Virulence 8.

10 Base Dice, 2 Weapon Damage. Virulence 9.

Single Target Fear

Usually a Fear attack, which damages Wits, targeting a single adventurer within Near range. Undodgeable.

Bloodling “Life Extraction”. Death Knight “Deathly Visions”. Ghost “Touch of Death”.

8-9 Base Dice.

10-11 Base Dice.

12 Base Dice.

Area Effect Fear

Usually a Fear attack, which damages Wits, targeting everyone in the same Zone. Undodgeable.

Abyss worm “Unearthly Roar”. Bloodling “Horrible Mist”. Dragon “Roar”.

5 Base Dice damage to Wits.

6 Base Dice damage to Wits.

7-8 Base Dice damage to Wits.

Area Attack (Arms Length)

Targets within Arms Length range face the same attack. They can individually Dodge or Parry it.

Bloodling “Whirlwind Attack” and “Double Stab”. Death Knight “Sweeping Attack”. Minotaur “Sweeping Attack”.

6-9 Base Dice, 1 Weapon Damage.

10-12 Base Dice, 1 Weapon Damage.

12 Base Dice, 2 Weapon Damage.

Area Attack (Near)

Targets within Near range face the same attack. They can individually Dodge or Parry it. You can reduce the Base Dice and add Continual Damage if you want.

Abyss worm “Sweeping Attack”. Drakewyrm “Acid Attack”. Gryphon “Whirlwind Strike”.

5-6 Base Dice, 1 Weapon Damage.

7-8 Base Dice, 1 Weapon Damage.

9-10 Base Dice, 1-2 Weapon Damage.

Area Attack (Near), with Save

Targets all adventurers in a zone. PCs may make a Move roll (not an action). If they fail, they are targeted (and can still Dodge).

Abyss worm “The Sky Darkens”.

10 Base Dice, 1 Weapon Damage.

12 Base Dice, 1 Weapon Damage.

NA

Arms Length Multi-Attack

The monster makes multiple attacks against a single adventurer at Arms Length range. Each attack is dodged or parried separately.

Gryphon “Claw Flurry”.

2 attacks with 6 Base Dice, 2 Weapon Damage.

3 attacks with 6 Base Dice, 2 Weapon Damage.

NA

Super Area Attack

Targets in the monster’s Zone and all adjacent zones face this attack. Can use once per combat.

Dragon “Firestorm”. Manticore “Rain of Spikes”.

6-7 Base Dice, 2 Weapon Damage.

8-10 Base Dice, 2 Weapon Damage.

12 Base Dice, 1 Weapon Damage.

Devouring Attack

Target adventurer with highest Strength. They can make a Move roll (not an action). If they fail, they take an attack and are Devoured. They take continual damage, but can attack from inside, and will escape if X damage is inflicted from inside.

Abyss worm “Devouring Attack”. Drakewyrm “Devouring Attack”. Giant Squid “Tentacle Hug”.

NA

8-9 Base Dice, 1 Weapon Damage.

1 continual damage.

4 Damage to escape.

10 Base Dice, 1 Weapon Damage.

1 continual damage.

8 Damage to escape.

Grapple Attack

Target adventurer within Near range is attacked. If the attack succeeds, the target is Grappled.

Ent “Gnarly Roots”. Giant Squid “Drown”. Grey Bear “Bear Hug”. Sea Serpent “Deathly Embrace”.

7-8 Base Dice, 1 Weapon Damage. Strength 3 for Grapple purposes.

9 Base Dice, 1 Weapon Damage. Strength 3 for Grapple purposes.

11-12 Base Dice, 2 Weapon Damage.

Area Knock Prone

Targets in the same zone as the monster take Fall damage and are Prone.

Abyss worm “The Ground Shatters”. Dragon “Wind”. Wyvern “Fall from the Sky”.

1d6+3 Fall damage.

2d6m Fall damage.

2d6+5m Fall damage.

Knock Back

A single target within Near range is moved to Short range. They take damage from the listed attack, and are Prone.

Death Knight “Dead Mans Hand”. Giant “Cannonball”.

6 Base Dice, 2 Weapon Damage.

8 Base Dice, 2 Weapon Damage.

11 Base Dice, 2 Weapon Damage.

Paralysis Attack

A single target within Near range suffers a Paralyzing Poison with the listed Potency (pg. 113).

Death Knight “Crippling Cold”. Strangling Vine “Spore Attack”.

Potency 6 vs Endurance.

Potency 8 vs Endurance.

Potency 10 vs Endurance.

Immobilizing Attack

Similar to Devouring Attack, but no Continual damage.

A single target within Near range is attacked. If they take damage from the attack, they cannot move until they (or a helping ally) inflict X damage.

Ent “Hug”.

6-7 Base Dice, 1 Weapon Damage.

2 Damage to escape.

8 Base Dice, 1 Weapon Damage.

4 Damage to escape.

10-12 Base Dice, 1 Weapon Damage.

6 Damage to escape.

Blindness

The monster surrounds itself defensively. The effect lasts for d6 rounds. See Darkness effects on pg. 112.

Giant Squid “Black Fog”.

Recovery

The monster spends an action healing itself 3 Strength.

NIL

Next Monsters Needed

I want to continue to add monsters to this document. I welcome members of the community to post requests for monsters, or their own versions into the Fria Ligan forum, and I will add them here. I suggest we consider the monsters in the list below;

Winter Wolf

Dire animals (various)

Various demons (we can use the tables in FBL, but lets have them written up and ready to use)

More elementals

Vampires

Shield Guardian (from D&D is a wizard’s bodyguard construct)

Lich

Purple Worm or Giant Sand Worm

Mind Flayer

Mimic

Kobold Swarm (using traps and bombs)

Hags

Nymphs (or seductive, mind controlling fey)

Dinosaurs


Ankheg (💀)

Attributes

Strength 8, Agility 2, Wits NA, Empathy NA.

Movement

1 (can burrow, and sense movement on the surface easily)

Armor

6 (chitin hide)

Special Defences

NIL

Special Weaknesses

NIL

Attack 1

💀 Bite. (Melee Target Strike). 8 Base Dice, 2 Weapon Damage.

Attack 2

💀 Dive. (Special). The ankheg burrows into the ground and disappears. It is below the ground, planning its next move. The ankheg can move, undetected to another adjacent zone, and is now ready for Erupt From The Earth (below).

Attack 3

💀 Acid Spray. (Ranged Target Strike). The ankheg squirts a stream of corrosive yellow fluid at a target within Short range. 8 Base Dice, 2 Weapon Damage.

Attack 4

💀 Bite and Hold. (Grapple). 8 Base Dice, 1 Weapon Damage. If the attack hits, the target is also Grappled. Ankeg has Strength 3 for purposes of Grapple.

Attack 5

💀 Tail Flick. (Single Target Force Move). 6 Base Dice, 2 Weapon Damage. If the attack hits, the target is knocked to Short range and is prone.

Attack 6

💀 Erupt From The Earth. (Horrific Melee Target Strike). The ankheg must first have used the Dive attack (above). The ankheg bursts from the ground in an unexpected place and pounces onto a victim. 7 Base Dice, 2 Weapon Damage. Damage is applied to both Strength and Wits.


Ape, Albino (💀)

Description

These apes have evolved to survive in the dark, empty parts of the world and so have lost all their pigment. They are incredibly territorial creatures and this is usually the cause of most of their squabbles.
Morale: 7. Number Appearing: 1d6 (2d4).

By

MegaMagus

Attributes

Strength 8, Agility 3, Wits 2, Empathy 2.

Movement

1

Armor

4 (Thick fur)

Attack 1

💀 Primal Fist (Melee Target Strike). The ape slams its fist into an adventurer in Arm’s Length. The target suffers an attack with 9 Base dice, 2 Weapon damage and is knocked to Near range, prone.

Attack 2

💀 Rock Toss. (Ranged Target Strike). The ape picks up a rock or other large piece of debris and hurls it at an adventurer in Short range. The target suffers an attach with 8 Base dice and 2 Weapon damage.

Attack 3

💀 Chest Drum. (Area Effect Fear). The ape rises up onto its legs and beats its chest while letting out an almighty guttural noise. All adventurers in Near range are targeted with a fear attack of 5 Base dice, damaging Wits.

Attack 4

💀 Ground Pound. (Area Attack (Near)). The ape repeatedly slams its fists into the ground around it, creating difficult terrain in that zone and attacking all adventurers in Near range with 5 Base dice and 1 Weapon damage.

Attack 5

💀 Iron Grip. (Grapple Attack). The ape rushes to an adventurer in Near range and grabs them in its huge hand. The target is attacked with 8 Base dice and 1 Weapon damage. If the attack succeeds, the target is also grappled and will need to beat a Strength 3 opposed roll to break free.

Attack 6

💀 Flurry of Fists. (Arm’s Length Multi-Attack). The ape pummels an adventurer in Arm’s Length with its fists. The target is subjected to 2 separate attacks of 6 Base dice and 2 Weapon damage each.


Basilisk (💀💀💀)

By

MegaMagus

Attributes

Strength 25, Agility 3, Wits 5, Empathy 2.

Movement

2

Armor

8

Special Defences

NIL

Special Weaknesses

NIL

Passive

Basilisk Stare 
If the basilisk just glances at a creature, the only effect is a slight sensation of pressure. If it focuses on a creature for one round, the target’s limbs become heavy, slow, and grey. Their thoughts move like treacle. If they succeed on an Endurance roll, they can move.  If they fail, they are rooted in place, and enemies get a +2 to hit as if they were prone.. This effect ends immediately if the basilisk looks away.

 

If the basilisk stares at a target for a second round, they must succeed an Endurance roll again or be turned to stone. If they pass, they are still rooted in place (as above). The effect has Near range. Test at the start of each round, before initiative order is determined. The effect is not reflected by mirrors.

Attack 1

💀💀💀 Charge. (Charge). The basilisk prioritises partially petrified adventurers. It charges at them with double its normal movement (4) and snaps its great jaws at the target. This is an attack of 10 Base dice and 1 Weapon damage. If made of stone, the target shatters and is devoured by the basilisk. If made of flesh, the target is knocked prone. If the target was also surprised and not aware of the basilisk’s presence, they also take a fear attack of 12 base dice. The basilisk can also maintain its stare while it charges.

Attack 2

💀💀💀 Lizard Frenzy. (Area Attack (Arm’s Length)). The basilisk thrashes around wildly and all adventurers in Arm’s Length suffer an attack of 12 Base dice and 2 Weapon damage.If they are hit, they are also knocked prone.

Attack 3

💀💀💀 Tail Strike. (Single Target Force Move). While pretending to focus its attacks on an adventurer in front of it, the basilisk whips its tail at an adventurer behind it, in Near range. The target suffers an attack of 9 Base dice and 2 Weapon damage. If hit, they are knocked to Short range and are prone. If the attack misses, the adventurer still suffers 1 damage as the tail grazes them.

Attack 4

💀💀 Bite. (Melee Target Strike). The basilisk attempts to sink its fangs into an adventurer in Arm’s length.The target suffers an attack of 10 Base dice and 2 Weapon damage.

Attack 5

💀💀 Tail Jab. (Arm’s Length Multi-Attack). The basilisk bites at an adventurer twice and then unexpectedly whips its tail around for a third attack. Each attack targets the same adventurer in Arm’s length with 6 Base dice and 2 Weapon damage.

Attack 6

💀💀 Down the Hatch. (Devouring Attack). The basilisk gobbles up an adventurer in Arm’s length who has the highest strength. They can make a Move roll to avoid the beast’s maw but if they fail they suffer an attack of 8 Base dice, 1 Weapon damage and are devoured. They then take 1 damage each round and must inflict 4 damage to break free from inside the basilisk.


Beholder (💀💀💀)

Notes

The GM can tweak the difficulty of a fight with a beholder by choosing to use the Lesser Eye Rays attack more or less frequently.

I recommend you draw Initiative cards for each Lesser Eye, so the eyes act intermittently during the round. At the end of the round, the beholder moves or performs other actions.

A beholder has no reason to allow enemies to approach to Arms Length range. It can fly and will maintain altitude if possible. A savvy party may need to use nets, harpoons or grappling hooks to control the movement of a beholder.

Attributes

Strength 12 + (3 per lesser eye x 3) = 24, Agility 3, Wits 4, Empathy 4.

Movement

1 (fly)

Armor

6 (natural)

Special Defences

Antimagic Cone. Magic does not work in front of the monster when its main eye is open. This also disables its own lesser eyes in that direction. The monster can open or close this eye, or face in different directions easily. Assume the cone covers 1 person at Arms Length, 2 people at Near, 4 people at Short.

Special Weaknesses

Lesser Eyes. The beholder starts with 3 lesser eyes. Each of these lesser eyes can shoot a ray (Attack 1). Decide which eyes your beholder has, or roll randomly. An adventurer can target a lesser eye by taking a -3 Penalty. 3 damage destroys a lesser eye. An eye cannot affect a target in front of the main anti magic eye, if the main eye is open.

Attack 1

💀💀💀 Lesser Eye Ray. Each round, any lesser eye not destroyed may shoot by rolling 8 Base Dice. A ray can be Dodged or Parried With Shield.

  1. Telekinesis. On a hit, the target is flung 1 zone and takes 2d6 Falling damage.
  2. Death / Disintegration. On a hit, the target makes an Endurance check. If they succeed, they take 1 damage to all attributes. If they fail, they perish.
  3. Paralysis. On a hit, roll Potency 10 Paralysis poison vs the targets Endurance.
  4. Harm. On a hit, the target takes 3 damage to Agility or Strength (their choice).
  5. Fear. On a hit, roll a 12 Base Dice Fear attack.
  6. Slow. On a hit, the target can only take Slow Actions for 1d6 rounds or until an ally uses an ability such as Destroy Magic to help.
  7. Charm. On a hit, the target takes 3 damage to Empathy. If this breaks them, they obey the beholder for 1d6 rounds or until an ally uses an ability such as Destroy Magic to help.
  8. Sleep. On a hit, roll Potency 10 Sleep poison vs the targets Endurance.

Attack 2

💀 Bite. (Melee Target Strike). Only when desperate or enraged. (Melee Target Strike). 8 Base Dice, Weapon Damage 1.

Attack 3

💀💀 Telekinetic Assault. (Area Attack, Near). The beholder throws boulders or furniture around. Adventurers roll Move to avoid being hit by debris. If hit, roll 10 Base Dice, 1 Weapon Damage.

Attack 4

💀 Monologue. (Recovery). The beholder flies to Short range and lectures the Adventurers about their inevitable defeat. It recovers 3 Strength.

Attack 5

💀 Mocking Laugh. (Area Effect Fear). The beholder ridicules the Adventurers at Near range. 6 Base Dice damage to Wits.

Attack 6

💀💀 Something Falls On You. (Immobilizing Attack). The beholder breaks something (e.g. a pillar) that falls on you. Near Range, 8 Base Dice, 1 Weapon Damage. If the attack succeeds, they cannot move until they (or a helping ally) succeed on a Might check..


Elemental, Air (Medium) (💀)

Attributes

Strength 10, Agility 6, Wits 3, Empathy 2.

Movement

2 (fly)

Armor

6 (hard to hurt)

Special Defences

NIL

Special Weaknesses

NIL

Attack 1

💀 Concealing Fog. (Blindness). The elemental surrounds itself in a dense fog or dust storm for d6 rounds. Functions as Darkness, see Pg. 112.

Attack 2

💀 Whirlwind. (Grapple Attack). Roll 8 Base Dice, 1 Weapon Damage. If hits, the target is Grappled. The elemental has Strength 3 for Grapple purposes.

Attack 3

💀 Slam. (Melee Target Strike). Roll 8 Base Dice, 2 Weapon Damage.

Attack 4

💀 Blow Away. (Aura Force Move). All adventurers within Near range are blown away and take 1d6+3 Fall damage.

Attack 5

💀 Lightning Zap. (Ranged Target Strike). A single adventurer in Short Range. Roll 8 Base Dice, 2 Weapon Damage.

Attack 6

💀 Lightning Aura. (Area Attack (Arms Length)). Targets within Arms Length range all receive a 6 Base Dice, 1 Weapon Damage attack.


Elemental, Air (Large) (💀💀)

Attributes

Strength 14, Agility 6, Wits 3, Empathy 2.

Movement

2 (fly)

Armor

8 (hard to hurt)

Special Defences

NIL

Special Weaknesses

NIL

Attack 1

💀 Concealing Fog. (Blindness). The elemental surrounds itself in a dense fog or dust storm for d6 rounds. Functions as Darkness, see Pg. 112.

Attack 2

💀💀 Whirlwind. (Grapple Attack). Roll 9 Base Dice, 1 Weapon Damage. If hits, the target is Grappled. The elemental has Strength 5 for Grapple purposes.

Attack 3

💀💀 Slam. (Melee Target Strike). Roll 10 Base Dice, 2 Weapon Damage.

Attack 4

💀💀 Blow Away. (Aura Force Move). All adventurers within Near range are blown away and take 2d6 Fall damage.

Attack 5

💀 Lightning Zap. (Ranged Target Strike). A single adventurer in Short Range. Roll 8 Base Dice, 2 Weapon Damage.

Attack 6

💀 Lightning Aura. (Area Attack (Arms Length)). Targets within Arms Length range all receive a 6 Base Dice, 1 Weapon Damage attack.


Elemental, Earth (Medium) (💀)

Attributes

Strength 15, Agility 2, Wits 3, Empathy 2.

Movement

1 (can walk through stone)

Armor

8 (rock)

Special Defences

If a weapon suffers Gear damage in an attack on the Earth elemental, it loses double normal durability.

Special Weaknesses

NIL

Attack 1

💀 Slam. (Melee Target Strike). A single target at Arms Length range. 9 Base Dice, 2 Weapon Damage. On a hit, the target is thrown to Near range.

Attack 2

💀 Earth Spike. (Ranged Target Strike). The elemental punches the earth and a spike of rock shoots at a target at Short range. 8 Base Dice, 2 Weapon damage.

Attack 3

💀 Earthquake. (Area Attack (Near)). The elemental punches the earth and everyone at Near range is shaken about. 6 Base Dice, 1 Weapon damage.

Attack 4

💀 Rain of Pebbles. (Super Area Attack). Hundreds of pellets shoot out of the elemental towards all targets in the same zone. 6 Base Dice, 2 Weapon Damage. Can use this attack only once per battle.

Attack 5

💀 Smack Back. (Single Target Force Move). With a fist strike, a target at Arms Length is thrown to Short range. They are Prone if hit. 6 Base Dice, 2 Weapon Damage.

Attack 6

💀 Rock Grab. (Immobilizing Attack). The earth moulds around the target’s feet and locks them in place. 7 Base Dice, 1 Weapon damage. If 2 damage is inflicted on the elemental, then the victim is freed.


Elemental, Earth (Large) (💀💀)

Attributes

Strength 20, Agility 2, Wits 3, Empathy 2.

Movement

1 (can walk through stone)

Armor

10 (rock)

Special Defences

If a weapon suffers Gear damage in an attack on the Earth elemental, it loses double normal durability.

Special Weaknesses

NIL

Attack 1

💀💀 Slam. (Melee Target Strike). A single target at Arms Length range. 10 Base Dice, 2 Weapon Damage. On a hit, the target is thrown to Near range.

Attack 2

💀 Earth Spike. (Ranged Target Strike). The elemental punches the earth and a spike of rock shoots at a target at Short range. 8 Base Dice, 2 Weapon damage.

Attack 3

💀💀 Earthquake. (Area Attack (Near)). The elemental punches the earth and everyone at Near range is shaken about. 8 Base Dice, 1 Weapon damage.

Attack 4

💀 Rain of Pebbles. (Super Area Attack). Hundreds of pellets shoot out of the elemental towards all targets in the same zone. 6 Base Dice, 2 Weapon Damage. Can use this attack only once per battle.

Attack 5

💀💀 Smack Back. (Single Target Force Move). With a fist strike, a target at Arms Length is thrown to Short range. They are Prone if hit. 8 Base Dice, 2 Weapon Damage.

Attack 6

💀 Rock Grab. (Immobilizing Attack). The earth moulds around the target’s feet and locks them in place. 7 Base Dice, 1 Weapon damage. If 2 damage is inflicted on the elemental, then the victim is freed.


Giant Scorpion (💀)

Attributes

Strength 10, Agility 3, Wits NA, Empathy NA.

Movement

1

Armor

10 (plate chitin). It is intended that adventurers need to make use of Special Weaknesses to overcome the giant scorpion.

Special Defences

NIL

Special Weaknesses

Vulnerable Spot - Eyes. The tiny eyes of the scorpion can be targeted with a -3 Penalty. A hit to the eyes does not benefit from Armor.

Attack 1

💀 Venomous Tail. (Paralysis Attack). 6 Base Dice, 1 Weapon Damage at Arms Length range. Then resist a Potency 6 Paralyzing Poison.

Attack 2

💀 Pincer Bash. (Single Target Force Move). 6 Base Dice, 2 Weapon Damage at Arms Length. On a hit, the target is moved to Short range.

Attack 3

💀 Pincer Grab. (Grapple Attack). 8 Base Dice, 1 Weapon Damage at Arms Length. On a hit, the target is Grappled. Giant Scorpion has Strength 3 for Grapple purposes.

Attack 4

💀 Scuttle Charge. (Area Attack, Near). 6 Base Dice, 1 Weapon Damage to all enemies in Near range..

Attack 5

💀 Double Pincer Slice. (Arms Length Multi-Attack). Two attacks with 6 Base Dice, 2 Weapon Damage against a single target at Arms Length.

Attack 6

💀 Pincer Slice. (Melee Target Strike). 9 Base Dice, 2 Weapon damage.


Giant Spider Herd (💀💀)

Attributes

Strength 12, Agility 3, Wits NA, Empathy NA.

Movement

2

Armor

0

Special Defences

Swarm. A single attack deals a maximum of 1 damage to the herd.

Special Weaknesses

NIL

Attack 1

💀💀 Web Ensnare. (Grapple Attack). 9 Base Dice, 1 Weapon Damage. On a hit, the target is Grappled. The herd has Strength 5 for Grapple purposes.

Attack 2

💀 Pounce and Bite. (Melee Target Strike). 8 Base Dice, 2 Weapon Damage.

Attack 3

💀💀 Grab and Carry Off. (Special). A single target at Arms Length faces an 8 Base Dice attack. On a hit, the target is moved to Short range and the herd moves also.

Attack 4

💀 Venomous Charge. (Toxic Charge). A single target at Near range. 6 Base Dice, 2 Weapon Damage. On a hit, the target must resist a Potency 7 Sleeping Poison.

Attack 5

💀 Threatening Display. (Single Target Fear). Near range. 8 Base Dice.

Attack 6

💀💀 Herd Attack. (Area Attack, Near). All targets within Near range face a 7 Base Dice, 1 Weapon Damage attack.


Golem, Clay (💀💀)

Attributes

Strength 16, Agility 1, Wits NA, Empathy NA.

Movement

1 (Intended to be very difficult to kill, but dumb as a brick and tireless).

Armor

8 (hard as a rock)

Special Defences

Healed by Acid. Instead of damage, Acid causes the golem to repair itself. If terribly damaged, the golem will seek out an acid bath.

Special Weaknesses

Vulnerable Spot - Joints. The golem’s joints be attacked with a -3 penalty. Hits to the joints do not benefit from Armor.

Attack 1

💀💀 Slam. (Melee Target Strike). 9 Base Dice, 2 Weapon Damage. If hit, the target is thrown to Near range and is Prone.

Attack 2

💀 Hasty Smacks. (Arms Length Multi Attack). Two attacks of 6 Base Dice, 2 Weapon Damage are directed at an adventurer.

Attack 3

💀💀 Berserk. (Area Attack, Arms Length). 2 Base Dice, 2 Weapon Damage to all targets at Arms Length.

Attack 4

💀 Grab. (Immobilizing Attack). 6 Base Dice, 1 Weapon Damage. If hit, the target cannot move until they inflict 2 Damage.

Attack 5

💀 Throw Object. (Ranged Target Strike). The golem throws a rock or nearby object at a target at Short range. 9 Base Dice, 2 Weapon damage.

Attack 6

💀💀 Kick Away. (Single Target Force Move). 8 Base Dice, 2 Weapon damage. If hit, the target is thrown to Short range and is Prone.


Golem, Iron (💀💀💀)

Attributes

Strength 24, Agility 1, Wits NA, Empathy NA.

Movement

1 (Intended to be very difficult to kill, but dumb as a brick and tireless).

Armor

10 (hard as a rock)

Special Defences

Healed by Fire. Instead of damage, Fire causes the golem to repair itself. If terribly damaged, the golem will seek out a fire to go and stand in.

Special Weaknesses

Vulnerable Spot - Eyes. The golem’s black gem eyes are tiny, and can be attacked with a -3 penalty. Hits to the eyes do not benefit from Armor.

Attack 1

💀💀💀 Slam. (Melee Target Strike). A quick step and punch targeting an adventurer at Arms Length. If hit, the target is thrown to Near range and is Prone. 12 Base Dice, 2 Weapon damage.

Attack 2

💀💀 Poison Breath. (Area Attack, Near). A cloud of toxic fumes vent from the golem, smelling of chlorine. All enemies at Near range face a Virulence 8 Lethal Poison.

Attack 3

💀💀 Ground Stomp. (Aura Force Move). The golem pounds the ground and attempt to knock everyone at Near range down. They take 2d6 Fall damage.

Attack 4

💀💀 Cymbal Clap. (Area Attack, Arms Length). The golem’s thick arms make a clapping motion that attempt to crush two adventurers together. 10 Base Dice, 1 Weapon Damage.

Attack 5

💀💀💀 Throw Threat. (Single Target Force Move). An adventurer within Near range is grabbed and thrown to Short range. 11 Base Dice, 2 Weapon damage.

Attack 6

💀💀 Defensive Mode. (Special). The golem makes a weaker attack, but their armor is doubled this round. 8 Base Dice, 2 Weapon Damage.


Hag, Green (💀)

Attributes

Strength 14, Agility 4, Wits 4, Empathy 4.

Movement

1

Armor

6 (natural)

Special Defences

  • Amphibious. The hag can breathe both air and water.
  • Magical Disguise. Can use illusions to appear as anyone she chooses. An Insight check with -2 penalty can see through.

Special Weaknesses

NIL

Attack 1

💀 Cruel Mockery. (Single Target Fear). 9 Base Dice fear attack against a single target. The hag cackles and ridicules their efforts.

Attack 2

💀 Claws. (Melee Target Strike). 8 Base Dice, 2 Weapon Damage. Arms Length range.

Attack 3

💀 Mimic Ally. (Area Effect Fear). 5 Base Dice fear attack affects all enemies in Near range. The hag assumes the appearance of one of the adventurers, and she disguises her voice and mannerisms perfectly. The effect is unnerving - which one is the real one?

Attack 4

💀 Invisibility. (Blindness). The effect lasts for d6 rounds. Enemies within Arms Length can attempt a Scout check to locate the hag (does not take an action). Ranged attackers at Near range can also attempt a Scout check, but their attacks are at -2. Ranged attackers at Short range or further cannot attack.

Attack 5

💀 Sickening Curse. (Toxic Charge). 7 Base Dice, 2 Weapon Damage. Virulence 7. With a muttering of a magical curse, a target at Near range feels worms in their belly.

Attack 6

💀 Hex. (Horrific Melee Target Strike). After drawing a rune in the air, a target within Near range suffers a 6 Base Dice, 2 Weapon Damage attack. Damage is applied to both Strength and Wits.


Kobold Swarm (💀)

Attributes

Strength 10, Agility 5, Wits 3, Empathy 2.

Movement

1

Armor

2 (soft)

Special Defences

Swarm. The monster represents several individuals. A maximum of 1 damage can be inflicted with any attack.

Special Weaknesses

Cowardly. When reduced to 5 Strength, the swarm will attempt to flee and escape.

Attack 1

💀 Bomb Throw. (Area Attack Near, with Save). A kobold lobs a smoking explosive jar. All enemies at Near range, must make a Move roll (not an Action). Enemies who fail this roll, take a 10 Base Dice, 1 Weapon damage attack, which can be Dodged or Parried With Shield.

Attack 2

💀Fire At Will. (Ranged Target Strike). Several kobolds open fire at a single target at Short range. Mechanically, it is a single attack of 8 Base Dice attack, 2 Weapon Damage.

Attack 3

💀 Flurry of Knives. (Area Attack, Arms Length). All enemies at Arms Length range face the same attack. They can individually Dodge or Parry it. 8 Base Dice, 1 Weapon Damage.

Attack 4

💀 Smoke Bomb. (Blindness). A kobold smashes a clay jar containing a foul smelling chemical cloud. It lasts for d6 rounds. While active, the smoke cloud functions as Darkness (see pg. 112).

Attack 5

💀 Net Trap. (Grapple Attack). A prepared kobold trap is triggered. A target within Near range is attacked with 8 Base Dice, 1 Weapon damage. It the attack hits, the target is Grappled. The net has Strength 3 for Grapple escape purposes.

Attack 6

💀 Get That One. (Arms Length Multi Attack). The kobols make 2 attacks with 6 Base Dice, 2 Weapon Damage against a single target at Arms Length. Each attack is Dodged / Parried separately.


Lich (💀💀💀)

Attributes

Strength 21, Agility 5, Wits 5, Empathy 5.

Movement

1

Armor

4 (dead flesh)

Special Defences

Rejuvenation. When the body of a lich is destroyed, it will reform slowly over 2d6 days if its phylactery survives.

Special Weaknesses

NIL

Attack 1

💀💀💀 Paralyzing Touch. (Paralysis Attack). The lich brushes their life-sapping hand near a target within Near range. They must roll Endurance against a Potency 10 Paralyzing poison.

Attack 2

💀💀💀 Frightening Gaze. (Area Effect Fear). The cold gaze of death falls on all enemies in the same zone. Roll 8 Base Dice Fear attack which damages Wits.

Attack 3

💀💀💀 Disrupt Life. (Horrific Melee Target Strike). The lich sucks the life force from a target at Near range. Roll 10 Base Dice, 2 Weapon Damage. Damage is taken to both Strength and Wits.

Attack 4

💀💀 Disintegrate. (Ranged Target Strike). A beam of death energy shoots at a target at Short range. Roll 10 Base Dice, 2 Weapon Damage.

Attack 5

💀💀 Power Word Stun. (Immobilizing Attack). By speaking a Word of Power, a target at Near range becomes disoriented. 8 Base Dice, damage is applied to Agility.

Attack 6

💀💀 Cloudkill. (Super Area Attack). The lich does not need to breathe. It fills the zone with deadly green gas that burns the skin. Roll 8 Base Dice, 2 Weapon Damage. Can be Dodged, but not Parried.


Medusa (💀💀)

Attributes

Strength 8, Agility 5, Wits 4, Empathy 3.

Movement

1

Armor

0

Special Defences

Petrifying Gaze. Any creature that looks at Medusa’s eyes will begin to turn to stone. Adventurers should engage her from behind or with their eyes closed or averted (treat as Darkness, pg. 112). Adventurers who do not close their eyes must roll Endurance against a 8 Base Dice attack. Damage is taken to Agility. If Broken, the victim is turned to stone.

Special Weaknesses

NIL

Attack 1

💀💀 Longbow. (Ranged Target Strike). 10 Base Dice, 2 Weapon Damage.

Attack 2

💀 Snake Hair Bite. (Area Attack, Arms Length). 6 Base Dice, 1 Weapon Damage with a Virulence 7 Paralysis poison.

Attack 3

💀 Scimitar Strike. (Melee Target Strike). 8 Base Dice, 2 Weapon Damage.

Attack 4

💀💀 Hiss of Terror. (Single Target Fear). Medusa’s black tongue flicks out as she attempts to intimidate an adventurer. 10 Base Dice.

Attack 5

💀 Dance of Blades. (Area Attack, Arms Length). 7 Base Dice, 1 Weapon Damage.

Attack 6

💀 Seductive Call. (Special). Medusa calls to an adventurer, mocking or teasing them in an attempt to trick them to open their eyes. The target should roll Insight against a 8 Base Dice attack. If they fail, resolve the Petrifying Gaze effect.


Ooze, Black Pudding (💀💀)

Attributes

Strength 12, Agility 1, Wits NA, Empathy NA.

Movement

1 (can climb / hang on ceiling)(can squeeze through 1 inch gaps).

Armor

0

Special Defences

Immune Slashing Weapons.

Special Weaknesses

NIL

Attack 1

💀 Acid Splash. (Area Attack, Arms Length). A sudden spurt of acid splashes at those nearby. 9 Base Dice, 1 Weapon Damage.

Attack 2

💀💀 Envelop. (Devouring Attack). 8 Base Dice, 1 Weapon Damage. Target makes a Move roll to avoid part of themselves being absorbed and stuck. If they fail, 1 point of damage every round until freed. To free an enveloped adventurer, inflict 4 damage.

Attack 3

💀 Corrosive. (Special). A jet of acid targets the weapon of an enemy at Near range. 9 Base Dice, 2 Weapon Damage. Can be Dodged or Parried With Shield. Damage is inflicted onto the target weapon, not its wielder.

Attack 4

💀 Pseudopod. (Melee Target Strike). Part of the pudding forms a crude limb and slams a victim at Arms Length. 9 Base Dice, 2 Weapon Damage.

Attack 5

💀💀 Split. (Special). After being attacked with a Slash, the pudding divides into two smaller puddings. Halve the current Strength of the pudding, and round up, to determine the Attributes of new puddings. Draw a new initiative card for the new pudding.

Attack 6

💀 Grapple. (Grapple Attack). A target adventurer within Near range is attacked with 7 Base Dice, 1 Weapon Damage. If the attack succeeds, they are Grappled. The Pudding has Strength 3 for purposes of escaping Grapple.


Psurlon, Giant (💀💀💀)

Attributes

Strength 16, Agility 3, Wits 5, Empathy 2.

Movement

1

Armor

0

Special Defences

NIL

Special Weaknesses

NIL

Attack 1

💀 Tentacle Stretch. (Ranged Target Strike). Short Range, single target. 8 Base Dice, 2 Weapon Damage.

Attack 2

💀💀 Psychic Paralysis. (Paralysis Attack). Near Range, single target. Potency 8 Paralyzing Poison vs Endurance.

Attack 3

💀💀 Psychic Blast. (Area Effect Fear). Near Range, every target. 6 Base Dice damage to Wits.

Attack 4

💀💀 Beam of Defiling Energy. (Ranged Target Strike). Short Range, single target. 10 Base Dice and 2 Weapon damage.

Attack 5

💀💀💀 Grappling Tentacles. (Grapple Attack). 11 Base Dice and 2 Weapon Damage. Targets affected are also Grappled.

Attack 6

💀💀💀 Drain Lifeforce. (Single Target Fear). 12 Base Dice damage to Wits.


Roper  (💀💀)

Attributes

Strength 17, Agility 3, Wits 4, Empathy 4.

Movement

0 (Slow moving. It can move as an action, see below)

Armor

11

Special Defences

False Appearance. As long as it does not move or act, the Roper is indistinguishable from a normal cave formation.

Special Tactics

Gravity. Hang from a high ceiling and pull targets up. Even if they manage to escape from the grapple, the fall can tenderize them.

Attack 1

💀💀 Grasping Tendrils. (Grapple). The roper shoots 1d6 tendrils out at targets at Short range. Each tendril targets a different enemy. 9 Base Dice, 1 Weapon Damage. On a hit, the target is Grappled and Prone. Tendril has STR 5 for grapple checks. Or a Might check will allow target to break free (Slow action).

Attack 2

💀 Climb. (Move). The roper moves very slowly, but can hang upside down and walk on ceilings and walls. This movement counts as its action.

Attack 3

💀💀 Reel and Bite. (Aura Force Move). All targets currently grappled by tendrils, are moved one zone closer to the Roper. Short -> Near -> Arms Length. Targets at Arms Length are not moved, and instead are bitten with 9 Base Dice, 2 Weapon damage.

Attack 4

💀💀 Tendril Thwaps. (Area Attack Near). Multiple tendrils flick and swing all over the place. All targets at Near range face a 7 Base Dice, 1 Weapon damage attack.

Attack 5

💀 Tendril Impale. (Ranged Target Strike). A single tendril shoots out to Short range and attempts to spike a target. 9 Base Dice, 2 Weapon damage.

Attack 6

💀 Concuss. (Ranged Target Strike). A tendril shoots out and grabs the ankle of a target at Short Range. The target is flung about and smacked into the wall several times. 9 Base Dice, 2 Weapon damage.


Stirge, Swarm (💀)

Attributes

Strength 8, Agility 5, Wits NA, Empathy NA.

Movement

1

Armor

0

Special Defences

Swarm

The monster actually represents several individuals. Maximum of 1 damage is taken from any incoming attack.

Special Weaknesses

NIL

Attack 1

💀 Buzzing Bites. (Malee Target Strike). The stirges smell blood and the whole swarm targets one adventurer at Arms Length range. 8 Base Dice, 2 Weapon damage.

Attack 2

💀 Inject Toxin. (Toxic Charge). A stirge with proboscis dripping in yellow fluid, tries to bite an adventurer. 6 Base Dice, 2 Weapon damage attack. If hits, Virulence 7 Paralyzing poison (see pg 113).

Attack 3

💀 Cloud of Bites. (Area Attack (Near)). The swarm disperses and individuals bite at all enemies within Near range. Can Dodge or Parry. 5 Base Dice, 1 Weapon Damage.

Attack 4

💀 Spray of Toxin. (Paralysis Attack). A stirge squirts poison into the face of an adventurer at Near range. They must roll Endurance against a Potency 6 Paralysis poison.

Attack 5

💀 Bite Together. (Arms Length Multi-Attack). Two stirges work together and both attack the same adventurer at Arms Length. Each attack is Dodged or Parried separately. 2 attacks of 6 Base Dice, 2 Weapon Damage.

Attack 6

💀 Confusing Buzz. (Single Target Fear). The swarm buzz and confuse an adventurer at Near range. 8 Base Dice Fear attack.


Succubus (💀)

By

MegaMagus

Attributes

Strength 13, Agility 5, Wits 4, Empathy 5.

Movement

1 (2 if flying)

Armor

2

Attack 1

💀 Claw. (Melee Target Strike) [True form only]. The succubus claws at an adventurer in Arm’s Length. The target suffers an attack of 8 Base dice and 2 Weapon damage.

Attack 2

💀 Shapeshift. (Special). The succubus turns into a small or medium sized humanoid or back to her true form. Her stats remain the same but her appearance, size and speed are that of the creature she has become. She will often use this OUTSIDE of combat to trick adventurers into letting their guard down, when she will fatally kiss them.

Attack 3

💀 Telepathy. (Special). The succubus sends thoughts of pain or suffering to any creature she desires, regardless of range. The target suffers 8 Base dice damage to either Wits or Empathy, her choice. She can also use this ability to read surface thoughts and speak telepathically to others, or even dig deeper and find memories if she has more time and is uninterrupted.

Attack 4

💀 Draining Kiss. (Special). The succubus kisses an adventurer in Arm’s Length.The target must succeed on an Endurance roll or take 9 Base dice damage to Strength. If broken by this, the target ages 1d10 years and may have to decrease their attributes correspondingly or even die if their age category changes (See Player’s Handbook Page 32).

Attack 5

💀 Charm. (Special). An adventurer in Short range must succeed on an Insight roll or be forced to use all their actions to get within Arm’s Length of the succubus when they next have the opportunity.

Attack 6

💀 Devil’s moan . (Area Effect Fear). The succubus moans alluringly, drawing the attention of all adventurer’s in Near range. Then these moans change to deathly screams and all affected adventurers suffer a Fear attack with 5 Base dice to Wits.

Vampiric Man-Bat (💀💀)

Attributes

Strength 16, Agility 2, Wits 2, Empathy 2.

Movement

1 (can fly)

Armor

4 (skin)

Special Defences

Aura of Mind Warping. (Debuff Aura). All enemies within Arms Length suffer a penalty of -1 to all actions.

Regeneration. Heals 1 point of lost Strength at the end of each round.

Special Weaknesses

NIL

Attack 1

💀💀 Fear of Death. (Area Effect Fear). Roll 6 Base Dice to determine damage taken to Wits by all enemies within Near Range.

Attack 2

💀 Rending Attack. (Melee Target Strike). 9 Base Dice, 2 Weapon Damage.

Attack 3

💀💀 Sweeping Strike. (Area Attack (Near)). Targets within Near range face the same attack. 8 Base Dice and 1 Weapon Damage. Enemies can individually Dodge or Parry it.

Attack 4

💀 Uppercut. (Single Target Force Move). A target is punched high. They take Fall damage of 1d6+3 meters.

Attack 5

💀 Savage Claws. (Arms Length Multi-Attack). The monster makes multiple attacks against a single adventurer at Arms Length range. Each attack is dodged or parried separately. 2 attacks with 6 Base Dice, 2 Weapon Damage.

Attack 6

💀💀 Mesmerizing Gaze (Paralysis Attack). A single target within Near range suffers a Paralyzing Poison with Potency 8.


Wereboar (💀💀)

By

Wereboar

Attributes

Strength 12, Agility 4, Wits 3, Empathy 2.

Movement

1

Armor

4 (Thick fur)

Special Defences

Half damage from normal weapons

Special Weaknesses

Double damage from silver weapons

Attack 1

💀 Claw attack! (Melee Target Strike). The wereboar strikes with his long claws. Attack with 8 Base Dice, 2 Weapon Damage (slash).

Attack 2

💀 Head throw!. (Area Attack, Arms Length). The boarman tries to throw you to the ground with his mighty head. All adventurers within Arm’s Length suffer an attack with 9 Base Dice, 1 Weapon Damage (blunt), prone if successful.

Attack 3

💀💀 Tusk charge!. (Ranged Target Strike). The wereboar charges forward with his tusks. The monster moves 1 zone and attacks with 10 Base Dice, 2 Weapon Damage (stab).

Attack 4

💀 Boar frenzy! (Recovery) The eyes of the boar begin to glow red, salvia is dropping from his tusks. Throw 7 base dice. Every success gives it back one point of lost Strength and one dice for the next attack.

Attack 5

💀💀 Horrific roar! (Area Effect Fear). The wereboar screams in agony and hate. Everyone in Near distance suffers a horror attack with 6 base dice.

Attack 6

💀 Bite of the Wereboar!. (Special). The wereboar bites you with his horrific teeth. Attack with ten base dice (weapon damage 2). If the attack is successful, you become infested with the curse of the wereboar. You suffer half the damage on agility, immediately become COLD and HUNGRY. Every full moon there is a chance to transform into a wereboar.


Werewolf (💀💀)

Attributes

Strength 12, Agility 4, Wits 2, Empathy 2.

Movement

1

Armor

0

Special Defences

NIL (Depending on your version of Werewolf, you might want to add Regeneration or Hard To Kill).

Special Weaknesses

Double damage from Silver weapons.

Attack 1

💀💀 Claw. (Melee Target Strike). 10 Base Dice, 2 Weapon Damage.

Attack 2

💀 Howl. (Area Effect Fear). 5 Base Dice damage to Wits for all enemies within Near range.

Attack 3

💀 Horrific Pounce. (Horrific Melee Target Strike). Near range. 6 Base Dice, 2 Weapon Damage. The attack damages both Strength and Wits as the primal fear of the werewolf takes effect.

Attack 4

💀 Mighty Backhand. (Single Target Force Move). 6 Base Dice, 2 Weapon damage. A single target within Near range is moved to Short range, and is Prone.

Attack 5

💀💀 Alpha Challenge. (Single Target Fear). The werewolf locks eyes with the adventurer with the highest Strength within Near range. 10 Base Dice.

Attack 6

💀💀 Mad Blood Frenzy. (Area Attack, Arms Length). All targets within Arms Length face a flurry of fur and claws. 8 Base Dice, 1 Weapon Damage.


Zombie Gang (💀💀)

Attributes

Strength 12, Agility 3, Wits NA, Empathy NA.

Movement

1

Armor

0

Special Defences

Swarm. The monster actually represents several individuals. Maximum of 1 damage is taken from any incoming attack.

Special Weaknesses

Self-Harm. The zombies are hungry for blood and brains. If fresh blood or gore can be spread onto the gang, they will become confused and attack themselves for 1 round.

Attack 1

💀 Grasping Hands. (Grapple). An adventurer at Near range is attacked. 8 Base Dice, 1 Weapon Damage. If the attack succeeds, they are Grappled. The zombies have Strength 3 for Grapple purposes.

Attack 2

💀 Bite and Claw. (Area Attack, Near). 5 Base Dice, 1 Weapon Damage against all adventurers within Near range.

Attack 3

💀💀 Surround. (Devouring Attack). 8 Base Dice, 1 Weapon Damage. If the attack succeeds, the target is surrounded and will take 1 point of damage at the end of every round until 3 damage is inflicted on the gang.

Attack 4

💀💀 Strong Grasping Hands. (Grapple). An adventurer at Near range is attacked 10 Base Dice, 2 Weapon Damage. If the attack succeeds, they are Grappled. The zombies have Strength 4 for Grapple purposes.

Attack 5

💀 Focused Clawing. (Arms Length Multi-Attack). Several zombies all grab for one adventurer. 2 attacks are made against the target with 6 Base Dice, 2 Weapon Damage.

Attack 6

💀💀 Stand Up Again. (Recovery). A few zombies you thought were dead stand up again and rejoin the fray. Recover 3 Strength.


Wizard (💀💀)

Attributes

Strength 16, Agility 4, Wits 6, Empathy 3.

(Strength is visualized as a force field)

Movement

1

Armor

0

Special Defences

NIL

Special Weaknesses

NIL

Attack 1

💀💀 Blast Back. (Area Attack (Arms Length)) A shockwave throws all adventurers at Arms Length out to Near range, and hurts them. 12 Base Dice, 1 Weapon Damage.

Attack 2

💀💀 Firestorm. (Super Area Attack). A storm of fire affects all enemies in my zone and up to Short Range. Can be Dodged, but not parried. 8 Base Dice, 2 Weapon Damage. Can use this attack only once per fight.

Attack 3

💀 Mind Shatter. (Single Target Fear). 9 Base Dice fear attack against the most dangerous PC at Short Range.

Attack 4

💀💀 Missiles of Magic. (Ranged Target Strike). Short Range, 10 Base Dice, 2 Weapon Damage. Can be Dodged, or Parried With Shield.

Attack 5

💀 Chains of Energy. (Immobilizing Attack). A single target within Near range is attacked with 7 Base Dice, 1 Weapon Damage. If they take damage from the attack, they cannot move until they (or a helping ally) inflict 2 damage.

Attack 6

💀 Blur. (Blindness). The wizard uses a distorting illusion to make themselves difficult to target. All attacks at Arms Length are at -2, and further range are -3 until the end of the fight.