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Humanoids

AX.C.13.08 - Humanoids

Humanoids are intelligent, bipedal creatures that typically organize into societies. They use tools, weapons, and tactics, making them versatile and dangerous opponents. Unlike beasts that operate on instinct, humanoids plan, negotiate, and adapt their strategies.

Overview

What Makes Humanoids Unique

  • Tool Users: Employ weapons, armor, and equipment effectively
  • Tactical Thinking: Use cover, coordinate attacks, and adapt to circumstances
  • Social Structure: Operate in organized groups with defined roles
  • Communication: Can negotiate, intimidate, or deceive
  • Variable Motivation: Fight for wealth, ideology, orders, or survival

Using Humanoids in Your Campaign

Humanoid threats serve multiple roles:

  • Bandits and Raiders: Criminal elements threatening settlements
  • Enemy Soldiers: Military opposition in conflicts
  • Cult Members: Fanatics serving dark powers
  • Tribal Warriors: Defending territory or raiding neighbors
  • Criminal Organizations: Thieves, assassins, and enforcers
  • Rival Adventurers: Competition for treasure and glory

Common Humanoids

Bandit Rabble (Minion)

Desperate or opportunistic criminals who prey on travelers and isolated settlements.

Type: Humanoid (Human) Power Level: Minion Size: Medium

Attributes

  • Body: 2D
  • Speed: 1D
  • Wit: 1D

Talents

  • Strike: 1D
  • Stealth: 1D
  • Notice: 1D

Combat Statistics

  • Health: 27 (20 + 2 + 5)
  • Defense: 1 (1 + 0 = 1 ÷ 3 = 0.33, +1 base = 1)
  • Armor: None

Saves

  • Body Save: 2D (Body 2D)
  • Speed Save: 1D (Speed 1D)
  • Wit Save: 1D (Wit 1D)

Attacks

  • Rusty Sword: Body 2D + Strike 1D = 3D vs Defense, 2-3 damage typical
  • Thrown Rock: Speed 1D + Precision 0D = 1D vs Defense, 1 damage typical

Special Abilities

  • Pack Tactics: Gain Advantage when attacking target adjacent to another bandit

Tactics Bandits prefer ambushes and overwhelming numbers. They attack from hiding when possible and focus on isolated targets. If reduced to half health or if leader falls, they break and flee. Use terrain for cover and distraction.

Lore & Ecology Found along trade routes, in forests near settlements, or occupying ruins. Travel in groups of 4-10. Often led by a more experienced bandit captain. Motivated by poverty, greed, or desperation. Some have codes of honor (no killing innocents), others are ruthless.

Treasure

  • 1-5 copper per bandit
  • Poor quality weapons and light armor (if any)
  • Stolen goods if returning from raid

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: 2D
  • Wit: 2D

Talents

  • Strike: 2D
  • Stealth: 2D
  • Tactics: 1D
  • Persuade: 1D

Combat Statistics

  • Health: 33 (20 + 3 + 10)
  • Defense: 2 (2 + 1 = 3 ÷ 3 = 1, +1 base = 2)
  • Armor: Light (+1)

Saves

  • Body Save: 3D (Body 3D)
  • Speed Save: 2D (Speed 2D)
  • Wit Save: 2D (Wit 2D)

Attacks

  • Shortsword: Body 3D + Strike 2D = 5D vs Defense, 3-4 damage typical
  • Crossbow: Speed 2D + Precision 1D = 3D 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)

Cultist (Standard)

Fanatical devotee of dark gods, forbidden powers, or twisted philosophies.

Type: Humanoid (Human) Power Level: Standard Size: Medium

Attributes

  • Body: 2D
  • Speed: 2D
  • Wit: 3D

Talents

  • Strike: 1D
  • Magic: 2D
  • Resolve: 2D
  • Lore: 1D

Combat Statistics

  • Health: 32 (20 + 2 + 10)
  • Defense: 1 (2 + 0 = 2 ÷ 3 = 0.66, +1 base = 1)
  • Armor: None

Saves

  • Body Save: 2D (Body 2D)
  • Speed Save: 2D (Speed 2D)
  • Wit Save: 5D (Wit 3D + Resolve 2D)

Attacks

  • Ritual Dagger: Body 2D + Strike 1D = 3D vs Defense, 2 damage typical
  • Dark Bolt: Wit 3D + Magic 2D = 5D vs Defense 2, 3-4 damage typical (Necrotic)

Special Abilities

  • Fanatic Devotion: Immune to Fear and Charm effects
  • Dark Blessing: Once per combat, heal self for 1D6 health as Primary Action
  • Curse of Weakness: Target within Near range makes Body Save (Threshold 4) or suffers -1D Body for 3 Turns

Tactics Maintains distance and uses Dark Bolt. Supports other cultists with Curse of Weakness. Uses Dark Blessing when below half health. Will gladly sacrifice self to allow more powerful cult leaders to escape or complete rituals. Fights with disturbing calm and conviction.

Lore & Ecology Found in hidden temples, abandoned buildings, or among normal society in secret. Worship forbidden entities, demons, dark gods, or pursue dangerous magical secrets. Often appear normal until identity is revealed. May attempt to convert or sacrifice captives rather than kill outright.

Treasure

  • Ritual dagger (ceremonial, may be valuable)
  • Cult robes and unholy symbol
  • Dark prayer book or ritual text
  • 10-30 silver pieces
  • Forbidden lore or cult secrets (investigation hook)

Thug (Minion)

Hired muscle, bruisers paid to intimidate, break things, and break people.

Type: Humanoid (Human) Power Level: Minion Size: Medium

Attributes

  • Body: 2D
  • Speed: 1D
  • Wit: 1D

Talents

  • Strike: 2D
  • Fortitude: 1D

Combat Statistics

  • Health: 27 (20 + 2 + 5)
  • Defense: 1 (1 + 0 = 1 ÷ 3 = 0, +1 base = 1)
  • Armor: None

Saves

  • Body Save: 3D (Body 2D + Fortitude 1D)
  • Speed Save: 1D (Speed 1D)
  • Wit Save: 1D (Wit 1D)

Attacks

  • Heavy Club: Body 2D + Strike 2D = 4D vs Defense, 2-3 damage typical
  • Shove: Body 2D + Strike 2D = 4D vs Defense; on hit, target is pushed Close

Special Abilities

  • Bruiser: On any hit, target suffers –1D to Speed Saves until end of its next turn

Tactics Charges directly into melee, targeting whoever looks softest. Pairs well with an Enforcer who directs their attacks. Fights until the Enforcer falls, then flees.

Lore & Ecology Unemployed laborers, failed soldiers, or career criminals who sell their strength to criminal organizations, corrupt merchants, or street gangs. Rarely operate alone.

Treasure

  • 2–10 copper pieces
  • Improvised or battered weapon

Goblin Warrior (Minion)

A small, scuttling creature that compensates for individual weakness with overwhelming numbers.

Type: Humanoid (Goblin) Power Level: Minion Size: Small

Attributes

  • Body: 1D
  • Speed: 2D
  • Wit: 1D

Talents

  • Strike: 1D
  • Stealth: 2D

Combat Statistics

  • Health: 26 (20 + 1 + 5)
  • Defense: 1 (2 + 0 = 2 ÷ 3 = 0, +1 base = 1)
  • Armor: None

Saves

  • Body Save: 1D (Body 1D)
  • Speed Save: 2D (Speed 2D)
  • Wit Save: 1D (Wit 1D)

Attacks

  • Rusty Shortsword: Body 1D + Strike 1D = 2D vs Defense, 1-2 damage typical
  • Shortbow: Speed 2D vs Defense, 1-2 damage typical (range: Near/Far)

Special Abilities

  • Pack Swarm: Gain Advantage on attacks when 3 or more Goblins target the same enemy
  • Nimble Escape: Can Disengage as a Minor Action

Tactics Attacks in overwhelming numbers, relying on Pack Swarm. Targets whoever seems least dangerous. Flees immediately if outnumbered or if a leader falls.

Lore & Ecology Goblins inhabit ruins, caves, and the edges of civilization, raiding settlements for food and shiny objects. Cowardly alone, they become genuinely dangerous in groups of ten or more.

Treasure

  • 0–5 copper pieces per goblin
  • Crude weapons, occasionally stolen goods

Kobold Skirmisher (Minion)

A small draconic humanoid that fights from range and retreats when threatened.

Type: Humanoid (Kobold) Power Level: Minion Size: Small

Attributes

  • Body: 1D
  • Speed: 2D
  • Wit: 1D

Talents

  • Precision: 1D
  • Stealth: 2D

Combat Statistics

  • Health: 26 (20 + 1 + 5)
  • Defense: 1 (2 + 0 = 2 ÷ 3 = 0, +1 base = 1)
  • Armor: None

Saves

  • Body Save: 1D (Body 1D)
  • Speed Save: 2D (Speed 2D)
  • Wit Save: 1D (Wit 1D)

Attacks

  • Shortbow: Speed 2D + Precision 1D = 3D vs Defense, 2-3 damage typical (range: Near/Far)
  • Dagger: Body 1D vs Defense, 1 damage typical (only if cornered)

Special Abilities

  • Pack Instinct: Gain Advantage on attacks when 2 or more Kobolds target the same enemy
  • Sunlight Sensitivity: Suffer Disadvantage on all rolls in direct sunlight

Tactics Fires from cover, advancing only when enemies are occupied with melee. Retreats instantly if a melee combatant approaches. Uses terrain obsessively to stay out of reach.

Lore & Ecology Kobolds serve dragons, goblin kings, or powerful monsters as devoted minions. Expert miners and trap-setters, they revere draconic power and will die for a dragon without hesitation.

Treasure

  • 0–5 copper pieces
  • Shortbow with a handful of arrows
  • Tiny draconic trinket (scales, a tooth, a fragment of shell)

Enforcer (Standard)

A career criminal who combines physical menace with the authority to command lesser thugs.

Type: Humanoid (Human) Power Level: Standard Size: Medium

Attributes

  • Body: 3D
  • Speed: 2D
  • Wit: 2D

Talents

  • Strike: 2D
  • Fortitude: 2D
  • Persuade: 1D

Combat Statistics

  • Health: 33 (20 + 3 + 10)
  • Defense: 2 (2 + 1 = 3 ÷ 3 = 1, +1 base = 2)
  • Armor: Light (+1)

Saves

  • Body Save: 5D (Body 3D + Fortitude 2D)
  • Speed Save: 2D (Speed 2D)
  • Wit Save: 2D (Wit 2D)

Attacks

  • Mace: Body 3D + Strike 2D = 5D vs Defense, 3-4 damage typical
  • Intimidating Threat: Wit 2D + Persuade 1D = 3D vs target Wit Save (Threshold 3); on failure, target is Shaken until the Enforcer takes damage

Special Abilities

  • Lead the Pack: Once per combat, all Thugs within Near range gain Advantage on their next attack
  • Brutal Follow-Through: When the Enforcer deals 3+ successes on an attack, the target cannot take reactions until start of its next turn

Tactics Commands Thugs from close range, directing them to flank priority targets. Opens with Intimidating Threat on spellcasters. Enters melee once enemies are engaged. Retreats only if all allies have fallen.

Lore & Ecology Mid-level muscle in criminal organizations, guild strong-arms, or corrupt city watch sergeants. Respected through fear, they maintain order in criminal hierarchies through violence and the credible threat of more.

Treasure

  • 15–40 silver pieces
  • Light armor
  • Marked coin or token identifying their organization (investigation hook)

Guard (Standard)

Disciplined sentries who protect gates, nobles, warehouses, and institutions.

Type: Humanoid (Human) Power Level: Standard Size: Medium

Attributes

  • Body: 3D
  • Speed: 2D
  • Wit: 2D

Talents

  • Strike: 2D
  • Notice: 2D
  • Fortitude: 1D

Combat Statistics

  • Health: 33 (20 + 3 + 10)
  • Defense: 2 (2 + 2 = 4 ÷ 3 = 1, +1 base = 2)
  • Armor: Medium (+2)

Saves

  • Body Save: 4D (Body 3D + Fortitude 1D)
  • Speed Save: 2D (Speed 2D)
  • Wit Save: 2D (Wit 2D)

Attacks

  • Spear: Body 3D + Strike 2D = 5D vs Defense, 3-4 damage typical (can attack adjacent or Close targets)
  • Short Sword: Body 3D + Strike 2D = 5D vs Defense, 3-4 damage typical

Special Abilities

  • Shield Wall: When adjacent to another Guard, both gain +1 Defense
  • Hold the Line: Can make an attack of opportunity when an enemy moves through an adjacent space

Tactics Forms lines and blocks chokepoints. Calls for reinforcements at the first sign of trouble. Targets anyone who tries to bypass their position. Not aggressive but relentless when duty demands it.

Lore & Ecology City watch, manor guards, dungeon sentries, or caravan escorts. Motivation ranges from genuine civic pride to boredom and contempt. Many can be bribed; some cannot.

Treasure

  • 5–20 silver pieces
  • Medium armor and standard weapon
  • Key or pass token (location-dependent)

Soldier (Standard)

A trained fighter serving a military force, professional and disciplined in formation combat.

Type: Humanoid (Human) Power Level: Standard Size: Medium

Attributes

  • Body: 3D
  • Speed: 2D
  • Wit: 2D

Talents

  • Strike: 2D
  • Tactics: 2D
  • Fortitude: 1D

Combat Statistics

  • Health: 33 (20 + 3 + 10)
  • Defense: 2 (2 + 2 = 4 ÷ 3 = 1, +1 base = 2)
  • Armor: Medium (+2)

Saves

  • Body Save: 4D (Body 3D + Fortitude 1D)
  • Speed Save: 2D (Speed 2D)
  • Wit Save: 2D (Wit 2D)

Attacks

  • Longsword: Body 3D + Strike 2D = 5D vs Defense, 3-4 damage typical
  • Shield Bash: Body 3D + Strike 2D = 5D vs Defense; on 3+ successes, target is Shaken for 1 turn

Special Abilities

  • Formation Fighting: Gain Advantage on attacks when two or more allied Soldiers are adjacent to the same target
  • Discipline: Immune to the Shaken condition while a commanding officer is alive and visible

Tactics Coordinates with allies before engaging individually. Maintains formation and focuses fire on the same target as allies. Fights until ordered to retreat or the commanding officer falls.

Lore & Ecology Professional military serving kingdoms, city-states, or mercenary companies. More disciplined than bandits, better equipped than guards, and far more dangerous in groups.

Treasure

  • 10–30 silver pieces
  • Medium armor and military weapon
  • Military insignia (identifies allegiance)

Goblin Shaman (Standard)

A goblin touched by dark spirits who wields crude but potent magic to empower its tribe.

Type: Humanoid (Goblin) Power Level: Standard Size: Small

Attributes

  • Body: 1D
  • Speed: 2D
  • Wit: 4D

Talents

  • Magic: 2D
  • Stealth: 1D
  • Resolve: 1D
  • Lore: 1D

Combat Statistics

  • Health: 31 (20 + 1 + 10)
  • Defense: 1 (2 + 0 = 2 ÷ 3 = 0, +1 base = 1)
  • Armor: None

Saves

  • Body Save: 1D (Body 1D)
  • Speed Save: 2D (Speed 2D)
  • Wit Save: 5D (Wit 4D + Resolve 1D)

Attacks

  • Spirit Bolt: Wit 4D + Magic 2D = 6D vs Defense, 3-4 damage typical (Necrotic)
  • Hex: Wit 4D + Magic 2D = 6D vs target Wit Save (Threshold 4); on failure, target suffers –1D to all rolls for 3 turns (no damage)

Special Abilities

  • Spirit Ward: Once per combat, grant all Goblins within Near range Advantage on their next attack as they are filled with ancestral fury
  • Sacrifice: If a Goblin Warrior within Close range is reduced to 0 HP, the Shaman may absorb the dying energy to immediately cast Hex without an action

Tactics Stays at Far range behind Goblin Warrior mobs. Opens with Hex on the most dangerous-looking party member, then fires Spirit Bolts while warriors engage. Uses Spirit Ward when the mob charges.

Lore & Ecology Goblin shamans hold unusual authority within tribes, feared and respected in equal measure. They commune with minor spirits and ancestor-ghosts, drawing on their power through crude rituals.

Treasure

  • 5–20 silver pieces
  • Ritual fetish (bones, teeth, scraps of hide)
  • One minor alchemical preparation (1d3 doses)

Hobgoblin Soldier (Standard)

A disciplined, martial humanoid that excels in organized military formations.

Type: Humanoid (Hobgoblin) Power Level: Standard Size: Medium

Attributes

  • Body: 3D
  • Speed: 2D
  • Wit: 2D

Talents

  • Strike: 2D
  • Tactics: 2D
  • Fortitude: 1D

Combat Statistics

  • Health: 33 (20 + 3 + 10)
  • Defense: 2 (2 + 2 = 4 ÷ 3 = 1, +1 base = 2)
  • Armor: Medium (+2)

Saves

  • Body Save: 4D (Body 3D + Fortitude 1D)
  • Speed Save: 2D (Speed 2D)
  • Wit Save: 2D (Wit 2D)

Attacks

  • Longsword: Body 3D + Strike 2D = 5D vs Defense, 3-4 damage typical
  • Javelin: Body 3D + Precision 0D = 3D vs Defense, 2-3 damage typical (range: Near/Far; one use)

Special Abilities

  • Iron Discipline: Immune to the Shaken condition
  • Coordinated Advance: When adjacent to another Hobgoblin Soldier, both gain +1 to all Saves

Tactics Advances methodically in tight formation, coordinating with adjacent allies. Prioritizes eliminating enemy flankers before engaging the main line. Never abandons wounded allies mid-combat.

Lore & Ecology Hobgoblins build rigidly militaristic societies, valuing martial excellence above all else. They serve as mercenaries, warlord retinues, or independent military states. Fiercely loyal to their unit, merciless to enemies.

Treasure

  • 15–40 silver pieces
  • Medium armor and longsword
  • Military insignia and unit markings

Orc Raider (Standard)

A fierce, hard-hitting warrior who prizes direct confrontation and personal glory.

Type: Humanoid (Orc) Power Level: Standard Size: Medium

Attributes

  • Body: 4D
  • Speed: 2D
  • Wit: 1D

Talents

  • Strike: 2D
  • Athletics: 1D
  • Fortitude: 1D

Combat Statistics

  • Health: 34 (20 + 4 + 10)
  • Defense: 2 (2 + 1 = 3 ÷ 3 = 1, +1 base = 2)
  • Armor: Light (+1)

Saves

  • Body Save: 5D (Body 4D + Fortitude 1D)
  • Speed Save: 2D (Speed 2D)
  • Wit Save: 1D (Wit 1D)

Attacks

  • Greatclub: Body 4D + Strike 2D = 6D vs Defense, 3-4 damage typical; on 4+ successes, target is Staggered (–1D Speed for 1 turn)
  • Thrown Handaxe: Body 4D + Precision 0D = 4D vs Defense, 2-3 damage typical (range: Close/Near; one use)

Special Abilities

  • Blood Fury: Gain Advantage on all attacks when own Health is below half
  • Savage Charge: Once per combat, move from Far to Close and make an immediate attack as one action

Tactics Charges the nearest visible enemy. If an Orc Warchief is present, follows their direction, but acts independently otherwise. Targets whoever looks most dangerous as a matter of pride. Rarely retreats.

Lore & Ecology Orc raiders operate in warbands, raiding settlements, caravans, and rival groups for resources and glory. Orc culture prizes personal strength; a raider who flees too often loses social standing.

Treasure

  • 5–25 silver pieces
  • Light armor and crude weapon
  • One trophy from a previous victory (carved bone, stolen sigil)

Kobold Trapmaker (Standard)

A clever kobold engineer who transforms any ground into a lethal puzzle.

Type: Humanoid (Kobold) Power Level: Standard Size: Small

Attributes

  • Body: 1D
  • Speed: 3D
  • Wit: 3D

Talents

  • Precision: 1D
  • Craft: 3D
  • Stealth: 2D
  • Notice: 1D

Combat Statistics

  • Health: 31 (20 + 1 + 10)
  • Defense: 2 (3 + 0 = 3 ÷ 3 = 1, +1 base = 2)
  • Armor: None

Saves

  • Body Save: 1D (Body 1D)
  • Speed Save: 3D (Speed 3D)
  • Wit Save: 3D (Wit 3D)

Attacks

  • Hand Crossbow: Speed 3D + Precision 1D = 4D vs Defense, 2-3 damage typical (range: Close/Near)
  • Poison Dart: Speed 3D + Precision 1D = 4D vs Defense; on any hit, target makes Body Save (Threshold 3) or is Slowed for 2 turns

Special Abilities

  • Set Trap: As a Primary Action, place a concealed mechanical trap in an adjacent space. The next creature to enter the space takes 4D damage and is Snared (Speed Save Threshold 3 to halve damage and avoid Snare)
  • Rigged Ground: Once per combat, declare a Close-range area as rigged, enemies moving through make Speed Save (Threshold 3) or are knocked Prone

Tactics Uses the first round to set traps while warriors engage the party. Retreats behind its own trap network, firing from cover. Flees through pre-memorized escape routes.

Lore & Ecology Kobolds dedicate years to mechanical engineering, crafting traps of remarkable sophistication. Their lair designs are nightmares of nested corridors and hazards. The Trapmaker is the intelligence behind any kobold settlement.

Treasure

  • 5–20 silver pieces
  • Trap components (scrap metal, wire, springs)
  • Crude map of the surrounding trap layout

Drow Scout (Standard)

An underground elf trained in shadow infiltration and silent elimination.

Type: Humanoid (Drow) Power Level: Standard Size: Medium

Attributes

  • Body: 2D
  • Speed: 3D
  • Wit: 2D

Talents

  • Precision: 2D
  • Stealth: 3D
  • Acrobatics: 1D
  • Notice: 1D

Combat Statistics

  • Health: 32 (20 + 2 + 10)
  • Defense: 2 (3 + 1 = 4 ÷ 3 = 1, +1 base = 2)
  • Armor: Light (+1)

Saves

  • Body Save: 2D (Body 2D)
  • Speed Save: 4D (Speed 3D + Acrobatics 1D)
  • Wit Save: 2D (Wit 2D)

Attacks

  • Hand Crossbow (Drow Poison): Speed 3D + Precision 2D = 5D vs Defense, 3-4 damage typical; target hit must make Body Save (Threshold 3) or be Slowed for 2 turns
  • Short Sword: Body 2D + Strike 1D = 3D vs Defense, 2-3 damage typical (only if cornered)

Special Abilities

  • Darkvision: Ignores all darkness penalties
  • Shadow Step: Once per scene, teleport from one area of shadow to another within Near range
  • Ambush Strike: Deal +3 damage when attacking a target that has not yet acted in this combat

Tactics Scouts ahead and ambushes isolated targets. Uses Drow Poison to neutralize opponents without raising alarms. Retreats immediately if discovered, leading pursuers toward other Drow.

Lore & Ecology Drow scout-cadres operate far from underground noble houses, gathering intelligence and eliminating specific targets. Their hand crossbows are loaded with sleep-inducing poison; they prefer capture over killing when their house needs information or slaves.

Treasure

  • 10–30 silver pieces
  • Hand crossbow with 6 poison bolts
  • House insignia and a coded route back to their encampment

Deep Dwarf Delver (Standard)

A subterranean dwarf who knows underground terrain the way a sailor knows the sea.

Type: Humanoid (Deep Dwarf) Power Level: Standard Size: Medium

Attributes

  • Body: 3D
  • Speed: 2D
  • Wit: 2D

Talents

  • Strike: 2D
  • Fortitude: 2D
  • Craft: 1D
  • Notice: 1D

Combat Statistics

  • Health: 33 (20 + 3 + 10)
  • Defense: 2 (2 + 2 = 4 ÷ 3 = 1, +1 base = 2)
  • Armor: Medium (+2)

Saves

  • Body Save: 5D (Body 3D + Fortitude 2D)
  • Speed Save: 2D (Speed 2D)
  • Wit Save: 2D (Wit 2D)

Attacks

  • War Pick: Body 3D + Strike 2D = 5D vs Defense, 3-4 damage typical; ignores 1 point of Armor value when calculating Defense
  • Thrown Hammer: Body 3D vs Defense, 2-3 damage typical (range: Close/Near; one use)

Special Abilities

  • Stone Sense: Automatically detects hidden doors, structural weaknesses, and traps in stonework within Close range
  • Cave Fighter: Gain Advantage on all attacks in underground or cave environments
  • Dwarf Resilience: Once per scene, reduce incoming damage by 3 (minimum 0)

Tactics Uses knowledge of underground terrain to ambush, collapses passages, triggers cave-ins, and fights in tight corridors where size advantage disappears. Methodical and patient.

Lore & Ecology Deep Dwarves inhabit the lowest reaches of the underground, guarding ancient veins and pre-collapse ruins from all who would exploit them. They trust no surface-folk and view the deep dark as their ancestral right.

Treasure

  • 20–50 silver pieces
  • Quality war pick
  • Detailed underground map (significant strategic value)

Derro Savant (Standard)

A deranged deep-dweller wielding psychic power born of centuries of isolation and madness.

Type: Humanoid (Derro) Power Level: Standard Size: Small

Attributes

  • Body: 2D
  • Speed: 2D
  • Wit: 3D

Talents

  • Magic: 2D
  • Lore: 2D
  • Resolve: 1D

Combat Statistics

  • Health: 32 (20 + 2 + 10)
  • Defense: 1 (2 + 0 = 2 ÷ 3 = 0, +1 base = 1)
  • Armor: None

Saves

  • Body Save: 2D (Body 2D)
  • Speed Save: 2D (Speed 2D)
  • Wit Save: 4D (Wit 3D + Resolve 1D)

Attacks

  • Mind Spike: Wit 3D + Magic 2D = 5D vs Defense, 3-4 damage typical (Psychic); target suffers –1D to Wit-based rolls for 2 turns on any hit
  • Confusion Ray: Wit 3D + Magic 2D = 5D vs target Wit Save (Threshold 3); on failure, target attacks the nearest creature on its next turn

Special Abilities

  • Madness Aura: All enemies within Close range suffer Disadvantage on Wit Saves
  • Sunlight Sensitivity: Suffers Disadvantage on all rolls in direct sunlight
  • Delirious Focus: When below half Health, all magical attacks gain Advantage (pain sharpens the Derro's terrible clarity)

Tactics Applies Mind Spike to enemy spellcasters, then uses Confusion Ray to turn melee fighters against each other. Stays at maximum range. Its Madness Aura punishes anyone who closes.

Lore & Ecology Derro are deep-dwelling humanoids warped by ancient magical experiments. They worship aberrant entities, practice cruel psychology on captives, and regard surface-dwellers with a combination of envy and contempt.

Treasure

  • 5–20 silver pieces
  • Bizarre ritual implements
  • Forbidden lore fragment or observation journal (investigation hook)

Troglodyte Brute (Standard)

A powerful, malodorous reptilian humanoid that overwhelms prey with raw strength and nauseating stench.

Type: Humanoid (Troglodyte) Power Level: Standard Size: Medium

Attributes

  • Body: 4D
  • Speed: 1D
  • Wit: 1D

Talents

  • Strike: 2D
  • Athletics: 1D
  • Fortitude: 2D

Combat Statistics

  • Health: 34 (20 + 4 + 10)
  • Defense: 1 (1 + 1 = 2 ÷ 3 = 0, +1 base = 1)
  • Armor: Natural Hide, Light (+1)

Saves

  • Body Save: 6D (Body 4D + Fortitude 2D)
  • Speed Save: 1D (Speed 1D)
  • Wit Save: 1D (Wit 1D)

Attacks

  • Claws (×2): Body 4D + Strike 2D = 6D vs Defense, 3-4 damage typical; can attack twice per Primary Action, each as a separate roll
  • Bite: Body 4D + Strike 2D = 6D vs Defense, 3-4 damage typical; on 4+ successes, target is Grabbed

Special Abilities

  • Stench: All non-Troglodyte creatures within Close range must make a Body Save (Threshold 3) at the start of their turn or suffer Disadvantage on all rolls until end of that turn
  • Stone Camouflage: Gain Advantage on Stealth checks in rocky or underground environments

Tactics Charges the nearest target and attempts to Grab with Bite, then attacks the grabbed target with Claws each subsequent turn. Stench punishes anyone who tries to fight in close quarters.

Lore & Ecology Troglodytes inhabit deep caves and fetid swamps, organized into territorial clans. They eat anything they can overpower and communicate through smell as much as sound. Their stench is their most reliable weapon.

Treasure

  • None (Troglodytes keep no treasure)
  • Occasionally: bones of previous prey that happen to include valuables

Elite Humanoids

Assassin (Elite)

A trained killer who operates in shadow, strikes precisely, and vanishes before victims fall.

Type: Humanoid (Human) Power Level: Elite Size: Medium

Attributes

  • Body: 2D
  • Speed: 4D
  • Wit: 3D

Talents

  • Strike: 3D
  • Stealth: 3D
  • Precision: 2D
  • Acrobatics: 2D

Combat Statistics

  • Health: 37 (20 + 2 + 15)
  • Defense: 2 (4 + 1 = 5 ÷ 3 = 1, +1 base = 2)
  • Armor: Light (+1)

Saves

  • Body Save: 2D (Body 2D)
  • Speed Save: 6D (Speed 4D + Acrobatics 2D)
  • Wit Save: 3D (Wit 3D)

Attacks

  • Twin Blades: Body 2D + Strike 3D = 5D vs Defense, 3-4 damage typical; can make two attacks per Primary Action, each as a separate roll
  • Poisoned Dart: Speed 4D + Precision 2D = 6D vs Defense, 3-4 damage typical; target hit makes Body Save (Threshold 4) or is Paralyzed for 2 turns

Special Abilities

  • Death Strike: Deal +5 damage when attacking a target that has not yet acted in this combat
  • Evasion: When targeted by area effects, suffer no damage on a successful Speed Save (instead of half)
  • Vanish: Once per combat, become invisible until end of next turn or until attacking

Tactics Selects the highest-value target before combat begins and positions for a Death Strike on the opening turn. Uses Vanish to escape if positioned poorly. Does not fight fair, at all.

Lore & Ecology Assassins work alone or in small cells, serving noble houses, criminal guilds, or ideological cults. Their identities are often deeply buried under false personas maintained for years.

Treasure

  • 50–200 silver pieces
  • Masterwork twin blades
  • Poison kit (3 doses)
  • Encrypted contract (investigation hook)

Elite Guard (Elite)

A hardened veteran who has survived enough battles to be worth three ordinary soldiers.

Type: Humanoid (Human) Power Level: Elite Size: Medium

Attributes

  • Body: 3D
  • Speed: 3D
  • Wit: 3D

Talents

  • Strike: 3D
  • Notice: 2D
  • Fortitude: 2D
  • Acrobatics: 1D

Combat Statistics

  • Health: 38 (20 + 3 + 15)
  • Defense: 3 (3 + 3 = 6 ÷ 3 = 2, +1 base = 3)
  • Armor: Heavy (+3)

Saves

  • Body Save: 5D (Body 3D + Fortitude 2D)
  • Speed Save: 4D (Speed 3D + Acrobatics 1D)
  • Wit Save: 3D (Wit 3D)

Attacks

  • Masterwork Sword: Body 3D + Strike 3D = 6D vs Defense, 3-4 damage typical
  • Shield Counter (reaction, once per turn): When hit by a melee attack, make an immediate 3D counter-attack

Special Abilities

  • Sentinel: Can make an attack of opportunity against any enemy that moves adjacent, not only enemies leaving adjacent range
  • Bodyguard: Can redirect an attack targeting any adjacent ally to self instead (reaction, once per round)
  • Unbreakable: Immune to forced movement

Tactics Positions between the person they protect and all threats. Uses Bodyguard reactively, Sentinel proactively. Fights until physically unable to stand.

Lore & Ecology Elite guards serve nobles, archmages, merchant princes, and faction leaders. Chosen from veterans, they are paid well and loyal deeply, either to their charge personally or to the coin. Worth determining which before engaging.

Treasure

  • 50–150 silver pieces
  • Heavy armor and masterwork weapon
  • Letter of marque or writ of authority

Hobgoblin Warlord (Elite)

A consummate military commander who turns any group of hobgoblins into a precision instrument.

Type: Humanoid (Hobgoblin) Power Level: Elite Size: Medium

Attributes

  • Body: 4D
  • Speed: 3D
  • Wit: 3D

Talents

  • Strike: 3D
  • Tactics: 3D
  • Fortitude: 2D
  • Persuade: 1D

Combat Statistics

  • Health: 39 (20 + 4 + 15)
  • Defense: 3 (3 + 3 = 6 ÷ 3 = 2, +1 base = 3)
  • Armor: Heavy (+3)

Saves

  • Body Save: 6D (Body 4D + Fortitude 2D)
  • Speed Save: 3D (Speed 3D)
  • Wit Save: 3D (Wit 3D)

Attacks

  • Greataxe: Body 4D + Strike 3D = 7D vs Defense, 4-5 damage typical
  • Tactical Command (Minor Action, no attack): Grant one ally within Near range an additional attack or movement this turn

Special Abilities

  • Inspiring Command: Once per combat, all hobgoblin allies within Near range gain Advantage on their next attack
  • Unbreakable Will: Immune to Shaken, Frightened, and Charmed conditions
  • Last Stand: When reduced to 0 HP for the first time, make Body Save (Threshold 4), on success, remain at 1 HP

Tactics Directs the battle tactically, positioning allies to maximize Formation Fighting bonuses before entering melee. Uses Inspiring Command when the party has concentrated in one place. Fights personally when the battle is decided.

Lore & Ecology Hobgoblin warlords rise through decades of brutal military competition. They are respected through proven results. Some lead independent warbands; others serve as generals for larger powers who pay well enough.

Treasure

  • 100–300 silver pieces
  • Heavy armor and greataxe of masterwork quality
  • Tactical maps of surrounding region
  • Sealed orders from a patron (investigation hook)

Orc Berserker (Elite)

A warrior who has surrendered to violence so completely that pain only makes them more dangerous.

Type: Humanoid (Orc) Power Level: Elite Size: Large

Attributes

  • Body: 5D
  • Speed: 2D
  • Wit: 2D

Talents

  • Strike: 3D
  • Athletics: 2D
  • Fortitude: 3D

Combat Statistics

  • Health: 40 (20 + 5 + 15)
  • Defense: 2 (2 + 1 = 3 ÷ 3 = 1, +1 base = 2)
  • Armor: Light (+1)

Saves

  • Body Save: 8D (Body 5D + Fortitude 3D)
  • Speed Save: 2D (Speed 2D)
  • Wit Save: 2D (Wit 2D)

Attacks

  • Greataxe: Body 5D + Strike 3D = 8D vs Defense, 4-5 damage typical
  • Cleave: Body 5D + Strike 3D = 8D vs Defense, single roll strikes all enemies within Close range (each defends separately)

Special Abilities

  • Berserker Rage: Once per combat, spend a Minor Action to enter rage, for 3 turns gain +2D to all Strike rolls but –1D to all Saves
  • Reckless Strike: Choose to give all enemies Advantage on attacks against the Berserker until its next turn; in exchange, gain Advantage on its next attack
  • Pain is Fuel: Regain 2 Health each time the Berserker deals damage to any enemy

Tactics Charges immediately, using Reckless Strike on the first attack to maximize opening damage. Enters Berserker Rage when first hit or when an ally falls. Does not retreat.

Lore & Ecology Orc berserkers are cult figures within orc culture, warriors who have deliberately burned away their fear and self-preservation instinct. They are revered and slightly feared even by other orcs.

Treasure

  • 50–100 silver pieces
  • Notched greataxe decorated with tally-marks (each mark a kill)
  • Trophy necklace of teeth, bones, or cut rings

Drow Priestess (Elite)

A spider-goddess devotee who commands both divine magic and absolute authority over lesser Drow.

Type: Humanoid (Drow) Power Level: Elite Size: Medium

Attributes

  • Body: 2D
  • Speed: 3D
  • Wit: 4D

Talents

  • Magic: 3D
  • Stealth: 2D
  • Persuade: 2D
  • Resolve: 2D

Combat Statistics

  • Health: 37 (20 + 2 + 15)
  • Defense: 2 (3 + 1 = 4 ÷ 3 = 1, +1 base = 2)
  • Armor: Light (+1)

Saves

  • Body Save: 2D (Body 2D)
  • Speed Save: 3D (Speed 3D)
  • Wit Save: 6D (Wit 4D + Resolve 2D)

Attacks

  • Spider's Curse: Wit 4D + Magic 3D = 7D vs Defense, 4-5 damage typical; target is Webbed (Snared until Speed Save Threshold 3 as Primary Action)
  • Dark Flame: Wit 4D + Magic 3D = 7D vs Defense, 4-5 damage typical (Necrotic)

Special Abilities

  • Summon Spider: Once per combat, call a Giant Spider (Standard tier) as a Primary Action
  • Spider Queen's Blessing: Once per combat, all Drow allies within Near range gain Advantage on their next attack
  • Levitate: The Priestess hovers above the ground, immune to ground-based effects and the Prone condition

Tactics Immediately Webs the party's most dangerous melee combatant, then summons a spider to occupy the rest. Casts from elevation using Levitate. Uses Spider Queen's Blessing when Drow scouts are in position.

Lore & Ecology Drow noble houses are theocratic matriarchies; Priestesses hold ultimate authority. Surface expeditions led by Priestesses pursue long-term agendas: slave acquisition, assassination, artifact recovery, or establishing new trade routes in blood.

Treasure

  • 100–300 silver pieces
  • Masterwork spider-silk armor
  • Holy symbol (significant religious value)
  • Correspondence revealing house agenda (investigation hook)

Knight Commander (Elite)

A battlefield leader who makes every soldier under their command worth two.

Type: Humanoid (Human) Power Level: Elite Size: Medium

Attributes

  • Body: 4D
  • Speed: 3D
  • Wit: 2D

Talents

  • Strike: 3D
  • Tactics: 3D
  • Fortitude: 2D
  • Persuade: 1D

Combat Statistics

  • Health: 39 (20 + 4 + 15)
  • Defense: 3 (3 + 3 = 6 ÷ 3 = 2, +1 base = 3)
  • Armor: Heavy (+3)

Saves

  • Body Save: 6D (Body 4D + Fortitude 2D)
  • Speed Save: 3D (Speed 3D)
  • Wit Save: 2D (Wit 2D)

Attacks

  • Enchanted Longsword: Body 4D + Strike 3D = 7D vs Defense, 4-5 damage typical
  • Shield Slam: Body 4D + Strike 3D = 7D vs Defense; on 3+ successes, target is Shaken and pushed Close

Special Abilities

  • Veteran's Command: Once per round as a Minor Action, grant one ally within Near range an additional Minor Action
  • Rallying Cry: Once per combat, all allies within Far range regain 5 Health and are cured of Shaken
  • Counter-Attack (reaction, once per turn): When missed by a melee attack, make an immediate counter-strike

Tactics Directs allies before engaging personally. Uses Shield Slam to create tactical openings. Holds Rallying Cry for when the battle turns. A trained leader, not merely a fighter.

Lore & Ecology Knight Commanders rise through professional military ranks or noble martial traditions. They command companies of soldiers, household knights, or mercenary retinues. Their greatest value is not their personal combat; it's what they make of everyone around them.

Treasure

  • 100–400 silver pieces
  • Enchanted longsword (+1D to attacks)
  • Heavy armor of quality construction
  • Sealed military orders or campaign maps

Battle Mage (Elite)

A wizard who learned to fight and decided they preferred it to scholarship.

Type: Humanoid (Human) Power Level: Elite Size: Medium

Attributes

  • Body: 2D
  • Speed: 3D
  • Wit: 4D

Talents

  • Strike: 2D
  • Magic: 3D
  • Acrobatics: 1D
  • Resolve: 1D

Combat Statistics

  • Health: 37 (20 + 2 + 15)
  • Defense: 2 (3 + 1 = 4 ÷ 3 = 1, +1 base = 2)
  • Armor: Light (+1)

Saves

  • Body Save: 2D (Body 2D)
  • Speed Save: 4D (Speed 3D + Acrobatics 1D)
  • Wit Save: 5D (Wit 4D + Resolve 1D)

Attacks

  • Force Blade: Wit 4D + Magic 3D = 7D vs Defense, 4-5 damage typical (magical melee; functions as a Touch-range spell)
  • Arc Lightning: Wit 4D + Magic 3D = 7D vs Defense; chain-hits up to 3 targets within Near range, each successive target loses 1 success from the total

Special Abilities

  • Spellsword: Once per turn, combine a melee Strike with a magical effect, treat as a single action
  • Arcane Shield (reaction, once per round): When hit, roll Wit 4D + Magic 3D, each success reduces incoming damage by 1
  • War Magic: All magical attacks deal +1 damage

Tactics Opens with Arc Lightning against clustered targets. Engages in melee with Force Blade while maintaining magical effects. Uses Arcane Shield reactively to survive close-quarters punishment.

Lore & Ecology Battle mages serve military forces that can afford them, working as shock troops, artillery, and force multipliers. They are expensive, temperamental, and worth every coin.

Treasure

  • 100–300 silver pieces
  • Spellbook with 2–4 combat spells
  • Arcane focus (+1D to Magic)

Master Assassin (Elite)

A killer so practiced they have reduced murder to a form of art.

Type: Humanoid (Human) Power Level: Elite Size: Medium

Attributes

  • Body: 2D
  • Speed: 4D
  • Wit: 3D

Talents

  • Strike: 4D
  • Stealth: 4D
  • Precision: 2D
  • Acrobatics: 2D
  • Resolve: 1D

Combat Statistics

  • Health: 37 (20 + 2 + 15)
  • Defense: 2 (4 + 0 = 4 ÷ 3 = 1, +1 base = 2)
  • Armor: None

Saves

  • Body Save: 2D (Body 2D)
  • Speed Save: 6D (Speed 4D + Acrobatics 2D)
  • Wit Save: 4D (Wit 3D + Resolve 1D)

Attacks

  • Shadow Blade: Body 2D + Strike 4D = 6D vs Defense, 3-4 damage typical (makes no sound); +5 damage against targets that have not yet acted this combat
  • Garrote: Body 2D + Strike 4D = 6D vs Grabbed target; on 3+ successes, target is Silenced and begins suffocating (loses 3 Health per turn until freed)
  • Poison Needle: Speed 4D + Precision 2D = 6D vs Defense; on any hit, target makes Body Save (Threshold 4) or is Paralyzed for 2 turns

Special Abilities

  • Perfect Ambush: Spend one full round preparing, the next attack deals +7 damage and target cannot use reactions
  • Uncanny Dodge: When hit, roll Speed 4D + Acrobatics 2D, each success reduces damage by 1
  • Vanish: Once per combat, become invisible until end of next turn or until attacking

Tactics Identifies the highest-priority target and eliminates them before open combat begins. Uses Perfect Ambush if given any preparation time. Vanishes when cornered rather than fighting fair.

Lore & Ecology Master assassins are contractors, not thugs. They arrive with a name, execute the contract, and leave. Finding out who hired them is often harder than surviving the attempt.

Treasure

  • 200–600 silver pieces
  • Complete poisoner's kit
  • Masterwork weapons
  • Encrypted contract identifying client and target

Berserker Champion (Elite)

A warrior who has made violence into a religion and rage into a weapon.

Type: Humanoid (Human) Power Level: Elite Size: Medium

Attributes

  • Body: 5D
  • Speed: 2D
  • Wit: 2D

Talents

  • Strike: 3D
  • Athletics: 2D
  • Fortitude: 3D

Combat Statistics

  • Health: 40 (20 + 5 + 15)
  • Defense: 2 (2 + 1 = 3 ÷ 3 = 1, +1 base = 2)
  • Armor: Light (+1)

Saves

  • Body Save: 8D (Body 5D + Fortitude 3D)
  • Speed Save: 2D (Speed 2D)
  • Wit Save: 2D (Wit 2D)

Attacks

  • Twin Axes: Body 5D + Strike 3D = 8D vs Defense, 4-5 damage typical per axe; can make two attacks per Primary Action, each as a separate roll
  • Cleave: Body 5D + Strike 3D = 8D vs Defense, single roll strikes all enemies within Close range (each defends separately)
  • Fearsome Charge: Once per combat, charge from Far range to Close in a straight line, first attack deals +4 damage; all enemies in the path make Speed Save (Threshold 3) or are knocked Prone

Special Abilities

  • Blood Rage: When reduced below half Health, permanently gain +2D to all Strike rolls and become immune to Shaken and Frightened for the rest of combat
  • Pain is Fuel: Regain 2 Health each time the Berserker deals damage

Tactics Opens with Fearsome Charge, then alternates between Twin Axes and Cleave depending on clustering. Blood Rage makes the second half of this fight more dangerous than the first.

Lore & Ecology Berserker champions often lead warrior cults that follow them specifically. They see battle as sacred, pain as holy, and retreat as apostasy. Dangerous in any context; in sacred sites, positively terrifying.

Treasure

  • 80–200 silver pieces
  • Trophy weapons from notable kills
  • Crude religious icon (personal significance)

Siege Breaker (Elite)

An armored juggernaut designed specifically to destroy fortifications and smash defensive lines.

Type: Humanoid (Human) Power Level: Elite Size: Large

Attributes

  • Body: 4D
  • Speed: 3D
  • Wit: 2D

Talents

  • Strike: 3D
  • Athletics: 2D
  • Fortitude: 2D

Combat Statistics

  • Health: 39 (20 + 4 + 15)
  • Defense: 3 (3 + 3 = 6 ÷ 3 = 2, +1 base = 3)
  • Armor: Heavy (+3)

Saves

  • Body Save: 6D (Body 4D + Fortitude 2D)
  • Speed Save: 3D (Speed 3D)
  • Wit Save: 2D (Wit 2D)

Attacks

  • Great Hammer: Body 4D + Strike 3D = 7D vs Defense, 4-5 damage typical; all damage ignores Armor value when calculating Defense
  • Battering Ram Strike: Body 4D + Strike 3D = 7D vs Defense; on 3+ successes, target is knocked Prone and pushed Near

Special Abilities

  • Fortification Breaker: Deals triple damage to doors, walls, barricades, and other structures
  • Unstoppable: Once per combat, move through all enemies in a straight line without provoking attacks; each creature in the path makes Body Save (Threshold 4) or is knocked Prone
  • Iron Will: Immune to Shaken and forced movement
  • Siege Endurance: Reduce all incoming damage by 2 (minimum 0)

Tactics Targets structural elements and defensive positions rather than engaging in open melee. Wades through enemy lines to reach gates, doors, or protected enemies. Unstoppable lets it bypass the party entirely to reach a high-value target.

Lore & Ecology Siege Breakers are specialist soldiers bred and trained to assault fortified positions. They are expensive, difficult to outfit, and treated by commanding generals like siege equipment as much as soldiers.

Treasure

  • 80–200 silver pieces
  • Modified heavy armor (reinforced plating)
  • Engineering tools (spikes, wedges, chain)

War Wizard (Elite)

A wizard who studied war and found pure theory inadequate preparation for what it actually is.

Type: Humanoid (Human) Power Level: Elite Size: Medium

Attributes

  • Body: 2D
  • Speed: 2D
  • Wit: 5D

Talents

  • Magic: 4D
  • Lore: 2D
  • Resolve: 2D

Combat Statistics

  • Health: 37 (20 + 2 + 15)
  • Defense: 2 (2 + 1 = 3 ÷ 3 = 1, +1 base = 2)
  • Armor: Arcane-woven Robes, Light (+1)

Saves

  • Body Save: 2D (Body 2D)
  • Speed Save: 2D (Speed 2D)
  • Wit Save: 7D (Wit 5D + Resolve 2D)

Attacks

  • Arcane Barrage: Wit 5D + Magic 4D = 9D vs Defense, 5-6 damage typical; can split successes across two targets within Near range of each other
  • Firestorm: Wit 5D + Magic 4D = 9D, Threshold 3 Burst Area (Near), all enemies in area take damage equal to successes; Speed Save (Threshold 3) for half
  • Force Wall: Creates a barrier at Near range, 3m wide, enemies must make Speed Save (Threshold 3) to cross; lasts until War Wizard drops concentration

Special Abilities

  • Arcane Mastery: Deal +2 damage on all magical attacks
  • Counterspell (reaction, once per turn): Roll Wit 5D + Magic 4D vs enemy's casting roll, if more successes, the enemy spell fails
  • War-Hardened: Cannot be Surprised; detects all magical auras within Far range

Tactics Opens with Firestorm against grouped targets. Uses Force Wall to control the battlefield's flow. Saves Counterspell for enemy casters.

Lore & Ecology War Wizards serve in military commands, advise commanders on magical threats, and take the field when the situation demands overwhelming power. They are pragmatic, cold, and devastatingly effective.

Treasure

  • 150–400 silver pieces
  • Combat spellbook (4–6 war spells)
  • Military commendation or posting papers
  • Arcane focus of quality (+1D to Magic)

Necromancer (Elite)

A mage who answered death's questions and liked what they found.

Type: Humanoid (Human) Power Level: Elite Size: Medium

Attributes

  • Body: 2D
  • Speed: 2D
  • Wit: 5D

Talents

  • Magic: 4D
  • Lore: 3D
  • Resolve: 2D

Combat Statistics

  • Health: 37 (20 + 2 + 15)
  • Defense: 1 (2 + 0 = 2 ÷ 3 = 0, +1 base = 1)
  • Armor: None

Saves

  • Body Save: 2D (Body 2D)
  • Speed Save: 2D (Speed 2D)
  • Wit Save: 7D (Wit 5D + Resolve 2D)

Attacks

  • Death Bolt: Wit 5D + Magic 4D = 9D vs Defense, 5-6 damage typical (Necrotic); targets reduced below half Health by this attack lose 2 from maximum Health until healed by magic
  • Raise Dead: Raise any humanoid corpse within Near range as a Zombie (Minion), Primary Action; limit 3 active at once

Special Abilities

  • Undead Mastery: All undead allies within Far range gain +1D to all attacks and Saves
  • Life Drain (Touch): Wit 5D + Magic 4D = 9D vs Defense; Necromancer regains Health equal to damage dealt
  • Unliving Resilience: Reduce all incoming damage by 1 (minimum 0); immune to Poisoned condition

Tactics Opens by raising any available corpses. Targets the living with Death Bolt while undead engage. Uses Life Drain only when isolated with a single target.

Lore & Ecology Necromancers typically pursue one of three goals: immortality research, power over death, or grief so profound they cannot accept loss. Most were students of legitimate magical traditions before crossing a line they didn't recognize until after.

Treasure

  • 100–300 silver pieces
  • Necromantic spellbook
  • Unholy symbol or phylactery fragment
  • Research notes on current project (investigation hook)

Summoner (Elite)

A mage who treats the boundaries between planes as a professional resource.

Type: Humanoid (Human) Power Level: Elite Size: Medium

Attributes

  • Body: 2D
  • Speed: 2D
  • Wit: 5D

Talents

  • Magic: 4D
  • Lore: 3D
  • Resolve: 2D

Combat Statistics

  • Health: 37 (20 + 2 + 15)
  • Defense: 1 (2 + 0 = 2 ÷ 3 = 0, +1 base = 1)
  • Armor: None

Saves

  • Body Save: 2D (Body 2D)
  • Speed Save: 2D (Speed 2D)
  • Wit Save: 7D (Wit 5D + Resolve 2D)

Attacks

  • Summoning Bolt: Wit 5D + Magic 4D = 9D vs Defense, 5-6 damage typical (force energy)
  • Conjure Entity: Summon one Standard-tier creature from pact list (Fire Elemental, Giant Serpent, Dire Wolf, or Animated Armor) as a Primary Action; maximum 2 active simultaneously

Special Abilities

  • Pact Shield: A summoned creature may use its reaction to intercept one attack aimed at the Summoner (once per round)
  • Overchannel: Once per combat, summon an Elite-tier creature instead of Standard, cannot use any other ability this turn
  • Ritual Mastery: Can concentrate on two summons simultaneously

Tactics Summons immediately and directs creatures to engage while firing Summoning Bolts from Far range. Uses Pact Shield reactively to survive direct attacks. Uses Overchannel when a Standard summon isn't enough.

Lore & Ecology Summoners cultivate long-term pact relationships with extraplanar entities, exchanging service, energy, or favors for combat assistance. The most dangerous Summoners have pacts with creatures that genuinely like them.

Treasure

  • 100–300 silver pieces
  • Pact grimoire (lists all current pact entities and terms)
  • Summoning circle components
  • Binding focus (+1D to Magic when summoning)

Enchanter (Elite)

A mage whose specialty is making people want things they wouldn't otherwise want.

Type: Humanoid (Human) Power Level: Elite Size: Medium

Attributes

  • Body: 1D
  • Speed: 3D
  • Wit: 5D

Talents

  • Magic: 4D
  • Persuade: 2D
  • Resolve: 2D
  • Stealth: 1D

Combat Statistics

  • Health: 36 (20 + 1 + 15)
  • Defense: 2 (3 + 0 = 3 ÷ 3 = 1, +1 base = 2)
  • Armor: None

Saves

  • Body Save: 1D (Body 1D)
  • Speed Save: 3D (Speed 3D)
  • Wit Save: 7D (Wit 5D + Resolve 2D)

Attacks

  • Glamour Strike: Wit 5D + Magic 4D = 9D vs Defense, 5-6 damage typical (Psychic); target cannot act against the Enchanter for 1 turn unless damaged by an ally
  • Dominate: Wit 5D + Magic 4D = 9D vs target Wit Save (Threshold 5); on failure, target is Dominated for 3 turns (concentration; one target at a time)

Special Abilities

  • Mass Confusion: Wit 5D + Magic 4D = 9D, Threshold 3 Burst Area (Near), all affected creatures succeed on Wit Save (Threshold 4) or attack a random nearby creature on their next turn
  • Subtle Casting: Enchantments cannot be identified as magical without a Wit Save (Threshold 4)
  • Woven Mind: Immune to Fear, Charm, and Confusion effects

Tactics Dominates the strongest party member in round one. Uses Glamour Strike to keep itself ignored by others. Uses Mass Confusion into clustered melee to create chaos.

Lore & Ecology Enchanters work in politics, criminal organizations, and information networks. Many operate without anyone knowing they exist. An Enchanter on the battlefield means someone important needed the party stopped badly enough to spend the expense.

Treasure

  • 150–400 silver pieces
  • List of Dominated contacts (investigation hook)
  • Enchanter's focus (+1D to Magic when targeting minds)

High Priest (Elite)

A devoted servant of divine power who carries their god's authority into battle.

Type: Humanoid (Human) Power Level: Elite Size: Medium

Attributes

  • Body: 2D
  • Speed: 2D
  • Wit: 5D

Talents

  • Magic: 3D
  • Persuade: 2D
  • Resolve: 3D
  • Lore: 1D

Combat Statistics

  • Health: 37 (20 + 2 + 15)
  • Defense: 2 (2 + 1 = 3 ÷ 3 = 1, +1 base = 2)
  • Armor: Ceremonial Vestments, Light (+1)

Saves

  • Body Save: 2D (Body 2D)
  • Speed Save: 2D (Speed 2D)
  • Wit Save: 8D (Wit 5D + Resolve 3D)

Attacks

  • Divine Strike: Wit 5D + Magic 3D = 8D vs Defense, 4-5 damage typical (Radiant); undead take +2 damage
  • Healing Word (Minor Action): Restore 4 Health to one ally within Near range

Special Abilities

  • Aura of Faith: All allies within Near range gain +1D to Wit Saves and are immune to Fear while the High Priest is conscious
  • Divine Shield (reaction, once per round): Redirect one attack aimed at an ally within Close range to the High Priest instead
  • Consecrated Ground: Once per combat, bless Close-range area, allies there regain 2 Health each turn; undead take 2 damage each turn
  • Martyrdom: If the High Priest is reduced to 0 HP, divine energy bursts outward, all enemies within Near take 4 Radiant damage; all allies regain 5 Health

Tactics Positions centrally to maintain Aura of Faith coverage. Heals allies with Healing Word each round. Uses Consecrated Ground on chokepoints. Divine Shield intercepts attacks on fragile allies.

Lore & Ecology High Priests hold significant authority in their religious institutions. They don't typically seek out combat, but when the faith demands it, or when their temple is threatened, they are formidable.

Treasure

  • 100–400 silver pieces
  • Ornate holy symbol (significant gold value)
  • Ceremonial vestments
  • Sacred texts or divine correspondence

Inquisitor (Elite)

A divine agent trained to detect, investigate, and eliminate supernatural and heretical threats.

Type: Humanoid (Human) Power Level: Elite Size: Medium

Attributes

  • Body: 3D
  • Speed: 3D
  • Wit: 3D

Talents

  • Strike: 2D
  • Magic: 2D
  • Notice: 3D
  • Fortitude: 1D
  • Resolve: 2D

Combat Statistics

  • Health: 38 (20 + 3 + 15)
  • Defense: 3 (3 + 3 = 6 ÷ 3 = 2, +1 base = 3)
  • Armor: Heavy (+3)

Saves

  • Body Save: 4D (Body 3D + Fortitude 1D)
  • Speed Save: 3D (Speed 3D)
  • Wit Save: 5D (Wit 3D + Resolve 2D)

Attacks

  • Purifying Blade: Body 3D + Strike 2D = 5D vs Defense, 3-4 damage typical (Radiant); deals +2 damage to spellcasters and supernatural creatures; target makes Wit Save (Threshold 3) or loses access to one ability until end of its next turn
  • Brand of Guilt: Wit 3D + Magic 2D = 5D vs Defense, mark target; the Inquisitor and all allies gain Advantage on all rolls against the Branded target (lasts until Inquisitor drops concentration)

Special Abilities

  • Sense Heresy: Automatically detects magical auras, shapeshifters, and active disguises within Near range
  • Implacable Pursuit: Cannot be Slowed, Restrained, or knocked Prone
  • Inquisitor's Authority: Once per combat, issue a verbal command, target makes Wit Save (Threshold 4) or immediately stops its current action

Tactics Identifies the supernatural threat and Brands it first. Closes relentlessly, using Purifying Blade to suppress abilities. Uses Authority to interrupt powerful actions. Does not retreat.

Lore & Ecology Inquisitors answer only to their religious hierarchy. They operate with broad authority and limited accountability. Whether that makes them heroes or villains depends entirely on who they've been ordered to find.

Treasure

  • 100–300 silver pieces
  • Holy symbol and inquisitor's writ (legal authority documentation)
  • Warrant identifying their current target (investigation hook)
  • Interrogation tools

Paladin (Elite)

A divine warrior who combines martial excellence with holy power and unbreakable conviction.

Type: Humanoid (Human) Power Level: Elite Size: Medium

Attributes

  • Body: 3D
  • Speed: 3D
  • Wit: 3D

Talents

  • Strike: 3D
  • Magic: 2D
  • Fortitude: 2D
  • Resolve: 2D

Combat Statistics

  • Health: 38 (20 + 3 + 15)
  • Defense: 3 (3 + 3 = 6 ÷ 3 = 2, +1 base = 3)
  • Armor: Heavy (+3)

Saves

  • Body Save: 5D (Body 3D + Fortitude 2D)
  • Speed Save: 3D (Speed 3D)
  • Wit Save: 5D (Wit 3D + Resolve 2D)

Attacks

  • Holy Avenger: Body 3D + Strike 3D = 6D vs Defense, 3-4 damage typical (Radiant); deals +3 damage to undead and fiends
  • Divine Smite (Minor Action, once per round): If the current attack hits, add 3D to the damage pool (Magic)
  • Lay on Hands (Touch): Restore 6 Health to target as Primary Action (usable 3× per combat)

Special Abilities

  • Aura of Protection: All allies within Close range gain +1D to all Saves
  • Divine Sense: Detects undead, fiends, and consecrated or desecrated locations within Far range
  • Sacred Oath: Immune to Fear, Disease, and Charm

Tactics Positions centrally to cover allies with Aura of Protection. Smites heavily armored or high-priority enemies. Uses Lay on Hands to prevent an ally from falling rather than to heal comfortable allies.

Lore & Ecology Paladins serve as divine champions, hospital commanders, and martial representatives of their faith. They are neither rigid nor naive, the best of them understand that principle sometimes requires brutal application.

Treasure

  • 100–400 silver pieces
  • Holy Avenger (masterwork, radiantly attuned)
  • Heavy armor with religious iconography
  • Personal journal (reveals oath and motivation)

Thulid (Elite)

An alien intellect that treats other minds as both tools and food.

Type: Aberration Power Level: Elite Size: Medium

Attributes

  • Body: 2D
  • Speed: 2D
  • Wit: 5D

Talents

  • Magic: 4D
  • Lore: 3D
  • Resolve: 3D
  • Notice: 2D

Combat Statistics

  • Health: 37 (20 + 2 + 15)
  • Defense: 2 (2 + 1 = 3 ÷ 3 = 1, +1 base = 2)
  • Armor: Psychic Carapace, Light (+1)

Saves

  • Body Save: 2D (Body 2D)
  • Speed Save: 2D (Speed 2D)
  • Wit Save: 8D (Wit 5D + Resolve 3D)

Attacks

  • Psychic Blast: Cone attack (Near range, forward arc), all creatures in the cone make Wit Save (Threshold 4) or are Stunned for 2 turns; usable once every other turn
  • Psychic Crush: Wit 5D + Magic 4D = 9D vs target Wit Save (Threshold 5), 5-6 damage typical (Psychic); target cannot take Reactions for 1 turn on any hit
  • Tentacle Grasp: Body 2D + Strike 1D = 3D vs Defense; on hit, target is Grabbed; Grabbed targets take 2 Psychic damage per turn automatically
  • Extract Brain (Grabbed target only): Wit 5D + Magic 4D vs Grabbed target's Body Save (Threshold 5); on failure, target dies

Special Abilities

  • Telepathy: Communicates mind-to-mind with any creature within Far range; passively reads surface thoughts (target makes Wit Save Threshold 3 to notice)
  • Dominate (once per combat): Wit 5D + Magic 4D vs target Wit Save (Threshold 5); on failure, target is Dominated for the rest of combat
  • Elder Brain Link: If within range of an Elder Brain, gains Legendary Resistance (2×)

Tactics Opens with Mind Blast to stun multiple targets. Uses Tentacle Grasp on isolated or stunned targets. Attempts Extract Brain only on Helpless or fully restrained targets. Retreats into Dominated thralls if directly threatened.

Lore & Ecology Thulids serve Elder Brains in vast underground colonies, harvesting thoughts and brains with equal detachment. A Thulid on the surface is either a scout, a rogue agent, or pursuing a specific directive that does not bode well for surface-dwellers.

Treasure

  • 100–400 silver pieces in gems
  • Psionic focus crystal
  • Elder Brain communication device (investigation hook)

Champion & Legendary Humanoids

Orc Warchief (Champion)

A warlord whose personal power and force of will have forged multiple tribes into a single instrument.

Type: Humanoid (Orc) Power Level: Champion Size: Large

Attributes

  • Body: 5D
  • Speed: 3D
  • Wit: 3D

Talents

  • Strike: 4D
  • Tactics: 2D
  • Fortitude: 3D
  • Persuade: 2D

Combat Statistics

  • Health: 50 (20 + 5 + 25)
  • Defense: 3 (3 + 3 = 6 ÷ 3 = 2, +1 base = 3)
  • Armor: Heavy (+3)

Saves

  • Body Save: 8D (Body 5D + Fortitude 3D)
  • Speed Save: 3D (Speed 3D)
  • Wit Save: 3D (Wit 3D)

Attacks

  • Massive War Axe: Body 5D + Strike 4D = 9D vs Defense, 5-6 damage typical; on 4+ successes, hits all enemies adjacent to the primary target
  • Warcry (Primary Action, no attack): All enemies within Near range make Wit Save (Threshold 4) or are Shaken for 2 turns; all orc allies within Near range gain +1D to attacks until end of round

Special Abilities

  • Lead by Example: When the Warchief scores 3+ successes on an attack, one orc ally within Near range makes an immediate free attack
  • Bloodthirst: Regain 5 Health each time the Warchief reduces an enemy to 0 HP
  • Terrifying Wrath: Enemies who score 0 successes on their Warcry Save suffer Frightened for the remainder of combat rather than merely Shaken

Tactics Opens with Warcry to demoralize the party and empower orc allies. Charges the most heavily armored opponent, a deliberate display of dominance. Uses Lead by Example to chain devastating strikes.

Lore & Ecology An Orc Warchief represents something rare: an orc who survived long enough to become wise. They know winning wars requires logistics, intelligence, and timing, not just courage. Other tribes follow them because they win.

Treasure

  • 5–20 gold pieces in mixed coin and valuables
  • Decorated heavy armor and war axe (each worth significant silver)
  • Tribal banner (significant cultural value)
  • Alliance correspondence (multiple tribes, investigation hook)

General (Champion)

A military commander whose greatest weapon is their ability to make everyone around them fight at their best.

Type: Humanoid (Human) Power Level: Champion Size: Medium

Attributes

  • Body: 3D
  • Speed: 4D
  • Wit: 4D

Talents

  • Strike: 3D
  • Tactics: 4D
  • Fortitude: 2D
  • Persuade: 2D
  • Notice: 2D
  • Resolve: 1D

Combat Statistics

  • Health: 48 (20 + 3 + 25)
  • Defense: 3 (4 + 3 = 7 ÷ 3 = 2, +1 base = 3)
  • Armor: Heavy (+3)

Saves

  • Body Save: 5D (Body 3D + Fortitude 2D)
  • Speed Save: 4D (Speed 4D)
  • Wit Save: 5D (Wit 4D + Resolve 1D)

Attacks

  • Commander's Blade: Body 3D + Strike 3D = 6D vs Defense, 3-4 damage typical
  • Strategist's Strike: Body 3D + Strike 3D = 6D vs Defense; on any hit, mark target, all allies attacking the Marked target gain +2D until the General's next turn
  • Tactical Command (Primary Action, no attack): Grant up to 3 allies within Far range an additional Minor Action each, or reposition all allied minions within Far range simultaneously

Special Abilities

  • Supreme Commander: Allies within Far range cannot be Shaken or Frightened while the General is alive and visible
  • Tactical Genius: General and all allies within Far range gain +1D to attacks when acting on the General's initiative order
  • Veteran's Training: Three times per combat, cause a failed Save from any ally within Far range to be rerolled

Tactics Positions where line-of-sight covers the most allies. Marks the highest-priority threat for focus fire. Uses Tactical Command to maximize action economy. Engages personally only when the battle is nearly won or nearly lost.

Lore & Ecology Military Generals serve kingdoms, city-states, and major mercenary companies. Defeating a General often ends a conflict; capturing one may be more valuable than winning the battle.

Treasure

  • 10–50 gold pieces
  • Full military regalia (dress armor, insignia, medals)
  • Campaign maps and strategic intelligence
  • Sealed correspondence with political patrons

Warlord (Champion)

A conqueror who has built empire through personal violence and the loyalty that violence inspires.

Type: Humanoid (Human) Power Level: Champion Size: Medium

Attributes

  • Body: 5D
  • Speed: 3D
  • Wit: 3D

Talents

  • Strike: 4D
  • Athletics: 2D
  • Fortitude: 3D
  • Persuade: 2D

Combat Statistics

  • Health: 50 (20 + 5 + 25)
  • Defense: 3 (3 + 3 = 6 ÷ 3 = 2, +1 base = 3)
  • Armor: Heavy (+3)

Saves

  • Body Save: 8D (Body 5D + Fortitude 3D)
  • Speed Save: 3D (Speed 3D)
  • Wit Save: 3D (Wit 3D)

Attacks

  • War Blade: Body 5D + Strike 4D = 9D vs Defense, 5-6 damage typical
  • Cleave: Body 5D + Strike 4D = 9D vs Defense, single roll, all enemies within Close range (each defends separately)
  • Crushing Assault: Body 5D + Strike 4D = 9D vs Defense; on 4+ successes, target is Stunned for 1 turn

Special Abilities

  • Battle Cry (once per combat): All allies within Far range gain +2D to attacks for 2 turns; all enemies make Wit Save (Threshold 4) or are Shaken
  • Indomitable: Three times per combat, reroll any failed Save
  • Champion's Endurance: When first reduced to 0 HP, make Body Save (Threshold 5), on success, remain at 5 HP
  • Blood for Glory: Regain 3 Health each time an enemy is defeated within Near range

Tactics Opens with Battle Cry. Engages immediately in melee. Uses Cleave into clusters. Champion's Endurance makes the killing blow deceptively premature.

Lore & Ecology Warlords are not Generals; they lead from the front, inspire through personal example, and build loyalty through demonstrated power rather than organizational competence. Their armies are more cohesive and more fragile than professional militaries.

Treasure

  • 15–60 gold pieces
  • Named weapon of significant history
  • Heavy armor bearing warlord's personal heraldry
  • Tribute and tribute-obligation documents (political value)

Archmage (Champion)

A wizard who has lived long enough to stop discovering new magic and start redefining it.

Type: Humanoid (Human) Power Level: Champion Size: Medium

Attributes

  • Body: 2D
  • Speed: 3D
  • Wit: 6D

Talents

  • Magic: 5D
  • Lore: 3D
  • Resolve: 3D
  • Acrobatics: 1D

Combat Statistics

  • Health: 47 (20 + 2 + 25)
  • Defense: 2 (3 + 1 = 4 ÷ 3 = 1, +1 base = 2)
  • Armor: Enchanted Robes, Light (+1)

Saves

  • Body Save: 2D (Body 2D)
  • Speed Save: 4D (Speed 3D + Acrobatics 1D)
  • Wit Save: 9D (Wit 6D + Resolve 3D)

Attacks

  • Arcane Devastation: Wit 6D + Magic 5D = 11D vs Defense, 6-7 damage typical; can split successes among up to 3 targets within Far range
  • Reality Tear: Wit 6D + Magic 5D = 11D, Threshold 4 Burst Area (Near), all creatures take damage equal to successes and are Stunned for 1 turn
  • Time Stop (once per combat): Stop time for all other creatures, take 3 additional turns before normal time resumes (cannot deal direct damage during Time Stop)

Special Abilities

  • Arcane Bulwark: Reduce all incoming damage by 3 (minimum 0)
  • Spell Mastery: Once per round, cast any spell as if it were not the Archmage's first use (no resource cost)
  • Legendary Resistance (3×): Choose to succeed on a failed Save

Tactics Opens with Reality Tear if targets are grouped. Uses Time Stop to reposition, apply ongoing effects, or prepare a devastating opening next round. Arcane Bulwark means waiting the Archmage out is not a viable strategy.

Lore & Ecology Archmages have survived long enough to become important. They sit on councils, advise kings, and pursue research spanning decades. Opposing one personally means they considered the party a significant enough threat to handle themselves, a bad sign.

Treasure

  • 20–100 gold pieces
  • Masterwork spellbook (unique spells)
  • Arcane focus of exceptional quality (+2D to Magic)
  • Research notes on current project (significant lore value)

High Cleric (Champion)

A divine conduit through whom their god acts with uncomfortable directness.

Type: Humanoid (Human) Power Level: Champion Size: Medium

Attributes

  • Body: 2D
  • Speed: 2D
  • Wit: 7D

Talents

  • Magic: 4D
  • Lore: 3D
  • Resolve: 4D
  • Persuade: 2D

Combat Statistics

  • Health: 47 (20 + 2 + 25)
  • Defense: 2 (2 + 2 = 4 ÷ 3 = 1, +1 base = 2)
  • Armor: Sacred Vestments, Medium (+2)

Saves

  • Body Save: 2D (Body 2D)
  • Speed Save: 2D (Speed 2D)
  • Wit Save: 11D (Wit 7D + Resolve 4D)

Attacks

  • Sacred Flame: Wit 7D + Magic 4D = 11D vs Defense, 6-7 damage typical (Radiant); deals double damage to undead
  • Holy Wrath (Burst Area Near, Threshold 3): Wit 7D + Magic 4D = 11D; all undead and fiendish creatures in area automatically fail, no Defense, take full damage; other creatures make Speed Save (Threshold 3) for half
  • Mass Heal (Primary Action): Restore 8 Health to all allies within Near range (usable 2× per combat)

Special Abilities

  • Divine Intervention (once per combat): Choose one, resurrect one fallen ally at 10 HP; destroy all undead within Near range; grant all allies complete damage immunity for 1 turn
  • Consecrated Presence: All undead within Near range suffer –2D to all rolls; all allies within Close range are immune to Fear
  • Champion of Faith: Immune to all conditions; cannot be reduced below 1 HP while at least one ally is still alive
  • Blessed Restoration: Allies healed by the High Cleric are cured of all conditions on healing

Tactics Positions centrally and uses Sacred Flame against undead and fiends. Holds Mass Heal until two or more allies are significantly wounded. Uses Divine Intervention to decisively shift a losing battle.

Lore & Ecology High Clerics lead major temples and coordinate religious institutions across regions. In combat, they are terrifying, especially against undead forces.

Treasure

  • 20–80 gold pieces
  • Grand holy symbol (substantial gold and gem value)
  • Sacred relics (significant religious and political value)
  • Divine correspondence (reveals current divine agenda)

Death Knight (Champion)

A former paladin whose oath broke, or was broken, and who was remade in darkness.

Type: Undead (Humanoid, former Paladin) Power Level: Champion Size: Medium

Attributes

  • Body: 5D
  • Speed: 3D
  • Wit: 3D

Talents

  • Strike: 4D
  • Magic: 3D
  • Fortitude: 3D
  • Resolve: 2D

Combat Statistics

  • Health: 50 (20 + 5 + 25)
  • Defense: 3 (3 + 3 = 6 ÷ 3 = 2, +1 base = 3)
  • Armor: Blackened Full Plate, Heavy (+3)

Saves

  • Body Save: 8D (Body 5D + Fortitude 3D)
  • Speed Save: 3D (Speed 3D)
  • Wit Save: 5D (Wit 3D + Resolve 2D)

Attacks

  • Fell Sword: Body 5D + Strike 4D = 9D vs Defense, 5-6 damage typical (Necrotic); undead are healed by this damage instead of taking it
  • Hellfire Strike (costs Primary + Minor Action): Body 5D + Strike 4D + Magic 3D = 12D vs Defense, 6-7 damage typical (Necrotic and Fire hybrid); ignores all magical wards and damage reduction
  • Soul Rend (once per combat): Wit 3D + Magic 3D = 6D vs target Wit Save (Threshold 3); on failure, target permanently loses 3 maximum Health until restored by powerful magic

Special Abilities

  • Undead Nature: Immune to Poison, Fear, Charm, and any effect targeting living creatures
  • Dark Aura: All allies (including undead) within Near range gain +1D to attacks; all enemies suffer –1D to Saves
  • Undying Champion: Once per combat, when reduced to 0 HP, rise immediately at 15 HP (requires a full turn)
  • Dreadful Presence: All living enemies within Near range make Wit Save (Threshold 4) at start of combat or are Frightened for 2 turns

Tactics Opens with Dreadful Presence to scatter spellcasters and archers. Targets the most spiritually powerful opponent. Uses Hellfire Strike to bypass magical defenses. Rises once, making the killing blow feel like a false victory.

Lore & Ecology Death Knights are tragedy made martial. They remember what they were. Some serve dark masters willingly; others are bound against their will. The former paladins among them are the most dangerous because they still know exactly how a paladin thinks.

Treasure

  • 20–80 gold pieces
  • Blackened plate armor
  • Fell Sword (named weapon, Necrotic attunement)
  • Former holy symbol, tarnished beyond recognition

Ocular Terror (Champion)

A floating sphere of paranoid malevolence equipped with ten different ways to ruin your day.

Type: Aberration Power Level: Champion Size: Large

Attributes

  • Body: 4D
  • Speed: 3D
  • Wit: 4D

Talents

  • Magic: 4D
  • Notice: 4D
  • Lore: 2D
  • Resolve: 2D

Combat Statistics

  • Health: 49 (20 + 4 + 25)
  • Defense: 3 (3 + 3 = 6 ÷ 3 = 2, +1 base = 3)
  • Armor: Armored Hide, Heavy (+3)

Saves

  • Body Save: 4D (Body 4D)
  • Speed Save: 3D (Speed 3D)
  • Wit Save: 6D (Wit 4D + Resolve 2D)

Eye Rays (choose 3 different rays per turn, each as a Minor Action):

  • Death Ray: Wit 4D + Magic 4D = 8D vs Defense, 4-5 damage typical; target makes Body Save (Threshold 5) or dies
  • Petrification Ray: Wit 4D + Magic 4D = 8D vs Defense; target makes Body Save (Threshold 4), failure: Petrified; success: Slowed for 2 turns
  • Disintegration Ray: Wit 4D + Magic 4D = 8D vs Defense; on 4+ successes, target and all worn equipment are destroyed
  • Sleep Ray: Wit 4D + Magic 4D = 8D vs Defense; target makes Wit Save (Threshold 3) or falls Unconscious for 1 hour
  • Slow Ray: Wit 4D + Magic 4D = 8D vs Defense; target halves movement speed and gains only 1 action per turn for 3 turns
  • Charm Ray: Wit 4D + Magic 4D = 8D vs target Wit Save (Threshold 4); on failure, Charmed for 3 turns
  • Telekinesis Ray: Wit 4D + Magic 4D = 8D vs target Speed Save (Threshold 4); on failure, move target anywhere within Far range
  • Antimagic Ray: One target within Near range enters a personal antimagic field, cannot use or be affected by magic for 1 turn

Central Eye (passive): One creature in the Ocular Terror's direct line of sight per round is in an antimagic zone, spells and magic items do not function while in this zone. The Ocular Terror can exclude allies.

Special Abilities

  • All-Around Vision: Cannot be Surprised; no benefit from flanking or attacks from behind
  • Eye Ray Mastery: Use 3 different Eye Rays per turn as Minor Actions (must choose different rays each turn)
  • Legendary Resistance (2×): Choose to succeed on a failed Save
  • Flight: Moves by levitation; immune to ground effects and Prone

Tactics Directs the Central Eye at the party's caster (rendering them magically inert) while firing Petrification and Death Rays at physical threats. Shifts the Antimagic zone as soon as the caster breaks line of sight. Never enters melee.

Lore & Ecology Ocular Terrors are solitary, paranoid, and convinced that other Ocular Terrors are plotting against them. They establish elaborate lairs and destroy anything they can't control. Encountering one rarely means discovering a single creature; it means discovering what it has been collecting.

Treasure

  • 30–100 gold pieces in gems (Ocular Terrors collect)
  • Magic items the Ocular Terror has not identified (they accumulate but rarely use them)
  • Research notes on why every other Ocular Terror is wrong about everything

Lich (Legendary)

An archmage who solved the problem of dying by refusing to do it.

Type: Undead (Humanoid, former Archmage) Power Level: Legendary Size: Medium

Attributes

  • Body: 3D
  • Speed: 4D
  • Wit: 7D

Talents

  • Magic: 6D
  • Lore: 5D
  • Resolve: 4D

Combat Statistics

  • Health: 73 (20 + 3 + 50)
  • Defense: 3 (4 + 2 = 6 ÷ 3 = 2, +1 base = 3)
  • Armor: Phylactery Wards, Medium (+2)

Saves

  • Body Save: 3D (Body 3D)
  • Speed Save: 4D (Speed 4D)
  • Wit Save: 11D (Wit 7D + Resolve 4D)

Attacks

  • Finger of Death: Wit 7D + Magic 6D = 13D vs Defense, 7-8 damage typical (Necrotic); targets killed by this attack rise as Zombies under the Lich's control
  • Power Word Kill (once per combat): Speaks a word of unmaking, targets with 30 or fewer Health die instantly; targets with more Health take damage equal to successes; no Save
  • Disrupt Life: Wit 7D + Magic 6D = 13D, Threshold 3 Burst Area (Near), all living creatures in range take damage equal to successes

Special Abilities

  • Phylactery: When reduced to 0 HP, reform at the Phylactery within 24 hours, unless the Phylactery is destroyed first
  • Aura of Dread: All living creatures within Near range suffer Disadvantage on Wit Saves
  • Legendary Resistance (3×): Choose to succeed on a failed Save
  • Master Necromancer: Controls up to 20 undead simultaneously; they gain +2D to all rolls while within Far range of the Lich
  • Death Curse: Creatures that die within Near range of the Lich rise as Zombies 1 round later (no action required)

Tactics Disrupt Life opens combat, softening all targets simultaneously. Power Word Kill eliminates the most threatening party member. The Lich views the combat itself as secondary, the real battle is finding and destroying the Phylactery, which the Lich has hidden with painstaking care.

Lore & Ecology Every Lich has a Phylactery, an object containing their soul, hidden somewhere and protected extensively. Defeating a Lich without finding it simply inconveniences them. Liches pursue centuries-long projects that even they sometimes forget the original purpose of.

Treasure

  • 50–200 gold pieces
  • Legendary spellbook (unique spells, priceless to arcane scholars)
  • Magic items accumulated over centuries
  • Research on the path to lichdom (dangerous, significant value)
  • Clue to Phylactery location (if the party is clever enough to find it)

Vampire Lord (Legendary)

An ancient predator who has spent centuries perfecting the art of surviving everything.

Type: Undead (Humanoid, once human) Power Level: Legendary Size: Medium

Attributes

  • Body: 5D
  • Speed: 5D
  • Wit: 4D

Talents

  • Strike: 5D
  • Magic: 3D
  • Stealth: 3D
  • Persuade: 4D
  • Acrobatics: 3D
  • Resolve: 2D

Combat Statistics

  • Health: 75 (20 + 5 + 50)
  • Defense: 3 (5 + 2 = 7 ÷ 3 = 2, +1 base = 3)
  • Armor: Supernatural Resilience, Medium (+2)

Saves

  • Body Save: 5D (Body 5D)
  • Speed Save: 8D (Speed 5D + Acrobatics 3D)
  • Wit Save: 6D (Wit 4D + Resolve 2D)

Attacks

  • Vampiric Strike: Body 5D + Strike 5D = 10D vs Defense, 5-6 damage typical (Necrotic); Vampire Lord regains Health equal to damage dealt
  • Charm Gaze (no attack roll): Target within Near must make Wit Save (Threshold 5) or be Charmed indefinitely; Charmed targets will not attack the Vampire Lord and follow simple commands; cured by direct sunlight or the Vampire Lord's permanent death
  • Blood Drain (Grabbed target only): Body 5D + Strike 5D = 10D vs Grabbed target; on hit, drain 8 Health (Vampire Lord regains the full amount); targets reaching 0 HP this way rise as Vampire Spawn under the Lord's control

Special Abilities

  • Lord of the Night: All undead within Far range gain +2D to attacks and Saves
  • Regeneration: Regain 5 Health at the start of each turn (suppressed in direct sunlight or after taking Radiant damage this turn)
  • Legendary Resistance (3×): Choose to succeed on a failed Save
  • Mist Form (once per combat): Transform into mist, immune to physical damage for 2 turns; cannot attack in mist form; passes through any gap
  • Children of the Night (once per combat): Call wolves, bats, or rats, 3 Minion-tier creatures arrive within 2 turns
  • Weaknesses: Direct sunlight (4 damage per turn, Regeneration suppressed); running water (cannot cross voluntarily); wooden stake through heart while Helpless (destroyed permanently)

Tactics Opens with Charm Gaze on the strongest fighter. Uses Vampiric Strike to sustain itself while the party deals with Children of the Night. Retreats into Mist Form when close to defeat, not to escape, but to heal and return.

Lore & Ecology A Vampire Lord is not merely old; it is the accumulated weight of centuries of predatory refinement. It has a castle, a network of contacts, a bloodline of spawn, and contingency plans for scenarios that haven't occurred in living memory. It thinks in decades. The party has hours.

Treasure

  • 100–500 gold pieces
  • Ancestral weapons and armor (centuries old, significant history)
  • Magic items gifted or taken over centuries
  • Correspondence with other power-holders across the region
  • The Lord's personal history (a library of journals, priceless to historians, dangerous to those who read carefully)

Thulid Elder Brain (Legendary)

The psychic apex of Thulid civilization: a vast, ancient intelligence that treats individual minds as components.

Type: Aberration Power Level: Legendary Size: Huge

Attributes

  • Body: 3D
  • Speed: 2D
  • Wit: 9D

Talents

  • Magic: 7D
  • Lore: 5D
  • Resolve: 5D
  • Notice: 4D

Combat Statistics

  • Health: 73 (20 + 3 + 50)
  • Defense: 2 (2 + 2 = 4 ÷ 3 = 1, +1 base = 2)
  • Armor: Psychic Shielding, Medium (+2)

Saves

  • Body Save: 3D (Body 3D)
  • Speed Save: 2D (Speed 2D)
  • Wit Save: 14D (Wit 9D + Resolve 5D)

Attacks

  • Psychic Storm (Burst Area Far, Threshold 3): Wit 9D + Magic 7D = 16D; all creatures in range make Wit Save (Threshold 5) or take damage equal to successes and are Stunned for 1 turn
  • Master Domination: One target the Elder Brain can perceive is Dominated for 1 hour (no Save); maintain up to 5 Dominations simultaneously (concentration)
  • Mind Shatter: Wit 9D + Magic 7D = 16D vs target Wit Save (Threshold 9); on failure, target becomes catatonic for 24 hours

Special Abilities

  • Hive Mind: All Thulids within Far range share the Elder Brain's senses and gain +2D to all rolls; the Elder Brain issues commands without action cost
  • Legendary Resistance (5×): Choose to succeed on a failed Save
  • Psychic Immunity: Immune to all Psychic damage and mental effects; creatures that attempt to psychically contact the Elder Brain without permission take 4 Psychic damage
  • Omniscient Network: Aware of all creatures within 1km; knows the location, surface thoughts, and status of all Dominated individuals
  • Elder Regeneration: Regain 10 Health at the start of each turn; suppressed only if 20 or more damage is dealt in a single strike
  • Unfathomable Presence: All non-Dominated creatures within Near range suffer Disadvantage on Wit Saves; creatures within Close range make Wit Save (Threshold 5) each turn or are Stunned

Tactics The Elder Brain does not enter combat. The encounter IS the combat, fought through waves of Dominated thralls and Thulid servants while the Elder Brain applies Master Domination to party members, issues Psychic Storm against clustered targets, and Mind Shatters isolated heroes. The real challenge is reaching it, not defeating it.

Lore & Ecology An Elder Brain is the psychic center of a Thulid colony, a repository of every mind ever consumed, a tactical genius with centuries of absorbed experience, and the reason why Thulid colonies function with terrifying cohesion. Destroying one ends the colony. Nothing about ending one is easy.

Treasure

  • 100–500 gold pieces in gems
  • Psionic artifacts of unique design
  • Centuries of absorbed knowledge (priceless to scholars, dangerous to access)
  • Complete records of every Dominated individual's memories (significant intelligence value)

GM Notes

Scaling Humanoid Encounters

Adding Difficulty

  • Give leader types special equipment
  • Add spellcasters to martial groups
  • Include environmental advantages (fortifications)
  • Provide tactical objectives beyond "kill all enemies"

Reducing Difficulty

  • Remove special abilities
  • Lower attribute values
  • Give them poor equipment
  • Make them less coordinated

Roleplaying Humanoids

Unlike beasts, humanoids can:

  • Negotiate and parley
  • Surrender when defeated
  • Provide information under interrogation
  • Be recruited or turned against their allies
  • Have complex motivations beyond survival

Plot Hooks

Bandit Groups

  • Former soldiers turned raiders after war ended
  • Desperate farmers forced into crime by famine
  • Organized crime enforcing "protection" rackets
  • Robin Hood style bandits with local support

Cults

  • Summoning rituals requiring interruption
  • Infiltrated local government
  • Kidnapping victims for sacrifice
  • Competing cults seeking same artifact

Military Forces

  • Occupying army oppressing civilians
  • Civil war with both sides morally gray
  • Foreign invasion threatening homeland
  • Mercenary company available for hire

Treasure Customization

Adjust treasure based on:

  • Economic status of group (wealthy vs desperate)
  • Military organization (equipment quality)
  • Magical tradition (spellcasters carry components)
  • Cultural values (orcs prize strength, drow value poison)

Variant Rules

Leader Bonuses

When a leader (Captain, Warlord, etc.) is present:

  • Minions gain +1 to Saves
  • All allies within Near range gain +1D to attacks once per combat
  • Removing leader causes morale check (Wit Save Threshold 3 or flee)

Morale System

Humanoids may flee when:

  • Reduced to 1/4 original numbers
  • Leader is killed
  • Suffering more casualties than inflicting
  • Facing clearly superior force

Roll Wit Save (Threshold 3):

  • Success: Continue fighting
  • Failure: Attempt to flee or surrender

Equipment Quality

Poor Equipment (-1D to attacks): Rusty, damaged, improvised Standard Equipment (no modifier): Typical gear Quality Equipment (+1D to attacks): Well-maintained, superior craftsmanship Masterwork Equipment (+2D to attacks): Expertly crafted, rare


This section provides a foundation for humanoid threats. Expand each entry with specific stat blocks and tactical advice relevant to your campaign.