Here are 30 assorted NPCs, beasts and monsters that you can slot right into your game or use as blueprints for designing your own. To quickly generate an encounter, roll 1D30 and consult the table below. You can also roll 1D10 to get a common beast, 1D12+10 to generate a human or 1D8 and count from the bottom to generate a monster and so on.
If the entry says that the NPC knows, or has a chance of knowing, spells or sorceries, choose from the Mystic’s or Seer’s lists, respectively (found in the rule book or in the character compendium).
You can also find some more detailed combat encounters here.
# NPC
1 Ape: pwr 3, save 3, end 25. Fists or crude weapons (dmg 1d8; bludgeon: 1d6).
2 Bear: pwr 4, save 9, end 25. Claws (dmg 1d8).
3 Rhinoceros: pwr 4, save 8, end 18. Hide (def 4), horn (dmg 1d6; twice if charging).
4 Crocodile: pwr 3, save 7, end 20. Armor 2, bite (dmg 1d10).
5 River shark: pwr 2, save 2, end 5. Bite (dmg 1d4).
6 Serpent: pwr 3, save 12, end 14. Bite (dmg 1d6; poison +1 ongoing, recovers on 5+).
7 Dog: pwr 1, save 4, end 6. Bite (dmg 1d6).
8 Hyena: pwr 2, save 5, end 10. Teeth and claws (dmg 1d10).
9 Lion: pwr 3, save 8, end 20. Teeth and claws (dmg 2d4).
10 Scorpion: pwr 1, save 3, end 1. Sting (dmg 1d4; venom: 1d6 dmg for 1d6 rounds).
11 Farmer: pwr 2, save 5, end 8. Tools (dmg 1d6; no crit).
12 Hunter: pwr 2, save 5, end 12. Bow (dmg 1d8; missile: reach 2) and net (no damage; negative reroll on all actions requiring movement). 25% chance of nearby traps.
13 Artisan: pwr 2, save 7, end 6. Unarmed (dmg 1d4; no crit).
14 Merchant: pwr 2, save 8, end 8. Crooked sword (dmg 1d8). Finery worth 1d20 s.
15 Slave: pwr 2, save 4, end 7. Tools (dmg 1d6; no crit).
16 Bandit or Pirate: pwr 2, save 7, end 16. Armor 3, simple weapon (dmg 1d6).
17 Assassin: pwr 3/2, save 13, end 9. Awl (dmg 1d4; backstab: 1d10) and poison
(1d6 dmg for 1d6 rounds, Might halves).
18 Thief: pwr 2, save 6, end 6. Knife (dmg 1d6). 10% chance of stolen valuables (2d20 s).
19 Warrior: pwr 2, save 7, end 16. Armor 6, shield (def 2) and spear (dmg 1d8).
20 Sun Templar: pwr 5/3, save 13, end 44. Armor 10, crescent axe (dmg 1d10; guard breaking). Rerolls ones during midday.
21 Vizier: pwr 4/4, save 14, end 28. Armor 3, basic weapon (dmg 1d6). 1 spell. 1d100 s.
22 Barû priest: pwr 5/4, save 15, end 25. Def 5, basic weapon (dmg 1d6). 1d6 spells.
23 Scorpion-man: pwr 2, save 9, end 18. Stinger (dmg 1d4; paralyzing poison: suffer a negative reroll on all actions until a successful Might save).
24 Jackal-man: pwr 2, save 7, end 10. Jagged axe (dmg 1d8) or harpoon (dmg 1d6; thrown; deals equal amount of dmg when removed). 10% chance of 1d6 bone sorceries.
25 Ogre: pwr 3, save 8, end 36. Ogre’s axe (dmg 1d12; bludgeon 1d8; wt 8).
26 Giant: pwr 2; save 7, end 100. Giant club (dmg 2d8; bludgeon 1d20; wt 20) or thrown boulders (dmg 1d12; bludgeon 1d20; reach 5; Vigor saves for half).
27 Giant Lizard: pwr 2/2, save 5, end 30. Metallic scales (def 5), bite (dmg 1d10; piercing +1). Immune to sorceries.
28 Sabre-tooth lion: pwr 5, save 9, end 50. Fangs (dmg 1d12; piercing +2).
29 Sphinx: pwr 3/3, save 18, end 50. Claws (dmg 1d8) or searing gaze (dmg 1d8; reach 2; functions as a melee attack). Can cast 1d6 bone sorceries as a Rank 10 sorcerer. Flying.
30 Lamasu: pwr 4/3, save 11, end 34. Terrible claws (dmg 1d10). 50% chance of knowing 1d4 lotus spells. Flying.