recursal/Fanatic-Fandom huggingface dataset:
Eagle

**Movement Speeds and Types:** Land 5 ft, Fly 200 ft

**Key Skills**: Spot +17

**Languages:** none

**Ability Scores and Resistances**

**Defense:**

Health: 6 HP: 7

Touch AC: 23 AC: 23

**Offense:**

CB: +1

Attacks: 2 Claws (+4/+4, 1d4, 22x3)

Special Attacks: Catch - After hitting the same target with two claws in one round, may attempt a grapple tactical exploit as no action, without needing a touch attack.

**Exploits:**

TEB: -4 TED: 12

**Feats:** Weapon Finesse

**Special Abilities (non-magical):**

Mice Below: +10 to Spot

Dive: When making a charge attack against a lower target during flight, an eagle may move up to 6 times their move speed. If they move at least 4 times their move speed on a charge, at the end of their charge they may make two claw attacks which deal triple dice damage.

**Ecology/Behavior:**

Eagles are fearsome aerial predators, and their eyesight is unparalleled among other flying species. Eagle feathers make fine fletching for arrows and striking headpieces as well. These creatures are also sometimes used by nobility for hunting small game.

Monsters/Nature (DC 16): They will generally only attack prey animals.
Monsters/Nature (DC 20): Their bones are quite brittle. This is necessary in order to sustain flight.
Special: Nesting eagles will fight to defend their young, even against larger creatures.
TEST

**Movement Speeds and Types:** Land 30 ft, Climb 20 ft

**Key Skills**: Sense +10

**Languages:** None

**Ability Scores and Resistances**

**Defense:**

Health: 16 HP: 63

Touch AC: 22 AC: 26 (4 Natural Armor)

DR: 6/-

**Offense:**

CB: +4/+2

Attacks: Bite (+10, 1d8 + 8, 24x2), 2 Claws (+10/+10, 1d4 + 6, 25x3)

**Exploits:**

TEB: +6 TED: +24

Specific Exploit Bonuses: +4 to TED against trip

**Feats:** Tough, Weapon Focus (Claws), Weapon Focus (Bite)

**Special Abilities (non-magical):**

Unbreaking Will: Once per long rest as a free action, a wolverine may add its Resolve modifier to hit and damage for three rounds. After using this ability, it is fatigued until its next short rest.

Unbreaking Body: A wolverine is immune to the *bloodied* condition and can act normally while *dying* for up to three rounds per long rest.

Musk: Once per short rest, the wolverine may spray a 15 ft cone of musk behind them as a move action. Creatures caught in the cone are covered in the musk, become *sickened* (DC 20 VR negates)*,* and take a -15 penalty to Stealth for 1d4 days.

**Ecology/Behavior:**

Like a larger, smarter, and even meaner version of a badger. Wolverines are born angry and exist at a baseline of constant rage. They are known to break into houses when no one is home, eat everything they can, and destroy everything they can’t. They are known to actively steal food from bears, and hunt faster animals (like deer) by climbing up into trees and jumping down onto their prey below. If seen, attempt to avoid.

Note: Just awful. Also, they stink.

Monsters/Nature (DC 19): Unless you really need to fight it, just leave it alone. A wolverine always fights to the death.
Special: A DC 24 Nature or Medicine check reveals that a wolverine’s musk can be cleaned off over the course of a short rest, using basic supplies.
Visibility

In open space, a creature receives a +5 to spot targets within their natural reach. They take a -2 to spot a target more than 30ft away, and -2 for every 30ft beyond that. While underwater, this penalty is doubled in clear water, and doubled again in dirty water. Creatures in muddy water are treated as blind.
Phase Duel

Aberrant 8

Components: V,S,M (a dowel)

Resist: R

Duration: 1 min/lvl

You or a willing ally and a target within 60ft may only physically interact with each other. Spells may be cast upon either so long as they do not require a touch attack. Physical attacks on either by another fail, as do attacks by either on another.
Alchemical Spell List

Alchemical:

The study of natural elements, and how these elements combine to form the known world. Those who study alchemy learn how alchemical components work together, as well as how they can combine to create something new.

* Alchemical spells can be cast in any type of armor and while using shields.
* Alchemical spells involve a quick combination of on-hand alchemical resources. They nearly always require material and somatic components, but rarely have verbal components.
* The somatic components for an alchemical spell are typically required to retrieve and manipulate the material components. So if the material components are already in-hand, no somatic components are required to cast the spell.
* Alchemical casters do not gain the use of 0th-level spells.

Level 1

Level 2

Level 3

Level 4

Level 5

Level 6

Level 7

Level 8

Level 9

Level 10
Great River Crocodile

**Movement Speeds and Types:** 20 ft, Swim 45 ft

**Key Skills:** Athletics +22, Stealth +2 (+12 in water)

**Languages:** none

**Ability Scores and Resistances**

**Defense:**

Health: 52 HP: 205

Touch AC: 14 AC:  29 (+15 Natural Armor)

DR: 20/-

**Offense:**

CB: 6/3/1

Attacks: Bite  (+18, 3d12 + 38, 22x3) plus Grab

**Exploits:**

TEB: +34 TED: 50

Specific Exploit Bonuses: +6 to grapple

**Feats:** Improved Grapple, Tough, Weapon Focus (Bite), Weapon Specialization (Bite), Skill Focus (Stealth)

**Special Abilities (non-magical):**

Death Roll: When a crocodile successfully makes a grapple check to deal damage, the damage dealt is equal to the damage of the crocodile’s bite attack.

Sprint: Once per short rest, a crocodile can triple its speed for 3 rounds as a free action.

**Ecology/Behavior:**

Crocodiles are deceptively fast ambush predators who submerge themselves in the water, waiting for unsuspecting prey to drop by for a drink. Large herbivores seem to be their prey of choice, although no crocodile has ever said no to snapping up an unlucky adventurer or two.

Note: Never smile at a crocodile.

Monsters/Nature (DC 16): Stay out of the water. Stay away. Don't risk getting bit.
Monsters/Nature (DC 26): The incredible DR and high AC of a crocodile make direct confrontation unwise. Their weak mental resistances, however, make them much more susceptible to magical effects.
Special: A DC 20 Nature check can be made to successfully differentiate a crocodile from an alligator. A DC 24 Nature check can be made to spot a crocodile lurking in the water.
Xo

Alignment

None are sure how Xo became a deity, including Xo himself. Records tell of an alchemist named Xo who supposedly had become the most powerful chemist of all time. Legends say that he was working on crafting “the perfect spell”. Clerics of Xo have tried to commune with Xo to find if they are the same but Xo seems to never have heard of this scientist. Though many deities speak in riddles and vague allusions, Xo is a remarkably direct, if a less than useful deity for the purposes of communion. He sponsors research into the magical arts in all forms, though he seems inclined to alchemy.

**Paladins** of Xo are rare, as these fighting men are less inclined to study the sciences. When they do arise, they are encouraged to protect researchers whose work is threatened by the forces of evil.

**Oath of Worship** Worship You must try to discover something new every week, either an observation of the natural world, one of its creatures, or some scientific or mathematical breakthrough. You gain a +2 to all World, Technology, and Profession checks.

1st Boon: Gain 1 extra skill point per level, applied retroactively, and gain 1 skill to always treat as a class skill.

2nd Boon: Once per round, take an additional swift action. Usable a number of times per long rest up to I mod.

3rd Boon: Once per short rest as a free action, gain immunity to either magical or nonmagical damage for one

round per level. Take double damage from the damage type not selected.

**Invoke**

**0 - Oomph**

Components: V

Self only, Gain +2 to Spell Focus on the next spell cast within one round. Cast as a swift action.

**4 - Proper Protective Protocols**

Take half damage from one attack or effect. Damage is halved after all other damage reducing effects. Cast as a quick action, self.

**7 - Lapse**

For prepared casters, exchange one spell prepared for another of this spell’s level or lower as a free action. For spontaneous casters, cast one spell from the divine spell list not known, though using a spell slot of at least 2 levels higher using the spell’s casting time, resistances etc.

**10 - Quick Question**

Swift action

As Eureka, but from the perspective of Xo.

**Essence**

Harm: This channel does an extra point elemental damage of a kind of your choosing per MB. At 9th level these become d4s. At 17th these become d4s+2.

Heal: Creatures healed gain SI equal to 16 + MB for one round. At 12th level this increases by the cleric’s R mod.
Antimagic Field

Arcane 6

Components: S

Duration: 1 min/lvl

Magic does not function in a 10ft radius around a point touched by the caster when casting this spell. Make a spell focus check when casting this spell, any magical effect in the affected area is dispelled using that check vs the DC of the spell. Magic items also cease to function in the area. Undead, Constructs, and Artifacts still function in an antimagic field.
Encumbrance & Lifting

Additionally, each 5 by which your Stature exceeds your Power counts as being one step more encumbered. A creature whose Stature exceeds their Power by 15 is always over encumbered.

Creatures with 4 or more legs are treated as having 2 higher Power when calculating encumbrance.

When not in combat or another stressful situation, a creature can take a 20 on Power checks to lift objects. The result of a 20 gives the weight value listed based on their Power for the chosen activity (overhead, off ground, drag).

When making a Power check, a result on the dice greater than 20 necessitates a Vitality resistance with a DC equal to the result of the Power Check -5, or becomes fatigued for 1d4 rounds plus 1d4 for every 5 by which the resistance is failed.

If a reduction in maneuverability causes a creature’s maneuverability to fall below Abysmal, the creature cannot fly.

\*Only skills based on P or G are affected by encumbrance
Gorilla

**Movement Speeds and Types:** 60 ft, Climb 20 ft

**Key Skills**: Sense +14, Intimidate +16

**Languages:** none

**Ability Scores and Resistances**

**Defense:**

Health: 38 HP: 124

Touch AC: 16 AC: 20 (Natural armor 4)

DR: 3/-

**Offense:**

CB: +4/+1

Attacks: 2 Slams (+15/+12, 1d12 + 19, 25x2) plus Grab

**Exploits:**

TEB: +20 TED: 36

Specific Exploit Bonuses: +4 to grapple TEB

**Feats:** Grappling Monster, Improved Ability x3

Chest Pound: A gorilla may make an Intimidate check to demoralize all creatures within 30ft as a move action.

**Ecology/Behavior:**

Intelligent and curious creatures, gorillas usually live in small, closely-knit groups that form strong family bonds. They often work together to gather food and defend their territory. While they are not overly hostile to outsiders and appear gentle, they are territorial creatures, and should be approached with caution as they are also easily offended by human behavior.

Note: Learned that last part the hard way. Ow.

Monsters/Nature (DC 17): Gorillas usually try to scare off opponents, but are also easily scared off. A gorilla who engages in a dominance display is *probably* bluffing, but testing it is probably not worth it.
Riding Horse

**Movement Speeds and Types:** 90 ft

**Key Skills:** Acrobatics +3, Athletics +9

**Languages:** none

**Ability Scores and Resistances**

**Defense:**

Health: 27  HP: 24

Touch AC: 17 AC: 17

DR: 1/-

**Offense:**

CB: 1

Attacks: 2 Hooves  (+7, 1d10 +7, 25x2)

**Exploits:**

TEB: +14 TED: 30

**Feats:** Runner, Skill Focus (Acrobatics)

**Special Abilities (non-magical):**

Sprint: When a riding horse takes the run action, their speed is doubled. Along with the Runner feat, this allows them to move up to 480 ft in a round.

**Ecology/Behavior:**

A favourite of foot-weary travelers everywhere, these horses are a common sight on roads or farms, in cities and on battlefields.

Note: Walking is overrated. Buy a horse and never look back.

Monsters/Nature (DC 14): Good for riding, not as much for fighting. Don't startle it, because they can kick hard when cornered.
Special: A DC 24 Nature check can be made to gain an additional 5 ft of move speed while riding a horse.
Wanderstruck Wiki

**Welcome to Wanderstruck™**

This site is intended to grant easy access to the materials of Wayward Gaming's Wanderstruck™, including the Basic Player's Handbook and Game Master's Guide.

### **NEW PLAYER WALKTHROUGH**

*Guides are in no way intended to be required or mechanics, just some help digesting the content found here for those interested*

Hadrus
Xo
 **Neutral** | Aeternos
Ryss
Koriynu
 **Evil** | Antuš
Nattari
Feresmn
Koripak

This product is licensed under the ORC License located at the Library of Congress and available online at various locations including www.azoralaw.com/orclicense, www.gencon.com/orclicense, and others. All warranties are disclaimed as set forth therein

*Need help building out this community?*

* Rules of this wiki
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You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Profession

Not all adventurers start out as adventurers, and many characters may be trained in different types of work besides the abilities described by their class. A Profession roll is used when a character wishes to use the skills relevant to their line of work.

At 1st level, the character chooses a specific line of work that they previously performed or been employed in. They can use a Profession roll to make skill checks that would involve this specific type of work. As a Special skill, this may rely on different ability scores depending on the action being performed.

Listed below are common professions, along with their practical applications, and which ability score they may use.

Banker(I): An understanding of money and investing.

Carpenter(F): Skill with woodworking.

Chef(A): Chance of food poisoning and scurvy greatly reduced.

Doctor(I): Skill with medicine and mundane cures. This may be rolled in place of a Medicine check at a -2 penalty.

Entertainer(C): May be used in place of Perform check at -4 penalty.

Farmer(P): Peasant friends, may be used to gather food in place of Survival in civilized settings.

Fisherman(P): May be used in place of Survival to gather food from a body of water.

Lawyer(I): The ability to argue in a court of law.

Merchant(A): A knowledge of the flow of goods, and how to buy and sell for a profit.

Noble(E): Friends in high places.

Pharmacist(I): May be used in place of Alchemy to craft poisons.

Sailor(P): The ability to steer a ship, and not get lost upon the waves.

Scribe(I): Knowledge of writing and courtly proceedings.

Smith(F): Skill with metalworking.

Soldier(P): Knowledge of military tactics and procedures.

Tailor(I): Skill at clothesmaking.

Thief(P): Friends in low places.

Tinkerer(F): Skill with clockwork mechanisms.
Crusader

Much like paladins, crusaders serve as martial servants of deities, enforcing their will through the strength of their arms. They also bind themselves to a group of companions and make all who fight by their side and serve their cause stronger as well.

d8 hit die, 2 + Intellect skill points per level

Class skills: Monsters, World, Insight, Religion, Intimidate, Diplomacy, Athletics, Acrobatics, Craft

Good resistances: Vitality, Stature, Intellect, Resolve, Ego, Charm

Proficiencies: all armor, all shields including tower shields, martial weapons
Yichetha

Alignment

Yichetha was a renowned hunter of the damned whose prowess granted him the powers of divinity. He is depicted as a human man with large white feathered wings and a golden bow. Anyone with a drink in their hand that sees a shooting star is obligated to take a drink to his name as they are said to be his arrows as he patrols the heavens. Clerics of Yichetha are common, and treat the ill with a combination of their magic and some hair of the dog. Yichetha despises undead as well as demons and aberrations attempting to cross into the Prime. Many taverns will have a small shrine to Yichetha, a prayer to which is said to ease a hangover, and grant safe passage back home.

**Paladins** Paladins of Yichetha swear to cleanse the world of evil by whatever force necessary, and routinely make sure to keep morale high by always buying the first round of drinks.

**Oath of Worship** Do not sleep until your allies are healed and have had a chance to drink. Gain +4 against toxins.

1st Boon: You and allies within 30ft gain a +1+1/5 level on Vitality and Stature resistances.

2nd Boon: Any weapon you wield gains the Bane property against undead, demons, and aberrations

3rd Boon: Gain feathered wings and a fly speed of 120ft with perfect maneuverability.

**Invoke**

0 - **Mark**

Components: S,V

Touched target’s next attack within 1 round gains +5 to hit.

4 - **Jump**

Components: none

Teleport 20ft in any direction, self. Cast as a free action. The caster cannot cast this spell again for 1d4 rounds

7 - **Goad**

Components: V,S

Duration: 1d6+1 rounds

Resistance: E partial

Creatures in a 15ft radius up to 60ft distant become confused and irate. A successful resistance negates confusion. Affected creatures gain a bonus to hit the caster and a penalty to hit all other targets equal tot he caster’s MB, or half on a resistance.

10 - **Rain**

Components: V

Resistance: G/.5

All creatures within a 60ft radius up to 240ft distant take 4d100 holy damage as a hail of arrows fly from the heavens, each target rolls this damage separately. Chaotic creatures gain the Evasion Brigand Trick against this spell. Good creatures take half damage from this spell.

**Essence**

Harm: Creatures that fail their resistance are altered for 1d4 rounds. At 10th level, creatures who fail by more than 5 are staggered for 1 round then altered for 1d4 rounds. At 19th level creatures who fail by more than 10 are unconscious

for 1d8 rounds.

Heal: Up to 1 creature per MB healed may teleport 5ft as a quick action. This becomes 10ft at 10th level.
Subjective Objectivity

Dramaturgic 6

Components: S

Duration: 1 min/lvl

This spell may be cast on self only. Become convinced that one creature or object is an illusion, the caster may see through it and pass through it as if it were intangible and invisible. The creature or object can still see, though not interact with the caster.
Alligator

**Movement Speeds and Types:** 10ft, Swim 25ft

**Key Skills**: Disguise +5, Stealth +10

**Ability Scores and Resistances**

**Defense:**

Health: 26 HP: 63

Touch AC: 18 AC: 24 (6 Natural armor)

DR: 3/-

**Offense:**

CB: +3

Attacks: Bite (+5, 1d10 + 6, 25x4) plus Grab

**Exploits:**

TEB: +7 TED: 23

Specific Exploit Bonuses: +4 to initiate and maintain grapple, +4 to reposition, -4 to escape grapple

**Feats:** Armored Hulk, Skill Focus (Stealth), Skill Focus (Disguise)

**Special Abilities (non-magical)**

Log: Crocodiles gain a +10 bonus to Stealth while immobile in water, and a +10 bonus to Disguise checks to appear to be a log.

**Ecology/Behavior**

Alligators are dangerous ambush predators who lurk in the water, waiting for prey to wander close. Appearing as floating logs, or simply submerging themselves in the murk, they strike when other creatures let their guard down and approach the water for a drink. They have exceptionally tough hides and strong jaws.

Note: They kinda look like they’re smiling. But if you’re close enough to notice that, then you’re already way too close.

Monsters/Nature (DC 17): They have a very strong bite, but you can get away on land much more easily than in the water.
Monsters/Nature (DC 22): An alligator has a hard time escaping a grapple.
Special: A DC 17 Nature check negates the alligator’s Disguise bonus to appear to be a log. A DC 20 Nature check can be made to successfully differentiate a crocodile from an alligator.
Linguistics

Linguistics is an Intellect based Skill.

Linguistics is used to decipher unknown codes, or languages that the character does not completely understand. For each rank put into Linguistics, a character also adds an additional language to the list of their known languages.

Codes and ciphers usually come with the DC required to decipher them. For the purposes of understanding and communicating in an unknown language, fairly basic concepts have a low DC. In contrast, understanding abstract concepts or complex sentences requires a higher DC.

The result of a Linguistics roll can affect how much of a message that the player is able to understand. A check that fails by 5 or more may reveal false information.
The Nameless

Symbol: A face with no features save a smile

Worshippers: Those who seek power, and the destruction of all things.

There is a border to the universe, and things outside it. It is from this outside that the nameless come. Older gods perhaps, or species yet unknown, whether they are one creature or a whole collective is uncertain. They slip in through the cracks in reality, or get invited in, and operate in the dark corners of the world. Their motives are uncertain, their whims alien, and their forms often maddening to look upon. They have names in ancient languages, but these often refer to function, rather than substance of what they are. The greatest, or perhaps only, being among them is *The* Nameless, while all others are simply nameless. Some sages argue that all lesser beings are simply aspects of this one progenitor, like countless fingers stuck through the holes in a wall, probing for weakness. The nameless is not evil so much as antithetical to everything in this universe, for even the vilest demons are still of this reality, while the nameless is not. It makes its home on an alien world, beneath the harsh light of a red star, and there dwells in the center of the world, or perhaps is the world, or perhaps the star, for here the sages differ, and the accounts become unclear.

**Pacts** with the nameless are done on the basis of favors. These favors are often small, and seem inconsequential, or pointless, or entirely without reason. But they must be carried out within the appointed time, or there will be consequences. The nameless is the only being which grants pacts that does not collect the souls of those promised. Instead, they are often consumed by Antuš, who despises the nameless.
The Erlking

**Divine Rank:** 0

Those parts of the feywild not controlled by one of the queens are more moderate and wild, lashed with the storms seen in spring and fall on the Prime. Here the Erlking rules; and he is lord of the hunt. All those who hunt for beasts were originally taught by the Erlking, and it is he who leads the wild hunt when it alights on the Prime. His bearing is regal, his helmet crowned with antlers, his eyes glow like torches, and his voice roars like distant wolves.

The Erlking rules from a great lodge, where he rests and feasts between his hunts, and makes merry, as all the fey are wont. Those who enter into his hall are guests, but those who meet the hunt feel otherwise. When confronted by the hunt, only three options are available: to join, and ride along with the hunters; to hide, and hope they pass by; or to die beneath their hooves. Only three mortals in the history of the Prime have escaped the wild hunt, and their names have fallen into legend.

**Pacts** with the Erlking are for the price of a soul. Those who are bold in life become the hunting hounds after death, the great black dogs which run alongside the riders of the hunt, flushing the prey out from hiding. Those weak or timid in life serve drinks in his great lodge, and play the music to entertain the guests at his feasts.
Stag

**Movement Speeds and Types:** 150 ft

**Key Skills:** Sense +11

**Languages:** none

**Ability Scores and Resistances**

**Defense:**

Health: 26 HP: 38

Touch AC: 19 AC: 21 (Natural Armor +2)

DR: 1/-

**Offense:**

CB: 2

Attacks: Gore (+8, 2d10 +14, 24x3)

**Exploits:**

TEB: 15 TED: 31

**Feats:** Skill Focus (Sense), Tough

**Special Abilities (non-magical):**

Powerful Charge: A stag’s Gore attack deals double dice damage on a charge

**Ecology/Behavior:**

An adult male deer with magnificent antlers. When the fall months begin, stags will grow more aggressive as they fight for dominance, using their antlers to clash and gore. There are few things more majestic than an antler-crowned stag in the woods, aside from a crown of antlers mounted over a crackling fireplace.

Note: I use antlers in most of my decorating, not all. All would be overkill.

Monsters/Nature (DC 17): Stags are mainly dangerous for their charge. Stay behind cover so they don’t have a clear path to you.
Monsters/Nature (DC 22): Their low AC and defenses make them easy targets from a distance. A stag will probably run if it can see or hear you coming.
Special: A DC 24 Survival/Nature check can be made to determine the value of a particular stag’s meat, hide, and antlers, or to successfully skin and prepare a stag.
Intimidate

Intimidate is an Ego based Skill. Creatures add their Stature modifier to Intimidate Checks.

Intimidate allows characters to forcefully persuade others. In combat, it can be used to unnerve enemies and gain an advantage.

To give a creature the *shaken* condition, a character may make an Intimidate check to demoralize as a standard action. The DC of this check is equal to 20 + the target’s Resolve modifier + their Stature modifier + half their level. This condition lasts for 2d4 rounds and cannot stack with itself to cause the *frightened* condition.

Outside of combat, using Intimidate can coerce others to follow your orders, though the target may resent your actions and there might be corresponding consequences.

The DC of an Intimidate check varies greatly based on the situation. For example, there is probably a fairly low DC (maybe around 10) to persuade a commoner to take cover from attacking monsters. Trying to coerce someone to leave their home and never return is likely much more difficult. Keep in mind, however, that social rolls are incredibly complex and always have many factors.
Ishamai

Of the Crossroads

Alignment: LE

Symbol: An instrument made of gold

Worshippers: Musicians, and the desperate

Ishamai may be summoned by most anyone, and will only appear at crossroads, on a moonless night, if a proper offering is made and the proper words recited. They will make pacts with any, and do not just offer eldritch power. Ishamai will grant most anything, but is most well known for their gifts of music, for they are a musician beyond compare. Each of the primordials is a master of some form of art or expression, but Ishamai is master of all, and willing to grant others their talents, for a price. Where they dwell when not dealing is uncertain, for it seems as if they spring into existence anew each time they are called, and fade like fog at the dawn. There are accounts of Ishamai challenging those musicians who deem their talents without equal, should the mortal win they gain riches beyond all dreaming, should they lose their soul is forfeit.

**Pacts** with Ishamai are always for a soul, though what happens to those souls in death is unknown. The other lords seem to have a purpose for the souls they take, but the end location of the souls is as hidden as Ishamai’s location between summons.
Warboar

**Movement Speeds and Types:** Land 40ft

**Senses:** Scent 20ft

**Key Skills:** Sense +10, Investigation +6, Intimidate +17

**Ability Scores and Resistances**

**Defense:**

Health: 36 HP: 108

Touch AC: 16 AC: 24 (+8 Natural armor)

DR: 8/-

**Offense:**

CB: +5/2

Attacks: Gore (+11,  2d8 + 9,  25x3)

**Exploits:**

TEB: +18 TED: +34

Specific Exploit Bonuses: +6 TED against grapple

**Feats:** Tough, Improved Natural Armor, Skill Focus (Investigation), Weapon Focus (Gore)

**Ecology/Behavior:**

A warboar is a boar that has grown to an abnormally large size. Like boars, they are composed of nothing but barely-restrained hunger and rage. Their stature, however, makes them a much more significant threat, and since even seasoned adventurers should be wary of a warboar’s temper, pesky tax collectors should be wary as well.

Note: Really is a shame about those tax collectors. Probably not worth investigating, though.

Monsters/Nature (DC 16): Their damage output isn’t especially high, but man are they hard to kill.
Monsters/Nature (DC 21): They are susceptible to elemental damage and magic.
Special: A DC 25 Nature check reveals that pigs gone feral for more than 6 months will turn into boars.
Create Demiplane

Arcane 8, Divine 8

Components: V,S,M

Duration: See text

This spell may only be cast as a four hour ritual. Create a minor new plane. Size up to 10 cubic ft/level. The caster may determine passage of time, gravity, and light level in the plane. The plane must be maintained by performing a ritual each week in the plane. Casting this spell multiple times to expand the size of the plane is possible, but can be done a maximum of four times. This spell requires 5000 gp of emeralds and platinum to cast. The maintenance ritual takes an hour, plus an additional hour for each expansion of the plane. The caster may also choose the base terrain for the plane: forest, jungle, water, plain, tundra, earth, air, fire or rocky.
Dwarf

An old and stubborn species, dwarves are hardy and fiercely proud of their traditions. No one knows exactly how the dwarves came into being—not even the dwarves themselves, although most of them do not concern themselves with such things.

Dwarves are shorter than humans, but their stockier and heavier builds means that dwarves and humans contain a surprisingly similar amount of mass. Despite their relatively short size, they are sturdy and always tough in a fight. Nearly all dwarves boast impressive crops of facial hair. Different braids and styles for this hair are often used to denote certain messages or social hierarchies.

Dwarves typically fall somewhere in the Lawful alignments, and their societies tend to rely on sturdy structure to endure the harsh conditions they find themselves in. In societies where dwarves are the minority, they tend to band together and display a fierce loyalty towards other dwarves. This is not always the case, however, and an increasing number of dwarves are setting out to begin the less traditional paths of adventurers.

Short But Sturdy: +2 Vitality, -2 Stature, +2 Acumen, +2 Resolve, -2 Charm

Hard Liver - Dwarves receive a +5 bonus to resistances made against all Toxin effects.

Old Foes - Dwarves receive a +2 Morale Bonus to all attack rolls and damage rolls against one type of humanoid of their choice.

Dark Dweller - Dwarves gain Low-Light Vision as defined in the Light Level Table.

Steady Fighter - Dwarves gain a +4 bonus to their TED against trip, shove, disarm, and foul play.

Stocky - Dwarves treat their Stature as 4 higher for the purposes of determining HP, Health, and Stature resistances.

Weapon Familiarity - Dwarves are proficient with Hand Axes and Warhammers.

Base Speed: A dwarf’s movement speed is equal to their Stature + Grace. However, their movement speed cannot be reduced by armor penalties or heavy load, though can still become immobile due to over encumbrance.

Languages: Dwarves begin play speaking Dwarrow and one regional language.

Age Ranges:

 0-9

**Alternate**:

Duergar - The dwarf gains Darkvision and may cast *Invisibility* once per day as a spell-like ability. This replaces Hard Liver, Stocky, and Dark Dweller.

Thick-Skinned - Gain Tough as a bonus feat. This replaces Old Foes and Hard Liver.

Low Profile - Gain a +1 dodge bonus to AC, this replaces Steady Fighter.

Natural Sprinter: The dwarf’s speed becomes 5 + Stature + Grace. This replaces Base Speed
Create Mindscape

Aberrant 4

Components: V,S,M (a pencil)

Resist: A

Duration: 10 min/lvl

Target a creature within 100ft, it must make an AR or be drawn into an extra dimensional mindscape you create within your own mind. The mindscape is a cylinder 50ft high, with a radius of 20ft/lvl. No real damage may be dealt within the mindscape, and if a creature is reduced to 0 Health they are automatically ejected. The mindscape may be designed and populated as desired by the caster, but usually serves as a reflection of their psyche. A creature is unable to leave a mindscape before the duration expires except through release, death, or falling asleep within the mindscape.
Goblin

A smaller species, and unique among species in that a goblin’s skin color can be any shade or hue found in the natural world. Goblins subsist on the fringes of larger societies. They are generally disliked by most every other species, and are often bullied or forced to the fringes. Some goblin societies strive to be self-sufficient, staying away or hiding from those who would do them harm. Others, forced to interact with societies that do not treat them kindly, often turn to theft or trickery to survive. Many goblins are used to throwing themselves on any scrap of mercy offered, or ferociously hating and paying their dues in return—or both.

Devious: -4P, +6F, +4G, +3V, -8S, +2A, -2R, -4C

Base Speed = 15 + S + G

Cave Skills: +4 to Tinker, Stealth, and Acrobatics checks.

Big Eyes: Goblins have Darkvision 60ft, light sensitivity

Quick to Flee: Goblins take a -2 on resistances against fear, but gain a +10 to their move speed while *frightened* or *panicked*.

On Edge: +2 to Spot and Sense.

Languages: Goblins begin play speaking Goblin.

Age Ranges

 0-1

### **Alternate:**

Bites Back: Gain a bite natural attack 1d6 SM 0 24x2. This replaces Cave Skills.

Goblight: Gain your level to the damage of any spells you cast that deal fire damage. This replaces Big Eyes and Cave Skills.

Hold Steady: Gain +2 on resistances against fear. You cannot take any actions to move while *shaken*. This replaces Quick to Flee.

Little Eyes: The goblin gains lowlight vision. This replaces Big Eyes.

Small-Limbed: Movement Speed 5 + G + S, they can stand from prone as a free action, or as a quick action once per round. This alters Movement Speed.

Sharp Hearing: +4 to Sense, -2 to Spot. This replaces On Edge.

Chameleon-Skinned: Goblins with this trait are able to adjust the color of their skin to match their surroundings, much like a chameleon. +10 on Stealth checks to hide, -10 on Deception checks. This replaces Cave Skills.
NPC Generator

Sometimes it is necessary to create NPCs on the fly, and these tables seek to assist in that process. They may be rolled on, relied upon, or simply used as inspiration when creating NPCs to fill your world, or to name the ones the players become oddly attached to.

These are to help distinguish NPCs, each should ideally only have one or two distinguishing features; in this manner each has some beginnings of personality which may be fleshed out as necessary. If rolled characteristics are contradictory, absurd, or contextually inappropriate for a given NPC, others should be selected. A roll of 100 means all of these characteristics apply at once.

Mundane Items:

When filling pockets, drawers, shelves, or other mundane locations, roll on this table or use it as inspiration for the various objects which may be found.
Tortoise

**Movement Speeds and Types:** Land 5 ft

**Key Skills**: Disguise (as a rock) +10

**Languages:** none

**Ability Scores and Resistances**

**Defense:**

Health: 3 HP: 9

Touch AC: 13 AC: 23 (Natural Armor 10)

DD:10

**Offense:**

CB: +1

Attacks: Bite  +1  1d4 +1  26x2

**Exploits:**

TEB: -7 TED: 9

Specific Exploit Bonuses: +4 against trip

**Feats:** Weapon Focus (Bite)

**Special Abilities (non-magical):**

I am a Rock: +12 to Disguise checks to pretend to be a rock.

Hardback: When prone, they cannot move or right themselves.

**Ecology/Behavior:**

Tortoises cannot swim. This is an important fact.

Note: Had to discover this one first-hand.

Monsters/Nature (DC 14): Very easy to kill, once you can land a hit. Flip it onto it’s back if you’re really scared, but why are you scared of a tortoise?
Special: A tortoise may be used as an improvised ranged weapon by birds of prey.
Mysticism

Mysticism is an Acumen based Skill.

A Mysticism check allows a character to understand mystical properties of the world. Some example uses, as well as the corresponding DC’s, can be found below.

Identify a mystic ability being used: DC = 16 + ½ target creature’s HD + their Resolve.

Sense mystic power in a creature: DC = 16 + ½ target creature’s HD + their Resolve.
Fly Swarm

**Movement Speeds and Types:** Fly 10ft

**Key Skills:** Stealth -10

**Languages:** none

**Ability Scores and Resistances**

**Defense:**

HP: 1

Touch AC: 33 AC: 34

DD: 2 Immune to cantrips.

Offense:

CB: 1 Attacks: Swarm 1d4 plus Welt

**Exploits:** TEB: -10 TED: 6

**Feats:** Weapon Finesse

**Special Abilities (non-magical):**

Welt: A successful swarm attack imposes a -1 penalty on all 1dW rolls on the target. This effect lasts for 1 round.

**Ecology/Behavior:**

**BUZZ.**

 Note: oh god

Monsters/Nature (DC 10): An area of effect is no longer overkill. In fact, it might be the only good way to deal with them.
Monsters/Nature (DC 15): Be careful with spells, as a fly swarm’s SI may waste a good area of effect spell.
Special: A DC 27 Arcana check tells you that flies have evolved to be immune to cantrips.
Consecrate

Divine 2

Components: V,F,M (incense)

Duration: 1 hour/lvl

This spell may only be cast as a 10 minute ritual. Dedicate an area to a patron deity, the area can cover one 10x10 foot square per level. Worshippers of the deity in the area have a +1 to all resists and heal naturally at double the normal rate.
Dominate Person

Aberrant 5, Dramaturgic 4, Eldritch 5

Components: V,M (1 gp)/V,S

Resist: E

Duration: 1 min/lvl

Take control of the mind of one humanoid within 30ft if they fail their resist. The controlled creature may be ordered to do anything they are physically capable of doing, and they will obey without question. The only exception is if an order is given which contradicts the core nature of the creature; such as ordering someone to kill their friends, a paladin to turn on their deity or a monk to break their vows. Such an order allows the dominated creature to attempt another resistance against the spell with advantage.
Share Memory

Aberrant 2

Components: V,S

Resist: R

Either show a creature one of the caster’s memories, or view one of its. The length of the memory may not exceed 10 seconds per level. An unwilling creature may make a RR to prevent the caster from viewing its memories. If the caster does not know exactly which memory they seek, they must make a spell focus check of DC 20+ ½ HD+target’s E to find the correct memory. Failing by 5 or less shows a related memory. Failing by more than 5 shows a random memory. Failing by more than 10 shows an unrelated memory.
Wolverine

**Movement Speeds and Types:** Land 30ft, Climb 20ft

**Key Skills**: Sense +10

**Ability Scores and Resistances**

**Defense:**

Health: 16 HP: 63

Touch AC: 22 AC: 26 (4 Natural Armor)

DR: 6/-

**Offense:**

CB: +4/+2

Attacks: Bite (+10, 1d8 + 8, 24x2),

  2 Claws (+10/+10, 1d4 + 6, 25x3)

**Exploits:**

TEB: +6 TED: +24

Specific Exploit Bonuses: +4 to TED against trip

**Feats:** Tough, Weapon Focus (Claws), Weapon Focus (Bite)

**Special Abilities (non-magical):**

Unbreaking Will: Once per long rest as a free action, a wolverine may add its Resolve modifier to hit and damage for three rounds. After using this ability, it is fatigued until its next short rest.

Unbreaking Body: A wolverine is immune to the *bloodied* condition and can act normally while *dying* for up to three rounds per long rest.

Musk: Once per short rest, the wolverine may spray a 15ft cone of musk behind them as a move action. Creatures caught in the cone are covered in the musk, become *sickened* (DC 20 VR negates)*,* and take a -15 penalty to Stealth for 1d4 days.

**Ecology/Behavior:**

Like a larger, smarter, and even meaner version of a badger. Wolverines are born angry and exist at a baseline of constant rage. They are known to break into houses when no one is home, eat everything they can, and destroy everything they can’t. They are known to actively steal food from bears, and hunt faster animals (like deer) by climbing up into trees and jumping down onto their prey below. If seen, attempt to avoid.

Note: Just awful. Also, they stink.

Monsters/Nature (DC 19): Unless you really need to fight it, just leave it alone. A wolverine always fights to the death.
Special: A DC 24 Nature or Medicine check reveals that a wolverine’s musk can be cleaned off over the course of a short rest, using basic supplies.
Penguin

**Movement Speeds and Types:** Land 10 ft, Swim 30 ft

**Key Skills:** Sense +1, Spot +0

**Languages:** none

**Ability Scores and Resistances**

**Defense:**

Health: 2 HP: 5

Touch AC: 22 AC: 22

Damage Modifiers: cold tolerance 6

**Offense:**

CB: +1

Attacks: Peck (+2, 1d2, 23x2)

**Exploits:**

TEB: -7 TED: 9

Specific Exploit Bonuses: +4 to TED against grapple

**Feats:** Xenophobia

**Ecology/Behavior**

A flightless bird which normally subsides off of fish. Penguins are clumsy on land but fantastic swimmers. They come in a wide range of sizes and species, but are usually found in cold, frozen environments and display a classic black-and-white color scheme.

Note: The only animal that is always welcome at black-tie events.

Monsters/Nature (DC 10): Despite being birds, they cannot fly.
Monsters/Nature (DC 18): A penguin’s environmental adaptations protect it from cold damage very well.
Command

Aberrant 1, Divine 1

Components: V

Resist: R

Duration: 1 round

A creature within 30ft obeys a one-word order to the best of its ability for one round. The caster must say which word they are using for the order. Frequently used words are “Flee!”, “Jump!”, “Dismount!”, and “Fall!”. Commands such as “Die!” produce no noticeable effect unless the creature is able to die at will.
Medicine

Medicine is an Acumen based Skill.

Medicine checks can be made to gather information about the physical nature of a creature, assist in a healing process, or understand medical practices.

A Medicine check can be rolled to determine if a creature is below half its HP, or below its maximum Health. The DC of this check is equal to 20 + ½ the creature’s HD + the creature’s Ego modifier.

Medicine checks can also be made to provide some measure of non-magical healing. The DC to stabilize a *dying* creature is equal to 10 + twice the creature's negative Health. A DC 20 medicine check can be made to heal 1 point of damage, plus 1 for every 5 above 20, which takes 1 hour. A failure on this check results in the target losing 1 Health instead. Bleed can also be stopped with a Medicine check, which takes a full-round action. The DC is equal to 10 + 2 times the current amount of bleed.
Creating Flesh-Forged

A flesh-forged creature is a cobbled-together imitation of a living being, stitched together from the flesh of numerous dead creatures, and animated with electricity and dark magic. To make such a creature, the creator must possess the feat Create Flesh-Forged. The process requires 100gp per HD in raw materials, in addition to the need for 6 times the creature’s weight in body parts, including at least one specimen of the creature to be replicated. Flesh-forged must be in the form of humanoids or animals, and while numerous bodies must be raided for parts, one complete specimen is used as the base on which the construction occurs. Additionally, the creator can imbue various abilities, with their costs listed below. As a flesh-forged creature cannot be healed by positive or negative energy, they may only be healed by manually fixing the broken body parts. An hour of repairs heals the creature for an amount equal to the result of a Medicine, Craft, or Occult check. These repairs require 1gp and 1lb of flesh per 10 points of healing. To create a flesh-forged, 1 week must be spent in constant work, with only a single long rest permitted each day. 10 spell levels must be expended for each HD of the flesh-forged each day, and a Craft and Medicine check must be made each day with a DC equal to 30 + the flesh-forged’s HD. Failing one of these checks adds an additional day to the construction, failing two ruins the attempt, although many of the raw materials may be salvaged, 10% are lost for each 2 by which the DC was missed. The creator may gain a bonus to this roll of +1 for each 2 additional spell levels they expend. Flesh-forged creatures may not be built collaboratively. At the end of the creation process, the creature must be subject to 10 electric damage per HD within one turn in order to begin functioning.
Crocodile

**Movement Speeds and Types:** 20ft, Swim 45ft

**Key Skills:** Athletics +14, Stealth +6 (+8 in water)

**Ability Scores and Resistances**

**Defense:**

Health: 52 HP: 132

Touch AC: 14 AC:  29 (+15 Natural Armor)

DR: 9/-

**Offense:**

CB: 5/2

Attacks: Bite  (+11, 2d12 + 21, 22x3) plus Grab

**Exploits:**

TEB: +34 TED: 50

Specific Exploit Bonuses: +6 to grapple

**Feats:** Improved Grapple, Tough, Weapon Focus (Bite), Weapon Specialization (Bite), Skill Focus (Stealth)

**Special Abilities (non-magical):**

Death Roll: When a crocodile successfully makes a grapple check to deal damage, the damage dealt is equal to the damage of the crocodile’s bite attack.

Sprint: An animal with Sprint may, as a free action, triple its move speed for 3 rounds. This ability can be used once per short rest.

**Ecology/Behavior:**

Crocodiles are deceptively fast ambush predators who submerge themselves in the water, waiting for unsuspecting prey to drop by for a drink. Large herbivores seem to be their prey of choice, although no crocodile has ever said no to snapping up an unlucky adventurer or two.

Note: Never smile at a crocodile.

Monsters/Nature (DC 16): Stay out of the water. Stay away. Don't risk getting bit.
Monsters/Nature (DC 26): A crocodile’s incredible DR and high AC make direct confrontation unwise. Their weak mental resistances, however, make them much more susceptible to magical effects.
Special: A DC 20 Nature check can be made to successfully differentiate a crocodile from an alligator. A DC 24 Nature check can be made to spot a crocodile lurking in the water.
Possession

Aberrant 5

Components: V,S,M (A large emerald)

Resist: E

Duration: 1 hour/lvl

Gain control of a touched target’s body as the caster’s psyche overwhelms its mind. This acts as *Mind Swap*, but the caster’s body is helpless for the duration, and the target’s mind is trapped within its own brain, able to observe but not act. The caster does not gain the use of class abilities, feats, or mental skill ranks possessed by the target.
Cow

**Movement Speeds and Types:** Land 30ft

**Key Skills**: Sense +2

**Ability Scores and Resistances**

**Defense:**

Health: 36 HP: 62

Touch AC: 9 AC: 13 (Natural armor 4)

**Offense:**

CB: +2

Attacks: Gore (+3, 1d8 + 8, 26x2)

**Exploits:**

TEB: +12 TED: 27

Specific Exploit Bonuses: +4 against trip

**Feats:** Immovable, Improved Natural Armor

**Special Abilities (non-magical):**

Group Trample: A group of cows may attempt to trample in one direction. When 10 or more cows charge, all targets in the area of their charge must make a DC 21 Grace resistance or take 2d12 damage, half on a successful resistance.

**Ecology/Behavior:**

It’s a cow. If you don’t know what this is, that’s your problem.

Note: I WAS JUST ASKING.

Monsters/Nature (DC 15): They are easily spooked.
Monsters/Nature (DC 20): A sleeping cow can be easily tipped over if approached from the side and a successful Stealth check is made. This doesn’t have much tactical use, but it sure is fun.