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The Fantasy Bestiary is a supplement for Tiny Dungeon 2nd Edition that introduces a variety of new fantasy monsters and normal creatures, suitable for adaptation to different settings. Each creature is described with its health points, traits, and unique abilities, ranging from aggressive beasts like the Armoured Bull to magical entities like the Book Beast. The document provides detailed descriptions and mechanics for gameplay, enhancing the fantasy role-playing experience.

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0% found this document useful (0 votes)
37 views9 pages

Sample

The Fantasy Bestiary is a supplement for Tiny Dungeon 2nd Edition that introduces a variety of new fantasy monsters and normal creatures, suitable for adaptation to different settings. Each creature is described with its health points, traits, and unique abilities, ranging from aggressive beasts like the Armoured Bull to magical entities like the Book Beast. The document provides detailed descriptions and mechanics for gameplay, enhancing the fantasy role-playing experience.

Uploaded by

anamikaqui
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Fantasy Bestiary

Fantasy Bestiary

Introduction

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This supplement has a range of new fantasy monsters, and
some normal creatures, for Tiny Dungeon 2nd Edition. Though

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they are primarily designed for a fantasy setting, some can be
adapted to other settings, especially the normal animals. Not
every creature is necessarily hostile towards characters, unless
provoked, though some of them are hostile towards others.
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Armoured Bull

Fantasy Bestiary
HP: 6 (High)
Description: An aggressive bull-like monster with horns and
a hide that appears to be made from metal scales. The beast is
capable of breathing out a cloud of noxious gas.
Traits:
• Armoured: Test with 2d6.
On a success, the armoured

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bull takes no damage.
• Berserker

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• Gas Cloud (Ranged
Attack): Test 2d6 against
a target within 10 feet.
On a success, the target is
affected by the cloud and makes all Tests at a Disadvantage
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for the next round.

Baboon
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HP: 2 (Low)
Description: Baboons are
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apes that measure up to about


4’ in length. They use the
ground, but sleep in trees to
avoid predators, and troops of
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baboons will attempt to drive


away those who encroach into
their territory.
Traits:
• Acrobat

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Barghest
Fantasy Bestiary

HP: 5 (Medium)
Description: Humanoid
creatures with some aspects
of dogs or wolves, barghests
are dangerous to encounter
and have a hatred for most
other creatures. Fortunately,

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they are often found alone,
though they sometimes
dominate groups of Gnolls

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or Orcs.
Traits:
• Berserker
• Tracker
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Bell Fungus
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HP: 4 (Medium)
Description: A peculiar
ambulatory fungal creature
consisting of an upturned bell from
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which four spindly legs and tendrils


sprout. The bell part of the creature
emits fungal spores that affect those
who inhale them.
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Traits:
• Spore Cloud (Ranged
Attack): Test 1d6 against
all enemies within 5 feet of
you. On a success, the enemy
must roll a Save Test to avoid
being affected by the spores. If the enemy fails, they suffer
Disadvantage on all rolls for the next 1d6 rounds.

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Basilisk

Fantasy Bestiary
HP: 10 (Heroic)
Description:
Eight-legged lizards
with the ability to
turn creatures to
stone with their
gaze. Though a basilisk’s poisonous bite may be dangerous, its

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stare is its truly dangerous weapon.
Traits:

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• Petrify (Ranged Attack): Test 2d6 against an enemy that
can see you. On a successful hit, the enemy must roll a Save
Test to avoid being petrified. If the enemy fails, they are
rendered immobile for the rest of combat.
• Poisoned Bite (Melee Attack): Test 2d6 against an enemy
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within 5 feet of you. On a successful hit, the enemy must
roll a Save Test to avoid being poisoned. If the enemy fails,
they are poisoned. While poisoned, all Tests performed by
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the enemy are at a Disadvantage. The poison effect lasts
until the enemy rolls a successful Save Test on their turn.
• Sneaky
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Bear
HP: 3 (Medium)
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Description: Bears are large,


omnivorous creatures with thick hair
that are adept at running, climbing and
swimming despite their stocky form.
Bears can be found in many terrains and
can be dangerous if provoked.
Traits:
• Berserker

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Beithir
Fantasy Bestiary

HP: 15 (Epic)
Description: A sinuous, multi-legged blue-scaled reptile than
can grow up to 40’ long. They are reputedly related to dragons, a
statement that both creatures deny to be true. Though intelligent,
it doesn’t take much to provoke one into fury.
Traits:
• Berserker

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• Bite (Melee Attack): Test 2d6 against an enemy within 10
feet of you.

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• Educated
• Electric Breath (Ranged Attack): Test 2d6 against an
enemy. On a success, any enemies adjacent to your target
also take 1 point of damage.
• Strong
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• Tough
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Sa

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Bloodsucker

Fantasy Bestiary
HP: 1 (Fodder)
Description: Revolting
creatures sharing the worst
parts of bats, mosquitos and
birds, and generally bigger
than birds, these multi-
winged monsters are not a

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great threat individually. They
are most often encountered
in large numbers, though, and

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can quickly drain a creature of
blood when acting together.
Traits:
• Bloodsucker (Melee Attack): Test 1d6 on an enemy
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within 5 feet of you. On a successful hit, the enemy takes
one damage every round that you are attached. On its turn,
a foe may make a Save Test, with Advantage, to remove
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you.
• Flight: A Bloodsucker can fly.

Book Beast
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HP: 3 (Medium)
Description: Living books
created by users of magic in
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order to protect their libraries


from thieves. They appear to
be a normal book until the
unwitting pick them up and are
promptly attacked.
Traits:
• Spell-Touched

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Carnivorous Tree
Fantasy Bestiary

HP: 5 (Medium)
Description: Trees that have
been warped by exposure to
dark magic or magical toxins,
and animated with a taste for
flesh. They wait for prey to
approach, then lash out with

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their branches and drag food
into the maw in their trunk.
Traits:

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• Resolute
• Tough

Carnivorous Vine
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HP: 3 (Medium)
Description: A carnivorous plant
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that can move around slowly but
usually waits for prey to approach.
When something living gets within
range, the plant attacks them with a
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thick tendril.
Traits:
• Constrict (Melee Attack): Test
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1d6 against an enemy within 10


feet of you. On a successful hit,
the enemy must roll a Save Test
to avoid being grappled. Each
round an enemy is grappled, it
takes 1 damage. On its turn, a
grappled foe can make a Save
Test (or Evade Test) to escape.

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Catball

Fantasy Bestiary
HP: 5 (Medium)
Description: This beast is a vaguely
cat-like creature that is formed of
what looks like a single head and the
bodies of over a dozen cats, though
the numbers can vary. It is as large
as the number of cats it contains and

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seems to have a hatred of those who
use magic.
Traits:

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• Acrobat

Chatterbox
HP: 7 (High)
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Description:
An amorphous,
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nightmarish mass of
eyes and mouths that
despite its size can slip
through small gaps.
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The creature’s presence


can be detected by the
constant muttering
of its many mouths,
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which can be heard from some distance away and drive listeners
mad.
Traits:
• Madness Inducing: The first time each day an Adventurer
hears a chatterbox, they must make a Save Test with
Disadvantage. If they fail, they quail from the creature,
granting it Advantage on all its attacks against them.
• Vigilant

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Chestling
Fantasy Bestiary

HP: 5 (Medium)
Description: A creature that looks like an ordinary chest, or
other similar item, when at rest, but which reveals itself to have
many teeth when prey attempts to steal from it.
Traits:
• Disguised: You can disguise yourself as other items of
approximately the same size. Enemies may attempt to

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see through the disguise with a successful Test with
Disadvantage. If this fails, you win Initiative and have

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Advantage against them during the first turn.
• Resilient: Your adaptable nature means that you can make
a Save Test when struck by melee or ranged weapons. A
success means you take no damage.
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Sa

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