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” |
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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