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Monsters

The following explains how to read the monster descriptions.

Armour Class

Represents the monster's natural AC (tough hide, scales, agile, etc). Humanoid monsters wearing armour and using shields apply the equipment rules.

Hit Dice

The number of 1d8 rolled to determine an individual creature's hit points. If there is a plus or minus next to the number, you add or subtract that number from the total. For example, a monster with HD 3+3 would roll 3d8+3 for hit points. Most monsters die when they are reduced to zero hit points. The GM might treat a particularly important monster like a PC when it comes to death and dying. A monster's "level" is generally equal to its hit dice.

Attacks

The number of attacks the monster makes each turn, and the damage each attack causes. A monster's attack bonus is equal to their hit dice (eg, a 3 HD monster rolls 1d20+3 to attack vs AC), to a maximum of +15. Monsters make a separate attack roll for each attack. Generally speaking, monster attacks and damage are simplified and do not apply the normal attribute modifiers.

Nat 19

On a natural 19 attack roll, most monsters cause a special effect of some kind. Note these effects are separate to Minor Exploits (p.73), which monsters may attempt at any time (just like PCs).

Attributes

Average attributes are provided for attribute checks. Monster to hit bonuses, damage bonuses and ACs are simplified, and generally do not apply attribute modifiers the way PCs do.

Luck

A monster's Luck attribute functions like PC Luck (p.12), but is not reduced on successful save.

Move

Move is the monster's movement rate. Most humanoids move approximately 30 ft per turn. Note that (like PCs), monsters can charge, or spend their action to move twice in a single turn.

Recharge

Recharge abilities may be used once and not again until the recharge conditions in the monster entry are met.

Special Traits

Special Traits

Certain monster traits are grouped together here for convenience.

Aberrant Terrors

Aberrant Terrors are unholy horrors spawned from other dimensions or magic gone catastrophically wrong. Terrors appear in all manner of forms but most commonly appear as Eye Terrors (floating, bulbous sacks of rubbery flesh with a large central eye, toothed maw, and eye stalks that shoot magic beams) and Gibbering Terrors (undulating, amorphous oozes of teeth, and eyes, shrieking or whispering forbidden lore).

Whatever form a Terror takes, their movement rate remains fairly constant at 30 ft, but the means of locomotion might be slithering, crawling, swimming, flying, floating, etc. Eye Terrors for instance magically float in any direction, while Gibbering Terrors employ a kind of burbling motion, able to move up walls and across ceilings as the ground.

All Terrors have a limited regeneration ability, healing 1d12 hit points every round. Damage from silvered weapons or fire is not regenerated. ATerror reduced to zero hit points does not regenerate.

Cause Injuries

Some large, physically powerful monsters cause the target to roll on the Injuries & Setbacks table if the attack roll is in an especially high range (usually 19-20).

Demons

Demons are darkness and corruption incarnate, utterly depraved and malicious. Like Undead, Demons do not sleep, eat or breathe, and are immune to all mind affecting abilities, including sleep, charm, fear, illusion and stun, but excluding madness. Demons see perfectly well in darkness as in light. A vial of holy water causes 1d8 damage to demons (whether thrown, applied to a weapon, etc). All Demons are immune to non-magical weapons, except those of cold iron, which affect them normally.

Incorporeal

Monsters of this kind are visible but intangible and insubstantial, able to fly and pass through objects and creatures like a human moves through water. They are immune to non-magical weapons, except those of cold iron, which affect them normally.

Lycanthropes

Lycanthropes are half human, half beast monsters, the classic example being the werewolf. In LFG, were creatures are inherently evil, savage and cruel, preying on human populations while hiding in plain sight among them. Lycanthropes may spend an action to shift between three forms: human, beast, and hybrid. The human form tends to have some resemblance to the beast form, for example, werewolves posing as human are often very hairy, with an acute sense of smell, etc.

Lycanthropes regenerate all damage caused by non-magical weapons at the start of their next turn, or in 1d6 minutes if reduced to zero hit points. Damage from silvered weapons or fire is not regenerated. A lycanthrope reduced to zero hit points and completely dismembered, burnt, buried or similar does not regenerate.

Any character bitten or scratched by a lycanthrope must make a Luck (Con) save or be cursed with lycanthropy themselves. Such a character has until the next full moon to have the curse removed (a Cure Malady spell will do so), or the change is permanent, and the adventurer becomes a monster under the GM's control.

Magic Resistance

Some rare monsters are inherently resistant to magic and have a "magic resistance" percentage. Whenever adverse magic is used against the creature, make a percentile test. If the result is less than or equal to the magic resistance score, the magic is negated for that creature only. For example, a demon caught in a Fireball spell might be unaffected, but other creatures caught in the explosion still burn.

Off Turn Attacks

Off Turn Attacks

Some fearsome enemies have Off Turn Attacks, allowing them to make a single physical attack in between adventurer turns. If such a monster has no adjacent enemies in between PC turns, the monster may also take a move action.

Example

An Ogre with Off Turn Attacks is fighting three PCs. The initiative order is Fighter, Ogre, Ranger, Monk. The Fighter attacks, then the Ogre goes, then the Ranger, then the Ogre gets an Off Turn Attack, then the Monk goes. That round then ends.

Next round's Initiative is Ranger, Monk, Fighter, Ogre. The Ranger goes, then the Ogre gets an Off Turn Attack, then the Monk goes, then the Ogre gets an Off Turn Attack, then the Fighter goes, and finally the Ogre takes its normal turn. That round then ends.

Swarms

Some monsters may be treated as a single “swarm” rather than tiny individual monsters (eg: the Rat Swarm). Swarms make attacks against all targets within reach each round. They suffer half damage from weapons, double damage from area effects, and split into two when Staggered (once only, same stats as the original Swarm, but halve the remaining hp). On a Nat 19, the target is overwhelmed by sheer numbers (helpless for 1d3 rounds; a Luck (Str or Dex) save resists).

Undead

Some monsters are sustained by a cursed half-life, trapped in an unliving but animate state. Undead do not sleep, eat, or breathe, and are immune to all mind affecting abilities, including sleep, charm, fear, illusion and stun, but excluding madness. Undead see as well in darkness as in light. A vial of holy water causes 1d8 damage to undead (whether thrown, applied to a weapon, etc). Some Undead are immune to non-magical weapons, except those of cold iron.

Boss Monsters

Boss Monsters

A Boss Monster is a particularly powerful example of a monster, strong enough to fight the party alone or with little back up. Classic Bosses include high level monsters such as dragons, vampires, greater demons and lichs; foes that threaten the greatest adventurers. For less deadly foes, monsters such as owlbears, ogres, skorn chiefs, dire wolves, and so on make excellent lower level Bosses.

Bosses generally exhibit any or all of the following characteristics:

  • More Hit Points and/or Hit Dice
    A Boss usually doubles its hit points, and/or may have a higher number of Hit Dice.
  • Major Exploit Protection
    A Boss is not susceptible to Major Exploits until Staggered, and cannot be instantly killed or incapacitated via a Major Exploit.
  • Off Turn Attacks
    The Boss makes Off Turn Attacks.
  • Stronger Luck
    A Boss gains a Luck save to resist adverse effects that don't normally allow Luck saves, for example a Sleep spell. Stronger Luck ceases to operate once the Boss Monster is Staggered.
  • Reroll Pool
    A Boss gains a Reroll Pool with 1d4+1 dice available at the time combat commences. The Reroll Pool is available for any attribute check or Luck save.
  • Cause Injuries
    Any time the Boss hits a PC with a natural 1d20 roll of 19-20, the target must roll on the Injuries & Setbacks table.
  • Custom abilities
    Many GMs like to give their Bosses custom abilities.

Designer's Thoughts

The Boss Monster template is meant to challenge the party with a single, very scary monster that breaks the normal rules, capable of challenging the party without backup.

Off Turn Attacks allow a Boss to match the party's action economy, while more hit points, stronger Luck and a small Reroll Pool make it difficult to end the fight early (or at least before the Boss is Staggered). Note that if you choose to increase Hit Dice, that also impacts on attack rolls and some spells.

Custom & Improv Monsters

For GMs who wish to make their own monsters, approximate AC, Luck and Damage attributes (based on hit dice) appear below. Particularly lucky or skilled monsters might have higher than usual Luck (or vice versa).

If adding extra attacks, compare with similar HD monsters and extrapolate. Referees are encouraged to be creatively devious with Nat 19 effects and other special abilities.

HDACLuckDamage
11141d6
41372d6
61482d8
915102d10
1216123d8
1518153d10
1820163d12
2223164d10

Monsters by HD & Page

< 1 HD 1 HD 2 HD 3 HD
Bat 186, Giant Rat 211, Goblin 199, Kobold 205, Man Eating Monkey 207, Sprite 215, Stirge 215, Xornling 221. Dwarf 194, Elf 196, Human 202, Projectile Leech 205, Skeleton 213, Urgot 218, Wolf 187. Centaur 190, Dire Rat 210, Giant Ant (Worker) 189, Giant Centipede 191, Giant Spider 215, Green Slime 200, Horse 186, Serpentman (Hraarsk) 212, Skorn 214, Will o' Wisp 220, Zombie 223. Boar 186, Dire Bat 189, Dire Wolf 220, Gargoyle 196, Ghoul 197, Giant Ant (Soldier) 189, Giant Eagle 194, Harpy 202, Lemure 193, Wererat 206, Worm (Plague) 220, Yellow Mould 223.
4 HD 5 HD 6 HD 7 HD
Cockatrice 191, Claw Toad 217, Doppelganger 193, Fire Beetle 190, Gelatinous Cube 197, Giant Lizard 206, Griffon 201, Ogre 209, Ogre Skeleton 213, Shade 212, Tiger 187. Barrow Wight 220, Chuul 191, Giant Serpent 211, Giant Shark 213, Giant Wasp 219, Hammer Snail 201, Hell Hound 193, Sorcerer 204, Maelheim Terror 188, Manipede 193, Merrow 208, Minor Elemental 195, Minotaur 208. Giant Ant (Queen) 188, Giant Crocodile 191, Giant Scorpion 211, Grey Ooze 200, Hag 201, Imp 193, Owlbear 210, Serpentman (Ssurlock) 212, Werewolf 206, Wraith 221. Banshee 189, Cyclops 192, Flesh Golem 199, Manticore 207, Mummy 209, Ogre Mage 209, Sabretooth Tiger 217, Spectre 214, Troll 217.
8 HD 9 HD 10 HD 11 - 12 HD
Gibbering Terror 188, Ghost 197, Hill Giant 198, Invisible Stalker 205, Medusa 207, Ochre Jelly 209, Veil Spider 215. Black Pudding 190, Bulette 190, Serpentman (Razkarrt) 212, Slop Gorger 214, Vampire 218. Basilisk 189, Elemental 195, Ettin 196, Genie 197, Tentacle Spawn 216. Bloodroot Treant 217, Eye Terror 188, Frost Giant 198, Mammoth 207, Stone Golem 200.
13 - 14 HD 15 HD 16 - 17 HD 18+ HD
Hydra 204, Roc 211, Wyvern 221. Iron Golem 200, Lich 205 Major Elemental 195. Giant Octopus 209, Storm Giant 199. Balor 192, Dragon 194, Purple Worm 210, T-Rex 216.