Cosmic Peril Fantasy: Bestiary
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For campaigns that feature combat, this list is handy for looking up appropriate enemy actor types and appropriate stats for story enemies. 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 CPF 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 or try a tactic that doesn't rely as much on rolls.
- 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.
- Enemies that you present as skilled fighters should still deal some damage on a miss in melee, either 1, 2, or 1d4+x.
- Defense: The target number for players to roll to hit and damage this enemy. Highter means the enemy is harder to damage.
- Speed: The speed of an average individual of this type. Higher is faster.
- It's generally a good idea to vary this statistic for individual enemies.
- If, especially in the early game, all enemies are much faster than players, then enemies may defeat players very easily.
- Special Mechanics: Any special properties or abilities that they may have. If anything is unclear, it's up to the GM's discretion.
- Particularly tough enemies may take 2 or 3 turns per round. This means you put them in the combat order twice, and they can move twice, but they still have just one pool of health points.
|Name||Theme Tags||HP||Attack||Defense||Speed||Melee Damage||Ranged Damage||Description||Special||Similar to:|
|Goblin||Fantasy, Humanoid, Fey, Demon, Minion||8||10||10||12||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 with a speed of 12, 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||14||Teeth and Claws: 2d6+2||No ranged attack||Wolves and similar predators are speedy, efficient hunters who usualy target prey game unless they are trained, in a large pack, or otherwise desperate or maddened.||Wolves have keen senses (TN 12 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||10||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 TN10-12 or take steady poison damage until they are cured or die and transform into a zombie. Additionally, when reduced to zero HP but not exploded, a zombie has a 50% chance to rise again with 1 hp as its action (or, for higher difficulty, as a move action).||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||10||Dual Knives: 2d6+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||42||12||12||20||Club: 3d6+4||Sawed-Off Shotgun: 2d8+4 in a 20m cone||Bands of psychotic mutants can often be found roaming the poisoned wreckage of a planet when 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 almost impossible to intimidate or communicate with (TN 18), 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.|
|Ogre||Fantasy, Humanoid, Giant, Brute||50||14||14||14||Club: 4d8+4||Big Javelin: 3d6+3||Ogres are large brutes that are fast and powerful but just as easily deceived as a goblin. 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 their main 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||16||Claws: 2d6+3||Throw Rock: 2d6+3||Trolls are similar to ogres but tougher, faster 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||12||Punch x2: 2d6+2||Elemental Bolt x1: 2d6+2||Elementals are temporary physical beings composed or air, water, fire, or earth, created by wizardry.||Elementals take 1 turn per round. They can make 2 punch attacks with their elemental damage type, or 1 ranged attack. They also typically inflict their elemental status on hit (shock, burn, freeze, or none for earth). Fire elementals are faster and ignite all they touch and weak to water, air elementals fly and shoot 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.||-|
|Journeyman Arcanist||Fantasy, Sci-fi, Humanoid, Arcane||25||14||14||10||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. Some may be able to summon minor demons. You don't need to track their skills or spell 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||13||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, Mechanical||100||14||14||14||Taser Lash: 2d6+4 Nonlethal Arc||Minigun: 6d6+6 in 30m cone, Or Grenade Launcher (Nonlethal poison, or EMP grenades)||Security robots are large and often guard corporate office buildings and labs, or defend evil authoritarians from angry crowds.||Players can attempt to wirelessly hack one of these bots as long as they are on the same network and within 10m.||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||45||16||16||20||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 can make a punch attack twice on each turn, or a shot and a punch.||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, Humanoid, Mechanical||120||18||18||14||Power Claw: 3d6+6||Autocannon: 10d10 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 any kind of vehicle-mounted weapon such as plasma mortars, heavy pulse lasers, heavy flamers, etc.|
|Dragon||Fantasy, Undead, Arcane||150||20||20||50||4d6+6 Claw/Tail/Wing attack.||6d6+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 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 and greater elementals. Dinosaurs and other megabeasts might use this statblock without the magical breath and spells.|
|Cybernetic Assassin||Sci-fi, Humanoid, Mechanical||66||20||20||24||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 can hide as a bonus action. They are extremely good at hacking of all sorts (TN 20 to defeat) and at stealth (TN 20). 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||250||18||18||25||Trample: 6d6 or Flamethrower: 8d6 fire in a 30m cone||Phased Particle Cannon: 10d10 plasma, 10m radius. Long Range Missile Array: 12d12 explosive, homing.||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||100||20||20||30||Any close-range spell.||Any spell, including disintegration beams (10d10+30 energy damage in 2m*80m line area), word of death (instant death on one target), and soul suck (steal 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 spell points.||Few beings can compare to this, but a godlike AI inhabiting a drone body might have a similar statblock to represent its nanite swarms.|