d12 Monster Guide
description
Transcript of d12 Monster Guide
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D12 RPG © 2014 Caleb Engelke No part of this document may be reproduced without the express permission of the author.
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The creatures are listed A to Z. If you find a monster that isn’t 100% to your liking feel free to move a couple attribute points, change a trait or 2, or give them different equipment. Just like with the player’s guide these are guidelines and can be torn apart to better fit your needs. This is not an exhaustive list of monsters so if you are unable to find exactly what you need feel free to customize an existing monster or create a new one using the Monster Creation rules at the end of the book.
Table of Contents
2 Monsters
15 Non-Player Characters
18 Animals
21 Monster Creation
22 Stat Card Template
Combat Scene To create a balanced combat scene, count the number of players. The result is the number of creature points (CP) you have available to invest into the scene. Add more to the pool to make it more difficult, and subtract points to make it easier. Then you spend those points on various monsters until you have spent your allotted points. Stat Cards The stat card contains the basic information of the monster. Name This is the name that the monster generally is known as. If there is a number in parenthesis it represents how many individual creatures the stat card represents. CP This is the monster’s creature point value. The higher the point value the tougher.
Init This is the monster’s Initiative, which is used to determine the order of combat. HP This is the monster’s total number of hit points. This number takes into consideration their armor. Normal/Special These are the monster’s attributes. AP This is the number of action points the monster has. While players always have 2 AP monsters have varying amounts. Talents Talents provide the creature a +2 bonus to skill rolls they are associated with. Traits Traits allow monsters to interact with the game world in a unique way without the use of an implement or item. Languages This tells the ways the monster can communicate. The languages given are based on the player’s guide and could change depending on the campaign. Abilities To use the named ability they must spend the allotted AP notated in parenthesis. If no AP cost is listed read the ability description for conditions. Equipment All items that the creature is carrying and using is notated here.
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Monsters by CP !1 CP Bandits Doppelganger Flameskull Fungal Spoor Ooze, Green Razorfin Rosebush Rot Grub Skeletons Zombie 2 CP Demon, Gluttony Gargoyle Harpy Minotaur Nightshade Shadow Werewolf
3 CP Basilisk Death Knight Demon, Lust Ghost Invisible Stalker Ogre Satyr 4 CP Chimera Fungal Bloom Giant Golem 5CP Demon, Wrath Hydra Lich Wyrm 6CP Dragon
!!Bandits (3)
CP 1 HP 3 Init 5 Normal 2 AP 1 Special 0 Talents
Break Things Climb
Stealth
Languages Common
Traits N/A
Abilities Deft: The bandits get a free AP for a move or item action each turn. Swarm: Add +1 to all defense rolls.
Equipment Leather Tunic (Light), Cutlass, 2 Daggers, Crossbow, 20 Bolts !!
!!Basil isk
CP 3 HP 7 Init 3 Normal 2 AP 3 Special 2 Talents
Dig Swim
Languages N/A
Traits Natural Medium Armor (Scales) Natural Normal Attack (Bite) Natural Special Attack (Gaze)
Abilities Petrify: Targets hit by a basilisk’s gaze attack must spend 1 additional AP to move their next turn, and if the attack drops the target’s HP to 0 or lower they turn to stone.
Equipment N/A !
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!!Chimera
CP 4 HP 8 Init 3 Normal 2 AP 4 Special 3 Talents Destroy
Languages Aetho
Traits Flight Natural Medium Armor (Scales) Natural Normal Attack (Claws and Bite) Natural Special Attack (Poison Tail and Fire Breath)
Abilities Ignite: Targets hit by the chimera’s fire breath attack must spend 1 AP at the beginning of their next turn to put themselves out or take 1 damage. Poison: Targets hit by the chimera’s poison tail attack have disadvantage on defense rolls for 24 hours. The Heal or Mist utility powers remove this effect.
Equipment N/A !
!!Death Knight
CP 3 HP 8 Init 1 Normal 3 AP 3 Special 1 Talents
Interrogate Ride
Languages Common
Traits Undead
Abilities Curse: Targets hit by the death knight’s weapon attacks have disadvantage on their next defense roll. Incite: The death knight grants allies within 20’ a +1 on attack rolls.
Equipment Plate Armor (Heavy), Longsword, Battleaxe, shield, 2 Shortswords !!
!!Demon, Gluttony Swarm
CP 2 HP 4 Init 7 Normal 3 AP 2 Special 0 Talents
Eat Languages
Enochian Traits
Flight Natural Normal Attack (Bite) Telepathy
Abilities Drain: If the demon deals damage with its bite attack it heals 1 HP. Swarm: Add +1 to all defense rolls.
Equipment N/A !
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!!Demon, Lust
CP 3 HP 5 Init 7 Normal 0 AP 3 Special 4 Talents
Charm Diplomacy Interrogate
Languages Common Enochian
Traits Flight Natural Special Attack (Flame and Sorcery) Telepathy
Abilities Change Shape (1AP): The demon can take the form of any humanoid. DC 11 to figure out it is a disguise. A skill roll is only rolled if the players feel that something is not right.! Compel (2AP): Make a special attack against an enemy. If you hit the target then the demon controls the target’s actions their next turn.
Equipment Silk Clothes, Whip, Notebook, Pen, Dagger !
!!Demon, Wrath
CP 5 HP 8 Init 5 Normal 3 AP 4 Special 3 Talents
Burn Torture
Languages Enochian
Traits Flight Natural Light Armor (Hide) Natural Special Attack (Flame) Telepathy
Abilities Enflame: If a melee attack hits the demon then the attacker takes 1 damage. Fury: Add +1 to all attack rolls.
Equipment Greatsword, Whip !
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!!Doppelganger
CP 1 HP 3 Init 5 Normal 1 AP 1 Special 1 Talents Disguise Gambling
Lying
Languages Common
Fey
Traits N/A
Abilities Change Shape (1AP): The doppelganger can take the form of any humanoid. DC 11 to figure out it is a disguise. A skill roll is only rolled if the players feel that something is not right. Deft: A doppelganger gets a free AP for a move or item action each turn.
Equipment Wand of Lightning, Rapier, Sling, Dagger, Robes, Basic Tunic, Leather Armor (Light) !
!!Dragon
CP 6 HP 10 Init 3 Normal 3 AP 4 Special 4 Talents
Burn Destroy
Languages Common
Aetho Traits
Flight Infravision 60’ Natural Medium Armor (Hide) Natural Normal Attack (Claws and Bite) Natural Special Attack (Fire Breath)
Abilities Assail (1AP): The dragon has advantage on attack rolls until the end of the turn. Composure: The dragon has advantage on defense rolls if it has 7 HP or more. Ignite: Any creature hit by the dragon’s fire breath attack must spend 1 AP at the beginning of their next turn to put themselves out or take 1 damage.
Equipment N/A, but enough gold to buy a castle !!
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!!Flameskull
CP 1 HP 3 Init 5 Normal 0 AP 1 Special 2 Talents
N/A Languages
N/A Traits
Flight Natural Light Armor (Fire Shield) Natural Special Attack (Flame) Undead
Abilities Deft: The flameskull get a free AP for a move or item action each turn. Enflame: If a melee attack hits the flameskull then the attacker takes 1 damage.
Equipment N/A !
!!Fungal Bloom
CP 4 HP 8 Init 3 Normal 0 AP 4 Special 5 Talents
N/A Languages
N/A Traits
Immobile Natural Medium Armor (Plant Hide) Natural Special Attack (Spores) Tremorsense 20’
Abilities Heal (1AP): The fungal bloom heals a target within 20’ 1 HP. Paralytic Powder (1AP): Make a special attack against an enemy. If you hit the target they must spend 1 additional AP to move for 1 hour. Poison: Targets hit by the fungal bloom’s spore attack have disadvantage on defense rolls for 24 hours. The Heal or Mist utility powers remove this effect.
Equipment N/A
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!!Fungal Spoors (2)
CP 1 HP 2 Init 7 Normal 2 AP 1 Special 0 Talents
N/A Languages
N/A Traits
Natural Normal Attack (Claws) Tremorsense 20’
Abilities Deft: The fungal spoors get a free AP for a move or item action each turn. Swarm: Add +1 to all defense rolls.
Equipment N/A !!
!Gargoyle
CP 2 HP 7 Init 1 Normal 3 AP 2 Special 0 Talents
Climb Perception
Languages Aetho
Traits Flight Natural Heavy Armor (Rock) Natural Normal Attack (Claws)
Abilities False Form: The gargoyle looks exactly like a stone statue when motionless.
Equipment N/A
!!Ghost
CP 3 HP 8 Init 1 Normal 0 AP 3 Special 4 Talents History
Intimidate Stealth
Languages Whatever it knew in
life
Traits Flight Natural Heavy Armor (Ethereal) Natural Special Attack (Enervating Touch) Undead
Abilities Incorporeal: The ghost has advantage on defense rolls against normal attacks. Possession (2AP): Make a special attack against an enemy. If you hit the target then the ghost enters the host and controls the host’s actions. Damaging the host with a silver weapon or fire forces the ghost out of the host.
Equipment N/A !
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!!Giant
CP 4 HP 8 Init 3 Normal 5 AP 4 Special 0 Talents
Endurance Move Things
Languages Jotun
Traits Infravision 40’
Abilities Assail (1AP): The giant has advantage on attack rolls until the end of the turn.!
Equipment Breastplate (Medium), Greatsword !!
!!Golem
CP 4 HP 9 Init 1 Normal 4 AP 4 Special 1 Talents
Patrol Perception
Languages Common
Aetho Traits
Construct Natural Heavy Armor (Iron Plating) Natural Normal Attack (Bolt Shot Arm) Natural Normal Attack (Sword Arm)
Abilities Dampen: The golem has advantage on defense rolls against special attacks. Ward (1AP): The golem has advantage on defense rolls until the end of the turn.
Equipment N/A !
!!Harpy
CP 2 HP 4 Init 7 Normal 2 AP 2 Special 1 Talents
N/A Languages
Jotun Traits
Flight Natural Normal Attack (Talons)
Abilities Song (2AP): Make a special attack against an enemy. If you hit the target then the harpy controls the target’s actions their next turn.
Equipment N/A !!
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!!Hydra
CP 5 HP 9 Init 3 Normal 5 AP 4 Special 1 Talents
Eat Swim
Languages Jotun
Traits Aquatic Natural Medium Armor (Thick Hide) Natural Normal Attack (Bites)
Abilities Fury: Add +1 to all attack rolls. Regeneration: The hydra heals 1 HP at the beginning of its turn if it is above 0 HP.
Equipment N/A !
!!Invisible Stalker
CP 3 HP 5 Init 9 Normal 3 AP 4 Special 1 Talents
Stalk Track
Languages Aklo
Traits Natural Normal Attack (Claws)
Abilities Invisibility: The Invisible Stalker has advantage on defense rolls. Spry: The Invisible Stalker gets +2 to initiative. (already included)
Equipment N/A !
!!Lich
CP 5 HP 8 Init 5 Normal 1 AP 4 Special 5 Talents Disguise History Lying
Languages Common
Aetho Enochian
Traits Flight Telepathy Undead
Abilities Hex: Targets hit by the lich’s staff attack have disadvantage on their next attack roll. Siphon (2AP): Make a special attack against an enemy. If you hit the target then they lose 1 utility point and the lich heals 2 HP. Ward (1AP): The lich has advantage on defense rolls until the end of the turn.
Equipment Fortified Robes (Light), Staff, Spellbook !
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!!Minotaur
CP 2 HP 6 Init 5 Normal 3 AP 2 Special 0 Talents Navigate
Move Things
Languages Jotun
Traits Natural Medium Armor (Hide) Natural Normal Attack (Gore)
Abilities Fury: Add +1 to all attack rolls. Spry: The minotaur gets +2 to initiative. (already included)
Equipment 2 Battleaxes, 4 Javelins, Loincloth !!
!!Nightshade
CP 2 HP 6 Init 3 Normal 0 AP 2 Special 3 Talents
N/A Languages
Fey Traits
Immobile Natural Medium Armor (Bark) Natural Special Attack (Aroma) Tremorsense 20’
Abilities Compel (2AP): Make a special attack against an enemy. If you hit the target then the nightshade controls the target’s actions their next turn. False Form: The Nightshade looks exactly like a bush when motionless.
Equipment N/A !!
!!Ogre
CP 3 HP 7 Init 3 Normal 4 AP 3 Special 0 Talents
Break Things Move Things
Languages Jotun
Traits Infravision 40’
Abilities Rage: The ogre has advantage on attack rolls if it has 3 HP or less.
Equipment Breastplate (Medium Armor), Great Club, 4 Javelins, Loincloth !
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!!Ooze, Green
CP 1 HP 4 Init 3 Normal 0 AP 1 Special 2 Talents
Climb Stealth
Languages Aklo
Traits Natural Medium Armor (Ooze) Natural Special Attack (Acid) Tremorsense 20’
Abilities Corrosive: Weapons that successfully strike this creature are destroyed. Gooey: Targets hit by a green ooze’s acid attack must spend 1 additional AP to move their next turn.
Equipment N/A !!
!!Razorfin (3)
CP 1 HP 3 Init 7 Normal 2 AP 1 Special 0 Talents
Perception Languages
Aklo Traits
Aquatic Abilities
Deft: The razorfin get a free AP for a move or item action each turn. Spry: The razorfin get +2 to initiative. (already included)
Equipment Spear, Net, Trident, Dagger, Dolphin Hide Armor (Light Armor) !!
!!Rosebush
CP 1 HP 4 Init 3 Normal 2 AP 1 Special 0 Talents
N/A Languages
Fey Traits
Immobile Natural Medium Armor (Bark) Natural Normal Attack (Thorns) Tremorsense 20’
Abilities False Form: The rosebush looks exactly like a bush when motionless.
Equipment N/A !!
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!!Rot Grub
CP 1 HP 1 Init 7 Normal 2 AP 1 Special 0 Talents Stealth
Languages N/A
Traits Immobile Natural Normal Attack (Burrow)
Abilities Burrow (1AP): A successful normal attack allows the rot grub to enter its target. The rot grub then has burrow resistance and can use the tunnel ability. Burrow Resistance: The rot grub can only by killed by fire or acid which does 1 HP damage to the rot grub’s host. Tunnel (1AP): It makes its way to the target’s heart to lay eggs. After using tunnel 5 times the target dies.
Equipment N/A
!Satyr
CP 3 HP 6 Init 5 Normal 2 AP 3 Special 2 Talents
Lying Perform Track
Languages Common
Fey
Traits Natural Light Armor (Hide) Natural Special Attack (Magic)
Abilities Curse: Targets hit by the satyr’s magic attack have disadvantage on their next defense roll. Inspire: The satyr grants allies within 20’ a +1 on defense rolls.
Equipment 2 Scimitars, Pan Flute !!
!Skeletons (2)
CP 1 HP 2 Init 7 Normal 2 AP 1 Special 0 Talents
N/A Languages
N/A Traits
Undead Abilities
Deft: The skeleton’s get a free AP for a move or item action each turn. Fury: Add +1 to all attack rolls.
Equipment 2 Scimitars, Longbow, Arrows !
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!!Shadow
CP 2 HP 5 Init 5 Normal 0 AP 2 Special 3 Talents Stealth Track
Languages N/A
Traits Natural Light Armor (Ethereal) Natural Special Attack (Enervating Touch) Undead
Abilities Curse: Targets hit by the shadow’s enervating touch attack have disadvantage on their next defense roll. Incorporeal: The shadow has advantage on defense rolls against normal attacks.
Equipment N/A !
!!Werewolf
CP 2 HP 5 Init 5 Normal 3 AP 2 Special 0 Talents
Run Track
Languages Common
Traits Natural Normal Attack (Claws and Bite) Scent
Abilities Infectious: Roll a D12 If the werewolf’s claw or bite attack hits the target. On a 10-12 the target becomes infected and will become a werewolf on the next full moon. The Heal or Mist utility power, or wolfsbane can remove the infection when applied before the full moon. Transform (1AP): A werewolf assumes its true form and gains the traits and abilities of the werewolf. It can also use transform to change back. Rage: The werewolf has advantage on attack rolls if it has 2 HP or less.
Equipment Leather Armor (Light), Longsword !
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!!Wyrm
CP 5 HP 9 Init 3 Normal 4 AP 4 Special 2 Talents
Dig Eat
Languages Aklo
Traits Burrowing Natural Medium Armor (Hide) Natural Normal Attack (Bite) Natural Special Attack (Acid Spittle) Tremorsense 40’
Abilities Consume (2AP): Make a normal attack against an enemy. If you hit the target then the target is eaten. At the beginning of the eaten creature’s turn they take 1 damage. To escape the creature must cut their way out of the wyrm’s stomach. The stomach has 2 HP and advantage on defense rolls. Each target must cut their own escape. Diseased: Any creature hit by the wyrm’s acid spittle attack has disadvantage on attack rolls for 24 hours. The Heal or Mist utility powers remove this effect.
Equipment N/A !
!!Zombies (2)
CP 1 HP 4 Init 3 Normal 2 AP 1 Special 0 Talents
N/A Languages
N/A Traits
Natural Medium Armor (Rigor Mortis) Natural Normal Attack (Bite) Undead
Abilities Infectious: If the zombie’s bite attack drops the target’s HP to 0 or lower they become a zombie D12 days later. The Heal or Mist utility power can remove the infection within the D12 day period.
Equipment Ragged Clothes !!!!! !
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Non-Player Characters The world is not just filled with monsters but various non-player characters (NPCs) as well. NPCs by CP 0 CP Citizen/Commoner 1 CP Barbarian Captain/Chieftain Druid Guard Knight/Paladin Priest Rogue/Assassin Wizard 3 CP Archmage !
!Archmage
CP 3 HP 6 Init 5 Normal 0 AP 3 Special 4 Talents History
Languages Varies
Traits N/A
Abilities Hex: Targets hit by the archmage’s staff attack have disadvantage on their next attack roll.
Equipment Battle Robes (Light), Staff, Dagger !!Barbarian
CP 1 HP 3 Init 5 Normal 2 AP 1 Special 0 Talents
Break Things Languages
Varies Traits
N/A Abilities
Deft: The barbarian gets a free AP for a move or item action each turn. Rage: The barbarian has advantage on attack rolls if it has 2 HP or less.
Equipment Hide Armor (Light), Battleaxe, Javelin !
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!Captain/Chieftain
CP 1 HP 4 Init 3 Normal 2 AP 1 Special 0 Talents
Ride Languages
Varies Traits
N/A Abilities
Deft: The captain gets a free AP for a move or item action each turn. Incite: The captain grants allies within 20’ a +1 on attack rolls.
Equipment Breastplate (Medium), Morningstar, Longbow, 20 Arrows !!Citizen/Commoner
CP 0 HP 1 Init 7 Normal 0 AP 1 Special 0 Talents
Craft Languages
Varies Traits
N/A Abilities
N/A Equipment
Pitchfork, Torch !
!Druid
CP 1 HP 3 Init 5 Normal 1 AP 1 Special 1 Talents
Track Languages
Varies Traits
Natural Normal Attack (Claws and Bite) Natural Special Attack (Verdant Light)
Abilities Transform (1AP): The druid can take the form of any animal and gain a trait. It can also use transform to change back.! Deft: The druid gets a free AP for a move or item action each turn.
Equipment Hide Armor (Light), Spear, Sling !!Guard
CP 1 HP 4 Init 3 Normal 2 AP 1 Special 0 Talents
Patrol Languages
Varies Traits
N/A Abilities
Deft: The guard gets a free AP for a move or item action each turn. Shield: The guard gets a free AP for a block or guard action each turn.
Equipment Scale Mail (Medium), Shortsword, Shield, Crossbow, 20 bolts !
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!Knight/Paladin
CP 1 HP 5 Init 1 Normal 1 AP 1 Special 1 Talents
Ride Languages
Varies Traits
N/A Abilities
Deft: The knight gets a free AP for a move or item action each turn. Inspire: The knight grants allies within 20’ a +1 on defense rolls.
Equipment Plate Armor (Heavy), Longsword, Longbow, 20 Arrows !!Priest
CP 1 HP 4 Init 3 Normal 1 AP 1 Special 1 Talents
Diplomacy Languages
Varies Traits
Natural Special Attack (Divine Retribution) Abilities
Deft: The priest gets a free AP for a move or item action each turn. Heal (1AP): The priest heals a target within 20’ 1 HP.
Equipment Chain Mail (Medium), Mace, Sling, Holy Symbol !
!Rogue/Assassin
CP 1 HP 3 Init 7 Normal 1 AP 1 Special 1 Talents Stealth
Languages Varies
Traits N/A
Abilities Deft: The rogue gets a free AP for a move or item action each turn. Spry: The rogue’s gets +2 to initiative. (already included)
Equipment Leather Armor (Light), 2 Daggers, 10 Darts, Poison !!Wizard
CP 1 HP 2 Init 7 Normal 0 AP 1 Special 2 Talents History
Languages Varies
Traits N/A
Abilities Deft: The wizard gets a free AP for a move or item action each turn. Hex: Targets hit by the wizard’s staff attack have disadvantage on their next attack roll.
Equipment Robe, Staff, Dagger !!! !
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Animals Here are stat cards for mundane animals. These creatures operate on instinct and normally do not attack unless they are threatened or compelled to do so. None of the animals listed have equipment but you may add whatever equipment you desire. However, if you change the type of armor you must alter the animal’s HP and Initiative value. See the Monster Creation rules for how monster armor works. Animals by CP 1 CP Herd Animals Horse Hound or Wolf Rat Swarm Snake, Viper 2 CP Ape or Bear Bat Swarm Predatory Cat Snake, Constrictor Spider, Giant
3 CP Hound or Wolf, Giant Insect Swarm 4 CP Ape or Bear, Giant Elephant
Ape or Bear
CP 2 HP 6 Init 3 Normal 3 AP 2 Special 0 Talents
Break Things Climb
Languages N/A
Traits Natural Medium Armor (Hide) Natural Normal Attack (Slam and Bite)
Abilities Fury: Add +1 to all attack rolls. !!Ape or Bear, Giant
CP 4 HP 8 Init 3 Normal 4 AP 4 Special 1 Talents
Break Things Climb
Languages N/A
Traits Natural Medium Armor (Hide) Natural Normal Attack (Slam and Bite)
Abilities Fury: Add +1 to all attack rolls. !Bat Swarm
CP 2 HP 4 Init 7 Normal 1 AP 2 Special 2 Talents
N/A Languages
N/A Traits
Echolocation Flight Natural Special Attack (Sonic)
Abilities Swarm: Add +1 to all defense rolls. !
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!Elephant
CP 4 HP 9 Init 1 Normal 3 AP 4 Special 2 Talents
Endurance Languages
N/A Traits
Natural Heavy Armor (Hide) Natural Normal Attack (Gore)
Abilities Ward (1AP): The elephant has advantage on defense rolls until the end of the turn. !!Herd Animals (5)
CP 1 HP 5 Init 1 Normal 1 AP 1 Special 1 Talents
N/A Languages
N/A Traits
N/A Abilities
Swarm: Add +1 to all defense rolls. !!Horse
CP 1 HP 3 Init 5 Normal 1 AP 1 Special 1 Talents
Endurance Run
Languages N/A
Traits Natural Light Armor (Hide)
Abilities Deft: A horse gets a free AP for a move or item action each turn. !
!Hound or Wolf
CP 1 HP 3 Init 5 Normal 2 AP 1 Special 0 Talents
Run Track
Languages N/A
Traits Natural Light Armor (Hide) Natural Normal Attack (Bite) Scent
Abilities Deft: A hound gets a free AP for a move or item action each turn. !!Hound or Wolf, Giant
CP 3 HP 6 Init 5 Normal 3 AP 4 Special 1 Talents
Run Track
Languages N/A
Traits Natural Light Armor (Hide) Natural Normal Attack (Bite) Scent
Abilities Deadly: If the hound’s bite attack drops the target’s HP to 0 or lower they die. !!Insect Swarm
CP 3 HP 7 Init 3 Normal 2 AP 3 Special 2 Talents
Climb Dig
Languages N/A
Traits Natural Medium Armor (Swarm) Natural Normal Attack (Bite)
Abilities Swarm: Add +1 to all defense rolls. !
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!Predatory Cat
CP 2 HP 5 Init 7 Normal 2 AP 2 Special 1 Talents
Climb Stalk
Languages N/A
Traits Natural Light Armor (Hide) Natural Normal Attack (Claws and Bite)
Abilities Spry: The cat’s gets +2 to initiative. (already included) !!Rat Swarm
CP 1 HP 4 Init 3 Normal 1 AP 1 Special 1 Talents
Climb Swim
Languages N/A
Traits Natural Medium Armor (Swarm) Natural Normal Attack (Bite)
Abilities Deft: The rat swarm gets a free AP for a move or item action each turn. Swarm: Add +1 to all defense rolls. !!Snake, Constrictor
CP 2 HP 5 Init 5 Normal 2 AP 2 Special 1 Talents Stealth
Languages N/A
Traits Aquatic Natural Light Armor (Scales) Natural Normal Attack (Crush)
Abilities Constrict: Targets hit by the snake’s crush attack must spend 1 additional AP to move their next turn. !
!Snake, Viper
CP 1 HP 2 Init 7 Normal 1 AP 1 Special 1 Talents Stealth
Languages N/A
Traits Aquatic Natural Special Attack (Venom)
Abilities Deft: The rat swarm gets a free AP for a move or item action each turn. Poison: Targets hit by the snake’s venom attack have disadvantage on defense rolls for 24 hours. The Heal or Mist utility powers remove this effect. !!Spider, Giant
CP 2 HP 6 Init 3 Normal 2 AP 2 Special 1 Talents
Climb Stalk
Languages N/A
Traits Natural Medium Armor (Bug Hide) Natural Normal Attack (Web) Natural Special Attack (Venom)
Abilities Web (1AP): Make a normal attack against an enemy. If you hit the target they must spend 1 additional AP to move for 1 hour.
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Monster Creation!Occasionally the game master may want to create a unique monster. Below is the outline in order to do so.
CP Attributes HP AP
1 2 2 1
2 3 4 2
3 4 5 3
4 5 6 4
5 6 7 4
6 7 8 4
CP How many creature points the monster is worth. The higher the CP value the more difficult the monster is. Attributes How many attributes the monster has to distribute between Normal and Special. HP The starting HP of the monster. They can get more by having heavier armor. AP The number of action points the monster has each round. Talents Write 0 to 4 talents that the monster is exceptionally skilled at. Traits Write 0-3 traits that the monster possesses.
Languages These are the languages the monster speaks. The 6 languages of D12 are Common, Aetho, Aklo, Enochian, Fey, and Jotun Abilities Not every creature has an ability, but if it does list it here. Equipment If your monster is using weapons, armor, or has other gear it should be notated. Monster Armor A monster’s armor can be natural like a rhino’s hide or manufactured like chainmail or a chest plate.
Armor HP Boost Speed
Unarmored 0 7
Light 1 5
Medium 2 3
Heavy 3 1
!!
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!!Name:
CP HP Init Normal AP Special Talents
Languages
Traits
Abilities
Equipment !!!!!!!!
!!Name:
CP HP Init Normal AP Special Talents
Languages
Traits
Abilities
Equipment !!!!!!!!!