Monsters
System 8 does not feature a static list of monsters. Rather, it provides a framework for creating monsters of any type, at any level, so you can deliver the encounters you want to your players.
Like PCs, monsters have a level, powers, and feats. Level is meant to equal PC level, for ease of comparison (making CR unnecessary). Powers primarily come from a monster's type (e.g. dragon, undead, etc.) and feats come from a monster's role (e.g. brute, controller, etc.).
Types
- Beast
- Humanoid
- Undead
- Dragon
- Outsider
- Ooze
- Construct
Roles
- Brute
- Controller
- Lurker
- Skirmisher
- Artillery
- Supporter
- Defender
- Shaper
Powers
General
- Large: Gain +8 Str, +4 Con, -2 Dex, +1 reach.
- Huge: Requires Large. Gain +16 Str, +8 Con, -4 Dex, +2 reach.
- Breath Weapon: Recharge 33%, std, cone 6; heavy elemental damage, plus bonus based on chosen type:
- Tiny: Gain -8 Str, -4 Con, +2 Dex, -1 reach (min 0). Gain +4 to Stealth.
- Swarm: The monster occupies a 2x2 area, is composed of many tiny creatures, takes half damage from single-target attacks, and double damage from area attacks. Cannot be flanked or grappled. Deals automatic light damage to any creature ending its turn in its space.
- Flight: Gain a fly speed equal to land speed. At rank 2, fly speed is doubled and gain perfect maneuverability.
- Burrow: Gain a burrow speed equal to half land speed through earth and loose stone. Leaves no tunnel unless desired.
- Aquatic: Gain a swim speed equal to land speed and the ability to breathe water. Suffers no penalties for fighting underwater.
- Incorporeal: Move through solid objects at half speed. Resist 50% to non-magical damage. Cannot wear armor or wield mundane gear.
- Regeneration: Recover 10% of max HP at the start of each turn. Suppressed for one round by damage of a chosen type (e.g. fire, acid, silver).
- Spell Resistance: Attackers using powers against this monster suffer a -4 penalty to their attack roll. Stackable once per rank.
- Aura: Choose an effect (fear, fire, cold, sickening) — all enemies within reach 2 at the start of their turn are subject to it (Will or appropriate save ends/negates).
- Pounce: When the monster charges, it may make a full attack at the end of the charge instead of a single attack.
- Trample: Move through enemy spaces; each creature passed through takes medium bludgeoning damage (Ref half).
- Grab: On a successful melee hit, the monster may immediately attempt a grapple as a free action.
- Constrict: Requires Grab. Deal automatic medium damage to any creature it has grappled at the start of its turn.
- Pack Tactics: Gain +2 to attack rolls against any enemy that has at least one of this monster's allies adjacent to it.
- Multiattack: Gain one additional attack per turn as part of a standard attack action. Each attack after the first deals one step less damage.
- Frightful Presence: Std, cone 6 or aura 3; targets are shaken (Will negates). Once a target succeeds, immune for 24 hours.
- Shapechange: Recharge 50%, std; assume the form of any beast or humanoid of equal or lower level. Stats unchanged; gain natural attacks and movement modes of the new form.
- Phase: Recharge 33%, move; teleport up to 6 squares. Must end in line of sight.
- Gaze: Std, ranged 6; target makes a Will save or suffers a chosen condition (petrified, charmed, blinded) until end of monster's next turn.
- Summon Minions: Recharge 25%, std; summon 1d4 creatures of monster type with level equal to monster level - 4. They act on the summoner's initiative and last until destroyed.
Feats
General
- Natural Armor: gain +4 natural armor bonus, stackable once/rank
- Energy Resistance: gain Resist 50% to a chosen energy type.
- Energy Immunity: gain Immunity to a chosen energy type. Requires Energy Resistance and rank 3.
- Damage Resistance: gain Resist 50% to slashing, piercing, or bludgeoning damage.
Brute
- Cleave
- Slam
- Bull Rush
- Enrage
Controller
Defender
- Shield Wall
- Intervene
- Defensive Stance
- Bodyguard