Monster Stats

A monster's base stats are suggested by its size, as shown below:

Monster Size Length/Size Movement Rate* Wound Limit Initiative Modifier Damage Rangeº Target Number† Enc‡
Diminutive (D) <1' 4”+0 0 +4 1 0” 2
Tiny (T) 1' 4”+1d2 1 +2 1d2 1” 4
Small (S) 3' 8”+1d4 2 +1 1d4 2” 8
Medium (M) 6' 12”+1d6 3 +0 1d6 4” 12
Large (L) 12' 12”1d8 4 -1 1d8 8” 16 +1
Giant (G) 24' 16”+1d6 5 -2 1d10 12” 20 +2
Huge (H) 48' 16”+1d8 6 -4 1d12 16” 24 +4
Colossal (C) >96' 16”+1d10 10 -8 1d20 24” 28 +8
* Suggested base only; adjust appropriately for fast or slow monsters
º Applies to natural missile attacks
† Base Target Number to Resist certain monster attacks or Adaptations
‡ Encumbrance points that the creature can carry for “free”

Stat Key

The monsters that populate your campaign are described in terms of their stats, much like characters. A monster's “stat block” includes the following categories:

Name: The monster’s name, title, or creature type

Class and Lvl: The monster’s class(es) and level; “Lvl” indicates a non-classed Monster or NPC

Move Rate (MR): The monster’s MR, with Movement Die shown; Encumbrance is shown parenthetically

Wound Limit (WL): Size is listed parenthetically

Defence (DF): Total Defence, composed of base DF plus any armour; the optional Parry adjustment is shown parenthetically

Abilities (AB): The creature’s Abilities and AR modifiers

Attacks (AT): Listed by type and AR adjustment, including Initiative Modifier (IM), Damage (Dmg), Range (Rng), and Rate of Fire (RoF); only one of the attacks listed is allowed each combat turn, but if multiple attacks are noted (e.g., “2 claws”), roll separately for each attack and count it as a single action (damage is applied for each successful hit, though the defender’s DF applies only once)

Special (SP): Perks, Sperks, Flaws (underlined), and Adaptations possessed; “Imp.” denotes an Improved Perk or Adaptation; you may also include any Powers possessed (with the adjusted Wield TN, if necessary, behind a slash)

Resistance (RS): Resistance roll modifier, based on level alone (i.e., applicable Ability modifiers are excluded)

Surprised (SR): Surprise Target Number, required for Sneak rolls to surprise the monster; typically TN [8 + Level + Observe AR]

Morale (ML): Morale Target Number, required for the monster to stay in the fight; typically [TN 16 - Level - Mettle AR]

Align. (AL): The monster’s Alignment; apply only if Alignment is used in the setting

Freq. (FQ): Frequency, or how common the monster is relative to other monsters (which can be adjusted within a given setting): Common (encountered 40% of the time), Uncommon (30%), Rare (20%), or Very Rare (10%); die rolls following frequency indicate the number encountered in the wilderness or within the monster’s actual lair (or whatever passes for its permanent home)

Equip. (EQ): Equipment carried (ammo loads are noted parenthetically), and any wealth or valuables possessed