| A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | |
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1 | Name | Type | Level | Ranks | Special Req | Skill Req | Description | |||||||||||||
2 | Monster of Unusual Size | Trait | - | - | Monster or Spirit | This monster or spirit has a size other than zero. In addition to the normal attack modifier this generates, the creature has a bonus to Strength and DT equal to double the monster's size, and an Endurance bonus equal to the monster's size. (With a smaller size, these bonuses are penalties. Minimum 0 each. This can give the monster a Strength higher than 10.) | ||||||||||||||
3 | Sapient | Trait | Threat: Orange or Red | Int 6, Cha 6 | This monster can take perks from the normal perk list. All hellhounds and dragons have this trait for free. | |||||||||||||||
4 | Threat: Green | Trait | - | - | This threat has HP 25 + (END x Level) AP 15+(AGI*3). The monster has a maximum of 3 points to distribute amongst SPECIALS and 0 Tag skills. | AP: 15+(AGI*3) | ||||||||||||||
5 | Threat: Yellow | Trait | - | - | This threat has HP 50 + (END x Level) AP 25+(AGI*3). The monster has a maximum of 5 points to distribute amongst SPECIALS and 1 Tag skill. | AP: 25+(AGI*3) | ||||||||||||||
6 | Threat: Orange | Trait | - | - | This threat has HP 100 + (END x Level) AP: 55+(AGI*3). The monster has a maximum of 7 points to distribute amongst SPECIALS and 2 Tag skills. | AP: 55+(AGI*3) | ||||||||||||||
7 | Threat: Red | Trait | - | - | This threat has HP 200 + (END x Level) AP: 75+(AGI*3). The monster has a maximum of 9 points to distribute amongst SPECIALS and 2 Tag skills. | AP: 75+(AGI*3) | ||||||||||||||
8 | Fearsome Preditor | Monster | 2 | 3 | This monster gains +5 to Speech and Unarmed. Mastery: +5 each. | |||||||||||||||
9 | Flyer | Monster | 2 | 3 | This monster can fly. Each rank of this perk gives the monster a level of flight. Bloodwings gain this perk at first level for free. | |||||||||||||||
10 | Hunter | Monster | 2 | 3 | This monster can track and gains +5 to Survival and +5 to Sneak. Mastery: +5 to each. | |||||||||||||||
11 | Innate Magic | Monster | 2 | 1 | Cha 4 | This monster has one or more innate magical abilities which they can manifest for 25 AP. See monster description for details. Theses innate abilities are never more powerful than basic spells. | ||||||||||||||
12 | Natural Camouflage | Monster | 2 | 1 | This monster has a coloration that makes it very difficult to spot in its native environment or under certain conditions. It gains a +10 to Sneak checks and a +30 to Sneak checks when remaining stationary so long as the monster is in applicable surroundings. | |||||||||||||||
13 | Rending Claws | Monster | 2 | 1 | Str 5 | This monster's natural attacks (claws, bite, etc) can pierce armor, reducing opponent's DT by 1 per level. At level 20, this monster's natural attacks ignore DT completely. Hellhounds gain this perk for free at first level. | ||||||||||||||
14 | Swift Attacker | Monster | 2 | 3 | Agi 6 | This monster has 15 bonus AP which can only be spent on movement actions. | ||||||||||||||
15 | Thrown Barb | Monster | 2 | 1 | One of this monster's natural attacks is ranged. The range of the attack is Short, and the monster uses the Unarmed skill to attack. Bloatsprites gain this perk at first level for free. | |||||||||||||||
16 | Tough Hide | Monster | 2 | 3 | End 4 | This monster starts with a DT of 4. Each additional level of this perk adds +3 to the monster's DT. Mastery adds +2 DT. | ||||||||||||||
17 | Unusual Sense | Monster | 2 | 1 | Per 4 | This monster has a unique sense, such as tremorsense or echolocation, which ban be used to hunt and/or target prey. | ||||||||||||||
18 | Weak Poison | Monster | 2 | 1 | This monster has an attack that, if successful, inflicts a moderate poison. Poison may deal 1 SPECIAL damage / turn for 3 turns. The victim may make a Poison Resistance at +10 test to avoid the effect. Alternately, the monster may have an attack that produces a mildly dangerous substance (such as alcohol). | |||||||||||||||
19 | Weapon-User | Monster | 2 | 2 | Int 4 | This monster can use tiered weapons as well as natural attacks. | ||||||||||||||
20 | Adaptive Camouflage | Monster | 4 | 1 | Natural Camouflage | This monster's camouflaguing coloration makes it very difficult to spot. It gains a +10 to Sneak checks and a +30 to Sneak checks when remaining stationary. Outside of combat, the monster's coloration will change to match new surroundings. | ||||||||||||||
21 | Exceptional Attack I | Monster | 4 | 3 | This monster has one or more attacks which benefit from one of the weapon special rules (magic, crippling, AoE, etc). This perk can be taken multiple times, each time applying a different special rule to a seperate attack or set of attacks. (Note: If used to add the "magic" quality to a ranged attack, that attack would use the monster's Magical Energy Weapons skill instead of Firearms.) | |||||||||||||||
22 | Night Hunter | Monster | 4 | 1 | Per 6 | This monster gains +2 to Per in darkness, but -1 Per in daylight or well-lit interiors. | ||||||||||||||
23 | Powerful Attacker (Rank 1) | Monster | 4 | 1 | This monster's unarmed attacks have double their strength as base damage. | |||||||||||||||
24 | Resiliant | Monster | 4 | 3 | Threat: Green or Yellow | This monster gains +25 Hit Points. Master: +25 additional HP. | ||||||||||||||
25 | Savage Attacker | Monster | 4 | 3 | This monster's unarmed attacks deal +1d10 damage. Mastery: +5 base damage. | |||||||||||||||
26 | Spellcaster | Monster | 4 | 1 | Int 4 | This monster can cast spells. The monster starts with Potency and Versatility attributes and a spell set. They may take spellcasting perks. | ||||||||||||||
27 | Magic Resistant | Monster | 5 | 6 | This monster has a 15% chance to resist the effects of magic per rank. Mastery grants 100% resistance. | |||||||||||||||
28 | Armor-piercing Claws | Monster | 6 | 1 | Str 7 | This monster's natural attacks (claws, bite, etc) can pierce armor, reducing opponent's DT by half (rounded up). Yao Guai get this perk for free at first level. | ||||||||||||||
29 | Armored Hide | Monster | 6 | 1 | Tough Hide | End 6 | This monster has a base DT of 10. This replaces the first rank of Tough Hide. | |||||||||||||
30 | Dangerous | Monster | 6 | 1 | This monster has a higher chance to score a critical hit on an opponent in combat, equivalent to 4 extra points of Luck. | |||||||||||||||
31 | Moderate Poison | Monster | 6 | 1 | Weak Poison | This monster has an attack that, if successful, inflicts a moderate poison. Poison may deal 1 SPECIAL damage / turn for 5 turns. The victim may make a Poison Resistance test to avoid the effect. Alternately, the monster may have an attack that produces a dangerous substance. Manticores gain this perk at first level for free. | ||||||||||||||
32 | Persistant Innate Magic | Monster | 6 | 1 | Innate Magic | One of this monster's innate magical abilities is alway in effect. (The monster cannot suppress this ability.) | ||||||||||||||
33 | Roar | Monster | 6 | 1 | Cha 5 | This monster can make a Speech (Intimidation) test for 45 AP. If successful, opponents cannot act in regards to it except to dodge, run, hide or take cover. (Opponents may attack or take actions against other monsters in the combat.) This effect lasts until after its actions next turn. If the monster does this more than once in a battle, the monster's opponents may make an Endurance or Charisma test (whichever is higher) to resist. | ||||||||||||||
34 | Spike Shooter | Monster | 6 | 1 | This monster has a ranged attack with a Medium range. This attack uses the monster's Firearms skill. Floaters gain this perk at first level for free. | |||||||||||||||
35 | Tagged (Rank 1) | Monster | 6 | 1 | Threat: Yellow, Orange or Red | This monster gains another Tag skill. Orange and red threat NPCs get this perk for free at first level. (Threat leveled NPCs cannot also take the PC Tag perk.) | ||||||||||||||
36 | Engulf | Monster | 8 | 1 | Size > 0 | This monster can completely envelop an opponent at least one size smaller. When engulfing an opponent, neither the monster nor the opponent can miss on their attacks except on a critical failure. Most swarms have this perk | ||||||||||||||
37 | Exceptional Attack II | Monster | 8 | 2 | Exceptional Attack I | This monster has one or more attacks which benefit from two of the weapon special rules (magic, crippling, AoE, etc). This perk can be taken multiple times, each time applying a different special rule to a seperate attack or set of attacks. (Note: If used to add the "magic" quality to a ranged attack, that attack would use the monster's Magical Energy Weapons skill instead of Firearms.) | ||||||||||||||
38 | Exotic Body | Monster, Spirit | 8 | 1 | This monster has an abnormal physiology that allows them resistant to certain kinds of damage. Choose one type of weapon (explosive, magical energy, ballistic, melee, etc) and one type of energy type or special effect (fire, light, crippling, stun, etc). The monster takes half damage (rounded down) after DT from that type of attack, and ignores that kind of energy or special effect. Timberwolves start with this perk for free (ballistics, stun) | |||||||||||||||
39 | Extra Spikey | Monster | 8 | 1 | This monster's attacks deal triple damage on a critical success. | |||||||||||||||
40 | Glowing One | Monster | 8 | 1 | Threat: Orange or Red | This monster emits harmful radiation equal to its level in rads a turn. The monster can emit a burst once every three rounds that gives off quadruple this amount of radiation in a (Level) yards radius AoE blast. Victims may roll Radiation Resistance to avoid radiation each turn/burst. This blast will knock over anyone in the area who fails an Agility check (+2 bonus for the monster, -1 penalty to all others). This monster glows brightly and cannot Sneak; any skill points normally spent by that monster type on Sneak are lost. The monster starts with the first rank of Regeneration for free. | ||||||||||||||
41 | Grappler | Monster | 8 | 1 | Agi 4 | This monster can make a Pin attack against a standing opponent. The monster gains a +2 bonus. | ||||||||||||||
42 | Hard to Kill | Monster | 8 | 3 | Threat: Orange or Red | This monster gains +50 Hit Points. Master: +50 HP. | ||||||||||||||
43 | Innate Advanced Magic | Monster | 8 | 1 | Innate Magic | Cha 5 | This monster can manifest an innate power that is equivelent to an advanced spell for 35 AP | |||||||||||||
44 | Powerful Attacker (Rank 2) | Monster | 8 | 1 | Powerful Attacker 1 | This monster's unarmed attacks have triple their strength as base damage. | ||||||||||||||
45 | Rapid Shooter | Monster | 8 | 3 | Ranged Attack | This monster's ranged attack has a rate of fire of 3, allowing it to use the burst fire and full auto attack options. Each additional rank increases the monster's rate of fire by 1. | ||||||||||||||
46 | Distant Threat | Monster | 10 | 1 | This monster has a ranged attack with a Long range. This attack uses the monster's Firearms skill. | |||||||||||||||
47 | Invulnerable Hide | Monster | 10 | 1 | Armored Hide | End 8 | This monster has a base DT of 25. This replaces Armored Hide. Dragons gain this perk for free at first level. | |||||||||||||
48 | Reincarnation | Monster | 10 | 1 | Innate Magic | This monster's natural life cycle is a cycle of life, death and rebirth. When the monster dies a natural death at the end of its life cycle, it dies and is reborn. They also gain this benefit from one manner of unnatural death (drowning, fire, etc). Balefire phoenixes get this perk at first level for free. | ||||||||||||||
49 | Regeneration | Monster | 10 | 3 | End 7 | This monster regenerates Hit Points every turn. At rank 1, the monster regenerates 4 HP a turn. At rank 2, the monster regenerates 8 HP a turn. At rank 3, the monster regenerates regenerates 25 HP per turn. (Base 16 plus Mastery bonus of 9.) Note: Monsters with the Glowing One perk start out with the first rank of this perk for free. | ||||||||||||||
50 | Strong Poison | Monster | 10 | 1 | Moderate Poison | This monster has an attack that, if successful, inflicts a strong poison. Poison may deal 2 SPECIAL damage / turn for 3 turns. The victim may make a Poison Resistance test at -5 to avoid the effect. Alternately, the monster may have an attack that produces a very dangerous substance (such as transformative spores). Spore spitters gain this perk at first level for free. | ||||||||||||||
51 | Swarm | Monster | 10 | 5 | Size < 1 | A monster swarm is comprised of countless (usually tiny) monsters that act as a single opponent. Swarms are effectively immune to all attacks that do not have an Area of Effect. A rank 1 swarm is two sizes larger than the base creature but only possesses the DT and SPECIALs bonuses of the base creature. Every rank of this perk after the first increases the swarm's size by one with no bonus to DT or SPECIALs, and adds 100 HP to the swarm. All sprites except for bloatsprites gain rank 1 of this perk at first level for free. | ||||||||||||||
52 | Swollow Whole | Monster | 10 | 1 | Size > 2 | This monster can swollow an opponent up to two sizes smaller in a single attack for 45 AP. A swollowed opponent suffers 1 END damage a turn unless wearing environmentally sealed armor. This damage cannot be resisted. The swollowed opponent may attack the monster from inside, ignoring DT. (Being swollowed is such a horrific experience that the character must still make attack rolls, failures indicating that the character was unable to focus enough to act.) Quarray Eels gain this perk at first level for free. | ||||||||||||||
53 | Armor-ripping claws | Monster | 12 | 1 | Armor-Piercing Claws | Str 9 | This monster's natural attacks (claws, bite, etc) can tear through armor like paper, reducing opponent's DT to 0. Hellhounds can take this perk without having Armor-Piercing Claws so long as they meet the Strength requirement. | |||||||||||||
54 | Exceptional Attack III | Monster | 12 | 1 | Exceptional Attack II | This monster has one or more attacks which benefit from three of the weapon special rules (magic, crippling, AoE, etc). (Note: If used to add the "magic" quality to a ranged attack, that attack would use the monster's Magical Energy Weapons skill instead of Firearms.) | ||||||||||||||
55 | Incorporial | Monster, Spirit | 12 | 1 | Exotic Body | This monster has no tangible body. It cannot be affected by physical attacks or barriers. This monster is still affected by mundane and magical energy, including spells and shields. Most creatures which are intangible cannot affect the mundane world except through magic or other special powers. Ghost and spirits gain this perk for free at first level. This perk replaces Exotic Body. | ||||||||||||||
56 | Invisible | Monster, Spirit | 12 | 1 | This monster is naturally invisible. Some monsters can suppress this ability for a number of turns equal to their Charisma as a 25 AP action or under special circumstances. Star Spawn (Minor and Major) gain this perk at first level for free. | |||||||||||||||
57 | Ranged Grappler | Monster | 12 | 1 | Grappler | Agi 6 | This monster can make a grapple attack at the extent of Point Blank range. | |||||||||||||
58 | Tagged (Rank 2) | Monster | 12 | 1 | Tagged (Rank 1), Threat: Orange or Red | This monster gains another Tag skill. Red threat NPCs get this perk for free at first level. (Threat leveled NPCs cannot also take the PC Tag perk.) | ||||||||||||||
59 | Deadly Poison | Monster | 14 | 1 | Strong Poison | This monster has an attack that, if successful, inflicts a deadly poison. Poison may deal 2 SPECIAL damage / turn for 4 turns. The victim may make a Poison Resistance test at -10 to avoid the effect. Alternately, the monster may have an attack that produces an extremely hazardous substance (such as Taint or Pink Cloud). | ||||||||||||||
60 | Drainer | Monster | 14 | 1 | Grappler | This monster can drain a grappled victim, dealing 1d10 damage to a single SPECIAL each turn after that first that the victim remains grappled. This action costs all of the monster's AP for that turn and the damage takes effect when its AP refreshes. This action can be interrupted if the Bloodwing takes a third of its HP in damage (rounded up) before its next turn. An interrupted Drain still deals 2 points of SPECIAL loss. Points lost this way are regained at the rate of one an hour. A victim reduced to 0 END is dead. | ||||||||||||||
61 | Powerful Attacker (Rank 3) | Monster | 14 | 1 | Powerful Attacker 2 | This monster's unarmed attacks have quadruple their strength as base damage. | ||||||||||||||
62 | Sniper | Monster | 14 | 1 | This monster has a ranged attack with an Extreme range. This attack uses the monster's Firearms skill. | |||||||||||||||
63 | Innate Expert Magic | Monster | 16 | 1 | Innate Magic | Cha 6 | This monster can manifest an innate power that is equivelent to an expert spell for 45 AP. Basilisks get this perk at first level for free. | |||||||||||||
64 | Multi-Headed | Monster | 16 | 4 | This monster has one additional head per rank in this perk. Each head adds 30 to the monster's AP. Hydras gain the first rank of this perk for free and usually have all four. | |||||||||||||||
65 | Impossible to Kill | Monster | 18 | 3 | Threat: Red | End 8 | This monster possesses an additional 200 HP. | |||||||||||||
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67 | The Stare | Monster | 20 | 1 | Cha 7 | This monster can make a Speech (Intimidation) test for 45 AP. If successful, opponents cannot act. This effect lasts until the monster breaks eye contact. If the monster's opponents have a higher Charisma than the monster's, they may make an Endurance or Charisma test (whichever is higher) to resist for a turn. Hospital horrors get this perk at first level for free. | ||||||||||||||
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72 | Example Monsters | Base Level | Threat Rating | Traits and Perks* | ||||||||||||||||
73 | Bloatsprite | 4 | Green | MoUS (Size -1), Thrown Barb, Mild Poison, Flyer (2) | ||||||||||||||||
74 | Young Timberwolf | 7 | Yellow | MoUS (Size 1), Exotic Body, Armor-Piercing Claws, Howl, Hunter, up to 3 more perks | ||||||||||||||||
75 | Manticore | 10 | Orange | MoUS (Size 1), Moderate Poison, Flyer (1), Fearsome Preditor (2), Roar, up to 5 more perks | ||||||||||||||||
76 | Young Adult Dragon | 12 | Red | MoUS (Size 2), Sapient, Invulnerable Hide, Innate Magic, Howl, Armor-Piercing Claws, Innate Advanced Magic (breathe fire), Powerful Attacker (2), up to 5 more perks | ||||||||||||||||
77 | Bloodwing | 14 | Yellow | MoUS (Size 1), Flyer (2), Unusual Sense, Night Hunter, Grappler, Drainer, up to 8 more perks | ||||||||||||||||
78 | Hospital Horror | 20 | Red | MoUS (Size 1), Grappler, Ranged Grappler, The Stare, up to 17 more perks | ||||||||||||||||
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80 | *Monsters are not required to take up all their perk slots. After level 10, monsters with a threat level below red gain a perk every other level. | |||||||||||||||||||