This chapter is a reference for creature/monster statistics and abilities. Please reference the Monster Design for the principles used in creating these entries.

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)