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Chimerical Beasts

AX.C.13.09 - Chimerical Beasts

Magical beasts are creatures infused with supernatural power, either through ancient bloodlines, magical mutation, or exposure to mystical energies. Unlike natural beasts, they possess extraordinary abilities that defy natural laws, flight without wings, breath weapons, spell-like powers, or impossible physical characteristics.

Overview

What Makes Magical Beasts Unique

  • Supernatural Abilities: Powers beyond natural capabilities
  • Magical Origin: Created by magic, evolved in magical areas, or descended from magical beings
  • Higher Intelligence: Often smarter than natural beasts (Wit 2D-4D)
  • Magical Resilience: Resistance to mundane weapons or magic
  • Exotic Physiology: Impossible anatomies (multiple heads, body regeneration, etc.)
  • Spell-Like Abilities: Can use magic without being spellcasters

Using Magical Beasts in Your Campaign

Magical beast threats serve multiple roles:

  • Guardians: Protecting magical sites or treasures
  • Territorial Apex: Dominating regions through supernatural power
  • Magical Phenomena: Byproducts of arcane events or locations
  • Ancient Remnants: Survivors from mythical ages
  • Chimeric Experiments: Wizard creations gone wrong
  • Mythic Encounters: Legendary creatures of story and song

Magical Beast Categories

Hybrid Creatures: Combinations of different animals

  • Griffons, owlbears, hippogriffs, chimeras
  • Often aggressive and territorial
  • Valuable as mounts or guards if tamed

Supernatural Hunters: Predators with magical abilities

  • Phase beasts, blink dogs, hell hounds
  • Use magic to hunt more effectively
  • Intelligent pack tactics

Construct-Like: Living creatures with construct traits

  • Rust monsters, basilisks, cockatrices
  • Specific, dangerous abilities
  • Often hunted for those abilities

Legendary Creatures: Unique or nearly unique beings

  • Phoenix, unicorn, ki-rin
  • Often intelligent and powerful
  • May serve as quest objectives or allies

Magical Mutations: Natural beasts enhanced by magic

  • Phase spiders, winter wolves, yeth hounds
  • Retain beast instincts with added powers
  • Found in magically saturated areas

Hybrid Creatures

Griffon (Elite)

Majestic creature with eagle head and wings, lion body and legs. Proud and territorial.

Type: Magical Beast (Hybrid) Power Level: Elite Size: Large

Attributes

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

Talents

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

Combat Statistics

  • Health: 39 (20 + 4 + 15)
  • Defense: 2 (4 + 1 = 5 ÷ 3 = 1.66, +1 base = 2)
  • Natural Armor: +1 (thick feathers and hide)

Saves

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

Attacks

  • Beak: Body 4D + Strike 3D = 7D vs Defense, 4-5 damage typical
  • Talons: Body 4D + Strike 3D = 7D vs Defense (can attack with both), 3-4 damage each
  • Pounce: If flies Near range before attack, all attacks gain +2 damage and target makes Body Save (Threshold 5) or knocked prone

Magical Traits

  • Keen Sight: +3D to Notice using vision, spot movement up to 1 mile away
  • Flight: Fly speed 60 feet (Far range per Move action)
  • Aerial Superiority: Advantage on all attacks against targets below it

Special Abilities

  • Diving Strike: Once per combat, dive from Distant height. Deal double damage on Pounce attack
  • Screech: Minor Action, all creatures within Near range make Wit Save (Threshold 4) or frightened for 2 Turns
  • Aerial Grapple: Can grapple creatures up to Medium size while flying and carry them

Tactics Griffons prefer aerial attacks. Circle above prey, screeching to scatter groups, then dive with Pounce. Target isolated or weak prey. Use Aerial Grapple to lift victims high and drop them. If grounded, fight viciously with beak and talons. Retreat to high ground if seriously wounded. Protect nests and territory ruthlessly.

Lore & Ecology Griffons nest in mountain cliffs and high peaks. Mate for life, raising 1-3 chicks per year. Fiercely territorial during breeding season. Hunt large prey (deer, mountain goats, occasionally horses). Highly intelligent and proud, offending a griffon leads to relentless pursuit. Some cultures revere them as noble beasts. Lifespan 50-80 years.

Taming Difficult but achievable. Threshold 5. Must acquire as egg or young chick. Require large amounts of meat and space. Imprint on single handler. Make exceptional flying mounts for those who earn their respect. Never truly tamed, partnership built on mutual respect. Value 2,000-5,000 gold.

Treasure

  • Feathers (crafting flight-related magic items, 50-100 silver per dozen)
  • Beak and talons (weapon components, 100-200 silver)
  • Eggs (if found unhatched, 1,000+ gold, illegal in most regions)
  • Nest may contain remains of previous prey with valuables

Owlbear (Elite)

Terrifying fusion of owl and bear, combining the worst traits of both. Universally aggressive.

Type: Magical Beast (Hybrid) Power Level: Elite Size: Large

Attributes

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

Talents

  • Strike: 4D
  • Notice: 3D
  • Fortitude: 3D

Combat Statistics

  • Health: 40 (20 + 5 + 15)
  • Defense: 2 (2 + 1 = 3 ÷ 3 = 1, +1 base = 2)
  • Natural Armor: +1 (feathers and thick hide)

Saves

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

Attacks

  • Beak: Body 5D + Strike 4D = 9D vs Defense, 5-6 damage typical
  • Claws: Body 5D + Strike 4D = 9D vs Defense (both claws), 4-5 damage each
  • Bear Hug: If both claws hit, automatically grapple and deal 4D damage per Turn

Magical Traits

  • Darkvision: See perfectly in complete darkness
  • Keen Hearing and Smell: +2D to Notice checks
  • Magical Rage: When wounded, immune to fear and pain effects

Special Abilities

  • Fearsome Roar: Minor Action, emit terrifying screech-roar. All creatures within Near range make Wit Save (Threshold 5) or frightened for 3 Turns and disadvantage on attacks
  • Ferocious Assault: When makes full attack, can make additional beak attack as Free Action
  • Relentless: When reduced to 0 Health, make Body Save (Threshold 4). Success: remain at 1 Health and gain +3D to all attacks for 2 Turns (berserker rage)

Tactics Owlbears attack anything that enters their territory. No subtlety, charge directly at nearest threat. Lead with Fearsome Roar, then savage with all weapons. Use Bear Hug to crush most dangerous opponent. Never retreat unless magically compelled. Fight to death defending young or lair. Surprisingly quiet for their size until they attack.

Lore & Ecology Created by insane wizards long ago, owlbears have bred true. Found in forests, caves, and ruins. Extremely territorial, claim 5-10 square miles. Omnivorous but prefer meat. Solitary except during mating season. Young stay with mother for one year. Impossible to domesticate, even eggs hatch aggressive chicks. Lifespan 20-30 years.

Taming Impossible. All attempts result in keeper's death. Even magical compulsion only creates dangerous, unpredictable servant. Some warlords and beast masters claim success but maintain through fear and magic, never trust.

Treasure

  • Owlbear hide (100-300 silver, difficult to work but durable)
  • Beak (ornamental, 50-100 silver)
  • Talons (weapon components, 80-150 silver)
  • Lair may contain remains of victims with equipment

Chimera (Champion)

Terrifying three-headed monstrosity: lion, goat, and dragon heads on massive leonine body with dragon wings and serpent tail.

Type: Magical Beast (Hybrid, Multi-Headed) Power Level: Champion Size: Large

Attributes

  • Body: 6D
  • Speed: 4D
  • Wit: 3D

Talents

  • Strike: 4D
  • Magic: 3D (Breath Weapon)
  • Notice: 3D
  • Fortitude: 3D

Combat Statistics

  • Health: 51 (20 + 6 + 25)
  • Defense: 3 (4 + 2 = 6 ÷ 3 = 2, +1 base = 3)
  • Natural Armor: +2 (scales, hide, and magical toughness)

Saves

  • Body Save: 9D (Body 6D + Fortitude 3D)
  • Speed Save: 4D (Speed 4D + Acrobatics 0D)
  • Wit Save: 4D (Wit 3D + Resolve 1D)

Attacks

  • Lion Bite: Body 6D + Strike 4D = 10D vs Defense, 7-8 damage
  • Goat Gore: Body 6D + Strike 4D = 10D vs Defense, 5-6 damage, +2 if charges
  • Dragon Bite: Body 6D + Strike 4D = 10D vs Defense, 6-7 damage + 2 fire
  • Claws: Body 6D + Strike 4D = 10D vs Defense (both), 5-6 damage each
  • Breath Weapon: Wit 3D + Magic 3D = 6D vs Threshold 2, all in 30-foot cone make Speed Save (Threshold 5) or take 8-10 fire damage (half on save). Usable once per 3 Turns

Magical Traits

  • Three Heads: Cannot be surprised, +2D to Notice, advantage on Wit Saves
  • Flight: Fly speed 40 feet (Near range per Move)
  • Fire Resistance: Reduce fire damage by half
  • Magical Beast: Resistance to non-magical weapons (reduce damage by 2)

Special Abilities

  • Multi-Attack: Can attack with all three heads in one Turn as Primary Action
  • Pounce: If flies Near range before attack, all melee attacks deal +3 damage
  • Tail Sting: Reaction attack when enemy moves away, Speed 4D + Precision 2D = 6D, 3-4 damage + poison (Body Save Threshold 5 or 2D6 poison damage per Turn for 3 Turns)
  • Terrifying Presence: Creatures first seeing chimera make Wit Save (Threshold 5) or frightened

Tactics Chimera uses flight superiority, strafing with Breath Weapon before closing. Opens with Multi-Attack using all three heads, prioritizing dangerous targets. Dragon head targets spellcasters with breath and bite. Goat head charges warriors. Lion head savages whoever's closest. Uses Tail Sting on enemies attempting to flank. Fights viciously but retreats to heal if reduced below 1/4 Health.

Lore & Ecology Ancient magical experiments that breed true. Extremely rare, perhaps 100 in world. Claim vast territories (50+ square miles). Lair in remote mountains, ruins, or badlands. Omnivorous but prefer large prey. Mate rarely, female lays 1-2 eggs per century. Young chimeras born with all heads and deadly from hatching. Lifespan 200+ years. Some gain spellcasting ability with age.

Taming Nearly impossible. Threshold 7. Only possible from hatching and even then unreliable. Requires constant magical compulsion. Used rarely by powerful evil wizards or warlords as ultimate guardian. Value immeasurable if successfully controlled.

Treasure

  • Dragon scales (crafting fire-resistant armor, 500-1,000 silver)
  • Venom sac (poison crafting, 200-400 silver)
  • Lion hide (quality material, 200-300 silver)
  • Goat horns (alchemical components, 100-200 silver)
  • Lair typically contains hoarded treasure from decades of kills: 1,000-5,000 gold worth of equipment, gems, and coins
  • 30% chance of 1-3 magic items

Hippogriff (Standard)

Eagle head and wings on a horse's body. Faster and more agile than the griffon, less powerful, but far more amenable to bonding.

Type: Magical Beast (Hybrid) Power Level: Standard Size: Large

Attributes

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

Talents

  • Strike: 2D
  • Acrobatics: 2D
  • Notice: 2D

Combat Statistics

  • Health: 32 (20 + 2 + 10)
  • Defense: 2 (4 + 1 = 5 ÷ 3 = 1.66, +1 base = 2)
  • Natural Armor: +1 (feathers and hide)

Saves

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

Attacks

  • Beak: Body 2D + Strike 2D = 4D vs Defense, 2-3 damage
  • Talons: Body 2D + Strike 2D = 4D vs Defense, 2-3 damage (front claws, can strike both)
  • Rearing Hooves: Body 2D + Strike 2D = 4D vs Defense, 3-4 damage (rear strike, Close range only)

Magical Traits

  • Keen Sight: +2D to Notice using vision; spot movement up to half a mile
  • Flight: Fly at full speed (Far range per Move action); highly maneuverable
  • Proud Nature: Will not submit to a handler who has shown fear or cowardice, bonding attempts by such individuals automatically fail regardless of roll

Special Abilities

  • Aerial Dive: If descending from above before attacking, first attack this turn gains +2 damage
  • Rearing Reaction: When a creature moves into Close range, may make a Reaction Hooves attack
  • Mount Bond: A bonded hippogriff treats its rider as part of its territory; gains +1D to all attacks when its rider is threatened within Close range

Tactics Hippogriffs fight defensively rather than aggressively. They prefer altitude, diving to attack before retreating. Focus on a single target rather than splitting attention across a group. Will disengage and flee if seriously wounded unless defending young or a bonded rider, who it will not abandon under any circumstances.

Lore & Ecology Hippogriffs nest in highland meadows and forest clearings, living in mated pairs and raising one or two foals per year. A long-standing rivalry exists between hippogriff and griffon populations, the two species will fight on sight. They hunt large birds, deer, and mountain sheep, feeding daily unlike the griffon's irregular feast-and-fast pattern. Lifespan 25–40 years. Their combination of speed, flight, and trainability makes them the preferred mount of well-funded cavalry units and wealthy couriers.

Taming Achievable with patience and demonstrated confidence. Threshold 4. Best acquired as foals; adults require sustained magical assistance to bond. Once bonded, highly loyal and responsive to a single rider. Less proud than griffons, can accept a new rider if re-bonded after the previous rider's death. Value 800–2,000 gold as a trained mount.

Treasure

  • Feathers (flight-related crafting, 30–60 silver per dozen)
  • Talons (minor weapon components, 40–80 silver)
  • Eggs (600–1,200 gold if found intact; possession regulated or prohibited in most city-states)
  • Nests often contain shiny objects collected as nesting material

Manticore (Elite)

Lion's body, bat wings, a face that unsettles for its near-human quality, rows of serrated teeth, and a thick spiked tail that fires bone-hard quills. Intelligent. Patient. Cruel.

Type: Magical Beast (Hybrid) Power Level: Elite Size: Large

Attributes

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

Talents

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

Combat Statistics

  • Health: 39 (20 + 4 + 15)
  • Defense: 2 (3 + 1 = 4 ÷ 3 = 1.33, +1 base = 2)
  • Natural Armor: +1 (thick hide)

Saves

  • Body Save: 4D (Body 4D)
  • Speed Save: 3D (Speed 3D)
  • Wit Save: 3D (Wit 3D)

Attacks

  • Claws: Body 4D + Strike 3D = 7D vs Defense, 4-5 damage (both front claws)
  • Bite: Body 4D + Strike 3D = 7D vs Defense, 4-5 damage
  • Tail Spike Volley: Speed 3D + Precision 2D = 5D vs Defense, 3-4 piercing damage at Near range. Can target up to two creatures within Close range of each other with a single roll. Pool of 24 spikes total; regenerates overnight

Magical Traits

  • Flight: Bat wings allow flight at Near range per Move action
  • Keen Senses: +2D to all Notice checks
  • Cruel Intelligence: Wit 3D reflects predatory cunning; understands most humanoid languages passively though speaks rarely and only to taunt

Special Abilities

  • Spike Volley: As Primary Action, fire up to 4 spikes. Roll once; hits may be divided between up to two targets within Close range of each other
  • Taunting Roar: Minor Action. One target within Near range makes Wit Save (Threshold 3) or must spend their next Move action advancing toward the manticore
  • Crushing Pounce: If moves at least Near range before attacking with Claws, target makes Body Save (Threshold 4) or knocked prone; manticore may make a Bite attack as a Free Action against a prone target

Tactics Manticores are patient and calculating. They soften prey with spike volleys from a safe distance, waiting for wounds to mount before closing. They deliberately isolate the weakest member of a group. If cornered, a manticore will negotiate, offering territorial knowledge or the location of other prey, but rarely honors such bargains unless magically compelled to do so. A manticore that survives combat and escapes remembers, and will seek revenge later.

Lore & Ecology Ancient creatures of uncertain magical origin. Found in mountains, badlands, and deep forests where they claim large territories. Solitary except during rare mating seasons. Known to collect trophies, humanoid skulls prominently, and display them around their lairs. Despite measurable intelligence, most manticores embrace pure predatory hedonism, though older specimens sometimes develop obsessive interests and small hoards. Lifespan 80–120 years.

Taming Nearly impossible. Threshold 7. A very young manticore might be conditionally controlled through powerful magic, but never genuinely loyal, only calculating whether cooperation currently serves its interests. Some powerful warlords employ manticores as aerial shock troops through binding contracts. Their value as assassins is considered significant in the right markets.

Treasure

  • Tail spikes (poison delivery components, 20–40 silver each for unused spikes)
  • Hide (armor material, 150–300 silver)
  • Trophy collection (occasionally contains valuables taken from victims)
  • Small accumulated hoard: 200–1,000 gold in coins, jewelry, and stolen goods

Pegasus (Standard)

Pure white winged horse with silver-tipped feathers and eyes like summer sky. An emblem of purity and courage, and one of the most difficult creatures in the world to earn the trust of.

Type: Magical Beast (Hybrid, Celestial-Touched) Power Level: Standard Size: Large

Attributes

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

Talents

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

Combat Statistics

  • Health: 32 (20 + 2 + 10)
  • Defense: 2 (4 + 0 = 4 ÷ 3 = 1.33, +1 base = 2)
  • Natural Armor: none

Saves

  • Body Save: 2D (Body 2D)
  • Speed Save: 7D (Speed 4D + Acrobatics 3D)
  • Wit Save: 1D (Wit 1D)

Attacks

  • Hooves: Body 2D + Strike 2D = 4D vs Defense, 2-3 damage
  • Wing Buffet: Speed 4D + Strike 2D = 6D vs Defense, 1-2 damage at Close range; target makes Speed Save (Threshold 3) or knocked prone and pushed to Near range

Magical Traits

  • Holy Bloodline: +2D to Wit Saves against magical compulsion, corruption, and fear effects; immune to mundane fear
  • Flight: Fly at full speed (Far range per Move action); extraordinarily maneuverable
  • Celestial Aura: Creatures within Close range who mean the pegasus no harm feel calm and uplifted. Hostile creatures within Close range make Wit Save (Threshold 3) each turn or suffer −1D to all attacks while within the aura

Special Abilities

  • Escape Speed: When fleeing, may move to Far range as a Minor Action instead of a Primary Action
  • Valiant Defense: When a bonded rider is below half Health, all of the pegasus's attacks gain +1D
  • Mount Bond: Requires one week of respectful, unarmed approach and a Threshold 5 check. A pegasus chooses whether to bond. It will refuse a rider who has committed cruelty or betrayal; if a bonded rider's conduct changes significantly, the bond breaks without warning

Tactics The pegasus does not fight. When threatened, it uses its superior speed and flight to simply leave, no creature it is likely to encounter can match its aerial pace. If a bonded rider is in danger, it will reluctantly engage, driving off attackers with hooves and wing buffets, but it retreats the moment it can carry its rider to safety. A pegasus will not fight to the death for its own survival under any circumstances.

Lore & Ecology Pegasi live in remote mountain highlands and magically pure meadows. Extraordinarily rare, most cultures have fewer than a dozen recorded within a continent. They mate for life and produce foals only every few decades. Their diet requires plants found only in areas of strong positive magical resonance; a pegasus cannot survive long in magically corrupted land. Ancient texts describe hero-knights who bonded pegasi and accomplished impossible deeds; those accounts are almost certainly true. Lifespan unknown, ancient pegasi, some believed over three centuries old, are revered as near-divine presences.

Taming Only through demonstrated patience and virtue. Threshold 5. Force is impossible, the pegasus simply departs. Must be approached alone, unarmed, with no violence in one's immediate past. The bonding process takes weeks of daily contact and ultimately rests with the pegasus's choice, not the handler's skill. In most cultures, capturing or selling a pegasus is considered a serious offense against divine law. A bonded pegasus is priceless.

Treasure

  • Shed feathers (flight magic components, 100–300 silver per pristine feather)
  • No hoarded treasure; pegasus nesting sites often mark locations of latent magical significance worth investigating
  • A living bonded pegasus is beyond any monetary valuation

Hydra (Champion)

A vast reptilian mass, thick, low-slung body, seven serpentine necks, each ending in a fanged head capable of independent action. Cut one off and two grow back. Unless it burns.

Type: Magical Beast (Aberrant, Regenerating) Power Level: Champion Size: Huge

Attributes

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

Talents

  • Strike: 4D
  • Fortitude: 3D
  • Notice: 2D

Combat Statistics

  • Health: 52 (20 + 7 + 25)
  • Defense: 2 (2 + 2 = 4 ÷ 3 = 1.33, +1 base = 2)
  • Natural Armor: +2 (thick overlapping scales)

Saves

  • Body Save: 10D (Body 7D + Fortitude 3D)
  • Speed Save: 2D (Speed 2D)
  • Wit Save: 2D (Wit 2D)

Attacks

  • Hydra Bite: Body 7D + Strike 4D = 11D vs Defense, 6-7 damage. The hydra can make up to 3 separate bite rolls per Primary Action, targeting the same creature or different creatures within Close range
  • Tail Slam: Body 7D + Strike 4D = 11D vs Defense, 5-6 damage; target makes Body Save (Threshold 5) or knocked prone and pushed to Near range

Magical Traits

  • Seven-Headed Vigilance: Cannot be surprised or flanked; all creatures within Near range are visible to at least one head at all times. +2D to Notice
  • Poison Immunity: Immune to all poisons and venoms
  • Head Regeneration: At the end of each of the hydra's turns, if it took no fire damage this turn, each severed head regrows as two. Each head beyond the base seven grants one additional bite roll per turn. Maximum 12 heads (5 additional bite rolls)

Special Abilities

  • Severing a Head: A combatant may declare a targeted strike (−1D to attack roll). Dealing 7+ damage in a single hit severs one head, removing one bite roll per turn. The stump must receive fire damage before the hydra's next turn to prevent regrowth. The hydra's bite count cannot fall below 1 regardless of severings
  • Multi-Head Frenzy: When the hydra has 10 or more heads, its extra attacks each deal +2 damage
  • Swamp Camouflage: In swamp or wetland terrain, +2D to Stealth; heads wait partially submerged, resembling floating debris
  • Death Throes: When reduced to 0 Health, each surviving head makes one final bite attack against the nearest creature before the hydra expires

Tactics The hydra's core danger is attrition, groups that don't address head regeneration immediately find themselves overwhelmed by escalating attack volume. It spreads heads across multiple targets simultaneously, making focused defense difficult. It does not disengage, retreat, or show self-preservation instinct. In water, it attempts to drag prey under. Some hydras have been observed pursuing fleeing prey for hours across their territory.

Lore & Ecology Hydras inhabit swamps, coastal marshes, and river deltas. Their exact origin is debated, some scholars argue they are dragon-kin corrupted by isolation in magically saturated wetlands; others believe they are entirely natural apex predators of exceptional antiquity. They do not eat in any conventional sense; their sustenance appears tied to the same magical process that drives regeneration. A hydra's territory typically encompasses an entire swamp, few creatures survive within it long-term. Lifespan is unknown; ancient hydras with ten or more default heads may be centuries old. Critically: a hydra killed without fire and whose body is not destroyed will slowly, over decades, grow a new hydra from each severed head.

Taming Impossible. There is no intelligence here to appeal to, no fear response that functions reliably, and the regeneration makes sustained domination dangerous even under magical compulsion. A handful of ancient binding traditions claim to anchor a hydra to a specific location as a guardian, the rituals involved are among the most hazardous known to scholarship.

Treasure

  • Scales (fire-resistant armor crafting, 300–600 silver per harvested set)
  • Blood (potent alchemical reagent, 100–200 silver per vial)
  • Venom glands (50% chance any given head has developed venom, 150–300 silver each if present)
  • Territory contains remains of past victims; expect scattered equipment from years of kills
  • 20% chance of finding a magic item among territory remains

Magical Beast Threat List

Hybrid Creatures (Elite & Champion)

  • [x] Griffon (Elite) ✓
  • [x] Owlbear (Elite) ✓
  • [x] Chimera (Champion) ✓
  • [x] Hippogriff (Standard) ✓
  • [x] Manticore (Elite) ✓
  • [x] Pegasus (Standard) ✓
  • [x] Hydra (Champion) ✓

Supernatural Hunters (Standard & Elite)

  • [x] Phase beast (Standard) ✓
  • [x] Blink Dog (Standard) ✓
  • [x] Hell Hound (Standard) ✓
  • [x] Winter Wolf (Standard) ✓
  • [x] Shadow Mastiff (Standard) ✓
  • [x] Phase Spider (Standard) ✓
  • [x] Yeth Hound (Standard) ✓

Construct-Like (Standard & Elite)

  • [x] Rust Monster (Standard) ✓
  • [x] Basilisk (Elite) ✓
  • [x] Cockatrice (Standard) ✓
  • [x] Gorgon (Iron Bull) (Elite) ✓

Elemental Beasts (Elite)

  • [x] Salamander (Fire Lizard) (Elite) ✓
  • [x] Frost Worm (Elite) ✓
  • [x] Lightning Elemental (Elite) ✓
  • [x] Magma Mephit (Standard) ✓

Legendary Creatures (Champion & Legendary)

  • [x] Phoenix (Legendary) ✓
  • [x] Unicorn (Champion) ✓
  • [x] Ki-Rin (Legendary) ✓
  • [x] Nightmare (Elite) ✓
  • [x] Behemoth (Legendary) ✓

Aberrant Beasts (Elite & Champion)

  • [x] Remorhaz (Elite) ✓

Fey Beasts (Standard & Elite)

  • [x] Faerie Dragon (Standard) ✓
  • [x] Pixie Drake (Standard) ✓

Phase beast (Standard)

Six-limbed panther with two long tentacles, projecting a displaced image of itself at all times. What you see is never where it is.

Type: Magical Beast (Supernatural Hunter) Power Level: Standard Size: Large

Attributes

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

Talents

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

Combat Statistics

  • Health: 33 (20 + 3 + 10)
  • Defense: 2 (3 + 1 = 4 ÷ 3 = 1.33, +1 base = 2)
  • Natural Armor: +1 (thick hide)

Saves

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

Attacks

  • Claws: Body 3D + Strike 3D = 6D vs Defense, 3-4 damage
  • Tentacle Lash: Body 3D + Strike 3D = 6D vs Defense, 2-3 damage at Close range; on hit, target is grappled (Speed Save Threshold 3 to escape each turn)

Magical Traits

  • Displacement: The Phase beast constantly projects a false image of itself offset by Close range. All attacks against it are made at −1D. Displacement is negated if the beast is hit; it resumes after the beast has not been struck for one full round
  • Magic Resistance: Advantage on saves against spells and magical effects
  • Darkvision: See clearly in complete darkness

Special Abilities

  • Pounce: If moves at least Near range before attacking with Claws, target makes Body Save (Threshold 4) or knocked prone; tentacle lash against prone targets is a Free Action
  • Evasive: Once per turn as a Reaction, when targeted by an attack, the beast may move to Close range in any direction before the roll resolves (does not provoke reactions)
  • Pack Presence: When two or more Phase beasts are present, both displace slightly differently, each −1D penalty from Displacement stacks only once per pair (not compounding per beast)

Tactics Phase beasts are patient ambush predators. They stalk prey for extended periods before striking, always entering combat with Pounce to knock down priority targets. Tentacle grapples pin prey while claws do the real damage. They exploit Evasive movement constantly, circling to prevent flanking. If seriously wounded, they retreat using their displacement to break pursuit.

Lore & Ecology Phase beasts are native to the Feywild, though stable populations exist in deep forests and broken terrain across the material plane. They are intensely territorial, marking ranges of several square miles. Highly intelligent for beasts; they recognize patterns, remember individuals who escaped them, and have been observed using terrain deliberately to channel prey. Natural enemies of blink dogs, whom they hunt obsessively. Lifespan 20–30 years.

Taming Possible but dangerous. Threshold 6. Must be acquired young. Even bonded specimens retain full hunting instincts and require careful management around smaller creatures. Valued by wealthy hunters as companions and trackers.

Treasure

  • Hide (valuable for stealth enchantments, 200–400 silver)
  • Tentacle barbs (spell components, 30–60 silver per pair)
  • Lair may contain remains of long-term victims with valuables

Tawny hound that teleports short distances with a crackling pop. Pack hunters that coordinate through blinks to confound prey.

Type: Magical Beast (Supernatural Hunter, Fey-Touched) Power Level: Standard Size: Medium

Attributes

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

Talents

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

Combat Statistics

  • Health: 32 (20 + 2 + 10)
  • Defense: 2 (4 + 0 = 4 ÷ 3 = 1.33, +1 base = 2)
  • Natural Armor: none

Saves

  • Body Save: 2D (Body 2D)
  • Speed Save: 7D (Speed 4D + Acrobatics 3D)
  • Wit Save: 1D (Wit 1D)

Attacks

  • Bite: Body 2D + Strike 2D = 4D vs Defense, 2-3 damage; on hit, target makes Body Save (Threshold 3) or knocked prone

Magical Traits

  • Blink: As a Minor Action, teleport to any unoccupied space within Near range. This does not provoke reactions and can be used to escape grapples
  • Dimensional Awareness: Cannot be surprised; sense nearby planar disturbances including Phase beast displacement
  • Loyal: Blink dogs are intelligent, neutral-good creatures that understand most humanoid speech; will cooperate with non-evil creatures against Phase beasts and chaotic threats

Special Abilities

  • Pack Blink: When three or more blink dogs attack the same target in one turn, each gains Advantage on its attack roll (coordinated teleportation flanking)
  • Blink Defense: When hit by a melee attack, may immediately Blink as a Reaction (after damage is resolved)
  • Planar Sense: Detect the presence of extraplanar creatures, illusions, and displacement effects within Near range automatically

Tactics Blink dogs fight as a coordinated pack. One dog engages in melee while others Blink into flanking positions. They target the same creature with Pack Blink, knock it prone, then cycle attacks. They will break off pursuit when prey reaches safety and do not fight to the death over territory, if the pack takes significant losses, they Blink away to regroup.

Lore & Ecology Blink dogs are fey creatures that have established populations throughout temperate forests and plains. They live in packs of 6–12, with a clear alpha hierarchy. Blink dogs and Phase beasts share an ancient enmity rooted in their opposite natures; they will always attack Phase beasts on sight. Blink dogs occasionally form genuine bonds with humanoids and may accept them as honorary pack members. Lifespan 10–15 years.

Taming Not truly tamed, befriended. A blink dog that chooses to accompany a person does so willingly. Threshold 3, but only works if the handler is genuinely good-aligned; blink dogs refuse evil companions regardless of approach. They make extraordinary companions and scouts.

Treasure

  • No hoarded treasure
  • Fur (minor magical component for teleportation effects, 20–40 silver)
  • A blink dog's willing companionship is more valuable than any material gain

Hell Hound (Standard)

Black-furred mastiff wreathed in smoke, eyes glowing ember-red. Breathes fire. Hunts in packs from the lower planes.

Type: Magical Beast (Supernatural Hunter, Extraplanar) Power Level: Standard Size: Medium

Attributes

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

Talents

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

Combat Statistics

  • Health: 33 (20 + 3 + 10)
  • Defense: 2 (3 + 0 = 3 ÷ 3 = 1, +1 base = 2)
  • Natural Armor: none (fire body compensates)

Saves

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

Attacks

  • Bite: Body 3D + Strike 3D = 6D vs Defense, 3-4 damage + 1D3 fire damage on hit
  • Fire Breath: Speed 3D vs Threshold 2, cone to Close range. All creatures in cone make Speed Save (Threshold 4) or take 4-5 fire damage (half on save). Usable once per 3 turns

Magical Traits

  • Fire Immunity: Completely immune to fire damage; healed by fire at half the damage value
  • Keen Nose: +3D to Notice using scent; can track prey across any terrain, ignoring weather effects
  • Devil Bound: Hell hounds summoned to the material plane obey the summoner but retain their predatory intelligence

Special Abilities

  • Pack Fire: When two or more hell hounds use Fire Breath in the same turn targeting the same area, the breath weapons combine, increase save Threshold by 1 and damage by 2 per additional hound
  • Infernal Resilience: Resistance to non-magical weapon damage (reduce by 2)
  • Death Knell: When a hell hound kills a creature, it howls. All creatures within Near range make Wit Save (Threshold 3) or frightened for 2 turns

Tactics Hell hounds hunt in packs of 3–6. The pack splits, driving prey toward a kill zone where multiple Fire Breaths converge. They close after the breath to finish with bites. The pack targets isolated or wounded prey first. If a pack member falls, the others fight on, hell hounds have no retreat instinct unless the summoner commands it.

Lore & Ecology Native to the lower planes, hell hounds serve as tracking beasts and guardians for powerful infernal lords. On the material plane, they appear via summoning or planar breaches. Unlike natural predators, they do not eat what they kill; they hunt for the pleasure of it. Their bites carry trace infernal energy that causes wounds to feel hotter than normal fire. Scent range extraordinary; they can track across days-old trails.

Taming Not possible without binding magic. A summoned hell hound obeys its summoner but is never loyal. Unsummoned wild hell hounds cannot be domesticated. Even bound specimens will abandon orders the moment the compulsion lapses.

Treasure

  • No natural treasure
  • Infernal essence (harvested from remains, rare spell component, 50–100 silver)
  • Any valuables belonged to previous victims

Winter Wolf (Standard)

White wolf the size of a pony with cold-blue eyes and breath that freezes the ground. Intelligent enough to plan an ambush.

Type: Magical Beast (Supernatural Hunter) Power Level: Standard Size: Large

Attributes

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

Talents

  • Strike: 3D
  • Stealth: 2D
  • Notice: 2D

Combat Statistics

  • Health: 33 (20 + 3 + 10)
  • Defense: 2 (3 + 1 = 4 ÷ 3 = 1.33, +1 base = 2)
  • Natural Armor: +1 (thick insulating fur)

Saves

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

Attacks

  • Bite: Body 3D + Strike 3D = 6D vs Defense, 3-4 damage; target makes Body Save (Threshold 3) or knocked prone
  • Cold Breath: Speed 3D vs Threshold 2, 15-foot cone to Close range. All creatures in cone make Body Save (Threshold 4) or take 4-5 cold damage and movement reduced to Touch range for 2 turns (half damage, no reduction on save). Usable once per 3 turns

Magical Traits

  • Cold Immunity: Immune to cold damage; ignore all cold weather effects
  • Keen Nose: +2D to Notice using scent; track prey through snowstorm with no penalty
  • Snow Camouflage: While in snow or ice terrain, +3D to Stealth checks

Special Abilities

  • Pack Tactics: Advantage on attacks against a target that has another winter wolf within Close range
  • Frost Bite: Creatures bitten while already prone take an additional 1D3 cold damage and make a second Body Save (Threshold 3) or their Speed is reduced to Touch range until they warm up (10 minutes near fire, or a Short Rest)
  • Howl Coordination: As Minor Action, howl to coordinate the pack. All winter wolves within Near range may immediately Blink to new positions within Near range of the howling wolf as a free Reaction

Tactics Winter wolves are clever pack hunters that exploit terrain. They use Snow Camouflage to approach undetected, then the pack splits, half circle around to cut off retreat while others drive prey toward them. Cold Breath is used to slow movement, then bites knock prey prone for Frost Bite follow-ups. They prioritize prey that breaks from the group.

Lore & Ecology Found in arctic tundra, mountain passes, and deep winter forests. Live in packs of 4–8. Some packs contain one or two normal wolves that they have adopted. Intelligent enough to speak Giant (though rarely bother with humanoids). Known to ally with frost giants or white dragons in exchange for territory and prey. Lifespan 18–25 years.

Taming Possible if raised from a pup. Threshold 5. Adult winter wolves are too proud to submit. A bonded specimen provides extraordinary cold-weather tracking and combat support, but requires large amounts of fresh meat and cold climate to remain healthy.

Treasure

  • Pelt (exceptional cold-weather material, 100–200 silver)
  • Teeth (cold magic components, 20–40 silver per tooth)
  • Lair may contain accumulated prey remains with valuables

Shadow Mastiff (Standard)

Black hound with no eyes visible in its face, trailing wisps of shadow. Its howl is silence itself, a pressure that stops hearts. It exists partly in the shadow plane and fears sunlight.

Type: Magical Beast (Supernatural Hunter, Shadow-Touched) Power Level: Standard Size: Medium

Attributes

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

Talents

  • Strike: 3D
  • Stealth: 4D
  • Notice: 2D

Combat Statistics

  • Health: 33 (20 + 3 + 10)
  • Defense: 2 (3 + 0 = 3 ÷ 3 = 1, +1 base = 2)
  • Natural Armor: none

Saves

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

Attacks

  • Bite: Body 3D + Strike 3D = 6D vs Defense, 3-4 damage
  • Shadow Rend: Body 3D + Strike 3D = 6D vs Defense, 2-3 damage; on hit, target's light source (torch, lantern, magical light) is extinguished on a failed Wit Save (Threshold 3)

Magical Traits

  • Shadow Form: In dim light or darkness, the mastiff is effectively invisible to normal vision. Creatures without darkvision or magical light must succeed on Notice check (Threshold 4) to detect it
  • Sunlight Weakness: In direct bright sunlight, the mastiff has Disadvantage on all rolls and loses Shadow Form. It will not willingly enter sunlit areas
  • Shadow Step: As a Move Action in dim light or darkness, teleport to any shadowed space within Near range

Special Abilities

  • Bay of Silence: Once per combat as a Primary Action, the mastiff releases a silent howl, a psychic pressure felt rather than heard. All creatures within Near range make Wit Save (Threshold 4) or frightened for 3 turns. Creatures that fail cannot willingly move closer to any shadow mastiff
  • Pack Shadow: When three or more shadow mastiffs are present in dim light or darkness, they can share Shadow Form, attacking one doesn't reveal the others' positions
  • Resist Light: Magical light spells targeting the mastiff require a Threshold 4 check; on failure, the spell produces only dim light in the mastiff's presence

Tactics Shadow mastiffs hunt exclusively at night or in deep underground areas. They use Bay of Silence to scatter prey, then pick off frightened stragglers in the darkness. Shadow Step allows them to reposition after each strike, never remaining in the same location long enough to be surrounded. They retreat immediately if exposed to sunlight.

Lore & Ecology Shadow mastiffs originate from the Plane of Shadow but have established populations in deep caverns and ruined areas that receive no sunlight. Packs of 4–8 hunt through connected shadow spaces, sometimes ranging miles in a single hunt. They don't truly eat prey; they consume the fear-energy of the hunt itself. Scholars believe their kind grow from persistent shadow given form by strong negative emotion. Lifespan unknown.

Taming Extremely difficult. Threshold 6. Can only be bonded in near-total darkness. A tamed shadow mastiff serves as an extraordinary night scout but is useless in daylight campaigns. Some thieves' guilds and shadow cults maintain them as guardians for underground operations.

Treasure

  • Shadow essence (harvested in darkness immediately after death, spell component, 80–150 silver)
  • No physical valuables

Phase Spider (Standard)

Eight-legged hunter that slips between the material plane and the Ethereal with ease, attacking from angles that shouldn't exist.

Type: Magical Beast (Supernatural Hunter, Planar) Power Level: Standard Size: Medium

Attributes

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

Talents

  • Strike: 2D
  • Stealth: 4D
  • Acrobatics: 3D

Combat Statistics

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

Saves

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

Attacks

  • Bite: Body 2D + Strike 2D = 4D vs Defense, 1-2 damage + venom. Target makes Body Save (Threshold 4) or takes 2D6 poison damage and is paralyzed for 2 turns. Second save after 1 turn may end paralysis early
  • Web Shot: Speed 3D + Precision 2D = 5D vs Defense at Near range; on hit, target is restrained (Speed Save Threshold 4 to escape as Primary Action)

Magical Traits

  • Ethereal Jaunt: As a Minor Action, shift to the Ethereal Plane (or back). While Ethereal, the spider cannot attack or be attacked by non-ethereal creatures, but can see and move through the material plane. It re-enters the material plane in any unoccupied space within Near range
  • Spider Climb: Move on walls and ceilings at full speed; ignores difficult terrain from webs
  • Web Sense: Detect any creature touching its webs within Near range regardless of visibility

Special Abilities

  • Phasing Strike: If the spider shifts from the Ethereal and attacks in the same turn, its bite attack has Advantage (emerging directly beside target from an impossible angle)
  • Ethereal Retreat: When reduced below half Health, automatically shifts Ethereal as a Free Action once per combat
  • Phase Web: The spider's webs are partially Ethereal, non-magical cutting tools have Disadvantage to sever them

Tactics Phase spiders are patient and methodical. They observe targets from the Ethereal, then emerge for Phasing Strike, vanish again immediately. They aim to paralyze high-value targets before retreating to wait. If prey is secured in webs, they withdraw while the venom works. They never fight prolonged battles, if a target resists paralysis and fights back effectively, the spider withdraws.

Lore & Ecology Phase spiders inhabit ruins, deep forests, and any location with thin planar boundaries. They build webs partially anchored in both planes, only visible as shimmering distortions in material light. Solitary hunters; encounter multiple phase spiders only near large prey concentrations or during rare breeding season. They reproduce by laying Ethereal egg sacs that phase into the material world when hatched. Lifespan 8–15 years.

Taming Nearly impossible. The planar shifting makes containment unviable, a phase spider simply leaves. Some powerful Ethereal binders have compelled temporary service, but true domestication does not exist.

Treasure

  • Phase silk (partial Ethereal weave, extraordinary crafting material, 200–500 silver per harvested sheet)
  • Venom (paralytic, 60–120 silver per dose)
  • Items of previous prey cached in Ethereal anchored web sacs

Yeth Hound (Standard)

Sleek black hound with no scent and silent paws, flying low to the ground on no visible wings. Its bay stops the heart. It hunts souls.

Type: Magical Beast (Supernatural Hunter, Fey) Power Level: Standard Size: Large

Attributes

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

Talents

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

Combat Statistics

  • Health: 32 (20 + 2 + 10)
  • Defense: 2 (4 + 0 = 4 ÷ 3 = 1.33, +1 base = 2)
  • Natural Armor: none

Saves

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

Attacks

  • Bite: Body 2D + Strike 2D = 4D vs Defense, 2-3 damage; creatures bitten by a yeth hound are marked, the hound can unerringly locate them across any distance for 24 hours

Magical Traits

  • Flight: Fly silently at Near range per Move action; never makes sound while moving
  • Non-Magical Immunity: Immune to damage from non-magical weapons
  • Scentless: Cannot be tracked by scent; Notice checks against it have Disadvantage
  • Soul Sense: Detects all living creatures within Far range regardless of concealment or invisibility

Special Abilities

  • Bay: Once per combat as a Primary Action, the yeth hound releases its terrible cry. All creatures within Far range make Wit Save (Threshold 4) or are struck with overwhelming dread; they must flee away from the hound for 2 turns at full speed (no other actions). Creatures that succeed are immune to this hound's Bay for 24 hours. Bay does not affect creatures that cannot hear
  • Relentless Hunt: The yeth hound never loses the trail of a marked creature. It can track across planes and through magical concealment. Only death or a protection ritual ends the hunt
  • Pack Signal: Yeth hounds in a pack communicate silently. All pack members instantly know when one has marked prey

Tactics Yeth hounds are sent to hunt specific prey, usually by a fey lord or the servant of one. They Bay first to scatter the group, then methodically pursue the fleeing. They attack the slowest and most isolated. They do not stop until the quarry is dead or they are dismissed by their master. They do not eat prey; the hunt is the purpose.

Lore & Ecology Yeth hounds serve powerful fey nobles as hunting beasts and executioners. Packs of 2–4 are dispatched to run down creatures that have offended their masters. On rare occasions a yeth hound pack loses its master and continues hunting out of instinct, terrorizing a region. They have no territory; they exist only in service to the hunt. Lifespan unknown; some ancient packs are believed to have hunted continuously for centuries.

Taming Not possible by normal means. They serve only their fey master and that bond cannot be transferred without fey magic. Destroying a pack brings fey attention, their master will send more, or come personally.

Treasure

  • No material treasure
  • A yeth hound fang (spell component for tracking and pursuit magic, 100–200 silver)
  • The fey contract binding them (if found) may be valuable as evidence or leverage

Construct-Like

Rust Monster (Standard)

Soft-bodied creature with four stubby legs, two feathery antennae, and a hunger for iron. Contact with its antennae destroys metal instantly.

Type: Magical Beast (Construct-Like) Power Level: Standard Size: Medium

Attributes

  • Body: 2D
  • Speed: 3D
  • Wit: 1D

Talents

  • Strike: 2D
  • Notice: 2D (scent-based)

Combat Statistics

  • Health: 32 (20 + 2 + 10)
  • Defense: 2 (3 + 1 = 4 ÷ 3 = 1.33, +1 base = 2)
  • Natural Armor: +1 (chitinous carapace)

Saves

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

Attacks

  • Antenna Touch: Body 2D + Strike 2D = 4D vs Defense. On hit, one metal object the target is carrying or wearing is affected by Rust. The target may choose which item is struck. Deals no damage, the danger is entirely the rust effect
  • Bite: Body 2D + Strike 2D = 4D vs Defense, 1-2 damage (only used if no metal is accessible)

Magical Traits

  • Rust: Any ferrous metal item touched by the antennae instantly corrodes, armor loses 1 Armor value permanently, weapons lose 1D from the attack pool permanently. A second touch destroys the item entirely. Magical items make a Wit Save (Threshold 4, using the item's enchantment level) to resist
  • Metal Sense: Detects all ferrous metal within Far range through scent. Prioritizes the largest metal concentration. Will ignore living targets entirely if unattended metal is available
  • Scavenger Nature: The rust monster consumes the rusted metal as food; it is not aggressive if given scrap iron

Special Abilities

  • Compulsive Hunger: The rust monster always advances toward the largest detected metal concentration, even through dangerous terrain. This makes it highly predictable
  • Carapace Insulation: Immune to lightning damage; its shell is a natural insulator
  • Feed: As Primary Action, consume rusted metal debris in Close range, restoring 1D6 Health

Tactics Rust monsters are not predators, they are scavengers drawn to metal. They will not attack non-metal-wearing creatures unless cornered. In combat, they move directly toward the most metal-rich target and attempt Antenna Touch repeatedly. They are not intelligent enough to target tactically, they simply go for the shiniest thing. Feeding rust monsters a bucket of scrap iron will immediately distract them.

Lore & Ecology Found in dungeons, mines, and ruins, anywhere metalwork accumulates. Their origin is unknown; alchemists have theorized they are failed constructs whose animating essence fused with their rust-hunger. They reproduce by laying egg clusters in ferrous-rich rock. No natural predators; their rust ability makes them dangerous to most large creatures. Adventurers fear them disproportionately because a single encounter can strip a party of critical equipment.

Taming Achievable with patience and a regular supply of scrap iron. Threshold 3. A rust monster makes a poor combat companion but an extraordinary dungeon security measure, place one in a corridor and no armored intruder survives long.

Treasure

  • None carried
  • The rust monster's digestive tract contains trace amounts of refined metal: 10–30 silver in raw material if processed (requires Craft check)
  • Its antennae (harvested for rust-inducing alchemical reagents, 80–150 silver per pair)

Basilisk (Elite)

Eight-legged reptile, slow but relentless, with a gaze that petrifies flesh to stone. Dozens of stone statues in its territory mark its hunting range.

Type: Magical Beast (Construct-Like, Petrifying) Power Level: Elite Size: Large

Attributes

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

Talents

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

Combat Statistics

  • Health: 40 (20 + 5 + 15)
  • Defense: 2 (2 + 2 = 4 ÷ 3 = 1.33, +1 base = 2)
  • Natural Armor: +2 (thick scales)

Saves

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

Attacks

  • Bite: Body 5D + Strike 3D = 8D vs Defense, 4-5 damage + 1D3 acid damage

Magical Traits

  • Petrifying Gaze: At the start of each of the basilisk's turns, any creature within Near range that can see the basilisk makes a Wit Save (Threshold 4). Failure: the creature is Slowed (movement halved, −1D to Speed Saves). While Slowed by the gaze, if the creature fails a second save, it is Petrified, turned to stone completely. The basilisk must be able to see the creature for the effect to apply. Looking away (Disadvantage on attacks and Notice vs basilisk) avoids the save entirely
  • Magical Resistance: Advantage on saves against spells
  • Slow Movement: The basilisk moves slowly but its low profile makes it surprisingly hard to spot in rocky terrain (+2D Stealth in stone environments)

Special Abilities

  • Stone Sight: The basilisk can see clearly through or around its own petrified victims; they provide no cover against its gaze
  • Petrified Prey: A petrified creature is treated as a stone object. The petrification is permanent unless reversed with a remove curse or stone to flesh effect (Threshold 4 casting check). The basilisk's blood poured over a petrified creature reverses the effect, a fact known to those who study them
  • Relentless: The basilisk never retreats. It continues fighting until it or its prey is dead

Tactics The basilisk's gaze does the work. It advances methodically toward prey, forcing saves at the start of each turn. Creatures that look away cannot avoid its bite. It targets the most heavily armored creatures last; they'll be slowed before it reaches them anyway. In tight corridors, it is nearly impossible to engage without triggering the gaze.

Lore & Ecology Basilisks inhabit rocky badlands, ruins, and cavern systems. They are completely solitary, two basilisks in the same territory will fight to the death. Their petrified victims accumulate over years, creating eerie stone gardens around lairs. They feed by biting chunks from petrified prey and slowly digesting stone. Lifespan 80–120 years; ancient basilisks with territories full of decades-old stone statues are occasionally found. Their blood reverses their own petrification, herbalists prize it highly.

Taming Impossible. Even magically compelled basilisks are too dangerous, any creature that looks at them is at risk. The only practical use is as a stationary guardian in a specially designed gauntlet where visitors are warned.

Treasure

  • Basilisk blood (reverses petrification, 300–600 silver per vial, highly sought)
  • Eyes (petrification spell components, 200–400 silver per pair)
  • The stone statues in its territory, if any depicted valuable individuals, their recovery (and reversal) may be worth significant coin
  • Scale (rare armor component with minor magical resistance, 150–250 silver per set)

Cockatrice (Standard)

Grotesque chicken-sized hybrid, rooster head, lizard body, bat wings, serpent tail. Its beak and talons petrify on contact.

Type: Magical Beast (Construct-Like, Petrifying) Power Level: Standard Size: Small

Attributes

  • Body: 2D
  • Speed: 3D
  • Wit: 1D

Talents

  • Strike: 2D
  • Acrobatics: 2D
  • Notice: 2D

Combat Statistics

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

Saves

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

Attacks

  • Petrifying Beak: Body 2D + Strike 2D = 4D vs Defense, 1-2 damage + petrification. On hit, target makes Body Save (Threshold 4). Failure: a struck limb is Petrified (arm: lose one attack per turn; leg: Speed reduced to Touch range). A second failed save petrifies the torso, rendering the creature helpless. A third fully petrifies the creature. Each petrification stage requires a separate hit

Magical Traits

  • Flight: Fly at Near range per Move action; flutters erratically, making attack rolls against it −1D from aerial movement
  • Petrifying Touch: Any successful physical contact with the cockatrice's natural attacks triggers the petrification save
  • Flock Panic: Cockatrices are encountered in groups of 2–6; when one attacks, all attack simultaneously

Special Abilities

  • Frenzied Flutterer: The cockatrice's chaotic movement means it can attack from any angle, flanking bonuses do not apply against it
  • Petrification Limit: Unlike the basilisk, cockatrice petrification is progressive and reversible with remove curse (Threshold 3) within 24 hours. After 24 hours, it requires stone to flesh
  • Screech: As Minor Action, emit piercing screech. All creatures within Close range make Wit Save (Threshold 2) or distracted for 1 turn (−1D to their next action)

Tactics Cockatrices are aggressive but not intelligent. They attack anything that enters their territory, especially anything that moves. Flocks mob single targets, each attempting the Petrifying Beak on a different limb. A cockatrice that petrifies a leg then continues attacking the downed creature. They scatter immediately if one is killed.

Lore & Ecology Cockatrices nest in ruins, abandoned farms, and rocky hillsides. Their origin is hotly debated; they may be magical mutations of domestic fowl, or perhaps the failed experiment of a transformation-obsessed wizard. They breed rapidly: clutches of 4–8 eggs hatch in two weeks, and young are aggressive from hatching. A ruined farm infested with cockatrices can devastate a community in months. Lifespan 15–20 years.

Taming Theoretically possible if raised from a hatched egg. Threshold 5. Even bonded specimens periodically panic and attack. Most handlers keep them for their remarkable deterrent value, few things protect a property like a visible cockatrice nest.

Treasure

  • Feathers (minor petrification components, 20–40 silver per bundle)
  • Eggs (extremely dangerous to handle, 100–200 silver each to the right buyer, alchemists prize them)
  • Petrified remains of previous victims in and around nest

Gorgon (Elite)

Iron Bull. Massive bovine creature with overlapping plates of steel-dark scales covering every surface, and breath that turns flesh to stone.

Type: Magical Beast (Construct-Like, Petrifying) Power Level: Elite Size: Large

Attributes

  • Body: 6D
  • Speed: 2D
  • Wit: 1D

Talents

  • Strike: 4D
  • Fortitude: 3D

Combat Statistics

  • Health: 41 (20 + 6 + 15)
  • Defense: 2 (2 + 3 = 5 ÷ 3 = 1.66, +1 base = 2)
  • Natural Armor: +3 (interlocking iron scales)

Saves

  • Body Save: 9D (Body 6D + Fortitude 3D)
  • Speed Save: 2D (Speed 2D)
  • Wit Save: 1D (Wit 1D)

Attacks

  • Gore: Body 6D + Strike 4D = 10D vs Defense, 7-8 damage; target makes Body Save (Threshold 5) or knocked prone and pushed to Near range
  • Trample: Body 6D + Strike 4D = 10D vs Defense against a prone target, 8-10 damage (both front hooves)

Magical Traits

  • Petrification Breath: Once per 3 turns as a Primary Action, exhale a 15-foot cone of gray gas. All creatures in the cone make Body Save (Threshold 5) or begin petrifying, Slowed immediately (−1D to Speed, movement halved). A creature that is already Slowed and fails another save is fully Petrified. Save at end of each turn to stop the progression
  • Iron Hide: The gorgon's armor is genuine iron plate, not magical. Arrows, bolts, and light blades deal minimum damage against it (1 damage). Only heavy weapons, magic, and focused strikes deal full damage
  • Charge: If the gorgon moves at least Near range in a straight line before attacking with Gore, the attack has Advantage and deals +4 damage

Special Abilities

  • Unstoppable: The gorgon ignores difficult terrain and cannot be pushed, tripped, or knocked prone by anything with Body 4D or less
  • Tremor Step: When the gorgon charges, all creatures within Close range at the point of impact make Speed Save (Threshold 4) or knocked prone from the impact force
  • Fear of Iron: Creatures within Close range of the gorgon can smell hot metal and hear the grinding of its scales, on their first turn near it, Wit Save (Threshold 3) or Disadvantage on first action

Tactics The gorgon charges immediately, leading with its Petrification Breath to slow the most mobile targets. It then Gore-charges the heaviest armor, using Trample on whatever falls. It targets spellcasters second; they can circumvent its armor. It cannot be stopped except by death; it does not retreat, does not disengage, and does not respond to fear or pain.

Lore & Ecology Gorgons roam remote grasslands, mountain valleys, and ruins in mated pairs or solitary. They are territorial and aggressive without exception. Their iron scale hide grows thicker over time, very old gorgons may have natural armor rivaling plate mail. They feed on grass, stone, and mineral-rich soil; they do not eat prey they kill. Believed to be magical mutations of normal bulls from extreme proximity to earth elemental activity. Lifespan 100+ years.

Taming Impossible. No intelligence to appeal to, and the physical danger of being nearby is extreme. Some wizards have attempted to bind them as guards, with catastrophic results.

Treasure

  • Iron scales (premium armor and weapon material, 400–800 silver per harvested set)
  • Petrification glands (alchemical component for stone-to-flesh reverse-engineering, 200–400 silver)
  • No hoarded treasure; territory contains petrified remains of previous encounters

Elemental Beasts

Salamander (Fire Lizard) (Elite)

Serpentine fire-elemental lizard from the plane of fire. Upper body vaguely humanoid, lower body a long serpentine tail. Wielding weapons of hardened flame.

Type: Magical Beast (Elemental Beast, Fire) Power Level: Elite Size: Large

Attributes

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

Talents

  • Strike: 3D
  • Magic (Fire): 2D
  • Notice: 2D

Combat Statistics

  • Health: 39 (20 + 4 + 15)
  • Defense: 2 (3 + 1 = 4 ÷ 3 = 1.33, +1 base = 2)
  • Natural Armor: +1 (fire-hardened scales)

Saves

  • Body Save: 4D (Body 4D)
  • Speed Save: 3D (Speed 3D)
  • Wit Save: 3D (Wit 3D)

Attacks

  • Fire Spear: Body 4D + Strike 3D = 7D vs Defense, 4-5 damage + 2 fire damage (spear made of solidified flame; counts as magical)
  • Tail Constrict: Body 4D + Strike 3D = 7D vs Defense at Close range; on hit, target is grappled by the tail and takes 2D6 fire damage per turn while held. Escape: Speed Save Threshold 4

Magical Traits

  • Fire Immunity: Completely immune to fire damage
  • Heat Body: Any creature that strikes the salamander with a melee weapon takes 1D3 fire damage from radiated heat
  • Fire Manipulation: Can shape nearby flames as a Minor Action, extinguish, redirect, or intensify open flames within Close range

Special Abilities

  • Flame Weapon: As Minor Action, create or dismiss a weapon of solidified flame (any melee weapon type). Weapons dissolve after 1 hour or if the salamander is slain
  • Burning Constriction: A creature held in the tail cannot take actions to attack the salamander's body; it can only try to escape or attack the tail section (Defense 1, 20 Health, separate from main body Health pool)
  • Summon Fire: Once per day, as a Primary Action (Threshold 3), cause a fire source within Far range to erupt, fire spreads to Cover an area of Close radius and may ignite flammable materials

Tactics Salamanders are intelligent and tactical. They lead with Tail Constrict to pin the most dangerous melee fighter, then attack others with the Fire Spear. They position themselves near fire sources to use Fire Manipulation and Summon Fire to create environmental advantages. They negotiate if outmatched, salamanders value their lives, and may offer fire-crafted items in exchange for passage.

Lore & Ecology Salamanders originate from the Elemental Plane of Fire, where they serve as craftspeople, warriors, and occasionally nobles. On the material plane, they appear near volcanic activity, forge-complexes with elemental channeling, or through deliberate summoning. Unlike mindless fire elementals, they are fully sapient with complex social structures. They prize fine metalwork and may be bargained with using high-quality forged items. Speak Ignan and frequently speak Common. Lifespan indefinite in the Elemental Plane; uncertain on the material plane.

Taming Not tamed, negotiated with. Threshold 4 (Diplomacy, not Animal Handling). Salamanders may agree to temporary service for payment in high-quality metal, gems, or magical forging knowledge. They will not accept permanent service and will leave when the agreed term ends.

Treasure

  • Flame-forged weapons (cooled spears and blades left after death, 30% chance of being magical, 200–500 silver otherwise)
  • Fire scales (heat-resistant crafting material, 150–300 silver per set)
  • May carry fine metalwork from their home plane (500–2,000 silver, unique craftsmanship)

Frost Worm (Elite)

Pale white segmented worm, fifty feet long, tunneling through arctic permafrost and frozen mountain stone. It trills before it strikes, a sound that paralyzes.

Type: Magical Beast (Elemental Beast, Cold) Power Level: Elite Size: Huge

Attributes

  • Body: 5D
  • Speed: 2D
  • Wit: 1D

Talents

  • Strike: 4D
  • Fortitude: 3D
  • Notice: 1D

Combat Statistics

  • Health: 40 (20 + 5 + 15)
  • Defense: 2 (2 + 2 = 4 ÷ 3 = 1.33, +1 base = 2)
  • Natural Armor: +2 (armored segments)

Saves

  • Body Save: 8D (Body 5D + Fortitude 3D)
  • Speed Save: 2D (Speed 2D)
  • Wit Save: 1D (Wit 1D)

Attacks

  • Bite: Body 5D + Strike 4D = 9D vs Defense, 6-7 damage + 1D3 cold damage
  • Cold Breath: Once per 3 turns, exhale a line to Near range. All creatures in line make Body Save (Threshold 5) or take 6-8 cold damage and are Slowed for 3 turns (movement halved). Half damage and no Slow on save

Magical Traits

  • Cold Immunity: Immune to all cold damage; ignore arctic environmental effects
  • Fire Vulnerability: Fire damage deals +3 damage against the frost worm and its armored segments crack (−1 Armor for 3 turns after each fire hit)
  • Tunneling: Move through ice and frozen earth at normal speed; leaves a tunnel passage large enough for a Medium creature

Special Abilities

  • Trill: As a Minor Action before attacking, emit a high-frequency sound. All creatures within Close range make Body Save (Threshold 4) or are stunned for 1 turn (lose their next action). Creatures that succeed are immune to this frost worm's Trill for 24 hours
  • Death Burst: When reduced to 0 Health, the frost worm's body heat escapes explosively, all creatures within Close range make Speed Save (Threshold 4) or take 4-6 cold damage and are knocked prone. This is a significant risk for creatures that kill the worm in melee
  • Swallow: If a Grappled target is reduced to 0 Health, the frost worm swallows it. Creatures inside take 2D6 cold damage per turn; can be cut free from inside (attack from Disadvantage vs Defense 1, 20 Health internal wall)

Tactics The frost worm uses Trill before emerging from its tunnel, stunning prey, then bites. It uses Cold Breath against clusters of enemies. Large prey it attempts to swallow; small groups it simply bites repeatedly. It retreats into its tunnel if fire is used against it, but will pursue prey through tunnels aggressively.

Lore & Ecology Frost worms inhabit arctic wastes, frozen mountain ranges, and deep glaciers. Solitary, two frost worms in the same territory means one is about to eat the other. Their tunnels create vast networks beneath snowfields, a hidden danger for travelers who break through into their paths. They freeze prey for later consumption. Origin uncertain, some believe them to be giant vermin magically adapted; others argue they are elementally touched creatures. Lifespan unknown but specimens recovered from ancient glacier ice appear identical to modern forms.

Taming Impossible. No viable intelligence and enormous physical danger make any approach fatal.

Treasure

  • Frost worm hide (exceptional cold insulation, 200–400 silver)
  • Ice-crystal deposits that form along its body (minor magical components for cold effects, 50–100 silver total)
  • Frozen remains of previous prey in tunnel cache, roll for accumulated equipment

Lightning Elemental (Elite)

A crackling column of electrical discharge given coherent form, vaguely humanoid, constantly splitting and recombining, moving at impossible speed.

Type: Magical Beast (Elemental Beast, Lightning) Power Level: Elite Size: Medium

Attributes

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

Talents

  • Strike: 2D
  • Acrobatics: 4D
  • Notice: 2D

Combat Statistics

  • Health: 37 (20 + 2 + 15)
  • Defense: 3 (6 + 0 = 6 ÷ 3 = 2, +1 base = 3)
  • Natural Armor: none

Saves

  • Body Save: 2D (Body 2D)
  • Speed Save: 10D (Speed 6D + Acrobatics 4D)
  • Wit Save: 2D (Wit 2D)

Attacks

  • Lightning Strike: Speed 6D + Strike 2D = 8D vs Defense, 4-5 lightning damage; target makes Body Save (Threshold 3) or stunned 1 turn (muscle spasms)
  • Chain Lightning: Speed 6D + Precision 2D = 8D vs Threshold 2. Lightning arcs from one target to adjacent targets, first target takes 4-5 damage, second takes 2-3 damage, third takes 1-2 damage. Each may make Body Save (Threshold 3) to halve

Magical Traits

  • Lightning Immunity: Immune to lightning and electricity
  • Grounding Vulnerability: Contact with a properly grounded surface (large body of water, metal structure in contact with earth) deals double damage to the elemental and may force dispersal
  • Speed of Lightning: Cannot be surprised; acts first in every round regardless of initiative
  • Electrical Form: Can move through metal objects as though they weren't there; cannot pass through non-conductive materials (wood, stone, glass)

Special Abilities

  • Surge: Once per combat, discharge all stored energy, all creatures within Close range make Speed Save (Threshold 5) or take 6-8 lightning damage and are stunned for 2 turns. After Surge, the elemental is weakened for 3 turns (−2D to all rolls)
  • Overload: When the lightning elemental successfully stuns a target wearing metal armor, the armor is overloaded, the wearer's next action has Disadvantage as residual charge interferes with movement
  • Dispersal: When reduced to 0 Health, the elemental disperses, lightning arcs randomly for 1 turn, each nearby creature (within Close range) making a Speed Save (Threshold 3) or taking 2-3 lightning damage

Tactics The lightning elemental is the fastest creature in most encounters. It opens with Chain Lightning to hit multiple targets, then uses its superior speed to strike and retreat before retaliation. It seeks to stun armored combatants through Overload and will use Surge when surrounded. It is uncomfortable near large water sources and will not approach them willingly.

Lore & Ecology Lightning elementals manifest during severe electrical storms, particularly over metal-rich terrain. They are not summoned; they coalesce spontaneously and dissipate after the storm, unless something anchors them (metal, a persistent wound from their passage, or a magical artifact that absorbs their energy). Lifespan: hours to days in natural conditions; indefinitely if anchored. They have no goals or intelligence beyond consuming electrical charge.

Taming Cannot be tamed. Grounding it forces dispersal; attempting to bind it without a proper Faraday apparatus simply routes its energy into whoever is touching it.

Treasure

  • Lightning essence (brief window after dispersal, electrical spell component, 100–200 silver)
  • Metal objects in its path may have absorbed trace charge, some become minor magical conductors (20% chance, 50–100 silver value)

Magma Mephit (Standard)

Small orange-and-black creature, vaguely humanoid, leaking lava from cracks in its cooling stone skin. It laughs when it burns things.

Type: Magical Beast (Elemental Beast, Fire/Earth) Power Level: Standard Size: Small

Attributes

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

Talents

  • Strike: 2D
  • Magic (Fire): 2D
  • Acrobatics: 2D

Combat Statistics

  • Health: 32 (20 + 2 + 10)
  • Defense: 2 (3 + 1 = 4 ÷ 3 = 1.33, +1 base = 2)
  • Natural Armor: +1 (cooling stone skin)

Saves

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

Attacks

  • Claw: Body 2D + Strike 2D = 4D vs Defense, 1-2 damage + 1 fire damage from lava residue
  • Magma Spit: Wit 2D + Magic 2D = 4D vs Defense, 2-3 fire damage at Near range; target makes Body Save (Threshold 3) or takes 1D3 fire damage per turn for 2 turns (burning magma on skin)

Magical Traits

  • Fire and Earth Immunity: Immune to fire damage and bludgeoning from earth/stone; immune to petrification
  • Cold Vulnerability: Cold damage deals +2 damage; if a magma mephit takes 5+ cold damage in one hit, it is hardened, speed halved and all attacks at Disadvantage for 3 turns
  • Death Burst: When reduced to 0 Health, explodes in a spray of lava. All creatures within Close range make Speed Save (Threshold 3) or take 2-3 fire damage

Special Abilities

  • Fiery Regeneration: If the magma mephit ends its turn adjacent to an open flame or lava, restore 1D3 Health
  • Magma Form: Once per day, the mephit partially merges with stone or earth, for 2 turns, it cannot be targeted by attacks (it rises from the floor briefly to attack, then sinks back)
  • Mockery: As Minor Action, taunt one creature within Near range. That creature makes Wit Save (Threshold 2) or makes their next attack against the mephit (even if better targets exist)

Tactics Magma mephits are mischievous rather than strategically intelligent. They use Mockery to draw attacks, then use Death Burst as leverage against groups, threatening to explode if not left alone. They prefer to ignite flammable materials and observe the results. In groups of 3–6, they coordinate by surrounding targets and using Magma Spit from multiple angles.

Lore & Ecology Magma mephits are minor elemental spirits that coalesce near volcanic vents, active lava flows, and large forge-complexes. They are semi-sentient nuisances rather than true threats, their small size belies their irritant value. They form naturally without summoning wherever fire and earth energies concentrate. They speak Ignan and Common poorly. Some serve as unwilling messengers for salamanders. Lifespan: days to weeks in natural conditions; indefinitely near a persistent lava source.

Taming Barely viable. Threshold 3. They can be bribed with flammable materials and shiny stones, but their attention spans are limited. Some gnome artificers keep them near forges to maintain temperature. They are more likely to cause problems than solve them.

Treasure

  • Cooling magma skin (minor fire-resistant material, 20–40 silver)
  • Lava core (if harvested immediately, alchemical heat source, 30–60 silver)

Legendary Creatures

Phoenix (Legendary)

Vast eagle of living fire, trailing burning feathers, with eyes like twin suns. It cannot truly die, when slain, it collapses to ash and is reborn.

Type: Magical Beast (Legendary, Elemental) Power Level: Legendary Size: Huge

Attributes

  • Body: 5D
  • Speed: 7D
  • Wit: 4D

Talents

  • Strike: 3D
  • Magic (Fire): 5D
  • Acrobatics: 3D
  • Notice: 3D

Combat Statistics

  • Health: 75 (20 + 5 + 50)
  • Defense: 4 (7 + 2 = 9 ÷ 3 = 3, +1 base = 4)
  • Natural Armor: +2 (fire-hardened feathers)

Saves

  • Body Save: 5D (Body 5D)
  • Speed Save: 10D (Speed 7D + Acrobatics 3D)
  • Wit Save: 4D (Wit 4D)

Attacks

  • Flame Talon: Body 5D + Strike 3D = 8D vs Defense, 5-6 damage + 3 fire damage
  • Wing Conflagration: Speed 7D + Strike 3D = 10D vs Threshold 2, all in Close radius make Speed Save (Threshold 5) or take 6-8 fire damage (half on save)
  • Solar Beam: Wit 4D + Magic 5D = 9D vs Defense, 8-10 fire damage at Far range; target makes Body Save (Threshold 4) or Blinded for 2 turns

Magical Traits

  • Fire Immunity: Completely immune to fire damage; heals 1D6 per turn while in or touching open flame
  • Radiant Heat: All creatures within Close range take 1D6 fire damage per turn from proximity
  • Immortal Rebirth: When reduced to 0 Health, the phoenix collapses into ash. It is reborn at full Health after 24 hours unless the ash is scattered across at least three different bodies of water, buried in salt, or destroyed by a specific ritual. The ash itself radiates intense heat for 12 hours
  • Legendary Resistance (2/day): May choose to succeed on a failed save

Special Abilities

  • Blinding Presence: Creatures that look directly at the phoenix in combat must make Wit Save (Threshold 3) or Blinded for 1 turn (intense light)
  • Rekindle: Once per combat as a Primary Action, restore up to 20 Health to one creature within Close range (touch of living flame has healing properties for non-evil creatures; evil creatures take 3D6 fire damage instead)
  • Fire Storm: Once per day (Threshold 4 Wit + Magic roll), create a Far-radius firestorm lasting 3 turns. All creatures within the storm take 4-6 fire damage per turn; the phoenix and its allies are immune
  • Ash Trail: Dying feathers that fall from the phoenix are spell components of extraordinary potency

Tactics The phoenix avoids enclosed spaces where its heat aura harms allies. It uses Solar Beam to blind priority targets, then swoops with Wing Conflagration into groups. Against truly dangerous opponents, it accepts death and rebirth as a strategy, the 24-hour window often outlasts its enemies' patience. It is not aggressive by nature; most phoenix combat encounters involve the phoenix defending a sacred site or responding to provocation.

Lore & Ecology Phoenixes are unique beings, each one appears to be genuinely singular, though scholars debate whether different phoenixes are aspects of the same immortal entity or distinct creatures. They nest in volcanic craters or the cores of eternal flames. Their presence heralds transformation: forest fires followed by new growth, plagues burned away, corruption purified. They are neither good nor evil but represent cyclical change itself. Ancient traditions describe rituals to request the phoenix's assistance, always involving sacrifice by fire. Lifespan: effectively infinite.

Taming Not possible and not appropriate. Attempting to bind a phoenix draws its wrath and the ire of the divine forces it represents. The wise approach a phoenix with offerings and requests, not chains.

Treasure

  • Shed feathers (extraordinary fire magic components, 1,000–3,000 silver per intact feather; they remain hot to the touch indefinitely)
  • Phoenix ash (after rebirth, the ash left behind has powerful alchemical properties, 500–1,500 silver per pound)
  • Ancient nesting sites contain accumulated sacred offerings from centuries of supplicants

Unicorn (Champion)

White horse with a single spiraling ivory horn that glows faintly at all times. Faster than any natural horse, with a healing touch and a magic that protects the pure.

Type: Magical Beast (Legendary, Celestial-Touched) Power Level: Champion Size: Large

Attributes

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

Talents

  • Strike: 2D
  • Magic (Healing): 4D
  • Notice: 3D
  • Acrobatics: 2D

Combat Statistics

  • Health: 49 (20 + 4 + 25)
  • Defense: 2 (5 + 0 = 5 ÷ 3 = 1.66, +1 base = 2)
  • Natural Armor: none

Saves

  • Body Save: 4D (Body 4D)
  • Speed Save: 7D (Speed 5D + Acrobatics 2D)
  • Wit Save: 4D (Wit 4D)

Attacks

  • Horn Strike: Body 4D + Strike 2D = 6D vs Defense, 3-4 damage; the horn is magical, on a charging attack (Near range approach), damage increases to 5-8 and counts as magical piercing
  • Hooves: Body 4D + Strike 2D = 6D vs Defense, 3-4 damage

Magical Traits

  • Magical Immunity: Immune to poison, disease, charm, and compulsion effects; advantage on all other magical saves
  • Healing Horn: As Primary Action, touch a creature with the horn to restore Wit + Magic pool value (8) Health. Each creature may only benefit from this once per day
  • Detect Evil: The unicorn automatically knows if any creature within Near range has committed deliberate evil acts within the past week; its eyes dim briefly when such a creature approaches

Special Abilities

  • Blessing Aura: All allies within Close range are under a constant protection from evil effect, evil creatures have Disadvantage on attacks against them, and magical compulsion effects targeting them are suppressed
  • Teleport: Once per day, teleport itself and one willing rider to any location within 1 mile that the unicorn has visited before
  • Sacred Grove Bond: If the unicorn has claimed a territory (typically a pristine forest grove), it may spend 1 minute in communion to heal all creatures within the grove of diseases, poisons, and minor curses
  • Challenge: If a creature strikes the unicorn while not under active attack, the unicorn may Reaction-attack with Horn Strike

Tactics Unicorns fight only to defend themselves or something they are sworn to protect. They lead with Blessing Aura to protect allies, use Horn Strike charges against single high-priority threats, and Teleport themselves or a wounded ally to safety. If the situation is hopeless, they retreat, a unicorn that dies is a permanent loss, and they know it.

Lore & Ecology Unicorns are sacred creatures that claim woodland groves, pristine meadows, or mountain springs as their territories. A single unicorn guards its grove for centuries, its presence maintaining the area's magical purity. They are reclusive and will not approach settlements; they must be sought out in their own lands and treated with respect. The horn is both weapon and tool of healing, removing it kills the unicorn and renders the horn inert within days. Countless fools have learned this too late. Unicorns communicate telepathically with creatures they choose to speak to. Lifespan: believed to be effectively immortal in a healthy grove.

Taming Not tamed, befriended, if the unicorn chooses. The process is purely on the unicorn's terms, measured in weeks or months of respectful presence. A unicorn that chooses a rider does so for life and is a partner rather than a mount. Attempting to capture one invariably fails; they will die before submission.

Treasure

  • The unicorn's horn is worth 10,000+ gold to certain buyers and completely worthless to anyone the unicorn would approve of
  • Sacred grove sites carry inherent magical significance and may contain centuries of naturally accumulated valuable plants, springs with curative properties, and relics left by previous supplicants
  • A unicorn's willing friendship is the rarest and most valuable thing in the world

Ki-Rin (Legendary)

Dragon-headed deer with shimmering scales of gold and jade, walking on clouds. Sacred oracle of heaven. Its presence brings good fortune; its wrath brings divine judgment.

Type: Magical Beast (Legendary, Divine) Power Level: Legendary Size: Large

Attributes

  • Body: 5D
  • Speed: 5D
  • Wit: 6D

Talents

  • Magic (Divine): 5D
  • Notice: 4D
  • Lore: 3D
  • Strike: 2D

Combat Statistics

  • Health: 75 (20 + 5 + 50)
  • Defense: 3 (5 + 2 = 7 ÷ 3 = 2.33, +1 base = 3)
  • Natural Armor: +2 (golden scales)

Saves

  • Body Save: 5D (Body 5D)
  • Speed Save: 5D (Speed 5D)
  • Wit Save: 6D (Wit 6D)

Attacks

  • Gore: Body 5D + Strike 2D = 7D vs Defense, 4-5 damage; counts as magical
  • Divine Bolt: Wit 6D + Magic 5D = 11D vs Defense, 6-8 radiant damage at Far range; target makes Wit Save (Threshold 5) or Blinded for 2 turns

Magical Traits

  • Legendary Resistance (3/day): May choose to succeed on a failed save
  • Flight: Fly at full speed on clouds or through air; leave no tracks, make no sound
  • Divine Awareness: Knows the true name, nature, and recent deeds of every creature within Far range; cannot be deceived by illusion, disguise, or false identity
  • Sacred Ground: Where the ki-rin walks or lands, the earth is blessed for one year, crops prosper, diseases weaken, and evil creatures feel discomfort

Special Abilities

  • Pronounce Judgment: Once per day, the ki-rin may identify and declare one creature within Near range to be Judged. The Judged creature has Disadvantage on all saves and attacks against good-aligned creatures for 24 hours; the ki-rin and all allies within Near range have Advantage against it
  • Oracle Vision: May spend 10 minutes in meditation to receive a vision relevant to a specific question about the future. This functions as a Lore check with its full pool (Wit 6D + Lore 3D = 9D) against Threshold 2–5 depending on clarity sought. The answer is always true but may be symbolic
  • Heaven's Ward: All allies within Close range are immune to fear and charm effects while the ki-rin is present and conscious
  • Dispel Evil: As Primary Action (Threshold 4 Wit + Magic), remove one curse, compulsion, or summoning effect from a creature within Touch range

Tactics The ki-rin does not seek combat. If forced into it, it uses Pronounce Judgment first to weaken the primary threat, then Divine Bolt at range. It never engages in melee unless cornered. Its goal is always to end combat, restore order, and depart; it is not interested in territorial dominance or killing for its own sake.

Lore & Ecology The ki-rin is a creature of divine origin, whether it is an angel in animal form, a divine messenger, or a truly native creature of the highest heavens is debated by theologians. It appears to mortals rarely, always for a purpose, and its departure marks the end of whatever crisis prompted its presence. Some ki-rin have been encountered multiple times by long-lived scholars; they seem to recognize individuals across decades. They eat nothing material, they subsist on prayers and offerings left at holy sites. Lifespan: believed infinite.

Taming Absurd. The ki-rin serves heaven, not individuals. Those who try are Judged.

Treasure

  • A single shed scale (worth 5,000 gold to a scholar; worth nothing to a merchant who doesn't know what it is)
  • A location where a ki-rin stood for more than an hour becomes permanently sanctified, minor divine properties persist
  • Any object the ki-rin has touched is considered a relic by those who revere it

Nightmare (Elite)

Black horse with flaming mane and hooves, eyes like burning coals, and smoke rising from its nostrils. It carries evil riders across planes and through walls of flame.

Type: Magical Beast (Supernatural Hunter, Extraplanar) Power Level: Elite Size: Large

Attributes

  • Body: 4D
  • Speed: 5D
  • Wit: 1D

Talents

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

Combat Statistics

  • Health: 39 (20 + 4 + 15)
  • Defense: 3 (5 + 1 = 6 ÷ 3 = 2, +1 base = 3)
  • Natural Armor: +1 (barding-equivalent flame-hardened hide)

Saves

  • Body Save: 4D (Body 4D)
  • Speed Save: 8D (Speed 5D + Acrobatics 3D)
  • Wit Save: 1D (Wit 1D)

Attacks

  • Hooves: Body 4D + Strike 3D = 7D vs Defense, 4-5 damage + 1D3 fire damage (flaming hooves)
  • Smoke Breath: Speed 5D vs Threshold 2, 15-foot cone of hot smoke. Creatures in cone make Body Save (Threshold 4) or Blinded for 2 turns and take 2-3 fire damage. Vision-dependent abilities fail for the duration

Magical Traits

  • Fire Immunity: Immune to fire damage
  • Planar Travel: Once per day, carry rider and up to one passenger across planar boundaries to a plane the nightmare knows; journey takes 1 minute
  • Ethereal Ride: As Primary Action, shift rider and self into the Ethereal Plane for up to 1 hour; can observe the material plane and move through physical barriers. Re-enter at any unoccupied space within Far range

Special Abilities

  • Flaming Trail: The nightmare leaves flaming hoofprints; fires ignite along its path (Close range). Difficult terrain for pursuers; vision partially obscured
  • Terrifying Presence: When a nightmare charges (Near range before attacking), all creatures within Close range at the point of impact make Wit Save (Threshold 4) or frightened for 2 turns
  • Bond to Master: A nightmare serves a specific evil master and knows its master's location at all times across any distance. If the master dies, the nightmare is freed and returns to the lower planes

Tactics Nightmares are mounts, not independent combatants. With a rider, they provide extraordinary mobility and devastating charges. Without a rider, they fight to escape; they are not suicidal. Smoke Breath disrupts ranged attacks and creates concealment for retreat. A freed nightmare (master dead) leaves immediately.

Lore & Ecology Nightmares are created or bound in the lower planes and given as gifts to powerful evil lords, generals, and high priests. They cannot be captured in the wild; they must be summoned or won from an existing master. Some ancient infernal contracts bind family lines to nightmare ownership across generations. A nightmare bonded to its current master is completely loyal; it will not serve another while its master lives.

Taming Not tamed voluntarily. A nightmare serves because it is bound, not because it chooses to. Dispelling the binding (Threshold 5) frees it; it then departs immediately. There are rituals to create a new binding, but they require infernal components and significant magical power. A freed nightmare's cooperation cannot be purchased.

Treasure

  • Flaming hooves (remain hot after death; minor fire components, 100–200 silver per hoof)
  • Mane ash (fire magic component, 50–100 silver)
  • The infernal binding contract (if found) may have independent legal value in certain planes

Behemoth (Legendary)

A mountain that moves. Vast beyond reckoning, slow beyond patience, its passage reshapes the land. Ancient beyond memory. It has survived everything.

Type: Magical Beast (Aberrant, Primordial) Power Level: Legendary Size: Gargantuan

Attributes

  • Body: 12D
  • Speed: 2D
  • Wit: 2D

Talents

  • Strike: 5D
  • Fortitude: 6D
  • Notice: 2D

Combat Statistics

  • Health: 82 (20 + 12 + 50)
  • Defense: 2 (2 + 3 = 5 ÷ 3 = 1.66, +1 base = 2)
  • Natural Armor: +3 (layered bone-and-hide hide, inches thick)

Saves

  • Body Save: 18D (Body 12D + Fortitude 6D)
  • Speed Save: 2D (Speed 2D)
  • Wit Save: 2D (Wit 2D)

Attacks

  • Stomp: Body 12D + Strike 5D = 17D vs Defense, 12-15 damage; target makes Body Save (Threshold 6) or knocked prone and buried under debris
  • Tail Sweep: Body 12D + Strike 5D = 17D vs Threshold 2, all creatures in Close radius make Speed Save (Threshold 5) or take 8-10 damage and knocked to Near range
  • Headbutt: Body 12D + Strike 5D = 17D vs Defense, 15-18 damage against structures and large objects; counts as siege damage (double damage to objects and buildings)

Magical Traits

  • Legendary Resistance (3/day): May choose to succeed on a failed save
  • Primal Toughness: Resistance to all non-magical damage (reduce by half); magical weapons deal full damage but the creature's sheer mass means it cannot be moved, knocked prone, or restrained by anything short of a dedicated binding ritual
  • Ancient Immunity: Immune to charm, fear, poison, disease, and all condition effects except for physical restraint
  • Regeneration: Restore 5 Health per turn unless fire damage was dealt this turn

Special Abilities

  • Earthquake: When the behemoth moves at full speed (once per 3 turns), the ground shakes in a Near radius around its path. All creatures on the ground make Speed Save (Threshold 4) or knocked prone; any structures in its path take 20 damage
  • Unstoppable: The behemoth cannot be slowed, pushed, or stopped by any force less than a dedicated magical barrier (Threshold 5 to create). It simply walks through obstacles, walls, and most structures
  • Siege Monster: Deals double damage to objects, vehicles, structures, and fortifications
  • Swallow (if target is smaller than Large): A target reduced to 0 Health by Stomp or Headbutt may be swallowed. Takes 4D6 bludgeoning damage per turn inside; the behemoth's body is immune to attacks from within

Tactics The behemoth does not have tactics. It walks. Everything in its path is either crushed, pushed aside, or consumed. It does not pursue fleeing creatures; it does not change course for anything smaller than a mountain. The only tactical consideration is that it moves toward sources of noise and smells edible things. Making a lot of noise near it is inadvisable.

Lore & Ecology The behemoth is the oldest living creature in most settings, a primordial herbivore of such immense scale that it accidentally destroys civilizations by passing through them. It wanders in slow circuits across the continent, following ancient paths it established before recorded history. Its feeding range encompasses hundreds of square miles of forest per season. There is no known instance of a behemoth being killed; scholars debate whether they are immortal or simply so durable that no force encountered has been sufficient. Ancient cultures built roads that deliberately curve around its seasonal paths, some of these roads remain in use today.

Taming Impossible and irrelevant. The behemoth has no interest in anything smaller than a small forest.

Treasure

  • Its body itself is a trove: shed hide (50+ silver per pound, exceptional durability), accumulated minerals in its digestive system (rare gems and ores from centuries of terrain consumption)
  • Its known migration path crosses ancient ruins, following it and examining what it unearths can reveal buried sites

Aberrant Beasts

Remorhaz (Elite)

Arctic centipede-like predator, forty feet long, with a superheated body that glows orange-red between its armored segments. It burrows upward through ice to ambush from below.

Type: Magical Beast (Aberrant) Power Level: Elite Size: Huge

Attributes

  • Body: 6D
  • Speed: 2D
  • Wit: 1D

Talents

  • Strike: 4D
  • Fortitude: 3D
  • Notice: 1D

Combat Statistics

  • Health: 41 (20 + 6 + 15)
  • Defense: 2 (2 + 2 = 4 ÷ 3 = 1.33, +1 base = 2)
  • Natural Armor: +2 (chitinous carapace)

Saves

  • Body Save: 9D (Body 6D + Fortitude 3D)
  • Speed Save: 2D (Speed 2D)
  • Wit Save: 1D (Wit 1D)

Attacks

  • Bite: Body 6D + Strike 4D = 10D vs Defense, 7-8 damage + 1D6 fire damage (superheated maw)
  • Constrict: Body 6D + Strike 4D = 10D vs Defense at Close range; on hit, target is grappled by body segments. Grappled targets take 2D6 fire damage per turn from the remorhaz's body heat. Escape: Speed Save Threshold 5

Magical Traits

  • Superheated Body: Any creature that strikes the remorhaz with a melee weapon takes 1D6 fire damage from radiated heat. Metal weapons used against it become dangerously hot, on a second hit, the wielder makes Body Save (Threshold 3) or drops the weapon
  • Cold Immunity: Completely immune to cold damage; arctic conditions have no effect
  • Fire Vulnerability: Fire damage deals −2 damage (the remorhaz's body is already at maximum heat; additional fire disrupts its internal temperature regulation, does less damage but destabilizes it)
  • Burrowing: Move through ice, snow, and frozen earth at full speed; leaves a passage large enough for a Medium creature

Special Abilities

  • Ambush from Below: When bursting from ice or snow below a target, the first attack has Advantage and the target makes Speed Save (Threshold 4) or is knocked prone immediately
  • Swallow: A grappled target reduced to 0 Health is swallowed. Inside: 3D6 fire damage per turn; cutting free requires attack against internal wall (Defense 1, 15 Health at Disadvantage)
  • Heat Signature: The remorhaz cannot hide from creatures with infravision or magical temperature sense; it glows brightly in the cold

Tactics Remorhaz are ambush predators. They sense vibration through ice and snow, burrow to below their prey, then erupt to Ambush from Below. They attempt to Constrict whatever is most dangerous, letting body heat damage do the work. They are not fast, if prey escapes the initial ambush, they switch to pursuit mode, relying on stamina over speed. They don't retreat unless prey escapes Far range and goes silent.

Lore & Ecology Remorhaz inhabit arctic tundra, high mountain snowfields, and glacial regions. Completely solitary; they are aggressively territorial and will fight other remorhaz to the death. The source of their internal heat is biological, specialized organs burn a process similar to alchemical combustion. They eat other cold-region predators, ice worms, and any warm-blooded creature unlucky enough to walk over their burrowing paths. Lifespan 40–60 years.

Taming Impossible. The heat alone makes sustained proximity fatal without magical protection, and they lack any viable intelligence.

Treasure

  • Remorhaz hide (outer carapace, heat-resistant, 300–500 silver; the inner thermal plates, 500–800 silver per set, extraordinary insulation)
  • Thermal organs (alchemical heat source, 100–200 silver each)
  • No hoarded treasure, but their territories often overlap with frozen caches from previous victims

Fey Beasts

Faerie Dragon (Standard)

Tiny iridescent dragon, fitting in a cupped hand, changing color with mood. Ancient for its size, fond of pranks, and capable of illusion magic that has brought armies to their knees in confusion.

Type: Magical Beast (Fey, Draconic) Power Level: Standard Size: Tiny

Attributes

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

Talents

  • Strike: 1D
  • Magic (Illusion): 3D
  • Stealth: 3D
  • Acrobatics: 2D

Combat Statistics

  • Health: 31 (20 + 1 + 10)
  • Defense: 2 (3 + 0 = 3 ÷ 3 = 1, +1 base = 2)
  • Natural Armor: none (tiny size)

Saves

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

Attacks

  • Bite: Body 1D + Strike 1D = 2D vs Defense, 1 damage (the faerie dragon's primary threat is not its bite)
  • Euphoria Breath: Wit 3D + Magic 3D = 6D vs Threshold 2, cone to Close range. All creatures in cone make Wit Save (Threshold 3) or are Euphoric for 3 turns; they feel wonderful, cannot make aggressive actions, and must spend their next action doing something pleasant (sitting down, laughing, admiring the scenery)

Magical Traits

  • Invisibility: At will as a Minor Action, become invisible. Lasts until the faerie dragon attacks or uses a non-passive ability. Even invisible, it can be detected by scent or by careful Notice (Threshold 4)
  • Fey Resistance: Advantage on saves against magical effects; resistance to non-magical damage (the tiny body is harder to hit meaningfully)
  • Telepathy: Communicate telepathically with any creature within Near range that has language

Special Abilities

  • Greater Invisibility: Once per day, extend Invisibility to cover up to 6 willing creatures within Close range simultaneously for 10 minutes (does not drop when they attack)
  • Complex Illusion: Wit 3D + Magic 3D = 6D vs Threshold 3. Create a static illusion of a scene or object up to Close-range in size. Lasts 1 hour or until dispelled. Creatures interacting with it make Wit Save (Threshold 3) to disbelieve
  • Prank Protocol: Faerie dragons are drawn to elaborate deception and mischief; +2D to all rolls that contribute to a complex prank or extended deception scheme
  • Age Coloration: Older faerie dragons shift color spectrum toward violet and indigo; a violet specimen is hundreds of years old and may have considerably more powerful illusion abilities than listed here

Tactics Faerie dragons do not truly fight. When threatened, they become invisible, use Euphoria Breath to neutralize the most aggressive threats, and flee. They consider direct combat to be poor taste. If they must interact with aggressive creatures, they do so through elaborate illusions and misdirection, leading pursuers into trees, creating the illusion of a cliff, making a predator chase a false image of itself for an hour.

Lore & Ecology Faerie dragons inhabit ancient forests, magical groves, and places where the Feywild bleeds into the material world. They live extraordinarily long lives, a faerie dragon that has turned deep violet may be a thousand years old. They are solitary in territory but sociable in disposition; they may follow interesting travelers for months out of curiosity. They collect stories, jokes, and secrets rather than treasure. Some serve as informal advisors to fey nobles. Their Euphoria Breath is entirely benign, it causes no lasting harm and creatures rarely object to the experience afterward.

Taming A faerie dragon befriends on its own terms. One cannot be captured or coerced; it simply becomes invisible and leaves. A faerie dragon that chooses to accompany someone does so out of genuine interest and departs when bored. The relationship is always on its terms. Their willing companionship is a genuine asset: they are extraordinary scouts, negotiators with fey, and sources of information on anything that has happened in their territory for the past century.

Treasure

  • No material treasure (they collect memories and tales, not objects)
  • Shed scales (mild illusion magic component, 30–60 silver per small handful)
  • A faerie dragon's genuine goodwill is a form of social currency in fey circles

Pixie Drake (Standard)

Sparrow-sized draconic creature with translucent wings and scales that shift color like an oil slick. Capricious and enchantment-prone, it spreads sleep dust and glamours like a fey creature in miniature dragon form.

Type: Magical Beast (Fey, Draconic) Power Level: Standard Size: Tiny

Attributes

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

Talents

  • Strike: 2D
  • Magic (Enchantment): 2D
  • Acrobatics: 3D
  • Stealth: 2D

Combat Statistics

  • Health: 31 (20 + 1 + 10)
  • Defense: 2 (4 + 0 = 4 ÷ 3 = 1.33, +1 base = 2)
  • Natural Armor: none

Saves

  • Body Save: 1D (Body 1D)
  • Speed Save: 7D (Speed 4D + Acrobatics 3D)
  • Wit Save: 2D (Wit 2D)

Attacks

  • Claw: Body 1D + Strike 2D = 3D vs Defense, 1 damage
  • Sleep Dust: Speed 4D + Magic 2D = 6D vs Threshold 2, cone to Close range. All creatures in cone make Body Save (Threshold 3) or fall asleep for 1 hour (ends immediately if damaged). Usable twice per day

Magical Traits

  • Glamour: At will as a Primary Action, alter the appearance of one creature or object within Touch range for up to 1 hour. The glamour is visual only; physical interaction reveals the truth. Wit Save (Threshold 3) to disbelieve for creatures who have reason to suspect illusion
  • Darkvision: See clearly in complete darkness
  • Fey Nature: Immune to magical sleep effects; advantage on saves against enchantment magic

Special Abilities

  • Dazzle: As Minor Action, flash iridescent scales. One creature within Close range makes Wit Save (Threshold 3) or Dazzled for 1 turn; they must spend their action moving toward something beautiful or interesting they can see (the drake can create this impression with a quick Glamour)
  • Swarm Glamour: When three or more pixie drakes work together, their glamour effects create a Threshold 4 illusion rather than Threshold 3, the combined effort is harder to disbelieve
  • Drake Bond: A pixie drake that has decided to follow someone will groom that person's hair, bring them small shiny objects, and attempt to sleep on their shoulder. Dislodging it requires a Threshold 2 Speed Save to prevent it from simply returning

Tactics Pixie drakes defend themselves with Sleep Dust and Dazzle, then flee while targets are occupied. They are not capable of meaningful combat and know it. In groups, they coordinate Sleep Dust to overwhelm a larger target. They particularly enjoy Dazzling creatures that are trying to do something important at a critical moment, purely for entertainment.

Lore & Ecology Pixie drakes inhabit the fringes of fey-touched forests, wildflower meadows, and river banks in areas of high magical saturation. They live in loose flocks of 6–20, forming complex social relationships that outside observers find bewildering. They collect small shiny objects (buttons, coins, gemstone chips) and build elaborate nest-decorations. Unlike faerie dragons, they are relatively short-lived at 40–60 years, but reproduce quickly. They are sometimes mistaken for actual pixies by casual observers, which annoys both populations considerably.

Taming Theoretically viable with patience. Threshold 2. More accurately: a pixie drake decides to adopt someone and is thereafter impossible to get rid of. Providing them with shiny objects and tolerating their glamour-pranks ensures continued positive relations. They make adequate (if chaotic) familiars for wizards who don't mind their spellbooks occasionally being rearranged.

Treasure

  • Scales (iridescent glamour component, 20–40 silver per collection)
  • Nest contents: accumulated shiny objects (1D6 × 10 silver worth of small coins, buttons, gemstone chips)
  • Their Sleep Dust can be harvested post-mortem (alchemical sleep component, 40–80 silver per harvest)

GM Notes

Magical vs Natural

What Makes a Beast Magical

  • Supernatural abilities impossible in nature
  • Created through magic or mutation
  • Natural immunity to non-magical weapons
  • Spell-like abilities
  • Impossible physiology
  • Magical essence detectable by spells

Borderline Cases

  • Dire beasts: Natural but oversized
  • Awakened beasts: Magical intelligence boost
  • Trained monsters: Natural beast, magical training
  • Planar creatures: Extraplanar beasts

Magical Beast Abilities

Common Magical Powers

  • Resistance to mundane weapons
  • Spell-like abilities (1-3 per creature)
  • Breath weapons or ranged magical attacks
  • Regeneration or fast healing
  • Teleportation or dimensional shifting
  • Shape-changing or illusions
  • Magical senses (true sight, detect magic)

Balancing Powers

  • Limit uses per day/combat
  • Require recharge period
  • Scale to power level
  • Provide clear counters
  • Telegraph before use

Creating Hybrid Creatures

Two-Creature Hybrids

  1. Choose base creatures
  2. Take best attributes from each
  3. Combine special abilities
  4. Add unique power from fusion
  5. Adjust power level accordingly

Example Process

  • Griffon = Eagle + Lion
  • Eagle: Flight, keen sight, talons
  • Lion: Strength, pack tactics, mane
  • Unique: Aerial superiority, pride
  • Result: Flying lion-eagle predator

Supernatural Hunting

Magical Advantage

  • Use powers to locate prey
  • Ambush from impossible angles
  • Coordinate using telepathy
  • Adapt tactics magically

Balanced Predators

  • Powers aid hunting, not combat
  • Still vulnerable when surprised
  • Magic use telegraphed
  • Clear limitations on abilities

Component Harvesting

Magical Components Many magical beast parts have value:

  • Scales: Armor crafting
  • Venom/Blood: Potion ingredients
  • Organs: Spell components
  • Bones: Wand/staff materials
  • Feathers: Flight magic

Harvesting Rules

  • Requires appropriate tools
  • Wit + Craft/Medicine check
  • Threshold based on complexity
  • Time required: 10-60 minutes
  • Failure may ruin components
  • Some components decay rapidly

Plot Hooks

Guardian Scenarios

  • Wizard's magical beast guards escaped
  • Ancient temple protected by chimera
  • Griffon aerie blocks mountain pass
  • Basilisk infestation turning villagers to stone

Ecological Impact

  • Magical beast breeding unchecked
  • Creature displaced from habitat by expansion
  • Magical radiation creating new creatures
  • Species nearing extinction, requires protection

Legendary Encounters

  • Phoenix required for resurrection ritual
  • Unicorn horn needed for cure
  • Ancient prophecy involving magical beast
  • Taming legendary creature as quest

Hybrid Origins

  • Mad wizard creating new hybrids
  • Natural magical mutations spreading
  • Planar rift releasing strange creatures
  • Ancient hybrid species reappearing

Taming Magical Beasts

Difficulty Factors

  • Intelligence (smarter = harder to fool)
  • Magical nature (resistant to training)
  • Temperament (aggressive vs curious)
  • Age (younger = easier)
  • Methods (magical vs mundane)

Success Requirements

  • High Attunement talent
  • Magical knowledge
  • Patience and time
  • Appropriate environment
  • Food and care

Training Challenges

  • Magical creatures resist domination
  • Require supernatural food/environment
  • May have alien thought patterns
  • Loyality questionable
  • Magical compulsion risks

Variant Rules

Magical Resistance

Some magical beasts resist non-magical attacks:

Magical Resistance Levels

  • Minor: Reduce non-magical damage by 2
  • Moderate: Reduce non-magical damage by half
  • Major: Immune to non-magical weapons

Overcoming Resistance

  • Magical weapons ignore resistance
  • Silvered weapons reduce by 1 level
  • Elemental damage may bypass
  • Massive damage may overwhelm

Breath Weapons

Many magical beasts have breath weapons:

Breath Weapon Rules

  • Requires Primary Action
  • Recharge: 1D3 Turns after use
  • Area: 30-foot cone or 60-foot line
  • Damage: Varies by creature
  • Save: Speed Save halves damage
  • Can't use in consecutive Turns

Breath Types

  • Fire, Cold, Lightning, Acid, Poison
  • Some have special effects beyond damage
  • Rare creatures have multiple breath types

Regeneration

Powerful magical beasts regenerate:

Regeneration Rules

  • Heal X Health per Turn automatically
  • Amount varies by creature (1-10 per Turn)
  • May have vulnerability stopping regeneration
  • Can regrow lost body parts
  • Unconscious until healed above 0

Common Vulnerabilities

  • Fire prevents troll regeneration
  • Acid stops many regenerations
  • Radiant damage may prevent
  • Specific materials (cold iron, silver)

Hybrid Variants

Creating New Hybrids Take any two creatures and combine:

  • Use hybrid formula above
  • Keep power level appropriate
  • Ensure abilities synergize
  • Add unique fusion trait
  • Balance against similar power creatures

Example Hybrids

  • Spider + Monkey = Arachnid Swinger
  • Wolf + Dragon = Drake Hound
  • Bear + Owl = Ursine Hunter (owlbear variant)
  • Snake + Lion = Serpent Mane

Magical beasts add wonder and danger to any fantasy campaign. Their supernatural abilities create memorable encounters that challenge players to think beyond simple combat tactics.