Monster Races

  • Floof Powder

    Low Threat

    Size: 1×1

    Move: 8

    Height Range: 6-7ft

    Bonus HP & Melee: +0

    Natural Armor: +0

    Size Category: Medium

    Food/day: —

    Weight Range: 20-30lbs

    All Weapon Range: +0

    Life Expectancy: —

    Stats & Hit Points

    Combat Level: 1

    Body: 5

    Reflex: 0

    Armor: 2

    Shield: +5 Front Armor

    HP: 25

    Mind: —

    Presence: 15

    Aggro: “Highest Armor.”

    Total Front Armor: 7

    Floofs are typically armed & armored. They will only ever attempt stealth attacks against opponents. Their fast speed & high Presence stat allow them to get into position quickly on the battlefield. They don’t set traps, but they easily avoid them.

    Bonuses In Combat

    (stats & skills combined)

    1-Handed Melee(T4 Melee): +0

    Unarmed: +0

    Stealth Bonus: +15

    Damage Bonus(T4 Melee): +9

    Damage Bonus(Unarmed): +5

    Traps Bonus: +15

    Special

    • Can travel through tiles occupied by other creatures.
    • Cannot be intercepted while moving.

    Description & Habits

    A Floof Powder looks like it is completely made of dust. When they move, they shrink down into a low rolling pile. Their gear is mixed into the pile as it rolls along. They will reform to make attacks or to defend themselves from attacks.

    It is unknown if they eat, sleep, or have any habits. They are assumed to be a magical construct. They are sometimes found fighting along side Tweggies and Cup O’ Flowers.

  • Cup O’ Flower

    Low Threat

    Size: 1×1

    Move: 3

    Height Range: 8-14ft

    Bonus HP & Melee: +0

    Natural Armor: +0

    Size Category: Medium

    Food/day: —

    Weight Range: 200-300lbs

    All Weapon Range: +1

    Life Expectancy: —

    Stats & Hit Points

    Combat Level: 5

    Body: 10

    Reflex: 15

    Armor: 0

    Shield: +0 Front Armor

    HP: 70

    Mind: —

    Presence: 5

    Aggro: “Last to deal damage to it.”

    Total Front Armor: 0

    These slow moving abominations can attack/defend using natural weapons that are simultaneously treated as 2h-melee & “Unarmed”. Using “2H-Unarmed” for the skill for the rolls. The most common tactic for a Cup O’ Flower is to attack with 2-Handed Melee from outside the reach of it’s target.

    Bonuses In Combat

    (stats & skills combined)

    2H-Unarmed: +15

    Attack Stealth Bonus: +0

    Damage Bonus(2H-Unarmed): +10

    Traps Bonus: +0

    Special

    • +1 tile extended reach for unarmed attacks.
    • Extremely low food requirement.

    Description & Habits

    It’s a giant flower growing out of a pot that is shaped like a cup. It coils it’s body to hop itself forward for movement. Cup O’ Flowers are noisy & often quite smelly. This makes them terrible at sneaking up on groups of people, even while they’re sleeping. Cup O’ Flowers are also hilariously slow. This makes them easy to defeat by just staying out of their reach.

    The food they are after is anything rotting or rotten. They don’t hunt, but they do scavenge any dead carcasses or rotting food they find. They add the nutrient to their plant pots & let it decompose. The rest of their energy inputs are from photosynthesis. So they are usually found either scooping dead stuff into their pots, or just standing around in open areas of forests soaking up sunlight.

    They are assumed to be a magical construct. They are sometimes found fighting along side Tweggies and Floof Powders.

  • Adult Land Drake

    Very High Threat

    Size: 2×5

    Move: 12

    Height Range: 5-6ft

    Bonus HP & Melee: +30

    Natural Armor: 8

    Size Category: Extra-Large

    Food/day: 10

    Weight Range: 600-700lbs

    All Weapon Range: +2

    Life Expectancy: —

    Stats & Hit Points

    Combat Level: 10

    Body: 10

    Reflex: 15

    Armor: 8

    Shield: +0 Front Armor

    HP: 150

    Mind: —

    Presence: 15

    Aggro: “Least Armor, animal preferred.”

    Total Front Armor: 8

    Land Drakes can use traditional unarmed strikes with their claws as dual weapons. However, they have a preference to just use their grapple attack as their main attack as a single unarmed strike (using 1d20 for the ability instead of 2d20 to just deal damage). They also have a preference for stealth attacks instead of fighting for their meals head on, often breaking from engagements gone wrong to later circle back from a more advantageous position.

    Bonuses In Combat

    (stats & skills combined)

    Unarmed: +15

    Stealth Bonus: +15

    Damage Bonus(Unarmed): +40

    Traps Bonus: +15

    Special

    • Tier: 8 Natural Armor
    • Ability: “Grappling Bite”1: Contested Unarmed attack with grapple & stun effects that can drag target with Move: 6.

    Description & Habits

    Adult Land Drakes are stealthy & solitary creatures. They stalk around a territory of 10 or more “zones” (10+ square miles). This is primarily because they consume so much more food as adults & need to reserve whole zones with easy hunting to survive winters.

    Note: Apex predators like the Adult Land Drake rotate several zones. They will hunt using their Presence bonus. Each zone takes 1 year to regenerate their hunting target number by 1. This means they can hunt each zone once per month on a cycle permanently if there is no competition & they control enough zones. They can also hunt the small animals by rolling against the trapping target number. The small animals regenerate their numbers once per month. If the target numbers for a zone becomes too great, they will expand out to another zone with lower target numbers along it’s boarders. If it discovers anything in it’s territory that it perceives can disturb their territory by effecting those target numbers, they will defend those zones by removing the threat.

    1. “Grappling Bite” replaces a normal Contested-Action. It cannot be used with dual wielding mechanics. It can be used while attacking or defending. If successful, it will deal damage as a normal “Unarmed” attack. Then the creature will latch onto their target, causing the target will forfeit all remaining actions they had for that round. If the target is smaller in total tile size than the creature using “Grappling Bite”; that target can be dragged at on the creature’s next move action at half their normal Move speed. The holding effect of Grappling Bite remains until the start of the effected creature’s next turn in combat. ↩︎
  • Young Land Drake

    High Threat

    Size: 1×3

    Move: 10

    Height Range: 3-4ft

    Bonus HP & Melee: +9

    Natural Armor: +5

    Size Category: Large

    Food/day: 3

    Weight Range: 300-400lbs

    All Weapon Range: +1

    Life Expectancy: —

    Stats & Hit Points

    Combat Level: 1

    Body: 10

    Reflex: 10

    Armor: 5

    Shield: +0 Front Armor

    HP: 39

    Mind: —

    Presence: 10

    Aggro: “Least Armor, animal preferred.”

    Total Front Armor: 5

    Land Drakes can use traditional unarmed strikes with their claws as dual weapons. However, they have a preference to just use their grapple attack as their main attack as a single unarmed strike (using 1d20 for the ability instead of 2d20 to just deal damage). They also have a preference for stealth attacks instead of fighting for their meals head on, often breaking from engagements gone wrong to later circle back from a more advantageous position. It is also common for small groups of Young Land Drakes to have one drag off their target while the others distract or defend.

    Bonuses In Combat

    (stats & skills combined)

    Unarmed: +10

    Stealth Bonus: +10

    Damage Bonus(Unarmed): +19

    Traps Bonus: +10

    Special

    • Tier: 5 Natural Armor
    • Ability: “Grappling Bite”1: Contested Unarmed attack with grapple & stun effects that can drag target with Move: 5.

    Description & Habits

    Young Land Drakes spend their early years banded together with their clutch. Generally there are 2-3 per group, but as many as 5 or 6 has been rumored. Their territory usually spans 10 or more “zones” (10+ square miles) for any group. Once they become adults, they separate due to resource competition (food). This is primarily because they consume so much more food as adults & need to reserve whole zones with easy hunting to survive winters. Each Adult Land Drake will control a territory about the same size as a whole group of Young Land Drakes.

    Note: Apex predators like the Young Land Drake rotate several zones. They will hunt using their Presence bonus. Each zone takes 1 year to regenerate their hunting target number by 1. This means they can hunt each zone once per month on a cycle permanently if there is no competition & they control enough zones. They can also hunt the small animals by rolling against the trapping target number. The small animals regenerate their numbers once per month. If the target numbers for a zone becomes too great, they will expand out to another zone with lower target numbers along it’s boarders. If it discovers anything in it’s territory that it perceives can disturb their territory by effecting those target numbers, they will defend those zones by removing the threat.

    1. “Grappling Bite” replaces a normal Contested-Action. It cannot be used with dual wielding mechanics. It can be used while attacking or defending. If successful, it will deal damage as a normal “Unarmed” attack. Then the creature will latch onto their target, causing the target will forfeit all remaining actions they had for that round. If the target is smaller in total tile size than the creature using “Grappling Bite”; that target can be dragged at on the creature’s next move action at half their normal Move speed. The holding effect of Grappling Bite remains until the start of the effected creature’s next turn in combat. ↩︎
  • Tweggy Champion

    High Threat

    Size: 1×1

    Move: 5

    Height Range: 5-6ft

    Bonus HP & Melee: +0

    Natural Armor: +8

    Size Category: Medium

    Food/day: 1

    Weight Range: 100-200lbs

    All Weapon Range: +0

    Life Expectancy: 10

    Stats & Hit Points

    Combat Level: 11

    Body: 10

    Reflex: 5

    Armor: 18

    Shield: +10 Front Armor

    HP: 130

    Mind: 2

    Presence: 5

    Aggro: “whomever dealt most damage to the Champion.”

    Total Front Armor: 28

    Tweggy Champions typically enter a fight with only a Tier 10 weapon & a Tier 10 shield, equipped & ready to rumble. They have their body encased in Tier 10 armor. They are not to be tangled with.

    Bonuses In Combat

    (stats & skills combined)

    1-Handed Melee(T10 Melee): +15

    Unarmed: +15

    Stealth Bonus: +5

    Damage Bonus(T10 Melee): +20

    Damage Bonus(Unarmed): +10

    Traps Bonus: +5

    Special

    • Tier: 8 Natural Armor
    • Low intelligence

    Skills

    1-Handed Melee: 10

    Off-Hand Melee: 8

    Unarmed: 10

    Description & Habits

    Tweggy Champions appear to be giant eggs with arms & legs. The legs resemble those of a chicken. They are around 5.5 feet in height & weigh around 150lbs. They have no apparent eyes, ears, mouth or nose. When observed, they act in a manner that suggests they can communicate with each other. They appear to have vision in what is believed to be their front side based on limb articulations. They do respond to strong smells, & appear to understand verbal commands from their owner.

    Some jerk armed & armored a Tweggy. Then trained it in an arena or something. Danger!

  • Adult Tweggy

    Moderate Threat

    Size: 1/2

    Move: 4

    Height Range: 4-5ft

    Bonus HP & Melee: -5

    Natural Armor: +8

    Size Category: Small

    Food/day: 1/2

    Weight Range: 50-60lbs

    All Weapon Range: +0

    Life Expectancy: 10

    Stats & Hit Points

    Combat Level: 7

    Body: 8

    Reflex: 4

    Armor: 8

    Shield: +2 Front Armor

    HP: 71

    Mind: 2

    Presence: 4

    Aggro: “Most Worn Weapons”

    Total Front Armor: 10

    Adult Tweggies can create & use all the gear from their youth. But they prefer to create & use their Tier 8 Bows. If called into battle they will commonly carry 1 strong bow & have 1 spear on each hip. On their back they keep a quiver (T2 [Item] Backpack) that holds 5 arrows. They often will also have at least one hip quiver (T2 [Item] Pouch) that holds 3 arrows.

    Bonuses In Combat

    (stats & skills combined)

    Bow(T8 Bow): +9

    1-Handed Melee(T1 Spear): +6

    Thrown(T1 Spear): +6

    Unarmed: +6

    Stealth Bonus: +8

    Damage Bonus(T8 Bow): +8

    Damage Bonus(T1 Spear): +4

    Damage Bonus(T1 Spear): +4

    Damage Bonus(Unarmed): +3

    Traps Bonus: +6

    Special

    • Tier: 8 Natural Armor
    • Low intelligence

    Skills

    Bow: 5

    1-Handed Melee: 2

    Unarmed: 2

    Bushcraft: 2

    Farming: 2

    Stealth: 4

    Off-Hand Melee: 2

    Bowyer: 8

    Hunting: 4

    Tailor: 2

    Thrown: 2

    Traps: 2

    Woodworks: 5

    Logging: 2

    Cooking: 2

    Description & Habits

    Adult Tweggies appear to be giant eggs with arms & legs. The legs resemble those of a chicken. They are around 3.5 feet in height & weigh around 35lbs. They have no apparent eyes, ears, mouth or nose. When observed, they act in a manner that suggests they can communicate with each other. They appear to have vision in what is believed to be their front side based on limb articulations. And, they do respond to strong smells.

    Adult Tweggies tend to be much more conservative. They prefer to loosely stick to communities as farmers. Often helping to support others that were in their gang when in their youth — whom are often in neighboring farms. Sometimes they may be called to aid their children if they get themselves into too much trouble. But they otherwise keep to themselves.

  • Juvenile Tweggy

    Very Low Threat

    Size: 1/2

    Move: 4

    Height Range: 3-4ft

    Bonus HP & Melee: -5

    Natural Armor: +5

    Size Category: Small

    Food/day: 1/2

    Weight Range: 30-40lbs

    All Weapon Range: +0

    Life Expectancy: 10

    Stats & Hit Points

    Combat Level: 1

    Body: 5

    Reflex: 2

    Armor: 5

    Shield: +2 Front Armor

    HP: 20

    Mind: 2

    Presence: 5

    Aggro: “Last to deal damage to it.”

    Total Front Armor: 7

    Juvenile Tweggies can create & use Tier 1 Spears with the Bushcraft skill. They can also create & use Tier 2 Wooden Shields with the Woodworks skill. Some may use shields in combat. Some may use Dual Wielding mechanics instead. Each can throw spears. They hunt with 1 spear in hand & 1 spear on each hip. On their back is either 2 spears or 1 shield.

    Bonuses In Combat

    (stats & skills combined)

    1-Handed Melee(T1 Spear): +4

    Thrown(T1 Spear): +4

    Unarmed: +4

    Stealth Bonus: +4

    Damage Bonus(T1 Spear): +1

    Damage Bonus(T1 Spear): +1

    Damage Bonus(Unarmed): +0

    Traps Bonus: +4

    Special

    • Tier: 5 Natural Armor
    • Low intelligence

    Skills

    1-Handed Melee: 2

    Unarmed: 2

    Bushcraft: 2

    Off-Hand Melee: 2

    Stealth: 2

    Hunting: 4

    Thrown: 2

    Traps: 2

    Woodworks: 2

    Description & Habits

    Juvenile Tweggies appear to be giant eggs with arms & legs. The legs resemble those of a chicken. They are around 3 feet in height & weigh around 30lbs. They have no apparent eyes, ears, mouth or nose. When observed, they act in a manner that suggests they can communicate with each other. They appear to have vision in what is believed to be their front side based on limb articulations. And, they do respond to strong smells.

    Juvenile Tweggies hunt in packs. They behave more like a gang of misfits than a monster race. They will only flee if their whole group can get away safely, or if they are the last one fighting. They primarily practice ambush techniques when engaging. With Several springing out from hiding spots once one of them is spotted from failing a Stealth check. They will avoid attacking groups unless the Tweggies greatly outnumber them.

  • Baby Yellow Slime

    Moderate Threat

    Size: 1/2

    Move: 10

    Height Range: 1-2ft

    Bonus HP & Melee: -5

    Natural Armor: +30

    Size Category: Small

    Food/day: —

    Weight Range: 30-40lbs

    All Weapon Range: +0

    Life Expectancy: —

    Stats & Hit Points

    Combat Level: 0

    Body: 0

    Reflex: —

    Armor: 30

    Shield: +0 Front Armor

    HP: 15

    Mind: —

    Presence: —

    Aggro: “Closest Enemy”

    Total Front Armor: 30

    They do not assess threats before striking, but they will flee if their HP is reduced below 1/2 of it’s normal total HP. They do not need to attack or defend themselves in a traditional way. They simply occupy the same tile as their target & stun them endlessly while they slowly absorb the life out of them. Unless the Yellow Slime’s target has allies, can climb nearby terrain in time, or have immunity to the bolt spell — their fate is sealed.

    Bonuses In Combat

    (stats & skills combined)

    N/A

    Special

    • Immune to Stealth
    • Immune to Projectiles
    • Can cast (as a free action) “Bolt: 1” once each round in combat.1
    • When occupying the same tile as any target: applies HP Drain – 1HP per round.2
    • Applies it’s armor value to all creatures or objects occupying the same tile as it.

    Description & Habits

    The Baby Yellow Slime is the weakest variant in the Yellow Slime family. It has a shape of a gumdrop candy. It is semitranslucent & similar in appearance to lemon-flavored gelatin.

    All Yellow Slime creatures are solitary. They are instinctual in nature. They simply roam around, looking for food. They will hunt anything that moves, regardless it’s size. Bunnies, deer, buffalo, even drakes might be their next food source. Once an area becomes hard to hunt, they move on to the next zone. Since they get no bonus to hunting, that is usually once the zone has reached 21 for the hunting target number.

    As Yellow Slime creatures age, they grow in size. The process is slow. But eventually they can get nearly 12 feet across at their base (4×4 tiles), & similar in height. Unlike other creatures, a Yellow Slime can occupy the same tile as their target regardless of their size. Sometimes suffocating them accidentally as they feed on their life essence.

    1. Bolt – range: 1 – effect: Applies the shock Shock* status effect to target until the target’s next turn in combat. *Shock completely revokes any dice that would normally be used for their next received Contested-Action against them. If they had any uncontested-actions held in reserve, they are forfeited. They still get to add their associated stat & skill vs actions against them. They still get armor bonuses if they are successfully hit. ↩︎
    2. HP Drain – range: 0 – effect: Absorbs HP from target healing self. HP Drain ignores armor. ↩︎