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D12 RPG 2014 Caleb Engelke
No part of this document may be reproduced without the express permission of the author.

The creatures are listed A to Z. If you find a


monster that isnt 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 players 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.

Init
This is the monsters Initiative, which is used
to determine the order of combat.
HP
This is the monsters total number of hit
points. This number takes into consideration
their armor.
Normal/Special
These are the monsters attributes.
AP
This is the number of action points the
monster has. While players always have 2
AP monsters have varying amounts.

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.

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 players 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.

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 monsters creature point value.
The higher the point value the tougher.

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

Init

AP
1
Talents
Break Things
Climb
Stealth

HP

Normal

Special
0
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

!
!

!
Basilisk
CP

HP

Init

Normal

AP
3
Talents
Dig
Swim

Special
2
Languages
N/A

Traits
Natural Medium Armor (Scales)
Natural Normal Attack (Bite)
Natural Special Attack (Gaze)
Abilities
Petrify: Targets hit by a basilisks gaze
attack must spend 1 additional AP to move
their next turn, and if the attack drops the
targets HP to 0 or lower they turn to stone.
Equipment
N/A

!
!

!
Chimera
CP

Init

AP
4
Talents
Destroy

HP

CP

Normal

Init

Special
3
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 chimeras 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 chimeras 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

AP
3
Talents
Interrogate
Ride

HP

Normal

Special
1
Languages
Common
Traits

Undead
Abilities
Curse: Targets hit by the death knights
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

HP

Init

Normal

AP
2
Talents
Eat

Special
0
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

!
!

!
Demon, Lust
CP

Init

AP
3
Talents
Charm
Diplomacy
Interrogate

HP

CP

Normal

Init

Special
4
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 targets actions their
next turn.
Equipment
Silk Clothes, Whip, Notebook, Pen, Dagger

!
Demon, Wrath

AP
4
Talents
Burn
Torture

HP

Normal

Special
3
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

!
Doppelganger
CP

Init

AP
1
Talents
Disguise
Gambling
Lying

HP

CP

Normal

Init

Special
1
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

AP
4
Talents
Burn
Destroy

HP

10

Normal

Special
4
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 dragons 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

!
!

!
Flameskull
CP

Init

AP
1
Talents
N/A

HP

CP

Normal

Init

Special
2
Languages
N/A
Traits

!
Fungal Bloom

AP
4
Talents
N/A

HP

Normal

Special
5
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.

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.

Enflame: If a melee attack hits the flameskull


then the attacker takes 1 damage.
Equipment
N/A

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 blooms


spore attack have disadvantage on defense
rolls for 24 hours. The Heal or Mist utility
powers remove this effect.
Equipment
N/A

!
Fungal Spoors (2)

!
Ghost

CP

HP

CP

Init

Normal

Init

AP
1
Talents
N/A

Special
0
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

!
!

AP
3
Talents
History
Intimidate
Stealth

HP

Normal

Special
4
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
hosts actions. Damaging the host with a
silver weapon or fire forces the ghost out of
the host.
Equipment
N/A

!
Gargoyle

CP

HP

Init

Normal

AP
2
Talents
Climb
Perception

Special
0
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

!
Giant
CP

Init

AP
4
Talents
Endurance
Move Things

!
Harpy

HP

CP

Normal

Init

Special
0
Languages
Jotun

AP
2
Talents
N/A

HP

Normal

Special
1
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 targets actions their next
turn.
Equipment
N/A

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

Init

AP
4
Talents
Patrol
Perception

HP

Normal

Special
1
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

!
Hydra
CP

Init

AP
4
Talents
Eat
Swim

!
Lich

HP

CP

Normal

Init

Special
1
Languages
Jotun

AP
4
Talents
Disguise
History
Lying

Traits
Aquatic
Natural Medium Armor (Thick Hide)
Natural Normal Attack (Bites)
Abilities
Fury: Add +1 to all attack rolls.

HP

Normal

Special
5
Languages
Common
Aetho
Enochian
Traits

Flight
Telepathy
Undead
Abilities
Hex: Targets hit by the lichs staff attack
have disadvantage on their next attack roll.

Regeneration: The hydra heals 1 HP at the


beginning of its turn if it is above 0 HP.
Equipment
N/A

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

!
Invisible Stalker
CP

Init

AP
4
Talents
Stalk
Track

HP

Normal

Special
1
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

!
Minotaur
CP

Init

AP
2
Talents
Navigate
Move Things

HP

CP

Normal

Init

Special
0
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

AP
2
Talents
N/A

HP

Normal

Special
3
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 targets actions
their next turn.
False Form: The Nightshade looks exactly
like a bush when motionless.
Equipment
N/A

!
!

!
Ogre
CP

HP

Init

Normal

AP
3
Talents
Break Things
Move Things

Special
0
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

!
!

10

!
Ooze, Green
CP

Init

AP
1
Talents
Climb
Stealth

HP

CP

Normal

Init

Special
2
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 oozes acid
attack must spend 1 additional AP to move
their next turn.
Equipment
N/A

!
Razorfin (3)

AP
1
Talents
Perception

HP

Normal

Special
0
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

HP

Init

Normal

AP
1
Talents
N/A

Special
0
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

!
!

11

!
Rot Grub
CP

Init

AP
1
Talents
Stealth

!
Satyr

HP

CP

Normal

Init

Special
0
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 grubs host.
Tunnel (1AP): It makes its way to the
targets heart to lay eggs. After using tunnel
5 times the target dies.
Equipment
N/A

AP
3
Talents
Lying
Perform
Track

HP

Normal

Special
2
Languages
Common
Fey

Traits
Natural Light Armor (Hide)
Natural Special Attack (Magic)
Abilities
Curse: Targets hit by the satyrs 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

HP

Init

Normal

AP
1
Talents
N/A

Special
0
Languages
N/A
Traits

Undead
Abilities
Deft: The skeletons get a free AP for a
move or item action each turn.
Fury: Add +1 to all attack rolls.
Equipment
2 Scimitars, Longbow, Arrows

12

!
Shadow
CP

Init

AP
2
Talents
Stealth
Track

HP

CP

Normal

Init

Special
3
Languages
N/A

Traits
Natural Light Armor (Ethereal)
Natural Special Attack (Enervating Touch)
Undead
Abilities
Curse: Targets hit by the shadows
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

AP
2
Talents
Run
Track

HP

Normal

Special
0
Languages
Common

Traits
Natural Normal Attack (Claws and Bite)
Scent
Abilities
Infectious: Roll a D12 If the werewolfs 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

13

!
Wyrm
CP

Init

AP
4
Talents
Dig
Eat

!
Zombies (2)

HP

CP

HP

Normal

Init

Normal

Special
2
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 creatures turn they take 1 damage.
To escape the creature must cut their way
out of the wyrms stomach. The stomach
has 2 HP and advantage on defense rolls.
Each target must cut their own escape.
Diseased: Any creature hit by the wyrms
acid spittle attack has disadvantage on
attack rolls for 24 hours. The Heal or Mist
utility powers remove this effect.
Equipment
N/A

AP
1
Talents
N/A

Special
0
Languages
N/A
Traits
Natural Medium Armor (Rigor Mortis)
Natural Normal Attack (Bite)
Undead
Abilities
Infectious: If the zombies bite attack drops
the targets 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

!
!
!
!
!

14

!
Archmage

NPCs by CP
0 CP
Citizen/Commoner
1 CP
Barbarian
Captain/Chieftain
Druid
Guard
Knight/Paladin
Priest
Rogue/Assassin
Wizard
3 CP
Archmage

HP

Normal

AP
3
Talents
History

Non-Player Characters
The world is not just filled with monsters but
various non-player characters (NPCs) as
well.

CP
Init

Special
4
Languages
Varies
Traits

N/A
Abilities
Hex: Targets hit by the archmages staff
attack have disadvantage on their next
attack roll.
Equipment
Battle Robes (Light), Staff, Dagger

!
!
Barbarian
CP

HP

Init

Normal

AP
1
Talents
Break Things

Special
0
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

15

!
Captain/Chieftain

!
Druid

CP

HP

CP

HP

Init

Normal

Init

Normal

AP
1
Talents
Ride

Special
0
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

AP
1
Talents
Track

Special
1
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

CP

HP

!
!
Guard

Init

Normal

CP

Special
0
Languages
Varies
Traits

Init

AP
1
Talents
Craft

AP
1
Talents
Patrol

N/A
Abilities
N/A
Equipment
Pitchfork, Torch

HP

Normal

Special
0
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

16

!
Knight/Paladin

!
Rogue/Assassin

CP

HP

CP

HP

Init

Normal

Init

Normal

AP
1
Talents
Ride

Special
1
Languages
Varies
Traits

AP
1
Talents
Stealth

Special
1
Languages
Varies
Traits

N/A

N/A

Abilities
Deft: The knight gets a free AP for a move
or item action each turn.

Abilities
Deft: The rogue 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

Spry: The rogues gets +2 to initiative.


(already included)
Equipment
Leather Armor (Light), 2 Daggers, 10 Darts,
Poison

!
!
Priest

!
!
Wizard

CP

HP

CP

Init

Normal

Init

AP
1
Talents
Diplomacy

Special
1
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

AP
1
Talents
History

HP

Normal

Special
2
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 wizards staff attack
have disadvantage on their next attack roll.
Equipment
Robe, Staff, Dagger

!
!
!

17

Ape or Bear

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 animals HP and
Initiative value. See the Monster Creation
rules for how monster armor works.

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

Init

HP

Normal

Special
0
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

Init

AP
4
Talents
Break Things
Climb

Animals by CP
1 CP
Herd Animals
Horse
Hound or Wolf
Rat Swarm
Snake, Viper

AP
2
Talents
Break Things
Climb

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.

CP

HP

Normal

Special
1
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

HP

Init

Normal

AP
2
Talents
N/A

Special
2
Languages
N/A
Traits

Echolocation
Flight
Natural Special Attack (Sonic)
Abilities
Swarm: Add +1 to all defense rolls.

18

!
Elephant

!
Hound or Wolf

CP

HP

CP

HP

Init

Normal

Init

Normal

AP
4
Talents
Endurance

Special
2
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

HP

Init

Normal

AP
1
Talents
N/A

AP
1
Talents
Run
Track

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

Special
1
Languages
N/A
Traits

!
!
Horse
CP

HP

Init

Normal

AP
1
Talents
Endurance
Run

Special
1
Languages
N/A

HP

Init

Normal

Special
1
Languages
N/A

Traits
Natural Light Armor (Hide)
Natural Normal Attack (Bite)
Scent
Abilities
Deadly: If the hounds bite attack drops the
targets HP to 0 or lower they die.

!
!
Insect Swarm

Traits
Natural Light Armor (Hide)
Abilities
Deft: A horse gets a free AP for a move or
item action each turn.

CP

AP
4
Talents
Run
Track

N/A
Abilities
Swarm: Add +1 to all defense rolls.

Special
0
Languages
N/A

CP

HP

Init

Normal

AP
3
Talents
Climb
Dig

Special
2
Languages
N/A

Traits
Natural Medium Armor (Swarm)
Natural Normal Attack (Bite)
Abilities
Swarm: Add +1 to all defense rolls.

19

!
Predatory Cat

!
Snake, Viper

CP

HP

CP

HP

Init

Normal

Init

Normal

AP
2
Talents
Climb
Stalk

Special
1
Languages
N/A

AP
1
Talents
Stealth

Special
1
Languages
N/A
Traits

Traits
Natural Light Armor (Hide)
Natural Normal Attack (Claws and Bite)
Abilities
Spry: The cats gets +2 to initiative. (already
included)

Aquatic
Natural Special Attack (Venom)
Abilities
Deft: The rat swarm gets a free AP for a
move or item action each turn.

!
!
Rat Swarm

Poison: Targets hit by the snakes venom


attack have disadvantage on defense rolls
for 24 hours. The Heal or Mist utility powers
remove this effect.

CP

HP

Init

Normal

AP
1
Talents
Climb
Swim

Special
1
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

HP

Init

Normal

AP
2
Talents
Stealth

!
!
Spider, Giant
CP

Init

AP
2
Talents
Climb
Stalk

HP

Normal

Special
1
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.

Special
1
Languages
N/A
Traits

Aquatic
Natural Light Armor (Scales)
Natural Normal Attack (Crush)
Abilities
Constrict: Targets hit by the snakes crush
attack must spend 1 additional AP to move
their next turn.

20

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

CP
How many creature points the monster is
worth. The higher the CP value the more
difficult the monster is.

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 monsters armor can be natural like a
rhinos hide or manufactured like chainmail
or a chest plate.
Armor

HP Boost

Speed

Unarmored

Light

Medium

Heavy

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.

21

!
!
Name:

!
!
!
!
!
!
!
!

!
!
Name:

CP

HP

CP

HP

Init

Normal

Init

Normal

AP
Talents

Special
Languages

AP
Talents

Special
Languages

Traits

Traits

Abilities

Abilities

Equipment

Equipment

!
!
!
!
!
!
!
!
!

22

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