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Generic Monster Statblocks

This table provides the core statistics for monsters of different Level. The GM can add relevant Monster Traits to flesh out the statblock. The Movement depends on the nature of the monster, usually somewhere between 1 and 3 Zones.

Level AC / DC HP d20 Bonus # Attacks Damage DPR
0 10 2 0 1 1d4 2
1 11 5 1 1 1d6 3
2 12 10 2 1 1d8 4
3 13 15 3 2 1d6 7
4 14 20 4 2 1d8 9
5 15 25 5 2 1d10 11
6 16 30 5 2 1d12 13
7 16 35 6 3 1d10 16
8 16 40 6 3 1d12 19
9 17 45 7 3 2d8 27
10 17 50 7 4 2d6 28
11 17 55 8 4 2d8 36
12 18 60 8 4 2d10 44
13 18 65 9 4 2d10 44
14 18 70 9 4 2d10+1 48
15 19 75 10 4 2d12 52
16 19 80 10 4 2d12 52
17 19 85 11 4 2d12+1 56
18 20 90 11 4 2d12+1 56
19 20 95 12 5 2d10+1 60
20 20 100 12 5 2d12 65

These statistics are balanced assuming the monster has no other mechanics. If you give a monster lots of other abilities, recognize that this will increase the "level" of threat it poses.

A monster's Attack represents them doing anything that requires a Check. They can be used for more than just dealing damage, but the damage roll provides their baseline effectiveness.

Ability Scores

Monsters usually only need a Physical Defense and a Mental Defense.

Whichever one they are better at is equal to their d20 bonus.

Whichever one they are worse at is equal to one of the following:

  • -2
  • 0
  • Half their d20 bonus
  • Their full d20 bonus

GM discretion applies. The GM may define their ability scores exactly should the rare need arise.

Silly Strong Monsters

These monsters are almost certainly too strong for most campaigns.

Level AC / DC HP d20 Bonus # Attacks Damage DPR
21 21 105 13 5 2d12 65
22 21 110 13 5 2d12+1 70
23 21 115 14 5 2d12+1 70
24 22 120 14 5 2d12+2 75
25 22 125 15 5 2d12+2 75
26 23 130 15 5 2d12+3 80
27 23 135 16 5 2d12+4 85
28 24 140 16 5 2d12+5 90
29 24 145 17 5 2d12+6 95
30 25 150 17 5 2d12+7 100