Skip to content

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:
    • Fire: half damage is ongoing (Con ends)
    • Cold: targets are chilled (Con ends)
    • Lightning: targets are shocked (Con ends)
  • 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

Monsters can take any Maneuver feat. Those listed under a role below suit that role best, but any monster can take any of them. Maneuvers that require natural weapons, great size, or a monster power are collected under Monster Maneuvers.

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.
  • Improved Grab: Hold a victim with a single limb, leaving the rest of you free to fight and move.
  • Swallow Whole: Gulp down a grabbed creature at least two size categories smaller than you.
  • Fling: Hurl a grabbed creature across the battlefield.
  • Rake: Tear at a grabbed or pounced victim with your hind claws.
  • Engulf: Flow over smaller creatures, trapping them inside your body.
  • Improved Multiattack: Your extra attacks deal full damage, and you gain more of them.

Brute

  • Cleave: Attack a second enemy after hitting the first.
  • Slam: Make a powerful attack that deals bonus damage.
  • Bull Rush: Charge into an enemy and drive them back.
  • Enrage: Fly into a rage when wounded, hitting harder but abandoning defense.
  • Sweep: Lash out with a tail or wing at every enemy around you.
  • Overpower: Attack that cannot be parried or blocked.
  • Rend: Inflict a bleeding wound that deals ongoing damage.

Controller

Defender

  • Shield Wall: Fight in formation with other shield bearers for cover and stability.
  • Intervene: Rush to intercept an attack meant for an ally.
  • Defensive Stance: Protect allies within reach with extra reactions.
  • Bodyguard: Take a hit meant for an adjacent ally.
  • Taunt: Force enemies to focus their attacks on you.
  • Revenge: Store damage taken to add to your next attack.

Lurker

  • Execute: Devastating attack against wounded enemies.
  • Feint: Trick an enemy into wasting their reaction.
  • Kick: Interrupt an enemy's spell with a melee attack.
  • Pocket Sand: Blind an enemy with thrown sand.

Skirmisher

  • Charge: Move in a straight line and attack with advantage.
  • Spring Attack: Move, attack, and move again without provoking.

Artillery

  • Swift Aim: Aim as a swift action instead of standard.
  • Quick Hands: Handle ranged weapons faster.
  • Multi Shot: Fire at multiple targets in a cone.
  • Precise Shot: Use Aim for special shot effects.
  • Hunter's Mark: Mark a quarry so you and your allies strike it harder and can always find it.
  • Rapid Fire: Loose a flurry of shots at the cost of accuracy.

Supporter