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Combat Master

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Combat Master

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Combat Master

A Gritty Combat System Inspired


by Early Third-Party Expansions
of the Original Roleplaying Game

Version: beta 1
July 3, 2021

Author: John Anthony


Based upon the work of many others

Skull Artwork: Stacey Sanderson


Sword Artwork: Alex Fleetham
Combat Master

What Is This? Defence

Combat Master is a gritty combat system inspired by early A character’s defence is 0 by default, and is usually 0 for
third-party expansions of the original roleplaying game. It monsters. It can never be reduced below 0, and a few
can be layered on top of the Old-School Essentials rules things can increase it.
to create substantially more realistic combat than simple
hit/miss, and is designed to do so without adding more • Shields add 2 to defence
complexity than is strictly necessary. The core concepts • If dexterity modifier is positive, it’s added to defence
are: • Magical AC bonuses from shields and armour add
to defence
• Increase combat verisimilitude without bogging • Class bonuses that would otherwise apply to AC
down play with minutia add to defence
• Keep combat undesirable, with the outcome often
being debilitating wounds
• Make weapon choice meaningful and interesting Critical
• Make any reference materials (tables) fit on a single
sheet of A4 paper When a critical hit is scored, a roll against the weapon’s
• Be completely rules-compatible with Old-School Es- critical hit table is likely to produce additional hitpoint dam-
sentials so that the system can be retrofit into exist- age, wounds, bleeding, stun, or other nasty effects. The
ing games roll is d20, with the letter code of the critical hit providing
a bonus to the roll: A is a roll without bonuses, while B, C,
This system requires Old-School Essentials to play, al- D and E provide +2, +4, +6 and +10 respectively.
though it is also compatible with (or easily adapted to) Weapons may also list an alternate critical table, which
most other OSR games. Some other games are alluded can be rolled against instead with a -4 penalty.
to in this section as part of the history behind this project,
but they are mentioned for completeness and explanation
only and are not required to play. Hitpoints

Hitpoints here reflect a general battering/bruising rather


Legal than more abstract luck. A character who reaches 0 hit-
points is knocked out, and a character who reaches -4
Old-School Essentials is a trademark of Necrotic Gnome. hitpoints is dead.
The trademark and Old-School Essentials logo are used Rather than recovering 1d3 hitpoints per full day of
with permission of Necrotic Gnome, under license. All rest, characters recover 1d3 hitpoints per level every night
other text (including LATEX source code) and art are li- regardless of whether they are resting.
censed under a CC BY-NC 3.0 license.

Magical Healing
New Rules
Magical healing can be applied to hitpoints normally, but
Attack also has other options.
Magical healing can be applied to wounds, in which
A character’s attack value is calculated as normal for As- case the value rolled is days of healing applied. For ex-
cending Armour Class (AAC), but instead of simply rolling ample, a fresh 5-point wound with 8 points of healing ap-
to hit vs. an AC the attack is rolled on an attack table. plied will become a 4-point wound with 1 day left before it
The weapon used and target’s armour determines which becomes a 3-point wound.
column to roll against. A numeric result means the attack Magical healing applied to a bleeding wound works
has connected, and the number value is how much hit- similarly, but remaining day values are ignored. To heal
point damage is inflicted. A following letter means that a a 5-point bleed down to a 4-point bleed takes 5 points of
critical hit must also be rolled based upon the weapon’s healing. To heal a 5-point bleed down to a 3-point bleed
critical table. would take 9 points of healing (5 + 4).
On a “natural” 20 attack roll, roll the dice again and
add the new result. Repeat if you’re lucky enough to keep
rolling 20s. Parry
After an attack is rolled, the total is reduced by the
target’s defence (see below). The maximum result for an A character whose class and level gives bonus to attack
attack after defence is accounted for is 30, although many (such as +2 for a 4th level fighter) may apply this bonus –
weapons limit this further. For example, an attack roll of or some fraction of it – to defence instead of attack. This
28 with a war hammer might be reduced to 26 because only applies to the class-based bonus, not for bonuses
the target is using a shield. This is above the maximum from strength or other sources, and is only usable against
attack roll of 22 for a war hammer, so the final result is 22. melee attacks.

1
Combat Effects Changing Weapons
Bleed During the declaration phase, a player can declare that
they are changing weapons. Each item drawn or put away
Some criticals inflict bleeding upon a character, and mul- imposes a -2 penalty on attacks for the round, and the ref-
tiple bleeding results are cumulative. After declaring ac- eree should consider this penalty when adjudicating other
tions in a combat round, bleeding characters take hitpoint actions. Dropped items don’t count towards this penalty.
damage equal to the severity of their bleeding wounds. For example, a player might declare that their charac-
Inside of combat, a character may prevent up to 1 ter sheaths their sword, unreadies their shield, and draws
point of bleeding damage by holding their wounds. They a battle axe for a total penalty of -6. Alternatively, they
may take no other action, and this doesn’t actually reduce may declare that they throw down their sword and shield,
bleeding – it only temporarily mitigates some of the effect. cry out for victory or death, and draw their battle axe for a
Outside of combat, if a character is actively trying to penalty of only -2.
prevent bloodloss then bleeding damage is per turn rather
than per round, and bleeding reduces by 1 point per turn
spent applying bandages. Poison Damage
On a failed save vs. poison, the character takes 1d6 dam-
Blind age per hit dice of the creature that inflicted it, or some
(very high) value determined by the referee if the source
Blind characters suffer similar penalties to stun (see be- is something not quantified in hit dice. Further, they must
low) except they may make offensive melee attacks with attempt a save again next round and each subsequent
a -10 modifier. round until they succeed – taking more damage each
time.
Stun
A critical result of “stun” causes the character to suffer se- Weapon Training
vere restrictions on their actions in combat until the end of Players who wish to have their characters advance in
next round. They may not take any proactive action such weapon skills individually may spend experience points
as attacking or casting spells, they may move only at half to acquire honed skill in a particular weapon. The charac-
speed, may convert at most only half of their attack skill to ter’s experience point total actually decreases, although
defence (rounded up), and enemies receive a +4 bonus this may not decrease XP below the amount required
when attacking them. to reach the current level (or 0 for a first level charac-
If the character has not yet acted this round, this may ter). Weapon training adds to the attack roll for the given
ruin their declared action. Their declaration for next round weapon, and combines with the class’s attack bonus for
should take stunning into account. the purpose of determining parrying ability.
The XP cost is 1,000XP for the first rank of training,
Wounds with each successive rank costing double and a week of
training is required for each 1,000XP spent. This cost is
Wounds are tracked individually, impose a penalty on at- halved for the Fighter class, but the time is not.
tacks, and are cumulative. A 2-point wound and a 3-point For example, Alec Shieldheart the fighter has already
wound would combine to give a -5 penalty, for example. paid 500XP and then 1,000XP (for a total of 1,500XP) to
The referee should take wounds into account when de- reach two ranks of training in the halberd. He can now
termining the difficulty of a character’s actions generally, spend 2,000XP (for a grand total of 3,500XP) and 4 weeks
even beyond simple combat modifiers. training to bring his halberd training up to rank 3.
Wounds heal separately and concurrently, and take a
number of days equal to the wound’s size to reduce in
severity by 1. A 5-point wound takes 5 days to become
a 4-point wound, which takes 4 days to become a 3-point
wound, etc.. Every day of good bed rest counts as two
days of healing, and the services of a skilled healer can
improve this further to the equivalent of three days of heal-
ing in a single day.
A character whose wound penalties are greater than
their constitution score is unconscious.

Optional Rules
Attacking Through Ranks
Characters attacking from the second or deeper rank, or
who are having to fire past one or more allies, should suf-
fer a -2 penalty for each ally between them and their tar-
get. This applies to both attacks with missile weapons,
and weapons such as spears with the Reach property
(see the weapons section).

2
Weapons

Melee
Name Hands Att. Table Max. Att. Roll Crit Table Alt. Crit Special
Battle axe 2 Impact 30 Slash Crush -
Club 1 Impact 20 Crush - -
Dagger 1 Edged 20 Puncture Slash Throw, Backstab
Hand axe 1 Impact 26 Slash Crush Throw
Lance 1 Edged 30 Puncture - Long, Mounted
Mace 1 Impact 22 Crush - -
Polearm 2 Edged 26 Slash Puncture Adaptable, Long, Reach
Short sword 1 Edged 22 Puncture Slash -
Spear 1 Edged 26 Puncture - Long, Reach, Throw
Staff 2 Impact 22 Crush - -
Sword 1 Edged 26 Slash Puncture -
Two-handed sword 2 Edged 30 Slash Puncture Long
War hammer 1 Impact 22 Crush - -

Missile
Name Hands Attack Table Max. Attack Roll Critical Table Special
Crossbow 2 Missile 30 Puncture Reload, Penetrating
Dagger 1 Missile 20 Puncture -
Hand axe 1 Missile 26 Slash -
Javelin 1 Missile 24 Puncture -
Long bow 2 Missile 30 Puncture -
Short bow 2 Missile 24 Puncture -
Sling 1 Missile 22 Crush -
Spear 1 Missile 26 Puncture -

Natural
Name Attack Table Critical Table Special
Unarmed Unarmed Unarmed Natural limit
Claw/Bite Claw/Bite Claw/Bite Natural limit

Weapon Properties Natural limit


Adaptable The maximum attack roll for this attack is limited by the
size and/or skill of the attacker. For monsters, the max-
This weapon is designed with multiple uses in mind. The imum result is 20 + hit dice. For PCs, the limit is 20 +
normal -4 penalty for using the alternative critical table class/level attack bonus.
doesn’t apply.

Penetrating
Backstab
This weapon treats armour as being two steps lighter
When wielded by a thief (or similar class) from behind and
when determining the effects of criticals: plate to chain
against an unaware opponent, the defender can be con-
to leather to unarmoured.
sidered unarmoured for attack and critical rolls.

Long Reach

Unless already engaged or otherwise unprepared, the This weapon can be used to attack from the second rank.
wielder of this weapon will always strike first when engag-
ing a new enemy. Cannot be used when attacking from Reload
the second rank (such as with Reach). Has no effect if
the enemy is also using a Long weapon. This weapon takes a round to reload.

Mounted Throw

This weapon can only be effectively used on horseback. This weapon can be thrown as a missile weapon.

3
Impact Edged Missile Unarmed Claw/Bite
1 - - - - 1 - - - - 1 - - - - 1 - - - - 1 - - - - 1
2 - - - - 2 - - - - 2 - - - - 2 - - - - 2 - - - - 2
3 - - - 0 3 - - - 0 3 - - - - 3 - - - 0 3 - - - - 3
4 - - 0 0 4 - - 0 0 4 - - - - 4 - - 0 0 4 - - - 0 4
5 - 0 0 0 5 - 0 0 0 5 - - - - 5 - 0 0 0 5 - - 0 0 5

Un = Unarmoured, Le = Leather, Ch = Chain, Pl = Plate


6 0 1 1 1 6 0 0 0 0 6 - - - 0 6 0 0 0 0 6 - 0 0 0 6
7 0 1 1 1 7 0 0 0 0 7 - - - 0 7 0 0 0 0 7 1 0 0 0 7

Critical: A = 0, B = +2, C = +4, D = +6, E = +10


8 0 1 1 1 8 0 0 0 0 8 - - 0 0 8 0 0 0 0 8 1 0 0 0 8
9 0 1 1 1 9 0 0 1 1 9 - - 0 0 9 0 0 0 0 9 1 0 0 0 9
10 0 1 1 1 10 0 1 1 1 10 - 0 0 0 10 1 0 0 0 10 2 1 1 1 10
11 0 1 2 1 11 1A 1 1 1 11 - 0 0 0 11 1 0 0 0 11 2A 1 1 1 11
12 1 1 2 1 12 2A 1 1 1 12 - 1 1 1 12 1 0 0 0 12 2A 1 1 1 12
Attack Tables

13 2 2 2 1 13 2A 1 1 1 13 - 1 1 1 13 1 1 0 0 13 2A 2 1 1 13
14 2A 2A 2 2 14 2B 2A 2 1 14 2A 1A 1 1 14 1 1 0 0 14 3B 2A 1 1 14
15 2B 2A 2A 2 15 3C 2A 2 1 15 2B 2A 2A 1 15 2 1 1 0 15 3B 2A 2A 1 15

4
16 2C 2B 3A 2 16 3C 2A 2A 1 16 2C 2B 2A 1 16 2A 1 1 0 16 3B 2A 2A 1A 16
17 3C 2B 3B 2A 17 3D 2B 2A 2 17 3C 2B 3B 2A 17 2A 1A 1 1 17 3C 2B 2A 2A 17
18 3D 2C 3B 2A 18 4D 3B 2B 2A 18 3C 3B 3B 2A 18 2A 2A 1 1 18 4C 3B 2B 2A 18
19 3D 3C 3C 2B 19 4D 3C 3B 2A 19 3D 3C 3B 2A 19 2B 2A 1A 1 19 5D 3C 2B 2B 19
20 3D 3C 3C 3B 20 4E 3C 3C 2A 20 4D 3C 3C 2B 20 3B 2B 2A 1 20 5D 3C 3B 2B 20
21 4E 3D 4C 3C 21 5E 3D 3C 2B 21 4D 4D 4C 2B 21 3B 2B 2A 1A 21 6E 4C 3C 3B 21
22 4E 3D 4D 3C 22 5E 4D 3C 2B 22 4E 4D 4D 2C 22 3C 2B 2B 2A 22 6E 4D 4C 3C 22
23 4E 4D 4D 3D 23 5E 4D 3D 2C 23 5E 5D 4D 3C 23 3C 3C 2B 2A 23 6E 4D 4D 4C 23
24 4E 4E 4D 3D 24 6E 4E 3D 2D 24 5E 5E 5E 3D 24 4C 3C 2B 2B 24 7E 5E 4D 4C 24
25 5E 4E 4E 3D 25 6E 4E 4E 2D 25 5E 5E 5E 3E 25 4D 3C 3C 2B 25 7E 5E 5D 4D 25
26 5E 4E 5E 3E 26 7E 5E 4E 3D 26 6E 6E 5E 3E 26 4D 3D 3C 2B 26 8E 6E 5E 5D 26
27 6E 5E 5E 3E 27 8E 6E 5E 3E 27 6E 6E 5E 3E 27 4D 4D 3C 3C 27 8E 6E 6E 5D 27
28 6E 5E 5E 4E 28 8E 7E 5E 4E 28 7E 6E 6E 4E 28 4E 4D 3D 3C 28 8E 6E 6E 6E 28
29 7E 6E 5E 4E 29 9E 7E 6E 4E 29 7E 7E 6E 4E 29 4E 4E 4D 3C 29 9E 7E 6E 6E 29
30 7E 6E 6E 4E 30 9E 8E 7E 4E 30 7E 7E 6E 4E 30 5E 5E 4E 3D 30 9E 7E 7E 6E 30
Un Le Ch Pl Un Le Ch Pl Un Le Ch Pl Un Le Ch Pl Un Le Ch Pl
Criticals

Crush Slash
1 - 1-4 -
2-4 1 damage 5-7 2 damage
5-7 1 damage, 2 wound 8-10 1 damage, 1 wound
8-10 stun, drop weapon or shield 11-13 1 damage, stun
11-13 1 damage, stun 14-16 2 damage, stun
14-16 1 damage, stun (no armour) 6 wound
(no metal armour) 2 wound 17-18 1 damage
17-18 2 damage, 4 wound, stun, drop weapon or shield (no armour) 1 bleed, 4 wound, stun
19-20 (plate) 2 damage 19-20 2 damage 1 bleed
(no plate) 3 damage, 8 wound (no armour) 6 wound
21 stun 21 1 damage, stun, disabled arm
(armour) 2 damage, 4 wound 22 2 damage, 1 bleed, 8 wound, stun
(no armour) 3 damage, 8 wound 23 2 damage 6 wound
22 (armour) 2 damage, 6 wound (no armour) 2 bleed
(no armour) 4 damage, 12 wound 24 2 damage, 8 wound, stun, drop weapon
23 stun, prone, drop items 25 3 damage, 2 bleed, 8 wound, disabled arm
(plate) 2 damage 26 2 bleed, 10 wound, stun, prone
(no plate) 4 damage, 8 wound 27 2 damage, 2 bleed, 8 wound, stun
24 stun 28 3 damage, 3 bleed, 12 wound, stun, prone
(shield) shield broken 29 2 damage, 4 bleed, 8 wound
(no shield) 2 damage, 6 wound, drop held items 30 instant death
25 3 damage, 8 wound, stun, prone
26 3 damage, 8 wound, stun, disabled arm Unarmed
27 4 damage, 8 wound, stun, disabled arm 1-4 -
28 7 damage, 15 wound, stun, prone 5-7 (no armour) 1 damage, stun
29 stun 8-10 1 damage, stun
(plate) 2 damage, 4 wound 11-13 (shield) drop shield
(no plate) 4 damage, 2 bleed, 8 wound (no shield) stun
30 instant death 14-16 1 damage, drop weapon
(no armour) stun
17-18 1 damage, stun, drop weapon
Puncture 19-20 stun, drop weapon, prone
1 - 21 ?????
2-4 1 damage 22 ?????
5-7 1 damage 23 ?????
(no armour) 1 bleed 24 ?????
8-10 (no armour) stun 25 ?????
11-13 stun 26 ?????
14-16 1 bleed 27 ?????
(armour) 1 damage 28 ?????
(no armour) 2 damage, stun 29 ?????
17-18 1 damage, 5 wound, stun 30 ?????
19-20 1 bleed
(armour) 1 damage Claw/Bite
(no armour) 2 damage, 4 wound, stun 1 -
21 1 damage 2-4 2 damage
(no armour) 1 bleed, 6 wound, stun 5-7 2 damage
22 1 damage 8-10 3 damage
(no armour) 8 wound, stun 11-13 2 damage, 2 wound, stun
23 stun 14-16 2 damage, 1 bleed, stun
(plate) 1 damage, 1 bleed 17-18 3 damage, 1 bleed, 2 wound, stun
(no plate) 3 damage, 6 bleed, 10 wound 19-20 3 damage, 1 bleed, 4 wound, stun
24 1 damage, 1 bleed, 8 wound, disabled arm 21 3 damage, stun
25 2 damage, 8 wound, stun (no helmet) unconscious
26 2 damage, 1 bleed, 6 wound, stun, disabled arm 22 3 damage, 8 wound
27 2 damage, 1 bleed, 12 wound, stun, prone 23 6 wound, stun, blinded for 6 rounds
28 3 bleed, unconscious 24 2 bleed, 4 wound
29 2 damage, 6 bleed 25 3 damage, 1 bleed, stun, disabled arm
30 instant death 26 4 damage, unconscious
27 6 bleed, unconscious
28 4 bleed, unconscious
29 6 damage, 4 bleed
30 instant death

5
Monsters

Conversion Name Armour Def Notes


Cat, Tiger Un 3 -
Converting monsters from standard OSE stats will take a Catoblepas Le 0 -
little eyeballing on the part of the referee. Looking at a Cave Locust Le 3 -
humanoid “monster”, it’s possible to reverse-engineer the Centaur Le* 2 -
armour class: an Acolyte has AC 2, so it’s reasonable Centipede, Gt. Un 0 -
to assume they’re wearing plate and using a shield. A Chimera Le 3 -
Cockatrice Un 3 -
berserker has AC 7, so could be assumed to be wearing
Coffer Corpse Le 0 Immune
leather armour.
Couatl Ch 0 -
Creature-y monsters are more difficult; a rule of thumb Crab, Gt. Pl 0 -
is that AC 8 or AC 9 represents unarmoured, AC 6 and AC Crocodile, Gt. Pl 0 -
7 represents leather etc.. However, looking at the AC for Crocodile, Lg. Pl 0 -
a bat and seeing that it’s 6, it might be more reasonable to Crocodile, N. Ch 0 -
assume no armour, and instead give 3 points of defense Cyclops Ch 0 -
(because the AC of 6 is 3 better than the base of 9) to Dark Creeper Un 2 -
represent speed and agility rather than a hide equivalant Deep One Ch 0 -
to thick leather armour. Similarly, many beetles have an Demonic Knight Pl* 2* Shield, Immune
AC of 4, but their shells are better represented as plate Dervish * 2* Le/Ch*, Shield
Disenchanter Ch 0 -
armour.
Djinni, Lsr. Un 4 -
The following table converts many monsters to Com-
Djinni, Gtr. Un 11 -
bat Master combat, with notes as applicable. Items Dog, Hunting Un 2 -
marked * are worn or used for defence, and mon- Dog, War Un 3 -
sters noted as “immune” are immune to stun, bleed and Dog, Wild Un 2 -
wounds. A few creatures are listed as “helpless”: attacks Doppelgänger Un 4 -
against them receive a +20 bonus and never miss. Dragon, Black Pl 1 -
Dragon, Blue Pl 3 -
Dragon, Brass Pl 2 -
Monster List Dragon, Bronze Pl 3 -
Name Arm Def Notes Dragon, Copper Pl 3 -
Acolyte Pl* 2* Shield Dragon, Gold Pl 5 -
Amphisbaena Le 0 - Dragon, Green Pl 2 -
Ankheg Pl 0 - Dragon, Red Pl 4 -
Ape, White Le 0 - Dragon, Sea Pl 2 -
Bandit Le* 2* Shield Dragon, Silver Pl 4 -
Banshee Un 9 Immune Dragon, White Pl 0 -
Basilisk Ch 0 - Dragon, Multi. Pl 4 -
Bat, Giant Le 0 - Dragonne Pl 0 -
Bat, Gt. Vam. Le 0 - Dragon Turtle Pl 5 -
Bat, Normal Un 3 - Drider Pl 2 -
Bear, Black Le 0 - Driver Ant Pl 0 -
Bear, Cave Le 0 - Drow Ch* 0 -
Bear, Griz. Le 0 - Dryad Le 2 -
Bear, Polar Le 0 - Duergar Ch* 2* Shield
Beetle, Fire Pl 0 - Dwarf Ch* 2* Shield
Beetle, Oil Pl 0 - Efreeti, Lsr. Un 6 -
Beetle, Tiger Pl 0 - Efreeti, Gtr. Un 11 -
Berserker Le* 0 - Elemental, Air Un 7 -
Black Pudding Le 0 - Elemental, Earth Pl 0 -
Blink Dog Le 2 - Elemental, Fire Un 7 -
Boar Le 0 - Elemental, Water Un 7 -
Brigand Le 2* Shield Elephant Ch 0 -
Brownie Un 6 - Elf Ch* 0 -
Brown Mould Un 0 Helpless, Immune Ettin Ch 0 -
Buccaneer Le 0 - Eye of Terror Pl 3 -
Bugbear Le 0 - Eye of the Deep Ch 0 -
Bulette Pl 0 - Ferret, Gt. Le 2 -
Caecilia Le 0 - Fish, Gt. Bass Le 0 -
Camel Le 0 - Fish, Gt. Catf. Ch 0 -
Carcall Crawl. Le 0 - Fish, Gt. Elec. Un 0 -
Caryatid Col. Pl 0 Immune Fish, Gt. Pike Ch 0 -
Cat, Lion Un 3 - Fish, Gt. Pira. Le 0 -
Cat, Mnt. Ln. Un 3 - Fish, Gt. Rock. Le 0 -
Cat, Panther Un 5 - Fish, Gt. Stur. Pl 3 -
Cat, Sabre Le 0 - Fish, Gt. Swor. Ch 0 -
Flail Snail Pl 0 -

6
Name Armour Def Notes Name Armour Def Notes
Frog, Gt. Mut. Le 0 - Lizard, Gt. Draco Ch 0 -
Frog, Gt. Pois. Le 0 - Lizard, Gt. Flame Pl 0 -
Gargoyle Ch 0 - Lizard, Gt. Gecko Ch 0 -
Gas Spore Un 0 - Lizard, Gt. Horn. Ch. Pl 0 -
Gelatinous Cube Un 0 - Lizard, Gt. Moni. Ch 0 -
Ghast Le 4 Immune Lizard, Gt. Subt. Ch 0 -
Ghost Un 9 Immune Lizard, Gt. Tuat. Ch 0 -
Ghoul Le 0 Immune Lizard Man Ch 0 -
Giant, Cloud Ch 0 - Locathah Ch 0 -
Giant, Fire Ch* 0 - Lurker Above Ch 0 -
Giant, Frost Ch* 0 - Lycan., Devil Sw. Ch 2 -
Giant, Hill Ch 0 - Lycan., Werebear Pl 0 -
Giant, Stone Ch 0 - Lycan., Wereboar Ch 0 -
Giant, Storm Pl* 0 - Lycan., Wererat Un 2 -
Gibbering Mou. Ch 5 - Lycan., Weretiger Le 4 -
Gnoll Le* 2 - Lycan., Werewolf Le 2 -
Gnome Le* 2* Shield Malfyr Pl 0 -
Goblin Le* 0 - Manticore Le 3 -
Golem, Amber Ch 0 Immune Mantid Ch 0 -
Golem, Bone Pl 0 Immune Mantis, Giant Pl 0 -
Golem, Bronze Pl 0 Immune Mastodon Ch 0 -
Golem, Clay Ch 0 Immune Medium Un 0 -
Golem, Flesh Le 0 Immune Medusa Un 0 -
Golem, Iron Pl 0 Immune Merchant Un 0 -
Golem, Stone Pl 0 Immune Merman Le 0 -
Golem, Wood Le 0 Immune Merrow Ch 2 -
Gorgon Pl 0 - Mimic Le 0 -
Gorilla Le 2 - Mind Lasher Le 3 -
Green Slime Un 0 Helpless, Immune Minotaur Le 0 -
Grey Ooze Un 0 Immune Mule Le 0 -
Griffon Un 4 - Mummy Pl 0 Immune
Gullygug Le 2 - Mutoid Le 0 -
Hag, Black Le 7 - Mycelian Un 0 -
Hag, Sea Le 0 - Neanderthal Un 0 -
Halfling Le* 0 - Necrophidius Pl 0 Immune
Harpy Un 2 - Nightmare Pl 6 -
Hawk, Giant Le 0 - Nixie Un 2 -
Hawk, Normal Un 0 - Noble Pl* 2* Shield
Hellhound Le 2 - Nomad Le* 0 -
Herder, Large Le 0 - Normal Human Un 0 -
Herder, Med. Le 0 - Ochre Jelly Un 0 -
Herder, Sm. Le 0 - Octopus, Giant Le 0 -
Hippocampus Le 3 - Ogre Ch 0 -
Hippogriff Le 2 - Orc Le* 2* Shield
Hippo., Behemoth Pl 0 - Otyugh Pl 0 -
Hippo., Normal Ch 0 - Owl Bear Le 2 -
Hobgoblin Le* 2* Shield Pegasus Le 0 -
Homunculus Un 4 - Peryton Le 0 -
Hook Beast Pl 0 - Phoenix Ch 7 -
Horse, Draft Le 0 - Piercer Pl 0 Immune
Horse, Riding Le 0 - Pirate Le* 0 -
Horse, Wild Le 0 - Pixie Un 6 -
Hulker Pl 0 - Poltergeist Un 0 Immune
Hydra Ch 0 - Pseudo-Dragon Le 5 -
Insect Swarm Un 2 Immune Pterosaur, Pt.don Le 0 -
Invisible Stalk. Un 6 - Pterosaur, Pt.tyl Le 0 -
Jackalwere Le 4 - Purple Worm Le 0 -
Jellyfish, Gt. Un 0 Immune Rakshasa Ch 5 -
Killer Bee Un 0 - Rat, Giant Le 0 -
Kobold Un 2 - Rat, Normal Un 0 -
Krell Pl 0 - Remorhaz Pl 3 -
Lamia Le 4 - Revenant Un 0 Immune
Lamprey, Giant Ch 0 - Rhagodessa Ch 0 -
Leech, Giant Le 0 - Rhino., Normal Ch 0 -
Leprechaun Un 0 - Rhino., Wooly Ch 0 -
Leucrocotta Le 4 - Robber Fly Un 3 -
Lich Pl 0 Immune Roc, Giant Ch 5 -
Lvng. Stat., Crys. Pl 0 Immune Roc, Large Le 5 -
Lvng. Stat., Iron Pl 0 Immune Roc, Small Le 3 -
Lvng. Stat., Rock Pl 0 Immune Rock Baboon Le 0 -

7
Name Armour Def Notes Name Armour Def Notes
Roper Pl 0 - Weasel, Giant Le 0 -
Rot Grub Un 0 - Whale, Killer Le 0 -
Rust Monster Pl 0 - Whale, Narwhal Le 0 -
Sahuagin Ch 0 - Whale, Sperm Le 0 -
Salamander, Flame Pl 0 - Wight Un 4 Immune
Salamander, Frost Pl 0 - Will-o’-the’Wisp Un 9 Immune
Satyr Un 4 - Wolf, Dire Le 0 -
Scorpion, Giant Pl 0 - Wolf, Normal Le 0 -
Scorpionoid Pl 0 - Wolf, Winter Le 2 -
Seahorse, Gt. Le 0 - Wraith Un 6 Immune
Sea Serpent, Lessr. Ch 0 - Wyvern Ch 2 -
Sea Serpant, Great. Pl 0 - Xorn Pl 5 -
Shadow Un 2 - Yellow Mould Un 0 Helpless, Immune
Shambling Mound Ch 2 - Yeti Le 2 -
Shark, Bull Le 3 - Zombie Un 0 Immune
Shark, Gt. White Le 3 -
Shark, Mako Le 0 -
Shrew, Giant Le 3 -
Shrieker Le 0 -
Skeleton Un 0 Immune
Slithering Tracker Ch 0 Immune
Slug, Giant Un 0 -
Snake, Gt. Rattler Ch 0 -
Snake, Pit Viper Le 0 -
Snake, Rock Pyth. Le 0 -
Snake, Sea Le 0 -
Snake, Spit. Cob. Le 0 -
Snake Person Le 3 -
Spawn of the Worm Un 0 Immune
Spectre Un 7 Immune
Sphinx Le 7 -
Spider, Aquatic Le 2 -
Spider, Aranea Le 0 -
Spider, Black Wid. Le 0 -
Spider, Crab Le 0 -
Spider, Phase Le 0 -
Spider, Tarentella Le 2 -
Sprite Un 4 -
Squid, Giant Le 0 -
Stegosaurus Pl 0 -
Stirge Un 2 -
Strangle Weed Ch 0 Immune
Svirfneblin Ch* 0 -
Tarrasque Pl 6 -
Thoul Le 0 -
Titan Pl* 3 -
Titanothere Ch 0 -
Toad, Chameleon Le 0 -
Toad, Frost Pl 0 -
Toad, Poison. Le 0 -
Trader Le* 2* Shield
Trapper Pl 0 -
Treant Pl 0 -
Triceratops Pl 0 -
Triton Le 2 -
Troglodyte Le 2 -
Troll Le 3 -
Turtle, Sea Pl 0 -
Turtle, Snapping Pl 0 -
T-Rex Ch 2 -
Unicorn Un 7 -
Vampire Un 7 Immune
Veteran Pl* 2* Shield
Violet Fungus Le 0 Immune
Warp Beast Un 5 -
Wasp, Giant Le 3 -
Water Fiend Un 5 Immune
Water Term., Fresh Le 0 -
Water Term., Salt Ch 0 -
Water Term., Swamp Ch 0 -

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