Bestiary
Enemies of the Realm
52 creatures, with their base stats and what a kill pays. Past party level 15 any of them can be promoted to an elite, which is tougher, carries a bonus of its own and rolls on a richer table.
Every figure here is that creature at level 1. They climb with distance from home and with depth underground.
The roster
What each one does when it sees you, and the stats it starts on.
| Creature | What it does | Attack | Defense | Health | Speed | XP | Gold |
|---|---|---|---|---|---|---|---|
| Walks straight at you and swings. There are usually several. | 4 | 0 | 33 | 15 | 8 | 5 | |
| Never turns up alone, and the flock weaves so you cannot lead your swings. Take them where they cannot all reach you. | 5 | 0 | 8 | 33 | 10 | 6 | |
| Walks straight at you and swings, and throws something if you back off. There are usually several. | 7 | 2 | 20 | 23 | 18 | 12 | |
| Keeps its distance and throws bolts. Close the gap. | 6 | 1 | 15 | 20 | 18 | 16 | |
| Picks a straight line and rushes it. Step aside as it commits. | 7 | 1 | 17 | 22 | 16 | 12 | |
| Stands off and shoots. Break the line or run it down. | 6 | 1 | 13 | 21 | 16 | 14 | |
| Hangs back and heals whatever it stands behind. Kill it first. | 3 | 1 | 15 | 20 | 22 | 20 | |
| Lives in the water and cannot follow you onto dry land. | 90 | 2 | 260 | 25 | 240 | 90 | |
| Walks straight at you and swings. There are usually several. | 20 | 0 | 35 | 30 | 7 | 4 | |
| Never moves. Left alone it hatches into something that does. | 0 | 0 | 9 | 0 | 4 | 2 | |
| Lowers its head and runs you down from a long way off. Step aside as it commits. | 4 | 0 | 12 | 35 | 10 | 7 | |
| Fights like a swordsman, runs when it is losing, comes back. | 7 | 1 | 19 | 25 | 19 | 22 | |
| Quick, and its bite is venomous. Kill it before the poison stacks. | 12 | 0 | 21 | 28 | 14 | 9 | |
| Hunts in a pack and comes at you from several sides. Put your back where they cannot get behind you. | 6 | 1 | 15 | 26 | 15 | 10 | |
| Hunts in a pack and comes at you from several sides. Put your back where they cannot get behind you. | 8 | 2 | 24 | 25 | 24 | 18 | |
| Drifts after you and chills whatever it touches. It cannot catch you on its own. | 5 | 0 | 10 | 12 | 16 | 12 | |
| Lobs a slow ember that sets the ground alight where it lands. Watch where it throws. | 6 | 0 | 14 | 22 | 20 | 15 | |
| Shambles at you and swings. It sets the ground alight when it drops, so do not stand over it. | 7 | 1 | 21 | 17 | 20 | 13 | |
| Standing next to it costs health whether it swings or not. | 6 | 3 | 26 | 20 | 26 | 22 | |
| Slow, heavy, winds up before every swing. Step out of the ring. | 11 | 3 | 38 | 13 | 34 | 26 | |
| Walks straight at you and swings, and throws something if you back off. There are usually several. | 7 | 3 | 25 | 15 | 22 | 15 | |
| Shuts its shell unless you are close, and nothing gets through it. Walk up, and hit it as it comes out. | 3 | 4 | 70 | 14 | 12 | 8 | |
| Swoops in, strikes once and climbs away, then circles you and dives again. Only one dives at a time, so hit it as it comes in. | 6 | 0 | 15 | 35 | 11 | 7 | |
| Walks straight at you and swings, and throws something if you back off. There are usually several. | 4 | 0 | 9 | 29 | 9 | 5 | |
| Drifts after you and throws a cold bolt. It will never catch you, but ignoring it costs you. | 6 | 0 | 11 | 13 | 19 | 14 | |
| Slow, and armoured enough that a weak weapon barely marks it. Bring your best swing. | 5 | 5 | 24 | 13 | 22 | 12 | |
| Shoots from a distance and will not stand and fight. Hurt it and it runs, then comes back. | 8 | 1 | 16 | 24 | 21 | 24 | |
| Lowers its head and runs you down from a long way off. Step aside as it commits. | 9 | 1 | 26 | 26 | 24 | 14 | |
| Slow, heavy, winds up before every swing. Step out of the ring. | 10 | 4 | 40 | 11 | 32 | 20 | |
| Hops at you in beats, and throws venom on the beats it sits still. When it stops, move. | 8 | 1 | 22 | 20 | 23 | 14 | |
| Circles wide, then drops on you fast. Hardest to hit while it is still going round. | 9 | 0 | 18 | 30 | 25 | 16 | |
| Slow, heavy, winds up before every swing. Step out of the ring. | 16 | 3 | 55 | 11 | 46 | 34 | |
| Lies still as a piece of ground until you are on it, then comes up swinging. Watch the ground. | 13 | 2 | 34 | 15 | 33 | 21 | |
| Marches at you and thrusts from further out than you expect. One step back is not enough. | 9 | 3 | 28 | 19 | 28 | 24 | |
| Lies still as a piece of ground until you are on it, then comes up swinging. Watch the ground. | 12 | 2 | 30 | 18 | 30 | 19 | |
| Winds up a heavy swing that leaves you chilled. Step out early. | 12 | 5 | 44 | 10 | 38 | 28 | |
| Lobs a slow ember that sets the ground alight where it lands. Watch where it throws. | 8 | 1 | 19 | 26 | 24 | 17 | |
| Leaves burning ground wherever it walks. Fight it where you have room. | 15 | 4 | 50 | 12 | 44 | 33 | |
| Very quick, and it bursts apart when it drops. It closes the gap before you are ready. | 10 | 2 | 16 | 34 | 26 | 15 | |
| Comes at you sideways rather than straight on. Its shell is thick. | 8 | 5 | 27 | 18 | 24 | 14 | |
| Lies in the shallows and lunges the moment you come near the water. Keep back from the edge. | 12 | 2 | 30 | 22 | 29 | 18 | |
| Drifts after you and throws a cold bolt. It will never catch you, but ignoring it costs you. | 10 | 1 | 20 | 14 | 27 | 20 | |
| Hides under the sand and lunges out when you walk close, and its bite poisons. It sinks back under after a few seconds, so hit it while it is up. | 11 | 1 | 26 | 23 | 30 | 18 | |
| Keeps its distance and spits at your eyes. 1 in 3 of its spits blinds you for 2 seconds, so close in fast.Inflicts: Blind | 8 | 1 | 22 | 21 | 28 | 20 | |
| Comes in pairs, sideways rather than straight on, and its shell is thick. 1 in 4 of its stings paralyzes you for a second, so do not let both reach you.Inflicts: Paralyzed | 9 | 4 | 30 | 22 | 32 | 20 | |
| Comes as a group of two or three that circles over you, and they dive one at a time. A dive that lands leaves you bleeding, so watch for the one that drops.Inflicts: Bleeding | 6 | 0 | 20 | 32 | 24 | 14 | |
| Slow and heavy, and it winds up before every slam. A slam that lands stops you drinking potions or eating for 4 seconds, so step out of the ring.Inflicts: Drought | 11 | 3 | 46 | 11 | 40 | 26 | |
| Lies still as a piece of ground until you are on it, then comes up swinging. Watch the ground. | 11 | 1 | 18 | 24 | 20 | 10 | |
| Holds the Legion war-camps. By day several sit round the fire and by night more sleep in the tents. They get up when you come close, and the sleepers come out one at a time. | 8 | 3 | 26 | 19 | 26 | 20 | |
| Holds the Legion war-camps with the soldiers and shoots from behind them. Get past the soldiers to reach it. | 7 | 1 | 18 | 20 | 24 | 20 | |
| Holds the Legion war-camps and throws red hex bolts from the back. Kill it early.Inflicts: Cursed | 8 | 1 | 18 | 19 | 30 | 26 | |
| Slow, heavy, winds up before every swing. Step out of the ring. | 18 | 8 | 143 | 10 | 228 | 114 |
What a kill pays
Per-item chances, before your damage share. The full item-by-item table is on the Loot System page.
| State | What it can pay | Common | Uncommon | Rare |
|---|---|---|---|---|
| Ordinary | A wild or dungeon foe, on its own | 1 in 75 to 1 in 200for one piece, rarer the further you are from Eldermyr: Common in the Vale, Common or Uncommon in the Marches, Uncommon in the Reach and the Frontier, Rare in the Wastes, Rare or Epic in the Deep, Epic in the Abyss | ||
| Elite | Promoted past party level 15: tougher, with a bonus of its own and its own drop table | for one piece, the same slide and ladder | ||
The figures above are for a level-1 foe. Any creature can be promoted to an Elite, which pays gear about twice as often. The rank of a piece follows the region it fell in, and Legendary comes off a boss only.