Monster Guide
Size Classes
Size | Example | Approx. Height or Length | Weight | Bonus |
---|---|---|---|---|
Tiny | Insect | <0.5 yard | 0-8 lb | -2 Speed, -2 Health, +2 Defense (Size Bonus) |
Small | Faerie | 0.5-1.5 yard | 8-60 lb | -1 Speed, -1 Health, +1 Defense (Size Bonus) |
Medium | Elf | 1.5-2.5 yards | 60-500 lb | Standard |
Large | Troll | 2-4 yards | 500 lb - 1,000 lb | +1 Speed, +1 Health, -1 Dodge, +1 Reach |
Great | Horse | 2-6 yards | 1,000 lb - 4,000 lb (2 ton) | +2 Speed, +2 Health, -2 Dodge, +2 Reach |
Huge | Elephant | 3+ yards | 2-8 tons | +3 Speed, +3 Health, -3 Dodge, +3 Reach |
Giant | Example | 10+ yards | 8-16 tons | +4 Speed, +4 Health, -4 Dodge, +4 Reach |
Enormous | Example | 15+ yards | 16-40 tons | +5 Speed, +5 Health, -5 Dodge, +5 Reach |
Gargantuan | Example | 20+ yards | 40+ tons | +6 Speed, +6 Health, -6 Dodge, +6 Reach |
Colossal | Example | 30+ yards | 100+ tons | |
Draconian | Dragon | 50+ yards | 200+ tons |
Trait Points
To build a monster use the following chart and the monster template to construct a Rank appropriate creature by spending Trait Points on various monster characteristics. Different templates will have bonuses and different numbers of Trait Points to spend at each rank. Trait Points may be spent across available traits with no trait exceeding the maximum for that trait. Core Traits must have at least 1 point minimum, and may not exceed the maximum defined by the template.
Attribute | 1 Trait Point | Trait Limits | Minimum | Starts At |
---|---|---|---|---|
Health | +1 Health | Core Trait Maximum | 1 | 0 |
Vigor | +2 Vigor | Rank Maximum | 0 | 0 |
Physical Defense | +1 Dodge OR +1 Armor. | Rank x 2 Maximum | 0 | 0 |
Magical Defense | +1 Magical Defense | Rank Maximum | 0 | 0 |
Damage Reduction | +1 Physical Damage Reduction OR +1 Magical Damage Reduction | Rank Maximum | 0 | 0 |
Resistance | +1 Resistance (applies to Magic, Poison, AND Disease) | Rank x 2 Maximum | 7 | 7 |
Attack | +1 Attack | Core Trait Maximum | 1 | 0 |
Speed | +2 Speed | No Maximum | 0 | 0 |
Initiative | +1 Initiative | Rank Maximum | 0 | 0 |
Powers
Powers unless otherwise specified are 7d10 base + (Rank of the Power Slot + Outsider Rank)/2. Improved versions grant +2 to the roll and must be higher rank than the granted power.
Rank | Powers |
---|---|
1 | Flight, Detect Magic, Protect, Dispel Magic, Darkness, Light, Unnerving Gaze, Armor Piercing |
2 | Magic Armor (Slot bonus points spent towards magic def/magic dr), Weapon, Natural Armor (Slot bonus points spent towards armor/dr), Stench Cloud, Flurry, Backstab, Change Self, Regeneration, Web |
3 | Gas Form, Invisibility, Whirlwind, Ward, Fireball (rank x 3 dice) |
4 | Chaos Hammer (rank x 3 dice), Blade Barrier (rank x 3 dice) |
5 | Word of Command: Stun, Firestorm (rank x 3 dice) |
Templates
Outsider Template
Outsiders are assigned stats using the Outsider Hierarchy chart as a basis. Outsiders additionally gain a power slot for each Rank. A higher Rank slot can take a lower rank power, sometimes with increased effect. An Outsider may also take a power slot as Improved Stats which grants 2 x that Rank in bonus points and increases the Core Trait Maximum by that Rank. Outsiders have a base Magic Resistance of 7. An outsider's Base Speed and additional inherent bonuses may vary depending on the type of the Outsider. More information is available on each type's individual overview page (e.g. Angels, Abominations, Arcadians, Demons, Mechanica, Stygian Outsiders, Wildings), but the following table is applicable to all Outsiders.
Outsider Statistics
Rank | Class | Trait Points | Core Trait Maximum |
---|---|---|---|
1 | Servant | 20 | 7 |
2 | Soldier | 26 | 9 |
3 | Knight | 33 | 12 |
4 | Baron | 41 | 16 |
5 | Lord | 52 | 21 |
6 | Duke* | 87 | 27 |
(*)Rank 6s are Ascendants and may not take Improved Stats, instead they gain +12 Trait points, +6 Core Trait Maximum, and a +3 bonus to Physical Defense, Magical Defense, Magical Resistance.
Spirit Template
Spirits have a base resistance of 7 and a varying base speed depending on type. The average spirit bound to a Shaman does not have any special spells or powers to cast when manifested, however each spirit template does have some inherent bonuses.
Spirit Statistics
Rank | Class | Trait Points | Core Trait Maximum |
---|---|---|---|
1 | Small | 16 | 6 |
2 | Medium | 23 | 8 |
3 | Large | 33 | 10 |
4 | Huge | 42 | 12 |
5 | Greater | 56 | 17 |
6 | Elder* | 77 | 26 |
(*)Rank 6s are Ascendants and may not take Improved Stats, instead they gain +12 Trait points, +6 Core Trait Maximum, and a +3 bonus to Physical Defense, Magical Defense, Magical Resistance.
Revenant Template
Revenant Statistics
Rank | Class | Trait Points | Core Trait Maximum |
---|---|---|---|
1 | Zombie | 9 | 4 |
2 | Skeleton | 12 | 6 |
3 | Ghoul | 18 | 8 |
4 | Ghast | 24 | 10 |
5 | Wight | 30 | 12 |