Still, I suppose that at the end of the day you roll the d20, look at the list of riders, and do what it says. Shadow mongooses that steal icon relationship points seem rather game-y to me. Not brave: warriors with single digit will run away the first chance they get. Just like in the first Bestiary, there are lots of other extras. Close: Acid spit +7 vs.
All are given vivid new life. I have not listed all the monster entries here by any means. The default setting for 13th Age, the 'Dragon Empire', prides itself on being a grab bag of a setting. Tables of stuff to roll on. Well, in my original review of the core book, I called 13th Age somewhat schizoid in some design-decisions. If the roll is less than or equal to the level, it gets a random ability according to the table below. Natural even miss: 5 lightning damage.
Ignore attacks 11+: When an attack hits this creature, the attacker must roll a natural 11+ on the attack roll or it misses instead. Water-breathing: the black dragon queen is an excellent swimmer and can breathe underwater. Devastating stompy boots +12 vs. Intermittent breath: Half-dragon lizardman brutes can use acid breath twice per battle, but never two turns in a row. Bestiary 2 was written very much in that same spirit. Close: Lightning strike +8 vs. Blood frenzy: Minotaurs gain a +4 melee attack bonus against enemies.
As I mentioned above, several of the monster entries focus on detailed lore and background much more than stat blocks. Intermittent breath: A large black can use acid breath 1d3 times per battle, but never two turns in a row. Natural 19—20: While the target is taking the ongoing psychic damage, it is instead of. Resist weapons 18+: When a weapon attack targets this creature, the attacker must roll a natural 18+ on the attack roll or it only deals half damage. Most newer books are in the original electronic format. I admit, I am a sucker for a good monster book, but this is a great one.
Roiling swirl: If the has at least two gnashing teeth attacks left during a turn, it can expend one of those attacks to move to engage a nearby enemy as a free action but it will take opportunity attacks for doing so. Now how is this represented? There are eight different brands of kobold listed not including the baseline kobold, which is not even in the book, since the stats for them are in the corebook. This effect is cumulative, but if the terror changes targets, he loses this bonus damage. Resist cold 12+: When a cold attack targets this creature, the attacker must roll a natural 12+ on the attack roll or it only deals half damage. Quick shot: When the is unengaged and an enemy moves to engage it, roll a d20.
Personally, I'm a sucker for monsters that have elaborate lifecycles. Where the pdf once again becomes awesome and indeed non-optional for any 13th Age Midgard-campaign is with the final section by Wade Rockett: Midgard Icons. Ranged: Striped lightning bolts +13 vs. Huge bloody cleavers +11 vs. If the roll is equal to or less than the , the black can take an extra that turn. Ignore any damage in excess of 0 , roll 2d6, and give the berserker that many temporary.
Different approaches and philosophies within certain races and odd quirks that are downright inspired can be found in almost every entry — for example, did you know that couatl consider themselves to be the true heroes of the world? Monsters may have particular abilities or powers that are triggered when the attack roll is greater than a certain threshold. I find them to be laden with plot hooks and a joy to read. Ritual magic using up a minimum of a 5th-level spell slot and taking 1d4 quarter-hours to complete will remove the curse, ending this effect. This might be the first official support for sexy mushroom princes in a d20 game. This massive book clocks in at 240 pages. Seriously, expectations exceeded at every level. Resist acid 18+: When an acid attack targets this creature, the attacker must roll a natural 18+ on the attack roll or it only deals half damage.
Some monsters are included just because they are badass chaos hydras, hellwarped beasts, laughing demons, sunder wraiths, and waking stones. It includes the fun and flexible mechanics you expect from 13th Age — and it makes every monster an adventure in its own right, with story hooks, icon relationships, customisable campaign elements and more advice on building exciting battles. Because the baggage suddenly got a lot sexier. If you have never looked at a 13th Age monster, the two things that will stand out to you are special abilities that trigger based on the natural roll of the d20, and the escalation die. When , its missed attacks deal damage equal to double its level.