7. Bestiary

Antagonists are presented as follows: their name and level, a short description, traits or technical peculiarities, and actions (marked with ) they can take on their Turn. If an action can be avoided or stopped with an attribute test, the attribute is written in brackets next to the action’s name. The number listed after is the damage if the test is failed.

The GM is free to improvise actions as needed. A disarmed peasant can punch (if angry enough), a first born soldier can attempt to trip or shove a character when fighting on a narrow bridge, a giant boar can gore if it doesn’t have enough room to charge, etc. The damage should fit with the other actions presented. Enemies get one action and one move each turn. They can’t use the same action twice.

7.1. NPC Stats on the Fly

The following table tells the GM how much damage an average NPC of a specific level should be able to take (HP column) and dish out (damage column).

Level HP Damage
1 5 4
2 10 5
3 15 6
4 20 7
5 25 8
6 30 9
7 35 10
8 40 11
9 45 12
10 50 13

7.1.1. Armoured Opponents

To avoid unnecessary arithmetics, simply add a few HP: 2 (light armour), 3 (medium armour) or 4 (Full plate or equivalent).

7.1.2. Vulnerability & Resistance

A vulnerability means attackers get Advantage on their damage roll while resistance means they get Disadvantage on damage. Popular choices include fire, frost, lightning, Chaotic or Lawful attackers, etc.

7.1.3. Enemy Morale

Aside from the most die-hard fanatics, human antagonists will surrender or flee if they have less than 3 HP left or if they lose half of their forces. Same goes if the characters use runic weapons, magic, demons, or spirits against unsuspecting foes (and this may affect the characters’ reputation as well).

7.2. Monsters List

ABERRATION [LVL 8]
These horrors were created by the scientists and sorcerers of ancient civilisations. Designed for wars lost long ago, they still roam the world in search of prey – or maybe it is peace?
- Terrifying: Characters seeing the aberration for the first time must roll Doom
Acid spit (DEX): Destroys a point of armour or inflicts 10 damage to an unarmoured opponent
Grab and squeeze (DEX): Suffer 5 damage each Turn until free (STR test)

ANGRY PEASANT [LVL 1]
You don’t know when you’re going to end up on the wrong end of a pitchfork held by a fearful farmer. Once at 0 HP, assume the mob flees.
Pitchfork (DEX or STR): 3
Torch (DEX): Ud4 ongoing damage

BLIND HUNTERS
Children are taken (or bought) by vicious cult members who remove their eyes and pump them full of drugs for years, training them to become the ultimate hunters. Blind hunters will always find you.
Vulnerability: sound-based attacks

- SNIFFER [LVL 3]
The sniffer’s role is to distract you while the killer does the dirty work.
Distract (WIS): target suffers
Disadvantage during its next Turn
Two short-swords (DEX or STR): 6
Flee: Moves twice this turn

- KILLER [LVL 4]
As the name implies, this individual has one very specific goal in mind that doesn’t leave much space for negotiations.
True arrow (DEX): 8, ignores armour
Poisoned blades (DEX or STR): 6 + Ud4 ongoing damage
Flee: Moves twice this turn

DEMONS
Demons range from minor servants tempting mortals to the dukes and queens of Hellworlds. They all have unique abilities linked to their types (see p. 34), inclinations, and demesnes.

- INCORPOREAL DEMONS [LVL 3 to 6]
When a demon escapes its summoner’s control, it wanders the world looking for victims until recalled by its masters or summoned again.
Temptation (WIS): use an ability from p. 35
Possess (WIS): take control of a human body until a WIS test is successful (causes 5 damage when leaving) Corrupt flesh (CON): 6 to 9

- INCARNATED DEMONS [LVL 7 to 10]
Very rarely, a demon can possess the body of a powerful creature or particularly suitable person, making it a formidable killing machine and potent user of magic. Soon though, the body will break under the stress. A demon can also be encountered in its physical form when one visits a plane of Chaos.
Talons, teeth, etc (DEX or STR): 10 to 15
Infernal weapon (DEX or STR): 5 to 10. If hit, INT test needed or become enslaved to the demon’s will until the roll is successful At least one magical attack (DEX): affects all non-demons Nearby for damage according to level. Think firestorm, rain of rusty nails, swarm of flying worms, etc.

EATERS OF THE DEAD
Some remote tribes think they gain power by eating people’s flesh. Their shamans tend to prove this is true, which is a bit disturbing.

- VULTURE [LVL 2]
For this warrior you’re not a person, you’re a meal.
Crude weapon (DEX or STR): 6
Just a scratch: once per fight the Vulture halves the damage (round down) taken this Turn

- SHAMAN [LVL 4]
The spiritual leader of the tribe but not always the smartest one. Shamans are fanatics.
Evil eye: a target suffers Disadvantage during its next Turn
Puny knife (DEX or STR): 3
Insect swarm (WIS): ongoing damage

- CHIEF [LVL 4]
For the tribe’s leader, the survival of the community takes precedence over everything else, including the shaman’s authority.
Crush (DEX or STR): 7
Blade fodder: summons d4 Vultures that show up in d4 Turns
Fury (DEX or STR): once per fight, attack everyone Close

FIRST BORN
At the time humans crawled out of their caves, the First Born (as they call themselves) were ruling the world. Most of their technology is based on the use and control of insects.

- FIRST BORN SOLDIER [LVL 3 ]
Disciplined and well-trained, most First Born soldiers wait for the day they will conquer the world again.
Electric lance (DEX or STR): ranged, 7
Katana (DEX or STR): 7

- FIRST BORN INSECT MASTER [LVL 2]
The insect masters take care of everything in the last cities of the First Born, from medical treatment to waste management, using a wide variety of bugs of all sizes.
Healing swarm (DEX): restores d6 HP to all Nearby First Born
Giant wasp (DEX): 5
Tracker (WIS): a tiny bug allows the insect master to find you as long as you’re within 10 kilometres

- FIRST BORN LORD [LVL 5]
The lords and ladies of the First Born are a divided lot. Three factions are currently at odds: those who wish to remain hidden, those who want to join the outside world, and finally those who ache to rule the world again.
Katana death dance (DEX or STR): 8, attacks all Nearby characters
Insect juice: once per fight, the lord recovers d6 HP
Web bomb (DEX): a target is stuck until it succeeds at a STR test

DESICCATED DRAGON [LVL 10]
Scholars believe dragons are a thing of the past, but incredibly old ones can still be found. They do not care for riches, honour, or flattery. Dragons who have been alive for these many millenia are only interested in complex mind games.Dimwits and bores are quickly turned to ashes.
Gas (DEX): 14 + ongoing damage
Wings flap (DEX): fall on your ass, no move next turn
Suggestion (WIS): attack a Close ally
Resistance: mundane weapons

GHOST LEGIONNAIRES
Ancient wars have left many souls hungry for revenge or atonement. Soldiers who died in an ambush before they could prove their worth, entire legions obliterated in a pointless battle. In some cases, whole armies can sometimes be encountered (or summoned!).
Resistance: Ghost Legionnaires are incorporeal. Attacks ignore armour; Ghost Legionnaires are also immune to mundane damage. They can only be harmed in the moonlight. The GM may come up with variants: for example weapons bathed in blood, or tied to the souls of ghost legion victims.

- AQUILIFER [LVL 2]
The standard-bearer of the legionnaires. The Legion’s standard-bearer, the aquilifer is usually heavily defended by the troops.
Summon ghosts: d4 Legionnaires appear in d4 Turns
Gladius (DEX or STR): 6
Deafening scream (CON): roll Doom

- CENTURION [LVL 4]
Perhaps the angriest of the ghosts, centurions were denied fortune and glory when they were alive.
- Tactician: While Legionnaires are Nearby, they inflict 1 damage even if the target parries or dodges successfully Charge! One Legionnaire moves twice and attack during its Turn
Battle axe (DEX or STR): 7

- LEGIONNAIRE [LVL 2]
The ghostly existence of a Legionnaire is sustained by resentment and hate, but if you can offer them glory and a worthy cause at last...
Pilum (STR or DEX): 6
Shield push (DEX or STR): fall prone, no move next Turn

GIANT BEASTS
Mundane animals can sometimes be possessed by angry spirits or devious demons that grant them enormous power. They may also be created by sorcerers or spontaneously appear as a reaction to intense (or magical) pain and fear.

- GIANT BEAR [LVL 4]
The raw power of bears makes them a regular choice for a sorcerer seeking to kill a specific individual.
Hug (DEX): 7 every round until a successful DEX roll is made
Maul (DEX or STR): 7

- GIANT BOAR [LVL 5]
The summoning of a giant boar can only have one purpose: total destruction. Spirits use them to destroy settlements encroaching on their territory. Sorcerers create them to wreak havoc on their enemies, and demons possess them to have some gory fun.
- Relentless: When at 0 hit points, it comes back with 1 HP on a roll of 5-6 on a d6
No refuge: Breaks down any door, wall, or barricade in d4 Turns
Charge (DEX): 8

- GIANT CROCODILE [LVL 5]
Crocodiles are sometimes possessed by the souls of a long disappeared species. They seek to protect the ruins of their civilisation, unaware that their world is long gone.
- Lightning fast: Move twice before a bite
Bite (STR or DEX): 8

- GIANT SCORPION [LVL 4]
These creatures are generally guarding a place or object. They will fight to the death to prevent intruders and thieves from trespassing.
Pincer (DEX): 7 damage every Turn for 1d6 Turns (poison)
Sting (DEX): 5 + Ud4 ongoing damage (poison)

- GIANT SERPENT [LVL 4]
Great sovereigns once used these foul creatures as pets, feeding them with those who dared to oppose their authority. Giant serpents have lost most of their masters but not their appetite.
Hypnotise (WIS): You cannot attack the serpent directly
Grab (DEX): no damage, but you are in its mouth
Swallow (STR): 6 every Turn after a Grab

- GIANT SHARK [LVL 5]
Giant sharks generally appear when their habitat is threatened.
- Lightning fast: Move twice before a Jaws attack
Jaws (DEX or STR): 6 (a target reaching 0 hit points is immediately devoured)

- GIANT SPIDER [LVL 3]
Giant spiders often have specific objectives: find an object or a person and bring it back to its master. They usually avoid fights, seeking to accomplish their mission.
Venomous bite (DEX): 3 + Ud6 ongoing damage
Web (DEX): The target is paralysed for d4 Turns

- GIANT WOLF [LVL 5]
Giant wolves are used by spirits to protect remote places that serve as portals to the spirit world.
Bite (STR or DEX): 8
Pounce (STR or DEX): Fall on your ass, no move next turn
Howling (WIS): roll Doom

GOLEMS
Created by sorcerers or communities as guardians. Many a ruin is still guarded by these silent warriors.

- BLADE GOLEM [LVL 5]
Made from blades found on a battlefield, held together by blood and hate. They do not stop until the enemy is chopped to bits.
Slice and dice (DEX or STR): 9
Absorb weapon (STR): Lose weapon in hand and the golem gets 1 HP back
Resistance: bladed weapons

- FLESH GOLEM [LVL 3]
A hodgepodge of rotting body parts, the stench of the flesh golem is enough to make a goat puke.
Gas (CON): The target suffers Disadvantage during its next Turn
Bursting ganglion (DEX): You are covered in pus and gore. Roll Doom
Punch (DEX or STR): 6

- HOUSE GOLEM [LVL 7]
These golems were made of house and watchtower parts.
Standing 20 meters tall they leave nothing of trespassers but a greasy mark on their stone hands.
Stomp (DEX): 10
Throw debris (DEX) ranged: 8
Regenerate: recovers d6 HP using debris around it Vulnerability: fire

HOLLOW MONKS
When pushed too far, mortification of the flesh can destroy the mind of the faithful, leaving them open to things from beyond... These creatures have organised themselves as a religious order, always seeking new recruits.

- NOVICE [LVL 2]
Mostly lower beings used as cannon fodder by their elders. - Relentless: When at 0 hit points, comes back with 1 HP on a roll of 5-6 on a d6
Rusty daggers (DEX or STR): 5
Sacrifice (DEX): The Novice explodes, causing 10 damage to anyone Close

- ABBOT [LVL 4]
The Abbot usually rules over a monastery and is the most likely to fight the characters.
Go there! A monk under the abbot’s command can move twice and attack during its Turn
Mace (DEX or STR): 6
Get up! A monk recovers d6 hit points

- ARCHIMANDRITE [LVL 6]
This piece of work reigns over multiple monasteries and intends to create even more.
Army of flesh: Any monk Close to the Archimandrite falling to 0 hit points gets back up with 1 HP if the GM rolls 5 or 6 on a d6
Meat shields: Damage meant for the Archimandrite hurts another Close monk
Chain whip (DEX or STR): 9

LIVING STATUES
Unlike golems, living statues are almost never created by a sorcerer. They are receptacles for spirits, demons, or beings from another dimension.
Resistance: Bladed weapons and arrow

- ANGEL [LVL 6]
The angels are beings from another dimension that enter the world each time a work of art is destroyed. They seek those responsible to turn them into works of art (though very twisted ones, using the victim’s blood, skin and viscera as raw material).
Strangle (DEX): 9 every Turn until one of the angel’s arms is broken (inflict 10 damage with one attack or bring the angel down to 0 HP)
Wings of stone: Angels use their wings to protect themselves, Disadvantage on attack rolls for the Turn

- ANIMAL [LVL 3 to 6]
Animal statues are sometimes possessed by the spirit of a slain beast. This statue seeks revenge against the hunters who killed it and will not stop until at least one of them dies.
Natural weapon (DEX or STR): 6 to 9
Trample (DEX): 6 to 9

- HERO [LVL 7]
Infusing a hero’s statue with magic is a long and costly process, making them very rare. Some have killed their creators and now explore the world, desperately trying to find a way to become human.
Heroic weapon (DEX or STR): 10

MERCENARIES
Killing, maiming, and looting turned out to be legitimate activities at the end of the world.

- ARCHER [LVL 2]
As the name implies, they’d rather pick you out from a distance.
Shoot (DEX): 5
Fleet-footed: Moves twice this turn
Knife attack (DEX or STR): 3

- HIRED BLADE [LVL 3]
Mercenaries won’t fight to the death, no matter the pay.
Claymore (STR): 6
Warband (DEX or STR): If other mercenaries are present, take Ud4 ongoing damage

- CAPTAIN [LVL 5]
Part soldier, part businessman, the captain is open to negotiations as long as the money flows.
- Commander: While mercenaries are Nearby, they inflict 1 damage even if the target parries or dodges successfully
Sword slash (DEX or STR): 7
Healing balm: The captain recovers d6 hit points

PRIMORDIALS
Creatures born when the world was young can still be found in the margins of adventurers’ maps.

- ARACHKNIFE [LVL 3]
Chitin covered abominations stalking on eight bladed legs.
The arachknives flee as soon as one of them is killed.
Grab (DEX): The arachknife immobilises you until you make a STR test, letting the others damage you automatically
Bite (DEX): 5
Claws (DEX or STR): 6

- CRIMSON MAW [LVL 6]
The ultimate apex predator will wreak havoc on any group of adventurers. This 10-foot tall eyeless mountain of flesh only a circular maw full of razor-sharp teeth. Its leathery skin is covered in bioluminescent circular patterns that hypnotise its prey. Characters should have the opportunity to see the beast coming for them as it’s not particularly sneaky.
Hypnotise (WIS): Anyone looking at the Maw cannot move
Stomp (DEX): 9
Devour (DEX): The Maw eats you alive, take 6 damage each turn

QUEEN OF THE DEAD [LVL 7]
A sorceress that made a pact with Death itself, but immortality was just the beginning though. Which power will the dead choose to serve: Chaos, Law, or Balance?
Frightening presence (once per fight): Everyone seeing the Queen must roll Doom
Gut-wrenching scream (WIS): roll Doom
Scythe (DEX or STR): 10
Resistance: Bladed weapons and arrows

SERPENT PEOPLE
Claiming to be the first civilisation that sculpted the world out of Chaos, the serpent people are Law’s oldest servants. Most of them wait for the end in of the world in hibernation. A few remain behind, ready to fight to their last breath.

- GUARDIAN [LVL 3]
These fierce warriors are Law’s most dedicated forces. They will fight to the death against anything or anyone they perceive as an agent of Chaos.
Katana (DEX or STR) 6
Poisonous spit (DEX): Blinded for d4 Turns

- INQUISITOR [LVL 4]
Tasked with finding the agents of Chaos, Inquisitors are gifted with psychic powers to track the enemies of Order.
Mind probe (WIS): A successful mind probe tells the Inquisitor which power the target serves
Fire whip (DEX): 7. The inquisitor lashes with a tongue of flame appearing in their hand

SKELETONS
Undead that “survive” long enough lose their flesh, sinews, and tendons. All that is left is bone and cunning forged through years of combat.

- GIANT SKELETON [LVL 7]
The last vestige of an extinct species, giant skeletons stand 3 metres tall, their bones carved with incantations in a defunct language.
Battle axe sweep (DEX or STR): 8 to all Nearby enemies
Kick (DEX): 6 and end up prone Nearby
Hurled rock (DEX): 7

- SKELETON WARRIOR [LVL 3]
These ancient soldiers might still recognize a symbol of their kingdom or tribe, which may stop their attacks.
- Relentless: Once at 0 HP, comes back with 1 HP on a roll of 5-6 on a d6
Scimitar (DEX or STR): 6
Bag of bones (STR): Your weapon is stuck in the skeleton until you succeed at a STR test

SORCERERS
The pursuit of forbidden knowledge always comes with a heavy price. Paying that price means you have no qualms about hurting or killing other living beings to reach your goals.

- NECROMANCER [LVL 6]
Masters of the dead usually seek to gain enough power to rule over the Queen of the dead. None have succeeded thus far.
Skeleton crew: Summons d6 skeleton warriors. They turn to dust after 10 minutes
Poisoned blade (DEX or STR): 5 + Ud6 ongoing damage
Teleport: When things get too dangerous, the Necromancer teleports up to Far away

- SHADOW KNIGHT [LVL 7]
Steel and sorcery make for a very potent foe. Many adventurers won’t survive a fight against a shadow knight.
Shadow blade (DEX or STR): 10, ignores armour
Shadow tendrils (DEX): Disarms a Close attacker
Lightning (DEX), ranged: 5, ignores armour.

- FAILED CONJURER [LVL 1 to 3]
Studying magic is never a cakewalk. Most of those who persist often end up old, poor, and bitter in a lonely and draughty tower. The most determined sometimes sell their meagre powers to a band of ruffians or mercenaries at their own peril.
Flea you fools!* You’re covered in fleas and suffer a Disadvantage on your rolls for d4 rounds
Vicious stab (DEX): 4 to 6 + Ud4 ongoing damage (poison)


7.3. What Do You Find on The Corpse?

This is a game about taking part in the conflict between Law and Chaos, and looting corpses shouldn’t become a habit. On most humanoid characters you’ll find: d6 coins (even wealthy merchants keep their money at home). Gems usually have a value of d6x100 coins, same goes for most valuables (from silverware to a fine painting). A treasure chest can contain d6x100 coins. If you need something a bit more interesting, simply roll two d12s on the tables below, the first roll will tell you what you find, the second one where it will lead you. No need to roll for every corpse the PCs find (or make).

7.3.1. You find...

  • 1 a skeleton key
  • 2 a letter written in a dead language
  • 3 a cemetery map
  • 4 a cracked crystal ball
  • 5 a scytale
  • 6 a dying homunculus
  • 7 an ivory flute
  • 8 a safe passage letter
  • 9 a pouch of dried purple lotus
  • 10 a bone spyglass
  • 11 an engraved skull
  • 12 a royal signet

7.3.2. Leading to...

  • 1 a monster.
  • 2 a runic weapon
  • 3 a rare object
  • 4 a prisoner
  • 5 another dimension
  • 6 information
  • 7 a forgotten palace
  • 8 a lost valley
  • 9 a wise man
  • 10 a missing parent
  • 11 a floating island
  • 12 a ghost library

7.3.3. Weapons and Armour

Armour is usually ruined during combat. If it’s still intact, the player and the GM both roll a d6, if they get the same number the armour suits the character.

7.3.4. Butcher Job

On other creatures, characters ready to get dirty can find: d6 body parts worth d6x10 coins each (LVL 5 creatures or lower) or d6x100 coins (LVL 6 creatures or higher).

7.3.5. Body parts

  • 1 Tooth
  • 2 Eye
  • 3 Liver
  • 4 Gland (venom, sweat...)
  • 5 Horn
  • 6 Tongue
  • 7 Heart
  • 8 Bile or other fluid
  • 9 Brain
  • 10 Strange gem or object that shouldn’t be here

7.3.6. Who wants it?

(you may roll several times)

  • 1 a dark sorcerer
  • 2 a white mage
  • 3 a rejected lover
  • 4 the Queen’s physician
  • 5 the Crown Prince
  • 6 cultists of Dagon
  • 7 the thieves guild
  • 8 a wealthy widower
  • 9 a heretic thaumaturge
  • 10 a demon in a cage

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