Energy: 500 Armor: 3 (0 if Hacked)
Half Actions
-Lock on: The Spazzmotank can lock its targeting system onto anyone within 100 feet of it. The target rolls a d6. If the result is a 1-4, then the target has been LOCKED ONTO. A Locked On target remains locked on until this ability affects somebody else. A Locked on Target gains Disadvantage whenever they roll Mitigation against ANY Spazzmotank attack.
-Machine Gun Strafe: The Spazzmotank unloads its rapid fire machine gun right into a target’s face. This attack ignores all armor. Attack (3d6/Difficulty 4) Damage Value (4). This attack can be used d3 times as a Full Action. If this attack deals damage at all, the Spazzmotank earns one Artillery Point.
-Mace Mash: This close combat attack can target anyone within 20 feet of the Spazzmotank. A pair of spiked maces ruthlessly thump the area around a Spazzmotank, lumping up anyone in the way. Attack (4d6/Difficulty 3) Damage Value (3). This attack can be used d3 times as a Full Action. If this attack deals damage at all, the Spazzmotank earns one Artillery Point.
-Ram: the Spazzmotank rushes forth and steamrolls any targets directly in front of it, impaling foes with its rusted grill spikes. Attack (5d6/Difficulty 3) Damage Value (5). If this attack deals damage at all, the Spazzmotank earns one Artillery Point. Once used, this ability can only be attempted again in 2d3 turns.
Full Actions
-Super Sonic Drill: The massive Sonic Cannon mounted on a Spazzmotank can shoot crushing sonic energy in a straight line ahead of it, dealing 50 damage to anyone caught in its beam. All affected targets can roll an Agility (Athletics) to get out of the way, with each Star rolled reducing the damage by 5. This attack ignores all armor. This attack may only be used by spending 3 Artillery Points.
-Missile Barrage: A flurry of missiles launch out and spam all targets within 50 feet of the Spazzmotank. This attack deals 25 damage. All affected targets can roll an Agility (Athletics) to get out of the way, with each Star rolled reducing the damage by 5. Once used, this ability cannot be activated again for 2d3 rounds. This attack may only be used by spending 3 Artillery Points.
Special Abilities
-Chainsaws: Anyone who ends their turn within 5 feet of a Spazzmotank takes 15 damage as a set of rusty chainsaws hack and saw at anything that gets near. Targets can roll an Agility (Athletics) to mitigate this damage by 5 for each Star they roll. If this attack deals damage, the Spazzmotank gains one Artillery Point.
-Unique Loot: In addition to any Loot rolled below, defeated a Spazzmotank will leave its Creatonium Regulator Matrix behind as valuable loot. This exceedingly powerful contraption must surely have some very potent use…
-Vulnerability (Delicate Wiring): Anyone who takes a Half Action to focus on attacking exposed wires of a hacked Spazzmotank gain Advantage on their next attack roll. Furthermore, each 6 on a roll counts as 3 Stars instead of 2, but ONLY when attacking the Vulnerable area. Lastly, any attacks that Earn 5+ Stars also deal an extra 50 damage, causing an explosion.
Loot
1: Nothing
2: Several gallons of used, yet colorful motor oil (Worthless)
3: Moderately Valuable Scrap (worth 2d3 x 100 Gold)
4: Valuable Scrap (Total value 1,000 Gold)
5: Special Monster Part (Overclocked Little Helper Brain)
6: All Loot from this Chart
A malevolent mash-up of elemental creature and ghost, a Voltergeist is a mischievous technological spirit that haunts high-end technological devices. Bane to the ingenious Little Helper inventors of Mistletopia Village, Voltergeist’s frequently haunt the contraptions and devices that the little pink Elves so enthusiastically innovate.
Energy: 70 Armor: 0
Half Actions
-Zap: The Voltergeist touches a foe and sizzles them with its staticky grip. Attack (3d6/Difficulty 4) Damage Value (3). This attack ignores all armor. Each time this attack deals damage, the Voltergeist gains 1 point of Spark. When the Voltergeist has collected 3 points of Spark, it may unleash a Chain Lightning attack on its next turn. By taking a Full Action, the Voltergeist can use this attack twice.
Full Actions
-Chain Lightning: In one sudden rush of unstable power, a Voltergeist unleashes a bolt of arcing energy that sears through multiple foes. This attack can target anyone within 50 feet of the Voltergeist. The first target takes 30 damage, but can roll an Agility (Athletics) test to reduce this damage by 5 per Star rolled. The second target takes 20 damage and gets the same chance to mitigate the damage. The third target takes 10 damage, and can roll to mitigate the damage.
Special Abilities
-Undead: These strange beings are considered Undead, and any Powers of attacks that affect Undead also affect this beast.
-Incorporeal: The Voltergeist is highly resistant to most forms of physical damage. Whenever the Voltergeist takes damage from a physical attack, roll a d6. On a result of 5 or 6, the Voltergeist takes no damage from the attack.
-Vulnerability (Darkness): The Voltergeist is a creature of light, and absolutely hates darkness of any kind. Any darkness or shadow based attack made against it gains Advantage, and deals an extra +d6 damage.
Loot
1-6: Nothing. Dhood, it’s made out of energy…IZRO is a disgraced former member of the town guard of Silverleer who was booted from his position after being discovered taking bribes and being on the payroll of the now-defunct criminal band known as SMOOT'S LOOTERS. After shamefully losing his job, he's taken up whatever mercenary work he can muster. As of late, however, his employment prospects are looking up.
LUDWIG is a very large cook in a very small kitchen. He's downright deadly with a baby bottle (quite literally) and a wiz with a spatula. Should you find yourself pulling up a stool at the Haughty Hooligan, might I suggest his world-famous Pretzel & Sausage Platter.
Oh, what a heartbreaker! Tentacloids are amorous, Starfish-like sea creatures that simply adore being adored, using their strange powers to manipulate the minds of any males they might come across. Always searching for more and more paramours, Tentacloids are relentless romantics with a jealous streak about several leagues long.
Energy: 50 Armor: 0
HALF ACTIONS
-Charming Wink: This is not an attack and can be used two times per round as a Full Action. The Tentacloid gives a coy wink that forces any Male character within line of sight to immediately roll a Smarts (Willpower) test. The number of Stars determines what happens:
0 Stars: The target will take no action on their turn and becomes Smitten until the start of their next turn.
1 Star: The target can only take a half action on their turn.
2 Stars: The target resists the seduction and may act normally.
3+ Stars: As 2 Stars, and the player gains immunity to further uses of this ability.
-Affectionate Caress: This ability can only affect a Smitten character. The Tentacloid lovingly wraps its tentacles around a target’s face, sucking out resistance and making the victim her new Paramore. A Paramore spends its actions fiercely defending the Tentacloid at all costs, attacking anyone who threatens it. The target gets a Smarts (Willpower) roll to resist this ability.
FULL ACTIONS
-Stretchy Slap: By taking a Full Action, the Tentacloid uses its tendrils to ruthlessly slap at foes. The tentacles can take three attacks in this fashion. These tentacles are exceedingly stretchy and can attack anything within 30 feet of the Tentacloid. Against Males, this is an Attack (3d6/Difficulty 4) Damage Value (3) strike. Against females, this is an Attack (5d6/Difficulty 3) Damage Value (5) strike.
SPECIAL ABILITIES
-Jealousy: Tentacloids hate all rivals for their affection, and will attack any other female on sight, using their Stretchy Slap ability to ruthlessly beat down any females they encounter.
Loot
1: Nothing
2: d6Monster Blood
3: d6 Monster Leather
4: d6 x 200 Gold worth of snazzy jewelry (gifts from admirers)
5: Special Monster Loot (Impossibly Thick Eyelash)
6: All Loot on this chart.
Energy: 200 Armor: 3 (Sturdy Muscle)
HALF ACTIONS
-Rock Hurl: The main attack of this beefy brute is done by ripping out chunks of rock and hurling them at its foes. This can target anyone within 50 feet of the Swoll Mole. Attack (3d6/Difficulty 4) Damage Value (4). The Swoll Mole can make two of these attacks by taking a Full Action.
FULL ACTIONS
-Ground Batter: The Swoll Mole can smash its mighty fists into the ground and cause jagged spears of rock to impale all enemies within a 25 foot radius of it. This attack deals 25 damage, and all in its radius make an Agility (Athletics) roll to get the heck out of the way. Each Star made on this roll reduces the damage of this attack by 5. Once used, this attack may not be used again for d6 rounds.
-Crystal Cruncher: The Swoll Mole gets a rush of adrenaline from eating the large crystals that frequent its underground lair. By taking a Full Action, the Swoll Mole can bite into some nearby crystal, gaining Advantage on all attacks their next turn, as well as healing themselves of d3 x 5 damage.
SPECIAL ABILITIES
-Vulnerability (Crystal Catastrophe): The source of a Swoll Mole’s strength is its crystal diet, and anyone who destroys a crystal near the Swoll Mole immediately damages it as well for DOUBLE this amount. The Swoll Mole’s armor does NOT protect at all against this damage.
Loot
1: Nothing
2: d6 Monster Blood
3: d6 Monster Meat
4: d6 Monster Leather
5: Special Monster Loot (Bulging Bicep)
6: All Loot from this chart
Energy: 20 Armor: 0
HALF ACTIONS
-Ankle Biter: These little menaces just love the taste of ankles, and always chomp there first! Attack (Special/Difficulty 5) Damage Value (Special). The number of die rolled on this attack AND its Damage value equal the number of Chombus’ that remain in the group (maximum 5).
-Kicking up Dust: Chombus begin their attack by trying to blind their foes temporarily by kicking up soot and ashen dust into their eyes. This can target anyone within 10 feet of them. This is not considered an attack. When targeted, a victim rolls a d6. On a result of 1 or 2, the target is blinded for its next turn. All attacks against a blinded character gain Advantage, and all attacks made by a blind character gain Disadvantage. Once used, this ability cannot be attempted again for d6 turns.
SPECIAL ABILITIES
-Mob Rules: This creature is never encountered alone, and are only encountered of groups between 3 to 5.
-Ambush Predators: Chombu hide beneath mounds of ash and soot and burst forth when prey are near. When rolling initiative, A result of 1-4 means that the Chombu go first, and a result of 5 to 6 means the Players go first.
-Special Loot (Good Eatin’): Every time a Chombus is killed, it also drops 1 Monster Meat in addition to whatever else was rolled.
Loot
1: Nothing
2: d6 Monster Blood
3: d6 Monster Meat
4: d6 Monster Fur
5: Special Monster Loot (Black Chombus Lung)
6: All Loot from this chartA malevolent nature spirit of rot and entropy, the Lord of Autumn is a vile creature that spreads blight and infestation to any lush woodland in its proximity. When anchored to physical form, the Lord appears as a seven foot tall bipedal deer-creature with razor sharp claws and a skull-face that is entirely peeled of flesh. You know, no biggie…
Energy: 115 Armor: 0
HALF ACTIONS
-Festering Gaze: The Lord of Autumn can summon a swarm of stinging, biting insects to harry their foes. This can target anyone within 50 feet of the Lord of Autumn that it can see. This attack deals 15 damage, and each Star the target rolls on an Agility (Athletics) roll reduces this damage by 5.
FULL ACTIONS
-Talon Frenzy: The willowy arms of a Lord of Autumn can make d3 attacks with its lengthy, curved talons each round by taking a Full Action. Attack (4d6/Difficulty 4) Damage Value (4). This attack ignores all armor.
SPECIAL ABILITIES
-Stench of Rot: As the very essence of infestation and decay, a Lord of Autumn absolutely stinks of raw, undiluted entropy. Upon first encountering one of these otherworldly beings, all who can smell this putrid beast must succeed on a Vigor (Willpower) test or spend the next d3 rounds hurling absolute chunks in pretty much all directions.
LOOT
1: Nothing
2: d6 Monster Blood
3: d6 Monster Meat
4: d6 Monster Fur
5: Special Monster Part (Blood red Antlers)
6: All Loot from this chart
These chittering creepos live deep underground in their complex maze-warrens and have a particular distaste for anyone who happens to practice the magical arts. Legend has it that the first Hive Mother of the Grunzel Mites was once a beautiful princess who was turned into a bug by a jealous Wizard, and since then, a hatred for all magic users has been passed down the Queen’s creepy, crawly ancestral line.
Energy: 20 Armor: 1
HALF ACTIONS
-Pincer Pinch: Ouch! Those things are sharp! Grunzel Mites prefer this no-nonsense, up close and personal method of dealing with interlopers. Attack (3d6/Difficulty 5) Damage Value (2).
FULL ACTIONS
-Gore: The Grunzel Mite charges forth with its thin, pointy horn and tries to gore its foe. Attack (3d6/Difficulty 4) Damage Value (3). If this attack deals 3+ Stars of damage, the target must roll a d6. If they roll a 5 or a 6, they are impaled. An Impaled character takes an extra d6 damage immediately, and must make a Vigor (Athletics) roll to pry the Grunzel Mite away from it. When making a Pincer Pinch attack against a Gored target, the difficulty of the attack drops to 3. Once used, this attack may not be attempted again for d6 rounds.
-Curious Sting: The sting of a Grunzel Mite covers the victim in a sticky, ember-like prison that can immobilize them in place. Attack (3d6/Difficulty 4) Damage Value (4). Someone that takes damage from this attack must roll a Vigor (Athletics) test and score at least as many Stars as the attack rolled. Failure encases the target in a cocoon of crystalized honey for d3 turns. During this time, the victim cannot act. Once used, this attack may not be attempted again for d6 rounds.
SPECIAL ABILITIES
-Magic Munchers: Grunzel Mites despise Magic Users of any stripe, and gain Advantage on all attack rolls made against anyone with the Mysterious Blood Edge.
-Vengeful End: As this hideous critter takes damage, its bulbous rear grows and swells. When they are slain, this appendage violently explodes, damaging anyone within 15 feet of the Mite. This deals 10 damage to anyone in the blast radius, who must make an Agility (Athletics) test to mitigate the effects, with each Star reducing this damage by 5.
Loot
None (Grunzel Mites explode upon being reduced to 0 Energy, silly)
A gruesome creature that is composed of the absolute essence of madness, Kravspawn are difficult to predict and carry the infection of insanity with their very presence, with their closeness bringing with it frantic whispers that can delude and distract.
Energy: 110 Armor: 1
HALF ACTIONS
-Smog Belch: This creature can burp forth a thick cloud of black and sooty smog that makes it difficult to target for d6 rounds. During this time, all attacks against the Kravspawn gain disadvantage. Kravspawn may use this ability once per encounter.
-Head-Butt: The Kravspawn charges a target and smashes its spiked head against soft meat and brittle bone. Attack (4d6/Difficulty 4) Damage Value (4). If this attack scores 3+ Stars, the target must roll a Vigor/Agility (Athletics) and score at least as many Stars as the attack gained. Failure indicates that the target is knocked Prone.
FULL ACTIONS
-Searing Spittle Spew: Belching forth a line of ROILING HOT MAGMA, this gruesome critter can sure singe the pants off you! This attack targets all enemies within 25 feet of the Kravspawn. Targets in the blast radius must roll an Agility (Athletics) to get the heck out of the way, with failure dealing d6 x5 damage. Once used, this attack cannot be attempted again for d6 turns.
SPECIAL ABILITIES
-Hot Stuff: As you probably might expect, Kravspawn are immune to damage from heat and fire. In fact, they like it a little sunny out.
-Molten Madness: As creatures forged of pure insanity, simply being near one of these grotesque beasts is enough to drive someone mental. Anyone who ends their turn within 5 feet of a Kravspawn must roll a Smarts (Willpower) test. The number of Stars gained on this roll determine the effect as stated below:
-Botch: The target gains a permanent mental malady that is best left to the GMs fiendish discretion.
-No Stars: The target rolls a d6. On a result of 1-3, the victim attacks their nearest ally (With advantage). On a result of 4-6, the victim spends their turn muttering gibberish and hallucinating.
-1 Star: The victim is harried by whispering voices and can only take a Full Action.
-2+ Stars: The victim may act normally.
Loot
Special (The Sacrifice of Madness figurine)
Energy: 50 Armor: 0
Half Actions
-Pixie Dust: Once per turn, as long as Smoot did not take damage on his last turn, he can use a pinch of magic pixie dust to teleport anywhere within 25 feet of his current location as long as he can physically see where he will end up. This does not count as an attack.
-Knifeplay: A Master at knives, Smoot carves up his opponent real good with his Lucky knife. Attack (4d6/Difficulty 4) Damage Value (4). If this Half Action is used after Smoot uses his Pixie Dust, then this attack gains Advantage.
Full Actions
-Cheap Shot: Smoot kicks a male character in the nards real, real hard with this dreadful attack. Attack (2d6/Difficulty 3) Damage Value 5. If this attack deals 3+ Stars of damage, the target is immediately knocked prone for one full turn. Attacks on a Prone character gain advantage. Once used, this attack cannot be attempted again for d6 turns.
Special Abilities
-Dodge: Every time Smoot is targeted by an attack, roll a d6. On a result of a 6, Smoot may attempt to dodge that attack, rolling 4d6 at difficulty 4. Each Star he earns reduces the amount of Stars on the attack made against him. If this reduces the Stars of an attacker to 0, then the attack deals no damage. If this ability does not trigger three turns in a row, then Smoot loses access to this ability.
Loot
-Contraband: d6 x 100 gold in filthy, stolen goods
-Smoot’s Lucky Pixie Sticker (Normal Dagger with intricate Lepkin designs on the blade. The damage value of this dagger is equal to your CURRENT amount of Luck Points [minimum 2])
-Bag of Pixie Dust (d3 uses remaining)
Cruel and bloodthirsty, Shriekfeathers are seven foot tall harpy-like creatures with bad singing voices and worse intentions. They build their nests in the most inconvenient places and are not the most hospitable neighbors. Wicked and callous, a Shriekfeather pecks first and asks questions later.
Energy: 90 Armor: 0
Half Actions
-Talon: Do the chickens have large talons? Yes. They do. Attack (3d6/Difficulty 4) Damage Value (3). This attack ignores Armor Ratings of 1.
Full Actions
-Egg Launcher: This angry bird can launch an egg projectile from her nether regions at anyone within 50 feet of her, which explodes upon impact, sending shards of eggshell shrapnel in all directions. Anyone targeted by this attack must roll an Agility (Athletics) roll to get the heck out of the way. Failure deals d6 x 5 damage to the target, and half this number (round down) to all allies within 15 feet of the target. Success on this roll means the attack misses harmlessly. Once used, this attack cannot be attempted again for d6 rounds.
-Divebomb: A Shriekfeather can swoop down and deliver a deadly combination of Talon lashes, raining down her hatred and fury upon her enemies. When used, roll a normal Talon attack (See Half Actions). If this attack deals damage, the Shriekfeather can IMMEDIATELY make another Talon attack on the same or another target at a Damage Value of 4 instead of 3. If the SECOND attack deals damage, the Shriekfeather can immediately make a THIRD Talon attack on the same or different target at a Damage Value of 5 instead of 4. If ALL THREE of these attacks deal damage, the Shriekfeather immediately regains d6 x 5 Energy. Once this attack is used, it cannot be used again for d6 rounds.
Special Abilities
-Flight: Shriekfeathers can fly. It’s a bird thing.
-Hateful Screed: They don’t call ‘em Shriekfeathers for no reason. By taking a Full Action, a Shriekfeather can emit a painfully loud avian screech. All targets within earshot must make a Vigor or Smarts (Willpower) test to resist. Failure immediately strips the target of a point of Luck. Those who have no Luck left lose 1 EXPERIENCE POINT at the end of the adventure instead. If anyone hearing the sound is far away, they gain Advantage on this roll. If they are within normal range of the sound, the roll is made normally. If they are within close range of the sound, they gain Disadvantage. A Shriekfeather will ALWAYS use this Special Ability as their first attack in combat. Once used, roll a d6. On a result of 6, the Shriekfeather may then immediately take a Half Action.
Loot
1: Nothing
2: d6 Monster Blood
3: d6 Monster Meat
4: d6 Monster Feathers
5: Special Monster Part (Frazzled Vocal Chords)
6: All Loot from this chart


















































