Infestation Swarm
Small swarm of Tiny Beasts
Small swarm of Tiny Beasts
Armor: 0 Passive Armor: 4 Armored Defense: 2
Health: 0 (3-4) Vitality: 0 (1d6-1) Vigor: 3
Movement: 3, fly 6
STR END DEX AGL INT CUN ACU WIL
-4 -1 -4 1 -5 -5 -1 -3
Skills: Unarmed - Trained
Damage Resistances: piercing, slashing
Status Immunities: charm, fear, stun, grappled, prone, restrained
Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm adds its Agility to its Armored Defense. The swarm can't regain Health or gain temporary Health or Vitality.
Actions
Bites. Melee Attack: 3 Action Points, +0 to hit, reach: one target in the swarm's space. Hit: 5 (2d4) piercing damage, or 2 (1d4) piercing damage if the swarm has half of its Life or fewer.
Small Plant
Armor: 0 Passive Armor: 1 Armored Defense: 0
Health: 0 (3+4) Vitality: 0 (2d6-2) Vigor: 12
Movement: 0
STR END DEX AGL INT CUN ACU WIL
2 -1 -1 -2 -3 -4 2 0
Skills: Unarmed - Trained
Status Immunities: charm, poisoned, prone
Flora. In natural terrain (such as a forest, swamp, thicket, or garden), the plant has advantage on Stealth (Acuity) – Hide rolls to be mistaken for a normal plant, and advantage on all active defense rolls.
Rooted. The plant's movement is 0 and can't be increased. It is immune to Shove effects and the Prone status.
Actions
Thorn. Ranged Attack: 3 Action Points, +2 to hit, reach: 15 ft. Hit: 5 (1d6+2) piercing damage.
Seed Burst. 5 Action Points: The plant immediately self-destructs and its Vigor is reduced to 0. All creatures in a 5-foot radius must make a target 8 Mobility (Agility) defense roll or take 7 (2d6) piercing damage.
Medium Spirit
Armor: 0 Passive Armor: 0 Armored Defense: 0
Health: 0 (5) Vitality: 0 (2d8+6) Vigor: 20
Movement: 0, fly 5 (hover)
STR END DEX AGL INT CUN ACU WIL
0 3 1 2 1 0 2 1
Damage Resistances: cold, fire, lightning, necrotic, bludgeoning, piercing, and slashing
Damage Immunities: acid, poison, disease
Status Immunities: charm, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Ethereal Sight. The spirit can see 60 feet into the Material Plane.
Incorporeal. The spirit exists only on the Ethereal Plane and is intangible to creatures on the Material Plane. It can only be affected by other creatures on the Ethereal Plane or by effects that specifically target ethereal creatures.
Healing Radiance. When a creature enters the same space as the spirit or starts the round in the same space as the spirit. It is healed for 1 Health.
Reactions
Soothe. 3 Action Points: The healing spirit can, as a reaction to a target in its space taking damage, take that damage instead.
Small Beast (Spirit)
Armor: 0 Passive Armor: 4 Armored Defense: 1
Health: 0 (3+2) Vitality: 0 (2d6) Vigor: 12
Movement: 2, fly 8
STR END DEX AGL INT CUN ACU WIL
1 0 2 3 -3 1 3 1
Skills: Mobility, Natural Attacks, Unarmored - Trained
Status Immunities: charm, exhaustion, poisoned
Bestial Defense. The beast adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Flyby. The beast does not provoke Counterattacks when it flies out of an enemy's reach.
Actions
Claw. Melee Attack: 2 Action Points, +4 to hit, reach 5 ft. Hit: 4 (1d6 + 1) slashing damage.
Reaction
Dodge. 2 Action Points: 1d6 + 9
Examples: Owl, Hawk, Eagle, Falcon
Medium Beast (Spirit)
Armor: 0 Passive Armor: 4 Armored Defense: 1
Health: 0 (5+4) Vitality: 0 (2d8+2) Vigor: 20
Movement: 5
STR END DEX AGL INT CUN ACU WIL
2 1 0 2 -3 1 2 1
Skills: Mobility, Natural Attacks, Unarmored - Trained
Status Immunities: charm, exhaustion, poisoned
Bestial Defense. The beast adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Pack Tactics. The beast has advantage on all attack rolls against a creature if at least one of the beast's allies is within 5 feet of the creature.
Actions
Bite. Melee Attack: 2 Action Points, +4 to hit, reach 5 ft. Hit: 6 (1d8 + 2) piercing damage.
Reaction
Dodge. 2 Action Points: 1d6 + 6
Examples: Wolf, Panther, Fox
Large Beast (Spirit)
Armor: 3 Passive Armor: 4 Armored Defense: 2
Health: 0 (7+6) Vitality: 0 (2d10+6) Vigor: 30
Movement: 3
STR END DEX AGL INT CUN ACU WIL
3 3 -1 -1 -3 0 1 0
Skills: Body, Natural Attacks, Unarmored - Trained
Status Immunities: charm, exhaustion, poisoned
Thick Fat. The beast adds its Strength to its Armor.
Anchor. The beast has advantage on all rolls against effects or actions that would move it against its will or knock it Prone.
Actions
Slam. Melee Attack: 3 Action Points, +5 to hit, reach 5 ft. Hit: 6 (1d10 + 3) bludgeoning damage.
Examples: Bear, Boar, Elk
Medium Beast (Spirit)
Armor: 0 Passive Armor: 4 Armored Defense: 1
Health: 0 (5+6) Vitality: 0 (2d8+4) Vigor: 24
Movement: 0, swim 7
STR END DEX AGL INT CUN ACU WIL
3 2 -1 2 -3 1 2 1
Skills: Mobility, Natural Attacks, Unarmored - Trained
Status Immunities: charm, exhaustion, poisoned
Bestial Defense. The beast adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Ambush. The beast has advantage on attack rolls against any creature that has not yet acted in the current round.
Water Breathing. The beast can breathe only underwater.
Actions
Bite. Melee Attack: 2 Action Points, +5 to hit, reach 5 ft. Hit: 7 (1d8 + 3) piercing damage.
Reaction
Dodge. 2 Action Points: 1d6 + 8
Examples: Shark, Dolphin, Squid
Large Beast (Spirit)
Armor: 4 Passive Armor: 5 Armored Defense: 3
Health: 0 (7+8) Vitality: 0 (2d10+6) Vigor: 32
Movement: 0, swim 4
STR END DEX AGL INT CUN ACU WIL
4 3 -2 -1 -3 0 1 0
Skills: Body, Natural Attacks, Unarmored - Trained
Status Immunities: charm, exhaustion, poisoned
Thick Fat. The beast adds its Strength to its Armor.
Crushing Pressure. When the beast has a creature Grappled, the target must succeed on a target 14 Body (Strength) defense roll at the start of the round or take 2 bludgeoning damage and lose 2 Action Points.
Water Breathing. The beast can breathe only underwater.
Actions
Grab. Melee Attack: 4 Action Points, +6 to hit, reach 5 ft. Hit: 7 (1d6 + 4) bludgeoning damage and the target is Grappled.
Examples: Whale, Giant Ocotopus
Medium Beast
Armor: 2 Passive Armor: 5 Armored Defense: 2
Health: 0 (5+4) Vitality: 0 (1d8+1) Vigor: 14
Movement: 4, climb 4
STR END DEX AGL INT CUN ACU WIL
2 1 -1 1 -4 -1 1 0
Skills: Mobility, Natural Attacks, Unarmored - Trained
Status Immunities: charm, exhaustion, poisoned
Bestial Defense. The insect adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Chitinous Shell. The insect adds its Strength to its Armor and Shield value.
Spider Climb. The insect can climb difficult surfaces, including upside down on ceilings, without needing to make a skill roll.
Actions
Bite. Melee Attack: 2 Action Points, +4 to hit, reach 5 ft. Hit: 6 (1d8 + 2) piercing damage.
Reaction
Dodge. 2 Action Points: 1d6 + 8
Examples: Spider, Beatle, Ant
Medium Monster
Armor: 0 Passive Armor: 2 Armored Defense: 1
Health: 0 (5+4) Vitality: 0 (2d8) Vigor: 18
Movement: 0, fly 6 (hover)
STR END DEX AGL INT CUN ACU WIL
2 0 -1 2 -1 -1 3 2
Skills: Unarmored - Trained
Status Immunities: charm, exhaustion, poisoned
Magic Resistance. The wyrm has advantage on defense rolls against spells.
Actions
Siphon. Melee Attack: 2 Action Points, +2 to hit, reach 5 ft. Hit: 5 (1d6 + 2) piercing damage plus 4 (1d8) if the target is able to cast spells.
Reaction
Consume Magic. 2 Action Points: If the Wyrm is within 5 feet of a creature, object, or area under the effect of a spell, it may attempt to consume the magic. Make a Will roll against 10 + the circle of the spell, destroying the spell, and gaining Vigor equal to the circle of the spell consumed.
Medium Icon
Armor: Devotion Passive Armor: +2 Armored Defense: +1
Health: 0 (5+6) Vitality: 0 (2d8) Vigor: 20
Movement: 0, fly 4 (hover)
STR END DEX AGL INT CUN ACU WIL
3 0 0 -1 - - - -
Skills: Weapons, Unarmored - Trained
Damage Immunities: poisoned, pyschic
Status Immunities: mental, sleep, exhaustion, poisoned
Actions
Strike. Melee Weapon Attack: 3 Action Points, +5 to hit, reach 5 ft. Hit: 7 (1d8 + 3) (bludgeoning/piecing/slashing) damage.
Medium Summon
Armor: 0 Passive Armor: 4 Armored Defense: 1
Health: 0 (5+6) Vitality: 0 (2d8+4) Vigor: 24
Movement: 0
STR END DEX AGL INT CUN ACU WIL
1 1 1 1 1 1 1 1
Skills: Mobility, Natural Attacks, Unarmored - Trained
Damage Resistances: poisoned
Status Immunities: charm, exhaustion, poisoned
Bestial Defense. The beast adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Ambush. The beast has advantage on attack rolls against any creature that has not yet acted in the current round.
Actions
Bite. Melee Attack: 2 Action Points, +5 to hit, reach 5 ft. Hit: 7 (1d8 + 3) piercing damage.
Reaction
Dodge. 2 Action Points: 1d6 + 8
Examples:Â
Small Construct
Armor: (INT) Passive Defense: 13
Health: 15 Vitality: (INT)
Movement: 5
STR END DEX AGL INT CUN ACU WIL
-5 -3 -1 2 -4 -4 1 -4
Damage Resistances: poisoned
Status Immunities: charm, exhaustion, poisoned
(abilities)
Actions
(Hit). Melee Attack: 3 Action Points, (your Spell modifier) to hit, reach 1, one target. Hit: xdx + your (INT) (type) damage.
Reaction
Defend. 2 Action Points, (your Spell modifier) Block attempt
Small Construct
Armor: (INT) Passive Defense: 13
Health: 15 Vitality: (INT)
Movement: 5
STR END DEX AGL INT CUN ACU WIL
-5 -3 -1 2 -4 -4 1 -4
Damage Resistances: poisoned
Status Immunities: charm, exhaustion, poisoned
(abilities)
Actions
(Hit). Melee Attack: 3 Action Points, (your Spell modifier) to hit, reach 1, one target. Hit: xdx + your (INT) (type) damage.
Reaction
Defend. 2 Action Points, (your Spell modifier) Block attempt
Small Construct
Armor: (INT) Passive Defense: 13
Health: 15 Vitality: (INT)
Movement: 5
STR END DEX AGL INT CUN ACU WIL
-5 -3 -1 2 -4 -4 1 -4
Damage Resistances: poisoned
Status Immunities: charm, exhaustion, poisoned
(abilities)
Actions
(Hit). Melee Attack: 3 Action Points, (your Spell modifier) to hit, reach 1, one target. Hit: xdx + your (INT) (type) damage.
Reaction
Defend. 2 Action Points, (your Spell modifier) Block attempt
Small Construct
Armor: (INT) Passive Defense: 13
Health: 15 Vitality: (INT)
Movement: 5
STR END DEX AGL INT CUN ACU WIL
-5 -3 -1 2 -4 -4 1 -4
Damage Resistances: poisoned
Status Immunities: charm, exhaustion, poisoned
(abilities)
Actions
(Hit). Melee Attack: 3 Action Points, (your Spell modifier) to hit, reach 1, one target. Hit: xdx + your (INT) (type) damage.
Reaction
Defend. 2 Action Points, (your Spell modifier) Block attempt