Monsters

Monsters

Making a statblock

HD: Is hit dice, a pool of d8's that are rolled to determine a characters health.

Armor is the Armor the creature is wearing, the same as for players, 1 is light, 2 is medium and 3 is heavy with characters wielding a shield gaining +1

Attacks: Vary dependent on creature type, a number indicates multiple/additional attacks

  • Regular Foes: Roll 1d12 against their skill, above [8-bonus] for half-damage, [12-bonus] for full. 12s always crits, 1s always miss.

  • Mooks/Swarms: Roll Xd6 each in one pool, have a small damage value (from 1-3) and deal damage on 4-5, doubling on 6s

Attack value is 10:12 - 8:12 for commoners, 7:11 - 6:10 for Trained Fighters, 5:9-4:8 for Masters, and 3:7 - 2:6 for Supernaturally Talented foes.

Weapons

Melee

Light: d4, Medium: d8, Heavy: d10

Add 2

  • Dmg up (d4>d6>d8>d10>d12)

  • Reach

  • Mauver on hit

  • 3 AP

  • Add Cleaving, Thrown or Precise

Ranged

Light: d6 (60 ft), Medium: d10 (120 ft)

Add 1

  • Dmg up (d6>d8>d10>d12)

  • Nimble

  • AP 2

  • +30 ft range

  • -30ft range, +1 tag

  • Loading, +1 tag

SV or saves is the value a character rolls for a saving throw when a spell or other effect they can avoid hits them if they would be skilled at dodging it. They roll a d12 and compare to save value. 12 is a critical.

Save is 10 or 9-8 for talent in the area, 7-6 for supernatural ability, 5-4 max, minus [½HD]

Sk is skill, for manoeuvres

Skill is +1-2, +3-4 is master, +5-7 is supernatural

ML or morale is the creatures ability to stand in the face off failure Make a Morale Check when:

  • Reduced to half strength (half-health or half numbers)

  • The leader dies.

  • Something terrifying occurs.

A peaceful human as a ML of 6, a regular soldier or thug 7, skilled veterans 8 and elites or knights 9. Only unnatural creatures or unthinking constructs have values of 11 or 12.

LD or Leadership is a characters ability to lead a group, their leadership is taken from the morale checks made for their side.

Morale:
Roll 2d6-LD or CHA. Any characters which have a ML lower than the roll flee or are otherwise out of the combat.

Basic Opponents

Name

HP

AR

SV (PHYS/MENT)

SK

ML/LD

Minion

1/4 (2 hp)

0

P:11 M:11

+0

6


Attacks, Special

  • Melee: 2d each, 1:2 damage

  • Ranged: 1d each, 1:2 damage

Hoard Tactics (Optional)

The group gains 1 bonus dice for each minion in the hoard.

Grunt

1 (4 hp)

0

P:10 M:10

+1

7


Attacks, M: 6:10 R: 6:10

  • Melee: 1d8+1

  • Ranged: 1d6

Swarm

2 (8 hp)

0

P:10, M:12

-3

5


Attacks, Special

  • Melee: HP dice, 1:2 damage

Swarm: The swarm cannot be harmed by attacks that could not reasonably harm a large amount of them. Areas of effect deal double damage to the swarm.

Elite

3 (12 hp)

2

P:9 M:9

+2

8


Attacks, M: 5:9; R: 6:10

  • Melee: 1d8+2

  • Ranged: 1d6

Captain

4 (16 hp)

2

P:9 M:8

+3

9/+2


Attacks, M: 5:9; R: 6:10

  • Melee: 1d8+2

  • Ranged: 1d6

Boss

8 (32 hp)

4

P:7 M:6

+5

-


Attacks, M: 3:6; R: 4:7

  • Main Strike, Melee: 1d10+2

  • *1x Special Extra, Melee: 1d6

  • Secondary, Mid Range: 1d8

Abilities:

Git In Here (3-6): Summon 1d4 Minions, they cannot fail morale.

Boss: Cannot lose more than 1 HD in a single attack.

Second Form: When reduced below 3 HD gain *Special Extra Attack