Tactics & Powers

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Tactics

Many creatures possess unique traits that influence how they move, attack, or interact with their surroundings. These tactics represent automatic abilities or conditions that generally require no action to activate. Each tactic is described here to illustrate how the creature behaves during combat or within its environment. If a number in parenthesis appears next to the tactic, it indicates how many times per encounter the creature may use that tactic.

Acid Aura

The creature exudes a corrosive field that burns everything within melee range. At the start of each round, all other creatures within 5 feet must make a successful Vitality Resistance Roll or suffer 1d6 Hit Points of damage. Armor, weapons, and gear may also begin to degrade over time at the GM's discretion. The effect persists as long as a creature remains inside the acid aura.

Charge Attack

The creature can rush toward any foe within its line of sight, moving up to its maximum movement speed, and make a melee attack with a +2 Attack Score bonus against that foe. After the assault, the charging creature is left exposed, suffering a -1 penalty to its Defense Score until the beginning of its next turn.

Charm Aura

Any creature that begins its turn within melee range of the aura must succeed on a Wisdom Resistance Roll or become charmed. While charmed, a creature hesitates to act against the source of the aura, treating it as an ally unless directly harmed. The effect persists as long as the affected creature remains conscious, or until it succeeds on a Wisdom Resistance Roll to break the charm.

Double Attack

The creature may make two separate attacks on its turn, targeting either the same foe or two different ones. Each attack is rolled independently using the creature's full Attack Score. If a number in parentheses appears next to this tactic, it indicates how many times per encounter the creature may use the Double Attack.

Mob Attack

Creatures with this tactic gain a +1 Attack Score bonus when acting in a group of two or more. The bonus remains active as long as the creatures stay within 20 feet of each other and the mob has at least two members still remaining.

Mug

If a creature with this tactic deals damage with a melee attack, it may immediately attempt to steal a small item from the target. Roll 1d6: on a result of 5 or 6, the creature successfully snatches coins, a dagger, a torch, or another minor item, as determined by the GM.

Phase

A creature with the Phase tactic flickers in and out of view, causing foes to struggle to pinpoint its exact location. When attempting to strike any creature with the Phase tactic, opponents suffer a -1 penalty to their Attack Score.

Preemptive Attack

A creature with this tactic has a greater opportunity to act before initiative is rolled. Before a combat encounter begins, roll 1d6; if the result meets or exceeds the creature's Preemptive Attack target number, the creature is granted a full turn to act before combat begins and initiative is rolled.

Psychic Aura

Any creature that begins its turn within melee range of the Psychic Aura must succeed on an Intellect Resistance Roll or else be inflicted with severe mental anguish, rendering them unable to take any action. This effect persists as long as a creature remains inside the psychic aura.

Stone Form

This tactic allows the creature to assume a stone statue form. While in this state, it gains a + 4 bonus to its Defense Score but it cannot move or take any action. The effect immediately ends when the creature takes any action.

Swarm

Creatures with the Swarm tactic move unpredictably, making it difficult for enemies to land solid blows. When attempting to strike any creature with the Swarm tactic, foes suffer a -1 penalty to their Attack Score.

Powers

Some creatures possess special Powers that can be used during combat. These abilities often go beyond basic attacks or tactics, representing magical effects, breath weapons, or other arcane forces. Most Powers include a charge count, indicating how many times the creature can use that ability during a single combat encounter. Unless otherwise stated, Powers require a Primary Action to activate.

Acid Breath

The creature exhales a 30-foot cone-shaped blast of corrosive acid breath, affecting all visible targets in its path. Each target suffers 1d6 + 4 points of damage. After the damage is determined, each target must make a Vitality Resistance Roll. On a result of 5 or 6, the damage is halved (rounded up).

Targets that fail their Resistance Roll continue to burn from the lingering acid, suffering 2 points of damage at the beginning of their next two turns.

Crushing Vortex

The creature unleashes a colossal whirlpool that churns the surrounding sea into chaos, dragging ships, debris, and swimmers toward its center. The vortex spans a 120 ft. radius and lasts for 3 rounds.

Creatures in the water must roll a 5 or 6 on a Vitality Resistance Roll at the start of their turn. Failure means they suffer 1d6 + 3 damage and are pulled 20 feet toward the vortex's center. Success means they take half damage (rounded up) and resist being dragged inward.

Vessels caught in the vortex must also attempt a Resistance Roll, using a number of d6 based on the ship's size. Large ships roll 3d6, standard boats roll 2d6, and small craft roll 1d6. If any die shows a 5 or 6, the vessel manages to evade the pull; however, on failure, the vessel is drawn toward the center. When a vessel is pulled in, all creatures aboard must immediately make a Dexterity Resistance Roll, requiring a 5 or 6. Failure means they are knocked down, suffer 1d6 points of damage from being hurled about or struck by debris, and lose their next turn. Success means they keep their footing and take no damage.

A vessel that fails its Resistance Roll and is drawn into the vortex then suffers further effects according to its size. A small craft breaks apart at once, throwing all occupants into the water, where they are treated as swimming creatures for the remainder of the vortex's duration. A standard boat begins to capsize, and all occupants suffer -3 to their initiative for as long as the vortex persists. A large ship is dragged off course and pulled 20 feet toward the center; it does not immediately capsize but lists heavily to one side, and all aboard suffer -2 to their initiative while the vortex remains.

At the start of each new round, any creatures or vessels within the 120-foot radius must repeat the appropriate rolls.

Curse of the Tomb

The creature invokes the ancient funerary magic bound within its body. One target within 60 feet must succeed on a Wisdom Resistance Roll (6) or suffer a -1 penalty to all Attack Scores, Defense Scores, and Ability Rolls for 1d6+1 rounds. The curse can be broken immediately with a Remove Curse spell.

Fear

This power fills all creatures within 60 feet with overwhelming terror. Each affected creature must immediately make a Wisdom Resistance Roll. On a failed roll, the creature is seized by panic and must spend their turn fleeing as far from the source as possible (running up to twice their movement speed away from the source of the fear) and cannot attack, defend, or cast spells. On a roll of 5 or 6, the creature resists or shakes off the fear effect and immediately regains control of its actions. The effects continue each turn until the creature succeeds on their Resistance Roll or the source of the effect is destroyed or otherwise neutralized.

Fire Breath

The creature exhales a torrent of searing flame in a single direction, engulfing all creatures in a coneshaped blast up to 60 feet. Each affected target must make a Vitality Resistance Roll. On a failed roll, the target suffers 1d6 + 8 fire damage. On a successful roll of 5 or 6, the damage is halved (rounded up). Flammable objects, structures, or terrain within the blast may ignite at the GM's discretion.

Frozen Beam

This power allows the creature to project a beam of ice toward any one creature in its line of sight up to 30 feet away. The target must make a Vitality Resistance Roll. On a failed roll, the target suffers 1d6 + 4 ice damage and their movement speed is reduced by one step for the next 3 turns as ice forms along their limbs and armor. On a successful roll of 5 or 6, the damage is halved (rounded up) and movement speed is unaffected.

Hideous Laughter

This power allows the creature to emit a nightmarish, echoing laughter that fills all creatures within 90 feet with paralyzing fear. Affected targets must immediately make a Wisdom Resistance Roll. On a failed roll, the creature is completely overcome with fear and unable to move or take any other actions. On a successful roll of 5 or 6, the effect is broken and the creature regains its composure. The fear persists until the creature successfully resists or the source of the laughter is destroyed.

Infernal Gaze - Petrify

When this power is used, the creature can cause petrification by locking eyes with a single target within 30 feet. The target must either avert their gaze or succeed on a Vitality Resistance Roll to resist the effect. On a failed roll, the target begins to slowly turn to stone. Over the next 10 rounds, they must succeed on three successive Vitality Resistance Rolls. If they fail to do so by the end of the tenth round, they become fully petrified and can take no further actions.

While a target is petrified, the creature gains a +4 bonus to its Defense Score. A petrified creature may be restored by a Renew Flesh spell or some other means at the GM's discretion. If a petrified creature is destroyed, or if its Hit Points are reduced to zero while in this state, it is permanently lost and cannot be restored by Renew Flesh or any resurrection magic.

Infernal Gaze - Ignite Flesh

When this power is used, the creature locks eyes with a single target within 30 feet, channeling a surge of infernal energy through its gaze. The target must make a Vitality Resistance Roll to resist the effect. On a failed roll, the target's body ignites in searing flame, suffering 1d6 + 4 fire damage. At the start of the target's next turn, they must make another Vitality Resistance Roll. On a failed roll, they take an additional 3 points of fire damage as the burning continues. The effect ends once a Resistance Roll succeeds or after 2 rounds, whichever comes first.

Flammable clothing, equipment, or terrain may ignite at the GM's discretion. On a successful initial roll of 5 or 6, the target takes only half damage (rounded up) and the flames do not take hold.

Oculus Flare

The creature releases a cone shaped burst of flame, projecting a blinding flare toward all creatures within 45 feet in its line of sight. Each affected target must make a Vitality Resistance Roll. On a failed roll, each target suffers 2d6 fire damage. On a successful roll of 5 or 6, the damage is halved (rounded up). Creatures that fail their roll are also dazed by the intense light and suffer a -1 penalty to their Attack Rolls until the end of their next turn.

Oni Stone Skin

The Oni's stone-like flesh absorbs tremendous punishment. The Dark Oni gains Resistance to Physical Attacks (50% damage). The power is broken when the creature is reduced to half of its Hit Points.

Piercing Eye

The creature emits a focused beam of paralyzing energy toward a single visible target within 20 feet. The target is stunned, rendering them unable to move or take any action for 3 full rounds.

At the beginning of each of their turns, the target may make a Vitality Resistance Roll. If a 6 is rolled, the target regains its composure and overcomes the stun effects, immediately ending the effect.

Polymorph

The Vampire may transform into either a Bat or Wolf, along with anything it is wearing or carrying. While transformed, use the statistics and abilities provided for the chosen creature in the Iron & Dice Core Rulebook, except the Vampire retains its own HP, INT, WIS, CHA, and Awareness.

The Vampire may also return to its normal form at any time.

Regeneration

A creature with this power possesses the natural ability to rapidly recover from injury. When activated, the creature immediately restores 1d6 plus its Vitality modifier in Hit Points, not to exceed its maximum Hit Points. This power cannot restore a creature that has been reduced to zero hit points unless otherwise specified.

Rotting Breath / Poison Breath

This power enables the creature to exhale a cloud of foul, decaying vapor toward all creatures it can see in a cone-shaped blast up to 30 feet. Each target must make a Vitality Resistance Roll. On a failed roll, the target suffers 1d6 plus 1 damage and becomes poisoned by the rotting/poison breath.

A poisoned creature suffers 2 points of damage per round until cured or until its Hit Points are reduced to zero and it falls unconscious. A successful Vitality Resistance Roll (5 or 6) halves the initial damage (rounded up) and prevents the poison from taking hold.

Rotting Grasp / Rotting Touch

When this power is used, the creature's touch causes one target within close melee range to suffer the effects of rapid decay. The target must make a Vitality Resistance Roll. On a failed roll, the target suffers 1d6 points of damage and its flesh suddenly begins to rot and wither.

At the start of each of its turns thereafter, the target must make a Vitality Resistance Roll. On each failed roll, the target suffers 2 additional points of damage from the continuing decay until a successful roll is made, which ends the effect. Any magic or potion that cures disease will also immediately end the effect.

Shadow Step

This power allows the creature to step into the shadows and immediately relocate to any visible location within 60 feet. This movement may be performed even if the creature is engaged in combat.

Summon Beasts

This power allows a creature to summon a group of beasts to surround and protect them against all foes. The summoned beasts will follow the creature's instructions and will gain a +1 bonus to their Morale. The number and type of creatures that may be summoned are noted in the monster's description.

Summon Undead

This power allows the creature to summon a group of undead creatures to surround and protect them against all foes. The summoned undead creatures will appear immediately, follow the creature's instructions, and will fight until they are destroyed or dismissed.

Roll 1d6 and refer the following table when deciding which undead creatures the Creature summons.

1d6 Creature Type Number Summoned
1 Mummies and Skeletons 1d3 and 1d6+1
2 Skeleton Guards 1d3+1
3-4 Skeletons 1d6+3
5 Zombies 1d6+2
6 Zombies and Skeletons 1d3+1 and 1d6+2

Thunderous Shout

The Dark Oni unleashes a deafening roar. All creatures within 120 feet must succeed on a Vitality Resistance Roll (6) or become stunned. Affected creatures may attempt a new Vitality Resistance Roll at the beginning of each of their turns. The effect ends immediately upon a successful roll.

Vampiric Gaze

The Vampire fixes its gaze upon one creature within 30 ft. that can see its eyes. The target must roll a 6 on a Wisdom Resistance Roll. On a failed roll, the creature becomes Charmed by the Vampire for 1d6+2 rounds.

While Charmed, the creature regards the Vampire as a trusted friend and will obey simple verbal commands. If commanded to attack an ally or perform an action that would obviously result in its own immediate death, the creature may immediately make another Wisdom Resistance Roll (6) to break the effect.

The effect ends if the Vampire attacks or directly harms the Charmed creature.

Wailsong

When this power is used, the creature begins to emit a loud, disorienting cacophony of noise. All foes within 30 feet must make an Intellect Resistance Roll at the start of each of their turns. On a failed roll, they are unable to cast spells or communicate effectively during that round. The effect continues each round until the creature producing the wailsong is destroyed.