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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:
- Every enemy is unique. No two goblins, assault robots, or alien gods are the same. This is very important for keeping battles interesting and dynamic. Every time there is a battle, change up the stats, items, size, attitude of each enemy to make things interesting. If you have more time, give each one a name and personality.
- Combats in CPA do not need to be "balanced". If the players find a certain enemy such as a dragon near-impossible to hurt, then that's what happens! They should either run away, sneak by, negotiate, or try a less direct approach.
- This list is NOT exhaustive. It is only examples of commonly seen RPG enemy types. Your campaign will feature its own unique enemies, taking ideas from this list.
Enemy Table Details
- Theme Tags: These are various categories to which this enemy might be associated--genres, elements, factions, etc.
- HP: Health points. Damage reduction is already factored in to these. Adjust per enemies.
- Attack: The target number for players to roll to dodge a melee or ranged attack from an average example of this enemy type. Higher means the enemy's attacks are much harder to dodge.
- Damage: The amount of damage this enemy does with melee or ranged attacks.
- Defense: The target number for players to roll to hit and damage this enemy. Highter means the enemy is harder to damage.
- Movement: The amount of spaces this thing can move per action in a combat scene.
- Special Mechanics: Any special properties or abilities that they may have. If anything is unclear, it's up to the GM's discretion.
- Bosses: Some enemies might be particularly tough to make defeating them even more of a challenge. The GM can add boss abilities as follows:
- Multiple turns per round: The boss monster may act in multiple full turns per round--two, three, or more sets of action pairs.
- Shake it Off: If it is suffering from any negative conditions, then at any time, the boss monster may choose to 'shake off' one negative condition at the cost of 5 of its HP. If it does, then the GM must verbally explain this with narration as well.
- Bosses: Some enemies might be particularly tough to make defeating them even more of a challenge. The GM can add boss abilities as follows:
|Name||Theme Tags||HP||Attack||Defense||Movement||Melee Damage||Ranged Damage||Description||Special||Similar to:|
|Normal Person||Fantasy, Modern, Sci-fi, Humanoid||6||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||Long Dagger: 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 and are 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||Poison Spit or Gun: 2d6+2||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 an action (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 psychotic sadists?||No special talents except for their individuality.||This statblock can be used for any generic low-rank humanoid villain such as orcs, bugbears, lizard-men, fish-men, corrupt cops or fascist guards. Some may have better or worse armors or health amounts. Fantasy Orcs are similar to this but have berserker abilities and a charge ability.|
|Cannibal Mutant Berserker||Sci-fi, Humanoid, Brute, Post-Apocalyptic||45||12||12||7||Lead Pipe: 3d6+4||Sawed-Off Shotgun: 4d4+4 in a 7m 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 (-1 disadvantage die to dodge them, +1 advantage to hit them).||These stats can also be used for fantasy gnolls or orc berserkers. Also, mutants can take a variety of forms including shamans, grenadiers, spawner-mothers, etc. Some may have guns or bombs grafted on to their bodies.|
|Giant Spider||Fantasy, Sci-fi, Animal, Insect, Poison||36||12||12||7, climb any surface||Bite: 3d6+4 + Poison||Web Shot - Bind, no damage.||Giant spiders are around the size of a great dane, and are fearsome opponents. Targets bound by their webs can barely move their limbs and must cut the silk before retaliating.||Spiders can climb any solid wall or ceiling with no problem. They can also shoot web at range to bind 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. Large monstrous or alien snakes may have similar statistics but may be able to spit poison at range.|
|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. They are sluggish but durable.||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.||-|
|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 after 1 turn||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. Each soldier generally carries a comms device, 1 frag grenade and 1 extra rifle clip.||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.|
|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.|
|Radio Ghost||Horror, Undead, Demon, Humanoid, Metadimensional||32||14||14||8||Synaptic Sparks: 3d6+4 psychic, in a ring||Aneurysm Orb: 3d6+4 psychic, single projectile||Encountering a radio ghost is a sure sign of infection by psychic viruses. Despite appearances, they actually directly attack the victims's brain from inside of it. Uninfected individuals cannot perceive them. They often emit garbled fragments of ancient radio transmissions. They can fly and prefer to use ranged attacks. They prefer to shoot and fly to full cover. While unseen, they can teleport within 50m as an action to another unseen location. When defeated, they will re-appear the next time the victim is in a dark place.||Different memetic viruses may have different effects. Stories exist of people who read a virulent book and began to perceive their entire life as a stage play for a murky audience, or of those who began to see doors that others could not.||-|
|Knight||Fantasy, Humanoid||40||14||14||8||Claymore: 3d6+3||Crossbow: 2d8+4||This represents trained and armored high-ranking medieval warriors. If they are mounted on steeds of some sort, increase their attack and defense by +1 and their movement by +6.||Knights deal extra damage (+2d6) on a successful mounted charge attack.||Paladins and Blackguards are knights with magical abilities in the healing and necromantic areas respectively, and likely carry magic items related to these themes.|
|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 who are rising in their skills but not yet elite. 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 psychic acolytes typically focus on telekinesis and telepathy.|
|Security Robot||Sci-fi, Large, Mechanical||100||14||14||4||Taser Lash or Gunbarrel Slam: 2d6+4||Rubber Shell Assault Shotgun: 4d6+4 nonlethal in 30m cone, Or Grenade Launcher (Nonlethal Poison 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 (TN 12), but is better at climbing. More powerful is the assault or military bot (TN 16), which has heavier armor and is usually equipped with an autocannon and rocket launcher, or heavier weapons like a plasma mortar or disintegration beam.|
|Heartbreaker||Horror, Undead, Demon, Humanoid||80||14||14||6||Withering Touch: 4d6+4 poison||Death Gaze: Target player makes meditation roll vs 14, drop to 0 [dying] on fail, 2d6 psychic on pass||A heartbreaker is a terrifying monster 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.||Mythical monsters such as medusa, catoblepas and cockatrice may use similar mechanics.||-|
|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. Fantasy variants would be elite duelists or gladiators who carry javelins or shurikens, etc|
|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.|
|Predatory Megabeast||Sci-fi, Fantasy, Huge, Giant, Animal||300||16||16, 20 vs. ranged||16||Trample, Bite or Claw: 5d6+5||No ranged attacks||Non-sophont tyrannosaurs, sea serpents, skysharks and sand worms can be found in various locations of cosmic peril. Generally too huge and beefy to take on in personal combat, they are best avoided.||Megafauna generally take 2 turns per round. Giant desert creatures can burrow, while skysharks fly and sea serpents swim. They have tough hide that shrugs off most ranged attacks, but warriors who mount them may be able to stab their brain. Megabeasts may choose to swallow unconscious or low-HP targets or drag them off for later consumption.||Some gargantuan predators may hunt by thermal vision, echolocation, or movement-based vision. More peaceful megabeasts may cruise the skies of a gas planet or graze on kelp in deep oceans. Elemental demigods or avatars may be similar but have water, earth, or lightning-related powers.|
|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 hints at their special powers, but as to whether they are good or evil, you must verify each individual 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.|
|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, range 100m. Long Range Missile Array: 12d12 explosive, lock-on, range 600m.||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 recharging 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, ripper 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.|
|Shoggoth||Slime, Giant, Alien, Metadimensional, Huge, Horror||200||20||20||14, climb any surface||4d6+6 Corrosive Pseudopod, range 10m, or Trample. 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, emitting a constant earsplitting blare. Shoggoths were bio-engineered beings originally programmed for maintenance and labor, 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.||-|
|Archmage||Fantasy, Sci-fi, Humanoid, Arcane||75||18||18||5||TK Shove or any other close-range spell.||Ball Lightning or any other long-range spell.||This entry represents high-tier enemy wizards and psychics, good or evil, who are competent adepts of the art. The super-human defense and hp values represent some sort of magical bubble shields and enchanted equipment.||Archmages have typically perfected 3 schools of magic and can use any spells in those areas. Fantasy wizards are also likely to carry potions of some sort, which you can roll on the generators page. Summoners may call up demons, angels or elementals.||Sci-fi psychic lords are sometimes also skilled with ancient weapons, can cast as a bonus action, and have additional HP.|
|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 using their thermoptic camoflague. 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 or dark elf assassin, with appropriate adjustments.|
|Elder Lich||Fantasy, Undead, Small, Flying||100||20||20||10||Soul suck: 4d6+6 soul damage in a 5m radius||Disintegration Beam: 10d10 in a 60m line||When an old wizard becomes insatiable in their quest for ever more magical power, life and warmth departs from their bodies. After decades, all that remains is a floating skull, consumed with hate for all life and extremely dangerous until destroyed.||An elder lich takes 4 turns per round and can cast any spell that exists without fail--all the players can do is hope to dodge or resist their overwhelming magic long enough to shatter them.||This entry could also be used for a heavily equipped drone inhabited by a rogue A.I.|
|Searing Horror||Fire, Light, Horror, Elemental, Demon, Undead, Giant, Metadimensional||750||24||24||8||Plasma Tentacles 30, grapple on hit||Searing Aura 15, Plasma Beam 70 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 that bounces around corners. 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-immune 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 large-sized Radiant Horror and the man-sized Luminous Horror.|