This chapter is a reference for creature/monster statistics and abilities. Please reference the Monster Design for the principles used in creating these entries.
- Bandits and Thugs
- Townsfolk and Other NPCs
- Creatures of the Shadow
- Soldiers and Spies
- Animals and Beasts
Monster Entries
A monster entry will consist of the following sections:
Description
A short paragraph or two describing the monster, where it can be found, potential story hooks, etc.
Lore and Identification
This section details what a player may know about a monster and how to identify it using clues that may indicate its presence. In many cases, a skill check must be made in order to find out even the most basic of information. The better a player does on such a skill check, the more he may know. The skill and the DTNs will be specified in this section.
Sample Encounters
This section will detail one or more sample encounters. In some cases, treasure and other goods may be listed as part of the encounter. When this happens, the GM should feel free to add some variance to the rewards. Not every group of bandits is going to have the same money, stolen goods, etc.
Encounters assume 4 players.
Behavior And Combat tactics
For the most part, monsters aren’t just standing around waiting for players to show up and eliminate them. The book “The Monsters Know What They’re Doing” by Keith Ammann is an excellent reference guide to how a GM should treat creatures. I don’t want to steal or paraphrase too much from that book, but always keep in mind that monsters have their own motivations and behaviors based (at least in part) on their baseline Attributes, Aspects, Combat Values, and traits.
Random Generators
This section may contain some random charts to give the monsters variety, especially in the case of elites and solos.
Stat Block
The next section includes the table of Aspects, Combat Values, skills, equipment, traits, and so on. Near the top of the table is a section labeled “Adjusted For Armor”, which shows <PD>, <ID>, <ER>, and <IR> adjusted for equipment such as armor.
Legendary Monsters
There is something much more dangerous than a solo creature: the legendary monster. These are apex creatures, forces of nature, dominating any area where they are found. A legendary monster may require much more than a simple adventuring party to vanquish. Armies could try and fail to destroy these ultimate threats.
Legendary monsters cannot be built using the Monster Design rules.
Legendary monsters will come with their own Hand of Fate, three Fate Chips, and may have rules that allow it to break the standard flow of the Combat Clock.
Bandits and Thugs
Description
This section details low-level bandits and thugs that are common in the Frontier. Usually more of a nuisance than a serious threat to seasoned adventurers, they can be a threat nonetheless is there’s enough of them waiting in ambush.
Lore and Identification
Bandits come in all shapes and sizes. For the most part, they are almost universally human and each gang usually comes with its own identifying signs (the color of a bandana or other clothing, tattoos, etc.).
To identify a particular gang, a player would require a Knowledge (Far West) check with a DTN based on the notoriety of the gang:
Notoriety | DTN |
Relative unknowns, just starting out | Very Hard (18+) |
Small fries, very localized | Hard (15+) |
Moderate sized gang, spread out or with a reputation or a very famous member | Average (12+) |
Large gang, famous, very bad reputation | Easy (9+) |
Sample Encounters
Roadside Ambush (Level 1) – 8 bandit minions
High Noon Shootout (Level 1) – 3 bandits, 1 bandit shotgunner
Bandit Hideout (Level 2) – 1 bandit captain, 4 bandits, 1 bandit shotgunner
Behavior And Combat tactics
Bandits are just slightly better than commoners when it comes to aspects and combat values. They’re bullies that either want to attack from ambush or pick on those who can’t fight back. It may seem counter-intuitive, but bandit encounters should usually be created to be harder than normal because otherwise the bandits wouldn’t be in the fight in the first place. Bandits prefer to attack at range from cover and, unless properly “motivated” by a gang boss, will quickly retreat if they take wounds. Bandits are more than happy to accept surrender, and will either rob the PCs and leave them alone after, or take them hostage.
Random Generators
Most of the variation in low-level bandit gangs come from names and motivations. You can use the standard Random Name Generator from Appendix F.
BANDIT
Bandit | |||||||||
Level 1 Lurker (Medium Human) | |||||||||
Health | Adjusted for Armor | ||||||||
STUN | 9 | PD | 3 | ER | 1 | ||||
LETHAL | 4 | ID | 1 | IR | 1 | ||||
Aspects and Combat Values | |||||||||
II | AI | HS | SS | EE | IE | SP | IP | PC | MC |
1 | 1 | 1 | 2 | 1 | 1 | 1 | 1 | 1 | 1 |
PA | SA | PX | PD | ID | ER | IR | SPD | N | |
3 | 1 | 3 | 2 | 1 | 1 | 1 | 5 | 3 | |
Skills | |||||||||
Intimidation 2, Survival 2, Notice [SP] 1 | |||||||||
Traits | |||||||||
Reckless 1 | |||||||||
Equipment | |||||||||
Carson Model 1 (Light Pistol), Knife, Leathers, $2.00 | |||||||||
Attacks | |||||||||
Light Pistol (Ranged, 1+PA, 6 X, RNG 8, 6 Shots) | |||||||||
Knife (Melee, PA, 2+PX, Thrown) |
BANDIT SHOTGUNNER
Bandit Shotgunner | |||||||||
Level 1 Artillery (Medium Human) | |||||||||
Health | Adjusted for Armor | ||||||||
STUN | 12 | PD | 4 | ER | 1 | ||||
LETHAL | 6 | ID | 1 | IR | 1 | ||||
Aspects and Combat Values | |||||||||
II | AI | HS | SS | EE | IE | SP | IP | PC | MC |
1 | 1 | 1 | 2 | 1 | 1 | 1 | 1 | 1 | 1 |
PA | SA | PX | PD | ID | ER | IR | SPD | N | |
3 | 1 | 1 | 3 | 1 | 1 | 1 | 5 | 2 | |
Skills | |||||||||
Intimidation 2, Survival 2, Notice [SP] 1 | |||||||||
Traits | |||||||||
Reckless 1 | |||||||||
Equipment | |||||||||
Carson Single Barrel (Single Barrel Shotgun), Knife, Leathers, $2.00 | |||||||||
Attacks | |||||||||
Single Barrel (Ranged, 2+PA, 10 X, RNG 4, 1 Shot, Dissipation 1, Two-Handed, Weak Penetration) | |||||||||
Knife (Melee, PA, 2+PX, Thrown) |
BANDIT CAPTAIN
Bandit Captain | |||||||||
Level 2 Defender (Medium Human) | |||||||||
Health | Adjusted for Armor | ||||||||
STUN | 22 | PD | 3 | ER | 3 | ||||
LETHAL | 8 | ID | 1 | IR | 1 | ||||
Aspects and Combat Values | |||||||||
II | AI | HS | SS | EE | IE | SP | IP | PC | MC |
1 | 1 | 2 | 1 | 2 | 1 | 1 | 1 | 1 | 1 |
PA | SA | PX | PD | ID | ER | IR | SPD | N | |
2 | 1 | 3 | 2 | 0 | 3 | 1 | 4 | 2 | |
Skills | |||||||||
Intimidation 2, Survival 2, Thievery 2 | |||||||||
Traits | |||||||||
Martial Advantage 1, Parry 1 | |||||||||
Equipment | |||||||||
Carson Double Barrel (Double Barrel Shotgun), Shortblade, Knife, Leathers, $2.00 | |||||||||
Attacks | |||||||||
Single Barrel (Ranged, 2+PA, 10 X, RNG 4, 1 Shot, Dissipation 1, Two-Handed, Weak Penetration) | |||||||||
Shortblade (Melee, 2+PA, 3+PX, Knight, Blade) | |||||||||
Knife (Melee, PA, 2+PX, Thrown) |
BANDIT MINION
Bandit Minion | |||||||||
Level 1 Minion Artillery (Medium Human) | |||||||||
Health | Adjusted for Armor | ||||||||
STUN | 4 | PD | 2 | ER | 2 | ||||
LETHAL | 1 | ID | 1 | IR | 1 | ||||
Aspects and Combat Values | |||||||||
II | AI | HS | SS | EE | IE | SP | IP | PC | MC |
1 | 1 | 1 | 1 | 2 | 1 | 1 | 1 | 1 | 1 |
PA | SA | PX | PD | ID | ER | IR | SPD | N | |
2 | 1 | 2 | 2 | 0 | 2 | 1 | 5 | 2 | |
Skills | |||||||||
Intimidation 2, Thievery 2, Notice [SP] 1 | |||||||||
Traits | |||||||||
Advantage: Take the Initiative | |||||||||
Equipment | |||||||||
Cheap Carson Model 1 (Light Pistol), Knife, $1.00 | |||||||||
Attacks | |||||||||
Light Pistol (Ranged, 1+PA, 6 X, RNG 8, 6 Shots, Cheap) | |||||||||
Knife (Melee, PA, 2+PX, Thrown) |
Creatures of the Shadow
Description
The section details creatures directly from the Plane of Shadow who are invading Tera.
Gunshade
Gunshade | |||||||||
Level 5 Elite Sniper (Medium Shadow, Corrupted 4) | |||||||||
Health | Adjusted for Armor | ||||||||
STUN | 25 | PD | 6 | ER | 4 | ||||
LETHAL | 7 | ID | 2 | IR | 2 | ||||
Aspects and Combat Values | |||||||||
II | AI | HS | SS | EE | IE | SP | IP | PC | MC |
1 | 1 | 1 | 2 | 2 | 1 | 3 | 1 | 1 | 1 |
PA | SA | PX | PD | ID | ER | IR | SPD | N | |
6 | 2 | 2 | 5 | 2 | 4 | 2 | 5 | 4 | |
Skills | |||||||||
Notice [SP] 2, Assessment 2, Discipline 2, Notice [IP] 2 | |||||||||
Traits | |||||||||
Crit: Burning 1, Tough as Nails 1, Darkvision | |||||||||
Equipment | |||||||||
Heavy Rifle, Compound Leathers | |||||||||
Attacks | |||||||||
Heavy Rifle (Ranged, PA, 7 X, Rng 12, 10 Shots, Two-Handed, Large) |
REVENANT KNIGHT
Revenant Knight | |||||||||
Level 10 Striker (Medium Shadow, Corrupted 4) | |||||||||
Health | Adjusted for Armor | ||||||||
STUN | 30 | PD | 3 | ER | 5 | ||||
LETHAL | 10 | ID | 1 | IR | 1 | ||||
Aspects and Combat Values | |||||||||
II | AI | HS | SS | EE | IE | SP | IP | PC | MC |
1 | 1 | 3 | 2 | 3 | 1 | 2 | 2 | 1 | 1 |
PA | SA | PX | PD | ID | ER | IR | SPD | N | |
4 | 2 | 5 | 2 | 1 | 3 | 1 | 5 | 2 | |
Skills | |||||||||
Discipline 2, Dueling 2, Intimidation 2, Notice [SP] 2, Notice [IP] 1, Survival 1 | |||||||||
Traits | |||||||||
Aggressive, Deflect 2, Fast Attacks | |||||||||
Equipment | |||||||||
Longblade, Heavy Armor | |||||||||
Attacks | |||||||||
Longblade (Melee, 1+PA, 4+PX, Knight, Blade) |
Animals and Beasts
Description
This section details various animals and other wildlife that can be encountered.
Lore and Identification
In general, mundane animals are identified with Knowledge (Nature) with a DTN based on how common the species is. More exotic beasts are much more difficult to identify. If a species is far outside it’s normal expected habitat, there may be a penalty to the test.
Occurrence | DTN |
Very rare species, limited habitat | Very Hard (18+) |
Rare species | Hard (15+) |
Uncommon species | Average (12+) |
Common species, widespread | Easy (9+) |
Desert Scuttler
Desert Scuttlers are small, agile creatures found in arid regions. They resemble oversized scorpions with a hardened carapace and are known for their quick movements and venomous stingers. While individually not a significant threat, they can be dangerous in numbers, especially to unprepared travelers.
Desert Scuttler | |||||||||
Level 1 Lurker (Small Beast) | |||||||||
Health | Adjusted for Armor | ||||||||
STUN | 9 | PD | 3 | ER | 3 | ||||
LETHAL | 4 | ID | 1 | IR | 1 | ||||
Aspects and Combat Values | |||||||||
II | AI | HS | SS | EE | IE | SP | IP | PC | MC |
1 | 1 | 1 | 2 | 1 | 1 | 1 | 1 | 1 | 1 |
PA | SA | PX | PD | ID | ER | IR | SPD | N | |
2 | 1 | 3 | 2 | 1 | 2 | 1 | 5 | 3 | |
Skills | |||||||||
Stealth 2, Survival 2, Notice [SP] 1 | |||||||||
Traits | |||||||||
Venomous Stinger – +1 LETHAL on critical hits unless target is immune to poison | |||||||||
Equipment | |||||||||
Carapace Armor, Claws and Stinger | |||||||||
Attacks | |||||||||
Claws and Stinger (Melee, PA, 2+PX) |
River Lasher
In the murky shallows of rushing rivers of the Far West lurks a fearsome predator that local settlers have dubbed the River Lasher. Resembling a monstrous headless lobster the size of a small pony, this heavily armored creature possesses two distinctive whip-like tendrils where a normal lobster’s antennae would be. These tendrils, which can stretch up to twenty feet when fully extended, are lined with barbed hooks that help snare unwary prey. The beast’s rusty brown carapace is often encrusted with river silt and aquatic plants, allowing it to blend seamlessly with the riverbed while lying in wait. Where a tail would be on a normal lobster, the River Lasher instead has a broad, flat end that it uses to anchor itself against strong currents. Most distinctive are its massive front claws, which end not in crushing pincers but in serrated cutting edges that work like scissors to efficiently dismember trapped prey that has been pulled close by its tendrils.
River Lashers are usually solitary creatures, but occasionally mated pairs can be found working together to stalk prey.
River Lasher | |||||||||
Level 10 Solo Lurker (Large Beast) | |||||||||
Health | Adjusted for Armor | ||||||||
STUN | 96 | PD | 5 | ER | 8 | ||||
LETHAL | 27 | ID | 2 | IR | 2 | ||||
Aspects and Combat Values | |||||||||
II | AI | HS | SS | EE | IE | SP | IP | PC | MC |
1 | 1 | 4 | 1 | 4 | 1 | 2 | 1 | 1 | 1 |
PA | SA | PX | PD | ID | ER | IR | SPD | N | |
6 | 3 | 8 | 4 | 2 | 7 | 2 | 5 | 6 | |
Skills | |||||||||
Athletics 3, Notice [SP] 3. Stealth 3 | |||||||||
Traits | |||||||||
Multiattack 1 (can attack with both two tentacle or one tentacle plus a bite), Pull 4 (tentacles, Swim | |||||||||
Equipment | |||||||||
Carapace Armor, 2 Lashing Tentacles, Bite | |||||||||
Attacks | |||||||||
Lashing Tentacles (Ranged, PA, PX, RNG 4) | |||||||||
Bite (Melee, 1+PA, 1+PX) |
Extraplanar Creatures
Description
This section details various creatures that come from other planes of reality.
Lore and Identification
Due to the supernatural nature of these entities, identification can be done using Knowledge: Arcane.
Rarity | DTN |
Very rare | Very Hard (18+) |
Rare | Hard (15+) |
Uncommon | Average (12+) |
Common | Easy (9+) |
Fire Elemental (Minor)
Native to the Plane of Fire, these elementals lack the strength and intelligence of their larger brethren.
Fire Elemental (Minor) |
|||||||||
Level 2 Generalist (Medium Elemental) |
|||||||||
Health | Defenses | Adjusted for Armor | |||||||
STUN | 22 | PD | 2 | ER | 2 | PD | 2 | ER | 2 |
LETHAL | 8 | ID | 1 | IR | 1 | ID | 1 | IR | 1 |
Aspects and Combat Values | |||||||||
II | AI | HS | SS | EE | IE | SP | IP | PC | MC |
1 | 1 | 1 | 2 | 1 | 1 | 1 | 1 | 1 | 1 |
PA | SA | PX | PD | ID | ER | IR | SPD | N | |
2 | 1 | 3 | 2 | 1 | 2 | 1 | 5 | 3 | |
Skills | |||||||||
Athletics 2, Notice [SP] 2, Survival 2 | |||||||||
Traits | |||||||||
Elemental Affinity (Fire), Immune (Fire) | |||||||||
Equipment | |||||||||
Natural weapons | |||||||||
Attacks | |||||||||
Fire Melee Attack (Melee, PA, 2+PX fire damage) |