Threat Stat Block Template
AX.C.13.03 - AxiomRPG Threat Stat Block Template
This template is provided to consistently generate complete threat entries for AxiomRPG, a d6 dice pool tabletop RPG system. The template includes all necessary context, formulas, and guidelines to produce balanced, playable threats across any genre (fantasy, modern, sci-fi).
System Context (Critical Information)
Core Mechanics Summary
Dice Pool System
- All actions use d6 dice pools (XD notation, e.g., 3D = roll 3 six-sided dice)
- Success: Each die showing 5 or 6 = 1 success
- Wild Die: Every roll includes 1 Wild Die
- Wild Die rolls 6: Explodes (re-roll once, count as normal)
- Wild Die rolls 1: Implodes (remove 1 success from total)
Three Core Attributes
- Body: Physical strength, endurance, melee combat
- Speed: Agility, reflexes, ranged combat
- Wit: Mental acuity, perception, magic/technology
Odd Powers
- Odd Powers are not tied to a specific Attribute
- Body focused Odd Talents typically affect the natural physical Talents of the caster or their targets
- Speed focused Odd Talents typically effect the natural mobility Talents of the caster or their targets
- Wit focused Odd Talents typically affect the natural intelligence, perception and social Talents of the caster or their targets
Odd Talent: Magic
- Three distinct categories that designate how the caster manifests their power
- Caster select a single category for manifesting all their powers
- Arcane - trained, studied, ritualistic, memorized and methodical
- Faith - channeled, empowered, spiritual, personal and cultural beliefs
- Syonic - power of individual will, disciplined, ordered, mental power
Attribute + Talent = Dice Pool
- Example: Body 3D + Strike 2D = 5D attack pool
- Maximum single pool: 12D
- Attribute maximum: 5D (6D with special lineage)
- Talent maximum: 5D
Threat Power Packages
Threat Power Packages are similar to Party Power Packages, providing the total number of dice used to create a Threat's Attributes.
- Minion (3-4D total): Weak threats, typically fought in groups
- Standard (5-7D total): Average threats matching typical adventurers
- Elite (8-10D total): Powerful threats requiring tactical planning
- Champion (11-13D total): Major threats that can challenge entire parties
- Legendary (14D+ total): Epic threats requiring multiple sessions or entire campaigns
Threshold System
- Tasks require meeting/exceeding threshold (number of successes)
- Easy: 1 success | Standard: 2 | Difficult: 3 | Hard: 4 | Epic: 5+
Combat Mechanics
Defense Calculation
- Formula: 1 + (Speed Value + Armor Value) ÷ 3, round down, minimum 1
- Armor Values: None (0), Light (+1), Medium (+2), Heavy (+3)
- Defense = number of successes attacker needs to hit
Health Calculation
- Base: 20 + Body Value + Threat Type Health Modifier
- Fortitude: Threat Health DOES NOT benefit from Fortitude in any way
Threat Type Health Modifier
A Threat's Health score is scaled by applying a Modifier based on their Type.
- Minion: +5 Health
- Standard: +10 Health
- Elite: +15 Health
- Champion: +25 Health
- Legendary: +50 Health
Damage
- Damage = Total successes from successful attack roll
- Melee: Body + Strike talent
- Ranged: Speed + Precision talent
- Odd Powers: Odd Attribute + Odd Talent
- Critical Hit: Wild Die explodes AND attack hits = double damage
Saves
- Body Save: Body + Fortitude (vs disease, poison, physical trauma)
- Speed Save: Speed + Acrobatics (vs traps, area effects, falling)
- Wit Save: Wit + Resolve (vs magic, mental effects, fear)
- Default Save Threshold: 2 (adjust up for more powerful effects or conditions)
Power Levels (Threat Rating)
| Power Level | Total Dice | Health Range | Defense | Typical Pool |
|---|---|---|---|---|
| Minion | 3-4D | 25-27 | 1-2 | 3-4D |
| Standard | 5-7D | 31-34 | 2 | 4-6D |
| Elite | 8-10D | 37-40 | 2-3 | 6-8D |
| Champion | 11-13D | 48-51 | 3-4 | 8-10D |
| Legendary | 14D+ | 74+ | 4+ | 10-12D |
Guidelines
- Total Dice = sum of all Attribute values + primary Talent values
- Match power level to party composition (9D party fights 5-7D Standard threats)
- Groups: 3-5 Minions = 1 Standard, 2-3 Standards = 1 Elite
Combat Actions
Primary Actions (one per turn)
- Attack, Cast/Activate, Dash, Block/Parry, Help, Ready/Hold, Use Item
Move Actions (one per turn)
- Move (30 feet normally), Stand from prone, Mount/Dismount
Free Actions (unlimited)
- Drop item, speak briefly, minor interactions
Range Bands
- Touch (0 ft), Close (0-5 ft), Near (6-30 ft), Far (31-60 ft), Distant (61-120 ft), Remote (121+ ft)
STAT BLOCK TEMPLATE
### [THREAT NAME] ([Power Level])
[One-sentence description capturing essence and primary threat]
**Type**: [Category] ([Subcategory if applicable])
**Threat Power Package**: [Minion/Standard/Elite/Champion/Legendary]
**Size**: [Tiny/Small/Medium/Large/Huge]
**Attributes**
- Body: [X]D
- Speed: [X]D
- Wit: [X]D
**Talents**
- [Primary Combat Talent]: [X]D
- [Secondary Talent]: [X]D
- [Tertiary Talent if Elite+]: [X]D
- [Additional Talents]: [X]D
**Combat Statistics**
- **Health**: [XX] (20 + Body + Threat Type Health Modifier)
- **Defense**: [X] ([Speed + Armor] ÷ 3 = [X], +1 base = [final])
- **Armor**: [None/Light/Medium/Heavy] ([+X] if applicable)
**Saves**
- Body Save: [X]D (Body [X]D + Fortitude [X]D)
- Speed Save: [X]D (Speed [X]D + Acrobatics [X]D)
- Wit Save: [X]D (Wit [X]D + Resolve [X]D)
**Attacks**
- **[Attack Name]**: [Attribute] [X]D + [Talent] [X]D = [Total]D vs Defense, [X-Y] damage typical[, additional effects]
- **[Secondary Attack]**: [Pool composition] = [Total]D vs Defense/Threshold, [damage/effect]
**[Category-Specific Traits]**
[List unique traits based on threat type - see Category Traits section below]
**Special Abilities**
- **[Ability Name]**: [Complete mechanical description including action type, frequency, range, saves, effects, duration]
- **[Ability 2]**: [Description]
**Tactics**
[2-4 sentences describing combat approach: opening move, preferred targets, use of special abilities, retreat conditions, environmental preferences, coordination with allies]
**Lore & Ecology**
[2-4 sentences covering: origin/creation, habitat/territory, social structure, motivations, behavior patterns, reproduction/lifecycle if applicable, relationship with other creatures]
**[Destruction/Dismissal/Taming]**
[Category-specific: How to permanently defeat (undead/constructs), dismiss (elementals), or tame (beasts)]
**Treasure**
- [Primary loot]
- [Secondary loot with value ranges]
- [Special components or equipment]
- [Percentage chances for rare items if applicable]
Category-Specific Traits Templates
Generation Guidelines
Attribute Creation by Power Package
Minion (3-4D total attributes)
- Distribute: 2D, 1D, 1D OR 2D, 2D, 0D
- One strong attribute, others weak
- Limited talents (1-2 at 1D)
Standard (5-7D total attributes)
- Distribute: 3D, 2D, 2D OR 4D, 2D, 1D OR 3D, 3D, 1D
- Balanced or specialized
- 2-4 talents at 1-3D
Elite (8-10D total attributes)
- Distribute: 4D, 3D, 3D OR 5D, 3D, 2D OR 4D, 4D, 2D
- Strong in multiple areas
- 3-5 talents at 2-4D
Champion (11-13D total attributes)
- Distribute: 5D, 4D, 4D OR 6D, 4D, 3D OR 5D, 5D, 3D
- Exceptional in primary attribute
- 4-6 talents at 3-5D
Legendary (14D+ total attributes)
- Distribute: 6D, 5D, 5D OR 7D, 5D, 4D or higher
- Superhuman capabilities
- 5-8 talents at 4-6D
Talent Selection
Combat Talents (choose based on combat role)
- Strike (melee), Precision (ranged), Magic (spellcasting)
- Fortitude (durability), Acrobatics (dodging), Resolve (mental defense)
Secondary Talents (add flavor and versatility)
- Athletics, Stealth, Notice, Tactics, Lore, Medicine, etc.
- Give 1-2 secondary talents at 1-2D for flavor
Talent Values
- Primary combat talent: 50-75% of corresponding attribute value
- Secondary talents: 25-50% of attribute value
- Minions: Keep talents at 1D
- Standard: 1-3D range
- Elite+: 2-5D range
Health Calculation Examples
Basic Health Calculation Examples
- Body 3D: 20 + 3 + 5 (Minion Threat Type Health Modifier) = 28 Health
- Body 5D: 20 + 5 + 15 (Elite Threat Type Health Modifier) = 40 Health
By Power Package Targets
- Minion: 25-27 Health (low Body)
- Standard: 31-34 Health (medium Body)
- Elite: 37-40 Health (high Body)
- Champion: 48-51 Health (very high Body)
- Legendary: 74+ Health (exceptional Body)
Defense Calculation Examples
No Armor
- Speed 2D: (2 + 0) ÷ 3 = 0.66, +1 base = Defense 1
- Speed 3D: (3 + 0) ÷ 3 = 1, +1 base = Defense 2
- Speed 5D: (5 + 0) ÷ 3 = 1.66, +1 base = Defense 2
With Armor
- Speed 3D, Light (+1): (3 + 1) ÷ 3 = 1.33, +1 base = Defense 2
- Speed 4D, Medium (+2): (4 + 2) ÷ 3 = 2, +1 base = Defense 3
- Speed 5D, Heavy (+3): (5 + 3) ÷ 3 = 2.66, +1 base = Defense 3
- Speed 6D, Heavy (+3): (6 + 3) ÷ 3 = 3, +1 base = Defense 4
Defense Guidelines
- Most threats: Defense 2
- Fast/evasive threats: Defense 3
- Elite warriors: Defense 3-4
- Slow/armored: Defense 1-2 but high Health
Attack Pool Guidelines
Melee Attacks
- Pool: Body + Strike
- Minion: 3-4D (Body 2D + Strike 1-2D)
- Standard: 4-6D (Body 3-4D + Strike 2-3D)
- Elite: 6-8D (Body 4-5D + Strike 3-4D)
- Champion: 8-10D (Body 5-6D + Strike 4-5D)
- Legendary: 10-12D+ (Body 6D+ + Strike 5-6D)
Ranged Attacks
- Pool: Speed + Precision
- Generally 1-2D lower than melee for same power level
- Same progression as melee
Odd Talent Powers
- Pool: Attribute + Odd Talent
- Standard: 4-7D (balanced casters)
- Elite: 7-9D (powerful spellcasters)
- Champion: 9-12D (archmages)
Damage Expectations
- Minion: 2-3 damage typical
- Standard: 3-5 damage typical
- Elite: 5-7 damage typical
- Champion: 7-9 damage typical
- Legendary: 9-12 damage typical
Special Abilities Design
Frequency Guidelines
- At-Will: No usage limit, can use every turn (usually minor effects)
- Per Combat: Once per combat encounter (signature moves)
- Short Rest: Once per short rest (10 minutes)
- Long Rest: Once per long rest (8 hours, powerful abilities)
- Recharge X-6: Roll 1D6 at turn start, recharges on X or higher
Action Economy
- Primary Action: Most abilities (attacks, spells, major effects)
- Minor Action: Quick abilities, bonus actions
- Free Action: Instant effects, riders on attacks
- Reaction: Triggered by specific conditions
Power Package Ability Count
- Minion: 0-1 special abilities
- Standard: 1-2 special abilities
- Elite: 2-3 special abilities
- Champion: 3-5 special abilities
- Legendary: 5+ special abilities
Ability Effect Guidelines
- Damage: Add +1 to +3 extra damage
- Conditions: Apply conditions with appropriate saves
- Buffs: +1D to +2D on checks for X turns
- Debuffs: -1D to -2D on checks, require saves
- Control: Grapple, prone, restrained (save to resist/escape)
Save Threshold Guidelines
By Threat Power Level
- Minion abilities: Threshold 2
- Standard abilities: Threshold 3
- Elite abilities: Threshold 4
- Champion abilities: Threshold 5
- Legendary abilities: Threshold 6+
By Effect Severity
- Minor effect (1 turn, -1D): Threshold 2
- Moderate effect (2-3 turns, -2D): Threshold 3
- Major effect (4+ turns, -3D): Threshold 4
- Devastating effect (permanent, save ends): Threshold 5+
Damage Type Reference
Physical Damage Types
- Slashing (swords, claws, blades)
- Piercing (arrows, spears, stingers)
- Bludgeoning (clubs, fists, hammers)
Energy Damage Types
- Fire (flames, heat, burning)
- Cold (ice, frost, freezing)
- Lightning (electricity, shocking)
- Acid (corrosion, dissolving)
Special Damage Types
- Poison (toxins, venom)
- Necrotic (death energy, life drain)
- Radiant (holy light, positive energy)
- Psychic (mental, force of will)
- Force (pure magical energy)
Treasure Guidelines by Power Level
Minion
- 1-10 copper pieces
- Poor quality equipment
- Common consumables (rations, torches)
Standard
- 10-50 silver pieces
- Standard quality equipment
- 10% chance of minor magic item or rare component
Elite
- 50-200 silver pieces
- Quality equipment (+1D modifier possible)
- 20-30% chance of magic item
- Valuable components (50-200 silver value)
Champion
- 200-1000 silver pieces (or 20-100 gold)
- Masterwork or magical equipment
- 40-50% chance of 1-3 magic items
- Rare components (500-2000 silver value)
Legendary
- 1000-5000+ silver pieces (or 100-500+ gold)
- Multiple magical items (3-10)
- Unique artifacts or legendary items (10% chance)
- Priceless components or knowledge
Quality Checklist
Before finalizing a threat entry, verify:
- [ ] Total Attribute dice matches power level (Minion 3-4D, Standard 5-7D, etc.)
- [ ] Health calculated correctly: 20 + Body Value + Threat Type Health Modifier
- [ ] Defense calculated correctly: 1 + (Speed + Armor) ÷ 3, round down, minimum 1
- [ ] All attack pools show full calculation (Attribute + Talent = Total)
- [ ] Damage ranges match power level expectations
- [ ] Save pools calculated (Attribute + Talent)
- [ ] Special abilities have clear mechanics (action type, frequency, saves, effects)
- [ ] Tactics section explains combat behavior
- [ ] Lore section provides context and motivation
- [ ] Treasure appropriate for power level
- [ ] Category-specific traits included
- [ ] Consistent tone and voice with example stat blocks
Example Stat Block (Reference)
Bandit Captain (Standard)
An experienced criminal leading a bandit gang through cunning and strength.
Type: Humanoid (Human) Power Level: Standard Size: Medium
Attributes
- Body: 3D
- Speed: 3D
- Wit: 3D
Talents
- Strike: 2D
- Stealth: 2D
- Tactics: 1D
- Persuade: 1D
- Fortitude: 1D
- Acrobatics: 1D
- Resolve: 1D
- Precision: 1D
Combat Statistics
- Health: 33 (20 + Body 3 + Threat Type Health Modifier 10)
- Defense: 2 (3 + 1 = 4 ÷ 3 = 1.33, +1 base = 2)
- Armor: Light (+1)
Saves
- Body Save: 4D (Body 3D + Fortitude 1D)
- Speed Save: 3D (Speed 3D + Acrobatics 1D - Light Armor 1D)
- Wit Save: 4D (Wit 3D + Resolve 1D)
Attacks
- Shortsword: Body 3D + Strike 2D = 5D vs Defense, 3-4 damage typical
- Crossbow: Speed 3D + Precision 1D = 4D vs Defense, 2-3 damage typical
Special Abilities
- Rally the Gang: Once per combat, grant all bandits within Near range +1D to next attack
- Dirty Fighting: When attacking target suffering from a condition, deal +2 damage
- Tactical Retreat: Can use Minor Action to command bandits to disengage and move
Tactics Directs minions from mid-range while using crossbow. Moves to melee when opportunity presents itself or when cornered. Uses Rally to coordinate devastating strikes. Not afraid to flee if battle turns against them, but won't abandon a profitable fight too quickly.
Lore & Ecology Former soldiers, failed adventurers, or ambitious criminals who gathered followers. Maintain hideouts in forests, caves, or abandoned structures. May have connections to larger criminal organizations. Some are folk heroes robbing the rich, others are heartless murderers.
Treasure
- 20-50 silver pieces
- Quality weapon (+1D modifier)
- Light armor
- Map to hideout or valuable information
- 1-3 minor magic items (10% chance)
Genre-Specific Considerations
Fantasy
- Include magic resistance/immunity for appropriate creatures
- Specify creature types (beast, humanoid, dragon, undead, etc.)
- Reference elemental or alignment-based behaviors
- Include legendary actions for epic threats
Modern
- Replace "Armor" with body armor, tactical vests, vehicles
- Magic becomes technology, cybernetics, or psychic abilities
- Include equipment like firearms, explosives, communications
- Consider modern tactics (cover, suppression, flanking)
Sci-Fi
- Technology-based powers and equipment
- Shields, energy weapons, advanced armor
- Include hacking, sensors, AI capabilities
- Consider spacecraft, robots, aliens
Universal Elements
- Core mechanics remain the same (d6 dice pools, attributes, talents)
- Adjust flavor text to match genre
- Maintain mechanical balance regardless of setting
- Use same power level guidelines
Final Notes
Consistency is Key: Follow the template structure exactly for AI generation consistency.
Show Your Work: Always display full calculations for Health, Defense, Attack Pools, and Saves.
Balance Over Flavor: Mechanics must be sound and balanced before adding creative flourishes.
Test Against Power Level: Verify the threat matches its power level designation by comparing total dice, Health, Defense, and damage output to the guidelines.
Complete Information: Every section should be filled out. If a threat has no special abilities (rare), state "None" rather than leaving blank.
Natural Language: Write tactics and lore in engaging prose, not bullet points or lists.
End of Template