Monster Guide

Evolution Trees

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Origin

Skeleton

Description

A basic undead monster, formed when ambient mana settles into discarded bones and gives them a false imitation of life. It has no true soul or mind, but it can still move, react, and fight with simple aggression. Most seem drawn to places heavy with death, stillness, or old remains, where they rise and gather on their own. Alone they are straightforward to deal with, but in numbers they become dangerous through persistence more than skill.

Traits

Reassembly - If knocked apart, or partially destroyed, can pull itself back together and replace missing parts with other bones, unless core is destroyed.

First Stage

Undead Knight

Description

An undead that forms around a body or set of remains that still carries the shape of a warrior. While it has no true memory of who it once was, traces of posture, weapon handling, and combat instinct often remain in its actions. These monsters tend to appear in ruins, battlefields, grave sites, and other places where armed dead were left behind. Compared to common Skeletons, they fight with more structure.

Traits

Osteomancy - Can reshape its own bones into spikes, shields, or weapons. Uses Spell Slots.

Undead Archer

Description

An undead that forms when ambient mana settles into the remains of something once armed for distance. Like other undead, it has no true thought or soul, but enough of its old shape and motion remain for it to draw, aim, and fire with steady consistency. These monsters are most often found in ruins, battlefields, towers, and other places where the dead were left with bows still in hand. On their own they are manageable, but they become far more dangerous when given space to fire without interruption.

Traits

Bone Arrows - Ability to create arrows of bone from one's own body, providing a steady source of ammunition.

Undead Mage

Description

An undead that forms when ambient mana gathers into the remains of someone once tied closely to magic. Though it has no true mind of its own, enough of that old shape remains for it to cast in crude but dangerous ways, usually relying on simple spells, bursts of force, or shadow magic.

Traits

Arcane Bones - Gain a simple affinity towards one kind of non-holy magic. Usually shadow.

Zombie

Description

A decayed undead that relies on persistence and simple aggression over any real skill. They keep moving through damage that would stop most creatures, making them much more dangerous for their endurance than speed. Many carry sickness or rot in their attacks, making even small wounds potentially dangerous. Alone they are slow and crude, but they become much more threatening when they have the numbers to keep pressing forward.

Traits

Rotting Resilience - Has a 30% chance to ignore a fatal blow once every battle. Each attack has a 1/3 chance to Inflict Sick 1 for 3 turns. Roll a 1d3 when attacking or defending, 1 triggers effect, once per enemy.

Second Stage

Undead Warden

Description

A heavy undead that often forms from sturdier remains or from ambient mana gathering around bones and gear left in places meant to confine, block, or protect. Even without thought or duty in the human sense, it naturally behaves like a creature made to deny passage and endure pressure. Wardens are most dangerous in narrow spaces, where their weight and durability can drag a fight out longer than most people can afford.

Traits

Grave Challenger - At the start of the encounter, marks the strongest foe and gains a 30% damage increase against them.

Undead Marksman

Description

A more advanced ranged undead that shows greater control than a common archer. Its movements are steadier, its timing is sharper, and it has a habit of punishing exposed targets with unnerving efficiency. These monsters tend to appear where stronger ambient mana has had time to settle into armed remains, especially in old watch posts, fortifications, and abandoned killing grounds. It feels less like a shambling corpse with a bow and more like something meant to make distance unsafe.

Traits

Corpse String - Shots tether lightly to the target, making dodges more difficult for enemies as projectiles follow.

Necromancer

Description

An undead that develops from Undead Mages of Shadow Affinity. Necromancers are known to be particularly conniving, with shadows gathering more thickly around them than around most undead. They are capable of raising and controlling undead of their own, making them especially dangerous anywhere bodies or bones are left behind. They are considered priority targets for the guild and church.

Traits

Raise - Can command up to 10 minion slots. Base Skeletons use 1 slot, first-stage use 2 slots, and second-stage use 3 slots. Undead minions follow Tamer guidelines, they cannot evolve or pass level 50.

Crypt Warlock

Description

An undead with a more stable body and a stronger magical presence than most of its kind. Its remains are often marked by the affinity it wields, whether through frost, embers, sparks, or other elemental signs moving across its body. They are also particularly resistant to magic damage, themselves, making them all the more frustrating to deal with. They can be unpredictable with their spells and caution in advised.

Traits

Arcane Resilience - All magic damage received is decreased by 30%.

Ghoul

Description

A faster and more vicious undead driven by hunger for fresh flesh. They fight more aggressively than most lesser undead, using claws and sudden lunges to tear into exposed targets. Unlike slower undead that simply wear enemies down, Ghouls tend to rush weakness and feed whenever they get the chance. They are especially dangerous against injured targets, since a single opening can quickly turn into a much worse fight.

Traits

Flesh Eater - 1d3 chance to be granted Regen I when consuming fresh flesh during combat.

Third Stage

Reaper

Description

A powerful undead that specializes in close-range slaughter. It moves with extreme purpose, punishing hesitation and tearing through anything that fails to keep its distance. Where many undead feel relentless, a Reaper feels deliberate, as though all of its strength is focused on ending lives as efficiently as possible. Few monsters are as good at turning a stable fight into a sudden collapse.

Traits

Sundered - Able to split the damage of single target physical skills among multiple enemies within 10m.

Deadeye

Description

An undead feared for the pressure it puts on a battlefield the moment it finds a clear line of fire. It does not simply loose arrows at whatever is in front of it, but picks its moments well and punishes movement, hesitation, and poor positioning with effective consistency. Fighting one usually means either closing the distance fast or watching things get worse with every moment.

Traits

Mark of Death - Enemies hit by the sniper are marked for death, increasing all subsequent damage they receive from any source by 20% for 5 turns. Once per enemy

Lich

Description

An undead developed from a Necromancer that has learned how to convert its core into a phylactery. They are evil creatures, with a disdain towards both life and death, holding an unnatural weight and a presence that makes the space around them feel wrong. They make heavy use of their undead minions, while the wide aura they give off helps even the weakest minion whittle away at their foes.

Traits

Aura of Ruin - All enemies within 20m have any Restore or Regen resolve a rank lower, cancelling out Rank 1 Healing.

Eldritch Magus

Description

A powerful undead caster with access to more than one magic affinity. They fight by shifting between different forms of magic as needed, making them much harder to predict than most undead. Rather than relying on brute force alone, they tend to pressure enemies through versatility, range, and magic bombardment.

Traits

Arcane Affinity - Provides a second choice of magic affinity, not including Shadow or Holy.

Vampire

Description

Intelligent, voracious undead similar to the demihuman race by the same name. Often appearing as pale, beautiful beings with sharp features and a predatory air, vampires have a more human-like appearance compared to other undead, though they are unable to withstand the sun's light, and their fangs are always ready to feed. They often use their intelligence to manipulate and blend, though their goal is always their next meal.

Traits

Shadow Affinity - Grants usage of shadow magic, allowing one to manipulate darkness.

Origin

Goblin

Description

Wiry, green monsters known as the worst kind of pest, with a style of surviving through numbers rather than strength. Goblins are opportunistic and rarely commit to a fair fight, preferring ambushes, traps, theft, or harassment from cover. They adapt fast to whatever environment they live in and will make use of scraps, stolen gear, or anything they can turn into an advantage. On their own they are a nuisance, but in groups they become far more dangerous.

Traits

Opportunistic Strike - Deals 50% more damage when getting in a sneak attack on an enemy, only at beginning of encounter.

First Stage

Hobgoblin

Description

A larger goblinoid that trades off speed and skittishness for raw strength and durability. Hobgoblins are more willing to fight directly than common goblins, often acting as bruisers, hunters, or the first to push into danger. They are not especially refined or disciplined, but they are meaner in a straight fight and harder to put down. Around lesser goblinoids, they often bully, intimidate, or take what they want through force.

Traits

Pack Hunter - Increases a chosen stat when fighting alongside other goblinoids, 10% per ally, up to 30%.

Goblin Picker

Description

Goblins with wiry bodies, long arms, quick hands, and faces that always seem to be sniffing out the next useful thing. Their clothes, hair, and gear are usually full of leaves, dirt, seeds, roots, and half-sorted bundles gathered from wherever they have been digging or prowling. They spend much of their time searching through brush, mud, and ruins, for anything that might be edible, poisonous, useful, or strange.

Traits

Herbalist - Pickers spend their time picking through the terrain, grabbing anything that looks like it might do things in a cauldron. Rank faster in Gathering.

Goblin Tinker

Description

Goblins with wiry frames, bright eyes, and hands marked by soot, cuts, and constant work. Their bodies are usually hung with tools, scrap, wire, nails, and unfinished parts, and they often look as though they assembled their own gear from whatever was closest at hand. They are obsessive, industrious creatures that pull things apart as often as they build them, always testing, altering, and trying to improve some chosen craft. Tinkers are easy to distract with a problem worth solving and easy to anger when their work is touched without permission.

Traits

Craftsman - Tinkers take particularly well to craftsman ship, each having something they excel in. Rank faster in Smithing.

Gremlin

Description

Small goblinoids with lean bodies, narrow shoulders, quick hands, and faces that make it very obvious they've got something nefarious planned. Their movements are light, their posture stays low, and they have a habit of keeping close to clutter, corners, and the edges of a room without ever seeming fully still. They are sneaky, invasive creatures that prefer to stay overlooked until they have found the moment that favors them. A Gremlin rarely confronts anything directly if it can slip around it instead.

Traits

Skulk - If the Gremlin ends their turn outside of direct attention, they are treated as hidden they act again or are directly revealed by someone.

Second Stage

Bugbear

Description

Monsters with thick bodies, broad shoulders, long arms, and rough fur growing in patches over dense skin. Their faces are wide and heavy-set, distinct faces, and a grounded, solid look that fits the rest of their build. They are forceful, high-pressure creatures that push into a fight rather than circling around it, relying on reach, strength, and the instinct to break another creature’s rhythm. A Bugbear carries itself with blunt confidence and tends to solve problems by getting close and refusing to let up.

Traits

Spoilsport - Once per enemy, the bugbear may immediately end any ongoing skill being used by landing a hit on them.

Orc

Description

A tusked goblinoid known for their brutality, aggression, and overwhelming physical force. Orcs commonly place themselves above goblins and hobgoblins in the local hierarchy, ruling through fear and violence while treating weaker goblinoids as labor, fodder, or property. They are cruel, territorial, and quick to answer resistance with open force, making them a constant threat wherever they take hold. When orcs gather in number, they tend to form harsh groups built around strength, control, and the steady abuse of anything beneath them.

Traits

Brutal Strength - Increased damage by 10% with blunt melee weapons.

Goblin Shaman

Description

Goblins with narrow bodies, sharp faces, and hands stained by herbs, ash, oils, and old brews. They often carry pouches, gourds, strings of bones, and crude mixing tools on their person, giving them a cluttered and practiced look. They are focused, secretive creatures that spend much of their time brewing, testing, and refining concoctions, usually with little concern for smell, mess, or safety. Shamans hold a strange authority among their kind, valued for what they can make and feared for what they might decide to use.

Traits

Potion Brewer - Shamans have gotten deep into the craft of potion-making. Rank faster in Alchemy.

Goblin Scrapper

Description

Goblins with tough little bodies, rough clothes, and gear pieced together from scavenged metal, straps, spikes, and stolen salvage. Their hands are fast, their eyes stay on the ground and the walls as much as on other creatures, and they carry themselves like things that are always looking for the next place to hide a blade or lay a trap. They are mean, practical monsters that like unfair fights, broken ground, and any situation where they can decide where others are allowed to step. Scrappers are not interested in clean contests, only in winning through preparation, pressure, and whatever hurts the most.

Traits

Trapwright - Scrappers have long been stealing the secrets of the Kobolds, leeching off their skills. Access to full Scavenger profession.

Boggart

Description

Boggarts are small goblin monsters with long limbs, narrow torsos, and tense bodies that always look ready to move. Their faces are heavy with intent, their hands are quick, and their posture stays low and angled as if they are always working their way toward a better opening. They are watchful, predatory creatures that fix on distraction and hesitation, waiting for attention to slip before they commit. When a Boggart attacks, it does so from the side of a fight rather than the center, choosing moments when the target is already looking elsewhere.

Traits

Blindside - The first harmful action the Boggart takes per enemy that is not paying attention to it will deal 50% more damage.

Third Stage

Ettin

Description

Two-headed monsters with a thick torso, heavy limbs, and a broad upper body, often favoring blunt weapons just as oversized as themselves. Their paired faces typically differ in expression and manner, and even at rest there is a sense of two minds working across the same frame. They are aggressive, stubborn creatures that rarely lose momentum once they start moving, with a presence that feels crowded and difficult to unsettle. Ettins are aggressive and difficult to discourage, pushing forward through confusion, pain, and disruption with a persistence that makes them feel almost impossible to stop.

Traits

Redundant Will - If hit with Stun, Dizzy, Blind, Silence, or any Influence debuff, one head will take it, while the body remains active under the other head’s control. Only one debuff can be soaked at a time.

Ogre

Description

Defined by raw physical power and a crude but dangerous kind of persistence. Ogres are often less disciplined than orcs or hobgoblins, relying on reach, weight, and brute force to crush whatever is in front of them. They may seem slow-witted, but that should not be mistaken for harmlessness, especially when angered or cornered. Even a poorly armed ogre is a serious threat simply because it hits hard enough to break men, walls, and formations.

Traits

Staggering Blow - 1d3 chance to inflict Stun 1 on an enemy for 1 turn from any melee attack, once per enemy.

Oni

Description

A tall goblinoid species with a humanoid build, known for its aggression, presence, and unusually developed culture compared to lesser goblinoids. Their horns vary between individuals in size, shape, and number, and are one of the clearest signs of the species. Oni are still violent by nature and quick to meet force with force, but they are not merely tribal brutes, often forming more stable social structures and systems of hierarchy.

Traits

Elemental Resistance - Reduces damage taken from elemental sources by 50%.

Bogeyman

Description

Dark goblinoid monsters with long limbs, broad shoulders, and tall frames that should give them a heavy presence, yet don't. Their faces are heavy with intent, with eyes that tack everything, and their posture changes easily between stillness and sudden motion. They are deeply unsettling monsters that treat attention itself like part of the hunt, moving most freely when eyes leave them for even a moment. A Bogeyman is at its most dangerous when a fight becomes crowded, confused, or broken up by too many threats at once.

Traits

Eyes Off - Once per Bogeyman's turn, a creature that has not directly observerd the Bogeyman since the beginning of their last turn cannot make reactions against it.

Origin

Fire Sprite

Description

An elemental formed from living flame, most often found near natural fires, lava vents, or places where heat gathers densely. Its body flickers in a loose humanoid shape, never fully stable, and it moves with quick, darting motions that make it feel like a flicker of flame. Fire Sprites are simple and instinctive, but not harmless, lashing out with heat, sparks, and small bursts of flame when disturbed. They tend to gather where fire already exists, feeding off it and becoming more active in hotter environments.

Traits

Fire Spirit - Affinity. Allows one to use mana to conjure and control simple flames as if they were part of their body.

Earth Mite

Description

An elemental formed from packed soil, grit, and stone, usually found in caves, cliffsides, or other places where earth thrives. Its body is small and crude, often resembling a squat insect or crawling knot of rock. Earth Mites are not especially aggressive on their own, but they are stubborn, territorial, and quick to react when their ground is disturbed. They often burrow, cling to stone surfaces, or gather in areas where the terrain itself gives them cover.

Traits

Earth Spirit - Affinity. Allows one to use their mana to make use earth and stone as an extension of their own body.

Water Drop

Description

A minor elemental formed from water and mana, most often found near ponds, streams, wetlands, or places where moisture gathers heavily. Its body is small and unstable, usually resembling a floating droplet or a shifting knot of clear water that never holds one shape for long. Water Drops are elusive and reactive, tending to slip away from danger rather than confront it directly unless cornered. They gather easily around natural water sources and often move in quiet clusters that are difficult to notice at a glance.

Traits

Water Spirit - Affinity. Allows one to create and shape water freely through their mana, as an extension of themselves.

Wind Wisp

Description

An elemental born from moving air and loose mana, often found in open fields, cliff paths, and high places where the wind rarely settles. They are restless creatures, quick to dart, circle, and scatter, sometimes seeming playful until they start harassing travelers with sharp gusts, dust, or sudden shifts in footing. They rarely stay still for long and are difficult to pin down, preferring to wear at a target through movement and irritation rather than direct confrontation. Groups can become dangerous fast when they start moving together through the same current.

Traits

Wind Spirit - Affinity. Allows one to use their mana to control air currents freely as an extension of themselves.

First Stage

Fire Elemental

Description

A larger and more developed elemental whose body holds a clearer humanoid form within moving flame. Its presence radiates constant heat, and its movement often leaves scorched ground, drifting embers, or brief trails of fire in its wake. Fire Elementals are aggressive and territorial, preferring to overwhelm enemies through direct force, heat, and relentless pressure. In areas rich with natural fire or lava, they are especially difficult to wear down.

Traits

Overheat - The elemental steadily raises the temperature in a 10m radius over 5 turns. Creatures that remain in range from the 5th turn without at least 50% Heat Resistance become afflicted with an ongoing Burn 1 that will persist until cooling down or getting out of range. Effect does not stack over multiple sources.

Earth Elemental

Description

A compact humanoid mass of stone and hardened earth, slower than many elementals but harder to move or bring down. Its presence seems to weigh on the area around it, making the ground feel heavier and movement less free for anything nearby. Earth Elementals are steady, forceful creatures that favor direct pressure, using their mass and control over terrain to pin enemies down and restrict escape. They are most often found in caves, mountain passes, ruins, and deep stone chambers where the land itself works in their favor.

Traits

Grounded - Within 10m horizontal of an Earth Elemental, Essence, the ground holds more pull, making it difficult to jump and impossible to take flight.

Water Elemental

Description

A humanoid mass of flowing water with a body that shifts constantly but still holds a clear shape when at rest. It moves with an unnatural smoothness and is often anywhere water is abundant enough to support it. Water Elementals are watchful and difficult to deceive, with a strange natural sensitivity to dishonest intent that makes lying in their presence especially dangerous. In battle, they favor fluid defense and control, using their water magic to wear enemies down rather than meeting force with force.

Traits

River-Witness - Water carries truth better than lies. A Water Elemental can see through any normal deception, such as spoken lies or disguises. It is considered dangerous to lie around bodies of water, as Water Elementals are known to dislike the smell of liars.

Wind Elemental

Description

An elemental with a clearer form and a stronger hold over the currents around them. They are alert to motion in a way few creatures are, noticing pressure shifts, movement, and approaching threats through the air long before others would. IN combat, they rely on repositioning, disruption, and control of the space around a fight, making it hard for enemies to strike cleanly or predict where pressure will come from next. They are most dangerous at high ground or places where the wind already has room to move.

Traits

Breeze Sense - One can detect subtle changes in air currents. All projectiles have a 1d2 chance to be deflected by wind

Second Stage

Salamander

Description

A humanoid fire spirit with a nymph-like shape, pointed ears, and skin that gleams like heated metal. Its hair is living flame, and even standing near one can be dangerous, as its body gives off enough heat to scorch anything careless enough to close the distance. Salamanders are more defined in form than lesser fire elementals, but they remain highly aggressive and strongly territorial. They favor volcanic regions and other places where heat is constant, using both fire and the terrain itself to press their advantage.

Traits

Molten Skin - Coming into physical contact with a Salamander will inflict Burn 3 for 1d3 turns, once per enemy.

Gnome

Description

A humanoid elemental with a body shaped from dense stone, clay, or mineral-rich soil, often marked by crystalline growths or sharply defined earthen features. Gnomes are more aware and deliberate than lesser earth elementals, with a natural talent for sensing flaws, hollow spaces, hidden passages, and disturbances in worked stone. They are wary, territorial, and clever in how they move through earthen environments, often using tunnels, barriers, and the terrain around them to stay in control of a fight. In old ruins or underground structures, a Gnome can be especially dangerous simply because it understands the ground better than anything invading it.

Traits

Geomancer's Insight - Detects physical traps or passages within earthen and stone environments. +3 to physical trap Find rolls.

Undine

Description

A water elemental with a refined humanoid form, usually appearing composed even in the middle of a fight. Their body flows like living water, able to shift, recoil, and reform at speed, making them difficult to strike cleanly at times. Undines are more deliberate than lesser water elementals, often reading the situation before acting and responding as needed. They are known to bide their time in combat, saving their worst for the moment it hurts most.

Traits

Deluge Shield - Automatically generates a water shield when health drops below half. Roll a 1d20 on each attack, shield breaks when rolls accumulate to 20.

Sylph

Description

An elemental with a humanoid shape and a light presence that can make them seem less threatening than they are. They are elusive, intelligent, and often more socially aware than lower stages, using distance, timing, and the movement of air itself to stay informed and in control. Their connection to the wind allows them to carry messages across great distances to other of their kind, making them extremely effective at scouting. Even so, they remain monsters, and they can turn that same subtlety toward stalking, misdirection, and striking where others are least prepared.

Traits

Whisper of the Winds - One can communicate through the wind over long distances, allowing for silent, near-instantaneous communication with allies. If the response is quick enough, it will return to the user.

Third Stage

Vulcanus

Description

A fully developed elemental with a humanoid form shaped from molten rock and flowing internal heat. Its body appears solid at a glance, but lava-like channels run through it, and its presence alone can ignite the area around it if left unchecked. Vulcanus carry a natural authority among fire spirits, often drawing lesser elemental beings toward them for protection or guidance. They are immensely dangerous in battle, wielding fire and ambient heat with control rather than simple destruction, making them feel less like a wild blaze and more like a living force of nature.

Traits

Fire Prestige - The ability to manipulate and command fire effortlessly, an advanced form of an affinity. Fire Prestiges can conjure intense flames, create firestorms, and control the heat around them with unmatched power

Gnomus

Description

A fully developed elemental with a dense humanoid form that feels less like a creature standing on the land and more like a piece of the land itself given motion. Its control over stone and soil is precise and effortless, allowing it to raise barriers, reshape terrain, and sense movement through the ground with unusual clarity. Gnomus are patient, immovable, and difficult to pressure, often forcing enemies to fight on terrain that has already been turned against them.

Traits

Earth Prestige - The ability to manipulate and control earth and stone effortlessly, an advanced form of an affinity. They can summon and shape massive rock formations, create barriers, and sense the movements and vibrations within the ground with exceptional clarity.

Undina

Description

A fully developed water elemental with a refined humanoid form, often beautiful enough in feature and bearing to be mistaken for a Nymph. They often don't appear as masses of living water, instead holding a stable body that reads as natural at a glance, though still beings of water at their core. They hold a strong affinity for all places where water gathers, where they may stalk, lure, or take their prey. Undina are dangerous for the same reason deep water is dangerous-- not loud or wild by default, but fully capable of turning calm into violence the moment it suits them.

Traits

Water Prestige - An advanced form of an affinity. One can summon tidal waves or create protective water barriers all while maintaining control over the moisture and currents around them.

Sylvestris

Description

A powerful elemental whose humanoid form carries all the force and instability of the sky held in living shape, appearing nymph-like despite this. They are fast without seeming hurried, able to cross ground, shift position, and seize control of a battlefield before most opponents fully understand where the threat has moved. They can dominate wide areas at once, building pressure through violent gusts, spiraling winds, and sudden changes in the air around them.

Traits

Wind Prestige - The ability to manipulate and harness wind effortlessly, an advanced form of an affinity.

Origin

Sewer Slime

Description

Slimes that develop in the sewer channels beneath cities and other places where filth passes. Despite their name, they are extremely clean creatures, quietly dissolving any filth they touch. Because of this, they are generally kept around, but are still to be treated with caution. They are extremely territorial and will lash out when their feeding grounds are disturbed. Natural climbers, they are seen overhead more often than not.

Traits

Cling Mass - Able to move along walls and ceilings as effortlessly as floors.

Slime

Description

Amorphous monsters made of semi-fluid mass, commonly found out in the wild or where moisture is heavy. Their bodies are soft and rounded, shifting as they move or react to their surroundings. They are driven mostly by hunger, irritation, or simple survival instinct, feeding on anything they can fight and win again and organic scraps. While they don't look dangerous, they dislike company and will attack if bothered or hungry, often by throwing themselves hard at their enemies or trying to suffocate them.

Traits

Amorphous - Able to squeeze through tiny gaps, immune to Bind and Grapple.

First Stage

Shell Slime

Description

Slimes that gather materials from their surroundings and work them into the outer layer of their bodies, gradually building a rough protective shell from whatever is available. They are often coated in bits of stone, shell, bone, scrap, or other hard debris, giving them a heavier and more uneven appearance than others. They naturally favor areas with loose material to collect, slowly reinforcing themselves. In a fight, they are persistent and difficult to wear down, using their layered bodies to absorb damage while pressing forward to attack with heavy blows or even throwing pieces of their shell.

Traits

Ricochet - Ranged attacks have a 1d2 chance to deflect harmlessly off the slime's shell if it is intact.

Acid Slime

Description

Corrosive slimes whose bodies produce a stronger digestive compound capable of eating through flesh, cloth, wood, and weaker materials on contact. They are often discolored with yellow, green, or cloudy tones, and their surfaces may hiss, smoke, or visibly eat into whatever they rest against for too long. They are more aggressive than common slimes when prey is nearby, relying on direct contact with their acid to wear targets down quickly. They are especially dangerous in enclosed spaces where avoiding their reach becomes more difficult.

Traits

Corrosive Touch - Armor and weapons of enemies slowly deteriorate upon contact. 1d3 chance to inflict Corrosion II for 1 turn on physical contact with gear.

Sticky Slime

Description

Slimes whose bodies produce an unusually strong binding gel that can cling to armor, limbs, weapons, and terrain. Rather than only trying to engulf prey at close range, they commonly spit globs of their own mass to pin targets in place and limit movement before closing in. They are ambush-minded monsters that do well in narrow passages, on walls, or in spaces where a stuck target has little room to recover. Once they begin landing their adhesive shots, they become far more dangerous, as escape gets harder with each hit.

Traits

Ensnaring Goo - The blobs shot up to 5m by Sticky Slimes are able to inflict Bind 3 for 2 turns, using 1 Spell Slot each.

Static Slime

Description

Slimes that passively collect static as they move, storing it in their bodies as an unstable charge that flickers through them in pulses or sudden flashes. They often twitch or shudder as they move, and arcs of electricity may jump across their surfaces or into nearby metal, water, or other conductive materials. They are more erratic than most slimes, quick to lash out when threatened and especially dangerous in wet environments or tight spaces where their charge can spread.

Traits

Nerve Jolt - Contact with the slime has a 1d2 chance to inflict Slow III for 3 turns, once per enemy. Contact through water or metal gear is included.

Mimic Slime

Description

Mimic Slimes are deceptive slimes able to change color and texture, and hold a chosen shape well enough to resemble simple objects, discarded gear, rubble, or other harmless clutter in their environment. Their bodies are usually smoother and more controlled than others, allowing them to remain still for long periods while waiting for prey to approach. They rely more on ambush, striking once something comes close enough to touch or inspect them.

Traits

Imitative Pulse - Able to change color and simple texture at will.

Second Stage

Metal Slime

Description

Slimes that are able to consume solid materials to take on parts of their properties for a time. Their bodies are often dense or reflective, depending on what they have fed on most recently. They are highly opportunistic feeders, drawn to mines, ruins, active combat, and scrap-heavy environments where useful material is easy to find. Many camping adventurers have lost their gear to these thieves.

Traits

Assimilation - By consuming an ingot (5 ore), a Metal Slime may take the general properties of that metal throughout their body for 1 thread. They are unable to form alloys.

Caustic Slime

Description

Highly corrosive slimes whose bodies produce an acid far stronger and more destructive than that of lesser Acid Slimes. When aggressive, their surfaces hiss, smoke, or eat into the ground beneath them, and they often leave behind lingering trails of corrosive residue as they move. Not only dangerous through direct contact, but through the way they shape the battlefield into a hazard for anything forced to cross their path. They are especially threatening in enclosed spaces, where their acid trails can turn retreat and repositioning into a risk of its own.

Traits

Chemical Trail - As it moves, it leaves behind a trail of toxic residue that persists for a short duration. Anything that touches this trail will take damage. Corrosion chance increases to 1d2 and to Rank 2.

Poison Slime

Description

Slimes whose internal chemistry has shifted into something especially toxic. Their bodies are often darker, cloudier, or more sickly in color than common acid strains, and mere contact can leave one poisoned. They are more dangerous over time than on impact, relying on that Potent Poison to weaken prey, wear down resistance, and make escape or retaliation steadily harder.

Traits

Toxicology - Physical contact with a Poison Slime has a 1d2 chance to inflict Potent Poison to a non-inflicted enemy, with lowered potency each time per enemy.

Explosive Slime

Description

Volatile slimes able to combust portions of their own mass at will, turning their bodies into living weapons built around controlled detonation. They are often unstable in movement and appearance, with churning interiors, swelling pockets, or brief flashes that suggest a blast is about to occur. Rather than simply throwing themselves at prey, use bursts of explosions to damage, scatter, or pressure targets from short range before closing in again. They are unpredictable and highly dangerous.

Traits

Unstable Reaction - Able to ignite parts of its body in explosions of varying size, using Spell Slots. May use more slot for bigger explosions.

Lightning Slime

Description

Electric slimes that have developed a true lightning affinity. Their bodies crackle with steady current and they are able to wield this electricity through magic and strike with greater speed, damage, and flexibility. They are especially lethal in wet ground, storm-heavy regions, and confined spaces where their lightning can spread easily.

Traits

Lightning Affinity - The ability to tap into Lightning magic for spellcasting and skills, making use of Lightning for speed and offense.

Doppelganger Slime

Description

Advanced mimic slimes that can shape themselves into convincing humanoid or creature-like forms rather than merely imitating simple objects. Similar to Changelings, yet more flexible and monstrous in nature, they are far more dangerous as they'll actively use their mimicry to stalk, infiltrate, and deceive to take down their chosen prey. They rely on deception, approach, and ambush, often getting close by passing as something familiar before attacking at the moment of doubt or relaxation.

Traits

Copycat - When mimicking an enemy, one can replicate a physical skill they use, repeating it in their next turn. If the slime copies the skill multiple times, it may adapt it permanently into its own arsenal. Does not work with magic skills. (Still requires three threads)

Third Stage

Hoard Slime

Description

Rare evolutions from Metal Slimes after long periods of feeding on valuables, equipment, and dense crafted materials. Their bodies are thick with embedded coins, gems, metal fragments, tools, and stolen objects, often making them resemble living treasure heaps more than common slimes. Unlike simpler scavenging strains, they are drawn strongly to worked goods and carried wealth, directly targeting armed or well-equipped prey specifically to add to their mass. In battle, they are durable, opportunistic monsters that use the materials within their bodies for both protection and offense.

Traits

Assimilation - The Hoard slime is able to store five different shells from its consumption and swap between them out of combat. They are also able to make shells from alloys, still requiring a full ingots worth (x5) of each ore.

Monarch Slime

Description

Oversized slimes that retain the general nature of the slime line that led to them, while rising far beyond it in scale and threat. They are able to divide off smaller satellite slimes, which they use to scout, harry enemies, extend their reach, or overwhelm prey through numbers. They are among the most dangerous slime variants known, not only because of their size, but because fighting one often means fighting many bodies acting with a single will.

Traits

Regal Divide - Can split off up to 20 satellite slimes of 20% of their level or less, with independent actions and will. Information collected by these slimes will be gained on reabsorption. Satellite slimes cannot learn skills.

Chimera Slime

Description

Powerful slimes whose bodies display the traits of two different slime lines at once, creating combinations that are rarely predictable and seldom safe to underestimate. They are usually closer to ordinary slimes in size, but make up for size with versatility and aggression. Because no two are guaranteed to develop the same way, Chimera Slimes are widely regarded as some of the most dangerous slimes to identify and fight.

Traits

Merge - Replace this trait with any one trait from a Slime evolution of second stage or lower from a path not taken.

Origin

Poppit

Description

Spawns inside children's toys. It is known to avoid harming children and will often go still or play nice if a child is watching. Around adults, it becomes subtly hostile, causing accidents, elaborate or otherwise, or simply inflicting terror through its naturally creepy nature.

Traits

Ectoplasm - The phantom can use mana to conjure pale ectoplasm from within its toy and shape it into simple appendages or tools for striking, grabbing, or manipulating objects. Any ectoplasm separated from it will fade away. Ectoplasm is vulnerable to and almost harmless against Silver, Iron, and Ashwood.

Will-o-Wisp

Description

Often appear as a small floating flame or orb of light, usually about the size of a fist. It drifts a little ahead of travellers and stops as if it's waiting to be followed. It tends to hang around bad ground like marshes, cliffs, ruins, and narrow paths where one wrong step matters. When someone tries to grab or strike it, it zips away and reappears farther ahead to try again.

Traits

Beguiling Glow - Sentient targets who look directly at the phantom must resist being mesmerized. A mesmerized target is briefly distracted and may follow the monster or lose their action until the effect ends or they take damage, once per enemy. Mesmerize is an INT grapple with a break off point of 10+CHA modifier. This effect does not stack from multiple sources.

First Stage

Haunt

Description

A possessor phantom that moves between nearby inanimate objects to use as temporary bodies. It favors objects that already fit its intent, like armor, tools, wagons, etc. It often uses short bursts of movement and then goes still to avoid being noticed. It's most dangerous in cluttered areas where it has many options to jump between.

Traits

Object Animation - While possessing an object, the phantom can force nearby inanimate objects within 10m to move on their own in short, violent motions such as slamming, shoving, or throwing. There's no fine control and it stops if the phantom itself is without a body.

Wraith

Description

A tall, tattered phantom wrapped in a fog, with a face that never comes into focus. It moves close to the ground and leaves a faint frost sheen where it passes. It doesn't rush people down, instead just following until someone breaks formation or slows down. Wraiths show up most in enclosed places where you can't easily get away from them.

Traits

Killing Chill - The wraith steadily lowers the temperature in a 20m radius over 5 turns. Creatures that remain in range from the 5th turn without warming up become afflicted with an ongoing Frostbite that increases in rank every turn thereafter that it remains until full measures are taken to warm up or get out of range. Roll a 1d10+END with a 5+ to prevent it getting worse each turn. This effect does not stack from multiple sources.

Shade

Description

An amorphous phantom made of dark smoke that clings low to the ground and spills upward when it moves. It can stretch into rough silhouettes like a person, an animal, or something in between, but the shape never stays consistent for long. It tends to gather in dark corners or narrow spaces where shadows pool. When it attacks, it lashes out and then pulls back into a looser cloud to reposition.

Traits

Living Shadow - The shade can detach a portion of itself as a small crawling shadow that scouts or harasses, then returns to rejoin the main body. Detached shadow may be destroyed by intense light.

Second Stage

Mimic

Description

A possessor phantom that fully claims a single object and treats it like a true body. It can force openings, biting parts, or sharp edges into places the object shouldn't have them, making it dangerous even if the base object is harmless. It usually hunts by staying motionless and waiting for someone to interact with it before trying to eat them.

Traits

Hollow Interior - Anything that enters the mimic's inside (container space, drawers, mouth) can be held in an internal space of 10 cubic meters. Anything lost to the mimic will remain inside until it is forced to spit it up. This space is retained regardless of form. This can include living things, but this space does not preserve things.

Apparition

Description

Often looks like an ordinary person at first glance, with a clear human shape until you try to focus on it. The more attention you put on it, the less detail it holds, like your eyes can't get a clean read on its features. It has a habit of showing up at the edge of view or just off to the side of a room, then changing position the moment it's out of sight. People often double take and find it gone, only to notice it again somewhere else moments later.

Traits

Don't Blink - If the apparition is ever not being directly observed by any entity, it can blink to a fully visible location within 20m. It cannot blink again for 1 turn.

Banshee

Description

A phantom with a pale appearance and long hair that hangs loose around the head and shoulders. From a distance, it's often mistaken for a person in deep mourning or distress because it appears still, slumped, and visibly shaken. Its wail starts as something that sounds human enough to draw people in, then swells into something unnatural as they get closer. When it attacks, it does so suddenly once someone closes the distance, using the shock of the sound and the moment of hesitation to strike.

Traits

Grief Field - The 5m radius around the banshee feels heavy and hopeless. While within this range, one will be inflicted with Despair with no save roll. This effect fades quickly once you get out of this range.

Nightmare

Description

Takes the form of a shadowy horse with spectral flames burning in its eyes and making up its mane. Its body looks like dense black smoke packed into muscle, with hooves that land without impact. It may show up in places and moments where fear already has momentum, and people who experience it often describe a sudden sense of dread and confusion, like their instincts are being pulled in the wrong direction. It's said that when it comes for someone, it feels less like being chased and more like fear itself deciding you need it.

Traits

Waking Nightmare - Nightmare gives off a 10m aura that inflicts a persistent Fear debuff until shaken off, once per enemy. Fear increases by 1 rank every 2 turns to a max of III.

Geist

Description

A humanoid phantom with an appearance like a corpse, often with obvious injuries that don't bleed and eyes that sit empty and unfocused. It often appears in damaged clothing and carries itself like it's still stuck in the moment it died. A Geist announces itself through small disturbances-- doors unlatch or slam, footsteps echo where no one is walking, whispers carry from the wrong direction, and nearby lights flicker or dim. It uses these displays to unsettle prey, break focus, and bait reactions before closing in to attack.

Traits

Thaumaturgy - Can spend mana to trigger supernatural disturbances within 10m that affect sound, light, and simple motion, and can escalate them into sudden bursts that shove, slam, or rattle the immediate space. These haunting effects can be used aggressively to create openings.

Third Stage

Puppetmaster

Description

A possessor phantom that maintains one main possessed body while linking to other objects nearby with unseen, intangible strings. It can deform its main body and nearby materials into a rough humanoid shape, reshaping limbs, joints, and a face-like front as needed. It can control linked objects as if possessing them directly, including seeing and speaking through them. If its main body is threatened, it will sacrifice controlled objects to buy time and relocate.

Traits

Phantom Puppetry - The puppetmaster can extend unseen strings of mana to inanimate objects within 10m and control them as if they were its own body, including using them to see and speak from their position. The puppetmaster may control and deform any number of objects at once within range, but any string that contacts Silver, Iron, or Ashwood may be severed, immediately cutting off control of that object. Creating new strings does cost mana.

Spectre

Description

Appears almost like a real person with faded colors at first glance, until it starts moving. When it moves, its body seems to ‘skip' through space in short, glitchy shifts, like frames missing from a video. It doesn't waste motion and will approach directly to attack, relying on the fact that most weapons won't do much to it.

Traits

True Intangibility - The Spectre is immune to physical attacks and can pass through up to 2m of solid material. Silver, iron, and ashwood will bypass this immunity and block its movement.

Llorona

Description

A humanoid phantom that appears drenched, with soaked clothing clinging to the body and water dripping from it even in dry areas. Its face is usually partially obscured by wet hair, and it moves with a slow, heavy steadiness until it suddenly lunges. It stays close to rivers, flooded ground, canals, wells, and other places where people have drowned. When it attacks, it mixes water magic into melee attacks with the ultimate goal of drowning their prey.

Traits

Cursed Water - These phantoms can conjure and manipulate water. This water is known to cling unnaturally to surfaces, but avoids contact with silver, iron, or ashwood.

Dullahan

Description

A mounted phantom that looks like a rider and horse cut out of pure darkness. The rider often carries a detachable head, either held in one hand or worn and removed like a helm. The horse and rider are the same creature and can separate to move on their own within a range, then rejoin, or even merge into a single entity. It's said that its presence makes the air feel wrong in a specific way, like your sense of distance and timing is slightly off, which leads to issues such as mistimed swings, missed steps, and bad calls.

Traits

Bad Omen - Every 2 turns, creatures within 20m must roll to resist Hex. On failure, Hex lasts until the next roll.

Revenant

Description

A violent phantom that manifests as a heavily defined humanoid shape with a silhouette wrapped in spectral flames, like anger forced into form. It moves with aggressive intent and will rush straight into a fight the moment it has a target. Most revenants have a specific trigger that sends them into a full berserk state, usually tied to a manner of death, like the sound of choking, the smell of smoke, the sight of blood, or being restrained. Once that trigger hits, it becomes relentless and destructive, focusing on tearing down whatever is in front of it until it's stopped or the target is gone.

Traits

Hate Lock - The revenant marks one target. While marked, any supportive action the target attempts is treated as a failed action, no matter whether it's a skill, item, or otherwise. The revenant also cannot receive supportive actions while the mark is active. The mark persists until the revenant removes it, with a 1 turn cd in between targets.

Origin

Puff Cap

Description

A round-bodied mushroom creature with a soft, springy frame and a broad cap loaded with fine spores. Its cap flexes slightly as it moves, and its short limbs let it shuffle with quick, nervous steps. The body is light enough that it can rebound off roots or stones when tossed, making its movement patterns irregular and hard to predict. Puff Caps often travel in loose clusters, reacting to disturbances in their environment with sudden, jittery shifts in direction.

Traits

Spore Burst - The Puff Cap can contract its body and release a concentrated plume of spores to launch itself up to 5m in any direction. It may use this burst up to 3 times freely, though each charge will need at least two hours to refill. The expelled spores can manifest as a Smokescreen, Cough-Inducing Irritant, or Minor Poison, depending on the Puff Cap's individual makeup. ( one-time choice )

Spriggan

Description

Humanoids with bodies of bark, thin limbs, and hair made of leaves or moss. They are deeply attached to their home woods and spend much of their time darting through undergrowth, climbing trees, and lurking around. Spriggan are known to use their Tree magic to swell their own body with knotted wood, briefly becoming a gnarled brute for intimidation before sloughing the mass away again when the threat is gone.

Traits

Tree Affinity - Grants the ability to influence the growth, health, and movement of parts of trees connected to your being.

First Stage

Glimmer Cap

Description

A short mushroom creature with a rounded body and a large cap that gives off a steady glow. Generally chubby with short limbs, for a low posture as it moves in careful steps. Glimmer Caps appear in a range of patterns and cap shapes, spotted, ribbed, smooth, or frilled, and emit light of different colors. They tend to stay close to damp terrain or sheltered grottoes, and signal one another through subtle shifts in their cap's brightness as they wander.

Traits

Lumen's Guide - The Glimmer Cap's glow can provide full visibility in up to a 10m radius. This glow cuts through fog, darkness, spore clouds, and similar, making it easier for themself and allies to navigate.

Mandragora

Description

A humanoid plant built around the thick flowering stem rising along its spine, which ends in a bulb nestled between the shoulders. The petals remain closed tight until the creature becomes agitated. Its body is formed from pale, root-like flesh, with feeler-like tendrils along its limbs and spine that respond to the Mandragora's nerves. When startled or distressed, the bud opens, unleashing a shrill, vibrating cry.

Traits

Startle Screech - Once per encounter, if the Mandragora is sufficiently startled or drops below half its health, the bud on its spine snaps open and releases a piercing shriek. All creatures within 20m are afflicted with Moderate Dizzy for 3 turns.

Dryad

Description

Tree-bound monsters with an ethereal beauty, their skin resembling smooth bark, and their hair like a canopy of leaves. Once bound to a tree, they take on characteristics of it, with bark-like patterns and vibrant foliage. Unable to leave the vicinity of their tree, Dryads become one with their sanctuary, fortifying it over time.

Traits

Living Timber - The Dryad's body can shift between supple vine and dense wood, letting them deform around strikes or suddenly turn limbs into brutal, splintering weapons that can regrow if lost.

Leshen

Description

A tall, interlocked mass of hardwood plates and vine-bound joints, built to move with sudden, deliberate force. Its long limbs end in thick, sharpened claw structures meant to sheer through those trespassing their territory. Two large antler-like branches rise from its skull, each set growing in irregular, jagged patterns that mark individual maturity and temperament. Its smooth wooden face holds deep eye-pits that emit a steady glow from within, of varying hues.

Traits

Splinter Agent - When the Leshen lands a strike with its body, there's a 1d2 chance a piece of wood splinters off into the target. The thorn releases a mild numbing agent that quickly deadens the affected limb, applying Cripple for 2 turns. Each target can only be afflicted once per encounter, as subsequent thorns lose potency.

Second Stage

Cepsid

Description

A Cepsid is a fungal monster that has fully overtaken a deceased host body, replacing its internal structure with dense mycelium until the form becomes its own. The outer shape remains largely intact, but the skin is threaded and studded with erupting caps and stalks. The taken body becomes its own in full, though may still give off the vibe of a moving corpse. Cepsid cannot change their host once chosen.

Traits

Composite Frame - The Cepsid's mycelium reinforces the host body's structure, letting it keep fighting even when sustaining heavy physical damage. It ignores all pain responses and limb impairment, unless the mycelium itself is severed. Severed mycelium can be regrown steadily over time.

Alraune

Description

A humanoid plant with skin formed from layered petals and supple stem tissue, giving its body a smooth texture distinct from bark or root. A large, fully opened flower rises from the upper spine, its coloration, shape, and pattern varying widely, often mimicking existing flowers. Veins of vibrant color trace along its limbs and torso, pulsing faintly as sap moves beneath the surface. Some Alraune develop specialized adaptations based on their flower, such as wearing thorns, dispensing a sweet nectar, or being capable of changing gender on a whim, but all share the same petal-framed silhouette and fluid movements.

Traits

Alluring Fragrance - Creatures within 10m may become subtly influenced by the Alraune's scent, with a 1d3 chance to be inflicted with Distract anytime they focus their attention on someone other than the Alraune during combat.

Ashira

Description

An Ashira has its essence spread through every root and branch of an entire grove, able to connect with up to fifty trees. Their main bodies are very elusive, but known to be beautiful, sometimes leading fools to seek them out despite the danger. Where a dryad is bound, an Ashira is anchored, able to shift its presence from tree to tree so the whole grove feels like one organism.

Traits

Verdant Puppetry - The Ashira can thread their tree vines through flesh like wire, turning defeated creatures into puppet-like extensions of its will for as long as the growth remains inside them or until the corpse is too decomposed. The puppets have no life of their own. They have to be manually controlled and cannot use skills, but are often used as stand-ins for the Ashira.

Treant

Description

A heavy, broad-framed brute built from thick, layered bark plates of thorns that form a natural armor. Its vine-based muscle structure is dense and bundled tight, giving its movements a slow but powerful weight. The limbs are stocky and reinforced, ending in wide, hammer-like claws shaped for smashing and uprooting rather than precise strikes. Its head is a solid block of darkened wood with deep-set, glowing eye-pits and short, jagged horn growths along the crown and shoulders, giving it a feeling of majesty.

Traits

Thorn's Interruption - When hit by any multi-hit attack, the Treant's specialized plates have a 1d2 chance to absorb the impact pattern, reducing the entire sequence to a single hit's worth of damage.

Third Stage

Amanival

Description

A tall humanoid fungal monster with a body shaped from dense fungal tissue that smooths into a humanoid outline without ever fully mimicking flesh, and often retaining physical details from their previous host's form. Gills often fan from the sides of their neck and hips, releasing faint wisps of spores with each movement, while the cap crowning its head varies widely in form by individual. Its motions are calm and measured, driven by a coordinated internal network that gives it a natural stealth.

Traits

Mycelial Body - The Amanival's internal network maintains a perfectly stable rhythm, preventing disruptions to its movement or focus. It cannot be affected by influence-based debuffs below Rank 4, Stun, or Paralyze. Its mycelial tissues also disperse electrical current, granting 40% resistance to Lightning damage.

Rafflesia

Description

Possesses a humanoid shell that serves as a vessel for its true body, the massive flower anchored to the upper back, dense petals hiding the core within. When the shell is damaged, the Rafflesia can abandon it entirely, detaching as a slow-moving flower, ready to seize anything that strays within reach. Its tendrils can burrow easily into a corpse to claim the body as a temporary frame. Living hosts are treated differently. Those who allow the Rafflesia to latch on keep their autonomy, receiving a steady drip of chemical warmth and the monster's protection while it feeds and regrows its own shell. The arrangement becomes addicting, leaving the host willing and pliant even as smaller buds begin to sprout along their body.

Traits

Floral Effigy - When the Rafflesia grows a new vessel for itself, it may shape that vessel after any creature it has fully parasitized in the past. The body is built from petal-like flesh and stem tissue, giving it the appearance of a floral imitation rather than an actual copy. Regardless of the form it mimics, the creature's massive bloom remains anchored to the vessel's body.

Huldra

Description

A Huldra wears a humanoid shell, free to roam the forest while still threaded with up to two hundred trees that make its territory. From the front it appears as beautiful as a Nymph, with hair like leaves or moss and eyes bright with an intelligence that feels too deep to be kind. From behind, its back opens into a hollow like a rotted trunk, filled with deep shadows. It regards its forest as its body, and anything that harms or exploits it is treated as an infection to be toyed with, broken, or quietly fed to the roots.

Traits

Splinter Agent - When the Leshen lands a strike with its body, there's a 1d2 chance a piece of wood splinters off into the target. The thorn releases a mild numbing agent that quickly deadens the affected limb, applying Cripple for 2 turns. Each target can only be afflicted once per encounter, as subsequent thorns lose potency.

Yggdra

Description

A massive, towering wooden creature with a broad canopy of interwoven branches rising from its back and shoulders, forming a shifting crown. Soft beads of natural light drift from the canopy, pulsing with the giant's mood. Its body is built from thick, contoured timber reinforced with heavy root frameworks, giving it a muscular, almost sculpted silhouette despite its size. The limbs end in huge, split-root claws built for ripping open stone and soil, and its face carries a deep, mask-like structure with long, branching horns and a bright inner glow that spills out through every crack.

Traits

Titan's Anchor - When an Yggdra roots itself into the ground, it becomes immune to all Control/Seal debuffs or any forced movement, and may use the roots of all trees within 20m as its limbs to attack, though doing so will continuously expend energy.

Origin

Imp

Description

Small and wiry, with sharp features that give them a perpetually mischievous expression. Their skin might be any number of dark or pale colors, and they usually sport small pointed horns, wings, and a tail. Despite their generally frail appearance, they can be surprisingly troublesome to deal with due with due to their dastardly nature.

Traits

Scuttle - When severely injured, gains ongoing Haste III as well as a 1d2 chance to dodge attacks from enemies a size class higher.

First Stage

Demon

Description

Humanoid monsters known for their strength, malice, and brutal nature. They are often broad-framed, horned, clawed, with blood hued skin, though their exact appearance can vary widely between individual. They are aggressive, willful creatures that do not rely on instinct alone, often pressing fights with deliberate cruelty. They tend to carry themselves with the sense that they are meant to dominate whatever stands before them.

Traits

Infernal Might - Boosts physical damage and resistance to elemental magic by 10% each.

Hellhound

Description

Fiery hound monsters, feared for their aggression and relentless pursuit. They generally have dark coats, burning eyes, horns and savage features that mark them as something far removed from any natural beast. Once they fix on a target, they are difficult to escape, driving a chase or open offensive with cruel determination and fire. They are violent even by monster standards, attacking with the clear intent to overwhelm and maul rather than simply hunt for food.

Traits

Hellfire Rend - All physical attacks have a 1d3 chance to inflict Burn I for 3 turns, once per enemy.

Second Stage

Succubus

Description

Demonic monsters that use desire and fascination as hunting tools. They often present themselves as beautiful or inviting, specialized in luring their prey directly into their arms. They are patient, controlling creatures that prefer to unsettle, lure, and exploit before resorting to direct violence. The danger of a Succubus lies less in brute strength and more in how easily they can make a target hesitate at the wrong moment.

Traits

Passionate - Has a 4m aura that makes individuals more susceptible to emotional influences, inflicting -2 to Influence/Charisma rolls.

Sin Demon of Envy

Description

Envy demons are watchful, dissatisfied creatures that fixate easily on what others have, whether that is strength, status, beauty, skill, or possession. They are often less interested in building themselves up than in taking, copying, or spoiling what belongs to someone else. Their behavior tends to be calculating and resentful, with a habit of measuring themselves constantly against the people around them. Even when they gain what they wanted, it rarely settles them for long.

Traits

Covetous - Attacks have a chance of stealing a portion of the target's stats, weakening the enemy while empowering the Sin Demon. Stat increase up to 20% total until target's defeat. Roll a 1d4 per turn, 5% gained per 1.

Sin Demon of Gluttony

Description

Gluttony demons are defined by excess, always driven to take in more than they need and rarely showing any sign of satisfaction once they have it. That hunger is not limited to food, often extending to power, sensation, knowledge, or anything else they can claim as their own. They tend to be direct, consuming creatures, more interested in acquiring and using than preserving or understanding. Nothing remains enough for long once it is in their hands.

Traits

Insatiable - Gains a temporary stat boost with each kill, up to 30%. 5% Per 3 enemies. Buff lasts for thread.

Sin Demon of Greed

Description

Greed demons are acquisitive by nature, drawn strongly toward wealth, valuables, power, and anything else that can be possessed and kept. They tend to treat everything around them in terms of value, whether that value is material, strategic, or personal. Their behavior is selfish, possessive, and often impatient, with a willingness to scheme, bargain, or betray if it means adding something useful to what they already hold. Very little is ever seen by them as enough.

Traits

Hoard - The more gold in possession, the stronger this demon becomes, with a chosen stat boosted by up to 30%. Starts at 5% for 10 GC, with another 5% per extra 20 GC.

Sin Demon of Lust

Description

Lust demons are highly alluring and highly aware of of it, using beauty, presence, and suggestion as tools as easily as claws or teeth. They are attentive to weakness in people, especially emotional weakness, and often shape their behavior around whatever will draw someone in most effectively. Their manner is intimate, deliberate, and invasive, treating attraction as something to exploit rather than enjoy. They rarely need to force attention when they can guide it.

Traits

Irresistable - Emits a passive charm effect, reducing the will of enemies within 5m. Inflicts a -3 to all rolls resisting Trance effects and -1 to Influence resists.

Sin Demon of Pride

Description

Pride demons are marked by a strong and unmistakable sense of self-importance, often presenting themselves with more poise and certainty than other demons. They dislike being ignored, contradicted, or treated as equal to those they consider beneath them, that being all other beings, and much of their behavior reflects that. They are often demanding without raising their voice, carrying themselves as though obedience should come naturally to others. Defiance is always treated as a direct insult.

Traits

Superior - Gains a boost to STR and END when facing multiple enemies, up to 30% each, with 5% Per 2 enemies.

Sin Demon of Sloth

Description

Sloth demons are slow-moving and outwardly unhurried, often giving the impression of laziness or indifference at first glance. In practice, they are often highly efficient in a narrow and unpleasant way, preferring the easiest route, the least effort, and the shortest path to getting what they want. Their behavior is passive only on the surface, as they are often content to let others exhaust themselves while they wait for the moment that benefits them most. They avoid unnecessary effort, not because they are incapable, but because they do not see the point in wasting it.

Traits

Drained - Emits a 5m aura that saps the energy and stamina of nearby enemies, Inflicting Exhaust and Mana Drain IV until out of range.

Sin Demon of Wrath

Description

Wrath demons are forceful, combative monsters that will always respond to conflict by escalating it rather than avoiding it. They tend to meet resistance with more violence, more pressure, and zero restraint, becoming harder to stop once a fight is underway. Their bodies often show the wear of repeated battle, but they carry those marks more like proof of habit than damage to be ashamed of. Around them, anger feels quick to rise and difficult to put back down.

Traits

Furious - The more damage taken, the stronger this demon becomes, with stat boosts up to 20% in up to three stats, at the cost of all sense. Minor wounds 5%, medium wounds 10%, near dead 20%.

Cerberus

Description

Three-headed canine monsters with towering frames, horned features, fiery eyes, and coats often streaked with embers. Each head acts with its own awareness, making them exceptionally dangerous in close combat and difficult to approach, hide from, or overwhelm through simple numbers. They are violently aggressive creatures that excel at pursuit, mauling, and holding their ground through sheer force and endurance.

Traits

Eternal Vigilance - Cerberus will always be able to dodge a sneak attack and perceive a hidden enemy. They also gain a +3 to finding traps.

Wendigo

Description

Voracious monsters with Biped frames, dense fur, antlered skull-like heads, and long claws built for killing at close range. They carry themselves like apex predators, not mindless beasts, with a violent hunger that makes them especially dangerous once they have chosen something as prey. Their movements are quick and purposeful despite their size, and they tend to press an attack with the kind of force that turns panic into slaughter. The cold and stillness that follow them only sharpen that impression, making their approach feel wrong before the feast starts.

Traits

Feast of Flesh - Restores health by eating the corpses of fallen foes. Every full corpse devoured is equal to Restore 2. This is the only way anything with this trait can heal.

Third Stage

Devour

Description

Demonic monsters of fierce beauty, marked by sharp features, a heated presence, and a kind of allure that feels dangerous from the first glance. There is little softness to them, only the pull of something intense, intimate, and clearly capable of harm, yet difficult to turn away from all the same. Their movements are smooth and deliberate, carrying the confidence of a predator that does not need to hide what it is to draw their prey close. They are at their most dangerous when fascination overcomes caution, leaving prey willing and eager to step nearer even knowing they should not.

Traits

Euphoria - May induce a state of euphoria in prey through intimate touch, granting +2 Leverage to use on Trance effects once per encounter if in physical contact.

Desire

Description

Demonic monsters of striking beauty whose presence stirs affection, longing, and emotional attachment in those around them. Their features are soft, inviting, and almost comforting, with an unnatural warmth in their gaze and bearing that makes them feel familiar even when they should not. They do not rely on immediate threat, instead drawing others in through closeness, trust, and the slow deepening of emotional dependence. They are dangerous less for direct violence than for how easily they can make others want to remain near them, protect them, or give more of themselves than they intended.

Traits

My Affection - Passively heightens feelings of affection and love in those around them, inflicts -1 to all rolls resisting Charisma and Charm actions.

Demon Lord of Envy

Description

Envy are watchful demon lords whose beauty is edged with something narrow, dissatisfied, and quietly invasive. Fine scales and sharp features give them a controlled, unsettling look, as though every detail has been shaped to invite comparison and come out ahead. Their behavior is observant and exacting, always measuring what others have, what they lack, and what might be taken or diminished. They do not need open hostility to be dangerous, only a clear view of something worth coveting.

Traits

Jealousy's Muse - Enemies within 20m suffer from decreased effectiveness of their Spells and Skills as Envy denies them. All Spell ranks lowered by 1, all cooldowns increased by 1.

Demon Lord of Gluttony

Description

Gluttony are imposing demon lords with heavy predatory features, sharp teeth, and a constant sense of appetite sharpened into purpose. They do not simply consume for need, but approach the world as something to be taken in, broken down, and made useful to themselves. Their behavior is direct and possessive, with a tendency to treat attacks, obstacles, and even power itself as things that can be swallowed and turned aside. Nothing around them feels safe from being claimed and consumed.

Traits

Apetite - Can neutralize and absorb eprojectiles and other ranged attacks up to 1d20 times per encounter.

Demon Lord of Greed

Description

Greed are richly adorned demon lords with sharp eyes, decorated hands, and a constant sense of attention fixed on value. They are rarely plain in appearance, often marked by ornament, fine materials, or carried wealth displayed with clear intent rather than excess for its own sake. Their behavior is calculating and acquisitive, always assessing what can be gained, hidden, traded, or taken to increase what they already possess. They do not simply want riches, but control over anything that can be counted as worth having.

Traits

Opulence - Every time Greed recieves a Buff/Debuff, it may consume 10 SC to raise/lower the rank by 1, and again for duration.

Demon Lord of Lust

Description

Lust are beautiful and deeply unsettling demon lords whose features seem almost perfectly shaped to draw the eye and hold it for too long. They move with calm confidence, never needing to rush, and tend to use attention, fascination, and desire as naturally as others use force. Their behavior is intimate, deliberate, and highly controlled, always searching for the easiest point of entry into another's wants or weaknesses.

Traits

Obsession - Lust can lock an enemy affected by their aura into a mental Grapple, inflicting them with Drain III and Hex until they break free. Uses CHA modifiers. CD of 3 turns.

Demon Lord of Pride

Description

Pride are tall, striking demon lords marked by a composed bearing, black feathered wings, and a gaze that seems to weigh everything it falls upon. They carry themselves with the certainty of creatures that expect rank, obedience, and recognition without needing to ask for it. Their behavior is measured and exacting, with little tolerance for failure, disrespect, or anything they view as beneath proper notice. Around them, even other demon lords can seem reduced by comparison.

Traits

Impervious Will - Gains immunity to all Influence debuffs and Poison.

Demon Lord of Sloth

Description

Sloth are demon lords whose stillness stands out more than motion, often appearing calm, seated, or otherwise at ease even in situations where that should feel impossible. They do very little without reason, but what they do choose to do is rarely wasted, giving them a quiet efficiency beneath the outward lethargy. Their behavior is patient, detached, and often faintly dismissive, as though effort itself should be spent only when absolutely necessary. The longer they remain in one place, the more the space around them seems to settle into their pace.

Traits

Repose - While in a resting state, passively receive Regen I each turn.

Demon Lord of Wrath

Description

Wrath are large, horned demon lords built with the kind of force that makes violence seem close even when they are standing still. Their movements are abrupt and forceful, without waste or hesitation, as though restraint is only ever temporary. Their behavior is confrontational and destructive, meeting resistance by driving harder into it rather than pulling back or reassessing. Around them, conflict tends to feel less like a possibility and more like something already underway.

Traits

Incensed - While health is under 30%, Wrath will receive Restore I each turn, while being overcome with the urge to kill.

Archdemon

Description

Among the most powerful demonic beings, marked by forms that seem shaped as much by hellfire as by flesh. They may appear as towering humanoid monsters or as more bestial figures, but in either case their bodies bear clear signs of infernal power, with fire-like patterns moving beneath the skin and heat radiating constantly from their presence. They do not carry themselves like lesser demons driven by appetite or cruelty alone, but with the certainty of creatures that command destruction rather than merely cause it. Where an Archdemon appears, the space around it feels claimed, as fire, fear, and violence have already begun bending to its will.

Traits

Hellfire Dominion - Capable of summoning and controlling hellfire within a 15m radius around oneself at the cost of 1 spell slot per turn. The hellfire is unable to spread beyond this dominion, but is able to be freely controlled and shaped, burning only what its master wants to burn, and burning deep. 1d2 chance to inflict Burn III on contact for 3 turns, as well as dealing direct damage.

Hades

Description

Powerful demonic monsters of an imposing stature, often distinguished by a beastly skull with ember sockets and a presence that is difficult to endure for long. They tend to present themselves with unusual composure and care, often in dark formal clothing that makes them seem no less monstrous, only more deliberate. Rather than displaying the open savagery of lesser demons, they carry themselves with the certainty of creatures used to being obeyed. Their presence is unsettling not because they are loud or frenzied, but because they give the impression of something used to being followed and feared.

Traits

Dark Pact - Hades may forge pacts with slain human/demihuman foes, reviving them as lvl 15 Hellhounds under its command. It may maintain up to 6 pacts at once, and these Hellhounds may grow until reaching level 50. 3 capped pacts may be fused into a Cerberus, which take up 2 slots.

Baphomet

Description

Demonic monsters with goat-like features, dark fur, hardened flesh, cloven hooves, and broad wings that give them an imposing presence. They do not come across like frenzied beasts, but like creatures that meet violence with certainty, as though pain and fear are things to be turned outward rather than endured inwardly. Their movements are controlled and balanced despite their height, giving them a steadiness that makes them feel more deliberate than savage. Where other demons overwhelm through fury, Baphomet feel more like embodiments of punishment, pressure, and dreadful poise

Traits

Symmetry of Pain - When damaged, the full force of the pain is mirrored back onto the attacker, causing them to suffer the same agony they've inflicted.

Origin

Fang Wolf

Description

Wolf monsters known for their aggression and strong pack instincts. They resemble oversized wolves with enlarged fangs, and a more dangerous intensity than natural beasts. They are active hunters that rely on pursuit, coordination, and repeated attacks to wear prey down rather than ending a fight in a single rush. Even on their own they are dangerous, but they become far more threatening when several are working the same target.

Traits

Hunt Rotation - Gain 10% increased damage in the next strike against any enemy an ally has already attacked this round.

First Stage

Dire Wolf

Description

Wolf monsters with heavier frames, thicker muscle, and a more forceful presence than lesser wolf species. They often serve as the dominant leaders of Fang Wolf packs, driving hunts, holding territory, and asserting control through sheer strength and presence. Built for direct confrontation as much as pursuit, they are capable of bringing down larger prey through coordination and raw physical pressure. When a Dire Wolf leads a pack, the whole group becomes more dangerous

Traits

Lead the Hunt - At the start of the encounter, mark one target. Allies gain 20% increased damage against that target for 5 turns.

Warg

Description

Wolf monsters with bulky frames of dark fur, harsh features, and a mouth full of razor-like teeth. They are aggressive hunters that seem to take excessive satisfaction from the kill, always going for the bloodiest result. They are highly territorial and jump on any occasion to make a scene. Though they don't generally hunt in packs, Warg are no less efficient on their own.

Traits

Slaughterhouse - The first strike on an enemy immediately after landing the killing blow on another enemy will deal 50% more damage.

Second Stage

Cu Sith

Description

Hound monsters with thick, lightly colored and shaggy coats and heavy builds. They serve as protectors within the pack, remaining most alert while the others are at rest. They are highly territorial and quick to intercept anything that comes too close to their pack, forcing intruders to deal with them before reaching the rest of the group. Though less pursuit-focused than other wolf monsters, they are no less dangerous once they decide something has no business existing.

Traits

Always Up - Do not require sleep, and are immune to Control debuffs.

Fenrir

Description

Oversized wolf monsters with thick coats, oversized fangs and claws, and pale markings that run through the fur in vivid lines. Their eyes are often solid in color and bright enough to stand out at a distance, giving them a watchful and severe look. They do not come across as reckless beasts, but as creatures that choose their moment, commit fully, and expect the force of that choice to be enough. Their movements are steady for their size, and there is often a sense that they are reading the field before they close, rather than simply rushing what is in front of them.

Traits

Dominant Frame - Smaller enemies deal 10% less melee damage per size class lower.

Lycan

Description

Biped wolf monsters with long limbs, dense muscle, and a humanoid frame built for tearing, grappling, and close range violence. They live in tightly bound packs with a more tribal structure, gathering around territory, hierarchy, and shared hunts. Their behavior is aggressive and possessive, quick to defend their own, punish intrusion, and close ranks against anything that threatens the group. A Lycan is dangerous on its own, but far more so as part of a pack.

Traits

Savage Rend - Claw attacks have a 1d3 chance to inflict Bleed for 3 turns, once per enemy.

Barghest

Description

Hound monsters with heavy coats like ink, gleaming eyes, and a shape that stands out even at a distance. They are often encountered alone near roads, ruins, grave sites, and the very edges of settled land. Their behavior is watchful and selective, with a tendency to appear in places where people are already unsettled. It is thought that Barghest are particularly picky about their prey, taking their time to choose before beginning a hunt. Because of this, it is known that seeing one watching means death is coming.

Traits

Death Omen - An enemy is chosen and marked. That enemy cannot use any Mobility skills beyond 5m and gets a -1 to any system rolls for the length of the encounter.

Third Stage

Orthrus

Description

Hound monsters with massive frames, dense muscle, and thick shaggy coats that make them appear even larger than they are. Each head watches independently, making them especially effective at guarding territory, tracking movement, and reacting quickly to anything that approaches. Their fur ends at the base of their tail as it transitions into the scales of the sturdy serpent that watches their back. They are built to hold ground, meeting threats head-on and often using its many teeth to rip them apart.

Traits

Serpent Tail - The Orthrus' tail may strike at a target within 3m once per turn, dealing damage and a 1d3 chance to inflict Potent Poison. Does so automatically when approached from behind immune to poisons Severe and lower.

Skoll

Description

Enormous wolf monsters with radiant fur, bright eyes, and pale markings that spread across the body in patterns like flares or branching light. Their build is heavy and powerful, but they do not look cumbersome, carrying their size with an obvious ease. They are the kind of monster that favors open land, where their full speed and reach can be used without obstruction. A Skoll is most dangerous once it has room to run, as very little can match the force of its approach or pursuit.

Traits

His Radiance - While in direct sunlight, STR and AGI are buffed by 25% each. Attacks may ignite the target while under this effect. Roll a 1d10, 1 triggers effect of Burn III for 3 turns, once per enemy.

Amarok

Description

A truly towering Lycan variant marked by dense muscle and fur, broad shoulders, and an imposing shape built for direct violence. There is little wildness in how they carry themselves, only the weight of a predator fully at ease in its own strength and intelligence. Their presence feels stark and self-contained, giving them a more solitary cast even when they are not alone. Amarok are extremely proficient hunters, often seeking out the most dangerous prey they can find in attempts to challenge themself.

Traits

Trophy Hunter - After directly killing an enemy of Rare or higher, gains 20% increased damage for the remainder of the thread. Does not stack. Also gains 10% damage while fighting an equal sized or larger enemy 1 on 1.

Garm

Description

Hound monsters with black coats, skull-like faces, and bright hollow eyes set deep in exposed bone. Their bodies are thick with fur and muscle, often broken by visible ribs or bony ridges and spikes that give an impression of death worked into the shape of a living beast. Garm are the kind of monsters that plant themselves somewhere and make crossing it a matter of surviving them first. Once roused, they are difficult to divert or drive off, pressing forward with the certainty that has already decided the outcome.

Traits

Claim the Dead - Upon directly killing a marked enemy, gain Regen I across 2 turns and immediately mark a new target.

Origin

Wyrm

Description

Draconic monsters with serpentine bodies, a total lack of limbs, and the vibe something far more dangerous than their size suggests. Wyrm are territorial creatures that rely on speed, flexibility, and sudden bursts of aggression to overwhelm weaker prey or drive off intruders. Born with the potential to become Dragons, Wyrm often have an elemental inclination, including a breath skill, and shouldn't be taken lightly because of their size.

Traits

Shed Skin - Once per encounter, a Wyrm can literally shed itself of a debuff up to rank 5 or 5 turns of duration.

First Stage

Coatl

Description

Draconic monsters with long, elegant bodies, bright scales and sometimes fur, with feathered wings. Coatl are graceful in motion, favoring swift aerial or gliding passes and controlled strikes over brute force. They tend to fight through speed, positioning, and clean use of the space around them, making them harder to pin down than heavier draconic beasts. Many Coatl also show a stronger magical bent than other forms, often making use of limited elemental skills during their hunt.

Traits

Mana Scales - Scales reduce damage taken from basic elemental attacks by 20%.

Drake

Description

Broad-bodied draconic monsters built for direct confrontation, with heavy limbs, dense muscle, and the kind of jaws that make even a near miss dangerous. Drakes lack elegance, but make up for it through force, durability, and an aggressive willingness to meet threats head on. They are highly territorial creatures that favor places where their weight and strength give them the advantage, often bullying other monsters away from whatever space they claim.

Traits

Dense - Cannot be forcibly moved by creatures of lesser size class.

Basilisk

Description

Serpentine monsters with heavy bodies for constriction and piercing eyes. While not always particularly powerful, basilisk are known to be extremely dangerous due to their hunting style, being able to petrify their prey from a distance by merely making eye contact. Basilisk are more dangerous in that they can come in a variety of appearances, making them difficult to recognize at a glance. Generally, it's recommended to avoid looking directly at any large serpent, just in case, as Basilisk thrive on easy meals.

Traits

Petrifying Gaze - When an enemy meets the Basilisk's gaze, there is a 1d2 chance to inflict Petrify VI for 2 turns, once per enemy.

Sea Serpent

Description

Draconic monsters with long, scaled bodies built aquatic life, often with finned crests, ridged backs, or other features that help them cut through currents. Sea Serpents are strong swimmers that favor deep water, sudden rises from below, and attacks that drag prey into the depths before they can recover. They tend to make full use of the water around them, striking from poor angles, circling beneath the surface, or vanishing between attacks. Even when not especially large, they are dangerous in their own territory, where space, mobility, and visibility all tend to favor them.

Traits

Tideborn - Gains a natural Water Affinity, able to control the water around them through use of magic.

Second Stage

Wyvern

Description

Draconic monsters with long necks, slender bodies, and large winged forelimbs in place of front legs. Their hind legs are strong and taloned, giving them a hunched, predatory stance on the ground and letting them cling, spring, and strike when not in the air. Visually similar to dragon, they have fearsome features, with hooked jaws, pronounced crests or horns, and an overall build suited to fast movement. Wyverns are aggressive aerial hunters that favor dives, sudden grabs, and hard, committed strikes once they have an opening.

Traits

Winged Evasion - The first ranged attack taken each turn while airborne has a 1d2 chance to miss.

Behemoth

Description

Draconic monsters with heavy frames, thick limbs, and the kind of broad, durable body built to force their way through resistance. Their features tend to be rough and solid, with heavy jaws, thick scales, and a shape that gives little impression of speed but a great deal of power. Behemoth do not rely on sudden movement or clever angles, instead pressing forward through direct force and making space around them dangerous simply by entering it. They are the kind of beast that feel most at home when there is something in front of them to break, crush, or trample.

Traits

Bonebreaker - Physical charging attacks have a 1d3 chance to inflict Cripple for 5 turns, once per enemy.

Naga

Description

Monsters with a humanoid upper body, a serpentine ower half, and a strange natural allure. Their appearance often blends attractive humanoid features with their own reptilian traits, claws, and fangs. Though visually similar to Lamia, they are known predators who will make full use of the confusion to get in close with their prey, taking their time to draw them willingly into their grasp before feasting. Not needing to eat often, Naga are patient hunters, willing to spend weeks or even months on this process, seeming to find enrichment in the effort.

Traits

Bewitch - If making eye contact while using a Trance skill, gain +2 Leverage to use on effects.

Hydra

Description

Large multi-headed serpent monsters with heavy bodies, thick scales, and several long necks rising from the same trunk. Though capable of hauling themselves onto land for short periods, they are aquatic beasts, sometimes found in deep lakes, marsh waters, flooded caverns, but mostly the sea. Each head moves with its own awareness, making them difficult to approach safely and hard to pressure from a single direction. Hydras overwhelm through repeated attacks, constant threat, and the difficulty of dealing with several snapping heads at once.

Traits

Regeneration - Hyrda are able to regenerate missing body parts naturally over time or through normal healing.

Third Stage

Dragon

Description

Draconic beasts with powerful wings, powerful magic, and the kind of presence that makes all feel lesser. Their forms vary widely by lineage, element, and age, but all dragons carry the same sense of overwhelming scale and authority. They are not simply larger, but the apex predators of the line, combining immense physical force, natural defenses, and a strong connection to elemental power.

Traits

Elemental Prestige - Mastery over a chosen element, a more advanced form of an affinity that allows elemental magic to act outside nature's boundaries. May include Fire, Water, Earth, Wind, Ice, or Lightning.

Draconid

Description

Tall, scaled humanoid monsters with broad shoulders, powerful limbs, and faces shaped by heavy brows, horned crests, and jaws lined with sharp teeth. Their bodies are built like natural warriors, with dense muscle beneath plated scales and clawed hands capable of both fine control and brutal force. Many display fins, frills, horns, or tail structures that give each one a distinct silhouette. A Draconid never exists entirely alone, as each has a soul-bound partner hatched from the same life.

Traits

Soul Twin - From the moment a Draconid is born or evolved, a soul-formed egg comes into being as part of that same life. In born Draconids, this egg is already held in their claws at birth. In evolved Draconids, it splits from their soul during the evolution process and is fully formed alongside them. From this egg hatches a level 1 Wyvern or Behemoth as their bonded twin, which may be raised up to level 100. The two share a telepathic bond within 20m.

Lindworm

Description

Draconic monsters able to shift between three forms. Their true form usually consists of a thick serpent's body balanced on two draconic forelimbs with razor talons, though they can also take on both a naga form and a humanoid form with reptilian features, venomous dorsal spines always present along the back. Lindworms are extremely possessive creatures that settle around a lair and hoard, reacting viscerally to anything that comes too close and always seeking to expand that hoard, no matter what it may consist of. There have long been stories of Lindworms stealing individuals away as mates.

Traits

Possessive - May mark an individual as theirs, 1 per 50 CHA. The Lindworm will always know where to find their marked ones. Once per encounter, if witnessing a marked one being injured, gain +25% damage against that enemy for 3 turns.

Leviathan

Description

Immense aquatic dragons with long, heavy bodies, dense scaled hides, and a shape built to move through deep water with frightening ease for their size. Their heads tend to be broad and severe, often marked by long horns, crests, or other features that give them a more ancient and imposing look. They are creatures that act with the confidence of something used to overwhelming whatever enters their reach. A Leviathan does not need sudden violence to be terrifying, as even the way they turn, rise, or close distance carries enough force to make escape a feat.

Traits

Ocean-Scale - Damage taken from enemies two or more size classes smaller is reduced by 40%.

Origin

Spiderling

Description

Spider monsters with compact bodies, fine legs, and quick movements. Their chitin is usually dark or muted in color, helping them blend into corners, brush, and clutter, while their many eyes give them a constant alert look. They are simple but effective predators, relying on silk, small doses of venom, and sudden movement to catch prey larger than themselves. Though individually weak, they become much more dangerous when several have settled into the same space.

Traits

Anchor Line - May instantly anchor itself with silk to ignore knockback, falling, or forced displacement once per turn.

First Stage

Giant Spider

Description

Spider monsters with thick chitin, heavy legs, and mandibles strong enough to pierce basic defenses. Their bodies are low to the ground and built for sudden bursts of movement, with sharp leg tips that are used both as weapons and for stable footing. Giant Spiders are straightforward predators, relying on size, pressure, and repeated bites rather than subtlety. They are patient when needed, but once they commit to prey they tend to stay on it until it stops moving.

Traits

Venom Preserve - Poison inflicted has a 1d3 chance to not get less potent if used again against the same enemy in an encounter.

Webspinner

Description

Spider monsters with thin legs, quick movements, and enlarged spinnerets that produce silk at a much faster rate than others. Their bodies are light and compact, built more for movement and setup than direct force, with multiple eyes that stay fixed on whatever enters their space. Webspinners are cautious but active, constantly shaping their surroundings with fresh lines, nets, and strands. They tend to control an area before committing to a hunt, making them more dangerous the longer they are left alone.

Traits

Rapid Spinner - Capable of spinning web at a much faster rate.

Trickster Spider

Description

Spider monsters with light bodies, quick legs, and chitin marked by warped bands, false eye spots, and other patterns meant to confuse the eye. Their appearance is often more striking than that of other spiders, with colors and markings that seem to shift depending on angle and light. Trickster Spiders are evasive and deceptive by nature, preferring to mislead attention or pass unnoticed when not hunting, but are generally considered dangerous due to the fact that they are exceptional at getting up close to strike despite their loud appearance, as if the mind itself refuses to acknowledge them.

Traits

Faint Presence - Creatures do not naturally register the user as an immediate threat or concern unless attacked.

Second Stage

Widowmaker

Description

Spider monsters with long, blade-like legs, dense black or dark red chitin, and a body built to survive serious damage. Their movements are controlled and deliberate, rarely wasted, and they hold themselves with the confidence of something fully aware of how dangerous it is. Widowmakers are highly aggressive once engaged, preferring to wear prey down through persistence and repeated strikes. Even when badly injured, they remain dangerous, as damage that would cripple other creatures often only slows them briefly.

Traits

Ecdysis - Once per thread, may rapidly shed their shell to be granted Restore 5, even regaining lost legs.

Silkweaver

Description

Spider monsters with rounded bodies, stronger chitin, and fine silk organs developed enough to produce large amounts of thread with more control. Many have softer features, including light fur tufts around the joints, abdomen, or head, which gives them a deceptively gentle appearance. Naturally talented weavers, they make creative use of their webbing, to the detriment of travelers. Silkweavers are methodical creatures that shape nests, shelters, and traps with care, making them all the more dangerous to those who fail to be as prepared.

Traits

Threadsense - Always knows when something touches, breaks, or moves through any silk it has placed within 50m.

Spinner o' Lies

Description

Spider monsters with intricate chitin patterns that naturally draw, mislead, or unsettle the senses. Their bodies are light and delicate, but they carry themselves with intent, relying less on direct force than on careful manipulation of how they are perceived. Spinner o' Lies make heavy use of illusion magic, crafting effects that can alter sight, sound, touch, and other senses, and often attaching such effects to their webs. They are cautious, highly deceptive monsters that prefer to shape what their prey thinks they hear, feel, or see long before exposing the truth.

Traits

Web o' Lies - Able to weave illusions as well as webs and often combine the two.

Third Stage

Drider

Description

Drider have the lower body of a massive spider and the upper body of a humanoid, most often with a natural beauty and a poised, upright posture that draws the eye before the rest of the body is fully taken in. That beauty is wrong on closer look, framed by multiple eyes, sharp teeth, dark chitin at the joints and ribs, and clawed fingers meant for violence. Their spider half is broad and heavy, with long bladed legs and a dense abdomen. Drider are intelligent, watchful, and deliberately cruel, often using their humanlike presence to unsettle, lure, or hold attention before showing the full danger of what they are.

Traits

Venom Craft - A Drider can deliberately alter their venom before applying it, choosing whether it is meant to poison, numb, weaken, heighten sensation, or more, allowing creation of venom-based debuff skills.

Arachne

Description

Arachne are spider monsters with a fully humanoid body, most often covered in smooth chitin with softer features, multiple eyes, and sometimes additional arms suited for careful work. Many carry a deceptive appearance, with rounded facial features, neat fur tufts, and an almost doll-like attention to grooming and presentation that contrasts sharply with what they are. Their hands are exceptionally dexterous, allowing them to handle silk with the care of a tailor, producing clothing, bindings, and crafted threadwork far beyond simple webs. Even so, they are dangerous monsters, intelligent and territorial, and can turn that same careful nature towards slaughter, given the need.

Traits

Artisan Weaver - The Arachne can devour crafted gear before weaving to transfer that gear's tags to the next silk item they complete. It is a one-for-one transfer.

Anansi

Description

Powerful spider monsters whose true bodies are rarely seen, as they habitually keep themselves hidden behind layered illusions. When they do choose to be noticed, they often appear as a pair of humanoid twins, playful and inquisitive. Anansi are strange monsters that take 'playing with food' to new levels. They are patient, highly deceptive and usually avoid direct aggression until their lie is exposed, at which point they will end their games and strike without hesitation.

Traits

House o' Lies - The user may always maintain one passive illusion-double near itself without additional strain, and any static illusion spells it places remain active for the rest of the thread unless directly broken or dismissed, allowing one to set a scene.

Origin

Veil Fox

Description

Small fox monsters with soft fur, bright eyes, and light bodies built for quiet movement. Their coats carry special layered tones that help the edges of their fur fade them into their surroundings at will. They are cautious but effective hunters, relying on camouflage, patience, and short bursts of speed to get close before prey realizes they are there.

Traits

Mirror Cloak - The Veil Fox can shift its fur to blend into its surroundings, hiding them from the naked eye while holding still.

First Stage

Yobi

Description

Fox monsters with three tails, small bodies, and bright eyes. Their soft fur often carries pale markings or shifting tones that make the outline of the body difficult to read clearly, especially when they are moving quickly. They make heavy use of visual illusions in their hunts, creating false motion, duplicate bodies, and misleading openings to push prey into mistakes they can punish immediately. Yobi are active and spiteful hunters despite their cute appearances, quick to harass anything weaker.

Traits

Glamour - Possesses an affinity for visual illusion magic, able to obscure truth and shape what others see.

Kuda

Description

Small fox monsters with thin coats, bright eyes, and slender bodies built for quick movement. They have fine features, large ears, and a flowing tail that trails as they run. They rely on speed, timing, and sudden changes in direction to stay out of reach and create openings. While hunting, they are quick to test weakness and press any advantage once they find one

Traits

Quick Reflexes - The Kuda are incredibly evasive, with a 1d3 chance to dodge strikes. Cooldown of 2 turns on success.

Second Stage

Kitsune

Description

Beautiful fox monsters with seven tails and soft coats kept in immaculate condition. They possess the ability to transform and often wander into towns, roads, and settled spaces in mimicked forms, using charm and social tactics to place themselves close to the kind of prey they want. They are intelligent and patient monsters that prefer to choose their targets rather than simply take what is available, often studying habits, desires, and vulnerabilities before acting.

Traits

Shape Shifter - The Kitsune can transform into other creatures, aiding in its interactions and deceptions, but is unable to use skills while transformed.

Chunho

Description

Seven-tailed fox monsters with humanoid forms, beautiful faces, soft ears, and fine patches of fur along the limbs, tail base, and outer body. Their appearance is often gentle, with a calm presence that makes them seem more approachable. Chunho tend to draw others in through that soft beauty, and the impression of safety, using that false comfort as the first step in their hunts.

Traits

Celestial Pulse - Passively channel natural energy from the world to heal minor injuries with a burst of Regen 1 every 4 turns, for all allies within 5m.

Tuemesi

Description

Fox monsters with long limbs, a slender build, and fur that lifts and trails slightly as if caught in a constant breeze. Their ears, tail, and outer coat often taper into swept shapes, giving the whole body a wind-cut look even at rest. They make natural use of wind magic, shaping air currents to aid their natural speed, spoil pursuit, and strike at their prey. Tuemesi are difficult to corner and tend to fight in a way that wields movement itself as a weapon.

Traits

Wind Affinity - Possesses an affinity for wind magic, allowing the shaping and control of air, pressure, and moving currents..

Third Stage

Gumiho

Description

Nine-tailed fox monsters of striking beauty, most often appearing as elegant humanoids with fox features worked into the form in subtle or deliberate ways. Their presence is intensely personal, with a manner that makes others feel chosen, understood, or uniquely desired. They are dangerous monsters that hunt through intimacy, fascination, and emotional control, often drawing prey in slowly until caution has been replaced by attachment or need. A Gumiho rarely wastes force when desire proves to be enough.

Traits

Tail-for-Tail Mercy - The Gumiho is able to sacrifice a tail to avoid a consequence, such as a lethal blow becoming survivable, a Debuff failing to stick, or ensuring missed attack lands. A lost tail will grow back after five threads.

Hojosa

Description

Nine-tailed fox monsters with graceful humanoid forms, soft ears, flowing tails, and an appearance that comes across as calm, gentle, and has a way of provoking protective instincts. They often present themselves with warmth and the kind of composure that encourages others to lower their guard around them, working their way into good graces like a hobby. That sweetness can be every bit as dangerous as open malice, drawing prey close through trust and comfort.

Traits

Companionship - Small animals naturally settle around the Hojosa and may serve as watchers or messengers without formal taming.

Tulikettu

Description

Fox monsters with a bright, flowing coat that often shifts subtly between pale winter tones and bands of red, gold, blue, or green that resemble the colors of the aurora. Their fur is long and soft in places, especially around the neck, tail, and limbs, and when they move quickly it can leave the impression of light trailing behind them. They are powerful users of wind magic, guiding currents with ease and moving through open space with a smooth, almost weightless grace. Though beautiful to look at, Tulikettu are predators, and that urge to stop and look has only ever aided their hunts.

Traits

Revontulet - The Tulikettu may call the northern lights under any open sky, casting an overhead aurora across 20m for one encounter. While active, all Wind spells used by the Tulikettu are treated as one rank higher and all illusions are dispelled. Cooldown of 1 thread.

Origin

Nestling

Description

Bird monsters that vary wildly in appearance, with some covered in soft, downy feathers of different colors, while others have tufts of fur or both. They are agile, darting creatures that flit through the air for most of the day. While generally curious and less aggressive than most, Nestlings will band together if threatened. They adapt quickly to their surroundings and are resourceful in finding food and shelter, often living in small groups for safety.

Traits

Imprint - Once a Nestling accepts a creature as an ally or parent, it always recognizes them and can find its way back to them.

First Stage

Firebird

Description

Radiant avians with feathers that shimmer in fiery reds, oranges, and yellows, giving them the appearance of living flame. Its aggressive nature and fierce territoriality make it dangerous, as it is capable of launching fire magic at any creature that encroaches on its space. Firebirds often initiate strikes from above, scorching enemies before retreating. Solitary by nature, they are fiercely protective of their nesting grounds.

Traits

Fire Affinity - The Firebird has a natural affinity allowing it to cast Fire Magic.

Thunderbird

Description

Avian monsters with sharp wings, heavy bodies, and plumage marked by deep storm colors. Their feathers often crackle with static, and the air around them carries the smell of rain, ozone, and charged wind when they are agitated. Thunderbirds are aggressive, territorial creatures that prefer open skies and high ground, where they can make full use of their speed and command of lightning. They react quickly to intrusion, often striking with sudden violence rather than lingering near potential threats.

Traits

Lightning Affinity - The Thunderbird has a natural affinity allowing it to cast Lightning Magic.

Harpy

Description

Avian humanoid monsters with a humanlike torso, feathered body, broad wings in place of arms, and the lower body and talons of a predatory bird. Their features are sharp and expressive, with keen eyes, hooked beaks or beaklike facial structure, and plumage that varies widely by region. They are aggressive, social hunters that rarely ignore weakness, often circling, harrying, and pressing prey until it is too worn down to escape cleanly. Harpies are highly territorial and quick to answer intrusion with noise, speed, and repeated attacks from above.

Traits

Wind Affinity - The Harpy has a natural affinity allowing it to cast Wind Magic.

Owlbear

Description

Heavy feathered monsters with the broad body, hooked beak, and the eyes of a giant owl set over a dense, powerful frame built for mauling prey. Their bodies are thick with muscle beneath fur and feathers, with strong limbs, heavy claws, and a posture that feels more like a beast than a bird. Owlbears are aggressive, stubborn creatures that rely on direct force once roused, often pressing forward through pain or resistance rather than giving ground. They are known for a short temper and an instinct to answer intrusion with immediate violence.

Traits

Brute Strength - When physically striking an enemy of same size class or lower, they have a 1d2 chance for a knockback of up to 5m.

Second Stage

Phoenix

Description

Avian monsters with brilliant, shimmering plumage and bodies that give off a steady, almost cozy warmth. Their feathers often glow at the edges, trailing sparks and heat when they move, and their flames are known for unusual control, used as much for restoration as for destruction. Phoenix are proud, territorial creatures that favor places touched by strong light. When fatally wounded, a Phoenix may immolate itself and be reborn from its own ashes, beginning life again from its weakest stage.

Traits

Healing Flames - The Phoenix's flames have healing properties, able to channel Regen 1 on a target, at the cost of 1 spell slot per 2 turns.

Roc

Description

Avian monsters with immense wings, dense storm-feathers, and powerful talons built to seize and carry large prey. Their bodies are heavier and more imposing than those of most bird monsters, with broad chests, thick legs, and plumage that may appear sharp to the touch. Roc are dominant, highly territorial creatures that favor wide open air and elevated nesting grounds, where they can watch large stretches of land below. They are direct and forceful in behavior, often relying on sheer presence, sudden dives, and violent wingbeats to overwhelm anything that enters their range.

Traits

Storm Heart - Natural storms and violent weather strengthen Roc, increasing STR and INT by 20% while active.

Siren

Description

Avian humanoid monsters with graceful upper bodies, feathered wings, and the talons and lower form of a predatory bird. Their features are often striking rather than overtly monstrous at first glance, with expressive faces, sharp eyes, and voices capable of carrying an unnatural allure or emotional weight. They are patient, calculating hunters that rely on fascination and false safety more than direct pursuit, often drawing prey in before committing to violence. Sirens tend to favor exposed coasts, cliffs, ruins, and other dramatic high places where they can watch, wait, and choose the right moment to strike.

Traits

Entrancement - Any Trance debuff inflicted by the Siren will Include Shelter and Jealousy effects by default.

Gryphon

Description

Predatory monsters with the forequarters of a great bird of prey and the hindquarters of a lion. Their bodies are built for both sudden dives and close-range kills, combining sharp beaks, hooked talons, and heavy hind claws to seize and overpower struggling prey. They carry themselves with fierce confidence, moving with the posture of creatures that expect to dominate whatever they can catch. Gryphon are aggressive hunters that favor decisive attacks and rarely hesitate once they have committed to a target.

Traits

Predator's Vision - The Gryphon's keen eyesight allows it to detect enemies from great distances and see through illusions.

Third Stage

Benu

Description

Avian monsters with long legs, broad wings, and plumage that carries the colors of sunrise, flame, or heated metal. Their feathers often give off a constant warmth, with brighter lines along the wings, chest, or tail that glow more strongly when they are active. Benu are proud, composed monsters that carry themselves with a sense of importance. They settle in high places touched by steady light and will respond quickly to threats with controlled displays of heat and fire.

Traits

Holy Fire - Benu have a specialized form of Fire magic that grants them access to the Buff benefits that Holy users have. Not a Holy Affinity.

Karura

Description

Humanoid avians with broad, muscular bodies, the head and talons of a bird of prey, and great wings wreathed in heat and drifting embers. Their features are harsh and more warlike than those of most bird monsters, with dense plumage around the neck, heavy limbs, and a posture that makes them look built for violence rather than flight. Karura are fiercely aggressive creatures with a particular hatred for draconic life, and they are known to attack such prey with unusual intensity. They patrol wide territories with a combative temperament, rarely ignoring signs of intrusion and responding to threats with immediate force.

Traits

Mana Feathers - The Karura has a 50% resistance to magical damage.

Ziz

Description

Massive avian monsters whose wings and body are large enough to dominate the sky around them, with long feathers, immense talons, and a frame built for endurance as much as force. Their plumage often carries the pale and dark tones of storm fronts, and the air around them is restless even when they are still. Ziz come off as sovereign creatures that treat the open sky as their own domain, moving with the certainty of something that expects lesser life to give way beneath it. They are not wasteful in aggression, but when they choose to act, it is usually with the full weight of a storm behind them.

Traits

Lightning Prestige - Ziz gain a higher form of Lightning Affinity, their magic able to act outside the bounds of what nature allows.

Avoral

Description

Birdfolk monsters with humanoid bodies, full wings, sharp talons, and features that blend avian elegance with a distinctly martial build. Their frames are lean but powerful, built for swift movement, controlled flight, and sudden violence, with plumage that often reads as striking rather than ornamental. They carry themselves with alert, disciplined confidence, giving the impression of creatures that are always ready to react. Avoral are aggressive and capable hunters, favoring speed, positioning, and precise force over reckless frenzy.

Traits

Aerial Expertise - Avoral are exceptional fliers, granted enhanced combat effectiveness while in flight. Any skills requiring flight take one less training to gain.

Strix

Description

Owl monsters with two natural forms: one a dark, alluring humanoid and the other a large predatory owl. In either form, they are marked by sharp features, intense eyes, and a quiet presence that makes them difficult to read clearly. Their humanoid shape often appears composed and beautiful in a severe way, while their owl form is broad-winged, silent, and built for sudden violence. Strix are watchful, patient hunters that rely on timing, quiet, and misdirection, revealing open aggression only when they are ready to strike.

Traits

Owl Witch - Strix are able to transform into a large owl monster at whim, allowing them perfectly silent movement, basic camouflauge into natural environments, and see through all illusions and lies.

Anzu

Description

Humanoid avians with powerful wings, raptorial limbs, and the head and tail of a lion, giving them a form that feels both regal and overtly predatory. Their bodies are built for sudden force, with clawed hands and feet, dense muscle, and a posture that stays upright even when they are about to strike. Anzu carry themselves with fierce authority, watching their surroundings with the composure of creatures that expect others to yield space to them. They are aggressive and territorial, but not wild in temperament, usually choosing their moment and committing to violence with overwhelming intent.

Traits

Tablet Thief - Once per encounter, Anzu may steal the effect of one active buff, trait, or sustained skill within 10m, suppressing it on the original holder while keeping it for itself for 3 turns.

Origin

Cherub

Description

Cherubs are small winged monsters with soft feathering, bright eyes, and a body that can seem almost endearing at first glance. Up close, that impression fades quickly, as their mouths are lined with sharp teeth and their hands end in fine but dangerous claws. They are restless, social creatures that gather in numbers and react badly to being cornered, challenged, or disturbed. Though quick to avoid direct danger when they can, they become vicious once forced into a fight, swarming with surprising cruelty.

Traits

Holy Affinity - Cherubs have an innate affinity for Holy Magic, a type of non-offensive support magic.

First Stage

Angel

Description

Humanoid monsters with sharp features, strong limbs, and broad feathered wings built for bursts of movement and controlled flight. They often appear peaceful at a glance, but closer inspection reveals predatory eyes, sharp teeth, and clawed hands more suited to tearing than comforting. They carry themselves with unusual poise and confidence, often watching others with the calm focus more suited to a hunter than a guardian. Angels can be aggressive but intelligent monsters, and tend to act with purpose.

Traits

Calming Presence - Gives off a calming aura across 5m that adds +2 to Influence resist rolls for allies, and helps mute negative emotions across everyone in range.

Power

Description

Humanoid monsters with black feathered wings, strong frames, and sharp, predatory features that give them a harsher appearance than most of their kind. Their bodies are built for direct force, with heavy limbs, clawed hands, and a posture that suggests constant readiness to strike. They carry themselves with open aggression and a confidence that feels closer to a threat than a warning, often meeting resistance head-on rather than circling around it. Powers are violent, confrontational creatures that seem most at ease when pressing an advantage and forcing others to yield.

Traits

Unphased - Power can endure pain well beyond normal limits, able to keep moving at full force despite it.

Second Stage

Virtue of Charity

Description

Winged humanoid monsters with striking faces, rich feathering, and an appearance that feels vivid, radiant, and hard to ignore. Their bodies often carry brighter color, stronger contrast, or ornamental natural markings that make them seem almost adorned even without clothing or jewelry. They engage with others readily and intensely, giving attention, help, or favor in ways that can feel overwhelming rather than comforting. Their generosity is real, but it is rarely modest, and they react badly when their offerings are refused, wasted, or treated as meaningless.

Traits

Benediction - Once per encounter, may grant +2 to one ally’s next system roll through touch or blessing.

Virtue of Chastity

Description

Winged humanoid monsters with immaculate bodies, smooth feathering, and a cold, untouched beauty that can feel more severe than inviting. Their features are fine and sharply set, their skin often marked by pale lines or porcelain-like tones that make them seem too clean to belong in the world around them. They are intensely guarded creatures that react badly to intrusion, contamination, or unwanted intimacy, keeping strict control over their bodies, space, and attention. The closer something presses against those boundaries, the more abruptly violent they become.

Traits

Purity - The Chastity has the duration of all Influence and Trance debuffs reduced by 4.

Virtue of Diligence

Description

Winged humanoid monsters with lean, tightly ordered bodies and a sharpened, well-kept appearance that suggests constant effort. Their feathers are usually neat to the point of severity, and their expressions tend to look focused even at rest, as though idleness itself does not come naturally to them. They are active, exacting creatures that clean, build, repair, organize, and prepare with relentless consistency. That discipline can become oppressive in its own way, because they do not only expect constant effort from themselves, but often from everything around them.

Traits

Grace - Restore and Regen received by allies within 10m resolve one rank higher.

Virtue of Humility

Description

Winged humanoid monsters with pale skin, muted feathering, and plain, almost forgettable features that seem deliberately stripped of ornament. Their bodies are lean and capable, but they carry themselves with lowered posture and still hands, as though trying to take up less space than they truly do. They rarely draw attention to themselves unless necessary, often watching in silence and stepping in only when they believe they are justified. That restraint can turn severe very quickly, especially when they decide someone else has made too much of themselves.

Traits

Unassuming - Creatures find it hard to act aggressively first against the Humility unless directly provoked.

Virtue of Kindness

Description

Winged humanoid monsters with softer features, warm-toned feathering, and a physical presence that can seem extremely approachable. Their expressions are often open and attentive, and they tend to hold themselves in ways that invite closeness more easily than they should. They are protective, affectionate, and generous on their own terms, but deeply possessive of whatever or whoever they have decided falls under their care. That warped tenderness can turn vicious the moment they feel rejected, slighted, or denied the right to intervene.

Traits

Shared Burden - The Kindness may divide one incoming debuff or harmful effect between itself and one willing ally within 5m.

Virtue of Patience

Description

Winged humanoid monsters with broad frames, heavy wings, and features set in a calm that rarely cracks. Their bodies look built to endure, with dense muscle, layered feathering, and a stillness that can make them seem almost statue-like when at rest. They wait longer than most creatures can tolerate, watching, enduring, and allowing tension to build without rushing to act. When they finally move, it is with unsettling certainty, as though they had already decided exactly how long they were willing to wait and what happens now that the limit has been reached.

Traits

Endure - Reduces incoming debuff durations by 1 turn for self and allies within 10m.

Virtue of Temperance

Description

Winged humanoid monsters with balanced proportions, composed faces, and bodies that seem measured in every detail, from posture to plumage. Their coloring often falls into orderly gradients or restrained patterns, giving them an almost curated appearance. They move with visible control and dislike excess in all forms, whether noise, panic, indulgence, or reckless emotion. That control is not gentle so much as absolute, and they can become harshly oppressive when they decide something around them has gone too far.

Traits

Soothe - All Emotional Debuffs are reduced by 4 turns for self and allies within 5m.

Archangel

Description

Humanoid monsters with sharp, imposing features, two sets of broad wings, and bodies built like seasoned warriors. Their faces tend to be stern but alluring, with steady eyes, strong frames, and a bearing that makes them seem constantly aware of everything around them. They carry themselves with controlled authority, rarely acting rashly and often giving the impression that they have already decided what something is worth before anyone speaks. Archangels are deliberate, severe creatures that respond quickly to weakness, deceit, and disorder.

Traits

Insight - Archangels can see the full status screen of other creatures, allowing them to understand their strengths, weaknesses, and possible fighting style.

Dominion

Description

Humanoid monsters with black plumage, broad shoulders, and a commanding physical presence that makes them seem difficult to ignore even at rest. Their features are severe and forceful, with hard expressions, strong builds, and the kind of stillness that feels less calm than controlled dominance. They tend to carry themselves like creatures used to obedience, reacting badly to defiance and often imposing order through threat, pressure, and sudden violence. Dominions are not frenzied fighters, but deliberate ones, preferring to break resistance in ways that make further resistance feel pointless.

Traits

Weapon Expertise - Dominion will gain an expertise in their weapon of choice: Sword, Bow, Spear, Hammer, etc.

Third Stage

Principality of Charity

Description

Large winged humanoid monsters with radiant features, rich feathering, and bodies that seem made to draw the eye and hold it. Their forms are often more adorned in appearance than those of the other principalities, with stronger coloration, bolder natural markings, and a sense of abundance in the way they present themselves. They give freely, but on a scale that can feel overwhelming, pressing attention, gifts, aid, and favor onto others whether it is wanted or not. What begins as generosity can become dominance, as they grow angered by refusal and begin to treat acceptance as something owed.

Traits

Of Plenty - When the Charity successfully heals an ally, a second ally within 10m receives the next lower rank of that same effect.

Principality of Chastity

Description

Large winged humanoid monsters with immaculate bodies, smooth skin, and feathering so perfectly ordered that they can seem almost sculpted rather than living. Their beauty is cold and distant, marked by pale tones, clean lines, and an untouched quality that makes proximity itself feel like a kind of offense. They are fiercely possessive of boundaries, purity, and separation, reacting to intrusion with sudden violence and treating unwanted contact as something that must be punished or erased. Their self-control resembles rejection of the world itself.

Traits

Consecrated Flesh - Chastity are able simply deny any physical contact from within 10m.

Principality of Diligence

Description

Large winged humanoid monsters with tightly disciplined bodies, sharp features, and feathering kept in exacting order. Their movements are efficient and purposeful, and even at rest they give the impression of creatures that are still working, planning, or measuring what remains unfinished. They are relentless in habit and expectation, tending, repairing, building, or correcting with tireless focus. At this stage, that virtue has sharpened into something severe, and they often treat idleness, disorder, and hesitation as faults that must be corrected whether others welcome it or not.

Traits

Labor - Buffs granted by the Diligence last 2 turns longer than normal.

Principality of Humility

Description

Large winged humanoid monsters with pale bodies, sparse ornament, and a severe lack of visible vanity despite their overwhelming presence. Their forms are broader and more imposing than those of lesser virtues, but they carry that size in a lowered, almost restrained way, keeping their heads bowed and their wings drawn close until action is needed. They seem to reject display so completely that it becomes its own kind of menace, making pride, grandeur, and self-importance around them feel exposed and unbearable. They are quiet, watchful, and harshly reactive toward arrogance, often reducing others with a calm that feels more cutting than open anger.

Traits

Lower Thyself - Once per encounter, a Humility can cause any enemy of the same size class or larger to shrink by two size classes.

Principality of Kindness

Description

Large winged humanoid monsters with soft-featured faces, fuller feathering, and a striking warmth that makes them seem safe at first glance. Their appearance is often the gentlest of the principalities, with open posture, attentive eyes, and an almost inviting physical presence that hides how strong and possessive they truly are. They devote themselves fiercely to what they decide to protect, comfort, or keep close, and that devotion easily turns suffocating when taken too far. Their violence tends to come from the conviction that they know what is best, and that anything which resists their care is endangering itself.

Traits

Top Up - Once per encounter, the Kindness may immediately refresh the duration of one active buff on an ally within 10m.

Principality of Patience

Description

Large winged humanoid monsters with heavy builds, dense feathering, and faces set in an almost immovable calm. Their bodies seem made to last, with thick limbs, broad wings, and a presence that feels rooted even when they are in motion. They endure, watch, and wait with an intensity that can become deeply unsettling, allowing tension to stretch far beyond what most creatures can bear before they finally respond. By the time they do act, it often feels less like a reaction and more like a judgment that has been forming for a long time.

Traits

Withhold - Once per encounter, the Patience may snatch one harmful action against an ally within 10m and hold it up to the end of the encounter.

Principality of Temperance

Description

Large winged humanoid monsters with broad, balanced frames and faces so composed they can seem almost incapable of impulse. Their features are orderly and measured, often with symmetrical markings and calm, deliberate body language that makes even stillness feel controlled. They despise excess in all forms and carry themselves like living limits, pressing down on chaos, indulgence, and emotional extremes simply by being present. That restraint can become oppressive, as though anything too loud, too joyful, too furious, or too desperate near them is something they feel compelled to bring back under control.

Traits

Rebuke - Enemies within 20m are unable to use use any increased damage or debuffs against allies 10+ levels lower

Seraphim

Description

Humanoid monsters with radiant bodies, three sets of wings, intense features, and a presence that feels almost too much to look at directly for long. Their forms are often marked by pale brilliance, burning color, or unnatural light beneath the skin and feathers, giving them a harsh and more inhuman appearance. They move with a calm that feels absolute, and their attention can be deeply unsettling, as they are known to tear surface thoughts from the minds of those before them and treat what they find as reason enough to act. Seraphim are distant, forceful creatures whose decisions carry the weight of final judgment, reacting with terrible certainty once they have settled on what should be preserved or destroyed.

Traits

Lay Bare - The Seraphim may read the surface thoughts of any creature within 10m that it can see, if they lose a contested 1d10 w/ INT modifiers. Success lasts for the thread.

Throne

Description

Humanoid monsters with dense black wings, imposing bodies, and a presence that feels heavy with certainty. Their forms are often broader and more severe than those of lesser angels, with sharp features, fixed expressions, and a stillness that makes them seem almost carved until they move. They carry themselves like creatures that do not expect challenge to last long, and their words and decisions often land with the force of something already settled. Thrones are cold, forceful monsters that tend to dominate a confrontation simply by deciding what is allowed to continue and what is not.

Traits

Decree - At the start of the encounter, the Throne may declare one simple law over a 20m area that applies to all, such as No Flight, No Mobility, No Armor, or No Spellcasting. Breaking that law in that area will inflict an ongoing Hex across that individual and their allies.

Origin

Horned Rabbit

Description

Rabbit monsters with round bodies, thick fur, long ears, and a single sharp horn growing from the center of the forehead. Their legs are strong for their size, letting them spring forward with sudden force, and their eyes stay fixed and alert at all times. They are fast, territorial creatures that do not tolerate being cornered or handled, and they answer pressure with abrupt violence. When they attack, they do so by driving the horn forward in direct rushes before breaking away again.

Traits

Quick Reflexes - Naturally evasive, with a 1d3 chance to dodge. Cooldown of 2 turns on success.

First Stage

Split-Horned Rabbit

Description

Rabbit monsters with lean bodies, soft fur, long ears, and a pair of horns growing over the brow. Most natives know what the two horns mean and will keep their distance without having to see how the air stirs around them. They are tense, aggressive creatures that react quickly to intrusion and use bursts of wind to spoil an approach or open space for themselves. When they fight, they combine sudden lunges with sharp changes in movement, making them difficult to corner.

Traits

Horned Affinity - A wind magic affinity is gained, to be channeled through their horns. This trait requires mostly intact horns to function.

Sylvan Hare

Description

Biped rabbit monsters with soft fur, large ears, bright eyes, and light bodies built for quiet movement. Their faces and proportions are considered endearing by most, but that softness hides sharp claws, quick reflexes, and a habit of appearing where they should not be. They are cautious, curious creatures that rely heavily on stealth, cover, and sudden movement to stay in control of a situation. When they choose to attack, they do so quickly and at close range, often after getting far nearer than expected.

Traits

Lucky Foot - Once per encounter, the Sylvan may have advantage on any System Roll of choice.

Dire Rabbit

Description

Large rabbit monsters with heavy bodies, powerful hind legs, and mouths lined with vicious teeth made for tearing flesh. Their fur is often rough and uneven, their claws are sharp and prominent, and their wide eyes give them a fixed, feverish look. They are aggressive hunters that rely on speed, sudden force, and relentless pursuit once they have chosen a target. Their violence is direct and savage, with little hesitation once the chase has begun.

Traits

Lone Hunter - When one is alone and not accompanied by any allies or creatures, it gains a 10% boost to both Strength and Endurance. This bonus remains active until they are joined by an ally.

Second Stage

Wolpen

Description

Rabbit monsters with narrow bodies, long legs, small wings, and branching antlers. Their fur is often pale or silver-marked, and their build is light enough to carry them through long leaps and controlled glides. They are fast, evasive monsters that prefer to keep control of distance rather than commit to a direct clash. When threatened, they rely on speed, wind, and constant movement to stay just out of reach until they find a clean opening.

Traits

Wind Rider - One can ride on strong air currents, allowing them to cover large distances without expending effort.

Lapine

Description

Tall, Biped rabbit monsters with long limbs, upright posture, and bodies built for speed and constant motion. Their fur is usually kept close and clean, their ears are expressive and always moving, and their eyes stay wide and alert even when they appear calm. They are active, organized creatures that spend much of their time moving through and maintaining the spaces they claim, rarely seeming idle for long. In a fight, they rely on quick reactions, rapid bursts of movement, and the ability to change direction before others can properly catch up.

Traits

Hare Trigger - Once per encounter, when the Lapine is targeted by a hostile action, it may immediately reposition up to 20m.

Dire Lapine

Description

Tall, Biped rabbit monsters with long limbs, lean muscle, and faces shaped by large, sharp teeth and an intense, hunting stare. Their fur often looks rough or poorly kept, and their bodies stay tense even when standing still, as though always ready to spring forward. They are feral, driven predators that move with quick purpose and favor close pursuit over caution or display. When they commit to a hunt, they do so with open hostility and a level of violence that does not let up easily.

Traits

Opportunistic Feeder - After fully consuming a fresh kill, they are granted Restore I. Can only be triggered once per encounter.

Third Stage

Raurakl

Description

Rabbit monsters with large wings, long antlers, and sleek bodies built for full flight. Their fur often reflects light softly in motion, and their antlers grow into long, branching shapes that make their silhouette easy to pick out overhead. They are confident aerial hunters that make deliberate use of height, speed, and wind to control a fight before closing in. Rather than circling aimlessly, they tend to watch, choose a moment, and commit with sudden force once they are sure of the angle.

Traits

Turbulence Sense - One can sense air pressure changes and upcoming turbulence while flying, giving them a 1d2 chance to dodge strikes while flying. Cooldown of 2 turns on success.

Rabbitkin

Description

Fully humanoid rabbit monsters with upright bodies, long ears, tufts of soft fur, and faces that blend human structure with distinctly leporine features. They are very often mistaken for Rabbit Beastkin by those who don't know any better. Their builds vary from light to athletic, but they usually carry themselves with the fast, attentive posture of creatures used to reacting quickly to any shift around them. They live in groups with strong internal structure and often surround themselves with lesser rabbit monsters, treating them as companions, servants, or extensions of the group itself. Rabbitkin are social and intelligent for monsters, but still feral and dangerous.

Traits

Kinship - Rabbit-type monsters of a lower stage do not act aggressively toward Rabbitkin unless directly provoked, and may be directed through simple intent but not controlled.

Warren Lord

Description

Biped rabbit monsters with upright bodies, long ears, thick fur, and a presence that makes the space around them feel occupied even before they move. Their features are alert and intelligent, their builds are strong without being bulky, and their expressions often carry the constant focus of something listening to many things at once. They live at the center of tightly ordered groups and keep many lesser rabbit monsters around them, directing them as servants, guards, scouts, and extensions of their own will. Warren Lords are social but not gentle, and they tend to govern their territory with constant awareness, discipline, and immediate violence when something threatens what they consider theirs.

Traits

Hare Domination - One gains absolute control over up to 20 Rabbits below 20% of their level. These monsters follow commands without question, acting as extensions of the Warren Lord's will. One can also share their senses with these controlled rabbits, allowing for coordinated movements, surveillance, and battlefield awareness. This domination is exclusive to rabbit-type monsters and does not include those that have or may evolve.

Dread Hare

Description

Oversized, Biped rabbit monsters with long, powerful limbs, dense muscle, and broad-shouldered bodies built for violent pursuit. Their fur is often rough and uneven over a frame marked by scars, while their faces are set with wide, intense eyes and mouths lined with large, tearing teeth. They move with a harsh, predatory purpose, covering ground quickly and turning that size into sudden force once they close in. Dread Hares are deeply feral creatures, driven by the hunt and smell of blood, and are prone to overwhelming their prey through speed, persistence, and brutal violence.

Traits

Relentless Pursuit - One can lock onto a bleeding target, gaining a 30% buff to their Agility while chasing them. They will always be able to track their target within 20 miles. The user can move quickly through difficult terrain to maintain pressure on fleeing enemies.

Origin

Felis

Description

Small cat monsters with soft fur, light bodies, upright ears, and bright eyes that stay fixed on whatever has caught their interest. Their movements are silent, and they have a habit of appearing within homes. They are curious, intrusive creatures that investigate anything left unattended and happily wreck boundaries given the chance. A Felis is rarely content to leave well enough alone, and its quiet movement makes that habit far more troublesome than its size suggests.

Traits

Silent Step - Produce no sound from movement.

Mau

Description

Cat monsters with fine dark fur, long limbs, large ears, and narrow faces that give them a statuesque look. Many bear golden bands or markings across the body, legs, or tail. Their features are neat and symmetrical with bright golden eyes, and their bodies carry the poise of creatures that can remain motionless for long stretches without ever seeming at ease. They are proud, self-possessed monsters that watch closely and react fast once provoked.

Traits

Revoke - Once per encounter, Mau may seal a skill a skill that it endures, locking it away for the rest of the fight.

First Stage

Nightstalker

Description

Feline monsters with dark fur, lean panther-like bodies, and eyes that catch light with an unnatural shine. Their faces are sleek but distinctly monstrous, with sharp teeth, heavy paws, and a stillness that makes them seem half-hidden even when fully visible. They are quiet, deliberate hunters that prefer darkness, patience, and sudden bursts of violence over open pursuit. Their behavior is controlled and watchful, with a strong tendency to circle, observe, and close in only when the moment clearly favors them.

Traits

Dream Scent - At night, the Nightstalker always knows the direction of sleeping or unconscious creatures within 20m.

Grimalkin

Description

Small feline monsters with sleek bodies, dark short coats marked by darker spotting or broken striping, and sharp faces set with bright, watchful eyes. Their limbs are long for their size, their paws are quick and precise, and their movements stay light even when they are tense. They are intelligent, intrusive creatures that tend to fix closely on a chosen companion, maintaining an unnatural closeness that lets them react with little visible warning. Grimalkin are curious but never harmless, and they can turn hostile quickly when challenged, displaced, or denied access to what has caught their interest.

Traits

Mystic Bond - One may form a telepathic bond with one chosen partner, allowing them to share thoughts and sensations.

Cait Sith

Description

Biped cat monsters with slender bodies, soft fur, bright eyes, and faces that can seem almost playful until they show their teeth. Their paws end in sharp claws, and their movements are quick, light, and controlled in a way that makes them hard to read cleanly. They are clever, curious creatures that often test boundaries rather than rushing straight into danger, circling around a situation before deciding how bold they want to be. Even when badly hurt, they have an uncanny habit of refusing to die easily, which only makes them more unsettling to deal with over time.

Traits

Nine Lives - Capable of recovering from fatal injuries up to nine times throughout their life before truly perishing.

Puk

Description

Puk are small feline monsters with soft fur, bright eyes, and short wings set over a light, compact body. Their coats often carry warm tones or pale patches that catch the sun, and their bodies hold a gentle heat after long time spent basking. They are intrusive, clever creatures that like to linger around occupied places, watching closely and inserting themselves where they are not wanted. Puk are not reckless, but they are bold enough to test boundaries, and they can turn aggressive without much warning when pressed or denied.

Traits

Sun-Blessed - Able to slowly recover health while resting under sunlight. Regen 1 per turn in the sunlight.

Second Stage

Dreamstalker

Description

Panther-like monsters with dark coats, broad shoulders, and heavy limbs built for quiet movement and sudden force. Their features are smoother and more unnerving than those of ordinary predators, with fixed eyes, long fangs, and a calm expression that rarely changes even when they are about to strike. Dreamstalkers are known to slip into the dreams of nearby sleepers, moving through those private spaces to learn fears, thoughts, and weaknesses before ever attacking in the waking world. Because of that, they often seem unnervingly informed about their prey, as though the hunt began long before they were ever seen.

Traits

Dream walker - Slip into the dreams of nearby sleeping creatures, gaining insight into their thoughts and fears, and traveling from one dream to another. Unable to affect dreams.

Marid

Description

Feline monsters with powerful shoulders, deep chests, and bodies that often look as though they were shaped from flowing water rather than flesh. Their fur clings in smooth rippling lines, their outlines seem to soften and shift in motion, and their faces carry heavy jaws, long fangs, and a cold, steady stare. They move through water and over land with equal ease, flattening, stretching, and slipping through space in ways that make their bodies feel fluid even when standing still. Marid are proud, aggressive creatures that answer resistance directly and rely on strength, clean movement, and relentless pressure once they choose to engage.

Traits

Fluid Form - Marid may flatten, stretch, or flow its body enough to pass through gaps that should not fit its true shape, and are immune to Grapple, Bind, and Cripple.

Cha Kla

Description

Biped cat monsters with dark fur, sharp features, and a sleek build that carries itself with easy confidence. Their eyes tend to stand out strongly against the darkness of their bodies, and their claws and teeth are usually visible enough to keep their appearance from ever feeling harmless. They are quiet, controlled hunters that use darkness as naturally as open ground, slipping in and out of shadow with an ease that makes their approach difficult to track. Their behavior is sly and predatory, with a strong tendency to stay just out of reach until the moment they choose to close in.

Traits

Shadow Meld - Capable of merging fully with shadows, becoming unseen and able to move and sit within them. Will be kicked out if the shadow is removed with light.

Sphinx

Description

Large winged predators with long forelegs, deep chests, heavy paws, and broad wings that fold high over the back when at rest. Their coats are short and fine, often marked in clean bands, points, or pale patches that make their bodies look carefully composed even in motion. The head is carried high on a strong neck, with clear eyes and a fixed, attentive stare that gives them a thoughtful, intelligent appearance. Sphinx spend long stretches in complete stillness, watching and weighing what is in front of them before they move. Once they decide on action, that restraint gives way all at once, and they answer with direct, forceful aggression.

Traits

Warding - Once per encounter, when inflicted with any Debuff, the Sphinx may immediately dispell it and lock that Debuff from being used for the rest of the battle.

Maneki

Description

Maneki are small feline monsters with neat bodies, round faces, and striking eyes that give them a fixed, attentive look. Their coats are often cleanly patterned, and many bear bright markings on the face, chest, or paws that make them stand out even when still. They carry themselves with confidence, approaching danger, noise, and strangers with the air of creatures that expect fortune to break in their favor. Maneki are willful and opportunistic, quick to advance when a moment opens and just as quick to slip free when events turn against them.

Traits

Lucky Cat - Once per encounter, one may force one failed action of its own or one successful action against it to be flipped.

Third Stage

Dreadstalker

Description

Large lion-like monsters with dense dark fur, heavy bodies, and powerful heads framed by thick manes or ruffs that deepen their outline. Their mouths are lined with tearing teeth, their paws are massive, and their eyes hold a weight that makes direct attention from them feel oppressive. Dreadstalkers do not only enter dreams, but twist them into vivid nightmares that leave fear and strain behind even after waking. They carry themselves with heavy confidence, and when they finally attack, it often feels like the waking end of something that had already begun in the dark.

Traits

Nightmare Weaver - One can turn visited dreams into vivid nightmares and feed off of the terror they cause. Often leads to psychological stress for the victim upon waking.

Byakko

Description

Byakko are large feline monsters with broad heads, thick necks, heavy limbs, and pale fur marked by strong striping that often seems too clean or bright for an ordinary beast. Their bodies are massive and forceful, but they carry an airy, distant quality that makes them seem only partly bound to the ground beneath them. Even at rest, they often feel slightly removed from the world around them, and when they move onto open air as though it were solid ground, that uncanny quality becomes impossible to ignore. Byakko are dominant and openly aggressive, meeting intrusion with force and carrying themselves with the hard certainty of a monster that believes it should quite literally stand above all.

Traits

Cloud Stepper - One can create and walk on solid air currents, allowing them to perch or rest mid-air as if standing on an invisible platform.

Kasha

Description

Biped cat monsters with dark fur, narrow faces, sharp teeth, and bright, unnatural eyes. Their bodies are lean and controlled, but the thing that defines them most is their use of the dead, as Kasha are able to enter corpses and use them as their own living body. A possessed corpse under a Kasha's control can speak, walk, and act with disturbing ease despite being truly dead. Kasha are secretive and predatory creatures that use this ability to approach, deceive, and unsettle before striking in earnest.

Traits

Corpse Possession - Inhabit and control the corpses of other creatures and humanoids, using their bodies with ease. These possessed bodies appear alive but cannot be healed and will eventually need to be replaced.

Bastet

Description

Bastet are winged humanoid cat monsters with upright bodies, soft fur, long ears, and narrow features that stay controlled even when they are angry. Their limbs are lean, their hands are quick, and their wings are broad enough to carry them in short flights or long glides. Their coats are often marked in clean lines or patches that catch light well, which makes their movements harder to follow once they begin shaping that light around themselves. Bastet are proud, social monsters that carry themselves with confidence and expect to be given space. They react quickly to disrespect or intrusion and fight with misdirection, concealment, and sharp bursts of violence.

Traits

Lightweaver - Manipulate light to create mirages, conceal oneself, or distract enemies.

Carbuncle

Description

Carbuncles are small feline monsters with fluffy fur, sharp features, and a luminous stone or gemlike growth set in the forehead. Their eyes and brow tend to catch light strongly, giving them a gleaming, treasure-like appearance even in dim conditions. They move with uncanny style, threading past hazards and sudden violence in ways that seem too narrow to be skill alone. Carbuncles are possessive, difficult creatures that guard what they claim with dangerous intensity and show a consistent instinct for danger before it fully arrives.

Traits

Fortune's favorite - An uncanny ability to narrowly avoid physical hazards, traps, and sneak attacks as if by pure chance.

Origin

Grub

Description

Plump, larva-like monsters with a segmented body and large compound eyes that give them a look of wide-eyed curiosity. Though they appear harmless and almost endearing, Grub are deceptively quick on their stubby legs, delving into the ground or curling into a tight ball at the first hint of danger. Commonly found in dark, damp places, they are as adept at hiding as they are at scuttling away, but they're still just as capable of aggression.

Traits

Burrower - With a natural inclination for digging, the Grub can quickly burrow into soil or debris, making it easy for it to hide when threatened.

First Stage

Giant Ant

Description

Oversized ant monsters with sturdy, segmented bodies designed for strength. Each one has a glossy, chitinous exoskeleton, with mandibles capable of carrying objects many times their size. Their antennae are twitch constantly as they detect and communicate with the rest of the colony. They move with purpose, tirelessly constructing tunnels, transporting resources, and ensuring the colony functions smoothly.

Traits

Torpor State - When Giant Ants have taken severe damage, they can enter a state of torpor, slowing their movements and metabolic processes as they conserve energy. While in this state, their pheromone signals increase, making it easier for other ants to locate and assist them. Endurances raises by 50%, Agility lowers by 50%.

Carajaw

Description

Compact, sturdy beetle monsters with glossy black exoskeletons and a segmented body made up of smooth, interlocking plates that combine flexibility with durable defense. Dominating their face are two curved, blade-like mandibles, sharp-edged and poised to snap shut in an instant. Their short legs end in hooked claws that allow them to cling effortlessly to rough surfaces, and large compound eyes lend Carajaw an attentive gaze, well-suited to the dark spaces and rocky landscapes they call home.

Traits

Hardened Shell - The creature's exoskeleton or outer layer provides extra protection, reducing physical damage from blunt and piercing attacks by 30%.

Sorrow Moth

Description

Beautiful, nocturnal creatures that drift through the night with broad wings. Their wings are dark and velvety, marked with eye-like patterns that seem to shift and move. A faint shimmer covers their bodies, as if dusted with a fine powder. Their large eyes hold a dim, sorrowful light, and though they are not physically aggressive, Sorrow Moths wield a unique, emotion-based defense, releasing a pheromone-laden dust from their wings that fills the air with a profound melancholy. Any creature that inhales this dust may be overcome with despair and lethargy, losing the will to fight or flee.

Traits

Sorrow - There is a 1d3 chance for a melee attacker to be inflicted with Despair 3 for 3 turns, once per enemy.

Drone

Description

The diligent workers of the hive, having a humanoid shape with the distinctive features of a bee, such as a rounded, fuzzy abdomen and a pointed stinger. Their bodies are covered in finely patterned chitin, with a large tuft of fur around their neck, giving them a soft appearance despite their hardworking nature. Large, transparent wings extend from their back, allowing for swift travel between flowers or prey and the hive. Long, sensitive antennae help them sense pheromones and coordinate with the others. Drones are responsible for all the main tasks within the hive, from gathering food to assisting in construction and producing honey, tirelessly working to keep the colony thriving.

Traits

Worker's Body - Fatigue, overwork, and repetitive strain take far longer to meaningfully hinder the Drone.

Second Stage

Militant

Description

Imposing ants with exoskeletons marked with dark, battle-worn ridges of chitin along their head and thorax. Their mandibles are serrated and built for combat, powerful enough to worry armor, and they often bear a few scars from defending the nest. They have massive forelegs, which end in spikes that serve as natural weapons, and they move fast, multifaceted eyes scanning for any disturbance. Militants have an instinctive loyalty and aggression that keeps them near the entrances or vulnerable areas of the nest, ready to engage anything that threatens the colony.

Traits

Battle Scars - Hardened scars across their exoskeleton grant Militants a 10% reduction to all damage taken from a species that has previously scarred them.

Ascendant

Description

Sleek, winged ants with elongated bodies and a lighter hue that distinguishes them from their kin, as well as delicate, membranous wings with an opalescent sheen. Ascendants are agile, able to dart through the air, often using their high vantage point to survey the land around the nest and report back any potential threats. Their long antennae are highly sensitive, allowing them to pick up on even the faintest pheromones from the Formarche, to whom they act as scouts and messengers. Though they avoid direct combat, Ascendants are capable of delivering targeted strikes with their sharp mandibles if pressed.

Traits

Hive Recall - An Ascendant is always capable of transporting itself directly back to its hive, no matter the distance.

Ironclad Beetle

Description

Beetle Monsters with a broad, domed shell that resembles hammered metal. Their dense, segmented exoskeleton is made of interlocking plates, each edged with sharp ridges and traced by faint metallic veins that catch the light. Their serrated mandibles curve inward, able to crush stone with ease, while their legs end in thick, spiked claws that keep them sturdy. A line of blunt spines runs down their back, adding to their armored appearance and warding off larger predators. Their multifaceted eyes reflect light in geometric patterns, giving them an almost jewel-like quality.

Traits

Shifting Plates - The creature's segmented armor is designed to subtly shift and reposition itself in response to contact, redirecting and lessening the damage of slashing attacks by 30%.

Frenzy Moth

Description

Deceptively unassuming, with a quiet presence that belies their influence. With wings have a soft, iridescent quality that catches only a hint of light, and their slender body covered in fine scales and fluff, blending easily into the twilight. Their eyes hold a steady, unblinking gaze, betraying nothing of the chaos they can unleash. When they loose their pheromone-laden dust, it greatly intensifies any existing emotion in those that breathe it. Fear grows into panic, joy erupts into euphoria, and irritation blazes into fury. Their victims are pushed into a state of frenzy, driven to reckless extremes.

Traits

Frenzy - While within 20m of a Frenzy Moth, there is a 1d3 chance for any active Influence debuffs to have their duration extended by 1 turn.

Honey Guard

Description

The common defenders of the hive, built larger and more robust than Drones. Their chitin is thicker and their stingers carry a mild venom that may disorient their prey. Their form is sturdy and well-armored, with broad shoulders and powerful limbs that lend them an imposing presence. They retain a patch of fur around their necks, though it's shorter and less downy. With dark eyes and an alert demeanor, they patrol the hive and its perimeter, ready to confront threats or assist on hunts to bring back food for the hive.

Traits

Hive Bulwark - Once per turn, the Honey Guard may immediately move up to 5m to place itself between an ally and a hostile action. Stacks with Oath. Gains +3 to Oath rolls.

Honey Noble

Description

Monsters of a lovely aesthetic, their patterned chitin smoother and shinier than other bees, with softer, rounded features. Often adorned with intricate patterns on their wings, they exude a natural charm that makes them welcome in the Regent's chambers. Long, flowing antennae extend from their heads, enhancing their sensitivity to the moods of their fellow bees. Nobles are generally sociable, forming close-knit groups with each other and spending much of their time attending to the Regent or scouting for resources.

Traits

Guardian's Favor - The Honey Noble can designate an ally as a Guardian, granting them a 20% boost to END and STR while within 5m of the Noble. Buff ends for the encounter if the Noble is injured.

Third Stage

Formic Titan

Description

The most physically formidable ants in the nest, with bodies designed for combat. Their exoskeleton is nearly black, reinforced with thick, jagged plates that overlap along their back and thorax, forming a natural suit of armor. Titans have thick, spiked legs, and their mandibles are capable of snapping through stone. They also possess an acidic spray, which they can release in controlled bursts to corrode obstacles or weaken gear. Though they are rare, they are primarily stationed within the deeper parts of the nest, close to the Formarche.

Traits

Corrosive Spray - The Formic Titan possesses specialized glands that produce a potent acid, infliction Corrosion IV for 5 turns within 2m, once per encounter.

Formarche

Description

The heart of the ant colony, a singular presence that stands upright with an elegant form blending insectoid and humanoid features. Their bodies are covered in a chitinous exoskeleton and their arms end in clawed hands, while a pair of translucent wings extends from their back. They have large, multifaceted eyes that give them an endearing look, and their long antennae are highly attuned to the needs of the colony. Residing deep within the nest, Formarche are the sole egg-layers of the colony, producing each generation to ensure the hive's survival. They exude potent pheromones that permeate the nest, harmonizing the actions of all ants.

Traits

Pheromonal Dominion - The Formarche's pheromones permeate every inch of their nest, granting them an instinctive awareness of all activity within. Any movement, disturbance, or change is immediately sensed, allowing them to direct and communicate with colony members as needed. Once per day, outside the nest, they are able to lay down a pheromonal burst that covers a 15m radius, allowing them the same effect outside their nest.

Monolith Beetle

Description

Beetle monsters with a polished, obsidian-like exoskeleton, blending heavy defense with an intimidating form. Cloaked in dark, lustrous plates, each segment overlaps seamlessly, creating an armor that appears both smooth and nearly impenetrable, as if carved from stone. The edges of these plates are subtly ridged and sharpened. Their translucent wings are usually folded beneath their armor, while their curved, razor-edged mandibles may sheer through metal. Short but sturdy claws tip their hands and feet, making them fully capable of striking back as they take blows head on.

Traits

Absorbed Force - When the user mitigates part of an attack, they store a portion of the impact. This absorbed energy then amplifies their next attack, increasing the damage dealt by 10% per attack tanked. The user can store up to 50% in this way, which is expended on their next successful physical strike.

Sway

Description

Humanoid moth monsters with an appearance that borders on the endearing. They have wide, plush wings with subtle, muted colors that seem to ripple softly with every movement. A short, downy fuzz covers much of their body, with thicker tufts of fur around their neck and wrists. Their faces retain an insect-like quality, with a smooth, chitinous plate that frames large, dark eyes, giving them a deep and almost mesmerizing gaze. Their long antennae are highly sensitive, twitching as they pick up on the emotions of those nearby. Sway have remarkable control over the emotions of others, capable of releasing a variety of pheromones that allow them to evoke the emotion they desire.

Traits

Sway - Once per encounter when attacked, the Sway can release a 15m field of dust that alters emotions, randomly inflicting either base Dread, Taunt, Frenzy, Despair, Fear, Trance, or Confuse for 5 turns. The debuff cannot be resisted unless by trait.

Hive Warden

Description

The most formidable protectors of the hive, built for strength and defense. These warriors are generally found in the depths of the hive, where they guard the Regent or patrol the hive's secure areas. Towering over other bees, They possess a heavily armored exoskeleton with jagged ridges along their forearms and legs. Even their wings are reinforced. Their stingers are barbed and carry a potent paralytic poison to keep their prey down. They play a dual role in both defending the hive and participating in hunts, often capturing creatures to bring back alive, storing them in the hive's prison for the amusement of the Regent and Nobles.

Traits

Royal Oath - Once per encounter, the Hive Warden may initiate Oath VI without a skill.

Hive Regent

Description

The heart and leader of the colony, with a plush abdomen and translucent wings. They have a humanoid form that combines grace and authority, their chitin adorned with delicate patterns that gleam faintly in the light. Soft, luxuriant fur surrounds their neck and chest, giving them an almost approachable appearance. Long, slender antennae extend from their head, allowing them to sense even the smallest disturbances within the hive and communicate their will to each bee. The Regent is both the egg-layer and the guiding force of the hive, capable of laying eggs to grow the colony's numbers, and on occasion, choosing to lay them inside other creatures.

Traits

Hive Bond - The Hive Regent forms a psychic link with all allies within 50m, allowing them to communicate freely through telepathy no matter what.

Origin

Pooka

Description

An equine monster with powerful legs and intelligent eyes. Pooka are fast, reactive, and always on the move, switching from curiosity to a full sprint without warning. They can be a challenge to approach and an even bigger challenge to corner, darting away the moment things don't go their way. While they aren't as aggressive as most monsters, they won't hesitate to defend themselves.

Traits

Hind-Kick Recoil - If struck from behind, the Pooka will instinctively lash out with a kick.

First Stage

Unicorn

Description

A sleek equine monster with a spiraled horn that serves as both a weapon and a focus for its magic. Built for speed and endurance, a Unicorn can outrun basic threats and isn't afraid to fight, whether that means charging straight through an opponent or channeling raw mana into an attack. They're cautious by nature, are fierce combatants.

Traits

Horned Affinity - Unicorns can channel non-affinity magic through their horn, controlling and shaping pure mana. If they lose their horn, they will lose their magic.

Pegasus

Description

Pegasus are broad-winged, fleet-footed monsters that thrive in open skies. Their feathered wings stretch wide, catching air with each powerful beat, while their strong legs can send them soaring in an instant. They look almost untouchable in flight, but if threatened, they will fiercely defend themselves using sharp hooves and dive attacks to send foes tumbling.

Traits

Lucky Heart - The Pegasus possesses a spirit both brave and favored, granting it permanent Courage VI and Luck.

Helhest

Description

A partially skeletal equine monster wreathed in a cold, spectral flame. An unsettling sight even to other creatures of the dark, its body is gaunt, often missing large patches of flesh, exposing bone beneath its charred hide. A burning mane runs down its neck and back, trailing inert embers along its path. Most unsettling of all, it moves in silence, its three-legged gait carrying it forward without a sound nor footprint. Helhest don't chase their prey, they haunt them, moving through the night with a dedicated persistence until the hunt is over.

Traits

Weightless Steps - A Helhest's steps do not trigger pressure-based traps or leave footprints. They are even able to walk atop water.

Kelpie

Description

Deceitful monsters most often seen lingering near lakes, rivers, and shorelines. In their false form, they appear as striking horses, their coats sleek, their stances inviting, illusions meant to lure the unwary. But once their trap is sprung, the disguise melts away, revealing their true nature. Their bodies remain equine but shift to something monstrous, their hides dark and perpetually wet, their manes and tails heavy with water, trailing like seaweed as they move. Webbed hooves grip even the slickest surfaces, while their sinewy frames are built for dragging prey beneath the surface.

Traits

Water's Call - This monster has an alternate form hiding its true nature. Those who do not know the truth will feel a subtle call to approach with their guard down.

Second Stage

Alicorn

Description

A monster that caries a visual of majesty, whether soaring through the sky or charging across the land. With broad, feathered wings and a long, spiraled horn from its forehead, acting as a natural weapon. Though it does not rush into fights without cause, an Alicorn strikes with the full weight of its power when offended.

Traits

Purify - May purify posion up to grade 5 once per encounter. May purify grade 6 by sacrificing its horn, which will slowly grow back.

Hippogryph

Description

A half-equine, half-raptor monster with the worst of both worlds, built for power and sudden violence. Its front half is covered in feathers, with powerful talons that can shred through flesh, while its hindquarters are pure muscle, built for sprinting and kicking with crushing force. Agile in both the air and on the ground, it moves with an unpredictable, reckless energy. One moment it may be charging, and the next it's taking flight.

Traits

Savage Grip - Once a target is grabbed, it is significantly harder for them to break free. +5 to Grapple rolls. Amount needed for automatic release is raised to 30.

Sleipnir

Description

Six-legged equine monsters with a presence that demands attention, they move like an unstoppable force of nature. Their elongated bodies are built for sheer endurance, each limb propelling them forward in a seamless rhythm. Their coats are often sleek and dark, catching the light in subtle waves. Their manes and tails flow behind them like streams of smoke, and unlike lesser beasts, they don't waste movement, every turn and every step deliberate, as if they know exactly where they're going before they ever start running.

Traits

Helrunner - Slepinir are unaffected by anything that lessens mobility and may pass right through magic-based shielding while at a full gallop.

Kampus

Description

Built for life beneath the waves, Kampus resemble Kelpie at first glance but lack their deceptive nature. Their upper bodies remain horse-like, but their hindquarters extend into a powerful, mer-like tail covered in smooth scales. Their manes and tails flow like tangled seaweed, while webbed hooves and sharp, jagged teeth mark them as creatures meant to thrive in the deep. Rarely surfacing for long, Kampus are swift and elusive predators, able to turn and dive in an instant, vanishing into the depths before one can react.

Traits

Slippery Hide - Immune to all binding or grappling effects. Moves at full speed while fully submerged and can change direction instantly underwater.

Third Stage

Kirin

Description

A fiercely territorial equine monster with almost draconic features, the Kirin is a monster that few ever see, and even fewer walk away from. Its body is covered in tough, overlapping scales, ridged like bark, with streaks of color along its sides that shift with the light. Its legs are built for raw power, ending in sharp, talon-like hooves that can gouge through rock. Antlers sweep back from its head, growing more complex with age, and a long, whip-like tail trails behind it. A thick mane runs from its head down the length of its spine, merging into the fur along its tail. When a Kirin is agitated, its mane bristles.

Traits

Prosperity - Food, water, medicine, and stored goods kept in the Kirin's presence do not spoil, sour, or decay. Items rightfully belonging to the Kirin can not be taken, they will always return.

Sleeth

Description

A fusion of equine endurance and demonic savagery, this is a predator that dominates both the sky and land of its territory. Its leathery wings stretch wide, casting jagged shadows as it soars, while curved ram horns jut forward below its ears. Jagged claws tip its legs, letting it tear into prey both in the air and on the ground. Its durable hide is ridged, giving it extra resilience to charge through attacks without slowing. When it hunts, there's no grace, only the heavy beat of wings and the brutal certainty of an end.

Traits

Impending Doom - Once Sleeth has chosen a weaker target, that creature feels an increasing sense of dread until the monster is slain or leaves its presence. The target is inflicted with a lingering Fear effect that increases in potency every other turn until one is defeated.

Nuka

Description

A robust centaur-like monster with an imposing presence, they are known to bring death and disease. Its equine body is built for endurance, with thick muscle beneath dark, leathery skin, while its humanoid torso rises where a horse's head would be, its form both lean and strong. Its skin is the same dark hue as its lower half, its hands tipped in sharp claws. They have angular features, glowing eyes that see through the dark, and a mouth lined with sharp teeth. Naturally aggressive, fiercely territorial.

Traits

Plagueborne - Immune to disease and rot while spreading infections on contact. On physical contact with an enemy, roll 1d5. 3-4 inflicts Sick II, while 5 triggers Diseased IV, each lasting 3 turns. Once per enemy, cooldown of 2 turns upon trigger.

Nix

Description

The Nix shifts between three forms: a beautiful terrestrial horse, a sleek aquatic steed, and a humanoid shape that greatly resembles a water Nymph. Its aquatic form glides effortlessly through currents, a body covered in smooth, scale patterns that shimmer beneath the surface. In humanoid form, the Nix retains its ethereal, flowing hair and webbed fingers, moving with an grace that makes it difficult to distinguish from a true water Nymph. But beneath this illusion lies a far more sinister nature. Nix are deceitful and predatory, feigning gentleness to draw victims close before turning on them with sudden, ruthless aggression.

Traits

Tideborne - Nix possess a natural connection with the bodies of water they inhabit, allowing them to instinctively manipulate water in their surroundings, though not conjure it.

Origin

Simi

Description

Monkey-like monsters with oversized eyes, long tails, and a sharp awareness of everything around them. They are innately curious and tend to linger near larger creatures, watching close and mimicking behaviors that seem advantageous. Though physically weak on their own, they learn quickly and adjust their tactics based on what they observe, whether it's how to move, how to fight, or how to escape.

Traits

Grasping Paw - Simi can cling to nearly any surface with their paws, anchor themselves against sudden force, or hold onto non-living objects with unshakable tenacity, even one-handed or upside down.

First Stage

Hanu

Description

Chimp-like monsters with lean builds, long fingers, and bold markings around the eyes or hands. Each one is without one of its senses: blind, deaf, or mute, but another sense is enhanced to an unatural degree. They move in tight groups, using tools, thrown objects, and environmental distractions to pull attention away from their true intent. Hanu rarely attack head-on, preferring to divide, feint, and circle until the target reacts poorly, then they strike together.

Traits

Compensatory Sense - Pushes one surviving sense far past normal limits after another is lost.

Dropper

Description

Ape monsters that cling to branches and tree trunks, sporting backs overgrown with moss, bark-like skin, and sometimes entire patches of fungus. When still, they are nearly impossible to spot. They remain motionless for long stretches, until movement below triggers an attack. In an instance, they'll fall with enough force to knock prey flat, holding it in place while delivering crushing blows with strong limbs. Their grip is difficult to break once they've latched on.

Traits

Weighted Descent - A Dropper's fall will land with unnatural force without harming the Dropper itself.

Yeti

Description

Broad-shouldered monsters covered in thick, pale fur that keeps them insulated in high-altitude and forested regions alike. They stand upright but shift to their knuckles when moving at speed, with long arms and heavy hands built for striking. Their strength is their weapon, overwhelming targets with repeated blunt-force blows. They rely on size, reach, and instinct, often using their environment to corner prey or block escape.

Traits

Unfeeling Fiend - The Yeti's internal temperature is unaffected by any natural environment and it feels no physical pain from injury during combat.

Tikar

Description

Monkey-like monsters with long limbs, twitchy movements, and messy streaks of color in their fur, no two marked the same. They cling to high branches in odd positions, heads tilted, eyes wide and unblinking. Drawn to rhythm, they mimic sounds with unsettling accuracy: clicks, breathing, footsteps, all repeated with perfect timing. Tikar follow prey from above and in numbers, matching pace and gesture along the way, until the rhythm is broken. Then they close in.

Traits

Mimicry - Tikar can perfectly mimic any sound or voice they have recently heard or memorized.

Second Stage

Nagual

Description

Chimp-like monsters with elongated limbs and patchy fur across their bodies. They trail their targets in silence, rarely breaking pace or posture. They are dangerouns for their phantom limb, an unseen appendage they control at will, capable of grabbing, pulling, or disturbing objects within 5 meters. Weapons yanked from hands, branches snapped, footing gives way, often with no clear cause. They move in only after their prey is off balance, using confusion as their opening to strike.

Traits

Phantom Limb - Uses an unseen limb that can grab, pull, or manipulate objects from 5m away.

Mawas

Description

Tree-dwelling ape monsters with long arms, thick fur, and broad backs covered in moss, vines, and tangled debris. Their bodies blend so completely with the upper canopy that smaller animals have been seen nesting on them, unaware they're perched on a monster. Mawas move slowly and with purpose, shifting their weight through branches without sound. When roused, they fight by pulling prey upward, pinning them between limbs, or using their reach to twist and break from above, often without ever fully descending from the trees.

Traits

Overreach - Lets a Mawas extend its arms up to 5m to snatch, pin, or strike from deceptive angles.

Baruak

Description

Heavyset ape monsters with thick limbs, coarse fur and heavy bone plating across the shoulders, arms, and back. Extremely territorial, they strike first and hard. The ground around a Baruak never stays still for long, as stones shift, roots tear loose, and the earth bends to their whim. They fight at close range with brute strength and whatever the ground can give them.

Traits

Earth Affinity - The Baruak is capable of using Earth Magic to move the ground around them to their own whims.

Aluru

Description

Monkey-like monsters that decorate themselves with whatever they can find: bones, feathers, beads, scraps of cloth, often tied or tangled into their fur. They move in looping, rhythmic patterns, repeating steps, gestures, and sounds with complete focus. The longer they dance, the more worked up they become, slapping the ground or their own bodies to build momentum. They react violently to interruption, especially mimicry. Anything that echoes their rhythm is treated as a challenger and attacked without hesitation while the beat continues.

Traits

Beat Anchor - Aluru create a 5m resonant field that pulls nearby creatures off-tempo and pressures them to mirror the Aluru's rhythm, often making things less combat, more dance off.

Third Stage

Wukong

Description

Golden-furred monsters of a lean build and markedly human features, with clear eyes and an expressive face that shifts between calm and feral in an instant. They carry themselves with a fighter's posture and make natural use of weapons. Wukong have an affinity for temporarily binding magic to objects, allowing tools to twist mid-flight, return to hand, or strike from impossible angles. Highly intelligent, they often taunt or mock opponents mid-fight, using words as just another way to unnerve and control the battlefield.

Traits

Toolbound Affinity - Lets a Wukong channel magic through held weapons, making them bend, extend, return, or twist mid-flight.

Sageback

Description

Orangutan-like monsters with thick, moss-covered fur and long limbs draped in vines and lichen. They choose a spot deep in the canopy and shape the space around them, building a platform of tangled roots and stone. They stay seated while hunting, watching the forest below. When disturbed, they rise slowly and strike with the weight of a falling tree, using both reach and raw force to silence anything that enters their claimed ground. Nothing moves through their territory without being seen.

Traits

Unshaken Core - The Sageback resists all effects that would stagger, stun, or interrupt its actions. Immune to all Control Debuffs.

Oolokhan

Description

Gorilla-like monsters that tower over most creatures, easily matching the height of a dragon. Their bodies are thick with layered muscle and coarse, dark fur, with arms long enough to reach the ground even when upright. They move with steady weight, each step leaving visible impact. When they settle in an area, they clear it, tearing down trees, flattening brush, and shaping the space into an open ring they patrol alone. They don't make noise unless challenged. When they strike, it's with full force, and the ground often goes with it.

Traits

Natural Mass - Makes an Oolokhan so dense that magic fails to affect it unless the mage has over 100 INT.

Ozomatli

Description

Monkey-like monsters with lean bodies, long tails, and expressive, human-like faces. Their skin and fur are painted in sharp colors and marked with ornaments that rattle as they move. They twist, leap, roll, and swing through the trees in loud, rhythmic displays, clapping, stomping, and flailing their limbs in time. The louder they get as they hunt, the more frenzied they become, each competing for dominance through sound and motion. Their behavior blurs the line between performance and threat, and towards prey, these outbursts often end in sudden, coordinated violence.

Traits

Blood Beat - When Ozomatli lands/avoids a hit, their internal rhythm accelerates. The faster their pulse, the harder they hit and the more erratic their movement becomes, like a living metronome spiraling toward overload. 5% boost to STR/AGI that caps at a full 50% each, but if the combo is disrupted past 20%, the Ozomatli will be stunned 1 turn per 20%.