These tentacled creatures cling to roosts in cave ceilings, room rafters, and the like. They often scavenge for food, but they also hunt in favorable conditions. They wait patiently in their perches, using their darkness ability before swooping down on prey.
Darkmantles are found in the Darklands, most commonly, although they may adopt a lair above ground in dark forests or ruins. Their names describe them—they look like cloaks with dark granite coloring that blends in with most natural surroundings.
Type: Neutral Magical Beast (Darkmantle)
Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d6, Vigor d6
Skills: Athletics d6, Fighting d6, Notice d6, Stealth d10
Pace: 5; Parry: 5; Toughness: 4 (1)
Edges: Quick
Special Abilities:
Armor +1: Thick hide.
Bite: Str+d6.
Blindsense: Darkmantles ignore invisibility, illusion, and all Illumination penalties.
Flight: Pace 6.
Innate Powers: Minor darkness (once per day).
Size -2 (Small): Darkmantles are 3' tall and weigh 40 lbs.
Tentacles (2): A darkmantle has two tentacle actions and Reach 1. It may lash with its tentacles for Str+d4 damage. Bound or Entangled prey may be bitten as usual.
A deathweb is the husk of an enormous spider, inhabited by thousands of living spiders. Individually these are normal spiders of varying size. Together, they form an undead hive mind. They work together to swarm around the giant spider’s exoskeleton, weaving intricate web sheets and hunting prey. The hive’s Infestation ability poses a threat to any adversary.
Deathwebs lair in tunnels, caves, and dense woods—anywhere they can weave traps to capture prey for the multitude of vociferous spiders.
Type: Neutral Undead (Deathweb)
Attributes: Agility d8, Smarts d4 (A), Spirit d8, Strength d12+2, Vigor d10
Skills: Athletics d8, Fighting d8, Notice d8, Stealth d8
Pace: 6; Parry: 6; Toughness: 11 (2)
Edges: —
Special Abilities:
Armor +2: Undead exoskeleton.
Bite: Str+d6, AP 2.
Darkvision: Deathwebs ignore penalties for Illumination up to 10”.
Infestation: A swarm of poisonous spiders, which nest within the exoskeleton, constantly surround a deathweb in a Medium Blast Template. Anyone starting their turn in the area must Evade or take 2d6 damage.
Poison (-1): The deathweb’s bite delivers a Lethal poison.
Size 2: The exoskeleton is 10 feet long.
Demons come to the Material Plane from the Abyss. They are usually summoned by evil spellcasters as bodyguards or to complete some terrible mission. These irredeemably evil creatures have destructive and malicious tendencies. They sometimes do as they please, despite the reasons for their summoning.
A balor is a towering figure of fire and flesh—a horned, flying nightmare armed with flaming whip and a mighty sword.
On the Abyss, most balors serve demon lords as general or captains. Some balors are even demon lords and masters themselves. A balor typically commands vast legions of demons. It often lets these slavering minions fight its battles, although most balors join a fight whenever an opportunity presents itself.
Type: Evil Outsider (Balor)
Attributes: Agility d12, Smarts d10, Spirit d10, Strength d12+4, Vigor d12+1
Skills: Athletics d8, Battle d10, Common Knowledge d8, Fighting d12, Intimidate d12, Notice d10, Occult d12, Persuasion d12, Spellcasting d10, Stealth d8
Pace: 7; Parry: 8 or 10 (longsword); Toughness: 16 (4)
Edges: Ambidextrous, Arcane Background (Magic), Arcane Resistance, Frenzy (Imp), Iron Will, Level Headed, Trademark Weapon (Imp, longsword), Two-Weapon Fighting
Powers: Burst (fire storm), puppet, stun, telekinesis. Power Points: 20.
Gear: Longsword (Str+d8, AP 3, Keen), whip (Str+d4+1, AP 1, Reach 2, Damaging, Elemental (Fire)).
Special Abilities:
Armor +4 (Heavy Armor): Demonic hide.
Death Throes: When killed, a balor explodes in a blinding flash of fire. Anything within a Large Blast Template takes 4d6 fire damage. This can be Evaded for half-damage.
Demon: Immune to electricity, fire, and poison; +4 damage from cold iron; -4 damage from acid, cold; minor detect arcana.
Entangle: When a balor hits a Normal or smaller sized creature with its whip the victim is Entangled, or Bound with a raise.
Fiery Aura: At the end of the balor's turn, all adjacent foes take 2d4 damage.
Flight: Pace 9.
Innate Powers: Major dispel (Area Effect, Multiple Powers), minor mind link, minor teleport (Greater Teleport, self).
Night Vision: Balors ignore all penalties for Illumination.
Size 4 (Large): A balor stands 14 feet tall and weighs 4,000 pounds. It can take one extra Wound.
Summon: Once per day as a limited action this creature can summon any demon besides a balor.
Swat: Ignores 4 points of Scale penalties.
Vorpal Strike: When attacking with a sword or whip, a balor ignores 4 points of penalties for Called Shots to the head.
Languages: Abyssal, Celestial, Draconic.
Ferocious and bestial in form, the glabrezu is a master of trickery and lies. These treacherous demons form from the souls of the treasonous, the false, and the subversive. That is, souls of mortals who, in life, bore false witness or used treachery and deceit to ruin the lives of others.
With its ability to cloak its true form in pleasant illusions, the glabrezu uses its magic to grant wishes to mortal humanoids as a method of rewarding those who succumb to its guile and deceit. A wish granted by a glabrezu always fulfills the wisher’s need in the most destructive way possible — although such methods might not be immediately apparent.
Type: Evil Outsider (Glabrezu)
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d12+3, Vigor d10
Skills: Athletics d6, Common Knowledge d6, Fighting d10, Intimidation d8, Notice d10, Persuasion d8, Stealth d4
Pace: 7; Parry: 7; Toughness: 17 (5)
Edges: Arcane Resistance, Sweep (Imp)
Special Abilities:
Armor +5: Demonic hide.
Bite/Claws/Pincers: Str+d6, AP 4.
Darkvision: Glabrezu demons ignore penalties for Illumination up to 10”.
Demon: Immune to electricity and poison; +4 damage from cold iron; -4 damage from acid, cold, fire; minor detect arcana.
Grant Wish: Once per month, a Glabrezu demon can grant a mortal humanoid a wish.
Innate Powers: Minor confusion, minor disguise (size 0 creatures, self), minor dispel, minor illusion (duplicate of caster only), minor teleport (Greater Teleport, self).
Rending: Anyone Shaken or Wounded by a bite attack begins to bleed profusely and must make a Vigor roll at the start of their next turn. Failure causes the victim to take a Wound. Success prevents the Wound but the roll must be made again on the victim's next turn. A raise or successful healing stops the bleeding.
Reverse Gravity: As a limited action, a glabrezu can place a Large Blast Template within 10” (20 yards). Anyone in the template who doesn't Evade falls upward 60 feet. If this causes them to hit a hard surface (such as a ceiling) they take damage as if falling. Anyone who enters the template after it's created falls upward automatically. The Duration is five rounds, but anyone who somehow manages to move out of the template falls and is no longer affected.
Size 5 (Large): Glabrezu demons stand 18’ tall and weigh 6,000 lbs. They can take one extra Wound.
Summon: As a limited action this creature can summon another glabrezu or two vrocks, once per day.
Swat: Ignores 4 points of Scale penalties.
Very Resilient: The glabrezu can take two Wounds before being Incapacitated.
Languages: Abyssal, Celestial, Draconic.
These tiny, winged demons appear on the Material Plane as a result of an evil spellcaster’s attempt to summon a familiar. Usually, they serve a master, although free quasits are known to exist.
Despite their size, these versatile creatures pose real threats to almost any opponent. Quasits have poisonous claws, magical abilities, and other innate nastiness.
Type: Evil Outsider (Quasit)
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d4-2, Vigor d6
Skills: Athletics d8, Common Knowledge d4, Fighting d6, Notice d6, Occult d6, Persuasion d4, Stealth d10
Pace: 4; Parry: 5; Toughness: 6 (4)
Edges: Dodge, Extraction
Special Abilities:
Armor +4: Demonic hide.
Bite/Claws: Str.
Fast Regeneration: Quasits may attempt a natural healing roll every round until Incapacitated.
Demon: Immune to electricity and poison; +4 damage from cold iron; -4 damage from acid, cold, fire; minor detect arcana.
Flight: Pace 12.
Innate Powers: Minor invisibility (self only).
Night Vision: Quasits ignore all penalties for Illumination.
Poison (-1): The quasit’s claws contain a Mild poison.
Resilient: Quasits can take one Wound before they're Incapacitated.
Size -3 (Very Small): Quasits are one-and-a-half feet tall, and weigh only 8 pounds.
Languages: Abyssal, Common.
Among the demon hordes, a succubus can often rise to incredible heights of power via her manipulations and sensual charms. Many a demonic war has raged because of the subtle machinations of these demons.
A succubus is formed from the souls of particularly lustful and rapacious evil mortals.
Type: Evil Outsider (Succubus)
Attributes: Agility d10, Smarts d10, Spirit d6, Strength d6, Vigor d10
Skills: Athletics d8, Common Knowledge d4, Fighting d8, Notice d8, Occult d8, Persuasion d10, Stealth d8
Pace: 6; Parry: 6; Toughness: 11 (4)
Edges: Very Attractive
Special Abilities:
Armor +4: Infernal skin.
Claws: Str+d6.
Darkvision: A succubus ignores penalties for Illumination up to 10”.
Demon: Immune to electricity and poison; +4 damage from cold iron; -4 damage from acid, cold, fire; minor detect arcana.
Detect Good: Succubi can detect good creatures within 5” (10 yards).
Energy Drain (Vigor): A succubus can drain a mortal she lures into an act of passion, such as a kiss. The victim resists with Vigor -2. An unwilling victim must be grappled first. A victim already charmed by the demon's empathy power still resists but doesn't realize what's happening.
Flight: Pace 8.
Innate Powers: Major disguise (humanoid only), empathy (Charm, Duration of one week; Persuasion), major puppet (once per day), major speak language (self), minor teleport (Greater Teleport, self).
Profane Gift: Once per day, a succubus may grant a profane gift to a willing creature. The target increases an attribute of their choice one die type. Once agreed, the demon has a permanent mind link with the creature that crosses any distance and can use her puppet power through it. A successful dispel removes the attribute increases and mind link.
Resilient: Succubi can take one Wound before they're Incapacitated.
Languages: Abyssal, Celestial, Common, Draconic.
Profane champions of the Abyss, vrocks embody all the rage, hatred, and violence of that despicable realm. As ravenous and grotesquely opportunistic as the avian scavengers they resemble, vrocks delight in bloodshed, relishing the sounds and sensations of ripping the still-pulsing entrails from a living husk.
Vrocks usually form from the evil souls of hateful and wrathful mortals, particularly criminals, mercenaries, or assassins.
Type: Evil Outsider (Vrock)
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12, Vigor d10+1
Skills: Athletics d6, Common Knowledge d6, Fighting d10, Intimidation d8, Notice d10, Occult d8, Stealth d6, Survival d8
Pace: 6; Parry: 7; Toughness: 12 (4)
Edges: Arcane Resistance, Sweep
Special Abilities:
Armor +4: Demonic hide.
Bite/Claws: Str+d6, AP 2.
Dance of Ruin: Any number of vrocks can spend their entire turn performing a dance of ruin, taking no other actions. If a vrock performs the Dance of Ruin for two consecutive turns, it releases an explosion of energy. Every foe within 20” (40 yards) takes 2d6 electricity damage for each vrock that finished the dance. This can be Evaded for half-damage.
Darkvision: Vrocks ignore penalties for Illumination up to 10”.
Demon: Immune to electricity and poison; -4 damage from acid, cold, fire; minor detect arcana.
Flight: Pace 8.
Innate Powers: Minor illusion (duplicate of caster only), minor teleport (Greater Teleport, self).
Screech: A vrock can screech as a limited action, causing non-demons within 5" (10 yards) to make a Vigor roll or be Stunned.
Size 1: Vrocks stand 8’ tall and weigh 400 lbs.
Spores: When a vrock's Action Card is a Jack or higher, it releases a cloud of spores. All non-vrocks in a Small Blast Template centered on the vrock are Vulnerable, Distracted, and Fatigued as vines grow from their bodies.
Languages: Abyssal, Celestrial, Draconic.
Devils are evil outsiders from the nine layers of Hell. They seek to destroy all things good, on Golarion and elsewhere. Whether for sport or at the bidding of superiors, devils delight in dragging mortal souls to the depths of their home plane.
Many types of devils are known to scholars and occultists. Each of these masters of corruption specializes in unique forms of depravity or temptation. Devils are often summoned by evil spellcasters—and are quick to make devious bargains with the souls they intend to take. Ultimately their allegiance is always to the hierarchies of Hell.
These tall, withered skeletal devils have long bony tails ending in a wicked barbed stinger. They are the interrogators and inquisitors of devilkind. As such they enforce the infernal order and the will of the archdevils.
Fearsome opponents, they possess several magical abilities, as well as flight and a poisonous sting.
Type: Evil Outsider (Bone Devil)
Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12, Vigor d12
Skills: Athletics d8, Common Knowledge d4, Fighting d8, Intimidation d10, Notice d8, Occult d8, Spellcasting d8, Stealth d6
Pace: 7; Parry: 6; Toughness: 14 (5)
Edges: Arcane Background (Magic), Arcane Resistance, Frenzy
Powers: Barrier, illusion, invisibility. Power Points: 15.
Special Abilities:
Armor +5: Fiendish resilience.
Bite/Claws/Sting: Str+d4, AP 2.
Devil: Ignore penalties for Illumination up to 10”; -4 damage from acid, cold; immune to fire, poison.
Fear (-1): Bone devils are terrifying beings.
Flight: Pace 9.
Innate Powers: Minor mind link, minor teleport (Greater Teleport, self).
Poison (-1): The bone devil's stinger contains a Mild poison.
Resilient: Bone devils can take one Wound before they're Incapacitated.
Size 1: Bone devils are 9’ tall and weigh approximately 400 lbs.
Summon: Once per day as a limited action, this creature can summon two bone devils.
Languages: Celestial, Common, Draconic, Infernal.
Ice devils are monstrous humanoid insects, and the strategic geniuses of Hell’s armies. They prefer to let their minions engage in melee while supporting them with their powers and other abilities, but are dangerous foes in combat in their own right.
Type: Evil Outsider (Ice Devil)
Attributes: Agility d12, Smarts d8, Spirit d8, Strength d12+1, Vigor d12
Skills: Athletics d10, Battle d8, Common Knowledge d8, Fighting d10, Intimidation d8, Notice d8, Occult d8, Spellcasting d8, Stealth d10
Pace: 7; Parry: 7 or 9 (Spear); Toughness: 15 (5)
Edges: Arcane Background (Magic), Arcane Resistance, Frenzy, Trademark Weapon (Imp, spear)
Powers: Barrier (wall of ice), blast (ice storm), burst (cone of cold), illusion. Power Points: 15.
Gear: Spear (Str+d6, AP 1, Reach 1, Elemental (Cold)).
Special Abilities:
Armor +5: Fiendish resilience.
Bite/Tail: Str+d6, AP 2.
Devil: Ignore penalties for Illumination up to 10”; -4 damage from acid; immune to cold, fire, poison.
Fast Regeneration: Ice devils may attempt a natural healing roll every round until Incapacitated.
Fear (-2): Ice devils are terrifying enemies to witness.
Flight: Pace 9.
Innate Powers: Minor mind link, minor teleport (Greater Teleport, self).
Resilient: Ice devils can take one Wound before they're Incapacitated.
Size 2: Ice devils are 12’ tall and weigh approximately 700 lbs.
Slow: A hit from an ice devil's tail or spear induces numbing cold. The opponent must make a Spirit roll at -2 or be affected by sloth (A raise on the attack is also raise on the sloth effect).
Summon: Once per day as a limited action, this creature can summon a bone devil.
Languages: Celestial, Common, Draconic, Infernal.
The least of devilkind, lemures are shapeless masses of quivering flesh. These tortured souls bear little resemblance to whatever they once were. A malformed face and knobby limbs provide the only hint of their existence before being damned to Hell.
After suffering for ages, some souls are transformed into lemures. Greater devils can spot the most corrupt lemures, reshaping them into true devils to serve obediently in the legions of the damned.
Type: Evil Outsider (Lemure)
Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4, Notice d4 Pace: 5; Parry: 4; Toughness: 7 (2)
Edges: —
Special Abilities:
Armor +2: Goopy skin.
Claws: Str.
Devil: Ignore penalties for Illumination up to 10”; +4 damage from silvered weapons; -4 damage from acid, cold; immune to fire, poison.
Mindless: Immune to puppet, Intimidation, and Taunt.
Pit Fiends are perhaps the most fearsome of the devils known to Golarian adventurers and scholars. These massive creatures have thick muscled frames covered in protective red scales, flame-seared wings, and eyes smoldering like embers.
The generals of Hell’s armies—sometimes among the Dukes of Hell—pit fiends possess powerful magic and physical might. They have poisonous fangs as wide as daggers, claws like steel, and a dangerous long tail.
Type: Evil Outsider (Pit Fiend)
Attributes: Agility d12, Smarts d10, Spirit d10, Strength d12+5, Vigor d12
Skills: Athletics d8, Battle d10, Common Knowledge d8, Fighting d12, Intimidate d12, Notice d10, Occult d12, Persuasion d12, Spellcasting d10, Stealth d8, Survival d8
Pace: 7; Parry: 8; Toughness: 18 (6)
Edges: Arcane Background (Magic), Arcane Resistance, Block, Frenzy (Imp), Level Headed, No Mercy
Powers: Barrier, blast (meteor swarm), deflection, illusion, invisibility, scrying. Power Points: 15.
Special Abilities:
Armor +6 (Heavy Armor): Bladed scales.
Bite/Claws: Str+d6, AP 6.
Devil: Ignore penalties for Illumination up to 10”; +4 damage from silvered weapons; -4 damage from acid, cold; immune to fire, poison.
Devil Shaping: Pit fiends can transform nearby lemures into a lesser devil up to three times per day. Ten lemures are needed to shape one bone devil, while 15 are needed to shape one ice devil. The transformation takes a full minute.
Entangle: When a pit fiend hits a Normal or smaller sized creature with its tail, the victim is Entangled, or Bound with a raise.
Fast Regeneration: These devils may attempt a natural healing roll every round unless the Wounds were caused by silvered weapons or divine powers.
Flight: Pace 9.
Infection: A victim Shaken or Wounded by a Pit Fiend’s bite must make a Vigor roll (at -2 with a raise on the attack) to resist a Debilitating disease.
Innate Powers: Major dispel (Area Effect, Multiple Powers), minor mind link, teleport (Greater Teleport, self), major wish (once per year), major zombie (Permanent; five times per day, no more than 20 at once).
Poison (-2): The pit fiends bite contains a Mild poison.
Size 4 (Large): Pit fiends stand 14’ tall with wingspans of 20’. They weigh at least 1,000 lbs. They can take one extra Wound.
Summon: Any devil, once per day.
Tail: Str+d6, AP 4.
Languages: Celestial, Common, Draconic, Infernal.
The stats below are for large attack dogs, as well as wolves, hyenas, and the like.
Type: Neutral Animal (Dog/Wolf)
Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d6, Vigor d6
Skills: Athletics d8, Fighting d6, Notice d10, Stealth d8
Pace: 8; Parry: 5; Toughness: 4
Edges: Alertness
Special Abilities:
Bite: Str+d4.
Low Light Vision: A dog or wolf ignores penalties for Dim and Dark Illumination.
Size -1: The heads of these canines come to an average human’s waist, and they weigh about 60 pounds.
Speed: d10 running die
These large and feral canines are often used by orcs as attack dogs. They may also be found roaming in packs in the deepest, darkest woods.
Type: Neutral Animal (Wolf, Dire)
Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d10, Vigor d8
Skills: Athletics d8, Fighting d8, Intimidation d10, Notice d10, Stealth d8
Pace: 8; Parry: 6; Toughness: 10 (2)
Edges: Alertness
Special Abilities:
Armor +2: Thick furry hide.
Bite: Str+d6, AP 2. A raise on the attack staggers a Size 1 or smaller victim, making him Vulnerable.
Low Light Vision: Dire wolves ignore penalties for Dim and Dark Illumination.
Size 2: Dire wolves are around 9' long and 800lbs.
Speed: d10 running die.
These strange beings take the shape and abilities of other humanoids. Accomplished mimics, they often live among human communities without ever revealing their true form. Their abilities make them excellent spies and assassins; they sometimes ally themselves with powerful authorities, serving until it no longer suits their whim.
Doppelgangers revert to their natural form when killed. They can also assume their natural appearance at will, with a fearsome effect. They appear as slender humans with hairless gray skin, bulbous eyes and long arms. Their nebulous facial features give the impression of a creature not yet fully-formed.
Type: Neutral Monstrous Humanoid (Doppelganger)
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d10, Vigor d6
Skills: Athletics d4, Common Knowledge d6, Fighting d8, Notice d6, Persuasion d8, Stealth d6, Thievery d4
Pace: 6; Parry: 6; Toughness: 7 (2)
Edges: Combat Reflexes, Dodge, Extraction
Gear: Same as their last victim.
Special Abilities:
Armor +2: Rubbery hide.
Claws: Str+d6.
Darkvision: Doppelgangers ignore penalties for Illumination up to 10”.
Immunity: Puppet, slumber.
Innate Powers: Major disguise (Size, no Notice roll to detect disguise), Major mind reading (Spirit; once per character per encounter).
Languages: Common.
Dragons are fearsome monsters that bring doom and despair to the communities they ravage. Dragons, especially adults, are often more than a match for even a party of experienced adventurers. Their breath weapons can destroy flora and fauna, not to mention the infrastructure of humanoid settlements.
These beasts are quite intelligent as well, and use all of their advantages when confronted by would-be dragon-slayers.
True dragons are divided into two broad categories: chromatic and metallic. In Golarion, chromatic dragons are almost universally evil, seeking only to slake their endless lust for food, treasure, and bloodshed.
Metallic dragons are generally good and often protect the lands and peoples under their care.
Dragon Age
Dragons vary in age and size. The base profiles are for a young dragon, with all the creature's statistics and Special Abilities. Additional profiles are listed for adults and wyrmlings, which build up or scale down from the base statistics.
ADULT
Adults are Wild Cards and so they aren't Resilient or Very Resilient.
WYRMLING
Wyrmlings haven't developed arcane abilities, and thus have no Arcane Background or powers and are Resilient instead of Very Resilient.
Hissing green acid drips from the fanged maw of this black-scaled, horned dragon.
Type: Evil Dragon (Black Dragon)
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d12, Vigor d10
Skills: Athletics d8, Common Knowledge d4, Fighting d8, Intimidation d8, Notice d8, Persuasion d4, Stealth d10
Pace: 9; Parry: 6; Toughness: 13 (4)
Edges: Dodge, Frenzy, Quick
Special Abilities:
Breath Weapon (Acid): Stream Template, 3d6 damage. May breathe while submerged.
Aquatic: Pace 9.
Armor +4: Scaly hide.
Bite/Claws: Str+d6, AP 2.
Dragon: Ignore penalties for Illumination; immune to acid, paralysis, slumber, Stun; ignore up to 4 points of Scale penalties when attacking; minor detect arcana.
Flight: Pace 24.
Size 2: Black dragons are 9 feet long from nose to tail and weigh around 1,000 lbs.
Swamp Stride: Black dragons move through swamps, bogs, and quicksand with ease. They ignore movement penalties for Difficult Ground in such terrain.
Speak with Reptiles: Black dragons can speak with any reptiles.
Very Resilient: These dragons can take two Wounds before they're Incapacitated.
Languages: Draconic.
Type: Evil Dragon (Black Dragon)
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d12+2, Vigor d12
Skills: Athletics d8, Common Knowledge d6, Fighting d10, Intimidation d10, Notice d8, Occult d10, Persuasion d10, Spellcasting d8, Stealth d10
Pace: 9; Parry: 7; Toughness: 18 (5)
Edges: Arcane Background (Magic), Arcane Resistance, Dodge, Frenzy (Imp), Quick
Powers: Light/darkness, mind link, protection. Power Points: 10.
Special Abilities:
Breath Weapon (Acid): Stream Template, 4d6 damage. May breathe while submerged.
Aquatic: Pace 9.
Armor +5: Scaly hide.
Bite/Claws: Str+d8, AP 2.
Corrupt Water: Once per day, a black dragon can stagnate 10 cubic feet of still water up to 60 yards away, making it foul and unable to support water-breathing life. The ability spoils liquids containing water and ruins liquid-based magic items (such as potions).
Dragon: Ignore penalties for Illumination; immune to acid, paralysis, slumber, Stun; ignore up to 4 points of Scale penalties when attacking; minor detect arcana.
Fear (-2): The frightful presence of dragons causes Fear checks at -2.
Flight: Pace 24.
Size 5 (Large): Adult black dragons are 18 feet long from nose to tail and weigh around 4 tons. They take one extra Wound.
Swamp Stride: Black dragons move through swamps, bogs, and quicksand with ease. They ignore movement penalties for Difficult Ground in such terrain.
Speak with Reptiles: Black dragons can speak with any reptiles.
Languages: Common, Draconic, Giant.
Type: Evil Dragon (Black Dragon)
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d8, Common Knowledge d4, Fighting d6, Intimidation d6, Notice d6, Persuasion d4, Stealth d12
Pace: 9; Parry: 5; Toughness: 6 (2)
Edges: —
Special Abilities:
Breath Weapon (Acid): Stream Template, 2d6 damage. May breathe while submerged.
Aquatic: Pace 9.
Armor +2: Scaly hide.
Bite/Claws: Str+d6.
Dragon: Ignore penalties for Illumination; immune to acid, paralysis, slumber, Stun; ignore up to 4 points of Scale penalties when attacking; minor detect arcana.
Flight: Pace 12.
Resilient: Wyrmlings can take one Wound before they're Incapacitated.
Size -1: Wyrmlings are small creatures.
Swamp Stride: Black dragons move through swamps, bogs, and quicksand with ease. They ignore movement penalties for Difficult Ground in such terrain.
Speak with Reptiles: Black dragons can speak with any reptiles.
Languages: Draconic.
With scales the color of the desert sky, this large, serpentine dragon moves with an unsettling grace.
Type: Evil Dragon (Blue Dragon)
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d12+1, Vigor d10
Skills: Athletics d6, Common Knowledge d6, Fighting d8, Intimidation d8, Notice d8, Persuasion d6, Spellcasting d8, Stealth d6, Survival d8
Pace: 7; Parry: 6; Toughness: 14 (3)
Edges: Arcane Background (Magic), Dodge, Frenzy
Powers: Sound. Power Points: 5.
Special Abilities:
Armor +3: Scaly hide.
Bite/Claws: Str+d6, AP 2.
Breath Weapon (Electricity): Stream Template, 3d6 damage.
Burrow (4"): Blue dragons can burrow underground.
Desert Thirst: Blue dragons can create or destroy two gallons of water as a limited free action, at a range of 5" (10 yards).
Dragon: Ignores penalties for Illumination; immune to electricity, paralysis, slumber, Stun; ignore up to 4 points of Scale penalties when attacking; minor detect arcana.
Flight: Pace 24.
Size 4 (Large): Blue dragons are creatures of immense stature. They take one extra Wound.
Very Resilient: These dragons can take two Wounds before they're Incapacitated.
Languages: Common, Draconic.
Type: Evil Dragon (Blue Dragon)
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d12+3, Vigor d12
Skills: Athletics d6, Common Knowledge d8, Fighting d10, Intimidation d8, Notice d10, Occult d10, Persuasion d8, Spellcasting d8, Stealth d6, Survival d8
Pace: 7; Parry: 7; Toughness: 18 (3)
Edges: Arcane Background (Magic), Arcane Resistance, Dodge, Frenzy (Imp), Level Headed
Powers: Boost Trait, environmental protection, illusion, invisibility, protection, sound. Power Points: 25.
Special Abilities:
Armor +3: Scaly hide.
Bite/Claws: Str+d8+d6 (electricity), AP 2.
Breath Weapon (Electricity): Stream Template, 4d6 damage.
Burrow (4"): Blue dragons can burrow underground.
Desert Thirst: Blue dragons can create or destroy two gallons of water as a limited free action, at a range of 5" (10 yards).
Dragon: Ignores penalties for Illumination; immune to electricity, paralysis, slumber, Stun; ignore up to 4 points of Scale penalties when attacking; minor detect arcana.
Electrical Aura: At the end of the dragon's turn, all adjacent foes take 2d4 damage.
Fear (-2): The frightful presence of dragons causes Fear checks at -2.
Flight: Pace 24.
Size 7 (Large): Adult blue dragons are creatures of immense stature. They take one extra Wound.
Languages: Auran, Common, Draconic, Giant.
Type: Evil Dragon (Blue Dragon)
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d6, Common Knowledge d4, Fighting d6, Intimidation d6, Notice d8, Persuasion d6, Stealth d10
Pace: 7; Parry: 5; Toughness: 7 (3)
Edges: —
Powers: Sound. Power Points: 5.
Special Abilities:
Armor +3: Scaly hide.
Bite/Claws: Str+d6.
Breath Weapon (Electricity): Stream Template, 2d6 damage.
Burrow (4"): Blue dragons can burrow underground.
Desert Thirst: Blue dragons can create or destroy two gallons of water as a limited free action, at a range of 5" (10 yards).
Dragon: Ignores penalties for Illumination; immune to electricity, paralysis, slumber, Stun; ignore up to 4 points of Scale penalties when attacking; minor detect arcana.
Flight: Pace 18.
Resilient: Wyrmlings can take one Wound before they're Incapacitated.
Size -1: Wyrmlings are small creatures.
Languages: Draconic.
A crest of horns sweeps back from the head of this metallic dragon, leading to a long neck and serpentine brass body.
Type: Good Dragon (Brass Dragon)
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d12, Vigor d10
Skills: Athletics d8, Common Knowledge d6, Fighting d8, Healing d8, Notice d8, Persuasion d10, Spellcasting d6, Stealth d4
Pace: 9; Parry: 6; Toughness: 12 (3)
Edges: Arcane Background (Magic), Dodge, Frenzy, Linguist, Quick
Powers: Light, puppet, mind link, speak language. Power Points: 10.
Special Abilities:
Armor +3: Scaly hide.
Bite/Claws: Str+d6, AP 2.
Breath Weapon (Fire): Stream Template, 3d6 damage.
Breath Weapon (Slumber): Cone Template (sleep gas), major slumber.
Burrow (6"): Brass dragons can burrow underground.
Dragon: Ignores penalties for Illumination; immune to fire, paralysis, slumber, Stun; +4 damage from cold; ignores up to 4 points of Scale penalties when attacking; minor detect arcana.
Flight: Pace 18.
Innate Powers: Major darkness (blizzard), major elemental manipulation (sand only).
Size 2: Brass dragons are 9 feet long from nose to tail and weigh around 1,000 lbs.
Speak with Animals: Brass dragons can speak with any animals.
Very Resilient: These dragons can take two Wounds before they're Incapacitated.
Languages: Common, Draconic, and any eight others (GM's call).
Type: Good Dragon (Brass Dragon)
Attributes: Agility d6, Smarts d10, Spirit d8, Strength d12+2, Vigor d12
Skills: Athletics d8, Common Knowledge d8, Fighting d10, Healing d10, Notice d12, Persuasion d12, Spellcasting d6, Stealth d4, Survival d10
Pace: 9; Parry: 7; Toughness: 17 (4)
Edges: Arcane Background (Magic), Arcane Resistance, Dodge, Frenzy (Imp), Level Headed, Linguist
Powers: Deflection, disguise, dispel, environmental protection, light, mind link, mind reading, puppet, sound, speak language. Power Points: 25.
Special Abilities:
Armor +4: Scaly hide.
Bite/Claws: Str+d8, AP 2.
Breath Weapon (Fire): Stream Template, 4d6 damage.
Breath Weapon (Slumber): Cone Template (sleep gas), major slumber at -2.
Burrow (6"): Brass dragons can burrow underground.
Desert Wind: As an action, the dragon can call forth a small sandstorm that functions as minor blind for everyone in a Medium Blast Template.
Dragon: Ignores penalties for Illumination; immune to fire, paralysis, slumber, Stun; +4 damage from cold; ignores up to 4 points of Scale penalties when attacking; minor detect arcana.
Fear (-2): The frightful presence of dragons causes Fear checks at -2.
Flight: Pace 24.
Innate Powers: Major darkness (blizzard), major elemental manipulation (sand only).
Size 5 (Large): Adult brass dragons are 18 feet long from nose to tail and weigh around 4 tons. They take one extra Wound.
Speak with Animals: Brass dragons can speak with any animals.
Languages: Common, Draconic, and any 14 others (GM's call).
Type: Good Dragon (Brass Dragon)
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d8, Common Knowledge d4, Fighting d6, Notice d6, Persuasion d6, Stealth d4
Pace: 9; Parry: 5; Toughness: 7 (3)
Edges: —
Powers: Light, puppet, mind link, speak language. Power Points: 10.
Special Abilities:
Armor +3: Scaly hide.
Bite/Claws: Str+d6.
Breath Weapon (Fire): Stream Template, 2d6 damage.
Breath Weapon (Slumber): Small Cone Template (sleep gas), major slumber.
Burrow (6"): Brass dragons can burrow underground.
Dragon: Ignores penalties for Illumination; immune to fire, paralysis, slumber, Stun; +4 damage from cold; ignores up to 4 points of Scale penalties when attacking; minor detect arcana.
Flight: Pace 12.
Innate Powers: Major darkness (blizzard), major elemental manipulation (sand only).
Resilient: Wyrmlings can take one Wound before they're Incapacitated.
Size -1: Wyrmlings are small creatures.
Speak with Animals: Brass dragons can speak with any animals.
Languages: Common, Draconic, and any three others (GM's call).
This sleek metallic dragon is covered in dull metallic scales that range in color from shining bronze to mottled blue.
Type: Good Dragon (Bronze Dragon)
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d12+1, Vigor d10
Skills: Athletics d6, Common Knowledge d6, Fighting d8, Intimidation d10, Notice d10, Occult d10, Persuasion d10, Spellcasting d8, Stealth d8
Pace: 7; Parry: 6; Toughness: 13 (3)
Edges: Arcane Background (Magic), Dodge, Frenzy
Powers: Light, mind link. Power Points: 5.
Special Abilities:
Aquatic: Pace 9.
Armor +3: Scaly hide.
Bite/Claws: Str+d6, AP 2.
Breath Weapon (Electricity): Stream Template, 3d6 damage. May breath while submerged.
Breath Weapon (Repulsion): Cone Template (repulsion gas). Anyone in the template must make a Spirit roll (at -2 with a raise on the Athletics roll) or Panic for d4+1 turns (see Fear in Savage Pathfinder).
Dragon: Ignores penalties for Illumination; immune to electricity, paralysis, slumber, Stun; ignore up to 4 points of Scale penalties when attacking; minor detect arcana.
Flight: Pace 24.
Shape Change: Bronze dragons can take any animal or humanoid form, up to three times per day.
Size 3: Bronze dragons stand around 12 feet long from nose to tail and weigh nearly 2,000 lbs.
Speak with Animals: Bronze dragons can speak with any animals.
Very Resilient: These dragons can take two Wounds before they're Incapacitated.
Languages: Aquan, Common, Draconic, Elven.
Type: Good Dragon (Bronze Dragon)
Attributes: Agility d6, Smarts d12, Spirit d10, Strength d12+3, Vigor d12
Skills: Athletics d6, Common Knowledge d8, Fighting d12, Intimidation d12, Notice d12, Occult d10, Persuasion d12, Spellcasting d10, Stealth d8
Pace: 7; Parry: 8; Toughness: 18 (3)
Edges: Arcane Background (Magic), Arcane Resistance, Dodge, Frenzy (Imp)
Powers: Boost Trait, deflection, dispel, illusion, light, mind link, protection, sloth/speed. Power Points: 20.
Special Abilities:
Aquatic: Pace 9.
Armor +3: Scaly hide.
Bite/Claws: Str+d8, AP 2.
Breath Weapon (Electricity): Stream Template, 4d6 damage. May breath while submerged.
Breath Weapon (Repulsion): Cone Template (repulsion gas). Anyone in the template must make a Spirit roll (at -2 with a raise on the Athletics roll) or Panic for d4+1 turns (see Fear in Savage Pathfinder).
Conjure Food and Water: This dragon can conjure nourishing food and water for up to 10 humanoids per day.
Dragon: Ignores penalties for Illumination; immune to electricity, paralysis, slumber, Stun; ignore up to 4 points of Scale penalties when attacking; minor detect arcana.
Fear (-2): The frightful presence of dragons causes Fear checks at -2.
Flight: Pace 24.
Shape Change: Bronze dragons can take any animal or humanoid form, up to three times per day.
Size 7 (Large): Adult bronze dragons are creatures of immense stature. They take one extra Wound.
Speak with Animals: Bronze dragons can speak with any animals.
Languages: Aquan, Common, Draconic, Dwarven, Elven, Gnome, Halfling.
Type: Good Dragon (Bronze Dragon)
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Athletics d6, Common Knowledge d6, Fighting d6, Intimidation d6, Notice d6, Occult d6, Persuasion d6, Stealth d8
Pace: 7; Parry: 5; Toughness: 7 (3)
Edges: —
Special Abilities:
Aquatic: Pace 9.
Armor +3: Scaly hide.
Bite/Claws: Str+d6, AP 2.
Breath Weapon (Electricity): Stream Template, 2d6 damage. May breath while submerged.
Breath Weapon (Repulsion): Cone Template (repulsion gas). Anyone in the template must make a Spirit roll (at -2 with a raise on the Athletics roll) or Panic for d4+1 turns (see Fear in Savage Pathfinder).
Dragon: Ignores penalties for Illumination; immune to electricity, paralysis, slumber, Stun; ignore up to 4 points of Scale penalties when attacking; minor detect arcana.
Flight: Pace 18.
Resilient: Wyrmlings can take one Wound before they're Incapacitated.
Shape Change: Bronze dragons can take any animal or humanoid form, up to three times per day.
Size -1: Wyrmlings are small creatures.
Speak with Animals: Bronze dragons can speak with any animals.
Languages: Aquan, Common, Draconic.
Bright, metallic copper scales run from the horn-crowned head to the ridged tail of this long-winged dragon.
Type: Good Dragon (Copper Dragon)
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d12, Vigor d10
Skills: Athletics d6, Common Knowledge d6, Fighting d8, Notice d8, Performance d6, Persuasion d8, Spellcasting d8, Stealth d8, Taunt d6, Thievery d6
Pace: 7; Parry: 6; Toughness: 12 (3)
Edges: Arcane Background (Magic), Danger Sense, Dodge, Frenzy, Quick
Powers: Light, mind link, sloth, sound. Power Points: 10.
Special Abilities:
Armor +3: Scaly hide.
Bite/Claws: Str+d6, AP 2.
Breath Weapon (Acid): Stream Template, 3d6 damage.
Breath Weapon (Slow): Cone Template (gas), major sloth.
Dragon: Ignores penalties for Illumination; immune to acid, paralysis, slumber, Stun; ignore up to 4 points of Scale penalties when attacking; minor detect arcana.
Flight: Pace 18.
Innate Powers: Major wall walker (stone only).
Size 2: Copper dragons are 9′ long from nose to tail and weigh around 1,000 lbs.
Very Resilient: These dragons can take two Wounds before they're Incapacitated.
Languages: Common, Draconic, Gnome.
Type: Good Dragon (Copper Dragon)
Attributes: Agility d6, Smarts d10, Spirit d10, Strength d12+2, Vigor d12
Skills: Athletics d6, Common Knowledge d6, Fighting d12, Notice d12, Performance d10, Persuasion d12, Spellcasting d10, Stealth d8, Taunt d8, Thievery d10
Pace: 7; Parry: 8; Toughness: 17 (4)
Edges: Arcane Background (Magic), Arcane Resistance, Danger Sense, Dodge, Extraction, Frenzy (Imp), Quick, Provoke
Powers: Bolt, deflection, dispel, illusion, invisibility, light, mind link, sloth, sound. Power Points: 25.
Special Abilities:
Armor +4: Scaly hide.
Bite/Claws: Str+d8, AP 2.
Breath Weapon (Acid): Stream Template, 4d6 damage.
Breath Weapon (Slow): Cone Template (gas), major sloth. -2 to Spirit rolls to resist.
Dragon: Ignores penalties for Illumination; immune to acid, paralysis, slumber, Stun; ignore up to 4 points of Scale penalties when attacking; minor detect arcana.
Fear (-2): The frightful presence of dragons causes Fear checks at -2.
Flight: Pace 18.
Innate Powers: Major elemental manipulation (stone), major wall walker (stone only).
Size 5 (Large): Copper dragons are 18′ long from nose to tail and weigh around 4 tons. They can take one extra Wound.
Languages: Common, Draconic, Gnome.
Type: Good Dragon (Copper Dragon)
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d6, Common Knowledge d4, Fighting d6, Notice d6, Performance d6, Persuasion d6, Stealth d10, Taunt d6, Thievery d4
Pace: 7; Parry: 5; Toughness: 7 (3)
Edges: Quick
Powers: Light, mind link, sloth, sound. Power Points: 10.
Special Abilities:
Armor +3: Scaly hide.
Bite/Claws: Str+d6.
Breath Weapon (Acid): Stream Template, 2d6 damage.
Breath Weapon (Slow): Small Cone Template (gas), minor sloth.
Dragon: Ignores penalties for Illumination; immune to acid, paralysis, slumber, Stun; ignore up to 4 points of Scale penalties when attacking; minor detect arcana.
Flight: Pace 12.
Innate Powers: Major wall walker (stone only).
Resilient: Wyrmlings can take one Wound before they're Incapacitated.
Size -1: Wyrmlings are small creatures.
Languages: Common, Draconic.
Golden metallic scales cover the body of this majestic dragon, and a regal crest of horns arches backward above wise and piercing eyes.
Type: Good Dragon (Gold Dragon)
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d12+2, Vigor d12
Skills: Athletics d6, Common Knowledge d10, Fighting d10, Healing d10, Notice d8, Persuasion d10, Spellcasting d10, Stealth d4
Pace: 9; Parry: 7; Toughness: 15 (4)
Edges: Arcane Background (Magic), Dodge, Frenzy, Strong Willed
Powers: Deflection, light, protection, relief. Power Points: 10.
Special Abilities:
Aquatic: Pace 9.
Armor +4: Scaly hide.
Bite/Claws: Str+d6, AP 2.
Breath Weapon (Fire): Cone Template, 3d6 damage.
Breath Weapon (Weakening): Cone Template (gas), major lower Trait (Strength).
Detect Gems: Gold dragons can detect the presence of gems within 100 yards.
Dragon: Ignores penalties for Illumination; immune to fire, paralysis, slumber, Stun; +4 damage from cold; ignore up to 4 points of Scale penalties when attacking; minor detect arcana.
Flight: Pace 24.
Shape Change: Gold dragons can take any animal or humanoid form, up to three times per day.
Size 3: Gold dragons stand around 12′ long from nose to tail and weigh nearly 2,000 lbs.
Very Resilient: These dragons can take two Wounds before they're Incapacitated.
Languages: Common, Draconic, Elven, Halfling.
Type: Good Dragon (Gold Dragon)
Attributes: Agility d6, Smarts d12, Spirit d10, Strength d12+4, Vigor d12+1
Skills: Athletics d6, Common Knowledge d12, Fighting d12, Healing d12, Notice d12, Persuasion d12, Spellcasting d12, Stealth d4
Pace: 9; Parry: 8; Toughness: 19 (4)
Edges: Arcane Background (Magic), Arcane Resistance, Common Bond, Dodge, Frenzy (Imp), Luck, Strong Willed
Powers: Arcane protection, boost Trait, deflection, dispel, healing, protection, light, relief. Power Points: 25.
Special Abilities:
Aquatic: Pace 9.
Armor +4: Scaly hide.
Bite/Claws: Str++d8+d6 (fire), AP 2.
Breath Weapon (Fire): Cone Template, 4d6 damage.
Breath Weapon (Weakening): Cone Template (gas), major lower Trait (Strength). Spirit rolls to resist are made at -2.
Detect Gems: Gold dragons can detect the presence of gems within 100 yards.
Dragon: Ignores penalties for Illumination; immune to fire, paralysis, slumber, Stun; +4 damage from cold; ignore up to 4 points of Scale penalties when attacking; minor detect arcana.
Fear (-2): The frightful presence of dragons causes Fear checks at -2.
Flight: Pace 24.
Shape Change: Gold dragons can take any animal or humanoid form, up to three times per day.
Size 7 (Large): Adult gold dragons stand 30 feet tall and weigh 16 tons. They can take one extra Wound.
Languages: Celestial, Common, Dwarven, Draconic, Elven, Halfling.
Type: Good Dragon (Gold Dragon)
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d10, Vigor d8
Skills: Athletics d6, Common Knowledge d6, Fighting d8, Healing d8, Notice d8, Persuasion d8, Stealth d4
Pace: 9; Parry: 6; Toughness: 10 (4)
Edges: —
Special Abilities:
Aquatic: Pace 9.
Armor +4: Scaly hide.
Bite/Claws: Str+d6.
Breath Weapon (Fire): Small Cone Template, 2d6 damage.
Breath Weapon (Weakening): Small Cone Template (gas), minor lower Trait (Strength).
Detect Gems: Gold dragons can detect the presence of gems within 100 yards.
Dragon: Ignores penalties for Illumination; immune to fire, paralysis, slumber, Stun; +4 damage from cold; ignore up to 4 points of Scale penalties when attacking; minor detect arcana.
Flight: Pace 18.
Resilient: Wyrmlings can take one Wound before they're Incapacitated.
Shape Change: Gold dragons can take any animal or humanoid form, up to three times per day.
Size 0: Gold wyrmlings are human-sized creatures.
Languages: Common, Draconic, Elven.
Scales the color of emeralds armor this ferocious acid-breathing dragon. A single sharp horn protrudes from the end of its toothy snout.
Type: Evil Dragon (Green Dragon)
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d12+1, Vigor d10
Skills: Athletics d6, Common Knowledge d6, Fighting d8, Notice d8, Persuasion d4, Spellcasting d8, Stealth d6, Survival d8
Pace: 7; Parry: 6; Toughness: 14 (3)
Edges: Arcane Background (Magic), Dodge, Frenzy
Powers: Entangle. Power Points: 5.
Special Abilities:
Aquatic: Pace 7.
Armor +3: Scaly hide.
Bite/Claws: Str+d6, AP 2.
Breath Weapon (Acid): Cone Template, 3d6 damage. May breath while submerged.
Flight: Pace 24.
Dragon: Ignores penalties for Illumination; immune to acid, paralysis, slumber, Stun; ignore up to 4 points of Scale penalties when attacking; minor detect arcana.
Size 4 (Large): Green dragons stand around 15 feet long from nose to tail and weigh 2,000 lbs. They can take one extra Wound.
Very Resilient: These dragons can take two Wounds before they're Incapacitated.
Woodland Stride: Green dragons move through grasslands, forests and other green landscapes with ease. They ignore movement penalties for Difficult Ground in such terrain.
Languages: Common, Draconic.
Type: Evil Dragon (Green Dragon)
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d12+3, Vigor d12
Skills: Athletics d6, Common Knowledge d6, Fighting d10, Notice d10, Occult d10, Persuasion d6, Spellcasting d10, Stealth d6, Survival d12
Pace: 7; Parry: 7; Toughness: 18 (3)
Edges: Arcane Background (Magic), Arcane Resistance, Dodge, Frenzy (Imp)
Powers: Deflection, disguise, entangle, illusion, light, puppet, sound/silence. Power Points: 25.
Special Abilities:
Aquatic: Pace 7.
Armor +3: Scaly hide.
Bite/Claws: Str+d8, AP 2.
Breath Weapon (Acid): Cone Template, 4d6 damage. May breath while submerged.
Fear (-2): The frightful presence of dragons causes Fear checks at -2.
Flight: Pace 24.
Dragon: Ignores penalties for Illumination; immune to acid, paralysis, slumber, Stun; ignore up to 4 points of Scale penalties when attacking; minor detect arcana.
Size 7 (Large): Adult green dragons stand 30 feet tall and weigh 16 tons. They can take one extra Wound.
Trackless Step: Adult green dragons leave little trace of their movements. Enemies make Survival (tracking) rolls at -4.
Woodland Stride: Green dragons move through grasslands, forests and other green landscapes with ease. They ignore movement penalties for Difficult Ground in such terrain.
Languages: Common, Draconic, Elven, Sylvan.
Type: Evil Dragon (Green Dragon)
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d6, Common Knowledge d6, Fighting d6, Notice d8, Stealth d8, Survival d6
Pace: 7; Parry: 5; Toughness: 7 (3)
Edges: —
Special Abilities:
Aquatic: Pace 7.
Armor +3: Scaly hide.
Bite/Claws: Str+d6.
Breath Weapon (Acid): Small Cone Template, 2d6 damage. May breath while submerged.
Flight: Pace 18.
Dragon: Ignores penalties for Illumination; immune to acid, paralysis, slumber, Stun; ignore up to 4 points of Scale penalties when attacking; minor detect arcana.
Resilient: Wyrmlings can take one Wound before they're Incapacitated.
Size -1: Wyrmlings are small creatures.
Woodland Stride: Green dragons move through grasslands, forests and other green landscapes with ease. They ignore movement penalties for Difficult Ground in such terrain.
Languages: Draconic.
A crown of cruel horns surrounds the head of this mighty fire-breathing dragon. Thick scales the color of molten rock cover its long body.
Type: Evil Dragon (Red Dragon)
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d12+2, Vigor d10
Skills: Athletics d6, Common Knowledge d6, Fighting d8, Intimidation d8, Notice d8, Persuasion d6, Spellcasting d8, Stealth d6
Pace: 7; Parry: 6; Toughness: 14 (3)
Edges: Arcane Background (Magic), Dodge, Frenzy
Powers: Deflection, mind link. Power Points: 5.
Special Abilities:
Armor +3: Scaly hide.
Bite/Claws: Str+d6+d6 (fire), AP 2.
Breath Weapon (Fire): Cone Template, 3d6 damage.
Dragon: Ignores penalties for Illumination; immune to fire, paralysis, slumber, Stun; +4 damage from cold; ignore up to 4 points of Scale penalties when attacking; minor detect arcana.
Flight: Pace 24.
Size 4 (Large): Red dragons stand around 14′ long from nose to tail and weigh over 2,000 lbs. They can take one extra Wound.
Very Resilient: These dragons can take two Wounds before they're Incapacitated.
Languages: Common, Draconic.
Type: Evil Dragon (Red Dragon)
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d12+4, Vigor d12+1
Skills: Athletics d8, Common Knowledge d8, Fighting d10, Intimidation d10, Notice d10, Occult d8, Persuasion d8, Spellcasting d10, Stealth d6
Pace: 7; Parry: 7; Toughness: 19 (4)
Edges: Arcane Background (Magic), Arcane Resistance, Dodge, Frenzy (Imp), Level Headed
Powers: Bolt, boost Trait, deflection, dispel, light, invisibility, mind link, speed. Power Points: 25.
Special Abilities:
Armor +4: Scaly hide.
Bite/Claws: Str+d8+d6 (fire), AP 2.
Breath Weapon (Fire): Cone Template, 4d6 damage.
Dragon: Ignores penalties for Illumination; immune to fire, paralysis, slumber, Stun; +4 damage from cold; ignore up to 4 points of Scale penalties when attacking; minor detect arcana.
Fear (-2): The frightful presence of dragons causes Fear checks at -2.
Fiery Aura: At the end of the dragon's turn, all adjacent foes take 2d4 fire damage.
Flight: Pace 24.
Innate Powers: Major empathy (Charm).
Size 7 (Large): Adult red dragons are 30' long from nose to tail and weigh 16 tons. They can take one extra Wound.
Languages: Common, Draconic, Dwarven, Orc.
Type: Evil Dragon (Red Dragon)
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d10, Vigor d6
Skills: Athletics d6, Common Knowledge d4, Fighting d6, Intimidation d6, Notice d8, Persuasion d6, Stealth d10
Pace: 7; Parry: 5; Toughness: 7 (3)
Edges: —
Special Abilities:
Armor +3: Scaly hide.
Bite/Claws: Str+d6.
Breath Weapon (Fire): Small Cone Template, 2d6 damage.
Dragon: Ignores penalties for Illumination; immune to fire, paralysis, slumber, Stun; +4 damage from cold; ignore up to 4 points of Scale penalties when attacking; minor detect arcana.
Flight: Pace 18.
Resilient: Wyrmlings can take one Wound before they're Incapacitated.
Size -1: Wyrmlings are small creatures.
Languages: Draconic.
The metallic scales of this tall, elegant dragon shine like polished silver, and its tail has a feathered appearance.
Type: Good Dragon (Silver Dragon)
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d12+1, Vigor d10
Skills: Athletics d8, Common Knowledge d8, Fighting d10, Healing d10, Intimidation d10, Notice d10, Persuasion d10, Spellcasting d10, Stealth d4
Pace: 7; Parry: 7; Toughness: 13 (3)
Edges: Acrobat, Arcane Background (Magic), Dodge, Frenzy, Strong Willed
Powers: Boost Trait, light, mind link. Power Points: 10.
Special Abilities:
Armor +3: Scaly hide.
Bite/Claws: Str+d6, AP 2.
Breath Weapon (Ice): Cone Template, 3d6 damage.
Breath Weapon (Paralyzing): Cone Template (paralyzing gas), major stun.
Dragon: Ignores penalties for Illumination; immune to acid, cold, paralysis, slumber, Stun; +4 damage from fire; ignore up to 4 points of Scale penalties when attacking; minor detect arcana.
Cloud Walker: Silver dragons can walk and run on clouds or fog at their full Pace, as if on solid ground.
Flight: Pace 24.
Shape Change: Silver dragons can take any animal or humanoid form as an action.
Size 3: Silver dragons are 12′ long from nose to tail and weigh around 2,000 lbs.
Very Resilient: These dragons can take two Wounds before they're Incapacitated.
Languages: Auran, Common, Draconic, Giant.
Type: Good Dragon (Silver Dragon)
Attributes: Agility d8, Smarts d12, Spirit d10, Strength d12+3, Vigor d12
Skills: Athletics d8, Common Knowledge d12, Fighting d12, Healing d12, Intimidation d12, Notice d12, Persuasion d12, Spellcasting d12, Stealth d4
Pace: 7; Parry: 8; Toughness: 19 (4)
Edges: Arcane Background (Magic), Arcane Resistance, Combat Acrobat, Dodge, Frenzy (Imp), Strong Willed
Powers: Barrier, boost Trait, deflection, dispel, divination, healing, light, mind link. Power Points: 25.
Special Abilities:
Armor +4: Scaly hide.
Bite/Claws: Str+d8, AP 2.
Breath Weapon (Ice): Cone Template, 4d6 damage.
Breath Weapon (Paralyzing): Cone Template (paralyzing gas), major stun. Vigor rolls to resist are at -2).
Dragon: Ignores penalties for Illumination; immune to acid, cold, paralysis, slumber, Stun; +4 damage from fire; ignore up to 4 points of Scale penalties when attacking; minor detect arcana.
Cloud Walker: Silver dragons can walk and run on clouds or fog at their full Pace, as if on solid ground.
Fear (-2): The frightful presence of dragons causes Fear checks at -2.
Flight: Pace 24.
Shape Change: Silver dragons can take any animal or humanoid form as an action.
Size 7 (Large): Adult silver dragons are 30′ long from nose to tail and weigh 16 tons. They can take one extra Wound.
Languages: Auran, Common, Draconic, Dwarven, Giant, Terran.
Type: Good Dragon (Silver Dragon)
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Athletics d6, Common Knowledge d6, Fighting d8, Healing d8, Intimidation d8, Notice d8, Persuasion d8, Stealth d4
Pace: 7; Parry: 6; Toughness: 7 (3)
Edges: —
Special Abilities:
Armor +3: Scaly hide.
Bite/Claws: Str+d6.
Breath Weapon (Ice): Small Cone Template, 2d6 damage.
Breath Weapon (Paralyzing): Small Cone Template (paralyzing gas), minor stun.
Dragon: Ignores penalties for Illumination; immune to acid, cold, paralysis, slumber, Stun; +4 damage from fire; ignore up to 4 points of Scale penalties when attacking; minor detect arcana.
Cloud Walker: Silver dragons can walk and run on clouds or fog at their full Pace, as if on solid ground.
Flight: Pace 18.
Resilient: Wyrmlings can take one Wound before they're Incapacitated.
Shape Change: Silver dragons can take any animal or humanoid form as an action.
Size -1: Wyrmlings are small creatures.
Languages: Auran, Common, Draconic.
This dragon’s scales are a frosty white. Its head is crowned with slender horns, with a thin membrane stretched between them.
Type: Evil Dragon (White Dragon)
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d12, Vigor d10
Skills: Athletics d8, Common Knowledge d4, Fighting d8, Intimidation d8, Notice d8, Persuasion d4, Stealth d8
Pace: 6; Parry: 6; Toughness: 11 (2)
Edges: Dodge, Frenzy, Quick
Special Abilities:
Aquatic: Pace 9.
Armor +2: Scaly hide.
Bite/Claws: Str+d6+d6 (cold), AP 2.
Breath Weapon (Ice): Cone Template, 3d6 damage.
Burrow (6”): White dragons can burrow underground.
Dragon: Ignores penalties for Illumination; immune to cold, paralysis, slumber, Stun; +4 damage from fire; ignore up to 4 points of Scale penalties when attacking; minor detect arcana.
Flight: Pace 24.
Innate Powers: Major darkness (blizzard), major elemental manipulation (snow and ice only), major wall walker (any icy surface, including vertical or inverted surfaces.
Size 2: White dragons are 9′ long from nose to tail and weigh around 1,000 lbs.
Very Resilient: These dragons can take two Wounds before they're Incapacitated.
Languages: Draconic.
Type: Evil Dragon (White Dragon)
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d12+1, Vigor d10
Skills: Athletics d8, Common Knowledge d6, Fighting d10, Intimidation d10, Notice d12, Occult d10, Persuasion d4, Spellcasting d8, Stealth d8
Pace: 6; Parry: 7; Toughness: 16 (5)
Edges: Arcane Background (Magic), Arcane Resistance, Dodge, Frenzy (Imp), Quick
Powers: Bolt, boost Trait, deflection, dispel, light. Power Points: 20.
Special Abilities:
Aquatic: Pace 9.
Armor +5: Scaly hide.
Bite/Claws: Str+d8+d6 (cold), AP 2.
Breath Weapon (Ice): Cone Template, 4d6 damage.
Burrow (6”): White dragons can burrow underground.
Dragon: Ignores penalties for Illumination; immune to cold, paralysis, slumber, Stun; +4 damage from fire; ignore up to 4 points of Scale penalties when attacking; minor detect arcana.
Fear (-2): Anyone who sees a mighty dragon must make a Fear check at -2.
Flight: Pace 24.
Icy Aura: At the end of the dragon's turn, all adjacent foes take 2d4 cold damage.
Innate Powers: Major darkness (blizzard), major elemental manipulation (snow and ice only), major wall walker (any icy surface, including vertical or inverted surfaces.
Size 4 (Large): Adult white dragons are 15 feet long from nose to tail and weigh around 2 tons. They can take one extra Wound.
Languages: Common, Draconic.
Type: Evil Dragon (White Dragon)
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d6, Common Knowledge d4, Fighting d6, Notice d6, Persuasion d4, Stealth d10
Pace: 6; Parry: 5; Toughness: 6 (2)
Edges: —
Special Abilities:
Aquatic: Pace 9.
Armor +2: Scaly hide.
Bite/Claws: Str+d6.
Breath Weapon (Ice): Small Cone Template, 2d6 damage.
Burrow (6”): White dragons can burrow underground.
Dragon: Ignores penalties for Illumination; immune to cold, paralysis, slumber, Stun; +4 damage from fire; ignore up to 4 points of Scale penalties when attacking; minor detect arcana.
Flight: Pace 18.
Innate Powers: Major darkness (blizzard), major elemental manipulation (snow and ice only), major wall walker (any icy surface, including vertical or inverted surfaces.
Resilient: Wyrmlings can take one Wound before they're Incapacitated.
Size -1: Wyrmlings are small creatures.
Languages: Draconic.
This massive aquatic creature resembles an unlikely cross between a dragon and a common snapping turtle. Their giant shells vary in color, like their dragon namesakes. An average specimen grows to 25 feet long, from their head to their dragon-like tails.
Dragon turtles inhabit both fresh and salt water, making their lairs in vast underwater caverns. Usually solitary creatures, they claim large territories as their own, hunting large fish and posing threats to shipping routes. They are known to roam the western seas of the Shackles, the waters near the Devil’s Drain, and the Embaral Ocean.
Dragon turtles have powerful teeth and claws, a breath weapon, and a natural ability to capsize naval vessels. Sailors have learned to offer gifts to ensure safe passage on the waterways ruled by these aquatic dragons — who have come to expect such tithes.
Type: Neutral Dragon (Dragon Turtle)
Attributes: Agility d6, Smarts d6, Spirit d10, Strength d12+3, Vigor d12
Skills: Athletics d10, Fighting d10, Intimidate d10, Notice d10, Persuasion d10, Stealth d6, Survival d10
Pace: 5; Parry: 7; Toughness: 17 (2)
Edges: Mighty Blow, Sweep
Special Abilities:
Aquatic: Pace 6. +2 Stealth rolls underwater.
Armor +2: Hard shell.
Bite/Claws: Str+d8, AP 2.
Breath Weapon (Steam): Cone Template 5d6 damage. May breath while submerged.
Capsize: A dragon turtle can attempt to capsize a ship by making an opposed roll of its Strength against the ship captain’s Boating skill.
Dragon: Ignore Illumination penalties; immune to fire, paralysis, slumber, Stun.
Size 7 (Large): These huge creatures average 25’ long, with shells 15’ in diameter. They can take one extra Wound before they're Incapacitated.
Languages: Aquan, Common, Draconic.
Driders are created from the body of a drow, warped and mutated through special poisons and elixirs to take on the characteristics of a giant spider.
A female drider’s lower spider body is sleek and graceful like a black widow’s body, while its torso and beautiful face retain characteristics of the drow (with the addition of sharp, poisonous fangs). A male drider’s lower body is bulky like a tarantula, while its upper body is wiry and its hideous face more spider than drow, complete with fanged mandibles.
Type: Evil Aberration (Drider)
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d8, Vigor d10
Skills: Athletics d8, Common Knowledge d4, Fighting d8, Intimidation d8, Notice d6, Occult d8, Persuasion d4, Shooting d6, Spellcasting d8, Stealth d6
Pace: 6; Parry: 6 or 7 (mace); Toughness: 11 (2)
Edges: Arcane Background (Magic), Dodge, Trademark Weapon (heavy mace)
Powers: Bolt, dispel, entangle, illusion, invisibility, lower Trait, protection, puppet. Power Points: 20.
Gear: Masterwork heavy mace (Str+d8, AP 2), masterwork composite bow (Range 12/24/48, Damage Str+d6, AP 2).
Special Abilities:
Ancestry (Elf): Agile, Elven Magic, Low Light Vision, Keen Senses, Slender.
Armor +2: Mutated hide.
Bite: Str+d4.
Darkvision: Driders ignore penalties for Illumination up to 10”.
Immunity: Slumber.
Innate Powers: Major detect arcana (self, all Modifiers), minor fly (levitate up or down only), minor light/darkness.
Poison (-2): The drider's bite contains a Mild poison.
Size 2: Driders are the size of a horse.
Wall Walker: Driders can walk on vertical or inverted surfaces at their full Pace.
Webbing: Driders can cast webs from their thorax that are the size of Small Blast Templates. This is an Athletics roll with a Range of 6″. A hit means the victim is Entangled, or Bound with a raise.
Languages: Common, Elven, Undercommon.
Drow society is corrupt and evil, ruling vast subterranean cities through fear and might. Many worship demons and enslave other peoples, and so are among the underworld’s most feared and despised denizens.
A powerful nobility rules over drow society. The nobles are governed by sadistic and dangerous matriarchs who constantly plot and scheme against rival houses—and lesser kin within their own families. The majority of drow are common soldiers and decadent citizenry, using this base profile.
Type: Evil Humanoid (Drow)
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d6, Common Knowledge d4, Fighting d6, Intimidation d6, Notice d6, Occult d4, Persuasion d4, Shooting d6, Stealth d6
Pace: 6; Parry: 5 or 6 (rapier); Toughness: 6 (2)
Edges: —
Gear: Rapier (Str+d4), hand crossbow (Range 5/10/20, Damage 2d4), light leather armor (+2), 2× Knockout poison.
Special Abilities:
Ancestry (Elf): Agile, (Elves), Elven Magic, Intelligence, Low Light Vision, Keen Senses, Slender.
Darkvision: Drow ignore penalties for Illumination up to 10”.
Immunity: Slumber.
Innate Powers: Minor light (once per day), minor darkness (once per day).
Weakness (Light): Drow subtract 1 from Trait rolls requiring sight in bright light.
Languages: Elven, Undercommon.
Type: Evil Humanoid (Drow)
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d8
Skills: Athletics d6, Common Knowledge d4, Fighting d8, Intimidation d6, Notice d6, Occult d4, Persuasion d4, Shooting d6, Stealth d6
Pace: 6; Parry: 6 or 7 (rapier); Toughness: 7 (2)
Edges: —
Gear: Rapier (Str+d4), hand crossbow (Range 5/10/20, Damage 2d4), light leather armor (+2), 2× Knockout poison.
Special Abilities:
Ancestry (Elf): Agile, (Elves), Elven Magic, Intelligence, Low Light Vision, Keen Senses, Slender.
Darkvision: Drow ignore penalties for Illumination up to 10”.
Immunity: Slumber.
Innate Powers: Minor light (once per day), minor darkness (once per day).
Resilient: Drow priestesses can take one Wound before they're Incapacitated.
Weakness (Light): Drow subtract 1 from Trait rolls requiring sight in bright light.
Languages: Elven, Undercommon.
Type: Evil Humanoid (Drow)
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d6
Skills: Athletics d6, Common Knowledge d4, Fighting d6, Intimidation d6, Notice d6, Occult d4, Persuasion d4, Shooting d6, Stealth d8
Pace: 6; Parry: 5 or 6 (rapier); Toughness: 6 (2)
Edges: Extraction
Gear: Rapier (Str+d4), hand crossbow (Range 5/10/20, Damage 2d4), light leather armor (+2), 2× Knockout poison.
Special Abilities:
Ancestry (Elf): Agile, (Elves), Elven Magic, Intelligence, Low Light Vision, Keen Senses, Slender.
Darkvision: Drow ignore penalties for Illumination up to 10”.
Immunity: Slumber.
Innate Powers: Minor light (once per day), minor darkness (once per day).
Very Resilient: Drow infiltrators can take two Wounds before they're Incapacitated.
Weakness (Light): Drow subtract 1 from Trait rolls requiring sight in bright light.
Languages: Elven, Undercommon.
Drow society tends to be matriarchal, with nobles defined by their Class Edges. The following profile representing a typical matriarch priestess.
Type: Evil Humanoid (Drow Cleric)
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d8
Skills: Athletics d8, Common Knowledge d6, Faith d8, Fighting d8, Intimidation d8, Notice d6, Occult d6, Persuasion d4, Shooting d8, Stealth d6
Pace: 6; Parry: 6, 7, or 9 (rapier, shield); Toughness: 9 (4)
Edges: Cleric, Extraction, Frenzy.
Powers: Boost Trait, deflection, dispel, fear, healing, puppet, silence. Power Points: 15.
Gear: Masterwork rapier (Str+d4, AP 1), hand crossbow (Range 5/10/20, Damage 2d4), masterwork plate corselet (+4), medium shield (+2 Parry, -2 Cover), 2× Knockout poison.
Special Abilities:
Ancestry (Elf): Agile, Elven Magic, Intelligent, Low Light Vision, Keen Senses, Slender.
Class Abilities (Cleric): Arcane Background (Cleric, Lamashtu), Channel Energy, Vow.
Darkvision: Drow ignore penalties for Illumination up to 10”.
Immunity: Slumber.
Innate Powers: Minor fly (levitate up or down only), minor light/darkness.
Weakness (Light): Drow subtract 1 from Trait rolls requiring sight in bright light.
Languages: Elven, Undercommon.
Dryads are tree-based fey who live in secluded woodlands far from humanoid settlements. They appear as comely humanoids with wooden skin and leaves or blossoms for hair.
These good and benign creatures are nimble but not very strong. They use bows and other weapons in defense, in addition to their potent magic abilities.
Each Dryad is bound to a single tree, usually an oak. The creature sickens and eventually dies if it strays more than 300 yards from its tree. Dryads dwell in all forests of Avistan, although the largest populations exist in the Mwangi Expanse.
Type: Good Fey (Dryad)
Attributes: Agility d8, Smarts d6, Spirit d10, Strength d6, Vigor d6
Skills: Athletics d8, Common Knowledge d8, Fighting d8, Notice d10, Persuasion d6, Shooting d8, Spellcasting d8, Stealth d10, Survival d6
Pace: 6; Parry: 6; Toughness: 9 (4)
Edges: Arcane Background (Magic), Attractive, Charismatic
Powers: Empathy, slumber. Power Points: 15.
Gear: Dagger (Str+d4), masterwork longbow (Range 15/30/60, Damage 2d6, AP 2).
Special Abilities:
Armor +4: Enchanted skin.
Fey: Ignore penalties for Dim and Dark Illumination; +4 damage from cold iron.
Innate Powers: Minor entangle (LBT).
Speak with Plants: Dryads can communicate freely with all plant life.
Tree Meld: A dryad can meld into or out of a tree as a limited action. She can remain melded with a tree as long as she wishes.
Weakness (Tree Dependent): Beyond 300 yards of its tree, a dryad suffers a level of Fatigue. After an hour, it is Exhausted. Every 24 hours, it must make a Vigor roll or suffer Energy Drain (Vigor). The dryad can perform a ritual to bond to a new tree.
Languages: Common, Elven, Sylvan.