Medium Monster (Beast)
Armor: 0 Passive Armor: 3 Armored Defense: 1
Health: 29 (5+2) Vitality: 0 (5d8+5) Health Boost: 0
Action Points: 14 Movement: 3
STR END DEX AGL INT CUN ACU WIL
1 1 -1 1 -4 -4 1 -4
Skills: Mobility, Unarmored - Trained
Natural Attacks - Proficient
Damage Resistances: Acid
Beastial Defense. The cockatrice adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Iron Scent. The ferrivore can pinpoint, by scent, the location of ferrous metal within 30 feet of it.
Rust Slime. Any nonmagical weapon made of metal that hits the ferrivore corrodes. After dealing damage, the weapon takes a permanent and cumulative ā1 penalty to damage rolls. If its penalty drops to ā5, the weapon is damaged and not usable. Non magical ammunition made of metal that hits the ferrivore is destroyed after dealing damage.
Wall Climbing. The ferrivore has a climbing speed equal to its movement.
Actions
Pierce. Melee Attack: +5 to hit, reach 5 ft. Hit: 6 (2d4 + 1) piercing damage plus 2 (1d4) acid damage.
Slime Spray. Ranged Attack: +5 to hit, reach 30 ft. Hit: 2 (1d4) acid damage, and the target's movement is reduced by half and attack and defense rolls are made at disadvantage. If the target is already slowed, it instead becomes restrained.
If the target is wearing metal armor or blocks with a shield made of metal, that object has its armor reduced by 1. If the armor is reduced to 0, that object becomes damaged and unusable.
Reactions
Dodge. 2 Action Points: 1d6 + 6
The ferrivore is a long, slimy creature with multiple legs. It has two long stalks on its head that are constantly looking for sources of iron to consume. It has a a round mouth, that once latched onto a target can send a sharp mandible to slice up its prey, or cut the iron pieces off of it. Above its mouth, the ferrivore has two nozzles that shoot out steams of viscous slime that slow its prey and begin to dissolve any iron on it. Its entire body is covered in slime.
Size Type
Armor: 0 Passive Armor: 0 Armored Defense: 0
Health: 0 (5+STR) Vitality: 0 (1dx-END) Health Boost: 0 (0)
Action Points: 10 Movement: 1
STR END DEX AGL INT CUN ACU WIL
-5 -3 -1 2 -4 -4 1 -4
Skills: Mobility, Natural Attacks, Unarmored - Trained
blindsight 30 ft.
Damage Resistances: poisoned
Status Immunities: charm, exhaustion, poisoned
(abilities)
Actions
(Hit). Melee Attack: (DEX plus skill) to hit, reach 5 ft, one target. Hit: xdx + (STR) (type) damage.
Reactions
Defend. 2 Action Points: (modifier) Block attempt
Examples: 1 and 2
Small Monster (Beast)
Armor: 0 Passive Armor: 6 Armored Defense: 2
Health: 27 (3-2) Vitality: 0 (5d6+5) Health Boost: 2 (4)
Action Points: 14 Movement: 5
STR END DEX AGL INT CUN ACU WIL
-2 1 -1 2 -4 -4 -1 -4
Skills: Mobility, Natural Attacks, Unarmored - Proficient
darkvision 60 ft.
Beastial Defense. The cockatrice adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Petrifying Gaze. At the start of the round, any creature that starts its turn within 30 feet of the cockatrice and the two of them can see each other, is forced to make a target 13 Spirit (Acuity) defense roll or the creature magically begins to turn to stone and is restrained. It must repeat the defense roll at the end of its next round. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or similar effects.
A creature that isn't surprised can spend 1 Action Point to avert its eyes to avoid the gaze of the cockatrice. If it does so, it can't see the cockatrice and the cockatrice is considered Unseen to it. If it looks at the cockatrice in the meantime, it must immediately make the defense roll.
If the cockatrice sees its reflection within 30 feet of it in bright light, it mistakes itself for a rival and targets itself with its gaze.
Glide. The cockatrice can use its movement to fly once per round and is considered under the effect of featherfall as long as it is not restrained.
Actions
Peck. Melee Attack: +2 to hit, reach 5 ft. Hit: 2 (1d4 - 2) piercing damage plus 1 poison damage.
Reactions
Dodge. 2 Action Points: 1d6 + 12
The cockatrice is a strange combination of a horible rooster with a snakes tail. Its large bulbos eyes search tirelessly for prey to attack. Any creature caught in its gaze slowly turns to stone while the cockatrice pecks away at the stone and swallows the chunks.
Size Type
Armor: 0 Passive Armor: 0 Armored Defense: 0
Health: 0 (5+STR) Vitality: 0 (1dx-END) Health Boost: 0 (0)
Action Points: 10 Movement: 1
STR END DEX AGL INT CUN ACU WIL
-5 -3 -1 2 -4 -4 1 -4
Skills: Mobility, Natural Attacks, Unarmored - Trained
blindsight 30 ft.
Damage Resistances: poisoned
Status Immunities: charm, exhaustion, poisoned
(abilities)
Actions
(Hit). Melee Attack: (DEX plus skill) to hit, reach 5 ft, one target. Hit: xdx + (STR) (type) damage.
Reactions
Defend. 2 Action Points: (modifier) Block attempt
Examples: 1 and 2
Medium Monster (Beast)
Armor: 5 Passive Armor: 10 Armored Defense: 4
Health: 54 (5+6) Vitality: 0 (6d8+12) Health Boost: 2 (4)
Action Points: 14 Movement: 3
STR END DEX AGL INT CUN ACU WIL
3 2 -1 1 -4 -4 1 -4
Skills: Mobility, Natural Attacks, Unarmored - Proficient
blindsight 30 ft.
Beastial Defense. The basilisk adds its Agility to its Passive Armor and uses its Passive Armor instead of Armor when calculating Dodge.
Natural Armor. The basilisk's armor increases by 5.
Actions
Bite. Melee Attack: +7 to hit, reach 5 ft. Hit: 10 (2d6 + 3) piercing damage and the target must succeed on a target 14 Body (Edurance) defense roll or the creature magically begins to turn to stone and is restrained. It must repeat the defense roll at the end of its next round. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or similar effects.
Reactions
Dodge. 2 Action Points: 1d6 + 15
The basilisk is a large snake with a spiked hood, spiked ridges along the side of it body, and the last part of its tail splits into two. Its fangs drip with venom that burns the ground and turns organic material to stone.
Size Type
Armor: 0 Passive Armor: 0 Armored Defense: 0
Health: 0 (5+STR) Vitality: 0 (1dx-END) Health Boost: 0 (0)
Action Points: 10 Movement: 1
STR END DEX AGL INT CUN ACU WIL
-5 -3 -1 2 -4 -4 1 -4
Skills: Mobility, NaturalĀ Attacks, Unarmored - Trained
blindsight 30 ft.
Damage Resistances: poisoned
Status Immunities: charm, exhaustion, poisoned
(abilities)
Actions
(Hit). Melee Attack: (DEX plus skill) to hit, reach 5 ft, one target. Hit: xdx + (STR) (type) damage.
Reactions
Defend. 2 Action Points: (modifier) Block attempt
Examples: 1 and 2
Huge Monster (Beast)
Armor: 10 Passive Armor: 12 Armored Defense: 7
Health: 155 (10+10) Vitality: 0 (11d12+55) Health Boost: 3 (9)
Action Points: 16 Movement: 3
STR END DEX AGL INT CUN ACU WIL
5 5 -1 -1 -4 -4 1 -4
Skills: Awareness, Mobility, Natural Attacks, Unarmored - Expert
Natural Armor. The hydra's armor increases by 10.
Multiple Heads. The hydra has advantage on Awareness rolls, defense rolls against being Blinded or Deafened, against Entrancement, Fear, Sleep, and Stun effects, and cannot be flanked.Ā
Hydra Regeneration. The hydra has five heads. Whenever the hydra takes 25 or more damage in a single round, one of its heads dies. If all its heads die, the hydra dies.
At the end of the round, the hydra grows two heads for each of its heads that died since the last round, unless it has taken fire damage in that round. The hydra regains 10 Health for each head regrown in this way.
Reactive Heads. For each head the hydra has beyond two, lower the Action Point cost of Counterattacks by 1. For every 3rd head the hydra has, lower the Action Point cost of attacks by 1 to a minimum of 2.
Wakeful. While the hydra sleeps, at least one of its heads is awake.
Actions
Bite. Melee Attack: +11 to hit, reach 10 ft. Hit: 10 (1d10 + 5) piercing damage.
Reactions
Dodge. 2 Action Points: 1d6 + 13
The hydra is a creature often mistook for a dragon, though it is closer to a snake in nature. It boasts an amazing regeneration that allows it to regrow two heads for each one that it loses.
Size Type
Armor: 0 Passive Armor: 0 Armored Defense: 0
Health: 0 (5+STR) Vitality: 0 (1dx-END) Health Boost: 0 (0)
Action Points: 10 Movement: 1
STR END DEX AGL INT CUN ACU WIL
-5 -3 -1 2 -4 -4 1 -4
Skills: Mobility, Natural Attacks, Unarmored - Trained
blindsight 30 ft.
Damage Resistances: poisoned
Status Immunities: charm, exhaustion, poisoned
(abilities)
Actions
(Hit). Melee Attack: (DEX plus skill) to hit, reach 5 ft, one target. Hit: xdx + (STR) (type) damage.
Reactions
Defend. 2 Action Points: (modifier) Block attempt
Examples: 1 and 2
Size Type
Armor: 0 Passive Armor: 0 Armored Defense: 0
Health: 0 (5+STR) Vitality: 0 (1dx-END) Health Boost: 0 (0)
Action Points: 10 Movement: 1
STR END DEX AGL INT CUN ACU WIL
-5 -3 -1 2 -4 -4 1 -4
Skills: Mobility, NaturalĀ Attacks, Unarmored - Trained
blindsight 30 ft.
Damage Resistances: poisoned
Status Immunities: charm, exhaustion, poisoned
(abilities)
Actions
(Hit). Melee Attack: (DEX plus skill) to hit, reach 5 ft, one target. Hit: xdx + (STR) (type) damage.
Reactions
Defend. 2 Action Points: (modifier) Block attempt
Examples: 1 and 2
Size Type
Armor: 0 Passive Armor: 0 Armored Defense: 0
Health: 0 (5+STR) Vitality: 0 (1dx-END) Health Boost: 0 (0)
Action Points: 10 Movement: 1
STR END DEX AGL INT CUN ACU WIL
-5 -3 -1 2 -4 -4 1 -4
Skills: Mobility, Natural Attacks, Unarmored - Trained
blindsight 30 ft.
Damage Resistances: poisoned
Status Immunities: charm, exhaustion, poisoned
(abilities)
Actions
(Hit). Melee Attack: (DEX plus skill) to hit, reach 5 ft, one target. Hit: xdx + (STR) (type) damage.
Reactions
Defend. 2 Action Points: (modifier) Block attempt
Examples: 1 and 2