🌲 CHAPTER III — FORESTS & WILDS
The forests of Tallanon are ancient — older than the kingdoms, older than the gods men pray to, older even than the stones beneath them.
They are alive.
Not metaphorically — alive in the way a predator is alive:
watching
waiting
remembering
The Wilds are ruled by tooth and root, by spirits and beasts, by things that were old when the first mortals crawled from the mud.
Travelers say:
“The forest does not hate you.
It simply does not care if you live.”
Forests emphasize:
Ambushes (Agility & Awareness tests)
Camouflage (Dark Sight & Awareness)
Difficult terrain (roots, mud, thorns)
Predators (Skirmishers & Brutes)
Fey & spirits (Magic & Charm tests)
Use:
Wilderness Lore often
Charm tests for fey trickery
Agility tests for entangling roots
Awareness tests for stalking predators
Forests should feel alive, unpredictable, and ancient.
d12
Encounter
1
Thornsnare Hare darts across the path
2
Briar Wolves circle the party
3
Mossback Boar charges from undergrowth
4
Hollow‑Eye Stag watches silently
5
Willowshade Dryad whispers from the trees
6
Blight‑Touched Treant awakens
7
Packlord Dire Wolf leads a hunt
8
Green Rot Hydra emerges from a bog
9
Ancient Grove Guardian blocks the path
10
Fey lights lure travelers astray
11
The forest grows unnaturally silent
12
The Verdant Devourer stirs beneath the roots
Below are all 10 creatures, fully statted using your templates.
Small forest critter with barbed fur.
Rank: Novice • Role: Skirmisher • Block: Mini
Speed: 8
HP: 1d6+1
Offense: Might+1
Defense: 1
Key Skills: Agility 4, Awareness 3, Wilderness Lore 2
Attack — Barbed Bite: Offense = Might+1, damage 1d3.
Fail Endurance (2) → −1 Agility for 1 round.
Traits:
• Skittish Leap — move 1 square when targeted
• Thorn‑Fur — melee attackers take 1 damage
Loot: 1–3 fur, 4–5 meat, 6 thorn‑barbed pelt
Wolf with thorn‑covered hide.
Rank: Novice • Role: Pack Hunter • Block: Mini
Speed: 8
HP: 2d6+2
Offense: Might+2
Defense: 2
Key Skills: Agility 3, Awareness 3, Brawl 2, Dark Sight 2
Attack — Thorn Bite: Offense = Might+2, damage 1d6.
Traits:
• Pack Tactics — +1 Offense if an ally is adjacent
• Briar Hide — melee attackers take 1d3
Loot: 1–4 hide, 5 fang, 6 briar‑wolf heart
Forest boar with moss‑covered hide.
Rank: Skilled • Role: Brute • Block: Mini
Speed: 7
HP: 3d6+3
Offense: Might+2
Defense: 2
Key Skills: Might 4, Endurance 4, Wilderness Lore 3
Attack — Tusk Gore: Offense = Might+2, damage 1d6+1.
Traits:
• Charge — Move 3; +1d6 damage
• Mossback Hide — +1 Defense in forests
Loot: 1–3 meat, 4–5 tusk, 6 mossback core
Ghostly stag with empty glowing eyes.
Rank: Skilled • Role: Lurker • Block: Mini
Speed: 9
HP: 3d6+3
Offense: Might+1
Defense: 2
Key Skills: Awareness 4, Agility 4, Magic Resistance 3
Attack — Antler Slash: Offense = Might+1, damage 1d6.
Traits:
• Ethereal Step — once per round, ignore terrain
• Forest Ghost — Awareness (4) to detect
Loot: 1–4 antler, 5 ghost‑fur, 6 hollow‑eye orb
Spirit of the trees, both beautiful and deadly.
Rank: Elite • Role: Controller • Block: Full
Speed: 6
HP: 6d6+6
Offense: Magic+2
Defense: 3
Size: Medium
Awareness 6, Agility 5, Might 3, Endurance 6, Charm 7, Roguery 2, Wilderness Lore 7, Folk Lore 5,
Brawl 2, Sword‑Play 0, Marksmanship 0, Craftsmanship 1, Dark Sight 3, Healing 4, Magic 7, Magic Resistance 5
• Root Snare: 3‑square radius; Agility (5) or Immobilised
• Charm of the Grove: Charm (5) or obey 1 command
• Tree Meld: Become invisible while adjacent to a tree
Primary — Thorn Lash: Offense = Magic+2, damage 2d6
Special — Entangling Vines: Offense = Magic+2, target Agility (5) or Restrained
1–3 leaves, 4 sap, 5 dryad hair, 6 grove‑heart seed
(Already generated earlier — included here for chapter completeness.)
Rank: Elite • Role: Controller • Block: Full
Massive alpha wolf with bone‑white fur.
Rank: Veteran • Role: Skirmisher • Block: Full
Speed: 9
HP: 8d6+8
Offense: Might+3
Defense: 4
Size: Large
Awareness 7, Agility 6, Might 8, Endurance 8, Charm 1, Roguery 2, Wilderness Lore 6, Folk Lore 2,
Brawl 7, Sword‑Play 0, Marksmanship 0, Craftsmanship 0, Dark Sight 4, Healing 2, Magic 0, Magic Resistance 4
• Alpha Howl: Allies within 6 squares gain +1 Offense
• Savage Bite: Offense = Might+3, damage 2d6+2
• Pack Hunter: +1 Offense if an ally is adjacent
Primary — Crushing Bite: Offense = Might+3, damage 2d6+2
Secondary — Raking Claws: Offense = Might+2, damage 1d6+1
1–3 fur, 4 fang, 5 dire hide, 6 alpha‑heart
Multi‑headed swamp‑forest abomination.
Rank: Veteran • Role: Brute • Block: Full
Speed: 6
HP: 9d6+9
Offense: Might+4
Defense: 4
Size: Huge
Awareness 6, Agility 4, Might 10, Endurance 9, Charm 0, Roguery 1, Wilderness Lore 5, Folk Lore 3,
Brawl 9, Sword‑Play 0, Marksmanship 0, Craftsmanship 0, Dark Sight 4, Healing 3, Magic 0, Magic Resistance 4
• Multiple Heads: Can attack twice per round
• Rot Breath: 3‑square cone, 2d6 poison; Endurance (5) halves
• Regeneration: 1d6 HP/round unless fire used
Primary — Hydra Bite: Offense = Might+4, damage 2d6+2
Secondary — Tail Sweep: Offense = Might+3, damage 2d6
1–3 rot‑flesh, 4 hydra scale, 5 hydra tooth, 6 rot‑core
Living statue of bark, stone, and old magic.
Rank: Legendary • Role: Defender • Block: Full
Speed: 5
HP: 11d6+11
Offense: Might+5
Defense: 6
Size: Huge
Awareness 7, Agility 4, Might 12, Endurance 11, Charm 2, Roguery 0, Wilderness Lore 8, Folk Lore 6,
Brawl 10, Sword‑Play 0, Marksmanship 0, Craftsmanship 2, Dark Sight 4, Healing 3, Magic 5, Magic Resistance 7
• Guardian’s Wrath: +2 Offense when defending sacred ground
• Stonebark Armor: Half damage from physical attacks
• Forestquake: 4‑square tremor, 3d6; Agility (6) halves
Primary — Bark‑Stone Fist: Offense = Might+5, damage 3d6
Special — Root Hammer: Offense = Might+4, damage 3d6+2
1–3 barkstone, 4 guardian shard, 5 grove rune, 6 guardian heart
Ancient forest titan that consumes all life.
Rank: Mythic • Role: Titan / Controller • Block: Full
Speed: 6
HP: 15d6+15
Offense: Might+6
Defense: 8
Size: Titanic
Awareness 10, Agility 5, Might 14, Endurance 15, Charm 6, Roguery 0, Wilderness Lore 10, Folk Lore 8,
Brawl 12, Sword‑Play 0, Marksmanship 0, Craftsmanship 1, Dark Sight 5, Healing 6, Magic 12, Magic Resistance 10
• Worldroot Crush: 6‑square line; 4d6; Agility (6) halves
• Devour Life: Offense = Magic+4; target Endurance (6) or lose 1d6 HP permanently
• Mythic Regrowth: Regains 2d6 HP/round
• Forest Dominion: Controls plants within 20 squares
Primary — Titanic Limb: Offense = Might+6, damage 4d6
Mythic — Verdant Cataclysm: 6‑square radius; 5d6; Agility (6) halves
1–2 roots, 3–4 bark, 5 devourer shard, 6 mythic world‑seed
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