Monster Types

There are three main types of Monsters: Simple, Complex, and Legendary. Each has its own particular mechanics in how they are run, which are described below. One thing that all monsters have in common, however, is that monsters do not have Energy pools the way that players do. In order to make them simpler, monster abilities are instead limited by an Action Point cost (for simple monsters) or a random die roll (for complex and legendary monsters).

Simple Monsters

Simple Monsters, as their name implies, have simplified mechanics that make them easier to run and allow combat rounds to be completed more quickly and efficiently. Simple monsters have a standard Recovery time for each turn. Instead of doing a single action on their turn, a Simple Monster has 3 Action Points (AP) that it can spend to make attacks, move, make saving throws, etc. When rolling initiative for a simple monster, you roll once for the entire group of monsters. These monsters take their turns together, then have a longer recovery time to account for the numerous actions they were able to perform.

Each monster has its own attacks, which cost 2 to 3 AP (and sometimes 4), with the higher cost attacks having greater effects. Occasionally a monster will have other unique actions that cost 1 to 4 AP(a simple monster can gain an additional Action Point if you spend a Karma). A list of other common actions, and their costs, are as follows:

Movement: 1 AP (or 3 AP to move twice)
Saving Throw: 1 AP (or 3 AP to make a Saving Throw with a +5 bonus [STB 5]).
Draw/Stow an item: 1 AP

Whenever a Simple Monster is subject to an effect that a Saving Throw can end, it doesn't get an initial Saving Throw (unlike PCs and other monster types) and is automatically subjected to the effect. The Simple Monster must ultimately use it's turn to make a Saving Throw to overcome the effect.

Simple Monsters additionally do not suffer from Injuries. Instead, when a Simple Monster reaches 0 hitpoints, it is considered to take an automatic Lethal Injury (unless subdual damage was dealt, then it is just knocked Unconscious). If a Simple Monster is subject to a power or ability that would require an Injury Check and it fails, it is considered to be automatically killed or disabled to the point where it can no longer fight.

Since Simple Monsters have a standardized recovery time, certain effects, such as Dazed, Stunned, and Slowed, have different effects on Simple Monsters (which are described on each effects page).

Mob Monsters

Mob Monsters are similar to Simple Monsters, but with even more simplified mechanics as they are intended to be used when you want to run a large group of creatures against the PCs. Each Mob Monster entry represents a group of 5 monsters, each with a small number of hitpoints, so they are usually killed on the first attack. Additionally, Mob monsters may move and attack on their turn (they have no special 3 point attack).

Mob monsters also have a group attack, that they use to make an attack on any creature adjacent to one or more members of the mob. Each attack gains a bonus to the Attack and Damage equal to the number of mob creatures adjacent to the target. If any of the Mob creatures has an advantage, the highest level of advantage is added to the Attack Roll (i.e. if one has 2 advantages and another has 3 advantages, the 3 advantages are applied). This means that the more Mob Monsters there are, the more likely attacks are to hit and the more damage will be dealt.

Mob Monsters are extremely vulnerable to Status Effects, with any Save Ends effects instead lasting for a duration of 1 phase. Many Status Effects function differently for Mob Monsters, see the particular Status Effect page for details.

Complex Monsters

Complex Monsters, are similar to Player Character's in their mechanics, with a few major distinctions. Like PCs, Complex Monsters each have their own initiative and have separate Recovery Times based on the action they perform on their turn. Their attributes tend to be higher (when compared to simple creatures of their race) and they have a longer list of powers and abilities than Simple monsters.

Instead of tracking energy, a Complex Monster's abilities are broken up into three categories: At-Will, Short Rest, and Extended Rest. At-Will abilities are generally unlimited and may be used as frequently as possible (though sometimes they have a short limitation on their frequently, usually limited by rounds). Powers in the Short Rest category are limited to a certain number of uses per Short Rest, while powers in the Extended Rest category are limited to a certain number of uses per Extended Rest. These uses indicate the total number of abilities that may be used from within the category, and have no bearing on the frequency of one power's use over another (i.e. you can use the same power multiple times, or each power once). The number of uses that a creature gains per category varies and is listed within each category's attack box. As a general rule, a creature cannot use two Short Rest or Extended Rest powers in a row, and should vary their power usage among the available categories.

When a Complex Monster is subject to an effect that a Saving Throw can end, it gets an initial Saving Throw (unless specifically prohibited by the power). Complex Monsters are additionally subject to Injuries (as normal) when reduced to 0 hitpoints.

Legendary Monsters

Legendary Monsters function similarly to Complex Monsters, with a few added bits of complexity. The Recovery Times for Legendary Monsters are typically faster than normal, due to the fact that they are meant to serve as a challenge for four or more characters. Additionally, Legendary Monsters always have an Automatic Action, which occurs once per round at any time of your choosing. Automatic Actions are unique in that it can be used even when effects would prevent you from doing so (such as Dazed or Stupefied). In fact, Automatic Actions can only be prevented by killing the creature, knocking it Unconscious, or removing it from the battlefield (such as with a Maze spell).