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CPA: Bestiary

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For campaigns that feature combat, this list is handy for looking up monster and enemy templates. Use [CTRL-F] to search the entries on this page.

Important notes about enemy actors:

  • Rather than specify the Initiative value for each enemy, in a given combat, simply sprinkle them around the party's Initiative values, with the most important enemy usually acting first, before or after the player with the highest Initiative.
  • Enemy Table Details

    Below are the enemy tables. The column headers are frozen for your convenience.

    Name Theme Tags HP Attack Defense Movement Melee Damage Ranged Damage Description Special Similar to:
    Normal Person Fantasy, Modern, Sci-fi, Humanoid 10 10 10 3 Punch: 1d4 Throw item: 1d4 This statblock represents normal non-combatant citizens who are not good at fighting, magic, psionics, or other adventuring skills. Some citizens may be skilled with vocational tasks such as computers, animals, medicine, construction, plants, crafting, art, etc. The most formidable "normal people" such as politicians, high priests of nonmagical religions, corporate heads and lawyers will have extremely high social skill values and knowledge levels, as well as the ability to call on vast resources and the ability to end the careers of players who oppose them.
    Goblin Fantasy, Humanoid, Fey, Demon, Minion 8 10 10 6 Gladius: 2d4+2 Shortbow: 1d10+2 Goblins are small green-skinned humanoid creatures with the intelligence of a sadistic child. They reproduce rapidly in sewers, caves and swamps. In large groups they can be threatening to undefended citizens. But are they really just playful fairies or irredeemable demon-kin? Goblins are speedy, do not take opportunity attacks, and are quite good at hiding (TN to spot a goblin ambush: 12.). However, they are themselves easily ambushed, intimidated, persuaded or deceived (TN 8). You can use stats similar to these for similarly small, minion-like creatures with minor modifications: kobolds are slower but often carry bombs to throw, gibberlings make reckless attacks and have a disturbing aura that gives players disadvantage on defense, imps are immune to fire, can fly and throw firebolts, leprechauns and clurichauns do not attack but have unlimited invisibility, illusion and short range teleport.
    Wolf Modern, Fantasy, Humanoid, Sci-fi, Mundane, Animal, Nature 10 10 10 7 Teeth and Claws: 2d6+2 No ranged attack Wolves and similar predators are speedy, efficient hunters who usualy target small animals (rabbits, badgers, foxes) unless they are trained, in a large pack, or otherwise desperate or maddened. Wolves have keen senses (TN 14 to hide from their senses), and their prey has -1 disadvantage to dodge when the wolf is attacking as part of a group of melee attackers. Additionally, when the wolf his a target person, it will generally knock them prone. Similar, but larger animals like bears, panthers, or deinonychus will use stats similar to these but increased. Bears deal more damage while panthers are great at stealth. Smaller predators will generally leave humanoids alone unless rabid in some way. If you want an animal with a ranged attack, use a stone-throwing ape, poison-spitting dilophosaurus, giant bombardier beetle, etc.
    Zombie Fantasy, Modern, Sci-fi, Humanoid, Undead, Minon 24 10 10 5 Claw: 2d6+2 One or two items it carried in life Zombies are rotting corpses raised back to life by mad science or evil magic. They mindlessly attack anything alive with a chance to infect those that survive their attacks. They will dash towards targets with no care for their own survival as they are already dead. A zombie plague can quickly destroy an unprepared settlement. Players hit by zombies must pass a resilience test of TN10 or 12 or steadily increase their exhaustion level until they are cured or die and transform into a zombie. Additionally, when reduced to zero HP but not exploded or critically hit, a zombie has a 50% chance to rise again with 1 hp on its next turn as both actions (increase the speed of this for more powerful zombies.). Zombies come in many varieties: exploding zombies, poison-vomit zombies, fast climbing zombies, zombie hulks, gun-toting zombies, intelligent sadist zombies, etc.
    Bandit/Pirate Fantasy, Modern, Sci-fi, Humanoid, Criminal, Minion 16 12 12 6 Dual Knives: 2d8+3 Gun or Crossbow: 3d4+3 Every setting features criminals and muggers of some sort, from dirty highway thugs to space pirates, but are they just poor folk making the best choice they can, or cruel-hearted villains? No special talents except for their individuality. This statblock can be used for any generic moderately-tough human villain such as orcs, bugbears, lizard-men, fish-men, corrupt cops or low-ranking fascist enforcers. Some may have better or worse armors. Fantasy Orcs are similar to this but have berserker abilities and an extra fast charge-and-attack ability with their labrys.
    Cannibal Mutant Berserker Sci-fi, Humanoid, Brute, Post-Apocalyptic 45 12 12 7 Lead Pipe: 3d6+4 Sawed-Off Shotgun: 4d4+4 in a 20m cone Bands of psychotic mutants can often be found roaming the poisoned wreckage of a planet after mad science goes wrong. They are human-like, but most of them have no thought process other than to kill, steal and reproduce. They are lightly armored and use whatever weapons are available. Cannibal mutants take 2 turns per round. They are difficult to intimidate or communicate with (TN 16), but they know how to use guns and grenades, and to plan very devious ambushes and cruel traps. They almost exclusively use reckless attacks (disadvantage to dodge, advantage to hit). These stats can also be used for fantasy gnolls or orc berserkers. Also, mutants can take a variety of forms including shamans, grenadiers, spawners, etc. Some may have guns or bombs grafted on to their bodies.
    Giant Spider Fantasy, Sci-fi, Animal, Insect, Poison 36 12 12 7 Bite: 3d6+4 Web Shot - Restrain, no damage. Giant spiders are around the size of a great dane, and are fearsome opponents. Spiders can climb any solid wall or ceiling with no problem. They can also shoot web at range to restrain targets, and their bite attack inflicts ongoing poison damage over time. Resilience to resist this. Alien or magical spiders may also be able to use psionic effects. Some may be able to spit poison.
    Ogre Fantasy, Humanoid, Giant, Brute 60 14 14 8 Club: 4d8+4 Big Javelin: 3d6+3 Ogres are large brutes that are fast and powerful. They have a low cunning and a good sense of smell (Detection 14.) Sometimes considered human-giant hybrids, there is much debate as to whether they are inherently evil or only painted that way by racial supremacists. Ogres will generally stun a player on hit. This means that, for 1 turn, the player loses one action, but not other actions. Resilience to resist this. These stats can also be used for tough brute aliens by giving them a heavy pulse laser and plasma grenades, or for large brute demons or zombies.
    Troll Fantasy, Humanoid, Giant, Brute 80 14 14 8 Claws: 2d6+3 Throw Rock: 2d6+3 Trolls are similar to ogres but tougher, faster, smarter and have quick regenerative abilities. Trolls take 2 turns per round (even 3 if they do not use ranged attacks.) They regenerate 5 hp per round on the start of their turn unless hit with fire or acid. They do not die (only get KO'd) at 0 hp and will keep rising until burned. Troll shamans may cast spells, rot trolls have a necrotic aura, spirit trolls eat souls and are hard to hit, Dire trolls are huge berserkers, and scrags are good at stealth and ambushing in water.
    Elemental Fantasy, Elemental, Magical, Brute 80 12 12 6 Punch 2d6+2 Ranged Elemental Bolt: 2d6+2 Elementals are temporary physical beings composed or air, water, fire, or earth, created by wizardry. Elementals take 1 turn per round. They also typically inflict their elemental status on hit (shock, burn, freeze, or stun). Fire elementals are faster and ignite all they touch and weak to water, air elementals fly and shoot chain lightning, water elementals can suffocate multiple targets, earth elementals are slower and tougher. They are also typically immune to being stunned, with all but earth also immune to being prone. -
    Heartbreaker Undead, Demon, Humanoid 80 14 14 6 Life-Draining Touch : 4d6+4 Death Gaze: Target player makes meditation roll, drop to 0 [dying] on fail, 2d6 psychic on pass A heartbreaker is a terrifying undead, demonic being that can kill almost instantly when its gaze falls upon the living. Its face is so terrible that none wish to recall its features. They can be heard faintly moaning, hiding in closets in forgotten places. Medusa, catoblepas and cockatrice may use similar mechanics. -
    Radio Ghost Undead, Demon, Humanoid, Metadimensional 80 12 12 8 Synaptic Sparks: 3d6+4 psychic Aneurysm Orb: 3d6+4 psychic Encountering a radio ghost is a sure sign of infection by strange radiation or memetic viruses. These ghosts do not exist in "normal" reality, and despite their appearance as an external monster, they actually directly attack the victims's brain from inside of it. Uninfected individuals cannot perceive or be affected by them. They attempt to communicate with garbled fragments of ancient radio transmissions. They can fly and prefer to use ranged attacks. 3 actions per round - they prefer to shoot and run. Different memetic viruses may invite different tormenting beings. Stories exist of people who read a virulent book and began to perceive mocking dolls and marionettes until they mysteriously vanished. -
    Journeyman Arcanist Fantasy, Sci-fi, Humanoid, Arcane 25 14 14 6 Arctic Blast: 2d8+3 in a short line of cold damage. Lightning Bolt: 1d20+3 This entry represents mid-tier enemy wizards and psychics, good or evil, who are rising in their skills but not yet masters. The super-human defense and hp values represent some sort of magical bubble shields. They generally also can cast a few utility spells like smokescreen, short range teleport, invisibility, etc. You can use your discretion. Fantasy wizards are also likely to carry potions of some sort, which you can roll on the generators page. Some may be able to summon minor demons. You don't need to track their skills or Energy Points. A low-hp version of this would be a good fit for a low-rank cultist or apprentice mage. Fantasy hags and witches are similar but have more powerful skill with illusion, curses and necromancy. Sci-fi psychics sometimes are skilled with plasma swords, can cast as a bonus action, and have additional HP.
    Military Rifleman Modern, Sci-fi, Humanoid 25 13 13 7 Bayonet Thrust: 1d8+2 Auto-Rifle Burst: 2d6+5 /OR/ 1x Frag Grenade: 4d6 explosion This represents average-rank modern and sci-fi military soldiers. Scale their gear to the appropriate tech level. Generally they will have decent quality armor and good quality if standard weapons, which are factored into these statistics. No special talents except for their individuality. Average soldiers often have equipment and training representing both their assignment and their employer's tech level and budget. The most expensive equipment, such as rocket launchers, sniper rifles, stealth suits and scuba gear, is usually only given to commandos and elite marines, who have higher statistics all around.
    Security Robot Sci-fi, Large, Mechanical 100 14 14 4 Taser Lash or Gunbarrel Slam: 2d6+4 Rubber Shell Assault Shotgun: 4d6+4 in 30m cone, Or Grenade Launcher (Tear Gas, or EMP) Security robots are large and often guard corporate office buildings and labs, or defend evil authoritarians from angry crowds. As an armored robot, they take half damage from all physical attacks (but full damage from energy attacks). These bots are usually tied in to the local security network and are not easily hacked except by direct hadware connection . This example is fitted with several nonlethal weapons. Other models may be less gentle. Similar but slightly less threatening is the construction bot, which is less sturdy and only equipped with an arc welder and a nail gun, but is better at climbing. More powerful is the military bot, which has heavier armor and is equipped with an autocannon and rocket launcher.
    Elite Soldier Fantasy, Modern, Sci-fi, Humanoid 50 16 16 8 Punch x2: 1d20+2 Sniper Rifle: 2d12+6 & Grenade Launcher (frag, napalm, emp, poison, etc) This entry represents elite but lightly-armored soldiers: navy seals, commandos, etc Elite soldiers take 2 turns per round. They are extremely good at stealth (detection TN of 18). They should be played intelligently and they will not attack unless they have the high ground. Different loadouts may include a plasma sword, beam rifle, rocket launcher, high explosive charges, or a fusion cannon.
    Space Marine in Power Armor Sci-fi, Large, Humanoid, Mechanical 120 18 18 5 Chain Sword: 3d6+6 Autocannon: 6d6+6 damage in a 60m cone Powered armor is the most expensive that money can buy among future humans. It makes people extremely tough and strong, able to fall from orbit with only minor damage, punch through doors, and go toe-to-toe with the horrors of space (if not guarantee their survival). It is, however, rather slow. Marines in power armor generally take 2 turns per round. They have powerful electro-magnet boots that help them walk in space or climb on metal walls. EMP attacks can shut them down temporarily. They are not good at any kind of dexterity-based task unless their armor is equipped with special attachments. Marines in power armor can also be equipped with mining equipment, or chain-swords for close combat, or sometimes one large weapon that would normally be vehicle-mounted such as mortars, heavy pulse lasers, rocket arrays, etc.
    Dragon Fantasy, Giant, Beast, Reptile, Arcane, Flying, Huge 200 18 18 12, fly 4d6+6 Claw/Tail/Wing attack. 8d6+6 Elemental Breath 60m Cone, or any spell. Dragons are massive flying magical reptiles, beings of iconic power and should never be underestimated. Their color reflects their special powers, but as to whether they are good or evil, you must verify for yourself. They will generally take 2-3 turns per round, combining breath, attacks and spells, but they can only use breath weapon once per round. Dragons can cast any spells as needed. Similar beings include demon lords, archangels and greater elementals. Dinosaurs and other megabeasts might use this statblock without the magical breath and spells.
    Shoggoth Slime, Giant, Alien, Metadimensional, Huge 200 20 20 14, climb 4d6+6 Corrosive Pseudopod, range 10m. It often throws or envelops target enemies. - A shoggoth is a truck-sized black amoeba-like creature with many eyes that can move as fast as a speeding train. It is an artificial servant created by long-dead masters. Shoggoths were originally programmed for maintenance and defensive duties, but isolated populations have evolved. It is best to avoid fighting one. They will generally take 3 turns per round, and pursue their own goals, but crush anyone in their way. -
    Cybernetic Assassin Sci-fi, Humanoid, Mechanical, Medium 100 20 20 24, climb Nanosword: 4d6+6 Wrist Crossbow: 3d6+6 poison (lethal or nonlethal), 2d6 more per round Cybernetic assassins are almost more machine than human. They are deeply in tune with electronic networks as well as extremely stealthy and deadly in the physical world. Only the most extremely skilled individuals will receive the nano-augmentations necessary to reach this godlike (though vulnerable) level of power. Cybernetic assassins take 2 or 3 turns per round, and they generally end each turn by going into full cover and hiding as a bonus action. They are extremely good at hacking of all sorts (TN 20 to defeat) and at stealth (TN 20 to detect). They can perform any concievable special attack with their nanosword. This entry could also be used for a fully automated assassin droid.
    Typical Piloted Battlemech Sci-fi, Vehicle, Mechanical, Huge 300 18 18 10 Trample: 6d6 or Flamethrower: 8d6 fire in a 30m cone Phased Particle Cannon: 10d10 plasma, 10m radius explosion. Long Range Missile Array: 12d12 explosive, lock-on. This entry represents a huge-sized, heavily armed and armored war-bot, usually piloted by a humanoid but sometimes automated. Typical models will take 2 turns per round. They are equipped with jump jets and can use these once per minute to jump on top of a building. Loadouts vary widely. They may include a short range missiles, disintegrator beam, chain-axe, psychic amplifier, gauss cannon, anti-air missiles, nuclear wepaons, etc. They are large enough that in battle they often target specific parts of each other.
    Master Lich Fantasy, Undead, Arcane, Small 100 20 20 10 Any close-range spell. Any spell, including disintegration beams, word of death, and soul suck (steal and regain 4d6 hp from all targets in 30m radius) An elder wizard gone mad with power becomes a master lich: a levitating skull able to cast spells endlessly. A master lich takes 3 or 4 turns per round. They can cast any spell the GM can imagine, you don't need to track their skills or Energy Points. They are not particularly durable, but they are fast, sadistic, intelligent and extremely powerful. Few beings can compare to this, but a godlike AI inhabiting a drone body might have a similar statblock to represent its nanite swarms.
    Searing Horror Elemental, Demon, Undead, Giant, Metadimensional 600 20 20 8 Plasma Tentacles 6d6+6, grapple on hit Searing Aura 4d4+4, Plasma Beam 10d10+10 in a penetrating line The searing horror is a gigantic being that is so extremely bright that it burns and blinds anyone it can see once per round, in addition to other actions. It produces a telltale steam-like hissing noise when not seen, as well as extremely bright light. It is not particularly fast. If you think it is nearby, best choice is to hide and hope it leaves this dimension. The searing aura affects any non-fire-elemental beings that the horror can see. They first take the 4d4+4 damage. Then, they must make a resilience roll, and on fail, become blinded (or Exhausted on future effects). Primordial Titans, Champions of Elder Gods, and dragon demigods might have similar statistics. Smaller cousins of the Searing Horror include the ogre-sized Radiant Horror and the man-sized Luminous Horror.