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Bestiary: Quest-Specific Creatures & Enemies

Stat blocks for special creatures encountered in specific quests. Organized by the quest they appear in.


THE MISSING SIBLING COUNT (Splinter's Quest)

Heart-Eating Vermin (Level 1)

Creature | NE | Tiny | Animal | Swarm

Maliki's discarded experimental rats that have been consuming discarded Construct Hearts, giving them mechanical traits. Found nesting in the deep sewers.

Stat Value
Perception +7; darkvision, scent (imprecise 30 ft)
Skills Acrobatics +7, Athletics +5, Stealth +9
Str -2 Dex +3
Defense Value
AC 16
HP 20
Immunities precision damage, swarm mind
Weaknesses area damage 3, splash damage 3, electricity 3
Resistances physical 3 (except bludgeoning)
Fort +7

| Speed | 30 ft, climb 15 ft |

Swarming Bites [1 action] Each enemy in the swarm's space takes 1d6 piercing + 1d4 electricity damage (DC 17 Basic Reflex). The electricity damage comes from consumed Construct Hearts sparking in their bodies.

Special Abilities

Mechanical Mutation: These vermin have brass-plated teeth and sparking eyes. They are partially construct and partially animal. They do not count as Mindless.

Heart Surge: When the swarm is reduced to 0 HP, the consumed Construct Hearts discharge, dealing 1d6 electricity damage in a 5-ft burst (DC 15 Basic Reflex).

Nest Treasure: The nest contains a junk-hauler's locket with an image of the Gnomish Palace (the Gear Icon).


THE SIPHON'S LEAK (Mages Guild Quest)

Wild Mana Ooze (Level 2)

Creature | N | Medium | Ooze | Magical

Created by pure necromantic energy leaking from Silas's cracked siphons. Unstable and unpredictable.

Stat Value
Perception +5; motion sense 60 ft (no vision)
Skills Athletics +9
Str +3 Dex -3
Defense Value
AC 14
HP 45
Immunities critical hits, mental, precision damage, unconscious, visual
Fort +12

| Speed | 15 ft, climb 10 ft |

Melee [1 action] Pseudopod +10, Damage 1d8+3 bludgeoning + 1d4 negative energy

Special Abilities

Wild Magic Aura (aura, 10 ft) Any creature that casts a spell within 10 ft of the ooze must succeed at a DC 18 flat check or the spell produces a random wild magic effect instead:

d4 Wild Effect
1 Spell fails and caster takes 1d6 force damage
2 Spell targets a random creature within 30 ft instead
3 Spell's area doubles
4 Spell works normally but the ooze splits into two oozes with half HP each

Engulf [2 actions] DC 18 Reflex. The ooze moves through the target's space. On failure, the target is engulfed and takes 1d6 bludgeoning + 1d6 negative at the start of each turn. Escape DC 18.

Split: When the ooze takes slashing damage while at 10+ HP, it splits into two oozes each with half the original's HP.


IRON & BLOOD (Fighters Guild Quest)

Sergeant Valerius -- The Rogue Augmented (Level 3)

Unique NPC | CN | Medium | Human | Humanoid

Former soldier from Vilkas's old unit. His malfunctioning soul stone makes him see "Maliki's constructs" everywhere -- including the party. He is not evil; he is broken.

Stat Value
Perception +10 (but suffers hallucinations, see below)
Languages Common, Dwarven
Skills Athletics +12, Survival +10, Intimidation +8, Warfare Lore +8
Str +4 Dex +1
Defense Value
AC 20 (augmented plating)
HP 48
Resistances bludgeoning 2 (mechanical limbs)
Fort +11

| Speed | 25 ft |

Melee [1 action] Augmented Fist +12 (shove), Damage 1d8+6 bludgeoning Melee [1 action] Battleaxe +12, Damage 1d8+6 slashing

Special Abilities

Hallucinating Frenzy: Valerius perceives all creatures as Maliki's constructs. He attacks the nearest target each round. He cannot be reasoned with through normal Diplomacy.

"Demon of the Gear Icon" [reaction] Trigger: Valerius sees The General. Effect: Valerius enters a frenzy, gaining +2 to attack and damage but -2 to AC. He exclusively targets The General until one of them falls.

Malfunctioning Heart: At the end of every 3rd round of combat, Valerius's soul stone surges. He takes 1d6 negative damage and must succeed at a DC 16 Will save or become Confused for 1 round.

Saveable: A DC 22 Medicine check (10 minutes) or the Druid's nature magic (DC 20 Nature) can stabilize his soul stone, ending the hallucinations. If saved, he becomes a valuable informant about Vilkas's wartime guilt.


THE SILVER SUTURE (Engineers Guild Quest)

Subterranean Scrapper (Level 2)

Creature | N | Medium | Construct | Mindless

Ancient, degraded constructs lurking in the fissures beneath the city. Remnants of the original Gnomish Kingdom infrastructure.

Stat Value
Perception +6; darkvision
Skills Athletics +9
Str +3 Dex +1
Defense Value
AC 18
HP 35
Hardness 3
Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal, paralyzed, poison, sickened, unconscious
Fort +9

| Speed | 20 ft, burrow 10 ft |

Melee [1 action] Drill Arm +10, Damage 1d10+5 piercing Melee [1 action] Claw +10 (agile), Damage 1d6+5 slashing

Special Abilities

Burrowing Ambush: The scrapper can burrow through loose stone and emerge. If it Strides out of the ground adjacent to a creature that didn't notice it (Stealth +7 vs Perception), the target is flat-footed against the scrapper's first Strike.

Crumbling Frame: When reduced to 0 HP, the scrapper collapses into rubble. The square becomes difficult terrain.


COUNTERFEIT HEARTS (Thorne's Quest)

Pack-Hound (Construct Dog) -- Level 1

Creature | N | Small | Construct | Mindless

Mechanical guard dogs built from scrap. Used by caravan guards and Thorne's mercenaries.

Stat Value
Perception +7; darkvision, scent (imprecise 30 ft)
Skills Athletics +7, Stealth +6
Str +2 Dex +2
Defense Value
AC 16
HP 18
Hardness 2
Immunities mental, bleed, death effects, disease, healing, necromancy, nonlethal, poison, unconscious
Fort +7

| Speed | 35 ft |

Melee [1 action] Mechanical Jaws +8, Damage 1d6+2 piercing plus Grab

Special Abilities

Lockjaw: A creature Grabbed by the Pack-Hound takes 1d4 persistent piercing damage until it Escapes (DC 17).

Alert Bark [reaction] Trigger: A creature the hound doesn't recognize enters its scent range. Effect: The hound emits a loud mechanical bark. All allies within 60 ft are no longer flat-footed.


SKITTER'S RUN (Ratfolk River Quest)

Scrap-Squid (Level 3)

Creature | N | Large | Construct | Aquatic | Mindless

Maliki's water-based constructs. Built from salvaged ship parts and animated by degraded soul stones. They attack barges following a "Recall Signal" from the Gear Icon.

Stat Value
Perception +8; darkvision, wavesense 60 ft
Skills Athletics +12, Stealth +10 (in water)
Str +4 Dex +2
Defense Value
AC 19
HP 50
Hardness 3
Immunities mental, bleed, death effects, disease, healing, necromancy, nonlethal, poison, unconscious
Weaknesses electricity 5
Fort +11

| Speed | 10 ft, swim 40 ft |

Melee [1 action] Tentacle +12 (reach 10 ft), Damage 1d8+6 bludgeoning plus Grab Melee [1 action] Beak +12, Damage 2d6+6 piercing

Special Abilities

Constrict [1 action] 1d8+4 bludgeoning to a grabbed creature (DC 20 Fortitude to reduce to half).

Capsize [2 actions] The scrap-squid attempts to flip a boat. It rolls Athletics (+12) against the boat's DC (small boat DC 18, large barge DC 22). On success, the boat tips, dumping all passengers into the water.

Ink Cloud [1 action] (water only) The scrap-squid releases a cloud of oily black fluid in a 15-ft radius. All creatures in the area are concealed. The cloud lasts 1 minute or until dispersed.

Recall Signal: These constructs follow a signal from the Gear Icon. Destroying the signal source (a small crystal in their core, DC 20 Thievery to extract) causes the squid to shut down.


ECHOES OF THE GNOMES (The General's Quest)

Ghost Sentinel (Level 3)

Creature | N | Medium | Spirit | Undead | Incorporeal

Spectral echoes of the Gnomish Royal Guard. They view The General as a traitor for serving Maliki. They can be reasoned with or fought.

Stat Value
Perception +12; darkvision
Languages Common, Gnomish (ancient dialect)
Skills Intimidation +11, Stealth +12
Str -5 Dex +4
Defense Value
AC 19
HP 35
Immunities death effects, disease, paralyzed, poison, precision damage, unconscious
Resistances all damage 3 (except force, ghost touch, and positive; double resistance vs non-magical)
Fort +6

| Speed | fly 25 ft |

Melee [1 action] Ghostly Blade +12 (finesse, magical), Damage 1d8+4 negative

Special Abilities

Frightful Presence (aura, 15 ft) DC 19 Will save or Frightened 1 (Frightened 2 on critical failure). Creatures that succeed are immune for 1 hour.

Accusation [2 actions] (mental, linguistic) The sentinel accuses The General of treason. The General must attempt a DC 20 Will save. On failure, The General takes 2d6 mental damage and is Stunned 1 as memories of the war flood back. On a critical failure, he is Stunned 2 and Frightened 2.

Appeased by Proof: If The General presents the Gnomish Royal Seal or succeeds at a DC 18 Diplomacy check explaining his enslavement, the Ghost Sentinels become neutral and can be questioned about the Gear Icon's layout.

Incorporeal: The sentinel can move through solid objects. It can't end its turn inside one.


GENERAL ENCOUNTERS (Any Quest)

Mercenary Guard (Level 2)

NPC | N | Medium | Human | Humanoid

Generic hired muscle. Used for caravan guards, Thorne's enforcers, or anyone with enough gold.

Stat Value
Perception +8
Skills Athletics +9, Intimidation +7
Str +3 Dex +2
Defense Value
AC 19 (chain mail + buckler)
HP 30
Fort +8

| Speed | 20 ft |

Melee [1 action] Longsword +10 (versatile P), Damage 1d8+5 slashing Ranged [1 action] Crossbow +8 (range 120 ft), Damage 1d8+2 piercing

Special Abilities

Attack of Opportunity [reaction]

Paid Loyalty: If the party offers double the mercenary's current pay (typically 5 GP/day), they can attempt a DC 18 Diplomacy check to make the mercenary stand down or switch sides.